D&D Collective, version 5.9


[T1] Table of Contents

[FULL] Click here to download the entire collective (huge file!)
 
[Coll3B] Click here to view Collective 3B (Basic Collective with minimal tables)
 
[Coll40] Click here to view Collective 4.0-basic (Basic Collective with minimal tables)
 
[Coll50] Click here to view Collective 5.0 (yet one more Basic Collective with minimal tables)
 
[T] Introductory Tables (click here to view this whole section)
[T1] Table of Contents (you're here!)
[T2] Index (alphabetical)
[T3X] Items added to Collectives 3.0 to 3.9
[T4X] Items added to Collectives 4.0 to 4.9
[T99] Unknown/Incomplete Rules
 
[P] Player's Reference (click here to view this whole section)
[P0] Character sheet
[P1] How to create a Player Character (PC)
[P2] Ability scores
[P3] Races
[P4] Classes (General Rules & XP Tables & Reverse XP Table)
[PC0] List of Classes
[PC1] Warrior Group Classes
[PC2] Wizard Group Classes
[PC3] Priest Group Classes (& Specialty Priest abilities)
[PC4] Rogue Group Classes (& Rogue Ability charts)
[PC5] Psionicist Group Classes
[PC6] Custom Group Classes
[PC7] Concordant Group Classes
[PC8] Monster Group Classes
[PC9] Alternate Universe (Planeshifted) Group Classes
[PC10] Mini-Classes Group
[PC11] Mirror Group Classes
[PC12] Planar Group Classes
[PC13] Lost Group Classes
[PC14] Demigod Group Classes
[PC15] PC Designed Group Classes
[PC16] Technology Group Classes
[PC17] Joke Group Classes
[PC18] Futureshifted Group Classes
[PC19] Random Group Classes
[PC20] Concordant Mini Classes
[PC22] Archetype Classes
[PC30] Demigod Mini Classes
[PC80] Internet Classes Group
[PC220] Originator Mini Classes
[PC-1] Non-Combatant Group Classes
[PC-4] Overt Group Classes
[PC-10] Maxi-Classes Group
[PC1r] Random Warrior Classes
[PC2r] Random Wizard Classes
[PC3r] Random Priest Classes
[PC4r] Random Rogue Classes
[PC8r] Random Monster Classes
[PC10r] Random Mini Classes
[PC37] Collective 3.7 Classes (this is a temporary section)
[PC38] Collective 3.8 Classes (this is a temporary section)
[PC39] Collective 3.9 Classes (this is a temporary section)
[PC42] Collective 4.2 Classes (this is a temporary section)
[PC43] Collective 4.3 Classes (this is a temporary section; Mini-classes are at the end)
[PC45] Collective 4.5 Classes (this is a temporary section)
[PC46] Collective 4.6 Classes (this is a temporary section)
[PC47_1] Collective 4.7 Random Races, ÷1 (this is a temporary section)
[PC47_2] Collective 4.7 Random Races, ÷2 (this is a temporary section)
[PC47_3] Collective 4.7 Random Races, ÷3 (this is a temporary section)
[PC47_10] Collective 4.7 Race Adjectives Mini Class (this is a temporary section)
[PC51] Collective 5.1 Classes (this is a temporary section)
[PC52] Collective 5.2 Classes (this is a temporary section; includes everything in 5.1)
[PC54] Collective 5.4 Classes (this is a temporary section)
[PC54A] Supplemental material for Collective 5.4 (some of this is new, some is old)
[PC7_Divine3] Divine3 class (this is a temporary section)
[PC99] Unknown/Incomplete Classes
[P5] Kits
[P6] Proficiencies, Weapon
[P7] Martial Arts
[P8] Proficiencies, Nonweapon
[P9] Skills & Secondary Skills
[P10] Background; Zero-level characters; Aptitude Points
[P11] Feats
[P12] Research
[P14] Professional Wrestling
[P?] How to play this version of AD&D
 
[C] Combat (click here to view this whole section)
[C1] THAC0 (Attack bonus)
[C2] Saving Throws
[C2T] Saving Throws (transposed)
[C3] Action Types
[C4] Combat Sequence
[C5] Calculating Combat Values (hp, AC, THAC0, dmg, blahR)
[C6] Priests Affecting Undead
[C7] Combat Options (wielding unusual size weapons, combat maneuvers)
[C8] Generic Effects / Glossary (stunned, confused, etc.)
[C9] Resistances (BlahR's)
 
[S] Spells and Magical Effects (click here to view this whole section)
[S0] Spells and Innates, General Rules
[S1] Warrior Spells
[S2] Wizard Spells
[S3] Priest Spells
[S4] Rogue Spells
[S10] Familiars
[S11] Spells from Magic the Gathering
[S12] Spell Research
[S22] Recommended Wizard Spells
[S23] Recommended Priest Spells
 
[Q] Psionics (click here to view this whole section)
[Q--2] Efficiency Psionics (Psi. Freq. --2)
[Q-17] Illogic Psionics (Psi. Freq. -17)
[Q-15] Eelemental Psionics (Psi. Freq. -15)
[Q-12] Legalistic / Temperate / Commotion Psionics (Psi. Freq. -12 L/T/C)
[Q-9] Mutate / Anti-Radiation Psionics (Psi. Freq. -9)
[Q-7] Unlive Psionics (Psi. Freq. -7)
[Q-6] Angelic / Gaea / First Evil Psionics (Psi. Freq. -6 G/N/E)
[Q-5] The Nothing Psionics (Psi. Freq. -5)
[Q-3] Anti-Esper Psionics (Psi. Freq. -3)
[Q-2] Deficiency Psionics (Psi. Freq. -2)
[Q-1] Unnatural Psionics (Psi. Freq. -1)
[Q0] Martial Arts / Ki Powers (Psi. Freq. 0)
[Q0.01] Pinpoint Psionics (Psi. Freq. 0.01)
[Q1] Natural (1st edition) Psionics (Psi. Freq. 1)
[Q2] Proficiency (2nd edition) Psionics (Psi. Freq. 2)
[Q3] 3rd Edition Psionics (Psi. Freq. 3)
[Q3.5] 3.5 Edition Psionics (Psi. Freq. 3.5)
[Q5] Imagination Psionics (Psi. Freq. 5)
[Q6] Deva / Balance / Demon Psionics (Psi. Freq. 6 G/N/E)
[Q7] Undead Psionics (Psi. Freq. 7)
[Q8] Cyberspace (Technology/Animation) Psionics (Psi. Freq. 8)
[Q9] Mutant (Radiation) Psionics (Psi. Freq. 9)
[Q10] Empathic (Role Aids) Psionics (Psi. Freq. 10)
[Q11] ? Psionics (frequency 11)
[Q12] Law / True / Chaos Psionics (Psi. Freq. 12 L/T/C)
[Q13] Emotional/Frame of Mind Psionics (frequency 13)
[Q14] Lycanthrope/Moon Psionics (Psi. Freq. 14)
[Q15] Elemental/Dragon Psionics (Psi. Freq. 15)
[Q16] Golem/Intelligent Item Psionics (Psi. Freq. 16)
[Q17] Vulcan Psionics (frequency 17)
[Q18] Synnibarr (Radiation) Psionics (Psi. Freq. 18)
[Q19] The Force Psionics (Psi. Freq. 19)
[Q20] Incantatrix/Defiler/Absorption (Active/Surroundings) Psionics (frequency 20)
[Q21] Divine (Immortal/Godly) Psionics (Psi. Freq. 21)
[Q22] ? Psionics (frequency 22)
[Q23] Cloud Elves' Magical Clouds (Psi. Freq. 23)
[Q27] Fate Psionics (Psi. Freq. 27)
[Q29] Beholder Psionics (Psi. Freq. 29)
[Q30] Astral (Shadowrun Magic) Psionics (Psi. Freq. 30)
[Q36] Synnibarr Psionics (Psi. Freq. 36)
[Q45] Marvel Psionics (Psi. Freq. 45)
[Q54] DC Psionics (Psi. Freq. 54)
[Q60] Ethereal Psionics (Psi. Freq. 60)
[Q72] Mutants and Masterminds Psionics (Psi. Freq. 72)
[Q81] Champions Psionics (Psi. Freq. 81)
[Q98] Psionic Research & Custom Psionic Frequencies
[Q100] Storm Psionics (Psi. Freq. 100)
 
[A] Adventures (click here to view this whole section)
[A1] Alignment
[A?] Handling NPCs and MPCs; Hirelings and Henchmen
[A2] Time, Distance, and Movement (non-combat)
[A3] Aging
[A?] Natural Effects / Weather
[A6] Air Adventures
[A7] Underwater Adventures
[A8] Space Adventures
[A9] Power Factors (MF/PF/TF/PsiF/TechF)
[A?] Awarding XP
[A?] Adjective-Based Tables
[A12] Inner Planes' Effects
[A13] Outer Planes' Effects
[A14] Ultra Planes' Effects
 
[E] Equipment (click here to view this whole section)
[E0] Equipment, General Rules
[E0.1] Money
[E0.2] Encumbrance
[E1] General Equipment
[E2] Weapons
[E3] Armor
[E4] Magic Items
[E5] Unusual Materials
[E7] Intelligent Magic Items
[E8] High-Technology Equipment
[E11] Magic Item List (DMG1, UA1, RC0 only)
[E20] Creating Magic Items
[E21] Alcohol
[E22] Drugs
[E23] Poison
 
[M] Monsters (click here to view this whole section)
[M0] Monsters, General Rules
[M1] Listing of Monsters
[M2] Monster Templates
[M3] Random Monsters
[M?] Monster Characters as MPCs; Morale
[M5] List of NPCs
[M7] Immortal Monsters, Characters, & Gods
[M8] Treasure Types, Gems, Jewelry
[M11] List of Monsters (1st ed. MM, MMII, FF only)
[M12] List of Monsters (2nd ed. Monstrous Manual & Annuals only)
[M22] Monsters Unique to the Collective
[M40] 40 Monster Types (this is a temporary section)
[MC1] Monster Collective, Spells
[MC2] Monster Collective, Psionics
 
[D] Dungeon Master's Reference (click here to view this whole section)
[D0] General Information on Setting
[D1] Oerth (Description & Countries)
[D3] Timeline
[D4] Traps
[D5] Tricks
[D6] Specials
[D7] Dungeon Dressing
[D8] City Dressing
[D11] Prime Material Plane
[D12] Inner Planes
[D13] Astral Plane
[D14] Outer Planes
[D15] Ultraplanes
[D16] Omniverse
[DM] Dungeon Modules
[DM1] A Midsummer's Nightmare
[DM2] Thanatos Rift
[DM3] Gateway Mountain
[DM4] New Century
 
[X] Immortals' Rules (click here to view this whole section)
[X1] Immortals Rules
[X2] Immortal Powers
[X3] Cheat Codes
[X-7] Anti-Concordant Powers (Concordant Freq. -7)
[X4] Superstition Psionics (Concordant Freq. 4)
[X7] Divine (Immortal/Godly) Powers (Concordant Freq. 7)
[X14] Divine (Immortal/Godly) Powers (Concordant Freq. 14)
[X21] Divine (Immortal/Godly) Powers (Demigod Freq. 21)
[X24] Class/Occupation Psionics (Demigod Freq. 24)
 
[Z] Notes (click here to view this whole section)
[Z1] Bibliography (Sources converted to the Collective)
[Z2] Omissions (What's not in these rules that's in "standard" AD&D)
[Z3] Rationale (for the more "questionable" rulings)
[Z6] Revisions & Addenda to these rules
[Z13] Dead/Pixelated/Banhammered Collective Concepts
[Z22] Sources to be added to the Collective

[T3X] Items added to Collectives 3.0 to 3.9


[T39] Items added to Collective 3.9

Rule Changes
[PC39] New Classes Added 28 new classes. These classes have also been added to the relevant [PC#] section, and to the [PC0] class list. The list: Arcane Wizard, Damage Resistance, Deified Mortal0, Dragon Mage15 / Dracologist15, Duplicator, Fallen Angel5, Generic Priest, Giant Robot8, Magic-User4 (was renamed to Magic-User30 in Collective 4.2), Maxulator, Meat Sword, Memorization Level, Musketeer/Cannoneer/Pistoleer/Rocketeer, OtherR, Paladin of Quality1, Psi0.01, Psi36 (Synnibarr), Psi-40 (old Psi-4), Quickling0, Rakshasa, Research Points / Sheets, Small Game Hunter, Specific Immuner, Spell Damage, Summons, The Hidden, Traveller Priest, Weapon Specialization
The following sections should exist due to these new classes, but haven't been added yet: [PC12] Planar Group Classes (there are only 2 classes in this group so far), [Q(-40)] Reality Psionics (all of these powers are in the Psi(-40) class currently.)
[Q0.01] Pinpoint Psionics (Psi. Freq. 0.01) New Psionic Frequency. This uses similar mechanics to Psi1.
[Q36] Synnibarr Psionics (Psi. Freq. 36) New Psionic Frequency. This uses similar mechanics to Psi9 and Psi18.

[T3X] Items added to Collectives 3.0 to 3.9


[T38] Items added to Collective 3.8

Rule Changes
[PC37] New Classes Added the Collective 3.7 classes to the relevant [PC1]-[PC14] sections, and to the class list in [PC0]. Added [PC11] Mirror Group Classes and [PC13] Lost Group Classes.
[PC38] New Classes Added 24 new classes. These classes have also been added to the relevant [PC#] section, and to the [PC0] class list. The list: Anti-Custom, Compounder, Defender Psionicist, Demolitionist, Dilettante, Divine Assassin, Ethereal Repair60, Faith Healer, Master Custom3.5, MiniCustom2, MiniCustom5, Minotaur0, Offender Psionicist, Ovinomancer, Resister, Stuffy Doll16, Sun Priest, Teneb Harvester (MTG B/G/W), Theist14, True Armor Class, True Damage, True Saves, True To Hit, XP
[M8] Treasure Types, Gems, Jewelry Started working on this.
[M40] 40 Monster Types Expands the number of Monster Types from 16 to 40. Eventually this will replace the [M1] system; this is a temporary section. The 24 new types (Alien, Arctic, etc.) are given 30 monsters each in this section, which isn't much, but it's a start.
[MC1] Monster Collective, Spells New section, describing the spells that monsters typically use.
[MC2] Monster Collective, Psionics New section, describing the psionics that monsters typically use.
[D7] Dungeon Dressing Added tons of stuff here, mostly Dungeon Types [D7.1], Room Features [D7.3], and Minor Items [D7.9].
Also added section [D7.7] Doors

[T3X] Items added to Collectives 3.0 to 3.9


[T37] Items added to Collective 3.7

Rule Changes
[PC37] New Classes Added 55 new classes. These classes have NOT been added to the relevant [PC#] section, nor have they been added to the [PC0] Class List yet, they are only in [PC37] right now. The list: Acrobat0, Angel5, Antemortal0, Archer0 / Er0 / Ranger0, Astral Destruct-3, Athlete, Avatar, B Actions, Barney Emissary, Big Game Hunter, BlahR, Captain, Caster Level, Charonodaemon5, Concordant Spell Progression, Crosis Purger (MTG B/U/R), d20izer3, Delusionist1 / ArchIllusionist1, Engineer, Excecutioner1 / ArchAssassin1, Force Mage, Githyanki Knight, Golem16, Immuner, Incantatrix, Innovator48, Knowledgizer3, Meat Shield, Minulator, Money, Movement Rate, Number of Attacks, Overt Rogue, Peacemonger, Pharmacist5, Planeswalker Artificer, Polar Bear9, Psi100, Psi14, Psi--2, Psi3.5, Psi81 (Champions), Quintessential Cleric6, Quintessential Custom6, Quintessential Mage6, Quintessential Psion6, Quintessential Thief6, SemiDivine3, Stealth Ninja, Strider1 / ArchRanger1, Time Bandit, Tourist, Wizard of the Coast, Worshiper of the UltraWhite, Yuan-Ti / Snake Worshiper.
[Q--2] Efficiency Psionics (Psi--2) New Psionic Frequency (the first double-negative frequency)
[Q-3] Anti-Esper Psionics (Psi-3) New Psionic Frequency.
[Q3.5] 3.5E Psionics (Psi3.5) New Psionic Frequency (the first fractional frequency)
[Q14] Lycanthrope Psionics (Psi14) New Psionic Frequency; replacement for the old Psi14, which got moved to [X14]. This uses similar mechanics to Psi7.
[Q16] Golem Psionics (Psi16) New Psionic Frequency. This uses similar mechanics to Psi8.
[Q48] Class/Race Psionics (Psi48) This is not a new section (and isn't included online), but some Psi48 powers are included in the "Innovator48" class (in [PC37]). It is similar to X24.
[Q81] Champions Psionics (Psi81) New Psionic Frequency, based on the "Champions" game.
[Q100] Storm Psionics (Psi100) New Psionic Frequency. This uses similar mechanics to Psi1.

[T3X] Items added to Collectives 3.0 to 3.9


[T36] Items added to Collective 3.6

Rule Changes
(note on Collective 3.5) Collective 3.5 was skipped. It was originally supposed to include a lot of 3E/3.5/d20 material, but fell out of favor with the group (who prefer Collective play over 3.5). While Collective 3.6 was being developed, the Crystal Keep website ( http://www.crystalkeep.com/d20/index.php ) was discovered. Heavily altered components of some of the material from their PDF files have been included here. Look for "3.5" in the "New?" column of various tables.
(many places in the Collective) Made lots of little additions all over the place. I did not document all the changes here. For example, dozens of classes got new "Level:" abilities.
[P3] Races Added 2 races: Elder Druid; Grell, Patriarch
Added 1 racial adjective: Zombified
[PC0] List of classes TODO: Group, Class name, Requirements, XP for 2nd level
[PC3] Priest Classes Added 15 gods to the GGL.
Added 2 classes: Dweomershaper5, Shapeshifter2 (also Monster group)
Smiter5: Filled in all the powers except Z
[PC4] Rogue Classes Added 1 class: Thief4 (renamed to Thief30 in Collective 4.2).
Holy Monk1: Made a few changes to make the class better.
White Hat5: Filled in the Level 20-26 bracket (also added these to ArchCustom5's list)
[PC5] Psionicist Classes Added the PSP conversion table (the value of each frequency's PSPs in terms of Psi1 PSPs). Yes, it should probably be in [Q] somewhere instead, but there's no place in [Q] currently for a "General Psionics Rules" section.
[PC6] Custom Classes Added 1 class: Custom5.
FMCTP1/2: Added some high "Level:" abilities
[PC7] Concordant Classes Immortal0: Added 5 spells (they are all BlahR's)
Lich: Added 3 spells to SL=2 (material componenting stuff)
[PC8] Monster Classes Added 1 class: Shapeshifter2 (also Priest group)
Spectre: Gave the class the choice between Psi7, Lich, or Protolich progression.
[PC10] Mini Group Classes Added 1 class: Turn Undead.
[P11] Feats Added 2 feats: Accelerate Weapon, No Rogue Adjustments
[C8] Generic Effects Added "Double Resist". Expanded upon the descriptions of Resist and Immune to include "spreading" and the fact that resistances stack.
[C9] Resistances (BlahR's) New section, describing all the BlahR types (MR, RR, etc.). As an extra bonus, we get a bunch of new spells, such as "Reverse Technology".
[S2] Wizard Spells Added 6 spells: Innate Resistance (SL=4), Weapon Resistance (SL=5), Effects Resistance (SL=6), Anti-Magic Resistance (SL=7), Spirit/Concordant Resistance (SL=8), Anti-Psionic Resistance (SL=9)
[S3] Priest Spells Added 3 spells: Fix (SL=10), iHeal (SL=10), Reset Other (SL=10)
[S10] Familiars Added 11 Familiars: Eagle [3], Evolved Human, Gateway Mountain Souvenir Rock, Lord Karll's Prized Chicken, Louse, Matt Gnome, Native Bird [Vermin Multiverse], Pink Bunny [Vermin Multiverse], T.T. Maggot, The Hand, War Horse
[Q-6E] First Evil Psionics Added 3 Fourth Hell, 3 Fifth Hell, and 2 Sixth Hell powers
[Q-6G] Angelic Psionics Added 2 Sixth Heaven and 3 Seventh Heaven powers
[Q15] Dragon/Elemental Psionics Added Wild Talent Progression (it's completely different from the hand-written version)
Added Splinters (Quasi-) to the Element list
[Q18] Mutant Psionics Added 3 Minors (Demi-Shadow Magic, Happy Day, Innate Shield), 1 Major (Scty: Delocator), 1 Grand (Fate Wish), 1 Super (Quick Zeroes)
[Q29] Beholder Psionics Added 2 Majors: Deflection, Fork (thought it was there already!)
[E3] Armor Added Cryo-Hydra to [E3.5] Dragon Armors
[E4] Magic Items Added 100 magic items from Crystal Keep (look for "3.5" in "New?" column)
[D5] Tricks Added Monster Generators
[D8] City Dressing New section, describing cities. Started with [D8.1] Building Types, with 50 buildings.
[D11-D16] Planes Made this take up less space (removed form feeds)
[X3] Cheat Codes New section, describing "player picks".
[Z13] Dead/Pixelated/Banhammered Added [PC0] Standard XP Table

[T3X] Items added to Collectives 3.0 to 3.9


[T34] Items added to Collective 3.4

Rule Changes
Collective 3B Remade this. This is a simplified version of the Collective with less tables.
[T1] Table of Contents Added a link to Collective 3B, and added a link to view all of section [T].
[P0] Character sheet New section. A Collective character sheet!
[P3] Races Added the 50 races from the Collective 3.3 campaign (look for "3.3" in the "New?" column). This was supposed to be in the 3.3 update, but didn't make it, so I'm leaving it as "3.3" in "New?" (instead of "3.4"). Since these races were made to be divisor 1, some are rather weak for what they are (e.g. Serra Angel should have better stats and abilities, but it would then have a divisor of 3 or 4).
My current race list has 539 races, and 85 adjectives (templates) for races.
[PC] Classes Added "To Hit" and "Saves" tables to all classes.
Classes that are more than one group (e.g. Elf0 is Warrior and Wizard) now appear in both groups. In doing this, some classes were added to groups they did not previously belong to.
[PC1] Wizard Classes Jedi0/Sith0: XP table was halved.
[PC10] Mini Classes Group New group with 26 classes (each of these classes also has an "Alternate" version): Ability Score Points, Armor Class, Damage, Hit Dice / Hit Points, Jobber, Kits / Feats, Priest Spell Progression, Proficiencies, Psionic Progression, Rogue Abilities, Saving Throws, To Hit, Wizard Spell Progression
[PC33] Collective 3.3 Classes This was removed, and the classes put into their relevant sections.
[S2] Wizard Spells Removed the "Range", "Area", and "Duration" columns, since they were mostly blank and it was causing [S2] to take up a lot of pages. I put some of the information from these columns in the "Effect" column.
[S3] Priest Spells Removed the "Range", "Area", and "Duration" columns, since they were mostly blank and it was causing [S3] to take up a lot of pages. I put some of the information from these columns in the "Effect" column.
[E5] Unusual Material for Weapons & Armor Added 5 unusual materials from SRD3.5: Adamantine, Alchemical Silver, Cold Iron, Darkwood, Mithral3.
[E7] Intelligent Magic Items Added 362 powers (from the 0D&D Master's Set) - some of the text scanning is pretty bad (i.e. lots of typos), but it's good enough to understand. I didn't add a "New?" column because this is (pretty much) just for me.
[M2] Monster Templates Added 56 Monster Templates (mostly from 3E/d20 books), notable is "Rakshasa", which I can't believe I've missed until now, considering how often I use it.
Added a "Source" column.
[D4] Traps Added 28 traps from Random Dungeon Generator (Jamis Buck); I didn't add a "New?" column because this is just for me.
Added 105 traps from SRD3.5.
[D5] Tricks Added 15 tricks from Random Dungeon Generator (Jamis Buck); I didn't add a "New?" column because this is just for me.
[D7] Dungeon Dressing Moved from [D10] to [D7]. Also, the unfinished "City Dressing" section was moved from [D11] to [D8].
Added 200 furniture and minor items from Random Dungeon Generator (Jamis Buck); I didn't add a "New?" column because this is just for me.
[D11] Prime Material Plane New section.
[D12] Inner Planes New section.
[D13] Astral Plane New section.
[D14] Outer Planes New section.
[D15] Ultraplanes Moved from [D14] to [D15]. Added to this.
[D16] Omniverse New section.

[T3X] Items added to Collectives 3.0 to 3.9


[T33] Items added to Collective 3.3

Rule Changes
(many places in the Collective) Fixed dozens of typos all over the place, notably classes (missing spell progressions, etc.)
[PC1] Warrior Classes Bushi1: Gets a free Martial Arts style and +1 maneuver per level.
Kensai1: Gets a free Martial Arts style and +1 maneuver per level.
Shifter1JG: Has a Psi14 (Lycanthrope Psi.) progression.
[PC2] Wizard Classes PlaneswalkerB/U/G/R/W: Pixelated; Moved to [Z13]
SpellshaperMTG: Pixelated; Moved to [Z13]
WuJen1: Gets a free Martial Arts style and +1 maneuver per level.
[PC3] Priest Classes Acupuncturist1JG: Now has a (somewhat crappy) spell progression. Gets single spec. in Needles.
Atheist(-7): The class is more expensive in XP, especially at lower levels. Stat requirements increased. Now refers to [X(-7)] instead of Psi(-7).
Pantheon Worshiper: Now gets 1 pantheon per level (the previous version was far too weak.)
Shukenja1: Gets a free Martial Arts style and +1 maneuver per level.
Sohei1: Gets a free Martial Arts style and +1 maneuver per level.
Theist7: The class is more expensive in XP, especially at lower levels. Stat requirements increased. Now refers to [X7] instead of Psi7.
[PC4] Rogue Classes Bard1N: Improved immensely: Better rogue chart, spells, etc.
Ninja1: Gets a free Martial Arts style and +2 maneuvers per level.
TANB1: Added how to replace classes.
Yakuza1: Gets a free Martial Arts style and +1 maneuver per level.
[PC5] Psionicist Classes ArchPsi1: Massively slowed down the power progression for levels 1-8; it was completely insane before.
Com*1: Can now "material component" Psi1 powers.
X4A: X4 multipliers have been greatly reduced (to x1.25 / x1.5 / x2 / x2.5).
Psi11B/U/G/R/W: Pixelated; Moved to [Z13]
Psi72: New class.
X7A: This is the old Psi7A class. It still exists, and gets [X7] powers. It has an HNCL requirement now, and the XP table is now much more expensive. [X7] is not a psionic frequency, but [X7] is frequency-like, so I am keeping X7A in the Psionicist group as a "Proto-X7" class.
[PC6] Custom Classes Emulator: "Your duplicated level must be equal to or less than e*2. If it is above that, it is lowered to e*2." - e*2 was lowered to e.
[PC7] Concordant Classes X7M: This is the old Psi7M class, renamed. It references [X7] instead of [Q7].
X7P: This is the old Psi7P class, renamed. It references [X7] instead of [Q7].
X14: This is the old Psi14 class, renamed. It references [X14] instead of [Q14].
[PC9] Alternate Universe Classes The 25 Collective 3.2 new classes: Most of the typos have been corrected.
Uncommoner3: You don't get to pick the broad group of the monster when the DM rolls it. (Early versions of the class let you pick.)
[PC14] Demigod Classes X21: This is the "old" Psi21 class, renamed. It references [X21] instead of [Q21]. It's not really an old class, since it just came out in Collective 3.2!
[PC33] Collective 3.3 Classes Temporary section to put all Collective 3.3 new classes in one place. These classes will also be listed in their relevant [PC1]-[PC9] section. This section will be removed as Collective 3.4 comes out.
Added 36 classes: Anti-Magic-User1 *, ArchCustom5, Battlelord, Beast Rider, Biostatistician, Brass Gnat, Chronomancer2 *, Collectivizer3, Companion3, Cthulhu Investigator5, Custom1, Divine Emissary, Faerie, Hell's Caretaker, Henchman, Luck Master, Mortal0, Mutant45 (Marvel), Mutant54 (DC), Myth, Pioneer (Outland Pioneer), Proto-Lich, Psi(-2), Psi7 (Undead), Psi72, Psionic Mystic0/10, Rarer3, Secret Agent5, Sidekick, Sliver, Urd0, Warden, Weasel, Worshiper of the UltraBlack, Wraith0/7, WWPRP2/3
* Anti-Magic-User1 and Chronomancer2 existed before, but have been completely rewritten (with new spells) in this version.
[P4.8] Class Adjectives Added "Channeling" (moved from it's own section [P4.10], which no longer exists), and "To Hit as Custom"
[P5] Kits The good news is the "Feat Kit" (the Kit that gives you a feat) no longer has a level 9 requirement. That rule was never enforced anyway. The bad news is the "Feat Kit" no longer gives the "Alternate Prime/Universe Knowledge" bonus proficiency, not that anyone remembered that either. The Banhammers giveth, the Banhammers taketh away.
[C1] To Hit To Hit as Custom added. It's the first "to hit" chart that's not linear (fast from levels 1-9, then slow afterwards).
[Q-7] / [X-7] The old Psi-7 Moved the old [Q-7] to [X-7], it's now a "Concordant Frequency", not a Psionic Frequency.
The new [Q-7] is Unlive Psionics.
[X4] X4 X4 multipliers have been greatly reduced (to x1.25 / x1.5 / x2 / x2.5).
The older system, which is crappy, vague, and just confuses the hell out of people, is Pixelated and moved to [Z13].
[Q7] / [X7] The old Psi7 Moved the old [Q7] to [X7], it's now a "Concordant Frequency", not a Psionic Frequency.
[Q7] Undead Psionics (Psi7) New psionic frequency, based on Undead powers.
[Q14] / [X14] The old Psi14 Moved the old [Q14] to [X14], it's now a "Concordant Frequency", not a Psionic Frequency.
The new [Q14] is Lycanthrope/Moon Psionics.
[Q21] / [X21] The old Psi21 Moved the old [Q21] to [X21], it's now a "Demigod Frequency", not a Psionic Frequency.
The new [Q21] is unknown at this time.
[Q30] Psi30 The older system, which made no sense to anyone (including the DM), is Pixelated and moved to [Z13].
[Q45] Marvel Psionics (Psi45) New psionic frequency, based on Marvel comics.
[Q54] DC Psionics (Psi54) New psionic frequency, based on DC comics.
[M1] Monster List Added 4274 monsters (all the MTG creatures up to Time Spiral).
Also redid all the stats for the Angband monsters (I multiplied their stats by DL, which I what I was doing in play anyway)
[Z13] Dead Concepts This is a new section - [Z13] Dead/Pixelated/Banhammered Collective Concepts. All the stuff that's no longer legal goes here. A true "John pick" (not a Ring of Ma'ruf) may pick from this section. This is in it's infancy. Here's what's added in this version:
[PC2] The various PlaneswalkerMTG and SpellshaperMTG classes, which were never finished.
[PC5] The old Psi11 (MTG) classes, which were never finished.
[X4] The original X4 system.

[T3X] Items added to Collectives 3.0 to 3.9


[T32] Items added to Collective 3.2

Rule Changes
(many places in Collective) In some sections I've added a "New?" column to the far right. This is the Collective edition number the concept or item was added, starting with Collective 3.2. If the box is blank, it was introduced before Collective 3.2. I will add the "New?" column to sections as needed. I might go back and fill in "3.1" values, but I probably won't go any further back.
[P3] Race Table Added 26 races (look for '3.2' in the New? column). Notable items: MTG races.
[PC4] Rogue Classes Added the list of "All Rogue Abilities" (it's at the top of the [PC4] section). Filled out the Wilderneer table.
[PC6] Custom Classes Added Statistician, a class I will regret until the end of my days. Seriously though, this class needs rewording so it isn't broken with other things.
[PC7] Concordant Classes Added Divine3 (the special abilities and spells are offline due to copyright restrictions), Dragon of Tyr2
[PC9] Alternate Universe Classes New group, with 25 new classes: Amulet Destroyer1JG, Black Hat5, Block, Companion Mage, Dwarven Offender3, Ethereal Shaman60, Gorilla Shaman (Mox Monkey), Gruul Grave-Troll22 (MTG G/R), Grand Meleer1, Holy Monk1, Holy Warrior3, Illogician-17, Inept-2, Life Machine, Life Master1, Mixed Freq. Sampler, Orzhov Euthanist22 (MTG B/W), Physicist, Protector Mage, Selesnya Sagittar22 (MTG G/W), Shadow Elf0, Uncommoner3, Unholy Order of Stars Jerry1, Urbaneer (Cityneer), Witch5. There are some typos that were observed in play that have not yet been corrected in this version, sorry.
[PC14] Demigod Classes Added Psi21
[Q-17] Psi -17 New psionic frequency (Illogic Psionics)
[Q-15] Psi -15 Added Gray Goo (EE=4)
[Q-2] Psi -2 New psionic frequency (Deficiency Psionics)
[Q21] Psi 21 New psionic frequency (a x3 psionics frequency)
[Q29] Psi 29 Added a lot more Grands and Supers
[Q60] Psi 60 New psionic frequency (Ethereal Psionics)
[E2] Weapons Added 0 weapons (look for 3.2 in the New? column). Notable items: Monomolecular Blade.
[E4] Magic Items Added 73 magic flags / items (look for 3.2 in the New? column). Notable items: Artifacts from DMG1, Gauntlet (video game) items, Poppers, Weapon Flags: Cascade Ram, Dragonlancing (and Inverse).
[E7] Intelligent Magic Items Started this section over fresh, instead of using old [E7] from Collective 1.0. The abilities there are more or less lifted from DMG1 and DMG3.5. Need to add: Old [E7] sections (there are 2 of them), BoA2, Master's rulebook (0 edition), etc.
[M1] Monster List Reorganized sections so each DL starts in a new section.
[M2] Monster Templates Added "Type" column and rules, so we have monster type.
[M3] Random Monsters Added "Type" column and rules, so we have monster type.
[M5] List of NPCs New section.
[M22] Collective Monsters Added a list of Monsters Unique to the Collective; i.e. I made these monsters up.
[D4] Traps New section. In it's infancy, but it's a start.
[D5] Tricks New section. In it's infancy, but it's a start.
[D6] Specials New section. In it's infancy, but it's a start.
[D10] Dungeon Dressing New section. In it's infancy, but it's a start.

[T3X] Items added to Collectives 3.0 to 3.9


[T31] Items added to Collective 3.1

Rule Changes
[T99]/[PC99] Incomplete Rules Old [Z9] section removed; contents merged into [T99]/[PC99]. More known items (that are not written yet) added to [T99]/[PC99].
[P2] Ability Scores [P2.1] Stat table goes to 1000000. Added [P2.1-W2] which is Simplified Wis bonus out to stat=1000 / MSL=36
[P3] Race Table Fixed races (added abilities): Aasimon, Agathinon; Beastman [Zangband]; Celestial Lammasu; Draconian [Phoenix]; Dragon, Electrum [Ann1]; Elf, Drow; Dragon, Gold [MM1]; Dragon, Silver [MM1]; Giant, Storm; all Halflings/Hobbits (added x10 Personality score); Ki-rin; Ki-rin, T'uen-rin; Planetar (but Solar still has no abilities); Lycanthrope, Wererat (Racial Adjective)
New races: Deva, Astral; Deva, Monadic; Deva, Movanic; Half-Orc (not sure of source but it's quite different from the others)
[P3.9] Monsters as Races Added this rule (was omitted in 3.0).
[PC7] Concordant Classes Added Psi14 class. Psi14 powers are in [Q14] (also written).
[PC14] Demigod Classes New group for x3 classes. Added Demigod0 and Demigod0 spells, Mortal Hunter and Mortal Hunter spells.
[C1] To Hit Added Conc and Demigod
[C2.80] Item Saving Throws Added this rule (was omitted in 3.0).
[C2.90] Custom Saving Throws Added this rule (was omitted in 3.0). Adjusted for 8 save categories.
[C3] Action Types A, B, b (Borrowed), C, E, h (Held), I (Instantaneous), N (Null), Q actions added. Other action types descriptions expanded. Bug and Cthulhoid Horror actions mentioned but not described here. The nonsense about X actions being limited in what they could be used with in a segment (e.g. at HCL 1 you can use 1X+1V but not 1X+1P) has been dropped.
[C4] Combat Sequence Added and expanded this rule (was omitted in 3.0).
[C5] Calculating Combat Values Added this rule (was omitted in 3.0).
[C8] Generic Effects Numbered them so I can generate random [C] section effects easier. Used Excel formulas so I can add [C] section effects later without renumbering everything. However, this means that a [C] section effect might be [C8.42] now but [C8.43] later, so no referencing [C] section effects by rule number!
[S0] Spells, General Rules Added this rule (was omitted in 3.0). Currently it's just Material Componenting.
[S10] Familiars New Familiars: Black Cat, Brownie [2], Crow [2], Hawk [2], Imp [2], Pseudo-Dragon [2], Quasit [2], Screech Owl, Toad [2], Weasel [2]
[S12] Spell Research This is from old Collective 0.6. It actually seems to be quite workable.
[Q14] Psi14 New Psionic Frequency
[A3] Aging Added this rule (was omitted in 3.0).
[A10] Power Factors New rule describing MF/PF/TF/PsiF/TechF. Currently only TechF is described; need to access MOP1 to do MF/PF/TF.
[E2] Weapons Added and fixed a lot of weapons that were "lost" in various Collectives. Went from 200 weapons in 3.0 to 350 weapons in 3.1.
[E4] Magic Items Added and modified half-plusses' XP values (made normal +'s cheaper), Added definitions (+, x, ++, xx), merging items
[E8] Technological Equipment Added [E8.2] Cyberware and [E8.3] Bioware from older Collectives.
[E11] Magic Item List (DMG1, UA1, RC0 only) Magic Item List - DMG1, UA1, RC0 only. Need to add some RC0 items (only some of them are here), confirm gp costs, fix Sources listed as "1stEd".
[M1.1] Encounter Type Added that d16/d20 roll I use to determine Monster Type, also made a new d100 version by DL
[M1.4] Monster List Added Angband monsters (incorporated into main list finally!), Everquest Monsters of Norrath
[M2] Monster Templates Added this rule (was omitted in 3.0). This is a simple list for now, needs stats (AC, HD, etc.) and descriptions.
[M3] Random Monsters Added this rule (was omitted in 3.0). This is a simple list for now, needs stats (AC, HD, etc.) and descriptions.
[M11] Monster List (1st ed.) Monster List - Monster Manual, Field Folio, Monster Manual II (all 1st ed.), and Rules Cyclopedia only
[M12] Monster List (MM/Ann) Monster List - Monstrous Manual and Annuals only
[D3] Timeline Hopelessly out of date, but oh well.
[D14] The Ultraplanes Added this rule (was omitted in 3.0). Haven't checked to see if there is more material to add here (there probably is)
[Z1] Bibliography List of sources used in the Collective

[T4X] Items added to Collectives 4.0 to 4.9


[T46] Items added to Collective 4.6

Rule Changes
[PC46] New Classes Added 30 new Classes. These classes have also been added to the relevant [PC] sections, and to the [PC0] class list. The list: Abettor5 (Anti-Bringer5), Admiral (SFB), Arch-Alchemist1, Arch-Daggerer0, Arch-Sage0, Artificer24, Cosmos Priest, Doomdoctor3, Ferret, Generic Psionicist, Ghost, High Freq. Dabbler, Hit Man5, Holy Order of Stars Stupid1, Ill Omen Master, Instantaneous Chaining Wizard, Internet Troll8, Leecher1, Ling0, Loyalist5 / Collaborator5, Martyr (Rejuvenate-Other), Nicol Bolas (MTG B/U/R) (Dimir/Izzet/Rakdos), Paragon3, Psi∞*100 (Infinity*100), Quintessential FMCTP6, Scarlet Pimpernel / Liberator, Serra Angel5, Sub-Block, Summoner Cleric, Survivor
I've also accumulated about a dozen player-chosen Random classes (of various groups) that need to be added to the full Collective; this hasn't been done yet.

[T4X] Items added to Collectives 4.0 to 4.9


[T45] Items added to Collective 4.5

Rule Changes
[PC45] New Classes Added 30 new Classes. These classes have also been added to the relevant [PC] sections, and to the [PC0] class list. The list: Accountant, Animal0, Backstabber0, Barbarian0, Black Rogue, Blaster0, Blue Psionicist, Concordant Dabbler, Custom0, Darter0, Dejuvenator, Divine Elf0, Elemental Druid0, Green Warrior, Hermit0, Itemizer0, Mentaler0, Mover0, Physicaler0, Picker0, Plant0, Protector0, Psi(-1)A, Psi24, Psionic Dabbler, Red Wizard, Sage0, Sheriff0, Trapper0, White Priest
[PC8r] Random Monster Classes Random Monster Classes. These are not legal unless indicated by the DM. This link doesn't work yet, sorry.
[PC10r] Random Mini Classes Random Mini Classes. These are not legal unless indicated by the DM. This link doesn't work yet, sorry.

[T4X] Items added to Collectives 4.0 to 4.9


[T43] Items added to Collective 4.3

Rule Changes
[PC43] New Classes Added 60 new Classes. These classes have also been added to the relevant [PC#] section, and to the [PC0] class list. The Mini-classes within the [PC43] temporary section appear at the end of the section (not alphabetically). The list: Accomplice, Anti-Barbarian100, Arcane Priest, ArchCustom2, Astral Priest, Astraler3, Baron, BlahR Evasion, Brown Originator Mini, Capital Immuner, Chr, Con, Dex, Doomshaman3, Elemental Cleric2, Epic Feats, Forgotten Lord13, Fortune Teller10, Generic Wizard, Hag0, Heals, Int, Internetizer3.5, Knight of Quantity1, Luck, Magic Items, Mind Flayer0, Minimizer, Mob Instigator1, Myrmecologist, Numot Devastator (MTG U/R/W), Ogre0, Overwrite Progression, Pentarch Paladin, Physicalist, ProtoDracoLich, Psi11U/W, Psi1200C, Quarterling0, Quick Chaining Wizard, RandomCustom5, Rejuvenator, Rocketeer, Scarlet Chirurgeon, Sightseer, Smurf, Songsmith Bard, Specialty Schools, Spell Groups, Str, Summon DL, Time Lord13, Tiny DemiGod Sampler, True To Hit/Save Penalty, True Turning/Omens, Unfinisher3, Unholy SuperMonk1, Vanguard, Wand Mage, Wis
[PC15] PC Designed Group Classes
[PC17] Joke Group Classes
[PC20] Concordant Mini Classes
[PC30] Demigod Mini Classes
[PC80] Internet Group Classes
[PC220] Originator Mini Classes
[PC-1] Non-Combatant Group Classes
[PC-4] Overt Group Classes
Added eight new groups of classes, which cover various concepts. They will be expanded upon in the future. The following additional groups are known to exist due to Collective 4.3, but currently have no classes:
[PC21] Lesser God Group Classes
[PC40] Lesser God Mini Classes
[PC147] Originator Group Classes
[PC-2] Robot Controlled Group Classes
[PC-3] Enslaved Group Classes
[Q11U/W] Psi11U/W
[Q1200C] Psi1200C
Collective 4.3 added two new psionic frequencies (Psi11U/W and Psi1200C), but they don't have their own sections yet. For now their powers are in the relevant class descriptions.

[T4X] Items added to Collectives 4.0 to 4.9


[T42] Items added to Collective 4.2

Rule Changes
[P2] Ability Scores Slightly changed the ability score table, to include Exc. and Barb. stat bonuses.
* Added a "Barbarian Bonuses" section in [P2.2], to cover all the higher forms of Barb. stats.
[P3] Races Added 18 new Races (look for "4.2" in the "New?" column).
Added 18 new Racial Adjectives (look for "4.2" in the "New?" column).
[PC42] New Classes Added 28 new Classes. These classes have also been added to the relevant [PC#] section, and to the [PC0] class list. The list: Arcane5, Arch-Psi10, BlockCustom5, Concordant Sampler, Doomguard3, Eeler1, Group XP, Magical Pool Mage, Meat Helm, Odessa0, Pointer0, Psi∞ (Infinity), Randomizer3, Rith Awakener (MTG G/R/W), Scarlet Assassin, Scarlet Huntsman (Anti-Ranger), Scarlet Monk, Scarlet Necromancer, Scarlet Torturer, Slayer, Spell Robe, Stat Requirements, Thirteen Letter Horror, Uniquer3, Wacky Ball Mage, War Priest, Warrior/Rogue Spell Progression, Wear Locations / Limbs
* Also 4 new Random Group classes added to the Collective: Builder (Random Warrior #420726), Choicer (Random Warrior #474063), Luckier (Random Rogue #115354), Tougher (Random Wizard #231172)
[PC1] Warrior Group Classes Added the New Henchmen list, after the Meat Helm class. This also appears in the "War Priest" class in [PC3].
* Added Luck Cat and Big Game Faerie to the list.
* Added Henchmen Adjectives.
* Fighter4 has been renamed to Fighter30, in preparation for 4th Edition D&D.
[PC2] Wizard Group Classes * Magic-User4 has been renamed to Magic-User30, in preparation for 4th Edition D&D.
[PC4] Rogue Group Classes * Thief4 has been renamed to Thief30, in preparation for 4th Edition D&D.
[PC5] Psionicist Group Classes * Psi4A has been renamed to X4A, in preparation for 4th Edition D&D. I've wanted to move this to a Concordant frequency for a while anyway.
[PC6] Custom Group Classes * Added a BlockCustom5 pick list, for levels 4/8/13.
[PC7] Concordant Group Classes * Added a Concordant Sampler Spell List.
[PC12] Planar Group Classes This group was added in Collective 3.9, but didn't get it's own section until now. Classes from 4.2 in this group: Doomguard5, Magical Pool Mage
* These classes from full Collective are now in this group: Charonodaemon5, Cthulhu Investigator5, Pioneer (Outland Pioneer), Traveller Priest
* These classes might be in this group; I am still pondering how "wide" I want this group to be: Angel5, Astral Construct3 and related classes, Demonologist, Devalogist, Fallen Angel5, Limbologist, Psi(-15) and related classes, Psi(-12), Psi(-6), Psi6, Psi12, Psi15 and related classes (e.g. Elementalist), Psi30, Psi60
[PC16] Technology Group Classes New group, dealing with technology character classes. Classes from 4.2 in this group: Arcane5
* These classes from full Collective are now in this group: Big Bug [x2], Brass Gnat, Bug [x2], Captain (SFB), Chemist, Demolitionist, Engineer, Giant Robot8, Golem16, Musketeer/Cannoneer, Physicist, Psi8, Stuffy Doll16, Technologist, Tinker1
[PC18] Futureshifted Group Classes New group, dealing with futureshifted character classes. Classes from 4.2 in this group: Concordant Sampler, Odessa0
* These classes from full Collective are now in this group: Fighter30 (previously Fighter4), Magic-User30 (previously Magic-User4), Thief30 (previously Thief4)
* Any unfinished (partially written) class that actually has a class sheet in the Collective (e.g. Evil Overlord) is considered Futureshifted, but these classes will not be included in the [PC18] list in [PC0].
[P5] Kits Added 21 new Kits (look for "4.2" in the "New?" column).
[C7] Combat Maneuvers * Added "Charge" (which was in previous versions of the Collective, but somehow got removed by mistake.)
[Q10] Psi10 Added 7th, 8th, 9th, and 10th level powers.
[E2] Weapons Added 20 new Weapons (look for "4.2" in the "New?" column), and a variant of Whip-Dagger from 4.0.
Added [E2.2A] Weapon Adjectives, which allow some modifications of existing weapon types.
[E3] Armor Added 21 new Body Armor, 6 Shields, 6 Helms (look for "4.2" in the "New?" column).
[X4] Superstition Psionics * Formerly Psi4, this is now X4, a Concordant frequency.
[X24] Class/Occupation Psionics * Formerly Psi24, this is now X24, a Demigod frequency.

[T4X] Items added to Collectives 4.0 to 4.9


[T41] Items added to Collective 4.1

Rule Changes
[P3] Races Added Mirror Minotaur race, from the computer game.
[P11] Feats Added "Maintains" (+3 max number of maintained effects)
[PC1] Warrior Group Classes Added Orc0 class (also added this to [PC8] Monster Group classes), from the computer game.
[PC19] Random Group Classes New group, dealing with randomly generated character classes. The random classes can be seen in the new [PC1r] to [PC4r] sections. These sections will completely change with time; each time a new Collective comes out, I will try to remember to change the [PC1r]-[PC4r] sections to new random classes. I will probably add new groups as time warrants (as of this writing I am almost finished with [PC10r] Random Mini Classes).
When random classes are being used, after the game, each player may add one random class permanently to the Collective. These classes are assigned new (simple) names and added to the [PC19] section (and to the relevant [PC1]-[PC4] section). With this edition, these 3 classes were added: Hammerer (Random Warrior #811263), Lancer (Random Warrior #199267), and Pointer (Random Rogue #11829).
[PC1r] Random Warrior Classes Random Warrior Classes. These are not legal unless indicated by the DM.
[PC2r] Random Wizard Classes Random Wizard Classes. These are not legal unless indicated by the DM.
[PC3r] Random Priest Classes Random Priest Classes. These are not legal unless indicated by the DM.
[PC4r] Random Rogue Classes Random Rogue Classes. These are not legal unless indicated by the DM.
[E3] Armor Added 13 body armors and 1 armor adjective; these came up during play.

[T4X] Items added to Collectives 4.0 to 4.9


[T40] Items added to Collective 4.0

Rule Changes
[T4X] Items added to Collectives 4.0 to 4.9 Added this section.
[PC3] Great God List (GGL) Added 36 gods to the GGL. For now, I put all the new gods on the bottom of the list; I should reorganize this somehow. I also need to figure out a way for the table to not be so "wide". Perhaps put the powers on a separate line below each entry? Or make it like the race table (2 pages wide)?
[P6.2] Number of Attacks Table Added "Needle" column.
[P9] Skills & Secondary Skills New section, describing 3rd edition skills. (well, not actually new, but the old version was unusable) Non-weapon proficiencies (2nd edition) and the like are still being used (yes we are using *both*), see the [P9] section for explanation on this.
[P11] Feats Added 36 feats (look for "4.0" in the "New?" column).
[C6.7] Priest Omens New section, describing Priest Omens. All Priests may do this. The table is currently incomplete; if a blank result is rolled, I will fill in the result during play.
[S1] Warrior Spells Finally added a decent list of Warrior spells. Any Warrior class with a spell progression may cast any Warrior spell (e.g. a Paladin can cast a Ranger spell). This does not follow normal 3rd Edition rules. Any Warrior class with a spell progressions (in another group) may cast Warrior spells instead (e.g. a Ranger1 normally casts Priest spells; it may use some spell slots as Warrior spells instead). The "Class" column will eventually be the "Schools" that Warrior uses (so for example you can get a "School Robe" for -1 SL in "Paladin Spells"). Note there are only two 5th level spells so far.
[S2] Wizard Spells Added 89 Wizard spells (look for "4.0" in the "New?" column). The current Wizard spell list in the full Collective is a mess; what I need to do is remove duplicates (like I did in Collective 3B). The Collective 3B list excluded some sources, so I do need to do the removal from scratch.
[S4] Rogue Spells Finally added a decent list of Rogue spells. Any Rogue class with a spell progression may cast any Rogue spell (e.g. a Monk can cast a Bard spell). This does not follow normal 3rd Edition rules. Any Rogue class with a spell progressions (in another group) may cast Rogue spells instead (e.g. a Bard1 normally casts Priest spells; it may use some spell slots as Rogue spells instead). The "Class" column will eventually be the "Schools" that Rogue uses (so for example you can get a "School Robe" for -1 SL in "Assassin Spells").
[E2] Weapons Added 26 weapons (look for "4.0" in "New?" column). Temporarily removed the "Stat", "Type" and "SpeedF" columns, to save room, until I figure out what to do with them (This information I still have in the Excel version of the Collective.)
[E3] Armor Added 27 body armors, 6 shields, and 6 helmets (look for "4.0" in "New?" column). Added [E3.1A] Armor Adjectives, which allow some modifications of existing body armor types.

[T99] Unknown/Incomplete Rules


Rule Item
(many) MAKE TABLES SORTABLE (for Collective 3.3) (see http://www.pop.psu.edu/~miller/plone/sorttable.html for an example)
[P3] A lot of races have no abilities
[P3] The ATs for a lot of races is wrong or flipped (should be 10-N, where N is the AT shown).
[P3] Add Astral Construct race.
[PC] Add Angband classes
[PC] Add Phoenix classes
[PC] Remove all references to "11 edition" and "22 edition" in the MTG classes.
[PC] Simple list of all classes (with perhaps stat requirements, XP for level 2)
[PC] All 5th edition classes should cost 1.5 times what they say in terms of XP
[PC] Add TH/save table to every class. Add a "Group" entry to every class. Some classes have a "Background Point cost" entry, remove it.
[PC3] Specialty Gods - Add: Monster Mythology2, FR2 hardbound, Flying Spaghetti Monster, Invisible Pink Unicorn, Invisible Polar Bear, Nanna-Sin (free item merging/polymorphing), God III (x29), God II (x32), God I (x38), Spirit of the Preascended Ones (x18), Master of Evil (x8), Lady of Pain (Sigil, x9)
[PC4] Reduce "All Rogue Abilities" list down to "Common Rogue Abilities" (with no repeats). On each Rogue class, indicate which Rogue abilities are not on the Common list (by an asterisk or something).
[PC5] Add more abilities to Astral Construct class. Add Astral Destruct class?
[PC5] Make sure every psionic frequency has a class (no more "Wild Talent Only" frequencies). Psi72 has been added, need to add Psi23, X24 class, perhaps more.
[PC16] Technological Group Classes
[PC18] Futureshifted Group Classes (slated for Collective 4.1)
[PC99] Unknown/Incomplete Classes (this was getting large so I split it off into it's own worksheet, see [PC99])
[P7] Martial Arts from Arduin Rules pg 52
[P9] Rules on how Skills (3rd edition) work (1/2 a slot each?) (DC=21-(Nonweapon penalty), so a NW penalty of -10 is same as DC of 31, Power Score = 31)
[P9] Make Secondary Skills (from 1st/2nd edition - renamed to "Occupations"?) separate from Skills (from 3rd edition) - new P12 section?
[P11.7] Epic Feats - Dragon Cleave
[C2] Basic saves information (some is in collective13_c2.doc)
[C6] There used to be an abbreviated version of Turn Undead (simple calculation and look on small table)
[C8] Generic effects: Lockdown, PC/NPC Cod Piece, Capital B Blasted, Capital M Mauled, Banhammer
[C9] Mass Combat (partial version in Collective 1.9)
[C?] Describe all the blahR's; similar to the way [C3] Action Types was done. Types are A (All), B (Blah), C (Charm), D (Damage), E (Effects), G (Godly), I (Innate), M (Magic), N (Natural, aN=Necromantic), PR (Psionic), PowR (Power Psionic), SR (Spell), TechR (Technology), W (Weapon), X (Concordant), there may be more. Include i, a, u, n prefixes. Include Deflection, Reflection, Armoring.
[S-2] Anti-Magical Effects
[S] Add MTG spells
[S] Rework the spells. The lists for SL 5+ are terrible.
[S?] Familiars from MTG (Foul Familiar, etc.)
[S?] Rune Magic (Wild Talent Magic)
[Q] Add conversion system between different frequencies (PSPs and SL/Minor/Major/etc.)
[Q-5] (Has too few powers to be useful)
[Q-3] Psi-3. Has Ethereal Constructs/Destructs.
[Q-0] Professional Wrestling Psionics (weird powers like Undertaker) - Move the old Psi-0 idea (Mortal Kombat) somewhere else
[Q3] Describe Astral Constructs better (see also [P3] and [PC5]). Add Astral Destructs powers and describe them.
[Q6] Split Psi6G/E back into SLs instead of Min/Maj/Gra/Sup
[Q6E] (Nothing there!)
[Q6J] Jerry Psionics
[Q6S] Stupid Psionics
[Q8] Old "WinNuke" type powers (see /not_collectivized_old_ideas/Collective13_q8.doc)
[Q12A] Absolute Psionics
[Q12Nil] [Q12.9] Nil Psionics (frequency 12-Nil)
[Q13] Emotional State Psionics
[Q16] Golem Psionics
[Q20] Champions Psionics (not sure why this is 20, it should be divisible by 9)
[Q22] Move old Psi22 to [S] section. New Psi22 is unknown; to be determined.
[Q25] Some powers are in "New Psi Powers" workbook.
[Q26] Psi26 (Soul / Magic Jar Psionics?)
[Q45] DC (Comics) Psionics
[Q54] Marvel Psionics
[Q90] Thrash Psionics
[A1] Add J (Jerry), S (Stupid), A (Absolute), Nil, W (White)
[A?] Move the old [Q0] Natural Effects (Weather) to [A] section
[A2] Time, Distance, Movement (in Collective 1.9)
[A9] Describe MF/PF/TF (using MOP1) and PsiF (made up by DM).
[E2.3] Weapon Ranges (or add a column to [E2.2]) (partial version in Collective 1.9)
[E2.5] Averaging Weapons / Extreme Weapons (partial version in Collective 1.9)
[E4] Add Phoenix items. Atlantean Banhammer Bomb.
[E7] Need to add: Old [E7] sections (there are 2 of them), BoA2, Master's rulebook (0 edition), DMG1 artifacts, etc.
[E8.1] Some sample Psi8 items.
[E10] Armor and Weapons Allowed (by class) (obsolete) (in Collective 1.9)
[E11] Need to add some RC0 items (only some of them are here), confirm gp costs, fix Sources listed as "1stEd".
[E20] Creating magic items: Have to level 9 in Wiz/Pri/Psi. You make (LVL-8)*(LVL-8)*100 item XP per FULL DAY you spend making items. A FULL DAY being an entire reset and the entire adventuring day up to the beginning of the next reset. I (as DM) rarely give multiple resets in a row, and people generally do things during their reset (like spending XP, changing classes, etc.) so making items is usually moot. Making magic items doesn't cost any money, XP, stat points, or anything else. Likewise, you get nothing in return, except for the item itself, which you can use or sell for money. (I don't allow people to "Barbarian Crunch" their own created items for XP).
[E21] Alcohol
[E22] Drugs (some of these are already done in the "Pharmacist5" class)
[E23] Poison
[M?] Add that "Random DL 11+" monster generator I wrote for the Atlantean game.
[M1] Consider expanding "Beholder" monster category to include all Alien races.
[M1] Consider adding "Psionic" monster category for summoning.
[M1] Consider adding "Technological" monster category for summoning.
[M1] Add Familiars List (converted to monsters)
[M1] Add Phoenix monsters
[M1] Some monster categories (Beholder, Giant, Lycanthrope, Ooze) have very few entries at some DLs - need to add more monsters of those types.
[M2] Monster Templates need descriptions
[M8.1] Add Rules Cyclopedia treasure types, check to see if DMG2 types are different from DMG1
[M8.2] Add Gem types and reported effects (DMG1)
[M8.3] Add Jewelry types (DMG1)
[M8.4] Add "Special Objects" (from Rules Cyclopedia treasure types section)
[M13] Monster List - 3rd ed. Monster Manuals I-IV (V comes out soon!), Fiend Folio only
[M22] Add Legend Hook Beast
[D11] City Dressing (Building Types, etc.)
[X] Add "Cheat Codes" (Originators use these). Are "Player Picks" (e.g. John pick, Rick pick) the same as "Cheat Codes"? Add concept of "PC Cod Piece", "NPC Cod Piece".
[X14] Psi14; has X24-like powers for Concordant classes; Minors: 1M: TrueBall (CL dmg area, no resistance/response, vile dmg); 0: Avoid Fate or Object but you take 10-LVL random [C] effects as a penalty; Also some sort of XP adder in "New Psi Powers" workbook.
[Z13] Dead/Pixelated/Banhammered Collective Concepts
[Z22] Sources to be added to the Collective

[Other]


Arch-Daggerer0

Level KXP Druid Wizard
123   12
1 5 ---   --
2 10 ---   --
3 20 ---   --
4 40 ---   --
5 60 ---   --
6 80 ---   --
7 120 ---   --
8 240 1--   --
9 480 1--   1-
10 960 2--   1-
11 1440 2--   2-
12 1920 21-   2-
13 2400 21-   21
14 2880 22-   21
15 3360 22-   22
16 3840 221   22
17 4320 222   22
18 4800 322   22
19 5280 322   32
20 5760 332   32
21 6240 332   32
22 6720 333   33
23 7200 333   33
24 7680 433   33
25 8160 433   33
26 8640 443   43
27 9120 443   43
28 9600 444   43
29 10080 444   44
30 10560 544   44
31 11040 544   44
32 11520 554   44
33 12000 555   54
34 12480 655   54
35 12960 665   54
36 13440 666   55
TH Saves
PD RS PP BW Sp Fo Re Wi
+1  4  2  3  1  1  1  1  0
+3  5  3  4  3  2  2  2  1
+5  6  4  5  4  3  2  2  1
+7  8  5  7  6  4  3  3  2
+9  8  6  7  7  5  4  3  2
+11 10  8  9  9  7  5  4  3
+13 11  8 10 10  7  5  4  3
+15 12 10 11 12  9  6  5  4
+17 13 11 12 13 10  7  6  4
+19 14 12 13 14 11  8  6  5
+21 14 12 14 14 11  8  7  5
+23 15 13 14 14 12  9  8  6
+25 15 14 14 14 13 10  8  6
+27 15 14 15 15 14 11  9  7
+29 15 14 15 15 14 11  9  7
+31 15 14 15 15 15 12 10  8
+33 15 15 15 15 15 13 10  8
+35 16 15 15 15 15 14 11  9
Requisites: Str 19, Dex 24, Con 9, Int 13, Wis 6, Chr 6
Alignment: any
HD/level: d10
Weapon Prof.: 4+level
To Hit Table: 2xWar
Save Table: 1½xWar
Reference: DM {Planeshifted Arch-Archer1}
Groups: Warrior
 
Can use only Daggers for weapons.
Number of attacks with missile Daggers = LVL+3. Number of attacks with melee Daggers = (LVL+2)/2.
Long Daggers are free for you. They do 1d6 dmg, and critical on 19+/x3. You can still buy other types of Daggers if you like.
Level 1: True Point Blank: If within 1' per level, double ALL of the damage for the dagger (including bonuses).
Level 1: No penalty for called shots with missile weapons.
Level 1: Free single specialization in one missile weapon (spend 1 slot to double spec.); free Point Blank proficiency (1 slot).
Level 1: Divide actual range by 2 when determining range to target (only applies to missile weapons).
Level 1: Over Hit: If you hit someone and needed a negative number to hit them (i.e. your TH bonus was greater than his AC), do x1.5 dmg.
Level 4: 1F: Polymorph a weapon (you are holding) into a Dagger.
Level 8: Ability to cast mage spells as a ranger, specializations as an Evoker or Conjurer are allowed instead of ranger choices.
Level 9: Full Str bonus with missile weapons that are listed as "½Str".
Level 9: A target with partial cover is considered to have no cover. Full cover is not affected.
Level 9: 1F: Merge the magical properties of two Daggers together.

[Other]


Athlete

Level KXP
Spells
1 0 (none)
2 2.9 (none)
3 5.8 (none)
4 11.6 (none)
5 23.2 (none)
6 46.4 (none)
7 92.8 (none)
8 185.6 (none)
9 371.2 (none)
10 600 (none)
11 890 (none)
12 1180 (none)
13 1470 (none)
14 1760 (none)
15 2050 (none)
16 2340 (none)
17 2630 (none)
18 2920 (none)
19 3210 (none)
20 3500 (none)
21 3790 (none)
22 4080 (none)
23 4370 (none)
24 4660 (none)
25 4950 (none)
26 5240 (none)
27 5530 (none)
28 5820 (none)
29 6110 (none)
30 6400 (none)
31 6690 (none)
32 6980 (none)
33 7270 (none)
34 7560 (none)
35 7850 (none)
36 8140 (none)
TH Saves
PD RS PP BW Sp Fo Re Wi
+0  5  2  4  2  1  1  1  0
+2  6  4  5  4  3  2  2  1
+3  8  5  7  6  4  3  3  2
+5  9  7  8  8  6  4  4  2
+6 11  8 10 10  7  5  4  3
+8 12 10 11 12  9  6  5  4
+9 14 11 13 14 10  7  6  4
+11 14 12 14 14 11  8  7  5
+12 15 13 14 14 12  9  8  6
+14 15 14 15 15 13 10  8  6
+15 15 14 15 15 14 11  9  7
+17 15 14 15 15 15 12 10  8
+18 15 15 15 15 15 13 11  8
+20 16 15 15 15 15 14 12  9
+21 16 15 16 15 15 15 12 10
+23 16 16 16 15 15 16 13 10
+24 16 16 16 16 16 17 14 11
+26 17 16 16 16 16 18 15 12
Requisites: Str 16, Dex 15, Con 17
Alignment: any
HD/level: & d24
Weapon Prof.: 4+level*(Int bonus)/4
To Hit Table: 1½xWar
Save Table: 2xWar
Reference: DM
Groups: Warrior
 
Exceptional Str, Dex, and Con.
Gets 30 Rogue points per level. Does not get the "Any Rogue" picks at levels divisible by 9, since this isn't a Rogue class.
Level N (every level): +1 to Str, Dex, or Con.
Level 1: One Professional Wrestling style; +1 Professional Wrestling maneuver per level. See [P14].
Level 1: +LVL Str, Dex, or Con based Nonweapon proficiencies.
Level 1: Sustain Str, Dex, and Con.
Level 1: Immune Fatigue, Disease; Resist Sleep.
Level 4: Choose one: Barbarian Str, Dex, or Con.
Level 9: Choose one: Barbarian Str, Dex, or Con. (you have 2 Bar stats now)
Level 16: The last of Str, Dex, or Con is Barbarian bonus now.
 
Lvl Athlete Ability | -50% | -100% | -150% Act Base Penalty Bonus
1 Climb Walls | Climb Overhangs | Climb Upside Down V 60 Str-9 Str-13
1 NaturalR (NR) | NecromancyR (aNR) (1% = 1%) ( || cover all in group) - 0 Con-9 Con-25
1 Take ½ dmg from an Attack | Spell | Psi Power | Innate (|| Take 0 damage) V 5 Con-16 Con-20
1 Vaulting || Passwall V 45 Dex-12 Dex-16
1 any Acrobat Level 1 ability - - - -
1 any Str, Dex, or Con based Level 1 ability - - - -
2 Attack (+1 TH per 10% made this segment) V 5 Dex-12 Dex-15
3 Lower Encumbrance | Zero Encumbrance | No Armor Penalty P 10 Str-13 Str-18
4 Contortion | Elasticity | Become Liquid-Form V 10 Dex-10 Dex-14
5 any Str, Dex, or Con based Level 5 ability - - - -
6 Hold Breath | Hold Life V 15 Con-15 Con-17
7 Free Action / Remove Paralysis / Remove Domination P 5 Con-8 Con-16
8 Dispel Exhaustion | Heal |||| Reset M 0 Con-16 Con-20
9 any Rogue Level 9 ability - - - -

[Other]


Hit Man5

Level KXP
Spells
1 0 (none)
2 3.1 (none)
3 6.2 (none)
4 12.3 (none)
5 24.6 (none)
6 49 (none)
7 98 (none)
8 196 (none)
9 392 (none)
10 766 (none)
11 1129 (none)
12 1492 (none)
13 1855 (none)
14 2218 (none)
15 2581 (none)
16 2944 (none)
17 3307 (none)
18 3670 (none)
19 4033 (none)
20 4396 (none)
21 4759 (none)
22 5122 (none)
23 5485 (none)
24 5848 (none)
25 6211 (none)
26 6574 (none)
27 6937 (none)
28 7300 (none)
29 7663 (none)
30 8026 (none)
31 8389 (none)
32 8752 (none)
33 9115 (none)
34 9478 (none)
35 9841 (none)
36 10204 (none)
TH Saves
PD RS PP BW Sp Fo Re Wi
+1  5  4  6  2  3  0  2  0
+3  6  4  6  3  4  1  3  0
+5  6  5  6  3  4  1  3  0
+7  6  5  7  3  5  1  4  1
+9  6  6  7  3  5  2  4  1
+11  7  6  7  4  6  2  5  1
+13  7  7  7  4  6  3  5  2
+15  7  7  8  4  7  3  6  2
+17  7  8  8  4  7  3  6  2
+19  8  8  8  5  8  4  7  3
+21  8  9  8  5  8  4  7  3
+23  8  9  9  5  9  5  8  3
+25  8 10  9  5  9  5  8  4
+27  9 10  9  6 10  5  9  4
+29  9 11  9  6 10  6  9  4
+31  9 11 10  6 11  6 10  5
+33  9 12 10  6 11  7 10  5
+35 10 12 10  7 12  7 11  5
Requisites: Str 19, Dex 13, Con 11
Alignment: any
HD/level: d10
Weapon Prof.: 5+level
To Hit Table: 2xWar
Save Table: Rog
Reference: DM {Planeshifted Sniper}
Groups: Warrior, Rogue, Alternate
 
This is a mixed Smasher-Thug5. (where "Smasher" is the Str version of "Sneak")
Gains all Str-based Rogue abilities.
May specialize a number of times equal to LVL. Each level of specialization is LVL*3 half-plusses.
Has Barbarian Str and Exceptional Con.
Levels Pick Description
Level 1-3: A +LVL damage
B +1 to # of attacks with all attack forms (weapon, natural, etc.)
C #Attacks = level if creatures being fought are less than LVL HD
D x2 Str bonus instead of x3/2 when wielding weapon 2-handed
E Backstab = x(LVL+2)/2
Level 4: Pick any Warrior5 class level 1-3
Level 5-7: F Considered 1 size larger for what size weapons you can wield
G +LVL*100 item XP in Weapon flags per day
H +LVL to hit
I +LVL weapon proficiencies
J Can affect creatures that require a +LVL-1 weapon to hit
Level 8: Pick any Warrior5 class level 5-7
Level 9-12: K +LVL-8 crit range (even beyond the 11-20 limit)
L Immune parting shots
M +LVL-4 feats
N 1V, may borrow: Jump to other group (60'), deflect attacks to you
O Can operate at any negative hp total, cannot be offensive
Level 13: Pick any Warrior5 class level 9-12
Level 14-18: P +LVL-13 crit multiplier

[Other]


Loyalist5 / Collaborator5

Level KXP
Spells
1 0 (none)
2 4.8 (none)
3 9.6 (none)
4 19.2 (none)
5 38.4 (none)
6 76.8 (none)
7 153.6 (none)
8 307.2 (none)
9 614.4 (none)
10 1000 (none)
11 1500 (none)
12 2000 (none)
13 2500 (none)
14 3000 (none)
15 3500 (none)
16 4000 (none)
17 4500 (none)
18 5000 (none)
19 5500 (none)
20 6000 (none)
21 6500 (none)
22 7000 (none)
23 7500 (none)
24 8000 (none)
25 8500 (none)
26 9000 (none)
27 9500 (none)
28 10000 (none)
29 10500 (none)
30 11000 (none)
31 11500 (none)
32 12000 (none)
33 12500 (none)
34 13000 (none)
35 13500 (none)
36 14000 (none)
TH Saves
PD RS PP BW Sp Fo Re Wi
+0  8  4  6  3  4  0  0  3
+1  9  5  6  4  4  1  1  4
+2 10  6  7  5  5  2  2  5
+3 11  7  9  6  6  2  2  6
+4 12  8  9  6  7  3  3  7
+5 13  9 10  7  8  4  4  8
+6 14  9 11  8  9  5  4  9
+7 14 10 11  9  9  6  5 10
+8 15 11 12 10 11  6  6 11
+9 16 12 13 11 12  7  6 12
+10 16 13 14 12 12  8  7 13
+11 16 14 14 13 13  9  8 14
+12 16 14 15 14 14 10  8 15
+13 17 15 16 14 14 10  9 16
+14 17 15 16 15 15 11 10 17
+15 17 16 16 15 16 12 10 18
+16 17 16 16 16 16 13 11 19
+17 17 16 16 16 16 14 12 20
Requisites: Str 13, Con 9, Wis 13
Alignment: (L or A) any
HD/level: 3d3
Weapon Prof.: 6+level/2
To Hit Table: War
Save Table: 2xPri
Reference: DM {Mirror Rebel5}
Groups: Warrior, Mirror
 
Levels Pick Description
Level 1-3: A 0, 1/t: Reorder the "stack" of pending effects.
B LVL slots in Depth Sense, Tracking, Weight Sense
C Natural 1's do not automatically miss on saves
D Ioun stones and Gemlets are at half monetary cost
E Immune to telekinesis
Level 4: Pick two from: Loyalist5 Level 1-3, White/Black Hat Level 1-3, or one Psi(-12)L minor
Level 5-7: F +LVL punch to hit
G +1 to all crit multipliers
H Get +LVL/2 attacks vs. a target if none of your friends attack it this segment
I Clan and Guild patches are at half cost
J Ignore someone's immunity to falling dmg, telekinesis, overbearing
Level 8: Pick two from: Loyalist5 Level 5-7, White/Black Hat Level 5-7, or one Psi(-12)L minor
Level 9-12: K 1M, 1/d: Summon LVL*3 Loyalist5 NPCs (lvl = LVL*3-24, max=15)
L 1P: Attack each target only once this segment (can be >1 group). You autohit them for xLVL/2 dmg.
M Auto double power score all stat checks.
N +LVL*5% CNaCNR; SR LVL*5; dust of disappearance cont.; dust of appearance 30'r cont. (hole in middle); considered extra +LVL weapon to hit others
O Immune Tricks; Flying movement rate = (LVL^2)"; Sustain all ability scores; Immune Backstab (and it's variants)
Level 13: Pick two from: Loyalist5 Level 9-12, White/Black Hat Level 9-12, one Psi(-12)L major, or one other5 Level 1-3

[Other]


Scarlet Huntsman (Anti-Ranger)

Level KXP Warrior  Rog
123 456  123 4
1 0 2-- ---  1-- -
2 3.3 31- ---  2-- -
3 6.6 41- ---  21- -
4 13.2 52- ---  31- -
5 26.4 621 ---  32- -
6 52.8 731 ---  321 -
7 105.6 832 ---  431 -
8 211.2 942 1--  432 -
9 422.4 A52 1--  432 1
10 700 B53 2--  443 1
11 1030 C63 21-  543 2
12 1360 D73 21-  544 2
13 1690 E74 32-  544 3
14 2020 F84 321  554 3
15 2350 G95 321  555 3
16 2680 H95 321  555 4
17 3010 IA6 321  655 4
18 3340 JB6 421  665 4
19 3670 KB7 421  666 4
20 4000 LC7 531  666 5
21 4330 MD8 532  766 5
22 4660 ND8 532  776 5
23 4990 OE9 642  777 5
24 5320 PF9 643  777 6
25 5650 QFA 743  777 7
26 5980 RGA 753  877 7
27 6310 SHB 753  887 7
28 6640 THB 854  888 7
29 6970 UIC 864  888 8
30 7300 VJC 964  988 8
31 7630 WJD 965  998 8
32 7960 XKD 975  999 8
33 8290 YLE A75  999 9
34 8620 ZLE A75  A99 9
35 8950 ZMF B86  AAA A
36 9280 ZNG C97  BBB B
TH Saves
PD RS PP BW Sp Fo Re Wi
+3  6  4  5  4  3  2  2  1
+4  7  5  6  5  4  3  2  1
+5  8  5  7  6  4  3  3  2
+6  8  6  7  7  5  4  3  2
+7  9  7  8  8  6  4  4  2
+8 10  8  9  9  7  5  4  3
+9 11  8 10 10  7  5  4  3
+10 11  9 10 11  8  6  5  3
+11 12 10 11 12  9  6  5  4
+12 13 11 12 13 10  7  6  4
+13 14 11 13 14 10  7  6  4
+14 14 12 13 14 11  8  6  5
+15 14 12 14 14 11  8  7  5
+16 14 13 14 14 12  9  7  5
+17 15 13 14 14 12  9  8  6
+18 15 14 14 14 13 10  8  6
+19 15 14 15 15 13 10  8  6
+20 15 14 15 15 14 11  9  7
Requisites: Str 16, Dex 16, Wis 16
Alignment: LE (overwrite)
HD/level: +‡d10
Weapon Prof.: 4+level/2
To Hit Table: War +3 levels
Save Table: War +3 levels
Reference: DM
Groups: Warrior
 
For Alignment, "(overwrite)" means this class requires LE alignment, but it overwrites all of your other alignment restrictions to be LE as well.
   
For HD, "‡" means an additional HD at level 2 (i.e. this class gets 2 HD at level 2).
   
Barbarian Str and Exceptional Dex bonus.
Can specialize in one Warrior or Rogue school, with no opposite.
Gets one "Any Rogue" pick per level, plus an extra "Any Rogue 1" pick at level 1. 50+30*level Rogue points.
Level 1: 1M: Aura Alteration (you appear to be another alignment to Know Alignment etc.), you can be up to LVL steps removed from LE alignment (cannot use diagonals).
Level 1: Free Tracking proficiency, number of free slots = level * 2.
Level 1: Tailing, City Knowledge, Two-Weapon Fighting proficiencies. No off-hand penalty with any number of weapons.
Level N (every level): Choose a species enemy type (see list below). You get +LVL TH and +4 dmg vs. that enemy type. You may pick the same enemy type more than once; each pick is cumulative.
Species enemy choices: Alien, Alternate Reality creatures, Animal, Arctic, Avian, Beholder, Cloud, Cold-Using, Concordant group, Creatures of 1 alignment, Creatures of 1 plane, Cthulhoid Horror, Dragon, Eelemental, Elemental, Faerie, Far Realm, Fire-Using, Giant, Giant-Class, Golem, Group of Classes, Hound, Humanoid, Immortal, Inner Planar, Insect, Leech, Lycanthrope, Magic-Using, Mind Flayer World, Mutant, Nightmare Dimension, NPC, Ooze, Other Timeline/Multiverse, Outer, Plant, Psionic, Rakshasa World, Regenerating, Reptile, Size Class (choose one), Space, Spirit of the Land, Tarrasque World, Technological, Undead, Unlive, Virus, Water, Weird, Wurm.
Level 1: Surprise 75% of time, is surprised only 1 in 12.
Level 1: Can have a group of 100 Henchmen for free (this group gets restored each reset if they are slain). Each Henchman has maximum value LVL*LVL gp.
Level 1: May have a Beast Rider Mount (see Beast Rider class) of DL=LVL/2.
Level 1: May use crossbows one-handed. May use two crossbows in one set of arms.
Level 2: 1M: Locate Object/Person
Level 3: aNR (LVL-2)*20%
Level 4: 1M: Fire Door (move from one fire to another you know of within 360 yards); 1F: Fire Gate
Level 5: Dust of Disappearance cont.
Level 6: Attract 3-30 followers, usually Hunstmen or DL VI+ Humanoids.
Level 7: Non-detection cont.
Level 8: 1M, 1/t: Maze; 1M, 1/t: Distance Distortion; 1M, 1/t: Mirage Arcana; 1M, 1/t: Massmorph.
Level 9: 1M: Find the Path
Level 10: You and your party do not leave a trail and cannot be tracked or trailed, except by a Strider/Huntsman of double your level or a Ranger of triple your level. If out of visual sight, your party cannot be Located or Find the Pathed to.
Level 11: Cosmic Awareness cont.

[Other]


Scarlet Pimpernel / Liberator

Level KXP Rogue   War
123 456  123 4
1 0 2-- ---  1-- -
2 3.85 31- ---  2-- -
3 7.7 41- ---  21- -
4 15.4 52- ---  31- -
5 30.8 621 ---  32- -
6 61.6 731 ---  321 -
7 123.2 832 ---  431 -
8 246.4 942 1--  432 -
9 492.8 A52 1--  432 1
10 800 B53 2--  443 1
11 1170 C63 21-  543 2
12 1540 D73 21-  544 2
13 1910 E74 32-  544 3
14 2280 F84 321  554 3
15 2650 G95 321  555 3
16 3020 H95 321  555 4
17 3390 IA6 321  655 4
18 3760 JB6 421  665 4
19 4130 KB7 421  666 4
20 4500 LC7 531  666 5
21 4870 MD8 532  766 5
22 5240 ND8 532  776 5
23 5610 OE9 642  777 5
24 5980 PF9 643  777 6
25 6350 QFA 743  777 7
26 6720 RGA 753  877 7
27 7090 SHB 753  887 7
28 7460 THB 854  888 7
29 7830 UIC 864  888 8
30 8200 VJC 964  988 8
31 8570 WJD 965  998 8
32 8940 XKD 975  999 8
33 9310 YLE A75  999 9
34 9680 ZLE A75  A99 9
35 10050 ZMF B86  AAA A
36 10420 ZNG C97  BBB B
TH Saves
PD RS PP BW Sp Fo Re Wi
+3  6  4  5  4  3  2  2  1
+4  7  5  6  5  4  3  2  1
+5  8  5  7  6  4  3  3  2
+6  8  6  7  7  5  4  3  2
+7  9  7  8  8  6  4  4  2
+8 10  8  9  9  7  5  4  3
+9 11  8 10 10  7  5  4  3
+10 11  9 10 11  8  6  5  3
+11 12 10 11 12  9  6  5  4
+12 13 11 12 13 10  7  6  4
+13 14 11 13 14 10  7  6  4
+14 14 12 13 14 11  8  6  5
+15 14 12 14 14 11  8  7  5
+16 14 13 14 14 12  9  7  5
+17 15 13 14 14 12  9  8  6
+18 15 14 14 14 13 10  8  6
+19 15 14 15 15 13 10  8  6
+20 15 14 15 15 14 11  9  7
Requisites: Dex 18, Int 16, Chr 16
Alignment: CG (overwrite)
HD/level: +‡d10
Weapon Prof.: 4+level/2
To Hit Table: War +3 levels
Save Table: War +3 levels
Reference: DM {Mirror Scarlet Huntsman}
Groups: Warrior, Rogue, Mirror
 
For Alignment, "(overwrite)" means this class requires CG alignment, but it overwrites all of your other alignment restrictions to be CG as well.
   
For HD, "‡" means an additional HD at level 2 (i.e. this class gets 2 HD at level 2).
   
Exceptional Str and Barbarian Dex bonus.
Can specialize in one Warrior or Rogue school, with no opposite.
Gets one "Any Rogue" pick per level, plus an extra "Any Rogue 1" pick at level 1. 60+40*level Rogue points.
Level 1: 1M: Alter Appearance (cannot be seen through except by immunity to Mirage Arcana)
Level 1: 1M, 1/t: Locate Person or Object.
Level 1: Trailing, City Knowledge, Spying proficiencies.
Level N (every level): Choose a species type (see list below). You resist effects (not attacks) vs. that species type. You may pick the same species type more than once; each pick is cumulative.
Species choices: Alien, Alternate Reality creatures, Animal, Arctic, Avian, Beholder, Cloud, Cold-Using, Concordant group, Creatures of 1 alignment, Creatures of 1 plane, Cthulhoid Horror, Dragon, Eelemental, Elemental, Faerie, Far Realm, Fire-Using, Giant, Giant-Class, Golem, Group of Classes, Hound, Humanoid, Immortal, Inner Planar, Insect, Leech, Lycanthrope, Magic-Using, Mind Flayer World, Mutant, Nightmare Dimension, NPC, Ooze, Other Timeline/Multiverse, Outer, Plant, Psionic, Rakshasa World, Regenerating, Reptile, Size Class (choose one), Space, Spirit of the Land, Tarrasque World, Technological, Undead, Unlive, Virus, Water, Weird, Wurm.
Level 1: Surprise 90% of time.
Level 1: 1V, spend X*Y^2 gp, make a Chr check at -Y^2: "Buy off" X Henchmen of DL=Y. They will not attack you or your allies. If you buy them off again (with another V action and gold), they join your side.
Level 1: May have a Familiar.
Level 1: May throw missile weapons with both hands.
Level 2: 1M, 1/t: Find the Path.
Level 3: NR (LVL-2)*20%
Level 4: 1M: Shadow Door (move from one shadow to another you know of within 360 yards); 1F: Shadow Gate
Level 5: Dust of Appearance 30'r cont.
Level 6: Attract 2-20 followers, usually DL V+ Humanoids.
Level 7: Ignore Non-detection cont.
Level 8: 1M, 1/t: Escape a Maze; 1M, 1/t: Ignore Distance Distortion; 1M, 1/t: Ignore Mirage Arcana; 1M, 1/t: Force Shapechange.
Level 9: 1M, 1/t: Find the Path across Planes and Time (but not Timelines/Loop).
Level 10: You and your party do not leave a trail and cannot be tracked or trailed, except by a Strider/Huntsman of double your level or a Ranger of triple your level. If out of visual sight, your party cannot be Located or Find the Pathed to.
Level 11: Cosmic Awareness cont.

[Other]


Sub-Block

Level KXP Abj/Pro
123 456
1 0 --- ---
2 3.5 1-- ---
3 7 2-- ---
4 14 21- ---
5 28 31- ---
6 56 32- ---
7 112 321 ---
8 224 331 ---
9 280 332 ---
10 350 332 1--
11 700 333 1--
12 1050 333 2--
13 1400 333 21-
14 1750 333 31-
15 2100 333 32-
16 2450 433 321
17 2800 443 331
18 3150 444 332
19 3500 444 432
20 3850 444 443
21 4200 444 444
22 4550 554 444
23 4900 555 444
24 5250 555 544
25 5600 555 554
26 5950 555 555
27 6300 665 555
28 6650 666 555
29 7000 666 655
30 7350 666 665
31 7700 666 666
32 8050 776 666
33 8400 777 666
34 8750 777 766
35 9100 777 776
36 9450 777 777
TH Saves
PD RS PP BW Sp Fo Re Wi
+0  5  3  4  3  2  2  2  1
+1  8  5  7  6  4  3  3  2
+2 10  8  9  9  7  5  4  3
+3 12 10 11 12  9  6  5  4
+4 14 12 13 14 11  8  6  5
+5 15 13 14 14 12  9  8  6
+6 15 14 15 15 14 11  9  7
+7 15 14 15 15 15 12 10  8
+8 16 15 15 15 15 14 11  9
+9 16 15 16 15 15 15 12 10
+10 16 16 16 15 16 17 14 11
+11 17 16 16 16 16 18 15 12
+12 20 19 19 19 19 21 18 15
+13 23 22 22 22 22 24 21 18
+14 26 25 25 25 25 27 24 21
+15 29 28 28 28 28 30 27 24
+16 32 31 31 31 31 33 30 27
+17 35 34 34 34 34 36 33 30
Requisites: Con 20
Alignment: any
HD/level: 5d3
Weapon Prof.: 5+level/2
To Hit Table: War
Save Table: 3xWar
Reference: DM {Planeshifted Block}
Groups: Warrior, Monster
 
Can cast Wizard Abjuration or Priest Protection spells, only on self.
Level 1: Regenerate Con score in hp per segment.
Level 1: +LVL*2 AC.
Level 1: 0, LVL/d: Be immune to a [C] section effect for the rest of the day.

[Other]


Survivor

Level KXP Wizard/Priest
123 456 789
1 0 1-- --- ---
2 5.5 2-- --- ---
3 11 21- --- ---
4 22 32- --- ---
5 44 421 --- ---
6 88 422 --- ---
7 176 432 1-- ---
8 352 433 2-- ---
9 600 433 21- ---
10 1100 443 22- ---
11 1650 444 33- ---
12 2200 444 441 ---
13 2750 555 442 ---
14 3300 555 442 1--
15 3850 555 552 1--
16 4400 555 553 21-
17 4950 555 553 32-
18 5500 555 553 321
19 6050 555 553 331
20 6600 555 554 332
21 7150 555 554 442
22 7700 555 555 443
23 8250 555 555 553
24 8800 555 555 554
25 9350 555 555 555
26 9900 666 655 555
27 10450 666 666 655
28 11000 666 666 666
29 11550 777 766 666
30 12100 777 777 766
31 12650 777 777 777
32 13200 888 877 777
33 13750 888 888 877
34 14300 888 888 888
35 14850 999 988 888
36 15400 999 999 999
TH Saves
PD RS PP BW Sp Fo Re Wi
+0  8  4  6  2  2  2  2  0
+2 10  4  8  4  2  2  2  0
+4 10  6  8  6  4  4  4  2
+6 12  8 10  8  6  4  4  2
+8 14 10 12 10  8  6  4  2
+10 16 10 14 12  8  6  6  4
+12 16 12 14 14 10  8  6  4
+14 18 14 16 16 12  8  8  4
+16 20 16 18 18 14 10  8  6
+18 22 16 20 20 14 10  8  6
+20 22 18 20 22 16 12 10  6
+22 24 20 22 24 18 12 10  8
+24 26 22 24 26 20 14 12  8
+26 28 22 26 28 20 14 12  8
+28 28 24 26 28 22 16 12 10
+30 28 24 28 28 22 16 14 10
+32 28 26 28 28 24 18 14 10
+34 30 26 28 28 24 18 16 12
Requisites: Str 26, Int 14, Wis 12
Alignment: any
HD/level: & 2d20
Weapon Prof.: 4+level*2
To Hit Table: War*2
Save Table: & War*2
Reference: DM
Groups: Warrior
 
Weapon specializes using the "Barbarian" line.
Gets Rogue abilities at 40 points per level; abilities are below.
Gets spells; these cost 1M to cast (no 1P needed) and cannot use material componenting.
Wizard Schools: Abjuration, Alteration, Divination. Priest Spheres: Astral, Divination, Elemental, Guardian, Healing, Protection, Travelers, Wards. All other spells are opposite (2 spells from memorization to cast).
Level 1: Does not suffer secondary target penalties.
Level 1: Does not suffer from secondary weapon/arm penalties.
Level 1: Is not hit by parting shots when leaving melee.
Level 1: Can affect creatures that require +LVL or better weapons to hit.
Level 2: Troll-like Regeneration at LVL/2 hp/s.
Level 2: Immune to fear.
Level 3: Immune to disease and curses.
Level 3: 1M: Sense Danger.
Level 5: All-Around Attack: 1P: Attack every target within (level*2)' with one attack.
Level 6: WR, aWR, and "Immunity to Weapons" has no effect versus your attacks.
Level 9: 1M: Your Efficiency, Balance, or Fitness becomes (LVL*2+9) for this round only.
Level 9: 0: Delay any (non-hp damaging) harmful effect by (LVL-8) segments. At the end of that time, the effect resolves.
 
Lvl Survivalist Ability | -50% | -100% | -150% Act Base Penalty Bonus
1 ("Twist") Find/Remove Wizard Abjuration/Priest Protection (-1% per CL) V 0 Dex-16 Dex-20
1 Evasion (0, make by 5% per amount hit: no dmg from weapon) V 10 Dex-11 Dex-15
1 Any Rogue 1 ability - - - -
2 Hold Breath || Hold Life 0 50 Con-12 Con-15
3 Any Rogue 3 ability - - - -
4 Missile Deflection | Missile Reflection | Spell Deflection | Volley V 20 Dex-9 Dex-12
7 Dispel Exhaustion ||| Heal M 0 Con-14 Con-18
9 Any Rogue 9 ability - - - -
11 Ask the Local Lord | Highest Lvl in Plane | Chosen God | Ultraplanar | DM a question VM 0 Chr-11 Chr-21
16 Escape Bonds | Escape Binding | Escape Imprisonment/Time Stop P 50 Str-12 Str-14
22 Energy Control | Adaptation | Immune to Hostile Environments PV 30 Con-9 Con-12

[Other]


Arch-Alchemist1

Level KXP Wizard
123 456 789
1 0 1-- --- ---
2 1.5 2-- --- ---
3 4.8 3-- --- ---
4 9 41- --- ---
5 15 421 --- ---
6 27.75 432 --- ---
7 45 433 1-- ---
8 75 443 21- ---
9 112.5 444 22- ---
10 165 444 221 ---
11 300 444 332 ---
12 570 444 443 ---
13 840 444 444 ---
14 960 544 444 1--
15 1230 554 444 2--
16 1500 555 444 3--
17 1770 555 544 4--
18 2040 555 554 41-
19 2310 555 555 42-
20 2580 555 555 53-
21 2850 555 555 54-
22 3120 555 555 55-
23 3390 655 555 551
24 3660 665 555 552
25 3930 666 555 553
26 4200 666 655 554
27 4470 666 665 555
28 4740 666 666 555
29 5010 666 666 655
30 5280 666 666 665
31 5550 666 666 666
32 5820 777 666 666
33 6090 777 777 666
34 6360 777 777 777
35 6630 888 777 777
36 6900 888 888 777
TH Saves
PD RS PP BW Sp Fo Re Wi
+0  4  7  5  3  6  0  1  1
+0  4  7  5  3  7  0  1  1
+0  4  8  5  4  7  0  1  2
+1  4  8  6  4  7  1  2  2
+1  5  9  6  4  8  1  2  3
+1  5  9  7  5  8  2  3  3
+2  5 10  7  5  9  2  3  4
+2  6 10  7  6  9  2  3  4
+2  6 10  8  6  9  3  4  5
+3  6 11  8  6 10  3  4  5
+3  7 11  9  7 10  4  5  6
+3  7 12  9  7 11  4  5  6
+4  7 12  9  8 11  4  5  7
+4  7 13 10  8 11  5  6  7
+4  8 13 10  8 12  5  6  8
+5  8 13 11  9 12  6  7  8
+5  8 14 11  9 13  6  7  9
+5  9 14 11 10 13  6  7  9
Requisites: Str 10, Dex 11, Con 17, Int 14, Wis 11
Alignment: any
HD/level: d5
Weapon Prof.: 1+level/4
To Hit Table: Wiz
Save Table: Wiz
Reference: DM
Groups: Wizard
 
Level 1: +2 Non-weapon proficiencies per level.
Level 1: Read Languages.
Level 1: Identify minerals by sight.
Level 1: Identify potions and poisons by sight.
Level 1: Considered specialized in Enchantment/Charm (no opposite).
Level 1: Identify plants by sight.
Level 1: For a potion: Can increase duration by 100% or effect by 50%. Each potion can be improved in this way only once.
Level 1: Can build a lab. It costs 1000 gp to build a level 1 lab, an additional 2000 gp to build a level 2 lab, an additional 3000 gp to build a level 3 lab, etc. If the lab is higher level than your level, treat it as your level.
Level 1: [If a lab is available] 8 hours of actions: Brew potion, make a lab level check, if successful, roll a random potion. If power score, roll twice, picking better result. If fail, there is a minor explosion or some other annoyance (chemical burn, blindness for a day, etc.).
Level 1: [If a lab is available] Each reset, add to memorization 1 Alteration spell per spell level up to (lab level)/2, round up.
Level 1: Brew Potions: 10F, 1/reset: Create 100*LVL XP value in potions.
Level 2: Identify animals by sight.
Level 3: Considered specialized in Alteration (no opposites still).
Level 4: Predict miscibility (Level-3)*10%.
Level 4: Identify any non-artifact magic item by sight.
Level 5: Identify non-immortal monsters by sight.
Level 6: Can specialize in (third) school; if this is done, select an opposite.
Level 9: Fast-Create Potions: 1F, lose N SL=N spells in memorization: Make a potion of a SL=N effect
Known Spells:
Foul Potions (SL=1, Anti-Magic): Foul (Destroy) 10*CL doses of magical Potions in someone's inventory (no save), the potions can be fixed out of combat if done within the hour
Potion Ball (SL=3, Invocation): Spend a potion while casting: Do a "ball" of that effect.

[Other]


Arch-Sage0

Level KXP Wizard
123 456 789 AB
1 0 2½- --- --- --
2 5 31½ --- --- --
3 10 421 --- --- --
4 20 532 ½-- --- --
5 40 643 1½- --- --
6 80 754 21- --- --
7 120 865 32½ --- --
8 180 976 43½ --- --
9 270 A87 541 ½-- --
10 500 A98 652 1-- --
11 750 AA9 763 2½- --
12 1050 AAA 874 3½- --
13 1350 AAA 985 4½- --
14 1650 AAA A96 51½ --
15 1950 AAA AA7 621 --
16 2250 AAA AA8 732 --
17 2550 AAA AA9 843 --
18 2850 AAA AAA 954 ½-
19 3150 AAA AAA A65 ½-
20 3450 AAA AAA A76 1-
21 3750 AAA AAA A87 1-
22 4050 AAA AAA A98 2-
23 4350 AAA AAA AA9 2-
24 4650 AAA AAA AAA 3-
25 4950 BBB BBB BBB 3-
26 5250 BBB BBB BBB 4-
27 5550 CCC CCC CCC 4½
28 5850 CCC CCC CCC 5½
29 6150 DDD DDD DDD 5½
30 6450 DDD DDD DDD 51
31 6750 DDD DDD DDD 61
32 7050 EEE EEE EEE 61
33 7350 EEE EEE EEE 71
34 7650 FFF FFF FFF 71
35 7950 FFF FFF FFF 81
36 8250 FFF FFF FFF 82
TH Saves
PD RS PP BW Sp Fo Re Wi
+1  4  7  5  3  7  0  1  1
+1  4  8  6  4  7  1  2  2
+1  5  9  7  5  8  2  3  3
+1  6 10  7  6  9  2  3  4
+2  6 11  8  6 10  3  4  5
+3  7 12  9  7 11  4  5  6
+3  7 13 10  8 11  5  6  7
+3  8 13 11  9 12  6  7  8
+3  9 14 11 10 13  6  7  9
+4  9 15 12 10 14  7  8 10
+5 10 15 13 11 15  8  9 11
+5 11 16 13 12 15  9 10 12
+5 12 16 14 13 15 10 11 13
+5 12 16 14 14 16 10 11 14
+6 13 16 15 14 16 11 12 15
+7 14 16 15 15 16 12 13 16
+7 15 17 16 16 16 13 14 17
+7 16 17 16 16 17 14 15 18
Requisites: Con 12, Int 22
Alignment: any
HD/level: d2
Weapon Prof.: 1+level/8
To Hit Table: M-U0
Save Table: 2xWiz
Reference: DM {Planeshifted Arch-Mage}
Groups: Wizard
 
Specialized in Divination. Can specialize in another school, if you do, choose an opposite major school.
Level 1: Each level, pick one spell. That spell requires only ½ of a spell to cast. This isn't cumulative with school specialization.
Level 1: All spells do not have the 1P action requirement. If the spell would not have required 1P action to cast in the first place, one instance of Material Componenting is gained. Does NOT get free Material Componenting for all spells as per Mage/Robe classes, this is used instead. If you have Arch-Sage and another Wizard class, this rule has priority.
Level 1: MR adjustment is -5*level% instead of +60-5*level%.
Level 1: Does not suffer ill effects of casting a spell above his normal casting ability due to the Arch-Sage being too low level. If the Arch-Sage's Knowledge score isn't high enough to cast the spell, he suffers the normal effects as per a normal Wizard.
Level 1: May use 1 material component effect per spell as a zero action. If you use 1V action, you get double material componenting.
Level N (every level): +4 Nonweapon proficiencies.
Level 4: When modifying an existing spell using spell research [S5], the base time is in hours instead of weeks, and CL (Caster level) is 3 times Arch-Sage's level (for this rule only).
Level 5: All of your spells that offer a saving throw now require 2 saving throws, if either is failed, the target is treated as having not saved.
Level 11: All of your spells that offer a saving throw now require 3 saving throws, if any are failed, the target is treated as having not saved.
Level 12: Each level starting at 12th, pick one spell. That spell requires only ½ the number of Mental actions to cast.
Level 19: All of your spells that offer a saving throw now require 4 saving throws, if any are failed, the target is treated as having not saved.
Level 23: Each level starting at 23rd, pick one spell. That spell offers no saving throw (even with Scarab of Protection) and MR cannot be used against it, even irreducible MR. If the target is immune to a spell's effect (Fireball vs. a Red Dragon), the spell still has no effect.
Level 29: All of your spells that offer a saving throw now require 5 saving throws, if any are failed, the target is treated as having not saved.
Level 34: Each level starting at 34th, pick one spell. That spell can be cast as a 0 action.
Level 41: All of your spells that offer a saving throw now require 6 saving throws, if any are failed, the target is treated as having not saved.
Divination spells from Sage0 class:
True Lore (SL=1): Get a +20 on your next Int stat check (or Int-based proficiency or skill check).
Eagle Eye Vision (SL=2): Gives Eagle Eye Vision (far distance vision); reverse gives Fine/Telescopic Vision
Planar Locate Person/Object (SL=3): Tells you which plane a person or object is in (but not where in that plane).
Tap Psionic Link (SL=4): Taps a psionic link so you can listen in. At least one of the people in the link must be within sight.
No Friendly Fire (SL=5): While this effect is running, you know exactly how to center your area effects (even the huge ones) so you hit no friendly people.
Predict Chaos (SL=6): You can predict the outcome of the next chaotic effect (Wand of Wonder, Magical Pool, Deck of Many Things, etc.). This spell has a 37-LVL% (unadjustible) chance of causing you to be Spent and gain 1 insanity.

[Other]


Instantaneous Chaining Wizard

Level KXP Wizard
123 456 789 A
1 0 ½c- --- --- -
2 7 10e --- --- -
3 14 2½c g-- --- -
4 28 310 ei- --- -
5 56 42½ cgk --- -
6 112 531 0ei m-- -
7 168 642 ½cg ko- -
8 252 753 10e imq -
9 378 864 2½c gko -
10 700 975 310 eim -
11 1050 986 42½ cgk -
12 2100 997 531 0ei -
13 3150 998 642 ½cg z
14 4200 999 753 10e x
15 5250 999 864 2½c v
16 6300 999 975 310 t
17 7350 A99 986 42½ r
18 8400 A99 997 531 p
19 9450 AA9 998 642 n
20 10500 AA9 999 753 l
21 11550 AAA 999 864 j
22 12600 AAA 999 975 h
23 13650 AAA A99 986 f
24 14700 BAA A99 997 d
25 15750 BAA AA9 998 b
26 16800 BBA AA9 999 ½
27 17850 BBA AAA 999 1
28 18900 BBB AAA 999 2
29 19950 BBB AAA A99 3
30 21000 BBB BAA A99 4
31 22050 CBB BAA AA9 5
32 23100 CBB BBA AA9 6
33 24150 CCB BBA AAA 7
34 25200 CCB BBB AAA 8
35 26250 CCC BBB AAA 9
36 27300 CCC BBB BAA 9
TH Saves
PD RS PP BW Sp Fo Re Wi
-1  4  7  5  3  7  0  1  1
-1  4  8  6  4  7  1  2  2
-1  5  9  7  5  8  2  3  3
+0  6 10  7  6  9  2  3  4
+0  6 11  8  6 10  3  4  5
+0  7 12  9  7 11  4  5  6
+0  7 13 10  8 11  5  6  7
+0  8 13 11  9 12  6  7  8
+0  9 14 11 10 13  6  7  9
+0  9 15 12 10 14  7  8 10
+0 10 15 13 11 15  8  9 11
+0 11 16 13 12 15  9 10 12
+0 12 16 14 13 15 10 11 13
+0 12 16 14 14 16 10 11 14
+0 13 16 15 14 16 11 12 15
+1 14 16 15 15 16 12 13 16
+1 15 17 16 16 16 13 14 17
+1 16 17 16 16 17 14 15 18
Requisites: Dex 20, Int 35, Wis 20
Alignment: any
HD/level: d2
Weapon Prof.: 1+level/8
To Hit Table: ¼xWiz
Save Table: 2xWiz
Reference: DM {Planeshifted Quick Chaining Wizard}
Groups: Wizard, Concordant (x1)
 
Never has Channeling (or Semi-Channeling), and can never gain Channeling (or Semi-Channeling). This uses old style D&D spellcasting, once you cast a spell slot, it's gone until you reset.
Int bonus to spell progression.
This class has "Instantaneous Chaining": Whenever you cast a spell, you get 1IM (Instantaneous Mental) action to use before the end of the round. Exceptions: If you spent 1Z to cast the spell, you don't get any action back. If you spent ½M to cast the spell, you get ½IM back.
DM Note: IM actions are not "Quick"; if you use an IM in a segment, you cannot use an M in the same segment. If you material component a spell using 1IM+1V as your actions, the resultant spell is not Instantaneous and can be responded to.
Level 1: You may specialize in Red, and you "know" the Red Wizard class spells. If you do this, pick a major opposite school.
Level 3: You can convert 1IM -> 1IV action, as often as you like.
Level 4: Whenever you use 1M action to activate a wand, you get 1M action (not 1IM) to use before the end of the round.
Level 5: 0, lose 1 of your remaining IM actions, 1/t: Fork.
Level 9: +LVL-8 IZ actions.
Level 9: 1F, 1/reset: Reset Self (Artificial of course).
Level 21: 1F, 1/reset: Step Out of It.
Level 24: You can benefit from LVL-22 Artificial Resets per Natural Reset.
Level 27: Instantaneous Instantaneous Chaining: For SL=1 to (LVL-27)/2 spells, you get 1JM back instead of 1IM. J actions are instantaneous even to I, X, and G actions (they are the "same level" as H actions).
New spell:
Lend Instantaneous Mental (SL=7): You lose 1IM action, target gains 1IM for this round.
MTG Red spells from Red Wizard class:
Earthbind (SL=1): Target loses flying and takes double normal falling damage (no save).
False Orders (SL=1): (1bM to cast) Force a monster to attack someone else (he will only attack his enemies)
Raging River (SL=2): Create a (water based) moat that is CL*30' long and CL*10' feet wide, which lasts for CL r.
Shatter (SL=2): Destroy or turn off one magic item for CL turns (no save) (if turned off, you can drop the turned off effect).
Stone Rain (SL=3): Deal CL Hull dmg to one inanimate object (no save)
Orcish Oriflamme (SL=4): All your subordinates get +1 offensive DL.
Old MTG Red spells from Wizard of the Coast class (you can use these):
Lightning Bolt (SL=1): Target takes 30 lightning dmg (Spell save for 0)
Echoing Ruin (SL=2): Destroy all magic items of the same exact type (Disint. save each)
Fervor (SL=3): You and your summons are not summoning sick.
AEther Flash (SL=4): Whenever a creature appears in room, takes 20 AEther dmg (x1 Special)
Fissure (SL=5): Slay target creature (RSW save), or Earthquake the floor
Dragon Roost (SL=6): Once per round, get a DL V Dragon as a summon (limit=LVL/3)
Flame Wave (SL=7): CL/3 groups each take 40 eldritch fire dmg (no save)
Insurrection (SL=8): Charm a group (Will save, ignores immunity to Charm effects)

[Other]


Scarlet Necromancer

Level KXP Wizard
123 456 789
1 0 1-- --- ---
2 2.7 20- --- ---
3 5.4 21- --- ---
4 10.8 320 --- ---
5 21.6 421 --- ---
6 43.2 422 0-- ---
7 86.4 432 1-- ---
8 172.8 433 20- ---
9 345.6 433 210 ---
10 885.6 443 221 ---
11 1425.6 444 321 0--
12 1965.6 444 421 10-
13 2505.6 555 432 110
14 3045.6 555 442 111
15 3585.6 555 552 111
16 4125.6 555 553 211
17 4665.6 555 554 321
18 5205.6 555 554 321
19 5745.6 555 554 322
20 6285.6 555 554 333
21 6825.6 555 554 444
22 7365.6 555 555 555
23 7905.6 666 666 666
24 8445.6 776 666 666
25 8985.6 777 766 666
26 9525.6 777 776 666
27 10065.6 777 777 666
28 10605.6 777 777 776
29 11145.6 777 777 777
30 11685.6 887 777 777
31 12225.6 888 777 777
32 12765.6 888 877 777
33 13305.6 888 887 777
34 13845.6 888 888 777
35 14385.6 888 888 877
36 14925.6 888 888 887
TH Saves
PD RS PP BW Sp Fo Re Wi
+0  8  4  5  2  3  0  0  2
+0  8  4  6  3  4  0  0  3
+0  9  5  6  3  4  0  1  3
+1  9  5  6  4  4  1  1  4
+1 10  6  7  4  5  1  1  4
+1 10  6  7  5  5  2  2  5
+2 11  7  8  5  6  2  2  5
+2 11  7  9  6  6  2  2  6
+2 12  7  9  6  7  3  3  6
+3 12  8  9  6  7  3  3  7
+3 13  8 10  7  8  4  3  7
+3 13  9 10  7  8  4  4  8
+4 13  9 10  7  8  4  4  8
+4 14  9 11  8  9  5  4  9
+4 14 10 11  8  9  5  5  9
+5 14 10 11  9  9  6  5 10
+5 15 11 12  9 10  6  5 10
+5 15 11 12 10 11  6  6 11
Requisites: Dex 10, Int 15, Wis 13
Alignment: LE (overwrite)
HD/level: d6
Weapon Prof.: 3+level/4
To Hit Table: Wiz
Save Table: Pri
Reference: DM
Groups: Wizard
 
For Alignment, "(overwrite)" means this class requires LE alignment, but it overwrites all of your other alignment restrictions to be LE as well.
   
Specialized in Necromancy; pick an opposite.
Has Barbarian Int bonus. Gets (Barbarian) Int bonus to spell progression.
Gets (Normal) Wis bonus to this class's Caster Level (CL). This cannot be improved to Exceptional or Barbarian (or higher).
May have 1.5*LVL (round up) "Revive slots" instead of the usual one "Summon slot". An animated xM (multiplier M) being uses up M*M Revive slots.
A Revive is an animated (undead) monster with half the original monster's stats. It also has half the original monster's special abilities. It cannot be healed, but it regenerates at N hp/r (where N is it's DL rating).
A Revive of a Revive has 1/4 the original stats, and so on. Round stats down. If the resultant creature has 0 max hp, the Revive fails.
Level 1: iNaNR 10*LVL%.
Level N (every level): Pick one Necromancy spell. That spell requires only ½ the number of Mental actions to cast.
Level 5: Detect Undead continuous. Detect Life continuous.
Level 8: Detect Unlive continuous.
New spells:
Revive N (Necromancy, SL N): Revive a DL=N monster.

[Other]


Abettor5 (Anti-Bringer5)

Level KXP Priest
123 456 7
1 0 1-- --- -
2 2 20- --- -
3 4 31- --- -
4 8 42- --- -
5 16 530 --- -
6 32 541 --- -
7 64 552 --- -
8 128 553 0-- -
9 256 554 1-- -
10 500 555 2-- -
11 750 555 30- -
12 1000 555 41- -
13 1250 555 52- -
14 1500 555 530 -
15 1750 555 541 -
16 2000 555 552 -
17 2250 555 553 0
18 2500 555 554 1
19 2750 555 555 2
20 3000 555 555 3
21 3250 555 555 4
22 3500 555 555 5
23 3750 655 555 5
24 4000 665 555 5
25 4250 666 555 5
26 4500 666 655 5
27 4750 666 665 5
28 5000 666 666 5
29 5250 666 666 6
30 5500 766 666 6
31 5750 776 666 6
32 6000 777 666 6
33 6250 777 766 6
34 6500 777 776 6
35 6750 777 777 6
36 7000 777 777 7
TH Saves
PD RS PP BW Sp Fo Re Wi
+0  8  4  5  2  3  0  0  2
+1  8  4  6  3  4  0  0  3
+1  9  5  6  3  4  0  1  3
+2  9  5  6  4  4  1  1  4
+3 10  6  7  4  5  1  1  4
+3 10  6  7  5  5  2  2  5
+4 11  7  8  5  6  2  2  5
+5 11  7  9  6  6  2  2  6
+5 12  7  9  6  7  3  3  6
+6 12  8  9  6  7  3  3  7
+7 13  8 10  7  8  4  3  7
+7 13  9 10  7  8  4  4  8
+8 13  9 10  7  8  4  4  8
+9 14  9 11  8  9  5  4  9
+9 14 10 11  8  9  5  5  9
+10 14 10 11  9  9  6  5 10
+11 15 11 12  9 10  6  5 10
+11 15 11 12 10 11  6  6 11
Requisites: Int 9, Wis 17
Alignment: any G
HD/level: d7
Weapon Prof.: 3+level/2
To Hit Table: Pri
Save Table: Pri
Reference: DM {Mirror Bringer5}
Groups: Priest, Mirror
 
Exceptional Wis bonus to spells.
Anti-Bringers may command (but not turn) undead. Anti-Bringers may also command outer-planar non-evil creatures using their unadjusted HD (no adjustments due to outer-planar status, a 6 HD outer-planar is just as easy to command as a 6 HD undead). Anti-Bringers cannot turn or command golems, paladins, or other things that Turn Undead normally does.
Anti-Bringers may specialize in All, Protection, Summoning, and Wards (the "spells cost ½ a spell slot" type), if they do, they get Animal, Plant, Sun, and Weather as opposites.
Each level, get one "5th edition" pick from the choices below.
 
Levels Pick Description
Level 1-3: A Detect/Identify Anti-Radiation & Anti-Magic
B Immune to "skins" of all types (Stoneskin, etc.)
C Immune to deafness or paralysis.
D Regenerate LVL hp/m (this is not troll-like), you can regenerate another if touching
E Combining: 1V: Add your CL to target's CL this segment.
Level 4: Pick two Anti-Bringer5 Level 1-3, one Bringer5 Level 1-3, or one Psi5 minor
Level 5-7: F Detect/Identify Anti-Psionics & Anti-Innates
G All of your edged weapons are "Defender"
H Clairnasience & Tongues
I Regenerate LVL hp/r (this is troll-like), restore 1 stat point or limb /m, can touch
J Immune to curse and Necromantic sphere spells
Level 8: Pick two from: Anti-Bringer5 Level 5-7, Bringer5 Level 1-3, Psi5 minor
Level 9-12: K Detect/Identify Artifacts & Terrain Features
L Intelligence of Cemad: +LVL Int; you get Barbarian Int
M Beauty of Cemad: +LVL Chr; you get Barbarian Chr
N Regenerate LVL hp/s (troll-like, heals vile/perm dmg), restore XP/Lvl drain, within 30'
O Know all Psi6G minor powers; Psi6G PSPs=(S*2+D+I+LVL*7); +1M/r only for Psi6G
Level 13: Pick 2: Anti-Bringer5 Level 9-12, Bringer5 Level 5-7, Psi5 major, other5 Level 1-3
Level 14-18: P Detect/Identify Spirit/Concordant & Mirage Arcana (can see through these)
Q Strength of the First Good: +LVL Str; 1F, 1/t: Precognition / Message across planes
R Insubstantial (Mental): Immune mental effects, psionics, insanity; Hold all mental stats
S Regenerate LVL*10 hp/s (troll-like, heals vile/perm dmg), remove stun/loss of actions, within 30' or through psi link
T Know all Psi6G major powers; +1M/r only for Psi6G
Level 18: Pick 2: Bringer5 Level 9-12, Psi5 grand, other5 level 5-7
Level 20-26: U Detect/Identify Godly & Anti-Spirit/Concordant (as per spells)
V +LVL CL with Priest spells
W Insubstantial (Body): Immune physical attacks
X Regenerate LVL*100 hp/s (troll-like, heals vile/perm dmg), restore mult./truename, to anyone known across planes
Y Use "Mixed Classing" (even if illegal) to mix one (legal) class with a good alignment requirement into this class
Z Pick 1 Level 14-18 (or lower) pick from any "5th Edition" class (this may be picked multiple times)
Level 27-36: Pick 1 Level 20-26 (or lower) pick from any "5th Edition" class.

[Other]


Barney Emissary

Level KXP Priest
123 456 789
1 0 1-- --- ---
2 3 3a- --- ---
3 6 42b --- ---
4 12 441 c-- ---
5 24 744 0d- ---
6 48 764 3ae ---
7 96 775 42b f--
8 192 777 441 cg-
9 384 777 744 0dh
10 750 777 744 1cg
11 1500 777 754 2bf
12 2000 777 764 3ae
13 2500 777 774 40d
14 3000 777 774 41c
15 3500 777 775 42b
16 4000 777 776 43a
17 4500 777 777 440
18 5000 777 777 441
19 5500 777 777 542
20 6000 777 777 643
21 6500 777 777 744
22 7000 777 777 754
23 7500 777 777 755
24 8000 777 777 765
25 8500 777 777 766
26 9000 777 777 776
27 9500 777 777 777
28 10000 777 777 777
29 10500 777 777 777
30 11000 777 777 777
31 11500 777 777 777
32 12000 777 777 777
33 12500 777 777 777
34 13000 777 777 777
35 13500 777 777 777
36 14000 777 777 777
TH Saves
PD RS PP BW Sp Fo Re Wi
+1  8  4  6  3  4  0  0  3
+3  9  5  6  4  4  1  1  4
+5 10  6  7  5  5  2  2  5
+7 11  7  9  6  6  2  2  6
+9 12  8  9  6  7  3  3  7
+11 13  9 10  7  8  4  4  8
+13 14  9 11  8  9  5  4  9
+15 14 10 11  9  9  6  5 10
+17 15 11 12 10 11  6  6 11
+19 16 12 13 11 12  7  6 12
+21 16 13 14 12 12  8  7 13
+23 16 14 14 13 13  9  8 14
+25 16 14 15 14 14 10  8 15
+27 17 15 16 14 14 10  9 16
+29 17 15 16 15 15 11 10 17
+31 17 16 16 15 16 12 10 18
+33 17 16 16 16 16 13 11 19
+35 17 16 16 16 16 14 12 20
Requisites: Int 16, Wis 18, Chr 17
Alignment: any
HD/level: 2d2
Weapon Prof.: 4+level/2
To Hit Table: Pri
Save Table: 2xPri
Reference: DM {Lost Divine Emissary}
Groups: Priest, Custom, Lost
 
Level N (every level): +1 Specialty God pick per level, in a Barneyed God. You may pick the same Barneyed God more than once.
Each reset, the DM will give you access to 3 new Barneyed gods. If at any time you have fewer than your LVL in Barneyed god choices (even in the dungeon), ask the DM and he will generate 3 more for you.
For each Barneyed god, you can pick a sphere:
All, Animal, Anti-Magic, Astral/Planar, Cataclysms, Chaos, Charity, Charm, Combat, Community, Cosmos, Creation, Darkness, Death, Destruction, Disease, Divination, Elemental, Elf, Entropy, Evil, Fear, Fertility, Fire, Good, Guardian, Healing, Incantatrix, Innates, Knowledge, Labour, Law, Love, Luck, Luck/Fate/Fortune, Madness, Magic, Metalworking, Meta-Magic, Moon, Mountain, Music, Nature, Necromantic, Numbers, Peace, Plant, Protection, Psionics, Radiation, Revenge, Science, Sea, Secrets, Skill, Sky, Stoicism, Strength, Summoning, Sun, Sword, Technology, Thievery, Thought, Thunder, Time, Travel, Travelers, Undead, War, Wards, Wealth, Weather, Wild Magic, Winter, Wisdom
And you can pick an alignment of the Barneyed God if desired.

[Other]


Doomshaman3

Level KXP
Spells
1 0 (none)
2 10 +1 ML to one class
3 30 +1 ML to one class
4 60 +2 ML to one class
5 100 +2 ML to one class
6 150 +3 ML to one class
7 210 +3 ML to one class
8 280 +4 ML to one class
9 360 +4 ML to one class
10 450 +5 ML to one class
11 550 +5 ML to one class
12 660 +6 ML to one class
13 780 +6 ML to one class
14 910 +7 ML to one class
15 1050 +7 ML to one class
16 1200 +8 ML to one class
17 1360 +8 ML to one class
18 1530 +9 ML to one class
19 1710 +9 ML to one class
20 1900 +10 ML to one class
21 2100 +10 ML to one class
22 2310 +11 ML to one class
23 2530 +11 ML to one class
24 2760 +12 ML to one class
25 3000 +12 ML to one class
26 3250 +13 ML to one class
27 3510 +13 ML to one class
28 3780 +14 ML to one class
29 4060 +14 ML to one class
30 4350 +15 ML to one class
31 4650 +15 ML to one class
32 4960 +16 ML to one class
33 5280 +16 ML to one class
34 5610 +17 ML to one class
35 5950 +17 ML to one class
36 6300 +18 ML to one class
TH Saves
PD RS PP BW Sp Fo Re Wi
& +1 & +1 (all)
& +1 & +2 (all)
& +2 & +3 (all)
& +2 & +4 (all)
& +3 & +5 (all)
& +3 & +6 (all)
& +4 & +7 (all)
& +4 & +8 (all)
& +5 & +9 (all)
& +5 & +10 (all)
& +6 & +11 (all)
& +6 & +12 (all)
& +7 & +13 (all)
& +7 & +14 (all)
& +8 & +15 (all)
& +8 & +16 (all)
& +9 & +17 (all)
& +9 & +18 (all)
Requisites: Wis 0, (Priest 7)
Alignment: any
HD/level: & d9
Weapon Prof.: & (1+level)/2
To Hit Table: & +(1+level)/2
Save Table: & +level
Reference: DM {Planeshifted Doomguard3}
Groups: Priest, Planar, Alternate
 
Gets Exceptional Wis.
Level 1 ¶: +LVL to Turn Undead level (if you don't have Turn Undead at all, your Turn Undead level is -4).
Level 1 ¶: +1 Specialty Priest (GGL) pick
Level 1 ¶: +LVL to your Priest CL (in your other Priest classes)
Level 1: Veluna Healing: x2 effect with Curing spells and effects (not when reversed though). You can cure/cause to beings that are not normally affected (incorporeal undead, golems, etc.).
Level 2: Godly Expertise: LVL-1 slots in Religion proficiency; 1M, 1/d: Commune (to any god, not necessarily yours)
Level 3: Unholy Adaptation: Immune Unholy. (You can pick Holy or Eldritch instead if you prefer.)
Level 4: Snap or Retort: +LVL-3 stat points distributed among Dex or Wis.
Level 7: Unmaking Innates: 1 attack or ½M: Dispel Innate
Level 9: Gate: 1M: Gate
Planar Feats:
Your 1 feat per level from this class can be used on these Planar feats, or can be used as regular feats.
* DM Note: Feats marked with an asterisk (*) are new and did not appear in the Doomguard3 class. Doomguard3 can use these.
Air Heritage: Immune Air; Flying 12"; +2 Dex checks
* Discern Planar Location: You know what plane you're on at all times. You also know the MF, PF, TF, PsiF, TechF, and LoopF.
Earth Heritage: Immune Earth; Immune Overbear, Trip; +1 dmg w/ attacks
Elemental Spellcasting: Can shift spells you know to a lower E rating element. +1 CL with Elemental spells.
Fire Heritage: Immune Fire; Fire Shield (50%); +2 dmg with unarmed attacks
* Hide in Plane [plane]: Specify a whole plane (not a layer). You do not generate "?" marks in that plane; monsters generally don't initiate combat with you (even if they see you).
* Hold Plane: You are immune to any effect which would change which plane you're on (can lower this at will).
* Hold Sanity: Sustain Sanity; Resist Raw Logrus; Immune to ESP, Insanity, Capital E Extract
Natural Heavyweight: Immune Gravity
* Natural Lightweight: Immune TK or falling dmg (choose one per instance of this feat)
* Negative Heritage: Immune Negative; Sustain Chr; (Take this feat twice: Hold XP, Life)
Outer Summoning Specialist: +1 summon slot for Outer; 1M: Summon a DL=(LVL+2)/3 Outer creature.
* Planar Coloring: 0, 1/r: Add "Holy", "Eldritch" or "Unholy" as an adjective to one your Elemental spells or effects.
* Planar Survival [plane]: Specify a whole plane (not a layer). You are immune to the environment of that plane.
Planar Touchstone: Gain a Psi-12, Psi-6, Psi6, or Psi12 minor (must match alignment)
* Portal Feel: LVL*10% chance to know where a portal/gate/dim-door/painting/etc. goes to.
Shadow Heritage: Immune Shadow; Sustain Str; Hide in Shadows 75%
Water Heritage: Immune Water; Water Breathing; Swim 18"

[Other]


Eeler1

Level KXP Priest
123 456 7
1 0 1-- --- -
2 5 10- --- -
3 10 111 --- -
4 15 211 1-- -
5 25 221 11- -
6 50 222 111 -
7 100 322 211 1
8 200 332 221 1
9 300 333 222 1
10 400 433 322 2
11 500 443 332 2
12 600 444 333 2
13 700 544 433 3
14 800 554 443 3
15 900 555 444 3
16 1000 655 544 4
17 1100 665 554 4
18 1200 666 555 4
19 1300 766 655 5
20 1400 776 665 5
21 1500 777 666 5
22 1600 877 766 6
23 1700 887 776 6
24 1800 888 777 6
25 1900 988 877 7
26 2000 998 887 7
27 2100 999 888 7
28 2200 A99 988 8
29 2300 AA9 998 8
30 2400 AAA 999 8
31 2500 BAA A99 9
32 2600 BBA AA9 9
33 2700 BBB AAA 9
34 2800 CBB BAA A
35 2900 CCB BBA A
36 3000 CCC BBB A
TH Saves
PD RS PP BW Sp Fo Re Wi
+0  8  4  5  2  3  0  0  2
+1  8  4  6  3  4  0  0  3
+2  9  5  6  3  4  0  1  3
+3  9  5  6  4  4  1  1  4
+4 10  6  7  4  5  1  1  4
+5 10  6  7  5  5  2  2  5
+6 11  7  8  5  6  2  2  5
+7 11  7  9  6  6  2  2  6
+8 12  7  9  6  7  3  3  6
+9 12  8  9  6  7  3  3  7
+10 13  8 10  7  8  4  3  7
+11 13  9 10  7  8  4  4  8
+12 13  9 10  7  8  4  4  8
+13 14  9 11  8  9  5  4  9
+14 14 10 11  8  9  5  5  9
+15 14 10 11  9  9  6  5 10
+16 15 11 12  9 10  6  5 10
+17 15 11 12 10 11  6  6 11
Requisites: Str 15, Dex 15, Wis 15
Alignment: any
HD/level: d8
Weapon Prof.: 4+level/3
To Hit Table: War
Save Table: Pri
Reference: DM {Mirror Healer1}
Groups: Priest, Mirror
 
Can cast spells only from All, Animal, Eeling, and Summoning spheres. Eeling spells cost ½ of a spell each to cast.
Other spheres cannot be cast at all, but you may pick one sphere which can be cast as if opposite (at 2 spells per spell).
Level 1: May weapon specialize using the "Non-War" column.
Level 4: Great Swing: Can choose to make 1 attack per physical action (regardless of how many weapons the PC is using) instead of normal number of attacks. This "great swing" has no extra bonus to hit but does 5 times normal damage and has a 1% per level of fighter of instantly killing any one mortal target (as per assassination). Great swing is not cumulative with Rogue's Backstab or Assassin abilities, but can be used with missile or natural weapons.
Level 4: Detect Leeches and Eels 40' cont.
Level 8: 1M: Identify Magical Pool.
Level 8: Gain four 1st level Eelemental Wizard spells in your memorization per day.
Level 9: Mental link with your Leeches and Eels.
Level 10: Gain four 2nd level Eelemental Wizard spells in your memorization per day.
Eel Sphere:
Leeches (SL=1): This acts like goodberries, each casting gives 3 Leeches. Leeches can cure or cause 1 hp, and can move on their own.
Summon Eelemental (SL=N): Summon a DL N Eelemental (DM has table)
Summon Leech (SL=N): Summon a DL N Leech (DM has table)
Call Eelectricity (SL=2): CLd6 Eelectricity dmg (no save; NR to resist) to one target
Protection from Eelements (SL=3): Resist all Eelements, or absorb 12*CL Eelemental dmg.
Eels (SL=4): This acts like goodberries, each casting gives 1 Eel. Eels can remove or cause 1 [C] section effect (PPD save, effect is random).
Reelly Put Out of Misery (SL=5): Ignore regen buffer then Put out of Misery (lower s slay). Doesn't trigger contingencies.
Heel (SL=6): Remove all hp of dmg and remove 1 [C] section effect
Hovercraft Full of Eels (SL=7): Like a Chariot of Sustarre, but it's Eels!
Multi Eel (SL=7): Summons CL Eels of DL=7, which use up 1 summon slot. They aren't summoning sick!

[Other]


Leecher1

Level KXP Priest
123 456 789
1 0 1-- --- ---
2 2.5 20- --- ---
3 5 21- --- ---
4 7.5 320 --- ---
5 12.5 421 --- ---
6 25 422 0-- ---
7 50 432 1-- ---
8 100 433 20- ---
9 200 433 210 ---
10 300 443 221 ---
11 400 444 321 0--
12 500 444 421 10-
13 600 555 432 111
14 700 555 442 111
15 800 555 552 111
16 900 555 553 211
17 1000 555 554 321
18 1100 555 554 321
19 1200 555 554 322
20 1300 555 554 333
21 1400 555 554 444
22 1500 555 555 555
23 1600 666 666 666
24 1700 776 666 666
25 1800 777 766 666
26 1900 777 776 666
27 2000 777 777 666
28 2100 777 777 776
29 2200 777 777 777
30 2300 887 777 777
31 2400 888 777 777
32 2500 888 877 777
33 2600 888 887 777
34 2700 888 888 777
35 2800 888 888 877
36 2900 888 888 887
TH Saves
PD RS PP BW Sp Fo Re Wi
+0  8  4  5  2  3  0  0  2
+1  8  4  6  3  4  0  0  3
+1  9  5  6  3  4  0  1  3
+2  9  5  6  4  4  1  1  4
+3 10  6  7  4  5  1  1  4
+3 10  6  7  5  5  2  2  5
+4 11  7  8  5  6  2  2  5
+5 11  7  9  6  6  2  2  6
+5 12  7  9  6  7  3  3  6
+6 12  8  9  6  7  3  3  7
+7 13  8 10  7  8  4  3  7
+7 13  9 10  7  8  4  4  8
+8 13  9 10  7  8  4  4  8
+9 14  9 11  8  9  5  4  9
+9 14 10 11  8  9  5  5  9
+10 14 10 11  9  9  6  5 10
+11 15 11 12  9 10  6  5 10
+11 15 11 12 10 11  6  6 11
Requisites: Str 13, Dex 13, Wis 13
Alignment: any
HD/level: d6
Weapon Prof.: 3+level/4
To Hit Table: Pri
Save Table: Pri
Reference: DM {Mirror Eeler1}
Groups: Priest, Mirror
 
Can cast spells only from All, Animal, Eeling, and Summoning spheres. Eeling spells cost ½ of a spell each to cast.
Other spheres cannot be cast at all, but you may pick one sphere which can be cast as if opposite (at 2 spells per spell).
This class uses "Defiler" type magic, and drains the MF with time.
Level 5: Detect Leeches and Eels 40' cont.
Level 9: 1M: Identify Magical Pool.
Level 9: Gain four 1st level Eelemental Wizard spells in your memorization per day.
Level 9: Mental link with your Leeches and Eels.
Level 12: Gain four 2nd level Eelemental Wizard spells in your memorization per day.
Eel Sphere:
Leeches (SL=1): This acts like goodberries, each casting gives 3 Leeches. Leeches can cure or cause 1 hp, and can move on their own.
Summon Eelemental (SL=N): Summon a DL N Eelemental (DM has table)
Summon Leech (SL=N): Summon a DL N Leech (DM has table)
Call Eelectricity (SL=2): CLd6 Eelectricity dmg (no save; NR to resist) to one target
Protection from Eelements (SL=3): Resist all Eelements, or absorb 12*CL Eelemental dmg.
Eels (SL=4): This acts like goodberries, each casting gives 1 Eel. Eels can remove or cause 1 [C] section effect (PPD save, effect is random).
Reelly Put Out of Misery (SL=5): Ignore regen buffer then Put out of Misery (lower s slay). Doesn't trigger contingencies.
Heel (SL=6): Remove all hp of dmg and remove 1 [C] section effect
Hovercraft Full of Eels (SL=7): Like a Chariot of Sustarre, but it's Eels!
Multi Eel (SL=7): Summons CL Eels of DL=7, which use up 1 summon slot. They aren't summoning sick!
New Eel Sphere spells to this class:
Powerleech (SL=2): Whenever an enemy activates an item, be cured 10 hp.
Thoughtleech (SL=2): Whenever an enemy uses a psionic ability, be cured N hp, where N=SL of the effect.
Blessing of Leeches (SL=3): Target regenerates at CL hp/s.
Drainheal (SL=3, also Incantatrix): Drain the local MF by 1: Heal self.
Steal Summon (SL=4, also Incantatrix): Steal someone's summon (your summon slot needs to be open to do this)
Mindleech Mass (SL=8): Acts as a DL VII Leech summon (counts as 100 leeches); steals 1 spell (and puts in your memorization) per attack
Robe of Eeling (SL=8): Get 2d10 random SL=1d6 Eel effects (self or other) every round for 1h
iHeel (SL=9): Remove CL idmg and remove CL [C] section effects

[Other]


Martyr (Rejuvenate-Other)

Level KXP Martyr Unb Aft
357 9  [1] [1]
1 0 1-- -  [-] [-]
2 3 2-- -  [-] [-]
3 6 3-- -  [-] [-]
4 12 4-- -  [-] [-]
5 24 41- -  [-] [-]
6 48 42- -  [-] [-]
7 96 43- -  [-] [-]
8 192 44- -  [-] [-]
9 330 441 -  [-] [-]
10 600 442 -  [-] [-]
11 900 443 -  [-] [-]
12 1200 444 -  [-] [-]
13 1500 444 1  [-] [-]
14 1800 444 2  [-] [-]
15 2100 444 3  [-] [-]
16 2400 444 4  [-] [-]
17 2700 544 4  [-] [-]
18 3000 554 4  [-] [-]
19 3300 555 4  [-] [-]
20 3600 555 5  [-] [-]
21 3900 655 5  [-] [-]
22 4200 665 5  [-] [-]
23 4500 666 5  [-] [-]
24 4800 666 5  [1] [-]
25 5100 666 6  [1] [-]
26 5400 666 6  [2] [-]
27 5700 766 6  [2] [-]
28 6000 766 6  [3] [-]
29 6300 776 6  [3] [-]
30 6600 776 6  [3] [1]
31 6900 776 6  [4] [1]
32 7200 777 6  [4] [1]
33 7500 777 6  [4] [2]
34 7800 777 6  [5] [2]
35 8100 777 7  [5] [2]
36 8400 777 7  [5] [3]
TH Saves
PD RS PP BW Sp Fo Re Wi
+0 5 (all) [++0]
+1 10 (all) [++1]
+2 15 (all) [++1]
+3 20 (all) [++2]
+4 25 (all) [++2]
+5 30 (all) [++3]
+6 35 (all) [++3]
+7 40 (all) [++4]
+8 45 (all) [++4]
+9 50 (all) [++5]
+10 55 (all) [++5]
+11 60 (all) [++6]
+12 65 (all) [++6]
+13 70 (all) [++7]
+14 75 (all) [++7]
+15 80 (all) [++8]
+16 85 (all) [++8]
+17 90 (all) [++9]
Requisites: Wis 23, Chr 28, Class Slots 2
Alignment: any
HD/level: d20
Weapon Prof.: 0+level
To Hit Table: War
Save Table: 5*level [++level/2]
Reference: DM { Alternate Rejuvenator }
Groups: Priest, Concordant (x1), Technology
 
Gets Super Barbarian Wis bonus, which is +(Wis-18)*3.
This class is dedicated to the continuation of other people's lives at all costs, using all technological and magical methods possible.
This is the reduced form of two different x2 Concordant classes: Unbreakable (brick-style with lots of immunities) and Afterliver (constantly being reborn into new forms). The idea here is by the time a character has reached 36th level in Rejuvenator, they will know which path they will take.
The saves are 5*LVL in all categories. You also get ++LVL/2 on the natural die roll for saves, meaning even at level 1 you cannot auto-miss a save (you auto-make on 19-20).
Level 24 Note: Your "CCL" is your CL-23 for Unbreakable and CL-29 for Afterliver.
Level 38 ¶: Note that at this level you auto-make all saves, due to your save bonus (a natural 1-20 becomes a 20).
 
DM Note: The Troll-like regeneration powers may all be run at the same time; the higher level versions are not "upgrades".

[Other]


Martyr Spells

Level # Spell
3 1 1V: Death's Door Other (they go to 0 current hp)
3 2 1V: Remove Charm/Domination on Other.
3 3 1P: Remove Paralysis, Stun, or Held on Other.
3 4 1M: Remove an effect that's stopping someone else from using actions, like Stop, Slow, Web, etc. Lockdown, Time Stop, and Temporal Stasis can be done, but they require 10 uses of this power.
3 5 1M: Clone Other (as spell, must be willing). You may have CL Clones in storage at a time.
3 6 1N, 1/s: Troll-like regenerate Other 10*CL% of their max hp (note this might not get them up immediately even at level 10)
5 1 1P: Remove a (non-major) [C] section effect on someone else. This may be repeated to build up to a major [C] section effect.
5 2 1M: Heal Other.
5 3 +1D Actions in the room continuous (does not affect "dead" Actions).
5 4 Your mount (if you have one) gets affected by every Martyr spell you do on someone else, unless you don't want it to.
5 5 1N, 1/s: Troll-like regenerate Other 20*CL% of their max hp, this can also cure Vile dmg and Permanent hp of dmg.
5 6 Borrowed Haste: +LVL bA Actions; does not count as your Haste; You may use Borrowed actions for any Martyr effect on this list.
7 1 1V: Target does a normal movement at half their movement rate, if they want to. Parting shots do apply.
7 2 1F: Animate Other as an Undead. Pick an Undead Racial Adjective (it's free). Only 1 adjective at a time. Target must be willing.
7 3 1P: Cureall Other.
7 4 1M: Resurrect Other.
7 5 Can "material component" Martyr powers (spend +1V; you must be conscious) to allow you to affect another target with a power. You can affect yourself as the second target with this.
7 6 1N, 1/s: Troll-like regenerate Other 30*CL% of their max hp, this can also cure ability score dmg (at 10 hp each).
9 1 1F: Move a nasty flag on someone else (such as Capital S Slain) to someone else in their group.
9 2 You can convert 1X -> 1bX actions. 2F or 1bX: Target can use a normal 1P action this segment, even though they're unconscious or dead.
9 3 1M: True Resurrect Other.
9 4 1M, 1/d: Capital I Insist something. You can pick this more than once to use it more than once per day.
9 5 Have the DM copy another PC's status on the chalkboard to somewhere else as a backup. 1N, 1/reset: Switch their current status with the backup. This cannot be taken more than once. The PC must be willing.
9 6 1N, 1/s: Troll-like regenerate Other 40*CL% of max hp, this can also cure negative levels (at 100 hp each).
Unbreakable 1 (11) 1 +CCL PSaves (using the [X] section saving throw rules)
Unbreakable 1 (11) 2 +(CCL+1)/3 ihp
Unbreakable 1 (11) 3 +(CCL+1)/3 iAC
Unbreakable 1 (11) 4 Immune to CCL [C] section effects, even major ones are only 1 pick each
Unbreakable 1 (11) 5 All of your items are Indestructible.
Unbreakable 1 (11) 6 You are immune to all area effects. However, this power is incompatible with any "You can't be targetted" effects you have running (they shut off).
Afterliver 1 (11) 1 +CCL MSaves (using the [X] section saving throw rules)
Afterliver 1 (11) 2 1N, 1/s: Pick any ÷18 or less race, or a DL IX or less creature you know of. You Shapechange into it. Your stats don't change, but you can use racial/innate abilities from it.
Afterliver 1 (11) 3 You can assume the form of any known dead/incursed/pixelated person or creature (this is like the First Evil's ability). You don't have the person's abilities, but you do have their memories.
Afterliver 1 (11) 4 You can convert 1X -> 1deadX actions. 1deadX: Capital F Fix Self.
Afterliver 1 (11) 5 You get and can use 2D Actions per death per segment. You are limited to CCL+1 D Actions you can use per reset (instead of 1).
Afterliver 1 (11) 6 Rotating Truename. Rotating Home Plane. Rotating Quantum Signature. Your Silver Cord rotates color, and can't be targetted or attacked.

[Other]


Scarlet Torturer

Level KXP Priest
123 456 789
1 0 1-- --- ---
2 2.1 20- --- ---
3 4.2 210 --- ---
4 8.4 211 0-- ---
5 16.8 221 1-- ---
6 33.6 222 2-- ---
7 67.2 333 20- ---
8 134.4 333 31- ---
9 268.8 443 320 ---
10 688.8 444 431 ---
11 1108.8 444 432 ---
12 1528.8 444 433 ---
13 1948.8 444 444 0--
14 2368.8 555 444 1--
15 2788.8 555 554 2--
16 3208.8 555 555 30-
17 3628.8 666 555 31-
18 4048.8 666 665 32-
19 4468.8 666 666 430
20 4888.8 777 666 431
21 5308.8 777 776 432
22 5728.8 777 777 443
23 6148.8 888 777 444
24 6568.8 888 887 544
25 6988.8 888 888 554
26 7408.8 999 888 555
27 7828.8 999 998 655
28 8248.8 999 999 665
29 8668.8 AAA 999 666
30 9088.8 AAA AA9 766
31 9508.8 AAA AAA 776
32 9928.8 BBB AAA 777
33 10348.8 BBB BBB 877
34 10768.8 CCC BBB 887
35 11188.8 CCC CCC 888
36 11608.8 CCC CCC 999
TH Saves
PD RS PP BW Sp Fo Re Wi
+0  8  4  5  2  3  0  0  2
+1  8  4  6  3  4  0  0  3
+2  9  5  6  3  4  0  1  3
+3  9  5  6  4  4  1  1  4
+4 10  6  7  4  5  1  1  4
+5 10  6  7  5  5  2  2  5
+6 11  7  8  5  6  2  2  5
+7 11  7  9  6  6  2  2  6
+8 12  7  9  6  7  3  3  6
+9 12  8  9  6  7  3  3  7
+10 13  8 10  7  8  4  3  7
+11 13  9 10  7  8  4  4  8
+12 13  9 10  7  8  4  4  8
+13 14  9 11  8  9  5  4  9
+14 14 10 11  8  9  5  5  9
+15 14 10 11  9  9  6  5 10
+16 15 11 12  9 10  6  5 10
+17 15 11 12 10 11  6  6 11
Requisites: Str 12, Con 14, Int 12, Wis 14
Alignment: LE (overwrite)
HD/level: d10
Weapon Prof.: 3+level
To Hit Table: War
Save Table: Pri
Reference: DM
Groups: Priest
 
For Alignment, "(overwrite)" means this class requires LE alignment, but it overwrites all of your other alignment restrictions to be LE as well.
   
Has Barbarian Con bonus. Gets (Barbarian) Con bonus to spell progression (instead of Wis).
Has Exceptional Wis bonus. Gets (Exceptional) Wis bonus to this class's Caster Level (CL). This cannot be improved to Barbarian (or higher).
Torture devices are treated as weapons. You may use them as normal weapons, and do normal damage (with no extra effect). If you wish to torture someone, you must be in their group, and you need a torture device with Size Class at least as big as the target's Size Class. The torture automatically hits; you do one instance of your torture device damage to a target (you may apply Str bonus if you wish). Torture generally does not work on Boss-type (or Sub-Boss-type) creatures, uniques, or creatures immune to charm/domination (such as undead). Note about Black Vise: This counts as Size L weapon, but is considered a Size H torture device.
Level 1 ¶: 1P, torture a creature: Charm (no save, WR to resist). The charmed monster will not fight for the duration of this combat, but he will fight (for your side) starting with the next combat.
Level 2 ¶: 1F, torture a creature: Command (no save, WR to resist). This can be done to a monster 1 size class above the torture device.
Level 3 ¶: 1M, torture a creature: Hypnosis (no save, no blahR).
Level 6 ¶: 1M, torture a creature: Capital E Extract (no resistance).
Torture Device gp lbs. Size Size -M Size L+ Critical Source
Black Vise 1000 50 L {H} 1d12 1d10 20+ / x2 MTG
Branding Iron / Poker 12 4 M 1d6 1d3 19+ / x2 BoVD3
Foot Screw / Spanish Boot 14 5 M 1d8 1d2 20+ / x3 Wikipedia
Iron Maiden 200 250 H 1d50 1d50 20+ / x4 BoVD3
Jaw Breaker 10 1 S 2d4 2d4 (none) BoVD3
Rack 150 200 H 1/s for 1r 1/s for 1r (none) BoVD3
Stocks 10 25 L 1d1 1d1 (none) BoVD3
Thumbscrew 1 1 S 1d2 1d2 20+ / x2 BoVD3
Waterboarding 2 10 M 1d4 1d4 20+ / x3 DM

[Other]


Summoner Cleric

Level KXP Priest
123 456 789
1 0 2-- --- ---
2 2.1 30- --- ---
3 4.2 32- --- ---
4 8.4 430 --- ---
5 16.8 432 --- ---
6 33.6 443 0-- ---
7 50.4 543 2-- ---
8 75.6 544 30- ---
9 113.4 554 32- ---
10 210 554 43- ---
11 315 655 432 ---
12 630 655 443 0--
13 945 665 543 2--
14 1260 665 544 30-
15 1575 666 554 32-
16 1890 666 554 430
17 2205 666 655 432
18 2520 666 655 443
19 2835 666 665 544
20 3150 666 665 555
21 3465 666 666 555
22 3780 666 666 655
23 4095 666 666 665
24 4410 666 666 666
25 4725 766 666 666
26 5040 776 666 666
27 5355 777 666 666
28 5670 777 766 666
29 5985 777 776 666
30 6300 777 777 666
31 6615 777 777 766
32 6930 777 777 776
33 7245 777 777 777
34 7560 877 777 777
35 7875 887 777 777
36 8190 888 777 777
TH Saves
PD RS PP BW Sp Fo Re Wi
+0  0  0  0  0  0  0  0  0
+1  1  1  1  1  1  1  1  1
+2  1  1  1  1  1  1  1  1
+3  2  2  2  2  2  2  2  2
+3  2  2  2  2  2  2  2  2
+4  3  3  3  3  3  3  3  3
+5  3  3  3  3  3  3  3  3
+6  4  4  4  4  4  4  4  4
+6  4  4  4  4  4  4  4  4
+7  5  5  5  5  5  5  5  5
+8  5  5  5  5  5  5  5  5
+9  6  6  6  6  6  6  6  6
+9  6  6  6  6  6  6  6  6
+10  7  7  7  7  7  7  7  7
+11  7  7  7  7  7  7  7  7
+12  8  8  8  8  8  8  8  8
+12  8  8  8  8  8  8  8  8
+13  9  9  9  9  9  9  9  9
Requisites: Con 12, Wis 12, Chr 15
Alignment: any
HD/level: d8
Weapon Prof.: 2+level/2
To Hit Table: Pri
Save Table: Mon
Reference: DM {Planeshifted Summoner Mage}
Groups: Priest
 
Knows "Monster Summoning N" at each SL=N, as per the Wizard spells.
Also knows the "Goodberry Golem N" spells.
(DM Note: This class does not get the "Sphere robe" / "School robe" effect like a Summoner Mage gets.)
Level 1: May control 2 summons (same type).
Level 1: May material component summoning spells for 2 creatures of the same type.
Level 1: "Specialized" (1/2 a spell slot) in summoning effects.
Level 1: 0, LVL/d: Your summons are not summoning sick.
Level 3: Your summons can't turn against you even if they become uncontrolled.
Level 5: May control 2 summons (different types).
Level 5: (Single) material componenting for summoning spells is free.
Level 9: May control 3 summons (same type).
Level 9: May double material component summoning spells (costing a total of 1M+1V) for 3 creatures of the same type.
Level 9: Can hold summons across resets between sessions.
Level 10: Your summons can do "1S: Lend an S to you.".
Level 12: If a monster randomly rolls to attack you, you can have your summons be attacked instead.
Level 13: May control 4 summons (same type).
Level 13: May triple material component summoning spells (costing a total of 1M+2V) for 4 creatures of the same type.
Level 13: 1M: Steal someone else's summon. The other spellcaster (not the summon) makes a Will save to resist this.
Level 16: Your summons do not immediately disappear when slain / dropped below -10 hp. You have 1 turn to heal or repair the summon if you want to keep him. You can ignore this power and have him disappear anyway if desired.
Level 17: May control 2 groups of 2 summons (each group is the same type, but the groups don't have to be the same)
Level 18: Each of your summons may have 1 summon of their own.
Level 18: Your summons gain XP during the adventure and may "level up" in combat (if using "XP on the fly")
Level 21: May control 5 summons (same type).
Level 21: May quadruple material component summoning spells (costing a total of 1M+3V) for 5 creatures of the same type. You can save up the V actions, or use 1M+1V+1P+1QV in one segment.
Level 27: Your summons cannot be unsummoned by unsummon effects.

[Other]


Unholy SuperMonk1

Level KXP War,Wiz,Rog  Psi0
123 456 7 / mMG S
1 0 1-- --- - / 1-- -
2 2.85 20- --- - / 2-- -
3 6 21- --- - / 3-- -
4 12.6 320 --- - / 4-- -
5 28.2 331 --- - / 5-- -
6 59.5 332 0-- - / 6-- -
7 121.6 332 1-- - / 61- -
8 247 333 20- - / 62- -
9 431 443 21- - / 63- -
10 616 443 320 - / 64- -
11 862 544 321 - / 65- -
12 1180 655 322 - / 651 -
13 1565 666 422 0 / 652 -
14 2190 666 532 1 / 653 -
15 2815 666 642 1 / 654 -
16 3440 777 643 1 / 654 1
17 4065 777 753 2 / 654 2
18 4690 888 864 2 / 654 3
19 5320 998 864 2 / 654 4
20 5950 999 875 2 / 655 4
21 6580 999 986 2 / 655 5
22 7280 999 996 3 / 665 5
23 7980 999 997 3 / 666 5
24 8680 999 998 3 / 666 6
25 9380 999 998 4 / 766 6
26 10080 999 999 4 / 776 6
27 10780 999 999 5 / 777 6
28 11480 999 999 6 / 777 7
29 12180 999 999 7 / 877 7
30 12880 999 999 8 / 887 7
31 13580 999 999 9 / 888 7
32 14280 AAA A99 9 / 888 8
33 14980 AAA AAA 9 / 988 8
34 15680 AAA AAA A / 998 8
35 16380 BBB BAA A / 999 8
36 17080 BBB BBB B / 999 9
TH Saves
PD RS PP BW Sp Fo Re Wi
+2  8  5  6  3  4  1  3  3
+5  9  6  7  4  6  2  5  4
+8 10  8  8  6  7  3  6  5
+11 11  9  9  8  9  5  8  6
+14 12 11 10 10 10  6  9  7
+17 13 12 11 12 12  7 11  8
+20 14 14 13 14 13  8 12  9
+23 14 15 14 14 14  9 14 10
+26 15 16 14 14 15 11 15 11
+29 16 16 15 15 16 12 17 12
+32 16 16 16 16 16 13 18 13
+35 16 17 16 16 16 14 20 14
+38 17 18 17 17 17 15 21 15
+41 18 19 18 18 18 16 22 16
+44 19 20 19 19 19 17 23 17
+47 20 21 20 20 20 18 24 18
+50 21 22 21 21 21 19 25 19
+53 22 23 22 22 22 20 26 20
Requisites: Str 17, Dex 17, Con 13, Wis 19
Alignment: LE, LN, or NE
HD/level: & +d13
Weapon Prof.: & 3+level*2
To Hit Table: & 3xWar
Save Table: & (2xWar)/(2xPri)/(3xRog)
Reference: DM
Groups: Warrior, Priest, Rogue
 
Gets Barbarian Str and Dex, and Exceptional Con.
Gets Wis bonus to spell progression. Can cast Warrior, Priest, or Rogue spells.
Open Hands number of attacks = (LVL+2)/2. Open Hands base dmg = 1d((LVL+1)*2)
Level 1: If Open Hands hit exceeds what is needed by 5, target is stunned for 1d8 r (save vs. para)
Level 1: If Open Hands stuns, chance to kill is (level)*4+20-(target's AC)% (no save)
Level 1: Open Hands are considered a +LVL weapon to hit.
Level 1: Natural AT is +level*2
Level 1: Base movement rate is (13+level*2)"
Level 1: Against area effects that give a save for ½: the monk takes no damage if he makes his save. This is not used for non-(hp) damaging effects.
Level 1: 1V (may borrow from next segment): Knock away missile weapons. The missile weapons must be size M or less and must be directed at the monk or a target within 10'. The monk makes a save vs. paralyzation with a penalty equal to the number of magical plusses the weapon has, if successful, the weapon is deflected. The monk can knock away a maximum of 10 missiles, plus 1/level.
Level 1: Two Martial Arts styles; +3 Martial Arts maneuver slots /level. This may used for Professional Wrestling instead.
Level 1: +LVL dmg with weapons.
Level 2: +1QV action.
Level 3: Speak with undead (continuous).
Level 4: Immunity to disease and slow effects (continuous).
Level 4: Self healing (laying on hands): LVL*LVL*2 hp, can be done once per turn.
Level 4: Immune falling damage.
Level 5: +1QP action.
Level 6: +1QQV action.
Level 7: Dust of Disappearance (psi freq. 0) level times per day.
Level 8: Retarded Aging, Immunity to Poison, Immunity to Geas/Quest
Level 9: Quivering Palm 1/d: If target's HD/level is equal to or less than twice the monk's level, if hp of target is equal to or less than 10 times monk's hp, if target is not undead, if an open hand attack hits, then monk can command target to die at any time within 1 day per level (no save).
Level 9: +1QM action.
Lvl Holy Monk Ability | -50% | -100% | -150% Act Base Penalty Bonus
1 +rating/50 A actions /r this turn || B actions || C actions F 0 Dex-20 Dex-25
1 Curing/Causing (1 hp per 1% made), self or others (PPD save:½) V 0 Wis-13 Wis-18
1 Restore/Cause stat damage (1 per 5% made), self or others (PPD save:½) V 0 Wis-13 Wis-18
1 Find/Remove Wizard Abjurations/Priest Protections V 0 Dex-13 Dex-18
1 Climb Walls | Climb Overhangs | Climb Upside Down V 60 Str-9 Str-13
1 Open/Close Locks: Mech. | Magic/Psi | OutPhase VM 10 Dex-11 Dex-15
1 Find/Remove Traps: Mech. | Magic/Psi | OutPhase | Pro. M 5 Dex-12 Dex-17
1 Hide in Shadows || Meld in Shadows/Mirrors V 5 Dex-11 Dex-16
2 Remove/Cause Slow/Sleep | Disease | Poison/Blindness | Paralysis/Hold | Curse (PPD save per 10% made) V 0 Wis-13 Wis-18
2 Concealment/Blending | Misdirection | Non-Detection M 20 Wis-12 Wis-14
3 Lower/Ignore WaWR (reduce or ignore WaWR by rating) || iWaWR V/N 0 Dex-10 Dex-20
4 Restore/Cause level drains (1 per 10% made), self or other (PPD save:½) V 0 Wis-13 Wis-18
4 Don't generate Alley encounters | Sewer/Attic | Old City at Night M 10 Wis-15 Wis-20
5 Escape Bonds | Escape Binding | Escape Imprisonment/Time Stop P 50 Str-12 Str-14
6 Touch : Chill/Pain | Para/Vampiric | Energy Drain 0 20 Str-9 Str-15
6 Identity Penetration | False Seeing | True Seeing MM 5 Wis-11 Wis-19
7 Blink | Controlled Blink M 20 Wis-12 Wis-17
8 Finger of Death | Slay Living | Power Word Kill V 0 Int-14 Int-17
8 ("Twirl") Find/Remove Guardian/Warding/Forbiddance effect on area || x1 Special M 20 Dex-18 Dex-28
9 Inner Focus (+1 Str/Dex/Con for 1r per 10% made) M 5 Wis-10 Wis-20
10 Chi Power (cast a Shukenja spell of spell level SL) (penalty = -SL*50%) (#=SL) #M 0 Wis-12 Wis-36
12 Disharmonic Blast (1 dmg per 1% made to area) P*M 10 Con-16 Con-22
15 Energy Control | Adaptation | Immune to Hostile Environments PV 30 Con-9 Con-12
18 Elemental Form | Para-Ele Form | Quasi-Ele Form ||| Semi-Ele Form PP 40 Con-24 Con-24
27 Backsteal (Steal an effect off of target for yourself per 120%) (aXR to avoid) ½0 30 NA NA

[Other]


War Priest

Level KXP Priest
123 456 78
1 0 20- --- --
2 2 210 --- --
3 4 321 --- --
4 7.5 422 --- --
5 12.5 432 0-- --
6 20 432 1-- --
7 35 443 1-- --
8 60 443 20- --
9 90 543 21- --
10 125 543 320 --
11 200 553 321 0-
12 300 554 432 1-
13 750 655 543 2-
14 1150 666 654 3-
15 1550 666 666 4-
16 1950 666 666 5-
17 2350 666 666 6-
18 2750 666 666 60
19 3150 666 666 61
20 3550 666 666 62
21 3950 666 666 63
22 4350 666 666 64
23 4750 666 666 65
24 5150 766 666 65
25 5550 776 666 65
26 5950 777 666 65
27 6350 777 766 65
28 6750 777 776 65
29 7150 777 777 65
30 7550 777 777 75
31 7950 777 777 76
32 8350 777 777 77
33 8750 887 777 77
34 9150 888 877 77
35 9550 888 888 77
36 9950 888 888 88
TH Saves
PD RS PP BW Sp Fo Re Wi
+0  4  2  3  1  1  1  1  0
+1  5  2  4  2  1  1  1  0
+2  5  3  4  3  2  2  2  1
+3  6  4  5  4  3  2  2  1
+4  7  5  6  5  4  3  2  1
+5  8  5  7  6  4  3  3  2
+6  8  6  7  7  5  4  3  2
+7  9  7  8  8  6  4  4  2
+8 10  8  9  9  7  5  4  3
+9 11  8 10 10  7  5  4  3
+10 11  9 10 11  8  6  5  3
+11 12 10 11 12  9  6  5  4
+12 13 11 12 13 10  7  6  4
+13 14 11 13 14 10  7  6  4
+14 14 12 13 14 11  8  6  5
+15 14 12 14 14 11  8  7  5
+16 14 13 14 14 12  9  7  5
+17 15 13 14 14 12  9  8  6
Requisites: Str 15, Wis 12
Alignment: any
HD/level: d10
Weapon Prof.: 4+level/2
To Hit Table: War
Save Table: Pri
Reference: DM
Groups: Priest
 
Gets Str (not Wis) bonus to spells.
Gets Exceptional Str bonus.
Bonus grand in War sphere.
Can specialize in weapons using the "Non-War" line.
+level slots for Henchmen.
Never loses control of Henchmen (auto-make Chr and Morale checks).
Divide the cost of Henchment by LVL.
   
Level N (every level): Using the list below, pick an ability.
A. +1P Action.
B. Barbarian Str bonus instead of Exceptional.
C. All weapons are considered 1 size smaller for what you can wield.
D. Immune to attacks from siege machines.
E. You, your party, followers, henchmen, summons, familiars, and animal companions Fly at LVL*3".
F. Automatically make Str checks, Bend Bars/Lift Gates checks. Immune to Web and Stop effects.
G. Unmanned siege machines within LVL*10' of you can fire by themselves (using your attack bonuses).
H. You and your henchmen ignore plusses needed to hit, WR, and DR.
I. Your henchmen attack as if one DL better than they are.
J. Your henchmen defend as if one DL better than they are.
K. Free GGL (Specialty God) pick in a god that has a Str requirement.
L. You can communicate psionically with all of your henchmen. This link cannot be "tapped".
M. 1F, 1/h: Create a x1 Terrain Feature (Special with 1 mile radius), with a max SL=(LVL/2) effect.
N. Your Wall spell effects have xLVL area. ½M: Dispel a Wall effect.
New War Spells:
War Charge (SL=1): When charging with at least 100 Henchmen, all who see this are Feared (Will save).
Battle Shield (SL=2): Damaging shield (50% back) of type Metal. You resist weapon special effects while running this.
Dispel Charm (SL=3): Dispels Charm on a group, or on all of your Henchmen at once.
Henchman Recruit (SL=4): Teleports in one Henchman of the same type as one you have. You must pay the gp cost of the Henchman immediately.
True Storm (SL=5): Entire party (incl. summons and henchmen) get +20 TH on one attack this segment.
Army Teleport (SL=6): Teleports any number of (willing) beings within sight.
Holy Word Battle (SL=7): Entire party (incl. summons and henchmen) get +1QS action this segment.
Higher Ground (SL=8): Creates a x2 Terrain Feature that you and your henchmen get +1 to multiplier.
Mass Mass Heal (SL=9): Heals up to 100 groups of creatures. (Yes, this can be reversed.)

[Other]


New Henchmen

Name gp /day Effective DL Notes
Cloistered Cleric 3 DL I They throw Cure (or Cause) Lights, once a round.
Muscle Sliver 30 DL I (or more) DL=cube root of (number of Muscle Slivers); Have no real "special" abilities
Musketeer 4 DL II If killed in melee, they explode on their enemy for 1d4 Tech dmg.
Bulette of Xvim 9 DL II (attack as III) Don't have to pay them after the first day, as long as there's plenty of corpses to eat.
Rogue Invisible Stalker 12 DL III Have level 1-8 Rogue-like abilities
Cambion 20 DL III Psi6 / Psi12 Minor and Major abilities (choose alignment)
Hound of Ill Omen 50 DL IV Shift enemies' die rolls out of their favor
Luck Cat 100 DL IV Adjust 1 die roll per round
Faerie 65 DL IV (defend as VI) |AC| 18; area effects kill only 1 of them
Mind Flayer Mercenary 150 DL V Lots of Grand psionic effects. This is the closest you're gonna get to Astral Constructs on this table.
SFB Prime Team 200 DL V Like a mini NPC party. Not as clever as the PCs, but they can operate on their own if given orders.
Henchman 400 DL VI As in the x1 Concordant class. Sidekicks cost the same amount.
Rakshasa Mercenary 900 DL VII Lots of SL 5-8 spell effects
Proto-Lich 1600 DL VIII Nasty Higher Undead. Looking for that last haul before retiring to Lichdom.
Small Game Hunter 6000 DL IX Looking for something to smash.
Big Game Hunter 15000 DL X Kill All.
Big Game Faerie 22000 DL X (defend as XI) Big Game Hunter with Faerie abilities.

Henchmen Adjectives

Name gp /day Notes
Greater x1.5 +1 DL (can take this only once)
Hardy x1.25 +1 defensive DL (can take this only once)
Lesser x0.75 -1 DL (can take this only once)
More than Enough x1.1 Ability to buy 1000 of these (rather than 100 or 10000), this is called "More than Enough"
Tough x1.1 +1 rhp (can take this multiple times, each costs x+0.1)
Vicious x1.25 +1 offensive DL (can take this only once)

[Other]


Arcane5

Level KXP Rog/Tech/Psi8
123 456 789
1 0 ½½- --- ---
2 2.25 1½½ --- ---
3 4.5 11½ --- ---
4 9 21½ --- ---
5 18 21½ ½-- ---
6 36 211 ½-- ---
7 72 211 ½½- ---
8 144 221 ½½- ---
9 288 221 1½½ ---
10 450 222 1½½ ---
11 675 222 11½ ---
12 900 222 11½ ½--
13 1125 222 111 ½--
14 1350 322 211 ½--
15 1575 322 211 1--
16 1800 332 221 1½-
17 2025 332 221 11-
18 2250 332 221 11½
19 2475 333 222 111
20 2700 433 322 211
21 2925 443 332 221
22 3150 444 333 222
23 3375 544 433 322
24 3600 554 443 332
25 3825 555 444 333
26 4050 655 544 433
27 4275 665 554 443
28 4500 666 555 444
29 4725 766 655 544
30 4950 776 665 554
31 5175 777 666 555
32 5400 877 766 655
33 5625 887 776 665
34 5850 888 777 666
35 6075 988 877 766
36 6300 998 887 776
TH Saves
PD RS PP BW Sp Fo Re Wi
+1  5  4  5  2  3  0  2  0
+1  5  4  5  3  4  1  3  0
+2  5  5  5  3  4  1  4  1
+3  7  6  7  5  5  2  5  1
+3  7  6  7  5  6  3  5  2
+5  9  8  9  6  7  3  6  2
+5  9  8  9  7  7  4  7  3
+6  9  9  9  7  8  5  8  3
+7 11 10 11  8  9  5  8  4
+7 11 10 11  9 10  6  9  4
+8 11 11 11  9 10  6 10  5
+9 13 12 13 11 11  7 11  5
+9 13 12 13 11 12  7 11  6
+11 14 13 14 12 13  8 12  6
+11 14 13 14 13 13  9 13  7
+12 14 14 14 13 14  9 14  7
+13 15 14 15 14 14 10 14  8
+13 15 15 15 15 14 11 15  8
Requisites: Dex 13, Int 9, Chr 13
Alignment: L any
HD/level: d8
Weapon Prof.: 4+level/4
To Hit Table: 1½xCTD0
Save Table: 1½xThf0
Reference: DM
Groups: Rogue, Technology
 
Gets Exceptional Dex and Chr.
Can cast Rogue spells and the Technology school (Wizard spells). Specialized in Bard school (Rogue spells) and Technology school (Wizard spells).
Can specialize in weapons using "Non-War" line.
There is a "Create Technological Item" spell of each spell level; each spell creates an item of TechL = SL (material componenting may be used to double the TL). The item cannot weigh more than level^2 pounds, or it has some flaw which requires upkeep and/or repair to keep it operating effectively. The spell effect will end in level turns unless a Permanency spell is used.
Note that creating a temporary machine which creates a real machine is perfectly legal.
Level 1: +1 technological proficiency per level, see Psi8.
Level 1: May use Psi8 minors as if they were 2nd level spells.
Level 7: May use Psi8 majors as if they were 5th level spells.
Level 16: May use Psi8 grands as if they were 8th level spells.
Level 54: May use Psi8 supers as if they were 11th level spells.
Each level, get one "5th edition" pick from the choices below.
This class does not get Rogue points unless Rogue abilities are taken off this chart.
 
Levels Pick Description
Level 1-3: A +(LVL+1)/2 Chr; Sustain Chr
B Detect/Identify Technology; Can operate Spelljamming Helms
C Detect Lie or Undetectable Lie (1 at a time, cont.)
D Sell items for 64+LVL% of value instead of 50%
E Any Rogue 1 ability; +10*LVL Rogue points (this may be taken multiple times)
Level 4: Pick two Arcane5 Level 1-3, one Secret Agent5 Level 1-3, or one Psi16 minor
Level 5-7: F Can "Frugal" potions (+50% to number of uses)
G 1M, 1/t: Teleport Without Error (can move up to LVL/3 planes distant)
H nM: Repair a broken magic/psi/tech item, n=(XP value)/1000 (round up)
I Nonmagical items (all types) are one-third cost for you
J Any Rogue 5 ability; +10*LVL Rogue points (this may be taken multiple times)
Level 8: Pick two Arcane5 Level 5-7, one Secret Agent5 Level 5-7, or two Psi16 minors
Level 9-12: K Immune to Capital E Extract, Empathy, ESP, Forget, Mental Surgery, Telepathy
L Ignore MR with your Rogue spells
M Immune to Blow Your Head Off, Twilight, Ego Domination, Retributive Strikes
N 3F, 1/t: Remove Capital B Blasted or Capital M Mauled from someone
O Any Rogue 9 ability; +10*LVL Rogue points (this may be taken multiple times)
Level 13: Pick two Arcane5 Level 9-12, one Secret Agent5 Level 9-12, or one Psi16 major
Level 14-18: P 1bM, 1/r: Counterspell
Q 1bM, 1/r: Fork
R Immune to LVL elements/eelements (doesn't "spread")
S Get +1 IM (Instantaneous Mental) action per turn.
T Any Rogue 14 ability; +10*LVL Rogue points (this may be taken multiple times)
Level 18: Pick two Arcane5 Level 14-18, one Secret Agent5 Level 14-18, or two Psi16 majors
Level 20-26: U 1M, 1/d: Summon LVL DL=10 other Arcane5 NPCs to assist you
V 400F, 1/d: Create a magic item of <= LVL*400 XP value
W 1N, 1/s: Capital O Object to a time or loop travel effect. It cannot be used again this turn
X Use "Mixed Classing" to mix one (known) class from the Lost or Technology group into this class
Y Any Rogue 20 ability; +10*LVL Rogue points (this may be taken multiple times)
Z Pick 1 Level 14-18 (or lower) pick from any "5th Edition" class (this may be picked multiple times)
Level 27-36: Pick two Arcane5 Level 20-26, one Secret Agent5 Level 20-26, or one Psi16 grand

[Other]


Ill Omen Master

Level KXP
Spells
1 0 (none)
2 2.5 (none)
3 5 (none)
4 10 (none)
5 20 (none)
6 42.5 (none)
7 70 (none)
8 110 (none)
9 160 (none)
10 220 (none)
11 440 (none)
12 660 (none)
13 880 (none)
14 1100 (none)
15 1320 (none)
16 1540 (none)
17 1760 (none)
18 1980 (none)
19 2200 (none)
20 2420 (none)
21 2640 (none)
22 2860 (none)
23 3080 (none)
24 3300 (none)
25 3520 (none)
26 3740 (none)
27 3960 (none)
28 4180 (none)
29 4400 (none)
30 4620 (none)
31 4840 (none)
32 5060 (none)
33 5280 (none)
34 5500 (none)
35 5720 (none)
36 5940 (none)
TH Saves
PD RS PP BW Sp Fo Re Wi
+0  6  4  6  3  4  1  3  0
+1  6  5  7  3  5  1  4  1
+2  7  6  7  4  6  2  5  1
+3  7  7  8  4  7  3  6  2
+4  8  8  8  5  8  4  7  3
+5  8  9  9  5  9  5  8  3
+6  9 10  9  6 10  5  9  4
+7  9 11 10  6 11  6 10  5
+8 10 12 10  7 12  7 11  5
+9 10 13 11  7 13  8 12  6
+10 11 14 11  8 14  9 13  7
+11 12 15 12  9 14  9 14  7
+12 13 16 13 11 15 10 15  8
+13 14 16 14 13 15 11 16  9
+14 15 16 15 14 16 12 17  9
+15 16 16 16 16 16 13 18 10
+16 16 16 16 16 16 13 19 11
+17 16 17 16 16 16 14 20 11
Requisites: Dex 27, Chr 27
Alignment: any
HD/level: d8
Weapon Prof.: 3+level/3
To Hit Table: War
Save Table: 2xRog
Reference: DM {Lost Luck Master}
Groups: Rogue, Lost
 
You have LVL "Ill Omen" points per turn.
1N, spend n Ill Omen points: Target gets --n to a die roll. You can do this after seeing their die roll result.
1M: Target takes LVL Luck damage (Reflex save for half). Negative Luck causes a minus on all die rolls (it is not a "--" however, just a normal "-").
Lvl Luck Master Ability | -50% | -100% | -150% Act Base Penalty Bonus
1 Attack (+1 TH per 10% made this segment) V 5 Dex-12 Dex-15
1 Backtwist (Twist rating/30 effects) V 20+LVL*10 Dex-9 Dex-12
1 Damage (+1 dmg per 10% made this segment; or multiply dmg by x(1+rating/200)) V 0 Str-15 Str-18
1 Delay (target doesn't go next segment, save DC = amt made) {Rogue ability: 30 / Wis-11 / Wis-16 } F 30 Wis-11 Wis-13
1 Ducking (+1 saves per 10% made this segment) V 0 Wis-15 Wis-18
1 Evasion (see Acrobat) ||| Spell Evasion | Psi Evasion | Innate Evasion V 0 Dex-14 Dex-18
1 Lockdown rating/20 C actions worth F 0 DIWC-40 DIWC-60
1 Take ½ dmg from an Attack | Spell | Psi Power | Innate (|| Take 0 damage) V 5 Con-16 Con-20
1 Unequip (one item unequipped, save DC = amount made) {Rogue ability: 50 / Dex-12 / Dex-14 } V 50 Dex-12 Dex-14
1 Any Rogue 1 ability - - - -
2 Deeppockets | Vanish | Rope Trick ||| I'm Gone (to my own Pocket Plane) M 0 Int-8 Int-20
3 Duplicate a Psi5 minor ||| major ||| grand ||| super 1M 0 Chr-15 Chr-20
4 Sense Danger | Precognition | Choose Future | x1 Avoid Fate VM 25 Wis-9 Wis-12
4 Any Rogue 4 ability - - - -
5 Avoid Trick (entire party): Mech.|Magic/Psi|OutPhase - 5 Int-12 Int-18
6 Effect Evasion (each 1% = +1 saves) 1V to use - 0 Wis-9 Wis-12
7 Avoid Fate x1 | x2 | x3 | x4 | x5 | etc. 2bM -20 Wis*2-50 Wis*2-50
8 Any Subability (+1 per 25% made to that subability) M 0 Int-14 Int-17
9 0,1/r: Get +(amount made) on next Rogue ability - 0 NA NA
9 Avoid Special (entire party): x1 | x2 | x3 etc. - 0 Int-16 Int-22
14 Avoid Spirit/Conc Effect (entire party): x1 || x2 || x3 etc. - -5 Int-22 Int-30
14 Get save vs effects w/ no save, base=+0+items, each 5% is +1 - 0 Wis-20 Wis-25
16 Enhancement (add how much you made by to your next Rogue ability roll within 1r) F 0 Chr-18 Chr-22

[Other]


Pointer0

Level KXP
Spells
1 0 (none)
2 2.4 (none)
3 4.8 (none)
4 9.6 (none)
5 19.2 (none)
6 40 (none)
7 80 (none)
8 160 (none)
9 320 (none)
10 560 (none)
11 800 (none)
12 1040 (none)
13 1280 (none)
14 1520 (none)
15 1760 (none)
16 2000 (none)
17 2240 (none)
18 2480 (none)
19 2720 (none)
20 2960 (none)
21 3200 (none)
22 3440 (none)
23 3680 (none)
24 3920 (none)
25 4160 (none)
26 4400 (none)
27 4640 (none)
28 4880 (none)
29 5120 (none)
30 5360 (none)
31 5600 (none)
32 5840 (none)
33 6080 (none)
34 6320 (none)
35 6560 (none)
36 6800 (none)
TH Saves
PD RS PP BW Sp Fo Re Wi
+1  5  4  5  2  3  0  2  0
+1  5  4  5  3  3  1  3  0
+1  5  4  5  3  4  1  3  0
+2  5  5  5  3  4  1  4  1
+3  7  6  7  4  5  2  4  1
+3  7  6  7  5  5  2  5  1
+3  7  6  7  5  6  3  5  2
+4  7  7  7  5  6  3  6  2
+5  9  8  9  6  7  3  6  2
+5  9  8  9  7  7  4  7  3
+5  9  8  9  7  8  4  7  3
+6  9  9  9  7  8  5  8  3
+7 11 10 11  8  9  5  8  4
+7 11 10 11  9  9  5  9  4
+7 11 10 11  9 10  6  9  4
+8 11 11 11  9 10  6 10  5
+9 13 12 13 10 11  7 10  5
+9 13 12 13 11 11  7 11  5
Requisites: Dex 16
Alignment: any
HD/level: d5
Weapon Prof.: 3+level/2
To Hit Table: CTD0
Save Table: Thf0
Reference: DM
Groups: Rogue
 
Gets 120 Rogue points per level.
Level N (every level): Get one "Any Rogue level N" pick. This is in addition to the normal levels 9, 18, 27, 36 picks that all Rogues get.

[Other]


Scarlet Assassin

Level KXP
Spells
1 0 (none)
2 2.25 (none)
3 4.5 (none)
4 9 (none)
5 18 (none)
6 37.5 (none)
7 75 (none)
8 150 (none)
9 300 (none)
10 450 (none)
11 637.5 (none)
12 862.5 (none)
13 1125 (none)
14 1500 (none)
15 2000 (none)
16 2500 (none)
17 3000 (none)
18 3500 (none)
19 4000 (none)
20 4500 (none)
21 5000 (none)
22 5500 (none)
23 6000 (none)
24 6500 (none)
25 7000 (none)
26 7500 (none)
27 8000 (none)
28 8500 (none)
29 9000 (none)
30 9500 (none)
31 10000 (none)
32 10500 (none)
33 11000 (none)
34 11500 (none)
35 12000 (none)
36 12500 (none)
TH Saves
PD RS PP BW Sp Fo Re Wi
+0  5  4  6  2  3  0  2  0
+1  6  5  6  3  4  1  3  0
+2  6  5  7  3  5  1  4  1
+3  7  6  7  4  6  2  5  1
+4  7  7  7  4  6  3  5  2
+5  7  8  8  4  7  3  6  2
+6  8  8  8  5  8  4  7  3
+7  8  9  9  5  9  5  8  3
+8  8 10  9  5  9  5  8  4
+9  9 11  9  6 10  6  9  4
+10  9 11 10  6 11  6 10  5
+11 10 12 10  7 12  7 11  5
+12 10 13 10  7 12  7 11  6
+13 10 14 11  8 13  8 12  6
+14 11 14 11  8 14  9 13  7
+15 12 15 12  9 14  9 14  7
+16 12 15 13 10 14 10 14  8
+17 13 16 14 12 15 11 15  8
Requisites: Str 13, Dex 14, Int 15
Alignment: LE (overwrite)
HD/level: d8
Weapon Prof.: 3+level
To Hit Table: War
Save Table: 1½xRog
Reference: DM
Groups: Rogue
 
For Alignment, "(overwrite)" means this class requires LE alignment, but it overwrites all of your other alignment restrictions to be LE as well.
   
Gets Barbarian Dex and Exceptional Str (or the reverse if you prefer).
Gets 70 Rogue points per level.
Level 1: Poison Use proficiency (1 slot per 2 levels, round up).
Level 1: 1 attack that hits: Coup de grace.
Level 3: +LVL/3 Q0 actions per round.
Level 5: Can speak Level-4 additional languages from the following list: LG,LN,LE,NG,TN,NE,CG,CN,CE,Druid,Thieves' Cant. Can never learn more than Int-12 alignment languages.
Level 7: Has 8-48 guild members. 50% chance a guild member will leave if guildmasters change.
Level 9: 1 attack that hits: Really Put Out of Misery
Lvl Executioner Ability | -50% | -100% | -150% Act Base Penalty Bonus
1 Assassination (-3% per HD/level of target) ½0 0 Wis-15 Wis-25
1 Backstab (each 30% = x1) (increases 10/level) ½0 50 Int-6 Int-20
1 Backstrike (each 30% = x1 TH) (increases 10/lvl) ½0 50 Wis-6 Wis-20
1 Find/Remove Wizard Abjurations/Priest Protections V 0 Dex-13 Dex-18
1 Silence 15' r | Darkness 15' r ½V 40 Chr-4 Chr-8
1 any 1st level Rogue ability - - - -
1 any 1st level Rogue ability - - - -
2 Backtwist (Twist rating/30 effects) (increases 10/lvl) ½0 20 Dex-6 Dex-20
2 Controlled Blink | Controlled Blink 10'r (unwilling get PP save) ½V 50 Wis-14 Wis-14
2 any 2nd level Rogue ability - - - -
2 Backdrain (do rating/10 random stat dmg) (increases 10/level) ½0 0 Con-6 Con-20
3 Considered extra +(rating/25) weapon to hit V 0 Str-5 Str-15
3 Lower/Ignore WaWR (reduce or ignore WaWR by rating) || iWaWR V/N 0 Dex-10 Dex-20
4 Erase a "?" in dungeon (loses track of party) - 0 Dex-13 Dex-19
5 any 5th level Rogue ability - - - -
6 Backstorm (each 50%: +1 att is considered a backstab) - 0 Dex-16 Dex-22
6 any 6th level Rogue ability - - - -
7 Slay (target that you hit saves at +4, -1 per 10% made; or dies) V 0 Wis-13 Wis-19
8 Finger of Death | Slay Living | Power Word Kill V 0 Int-14 Int-17
9 Any target with AC>(150-rating/5) is considered AC=(150-rating/5) to you V 0 Dex-17 Dex-28
10 Disjoin x2 effect ||||||||| x3 |||||||||||||||| x4 etc. - 50 Chr-18 Chr-25
12 Backstave (N/2% of your dmg is vile) || Stun (save=N-100) - 0 Wis-26 Wis-32
24 Backsteal (Steal an effect off of target for yourself per 120%) (aXR to avoid) ½0 30 NA NA

[Other]


Scarlet Monk

Level KXP Psi0
mMG S
1 0 1-- -
2 3 2-- -
3 6 3-- -
4 12 4-- -
5 25 5-- -
6 40 61- -
7 70 62- -
8 110 63- -
9 160 64- -
10 220 651 -
11 400 652 -
12 650 653 -
13 900 654 1
14 1150 654 2
15 1400 654 3
16 1650 654 4
17 1900 655 4
18 2200 655 5
19 2500 665 5
20 2800 666 5
21 3800 666 6
22 4800 766 6
23 5800 776 6
24 6800 777 6
25 7800 777 7
26 8800 877 7
27 9800 887 7
28 10800 888 7
29 11800 888 8
30 12800 988 8
31 13800 998 8
32 14800 999 8
33 15800 999 9
34 16800 A99 9
35 17800 AA9 9
36 18800 AAA 9
TH Saves
PD RS PP BW Sp Fo Re Wi
+1  6  4  6  3  4  1  3  0
+2  6  5  7  3  5  1  4  1
+4  7  6  7  4  6  2  5  1
+5  7  7  8  4  7  3  6  2
+7  8  8  8  5  8  4  7  3
+8  8  9  9  5  9  5  8  3
+10  9 10  9  6 10  5  9  4
+11  9 11 10  6 11  6 10  5
+13 10 12 10  7 12  7 11  5
+14 10 13 11  7 13  8 12  6
+16 11 14 11  8 14  9 13  7
+17 12 15 12  9 14  9 14  7
+19 13 16 13 11 15 10 15  8
+20 14 16 14 13 15 11 16  9
+22 15 16 15 14 16 12 17  9
+23 16 16 16 16 16 13 18 10
+25 16 16 16 16 16 13 19 11
+26 16 17 16 16 16 14 20 11
Requisites: Str 17, Dex 19, Con 14, Wis 17
Alignment: LE (overwrite)
HD/level: ++d8
Weapon Prof.: 2*level
To Hit Table: 3xRog
Save Table: 2xRog
Reference: DM
Groups: Rogue
 
For Alignment, "(overwrite)" means this class requires LE alignment, but it overwrites all of your other alignment restrictions to be LE as well.  
   
Gets Barbarian Dex and Exceptional Con (or the reverse if you prefer).
Gets 70 Rogue points per level.
Level 1: Open hand number of attacks is level/2. Open hand base damage is 1d(4*level). Open hand to hit bonus is (Dex bonus)+(Str bonus)+2. Open hand damage bonus is (Dex bonus)+(Str bonus)+2. DM Note: This is not the normal damage calculation. Your open hands are considered a +level magical weapon.
Level 1: If Open Hands hit exceeds what is needed, target is stunned for 1d6 r (save vs. para at penalty equal to amount hit by). If Open Hands stuns, chance to kill is (level)*4+20-(target's AC)% (no save)
Level 1: +level dmg with weapons
Level 1: Natural AT is +2*level
Level 1: Base movement rate is (12+2*level)"
Level 1: Against area effects that give a save for ½: the monk takes no damage if he makes his save. This is not used for non-(hp) damaging effects.
Level 1: 1bV: Knock away up to 10+level*2 missile weapons. Makes a save vs. paralyzation with penalty equal to the number of magical plusses the weapon has.
Level 1: One Martial Arts style; +2 Martial Arts maneuvers /level
Level 1: 1V: Lay on hands 1d6+level hp, 1/t
Level 1: Immune ESP, Beguiling, Hypnosis, Charm, Suggestion, Poison, Psionic Blast, Disease, Slow, Geas, Quest.
Level 1: One open hand attack that hit, 1/t: Quivering Palm: Slain (no save), if target's HD/level <= monk's level*2, and target's hp <.=monk's hp*3.
Level 1: Subtract level*10' from falling damage.
Level 2: +(level/2) V actions.
Level 3: +(level/3) P actions.
Level 6: Takes half damage from a spell (that gives no save) if save is failed
Lvl Monk Ability | -50% | -100% | -150% Act Base Penalty Bonus
1 Climb Walls | Climb Overhangs | Climb Upside Down V 60 Str-9 Str-13
1 Find/Remove Traps: Mech. | Magic/Psi | OutPhase | Pro. M 5 Dex-12 Dex-17
1 Hide in Shadows || Meld in Shadows/Mirrors V 5 Dex-11 Dex-16
1 Jumping | Levitate | Flight V 20 Dex-11 Dex-15
1 Move Silently | Passwall | Immovability V 0 Dex-15 Dex-18
1 Open/Close Locks: Mech. | Magic/Psi | OutPhase VM 10 Dex-11 Dex-15
1 Spying | ESP (without him knowing) || Capital E Extract - 10 Int-11 Int-14
1 Tracking | Trailing | Stalking V 0 Int-12 Int-15
1 Any Rogue 1 ability - - - -
2 Attack (+1 TH per 10% made this segment) V 5 Dex-12 Dex-15
2 Concealment/Blending | Misdirection | Non-Detection M 20 Wis-12 Wis-14
3 ("Twirl") Find/Remove Guardian/Warding/Forbiddance effect on area || x1 Special M 20 Dex-18 Dex-28
4 Don't generate Alley encounters | Sewer/Attic | Old City at Night M 10 Wis-15 Wis-20
4 Contortion | Elasticity | Become Liquid-Form VM 10 Dex-10 Dex-14
5 Escape Bonds | Escape Binding | Escape Imprisonment/Time Stop P 50 Str-12 Str-14
6 Hold Breath | Hold Life P 15 Con-15 Con-17
6 Identity Penetration | False Seeing | True Seeing MM 5 Wis-11 Wis-19
7 Blink | Controlled Blink M 20 Wis-12 Wis-17
8 Ask the Local Lord | Highest Lvl in Plane | Chosen God | Ultraplanar | DM a question VM 0 Chr-11 Chr-21
9 Inner Focus (+1 Str/Dex/Con for 1r per 10% made) M 5 Wis-10 Wis-20
10 Ki Power (cast a Wu Jen spell of spell level SL) (penalty = -SL*50%) (#=SL) #M 0 Int-12 Int-36
12 Speed (x2 move) | Speed (+1 V) | Speed (+1 P) | Speed (+1 M) VV 15 Dex-12 Dex-15
15 Energy Control | Adaptation | Immune to Hostile Environments PV 30 Con-9 Con-12
18 Elemental Form | Para-Ele Form | Quasi-Ele Form ||| Semi-Ele Form PP 40 Con-24 Con-24
27 Body Freedom (transfer action types freely; Str Int, Dex Wis, Con Chr) FFF 0 Chr-36 Chr-54

[Other]


Trapper0

Level KXP
Spells
1 0 (none)
2 1.2 (none)
3 2.4 (none)
4 4.8 (none)
5 9.6 (none)
6 20 (none)
7 40 (none)
8 80 (none)
9 160 (none)
10 280 (none)
11 400 (none)
12 520 (none)
13 640 (none)
14 760 (none)
15 880 (none)
16 1000 (none)
17 1120 (none)
18 1240 (none)
19 1360 (none)
20 1480 (none)
21 1600 (none)
22 1720 (none)
23 1840 (none)
24 1960 (none)
25 2080 (none)
26 2200 (none)
27 2320 (none)
28 2440 (none)
29 2560 (none)
30 2680 (none)
31 2800 (none)
32 2920 (none)
33 3040 (none)
34 3160 (none)
35 3280 (none)
36 3400 (none)
TH Saves
PD RS PP BW Sp Fo Re Wi
+1  5  4  5  2  3  0  2  0
+1  5  4  5  3  4  1  3  0
+1  5  5  5  3  4  1  4  1
+2  7  6  7  5  5  2  5  1
+3  7  6  7  5  6  3  5  2
+3  9  8  9  6  7  3  6  2
+3  9  8  9  7  7  4  7  3
+4  9  9  9  7  8  5  8  3
+5 11 10 11  8  9  5  8  4
+5 11 10 11  9 10  6  9  4
+5 11 11 11  9 10  6 10  5
+6 13 12 13 11 11  7 11  5
+7 13 12 13 11 12  7 11  6
+7 14 13 14 12 13  8 12  6
+7 14 13 14 13 13  9 13  7
+8 14 14 14 13 14  9 14  7
+9 15 14 15 14 14 10 14  8
+9 15 15 15 15 14 11 15  8
Requisites: Dex 16, Con 13
Alignment: any
HD/level: d5
Weapon Prof.: 2+level/3
To Hit Table: CTD0
Save Table: 1½xThf0
Reference: DM
Groups: Rogue
 
Has infinite percentage in "Find/Remove Traps". Find Traps costs 1Z action. Can Remove a Trap of any multiplier or type with a single V action, at LVL*10' away.
Gets 20 Rogue points per level in other Rogue abilities. This class doesn't get a whole lot of picks, though.
Level 1 ¶: 1V: Create a Trap. It immediately goes off, unless one of the creatures in the group has Find/Remove Traps and has a 1hV action ready (bV's and OppV's are not fast enough). A list of traps is below.
Level 1: Get one "Any Rogue level 1" pick.
Level 4 ¶: When you Remove Traps (for 1V action), you remove all traps within LVL*10'.
Level 4: Get one "Any Rogue level 4" pick.
Level 9 ¶: You have infinite percentage in "Find/Remove Tricks".
Level 9: Get one "Any Rogue level 9" pick (this is in addition to the normal level 9 pick).
Level 16: Get one "Any Rogue level 16" pick.
Level 18 ¶: You have infinite percentage in "Find/Remove Specials".
Level 25: Get one "Any Rogue level 25" pick.
Level 27 ¶: You have infinite percentage in "Find/Remove Terrain Features".
Level 36: Get one "Any Rogue level 36" pick (this is in addition to the normal level 36 pick).
Trapper Traps (these affect a group; the effect given is per target):
Arrows: Get attacked by one arrow with TH bonus +LVL^2 and dmg=LVL^2; natural 20 = Poison (PPD save or death)
Falling Block: Get automatically hit by one block for LVLd4 dmg (ignores skins)
Gas: PPD save or (roll 1d8): 1=Blind, 2=Fear, 3=Feeblemind, 4=Nausea, 5=Poison (death in 1 round), 6=Sleep, 7=Slow, 8=Weakness
Net: You cannot move or physically attack until you use 1V and make a Str check at -LVL.
Pit: Fall LVL*10' (no save); 1 in 6 chance you fall on a spike for LVL^2 dmg
Surge: Take a SL=LVL/2 random magical effect (never beneficial, save applies if the effect has a save)

[Other]


Defender Psionicist

Level KXP Psi(d)
mMG SU
1 0 2-- --
2 4 3-- --
3 8 4-- --
4 16 51- --
5 32 62- --
6 65 73- --
7 131 84- --
8 263 95- --
9 527 A61 --
10 927 B72 --
11 1327 C83 --
12 1727 D94 --
13 2127 EA5 --
14 2527 FB6 --
15 2927 GC7 --
16 3327 HD8 1-
17 3727 IE9 2-
18 4127 JFA 3-
19 4527 KGB 4-
20 4927 LHC 5-
21 5327 MID 6-
22 5727 NJE 7-
23 6127 OKF 8-
24 6527 PLG 9-
25 6927 QMH A1
26 7327 RNI B2
27 7727 SOJ C3
28 8127 TPK D4
29 8527 UQL E5
30 8927 VRM F6
31 9327 WSN G7
32 9727 XTO H8
33 10127 YUP I9
34 10527 ZVQ JA
35 10927 [WR KB
36 11327 \XS LC
TH Saves
PD RS PP BW Sp Fo Re Wi
-1  5  4  8  2  3  1  0  2
-1  6  5  8  3  4  2  1  3
-1  6  6  9  4  5  3  1  4
-1  7  7  9  4  5  4  2  5
+0  7  8 10  5  6  4  3  6
+0  8  9 10  6  7  5  3  7
+0  8 10 11  6  7  6  4  8
+0  9 11 11  7  8  7  5  9
+1  9 12 12  8  9  8  5 10
+1 10 13 12  8 10  8  6 11
+1 11 14 13  9 11  9  7 12
+1 11 14 13 10 12 10  7 13
+2 13 15 14 12 13 11  8 14
+2 15 15 15 14 14 12  9 15
+2 15 16 16 15 15 12  9 16
+2 16 16 16 15 16 13 10 17
+3 16 16 16 16 16 14 11 18
+3 16 16 16 16 16 15 11 19
Requisites: Con 13, Wis 12, Chr 11
Alignment: L any (or) T any
HD/level: & 2d2
Weapon Prof.: 3+level/5
To Hit Table: Psi
Save Table: 2xPsi
Reference: DM
Groups: Psionicist
 
Has access to all "defensive" powers in [MC2] Monster Collective Psionic Powers for every frequency. These are indicated by a "d" in the "Use" column.
PSPs = (Con+Wis+Chr)*level.
These are in Psi1 PSPs, convert using the table at the beginning of [PC5].

[Other]


ArchCustom2 (XP tables: F=10 to F=80)

Level F=10 F=15 F=20 F=25 F=30 F=35 F=40 F=45 F=50 F=55 F=60 F=65 F=70 F=75 F=80
1 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
2 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16
3 4 6 8 10 12 14 16 18 20 22 24 26 28 30 32
4 8 12 16 20 24 28 32 36 40 44 48 52 56 60 64
5 16 24 32 40 48 56 64 72 80 88 96 104 112 120 128
6 32 48 64 80 96 112 128 144 160 176 192 208 224 240 256
7 64 96 128 160 192 224 256 288 320 352 384 416 448 480 512
8 128 192 256 320 384 448 512 576 640 704 768 832 896 960 1024
9 250 375 500 625 750 875 1000 1125 1250 1375 1500 1625 1750 1875 2000
10 500 750 1000 1250 1500 1750 2000 2250 2500 2750 3000 3250 3500 3750 4000
11 750 1125 1500 1875 2250 2625 3000 3375 3750 4125 4500 4875 5250 5625 6000
12 1000 1500 2000 2500 3000 3500 4000 4500 5000 5500 6000 6500 7000 7500 8000
13 1250 1875 2500 3125 3750 4375 5000 5625 6250 6875 7500 8125 8750 9375 10000
14 1500 2250 3000 3750 4500 5250 6000 6750 7500 8250 9000 9750 10500 11250 12000
15 1750 2625 3500 4375 5250 6125 7000 7875 8750 9625 10500 11375 12250 13125 14000
16 2000 3000 4000 5000 6000 7000 8000 9000 10000 11000 12000 13000 14000 15000 16000
17 2250 3375 4500 5625 6750 7875 9000 10125 11250 12375 13500 14625 15750 16875 18000
18 2500 3750 5000 6250 7500 8750 10000 11250 12500 13750 15000 16250 17500 18750 20000
19 2750 4125 5500 6875 8250 9625 11000 12375 13750 15125 16500 17875 19250 20625 22000
20 3000 4500 6000 7500 9000 10500 12000 13500 15000 16500 18000 19500 21000 22500 24000
21 3250 4875 6500 8125 9750 11375 13000 14625 16250 17875 19500 21125 22750 24375 26000
22 3500 5250 7000 8750 10500 12250 14000 15750 17500 19250 21000 22750 24500 26250 28000
23 3750 5625 7500 9375 11250 13125 15000 16875 18750 20625 22500 24375 26250 28125 30000
24 4000 6000 8000 10000 12000 14000 16000 18000 20000 22000 24000 26000 28000 30000 32000
25 4250 6375 8500 10625 12750 14875 17000 19125 21250 23375 25500 27625 29750 31875 34000
26 4500 6750 9000 11250 13500 15750 18000 20250 22500 24750 27000 29250 31500 33750 36000
27 4750 7125 9500 11875 14250 16625 19000 21375 23750 26125 28500 30875 33250 35625 38000
28 5000 7500 10000 12500 15000 17500 20000 22500 25000 27500 30000 32500 35000 37500 40000
29 5250 7875 10500 13125 15750 18375 21000 23625 26250 28875 31500 34125 36750 39375 42000
30 5500 8250 11000 13750 16500 19250 22000 24750 27500 30250 33000 35750 38500 41250 44000
31 5750 8625 11500 14375 17250 20125 23000 25875 28750 31625 34500 37375 40250 43125 46000
32 6000 9000 12000 15000 18000 21000 24000 27000 30000 33000 36000 39000 42000 45000 48000
33 6250 9375 12500 15625 18750 21875 25000 28125 31250 34375 37500 40625 43750 46875 50000
34 6500 9750 13000 16250 19500 22750 26000 29250 32500 35750 39000 42250 45500 48750 52000
35 6750 10125 13500 16875 20250 23625 27000 30375 33750 37125 40500 43875 47250 50625 54000
36 7000 10500 14000 17500 21000 24500 28000 31500 35000 38500 42000 45500 49000 52500 56000

[Other]


ArchCustom2

Requisites: Any 2 stats = F+10 (cannot owe)
Alignment: any (can modify this below)
HD, Weapons, To Hit, Saves are all variable.
Reference: DM
Groups: Custom
 
Category Ability F cost
Requisites Requires 4 class slots -6
Requires 3 class slots -4
Requires HNCL 9 -3
Requires 2 class slots -2
Requires 3 stats = F+5 instead 0
Requires 1 stat = F+20 instead +3
Alignment One specific Alignment (choose) -2
W any (or) any J -1
One AL, overwrite all other classes +2
HD/level none (gets no Hit Dice) -2
1d4 0
2d3 +3
3d2 +6
4d1 +9
1d50 +10
5d0 +12
2m0 (normal Con bonus squared) +15
& (cumulative with other classes) +2
+1 HD at first level (e.g. +d6) +1 each
Uses Chr instead of Con for bonus +2
Weapon Prof. none (gets no Weapon Prof.) -2
0+level 0
& 0+level +1
& 0+2*level +2
& 10+level +3
& 0+3*level +4
& 10+2*level +5
To Hit To Hit is always +0 -2
To Hit as Custom 0
To Hit as & Custom +1
To Hit as & Monster (i.e. +LVL) +3
To Hit as & 2xMonster (i.e. +2*LVL) +6
To Hit as & 3xMonster (i.e. +3*LVL) +9
Saves Saves are always +0 -2
Saves as Custom 0
Saves as & Custom +1
Saves as & 2xMonster (i.e. +LVL) +3
Saves as & Halfling0 +3
Saves as & 4xMonster (i.e. +2*LVL) +6
Saves as & 6xMonster (i.e. +3*LVL) +9
Category Ability F cost
War stuff Exceptional stat bonus +1 each
Barbarian stat bonus +2 each
Extra-Bar stat bonus +4 each
Weapon Specialization, #Att as Barbarian +2
+1 Feat per level +4
+1 Henchmen or Mount slot +5
Species Enemy every level as per Strider +5
True Point Blank as per Arch-Archer +3
Swashbuckler #Att =(LVL+2)/2 melee only +5
Wiz stuff Wizard spells, ArchMage prog. +20
Wizard spells, Beast Mage prog. +15
Wizard spells, Magical Pool Mage prog. +10
Int bonus to Wizard progression +3
Specialization, School (no opposite) +2
LVL of your spells cost only ½M to cast +5
Your spells require LVL saving throws +5
+1 Kit per level +5
+1 Nonweapon prof. per level +1
Pri stuff Priest spells, ArchPriest prog. +12
Priest spells, Beast Cleric prog. +8
Priest spells, Harmer prog. +6
Wis bonus to Priest progression +1
Specialization, Sphere +1
Sphere robe (-1 SL) in one sphere +5
Specialty Priest pick +2 each
+1 Summon slot +5
Can use Omens and Turn Undead +1
Rog stuff Rogue Abilities, Dungeoneer, LVL*60 pts. +10
Rogue Abilities, Executioner, LVL*55 pts. +9
Rogue Abilities, 2xThief0 (2 picks /level), LVL*50 pts. +8
One Rogue Ability, with LVL*10 points +1 each
Extra N rogue points per level +N/5
Martial Arts, +LVL maneuvers +4
Moving is only ½V action +3
Using Rogue abilities is only ½V action each +10
Psi stuff Psionic abilities, ArchPsi1 +22
Psionic abilities, ArchMutant +14
Psionic abilities, Mentalist +18
Chr bonus to Psionic progression +4
Can access +1 known frequency +5
Other "Level:" ability from "2nd edition" class, cost each +1
"Level:" ability from "unnumbered edition" class, cost each +2
"Level:" ability from other class, cost each +3
Duplicate a "2nd edition" class (X=KXP @ 2nd level) +X*6
Duplicate an "unnumbered edition" class (X=KXP @ 2nd level) +X*7
Duplicate other class (X=KXP @ 2nd level) +X*8

[Other]


ArchCustom2 (Spell/Psi Progressions)

Level Arch-Mage
123 456 789 AB
Beast Mage
123 456 789
Magical Pool
123 456 789 A
Arch-Priest
123 456 789
Beast Cleric
123 456 78
Harmer
123 456 789
ArchPsi1
mMG SU
ArchMut
mMG SU
Mentalist
mMG S
1 2½- --- --- -- ½-- --- --- 1-- --- --- - 100 --- --- 0-- --- -- 1-- --- --- 3-- -- 1-- -- 3-- -
2 31½ --- --- -- ½½- --- --- 20- --- --- - 200 --- --- 00- --- -- 2a- --- --- 4-- -- 2-- -- 4-- -
3 421 --- --- -- ½½½ --- --- 21- --- --- - 210 0-- --- 000 --- -- 31c --- --- 51- -- 31- -- 51- -
4 532 ½-- --- -- ½½½ ½-- --- 320 --- --- - 320 0-- --- 000 0-- -- 41a e-- --- 62- -- 42- -- 52- -
5 643 1½- --- -- ½½½ ½½- --- 421 --- --- - 421 00- --- 000 00- -- 521 cg- --- 631 -- 531 -- 53- -
6 754 21- --- -- ½½½ ½½½ --- 431 a-- --- - 422 00- --- 000 000 -- 621 aei --- 752 -- 631 -- 54- -
7 865 32½ --- -- ½½½ ½½½ ½-- 432 0b- --- - 432 100 --- 000 000 0- 731 1cg k-- 873 -- 742 -- 65- -
8 976 43½ --- -- ½½½ ½½½ ½½- 432 1ac --- - 433 200 --- 100 000 0- 832 1ae im- 984 -- 852 -- 751 -
9 A87 541 ½-- -- ½½½ ½½½ ½½½ 533 20b d-- - 433 210 0-- 110 000 0- 942 11c gko A95 1- 963 1- 852 -
10 A98 652 1-- -- 1½½ ½½½ ½½½ 543 21a ce- - 443 220 0-- 111 000 0- 953 21a eim BA5 1- A63 1- 953 -
11 AA9 763 2½- -- 11½ ½½½ ½½½ 543 320 bdf - 444 330 0-- 111 100 0- 963 211 cgk CB6 2- B74 1- A54 -
12 AAA 874 3½- -- 111 ½½½ ½½½ 554 321 ace - 444 441 00- 111 110 0- 974 211 aei DC7 2- C74 1- A65 -
13 AAA 985 4½- -- 111 1½½ ½½½ 554 322 0bd - 555 442 00- 111 111 0- 984 321 1cg ED7 3- D95 2- A75 -
14 AAA A96 51½ -- 111 11½ ½½½ 554 322 1ac - 555 442 100 111 111 1- 995 321 1ae FE8 3- E95 2- A85 -
15 AAA AA7 621 -- 111 111 ½½½ 554 422 20b - 555 552 100 221 111 1- 996 422 11c GF9 4- FA6 2- A95 -
16 AAA AA8 732 -- 111 111 1½½ 555 432 21a - 555 553 210 222 211 1- 997 432 11a HG9 4- GB6 2- BA5 -
17 AAA AA9 843 -- 111 111 11½ 555 532 210 - 555 553 320 222 222 1- 998 532 111 IHA 5- HC7 3- CA6 1
18 AAA AAA 954 ½- 111 111 111 555 533 211 g 555 553 321 222 222 2- 999 542 211 JIB 5- IC7 3- DA7 2
19 AAA AAA A65 ½- 221 111 111 555 543 221 f 555 553 331 333 222 2- 999 643 211 KJB 6- JD8 3- EA8 3
20 AAA AAA A76 1- 222 211 111 555 543 321 e 555 554 332 333 333 2- 999 753 221 LKC 6- KE8 3- FA9 4
21 AAA AAA A87 1- 222 222 111 555 554 321 d 555 554 442 333 333 3h 999 853 221 MLD 7- LF9 4- FBA 5
22 AAA AAA A98 2- 222 222 221 555 555 432 c 555 555 443 444 433 3g 999 964 321 NMD 7- MF9 4- FCA 5
23 AAA AAA AA9 2- 222 222 222 555 555 532 b 555 555 553 444 444 4f 999 974 322 ONE 8- NGA 4- FDA 5
24 AAA AAA AAA 3- 333 222 222 666 655 532 a 555 555 554 555 554 4e 999 985 332 POF 8- OHA 4- FEA 5
25 BBB BBB BBB 3- 333 333 222 666 666 642 0 555 555 555 555 555 5d 999 995 332 QPF 9- PIB 5- GFA 5
26 BBB BBB BBB 4- 333 333 333 777 766 643 1 666 655 555 666 666 5c 999 996 432 RQG 9- QIB 5- HFB 6
27 CCC CCC CCC 4½ 444 433 333 777 777 743 1 666 666 655 666 666 6b 999 997 443 SRH A1 RJC 51 IFC 7
28 CCC CCC CCC 5½ 444 444 443 888 877 753 1 666 666 666 777 777 7a 999 998 543 TSH A1 SKC 51 JFD 8
29 DDD DDD DDD 5½ 444 444 444 888 888 853 1 777 766 666 888 888 80 999 999 543 UTI B1 TLD 61 KFE 9
30 DDD DDD DDD 51 555 554 444 999 988 854 1 777 777 766 999 999 91 999 999 654 VUJ B2 ULD 61 KGF A
31 DDD DDD DDD 61 555 555 555 999 999 964 2 777 777 777 AAA AAA A2 999 999 754 WVJ C2 VME 61 KHF A
32 EEE EEE EEE 61 666 666 555 AAA A99 964 2 888 877 777 BBB BBB B3 999 999 864 XWK C3 WNE 61 KIF A
33 EEE EEE EEE 71 666 666 666 AAA AAA A64 2 888 888 877 CCC CCC C4 999 999 975 YXL D3 XOF 71 KJF A
34 FFF FFF FFF 71 777 777 766 BBB BAA A75 2 888 888 888 DDD DDD D5 999 999 985 ZYL D3 YOF 71 LKF A
35 FFF FFF FFF 81 777 777 777 BBB BBB B75 2 999 988 888 EEE EEE E6 999 999 996 [ZM E4 ZPG 71 MKF B
36 FFF FFF FFF 82 888 888 887 CCC CCC C75 3 999 999 999 FFF FFF F7 999 999 997 \[N E4 [QG 72 NKG C

[Other]


ArchCustom2 (Dungeoneer Abilities)

Lvl Dungeoneer Ability | -50% | -100% | -150% Act Base Penalty Bonus
1 Open/Close Locks: Mech. | Magic/Psi | OutPhase (| do this 30' away) VM 5 Dex-12 Dex-16
1 Find/Remove Traps: Mech. | Magic/Psi | OutPhase | Pro. (| do this 30' away) M 0 Dex-14 Dex-19
1 ("Twist") Find/Remove Wizard Abjurations/Priest Protections | Psionic Protections VM 0 Dex-14 Dex-19
1 Attack (+1 TH per 10% made this segment; or roll +1d20 per 100%, choose best) V 0 Dex-13 Dex-16
1 Damage (+1 dmg per 10% made this segment; or multiply dmg by x(1+rating/200)) V 0 Str-15 Str-18
1 Evasion (see Acrobat) ||| Spell Evasion | Psi Evasion | Innate Evasion V 0 Dex-14 Dex-18
1 Legend Lore | Identify | Object Reading | Know Visual History 0 | M 0 Int-15 Int-17
1 Take ½ dmg from an Attack | Spell | Psi Power | Innate (|| Take 0 damage) V 5 Con-16 Con-20
1 Hide in Shadows/Crowds || Meld into Shadows/Mirrors/Crowds | Meld into the Air V 0 Dex-14 Dex-19
1 Any Rogue 1 ability - - - -
2 Lower Encumbrance | Zero Encumbrance | No Armor Penalty | AC types fully add P 5 Str-14 Str-19
2 Locate Staircases on current DL || Out of Depth Monsters || Most Valuable Object MM 0 Chr-20 Chr-25
3 Deeppockets | Vanish | Rope Trick ||| I'm Gone (to my own Pocket Plane) M 0 Int-8 Int-20
3 Any Rogue 3 ability - - - -
4 Find/Remove Tricks: x1 multiplier || x2 multiplier ||| x3 multiplier (| do this 90' away) M 5 Dex-18 Dex-25
4 Sense Danger | Precognition | Choose Future | x1 Avoid Fate VM 25 Wis-9 Wis-12
5 Identity Penetration | False Seeing | True Seeing ||| Know Truename MM 0 Wis-12 Wis-20
5 Any Rogue 5 ability - - - -
6 Blink | Controlled Blink | Dimension Door with no Summoning Sickness M 15 Wis-13 Wis-18
6 Escape Bonds | Binding | Imprisonment/Time Stop || Get out of Put Down a Hole P 10 Str-14 Str-16
7 Ki Power (cast a Wiz Invocation spell) (penalty = -SL*50%) (#=SL) | Pri Invocation #M 0 Int-14 Int-38
7 Any Rogue 7 ability - - - -
8 Any Subability (+1 per 25% made to that subability) M 0 Int-14 Int-17
8 Dispel Exhaustion | Heal |||| Reset M 0 Con-16 Con-20
9 Locate (anything unique) Across Planes | Clairvoyance there | TWE there M 0 Int-12 Int-15
9 Ask the Local Lord | Highest Lvl in Plane | Chosen God | Ultraplanar | DM a question VM 0 Chr-11 Chr-21
10 Speed: (x2 move) | (+1V) | (+1P) | (+1M) | (+1 Full) | (+1 Opposing) VV 5 Dex-14 Dex-17
12 Control Movements | Control Physicals | Control Mentals | Control 0 Actions MM 0 Chr-19 Chr-21
15 Astral Spell / Astral Projection | Concordant Spell (project to Concordant Opposition) MMM 35 Int-19 Int-25
18 Time Shift ||| Time Travel VMM 15 Int-17 Int-25
21 Shadow Magic | Shadow Walk | Shadow Flight | Become Shadow-form VM 0 Int-17 Int-20
24 Destruction/Mordenkainen's Disjunction ||| Put Target Down a Hole PMM 0 Int-19 Int-25
27 LimWish(#=1)| AlterReality(#=2)| Wish(#=3)| ChangeReality(#=4)| UnlimWish(#=5) #F 0 Int-21 Int-26

[Other]


ArchCustom2 (Executioner Abilities)

Lvl Executioner Ability | -50% | -100% | -150% Act Base Penalty Bonus
1 +rating/50 A actions /r this turn || B actions || C actions F 0 Dex-20 Dex-25
1 Assassination (-3% per HD/level of target) ½0 0 Wis-15 Wis-25
1 Attack (+1 TH per 10% made this segment; or roll +1d20 per 100%, choose best) V 0 Dex-13 Dex-16
1 Backstab (each 30% = x1) (increases 10/level) ½0 50 Int-6 Int-20
1 Backstrike (each 30% = x1 TH) (increases 10/lvl) ½0 50 Wis-6 Wis-20
1 Damage (+1 dmg per 10% made this segment; or multiply dmg by x(1+rating/200)) V 0 Str-15 Str-18
1 Find/Remove Wizard Abjurations/Priest Protections V 0 Dex-13 Dex-18
1 Slap (does dmg to one target = % made by) P 20 Str-0 Str-12
1 any 1st level Rogue ability - - - -
1 any 1st level Rogue ability - - - -
2 Controlled Blink | Controlled Blink 10'r (unwilling get PP save) ½V 50 Wis-14 Wis-14
2 any 2nd level Rogue ability - - - -
3 Considered extra +(rating/25) weapon to hit V 0 Str-5 Str-15
3 Lower/Ignore WaWR (reduce or ignore WaWR by rating) || iWaWR V/N 0 Dex-10 Dex-20
4 Erase a "?" in dungeon (loses track of party) - 0 Dex-13 Dex-19
4 Song of Battle (+1 TH,dmg,or saves per 10% made) V,*M 10 Str-15 Str-20
5 Jock: +LVL divided among Str, Dex, Con, or level for purposes of #Att (the last one is ½ a point each).
5 any 5th level Rogue ability - - - -
6 Touch : Chill/Pain | Para/Vampiric | Energy Drain 0 20 Str-9 Str-15
6 any 6th level Rogue ability - - - -
7 Ki Power (cast a Wiz Invocation spell) (penalty = -SL*50%) (#=SL) | Pri Invocation #V 0 Int-14 Int-38
7 Slay (target that you hit saves at +4, -1 per 10% made; or dies) V 0 Wis-13 Wis-19
8 Backstorm (each 50%: +1 att is considered a backstab) - 0 Dex-16 Dex-22
8 Finger of Death | Slay Living | Power Word Kill V 0 Int-14 Int-17
9 Any target with AC>(150-rating/5) is considered AC=(150-rating/5) to you V 0 Dex-17 Dex-28
9 +LVL*rating/2 item XP in Weapon flags per day F 0 NA NA
10 Disjoin x2 effect ||||||||| x3 |||||||||||||||| x4 etc. - 50 Chr-18 Chr-25
12 Disharmonic Blast (1 dmg per 1% made) V 10 Con-16 Con-22
18 Backstave (N/2% of your dmg is vile) || Stun (save=N-100) - 0 Wis-26 Wis-32
27 Destruction/Mordenkainen's Disjunction ||| Put Target Down a Hole V 0 Int-19 Int-25

[Other]


Innovator48

Level KXP
Spells
1 6 (owe) (none)
2 12 (none)
3 24 (none)
4 60 (none)
5 120 (none)
6 240 (none)
7 450 (none)
8 840 (none)
9 1300 (none)
10 1900 (none)
11 2500 (none)
12 3100 (none)
13 3700 (none)
14 4300 (none)
15 4900 (none)
16 5500 (none)
17 6100 (none)
18 6700 (none)
19 7300 (none)
20 7900 (none)
21 8500 (none)
22 9100 (none)
23 9700 (none)
24 10300 (none)
25 10900 (none)
26 11500 (none)
27 12100 (none)
28 12700 (none)
29 13300 (none)
30 13900 (none)
31 14500 (none)
32 15100 (none)
33 15700 (none)
34 16300 (none)
35 16900 (none)
36 17500 (none)
TH Saves
PD RS PP BW Sp Fo Re Wi
+1 (total = 27, max = 9)
+3 (total = 33, max = 11)
+5 (total = 39, max = 13)
+7 (total = 45, max = 15)
+8 (total = 51, max = 17)
+9 (total = 57, max = 19)
+10 (total = 63, max = 21)
+11 (total = 69, max = 23)
+12 (total = 75, max = 25)
+13 (total = 81, max = 27)
+14 (total = 87, max = 29)
+15 (total = 93, max = 31)
+16 (total = 99, max = 33)
+17 (total = 105, max = 35)
+18 (total = 111, max = 37)
+19 (total = 117, max = 39)
+20 (total = 123, max = 41)
+21 (total = 129, max = 43)
Requisites: Chr 22
Alignment: any
HD/level: & d8
Weapon Prof.: & 3+level/3
To Hit Table: 2xCust
Save Table: 2xCust
Reference: DM
Groups: Custom
 
Pick one "Psi48" ability per level (see below). You do not need to pick them in any particular order; they are numbered only for reference. If it is a class or progression modification, you may have it affect one class on your character; not necessarily this class. Your "LVL" in these Psi48 abilities always refers to your Innovator48 level, not to the class you're affecting.
A {War 1}. You may throw any item as a weapon without suffering a penalty because the item wasn't meant to be thrown. It has instant returning if you want it to.
B {War 2}. Can narrow salvo attacks (roll same die roll TH for all attacks on one person). Level 9: You may roll attacks against someone one at a time until you get a result you like. The rest of your attack rolls this P action are that same result.
C {Wiz 1}. 1V, while drinking a potion or using a charge on an item (such as a wand): "Material Component" the effect.
D {Wiz 2}. 1F, 1/reset per wand/staff/rod: Choose one effect the wand/staff/rod does. Roll a new effect of the same SL. You may request the new effect to have the same the same Group (Wiz/Pri/Psi), if not, the DM will roll group randomly. If the same group, you may request the new effect to also have the same School/Sphere/PsiFrequency, if not, the DM will roll this randomly (use 1d50-20 for frequency). The wand/staff/rod now permanently does the new effect instead of the old one.
E {Pri 1}. 0, while drinking a potion: Do a "sip" on the potion, which might identify it. Then the rest of the potion resolves. You may reverse the effect of the entire potion of yourself (Harm -> Heal, Poison -> Neutralize Poison or Sweet Water, etc.). This works even if the sip was lethal.
F {Pri 2}. 0, 1/reset: Choose 1 specific race or monster. You may Turn that race/monster as if it was undead for the rest of this reset.
G {Rog 1}. Pick up to LVL Rogue abilities you have (may leave as "open slots"). You may material component them.
H {Rog 2}. Treat "pipes" on Rogue abilities as -50+LVL instead of -50.
I {Psi 1}. You may pick powers in a psionic progression using a frequency that is 1 higher, 1 lower, double, or the negative of the one you have. You must "know" the frequency in order to be able to do this.
J {Psi 2}. If you spend two picks on a psionic power, it is "Channeling" and you don't need to spend PSPs on it anymore. If the PSP cost is variable, it uses the maximum possible amount, or 1/2 of your psionic pool, whichever is smaller.
K {Cust 1}. 0.2 in Class Adj. Level 9: +0.3 in Class Adj. Level 18: +0.3 in Class Adj. Level 27: +0.3 in Class Adj.
L {Cust 2}. +1 X24 minor. Level 9: +1 X24 major. Level 18: +1 X24 grand. Level 27: +1 X24 super.
M {Conc 1}. +LVL HNCL.
N {Conc 2}. +1 X7 minor. Level 9: +1 X7 major. Level 18: +1 X7 grand. Level 27: +1 X7 super.
O {Mon 1}. 0.2 in Race Adj. Level 9: +0.3 in Race Adj. Level 18: +0.3 in Race Adj. Level 27: +0.3 in Race Adj.
P {Mon 2}. 1F, 1/t, LVL/d: Change your race (to a legal race of your racial XP divisor or less) until this ability is used again. You do not need to adjust your stats (you can treat all of these as "Vanilla").
Q {Alt 1}. 1 reset of actions, 1/campaign: Your "Player Pick" (cheat code) is changed to a code that is not currently in use. You may pick from the "Older/Inactive Codes" in [X3].
R {Alt 2}. You may "trade in" three magic items from the last dungeon run to copy another (x1 non-unique) item from the last dungeon run (sort of like NPC "compensated items"). Level 18: Goes down to two magic items needed.
S {Mini 1}. Get 1/4 your Innovator48 XP to spend on a Mini class, which does not actually occupy a Mini class slot.
T {Mini 2}. You may "mix" two Mini classes together (using the +50% rule). You may mix the Normal and Alternate version of the same Mini class together (an exception to the rule that you can't take the Normal and Alternate form).
U {Mirr 1}. You may cast the "reverse" of your race abilities or your class abilities in one class.
V {Mirr 2}. Give yourself the "All of this group" abilities and LVL worth of "Level:" abilities (a "Level 3:" ability would cost 3), in a class in the opposite group of your group. Opposite groups: War <-> Wiz, Pri <-> Rog, Psi <-> Mon, Cust <-> Mirr, Conc <-> Mini, Alt <-> Lost. Demigod group has no written reverse yet.
W {Lost 1}. +1 Research point per reset, for researching one Magic the Gathering spell per reset.
X {Lost 2}. +1 Research point per reset, for researching one Rolemaster spell list per reset.
Y {Demi 1}. 1N, LVL/d: You attack or defend as a x2 being this segment. Use this ability 9 times in one segment: You attack or defend as a x3 being this segment.
Z {Demi 2}. Beings that are more than double your multiplier are considered to be only double your multiplier when attacking or defending against you.

[Other]


Minulator

Level KXP
Spells
1 0 (varies)
2 5 (varies)
3 10 (varies)
4 20 (varies)
5 40 (varies)
6 80 (varies)
7 160 (varies)
8 300 (varies)
9 600 (varies)
10 1000 (varies)
11 1500 (varies)
12 2000 (varies)
13 2500 (varies)
14 3000 (varies)
15 3500 (varies)
16 4000 (varies)
17 4500 (varies)
18 5000 (varies)
19 5500 (varies)
20 6000 (varies)
21 6500 (varies)
22 7000 (varies)
23 7500 (varies)
24 8000 (varies)
25 8500 (varies)
26 9000 (varies)
27 9500 (varies)
28 10000 (varies)
29 10500 (varies)
30 11000 (varies)
31 11500 (varies)
32 12000 (varies)
33 12500 (varies)
34 13000 (varies)
35 13500 (varies)
36 14000 (varies)
TH Saves
PD RS PP BW Sp Fo Re Wi
+0 (total = 27, max = 9)
+1 (total = 30, max = 10)
+2 (total = 33, max = 11)
+3 (total = 36, max = 12)
+4 (total = 39, max = 13)
+5 (total = 42, max = 14)
+6 (total = 45, max = 15)
+7 (total = 48, max = 16)
+8 (total = 51, max = 17)
+8 (total = 54, max = 18)
+9 (total = 57, max = 19)
+9 (total = 60, max = 20)
+10 (total = 63, max = 21)
+10 (total = 66, max = 22)
+11 (total = 69, max = 23)
+11 (total = 72, max = 24)
+12 (total = 75, max = 25)
+12 (total = 78, max = 26)
Requisites: (none)
Alignment: any
HD/level: d8
Weapon Prof.: 3+level/3
To Hit Table: Cust
Save Table: Cust
Reference: DM {Planeshifted Emulator}
Groups: Custom, Alternate
 
You duplicate the powers of up to LVL+3 Mini-classes (see [PC10]). You get your full XP (in Minulator class) for each of these Mini-classes to see what level you are. The minimum level is 1 and the maximum level is LVL.
 
You can take each Mini-class only once, however, you are allowed to take both the Normal and the Alternate form for the same Mini-class at the same time (this is a violation of the normal Mini-class rules).
 
You are allowed to take actual Mini-classes themselves for your character normally, and can even select Mini-classes that you have as part of your Minulator class. (You are not considered to "have" a particular Mini-class, even if it's part of a Minulator class).
 
Level 9: You may choose three instances of a given Mini-class, in one of these combinations: Normal-Normal-Alternate or Normal-Alternate-Alternate. This can be done for multiple Mini-classes. Some Mini-classes (such as Jobber) allow the Normal and Alternate form to be taken, in these cases, you may have Normal-Normal-Normal or Alternate-Alternate-Alternate.
Level 18: You may choose four instances of a given Mini-class in any combination. This can be done for multiple Mini-classes.
Level 27: You may choose five instances of a given Mini-class in any combination. This can be done for multiple Mini-classes.
Level 36: You may choose six instances of a given Mini-class in any combination. This can be done for multiple Mini-classes.

[Other]


Randomizer3

Level KXP
Spells
1 0 (none)
2 2 (none)
3 4 (none)
4 8 (none)
5 16 (none)
6 32 (none)
7 64 (none)
8 128 (none)
9 180 (none)
10 225 (none)
11 275 (none)
12 330 (none)
13 390 (none)
14 455 (none)
15 525 (none)
16 600 (none)
17 680 (none)
18 765 (none)
19 855 (none)
20 950 (none)
21 1050 (none)
22 1155 (none)
23 1265 (none)
24 1380 (none)
25 1500 (none)
26 1625 (none)
27 1755 (none)
28 1890 (none)
29 2030 (none)
30 2175 (none)
31 2325 (none)
32 2480 (none)
33 2640 (none)
34 2805 (none)
35 2975 (none)
36 3150 (none)
TH Saves
PD RS PP BW Sp Fo Re Wi
+1d2-1 (total = 1d50+1d6, max = 9)
+2d2-2 (total = 1d50+2d6, max = 9)
+3d2-3 (total = 1d50+3d6, max = 9)
+4d2-4 (total = 1d50+4d6, max = 9)
+5d2-5 (total = 1d50+5d6, max = 9)
+6d2-6 (total = 1d50+6d6, max = 9)
+7d2-7 (total = 1d50+7d6, max = 9)
+8d2-8 (total = 1d50+8d6, max = 9)
+9d2-9 (total = 1d50+9d6, max = 9)
+10d2-10 (total = 1d50+10d6, max = 9)
+11d2-11 (total = 1d50+11d6, max = 9)
+12d2-12 (total = 1d50+12d6, max = 9)
+13d2-13 (total = 1d50+13d6, max = 9)
+14d2-14 (total = 1d50+14d6, max = 9)
+15d2-15 (total = 1d50+15d6, max = 9)
+16d2-16 (total = 1d50+16d6, max = 9)
+17d2-17 (total = 1d50+17d6, max = 9)
+18d2-18 (total = 1d50+18d6, max = 9)
Requisites: Con 9 (also see description)
Alignment: any
HD/level: d14-7
Weapon Prof.: 1d4 + (1d2-1) /level
To Hit Table: +1d2-1 /level
Save Table: (total=1d50+(level)d6, max=L+8)
Reference: DM {Mirror Collectivizer3}
Groups: Custom, Mirror, Random
 
Each Level: The DM pulls a class from the [PC19] Random group of classes. You may pick a "Warrior", "Wizard", "Priest", or "Rogue" Random class. You get the following:
1. One of the (non-"Level:") lines of text that defines the class. If there is none, the DM will make up something (like an Exceptional stat or something). If the ability references LVL or CL, it improves with your Randomizer3 level.
2. All "Level:" abilties of that exact level from that class (even if non-pickable). If there are none, you get one lower level ability chosen by the DM (usually one of the better ones). If it references LVL or CL, it improves with your Randomizer3 level.
3. The difference in spell progression from the previous level to this level (e.g. if the previous level was 322 and the new level is 3321, you would get 0101 as your progression). This progression does not improve with level; it's a one time deal (you will probably collect a lot of different progressions tho!). If the progression has a stat bonus, you may use it, but you get only one bonus for each stat (for all of your progressions). If multiple progressions use the same stat, you can split your bonus amongst them as you see fit.
4. Take the class's highest Requisite and add LVL in that stat to this class's Requisites. (For example, if your first pick was Fighter1, this class now requires Str 1 and Con 9). This has a maximum equal to the actual Requisite for the class (e.g. if you get Fighter1 at level 20, you'll add 9 to the Str requirement, not 20). This may cause you to "owe" quite a few stat points. You may spend your stat point for going up in level before the DM checks which class to add.
Other notes about this class:
N1. If you are picking up Randomizer3 class beyond level 1, all you have to meet is the Con 9 requirement. Then the DM will do all the class stuff and you'll have higher requirements from now on.
N2. If you get a Rogue group class, you get (level of this pick)*2*LVL Rogue points. The "level of this pick" doesn't go up with level, but LVL does. (e.g. if you got Rogue group classes at levels 4, 5, and 7, you get 32*LVL Rogue points per level). It is possible the Rogue class you pick may increase this, for example, a reasonable non-"Level:" line of text for one of the "-eer" classes would be 20*LVL Rogue points, since they give 60*LVL Rogue points instead of 40*LVL.
N3. If you get a Psionicist group class, you get the PSP difference from previous level to this level (e.g. calculate your pool as if one level lower, and subtract it from your calculated pool for this level). Your pool does not increase in size. If you get an Ioun Stone of PSPs you can transfer PSPs between pools.
N4. At the end of the campaign, you may take one (only one!) of the Random classes that were referenced for your Randomizer3 class, and add it permanently to the Collective.
N5. Yes, the Weapon Proficiencies, To Hit, and Saves are random. You roll only once per level, when you level. You do not reroll old results.

[Other]


Antemortal0

Level KXP Mortal0 Imm0
 9      {9}
1 0  2      {-}
2 3.5  4      {-}
3 7  6      {-}
4 14  8      {-}
5 28 10      {-}
6 56 12      {-}
7 112 14      {-}
8 224 16      {-}
9 448 18      {-}
10 996 20      {-}
11 1600 22      {-}
12 2300 24      {-}
13 3000 26      {-}
14 3700 28      {-}
15 4400 30      {-}
16 5100 32      {-}
17 5800 34      {-}
18 6500 36      {-}
19 7200 38      {-}
20 7900 40      {-}
21 8600 42      {-}
22 9300 44      {-}
23 10000 46      {-}
24 10700 48      {-}
25 11400 50      {-}
26 12100 52      {-}
27 12800 54      {1}
28 13500 56      {1}
29 14200 58      {2}
30 14900 60      {2}
31 15600 62      {3}
32 16300 64      {3}
33 17000 66      {4}
34 17700 68      {4}
35 18400 70      {5}
36 19100 72      {5}
TH Saves
PD RS PP BW Sp Fo Re Wi
+0 (total = 27, max = 9)
+1 (total = 30, max = 10)
+2 (total = 33, max = 11)
+3 (total = 36, max = 12)
+4 (total = 39, max = 13)
+5 (total = 42, max = 14)
+6 (total = 45, max = 15)
+7 (total = 48, max = 16)
+8 (total = 51, max = 17)
+9 (total = 54, max = 18)
+10 (total = 57, max = 19)
+11 (total = 60, max = 20)
+12 (total = 63, max = 21)
+13 (total = 66, max = 22)
+14 (total = 69, max = 23)
+15 (total = 72, max = 24)
+16 (total = 75, max = 25)
+17 (total = 78, max = 26)
Requisites: Two 18's
Alignment: any
HD/level: & d10
Weapon Prof.: 5+level/2
To Hit Table: War
Save Table: Cust
Reference: MTG {Mirror Mortal0}
Groups: Custom, Concordant (x1), Mirror
 
Antemortal0 class gets 9th level spells (nothing lower level).
Antemortal0 also gets Immortal0 spells starting at level 27. These spells are not copied into the Antemortal0 spell list (unlike other reduced Concordant classes) because the list is rather long. See [PC7] Immortal0 for the list. The Immortal0 spells are 9th spell level Concordant (making them 19th spell level non-Concordant).

[Other]


Antemortal0 Spells

Level # Spell Name Spell Description
9 1 Acidic Bite/Sting Once per round can bite or sting for acid damage (CL*20 acid dmg)
9 2 Acrobat Abilities Abilities as per an Acrobat0 of level = LVL/2 (round up) [Note: Acrobat0 is a Collective 3.7 class]
9 3 Call Strange 1M: Summon a DL=CL/2 (round up) monster, of the Weird subtype
9 4 Conceal Location You can't be targetted
9 5 Create Psionic Items 40F, 1/reset: Create CL*CL*100 XP of psionic items (DM rolls a random Psi frequency)
9 6 Create Variant One Class Adjective (it's free, but the max XP divisor increase = CL/10)
9 7 Degeneration A group degenerates CL hp per segment
9 8 Destroy Undead Turn Undead (turn/destroy only) at LVL=CL+2
9 9 Eel Breath Mouth's P, CL/d: Breathe an EE=CL/3 (round up) eelement for 1/2 current hp dmg, BW save for 1/4
9 10 Eel Form 1P: Polymorph into any known Eel type, max age category = CL/2 (round up)
9 11 Extra Attacks +1 number of attacks with each weapon
9 12 Grant Effect Points Target is imbued with one 9th level Antemortal0 spell (this slot stays spent as long as he has it)
9 13 Growl Mouth's P: All targets in a group lose half current hp (no save)
9 14 Improve Ability Score +CL*2 to one stat
9 15 Increase Group Pick a spells or psionic power that hits a group. Affect +1 group of creatures with that effect.
9 16 Increased Movement +CL" Move Rate; +2V actions
9 17 Innate Resistance 35+3*CL% IR
9 18 Lab 1M, CL/d: Legend Lore
9 19 Lightning Spit Mouth's P, CL/d: Spit Lightning on a group (20*LVL dmg)
9 20 Luch Whenever you touch, attack, or are touched or attacked, they are intoxicated/drunk (Fort save)
9 21 Manifestation Short The death of target person will not cause his next clone to stand up
9 22 Mortal Vulnerability 1M: Target becomes vulnerable to a specific magic, psionic, or innate effect (by name)
9 23 Necromantic Suite 1M: Cast your CL/2 in SL's of Necromantic effects (Wiz/Pri)
9 24 Nonweapon Mastery +LVL*2 Nonweapon proficiencies
9 25 Psionic Resistance 40+4*CL% PR
9 26 Reduce 1F: Lower target's ability score by CL for 1 turn; 1M: Dispel a SL 0 to (CL+3)/2 effect
9 27 Relic Creation 10F, 1/reset: Create a random x2 item of XP value LVL*500
9 28 Saves +LVL*3 Saves
9 29 Second Life 1D: Resurrect self back in town (1 turn delay)
9 30 Shape Reality, Alt. Loop 25F, 1/reset: Loop Travel (shift LF by 1)
9 31 Shape Reality, Cr. Building 20F, 1/reset: Create a building (CL*10000 cubic ft.)
9 32 Shape Reality, Cr. Pocket 30F, 1/reset: Create a pocket plane in the ethereal (functions as a phased out zone)
9 33 Shape Reality, Mv. Building 10F, 1/reset: Move a building (maximum size is CL*10000 cubic ft., is moved CL miles)
9 34 Shape Reality, Mv. Door 15F, 1/reset: Redirect a dimension door or plant door to go somewhere else on one end
9 35 Shift Powers 1M, CL/d: Plane Shift (CL/3 planes, round up)
9 36 Slap 0 action or 1 attack: A target is ejected from your group (Str contest, no parting shots)
9 37 Swipe Can transfer 5V -> 1M, 8V -> 1QM, or 12V -> 1QQM
9 38 To Hit +LVL*2 To Hit
9 39 Transmute 1M: Polymorph Any Object
9 40 Weapon Counted Count as an additional +CL-1 weapon to hit others
9 41 Wizard Options Get your CL in "Level:" picks (e.g. at level 9 you could have a Level 9: pick, or a Level 4: and a Level 5:, etc.)
9 42 Zero Spell Duration 1M: A magic, psi, or innate effect has zero duration (treat as an Instantaneous)

[Other]


Paragon3

Level KXP
Spells
1 0 (none)
2 10 (none)
3 30 (none)
4 60 (none)
5 100 (none)
6 150 (none)
7 210 (none)
8 280 (none)
9 360 (none)
10 450 (none)
11 550 (none)
12 660 (none)
13 780 (none)
14 910 (none)
15 1050 (none)
16 1200 (none)
17 1360 (none)
18 1530 (none)
19 1710 (none)
20 1900 (none)
21 2100 (none)
22 2310 (none)
23 2530 (none)
24 2760 (none)
25 3000 (none)
26 3250 (none)
27 3510 (none)
28 3780 (none)
29 4060 (none)
30 4350 (none)
31 4650 (none)
32 4960 (none)
33 5280 (none)
34 5610 (none)
35 5950 (none)
36 6300 (none)
TH Saves
PD RS PP BW Sp Fo Re Wi
+2  2  2  2  2  2  2  2  2
+4  4  4  4  4  4  4  4  4
+6  6  6  6  6  6  6  6  6
+8  8  8  8  8  8  8  8  8
+10 10 10 10 10 10 10 10 10
+12 12 12 12 12 12 12 12 12
+14 14 14 14 14 14 14 14 14
+16 16 16 16 16 16 16 16 16
+18 18 18 18 18 18 18 18 18
+20 20 20 20 20 20 20 20 20
+22 22 22 22 22 22 22 22 22
+24 24 24 24 24 24 24 24 24
+26 26 26 26 26 26 26 26 26
+28 28 28 28 28 28 28 28 28
+30 30 30 30 30 30 30 30 30
+32 32 32 32 32 32 32 32 32
+34 34 34 34 34 34 34 34 34
+36 36 36 36 36 36 36 36 36
Requisites: Str 18, Dex 18, Con 18,
Int 18, Wis 18, Chr 18
Alignment: any
HD/level: d20
Weapon Prof.: 0+level*2
To Hit Table: 2xMon
Save Table: 4xMon
Reference: DM
Groups: Custom, Monster, Concordant (x1)
 
Gets all Exceptional stats. Can weapon specialize using the "non-Warrior" line for number of attacks.
Level N (each level) ¶: +1 Str, Dex, Con, Int, Wis, and Chr. You can't trade these stats away.
Level 1: Double movement rate.
Level 1: Enemies have -LVL saves vs. your effects.
Level 1: DR 2*LVL / +LVL.
Level 1: Regenerate LVL hp /s.
Level 4: Triple movement rate (replaces the Double at level 1)
Level 9: Quadruple movement rate (replaces the Triple at level 4)

[Other]


Angel5

Level KXP Pri:Healing
123 456 789
1 7 (owe) 1-- --- ---
2 10.5 2-- --- ---
3 14 21- --- ---
4 21 22- --- ---
5 35 221 --- ---
6 63 222 --- ---
7 119 322 1-- ---
8 231 332 2-- ---
9 343 333 21- ---
10 567 333 32- ---
11 791 433 321 ---
12 1000 444 321 ---
13 1250 444 322 ---
14 1500 444 432 ---
15 1750 544 432 1--
16 2000 555 432 2--
17 2250 655 443 2--
18 2500 655 443 21-
19 2750 655 543 22-
20 3000 655 544 32-
21 3250 655 544 321
22 3500 665 554 322
23 3750 666 654 332
24 4000 776 655 432
25 4250 776 655 443
26 4500 777 665 543
27 4750 777 665 554
28 5000 887 666 654
29 5250 887 776 655
30 5500 888 777 665
31 5750 888 777 766
32 6000 988 887 776
33 6250 999 888 777
34 6500 999 988 887
35 6750 999 999 888
36 7000 999 999 999
TH Saves
PD RS PP BW Sp Fo Re Wi
+2  2  2  2  2  2  2  2  2
+3  2  2  2  2  2  2  2  2
+4  3  3  3  3  3  3  3  3
+5  3  3  3  3  3  3  3  3
+6  4  4  4  4  4  4  4  4
+7  4  4  4  4  4  4  4  4
+8  5  5  5  5  5  5  5  5
+9  5  5  5  5  5  5  5  5
+10  6  6  6  6  6  6  6  6
+11  6  6  6  6  6  6  6  6
+12  7  7  7  7  7  7  7  7
+13  7  7  7  7  7  7  7  7
+14  8  8  8  8  8  8  8  8
+15  8  8  8  8  8  8  8  8
+16  9  9  9  9  9  9  9  9
+17  9  9  9  9  9  9  9  9
+18 10 10 10 10 10 10 10 10
+19 10 10 10 10 10 10 10 10
Requisites: Str 12, Int 12, Con 6, Wis 14, Chr 19
Alignment: LG
HD/level: & +++d7
Weapon Prof.: 7+/3
To Hit Table: Mon +1 level
Save Table: Mon +3 levels
Reference: DM
Groups: Monster, Concordant (x1)
 
Can cast Priest Healing spells. Doesn't get a stat bonus to progression.
Can weapon specialize using Non-War column.
"rhp" is "relative hit points", what the DM uses for summons to indicate their health (usually listed as 10/10).  
Levels Pick Description
Level 1-3: A Flying LVL*2+5" (B)
B 1M: Target can't be directly targetted; effects on him (including this) can still be targetted
C 1V: Summon a good DL 1d4-1 Outer planar creature (treat DL=0 as DL=1 with only 5/5 rhp)
D 1M: Cure Ego Domination (can use on self even if currently ego dominated, item is dropped)
E DR (7*LVL)/+LVL
Level 4: Pick two from: Angel5 Level 1-3, Slayer5 Level 1-3, or Psi-6G/Psi6G minor
Level 5-7: F 1V: Choose an N between -LVL*2 and LVL*2. A group gets +N AC, you get +N AC, for 1r.
G 1N, 1/reset: Escape the party back to home (except for you)
H 1V: Summon a good DL 1d7 Outer planar creature
I Immune Fire (all variants), Positive, Prismatic, Chromatic, Light, Radiance, Blindness
J iIR LVL*10%
Level 8: Pick two from: Angel5 Level 5-7, Slayer5 Level 5-7, or Psi-6G/Psi6G major
Level 9-12: K 14bM, 7bP, 21bV (can borrow into next round): Capital O Object or Capital I Insist
L 1F: Holy Bolt
M 1V: Summon a good DL 1d10+1 Outer creature (treat DL=11 as DL=10 with 20/20 rhp)
N Pick a Sphere. Can cast Priest spells of that Sphere.
O iXR LVL*5%
Level 13: Pick two from: Angel5 Level 9-12, Slayer5 Level 9-12, or Psi-6G/Psi6G grand

[Other]


Serra Angel5

Level KXP Pri/Psi11W
123 456 789
1 5 (owe) 0-- --- ---
2 10 1-- --- ---
3 15 10- --- ---
4 22 11- --- ---
5 37 110 --- ---
6 67 111 --- ---
7 127 211 0-- ---
8 247 221 1-- ---
9 367 222 10- ---
10 607 222 21- ---
11 847 322 210 ---
12 1071 333 210 ---
13 1339 333 211 ---
14 1607 333 321 ---
15 1875 433 321 0--
16 2142 444 321 1--
17 2410 544 332 1--
18 2678 544 332 10-
19 2946 544 432 11-
20 3214 544 433 21-
21 3482 544 433 210
22 3750 554 443 211
23 4017 555 543 221
24 4285 665 544 321
25 4553 665 544 332
26 4821 666 554 432
27 5089 666 554 443
28 5357 776 555 543
29 5625 776 665 544
30 5892 777 666 554
31 6160 777 666 655
32 6428 877 776 665
33 6696 888 777 666
34 6964 888 877 776
35 7232 888 888 777
36 7500 888 888 888
TH Saves
PD RS PP BW Sp Fo Re Wi
+4  2  2  2  2  2  2  2  2
+5  2  2  2  2  2  2  2  2
+6  3  3  3  3  3  3  3  3
+7  3  3  3  3  3  3  3  3
+8  4  4  4  4  4  4  4  4
+9  4  4  4  4  4  4  4  4
+10  5  5  5  5  5  5  5  5
+11  5  5  5  5  5  5  5  5
+12  6  6  6  6  6  6  6  6
+13  6  6  6  6  6  6  6  6
+14  7  7  7  7  7  7  7  7
+15  7  7  7  7  7  7  7  7
+16  8  8  8  8  8  8  8  8
+17  8  8  8  8  8  8  8  8
+18  9  9  9  9  9  9  9  9
+19  9  9  9  9  9  9  9  9
+20 10 10 10 10 10 10 10 10
+21 10 10 10 10 10 10 10 10
Requisites: Str 10, Int 10, Con 5, Wis 15, Chr 20
Alignment: LG or LN
HD/level: & +++d4
Weapon Prof.: 4+/4
To Hit Table: Mon +3 levels
Save Table: Mon +3 levels
Reference: DM {Planeshifted Angel5}
Groups: Monster, Concordant (x1)
 
Can cast Priest spells or Psi11W spells. Gets Chr bonus to progression.
Can weapon specialize using Non-War column.
"rhp" is "relative hit points", what the DM uses for summons to indicate their health (usually listed as 10/10).
 
MTG White spells from White Priest class:
Death Ward (SL=1): 1bM, cannot act next segment: Avoid a slay effect on someone.
Healing Salve (SL=1): One target is cured 30 hp, or (1bM action) prevent the next 30 dmg to a target.
Circle of Protection (SL=2): When cast, name a school/sphere/psi freq. Lose 1 spell slot: Immune to 1 effect of that school/sphere/psi freq.
Disenchant (SL=2): Dispel an effect.
Reverse Damage (SL=3): 1bM: One effect that's damaging you heals you for that amount instead.
Resurrection (SL=4): Resurrect someone who's been killed within the past CL s.
 
Old MTG White spells from Wizard of the Coast class (you can use these):
Angel's Grace (SL=1): 1bM: Damage that would put you below 1 hp this segment puts you at 1 hp
Abeyance (SL=2): Target cannot use M actions this segment (Will save)
Arenson's Aura (SL=3): 0, sacrifice a maintained effect: Dispel a maintained effect.
Congregate (SL=4): Target gains 10*N hp, where N is the number of people in the party+summons
Angelic Chorus (SL=5): Whenever you summon a creature, cure it's hp on yourself
Beacon of Immortality (SL=6): Double current hp (like a Tenser's, but a different source)
Look at Me, I'm the DCI (SL=7): An effect is banned from the room (x1 Special)
Reverse the Sands (SL=8): Switch current hp totals with someone (no save)
Blessed Wind (SL=9): Target's current hp becomes 200.
Levels Pick Description
Level 1-4: A Flying LVL*2+5" (B)
B 1M: Target can't be directly targetted; effects on him (including this) can still be targetted
C 1V: Summon a good DL 1d4-1 Outer planar creature (treat DL=0 as DL=1 with only 5/5 rhp)
D 1M: Cure Ego Domination (can use on self even if currently ego dominated, item is dropped)
E DR (7*LVL)/+LVL
Level 6-8: F 1V: Choose an N between -LVL*2 and LVL*2. A group gets +N AC, you get +N AC, for 1r.
G 1N, 1/reset: Escape the party back to home (except for you)
H 1V: Summon a good DL 1d7 Outer planar creature
I Immune Fire (all variants), Positive, Prismatic, Chromatic, Light, Radiance, Blindness
J iIR LVL*10%
Level 9-12: K 14bM, 7bP, 21bV (can borrow into next round): Capital O Object or Capital I Insist
L 1F: Holy Bolt
M 1V: Summon a good DL 1d10+1 Outer creature (treat DL=11 as DL=10 with 20/20 rhp)
N Pick a Sphere. Can cast Priest spells of that Sphere.
O iXR LVL*5%

[Other]


Overt Rogue

Level KXP
Spells
1 0 (none)
2 4.5 (none)
3 9 (none)
4 18 (none)
5 36 (none)
6 72 (none)
7 144 (none)
8 288 (none)
9 500 (none)
10 850 (none)
11 1200 (none)
12 1550 (none)
13 1900 (none)
14 2250 (none)
15 2600 (none)
16 2950 (none)
17 3300 (none)
18 3650 (none)
19 4000 (none)
20 4350 (none)
21 4700 (none)
22 5050 (none)
23 5400 (none)
24 5750 (none)
25 6100 (none)
26 6450 (none)
27 6800 (none)
28 7150 (none)
29 7500 (none)
30 7850 (none)
31 8200 (none)
32 8550 (none)
33 8900 (none)
34 9250 (none)
35 9600 (none)
36 9950 (none)
TH Saves
PD RS PP BW Sp Fo Re Wi
+0  6  5  6  3  4  1  3  0
+0  7  6  7  4  6  2  5  1
+1  7  8  8  4  7  3  6  2
+1  8  9  9  5  9  5  8  3
+2  9 11  9  6 10  6  9  4
+2 10 12 10  7 12  7 11  5
+3 10 14 11  8 13  8 12  6
+3 12 15 12  9 14  9 14  7
+4 13 16 14 12 15 11 15  8
+4 15 16 15 14 16 12 17  9
+5 16 16 16 16 16 13 18 10
+5 16 17 16 16 16 14 20 11
+6 16 17 16 16 16 14 20 11
+6 16 17 16 16 16 14 20 11
+7 16 17 16 16 16 14 20 11
+7 16 17 16 16 16 14 20 11
+8 16 17 16 16 16 14 20 11
+8 16 17 16 16 16 14 20 11
Requisites: Dex 21, Chr 13
Alignment: L*
HD/level: d3
Weapon Prof.: & 10+level/9
To Hit Table: 3xRog
Save Table: Rog
Reference: DM {Mirror Stealth Rogue} {Reduced Overt Master}
Groups: Rogue, Concordant (x1), Mirror
 
Gets 50 rogue points per level.
Level 1: Thieves' Cant.
BlahR's are offensive (o). This means you reduce BlahR's that you face by this amount. Irreducible BlahR's are reduced at 1 per 5% of oBlahR. Unadjustable BlahR's cannot be adjusted this way. If you have unspent oBlahR left over, roll it, if you make it, you multiply your effect by x2 (or x+1).
You pick one ability per level.
Level 9: 1M, 1/t: Go On the Mound. You are 1 plane removed, your effects are x2 multiplier and x2 effect (or x+1). You are considered Planar Displaced and can't be targetted. Someone else On the Mound can attack you normally, if you are dropped, you are returned to the plane you came from (Went Off the Mound).
 
Lvl Appraiser2 Ability | -50% | -100% | -150% Act Base Penalty Bonus
1-6 oRR || oaRR || oaaRR 0 30 Chr-13 Chr-18
1-6 oMR || oaMR || oaaMR 0 20 Str-14 Str-19
1-6 oPR || oaPR || oaaPR 0 10 Con-15 Con-20
1-6 oIR || oaIR || oaaIR 0 0 Int-16 Int-21
1-6 Fork Innate | Psionic | Magic | Radioactive 1M (may borrow) -10 Chr-22 Chr-22
1-6 Any Rogue ability (= level you took this at) na na na na
7-12 oCR || oaCR || oaaCR 0 20 Dex+Con-28 Dex+Con-38
7-12 oNR || oaNR || oaaNR 0 10 Dex+Chr-31 Dex+Chr-41
7-12 oWR || oaWR || oaaWR 0 0 Int+Chr-34 Int+Chr-44
7-12 oER || oaER || oaaER 0 -10 Str+Wis-37 Str+Wis-47
7-12 Seal Fate (counter a counter) x1 | x2 | x3 | etc. 2M (may borrow) -20 Dex*2-50 Dex*2-50
7-12 Any Rogue ability (= level you took this at) na na na na

[Other]


Concordant Sampler

Level KXP x2 Conc
123 456
1 0 1-- ---
2 3.25 2-- ---
3 6.5 3-- ---
4 13 4-- ---
5 26 41- ---
6 52 42- ---
7 104 43- ---
8 208 44- ---
9 416 441 ---
10 741 442 ---
11 1066 443 ---
12 1391 444 ---
13 1716 544 ---
14 2041 554 ---
15 2366 555 ---
16 3016 655 ---
17 3341 665 ---
18 3991 665 1--
19 4641 665 2--
20 5291 665 3--
21 5941 665 4--
22 6591 665 5--
23 7241 666 5--
24 7891 666 6--
25 8541 766 6--
26 9191 776 6--
27 10491 776 61-
28 11791 776 62-
29 13091 776 63-
30 14391 776 64-
31 15691 776 65-
32 16991 776 66-
33 18291 777 66-
34 19591 777 76-
35 20891 777 77-
36 23491 777 771
TH Saves
PD RS PP BW Sp Fo Re Wi
+0  9  9  9  9  9  9  9  9
+2 10 10 10 10 10 10 10 10
+4 10 10 10 10 10 10 10 10
+6 11 11 11 11 11 11 11 11
+8 11 11 11 11 11 11 11 11
+10 12 12 12 12 12 12 12 12
+12 12 12 12 12 12 12 12 12
+14 13 13 13 13 13 13 13 13
+16 13 13 13 13 13 13 13 13
+18 14 14 14 14 14 14 14 14
+20 14 14 14 14 14 14 14 14
+22 15 15 15 15 15 15 15 15
+24 15 15 15 15 15 15 15 15
+26 16 16 16 16 16 16 16 16
+28 16 16 16 16 16 16 16 16
+30 17 17 17 17 17 17 17 17
+32 17 17 17 17 17 17 17 17
+34 18 18 18 18 18 18 18 18
Requisites: Wis 12, Chr 18, Class Slots 2
Alignment: any
HD/level: 2d7
Weapon Prof.: 7+level/3
To Hit Table: 2xWar -1 level
Save Table: Conc÷2 (halve the numbers)
Reference: DM {Reduced Demigod Sampler}
Groups: Concordant (x1), Futureshifted
 
Each level this class gets one x2 Concordant spell. The progression is in Concordant Spell Levels. The DM rolls two spells at random, and you select one to keep.
This class can never get a stat bonus to it's spell progression, a bonus to ML, an extra "0" (or "1") on the progression, or an overwrite to its spell progression.
Your CCL (Concordant Caster Level) (or BugL) is your CL divided by 2 (round down). Your WCL (Warlord CL) is your CL divided by 4 (rounded down).
Remember that you are still a x1 being, some of the Concordant powers may not be all that great because of this.
Level 1: You may raise Luck with your ability score points from level.
Level 1: 1/reset: The DM rolls a new choice for up to LVL CSL's of your Concordant spell slots. For each spell slot, you can choose to keep what you had, or switch over to the new spell.
 
Concordant Spells from CSL 1 to 7 are provided on the following pages.

[Other]


Rejuvenator

Level KXP Rejuv  Unb Aft
357 9  [1] [1]
1 0 1-- -  [-] [-]
2 4.5 2-- -  [-] [-]
3 9 3-- -  [-] [-]
4 18 4-- -  [-] [-]
5 36 41- -  [-] [-]
6 72 42- -  [-] [-]
7 144 43- -  [-] [-]
8 288 44- -  [-] [-]
9 500 441 -  [-] [-]
10 900 442 -  [-] [-]
11 1350 443 -  [-] [-]
12 1800 444 -  [-] [-]
13 2250 444 1  [-] [-]
14 2700 444 2  [-] [-]
15 3150 444 3  [-] [-]
16 3600 444 4  [-] [-]
17 4050 544 4  [-] [-]
18 4500 554 4  [-] [-]
19 4950 555 4  [-] [-]
20 5400 555 5  [-] [-]
21 5850 655 5  [-] [-]
22 6300 665 5  [-] [-]
23 6750 666 5  [-] [-]
24 7200 666 5  [1] [-]
25 7650 666 6  [1] [-]
26 8100 666 6  [2] [-]
27 8550 766 6  [2] [-]
28 9000 766 6  [3] [-]
29 9450 776 6  [3] [-]
30 9900 776 6  [3] [1]
31 10350 776 6  [4] [1]
32 10800 777 6  [4] [1]
33 11250 777 6  [4] [2]
34 11700 777 6  [5] [2]
35 12150 777 7  [5] [2]
36 12600 777 7  [5] [3]
TH Saves
PD RS PP BW Sp Fo Re Wi
+0 10 (all) [++1]
+1 20 (all) [++2]
+2 30 (all) [++3]
+3 40 (all) [++4]
+4 50 (all) [++5]
+5 60 (all) [++6]
+6 70 (all) [++7]
+7 80 (all) [++8]
+8 90 (all) [++9]
+9 100 (all) [++10]
+10 110 (all) [++11]
+11 120 (all) [++12]
+12 130 (all) [++13]
+13 140 (all) [++14]
+14 150 (all) [++15]
+15 160 (all) [++16]
+16 170 (all) [++17]
+17 180 (all) [++18]
Requisites: Con 28, Int 23, Class Slots 3
Alignment: any
HD/level: 2d12
Weapon Prof.: 0+level
To Hit Table: War
Save Table: 10*level [++level]
Reference: DM { Reduced Unbreakable / Afterliver }
Groups: Concordant (x1), Technology, Futureshifted
 
Gets Super Barbarian Con bonus, which is +(Con-18)*3.
This class is dedicated to the continuation of your life at all costs, using all technological and magical methods possible.
This is the reduced form of two different x2 Concordant classes: Unbreakable (brick-style with lots of immunities) and Afterliver (constantly being reborn into new forms). The idea here is by the time a character has reached 36th level in Rejuvenator, they will know which path they will take.
The saves are 10*LVL in all categories. You also get ++LVL on the natural die roll for saves, meaning even at level 1 you cannot auto-miss a save (you auto-make on 19-20).
Level 1 ¶: May convert 1V -> 1uncV, 1P -> 1uncP, 1M -> 1uncM, and 1F -> 1uncF. The "unc" prefix is for "Unconscious actions"; these actions can be used even if you're unconscious, stunned, unaware, paralyzed, etc. (but not dead, annihilated, incursed, truename erased, or worse such as pixelated or loop incursed). You may use 1 Unconscious action as your action for the segment, instead of your normal 1S for the segment. You may use Unconscious actions while conscious.
Level 9 ¶: May convert 1V -> 1deadV, 1P -> 1deadP, 1M -> 1deadM, and 1F -> 1deadF. The "dead" prefix is for "Dead actions"; these actions can be used even if you're dead, incursed, etc., pretty much any state except for pixelated. You may use 1 Dead action as your action for the segment, instead of your normal 1S for the segment. Note these are not D actions and use different rules. If you somehow generate a D action, you may convert 1D -> 1deadS if you like. You may use Dead actions while conscious or not dead.
Level 19 ¶: Note that at this level you auto-make all saves, due to your save bonus (a natural 1-20 becomes a 20).
Level 24 Note: Your "CCL" is your CL-23 for Unbreakable and CL-29 for Afterliver.
 
DM Note: The Troll-like regeneration powers may all be run at the same time; the higher level versions are not "upgrades".

[Other]


Rejuvenator Spells

Level # Spell
3 1 1uncV: Death's Door Self (you go to 0 current hp)
3 2 1uncV, can use while Charmed/Dominated: Remove Charm/Domination on self, you can still act on the opposing segment (presumably to do something nasty to the person that charmed you.)
3 3 1uncP: Remove Paralysis, Stun, or Held on Self.
3 4 1uncM: Remove an effect that's stopping you from using actions, like Stop, Slow, Web, etc. Lockdown, Time Stop, and Temporal Stasis can be done, but they require 10 uses of this power.
3 5 1M: Clone (as spell). You may have CL Clones in storage at a time.
3 6 Troll-like regeneration 10*CL% of max hp /s (note this might not get you up immediately even at level 10)
5 1 1uncP: Remove a (non-major) [C] section effect from yourself. This may be repeated to build up to a major [C] section effect.
5 2 1uncM: Heal Self.
5 3 Lockdown D Actions in the room continuous (does not affect "dead" Actions).
5 4 Your mount (if you have one) is considered "Self" for you, so if you Heal yourself, your mount gets Healed too.
5 5 Troll-like regeneration 20*CL% of max hp /s, this can also cure Vile dmg and Permanent hp of dmg.
5 6 Unconscious Haste: +LVL uncA Actions; does not count as your Haste
7 1 1deadV: Do a normal movement at half your movement rate. Be warned, parting shots treat your body as an object (using Item Saving Throws) if you're dead while moving away.
7 2 1deadF: Animate Self as an Undead. Pick an Undead Racial Adjective (it's free). Only 1 adjective at a time.
7 3 1deadP: Cureall Self.
7 4 1deadM: Resurrect Self.
7 5 Can "material component" Rejuvenator powers (spend +1V; you must be conscious) to allow you to affect another person with a power.
7 6 Troll-like regeneration 30*CL% of max hp /s, this can also cure ability score dmg (at 10 hp each).
9 1 1deadF: Move a nasty flag on yourself (such as Capital S Slain) to someone else in your group. Note if you have power #7.1, you can creep up to someone to deliver the flag first.
9 2 You can convert 1X -> 1uncX actions. 2deadF or 1uncX: You can use a normal 1P action this segment, even though you're unconscious or dead.
9 3 1deadM: True Resurrect Self.
9 4 1M, 1/d: Capital O Object to something. You can pick this more than once to use it more than once per day.
9 5 Have the DM copy your PC's status on the chalkboard to somewhere else as a backup. 1N, 1/reset: Switch your current status with your backup. This cannot be taken more than once.
9 6 Troll-like regeneration 40*CL% of max hp /s, this can also cure negative levels (at 100 hp each).
Unbreakable 1 (11) 1 +CCL PSaves (using the [X] section saving throw rules)
Unbreakable 1 (11) 2 +(CCL+1)/3 ihp
Unbreakable 1 (11) 3 +(CCL+1)/3 iAC
Unbreakable 1 (11) 4 Immune to CCL [C] section effects, even major ones are only 1 pick each
Unbreakable 1 (11) 5 All of your items are Indestructible.
Unbreakable 1 (11) 6 You are immune to all area effects. However, this power is incompatible with any "You can't be targetted" effects you have running (they shut off).
Afterliver 1 (11) 1 +CCL MSaves (using the [X] section saving throw rules)
Afterliver 1 (11) 2 1N, 1/s: Pick any ÷18 or less race, or a DL IX or less creature you know of. You Shapechange into it. Your stats don't change, but you can use racial/innate abilities from it.
Afterliver 1 (11) 3 You can assume the form of any known dead/incursed/pixelated person or creature (this is like the First Evil's ability). You don't have the person's abilities, but you do have their memories.
Afterliver 1 (11) 4 You can convert 1X -> 1deadX actions. 1deadX: Capital F Fix Self.
Afterliver 1 (11) 5 You get and can use 2D Actions per death per segment. You are limited to CCL+1 D Actions you can use per reset (instead of 1).
Afterliver 1 (11) 6 Rotating Truename. Rotating Home Plane. Rotating Quantum Signature. Your Silver Cord rotates color, and can't be targetted or attacked.

[Other]


Astraler3

Level KXP Psi3/-3/30/60
123 456 789 AB
1 4 (owe) 11- --- --- --
2 10.4 12- --- --- --
3 35.1 131 --- --- --
4 83.2 131 1-- --- --
5 162.5 131 11- --- --
6 280.8 132 12- --- --
7 445.9 132 121 --- --
8 665.6 132 221 1-- --
9 947.7 232 221 11- --
10 1300 233 222 12- --
11 1690 233 222 121 --
12 2080 233 222 121 1-
13 2470 233 222 121 11
14 2860 233 222 122 12
15 3250 233 333 222 12
16 3640 233 333 332 22
17 4030 333 333 333 33
18 4420 343 343 333 33
19 4810 343 343 343 33
20 5200 343 343 343 34
21 5590 444 444 444 44
22 5980 454 454 454 44
23 6370 454 454 454 45
24 6760 555 555 555 55
25 7150 565 565 565 55
26 7540 565 565 565 56
27 7930 666 666 666 66
28 8320 676 676 676 66
29 8710 676 676 676 67
30 9100 777 777 777 77
31 9490 787 787 787 77
32 9880 787 787 787 78
33 10270 888 888 888 88
34 10660 898 898 898 88
35 11050 898 898 898 89
36 11440 999 999 999 99
TH Saves
PD RS PP BW Sp Fo Re Wi
+2  5  4  8  2  3  1  1  2
+4  6  5  8  3  4  2  2  3
+6  6  6  9  4  5  3  3  4
+8  7  7  9  4  5  4  4  5
+10  7  8 10  5  6  5  5  6
+12  8  9 10  6  7  6  6  7
+14  8 10 11  7  7  7  7  8
+16  9 11 11  8  8  8  8  9
+18  9 12 12  9  9  9  9 10
+20 10 13 12 10 10 10 10 11
+22 11 14 13 11 11 11 11 12
+24 12 14 13 12 12 12 12 13
+26 13 15 14 13 13 13 13 14
+28 15 15 15 14 14 14 14 15
+30 15 16 16 15 15 15 15 16
+32 16 16 16 16 16 16 16 17
+34 17 17 17 17 17 17 17 18
+36 18 18 18 18 18 18 18 19
Requisites: Int 2*level, Wis 2*level,
Chr 2*level, Class Slots 2
Alignment: any
HD/level: & 2d4 (Exc. Chr bonus)
Weapon Prof.: 3+level
To Hit Table: 2xMon
Save Table: (2xPsi)/(2xMon)
Reference: DM
Groups: Psionicist, Monster, Futureshifted
 
Gets Chr bonus to HD/level. Gets Exceptional Int, Wis, and Chr (which applies to the HD as well).
Has access to Psi3, Psi(-3), Psi30, and Psi60. Gets Int or Wis bonus (your choice) to psionic progression. For Psi30 and Psi60, minors are SL=2, majors are SL=5, grands are SL=8, and supers are SL=11.
Does not use PSPs for psionic powers. They are free as long as you have the action to use them. If something asks for a variable amount of PSPs, you have LVL*3 PSPs in it (using Psi3 scale here).
Does not use ACP (Astral Construct Points) to use Astral Construct powers (and their variants). They are free as long as you have the action to use them.
   
Level 1: Enemies need a +LVL weapon to hit you.
Level 1: You count as an additional +LVL weapon to hit others.
Level 1: You may use Astral Projection; but in this case, you cannot use P actions or physically attack at all. [ Int->Str, Wis->Dex, Chr->Con ]
 
Levels 1-4: Pick two abilities below per level. If you pick an ability more than once, M (or P) action costs go to V, V costs go to 0 (zero action). Even though these mechanics are "5th edition"-like, these are not "5th edition" picks for Custom5.
Construct I. ½M: Twist an effect on a target (use ER to resist)
Construct II. 1M: Combine two groups of enemies into one group (no save).
Construct III. 1M: Lock a door; it requires an Open Locks roll at -25*LVL, a combined Str (using the MR calculation) check at -10*LVL, or LVL Knock spells to open the door. If using "?" (Question Marks) in the dungeon for wandering encounters, you can alternatively simply erase a "?".
Destruct I. ½P: Deal 50*LVL Anti-Astral dmg to one target (no save, IR to resist)
Destruct II. 1P: Destroy a x0 or x1 magic item.
Destruct III. 1P: Unsummon a summon.
Fabricator I. ½P: Cast a Wall spell of any E=LVL or less element.
Fabricator II. 1P: Create one dose/charge of a potion/oil, dust, or scroll of XPV=LVL*100 or less. This item fades in 1 turn. You can build 1 item of this type per reset that is permanent, however.
Repair I. ½M: Cure 10*LVL hp to one target.
Repair II. 1M: Repair a x0 or x1 magic item.
Repair III. 1M: Remove a Trap (100+25*LVL%) (-100% per multiplier beyond x1).
 
Level 3: You may use Anti-Astral Projection; but in this case, you cannot use M actions. [ Str->Int, Dex->Wis, Con->Chr ]
 
Levels 5-8: Pick two abilities below per level:
Construct IV. ½M: Remove a BlahR from 1 target, Halve the irrBlahR from 1 target, or Halve the BlahR from a group (no ER)
Construct V. 1M: Become Insubstantial for 1 turn; you can pass through objects/walls (including Wall spells, but not Wards)
Construct VI. 1M: One group Stopped (cannot move or use V actions) (InnR to resist). If used against 1 target, gets no InnR.
Destruct IV. ½P: Deal 25*LVL Anti-Astral dmg to a group (no save, IR to resist)
Destruct V. 1P: Destroy a Wall or Ward (e.g. Forbiddance zone) effect, or cast Passwall.
Destruct VI. 1P: Target gains +1QP action this segment
Fabricator V. 1P: Create a ring, ioun stone, or weapon/armor flag of XPV=(LVL-4)*300 or less. This item fades in 1 turn. You can build 1 item of this type per reset that is permanent, however.
Repair IV. ½M: Cure 10*LVL hp to one group.
Repair V. 1M: Add a charge to an item.
Repair VI. 1M: Remove a Trick (25*LVL%) (-100% per multiplier beyond x1).
 
Level 6: You may use Ethereal or Anti-Ethereal Projection. [ Str->Dex, Int->Con, Wis->Chr, or the reverse ]
 
Levels 9-12: Pick two abilities below per level:
Construct VII. ½M: Remove a racial ability or immunity from a group (ER to resist). If used against 1 target, gets no ER.
Construct VIII. 1M: Time Stop (as spell, use InnR to resist). If used against 1 target, gets no InnR.
Construct IX. 1M: Restore the MF/PF/TF/PsiF/TechF in area, Tempus Lawfulness, repair other forms of discontinuities/tears
Destruct VII. ½P: Remove a class ability or immunity from an element (affects 1 group). If used against 1 target, gets no ER.
Destruct VIII. 1P, may borrow: Fork
Destruct IX. 1P: Defile the MF/PF/TF/PsiF/TechF in area, Tempus Chaos, cause other forms of discontinuities/tears
Fabricator VIII. 1P: Create any magic item of XPV=(LVL-8)*900 or less. This item fades in 1 turn. You can build 1 item of this type per reset that is permanent, however.
Repair VII. ½M: Restore an effect that was dispelled within the last round.
Repair VIII. 1M or 1bM: Heal a summon or animal companion
Repair IX. 1M: Remove a Special (-100+25*LVL%) (-100% per multiplier beyond x1).
 
Level 12: You may use Phlogiston Projection. [ Str->Con, Int->Chr, Wis->Dex ]
 
Level 13-16: Pick two abilities below per level:
Construct X. ½M or 1bM: Lock down one action type in the room.
Construct XI. 1M: Become Immaterial for 1 turn: Insubstantial (see V above), immune to matter & energy, can't be targetted.
Destruct X. ½M: Halve the hp on up to (LVL-7)/3 targets (no save, IR to resist)
Destruct XI. 1M: Whenever someone targets a spell or psi effect in the room, it is redirected to you (treat as a x1 Special).
Destruct XII. 1M: Cause all triggers on target to trigger prematurely, and target cannot use his next Clone (no save, ER to resist)
Fabricator XI. 1P: Create a temporary artifact as if an Artificer of equal level, or create a Casting Cost LVL/3 or less MTG Artifact that lasts for 1 turn (see Planeswalker Artificer).
Repair XII. 1M: 1M: Remove a Terrain Feature (-275+25*LVL%) (-100% per multiplier beyond x1).

[Other]


Ghost

Level KXP ProtoLich/Psi7
123 456   mMG S
1 10 (owe) 1-- --- / 1-- -
2 12 2-- --- / 2-- -
3 16 3-- --- / 3-- -
4 22 31- --- / 4-- -
5 30 32- --- / 41- -
6 60 33- --- / 42- -
7 120 43- --- / 43- -
8 240 44- --- / 44- -
9 480 441 --- / 54- -
10 960 442 --- / 55- -
11 1460 443 --- / 551 -
12 1960 444 --- / 552 -
13 2460 544 --- / 553 -
14 2960 554 --- / 554 -
15 3460 554 1-- / 555 -
16 3960 554 2-- / 655 -
17 4460 554 3-- / 665 -
18 4960 554 4-- / 666 -
19 5460 555 4-- / 766 -
20 5960 555 5-- / 776 -
21 6460 655 5-- / 777 -
22 6960 665 5-- / 877 -
23 7460 666 5-- / 877 1
24 7960 666 6-- / 877 2
25 8460 666 61- / 877 3
26 8960 666 62- / 877 4
27 9460 666 63- / 877 5
28 9960 666 64- / 877 6
29 10460 666 65- / 877 7
30 10960 666 66- / 887 7
31 11460 766 66- / 888 7
32 11960 776 66- / 888 8
33 12460 777 66- / 988 8
34 12960 777 76- / 998 8
35 13460 777 77- / 999 8
36 13960 777 771 / 999 9
TH Saves
PD RS PP BW Sp Fo Re Wi
+6  3  3  3  3  3  3  3  3
+7  3  3  3  3  3  3  3  3
+8  4  4  4  4  4  4  4  4
+9  4  4  4  4  4  4  4  4
+10  5  5  5  5  5  5  5  5
+11  5  5  5  5  5  5  5  5
+12  6  6  6  6  6  6  6  6
+13  6  6  6  6  6  6  6  6
+14  7  7  7  7  7  7  7  7
+15  7  7  7  7  7  7  7  7
+16  8  8  8  8  8  8  8  8
+17  8  8  8  8  8  8  8  8
+18  9  9  9  9  9  9  9  9
+19  9  9  9  9  9  9  9  9
+20 10 10 10 10 10 10 10 10
+21 10 10 10 10 10 10 10 10
+22 11 11 11 11 11 11 11 11
+23 11 11 11 11 11 11 11 11
Requisites: Dex 10, Con 13, Int 13, Wis 12
Alignment: any N (or) any E
HD/level: & ++++d10
Weapon Prof.: & 5+level/5
To Hit Table: Mon +5 levels
Save Table: Mon +5 levels
Reference: DM
Groups: Monster
 
Ghost gets Protolich spells and Psi7 powers.
Level 1: Immune to Turn Undead.
Level 1: Enemies need a +LVL*3/2 weapon to hit you. To ignore this restriction, monsters divide their HD by (LVL+4), not 4.
Level 1: AC +9+LVL*3/2
Level 1: Considered +LVL*3/2 weapon to hit with unarmed attacks

[Other]


Odessa0

Level KXP
Spells
1 0 (none)
2 20.5 (none)
3 41 (none)
4 82 (none)
5 164 (none)
6 246 (none)
7 410 (none)
8 574 (none)
9 749 (none)
10 924 (none)
11 1274 (none)
12 1624 (none)
13 1974 (none)
14 2324 (none)
15 2674 (none)
16 3024 (none)
17 3374 (none)
18 3724 (none)
19 4074 (none)
20 4424 (none)
21 4774 (none)
22 5124 (none)
23 5474 (none)
24 5824 (none)
25 6174 (none)
26 6524 (none)
27 6874 (none)
28 7224 (none)
29 7574 (none)
30 7924 (none)
31 8274 (none)
32 8624 (none)
33 8974 (none)
34 9324 (none)
35 9674 (none)
36 10024 (none)
TH Saves
PD RS PP BW Sp Fo Re Wi
+1  4  4  4  4  4  4  4  4
+2  4  4  4  4  4  4  4  4
+3  5  5  5  5  5  5  5  5
+4  5  5  5  5  5  5  5  5
+5  6  6  6  6  6  6  6  6
+6  6  6  6  6  6  6  6  6
+7  7  7  7  7  7  7  7  7
+8  7  7  7  7  7  7  7  7
+9  8  8  8  8  8  8  8  8
+10  8  8  8  8  8  8  8  8
+11  9  9  9  9  9  9  9  9
+12  9  9  9  9  9  9  9  9
+13 10 10 10 10 10 10 10 10
+14 10 10 10 10 10 10 10 10
+15 11 11 11 11 11 11 11 11
+16 11 11 11 11 11 11 11 11
+17 12 12 12 12 12 12 12 12
+18 12 12 12 12 12 12 12 12
Requisites: Dex 16, Chr 18
Alignment: C any (or) any G
HD/level: d(2*LVL)
Weapon Prof.: 6+level
To Hit Table: Mon
Save Table: Mon +7 levels
Reference: DM
Groups: Monster, Futureshifted
 
Can weapon specialize in guns, using the "Barbarian" line for attacks.
Remember that Cml is assumed to any set number from 3 to 18 at start (most people pick 18!). Cml also gets your Chr bonus (Exceptional or Barbarian Chr is helpful here). Luck is normally equal to HCL (your Highest x2 Concordant Level, usually 0 for most people).
Level 1: Exceptional Luck and Cml bonus. This doesn't mean a whole lot.
Level 1 ¶: +2 Luck per level. You can't 2 for 1 trade this away.
Level 1 ¶: +2 Cml per level. You can't 2 for 1 trade this away.
Level 1 ¶: Barbarian Luck and Cml bonus. Barbarian Cml: If your Cml is above 20, you can use 1M action and make a Cml-20 check to "Awe" a group. They make Wis checks, if they fail, they are Fascinated by you and will take no offensive action against you or your party (unless attacked).
Level 1 ¶: Auto roll max on the first die of open-ended dice ("e" dice).
Level 4 ¶: 1bM, (LVL-3)/d: Target creature rolls all natural 1's "to hit" against you this segment.
Level 8 ¶: 1bM, (LVL-3)/d: Target creature rolls a natural 1 on a saving throw against you this segment.
Level 9 ¶: Extra Barbarian Luck and Cml bonus. Extra Barbarian Cml: If your Cml is above 40, you can use 1M action and make a Cml-40 check to "Capital S Stun" a group. They make Wis-20 checks, if they fail, they are Capital S Stunned as long as you are in their sight.
Level 12 ¶: +LVL/2 HNCL
Level 18 ¶: Super Barbarian Luck and Cml bonus. Super Barbarian Cml: If your Cml is above 60, you can use 1M action and make a Cml-60 check to "Capital S Slay" a group. They make Wis-30 checks, if they fail, they are Capital S Slain.

[Other]


Thirteen Letter Horror

Level KXP
Spells
1 13 (owe) (none)
2 20 (none)
3 34 (none)
4 62 (none)
5 118 (none)
6 230 (none)
7 454 (none)
8 902 (none)
9 1515 (none)
10 2128 (none)
11 2741 (none)
12 3354 (none)
13 3967 (none)
14 4580 (none)
15 5193 (none)
16 5806 (none)
17 6419 (none)
18 7032 (none)
19 7645 (none)
20 8258 (none)
21 8871 (none)
22 9484 (none)
23 10097 (none)
24 10710 (none)
25 11323 (none)
26 11936 (none)
27 12549 (none)
28 13162 (none)
29 13775 (none)
30 14388 (none)
31 15001 (none)
32 15614 (none)
33 16227 (none)
34 16840 (none)
35 17453 (none)
36 18066 (none)
TH Saves
PD RS PP BW Sp Fo Re Wi
+3  1  1  1  1  1  1  1  1
+7  2  2  2  2  2  2  2  2
+10  3  3  3  3  3  3  3  3
+14  5  5  5  5  5  5  5  5
+17  6  6  6  6  6  6  6  6
+21  7  7  7  7  7  7  7  7
+24  8  8  8  8  8  8  8  8
+28 10 10 10 10 10 10 10 10
+31 11 11 11 11 11 11 11 11
+35 12 12 12 12 12 12 12 12
+38 13 13 13 13 13 13 13 13
+42 15 15 15 15 15 15 15 15
+45 16 16 16 16 16 16 16 16
+49 17 17 17 17 17 17 17 17
+52 18 18 18 18 18 18 18 18
+56 20 20 20 20 20 20 20 20
+59 21 21 21 21 21 21 21 21
+63 22 22 22 22 22 22 22 22
Requisites: Str+Dex+Con-Int-Wis-Chr 13
Alignment: AE or AS or Nil
HD/level: & 2d13
Weapon Prof.: & 13+level
To Hit Table: 3½xMon (d30)
Save Table: 2½xMon (d30)
Reference: DM {Reduced Infinite Letter Horror}
Groups: Monster, Lost, Demigod (x1)
 
The stat requirements for this class means the sum of your Str+Dex+Con must be at least 13 higher than your Int+Wis+Chr. If you don't meet this requirement, you "owe" to Str, Dex, or Con. Be more stupid already!
Gets Ancillary Barbarian Str [bonus=(Str-24)*9/2], Mega Barbarian Dex [bonus=(Dex-20)*7/2], Ultra Barbarian Con [bonus=(Con-22)*4], however, the bonus from these stats cannot be greater than 13*S, where S is the S number. These bonus types can all be reduced to Barbarian bonus, if your stats suck, but you have to reduce all three at the same time.
This class is all edition numbers. Because of this, you roll 1d30 to hit and saves (due to the 30th edition component). You get Overhit, a kit, and LVL feats too. You could try to shoehorn this class's abilities to the various Custom5/Custom6 type classes, but you're probably better off not trying.
This class matches class name with any other class in the Collective that is exactly 13 letters long (not counting spaces or edition numbers). No, I'm not going to write a script to check. Note this class is not the same name as itself ("Thirteen Letter Horror" is 20 letters), so you don't get x1.5 XP if you take this class twice.
 
Each Level: Gets one Rarer3 pick with DL=(LVL+3)/4. For monster type, the DM rolls 1d13+27 and consults the [M40] monster types, treating 28 as Weird (instead of Wurm).
Level 1: May buy unusual materials for claws, bite, and tail (and other limbs). The "base gp cost" of the limb is 13 gp. The "weight" of the limb is 13 pounds. If you pick Drow Steel and your limb rots off, don't blame me.
Levels 1-13: Roll 1d13 per level. If you roll a duplicate, just pick off the table, or you can pick the thing you rolled to see if it stacks, if it would make sense.
   1. 1M: Summon a DL=(LVL+1)/2 monster of [M40] monster type 2d13+14. There is a 13% chance it will fight for you without bothering to use a summon slot. Sure, you could spam this ability and make an army, but you might want to consider this plan very carefully.
   2. 1P: Draw target's brain forth (LVL saves vs. RSW; aCReflection to resist). You can eat it now (Heal self) or put it on your Plate. The target died, by the way, unless it's undead or something.
   3. Mouth's P, LVL/d: Breathe a random EE=1e4 Eelement (½*hp; group; no save; aDReflection to resist). If the DM rolls a really high EE factor, the area has a 13% chance of an Inverse Pixelation zone appearing (as the new Eelement gets invented). Take a snapshot for eelemental posterity!
   4. 1F: Do a random [PC2] Monster Collective Psionics combat (c) power of SL=1dLVL. Any attempt to counter it will fork it instead.
   5. +(LVL+1)/2 wear locations, see the "Wear Locations" Mini-Class for rules. More stuff to drop in Angband like fashion!
   6. 1M, 1/r: Shapechange Self into a random DL=(LVL+2)/3 monster of [M40] monster type 3d13+1. It's permanent, unless you don't like it.
   7. 1M, 1/r: Shapechange Other into a random DL=(LVL+2)/3 monster of [M40] monster type 41-2e6. (LVL saves vs. PP; aHR to resist)
   8. +(LVL+3)/4 IS actions per turn (Instantaneous S actions; you get to use each of these only once per turn).
   9. Immune sanity, beneficial effects you don't want, the floor (you can pass through the floor at will, but not the walls or the ceiling, so this is a one-way trip)
  10. 1P+1V, LVL/h: Draw your own brain forth and consume it. This Heals you (Cureall at level 8, Fix at level 17). All in your group who see this must save vs. Psionic Blast or lose 1d13 San points (aGazeR to resist).
  11. 1M+1P: Contact Higher Plane, with 130% chance of insanity, not that you would notice. You can Twilight afterwards if you want to.
  12. 3M, 1/h: Successfully Divine Intervention to a random x(LVL+14)/5 god (not yours!), and one segment of xLVL multiplier Fast Talking. You'll need it.
  13. ½bhX, 1/natural set, hit someone with your PC cod piece that you're wielding as a weapon: You Capital U Understand. You get a random player cheat code permanently added.
Level 9: Gain 1 "Plate". You store brains and souls on your Plate. It's an object, but it's not really there. Your Plate has 1α (script-A) action. It can move around with it and pick up brains and souls for you. Your Plate can't be attacked or targetted, unless it wants to be. DM Note: "script" is a prefix for action types. α (script-A) actions could be used as Λ (script-V) actions, since A actions can be used as V actions.
Level 13: 1 Mouth's P (can borrow), Throw your Plate as a weapon, 1/t: Roll to hit, if you hit, the target is Trap the Souled into the plate (no save, aaaNR to resist, Hold Life doesn't cut it).
Level 18: Your Plate has 1ε (script-E) action. 1ε, spend a soul on the Plate: You get +1X action. 1ε, spend a brain on the Plate: Reset.
Level 27: Your Plate has 1 IQEε (script-IQE) action. It also has this ability now: 1ε: Scoop up a group of brains or souls off the floor.
Level 36: 3 IISlowOppC', 1bbbD, 1 Mouth's ξ (script-X), 13 Research Points, Capital F Fold 1 being that counts as an Ultra Familiar and a Mount and an Animal Companion, Pixelate Capital P Plenty of Souls or Packages (on Plates) within sight: Get one randomly chosen x5 ICL=13 Intermediate God0 power per round until you reach 13 powers. After the 13th round, the first power on the list is removed, and a new power is added to the end of the list (so you "cycle" between powers). You can "freeze" this process when you like your selection.

[Other]


Yuan-Ti / Snake Worshiper

Level KXP Priest
123 456 78
1 3.3 (owe) 0-- --- --
2 5.25 00- --- --
3 7.2 000 --- --
4 11.1 000 0-- --
5 20.2 000 00- --
6 39.05 000 000 --
7 74.8 000 000 0-
8 146.3 100 000 0-
9 295.8 110 000 0-
10 588.3 111 000 0-
11 880.8 111 100 0-
12 1173.3 111 110 0-
13 1465.8 111 111 0-
14 1758.3 111 111 1-
15 2050.8 221 111 1-
16 2343.3 222 211 1-
17 2635.8 222 222 1-
18 2928.3 222 222 2-
19 3220.8 333 222 2-
20 3513.3 333 333 2-
21 3805.8 333 333 3h
22 4098.3 444 433 3g
23 4390.8 444 444 4f
24 4683.3 555 554 4e
25 4975.8 555 555 5d
26 5268.3 666 666 5c
27 5560.8 666 666 6b
28 5853.3 777 777 7a
29 6145.8 888 888 80
30 6438.3 999 999 91
31 6730.8 AAA AAA A2
32 7023.3 BBB BBB B3
33 7315.8 CCC CCC C4
34 7608.3 DDD DDD D5
35 7900.8 EEE EEE E6
36 8193.3 FFF FFF F7
TH Saves
PD RS PP BW Sp Fo Re Wi
+1  8  4  5  2  3  0  0  2
+2  8  4  6  3  4  0  0  3
+3  9  5  6  3  4  0  1  3
+4  9  5  6  4  4  1  1  4
+5 10  6  7  4  5  1  1  4
+6 10  6  7  5  5  2  2  5
+7 11  7  8  5  6  2  2  5
+8 11  7  9  6  6  2  2  6
+9 12  7  9  6  7  3  3  6
+10 12  8  9  6  7  3  3  7
+11 13  8 10  7  8  4  3  7
+12 13  9 10  7  8  4  4  8
+13 13  9 10  7  8  4  4  8
+14 14  9 11  8  9  5  4  9
+15 14 10 11  8  9  5  5  9
+16 14 10 11  9  9  6  5 10
+17 15 11 12  9 10  6  5 10
+18 15 11 12 10 11  6  6 11
Requisites: Con 12, Wis 15
Alignment: LN, LE, NE, or CE
HD/level: & +d9
Weapon Prof.: 4+level/2
To Hit Table: Mon
Save Table: Pri
Reference: DM
Groups: Priest, Monster
 
Gets Wis or Con bonus to spells.
Gets Exc Con bonus.
Level 1: Immune Poison and Charm.
Level 1: Infravision and Infrared Sight (Heat Vision).
Level 1: Detect Lie cont.
Level 1: Your bite is poisonous; it deals an extra LVL*5 poison dmg. Alternatively, you can make the poison deadly (they get a save vs. poison).
Level 1: 0, 1/r, gaze: Charm Person or Reptile (Will save)
Level 1: +1 additional Specialty Priest (GGL) pick.
Level 1: +1 tail.
Level 1: 10F, 1/reset: Brew 10 doses of a random potion of DL=LVL/2 (round up). The DM will determine what it is.
 
New Spells:
Poison Spittle N (one for each SL=N): Breathe poison: one group, dmg=(current hp)/(9-N), no save
Reptile Summoning N (one for each SL=N): Summons a DL=N+1 Reptile.
Sticks to Snakes N (one for each SL=N): Reptile Swarm Summoning for CL*(9-N)/3 reptiles of DL=N-1.

[Other]


Slayer (Mini-Class)

Level KXP Normal Effect Total
1 1 1 species enemy (1)
2 2 1 species enemy (2)
3 4 1 species enemy (3)
4 8 1 species enemy (4)
5 16 1 species enemy (5)
6 32 1 species enemy (6)
7 64 1 species enemy (7)
8 100 1 species enemy (8)
9 150 1 species enemy (9)
10 200 1 species enemy (10)
11 250 1 species enemy (11)
12 300 1 species enemy (12)
13 350 1 species enemy (13)
14 400 1 species enemy (14)
15 450 1 species enemy (15)
16 500 1 species enemy (16)
17 550 1 species enemy (17)
18 600 1 species enemy (18)
19 650 1 species enemy (19)
20 700 1 species enemy (20)
21 750 1 species enemy (21)
22 800 1 species enemy (22)
23 850 1 species enemy (23)
24 900 1 species enemy (24)
25 950 1 species enemy (25)
26 1000 1 species enemy (26)
27 1050 1 species enemy (27)
28 1100 1 species enemy (28)
29 1150 1 species enemy (29)
30 1200 1 species enemy (30)
31 1250 1 species enemy (31)
32 1300 1 species enemy (32)
33 1350 1 species enemy (33)
34 1400 1 species enemy (34)
35 1450 1 species enemy (35)
36 1500 1 species enemy (36)
Alternate Effect Alt Total
1 species resistance (1)
1 species resistance (2)
1 species resistance (3)
1 species resistance (4)
1 species resistance (5)
1 species resistance (6)
1 species resistance (7)
1 species resistance (8)
1 species resistance (9)
1 species resistance (10)
1 species resistance (11)
1 species resistance (12)
1 species resistance (13)
1 species resistance (14)
1 species resistance (15)
1 species resistance (16)
1 species resistance (17)
1 species resistance (18)
1 species resistance (19)
1 species resistance (20)
1 species resistance (21)
1 species resistance (22)
1 species resistance (23)
1 species resistance (24)
1 species resistance (25)
1 species resistance (26)
1 species resistance (27)
1 species resistance (28)
1 species resistance (29)
1 species resistance (30)
1 species resistance (31)
1 species resistance (32)
1 species resistance (33)
1 species resistance (34)
1 species resistance (35)
1 species resistance (36)
Normal: Each level, choose a species enemy (see list below). You get +4 TH and x+1 dmg vs. that enemy. You may pick the same species more than once.
Choices: Alien, Alternate Reality creatures, Animal, Arctic, Avian, Beholder, Cloud, Cold-Using, Concordant group, Creatures of 1 alignment, Creatures of 1 plane, Cthulhoid Horror, Dragon, Eelemental, Elemental, Faerie, Far Realm, Fire-Using, Giant, Giant-Class, Golem, Group of Classes, Hound, Humanoid, Immortal, Inner Planar, Insect, Leech, Lycanthrope, Magic-Using, Mind Flayer World, Mutant, Nightmare Dimension, NPC, Ooze, Other Timeline/Multiverse, Outer, Plant, Psionic, Rakshasa World, Regenerating, Reptile, Size Class (choose one), Space, Spirit of the Land, Tarrasque World, Technological, Undead, Unlive, Virus, Water, Weird, Wurm.
Alternate: Each level, choose a species resistance (see list above). You resist all attacks or special effects (choose one) from that species. You may take the same species multiple times; to resist both attacks and effects; and/or to get double resist, then immune. It would take 6 picks to become completely immune to all of a species' attacks and special effects.

[Other]


Spell Robe (Mini-Class)

Level KXP Normal Effect Total
1 1 1 spell gets -1 SL (1)
2 2 1 spell gets -1 SL (2)
3 4 1 spell gets -1 SL (3)
4 8 1 spell gets -1 SL (4)
5 16 1 spell gets -1 SL (5)
6 32 1 spell gets -1 SL (6)
7 64 1 spell gets -1 SL (7)
8 128 1 spell gets -1 SL (8)
9 200 1 spell gets -1 SL (9)
10 300 1 spell gets -1 SL (10)
11 400 1 spell gets -1 SL (11)
12 500 1 spell gets -1 SL (12)
13 600 1 spell gets -1 SL (13)
14 700 1 spell gets -1 SL (14)
15 800 1 spell gets -1 SL (15)
16 900 1 spell gets -1 SL (16)
17 1000 1 spell gets -1 SL (17)
18 1100 1 spell gets -1 SL (18)
19 1200 1 spell gets -1 SL (19)
20 1300 1 spell gets -1 SL (20)
21 1400 1 spell gets -1 SL (21)
22 1500 1 spell gets -1 SL (22)
23 1600 1 spell gets -1 SL (23)
24 1700 1 spell gets -1 SL (24)
25 1800 1 spell gets -1 SL (25)
26 1900 1 spell gets -1 SL (26)
27 2000 1 spell gets -1 SL (27)
28 2100 1 spell gets -1 SL (28)
29 2200 1 spell gets -1 SL (29)
30 2300 1 spell gets -1 SL (30)
31 2400 1 spell gets -1 SL (31)
32 2500 1 spell gets -1 SL (32)
33 2600 1 spell gets -1 SL (33)
34 2700 1 spell gets -1 SL (34)
35 2800 1 spell gets -1 SL (35)
36 2900 1 spell gets -1 SL (36)
Alternate Effect Alt Total
1 psi power gets -1 SL (1)
1 psi power gets -1 SL (2)
1 psi power gets -1 SL (3)
1 psi power gets -1 SL (4)
1 psi power gets -1 SL (5)
1 psi power gets -1 SL (6)
1 psi power gets -1 SL (7)
1 psi power gets -1 SL (8)
1 psi power gets -1 SL (9)
1 psi power gets -1 SL (10)
1 psi power gets -1 SL (11)
1 psi power gets -1 SL (12)
1 psi power gets -1 SL (13)
1 psi power gets -1 SL (14)
1 psi power gets -1 SL (15)
1 psi power gets -1 SL (16)
1 psi power gets -1 SL (17)
1 psi power gets -1 SL (18)
1 psi power gets -1 SL (19)
1 psi power gets -1 SL (20)
1 psi power gets -1 SL (21)
1 psi power gets -1 SL (22)
1 psi power gets -1 SL (23)
1 psi power gets -1 SL (24)
1 psi power gets -1 SL (25)
1 psi power gets -1 SL (26)
1 psi power gets -1 SL (27)
1 psi power gets -1 SL (28)
1 psi power gets -1 SL (29)
1 psi power gets -1 SL (30)
1 psi power gets -1 SL (31)
1 psi power gets -1 SL (32)
1 psi power gets -1 SL (33)
1 psi power gets -1 SL (34)
1 psi power gets -1 SL (35)
1 psi power gets -1 SL (36)
Normal: Each level, choose a spell by name. That spell is 1 SL lower for you. You cannot pick the same spell more than once.
Alternate: Each level, choose a psi power by name. That power is 1 SL lower for you. You cannot pick the same power more than once. This doesn't work properly for Minor/Major/Grand/Super frequencies; in a partial exception to the "multi-pick" rule, you may use 3 picks to lower one psi power by 1 category (3 SLs).

[Other]


Stat Requirements (Mini-Class)

Level KXP Normal Effect Total
1 0.5 -3 to stat requirements (-3)
2 1 -3 to stat requirements (-6)
3 2 -3 to stat requirements (-9)
4 4 -3 to stat requirements (-12)
5 8 -3 to stat requirements (-15)
6 16 -3 to stat requirements (-18)
7 32 -3 to stat requirements (-21)
8 64 -3 to stat requirements (-24)
9 100 -3 to stat requirements (-27)
10 150 -3 to stat requirements (-30)
11 200 -3 to stat requirements (-33)
12 250 -3 to stat requirements (-36)
13 300 -3 to stat requirements (-39)
14 350 -3 to stat requirements (-42)
15 400 -3 to stat requirements (-45)
16 450 -3 to stat requirements (-48)
17 500 -3 to stat requirements (-51)
18 550 -3 to stat requirements (-54)
19 600 -3 to stat requirements (-57)
20 650 -3 to stat requirements (-60)
21 700 -3 to stat requirements (-63)
22 750 -3 to stat requirements (-66)
23 800 -3 to stat requirements (-69)
24 850 -3 to stat requirements (-72)
25 900 -3 to stat requirements (-75)
26 950 -3 to stat requirements (-78)
27 1000 -3 to stat requirements (-81)
28 1050 -3 to stat requirements (-84)
29 1100 -3 to stat requirements (-87)
30 1150 -3 to stat requirements (-90)
31 1200 -3 to stat requirements (-93)
32 1250 -3 to stat requirements (-96)
33 1300 -3 to stat requirements (-99)
34 1350 -3 to stat requirements (-102)
35 1400 -3 to stat requirements (-105)
36 1450 -3 to stat requirements (-108)
Alternate Effect Alt Total
-1 to HNCL, Luck (-1)
-1 to HNCL, Luck (-2)
-1 to HNCL, Luck (-3)
-1 to HNCL, Luck (-4)
-1 to HNCL, Luck (-5)
-1 to HNCL, Luck (-6)
-1 to HNCL, Luck (-7)
-1 to HNCL, Luck (-8)
-1 to HNCL, Luck (-9)
-1 to HNCL, Luck (-10)
-1 to HNCL, Luck (-11)
-1 to HNCL, Luck (-12)
-1 to HNCL, Luck (-13)
-1 to HNCL, Luck (-14)
-1 to HNCL, Luck (-15)
-1 to HNCL, Luck (-16)
-1 to HNCL, Luck (-17)
-1 to HNCL, Luck (-18)
-1 to HNCL, Luck (-19)
-1 to HNCL, Luck (-20)
-1 to HNCL, Luck (-21)
-1 to HNCL, Luck (-22)
-1 to HNCL, Luck (-23)
-1 to HNCL, Luck (-24)
-1 to HNCL, Luck (-25)
-1 to HNCL, Luck (-26)
-1 to HNCL, Luck (-27)
-1 to HNCL, Luck (-28)
-1 to HNCL, Luck (-29)
-1 to HNCL, Luck (-30)
-1 to HNCL, Luck (-31)
-1 to HNCL, Luck (-32)
-1 to HNCL, Luck (-33)
-1 to HNCL, Luck (-34)
-1 to HNCL, Luck (-35)
-1 to HNCL, Luck (-36)
Normal: Each level, reduce Stat requirements (standard six plus Cml allowed) among your classes by 3. This lets you "owe" less, and makes it easier to add a class you don't have. This version works on x2 and x3 classes.
Alternate: Each level, reduce HNCL or Luck requirement by 1. For 3 picks you can set one half of an alignment restriction to "any" (e.g. LG could become "any L"). For 5 picks you can reduce the number of class slots a class takes by 1 (minimum 1). This version does not work on x2 (or higher) classes, so this is not a route to get a Concordant class early.

[Other]


Warrior/Rogue Spell Progression (Mini-Class)

Level KXP Normal Effect War/Rog
123 456
1 0.8 CL=(1 or HNCL); know 1 school 1-- ---
2 1.6 CL=(2 or HNCL); know 2 schools 2-- ---
3 3.2 CL=(3 or HNCL); know 3 schools 21- ---
4 6.4 CL=(4 or HNCL); know 4 schools 32- ---
5 12.8 CL=(5 or HNCL); know 5 schools 421 ---
6 25.6 CL=(6 or HNCL); know 6 schools 422 ---
7 51.2 CL=(7 or HNCL); know 7 schools 432 1--
8 102.4 CL=(8 or HNCL); know 8 schools 433 2--
9 160 CL=(9 or HNCL); know 9 schools 433 21-
10 240 CL=(10 or HNCL); know 10 schools 443 22-
11 320 CL=(11 or HNCL); know 11 schools 444 33-
12 400 CL=(12 or HNCL); know 12 schools 444 441
13 480 CL=(13 or HNCL); know 13 schools 555 442
14 560 CL=(14 or HNCL); know 14 schools 555 443
15 640 CL=(15 or HNCL); know 15 schools 555 544
16 720 CL=(16 or HNCL); know 16 schools 555 555
17 800 CL=(17 or HNCL); know 17 schools 665 555
18 880 CL=(18 or HNCL); know 18 schools 666 655
19 960 CL=(19 or HNCL); know 19 schools 666 666
20 1040 CL=(20 or HNCL); know 20 schools 776 666
21 1120 CL=(21 or HNCL); know 21 schools 777 766
22 1200 CL=(22 or HNCL); know 22 schools 777 777
23 1280 CL=(23 or HNCL); know 23 schools 887 777
24 1360 CL=(24 or HNCL); know 24 schools 888 877
25 1440 CL=(25 or HNCL); know 25 schools 888 888
26 1520 CL=(26 or HNCL); know 26 schools 998 888
27 1600 CL=(27 or HNCL); know 27 schools 999 988
28 1680 CL=(28 or HNCL); know 28 schools 999 999
29 1760 CL=(29 or HNCL); know 29 schools AA9 999
30 1840 CL=(30 or HNCL); know 30 schools AAA A99
31 1920 CL=(31 or HNCL); know 31 schools AAA AAA
32 2000 CL=(32 or HNCL); know 32 schools BBA AAA
33 2080 CL=(33 or HNCL); know 33 schools BBB BAA
34 2160 CL=(34 or HNCL); know 34 schools BBB BBB
35 2240 CL=(35 or HNCL); know 35 schools CCB BBB
36 2320 CL=(36 or HNCL); know 36 schools CCC CBB
Alternate
123 456 7
1-- --- -
-1- --- -
-2- --- -
1-1 --- -
2-2 --- -
21- 1-- -
22- 2-- -
221 -1- -
322 -2- -
322 1-1 -
332 2-2 -
332 21- 1
333 22- 2
433 321 2
443 332 2
444 333 3
444 433 3
444 443 3
444 444 3
444 444 4
544 444 4
554 444 4
555 444 4
555 544 4
555 554 4
555 555 4
555 555 5
655 555 5
665 555 5
666 555 5
666 655 5
666 665 5
666 666 5
666 666 6
766 666 6
776 666 6
This class can cast both Warrior and Rogue spells. You pick one school per level.

[Other]


Wear Locations / Limbs (Mini-Class)

Level KXP Normal Effect Total
1 3 +1 wear location (+1)
2 6 +1 wear location (+2)
3 12 +1 wear location (+3)
4 24 +1 wear location (+4)
5 48 +1 wear location (+5)
6 96 +1 wear location (+6)
7 192 +1 wear location (+7)
8 384 +1 wear location (+8)
9 600 +1 wear location (+9)
10 900 +1 wear location (+10)
11 1200 +1 wear location (+11)
12 1500 +1 wear location (+12)
13 1800 +1 wear location (+13)
14 2100 +1 wear location (+14)
15 2400 +1 wear location (+15)
16 2700 +1 wear location (+16)
17 3000 +1 wear location (+17)
18 3300 +1 wear location (+18)
19 3600 +1 wear location (+19)
20 3900 +1 wear location (+20)
21 4200 +1 wear location (+21)
22 4500 +1 wear location (+22)
23 4800 +1 wear location (+23)
24 5100 +1 wear location (+24)
25 5400 +1 wear location (+25)
26 5700 +1 wear location (+26)
27 6000 +1 wear location (+27)
28 6300 +1 wear location (+28)
29 6600 +1 wear location (+29)
30 6900 +1 wear location (+30)
31 7200 +1 wear location (+31)
32 7500 +1 wear location (+32)
33 7800 +1 wear location (+33)
34 8100 +1 wear location (+34)
35 8400 +1 wear location (+35)
36 8700 +1 wear location (+36)
Alternate Effect Alt Total
+1 tentacle (+1)
+1 tentacle (+2)
+1 tentacle (+3)
+1 tentacle (+4)
+1 tentacle (+5)
+1 tentacle (+6)
+1 tentacle (+7)
+1 tentacle (+8)
+1 tentacle (+9)
+1 tentacle (+10)
+1 tentacle (+11)
+1 tentacle (+12)
+1 tentacle (+13)
+1 tentacle (+14)
+1 tentacle (+15)
+1 tentacle (+16)
+1 tentacle (+17)
+1 tentacle (+18)
+1 tentacle (+19)
+1 tentacle (+20)
+1 tentacle (+21)
+1 tentacle (+22)
+1 tentacle (+23)
+1 tentacle (+24)
+1 tentacle (+25)
+1 tentacle (+26)
+1 tentacle (+27)
+1 tentacle (+28)
+1 tentacle (+29)
+1 tentacle (+30)
+1 tentacle (+31)
+1 tentacle (+32)
+1 tentacle (+33)
+1 tentacle (+34)
+1 tentacle (+35)
+1 tentacle (+36)
Normal (Wear Locations): You can wear an extra of the same item type per level (for example, you could wear 2 helmets instead of 1 at level 1).
These locations cost 1 each: Belt, Boots, Buckler, Finger (Ring), Gauntlets, Girdle, Gloves, Helmet/Hat/Beanie, Ioun Stone
These locations cost 2 each: Face/Mask, Glasses/Goggles, Shield
These locations cost 4 each: Body Armor, Weapon (for weapons keep track of Str requirements!)
Alternate (Limbs): Each level you get 1 tentacle. You may trade them in for another type:
These limbs cost 1 tentacle: Antenna, Hand (splitting the Str with another hand in same arm), Horn (1d2 dmg), Leg (with a Foot), Tail (1d2 dmg)
These limbs cost 2 tentacles: Arm (with a Hand), Brain (immune Brain Drawn Forth unless lose all of them), Eye, Heart
These limbs cost 4 tentacles: Head, Torso
All the extra limbs from this class are in the same "group" of limbs. You may start a new group by losing a tentacle.

Name:                                                                          
Campaign date:                                                                          
Armor Class:                                       Alignment:                                      
Hit Points:                                       gold:                                      
 
( Req. )
(           )
(           )
(           )
(           )
(           )
(           )
(           )
(           )
  Base Race Racial
Adjectives
Trading Level Items Total
Str                                                                                                  
Dex                                                                                                  
Con                                                                                                  
Int                                                                                                  
Wis                                                                                                  
Chr                                                                                                  
(Cml)                                                                                                  
(Luck)                                                                                                  
Effects Adj.
Total
                           
                           
                           
                           
                           
                           
                           
                           
Overwrite
(set stat)
             
             
             
             
             
             
             
             
Bonus
type
Bonus
                           
                           
                           
                           
                           
                           
                           
                           
Raw XP:                                   XP Multiplier: x             XP Divisor: ÷             Net XP:                                  
Class #1:                                         Level:             XP:             XP/next:             ML:             CL:             Wpn Prof.:             hp:            
Class #2:                                         Level:             XP:             XP/next:             ML:             CL:             Wpn Prof.:             hp:            
Class #3:                                         Level:             XP:             XP/next:             ML:             CL:             Wpn Prof.:             hp:            
Class #4:                                         Level:             XP:             XP/next:             ML:             CL:             Wpn Prof.:             hp:            
Class #5:                                         Level:             XP:             XP/next:             ML:             CL:             Wpn Prof.:             hp:            
Class #6:                                         Level:             XP:             XP/next:             ML:             CL:             Wpn Prof.:             hp:            
Class #7:                                         Level:             XP:             XP/next:             ML:             CL:             Wpn Prof.:             hp:            
Class #8:                                         Level:             XP:             XP/next:             ML:             CL:             Wpn Prof.:             hp:            
Class Adjectives: hp subtotal:            
  hp from race:            
Base Race and Abilities:
                                                                                                           
                                                                                                           
                                                                                                           
                                                                                                           
                                                                                                           
Racial Adjectives and Abilities:
                                                                                                           
                                                                                                           
                                                                                                           
                                                                                                           
                                                                                                           
                                                                                                           
                                                                                                           
Class / Miscellaneous Abilities:
                                                                                                           
                                                                                                           
                                                                                                           
                                                                                                           
                                                                                                           
                                                                                                           
                                                                                                           
                                                                                                           
                                                                                                           
                                                                                                           
                                                                                                           
                                                                                                           
                                                                                                           
Saving Throws (saves): Class Items Other Total
Paralyzation, Poison, Death                                                        
Rod, Staff, Wand                                                        
Petrification, Polymorph                                                        
Breath Weapon                                                        
Spell                                                        
Fortitude                                                        
Reflex                                                        
Willpower                                                        
Progressions: Min   Maj   Gra   Sup
Class: 1 2 3 4 5 6 7 8 9 10 11
                                                                                                   
                                                                                                   
                                                                                                   
                                                                                                   
                                                                                                   
                                                                                                   
                                                                                                   
                                                                                                   
                                                                                                   
                                                                                                   

Name:                                                                                                                                                  
Campaign date:                                                                                                                                                  
Armor Class (AC):
10 (base AC) 10
Race              
Armor              
Shields              
Dex              
Class abilities              
Martial arts              
Misc. items              
Spell effects              
Psi effects              
Total AC:              
 
Actions
V              
P              
M              
S              
F              
X              
A              
B              
C              
QV              
QP              
QM              
QQV              
QQP              
QQM              
                     
 
BlahR's
CR              
DR              
ER              
IR              
MR              
NR              
PR              
RR              
SR              
TechR              
WR              
XR              
                     
Weapon #1:
Item (what is it):
 
 
Number of Attacks:          
 
 
Weapon #1:
To Hit bonus (TH or AB):
Race              
Base (class)              
Class abilities              
Str              
Dex              
2 (if unarmed)              
Specialization              
Weapon mastery              
Weapon plusses              
Misc. items              
Off-hand penalty              
Spell effects              
Psi effects              
Total TH              
 
Weapon #1:
Damage bonus (dmg):
Race              
Base (class)              
Class abilities              
Str              
Specialization              
Weapon mastery              
Weapon plusses              
Misc. items              
Off-hand penalty              
Spell effects              
Psi effects              
Total dmg bonus              
Weapon base dmg              
Average dmg              
(Backstab mult.) (x         )
(Avg Backstab) (           )
Weapon #2:
Item (what is it):
 
 
Number of Attacks:          
 
 
Weapon #2:
To Hit bonus (TH or AB):
Race              
Base (class)              
Class abilities              
Str              
Dex              
2 (if unarmed)              
Specialization              
Weapon mastery              
Weapon plusses              
Misc. items              
Off-hand penalty              
Spell effects              
Psi effects              
Total TH              
 
Weapon #2:
Damage bonus (dmg):
Race              
Base (class)              
Class abilities              
Str              
Specialization              
Weapon mastery              
Weapon plusses              
Misc. items              
Off-hand penalty              
Spell effects              
Psi effects              
Total dmg bonus              
Weapon base dmg              
Average dmg              
(Backstab mult.) (x         )
(Avg Backstab) (           )
Weapon #3:
Item (what is it):
 
 
Number of Attacks:          
 
 
Weapon #3:
To Hit bonus (TH or AB):
Race              
Base (class)              
Class abilities              
Str              
Dex              
2 (if unarmed)              
Specialization              
Weapon mastery              
Weapon plusses              
Misc. items              
Off-hand penalty              
Spell effects              
Psi effects              
Total TH              
 
Weapon #3:
Damage bonus (dmg):
Race              
Base (class)              
Class abilities              
Str              
Specialization              
Weapon mastery              
Weapon plusses              
Misc. items              
Off-hand penalty              
Spell effects              
Psi effects              
Total dmg bonus              
Weapon base dmg              
Average dmg              
(Backstab mult.) (x         )
(Avg Backstab) (           )

Name:                                                                                                                                                  
Campaign date:                                                                                                                                                  
Weapon Proficiencies Total =                   Slots
                                   
                                   
                                   
                                   
                                   
                                   
                                   
                                   
                                   
                                   
                                   
                                   
Nonweapon Prof. Total =                   Slots
                                   
                                   
                                   
                                   
                                   
                                   
                                   
                                   
                                   
                                   
                                   
                                   
Kits Total =                   Slots
                                   
                                   
                                   
                                   
                                   
                                   
                                   
Feats Total =                   Slots
                                   
                                   
                                   
                                   
                                   
                                   
                                   
Equipment
                                                                                                                                               
                                                                                                                                               
                                                                                                                                               
                                                                                                                                               
                                                                                                                                               
                                                                                                                                               
                                                                                                                                               
                                                                                                                                               
                                                                                                                                               
                                                                                                                                               
                                                                                                                                               
                                                                                                                                               
                                                                                                                                               
                                                                                                                                               
                                                                                                                                               
                                                                                                                                               
                                                                                                                                               
                                                                                                                                               
                                                                                                                                               
                                                                                                                                               
                                                                                                                                               
                                                                                                                                               
                                                                                                                                               
                                                                                                                                               
                                                                                                                                               
                                                                                                                                               
                                                                                                                                               
                                                                                                                                               
                                                                                                                                               
                                                                                                                                               
                                                                                                                                               
                                                                                                                                               
                                                                                                                                               
                                                                                                                                               
                                                                                                                                               
                                                                                                                                               
                                                                                                                                               
                                                                                                                                               
                                                                                                                                               
                                                                                                                                               
                                                                                                                                               

[P1] How to create a Player Character


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

[P2] Ability Scores


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


Score
Normal
Bonus
Exc.
Bonus
Barb.
Bonus
Bonus Spells
123 456 789 ABC D
0 -5 -12 -28 --- --- --- --- -
2 -4 -10 -24 --- --- --- --- -
4 -3 -8 -20 --- --- --- --- -
6 -2 -6 -16 --- --- --- --- -
8 -1 -4 -12 --- --- --- --- -
10 0 -2 -8 --- --- --- --- -
12 +1 0 -4 1-- --- --- --- -
14 +2 +2 0 11- --- --- --- -
16 +3 +4 +4 111 --- --- --- -
18 +4 +6 +8 111 1-- --- --- -
20 +5 +8 +12 211 11- --- --- -
22 +6 +10 +16 221 111 --- --- -
24 +7 +12 +20 222 111 1-- --- -
26 +8 +14 +24 222 211 11- --- -
28 +9 +16 +28 322 221 111 --- -
30 +10 +18 +32 332 222 111 --- -
32 +11 +20 +36 333 222 211 --- -
34 +12 +22 +40 333 322 221 --- -
36 +13 +24 +44 433 332 222 1-- -
38 +14 +26 +48 443 333 222 1-- -
40 +15 +28 +52 444 333 322 1-- -
42 +16 +30 +56 444 433 332 1-- -
44 +17 +32 +60 544 443 333 1-- -
46 +18 +34 +64 554 444 333 1-- -
48 +19 +36 +68 555 444 433 1-- -
50 +20 +38 +72 555 544 443 11- -
52 +21 +40 +76 655 554 444 11- -
54 +22 +42 +80 665 555 444 21- -
56 +23 +44 +84 666 555 544 21- -
58 +24 +46 +88 666 655 554 21- -
60 +25 +48 +92 766 665 555 21- -
62 +26 +50 +96 776 666 555 21- -
64 +27 +52 +100 777 666 655 21- -
66 +28 +54 +104 777 766 665 21- -
68 +29 +56 +108 877 776 666 221 -
70 +30 +58 +112 887 777 666 221 -
72 +31 +60 +116 888 777 766 321 -
74 +32 +62 +120 888 877 776 321 -
76 +33 +64 +124 988 887 777 321 -
78 +34 +66 +128 998 888 777 321 -
80 +35 +68 +132 999 888 877 321 -
82 +36 +70 +136 999 988 887 321 -
84 +37 +72 +140 A99 998 888 321 -
86 +38 +74 +144 AA9 998 888 332 -
88 +39 +76 +148 AAA 999 988 332 -
90 +40 +78 +152 AAA A99 998 432 1
92 +41 +80 +156 BAA AA9 999 432 1
94 +42 +82 +160 BBA AAA 999 432 1
96 +43 +84 +164 BBB AAA A99 432 1
98 +44 +86 +168 BBB BAA AA9 432 1
100 +45 +88 +172 CBB BBA AAA 432 1
Strength/Efficiency:
To hit for melee weapons & unarmed.
Max Light Load = 2*((bonus+5)^2)
Strength/Muscle:
Damage for melee weapons & unarmed.
Max Press = (bonus+5)^3
Dexterity/Coordination:
To hit for missile weapons & unarmed.
Dexterity/Balance: (also Dexterity/Reflex)
Armor Class.
Reflex saving throws.
Constitution/Fitness:
Hit points per HD.
Constitution/Health: (also Constitution/Fortitude)
Fortitude saving throws.
Regeneration rate = (bonus-4)/r.
Intelligence/Knowledge:
Nonweapon Proficiencies.
Max Spell Level for Wizards (SL=bonus+5)
Intelligence/Reason:
Illusion spell immunity (SL=bonus-4)
Bonus spells for progressions that get Int bonus.
Wisdom/Intuition:
Charm spell immunity (SL=bonus-4)
Bonus spells for progressions that get Wis bonus.
Wisdom/Willpower:
Necromancy spell immunity (SL=bonus-4)
Will Saving throws.
Max Spell Level for Priests (SL=bonus+3)
Charisma/Presence:
Comeliness adjustment.
Bonus spells for progressions that get Chr bonus.
Charisma/Leadership:
Maximum henchmen (based on 4), Loyalty adj.
Luck pts per reset (0: spend bonus pt as +- 1 on roll)
Comeliness:
Reaction adjustment.
Stats beyond 100:
See [P2.2]

[P2] Ability Scores


[P2.2] Ability Scores [above 100]


Score
Normal
Bonus
Exc.
Bonus
Barb.
Bonus

Bonus Spells
125 +57 +113 +222 15 1st ... one 14th
150 +70 +138 +272 18 1st ... one 15th
175 +82 +163 +322 21 1st ... one 15th
200 +95 +188 +372 24 1st ... one 16th
225 +107 +213 +422 27 1st ... one 17th
250 +120 +238 +472 30 1st ... one 17th
275 +132 +263 +522 33 1st ... one 18th
300 +145 +288 +572 37 1st ... one 18th
325 +157 +313 +622 40 1st ... one 19th
350 +170 +338 +672 43 1st ... one 19th
375 +182 +363 +722 46 1st ... one 20th
400 +195 +388 +772 49 1st ... one 20th
425 +207 +413 +822 52 1st ... one 21st
450 +220 +438 +872 55 1st ... one 21st
475 +232 +463 +922 58 1st ... one 22nd
500 +245 +488 +972 62 1st ... one 22nd
525 +257 +513 +1022 65 1st ... one 22nd
550 +270 +538 +1072 68 1st ... one 23rd
575 +282 +563 +1122 71 1st ... one 23rd
600 +295 +588 +1172 74 1st ... one 24th
625 +307 +613 +1222 77 1st ... one 24th
650 +320 +638 +1272 80 1st ... one 24th
675 +332 +663 +1322 83 1st ... one 25th
700 +345 +688 +1372 87 1st ... one 25th
725 +357 +713 +1422 90 1st ... one 25th
750 +370 +738 +1472 93 1st ... one 26th
775 +382 +763 +1522 96 1st ... one 26th
800 +395 +788 +1572 99 1st ... one 26th
825 +407 +813 +1622 102 1st ... one 27th
850 +420 +838 +1672 105 1st ... one 27th
875 +432 +863 +1722 108 1st ... one 27th
900 +445 +888 +1772 112 1st ... one 28th
925 +457 +913 +1822 115 1st ... one 28th
950 +470 +938 +1872 118 1st ... one 28th
975 +482 +963 +1922 121 1st ... one 28th
1000 +495 +988 +1972 124 1st ... one 29th
1100 +545 +1088 +2172 137 1st ... one 30th
1200 +595 +1188 +2372 149 1st ... one 31st
1300 +645 +1288 +2572 162 1st ... one 32nd
1400 +695 +1388 +2772 174 1st ... one 33rd
1500 +745 +1488 +2972 187 1st ... one 34th
1600 +795 +1588 +3172 199 1st ... one 35th
1700 +845 +1688 +3372 212 1st ... one 36th
1800 +895 +1788 +3572 224 1st ... one 36th
1900 +945 +1888 +3772 237 1st ... one 37th
2000 +995 +1988 +3972 249 1st ... one 38th
2100 +1045 +2088 +4172 262 1st ... one 39th
2200 +1095 +2188 +4372 274 1st ... one 40th
2300 +1145 +2288 +4572 287 1st ... one 40th
2400 +1195 +2388 +4772 299 1st ... one 41st
2500 +1245 +2488 +4972 312 1st ... one 42nd
2600 +1295 +2588 +5172 324 1st ... one 42nd
2700 +1345 +2688 +5372 337 1st ... one 43rd
2800 +1395 +2788 +5572 349 1st ... one 44th
2900 +1445 +2888 +5772 362 1st ... one 44th
3000 +1495 +2988 +5972 374 1st ... one 45th
3100 +1545 +3088 +6172 387 1st ... one 46th
3200 +1595 +3188 +6372 399 1st ... one 46th
3300 +1645 +3288 +6572 412 1st ... one 47th
3400 +1695 +3388 +6772 424 1st ... one 48th
3500 +1745 +3488 +6972 437 1st ... one 48th
3600 +1795 +3588 +7172 449 1st ... one 49th
3700 +1845 +3688 +7372 462 1st ... one 49th
3800 +1895 +3788 +7572 474 1st ... one 50th
3900 +1945 +3888 +7772 487 1st ... one 51st
4000 +1995 +3988 +7972 499 1st ... one 51st
4100 +2045 +4088 +8172 512 1st ... one 52nd
4200 +2095 +4188 +8372 524 1st ... one 52nd
4300 +2145 +4288 +8572 537 1st ... one 53rd
4400 +2195 +4388 +8772 549 1st ... one 53rd
4500 +2245 +4488 +8972 562 1st ... one 54th
4600 +2295 +4588 +9172 574 1st ... one 54th
4700 +2345 +4688 +9372 587 1st ... one 55th
4800 +2395 +4788 +9572 599 1st ... one 55th
4900 +2445 +4888 +9772 612 1st ... one 56th
5000 +2495 +4988 +9972 624 1st ... one 56th
5100 +2545 +5088 +10172 637 1st ... one 57th
5200 +2595 +5188 +10372 649 1st ... one 57th
5300 +2645 +5288 +10572 662 1st ... one 58th
5400 +2695 +5388 +10772 674 1st ... one 58th
5500 +2745 +5488 +10972 687 1st ... one 59th
5600 +2795 +5588 +11172 699 1st ... one 59th
5700 +2845 +5688 +11372 712 1st ... one 60th
5800 +2895 +5788 +11572 724 1st ... one 60th
5900 +2945 +5888 +11772 737 1st ... one 61st
6000 +2995 +5988 +11972 749 1st ... one 61st
6100 +3045 +6088 +12172 762 1st ... one 62nd
6200 +3095 +6188 +12372 774 1st ... one 62nd
6300 +3145 +6288 +12572 787 1st ... one 63rd
6400 +3195 +6388 +12772 799 1st ... one 63rd
6500 +3245 +6488 +12972 812 1st ... one 63rd
6600 +3295 +6588 +13172 824 1st ... one 64th
6700 +3345 +6688 +13372 837 1st ... one 64th
6800 +3395 +6788 +13572 849 1st ... one 65th
6900 +3445 +6888 +13772 862 1st ... one 65th
7000 +3495 +6988 +13972 874 1st ... one 66th
7100 +3545 +7088 +14172 887 1st ... one 66th
7200 +3595 +7188 +14372 899 1st ... one 66th
7300 +3645 +7288 +14572 912 1st ... one 67th
7400 +3695 +7388 +14772 924 1st ... one 67th
7500 +3745 +7488 +14972 937 1st ... one 68th
7600 +3795 +7588 +15172 949 1st ... one 68th
7700 +3845 +7688 +15372 962 1st ... one 68th
7800 +3895 +7788 +15572 974 1st ... one 69th
7900 +3945 +7888 +15772 987 1st ... one 69th
8000 +3995 +7988 +15972 999 1st ... one 70th
8100 +4045 +8088 +16172 1012 1st ... one 70th
8200 +4095 +8188 +16372 1024 1st ... one 70th
8300 +4145 +8288 +16572 1037 1st ... one 71st
8400 +4195 +8388 +16772 1049 1st ... one 71st
8500 +4245 +8488 +16972 1062 1st ... one 72nd
8600 +4295 +8588 +17172 1074 1st ... one 72nd
8700 +4345 +8688 +17372 1087 1st ... one 72nd
8800 +4395 +8788 +17572 1099 1st ... one 73rd
8900 +4445 +8888 +17772 1112 1st ... one 73rd
9000 +4495 +8988 +17972 1124 1st ... one 74th
9100 +4545 +9088 +18172 1137 1st ... one 74th
9200 +4595 +9188 +18372 1149 1st ... one 74th
9300 +4645 +9288 +18572 1162 1st ... one 75th
9400 +4695 +9388 +18772 1174 1st ... one 75th
9500 +4745 +9488 +18972 1187 1st ... one 75th
9600 +4795 +9588 +19172 1199 1st ... one 76th
9700 +4845 +9688 +19372 1212 1st ... one 76th
9800 +4895 +9788 +19572 1224 1st ... one 76th
9900 +4945 +9888 +19772 1237 1st ... one 77th
10000 +4995 +9988 +19972 1249 1st ... one 77th
20000 +9995 +19988 +39972 2499 1st ... one 106th
30000 +14995 +29988 +59972 3749 1st ... one 129th
40000 +19995 +39988 +79972 4999 1st ... one 148th
50000 +24995 +49988 +99972 6249 1st ... one 165th
60000 +29995 +59988 +119972 7499 1st ... one 180th
70000 +34995 +69988 +139972 8749 1st ... one 194th
80000 +39995 +79988 +159972 9999 1st ... one 206th
90000 +44995 +89988 +179972 11249 1st ... one 219th
100000 +49995 +99988 +199972 12499 1st ... one 230th
200000 +99995 +199988 +399972 24999 1st ... one 323rd
300000 +149995 +299988 +599972 37499 1st ... one 394th
400000 +199995 +399988 +799972 49999 1st ... one 454th
500000 +249995 +499988 +999972 62499 1st ... one 506th
600000 +299995 +599988 +1199972 74999 1st ... one 554th
700000 +349995 +699988 +1399972 87499 1st ... one 598th
800000 +399995 +799988 +1599972 99999 1st ... one 639th
900000 +449995 +899988 +1799972 112499 1st ... one 677th
1000000 +499995 +999988 +1999972 124999 1st ... one 714th

Stats beyond 100:
Mod. = +(stat-10)/2
bonus 1st = (stat-4)/8
highest bonus SL = sqrt((stat-18)/2)+7
Stat you need to get a bonus spell of SL = 2*SL*SL - 28*SL + 116
 
Bonus spells 1-9 = (stat-SL*2-2)/8, round down
Bonus spells 10+ = (stat-(SL-7)^2*2)/18, round down
Barbarian Bonuses:
0: Normal = (Stat-10)/2
1: Exc = (Stat-12)
1½: Intermediate = (Stat-13)*3/2 (This one is rare)
2: Barb = (Stat-14)*2
3: Extra Barb = (Stat-16)*5/2
4: Super Barb = (Stat-18)*3
5: Mega Barb = (Stat-20)*7/2
6: Ultra Barb = (Stat-22)*4
7: Ancillary Barb = (Stat-24)*9/2
8: Massive Barb = (Stat-26)*5
9: Giga Barb = (Stat-28)*11/2
10: Extreme Barb = (Stat-30)*6
11: Tera Barb = (Stat-32)*13/2
12: Utmost Barb = (Stat-34)*7
13: Excessive Barb = (Stat-36)*15/2
14: Exorbitant Barb = (Stat-38)*8
15: Outlandish Barb = (Stat-40)*17/2
16: Ultimate Barb = (Stat-42)*9
17: Inordinate Barb = (Stat-44)*19/2
18: Uber Barb = (Stat-46)*10
N: N-ary Barb = (Stat-N*2-10)*(N/2+1)

[P2] Ability Scores


[P2.6] Going to 0 in an ability score:

Str: Always roll a natural 1 "to hit" when attacking. Cannot carry any object over 1 pound weight.
Dex: Cannot make any saving throws that are physical in nature. Base movement rate of 0.
Con: Maximum hit points degenerate at 1 hp per round. Does not benefit from any healing spells.
Int: Become an NPC immediately. Alignment becomes "Nil". Lose all XP and proficiencies.
Wis: Cannot make any saving throws that are mental in nature. Cannot cast spells or use psionics.
Chr: All creatures (friendly or not) may give you a Command or Suggestion as 1M action.
Cml: You're damn ugly. You will induce Horror (Will save) on sight to any intelligent creature with less than 1 hit die.
Luck: No special effects (most x0 and x1 creatures have a Luck score of 0).

[P2] Ability Scores


[P2.8] Ability Score Table [Collective 1.0] (Optional)

(Old System: This table is no longer used.)
 
Ability
Score
Norm
Bonus
Exc
Bonus
Super
Bonus
0 -10 -10 -10
1 -7 -6 -5
2 -5 -4 -4
3 -4 -3 -3
4 -3 -2 -2
5 -2 -1 -1
6 -2 -1 0
7 -1 0 0
8 -1 0 0
9 0 0 0
10 0 0 0
11 0 0 0
12 0 0 0
13 0 +1 +1
14 0 +1 +2
15 +1 +2 +3
16 +1 +2 +4
17 +2 +3 +5
18 +2 +4 +6
19 +3 +5 +7
20 +4 +6 +8
21 +5 +7 +9
22 +6 +8 +10
23 +7 +9 +11
24 +8 +10 +12
25 +9 +11 +13
26 +10 +12 +14
27 +11 +13 +15
28 +12 +14 +16
29 +13 +15 +17
30 +14 +16 +18
31 +15 +17 +19
32 +16 +18 +20
33 +17 +19 +21
34 +18 +20 +22
35 +19 +21 +23
36 +20 +22 +24
37 +21 +23 +25
38 +22 +24 +26
39 +23 +25 +27
40 +24 +26 +28
41 +25 +27 +29
42 +26 +28 +30
43 +27 +29 +31
44 +28 +30 +32
45 +29 +31 +33
46 +30 +32 +34
47 +31 +33 +35
48 +32 +34 +36
49 +33 +35 +37
50 +34 +36 +38
Applies to:
Strength/Efficiency: To hit for melee weapons & unarmed.
Weight Allowance (0 = 50 lbs; multiply by [bonus+1])
Strength/Muscle: Damage for melee weapons & unarmed.
Max Press (0 = 100 lbs; multiply by [bonus+1])
Dexterity/Coordination: To hit for missile weapons & unarmed.
P/V actions: Spend +4 to get a V, +8 to get a P.
Dexterity/Balance: Armor Class.
Saving throws vs. area effects.
Constitution/Fitness: Hit points per HD.
Constitution/Health: Saving throws vs. PPD.
Regeneration rate = (bonus-4)/r.
Intelligence/Knowledge: Nonweapon Prof (don't use table, use Kn+Lvl)
Max Spell Level for Wizards (SL=bonus+5)
Intelligence/Reason: Illusion spell immunity (SL=bonus-4)
Chance to learn spell (50+bonus*5 %)
Wisdom/Intuition: Charm spell immunity (SL=bonus-4)
Bonus spells SL 1-4 Priests (spend 3*bonus in SLs, max=bonus)
Wisdom/Willpower: Necromancy spell immunity (based on SL -4)
Saving throws vs. mental attacks.
Bonus SL 5-8 Priests (3*bonus in SLs, decreasing)
Charisma/Presence: Comeliness adjustment.
Reaction adjustment.
Charisma/Leadership: Maximum henchmen (based on 4), Loyalty adj.
Luck pts per reset (0: spend bonus pt as +- 1 on roll)
Normal Bonus: What everyone normally gets.
Exceptional Bonus: All the ability scores which are requisites for your class.
You can buy any exceptional bonus for 2 proficiencies.
Super Bonus: A few classes give these for free ("Barbarian" bonus).
You can buy super bonus for any requisite for 4 prof.
You cannot buy a super bonus if not a requisite.
 
You cannot buy more bonuses than your experience level divided by 4, round up.
Re+Wis
+Pr
#M
Actions
# Psi
freq.
0-2 0 0
3-9 0.25 0
10-14 0.5 0
15-24 1 0
25-39 1 1
40-43 1 2
44-49 1.5 2
50-59 2 2
60-69 2 3
70-74 2.5 3
75-84 3 3
85-94 3 4
95-99 3.5 4
100-109 4 4
110-119 4 5
120-124 4.5 5
125-134 5 5
135-144 5 6
145-149 5.5 6
150-159 6 6
160-169 6 7
170-174 6.5 7
175-184 7 7
185-194 7 8
195-199 7.5 8
200-209 8 8
210-219 8 9
220-224 8.5 9
225-234 9 9
235-244 9 10
245-249 9.5 10
250+ 10 10

[P2] Ability Scores


[P2.1-W] Simplified Wisdom Bonus [Collective 1.0] (Optional)

(Old System: This table is no longer used.)
 
Norm
Stat
Exc
Stat
Super
Stat
Stat
Bonus
MSL=1
1
MSL=2
12
MSL=3
123
MSL=4
123 4
MSL=5
123 45
MSL=6
123 456
MSL=7
123 456 7
MSL=8
123 456 78
0-14 0-12 0-12 +0 - -- --- --- - --- -- --- --- --- --- - --- --- --
15-16 13-14 13 +1 1 11 --1 --1 - --1 -- --1 --- --1 --- - --1 --- --
17-18 15-16 14 +2 2 22 --2 -1- 1 -1- 11 -1- 11- -1- 11- - -1- 11- --
19 17 15 +3 3 33 --3 1-- 2 1-- 21 1-- 21- 1-- 21- - 1-- 21- --
20 18 16 +4 4 44 --4 --- 3 --- 32 --- 311 --- 311 - --- 311 --
21 19 17 +5 5 55 --5 --1 3 --1 33 --1 311 --1 311 - --1 311 --
22 20 18 +6 6 66 --6 -1- 4 -1- 43 -1- 421 -1- 411 1 -1- 411 1-
23 21 19 +7 7 77 --7 1-- 5 1-- 54 1-- 531 1-- 511 1 1-- 511 1-
24 22 20 +8 8 88 --8 --- 6 --- 64 --- 622 --- 621 1 --- 621 1-
25 23 21 +9 9 99 --9 --1 6 --1 65 --1 632 --1 621 1 --1 611 11
26 24 22 +10 A AA --A -1- 7 -1- 76 -1- 732 -1- 722 1 -1- 711 11
27 25 23 +11 B BB --B 1-- 8 1-- 86 1-- 833 1-- 822 1 1-- 821 11
28 26 24 +12 C CC --C --- 9 --- 97 --- 933 --- 922 2 --- 921 11
29 27 25 +13 D DD --D --1 9 --1 97 --1 943 --1 922 2 --1 922 11
30 28 26 +14 E EE --E -1- A -1- A8 -1- A43 -1- A32 2 -1- A32 11
31 29 27 +15 F FF --F 1-- B 1-- B9 1-- B44 1-- B32 2 1-- B22 21
32 30 28 +16 G GG --G --- C --- C9 --- C44 --- C33 2 --- C22 21
33 31 29 +17 H HH --H --1 C --1 CA --1 C54 --1 C33 2 --1 C32 21
34 32 30 +18 I II --I -1- D -1- DA -1- D64 -1- D33 3 -1- D22 22
35 33 31 +19 J JJ --J 1-- E 1-- EB 1-- E55 1-- E33 3 1-- E32 22
36 34 32 +20 K KK --K --- F --- FC --- F65 --- F43 3 --- F32 22
37 35 33 +21 L LL --L --1 F --1 FC --1 F65 --1 F43 3 --1 F33 22
38 36 34 +22 M MM --M -1- G -1- GD -1- G66 -1- G44 3 -1- G33 22
39 37 35 +23 N NN --N 1-- H 1-- HD 1-- H66 1-- H44 3 1-- H43 22
40 38 36 +24 O OO --O --- I --- IE --- I76 --- I44 4 --- I33 32
41 39 37 +25 P PP --P --1 I --1 IF --1 I76 --1 I44 4 --1 I43 32
42 40 38 +26 Q QQ --Q -1- J -1- JF -1- J77 -1- J54 4 -1- J33 33
43 41 39 +27 R RR --R 1-- K 1-- KG 1-- K77 1-- K54 4 1-- K33 33
44 42 40 +28 S SS --S --- L --- LG --- L87 --- L55 4 --- L43 33
45 43 41 +29 T TT --T --1 L --1 LH --1 L97 --1 L55 4 --1 L43 33
46 44 42 +30 U UU --U -1- M -1- MI -1- M88 -1- M55 5 -1- M44 33
47 45 43 +31 V VV --V 1-- N 1-- NI 1-- N98 1-- N55 5 1-- N44 33
48 46 44 +32 W WW --W --- O --- OJ --- O98 --- O65 5 --- O44 43
49 47 45 +33 X XX --X --1 O --1 OJ --1 O99 --1 O65 5 --1 O44 43
50 48 46 +34 Y YY --Y -1- P -1- PK -1- P99 -1- P66 5 -1- P54 43
51 49 47 +35 Z ZZ --Z 1-- Q 1-- QL 1-- QA3 1-- Q66 5 1-- Q44 44
52 50 48 +36 [ [[ --[ --- R --- RL --- RA3 --- R66 6 --- R44 44
53 51 49 +37 \ \\ --\ --1 R --1 RM --1 RAA --1 R66 6 --1 R54 44
54 52 50 +38 ] ]] --] -1- S -1- SM -1- SAA -1- S76 6 -1- S64 44
Special Code Values:
Letter: Value:
A 10
B 11
C 12
D 13
E 14
F 15
G 16
H 17
I 18
J 19
K 20
L 21
M 22
N 23
O 24
P 25
Q 26
R 27
S 28
T 29
U 30
V 31
W 32
X 33
Y 34
Z 35
[ 36
\ 37
] 38
^ 39
 
Letter: Value:
a -1
b -2
c -3
d -4
e -5
f -6
g -7
h -8
i -9

[P2] Ability Scores


[P2.1-W2] Simplified Wisdom Bonus [High Stats] (Optional)

This shows how many bonus spells of each SL from SL 5 and up you have. Your stat is on the left side, and your MSL (Max Spell Level) is across the top. This is for bonus SL 5+ only. Bonus SL 1-4 are done using previous table, you have many if your stat > 50.
Example: A character with a Super Stat of 75 with Max SL = 12 would have 2 bonus spells of each SL from 5-12.
 
Super
Stat
8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36
20 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
25 1 1 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
30 2 1 1 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
35 2 1 1 1 1 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
40 3 2 1 1 1 1 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
45 3 2 2 1 1 1 1 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
50 4 3 2 2 1 1 1 1 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
55 4 3 2 2 1 1 1 1 1 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
60 5 4 3 2 2 1 1 1 1 1 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
65 6 4 3 2 2 1 1 1 1 1 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
70 6 4 3 3 2 2 1 1 1 1 1 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
75 7 5 4 3 2 2 1 1 1 1 1 1 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
80 7 5 4 3 3 2 2 1 1 1 1 1 1 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
85 8 6 4 3 3 2 2 1 1 1 1 1 1 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
90 9 6 5 4 3 2 2 2 1 1 1 1 1 1 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
95 9 7 5 4 3 3 2 2 1 1 1 1 1 1 1 0 0 0 0 0 0 0 0 0 0 0 0 0 0
100 10 7 5 4 3 3 2 2 2 1 1 1 1 1 1 0 0 0 0 0 0 0 0 0 0 0 0 0 0
125 13 9 7 6 4 4 3 3 2 2 2 1 1 1 1 1 1 1 0 0 0 0 0 0 0 0 0 0 0
150 15 11 9 7 6 5 4 3 3 2 2 2 2 1 1 1 1 1 1 1 1 0 0 0 0 0 0 0 0
175 18 13 10 8 7 6 5 4 3 3 3 2 2 2 2 1 1 1 1 1 1 1 1 1 0 0 0 0 0
200 21 16 12 10 8 6 5 5 4 3 3 3 2 2 2 2 1 1 1 1 1 1 1 1 1 1 0 0 0
225 24 18 14 11 9 7 6 5 5 4 3 3 3 2 2 2 2 2 1 1 1 1 1 1 1 1 1 1 0
250 27 20 15 12 10 8 7 6 5 4 4 3 3 3 2 2 2 2 2 1 1 1 1 1 1 1 1 1 1
275 30 22 17 14 11 9 8 7 6 5 4 4 3 3 3 2 2 2 2 2 1 1 1 1 1 1 1 1 1
300 33 24 19 15 12 10 9 7 6 6 5 4 4 3 3 3 2 2 2 2 2 2 1 1 1 1 1 1 1
325 36 26 20 16 13 11 9 8 7 6 5 5 4 4 3 3 3 2 2 2 2 2 2 1 1 1 1 1 1
350 39 28 22 18 14 12 10 9 8 7 6 5 5 4 4 3 3 3 2 2 2 2 2 2 1 1 1 1 1
375 41 31 24 19 16 13 11 9 8 7 6 6 5 4 4 4 3 3 3 2 2 2 2 2 2 1 1 1 1
400 44 33 25 20 17 14 12 10 9 8 7 6 5 5 4 4 4 3 3 3 2 2 2 2 2 2 1 1 1
425 47 35 27 22 18 15 13 11 9 8 7 6 6 5 5 4 4 3 3 3 3 2 2 2 2 2 2 1 1
450 50 37 29 23 19 16 13 11 10 9 8 7 6 5 5 4 4 4 3 3 3 3 2 2 2 2 2 2 2
475 53 39 30 24 20 17 14 12 11 9 8 7 6 6 5 5 4 4 4 3 3 3 3 2 2 2 2 2 2
500 56 41 32 26 21 18 15 13 11 10 9 8 7 6 6 5 5 4 4 3 3 3 3 3 2 2 2 2 2
525 59 43 34 27 22 19 16 13 12 10 9 8 7 6 6 5 5 4 4 4 3 3 3 3 2 2 2 2 2
550 62 46 35 28 23 19 16 14 12 11 10 8 8 7 6 6 5 5 4 4 4 3 3 3 3 2 2 2 2
575 64 48 37 30 24 20 17 15 13 11 10 9 8 7 6 6 5 5 4 4 4 3 3 3 3 3 2 2 2
600 67 50 39 31 25 21 18 16 14 12 10 9 8 7 7 6 6 5 5 4 4 4 3 3 3 3 3 2 2
625 70 52 40 32 27 22 19 16 14 12 11 10 9 8 7 6 6 5 5 4 4 4 4 3 3 3 3 2 2
650 73 54 42 34 28 23 20 17 15 13 11 10 9 8 7 7 6 6 5 5 4 4 4 3 3 3 3 3 2
675 76 56 44 35 29 24 20 18 15 13 12 11 9 9 8 7 6 6 5 5 5 4 4 4 3 3 3 3 3
700 79 58 45 36 30 25 21 18 16 14 12 11 10 9 8 7 7 6 6 5 5 4 4 4 3 3 3 3 3
725 82 61 47 38 31 26 22 19 16 14 13 11 10 9 8 8 7 6 6 5 5 5 4 4 4 3 3 3 3
750 85 63 49 39 32 27 23 20 17 15 13 12 11 10 9 8 7 7 6 6 5 5 4 4 4 4 3 3 3
775 88 65 50 40 33 28 24 20 18 16 14 12 11 10 9 8 7 7 6 6 5 5 5 4 4 4 3 3 3
800 90 67 52 42 34 29 24 21 18 16 14 13 11 10 9 8 8 7 6 6 5 5 5 4 4 4 4 3 3
825 93 69 54 43 35 30 25 22 19 17 15 13 12 11 10 9 8 7 7 6 6 5 5 5 4 4 4 3 3
850 96 71 55 44 36 31 26 22 19 17 15 13 12 11 10 9 8 7 7 6 6 5 5 5 4 4 4 4 3
875 99 73 57 46 38 31 27 23 20 18 16 14 12 11 10 9 8 8 7 7 6 6 5 5 4 4 4 4 3
900 102 76 59 47 39 32 28 24 21 18 16 14 13 12 10 10 9 8 7 7 6 6 5 5 5 4 4 4 4
925 105 78 60 48 40 33 28 24 21 19 17 15 13 12 11 10 9 8 8 7 6 6 6 5 5 4 4 4 4
950 108 80 62 50 41 34 29 25 22 19 17 15 14 12 11 10 9 8 8 7 7 6 6 5 5 5 4 4 4
975 111 82 64 51 42 35 30 26 22 20 17 16 14 13 11 10 9 9 8 7 7 6 6 5 5 5 4 4 4
1000 114 84 65 52 43 36 31 26 23 20 18 16 14 13 12 11 10 9 8 8 7 6 6 6 5 5 5 4 4

[P2] Ability Scores


[P2.9] Ability Scores [Collective 0.x] (optional rule)

(Old System: This table is no longer used.)
 
  STRENGTH
EFFICENCY
STRENGTH
MUSCLE

Score
nExc
TH
Exc
TH
Bar
TH
Wt
All.
nExc
dmg
Exc
dmg
Bar
dmg
Max
Press
0 -10 -10 -14 0 -8 -8 -28 0
1 -5 -5 -13 5 -6 -4 -26 10
2 -4 -3 -12 10 -4 -2 -24 20
3 -3 -2 -11 15 -2 -1 -22 30
4 -2 -1 -10 20 -1 -1 -20 40
5 -1 -1 -9 25 -1 0 -18 50
6 -1 0 -8 30 0 0 -16 60
7 -1 0 -7 35 0 0 -14 70
8 0 0 -6 40 0 0 -12 80
9 0 0 -5 45 0 0 -10 90
10 0 0 -4 50 0 0 -8 100
11 0 0 -3 60 0 +1 -6 120
12 0 +1 -2 70 0 +1 -4 140
13 0 +1 -1 80 0 +2 -2 160
14 0 +1 0 90 +1 +3 0 180
15 +1 +2 +1 100 +1 +3 +2 200
16 +1 +2 +2 120 +2 +4 +4 240
17 +1 +2 +3 140 +3 +5 +6 280
18 +2 +3 +4 160 +4 +6 +8 320
19 +2 +3 +5 180 +5 +7 +10 360
20 +2 +3 +6 200 +6 +8 +12 400
21 +3 +4 +7 250 +7 +9 +14 500
22 +3 +4 +8 375 +8 +10 +16 750
23 +4 +5 +9 500 +9 +11 +18 1K
24 +5 +6 +10 750 +10 +12 +20 1.5K
25 +6 +7 +11 1K +12 +14 +22 2K
26 +7 +8 +12 1.5K +14 +16 +24 3K
27 +8 +9 +13 2K +16 +18 +26 4K
28 +9 +10 +14 2.5K +18 +20 +28 5K
29 +10 +11 +15 3K +20 +22 +30 6K
30 +11 +12 +16 3.5K +22 +24 +32 7K
31 +12 +13 +17 4K +24 +26 +34 8K
32 +13 +14 +18 4.5K +26 +28 +36 9K
33 +14 +15 +19 5K +28 +30 +38 10K
34 +15 +16 +20 5.5K +30 +32 +40 20K
35 +16 +17 +21 6K +32 +34 +42 30K
36 +17 +18 +22 6.5K +34 +36 +44 40K
37 +18 +19 +23 7K +36 +38 +46 50K
38 +19 +20 +24 7.5K +38 +40 +48 60K
39 +20 +21 +25 8K +40 +42 +50 70K
40 +21 +22 +26 8.5K +42 +44 +52 80K
41 +22 +23 +27 9K +43 +45 +54 90K
42 +23 +24 +28 9.5K +44 +46 +56 100K
43 +24 +25 +29 10K +45 +47 +58 200K
44 +25 +26 +30 15K +46 +48 +60 300K
45 +26 +27 +31 20K +47 +49 +62 400K
46 +27 +28 +32 25K +48 +50 +64 500K
47 +28 +29 +33 30K +49 +51 +66 600K
48 +29 +30 +34 35K +50 +52 +68 700K
49 +30 +31 +35 40K +51 +53 +70 800K
50 +31 +32 +36 45K +52 +54 +72 900K
DEXTERITY
COORDINATION
DEXTERITY
BALANCE
nExc
TH
Exc
TH
P/V
Act
nExc
AC
Exc
AC
Bar
AC
Area
Save
-10 -10 0/0 +10 +10 +28 -5
-7 -7 0/1 +8 +8 +26 -4
-5 -5 1/0 +6 +6 +24 -4
-3 -3 1/1 +4 +4 +22 -3
-2 -2 1/1 +3 +3 +20 -2
-1 -1 1/1 +2 +2 +18 -2
0 0 1/1 +1 +1 +16 -1
0 0 1/1 0 0 +14 -1
0 0 1/1 0 0 +12 -1
0 0 1/1 0 0 +10 0
0 0 1/1 0 0 +8 0
0 +1 1/1 0 0 +6 0
0 +1 1/1 0 0 +4 0
0 +2 1/1 0 -1 +2 +1
0 +2 1/1 0 -2 0 +1
+1 +2 1/1 -1 -3 -2 +1
+1 +3 1/1 -2 -4 -4 +2
+2 +3 1/1 -3 -5 -6 +2
+2 +4 1/1 -4 -6 -8 +3
+3 +5 1/1 -4 -7 -10 +4
+3 +6 1/2 -5 -8 -12 +4
+4 +7 1/2 -5 -8 -14 +5
+4 +8 2/1 -6 -9 -16 +6
+4 +9 2/1 -6 -9 -18 +6
+5 +10 2/1 -6 -10 -20 +7
+5 +11 2/2 -7 -11 -22 +8
+6 +12 2/2 -8 -12 -24 +9
+7 +13 2/2 -9 -13 -26 +10
+8 +14 2/2 -10 -14 -28 +10
+9 +15 2/3 -11 -15 -30 +11
+10 +16 2/3 -12 -16 -32 +12
+11 +17 3/2 -13 -17 -34 +12
+12 +18 3/2 -14 -18 -36 +13
+13 +19 3/2 -15 -19 -38 +14
+14 +20 3/3 -16 -20 -40 +14
+15 +21 3/3 -17 -21 -42 +15
+16 +22 3/3 -18 -22 -44 +16
+17 +23 3/3 -19 -23 -46 +16
+18 +24 3/4 -20 -24 -48 +17
+19 +25 3/4 -21 -25 -50 +18
+20 +26 4/3 -22 -26 -52 +18
+21 +27 4/3 -23 -27 -54 +19
+22 +28 4/3 -24 -28 -56 +20
+23 +29 4/4 -25 -29 -58 +20
+24 +30 4/4 -26 -30 -60 +21
+25 +31 4/4 -27 -31 -62 +22
+26 +32 4/4 -28 -32 -64 +22
+27 +33 4/5 -29 -33 -66 +23
+28 +34 4/5 -30 -34 -68 +24
+29 +35 5/4 -31 -35 -70 +24
+30 +36 5/4 -32 -36 -72 +25
CONSTITUTION
FITNESS
CONSTITUTION
HEALTH
nExc
hpD
Exc
hpD
Bar
hpD
PPD
Save
Regen
Rate
SS
RS
-4 -4 -28 -10 -1/t 0%
-3 -3 -26 -6 -1/h 10%
-2 -2 -24 -3 -1/d 20%
-2 -1 -22 -2 -1/2d 30%
-1 -1 -20 -1 -1/3d 40%
-1 0 -18 0 -2/w 45%
-1 0 -16 0 -1/w 50%
0 0 -14 0 Nil 55%
0 0 -12 0 Nil 60%
0 0 -10 0 Nil 65%
0 0 -8 0 Nil 70%
0 0 -6 0 Nil 75%
0 0 -4 0 Nil 80%
0 +1 -2 0 +1/w 85%
0 +1 0 0 +2/w 86%
+1 +1 +2 0 +1/3d 87%
+2 +2 +4 0 +1/2d 88%
+2 +3 +6 0 +1/d 89%
+2 +4 +8 0 +2/d 90%
+2 +5 +10 +1 +3/d 91%
+2 +5 +12 +1 +1/h 92%
+2 +6 +14 +2 +1/t 93%
+2 +6 +16 +2 +1/m 94%
+2 +6 +18 +3 +1/3r 95%
+2 +7 +20 +3 +1/2r 96%
+2 +7 +22 +4 +1/r 97%
+3 +8 +24 +5 +2/r 98%
+4 +9 +26 +6 +3/r 99%
+5 +10 +28 +7 +4/r 99%
+6 +11 +30 +8 +5/r 99%
+7 +12 +32 +9 +6/r 100%
+8 +13 +34 +10 +7/r 101%
+9 +14 +36 +11 +8/r 102%
+10 +15 +38 +12 +9/r 103%
+11 +16 +40 +13 +1/s 104%
+12 +17 +42 +14 +2/s 105%
+13 +18 +44 +15 +3/s 106%
+14 +19 +46 +16 +4/s 107%
+15 +20 +48 +17 +5/s 108%
+16 +21 +50 +18 +6/s 109%
+17 +22 +52 +19 +7/s 110%
+18 +23 +54 +20 +8/s 111%
+19 +24 +56 +21 +9/s 112%
+20 +25 +58 +22 +10/s 113%
+21 +26 +60 +23 +11/s 114%
+22 +27 +62 +24 +12/s 115%
+23 +28 +64 +25 +13/s 116%
+24 +29 +66 +26 +14/s 117%
+25 +30 +68 +27 +15/s 118%
+26 +31 +70 +28 +16/s 119%
+27 +32 +72 +29 +17/s 120%
STRENGTH: EFFICIENCY (Ef)
nEx TH = Non-Exceptional THAC0 adjustment
Exc TH = Exceptional THAC0 adjustment
Wt All. = Weight Allowance (lbs.)
STRENGTH: MUSCLE (Mu)
nEx dmg = Non-Exceptional Damage adjustment
Exc dmg = Exceptional Damage adjustment
Max Pr. = Maximum Press (lbs.)
DEXTERITY: COORDINATION (Co)
nEx TH = Non-Exceptional THAC0 adjustment (missile)
Exc TH = Exceptional THAC0 adjustment (missile)
P/V Act = Number of Physical/Movement Actions
offchart: 52=5/5, 56=5/6, 58=6/5, 61=6/6, 65=6/7, 67=7/6, 70=7/7, 74=7/8,
  76=8/7, 79=8/8, 83=8/9, 85=9/8, 88=9/9, 92=9/10, 94=10/9, 97=10/10 (max)
DEXTERITY: BALANCE (Ba)
nEx AC = Non-Exceptional AC adjustment
Exc AC = Exceptional AC adjustment
Area Save = Saving Throw bonus vs. Area Effects
CONSTITUTION: FITNESS (Fi)
nEx hpD = Non-Exceptional Hit Point adjustment (per Hit Die)
Exc hpD = Exceptional Hit Point adjustment (per Hit Die)
CONSTITUTION: HEALTH (He)
PPD Sav = Saving bonus vs. Paralyzation, Poison, Death Magic
Regen Rate = (w=week,d=day,h=hour,t=turn,m=minute,r=round)

[P2] Ability Scores


[P2.9] Ability Scores [Collective 0.x] (optional rule) (continued)

(Old System: This table is no longer used.)
 
  INTELLIGENCE
KNOWLEDGE
INTELLIGENCE
REASON

Score
NW
Prof
Sp
Lvl
Ill
Imm
Lrn
Sp
Cha
Imm
0 0 Nil 12 0 18
1 1 0th 4 5 1
2 2 1st 0 10 Nil
3 3 1st Nil 15 Nil
4 4 2nd Nil 20 Nil
5 5 2nd Nil 25 Nil
6 6 3rd Nil 30 Nil
7 7 3rd Nil 35 Nil
8 8 4th Nil 40 Nil
9 9 4th Nil 45 Nil
10 10 5th Nil 50 Nil
11 11 5th Nil 55 Nil
12 12 6th Nil 60 Nil
13 13 6th Nil 65 Nil
14 14 7th Nil 70 Nil
15 15 7th Nil 75 Nil
16 16 8th Nil 80 Nil
17 17 8th Nil 85 Nil
18 18 9th 0 90 0
19 19 9th 1 92 1
20 20 9th 2 94 2
21 21 9th 3 96 3
22 22 9th 4 97 4
23 23 9th 5 98 5
24 24 9th 6 99 6
25 25 10th 7 100 7
26 26 10th 7 101 8
27 27 10th 7 102 9
28 28 10th 7 103 9
29 29 10th 7 104 9
30 30 10th 7 105 9
31 31 10th 7 106 9
32 32 10th 8 107 9
33 33 10th 8 108 9
34 34 10th 8 109 9
35 35 10th 8 110 9
36 36 11th 8 111 10
37 37 11th 8 112 10
38 38 11th 8 113 10
39 39 11th 8 114 10
40 40 11th 9 115 10
41 41 11th 9 116 10
42 42 11th 9 117 10
43 43 11th 9 118 10
44 44 11th 9 119 10
45 45 11th 9 120 10
46 46 11th 9 121 11
47 47 11th 9 122 11
48 48 11th 9 123 11
49 49 12th 10 124 11
50 50 12th 10 125 11
WISDOM
INTUITION
WISDOM
WILLPOWER
Bonus
1234
Bonus
5678
M
Sav
Nec
Adj
95%F ---- -10 18
80%F ---- -6 Nil
65%F ---- -4 Nil
50%F ---- -3 Nil
40%F ---- -2 Nil
30%F ---- -1 Nil
20%F ---- -1 Nil
10%F ---- -1 Nil
5%F ---- 0 Nil
---- ---- 0 Nil
---- ---- 0 Nil
---- ---- 0 Nil
---- ---- 0 Nil
1--- ---- 0 Nil
2--- ---- 0 Nil
21-- ---- +1 Nil
22-- ---- +2 Nil
221- ---- +3 Nil
2211 ---- +4 Nil
3221 ---- +4 0
3322 ---- +4 1
3332 1--- +4 1
3333 2--- +4 2
3333 31-- +4 3
3333 33-- +4 4
3333 332- +4 5
3333 333- +5 6
4433 333- +6 7
4444 333- +7 8
4444 443- +8 9
4444 444- +9 9
5544 444- +10 9
5555 444- +11 9
5555 554- +12 9
5555 555- +13 9
6655 555- +14 9
6666 555- +15 9
6666 665- +16 9
6666 666- +17 10
7766 666- +18 10
7777 6661 +19 10
7777 7761 +20 10
7777 7771 +21 10
8877 7772 +22 10
8888 7772 +23 10
8888 8872 +24 10
8888 8883 +25 10
9988 8883 +26 10
9999 8883 +27 11
9999 9984 +28 11
9999 9994 +29 11
CHARISMA
PRESENCE
CHARISMA
LEADERSHIP
Cml
Adj
Rct
Adj
Max
Hen
Loy
Adj
Luck
pts/d
Destiny
XP Adj.
-6 -10 0 -10 -10 -10%
-5 -8 0 -8 -5 -8%
-4 -6 1 -7 -4 -7%
-3 -5 1 -6 -3 -6%
-2 -4 1 -5 -2 -5%
-2 -3 2 -4 -2 -4%
-1 -2 2 -3 -1 -3%
-1 -1 3 -2 -1 -2%
-1 0 3 -1 -1 -1%
0 0 4 0 0 0%
0 0 4 0 0 0%
0 0 4 0 0 0%
0 0 5 0 0 0%
+1 1 5 0 1 +1%
+1 2 6 +1 1 +2%
+1 3 7 +3 1 +3%
+2 5 8 +4 2 +4%
+2 6 10 +6 2 +5%
+3 8 15 +8 3 +6%
+4 9 20 +10 4 +7%
+5 10 25 +12 5 +8%
+6 11 30 +14 6 +9%
+7 12 35 +16 7 +10%
+8 13 40 +18 8 +11%
+9 14 45 +20 9 +12%
+10 15 50 +20 10 +13%
+11 16 60 +21 11 +14%
+12 17 70 +22 12 +15%
+13 18 80 +23 13 +16%
+14 19 90 +24 14 +17%
+15 20 100 +25 15 +18%
+16 21 110 +26 16 +19%
+17 22 120 +27 17 +20%
+18 23 130 +28 18 +21%
+19 24 140 +29 19 +22%
+20 25 150 +30 20 +23%
+21 26 160 +31 21 +24%
+22 27 170 +32 22 +25%
+23 28 180 +33 23 +26%
+24 29 190 +34 24 +27%
+25 30 200 +35 25 +28%
+26 31 210 +36 26 +29%
+27 32 220 +37 27 +30%
+28 33 230 +38 28 +31%
+29 34 240 +39 29 +32%
+30 35 250 +40 30 +33%
+31 36 260 +41 31 +34%
+32 37 270 +42 32 +35%
+33 38 280 +43 33 +36%
+34 39 290 +44 34 +37%
+35 40 300 +45 35 +38%
COMELINESS
APPEARANCE
COMELINESS
STREETWISE
Awe/Horror
SL

Sav

HD
 
6 -3 4 E
3 0 2 E
1 +3 1 E
Nil Nil 0 E
Nil Nil 0 E
Nil Nil 0 E
Nil Nil 0 E
Nil Nil 0 E
Nil Nil 0 E
Nil Nil 0 E
Nil Nil 0 E
Nil Nil 0 E
Nil Nil 0 E
Nil Nil 0 E
Nil Nil 0 E
Nil Nil 0 E
Nil Nil 0 E
0 +8 1 E
1 +6 2 E
1 +4 3 E
2 +2 4 E
2 +1 5 E
3 0 6 E
3 -1 7  
4 -2 8  
4 -3 9  
5 -4 10  
5 -5 11  
6 -6 12  
6 -7 13  
7 -8 14  
7 -9 15  
8 -10 16  
8 -11 17  
9 -12 18  
9 -13 19  
9 -14 20  
9 -15 21  
10 -16 22  
10 -17 23  
10 -18 24  
10 -19 25  
10 -20 26  
10 -21 27  
10 -22 28  
10 -23 29  
11 -24 30  
11 -25 31  
11 -26 32  
11 -27 33  
11 -28 34  
INTELLIGENCE: KNOWLEDGE (Kn)
Base NWP = Base # of Non-Weapon Proficiencies
Sp Lvl = Maximum Spell Level that can be cast
INTELLIGENCE: REASON (Re)
Ill Imm = Immune to this level Illusion spells
Lrn Sp = Chance to Learn a new spell
WISDOM: INTUITION (In)
Cha Imm = Immune to this level Charm spells
Bonus 1234 = (Priest) Bonus level 1/2/3/4 spells
WISDOM: WILLPOWER (Wi)
Bonus 5678 = (Priest) Bonus level 5/6/7/8 spells
Ment Save = Saving Throw bonus vs. Mental spells
Nec Imm = Immune to this level Necromancy spells
CHARISMA: PRESENCE (Pr)
Cml Adj = Adjustment to Comeliness score
Rct Adj = Modifier to NPC Reaction Roll
CHARISMA: LEADERSHIP (Le)
Max Hen = Maximum number of Henchmen
Loy Adj = Modifier to NPC Loyalty Roll
Awe/Horror SL = Spell Level of Awe/Horror Aura
Awe/Horror Save = Adjustment to save vs. spell
Awe/Horror HD = Above this HD are immune
The "Leadership Spell" nonsense of 0.4 is gone.

[P3] Races


[P3.1] How to Read the Race Table

Race: Name of each race. Sometimes I list the source in brackets afterward.
Str,Dex,Con,Int,Wis,Chr,Cml: Adjustments to each of the ability scores. The first 6 usually sum to 0, but there are exceptions. DM Note: A lot of the Cml entries are blank right now; check with the DM if you really need it.
AT: Base Armor Class Type. Take the better AT source with a +1 bonus if you are wearing armor.
hp: Bonus hit points. Divide this by 4 and add 1 to get the HD of the original race.
TH: Bonus to hit. Usually, this is approximately equal to the hp bonus divided by 4.
Div: XP Divisor. Divide your XP by this amount. When you reach level 9, your XP divisor goes down by 0.5 (to a minimum of 1, unless your race is already below 1) every level. This adjustment is retroactive (it applies to your previous XP as well), so it is possible to "cascade" and gain several levels at the same time. An Optional Rule would be to make it not retroactive (if you want to slow down the "big" races).
System: Which framework the race uses. "dual" means dual-classing. "multi" means multi-classing. "either" means either dual or multi. "single" means the class cannot use either framework. A race may split-class if it is able to multi-class. Any race (even "single") may mixed-class. You may change your System designation permanently with an Alter Reality spell.
Size: Size of the race. DM Note: A lot of these are blank; hopefully they're obvious until I get it fixed.
Move: Movement rate of the race (not listed yet).
Ref: The source of the race (see [Z])

[P3] Races


[P3.2] Race Table (Stats)

Race Str Dex Con Int Wis Chr Cml AT hp TH Div. System Size Move Ref New?
Aarakocra -1 1 -1 0 0 0 3 0 0 ÷1 multi
Aasimon, Agathinon [MC8] -2 0 0 1 4 2 10 28 7 ÷3.5 single M
Alaghi 2 0 0 -2 0 0 6 9 1 ÷1 multi L
Amberite [RKR] 1 1 3 1 1 1 0 0 0 ÷5.5 either
Amberite [ZAngband] 1 2 3 2 2 2 4 0 0 0 ÷3 dual M
Android [Hengband] 4 0 4 -1 -5 -2 0 0 3 4 ÷2 single M Hengband
Angel, Fallen -1 -1 0 0 +2 +3 0 +2 +2 +2 ÷1 single M 15" MTG 4.2
Angel, Serra -2 -2 0 0 +3 +4 +3 +3 +3 ÷1 M 3.3
Arcane 1 -1 0 4 0 0 1 5 36 5 ÷2.4 dual M/L MM2-8
Archon, Hound [MC8] 1 1 1 -1 0 -1 9 20 4 ÷2 single
Archon, Sword [MC8] 5 5 3 1 2 1 15 36 9 ÷5.5 single
Archon, Warden [MC8] 3 0 2 0 1 0 11 28 7 ÷3.5 single
Atog 2 1 2 -2 -1 -2 -2 5 10 0 ÷1.5 multi M MTG-AQ
Atog [2] +2 0 +4 -2 -2 -2 3 +6 +3 ÷1 ? S MTG 3.2
Atog, Psychatog -1 0 -2 +2 +2 -1 +1 0 0 ÷1 M/S 3.3
Avatar of Hope +1 -2 +2 0 +1 +4 +8 +6 +3 ÷1 L 3.3
Avatar of Woe +1 -2 +2 0 +4 +1 -2 +4 +6 +6 ÷1 single L 12" MTG 4.2
Avian [Phoenix] -1 -1 -1 1 1 1 1 0 0 0 ÷1.3 dual M/L
Balrog [Hengband] 4 2 3 2 -6 -5 -6 0 2 4 ÷2.5 multi L Hengband
Barbarian [ZAngband] 3 1 2 -2 -1 -2 0 0 5 1 ÷1.5 dual M
Bariaur 1 -1 1 0 -1 0 -1 4 36 6 ÷2.5 dual
Bear, Grizzly 3 0 1 -3 1 0 -2 3 11 2 ÷2 dual L 12 MonM2
Bear, Pale +2 0 +2 -1 -1 0 +1 0 +1 ÷1 L 3.3
Bear, Polar 4 0 2 -3 2 0 -1 4 36 7 ÷3 dual H 12 MonM2
Beastman 0 2 0 0 0 -2 2 0 0 ÷1 multi
Beastman [ZAngband] 2 -1 2 -2 -1 -4 -2 0 5 0 ÷2 either M
Beeble, Bubbling -1 +4 -1 +2 0 0 +2 +3 +2 ÷1 T 3.3
Beholder -3 -1 0 3 1 0 -3 10 60 9 ÷3 dual
Beholder -4 -3 1 6 3 -3 10 64 12 ÷6 dual
Beholder [Angband] -3 -2 2 7 4 -2 12 60 12 ÷14 dual
Beholder [Phoenix] 2 4 3 6 3 -6 31 206 11 ÷6 dual
Beholder Mage -8 -3 0 9 6 -4 9 40 8 ÷5 dual
Beholder, Amphisbaena [DM] -4 -6 0 8 6 -4 9 80 15 ÷9.5 dual
Beholder, Aquatic [0D&D] -3 -2 2 3 3 -3 5 60 12 ÷5 dual
Beholder, Argos 5 3 1 -2 -2 -5 10 32 10 ÷6.5 dual
Beholder, Baby [Phoenix] -2 3 2 4 -1 -3 -6 -4 -1 ÷1 dual
Beholder, Channeling [DM] -5 -3 0 8 5 -5 10 70 13 ÷7 dual
Beholder, Chaos Spawn 4 3 4 -3 -2 -3 10 50 10 ÷6 dual Angband
Beholder, Death Kiss 6 6 3 -6 -2 -7 6 76 19 ÷6 dual
Beholder, Director 8 4 6 -3 -10 -5 8 90 11 ÷6 dual
Beholder, Doomsphere/Ghost -10 -5 -5 7 7 6 21 66 11 ÷6.5 dual
Beholder, Elder Orb -5 -5 2 5 7 -4 11 75 13 ÷6.5 dual
Beholder, Evil Eye Orms-by-Gore [MtG] 2 2 5 0 3 -10 22 50 20 ÷3.5 dual
Beholder, Examiner -6 -5 0 8 2 1 5 35 7 ÷4.5 dual
Beholder, Eye of the Deep -2 -1 2 2 2 -3 5 55 10 ÷4.5 dual
Beholder, Gauth 0 -4 0 4 5 -5 10 34 9 ÷5 dual
Beholder, Gazer [Angband] -4 0 -1 5 1 0 8 30 6 ÷5 dual
Beholder, Gibbering Mouther 2 3 1 -2 -2 -2 9 18 3 ÷4 dual
Beholder, Gorbel 1 6 1 -4 -4 0 7 5 1 ÷2.5 dual
Beholder, Hive Mother -1 -10 4 7 7 -7 8 160 20 ÷10.5 dual
Beholder, Lensman 3 3 2 -4 -2 -2 7 40 8 ÷4.5 dual
Beholder, Lernaean [DM] -4 -2 5 3 1 -3 4 50 10 ÷8 dual
Beholder, Mutant [Synnibarr] 3 3 3 -1 -6 -5 10 90 18 ÷9.5 dual
Beholder, Observer -5 -4 0 7 5 -3 12 43 7 ÷4.5 dual
Beholder, Oldstyle [Phoenix] 6 5 6 7 6 -8 16 20 1 ÷5.5 dual
Beholder, Orbus -3 -4 6 0 -2 3 0 32 6 ÷3 dual
Beholder, Overseer 2 0 -6 5 4 -5 8 65 13 ÷7.5 dual
Beholder, Spectator -5 -4 1 6 5 -3 6 19 3 ÷3 dual
Beholder, Sporacle [0D&D] 2 4 3 -5 0 -4 10 24 6 ÷5 dual
Beholder, Stalking Horror [DarkSun] 3 1 3 -1 -3 -3 13 85 17 ÷9 dual
Beholder, Tinkerer (Giant Bubble) 1 5 1 3 -8 -2 4 19 3 ÷3.5 dual
Beholder, Ultimate [Angband] -1 0 4 9 6 0 20 120 24 ÷20 dual
Beholder, Undead -4 -4 7 3 3 -5 11 70 15 ÷7 dual
Beholder, Undead [0D&D] 0 0 2 4 -3 -3 14 95 19 ÷8.5 dual
Beholder, Undead [Angband] -2 -2 3 8 5 -2 16 90 18 ÷15 dual
Beholder, Watcher -4 -4 -3 7 3 1 3 13 2 ÷6 dual
Beholder, Were-Gelatinous Cube [DM] -1 -2 2 -1 6 -4 11 70 13 ÷6.5 dual
Beholderganger [DM] 0 0 0 2 1 -3 0 60 12 ÷10.5 dual
Beholder-MindFlayer [DSnow] -6 -5 0 10 7 -6 13 70 13 ÷6.5 dual
Bird Maiden -2 +1 +2 -2 0 +1   +5 +5 0 ÷1 ? M MTG 3.2
Bloodwave -2 -1 2 2 2 -3 -3 0 0 1 ÷1 multi M/S 6 DM
Borg x0 2 -1 3 1 0 -2 2 0 0 ÷1 M StarTrek
Borg x1 2 -1 3 1 0 -2 2 0 0 ÷1.5 M StarTrek
Brass Gnat 0 0 +1 0 0 0 0 -1 0 ÷1 T 3.3
Bringer of the White Dawn +2 -4 +1 +1 +1 +4 +4 +7 +4 ÷1 L 3.3
Broken One, Common 2 -3 6 -2 0 -3 -5 3 8 1 ÷1.5 dual M MM2-30
Broo [Runequest] 1 0 2 0 0 -2 -4 1 0 0 ÷1 M/L
Brownie -2 3 -2 2 0 0 1 7 -2 -1 ÷1.5 multi T MM2-31
Brownie, Fyndhorn 0 +2 +2 -1 -1 0 0 +1 0 ÷1 M 3.3
Brownie, Shelkin -2 0 +1 0 +1 0   0 0 0 ÷1 ? M/S MTG 3.2
Bugbear 1 0 0 -1 0 -1 0 3 0 ÷1 multi L
Bulette 4 0 4 -5 -2 -1 -3 12 32 4 ÷2.6 single L/H MM2-33
Bullywug, Advanced 0 1 0 -1 0 -1 4 0 0 ÷1 multi
Cat Warrior +1 +2 +1 -2 0 0   +4 +4 +4 ÷1 ? M MTG 3.2
Celestial Lammasu [MC8] 3 1 3 2 2 2 3 137 19 ÷10.5 single
Centaur 0 -2 0 0 1 1 -1 5 18 3 ÷1.5 dual L
Centaur 0 -2 1 0 1 0 5 4 0 ÷1 dual
Centaur [Phoenix] 1 1 1 -1 -2 0 -1 0 0 0 ÷1.2 dual L
Centaur, Citanul +1 0 +2 -1 +1 0 +2 +2 +5 ÷1 M/L 3.3
Centaur, Gara-Khai [Arduin] +2 -1 +4 -2 +3 +2 ? ? ? ? ÷1 ? ? ? Arduin
Centaur, Shinda-Khai [Arduin] +2 -1 +4 -2 +3 +2 ? ? ? ? ÷1 ? ? ? Arduin
Centaur, Tar-Khai [Arduin] +2 -1 +4 -2 +3 +2 ? ? ? ? ÷1 ? ? ? Arduin
Changeling [Phoenix] -1 2 -1 1 1 -1 0 0 0 0 ÷1.2 either M
Couatl [MM1] 1 3 1 2 2 0 5 32 8 ÷5 single
Crystal Dragon [Phoenix] 3 1 2 1 1 0 2 9 20 4 ÷1.8 multi G
Cyclops [Phoenix] 3 0 2 -1 -1 -2 -2 0 0 0 ÷1.3 dual L
Cyclops [ZAngband] 4 -3 4 -3 -3 -6 -3 0 15 1 ÷1 dual L
Dark Elf [ZAngband] -1 2 -2 3 2 1 -1 0 -1 0 ÷2 multi L
Demon [Phoenix] 1 0 3 1 1 -3 -3 4 15 3 ÷1.5 multi M/S
Demon, Mold +4 0 -2 0 +4 -2 +5 +6 +5 ÷1 M/L 3.3
Deodanth (Elf-Feline) [Arduin] +7 +6 +2 +2 -1 +3 ? ? ? ? ÷1 ? ? ? Arduin
Deva, Astral +3 +3 +4 +3 +5 +3 ? 16 +68 +8 ÷7 ? ? ? MM2
Deva, Monadic +2 +1 +4 +2 +4 +2 14 +60 +7 ÷6.5 ? ? ? MM2
Deva, Movanic +1 +2 +4 +1 +3 +1 15 +52 +6 ÷6 ? ? ? MM2
Devil, Stone Throwing +1 +4 +1 -1 -2 -3   0 0 +3 ÷1 ? M MTG 3.2
Doppleganger ? ? ? ? ? ? ? ? ? ? ? ?
Dracon 2 -3 1 0 0 0 0 5 30 5 ÷2.5 multi
Dracon 1 -2 1 1 0 -1 -2 0 0 0 ÷1 L
Draconian [Phoenix] 2 -2 2 0 -1 0 0 1 5 1 ÷1.5 multi L
Draconian [ZAngband] 2 1 2 1 1 -3 0 2 5 2 ÷2.5 multi L
Dragon [Arduin] +2 +1 +7 +2 +4 +2 ? ? ? ? ? ? ? ? Arduin
Dragon, Amethyst [Council] 5 -3 0 3 1 2 4 16 52 13 ÷7.5 multi G
Dragon, Brass [Council] 3 -1 0 1 0 0 1 13 44 11 ÷6.5 multi G
Dragon, Bronze [Council] 5 -2 0 2 0 1 3 15 52 13 ÷7.5 multi G
Dragon, Copper [Council] 4 -1 0 1 0 0 2 14 48 12 ÷7 multi G
Dragon, Crystal [Council] 1 0 0 2 1 1 0 12 36 9 ÷5.5 multi G
Dragon, Electrum [Ann1] 5 -2 2 2 1 2 16 58 15 ÷8 single
Dragon, Electrum [DM] 5 -2 2 2 1 2 4 16 58 14 ÷8 multi G
Dragon, Emerald [Council] 3 -2 0 2 1 -1 2 14 44 11 ÷6.5 multi G
Dragon, Faerie 3 1 2 4 2 3 2 5 0 3 ÷2.4 multi T MM2-89
Dragon, Gold [Council] 7 -3 2 3 0 3 5 17 60 15 ÷8.5 multi G
Dragon, Gold [MM1] 7 -3 2 3 0 3 17 60 16 ÷8.5 single
Dragon, Pseudodragon 0 5 1 0 0 -1 -1 8 4 5 ÷1.7 multi T MM2-91
Dragon, Sapphire [Council] 4 -3 0 3 1 1 3 15 48 12 ÷7 multi G
Dragon, Silver [Council] 6 -3 1 2 0 2 4 16 56 14 ÷8 multi G
Dragon, Silver [MM1] 6 -3 1 2 0 2 16 56 15 ÷8 single
Dragon, Topaz [Council] 2 -1 0 2 1 0 1 13 40 10 ÷6 multi G
Drake Familiar -1 +1 -1 +2 0 0 0 0 +1 ÷1 M 3.3
Drake, Azure ? ? ? ? ? ? ? ? ? ? ? ?
Drake, Fire ? ? ? ? ? ? ? ? ? ? ? ?
Drake, Shadow 3 1 2 2 3 -6 10 39 6 ÷1.5 multi
Drider [Phoenix] 1 0 2 -1 -1 -1 -2 0 0 0 ÷1.2 multi L
Drow [Phoenix] -1 2 -2 1 0 0 -1 0 0 0 ÷1.5 multi M/S
Dryad -2 1 -1 2 3 3 4 1 4 1 ÷1.9 multi M MM2-93
Dryad, Quirion 0 0 +2 -1 -1 +1 0 0 0 ÷1 M 3.3
Dryad, Shanodin -3 0 -2 +1 +2 +2   0 0 0 ÷1 ? M MTG 3.2
Dwarf 0 0 1 0 0 -1 0 0 0 ÷1 multi
Dwarf [Arduin] 0 -1 +1 -1 2 -1 ? ? ? ? ÷1 ? ? ? Arduin
Dwarf [Phoenix] 1 -2 2 -1 1 -1 0 0 0 0 ÷1.2 multi M/S
Dwarf [ZAngband] 2 -2 2 -2 2 -3 -1 0 5 0 ÷1 multi M/S
Dwarf, Athasian 1 -1 2 0 0 -2 -1 0 0 0 ÷1 multi
Dwarf, Black Sapphire 1 1 0 0 -1 -1 -1 5 6 0 ÷1.2 multi
Dwarf, Dark 1 0 1 0 0 -2 -3 0 0 1 ÷1.1 multi
Dwarf, Derro 0 3 1 1 -2 -3 -4 2 12 2 ÷1.5 multi
Dwarf, Dwarven Warrior 1 -1 3 -1 -1 -1 -1 0 0 0 ÷2 multi M MTG-A
Dwarf, Gray 0 1 1 1 -1 -2 0 2 1 ÷1.1 multi
Dwarf, Gray 0 1 1 1 -1 -2 -2 0 2 1 ÷1.2 multi
Dwarf, Gray1 0 0 +1 0 0 -1 ÷1
Dwarf, Gully 3 3 0 -3 -2 -1 -4 0 0 0 ÷1 multi
Dwarf, Hill 0 0 1 0 0 -1 -1 0 0 0 ÷1 multi
Dwarf, Maldev 1 -1 1 -1 1 -1 0 0 8 1 ÷1.2 multi
Dwarf, Mountain 1 0 1 -1 0 -1 -2 0 1 0 ÷1 multi
Dwarf, PH3 0 0 2 0 0 -2 -2 0 0 0 ÷1 multi M 9 PH3
Dwarf, Phaeree (Dangerous J.) 3 -2 3 2 -2 -4 -1 1 1 0 ÷1 multi
Dwarf, Pitfall 3 -3 3 -1 0 -2 -2 8 20 3 ÷2 multi
Dwarf, Stone 2 -2 3 -2 0 0 -1 3 3 0 ÷1 M/S
Dwarf, Synnibarr 1 2 1 -2 0 -2 -1 0 0 0 ÷1.5 multi
Dwarf, Zakhar -1 1 0 0 1 -1 -3 0 0 0 ÷1.1 multi
Dwarf1 0 0 1 0 0 -1 ÷1
Dwarf2 0 0 +1 0 0 -1 ÷1
Dwarf3 0 0 +2 0 0 -2 ÷1
Dwarf5 0 0 2 -1 0 0 0 0 0 ÷1 multi M/S
Dwarven Demolition Team +2 0 +2 -1 0 -1 0 +1 0 ÷1 M 3.3
Eel, Slipstream 0 0 +1 +4 0 0 +5 +5 +5 ÷1 H 3.3
Elder Druid +2 -1 0 -1 +2 +1 +1 +3 +1 ÷1.4 M 3.6
Elf 0 1 -1 0 0 0 0 0 0 ÷1 multi
Elf [Phoenix] -1 2 -2 1 0 0 1 0 0 0 ÷1.3 multi M/S
Elf [ZAngband] -1 1 -2 2 2 2 0 0 -2 0 ÷1.5 multi M/S
Elf, Alfar (Dangerous J.) -2 2 1 0 2 -1 -2 1 2 -1 ÷1 multi
Elf, Athasian 0 2 -2 1 -1 0 2 0 0 0 ÷1 multi
Elf, Celstar -1 2 -3 1 0 1 3 -1 -1 -1 ÷1.5 multi
Elf, City [Arduin] 0 +1 0 +2 -2 +2 ? ? ? ? ÷1 single ? ? Arduin
Elf, Cloud -3 1 -3 1 2 2 2 -1 0 0 ÷1 multi
Elf, Dark (Drow) 0 1 0 1 0 -2 -1 0 6 1 ÷2.5 multi
Elf, Dark1 0 1 -1 0 0 0 ÷1 multi
Elf, Deep Shadow -1 +1 -1 0 +1 0   0 -2*LVL 0 ÷1 ? M/S MTG 3.2
Elf, Drider 2 0 0 1 -1 -2 -6 7 36 7 ÷3.5 multi
Elf, Drow 0 1 0 1 0 -2 0 6 1 ÷1.5 multi
Elf, Elvish Archer 1 3 -1 0 0 0 1 0 0 0 ÷1.5 multi M MTG-A
Elf, Gray 0 1 0 0 0 0 0 0 0 ÷1 multi
Elf, Gray -1 1 -1 1 0 0 0 0 0 0 ÷1 multi
Elf, Gray1 0 1 -1 1 0 0 ÷1
Elf, Half-Aasimar -3 1 -2 0 3 2 5 -2 -4 0 ÷1 M/S
Elf, High 0 1 -1 0 0 0 2 0 0 0 ÷1 multi
Elf, High [Arduin] 0 +1 0 +2 -2 +2 ? ? ? ? ÷1 ? ? ? Arduin
Elf, Llanowar ? ? ? ? ? ? ? ? ? ? ? ?
Elf, Nobilis (Shadowrun) 0 1 -1 0 -1 1 1 0 0 0 ÷1 multi
Elf, PH3 0 2 -2 0 0 0 2 0 0 0 ÷1 multi M 12 PH3
Elf, Pharisee (Caer Sidi) 1 0 0 1 -1 -1 0 0 1 0 ÷1 multi
Elf, Psielf (Synnibarr) 1 1 -2 2 -2 0 0 0 0 0 ÷1.3 multi
Elf, Savaen -2 +1 -2 0 +3 0   0 0 0 ÷1 ? M/S MTG 3.2
Elf, Sea [Arduin] 0 +1 0 +2 -2 +2 ? ? ? ? ÷1 ? ? ? Arduin
Elf, Shadow -1 0 -1 2 1 -1 -1 0 0 0 ÷1 multi M/S 12 GAZ13
Elf, Spiritual (Dangerous J.) -5 0 -2 3 3 1 2 -1 0 0 ÷1 multi
Elf, Taunting 0 0 +2 -1 -1 0 0 -1 -1 ÷1 M/S 3.3
Elf, Valley 0 0 -1 1 0 0 0 2 0 ÷1 multi
Elf, Valley 0 0 -1 1 0 0 0 0 2 0 ÷1.1 multi
Elf, Valley1 0 1 -1 1 0 0 ÷1
Elf, Werewood 1 -1 1 0 1 -2 -1 4 4 0 ÷1.2 multi
Elf, Wild 2 0 0 0 0 0 0 1 0 ÷1 multi
Elf, Wild 2 1 0 -2 -1 0 1 0 1 0 ÷1 multi
Elf, Wild (Kagonesti) 1 2 0 -3 0 0 0 0 1 0 ÷1 multi
Elf, Wild1 2 1 -1 0 0 0 ÷1
Elf, Wood 1 0 0 -1 0 0 0 0 0 ÷1 multi
Elf, Wood 1 1 0 -1 -1 0 1 0 0 0 ÷1 multi
Elf, Wood [Arduin] 0 +1 0 +2 -2 +2 ? ? ? ? ÷1 ? ? ? Arduin
Elf, Wood1 1 1 -1 -1 0 0 ÷1
Elf1 0 +1 -1 0 0 0 ÷1
Elf2 0 +1 -1 0 0 0 ÷1
Elf3 0 +2 -2 0 0 0 ÷1
Elf5 -2 2 -1 0 4 0 0 0 0 ÷1 multi M/S
Elf-Halfling -2 3 -1 1 -1 0 1 0 0 0 ÷1 multi
Enchanted Being -2 0 0 0 +3 0   0 0 0 ÷1 ? M MTG 3.2
Ent [Hengband] 2 -3 2 0 2 0 -1 0 2 0 ÷1.4 multi H Hengband
Ettercap 2 3 2 -2 -3 -2 -3 4 16 2 ÷1.8 single M MM2-114
Faerie, Thornwind -2 0 -2 +4 0 +1 0 +1 0 ÷1 M/S 3.3
Feline [Phoenix] 0 4 4 2 3 -4 0 3 0 2 ÷1.5 multi M
Feline, Khai-Zirin [Arduin] +2 +6 +5 0 -2 +3 ? ? ? ? ÷1 ? ? ? Arduin
Floral Spuzzem 0 0 +2 +2 -1 0 +1 +2 +1 ÷1 M 3.3
Folk, Scavenger 0 +1 +2 -1 +1 -1   0 +2 0 ÷1 ? M MTG 3.2
Fremlin -3 2 0 1 0 0 4 0 0 ÷1 multi S
Gargoyle 5 2 5 -2 -3 -3 -3 5 16 2 ÷1.7 single M MM2-125
Gargoyle, Abbey -3 -3 +6 0 0 +2 +3 +3 +2 ÷1 L 3.3
Gargoyle, Granite +2 -2 +6 -3 0 -3   +6 +6 +2 ÷1 ? M/L MTG 3.2
Genie, Dao (Earth) 5 1 4 1 -1 0 -2 7 31 4 ÷2.8 single L MM2-126
Genie, Djinn (Air) 3 4 3 2 -1 0 0 6 27 3 ÷2.8 single L MM2-126
Genie, Efreet (Fire) 4 3 3 1 -1 0 -1 8 36 5 ÷3.5 single L MM2-126
Genie, Jann (Prime) 3 2 2 3 0 1 1 5 22 3 ÷2.4 single M/L MM2-126
Genie, Marid (Water) 6 0 5 4 -1 0 1 10 48 6 ÷6.5 single H MM2-126
Ghoul, Khabal 0 0 +1 0 0 -2   0 0 0 ÷1 ? M MTG 3.2
Ghoul, Scavenging +1 +1 -1 +1 +2 -1 +1 +2 +1 ÷1 M 3.3
Giant [Phoenix] 2 -2 0 -2 1 1 0 0 0 0 ÷1.2 either H
Giant, B'horog (4 armed) 2 1 2 -2 -2 -1 -2 1 30 5 ÷2 dual
Giant, Cloud 9 -1 5 1 -2 2 2 10 67 8 ÷4 dual H MM2-132
Giant, Ettin 6 -1 4 -2 -2 1 -2 7 36 5 ÷2.4 dual H MM2-135
Giant, Fire 8 -1 4 0 -2 1 0 5 61 7 ÷3.5 dual H MM2-137
Giant, Frost 7 -1 4 0 -2 1 0 5 56 7 ÷3.2 dual H MM2-140
Giant, Greater [Arduin] +7 -1 +5 -1 -1 0 ? ? ? ? ? ? ? ? Arduin
Giant, Hill 5 -1 3 -2 -3 0 -1 5 46 5 ÷2.4 dual H MM2-141
Giant, Lesser [Arduin] +4 -4 +4 0 -2 -2 ? ? ? ? ? ? ? ? Arduin
Giant, Stone 6 -2 6 0 -2 1 -1 10 55 7 ÷3.2 dual H MM2-145
Giant, Storm [MM1] 14 -1 7 1 0 3 9 63 14 ÷8 dual
Giant-kin, Firbolg 2 0 0 0 0 -2 7 13 2 ÷1.5 multi
Giant-kin, Voadkyn 1 2 -1 0 -2 0 2 7 1 ÷1 multi
Giff 5 -1 1 -2 -1 0 -2 4 12 2 ÷1.7 multi L MM2-150
Giff 2 0 0 -1 -1 0 -1 3 17 3 ÷1.5 dual
Githyanki -1 1 -1 2 1 -1 -2 1 2 -1 ÷1 M
Githzerai ? ? ? ? ? ? ? ? ? ? ? ?
Glasswave 1 -1 2 2 -2 -2 -1 2 1 0 ÷1 multi M/S 9 DM
Gnoll 1 0 0 -1 0 -1 0 2 0 ÷1 multi
Gnoll [Phoenix] 1 1 1 -1 -2 0 -1 0 0 0 ÷1.2 multi M/L
Gnoll, Flind 1 0 0 0 0 -1 0 0 0 ÷1 multi
Gnome 0 0 0 1 -1 0 0 0 0 ÷1 multi
Gnome [Arduin] -1 +1 +2 -2 +2 -2 ? ? ? ? ÷1 ? ? ? Arduin
Gnome [Phoenix] -1 -2 -2 1 1 3 0 0 0 0 ÷1 multi S
Gnome [ZAngband] -1 2 1 2 0 -2 0 0 -2 0 ÷1.5 multi S
Gnome, Deep 0 1 0 1 -1 -1 4 18 2 ÷1.5 multi
Gnome, Deep 0 1 0 1 -1 -1 -2 4 18 2 ÷2.5 multi
Gnome, Deep1 0 0 0 0 0 0 ÷1
Gnome, Fabricator 0 1 0 1 -2 0 0 0 0 0 ÷1.2 multi
Gnome, PH3 -2 0 2 0 0 0 0 0 0 0 ÷1 multi S 9 PH3
Gnome, Phaeree (Dangerous J.) -3 0 -2 3 1 1 1 0 0 -1 ÷1 multi
Gnome, Surface 0 0 0 1 -1 0 -1 0 0 0 ÷1 multi
Gnome, Tinker -1 2 0 1 -2 0 0 0 0 0 ÷1 multi
Gnome1 0 0 0 0 0 0 ÷1
Gnome2 0 0 0 +1 -1 0 ÷1
Gnome3 -2 0 +2 0 0 0 ÷1
Goblin -1 0 0 0 0 -1 0 0 0 ÷1 multi
Goblin [Arduin] -2 0 -1 -2 -2 -3 ? ? ? ? ÷1 ? ? ? Arduin
Goblin [Phoenix] -1 1 1 1 -1 -1 -1 0 0 0 ÷1.2 multi S
Goblin Goon +2 0 +3 -1 0 -1 +5 +2 +5 ÷1 M/L 3.3
Goblin of the Flarg +2 0 +1 -1 -1 -1   0 0 0 ÷1 ? M/S MTG 3.2
Goblin, Scarlet +1 +2 0 -2 -1 0 -1 0 0 0 ÷1 multi M/S 12" TSB2 4.2
Golem [ZAngband] 4 0 4 -5 -5 -4 -2 10 10 3 ÷2 dual H
Golem, Mycosynth +4 +3 +4 -2 -2 -4 +4 +9 +3 ÷1 L 3.3
Gorn 6 -4 4 -3 0 -3 -4 6 20 5 ÷2 dual L 9 StarTrek
Green Slime Wave 0 0 0 0 0 0 -4 0 0 0 ÷1 single M 9" DM 4.2
Grell, Patriarch -3 -4 -1 +6 +3 -2 0 0 0 ÷4 3.6
Gremlin 1 6 3 1 -1 -2 -2 6 12 2 ÷1.8 multi T MM2-174
Griffon 3 0 3 -3 0 -1 0 7 24 3 ÷1.8 multi L MM2-178
Grommam 2 2 0 -2 -1 -1 0 1 10 2 ÷1.3 dual
Gryfalcon [Phoenix] 3 -1 1 0 1 -1 0 2 5 1 ÷1.5 multi H
Gryphon [Phoenix] 1 1 2 1 -1 -2 0 3 10 1 ÷1.5 multi H
Hadozee, Displacer -1 3 0 1 -1 -2 0 0 0 0 ÷1 multi
Hag, Annis 4 -2 2 1 3 -3 -5 10 31 3 ÷2.6 multi M/L MM2-181
Hag, Green 4 -1 2 1 4 -2 -4 12 32 4 ÷2.6 multi M MM2-181
Half Elf [Phoenix] -1 0 0 0 1 0 0 0 0 0 ÷1 either M
Half Orc [Phoenix] 1 1 2 -2 -2 0 -2 0 0 0 ÷1.2 either M
Half-Ape (Scarlet Thrall) +2 +1 +1 -2 -2 0 -1 +1 +3 +1 ÷1 dual M/L 12" TSB2 4.2
Half-Baboon (Scarlet Thrall) +1 +2 +1 -2 -1 -1 -1 0 +3 +2 ÷1 dual M 15" TSB2 4.2
Half-Demon5 2 0 0 0 0 -1 0 0 0 ÷1 dual M/L
Half-Dragon, Bronze 3 -2 1 2 0 1 3 11 68 11 ÷4 multi
Half-Dragon, Gold 4 -4 1 2 2 1 4 13 80 13 ÷5 multi
Half-Dragon, Silver 3 -3 2 1 2 0 4 12 74 12 ÷4.5 multi
Half-Dwarf (Mul), Athasian 2 0 1 -1 0 -2 -2 0 0 1 ÷1 either
Half-Elf 0 0 0 0 0 0 0 0 0 ÷1 either
Half-Elf [Arduin] -1 +1 -2 +2 +1 +2 ? ? ? ? ÷1 ? ? ? Arduin
Half-Elf [ZAngband] -1 1 -1 1 1 1 0 0 -1 0 ÷1.5 either M
Half-Elf, Athasian 0 1 -1 0 0 0 1 0 0 0 ÷1 multi
Half-Elf, Cloud -2 0 -1 +1 +1 +1 0 0 0 ÷1 multi M 3.2
Half-Elf, Dark 0 1 0 0 0 -1 -2 0 4 0 ÷1.2 multi
Half-Elf, Gray -1 0 0 1 0 0 0 0 0 0 ÷1 multi
Half-Elf, High 0 0 0 0 0 0 1 0 0 0 ÷1 multi
Half-Elf, PH3 0 0 0 0 0 0 1 0 0 0 ÷1 multi M 12 PH3
Half-Elf, Valley 0 0 -1 1 0 0 1 0 1 0 ÷1 multi
Half-Elf, Wood 0 0 0 0 0 0 0 0 0 0 ÷1 multi
Half-Elf1 0 0 0 0 0 0 ÷1
Half-Elf2 0 0 0 0 0 0 ÷1
Half-Elf3 0 0 0 0 0 0 ÷1
Half-Elf5 -1 0 0 0 2 0 0 0 0 ÷1 either M
Half-Giant [ZAngband] 4 -2 3 -2 -2 -3 0 3 15 3 ÷1.5 dual L
Half-Giant, Athasian 4 0 2 -2 -2 -2 -3 3 42 7 ÷2.5 dual
Halfling [Phoenix] -2 2 0 1 -1 0 0 0 0 0 ÷1.2 multi S
Halfling, Alfen (Dangerous J) 0 4 1 -3 -1 -1 0 2 2 2 ÷1 multi
Halfling, Athasian -2 2 -1 0 2 -1 0 0 0 0 ÷1.1 multi
Halfling, Hairfoot -1 2 -1 0 0 0 1 0 0 0 ÷1 multi
Halfling, Half-Skulk -1 5 -1 2 -1 -3 -1 0 0 0 ÷1 S
Halfling, Hobbit [Arduin] -1 +4 -1 -2 0 0 ? ? ? ? ÷1 ? ? ? Arduin
Halfling, Jerren -2 2 0 0 0 0 -1 1 0 1 ÷1 mutli S BoVD3-13
Halfling, Kobbit [Arduin] -3 +5 -2 -2 -1 -2 ? ? ? ? ÷1 ? ? ? Arduin
Halfling, Mixed -1 1 0 0 0 0 0 0 0 ÷1 multi
Halfling, PH3 -2 2 0 0 0 0 0 0 0 0 ÷1 multi S 9 PH3
Halfling, Photic (Day People) 0 2 -1 0 -1 0 0 -1 0 0 ÷1 multi
Halfling, Stout -1 1 0 0 0 0 0 0 0 ÷1 multi
Halfling, Stout -1 1 0 0 0 0 0 0 0 0 ÷1 multi
Halfling, Tallfellow 0 1 1 0 -1 -1 0 0 0 0 ÷1 multi
Halfling1 -1 1 0 0 0 0 ÷1
Halfling2 -1 +1 0 0 0 0 ÷1
Halfling3 -2 +2 0 0 0 0 ÷1
Halfling5 0 2 0 0 -1 0 0 0 0 ÷1 multi S
Half-Ogre 3 -1 2 -1 -1 -2 -4 2 8 2 ÷1.3 multi
Half-Ogre 1 1 0 -1 0 -1 2 4 0 ÷1 either
Half-Ogre [ZAngband] 3 -1 3 -1 -1 -3 -1 2 10 2 ÷1 dual M/L
Half-Orc 1 0 1 0 0 -2 -3 0 0 0 ÷1 either
Half-Orc 1 0 1 0 0 -2 0 0 0 ÷1 either
Half-Orc +3 0 +2 0 0 -4 ? 0 0 0 ÷1 ? ?
Half-Orc [Arduin] 0 -1 -1 -2 -2 -4 ? ? ? ? ÷1 ? ? ? Arduin
Half-Orc [ZAngband] 2 0 1 -1 0 -4 -3 0 0 0 ÷1 either M
Half-Orc, Acidic 1 1 -2 -1 0 -3 -6 0 2 1 ÷1 either
Half-Orc, PH3 (revised) 2 0 0 -1 0 -1 -2 0 0 0 ÷1 multi M/L 12 PH3
Half-Orc1 1 0 1 0 0 -2 ÷1
Half-Orc3 2 0 0 -2 0 -2 ÷1
Half-Pixie5 0 0 -1 2 0 0 0 0 0 ÷1 either M/S
Half-Titan [ZAngband] 5 -2 3 1 1 1 0 4 20 4 ÷3 dual H
Half-Troll (Angband) 4 -2 6 -2 -1 -5 -5 3 15 2 ÷2 multi
Half-Troll [ZAngband] 4 -4 3 -4 -2 -6 -1 4 10 2 ÷1 dual M/L
Half-Weasel (Scarlet Thrall) 0 +3 -1 +2 -1 0 0 0 0 0 ÷1 dual M 15" TSB2 4.2
Half-Wolverine (Scarlet Thrall) 0 +2 +1 -1 +1 0 0 0 +5 +1 ÷1 dual M 15" TSB2 4.2
Half-Yeek5 -1 -1 -1 -1 -1 -1 0 0 0 ÷0.9 single M
Harpy 0 1 1 -2 2 -2 -3 3 24 3 ÷1.9 multi M MM2-184
Heucuva [Phoenix] 4 4 4 -4 -4 -4 -4 4 5 4 ÷1.5 either M
High-Elf [ZAngband] 1 3 1 3 2 5 2 0 0 0 ÷3 multi M/S
Hippogriff 2 2 0 -3 0 -1 0 5 11 1 ÷1.5 multi L MM2-190
Hobbit [ZAngband] -2 3 2 2 1 1 0 0 -3 0 ÷2 multi S
Hobgoblin 0 0 0 0 0 -1 0 0 0 ÷1 multi
Homarid -1 +2 -1 +2 0 0 +1 +1 +1 ÷1 M 3.3
Hook Horror 2 1 1 -2 0 0 -1 7 16 2 ÷1.5 multi L MM2-193
Horror, Cosmic 0 +3 -3 0 +6 -3 +6 +4 +6 ÷1 L 3.3
Human 0 0 0 0 0 0 0 0 0 0 ÷1 dual
Human 0 0 0 0 0 0 0 0 0 ÷1 dual
Human [Arduin] -1 0 -2 +1 +2 +1 ? ? ? ? ÷1 ? ? ? Arduin
Human, Amazon [Arduin] -1 0 -2 +1 +2 +1 ? ? ? ? ÷1 ? ? ? Arduin
Human, Baklunish +1 0 +1 0 -1 -1 -1 0 0 0 ÷1 dual M 12" Greyhawk 4.2
Human, Beholder world [DM] -1 0 0 1 0 0 0 0 0 ÷1.5 dual
Human, Deep Imaskari 0 -2 0 2 0 0 -1 0 0 0 ÷1 dual M UnderDark3
Human, Dunadan (Angband) 0 1 0 1 2 1 1 0 0 0 ÷3 multi
Human, Evolved -2 1 -2 3 0 1 2 0 0 1 ÷1 M
Human, Great 1 1 1 2 -6 1 2 1 6 1 ÷1.2 dual
Human, Greater 1 1 1 1 1 1 1 4 1 ÷1.3 dual
Human, Greyhawk Dweller * * * * * * * * * ÷1 either
Human, Guour 0 1 -1 -1 2 -1 -1 0 2 0 ÷1 dual
Human, Lower Dwellers 3 3 3 -3 -3 -3 -3 1 4 2 ÷1 dual
Human, Minotaur 2 0 2 0 -2 -2 -4 2 6 0 ÷1 dual
Human, PH3 0 0 0 0 0 0 0 0 0 0 ÷1 multi M 12 PH3
Human, Planar (Tiefling) -1 0 0 1 -1 1 0 0 0 0 ÷1 either
Human, Suel / Suloise -1 -2 0 +2 +2 +2 0 0 0 0 ÷1 dual M/L 12" Greyhawk 4.2
Human, The Eye -2 1 0 2 1 -2 0 12 2 ÷1.5 dual
Human, The Hand 2 2 0 1 -1 -3 -4 0 0 0 ÷1 M WGA4
Human, Upper Dwellers -3 -3 -3 3 3 3 3 -1 -1 -1 ÷1 dual
Human, Vasharan 0 0 0 0 0 0 -1 0 0 0 ÷1 dual M/L BoVD3-12
Human, Werehuman -1 -1 -1 0 0 3 3 0 0 -1 ÷1 dual M 12 DM
Human, Winged (Alorian) -1 1 -1 0 1 0 1 0 0 0 ÷1 dual
Human1 0 0 0 0 0 0 ÷1
Human2 0 0 0 0 0 0 ÷1
Human3 0 0 0 0 0 0 ÷1
Human5 0 0 0 0 0 0 0 0 0 ÷1 dual M
Imp [ZAngband] -1 1 2 -1 -1 -3 -1 0 0 0 ÷1 multi T
Imp, Bog 0 +1 0 0 0 -1   0 0 0 ÷1 ? M MTG 3.2
Imp, Nettling 0 +2 -1 0 +2 -1 0 +1 0 ÷1 S 3.3
Kender -1 2 0 0 -1 0 2 0 0 0 ÷1 multi
Kender [Phoenix] -1 2 -1 -1 1 0 0 0 0 0 ÷1.2 multi S
Kenku [Phoenix] 1 1 1 2 1 -4 -3 0 0 0 ÷1.3 multi M/L
Khai-Shang (Weasel-Otter) [Arduin] +1 +5 +3 +3 0 +1 ? ? ? ? ÷1 ? ? ? Arduin
Ki-rin [MM1] 6 3 4 3 3 1 15 44 11 ÷9.5 single
Ki-rin, T'uen-rin [MC8] 7 2 4 4 4 2 18 60 15 ÷12.5 single
Klackon [ZAngband] 2 1 2 -1 -1 -2 -2 2 0 0 ÷1 dual M/L
Klingon 3 0 1 -1 -1 -2 -1 1 2 4 ÷1.5 multi
Knoblin (Kobold-Goblin) [Arduin] -2 +3 -3 0 -1 -2 ? ? ? ? ÷1 ? ? ? Arduin
Kobold -1 2 -1 -1 1 -1 -3 0 -2 -1 ÷0.9 dual
Kobold -1 0 -1 0 0 0 0 0 0 ÷0.9 multi
Kobold [ZAngband] 1 1 0 -1 0 -4 -1 0 -1 -1 ÷0.9 dual S
Kobold, Crimson 2 1 -1 -1 0 -2 -2 0 -3 1 ÷0.9 multi S 9 MTG
Kobold, Crookshank 0 3 -1 -1 -1 -1 -1 0 -2 0 ÷0.9 multi S 9 MTG
Kobold, Kher Keep -1 1 1 -1 0 -1 -1 0 -1 0 ÷0.9 multi S 9 MTG
Kobold-Lizard Man 0 1 1 -1 0 -1 -4 3 0 0 ÷1 dual
Kzinti 2 2 0 -1 0 0 1 3 5 5 ÷2 multi M/L 12 StarTrek
Lamia 1 1 1 2 3 2 1 7 32 4 ÷2.4 dual M/L MM2-217
Lammasu, Lesser 2 0 2 4 4 3 2 4 31 3 ÷2.6 dual L MM2-218
Leprechaun, Aisling -2 +1 0 -2 +2 +1   0 0 0 ÷1 ? S MTG 3.2
Leviathan, Segovian +2 -2 +2 +2 0 0 +2 +3 +2 ÷1 H 3.3
Licid, Dominating -2 0 -2 +4 0 +1 0 +1 0 ÷1 S 3.3
Lizard King 5 -2 3 -2 1 -5 -3 7 54 9 ÷3 dual
Lizard Man 3 1 1 -2 -1 -2 -2 5 7 1 ÷1.5 dual
Lizard Man 0 0 0 0 0 0 5 0 0 ÷1 multi
Lizard Man, Blackmoor 5 2 2 -3 -2 -4 -6 0 13 3 ÷2.5 dual
Lizard Man, Desert Saurig [Arduin] +4 -3 0 -1 -1 -4 ? ? ? ? ÷1 ? ? ? Arduin
Lizard Man, Hurwaet 0 0 -1 0 1 0 -3 0 0 0 ÷1 dual
Lizard Man, Krynn 2 0 1 -1 0 -2 -2 0 0 0 ÷1 dual
Lizard Man, Swamp Saurig [Arduin] +4 -2 +1 -2 -2 -4 ? ? ? ? ? ? ? ? Arduin
Lung-Ti 0 -1 0 1 -1 1 0 2 2 0 ÷1 multi
Manotaur 6 2 2 -1 -3 -6 -6 6 72 12 ÷4 dual
Manticore 3 -1 3 -2 1 1 -1 6 23 3 ÷1.9 dual L/H MM2-246
Medusa 0 2 1 1 1 0 -6 5 20 3 ÷2 dual M MM2-247
Medusa, Infernal 0 0 -2 +3 +4 -2 +3 +3 +1 ÷1 M 3.3
Merfolk of the Pearl Trident 0 -1 +1 +1 0 -1   +1 +1 -1 ÷1 ? M MTG 3.2
Merfolk, River -2 0 -2 +4 0 0 0 0 +1 ÷1 M 3.3
Merman/Mermaid [Arduin] +1 0 +2 +1 -2 +1 ? ? ? ? ? ? ? ? Arduin
Mimic, Common 3 3 4 0 -4 -3 -2 3 28 3 ÷1.9 single L MM2-250
Mind Flayer -2 1 1 5 4 -4 -5 0 46 7 ÷3 dual
Mind Flayer [ZAngband] -3 0 -2 4 4 -5 -3 0 -1 0 ÷1 either M
Mind Flayer, Ulitharid -3 0 0 6 5 -2 -2 0 55 8 ÷7 dual M 12 MCAnn1
Mind Flayer, Yaggol -1 2 2 4 3 -5 -6 2 58 9 ÷6 multi M 15 MC4
Minotaur 5 2 3 -3 -2 -5 -6 4 33 5 ÷2 dual
Minotaur 2 0 2 0 -2 -2 4 6 1 ÷1 dual
Minotaur [Phoenix] 3 -1 2 -1 -2 -1 -2 0 0 0 ÷1.2 dual L
Minotaur, Anaba Ancestor +2 0 0 -1 +1 -1 0 0 0 ÷1 L 3.3
Minotaur, Hurloon +2 0 +3 +1 0 -2   +3 +3 +3 ÷1 ? L MTG 3.2
Minotaur, Krynn 2 0 2 0 -2 -2 -3 0 0 0 ÷1 dual
Minotaur, Mirror 2 0 2 0 -2 -2 -3 0 0 0 ÷1 dual
Mongrelman 0* -1 0* 0* 0* -1 5 0 0 ÷1 multi
Naga, Dark 3 1 3 3 -1 -1 -3 4 32 4 ÷2.6 multi L MM2-267
Naga, Guardian 4 0 4 3 -2 -1 -2 7 44 6 ÷3.2 multi H MM2-266
Naga, Spirit 2 2 3 1 3 1 1 6 36 5 ÷2.8 multi L/H MM2-266
Nameless Race +1 +1 -1 +1 +2 -1 0 +2 0 ÷1 M 3.3
Neogi 1 4 2 2 -3 -2 -3 7 16 2 ÷1.8 either S MM2-268
Nibelung [ZAngband] 1 0 2 -1 2 -4 -1 0 5 0 ÷1 multi S
Night Stalker, Lurking 0 +1 0 +1 +3 -2 -1 0 0 +2 ÷1 single M 12" MTG 4.2
Night Stalker, Shimian 0 0 +1 0 +4 -2 +3 +3 +3 ÷1 M/L 3.3
Nymph -3 1 -3 3 4 6 7 1 8 1 ÷2 multi M MM2-270
Ogre 2 0 2 0 -2 -2 5 4 1 ÷1 multi
Ogre Enforcer +4 0 +3 -2 0 -2 +3 +3 +3 ÷1 M/L 3.3
Ogre Mage 3 0 0 0 -2 -1 -4 6 26 4 ÷3.5 multi
Ogre Mage 1 0 0 0 -2 0 6 5 1 ÷1.5 multi
Ogre, Gray +4 0 +2 -3 -1 -2   +4 +4 +4 ÷1 ? L MTG 3.2
Ogre, High 2 1 -2 1 -1 -1 -1 0 19 2 ÷1.5 multi
Orc 1 0 0 0 0 -2 0 0 0 ÷1 multi
Orc, Ironclaw +3 0 +3 -3 -2 -1   +4 +5 +4 ÷1 ? M/L MTG 3.2
Orc, Lesser [Arduin] 0 -1 -1 -3 -2 -3 ? ? ? ? ÷1 ? ? ? Arduin
Orc, Orcish Artillery +4 +1 0 -2 0 -2 +2 +1 0 ÷1 M/L 3.3
Orc, Scarlet +2 0 +1 -2 -1 -1 -1 0 0 +1 ÷1 multi M 12" TSB2 4.2
Orc, Uruk [Arduin] +1 +1 +1 -2 0 -1 ? ? ? ? ÷1 ? ? ? Arduin
Otyugh, Scarlet +1 -3 +2 -2 0 -4 -7 +7 +29 +5 ÷1 multi L 9" TSB2 4.2
Owlbear 3 0 3 -2 0 -1 -1 5 18 2 ÷1.7 multi L MM2-284
Owlbear, Ice (Snowy Owl/Polar Bear) +3 0 +3 -2 -2 -2 -2 +4 +11 +3 ÷1 dual L 15" DM 4.2
Phelddagrif, Questing 0 -1 +3 +1 0 +2 +3 +2 +3 ÷1 M/L 3.3
Phoenix [Phoenix] 1 4 2 3 0 0 4 4 20 4 ÷1.7 multi H
Phraint (Ant-Mantis) [Arduin] 0 +8 -1 0 +1 -4 ? ? ? ? ÷1 single ? ? Arduin
Pixie -3 4 -3 1 -1 2 1 5 0 0 ÷1.5 multi
Pixie -1 1 -1 0 0 1 5 0 0 ÷1.5 multi
Pixie [Phoenix] -2 2 -2 2 2 -2 2 0 0 0 ÷1.2 multi T
Pixie Queen 0 0 +4 -2 0 0 0 +2 0 ÷1 S 3.3
Pixie, Argothian -3 +3 -3 +1 +2 0   0 0 +4 ÷1 ? T MTG 3.2
Planetar [MM2] 4 4 7 3 6 5 17 144 18 ÷30.5 single
Pocket Dragon -6 3 0 4 -4 3 2 2 22 2 ÷2.5 either
Quarterling -3 3 0 2 -1 -1 2 0 -2 0 ÷1 multi
Quasit 3 6 5 0 0 -3 -2 8 6 1 ÷2 multi T/S MM2-201
Quickling -2 6 -2 0 -2 0 -2 4 18 3 ÷3 multi
Rakshasa 1 1 1 2 3 4 1 14 24 6 ÷8 either M 15 MonM2
Romulan 0 0 0 1 3 -2 0 0 0 0 ÷1 multi M 12 StarTrek
Roper 2 -2 3 3 1 -2 -3 10 36 5 ÷4 multi L MM2-304
Rust Monster -1 +2 0 0 +1 0 -2 +2 +2 +2 ÷1 multi M/S 12" MM1 4.2
Sandwave -1 -2 1 3 0 -1 0 9 0 0 ÷1 multi
Satyr 0 1 1 -1 0 -1 5 0 0 ÷1 multi
Satyr [Phoenix] 3 -2 2 1 -4 0 -1 0 0 0 ÷1.3 multi M
Saurial, Bladeback 0 -2 0 0 1 1 4 2 0 ÷1 multi
Saurial, Finhead 0 0 0 0 0 0 5 0 0 ÷1 multi
Saurial, Flyer -1 2 -1 0 0 0 6 0 0 ÷1 multi
Saurial, Hornhead 1 -2 0 1 0 0 4 3 0 ÷1 multi
Scro 1 0 0 -1 0 0 -4 8 12 2 ÷1.5 multi
Sea Elf [Phoenix] -1 2 -1 1 1 -2 0 0 0 0 ÷1.3 multi M/S
Shade, Frozen -1 +2 +1 0 0 -2   -2 0 0 ÷1 ? M MTG 3.2
Shade, Undercity +2 +2 -1 0 +2 -1 0 +3 0 ÷1 M 3.3
Shadow 2 2 0 6 2 -3 2 0 1 ÷2.5 L Babylon5
Shadow, Nether -4 +3 +3 -1 +1 -2   0 0 0 ÷1 ? M MTG 3.2
Shadow-fairy [Hengband] -2 1 -1 2 2 0 2 0 -2 -3 ÷1.2 multi S Hengband
Shapeshifter +2 +2 +2 -1 -1 -1 +3 +4 +3 ÷1 M 3.3
Shedu [MM1] 1 -1 1 1 3 0 4 41 8 ÷3 single
Shedu, Greater [MM1] 2 -2 2 2 5 1 2 67 14 ÷4 single
Silver Dragon [Phoenix] 4 1 3 2 2 0 1 2 15 3 ÷1.5 multi G
Skeleton [ZAngband] 0 0 1 -2 -2 -4 -3 7 0 0 ÷1 either M
Skeleton, Drudge 0 +1 -1 0 +2 -1 0 0 0 ÷1 M 3.3
Sliver, Harmonic -1 -1 +2 -1 -1 +2 0 +1 0 ÷1 S 3.3
Solar [MM2] 5 5 9 4 7 7 19 177 22 ÷48 single
Specter, Abyssal 0 0 -2 +2 +4 -2 +2 +2 +1 ÷1 M 3.3
Specter, Hypnotic +1 +2 +1 0 0 -4   +2 +2 +3 ÷1 ? M MTG 3.2
Spectre [ZAngband] -5 2 -3 4 4 -6 -3 10 -3 -1 ÷1.5 either M
Spellweaver -6 1 -4 5 3 1 0 10 15 3 ÷10 dual M 18 MCAnn1
Sphinx, Andro- 3 -1 3 3 3 3 2 12 44 6 ÷3.2 multi L MM2-324
Sphinx, Crio- 2 0 2 0 2 1 1 10 36 5 ÷2.8 multi L MM2-324
Sphinx, Gyno- 1 1 1 4 4 2 2 11 28 4 ÷2.4 multi L MM2-324
Sphinx, Hieraco- 2 2 2 -2 1 0 0 9 32 4 ÷2 multi L MM2-324
Spider, Giant, Scarlet +2 +2 0 -2 0 -2 -5 +1 +6 +2 ÷1 single M 15" TSB2 4.2
Spike Cannibal 0 +1 -2 0 +4 -2 0 +1 0 ÷1 S 3.3
Sprite [ZAngband] -4 3 -2 3 3 2 1 0 -3 0 ÷2.5 multi T
Sprite, Cloud -1 0 -1 +2 0 0 0 -1 0 ÷1 S 3.3
Sprite, Fire -3 +3 0 0 0 0   0 0 0 ÷1 ? S MTG 3.2
Su-Monster 2 2 -2 0 3 0 -1 4 25 2 ÷1.8 multi M MM2-333
Swanmay -1 1 -1 0 1 0 3 7 0 0 ÷1 dual
Swanmay 0 1 0 0 1 0 7 0 0 ÷1 multi
Thallid +1 -1 +1 -1 +2 -2   +2 +1 0 ÷1 ? M/L MTG 3.2
Thallid, Thorn 0 +1 +4 -2 -2 0 +1 +1 +1 ÷1 M 3.3
Theiwar [Phoenix] -1 1 -1 1 -1 1 0 10 0 0 ÷1.3 multi M
Tholian -4 0 2 4 1 -3 -2 2 0 0 ÷1 single M/S StarTrek
Thri-Kreen 0 2 0 -1 1 -2 0 5 33 5 ÷2.5 single
Throon [Arduin] +3 +1 +6 -1 0 -2 ? ? ? ? ÷1 single ? ? Arduin
Thrull, Armor 1 -1 4 -1 -2 -1 -5 2 34 1 ÷1.5 single M/L 12 MTG
Thrull, Basal 0 0 -2 0 +4 -2 +1 0 0 ÷1 M 3.3
Thrull, Mindstab -1 0 -2 1 3 -1 -4 0 4 2 ÷1.5 single M/S 15 MTG
Tiefling5 0 0 -1 0 0 2 0 0 0 ÷1 dual M
Tiegre [Phoenix] 2 2 2 -1 -1 1 0 0 5 5 ÷1.8 multi L
Titan [MM1] 15 -2 5 2 -2 0 13 84 21 ÷11.5 dual
Titan [Phoenix] 4 -2 4 0 0 -4 0 10 10 2 ÷1.5 dual G
Titan, Sundering +4 0 +4 -1 -2 -2 +9 +6 +6 ÷1 L 3.3
Treefolk, Argothian 2 -4 4 0 3 0 -1 20 40 10 ÷3.5 mutli H MTG-AQ
Treefolk, Weatherseed +2 -3 +6 -3 0 0 +2 +3 +4 ÷1 L 3.3
Troll 6 0 6 -3 -3 -3 -6 4 26 5 ÷3 multi L 12 MonM2
Troll, Scarlet +3 +0 +3 -2 -2 -1 -4 0 +4 +1 ÷1 multi L 12" TSB2 4.2
Troll, Spirit 3 2 1 1 -1 -2 -2 6 28 4 ÷2 multi L MM2-349
Troll, Sporeback +3 0 +2 -1 -1 0 +1 +2 +1 ÷1 M/L 3.3
Troll, Two-Headed 10 -3 2 -2 -2 -2 -8 4 36 9 ÷4 multi L 12 MonM2
Tusken Raider 2 0 2 -1 -1 -2 0 0 0 ÷1 M StarWars
Uber-Vampire 7 3 4 -2 -2 -4 5 15 3 ÷2.5 M/L Buffy
Valkyrie [Phoenix] 0 1 1 2 2 0 3 3 15 0 ÷1.5 dual M
Vampire [ZAngband] 3 -1 1 3 -1 2 0 10 5 2 ÷3 either M
Vampire, Sengir +1 +1 -2 +1 +4 -2 +3 +3 +3 ÷1 M 3.3
Vorlon -3 1 1 2 6 4 0 2 -1 ÷2.1 L Babylon5
Wemic 1 -1 0 0 0 0 0 6 32 4 ÷2 dual
Wemic 1 -1 0 0 0 0 6 5 0 ÷1 multi
Werewolf, Lesser 0 +3 -1 0 +2 -1 +3 +2 +1 ÷1 M 3.3
Whill (Yoda's race) -2 3 3 2 5 1 0 0 -1 ÷2 S StarWars
Wookie [StarWars] 5 0 1 -2 -1 -2 -1 0 3 2 ÷1 M/L
Wraith [Phoenix] 0 4 1 2 0 -4 -3 10 10 -1 ÷1.5 either M
Wraith, Bog 0 +2 -1 +1 +2 -1 +2 +2 +2 ÷1 M 3.3
Wyvern 6 0 6 -2 -2 1 0 7 31 3 ÷2 multi G MM2-366
Wyvern, Pyro- 3 2 2 0 1 2 -3 2 22 4 ÷2.5 dual H 24 DM
Wyvern, Shadow 2 2 1 1 2 -5 1 33 5 ÷1.7 dual
Yeek [ZAngband] -2 1 -2 1 1 -7 -4 0 -3 0 ÷0.9 either M/S
Yuan-Ti 1 2 1 1 3 2 -6 0 26 6 ÷5 dual M 9 MonM2
Yuan-Ti, Spitting +1 +1 +1 +1 +1 +1 -5 0 +13 +3 ÷1 multi M 9" TSB2 4.2
Zombie [ZAngband] 2 1 4 -6 -6 -5 -4 0 15 3 ÷1 either M

[P3] Races


[P3.2] Race Table (Abilities)

Race Abilities
Aarakocra Fly 36"; Claw/Claw 1d3/1d3; -3 TH in enclosed areas; No M/L missile penalties
Aasimon, Agathinon MWR 20%; Pri 7 spell progression; 1M: Shapechange; 1M: Cast a 1st level Priest spell; Turn Undead; Ethereal at will; +1 weapon to hit; Save as Priest 14; Immune Life Drain, Death spells, Disintegrate, positive energy
Alaghi Fist 2d6; Move Silently (35+level*5)%; Hide in Natural Surroundings (30+level*5)%
Amberite [RKR] Amberite [ZAngband] abil.; Space-Time Stability; Lvl 10: Create Trump; Lvl 25: Hellride
Amberite [ZAngband] Longevity; Sustain Con; Regen 1 hp/r; Lvl 15: Shadow Shift; Lvl 20: Pattern Mindwalk
Android [Hengband] Immune Disease; Need not eat; Resist Poison; Free Action; Hold Life; Has TechL=LVL guns (Psi8)
Angel, Fallen Flying; 0, sacrifice a DL N summon: +N*2 TH/dmg for 1 round and +N*N*10 current hp
Angel, Serra Flying; Get an attack of opportunity whenever someone joins your group
Arcane MR 40%; 1M, 3/d: Invisibility; 1M, 3/d: Dimension Door; Telepathy cont.
Archon, Hound MIR 10%; 1M: Shapechange Dog/Wolf; +0 wpn to hit; 1M: TWE; Pro. Evil continuous
Archon, Sword MER 30%; Pri 15 spell prog.; +2 weapon to hit; 1M: TWE; Pro. from Evil continuous
Archon, Warden MPR 20%; 1M: Cast a 1st-4th level Div spell; +2 wpn to hit; 1M: TWE; Pro. Evil cont.
Atog 0, eat an item: +XPV/50 TH, dmg, AC, saves (all for 1t) and +XPV/5 to temp hp (lasts until used)
Atog [2] 1N, sacrifice a magic item: +(item XP value)/50 TH, dmg, AC, and saves for 1 round
Atog, Psychatog 1M or (Mouth's P + Consume 2 dead bodies): +LVL AC/dmg until end of round.
Avatar of Hope Flying; 2 attacks: Whirl (do 1 attack on each monster in your group)
Avatar of Woe 1V: Fear (one target, Will save); 1P or 1M: Slay Living (one target, PPD save, 10 dmg if make save)
Avian [Phoenix] Fly; Detect Invis/Hidden; Farsight; Infravision; Resist Lightning; Vuln Disease/Poison
Balrog [Hengband] Breathe Nether or HellFire (area, dmg=LVL*2, no save); Dbl Resist Nether&HellFire; Imm. Insanity
Barbarian [ZAngband] Immune Fear; 1M,Level 4:Berserk (+lvl/+lvl TH/dmg, -lvl/-lvl AC/save)
Bariaur
Bear, Grizzly Claw 1d4; Bite 1d8; Claw natural "18"+ TH: Hug +2d6 dmg; Operate at up to -8 hp
Bear, Pale Immune Ice/Cold; Water Breathing; Swim at full movement rate
Bear, Polar Claw 1d10; Bite 2d6; Claw natural "18"+ TH: Hug +3d6 dmg; Operate at up to -12 hp
Beastman Hide in Natural Surroundings 90%; 80% MR, cannot be lowered
Beastman [ZAngband] Hide; iMR 80%; Immune Conf/Sound/Chaos; 1/lvl: +1 Psi9 power (1:Min, 11:Maj, 21:Gra, 31:Sup)
Beeble, Bubbling 0, 1/s: For this segment, ignore a non-racial defense on someone
Beholder
Beholder 11 eyes (see Psi29), 0 arms, 0 legs, 1 mouth; levitate
Beholder [Angband] 15 eyes (see Psi29), 0 arms, 0 legs, 1 mouth; levitate
Beholder [Phoenix] 10(1/s) eyes (see Psi29), 1 arm, 2 legs, 1 mouth; levitate
Beholder Mage 10 eyes (see Psi29), 0 arms, 0 legs, 1 mouth; levitate
Beholder, Amphisbaena [DM] 22 eyes (see Psi29), 0 arms, 0 legs, 2 mouths; levitate
Beholder, Aquatic [0D&D] 6 eyes (see Psi29), 2 arms, 0 legs, 1 mouth; levitate
Beholder, Argos 5d4/r eyes (see Psi29), 1d4/r arms, 0 legs, 3d4/r mouths; levitate
Beholder, Baby [Phoenix] 5(1/s) eyes (see Psi29), 1 arm, 2 legs, 1 mouth; levitate
Beholder, Channeling [DM] 11 eyes (see Psi29), 0 arms, 0 legs, 1 mouth; levitate
Beholder, Chaos Spawn [Angband] 4 eyes (see Psi29), 0 arms, 0 legs, 0 mouths; levitate
Beholder, Death Kiss 8 eyes (see Psi29), 0 arms, 0 legs, 10 mouths; levitate
Beholder, Director 8 eyes (see Psi29), 0 arms, 9 legs, 1 mouth; levitate
Beholder, Doomsphere (Ghost) 13 eyes (see Psi29), 0 arms, 0 legs, 0 mouths; levitate
Beholder, Elder Orb 12 eyes (see Psi29), 0 arms, 0 legs, 1 mouth; levitate
Beholder, Evil Eye Orms-by-Gore [MtG] 1 ultra eye (see Psi29), 0 arms, 0 legs, 0 mouths; levitate
Beholder, Examiner 8 eyes (see Psi29), 4 arms, 0 legs, 1 mouth; levitate
Beholder, Eye of the Deep 6 eyes (see Psi29), 2 arms, 0 legs, 1 mouth; levitate
Beholder, Gauth 10 eyes (see Psi29), 0 arms, 0 legs, 1 mouth; levitate
Beholder, Gazer [Angband] 4 eyes (see Psi29), 0 arms, 0 legs, 1 mouth; levitate
Beholder, Gibbering Mouther 1d20/r eyes (see Psi29), 0 arms, 0 legs, 1d10/r mouth; levitate
Beholder, Gorbel 6 eyes (see Psi29), 0 arms, 2 legs, 1 mouth; levitate
Beholder, Hive Mother 20 eyes (see Psi29), 0 arms, 0 legs, 6 mouths; levitate
Beholder, Lensman 6 eyes (see Psi29), 5 arms, 0 legs, 1 mouth; levitate
Beholder, Lernaean [DM] 2+* eyes (see Psi29), 0 arms, 0 legs, 1 mouth; levitate
Beholder, Mutant [Synnibarr] 18 eyes (see Psi29), 3 arms, 0 legs, 1 mouth; levitate
Beholder, Observer 9 eyes (see Psi29), 0 arms, 0 legs, 1 mouth; levitate
Beholder, Oldstyle [Phoenix] 10(1/s) eyes (see Psi29), 2 arms, 2 legs, 1 mouth; levitate
Beholder, Orbus 4 eyes (see Psi29), 0 arms, 0 legs, 1 mouth; levitate
Beholder, Overseer 13 eyes (see Psi29), 8 arms, 1 legs, 3 mouth; levitate
Beholder, Spectator 8 eyes (see Psi29), 0 arms, 0 legs, 1 mouth; levitate
Beholder, Sporacle [0D&D] 10 eyes (see Psi29), 12 arms, 0 legs, 1 mouth; levitate
Beholder, Stalking Horror [DarkSun] 1d36/r eyes (see Psi29), 7 arms, 1d8/r legs, 0 mouths; levitate
Beholder, Tinkerer (Giant Bubble) 6 eyes (see Psi29), 4 arms, 0 legs, 1 mouth; levitate
Beholder, Ultimate [Angband] 16 eyes (see Psi29), 0 arms, 0 legs, 0 mouths; levitate
Beholder, Undead 11 eyes (see Psi29), 0 arms, 0 legs, 1 mouth; levitate
Beholder, Undead [0D&D] 13 eyes (see Psi29), 0 arms, 0 legs, 1 mouth; levitate
Beholder, Undead [Angband] 13 eyes (see Psi29), 0 arms, 0 legs, 1 mouth; levitate
Beholder, Watcher 19 eyes (see Psi29), 1 arm, 0 legs, 1 mouth; levitate
Beholder, Were-Gelatinous Cube [DM] 11 eyes (see Psi29), 0 arms, 0 legs, 0 mouths; levitate
Beholderganger [DM] var eyes (see Psi29), var arms, var legs, var mouth; levitate
Beholder-MindFlayer [DSnow] 11 eyes (see Psi29), 0 arms, 0 legs, 1 mouth, 4 tentacles; levitate
Bird Maiden Flying
Bloodwave
Borg x0 Troll-like regen Con-10 hp/s; Adaptive shield (2nd time you take dmg from an effect = 1/2 dmg, etc.); Touch: Shapechange Other to Borg and Control All Actions (save); You are a x0 being; Free Wild Talent in Psi8
Borg x1 Troll-like regen Con-10 hp/s; Adaptive shield (DR and SR 5*N/-, N=# times hit by an effect); Touch: Shapechange Other to Borg and Control All Actions (save); You are a x1 being; Free Wild Talent in Psi8
Brass Gnat Flying; Your actions cannot be locked down
Bringer of the White Dawn 0, 1/r: Recharge one of your magic items by 1 charge (even a potion)
Broken One, Common Min 5 hp per HD (even if above max); Regen 1 hp/r; Claws 1d6 dmg; Night Vision; Keen Hearing
Broo [Runequest] Immune disease, poison; Has gore attack (1d6+disease)
Brownie Save as Pri 9; 1M, 1/d each: ProEvil, Ventrilo, DancingLights, ContLight, Mirror Im, Conf, DimDoor
Brownie, Fyndhorn 1 action, 1/r: Target gains an action of the type you spent on this ability
Brownie, Shelkin 1V: Split target person/monster away from group of monsters into its own group
Bugbear
Bulette Claws 3d6 dmg; Bite 4d12 dmg; 1V: Jump; Can dig underground at 3" move rate
Bullywug, Advanced Chameleon; Hop 30' causing +1 TH and double damage 1/r; Swimming prof.
Cat Warrior Resist falling damage
Celestial Lammasu MR 70%; Pri 15 spell progression; Wiz 12 spell progression; 1M, 3/d: Holy Word; 1M: Plane Shift; 1M: TWE; 1M, 1/d: Wish; Triple effect Pro. from Evil radius sight (continuous)
Centaur Hoof/Hoof 1d6/1d6, can still use arms; Can charge with weapons x2 dmg
Centaur
Centaur [Phoenix] +1 dmg with 1 weapon type /level
Centaur, Citanul You can't be targetted
Centaur, Gara-Khai [Arduin] ?
Centaur, Shinda-Khai [Arduin] ?
Centaur, Tar-Khai [Arduin] ?
Changeling [Phoenix] Dark Vision; Resist Magic/Poison; Vulnerable Cold/Water; Sneak abilities of level/4
Couatl Pri 7 spell prog.; Wiz 5 spell prog.; Poisonous bite (Death or degen 2d4 hp per round)
Crystal Dragon [Phoenix] Infravision; Flying; Immune Fire; Resist Charm/Magic/Disease; Vulnerable Lightning
Cyclops [Phoenix] Berserk (+lvl/+lvl TH/dmg, -lvl/-lvl AC/save); Resist Fire/Cold; Vuln Mental/Lightning
Cyclops [ZAngband] Resist Sound; +level/+0 with thrown rocks
Dark Elf [ZAngband] Dark Vision; Immune Darkness; 1M, Level 1: Magic Missile; Detect Invis
Demon [Phoenix] Infravision; Pass Door; Resist Magic/Negative; Vulnerable Holy/Light; Backstab x2
Demon, Mold Immune Ooze/Slime/Mold; Mold Shield (50%)
Deodanth (Elf-Feline) [Arduin] 0, LVL/d, 1 Str dmg, 1 Con dmg: Time Shift 3r
Deva, Astral MR 65%; Striking +3/+3 Disruption; Pro. from Evil cont.; 1M: Dispel Illusion; 1M: Polymorph Self; 1M: Remove Curse; 1M, 1/d: Blade Barrier; +1 weapon to hit; Immune level loss, Imprisonment, Death spells; 1M, 3/d: Cure Disease; 1M, 3/d: Cure Serious; 1M, 7/d: Dispel Magic; 1M, 1/d: Heal; 1M: Invisibility; 1M: TWE
Deva, Monadic MR 60%; Striking +2/+2 Double Range; 1M: Hold Monster; 1M: Project Image; +1 weapon to hit; 1M, 3/d: Cure Disease; 1M, 3/d: Cure Serious; 1M, 7/d: Dispel Magic; 1M, 1/d: Heal; 1M: Invisibility; 1M: TWE
Deva, Movanic MR 55%; Striking +1/+1 Flame Tongue; 1M: Cure/Cause Blindness; 1M: Detect Traps; 1M: Neutralize Poison; +1 weapon to hit; Immune to Plants, Death spells, level loss, negative/positive energy; 1M, 3/d: Cure Disease; 1M, 3/d: Cure Serious; 1M, 7/d: Dispel Magic; 1M, 1/d: Heal; 1M: Invisibility; 1M: TWE
Devil, Stone Throwing +6 initiative; +1/2 to # Att with one arm
Doppleganger
Dracon
Dracon Resist a normal/para element; Mouth's P, 3/d: Breathe normal/quasi ½*hp
Draconian [Phoenix] Flying; Immune Poison/Disease; Mouth's P: Breathe a chosen element; Resist Fire/Cold/chosen element; Vuln Slash/Pierce/Lightning; Regen 1 hp/r
Draconian [ZAngband] Breath Weapon (a normal element); Flying; 1/level: Add a Resist Element
Dragon [Arduin] ?
Dragon, Amethyst [Council] Breath Weapon (Force); Fly; Imm Force/Poison; Water Breathing; 1/d: ReflectingPool
Dragon, Brass [Council] Breath Weapon (Sleep/Heat); Fly; Imm Fire; Speak with Animals; 1/d: Dust Devil
Dragon, Bronze [Council] Breath Weapon (Lightning/Repulsion); Fly; Imm Lightn.; Water Breath; 1/d: AiryWater
Dragon, Copper [Council] Breath Weapon (Slow/Acid); Fly; Immune Acid; Spider Climb; 1P,3/d: Stone Shape
Dragon, Crystal [Council] Breath Weapon (Shards); Fly; Imm Mineral/Shard/Light/Cold; Luckstone; 1M: Charm
Dragon, Electrum [Ann1] MRR 30%; Breathe Enfeeblement Gas; Immune Gas; 1V: Identify; 1M, 1/d: Locate Object; 1M, 3/d: Dispel Magic; 1M, 2/d: Telekinesis; 1M, 1/d: Project Image; 1M, 1/d: Heal
Dragon, Electrum [DM] Breath Weapon (Stun/Holy Lighn.); Fly; Imm Lightn.; Res Holy Lightning; 1V: PolySelf
Dragon, Emerald [Council] Breath Weapon (Sound); Flying; Immune Sound; Flame Walk; 1M,3/d: Hold Person
Dragon, Faerie MR 32%; 1M: Invis.; Mouth's P, 1/3r: Breathe euphoria (1 target, NR to resist, save:½); Fly 24"C
Dragon, Gold [Council] Breath Weapon (Gas/Holy Fire); Fly; Imm Gas/Fire/Holy Fire; 3/d: Poly Self; 1/d: Luck
Dragon, Gold [MM1] Breathe Holy Fire or Gas; Immune Holy Fire, Fire, Gas; 2 spells (either Wiz or Pri) each level from SL 1 to 6
Dragon, Pseudodragon MR 35%; Claws 1d3 dmg + poison (sleep 1d6 days); Camouflage 80%; Infravision; Fly 24"B
Dragon, Sapphire [Council] Breath Weapon (Sound/Fear); Fly; Imm Fear; Free Action; 1/d:Anti-Magic Shell
Dragon, Silver [Council] Breath Weapon (Para./Holy Cold); Fly; Imm Cold/Holy Cold; 1V,3/d: Poly Self
Dragon, Silver [MM1] Breathe Frost or Gas; Immune Frost, Cold, Gas; 2 spells (either Wiz or Pri) each level from SL 1 to 5
Dragon, Topaz [Council] Breath Weapon (Dehydration); Fly; Imm Dehydration/Cold; Water Breath; Part Water
Drake Familiar Flying; 1M: Dispel Magic
Drake, Azure Fly; Immune Air/Water; Vuln Fire
Drake, Fire Fly; Immune Holy Fire; Vuln Cold; Breathe (your alignment) Fire (1/2 max hp, save for 1/4)
Drake, Shadow Flying; Immune Negative; Vuln Positive; Mouth's P: Breathe negative
Drider [Phoenix] Infravision; +1P action; Imm Poison; Resist Magic & Negative; Vuln Iron/Light/Holy
Drow [Phoenix] Infravision; Resist Charm; Vulnerable Iron & Light; Sneak abilities of level/4
Dryad MR 50%; 1M, 3/d: Charm Person (-3 save, 1d4 years); 1V: Transport via Plants; Speak w/ Plants
Dryad, Quirion Whenever you cast a Wizard spell or Psionic ability, +LVL dmg/saves until end of round.
Dryad, Shanodin Pass without trace in woods; Improved Invisibility in woods
Dwarf +Con*2/7 bonus to PPD/RSW/Spell; +1 TH vs. "giant-class"; "giant-class" at -4 TH
Dwarf [Arduin] Find Mechanical Traps 5*LVL%
Dwarf [Phoenix] Resist Poison/Disease; Vuln Water; 1M: Berserk (+lvl/+lvl TH/dmg, -lvl/-lvl AC/saves)
Dwarf [ZAngband] Resist Magic; Infravision; Immune Blindness; Detect shifting walls/rooms
Dwarf, Athasian
Dwarf, Black Sapphire
Dwarf, Dark 3M: Anti-Magic Shell; 3V: Controlled Blink; 3P: Wall of Force; Resist Darkness
Dwarf, Derro
Dwarf, Dwarven Warrior 1M: Target a creature, on his next attack (if hits) 20 of his dmg can be No Resistance/Defense
Dwarf, Gray Dwarf abilities; Immune to illusion spells, paralyzation, non-natural poisons
Dwarf, Gray Dwarf; Double Health bonus to saves vs. PPD; Immune Illusion/Paralyzation/Poison
Dwarf, Gray1 +Con*2/7 magic saves; immune paralyzation/poison; vulnerable light
Dwarf, Gully
Dwarf, Hill
Dwarf, Maldev
Dwarf, Mountain
Dwarf, PH3 Darkvision 60'; Stonecunning; +2 PPD save; +1 TH vs. orcs/goblins; +4 AC vs. giants
Dwarf, Phaeree (Dangerous J.)
Dwarf, Pitfall
Dwarf, Stone Immune earth; +Con/3 bonus to PPD/RSW/Spell; +4 TH vs. giant-class
Dwarf, Synnibarr
Dwarf, Zakhar Resist Darkness/Disease/Poison/Disenchant; Double Wis bonus Priest spells
Dwarf1 +Con*2/7 magic/poison saves; +1 TH/+4 AC vs. giant-class; stonecunning
Dwarf2 +Con*2/7 magic/poison saves; +1 TH/+4 AC vs. giant-class; stonecunning
Dwarf3 +2 fort saves; +1 TH/+4 AC vs. giant-class; stonecunning
Dwarf5 Underdark language; +2 all saves
Dwarven Demolition Team 1P: Destroy a Wall (magical or normal up to LVL' thick) or a door
Eel, Slipstream Create a 10' r Slipstream (SFB) that moves at LVL^2"
Elder Druid 0, spend 4 spell levels, 1/r: Lend an action (you lose an action & give it to someone) or target loses an action (no save, NR to resist)
Elf 90% charm/sleep resistance; +1 TH with (non-crossbow) bows; +1 TH with sword
Elf [Phoenix] Infravision; Resist Charm; Vulnerable Iron; Sneak abilities of level/4
Elf [ZAngband] +2 TH with bows; -2 TH in melee; +2 CL with spells; Resist Light
Elf, Alfar (Dangerous J.)
Elf, Athasian
Elf, Celstar
Elf, City [Arduin] ?
Elf, Cloud
Elf, Dark (Drow) Immune Darkness; Detect Invis; 1M: Magic Missile
Elf, Dark1 CR 90%; +2 magic saves; MR 50+lvl*2%; stonecunning; 1/d: Dancing Lights; 1/d: Faerie Fire; 1/d: Darkness; Level 4: 1/d: Detect Magic; 1/d: Know Alignment; 1/d: Levitate; 1/d: Clairvoy.; 1/d: Detect Lie; 1/d: Suggestion; 1/d: Dispel Magic
Elf, Deep Shadow +2*LVL spell levels in one progression
Elf, Drider
Elf, Drow Resist Charm; Vuln Iron/Light; Sneak abilities of level/4; (50+level*2)% MR; Dancing Lights 1/d; Faerie Fire 1/d; Darkness 1/d; Levitate 1/d; Detect Magic 1/d; Know Alignment 1/d; Clairvoyance 1/d; Suggestion 1/d; Detect Lie 1/d; Dispel Magic 1/d
Elf, Elvish Archer +5 TH & dmg with Bows; +6 Initiative; Can do 1 action before opponents if they win initiative
Elf, Gray
Elf, Gray
Elf, Gray1 90% charm/sleep resistance; +1 TH with bows/swords
Elf, Half-Aasimar MPIRR 30%; +0 weapon to hit; Resist acid, cold, lightning
Elf, High Elf abilities
Elf, High [Arduin] ?
Elf, Llanowar
Elf, Nobilis (Shadowrun)
Elf, PH3 Immune sleep; +2 Ench/Charm saves; Low-light vision; +1 sword prof.; +1 bow prof.
Elf, Pharisee (Caer Sidi)
Elf, Psielf (Synnibarr)
Elf, Savaen # F actions: Remove trap (#=1), trick (#=2), special (#=3) at 20+LVL*20%
Elf, Sea [Arduin] ?
Elf, Shadow Elf; Can use/make Tech items as if 2 TL lower; (level*5)% InnER; 1M: Ghost Light
Elf, Spiritual (Dangerous J.)
Elf, Taunting CR 90%; +1 TH with bows; 1V: Taunt a group (save)
Elf, Valley Elf abilities
Elf, Valley +2 CL with spells; +1 TH with sickle/dagger
Elf, Valley1 90% charm/sleep resistance; +1 TH with bows/swords
Elf, Werewood Elf abilities; 1M: Tree; 1P: Assume Tree form; Vulnerable Darkness
Elf, Wild Elf abilities; Animal Friendship continuous; Set natural traps 90%
Elf, Wild
Elf, Wild (Kagonesti)
Elf, Wild1 90% charm/sleep resistance; +1 TH with bows/swords; Animal Friendship
Elf, Wood Elf abilities
Elf, Wood
Elf, Wood [Arduin] ?
Elf, Wood1 90% charm/sleep resistance; +1 TH with bows/swords
Elf1 90% charm/sleep resistance; +1 TH with bows/swords; Detect secret doors
Elf2 90% charm/sleep resistance; +1 TH with bows/swords; Detect secret doors
Elf3 Immune sleep; +2 enchantment saves; +1 proficiency each with sword and bow
Elf5 Elf, Orc, Orog, Uruk-Hai languages; iCR 100%; considered additional +1 weapon to hit
Elf-Halfling
Enchanted Being -X dmg per physical att, where X is the number of effects the attacker has running
Ent [Hengband] Vuln. Fire; Imm. Aging; Need not eat; Speak w/ Plants; Each level can get +1 Str, -1 Dex, +1 Con
Ettercap Claws 1d3 dmg; Bite 1d8 dmg + poison (save or death in 1d4 turns); FRT 50%; Immune webs
Faerie, Thornwind Flying; 1M: LVL^2 psionic dmg to one target (no save)
Feline [Phoenix] Detect Invis/Hidden; Farsight; Infravision; Imm Poison; Resist Cold/Charm; Vuln Fire
Feline, Khai-Zirin [Arduin] ?
Floral Spuzzem 1 attack: Dispel a magic/psionic item
Folk, Scavenger 1M, lose half your current hp (round up the loss): Dispel target magic item
Fremlin +1 or better weapon to hit; Fly 12" (B)
Gargoyle +1 wpn to hit; Claws 1d3 dmg; Bite 1d6 dmg; Fly 15"C; Resist Earth; Ignore SS/IS (but not US)
Gargoyle, Abbey Flying; Immune Fire, Earth, Chaos
Gargoyle, Granite Flying; 1N, Lose 1 SL from a spell memorization: +2 AC and saves for 1 turn
Genie, Dao (Earth) Fly 15"B; Imm. Earth; 1M, 1/d each: GasForm, Invis., Misdir., Passwall, Wall/Stone, Dig, Rock>Mud
Genie, Djinn (Air) Fly 24"A; Imm. Air; 1M, 1/d each: GasForm, Invis., CreateFood&Water, MajorCreation, Wind Walk
Genie, Efreet (Fire) Fly 24"B; Imm. Fire; 1M, 1/d each: GasForm, Invis., Enlarge, PolySelf, Wall/Fire, ProduceFlame
Genie, Jann (Prime) Fly 30"A; Resist Air/Earth/Fire/Water; 1M, 3/d each: Enlarge, Invis., Ethereal, CreateFood&Water
Genie, Marid (Water) Fly 15"B; Imm. Water; 1M, 2/d each: Invis., PolySelf, WaterBreath; 1M: line Water 1d6 dmg + Blind
Ghoul, Khabal Whenever a creature dies within sight of you, cure 1 hp on yourself
Ghoul, Scavenging Each time a creature dies in your group, gain 1 temporary hp (not beyond max)
Giant [Phoenix] Resist Fire & Cold; Vulnerable Mental & Lightning; Regen 1 hp/r
Giant, B'horog (4 armed)
Giant, Cloud Fists 1d10 dmg; 1M, 1/d each: Levitation, Feather Fall; Free wild talent in Psi23 (Cloud Psionics)
Giant, Ettin 2 heads; Not slain by vorpal as long as you have at least 1 head; Fists 2d6 dmg; Infravision
Giant, Fire Fists 1d8 dmg; Imm. Fire; 1V, can borrow: Catch a missile fired at you 50%
Giant, Frost Fists 1d8 dmg; Imm. Cold; 1V, can borrow: Catch a missile fired at you 40%
Giant, Greater [Arduin] ?
Giant, Hill Fists 1d6 dmg; 1V, can borrow: Catch a missile fired at you 30%
Giant, Lesser [Arduin] ?
Giant, Stone Fists 1d8 dmg; 1V, can borrow: Catch a missile fired at you 90%; Camouflage near stone
Giant, Storm 1M: 16d6 Lightning Bolt; 1M: Levitate; 3M: Three 30d6 Lightning Bolts; 1M: Weather Summon; Immune Lightning
Giant-kin, Firbolg MR 15%; Priests XP div is 3, HD is 2d6/lvl, +2 Ill spells of lvl (lvl/5, round up)/lvl
Giant-kin, Voadkyn 90% sleep/charm resistance; All Warriors use Pal XP table; +1 TH with bows
Giff MR 10%; +4 weapon prof.; Arquebus and tech guns cost 1/10 normal cost; Head butt 2d6 dmg
Giff
Githyanki Can have wild talent, no effect on XP bonus from classedness; +9 to #Mentals calc.
Githzerai
Glasswave
Gnoll
Gnoll [Phoenix] Detect Hidden; Dark Vision; Vulnerable Silver
Gnoll, Flind Can attack to disarm instead of damage (opponent must save vs. RSW)
Gnome +Con*2/7 bonus to RSW/Spell; +1 TH vs kobolds/goblins; "giant-class" at -4 TH
Gnome [Arduin] ?
Gnome [Phoenix] Infravision; Resist Mental; Vulnerable Water
Gnome [ZAngband] +Con/6 saves; Infravision; Imm Paralysis; Resist Slow; 1M, Level 3: Dimension Door
Gnome, Deep Gnome abilities; Immune Illusion; Summon Earth Elemental 1/d; Non-Detection cont.
Gnome, Deep As other Deep Gnome plus: +3 saves; Blur 1/d; Blindness 1/d; Change Self 1/d
Gnome, Deep1 +3 all saves; +2 poison saves; immune illusion; camouflage 60%; Non-Detection; 1/d: Blindness; 1/d: Blur; 1/d: Change Self; Level 6, 1/d: Conjure Earth Ele.
Gnome, Fabricator
Gnome, PH3 Low-light vision; +2 Ill saves; +1 TH vs. goblins; +4 AC vs. giants; Cast a cantrip 1/d
Gnome, Phaeree (Dangerous J.)
Gnome, Surface
Gnome, Tinker
Gnome1 +Con*2/7 magic saves; +1 TH/+4 AC vs. giant-class; stonecunning
Gnome2 +Con*2/7 magic saves; +1 TH/+4 AC vs. giant-class; stonecunning
Gnome3 +2 illusion saves; +1 TH/+4 AC vs. giant-class; 1/d: Dancing Lights; 1/d: Ghost Sound; 1/d: Prestidigitation
Goblin Detect New or Unusual Construction; -1 TH in daylight
Goblin [Arduin] ?
Goblin [Phoenix] Resist Mental; Vulnerable Silver & Light & Wood & Holy; Sneak abilities of level/4
Goblin Goon Immune Overbear; Can "narrow salvo" attacks (one 1d20 result for all attacks against one enemy)
Goblin of the Flarg Immune traps in underground; Special enemy dwarves (as Ranger)
Goblin, Scarlet Resist Mental; +6 Will or Wis-based saves; +4 weapon prof.; Sneak abilities of level/3
Golem [ZAngband] Resist Poison; Detect Invis; Free Act; Hold Life; 1M,Level 10: +lvl AC, lvl Stoneskins
Golem, Mycosynth +1 TechL with Psi8/16 effects; Get +1 DL whenever you summon a Golem
Gorn -3 dmg per physical attack
Green Slime Wave Considered to have "1 arm" or "2 tentacles" (Green Slime brand, i.e. 2d6 dmg + 1d6 Con dmg)
Grell, Patriarch +1M; Hold M Actions; Flying; No Arms; No Legs; 10 Tentacles; +1 Psi. Freq.
Gremlin MR 25%; +1 wpn to hit; Claws 1d4 dmg; Fly 18"B; 1V, 1/t: Taunt; FRT 40%
Griffon Fly 30"C; Claws 1d4 dmg; Bite 2d8 dmg; Far Sight; Clairnasience
Grommam
Gryfalcon [Phoenix] Infravision; Sneak abilities of lvl/3; Fly; Resist Charm/Poison/Disease; Vuln Acid/Cold
Gryphon [Phoenix] Infravision; Fly; Sneak abilities of lvl/3; Resist Magic/Poison; Vuln Acid/Cold/Water
Hadozee, Displacer
Hag, Annis MR 20%; 1M: Change Self; Infravision; Claws/Bite 1d8 dmg; 1M, 3/d: Fog Cloud; -1 dmg / phys att.
Hag, Green MR 35%; 1M: Change Self; 1M: Invis., WaterBreath, Speak w/Monster, Mimic Voices, Weakness
Half Elf [Phoenix] Farsight
Half Orc [Phoenix]
Half-Ape (Scarlet Thrall) Resist Psionics; +4 TH and dmg with thrown weapons
Half-Baboon (Scarlet Thrall) Resist Psionics; Resist Falling Damage; +4 TH and dmg with non-thrown missile weapons
Half-Demon5 Demon language; IR 50%
Half-Dragon, Bronze
Half-Dragon, Gold
Half-Dragon, Silver
Half-Dwarf (Mul), Athasian
Half-Elf 30% resistance to sleep and charm spells; Detect Secret Doors
Half-Elf [Arduin] ?
Half-Elf [ZAngband] +1 TH with bows; -1 TH in melee; +1 CL with spells
Half-Elf, Athasian
Half-Elf, Cloud CNR 70%; Free Wild Talent in Psi23
Half-Elf, Dark Resist Darkness; Magic Missile 1/d
Half-Elf, Gray
Half-Elf, High
Half-Elf, PH3 Immune sleep; +2 Ench/Charm saves; Low-light vision
Half-Elf, Valley
Half-Elf, Wood
Half-Elf1 30% charm/sleep resistance; Detect secret doors
Half-Elf2 30% charm/sleep resistance; Detect secret doors
Half-Elf3 Immune sleep; +2 enchantment saves
Half-Elf5 Elf, Orc languages; iCR 90%
Half-Giant [ZAngband] 1M: Dig; 1P: Destroy Wall; 1M, Level 10: Stone to Mud; Resist Shards; Sustain Str
Half-Giant, Athasian
Halfling [Phoenix] x10 Personality score; Pass Door; Resist Poison & Disease; Vulnerable Light; Sneak abilities of level/3
Halfling, Alfen (Dangerous J)
Halfling, Athasian x10 Personality score; Double Health bonus to saves vs. PPD; Resist Fire/Sand; +1 non-weapon prof/level
Halfling, Hairfoot
Halfling, Half-Skulk x10 Personality score; Infravision; Immune darkness; +Dex/3 to all saves; +50 Rogue points
Halfling, Hobbit [Arduin] ?
Halfling, Jerren x10 Personality score; +40 Rogue pts.; +1 all saves; +2 fear saves; Half of dmg you do (physical or magic) is Vile
Halfling, Kobbit [Arduin] ?
Halfling, Mixed x10 Personality score; +Con*2/7 bonus to PPD/RSW/Spell; Detect Grade/Slope/Direction
Halfling, PH3 x10 Personality score; +1 saves; +2 fear saves; +1 TH thrown
Halfling, Photic
Halfling, Stout x10 Personality score; +Con*2/7 bonus to PPD/RSW/Spell; Detect Grade/Slope/Direction
Halfling, Stout
Halfling, Tallfellow x10 Personality score; +Con*2/7 bonus to PPD/RSW/Spell; Detect Grade/Slope/Direction
Halfling1 +Con*2/7 magic saves; stonecunning
Halfling2 +Con*2/7 magic saves; stonecunning
Halfling3 +1 all saves; +2 fear saves; +1 TH with thrown weapons
Halfling5 Kobold, Goblin languages; +2 TH/dmg with missiles
Half-Ogre
Half-Ogre Priests automatically get Combat,Divination,Healing,Protection,Sun
Half-Ogre [ZAngband] 1M, Level 13: Glyph of Warding or Explosive Rune; Resist Darkness; Sustain Str
Half-Orc
Half-Orc Berserk (+lvl/+lvl TH/dmg, -lvl/-lvl AC/save); Res Magic/Weapon; Vuln Mental; Reg 1/r
Half-Orc Resist Weapon; Vuln Mental; Regen 1 hp/r
Half-Orc [Arduin] ?
Half-Orc [ZAngband] Resist Darkness; 1M: Remove Fear
Half-Orc, Acidic
Half-Orc, PH3 Darkvision
Half-Orc1 (none)
Half-Orc3 (none)
Half-Pixie5 Pixie, Druid languages; DR (10*lvl)/+lvl
Half-Titan [ZAngband] Resist Chaos; 1V, Level 17: Identify and know statistics of creature
Half-Troll (Angband)
Half-Troll [ZAngband] Sustain Str; Regen 1 hp/r; Remove Fear; Berserk (+lvl/+lvl TH/dmg, -lvl/-lvl AC/save)
Half-Weasel (Scarlet Thrall) Resist Psionics; One "Level 1:" ability in a known class; Any level 1 Rogue ability; +20+5*LVL Rogue pts
Half-Wolverine (Scarlet Thrall) Resist Psionics; Resist Magic; Resist Innates
Half-Yeek5 Yeek, Bleah languages; Resist disease
Harpy Fly 15"C; Mouth's P: Charm (save) to a group; Claws 1d3 dmg; Bite 1d6 dmg
Heucuva [Phoenix] Dark Vision; Imm Neg./Poison/Disease; Res Weapon; Vuln Holy/Light/Silver; +1 #Att
High-Elf [ZAngband] +3 TH with bows; -3 TH in melee; +3 CL with spells; True Sight; Resist Light
Hippogriff Fly 36"C; Claws 1d6 dmg; Bite 1d10 dmg
Hobbit [ZAngband] x10 Personality score; +2 TH with bows; -2 TH in melee; +Con/6 saves; Sustain Dex; 1V:Create Food/Water
Hobgoblin Detect New Construction, Sloping Passages, Shifting Walls
Homarid -LVL TH/dmg/AC/saves on odd numbered segments; +LVL on even segments
Hook Horror Hooks 1d8 dmg; Bite 1d6 dmg; If both hooks hit, bite auto hits; Hear Noise 50%; Blindfighting
Horror, Cosmic +2 tentacles; +2 mouths; can do 1 attack on segment 0
Human Can do 1 for 1 trading for ability scores (instead of 2 for 1)
Human 1 for 1 trading with ability scores
Human [Arduin] ?
Human, Amazon [Arduin] ?
Human, Baklunish 3 for 2 trading with ability scores; +1 feat; +3+level skills
Human, Beholder world [DM] 1 for 1 trading with ability scores; 2 eyes (see Psi29), 2 arms, 2 legs, 1 mouth; levitate
Human, Deep Imaskari iXRaRR 30+LVL*2%; Low-Light Vision; +1 to Wiz prog.; 1M (can borrow), 1/d: Capital E Escape
Human, Dunadan (Angband) 1 for 1 trading with ability scores
Human, Evolved 1 for 1 trading; Resist mental attacks; +LVL non-weapon proficiencies
Human, Great 1 for 1 trading with ability scores
Human, Greater 1 for 1 trading with ability scores
Human, Greyhawk Dweller Goblin, Kobold, Orc languages; Ultravision; MR 10%; Legend Lore 10%; Pick X: Str +1, Dex +1, Con +1, Int +1, Wis +1, Chr +1, hp +4, AC +2, TH +2; Pick Y: Str -1, Dex -1, Con -1, Int -1, Wis -1, Chr -1, hp -4, AC -2, TH -2; X-Y=2; You cannot duplicate any "X" picks, but you may duplicate "Y" picks.
Human, Guour 1 for 1 trading with ability scores
Human, Lower Dwellers 1 for 1 trading with ability scores; Infravision; Resist Darkness
Human, Minotaur 1 for 1 trading with ability scores; Immune Maze
Human, PH3 +1 feat; +3+level non-weapon prof.
Human, Planar (Tiefling) 1 for 1 trading with ability scores;
Human, Suel / Suloise 4 for 3 trading with ability scores; x2 Personality score; iXGaXaGR LVL*5%
Human, The Eye 4 eyes (must be one actual eye) (see Psi29), 2 arms, 2 legs, 1 mouth; levitate
Human, The Hand 1 for 1 trading; Has a large hand instead of head, considered 3-armed
Human, Upper Dwellers 1 for 1 trading with ability scores; Ultravision; Resist Light
Human, Vasharan 2 for 3 trading; +1 feat; +3+LVL skill pts; iGR LVL*3%; Multiply your TH&dmg rolls by enemy's mult.
Human, Werehuman 1 for 1 stat trading; Has 2 different forms (w/ diff. ability scores); 3F: Switch forms
Human, Winged (Alorian) 1 for 1 trading with ability scores; Fly
Human1 (none)
Human2 (none)
Human3 +1 feat; +3+level skills
Human5 Ancient Oeridian language; 1 for 1 stat trading; max stat due to trading = 17+lvl
Imp [ZAngband] Resist Fire & Nether; 1M,level 5: Personal Fireball; 1M,level 15: Fireball
Imp, Bog Flying; Resist necromantic effects
Imp, Nettling 1V: Taunt one target (no save); 1M: Command (save)
Kender
Kender [Phoenix] +1P action; +1V action; Resist Water; Vulnerable Mental; Thief abilities of level/4
Kenku [Phoenix] Farsight; Detect Hidden; Infravision; Flying; Resist Cold; Psionic Regen 1 PSP/r
Khai-Shang (Weasel-Otter) [Arduin] ?
Ki-rin MPR 90%; Horns +3/+3 of Sharpness; Wiz spells 9 8 7 6 5 4 3 2 1; 1M: Major Creation; 1P: Gaseous Form; 1V: Wind Walk; 1M: Advanced Illusion; 1M: Call Lightning; 1M: Summon Weather
Ki-rin, T'uen-rin MIR 90%; Wiz spells 15 14 13 12 11 10 9 8 7; 1P, 1/d: Awe; Detect Lie cont.; 1M: Plant Growth; 1M: Psionic Blast vs. evil 50 mile radius; 1M: Cure Disease and Plague 100 mile radius
Klackon [ZAngband] Resist Conf./Acid; +1V action; 1M,Level 5: Personal Acidball; 1M,level 13: Acidball
Klingon
Knoblin (Kobold-Goblin) [Arduin] ?
Kobold Always attacked last; -1 TH in sunlight
Kobold
Kobold [ZAngband] Resist Poison; +lvl Poison dmg with melee or missile attacks
Kobold, Crimson Each melee attack does an extra (level) poison dmg (save: 0)
Kobold, Crookshank +(5*level)% rogue points
Kobold, Kher Keep (5*level)% WR
Kobold-Lizard Man
Kzinti Claw 2d4
Lamia 1M, 1/d: Charm Person, Mirror Image, Suggestion, Illusion; Touch drains 1 Wis (no save)
Lammasu MR 30%; Fly 24"C; 1M: Invis. or DimDoor; Pro.Evil 10'r; Claws 1d6 dmg; +4 3 2 1 to Priest prog.
Leprechaun, Aisling NR 10*LVL%; 1 touch: Effect, weapon, or person is resisted using NR for 1 turn.
Leviathan, Segovian Water Breathing; Bite attack is 1d30 dmg
Licid, Dominating 1M: Domination (save) (only one Domination effect running at a time)
Lizard King
Lizard Man Move in water 12"; Water Breathing; Swimming Proficiency
Lizard Man
Lizard Man, Blackmoor
Lizard Man, Desert Saurig [Arduin] ?
Lizard Man, Hurwaet
Lizard Man, Krynn
Lizard Man, Swamp Saurig [Arduin] ?
Lung-Ti
Manotaur
Manticore Fly 18"E; Tail's P, 4/d: Fire 1d6 spikes, each does 1d6 dmg (roll TH for each)
Medusa Gaze: petrify (save); 1 Snake attack (roll TH) 1 dmg + poison (death/0); Ethereal/Astral Perception
Medusa, Infernal Hair's P: 1d2 dmg + Poison (save, death/20) + Petrification (save)
Merfolk of the Pearl Trident Water Breathing; Swimming
Merfolk, River Immune Snares/Traps; Resist Tricks/Specials; Water Breathing
Merman/Mermaid [Arduin] ?
Mimic 1V: Alter shape to any solid Size M object; 1 pseudopod 3d4 dmg; Imm. Acid, Slimes; Glue Shield
Mind Flayer
Mind Flayer [ZAngband] Sustain Int & Wis; +1M action; Detect Invis; Telepathy; Mind Blast
Mind Flayer, Ulitharid +2 M; Flying; +1 to # Psi freq.; MR 90%; 4 Tentacles 1d3; -6 saves vs. your effects
Mind Flayer, Yaggol +1 P; PR 50%; 5 Tentacles 1d4; +1 weapon to hit
Minotaur Tracking; Immune to Maze
Minotaur
Minotaur [Phoenix] Farsight; Immune Poison; Vulnerable Bashing; +1 dmg with 1 weapon type /level
Minotaur, Anaba Ancestor 1P: Target gains +LVL TH/dmg this segment; 1bM: Target gains +LVL AC/saves this segment
Minotaur, Hurloon Immune Maze, Binding, Imprisonment
Minotaur, Krynn
Minotaur, Mirror 1M: Maze (Spell save)
Mongrelman Add +1 to any 0* stat; Mimic Voices; Pick Pockets (50+level*5)%; Camouflage
Naga, Dark CR 20%; Bite 1d4; Tail 2d4 dmg + Sleep 2d4 r (save); ESP; Imm. Acid, Poison; +4 2 2 to Wiz prog.
Naga, Guardian Mouth's P: Spit poison 1 target (death/0); Bite 2d4; Tail 1d6; FRT 120%; +3 2 1 to Priest prog.
Naga, Spirit Bite 1d3 dmg + poison (death/0); Gaze: charm (save); +3 2 1 to Wiz prog.; +2 2 Priest prog.
Nameless Race +N TH/dmg, where N is the number of enemies in your group; This race can be any one name
Neogi Claws 1d3 dmg; Bite 1d6 dmg + slow 1d8 r (save); 1M: Locate or Charm Umber Hulk (no save)
Nibelung [ZAngband] Immune Darkness; Resist Disenchantment; Detect shifting walls/rooms
Night Stalker, Lurking +2 TH/dmg and +1 #Attacks with guns; Can buy guns off of the Demolitionist/Musketeer tables at ÷LVL cost
Night Stalker, Shimian 1bV: Interpose yourself in front of an attacking creature
Nymph MR 50%; 1M, 1/d: Dim Door; Gaze: blind (save); 2V, Gaze: death (save); +4 3 2 1 to Priest prog.
Ogre Priests automatically get Combat,Divination,Healing,Protection,Sun
Ogre Enforcer Ignore effects that do less than LVL*4 dmg
Ogre Mage Gaseous Form; Fly; Invisibility; Charm Person; Regen 1 hp/r; Cone of Cold (8d8) 1/d
Ogre Mage
Ogre, Gray +LVL TH and dmg with clubs, rocks, boulders
Ogre, High
Orc Detect New and Unusual Construction, Sloping Passages; -1 TH in sunlight
Orc, Ironclaw Vulnerable Fear
Orc, Lesser [Arduin] ?
Orc, Orcish Artillery 1P, take 3 damage: Deal 20*LVL dmg to one target (no save)
Orc, Scarlet +6 weapon prof.; 1P, take N damage (max N=LVL*2): Deal 15*N dmg to one target (no save)
Orc, Uruk [Arduin] ?
Otyugh, Scarlet 2 tentacles; Mouth's P, 1/t: Breathe Acid (½*hp, area, no save); Any level 1 Rogue ability; +20+5*LVL Rogue pts
Owlbear Claws 1d6 dmg; Bite 2d6 dmg; If both claws hit: +2d8 dmg
Owlbear, Ice (Snowy Owl/Polar Bear) Claws 1d8 dmg; Bite 2d8 dmg; If both claws hit: +2d10 dmg; Immune Ice/Cold; Operate at up to -20 hp
Phelddagrif, Questing Flying; Resist Necromancy, Fire; 1M: +LVL dmg/saves for 1 round; 1M: Animal Summoning I
Phoenix [Phoenix] Fly; Detect Inv/Hid; Reg 2 hp/r; Imm Fire/Charm; Res Disease/Poison; Vuln Cold/Holy
Phraint (Ant-Mantis) [Arduin] ?
Pixie Improved Invis; Poly Self; Illusion; Confusion; Dispel Magic; Dancing Lights; ESP; Fly
Pixie
Pixie [Phoenix] Flying; Detect Magic; Infravision; Resist Charm & Mental; Vulnerable Iron
Pixie Queen Flying; 1M: Target gains Flying
Pixie, Argothian Resist Golems, magic item effects
Planetar [MM2] AllR 75%; Striking +4/+4 Defender, Wounding; Pri 7 and Druid 7 progressions; 1M, 1/d: Animate Object; 1M, 3/d: Blade Barrier; 1M: Continual Light; 1M, 3/d: Dispel Evil; 1M, 7/d: Dispel Illusion; 1M, 3/d: Dispel Magic; 1M, 1/d: Earthquake; 1M, 1/d: Feeblemind; 1M, 2/d: Limited Wish; 1M: Polymorph Object; 1M, 1/d: Fire Storm; 1M, 3/d: Flame Strike; 1M, 3/d: Heal; 1M, 1/d: Holy Word; 1M: Improved Invisibility 10'r; 1M, 1/d: Insect Plague; 1M: Polymorph Self; 1M, 3/d: Raise Dead; 1M: Remove Curse/Fear; 1M, 1/d: Restoration; 1M, 1/d: Shapechange; 1M: Speak with Dead; 1M, 1/d: Symbol; 1M: TWE; 1M, 3/d: True Seeing; 1M, 7/d: Wind Walk; 1M: Commune; 1 Touch: Cure Blindness, Deafness, Disease, or Light Wounds; Detect Evil, Illusion, Invisibility, Lie, Magic, Traps; Resist Fire, Cold; +4 weapon to hit
Pocket Dragon
Quarterling
Quasit MR 25%; +0 wpn to hit; Imm. Cold/Fire/Lightning; Claw: -1 Dex; Invis.; Regen 1 hp/r; 1/d: Fear 30' r
Quickling +1P; move rate 96"
Rakshasa +2 wpn to hit; Wiz spell prog. 4 3 2 1 (CL=7); Immune spells SL<8; Allergy blessed bolt
Romulan +4 Wis checks
Roper MR 80%; Camouflage; 1P,6/d: Target halves Str score (save); Bite 5d4; Imm Lightning; Resist Cold
Rust Monster 2 tentacles (Rust Metal brand); Detect Metal; 1V, eat N gp: Cure self N hp (can eat off of your gp count on chalkboard, keep track)
Sandwave
Satyr Hoof 2d4; Charm or Sleep or Cause Fear 60'r by musical instrument 1/r
Satyr [Phoenix] Detect Hidden/Evil/Good; Immune Fire; Resist Negative; Vulnerable Holy & Light
Saurial, Bladeback Claw/Claw/Tail 1d4/1d4/1d6; +2 saves vs. sound; -2 saves vs. gas
Saurial, Finhead Claw/Claw/Tail 1d3/1d3/1d2; +2 saves vs. sound; -2 saves vs. gas
Saurial, Flyer Claw/Claw/Bite 1d2/1d2/1d2; +2 saves vs. sound; -2 saves vs. gas; Fly 24"
Saurial, Hornhead Claw/Claw/Horn/Tail 1d4/1d4/2d6/2d4; +2 saves vs.sound; -2 saves vs.gas
Scro
Sea Elf [Phoenix] Det Hidden; Underwater Action; Resist Water/Cold; Vuln Iron/Fire; +1 CL with Illusion
Shade, Frozen 1N, Lose 1 SL from a spell memorization: +1 TH, dmg, AC, and saves for 1 turn
Shade, Undercity 1M: Fear (save); 0, Lose 1 SL in memorization: +LVL dmg/saves for 1 round
Shadow Imp. Invis.; 1M: Contagion; 6 limbs; 1M, 1/d: Wraithform
Shadow, Nether Immune to Summoning Sickness; Regenerate 4 hp/r
Shadow-fairy [Hengband] 0: Levitation; Vuln. Light; Does not check for "?" marks or Wandering Monsters in dungeon
Shapeshifter 1M: Polymorph Self; 1V: +LVL AC/saves and -LVL TH/dmg or vice versa for 1 round
Shedu
Shedu, Greater
Silver Dragon [Phoenix] Infravision; Flying; Dark Vision; Immune Cold; Resist Charm & Magic & Disease
Skeleton [ZAngband] Imm Poison/Neg.; True Sight; Res Pierce/Slash/Cold; 2V to drink potions
Skeleton, Drudge Regenerate 1 hp /s; Resist Piercing weapons
Sliver, Harmonic 1M: Dispel Magic/Psi/Innate/Radioactive
Solar [MM2]
Specter, Abyssal Flying; Each time you hit with a melee attack, target loses LVL SL's in memorization
Specter, Hypnotic Flying; Each hit you do causes loss of LVL SLs in memorization
Spectre [ZAngband] Pass Wall; Mouth's V: Fear; Hold Life; Det Invis; Res Poison/Cold/Nether; Telepathy
Spellweaver Each SL on spell progressions is treated as spell level (10-SL)
Sphinx, Andro- Fly 30"D; Claws/Bite 2d6 dmg; Mouth's P, 3/d: Fear, Para., or Weakness area; +4 3 2 to Pri prog.
Sphinx, Crio- Fly 24"D; Claws 2d4 dmg; Head butt 3d6 dmg; +50% to all Wis-based Rogue abilities
Sphinx, Gyno- Fly 24"D; Claws 2d4 dmg; 1M,1/d: Det.Invis., LegendLore, LocateObj., DispelMagic, RemoveCurse
Sphinx, Hieraco- Fly 36"D; Claws 2d4 dmg; Bite 1d10 dmg; +30% to all Dex-based Rogue abilities
Spider, Giant, Scarlet 6 tentacles (weak lemur-like arms with small hands), 0 arms, 2 legs; Poison bite (+LVL^2 dmg); 1M: Web
Spike Cannibal 1M+1V: Move an effect from target to yourself
Sprite [ZAngband] Flying; Res Light; +1V; +1 specialty school; 1P,Lvl 6: Sleep; 1P,Lvl 15: Sleep Monster
Sprite, Cloud Flying; Free wild talent in Psi23
Sprite, Fire Resist Fire; Flying; +1 CL with fire-based and Invocation spells
Su-Monster Claws/Bite 1d4 dmg; 1M, 1/d: Haste self; Free wild talent in Psi1, Psi2, or Psi3
Swanmay +1 or better weapon to hit; 2*(# of HD)% MR; Fly 19"(D); Shapechange to swan
Swanmay
Thallid 1M, 1 per 3 rounds: Monster Summoning I (Plant)
Thallid, Thorn 1M, once per 3r: 10*LVL wood dmg to one target (no save)
Theiwar [Phoenix] Resist Charm & Cold & Negative; Vuln Iron & Light & Holy; Sneak abilities of level/4
Tholian Fly 12"E; Immune Fire; Resist Earth, Crystal, Minerals; Add Int bonus to any one progression
Thri-Kreen
Throon [Arduin] ?
Thrull, Armor 1M, 1/d: Stoneskin (30); 1M, 1/d: Armor (+40); 1M, 1/d: Shield (+7 AC, +3 area saves)
Thrull, Basal Lose half of current hp, lose 2*LVL SLs in memorization: Target gains 2*LVL SLs in memorization
Thrull, Mindstab 1M, 1/d: Psi1 Psionic Blast; 1M, 1/d: Mind Blast (stun 5r); 1M, 1/d: Power Word Stun
Tiefling5 Sigilspeak language; +2 CL
Tiegre [Phoenix] Infravision; Det Hidden; Regen 1 hp/r; Imm Charm; Res Poison/Disease/Light; +1 #Att
Titan [MM1]
Titan [Phoenix] Det Invis; Berserk (+lvl/+lvl TH/dmg, -lvl/-lvl AC/saves); Imm Charm; Resist Weapon
Titan, Sundering Earthquake continuous (can't be lowered, hole in the middle)
Treefolk, Argothian 4 limbs (½ Str score if use a weapon); Immune to all effects from items of your multiplier or less
Treefolk, Weatherseed 1D: Resurrect self, but you are back at home
Troll Claw 1d4; Bite 1d6; Regen 3 hp/r
Troll, Scarlet Immune Fire; Regen 4 hp/s; Do not die until below -600 hp (still unconscious at -1 hp though)
Troll, Spirit Imp. Invis.; +0 wpn to hit; Imm.Cold; Regen 3 hp/r; Claws 1d4+Str loss1d4+2; Bite 1d4 VampRegen
Troll, Sporeback Regenerate 2 hp /s; 0: Target regenerates instead of you this segment
Troll, Two-Headed 2 heads; Claw 1d4; Bite 1d12; Regen 1 hp/r
Tusken Raider (none)
Uber-Vampire +4 wpn to hit; DR 10/-; Time/Reality Stability; Claw 1d10
Valkyrie [Phoenix] Infravision; Fly; Regen 1 hp/r; Resist Charm/Holy/Light; Vuln Magic/Negative
Vampire [ZAngband] Vulnerable Light; Immune Darkness; Hold Life; Resist Nether & Cold & Poison; Feed
Vampire, Sengir Flying; Each time you kill someone, get their DL^2 in current hp (can go beyond max, lasts only 1r)
Vorlon Precog.; 1M: Legend Lore; 1M, 1/d: Holy Bolt; Flying
Wemic
Wemic Claw/Claw 1d4/1d4, can still use arms; Leap 30'
Werewolf, Lesser 0: Halve your melee damage this segment, but your damage is Vile and causes Lycanthropy
Whill (Yoda's race) Size S; +LVL/2 M; +1 to # Psi Freq
Wookie [StarWars] +4 TH with crossbows; 1V: Throw enemy (roll TH) for LVLd4 dmg
Wraith [Phoenix] Pass Wall; Flying; Resist Weapon & Cold & Acid; Vulnerable Holy & Light & Magic
Wraith, Bog Free wild talent in Psi7 (Undead psi.)
Wyvern Fly 24"E; No arms; Bite 2d8; Tail 1d8 dmg + poison (death/40)
Wyvern, Pyro- Flying; Immune Fire; Resist Poison; Mouth's P: Breathe fire; Poisonous tail
Wyvern, Shadow Flying; Immune Negative; Resist Poison; Mouth's P: Breathe poison
Yeek [ZAngband] Mouth's P: Fear; Resist Acid; Level 9: Immune Acid
Yuan-Ti Immune Poison; Bite 1d10+poison; MR 20%; Cause Fear; Snake Charm; Suggestion
Yuan-Ti, Spitting 1 tail; 0 legs (slithers); Immune Poison; Mouth's P: Spit poison LVL*10 dmg (1 target in group, no save)
Zombie [ZAngband] Resist Nether; 1M: Restoration; Resist Cold & Poison

[P3] Races


[P3.3] Racial Adjectives (General)

You may apply one or more “Racial Adjectives” to your base race. These modify your racial adjustments, as seen below.
An “&” in front of a value means it is cumulative with your base race.
If there is no “&”, it completely replaces the adjustment from your base race.
Thus, if you have a +3 and a &+2 to Str, your total adjustment to Str is +5.
“na” means no adjustment.
“&x2” means to double the racial modifier from your base race.
"&÷2" means to halve the racial modifier. Round resultant ability score modifier towards zero (+3 becomes +1; -5 becomes -2).
“&rev” means to reverse the racial modifier from your base race.
The XP divisor adjustment simply adds to your normal XP divisor. XP divisors due to Racial Adjectives are not lowered above level 9 for Birth Status, Lycanthrope Status, and Undead/Unlive status. The other categories are lowered as per normal.
 
You may have more than one racial adjective, however, no more than one in each category can be used (so you cannot be both a Werebear and a Wererat, for instance). Exception: You can have multiple "Mutations", and can even pick the same mutation more than once.
You may not be an Unlive and an Undead at the same time. If you have a replacement modifier somewhere, treat it as your normal racial modifier for other adjectives (a Lich Chosen One has a total of +6x2+8 = +20 to Int). If two different racial adjectives replace the same stat, you would take the average (round up).
 
(This is an old list and no longer valid:) The following “racial adjective” concepts are not listed here, as they can be simulated by other means:
Astral (Shadowrun magic), Temporal (Chronomancy magic), Punny (Punomancy magic), Demonic/Holy/Planar (Psi6/12), Godly (Psi7), Cybernetic/Golem/Animated (Psi8/16), Mutant (Psi9), Elemental (Psi15).
It is possible I may move the concept of Lycanthropes to a “Moon psionics frequency” at some point in the future
 
The "Lesser" adjective reduces XP divisor. The effect of this can be seen in the table below:
 
Original Divisor: below 1.1 1.1 to 1.25 1.5 1.75 to 2 above 2
New Divisor: subtract 0.1 1 1.25 1.5 subtract 0.5

[P3] Races


[P3.4] Racial Adjectives (Stats)

Category Racial Adjective Str Dex Con Int Wis Chr Cml AC hp TH XP Div Size New?
Birth
status
Cambion &+2 &+1 &+3 &-1 na &-2 &-6 &+2 &+6 &+2 &÷1 &+1/3
Chosen One &x2-2 &x2 &x2-1 &x2+8 &x2+2 &x2+3 &x2 na na &+3 &÷2 na
Dire &+2 na &+1 na &-1 &-2 &-2 &+1 &+4 &+2 &÷0.5 &+1/3 4.2
Elite &+2 &+1 &+2 &+1 &+2 &+3 &+2 &+1 &+8 &+1 &÷1 &+1/2
Greater &x2+1 &x2 &x2 &x2 &x2 &x2+1 &+2 na &+4 &+1 &÷1 &+1/3
Lesser * &÷2-1 &÷2+1 &÷2 &÷2 &÷2 &÷2-1 &-2 na &-4 &-1 &÷ -0.5 * &-1/3
Nilbogism &rev &rev &rev &rev &rev &rev &rev na na na &÷1 na
Of Legend &x2 &x2 &x2 &x2 &x2 &x2 &x2 &x2 &x2 &x2 &÷1 &+1/3 4.2
Paragon &x3 &x3 &x3 &x3 &x3 &x3 &x3 &x2+29 special &x2+25 &÷8 &+2
Super &x2 &x2 &x2 &x2 &x2 &x2 &x2 &+5 special &+5 &÷2 &+1
Vanilla 0 0 0 0 0 0 0 0 0 0 ÷1 na
Lycanthrope
status
Beast of Xvim &+1 &+1 &+1 &-1 na &-2 &-3 na na na &÷0.5 na
Werebat &-1 &+2 &+1 &+1 &-1 &-1 &-2 na &+5 &+1 &÷0.5 na
Werebear &+4 &-2 na &-2 &-1 &+1 &+1 &+2 &+18 &+3 &÷1 &+1/3
Weredragon &+2 &-2 &+1 &+2 na &+2 &+1 &+3 &+12 &+3 &÷0.6 &+1/2
Wererat na &+3 na &+1 &-1 &-3 &-1 na na &+1 &÷0.5 &-1/3
Weretiger &+1 &+3 &+1 na na &+1 &+2 na &+9 &+2 &÷0.5 na
Werewolf &+2 &+1 na &-1 &-1 &-1 na &+1 &+6 &+2 &÷1 na
Mutations Blink &-1 &+1 na &+1 na &-1 na &+1 na &+1 &÷0.5 &-1/2
Brutal &x3 na &x3 &x2 na &x2 &-3 na &+32 &+4 &÷1 &+1/3
Centaur &+1 &+1 &+1 &-2 na na &-1 &+2 &+4 &+1 &÷0.3 &+1/2
Cryo- na na &+1 na &-1 na &-1 &+1 na na &÷0.7 na
Cyclops &+3 &-2 &+2 &-1 &-1 &-1 &-2 &+2 &+10 &+2 &÷0.3 &+1/2
Disenchanter na &+1 na na na na na na na &+1 &÷0.4 na
Displacer na &+1 na &+1 &+1 &-1 &-1 &+2 &+6 &+2 &÷0.6 &+1/2
Extra Armed na &+1 na na na &-1 &-1 na &+1 na &÷0.3 na
Extra Headed na na na &+1 na &-1 &-1 na &+1 na &÷0.2 na
Extra Legged &+1 na na na na &-1 &-1 na &+1 na &÷0.2 na
Extra Tailed na na &+1 na na &-1 &-1 na &+1 na &÷0.1 na
Extra Winged na na na na &+1 &-1 &-1 na &+1 na &÷0.3 &+1/2
Lernaean na &+2 &+2 &-1 &-2 &-1 na &-1 na na &÷0.3 na
Medusan &-1 na &+1 &+1 &+1 &-2 &-4 na &+5 na &÷0.8 na
Mutant &+2 &+2 &+2 &-1 &-2 &-3 &-2 na na na &÷0.4 &+1/2
Phase &-1 &+1 &-1 na &+1 &-1 &-1 &+2 na &+1 &÷0.3 &-1/2
Pyro- na na &+1 na &-1 na &-1 &+1 na na &÷0.6 na
Yuan-Ti na &+2 &+1 &-1 &+3 &-5 &-4 na &+16 &+4 &÷1 na
Planar
Status
Angelic &-2 na na na &+2 &+4 &+4 &+2 &+14 &+1 &÷1 &-1/2
Astral &-2 &-2 &-2 &+2 &+2 &+2 na &+2 &-4 &-2 &÷0.6 na
Demonic &+4 &+2 &+3 na &-1 &-4 &-3 &+1 &+13 &+3 &÷1 &+1/2
Eldritch &+1 &-1 &+1 na &+3 na na &+3 &+16 &+2 &÷1 na
Elemental na na &+2 &-1 na &-1 &-1 &+1 &+8 na &÷0.4 na
Ethereal &+1 &-1 &-1 &+1 &+1 &-1 na &+1 &-2 &-1 &÷0.6 na
Far Realm &-1 &+1 &+2 &+3 &-1 &-1 na na na na &÷1 na 4.2
of Chaos na &+3 &+1 na &-3 &-1 &-2 na &+6 na &÷0.5 &+1/2
of Law &+1 &-3 na &+3 &-1 na &+1 na &+7 na &÷0.5 &-1/2
of True &-3 &-1 na na &+3 &+1 na na &+8 na &÷0.5 na
Shangri-La &-2 na &+1 &+1 &+1 na &+1 na na na &÷0.5 na 4.2
Temporal &-2 &+3 &+1 na &+1 na na &+3 na &+3 &÷0.9 na
Ultraplanar &+4 &-2 &+3 &+1 &-1 &+2 na na &+10 &+3 &÷1 &+1 4.2
Size of
local race
Gargantuan &+6 &-6 &+2 &-1 &-1 na na &+2 &+16 &+3 &÷2 &+2
Giant &+3 &-2 &+1 &-1 &-1 na na &+1 &+4 &+1 &÷1 &+1
Huge &+2 &-1 na na &-1 na na &-1 &+2 na &÷0.3 &+1/2
Miniature &-2 &+3 na na na &-1 na na &-1 na na &-1
Pocket &-4 &+6 na na na &-2 na &+4 &-8 na &÷0.3 &-2
Spriggan na na na na na na na na na na &÷0.6 &±2
Soul
Status
Cloned na na &-1 na na na na na na na &÷0.5 na 4.2
Cybernetic &+1 &+1 &+1 &+1 &-2 &-2 na &+1 &+6 &+1 &÷0.8 na
Elder Soul na na na na &+5 &+1 na na * na &+1 &÷1 na 4.2
Golem &+2 &-1 &+3 &-1 &-1 &-2 &-1 &+2 &+10 &+2 &÷1 &+1/2
Illusionary /Frax &-3 &+2 &-3 &+2 &+2 &-3 na na &-5 & &÷0.5 na
Immortal na na &+5 na na na na na &+5 na &÷0.5 na 4.2
Terrain-
specific
Black Ice ("Blue") &+2 &-2 &+2 &-2 na na na na na na &÷1 &+1 4.2
Cave &+3 na &+2 &-3 &-1 &-1 &-2 &+1 &+6 &+1 &÷0.1 na
Cloud &-4 3 &-3 &+2 &+2 na &+1 &-1 &-2 na &÷0.5 &-1
Faerie &-4 &+2 &-3 &+1 &+3 &+1 &+2 &-1 &-4 &-2 &÷0.4 &-1
Fire &-1 &+1 &+1 na na &-1 &-1 na na na &÷0.5 na
Frost/Polar &+1 &-1 &+1 &-1 na na na na na na &÷0.5 na
High / Elite &-3 &-1 &-2 &+3 &+2 &+1 &+2 &-1 &-1 na na &-1/3
High Gravity &+4 &-1 &+1 &+1 na &-1 &-1 &+4 &+8 &-1 &÷0.5 &-1/3
Low / Primitive &+4 na &+2 &-3 &-1 &-2 &-2 &+1 &+2 &+1 na &+1/3
Savage &+2 &+1 &+1 &-2 na &-1 &-1 &+1 &+3 &+1 &÷0.5 na 4.2
Sea &+2 &+1 &-1 na na &-2 na na na na na na
Underdark na na &+1 &+1 &+1 &-3 &-2 na &+6 &+1 &÷1 na
Undead
status
Anhkolox Stahnk &+6 &-3 &+4 &-2 &-2 &-3 &-5 &+6 &+15 &+6 &÷1 &+1 4.2
Ghost -3 &+2 &-1 na 4 -3 &-2 10 &+18 &+4 &÷1 na
Ghoul &+1 na na -1 &-2 &-1 &-2 &+2 &+4 &+1 &÷0.4 na
Gloid &+1 &+1 &+1 &+1 &+1 &-2 &-4 &+3 &+6 &+2 &÷0.5 &+1/3 4.2
Lich &-6 &-6 &-6 6 &+6 &+6 &-13 &+10 &+33 &+5 &÷5 na
Mummy &+2 -2 3 na &+3 -5 -5 &+7 &+11 &+2 &÷0.6 na
Shade &-2 &+1 &-1 na &+2 na &-1 4 &+3 &+2 &÷0.7 na
Shadow -4 &+2 &-1 na &+3 na -6 3 &+6 &+4 &÷1 na
Son of Kyuss na &+3 na na na &-3 &-4 na na &+1 &÷0.5 na 4.2
Spectre -3 &+1 &-1 &+1 &+2 na -3 0 &+20 &+3 &÷2 na
Thoul &+3 na &+4 &-2 &-3 &-2 &-3 &+3 &+8 &+2 &÷0.5 &+2/3 4.2
Vampire &+3 na &+1 na &+3 &+2 &+2 &+1 &+24 &+4 &÷3 na
Wight &+1 &+1 na &-1 &-1 na &-4 &+1 &+12 &+2 &÷1 na
Wraith -2 &+1 na na &+1 na -2 1 &+16 &+3 &÷1.5 na
Zombified &+7 &-7 &+7 na &-7 na na na na na &÷0.2 na 3.6
Unlive
status
Anti-Lich &+6 &+6 &+6 -6 &-6 &-6 &+13 &+10 &+33 &+5 &÷6 na
Anti-Wight 2 &-1 na na &-1 na 2 &+1 &+12 &+2 &÷2 na
World-
specific
Alternate Univ. &rev &rev &rev &rev &rev &rev &rev na na na &÷0.5 na
Athasian &+1 na &+2 &-1 &-1 &-1 &-1 &+1 &+2 &+1 na na
Avalon na na na &+1 &+2 &+3 &+4 na na na &÷0.5 na 4.2
Beholder World &-1 na na &+1 na na na na na na &÷0.5 na
Dead Timeline na na &+1 &+1 &+2 &+1 na na &+2 na &÷0.8 na
Itascan &x3+1 &x3+2 &x3+3 &x3+4 &x3+5 &x3+6 &-3 na na na &÷3 na
Laputa &-1 &+1 &-1 &+2 &+1 na &+1 na na na &÷0.5 &-1/3 4.2
Maldev &+6 &-4 &+3 &-1 &-4 na &-1 &+4 &+22 &+4 &÷2 &+2/3
Mirror Universe &+2 &+1 na &x2 &-1 &-2 &x2 na na &rev na na
Rakshasa World na &+1 na na &+3 na &+1 &+1 &+2 na &÷0.5 na 4.2
Space &-3 &+1 na &+2 &-1 &+1 &+1 na na &+2 na na
Sunset World &-2 &-2 &-3 &+2 &+2 &+3 &-4 &-3 &-13 &-3 &÷0.4 na
Synnibarr &x2 &x2 &x2 -2 -4 &rev-2 &-2 &x2 &x2 &x2 &÷2 &+1/2
Tarrasque World &+7 na &+6 &-6 &-3 &-4 &-3 &+9 &+30 &+9 &÷1 &+1 4.2

[P3] Races


[P3.4] Racial Adjectives (Abilities)

Category Racial Adjective Abilities
Birth
status
Cambion Resist one thing (pick); Has abilities of Psi6E or Psi(-6)E at half level (round up)
Chosen One ?
Dire Bite 1d8 dmg (vile); Claws 1d6 dmg (vile); Immune Fear; 0, take 10 dmg, 1/r: +1P action this round
Elite Resist Fear; 1M, LVL/d: Remove Fear; Can have two of the same summon; x2 number of followers
Greater Gets +50% of special abilities
Lesser * Gets half of special abilities; See [P3.3] for an explanation of what the XP divisor means
Nilbogism ?
Of Legend iXaXR 20%; Get double racial abilities for your main race (the DM will determine which abilities stack)
Paragon +12 hp/HD; x3 move; +20 dmg; Your effects save @ -13; +15 LVL racial abil.; DR 20/+6; regen 20 hp/s
Super +3 hp/HD; x2 move; +4 dmg; Your effects save @ -6; +7 LVL racial abil.; DR 10/+3; regen 4 hp/s
Vanilla All stat adj. overwritten to 0; XP divisor overwritten to 1; Will retain some (or all) of special abilities, ask DM to know which ones
Lycanthrope
status
Beast of Xvim ?
Werebat Fly 18"C; Sonar; Can "see" without the ability to see; Immune Invisibility & Illusions w/o solid component
Werebear ?
Weredragon Pick a normal, para, or quasi element; resist it. Mouth's P, 3/d or 1/3r: Breathe (=½hp, area, save:½)
Wererat Bite 1d4+disease; Claws 1d4; Vuln Silver; Silver or magic weapon to hit; Bite causes Lycanthropy
Weretiger Claws 1d6 dmg; Bite 1d8 dmg (assuming size M, size up or down accordingly)
Werewolf ?
Mutations Blink 0, 1/r: Controlled Blink; 1M (can borrow): Blink Wounding (can blink away after first melee hit on you)
Brutal (none)
Centaur You have the hindquarters of an animal (pick one: Horse, Lion, Giant Spider, Dinosaur, Snake, etc.)
Cryo- Select a para element; immune to it. Mouth's P, 3/d or 1/3r: Breathe that element (=hp, area, save:½)
Cyclops Have only one eye; Triple range penalties; Resist gaze effects
Disenchanter Your touch does a Dispel Radiation, Magic, Psi, or Innate (or one of their anti's) per hit
Displacer You are displaced (1st attack misses, +2 AC not included on the stats table previous page); +2 tentacles
Extra Armed +1 arm, it is in a new "group" of arms; If you take this adjective twice, both extra arms are in same group
Extra Headed +1 head; You are not slain by vorpal effects as long as you have at least 1 head
Extra Legged +1 leg, it is in a new "group" of legs; If you take this twice, both extra legs are in same group; x4/3 move
Extra Tailed +1 tail; If your existing tail has a special ability, so does this one
Extra Winged +2 wings; If you had no wings, you fly at 15"D; If you did, multiply fly move rate by x4/3, turn better by 1
Lernaean Pick heads, arms, or legs. Whenever one is severed, you get 2 more. Extra limbs disappear after 1 turn.
Medusan Abilities of Medusa race (see [P3] Race Table); You can petrified yourself by Gaze Reflection or mirrors
Mutant Psi9: Minors=2, Majors=1, get a half-length track for each stat; Stacks with Psi9 wild talent if you get one
Phase 1V: Phase in or out. While phased out, get +20 AC, need +2 wpn to hit you, cannot do things physically
Pyro- Select a normal element; immune to it. Mouth's P, 3/d or 1/3r: Breathe that element (=hp, area, save:½)
Yuan-Ti Immune poison; Bite 1d4+poison (death/30); x1.5 CL in Priest group; MR +15%
Planar
Status
Angelic Fly 21"B; iMPR LVL*7%; +2 wpn to hit you; Psi6G: 1st=2, 2nd=1, DPPs = Int+Wis+Chr+level
Astral Astral Perception; Astral Projection (copy Int->Str, Wis->Dex, Chr->Con); Psi30: 3 "L" powers
Demonic Fly 27"D; iRIaPR LVL*6%; +0 wpn to hit you; Psi6E: 1st=2, 2nd=1, DPPs = Str+Dex+Con+level
Eldritch Fly 24"C; iWER LVL*8%; +1 wpn to hit you; Psi6N: 1st=3, CPPs = Wis+Dex+level
Elemental Pick an element (can be obscure); Immune to that element; Fire Shield of that element
Ethereal Ethereal Perception; Ethereal Projection (copy Str->Dex, Int->Con, Wis->Chr); Psi60: 3 "L" powers [?]
Far Realm x2 Personality score; Immune Imprisonment, Life Trapping, Lost in Maelstrom, Maze, Temporal Stasis
of Chaos Imm. Wild Magic, Chaos, Black Ice, Conf.; Psi(-12)C: "Class Lvl"=LVL/2 (round up), PSPs=Str+Wis+LVL
of Law Imm. Colorless Fire; Hold Stats&Actions; Psi(-12)L: "Class Lvl"=LVL/2 (round up), PSPs=Con+Chr+LVL
of True Imm. Natural, anti-Natural, Charm, Tech; Psi(-12)T: "Class Lvl"=LVL/2 (round up), PSPs=Dex+Int +LVL
Shangri-La Immune Incursion, Pixelation, Truename Erased (you have no Truename at all!), Written Out of Time
Temporal Time/Reality Stability; Imm. Time; Resist Anti-Time, Loop; 1F, 2/d: Time Travel up to LVL^6 minutes
Ultraplanar +10 Annihilation dmg unarmed; Immune Annihilation, Time; Level 9: Mouth's P, 1/d: Capital M Moo
Size of
local race
Gargantuan ?
Giant ?
Huge DR (LVL*2)/(+LVL/2); x1.5 Str score for purposes of size of weapons you can wield (see [C7.1])
Miniature ?
Pocket True Evasion 28+LVL*2% (weapons have a 28+LVL*2% chance of automatically missing you)
Spriggan 1V: +/- up to 2 sizes from orig., Eq resizes; Dropped Eq back to normal; Picked up Eq doesn't auto resize
Soul
Status
Cloned Clone of someone; Not Clone Insane for some reason; 1 Psi9 major; Get compensated items like the NPC
Cybernetic CaCR LVL*10%; DR LVL/–; Have LVL tech items (see [Q8]) of TechL=LVL; +2 CL w/ Tech classes
Elder Soul ++1 saves; Enemies get --1 to hit vs. you; Legend Lore LVL*15%; 1/reset DM gives you a previous life ability
Golem Immune Charm, Coma, Conf., Disease, Dominate, Ego, Enrage, Fear, Hold, Insanity, Para., Sleep, Stun
Illusionary /Frax Free Wild Talents in Psi5 and Psi10; Immune Annihilation, Clone-Insane, Set, Truename Erased
Immortal Don't age naturally; Immune Aging, Disease; Double Resist Poison; Time/Reality/Loop Stability
Terrain-
specific
Black Ice ("Blue") 1M, 1/t: High Frequency Sample or Wild Surge; Immune Black Ice, Bug spells, Chaos, Cold, Ice, Wild Magic
Cave Class VI/Esper-Blind; Infravision; Ultravision; Know depth underground; Direction Sense
Cloud ?
Faerie NaNIaIR 50%; 1M: Cast Wiz charm school, Pri charm sphere, or Psi23 power of SL=LVL/2, round down
Fire Immune Fire, Hell Fire, Holy Fire, Eldritch Fire, Colorless Fire; 1M: LVLdLVL fire dmg (area, save:½, IR)
Frost/Polar Immune Cold, Ice, Frost, Gust of Wind, Grease, Black Ice; 1M: LVLdLVL cold dmg (area, save:½, IR)
High / Elite ?
High Gravity Immune to shifts in gravity, reverse gravity, telekinesis; Flight 18"; +1 V
Low / Primitive ?
Savage +6" move rate; Get 1P+2V instead of standard 1S+1V; Take 1 dmg, 1/attack: Do +LVL dmg with an attack
Sea ?
Underdark ?
Undead
status
Anhkolox Stahnk Immune Fire; Resist Slash/Pierce; Hold Life, All Stats; Mouth's P, LVL/d: Breathe Ash (½*hp, area, no save)
Ghost +2 wpn to hit; Can go ethereal (AC +10, cannot affect things physically); Touch ages 10d4 years (save)
Ghoul Claws 1d6+paralyzation 2d6 r (save); Imm. Sleep, Charm; Level 4: Stench 10' r (save or nauseated)
Gloid iNaNR 64+LVL%; Hold All Stats; +10*3^S gp per reset; 1D: Magic Jar into another creature (Magic Jar save)
Lich ?
Mummy Punch 1d12 dmg+1Con+Mummy Rot (-2 Chr /s, save); Gaze: Fear (area, save); +0 wpn to hit; Vuln. Fire
Shade Touch 1d4+1 dmg + 1 Str; Imm. Cold, Sleep, Charm, Hold; 1V: Shadow Walk; 1V: Meld into Shadows
Shadow ?
Son of Kyuss Arm's P: Throw LVL Kyuss Worms, roll TH, 1d4 dmg + become a Son of Kyuss under your control (PP save)
Spectre ?
Thoul Troll-like regen 1 hp/s; Claws 1d6+paralyzation 2d6 r (PPD save); Immune Charm, Sharpness, Sleep, Vorpal
Vampire ?
Wight ?
Wraith ?
Zombified You can be turned.
Unlive
status
Anti-Lich ?
Anti-Wight ?
World-
specific
Alternate Univ. Has the reverse of special abilities listed (DM will determine)
Athasian ?
Avalon Immune Natural effects, Wood; Can have 2 "Armor" spells on self; Can have 2 "Haste" spells on self
Beholder World ?
Dead Timeline Time/Reality Stability; Immune Extract, Silver Cord Cut, Truename Erased; Loop Lore; 1M: Tempus F-U
Itascan ?
Laputa +3 CL damaging spells; Can have LVL/2 Psi8 items with TechL=LVL/2; Immune Anti-Technological effects
Maldev ?
Mirror Universe ?
Rakshasa World +2 wpn to hit you; Wiz spell prog. = LVL in SL's; Immune spells SL<=LVL; Severge Allergy blessed bolts
Space ?
Sunset World Resist Psionics; PaPR 40+LVL*5%; 0: Levitate; Psi1: Minor=2, Major=1, PSPs=Int+Wis+Chr+level
Synnibarr LVLx3 Minors in Psi9, 18, or 27; Full set of tracks; 2 Min->1 Maj, 2 Maj->1 Gra, must be decreasing
Tarrasque World DR 40/+LVL; MDeflection 75% (on 30% or less it Reflects); Troll-like regeneration 2 hp /s; Bite 2d8 dmg

[P3] Races


[P3.5] Mixing Races

You may mix (cross-breed) almost any two races from the standard race table. Simply average the modifiers from the race table, maintaining fractions. Then you can add or subtract "half-stat" points to even out the modifiers. You cannot add or subtract to any stat beyond what each of the races individually gives. (Example: one race has +1 Str, -1 Dex and another has -1 Str, +1 Int. You generate a race with +0 Str, -1/2 Dex, +1/2 Int. You can do any of following: +0 Str, +0 Dex, +0 Int (or) +1 Str, -1 Dex, +0 Int (or) -1 Str, +0 Dex, +1 Int.)
Halve your racial powers with numbers associated with them (such as MR). Halve the number of other bonuses and other penalties.
For more than 2 (humanoid) races mixed, repeat this process (i.e. you can mix an Elf-Dwarf with a Human).
Mixing more than two non-humanoid races under these rules generates a Mongrelman (see race table).

[P3.6] Custom Races

Stat adjustments are as you like, with minimum -4 and maximum +4, except you can have one stat out to ±6.
 
Sum: -26 to -24 -23 to -18 -17 to -12 -11 to -6 -5 to +2 over +2
XPdiv: ÷0.6 ÷0.7 ÷0.8 ÷0.9 ÷1.0 ÷1 +.1 per point over +2
You can also take the special abilities of other races, but you must add it's divisor - 0.8 to your divisor for each one.
 

[P3] Races


[P3.9] Monsters as Races

DM Note: Always ask DM's approval before using this system; as it's not 100% perfect and some MC sheets may become very unbalanced races if this system is not used judiciously.
 
This section uses 2nd edition Monstrous Compendium sheets; but 3rd edition stats could also be used.
System 1 lets you convert a MC sheet to Collective Stats for quick play. This is good for one-shots where all the players are playing monsters, or when the DM wishes to assign stats to an NPC monster.
System 2 lets you convert a MC sheet to a [P3] style race; this is better for campaigns.
 
For ability scores, add stats for Race Type to stats for Size (the two tables below). If Race Type is not obvious, see [M1] Monster List where I assign every 2nd edition monster a Race Type.
 
  System 1 System 2
Race Type Str Dex Con (Int) Wis Chr Str Dex Con (Int) Wis Chr
Animal 13 13 13 (3) 13 8 +2 +1 +2 (-4) +1 -1
Beholder 7 6 14 (13) 15 7 -2 -2 +2 (+2) +3 -2
Dragon 20 7 15 (14) 14 16 +5 -2 +3 (+2) +2 +3
Elemental 18 14 16 (5) 10 10 +4 +2 +3 (-3) 0 0
Giant 21 12 16 (8) 11 12 +6 +1 +3 (-1) 0 +1
Golem 20 14 20 (2) 4 4 +5 +2 +5 (-4) -3 -3
Humanoid 10 10 10 (10) 10 10 0 0 0 (0) 0 0
Insect 14 15 14 (3) 5 6 +2 +3 +2 (-4) -3 -2
Lycanthrope 12 13 14 (11) 10 8 +1 +2 +2 (+1) 0 -1
Ooze 2 18 16 (4) 5 5 -4 +4 +3 (-3) -2 -3
Outer 17 17 17 (14) 7 7 +3 +3 +4 (+2) -1 -2
Plant 16 4 16 (2) 17 14 +3 -3 +3 (-4) +4 +2
Reptile 15 14 13 (3) 10 8 +2 +2 +2 (-4) 0 -1
Undead* 14* 8* 9* (6*) 6* 3* +2* -2* -1* (-4*) -4* -7*
Water 12 15 12 (4) 12 8 +1 +2 +1 (-3) +1 -1
Weird 1d20 1d20 1d20 (1d20) 1d20 1d20 guess! guess! guess! (guess!) guess! guess!
 
* Undead add 1 to all ability scores per 1000 XPV, round down, for both systems.
 
  System 1 System 2
Size Str Dex Con (Int) Wis Chr Str Dex Con (Int) Wis Chr
U -6 +9 -3 (0) 0 0 -3 +5 -2 (0) 0 0
T -4 +6 -2 (0) 0 0 -2 +3 -1 (0) 0 0
S -2 +3 -1 (0) 0 0 -1 +1 0 (0) 0 0
M/S -1 +1 0 (0) 0 0 +1 +1 0 (0) 0 0
M 0 0 0 (0) 0 0 0 0 0 (0) 0 0
M/L +1 -1 0 (0) 0 0 +1 -1 0 (0) 0 0
L +2 -2 +1 (0) -1 0 +1 -1 +1 (0) -1 0
H +4 -4 +2 (0) -2 0 +2 -2 +2 (0) -2 0
G +6 -6 +3 (0) -3 0 +3 -3 +3 (0) -3 0
F +8 -8 +4 (0) -4 0 +4 -4 +4 (0) -4 0
 
For Intelligence, you should use the maximum Int score on the sheet for system 1, and (Int-10)/2 (round down) for system 2.
 
System 1: Also add 1 stat point (to each stat) per 1000 XP Value, to make more powerful monsters have higher stats.
 
Base AT = +(10-AC) (assuming 2nd edition AC on the sheet)
Bonus hp = +(HD-1)*8 (System 1) or +(HD-1)*4 (System 2)
Base TH = +(HD-1) (System 1) or +HD/2 round down (System 2)
XP Divisor = ÷(XPV/1000)+1 (System 1) or See Below (System 2)
 
XPV XP Div. (System 2)
1 ÷0.9
7 ÷1
15 ÷1.1
35 ÷1.2
65 ÷1.3
120 ÷1.4
175 ÷1.5
270 ÷1.6
420 ÷1.7
650 ÷1.8
975 ÷1.9
XPV XP Div. (System 2)
1200 ÷2
2000 ÷2.2
3000 ÷2.4
4000 ÷2.6
5000 ÷2.8
6000 ÷3
7000 ÷3.25
8000 ÷3.5
9000 ÷3.75
10000 ÷4
11000 ÷4.3
XPV XP Div. (System 2)
12000 ÷4.7
13000 ÷5
14000 ÷5.5
15000 ÷6
16000 ÷6.5
17000 ÷7
18000 ÷7.5
19000 ÷8
20000 ÷8.5
21000 ÷9
22000+ ÷(XPV/2000)-1.5

[P4] Classes


[P4.0] How to read the Class table

The class table [PC0] is divided into groups (Warrior, Wizard, Priest, Rogue, Psionicist, Concordant), then alphabetically.
Class: The class name. They are frequently abbreviated, sorry if it's not always obvious what they are. :)
If a class has a "0" at the end, it's from (non-advanced) D&D.
If it has a "1", it is considered a "1st edition class". "2" means "2nd edition" and "3" means "3rd edition".
30 means "30th edition", based on some ideas from Wizard of the Coast's April Fools 2001 page.
If there is no number at the end, it was probably made up by me. You may consider it to be any edition you like.
Requisites: (Str, Dex, Con, Int, Wis, Chr) What abilities scores you need for the class.
HD/Level: What you get in hit dice per level. There is no hit dice cap, you get them every level.
Note that some classes get more than one hit dice per level, and would be listed like "2d4" (or whatever).
Example: "2d4-1" would mean you roll two four-sided dice and subtract one from the result per level.
A preceding plus ("+d6") means you gain one extra hit die at first level.
A preceding minus ("-2d6") means you lose one hit die at first level. "-2d6" would mean 1d6 at 1st, 3d6 at 2nd, etc.
If you have no hit dice at 1st level, roll 1d6 for hit points. These 1d6 hit points are lost when you do gain a hit die.
An ampersand ("&d6") means the hit points are completely cumulative with your other classes. This means it
doesn't get divided for multi-class PCs, and it gives all of its dice (even low level ones) for dual-class PCs.
Wpn Prof: How many weapon proficiencies you get. The first number is how many base you stat with.
The second number is what you divide you level by for extra slots.
Example: "4+/3" means you start with 4 weapon proficiencies and get 1 every third level (3rd, 6th, 9th, etc.).
If the rate is "1", you do get an extra slot at first level (so "5+/1" starts with 6 slots).
If the rate is "½", you get two extra slots at first level ("5+/½" starts with 7, +2 more at 2nd, +2 more at 3rd, etc.)
If you have more than one class, you get the best base amount, plus the extras from all your classes.
THAC0: Which THAC0 table you read. "½x" means halve your level (round down). "2x" means double your level.
Mon is "Monster", which is 20-level.
Saves: Which Saving Throw table you read. "½x" means halve your level (round down). "2x" means double your level.
Mon is "Monster", which is 18-level in all categories.
If you have more than one class, write down all your saves for all your classes, then take best for each category.
Reference: Where this class came from. "PH1" is Player's Handbook (1st edition), "PH2" is Player's Handbook (2nd edition),
UA1 is Unearthed Arcana, etc. For a list of Reference codes, see [Z].
DM means "Don Miller" (I made it up).
XP: I give levels and XP amounts. XP amounts are given in thousands (sometimes referred to as "KXP").
The maximum "normal" level is 36. Beyond that, you need XP equal to the 36th level amount for each level.
Thus, you would need five times the XP amount needed for 36th in order to be 40th level.

[P4] Classes


[P4.1] Basic Class Frameworks

All characters have a limit of 4 classes, not counting Concordant classes. You may have any class combination, even the same class more than once. There are no racial limitations on classes.
Single-Classing:
You gain a +100% XP adjustment as long as you are single classed. The adjustment is not retroactive once the campaign starts.
Multi-Classing (1st & 2nd edition):
You do not have to divide XP evenly between classes. Calculate your hit points separately for each class, add them up, then divide by the number of classes.
Multi-Classing (3rd edition):
Add your levels together. Use the most expensive XP table among your classes, using that level. This system is not really used in the Collective because the other options are much more efficient.
Dual-Classing (1st & 2nd edition):
The ability score requirements for dual-classing itself (15 previous, 17 new class) are dropped.
A character may switch classes even if the current class is level 1. The level of abilities from previous classes is equal to the level of your current class; i.e. if you are Ranger 5 & Monk 3 & Wizard 2, you may use 2nd level Ranger and Monk abilities.
The "order" of the classes may be altered with a full Wish, causing hit points to be recalculated.
See also Mixed-Classing [P4.2] and Split-Classing [P4.3].

[P4] Classes


[P4.2] Mixed-Classing

The following only applies to Mixed Classes such as Cavalier-Paladin and Archer-Ranger, where two or more classes' abilities are combined into a single class. This does not apply to Multi and Dual classing (but you can put Mixed classes on a Multi or Dual class character). This is also seperate from Split-classing.
 
The following classes can "mix" with any other class in their group: Archer, Paladin, Acrobat, Ninja, Innate4.
Yes, you can be Archer-Paladin-Blah or Acrobat-Ninja-Blah (where Blah is a third class from that group).
The XP table is the sum of the most expensive class plus one-tenth the cheaper classes. Thus, a Cavalier-Paladin1 is
2.75 + 2.5 / 10 = 3 KXP for 2nd level.
The following classes MUST "mix" with one other class in their group: Specialty (Wizard), Specialty (Priest).
Thus a Specialty Mage is 2+2-1=3 BP's.
The XP table for the Specialty classes is an assumed 0 (i.e. use the XP table of the other classes).
For Background Points [P10], Mixed classes use the sum of the relevant classes, minus 1 per class past the first (Cavalier-Paladin would be 3+2-1=4).
The following additional cross-group combinations are allowed. In these cases, you cannot mix in any more classes.
The BP cost is in parentheses.
Barbarian-Cleric (3), Barbarian-Shaman (2), Archer-Assassin (5), Paladin-Cleric-Specialty Priest (4),
Cavalier-Cleric-Specialty Priest (5), Savant-Bard(6 or 7), Ranger-Bounty Hunter (5), Ranger-Scout (2-cheap!),
Pet Mage-Druid (10-ouch!), Preserver-Druid (8), Specialty Priest-Psi6-Psi12 (6), Sneak-Archer1 (called a “Sniper”).
Requisites is the sum of all the requisities for the sub-classes.
HD/level takes better for both number of dice and die type; so a Paladin (d10) mixed with Ranger1 (+d8) would be +d10.
If you mixed a 2d2 class with a 1d12 class, you would get a 2d12 class.
Wpn Prof takes better for both initial and rate, so Paladin (5+/2) mixed with Duelist (3+/1) would be 5+/1.
THAC0 is the better. Note the table may change at high level (e.g. "27-level" for Psi27 is better than "Priest" at high level).
Saves goes by any one table from your classes (you pick one). You cannot go category-by-category like dual-/multi-/split-classing, you use one of the two tables entirely. You may switch the entire save table a mixed-class goes by during a reset.

[P4.3] Split-Classing

You have only one level number, all your non-Concordant classes are of this level. Your XP per level is the sum of the XP requirements of all the classes put together (make yourself a little chart to make this easier).
Your hit points is the sum of all the hit points of all your classes (i.e. you have a lot of hit points).
If you read a level book, you simply have a "+1 level" flag to that class, your XP table does not change.

[P4.6] Dropping Classes

(optional / unenforced rule)
 
If a PC drops a class, he loses (XP required for that level - XP required for last level) XP; if you drop a 1st level class you lose all XP in that class.
The XP becomes "free XP" which can be spent on any other class (even in a different group).

[P4] Classes


[P4.8] Class Adjectives

This system allows you to tweak your class in various ways.
 
There is a requisite for each adjective. If you have multiple requisites in the same stat (due to already having a requisite in that stat from your class, or from picking multiple Class Adjectives), use the following formula:
New Requisite = (Highest Requisite) + (2nd Highest Requisite)/2 + (3rd Highest Requisite)/3 + …
rounded up.
 
These Class Adjectives also adjust your XP Divisor. Add all of your XP Divisors together from Race, Racial Adjectives, and Class Adjectives. This is what you divide your XP by when you get XP. All of these divisors are lowered by 0.5 per level starting with level 9.
 
Category Class Adjective Req. XP Div. Notes
HD HD/Level: Add 2 to die type Con 4 &÷0.1 Applies to all dice. This can be taken multiple times.
HD/Level: Add 1 to number of dice Con 12 &÷0.3 This can be taken multiple times.
HD/Level: 2m0 (normal Con bonus squared) Con 20 &÷2.0 Overwrites existing rating.
HD: +1 HD at first level (e.g. +d6) Con 6 &÷0.1 Gives 1 extra HD at level 1. This can be taken at most three times.
Saves Saves as Custom Any 5 &÷0.1 Overwrites existing rating.
Saves as Monster Con 3 &÷0.1 Overwrites existing rating.
Saves as (Dwarf0, Elf0, Halfling0) (Con, Int, Dex) 8 &÷0.2 Overwrites existing rating.
Saves as 1½x(War, Wiz, Pri, Rog, or Psi) (Str, Int, Wis, Dex, Chr) 6 &÷0.2 Overwrites existing rating.
Saves as 2x(War, Wiz, Pri, Rog, or Psi) (Str, Int, Wis, Dex, Chr) 10 &÷0.4 Overwrites existing rating.
Saves: +1 category Any 3 &÷0.1+SC This gives you an extra category to pick saves from. Add the cost above for the save category (the standard categories cost 0).
To Hit To Hit as Cust (none) &÷0.1 Overwrites existing rating.
To Hit as War Str 9 &÷0.2 Overwrites existing rating.
To Hit as 1½xWar Str 12 &÷0.3 Overwrites existing rating.
To Hit as 2xWar Str 16 &÷0.6 Overwrites existing rating.
Bar stats Barbarian Strength bonus Str 14 &÷0.4
Barbarian Dexterity bonus Dex 14 &÷0.3
Barbarian Constitution bonus Con 14 &÷0.3
Barbarian Int, Wis, or Chr bonus Int, Wis, Chr 14 &÷0.5
Spells +1 ML Int 10 &÷0.2 External bonus, so Twilighting still applies if you gain an SL early.
Specialization, School/Sphere (pick an opposite) Int/Wis 13 &÷0.1 This is in addition to what you already get.
Specialization, School/Sphere (no opposite) Int/Wis 16 &÷0.2 This is in addition to what you already get.
School/Sphere Robe Int/Wis 20 &÷0.5 This lets you cast a school/sphere as if it was 1 SL lower. External bonus, so Twilighting still applies.
Bonus spells based on an ability score (that stat) 13 &÷0.4 Cannot get double bonus from one stat, but you can get bonuses from two (or more) different stats
Use a different spell progression That class's highest Req. &÷N Pick a class in your group you want to have the progression of. N=(the class's KXP to be 2nd level)/10
Channeling (none) &÷1 Any memorized spell you have you may cast without losing it from your memorization (i.e. can repeat cast spells you have memorized).
Other Specialty Priest pick Wis 16 &÷0.2 You get an extra specialty priest pick (even if not a Priest).
+5 rogue points per level Dex 5 &÷0.1 This can be taken multiple times.
One "Any Rogue N" pick, where N is your current level Dex 10 &÷0.2 This can be taken multiple times.
"Level:" ability from another class in same group That class's highest Req. &÷0.1 Cost is per ability.
"Level:" ability from another class in different group That class's highest Req. &÷0.2 Cost is per ability.

[PC0] List of Classes


# [PC1] Warrior Group Classes # [PC1] Warrior Group Classes # [PC1] Warrior Group Classes # [PC1] Warrior Group Classes
1 Admiral (SFB) 43 Combatlord 85 Kensai1 127 Rith Awakener (MTG G/R/W)
2 Amulet Destroyer1JG 44 Commoner3 86 Knight of the Crown1 128 Ronin1JG
3 Animal0 45 Companion3 87 Knight of Quality1 129 Sailor1JG
4 Anti-Barbarian100 46 Crimson Seeker1JG 88 Knight of Quantity1 130 Samurai1
5 Anti-Paladin1 47 Darkling2 89 Knight of the Rose1 131 Scarlet Huntsman (Anti-Ranger)
6 Arcane Archer3 48 Darter0 / Daggerer0 / Shurikener0 90 Knight of the Sword1 132 Scarlet Pimpernel / Liberator
7 Arcane Warrior 49 Death Machine 91 Knight0 133 Selesnya Sagittar (MTG G/W)
8 Arch-Animal0 50 Demolitionist 92 Knight1 134 Sheriff0
9 Arch-Arch-Archer1 51 Divine Elf0 93 Laitos 135 Shifter1JG
10 Arch-Archer1 52 Duelist1 94 Lancer (#199267) 136 Shooter0
11 Arch-Daggerer0 53 Dwarf0 95 Legionnaire 137 Sidekick
12 Archer-Ranger1 54 Dwarven Defender3 96 Life Machine 138 Sith19D
13 Archer0 / Er0 / Ranger0 55 Dwarven Offender3 97 Ling0 139 Slayer5
14 Archer1 56 Elf0 98 Lord 140 Small Game Hunter
15 Aristocrat3 57 Engineer2 99 Loyalist5 / Collaborator5 141 Smith1
16 Armorer 58 Executioner1 / ArchAssassin1 100 Meat Helm 142 Smithie1JG
17 Astral Physical Initiate30 59 Expert3 101 Meat Shield 143 Soldier5
18 Athlete 60 Falco 102 Meat Sword 144 Strider1 / ArchRanger1
19 Avenger0 61 Fighter0 103 Minotaur0 145 Strong Man
20 Barbarian0 62 Fighter1 104 Mounty 146 Sub-Block
21 Barbarian1 63 Fighter1JG 105 Mystic Knight1 147 Super Barbarian1
22 Barbarian3 64 Fighter2 106 Ogre0 148 Survivalist
23 Battlelord 65 Fighter3 107 Orc0 149 Survivor
24 Beast Fighter 66 Fighter30 108 Ozla 150 Swashbuckler
25 Beastmaster 67 Githyanki Knight 109 Paladin0 151 Tank / Damage Sponge
26 Beast Rider 68 Gladiator2 110 Paladin1 152 Theradin
27 Beater5 69 Golgari Brute (MTG B/G) 111 Paladin2 153 Thug5
28 Berserker1 70 Grand Meleer1 112 Paladin3 154 Teneb Harvester (MTG B/G/W)
29 Big Game Hunter 71 Green Warrior 113 Paladin of Quality1 155 Tracker1JG
30 Blackguard3 72 Gruul Thug (MTG G/R) 114 Peacemonger 156 Trainer1JG
31 Blacksmith2 73 Grunt 115 Pentarch Paladin 157 Troll0
32 Block 74 Guard 116 Physicaler0 158 Uncommoner3
33 Boros Swiftblade (MTG R/W) 75 Guide2 117 Physicalist 159 Unholy SuperMonk1
34 Brick 76 Halfling0 118 Pit Fighter2 160 Valkyrie1G
35 Builder (#420746) 77 Halo 119 Professional Wrestler 161 Vanguard
36 Bushi1 78 Hammerer (#811263) 120 Psychic Warrior3 162 Warlord4
37 Captain (SFB) 79 Hit Man5 121 Quintessential Fighter6 163 Warrior1JG
38 Cascade Rammer / Dragon Cleaver 80 Hiyah 122 Ranger1 164 Warrior3
39 Cavalier-Paladin1 81 Holy Warrior3 123 Ranger2 165 Weaponmaster
40 Cavalier1 82 Jedi0 / Sith0 124 Ranger3 166 Wyvern1
41 Cerebral Knight2 83 Jedi19L 125 Rarer3
42 Choicer (#474063) 84 Jock1 126 Rebel5

[PC0] List of Classes


# [PC2] Wizard Group Classes # [PC2] Wizard Group Classes # [PC2] Wizard Group Classes # [PC2] Wizard Group Classes
1 Abjurer2 / Thaumaturgist 40 Delusionist1 / ArchIllusionist1 79 Magic-User0 118 Shastack
2 Alchemist1 41 Demonologist3 80 Magic-User1 119 Smart Man
3 Amulet Destroyer1JG 42 Diabolist3 81 Magic-User30 120 Sorcerer3
4 Amulet Maker1JG 43 Disintegrator3 82 Magical Pool Mage 121 Spellbinder
5 Anti-Magic-User1 44 Diviner2 / Visionist 83 Magus1JG 122 Spellshaper5
6 Apothecary2 45 Doomdoctor3 84 Master Wizard 123 Status Effect Mage
7 Arcane Alchemist 46 Dragon Mage 85 Mastermind5 124 Summoner Mage
8 Arcane Wizard 47 Eelementalist(-15) 86 Meat Head 125 Technologist
9 Arch-Alchemist1 48 Elemental Wizard1JG 87 Mega-Channeler 126 Tougher (#231172)
10 Arch-Mage 49 Elf0 88 Mentaler0 127 Translator1JG
11 Arch-Mentaler0 50 Enchanter2 / Mesmeriser 89 Minion / Arch-Henchman 128 Transmuter2 / Alterationist
12 Arch-Sage0 51 Ethereal Shaman60 90 Myrmecologist 129 Virologist / Virus Mage
13 Artificer 52 Evoker2 / Invoker 91 Necromancer1JG 130 Wacky Ball Mage
14 Artificer24 53 Familiar Mage / Petmaster 92 Necromancer2 / Apparitionist 131 Wand Mage
15 Aspirant 54 Force Mage 93 Nicol Bolas (MTG B/U/R) 132 Warlock1
16 Astral PhysAdept 55 Fortune Teller10 94 Numot Devastator (MTG U/R/W) 133 Watcher5
17 Astral Shaman 56 Frost Wizard1JG 95 Ovinomancer / Bovino- / Poultry- 134 White Robe1
18 Astrologer1JG 57 Generic Wizard 96 Ozla 135 White Wanderer1JG
19 Beast Arch-Mage 58 Geo-Sage1JG 97 Paleontologist 136 Wild Mage2
20 Beast Mage 59 Gruul Grave-Troll (MTG G/R) 98 Permission Mage 137 Witch5
21 Black Robe1 60 Hag0 99 Pet Mage 138 Witch Doctor
22 Blaster0 61 Henchman 100 Physicist 139 Wizard3
23 Boros Crossmage (MTG R/W) 62 High Mage 101 Planeswalker Artificer 140 Wizard of the Coast
24 Boros Swiftblade (MTG R/W) 63 Historian1JG 102 Plator 141 WuJen1
25 Cancer Mage3 64 Historian2 103 Ponnet 142 Zantriss
26 Cartographer2 65 Illogician-17 104 Preserver2
27 Challenger 66 Illusionist1 105 Protector Mage
28 Charm Crafter 67 Illusionist2 / Phantasmist 106 Quick Chaining Wizard
29 Chemist 68 Incantatrix1 107 Quintessential Mage6
30 Chronomancer2 69 Instantaneous Mentaler0 108 Red Robe1
31 Color Mage 70 Instantaneous Chaining Wizard 109 Red Wizard
32 Companion Mage 71 Itemizer0 110 Sage
33 Conjurer2 / Summoner 72 Izzet Evoker (MTG U/R) 111 Sage0
34 Crosis Purger (MTG B/U/R) 73 Jedi0 / Sith0 112 Savant1
35 Cross Mage 74 Lex Luthor 113 Scarlet Necromancer
36 Cthulhu Investigator5 75 Life Master1 114 Scribe1
37 Dancing Potion Bottle1 76 Logician17 115 Scribe2
38 Death Master1 77 Loremaster3 116 Seer2
39 Defiler2 78 Mage2 117 Shadow Elf0

[PC0] List of Classes


# [PC3] Priest Group Classes # [PC3] Priest Group Classes # [PC3] Priest Group Classes # [PC3] Priest Group Classes
1 Abettor5 (Anti-Bringer5) 37 Divine Elf0 73 Leech 109 Sustainer2
2 Adept3 38 Divine Emissary 74 Leecher1 110 Templar2
3 Acupuncturist1JG 39 Divine Interventioner 75 Life Master1 111 Teneb Harvester (MTG B/G/W)
4 Anti-Druid 40 Doomshaman3 76 Limbologist 112 Thanatos
5 Arcane Alchemist 41 Druid0 77 Martyr (Rejuvenate-Other) 113 Theist7
6 Arcane Priest 42 Druid1 78 Nikki 114 Theist14
7 Arch-Priest 43 Druid1JG 79 Numbers Priest 115 Traveller Priest
8 Armorer 44 Druid2 80 ORLY Owl 116 Treva Renewer (MTG U/G/W)
9 Astral Priest 45 Druid3 81 Orzhov Euthanist (MTG B/W) 117 Unholy Order of Stars Jerry1
10 Atheist(-7) 46 Dweomershaper5 82 Orzhov Necromancer (MTG B/W) 118 Unholy SuperMonk1
11 Attendant 47 Eeler1 83 Orzhov Scion (MTG B/W) 119 War Priest
12 Avatar 48 Elemental Cleric2 84 Pantheon Worshiper 120 Warden
13 Barney Emissary 49 Elemental Druid0 85 Patriarch 121 White Priest
14 Beast Arch-Priest 50 Ethereal Repair60 86 Pharmacist5 122 Wise Man
15 Beast Cleric 51 Faith Healer 87 Pixie Queen 123 Witch5
16 Boros Swiftblade (MTG R/W) 52 Fallen Angel5 88 Plant0 124 Wizard of the Coast
17 Bringer5 53 Generic Priest 89 Plator 125 Worshiper of the UltraBlack
18 Buffer 54 Gorilla Shaman (Mox Monkey) 90 Protector0 126 Worshiper of the UltraWhite
19 Cleric0 55 Guardian Priest 91 Proto-Lich 127 Yuan-Ti / Snake Worshiper
20 Cleric1 56 Hag0 92 Psionic Usher
21 Cleric1JG 57 Halo Priest 93 Quintessential Cleric6
22 Cleric2 58 Harmer 94 Remover
23 Cleric3 59 Healer1 95 Rith Awakener (MTG G/R/W)
24 Cleric30 60 Healer1JG 96 Scarlet Chirurgeon
25 Cloistered Arch-Cleric1 61 Healer2 97 Scarlet Torturer
26 Cloistered Cleric1 62 Hell's Caretaker 98 Selesnya Druid (MTG G/W)
27 Cosmos Priest 63 Hermit0 99 Selesnya Sagittar (MTG G/W)
28 Cosmotician 64 High Priest 100 SemiDivine3
29 Cross Mage 65 Holy Monk1 101 Shaman
30 Death Grant 66 Holy Order of Stars Evil1 102 Shapeshifter2
31 Demonist1JG 67 Holy Order of Stars Good1 103 Shooter0
32 Demonologist 68 Holy Order of Stars Neutral1 104 Shukenja1
33 Devalogist 69 Holy Order of Stars Stupid1 105 Smiter5
34 Disciple of Asmodeus3 70 Holy Warrior3 106 Sohei1
35 Disciple of Baalzebul3 71 Inept-2 107 Summoner Cleric
36 Divine Assassin 72 Kabbalist1JG 108 Sun Priest

[PC0] List of Classes


# [PC4] Rogue Group Classes # [PC4] Rogue Group Classes # [PC4] Rogue Group Classes
1 Accomplice 43 Leech 85 Secret Agent5
2 Acrobat0 44 Ling0 86 Shadow Elf0
3 Acrobat1 45 Luck Master 87 Shadowcron
4 Anti-Thief 46 Luckier (#115354) 88 Shadowdancer3
5 Appraiser2 47 Martial Artist1JG 89 Shadow-walker1JG
6 Arcane5 48 Master Thief 90 Sightseer
7 Arcane Rogue 49 Mercenary5 91 Slayer3
8 Assassin1 50 Merchant1JG 92 Slut1
9 Assassin3 51 Minion / Arch-Henchman 93 Snark
10 Backstabber0 52 Mob Instigator1 94 Sneak
11 Bandit1 53 Monk1 95 Sniper
12 Bard1 54 Monk1S 96 Songsmith Bard
13 Bard1JG 55 Monk3 97 Soulknife3
14 Bard1N 56 Mover0 98 Stealth Ninja1
15 Bard2 57 Musketeer/Cannoneer 99 Stealth Rogue
16 Bard3 58 Mystic0 100 TANB1
17 Beast Thief 59 Myth 101 The Hidden
18 Black Hat5 60 Nicol Bolas (MTG B/U/R) 102 Thief0
19 Black Rogue 61 Nikki 103 Thief1
20 Bounty Hunter1 62 Ninja1 104 Thief1JG
21 Bureaucrat1 / Politician1 63 Ninja1JG 105 Thief2
22 Carasting 64 Orzhov Euthanist (MTG B/W) 106 Thief30
23 Commando3 65 Orzhov Scion (MTG B/W) 107 Time Bandit
24 Crosis Purger (MTG B/U/R) 66 Overt Rogue 108 Tinker1
25 Dimir Soulknife (MTG B/U) 67 Picker0 109 Trapper0
26 Divine Assassin 68 Pioneer (Outland Pioneer) 110 Treasure Hunter
27 Doomscout3 69 Piper0 111 Unholy SuperMonk1
28 Dungeoneer 70 Pointer (#11829) 112 Urbaneer (Cityneer)
29 Dwarven Offender3 71 Pointer0 113 Urd0
30 Engineer 72 Profiteer 114 Venefic1JG
31 Executioner1 / ArchAssassin1 73 Psionic Mystic0/10 115 Vorosh Hunter (MTG B/U/G)
32 Ferret 74 Quarterling0 116 Weasel
33 Generic Rogue 75 Quickling0 117 Werewolf5
34 Halfling0 76 Quintessential Thief6 118 White Hat5
35 Halo 77 Rakdos Speedster (MTG B/R) 119 Wilderneer
36 Hit Man5 78 Remover 120 Wyvern1
37 Holy Monk1 79 Rocketeer 121 Yakuza1
38 Houri1JG 80 Rogue3
39 Ill Omen Master 81 Scarlet Assassin
40 Infinite Rogue 82 Scarlet Monk
41 Jester1 83 Scarlet Pimpernel / Liberator
42 Kobold0 84 Scout

[PC0] List of Classes


# [PC5] Psionicist Group Classes # [PC5] Psionicist Group Classes
1 Arch-Mutant 55 Psi(-5)
2 Arch-Psi1 56 Psi(-2)
3 Arch-Psi10 57 Psi(-1)
4 Artificer24 58 Psi(-1)A
5 Astral Construct3 59 Psi±2
6 Astral Destruct-3 60 Psi0
7 Astral PhysAdept 61 Psi0.01
8 Astral Physical Initiate30 62 Psi1
9 Astral Shaman 63 Psi1A
10 Astraler3 64 Psi1Blaster
11 Azorius Healer (MTG U/W) 65 Psi2
12 Beast Psionicist 66 Psi3
13 Blue Psionicist 67 Psi3.5
14 Brain in a Jar / Living Brain 68 Psi5
15 Changecat 69 Psi6G
16 Com1 70 Psi6N
17 Com3 71 Psi6E
18 Dancing Potion Bottle1 72 Psi7 (Undead)
19 Defender Psionicist 73 Psi8
20 Ethereal Repair60 74 Psi9
21 Ethereal Shaman60 75 Psi9A
22 Fortune Teller10 76 Psi10
23 Generic Psionicist 77 Psi11U/W
24 Githyanki Knight 78 Psi12L
25 High Freq. Dabbler 79 Psi12T
26 High Freq. Sampler 80 Psi12C
27 High Psionicist 81 Psi14 (Lycanthrope)
28 High SL Sampler 82 Psi17
29 Hiyah 83 Psi18
30 Illogician-17 84 Psi24 (Intelligent Items)
31 Inept-2 85 Psi27
32 Jedi19L 86 Psi29
33 Low Freq. Sampler 87 Psi30
34 Mentalist 88 Psi36
35 Metamind3 89 Psi72
36 Mind Flayer0 90 Psi81 (Champions)
37 Mixed Freq. Sampler 91 Psi100
38 Mutant45 (Marvel) 92 Psi1200C
39 Mutant54 (DC) 93 Psi∞ (Infinity)
40 Numot Devastator (MTG U/R/W) 94 Psi∞*100 (Infinity*100)
41 Offender Psionicist 95 Psionic Dabbler
42 ORLY Owl 96 Psionic Mystic0/10
43 Physicalist 97 Psionic Usher
44 PolyPsi 98 Psychic Warrior3
45 Psi(--2) 99 Pyrokineticist3
46 Psi(-40) 100 Quintessential Psion6
47 Psi(-15) 101 Rixthaxth
48 Psi(-12)L 102 Simic Physicalist (MTG U/G)
49 Psi(-12)T 103 Sith19D
50 Psi(-12)C 104 Sporacle of Chaos
51 Psi(-9) 105 Treva Renewer (MTG U/G/W)
52 Psi(-6)G 106 Vorosh Hunter (MTG B/U/G)
53 Psi(-6)N 107 X4A
54 Psi(-6)E 108 X7A
# [PC6] Custom Group Classes # [PC6] Custom Group Classes
1 Accountant 43 Quintessential Custom6
2 Antemortal0 44 Quintessential FMCTP6
3 Anti-Custom 45 RandomCustom5
4 Arch-Custom0 46 Randomizer3
5 ArchCustom2 47 Scripter
6 ArchCustom5 48 Statistician
7 Barney Emissary 49 Tourist
8 Beast FMCTP 50 Unholy Order of Stars Jerry1
9 Biostatistician 51 Vanguard
10 BlockCustom5 52 Weasel
11 Collectivizer3 53 WWPRP2/3
12 Companion3
13 Compounder
14 Conjugator
15 Custom0
16 Custom1
17 Custom1JG
18 Custom2
19 Custom5
20 Custom Race
21 d20izer3.5
22 Dilettante
23 Duplicator
24 Emulator
25 Exponenter
26 Ferret
27 FMCTP1/2
28 Generic Priest
29 Generic Psionicist
30 Generic Rogue
31 Generic Wizard
32 GWSSP9A
33 Innovator48
34 Internetizer3.5
35 Knowledgizer3
36 Life Machine
37 Master Custom3.5
38 Maxulator
39 Minimizer
40 Minulator
41 Mixer
42 Mortal0
43 Paragon3
44 Piper0
45 Putz
46 UnDeath Machine1

[PC0] List of Classes


# [PC7] Concordant Classes
(x1 multiplier)
# [PC7] Concordant Classes
(x2 multiplier)
(na)
1-1
(na)
(na)
(na)
Elemental Cleric2
(Drake of Tyr2)
(King2)
2-1
2-2
2-3
(na)
Avangion2
Clerical Elemental2
Dragon of Tyr2
(Birthright2)
1-2
(na)
Brass Gnat
(Clockwork Horror)
2-4
2-5
(na)
Bug
Big Bug
(Bigger Bug)
(na) (Victor5) 2-6 Champion5
1-3 Master Custom3.5 2-7
2-8
Supreme / GrandMaster
Custom Concordant
1-4 SemiDivine3 2-9 Divine3 / HeroDeity3
(na) (Evil Underling) 2-10
2-11
Evil Overlord
Munchkin
1-5
1-6
Sidekick
Accomplice
2-12
2-13
(na)
Hero
SuperHero
(Anti-Hero)
1-7
1-8
(na)
Mortal0
Antemortal0
(Unmortal7)
2-14 Immortal0
1-9
1-10
Myth
Paragon3
2-15
2-16
Legend
Unique / ArchLegend
1-11
1-12
1-13
1-14
Proto-Lich
Aspirant
ProtoDracoLich
Instantaneous Chaining Wizard
2-17
2-18
(na)
(na)
(na)
Lich
Master Lich
(DracoLich)
(Arch-Lich / Anti-Lich)
(DemiDracoLich)
1-15 Putz 2-19 Pawn
1-16
1-17
1-18
1-19
Warden
Angel5
Fallen Angel5
Serra Angel5
2-20
(na)
Sentinel
(Intermediary)
1-20
1-21
Stealth Rogue
Overt Rogue
(na)
(na)
(Stealth Master)
(Overt Master)
1-22
1-23
1-24
1-25
Henchman
Minion / Arch-Henchman
Giant Robot16
Lex Luthor
2-21
2-22
Villain
Arch-Villain
1-26
1-27
1-28
Battlelord
Combatlord
Peacemonger
2-23
(na)
Warlord
(Peacelord)
1-29
1-30
1-31
1-32
Atheist(-7)
X7A
Theist7
Theist14
(na)
2-24
2-25
2-26
(X(-7))
X7M
X7P
X14
1-33
1-34
Captain (SFB)
Admiral (SFB)
(na) (Custom Legendary Officer)
1-35 Charonodaemon5 (na) (Ultrodaemon5)
# [PC7] Concordant Classes
(x1 multiplier)
# [PC7] Concordant Classes
(x2 multiplier)
1-36
(na)
Rakshasa5
(Rakshasa Rukh5)
(na) (Rakshasa Maharajah5)
1-37
1-38
Concordant Dabbler
Concordant Sampler
(na) (Demigod Sampler)
1-39
1-40
Psi∞ (Infinity)
Psi∞*100 (Infinity*100)
(na) (none)
1-41 X4A (na) (X18)
1-42 Baron (na)
(na)
(Duke)
(ArchDuke)
1-43
1-44
1-45
(na)
1-46
Rejuvenator
Martyr / Rejuvenate-Other
Dejuvenator
(Self-Destructor)
Invigorator / Alljevunator
(na)
(na)
(na)
(na)
(na)
(Unbreakable)
(Afterliver)
(Breaker)
(Ender)
(Vitalizer / Allable / Alliver)
1-47 Concordant Opposer / Outlander / Rilmani (na) (Intermediary of Pain)
1-48
1-49
Exacter0 (X-acter0)
Scripter
(na) (G-acter0)
(na) (Boss) [MPCs only] (na) (Big Bad) [MPCs only]
1-50 Darkling2 2-27 Dark Lord2
(na) (Custom Prestige Wizard3) 2-28 Epic Wizard3
(na) (Kami Spirit) 2-29
(na)
(na)
Myojin / Legendary Spirit
(Ki-rin)
(Tu'en-rin)
(na) (Shadow Agent5) 2-30 Shadow5
1-51 Brain in a Jar / Living Brain 2-31 Brain in a Box
(na)
(na)
(First Tier)
(Zeroeth Tier)
2-32 Second Tier
(na) (Deva / Aasimon) 2-33 Planetar
(na)
(na)
(Black Polar Bear)
(Bugbear)
2-34 Blue Bugbear
(na) (Sputz) 2-35 Spawn
(na)
(na)
(na)
(Acidic Cytoplasm)
(Gibbering Mouther)
(Black Pudding)
2-36 Shoggoth
1-52 Infinite Rogue (na) (na)

[PC0] List of Classes


# [PC8] Monster Group Classes # [PC8] Monster Group Classes
1 Angel5 40 Polar Bear9
2 Animal0 41 Polymorpher
3 Arch-Animal0 42 ProtoDracoLich
4 Astral Construct3 43 Psi14 (Lycanthrope)
5 Astral Destruct-3 44 Psi29 (Beholder)
6 Astraler3 45 Quickling0
7 Block 46 Rakshasa5
8 Brass Gnat 47 Rarer3
9 Carasting 48 Rith Awakener (MTG G/R/W)
10 Charonodaemon5 49 Rixthaxth
11 Companion Mage 50 Scripter
12 Cthulhoid Horror5 51 Serra Angel5
13 Custom Race 52 Shapeshifter2
14 Dancing Potion Bottle1 53 Shifter1JG
15 Ethereal Repair60 54 Sliver
16 Faerie 55 Smurf
17 Falco 56 Spectre
18 Ghost 57 Stuffy Doll16
19 Giant Robot8 58 Sub-Block
20 Githyanki Knight 59 T-Bear
21 Golem16 60 Teneb Harvester (MTG B/G/W)
22 Gorilla Shaman (Mox Monkey) 61 Theradin
23 Gruul Grave-Troll (MTG G/R) 62 Thirteen Letter Horror
24 Hag0 63 Treva Renewer (MTG U/G/W)
25 Internet Troll8 64 Troll0
26 Kobold0 65 Uncommoner3
27 Living Wall 66 Uniquer3
28 Master Monster 67 Urd0
29 Mind Flayer0 68 Vampire5
30 Minotaur0 69 Vorosh Hunter (MTG B/U/G)
31 Nicol Bolas (MTG B/U/R) 70 Werewolf5
32 Numot Devastator (MTG U/R/W) 71 Wraith0/7
33 Odessa0 72 Wyvern1
34 Ogre0 73 Yuan-Ti / Snake Worshiper
35 Orc0 74 Zantriss
36 Paragon3
37 Pixie Queen
38 Plant0
39 Pokemon
# [PC9] Alternate Group Classes # [PC9] Alternate Group Classes
1 Amulet Destroyer1JG 37 Meat Head
2 Anti-Magic-User1 38 Meat Sword
3 Astral Destruct-3 39 Minotaur0
4 Beast Rider 40 Minulator
5 Biostatistician 41 Mixed Freq. Sampler
6 Black Hat5 42 Mounty
7 Block 43 Orzhov Euthanist (MTG B/W)
8 BlockCustom5 44 Paleontologist
9 Companion Mage 45 Peacemonger
10 Compounder 46 Physicalist
11 Conjugator 47 Physicist
12 Cthulhu Investigator5 48 Pioneer (Outland Pioneer)
13 Divine Elf0 49 Piper0
14 Doomdoctor3 50 Pit Fighter2
15 Doomscout3 51 Protector Mage
16 Doomshaman3 52 Psi0.01
17 Dwarven Offender3 53 Psi100
18 Engineer 54 Psi∞*100 (Infinity*100)
19 Ethereal Repair60 55 Psionic Mystic0/10
20 Ethereal Shaman60 56 Quickling0
21 Executioner1 / ArchAssassin1 57 Rarer3
22 Ferret 58 Scarlet Chirurgeon
23 Gorilla Shaman (Mox Monkey) 59 Selesnya Sagittar (MTG G/W)
24 Gruul Grave-Troll (MTG G/R) 60 Shadow Elf0
25 Grand Meleer1 61 Sustainer2
26 High SL Sampler 62 Time Lord13
27 Hit Man5 63 Uncommoner3
28 Holy Monk1 64 UnDeath Machine1
29 Holy Order of Stars Stupid1 65 Unholy Order of Stars Jerry1
30 Holy Warrior3 66 Uniquer3
31 Illogician-17 67 Urbaneer (Cityneer)
32 Inept-2 68 Urd0
33 Knight of Quantity1 69 Witch5
34 Knowledgizer3 70 WWPRP2/3
35 Life Machine
36 Life Master1

[PC0] List of Classes


# [PC10] Mini Group Classes # [PC10] Mini Group Classes # [PC10] Mini Group Classes
1 Ability Score Points 37 Memorization Level 73 Specific Immuner
2 Absolute Armor Class 38 Meta-Stats 74 Spell Damage
3 Alignments 39 Mini Custom2 75 Spell Groups
4 Armor Class 40 Mini Custom5 76 Spell Robe
5 B Actions 41 Mini Custom Race 77 Stat Requirements
6 BlahR 42 Money 78 Status Immuner
7 BlahR Evasion 43 Monster Picks 79 Str
8 Capital Immuner 44 Movement Rate 80 Summon DL
9 Caster Level 45 Number of Attacks 81 Summons
10 Chr 46 OtherR 82 To Hit
11 Con 47 Overwrite Progression 83 Transportation Levels
12 Concordant Spell Progression 48 Prerequisite XP 84 True Armor Class
13 Custom Mini9.1 49 Priest Picks 85 True Damage
14 Damage 50 Priest Spell Progression 86 True Saves
15 Damage Resistance 51 Proficiencies 87 True To Hit
16 Dex 52 Psionic Progression 88 True To Hit/Save Penalty
17 Divisor Saves 53 Psionicist Picks 89 True Turning / True Omens
18 Divisor To Hit 54 Race Slots 90 Turn Undead
19 Edition Numbers 55 Research Points 91 Warrior Picks
20 GGL Picks 56 Resister 92 Warrior/Rogue Spell Progression
21 Goodberries 57 Rogue Abilities 93 Weapon Specialization
22 Group XP 58 Rogue Picks 94 Wear Locations / Limbs
23 Heals 59 Saving Throws 95 Wis
24 Hit Dice / Hit Points 60 Set Chr 96 Wizard Picks
25 Ignore BlahR 61 Set Cml 97 Wizard Spell Progression
26 Immuner 62 Set Con 98 XP
27 Improved Armor Class 63 Set Damage
28 Improved Damage 64 Set Dex
29 Improved Hit Points 65 Set Hit Points
30 Improved Proficiencies 66 Set Int
31 Improved Saving Throws 67 Set Str
32 Int 68 Set To Hit
33 Invisibility Levels 69 Set Wis
34 Jobber 70 Size Class
35 Kits / Feats 71 Slayer
36 Magic Items 72 Specialty Schools

[PC0] List of Classes


# [PC11] Mirror Group Classes
1 Abettor5 (Anti-Bringer5)
2 Accomplice
3 Antemortal0
4 Anti-Custom
5 Dejuvenator
6 Eeler1
7 Fallen Angel5
8 Leecher1
9 Loyalist5 / Collaborator5
10 Maxulator
11 Magical Pool Mage
12 Overt Rogue
13 Psi(--2)
14 Psi(-40)
15 Psi±2
16 Psionic Usher
17 Randomizer3
18 Scarlet Pimpernel / Liberator
19 Worshiper of the UltraWhite
# [PC12] Planar Group Classes
1 Astral Physical Initiate30
2 Astral Priest
3 Baron
4 Charonodaemon5
5 Concordant Opposer / Outlander / Rilmani
6 Cosmos Priest
7 Cthulhu Investigator5
8 Doomdoctor3
9 Doomguard3
10 Doomscout3
11 Doomshaman3
12 Halo Priest
13 Magical Pool Mage
14 Pioneer (Outland Pioneer)
15 Sightseer
16 Traveller Priest
# [PC13] Lost Group Classes
1 Barney Emissary
2 Forgotten Lord13
3 Hermit0
4 Ill Omen Master
5 Mounty
6 Paleontologist
7 Planeswalker Artificer
8 Scarlet Chirurgeon
9 Shadowcron
10 The Hidden
11 Thirteen Letter Horror
12 Time Bandit
13 Unfinisher3
14 Wizard of the Coast
                                                                                                                                                                                                                                                                             

 
# [PC14] Demigod Group Classes
1 Avatar [x1]
2 Big Game Hunter [x1]
3 Deified Mortal0 [x1]
4 Demigod0 [x3]
5 Divine Interventioner [x1]
6 Immortal0 [x2]
7 Mortal Hunter [x3]
8 Planeswalker Artificer [x1]
9 Small Game Hunter [x1]
10 Thirteen Letter Horror [x1]
11 Vanguard [x1]
12 Worshiper of the UltraBlack [x1]
13 Worshiper of the UltraWhite [x1]
14 X21 [x3]
# [PC15] PC Designed Group Classes
1 Arch-Mutant
2 Beater5
3 Dancing Potion Bottle1
4 Disintegrator3
5 Exponenter
6 Fortune Teller10
7 Remover
8 Shooter0
# [PC16] Technology Group Classes
1 Admiral (SFB)
2 Arcane5
3 Artificer24
4 Big Bug [x2]
5 Brass Gnat
6 Bug [x2]
7 Captain (SFB)
8 Chemist
9 Death Grant
10 Dejuvenator
11 Demolitionist
12 Engineer
13 Giant Robot8
14 Golem16
15 Internet Troll8
16 Invigorator / Alljevunator
17 Martyr / Rejuvenate-Other
18 Musketeer/Cannoneer
19 Physicist
20 Psi8
21 Psi24 (Intelligent Items)
22 Rejuvenator
23 Rocketeer
24 Stuffy Doll16
25 Technologist
26 Thanatos
27 Time Lord13
28 Tinker1

[PC0] List of Classes


# [PC17] Joke Group Classes
1 Bureaucrat1 / Politician1
2 Jester1
3 Jock1
4 Pokemon
5 Smurf
# [PC18] Futureshifted Group Classes
1 Anti-Barbarian100
2 Astraler3
3 Cleric30
4 Concordant Sampler
5 Exponenter
6 Fighter30
7 Invigorator / Alljevunator
8 Magic-User30
9 Odessa0
10 Rejuvenator
11 Thief30
12 Unfinisher3
# [PC19] Random Group Classes
1 Builder (Random Warrior #420746)
2 Choicer (Random Warrior #474063)
3 Hammerer (Random Warrior #811263)
4 Internet Troll8
5 Internetizer3.5
6 Lancer (Random Warrior #199267)
7 Luckier (Random Rogue #115354)
8 Minimizer
9 Pointer (Random Rogue #11829)
10 RandomCustom5
11 Randomizer3
12 Tougher (Random Wizard #231172)
13 Unfinisher3
14 Wild Mage2
                                                                                                                                                                                                                                                                             

 
# [PC20] Concordant Mini Classes
1 Epic Feats
2 Infinite Armor Class
3 Infinite Hit Points
4 Luck
5 Segments per Round
# [PC22] Archetype Classes # [PC22] Archetype Classes
1 Carasting 13 Plator
2 Changecat 14 Ponnet
3 Death Grant 15 Putz
4 Falco 16 Rixthaxth
5 Halo 17 Shadowcron
6 Hiyah 18 Shastack
7 Laitos 19 Sporacle of Chaos
8 Leech 20 T-Bear
9 Lex Luthor 21 Thanatos
10 Nikki 22 Theradin
11 ORLY Owl 23 Zantriss
12 Ozla
# [PC30] Demigod Mini Classes
1 Multiplier
2 Tiny DemiGod Sampler
                                                                                                                                                                                                                                                                             

# [PC80] Internet Group Classes
1 Internet Troll8
2 Internetizer3.5
# [PC220] Originator Mini Classes
1 Brown Originator Mini
2 Player Picks
# [PC-1] Non-Combatant Group Classes
1 Smurf
                                                                                                                                                                                                                                                                             

# [PC-2] Robot Controlled Group Classes
1 Bureaucrat1 / Politician1
# [PC-4] Overt Group Classes
1 Cascade Rammer / Dragon Cleaver
2 Mob Instigator1
3 Psi1200C
4 Sporacle of Chaos
# [PC-10] Maxi Group Classes
1 Smart Man
2 Strong Man
3 Wise Man
# [PC-15] NPC Designed Group Classes
1 High Psionicist

[PC1] Warrior Group Classes


All Warrior Classes

Level 1: May use shields as both a shield and as a weapon at the same time if the character's highest level is in Warrior group.
Level 1: Gain "Bash". 1P: Do 1 attack, if you hit do normal damage and target is stunned for 1d4 segments (save).
Level 1: Exceptional Strength and Constitution.
Level 1: Can specialize in weapons.
Level 1: #Attacks = level if creatures being fought are less than 1 HD.
Level 3: Gain "Dirt Kick". 1P: Do 1 kick attack, if you hit do normal damage and target is blind for 1d10 segments (save).
Level 5: Gain "Whirl". 1P: Do 1 attack on every target within 10'r (one group usually).
Level 7: Gain "Windpipe". 1P: Do 1 attack, if you hit do no damage and target is stunned for 1d6 segments (save /segment).
Level 9: Gain "Impale". 1P: Do 1 attack per weapon you are wielding (+1 more attack with your primary hand if you are hasted).
Impale hit = 20-(your level), regardless of target's AC. Apply no modifiers to this roll except the weapon's magical plusses.
Impale dmg = (avg dmg of the weapon with no modifiers except it's own magical plusses)*(your Warrior level).
Level 9: Name Level: Attracts up to 100 followers (0-level men-at-arms). Dividing the warrior's XP by 1000 is a good indication of how many (maximum) followers he could have at any one time.
Level 9: Automatically gains 1 XP per year per follower if sets up a stronghold, and spends at least half of his time there (6 months per year).

2nd Edition Warriors (from HLC2 book)

Level 10: Bravery: You gain an additional save vs. charm effects (even if the original effect has no save).
Level 11: Adaptation: You do not suffer combat penalties due to being in an unusual environment.
Level 12: All-Around Attack: 1P: Deal (CL/2)d8 base damage to all creatures within 5' (apply Str, weapon, and magical bonuses as if you were doing a weapon strike). This strike is resisted using IR (InnateR), not WR, and ignores blah-skins.
Level 13: Frighten/Challenge: 1M: Cause fear or taunt one group of creatures (save).
Level 14: Captivate: 1M: Suggestion (as spell) (save)
Level 15: Inner Focus: 1M: +2 (or a set score of CL+3) to Str, Dex, or Con, -2 to the other two (maintained effect).
Level 16: Signature Item: Pick one item you own. It cannot be dispelled, twisted, picked, or fail an item save.
Level 17: Signature Mount: You gain a familiar which must be a mount. You may instead combine the Signature Item and Signature Mount abilities to have an "Intelligent Magic/Psionic Item" familiar (assuming the item is intelligent).
Level 18: Sense Danger: 1M, 1/turn: You know if you are about to be ambushed. You know whether a creature is ready for combat. You know if you are about to be backstabbed. You know if there is something invisible/hidden nearby. Lasts for 1r.
Level 19: Death Blow: 1P: Make one attack against one target. That attack has "save or be slain".
Level 20: Hardiness: 1M, may borrow from the future: Delay one special effect from affecting you for (CL-10) rounds. When you do suffer the effect, you get no saving throw. You may not have more than Hardiness running at a time.
Level 21: Breech Immunity: Add +(CL-20) to what weapon you are considered to hit. You don't actually get a bonus to hit.
Level 22: Extra Followers: +2d6 followers. +2d6 more followers every 5 levels hereafter.
Level 23: Intimidation: 1M: Area effect: Lose Morale (no save). Has no effect on creatures who can't possibly lose morale.
Level 24: Can use scrolls and magic items specifically designed for another class.
Level 25: If you have a Wizard progression, can write Wizard scrolls. If you have a Priest progression, can write Priest scrolls.
Level 26: Considered a Wizard/Priest of CL=9 for using items specifically requiring those classes (e.g. Sphere/Annihilation).
Level 27: Immune to disease, lycanthropy, mummy rot.

[PC1] Warrior Group Classes


Admiral (SFB)

Level KXP Captain [LO]
123 45 [1]
1 0 1-- -- [-]
2 6 2-- -- [-]
3 12 21- -- [-]
4 24 22- -- [-]
5 48 32- -- [-]
6 96 321 -- [-]
7 192 322 -- [-]
8 384 332 -- [-]
9 768 332 1- [-]
10 1536 332 2- [-]
11 3000 333 2- [-]
12 3360 333 21 [-]
13 3720 333 22 [-]
14 4080 333 32 [-]
15 4440 333 33 [-]
16 4800 433 33 [-]
17 5160 443 33 [-]
18 5520 444 33 [-]
19 5880 444 43 [-]
20 6240 444 44 [-]
21 6600 544 44 [-]
22 6960 554 44 [-]
23 7320 555 44 [-]
24 7680 555 54 [-]
25 8040 555 55 [-]
26 8400 555 55 [1]
27 8760 555 55 [2]
28 9120 555 55 [3]
29 9480 555 55 [4]
30 9840 555 55 [5]
31 10200 655 55 [5]
32 10560 665 55 [5]
33 10920 666 55 [5]
34 11280 666 65 [5]
35 11640 666 66 [5]
36 12000 666 66 [6]
TH Saves
PD RS PP BW Sp Fo Re Wi
+0  4  2  3  1  1  1  1  0
+2  5  3  4  3  2  2  2  1
+3  6  4  5  4  3  2  2  1
+5  8  5  7  6  4  3  3  2
+6  8  6  7  7  5  4  3  2
+8 10  8  9  9  7  5  4  3
+9 11  8 10 10  7  5  4  3
+11 12 10 11 12  9  6  5  4
+12 13 11 12 13 10  7  6  4
+14 14 12 13 14 11  8  6  5
+15 14 12 14 14 11  8  7  5
+17 15 13 14 14 12  9  8  6
+18 15 14 14 14 13 10  8  6
+20 15 14 15 15 14 11  9  7
+21 15 14 15 15 14 11  9  7
+23 15 14 15 15 15 12 10  8
+24 15 15 15 15 15 13 10  8
+26 16 15 15 15 15 14 11  9
Requisites: Str 8, Dex 8, Con 13,
Int 17, Wis 15, Chr 18
Alignment: any
HD/level: d12
Weapon Prof.: 7+level
To Hit Table: 1½xWar
Save Table: 1½xWar
Reference: SFB {Planeshifted Captain}
Groups: Warrior, Concordant (x1),
Technology
See next page for spells. Can cast Legendary Officer spells (of 20 Captain Points) starting at level 26. For now, you can think of these as 1st level x2 Concordant spells, and I have listed them as such.
Some of these abilities don't do much unless you have another class. For example, several deal with your summons, to use them you need a way of summoning something.
This class (of course) gets "All Warrior" abilities, such as the ability to weapon specialize (as a Warrior).

[PC1] Warrior Group Classes


Amulet Destroyer1JG

Level KXP Wizard
123 456 789
1 0 1-- --- ---
2 2.25 2-- --- ---
3 4.5 3-- --- ---
4 9 41- --- ---
5 18 421 --- ---
6 36 432 --- ---
7 72 433 1-- ---
8 144 443 21- ---
9 288 444 22- ---
10 576 444 221 ---
11 1076 444 332 ---
12 1576 444 443 ---
13 2076 444 444 ---
14 2576 544 444 1--
15 3076 554 444 2--
16 3576 555 444 3--
17 4076 555 544 4--
18 4576 555 554 41-
19 5076 555 555 42-
20 5576 555 555 53-
21 6076 555 555 54-
22 6576 555 555 55-
23 7076 655 555 551
24 7576 665 555 552
25 8076 666 555 553
26 8576 666 655 554
27 9076 666 665 555
28 9576 666 666 555
29 10076 666 666 655
30 10576 666 666 665
31 11076 666 666 666
32 11576 777 666 666
33 12076 777 777 666
34 12576 777 777 777
35 13076 888 777 777
36 13576 888 888 777
TH Saves
PD RS PP BW Sp Fo Re Wi
+0  4  7  5  3  6  0  1  1
+1  4  8  5  4  7  0  1  2
+2  4  8  6  4  7  1  2  2
+3  5  9  7  5  8  2  3  3
+4  5 10  7  5  9  2  3  4
+5  6 10  8  6  9  3  4  5
+6  6 11  8  6 10  3  4  5
+7  7 12  9  7 11  4  5  6
+8  7 12  9  8 11  4  5  7
+9  8 13 10  8 12  5  6  8
+10  8 13 11  9 12  6  7  8
+11  9 14 11 10 13  6  7  9
+12  9 14 12 10 13  7  8 10
+13 10 15 13 11 14  8  9 11
+14 10 15 13 11 15  8  9 11
+15 11 16 13 12 15  9 10 12
+16 11 16 14 12 15  9 10 13
+17 12 16 14 13 16 10 11 14
Requisites: Str 16
Alignment: any
HD/level: d6
Weapon Prof.: 1+level/2
To Hit Table: War
Save Table: 1½xWiz
Reference: DM {Planeshifted Amulet Maker1JG}
Groups: Warrior, Wizard, Alternate
 
Level 1: Irreducible Pick Pockets LVL*5% (not shifted by target's HD/Level)
Level 1: 0, 1 attack: Destroy a magic item.
Level 1: 1P: Dispel a spell/psionic effect.
Level 1: Your Personality Score = Con+Int+Wis+Chr+2*LVL.
Level 1: +LVL distributed among AC, TH, or dmg.
Level 2: 1M, heavy concentration (lose 1M each round): Lockdown E actions.
Level 18: Immune to the effects of ego from any item of your multiplier or less.

[PC1] Warrior Group Classes


Animal0

Level KXP War/Ani
123 456
1 0.5 (owe) *-- ---
2 1 1-- ---
3 2 2-- ---
4 4 21- ---
5 8 31- ---
6 16 32- ---
7 30 321 ---
8 60 331 ---
9 120 332 ---
10 220 332 1--
11 320 333 1--
12 420 333 2--
13 520 333 21-
14 620 333 31-
15 720 333 32-
16 820 433 321
17 920 443 331
18 1020 444 332
19 1120 444 432
20 1220 444 443
21 1320 444 444
22 1420 554 444
23 1520 555 444
24 1620 555 544
25 1720 555 554
26 1820 555 555
27 1920 665 555
28 2020 666 555
29 2120 666 655
30 2220 666 665
31 2320 666 666
32 2420 776 666
33 2520 777 666
34 2620 777 766
35 2720 777 776
36 2820 777 777
TH Saves
PD RS PP BW Sp Fo Re Wi
+1 10  9  8  5  6  2  1  0
+1 10  9  8  6  6  2  1  0
+1 10  9  8  6  7  3  2  0
+2 12 11 10  8  9  3  2  1
+3 12 11 10  9  9  4  2  1
+3 12 11 10  9 10  4  3  1
+3 14 13 12 11 12  5  3  2
+4 14 13 12 12 12  5  4  2
+5 14 13 13 12 12  6  4  2
+5 16 15 14 14 15  6  4  3
+5 16 15 15 14 15  7  5  3
+6 16 15 15 15 15  7  5  3
+7 16 15 15 15 15  7  5  3
+7 16 15 15 15 15  7  5  3
+7 16 15 15 15 15  7  5  3
+8 16 15 15 15 15  7  5  3
+9 16 15 15 15 15  7  5  3
+9 16 15 15 15 15  7  5  3
Requisites: Str 13
Alignment: any
HD/level: & d4
Weapon Prof.: & 2+level/3
To Hit Table: CTD0
Save Table: Half0
Reference: DM
Groups: Monster, Warrior
 
Can cast Warrior spells, or Priest Animal sphere spells. At level 1 can cast one 1st level Priest Animal spell.
Level 4 ¶: Can use Psi14 minors as if they were 2nd level spells.
Level 10 ¶: Can use Psi14 majors as if they were 4th level spells.
Level 16 ¶: Can use Psi14 grands as if they were 6th level spells.
New Animal spells for Animal0 class:
Animal Grove (all SL's): [x1 Special] All Animals in the room get +SL rhp (this cures them that amount when you cast the spell)
Animal Horde (SL=3): This uses up the spell slot completely while running. You have +1 summon slot only for Animals. This may be picked more than once.
Selective Animal Summoning N (all SL's): Summon a DL=SL Animal, you can pick it off the chart directly.

[PC1] Warrior Group Classes


Anti-Barbarian100

Level KXP Warrior
123 456 789
1 0 1-- --- ---
2 6 2-- --- ---
3 12 21- --- ---
4 24 32- --- ---
5 48 421 --- ---
6 80 422 --- ---
7 150 432 1-- ---
8 275 433 2-- ---
9 500 433 21- ---
10 1000 443 22- ---
11 1500 444 33- ---
12 2000 444 441 ---
13 2500 555 442 ---
14 3000 555 442 1--
15 3500 555 552 1--
16 4000 555 553 21-
17 4500 555 553 32-
18 5000 555 553 321
19 5500 555 553 331
20 6000 555 554 332
21 6500 555 554 442
22 7000 555 555 443
23 7500 555 555 553
24 8000 555 555 554
25 8500 555 555 555
26 9000 666 655 555
27 9500 666 666 655
28 10000 666 666 666
29 10500 777 766 666
30 11000 777 777 766
31 11500 777 777 777
32 12000 888 877 777
33 12500 888 888 877
34 13000 888 888 888
35 13500 999 988 888
36 14000 999 999 999
TH Saves
PD RS PP BW Sp Fo Re Wi
+0 20 10 15  5  5  5  5  0
+10 25 10 20 10  5  5  5  0
+20 25 15 20 15 10 10 10  5
+30 30 20 25 20 15 10 10  5
+40 35 25 30 25 20 15 10  5
+50 40 25 35 30 20 15 15 10
+60 40 30 35 35 25 20 15 10
+70 45 35 40 40 30 20 20 10
+80 50 40 45 45 35 25 20 15
+90 55 40 50 50 35 25 20 15
+100 55 45 50 55 40 30 25 15
+110 60 50 55 60 45 30 25 20
+120 65 55 60 65 50 35 30 20
+130 70 55 65 70 50 35 30 20
+140 70 60 65 70 55 40 30 25
+150 70 60 70 70 55 40 35 25
+160 70 65 70 70 60 45 35 25
+170 75 65 70 70 60 45 40 30
Requisites: Str 100, Con 50, Class Slots 3
Alignment: any
HD/level: & d100 (no Con bonus)
Weapon Prof.: & level*10
To Hit Table: War*10 (see note)
Save Table: War*5 (see note)
Reference: DM
Groups: Warrior, Futureshifted
 
Gets no stat bonuses from any ability score. This affects your entire character, even class abilities outside of Anti-Barbarian100. No effect will allow you to gain a stat bonus from any ability score (adding "Exc Str" doesn't work, the "Auto-Str" weapon flag doesn't work, etc.). This also affects stat bonuses to spell/psi progressions. Note you do not get stat penalties either, if your stat is low.
The "To Hit" of "Mon*10" means to read the Monster table at your level, and multiply the result by 10 (this is different from "10xMon", where you multiply your level by 10 before reading). Similarly Saves of "War*5" means to multiply the result of Warrior by 5 (not the level). The correct values are given in the TH/Saves table above.
Uses the "Barbarian" line for number of attacks.
Level 1 ¶: Rolls 1d100 to hit and for saves. Automatically hits (succeeds) on a natural 90-100. Automatically misses on a 01-09. Critical ranges for weapons are 4 times listed values (so 20+/x2 becomes 80+/x2, and 16+/x4 becomes 64+/x4). DM Note: When rolling to hit, I recommend you roll d10's (for the first digit) first, as most likely you either hit by a lot or missed by a lot.
Level 1 ¶: Rolls 1d100-40 for ability score, proficiency and skill checks.
Level 1 ¶: You may have up to LVL+2 instances of Weapon Specialization for each weapon, where each instance gives 3 half-plusses in the weapon. (e.g. at level 1 you can be Triple Specialized in Long Sword, giving +0/+9 TH/dmg).
Level 1 ¶: You are not limited to LVL when purchasing the Weapon Proficiency "Weapon Mastery"; you have no limit at all.
Level 3: You may cast Psi9 powers as if they were Warrior spells. Minor is SL=2, Major is SL=5, Grand is SL=8, and Super is SL=11. You do not have Psi9 "tracks"; the spell slot covers the cost.

[PC1] Warrior Group Classes


Anti-Paladin1

Level KXP Priest
123 4
1 0 --- -
2 1.625 --- -
3 3.25 --- -
4 6.5 --- -
5 13 --- -
6 26 1-- -
7 52 2-- -
8 104 21- -
9 208 22- -
10 416 221 -
11 832 222 -
12 1664 222 1
13 2100 222 2
14 2500 322 2
15 2900 332 2
16 3300 333 2
17 3700 333 3
18 4100 433 3
19 4500 443 3
20 4900 444 3
21 5300 444 4
22 5700 544 4
23 6100 554 4
24 6500 555 4
25 6900 555 5
26 7300 655 5
27 7700 665 5
28 8100 666 5
29 8500 666 6
30 8900 666 6
31 9300 666 6
32 9700 666 6
33 10100 666 6
34 10500 666 6
35 10900 666 6
36 11300 666 6
TH Saves
PD RS PP BW Sp Fo Re Wi
+0  4  2  3  1  1  1  1  0
+1  5  2  4  2  1  1  1  0
+2  5  3  4  3  2  2  2  1
+3  6  4  5  4  3  2  2  1
+4  7  5  6  5  4  3  2  1
+5  8  5  7  6  4  3  3  2
+6  8  6  7  7  5  4  3  2
+7  9  7  8  8  6  4  4  2
+8 10  8  9  9  7  5  4  3
+9 11  8 10 10  7  5  4  3
+10 11  9 10 11  8  6  5  3
+11 12 10 11 12  9  6  5  4
+12 13 11 12 13 10  7  6  4
+13 14 11 13 14 10  7  6  4
+14 14 12 13 14 11  8  6  5
+15 14 12 14 14 11  8  7  5
+16 14 13 14 14 12  9  7  5
+17 15 13 14 14 12  9  8  6
Requisites: Str 12, Dex 6, Con 10, Int 10, Wis 12
Alignment: any E
HD/level: 2d8-1
Weapon Prof.: 5+level
To Hit Table: War
Save Table: War
Reference: BoD2
Groups: Warrior
 
Level 1: +level Cml or -level Cml (your choice, you may switch sign during a reset).
Level 1: +2 to hit with all weapons.
Level 1: +2 saving throws.
Level 1: Immunity to disease.
Level 1: 1M, 1/d: Cause 2*level hp damage by touch (no save) or cure same amount to self.
Level 1: Protection from Good cont.
Level 1: Backstab x(level/9+2), round down.
Level 1: Poison Use proficiency.
Level 1: Control Undead as if a Cleric 2 levels lower.
Level 3: Attract undead followers.
Level 4: Summon Warhorse: usually a demonic beast or a Nightmare.
Level 6: Begins getting Cleric spells.

[PC1] Warrior Group Classes


Arcane Archer3

Level KXP
Spells
1 0 (none)
2 10 (none)
3 30 (none)
4 60 (none)
5 100 (none)
6 150 (none)
7 210 (none)
8 280 (none)
9 360 (none)
10 450 (none)
11 550 (none)
12 660 (none)
13 780 (none)
14 910 (none)
15 1050 (none)
16 1200 (none)
17 1360 (none)
18 1530 (none)
19 1710 (none)
20 1900 (none)
21 2100 (none)
22 2310 (none)
23 2530 (none)
24 2760 (none)
25 3000 (none)
26 3250 (none)
27 3510 (none)
28 3780 (none)
29 4060 (none)
30 4350 (none)
31 4650 (none)
32 4960 (none)
33 5280 (none)
34 5610 (none)
35 5950 (none)
36 6300 (none)
TH Saves
PD RS PP BW Sp Fo Re Wi
+1  4  2  3  1  1  1  1  0
+2  5  2  4  2  1  1  1  0
+3  5  3  4  3  2  2  2  1
+4  6  4  5  4  3  2  2  1
+5  7  5  6  5  4  3  2  1
+6  8  5  7  6  4  3  3  2
+7  8  6  7  7  5  4  3  2
+8  9  7  8  8  6  4  4  2
+9 10  8  9  9  7  5  4  3
+10 11  8 10 10  7  5  4  3
+11 11  9 10 11  8  6  5  3
+12 12 10 11 12  9  6  5  4
+13 13 11 12 13 10  7  6  4
+14 14 11 13 14 10  7  6  4
+15 14 12 13 14 11  8  6  5
+16 14 12 14 14 11  8  7  5
+17 14 13 14 14 12  9  7  5
+18 15 13 14 14 12  9  8  6
Requisites: Dex 0, Warrior 3, Wizard 1
Alignment: Any
HD/level: d8
Weapon Prof.: 0+level
To Hit Table: +level
Save Table: War
Reference: DMG3-28
Groups: Warrior
 
Level 1: Every arrow you shoot may over-write it's bonus (if any) with a +1/+1 bonus.
Level 2: You may place spell effects that you can cast on an arrow; the effect is delivered when the arrow hits. The arrow must be used within 1 turn of placing it on the arrow or the effect is lost.
Level 3: Every arrow you shoot may over-write it's bonus (if any) with a +2/+2 bonus.
Level 4: Seeker Arrow: 0, 1/d: An arrow you shoot can move around corners to strike a known enemy.
Level 5: Every arrow you shoot may over-write it's bonus (if any) with a +3/+3 bonus.
Level 6: Phase Arrow: 0, 1/d: Can shoot an arrow through solid objects.
Level 7: Every arrow you shoot may over-write it's bonus (if any) with a +4/+4 bonus.
Level 8: Hail of Arrows: 1P, 1/d: Fire CL arrows, max 1 per target.
Level 9: Every arrow you shoot may over-write it's bonus (if any) with a +5/+5 bonus.
Level 10: Arrow of Death: Can have a single arrow which will slay (Fortitude save vs. 20) a target.

[PC1] Warrior Group Classes


Arcane Warrior

Level KXP Arcane Warrior
123 456 789 ABC
TH
1 0 1-- --- --- +11
2 4 2-- --- --- +12
3 8 21- --- --- +13
4 16 32- --- --- +14
5 32 421 --- --- +15
6 64 422 --- --- +16
7 128 432 1-- --- +17
8 250 433 2-- --- +18
9 500 433 21- --- +19
10 1000 443 22- --- +20
11 1500 444 33- --- +21
12 2000 444 441 --- +22
13 2500 555 442 --- +23
14 3000 555 442 1-- +24
15 3500 555 552 1-- +25
16 4000 555 553 21- +26
17 4500 555 553 32- +27
18 5000 555 553 321 +28
19 5500 555 553 331 +29
20 6000 555 554 332 +30
21 6500 555 554 442 +31
22 7000 555 555 443 +32
23 7500 555 555 553 +33
24 8000 555 555 554 +34
25 8500 555 555 555 +35
26 9000 666 655 555 +36
27 9500 666 666 655 +37
28 10000 666 666 666 +38
29 10500 777 766 666 +39
30 11000 777 777 766 +40
31 11500 777 777 777 +41
32 12000 888 877 777 +42
33 12500 888 888 877 +43
34 13000 888 888 888 +44
35 13500 999 988 888 +45
36 14000 999 999 999 1 +46
37 28000 999 999 999 2 +47
38 42000 999 999 999 3 +48
39 56000 999 999 999 4 +49
45 140000 A99 999 999 9 +55
54 266000 AAA AAA AAA 91 +64
63 392000 AAA AAA AAA A9 +73
72 518000 BBB BBB BAA AA1 +82
Requisites: Str 18
Alignment: any
HD/level: 2d6
Weapon Prof.: 4+level*2
To Hit Table: +10+LVL
Reference: DM
Groups: Warrior
Complexity: CF=5
   
Saving Throws:  
PPD: 4+level
RSW: 2+level
PP: 3+level
BW: 1+level
Spell: 1+level
Fort: 4+level
Reflex: 2+level
Will: 0+level
   
Has access to Warrior Minor Schools that have been written in the Collective. Can also cast normal Warrior spells.
May specialize in a minor Warrior School, if you do, choose an opposite minor Warrior School.
Warrior Schools that are cross-listed with Concordant group can be cast by this class, but at a +1 SL penalty. Spells of SL=10 and above do not suffer this penalty and are not adjusted.
 
Level 1: 1M: Summon a DL=(LVL+1)/2 mount of your choice. A table of mounts is on the following page.
 
Can always purchase Demolitionist equipment (see below), even if above the tech level of the campaign. If no stores are available in the campaign, can create the equipment himself, but it still requires the same money, and it requires time (1 minute per 10 gp value).
Guns and grenades get Dex bonus to hit, but nothing else. Giving a gun AutoStr does nothing. Giving a gun AutoDex gives it Dex bonus to damage. Specialization and weapon mastery may be added as usual. For number of attacks, specialization uses Sword for 1/1, Dagger for 2/1, and Dart for 3/1 based weapons.
There is no ammo for guns. The cost for grenades is per grenade; if you buy 100, you have "Capital E Enough" of them and do not need to keep track of them.
For damage dice, "1e6" means an "open ended d6" (roll 1d6, if you roll a 6, roll again and add 6). "2m8" means multiply two d8's together (giving a skewed 1-64 range; the average is 20.25). "3m6" means multiply three d6's together (a skewed 1-216 range; the average is 42.875).
 
Gets +(LVL+2)/3 Henchmen slots. Can use the special types of Henchmen introduced in the Meat Helm and War Priest classes. Divide the cost of Henchmen by LVL.

[PC1] Warrior Group Classes


Arcane Warrior Spells

SL # Spell School Description
1 1 Animal Grove 1 Animal0 [x1 Special] All Animals in the room get +1 rhp (this cures them that amount when you cast the spell)
1 2 Armor Class Buff The party gets +LVL AC.
1 3 Armor of Faith Armorer Spend N spell slots on this (but you can channel it). It's an "Armor spell" with N*10 hp. (Counts as an Armor spell)
1 4 Awaken Green Removes sleep/fatigue effect on up to CL targets
1 5 Berserk Green Attacking creature does x2 dmg and is slain this segment (not 1bM)
1 6 BlahR Buff The party gets +(LVL-2)*10% RMPIR.
1 7 Charm Dragon Dragon Charm a Dragon (Will save, Wis bonus, missed save by 10 = "Subdued" and no more saves)
1 8 Claws Dragon Your claw damage is CLd4
1 9 C-Resist 1 Tank You get 1 instances of Resist to a [C] section effect. Can have more than one of these running, but each one is a spell slot.
1 10 Damage Buff The party gets +LVL dmg with attacks.
1 11 Delay Image Chronomancy +2 AC, +1 saves
1 12 Detect Temporal Anomaly Chronomancy Detect Temporal Anomaly
1 13 Earth Armor 1 Tank You get Earth Armor, it absorbs 10 dmg (like an Armor spell, but doesn't count as your Armor spell).
1 14 Ele-Resist 1 Tank You get 1 instances of Resist to an Element (any E factor). Can have more than one of these running, but each one is a spell slot.
1 15 Find Animal Companion Teneb Summons an Animal Companion with DL=CL/2 (round up).
1 16 Find Familiar Teneb Like the Wizard spell.
1 17 Force of Nature I Green Summon a Plant Elemental: AC 20, hp 20, #Att 1/1, TH +10, dmg 10
1 18 Giant Growth Green Target gets +3 TH, dmg, AC, and saves this round.
1 19 Haste A1 Chronomancy +1A action
1 20 Hit Points Buff The party gets +LVL*6 max hp.
1 21 Holy Armor Armorer Spend N spell slots on this (but you can channel it). Target gets +N+1 AC and saves. (Counts as an Armor spell)
1 22 Instill Energy Green You get +1S action per round for CL r (counts as your haste).
1 23 Know Time Chronomancy Know date and day
1 24 Magical Cloak 1 Tank You get a cloak (AC +CL) +1/+1, that lasts for the entire day, or you can add CL half-plusses to your existing cloak for this day.
1 25 Morningtide Summoning 1 Vanguard Summon 10 (choose one of these:) Soldiers, Shamans, Wizards, Warriors, or Rogues of DL=1
1 26 Natural Healing Green Target is cured equal to his Con score in hp
1 27 Nature’s Lore Green Know direction & distance to an object or person (if they are touching the ground)
1 28 Precognitive Sense Chronomancy Precognition
1 29 Proficiencies Buff The party gets +LVL proficiencies.
1 30 Resist Dragon Breath Dragon Resist Dragon Breath
1 31 Revive 1 Teneb Revive a DL=1 monster. (You have a Revive slot in addition to your Summon slot.)
1 32 Saving Throws Buff The party gets +LVL saving throws.
1 33 Selective Animal Summoning 1 Animal0 Summon a DL=1 Animal, you can pick it off the chart directly.
1 34 Slow Metabolism Chronomancy Need not eat/drink
1 35 Summon Dragon I Dragon Summons a DL I Dragon
1 36 To Hit Buff The party gets +LVL to hit.
2 1 Accelerate Plant Growth Chronomancy Plant Growth
2 2 Animal Grove 2 Animal0 [x1 Special] All Animals in the room get +2 rhp (this cures them that amount when you cast the spell)
2 3 Bind Green 1bM: Counter an item ability.
2 4 Bite Dragon Your bite damage is CLd6
2 5 Command 2 Captain Can identify and operate any TechL=LVL or lower technological device.
2 6 C-Resist 2 Tank You get 2 instances of Resist to a [C] section effect. Can have more than one of these running, but each one is a spell slot.
2 7 Damage Resistance Buff The party gets -(LVL-1) dmg per physical attack.
2 8 Defense 2 Captain Can interpose self in front of any and everyone in your group, you take double damage though
2 9 Earth Armor 2 Tank You get Earth Armor, it absorbs 80 dmg (like an Armor spell, but doesn't count as your Armor spell).
2 10 Earth Bolt Green Deal CLd10 Eldritch Earth dmg to one target (no save)
2 11 Ele-Resist 2 Tank You get 2 instances of Resist to an Element (any E factor). Can have more than one of these running, but each one is a spell slot.
2 12 Engineering 2 Captain Your items that use charges use only half the number of charges (retain fractions)
2 13 Gaea’s Bounty Green Regain one first-level Plant/Animal spell to memorization
2 14 Gaea’s Cradle Green One of your summoned creatures is dispelled; Add it's hp/10 in SL to your memorization
2 15 Gaea’s Might Green Target gains +N AC/saves/TH/dmg; N is number of groups of classes you have
2 16 Haste A2 Chronomancy +2A or +1B actions
2 17 Helm/Nav. 2 Captain 0, while moving: Leave a group without generating any parting shots.
2 18 Immune Fear Dragon Immune Fear
2 19 Kits/Feats Buff The party gets LVL-1 among Kits or Feats.
2 20 Life Sounding Chronomancy Know target's age and how many years of natural lifespan is left
2 21 Lifeforce Green 1bM: Counter a MTG Black, Necromancy/Necromantic, or Psi7 power.
2 22 Magical Cloak 2 Tank You get a cloak (AC +CL) +2/+2, that lasts for the entire day, or you can add CL half-plusses to your existing cloak for this day.
2 23 Medic 2 Captain 1P, 1/d: Deal 1 idmg to a target with at least 1 max ihp (his current hp total can be lower)
2 24 Morningtide Summoning 2 Vanguard Summon 9 (choose one of these:) Soldiers, Shamans, Wizards, Warriors, or Rogues of DL=2
2 25 Movement Rate Buff The party gets +(LVL-1)*3" movement rate.
2 26 Naturalize Green Dispel one non-natural effect (or) Turn off one non-natural item for 1 turn
2 27 Pers.Combat 2 Captain Your summons gain XP (possibly levels) in the dungeon.
2 28 Preserve Chronomancy Target object is preserved and will not spoil/rot
2 29 Psionic 2 Captain 1M, 1/t: Target charmed creature is a friend and will not betray you, don't need the charm effect.
2 30 Regeneration Green You regenerate at CL hp/s. 0, this effect drops and you lose the spell slot: Avoid a slay effect.
2 31 Revive 2 Teneb Revive a DL=2 monster. (You have a Revive slot in addition to your Summon slot.)
2 32 Rogue Ability Buff The party gets +20*(LVL-1) Rogue points and one "Level LVL/2:" pick (round up).
2 33 Scales Dragon AT +CL*4; MR +CL*10%
2 34 Science 2 Captain Eidetic Memory, can "download" your thoughts/memories to computers
2 35 Selective Animal Summoning 2 Animal0 Summon a DL=2 Animal, you can pick it off the chart directly.
2 36 Sidekick 2-1 Sidekick 10*CL% IR (Innate resistance)
2 37 Sidekick 2-10 Sidekick Pick a Level 1 Rogue Ability, you have 10*LVL points in it
2 38 Sidekick 2-11 Sidekick Can combine Martial Arts & Specialization
2 39 Sidekick 2-12 Sidekick +LVL to one ability score
2 40 Sidekick 2-13 Sidekick xLVL Personality score (for Ego checks)
2 41 Sidekick 2-14 Sidekick Duplicate a "Level 1:" ability of a Warrior class
2 42 Sidekick 2-15 Sidekick Free wild talent in Psi72
2 43 Sidekick 2-2 Sidekick +10% XP in Sidekick, if this is your only class (if you are single classed and getting x2 XP, you'll get x2.1 XP now)
2 44 Sidekick 2-3 Sidekick Resist all Elements
2 45 Sidekick 2-4 Sidekick Resist Hold, Stun, Paralyzation, Summ. Sickness (two of these effects must affect you in order for it to work)
2 46 Sidekick 2-5 Sidekick Resist Action/Memory/Other Stealing (take half effect, if that's meaningless, you are immune unless you are hit by 2 of them)
2 47 Sidekick 2-6 Sidekick +CL V actions
2 48 Sidekick 2-7 Sidekick +1 CL in one class
2 49 Sidekick 2-8 Sidekick x1.5 max PSPs in one psionic frequency
2 50 Sidekick 2-9 Sidekick 0, 1/d: Avoid Fate @ x5 multiplier, you cannot act for 1 round afterwards
2 51 Soothing Word Green Removes fear/horror effect on up to CL targets
2 52 Spiritual Energy Green +LVL Con
2 53 Summon Dragon II Dragon Summons a DL II Dragon
2 54 Time Stop Object Chronomancy Time stops an inanimate object for 1-3 rounds
2 55 Timeslip Chronomancy (can cast in response to being attacked) You disappear from the combat until next round.
2 56 Weapons 2 Captain No range penalties; Can shoot bows in your group without penalty
3 1 Ability Scores Buff The party gets +LVL-2 among ability scores.
3 2 Adaptation Green NaNR +CL*10%; Immune to Hostile Environment; Need not breathe
3 3 Ancestral Mask Green Target gets +LVL/+LVL TH/dmg for each other of same race in room
3 4 Animal Grove 3 Animal0 [x1 Special] All Animals in the room get +3 rhp (this cures them that amount when you cast the spell)
3 5 Animal Horde Animal0 This uses up the spell slot completely while running. You have +1 summon slot only for Animals. This may be picked more than once.
3 6 Armor Thrull Armorer Summons a DL III Armor Thrull. When it dies, someone in the party gets a 20 hp Armor spell.
3 7 Articus's Melee Manager Chronomancy Target gets +CL/5 melee attacks per P action for 2*CL rounds
3 8 B Actions Buff The party gets +LVL-2 B actions.
3 9 Battlelord 3-1 Battlelord +LVL V actions (this is an obvious spell that can be downgraded from a 4th or wished for)
3 10 BlahR Evasion Buff The party evades 25*(LVL-2)% of RMPIR.
3 11 Command 3 Captain Your summons and familiars can never betray you, regardless of what happens.
3 12 C-Resist 3 Tank You get 3 instances of Resist to a [C] section effect. Can have more than one of these running, but each one is a spell slot.
3 13 Defense 3 Captain If you set off a Trap or Trick, there is a 50% chance it will fizzle and do nothing (and is removed)
3 14 Double Resist Dragon Breath Dragon Double Resist Dragon Breath
3 15 Earth Armor 3 Tank You get Earth Armor, it absorbs 270 dmg (like an Armor spell, but doesn't count as your Armor spell).
3 16 Effects Resistance Tank You get iER 28+CL*2%.
3 17 Ele-Resist 3 Tank You get 3 instances of Resist to an Element (any E factor). Can have more than one of these running, but each one is a spell slot.
3 18 Engineering 3 Captain You can trade spells between your spell progressions and PSPs between psionic pools.
3 19 Force of Nature II Green Summon a Wood Elemental: AC 40, hp 80, #Att 2/1, TH +30, dmg 30
3 20 Gaea’s Skyfolk Green Winged flight CL^2"
3 21 Haste A3 Chronomancy +3A, +2B, or +1C actions
3 22 Helm/Nav. 3 Captain Can move in reverse as fast as you can move forward.
3 23 Life Tether Chronomancy You know when in time the target is at all times, when time travelling can use the target as anchor
3 24 Locate Dragon Dragon Locate nearest dragon (may specify type or an individual dragon)
3 25 Magical Cloak 3 Tank You get a cloak (AC +CL) +3/+3, that lasts for the entire day, or you can add CL half-plusses to your existing cloak for this day.
3 26 Medic 3 Captain 0, 1/r: Cure or Cause 1d6 hp to one target
3 27 Minor Paradox Chronomancy Counter an effect that just occured last segment (it is undone)
3 28 Morningtide Summoning 3 Vanguard Summon 8 (choose one of these:) Soldiers, Shamans, Wizards, Warriors, or Rogues of DL=3
3 29 Nature’s Chosen Green +1S action
3 30 Peacelord 3-1 Battlelord 1M: A group gets -LVL V actions (no save)
3 31 Pers.Combat 3 Captain Need not breathe; Fly LVL" (C)
3 32 Psionic 3 Captain 1M, 1V, 1/t: Move to another group. You are simultaneously in 2 groups (your old and your new)
3 33 Revive 3 Teneb Revive a DL=3 monster. (You have a Revive slot in addition to your Summon slot.)
3 34 Science 3 Captain Troll-like regen 1 hp/s; True Seeing; Far Seeing (Eagle Eye Vision)
3 35 Selective Animal Summoning 3 Animal0 Summon a DL=3 Animal, you can pick it off the chart directly.
3 36 Sidekick 3-1 Sidekick 10*CL% MR
3 37 Sidekick 3-10 Sidekick 0, 1/r: Roll 2d20 choose the better for one saving throw.
3 38 Sidekick 3-11 Sidekick 0, 1/r: Roll 2d20 choose the better for one attack roll.
3 39 Sidekick 3-12 Sidekick Two of your multiplicative sources of damage fully stack (instead of using the sum and subtract 1 formula)
3 40 Sidekick 3-2 Sidekick 1M, 1/d: Cureall
3 41 Sidekick 3-3 Sidekick +CL-3 P actions
3 42 Sidekick 3-4 Sidekick Pick a spell you have. It does not give a saving throw.
3 43 Sidekick 3-5 Sidekick +1 spell in a spell progression (Wizard or Priest)
3 44 Sidekick 3-6 Sidekick Free material componenting for range for your psionic powers
3 45 Sidekick 3-7 Sidekick Resist effects that directly target you
3 46 Sidekick 3-8 Sidekick 10*CL% aER (anti-Effects resistance, defenses that hurt you when you hit someone)
3 47 Sidekick 3-9 Sidekick 0, 1/d: Counterspell
3 48 Slow Chronomancy Slow (save)
3 49 Small Game Hunter 3-1 Game Hunter +LVL QQV Actions, or can lock down one action type that you have if desired.
3 50 Small Game Hunter 3-2 Game Hunter You may be bound (with Healing/Herbalism proficiency) three times instead of once.
3 51 Small Game Hunter 3-3 Game Hunter 1F, 1/r: Halve a creature's current hp (PPD save)
3 52 Small Game Hunter 3-4 Game Hunter 1F+2bF, 1/r: Halve the current hp of a group of creatures (PPD save)
3 53 Small Game Hunter 3-5 Game Hunter 1F: One target gets "Sporacled" (Hit by a random [C] section effect) (RSW save)
3 54 Small Game Hunter 3-6 Game Hunter 3bF, 1/r: Counter a x1 magic or psionic effect.
3 55 Small Game Hunter 3-7 Game Hunter -LVL*3 to one stat in your group, has a hole in the middle (you aren't affected by it)
3 56 Small Game Hunter 3-8 Game Hunter Resist all natural (NR based) and x0 effects. Get +LVL saves.
3 57 Small Game Hunter 3-9 Game Hunter +LVL AC (this does stack with the 2nd level version)
3 58 Summon Dragon III Dragon Summons a DL III Dragon
3 59 Time Snare Chronomancy Target will do the same actions it did last time it acted (Spell save each round until made)
3 60 Tranquility Green Dispel all effects on one target (use the 50% +/- 5% per CL difference rules)
3 61 Weapons 3 Captain 0, 2 attacks with a weapon: Do 1 attack, it is Permanent hp of damage
3 62 Wings Dragon Fly at CL*6" (D)
4 1 Aluren Green You may cast SL 0-3 Conjuration/Summoning spells as a 0 action.
4 2 Animal Grove 4 Animal0 [x1 Special] All Animals in the room get +4 rhp (this cures them that amount when you cast the spell)
4 3 Big Game Hunter 4-1 Game Hunter +LVL QQP Actions. Can lock down one action type if desired.
4 4 Big Game Hunter 4-2 Game Hunter One of your effects does not drop if you are dropped. One of your effects is not removed from the stack if you are killed/removed before the stack ends.
4 5 Big Game Hunter 4-3 Game Hunter 1F, 1/r: Slay a creature (PPD save)
4 6 Big Game Hunter 4-4 Game Hunter 1F+2bF, 1/r: Slay a group of creatures (PPD save)
4 7 Big Game Hunter 4-5 Game Hunter 1F: A group gets "Sporacled" (Hit by a random [C] section effect) (RSW save)
4 8 Big Game Hunter 4-6 Game Hunter 2bF, 1/r: Counter a x1 effect.
4 9 Big Game Hunter 4-7 Game Hunter -LVL*9 to any number of stats (Str, Dex, Con, Int, Wis, and Chr) in your group, does not have a hole in the middle
4 10 Big Game Hunter 4-8 Game Hunter Immune to all x0 effects. Get a save vs. x1 effects that do not offer a save.
4 11 Big Game Hunter 4-9 Game Hunter +LVL*2 AC
4 12 Breath Weapon Dragon You have a breath weapon, pick a E=CL/4 element, 3/d or 1/3r, =current hp (BW save:½)
4 13 Buff Buff Buff One of your Buff spells has double effect (can run LVL-3 of these).
4 14 Clairnasience Dragon You gain Clairnasience
4 15 Command 4 Captain 1N, 1/d: Remove a Hold, Stun, Paralysis, Domination, or Magic Jar effect on yourself.
4 16 C-Resist 4 Tank You get 4 instances of Resist to a [C] section effect. Can have more than one of these running, but each one is a spell slot.
4 17 Defense 4 Captain 1N, 1/t: Put an effect back up that you just dropped for a 0 action (has to be done within 1r).
4 18 Earth Armor 4 Tank You get Earth Armor, it absorbs 640 dmg (like an Armor spell, but doesn't count as your Armor spell).
4 19 Earth Storm Green Deal CLd12 Eldritch Earth dmg 40' radius (no save)
4 20 Ele-Resist 4 Tank You get 4 instances of Resist to an Element (any E factor). Can have more than one of these running, but each one is a spell slot.
4 21 Engineering 4 Captain 0 or 1D, 1/t: Ignore a Sharpness or Vorpal effect.
4 22 Gaea’s Balance Green You may transfer SLs & PSPs between your magic & psi pools; use [Q11] type conversion
4 23 Gaea’s Blessing Green Reconstruct up to three effects which were dispelled/twisted within the last turn
4 24 Gaea’s Touch Green +1QM only for Pixie Queen spells
4 25 Harmony of Nature Green 0, 1/s, one of your summoned critters loses & can't use 1P this segment: You gain +1QP
4 26 Haste A4 Chronomancy +4A, +3B, or +2C actions
4 27 Helm/Nav. 4 Captain Roll 1d6+6 for initiative instead of 1d12.
4 28 Living Lands Green Summon CL Treefolk (DL=2), together they occupy 1 summon slot.
4 29 Magical Cloak 4 Tank You get a cloak (AC +CL) +4/+4, that lasts for the entire day, or you can add CL half-plusses to your existing cloak for this day.
4 30 Medic 4 Captain 0, 2 attacks with a weapon: Do 1 attack, if hits, causes 1d3 negative levels (no save)
4 31 Morningtide Summoning 4 Vanguard Summon 7 (choose one of these:) Soldiers, Shamans, Wizards, Warriors, or Rogues of DL=4
4 32 Nature’s Blessing Green +CL distributed among AC/saves/TH/dmg as you like
4 33 Pers.Combat 4 Captain Your summons have "1S: 10*LVL damage (random element) to 1 target." (LVL=your level)
4 34 Prophecy Chronomancy Improved Precognition
4 35 Psionic 4 Captain You are allowed to have 2 of the same familiar or Specialty God pick, they fully stack
4 36 Revive 4 Teneb Revive a DL=4 monster. (You have a Revive slot in addition to your Summon slot.)
4 37 Science 4 Captain You get the opportunity to use an extra action in response to a nasty effect; Resist Time
4 38 Selective Animal Summoning 4 Animal0 Summon a DL=4 Animal, you can pick it off the chart directly.
4 39 Sidekick 4-1 Sidekick 10*CL% PR (PsiR)
4 40 Sidekick 4-2 Sidekick ++1 on to hit and save rolls.
4 41 Sidekick 4-3 Sidekick 0, 1/d: Reset
4 42 Sidekick 4-4 Sidekick Resist all Elements (if you take this and the first level version, you are Double Resist all Elements)
4 43 Sidekick 4-5 Sidekick Immune Incursion
4 44 Sidekick 4-6 Sidekick +CL-7 M actions
4 45 Sidekick 4-7 Sidekick 1M: Dispel a x1 effect. 4M: Dispel a x2 effect.
4 46 Sidekick 4-8 Sidekick Anti-Henchman Shell SL 0-3 (Henchman effects of SL 0-3 cannot be used within 20')
4 47 Sidekick 4-9 Sidekick Immune to a [C] section effect
4 48 Summon Dragon IV Dragon Summons a DL IV Dragon
4 49 Summon Time Elemental Chronomancy Summons a normal (non-special) DL IV Time Elemental
4 50 Tail Dragon Grow a tail, damage is CLd5
4 51 Temporal Push Chronomancy Target is thrown CL+1 rounds into the future (Will save)
4 52 Timeheal Chronomancy Heal (as spell), 5*N% chance of failure, where N is the number of rounds before now the target was at full health
4 53 Weapons 4 Captain 0: Ignore the phrase "Cannot be targetted" for someone.
4 54 Wesley's Temporal Disjunction Chronomancy -1 to #Att, always loses initiative for 1d10+5 days (Spell save)
5 1 Accelerate Animal Growth Chronomancy Age a creature CL months, is at half number of attacks for CL turns (RSW save)
5 2 Animal Grove 5 Animal0 [x1 Special] All Animals in the room get +5 rhp (this cures them that amount when you cast the spell)
5 3 Articus's Devolutionary Warrior Chronomancy Target gets +1d6 Str/Dex/Con and -3d6 Int/Wis/Chr (minimum 1) (Spell save)
5 4 Battlelord 5-1 Battlelord +LVL TH
5 5 Battlelord 5-10 Battlelord +LVL set Con. Hold Con.
5 6 Battlelord 5-2 Battlelord +CL dmg
5 7 Battlelord 5-3 Battlelord +CL AC
5 8 Battlelord 5-4 Battlelord +LVL saves
5 9 Battlelord 5-5 Battlelord +LVL P actions
5 10 Battlelord 5-6 Battlelord +CL*2 max hp
5 11 Battlelord 5-7 Battlelord +CL B actions
5 12 Battlelord 5-8 Battlelord +LVL set Str. Hold Str.
5 13 Battlelord 5-9 Battlelord +LVL set Dex. Hold Dex.
5 14 Big Game Hunter 5-1 Game Hunter +1 IF (Instantaneous F action) which can't be locked down.
5 15 Big Game Hunter 5-2 Game Hunter You may convert 4F actions to 1X action (you may do this as many times as you like, prefixes are kept).
5 16 Big Game Hunter 5-3 Game Hunter 1F, 1/r: Incurse a group (BW save); 1F, 1/r: Annihilate a group (RSW save)
5 17 Big Game Hunter 5-4 Game Hunter 1F+3bF, 1/reset: Incurse (no save, aIR to resist) and Annihilate (no save, aPR to resist) one target
5 18 Big Game Hunter 5-5 Game Hunter 1F, 1/r: Banhammer one spell/effect/ability; this cannot be used in the room. This is a x1 Special.
5 19 Big Game Hunter 5-6 Game Hunter +LVL*3 AC (stacks with the SL=2 ability)
5 20 Brute Green For the next turn, you get: -1M, +1P, -CL Int, +CL Str, -CL saves, +CL dmg; can't drop this
5 21 Call of the Wild Green Summon any real-world animal (your choice), you get CL/DL of them (round up)
5 22 Caster Level Buff The party gets +LVL-4 CL.
5 23 Command 5 Captain Charm spells cannot be used by enemies in the room (x1 Special)
5 24 Create Slipgate Chronomancy Create a temporal gate
5 25 C-Resist 5 Tank You get 5 instances of Resist to a [C] section effect. Can have more than one of these running, but each one is a spell slot.
5 26 Defense 5 Captain Immune Telekinesis
5 27 Doubling Season Green Whenever you summon a creature, you get 2 instead (+1 slot too)
5 28 Dragon Slaying Dragon Your party does x2 damage (of all types) against dragons
5 29 Earth Armor 5 Tank You get Earth Armor, it absorbs 1250 dmg (like an Armor spell, but doesn't count as your Armor spell).
5 30 Ele-Resist 5 Tank You get 5 instances of Resist to an Element (any E factor). Can have more than one of these running, but each one is a spell slot.
5 31 Engineering 5 Captain You can sell items anywhere, divide price by 1d6. You can buy normal items anywhere.
5 32 Force of Nature III Green Summon a Root Elemental: AC 60, hp 180, #Att 3/1, TH +50, dmg 50
5 33 Gaea’s Embrace Green Target gains +3 AC/saves/TH/dmg and Troll-like regen CL hp/r
5 34 Haste A5 Chronomancy +5A, +4B, or +3C actions
5 35 Helm/Nav. 5 Captain You have a 50% chance of taking only half damage from gross effects (like fireballs)
5 36 Immune Dragon Breath Dragon Immune Dragon Breath
5 37 Life Essence Green If target has less than CL*CL current hp, it is cured so it has CL*CL hp
5 38 Magical Cloak 5 Tank You get a cloak (AC +CL) +5/+5, that lasts for the entire day, or you can add CL half-plusses to your existing cloak for this day.
5 39 Medic 5 Captain Grant a person one Captain spell slot you have (any SL).
5 40 Morningtide Summoning 5 Vanguard Summon 6 (choose one of these:) Soldiers, Shamans, Wizards, Warriors, or Rogues of DL=5
5 41 Original Ironskin Tank This is an Ironskin that stops an entire attack sequence, and doesn't leak. (This can be cast on anyone.)
5 42 Peacelord 5-1 Battlelord 1M: A group gets -LVL TH (no save)
5 43 Peacelord 5-10 Battlelord 1M: A group gets -LVL set Con which ignores Sustain Con (no save)
5 44 Peacelord 5-2 Battlelord 1M: A group gets -CL dmg (no save)
5 45 Peacelord 5-3 Battlelord 1M: A group gets -CL AC (no save)
5 46 Peacelord 5-4 Battlelord 1M: A group gets -LVL saves (no save)
5 47 Peacelord 5-5 Battlelord 1M: A group gets -LVL P actions (no save)
5 48 Peacelord 5-6 Battlelord 1M: A group gets -CL*2 current and max hp (no save)
5 49 Peacelord 5-7 Battlelord 1M: A group gets -CL B actions (no save)
5 50 Peacelord 5-8 Battlelord 1M: A group gets -LVL set Str which ignores Sustain Str (no save)
5 51 Peacelord 5-9 Battlelord 1M: A group gets -LVL set Dex which ignores Sustain Dex (no save)
5 52 Pers.Combat 5 Captain 1V, 1/d: Counter an effect that would cause someone to kill themself.
5 53 Polymorph Dragon Armor Dragon Turn a dragon armor into another type (<= gp value)
5 54 Psionic 5 Captain You have two hit point totals, your second hp total is 10, need both to drop before dropping
5 55 Revive 5 Teneb Revive a DL=5 monster. (You have a Revive slot in addition to your Summon slot.)
5 56 Science 5 Captain 1M, 1/d: Research a new spell using the spell research rules (doesn't cost Background Pts.)
5 57 Selective Animal Summoning 5 Animal0 Summon a DL=5 Animal, you can pick it off the chart directly.
5 58 Sidekick 5-1 Sidekick 10*CL% aMR (anti-Magic resistance)
5 59 Sidekick 5-2 Sidekick 10*CL% IR (Innate resistance)
5 60 Sidekick 5-3 Sidekick Pick a spell you have. It costs half the number of actions it normally requires.Y
5 61 Sidekick 5-4 Sidekick Pick a psionic power you have. It costs half the number of actions it normally requires.>
5 62 Sidekick 5-5 Sidekick +1 to number of segments per round (i.e. you get a segment 11)]
5 63 Sidekick 5-6 Sidekick +1 Opp action (remember you can trade 1Opp -> 1F, if Opposing actions aren't useful for you)
5 64 Spell Damage Buff The party gets +LVL-4 dmg per die with damaging spells.
5 65 Summon Dragon V Dragon Summons a DL V Dragon
5 66 Temporal Wall Chronomancy Anyone touching wall is double slowed and Wesley's Temporal Disjunction
5 67 Tempus Fugit Chronomancy Tempus Fugit
5 68 Weapons 5 Captain Roll 1d30-5 or 1d10+5 to hit (your choice; <=1 is auto-miss, >=20 is auto-hit)
6 1 Animal Grove 6 Animal0 [x1 Special] All Animals in the room get +6 rhp (this cures them that amount when you cast the spell)
6 2 Anti-Psi15 Shell Dragon Immune to Psi15 and Psi-15 effects; Resist all Elements/Eelements
6 3 Big Game Hunter 6-1 Game Hunter 1F: As You Are a group (Will save)
6 4 Big Game Hunter 6-2 Game Hunter +LVL*4 AC (stacks with the SL=2 and SL=3 abilities)
6 5 Big Game Hunter 6-3 Game Hunter You and the space you're standing at can't be targetted. "Blindfighting", X-ray vision, and "Seeking" (non-direct) effects cannot be used against you.
6 6 Chr Buff The party gets +LVL-5 Chr.
6 7 Command 6 Captain Wishoid for two SL 1-4 Concordant (x1) spells.
6 8 Con Buff The party gets +LVL-5 Con.
6 9 Conceal Temporal Anomaly Chronomancy Hides an Anomaly and reduces it's effects
6 10 C-Resist 6 Tank You get 6 instances of Resist to a [C] section effect. Can have more than one of these running, but each one is a spell slot.
6 11 Defense 6 Captain Your shields (items) protect you all-around (this lets you effectively wear a shield on the back).
6 12 Desert Twister Green Destroy something (PP save, like a Disintegrate spell)
6 13 Dex Buff The party gets +LVL-5 Dex.
6 14 Drolem Dragon Raise a dead dragon as a DL=Age/2+4 Drolem (Undead Golem), +1 Revive slot
6 15 Earth Armor 6 Tank You get Earth Armor, it absorbs 2160 dmg (like an Armor spell, but doesn't count as your Armor spell).
6 16 Ele-Resist 6 Tank You get 6 instances of Resist to an Element (any E factor). Can have more than one of these running, but each one is a spell slot.
6 17 Engineering 6 Captain 1N, 1/reset: Retroactively buy a magic item from the magic shop.
6 18 Gaea’s Herald Green When your summoned creatures go below -10 hp, they don't disappear (you can cure)
6 19 Gravity Sphere Dragon No one can fly or levitate in the area (x1 Special) (fliers in room take falling dmg when cast)
6 20 Haste A6 Chronomancy +6A, +5B, or +4C actions
6 21 Helm/Nav. 6 Captain Immune Boulders, Gas, Space-Time Discontinuities
6 22 Int Buff The party gets +LVL-5 Int.
6 23 Magic Manager Chronomancy May use 2M /s for casting spells, after spell ends (in CL/2 rounds), you must rest for 2 rounds
6 24 Magical Cloak 6 Tank You get a cloak (AC +CL) +6/+6, that lasts for the entire day, or you can add CL half-plusses to your existing cloak for this day.
6 25 Medic 6 Captain 0, 1/d: Mass Heal
6 26 Morningtide Summoning 6 Vanguard Summon 5 (choose one of these:) Soldiers, Shamans, Wizards, Warriors, or Rogues of DL=6
6 27 Nature’s Cloak Green +CL*10 Rogue points; Any Level=CL/2 (or less) Rogue pick
6 28 Paradox Chronomancy Duplicate a Wizard spell of SL 0-5 or a Priest spell of SL 0-4.
6 29 Pers.Combat 6 Captain 0, 1/t: Set a trap that does 35 damage to a group if anyone tries to enter or leave
6 30 Psionic 6 Captain Immune to the weird psionic effects of the T'kan Energy Barrier
6 31 Revive 6 Teneb Revive a DL=6 monster. (You have a Revive slot in addition to your Summon slot.)
6 32 Science 6 Captain Considered 1 multiplier higher with one specific effect (by name)
6 33 Selective Animal Summoning 6 Animal0 Summon a DL=6 Animal, you can pick it off the chart directly.
6 34 Sidekick 6-1 Sidekick 10*CL% ER (Effects resistance)
6 35 Sidekick 6-2 Sidekick +CL-19 Q0 (Infinitely Quick Zero) actions, one of them can be saved to use on opponent's half of segment
6 36 Sidekick 6-3 Sidekick Pick an action type. You are immune to actions of that type being locked down.
6 37 Str Buff The party gets +LVL-5 Str.
6 38 Summon Dragon VI Dragon Summons a DL VI Dragon
6 39 Tempus Lawfulness Chronomancy Fixes temporal anomolies in area
6 40 Unaging Chronomancy You do not age this day (Duration 1 day)
6 41 Urza's Armor Armorer Take -10 dmg from each spell, psionic effect, or physical attack.
6 42 Weapons 6 Captain You are allowed to backstab a target twice, backstabbing costs ½0 action to use.
6 43 Wis Buff The party gets +LVL-5 Wis.
7 1 Animal Grove 7 Animal0 [x1 Special] All Animals in the room get +7 rhp (this cures them that amount when you cast the spell)
7 2 Commune with Time of Legends Chronomancy Commune with Time of Legends
7 3 C-Resist 7 Tank You get 7 instances of Resist to a [C] section effect. Can have more than one of these running, but each one is a spell slot.
7 4 Dragonskin Dragon Get 8+CL/3 Dragonskins, each Dragonskin ignores a limb's worth of attacks (no leak)
7 5 Earth Armor 7 Tank You get Earth Armor, it absorbs 3430 dmg (like an Armor spell, but doesn't count as your Armor spell).
7 6 Ele-Resist 7 Tank You get 7 instances of Resist to an Element (any E factor). Can have more than one of these running, but each one is a spell slot.
7 7 Force of Nature IV Green Summon a Thicket Elemental: AC 80, hp 320, #Att 4/1, TH +70, dmg 70
7 8 Harm Dragon Dragon This is a Harm that actually works on Dragons (puts a dragon to 1 hp, no halving of hp)
7 9 Haste A7 Chronomancy +7A, +6B, or +5C actions
7 10 Immune Breath Weapons Dragon Immune Breath Weapons (even non-dragon)
7 11 Incurse Chronomancy Target being or object is Rewritten out of time (i.e. Incursed) (RSW save)
7 12 Magical Cloak 7 Tank You get a cloak (AC +CL) +7/+7, that lasts for the entire day, or you can add CL half-plusses to your existing cloak for this day.
7 13 Morningtide Summoning 7 Vanguard Summon 4 (choose one of these:) Soldiers, Shamans, Wizards, Warriors, or Rogues of DL=7
7 14 Nature’s Wrath Green Turn all undead/outer-planar creatures within 80' (no turn roll, instead make Will saves)
7 15 One with Nature Green For every 10 points of damage you deal in unarmed combat, add 1 SL to your memorization
7 16 Revive 7 Teneb Revive a DL=7 monster. (You have a Revive slot in addition to your Summon slot.)
7 17 Sands of Time Chronomancy Reverse the effect of time on objects.
7 18 Seeds of Life Green 1 sq. mile area is restored, CL trees grow instantly, removes Defiled status
7 19 Selective Animal Summoning 7 Animal0 Summon a DL=7 Animal, you can pick it off the chart directly.
7 20 Summon Dragon VII Dragon Summons a DL VII Dragon
7 21 Temporal Eye Chronomancy Can scry into other times at this location
7 22 Tooth and Nail Green Summon DL VII, can pick type, or can pick creature within type
7 23 True Saves Buff The party gets ++LVL-6 saves.
7 24 True To Hit Buff The party gets ++LVL-6 to hit.
7 25 Wesley's Delayed Damage Chronomancy Whenever you take damage, you take only half, the rest is delayed until the spell ends (in 10+1d10 rounds)
8 1 Accelerate Lifeline Chronomancy Target ages CL years (Spell save)
8 2 Animal Grove 8 Animal0 [x1 Special] All Animals in the room get +8 rhp (this cures them that amount when you cast the spell)
8 3 Biorhythm Green Each person in a group's current hp = (Number of summons)*10
8 4 C-Resist 8 Tank You get 8 instances of Resist to a [C] section effect. Can have more than one of these running, but each one is a spell slot.
8 5 Dragonlancing Dragon Add you or your mount's current hp (if it's a dragon) to your melee dmg
8 6 Dual Nature Green Whenever you summon or create creatures, you get twice as many of them
8 7 Earth Armor 8 Tank You get Earth Armor, it absorbs 5120 dmg (like an Armor spell, but doesn't count as your Armor spell).
8 8 Ele-Resist 8 Tank You get 8 instances of Resist to an Element (any E factor). Can have more than one of these running, but each one is a spell slot.
8 9 Force of Nature V Green Summon a Fungus Elemental: AC 100, hp 500, #Att 5/1, TH +90, dmg 90
8 10 Gaea’s Avenger Green Immune to x5 and lower artifact effects that you (or your party) do not control
8 11 Haste A8 Chronomancy +8A, +7B, or +6C actions
8 12 Item Supercharger Chronomancy A magic item can be used twice as often (per turn or day) or it's effects has twice duration
8 13 Lernaean Dragon Choose one of your limbs (or your head), it is Lernaean
8 14 Magical Cloak 8 Tank You get a cloak (AC +CL) +8/+8, that lasts for the entire day, or you can add CL half-plusses to your existing cloak for this day.
8 15 Morningtide Summoning 8 Vanguard Summon 3 (choose one of these:) Soldiers, Shamans, Wizards, Warriors, or Rogues of DL=8
8 16 Protection from Time Chronomancy Immune to and can't use temporal effects
8 17 Revive 8 Teneb Revive a DL=8 monster. (You have a Revive slot in addition to your Summon slot.)
8 18 Selective Animal Summoning 8 Animal0 Summon a DL=8 Animal, you can pick it off the chart directly.
8 19 Shapechange Dragon Dragon You Shapechange into a dragon (or) Shapechange Other on a dragon
8 20 Summon Dragon VIII Dragon Summons a DL VIII Dragon
8 21 Summon Rhp Buff The party's summons get +CL-7 rhp.
8 22 Time/Reality Stability Chronomancy Time/Reality Stability (duration 1 day), reverse removes it (Spell save)
8 23 Timereaver Chronomancy Time Travel Other +/- 5*CL years (Spell save)
9 1 Animal Grove 9 Animal0 [x1 Special] All Animals in the room get +9 rhp (this cures them that amount when you cast the spell)
9 2 Battlelord 9-1 Battlelord +1 iTH with one attack per P action, if your Battlelord level is at least 6 (24 wishes if non-Battlelord)
9 3 Battlelord 9-2 Battlelord +1 idmg with one attack per P action, if your Battlelord level is at least 4 (16 wishes if non-Battlelord)
9 4 Battlelord 9-3 Battlelord +LVL to CL for 4th level Warlord spells
9 5 Battlelord 9-4 Battlelord +CL% iBR (irreducible BlahR = iRMPIR)
9 6 Battlelord 9-5 Battlelord +LVL M actions
9 7 Battlelord 9-6 Battlelord +1 max ihp, if your Battlelord is at least 5 (20 wishes if non-Battlelord)
9 8 Battlelord 9-7 Battlelord +CL C actions
9 9 Child of Gaea Green Target becomes Int=3, Wis=3, Chr=3, CL=0 (no save) for CL days
9 10 Control Dragon Dragon *Charm* (Subdue) a Dragon (no save, use CR at 1/10 rating, no MR)
9 11 C-Resist 9 Tank You get 9 instances of Resist to a [C] section effect. Can have more than one of these running, but each one is a spell slot.
9 12 Dragoncasting Dragon Add you or your mount's current hp (if it's a dragon) to your damaging spell effects
9 13 Earth Armor 9 Tank You get Earth Armor, it absorbs 7290 dmg (like an Armor spell, but doesn't count as your Armor spell).
9 14 Ele-Resist 9 Tank You get 9 instances of Resist to an Element (any E factor). Can have more than one of these running, but each one is a spell slot.
9 15 Everhome Green Your home plane is every plane; when this effect ends, your home plane = current plane
9 16 Force of Nature VI Green Summon a Thorn Elemental: AC 120, hp 720, #Att 6/1, TH +110, dmg 110
9 17 Gaea’s Liege Green Your max hp is CL^3 (and/or) Your TH bonus is +CL^2 (no other adj. can be added)
9 18 Haste A9 Chronomancy +9A, +8B, or +7C actions
9 19 Immune Area Innates Dragon Immune to area Innate abilities unless directly targetted
9 20 Immuner Buff The party gets +LVL-8 immunities to [C] section effects (as per Immuner).
9 21 Magical Cloak 9 Tank You get a cloak (AC +CL) +9/+9, that lasts for the entire day, or you can add CL half-plusses to your existing cloak for this day.
9 22 Major Paradox Chronomancy Wish (as spell)
9 23 Memorization Buff The party gets +LVL-8 SL's in memorization.
9 24 Morningtide Summoning 9 Vanguard Summon 2 (choose one of these:) Soldiers, Shamans, Wizards, Warriors, or Rogues of DL=9
9 25 Peacelord 9-1 Battlelord 1M: A group gets -1 iTH with their next attack (no save)
9 26 Peacelord 9-2 Battlelord 1M: A group gets -1 idmg with their next attack (no save)
9 27 Peacelord 9-3 Battlelord +LVL to CL for 4th level Peacemonger spells
9 28 Peacelord 9-4 Battlelord 1M: A group gets -CL% iBR (irreducible BlahR = iRMPIR) (no save)
9 29 Peacelord 9-5 Battlelord 1M: A group gets -LVL M actions (no save)
9 30 Peacelord 9-6 Battlelord 1M: A group gets -1 max ihp or -1 max+current ihp if they have at least 1 ihp (no save)
9 31 Peacelord 9-7 Battlelord 1M: A group gets -CL C actions (no save)
9 32 Revive 9 Teneb Revive a DL=9 monster. (You have a Revive slot in addition to your Summon slot.)
9 33 Selective Animal Summoning 9 Animal0 Summon a DL=9 Animal, you can pick it off the chart directly.
9 34 Sever Lifeline Chronomancy You do not have or require a silver cord. Immune to aging.
9 35 Summon Dragon IX Dragon Summons a DL IX Dragon
9 36 Temporal Shell Chronomancy Immune time
9 37 Temporal Stasis Chronomancy The flow of time stops for the subject, he ceases to grow older, he is in suspended animation. The reverse can free the creature.
9 38 Time Stop Chronomancy Stops time for 1d4 rounds
10 1 Anti-Dragon Shell Dragon Hedges out all Dragons in your group; Immune to all Dragon damage and effects
10 2 Dispel Innates Zone Dragon Creates a DIZ (Dispel Innates Zone) (x1 Special)
10 3 Dragon of Tyr Dragon 2F actions to cast, 1/d: Duplicate a 1st level Dragon of Tyr2 spell
10 4 Summon Dragon X Dragon Summons a DL X Dragon
10 5 Wear Locations Buff The party gets +LVL-9 wear locations (as per the Mini class).
12 1 Command 12 Captain Can lie even under Detect Lie / Truthear / Ring of Truth; 1M: Force someone to roll a (100-Wis)% chance they will believe what you say, no matter how outrageous.
12 2 Defense 12 Captain 0, 1/t: One of your BlahR's can be used as another BlahR type, you can't use X or G, but any number of a's in front are allowed.
12 3 Engineering 12 Captain Resist damage, Resist all [C] section effects, Resist beneficial healing effects (can't choose to "not use" this resistance, you can drop this entire effect with 1F action)
12 4 Helm/Nav. 12 Captain ¼V: Move from one group to another group within LVL feet
12 5 Medic 12 Captain 0, 1/r: Cureall
12 6 Pers.Combat 12 Captain 1M, 1/d: Call a level=LVL/2 Beast Rider mount for yourself.
12 7 Psionic 12 Captain 1M: Clairvoyance+Clairaudience+Clairnasience, same plane, doesn't cause "ears burning"
12 8 Science 12 Captain You can physically attack even while under Sanctuary / Pro. Evil / Astral Projection / etc., the effect doesn't "see" that you attacked (and isn't reduced)
12 9 Sidekick 12-1 Sidekick 10*(Hero level)% uIR (unadjustable InnateR, does shift, can't be lowered/halved)
12 10 Sidekick 12-10 Sidekick All Rogue Abilities at 10*(Hero level)%
12 11 Sidekick 12-11 Sidekick Can combine Martial Arts & Specialization
12 12 Sidekick 12-12 Sidekick +(Hero level) to all stats
12 13 Sidekick 12-13 Sidekick Immune ego domination
12 14 Sidekick 12-14 Sidekick Duplicate a Level: ability of a non-Concordant class
12 15 Sidekick 12-15 Sidekick Free wild talent in Psi72, PPs=200*(Hero level)
12 16 Sidekick 12-2 Sidekick +50% XP in one non-Concordant class
12 17 Sidekick 12-3 Sidekick Immune to Inner Elements
12 18 Sidekick 12-4 Sidekick Immune to Hold/Stun/Para/Summ.Sickness
12 19 Sidekick 12-5 Sidekick Immune to Action/Memory/Other Stealing
12 20 Sidekick 12-6 Sidekick +(Hero level) QV actions
12 21 Sidekick 12-7 Sidekick +2*(Hero level) all non-Concordant memorization charts
12 22 Sidekick 12-8 Sidekick Psi1 has no limit of 1 attack/r, Psi2 has double points, auto Power Score
12 23 Sidekick 12-9 Sidekick Avoid Fate @ x6 multiplier, (Hero level)/d
12 24 Weapons 12 Captain Ignore WR, iWR, aWR, iaWR, +needed to hit, DR, iDR, displacement, planar displacement, pro. weapons, immunity to matter, skins of all types, inertial barrier
13 1 Battlelord 13-1 Battlelord +WCL QV actions (infinitely quick V actions) (this is an obvious spell that can be downgraded from a 4th or wished for)
13 2 Peacelord 13-1 Battlelord 1M: A group gets -PCL QV actions (infinitely quick V actions)
15 1 Battlelord 15-1 Battlelord +WL iTH
15 2 Battlelord 15-10 Battlelord +25*WCL set Con. Hold Con.
15 3 Battlelord 15-2 Battlelord +WCL idmg
15 4 Battlelord 15-3 Battlelord +WCL iAC
15 5 Battlelord 15-4 Battlelord +WL isaves
15 6 Battlelord 15-5 Battlelord +WCL QP actions (infinitely quick P actions)
15 7 Battlelord 15-6 Battlelord +WCL ihp
15 8 Battlelord 15-7 Battlelord +WL X actions
15 9 Battlelord 15-8 Battlelord +25*WCL set Str. Hold Str.
15 10 Battlelord 15-9 Battlelord +25*WCL set Dex. Hold Dex.
15 11 Peacelord 15-1 Battlelord 1M: A group gets -PL iTH
15 12 Peacelord 15-10 Battlelord 1M: A group gets -25*PCL set Con that ignores Sustain Con
15 13 Peacelord 15-2 Battlelord 1M: A group gets -PCL idmg
15 14 Peacelord 15-3 Battlelord 1M: A group gets -PCL iAC
15 15 Peacelord 15-4 Battlelord 1M: A group gets -PL isaves
15 16 Peacelord 15-5 Battlelord 1M: A group gets -PCL QP actions (infinitely quick P actions)
15 17 Peacelord 15-6 Battlelord 1M: A group gets -PCL ihp
15 18 Peacelord 15-7 Battlelord 1M: A group gets -PL X actions
15 19 Peacelord 15-8 Battlelord 1M: A group gets -25*PCL set Str that ignores Sustain Str
15 20 Peacelord 15-9 Battlelord 1M: A group gets -25*PCL set Dex that ignores Sustain Dex
24 1 Big Game Hunter 24-1 Game Hunter +DCL QQQQQQX Actions. All actions other than X, G, Z, and I (and their variants) are locked down. The DM may determine that some campaign-specific unique specialty actions may be immune to this.
24 2 Big Game Hunter 24-2 Game Hunter Your effects do not drop if you are dropped. Your effects are not removed from the stack if you are killed/removed before the stack ends.
24 3 Big Game Hunter 24-3 Game Hunter All x1 (and x0 if you desire) beings who see you are Capital S Slain (GR to resist). "Blindfighting" cannot be used against you.
24 4 Big Game Hunter 24-4 Game Hunter 1G: Capital S Slay (as the ability above this one on this list). Affects any number of x1 and x0 creatures (up to DCL groups), or DCL x2 creatures, or a single x3 (or above) creature.
24 5 Big Game Hunter 24-5 Game Hunter 1G: Select DCL groups of creatures. Each gets "Sporacled" (Takes a random [C] section effect, they are affected by it). MSave and GR to resist.
24 6 Big Game Hunter 24-6 Game Hunter 1N: Counter a x0 effect. 1Z: Counter a x1 effect. 1X: Counter a x2 effect. 1G: Counter a x3 effect.
24 7 Big Game Hunter 24-7 Game Hunter -DCL*25 to Str, Dex, Con, Int, Wis, and Chr 60' r (no resistance except "Hold Stats" abilities). Has a "Hole in the Middle".
24 8 Big Game Hunter 24-8 Game Hunter Immune to all x1 and x0 effects. Resist and get a PSave vs. x2 effects.
24 9 Big Game Hunter 24-9 Game Hunter |AC| 20+DCL (absolute AC 20+DCL). People need a natural 20+DCL to hit you, no natural roll less than 20+DCL will hit you (regardless of TH bonus). ++'s to hit and Lady's Smile does work against this ability. Luck and other die-setting effects do not.

[PC1] Warrior Group Classes


Arch-Animal0

Level KXP War/Ani
123 456 789
1 1 (owe) 1-- --- ---
2 2 2-- --- ---
3 4 21- --- ---
4 8 31- --- ---
5 16 321 --- ---
6 32 331 --- ---
7 60 332 1-- ---
8 120 333 1-- ---
9 240 333 21- ---
10 440 333 31- ---
11 640 433 321 ---
12 840 443 331 ---
13 1040 444 332 ---
14 1240 444 432 ---
15 1440 444 443 1--
16 1640 444 444 1--
17 1840 554 444 1--
18 2040 555 444 21-
19 2240 555 544 21-
20 2440 555 554 22-
21 2640 555 555 32-
22 2840 665 555 33-
23 3040 666 555 43-
24 3240 666 655 44-
25 3440 666 665 54-
26 3640 666 666 55-
27 3840 776 666 551
28 4040 777 666 552
29 4240 777 766 553
30 4440 777 776 554
31 4640 777 777 555
32 4840 777 777 655
33 5040 777 777 665
34 5240 777 777 666
35 5440 777 777 766
36 5640 777 777 776
TH Saves
PD RS PP BW Sp Fo Re Wi
+2  1  1  1  1  1  1  1  1
+4  2  2  2  2  2  2  2  2
+6  3  3  3  3  3  3  3  3
+8  4  4  4  4  4  4  4  4
+10  5  5  5  5  5  5  5  5
+12  6  6  6  6  6  6  6  6
+14  7  7  7  7  7  7  7  7
+16  8  8  8  8  8  8  8  8
+18  9  9  9  9  9  9  9  9
+20 10 10 10 10 10 10 10 10
+22 11 11 11 11 11 11 11 11
+24 12 12 12 12 12 12 12 12
+26 13 13 13 13 13 13 13 13
+28 14 14 14 14 14 14 14 14
+30 15 15 15 15 15 15 15 15
+32 16 16 16 16 16 16 16 16
+34 17 17 17 17 17 17 17 17
+36 18 18 18 18 18 18 18 18
Requisites: Str 16
Alignment: any
HD/level: & d8
Weapon Prof.: & 3+level/2
To Hit Table: 2xMon
Save Table: Half0
Reference: DM
Groups: Monster, Warrior
 
Can cast Warrior spells, or Priest Animal sphere spells.
Can have LVL summon slots in Animals instead of the usual 1 summon slot.
Level 1 ¶: Can use Psi14 minors as if they were 1st level spells.
Level 5 ¶: Can use Psi14 majors as if they were 3rd level spells.
Level 9 ¶: Can use Psi14 grands as if they were 5th level spells.
Level 15 ¶: Can use Psi14 supers as if they were 7th level spells.
New Animal spells for Animal0 class:
Animal Grove (all SL's): [x1 Special] All Animals in the room get +SL rhp (this cures them that amount when you cast the spell)
Animal Horde (SL=3): This uses up the spell slot completely while running. You have +1 summon slot only for Animals. This may be picked more than once.
Selective Animal Summoning N (all SL's): Summon a DL=SL Animal, you can pick it off the chart directly.

[PC1] Warrior Group Classes


Arch-Arch-Archer1

Level KXP War
123 456
1 0 1-- ---
2 15 2-- ---
3 45 21- ---
4 70 32- ---
5 100 421 ---
6 150 422 ---
7 310 432 1--
8 630 433 2--
9 1270 433 21-
10 1910 443 22-
11 2550 444 33-
12 3190 444 441
13 3830 555 442
14 4470 555 443
15 5110 555 544
16 5750 555 555
17 6390 665 555
18 7030 666 655
19 7670 666 666
20 8310 776 666
21 8950 777 766
22 9590 777 777
23 10230 887 777
24 10870 888 877
25 11510 888 888
26 12150 998 888
27 12790 999 988
28 13430 999 999
29 14070 AA9 999
30 14710 AAA A99
31 15350 AAA AAA
32 15990 BBA AAA
33 16630 BBB BAA
34 17270 BBB BBB
35 17910 CCB BBB
36 18550 CCC CBB 1
37 18551 CCC CBB 2
38 18552 CCC CBB 3
39 18553 CCC CBB 4
45 18559 CCC CBB A
54 18568 DDD DCC C1
63 18577 DDD DCC CA
72 18586 EED DDD DD1
TH Requisites:
+2 Alignment:
+5 HD/level:
+8 Weapon Prof.:
+11 To Hit Table:
+14 Reference:
+17 Groups:
+20 Complexity:
+23  
+26 Saving Throws:
+29 PPD:
+32 RSW:
+35 PP:
+38 BW:
+41 Spell:
+44 Fort:
+47 Reflex:
+50 Will:
+53  
+56 ]
+59
+62
+65
+68
+71
+74
+77
+80
+83
+86
+89
+92
+95
+98
+101
+104
+107
+110 X
+113 X
+116 X
+134 X
+161 X
+188 X
+215 X
Str 19, Dex 31, Con 11, Int 17, Wis 8, Chr 8 Barbarian Str and Dex.
any Number of attacks with Bows = LVL+2.
d12 Gets Str for TH and dmg and Dex for TH.
6+level*3/2 Point Blank and True Point Blank do not work with this class.
3xWar Level 1: No penalty for called shots with missile weapons.
DM Level 1: Divide actual range by LVL when determining range to target (only applies to missile weapons).
Warrior Level 4: A target with partial cover is considered to have no cover. Full cover is not affected.
CF=5 Level 4: The archer may prepare special arrows (40 times normal cost) which can "carry" a spell in the missile's head and activate when they hit.
 
4+level*3/2
2+level*3/2  
3+level*3/2  
1+level*3/2  
1+level*3/2  
4+level*3/2  
2+level*3/2  
0+level*3/2  

[PC1] Warrior Group Classes


Arch-Archer1

Level KXP
Spells
1 7.5 (none)
2 20 (none)
3 40 (none)
4 60 (none)
5 80 (none)
6 120 (none)
7 240 (none)
8 480 (none)
9 960 (none)
10 1440 (none)
11 1920 (none)
12 2400 (none)
13 2880 (none)
14 3360 (none)
15 3840 (none)
16 4320 (none)
17 4800 (none)
18 5280 (none)
19 5760 (none)
20 6240 (none)
21 6720 (none)
22 7200 (none)
23 7680 (none)
24 8160 (none)
25 8640 (none)
26 9120 (none)
27 9600 (none)
28 10080 (none)
29 10560 (none)
30 11040 (none)
31 11520 (none)
32 12000 (none)
33 12480 (none)
34 12960 (none)
35 13440 (none)
36 13920 (none)
TH Saves
PD RS PP BW Sp Fo Re Wi
+1  4  2  3  1  1  1  1  0
+3  5  3  4  3  2  2  2  1
+5  6  4  5  4  3  2  2  1
+7  8  5  7  6  4  3  3  2
+9  8  6  7  7  5  4  3  2
+11 10  8  9  9  7  5  4  3
+13 11  8 10 10  7  5  4  3
+15 12 10 11 12  9  6  5  4
+17 13 11 12 13 10  7  6  4
+19 14 12 13 14 11  8  6  5
+21 14 12 14 14 11  8  7  5
+23 15 13 14 14 12  9  8  6
+25 15 14 14 14 13 10  8  6
+27 15 14 15 15 14 11  9  7
+29 15 14 15 15 14 11  9  7
+31 15 14 15 15 15 12 10  8
+33 15 15 15 15 15 13 10  8
+35 16 15 15 15 15 14 11  9
Requisites: Str 16, Dex 24, Con 10, Int 15, Wis 7, Chr 7
Alignment: any
HD/level: d10
Weapon Prof.: 5+level
To Hit Table: 2xWar
Save Table: 1½xWar
Reference: DM
Groups: Warrior
 
Uses the "Barb1" line for specialization.
Level 1: True Point Blank: If within 5' per level, double ALL of the damage for the arrow (including bonuses).
Level 1: Point Blank: Archer bow damage at point blank (10' per level) is double the die roll for the arrow (don't double anything else). If the campaign is using a Str bonus limit equal to the max damage of the arrow, the max damage is double for this shot.
Level 1: No penalty for called shots with missile weapons.
Level 1: Free single specialization in one missile weapon (spend 1 slot to double spec.); free Point Blank proficiency (1 slot).
Level 1: Divide actual range by 2 when determining range to target (only applies to missile weapons).
Level 4: Considered 3 levels higher when using a specific missile weapon (chosen by archer) for purposes of number of attacks.
Level 9: Full Str bonus with missile weapons that are listed as "½Str".
Level 9: Ability to cast mage spells as a ranger, specializations as an Evoker or Conjurer are allowed instead of ranger choices.
Level 9: A target with partial cover is considered to have no cover. Full cover is not affected.
Level 9: The archer may prepare special arrows (40 times normal cost) which can "carry" a spell in the missile's head and activate when they hit.

[PC1] Warrior Group Classes


Arch-Daggerer0

Level KXP Druid Wizard
123   12
1 5 ---   --
2 10 ---   --
3 20 ---   --
4 40 ---   --
5 60 ---   --
6 80 ---   --
7 120 ---   --
8 240 1--   --
9 480 1--   1-
10 960 2--   1-
11 1440 2--   2-
12 1920 21-   2-
13 2400 21-   21
14 2880 22-   21
15 3360 22-   22
16 3840 221   22
17 4320 222   22
18 4800 322   22
19 5280 322   32
20 5760 332   32
21 6240 332   32
22 6720 333   33
23 7200 333   33
24 7680 433   33
25 8160 433   33
26 8640 443   43
27 9120 443   43
28 9600 444   43
29 10080 444   44
30 10560 544   44
31 11040 544   44
32 11520 554   44
33 12000 555   54
34 12480 655   54
35 12960 665   54
36 13440 666   55
TH Saves
PD RS PP BW Sp Fo Re Wi
+1  4  2  3  1  1  1  1  0
+3  5  3  4  3  2  2  2  1
+5  6  4  5  4  3  2  2  1
+7  8  5  7  6  4  3  3  2
+9  8  6  7  7  5  4  3  2
+11 10  8  9  9  7  5  4  3
+13 11  8 10 10  7  5  4  3
+15 12 10 11 12  9  6  5  4
+17 13 11 12 13 10  7  6  4
+19 14 12 13 14 11  8  6  5
+21 14 12 14 14 11  8  7  5
+23 15 13 14 14 12  9  8  6
+25 15 14 14 14 13 10  8  6
+27 15 14 15 15 14 11  9  7
+29 15 14 15 15 14 11  9  7
+31 15 14 15 15 15 12 10  8
+33 15 15 15 15 15 13 10  8
+35 16 15 15 15 15 14 11  9
Requisites: Str 19, Dex 24, Con 9, Int 13, Wis 6, Chr 6
Alignment: any
HD/level: d10
Weapon Prof.: 4+level
To Hit Table: 2xWar
Save Table: 1½xWar
Reference: DM {Planeshifted Arch-Archer1}
Groups: Warrior
 
Can use only Daggers for weapons.
Number of attacks with missile Daggers = LVL+3. Number of attacks with melee Daggers = (LVL+2)/2.
Long Daggers are free for you. They do 1d6 dmg, and critical on 19+/x3. You can still buy other types of Daggers if you like.
Level 1: True Point Blank: If within 1' per level, double ALL of the damage for the dagger (including bonuses).
Level 1: No penalty for called shots with missile weapons.
Level 1: Free single specialization in one missile weapon (spend 1 slot to double spec.); free Point Blank proficiency (1 slot).
Level 1: Divide actual range by 2 when determining range to target (only applies to missile weapons).
Level 1: Over Hit: If you hit someone and needed a negative number to hit them (i.e. your TH bonus was greater than his AC), do x1.5 dmg.
Level 4: 1F: Polymorph a weapon (you are holding) into a Dagger.
Level 8: Ability to cast mage spells as a ranger, specializations as an Evoker or Conjurer are allowed instead of ranger choices.
Level 9: Full Str bonus with missile weapons that are listed as "½Str".
Level 9: A target with partial cover is considered to have no cover. Full cover is not affected.
Level 9: 1F: Merge the magical properties of two Daggers together.

[PC1] Warrior Group Classes


Archer-Ranger1

Level KXP Druid Wizard
123   12
1 0 ---   --
2 2.725 ---   --
3 5.45 ---   --
4 11.9 ---   --
5 23.8 ---   --
6 46.1 ---   --
7 100 ---   --
8 177 1--   --
9 317 1--   1-
10 572 2--   1-
11 940 2--   2-
12 1307 21-   2-
13 1675 21-   21
14 2042 22-   21
15 2410 22-   22
16 2780 221   22
17 3150 222   22
18 3520 322   22
19 3890 322   32
20 4260 332   32
21 4630 332   32
22 5000 333   33
23 5370 333   33
24 5740 433   33
25 6110 433   33
26 6480 443   43
27 6850 443   43
28 7220 444   43
29 7590 444   44
30 7960 544   44
31 8330 544   44
32 8700 554   44
33 9070 555   54
34 9440 655   54
35 9810 665   54
36 10180 666   55
TH Saves
PD RS PP BW Sp Fo Re Wi
+0  4  2  3  1  1  1  1  0
+1  5  2  4  2  1  1  1  0
+2  5  3  4  3  2  2  2  1
+3  6  4  5  4  3  2  2  1
+4  7  5  6  5  4  3  2  1
+5  8  5  7  6  4  3  3  2
+6  8  6  7  7  5  4  3  2
+7  9  7  8  8  6  4  4  2
+8 10  8  9  9  7  5  4  3
+9 11  8 10 10  7  5  4  3
+10 11  9 10 11  8  6  5  3
+11 12 10 11 12  9  6  5  4
+12 13 11 12 13 10  7  6  4
+13 14 11 13 14 10  7  6  4
+14 14 12 13 14 11  8  6  5
+15 14 12 14 14 11  8  7  5
+16 14 13 14 14 12  9  7  5
+17 15 13 14 14 12  9  8  6
Requisites: Str 15, Dex 15, Con 14, Int 13, Wis 14, Chr 6
Alignment: any
HD/level: +d8
Weapon Prof.: 4+level/2
To Hit Table: War
Save Table: War
Reference: BoD3
Groups: Warrior
 
Level 1: Point Blank: Archer bow damage at point blank (10' per level) is double the die roll for the arrow (don't double anything else). If the campaign is using a Str bonus limit equal to the max damage of the arrow, the max damage is double for this shot.
Level 1: No penalty for called shots with missile weapons.
Level 1: Free single specialization in one missile weapon (spend 1 slot to double spec.); free Point Blank proficiency (1 slot).
Level 1: Divide actual range by 2 when determining range to target (only applies to missile weapons).
Level 1: Free Tracking proficiency, number of free slots = Ranger's level ÷ 2.
Level 1: Trailing, Wilderness Survival, Two-Weapon Fighting proficiencies.
Level 1: +4 to hit and +1/level damage versus a species enemy. This can be either a single race without qualifier ("All dragons", "All demons", but not "All demi-humans") or "Giant-class" (which includes all creatures who have 2 arms, 2 legs, and have skin, fur, or scales; but does not include humans and demi-humans).
Level 1: Rogue abilities as per Scout (see [PC4]).
Level 1: Surprise 50% of time, is surprised only 1 in 6.
Level 1: Excess goods/treasure must be donated as per paladin.
Level 1: Cannot hire men-at-arms (Ignore this restriction)
Level 1: Cannot operate with more than 2 other Rangers (Ignore this restriction)
Level 4: Locate Object/Animal/Plant (level÷4) times per day (as Priest spells).
Level 4: Considered 3 levels higher when using a specific missile weapon (chosen by archer) for purposes of number of attacks.
Level 8: Ability to cast druid spells (no wisdom bonus), see table in [S1].
Level 8: Can now hire men-at-arms
Level 9: Ability to cast wizard spells (can specialize in charm/divination), see table in [S1]. (Ran2 does not get this ability)
Level 9: Full Str bonus with missile weapons that are listed as "½Str".
Level 9: Ability to cast mage spells as a ranger, specializations as an Evoker or Conjurer are allowed instead of ranger choices.
Level 9: A target with partial cover is considered to have no cover. Full cover is not affected.
Level 9: The archer may prepare special arrows (40 times normal cost) which can "carry" a spell in the missile's head and activate when they hit.
Level 10: Can use Priest and Wizard items that are not written.
Level 10: Attract 2-20 followers
Level 18: Find the Path 1/day (as the Priest spell).

[PC1] Warrior Group Classes


Archer0 / Er0 / Ranger0

Level KXP Druid Wizard
123   12
1 0 ---   --
2 0.625 ---   --
3 1.25 ---   --
4 2.75 ---   --
5 5.5 ---   --
6 10.625 ---   --
7 23.125 ---   --
8 40.5 ---   --
9 71.75 1--   --
10 128 1--   1-
11 212.5 2--   1-
12 296.75 2--   2-
13 381.25 21-   2-
14 465.5 21-   21
15 550 22-   21
16 635 22-   22
17 720 221   22
18 805 222   22
19 890 322   22
20 975 322   32
21 1060 332   32
22 1145 332   32
23 1230 333   33
24 1315 333   33
25 1400 433   33
26 1485 433   33
27 1570 443   43
28 1655 443   43
29 1740 444   43
30 1825 444   44
31 1910 544   44
32 1995 544   44
33 2080 554   44
34 2165 555   54
35 2250 655   54
36 2335 665   54
TH Saves
PD RS PP BW Sp Fo Re Wi
+0  4  2  3  1  1  1  1  0
+1  5  2  4  2  1  1  1  0
+2  5  3  4  3  2  2  2  1
+3  6  4  5  4  3  2  2  1
+4  7  5  6  5  4  3  2  1
+5  8  5  7  6  4  3  3  2
+6  8  6  7  7  5  4  3  2
+7  9  7  8  8  6  4  4  2
+8 10  8  9  9  7  5  4  3
+9 11  8 10 10  7  5  4  3
+10 11  9 10 11  8  6  5  3
+11 12 10 11 12  9  6  5  4
+12 13 11 12 13 10  7  6  4
+13 14 11 13 14 10  7  6  4
+14 14 12 13 14 11  8  6  5
+15 14 12 14 14 11  8  7  5
+16 14 13 14 14 12  9  7  5
+17 15 13 14 14 12  9  8  6
Requisites: Str 14, Dex 17, Wis 10, Chr 12
Alignment: any G
HD/level: d8
Weapon Prof.: 3+level/2
To Hit Table: War
Save Table: War
Reference: D&D Cartoon
Groups: Warrior
 
Level 1: Uses "Dagger" column for number of attacks when using a bow.
Level 1: Get Str and Dex bonus with bows, even if not using a Strength Bow.
Level 1: Free single specialization in bow (spend 1 slot to double spec.).
Level 1: 1N: Generate an energy arrow to fire (instead of using a normal arrow in a bow). This arrow is 1d10 dmg, crits on 19-20 for x3, and is a +LVL/+LVL magic weapon. It dissipates after use.
Level 1: Divide actual range by 1.5 when determining range to target (only applies to missile weapons).
Level 5: "Whirl" may be used with an energy arrow from your bow. 1P: Do 1 attack on every target within 10'r (one group usually).
Level 9: Ability to cast druid spells (no wisdom bonus).
Level 9: A target with partial cover is considered to have no cover. Full cover is not affected.
Level 9: "Impale" may be used with an energy arrow from your bow. 1P: Do 1 attack per bow you are wielding (+1 more attack with your primary hand if you are hasted).
Impale hit = 20-(your level), regardless of target's AC. Apply no modifiers to this roll except the weapon's magical plusses.
Impale dmg = (avg dmg of the weapon with no modifiers except it's own magical plusses)*(your Warrior level).
Level 10: Ability to cast wizard spells (can specialize in charm/divination).
Level 10: May cast wizard spells through your arrows.

[PC1] Warrior Group Classes


Archer1

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

[PC1] Warrior Group Classes


Aristocrat3

Level KXP
Spells
1 0 (none)
2 5 (none)
3 15 (none)
4 30 (none)
5 50 (none)
6 75 (none)
7 105 (none)
8 140 (none)
9 180 (none)
10 225 (none)
11 275 (none)
12 330 (none)
13 390 (none)
14 455 (none)
15 525 (none)
16 600 (none)
17 680 (none)
18 765 (none)
19 855 (none)
20 950 (none)
21 1050 (none)
22 1155 (none)
23 1265 (none)
24 1380 (none)
25 1500 (none)
26 1625 (none)
27 1755 (none)
28 1890 (none)
29 2030 (none)
30 2175 (none)
31 2325 (none)
32 2480 (none)
33 2640 (none)
34 2805 (none)
35 2975 (none)
36 3150 (none)
TH Saves
PD RS PP BW Sp Fo Re Wi
+0  4  2  3  1  1  1  1  0
+1  5  2  4  2  1  1  1  0
+2  5  3  4  3  2  2  2  1
+3  6  4  5  4  3  2  2  1
+3  7  5  6  5  4  3  2  1
+4  8  5  7  6  4  3  3  2
+5  8  6  7  7  5  4  3  2
+6  9  7  8  8  6  4  4  2
+6 10  8  9  9  7  5  4  3
+7 11  8 10 10  7  5  4  3
+8 11  9 10 11  8  6  5  3
+9 12 10 11 12  9  6  5  4
+9 13 11 12 13 10  7  6  4
+10 14 11 13 14 10  7  6  4
+11 14 12 13 14 11  8  6  5
+12 14 12 14 14 11  8  7  5
+12 14 13 14 14 12  9  7  5
+13 15 13 14 14 12  9  8  6
Requisites: Chr 0
Alignment: any
HD/level: d8
Weapon Prof.: 10+level/9
To Hit Table: +level*3/4
Save Table: War
Reference: DMG3-38
Groups: Warrior
 
Level 9: +(LVL-8) Chr.

[PC1] Warrior Group Classes


Armorer


Level

KXP
Priest
123 456 789 ABC

TH
1 0 0-- --- --- +0
2 2.75 10- --- --- +1
3 5.5 210 --- --- +2
4 12 321 --- --- +3
5 24 432 0-- --- +4
6 45 433 1-- --- +5
7 95 443 20- --- +6
8 175 444 31- --- +7
9 350 444 42a --- +8
10 700 444 430 --- +9
11 1050 444 441 --- +10
12 1400 544 442 b-- +11
13 1750 554 443 a-- +12
14 2100 555 444 0-- +13
15 2450 655 544 1-- +14
16 2800 665 554 20- +15
17 3150 666 555 31- +16
18 3500 766 655 420 +17
19 3850 776 665 521 +18
20 4200 777 666 522 +19
21 4550 877 766 632 +20
22 4900 887 776 633 +21
23 5250 888 777 643 +22
24 5600 988 877 744 +23
25 5950 998 887 754 +24
26 6300 999 888 755 +25
27 6650 A99 988 865 +26
28 7000 AA9 998 866 +27
29 7350 AAA 999 876 +28
30 7700 BAA A99 977 +29
31 8050 BBA AA9 987 +30
32 8400 BBB AAA 988 +31
33 8750 CBB BAA A98 +32
34 9100 CCC BBA A99 +33
35 9450 CCC CCB AA9 +34
36 9800 CCC CCC CAA 1 +35
37 19600 CCC CCC CAA 2 +36
38 29400 CCC CCC CAA 3 +37
39 39200 CCC CCC CAA 4 +38
45 98000 CCC CCC CAA A +44
54 186200 DDC CCC CCC C1 +53
63 274400 DDC CCC CCC CA +62
72 362600 DDD DDD DDC CC1 +71
Requisites: Str 16, Con 12, Wis 16
Alignment: any
HD/level: d12
Weapon Prof.: 3+level
To Hit Table: War
Reference: DM
Groups: Warrior, Priest
Complexity: CF=2
   
Saving Throws:  
PPD: level+7
RSW: level+3
PP: level+4
BW: level+2
Spell: level+2
Fort: level+4
Reflex: level+0
Will: level+7
   
Gets your choice of Str or Wis bonus to spell progression.
Divide the cost of non-magical armor items (in section [E3]) by LVL+1. This does apply to variable costs and Dragon Armor. Your sale value is also divided by this amount (you can't use this ability to gain money).
Level N (every level): +1 wear location for an armor type (suit of armor, shield, helm, or cloak).
Level 1: Your armor may use +1 Armor Adjective each.
Level 1: 0: Put on a piece of armor. 1N: Remove a piece of armor.
Level 1 ¶: Spend 1000 gp: Buy one armor item off the (non-magical) [E3] armor list regardless of it's cost. This does not affect costs that are variable (so no Cloakers, Dragon Armors, etc.)
Level 1 ¶: Spend 1000 gp: Get a half-plus (+1 AC or +1 saves) on an armor item (no upper limit).
Level 2 ¶: Divide the cost of [E4.3] Armor Flags by LVL.
Level 2 ¶: Multiply your "Personality Score" by LVL when dealing with Ego from intelligent armor items.
Level 3, CF=3 ¶: Divide the cost of [E4.4] Diablo Flags by LVL-1.
Level 4: You may convert your AC to |AC| (absolute AC) by taking the square root (i.e. AC 64 = |AC| 8). You may switch systems during round break.
Level 9: You may give yourself and/or others two Armor spells instead of one.
Level 9, CF=3 ¶: May "Sphere Robe" (-1 SL) in Protection, Guardian, or Healing.
Level 18: Enemies do not automatically hit you on a natural 20.
New Priest Spells:
Armor of Faith (SL=1, Protection): Spend N spell slots on this (but you can channel it). It's an "Armor spell" with N*10 hp. (Counts as an Armor spell)
Holy Armor (SL=1, Protection): Spend N spell slots on this (but you can channel it). Target gets +N+1 AC and saves. (Counts as an Armor spell)
Armor Thrull (SL=3, Summoning): Summons a DL III Armor Thrull. When it dies, someone in the party gets a 20 hp Armor spell.
Urza's Armor (SL=6, Protection): Take -10 dmg from each spell, psionic effect, or physical attack.

[PC1] Warrior Group Classes


Astral Physical Initiate30


Level

KXP
Psi30simple
mMG SU

TH
1 0 1-- -- +0
2 10 2-- -- +1
3 20 3-- -- +2
4 30 31- -- +3
5 40 32- -- +4
6 50 33- -- +5
7 100 331 -- +6
8 200 332 -- +7
9 300 432 -- +8
10 400 433 -- +9
11 500 443 -- +10
12 1000 443 1- +11
13 1300 443 2- +12
14 1600 443 3- +13
15 1900 444 3- +14
16 2200 444 4- +15
17 2500 544 4- +16
18 2800 554 41 +17
19 3100 554 42 +18
20 3400 555 43 +19
21 3700 555 44 +20
22 4000 555 54 +21
23 4300 555 54 +22
24 4600 555 55 +23
25 4900 665 55 +24
26 5200 666 55 +25
27 5500 666 65 +26
28 5800 666 66 +27
29 6100 776 66 +28
30 6400 777 66 +29
31 6700 777 76 +30
32 7000 777 77 +31
33 7300 887 77 +32
34 7600 888 77 +33
35 7900 888 87 +34
36 8200 888 881 +35
37 16400 888 882 +36
38 24600 888 883 +37
39 32800 888 884 +38
45 82000 998 888 +44
54 155800 AAA AA9 +53
63 229600 CCB BBB +62
72 303400 DDD DCC 1 +71
Requisites: Int 13, Wis 13, Chr 13
Alignment: any
HD/level: 2d4
Weapon Prof.: 3+level
To Hit Table: War
Reference: Shadowrun
Groups: Warrior, Psionicist, Planar
Complexity: CF=2
   
Saving Throws:  
PPD:  
RSW:  
PP:  
BW:  
Spell:  
Fort:  
Reflex:  
Will:  
   
Can use Astral Perception.
Can use Astral Projection (Int->Str, Wis->Dex, Chr->Con), and can attack normally while projected.
 
Gets Exceptional Str, Dex, or Con (pick one).
 
PSPs = (Int+Wis+Chr-36)*10 + LVL*60.
This (and the powers given below) are in the normal Psi1 PSP scale. Older printings of Psi30 used an older (10 to 1) scale.
 
May "material component" Psi30 powers by using 1V action. Note there are powers that are "Touch" for 1 target, if you material component these, you can hit your group (yourself excluded), or hit 1 target at range.
 
Level 9: Gets another Exceptional stat among Str, Dex, or Con.
Level 18: Gets the last Exceptional stat among Str, Dex, or Con.
 
In the powers list, "Field" is the same as "Discipline" in Psi3. If you generate a Psi Discipline Robe, use this column. Otherwise it is ignored.
"Drain" codes are no longer used but are being maintained for reference.
The old "Target" and "Type" columns from the old Psi30 are no longer being maintained.
 
CF=3:
Replace "Exceptional" with "Barbarian" above. Or you can alternatively have all three Exceptional stats at level 1 (and don't get any more at levels 9 and 18).
 
CF=4:
Gets Barbarian Str, Dex, and Con at level 1.

[PC1] Warrior Group Classes


Athlete

Level KXP
Spells
1 0 (none)
2 2.9 (none)
3 5.8 (none)
4 11.6 (none)
5 23.2 (none)
6 46.4 (none)
7 92.8 (none)
8 185.6 (none)
9 371.2 (none)
10 600 (none)
11 890 (none)
12 1180 (none)
13 1470 (none)
14 1760 (none)
15 2050 (none)
16 2340 (none)
17 2630 (none)
18 2920 (none)
19 3210 (none)
20 3500 (none)
21 3790 (none)
22 4080 (none)
23 4370 (none)
24 4660 (none)
25 4950 (none)
26 5240 (none)
27 5530 (none)
28 5820 (none)
29 6110 (none)
30 6400 (none)
31 6690 (none)
32 6980 (none)
33 7270 (none)
34 7560 (none)
35 7850 (none)
36 8140 (none)
TH Saves
PD RS PP BW Sp Fo Re Wi
+0  5  2  4  2  1  1  1  0
+2  6  4  5  4  3  2  2  1
+3  8  5  7  6  4  3  3  2
+5  9  7  8  8  6  4  4  2
+6 11  8 10 10  7  5  4  3
+8 12 10 11 12  9  6  5  4
+9 14 11 13 14 10  7  6  4
+11 14 12 14 14 11  8  7  5
+12 15 13 14 14 12  9  8  6
+14 15 14 15 15 13 10  8  6
+15 15 14 15 15 14 11  9  7
+17 15 14 15 15 15 12 10  8
+18 15 15 15 15 15 13 11  8
+20 16 15 15 15 15 14 12  9
+21 16 15 16 15 15 15 12 10
+23 16 16 16 15 15 16 13 10
+24 16 16 16 16 16 17 14 11
+26 17 16 16 16 16 18 15 12
Requisites: Str 16, Dex 15, Con 17
Alignment: any
HD/level: & d24
Weapon Prof.: 4+level*(Int bonus)/4
To Hit Table: 1½xWar
Save Table: 2xWar
Reference: DM
Groups: Warrior
 
Exceptional Str, Dex, and Con.
Gets 30 Rogue points per level. Does not get the "Any Rogue" picks at levels divisible by 9, since this isn't a Rogue class.
Level N (every level): +1 to Str, Dex, or Con.
Level 1: One Professional Wrestling style; +1 Professional Wrestling maneuver per level. See [P14].
Level 1: +LVL Str, Dex, or Con based Nonweapon proficiencies.
Level 1: Sustain Str, Dex, and Con.
Level 1: Immune Fatigue, Disease; Resist Sleep.
Level 4: Choose one: Barbarian Str, Dex, or Con.
Level 9: Choose one: Barbarian Str, Dex, or Con. (you have 2 Bar stats now)
Level 16: The last of Str, Dex, or Con is Barbarian bonus now.
 
Lvl Athlete Ability | -50% | -100% | -150% Act Base Penalty Bonus
1 Climb Walls | Climb Overhangs | Climb Upside Down V 60 Str-9 Str-13
1 NaturalR (NR) | NecromancyR (aNR) (1% = 1%) ( || cover all in group) - 0 Con-9 Con-25
1 Take ½ dmg from an Attack | Spell | Psi Power | Innate (|| Take 0 damage) V 5 Con-16 Con-20
1 Vaulting || Passwall V 45 Dex-12 Dex-16
1 any Acrobat Level 1 ability - - - -
1 any Str, Dex, or Con based Level 1 ability - - - -
2 Attack (+1 TH per 10% made this segment) V 5 Dex-12 Dex-15
3 Lower Encumbrance | Zero Encumbrance | No Armor Penalty P 10 Str-13 Str-18
4 Contortion | Elasticity | Become Liquid-Form V 10 Dex-10 Dex-14
5 any Str, Dex, or Con based Level 5 ability - - - -
6 Hold Breath | Hold Life V 15 Con-15 Con-17
7 Free Action / Remove Paralysis / Remove Domination P 5 Con-8 Con-16
8 Dispel Exhaustion | Heal |||| Reset M 0 Con-16 Con-20
9 any Rogue Level 9 ability - - - -

[PC1] Warrior Group Classes


Avenger0

Level KXP Priest
123 456
1 0 --- ---
2 2 --- ---
3 4 0-- ---
4 8 0-- ---
5 16 0-- ---
6 32 1-- ---
7 64 1-- ---
8 120 1-- ---
9 240 20- ---
10 360 20- ---
11 480 20- ---
12 600 21- ---
13 720 21- ---
14 840 21- ---
15 960 220 ---
16 1080 220 ---
17 1200 220 ---
18 1320 221 ---
19 1440 221 ---
20 1560 221 ---
21 1680 322 0--
22 1800 322 0--
23 1920 322 0--
24 2040 332 1--
25 2160 332 1--
26 2280 332 1--
27 2400 333 20-
28 2520 333 20-
29 2640 333 20-
30 2760 443 21-
31 2880 443 21-
32 3000 443 21-
33 3120 443 320
34 3240 443 320
35 3360 443 320
36 3480 444 321
TH Saves
PD RS PP BW Sp Fo Re Wi
+1  6  5  4  3  2  1  1  0
+1  6  5  4  3  3  1  1  0
+2  6  5  4  4  3  2  2  1
+3  8  7  6  5  4  2  2  1
+3  8  7  6  5  5  3  2  1
+4  8  7  6  6  5  3  3  2
+5 10  9  8  7  6  4  3  2
+5 10  9  8  7  7  4  4  2
+6 10  9  8  8  7  5  4  3
+7 12 11 10  9  8  5  4  3
+7 12 11 10  9  9  6  5  3
+8 12 11 10 10  9  6  5  4
+9 12 12 11 10  9  7  6  4
+9 12 12 11 10 10  7  6  4
+10 12 12 11 11 10  8  6  5
+11 13 12 12 11 10  8  7  5
+11 13 12 12 11 11  9  7  5
+12 13 12 12 12 11  9  8  6
Requisites: Str 9, Wis 0
Alignment: C any
HD/level: d8
Weapon Prof.: 4+level/3
To Hit Table: Ftr0
Save Table: Ftr0
Reference: RC0-18
Groups: Warrior
 
Level 1: Over Hit: If you hit someone by more than 20, add +1 damage for each number over what you needed to hit.
Example: You need a -15 to hit someone, and you roll a 12. Damage bonus = Roll - Needed - 20 = 12 - -15 -20 = 7.
Level 1: +1 slot in Weapon Mastery per level.
Level 1: Detect evil/good/non-balance continuous.
Level 3: Cast Priest spells using progression of Cleric0 at 1/3 level (round down). Caster level = actual level.
Level 3: Turn/Command Undead at 1/3 level (round down).
Level 9: Disarm: 0: An attack you do does no damage, roll 1d20+(your Dex)-(target's Dex)*2, if greater than 0 he is disarmed.

[PC1] Warrior Group Classes


Barbarian0

Level KXP
Spells
1 0 (none)
2 2 (none)
3 4 (none)
4 8 (none)
5 16 (none)
6 32 (none)
7 64 (none)
8 120 (none)
9 240 (none)
10 360 (none)
11 480 (none)
12 600 (none)
13 720 (none)
14 840 (none)
15 960 (none)
16 1080 (none)
17 1200 (none)
18 1320 (none)
19 1440 (none)
20 1560 (none)
21 1680 (none)
22 1800 (none)
23 1920 (none)
24 2040 (none)
25 2160 (none)
26 2280 (none)
27 2400 (none)
28 2520 (none)
29 2640 (none)
30 2760 (none)
31 2880 (none)
32 3000 (none)
33 3120 (none)
34 3240 (none)
35 3360 (none)
36 3480 (none)
TH Saves
PD RS PP BW Sp Fo Re Wi
+0  6  5  4  3  2  1  1  0
+1  6  5  4  3  3  1  1  0
+2  6  5  4  4  3  2  2  1
+3  8  7  6  5  4  2  2  1
+4  8  7  6  5  5  3  2  1
+5  8  7  6  6  5  3  3  2
+6 10  9  8  7  6  4  3  2
+7 10  9  8  7  7  4  4  2
+8 10  9  8  8  7  5  4  3
+9 12 11 10  9  8  5  4  3
+10 12 11 10  9  9  6  5  3
+11 12 11 10 10  9  6  5  4
+12 12 12 11 10  9  7  6  4
+13 12 12 11 10 10  7  6  4
+14 12 12 11 11 10  8  6  5
+15 13 12 12 11 10  8  7  5
+16 13 12 12 11 11  9  7  5
+17 13 12 12 12 11  9  8  6
Requisites: Str 13, Dex 13, Con 13
Alignment: any
HD/level: d10
Weapon Prof.: 5+level/2
To Hit Table: War
Save Table: Ftr0
Reference: DM
Groups: Warrior
 
Can have Exceptional Str, Dex, or Con bonus.
Level 1: Over Hit: If you hit someone and needed a negative number to hit them (i.e. your TH bonus was greater than his AC), do x1.5 dmg.
Level N (each level): +1 to Str, Dex, or Con. (These don't have to all be the same stat.)

[PC1] Warrior Group Classes


Barbarian1

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

[PC1] Warrior Group Classes


Barbarian3

Level KXP
Spells
1 0 (none)
2 10 (none)
3 30 (none)
4 60 (none)
5 100 (none)
6 150 (none)
7 210 (none)
8 280 (none)
9 360 (none)
10 450 (none)
11 550 (none)
12 660 (none)
13 780 (none)
14 910 (none)
15 1050 (none)
16 1200 (none)
17 1360 (none)
18 1530 (none)
19 1710 (none)
20 1900 (none)
21 2100 (none)
22 2310 (none)
23 2530 (none)
24 2760 (none)
25 3000 (none)
26 3250 (none)
27 3510 (none)
28 3780 (none)
29 4060 (none)
30 4350 (none)
31 4650 (none)
32 4960 (none)
33 5280 (none)
34 5610 (none)
35 5950 (none)
36 6300 (none)
TH Saves
PD RS PP BW Sp Fo Re Wi
+1  4  2  3  1  1  1  1  0
+2  5  2  4  2  1  1  1  0
+3  5  3  4  3  2  2  2  1
+4  6  4  5  4  3  2  2  1
+5  7  5  6  5  4  3  2  1
+6  8  5  7  6  4  3  3  2
+7  8  6  7  7  5  4  3  2
+8  9  7  8  8  6  4  4  2
+9 10  8  9  9  7  5  4  3
+10 11  8 10 10  7  5  4  3
+11 11  9 10 11  8  6  5  3
+12 12 10 11 12  9  6  5  4
+13 13 11 12 13 10  7  6  4
+14 14 11 13 14 10  7  6  4
+15 14 12 13 14 11  8  6  5
+16 14 12 14 14 11  8  7  5
+17 14 13 14 14 12  9  7  5
+18 15 13 14 14 12  9  8  6
Requisites: Str 0, Dex 0, Con 0, Wis 0
Alignment: any T
HD/level: d12
Weapon Prof.: 10+level/9
To Hit Table: +level
Save Table: War
Reference: PH3-24
Groups: Warrior
 
Level 1: Barbarian Rage: 0, (LVL/4)+1 /d: +4 Str, +4 Con, +2 Will saves, -2 AC penalty, cannot use M actions, effect lasts for 3+(Con modifier) rounds. Afterwards, is Fatigued (see [C8]) for 1 turn.
Level 1: Fast Movement: +4" to movement rate.
Level 2: Uncanny Dodge: Gets Dex bonus to AC even if being attacked from behind or by an invisible creature.
Level 5: Cannot be flanked. Enemies do not get a "flank bonus" to hit you.
Level 10: +1 AC and +1 saves vs. traps.
Level 11: Damage Reduction: -1 damage per attack.
Level 13: Total of +2 AC and +2 saves vs. traps.
Level 14: Damage Reduction (see Level 11) is now -2 damage per attack.
Level 15: Barbarian Rage (see Level 1) gains an extra +2 Str, +2 Con, and +1 Will saves.
Level 16: Total of +3 AC and +3 saves vs. traps.
Level 17: Damage Reduction (see Level 11) is now -3 damage per attack.
Level 19: Total of +4 AC and +4 saves vs. traps.
Level 20: No longer fatigued after Barbarian Rage (see Level 1).
Level 20: Damage Reduction (see Level 11) is now -4 damage per attack.

[PC1] Warrior Group Classes


Battlelord

Level KXP Battlelord Warlord
123 456 78 [24]
1 0 --- 1-- -- [--]
2 1 --- 2-- -- [--]
3 3 --- 3-- -- [--]
4 9 --- 4-- -- [--]
5 27 --- 5-- -- [--]
6 81 --- 6-- -- [--]
7 243 --- 7-- -- [--]
8 500 --- 8-- -- [--]
9 900 --- 8-- -1 [--]
10 1300 --- 8-- -2 [--]
11 1700 --- 8-- -3 [--]
12 2100 --- 8-- -4 [--]
13 2500 --- 8-- -5 [--]
14 2900 --- 8-- -6 [--]
15 3300 --- 8-- -7 [--]
16 3700 --- 8-- -8 [--]
17 4100 --- 9-- -8 [--]
18 4500 --- 9-- -9 [--]
19 4900 --- A-- -9 [--]
20 5300 --- A-- -A [--]
21 5700 --- A-- -A [--]
22 6100 --- A-- -A [--]
23 6500 --- A-- -A [--]
24 6900 --- A-- -A [--]
25 7300 --- A-- -A [--]
26 7700 --- A-- -A [--]
27 8100 --- A-- -A [1-]
28 8500 --- A-- -A [11]
29 8900 --- A-- -A [11]
30 9300 --- A-- -A [-2]
31 9700 --- A-- -A [-2]
32 10100 --- A-- -A [-3]
33 10500 --- A-- -A [-3]
34 10900 --- A-- -A [-4]
35 11300 --- A-- -A [-4]
36 11700 --- A-- -A [-5]
TH Saves
PD RS PP BW Sp Fo Re Wi
+1  4  2  3  1  1  1  1  0
+3  5  2  4  2  1  1  1  0
+5  5  3  4  3  2  2  2  1
+7  6  4  5  4  3  2  2  1
+9  7  5  6  5  4  3  2  1
+11  8  5  7  6  4  3  3  2
+13  8  6  7  7  5  4  3  2
+15  9  7  8  8  6  4  4  2
+17 10  8  9  9  7  5  4  3
+19 11  8 10 10  7  5  4  3
+21 11  9 10 11  8  6  5  3
+23 12 10 11 12  9  6  5  4
+25 13 11 12 13 10  7  6  4
+27 14 11 13 14 10  7  6  4
+29 14 12 13 14 11  8  6  5
+31 14 12 14 14 11  8  7  5
+33 14 13 14 14 12  9  7  5
+35 15 13 14 14 12  9  8  6
Requisites: Str 23, Dex 17, Con 19
Alignment: any
HD/level: & 2d4
Weapon Prof.: 7+level
To Hit Table: 2xWar
Save Table: War
Reference: DM {Reduced Warlord}
Groups: Warrior, Concordant (x1)
 
Gets Barbarian Str, Dex, or Con.
Battlelords get 4th level and 8th level spells, but not other level numbers. (This is done to make Battlelord spells be of the proper SL when other classes use a "Wish" type effect to emulate a Battlelord spell.). They also get Warlord spells starting at level 27.
Exception: There is one 2nd level spell which can be picked by downgrading a 4th.
Battlelord spells are selected once. You pick them, cast them (using 1M) and they do their effect permanently, using up that spell slot permanently. You can change your Battlelord spells during reset.
Level 3: Get another Barbarian Stat.
Level 9: Get another Barbarian Stat.

[PC1] Warrior Group Classes


Battlelord Spells

Level # Spell
2 * 1 * +LVL V actions (this is an obvious spell that can be downgraded from a 4th or wished for)
4 1 +LVL TH
4 2 +CL dmg
4 3 +CL AC
4 4 +LVL saves
4 5 +LVL P actions
4 6 +CL*2 max hp
4 7 +CL B actions
4 8 +LVL set Str. Hold Str.
4 9 +LVL set Dex. Hold Dex.
4 10 +LVL set Con. Hold Con.
8 1 +1 iTH with one attack per P action, if your Battlelord level is at least 6 (24 wishes if non-Battlelord)
8 2 +1 idmg with one attack per P action, if your Battlelord level is at least 4 (16 wishes if non-Battlelord)
8 3 +LVL to CL for 4th level Warlord spells
8 4 +CL% iBR (irreducible BlahR = iRMPIR)
8 5 +LVL M actions
8 6 +1 max ihp, if your Battlelord is at least 5 (20 wishes if non-Battlelord)
8 7 +CL C actions
Warlord 2 (12) 1 * +WCL QV actions (infinitely quick V actions) (this is an obvious spell that can be downgraded from a 4th or wished for)
Warlord 4 (14) 1 +WL iTH
Warlord 4 (14) 2 +WCL idmg
Warlord 4 (14) 3 +WCL iAC
Warlord 4 (14) 4 +WL isaves
Warlord 4 (14) 5 +WCL QP actions (infinitely quick P actions)
Warlord 4 (14) 6 +WCL ihp
Warlord 4 (14) 7 +WL X actions
Warlord 4 (14) 8 +25*WCL set Str. Hold Str.
Warlord 4 (14) 9 +25*WCL set Dex. Hold Dex.
Warlord 4 (14) 10 +25*WCL set Con. Hold Con.

[PC1] Warrior Group Classes


Beast Fighter

Level KXP
Spells
1 0 (none)
2 2 (none)
3 4 (none)
4 8 (none)
5 16 (none)
6 32 (none)
7 64 (none)
8 128 (none)
9 256 (none)
10 456 (none)
11 656 (none)
12 856 (none)
13 1056 (none)
14 1256 (none)
15 1456 (none)
16 1856 (none)
17 2056 (none)
18 2456 (none)
19 2856 (none)
20 3256 (none)
21 3656 (none)
22 4056 (none)
23 4456 (none)
24 4856 (none)
25 5256 (none)
26 5656 (none)
27 6456 (none)
28 7256 (none)
29 8056 (none)
30 8856 (none)
31 9656 (none)
32 10456 (none)
33 11256 (none)
34 12056 (none)
35 12856 (none)
36 14456 (none)
TH Saves
PD RS PP BW Sp Fo Re Wi
+1  0  0  0  0  0  0  0  0
+2  1  1  1  1  1  1  1  1
+3  1  1  1  1  1  1  1  1
+4  2  2  2  2  2  2  2  2
+5  2  2  2  2  2  2  2  2
+6  3  3  3  3  3  3  3  3
+7  3  3  3  3  3  3  3  3
+8  4  4  4  4  4  4  4  4
+9  4  4  4  4  4  4  4  4
+10  5  5  5  5  5  5  5  5
+11  5  5  5  5  5  5  5  5
+12  6  6  6  6  6  6  6  6
+13  6  6  6  6  6  6  6  6
+14  7  7  7  7  7  7  7  7
+15  7  7  7  7  7  7  7  7
+16  8  8  8  8  8  8  8  8
+17  8  8  8  8  8  8  8  8
+18  9  9  9  9  9  9  9  9
Requisites: Str 11
Alignment: any
HD/level: d10
Weapon Prof.: 5+level
To Hit Table: Mon
Save Table: Mon
Reference: DM
Groups: Warrior
 
Level 1: Gets Exceptional Con.
Level 1: +level to hit with bite attacks.
Level 1: On a bite, can transfer one minor innate power he has through the bite. The power can still be used this round.
Level 4: Can transfer a major through a bite. (max 1 power per bite)
Level 8: +1V action.
Level 9: +1 mouth's P.
Level 9: Can transfer a grand through a bite. (max 1 power per bite)
Level 16: Can transfer a super through a bite. (max 1 power per bite)

[PC1] Warrior Group Classes


Beastmaster

Level KXP Psi1
m
1 0 -
2 2.475 -
3 4.95 -
4 9.9 -
5 19.8 1
6 39.6 1
7 79.2 1
8 158.4 2
9 350 2
10 700 2
11 1050 3
12 1400 3
13 1750 3
14 2100 4
15 2450 4
16 2800 4
17 3150 5
18 3500 5
19 3850 5
20 4200 6
21 4550 6
22 4900 6
23 5250 7
24 5600 7
25 5950 7
26 6300 8
27 6650 8
28 7000 8
29 7350 9
30 7700 9
31 8050 9
32 8400 A
33 8750 A
34 9100 A
35 9450 B
36 9800 B
TH Saves
PD RS PP BW Sp Fo Re Wi
+0  8  4  5  2  3  0  0  2
+1  8  4  6  3  4  0  0  3
+2  9  5  6  3  4  0  1  3
+3  9  5  6  4  4  1  1  4
+4 10  6  7  4  5  1  1  4
+5 10  6  7  5  5  2  2  5
+6 11  7  8  5  6  2  2  5
+7 11  7  9  6  6  2  2  6
+8 12  7  9  6  7  3  3  6
+9 12  8  9  6  7  3  3  7
+10 13  8 10  7  8  4  3  7
+11 13  9 10  7  8  4  4  8
+12 13  9 10  7  8  4  4  8
+13 14  9 11  8  9  5  4  9
+14 14 10 11  8  9  5  5  9
+15 14 10 11  9  9  6  5 10
+16 15 11 12  9 10  6  5 10
+17 15 11 12 10 11  6  6 11
Requisites: Str 10, Chr 12
Alignment: any
HD/level: ++d6
Weapon Prof.: 1+level
To Hit Table: War
Save Table: Pri
Reference: DM
Groups: Warrior
 
Level 1: Get "Level:" and spellcasting abilities of Ranger1 or Ranger2 (your choice).
Level 1: Get 1 normal familiar.
Level 1: 1M, level/d: Animal Friendship
Level 2: Get "Level:" abilities (but not spellcasting) of Druid1 or Druid2 (your choice) of half your level (round down).
Level 2: Speak with Animals cont.
Level 3: Get another normal familiar (total 2).
Level 4: All animals within 10' of you gain +1 Int as long as they remain near you.
Level 5: Gain 1 Psi1 minor. Your PSPs in Psi1 = (Int+Wis+Chr+Level). You are not considered Psi for purposes of Psi1 attacks. Gain another minor every 3 levels afterwards (level 8, level 11, ...).
Level 6: Get another normal familiar (total 3).
Level 9: All non-offensive animals within 100' of you take 1/5 damage from all effects.
Level 10: Get another normal familiar (total 4).
Level 15: Get another normal familiar (total 5).
Level 18: All animals (offensive or not) within 100' of you take 1/10 damage from all effects.
Level 21: Get another normal familiar (total 6).
Level 27: 1M: Shape Change to any animal form.
Level 28: Get another normal familiar (total 7).
Level 36: Get another normal familiar (total 8).
Level 36: You may see through the eyes of and cast spells/psionics through any animal within 10 miles of your location.

[PC1] Warrior Group Classes


Beast Rider

Level KXP Priest
123 4
1 0 b-- -
2 2.475 a-- -
3 4.95 a-- -
4 9.9 0-- -
5 19.8 0b- -
6 39.6 1a- -
7 79.2 1a- -
8 158.4 10b -
9 350 10a -
10 700 11a -
11 1050 110 b
12 1400 111 a
13 1750 111 a
14 2100 211 0
15 2450 211 1
16 2800 221 1
17 3150 222 1
18 3500 322 1
19 3850 333 2
20 4200 333 3
21 4550 433 3
22 4900 443 3
23 5250 444 3
24 5600 444 4
25 5950 544 4
26 6300 554 4
27 6650 555 4
28 7000 555 5
29 7350 655 5
30 7700 665 5
31 8050 666 5
32 8400 666 6
33 8750 766 6
34 9100 776 6
35 9450 777 6
36 9800 777 7
TH Saves
PD RS PP BW Sp Fo Re Wi
+0  8  4  5  2  3  0  0  2
+1  8  4  6  3  4  0  0  3
+2  9  5  6  3  4  0  1  3
+3  9  5  6  4  4  1  1  4
+4 10  6  7  4  5  1  1  4
+5 10  6  7  5  5  2  2  5
+6 11  7  8  5  6  2  2  5
+7 11  7  9  6  6  2  2  6
+8 12  7  9  6  7  3  3  6
+9 12  8  9  6  7  3  3  7
+10 13  8 10  7  8  4  3  7
+11 13  9 10  7  8  4  4  8
+12 13  9 10  7  8  4  4  8
+13 14  9 11  8  9  5  4  9
+14 14 10 11  8  9  5  5  9
+15 14 10 11  9  9  6  5 10
+16 15 11 12  9 10  6  5 10
+17 15 11 12 10 11  6  6 11
Requisites: Str 11, Chr 13
Alignment: non-E
HD/level: ++d8
Weapon Prof.: 1+level
To Hit Table: War
Save Table: Pri
Reference: DM {Planeshifted Beastmaster}
Groups: Warrior, Alternate
 
Gets priest spells, with Chr bonus. Grand access in Animal and Charm. Cannot cast Necromancy spells at all.
Level 1: 1M: Summon a DL=(LVL+1)/2 mount of your choice. A table of mounts is on the following page.
Level 1: Get 1 normal familiar, which must be a mount and a natural animal. You don't actually ride your familiar to get it's bonus; you ride your summoned mount (the ability above).
Level 1: 1M: Animal Friendship
Level 1: 1M: Speak with Animals
Level 1: 0: You may take a damaging effect or attack for your mount, or vice versa.
Level 2: Your mount takes 1/LVL damage from energy attacks.
Level 4: All animals that you ride gain +2 Int.
Level 6: Your mount may fly at it's ground speed rate. (Note that Flying isn't listed on the Mount table for DL 4+ mounts, but most already have it.)

[PC1] Warrior Group Classes


Beast Rider Mounts

DL Mount AC hp #Att TH dmg Special
1 Light Horse 15 50 3 +6 5 Increase stats by 50% each time you level
1 Camel 14 60 2 +5 7 Spits for 1d20 dmg
1 Pegasus 17 40 2 +4 4 Flying; Regenerate LVL hp/s (self and rider)
2 Medium Horse 32 120 3 +16 12 Increase stats by 50% each time you level
2 Giant Eagle 30 140 3 +17 17 Flying; Eagle Eye Vision; Immune Blindness
2 Unicorn 40 60 2 +8 6 Luckstone (self and rider)
3 Heavy Horse 51 210 3 +30 21 Increase stats by 50% each time you level
3 Dragon Horse 60 240 2 +25 15 Pick a type of dragon. Breath weapon (half hp).
3 Brontosaurus 20 1600 1 +80 80 Lernaean; can carry a lot of weight (Str 200)
4 Heavy War Horse 72 320 3 +48 32 Increase stats by 50% each time you level
4 Dragon, Lesser 80 400 2 +40 30 Pick a type of dragon. Breath weapon (full hp).
4 Dog, Beast of Xvim 60 200 1 +65 85 Beast of Xvim; Ignores aWR / +wpn needed to hit
5 Elite War Horse 95 450 3 +70 45 Increase stats by 50% each time you level
5 Polar Bear 100 500 3 +70 50 Immune Cold (self and rider)
5 Juggernaut 350 300 1 +120 120 Resist Technological damage (self and rider)
6 Greater War Horse 120 600 3 +96 60 Increase stats by 50% each time you level
6 Nightmare 133 666 3 +66 66 Unholy fire shield; Breath weapon (half hp); Plane Shift 1/r
6 Hydra 160 800 5 +80 80 5 Breath Weapons (each is 1/10 current hp)
7 Ultra War Horse 147 770 3 +126 77 Increase stats by 50% each time you level
7 Opinicus 140 800 2 +120 60 Heal 1/r (self or rider). iMPIRR 50% (self and rider).
7 Scaled Wurm 490 600 1 +300 100 Attack swallows whole (100 dmg /s)
8 Gargantuan War Horse 176 960 3 +160 96 Increase stats by 50% each time you level
8 Dragon, Greater 180 1000 2 +140 90 Breath weapon (full hp); Dragonlancing (add mount's hp to rider's dmg)
8 Time Elemental 170 700 1 +170 Inc Attack is Incursion (5 RSW saves); Time/Reality Stability (self and rider)
9 Chosen One Horse 207 1170 3 +198 117 Increase stats by 50% each time you level
9 Ki-Rin 210 1500 2 +150 150 Wish 1/r; Immune to Traps and Tricks (self and rider)
9 Ethereal Weebie 156 600 3 +120 120 Ethereal Projection; +2*LVL weapon to hit (both are self and rider)
10 Paragon War Horse 240 1400 3 +240 140 Increase stats by 50% each time you level
10 Tarrasque 280 3000 5 +400 210 iMReflection 50%; Regenerate 6*LVL hp/s (both self and rider)
10 Ultraplanar Calf iAC 1 ihp 1 1 +500 500 Capital M Moo 1/r; Immune Annihilation (self and rider)

[PC1] Warrior Group Classes


Beater5


Level

KXP
Warrior/Conj/Buffer
123 456 789 ABC D

TH
1 0 11- --- --- - +10 ++1
2 3.5 11- --- --- - +11 ++1
3 7 111 --- --- - +11 ++1
4 14 111 --- --- - +12 ++1
5 28 111 1-- --- - +12 ++1
6 56 111 1-- --- - +13 ++1
7 112 111 11- --- - +13 ++1
8 224 111 11- --- - +14 ++1
9 448 111 111 --- - +14 ++1
10 750 111 111 --- - +15 ++1
11 1100 111 111 1-- - +15 ++1
12 1450 111 111 1-- - +16 ++1
13 1800 111 111 11- - +16 ++1
14 2150 111 111 11- - +17 ++1
15 2500 111 111 111 - +17 ++1
16 2850 111 111 111 - +18 ++1
17 3200 111 111 111 1 +18 ++1
18 3550 211 111 111 1 +19 ++1
19 3900 221 111 111 1 +19 ++1
20 4250 222 111 111 1 +20 ++1
21 4600 222 211 111 1 +20 ++1
22 4950 222 221 111 1 +21 ++1
23 5300 222 222 111 1 +21 ++1
24 5650 222 222 211 1 +22 ++1
25 6000 222 222 221 1 +22 ++1
26 6350 222 222 222 1 +23 ++1
27 6700 222 222 222 2 +23 ++1
28 7050 322 222 222 2 +24 ++1
29 7400 332 222 222 2 +24 ++1
30 7750 333 222 222 2 +25 ++1
31 8100 333 322 222 2 +25 ++1
32 8450 333 332 222 2 +26 ++1
33 8800 333 333 222 2 +26 ++1
34 9150 333 333 322 2 +27 ++1
35 9500 333 333 332 2 +27 ++1
36 9850 333 333 333 21 +28 ++1
37 19700 333 333 333 22 +28 ++1
38 29550 333 333 333 32 +28 ++2
39 39400 333 333 333 33 +28 ++3
45 98500 444 444 333 33 +28 ++4
54 187150 555 444 444 441 +28 ++5
63 275800 555 555 555 444 +28 ++6
72 364450 666 665 555 555 1 +28 ++7
Requisites: Str 18, Dex 18, Con 18,
  Class Slots 3
Alignment: any
HD/level: 3d1
Weapon Prof.: 4+level
To Hit Table: +10+level/2 +1
Reference: RKR
Groups: Warrior, PC Designed
Complexity: CF=5
   
Saving Throws:  
PPD: level+0 ++1
RSW: level+0 ++1
PP: level*2+0 ++1
BW: level+0 ++1
Spell: level+0 ++1
Fort: level*2+0 ++1
Reflex: level*2+0 ++1
Will: level+0 ++1
   
++1 to hit or saves means to adjust true die roll by 1.
# Attacks with melee = (Level+2)/2, otherwise as Warrior.
Barbarian Str, Dex, or Con; gain another at Level 4 and the last at Level 9.
Schools/Spheres: Wizard Conjuration/Summoning, Priest Buffer
Level N (every level) ¶: Two level N (or lower) Warrior5 picks.
Level 4*N (every level divisible by 4) ¶: One 5th edition pick of lower level.
Buff Sphere spells (all of these spells are duration 1d):
Armor Class (SL=1): The party gets +LVL AC.
Damage (SL=1): The party gets +LVL dmg with attacks.
Hit Points (SL=1): The party gets +LVL*6 max hp.
Proficiencies (SL=1): The party gets +LVL proficiencies.
Saving Throws (SL=1): The party gets +LVL saving throws.
To Hit (SL=1): The party gets +LVL to hit.
BlahR (SL=1): The party gets +(LVL-2)*10% RMPIR.
Damage Resistance (SL=2): The party gets -(LVL-1) dmg per physical attack.
Kits/Feats (SL=2): The party gets LVL-1 among Kits or Feats.
Movement Rate (SL=2): The party gets +(LVL-1)*3" movement rate.
Rogue Ability (SL=2): The party gets +20*(LVL-1) Rogue points and one "Level LVL/2:" pick (round up).
Ability Scores (SL=3): The party gets +LVL-2 among ability scores.
B Actions (SL=3): The party gets +LVL-2 B actions.
BlahR Evasion (SL=3): The party evades 25*(LVL-2)% of RMPIR.
Buff Buff (SL=4): One of your Buff spells has double effect (can run LVL-3 of these).
Caster Level (SL=5): The party gets +LVL-4 CL.
Spell Damage (SL=5): The party gets +LVL-4 dmg per die with damaging spells.
Chr (SL=6): The party gets +LVL-5 Chr.
Con (SL=6): The party gets +LVL-5 Con.
Dex (SL=6): The party gets +LVL-5 Dex.
Int (SL=6): The party gets +LVL-5 Int.
Str (SL=6): The party gets +LVL-5 Str.
Wis (SL=6): The party gets +LVL-5 Wis.
True Saves (SL=7): The party gets ++LVL-6 saves.
True To Hit (SL=7): The party gets ++LVL-6 to hit.
Summon Rhp (SL=8): The party's summons get +CL-7 rhp.
Immuner (SL=9): The party gets +LVL-8 immunities to [C] section effects (as per Immuner).
Memorization (SL=9): The party gets +LVL-8 SL's in memorization.
Wear Locations (SL=10): The party gets +LVL-9 wear locations (as per the Mini class).

[PC1] Warrior Group Classes


Beater5 5th Edition Abilities (Warrior only)

Class Level Pick Effect
Loyalist5 1 A 0, 1/t: Reorder the "stack" of pending effects.
Loyalist5 1 B LVL slots in Depth Sense, Tracking, Weight Sense
Loyalist5 1 C Natural 1's do not automatically miss on saves
Loyalist5 1 D Ioun stones and Gemlets are at half monetary cost
Loyalist5 1 E Immune to telekinesis
Rebel5 1 A +LVL Initiative (or) Roll 2d12, choose the better
Rebel5 1 B LVL slots in Danger Sense, Trailing, Weather Sense
Rebel5 1 C Natural 1's do not automatically miss to hit
Rebel5 1 D Nonmagical non-weapon, non-armors are at half cost
Rebel5 1 E Immune to falling dmg
Slayer5 1 A Attractiveness: +LVL*2 Cml.
Slayer5 1 B Fast Reaction time: +LVL initiative (or) Roll 2d12 for initiative, choose the better.
Slayer5 1 C Hard to Kill: +LVL*3 hp, LVL slots in Survival proficiency.
Slayer5 1 D Acrobatics: Gain a level 1 Acrobat pick, with 50+5*LVL% rogue points in it.
Slayer5 1 E Wooden stakes (treat as a 1d4/1d3 dagger) have +LVL/+LVL magical plusses and no penalty for called shots.
Soldier5 1 A +LVL*3" bonus to movement rate
Soldier5 1 B LVL slots each in Direction Sense, Tracking, Survival
Soldier5 1 C Add d+LVL to the damage dice with one weapon type
Soldier5 1 D Nonmagical weapons and armor are at half monetary cost for you
Soldier5 1 E Leave no footprints, actually 1 inch above ground when walking, immune pits/slides/etc.
Thug5 1 A +LVL damage
Thug5 1 B +1 to # of attacks with all attack forms (weapon, natural, etc.)
Thug5 1 C #Attacks = level if creatures being fought are less than LVL HD
Thug5 1 D x2 Str bonus instead of x3/2 when wielding weapon 2-handed
Thug5 1 E Backstab = x(LVL+2)/2
Loyalist5 5 F +LVL punch to hit
Loyalist5 5 G +1 to all crit multipliers
Loyalist5 5 H Get +LVL/2 attacks vs. a target if none of your friends attack it this segment
Loyalist5 5 I Clan and Guild patches are at half cost
Loyalist5 5 J Ignore someone's immunity to falling dmg, telekinesis, overbearing
Rebel5 5 F +LVL punch dmg
Rebel5 5 G +1 to all crit ranges
Rebel5 5 H Get +LVL/2 attacks vs. a target for each other person meleeing that target
Rebel5 5 I Magical non-weapon, non-armors are at half cost
Rebel5 5 J You and all you desire within 30' are immune to falling dmg, telekinesis, overbearing
Slayer5 5 F Acute sense: Pick one of the 5 senses, have eagle vision/hearing (if sight/sound) or can use the sense 30' away.
Slayer5 5 G Natural Toughness: -LVL per attack (physical or energy).
Slayer5 5 H Psychic Visions: You see the future in visions or dreams.
Slayer5 5 I Resist poison. Death results become half your current hit points in damage (round damage down).
Slayer5 5 J Getting Medieval: Divide AC & save bonus by 2 for next hour: Starting next segment, get x2 TH & dmg for 1 hour.
Soldier5 5 F Bind wounds is LVL hp (can’t bind an already bound wound)
Soldier5 5 G Subtract 1 from what you need to roll to autohit target
Soldier5 5 H Get +LVL melee TH & dmg vs. a target for every other person also meleeing that target
Soldier5 5 I Magical weapons and armor (including individual flags) are at half cost for you
Soldier5 5 J Your mount and everyone within 30’ you instruct have the Level 1-3 E ability
Thug5 5 F Considered 1 size larger for what size weapons you can wield
Thug5 5 G +LVL*100 item XP in Weapon flags per day
Thug5 5 H +LVL to hit
Thug5 5 I +LVL weapon proficiencies
Thug5 5 J Can affect creatures that require a +LVL-1 weapon to hit
Loyalist5 9 K 1M, 1/d: Summon LVL*3 Loyalist5 NPCs (lvl = LVL*3-24, max=15)
Loyalist5 9 L 1P: Attack each target only once this segment (can be >1 group). You autohit them for xLVL/2 dmg.
Loyalist5 9 M Auto double power score all stat checks.
Loyalist5 9 N +LVL*5% CNaCNR; SR LVL*5; dust of disappearance cont.; dust of appearance 30'r cont. (hole in middle); considered extra +LVL weapon to hit others
Loyalist5 9 O Immune Tricks; Flying movement rate = (LVL^2)"; Sustain all ability scores; Immune Backstab (and it's variants)
Rebel5 9 K 1M, 1/d: Summon LVL*2 Rebel5 NPCs (lvl = LVL*2-16, max=10)
Rebel5 9 L 1P: Attack each target only once this segment (can be >1 group). Your base # attacks per weapon/fist = LVL.
Rebel5 9 M Any save DC > 100 is considered to be 100 to you
Rebel5 9 N +LVL*5% WaWR; DR LVL*5/+LVL; intertial barrier cont.; displacement cont.; people need +LVL weapon to hit you
Rebel5 9 O Immune ground-based traps; ground movement rate = (LVL^2)*2"; Sustain actions; Immune inverse pick pockets
Slayer5 9 K x2/xx2 TH/dmg (double the die roll, double all damage) vs. undead
Slayer5 9 L Immune to innates and touch effects of undead; immune to Lich spells of SL 0 to LVL/6 (round down)
Slayer5 9 M Detect & Identify Undead, type and number, continuous within LVL*10' through walls
Slayer5 9 N Leadership: +LVL Chr
Slayer5 9 O Contact the Animal Spirit of the Slayers: 1M, 1/reset: +LVL/4 proficiencies (weapon or nonweapon, permanent)
Soldier5 9 K 1M, 1/d: Summon LVL Soldier5 NPCs (lvl = LVL*2-12, max=12)
Soldier5 9 L 1P: Attack only one target this segment. Your base # attacks per weapon/fist = LVL.
Soldier5 9 M Any target with AC>100 is considered AC=100 to you
Soldier5 9 N Ignore WR, aWR, DR, aDR, ER, inertial barrier, displacement; considered extra +LVL wpn
Soldier5 9 O You & mount fly at (LVL^2)", Sustain Movement Rate, Immune terrain/slow/hold/stop/stun
Thug5 9 K +LVL-8 crit range (even beyond the 11-20 limit)
Thug5 9 L Immune parting shots
Thug5 9 M +LVL-4 feats
Thug5 9 N 1V, may borrow: Jump to other group (60'), deflect attacks to you
Thug5 9 O Can operate at any negative hp total, cannot be offensive
Slayer5 14 P x2/xx2 TH/dmg (double the die roll, double all damage) vs. evil outer-planar (demons, devils, daemons, etc.)
Slayer5 14 Q Immune to innates and touch effects of evil outer-planar; immune to Psi6E & Psi(-6)E effects of SL 1 to LVL/4
Slayer5 14 R Detect & Identify Evil Outer-Planar, type and number, continuous within LVL*10' through walls
Slayer5 14 S Ignore the effects of high multiplier when you attempt to affect things (e.g. people defend as only your multiplier)
Slayer5 14 T Invoke the First Slayer: 1M, 1/reset: Precognition (that works) & Ask the DM a question
Soldier5 14 P 1M, 1/d: Summon LVL^2 Soldier5 NPCs (lvl = LVL-9, max=18)
Soldier5 14 Q Use "Mixed Classing" (even if illegal) to mix one (legal) Warrior class into this class
Soldier5 14 R Always roll max to hit & damage with physical attacks
Soldier5 14 S Ignore iWR, iaWR, iDR, iaDR, iER, "-blah/attack", damaging shields; considered +8 wpn
Soldier5 14 T Immune to Time Stop, Opposition, Imprisonment (spell or mirror or iron flask)
Thug5 14 P +LVL-13 crit multiplier
Soldier5 20 U 1M, 1/d: Summon LVL^3 Soldier5 NPCs (lvl = LVL-9, max=24)
Soldier5 20 V Use "Mixed Classing" (even if illegal) to mix one (legal) class with a Str requirement into this class
Soldier5 20 W For each 10 points of physical damage, you lower a random stat by 1. (no save)
Soldier5 20 X Ignore planar displacement & immunity to weapons / matter / physical attacks
Soldier5 20 Y Immune to Put Down a Hole, As You Are, Truename Erased, DNA Scrambled

[PC1] Warrior Group Classes


Berserker1

Level KXP
Spells
1 0 (none)
2 2.2 (none)
3 4.4 (none)
4 8.8 (none)
5 19.8 (none)
6 38.5 (none)
7 77 (none)
8 137.5 (none)
9 275 (none)
10 550 (none)
11 825 (none)
12 1100 (none)
13 1375 (none)
14 1650 (none)
15 1925 (none)
16 2200 (none)
17 2475 (none)
18 2750 (none)
19 3025 (none)
20 3300 (none)
21 3575 (none)
22 3850 (none)
23 4125 (none)
24 4400 (none)
25 4675 (none)
26 4950 (none)
27 5225 (none)
28 5500 (none)
29 5775 (none)
30 6050 (none)
31 6325 (none)
32 6600 (none)
33 6875 (none)
34 7150 (none)
35 7425 (none)
36 7700 (none)
TH Saves
PD RS PP BW Sp Fo Re Wi
+1  3  1  2  0  0  0  0 -1
+3  4  2  3  1  1  1  1  0
+5  4  2  3  1  1  1  1  0
+7  5  2  4  2  1  1  1  0
+9  5  2  4  2  1  1  1  0
+11  5  3  4  3  2  2  2  1
+13  5  3  4  3  2  2  2  1
+15  6  4  5  4  3  2  2  1
+17  6  4  5  4  3  2  2  1
+19  7  5  6  5  4  3  2  1
+21  7  5  6  5  4  3  2  1
+23  8  5  7  6  4  3  3  2
+25  8  5  7  6  4  3  3  2
+27  8  6  7  7  5  4  3  2
+29  8  6  7  7  5  4  3  2
+31  9  7  8  8  6  4  4  2
+33  9  7  8  8  6  4  4  2
+35 10  8  9  9  7  5  4  3
Requisites: Str 9, Con 9
Alignment: non-L
HD/level: d12
Weapon Prof.: 4+level
To Hit Table: 2xWar
Save Table: ½xWar
Reference: BoD2
Groups: Warrior
 
Level 1: +1 to # of attacks with all attack forms (weapon, natural, etc.).
Level 9: 1M: Enter "Pissed" mode. (see [C8])

[PC1] Warrior Group Classes


Big Game Hunter

Level KXP BGH [[MH]]
234 [[M]]
1 0 1-- [[-]]
2 13 1-- [[-]]
3 26 2-- [[-]]
4 52 2-- [[-]]
5 104 3-- [[-]]
6 208 3-- [[-]]
7 416 31- [[-]]
8 832 31- [[-]]
9 1664 32- [[-]]
10 2900 32- [[-]]
11 4200 33- [[-]]
12 5500 33- [[-]]
13 6800 43- [[-]]
14 8100 43- [[-]]
15 9400 44- [[-]]
16 10700 44- [[-]]
17 12000 54- [[-]]
18 13300 54- [[-]]
19 14600 55- [[-]]
20 15900 55- [[-]]
21 17200 65- [[-]]
22 18500 65- [[-]]
23 19800 66- [[-]]
24 21100 66- [[-]]
25 22400 661 [[-]]
26 23700 661 [[-]]
27 25000 662 [[-]]
28 26300 662 [[-]]
29 27600 663 [[-]]
30 28900 663 [[-]]
31 30200 664 [[-]]
32 31500 664 [[-]]
33 32800 665 [[-]]
34 34100 666 [[-]]
35 35400 666 [[-]]
36 36700 666 [[1]]
TH Saves
PD RS PP BW Sp Fo Re Wi
+2  5  3  4  3  2  2  2  1
+5  8  5  7  6  4  3  3  2
+8 10  8  9  9  7  5  4  3
+11 12 10 11 12  9  6  5  4
+14 14 12 13 14 11  8  6  5
+17 15 13 14 14 12  9  8  6
+20 15 14 15 15 14 11  9  7
+23 15 14 15 15 15 12 10  8
+26 16 15 15 15 15 14 11  9
+29 16 15 16 15 15 15 12 10
+32 16 16 16 15 16 17 14 11
+35 17 16 16 16 16 18 15 12
+38 20 19 19 19 19 21 18 15
+41 23 22 22 22 22 24 21 18
+44 26 25 25 25 25 27 24 21
+47 29 28 28 28 28 30 27 24
+50 32 31 31 31 31 33 30 27
+53 35 34 34 34 34 36 33 30
Requisites: Str 61, Dex 44, Con 26, Wis 22
Alignment: any
HD/level: & 2m0
Weapon Prof.: & 8+level*2
To Hit Table: 3xWar
Save Table: 3xWar
Reference: DM {Reduced Reduced Mortal Hunter}
Groups: Warrior, Demigod (x1)
 
Gets Barbarian Str, Dex. Uses Normal Con bonus for hit dice (this can't be overwritten).
Can weapon specialize using 2*LVL on the Barbarian column.
Big Game Hunter class gets 2nd, 3rd, 4th, and 22nd level spells. The 22nd level spells are Mortal Hunter 12th's (Concordant Spell Level=12).
Several powers reference F actions as a cost. F actions are 1S+1V or 1M+1P+1V.
Gets 1G action per turn. (Once per turn you can use 1G action, it acts as an infinitely quick F action.)
Gets a "Level:" ability per level from any Warrior class you know. May pick "paragraph-symboled / unpickable" ( ¶ ) abilities at a 9 level penalty (a Level 3: would become a Level 12:). May pick "lines of text" as if they were Level 18: abilities.

[PC1] Warrior Group Classes


Big Game Hunter Spells

Level # Spell
2 1 +LVL QQP Actions. Can lock down one action type if desired.
2 2 One of your effects does not drop if you are dropped. One of your effects is not removed from the stack if you are killed/removed before the stack ends.
2 3 1F, 1/r: Slay a creature (PPD save)
2 4 1F+2bF, 1/r: Slay a group of creatures (PPD save)
2 5 1F: A group gets "Sporacled" (Hit by a random [C] section effect) (RSW save)
2 6 2bF, 1/r: Counter a x1 effect.
2 7 -LVL*9 to any number of stats (Str, Dex, Con, Int, Wis, and Chr) in your group, does not have a hole in the middle
2 8 Immune to all x0 effects. Get a save vs. x1 effects that do not offer a save.
2 9 +LVL*2 AC
3 1 +1 IF (Instantaneous F action) which can't be locked down.
3 2 You may convert 4F actions to 1X action (you may do this as many times as you like, prefixes are kept).
3 3 1F, 1/r: Incurse a group (BW save); 1F, 1/r: Annihilate a group (RSW save)
3 4 1F+3bF, 1/reset: Incurse (no save, aIR to resist) and Annihilate (no save, aPR to resist) one target
3 5 1F, 1/r: Banhammer one spell/effect/ability; this cannot be used in the room. This is a x1 Special.
3 6 +LVL*3 AC (stacks with the SL=2 ability)
4 1 1F: As You Are a group (Will save)
4 2 +LVL*4 AC (stacks with the SL=2 and SL=3 abilities)
4 3 You and the space you're standing at can't be targetted. "Blindfighting", X-ray vision, and "Seeking" (non-direct) effects cannot be used against you.
22 (M.H. 12) 1 +DCL QQQQQQX Actions. All actions other than X, G, Z, and I (and their variants) are locked down. The DM may determine that some campaign-specific unique specialty actions may be immune to this.
22 (M.H. 12) 2 Your effects do not drop if you are dropped. Your effects are not removed from the stack if you are killed/removed before the stack ends.
22 (M.H. 12) 3 All x1 (and x0 if you desire) beings who see you are Capital S Slain (GR to resist). "Blindfighting" cannot be used against you.
22 (M.H. 12) 4 1G: Capital S Slay (as the ability above this one on this list). Affects any number of x1 and x0 creatures (up to DCL groups), or DCL x2 creatures, or a single x3 (or above) creature.
22 (M.H. 12) 5 1G: Select DCL groups of creatures. Each gets "Sporacled" (Takes a random [C] section effect, they are affected by it). MSave and GR to resist.
22 (M.H. 12) 6 1N: Counter a x0 effect. 1Z: Counter a x1 effect. 1X: Counter a x2 effect. 1G: Counter a x3 effect.
22 (M.H. 12) 7 -DCL*25 to Str, Dex, Con, Int, Wis, and Chr 60' r (no resistance except "Hold Stats" abilities). Has a "Hole in the Middle".
22 (M.H. 12) 8 Immune to all x1 and x0 effects. Resist and get a PSave vs. x2 effects.
22 (M.H. 12) 9 |AC| 20+DCL (absolute AC 20+DCL). People need a natural 20+DCL to hit you, no natural roll less than 20+DCL will hit you (regardless of TH bonus). ++'s to hit and Lady's Smile does work against this ability. Luck and other die-setting effects do not.

[PC1] Warrior Group Classes


Blackguard3

Level KXP Warrior/Priest
123 456
1 0 0-- ---
2 10 1-- ---
3 30 10- ---
4 60 11- ---
5 100 110 ---
6 150 111 ---
7 210 211 0--
8 280 211 1--
9 360 221 1--
10 450 222 1--
11 550 222 2--
12 660 322 2--
13 780 332 2--
14 910 333 2--
15 1050 333 3--
16 1200 433 3--
17 1360 443 3--
18 1530 443 30-
19 1710 444 30-
20 1900 444 31-
21 2100 444 41-
22 2310 444 42-
23 2530 544 42-
24 2760 544 43-
25 3000 554 43-
26 3250 554 44-
27 3510 554 440
28 3780 555 440
29 4060 555 540
30 4350 555 541
31 4650 555 551
32 4960 655 551
33 5280 665 552
34 5610 666 552
35 5950 666 652
36 6300 666 653
TH Saves
PD RS PP BW Sp Fo Re Wi
+1  4  2  3  1  1  1  1  0
+2  5  2  4  2  1  1  1  0
+3  5  3  4  3  2  2  2  1
+4  6  4  5  4  3  2  2  1
+5  7  5  6  5  4  3  2  1
+6  8  5  7  6  4  3  3  2
+7  8  6  7  7  5  4  3  2
+8  9  7  8  8  6  4  4  2
+9 10  8  9  9  7  5  4  3
+10 11  8 10 10  7  5  4  3
+11 11  9 10 11  8  6  5  3
+12 12 10 11 12  9  6  5  4
+13 13 11 12 13 10  7  6  4
+14 14 11 13 14 10  7  6  4
+15 14 12 13 14 11  8  6  5
+16 14 12 14 14 11  8  7  5
+17 14 13 14 14 12  9  7  5
+18 15 13 14 14 12  9  8  6
Requisites: Wis 0, Warrior 3, Rogue 3
Alignment: any E
HD/level: d10
Weapon Prof.: 0+level
To Hit Table: +level
Save Table: War
Reference: DMG3-30
Groups: Warrior
 
Level 1: 1M: Detect Good.
Level 1: Poison Use proficiency.
Level 1: Dark Blessing: Add Chr modifier as a bonus to all saving throws.
Level 1: Can cast Priest/Warrior spells, gets Wisdom bonus.
Level 2: Smite Good: 0, 1/d: +(Chr bonus) TH, +LVL dmg with one attack vs. a good creature.
Level 3: Aura of Despair: All enemies within 10 feet get -2 on all saves.
Level 3: Can Command Undead as if a cleric of two levels lower.
Level 4: Sneak Attack: If you could theoretically backstab someone, deal an extra [(LVL-1)/3]d6 damage (this damage is not multiplied by anything). You many Sneak Attack with a backstab (again, the Sneak Attack damage is not multiplied). You may Sneak Attack with a ranged weapon if within 30 feet.
Level 5: Fiendish Servant: Gain a familiar from the following list: Bat, Cat, Horse, Pony, Rat, Raven, Toad (or any of their variants).

[PC1] Warrior Group Classes


Blacksmith2

Level KXP
Spells
1 0 (none)
2 2 (none)
3 4 (none)
4 8 (none)
5 16 (none)
6 32 (none)
7 64 (none)
8 125 (none)
9 250 (none)
10 500 (none)
11 750 (none)
12 1000 (none)
13 1250 (none)
14 1500 (none)
15 1750 (none)
16 2000 (none)
17 2250 (none)
18 2500 (none)
19 2750 (none)
20 3000 (none)
21 3250 (none)
22 3500 (none)
23 3750 (none)
24 4000 (none)
25 4250 (none)
26 4500 (none)
27 4750 (none)
28 5000 (none)
29 5250 (none)
30 5500 (none)
31 5750 (none)
32 6000 (none)
33 6250 (none)
34 6500 (none)
35 6750 (none)
36 7000 (none)
TH Saves
PD RS PP BW Sp Fo Re Wi
+0  4  2  3  1  1  1  1  0
+1  5  2  4  2  1  1  1  0
+2  5  3  4  3  2  2  2  1
+3  6  4  5  4  3  2  2  1
+4  7  5  6  5  4  3  2  1
+5  8  5  7  6  4  3  3  2
+6  8  6  7  7  5  4  3  2
+7  9  7  8  8  6  4  4  2
+8 10  8  9  9  7  5  4  3
+9 11  8 10 10  7  5  4  3
+10 11  9 10 11  8  6  5  3
+11 12 10 11 12  9  6  5  4
+12 13 11 12 13 10  7  6  4
+13 14 11 13 14 10  7  6  4
+14 14 12 13 14 11  8  6  5
+15 14 12 14 14 11  8  7  5
+16 14 13 14 14 12  9  7  5
+17 15 13 14 14 12  9  8  6
Requisites: Str 12, Dex 9, Con 12, Int 9, Wis 9
Alignment: any
HD/level: d10
Weapon Prof.: 3+level/3
To Hit Table: War
Save Table: War
Reference: S&S2
Groups: Warrior
 
Level 1: +1 TH and +2 dmg with hammers.
Level 1: Can make metal items (incl. weapons/armor) at half normal cost. Note that a "crap item" (that is already half cost) becomes one-quarter cost.
Level 1: Can make items up to his CL as an "S" number on the unusual materials chart. If the "S" number is below CL, it is at half cost.
Level 1: Free Blacksmithing, Armorer, Weaponsmithing proficiencies.
Level 1: Reads on the "non-Warrior" line for weapon specialization number of attacks. (DM Note: Yeah that sucks, I know. The original class can't specialize at all!)
Level 2: Can make items up to his CL/2 (round down) as a TL number on the technological items chart. The items must be generally made of metal (no chemical reactions, electronics, etc.).
Level 2: Can make "finely balanced weapons" (see wielding multiple weapons) and "custom fitted armor" (-1 bulk) at x1.5 cost (it's only an additional x[+0.5] for unusual materials, so a x3 item becomes x3.5 for cost).
Level 2: Can repair non-magical armor and weapons.
Level 4: Can repair magical armor and weapons, each turn spent restores a "half-plus" or a lost ability. The losses must have been physical in nature (crushing blow, etc.).
Level 4: Attracts one 1st level apprentice per level.
Level 8: Can repair magical armor and weapons, even from non-physical sources (drained, disenchanted, etc.). Disintegrated items *can* be restored if the Blacksmith2 is at the location where the item was disintegrated. Disjuncted, Annihilated, and Pixelated items cannot be restored. DM Note: Annihilated items can be restored if you are at Sigil or higher in the Funnel.
Level 9: Can make "Items of Quality". Weapons are +1 TH and +1 dmg, Armor is +1 AC and +1 saves. These are non-magical plusses, but count as plusses for purposes of what you need to hit monsters. Items of quality do not cost any extra money to make, and do not increase the XP sale value of the item (so a Long Sword +1/+1 of Quality [+1/+1] sells for the same amount as a simple Long Sword +1/+1).
Level 9: Can make existing items into Items of Quality, it takes 1 hour per item.
Level 10: Attacts one level (CL-5) apprentice per level.
Level 18: Items of Quality are now +2 for each half-plus. Or they can be 3 total half-plusses (distribute as you like).
Level 27: Items of Quality are now +3 for each half-plus. Or they can be 5 total half-plusses (distribute as you like).
Level 36: Items of Quality are now +4 for each half-plus. Or they can be 7 total half-plusses (distribute as you like).

[PC1] Warrior Group Classes


Block

Level KXP
Spells
1 7 (none)
2 14 (none)
3 28 (none)
4 56 (none)
5 112 (none)
6 224 (none)
7 448 (none)
8 560 (none)
9 700 (none)
10 1400 (none)
11 2100 (none)
12 2800 (none)
13 3500 (none)
14 4200 (none)
15 4900 (none)
16 5600 (none)
17 6300 (none)
18 7000 (none)
19 7700 (none)
20 8400 (none)
21 9100 (none)
22 9800 (none)
23 10500 (none)
24 11200 (none)
25 11900 (none)
26 12600 (none)
27 13300 (none)
28 14000 (none)
29 14700 (none)
30 15400 (none)
31 16100 (none)
32 16800 (none)
33 17500 (none)
34 18200 (none)
35 18900 (none)
36 19600 (none)
TH Saves
PD RS PP BW Sp Fo Re Wi
+0  5  3  4  3  2  2  2  1
+1  8  5  7  6  4  3  3  2
+2 10  8  9  9  7  5  4  3
+3 12 10 11 12  9  6  5  4
+4 14 12 13 14 11  8  6  5
+5 15 13 14 14 12  9  8  6
+6 15 14 15 15 14 11  9  7
+7 15 14 15 15 15 12 10  8
+8 16 15 15 15 15 14 11  9
+9 16 15 16 15 15 15 12 10
+10 16 16 16 15 16 17 14 11
+11 17 16 16 16 16 18 15 12
+12 20 19 19 19 19 21 18 15
+13 23 22 22 22 22 24 21 18
+14 26 25 25 25 25 27 24 21
+15 29 28 28 28 28 30 27 24
+16 32 31 31 31 31 33 30 27
+17 35 34 34 34 34 36 33 30
Requisites: Con 0
Alignment: any
HD/level: 6d4
Weapon Prof.: 6+level
To Hit Table: War
Save Table: 3xWar
Reference: DM {Planeshifted Brick}
Groups: Warrior, Monster, Alternate
 
Level 1: Regenerate (not Troll-like) Con score in hp per segment.
Level 1: +LVL*3 AC.
Level 1: 0, LVL/d: Be immune to a [C] section effect for the rest of the day.

[PC1] Warrior Group Classes


Boros Swiftblade (MTG R/W)


Level

KXP
Wiz/Pri/Psi11RW
123 456 789

TH
1 0 2-- --- --- +0
2 5.125 21- --- --- +1
3 10.25 22g --- --- +2
4 20.5 221 g-- --- +3
5 41 222 f-- --- +4
6 82 322 1f- --- +5
7 164 332 2e- --- +6
8 328 333 21e --- +7
9 656 333 32d --- +8
10 1312 433 321 --- +9
11 1968 444 321 --- +10
12 2624 444 322 d-- +11
13 3280 444 432 c-- +12
14 3936 544 432 1-- +13
15 4592 555 432 2c- +14
16 5248 655 443 2b- +15
17 5904 655 443 21- +16
18 6560 655 543 22b +17
19 7216 655 544 32a +18
20 7872 655 544 321 +19
21 8528 665 554 322 +20
22 9184 666 654 332 +21
23 9840 776 655 432 +22
24 10496 776 655 443 +23
25 11152 777 665 543 +24
26 11808 777 665 554 +25
27 12464 887 666 654 +26
28 13120 887 776 655 +27
29 13776 888 777 665 +28
30 14432 888 777 766 +29
31 15088 988 887 776 +30
32 15744 999 888 777 +31
33 16400 999 988 887 +32
34 17056 999 999 888 +33
35 17712 999 999 998 a +34
36 18368 999 999 999 1 +35
37 36736 999 999 999 2 +36
38 55104 999 999 999 3 +37
39 73472 999 999 999 4 +38
45 183680 A99 999 999 9 +44
54 348992 AAA AAA AAA 91 +53
63 514304 AAA AAA AAA A9 +62
72 679616 BBB BBB BAA AA1 +71
Requisites: Str 14, Dex 14, Int 16, Wis 13, Chr 14,
  Class Slots 2
Alignment: NG, CG, CN, or LE
HD/level: d8 (or Others +0d+6)
Weapon Prof.: 3+level/2
To Hit Table: War
Reference: DM
Groups: Warrior, Wizard, Priest
Complexity: CF=2
   
Saving Throws:  
PPD: level+5
RSW: level+5
PP: level+5
BW: level+5
Spell: level+8
Fort: level+2
Reflex: level+5
Will: level+5
   
Hit Dice: "Others +0d+6" means you add 6 to all your other classes' HD types.
Specialized in Wizard Invocation school. Grand in Priest Healing Sphere.
Level 3: 1M: Remove "summoning sickness" and/or "teleport sickness" from target.
Level 4: 1M: You will win initiative next segment.
Level 9: 1M: Target gains Free Action until end of turn.
 
New MTG Spells (count as Wizard Invocation, Priest Healing, or Psi11R/W):
Duergar Assailant (SL=1): Summon CL Dwarves of DL I; As each one dies, it deals 10 dmg or 1 rdmg to one target.
Double Cleave (SL=2): One target does double physical damage this segment (this spell has duration 1 segment)
Lightning Helix (SL=2): Deal 30 fire dmg to one target, cure another target 30 hp.
Energy Bolt N (SL=N, min SL=3): Deal 10*(N-2) magic dmg to one group, cure that amount to another target
Glory of Warfare (SL=4): Your subordinates get +2 offensive DL on the top of each segment, and +2 defensive DL on the bottom of each segment.
Master Warcraft (SL=4): 1bM: A group of monsters changes their mind who they attack (you decide who, but it must be one of their enemies).
Brightflame N (SL=N, min SL=5): Deal 10*(N-4) dmg to a group, you cure the total amount of damage done (to all creatures) to one target.
Reflect Damage (SL=5): 1bM: Reflect all damage done by one effect to one target.
Waves of Aggression (SL=5): Your subordinates can use 2S+1V actions this segment (this spell has duration 1 segment)

[PC1] Warrior Group Classes


Brick

Level KXP
Spells
1 70 (none)
2 140 (none)
3 210 (none)
4 280 (none)
5 350 (none)
6 420 (none)
7 490 (none)
8 560 (none)
9 700 (none)
10 1400 (none)
11 2100 (none)
12 2800 (none)
13 3500 (none)
14 4200 (none)
15 4900 (none)
16 5600 (none)
17 6300 (none)
18 7000 (none)
19 7700 (none)
20 8400 (none)
21 9100 (none)
22 9800 (none)
23 10500 (none)
24 11200 (none)
25 11900 (none)
26 12600 (none)
27 13300 (none)
28 14000 (none)
29 14700 (none)
30 15400 (none)
31 16100 (none)
32 16800 (none)
33 17500 (none)
34 18200 (none)
35 18900 (none)
36 19600 (none)
TH Saves
PD RS PP BW Sp Fo Re Wi
+0  5  2  4  2  1  1  1  0
+2  6  4  5  4  3  2  2  1
+3  8  5  7  6  4  3  3  2
+5  9  7  8  8  6  4  4  2
+6 11  8 10 10  7  5  4  3
+8 12 10 11 12  9  6  5  4
+9 14 11 13 14 10  7  6  4
+11 14 12 14 14 11  8  7  5
+12 15 13 14 14 12  9  8  6
+14 15 14 15 15 13 10  8  6
+15 15 14 15 15 14 11  9  7
+17 15 14 15 15 15 12 10  8
+18 15 15 15 15 15 13 11  8
+20 16 15 15 15 15 14 12  9
+21 16 15 16 15 15 15 12 10
+23 16 16 16 15 15 16 13 10
+24 16 16 16 16 16 17 14 11
+26 17 16 16 16 16 18 15 12
Requisites: Con 0
Alignment: any
HD/level: 4d6
Weapon Prof.: 6+level*2
To Hit Table: 1½xWar
Save Table: 2xWar
Reference: DM
Groups: Warrior
 
Barbarian Con.
Level 1: Troll-like regenerate level hp per segment.
Level 1: +level/+level to hit and damage with all weapons.
Level 1: +level/+level AC and saves. You do not get the save bonus vs. mental effects.

[PC1] Warrior Group Classes


Builder (Random Warrior #420746)

Level KXP
Spells
1 0 (none)
2 3 (none)
3 8 (none)
4 17 (none)
5 29 (none)
6 49 (none)
7 78 (none)
8 128 (none)
9 212 (none)
10 359 (none)
11 520 (none)
12 698 (none)
13 865 (none)
14 1037 (none)
15 1215 (none)
16 1395 (none)
17 1578 (none)
18 1762 (none)
19 1949 (none)
20 2138 (none)
21 2329 (none)
22 2523 (none)
23 2718 (none)
24 2916 (none)
25 3116 (none)
26 3318 (none)
27 3522 (none)
28 3728 (none)
29 3937 (none)
30 4148 (none)
31 4360 (none)
32 4575 (none)
33 4793 (none)
34 5012 (none)
35 5233 (none)
36 5457 (none)
TH Saves
PD RS PP BW Sp Fo Re Wi
+5  8  4  5  2  3  1  1  2
+6  8  4  6  3  4  1  1  3
+7  9  5  6  3  4  2  2  3
+8  9  5  6  4  4  2  2  4
+9 10  6  7  5  5  3  2  4
+10 10  6  7  6  5  3  3  5
+11 11  7  8  7  6  4  3  5
+12 11  7  9  8  6  4  4  6
+13 12  8  9  9  7  5  4  6
+14 12  8 10 10  7  5  5  7
+15 13  9 10 11  8  6  5  7
+16 13 10 11 12  9  6  6  8
+17 13 11 12 13 10  7  6  8
+18 14 11 13 14 10  7  7  9
+19 14 12 13 14 11  8  7  9
+20 14 12 14 14 11  8  8 10
+21 15 13 14 14 12  9  8 10
+22 15 13 14 14 12  9  9 11
Requisites: Con 0, Warrior 4
Alignment: any
HD/level: ++++++++++++++d0 (see below)
Weapon Prof.: & 6+level/2
To Hit Table: War +4 levels
Save Table: War/Pri/Mon
Reference: DM Random, Rick 12/08/07
Groups: Warrior, Random
 
Level 1: +2 saving throws.
Level 1: Construct a designed engineering task.
Level 1: Construct a designed engineering task.
Level 1: Divide the cost of buying or making an object of unusual materials by LVL.
Level 1: Evaluate the design or construction of some engineering task already done (building, bridge, etc.).
Level 2: You may be bound (with Healing/Herbalism proficiency) three times instead of once.
Level 4: +LVL QQP Actions. Can lock down one action type if desired.
Level 4: +LVL*2 AC
Level 4: Seeker Arrow: 0, 1/d: An arrow you shoot can move around corners to strike a known enemy.
Level 6: Anti-Henchman Shell SL 0-3 (Henchman effects of SL 0-3 cannot be used within 20')
Level 22: 0, 1/t: One of your BlahR's can be used as another BlahR type, you can't use X or G, but any number of a's in front are allowed.

Gets 10 Rogue points per level, see table below:
Lvl Rogue Ability | -50% | -100% | -150% Act Base Penalty Bonus
7 Ki Power (cast a Wiz Invocation spell) (penalty = -SL*50%) (#=SL) | Pri Invocation #V 0 Int-14 Int-38

[PC1] Warrior Group Classes


Bushi1

Level KXP
Spells
1 0 (none)
2 1.5 (none)
3 3 (none)
4 6 (none)
5 14 (none)
6 30 (none)
7 60 (none)
8 120 (none)
9 240 (none)
10 480 (none)
11 710 (none)
12 1000 (none)
13 1250 (none)
14 1500 (none)
15 1750 (none)
16 2000 (none)
17 2250 (none)
18 2500 (none)
19 2750 (none)
20 3000 (none)
21 3250 (none)
22 3500 (none)
23 3750 (none)
24 4000 (none)
25 4250 (none)
26 4500 (none)
27 4750 (none)
28 5000 (none)
29 5250 (none)
30 5500 (none)
31 5750 (none)
32 6000 (none)
33 6250 (none)
34 6500 (none)
35 6750 (none)
36 7000 (none)
TH Saves
PD RS PP BW Sp Fo Re Wi
+0  5  4  6  2  3  0  2  0
+1  6  4  6  3  4  1  3  0
+2  6  5  6  3  4  1  3  0
+3  6  5  7  3  5  1  4  1
+4  6  6  7  3  5  2  4  1
+5  7  6  7  4  6  2  5  1
+6  7  7  7  4  6  3  5  2
+7  7  7  8  4  7  3  6  2
+8  7  8  8  4  7  3  6  2
+9  8  8  8  5  8  4  7  3
+10  8  9  8  5  8  4  7  3
+11  8  9  9  5  9  5  8  3
+12  8 10  9  5  9  5  8  4
+13  9 10  9  6 10  5  9  4
+14  9 11  9  6 10  6  9  4
+15  9 11 10  6 11  6 10  5
+16  9 12 10  6 11  7 10  5
+17 10 12 10  7 12  7 11  5
Requisites: Str 9, Dex 8, Con 8
Alignment: any
HD/level: d10
Weapon Prof.: 4+level/2
To Hit Table: War
Save Table: Rog
Reference: OA1
Groups: Warrior
 
Level 1: Free Martial Arts style, +1 maneuver per level.
Level 1: Weaponsmith, Armorer, Bowyer proficiencies.
Level 1: Pay half-price for basic equipment [E1].
Level 1: Pick Pockets 20% + 2% per level.
Level 1: Kini (Ki Shout): 1 M action, +2 levels (hp, saves, etc.) for 1t. (1/d)
Level 5: +1 AC (combines with everything).
Level 10: +1 AC (combines with everything).

[PC1] Warrior Group Classes


Captain (SFB)

Level KXP Captain [LO]
123 45 [1]
1 0 1-- -- [-]
2 5 2-- -- [-]
3 10 3-- -- [-]
4 20 31- -- [-]
5 40 32- -- [-]
6 80 42- -- [-]
7 160 421 -- [-]
8 320 431 -- [-]
9 640 432 -- [-]
10 1280 432 1- [-]
11 2500 542 1- [-]
12 2800 543 2- [-]
13 3100 543 21 [-]
14 3400 543 22 [-]
15 3700 543 32 [-]
16 4000 543 33 [-]
17 4300 544 33 [-]
18 4600 544 43 [-]
19 4900 544 44 [-]
20 5200 554 44 [-]
21 5500 555 44 [-]
22 5800 555 54 [-]
23 6100 555 55 [-]
24 6400 655 55 [-]
25 6700 665 55 [-]
26 7000 666 55 [-]
27 7300 666 65 [1]
28 7600 666 66 [1]
29 7900 766 66 [2]
30 8200 776 66 [2]
31 8500 777 66 [3]
32 8800 777 76 [3]
33 9100 777 77 [4]
34 9400 877 77 [4]
35 9700 887 77 [5]
36 10000 888 77 [5]
TH Saves
PD RS PP BW Sp Fo Re Wi
+0  4  2  3  1  1  1  1  0
+1  5  2  4  2  1  1  1  0
+2  5  3  4  3  2  2  2  1
+3  6  4  5  4  3  2  2  1
+4  7  5  6  5  4  3  2  1
+5  8  5  7  6  4  3  3  2
+6  8  6  7  7  5  4  3  2
+7  9  7  8  8  6  4  4  2
+8 10  8  9  9  7  5  4  3
+9 11  8 10 10  7  5  4  3
+10 11  9 10 11  8  6  5  3
+11 12 10 11 12  9  6  5  4
+12 13 11 12 13 10  7  6  4
+13 14 11 13 14 10  7  6  4
+14 14 12 13 14 11  8  6  5
+15 14 12 14 14 11  8  7  5
+16 14 13 14 14 12  9  7  5
+17 15 13 14 14 12  9  8  6
Requisites: Str 9, Dex 9, Con 13, Int 16,
Wis 13, Chr 16
Alignment: any
HD/level: d10
Weapon Prof.: 6+level/2
To Hit Table: War
Save Table: War
Reference: SFB {Reduced Legendary Officer}
Groups: Warrior, Concordant (x1), Technology
 
See next page for spells. Can cast Legendary Officer spells (of 20 Captain Points) starting at level 27. For now, you can think of these as 1st level x2 Concordant spells, and I have listed them as such.
Some of these abilities don't do much unless you have another class. For example, several deal with your summons, to use them you need a way of summoning something.
This class (of course) gets "All Warrior" abilities, such as the ability to weapon specialize (as a Warrior).

[PC1] Warrior Group Classes


Captain (SFB) Spells

Level Field Spell
1 Command Can identify and operate any TechL=LVL or lower technological device.
1 Defense Can interpose self in front of any and everyone in your group, you take double damage though
1 Engineering Your items that use charges use only half the number of charges (retain fractions)
1 Helm/Nav. 0, while moving: Leave a group without generating any parting shots.
1 Medic 1P, 1/d: Deal 1 idmg to a target with at least 1 max ihp (his current hp total can be lower)
1 Pers.Combat Your summons gain XP (possibly levels) in the dungeon.
1 Psionic 1M, 1/t: Target charmed creature is a friend and will not betray you, don't need the charm effect.
1 Science Eidetic Memory, can "download" your thoughts/memories to computers
1 Weapons No range penalties; Can shoot bows in your group without penalty
2 Command Your summons and familiars can never betray you, regardless of what happens.
2 Defense If you set off a Trap or Trick, there is a 50% chance it will fizzle and do nothing (and is removed)
2 Engineering You can trade spells between your spell progressions and PSPs between psionic pools.
2 Helm/Nav. Can move in reverse as fast as you can move forward.
2 Medic 0, 1/r: Cure or Cause 1d6 hp to one target
2 Pers.Combat Need not breathe; Fly LVL" (C)
2 Psionic 1M, 1V, 1/t: Move to another group. You are simultaneously in 2 groups (your old and your new)
2 Science Troll-like regen 1 hp/s; True Seeing; Far Seeing (Eagle Eye Vision)
2 Weapons 0, 2 attacks with a weapon: Do 1 attack, it is Permanent hp of damage
3 Command 1N, 1/d: Remove a Hold, Stun, Paralysis, Domination, or Magic Jar effect on yourself.
3 Defense 1N, 1/t: Put an effect back up that you just dropped for a 0 action (has to be done within 1r).
3 Engineering 0 or 1D, 1/t: Ignore a Sharpness or Vorpal effect.
3 Helm/Nav. Roll 1d6+6 for initiative instead of 1d12.
3 Medic 0, 2 attacks with a weapon: Do 1 attack, if hits, causes 1d3 negative levels (no save)
3 Pers.Combat Your summons have "1S: 10*LVL damage (random element) to 1 target." (LVL=your level)
3 Psionic You are allowed to have 2 of the same familiar or Specialty God pick, they fully stack
3 Science You get the opportunity to use an extra action in response to a nasty effect; Resist Time
3 Weapons 0: Ignore the phrase "Cannot be targetted" for someone.
4 Command Charm spells cannot be used by enemies in the room (x1 Special)
4 Defense Immune Telekinesis
4 Engineering You can sell items anywhere, divide price by 1d6. You can buy normal items anywhere.
4 Helm/Nav. You have a 50% chance of taking only half damage from gross effects (like fireballs)
4 Medic Grant a person one Captain spell slot you have (any SL).
4 Pers.Combat 1V, 1/d: Counter an effect that would cause someone to kill themself.
4 Psionic You have two hit point totals, your second hp total is 10, need both to drop before dropping
4 Science 1M, 1/d: Research a new spell using the spell research rules (doesn't cost Background Pts.)
4 Weapons Roll 1d30-5 or 1d10+5 to hit (your choice; <=1 is auto-miss, >=20 is auto-hit)
5 Command Wishoid for two SL 1-4 Concordant (x1) spells.
5 Defense Your shields (items) protect you all-around (this lets you effectively wear a shield on the back).
5 Engineering 1N, 1/reset: Retroactively buy a magic item from the magic shop.
5 Helm/Nav. Immune Boulders, Gas, Space-Time Discontinuities
5 Medic 0, 1/d: Mass Heal
5 Pers.Combat 0, 1/t: Set a trap that does 35 damage to a group if anyone tries to enter or leave
5 Psionic Immune to the weird psionic effects of the T'kan Energy Barrier
5 Science Considered 1 multiplier higher with one specific effect (by name)
5 Weapons You are allowed to backstab a target twice, backstabbing costs ½0 action to use.
L.O. 1 (11) Command Can lie even under Detect Lie / Truthear / Ring of Truth; 1M: Force someone to roll a (100-Wis)% chance they will believe what you say, no matter how outrageous.
L.O. 1 (11) Defense 0, 1/t: One of your BlahR's can be used as another BlahR type, you can't use X or G, but any number of a's in front are allowed.
L.O. 1 (11) Engineering Resist damage, Resist all [C] section effects, Resist beneficial healing effects (can't choose to "not use" this resistance, you can drop this entire effect with 1F action)
L.O. 1 (11) Helm/Nav. ¼V: Move from one group to another group within LVL feet
L.O. 1 (11) Medic 0, 1/r: Cureall
L.O. 1 (11) Pers.Combat 1M, 1/d: Call a level=LVL/2 Beast Rider mount for yourself.
L.O. 1 (11) Psionic 1M: Clairvoyance+Clairaudience+Clairnasience, same plane, doesn't cause "ears burning"
L.O. 1 (11) Science You can physically attack even while under Sanctuary / Pro. Evil / Astral Projection / etc., the effect doesn't "see" that you attacked (and isn't reduced)
L.O. 1 (11) Weapons Ignore WR, iWR, aWR, iaWR, +needed to hit, DR, iDR, displacement, planar displacement, pro. weapons, immunity to matter, skins of all types, inertial barrier

[PC1] Warrior Group Classes


Cascade Rammer / Dragon Cleaver

Level KXP
Spells
1 0 (none)
2 3 (none)
3 6 (none)
4 12 (none)
5 24 (none)
6 48 (none)
7 100 (none)
8 200 (none)
9 400 (none)
10 800 (none)
11 1200 (none)
12 1600 (none)
13 2000 (none)
14 2400 (none)
15 2800 (none)
16 3200 (none)
17 3600 (none)
18 4000 (none)
19 4400 (none)
20 4800 (none)
21 5200 (none)
22 5600 (none)
23 6000 (none)
24 6400 (none)
25 6800 (none)
26 7200 (none)
27 7600 (none)
28 8000 (none)
29 8400 (none)
30 8800 (none)
31 9200 (none)
32 9600 (none)
33 10000 (none)
34 10400 (none)
35 10800 (none)
36 11200 (none)
TH Saves
PD RS PP BW Sp Fo Re Wi
+1  5  4  6  2  3  0  2  0
+3  6  4  6  3  4  1  3  0
+5  6  5  6  3  4  1  3  0
+7  6  5  7  3  5  1  4  1
+9  6  6  7  3  5  2  4  1
+11  7  6  7  4  6  2  5  1
+13  7  7  7  4  6  3  5  2
+15  7  7  8  4  7  3  6  2
+17  7  8  8  4  7  3  6  2
+19  8  8  8  5  8  4  7  3
+21  8  9  8  5  8  4  7  3
+23  8  9  9  5  9  5  8  3
+25  8 10  9  5  9  5  8  4
+27  9 10  9  6 10  5  9  4
+29  9 11  9  6 10  6  9  4
+31  9 11 10  6 11  6 10  5
+33  9 12 10  6 11  7 10  5
+35 10 12 10  7 12  7 11  5
Requisites: Str 16, Dex 14, Con 15
Alignment: any
HD/level: d12
Weapon Prof.: 6+level*2
To Hit Table: 2xWar
Save Table: Rog
Reference: DM
Groups: Warrior, Overt
 
Cascade Rammer:
Gets Barbarian Str, Exceptional Dex, and Barbarian Con.
Weapon Specialization uses "Spec Barbarian" line for number of attacks.
You may melee things that aren't in your group (you have 10*LVL' reach).
Level 1 ¶: Cascade Ram: 1P: Do (LVL+2)/2 melee attacks to a group (overwrites your normal # attacks, and it's irrelevant how many arms / weapons you have).
Level 1 ¶: 1V, take 1/4 your max hp as damage: Deal 1/2 your max hp as damage to one target (no save, aWR to resist).
Level 1: 1bV: Interpose yourself in front of an attack sequence.
Level 9: 1bV: Spell/Psionic Interpose yourself in front of a spell or psionic power (you become the target, if it's an area, you become the center).
Dragon Cleaver:
Gets Barbarian Str, Barbarian Dex, and Exceptional Con.
Weapon Specialization uses "Spec Barbarian" line for number of attacks.
You have +LVL instances of Tactical Movement (you may move to 1+LVL groups of targets with a single V action).
Level 1 ¶: Dragon Cleave: As per the epic feat; if you use a melee attack and kill (put below 0 hp) a target, you gain +1 attack.
Level 1 ¶: On a natural roll of 20-LVL/2 or greater with a melee attack, you Sharpness the target.
Level 1: Flying LVL*3" (C) and Immune to Breath Weapons.
Level 9: You deal x(LVL-7) dmg vs. Size G or larger targets.

[PC1] Warrior Group Classes


Cavalier-Paladin1

Level KXP Priest
123 4
1 0 --- -
2 3 --- -
3 6 --- -
4 13 --- -
5 25.85 --- -
6 48.7 --- -
7 103.5 --- -
8 189 --- -
9 372 1-- -
10 730 2-- -
11 1110 21- -
12 1490 22- -
13 1870 221 -
14 2250 321 -
15 2630 321 1
16 3010 332 1
17 3390 333 1
18 3770 333 1
19 4150 333 2
20 4530 333 3
21 4910 433 3
22 5290 443 3
23 5670 444 3
24 6050 444 4
25 6430 544 4
26 6810 554 4
27 7190 555 4
28 7570 555 5
29 7950 655 5
30 8330 665 5
31 8710 666 5
32 9090 666 6
33 9470 766 6
34 9850 776 6
35 10230 777 6
36 10610 777 7
TH Saves
PD RS PP BW Sp Fo Re Wi
+0  4  2  3  1  1  1  1  0
+1  5  2  4  2  1  1  1  0
+2  5  3  4  3  2  2  2  1
+3  6  4  5  4  3  2  2  1
+4  7  5  6  5  4  3  2  1
+5  8  5  7  6  4  3  3  2
+6  8  6  7  7  5  4  3  2
+7  9  7  8  8  6  4  4  2
+8 10  8  9  9  7  5  4  3
+9 11  8 10 10  7  5  4  3
+10 11  9 10 11  8  6  5  3
+11 12 10 11 12  9  6  5  4
+12 13 11 12 13 10  7  6  4
+13 14 11 13 14 10  7  6  4
+14 14 12 13 14 11  8  6  5
+15 14 12 14 14 11  8  7  5
+16 14 13 14 14 12  9  7  5
+17 15 13 14 14 12  9  8  6
Requisites: Str 15, Dex 15, Con 15, Int 10, Wis 13, Chr 17
Alignment: LG
HD/level: d12
Weapon Prof.: 5+level/2
To Hit Table: War
Save Table: War
Reference: UA1
Groups: Warrior
 
Level 1: Pick weapon of choice; are considered 5 levels higher for # of Attacks purposes.
Level 1: +1 to hit per 6 levels (round up) with mounted lance, and +1 damage per level with lance.
Level 1: Free Riding (land-based) proficiency (1 slot).
Level 1: Immune to Fear; Protection from Fear 10'r
Level 1: Resistance of 23+2*level % versus the following effects: Beguiling, Charm, Domination, Hold, Hypnosis, Magic Jar, Possession, Sleep, Suggestion, and Psionic/Mind Blast.
Level 1: Can operate at negative hit points equal to 1st lvl Cavalier hp total. (Cannot be offensive in this state)
Level 1: Effective Chr with warriors of lesser level than the cavalier is increased by the level difference (maximum bonus = 5).
Level 1: May shatter a magical, psionic, or innate effect that is currently running. It requires 10 dmg per spell level of the effect to shatter it. This doesn't require a Holy Avenger.
Level 1: Detect Evil (Range 60', requires 1 mental action) as the spell, except the evil creature must have evil intent in order to be picked up as an evil creature. This may done as often as the paladin wishes.
Level 1: Immunity to all forms of natural (non-magical) disease.
Level 1: Lay on Hands: Cure 2 hit points per level (Range T, uses 1 mental), once per day. This curing ability may be divided between two or more creatures, and does function on outer planar targets.
Level 1: Cure Disease: can be done once per week per 5 levels (round up).
Level 1: Protection from Evil 10'r (continuous, but may be lowered).
Level 1: Turn Undead as a cleric of 2 levels lower.
Level 1: +3 on all saving throws; not cumulative with paladin, cavalier, or knight bonus.
Level 1: +2 saves vs. Illusions (is cumulative with +3 save ability above)
Level 1: Cannot retain more than 10 magic items (2 armor, 4 weapons, 4 any). (Ignore this restriction)
Level 1: 10% of all treasure must be given to a religious institution (this is called the tithe). Leftover wealth not spent is also donated. (Ignore this restriction)
Level 1: If holding a Holy Avenger, +10*N% MR (where N is the weapons TH bonus) and can Dispel Magic
Level 3: Effective Charisma with lower level warriors increased by level-1.
Level 3: +1 to hit per 3 levels (round down) with any one type of sword (Cavalier's choice).
Level 3: +1 Str, Dex, or Con (replaces percentage rules)
Level 4: Weapon of Choice: The PC selects one weapon (which he does not have to specialize in), and the Cavalier is considered 3 levels higher for purposes of number of attacks per round. This must be a melee weapon.
Level 4: The paladin may call upon a special war horse (which is treated as a mage's familiar). Possible mounts include the following: War Horse, Pegasus/Unicorn, Dragon Horse, Dragon, Opinicus, and Ki-Rin.
It takes 17-24 hours for the mount to arrive, and the Hit Dice of the mount cannot be higher than the paladin's level. If the mount is lost, another can be called after the paladin spends 1 week praying (but no more than 2 mounts can be employed in a single decade).
Level 5: +1 to hit per 5 levels (round down) with mace, flail, or military pick (Cavalier's choice).
Level 6: +1 Str, Dex, or Con, must be a different stat from the one picked at Level 3
Level 7: Free Riding (air-based) proficiency (1 slot).
Level 9: +1 Str, Dex, or Con, the last stat not picked from the Level 3 and Level 6 picks.
Level 9: Automatically gains 1 XP per year per follower if sets up a stronghold.

[PC1] Warrior Group Classes


Cavalier1

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

[PC1] Warrior Group Classes


Cerebral Knight2

Level KXP Psi2
mMG S
1 0 3-- -
2 2.9 3-- -
3 5.8 5-- -
4 11.6 5-- -
5 23.2 7-- -
6 46.4 7-- -
7 92.8 91- -
8 185.6 91- -
9 371.2 A1- -
10 600 A1- -
11 1000 B2- -
12 1400 B2- -
13 1800 C2- -
14 2200 C2- -
15 2600 D3- -
16 3000 D3- -
17 3400 E31 -
18 3800 E31 -
19 4200 F41 -
20 4600 F41 -
21 5000 G41 -
22 5400 G41 -
23 5800 H52 -
24 6200 H52 -
25 6600 I52 -
26 7000 I52 -
27 7400 J62 -
28 7800 J62 -
29 8200 K63 -
30 8600 K63 -
31 9000 L73 -
32 9400 L73 -
33 9800 M73 -
34 10200 M73 -
35 10600 N84 1
36 11000 N84 1
TH Saves
PD RS PP BW Sp Fo Re Wi
+0  5  3  8  2  3  1  0  1
+1  5  4  8  2  3  1  0  2
+2  6  4  8  3  4  2  0  2
+3  6  5  8  3  4  2  1  3
+4  6  5  9  3  4  2  1  3
+5  6  6  9  4  5  3  1  4
+6  7  6  9  4  5  3  2  4
+7  7  7  9  4  5  4  2  5
+8  7  7 10  5  6  4  2  5
+9  7  8 10  5  6  4  3  6
+10  8  8 10  5  6  5  3  6
+11  8  9 10  6  7  5  3  7
+12  8  9 11  6  7  6  4  7
+13  8 10 11  6  7  6  4  8
+14  9 10 11  7  8  6  4  8
+15  9 11 11  7  8  7  5  9
+16  9 11 12  7  9  7  5  9
+17  9 12 12  8  9  8  5 10
Requisites: Str 9, Con 9, Int 9, Wis 9
Alignment: any
HD/level: +d10
Weapon Prof.: 3+level/2
To Hit Table: War
Save Table: Psi
Reference: DM
Groups: Warrior
 
Psionic Strength = (Wis+Int+Con)*2-60+(Wis-10)*level
Gains Psi2 abilities at half the Cerebral Knight's level (round up).
"Casting Level" is the Cerebral Knight's level minus 1.
Level 1+: Knights get all the special abilities of fighters. Any fighter may at the end of a gaming session switch to the knight class (as long as he qualifies due to Chr). There is no adjustment in level as both the fighter and knight classes use the "Ftr" XP advancement. If a character ever loses knighthood, he cannot gain it back for 1 year (unless it was an alignment drift that was corrected in one session).
Level 1: A knight may request any other knight, paladin, or cavalier to give him sanctuary in their castle or stronghold. Unless the Good-Evil axis of the two warriors are in opposition, the castle/stronghold owner must agree to give the knight food, drink, clothing, and shelter for at least 3 days, and cannot challenge him for that period of time. If the knight challenges the owner or has attacked him in the past, this benefit is lost.
Level 1: A knight may align himself with a prince, king, emporer, or lord (9th level warrior or higher). He is then provided all the necessities of life for free for the return of his services should the land be attacked. In addition, the knight may request a number of retainers (usually 0 level men-at-arms) equal to his level at no cost.
Level 1: If a call to arms is sounded for a force comparable to the knight's alignment, the knight must respond or lose knight status.
Level 1: +1 to hit with lances, swords, maces, and flails.
Level 1: +1 on all saving throws; not cumulative with cavalier or paladin bonus.
Level 4: Weapon of Choice: A knight may select any one weapon and be considered three levels higher for purposes of how many attacks per round he has.
Level 4: Effective Charisma with warriors of lesser level than the knight is increased by 1 per 4 levels of the knight (round down, limit=9 at 36th). The fighter bonus is used instead for those levels where it is higher.
Level 4: The Knight may call upon a special war horse as a paladin does.

[PC1] Warrior Group Classes


Choicer (Random Warrior #474063)

Level KXP
Spells
1 0 (none)
2 2 (none)
3 6 (none)
4 13 (none)
5 26 (none)
6 48 (none)
7 84 (none)
8 148 (none)
9 261 (none)
10 473 (none)
11 690 (none)
12 911 (none)
13 1137 (none)
14 1367 (none)
15 1601 (none)
16 1839 (none)
17 2082 (none)
18 2346 (none)
19 2615 (none)
20 2890 (none)
21 3170 (none)
22 3456 (none)
23 3747 (none)
24 4045 (none)
25 4350 (none)
26 4661 (none)
27 4979 (none)
28 5304 (none)
29 5636 (none)
30 5976 (none)
31 6324 (none)
32 6680 (none)
33 7044 (none)
34 7417 (none)
35 7798 (none)
36 8189 (none)
TH Saves
PD RS PP BW Sp Fo Re Wi
+1  4  2  3  1  1  1  1  0
+1  5  2  4  2  1  1  1  0
+2  5  3  4  3  2  2  2  1
+3  6  4  5  4  3  2  2  1
+3  7  5  6  5  4  3  2  1
+4  8  5  7  6  4  3  3  2
+5  8  6  7  7  5  4  3  2
+5  9  7  8  8  6  4  4  2
+6 10  8  9  9  7  5  4  3
+7 11  8 10 10  7  5  4  3
+7 11  9 10 11  8  6  5  3
+8 12 10 11 12  9  6  5  4
+9 13 11 12 13 10  7  6  4
+9 14 11 13 14 10  7  6  4
+10 14 12 13 14 11  8  6  5
+11 14 12 14 14 11  8  7  5
+11 14 13 14 14 12  9  7  5
+12 15 13 14 14 12  9  8  6
Requisites: Str 14, Dex 14, Wis 16
Alignment: L any
HD/level: d6
Weapon Prof.: 10+level/9
To Hit Table: Ftr0
Save Table: War
Reference: DM Random, Rian 12/08/07
Groups: Warrior, Random
 
Each Level : The DM rolls a Monster Summoning result of DL=LVL/3 (round up). You gain the racial abilities of what the DM rolls. (You don't actually summon anything, the roll is just to determine what you get.)
Level 1: +1 weapon proficiency per level, which can only be used to become proficient (not specialized) in a weapon.
Level 1: A knight may request any other knight, paladin, or cavalier to give him sanctuary in their castle or stronghold. Unless the Good-Evil axis of the two warriors are in opposition, the castle/stronghold owner must agree to give the knight food, drink, clothing, and shelter for at least 3 days, and cannot challenge him for that period of time. If the knight challenges the owner or has attacked him in the past, this benefit is lost.
Level 1: Can take Improved Two-Weapon Fighting feat even if doesn't have prerequisites.
Level 1: Pick weapon of choice; are considered 5 levels higher for # of Attacks purposes.
Level 1: Rolls 1d30-10 for proficiency checks.
Level 2: Your items that use charges use only half the number of charges (retain fractions)
Level 4: Effective Charisma with warriors of lesser level than the knight is increased by 1 per 4 levels of the knight (round down, limit=9 at 36th). The fighter bonus is used instead for those levels where it is higher.
Level 4: Weapon of Choice: The PC selects one weapon (which he does not have to specialize in), and the Cavalier is considered 3 levels higher for purposes of number of attacks per round. This must be a melee weapon.
Level 6: Gain one 1st level apprentice per level.
Level 6: Roll 1d6+6 for initiative instead of 1d12.
Level 6: Your mount may fly at it's ground speed rate. (Note that Flying isn't listed on the Mount table for DL 4+ mounts, but most already have it.)
Level 9: Can build a freehold and attract followers.
Level 9: Can make existing items into Items of Quality, it takes 1 hour per item.
Level 12: Can transfer 1/10 of total XP to one of the fighter's children upon natural (mental aging) death.
Level 12: If you need a 2 or less to hit a target, you may attack it twice for each attack.
Level 15: Get another normal familiar (total 5).

[PC1] Warrior Group Classes


Combatlord

Level KXP Battlelord Warlord
123 456 78 [24]
1 0 -1- --- -- [--]
2 1.5 --- 1-- -- [--]
3 4.5 --- 2-- -- [--]
4 13.5 --- 3-- -- [--]
5 40.5 --- 3-- -½ [--]
6 121.5 --- 3-- -1 [--]
7 364.5 --- 4-- -1 [--]
8 750 --- 4-- -2 [--]
9 1350 --- 5-- -2 [--]
10 1950 --- 5-- -3 [--]
11 2550 --- 6-- -3 [--]
12 3150 --- 6-- -4 [--]
13 3750 --- 7-- -4 [--]
14 4350 --- 7-- -5 [--]
15 4950 --- 8-- -5 [--]
16 5550 --- 8-- -6 [--]
17 6150 --- 9-- -6 [--]
18 6750 --- 9-- -6 [½-]
19 7350 --- 9-- -6 [1-]
20 7950 --- A-- -6 [1-]
21 8550 --- A-- -7 [1-]
22 9150 --- A-- -7 [1½]
23 9750 --- A-- -7 [11]
24 10350 --- A-- -8 [11]
25 10950 --- A-- -8 [12]
26 11550 --- A-- -9 [12]
27 12150 --- A-- -9 [13]
28 12750 --- A-- -A [13]
29 13350 --- A-- -A [14]
30 13950 --- A-- -A [-2]
31 14550 --- A-- -A [-2]
32 15150 --- A-- -A [-3]
33 15750 --- A-- -A [-3]
34 16350 --- A-- -A [-4]
35 16950 --- A-- -A [-4]
36 17550 --- A-- -A [-5]
TH Saves
PD RS PP BW Sp Fo Re Wi
+1  4  2  3  1  1  1  1  0
+3  5  2  4  2  1  1  1  0
+5  5  3  4  3  2  2  2  1
+7  6  4  5  4  3  2  2  1
+9  7  5  6  5  4  3  2  1
+11  8  5  7  6  4  3  3  2
+13  8  6  7  7  5  4  3  2
+15  9  7  8  8  6  4  4  2
+17 10  8  9  9  7  5  4  3
+19 11  8 10 10  7  5  4  3
+21 11  9 10 11  8  6  5  3
+23 12 10 11 12  9  6  5  4
+25 13 11 12 13 10  7  6  4
+27 14 11 13 14 10  7  6  4
+29 14 12 13 14 11  8  6  5
+31 14 12 14 14 11  8  7  5
+33 14 13 14 14 12  9  7  5
+35 15 13 14 14 12  9  8  6
Requisites: Str 23, Dex 17, Con 19,
Class slots 3
Alignment: any
HD/level: & 2d4
Weapon Prof.: 7+level
To Hit Table: 2xWar
Save Table: War
Reference: DM {Reduced Warlord}
Groups: Warrior, Concordant (x1)
 
Gets Extra-Barbarian Str, Dex, or Con. [ bonus = (Stat-16)*5/2 ]
Combatlords get 2nd, 4th, and 8th level spells, but not other level numbers. (This is done to make Battlelord spells be of the proper SL when other classes use a "Wish" type effect to emulate a Battlelord spell.). They also get Warlord spells starting at level 18.
There are three places where the spell progression is listed as "½". This is not half a spell, this is a spell at 1/2 your CL or LVL for effectiveness (round down).
Battlelord spells are selected once. You pick them, cast them (using 1M) and they do their effect permanently, using up that spell slot permanently. You can change your Battlelord spells during reset.
Level 2: Get another Extra-Barbarian Stat.
Level 7: Get another Extra-Barbarian Stat.

[PC1] Warrior Group Classes


Battlelord Spells

Level # Spell
2 * 1 * +LVL V actions (this is an obvious spell that can be downgraded from a 4th or wished for)
4 1 +LVL TH
4 2 +CL dmg
4 3 +CL AC
4 4 +LVL saves
4 5 +LVL P actions
4 6 +CL*2 max hp
4 7 +CL B actions
4 8 +LVL set Str. Hold Str.
4 9 +LVL set Dex. Hold Dex.
4 10 +LVL set Con. Hold Con.
8 1 +1 iTH with one attack per P action, if your Battlelord level is at least 6 (24 wishes if non-Battlelord)
8 2 +1 idmg with one attack per P action, if your Battlelord level is at least 4 (16 wishes if non-Battlelord)
8 3 +LVL to CL for 4th level Warlord spells
8 4 +CL% iBR (irreducible BlahR = iRMPIR)
8 5 +LVL M actions
8 6 +1 max ihp, if your Battlelord is at least 5 (20 wishes if non-Battlelord)
8 7 +CL C actions
Warlord 2 (12) 1 * +WCL QV actions (infinitely quick V actions) (this is an obvious spell that can be downgraded from a 4th or wished for)
Warlord 4 (14) 1 +WL iTH
Warlord 4 (14) 2 +WCL idmg
Warlord 4 (14) 3 +WCL iAC
Warlord 4 (14) 4 +WL isaves
Warlord 4 (14) 5 +WCL QP actions (infinitely quick P actions)
Warlord 4 (14) 6 +WCL ihp
Warlord 4 (14) 7 +WL X actions
Warlord 4 (14) 8 +25*WCL set Str. Hold Str.
Warlord 4 (14) 9 +25*WCL set Dex. Hold Dex.
Warlord 4 (14) 10 +25*WCL set Con. Hold Con.

[PC1] Warrior Group Classes


Commoner3

Level KXP
Spells
1 0 (none)
2 5 (none)
3 15 (none)
4 30 (none)
5 50 (none)
6 75 (none)
7 105 (none)
8 140 (none)
9 180 (none)
10 225 (none)
11 275 (none)
12 330 (none)
13 390 (none)
14 455 (none)
15 525 (none)
16 600 (none)
17 680 (none)
18 765 (none)
19 855 (none)
20 950 (none)
21 1050 (none)
22 1155 (none)
23 1265 (none)
24 1380 (none)
25 1500 (none)
26 1625 (none)
27 1755 (none)
28 1890 (none)
29 2030 (none)
30 2175 (none)
31 2325 (none)
32 2480 (none)
33 2640 (none)
34 2805 (none)
35 2975 (none)
36 3150 (none)
TH Saves
PD RS PP BW Sp Fo Re Wi
+0  4  2  3  1  1  1  1  0
+1  5  2  4  2  1  1  1  0
+1  5  3  4  3  2  2  2  1
+2  6  4  5  4  3  2  2  1
+2  7  5  6  5  4  3  2  1
+3  8  5  7  6  4  3  3  2
+3  8  6  7  7  5  4  3  2
+4  9  7  8  8  6  4  4  2
+4 10  8  9  9  7  5  4  3
+5 11  8 10 10  7  5  4  3
+5 11  9 10 11  8  6  5  3
+6 12 10 11 12  9  6  5  4
+6 13 11 12 13 10  7  6  4
+7 14 11 13 14 10  7  6  4
+7 14 12 13 14 11  8  6  5
+8 14 12 14 14 11  8  7  5
+8 14 13 14 14 12  9  7  5
+9 15 13 14 14 12  9  8  6
Requisites: Con 0
Alignment: any
HD/level: d4
Weapon Prof.: 1+level/9
To Hit Table: +level/2
Save Table: War
Reference: DMG3-38
Groups: Warrior
 
Level 9: Divide the cost of all General equipment (from [E1]) by (LVL-7).

[PC1] Warrior Group Classes


Companion3

Level KXP War/Wiz/Pri
123 456 789
1 0 1-- --- ---
2 10 2-- --- ---
3 30 3-- --- ---
4 60 31- --- ---
5 100 32- --- ---
6 150 33- --- ---
7 210 331 --- ---
8 280 332 --- ---
9 360 333 --- ---
10 450 333 1-- ---
11 550 333 2-- ---
12 660 333 3-- ---
13 780 333 31- ---
14 910 333 32- ---
15 1050 333 33- ---
16 1200 333 331 ---
17 1360 333 332 ---
18 1530 333 333 ---
19 1710 333 333 1--
20 1900 333 333 2--
21 2100 333 333 3--
22 2310 333 333 31-
23 2530 333 333 32-
24 2760 333 333 33-
25 3000 333 333 331
26 3250 333 333 332
27 3510 333 333 333
28 3780 444 333 333
29 4060 444 444 333
30 4350 444 444 444
31 4650 555 444 444
32 4960 555 555 444
33 5280 555 555 555
34 5610 666 555 555
35 5950 666 666 555
36 6300 666 666 666
TH Saves
PD RS PP BW Sp Fo Re Wi
+1 14 12 13 14 11  8  6  5
+2 14 12 14 14 11  8  7  5
+3 14 13 14 14 12  9  7  5
+5 15 13 14 14 12  9  8  6
+6 15 14 14 14 13 10  8  6
+7 15 14 15 15 13 10  8  6
+8 15 14 15 15 14 11  9  7
+10 15 14 15 15 14 11  9  7
+11 15 14 15 15 15 12 10  7
+12 15 14 15 15 15 12 10  8
+13 15 15 15 15 15 13 10  8
+15 15 15 15 15 15 13 11  8
+16 16 15 15 15 15 14 11  9
+17 16 15 15 15 15 14 12  9
+18 16 15 16 15 15 15 12  9
+20 16 15 16 15 15 15 12 10
+21 16 16 16 15 15 16 13 10
+22 16 16 16 15 15 16 13 10
Requisites: Str 15, Dex 10, Int 10, Wis 10
Alignment: any
HD/level: ++++++++++++++d0 (see below)
Weapon Prof.: 5+level/9
To Hit Table: +level*5/4
Save Table: War +14 levels
Reference: DM {Planeshifted Uncommoner3}
Groups: Warrior, Custom
 
This XP table is the "10 times 3rd edition" version, and cannot be downgraded (to the Fighter2 XP overwrite rule).
 
You get 15 instances of normal Con bonus at level 1 (with nothing from the hit dice themselves, since they are d0's). You cannot get better than normal Con bonus to hit points with this class. If you have no Con bonus, give yourself 6 hp instead. This class does not give any more hit dice until level 15. Starting at level 15, the class gives 1d0 HD per level (again, with only normal Con bonus allowed).
 
Gets Barbarian Str and Exceptional Dex.
 
May specialize just like any other Warrior, but you read 14 levels higher on the number of attacks chart (confirmed: *fourteen* levels; this is not a typo). Effects that add to your level for number of attacks (e.g. Speed proficiency) do not function for you.
 
May cast Warrior, Wizard, or Priest spells. Can never have a stat bonus to this progression. Has access to all schools and spheres, but can never be specialized in a school or Grand in a sphere.
You have a set Caster Level (CL) with spells of 14+LVL (e.g. at level 1 your CL is 15, not 1). Since this is a set CL, effects that add to CL do not function for you (unless it adds to "set CL", which is extraordinarily rare).
 
Level 1: +3 Nonweapon proficiencies or +1 Feat per level.
Level 1: May have an Animal Companion.
Level 1: One free slot in Weapon Mastery (a half plus to hit or damage with a particular weapon) per level; which stacks with specialization and/or Martial Arts.
Level 3 (and every level divisible by 3): Gain an "Any Rogue" pick of this level minus 2 (e.g. at Level 6 you get an "Any Rogue 4" pick). You have LVL*2+28 points in that Rogue ability (beyond stat and base).
Level 15: +12 to HNCL for purposes of qualifying for Concordant classes.
Level 15: This is a reminder that you start getting Hit Dice from this class again (see above).

[PC1] Warrior Group Classes


Crimson Seeker1JG

Level KXP Psi1
Powers
1 0 (special)
2 1.2 (special)
3 2.4 (special)
4 4.8 (special)
5 9.6 (special)
6 19.2 (special)
7 38.4 (special)
8 76.8 (special)
9 153.6 (special)
10 393.6 (special)
11 633.6 (special)
12 873.6 (special)
13 1113.6 (special)
14 1353.6 (special)
15 1593.6 (special)
16 1833.6 (special)
17 2073.6 (special)
18 2313.6 (special)
19 2553.6 (special)
20 2793.6 (special)
21 3033.6 (special)
22 3273.6 (special)
23 3513.6 (special)
24 3753.6 (special)
25 3993.6 (special)
26 4233.6 (special)
27 4473.6 (special)
28 4713.6 (special)
29 4953.6 (special)
30 5193.6 (special)
31 5433.6 (special)
32 5673.6 (special)
33 5913.6 (special)
34 6153.6 (special)
35 6393.6 (special)
36 6633.6 (special)
TH Saves
PD RS PP BW Sp Fo Re Wi
+0  5  3  8  2  3  1  0  1
+1  5  4  8  2  3  1  0  2
+2  6  4  8  3  4  2  0  2
+3  6  5  8  3  4  2  1  3
+4  6  5  9  3  4  2  1  3
+5  6  6  9  4  5  3  1  4
+6  7  6  9  4  5  3  2  4
+7  7  7  9  4  5  4  2  5
+8  7  7 10  5  6  4  2  5
+9  7  8 10  5  6  4  3  6
+10  8  8 10  5  6  5  3  6
+11  8  9 10  6  7  5  3  7
+12  8  9 11  6  7  6  4  7
+13  8 10 11  6  7  6  4  8
+14  9 10 11  7  8  6  4  8
+15  9 11 11  7  8  7  5  9
+16  9 11 12  7  9  7  5  9
+17  9 12 12  8  9  8  5 10
Requisites: Str 14, Dex 14
Alignment: any
HD/level: d10
Weapon Prof.: 3+level
To Hit Table: War
Save Table: Psi
Reference: FGE1JG
Groups: Warrior
 
Level 1: Can use a limited number of Psi1 powers. Get 1 "progression point" per level; it costs 1 progression point for a minor, 4 for a major, 9 for a grand (cannot get supers). You may change your progression each reset. PSPs are as per Psi1A class.
Level 1: +LVL dmg.
Level 3: +LVL/3 AC.
Level 4: Soul Armour: 1M, X*10 PSPs: +X AC and +X dmg for this turn. Automatically Energy Control X HD per effect.
Level 5: Scarlet Seeker: Can pick a Specialty God as if a Priest (see [PC3]), but can wear only non-bulky armor (even if in a campaign where armor restrictions are not enforced).
Level 5: If using Scarlet Seeker (see Level 5), can: 1M: Summon Aid LVL*5%
Level 6: Scarlet Haze: 1M, 1/d: Double attacks on your next P action. At -4 AC penalty for rest of round.
Level 7: Scarlet Phase: 0, 1/d: Your Psionic Blasts do triple damage vs. Psi1 targets for LVL turns. At -1d4 AC penalty during this time.
Level 8: Can pick a Specialty God as if a Priest (see [PC3]) without the Scarlet Seeker restriction (see Level 5). Does not stack with Scarlet Seeker.
Level 8: 1M: Summon Aid LVL*5%

[PC1] Warrior Group Classes


Darkling2

Level KXP Darkling
124 6 [1]
1 0 1-- - [-]
2 4 2-- - [-]
3 8 3-- - [-]
4 16 31- - [-]
5 32 32- - [-]
6 64 33- - [-]
7 128 43- - [-]
8 256 44- - [-]
9 500 441 - [-]
10 1000 442 - [-]
11 1500 443 - [-]
12 2000 444 - [-]
13 2500 544 - [-]
14 3000 554 - [-]
15 3500 555 - [-]
16 4000 655 - [-]
17 4500 665 - [-]
18 5000 666 - [-]
19 5500 666 1 [-]
20 6000 666 2 [-]
21 6500 666 3 [-]
22 7000 666 4 [-]
23 7500 666 5 [-]
24 8000 666 6 [-]
25 8500 766 6 [-]
26 9000 776 6 [-]
27 9500 777 6 [-]
28 10000 777 7 [-]
29 10500 877 7 [1]
30 11000 887 7 [1]
31 11500 888 7 [1]
32 12000 888 8 [1]
33 12500 988 8 [1]
34 13000 998 8 [1]
35 13500 999 8 [1]
36 14000 999 9 [21]
37 28000 999 9 [22]
38 42000 999 9 [32]
39 56000 999 9 [33]
45 140000 999 9 [66]
54 266000 AAA 9 [99]
63 392000 BBB B [BB]
72 518000 DDD C [CC1]
TH Requisites:
+1 Alignment:
+3 HD/level:
+5 Weapon Prof.:
+7 To Hit Table:
+9 Reference:
+11 Groups:
+13 Complexity:
+15  
+17 Saving Throws:
+19 PPD:
+21 RSW:
+23 PP:
+25 BW:
+27 Spell:
+29 Fort:
+31 Reflex:
+33 Will:
+35  
+37 ]
+39
+41
+43
+45
+47
+49
+51
+53
+55
+57 1
+59 2
+61 3
+63 4
+65 5
+67 6
+69 7
+71
+73
+75
+77
+89
+107
+125
+143
Str 13, Con 15, Wis 15, Chr 16 Barbarian Str, Con, and Chr.
any You may replace the base number of attacks you get with each weapon with CCL/2.
3d5 You may roll 1d30 to hit like a 30th edition class. Automatically hits on a natural 29-30. Automatically misses on a 1.
6+level Level N (every level): +1 Kit.
2xWar Level 1: +1 Limb.
DM {Reduced Dark Lord2} Level 9, 18, 27, 36: +1 Limb.
Warrior, Concordant (x1)
CF=5
 
4+level*2
2+level*2  
3+level*2  
1+level*2  
1+level*2  
4+level*2  
2+level*2  
0+level*2  

[PC1] Warrior Group Classes


Darkling2 Spells (SL=1)

# Spell Effect
1 Damage Threshold DT 108-CL*3 (Damage Threshold; if you take more than 143-CL*3 dmg from a source, you take nothing)
2 Dark Platoon Summon an army of 2^CL DL=(CL+4)/5 Humanoids, Undead, or Henchmen (your choice)
3 Dark Helm +1 Henchmen slot; can have LVL^2 Henchmen in it; divide cost of Henchmen by LVL
4 Evil Dominion Create a x1 Terrain Feature (Continuous any effect of SL 0 to CL/2, or you can Banhammer something that's x1)
5 Physical Enhancement Get +1 additional level of Exceptionalness in Str, Dex, or Con
6 Domination Dominate one target (Will save, CR to resist)

Darkling2 Spells (SL=2)

# Spell Effect
1 Dark Legion Get +1 summon slot (yes, this works with the Dark Army power above)
2 Infuse Can "Barbarian Smash" Artifacts
3 Mind Scanner Capital E Extract (Will save, CR to resist)
4 Misdirect 0, 1/r: Redirect damage from any effect (or attack) to one of your subordinates.
5 Multi Domination Dominate CL/2 targets (Will save, CR to resist)

Darkling2 Spells (SL=4)

# Spell Effect
1 Dark Mount You have a DL=CL/4 Mount
2 Fast Attack +1 IP (Instantaneous P) Action
3 I am somewhat EVIL Wishoid (non-Channeling) for a SL 1-3 Evil Underling spell (force the DM to write one if Evil Underling not written)
4 Battlelord 4 Choose one Battlelord SL=4 spell (this can be taken only once)

Darkling2 Spells (SL=6)

# Spell Effect
1 House of Darkness (cast 1/d) Adds 10'x10' to your House of Darkness, which has a DL=CL/4 Monster Generator.
2 Improved Redirect 0, 1/s: Redirect damage from any effect (or attack) to one of your subordinates.
3 Mass Domination Dominate 1 group (Will save, CR to resist)

Dark Lord2 Spells (SL=11 / CSL=1)

# Spell Effect
1 Damage Threshold DT 72-CCL*2 (Damage Threshold; if you take more than 72-CCL*2 dmg from a source, you take nothing)
2 Dark Army Summon an army of 10^CCL DL=(CCL+3)/4 Humanoids, Undead, or Henchmen (your choice)
3 Dark Helmet :) Get a x1 mirroring of the base XP (with no mods) in the Meat Helm class (costs no class slots)
4 Evil Dominion Create a x2 Terrain Feature (Continuous any effect of SL 0 to CCL, or you can Banhammer something)
5 Physical Enhancement Get +CCL additional levels of Exceptionalness in Str, Dex, or Con (may distribute as you like)
6 Super Domination Dominate one target (no resistance, do not need to actually target him)

[PC1] Warrior Group Classes


Darter0

Level KXP
Spells
1 0 (none)
2 2 (none)
3 4 (none)
4 8 (none)
5 16 (none)
6 32 (none)
7 64 (none)
8 120 (none)
9 240 (none)
10 360 (none)
11 480 (none)
12 600 (none)
13 720 (none)
14 840 (none)
15 960 (none)
16 1080 (none)
17 1200 (none)
18 1320 (none)
19 1440 (none)
20 1560 (none)
21 1680 (none)
22 1800 (none)
23 1920 (none)
24 2040 (none)
25 2160 (none)
26 2280 (none)
27 2400 (none)
28 2520 (none)
29 2640 (none)
30 2760 (none)
31 2880 (none)
32 3000 (none)
33 3120 (none)
34 3240 (none)
35 3360 (none)
36 3480 (none)
TH Saves
PD RS PP BW Sp Fo Re Wi
+1  6  5  4  3  2  1  1  0
+1  6  5  4  3  3  1  1  0
+2  6  5  4  4  3  2  2  1
+3  8  7  6  5  4  2  2  1
+3  8  7  6  5  5  3  2  1
+4  8  7  6  6  5  3  3  2
+5 10  9  8  7  6  4  3  2
+5 10  9  8  7  7  4  4  2
+6 10  9  8  8  7  5  4  3
+7 12 11 10  9  8  5  4  3
+7 12 11 10  9  9  6  5  3
+8 12 11 10 10  9  6  5  4
+9 12 12 11 10  9  7  6  4
+9 12 12 11 10 10  7  6  4
+10 12 12 11 11 10  8  6  5
+11 13 12 12 11 10  8  7  5
+11 13 12 12 11 11  9  7  5
+12 13 12 12 12 11  9  8  6
Requisites: Str 16, Dex 13
Alignment: any
HD/level: d8
Weapon Prof.: 4+level/3
To Hit Table: Ftr0
Save Table: Ftr0
Reference: DM
Groups: Warrior
 
Can use only Darts for weapons. Since you can use only one missile weapon per set of arms, you are limited to punching (without Cestus) or using a shield in the off-hand.
Number of attacks with Darts = LVL+3.
Lizard Man Darts are free for you. They do 1d4 dmg, and critical on 20+/x2. You can still buy other types of Darts if you like.
Level 1: Over Hit: If you hit someone and needed a negative number to hit them (i.e. your TH bonus was greater than his AC), do x1.5 dmg.
Level 4: 1F: Polymorph a weapon (you are holding) into a Dart.
Level 9: 1F: Merge the magical properties of two Darts together.
Variant Class (Daggerer0):
Replace all references of "Darts" to "Daggers".
Number of attacks with Daggers = LVL+2.
Long Daggers are free for you. They do 1d6 dmg, and critical on 19+/x3. You can still buy other types of Daggers if you like.
Variant Class (Shurikener0):
Replace all references of "Darts" to "Shurikens".
Number of attacks with Shurikens = LVL+4.
Barbed Shurikens are free for you. They do 1d2 dmg, and never critical. You can still buy other types of Shurikens if you like.
Shurikens give only half Str bonus on damage, rounded down.

[PC1] Warrior Group Classes


Death Machine

Level KXP
Spells
1 0 (special)
2 12.5 (special)
3 25 (special)
4 50 (special)
5 100 (special)
6 200 (special)
7 350 (special)
8 600 (special)
9 900 (special)
10 1250 (special)
11 2000 (special)
12 3000 (special)
13 6600 (special)
14 8800 (special)
15 11000 (special)
16 13200 (special)
17 15400 (special)
18 17600 (special)
19 19800 (special)
20 22000 (special)
21 24200 (special)
22 26400 (special)
23 28600 (special)
24 30800 (special)
25 33000 (special)
26 35200 (special)
27 37400 (special)
28 39600 (special)
29 41800 (special)
30 44000 (special)
31 46200 (special)
32 48400 (special)
33 50600 (special)
34 52800 (special)
35 55000 (special)
36 57200 (special)
TH Saves
PD RS PP BW Sp Fo Re Wi
+0  8  7  6  3  6  1  2  2
+1  8  7  6  3  7  1  3  3
+2  9  8  6  4  7  2  3  3
+3  9  8  7  4  7  2  4  4
+4 10  9  7  5  8  3  4  4
+5 10  9  7  6  8  3  5  5
+6 11 10  8  7  9  4  5  5
+7 11 10  9  8  9  4  6  6
+8 12 10  9  9  9  5  6  6
+9 12 11 10 10 10  5  7  7
+10 13 11 10 11 10  6  7  7
+11 13 12 11 12 11  6  8  8
+12 13 12 12 13 11  7  8  8
+13 14 13 13 14 11  7  9  9
+14 14 13 13 14 12  8  9  9
+15 14 13 14 14 12  8 10 10
+16 15 14 14 14 13  9 10 10
+17 15 14 14 14 13  9 11 11
Requisites: Str 18, Dex 18, Con 18, Int 18, Wis 18, Chr 18
Alignment: any
HD/level: 2d12
Weapon Prof.: 6+level/2
To Hit Table: War
Save Table: War/Wiz/Pri/Rog
Reference: internet
Groups: Warrior
 
Has abilities (and spell/psi progressions) as per Barbarian, Cavalier, Monk, Paladin, Ranger, Druid, Bard, Thief, Psionicist. Pick 1st or 2nd edition version for each class (cannot pick variant classes such as Monk1S). When picking an "edition number" for this class, you must pick 1 or 2. You cannot "owe stat points" to qualify for this class.
Level 1: Can weapon specialize up to true quadruple (12 half-plusses).
Level 1: +1 bracket lower on the weapon specialization table.
Level 1: One free Kit per level. You cannot pick the same kit more than once.
Level 1: Gets Dex bonus "to hit" with melee weapons.

[PC1] Warrior Group Classes


Demolitionist

Level KXP
Spells
1 0 (none)
2 3 (none)
3 6 (none)
4 12 (none)
5 24 (none)
6 48 (none)
7 96 (none)
8 187.5 (none)
9 375 (none)
10 750 (none)
11 1125 (none)
12 1500 (none)
13 1875 (none)
14 2250 (none)
15 2625 (none)
16 3000 (none)
17 3375 (none)
18 3750 (none)
19 4125 (none)
20 4500 (none)
21 4875 (none)
22 5250 (none)
23 5625 (none)
24 6000 (none)
25 6375 (none)
26 6750 (none)
27 7125 (none)
28 7500 (none)
29 7875 (none)
30 8250 (none)
31 8625 (none)
32 9000 (none)
33 9375 (none)
34 9750 (none)
35 10125 (none)
36 10500 (none)
TH Saves
PD RS PP BW Sp Fo Re Wi
+0  4  2  3  1  1  1  1  0
+1  5  2  4  2  1  1  1  0
+2  5  3  4  3  2  2  2  1
+3  6  4  5  4  3  2  2  1
+4  7  5  6  5  4  3  2  1
+5  8  5  7  6  4  3  3  2
+6  8  6  7  7  5  4  3  2
+7  9  7  8  8  6  4  4  2
+8 10  8  9  9  7  5  4  3
+9 11  8 10 10  7  5  4  3
+10 11  9 10 11  8  6  5  3
+11 12 10 11 12  9  6  5  4
+12 13 11 12 13 10  7  6  4
+13 14 11 13 14 10  7  6  4
+14 14 12 13 14 11  8  6  5
+15 14 12 14 14 11  8  7  5
+16 14 13 14 14 12  9  7  5
+17 15 13 14 14 12  9  8  6
Requisites: Str 10, Dex 12
Alignment: any
HD/level: 2d5
Weapon Prof.: 6+level/2
To Hit Table: War
Save Table: War
Reference: DM
Groups: Warrior, Technology
 
Can always purchase Demolitionist equipment (see below), even if above the tech level of the campaign. If no stores are available in the campaign, can create the equipment himself, but it still requires the same money, and it requires time (1 minute per 10 gp value).
Guns and grenades get Dex bonus to hit, but nothing else. Giving a gun AutoStr does nothing. Giving a gun AutoDex gives it Dex bonus to damage. Specialization and weapon mastery may be added as usual. For number of attacks, specialization uses Sword for 1/1, Dagger for 2/1, and Dart for 3/1 based weapons.
There is no ammo for guns. The cost for grenades is per grenade; if you buy 100, you have "Capital E Enough" of them and do not need to keep track of them.
For damage dice, "1e6" means an "open ended d6" (roll 1d6, if you roll a 6, roll again and add 6). "2m8" means multiply two d8's together (giving a skewed 1-64 range; the average is 20.25). "3m6" means multiply three d6's together (a skewed 1-216 range; the average is 42.875).
Level 1: Identify and operate technological devices up to TechL=LVL.
Level 1: Identify and operate technological weapons of TechL=LVL*2 or lower that are found in the dungeon. This includes Psi8 weapons. Can modify them at a cost of 400 gp per TechL difference.
Level 12: Can purchase non-weapon technological items (such as high-tech armor). This is currently undefined.

[PC1] Warrior Group Classes


Demolitionist Weapons

Weapon Cost [gp] Size #Att Base dmg Critical Notes
Grenade, concussion 280 (each) S 1/1 4d6 [group] none Group is also stunned for 1d4 s (PPD save)
Grenade, EMP 400 (each) S 1/1 dispel [group] none Dispels Technology/Psi8/Psi16 in a group
Grenade, fragmentation 44 (each) S 1/1 3e6 [group] none
Grenade, gravitic 180 (each) S 1/1 60' fall [group] none Group takes 60' of falling (TK/gravity) dmg
Grenade, psionic 100 (each) S 1/1 psi blast [group] none Psi1 Psionic Blast (Psi Blast save as usual)
Grenade, shrapnel 120 (each) S 1/1 5e6 [group] none Damage is of type shards
Grenade, singularity 1300 (each) S 1/1 15d6 [group] 20/x10 Creates a miniature black hole for 1s
Grenade, smoke 10 (each) S 1/1 smoke [group] none Makes smoke (group cannot see and is under cover)
Grenade, sonic pulse 54 (each) S 1/1 3d6 [group] none Group is also deaf (Fort save)
Grenade, tangler 30 (each) S 1/1 web [group] none As per a Web spell
Grenade, tear gas 20 (each) S 1/1 tear gas [group] none PPD save or nauseated (-10 all actions) for 1d20 s
Grenade, thermite 29 (each) S 1/1 2d6 [group] none x5 dmg vs. items/structures
Grenade, white phosphorus 39 (each) S 1/1 2d6 [group] none Group takes 1e6 dmg /s for 1d10 s
Grenade launcher, medium 2000 M 1/1 (grenade) (grenade) Longer range with grenades.
Grenade launcher, large 6000 L 2/1 (grenade) (grenade) Longer range and faster fire rate with grenades.
Explosive, C-4 (plastic) 78 (each) S 1/1 4e6 [group] none
Explosive, det cord 19 (each) S 1/1 2e6 [group] none Does a "line" instead of an explosion.
Explosive, dynamite 19 (each) S 1/1 2e6 [group] none
Handgun, small, semi auto (Walther PPK .32) 1200 S 2/1 2e4 20/x4
Handgun, medium, semi auto (Beretta 9mm) 2200 S 2/1 2e6 20/x4
Handgun, large, semi auto (Desert Eagle .50) 3400 M 2/1 2e8 20/x4
Handgun, small, full auto 1600 S 3/1 2e3 20/x3
Handgun, medium, full auto (Skorpion .32) 2400 M 3/1 2e4 20/x3
Handgun, large, full auto (MAC Ingrim .45) 4500 M 3/1 2e6 20/x3
Rifle, medium, semi auto 3500 L 2/1 2e8 20/x5
Rifle, large, semi auto 5100 L 2/1 2e10 20/x5
Rifle, medium, full auto (AK-47 7.62mm) 4600 L 3/1 2e6 20/x4
Rifle, large, full auto (M-60 machine gun) 7500 L 3/1 2e8 20/x4
Rifle, shotgun (12-gague) 2100 L 1/1 1e20 16-20/x3 Has a 1e4 "splash" damage in target's group.
Rifle, sniper (Barrett Light .50) 12600 L (H) 1/1 4e6 18-20/x6 On tripod (size H) has a built-in ++1 to hit.
Flamethrower 1900 L 1/1 3d6 [group] none Hits a group. Targets can save for half damage.
Laser pistol 67000 S 4/1 2m8 17-20/x5 Range is 2700' (1/2 of a mile)
Laser rifle 295000 M 4/1 3m6 17-20/x6 Range is 4000' (3/4 of a mile)
Mine, shrapnel 180 (each) M 1V act 6e6 [group] none Treat as a x1 Technological Trap (-200%)
Rocket Launcher (M72A3 LAW) 490 (each) L 1/1 10d6 [group] none Cost is per shot. Hits a group.
Taser 570 S 1/1 1d4+stun none PPD save for stunned for 1d20 s
Weapon, Psi8 TechL*400 (varies) (varies) (varies) (varies) See [Q8]. TechL is limited to your LVL*2.

[PC1] Warrior Group Classes


Divine Elf0

Level KXP Priest
123 456 7
1 0 0-- --- -
2 3 1-- --- -
3 6 20- --- -
4 12 21- --- -
5 24 220 --- -
6 48 221 --- -
7 90 322 0-- -
8 187.5 332 1-- -
9 300 333 20- -
10 450 443 21- -
11 637.5 443 320 -
12 825 444 321 -
13 1012.5 554 322 -
14 1200 555 332 -
15 1387.5 655 333 -
16 1575 655 443 0
17 1762.5 665 443 1
18 1950 665 443 2
19 2137.5 765 444 2
20 2325 765 444 3
21 2512.5 765 554 3
22 2700 765 554 4
23 2887.5 776 654 4
24 3075 876 655 4
25 3262.5 876 655 5
26 3450 877 665 5
27 3637.5 887 666 5
28 3825 887 776 5
29 4012.5 887 776 6
30 4200 888 777 6
31 4387.5 888 887 6
32 4575 988 887 6
33 4762.5 998 888 7
34 4950 999 888 8
35 5137.5 999 998 8
36 5325 999 999 9
TH Saves
PD RS PP BW Sp Fo Re Wi
+1  6  5  5  3  3  0  1  1
+1  6  5  5  4  3  0  1  1
+2  6  5  5  4  4  0  2  1
+3 10  8  8  7  7  1  2  2
+3 10  8  8  8  7  1  2  2
+4 10  8  8  8  8  2  3  2
+5 14 11 11 11 11  2  3  3
+5 14 12 11 11 11  2  4  3
+6 14 12 12 11 11  3  4  3
+7 16 14 14 15 15  3  4  4
+7 16 14 14 15 15  3  4  4
+8 16 14 14 15 15  3  4  4
+9 16 14 14 15 15  3  4  4
+9 16 14 14 15 15  3  4  4
+10 16 14 14 15 15  3  4  4
+11 16 14 14 15 15  3  4  4
+11 16 14 14 15 15  3  5  4
+12 16 14 14 15 15  4  5  4
Requisites: Str 9, Wis 9
Alignment: any
HD/level: d7
Weapon Prof.: 3+level/3
To Hit Table: Ftr0
Save Table: Elf0
Reference: DM {Planeshifted Elf0}
Groups: Priest, Warrior, Alternate
 
Priest Spells: Get 1 Grand, 3 Major, 6 Minor spheres.
Level 1: Turn Undead, see [S3]
Level 1: May use 1 instance of material componenting per spell as a 0 action. You lose this ability if you are a Specialty Priest.
Level 1: Over Hit: If you hit someone and needed a negative number to hit them (i.e. your TH bonus was greater than his AC), do x1.5 dmg.
Level 1: +1 slot in Weapon Mastery per level.
Level 1: Fighting Withdrawal: 2V: Disengage melee combat without receiving a parting shot.
Level 9: Can construct religious stronghold, cost is ½ due to religious help. Must contain temple/cathedral/church at least 2500 sq.ft. If cleric clears area, gains 9 sp/inhabitant from trade/taxes/tithes
Level 9: Detect Deception: can sense lies and see through all illusions with 1M.
Level 9: Loan: Can transfer hit points from self to any creature or group of creatures within sight (1M action). Cannot raise above max hp.
Level 9: Smash: 0: Get -5 to hit, but add an additional Str bonus to damage.
Level 9: Parry: +N AC for each weapon you are wielding (N=0 for small, N=1 for medium, N=4 for large).
Level 9: Disarm: 0: An attack you do does no damage, roll 1d20+(your Dex)-(target's Dex)*2, if greater than 0 he is disarmed.
Level 10 ¶: +8 HNCL
Level 12: If you need a 2 or less to hit a target, you may attack it twice for each attack.
Level 15: Divine Voice: 1M+1P+1V action: all within 180' save vs. spell or Entralled (as spell). Cleric can issue a Mass Suggestion as well.
Level 18: Divine Strength: Can adjust Wis, Str, and Chr as follows: 1M action: one stat raised to equal the cleric's level or +1; the two other stats are reduced by 2; lasts for 1 r/level; maintained effect.
Level 24: If you need a 2 or less to hit a target, you may attack it three times for each attack.
Level 27: Divine Will: Can throw off any one non-godly effect per day; the effect simply does not function on the cleric.
Level 36: If you need a 2 or less to hit a target, you may attack it four times for each attack.

[PC1] Warrior Group Classes


Doomguard3

Level KXP
Spells
1 0 (none)
2 10 +1 ML to one class
3 30 +1 ML to one class
4 60 +2 ML to one class
5 100 +2 ML to one class
6 150 +3 ML to one class
7 210 +3 ML to one class
8 280 +4 ML to one class
9 360 +4 ML to one class
10 450 +5 ML to one class
11 550 +5 ML to one class
12 660 +6 ML to one class
13 780 +6 ML to one class
14 910 +7 ML to one class
15 1050 +7 ML to one class
16 1200 +8 ML to one class
17 1360 +8 ML to one class
18 1530 +9 ML to one class
19 1710 +9 ML to one class
20 1900 +10 ML to one class
21 2100 +10 ML to one class
22 2310 +11 ML to one class
23 2530 +11 ML to one class
24 2760 +12 ML to one class
25 3000 +12 ML to one class
26 3250 +13 ML to one class
27 3510 +13 ML to one class
28 3780 +14 ML to one class
29 4060 +14 ML to one class
30 4350 +15 ML to one class
31 4650 +15 ML to one class
32 4960 +16 ML to one class
33 5280 +16 ML to one class
34 5610 +17 ML to one class
35 5950 +17 ML to one class
36 6300 +18 ML to one class
TH Saves
PD RS PP BW Sp Fo Re Wi
& +1 & +1 (all)
& +2 & +2 (all)
& +3 & +3 (all)
& +4 & +4 (all)
& +5 & +5 (all)
& +6 & +6 (all)
& +7 & +7 (all)
& +8 & +8 (all)
& +9 & +9 (all)
& +10 & +10 (all)
& +11 & +11 (all)
& +12 & +12 (all)
& +13 & +13 (all)
& +14 & +14 (all)
& +15 & +15 (all)
& +16 & +16 (all)
& +17 & +17 (all)
& +18 & +18 (all)
Requisites: Con 0, (Warrior 7)
Alignment: any
HD/level: & d12
Weapon Prof.: & 0+level
To Hit Table: & +level
Save Table: & +level
Reference: PlanarHB3-46
Groups: Warrior, Planar
 
Gets Exceptional Con.
Level 1: Entropic Blow: Gain Chr bonus TH and +2*LVL dmg per attack. Your attacks ignore hardness and DR.
Level 1: Healing Resistance: Resist Healing and Necromantic spheres (this can be lowered)
Level 2: Destructive Expertise: Find/Remove Traps/Tricks/Specials LVL*5%, ignores penalties
Level 3: Negative Adaptation: Immune Negative.
Level 4: Body or Soul: +LVL-3 stat points distributed among Con or Chr.
Level 7: Unmaking Magic: 1 attack: Dispel Magic
Level 9: Disintegrate: 1 attack: Disintegrate (PP save)
Planar Feats:
Your 1 feat per level from this class can be used on these Planar feats, or can be used as regular feats.
Air Heritage: Immune Air; Flying 12"; +2 Dex checks
Earth Heritage: Immune Earth; Immune Overbear, Trip; +1 dmg w/ attacks
Elemental Spellcasting: Can shift spells you know to a lower E rating element. +1 CL with Elemental spells.
Fire Heritage: Immune Fire; Fire Shield (50%); +2 dmg with unarmed attacks
Natural Heavyweight: Immune Gravity
Outer Summoning Specialist: +1 summon slot for Outer; 1M: Summon a DL=(LVL+2)/3 Outer creature.
Planar Touchstone: Gain a Psi-12, Psi-6, Psi6, or Psi12 minor (must match alignment)
Shadow Heritage: Immune Shadow; Sustain Str; Hide in Shadows 75%
Water Heritage: Immune Water; Water Breathing; Swim 18"

[PC1] Warrior Group Classes


Duelist1

Level KXP
Spells
1 0 (none)
2 2.5 (none)
3 5 (none)
4 10 (none)
5 20 (none)
6 40 (none)
7 80 (none)
8 160 (none)
9 320 (none)
10 640 (none)
11 960 (none)
12 1290 (none)
13 1600 (none)
14 1920 (none)
15 2220 (none)
16 2820 (none)
17 3420 (none)
18 4020 (none)
19 4620 (none)
20 5220 (none)
21 5820 (none)
22 6420 (none)
23 7020 (none)
24 7620 (none)
25 8220 (none)
26 8820 (none)
27 9420 (none)
28 10020 (none)
29 10620 (none)
30 11220 (none)
31 11820 (none)
32 12420 (none)
33 13020 (none)
34 13620 (none)
35 14220 (none)
36 14820 (none)
TH Saves
PD RS PP BW Sp Fo Re Wi
+0  4  2  3  1  1  1  1  0
+1  5  2  4  2  1  1  1  0
+2  5  3  4  3  2  2  2  1
+3  6  4  5  4  3  2  2  1
+4  7  5  6  5  4  3  2  1
+5  8  5  7  6  4  3  3  2
+6  8  6  7  7  5  4  3  2
+7  9  7  8  8  6  4  4  2
+8 10  8  9  9  7  5  4  3
+9 11  8 10 10  7  5  4  3
+10 11  9 10 11  8  6  5  3
+11 12 10 11 12  9  6  5  4
+12 13 11 12 13 10  7  6  4
+13 14 11 13 14 10  7  6  4
+14 14 12 13 14 11  8  6  5
+15 14 12 14 14 11  8  7  5
+16 14 13 14 14 12  9  7  5
+17 15 13 14 14 12  9  8  6
Requisites: Str 9, Dex 15, Con 9, Int 10, Wis 6, Chr 6
Alignment: non-L
HD/level: d12
Weapon Prof.: 3+level
To Hit Table: War
Save Table: War
Reference: BoD4
Groups: Warrior
 
Level 1: Surprised only on a 1 on 1d6.
Level 1: Code of honor: cannot attack by surprise when fighting one-on-one.
Level 1: Choose weapon: +1 TH/+1 dmg/+1 AC; +1 TH/+1 dmg when facing the weapon. This bonus is gained again at every third level plus 1 (4,7,10,etc). You may combine the bonus on the same weapon or select a different one.
Level 1: Parry Death Blow: If a weapon would cause Duelist to go below 0 hp, save vs. death or no damage. -1 on save for each blow beyond 1st.
Level 1: +(level/2, round up) slots in Speed proficiency.
Level 1: Identify weapons 5% per level.

[PC1] Warrior Group Classes


Dwarf0

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

[PC1] Warrior Group Classes


Dwarven Defender3

Level KXP
Spells
1 0 (none)
2 10 (none)
3 30 (none)
4 60 (none)
5 100 (none)
6 150 (none)
7 210 (none)
8 280 (none)
9 360 (none)
10 450 (none)
11 550 (none)
12 660 (none)
13 780 (none)
14 910 (none)
15 1050 (none)
16 1200 (none)
17 1360 (none)
18 1530 (none)
19 1710 (none)
20 1900 (none)
21 2100 (none)
22 2310 (none)
23 2530 (none)
24 2760 (none)
25 3000 (none)
26 3250 (none)
27 3510 (none)
28 3780 (none)
29 4060 (none)
30 4350 (none)
31 4650 (none)
32 4960 (none)
33 5280 (none)
34 5610 (none)
35 5950 (none)
36 6300 (none)
TH Saves
PD RS PP BW Sp Fo Re Wi
+1 10  9  8  5  6  2  1  0
+2 10  9  8  6  6  2  1  0
+3 10  9  8  6  7  3  2  0
+4 12 11 10  8  9  3  2  1
+5 12 11 10  9  9  4  2  1
+6 12 11 10  9 10  4  3  1
+7 14 13 12 11 12  5  3  2
+8 14 13 12 12 12  5  4  2
+9 14 13 13 12 12  6  4  2
+10 16 15 14 14 15  6  4  3
+11 16 15 15 14 15  7  5  3
+12 16 15 15 15 15  7  5  3
+13 16 15 15 15 15  7  5  3
+14 16 15 15 15 15  7  5  3
+15 16 15 15 15 15  7  5  3
+16 16 15 15 15 15  7  5  3
+17 16 15 15 15 15  7  5  3
+18 16 15 15 15 15  7  5  3
Requisites: Con 0, Warrior 4
Alignment: L any
HD/level: d12
Weapon Prof.: 0+level
To Hit Table: +level
Save Table: Dwarf0
Reference: DMG3-32
Groups: Warrior
 
Level 1: Defensive Stance: 0, [(LVL+1)/2] /d: +2 Str, +2 Con, +2 all saves, +4 AC, cannot move, cannot use V actions, lasts for 3+(Con bonus) rounds. Afterwards, at -2 Str for 1 turn.
Level 2: Defensive Awareness: Gets Dex bonus to AC even if being attacked from behind or by an invisible creature.
Level 5: Cannot be flanked. Enemies do not get a "flank bonus" to hit you.
Level 6: DR (Damage Reduction) 3/-.
Level 10: +1 saves vs. traps.
Level 10: DR (from Level 6) becomes 6/-.

[PC1] Warrior Group Classes


Dwarven Offender3

Level KXP
Spells
1 0 (none)
2 2 (none)
3 4 (none)
4 8 (none)
5 16 (none)
6 32 (none)
7 64 (none)
8 128 (none)
9 256 (none)
10 450 (none)
11 550 (none)
12 660 (none)
13 780 (none)
14 910 (none)
15 1050 (none)
16 1200 (none)
17 1360 (none)
18 1530 (none)
19 1710 (none)
20 1900 (none)
21 2100 (none)
22 2310 (none)
23 2530 (none)
24 2760 (none)
25 3000 (none)
26 3250 (none)
27 3510 (none)
28 3780 (none)
29 4060 (none)
30 4350 (none)
31 4650 (none)
32 4960 (none)
33 5280 (none)
34 5610 (none)
35 5950 (none)
36 6300 (none)
TH Saves
PD RS PP BW Sp Fo Re Wi
+1 10  9  8  5  6  2  1  0
+2 10  9  8  6  6  2  1  0
+3 10  9  8  6  7  3  2  0
+4 12 11 10  8  9  3  2  1
+5 12 11 10  9  9  4  2  1
+6 12 11 10  9 10  4  3  1
+7 14 13 12 11 12  5  3  2
+8 14 13 12 12 12  5  4  2
+9 14 13 13 12 12  6  4  2
+10 16 15 14 14 15  6  4  3
+11 16 15 15 14 15  7  5  3
+12 16 15 15 15 15  7  5  3
+13 16 15 15 15 15  7  5  3
+14 16 15 15 15 15  7  5  3
+15 16 15 15 15 15  7  5  3
+16 16 15 15 15 15  7  5  3
+17 16 15 15 15 15  7  5  3
+18 16 15 15 15 15  7  5  3
Requisites: Chr 0, Rogue 4
Alignment: C any
HD/level: d12
Weapon Prof.: 0+level
To Hit Table: +level
Save Table: Dwarf0
Reference: DM {Planeshifted Dwarven Defender3}
Groups: Warrior, Rogue, Alternate
 
Gets 20 Rogue points per level. Gets an "Any Rogue" pick every odd level.
Level 1: Offensive Stance: 0, [(LVL+1)/2] /d: +2 Str, +2 Con, -2 all saves, -4 AC, lasts for 3+(Con bonus) rounds.
Level 1: Get +LVL parting shots whenever the opportunity for parting shots arise.
Level 2: Offensive Awareness: Gets Dex bonus to TH with melee weapons.
Level 5: When you flank someone, get +LVL to hit. When you're behind someone, get +LVL*2 to hit.
Level 6: Ignore DR.
Level 10: Your traps (and your traps that you've captured) do double effect.
Level 10: Ignore WR, aWR.

[PC1] Warrior Group Classes


Elf0

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

[PC1] Warrior Group Classes


Engineer2

Level KXP
Spells
1 0 (none)
2 1.25 (none)
3 2.5 (none)
4 5 (none)
5 10 (none)
6 20 (none)
7 40 (none)
8 90 (none)
9 180 (none)
10 380 (none)
11 590 (none)
12 800 (none)
13 1000 (none)
14 1200 (none)
15 1400 (none)
16 1600 (none)
17 1800 (none)
18 2000 (none)
19 2200 (none)
20 2400 (none)
21 2600 (none)
22 2800 (none)
23 3000 (none)
24 3200 (none)
25 3400 (none)
26 3600 (none)
27 3800 (none)
28 4000 (none)
29 4200 (none)
30 4400 (none)
31 4600 (none)
32 4800 (none)
33 5000 (none)
34 5200 (none)
35 5400 (none)
36 5600 (none)
TH Saves
PD RS PP BW Sp Fo Re Wi
+0  8  4  5  2  3  0  0  2
+1  8  4  6  3  4  0  0  3
+1  9  5  6  3  4  0  1  3
+2  9  5  6  4  4  1  1  4
+3 10  6  7  4  5  1  1  4
+3 10  6  7  5  5  2  2  5
+4 11  7  8  5  6  2  2  5
+5 11  7  9  6  6  2  2  6
+5 12  7  9  6  7  3  3  6
+6 12  8  9  6  7  3  3  7
+7 13  8 10  7  8  4  3  7
+7 13  9 10  7  8  4  4  8
+8 13  9 10  7  8  4  4  8
+9 14  9 11  8  9  5  4  9
+9 14 10 11  8  9  5  5  9
+10 14 10 11  9  9  6  5 10
+11 15 11 12  9 10  6  5 10
+11 15 11 12 10 11  6  6 11
Requisites: Int 12, Wis 10
Alignment: any
HD/level: d8
Weapon Prof.: 3+level/4
To Hit Table: Pri
Save Table: Pri
Reference: S&S2
Groups: Warrior
 
Level 1: Free Engineering, Carpentry, Mining, and Stonemasonry proficiencies.
Level 1: Reads on the "non-Warrior" line for weapon specialization number of attacks. (DM Note: Yeah that sucks, I know. The original class can't specialize at all!)
Level 1: Design an engineering task.
Level 1: Construct a designed engineering task.
Level 1: Evaluate the design or construction of some engineering task already done (building, bridge, etc.).
Level 6: Gain one 1st level apprentice per level.
Level 9: Gain one or more apprentices per level, combined level is equal to CL/2, round up.
Level 12: Gain one level (CL-4) apprentice per level.

[PC1] Warrior Group Classes


Executioner1 / ArchAssassin1

Level KXP
Spells
1 0 (none)
2 2.25 (none)
3 4.5 (none)
4 9 (none)
5 18 (none)
6 37.5 (none)
7 75 (none)
8 150 (none)
9 300 (none)
10 450 (none)
11 637.5 (none)
12 862.5 (none)
13 1125 (none)
14 1500 (none)
15 2000 (none)
16 2500 (none)
17 3000 (none)
18 3500 (none)
19 4000 (none)
20 4500 (none)
21 5000 (none)
22 5500 (none)
23 6000 (none)
24 6500 (none)
25 7000 (none)
26 7500 (none)
27 8000 (none)
28 8500 (none)
29 9000 (none)
30 9500 (none)
31 10000 (none)
32 10500 (none)
33 11000 (none)
34 11500 (none)
35 12000 (none)
36 12500 (none)
TH Saves
PD RS PP BW Sp Fo Re Wi
+0  5  4  6  2  3  0  2  0
+1  6  5  6  3  4  1  3  0
+2  6  5  7  3  5  1  4  1
+3  7  6  7  4  6  2  5  1
+4  7  7  7  4  6  3  5  2
+5  7  8  8  4  7  3  6  2
+6  8  8  8  5  8  4  7  3
+7  8  9  9  5  9  5  8  3
+8  8 10  9  5  9  5  8  4
+9  9 11  9  6 10  6  9  4
+10  9 11 10  6 11  6 10  5
+11 10 12 10  7 12  7 11  5
+12 10 13 10  7 12  7 11  6
+13 10 14 11  8 13  8 12  6
+14 11 14 11  8 14  9 13  7
+15 12 15 12  9 14  9 14  7
+16 12 15 13 10 14 10 14  8
+17 13 16 14 12 15 11 15  8
Requisites: Str 15, Dex 14, Int 13
Alignment: any E
HD/level: d8
Weapon Prof.: 3+level
To Hit Table: War
Save Table: 1½xRog
Reference: DM
Groups: Warrior, Rogue, Alternate
 
Gets "All Warrior" and "All Rogue" abilities (so can weapon specialize as a warrior, etc.).
Gets Exc Str.
Gets 50 Rogue points per level.
Level 1: Poison Use proficiency (1 slot per 2 levels, round up).
Level 1: 1 attack that hits: Coup de grace.
Level 5: Can speak Level-4 additional languages from the following list: LG,LN,LE,NG,TN,NE,CG,CN,CE,Druid,Thieves' Cant. Can never learn more than Int-12 alignment languages.
Level 7: Has 8-48 guild members. 50% chance a guild member will leave if guildmasters change.
Level 9: 1 attack that hits: Really Put Out of Misery
Lvl Executioner Ability | -50% | -100% | -150% Act Base Penalty Bonus
1 +rating/50 A actions /r this turn || B actions || C actions F 0 Dex-20 Dex-25
1 Assassination (-3% per HD/level of target) ½0 0 Wis-15 Wis-25
1 Attack (+1 TH per 10% made this segment; or roll +1d20 per 100%, choose best) V 0 Dex-13 Dex-16
1 Backstab (each 30% = x1) (increases 10/level) ½0 50 Int-6 Int-20
1 Backstrike (each 30% = x1 TH) (increases 10/lvl) ½0 50 Wis-6 Wis-20
1 Damage (+1 dmg per 10% made this segment; or multiply dmg by x(1+rating/200)) V 0 Str-15 Str-18
1 Find/Remove Wizard Abjurations/Priest Protections V 0 Dex-13 Dex-18
1 Slap (does dmg to one target = % made by) P 20 Str-0 Str-12
1 any 1st level Rogue ability - - - -
1 any 1st level Rogue ability - - - -
2 Controlled Blink | Controlled Blink 10'r (unwilling get PP save) ½V 50 Wis-14 Wis-14
2 any 2nd level Rogue ability - - - -
3 Considered extra +(rating/25) weapon to hit V 0 Str-5 Str-15
3 Lower/Ignore WaWR (reduce or ignore WaWR by rating) || iWaWR V/N 0 Dex-10 Dex-20
4 Erase a "?" in dungeon (loses track of party) - 0 Dex-13 Dex-19
4 Song of Battle (+1 TH,dmg,or saves per 10% made) V,*M 10 Str-15 Str-20
5 Jock: +LVL divided among Str, Dex, Con, or level for purposes of #Att (the last one is ½ a point each).
5 any 5th level Rogue ability - - - -
6 Touch : Chill/Pain | Para/Vampiric | Energy Drain 0 20 Str-9 Str-15
6 any 6th level Rogue ability - - - -
7 Ki Power (cast a Wiz Invocation spell) (penalty = -SL*50%) (#=SL) | Pri Invocation #V 0 Int-14 Int-38
7 Slay (target that you hit saves at +4, -1 per 10% made; or dies) V 0 Wis-13 Wis-19
8 Backstorm (each 50%: +1 att is considered a backstab) - 0 Dex-16 Dex-22
8 Finger of Death | Slay Living | Power Word Kill V 0 Int-14 Int-17
9 Any target with AC>(150-rating/5) is considered AC=(150-rating/5) to you V 0 Dex-17 Dex-28
9 +LVL*rating/2 item XP in Weapon flags per day F 0 NA NA
10 Disjoin x2 effect ||||||||| x3 |||||||||||||||| x4 etc. - 50 Chr-18 Chr-25
12 Disharmonic Blast (1 dmg per 1% made) V 10 Con-16 Con-22
15
18 Backstave (N/2% of your dmg is vile) || Stun (save=N-100) - 0 Wis-26 Wis-32
27 Destruction/Mordenkainen's Disjunction ||| Put Target Down a Hole V 0 Int-19 Int-25

[PC1] Warrior Group Classes


Expert3

Level KXP
Spells
1 0 (none)
2 10 (none)
3 30 (none)
4 60 (none)
5 100 (none)
6 150 (none)
7 210 (none)
8 280 (none)
9 360 (none)
10 450 (none)
11 550 (none)
12 660 (none)
13 780 (none)
14 910 (none)
15 1050 (none)
16 1200 (none)
17 1360 (none)
18 1530 (none)
19 1710 (none)
20 1900 (none)
21 2100 (none)
22 2310 (none)
23 2530 (none)
24 2760 (none)
25 3000 (none)
26 3250 (none)
27 3510 (none)
28 3780 (none)
29 4060 (none)
30 4350 (none)
31 4650 (none)
32 4960 (none)
33 5280 (none)
34 5610 (none)
35 5950 (none)
36 6300 (none)
TH Saves
PD RS PP BW Sp Fo Re Wi
+0  4  2  3  1  1  1  1  0
+1  5  2  4  2  1  1  1  0
+2  5  3  4  3  2  2  2  1
+3  6  4  5  4  3  2  2  1
+3  7  5  6  5  4  3  2  1
+4  8  5  7  6  4  3  3  2
+5  8  6  7  7  5  4  3  2
+6  9  7  8  8  6  4  4  2
+6 10  8  9  9  7  5  4  3
+7 11  8 10 10  7  5  4  3
+8 11  9 10 11  8  6  5  3
+9 12 10 11 12  9  6  5  4
+9 13 11 12 13 10  7  6  4
+10 14 11 13 14 10  7  6  4
+11 14 12 13 14 11  8  6  5
+12 14 12 14 14 11  8  7  5
+12 14 13 14 14 12  9  7  5
+13 15 13 14 14 12  9  8  6
Requisites: Int 0
Alignment: any
HD/level: d8
Weapon Prof.: 5+level/9
To Hit Table: +level*3/4
Save Table: War
Reference: DMG3-38
Groups: Warrior
 
Level 1: +2 Nonweapon proficiencies per level.

[PC1] Warrior Group Classes


Falco

Level KXP Wiz/Pri/Psi7
123 456 789 AB
TH
1 0 1-- --- -- +1
2 3.3 2-- --- -- +2
3 6.6 30- --- -- +3
4 13.2 41- --- -- +4
5 26.4 420 --- -- +5
6 52.8 430 --- -- +6
7 105.6 440 --- -- +7
8 211.2 541 0-- -- +8
9 422.4 542 0-- -- +9
10 750 543 0-- -- +10
11 1100 544 0-- -- +11
12 1450 554 10- -- +12
13 1800 554 20- -- +13
14 2150 554 30- -- +14
15 2500 554 40- -- +15
16 2850 655 410 -- +16
17 3200 655 420 -- +17
18 3550 655 430 -- +18
19 3900 655 440 -- +19
20 4250 665 541 0- +20
21 4600 665 542 0- +21
22 4950 665 543 0- +22
23 5300 665 544 0- +23
24 5650 666 554 10 +24
25 6000 666 554 20 +25
26 6350 666 554 30 +26
27 6700 666 554 40 +27
28 7050 666 655 41 +28
29 7400 666 655 42 +29
30 7750 666 655 43 +30
31 8100 666 655 44 +31
32 8450 666 655 54 +32
33 8800 666 655 55 +33
34 9150 666 666 55 +34
35 9500 666 666 65 +35
36 9850 666 666 661 +36
37 19700 666 666 662 +37
38 29550 666 666 663 +38
39 39400 666 666 664 +39
45 98500 777 766 666 +45
54 187150 888 777 777 1 +54
63 275800 888 777 777 7 +63
72 364450 999 988 888 81 +72
Race Adjustments:
Str Dex Con Int Wis Chr Cml AT hp TH Div
+4 +3 +4 -1 -1 -2 -3 +8 +20 +5 ÷1
 
Requisites: Str 13, Dex 9, Con 13,
  Race Slots 1, Class Slots 2
Alignment: any (usually E)
HD/level: & d10
Weapon Prof.: & 6+level/2
To Hit Table: Mon
Save Table: Mon
Reference: DM
Groups: Warrior, Monster, Archetype
Complexity: CF=3
   
Saving Throws:  
PPD: level+5
RSW: level+5
PP: level+5
BW: level+5
Spell: level+5
Fort: level+5
Reflex: level+5
Will: level+5
   
Considered a "Vampire" race.
Can cast Wizard or Priest spells. Gets your choice of Int or Wis bonus to spell progression. Gets access to 1 school or sphere per level.
Can also use Psi7 powers from progression, Minor: SL=1; Major: SL=3; Grand: SL=5; Super: SL=7.
Has none of the vulnerabilities of Vampires (You cannot be turned, can operate normally in daylight, etc.)
Level 1: +2 or better weapon needed to hit you.
Level 1: Troll-like regeneration 3 hp/s.
Level 1: Immune Sleep, Charm, Hold, Poison, Paralysis. Resist Cold and Electricity.
Level 1 ¶: All of your weapons are Vorpal (Natural 18+: Sever head of target).
Level 1 ¶: All of your attacks Energy Drain 2 levels per attack.
Level 1 ¶: Each time you kill someone, get their DL^2 in current hp (can go beyond max, lasts only 1r).
Level 2: 1M, Gaze: Charm Person (Will save)
Level 3: 1V: Shapechange into a Bat, healing yourself 10-40% of damage taken.
Level 4: 1F: Summon 10d10 DL I Rats, 10d10 DL I Bats, or 3d6 DL II Wolves.
Level 5: 1M: Gaseous Form
Each level, get one "5th edition" pick from the choices below.
 

[PC1] Warrior Group Classes


Falco (5th ed. picks)

Levels Pick Description
Level 1-3: A +LVL Str and Exceptional Str
B +LVL Martial Arts maneuvers and Exceptional Dex
C Bite is vampiric regen (full) and Exceptional Con
D Immune to fear, emotion, lack of morale
E 1M, LVL/d: Know direction/distance to most powerful magic item on current DL.
Level 4: Pick any Monster5 class level 1-3
Level 5-7: F Any Rogue level X ability, with Y*LVL points to spend on it, X+Y=8
G 1F, sacrifice a creature you have subdued/unconscious: Demon Summoning (ML=LVL or HD of sacrifice / 2)
H Pick sunlight, holy water, wood, or garlic. You are not allergic/vulnerable to this.
I Immune to ESP, Telepathy, Mind attacks, Psionic blast, etc.
J 1M, LVL/d: Know direction/distance to most powerful person on current DL.
Level 8: Pick any Monster5 class level 5-7
Level 9-12: K If you bite a creature to death (but not beyond -10 hp), you can raise that creature as a vampire the next day under your control.
L 2F, sacrifice a creature you have subdued/unconscious: Wishoid/Miracle (SL=LVL or HD of sacrifice / 2)
M 1V, 3/d: Shapechange (as Druid) into Bat, Rat, or Wolf
N 0, you are being killed: Gaseous Form, you are not actually dead, move rate = LVL"
O Continuous Friendship effect running with all monsters of HD = your LVL or less
Level 13: Pick any Monster5 class level 9-12
Level 14-18: P
Q +(LVL-12)/2 second tier Martial Arts maneuvers
R
S
T
Level 18: Pick any Monster5 class level 14-18
Level 20-26: U
V
W
X
Y
Level 27-36: Pick any Monster5 class level 20-26

[PC1] Warrior Group Classes


Fighter0

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

[PC1] Warrior Group Classes


Fighter1

Level KXP
Spells
1 0 (none)
2 2 (none)
3 4 (none)
4 8 (none)
5 18 (none)
6 35 (none)
7 70 (none)
8 125 (none)
9 250 (none)
10 500 (none)
11 750 (none)
12 1000 (none)
13 1250 (none)
14 1500 (none)
15 1750 (none)
16 2000 (none)
17 2250 (none)
18 2500 (none)
19 2750 (none)
20 3000 (none)
21 3250 (none)
22 3500 (none)
23 3750 (none)
24 4000 (none)
25 4250 (none)
26 4500 (none)
27 4750 (none)
28 5000 (none)
29 5250 (none)
30 5500 (none)
31 5750 (none)
32 6000 (none)
33 6250 (none)
34 6500 (none)
35 6750 (none)
36 7000 (none)
TH Saves
PD RS PP BW Sp Fo Re Wi
+0  4  2  3  1  1  1  1  0
+1  5  2  4  2  1  1  1  0
+2  5  3  4  3  2  2  2  1
+3  6  4  5  4  3  2  2  1
+4  7  5  6  5  4  3  2  1
+5  8  5  7  6  4  3  3  2
+6  8  6  7  7  5  4  3  2
+7  9  7  8  8  6  4  4  2
+8 10  8  9  9  7  5  4  3
+9 11  8 10 10  7  5  4  3
+10 11  9 10 11  8  6  5  3
+11 12 10 11 12  9  6  5  4
+12 13 11 12 13 10  7  6  4
+13 14 11 13 14 10  7  6  4
+14 14 12 13 14 11  8  6  5
+15 14 12 14 14 11  8  7  5
+16 14 13 14 14 12  9  7  5
+17 15 13 14 14 12  9  8  6
Requisites: Str 9, Con 7
Alignment: any
HD/level: d10
Weapon Prof.: 4+level/3
To Hit Table: War
Save Table: War
Reference: PH1-22
Groups: Warrior
 
Level 4: Great Swing: Can choose to make 1 attack per physical action (regardless of how many weapons the PC is using) instead of normal number of attacks. This "great swing" has no extra bonus to hit but does 5 times normal damage and has a 1% per level of fighter of instantly killing any one mortal target (as per assassination). Great swing is not cumulative with Rogue's Backstab or Assassin abilities, but can be used with missile or natural weapons.
Level 9: Can build a freehold and attract followers.
Level 9: Mental link with a number of lieutenants (followers that are Warriors of at least 4th level) equal to Fighter's level (this operates on its own unique psionic frequency).
Level 12: Automatic proficiency in all weapons that the fighter has seen in operation (does not count as "free" slots, so 2 slots are still needed to single specialize, etc.).
Level 12: Can transfer 1/10 of total XP to one of the fighter's children upon natural (mental aging) death.
Level 18: Fighter's hit points are maximum (consider all hit die rolls to be maximum possible, even if the fighter has non-warrior classes).
Level 18: Can automatically hit any mortal creature with a non infinite negative Armor Class when using "Great Swing".
Level 18: Mental link to lieutenants now gives the lieutenants the ability to cast 1 first level priest spell per day (casting level = 1).
Level 27: Raise Self: The fighter will be able to Raise Dead on himself 1 day after death (as long as the death was due to physical damage). This ability cannot be used more than once per year.
Level 27: Maximum age doubles (the fighter may be lowered 1-2 age categories).
Level 27: Ability to grant a total of (#followers) priest levels of spells (maximum spell level = 4) to followers (or himself). The spell recipient must be able to memorize the spells the question (be a ranger, have a priest class, etc.). The fighter may grant spells to himself, even if he cannot normally cast spells (in this case, caster level = 9).
Level 36: Fighter may have his "home plane" switched to that of his alignment.

[PC1] Warrior Group Classes


Fighter1JG

Level KXP
Spells
1 0 (none)
2 1.2 (none)
3 2.4 (none)
4 4.8 (none)
5 9.6 (none)
6 19.2 (none)
7 38.4 (none)
8 76.8 (none)
9 153.6 (none)
10 393.6 (none)
11 633.6 (none)
12 873.6 (none)
13 1113.6 (none)
14 1353.6 (none)
15 1593.6 (none)
16 1833.6 (none)
17 2073.6 (none)
18 2313.6 (none)
19 2553.6 (none)
20 2793.6 (none)
21 3033.6 (none)
22 3273.6 (none)
23 3513.6 (none)
24 3753.6 (none)
25 3993.6 (none)
26 4233.6 (none)
27 4473.6 (none)
28 4713.6 (none)
29 4953.6 (none)
30 5193.6 (none)
31 5433.6 (none)
32 5673.6 (none)
33 5913.6 (none)
34 6153.6 (none)
35 6393.6 (none)
36 6633.6 (none)
TH Saves
PD RS PP BW Sp Fo Re Wi
+0  4  2  3  1  1  1  1  0
+1  5  2  4  2  1  1  1  0
+2  5  3  4  3  2  2  2  1
+3  6  4  5  4  3  2  2  1
+4  7  5  6  5  4  3  2  1
+5  8  5  7  6  4  3  3  2
+6  8  6  7  7  5  4  3  2
+7  9  7  8  8  6  4  4  2
+8 10  8  9  9  7  5  4  3
+9 11  8 10 10  7  5  4  3
+10 11  9 10 11  8  6  5  3
+11 12 10 11 12  9  6  5  4
+12 13 11 12 13 10  7  6  4
+13 14 11 13 14 10  7  6  4
+14 14 12 13 14 11  8  6  5
+15 14 12 14 14 11  8  7  5
+16 14 13 14 14 12  9  7  5
+17 15 13 14 14 12  9  8  6
Requisites: Str 12, Dex 12
Alignment: any
HD/level: d8
Weapon Prof.: 4+level
To Hit Table: War
Save Table: War
Reference: FGE1JG
Groups: Warrior
 
Level 1: +LVL dmg.
Level 3: +(LVL/3) AC.
Level 8: Can pick a Specialty God as if a Priest (see [PC3]).
Level 8: 1M: Summon Aid LVL*5%

[PC1] Warrior Group Classes


Fighter2

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

[PC1] Warrior Group Classes


Fighter3

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

[PC1] Warrior Group Classes


Fighter30

Level KXP Psi9
mMG S
1 0 1-- -
2 7 2-- -
3 28 3-- -
4 70 4-- -
5 140 5-- -
6 245 6-- -
7 392 7-- -
8 588 8-- -
9 840 9-- -
10 1155 A-- -
11 1540 B-- -
12 2002 B1- -
13 2548 B2- -
14 3185 B3- -
15 3920 B4- -
16 4760 B5- -
17 5712 B6- -
18 6783 B7- -
19 7980 B8- -
20 9310 B9- -
21 10780 BA- -
22 12397 BB- -
23 14168 BB1 -
24 16100 BB2 -
25 18200 BB3 -
26 20475 BB4 -
27 22932 BB5 -
28 25578 BB6 -
29 28420 BB7 -
30 31465 BB8 -
31 34720 BB9 -
32 38192 BBA -
33 41888 BBB -
34 45815 BBB 1
35 49980 BBB 2
36 54390 BBB 3
TH Saves
PD RS PP BW Sp Fo Re Wi
+0  4  2  3  1  1  1  1  0
+1  5  2  4  2  1  1  1  0
+2  5  3  4  3  2  2  2  1
+3  6  4  5  4  3  2  2  1
+4  7  5  6  5  4  3  2  1
+5  8  5  7  6  4  3  3  2
+6  8  6  7  7  5  4  3  2
+7  9  7  8  8  6  4  4  2
+8 10  8  9  9  7  5  4  3
+9 11  8 10 10  7  5  4  3
+10 11  9 10 11  8  6  5  3
+11 12 10 11 12  9  6  5  4
+12 13 11 12 13 10  7  6  4
+13 14 11 13 14 10  7  6  4
+14 14 12 13 14 11  8  6  5
+15 14 12 14 14 11  8  7  5
+16 14 13 14 14 12  9  7  5
+17 15 13 14 14 12  9  8  6
Requisites: Str 20, Dex 10, Con 10
Alignment: any
HD/level: d30
Weapon Prof.: 4+level*2
To Hit Table: War(d30)
Save Table: War(d30)
Reference: wizards
Groups: Warrior, Futureshifted
 
Has Psi9 powers.
Level 1: Rolls 1d30 to hit and for saves. Automatically hits (succeeds) on a natural 29-30. Automatically misses on a 1.
Level 1: Rolls 1d30-10 for proficiency checks.

[PC1] Warrior Group Classes


Githyanki Knight

Level KXP Psi1/2/3/30
mMG SU
1 0 4-- --
2 10.25 5-- --
3 20.5 61- --
4 31 72- --
5 41.5 83- --
6 52.5 94- --
7 65 A51 --
8 107.5 B61 --
9 210 C72 --
10 312.5 D82 --
11 415 E93 --
12 530 FA3 1-
13 645 GB4 1-
14 1075 HC4 1-
15 1700 ID5 2-
16 2330 JE5 2-
17 2960 KF6 21
18 3600 LG6 31
19 4250 MH7 31
20 4900 NI7 31
21 5550 OJ8 42
22 6200 PK8 42
23 6850 QL9 42
24 7500 RM9 52
25 8150 SNA 53
26 8800 TOA 53
27 9450 UPB 63
28 10100 VQB 63
29 10750 WRC 64
30 11400 XSC 74
31 12050 YTD 74
32 12700 ZUD 74
33 13350 ZVE 85
34 14000 ZWE 85
35 14650 ZXF 85
36 15300 ZYF 95
TH Saves
PD RS PP BW Sp Fo Re Wi
+1  5  3  8  2  3  1  0  1
+2  5  4  8  2  3  1  0  2
+3  6  4  8  3  4  2  0  2
+4  6  5  8  3  4  2  1  3
+5  6  5  9  3  4  2  1  3
+6  6  6  9  4  5  3  1  4
+7  7  6  9  4  5  3  2  4
+8  7  7  9  4  5  4  2  5
+9  7  7 10  5  6  4  2  5
+10  7  8 10  5  6  4  3  6
+11  8  8 10  5  6  5  3  6
+12  8  9 10  6  7  5  3  7
+13  8  9 11  6  7  6  4  7
+14  8 10 11  6  7  6  4  8
+15  9 10 11  7  8  6  4  8
+16  9 11 11  7  8  7  5  9
+17  9 11 12  7  9  7  5  9
+18  9 12 12  8  9  8  5 10
Requisites: Int 16, Wis 16, Chr 16
Alignment: any
HD/level: d8
Weapon Prof.: 3+level/4
To Hit Table: Mon
Save Table: Psi
Reference: DM
Groups: Warrior, Psionicist, Monster
 
Gets your choice of Psi1, Psi2, or Psi3. Gets Psi30 in addition.
See ( [Q1], [Q2], or [Q3] ), and [Q30] for rules and powers.
PSPs = (Int+Wis+Chr-36)*10 + level*60
These are in Psi1/Psi2 PSPs. Psi3 and Psi30 powers cost 10 times the listed amount.
Level 1: Astral Perception and Astral Projection.
Level 1: Enemies need a +2 weapon to hit you.
Level 1: Knowledge / Legend Lore (Astral Plane), Navigation (Astral Plane)
Level 1: All your weapons have LVL half-plusses (if your actual weapon is better, ignore this, this is a minimum amount)
Level 1: Turn (Command) Undead as if 2 levels lower.
Level 1: 1M, 1/d: Plane Shift
Level 3: Knowledge / Legend Lore (Phlogiston), Navigation (Phlogiston)
Level 5: 1 attack that hits: Coup de grace (slay someone who's down)
Level 7: Add Psi1, Psi2, or Psi3 to known frequencies for this class.
Level 9: 1 attack that hits: Capital S Slay (severs silver cord)
Level 13: Add Psi1, Psi2, or Psi3 to known frequencies for this class. (You have all three now.)

[PC1] Warrior Group Classes


Gladiator2

Level KXP
Spells
1 0 (none)
2 3 (none)
3 6 (none)
4 12 (none)
5 24 (none)
6 48 (none)
7 100 (none)
8 200 (none)
9 400 (none)
10 800 (none)
11 1200 (none)
12 1600 (none)
13 2000 (none)
14 2400 (none)
15 2800 (none)
16 3200 (none)
17 3600 (none)
18 4000 (none)
19 4400 (none)
20 4800 (none)
21 5200 (none)
22 5600 (none)
23 6000 (none)
24 6400 (none)
25 6800 (none)
26 7200 (none)
27 7600 (none)
28 8000 (none)
29 8400 (none)
30 8800 (none)
31 9200 (none)
32 9600 (none)
33 10000 (none)
34 10400 (none)
35 10800 (none)
36 11200 (none)
TH Saves
PD RS PP BW Sp Fo Re Wi
+1  5  4  6  2  3  0  2  0
+3  6  4  6  3  4  1  3  0
+5  6  5  6  3  4  1  3  0
+7  6  5  7  3  5  1  4  1
+9  6  6  7  3  5  2  4  1
+11  7  6  7  4  6  2  5  1
+13  7  7  7  4  6  3  5  2
+15  7  7  8  4  7  3  6  2
+17  7  8  8  4  7  3  6  2
+19  8  8  8  5  8  4  7  3
+21  8  9  8  5  8  4  7  3
+23  8  9  9  5  9  5  8  3
+25  8 10  9  5  9  5  8  4
+27  9 10  9  6 10  5  9  4
+29  9 11  9  6 10  6  9  4
+31  9 11 10  6 11  6 10  5
+33  9 12 10  6 11  7 10  5
+35 10 12 10  7 12  7 11  5
Requisites: Str 13, Dex 12, Con 15
Alignment: any
HD/level: d12
Weapon Prof.: 6+level*2
To Hit Table: 2xWar
Save Table: Rog
Reference: DS2
Groups: Warrior
 
Gets Exceptional Str, Dex, & Con. Can take Super Str (but not the other 2) for 2 weapon prof.
Level 1: Automatically proficient with all weapons.
Level 1: Can charge (1V: +4 to hit, double damage) with any melee weapon.
Level 1: Normal (non-Troll-like) Regeneration at (level) hp/r.
Level 1: Weapon Specialization uses the "Spec Barb1" line in the Number of Attacks table.
Level 2: Automatically single specialized with all melee weapons (if the character is Western).
Level 3: Triple Specialization is 9 half-plusses if selected for a melee weapon.
Level 4: AC bonus of +level/4 (round down) if wearing armor.
Level 5: 0: Convert 1P action to 2P actions which can only be used for melee attacks.
Level 6: Death Blow: 1P: Make one attack, damage is per normal, target must save vs. PPD or die.
Level 10: Quadruple Specialization is 12 half-plusses if selected for a melee weapon.
Level 12: Can use an additional 1P action per segment (if you have such actions to spend); this 1P action can be used only for melee attacks.
Level 20: Quintruple Specialization is 15 half-plusses if selected for a melee weapon.
Level 30: Sextuple Specialization is 18 half-plusses if selected for a melee weapon.

[PC1] Warrior Group Classes


Golgari Brute (MTG B/G)

Level KXP
Spells
1 0 (none)
2 3.375 (none)
3 6.75 (none)
4 13.5 (none)
5 27 (none)
6 54 (none)
7 108 (none)
8 216 (none)
9 432 (none)
10 864 (none)
11 1296 (none)
12 1728 (none)
13 2160 (none)
14 2592 (none)
15 3024 (none)
16 3456 (none)
17 3888 (none)
18 4320 (none)
19 4752 (none)
20 5184 (none)
21 5616 (none)
22 6048 (none)
23 6480 (none)
24 6912 (none)
25 7344 (none)
26 7776 (none)
27 8208 (none)
28 8640 (none)
29 9072 (none)
30 9504 (none)
31 9936 (none)
32 10368 (none)
33 10800 (none)
34 11232 (none)
35 11664 (none)
36 12096 (none)
TH Saves
PD RS PP BW Sp Fo Re Wi
+0  5  4  6  2  3  1  2  0
+1  6  4  6  3  4  1  3  0
+2  6  5  6  3  4  2  3  1
+3  6  5  7  4  5  2  4  1
+4  7  6  7  5  5  3  4  1
+5  8  6  7  6  6  3  5  2
+6  8  7  7  7  6  4  5  2
+7  9  7  8  8  7  4  6  2
+8 10  8  9  9  7  5  6  3
+9 11  8 10 10  8  5  7  3
+10 11  9 10 11  8  6  7  3
+11 12 10 11 12  9  6  8  4
+12 13 11 12 13 10  7  8  4
+13 14 11 13 14 10  7  9  4
+14 14 12 13 14 11  8  9  5
+15 14 12 14 14 11  8 10  5
+16 14 13 14 14 12  9 10  5
+17 15 13 14 14 12  9 11  6
Requisites: Str 16, Con 14, Wis 14
Alignment: LE, NE, CE, or TN
HD/level: 2½d0  (see note)
Weapon Prof.: 4+level/2
To Hit Table: War
Save Table: War/Rog
Reference: DM
Groups: Warrior
 
Hit Dice: "2½d0" means you get 2½ times your Con bonus per level (round down).
Exceptional Str bonus.
Gets Wis bonus to physical attacks in addition to Str and/or Dex.
Gets Rogue abilities: 1 at Level 1, plus 1 on every level divisible by 3. Doesn't get the level 9 pick (this class isn't a Rogue). Has 30+10*LVL Rogue points.
Level 1: Vampiric Regeneration (for every 2 damage you deal in melee: regen 1 hp, cannot go above max).
Level 5: 1M: Raise Dead.
Level 5: 1M: Target person gets +LVL TH, dmg, AC, and saves until end of turn.
Level 9: Double Vampiric Regeneration (for every 1 damage you deal in melee: regen 1 hp, cannot go above max).
Level 10: 1M: Raise Dead Fully.
Level 16: Your Vampiric Regeneration affects your missile weapons too.

[PC1] Warrior Group Classes


Grand Meleer1

Level KXP
Spells
1 0 (none)
2 2.5 (none)
3 5 (none)
4 10 (none)
5 20 (none)
6 40 (none)
7 80 (none)
8 160 (none)
9 320 (none)
10 640 (none)
11 960 (none)
12 1290 (none)
13 1600 (none)
14 1920 (none)
15 2220 (none)
16 2820 (none)
17 3420 (none)
18 4020 (none)
19 4620 (none)
20 5220 (none)
21 5820 (none)
22 6420 (none)
23 7020 (none)
24 7620 (none)
25 8220 (none)
26 8820 (none)
27 9420 (none)
28 10020 (none)
29 10620 (none)
30 11220 (none)
31 11820 (none)
32 12420 (none)
33 13020 (none)
34 13620 (none)
35 14220 (none)
36 14820 (none)
TH Saves
PD RS PP BW Sp Fo Re Wi
+0  5  4  6  2  3  0  2  0
+1  6  4  6  3  4  1  3  0
+2  6  5  6  3  4  1  3  0
+3  6  5  7  3  5  1  4  1
+4  6  6  7  3  5  2  4  1
+5  7  6  7  4  6  2  5  1
+6  7  7  7  4  6  3  5  2
+7  7  7  8  4  7  3  6  2
+8  7  8  8  4  7  3  6  2
+9  8  8  8  5  8  4  7  3
+10  8  9  8  5  8  4  7  3
+11  8  9  9  5  9  5  8  3
+12  8 10  9  5  9  5  8  4
+13  9 10  9  6 10  5  9  4
+14  9 11  9  6 10  6  9  4
+15  9 11 10  6 11  6 10  5
+16  9 12 10  6 11  7 10  5
+17 10 12 10  7 12  7 11  5
Requisites: Str 10, Dex 6, Con 6, Int 9, Wis 15, Chr 9
Alignment: non-L
HD/level: d12
Weapon Prof.: 3+level
To Hit Table: War
Save Table: Rog
Reference: DM {Planeshifted Duelist1}
Groups: Warrior, Alternate
 
Gets 20 Rogue points per level. Gets an "Any Rogue" pick every odd level.
Level 1: ½P: Move to another group.
Level 1: +X to hit or damage, where X is the number of monsters in your group. This X is checked and assigned once each segment, before you do any attacks (but you can check it either before or after moving). If you switch groups you can recheck it.
Level 1: Choose a broad monster type (Animal, Beholder, Dragon, etc.): +LVL among TH/dmg/AC when facing this monster. This bonus is gained again at every third level plus 1 (4,7,10,etc). You may combine the bonus on the same monster or select a different one.
Level 1: Whirling Parry: 1bV: Parry one attack from each monster in your group this segment.
Level 1: +(level/2, round up) slots in Speed proficiency.
Level 1: Identify monsters 5% per level.
Level 2: Cleave
Level 3: Great Cleave

[PC1] Warrior Group Classes


Green Warrior

Level KXP War/Green
123 456
1 0 *-- ---
2 2 1-- ---
3 4 2-- ---
4 8 21- ---
5 16 31- ---
6 32 32- ---
7 64 321 ---
8 120 331 ---
9 240 332 ---
10 360 332 1--
11 480 333 1--
12 600 333 2--
13 720 333 21-
14 840 333 31-
15 960 333 32-
16 1080 433 321
17 1200 443 331
18 1320 444 332
19 1440 444 432
20 1560 444 443
21 1680 444 444
22 1800 554 444
23 1920 555 444
24 2040 555 544
25 2160 555 554
26 2280 555 555
27 2400 665 555
28 2520 666 555
29 2640 666 655
30 2760 666 665
31 2880 666 666
32 3000 776 666
33 3120 777 666
34 3240 777 766
35 3360 777 776
36 3480 777 777
TH Saves
PD RS PP BW Sp Fo Re Wi
+1  6  5  4  3  2  1  1  0
+1  6  5  4  3  3  1  1  0
+2  6  5  4  4  3  2  2  1
+3  8  7  6  5  4  2  2  1
+3  8  7  6  5  5  3  2  1
+4  8  7  6  6  5  3  3  2
+5 10  9  8  7  6  4  3  2
+5 10  9  8  7  7  4  4  2
+6 10  9  8  8  7  5  4  3
+7 12 11 10  9  8  5  4  3
+7 12 11 10  9  9  6  5  3
+8 12 11 10 10  9  6  5  4
+9 12 12 11 10  9  7  6  4
+9 12 12 11 10 10  7  6  4
+10 12 12 11 11 10  8  6  5
+11 13 12 12 11 10  8  7  5
+11 13 12 12 11 11  9  7  5
+12 13 12 12 12 11  9  8  6
Requisites: Str 16, Con 13
Alignment: any
HD/level: d8
Weapon Prof.: 4+level/3
To Hit Table: Ftr0
Save Table: Ftr0
Reference: DM, MTG
Groups: Warrior
 
Level 1: Over Hit: If you hit someone and needed a negative number to hit them (i.e. your TH bonus was greater than his AC), do x1.5 dmg.
Can cast Warrior or MTG Green spells. Can cast one 1st level MTG Green spell (not a Warrior spell) at level 1.
New MTG Green spells for Green Warrior class:
Giant Growth (SL=1): Target gets +3 TH, dmg, AC, and saves this round.
Instill Energy (SL=1): You get +1S action per round for CL r (counts as your haste).
Lifeforce (SL=2): 1bM: Counter a MTG Black, Necromancy/Necromantic, or Psi7 power.
Regeneration (SL=2): You regenerate at CL hp/s. 0, this effect drops and you lose the spell slot: Avoid a slay effect.
Tranquility (SL=3): Dispel all effects on one target (use the 50% +/- 5% per CL difference rules)
Living Lands (SL=4): Summon CL Treefolk (DL=2), together they occupy 1 summon slot.
Old MTG Green spells from Wizard of the Coast class (you can use these):
Berserk (SL=1): Attacking creature does x2 dmg and is slain this segment (not 1bM)
Bind (SL=2): 1bM: Counter an item ability.
Ancestral Mask (SL=3): Target gets +LVL/+LVL TH/dmg for each other of same race in room
Aluren (SL=4): You may cast SL 0-3 Conjuration/Summoning spells as a 0 action.
Doubling Season (SL=5): Whenever you summon a creature, you get 2 instead (+1 slot too)
Desert Twister (SL=6): Destroy something (PP save, like a Disintegrate spell)
Tooth and Nail (SL=7): Summon DL VII, can pick type, or can pick creature within type
Biorhythm (SL=8): Each person in a group's current hp = (Number of summons)*10

[PC1] Warrior Group Classes


Gruul Thug (MTG G/R)

Level KXP
Spells
1 0 (none)
2 3.625 (none)
3 7.25 (none)
4 14.5 (none)
5 29 (none)
6 58 (none)
7 116 (none)
8 232 (none)
9 464 (none)
10 928 (none)
11 1392 (none)
12 1856 (none)
13 2320 (none)
14 2784 (none)
15 3248 (none)
16 3712 (none)
17 4176 (none)
18 4640 (none)
19 5104 (none)
20 5568 (none)
21 6032 (none)
22 6496 (none)
23 6960 (none)
24 7424 (none)
25 7888 (none)
26 8352 (none)
27 8816 (none)
28 9280 (none)
29 9744 (none)
30 10208 (none)
31 10672 (none)
32 11136 (none)
33 11600 (none)
34 12064 (none)
35 12528 (none)
36 12992 (none)
TH Saves
PD RS PP BW Sp Fo Re Wi
+3  4  7  5  3  6  1  1  1
+4  5  7  5  3  7  1  1  1
+5  5  8  5  4  7  2  2  2
+6  6  8  6  4  7  2  2  2
+7  7  9  6  5  8  3  2  3
+8  8  9  7  6  8  3  3  3
+9  8 10  7  7  9  4  3  4
+10  9 10  8  8  9  4  4  4
+11 10 10  9  9  9  5  4  5
+12 11 11 10 10 10  5  4  5
+13 11 11 10 11 10  6  5  6
+14 12 12 11 12 11  6  5  6
+15 13 12 12 13 11  7  6  7
+16 14 13 13 14 11  7  6  7
+17 14 13 13 14 12  8  6  8
+18 14 13 14 14 12  8  7  8
+19 14 14 14 14 13  9  7  9
+20 15 14 14 14 13  9  8  9
Requisites: Str 16, Dex 14, Con 14
Alignment: CG, CN, CE, or TN
HD/level: 2e4  (see note)
Weapon Prof.: 6+level/3
To Hit Table: War+3
Save Table: War/Wiz
Reference: DM
Groups: Warrior
 
Hit Dice: "2e4" are open-ended d4's. If using "Max hp per HD" rule: For each die, you automatically roll a "4" once, then get the average (2.5) on the second roll (the max hp rule is not "deep"). So you get 13 hp per level (plus 2x Con bonus).
Exceptional Str bonus.
Attacking costs you only ½P action. This means you can do two attack sequences in one segment using 1P.
Level 1: You are immune to "summoning sickness" and "teleport sickness".
Level 4: 1M: Target takes 5*LVL*LVL fire dmg (BW save for 1/2; MR to avoid). The floor at your feet takes LVL Hull dmg.
Level 5: 1M: Target person gets +2*LVL TH, dmg, AC, and saves until end of round.
Level 8: Your "fire dmg" ability at level 4 gives no saving throw.
Level 9: Free Action cont.

[PC1] Warrior Group Classes


Grunt

Level KXP
Spells
1 0 (none)
2 1.5 (none)
3 3 (none)
4 6 (none)
5 12 (none)
6 24 (none)
7 48 (none)
8 96 (none)
9 200 (none)
10 400 (none)
11 600 (none)
12 800 (none)
13 1000 (none)
14 1200 (none)
15 1400 (none)
16 1600 (none)
17 1800 (none)
18 2000 (none)
19 2200 (none)
20 2400 (none)
21 2600 (none)
22 2800 (none)
23 3000 (none)
24 3200 (none)
25 3400 (none)
26 3600 (none)
27 3800 (none)
28 4000 (none)
29 4200 (none)
30 4400 (none)
31 4600 (none)
32 4800 (none)
33 5000 (none)
34 5200 (none)
35 5400 (none)
36 5600 (none)
TH Saves
PD RS PP BW Sp Fo Re Wi
+1  0  0  0  0  0  0  0  0
+2  1  1  1  1  1  1  1  1
+3  1  1  1  1  1  1  1  1
+4  2  2  2  2  2  2  2  2
+5  2  2  2  2  2  2  2  2
+6  3  3  3  3  3  3  3  3
+7  3  3  3  3  3  3  3  3
+8  4  4  4  4  4  4  4  4
+9  4  4  4  4  4  4  4  4
+10  5  5  5  5  5  5  5  5
+11  5  5  5  5  5  5  5  5
+12  6  6  6  6  6  6  6  6
+13  6  6  6  6  6  6  6  6
+14  7  7  7  7  7  7  7  7
+15  7  7  7  7  7  7  7  7
+16  8  8  8  8  8  8  8  8
+17  8  8  8  8  8  8  8  8
+18  9  9  9  9  9  9  9  9
Requisites: Str 12, Con 12
Alignment: any
HD/level: d20
Weapon Prof.: 5+level/2
To Hit Table: Mon
Save Table: Mon
Reference: DM
Groups: Warrior
 
Has all special abilities of Fighter.
Level 1: +1P action, -1M action. The character still gains the 1P action even if he has no 1M action to lose.
Level 2: +1 TH, +1 dmg, -1 AC penalty, -1 save penalty.
Level 3: Another +1P action, -1M action, as per level 1. (total +2P, -2M)
Level 4: Another +2 TH, +2 dmg, -2 AC penalty, -2 save penalty. (total +3/+3/-3/-3)
Level 5: Another +1P action, -1M action, as per level 1. (total +3P, -3M)
Level 6: Another +3 TH, +3 dmg, -3 AC penalty, -3 save penalty. (total +6/+6/-6/-6)
Level 7: Another +1P action, -1M action, as per level 1. (total +4P, -4M)
Level 8: Another +4 TH, +4 dmg, -4 AC penalty, -4 save penalty. (total +10/+10/-10/-10)
Level 9: Another +1P action, -1M action, as per level 1. (total +5P, -5M)
Level 9: May convert 2P -> 1QP (Quick Physical).
Level 10: Another +5 TH, +5 dmg, -5 AC penalty, -5 save penalty. (total +15/+15/-15/-15)
Level 11: Another +1P action, -1M action, as per level 1. (total +6P, -6M)
Level 12: Another +6 TH, +6 dmg, -6 AC penalty, -6 save penalty. (total +21/+21/-21/-21)
Level 13: Another +1P action, -1M action, as per level 1. (total +7P, -7M)
Level 14: Another +7 TH, +7 dmg, -7 AC penalty, -7 save penalty. (total +28/+28/-28/-28)
Level 15: Another +1P action, -1M action, as per level 1. (total +8P, -8M)
Level 16: Another +8 TH, +8 dmg, -8 AC penalty, -8 save penalty. (total +36/+36/-36/-36)
Level 17: Another +1P action, -1M action, as per level 1. (total +9P, -9M)
Level 18: Another +9 TH, +9 dmg, -9 AC penalty, -9 save penalty. (total +45/+45/-45/-45)
Level 18: -1P, Lose ability to use Mental actions this segment, 1/s: +1QP (Quick Physical) you can use this segment.
Level 27: Another +1P action, -1M action, as per level 1. (total +10P, -10M) This is the last level this occurs.
Level 27: May convert 2P -> 1 OppP (Opposing Physical).
Level 28: Another +10 TH, +10 dmg, -10 AC penalty, -10 save penalty. (total +55/+55/-55/-55) This is the last level this occurs.
Level 36: You auto-hit any target (and they auto-hit you) on a natural 2 or better. You may use an extra 10 segments per round; but you can use only 1P during those segments (instead of the normal 1P/1V/1M). You auto-miss any save unless you roll a 20.

[PC1] Warrior Group Classes


Guard

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

[PC1] Warrior Group Classes


Guide2

Level KXP
Spells
1 0 (none)
2 1.5 (none)
3 3 (none)
4 6 (none)
5 12 (none)
6 25 (none)
7 50 (none)
8 100 (none)
9 200 (none)
10 400 (none)
11 600 (none)
12 800 (none)
13 1000 (none)
14 1200 (none)
15 1400 (none)
16 1600 (none)
17 1800 (none)
18 2000 (none)
19 2200 (none)
20 2400 (none)
21 2600 (none)
22 2800 (none)
23 3000 (none)
24 3200 (none)
25 3400 (none)
26 3600 (none)
27 3800 (none)
28 4000 (none)
29 4200 (none)
30 4400 (none)
31 4600 (none)
32 4800 (none)
33 5000 (none)
34 5200 (none)
35 5400 (none)
36 5600 (none)
TH Saves
PD RS PP BW Sp Fo Re Wi
+0  4  2  3  1  1  1  1  0
+1  5  2  4  2  1  1  1  0
+2  5  3  4  3  2  2  2  1
+3  6  4  5  4  3  2  2  1
+4  7  5  6  5  4  3  2  1
+5  8  5  7  6  4  3  3  2
+6  8  6  7  7  5  4  3  2
+7  9  7  8  8  6  4  4  2
+8 10  8  9  9  7  5  4  3
+9 11  8 10 10  7  5  4  3
+10 11  9 10 11  8  6  5  3
+11 12 10 11 12  9  6  5  4
+12 13 11 12 13 10  7  6  4
+13 14 11 13 14 10  7  6  4
+14 14 12 13 14 11  8  6  5
+15 14 12 14 14 11  8  7  5
+16 14 13 14 14 12  9  7  5
+17 15 13 14 14 12  9  8  6
Requisites: Dex 10, Wis 12, Chr 9
Alignment: any
HD/level: d8
Weapon Prof.: 3+level/4
To Hit Table: War
Save Table: War
Reference: S&S2
Groups: Warrior
 
Level 1: Direction Sense, Local History and Local Geography proficiencies.
Level 1: Tracking as per a Ranger2.
Level 1: Avoid Getting Lost: If an effect would make you considered lost, you have a 25% chance of ignoring it (and you are not lost). This goes up by 10% for each Nonweapon proficiency you spend on this ability. This works even on special effects like Tricks and the Maze spell.
Level 1: Speaking (but not Read/Write) Languages cost only ½ of a Nonweapon per language.
Level 1: Climb Walls 65+LVL*15%. Can assist others, giving them a Climb Walls score at 50% below yours.
Level 1: Can sense dungeon depth, shifting rooms, new construction, etc. as per the Dwarf race.

[PC1] Warrior Group Classes


Halfling0

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

[PC1] Warrior Group Classes


Halo

Level KXP Warrior/Rogue
123 456 789 A
TH
1 0 1-- --- - +1
2 2.25 2-- --- - +3
3 4.5 21- --- - +5
4 9 32- --- - +7
5 18 421 --- - +9
6 37.5 431 --- - +11
7 75 432 --- - +13
8 150 432 1-- - +15
9 300 533 2-- - +17
10 450 543 21- - +19
11 637.5 543 32- - +21
12 862.5 554 321 - +23
13 1125 554 322 - +25
14 1500 554 322 1 +27
15 1875 554 422 2 +29
16 2250 555 432 2 +31
17 2625 555 532 2 +33
18 3000 555 533 2 +35
19 3375 555 543 2 +37
20 3750 555 543 3 +39
21 4125 555 554 3 +41
22 4500 555 555 4 +43
23 4875 555 555 5 +45
24 5250 666 655 5 +47
25 5625 666 666 6 +49
26 6000 777 766 6 +51
27 6375 777 777 7 +53
28 6750 888 877 7 +55
29 7125 888 888 8 +57
30 7500 999 988 8 +59
31 7875 999 999 9 +61
32 8250 AAA A99 9 +63
33 8625 AAA AAA A +65
34 9000 BBB BAA A +67
35 9375 BBB BBB B +69
36 9750 CCC CCC C1 +71
37 19500 CCC CCC C2 +73
38 29250 CCC CCC C3 +75
39 39000 CCC CCC C4 +77
45 97500 CCC CCC CA +89
54 185250 DDD DDD CC1 +107
63 273000 DDD DDD CCA +125
72 360750 EEE DDD DDD 1 +143
Race Adjustments:
Str Dex Con Int Wis Chr Cml AT hp TH Div
+5 +4 +0 +4 -4 -3 -2 +3 +6 +3 ÷1
 
Requisites: Str 16, Dex 14, Int 13,
  Race Slots 1, Class Slots 2
Alignment: any E
HD/level: d8
Weapon Prof.: 3+level
To Hit Table: 2xWar
Save Table: 1½xRog
Reference: DM
Groups: Warrior, Rogue, Archetype
Complexity: CF=3
   
Saving Throws:  
PPD: level*3/2+4
RSW: level*3/2+3
PP: level*3/2+5
BW: level*3/2+1
Spell: level*3/2+2
Fort: level*3/2-1
Reflex: level*3/2+1
Will: level*3/2-1
   
Counts as an "Evil Outer" race.
Gets "All Warrior" and "All Rogue" abilities (so can weapon specialize as a warrior, etc.).
Can cast Warrior or Rogue spells.
Gets Barbarian Dex and Exceptional Str (or the reverse if you prefer).
Weapon specializes using the "Barbarian" line.
Gets 70 Rogue points per level.
You have a "Halo" which is treated as a body part.
You may cast spells with your "Halo's P" action. This means with 1P you can cast a spell and physically attack at the same time.
You can still cast spells with 1M if you wish.
Level 1: Poison Use proficiency (1 slot per 2 levels, round up).
Level 1: 1 attack that hits: Coup de grace.
Level 3: +1Z actions per segment. Can use +1Z action per segment.
Level 5: Can speak Level-4 additional languages from the following list: LG,LN,LE,NG,TN,NE,CG,CN,CE,Druid,Thieves' Cant. Can never learn more than Int-12 alignment languages.
Level 7: Has 8-48 guild members. 50% chance a guild member will leave if guildmasters change.
Level 9: 1 attack that hits: Really Put Out of Misery
For Rogue abilities, see next page.

[PC1] Warrior Group Classes


Halo Rogue Abilities

Lvl Halo Ability | -50% | -100% | -150% Act Base Penalty Bonus
1 +rating/50 A actions /r this turn || B actions || C actions F 0 Dex-20 Dex-25
1 Assassination (-3% per HD/level of target) ½0 0 Wis-15 Wis-25
1 Attack (+1 TH per 10% made this segment; or roll +1d20 per 100%, choose best) V 0 Dex-13 Dex-16
1 Backstab (each 30% = x1) (increases 10/level) ½0 50 Int-6 Int-20
1 Backstrike (each 30% = x1 TH) (increases 10/lvl) ½0 50 Wis-6 Wis-20
1 Damage (+1 dmg per 10% made this segment; or multiply dmg by x(1+rating/200)) V 0 Str-15 Str-18
1 Find/Remove Wizard Abjurations/Priest Protections V 0 Dex-13 Dex-18
1 Silence 15' r | Darkness 15' r ½V 40 Chr-4 Chr-8
1 Slap (does dmg to one target = % made by) P 20 Str-0 Str-12
2 Backdrain (do rating/10 random stat dmg) (increases 10/level) ½0 0 Con-6 Con-20
2 Backtwist (Twist rating/30 effects) (increases 10/lvl) ½0 20 Dex-6 Dex-20
2 Controlled Blink | Controlled Blink 10'r (unwilling get PP save) ½V 50 Wis-14 Wis-14
3 Considered extra +(rating/25) weapon to hit V 0 Str-5 Str-15
3 Lower/Ignore WaWR (reduce or ignore WaWR by rating) || iWaWR V/N 0 Dex-10 Dex-20
4 Erase a "?" in dungeon (loses track of party) - 0 Dex-13 Dex-19
4 Song of Battle (+1 TH,dmg,or saves per 10% made) V,*M 10 Str-15 Str-20
5 Jock: +LVL divided among Str, Dex, Con, or level for purposes of #Att (the last one is ½ a point each).
6 Backstorm (each 50%: +1 att is considered a backstab) - 0 Dex-16 Dex-22
6 Touch : Chill/Pain | Para/Vampiric | Energy Drain 0 20 Str-9 Str-15
7 Ki Power (cast a Wiz Invocation spell) (penalty = -SL*50%) (#=SL) | Pri Invocation #V 0 Int-14 Int-38
7 Slay (target that you hit saves at +4, -1 per 10% made; or dies) V 0 Wis-13 Wis-19
8 Finger of Death | Slay Living | Power Word Kill V 0 Int-14 Int-17
9 +LVL*rating/2 item XP in Weapon flags per day F 0 NA NA
9 Any target with AC>(150-rating/5) is considered AC=(150-rating/5) to you V 0 Dex-17 Dex-28
10 Disjoin x2 effect ||||||||| x3 |||||||||||||||| x4 etc. - 50 Chr-18 Chr-25
12 Backstave (N/2% of your dmg is vile) || Stun (save=N-100) - 0 Wis-26 Wis-32
12 Disharmonic Blast (1 dmg per 1% made) V 10 Con-16 Con-22
24 Backsteal (Steal an effect off of target for yourself per 120%) (aXR to avoid) ½0 30 NA NA
27 Destruction/Mordenkainen's Disjunction ||| Put Target Down a Hole V 0 Int-19 Int-25

[PC1] Warrior Group Classes


Hammerer (Random Warrior #811263)

Level KXP
Spells
1 0 (none)
2 3 (none)
3 9 (none)
4 19 (none)
5 35 (none)
6 61 (none)
7 106 (none)
8 180 (none)
9 308 (none)
10 506 (none)
11 749 (none)
12 1042 (none)
13 1275 (none)
14 1509 (none)
15 1745 (none)
16 1983 (none)
17 2223 (none)
18 2464 (none)
19 2708 (none)
20 2954 (none)
21 3202 (none)
22 3452 (none)
23 3704 (none)
24 3958 (none)
25 4214 (none)
26 4472 (none)
27 4732 (none)
28 4994 (none)
29 5258 (none)
30 5524 (none)
31 5792 (none)
32 6061 (none)
33 6333 (none)
34 6607 (none)
35 6883 (none)
36 7161 (none)
TH Saves
PD RS PP BW Sp Fo Re Wi
+3  4  2  3  1  1  1  1  0
+4  5  2  4  2  1  1  1  0
+5  5  3  4  3  2  2  2  1
+6  6  4  5  4  3  2  2  1
+7  7  5  6  5  4  3  2  1
+8  8  5  7  6  4  3  3  2
+9  8  6  7  7  5  4  3  2
+10  9  7  8  8  6  4  4  2
+11 10  8  9  9  7  5  4  3
+12 11  8 10 10  7  5  4  3
+13 11  9 10 11  8  6  5  3
+14 12 10 11 12  9  6  5  4
+15 13 11 12 13 10  7  6  4
+16 14 11 13 14 10  7  6  4
+17 14 12 13 14 11  8  6  5
+18 14 12 14 14 11  8  7  5
+19 14 13 14 14 12  9  7  5
+20 15 13 14 14 12  9  8  6
Requisites: Str 18, Int 16, Cml 7
Alignment: L any
HD/level: d8
Weapon Prof.: 0+level
To Hit Table: War +3 levels
Save Table: War
Reference: DM Random, Manny 11/11/07
Groups: Warrior, Random
 
+1 extra Nonweapon Prof per level.
Attacking costs you only ½P action. This means you can do two attack sequences in one segment using 1P.
Gets Barbarian Str, Dex, or Con.
Level N (every level): +N saves (e.g. at level 10 you are +1+2+3+4+5+6+7+8+9+10 = +55 saves)
Level 1: +1 TH and +2 dmg with hammers.
Level 1: Can have an Animal Companion (1/10th your XP)
Level 1: Can operate at negative hit points. {Knight of the Griffin}
Level 2: Open hand damage is (LVL/2)d2.
Level 2: Pick a Level 1 Rogue Ability, you have 10*LVL points in it
Level 2: Resist Action/Memory/Other Stealing (take half effect, if that's meaningless, you are immune unless you are hit by 2 of them)
Level 2: Resist Hold, Stun, Paralyzation, Summ. Sickness (two of these effects must affect you in order for it to work)
Level 9: All non-offensive animals within 100' of you take 1/5 damage from all effects.
Level 9: Great Kiai (Paralyzing Shout): Mouth's V, 1/d: Str becomes 18 for 2 rounds; all enemies within 10' must save or be paralyzed for 1 round.
Level 9: Parry: +N AC for each weapon you are wielding (N=0 for small, N=1 for medium, N=4 for large).
Level 10: Can use Priest and Wizard items that are not written.
Level 27: Can create a "black" light-saber instead of "red". This has a crit range of 20 for x5; +LVL TH (round down) and +LVL*3/2 dmg (round down). It is vorpal instead of sharpness, with one less range than the sharpness flag.

[PC1] Warrior Group Classes


Hit Man5

Level KXP
Spells
1 0 (none)
2 3.1 (none)
3 6.2 (none)
4 12.3 (none)
5 24.6 (none)
6 49 (none)
7 98 (none)
8 196 (none)
9 392 (none)
10 766 (none)
11 1129 (none)
12 1492 (none)
13 1855 (none)
14 2218 (none)
15 2581 (none)
16 2944 (none)
17 3307 (none)
18 3670 (none)
19 4033 (none)
20 4396 (none)
21 4759 (none)
22 5122 (none)
23 5485 (none)
24 5848 (none)
25 6211 (none)
26 6574 (none)
27 6937 (none)
28 7300 (none)
29 7663 (none)
30 8026 (none)
31 8389 (none)
32 8752 (none)
33 9115 (none)
34 9478 (none)
35 9841 (none)
36 10204 (none)
TH Saves
PD RS PP BW Sp Fo Re Wi
+1  5  4  6  2  3  0  2  0
+3  6  4  6  3  4  1  3  0
+5  6  5  6  3  4  1  3  0
+7  6  5  7  3  5  1  4  1
+9  6  6  7  3  5  2  4  1
+11  7  6  7  4  6  2  5  1
+13  7  7  7  4  6  3  5  2
+15  7  7  8  4  7  3  6  2
+17  7  8  8  4  7  3  6  2
+19  8  8  8  5  8  4  7  3
+21  8  9  8  5  8  4  7  3
+23  8  9  9  5  9  5  8  3
+25  8 10  9  5  9  5  8  4
+27  9 10  9  6 10  5  9  4
+29  9 11  9  6 10  6  9  4
+31  9 11 10  6 11  6 10  5
+33  9 12 10  6 11  7 10  5
+35 10 12 10  7 12  7 11  5
Requisites: Str 19, Dex 13, Con 11
Alignment: any
HD/level: d10
Weapon Prof.: 5+level
To Hit Table: 2xWar
Save Table: Rog
Reference: DM {Planeshifted Sniper}
Groups: Warrior, Rogue, Alternate
 
This is a mixed Smasher-Thug5. (where "Smasher" is the Str version of "Sneak")
Gains all Str-based Rogue abilities.
May specialize a number of times equal to LVL. Each level of specialization is LVL*3 half-plusses.
Has Barbarian Str and Exceptional Con.
Levels Pick Description
Level 1-3: A +LVL damage
B +1 to # of attacks with all attack forms (weapon, natural, etc.)
C #Attacks = level if creatures being fought are less than LVL HD
D x2 Str bonus instead of x3/2 when wielding weapon 2-handed
E Backstab = x(LVL+2)/2
Level 4: Pick any Warrior5 class level 1-3
Level 5-7: F Considered 1 size larger for what size weapons you can wield
G +LVL*100 item XP in Weapon flags per day
H +LVL to hit
I +LVL weapon proficiencies
J Can affect creatures that require a +LVL-1 weapon to hit
Level 8: Pick any Warrior5 class level 5-7
Level 9-12: K +LVL-8 crit range (even beyond the 11-20 limit)
L Immune parting shots
M +LVL-4 feats
N 1V, may borrow: Jump to other group (60'), deflect attacks to you
O Can operate at any negative hp total, cannot be offensive
Level 13: Pick any Warrior5 class level 9-12
Level 14-18: P +LVL-13 crit multiplier

[PC1] Warrior Group Classes


Hiyah

Level KXP Psi81
mMG SUV W
TH
1 0 1-- -- +2
2 3 2-- -- +4
3 6 3-- -- +6
4 12 31- -- +8
5 24 32- -- +10
6 48 33- -- +12
7 96 43- -- +14
8 192 44- -- +16
9 375 441 -- +18
10 750 442 -- +20
11 1125 443 -- +22
12 1500 444 -- +24
13 1875 544 -- +26
14 2250 554 -- +28
15 2625 555 -- +30
16 3000 655 -- +32
17 3375 665 -- +34
18 3750 665 1- +36
19 4125 665 2- +38
20 4500 665 3- +40
21 4875 665 4- +42
22 5250 665 5- +44
23 5625 666 5- +46
24 6000 666 6- +48
25 6375 766 6- +50
26 6750 776 6- +52
27 7125 776 61 +54
28 7500 776 62 +56
29 7875 776 63 +58
30 8250 776 64 +60
31 8625 776 65 +62
32 9000 776 66 +64
33 9375 777 66 +66
34 9750 777 76 +68
35 10125 777 77 +70
36 10500 877 771 +72
37 21000 877 772 +74
38 31500 877 773 +76
39 42000 877 774 +78
45 105000 888 877 +90
54 199500 A99 999 +108
63 294000 BBB BAA +126
72 388500 CCC CCC 1 +144
Race Adjustments:
Str Dex Con Int Wis Chr Cml AT hp TH Div
+8 +0 +9 +8 -6 -6 -6 +10 +24 +7 ÷1
 
Requisites: Str 16, Con 18, Int 16,
  Race Slots 1, Class Slots 2
Alignment: LS
HD/level: d20
Weapon Prof.: 4+level/2
To Hit Table: 2xMon
Save Table: Psi
Reference: DM
Groups: Warrior, Psionicist, Archetype
Complexity: CF=3
   
Saving Throws:  
PPD: level+4
RSW: level+2
PP: level+7
BW: level+1
Spell: level+2
Fort: level+0
Reflex: level-1
Will: level+0
   
Considered a "Klickla" race. Klicklas are ball-shaped creatures with one mouth, similar to a beholder with no eyestalks. They have spikes all over their body. They can assume an Astral-like form.
Has no limbs, but can use LVL of it's spikes when physically attacking. Each spike is a natural attack that does 1d10 base dmg. Weapon specialization may be used for half-plusses, but gives no extra attacks.
See [Q81] for rules and powers. This is a "mutant" frequency and is resisted using RR. It is added to the options for the ArchMutant class.
PSPs (Psi 81) = (higher of Int*2 or Con*1)*LVL
Exceptional Str and Con.
Level 1 ¶: May use Astral Perception and Astral Projection. While projected, enemies need a +LVL+1 weapon to hit you. You can use a Psi1 Psionic Blast while projected.
Level 9 ¶: 1F, 1/h: "Microwave" someone. They make an RSW save (or use TechR), and if failed, they are Capital E Extracted, and have all of their memories erased. Their alignment become LS, and they must reallocate half of their XP to Hiyah, Paladin, Slut, Holy Order of Stars Stupid1, or any other class with a "S" alignment requirement.

[PC1] Warrior Group Classes


Holy Warrior3

Level KXP Priest
123 456 789
1 0 0-- --- ---
2 2 1-- --- ---
3 4 2a- --- ---
4 8 30- --- ---
5 16 32a --- ---
6 32 430 --- ---
7 64 432 a-- ---
8 128 443 0-- ---
9 180 543 2a- ---
10 225 544 30- ---
11 275 554 32- ---
12 330 554 43a ---
13 390 655 432 a--
14 455 655 443 0--
15 525 665 543 2a-
16 600 665 544 30-
17 680 666 554 32a
18 765 666 554 430
19 855 666 655 432
20 950 666 655 443
21 1050 666 665 544
22 1155 666 665 555
23 1265 666 666 555
24 1380 666 666 655
25 1500 666 666 665
26 1625 666 666 666
27 1755 766 666 666
28 1890 776 666 666
29 2030 777 666 666
30 2175 777 766 666
31 2325 777 776 666
32 2480 777 777 666
33 2640 777 777 766
34 2805 777 777 776
35 2975 777 777 777
36 3150 877 777 777
TH Saves
PD RS PP BW Sp Fo Re Wi
+1  8  4  5  2  3  0  0  2
+2  8  4  6  3  4  0  0  3
+3  9  5  6  3  4  0  1  3
+4  9  5  6  4  4  1  1  4
+5 10  6  7  4  5  1  1  4
+6 10  6  7  5  5  2  2  5
+7 11  7  8  5  6  2  2  5
+8 11  7  9  6  6  2  2  6
+9 12  7  9  6  7  3  3  6
+10 12  8  9  6  7  3  3  7
+11 13  8 10  7  8  4  3  7
+12 13  9 10  7  8  4  4  8
+13 13  9 10  7  8  4  4  8
+14 14  9 11  8  9  5  4  9
+15 14 10 11  8  9  5  5  9
+16 14 10 11  9  9  6  5 10
+17 15 11 12  9 10  6  5 10
+18 15 11 12 10 11  6  6 11
Requisites: Wis 0
Alignment: any
HD/level: d8
Weapon Prof.: 9+level/10
To Hit Table: +level
Save Table: Pri
Reference: DM {Planeshifted Warrior3}
Groups: Warrior, Priest, Alternate
 
Level 9: Pick any other Priest class you could qualify for. You gain all abilities of that class as if you were 8 levels lower.

[PC1] Warrior Group Classes


Jedi0 / Sith0

Level KXP Wizard
123 456 789
1 0 --- --- ---
2 2.5 1-- --- ---
3 5 2-- --- ---
4 10 21- --- ---
5 20 22- --- ---
6 40 221 --- ---
7 80 322 --- ---
8 160 322 1-- ---
9 320 332 2-- ---
10 500 332 21- ---
11 875 433 22- ---
12 1250 433 221 ---
13 1625 443 322 ---
14 2000 443 322 1--
15 2375 544 332 2--
16 2750 544 332 21-
17 3125 554 433 22-
18 3500 554 433 221
19 3875 655 443 322
20 4250 655 443 322
21 4625 665 544 332
22 5000 665 544 332
23 5375 766 554 433
24 5750 766 554 433
25 6125 776 655 443
26 6500 776 655 443
27 6875 877 665 544
28 7250 877 665 544
29 7625 887 766 554
30 8000 887 766 554
31 8375 988 776 655
32 8750 988 776 655
33 9125 998 877 665
34 9500 998 877 665
35 9875 999 887 766
36 10250 999 887 766
TH Saves
PD RS PP BW Sp Fo Re Wi
+1  5  4  5  2  3  0  1  1
+1  5  4  5  3  3  0  1  1
+2  5  4  5  3  4  0  1  2
+3  5  5  5  3  4  1  2  2
+3  6  5  5  3  4  1  2  3
+4  7  6  7  4  6  2  3  3
+5  7  6  7  5  6  2  3  4
+5  7  7  7  5  6  2  3  4
+6  7  7  7  5  7  3  4  5
+7  8  7  7  5  7  3  4  5
+7  9  8  9  6  9  4  5  6
+8  9  8  9  7  9  4  5  6
+9  9  9  9  7  9  4  5  7
+9 10  9  9  7  9  5  6  7
+10 10  9 10  7  9  5  6  8
+11 11 10 11  8 12  6  7  8
+11 11 10 11  9 12  6  7  9
+12 11 11 11  9 12  6  7  9
Requisites: Str 18, Dex 9, Con 14, Int 20, Wis 20, Chr 25
Alignment: any G (Jedi0) (or) any E (Sith0)
HD/level: d20
Weapon Prof.: 4+level/2
To Hit Table: Ftr0
Save Table: M-U0
Reference: Star Wars
Groups: Warrior, Wizard
 
Generic "Level:" abilities as per Warrior. Note this class is Wizard group, not Warrior group.
 
Gets Wizard spells; there is a SL adjustment (positive numbers are bad), as follows:
Abj=+1, Alt=+0, Cnj=+3, Div=-1, Enc=+0, Ill=+2, Inv=+2, Nec=+2
 
For example, a Jedi0 can use a SL=5 slot to cast a SL=2 Conjuration spell (it's a +3 penalty "School Robe").
 
Level 1: Assumed to always have a light-saber. Base light-saber damage is 1d20.
Level 9: Base light-saber damage is 2d20.
Level 18: Base light-saber damage is 3d20.
Level 27: Base light-saber damage is 4d20.
Level 36+: Base light-saber damage is (LVL/36, round down)d100.

[PC1] Warrior Group Classes


Jedi19L

Level KXP Psi19L
mMG S
1 0 1-- -
2 7 2-- -
3 14 3-- -
4 28 4-- -
5 56 5-- -
6 112 6-- -
7 224 61- -
8 448 71- -
9 896 72- -
10 1400 82- -
11 2100 83- -
12 2800 93- -
13 3500 94- -
14 4200 941 -
15 4900 951 -
16 5600 961 -
17 6300 962 -
18 7000 972 -
19 7700 982 -
20 8400 983 -
21 9100 983 1
22 9800 984 1
23 10500 985 1
24 11200 986 1
25 11900 986 2
26 12600 987 2
27 13300 988 2
28 14000 998 2
29 14700 998 3
30 15400 999 3
31 16100 999 4
32 16800 999 5
33 17500 999 6
34 18200 999 7
35 18900 999 8
36 19600 999 9
TH Saves
PD RS PP BW Sp Fo Re Wi
+1  8  4  6  3  4  0  0  3
+3  9  5  6  4  4  1  1  4
+5 10  6  7  5  5  2  2  5
+7 11  7  9  6  6  2  2  6
+9 12  8  9  6  7  3  3  7
+11 13  9 10  7  8  4  4  8
+13 14  9 11  8  9  5  4  9
+15 14 10 11  9  9  6  5 10
+17 15 11 12 10 11  6  6 11
+19 16 12 13 11 12  7  6 12
+21 16 13 14 12 12  8  7 13
+23 16 14 14 13 13  9  8 14
+25 16 14 15 14 14 10  8 15
+27 17 15 16 14 14 10  9 16
+29 17 15 16 15 15 11 10 17
+31 17 16 16 15 16 12 10 18
+33 17 16 16 16 16 13 11 19
+35 17 16 16 16 16 14 12 20
Requisites: Wis 17, Chr 14
Alignment: any G
HD/level: d16
Weapon Prof.: & 7+level/2
To Hit Table: 2xWar
Save Table: 2xPri
Reference: Star Wars
Groups: Warrior, Psionicist
 
Gets Barbarian Dex and Con (but not Str).
Uses the Barbarian line for number of attacks at double level.
Gets Psi19L powers, see progression.
PSPs = (Wis+Chr)*Level*2.
 
Level 1: 1 reset of actions: Create a light-saber. You may have at most one light-saber at a time. It is a size M weapon, 1 pound weight, damage 1d10/1d20, and a crit range of 19 for x2 and 20 for x3. Pick "blue" or "green"; blue light-sabers have +LVL*3/2 TH (round down) and +LVL/2 dmg (round down) in plusses; green light-sabers have +LVL TH and +LVL dmg. It has the sharpness flag with range 20, the range improves by 1 per 7 levels. You must still hit the target in order for the sharpness flag to trigger.
Level 1: 1V, may borrow from the future: May parry up to LVL attacks this segment. Use your total attack bonus with the weapon (or you can use your bare hands, in case add Str+Dex+2 as usual), this is the amount of damage is reduced from the attack. You may parry each attack only once.
Level 1: 0, 1 attack: Attempt to disarm your opponent. Roll to hit and damage normally, but you do no damage, instead, keep track of this pseudo-damage. When it exceeds the target's Dex+HNCL (treating Warrior as double level and Psi19 classes as triple level), the target is disarmed and the weapon flies off (1d10)*10' in a random direction.
Level 8: Immune to gas.
Level 9: If your Wis is at least 20, you may parry each attack twice (reducing damage by twice your attack bonus).
Level 16: Immune to poison.
Level 18: If your Wis is at least 40, you may parry each attack three times (reducing damage by thrice your attack bonus).
Level 27: Can create a "purple" light-saber instead of "blue" or "green". This has a crit range of 19-20 for x3; +LVL*3/2 TH (round down) and +LVL dmg. It is vorpal instead of sharpness, with one less range than the sharpness flag.

[PC1] Warrior Group Classes


Jock1


Level

KXP

Spells

TH
1 0 (none) +0
2 2.25 (none) +1
3 4.5 (none) +2
4 10 (none) +3
5 20 (none) +4
6 40 (none) +5
7 80 (none) +6
8 140 (none) +7
9 250 (none) +8
10 500 (none) +9
11 750 (none) +10
12 1000 (none) +11
13 1250 (none) +12
14 1500 (none) +13
15 1750 (none) +14
16 2000 (none) +15
17 2250 (none) +16
18 2500 (none) +17
19 2750 (none) +18
20 3000 (none) +19
21 3250 (none) +20
22 3500 (none) +21
23 3750 (none) +22
24 4000 (none) +23
25 4250 (none) +24
26 4500 (none) +25
27 4750 (none) +26
28 5000 (none) +27
29 5250 (none) +28
30 5500 (none) +29
31 5750 (none) +30
32 6000 (none) +31
33 6250 (none) +32
34 6500 (none) +33
35 6750 (none) +34
36 7000 (none) +35
37 7250 (none) +36
38 7500 (none) +37
39 7750 (none) +38
45 9250 (none) +44
54 11500 (none) +53
63 13750 (none) +62
72 16000 (none) +71
Requisites: Str 10, Con 12
Alignment: any
HD/level: d12
Weapon Prof.: 4+level/2
To Hit Table: War
Reference: Dragon 72
Groups: Warrior, Joke
Complexity: CF=2
   
Saving Throws:  
PPD: level*3+3
RSW: level*3+1
PP: level*3+2
BW: level*3+0
Spell: level*3+0
Fort: level*3+4
Reflex: level*3+0
Will: level*3+0
   
Exceptional Str and Con.
Level 1: +LVL" move rate
Level 1: Choose one (move rate increases are cumulative with class ability above):
A. Football Padding: +3+LVL AC (may be combined with armor)
B. Jogging Suit: +LVL AC; +LVL" move rate (may be combined with armor)
C. Jogging Shorts: +LVL*2" move rate (may be combined with armor)
Level 1: Can have the following weapons for free:
1. Baseball Bat: (Size M; 2d6/2d4; 19+/x2; attack as Melee)
2. Footballs (thrown; Size S; 1d4/1d3; 20/x2; attack as Dart)
3. Hockey Stick: (Size L; 3d6/3d6; 19+/x2; attack as Melee)
4. Tennis Racket: (Size M; 1d8/1d6; 17+/x2; attack as FastWpn)
Level 1: Sports Lore: 1M: Area effect, Int check, if made have Boredom (as if failed a Morale check), if missed have Admiration (treat as Fascination)
Level 1: Protection from Junk Food: Immune poison, bad effects from potions/food (incl. miscibility)
Level N (every level) ¶: +1 to Str, Dex, or Con.
Level 2: Health Food: 1V, display your food: Nausea (area; PPD save)
Level 3: +1QV action each segment for +LVL-2 segments, then Feign Death (can't drop) for 1 round.
Level 3: Diet: 1/reset: Lose 2-20 pounds weight
Level 4: Mind Over Body: Immune to local terrain
Level 5: +N-4 Con, -N+4 Chr, where N is any number from 4 to LVL.
Level 6: 1M, 1/d: +8 set Str for 1 turn.
Level 7: Boredom w/ Heroic Tales: 1M, 3/d: Sleep (Area effect, PP save)
Level 8: 1M: Friends
Level 9: Money: +1d10000 gp per reset.
Level 10: Fear/Intimidation: 1M: Fear (Area, PP save at -4)

[PC1] Warrior Group Classes


Kensai1

Level KXP
Spells
1 0 (none)
2 3 (none)
3 5.5 (none)
4 10 (none)
5 22 (none)
6 44 (none)
7 88 (none)
8 150 (none)
9 250 (none)
10 500 (none)
11 750 (none)
12 1000 (none)
13 1250 (none)
14 1500 (none)
15 1750 (none)
16 2000 (none)
17 2250 (none)
18 2500 (none)
19 2750 (none)
20 3000 (none)
21 3250 (none)
22 3500 (none)
23 3750 (none)
24 4000 (none)
25 4250 (none)
26 4500 (none)
27 4750 (none)
28 5000 (none)
29 5250 (none)
30 5500 (none)
31 5750 (none)
32 6000 (none)
33 6250 (none)
34 6500 (none)
35 6750 (none)
36 7000 (none)
TH Saves
PD RS PP BW Sp Fo Re Wi
+0  4  2  3  1  1  1  1  0
+1  5  2  4  2  1  1  1  0
+2  5  3  4  3  2  2  2  1
+3  6  4  5  4  3  2  2  1
+4  7  5  6  5  4  3  2  1
+5  8  5  7  6  4  3  3  2
+6  8  6  7  7  5  4  3  2
+7  9  7  8  8  6  4  4  2
+8 10  8  9  9  7  5  4  3
+9 11  8 10 10  7  5  4  3
+10 11  9 10 11  8  6  5  3
+11 12 10 11 12  9  6  5  4
+12 13 11 12 13 10  7  6  4
+13 14 11 13 14 10  7  6  4
+14 14 12 13 14 11  8  6  5
+15 14 12 14 14 11  8  7  5
+16 14 13 14 14 12  9  7  5
+17 15 13 14 14 12  9  8  6
Requisites: Str 12, Dex 14, Wis 12
Alignment: L any
HD/level: d10
Weapon Prof.: 3+level
To Hit Table: War
Save Table: War
Reference: OA1
Groups: Warrior
 
Level 1: Free Martial Arts style, +1 maneuver per level.
Level 1: Natural AC = 23 - Dex - level/3.
Level 1: +1 on initiative, +1 more at each level divisible by 4 plus 1.
Level 1: +1 on saving throws, immune to fear.
Level 1: Deal maximum damage with chosen weapon (can use level times per day).
Level 2: +1 dmg with chosen weapon. +1 dmg at levels 5,8,10,12.
Level 3: +1 to hit with chosen weapon, and is considered a +1 magic weapon. +1 more at levels 5,8,10,12.
Level 4: Meditation.
Level 6: Surprised only on a 1 on 1d6.
Level 7: Two-Weapon Fighting and Ambidexterity.
Level 9: Whirlwind Attack: Can attack ALL targets within 10' with normal # of attacks each with chosen weapon. Lasts for 1r, usable 1/d.

[PC1] Warrior Group Classes


Knight of the Crown1

Level KXP
Spells
1 2.5 (none)
2 5 (none)
3 10 (none)
4 18.5 (none)
5 37 (none)
6 85 (none)
7 140 (none)
8 220 (none)
9 300 (none)
10 600 (none)
11 900 (none)
12 1200 (none)
13 1500 (none)
14 1800 (none)
15 2100 (none)
16 2400 (none)
17 2700 (none)
18 3000 (none)
19 3300 (none)
20 3600 (none)
21 3900 (none)
22 4200 (none)
23 4500 (none)
24 4800 (none)
25 5100 (none)
26 5400 (none)
27 5700 (none)
28 6000 (none)
29 6300 (none)
30 6600 (none)
31 6900 (none)
32 7200 (none)
33 7500 (none)
34 7800 (none)
35 8100 (none)
36 8400 (none)
TH Saves
PD RS PP BW Sp Fo Re Wi
+0  4  2  3  1  1  1  1  0
+1  5  2  4  2  1  1  1  0
+2  5  3  4  3  2  2  2  1
+3  6  4  5  4  3  2  2  1
+4  7  5  6  5  4  3  2  1
+5  8  5  7  6  4  3  3  2
+6  8  6  7  7  5  4  3  2
+7  9  7  8  8  6  4  4  2
+8 10  8  9  9  7  5  4  3
+9 11  8 10 10  7  5  4  3
+10 11  9 10 11  8  6  5  3
+11 12 10 11 12  9  6  5  4
+12 13 11 12 13 10  7  6  4
+13 14 11 13 14 10  7  6  4
+14 14 12 13 14 11  8  6  5
+15 14 12 14 14 11  8  7  5
+16 14 13 14 14 12  9  7  5
+17 15 13 14 14 12  9  8  6
Requisites: Str 10, Dex 8, Con 10, Int 7, Wis 10
Alignment: any
HD/level: +d10
Weapon Prof.: 4+level/2
To Hit Table: War
Save Table: War
Reference: DLA1
Groups: Warrior
 
Level 1: Pick weapon of choice; are considered 5 levels higher for # of Attacks purposes.
Level 1: +1 to hit per 6 levels (round up) with mounted lance, and +1 damage per level with lance.
Level 1: Free Riding (land-based) proficiency (1 slot).
Level 1: Immune to Fear; Protection from Fear 10'r
Level 1: Resistance of 23+2*level % versus the following effects: Beguiling, Charm, Domination, Hold, Hypnosis, Magic Jar, Possession, Sleep, Suggestion, and Psionic/Mind Blast.
Level 1: Can operate at negative hit points equal to 1st lvl Cavalier hp total. (Cannot be offensive in this state)
Level 1: Effective Chr with warriors of lesser level than the cavalier is increased by the level difference (maximum bonus = 5).
Level 1: +1 on all saving throws; not cumulative with paladin or knight bonus.
Level 1: +2 saves vs. Illusions
Level 3: +1 to hit per 3 levels (round down) with any one type of sword (Cavalier's choice).
Level 3: +1 Str, Dex, or Con (replaces percentage rules)
Level 4: Weapon of Choice: The PC selects one weapon (which he does not have to specialize in), and the Cavalier is considered 3 levels higher for purposes of number of attacks per round. This must be a melee weapon.
Level 5: +1 to hit per 5 levels (round down) with mace, flail, or military pick (Cavalier's choice).
Level 6: +1 Str, Dex, or Con, must be a different stat from the one picked at Level 3
Level 7: Free Riding (air-based) proficiency (1 slot).
Level 9: +1 Str, Dex, or Con, the last stat not picked from the Level 3 and Level 6 picks.

[PC1] Warrior Group Classes


Knight of Quality1

Level KXP Psi6G
123 456 7
1 0 --- --- -
2 300 1-- --- -
3 650 2-- --- -
4 1050 3-- --- -
5 1500 41- --- -
6 2000 52- --- -
7 2550 63- --- -
8 3150 741 --- -
9 3800 852 --- -
10 4500 963 --- -
11 5200 A74 1-- -
12 5900 B85 2-- -
13 6600 C96 3-- -
14 7300 DA7 4-- -
15 8000 EB8 5-- -
16 8700 FC9 6-- -
17 9400 GDA 71- -
18 10100 HEB 81- -
19 10800 IFC 92- -
20 11500 JGD A2- -
21 12200 KHE B3- -
22 12900 LIF C3- -
23 13600 MJG D41 -
24 14300 NKH E41 -
25 15000 OLI F52 -
26 15700 PMJ G52 -
27 16400 QNK H63 -
28 17100 ROL I63 -
29 17800 SPM J74 1
30 18500 TQN K74 1
31 19200 URO L85 1
32 19900 VSP M85 2
33 20600 WTQ N96 2
34 21300 XUR O96 2
35 22000 YVS PA7 3
36 22700 ZWT QA7 3
TH Saves
PD RS PP BW Sp Fo Re Wi
+1  8  4  6  3  4  1  1  3
+3  9  5  6  4  4  2  2  4
+5 10  6  7  6  5  3  3  5
+7 11  7  9  8  6  4  4  6
+9 12  8 10 10  7  5  4  7
+11 13 10 11 12  9  6  5  8
+13 14 11 13 14 10  7  6  9
+15 14 12 14 14 11  8  7 10
+17 15 13 14 14 12  9  8 11
+19 16 14 15 15 13 10  8 12
+21 16 14 15 15 14 11  9 13
+23 16 14 15 15 15 12 10 14
+25 16 15 15 15 15 13 11 15
+27 17 15 16 15 15 14 12 16
+29 17 15 16 15 15 15 12 17
+31 17 16 16 15 16 16 13 18
+33 17 16 16 16 16 17 14 19
+35 17 16 16 16 16 18 15 20
Requisites: Str 14, Wis 13, Chr 18, Cml 9, Warrior 9
Alignment: any
HD/level: d16
Weapon Prof.: 7+level
To Hit Table: 2xWar
Save Table: 2x(War/Pri)
Reference: L&L1
Groups: Warrior
 
Level 1: Pick weapon of choice; are considered 6 levels higher for # of Attacks purposes.
Level 1: +(level+2)/3 to hit with lances, swords, maces, and flails.
Level 1: May shatter a magical, psionic, or innate effect that is currently running. It requires 10 dmg per spell level of the effect to shatter it. This doesn't require a Holy Avenger.
Level 1: If holding a Holy Avenger, +10*N% MR (where N is the weapons TH bonus) and can Dispel Magic
Level 1: Gets spellcasting ability equal to Cleric1, but without Wisdom bonus.
Level 1: Turn Undead as a cleric of same level.
Level 1: Detect Evil (Range 60', requires 1 mental action) as the spell, except the evil creature must have evil intent in order to be picked up as an evil creature.
Level 1: 1M: Sense Danger.
Level 1: Protection from Evil 10'r (continuous, but may be lowered).
Level 1: Immunity to all forms of natural (non-magical) disease.
Level 1: +3 on all saving throws; not cumulative with any other cavalier, knight, or paladin bonus.
Level 1: A additional +3 saves vs. illusions.
Level 1: Immune to Fear; Protection from Fear 10'r
Level 1: Resistance of 24+3*level % versus the following effects: Beguiling, Charm, Domination, Hold, Hypnosis, Magic Jar, Possession, Sleep, Suggestion, and Psionic/Mind Blast. This is treated similar to Magic Resistance, but does not combine with MR (take the higher of the two for the above effects). This Resistance does work against Psionic effects of the above type.
Level 1: Regenerate lvl hp/r.
Level 1: Can operate at negative hit points equal to -10*level. While in this state, you cannot make any type of attack (magic, psionic, physical, or otherwise).
Level 1: Lay on Hands: Cure 3 hit points per level (Range T, uses 1 mental), once per day. This curing ability may be divided between two or more creatures, and does function on outer planar targets.
Level 1: Cure Disease: can be done once per week per 4 levels (round up).
Level 1: Effective Charisma with other warriors is increased by your level.
Level 1: Free Riding (land-based) proficiency (1 slot).
Level 2: Greater Swing: As per Great Swing but does 6 times normal damage and has a 2% per level of instant killing.
Level 2: Gets Psi6G powers. DPPs are the same as a Psi6G: (Chr+Wis+Int)*level.
Level 2: +1 Str, Dex, Con, or Chr (replaces percentage rules)
Level 3: 1M: Invisibility.
Level 3: Free Action cont.
Level 3: Free Riding (air-based) proficiency (1 slot).
Level 4: +1 Str, Dex, Con, or Chr; must be a different stat from the one picked at Level 2
Level 4: May call upon a special war horse as a paladin does.
Level 4: Immune to Sharpness and Vorpal effects.
Level 4: Can build a freehold and attract followers. Automatically gains 1 XP per year per follower if sets up a stronghold.
Level 4: Mental link with a number of lieutenants (followers that are Warriors of at least 4th level) equal to your level (this operates on its own unique psionic frequency).
Level 4: Gain "Whirl" (slightly improved in area of effect). 1P: Do 1 attack on every target within 15'r (one group usually).
Level 5: Gain 40+level*5% WR.
Level 6: +1 Str, Dex, Con, or Chr; must be a different stat from the ones picked at Level 2 and 4
Level 6: +1 QP action.
Level 6: Automatic proficiency in all weapons that you have seen in operation (does not count as "free" slots, so 2 slots are still needed to single specialize, etc.).
Level 6: Can transfer 1/7 of total XP to one of your children upon natural (mental aging) death.
Level 7: 1M: +1 Str this round.
Level 7: Gain "Impale"; see the generic Warrior Level 9 ability.
Level 8: +1 Str, Dex, Con, or Chr; must be a different stat from the ones picked at Level 2, 4, and 6
Level 8: Do not suffer penalties for fighting in an unusual environment (underwater, zero gravity, whatever).
Level 9: Your hit points are maximum (consider all hit die rolls to be maximum possible, even if you have non-warrior classes).
Level 9: Can automatically hit any mortal creature with a non infinite negative Armor Class when using "Great Swing" or "Greater Swing".
Level 9: Mental link to lieutenants now gives the lieutenants the ability to cast 1 first level priest spell per day (casting level = 1).
Level 10: Considered a x2 creature.
Level 10: 1F: Double your Str, Dex, Con, or Chr shift from 10 until end of round (example: a 23 stat becomes 23+13 = 36)
Level 13: Raise Self: Raise Dead on yourself 1 hour after death (as long as the death was due to physical damage). This ability cannot be used more than once per month.
Level 13: Maximum age doubles (you may be lowered 1-2 age categories).
Level 13: Ability to grant a total of (#followers) priest levels of spells (maximum spell level = 4) to followers (or yourself). The spell recipient must be able to memorize the spells the question (be a ranger, have a priest class, etc.).
Level 18: May have you "home plane" switched to that of your alignment.

[PC1] Warrior Group Classes


Knight of Quantity1

Level KXP Warrior
123 456 7
1 0 1-- --- -
2 7 2-- --- -
3 17 31- --- -
4 41 42- --- -
5 75 531 --- -
6 125 642 --- -
7 200 753 1-- -
8 318 864 2-- -
9 525 975 31- -
10 950 A86 42- -
11 1600 B97 531 -
12 2250 CA8 642 -
13 2900 DB9 753 1
14 3550 ECA 864 2
15 4200 FDB 975 3
16 4850 GEC A86 4
17 5500 GFD B97 5
18 6150 GFE CA8 6
19 6800 GFE DB9 7
20 7450 GFE DCA 8
21 8100 GFE DCB 9
22 8750 GFE DCB A
23 9400 GFE DCB B
24 10050 GFE DCC B
25 10700 GFE DCC C
26 11350 GFE DDC C
27 12000 GFE DDD C
28 12650 GFE DDD D
29 13300 GFE EDD D
30 13950 GFE EED D
31 14600 GFE EEE D
32 15250 GFE EEE E
33 15900 GFF EEE E
34 16550 GFF FEE E
35 17200 GFF FFE E
36 17850 GFF FFF E
TH Saves
PD RS PP BW Sp Fo Re Wi
+0  8  4  6  2  2  2  2  0
+1 10  4  8  4  2  2  2  0
+2 10  6  8  6  4  4  4  2
+3 12  8 10  8  6  4  4  2
+4 14 10 12 10  8  6  4  2
+5 16 10 14 12  8  6  6  4
+6 16 12 14 14 10  8  6  4
+7 18 14 16 16 12  8  8  4
+8 20 16 18 18 14 10  8  6
+9 22 16 20 20 14 10  8  6
+10 22 18 20 22 16 12 10  6
+11 24 20 22 24 18 12 10  8
+12 26 22 24 26 20 14 12  8
+13 28 22 26 28 20 14 12  8
+14 28 24 26 28 22 16 12 10
+15 28 24 28 28 22 16 14 10
+16 28 26 28 28 24 18 14 10
+17 30 26 28 28 24 18 16 12
Requisites: Str 12, Dex 14, Chr 20, Cml 13
Alignment: any
HD/level: 5d3 (not a typo: it's five dice.)
Weapon Prof.: 3*level
To Hit Table: War
Save Table: War*2 (see note)
Reference: DM {Planeshifted Knight of Quality1}
Groups: Warrior, Alternate
 
The Saves of "War*2" means to read the Warrior table at your level, and multiply the results by 2 (this is different from "2xWar", where you multiply your level by 2 before reading).
Gets one level of Exceptional stat per level, among Str, Dex, Con, or Chr.
Can cast Wizard Conjuration/Summoning spells as if they were Warrior spells.
Gets +(LVL+2)/3 Henchmen slots. Can use the special types of Henchmen introduced in the Meat Helm and War Priest classes. Divide the cost of Henchmen by LVL.
Level 1 ¶: Pick weapon of choice; your number of attacks with that weapon = (LVL+2)/2.
Level 1: May shatter a magical, psionic, or innate effect that is currently running. It requires 10 dmg per spell level of the effect to shatter it. This doesn't require a Holy Avenger.
Level 1: Regenerate LVL hp/s.
Level 1: Can operate at negative hit points equal to -10*level. While in this state, you cannot make any type of attack (magic, psionic, physical, or otherwise).
Level 1 ¶: +1 extra ability score point per level, can be spent on Str, Dex, Con, or Chr.
Level 3: Free Action cont.
Level 3: Gets LVL/3 Mounts (see Beast Rider class), DL=(LVL+2)/3.
Level 3: Can build a freehold and attract LVLd1000 Followers. Automatically gains 1 XP per year per follower if you set up a stronghold. Each follower is (roll 1d100:) 01-45=level 0, 46-95=level 1, 96-99=level 2, 00=level 3. Assuming no other activity, any given follower has a LVL-2 in 20 chance of going up in level each year (where LVL is your level).
Level 3: Mental link with a number of lieutenants (followers that are Warriors of at least 3rd level) equal to your level (this operates on its own unique psionic frequency).
Level 4: Gain "Whirl" (slightly improved in area of effect). 1P: Do 1 attack on every target within 15'r (one group usually).
Level 5: +(LVL-3)/2 QP actions.
Level 9: Starting this level, get one "Level:" pick from any Warrior class you know, at 8 levels lower (so at level 9 you get a "Level 1:", at level 10 you get a "Level 2:", and so forth.)

[PC1] Warrior Group Classes


Knight of the Rose1

Level KXP Priest
123 456 7
1 2.5 --- --- -
2 5 --- --- -
3 12 --- --- -
4 27 --- --- -
5 60 --- --- -
6 125 1-- --- -
7 200 2-- --- -
8 425 21- --- -
9 800 32- --- -
10 1500 42- --- -
11 2000 421 --- -
12 2500 531 1-- -
13 3000 641 11- -
14 3500 752 111 -
15 4000 863 211 1
16 4500 973 221 1
17 5000 984 332 1
18 6000 995 432 1
19 7000 995 432 2
20 8000 995 433 2
21 9000 995 433 3
22 10000 995 443 3
23 11000 995 444 3
24 12000 995 444 4
25 13000 995 544 4
26 14000 995 554 4
27 15000 995 555 4
28 16000 995 555 5
29 17000 996 555 5
30 18000 996 655 5
31 19000 996 665 5
32 20000 996 666 5
33 21000 996 666 6
34 22000 997 666 6
35 23000 997 766 6
36 24000 997 776 6
TH Saves
PD RS PP BW Sp Fo Re Wi
+0  8  4  5  2  3  0  0  2
+1  8  4  6  3  4  0  0  3
+2  9  5  6  3  4  0  1  3
+3  9  5  6  4  4  1  1  4
+4 10  6  7  4  5  1  1  4
+5 10  6  7  5  5  2  2  5
+6 11  7  8  5  6  2  2  5
+7 11  7  9  6  6  2  2  6
+8 12  7  9  6  7  3  3  6
+9 12  8  9  6  7  3  3  7
+10 13  8 10  7  8  4  3  7
+11 13  9 10  7  8  4  4  8
+12 13  9 10  7  8  4  4  8
+13 14  9 11  8  9  5  4  9
+14 14 10 11  8  9  5  5  9
+15 14 10 11  9  9  6  5 10
+16 15 11 12  9 10  6  5 10
+17 15 11 12 10 11  6  6 11
Requisites: Str 15, Dex 12, Con 15, Int 10, Wis 13
Alignment: any G
HD/level: +d10
Weapon Prof.: 6+level/2
To Hit Table: War
Save Table: Pri
Reference: DLA1
Groups: Warrior
 
Level 1: Pick weapon of choice; are considered 5 levels higher for # of Attacks purposes.
Level 1: +1 to hit per 6 levels (round up) with mounted lance, and +1 damage per level with lance.
Level 1: Free Riding (land-based) proficiency (1 slot).
Level 1: Immune to Fear; Protection from Fear 10'r
Level 1: Resistance of 23+2*level % versus the following effects: Beguiling, Charm, Domination, Hold, Hypnosis, Magic Jar, Possession, Sleep, Suggestion, and Psionic/Mind Blast.
Level 1: Can operate at negative hit points equal to 1st lvl Cavalier hp total. (Cannot be offensive in this state)
Level 1: Effective Chr with warriors of lesser level than the cavalier is increased by the level difference (maximum bonus = 5).
Level 1: +1 on all saving throws; not cumulative with paladin or knight bonus.
Level 1: +2 saves vs. Illusions
Level 1: May shatter a magical, psionic, or innate effect that is currently running. It requires 10 dmg per spell level of the effect to shatter it. This doesn't require a Holy Avenger.
Level 1: Detect Evil (Range 60', requires 1 mental action) as the spell, except the evil creature must have evil intent in order to be picked up as an evil creature. This may done as often as the paladin wishes.
Level 1: Immunity to all forms of natural (non-magical) disease.
Level 1: Lay on Hands: Cure 2 hit points per level (Range T, uses 1 mental), once per day. This curing ability may be divided between two or more creatures, and does function on outer planar targets.
Level 1: Cure Disease: can be done once per week per 5 levels (round up).
Level 1: Protection from Evil 10'r (continuous, but may be lowered).
Level 1: Turn Undead as a cleric of 2 levels lower.
Level 1: +2 on all saving throws; not cumulative with cavalier or knight bonus.
Level 1: Cannot retain more than 10 magic items (2 armor, 4 weapons, 4 any). (Ignore this restriction)
Level 1: 10% of all treasure must be given to a religious institution (this is called the tithe). Leftover wealth not spent is also donated. (Ignore this restriction)
Level 1: If holding a Holy Avenger, +10*N% MR (where N is the weapons TH bonus) and can Dispel Magic
Level 3: Effective Charisma with lower level warriors increased by level-1.
Level 3: +1 to hit per 3 levels (round down) with any one type of sword (Cavalier's choice).
Level 3: +1 Str, Dex, or Con (replaces percentage rules)
Level 4: Weapon of Choice: The PC selects one weapon (which he does not have to specialize in), and the Cavalier is considered 3 levels higher for purposes of number of attacks per round. This must be a melee weapon.
Level 4: The paladin may call upon a special war horse (which is treated as a mage's familiar). Possible mounts include the following: War Horse, Pegasus/Unicorn, Dragon Horse, Dragon, Opinicus, and Ki-Rin.
It takes 17-24 hours for the mount to arrive, and the Hit Dice of the mount cannot be higher than the paladin's level. If the mount is lost, another can be called after the paladin spends 1 week praying (but no more than 2 mounts can be employed in a single decade).
Level 5: +1 to hit per 5 levels (round down) with mace, flail, or military pick (Cavalier's choice).
Level 6: +1 Str, Dex, or Con, must be a different stat from the one picked at Level 3
Level 6: Gains Priest spells; this class does get Wisdom bonus.
Level 7: Free Riding (air-based) proficiency (1 slot).
Level 9: +1 Str, Dex, or Con, the last stat not picked from the Level 3 and Level 6 picks.
Level 9: Automatically gains 1 XP per year per follower if sets up a stronghold.

[PC1] Warrior Group Classes


Knight of the Sword1

Level KXP Priest
123 456 7
1 2.5 --- --- -
2 5 --- --- -
3 12 --- --- -
4 24 --- --- -
5 45 --- --- -
6 95 1-- --- -
7 175 2-- --- -
8 350 21- --- -
9 700 32- --- -
10 1050 42- --- -
11 1400 421 --- -
12 1750 531 1-- -
13 2100 641 11- -
14 2450 752 111 -
15 2800 863 211 1
16 3150 973 221 1
17 3500 984 332 1
18 3850 995 432 1
19 4200 995 432 2
20 4550 995 433 2
21 4900 995 433 3
22 5250 995 443 3
23 5600 995 444 3
24 5950 995 444 4
25 6300 995 544 4
26 6650 995 554 4
27 7000 995 555 4
28 7350 995 555 5
29 7700 996 555 5
30 8050 996 655 5
31 8400 996 665 5
32 8750 996 666 5
33 9100 996 666 6
34 9450 997 666 6
35 9800 997 766 6
36 10150 997 776 6
TH Saves
PD RS PP BW Sp Fo Re Wi
+0  4  2  3  1  1  1  1  0
+1  5  2  4  2  1  1  1  0
+2  5  3  4  3  2  2  2  1
+3  6  4  5  4  3  2  2  1
+4  7  5  6  5  4  3  2  1
+5  8  5  7  6  4  3  3  2
+6  8  6  7  7  5  4  3  2
+7  9  7  8  8  6  4  4  2
+8 10  8  9  9  7  5  4  3
+9 11  8 10 10  7  5  4  3
+10 11  9 10 11  8  6  5  3
+11 12 10 11 12  9  6  5  4
+12 13 11 12 13 10  7  6  4
+13 14 11 13 14 10  7  6  4
+14 14 12 13 14 11  8  6  5
+15 14 12 14 14 11  8  7  5
+16 14 13 14 14 12  9  7  5
+17 15 13 14 14 12  9  8  6
Requisites: Str 12, Dex 9, Con 10, Int 9, Wis 13
Alignment: any
HD/level: +d10
Weapon Prof.: 5+level/2
To Hit Table: War
Save Table: War
Reference: DLA1
Groups: Warrior
 
Level 1: Pick weapon of choice; are considered 5 levels higher for # of Attacks purposes.
Level 1: +1 to hit per 6 levels (round up) with mounted lance, and +1 damage per level with lance.
Level 1: Free Riding (land-based) proficiency (1 slot).
Level 1: Immune to Fear; Protection from Fear 10'r
Level 1: Resistance of 23+2*level % versus the following effects: Beguiling, Charm, Domination, Hold, Hypnosis, Magic Jar, Possession, Sleep, Suggestion, and Psionic/Mind Blast.
Level 1: Can operate at negative hit points equal to 1st lvl Cavalier hp total. (Cannot be offensive in this state)
Level 1: Effective Chr with warriors of lesser level than the cavalier is increased by the level difference (maximum bonus = 5).
Level 1: +1 on all saving throws; not cumulative with paladin or knight bonus.
Level 1: +2 saves vs. Illusions
Level 3: +1 to hit per 3 levels (round down) with any one type of sword (Cavalier's choice).
Level 3: +1 Str, Dex, or Con (replaces percentage rules)
Level 4: Weapon of Choice: The PC selects one weapon (which he does not have to specialize in), and the Cavalier is considered 3 levels higher for purposes of number of attacks per round. This must be a melee weapon.
Level 5: +1 to hit per 5 levels (round down) with mace, flail, or military pick (Cavalier's choice).
Level 6: +1 Str, Dex, or Con, must be a different stat from the one picked at Level 3
Level 6: Gains Priest spells; this class does not get Wisdom bonus.
Level 7: Free Riding (air-based) proficiency (1 slot).
Level 9: +1 Str, Dex, or Con, the last stat not picked from the Level 3 and Level 6 picks.

[PC1] Warrior Group Classes


Knight0

Level KXP Priest
123 456
1 0 --- ---
2 2 --- ---
3 4 0-- ---
4 8 0-- ---
5 16 0-- ---
6 32 1-- ---
7 64 1-- ---
8 120 1-- ---
9 240 20- ---
10 360 20- ---
11 480 20- ---
12 600 21- ---
13 720 21- ---
14 840 21- ---
15 960 220 ---
16 1080 220 ---
17 1200 220 ---
18 1320 221 ---
19 1440 221 ---
20 1560 221 ---
21 1680 322 0--
22 1800 322 0--
23 1920 322 0--
24 2040 332 1--
25 2160 332 1--
26 2280 332 1--
27 2400 333 20-
28 2520 333 20-
29 2640 333 20-
30 2760 443 21-
31 2880 443 21-
32 3000 443 21-
33 3120 443 320
34 3240 443 320
35 3360 443 320
36 3480 444 321
TH Saves
PD RS PP BW Sp Fo Re Wi
+1  6  5  4  3  2  1  1  0
+1  6  5  4  3  3  1  1  0
+2  6  5  4  4  3  2  2  1
+3  8  7  6  5  4  2  2  1
+3  8  7  6  5  5  3  2  1
+4  8  7  6  6  5  3  3  2
+5 10  9  8  7  6  4  3  2
+5 10  9  8  7  7  4  4  2
+6 10  9  8  8  7  5  4  3
+7 12 11 10  9  8  5  4  3
+7 12 11 10  9  9  6  5  3
+8 12 11 10 10  9  6  5  4
+9 12 12 11 10  9  7  6  4
+9 12 12 11 10 10  7  6  4
+10 12 12 11 11 10  8  6  5
+11 13 12 12 11 10  8  7  5
+11 13 12 12 11 11  9  7  5
+12 13 12 12 12 11  9  8  6
Requisites: Str 9
Alignment: any
HD/level: d8
Weapon Prof.: 4+level/3
To Hit Table: Ftr0
Save Table: Ftr0
Reference: RC0-18
Groups: Warrior
 
Level 1: Over Hit: If you hit someone by more than 20, add +1 damage for each number over what you needed to hit.
Example: You need a -15 to hit someone, and you roll a 12. Damage bonus = Roll - Needed - 20 = 12 - -15 -20 = 7.
Level 1: +1 slot in Weapon Mastery per level.
Level 1: Detect evil/good/non-balance continuous.
Level 3: Cast Priest spells using progression of Cleric0 at 1/3 level (round down). Caster level = actual level.
Level 3: 1M,1/d: Summon level/3 fighters of level/2 to fight for you.
Level 9: Disarm: 0: An attack you do does no damage, roll 1d20+(your Dex)-(target's Dex)*2, if greater than 0 he is disarmed.

[PC1] Warrior Group Classes


Knight1

Level KXP
Spells
1 0 (none)
2 2.2 (none)
3 4.4 (none)
4 8.8 (none)
5 19.8 (none)
6 38.5 (none)
7 77 (none)
8 137.5 (none)
9 275 (none)
10 550 (none)
11 825 (none)
12 1100 (none)
13 1375 (none)
14 1650 (none)
15 1925 (none)
16 2200 (none)
17 2475 (none)
18 2750 (none)
19 3025 (none)
20 3300 (none)
21 3575 (none)
22 3850 (none)
23 4125 (none)
24 4400 (none)
25 4675 (none)
26 4950 (none)
27 5225 (none)
28 5500 (none)
29 5775 (none)
30 6050 (none)
31 6325 (none)
32 6600 (none)
33 6875 (none)
34 7150 (none)
35 7425 (none)
36 7700 (none)
TH Saves
PD RS PP BW Sp Fo Re Wi
+0  4  2  3  1  1  1  1  0
+1  5  2  4  2  1  1  1  0
+2  5  3  4  3  2  2  2  1
+3  6  4  5  4  3  2  2  1
+4  7  5  6  5  4  3  2  1
+5  8  5  7  6  4  3  3  2
+6  8  6  7  7  5  4  3  2
+7  9  7  8  8  6  4  4  2
+8 10  8  9  9  7  5  4  3
+9 11  8 10 10  7  5  4  3
+10 11  9 10 11  8  6  5  3
+11 12 10 11 12  9  6  5  4
+12 13 11 12 13 10  7  6  4
+13 14 11 13 14 10  7  6  4
+14 14 12 13 14 11  8  6  5
+15 14 12 14 14 11  8  7  5
+16 14 13 14 14 12  9  7  5
+17 15 13 14 14 12  9  8  6
Requisites: Str 9, Chr 9
Alignment: any
HD/level: d10
Weapon Prof.: 4+level/2
To Hit Table: War
Save Table: War
Reference: L&L1
Groups: Warrior
 
Level 1+: Knights get all the special abilities of fighters. Any fighter may at the end of a gaming session switch to the knight class (as long as he qualifies due to Chr). There is no adjustment in level as both the fighter and knight classes use the "Ftr" XP advancement. If a character ever loses knighthood, he cannot gain it back for 1 year (unless it was an alignment drift that was corrected in one session).
Level 1: A knight may request any other knight, paladin, or cavalier to give him sanctuary in their castle or stronghold. Unless the Good-Evil axis of the two warriors are in opposition, the castle/stronghold owner must agree to give the knight food, drink, clothing, and shelter for at least 3 days, and cannot challenge him for that period of time. If the knight challenges the owner or has attacked him in the past, this benefit is lost.
Level 1: A knight may align himself with a prince, king, emporer, or lord (9th level warrior or higher). He is then provided all the necessities of life for free for the return of his services should the land be attacked. In addition, the knight may request a number of retainers (usually 0 level men-at-arms) equal to his level at no cost.
Level 1: If a call to arms is sounded for a force comparable to the knight's alignment, the knight must respond or lose knight status.
Level 1: +1 to hit with lances, swords, maces, and flails.
Level 1: +1 on all saving throws; not cumulative with cavalier or paladin bonus.
Level 4: Weapon of Choice: A knight may select any one weapon and be considered three levels higher for purposes of how many attacks per round he has.
Level 4: Effective Charisma with warriors of lesser level than the knight is increased by 1 per 4 levels of the knight (round down, limit=9 at 36th). The fighter bonus is used instead for those levels where it is higher.
Level 4: The Knight may call upon a special war horse as a paladin does.

[PC1] Warrior Group Classes


Laitos

Level KXP Priest/Psi-6G
123 456 7
TH
1 0 0-- --- - +1
2 3.5 1-- --- - +3
3 7 2a- --- - +5
4 14 30- --- - +7
5 28 41b --- - +9
6 42 52a --- - +11
7 70 630 c-- - +13
8 112 741 b-- - +15
9 182 852 a-- - +17
10 294 963 0-- - +19
11 476 974 1-- - +21
12 770 985 2d- - +23
13 1246 996 3c- - +25
14 1900 997 4b- - +27
15 2600 998 5a- - +29
16 3300 999 60- - +31
17 4000 999 71e - +33
18 4700 999 81d - +35
19 5400 999 92c - +37
20 6100 999 92b - +39
21 6800 999 93a - +41
22 7500 999 930 f +43
23 8200 999 941 e +45
24 8900 999 941 d +47
25 9600 999 952 c +49
26 10300 999 952 b +51
27 11000 999 963 a +53
28 11700 999 963 0 +55
29 12400 999 974 1 +57
30 13100 A99 974 1 +59
31 13800 AA9 985 1 +61
32 14500 AAA 985 2 +63
33 15200 AAA A96 2 +65
34 15900 AAA AA6 2 +67
35 16600 BBB AA7 3 +69
36 17300 BBB BB7 31 +71
37 34600 BBB BB7 32 +73
38 51900 BBB BB7 33 +75
39 69200 BBB BB7 43 +77
45 173000 BBB BB7 76 +89
54 328700 BBB BBA 991 +107
63 484400 BBB BBA A99 +125
72 640100 CCB BBB BBB 1 +143
Race Adjustments:
Str Dex Con Int Wis Chr Cml AT hp TH Div
+5 +0 +0 -3 +5 +8 +1 +0 +0 +0 ÷1
 
Requisites: Str 15, Wis 16, Chr 26, Cml 12,
  Race Slots 1, Class Slots 2
Alignment: any G
HD/level: ++d14
Weapon Prof.: 7+level*2
To Hit Table: 2xWar
Save Table: 2x(War/Pri)
Reference: DM
Groups: Warrior, Archetype
Complexity: CF=3
   
Saving Throws:  
PPD:  
RSW:  
PP:  
BW:  
Spell:  
Fort:  
Reflex:  
Will:  
   
Considered a "Human" race.
Gets one level of Exceptional stat per level, among Str, Dex, Con, or Chr.
Can cast Priest spells as if they were Warrior spells.
Can cast Psi(-6)G powers as if they were Warrior spells, using the same SL's. You get to spend 7*LVL PSPs on the power when you use it, if it has a variable cost.
Gets +(LVL+2)/3 Henchmen slots. Can use the special types of Henchmen introduced in the Meat Helm and War Priest classes. Divide the cost of Henchmen by LVL.
Turn Undead as a Priest of same level.
Level 1 ¶: Can use "2 for 1" ability score trading.
Level 1 ¶: +1 extra ability score point per level, can be spent on Str, Dex, Con, or Chr.
Level 1: +4 saves; not cumulative with any other cavalier, knight, or paladin bonus. A additional +4 saves vs. illusions.
Level 1: +LVL to hit with lances, swords, maces, and flails.
Level 1: 1M, 1/t: Lay on Hands: Cure 4*LVL hp.
Level 1: 1M, LVL/d: Cure Disease
Level 1: 1M: Sense Danger.
Level 1: Can operate at negative hit points (even offensively) up to -10*level.
Level 1: Detect Evil (Range 60', cont.)
Level 1: If holding a Holy Avenger, +10*N% MR (where N is the weapons TH bonus) and can Dispel Magic
Level 1: Immune disease.
Level 1: Immune to Fear; Protection from Fear 10'r
Level 1: May shatter a magical, psionic, or innate effect that is currently running. It requires 10 dmg per spell level of the effect to shatter it. This doesn't require a Holy Avenger.
Level 1: Pick weapon of choice; are considered 7 levels higher for # of Attacks purposes.
Level 1: Protection from Evil 10'r (continuous, but may be lowered).
Level 1: Regenerate LVL hp/s.
Level 1: Resistance of 34+4*level % versus the following effects: Beguiling, Charm, Domination, Hold, Hypnosis, Magic Jar, Possession, Sleep, Suggestion, and Psionic/Mind Blast. This is treated similar to Magic Resistance, but does not combine with MR (take the higher of the two for the above effects). This Resistance does work against Psionic effects of the above type.
Level 2: Greatest Swing: As per Great Swing but does 7 times normal damage and has a 3% per level of instant killing.
Level 3: 1M: Improved Invisibility.
Level 3: Free Action cont.
Level 3: Gets LVL/3 Mounts (see Beast Rider class) of DL=LVL/3. Alternatively you can have 1 Mount of DL=(LVL-2)/2.
Level 4: Immune to Sharpness and Vorpal effects.
Level 5: WR 50+LVL*6%
Level 6: +(LVL-3)/3 QP actions.
Level 8: Do not suffer penalties for fighting in an unusual environment (underwater, zero gravity, whatever).
Level 9 ¶: Starting this level, get one "Level:" pick from any Warrior class you know, at 8 levels lower (so at level 9 you get a "Level 1:", at level 10 you get a "Level 2:", and so forth.)
Level 9: Can automatically hit any mortal creature with a non infinite negative AC when using "Great Swing" or "Greater Swing".
Level 10: Considered a x2 creature.
Level 13: Raise Self: Raise Dead on yourself 1 hour after death (as long as the death was due to physical damage). This ability cannot be used more than once per month.

[PC1] Warrior Group Classes


Laitos (New Henchmen)

Name gp /day Effective DL Notes
Cloistered Cleric 3 DL I They throw Cure (or Cause) Lights, once a round.
Hobbit (new to this list) 5 DL I They have the standard 8 Thief abilities (FRT, OL, etc.)
Muscle Sliver 30 DL I (or more) DL=cube root of (number of Muscle Slivers); Have no real "special" abilities
Musketeer 4 DL II If killed in melee, they explode on their enemy for 1d4 Tech dmg.
Bulette of Xvim 9 DL II (attack as III) Don't have to pay them after the first day, as long as there's plenty of corpses to eat.
Rogue Invisible Stalker 12 DL III Have level 1-8 Rogue-like abilities
Cambion 20 DL III Psi6 / Psi12 Minor and Major abilities (choose alignment)
Hound of Ill Omen 50 DL IV Shift enemies' die rolls out of their favor
Luck Cat 100 DL IV Adjust 1 die roll per round
Faerie 65 DL IV (defend as VI) |AC| 18; area effects kill only 1 of them
Mind Flayer Mercenary 150 DL V Lots of Grand psionic effects. This is the closest you're gonna get to Astral Constructs on this table.
SFB Prime Team 200 DL V Like a mini NPC party. Not as clever as the PCs, but they can operate on their own if given orders.
Henchman 400 DL VI As in the x1 Concordant class. Sidekicks cost the same amount.
Rakshasa Mercenary 900 DL VII Lots of SL 5-8 spell effects
Proto-Lich 1600 DL VIII Nasty Higher Undead. Looking for that last haul before retiring to Lichdom.
Small Game Hunter 6000 DL IX Looking for something to smash.
Big Game Hunter 15000 DL X Kill All.
Big Game Faerie 22000 DL X (defend as XI) Big Game Hunter with Faerie abilities.

Laitos (Henchmen Adjectives)

Name gp /day Notes
Greater x1.5 +1 DL (can take this only once)
Hardy x1.25 +1 defensive DL (can take this only once)
Lesser x0.75 -1 DL (can take this only once)
More than Enough x1.1 Ability to buy 1000 of these (rather than 100 or 10000), this is called "More than Enough"
Tough x1.1 +1 rhp (can take this multiple times, each costs x+0.1)
Vicious x1.25 +1 offensive DL (can take this only once)

[PC1] Warrior Group Classes


Laitos (Beast Rider Mounts)

DL Mount AC hp #Att TH dmg Special
1 Light Horse 15 50 3 +6 5 Increase stats by 50% each time you level
1 Camel 14 60 2 +5 7 Spits for 1d20 dmg
1 Pegasus 17 40 2 +4 4 Flying; Regenerate LVL hp/s (self and rider)
2 Medium Horse 32 120 3 +16 12 Increase stats by 50% each time you level
2 Giant Eagle 30 140 3 +17 17 Flying; Eagle Eye Vision; Immune Blindness
2 Unicorn 40 60 2 +8 6 Luckstone (self and rider)
3 Heavy Horse 51 210 3 +30 21 Increase stats by 50% each time you level
3 Dragon Horse 60 240 2 +25 15 Pick a type of dragon. Breath weapon (half hp).
3 Brontosaurus 20 1600 1 +80 80 Lernaean; can carry a lot of weight (Str 200)
4 Heavy War Horse 72 320 3 +48 32 Increase stats by 50% each time you level
4 Dragon, Lesser 80 400 2 +40 30 Pick a type of dragon. Breath weapon (full hp).
4 Dog, Beast of Xvim 60 200 1 +65 85 Beast of Xvim; Ignores aWR / +wpn needed to hit
5 Elite War Horse 95 450 3 +70 45 Increase stats by 50% each time you level
5 Polar Bear 100 500 3 +70 50 Immune Cold (self and rider)
5 Juggernaut 350 300 1 +120 120 Resist Technological damage (self and rider)
6 Greater War Horse 120 600 3 +96 60 Increase stats by 50% each time you level
6 Nightmare 133 666 3 +66 66 Unholy fire shield; Breath weapon (half hp); Plane Shift 1/r
6 Hydra 160 800 5 +80 80 5 Breath Weapons (each is 1/10 current hp)
7 Ultra War Horse 147 770 3 +126 77 Increase stats by 50% each time you level
7 Opinicus 140 800 2 +120 60 Heal 1/r (self or rider). iMPIRR 50% (self and rider).
7 Scaled Wurm 490 600 1 +300 100 Attack swallows whole (100 dmg /s)
8 Gargantuan War Horse 176 960 3 +160 96 Increase stats by 50% each time you level
8 Dragon, Greater 180 1000 2 +140 90 Breath weapon (full hp); Dragonlancing (add mount's hp to rider's dmg)
8 Time Elemental 170 700 1 +170 Inc Attack is Incursion (5 RSW saves); Time/Reality Stability (self and rider)
9 Chosen One Horse 207 1170 3 +198 117 Increase stats by 50% each time you level
9 Ki-Rin 210 1500 2 +150 150 Wish 1/r; Immune to Traps and Tricks (self and rider)
9 Ethereal Weebie 156 600 3 +120 120 Ethereal Projection; +2*LVL weapon to hit (both are self and rider)
10 Paragon War Horse 240 1400 3 +240 140 Increase stats by 50% each time you level
10 Tarrasque 280 3000 5 +400 210 iMReflection 50%; Regenerate 6*LVL hp/s (both self and rider)
10 Ultraplanar Calf iAC 1 ihp 1 1 +500 500 Capital M Moo 1/r; Immune Annihilation (self and rider)

[PC1] Warrior Group Classes


Lancer (Random Warrior #199267)

Level KXP
Spells
1 7 (none)
2 36 (none)
3 82 (none)
4 164 (none)
5 258 (none)
6 364 (none)
7 490 (none)
8 647 (none)
9 841 (none)
10 1095 (none)
11 1412 (none)
12 1760 (none)
13 2411 (none)
14 2898 (none)
15 3386 (none)
16 3884 (none)
17 4382 (none)
18 4880 (none)
19 5380 (none)
20 5879 (none)
21 6378 (none)
22 6878 (none)
23 7378 (none)
24 7879 (none)
25 8380 (none)
26 8881 (none)
27 9382 (none)
28 9884 (none)
29 10387 (none)
30 10889 (none)
31 11392 (none)
32 11895 (none)
33 12399 (none)
34 12903 (none)
35 13407 (none)
36 13912 (none)
TH Saves
PD RS PP BW Sp Fo Re Wi
+0  6  5  4  3  2  1  1  0
+1  6  5  4  3  3  1  1  0
+2  6  5  4  4  3  2  2  1
+3  8  7  6  5  4  2  2  1
+4  8  7  6  5  5  3  2  1
+5  8  7  6  6  5  3  3  2
+6 10  9  8  7  6  4  3  2
+7 10  9  8  7  7  4  4  2
+8 10  9  8  8  7  5  4  3
+9 12 11 10  9  8  5  4  3
+10 12 11 10  9  9  6  5  3
+11 12 11 10 10  9  6  5  4
+12 12 12 11 10  9  7  6  4
+13 12 12 11 10 10  7  6  4
+14 12 12 11 11 10  8  6  5
+15 13 12 12 11 10  8  7  5
+16 13 12 12 11 11  9  7  5
+17 13 12 12 12 11  9  8  6
Requisites: Wis 0, Warrior 3, Rogue 3
Alignment: any
HD/level: & +++2d8
Weapon Prof.: 2+level/3
To Hit Table: War
Save Table: Ftr0
Reference: DM Random
Groups: Warrior, Random
 
Gets 20 Rogue points per level. Gets an "Any Rogue" pick every odd level.
Level 1 ¶: Dragonlancing / Inverse Dragonlancing: 1V: Get +X to hit and +Y damage (on every attack) until you use this ability again, where X+Y = your max hp. X and Y cannot be negative. These plusses count as magical plusses for purposes of overcoming "+ needed to hit" and DR. This ability does not automatically go up as you level; you need to spend 1V action each time.
Level 1: +1 to hit with lances, swords, maces, and flails.
Level 1: +LVL dmg.
Level 1: Barbarian Con bonus; i.e. bonus is (Con-14)*2.
Level 1: Cure Disease: can be done once per week per 5 levels (round up).
Level 1: One free Kit per level. You cannot pick the same kit more than once.
Level 1: Pick Pockets 20% + 2% per level.
Level 1: Pick weapon of choice; are considered 5 levels higher for # of Attacks purposes.
Level 2: +CL V actions
Level 2: No range penalties; Can shoot bows in your group without penalty
Level 4: 0, 1/d: Counterspell
Level 4: 1M, (LVL-3)/d: Taunt a group (Will save)
Level 4: Considered 3 levels higher when using a specific missile weapon (chosen by archer) for purposes of number of attacks.
Level 4: Considered 3 levels higher when using a specific missile weapon (chosen by archer) for purposes of number of attacks.
Level 5: Special Mount: Gain a familiar which must be a mount (the familiar list in [S0.5] indicates which types can be mounts).
Level 6: Anti-Henchman Shell SL 0-3 (Henchman effects of SL 0-3 cannot be used within 20')
Level 6: Automatic proficiency in all weapons that you have seen in operation (does not count as "free" slots, so 2 slots are still needed to single specialize, etc.).
Level 7: 1 borrowed P, 1/r: Deny N attacks from occuring, where N is your #Att. {Living Blade}
Level 8: 1M: A group gets -CL AC (no save)
Level 9: 1P: Attack only one target this segment. Your base # attacks per weapon/fist = LVL.
Level 10: Pick an action type. You are immune to actions of that type being locked down.
Level 13: Your base # attacks is never worse than 1/1 {feat}
Level 16: +1 max ihp, if your Battlelord is at least 5 (20 wishes if non-Battlelord)
Level 28: 1M: A group gets -25*PCL set Con that ignores Sustain Con

[PC1] Warrior Group Classes


Legionnaire

Level KXP
Spells
1 0 (none)
2 2.25 (none)
3 4.5 (none)
4 9 (none)
5 18 (none)
6 36 (none)
7 72 (none)
8 144 (none)
9 288 (none)
10 513 (none)
11 738 (none)
12 963 (none)
13 1188 (none)
14 1413 (none)
15 1638 (none)
16 2088 (none)
17 2313 (none)
18 2763 (none)
19 3213 (none)
20 3663 (none)
21 4113 (none)
22 4563 (none)
23 5013 (none)
24 5463 (none)
25 5913 (none)
26 6363 (none)
27 7263 (none)
28 8163 (none)
29 9063 (none)
30 9963 (none)
31 10863 (none)
32 11763 (none)
33 12663 (none)
34 13563 (none)
35 14463 (none)
36 16263 (none)
TH Saves
PD RS PP BW Sp Fo Re Wi
+1  4  2  3  1  1  1  1  0
+3  5  2  4  2  1  1  1  0
+5  5  3  4  3  2  2  2  1
+7  6  4  5  4  3  2  2  1
+9  7  5  6  5  4  3  2  1
+11  8  5  7  6  4  3  3  2
+13  8  6  7  7  5  4  3  2
+15  9  7  8  8  6  4  4  2
+17 10  8  9  9  7  5  4  3
+19 11  8 10 10  7  5  4  3
+21 11  9 10 11  8  6  5  3
+23 12 10 11 12  9  6  5  4
+25 13 11 12 13 10  7  6  4
+27 14 11 13 14 10  7  6  4
+29 14 12 13 14 11  8  6  5
+31 14 12 14 14 11  8  7  5
+33 14 13 14 14 12  9  7  5
+35 15 13 14 14 12  9  8  6
Requisites: Str 11, Dex 11, Con 11
Alignment: any
HD/level: 2d6
Weapon Prof.: 6+level*2
To Hit Table: 2xWar
Save Table: War
Reference: DM
Groups: Warrior
 
Cavalier-Legionnaire and Knight-Legionnaire are legal mixed class combinations.
Level 1: 1P: Do 1 attack, and roll a natural 19.
Level 2: Immune to fear.
Level 3: Identify weapons 5% per level.
Level 4: 1P: Do 1 attack, and roll a natural 20.
Level 5: Does not suffer secondary target penalties, or penalties of -5 or less due to cover.
Level 6: Immune to charm.
Level 7: 0, 1/r: Reroll a 1 you just rolled on an attack. This ability becomes 2/r (max 1/s) at level 14 and 1/s at level 21.
Level 8: Immune to curse.
Level 9: 1P: Do 1 attack, roll a natural 20, ignore WR and requirements on plusses needed to hit.
Level 9: Mental link with a number of lieutenants (followers that are Warriors of at least 4th level) equal to Legionnaire's level (this operates on its own unique psionic frequency).
Level 12: Automatic proficiency in all weapons that the legionnaire has seen in operation (does not count as "free" slots, so 2 slots are still needed to single specialize, etc.).

[PC1] Warrior Group Classes


Life Machine

Level KXP
Spells
1 0 (special)
2 6.25 (special)
3 12.5 (special)
4 25 (special)
5 50 (special)
6 100 (special)
7 175 (special)
8 300 (special)
9 450 (special)
10 625 (special)
11 1000 (special)
12 1500 (special)
13 3300 (special)
14 4400 (special)
15 5500 (special)
16 6600 (special)
17 7700 (special)
18 8800 (special)
19 9900 (special)
20 11000 (special)
21 12100 (special)
22 13200 (special)
23 14300 (special)
24 15400 (special)
25 16500 (special)
26 17600 (special)
27 18700 (special)
28 19800 (special)
29 20900 (special)
30 22000 (special)
31 23100 (special)
32 24200 (special)
33 25300 (special)
34 26400 (special)
35 27500 (special)
36 28600 (special)
TH Saves
PD RS PP BW Sp Fo Re Wi
+0  8  7  8  3  6  1  2  2
+1  8  7  8  3  7  1  3  3
+2  9  8  8  4  7  2  3  3
+3  9  8  8  4  7  2  4  4
+4 10  9  9  5  8  3  4  4
+5 10  9  9  6  8  3  5  5
+6 11 10  9  7  9  4  5  5
+7 11 10  9  8  9  4  6  6
+8 12 10 10  9  9  5  6  6
+9 12 11 10 10 10  5  7  7
+10 13 11 10 11 10  6  7  7
+11 13 12 11 12 11  6  8  8
+12 13 12 12 13 11  7  8  8
+13 14 13 13 14 11  7  9  9
+14 14 13 13 14 12  8  9  9
+15 14 13 14 14 12  8 10 10
+16 15 14 14 14 13  9 10 10
+17 15 14 14 14 13  9 11 11
Requisites: Str 18, Dex 18, Con 18, Int 18, Wis 18, Chr 18
Alignment: any
HD/level: 3d8
Weapon Prof.: 2+level/6
To Hit Table: War
Save Table: War/Wiz/Pri/Rog/Psi
Reference: DM {Planeshifted Death Machine}
Groups: Warrior, Custom, Alternate
 
Has abilities (and spell/psi progressions) as per Guard, Smith, Abjurer, Sage, Cloistered Cleric, Healer, Bard1, Psi10, Psi23. You cannot "owe stat points" to qualify for this class.
Level 1: Can buy Healing proficiency multiple times that stack, the Nth time you buy it costs N slots (e.g. having 10 slots in Healing lets you bind wounds for 4d3, or 4d4 if you also have 1 slot in Herbalism.)
Level 1: Immune to negative energy.
Level 1: One free Kit per level. You cannot pick the same kit more than once.
Level 1: Gets Dex bonus twice to AC.

[PC1] Warrior Group Classes


Ling0

Level KXP
Spells
1 0 (none)
2 4 (none)
3 8 (none)
4 16 (none)
5 32 (none)
6 64 (none)
7 128 (none)
8 240 (none)
9 600 (none)
10 1200 (none)
11 1800 (none)
12 2400 (none)
13 3000 (none)
14 3600 (none)
15 4200 (none)
16 4800 (none)
17 5400 (none)
18 6000 (none)
19 6600 (none)
20 7200 (none)
21 7800 (none)
22 8400 (none)
23 9000 (none)
24 9600 (none)
25 10200 (none)
26 10800 (none)
27 11400 (none)
28 12000 (none)
29 12600 (none)
30 13200 (none)
31 13800 (none)
32 14400 (none)
33 15000 (none)
34 15600 (none)
35 16200 (none)
36 16800 (none)
TH Saves
PD RS PP BW Sp Fo Re Wi
+2 20 18 16 10 12  4  2  0
+2 20 18 16 12 12  4  2  0
+2 20 18 16 12 14  6  4  0
+4 24 22 20 16 18  6  4  2
+6 24 22 20 18 18  8  4  2
+6 24 22 20 18 20  8  6  2
+6 28 26 24 22 24 10  6  4
+8 28 26 24 24 24 10  8  4
+10 28 26 26 24 24 12  8  4
+10 32 30 28 28 30 12  8  6
+10 32 30 30 28 30 14 10  6
+12 32 30 30 30 30 14 10  6
+14 32 30 30 30 30 14 10  6
+14 32 30 30 30 30 14 10  6
+14 32 30 30 30 30 14 10  6
+16 32 30 30 30 30 14 10  6
+18 32 30 30 30 30 14 10  6
+18 32 30 30 30 30 14 10  6
Requisites: Str 18, Dex 18, Con 18
Alignment: any
HD/level: d12
Weapon Prof.: 4+level/2
To Hit Table: CTD0*2
Save Table: Half0*2
Reference: DM {Double Halfling0}
Groups: Warrior, Rogue
 
Gets 80 Rogue points per level.
Gets "Level:" abilities of Fighter0.
Level 1: Over Hit: If you hit someone and needed a negative number to hit them (i.e. your TH bonus was greater than his AC), do x1.5 dmg.
Level 1: +2 proficiencies per level.
Level 4: Double Over Hit: If you hit someone and your TH bonus was greater than double his AC, do x2 dmg (instead of x1.5 for Over Hit).
Level 8: +10 HNCL (this can't be picked)
Level 9: Double Resist Magic and Breath Weapons.
Ling0 still gets the normal level 9, 18, 27, 36 picks in addition to the table below.
Lvl Ability
1 Any two Rogue 1 abilities
2 Any two Rogue 2 abilities
3 Any two Rogue 3 abilities
4 Any two Rogue 4 abilities
5 Any two Rogue 5 abilities
6 Any two Rogue 6 abilities
7 Any two Rogue 7 abilities
8 Any two Rogue 8 abilities
16 Any two Rogue 12 abilities
24 Any two Rogue 18 abilities
32 Any two Rogue 32 abilities

[PC1] Warrior Group Classes


Lord

Level KXP
Spells
1 0 (none)
2 4 (none)
3 8 (none)
4 16 (none)
5 32 (none)
6 64 (none)
7 128 (none)
8 256 (none)
9 512 (none)
10 800 (none)
11 1200 (none)
12 1600 (none)
13 2000 (none)
14 2400 (none)
15 2800 (none)
16 3200 (none)
17 3600 (none)
18 4000 (none)
19 4400 (none)
20 4800 (none)
21 5200 (none)
22 5600 (none)
23 6000 (none)
24 6400 (none)
25 6800 (none)
26 7200 (none)
27 7600 (none)
28 8000 (none)
29 8400 (none)
30 8800 (none)
31 9200 (none)
32 9600 (none)
33 10000 (none)
34 10400 (none)
35 10800 (none)
36 11200 (none)
TH Saves
PD RS PP BW Sp Fo Re Wi
+0  0  0  0  0  0  0  0  0
+1  1  1  1  1  1  1  1  1
+2  2  2  2  2  2  2  2  2
+3  3  3  3  3  3  3  3  3
+4  3  3  3  3  3  3  3  3
+5  4  4  4  4  4  4  4  4
+6  5  5  5  5  5  5  5  5
+7  6  6  6  6  6  6  6  6
+8  6  6  6  6  6  6  6  6
+9  7  7  7  7  7  7  7  7
+10  8  8  8  8  8  8  8  8
+11  9  9  9  9  9  9  9  9
+12  9  9  9  9  9  9  9  9
+13 10 10 10 10 10 10 10 10
+14 11 11 11 11 11 11 11 11
+15 12 12 12 12 12 12 12 12
+16 12 12 12 12 12 12 12 12
+17 13 13 13 13 13 13 13 13
Requisites: Str 12, Con 9, Int 9, Wis 9, Chr 16
Alignment: L any (or) T any
HD/level: d4+7
Weapon Prof.: 8+level/3
To Hit Table: War
Save Table: 1½xMon
Reference: DM
Groups: Warrior
 
Every Level: This class gets a "Level:" pick from other Warrior classes. Take the XP for that LordDM level, look it up on the other class's XP chart, and that is the level of the pick you get in the other class. For example, if a LordDM uses his level 10 (800 KXP) pick on Jedi19L, it would be a Jedi19L level 8 pick (level 9 is too much at 896 KXP). The pick cannot exceed your LordDM level, even if the other class is cheaper.
If the other class has a level requirement, treat it as an additional 2^(L-1) KXP requirement, where L is the level needed. For example, if a class requires level 5 in another class, that would be treated as an additional 16 KXP requirement.
You may combine two (or more) picks together to get one pick, in which case you add the XP values together before referencing the other class. Again the pick cannot exceed your LordDM level. This lets you pick from a very expensive class. Thus, a LordDM could use his level 10 (800 KXP) and his level 7 (128 KXP) picks to get a Jedi19L level 10 pick.
 
Level 9: Choose "Priest", "Rogue", or "Monster". You may now use picks on classes from that group, but your picks of that group get only half the KXP.
Level 18: Choose "Priest", "Rogue", or "Monster" with effects as per Level 9. If you choose the same group twice, your picks of that group are at full KXP instead of halving.
Level 27: Choose any group other than "Concordant" with effects as per Level 9. Choosing a group three times or choosing "Warrior" has no effect. Note you can choose "Custom"; you can even build a phantom custom class to pick from!
Level 36: Choose any group other than "Concordant" with effects as per Level 9. With this choice only, if you choose a group three times or choose "Warrior", your picks in that group are at double KXP (limited still by your LordDM level).
 
Now to *really* confuse things, note that LordDM can pick "Level:" abilities from it's own class, which would give it more group choices (did you follow that?).
 
If you end up with one Rogue ability, you get 10*LVL rogue points. If you end up with two, you get 20*LVL points. If you end up with three or more, you get 30*LVL points (the maximum).
 
Level 9: All other people in your group get a "256 KXP" Warrior pick, using the LordDM rules above. (You do not get this in addition to your normal Level 9 pick). This ability cannot itself be picked.
Level 9: 0, 1/r: Lend Action (any type)
Level 9: Spells as per Cleric0 of ML=(LVL -8)*2 [for levels 9-14], ML=LVL-2 [for levels 15+]. Gets Chr bonus to spells.
Level 18: All other people in your group get a "3600 KXP" Warrior pick, using the LordDM rules above. (You do not get this in addition to your normal Level 18 pick). This ability cannot itself be picked.
Level 18: Free wild talent in one of the following psi frequencies: -12L/T, -9, -6 (any), 6 (any), 10, 11W, 12L/T, 18, 19 (any)
Level 18: 1F, 1/reset: Choose a (willing) ally. You can see/speak/hear through that ally's eyes. At double action cost, you may use your abiltiies through that person (e.g. you can cast a material componented spell through him with 2M+2V). When you use an action through him, he cannot use actions of the same type that segment.

[PC1] Warrior Group Classes


Loyalist5 / Collaborator5

Level KXP
Spells
1 0 (none)
2 4.8 (none)
3 9.6 (none)
4 19.2 (none)
5 38.4 (none)
6 76.8 (none)
7 153.6 (none)
8 307.2 (none)
9 614.4 (none)
10 1000 (none)
11 1500 (none)
12 2000 (none)
13 2500 (none)
14 3000 (none)
15 3500 (none)
16 4000 (none)
17 4500 (none)
18 5000 (none)
19 5500 (none)
20 6000 (none)
21 6500 (none)
22 7000 (none)
23 7500 (none)
24 8000 (none)
25 8500 (none)
26 9000 (none)
27 9500 (none)
28 10000 (none)
29 10500 (none)
30 11000 (none)
31 11500 (none)
32 12000 (none)
33 12500 (none)
34 13000 (none)
35 13500 (none)
36 14000 (none)
TH Saves
PD RS PP BW Sp Fo Re Wi
+0  8  4  6  3  4  0  0  3
+1  9  5  6  4  4  1  1  4
+2 10  6  7  5  5  2  2  5
+3 11  7  9  6  6  2  2  6
+4 12  8  9  6  7  3  3  7
+5 13  9 10  7  8  4  4  8
+6 14  9 11  8  9  5  4  9
+7 14 10 11  9  9  6  5 10
+8 15 11 12 10 11  6  6 11
+9 16 12 13 11 12  7  6 12
+10 16 13 14 12 12  8  7 13
+11 16 14 14 13 13  9  8 14
+12 16 14 15 14 14 10  8 15
+13 17 15 16 14 14 10  9 16
+14 17 15 16 15 15 11 10 17
+15 17 16 16 15 16 12 10 18
+16 17 16 16 16 16 13 11 19
+17 17 16 16 16 16 14 12 20
Requisites: Str 13, Con 9, Wis 13
Alignment: (L or A) any
HD/level: 3d3
Weapon Prof.: 6+level/2
To Hit Table: War
Save Table: 2xPri
Reference: DM {Mirror Rebel5}
Groups: Warrior, Mirror
 
Levels Pick Description
Level 1-3: A 0, 1/t: Reorder the "stack" of pending effects.
B LVL slots in Depth Sense, Tracking, Weight Sense
C Natural 1's do not automatically miss on saves
D Ioun stones and Gemlets are at half monetary cost
E Immune to telekinesis
Level 4: Pick two from: Loyalist5 Level 1-3, White/Black Hat Level 1-3, or one Psi(-12)L minor
Level 5-7: F +LVL punch to hit
G +1 to all crit multipliers
H Get +LVL/2 attacks vs. a target if none of your friends attack it this segment
I Clan and Guild patches are at half cost
J Ignore someone's immunity to falling dmg, telekinesis, overbearing
Level 8: Pick two from: Loyalist5 Level 5-7, White/Black Hat Level 5-7, or one Psi(-12)L minor
Level 9-12: K 1M, 1/d: Summon LVL*3 Loyalist5 NPCs (lvl = LVL*3-24, max=15)
L 1P: Attack each target only once this segment (can be >1 group). You autohit them for xLVL/2 dmg.
M Auto double power score all stat checks.
N +LVL*5% CNaCNR; SR LVL*5; dust of disappearance cont.; dust of appearance 30'r cont. (hole in middle); considered extra +LVL weapon to hit others
O Immune Tricks; Flying movement rate = (LVL^2)"; Sustain all ability scores; Immune Backstab (and it's variants)
Level 13: Pick two from: Loyalist5 Level 9-12, White/Black Hat Level 9-12, one Psi(-12)L major, or one other5 Level 1-3

[PC1] Warrior Group Classes


Meat Helm

Level KXP Warrior
123 456
1 0 1-- ---
2 9 2-- ---
3 18 21- ---
4 36 211 ---
5 72 221 1--
6 144 222 2--
7 288 333 2--
8 576 333 31-
9 1000 443 32-
10 1450 444 431
11 1900 444 432
12 2350 444 433
13 2800 444 444
14 3250 555 444
15 3700 555 554
16 4150 555 555
17 4600 666 555
18 5050 666 665
19 5500 666 666
20 5950 777 666
21 6400 777 776
22 6850 777 777
23 7300 888 777
24 7750 888 887
25 8200 888 888
26 8650 999 888
27 9100 999 998
28 9550 999 999
29 10000 AAA 999
30 10450 AAA AA9
31 10900 AAA AAA
32 11350 BBB AAA
33 11800 BBB BBB
34 12250 CCB BBB
35 12700 CCC CBB
36 13150 CCC CCC
TH Saves
PD RS PP BW Sp Fo Re Wi
+1  5  2  4  2  1  1  1  0
+3  6  4  5  4  3  2  2  1
+5  8  5  7  6  4  3  3  2
+7  9  7  8  8  6  4  4  2
+9 11  8 10 10  7  5  4  3
+11 12 10 11 12  9  6  5  4
+13 14 11 13 14 10  7  6  4
+15 14 12 14 14 11  8  7  5
+17 15 13 14 14 12  9  8  6
+19 15 14 15 15 13 10  8  6
+21 15 14 15 15 14 11  9  7
+23 15 14 15 15 15 12 10  8
+25 15 15 15 15 15 13 11  8
+27 16 15 15 15 15 14 12  9
+29 16 15 16 15 15 15 12 10
+31 16 16 16 15 15 16 13 10
+33 16 16 16 16 16 17 14 11
+35 17 16 16 16 16 18 15 12
Requisites: Dex 25, Chr 15, Class Slots 4
Alignment: any
HD/level: 2d5
Weapon Prof.: 6+level
To Hit Table: 2xWar
Save Table: 2xWar
Reference: DM
Groups: Warrior
 
This class costs 4 class slots (or 3 class slots in campaigns where there are only 3 slots).
Mini classes and x2 (and above) classes may be used in combination with this class, and the hit points combine normally.
This class may multi-class (or dual-class) with Meat Shield and Meat Sword, the combined classes are only 4 class slots (total, even for all three classes).
Has a Warrior spell progression. Gets Chr bonus to spells.
Level 1: Sustain Dex and Chr
Level 1 ¶: iCR LVL*10%
Level N (every level) ¶: +1 slot for Henchmen per level. You can never lose control of your Henchman (auto make the Chr checks).
Level N (every level): +1 instance of Exc Dex for this class. This is not optional, you must take this, even if your Dex bonus would go down. Bonuses for Dex levels follows:
 
# Exc Dex Name Bonus Dex 20 Dex 30 Dex 40 Dex 50 Dex 60 Dex 70 Dex 80 Dex 90 Dex 100
1 Exc (Dex-12) +8 +18 +28 +38 +48 +58 +68 +78 +88
2 Bar (Dex-14)*2 +12 +32 +52 +72 +92 +112 +132 +152 +172
3 Extra Bar (Dex-16)*5/2 +10 +35 +60 +85 +110 +135 +160 +185 +210
4 Super Bar (Dex-18)*3 +6 +36 +66 +96 +126 +156 +186 +216 +246
5 Mega Bar (Dex-20)*7/2 +0 +35 +70 +105 +140 +175 +210 +245 +280
6 Ultra Bar (Dex-22)*4 -8 +32 +72 +112 +152 +192 +232 +272 +312
7 Ancillary Bar (Dex-24)*9/2 -18 +27 +72 +117 +162 +207 +252 +297 +342
8 Massive Bar (Dex-26)*5 -30 +20 +70 +120 +170 +220 +270 +320 +370
9 Giga Bar (Dex-28)*11/2 -44 +11 +66 +121 +176 +231 +286 +341 +396
10 Extreme Bar (Dex-30)*6 -60 +0 +60 +120 +180 +240 +300 +360 +420
11 Tera Bar (Dex-32)*13/2 -78 -13 +52 +117 +182 +247 +312 +377 +442
12 Utmost Bar (Dex-34)*7 -98 -28 +42 +112 +182 +252 +322 +392 +462
13 Excessive Bar (Dex-36)*15/2 -120 -45 +30 +105 +180 +255 +330 +405 +480
14 Exorbitant Bar (Dex-38)*8 -144 -64 +16 +96 +176 +256 +336 +416 +496
15 Outlandish Bar (Dex-40)*17/2 -170 -85 +0 +85 +170 +255 +340 +425 +510
16 Ultimate Bar (Dex-42)*9 -198 -108 -18 +72 +162 +252 +342 +432 +522
17 Inordinate Bar (Dex-44)*19/2 -228 -133 -38 +57 +152 +247 +342 +437 +532
18 Uber Bar (Dex-46)*10 -260 -160 -60 +40 +140 +240 +340 +440 +540
(beyond) ? (Dex-N*2-10)*(N/2+1)

[PC1] Warrior Group Classes


New Henchmen

Name gp /day Effective DL Notes
Cloistered Cleric 3 DL I They throw Cure (or Cause) Lights, once a round.
Muscle Sliver 30 DL I (or more) DL=cube root of (number of Muscle Slivers); Have no real "special" abilities
Musketeer 4 DL II If killed in melee, they explode on their enemy for 1d4 Tech dmg.
Bulette of Xvim 9 DL II (attack as III) Don't have to pay them after the first day, as long as there's plenty of corpses to eat.
Rogue Invisible Stalker 12 DL III Have level 1-8 Rogue-like abilities
Cambion 20 DL III Psi6 / Psi12 Minor and Major abilities (choose alignment)
Hound of Ill Omen 50 DL IV Shift enemies' die rolls out of their favor
Luck Cat 100 DL IV Adjust 1 die roll per round
Faerie 65 DL IV (defend as VI) |AC| 18; area effects kill only 1 of them
Mind Flayer Mercenary 150 DL V Lots of Grand psionic effects. This is the closest you're gonna get to Astral Constructs on this table.
SFB Prime Team 200 DL V Like a mini NPC party. Not as clever as the PCs, but they can operate on their own if given orders.
Henchman 400 DL VI As in the x1 Concordant class. Sidekicks cost the same amount.
Rakshasa Mercenary 900 DL VII Lots of SL 5-8 spell effects
Proto-Lich 1600 DL VIII Nasty Higher Undead. Looking for that last haul before retiring to Lichdom.
Small Game Hunter 6000 DL IX Looking for something to smash.
Big Game Hunter 15000 DL X Kill All.
Big Game Faerie 22000 DL X (defend as XI) Big Game Hunter with Faerie abilities.

Henchmen Adjectives

Name gp /day Notes
Greater x1.5 +1 DL (can take this only once)
Hardy x1.25 +1 defensive DL (can take this only once)
Lesser x0.75 -1 DL (can take this only once)
More than Enough x1.1 Ability to buy 1000 of these (rather than 100 or 10000), this is called "More than Enough"
Tough x1.1 +1 rhp (can take this multiple times, each costs x+0.1)
Vicious x1.25 +1 offensive DL (can take this only once)

[PC1] Warrior Group Classes


Meat Shield

Level KXP
Spells
1 0 (none)
2 9 (none)
3 18 (none)
4 36 (none)
5 72 (none)
6 144 (none)
7 288 (none)
8 576 (none)
9 1000 (none)
10 1450 (none)
11 1900 (none)
12 2350 (none)
13 2800 (none)
14 3250 (none)
15 3700 (none)
16 4150 (none)
17 4600 (none)
18 5050 (none)
19 5500 (none)
20 5950 (none)
21 6400 (none)
22 6850 (none)
23 7300 (none)
24 7750 (none)
25 8200 (none)
26 8650 (none)
27 9100 (none)
28 9550 (none)
29 10000 (none)
30 10450 (none)
31 10900 (none)
32 11350 (none)
33 11800 (none)
34 12250 (none)
35 12700 (none)
36 13150 (none)
TH Saves
PD RS PP BW Sp Fo Re Wi
+0  5  2  4  2  1  1  1  0
+1  6  4  5  4  3  2  2  1
+2  8  5  7  6  4  3  3  2
+3  9  7  8  8  6  4  4  2
+4 11  8 10 10  7  5  4  3
+5 12 10 11 12  9  6  5  4
+6 14 11 13 14 10  7  6  4
+7 14 12 14 14 11  8  7  5
+8 15 13 14 14 12  9  8  6
+9 15 14 15 15 13 10  8  6
+10 15 14 15 15 14 11  9  7
+11 15 14 15 15 15 12 10  8
+12 15 15 15 15 15 13 11  8
+13 16 15 15 15 15 14 12  9
+14 16 15 16 15 15 15 12 10
+15 16 16 16 15 15 16 13 10
+16 16 16 16 16 16 17 14 11
+17 17 16 16 16 16 18 15 12
Requisites: Con 30, Class Slots 4
Alignment: any
HD/level: 10d0 (anti-&)
Weapon Prof.: 4+level/2
To Hit Table: War
Save Table: 2xWar
Reference: Internet term
Groups: Warrior
 
This class costs 4 class slots (or 3 class slots in campaigns where there are only 3 slots).
If this class is factored into any multi-class framework, it's hit points do not count at all in the hit point calculation (numerator or denominator) . Example: A Meat Shield / Wizard would use only it's Wizard's HD.
Mini classes and x2 (and above) classes may be used in combination with this class, and the hit points combine normally.
Level N (every level): +1 instance of Exc Con for this class. This is not optional, you must take this, even if your Con bonus would go down. Bonuses for Con levels follows:
Level 1: Sustain Con
   
# Exc Con Name Bonus Con 20 Con 30 Con 40 Con 50 Con 60 Con 70 Con 80 Con 90 Con 100
1 Exc (Con-12) +8 +18 +28 +38 +48 +58 +68 +78 +88
2 Bar (Con-14)*2 +12 +32 +52 +72 +92 +112 +132 +152 +172
3 Extra Bar (Con-16)*5/2 +10 +35 +60 +85 +110 +135 +160 +185 +210
4 Super Bar (Con-18)*3 +6 +36 +66 +96 +126 +156 +186 +216 +246
5 Mega Bar (Con-20)*7/2 +0 +35 +70 +105 +140 +175 +210 +245 +280
6 Ultra Bar (Con-22)*4 -8 +32 +72 +112 +152 +192 +232 +272 +312
7 Ancillary Bar (Con-24)*9/2 -18 +27 +72 +117 +162 +207 +252 +297 +342
8 Massive Bar (Con-26)*5 -30 +20 +70 +120 +170 +220 +270 +320 +370
9 Giga Bar (Con-28)*11/2 -44 +11 +66 +121 +176 +231 +286 +341 +396
10 Extreme Bar (Con-30)*6 -60 +0 +60 +120 +180 +240 +300 +360 +420
11 Tera Bar (Con-32)*13/2 -78 -13 +52 +117 +182 +247 +312 +377 +442
12 Utmost Bar (Con-34)*7 -98 -28 +42 +112 +182 +252 +322 +392 +462
13 Excessive Bar (Con-36)*15/2 -120 -45 +30 +105 +180 +255 +330 +405 +480
14 Exorbitant Bar (Con-38)*8 -144 -64 +16 +96 +176 +256 +336 +416 +496
15 Outlandish Bar (Con-40)*17/2 -170 -85 +0 +85 +170 +255 +340 +425 +510
16 Ultimate Bar (Con-42)*9 -198 -108 -18 +72 +162 +252 +342 +432 +522
17 Inordinate Bar (Con-44)*19/2 -228 -133 -38 +57 +152 +247 +342 +437 +532
18 Uber Bar (Con-46)*10 -260 -160 -60 +40 +140 +240 +340 +440 +540
(beyond) ? (Con-N*2-10)*(N/2+1)

[PC1] Warrior Group Classes


Meat Sword

Level KXP
Spells
1 0 (none)
2 9 (none)
3 18 (none)
4 36 (none)
5 72 (none)
6 144 (none)
7 288 (none)
8 576 (none)
9 1000 (none)
10 1450 (none)
11 1900 (none)
12 2350 (none)
13 2800 (none)
14 3250 (none)
15 3700 (none)
16 4150 (none)
17 4600 (none)
18 5050 (none)
19 5500 (none)
20 5950 (none)
21 6400 (none)
22 6850 (none)
23 7300 (none)
24 7750 (none)
25 8200 (none)
26 8650 (none)
27 9100 (none)
28 9550 (none)
29 10000 (none)
30 10450 (none)
31 10900 (none)
32 11350 (none)
33 11800 (none)
34 12250 (none)
35 12700 (none)
36 13150 (none)
TH Saves
PD RS PP BW Sp Fo Re Wi
& +3  5  2  4  2  1  1  1  0
& +7  6  4  5  4  3  2  2  1
& +11  8  5  7  6  4  3  3  2
& +15  9  7  8  8  6  4  4  2
& +19 11  8 10 10  7  5  4  3
& +23 12 10 11 12  9  6  5  4
& +27 14 11 13 14 10  7  6  4
& +31 14 12 14 14 11  8  7  5
& +35 15 13 14 14 12  9  8  6
& +39 15 14 15 15 13 10  8  6
& +43 15 14 15 15 14 11  9  7
& +47 15 14 15 15 15 12 10  8
& +51 15 15 15 15 15 13 11  8
& +55 16 15 15 15 15 14 12  9
& +59 16 15 16 15 15 15 12 10
& +63 16 16 16 15 15 16 13 10
& +67 16 16 16 16 16 17 14 11
& +71 17 16 16 16 16 18 15 12
Requisites: Str 30, Class Slots 4
Alignment: any
HD/level: d10
Weapon Prof.: & 9+level*3
To Hit Table: & 4xWar
Save Table: 2xWar
Reference: DM
Groups: Warrior, Alternate
 
This class costs 4 class slots (or 3 class slots in campaigns where there are only 3 slots).
Mini classes and x2 (and above) classes may be used in combination with this class, and the hit points combine normally.
This class may multi-class (or dual-class) with Meat Shield, the combined two classes are only 4 class slots (total).
Level 1: Sustain Str
Level 1 ¶: Base number of attacks with all specialized weapons is 2+LVL/4.
Level 1 ¶: Dragonlancing / Inverse Dragonlancing: 1V: Get +X to hit and +Y damage (on every attack) until you use this ability again, where X+Y = your max hp. X and Y cannot be negative. These plusses count as magical plusses for purposes of overcoming "+ needed to hit" and DR. This ability does not automatically go up as you level; you need to spend 1V action each time.
Level 1 ¶: 1 attack: Dispel ("Twist") an effect running on someone
Level 1 ¶: iaER LVL*10%
Level N (every level): +1 instance of Exc Str for this class. This is not optional, you must take this, even if your Str bonus would go down. Bonuses for Str levels follows:
 
# Exc Str Name Bonus Str 20 Str 30 Str 40 Str 50 Str 60 Str 70 Str 80 Str 90 Str 100
1 Exc (Str-12) +8 +18 +28 +38 +48 +58 +68 +78 +88
2 Bar (Str-14)*2 +12 +32 +52 +72 +92 +112 +132 +152 +172
3 Extra Bar (Str-16)*5/2 +10 +35 +60 +85 +110 +135 +160 +185 +210
4 Super Bar (Str-18)*3 +6 +36 +66 +96 +126 +156 +186 +216 +246
5 Mega Bar (Str-20)*7/2 +0 +35 +70 +105 +140 +175 +210 +245 +280
6 Ultra Bar (Str-22)*4 -8 +32 +72 +112 +152 +192 +232 +272 +312
7 Ancillary Bar (Str-24)*9/2 -18 +27 +72 +117 +162 +207 +252 +297 +342
8 Massive Bar (Str-26)*5 -30 +20 +70 +120 +170 +220 +270 +320 +370
9 Giga Bar (Str-28)*11/2 -44 +11 +66 +121 +176 +231 +286 +341 +396
10 Extreme Bar (Str-30)*6 -60 +0 +60 +120 +180 +240 +300 +360 +420
11 Tera Bar (Str-32)*13/2 -78 -13 +52 +117 +182 +247 +312 +377 +442
12 Utmost Bar (Str-34)*7 -98 -28 +42 +112 +182 +252 +322 +392 +462
13 Excessive Bar (Str-36)*15/2 -120 -45 +30 +105 +180 +255 +330 +405 +480
14 Exorbitant Bar (Str-38)*8 -144 -64 +16 +96 +176 +256 +336 +416 +496
15 Outlandish Bar (Str-40)*17/2 -170 -85 +0 +85 +170 +255 +340 +425 +510
16 Ultimate Bar (Str-42)*9 -198 -108 -18 +72 +162 +252 +342 +432 +522
17 Inordinate Bar (Str-44)*19/2 -228 -133 -38 +57 +152 +247 +342 +437 +532
18 Uber Bar (Str-46)*10 -260 -160 -60 +40 +140 +240 +340 +440 +540
(beyond) ? (Str-N*2-10)*(N/2+1)

[PC1] Warrior Group Classes


Minotaur0

Level KXP Wizard
123 456 789
1 26.4 (owe) --- --- ---
2 79.2 1-- --- ---
3 184.8 1-- --- ---
4 396 2-- --- ---
5 621 2-- --- ---
6 846 21- --- ---
7 1071 31- --- ---
8 1296 32- --- ---
9 1521 42- --- ---
10 1746 421 --- ---
11 1971 421 --- ---
12 2196 422 --- ---
13 2421 432 --- ---
14 2646 432 1-- ---
15 2871 433 1-- ---
16 3096 433 2-- ---
17 3321 433 2-- ---
18 3546 433 21- ---
19 3771 443 21- ---
20 3996 443 22- ---
21 4221 444 22- ---
22 4446 444 33- ---
23 4671 444 43- ---
24 4896 444 441 ---
25 5121 544 441 ---
26 5346 555 442 ---
27 5571 555 442 ---
28 5796 555 442 1--
29 6021 555 542 1--
30 6246 555 552 1--
31 6471 555 553 1--
32 6696 555 553 21-
33 6921 555 553 31-
34 7146 555 553 32-
35 7371 555 553 32-
36 7596 555 553 321
TH Saves
PD RS PP BW Sp Fo Re Wi
+6  3  3  3  3  3  3  3  3
+7  3  3  3  3  3  3  3  3
+8  4  4  4  4  4  4  4  4
+9  4  4  4  4  4  4  4  4
+10  5  5  5  5  5  5  5  5
+11  5  5  5  5  5  5  5  5
+12  6  6  6  6  6  6  6  6
+13  6  6  6  6  6  6  6  6
+14  7  7  7  7  7  7  7  7
+15  7  7  7  7  7  7  7  7
+16  8  8  8  8  8  8  8  8
+17  8  8  8  8  8  8  8  8
+18  9  9  9  9  9  9  9  9
+19  9  9  9  9  9  9  9  9
+20 10 10 10 10 10 10 10 10
+21 10 10 10 10 10 10 10 10
+22 11 11 11 11 11 11 11 11
+23 11 11 11 11 11 11 11 11
Requisites: Str 18, Int 16
Alignment: C any (or) any E
HD/level: & +++2d8
Weapon Prof.: & 5+level/3
To Hit Table: War +5 levels
Save Table: Mon +5 levels
Reference: 0D&D {Planeshifted Troll0}
Groups: Warrior, Monster, Alternate
 
Has a Wizard progression (no stat bonus). Specialized in Illusion. Has normal access to Alteration, Divination, Enchantment/Charm. Has lesser (SL 0-4) access to Conjuration/Summoning. Other schools are opposite.
Level 1: Immune to Maze and variants (e.g. Fire Maze)
Level 1: Exceptional Con bonus; i.e. bonus is (Con-12).
Level N (each level): +2 Str. This bonus cannot be used to qualify for the Minotaur0 class itself, and you can't 2 for 1 trade it away.
Level 1: Barbarian Str bonus; i.e. bonus is (Str-14)*2.
Level 1: You have two horns, and can attack with them as natural weapons. They are 1d(2*LVL) dmg.
Level 1 ¶: You get (a slightly weaker version of) the "Frank" Cheat Code [X3]: Can throw any weapon without penalty, using the "Bow" line (assuming specialization).
Level 4: 1M, (LVL-3)/d: Maze (you can reverse this ability to get Find the Path)
Level 9: Extra Barbarian Str bonus; i.e. bonus is (Str-16)*5/2, round down.
Level 9: Your Frank Cheat Code uses Dagger number of attacks.
Level 15 ¶: +3 HNCL
Level 18: Super Barbarian Str bonus; i.e. bonus is (Str-18)*3.
Level 18: Your Frank Cheat Code uses Dart number of attacks. (This is the best this gets; there is no Shuriken version later.)

[PC1] Warrior Group Classes


Mounty


Level

KXP
Warrior
123 4

TH
1 0 b-- - +0
2 2.475 a-- - +1
3 4.95 0-- - +2
4 9.9 0b- - +3
5 19.8 1a- - +4
6 39.6 10b - +5
7 79.2 10a - +6
8 158.4 11a - +7
9 350 110 b +8
10 700 111 a +9
11 1050 111 a +10
12 1400 211 0 +11
13 1750 211 1 +12
14 2100 221 1 +13
15 2450 222 1 +14
16 2800 322 1 +15
17 3150 333 2 +16
18 3500 333 3 +17
19 3850 433 3 +18
20 4200 443 3 +19
21 4550 444 3 +20
22 4900 444 4 +21
23 5250 544 4 +22
24 5600 554 4 +23
25 5950 555 4 +24
26 6300 555 5 +25
27 6650 655 5 +26
28 7000 665 5 +27
29 7350 666 5 +28
30 7700 666 6 +29
31 8050 766 6 +30
32 8400 776 6 +31
33 8750 777 6 +32
34 9100 777 7 +33
35 9450 877 7 +34
36 9800 887 71 +35
37 19600 887 72 +36
38 29400 887 73 +37
39 39200 887 74 +38
45 98000 888 88 +44
54 186200 AAA 991 +53
63 274400 AAA A99 +62
72 362600 BBB BBB 1 +71
Requisites: Str 15, Chr 11
Alignment: L any
HD/level: +d8
Weapon Prof.: 2+level
To Hit Table: War
Reference: DM {Planeshifted Beast Rider}
Groups: Warrior, Alternate
Complexity: CF=2
   
Saving Throws:  
PPD: level+7
RSW: level+3
PP: level+4
BW: level+1
Spell: level+2
Fort: level+0
Reflex: level+0
Will: level+1
   
Gets Str bonus to spell progression.
Level 1: 1M: Summon a DL=(LVL+1)/2 mount of your choice. A table of mounts is on the following page. You may summon a mount smaller in DL that what you qualify for; in this case, the mount has x3 hp for each DL difference. Example: A DL=5 Baby Elephant (normally DL=1) has 40*3^(5-1) = 3240 hp.
Level 1: 1M: Animal Friendship
Level 1: 1M: Speak with Animals
Level 1: 0: You may take a damaging effect or attack for your mount, or vice versa.
Level 2: If mounted, you do not use V actions to move (your mount moves for you).
Level 4: All animals that you ride gain +4 Str.
Level 6: Your mount moves at x(LVL-4) it's normal movement rate.
 
To simplify the mounts somewhat, "#Att", "TH", and "dmg" ratings are no longer given. Instead, the mounts attack as if a summon of their DL.
Hit point ratings are still given for mounts, since damage can be redirected to them.
The old Beast Rider Mounts table may be used; it is provided below. In cases where a Beast Rider Mount and a Mounty Mount have identical names, I put an "[F]" on the Mounty Mount list (for "Familiar"; where these powers came from originally).
 
CF=3:
Level 9: May have 2 mounts.
Level 18: May have 3 mounts.
Level 27: May have 4 mounts.
Level 36: May have 5 mounts.

[PC1] Warrior Group Classes


Mounty Mounts

DL Mount hp Special (affects Mount and Rider)
1 Baby Elephant 40 +1+LVL/9 spells or psi powers in a progression (that you have)
1 Black Panther 30 Resist Darkness; Level 9: Resist Nether
1 Camel [F] 30 Immune Thirst/Sand; Level 9: Immune Fire/Heat
1 Horse 30 +1V action; x2 movement rate; +2 Con
1 Large Loyal Rotweiller 20 0, 1/r: Material component a spell; Level 9: 0, 1/s: Material component a spell
1 Lizard 10 Breathe fire 3/d (CL*2 dmg); Level 9: Breathe normal element 3/d (dmg=hp)
1 Panther 30 Resist Light; Level 9: Resist Holy
1 Tame Lion 40 1M, 1/d: Remove a berserk/engrage effect; Level 9: Immune Lightning
1 War Horse 40 +1+LVL/9 TH/dmg/AC/saves
1 Wolf 30 Disguise prof.; 1M, 1/d: Nondetection (1 turn)
2 Blink Dog 80 1V: Blink (uncontrolled); Level 9, CF=3: Your Warrior spells of SL 0-6 cost only ½M to cast
2 Large Faithful Lion 200 1V: Command; Level 9: +1 Chr; 1P: Force a Morale roll
2 My Little Pony 80 +LVL" movement rate; Level 9: Pony can interject itself (rescue you)
2 Ox 160 +2 Str; Level 9: +2 Str; Triple carrying capacity; Immune Weakness
2 Polar Bear [F] 240 Resist Water; Level 9: Immune Cold; 1P: Find the Path
3 Griffin 360 Don't use 1V on segment 1: +1V this r; Level 9: Flying; Don't use 1P on segment 1: +1P this r
3 Hell Hound 270 Immune to Hell-fire; Level 9: Mouth's P: Breathe Hell-fire = current hp
3 Lamia 270 0, 1/r: Command; Level 9: 1V: Command no save
3 Large Black Wolf 360 May wear 2 suits of armor; Level 9: May use 2 missile weapons per set of arms
3 Large Trained Wolf 360 May "levitate" a shield (no arm needed); Level 9: May use 2 sets natural attacks per set of arms
3 Little Lamb 90 1 spell per SL is 1 SL lower; Level 9: Another spell per SL is 1 SL lower
3 Pale Bear 540 Resist Cold; Level 9: Immune Water; +F*4 TH vs. Psi-using (F=#Freq.)
3 Targ 450 +1 Str; Armor costs half price for you
4 Aerial Servant 960 Flying; Resist Air; Level 9: Pass Wall; Immune Air
4 Blink Woolly Mammoth 1280 0, 1/r: Blink (uncontrolled); Level 9: Your Warrior spells of SL 0-5 cost only ½M to cast
4 Deadly Hydra 1920 Resist Cold; +d(+LVL) dmg on bite attacks; Level 9: +LVL Mouth's P actions
4 Hell Cat 960 Immune to Hell-fire; Level 18: 1M,1/reset: Artificial Reset
4 Kyscu Drake 640 Flying; Level 9: Burn 10 hp, 1/r: +10 dmg this r
4 Lhee 640 You regain spells at three times normal rate; Flying
4 Margoyle 1280 Can conduct spell/psi/item effects through Familiar; Level 9: +LVL TH
4 Pegasus [F] 800 Flying; Level 9: x2 physical dmg; ÷2 all physical damage you take
4 Unicorn [F] 480 Immune Death Magic; Level 9: +LVL to hit; +LVL saves; 0,1/r: Teleport (no sick)
5 Bath Tub 1500 irr(Own Effects)R (LVL*5)%; Level 9: 0, 1/r, even if Crapped: Remove Crapped
5 Deadly Kraken 3000 +LVL AC; Level 9: 1V: Summon a Camarid (HD=CL) to fight for you
5 Ethereal Panther 1500 Resist Light; Level 9: Improved Invis
5 Gargoyle 2000 Need +LVL/3 (round up) weapon to hit you; Level 9: Damage Reduction LVL*10/+LVL
5 Pegasus [Phoenix] 1250 x2 PSPs (Psi6G); Level 18: #M: Summon DL # Deva (max #=LVL/2)
6 Clockwork Horror 3600 +LVL to all Psi8 Tech items TechL
6 Fearsome Java Beast 4680 Resist Liquids; Level 9: Vampiric Regen
6 Giant Cat Devours London 5760 +1 size; Pro Evil; Level 9: 1V: Earthquake; 1P: Fire Storm; 1M: Meteor Swarm
6 Hovercraft Full of Eels 5400 Resist Quasi-Elements; Level 9: Body Control; Hyperflight
6 Miniature Brontosaurus 7200 x2 hp; Level 9: x2 dmg
6 Silver Lynx 2520 LVL% iRR; Level 9: LVL% iMR, iaMR; Level 18: LVL% iPR, iWR, iIR
6 Vicious Black Cougar 2160 +1 to Backstab multiplier; Level 9: Immune Fire; Double all dmg dealt and received
7 Bleah Bear 4410 1P: Target loses next segment of actions (No Resistance)
7 Ethereal Weebie [F] 4900 Dust/Disappearance; True Sight; Pass Wall; Hyperflight
7 Peter Pan 5880 Flying; x2 PSPs (Psi5); Level 9: Immune Water; x2 PSPs (Psi10)
8 B.F.M. (Big Furry Monster) 63360 +2 Size; 6M, 3P, 4V, 15 Psi11B mana: Target becomes a familiar of yours (!)
8 Ravan's Pet Dragon 16000 Get extra Mage progression of ML=LVL-4; Resist Weapon
8 Sunshine Superman 25600 Resist Light; Flying; Level 9: Set Str 25; Sustain Str; Resist Gravity
8 Zodar 12800 -LVL dmg with physical attacks; Level 9: +LVL AC; +LVL dmg
9 Blank Short Desc Field 16200 Considered x2 creature; Resist Weapon/Holy; +level AC; +level*3 dmg
9 Living Wall 24300 1P, touch: Gain intrinsic abilities & hp of slain monster permanently
9 Sun Snake 81000 Free GGL pick; Immune Plasma & Sun & AntiMatter & Fusion & Radiation & Gravity
10 Canth, Fnor's Pet Dragon ihp 4 Mouth's P: Breathe (any type); 1V: Escape; 1M: Divine Intervention 100%
10 Mieu, Alys's Pet Kitten ihp 1 Rotating Truename; Resist Magic; Immune Oozes/Slimes/Jellies; Resist Acid; Immune Disease
10 Sharik, Kira's Pet Tiger ihp 3 Fire Shield; Ice Shield; Shock Shield; Holy Shield; all even vs. ranged
10 Skylar, Ronni's Pet Eagle ihp 2 Resist Everything; Scarab of Protection @ 2
11 Ultraplanar Cow ihp 10 Mouth's P: Mass Erase Truename; Immune Set/As You Are; Ignore irr BlahR

Beast Rider Mounts (older table)

DL Mount AC hp #Att TH dmg Special
1 Light Horse 15 50 3 +6 5 Increase stats by 50% each time you level
1 Camel 14 60 2 +5 7 Spits for 1d20 dmg
1 Pegasus 17 40 2 +4 4 Flying; Regenerate LVL hp/s (self and rider)
2 Medium Horse 32 120 3 +16 12 Increase stats by 50% each time you level
2 Giant Eagle 30 140 3 +17 17 Flying; Eagle Eye Vision; Immune Blindness
2 Unicorn 40 60 2 +8 6 Luckstone (self and rider)
3 Heavy Horse 51 210 3 +30 21 Increase stats by 50% each time you level
3 Dragon Horse 60 240 2 +25 15 Pick a type of dragon. Breath weapon (half hp).
3 Brontosaurus 20 1600 1 +80 80 Lernaean; can carry a lot of weight (Str 200)
4 Heavy War Horse 72 320 3 +48 32 Increase stats by 50% each time you level
4 Dragon, Lesser 80 400 2 +40 30 Pick a type of dragon. Breath weapon (full hp).
4 Dog, Beast of Xvim 60 200 1 +65 85 Beast of Xvim; Ignores aWR / +wpn needed to hit
5 Elite War Horse 95 450 3 +70 45 Increase stats by 50% each time you level
5 Polar Bear 100 500 3 +70 50 Immune Cold (self and rider)
5 Juggernaut 350 300 1 +120 120 Resist Technological damage (self and rider)
6 Greater War Horse 120 600 3 +96 60 Increase stats by 50% each time you level
6 Nightmare 133 666 3 +66 66 Unholy fire shield; Breath weapon (half hp); Plane Shift 1/r
6 Hydra 160 800 5 +80 80 5 Breath Weapons (each is 1/10 current hp)
7 Ultra War Horse 147 770 3 +126 77 Increase stats by 50% each time you level
7 Opinicus 140 800 2 +120 60 Heal 1/r (self or rider). iMPIRR 50% (self and rider).
7 Scaled Wurm 490 600 1 +300 100 Attack swallows whole (100 dmg /s)
8 Gargantuan War Horse 176 960 3 +160 96 Increase stats by 50% each time you level
8 Dragon, Greater 180 1000 2 +140 90 Breath weapon (full hp); Dragonlancing (add mount's hp to rider's dmg)
8 Time Elemental 170 700 1 +170 Inc Attack is Incursion (5 RSW saves); Time/Reality Stability (self and rider)
9 Chosen One Horse 207 1170 3 +198 117 Increase stats by 50% each time you level
9 Ki-Rin 210 1500 2 +150 150 Wish 1/r; Immune to Traps and Tricks (self and rider)
9 Ethereal Weebie 156 600 3 +120 120 Ethereal Projection; +2*LVL weapon to hit (both are self and rider)
10 Paragon War Horse 240 1400 3 +240 140 Increase stats by 50% each time you level
10 Tarrasque 280 3000 5 +400 210 iMReflection 50%; Regenerate 6*LVL hp/s (both self and rider)
10 Ultraplanar Calf iAC 1 ihp 1 1 +500 500 Capital M Moo 1/r; Immune Annihilation (self and rider)

[PC1] Warrior Group Classes


Mystic Knight1

Level KXP Psi1
mMG S
1 0 1-- -
2 2.9 1-- -
3 5.8 2-- -
4 11.6 2-- -
5 23.2 3-- -
6 46.4 3-- -
7 92.8 4-- -
8 185.6 4-- -
9 371.2 41- -
10 600 41- -
11 1000 51- -
12 1400 51- -
13 1800 52- -
14 2200 52- -
15 2600 62- -
16 3000 62- -
17 3400 63- -
18 3800 63- -
19 4200 73- -
20 4600 73- -
21 5000 74- -
22 5400 74- -
23 5800 741 -
24 6200 741 -
25 6600 841 -
26 7000 841 -
27 7400 851 -
28 7800 851 -
29 8200 852 -
30 8600 852 -
31 9000 952 -
32 9400 952 -
33 9800 962 -
34 10200 962 -
35 10600 A62 1
36 11000 A62 1
TH Saves
PD RS PP BW Sp Fo Re Wi
+0  5  3  8  2  3  1  0  1
+1  5  4  8  2  3  1  0  2
+2  6  4  8  3  4  2  0  2
+3  6  5  8  3  4  2  1  3
+4  6  5  9  3  4  2  1  3
+5  6  6  9  4  5  3  1  4
+6  7  6  9  4  5  3  2  4
+7  7  7  9  4  5  4  2  5
+8  7  7 10  5  6  4  2  5
+9  7  8 10  5  6  4  3  6
+10  8  8 10  5  6  5  3  6
+11  8  9 10  6  7  5  3  7
+12  8  9 11  6  7  6  4  7
+13  8 10 11  6  7  6  4  8
+14  9 10 11  7  8  6  4  8
+15  9 11 11  7  8  7  5  9
+16  9 11 12  7  9  7  5  9
+17  9 12 12  8  9  8  5 10
Requisites: Str 9, Int 9, Wis 9, Chr 9
Alignment: any
HD/level: +d10
Weapon Prof.: 3+level/2
To Hit Table: War
Save Table: Psi
Reference: DM
Groups: Warrior
 
Psionic Strength = (Int+Wis+Chr)/5*(level+18)
Gains Psi1 abilities at half the Mystic Knight's level (round up).
"Casting Level" is the Mystic Knight's level minus 1.
Level 1+: Knights get all the special abilities of fighters. Any fighter may at the end of a gaming session switch to the knight class (as long as he qualifies due to Chr). There is no adjustment in level as both the fighter and knight classes use the "Ftr" XP advancement. If a character ever loses knighthood, he cannot gain it back for 1 year (unless it was an alignment drift that was corrected in one session).
Level 1: A knight may request any other knight, paladin, or cavalier to give him sanctuary in their castle or stronghold. Unless the Good-Evil axis of the two warriors are in opposition, the castle/stronghold owner must agree to give the knight food, drink, clothing, and shelter for at least 3 days, and cannot challenge him for that period of time. If the knight challenges the owner or has attacked him in the past, this benefit is lost.
Level 1: A knight may align himself with a prince, king, emporer, or lord (9th level warrior or higher). He is then provided all the necessities of life for free for the return of his services should the land be attacked. In addition, the knight may request a number of retainers (usually 0 level men-at-arms) equal to his level at no cost.
Level 1: If a call to arms is sounded for a force comparable to the knight's alignment, the knight must respond or lose knight status.
Level 1: +1 to hit with lances, swords, maces, and flails.
Level 1: +1 on all saving throws; not cumulative with cavalier or paladin bonus.
Level 4: Weapon of Choice: A knight may select any one weapon and be considered three levels higher for purposes of how many attacks per round he has.
Level 4: Effective Charisma with warriors of lesser level than the knight is increased by 1 per 4 levels of the knight (round down, limit=9 at 36th). The fighter bonus is used instead for those levels where it is higher.
Level 4: The Knight may call upon a special war horse as a paladin does.

[PC1] Warrior Group Classes


Ogre0

Level KXP
Spells
1 3.6 (owe) (none)
2 7.2 (none)
3 10.8 (none)
4 14.4 (none)
5 28.8 (none)
6 57.6 (none)
7 115.2 (none)
8 216 (none)
9 432 (none)
10 648 (none)
11 864 (none)
12 1080 (none)
13 1296 (none)
14 1512 (none)
15 1728 (none)
16 1944 (none)
17 2160 (none)
18 2376 (none)
19 2592 (none)
20 2808 (none)
21 3024 (none)
22 3240 (none)
23 3456 (none)
24 3672 (none)
25 3888 (none)
26 4104 (none)
27 4320 (none)
28 4536 (none)
29 4752 (none)
30 4968 (none)
31 5184 (none)
32 5400 (none)
33 5616 (none)
34 5832 (none)
35 6048 (none)
36 6264 (none)
TH Saves
PD RS PP BW Sp Fo Re Wi
+4  2  2  2  2  2  2  2  2
+5  2  2  2  2  2  2  2  2
+6  3  3  3  3  3  3  3  3
+7  3  3  3  3  3  3  3  3
+8  4  4  4  4  4  4  4  4
+9  4  4  4  4  4  4  4  4
+10  5  5  5  5  5  5  5  5
+11  5  5  5  5  5  5  5  5
+12  6  6  6  6  6  6  6  6
+13  6  6  6  6  6  6  6  6
+14  7  7  7  7  7  7  7  7
+15  7  7  7  7  7  7  7  7
+16  8  8  8  8  8  8  8  8
+17  8  8  8  8  8  8  8  8
+18  9  9  9  9  9  9  9  9
+19  9  9  9  9  9  9  9  9
+20 10 10 10 10 10 10 10 10
+21 10 10 10 10 10 10 10 10
Requisites: Str 16, Con 12
Alignment: any E
HD/level: +++d12
Weapon Prof.: 6+level
To Hit Table: Mon +3 levels
Save Table: Mon +3 levels
Reference: DM
Groups: Warrior, Monster
 
Gets Barbarian Str and Con. Weapon specialization uses the "Barbarian" line for number of attacks.
Level N (each level) ¶: +1 Str and +1 Con. This bonus cannot be used to qualify for the Ogre0 class itself, and you can't 2 for 1 trade it away.
Level 1: Class VI and Esper-Blind (i.e. Immune Psionics), if you want it.
Level 1 ¶: All items that cost <= LVL*4 gp cost 0 gp for you. This means you can have "Enough" or "Plenty" of those items.
Level 1 ¶: Considered one size larger for purposes of what weapons can be wielded.
Level 1: You can hit targets that need a +LVL or better weapon to hit.
Level 1: (Gray Ogre) +LVL TH and dmg with clubs and boulders.
Level 2: (Merrow) You may lose your bonus to clubs and boulders, and gain the bonus to nets instead, plus Water Breathing and Underwater Action.
Level 3: (Villainous Ogre) If not a Merrow, you may lose your bonus to clubs and boulders, and gain Regenerate LVL hp/s and 1M: Summon a DL=LVL/2 Demon.
Level 4: (Ogre Mage) If not a Merrow or Villainous Ogre, you may lose your bonus to clubs and boulders, and gain Flying and 1M: Cone of Cold (1 group, LVLd8, Reflex save for ½)
Ogre/Hag Clans:
Choose one Ogre/Hag Clan at levels 1, 9, 18, 27, and 36. [The names of these clans come from World of Warcraft.] Note that these differ from their Hag0 class descriptions.
Bladespire: Specify a species enemy (broad monster type such as Dragons). Get +LVL TH and dmg vs. that enemy.
Bloodmaul: The "LVL*4 gp costing 0" power becomes LVL*10 gp instead.
Boulderfist: Another +LVL dmg with boulders.
Crushridge: +1/3 Size; +1 Int; +2 Wis; If you become an Ogre Mage your Cone of Cold is d10's.
Deadwind: +2 Int; 1M: Summon a DL=(LVL+1)/2 creature of Monster Type = 1d20+20.
Dreadmaul: Extra-Barbarian Str bonus.
Dunemaul: Immune Fire, Heat, Sand, Colorless Fire.
Duskbelch: Tactical Movement (+1 group you can melee with per segment); Another +LVL TH with clubs.
Dustbelcher: Mouth's P, 1/t: Breathe Dust (1 group, dmg = half current hit points, no save)
Firegut: +1 Henchman slot that you can fill will 10 DL=(LVL+2)/3 Orcs during reset time for free.
Gordok: +3 Str; Sustain Str.
Gordunni: Resist Priest Magic, Resist Negative
Laughing Skull: +1 Henchman slot that you can fill will 100 DL=(LVL+3)/4 Orcs during reset time for free.
Mo'grosh: You can't be targetted by NPC Parties. You ignore all skins, WR, + needed to hit on NPC Parties.
Mok'Nathal: +3 HNCL.
Mosh'ogg: +1 Chr; If you are an Ogre Mage you get +1M action.
Spirestone: +(LVL+2)/3 Normal Ioun Stones for free.
Splinter Fist: +3 saves; You do not generate "?" in underground caves/dungeons.
Stonemaul: +LVL TH and dmg with Axes.
Stonegullet: Resist Acid; 1M: Summon a (DL+1)/2 Black Dragon or Drake.
Torchbelcher: You can throw boulders with every limb (instead of the usual 1 missile weapon per set of limbs rule).
Urok: Use d16's instead of d12's for Hit Dice.
Warmaul: +1 Henchman slot, can use War Priest/Meat Helm's Henchmen table, no reduction in cost though

[PC1] Warrior Group Classes


Orc0

Level KXP
Spells
1 0 (none)
2 2.4 (none)
3 4.8 (none)
4 9.6 (none)
5 19.2 (none)
6 38.4 (none)
7 76.8 (none)
8 144 (none)
9 288 (none)
10 432 (none)
11 576 (none)
12 720 (none)
13 864 (none)
14 1008 (none)
15 1152 (none)
16 1296 (none)
17 1440 (none)
18 1584 (none)
19 1728 (none)
20 1872 (none)
21 2016 (none)
22 2160 (none)
23 2304 (none)
24 2448 (none)
25 2592 (none)
26 2736 (none)
27 2880 (none)
28 3024 (none)
29 3168 (none)
30 3312 (none)
31 3456 (none)
32 3600 (none)
33 3744 (none)
34 3888 (none)
35 4032 (none)
36 4176 (none)
TH Saves
PD RS PP BW Sp Fo Re Wi
+1  0  0  0  0  0  0  0  0
+2  1  1  1  1  1  1  1  1
+3  1  1  1  1  1  1  1  1
+4  2  2  2  2  2  2  2  2
+5  2  2  2  2  2  2  2  2
+6  3  3  3  3  3  3  3  3
+7  3  3  3  3  3  3  3  3
+8  4  4  4  4  4  4  4  4
+9  4  4  4  4  4  4  4  4
+10  5  5  5  5  5  5  5  5
+11  5  5  5  5  5  5  5  5
+12  6  6  6  6  6  6  6  6
+13  6  6  6  6  6  6  6  6
+14  7  7  7  7  7  7  7  7
+15  7  7  7  7  7  7  7  7
+16  8  8  8  8  8  8  8  8
+17  8  8  8  8  8  8  8  8
+18  9  9  9  9  9  9  9  9
Requisites: Str 8, Con 6
Alignment: any E
HD/level: d8
Weapon Prof.: 3+level/2
To Hit Table: Mon
Save Table: Mon
Reference: DM
Groups: Warrior, Monster
 
Gets Exceptional Str, Dex, and Con.
Level 1: Over Hit: If you hit someone by more than 20, add +1 damage for each number over what you needed to hit.
Example: You need a -15 to hit someone, and you roll a 12. Damage bonus = Roll - Needed - 20 = 12 - -15 -20 = 7.
Level 1: All items that cost <= LVL gp cost 0 gp for you. This means you can have "Enough" or "Plenty" of those items.

[PC1] Warrior Group Classes


Ozla

Level KXP Wizard/Psi19
123 456 789 ABC
TH
1 0 0-- --- --- +1
2 2.5 1-- --- --- +3
3 5 2a- --- --- +5
4 10 21- --- --- +7
5 20 22b --- --- +9
6 40 221 --- --- +11
7 80 322 c-- --- +13
8 160 322 1-- --- +15
9 320 332 2d- --- +17
10 500 332 21- --- +19
11 875 433 22e --- +21
12 1250 433 221 --- +23
13 1625 443 322 f-- +25
14 2000 443 322 1-- +27
15 2375 544 332 2g- +29
16 2750 544 332 21- +31
17 3125 554 433 22h +33
18 3500 554 433 221 +35
19 3875 655 443 322 +37
20 4250 655 443 322 +39
21 4625 665 544 332 +41
22 5000 665 544 332 +43
23 5375 766 554 433 +45
24 5750 766 554 433 +47
25 6125 776 655 443 +49
26 6500 776 655 443 +51
27 6875 877 665 544 +53
28 7250 877 665 544 +55
29 7625 887 766 554 +57
30 8000 887 766 554 +59
31 8375 988 776 655 +61
32 8750 988 776 655 +63
33 9125 998 877 665 +65
34 9500 998 877 665 +67
35 9875 999 887 766 +69
36 10250 999 887 766 1 +71
37 2041 999 887 766 2 +73
38 2408 999 887 766 3 +75
39 2775 999 887 766 4 +77
45 4977 999 888 777 7 +89
54 8280 999 999 988 81 +107
63 11583 999 999 999 88 +125
72 14886 AAA AAA 999 991 +143
Race Adjustments:
Str Dex Con Int Wis Chr Cml AT hp TH Div
+5 +3 +4 +5 +6 +7 +4 +0 +0 +0 ÷1
 
Requisites: Str 18, Dex 9, Con 14, Int 20, Wis 21, Chr 26,
  Race Slots 1, Class Slots 2
Alignment: any G (or) any E
HD/level: d20
Weapon Prof.: & 7+level/2
To Hit Table: 2xWar
Save Table: 2xPri
Reference: DM
Groups: Warrior, Wizard, Archetype
Complexity: CF=3
   
Saving Throws:  
PPD: level*2+6
RSW: level*2+2
PP: level*2+4
BW: level*2+1
Spell: level*2+2
Fort: level*2-2
Reflex: level*2-2
Will: level*2+1
   
Is a "1st Edition" class and doesn't double XP cost beyond level 36.
Gets Exceptional Dex and Con. CF=4: Gets Barbarian Dex and Con.
Uses the Barbarian line for number of attacks. CF=4: Uses the Barbarian line for number of attacks at double level.
Can cast Wizard spells or Psi19 powers. For this class, Psi19 uses the following SL's: Minor=1, Major=3, Grand=6, Super=9.
Specialized in Chronomancy (no opposite).
PSPs = (Wis+Chr)*Level*2.
 
Level 1: 1 reset of actions: Create a light-saber. You may have at most one light-saber at a time. It is a size M weapon, 1 pound weight, damage 1d10/1d20, and a crit range of 19 for x2 and 20 for x3. Pick "blue" or "green"; blue light-sabers have +LVL*3/2 TH (round down) and +LVL/2 dmg (round down) in plusses; green light-sabers have +LVL TH and +LVL dmg. It has the sharpness flag with range 20, the range improves by 1 per 7 levels. You must still hit the target in order for the sharpness flag to trigger.
Level 1: There is also the 0 edition light-saber you can have instead. It is 1d20 dmg at level 1, 2d20 at level 9, plus an additional 1d20 dmg every 9 levels after that. It has the normal 20+/x2 critical and no special powers.
Level 1: 1V, may borrow from the future: May parry up to LVL attacks this segment. Use your total attack bonus with the weapon (or you can use your bare hands, in case add Str+Dex+2 as usual), this is the amount of damage is reduced from the attack. You may parry each attack only once.
Level 1: 0, 1 attack: Attempt to disarm your opponent. Roll to hit and damage normally, but you do no damage, instead, keep track of this pseudo-damage. When it exceeds the target's Dex+HNCL (treating Warrior as double level and Psi19 classes as triple level), the target is disarmed and the weapon flies off (1d10)*10' in a random direction.
Level 3: Time/Reality Stability.
Level 5: Immune to haste and slow (this immunity may be lowered).
Level 8: Immune to gas.
Level 9: If your Wis is at least 20, you may parry each attack twice (reducing damage by twice your attack bonus).
Level 11: +LVL-10 segments per round.
Level 16: Immune to poison.
Level 18: If your Wis is at least 40, you may parry each attack three times (reducing damage by thrice your attack bonus).
Level 27: Can create a "purple" light-saber instead of "blue" or "green". This has a crit range of 19-20 for x3; +LVL*3/2 TH (round down) and +LVL dmg. It is vorpal instead of sharpness, with one less range than the sharpness flag.

[PC1] Warrior Group Classes


Ozla (Chronomancy Spells)

Level # Spell Effect
1 1 Delay Image +2 AC, +1 saves
1 2 Detect Temporal Anomaly Detect Temporal Anomaly
1 3 Haste A1 +1A action
1 4 Know Time Know date and day
1 5 Precognitive Sense Precognition
1 6 Slow Metabolism Need not eat/drink
2 1 Accelerate Plant Growth Plant Growth
2 2 Haste A2 +2A or +1B actions
2 3 Life Sounding Know target's age and how many years of natural lifespan is left
2 4 Preserve Target object is preserved and will not spoil/rot
2 5 Time Stop Object Time stops an inanimate object for 1-3 rounds
2 6 Timeslip (can cast in response to being attacked) You disappear from the combat until next round.
3 1 Articus's Melee Manager Target gets +CL/5 melee attacks per P action for 2*CL rounds
3 2 Haste A3 +3A, +2B, or +1C actions
3 3 Life Tether You know when in time the target is at all times, when time travelling can use the target as anchor
3 4 Minor Paradox Counter an effect that just occured last segment (it is undone)
3 5 Slow Slow (save)
3 6 Time Snare Target will do the same actions it did last time it acted (Spell save each round until made)
4 1 Haste A4 +4A, +3B, or +2C actions
4 2 Prophecy Improved Precognition
4 3 Summon Time Elemental Summons a normal (non-special) DL IV Time Elemental
4 4 Temporal Push Target is thrown CL+1 rounds into the future (Will save)
4 5 Timeheal Heal (as spell), 5*N% chance of failure, where N is the number of rounds before now the target was at full health
4 6 Wesley's Temporal Disjunction -1 to #Att, always loses initiative for 1d10+5 days (Spell save)
5 1 Accelerate Animal Growth Age a creature CL months, is at half number of attacks for CL turns (RSW save)
5 2 Articus's Devolutionary Warrior Target gets +1d6 Str/Dex/Con and -3d6 Int/Wis/Chr (minimum 1) (Spell save)
5 3 Create Slipgate Create a temporal gate
5 4 Haste A5 +5A, +4B, or +3C actions
5 5 Temporal Wall Anyone touching wall is double slowed and Wesley's Temporal Disjunction
5 6 Tempus Fugit Tempus Fugit
6 1 Conceal Temporal Anomaly Hides an Anomaly and reduces it's effects
6 2 Haste A6 +6A, +5B, or +4C actions
6 3 Magic Manager May use 2M /s for casting spells, after spell ends (in CL/2 rounds), you must rest for 2 rounds
6 4 Paradox Duplicate a Wizard spell of SL 0-5 or a Priest spell of SL 0-4.
6 5 Tempus Lawfulness Fixes temporal anomolies in area
6 6 Unaging You do not age this day (Duration 1 day)
7 1 Commune with Time of Legends Commune with Time of Legends
7 2 Haste A7 +7A, +6B, or +5C actions
7 3 Incurse Target being or object is Rewritten out of time (i.e. Incursed) (RSW save)
7 4 Sands of Time Reverse the effect of time on objects.
7 5 Temporal Eye Can scry into other times at this location
7 6 Wesley's Delayed Damage Whenever you take damage, you take only half, the rest is delayed until the spell ends (in 10+1d10 rounds)
8 1 Accelerate Lifeline Target ages CL years (Spell save)
8 2 Haste A8 +8A, +7B, or +6C actions
8 3 Item Supercharger A magic item can be used twice as often (per turn or day) or it's effects has twice duration
8 4 Protection from Time Immune to and can't use temporal effects
8 5 Time/Reality Stability Time/Reality Stability (duration 1 day), reverse removes it (Spell save)
8 6 Timereaver Time Travel Other +/- 5*CL years (Spell save)
9 1 Haste A9 +9A, +8B, or +7C actions
9 2 Major Paradox Wish (as spell)
9 3 Sever Lifeline You do not have or require a silver cord. Immune to aging.
9 4 Temporal Shell Immune time
9 5 Temporal Stasis The flow of time stops for the subject, he ceases to grow older, he is in suspended animation. The reverse can free the creature.
9 6 Time Stop Stops time for 1d4 rounds

[PC1] Warrior Group Classes


Paladin0

Level KXP Priest
123 456
1 0 --- ---
2 2 --- ---
3 4 0-- ---
4 8 0-- ---
5 16 0-- ---
6 32 1-- ---
7 64 1-- ---
8 120 1-- ---
9 240 20- ---
10 360 20- ---
11 480 20- ---
12 600 21- ---
13 720 21- ---
14 840 21- ---
15 960 220 ---
16 1080 220 ---
17 1200 220 ---
18 1320 221 ---
19 1440 221 ---
20 1560 221 ---
21 1680 322 0--
22 1800 322 0--
23 1920 322 0--
24 2040 332 1--
25 2160 332 1--
26 2280 332 1--
27 2400 333 20-
28 2520 333 20-
29 2640 333 20-
30 2760 443 21-
31 2880 443 21-
32 3000 443 21-
33 3120 443 320
34 3240 443 320
35 3360 443 320
36 3480 444 321
TH Saves
PD RS PP BW Sp Fo Re Wi
+1  6  5  4  3  2  1  1  0
+1  6  5  4  3  3  1  1  0
+2  6  5  4  4  3  2  2  1
+3  8  7  6  5  4  2  2  1
+3  8  7  6  5  5  3  2  1
+4  8  7  6  6  5  3  3  2
+5 10  9  8  7  6  4  3  2
+5 10  9  8  7  7  4  4  2
+6 10  9  8  8  7  5  4  3
+7 12 11 10  9  8  5  4  3
+7 12 11 10  9  9  6  5  3
+8 12 11 10 10  9  6  5  4
+9 12 12 11 10  9  7  6  4
+9 12 12 11 10 10  7  6  4
+10 12 12 11 11 10  8  6  5
+11 13 12 12 11 10  8  7  5
+11 13 12 12 11 11  9  7  5
+12 13 12 12 12 11  9  8  6
Requisites: Str 9, Wis 0
Alignment: L any
HD/level: d8
Weapon Prof.: 4+level/3
To Hit Table: Ftr0
Save Table: Ftr0
Reference: RC0-18
Groups: Warrior
 
Level 1: Over Hit: If you hit someone by more than 20, add +1 damage for each number over what you needed to hit.
Example: You need a -15 to hit someone, and you roll a 12. Damage bonus = Roll - Needed - 20 = 12 - -15 -20 = 7.
Level 1: +1 slot in Weapon Mastery per level.
Level 1: Detect evil/good/non-balance continuous.
Level 3: Cast Priest spells using progression of Cleric0 at 1/3 level (round down). Caster level = actual level.
Level 3: Turn/Command Undead at 1/3 level (round down).
Level 9: Disarm: 0: An attack you do does no damage, roll 1d20+(your Dex)-(target's Dex)*2, if greater than 0 he is disarmed.

[PC1] Warrior Group Classes


Paladin1

Level KXP Priest
123 4
1 0 --- -
2 2.75 --- -
3 5.5 --- -
4 12 --- -
5 24 --- -
6 45 --- -
7 95 --- -
8 175 --- -
9 350 1-- -
10 700 2-- -
11 1050 21- -
12 1400 22- -
13 1750 221 -
14 2100 321 -
15 2450 321 1
16 2800 332 1
17 3150 333 1
18 3500 333 1
19 3850 333 2
20 4200 333 3
21 4550 433 3
22 4900 443 3
23 5250 444 3
24 5600 444 4
25 5950 544 4
26 6300 554 4
27 6650 555 4
28 7000 555 5
29 7350 655 5
30 7700 665 5
31 8050 666 5
32 8400 666 6
33 8750 766 6
34 9100 776 6
35 9450 777 6
36 9800 777 7
TH Saves
PD RS PP BW Sp Fo Re Wi
+0  4  2  3  1  1  1  1  0
+1  5  2  4  2  1  1  1  0
+2  5  3  4  3  2  2  2  1
+3  6  4  5  4  3  2  2  1
+4  7  5  6  5  4  3  2  1
+5  8  5  7  6  4  3  3  2
+6  8  6  7  7  5  4  3  2
+7  9  7  8  8  6  4  4  2
+8 10  8  9  9  7  5  4  3
+9 11  8 10 10  7  5  4  3
+10 11  9 10 11  8  6  5  3
+11 12 10 11 12  9  6  5  4
+12 13 11 12 13 10  7  6  4
+13 14 11 13 14 10  7  6  4
+14 14 12 13 14 11  8  6  5
+15 14 12 14 14 11  8  7  5
+16 14 13 14 14 12  9  7  5
+17 15 13 14 14 12  9  8  6
Requisites: Str 12, Con 9, Int 9, Wis 13, Chr 17
Alignment: LG
HD/level: d10
Weapon Prof.: 3+level/2
To Hit Table: War
Save Table: War
Reference: PH1-22
Groups: Warrior
 
Level 1: May shatter a magical, psionic, or innate effect that is currently running. It requires 10 dmg per spell level of the effect to shatter it. This doesn't require a Holy Avenger.
Level 1: Detect Evil (Range 60', requires 1 mental action) as the spell, except the evil creature must have evil intent in order to be picked up as an evil creature. This may done as often as the paladin wishes.
Level 1: Immunity to all forms of natural (non-magical) disease.
Level 1: Lay on Hands: Cure 2 hit points per level (Range T, uses 1 mental), once per day. This curing ability may be divided between two or more creatures, and does function on outer planar targets.
Level 1: Cure Disease: can be done once per week per 5 levels (round up).
Level 1: Protection from Evil 10'r (continuous, but may be lowered).
Level 1: Turn Undead as a cleric of 2 levels lower.
Level 1: +2 on all saving throws; not cumulative with cavalier or knight bonus.
Level 1: Cannot retain more than 10 magic items (2 armor, 4 weapons, 4 any). (Ignore this restriction)
Level 1: 10% of all treasure must be given to a religious institution (this is called the tithe). Leftover wealth not spent is also donated. (Ignore this restriction)
Level 1: If holding a Holy Avenger, +10*N% MR (where N is the weapons TH bonus) and can Dispel Magic
Level 3: Effective Charisma with lower level warriors increased by level-1.
Level 4: The paladin may call upon a special war horse (which is treated as a mage's familiar). Possible mounts include the following: War Horse, Pegasus/Unicorn, Dragon Horse, Dragon, Opinicus, and Ki-Rin.
It takes 17-24 hours for the mount to arrive, and the Hit Dice of the mount cannot be higher than the paladin's level. If the mount is lost, another can be called after the paladin spends 1 week praying (but no more than 2 mounts can be employed in a single decade).
Level 9: Automatically gains 1 XP per year per follower if sets up a stronghold.

[PC1] Warrior Group Classes


Paladin2

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

[PC1] Warrior Group Classes


Paladin3

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

[PC1] Warrior Group Classes


Paladin of Quality1

Level KXP Pri/Psi6G
123 456 7
1 0 0-- --- -
2 14 1-- --- -
3 28 2a- --- -
4 42 30- --- -
5 70 41b --- -
6 112 52a --- -
7 182 630 c-- -
8 294 741 b-- -
9 476 852 a-- -
10 770 963 0-- -
11 1246 974 1-- -
12 1900 985 2d- -
13 2600 996 3c- -
14 3300 997 4b- -
15 4000 998 5a- -
16 4700 999 60- -
17 5400 999 71e -
18 6100 999 81d -
19 6800 999 92c -
20 7500 999 92b -
21 8200 999 93a -
22 8900 999 930 f
23 9600 999 941 e
24 10300 999 941 d
25 11000 999 952 c
26 11700 999 952 b
27 12400 999 963 a
28 13100 999 963 0
29 13800 999 974 1
30 14500 A99 974 1
31 15200 AA9 985 1
32 15900 AAA 985 2
33 16600 AAA A96 2
34 17300 AAA AA6 2
35 18000 BBB AA7 3
36 18700 BBB BB7 3
TH Saves
PD RS PP BW Sp Fo Re Wi
+1  8  4  6  3  4  1  1  3
+3  9  5  6  4  4  2  2  4
+5 10  6  7  6  5  3  3  5
+7 11  7  9  8  6  4  4  6
+9 12  8 10 10  7  5  4  7
+11 13 10 11 12  9  6  5  8
+13 14 11 13 14 10  7  6  9
+15 14 12 14 14 11  8  7 10
+17 15 13 14 14 12  9  8 11
+19 16 14 15 15 13 10  8 12
+21 16 14 15 15 14 11  9 13
+23 16 14 15 15 15 12 10 14
+25 16 15 15 15 15 13 11 15
+27 17 15 16 15 15 14 12 16
+29 17 15 16 15 15 15 12 17
+31 17 16 16 15 16 16 13 18
+33 17 16 16 16 16 17 14 19
+35 17 16 16 16 16 18 15 20
Requisites: Str 15, Wis 16, Chr 26, Cml 12
Alignment: any G
HD/level: ++d14
Weapon Prof.: 7+level*2
To Hit Table: 2xWar
Save Table: 2x(War/Pri)
Reference: DM
Groups: Warrior
 
Gets a Priest spell progression with Wis bonus. Gets Psi6G powers. DPPs are the same as a Psi6G: (Chr+Wis+Int)*level. The progression is shared between Priest and Psi6G.
 
Level 1: Pick weapon of choice; are considered 7 levels higher for # of Attacks purposes.
Level 1: +LVL to hit with lances, swords, maces, and flails.
Level 1: May shatter a magical, psionic, or innate effect that is currently running. It requires 10 dmg per spell level of the effect to shatter it. This doesn't require a Holy Avenger.
Level 1: If holding a Holy Avenger, +10*N% MR (where N is the weapons TH bonus) and can Dispel Magic
Level 1: Turn Undead as a cleric of same level.
Level 1: Detect Evil (Range 60', cont.)
Level 1: 1M: Sense Danger.
Level 1: Protection from Evil 10'r (continuous, but may be lowered).
Level 1: Immune disease.
Level 1: +4 saves; not cumulative with any other cavalier, knight, or paladin bonus. A additional +4 saves vs. illusions.
Level 1: Immune to Fear; Protection from Fear 10'r
Level 1: Resistance of 34+4*level % versus the following effects: Beguiling, Charm, Domination, Hold, Hypnosis, Magic Jar, Possession, Sleep, Suggestion, and Psionic/Mind Blast. This is treated similar to Magic Resistance, but does not combine with MR (take the higher of the two for the above effects). This Resistance does work against Psionic effects of the above type.
Level 1: Regenerate LVL hp/s.
Level 1: Can operate at negative hit points (even offensively) up to -10*level.
Level 1: 1M, 1/t: Lay on Hands: Cure 4*LVL hp.
Level 1: 1M, LVL/d: Cure Disease
Level 2: Greatest Swing: As per Great Swing but does 7 times normal damage and has a 3% per level of instant killing.
Level 2: +1 Str, Dex, Con, or Chr (replaces percentage rules)
Level 3: 1M: Improved Invisibility.
Level 3: Free Action cont.
Level 4: +1 Str, Dex, Con, or Chr; must be a different stat from the one picked at Level 2
Level 4: May have a special mount as if a Beast Rider of 3 levels lower.
Level 4: Immune to Sharpness and Vorpal effects.
Level 5: WR 50+LVL*6%
Level 6: +1 Str, Dex, Con, or Chr; must be a different stat from the ones picked at Level 2 and 4
Level 6: +1 QP action.
Level 8: +1 Str, Dex, Con, or Chr; must be a different stat from the ones picked at Level 2, 4, and 6
Level 8: Do not suffer penalties for fighting in an unusual environment (underwater, zero gravity, whatever).
Level 9: Can automatically hit any mortal creature with a non infinite negative AC when using "Great Swing" or "Greater Swing".
Level 10: Considered a x2 creature.
Level 13: Raise Self: Raise Dead on yourself 1 hour after death (as long as the death was due to physical damage). This ability cannot be used more than once per month.

[PC1] Warrior Group Classes


Peacemonger

Level KXP Peacemonger[PL]
123 456 78 [24]
1 0 --- 1-- -- [--]
2 1 --- 2-- -- [--]
3 3 --- 3-- -- [--]
4 9 --- 4-- -- [--]
5 27 --- 5-- -- [--]
6 81 --- 6-- -- [--]
7 243 --- 7-- -- [--]
8 500 --- 8-- -- [--]
9 900 --- 8-- -1 [--]
10 1300 --- 8-- -2 [--]
11 1700 --- 8-- -3 [--]
12 2100 --- 8-- -4 [--]
13 2500 --- 8-- -5 [--]
14 2900 --- 8-- -6 [--]
15 3300 --- 8-- -7 [--]
16 3700 --- 8-- -8 [--]
17 4100 --- 9-- -8 [--]
18 4500 --- 9-- -9 [--]
19 4900 --- A-- -9 [--]
20 5300 --- A-- -A [--]
21 5700 --- A-- -A [--]
22 6100 --- A-- -A [--]
23 6500 --- A-- -A [--]
24 6900 --- A-- -A [--]
25 7300 --- A-- -A [--]
26 7700 --- A-- -A [--]
27 8100 --- A-- -A [1-]
28 8500 --- A-- -A [11]
29 8900 --- A-- -A [11]
30 9300 --- A-- -A [-2]
31 9700 --- A-- -A [-2]
32 10100 --- A-- -A [-3]
33 10500 --- A-- -A [-3]
34 10900 --- A-- -A [-4]
35 11300 --- A-- -A [-4]
36 11700 --- A-- -A [-5]
TH Saves
PD RS PP BW Sp Fo Re Wi
+0  5  2  4  2  1  1  1  0
+1  6  4  5  4  3  2  2  1
+2  8  5  7  6  4  3  3  2
+3  9  7  8  8  6  4  4  2
+4 11  8 10 10  7  5  4  3
+5 12 10 11 12  9  6  5  4
+6 14 11 13 14 10  7  6  4
+7 14 12 14 14 11  8  7  5
+8 15 13 14 14 12  9  8  6
+9 15 14 15 15 13 10  8  6
+10 15 14 15 15 14 11  9  7
+11 15 14 15 15 15 12 10  8
+12 15 15 15 15 15 13 11  8
+13 16 15 15 15 15 14 12  9
+14 16 15 16 15 15 15 12 10
+15 16 16 16 15 15 16 13 10
+16 16 16 16 16 16 17 14 11
+17 17 16 16 16 16 18 15 12
Requisites: Int 23, Wis 17, Chr 19
Alignment: any
HD/level: & 2d4
Weapon Prof.: 4+level/2
To Hit Table: War
Save Table: 2xWar
Reference: DM {Planeshifted Battlelord}
Groups: Warrior, Concordant (x1), Alternate
 
Gets Barbarian Int, Wis, or Chr.
Peacemongers get 4th level and 8th level spells, but not other level numbers. (This is done to make Peacemonger spells be of the proper SL when other classes use a "Wish" type effect to emulate a Peacemonger spell.). They also get "Peacelord" (a x2 class) spells starting at level 27.
Exception: There is one 2nd level spell which can be picked by downgrading a 4th.
Peacemonger spells are selected once. You pick them, cast them (using 1M) and they do their effect permanently, using up that spell slot permanently. You can change your Peacemonger spells during reset.
Level 3: Get another Barbarian Stat.
Level 9: Get another Barbarian Stat.

[PC1] Warrior Group Classes


Peacemonger Spells

Level # Spell
2 * 1 * 1M: A group gets -LVL V actions (no save)
4 1 1M: A group gets -LVL TH (no save)
4 2 1M: A group gets -CL dmg (no save)
4 3 1M: A group gets -CL AC (no save)
4 4 1M: A group gets -LVL saves (no save)
4 5 1M: A group gets -LVL P actions (no save)
4 6 1M: A group gets -CL*2 current and max hp (no save)
4 7 1M: A group gets -CL B actions (no save)
4 8 1M: A group gets -LVL set Str which ignores Sustain Str (no save)
4 9 1M: A group gets -LVL set Dex which ignores Sustain Dex (no save)
4 10 1M: A group gets -LVL set Con which ignores Sustain Con (no save)
8 1 1M: A group gets -1 iTH with their next attack (no save)
8 2 1M: A group gets -1 idmg with their next attack (no save)
8 3 +LVL to CL for 4th level Peacemonger spells
8 4 1M: A group gets -CL% iBR (irreducible BlahR = iRMPIR) (no save)
8 5 1M: A group gets -LVL M actions (no save)
8 6 1M: A group gets -1 max ihp or -1 max+current ihp if they have at least 1 ihp (no save)
8 7 1M: A group gets -CL C actions (no save)
Peacelord 2 (12) 1 * 1M: A group gets -PCL QV actions (infinitely quick V actions)
Peacelord 4 (14) 1 1M: A group gets -PL iTH
Peacelord 4 (14) 2 1M: A group gets -PCL idmg
Peacelord 4 (14) 3 1M: A group gets -PCL iAC
Peacelord 4 (14) 4 1M: A group gets -PL isaves
Peacelord 4 (14) 5 1M: A group gets -PCL QP actions (infinitely quick P actions)
Peacelord 4 (14) 6 1M: A group gets -PCL ihp
Peacelord 4 (14) 7 1M: A group gets -PL X actions
Peacelord 4 (14) 8 1M: A group gets -25*PCL set Str that ignores Sustain Str
Peacelord 4 (14) 9 1M: A group gets -25*PCL set Dex that ignores Sustain Dex
Peacelord 4 (14) 10 1M: A group gets -25*PCL set Con that ignores Sustain Con

[PC1] Warrior Group Classes


Pentarch Paladin

Level KXP War/Pri
123 456 7
1 0 1-- --- -
2 7 2-- --- -
3 14 3a- --- -
4 21 31- --- -
5 35 32c --- -
6 56 33a --- -
7 91 331 e-- -
8 147 332 c-- -
9 238 333 ag- -
10 385 333 1e- -
11 623 333 2ci -
12 950 333 3ag -
13 1300 333 31e k
14 1650 333 32c i
15 2000 333 33a g
16 2350 333 331 e
17 2700 333 332 c
18 3050 333 333 a
19 3400 333 333 1
20 3750 333 333 2
21 4100 333 333 3
22 4450 433 333 3
23 4800 443 333 3
24 5150 444 333 3
25 5500 444 433 3
26 5850 444 443 3
27 6200 444 444 3
28 6550 444 444 4
29 6900 544 444 4
30 7250 554 444 4
31 7600 555 444 4
32 7950 555 544 4
33 8300 555 554 4
34 8650 555 555 4
35 9000 555 555 5
36 9350 666 666 6
TH Saves
PD RS PP BW Sp Fo Re Wi
+0  8  4  6  3  4  1  1  3
+2  9  5  6  4  4  2  2  4
+3 10  6  7  6  5  3  3  5
+5 11  7  9  8  6  4  4  6
+6 12  8 10 10  7  5  4  7
+8 13 10 11 12  9  6  5  8
+9 14 11 13 14 10  7  6  9
+11 14 12 14 14 11  8  7 10
+12 15 13 14 14 12  9  8 11
+14 16 14 15 15 13 10  8 12
+15 16 14 15 15 14 11  9 13
+17 16 14 15 15 15 12 10 14
+18 16 15 15 15 15 13 11 15
+20 17 15 16 15 15 14 12 16
+21 17 15 16 15 15 15 12 17
+23 17 16 16 15 16 16 13 18
+24 17 16 16 16 16 17 14 19
+26 17 16 16 16 16 18 15 20
Requisites: Str 11, Wis 12, Chr 22, Cml 8
Alignment: LG, LN, or NG
HD/level: +d12
Weapon Prof.: 7+level
To Hit Table: 1½xWar
Save Table: 2x(War/Pri)
Reference: DM / MTG
Groups: Warrior
 
Gets Exceptional Str and Con. Uses "Cavalier" line for number of attacks.
Casts Warrior or Priest spells; you get Wis bonus to progression. Specialized in Warrior Paladin school. Starts with no Priest spheres (not even All); gets major access to one sphere per level.
   
Level 1 ¶: Each day, choose a broad monster type (Dragon, Outer, Undead, etc.). You have "1M: Slay Living" on that creature type (PPD save, IR to resist).
Level 1 ¶: 1V: All enemies in your group take 10 holy dmg (no save) and are at -10 on AC, to hit, and damage (no save, this lasts until end of round).
Level 1: Pick weapon of choice; are considered 6 levels higher for # of Attacks purposes.
Level 1: +LVL to hit with lances, swords, maces, and flails.
Level 1: May shatter a magical, psionic, or innate effect that is currently running. It requires 10 dmg per spell level of the effect to shatter it. This doesn't require a Holy Avenger.
Level 1: If holding a Holy Avenger, +10*N% MR (where N is the weapons TH bonus) and can Dispel Magic
Level 1: Turn Undead as a cleric of same level.
Level 1: Protection from Evil 10'r (continuous, but may be lowered).
Level 1: Immune disease.
Level 1: Immune to Fear; Protection from Fear 10'r
Level 1: Can operate at negative hit points (not offensively) up to -5*level.
Level 1: 1M, 1/r: Lay on Hands: Cure 3*LVL hp.
Level 1: 1M, LVL/d: Cure Disease
Level 2: +1 Str, Con, Wis, or Chr (replaces percentage rules)
Level 4: +1 Str, Con, Wis, or Chr; must be a different stat from the one picked at Level 2
Level 4: May have a special mount as if a Beast Rider of 3 levels lower.
Level 6: +1 Str, Con, Wis, or Chr; must be a different stat from the ones picked at Level 2 and 4
Level 8: +1 Str, Con, Wis, or Chr; must be a different stat from the ones picked at Level 2, 4, and 6
Level 9 ¶: Your Slay Living ability (see level 1) no longer has a save.
Level 18 ¶: Your Slay Living ability (see level 1) is now Destruction.
Level 27 ¶: Your Slay Living ability (see level 1) no longer allows IR.

[PC1] Warrior Group Classes


Physicaler0

Level KXP
Spells
1 0 (none)
2 2 (none)
3 4 (none)
4 8 (none)
5 16 (none)
6 32 (none)
7 64 (none)
8 120 (none)
9 240 (none)
10 360 (none)
11 480 (none)
12 600 (none)
13 720 (none)
14 840 (none)
15 960 (none)
16 1080 (none)
17 1200 (none)
18 1320 (none)
19 1440 (none)
20 1560 (none)
21 1680 (none)
22 1800 (none)
23 1920 (none)
24 2040 (none)
25 2160 (none)
26 2280 (none)
27 2400 (none)
28 2520 (none)
29 2640 (none)
30 2760 (none)
31 2880 (none)
32 3000 (none)
33 3120 (none)
34 3240 (none)
35 3360 (none)
36 3480 (none)
TH Saves
PD RS PP BW Sp Fo Re Wi
+1  6  5  4  3  2  1  1  0
+1  6  5  4  3  3  1  1  0
+2  6  5  4  4  3  2  2  1
+3  8  7  6  5  4  2  2  1
+3  8  7  6  5  5  3  2  1
+4  8  7  6  6  5  3  3  2
+5 10  9  8  7  6  4  3  2
+5 10  9  8  7  7  4  4  2
+6 10  9  8  8  7  5  4  3
+7 12 11 10  9  8  5  4  3
+7 12 11 10  9  9  6  5  3
+8 12 11 10 10  9  6  5  4
+9 12 12 11 10  9  7  6  4
+9 12 12 11 10 10  7  6  4
+10 12 12 11 11 10  8  6  5
+11 13 12 12 11 10  8  7  5
+11 13 12 12 11 11  9  7  5
+12 13 12 12 12 11  9  8  6
Requisites: Str 15, Dex 14
Alignment: any
HD/level: d8
Weapon Prof.: 4+level/3
To Hit Table: Ftr0
Save Table: Ftr0
Reference: DM
Groups: Warrior
 
Hold P actions. You may convert 2P -> 1QP.
Level 1: Over Hit: If you hit someone and needed a negative number to hit them (i.e. your TH bonus was greater than his AC), do x1.5 dmg.
Level 2: +1P action (total +1)
Level 4: +1P action (total +2)
Level 6: +1P action (total +3)
Level 8: +1P action (total +4)
Level 10: +1P action (total +5)
Level 12: +1P action (total +6)
Level 14: +1P action (total +7)
Level 16: +1P action (total +8)
Level 18: +1P action (total +9)

[PC1] Warrior Group Classes


Physicalist

Level KXP Psi
mMG S
1 0 3-- -
2 10 4-- -
3 15 51- -
4 23 52- -
5 35 53- -
6 53 54- -
7 80 65- -
8 120 751 -
9 180 852 -
10 270 953 -
11 400 A54 -
12 600 A65 -
13 850 A75 -
14 1150 A85 -
15 1500 A95 -
16 1900 BA5 -
17 2350 CA6 1
18 2850 DA7 2
19 3400 EA8 3
20 4000 FA9 4
21 4650 FBA 5
22 5350 FCA 5
23 6100 FDA 5
24 6900 FEA 5
25 7750 GFA 5
26 8650 HFB 6
27 9600 IFC 7
28 10600 JFD 8
29 11650 KFE 9
30 12750 KGF A
31 13900 KHF A
32 15100 KIF A
33 16350 KJF A
34 17650 LKF A
35 19000 MKF B
36 20400 NKG C
TH Saves
PD RS PP BW Sp Fo Re Wi
+1  5  4  8  2  3  1  0  2
+3  6  5  8  3  4  2  1  3
+5  6  6  9  4  5  3  1  4
+7  7  7  9  4  5  4  2  5
+9  7  8 10  5  6  4  3  6
+11  8  9 10  6  7  5  3  7
+13  8 10 11  6  7  6  4  8
+15  9 11 11  7  8  7  5  9
+17  9 12 12  8  9  8  5 10
+19 10 13 12  8 10  8  6 11
+21 11 14 13  9 11  9  7 12
+23 11 14 13 10 12 10  7 13
+25 13 15 14 12 13 11  8 14
+27 15 15 15 14 14 12  9 15
+29 15 16 16 15 15 12  9 16
+31 16 16 16 15 16 13 10 17
+33 16 16 16 16 16 14 11 18
+35 16 16 16 16 16 15 11 19
Requisites: Str 11, Dex 18, Con 11, Chr 11
Alignment: any
HD/level: 2d6
Weapon Prof.: 9+level/4
To Hit Table: 2xWar
Save Table: 2xPsi
Reference: DM {Planeshifted Mentalist}
Groups: Warrior, Psionicist, Alternate
 
Gets Exceptional Str, Dex, and Con. Uses "Barbarian" line for number of attacks.
You get a Martial Arts style and +LVL Martial Arts maneuvers, and a Professional Wrestling style and +LVL Professional Wrestling maneuvers.
Physicalist Psionic Pool (PPPs) = (Str*2+Dex*2+Con+Int+Chr)*level/2.
The following frequencies are included in Physicalist: Psi0, Psi(-2), Psi7, Psi14, and Psi15.
When you get a power on the Physicalist progression, pick any power from those 5 frequencies.
PPPs are recovered at your level in points every round. Rejuvenation and the like may improve this point recovery rate.
PPPs are the same scale as Psi1 PSPs.
10 PPPs is 1 "track point" for Psi36. You do not have actual tracks, however, and cannot "burn" anything after you have 0 PPPs.
Level 9: Pick another frequency to add to Mentalist availability. The frequencies allowed are: Psi(-5), Psi(-6) & Psi(-12)(as a combo), Psi16, Psi36.
Level 18: Pick another frequency to add, as per Level 9. You can pick Psi8 at this level.
Level 27: Pick another frequency to add, but it can be ANY frequency.

[PC1] Warrior Group Classes


Pit Fighter2


Level

KXP
Spells
TH
1 0 (none) +2
2 3 (none) +5
3 6 (none) +7
4 12 (none) +10
5 24 (none) +12
6 48 (none) +15
7 100 (none) +17
8 200 (none) +20
9 400 (none) +22
10 800 (none) +25
11 1200 (none) +27
12 1600 (none) +30
13 2000 (none) +32
14 2400 (none) +35
15 2800 (none) +37
16 3200 (none) +40
17 3600 (none) +42
18 4000 (none) +45
19 4400 (none) +47
20 4800 (none) +50
21 5200 (none) +52
22 5600 (none) +55
23 6000 (none) +57
24 6400 (none) +60
25 6800 (none) +62
26 7200 (none) +65
27 7600 (none) +67
28 8000 (none) +70
29 8400 (none) +72
30 8800 (none) +75
31 9200 (none) +77
32 9600 (none) +80
33 10000 (none) +82
34 10400 (none) +85
35 10800 (none) +87
36 11200 (none) +90
37 22400 (none) +92
38 33600 (none) +95
39 44800 (none) +97
45 112000 (none) +112
54 212800 (none) +135
63 313600 (none) +157
72 414400 (none) +180
Requisites: Str 16, Dex 14, Con 13
Alignment: C any
HD/level: 2d4
Weapon Prof.: 3+level*3
To Hit Table: 2.5xLevel (round down)
Reference: DM {Planeshifted Gladiator2}
Groups: Warrior, Alternate
Complexity: CF=2
   
Saving Throws:  
PPD: level*2+5
RSW: level*2
PP: level*2
BW: level*2+5
Spell: level*2
Fort: level*2
Reflex: level*2+5
Will: level*2
   
Gets Exceptional Str and Dex.
Level N (every level): +1 instance of Tactical Movement.
Level 1: Can "1 for 1 trade" attacks between your melee weapons (so you can do all your attacks with one physical weapon). You may trade attacks from your natural attacks (Bite/Tail) if you have them (due to race).
Level 1: Can wear two suits of armor.
Level 1: For effects that give a save for half damage, take no damage if save made.
Level 1: Can use Dex to hit instead of Str with melee weapons.
Level 1: Class VI / Esper-Blind (i.e. Immune to Psionics) (if you want it)
Level 2: +1 armor slot in any location other than body armor (helmet, etc.)
Level 3: Can armor optimize (+1 AT) each body armor twice instead of once. Each +1 AT costs 1 nonweapon proficiency to use.
Level 4: Triple Specialization is 9 half-plusses if selected for a melee weapon.
Level 5: Can replace the number of attacks of any melee weapon with "Fast Weapon" (#Att=2/1 if specialized at level 1).
Level 6: Spend 1 attack: Your next attack rolls a natural 11+LVL on the to hit roll.
Level 9: Spend 1 attack: Your next attack is "Cascade Ramming" (hits the whole group).
Level 12: Quadruple Specialization is 12 half-plusses if selected for a melee weapon.
Level 23: Quintruple Specialization is 15 half-plusses if selected for a melee weapon.
Level 34: Sextuple Specialization is 18 half-plusses if selected for a melee weapon.
 
CF=3:
Gets Barbarian Str and Dex. Gets Exceptional Con.
Uses "Barbarian" line for number of attacks.
 
CF=4:
Gets Super-Barbarian Str and Dex. Gets Barbarian Con.
Uses "Extra Barbarian" line for number of attacks.

[PC1] Warrior Group Classes


Professional Wrestler

Level KXP
Spells
1 0 (none)
2 1.9 (none)
3 3.8 (none)
4 7.6 (none)
5 15.2 (none)
6 30.4 (none)
7 60.8 (none)
8 121.6 (none)
9 243.2 (none)
10 480 (none)
11 720 (none)
12 960 (none)
13 1200 (none)
14 1440 (none)
15 1680 (none)
16 1920 (none)
17 2160 (none)
18 2400 (none)
19 2640 (none)
20 2880 (none)
21 3120 (none)
22 3360 (none)
23 3600 (none)
24 3840 (none)
25 4080 (none)
26 4320 (none)
27 4560 (none)
28 4800 (none)
29 5040 (none)
30 5280 (none)
31 5520 (none)
32 5760 (none)
33 6000 (none)
34 6240 (none)
35 6480 (none)
36 6720 (none)
TH Saves
PD RS PP BW Sp Fo Re Wi
+0  4  2  3  1  1  1  1  0
+1  5  2  4  2  1  1  1  0
+2  5  3  4  3  2  2  2  1
+3  6  4  5  4  3  2  2  1
+4  7  5  6  5  4  3  2  1
+5  8  5  7  6  4  3  3  2
+6  8  6  7  7  5  4  3  2
+7  9  7  8  8  6  4  4  2
+8 10  8  9  9  7  5  4  3
+9 11  8 10 10  7  5  4  3
+10 11  9 10 11  8  6  5  3
+11 12 10 11 12  9  6  5  4
+12 13 11 12 13 10  7  6  4
+13 14 11 13 14 10  7  6  4
+14 14 12 13 14 11  8  6  5
+15 14 12 14 14 11  8  7  5
+16 14 13 14 14 12  9  7  5
+17 15 13 14 14 12  9  8  6
Requisites: Str 16, Con 18
Alignment: any
HD/level: 1d20
Weapon Prof.: 4+level/2
To Hit Table: War
Save Table: War
Reference: WWF/WWE/WCW/ECW
Groups: Warrior
 
Exceptional Con.
Level 1: One Professional Wrestling style; +1 Professional Wrestling maneuver per level. See [P14].
Level 1: Free Double Specialization in one of these weapons (referred to as "Garbage" or "Plunder"): 2"x4" Barbed-Wire Board (Size M, 2d4/2d3); Championship Belt (Size M, 2d3/2d1); Dust/Powder (Size S, 1d1/1d1+blindness); Folding Chair (Size M, 1d6/1d4); Folding Table (Size L, 1d12/1d12); Kendo Stick (Size M, 1d4+3/1d4+2); Ladder (Size H, 1d16/1d12); Pillow (Size S, 1d1/1d1 +1 Chr dmg); Rope/Electrical Cord (Size S, 1d4/1d2+choking); Sledge Hammer (Size L, 1d12/1d8); Spanish Announce Table (Size H, 1d20/1d20); Stop Sign (Size M, 2d4/2d4); Timekeeping Bell (Size S, 1d6/1d2); Trash Can (Size L, 1d8/1d8). These weapons are free for you (no gp cost).
Level 1: Regeneration LVL hp/s.
Level 1: Can have a "Manager" or "Valet", which uses the same rules (and the same slot) as an Animal Companion.
Level 4: 1F, 1/w: Perform a "face turn" or "heel turn", which reverses your alignment. It's usually the G-E axis, but it can be the L-C axis, or both. TN characters may choose to become LG, LE, CG, or CE. "J" and "S" are reverses in the G-E axis. "A"-anything and "Nil" are reverses in the L-C axis.
Level 9: 1F, 1/month: Become involved in an "Angle". This is like a Geas or Quest against one enemy (or a group). If you succeed, you will gain a 10-100 KXP bonus (depending on difficulty). The DM will determine who your enemy is, but is usually related to current events in the campaign.
Level 9: Gain 10d10 Marks as followers. These are 1st level characters of various classes.
Level 18: Gain 10d10 Smarks as followers. These are 4th level characters of various classes.

[PC1] Warrior Group Classes


Psychic Warrior3

Level KXP Psi3
(0) 123 456 78
1 0 (2) a-- --- --
2 10 (3) 0-- --- --
3 30 (3) 1-- --- --
4 60 (3) 20- --- --
5 100 (3) 31- --- --
6 150 (3) 320 --- --
7 210 (3) 321 --- --
8 280 (3) 331 --- --
9 360 (3) 332 0-- --
10 450 (3) 332 1-- --
11 550 (3) 333 1-- --
12 660 (3) 333 20- --
13 780 (3) 333 21- --
14 910 (3) 333 31- --
15 1050 (3) 333 320 --
16 1200 (3) 333 321 --
17 1360 (3) 333 331 --
18 1530 (3) 333 332 --
19 1710 (3) 433 332 --
20 1900 (3) 433 333 --
21 2100 (3) 443 333 --
22 2310 (3) 444 333 --
23 2530 (3) 444 433 --
24 2760 (3) 444 443 a-
25 3000 (3) 444 444 0-
26 3250 (3) 444 444 1-
27 3510 (3) 544 444 1-
28 3780 (3) 554 444 2-
29 4060 (4) 555 444 2-
30 4350 (5) 555 544 3-
31 4650 (6) 555 554 3-
32 4960 (7) 555 555 4-
33 5280 (8) 555 555 50
34 5610 (9) 555 555 51
35 5950 (A) 655 555 51
36 6300 (B) 665 555 52
TH Saves
PD RS PP BW Sp Fo Re Wi
+0  4  2  3  1  1  1  1  0
+1  5  2  4  2  1  1  1  0
+2  5  3  4  3  2  2  2  1
+3  6  4  5  4  3  2  2  1
+3  7  5  6  5  4  3  2  1
+4  8  5  7  6  4  3  3  2
+5  8  6  7  7  5  4  3  2
+6  9  7  8  8  6  4  4  2
+6 10  8  9  9  7  5  4  3
+7 11  8 10 10  7  5  4  3
+8 11  9 10 11  8  6  5  3
+9 12 10 11 12  9  6  5  4
+9 13 11 12 13 10  7  6  4
+10 14 11 13 14 10  7  6  4
+11 14 12 13 14 11  8  6  5
+12 14 12 14 14 11  8  7  5
+12 14 13 14 14 12  9  7  5
+13 15 13 14 14 12  9  8  6
Requisites: Str 0 (10), Dex 0 (10), Con 0 (10), Int 0 (10), Wis 0 (10), Chr 0 (10)
Alignment: any
HD/level: d8
Weapon Prof.: 10+level/9
To Hit Table: +level*3/4
Save Table: War
Reference: PsiHB3-13
Groups: Warrior, Psionicist
 
Has Psi3 powers.
P3P calculation = (Level*Level+2*Level-3)/3+Stat/4.
Level 1: +1 feat.
Level 1: Gain two psionic combat modes. Gain 1 extra mode at each of the following levels: 3, 7, 9, 10, 12, 13, 15, 16.
Level 2: +1 feat. Gain another feat every 3 levels after level 2.
Level 6: Gain the Weapon Specialization feat.

[PC1] Warrior Group Classes


Quintessential Fighter6

Level KXP
Spells
1 0 (none)
2 6 (none)
3 18 (none)
4 36 (none)
5 60 (none)
6 90 (none)
7 126 (none)
8 168 (none)
9 216 (none)
10 486.4 (none)
11 729.6 (none)
12 972.8 (none)
13 1216 (none)
14 1459.2 (none)
15 1702.4 (none)
16 1945.6 (none)
17 2188.8 (none)
18 2432 (none)
19 2675.2 (none)
20 2918.4 (none)
21 3161.6 (none)
22 3404.8 (none)
23 3648 (none)
24 3891.2 (none)
25 4134.4 (none)
26 4377.6 (none)
27 4620.8 (none)
28 4864 (none)
29 5107.2 (none)
30 5350.4 (none)
31 5593.6 (none)
32 5836.8 (none)
33 6080 (none)
34 6323.2 (none)
35 6566.4 (none)
36 6809.6 (none)
TH Saves
PD RS PP BW Sp Fo Re Wi
+0  4  2  3  1  1  1  1  0
+1  5  2  4  2  1  1  1  0
+2  5  3  4  3  2  2  2  1
+3  6  4  5  4  3  2  2  1
+4  7  5  6  5  4  3  2  1
+5  8  5  7  6  4  3  3  2
+6  8  6  7  7  5  4  3  2
+7  9  7  8  8  6  4  4  2
+8 10  8  9  9  7  5  4  3
+9 11  8 10 10  7  5  4  3
+10 11  9 10 11  8  6  5  3
+11 12 10 11 12  9  6  5  4
+12 13 11 12 13 10  7  6  4
+13 14 11 13 14 10  7  6  4
+14 14 12 13 14 11  8  6  5
+15 14 12 14 14 11  8  7  5
+16 14 13 14 14 12  9  7  5
+17 15 13 14 14 12  9  8  6
Requisites: Str 20
Alignment: any
HD/level: d20
Weapon Prof.: 9+level/6
To Hit Table: War
Save Table: War
Reference: Quintessential Fighter3
Groups: Warrior
 
Levels 1-5:
(2/level)
A. 0, 1/t: Ignore all damage from one source. {Berserker}
B. Backstab x(LVL+7)/4. {Brawler}
C. Can operate at negative hit points. {Knight of the Griffin}
D. Choose one specific weapon type. +LVL TH with that weapon. {Living Blade}
E. 1V: +LVL TH/dmg with one shot with a missile weapon {Master Bowman}
F. 1M, 1/effect: Target gets another save vs. a bad effect that's effecting him {Officer of War}
G. +1 TH in a specific weapon per level (can choose different weapons each level) {Peasant Hero}
H. 1M, 1/t: Summon Chr 1st level fighters, all of them together use 1 summon slot {Peasant Hero}
I. Additional +(LVL+1)/2 AC (round down) when using Armor Optimization {feats}
J. Barbarian Str bonus {DM}
Level 6: Pick two from: Quintessential level 1-5 or 5th edition level 1-3
Levels 7-11:
(2/level)
K. 0, 1/t: Reroll a die, and choose the result. {Legend}
L. 1 borrowed P, 1/r: Deny N attacks from occuring, where N is your #Att. {Living Blade}
M. All in party get +LVL*2 AC/saves/TH/dmg while at home {Noble Defender}
N. All in party gets +LVL" movement rate. {Officer of War}
O. +LVL AC/saves if you haven't used a V action on your last segment {Swashbuckler}
P. "Save for ½" and "Save for a set amount of damage" becomes "Save for 0" for you. {Swashbuckler}
Q. Held P: Make 1 attack in response to a cast spell. They RSW save (DC=your dmg) or spell disrupted {feat}
R. 1M: Switch places with someone in sight (unwilling PP save) {feat}
S. +LVL*2 AC, -LVL*2 TH (toggle using 1V) {feat}
Level 12: Pick two from: Quintessential level 1-11 or 5th edition level 1-7
Levels 13-17:
(2/level)
T. Putting on, taking off, or picking up items does not cost 1V {feat}
U. All of your attacks are Called Shots at no penalty {feat}
V. 1M: Target group gets -LVL AC/saves/TH/dmg {feat}
W. No limit to encumbrance. No armor penalties to rogue abilities {feat}
X. Immune Overbearing {feat}
Y. Your base # attacks is never worse than 1/1 {feat}
Z. No penalties in off-hand use, no matter how many arms {feat}
Level 18: Pick two from: Quintessential level 1-17 or 5th edition level 1-11

[PC1] Warrior Group Classes


Ranger1

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

[PC1] Warrior Group Classes


Ranger2

Level KXP Druid
123
1 0 ---
2 2.25 ---
3 4.5 ---
4 9 ---
5 18 ---
6 36 ---
7 75 ---
8 150 1--
9 300 2--
10 600 21-
11 900 22-
12 1200 221
13 1500 321
14 1800 322
15 2100 332
16 2400 333
17 2700 333
18 3000 333
19 3300 433
20 3600 443
21 3900 444
22 4200 444
23 4500 444
24 4800 544
25 5100 554
26 5400 555
27 5700 555
28 6000 555
29 6300 655
30 6600 665
31 6900 666
32 7200 666
33 7500 666
34 7800 766
35 8100 776
36 8400 777
TH Saves
PD RS PP BW Sp Fo Re Wi
+0  4  2  3  1  1  1  1  0
+1  5  2  4  2  1  1  1  0
+2  5  3  4  3  2  2  2  1
+3  6  4  5  4  3  2  2  1
+4  7  5  6  5  4  3  2  1
+5  8  5  7  6  4  3  3  2
+6  8  6  7  7  5  4  3  2
+7  9  7  8  8  6  4  4  2
+8 10  8  9  9  7  5  4  3
+9 11  8 10 10  7  5  4  3
+10 11  9 10 11  8  6  5  3
+11 12 10 11 12  9  6  5  4
+12 13 11 12 13 10  7  6  4
+13 14 11 13 14 10  7  6  4
+14 14 12 13 14 11  8  6  5
+15 14 12 14 14 11  8  7  5
+16 14 13 14 14 12  9  7  5
+17 15 13 14 14 12  9  8  6
Requisites: Str 13, Dex 13, Con 14, Wis 14
Alignment: any G
HD/level: d10
Weapon Prof.: 4+level/3
To Hit Table: War
Save Table: War
Reference: PH2-28
Groups: Warrior
 
Level 1: Free Tracking proficiency, number of free slots = Ranger's level ÷ 2.
Level 1: Trailing, Wilderness Survival, Two-Weapon Fighting proficiencies.
Level 1: +4 to hit and +1/level damage versus a species enemy. This can be either a single race without qualifier ("All dragons", "All demons", but not "All demi-humans") or "Giant-class" (which includes all creatures who have 2 arms, 2 legs, and have skin, fur, or scales; but does not include humans and demi-humans).
Level 1: Rogue abilities as per Scout (see [PC4]).
Level 1: Surprise 50% of time, is surprised only 1 in 6.
Level 1: Excess goods/treasure must be donated as per paladin.
Level 1: Cannot hire men-at-arms (Ignore this restriction)
Level 1: Cannot operate with more than 2 other Rangers (Ignore this restriction)
Level 4: Locate Object/Animal/Plant (level÷4) times per day (as Priest spells).
Level 8: Ability to cast druid spells (no wisdom bonus), see table in [S1].
Level 8: Can now hire men-at-arms
Level 9: Ability to cast wizard spells (can specialize in charm/divination), see table in [S1]. (Ran2 does not get this ability)
Level 10: Can use Priest and Wizard items that are not written.
Level 10: Attract 2-20 followers
Level 18: Find the Path 1/day (as the Priest spell).

[PC1] Warrior Group Classes


Ranger3

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

[PC1] Warrior Group Classes


Rarer3

Level KXP
Spells
1 0 (none)
2 3 (none)
3 6 (none)
4 12 (none)
5 24 (none)
6 48 (none)
7 96 (none)
8 192 (none)
9 270 (none)
10 337.5 (none)
11 412.5 (none)
12 495 (none)
13 585 (none)
14 682.5 (none)
15 787.5 (none)
16 900 (none)
17 1020 (none)
18 1147.5 (none)
19 1282.5 (none)
20 1425 (none)
21 1575 (none)
22 1732.5 (none)
23 1897.5 (none)
24 2070 (none)
25 2250 (none)
26 2437.5 (none)
27 2632.5 (none)
28 2835 (none)
29 3045 (none)
30 3262.5 (none)
31 3487.5 (none)
32 3720 (none)
33 3960 (none)
34 4207.5 (none)
35 4462.5 (none)
36 4725 (none)
TH Saves
PD RS PP BW Sp Fo Re Wi
& +1  5  3  8  2  3  1  0  1
& +2  6  4  8  3  4  2  0  2
& +3  6  5  8  3  4  2  1  3
& +4  6  6  9  4  5  3  1  4
& +5  7  6  9  4  5  3  2  4
& +6  7  7 10  5  6  4  2  5
& +7  7  8 10  5  6  4  3  6
& +8  8  9 10  6  7  5  3  7
& +9  8  9 11  6  7  6  4  7
& +10  9 10 11  7  8  6  4  8
& +11  9 11 11  7  8  7  5  9
& +12  9 12 12  8  9  8  5 10
& +13 10 12 12  8 10  8  6 10
& +14 10 13 13  9 11  9  6 11
& +15 11 14 13  9 11  9  7 12
& +16 11 14 13 10 12 10  7 13
& +17 12 14 14 11 13 10  8 13
& +18 14 15 14 13 14 11  8 14
Requisites: Chr 20
Alignment: any
HD/level: +++d4
Weapon Prof.: & 3+level*2
To Hit Table: & +level
Save Table: 1½xPsi
Reference: DM {Planeshifted Uncommoner3}
Groups: Warrior, Monster, Alternate
 
Each Level: The DM rolls a Monster Summoning result of DL=2*LVL/5 (round up). The result will be of the "Weird" group, with a random [M2] Monster Template added to it. You gain the racial abilities of what the DM rolls. (You don't actually summon anything, the roll is just to determine what you get.)
The progression for the DLs is as follows:
Levels 1-9 = 1, 1, 2, 2, 2, 3, 3, 4, 4
Levels 10-18 = 4, 5, 5, 6, 6, 6, 7, 7, 8
Levels 19-27 = 8, 8, 9, 9, 10, 10, 10, 11, 11
Levels 28-36 = 12, 12, 12, 13, 13, 14, 14, 14, 15
 
The "&" on the To Hit means this class adds it's to hit bonus to your highest other class.
 
Level 14: Divide the cost of Artifacts by (LVL-12) or it's multiplier, whichever is higher.

[PC1] Warrior Group Classes


Rebel5

Level KXP
Spells
1 0 (none)
2 4.8 (none)
3 9.6 (none)
4 19.2 (none)
5 38.4 (none)
6 76.8 (none)
7 153.6 (none)
8 307.2 (none)
9 614.4 (none)
10 1000 (none)
11 1500 (none)
12 2000 (none)
13 2500 (none)
14 3000 (none)
15 3500 (none)
16 4000 (none)
17 4500 (none)
18 5000 (none)
19 5500 (none)
20 6000 (none)
21 6500 (none)
22 7000 (none)
23 7500 (none)
24 8000 (none)
25 8500 (none)
26 9000 (none)
27 9500 (none)
28 10000 (none)
29 10500 (none)
30 11000 (none)
31 11500 (none)
32 12000 (none)
33 12500 (none)
34 13000 (none)
35 13500 (none)
36 14000 (none)
TH Saves
PD RS PP BW Sp Fo Re Wi
+0  6  4  6  3  4  1  3  0
+1  6  5  7  3  5  1  4  1
+2  7  6  7  4  6  2  5  1
+3  7  7  8  4  7  3  6  2
+4  8  8  8  5  8  4  7  3
+5  8  9  9  5  9  5  8  3
+6  9 10  9  6 10  5  9  4
+7  9 11 10  6 11  6 10  5
+8 10 12 10  7 12  7 11  5
+9 10 13 11  7 13  8 12  6
+10 11 14 11  8 14  9 13  7
+11 12 15 12  9 14  9 14  7
+12 13 16 13 11 15 10 15  8
+13 14 16 14 13 15 11 16  9
+14 15 16 15 14 16 12 17  9
+15 16 16 16 16 16 13 18 10
+16 16 16 16 16 16 13 19 11
+17 16 17 16 16 16 14 20 11
Requisites: Str 13, Dex 13, Chr 9
Alignment: C any
HD/level: 3d3
Weapon Prof.: 3+level
To Hit Table: War
Save Table: 2xRog
Reference: DM
Groups: Warrior
 
Levels Pick Description
Level 1-3: A +LVL Initiative (or) Roll 2d12, choose the better
B LVL slots in Danger Sense, Trailing, Weather Sense
C Natural 1's do not automatically miss to hit
D Nonmagical non-weapon, non-armors are at half cost
E Immune to falling dmg
Level 4: Pick two from: Rebel Level 1-3, White/Black Hat Level 1-3, or one Psi(-12)C minor
Level 5-7: F +LVL punch dmg
G +1 to all crit ranges
H Get +LVL/2 attacks vs. a target for each other person meleeing that target
I Magical non-weapon, non-armors are at half cost
J You and all you desire within 30' are immune to falling dmg, telekinesis, overbearing
Level 8: Pick two from: Rebel Level 5-7, White/Black Hat Level 5-7, or one Psi(-12)C minor
Level 9-12: K 1M, 1/d: Summon LVL*2 Rebel5 NPCs (lvl = LVL*2-16, max=10)
L 1P: Attack each target only once this segment (can be >1 group). Your base # attacks per weapon/fist = LVL.
M Any save DC > 100 is considered to be 100 to you
N +LVL*5% WaWR; DR LVL*5/+LVL; intertial barrier cont.; displacement cont.; people need +LVL weapon to hit you
O Immune ground-based traps; ground movement rate = (LVL^2)*2"; Sustain actions; Immune inverse pick pockets
Level 13: Pick two from: Rebel Level 9-12, White/Black Hat Level 9-12, one Psi(-12)C major, or one other5 Level 1-3
Level 14-18: P  
Q  
R  
S  
T  
Level 18:  
Level 20-26: U  
V  
W  
X  
Y  
Z  
Level 27-36:  

[PC1] Warrior Group Classes


Rith Awakener (MTG G/R/W) (Boros/Gruul/Selesnya)

Level KXP Wiz/Pri
123 456 789
1 0 2-- --- ---
2 4.8 31- --- ---
3 9.6 430 --- ---
4 19.2 542 --- ---
5 38.4 543 0-- ---
6 76.8 754 2-- ---
7 153.6 764 30- ---
8 307.2 876 42- ---
9 614.4 876 530 ---
10 1228.8 A87 642 ---
11 1843.2 A98 642 0--
12 2457.6 AA9 754 1--
13 3072 AAA 975 2--
14 3686.4 BAA 975 30-
15 4300.8 BBB 975 41-
16 4915.2 CBB A97 52-
17 5529.6 CBB AA8 64-
18 6144 CBB BA9 76-
19 6758.4 CBB BAA 97-
20 7372.8 CBB BAA 981
21 7987.2 CCB BBA 982
22 8601.6 DCC CBA 992
23 9216 EDC CBB A92
24 9830.4 EEC CBB AA3
25 10444.8 EED CCB BA3
26 11059.2 EEE CCB BB4
27 11673.6 FFE CCC CB4
28 12288 FFE EDC CB5
29 12902.4 FFF EDD CC5
30 13516.8 FFF EED DC6
31 14131.2 GFF FFD DD6
32 14745.6 GGG FFF DD7
33 15360 GGG GFF EE7
34 15974.4 GGG GGG FE8
35 16588.8 GGG GGG GF8
36 17203.2 GGG GGG GG9
TH Saves
PD RS PP BW Sp Fo Re Wi
+2  8  7  5  3  6  1  1  2
+3  8  7  6  3  7  1  1  3
+4  9  8  6  4  7  2  2  3
+5  9  8  6  4  7  2  2  4
+6 10  9  7  5  8  3  2  4
+7 10  9  7  6  8  3  3  5
+8 11 10  8  7  9  4  3  5
+9 11 10  9  8  9  4  4  6
+10 12 10  9  9  9  5  4  6
+11 12 11 10 10 10  5  4  7
+12 13 11 10 11 10  6  5  7
+13 13 12 11 12 11  6  5  8
+14 13 12 12 13 11  7  6  8
+15 14 13 13 14 11  7  6  9
+16 14 13 13 14 12  8  6  9
+17 14 13 14 14 12  8  7 10
+18 15 14 14 14 13  9  7 10
+19 15 14 14 14 13  9  8 11
Requisites: Str 16, Dex 18, Con 18, Int 16,
  Wis 16, Chr 18, Class Slots 3
Alignment: CG or CN
HD/level: 3d8
Weapon Prof.: 6+level
To Hit Table: War +3 levels
Save Table: War/Wiz/Pri
Reference: DM
Groups: Warrior, Priest, Monster
 
Exceptional Str, Int, Wis bonus.
Channeling. Casts Wizard and Priest spells (same SL for both). Gets Wis bonus to spells.
Specialized in Wizard Invocation school.
Specialized in Animal, Plant, and Charm spheres. Spells of these spheres cost ½M to cast.
Attacking costs you only ½P action. This means you can do two attack sequences in one segment using 1P.
Has an "Animal Companion" slot. This is a monster who is allied to you and stays with you even between resets. It has 1/10 your XP and may be single classed. It may use items. Unlike a familiar it may be damaged. You play the Animal Companion.
Animal Companions may be dismissed during reset. Animal Companions don't disappear when dismissed (or killed), they leave a corpse. Anyone can convert Familiar slots to Animal Companion slots.
Has a "Familiar" slot.
Level 1: You are immune to "summoning sickness" and "teleport sickness".
Level 1: You may have your spells (from this class) resisted using CR (Charm Resistance) instead of MR. Spend 1F action to switch this.
Level 2: 1M: Remove "summoning sickness" and/or "teleport sickness" from target.
Level 2: 1M: You will win initiative next segment.
Level 4: 1M: Target takes 5*LVL*LVL fire dmg (BW save for 1/2; MR to avoid). The floor at your feet takes LVL Hull dmg.
Level 4: 1M, 10/t: Summon a saproling (AC 20, hp 10, TH +10, dmg 10). Any number of saprolings count as only one summon slot, but all of them stay together in a group.
Level 4: 1M, 1/r: Your party gets +LVL TH, dmg, AC, and saves until end of round.
Level 5: 1M: Target person gets +2*LVL TH, dmg, AC, and saves until end of round.
Level 8: Your "fire dmg" ability at level 4 gives no saving throw.
Level 9: Specialized in Priest Healing sphere spells.
Level 9: 1M: Target gains Free Action until end of turn.
Level 9: Gains a Specialty Priest pick. May replace "sphere" with "school" in the effect if desired.
Level 9: Free Action cont.
Level 9: 1M: Your party gets +LVL*2 distributed among TH, dmg, AC, and saves until end of round. (Everyone in the party gets the same bonus, you don't distribute for each person.)
Level 14: +1 Animal Companion slot.
New spells:
Find Animal Companion (Animal/Charm, SL 1): Summons an Animal Companion with DL=CL/2 (round up).
Find Familiar (Summoning/Charm, SL 1): Like the Wizard spell. Only certain Priest classes gain a Familiar slot.

[PC1] Warrior Group Classes


Ronin1JG

Level KXP
Spells
1 0 (none)
2 1.8 (none)
3 3.6 (none)
4 7.2 (none)
5 14.4 (none)
6 28.8 (none)
7 57.6 (none)
8 115.2 (none)
9 230.4 (none)
10 590.4 (none)
11 950.4 (none)
12 1310.4 (none)
13 1670.4 (none)
14 2030.4 (none)
15 2390.4 (none)
16 2750.4 (none)
17 3110.4 (none)
18 3470.4 (none)
19 3830.4 (none)
20 4190.4 (none)
21 4550.4 (none)
22 4910.4 (none)
23 5270.4 (none)
24 5630.4 (none)
25 5990.4 (none)
26 6350.4 (none)
27 6710.4 (none)
28 7070.4 (none)
29 7430.4 (none)
30 7790.4 (none)
31 8150.4 (none)
32 8510.4 (none)
33 8870.4 (none)
34 9230.4 (none)
35 9590.4 (none)
36 9950.4 (none)
TH Saves
PD RS PP BW Sp Fo Re Wi
+0  4  2  3  1  1  1  1  0
+1  5  2  4  2  1  1  1  0
+2  5  3  4  3  2  2  2  1
+3  6  4  5  4  3  2  2  1
+4  7  5  6  5  4  3  2  1
+5  8  5  7  6  4  3  3  2
+6  8  6  7  7  5  4  3  2
+7  9  7  8  8  6  4  4  2
+8 10  8  9  9  7  5  4  3
+9 11  8 10 10  7  5  4  3
+10 11  9 10 11  8  6  5  3
+11 12 10 11 12  9  6  5  4
+12 13 11 12 13 10  7  6  4
+13 14 11 13 14 10  7  6  4
+14 14 12 13 14 11  8  6  5
+15 14 12 14 14 11  8  7  5
+16 14 13 14 14 12  9  7  5
+17 15 13 14 14 12  9  8  6
Requisites: Str 15, Dex 15
Alignment: L any
HD/level: d10
Weapon Prof.: 4+level
To Hit Table: War
Save Table: War
Reference: FGE1JG
Groups: Warrior
 
Level 1: Immune to Pain.
Level 1: Go without food or water for LVL extra days.
Level 1: Can break objects with bare hands (object makes save vs. crushing blow at -LVL).
Level 1: Gets "Ability to take Martial Arts" kit. Does not actually gain any Martial Arts styles or abilities (you need to purchase those).
Level 1: If Martial Arts is learned, on each level: One requirement of a style is considered "filled" (without actually filling it).
Level 2: +LVL/2 dmg.
Level 2: +LVL/2 AC.
Level 2: Open hand damage is (LVL/2)d2.
Level 3: One arrow/quarrel is automatically deflected per round. This increases by one per 3 levels.
Level 4: Feign Death.
Level 17: Can break energy fields and wall spells with bare hands (no damage to Ronin, effect gets no save but can roll ER).

[PC1] Warrior Group Classes


Sailor1JG

Level KXP
Spells
1 0 (none)
2 1.5 (none)
3 3 (none)
4 6 (none)
5 12 (none)
6 24 (none)
7 48 (none)
8 96 (none)
9 192 (none)
10 492 (none)
11 792 (none)
12 1092 (none)
13 1392 (none)
14 1692 (none)
15 1992 (none)
16 2292 (none)
17 2592 (none)
18 2892 (none)
19 3192 (none)
20 3492 (none)
21 3792 (none)
22 4092 (none)
23 4392 (none)
24 4692 (none)
25 4992 (none)
26 5292 (none)
27 5592 (none)
28 5892 (none)
29 6192 (none)
30 6492 (none)
31 6792 (none)
32 7092 (none)
33 7392 (none)
34 7692 (none)
35 7992 (none)
36 8292 (none)
TH Saves
PD RS PP BW Sp Fo Re Wi
+0  5  4  6  2  3  0  2  0
+1  6  4  6  3  4  1  3  0
+2  6  5  6  3  4  1  3  0
+3  6  5  7  3  5  1  4  1
+4  6  6  7  3  5  2  4  1
+5  7  6  7  4  6  2  5  1
+6  7  7  7  4  6  3  5  2
+7  7  7  8  4  7  3  6  2
+8  7  8  8  4  7  3  6  2
+9  8  8  8  5  8  4  7  3
+10  8  9  8  5  8  4  7  3
+11  8  9  9  5  9  5  8  3
+12  8 10  9  5  9  5  8  4
+13  9 10  9  6 10  5  9  4
+14  9 11  9  6 10  6  9  4
+15  9 11 10  6 11  6 10  5
+16  9 12 10  6 11  7 10  5
+17 10 12 10  7 12  7 11  5
Requisites: Dex 12
Alignment: any
HD/level: d6
Weapon Prof.: 3+level/2
To Hit Table: War
Save Table: Rog
Reference: FGE1JG
Groups: Warrior
 
Level 1: Not at a fighting penalty on a rocking boat (or other moving surface, or during an earthquake on land).
Level 1: Predict Weather 25+LVL*5% (up to LVL/2 days in future)
Level 1: Legend Lore 5+LVL*2%
Level 1: Ride out Storm 60+LVL*2% (ship is assumed to have survived storm if roll made, severe storms may have penalty)
Level 2: +LVL/2 dmg.
Level 3: Determine true north (LVL-2)*10%
Level 4: +LVL/4 AC.
Level 7: Point in direction of desired location (LVL-6)*10%
Level 14: Locate Object (LVL-13)*10%

[PC1] Warrior Group Classes


Samurai1

Level KXP
Spells
1 0 (none)
2 2.5 (none)
3 5 (none)
4 10 (none)
5 18 (none)
6 36.5 (none)
7 75 (none)
8 135 (none)
9 235 (none)
10 400 (none)
11 650 (none)
12 1000 (none)
13 1300 (none)
14 1600 (none)
15 1900 (none)
16 2200 (none)
17 2500 (none)
18 2800 (none)
19 3100 (none)
20 3400 (none)
21 3700 (none)
22 4000 (none)
23 4300 (none)
24 4600 (none)
25 4900 (none)
26 5200 (none)
27 5500 (none)
28 5800 (none)
29 6100 (none)
30 6400 (none)
31 6700 (none)
32 7000 (none)
33 7300 (none)
34 7600 (none)
35 7900 (none)
36 8200 (none)
TH Saves
PD RS PP BW Sp Fo Re Wi
+0  6  4  6  3  4  1  3  0
+1  6  5  7  3  5  1  4  1
+2  7  6  7  4  6  2  5  1
+3  7  7  8  4  7  3  6  2
+4  8  8  8  5  8  4  7  3
+5  8  9  9  5  9  5  8  3
+6  9 10  9  6 10  5  9  4
+7  9 11 10  6 11  6 10  5
+8 10 12 10  7 12  7 11  5
+9 10 13 11  7 13  8 12  6
+10 11 14 11  8 14  9 13  7
+11 12 15 12  9 14  9 14  7
+12 13 16 13 11 15 10 15  8
+13 14 16 14 13 15 11 16  9
+14 15 16 15 14 16 12 17  9
+15 16 16 16 16 16 13 18 10
+16 16 16 16 16 16 13 19 11
+17 16 17 16 16 16 14 20 11
Requisites: Str 13, Con 13, Int 14, Wis 13
Alignment: L any
HD/level: d10
Weapon Prof.: 4+level/3
To Hit Table: War
Save Table: 2xRog
Reference: OA1
Groups: Warrior
 
Level 1: Gets Monk's progression in Psi0 powers.
Level 1: Gets a Martial Arts style and 1 maneuver slot per level.
Level 1: Focus Ki: Mouth's V, LVL/d: Str becomes 18 for 1 round.
Level 2: +(LVL+1)/3 dmg.
Level 3: Surprised only 1 in 6.
Level 5: Immune to fear.
Level 6: Gaze causes fear to all creatures of 1 HD or less.
Level 7: Gain 10 bushi and 1d4 samurai followers of level=1d3.
Level 8: Gain 10d10 bushi followers of level 1.
Level 9: Gain 2d10 samurai followers of level 1. Gain 1d6+1 specialist followers (armorers, weaponsmiths, etc.).
Level 9: Great Kiai (Paralyzing Shout): Mouth's V, 1/d: Str becomes 18 for 2 rounds; all enemies within 10' must save or be paralyzed for 1 round.

[PC1] Warrior Group Classes


Scarlet Huntsman (Anti-Ranger)

Level KXP Warrior  Rog
123 456  123 4
1 0 2-- ---  1-- -
2 3.3 31- ---  2-- -
3 6.6 41- ---  21- -
4 13.2 52- ---  31- -
5 26.4 621 ---  32- -
6 52.8 731 ---  321 -
7 105.6 832 ---  431 -
8 211.2 942 1--  432 -
9 422.4 A52 1--  432 1
10 700 B53 2--  443 1
11 1030 C63 21-  543 2
12 1360 D73 21-  544 2
13 1690 E74 32-  544 3
14 2020 F84 321  554 3
15 2350 G95 321  555 3
16 2680 H95 321  555 4
17 3010 IA6 321  655 4
18 3340 JB6 421  665 4
19 3670 KB7 421  666 4
20 4000 LC7 531  666 5
21 4330 MD8 532  766 5
22 4660 ND8 532  776 5
23 4990 OE9 642  777 5
24 5320 PF9 643  777 6
25 5650 QFA 743  777 7
26 5980 RGA 753  877 7
27 6310 SHB 753  887 7
28 6640 THB 854  888 7
29 6970 UIC 864  888 8
30 7300 VJC 964  988 8
31 7630 WJD 965  998 8
32 7960 XKD 975  999 8
33 8290 YLE A75  999 9
34 8620 ZLE A75  A99 9
35 8950 ZMF B86  AAA A
36 9280 ZNG C97  BBB B
TH Saves
PD RS PP BW Sp Fo Re Wi
+3  6  4  5  4  3  2  2  1
+4  7  5  6  5  4  3  2  1
+5  8  5  7  6  4  3  3  2
+6  8  6  7  7  5  4  3  2
+7  9  7  8  8  6  4  4  2
+8 10  8  9  9  7  5  4  3
+9 11  8 10 10  7  5  4  3
+10 11  9 10 11  8  6  5  3
+11 12 10 11 12  9  6  5  4
+12 13 11 12 13 10  7  6  4
+13 14 11 13 14 10  7  6  4
+14 14 12 13 14 11  8  6  5
+15 14 12 14 14 11  8  7  5
+16 14 13 14 14 12  9  7  5
+17 15 13 14 14 12  9  8  6
+18 15 14 14 14 13 10  8  6
+19 15 14 15 15 13 10  8  6
+20 15 14 15 15 14 11  9  7
Requisites: Str 16, Dex 16, Wis 16
Alignment: LE (overwrite)
HD/level: +‡d10
Weapon Prof.: 4+level/2
To Hit Table: War +3 levels
Save Table: War +3 levels
Reference: DM
Groups: Warrior
 
For Alignment, "(overwrite)" means this class requires LE alignment, but it overwrites all of your other alignment restrictions to be LE as well.
   
For HD, "‡" means an additional HD at level 2 (i.e. this class gets 2 HD at level 2).
   
Barbarian Str and Exceptional Dex bonus.
Can specialize in one Warrior or Rogue school, with no opposite.
Gets one "Any Rogue" pick per level, plus an extra "Any Rogue 1" pick at level 1. 50+30*level Rogue points.
Level 1: 1M: Aura Alteration (you appear to be another alignment to Know Alignment etc.), you can be up to LVL steps removed from LE alignment (cannot use diagonals).
Level 1: Free Tracking proficiency, number of free slots = level * 2.
Level 1: Tailing, City Knowledge, Two-Weapon Fighting proficiencies. No off-hand penalty with any number of weapons.
Level N (every level): Choose a species enemy type (see list below). You get +LVL TH and +4 dmg vs. that enemy type. You may pick the same enemy type more than once; each pick is cumulative.
Species enemy choices: Alien, Alternate Reality creatures, Animal, Arctic, Avian, Beholder, Cloud, Cold-Using, Concordant group, Creatures of 1 alignment, Creatures of 1 plane, Cthulhoid Horror, Dragon, Eelemental, Elemental, Faerie, Far Realm, Fire-Using, Giant, Giant-Class, Golem, Group of Classes, Hound, Humanoid, Immortal, Inner Planar, Insect, Leech, Lycanthrope, Magic-Using, Mind Flayer World, Mutant, Nightmare Dimension, NPC, Ooze, Other Timeline/Multiverse, Outer, Plant, Psionic, Rakshasa World, Regenerating, Reptile, Size Class (choose one), Space, Spirit of the Land, Tarrasque World, Technological, Undead, Unlive, Virus, Water, Weird, Wurm.
Level 1: Surprise 75% of time, is surprised only 1 in 12.
Level 1: Can have a group of 100 Henchmen for free (this group gets restored each reset if they are slain). Each Henchman has maximum value LVL*LVL gp.
Level 1: May have a Beast Rider Mount (see Beast Rider class) of DL=LVL/2.
Level 1: May use crossbows one-handed. May use two crossbows in one set of arms.
Level 2: 1M: Locate Object/Person
Level 3: aNR (LVL-2)*20%
Level 4: 1M: Fire Door (move from one fire to another you know of within 360 yards); 1F: Fire Gate
Level 5: Dust of Disappearance cont.
Level 6: Attract 3-30 followers, usually Hunstmen or DL VI+ Humanoids.
Level 7: Non-detection cont.
Level 8: 1M, 1/t: Maze; 1M, 1/t: Distance Distortion; 1M, 1/t: Mirage Arcana; 1M, 1/t: Massmorph.
Level 9: 1M: Find the Path
Level 10: You and your party do not leave a trail and cannot be tracked or trailed, except by a Strider/Huntsman of double your level or a Ranger of triple your level. If out of visual sight, your party cannot be Located or Find the Pathed to.
Level 11: Cosmic Awareness cont.

[PC1] Warrior Group Classes


Scarlet Pimpernel / Liberator

Level KXP Rogue   War
123 456  123 4
1 0 2-- ---  1-- -
2 3.85 31- ---  2-- -
3 7.7 41- ---  21- -
4 15.4 52- ---  31- -
5 30.8 621 ---  32- -
6 61.6 731 ---  321 -
7 123.2 832 ---  431 -
8 246.4 942 1--  432 -
9 492.8 A52 1--  432 1
10 800 B53 2--  443 1
11 1170 C63 21-  543 2
12 1540 D73 21-  544 2
13 1910 E74 32-  544 3
14 2280 F84 321  554 3
15 2650 G95 321  555 3
16 3020 H95 321  555 4
17 3390 IA6 321  655 4
18 3760 JB6 421  665 4
19 4130 KB7 421  666 4
20 4500 LC7 531  666 5
21 4870 MD8 532  766 5
22 5240 ND8 532  776 5
23 5610 OE9 642  777 5
24 5980 PF9 643  777 6
25 6350 QFA 743  777 7
26 6720 RGA 753  877 7
27 7090 SHB 753  887 7
28 7460 THB 854  888 7
29 7830 UIC 864  888 8
30 8200 VJC 964  988 8
31 8570 WJD 965  998 8
32 8940 XKD 975  999 8
33 9310 YLE A75  999 9
34 9680 ZLE A75  A99 9
35 10050 ZMF B86  AAA A
36 10420 ZNG C97  BBB B
TH Saves
PD RS PP BW Sp Fo Re Wi
+3  6  4  5  4  3  2  2  1
+4  7  5  6  5  4  3  2  1
+5  8  5  7  6  4  3  3  2
+6  8  6  7  7  5  4  3  2
+7  9  7  8  8  6  4  4  2
+8 10  8  9  9  7  5  4  3
+9 11  8 10 10  7  5  4  3
+10 11  9 10 11  8  6  5  3
+11 12 10 11 12  9  6  5  4
+12 13 11 12 13 10  7  6  4
+13 14 11 13 14 10  7  6  4
+14 14 12 13 14 11  8  6  5
+15 14 12 14 14 11  8  7  5
+16 14 13 14 14 12  9  7  5
+17 15 13 14 14 12  9  8  6
+18 15 14 14 14 13 10  8  6
+19 15 14 15 15 13 10  8  6
+20 15 14 15 15 14 11  9  7
Requisites: Dex 18, Int 16, Chr 16
Alignment: CG (overwrite)
HD/level: +‡d10
Weapon Prof.: 4+level/2
To Hit Table: War +3 levels
Save Table: War +3 levels
Reference: DM {Mirror Scarlet Huntsman}
Groups: Warrior, Rogue, Mirror
 
For Alignment, "(overwrite)" means this class requires CG alignment, but it overwrites all of your other alignment restrictions to be CG as well.
   
For HD, "‡" means an additional HD at level 2 (i.e. this class gets 2 HD at level 2).
   
Exceptional Str and Barbarian Dex bonus.
Can specialize in one Warrior or Rogue school, with no opposite.
Gets one "Any Rogue" pick per level, plus an extra "Any Rogue 1" pick at level 1. 60+40*level Rogue points.
Level 1: 1M: Alter Appearance (cannot be seen through except by immunity to Mirage Arcana)
Level 1: 1M, 1/t: Locate Person or Object.
Level 1: Trailing, City Knowledge, Spying proficiencies.
Level N (every level): Choose a species type (see list below). You resist effects (not attacks) vs. that species type. You may pick the same species type more than once; each pick is cumulative.
Species choices: Alien, Alternate Reality creatures, Animal, Arctic, Avian, Beholder, Cloud, Cold-Using, Concordant group, Creatures of 1 alignment, Creatures of 1 plane, Cthulhoid Horror, Dragon, Eelemental, Elemental, Faerie, Far Realm, Fire-Using, Giant, Giant-Class, Golem, Group of Classes, Hound, Humanoid, Immortal, Inner Planar, Insect, Leech, Lycanthrope, Magic-Using, Mind Flayer World, Mutant, Nightmare Dimension, NPC, Ooze, Other Timeline/Multiverse, Outer, Plant, Psionic, Rakshasa World, Regenerating, Reptile, Size Class (choose one), Space, Spirit of the Land, Tarrasque World, Technological, Undead, Unlive, Virus, Water, Weird, Wurm.
Level 1: Surprise 90% of time.
Level 1: 1V, spend X*Y^2 gp, make a Chr check at -Y^2: "Buy off" X Henchmen of DL=Y. They will not attack you or your allies. If you buy them off again (with another V action and gold), they join your side.
Level 1: May have a Familiar.
Level 1: May throw missile weapons with both hands.
Level 2: 1M, 1/t: Find the Path.
Level 3: NR (LVL-2)*20%
Level 4: 1M: Shadow Door (move from one shadow to another you know of within 360 yards); 1F: Shadow Gate
Level 5: Dust of Appearance 30'r cont.
Level 6: Attract 2-20 followers, usually DL V+ Humanoids.
Level 7: Ignore Non-detection cont.
Level 8: 1M, 1/t: Escape a Maze; 1M, 1/t: Ignore Distance Distortion; 1M, 1/t: Ignore Mirage Arcana; 1M, 1/t: Force Shapechange.
Level 9: 1M, 1/t: Find the Path across Planes and Time (but not Timelines/Loop).
Level 10: You and your party do not leave a trail and cannot be tracked or trailed, except by a Strider/Huntsman of double your level or a Ranger of triple your level. If out of visual sight, your party cannot be Located or Find the Pathed to.
Level 11: Cosmic Awareness cont.

[PC1] Warrior Group Classes


Selesnya Sagittar (MTG G/W)

Level KXP Priest
123 456 78
1 0 a-- --- --
2 3.125 0-- --- --
3 6.25 0a- --- --
4 12.5 10- --- --
5 25 20a --- --
6 50 210 --- --
7 100 320 --- --
8 200 321 --- --
9 400 321 a-- --
10 800 321 0-- --
11 1200 432 0-- --
12 1600 432 1-- --
13 2000 432 1a- --
14 2400 432 10- --
15 2800 543 20- --
16 3200 543 21- --
17 3600 543 21a --
18 4000 543 210 --
19 4400 654 320 --
20 4800 654 321 --
21 5200 654 321 a-
22 5600 654 321 0-
23 6000 665 432 0-
24 6400 665 432 1-
25 6800 666 543 1-
26 7200 666 543 2-
27 7600 666 543 2a
28 8000 666 543 20
29 8400 666 543 21
30 8800 666 543 22
31 9200 666 543 32
32 9600 666 654 32
33 10000 666 654 33
34 10400 666 665 43
35 10800 666 665 44
36 11200 666 666 54
TH Saves
PD RS PP BW Sp Fo Re Wi
+0  8  4  5  2  3  1  1  2
+1  8  4  6  3  4  1  1  3
+2  9  5  6  3  4  2  2  3
+3  9  5  6  4  4  2  2  4
+4 10  6  7  5  5  3  2  4
+5 10  6  7  6  5  3  3  5
+6 11  7  8  7  6  4  3  5
+7 11  7  9  8  6  4  4  6
+8 12  8  9  9  7  5  4  6
+9 12  8 10 10  7  5  4  7
+10 13  9 10 11  8  6  5  7
+11 13 10 11 12  9  6  5  8
+12 13 11 12 13 10  7  6  8
+13 14 11 13 14 10  7  6  9
+14 14 12 13 14 11  8  6  9
+15 14 12 14 14 11  8  7 10
+16 15 13 14 14 12  9  7 10
+17 15 13 14 14 12  9  8 11
Requisites: Str 14, Dex 14, Wis 16
Alignment: LG, NG, CG, or TN
HD/level: others +1d+0  (see note)
Weapon Prof.: 5+level/2
To Hit Table: War
Save Table: War/Pri
Reference: DM {Planeshifted Selesnya Druid22}
Groups: Warrior, Priest, Alternate
 
Hit Dice: "&+1d+0" means you add 1 to all your other classes' number of HD per level. This class directly gives 0 hp. Exception: If this is your only class, you get 2d0 per level. (You cannot take this option if you have more than one class.)
For "m" based classes (e.g. HD=2m0), just add 1d0 (so your HD becomes 2m0+1d0).
Example: Multiclassed Fighter1 level 1 / Selesnya Sagittar level 1, with +2 Con bonus. The fighter gives 24 hp (2d10+2*2). The Sagittar gives 0 hp. The character has 12 hp (24+0 divided by 2).
Exceptional Wis bonus.
Channeling.
Has an "Animal Companion" slot. This is a monster who is allied to you and stays with you even between resets. It has 1/10 your XP and may be single classed. It may use items. Unlike a familiar it may be damaged. You play the Animal Companion.
Animal Companions may be dismissed during reset. Animal Companions don't disappear when dismissed (or killed), they leave a corpse. Anyone can convert Familiar slots to Animal Companion slots.
Specialized in Animal, Plant, and War spheres. Spells of these spheres cost ½M to cast.
Level 1: You may have your spells (from the Selesnya Sagittar class) resisted using CR (Charm Resistance) instead of MR. Spend 1F action to switch this.
Level 1: Do double damage to creatures in your group when using a bow (this doubles everything, not just the arrow base damage).
Level 1: +LVL*2 TH with bows.
Level 1: Your bow attacks use the "Dagger" line for number of attacks.
Level 2: xLVL range with bows.
Level 14: +1 Animal Companion slot.
New spell:
Find Animal Companion (Animal/Charm, SL 1): Summons an Animal Companion with DL=CL/2 (round up).

[PC1] Warrior Group Classes


Sheriff0

Level KXP Priest
123 456
1 0 b-- ---
2 2 a-- ---
3 4 0-- ---
4 8 0-- ---
5 16 0-- ---
6 32 1-- ---
7 64 1b- ---
8 120 1a- ---
9 300 20- ---
10 600 20- ---
11 900 20- ---
12 1200 21- ---
13 1500 21b ---
14 1800 21a ---
15 2100 220 ---
16 2400 220 ---
17 2700 220 ---
18 3000 221 ---
19 3300 321 b--
20 3600 322 a--
21 3900 322 0--
22 4200 322 0--
23 4500 332 0--
24 4800 332 1--
25 5100 333 1b-
26 5400 333 2a-
27 5700 333 20-
28 6000 433 20-
29 6300 443 20-
30 6600 443 21-
31 6900 443 31b
32 7200 443 32a
33 7500 443 320
34 7800 443 320
35 8100 444 320
36 8400 444 321
TH Saves
PD RS PP BW Sp Fo Re Wi
+1 10  9  8  5  6  2  1  0
+1 10  9  8  6  6  2  1  0
+2 10  9  8  6  7  3  2  0
+3 12 11 10  8  9  3  2  1
+3 12 11 10  9  9  4  2  1
+4 12 11 10  9 10  4  3  1
+5 14 13 12 11 12  5  3  2
+5 14 13 12 12 12  5  4  2
+6 14 13 13 12 12  6  4  2
+7 16 15 14 14 15  6  4  3
+7 16 15 15 14 15  7  5  3
+8 16 15 15 15 15  7  5  3
+9 16 15 15 15 15  7  5  3
+9 16 15 15 15 15  7  5  3
+10 16 15 15 15 15  7  5  3
+11 16 15 15 15 15  7  5  3
+11 16 15 15 15 15  7  5  3
+12 16 15 15 15 15  7  5  3
Requisites: Str 9, Con 9, Chr 9
Alignment: any
HD/level: d7
Weapon Prof.: 3+level/2
To Hit Table: Ftr0
Save Table: Half0
Reference: DM
Groups: Warrior
 
This class is considered a "Halfling" and a "Paladin" by name (in campaigns where Race=Class matters). This class doesn't get Rogue abilities like a Halfling0, though.
Gets +1 Henchmen slot, and can purchase special Henchmen (as per a Meat Helm or War Priest). Divide the cost of Henchmen by LVL.
Level 1: Over Hit: If you hit someone and needed a negative number to hit them (i.e. your TH bonus was greater than his AC), do x1.5 dmg.
Level 1: +1 slot in Weapon Mastery per level.
Level 1: +1 Hobby proficiency per level.
Level 1: Detect evil/good/non-balance continuous.
Level 4: Get a special Mount, like a Paladin.
Level 8 ¶: +10 HNCL
Level 9: Resist Magic and Breath Weapons.

[PC1] Warrior Group Classes


New Henchmen

Name gp /day Effective DL Notes
Cloistered Cleric 3 DL I They throw Cure (or Cause) Lights, once a round.
Hobbit (new to this list) 5 DL I They have the standard 8 Thief abilities (FRT, OL, etc.)
Muscle Sliver 30 DL I (or more) DL=cube root of (number of Muscle Slivers); Have no real "special" abilities
Musketeer 4 DL II If killed in melee, they explode on their enemy for 1d4 Tech dmg.
Bulette of Xvim 9 DL II (attack as III) Don't have to pay them after the first day, as long as there's plenty of corpses to eat.
Rogue Invisible Stalker 12 DL III Have level 1-8 Rogue-like abilities
Cambion 20 DL III Psi6 / Psi12 Minor and Major abilities (choose alignment)
Hound of Ill Omen 50 DL IV Shift enemies' die rolls out of their favor
Luck Cat 100 DL IV Adjust 1 die roll per round
Faerie 65 DL IV (defend as VI) |AC| 18; area effects kill only 1 of them
Mind Flayer Mercenary 150 DL V Lots of Grand psionic effects. This is the closest you're gonna get to Astral Constructs on this table.
SFB Prime Team 200 DL V Like a mini NPC party. Not as clever as the PCs, but they can operate on their own if given orders.
Henchman 400 DL VI As in the x1 Concordant class. Sidekicks cost the same amount.
Rakshasa Mercenary 900 DL VII Lots of SL 5-8 spell effects
Proto-Lich 1600 DL VIII Nasty Higher Undead. Looking for that last haul before retiring to Lichdom.
Small Game Hunter 6000 DL IX Looking for something to smash.
Big Game Hunter 15000 DL X Kill All.
Big Game Faerie 22000 DL X (defend as XI) Big Game Hunter with Faerie abilities.

Henchmen Adjectives

Name gp /day Notes
Greater x1.5 +1 DL (can take this only once)
Hardy x1.25 +1 defensive DL (can take this only once)
Lesser x0.75 -1 DL (can take this only once)
More than Enough x1.1 Ability to buy 1000 of these (rather than 100 or 10000), this is called "More than Enough"
Tough x1.1 +1 rhp (can take this multiple times, each costs x+0.1)
Vicious x1.25 +1 offensive DL (can take this only once)

[PC1] Warrior Group Classes


Shifter1JG

Level KXP Psi14
mMG S
1 0 1-- -
2 1.8 2-- -
3 3.6 3-- -
4 7.2 4-- -
5 14.4 41- -
6 28.8 42- -
7 57.6 43- -
8 115.2 44- -
9 230.4 54- -
10 590.4 541 -
11 950.4 542 -
12 1310.4 543 -
13 1670.4 544 -
14 2030.4 554 -
15 2390.4 555 -
16 2750.4 655 -
17 3110.4 665 -
18 3470.4 666 -
19 3830.4 766 -
20 4190.4 766 1
21 4550.4 766 2
22 4910.4 766 3
23 5270.4 766 4
24 5630.4 766 5
25 5990.4 766 6
26 6350.4 776 6
27 6710.4 777 6
28 7070.4 777 7
29 7430.4 877 7
30 7790.4 887 7
31 8150.4 888 7
32 8510.4 888 8
33 8870.4 988 8
34 9230.4 998 8
35 9590.4 999 8
36 9950.4 999 9
TH Saves
PD RS PP BW Sp Fo Re Wi
+0  4  2  3  1  1  1  1  0
+1  5  2  4  2  1  1  1  0
+2  5  3  4  3  2  2  2  1
+3  6  4  5  4  3  2  2  1
+4  7  5  6  5  4  3  2  1
+5  8  5  7  6  4  3  3  2
+6  8  6  7  7  5  4  3  2
+7  9  7  8  8  6  4  4  2
+8 10  8  9  9  7  5  4  3
+9 11  8 10 10  7  5  4  3
+10 11  9 10 11  8  6  5  3
+11 12 10 11 12  9  6  5  4
+12 13 11 12 13 10  7  6  4
+13 14 11 13 14 10  7  6  4
+14 14 12 13 14 11  8  6  5
+15 14 12 14 14 11  8  7  5
+16 14 13 14 14 12  9  7  5
+17 15 13 14 14 12  9  8  6
Requisites: Str 12, Dex 12
Alignment: any
HD/level: 2d4
Weapon Prof.: 4+level/2
To Hit Table: War
Save Table: War
Reference: FGE1JG
Groups: Warrior, Monster
 
Considered a Lycanthrope (pick a type, some are included in the Racial Adjective rules in [P3.5]). You can choose to not suffer the XP divisor penalty, but you also do not gain the lycanthrope's racial modifiers.
Has a Psi14 progression.
Level 1: Know normal animal abilities and weaknesses, and how to trap them.
Level 1: Gaze charms animals of the same type as your lycanthropy. Can control 2*LVL in HD of these animals at a time. The effect is permanent, but you can drop control as a 0 action. If you make a Control Animals check of 35+LVL*5%, the effect has no saving throw (the animal may still roll Charm Resistance).
Level 1: +LVL dmg.
Level 1: Tracking as per a Ranger1.
Level 1: Obscure Trail 70+LVL*15% (reduce tracking on you by % made)
Level 3: +LVL/3 AC.

[PC1] Warrior Group Classes


Shooter0


Level

KXP
Warrior/Rogue
123 456 789 AB

TH
1 0 0-- --- -- +5 ++1
2 3 10- --- -- +5 ++1
3 6 110 --- -- +5 ++1
4 10 210 --- -- +5 ++1
5 21 211 0-- -- +5 ++1
6 42 211 1-- -- +5 ++1
7 87 221 10- -- +5 ++1
8 173 222 11- -- +5 ++1
9 346 222 21- -- +5 ++1
10 600 322 210 -- +5 ++1
11 900 322 211 -- +5 ++1
12 1200 322 221 -- +5 ++1
13 1500 332 221 -- +5 ++1
14 1800 333 221 0- +5 ++1
15 2100 433 221 1- +5 ++1
16 2400 433 222 1- +5 ++1
17 2700 433 322 1- +5 ++1
18 3000 443 322 10 +5 ++1
19 3300 443 322 11 +5 ++1
20 3600 443 322 21 +5 ++1
21 3900 443 322 22 +5 ++1
22 4200 443 332 22 +5 ++1
23 4500 443 333 22 +5 ++1
24 4800 443 333 32 +5 ++1
25 5100 443 333 33 +5 ++1
26 5400 444 333 33 +5 ++1
27 5700 444 433 33 +5 ++1
28 6000 444 443 33 +5 ++1
29 6300 444 444 33 +5 ++1
30 6600 444 444 43 +5 ++1
31 6900 444 444 44 +5 ++1
32 7200 544 444 44 +5 ++1
33 7500 554 444 44 +5 ++1
34 7800 555 444 44 +5 ++1
35 8100 555 544 44 +5 ++1
36 8400 555 554 441 +5 ++1
37 16800 555 554 442 +5 ++1
38 25200 555 554 443 +5 ++2
39 33600 555 554 444 +5 ++3
45 84000 665 555 555 +5 ++4
54 159600 766 666 666 1 +5 ++5
63 235200 777 776 666 6 +5 ++6
72 310800 888 777 777 71 +5 ++7
Requisites: Dex 20, Con 14,
nbsp; Class Slots 2
Alignment: any
HD/level: +2d6
Weapon Prof.: 0+level*3
To Hit Table: +5 ++1
Reference: JF
Groups: Warrior, Rogue, PC Designed
Complexity: CF=5
   
Saving Throws:  
PPD: level+3
RSW: level+2
PP: level+1
BW: level+4
Spell: level+2
Fort: level+4
Reflex: level+7
Will: level+3
 
++1 to hit means to adjust the true die roll by 1.
Attacking is ½P action.
Extra-Barbarian Dex bonus, Exceptional Con bonus.
Gets Dex bonus TH and dmg with missile weapons.
Gets Dex bonus to spell progression.
Gets 30 Rogue points per level.
Free double specialization in one weapon type.
Level 1: True Point Blank: If within 5' per level, double ALL of the damage for the arrow (including bonuses).
Level 1: No penalty for called shots with missile weapons.
Level 1: 1N: Generate an energy arrow to fire (instead of using a normal arrow in a bow). This arrow is 1d10 dmg, crits on 19-20 for x3, and is a +LVL/+LVL magic weapon. It dissipates after use.
Level N (every level): +1 Dex.
Level N (every level): One Dex-based Rogue ability.

[PC1] Warrior Group Classes


Shooter0 (All Dex-based Rogue Abilities)

Lvl Acrobat Ability | -50% | -100% | -150% Act Base Penalty Bonus
1 ("Twist") Find/Remove Wizard Abjuration/Priest Protection (-1% per CL) V 0 Dex-16 Dex-20
1 ("Twist") Find/Remove Wizard Abjurations/Priest Protections | Psionic Protections VM 0 Dex-14 Dex-19
1 +rating/50 A actions /r this turn || B actions || C actions 1F 0 Dex-20 Dex-25
1 Attack (+1 TH per 10% made this segment) V 5 Dex-12 Dex-15
1 Attack (+1 TH per 10% made this segment; or roll +1d20 per 100%, choose best) V 0 Dex-13 Dex-16
1 Counter Innate | Psionic | Magic | Radioactive 1bM -10 Dex-22 Dex-22
1 Disorder Objects | Mass Entropy V 10 Dex-8 Dex-10
1 Evasion (0, make by 5% per amount hit: no dmg from weapon) V 10 Dex-11 Dex-15
1 Evasion (see Acrobat) ||| Spell Evasion | Psi Evasion | Innate Evasion V 0 Dex-14 Dex-18
1 Extra parting shots (+1 attack per 50%) - 10 Dex-9 Dex-12
1 Feather Falling || Body Control V 20 Dex-12 Dex-14
1 Find/Remove Traps: Mech. | Magic/Psi | OutPhase | Pro. M 5 Dex-12 Dex-17
1 Find/Remove Traps: Mech. | Magic/Psi | OutPhase | Pro. (| do this 30' away) M 0 Dex-14 Dex-19
1 Find/Remove Traps: Mech. | Magic/Psi | OutPhase | Pro. (amount made = #' away) M 0 Dex-14 Dex-19
1 Find/Remove Wizard Abjurations/Priest Protections VM 0 Dex-13 Dex-18
1 Find/Remove x1 Traps/Tricks | Magic/Psi | OutPhase ( | 30' away) V 10 Dex-4 Dex-8
1 Hide in Shadows | Hide amongst People or Trees | Meld in Shadows/Mirrors V 0 Dex-12 Dex-17
1 Hide in Shadows || Meld in Shadows/Mirrors V 5 Dex-11 Dex-16
1 Hide in Shadows/Crowds || Meld into Shadows/Mirrors/Crowds | Meld into the Air V 0 Dex-14 Dex-19
1 Initiative (each 10% = +1 initiative) continuous - 0 Dex-9 Dex-18
1 Jumping | Levitate | Flight V 20 Dex-11 Dex-15
1 Mount |||| Nothing Happens (you and target do nothing for next segment) V 0 Dex-9 Dex-12
1 Move Silently | Passwall | Immovability V 0 Dex-15 Dex-18
1 Move Silently | Passwall | Immovability V 0 Dex-15 Dex-18
1 Move Silently || Immovability V 10 Dex-13 Dex-16
1 Move Silently || Immovability | Avoid Clairnasience V 5 Dex-14 Dex-17
1 Open/Close Locks: (-5% per TechLvl of the Lock) (-10% per SL of the Lock) V 0 Dex-13 Dex-17
1 Open/Close Locks: Mech. | Magic/Psi | OutPhase VM 10 Dex-11 Dex-15
1 Open/Close Locks: Mech. | Magic/Psi | OutPhase (| do this 30' away) VM 5 Dex-12 Dex-16
1 Open/Close Locks: Mech. | Magic/Psi | OutPhase (amount made = #' away) VM 5 Dex-12 Dex-16
1 Pick Pockets/Shoplifting | Palm | Present P 15 Dex-12 Dex-16
1 Tumbling/Vaulting || Passwall V 40 Dex-13 Dex-17
1 Vaulting || Passwall V 45 Dex-12 Dex-16
1 Ventriloquism | Remote Spell-Casting (1' per 1% made) V 20 Dex-13 Dex-16
2 Attack (+1 TH per 10% made this segment) V 5 Dex-12 Dex-15
2 Tightrope Walking | Water Walking | Shadow Walking | Dimension Walking V 75 Dex-11 Dex-15
4 Contortion | Elasticity | Become Liquid-Form VM 10 Dex-10 Dex-14
4 Find/Remove Tricks: x1 multiplier || x2 multiplier ||| x3 mult. (amount made=#' away) M 5 Dex-18 Dex-25
4 Find/Remove Tricks: x1 multiplier || x2 multiplier ||| x3 multiplier (| do this 90' away) M 5 Dex-18 Dex-25
4 Find/Remove x2 Traps/Tricks | Magic/Psi | OutPhase ( | 30') ( | x1 Special) V 20 Dex-9 Dex-12
4 Song of Vines (save at -1/5% made or Entangled) P*M 10 Dex-14 Dex-19
4 Song of Vines (save at -1/5% made or Entangled) (see Bard for notes about Songs) P*M 10 Dex-14 Dex-19
5 Controlled Blink (max N*N feet, N is amount made) - 15 Dex-9 Dex-12
5 Dispel a x1 effect | Instantaneous | Disjunct - 50 Dex-12 Dex-18
5 Erase a "?" in dungeon (loses track of party) - 0 Dex-13 Dex-19
5 Jock: +LVL divided among Str, Dex, Con, or level for purposes of #Att (the last one is ½ a point each).
5 Missile Deflection | Missile Reflection | Spell Deflection | Volley (0: Immune to attack) V 10 Dex-12 Dex-15
7 iunER || iunaER || iunaaER 0 -10 Dex+Int-37 Dex+Int-47
9 Backstorm (each 50%: +1 att is considered a backstab) - 0 Dex-16 Dex-22
9 Find/Remove Specials: x1 multiplier | x2 mult. | x3 mult. (amount made = #' away) VV 20 Dex-18 Dex-22
9 Find/Remove x3 Traps/Tricks | Magic/Psi | OutPhase( | 30') ( | x2 Special) V 30 Dex-16 Dex-16
9 Inner Focus (+1 Str/Dex/Con for 1r per 10% made) M 5 Wis-10 Wis-20
10 Speed: (x2 move) | (+1V) | (+1P) | (+1M) | (+1 Full) | (+1 Opposing) VV 5 Dex-14 Dex-17
12 any 3rd level Illusion spell is cast | any 4th | any 5th | any 6th (#=SL-2) V#M 15 Dex-18 Dex-22
12 Speed (x2 move) | Speed (+1 V) | Speed (+1 P) | Speed (+1 M) VV 15 Dex-12 Dex-15
14 Speed: Each 50% is +1A action || B's instead || C's instead - 0 Dex-18 Dex-20
18 All die rolls within 240' are min (50%) or max (50%) (duration 1s per 10% made) FV 50 Dex-25 Dex-50
18 Reverse Gravity | Adjust Gravity VM 0 Dex-13 Dex-17
20 Can Dim Door away in combat during your actions | Teleport - -15 Dex-18 Dex-24
20 Instantaneous x0 effect | x1 || x2 ||| x3 |||| x4 etc. - 50 Dex-24 Dex-32
27 Body Freedom (transfer action types freely; Str Int, Dex Wis, Con Chr) FFF 0 Chr-36 Chr-54

[PC1] Warrior Group Classes


Sidekick

Level KXP Sidek. Hero
123 45 [1]
1 0 1-- -- [-]
2 3.5 2-- -- [-]
3 7 3-- -- [-]
4 14 4-- -- [-]
5 28 41- -- [-]
6 56 42- -- [-]
7 112 43- -- [-]
8 225 44- -- [-]
9 450 441 -- [-]
10 900 442 -- [-]
11 1800 443 -- [-]
12 3600 443 1- [-]
13 4000 444 1- [-]
14 4400 444 2- [-]
15 4800 444 3- [-]
16 5200 444 4- [-]
17 5600 544 4- [-]
18 6000 554 4- [-]
19 6400 555 4- [-]
20 6800 555 41 [-]
21 7200 555 51 [-]
22 7600 655 51 [-]
23 8000 655 52 [-]
24 8400 665 52 [-]
25 8800 666 52 [-]
26 9200 666 53 [-]
27 9600 666 63 [1]
28 10000 766 63 [1]
29 10400 766 64 [2]
30 10800 776 64 [2]
31 11200 777 64 [3]
32 11600 777 65 [3]
33 12000 777 75 [4]
34 12400 877 75 [4]
35 12800 887 76 [5]
36 13200 888 76 [5]
TH Saves
PD RS PP BW Sp Fo Re Wi
+1  4  2  3  1  1  1  1  0
+2  5  2  4  2  1  1  1  0
+3  5  3  4  3  2  2  2  1
+4  6  4  5  4  3  2  2  1
+5  7  5  6  5  4  3  2  1
+6  8  5  7  6  4  3  3  2
+7  8  6  7  7  5  4  3  2
+8  9  7  8  8  6  4  4  2
+9 10  8  9  9  7  5  4  3
+10 11  8 10 10  7  5  4  3
+11 11  9 10 11  8  6  5  3
+12 12 10 11 12  9  6  5  4
+13 13 11 12 13 10  7  6  4
+14 14 11 13 14 10  7  6  4
+15 14 12 13 14 11  8  6  5
+16 14 12 14 14 11  8  7  5
+17 14 13 14 14 12  9  7  5
+18 15 13 14 14 12  9  8  6
Requisites: Str 18, Int 16, Cml 7
Alignment: any G
HD/level: d16
Weapon Prof.: 4+level
To Hit Table: Mon
Save Table: War
Reference: DM {Reduced Hero}
Groups: Warrior, Concordant (x1)
 
Gets Exc Str. Can purchase Exc Dex for 3 weapon slots and Exc Con for 2 weapon slots.u
+1 extra Nonweapon Prof per level.
Uses the "Spec. Barbarian" line for number of attacks.
Has Overhit (like a 0th edition class) and Full number of attacks on off hand (like a 1st edition class).

[PC1] Warrior Group Classes


Sidekick Spells

Level # Spell
1 1 10*CL% IR (Innate resistance)
1 2 +10% XP in Sidekick, if this is your only class (if you are single classed and getting x2 XP, you'll get x2.1 XP now)
1 3 Resist all Elements
1 4 Resist Hold, Stun, Paralyzation, Summ. Sickness (two of these effects must affect you in order for it to work)
1 5 Resist Action/Memory/Other Stealing (take half effect, if that's meaningless, you are immune unless you are hit by 2 of them)
1 6 +CL V actions
1 7 +1 CL in one class
1 8 x1.5 max PSPs in one psionic frequency
1 9 0, 1/d: Avoid Fate @ x5 multiplier, you cannot act for 1 round afterwards
1 10 Pick a Level 1 Rogue Ability, you have 10*LVL points in it
1 11 Can combine Martial Arts & Specialization
1 12 +LVL to one ability score
1 13 xLVL Personality score (for Ego checks)
1 14 Duplicate a "Level 1:" ability of a Warrior class
1 15 Free wild talent in Psi72
2 1 10*CL% MR
2 2 1M, 1/d: Cureall
2 3 +CL-3 P actions
2 4 Pick a spell you have. It does not give a saving throw.
2 5 +1 spell in a spell progression (Wizard or Priest)
2 6 Free material componenting for range for your psionic powers
2 7 Resist effects that directly target you
2 8 10*CL% aER (anti-Effects resistance, defenses that hurt you when you hit someone)
2 9 0, 1/d: Counterspell
2 10 0, 1/r: Roll 2d20 choose the better for one saving throw.
2 11 0, 1/r: Roll 2d20 choose the better for one attack roll.
2 12 Two of your multiplicative sources of damage fully stack (instead of using the sum and subtract 1 formula)
3 1 10*CL% PR (PsiR)
3 2 ++1 on to hit and save rolls.
3 3 0, 1/d: Reset
3 4 Resist all Elements (if you take this and the first level version, you are Double Resist all Elements)
3 5 Immune Incursion
3 6 +CL-7 M actions
3 7 1M: Dispel a x1 effect. 4M: Dispel a x2 effect.
3 8 Anti-Henchman Shell SL 0-3 (Henchman effects of SL 0-3 cannot be used within 20')
3 9 Immune to a [C] section effect
4 1 10*CL% aMR (anti-Magic resistance)
4 2 10*CL% IR (Innate resistance)
4 3 Pick a spell you have. It costs half the number of actions it normally requires.Y
4 4 Pick a psionic power you have. It costs half the number of actions it normally requires.>
4 5 +1 to number of segments per round (i.e. you get a segment 11)]
4 6 +1 Opp action (remember you can trade 1Opp -> 1F, if Opposing actions aren't useful for you)
5 1 10*CL% ER (Effects resistance)
5 2 +CL-19 Q0 (Infinitely Quick Zero) actions, one of them can be saved to use on opponent's half of segment
5 3 Pick an action type. You are immune to actions of that type being locked down.
Hero 1 (11) 1 10*(Hero level)% uIR (unadjustable InnateR, does shift, can't be lowered/halved)
Hero 1 (11) 2 +50% XP in one non-Concordant class
Hero 1 (11) 3 Immune to Inner Elements
Hero 1 (11) 4 Immune to Hold/Stun/Para/Summ.Sickness
Hero 1 (11) 5 Immune to Action/Memory/Other Stealing
Hero 1 (11) 6 +(Hero level) QV actions
Hero 1 (11) 7 +2*(Hero level) all non-Concordant memorization charts
Hero 1 (11) 8 Psi1 has no limit of 1 attack/r, Psi2 has double points, auto Power Score
Hero 1 (11) 9 Avoid Fate @ x6 multiplier, (Hero level)/d
Hero 1 (11) 10 All Rogue Abilities at 10*(Hero level)%
Hero 1 (11) 11 Can combine Martial Arts & Specialization
Hero 1 (11) 12 +(Hero level) to all stats
Hero 1 (11) 13 Immune ego domination
Hero 1 (11) 14 Duplicate a Level: ability of a non-Concordant class
Hero 1 (11) 15 Free wild talent in Psi72, PPs=200*(Hero level)

[PC1] Warrior Group Classes


Sith19D

Level KXP Psi19D
mMG S
1 0 1-- -
2 6 2-- -
3 12 3-- -
4 24 4-- -
5 48 5-- -
6 96 51- -
7 192 61- -
8 384 62- -
9 768 72- -
10 1300 73- -
11 1900 83- -
12 2500 831 -
13 3100 841 -
14 3700 851 -
15 4300 852 -
16 4900 862 -
17 5500 872 -
18 6100 872 1
19 6700 873 1
20 7300 874 1
21 7900 875 1
22 8500 875 2
23 9100 876 2
24 9700 877 2
25 10300 887 2
26 10900 887 3
27 11500 888 3
28 12100 988 3
29 12700 998 3
30 13300 998 4
31 13900 999 4
32 14500 999 5
33 15100 999 6
34 15700 999 7
35 16300 999 8
36 16900 999 9
TH Saves
PD RS PP BW Sp Fo Re Wi
+1  5  4  6  2  3  0  2  0
+3  6  5  6  3  4  1  3  0
+5  6  5  7  3  5  1  4  1
+7  7  6  7  4  6  2  5  1
+9  7  7  7  4  6  3  5  2
+11  7  8  8  4  7  3  6  2
+13  8  8  8  5  8  4  7  3
+15  8  9  9  5  9  5  8  3
+17  8 10  9  5  9  5  8  4
+19  9 11  9  6 10  6  9  4
+21  9 11 10  6 11  6 10  5
+23 10 12 10  7 12  7 11  5
+25 10 13 10  7 12  7 11  6
+27 10 14 11  8 13  8 12  6
+29 11 14 11  8 14  9 13  7
+31 12 15 12  9 14  9 14  7
+33 12 15 13 10 14 10 14  8
+35 13 16 14 12 15 11 15  8
Requisites: Str 15, Wis 16
Alignment: any E
HD/level: d12
Weapon Prof.: & 6+level/2
To Hit Table: 2xWar
Save Table: 1½xRog
Reference: Star Wars
Groups: Warrior, Psionicist
 
Gets Barbarian Str and Con (but not Dex).
Uses the Barbarian line for number of attacks at double level.
Gets Psi19D powers, see progression.
PSPs = (Str+Con)*Level.
 
Level 1: 1 reset of actions: Create a light-saber. You may have at most one light-saber at a time. It is a size M weapon, 1 pound weight, damage 1d16/1d16, and a crit range of 20 for x4. Your light-saber is "red"; it has +LVL/2 TH (round down) and +LVL*3/2 dmg (round down) in plusses. It has the sharpness flag with range 19-20, the range improves by 1 per 9 levels. You must still hit the target in order for the sharpness flag to trigger.
Level 1: 1V, may borrow from the future: May parry up to LVL attacks this segment. Use your total attack bonus with the weapon (or you can use your bare hands, in case add Str+Dex+2 as usual), this is the amount of damage is reduced from the attack. You may parry each attack only once.
Level 1: 0, 1 attack: Attempt to disarm your opponent. Roll to hit and damage normally, but you do no damage, instead, keep track of this pseudo-damage. When it exceeds the target's Dex+HNCL (treating Warrior as double level and Psi19 classes as triple level), the target is disarmed and the weapon flies off (1d10)*10' in a random direction.
Level 8: Immune to poison.
Level 9: If your Dex is at least 20, you may parry each attack twice (reducing damage by twice your attack bonus).
Level 16: Immune to gas.
Level 18: If your Dex is at least 40, you may parry each attack three times (reducing damage by thrice your attack bonus).
Level 27: Can create a "black" light-saber instead of "red". This has a crit range of 20 for x5; +LVL TH (round down) and +LVL*3/2 dmg (round down). It is vorpal instead of sharpness, with one less range than the sharpness flag.

[PC1] Warrior Group Classes


Slayer5

Level KXP
Spells
1 0 (none)
2 5 (none)
3 10 (none)
4 20 (none)
5 40 (none)
6 80 (none)
7 160 (none)
8 320 (none)
9 640 (none)
10 1000 (none)
11 1500 (none)
12 2000 (none)
13 2500 (none)
14 3000 (none)
15 3500 (none)
16 4000 (none)
17 4500 (none)
18 5000 (none)
19 5500 (none)
20 6000 (none)
21 6500 (none)
22 7000 (none)
23 7500 (none)
24 8000 (none)
25 8500 (none)
26 9000 (none)
27 9500 (none)
28 10000 (none)
29 10500 (none)
30 11000 (none)
31 11500 (none)
32 12000 (none)
33 12500 (none)
34 13000 (none)
35 13500 (none)
36 14000 (none)
TH Saves
PD RS PP BW Sp Fo Re Wi
+1  5  2  4  2  1  1  1  0
+3  6  4  5  4  3  2  2  1
+5  8  5  7  6  4  3  3  2
+7  9  7  8  8  6  4  4  2
+9 11  8 10 10  7  5  4  3
+11 12 10 11 12  9  6  5  4
+13 14 11 13 14 10  7  6  4
+15 14 12 14 14 11  8  7  5
+17 15 13 14 14 12  9  8  6
+19 15 14 15 15 13 10  8  6
+21 15 14 15 15 14 11  9  7
+23 15 14 15 15 15 12 10  8
+25 15 15 15 15 15 13 11  8
+27 16 15 15 15 15 14 12  9
+29 16 15 16 15 15 15 12 10
+31 16 16 16 15 15 16 13 10
+33 16 16 16 16 16 17 14 11
+35 17 16 16 16 16 18 15 12
Requisites: Str 16, Dex 13, Con 9, Chr 13, Cml 13
Alignment: any (most G)
HD/level: 3d2
Weapon Prof.: 5+level/2
To Hit Table: 2xWar
Save Table: 2xWar
Reference: DM
Groups: Warrior
 
Gets Barbarian Str, Dex, and Con.
 
Levels Pick Description
Level 1-3: A Attractiveness: +LVL*2 Cml.
B Fast Reaction time: +LVL initiative (or) Roll 2d12 for initiative, choose the better.
C Hard to Kill: +LVL*3 hp, LVL slots in Survival proficiency.
D Acrobatics: Gain a level 1 Acrobat pick, with 50+5*LVL% rogue points in it.
E Wooden stakes (treat as a 1d4/1d3 dagger) have +LVL/+LVL magical plusses and no penalty for called shots.
Level 4: Pick two Soldier5 Level 1-3, one Watcher5 Level 1-3, one Psi(-18) minor, or two Slayer5 Level 1-3
Level 5-7: F Acute sense: Pick one of the 5 senses, have eagle vision/hearing (if sight/sound) or can use the sense 30' away.
G Natural Toughness: -LVL per attack (physical or energy).
H Psychic Visions: You see the future in visions or dreams.
I Resist poison. Death results become half your current hit points in damage (round damage down).
J Getting Medieval: Divide AC & save bonus by 2 for next hour: Starting next segment, get x2 TH & dmg for 1 hour.
Level 8: Pick one Soldier5 Level 5-7, one Watcher5 Level 1-3, one Psi(-18) minor, or two Slayer5 Level 5-7
Level 9-12: K x2/xx2 TH/dmg (double the die roll, double all damage) vs. undead
L Immune to innates and touch effects of undead; immune to Lich spells of SL 0 to LVL/6 (round down)
M Detect & Identify Undead, type and number, continuous within LVL*10' through walls
N Leadership: +LVL Chr
O Contact the Animal Spirit of the Slayers: 1M, 1/reset: +LVL/4 proficiencies (weapon or nonweapon, permanent)
Level 13: Pick one Soldier5 Level 9-12, one Watcher5 Level 5-7, one Psi(-18) major, or two Slayer5 Level 9-12
Level 14-18: P x2/xx2 TH/dmg (double the die roll, double all damage) vs. evil outer-planar (demons, devils, daemons, etc.)
Q Immune to innates and touch effects of evil outer-planar; immune to Psi6E & Psi(-6)E effects of SL 1 to LVL/4
R Detect & Identify Evil Outer-Planar, type and number, continuous within LVL*10' through walls
S Ignore the effects of high multiplier when you attempt to affect things (e.g. people defend as only your multiplier)
T Invoke the First Slayer: 1M, 1/reset: Precognition (that works) & Ask the DM a question
Level 19: Pick one Soldier5 Level 14-18, one Watcher5 Level 9-12, one Psi(-18) grand, or two Slayer5 Level 14-18
Level 20-26: U  
V  
W  
X  
Y  
Z  
Level 27-36:  

[PC1] Warrior Group Classes


Small Game Hunter

Level KXP S/BGH [[MH]]
123 4 [[M]]
1 0 2-- - [[-]]
2 6.5 3-- - [[-]]
3 13 4-- - [[-]]
4 26 41- - [[-]]
5 52 41- - [[-]]
6 104 42- - [[-]]
7 208 42- - [[-]]
8 416 43- - [[-]]
9 832 43- - [[-]]
10 1450 44- - [[-]]
11 2100 44- - [[-]]
12 2750 441 - [[-]]
13 3400 441 - [[-]]
14 4050 441 - [[-]]
15 4700 442 - [[-]]
16 5350 442 - [[-]]
17 6000 442 - [[-]]
18 6650 443 - [[-]]
19 7300 443 - [[-]]
20 7950 443 - [[-]]
21 8600 444 - [[-]]
22 9250 444 - [[-]]
23 9900 444 - [[-]]
24 10550 444 1 [[-]]
25 11200 444 1 [[-]]
26 11850 444 1 [[-]]
27 12500 444 1 [[-]]
28 13150 444 2 [[-]]
29 13800 444 2 [[-]]
30 14450 444 2 [[-]]
31 15100 444 2 [[-]]
32 15750 444 3 [[-]]
33 16400 444 3 [[-]]
34 17050 444 3 [[-]]
35 17700 444 3 [[-]]
36 18350 444 4 [[1]]
TH Saves
PD RS PP BW Sp Fo Re Wi
+1  5  2  4  2  1  1  1  0
+3  6  4  5  4  3  2  2  1
+5  8  5  7  6  4  3  3  2
+7  9  7  8  8  6  4  4  2
+9 11  8 10 10  7  5  4  3
+11 12 10 11 12  9  6  5  4
+13 14 11 13 14 10  7  6  4
+15 14 12 14 14 11  8  7  5
+17 15 13 14 14 12  9  8  6
+19 15 14 15 15 13 10  8  6
+21 15 14 15 15 14 11  9  7
+23 15 14 15 15 15 12 10  8
+25 15 15 15 15 15 13 11  8
+27 16 15 15 15 15 14 12  9
+29 16 15 16 15 15 15 12 10
+31 16 16 16 15 15 16 13 10
+33 16 16 16 16 16 17 14 11
+35 17 16 16 16 16 18 15 12
Requisites: Str 36, Dex 27, Con 18, Wis 16
Alignment: any
HD/level: & 2m0
Weapon Prof.: & 4+level
To Hit Table: 2xWar
Save Table: 2xWar
Reference: DM {Reduced Reduced Mortal Hunter}
Groups: Warrior, Demigod (x1)
 
Gets Barbarian Str. Uses Normal Con bonus for hit dice (this can't be overwritten).
Can weapon specialize using the Barbarian column.
Small Game Hunter class gets 1st, 2nd, 3rd, 4th, and 22nd level spells. The 2nd, 3rd, and 4th level spells are the same as Big Game Hunter. The 22nd level spells are Mortal Hunter 12th's (Concordant Spell Level=12).
Several powers reference F actions as a cost. F actions are 1S+1V or 1M+1P+1V.
Gets 1G action per turn. (Once per turn you can use 1G action, it acts as an infinitely quick F action.)
Gets a "Level:" ability per level from any Warrior class you know. May pick "paragraph-symboled / unpickable" ( ¶ ) abilities at a 12 level penalty (a Level 3: would become a Level 15:). May pick "lines of text" as if they were Level 27: abilities.

[PC1] Warrior Group Classes


Small Game Hunter Spells

Level # Spell
1 1 +LVL QQV Actions, or can lock down one action type that you have if desired.
1 2 You may be bound (with Healing/Herbalism proficiency) three times instead of once.
1 3 1F, 1/r: Halve a creature's current hp (PPD save)
1 4 1F+2bF, 1/r: Halve the current hp of a group of creatures (PPD save)
1 5 1F: One target gets "Sporacled" (Hit by a random [C] section effect) (RSW save)
1 6 3bF, 1/r: Counter a x1 magic or psionic effect.
1 7 -LVL*3 to one stat in your group, has a hole in the middle (you aren't affected by it)
1 8 Resist all natural (NR based) and x0 effects. Get +LVL saves.
1 9 +LVL AC (this does stack with the 2nd level version)
2 1 +LVL QQP Actions. Can lock down one action type if desired.
2 2 One of your effects does not drop if you are dropped. One of your effects is not removed from the stack if you are killed/removed before the stack ends.
2 3 1F, 1/r: Slay a creature (PPD save)
2 4 1F+2bF, 1/r: Slay a group of creatures (PPD save)
2 5 1F: A group gets "Sporacled" (Hit by a random [C] section effect) (RSW save)
2 6 2bF, 1/r: Counter a x1 effect.
2 7 -LVL*9 to any number of stats (Str, Dex, Con, Int, Wis, and Chr) in your group, does not have a hole in the middle
2 8 Immune to all x0 effects. Get a save vs. x1 effects that do not offer a save.
2 9 +LVL*2 AC
3 1 +1 IF (Instantaneous F action) which can't be locked down.
3 2 You may convert 4F actions to 1X action (you may do this as many times as you like, prefixes are kept).
3 3 1F, 1/r: Incurse a group (BW save); 1F, 1/r: Annihilate a group (RSW save)
3 4 1F+3bF, 1/reset: Incurse (no save, aIR to resist) and Annihilate (no save, aPR to resist) one target
3 5 1F, 1/r: Banhammer one spell/effect/ability; this cannot be used in the room. This is a x1 Special.
3 6 +LVL*3 AC (stacks with the SL=2 ability)
4 1 1F: As You Are a group (Will save)
4 2 +LVL*4 AC (stacks with the SL=2 and SL=3 abilities)
4 3 You and the space you're standing at can't be targetted. "Blindfighting", X-ray vision, and "Seeking" (non-direct) effects cannot be used against you.
22 (M.H. 12) 1 +DCL QQQQQQX Actions. All actions other than X, G, Z, and I (and their variants) are locked down. The DM may determine that some campaign-specific unique specialty actions may be immune to this.
22 (M.H. 12) 2 Your effects do not drop if you are dropped. Your effects are not removed from the stack if you are killed/removed before the stack ends.
22 (M.H. 12) 3 All x1 (and x0 if you desire) beings who see you are Capital S Slain (GR to resist). "Blindfighting" cannot be used against you.
22 (M.H. 12) 4 1G: Capital S Slay (as the ability above this one on this list). Affects any number of x1 and x0 creatures (up to DCL groups), or DCL x2 creatures, or a single x3 (or above) creature.
22 (M.H. 12) 5 1G: Select DCL groups of creatures. Each gets "Sporacled" (Takes a random [C] section effect, they are affected by it). MSave and GR to resist.
22 (M.H. 12) 6 1N: Counter a x0 effect. 1Z: Counter a x1 effect. 1X: Counter a x2 effect. 1G: Counter a x3 effect.
22 (M.H. 12) 7 -DCL*25 to Str, Dex, Con, Int, Wis, and Chr 60' r (no resistance except "Hold Stats" abilities). Has a "Hole in the Middle".
22 (M.H. 12) 8 Immune to all x1 and x0 effects. Resist and get a PSave vs. x2 effects.
22 (M.H. 12) 9 |AC| 20+DCL (absolute AC 20+DCL). People need a natural 20+DCL to hit you, no natural roll less than 20+DCL will hit you (regardless of TH bonus). ++'s to hit and Lady's Smile does work against this ability. Luck and other die-setting effects do not.

[PC1] Warrior Group Classes


Smith1

Level KXP
Spells
1 0 (none)
2 1.5 (none)
3 3 (none)
4 6 (none)
5 9 (none)
6 15 (none)
7 21 (none)
8 33 (none)
9 45 (none)
10 69 (none)
11 93 (none)
12 141 (none)
13 237 (none)
14 333 (none)
15 429 (none)
16 525 (none)
17 621 (none)
18 717 (none)
19 813 (none)
20 909 (none)
21 1005 (none)
22 1101 (none)
23 1197 (none)
24 1293 (none)
25 1389 (none)
26 1485 (none)
27 1581 (none)
28 1677 (none)
29 1773 (none)
30 1869 (none)
31 1965 (none)
32 2061 (none)
33 2157 (none)
34 2253 (none)
35 2349 (none)
36 2445 (none)
TH Saves
PD RS PP BW Sp Fo Re Wi
War  4  2  3  1  1  1  1  0
+0  5  2  4  2  1  1  1  0
+0  5  3  4  3  2  2  2  1
+1  6  4  5  4  3  2  2  1
+1  7  5  6  5  4  3  2  1
+2  8  5  7  6  4  3  3  2
+2  8  6  7  7  5  4  3  2
+3  9  7  8  8  6  4  4  2
+3 10  8  9  9  7  5  4  3
+4 11  8 10 10  7  5  4  3
+4 11  9 10 11  8  6  5  3
+5 12 10 11 12  9  6  5  4
+5 13 11 12 13 10  7  6  4
+6 14 11 13 14 10  7  6  4
+6 14 12 13 14 11  8  6  5
+7 14 12 14 14 11  8  7  5
+7 14 13 14 14 12  9  7  5
+8 15 13 14 14 12  9  8  6
Requisites: Str 12, Dex 13
Alignment: any
HD/level: d10,d4*
Weapon Prof.: 9+level
To Hit Table: ½xWar
Save Table: War
Reference: BoD4
Groups: Warrior
 
The Smith's first HD is a 1d10. Afterwards, the Smith gets 1d4 per level.
Level 1: +1 weapon proficiency per level, which can only be used to become proficient (not specialized) in a weapon.
Level 1: Build level^2 gp value of weapons or armor per day. There is a chance the item has a "half-plus" somewhere: Chance = (level)*5+(Dex-16)*3%
Level 1: Can work unusual materials (see section [E]) with "S" number equal to level or less.
Level 5: Can fashion mechanical locks.
Level 12: Identify raw ores on sight.
Level 13: Can fashion magical and/or combination locks.

[PC1] Warrior Group Classes


Smithie1JG

Level KXP Wizard
123 456 78
1 0 --- --- --
2 1.5 ½-- --- --
3 3 1-- --- --
4 6 2-- --- --
5 12 3½- --- --
6 24 31- --- --
7 48 32- --- --
8 96 33½ --- --
9 192 331 --- --
10 492 332 --- --
11 792 333 ½-- --
12 1092 333 1-- --
13 1392 333 2-- --
14 1692 333 3½- --
15 1992 333 31- --
16 2292 333 32- --
17 2592 333 33½ --
18 2892 333 331 --
19 3192 333 332 --
20 3492 333 333 ½-
21 3792 333 333 1-
22 4092 333 333 2-
23 4392 333 333 3½
24 4692 333 333 31
25 4992 333 333 32
26 5292 333 333 33
27 5592 433 333 33
28 5892 443 333 33
29 6192 444 333 33
30 6492 444 433 33
31 6792 444 443 33
32 7092 444 444 33
33 7392 444 444 43
34 7692 444 444 44
35 7992 544 444 44
36 8292 554 444 44
TH Saves
PD RS PP BW Sp Fo Re Wi
+0  4  7  5  3  6  0  1  1
+1  4  7  5  3  7  0  1  1
+2  4  8  5  4  7  0  1  2
+3  4  8  6  4  7  1  2  2
+4  5  9  6  4  8  1  2  3
+5  5  9  7  5  8  2  3  3
+6  5 10  7  5  9  2  3  4
+7  6 10  7  6  9  2  3  4
+8  6 10  8  6  9  3  4  5
+9  6 11  8  6 10  3  4  5
+10  7 11  9  7 10  4  5  6
+11  7 12  9  7 11  4  5  6
+12  7 12  9  8 11  4  5  7
+13  7 13 10  8 11  5  6  7
+14  8 13 10  8 12  5  6  8
+15  8 13 11  9 12  6  7  8
+16  8 14 11  9 13  6  7  9
+17  9 14 11 10 13  6  7  9
Requisites: Str 15, Con 15, Wis 13
Alignment: any
HD/level: d8
Weapon Prof.: 6+level/2
To Hit Table: War
Save Table: Wiz
Reference: FGE1JG
Groups: Warrior
 
Level 1: Divide the cost of buying or making an object of unusual materials by LVL.
Level 1: Determine flaw in a weapon or armor.
Level 1: Identify weapon or armor LVL*5%.
Level 1: +LVL dmg.
Level 2: Can cast Wizard spells. Is specialized in Elemental school (the "spells cost half" version of specialization; the "+1 spell per level" version cannot be used). Has normal access to Alteration, Divination and Enchantment schools. All other schools are at double spell cost.
Level 4: Weapons and armor created are +0/+0. These are nonmagical plusses, but count versus creatures that require a "+0 weapon to hit".
Level 5: The "S" number (indicating which unusual materials are available, see [E5]) is increased by LVL/5.
Level 9: Weapons and armor created are +1/+1 nonmagical. This increases by +1/+1 every 5 additional levels

[PC1] Warrior Group Classes


Soldier5

Level KXP
Spells
1 0 (none)
2 2.5 (none)
3 5 (none)
4 10 (none)
5 20 (none)
6 40 (none)
7 80 (none)
8 160 (none)
9 320 (none)
10 500 (none)
11 750 (none)
12 1000 (none)
13 1250 (none)
14 1500 (none)
15 1750 (none)
16 2000 (none)
17 2250 (none)
18 2500 (none)
19 2750 (none)
20 3000 (none)
21 3250 (none)
22 3500 (none)
23 3750 (none)
24 4000 (none)
25 4250 (none)
26 4500 (none)
27 4750 (none)
28 5000 (none)
29 5250 (none)
30 5500 (none)
31 5750 (none)
32 6000 (none)
33 6250 (none)
34 6500 (none)
35 6750 (none)
36 7000 (none)
TH Saves
PD RS PP BW Sp Fo Re Wi
+0  4  2  3  1  1  1  1  0
+1  5  2  4  2  1  1  1  0
+2  5  3  4  3  2  2  2  1
+3  6  4  5  4  3  2  2  1
+4  7  5  6  5  4  3  2  1
+5  8  5  7  6  4  3  3  2
+6  8  6  7  7  5  4  3  2
+7  9  7  8  8  6  4  4  2
+8 10  8  9  9  7  5  4  3
+9 11  8 10 10  7  5  4  3
+10 11  9 10 11  8  6  5  3
+11 12 10 11 12  9  6  5  4
+12 13 11 12 13 10  7  6  4
+13 14 11 13 14 10  7  6  4
+14 14 12 13 14 11  8  6  5
+15 14 12 14 14 11  8  7  5
+16 14 13 14 14 12  9  7  5
+17 15 13 14 14 12  9  8  6
Requisites: Str 17, Con 9
Alignment: L any
HD/level: 3d4
Weapon Prof.: 4+level
To Hit Table: War
Save Table: War
Reference: DM
Groups: Warrior
 
Gets Exceptional Str and Con.
Can specialize in weapons.
Each level, get one "5th edition" pick from the choices below.
 
Levels Pick Description
Level 1-3: A +LVL*3" bonus to movement rate
B LVL slots each in Direction Sense, Tracking, Survival
C Add d+LVL to the damage dice with one weapon type
D Nonmagical weapons and armor are at half monetary cost for you
E Leave no footprints, actually 1 inch above ground when walking, immune pits/slides/etc.
Level 4: Pick two Soldier5 Level 1-3, one Mercenary5 Level 1-3, or one Psi(-5) minor
Level 5-7: F Bind wounds is LVL hp (can’t bind an already bound wound)
G Subtract 1 from what you need to roll to autohit target
H Get +LVL melee TH & dmg vs. a target for every other person also meleeing that target
I Magical weapons and armor (including individual flags) are at half cost for you
J Your mount and everyone within 30’ you instruct have the Level 1-3 E ability
Level 8: Pick two from: Soldier5 Level 5-7, Mercenary5 Level 1-3, Psi(-5) minor
Level 9-12: K 1M, 1/d: Summon LVL Soldier5 NPCs (lvl = LVL*2-12, max=12)
L 1P: Attack only one target this segment. Your base # attacks per weapon/fist = LVL.
M Any target with AC>100 is considered AC=100 to you
N Ignore WR, aWR, DR, aDR, ER, inertial barrier, displacement; considered extra +LVL wpn
O You & mount fly at (LVL^2)", Sustain Movement Rate, Immune terrain/slow/hold/stop/stun
Level 13: Pick 2: Soldier5 Level 9-12, Mercenary5 Level 5-7, Psi(-5) major, other5 Level 1-3
Level 14-18: P 1M, 1/d: Summon LVL^2 Soldier5 NPCs (lvl = LVL-9, max=18)
Q Use "Mixed Classing" (even if illegal) to mix one (legal) Warrior class into this class
R Always roll max to hit & damage with physical attacks
S Ignore iWR, iaWR, iDR, iaDR, iER, "-blah/attack", damaging shields; considered +8 wpn
T Immune to Time Stop, Opposition, Imprisonment (spell or mirror or iron flask)
Level 18: Pick 2: Mercenary5 Level 9-12, Psi(-5) grand, other5 level 5-7
Level 20-26: U 1M, 1/d: Summon LVL^3 Soldier5 NPCs (lvl = LVL-9, max=24)
V Use "Mixed Classing" (even if illegal) to mix one (legal) class with a Str requirement into this class
W For each 10 points of physical damage, you lower a random stat by 1. (no save)
X Ignore planar displacement & immunity to weapons / matter / physical attacks
Y Immune to Put Down a Hole, As You Are, Truename Erased, DNA Scrambled
Z Pick 1 Level 14-18 (or lower) pick from any "5th Edition" class (this may be picked multiple times)
Level 27-36: Pick 1 Level 20-26 (or lower) pick from any "5th Edition" class.

[PC1] Warrior Group Classes


Strider1 / ArchRanger1

Level KXP Druid     Wiz
123 456  123 4
1 0 0-- ---  --- -
2 3.3 1-- ---  ½-- -
3 6.6 2-- ---  1-- -
4 13.2 30- ---  2-- -
5 26.4 41- ---  2½- -
6 52.8 51- ---  31- -
7 105.6 620 ---  32- -
8 211.2 730 ---  32½ -
9 422.4 831 ---  431 -
10 700 941 0--  432 -
11 1030 A52 0--  432 ½
12 1360 B52 1--  443 1
13 1690 C63 10-  543 2
14 2020 D73 10-  544 2
15 2350 E74 20-  544 3
16 2680 F84 210  554 3
17 3010 G95 310  555 3
18 3340 H95 310  555 4
19 3670 IA6 321  655 4
20 4000 JB6 421  665 4
21 4330 KB7 421  666 4
22 4660 LC7 531  666 5
23 4990 MD8 532  766 5
24 5320 ND8 532  776 5
25 5650 OE9 642  777 5
26 5980 PF9 643  777 6
27 6310 QFA 743  777 7
28 6640 RGA 753  877 7
29 6970 SHB 753  887 7
30 7300 THB 854  888 7
31 7630 UIC 864  888 8
32 7960 VJC 964  988 8
33 8290 WJD 965  998 8
34 8620 XKD 975  999 8
35 8950 YLE A75  999 9
36 9280 ZLE A75  A99 9
TH Saves
PD RS PP BW Sp Fo Re Wi
+3  6  4  5  4  3  2  2  1
+4  7  5  6  5  4  3  2  1
+5  8  5  7  6  4  3  3  2
+6  8  6  7  7  5  4  3  2
+7  9  7  8  8  6  4  4  2
+8 10  8  9  9  7  5  4  3
+9 11  8 10 10  7  5  4  3
+10 11  9 10 11  8  6  5  3
+11 12 10 11 12  9  6  5  4
+12 13 11 12 13 10  7  6  4
+13 14 11 13 14 10  7  6  4
+14 14 12 13 14 11  8  6  5
+15 14 12 14 14 11  8  7  5
+16 14 13 14 14 12  9  7  5
+17 15 13 14 14 12  9  8  6
+18 15 14 14 14 13 10  8  6
+19 15 14 15 15 13 10  8  6
+20 15 14 15 15 14 11  9  7
Requisites: Str 13, Dex 13, Con 9, Int 9,
Wis 13, Chr 9
Alignment: any G
HD/level: +‡d10
Weapon Prof.: 4+level/2
To Hit Table: War +3 levels
Save Table: War +3 levels
Reference: DM
Groups: Warrior
 
For HD, "‡" means an additional HD at level 2 (i.e. this class gets 2 HD at level 2).
Gets Wisdom bonus for Druid spells. Grand in Animal, Healing, Plant, Travellers.
Gets one specialty school; no opposite. Alternatively can be specialized in Alteration and Divination with no opposite.
Gets one "Any Rogue" pick per level. 35 Rogue points per level.
Level 1: Free Tracking proficiency, number of free slots = Strider's level * 2.
Level 1: Trailing, Wilderness Survival, Two-Weapon Fighting proficiencies. No off-hand penalty with any number of weapons.
Level N (every level): Choose a species enemy type (see list below). You get +4 TH and +LVL dmg vs. that enemy type. You may pick the same enemy type more than once; each pick is cumulative.
Species enemy choices: Alternate Reality creatures, Animals, Avians, Beholders, Cold-Using, Concordant group, Creatures of 1 alignment, Creatures of 1 plane, Demons/Devils, Dragons/Reptiles, Elementals, Fire-Using, Giant-Class, Golems (& Constructs), Group of Classes, Humans (& Demihumans), Insects, Lycanthropes, Magic-Using, Other Timeline/Multiverse, Plants, Psionic-Using, Regenerating, Size Class L+, Size Class S-, Slimes (& Oozes/Jellies), Undead, Water-dwelling creatures.
Level 1: Surprise 75% of time, is surprised only 1 in 12.
Level 1: Can have an Animal Companion (1/10th your XP)
Level 1: May have a Beast Rider Mount (see Beast Rider class) of DL=LVL/2.
Level 1: May use crossbows one-handed. May use two crossbows in one set of arms.
Level 2: 1M: Locate Object/Animal/Plant
Level 3: NR (LVL-2)*20%
Level 4: 1M: Plant Door; 1F: Transport via Plants
Level 5: Can read priest/wizard scrolls of SL 0-5 with no chance of blowing head off. This increases to SL 0-6 at level 10 and SL 0-7 at level 15.
Level 6: Attract 3-30 followers, usually Rangers or DL VI+ Animals.
Level 7: True Sight cont.
Level 8: Immune to Maze, Distance Distortion, Mirage Arcana, and Massmorph.
Level 9: 1M: Find the Path
Level 10: You and your party do not leave a trail and cannot be tracked or trailed, except by a Strider of double your level or a Ranger of triple your level. If out of visual sight, your party cannot be Located or Find the Pathed to.
Level 11: Cosmic Awareness cont.

[PC1] Warrior Group Classes


Strong Man


Level

KXP
War
123 456

TH
1 0 1-- --- +2 ++1
2 5 2-- --- +4 ++2
3 10 21- --- +6 ++3
4 20 32- --- +8 ++4
5 40 421 --- +10 ++5
6 80 422 --- +12 ++6
7 160 432 1-- +14 ++7
8 320 433 2-- +16 ++8
9 640 433 21- +18 ++9
10 1000 443 22- +20 ++10
11 1500 444 33- +22 ++11
12 2000 444 441 +24 ++12
13 2500 555 442 +26 ++13
14 3000 555 443 +28 ++14
15 3500 555 544 +30 ++15
16 4000 555 555 +32 ++16
17 4500 665 555 +34 ++17
18 5000 666 655 +36 ++18
19 5500 666 666 +38 ++19
20 6000 776 666 +40 ++20
21 6500 777 766 +42 ++21
22 7000 777 777 +44 ++22
23 7500 887 777 +46 ++23
24 8000 888 877 +48 ++24
25 8500 888 888 +50 ++25
26 9000 998 888 +52 ++26
27 9500 999 988 +54 ++27
28 10000 999 999 +56 ++28
29 10500 AA9 999 +58 ++29
30 11000 AAA A99 +60 ++30
31 11500 AAA AAA +62 ++31
32 12000 BBA AAA +64 ++32
33 12500 BBB BAA +66 ++33
34 13000 BBB BBB +68 ++34
35 13500 CCB BBB +70 ++35
36 14000 CCC CBB 1 +72 ++36
37 28000 CCC CBB 2 +74 ++37
38 42000 CCC CBB 3 +76 ++38
39 56000 CCC CBB 4 +78 ++39
45 140000 CCC CBB A +90 ++45
54 266000 DDD DCC C1 +108 ++54
63 392000 DDD DCC CA +126 ++63
72 518000 EED DDD DD1 +144 ++72
Requisites: Str 100
Alignment: any
HD/level: d10
Weapon Prof.: 4+3*level
To Hit Table: +2*level ++level
Reference: DM
Groups: War, Maxi
Complexity: CF=4
   
Saving Throws:  
PPD: +3+level*2
RSW: +0+level*2
PP: +2+level*2
BW: +4+level*2
Spell: +0+level*2
Fort: +1+level*2
Reflex: +1+level*2
Will: +0+level*2
   
Barbarian Str
Sustain Str
You can use an unlimited amount of shifting of Subability scores ("sleazing") for Str.
Automatically make Str checks, PP saves, Bend Bars and Lift Gates rolls.
+2*LVL Str
additional +2*LVL Strength For Purposes of Weapons
++LVL damage with weapons (this adds +LVL base dice of damage)
+LVL Feats
+LVL Weapon Proficiencies
Ability to true "N-ary" weapon specialize, where N is your level. You get +3*N half-plusses TH or dmg. You must spend N weapon proficiencies for each type of weapon, of course (this isn't free).
You get x3 effect with these [C7] Combat Maneuvers: Bash, Bypassing Armor, Charge, Cleave, Disarm, Kick, Parry, Sap, Shield Bash, Subdue.
With an attack, you can Throw a Size M target Str*10', doing (Str)d6 falling dmg. This autohits and removes him from your group.
Level 2: +LVL TH or dmg vs. a creature type
Level 2: +LVL*3" bonus to movement rate
Level 2: Backstab = x(LVL+2)/2
Level 2: Leave no footprints, actually 1 inch above ground when walking, immune pits/slides/etc.
Level 2: LVL slots each in Direction Sense, Tracking, Survival
Level 2: Nonmagical weapons and armor are at half monetary cost for you
Level 3: +1 to # of attacks with all attack forms (weapon, natural, etc.)
Level 3: Exceptional stat bonus
Level 3: x2 Str bonus instead of x3/2 when wielding weapon 2-handed
Level 4: Aura of Protection (as per Paladin)
Level 4: Bind wounds is LVL hp (can’t bind an already bound wound)
Level 4: Can affect creatures that require a +LVL-1 weapon to hit
Level 4: Get +LVL melee TH & dmg vs. a target for every other person also meleeing that target
Level 4: Lay on Hands (as Paladin or Monk)
Level 4: #Att as Barbarian
Level 5: +LVL*100 item XP in Weapon flags per day
Level 5: Considered 1 size larger for what size weapons you can wield
Level 5: Magical weapons and armor (including individual flags) are at half cost for you
Level 6: Barbarian Constitution bonus
Level 6: Barbarian Dexterity bonus
Level 7: True Point Blank as per Arch-Archer
Level 8: +1 Henchmen or Mount slot
Level 9: Species Enemy every level as per Strider
Level 10: Swashbuckler #Att =(LVL+2)/2 melee only
Level 11: Extra-Bar stat bonus

[PC1] Warrior Group Classes


Sub-Block

Level KXP Abj/Pro
123 456
1 0 --- ---
2 3.5 1-- ---
3 7 2-- ---
4 14 21- ---
5 28 31- ---
6 56 32- ---
7 112 321 ---
8 224 331 ---
9 280 332 ---
10 350 332 1--
11 700 333 1--
12 1050 333 2--
13 1400 333 21-
14 1750 333 31-
15 2100 333 32-
16 2450 433 321
17 2800 443 331
18 3150 444 332
19 3500 444 432
20 3850 444 443
21 4200 444 444
22 4550 554 444
23 4900 555 444
24 5250 555 544
25 5600 555 554
26 5950 555 555
27 6300 665 555
28 6650 666 555
29 7000 666 655
30 7350 666 665
31 7700 666 666
32 8050 776 666
33 8400 777 666
34 8750 777 766
35 9100 777 776
36 9450 777 777
TH Saves
PD RS PP BW Sp Fo Re Wi
+0  5  3  4  3  2  2  2  1
+1  8  5  7  6  4  3  3  2
+2 10  8  9  9  7  5  4  3
+3 12 10 11 12  9  6  5  4
+4 14 12 13 14 11  8  6  5
+5 15 13 14 14 12  9  8  6
+6 15 14 15 15 14 11  9  7
+7 15 14 15 15 15 12 10  8
+8 16 15 15 15 15 14 11  9
+9 16 15 16 15 15 15 12 10
+10 16 16 16 15 16 17 14 11
+11 17 16 16 16 16 18 15 12
+12 20 19 19 19 19 21 18 15
+13 23 22 22 22 22 24 21 18
+14 26 25 25 25 25 27 24 21
+15 29 28 28 28 28 30 27 24
+16 32 31 31 31 31 33 30 27
+17 35 34 34 34 34 36 33 30
Requisites: Con 20
Alignment: any
HD/level: 5d3
Weapon Prof.: 5+level/2
To Hit Table: War
Save Table: 3xWar
Reference: DM {Planeshifted Block}
Groups: Warrior, Monster
 
Can cast Wizard Abjuration or Priest Protection spells, only on self.
Level 1: Regenerate Con score in hp per segment.
Level 1: +LVL*2 AC.
Level 1: 0, LVL/d: Be immune to a [C] section effect for the rest of the day.

[PC1] Warrior Group Classes


Super Barbarian1

Level KXP
Spells
1 0 (none)
2 8 (none)
3 16 (none)
4 32 (none)
5 64 (none)
6 106 (none)
7 200 (none)
8 366 (none)
9 700 (none)
10 1300 (none)
11 1900 (none)
12 2500 (none)
13 3100 (none)
14 3700 (none)
15 4300 (none)
16 4900 (none)
17 5500 (none)
18 6100 (none)
19 6700 (none)
20 7300 (none)
21 7900 (none)
22 8500 (none)
23 9100 (none)
24 9700 (none)
25 10300 (none)
26 10900 (none)
27 11500 (none)
28 12100 (none)
29 12700 (none)
30 13300 (none)
31 13900 (none)
32 14500 (none)
33 15100 (none)
34 15700 (none)
35 16300 (none)
36 16900 (none)
TH Saves
PD RS PP BW Sp Fo Re Wi
+1  5  3  4  3  2  2  2  1
+3  8  5  7  6  4  3  3  2
+5 10  8  9  9  7  5  4  3
+7 12 10 11 12  9  6  5  4
+9 14 12 13 14 11  8  6  5
+11 15 13 14 14 12  9  8  6
+13 15 14 15 15 14 11  9  7
+15 15 14 15 15 15 12 10  8
+17 16 15 15 15 15 14 11  9
+19 16 15 16 15 15 15 12 10
+21 16 16 16 15 16 17 14 11
+23 17 16 16 16 16 18 15 12
+25 20 19 19 19 19 21 18 15
+27 23 22 22 22 22 24 21 18
+29 26 25 25 25 25 27 24 21
+31 29 28 28 28 28 30 27 24
+33 32 31 31 31 31 33 30 27
+35 35 34 34 34 34 36 33 30
Requisites: Str 25, Dex 22, Con 24; Class slots 2
Alignment: any T
HD/level: 2d20
Weapon Prof.: 8+level*2
To Hit Table: 2xWar
Save Table: 3xWar
Reference: DM
Groups: Warrior
 
Gets Super Barb Str, Dex, and Con [ bonus = (Stat-18)*3 ]
Attack rate is 2 brackets better than Barbarian (see below)
Level 1: +3*LVL" bonus to movement rate.
Level 1: Climb Walls/Cliffs/Trees = 30+15*level %; Hide in Natural Surroundings = 45+15*level % (as Hide in Shadows).
Level 1: 1M: Detect Illusion
Level 1: 1M: Detect Magic
Level 1: Free Wilderness Survival proficiency (LVL slots).
Level 1: First Aid: same as Healing proficiency except requires no Wis check and gives LVL hit points back.
Level 1: Free Tracking and Hunting proficiencies, each has slots equal to the Barbarian's level.
Level 1: Free proficiencies in Animal Handling, Signaling, Running, Small Water Craft, Sound Imitation, Wild Fighting, Jumping, Back Protection, Direction Sense, and Set Snares.
Level 1: Can hit targets that require a +LVL or better weapon to hit without such a magic weapon.
 
Super
Barb1
Extra
Barb1
Spec
Barb1
Cav1
Spec
War
Melee
Wpn
Light
X-Bow
Heavy
X-Bow
Dagger Dart Small
Shurik
Needle Bow Other
Wpn
Fast
Wpn
--- --- --- --- 1/1 1/1 1/2 2/1 3/1 4/1 5/1 2/1 1/1 1/1
1-3 1-4 1-5 1-6 3/2 1/1 1/2 3/1 4/1 5/1 6/1 2/1 3/2 2/1
4-6 5-8 6-10 7-12 2/1 3/2 1/1 4/1 5/1 6/1 7/1 3/1 2/1 3/1
7-9 9-12 11-15 13-18 5/2 2/1 3/2 5/1 6/1 7/1 8/1 4/1 2/1 4/1
10-12 13-16 16-20 19-24 3/1 2/1 3/2 6/1 7/1 8/1 9/1 4/1 5/2 5/1
13-15 17-20 21-25 25-30 7/2 5/2 2/1 7/1 8/1 9/1 10/1 5/1 3/1 6/1
16-18 21-24 26-30 31-36 4/1 3/1 2/1 8/1 9/1 10/1 11/1 6/1 3/1 7/1
19-21 25-28 31-35 --- 9/2 3/1 5/2 9/1 10/1 11/1 12/1 6/1 7/2 8/1
22-24 29-32 36-40 --- 5/1 7/2 5/2 10/1 11/1 12/1 13/1 7/1 4/1 9/1
25-27 33-36 41* --- 11/2 4/1 3/1 11/1 12/1 13/1 14/1 8/1 4/1 10/1
28-30 37-40* --- --- 6/1 9/2 7/2 12/1 13/1 14/1 15/1 8/1 9/2 11/1
31-33 41-44* --- --- 13/2 5/1 7/2 13/1 14/1 15/1 16/1 9/1 5/1 12/1
34-36 --- --- --- 7/1 11/2 4/1 14/1 15/1 16/1 17/1 10/1 5/1 13/1

[PC1] Warrior Group Classes


Survivalist

Level KXP Wizard/Priest
123 456 7
1 0 1-- --- -
2 4.5 2-- --- -
3 9 3-- --- -
4 18 31- --- -
5 36 32- --- -
6 72 33- --- -
7 144 331 --- -
8 288 332 --- -
9 500 333 --- -
10 900 333 1-- -
11 1350 333 2-- -
12 1800 333 3-- -
13 2250 333 31- -
14 2700 333 32- -
15 3150 333 33- -
16 3600 333 331 -
17 4050 333 332 -
18 4500 333 333 -
19 4950 333 333 1
20 5400 333 333 2
21 5850 333 333 3
22 6300 433 333 3
23 6750 443 333 3
24 7200 444 333 3
25 7650 444 433 3
26 8100 444 443 3
27 8550 444 444 3
28 9000 444 444 4
29 9450 544 444 4
30 9900 554 444 4
31 10350 555 444 4
32 10800 555 544 4
33 11250 555 554 4
34 11700 555 555 4
35 12150 555 555 5
36 12600 666 666 6
TH Saves
PD RS PP BW Sp Fo Re Wi
+0  5  2  4  2  1  1  1  0
+1  6  4  5  4  3  2  2  1
+2  8  5  7  6  4  3  3  2
+3  9  7  8  8  6  4  4  2
+4 11  8 10 10  7  5  4  3
+5 12 10 11 12  9  6  5  4
+6 14 11 13 14 10  7  6  4
+7 14 12 14 14 11  8  7  5
+8 15 13 14 14 12  9  8  6
+9 15 14 15 15 13 10  8  6
+10 15 14 15 15 14 11  9  7
+11 15 14 15 15 15 12 10  8
+12 15 15 15 15 15 13 11  8
+13 16 15 15 15 15 14 12  9
+14 16 15 16 15 15 15 12 10
+15 16 16 16 15 15 16 13 10
+16 16 16 16 16 16 17 14 11
+17 17 16 16 16 16 18 15 12
Requisites: Str 18, Int 12
Alignment: any
HD/level: +d10
Weapon Prof.: 4+level
To Hit Table: War
Save Table: 2xWar
Reference: DM
Groups: Warrior
 
Gets Rogue abilities at 20 points per level; abilities are below.
Gets spells; these cost 1M to cast (no 1P needed) and cannot use material componenting.
Wizard Schools: Abjuration, Alteration, Divination. Priest Spheres: Astral, Divination, Elemental, Guardian, Healing, Protection, Travelers, Wards. All other spells are opposite (2 spells from memorization to cast).
Level 1: Does not suffer secondary target penalties.
Level 1: Does not suffer from secondary weapon/arm penalties.
Level 1: Is not hit by parting shots when leaving melee.
Level 1: Can affect creatures that require +1 or better weapons to hit.
Level 2: Troll-like Regeneration at (level/2) hp/r.
Level 2: Immune to fear.
Level 3: Immune to disease and curses.
Level 3: 1M: Sense Danger.
Level 4: Can affect creatures that require +2 or better weapons to hit.
Level 5: All-Around Attack: 1P: Attack every target within (level*2)' with one attack.
Level 7: Can affect creatures that require +3 or better weapons to hit.
Level 9: 1M: Your Efficiency, Balance, or Fitness becomes (level+9) for this round only.
Level 9: WR (Weapon Resistance) and various "Immunity to Weapon" spells/psi abilities have no effect versus your weapons.
Level 10: Can affect creatures that require +4 or better weapons to hit.
Level 15: 1V: Delay any (non-hp damaging) harmful effect by (level-14) segments. At the end of that time, the effect resolves.
 
Lvl Survivalist Ability | -50% | -100% | -150% Act Base Penalty Bonus
1 ("Twist") Find/Remove Wizard Abjuration/Priest Protection (-1% per CL) V 0 Dex-16 Dex-20
1 Evasion (0, make by 5% per amount hit: no dmg from weapon) V 10 Dex-11 Dex-15
2 Hold Breath || Hold Life 0 50 Con-12 Con-15
4 Missile Deflection | Missile Reflection | Spell Deflection | Volley V 20 Dex-9 Dex-12
7 Dispel Exhaustion ||| Heal M 0 Con-14 Con-18
9 Any Rogue 9 ability - - - -
11 Ask the Local Lord | Highest Lvl in Plane | Chosen God | Ultraplanar | DM a question VM 0 Chr-11 Chr-21
16 Escape Bonds | Escape Binding | Escape Imprisonment/Time Stop P 50 Str-12 Str-14
22 Energy Control | Adaptation | Immune to Hostile Environments PV 30 Con-9 Con-12

[PC1] Warrior Group Classes


Survivor

Level KXP Wizard/Priest
123 456 789
1 0 1-- --- ---
2 5.5 2-- --- ---
3 11 21- --- ---
4 22 32- --- ---
5 44 421 --- ---
6 88 422 --- ---
7 176 432 1-- ---
8 352 433 2-- ---
9 600 433 21- ---
10 1100 443 22- ---
11 1650 444 33- ---
12 2200 444 441 ---
13 2750 555 442 ---
14 3300 555 442 1--
15 3850 555 552 1--
16 4400 555 553 21-
17 4950 555 553 32-
18 5500 555 553 321
19 6050 555 553 331
20 6600 555 554 332
21 7150 555 554 442
22 7700 555 555 443
23 8250 555 555 553
24 8800 555 555 554
25 9350 555 555 555
26 9900 666 655 555
27 10450 666 666 655
28 11000 666 666 666
29 11550 777 766 666
30 12100 777 777 766
31 12650 777 777 777
32 13200 888 877 777
33 13750 888 888 877
34 14300 888 888 888
35 14850 999 988 888
36 15400 999 999 999
TH Saves
PD RS PP BW Sp Fo Re Wi
+0  8  4  6  2  2  2  2  0
+2 10  4  8  4  2  2  2  0
+4 10  6  8  6  4  4  4  2
+6 12  8 10  8  6  4  4  2
+8 14 10 12 10  8  6  4  2
+10 16 10 14 12  8  6  6  4
+12 16 12 14 14 10  8  6  4
+14 18 14 16 16 12  8  8  4
+16 20 16 18 18 14 10  8  6
+18 22 16 20 20 14 10  8  6
+20 22 18 20 22 16 12 10  6
+22 24 20 22 24 18 12 10  8
+24 26 22 24 26 20 14 12  8
+26 28 22 26 28 20 14 12  8
+28 28 24 26 28 22 16 12 10
+30 28 24 28 28 22 16 14 10
+32 28 26 28 28 24 18 14 10
+34 30 26 28 28 24 18 16 12
Requisites: Str 26, Int 14, Wis 12
Alignment: any
HD/level: & 2d20
Weapon Prof.: 4+level*2
To Hit Table: War*2
Save Table: & War*2
Reference: DM
Groups: Warrior
 
Weapon specializes using the "Barbarian" line.
Gets Rogue abilities at 40 points per level; abilities are below.
Gets spells; these cost 1M to cast (no 1P needed) and cannot use material componenting.
Wizard Schools: Abjuration, Alteration, Divination. Priest Spheres: Astral, Divination, Elemental, Guardian, Healing, Protection, Travelers, Wards. All other spells are opposite (2 spells from memorization to cast).
Level 1: Does not suffer secondary target penalties.
Level 1: Does not suffer from secondary weapon/arm penalties.
Level 1: Is not hit by parting shots when leaving melee.
Level 1: Can affect creatures that require +LVL or better weapons to hit.
Level 2: Troll-like Regeneration at LVL/2 hp/s.
Level 2: Immune to fear.
Level 3: Immune to disease and curses.
Level 3: 1M: Sense Danger.
Level 5: All-Around Attack: 1P: Attack every target within (level*2)' with one attack.
Level 6: WR, aWR, and "Immunity to Weapons" has no effect versus your attacks.
Level 9: 1M: Your Efficiency, Balance, or Fitness becomes (LVL*2+9) for this round only.
Level 9: 0: Delay any (non-hp damaging) harmful effect by (LVL-8) segments. At the end of that time, the effect resolves.
 
Lvl Survivalist Ability | -50% | -100% | -150% Act Base Penalty Bonus
1 ("Twist") Find/Remove Wizard Abjuration/Priest Protection (-1% per CL) V 0 Dex-16 Dex-20
1 Evasion (0, make by 5% per amount hit: no dmg from weapon) V 10 Dex-11 Dex-15
1 Any Rogue 1 ability - - - -
2 Hold Breath || Hold Life 0 50 Con-12 Con-15
3 Any Rogue 3 ability - - - -
4 Missile Deflection | Missile Reflection | Spell Deflection | Volley V 20 Dex-9 Dex-12
7 Dispel Exhaustion ||| Heal M 0 Con-14 Con-18
9 Any Rogue 9 ability - - - -
11 Ask the Local Lord | Highest Lvl in Plane | Chosen God | Ultraplanar | DM a question VM 0 Chr-11 Chr-21
16 Escape Bonds | Escape Binding | Escape Imprisonment/Time Stop P 50 Str-12 Str-14
22 Energy Control | Adaptation | Immune to Hostile Environments PV 30 Con-9 Con-12

[PC1] Warrior Group Classes


Swashbuckler

Level KXP
Spells
1 0 (none)
2 3 (none)
3 6 (none)
4 12 (none)
5 24 (none)
6 48 (none)
7 96 (none)
8 192 (none)
9 384 (none)
10 600 (none)
11 900 (none)
12 1200 (none)
13 1500 (none)
14 1800 (none)
15 2100 (none)
16 2400 (none)
17 2700 (none)
18 3000 (none)
19 3300 (none)
20 3600 (none)
21 3900 (none)
22 4200 (none)
23 4500 (none)
24 4800 (none)
25 5100 (none)
26 5400 (none)
27 5700 (none)
28 6000 (none)
29 6300 (none)
30 6600 (none)
31 6900 (none)
32 7200 (none)
33 7500 (none)
34 7800 (none)
35 8100 (none)
36 8400 (none)
TH Saves
PD RS PP BW Sp Fo Re Wi
+2  4  2  3  1  1  1  1  0
+5  5  2  4  2  1  1  1  0
+8  5  3  4  3  2  2  2  1
+11  6  4  5  4  3  2  2  1
+14  7  5  6  5  4  3  2  1
+17  8  5  7  6  4  3  3  2
+20  8  6  7  7  5  4  3  2
+23  9  7  8  8  6  4  4  2
+26 10  8  9  9  7  5  4  3
+29 11  8 10 10  7  5  4  3
+32 11  9 10 11  8  6  5  3
+35 12 10 11 12  9  6  5  4
+38 13 11 12 13 10  7  6  4
+41 14 11 13 14 10  7  6  4
+44 14 12 13 14 11  8  6  5
+47 14 12 14 14 11  8  7  5
+50 14 13 14 14 12  9  7  5
+53 15 13 14 14 12  9  8  6
Requisites: Str 14, Dex 14
Alignment: any
HD/level: d10
Weapon Prof.: 9+level
To Hit Table: 3xWar
Save Table: War
Reference: DM
Groups: Warrior
 
Gets Barbarian Str, Dex.
This class can mix with the Huntsman1 (Anti-Ranger1) class.
@ below = This "Level:" ability cannot be picked by another effect.
Level 1 @: Base # melee attacks = (LVL+2)/2.
Level 1 @: 0, LVL/d: +1 QP this round.
Level 1: 1 attack: Roll damage, an effect takes a dispel with CL=dmg.
Level 1: 1 martial arts maneuver per level, can be spent only on "movement" or "weapon" powers.
Level 3: Saves for ½ become saves for 0.
Level 4: Always at least double power score Dex checks.
Level 5: Immune to Slow, Web, Stop
Level 5 @: Abilities as per Acrobat of 4 levels lower; note you get your Level 9 Rogue pick at Swashbuckler level 13.
Level 6: 1 attack: Dispel an effect (automatic success)
Level 7 @: 0, (LVL-6)/d: +1 OppP this round.
Level 8 @: Get Dex & Str with melee attacks.
Level 11: Your Level 6 power ignores ER
Level 16: Your Level 6 power ignores iER
Level 21: Your Level 6 power ignores the fact it's a racial ability, even those that are instrinsic (always running)

[PC1] Warrior Group Classes


Tank / Damage Sponge


Level

KXP
Abj/Pro
123 456 789

TH
1 0 1-- --- --- +0
2 3.5 2-- --- --- +1
3 7 21- --- --- +2
4 14 22- --- --- +3
5 28 221 --- --- +4
6 56 222 --- --- +5
7 112 222 1-- --- +6
8 224 222 2-- --- +7
9 280 222 21- --- +8
10 350 222 22- --- +9
11 700 222 221 --- +10
12 1050 222 222 --- +11
13 1400 222 222 1-- +12
14 1750 222 222 2-- +13
15 2100 322 222 2-- +14
16 2450 332 222 2-- +15
17 2800 333 222 2-- +16
18 3150 333 322 2-- +17
19 3500 333 332 2-- +18
20 3850 333 333 2-- +19
21 4200 333 333 3-- +20
22 4550 333 333 31- +21
23 4900 333 333 32- +22
24 5250 333 333 33- +23
25 5600 433 333 33- +24
26 5950 443 333 33- +25
27 6300 444 333 33- +26
28 6650 444 433 33- +27
29 7000 444 443 33- +28
30 7350 444 444 33- +29
31 7700 444 444 43- +30
32 8050 444 444 44- +31
33 8400 444 444 441 +32
34 8750 444 444 442 +33
35 9100 444 444 443 +34
36 9450 444 444 444 1 +35
37 18900 444 444 444 2 +36
38 28350 444 444 444 3 +37
39 37800 444 444 444 4 +38
45 94500 555 555 444 4 +44
54 179550 666 655 555 51 +53
63 264600 666 666 666 55 +62
72 349650 777 777 666 661 +71
Requisites: Dex 11, Con 19
Alignment: any
HD/level: 2d12
Weapon Prof.: 2+level
To Hit Table: War
Reference: DM
Groups: Warrior
Complexity: CF=2
   
Saving Throws:  
PPD: level*3+3
RSW: level*3+1
PP: level*3+2
BW: level*3+1
Spell: level*3+0
Fort: level*3+7
Reflex: level*3+4
Will: level*3+0
   
Can cast Wizard Abjuration, Priest Protection, or Invigorator (Alljuvenator) spells.
Level 1 ¶: Regenerate Con score in hp per segment.
Level 1 ¶: DR LVL*5/+LVL.
Level 1 ¶: DT 100-LVL*3. Apply all other defenses before checking DT.
Level 1 ¶: Resist Magic.
Level 1 ¶: Immune Psionics and Radiation.
Level 1: +1bV action per round.
Level 1: 1bV, 1/s: Interpose in front of a physical attack sequence.
Level 1: 1bV, 1/s: Redirect one damaging or harmful effect so it targets yourself.
Level 7 ¶: May convert 1V -> 1uncV, 1P -> 1uncP, 1M -> 1uncM, and 1F -> 1uncF. The "unc" prefix is for "Unconscious actions"; these actions can be used even if you're unconscious, stunned, unaware, paralyzed, etc. (but not dead, annihilated, incursed, truename erased, or worse such as pixelated or loop incursed). You may use 1 Unconscious action as your action for the segment, instead of your normal 1S for the segment. You may use Unconscious actions while conscious.
Level 13 ¶: May convert 1V -> 1deadV, 1P -> 1deadP, 1M -> 1deadM, and 1F -> 1deadF. The "dead" prefix is for "Dead actions"; these actions can be used even if you're dead, incursed, etc., pretty much any state except for pixelated. You may use 1 Dead action as your action for the segment, instead of your normal 1S for the segment. Note these are not D actions and use different rules. If you somehow generate a D action, you may convert 1D -> 1deadS if you like. You may use Dead actions while conscious or not dead.
Protection spells (from the Protector0 class):
C-Resist (all SL's): You get SL instances of Resist to a [C] section effect. Can have more than one of these running, but each one is a spell slot.
Earth Armor (all SL's): You get Earth Armor, it absorbs 10*SL^3 dmg (like an Armor spell, but doesn't count as your Armor spell).
Effects Resistance (SL=3): You get iER 28+CL*2%.
Ele-Resist (all SL's): You get SL instances of Resist to an Element (any E factor). Can have more than one of these running, but each one is a spell slot.
Magical Cloak (all SL's): You get a cloak (AC +CL) +SL/+SL, that lasts for the entire day, or you can add CL half-plusses to your existing cloak for this day.
Original Ironskin (SL=5): This is an Ironskin that stops an entire attack sequence, and doesn't leak. (This can be cast on anyone.)

[PC1] Warrior Group Classes


Teneb Harvester (MTG B/G/W) (Golgari/Orzhov/Selesnya)

Level KXP Priest
123 456 789
1 0 1-g --- ---
2 3.975 11- f-- ---
3 7.95 210 e-- ---
4 15.9 321 -e- ---
5 31.8 321 0d- ---
6 63.6 432 1-d ---
7 127.2 432 10c ---
8 254.4 543 21- c--
9 508.8 543 210 b--
10 1017.6 654 321 a--
11 1526.4 654 321 0--
12 2035.2 665 432 1--
13 2544 666 543 2--
14 3052.8 666 543 20-
15 3561.6 666 543 21-
16 4070.4 666 654 32-
17 4579.2 666 665 43-
18 5088 666 666 54-
19 5596.8 666 666 65-
20 6105.6 666 666 66-
21 6614.4 666 666 66c
22 7123.2 766 666 66b
23 7632 766 666 66a
24 8140.8 776 666 660
25 8649.6 776 666 661
26 9158.4 777 666 661
27 9667.2 777 666 661
28 10176 777 766 661
29 10684.8 777 766 662
30 11193.6 777 776 662
31 11702.4 777 776 662
32 12211.2 777 777 662
33 12720 777 777 662
34 13228.8 777 777 762
35 13737.6 777 777 762
36 14246.4 777 777 772
TH Saves
PD RS PP BW Sp Fo Re Wi
+5  8  4  5  2  3  1  1  2
+6  8  4  6  3  4  1  1  3
+7  9  5  6  3  4  2  2  3
+8  9  5  6  4  4  2  2  4
+9 10  6  7  5  5  3  2  4
+10 10  6  7  6  5  3  3  5
+11 11  7  8  7  6  4  3  5
+12 11  7  9  8  6  4  4  6
+13 12  8  9  9  7  5  4  6
+14 12  8 10 10  7  5  5  7
+15 13  9 10 11  8  6  5  7
+16 13 10 11 12  9  6  6  8
+17 13 11 12 13 10  7  6  8
+18 14 11 13 14 10  7  7  9
+19 14 12 13 14 11  8  7  9
+20 14 12 14 14 11  8  8 10
+21 15 13 14 14 12  9  8 10
+22 15 13 14 14 12  9  9 11
Requisites: Str 16, Con 15, Wis 22, Chr 15, 3 class slots
Alignment: T any (or) LE
HD/level: d30
Weapon Prof.: 7+level/2
To Hit Table: War +4 levels
Save Table: War/Pri/Mon
Reference: DM
Groups: Warrior, Priest, Monster
 
Exceptional Str and Barbarian Wis bonus.
Gets Wis bonus to physical attacks in addition to Str and/or Dex.
Channeling.
Grand in Animal, Charm, Healing, Necromancy, and Plant spheres. Spells in Animal, Charm, and Plant cost ½M to cast.
May have 3+LVL "Revive slots" instead of the usual one "Summon slot".
Has an "Animal Companion" slot. (1/10 of your XP)
Has a "Familiar" slot.
Gets Rogue abilities: 1 at Level 1, plus 1 on every level divisible by 3. Doesn't get the level 9 pick (this class isn't a Rogue). Has 30+10*LVL Rogue points.
Level 1: Vampiric Regeneration (for every 2 damage you deal in melee: regen 1 hp, cannot go above max).
Level 1: You may have your spells (from this class) resisted using CR (Charm Resistance) instead of MR. Spend 1F action to switch this.
Level 3: ½M: Cure LVL hp.
Level 3: ½M: Deal LVL negative energy dmg to one target (no save; aNR to avoid).
Level 4: 1M, 10/t: Summon a saproling (AC 20, hp 10, TH +10, dmg 10). Any number of saprolings count as only one summon slot, but all of them stay together in a group.
Level 4: 1M, 1/r: Your party gets +LVL TH, dmg, AC, and saves until end of round.
Level 5: 1M: Raise Dead.
Level 5: 1M: Target person gets +LVL TH, dmg, AC, and saves until end of turn.
Level 9: Double Vampiric Regeneration (for every 1 damage you deal in melee: regen 1 hp, cannot go above max).
Level 9: ½M: Cure LVL*(LVL-8) hp to a group or to 6 targets.
Level 9: ½M: Deal LVL*(LVL-8) negative energy dmg to a group or 6 targets (no save; aNR to avoid).
Level 9: 1M: Your party gets +LVL*2 distributed among TH, dmg, AC, and saves until end of round. (Everyone in the party gets the same bonus, you don't distribute for each person.)
Level 10: 1M: Raise Dead Fully.
Level 14: +1 Animal Companion slot.
Level 16: Your Vampiric Regeneration affects your missile weapons too.
New spells:
Find Animal Companion (Animal/Charm, SL 1): Summons an Animal Companion with DL=CL/2 (round up).
Find Familiar (Summoning/Charm, SL 1): Like the Wizard spell. Only certain Priest classes gain a Familiar slot.
Revive N (Necromancy, SL N): Revive a DL=N monster.

[PC1] Warrior Group Classes


Theradin

Level KXP Druid       Wiz
123 456     123 456 789
TH
1 0 0-- ---     --- --- --- +5
2 3.3 1-- ---     1-- --- --- +6
3 6.6 2-- ---     1-- --- --- +7
4 13.2 30- ---     2-- --- --- +8
5 26.4 41- ---     2-- --- --- +9
6 52.8 51- ---     21- --- --- +10
7 105.6 620 ---     31- --- --- +11
8 211.2 730 ---     32- --- --- +12
9 422.4 831 ---     42- --- --- +13
10 700 941 0--     421 --- --- +14
11 1030 A52 0--     421 --- --- +15
12 1360 B52 1--     422 --- --- +16
13 1690 C63 10-     432 --- --- +17
14 2020 D73 10-     432 1-- --- +18
15 2350 E74 20-     433 1-- --- +19
16 2680 F84 210     433 2-- --- +20
17 3010 G95 310     433 2-- --- +21
18 3340 H95 310     433 21- --- +22
19 3670 IA6 321     443 21- --- +23
20 3996 JB6 421     443 22- --- +24
21 4221 KB7 421     444 22- --- +25
22 4446 LC7 531     444 33- --- +26
23 4671 MD8 532     444 43- --- +27
24 4896 ND8 532     444 441 --- +28
25 5121 OE9 642     544 441 --- +29
26 5346 PF9 643     555 442 --- +30
27 5571 QFA 743     555 442 --- +31
28 5796 RGA 753     555 442 1-- +32
29 6021 SHB 753     555 542 1-- +33
30 6246 THB 854     555 552 1-- +34
31 6471 UIC 864     555 553 1-- +35
32 6696 VJC 964     555 553 21- +36
33 6921 WJD 965     555 553 31- +37
34 7146 XKD 975     555 553 32- +38
35 7371 YLE A75     555 553 32- +39
36 7596 ZLE A75 1   555 553 321 +40
37 15192 ZLE A75 2   555 553 321 +41
38 22788 ZLE A75 2   555 553 322 +42
39 30384 ZLE A75 3   555 553 322 +43
45 75960 ZLE A75 41  555 554 433 +49
54 144324 ZLE A75 54  555 555 444 1 +58
63 212688 ZLE A75 551 555 555 555 5 +67
72 281052 ZLE A75 555 666 655 555 51 +76
Race Adjustments:
Str Dex Con Int Wis Chr Cml AT hp TH Div
+5 +4 +3 +5 +4 +3 -3 +4 +16 +0 ÷1
 
Requisites: Str 19, Dex 13, Con 9, Int 17, Wis 13, Chr 9,
  Race Slots 1, Class Slots 2
Alignment: C any
HD/level: & ++‡‡d10
Weapon Prof.: & 5+level/2
To Hit Table: War +5 levels
Save Table: War +5 levels
Reference: DM
Groups: Warrior, Monster, Archetype
Complexity: CF=3
   
Saving Throws:  
PPD: level+7
RSW: level+5
PP: level+6
BW: level+5
Spell: level+4
Fort: level+3
Reflex: level+3
Will: level+2
   
Considered a "Minotaur" race.
For HD, "‡" means an additional HD at level 2 (i.e. this class gets 3 HD at level 2).
Gets Wisdom bonus for Druid spells. Grand in Animal, Healing, Plant, Travellers.
Gets one specialty school; no opposite. Gets x2 CL with Illusion spells.
Gets one "Any Rogue" pick per level. 35 Rogue points per level.
Level 1: Free Tracking proficiency, number of free slots = Strider's level * 2.
Level 1: Trailing, Wilderness Survival, Two-Weapon Fighting proficiencies. No off-hand penalty with any number of weapons.
Level 1: Immune to Maze and variants (e.g. Fire Maze)
Level 1: Exceptional Str bonus. CF=4: Barbarian Str bonus; i.e. bonus is (Str-14)*2.
Level 1: Exceptional Con bonus; i.e. bonus is (Con-12).
Level 1: You have two horns, and can attack with them as natural weapons. They are 1d(2*LVL) dmg.
Level 1 ¶: You get the "Frank" Cheat Code [X3]: Can throw any weapon without penalty, using the "Dart" line (assuming specialization).
Level 1: Surprise 75% of time, is surprised only 1 in 12.
Level 1: Can have an Animal Companion (1/10th your XP)
Level 1: May have a Beast Rider Mount (see Beast Rider class) of DL=LVL/2.
Level 1: May use crossbows one-handed. May use two crossbows in one set of arms.
Level N (every level): Choose a species enemy type (see list below). You get +4 TH and +LVL dmg vs. that enemy type. You may pick the same enemy type more than once; each pick is cumulative.
Species enemy choices: Alternate Reality creatures, Animals, Avians, Beholders, Cold-Using, Concordant group, Creatures of 1 alignment, Creatures of 1 plane, Demons/Devils, Dragons/Reptiles, Elementals, Fire-Using, Giant-Class, Golems (& Constructs), Group of Classes, Humans (& Demihumans), Insects, Lycanthropes, Magic-Using, Other Timeline/Multiverse, Plants, Psionic-Using, Regenerating, Size Class L+, Size Class S-, Slimes (& Oozes/Jellies), Undead, Water-dwelling creatures.
Level N (each level): +1 Str.
Level 2: 1M: Locate Object/Animal/Plant
Level 3: NR (LVL-2)*20%
Level 4: 1M: Plant Door; 1F: Transport via Plants
Level 4: 1M, (LVL-3)/d: Maze (you can reverse this ability to get Find the Path)
Level 5: Can read priest/wizard scrolls of SL 0-5 with no chance of blowing head off. This increases to SL 0-6 at level 10 and SL 0-7 at level 15.
Level 6: Attract 3-30 followers, usually Rangers or DL VI+ Animals.
Level 7: True Sight cont.
Level 8: Immune to Maze, Distance Distortion, Mirage Arcana, and Massmorph.
Level 9: 1M: Find the Path
Level 9: CF=5: Extra Barbarian Str bonus; i.e. bonus is (Str-16)*5/2, round down.
Level 9: Your Frank Cheat Code uses Small Shuriken number of attacks.
Level 10: You and your party do not leave a trail and cannot be tracked or trailed, except by a Strider of double your level or a Ranger of triple your level. If out of visual sight, your party cannot be Located or Find the Pathed to.
Level 11: Cosmic Awareness cont.
Level 15 ¶: +3 HNCL
Level 18: CF=6: Super Barbarian Str bonus; i.e. bonus is (Str-18)*3.
Level 18: Your Frank Cheat Code uses Needle number of attacks.

[PC1] Warrior Group Classes


Theradin (Beast Rider Mounts)

DL Mount AC hp #Att TH dmg Special
1 Light Horse 15 50 3 +6 5 Increase stats by 50% each time you level
1 Camel 14 60 2 +5 7 Spits for 1d20 dmg
1 Pegasus 17 40 2 +4 4 Flying; Regenerate LVL hp/s (self and rider)
2 Medium Horse 32 120 3 +16 12 Increase stats by 50% each time you level
2 Giant Eagle 30 140 3 +17 17 Flying; Eagle Eye Vision; Immune Blindness
2 Unicorn 40 60 2 +8 6 Luckstone (self and rider)
3 Heavy Horse 51 210 3 +30 21 Increase stats by 50% each time you level
3 Dragon Horse 60 240 2 +25 15 Pick a type of dragon. Breath weapon (half hp).
3 Brontosaurus 20 1600 1 +80 80 Lernaean; can carry a lot of weight (Str 200)
4 Heavy War Horse 72 320 3 +48 32 Increase stats by 50% each time you level
4 Dragon, Lesser 80 400 2 +40 30 Pick a type of dragon. Breath weapon (full hp).
4 Dog, Beast of Xvim 60 200 1 +65 85 Beast of Xvim; Ignores aWR / +wpn needed to hit
5 Elite War Horse 95 450 3 +70 45 Increase stats by 50% each time you level
5 Polar Bear 100 500 3 +70 50 Immune Cold (self and rider)
5 Juggernaut 350 300 1 +120 120 Resist Technological damage (self and rider)
6 Greater War Horse 120 600 3 +96 60 Increase stats by 50% each time you level
6 Nightmare 133 666 3 +66 66 Unholy fire shield; Breath weapon (half hp); Plane Shift 1/r
6 Hydra 160 800 5 +80 80 5 Breath Weapons (each is 1/10 current hp)
7 Ultra War Horse 147 770 3 +126 77 Increase stats by 50% each time you level
7 Opinicus 140 800 2 +120 60 Heal 1/r (self or rider). iMPIRR 50% (self and rider).
7 Scaled Wurm 490 600 1 +300 100 Attack swallows whole (100 dmg /s)
8 Gargantuan War Horse 176 960 3 +160 96 Increase stats by 50% each time you level
8 Dragon, Greater 180 1000 2 +140 90 Breath weapon (full hp); Dragonlancing (add mount's hp to rider's dmg)
8 Time Elemental 170 700 1 +170 Inc Attack is Incursion (5 RSW saves); Time/Reality Stability (self and rider)
9 Chosen One Horse 207 1170 3 +198 117 Increase stats by 50% each time you level
9 Ki-Rin 210 1500 2 +150 150 Wish 1/r; Immune to Traps and Tricks (self and rider)
9 Ethereal Weebie 156 600 3 +120 120 Ethereal Projection; +2*LVL weapon to hit (both are self and rider)
10 Paragon War Horse 240 1400 3 +240 140 Increase stats by 50% each time you level
10 Tarrasque 280 3000 5 +400 210 iMReflection 50%; Regenerate 6*LVL hp/s (both self and rider)
10 Ultraplanar Calf iAC 1 ihp 1 1 +500 500 Capital M Moo 1/r; Immune Annihilation (self and rider)

[PC1] Warrior Group Classes


Thug5

Level KXP
Spells
1 0 (none)
2 3 (none)
3 6 (none)
4 12 (none)
5 24 (none)
6 48 (none)
7 96 (none)
8 192 (none)
9 384 (none)
10 750 (none)
11 1100 (none)
12 1450 (none)
13 1800 (none)
14 2150 (none)
15 2500 (none)
16 2850 (none)
17 3200 (none)
18 3550 (none)
19 3900 (none)
20 4250 (none)
21 4600 (none)
22 4950 (none)
23 5300 (none)
24 5650 (none)
25 6000 (none)
26 6350 (none)
27 6700 (none)
28 7050 (none)
29 7400 (none)
30 7750 (none)
31 8100 (none)
32 8450 (none)
33 8800 (none)
34 9150 (none)
35 9500 (none)
36 9850 (none)
TH Saves
PD RS PP BW Sp Fo Re Wi
+0  3  1  2  0  0  0  0 -1
+2  4  2  3  1  1  1  1  0
+3  4  2  3  1  1  1  1  0
+5  5  2  4  2  1  1  1  0
+6  5  2  4  2  1  1  1  0
+8  5  3  4  3  2  2  2  1
+9  5  3  4  3  2  2  2  1
+11  6  4  5  4  3  2  2  1
+12  6  4  5  4  3  2  2  1
+14  7  5  6  5  4  3  2  1
+15  7  5  6  5  4  3  2  1
+17  8  5  7  6  4  3  3  2
+18  8  5  7  6  4  3  3  2
+20  8  6  7  7  5  4  3  2
+21  8  6  7  7  5  4  3  2
+23  9  7  8  8  6  4  4  2
+24  9  7  8  8  6  4  4  2
+26 10  8  9  9  7  5  4  3
Requisites: Str 15, Con 13
Alignment: C*
HD/level: d16
Weapon Prof.: 0+level
To Hit Table: 1½xWar
Save Table: ½xWar
Reference: DM
Groups: Warrior
 
May specialize a number of times equal to LVL. Each level of specialization is LVL*3 half-plusses.
Has Barbarian Str and Exceptional Con.
 
Levels Pick Description
Level 1-3: A +LVL damage
B +1 to # of attacks with all attack forms (weapon, natural, etc.)
C #Attacks = level if creatures being fought are less than LVL HD
D x2 Str bonus instead of x3/2 when wielding weapon 2-handed
E Backstab = x(LVL+2)/2
Level 4: Pick any Warrior5 class level 1-3
Level 5-7: F Considered 1 size larger for what size weapons you can wield
G +LVL*100 item XP in Weapon flags per day
H +LVL to hit
I +LVL weapon proficiencies
J Can affect creatures that require a +LVL-1 weapon to hit
Level 8: Pick any Warrior5 class level 5-7
Level 9-12: K +LVL-8 crit range (even beyond the 11-20 limit)
L Immune parting shots
M +LVL-4 feats
N 1V, may borrow: Jump to other group (60'), deflect attacks to you
O Can operate at any negative hp total, cannot be offensive
Level 13: Pick any Warrior5 class level 9-12
Level 14-18: P +LVL-13 crit multiplier
Q
R
S
T
Level 18: Pick any Warrior5 class level 14-18
Level 20-26: U
V
W
X
Y
Level 27-36: Pick any Warrior5 class level 20-26

[PC1] Warrior Group Classes


Tracker1JG

Level KXP
Spells
1 0 (none)
2 1.5 (none)
3 3 (none)
4 6 (none)
5 12 (none)
6 24 (none)
7 48 (none)
8 96 (none)
9 192 (none)
10 492 (none)
11 792 (none)
12 1092 (none)
13 1392 (none)
14 1692 (none)
15 1992 (none)
16 2292 (none)
17 2592 (none)
18 2892 (none)
19 3192 (none)
20 3492 (none)
21 3792 (none)
22 4092 (none)
23 4392 (none)
24 4692 (none)
25 4992 (none)
26 5292 (none)
27 5592 (none)
28 5892 (none)
29 6192 (none)
30 6492 (none)
31 6792 (none)
32 7092 (none)
33 7392 (none)
34 7692 (none)
35 7992 (none)
36 8292 (none)
TH Saves
PD RS PP BW Sp Fo Re Wi
+0  5  4  6  2  3  0  2  0
+1  6  4  6  3  4  1  3  0
+2  6  5  6  3  4  1  3  0
+3  6  5  7  3  5  1  4  1
+4  6  6  7  3  5  2  4  1
+5  7  6  7  4  6  2  5  1
+6  7  7  7  4  6  3  5  2
+7  7  7  8  4  7  3  6  2
+8  7  8  8  4  7  3  6  2
+9  8  8  8  5  8  4  7  3
+10  8  9  8  5  8  4  7  3
+11  8  9  9  5  9  5  8  3
+12  8 10  9  5  9  5  8  4
+13  9 10  9  6 10  5  9  4
+14  9 11  9  6 10  6  9  4
+15  9 11 10  6 11  6 10  5
+16  9 12 10  6 11  7 10  5
+17 10 12 10  7 12  7 11  5
Requisites: Dex 10
Alignment: any
HD/level: d6
Weapon Prof.: 3+level/3
To Hit Table: War
Save Table: Rog
Reference: FGE1JG
Groups: Warrior
 
Level 1: LVL slots distributed among Tracking and Trailing proficiencies.
Level 1: Identify Animals by sight.
Level 1: Identify Monster LVL*3%. Chance goes up to LVL*5% with an hour of research in a library.
Level 1: Obscure Trail 70+LVL*15% (reduce tracking on you by % made)
Level 2: +LVL/2 dmg.
Level 3: Determine true north (LVL-2)*10%
Level 4: +LVL/4 AC.
Level 7: Point in direction of desired location (LVL-6)*10%
Level 14: Locate Object (LVL-13)*10%

[PC1] Warrior Group Classes


Trainer1JG

Level KXP
Spells
1 0 (none)
2 1.2 (none)
3 2.4 (none)
4 4.8 (none)
5 9.6 (none)
6 19.2 (none)
7 38.4 (none)
8 76.8 (none)
9 153.6 (none)
10 393.6 (none)
11 633.6 (none)
12 873.6 (none)
13 1113.6 (none)
14 1353.6 (none)
15 1593.6 (none)
16 1833.6 (none)
17 2073.6 (none)
18 2313.6 (none)
19 2553.6 (none)
20 2793.6 (none)
21 3033.6 (none)
22 3273.6 (none)
23 3513.6 (none)
24 3753.6 (none)
25 3993.6 (none)
26 4233.6 (none)
27 4473.6 (none)
28 4713.6 (none)
29 4953.6 (none)
30 5193.6 (none)
31 5433.6 (none)
32 5673.6 (none)
33 5913.6 (none)
34 6153.6 (none)
35 6393.6 (none)
36 6633.6 (none)
TH Saves
PD RS PP BW Sp Fo Re Wi
+0  4  2  3  1  1  1  1  0
+1  5  2  4  2  1  1  1  0
+2  5  3  4  3  2  2  2  1
+3  6  4  5  4  3  2  2  1
+4  7  5  6  5  4  3  2  1
+5  8  5  7  6  4  3  3  2
+6  8  6  7  7  5  4  3  2
+7  9  7  8  8  6  4  4  2
+8 10  8  9  9  7  5  4  3
+9 11  8 10 10  7  5  4  3
+10 11  9 10 11  8  6  5  3
+11 12 10 11 12  9  6  5  4
+12 13 11 12 13 10  7  6  4
+13 14 11 13 14 10  7  6  4
+14 14 12 13 14 11  8  6  5
+15 14 12 14 14 11  8  7  5
+16 14 13 14 14 12  9  7  5
+17 15 13 14 14 12  9  8  6
Requisites: Dex 14, Chr 16
Alignment: any
HD/level: d6
Weapon Prof.: 2+level/2
To Hit Table: War
Save Table: War
Reference: FGE1JG
Groups: Warrior
 
Level 1: LVL slots distributed among Animal Training and Animal Handling proficiencies.
Level 1: Identify Animals by sight.
Level 1: Calm Animal by gaze 25+LVL*5%
Level 1: Charm a calmed Animal by gaze 35+LVL*5% (can attempt to charm a non-calmed animal, suffer -50% penalty).
Level 1: Does full damage when subduing animals.
Level 4: Pick LVL/4 specific races (e.g. "White Dragons", not "Dragons"). Those races are considered "Animals" to you.
Level 8: You are considered all classes in the Collective for purposes of training others.
Level 9: Full reset of F actions: Target gains 1 weapon or nonweapon proficiency permanently. You may target yourself.
Level 10: Full reset of F actions: Target gains (LVL)^2 XP permanently. You may target yourself.

[PC1] Warrior Group Classes


Troll0

Level KXP
Spells
1 35.2 (owe) (none)
2 105.6 (none)
3 246.4 (none)
4 528 (none)
5 828 (none)
6 1128 (none)
7 1428 (none)
8 1728 (none)
9 2028 (none)
10 2328 (none)
11 2628 (none)
12 2928 (none)
13 3228 (none)
14 3528 (none)
15 3828 (none)
16 4128 (none)
17 4428 (none)
18 4728 (none)
19 5028 (none)
20 5328 (none)
21 5628 (none)
22 5928 (none)
23 6228 (none)
24 6528 (none)
25 6828 (none)
26 7128 (none)
27 7428 (none)
28 7728 (none)
29 8028 (none)
30 8328 (none)
31 8628 (none)
32 8928 (none)
33 9228 (none)
34 9528 (none)
35 9828 (none)
36 10128 (none)
TH Saves
PD RS PP BW Sp Fo Re Wi
+7  3  3  3  3  3  3  3  3
+8  4  4  4  4  4  4  4  4
+9  4  4  4  4  4  4  4  4
+10  5  5  5  5  5  5  5  5
+11  5  5  5  5  5  5  5  5
+12  6  6  6  6  6  6  6  6
+13  6  6  6  6  6  6  6  6
+14  7  7  7  7  7  7  7  7
+15  7  7  7  7  7  7  7  7
+16  8  8  8  8  8  8  8  8
+17  8  8  8  8  8  8  8  8
+18  9  9  9  9  9  9  9  9
+19  9  9  9  9  9  9  9  9
+20 10 10 10 10 10 10 10 10
+21 10 10 10 10 10 10 10 10
+22 11 11 11 11 11 11 11 11
+23 11 11 11 11 11 11 11 11
+24 12 12 12 12 12 12 12 12
Requisites: Str 16, Con 18
Alignment: T any (or) any N (or) any E
HD/level: & +++3d8
Weapon Prof.: & 6+level/3
To Hit Table: War +6 levels
Save Table: Mon +6 levels
Reference: 0D&D
Groups: Warrior, Monster
 
Level 1: Exceptional Str bonus; i.e. bonus is (Str-12).
Level 1: +2 Con per level. This bonus cannot be used to qualify for the Troll0 class itself, and you can't 2 for 1 trade it away.
Level 1: Barbarian Con bonus; i.e. bonus is (Con-14)*2.
Level 1: Regeneration rate is (Con-12) per segment, troll-like.
Level 4: 1M, (LVL-3)/d: Taunt a group (Will save)
Level 9: Extra Barbarian Con bonus; i.e. bonus is (Con-16)*5/2, round down.
Level 18: Super Barbarian Con bonus; i.e. bonus is (Con-18)*3.

[PC1] Warrior Group Classes


Uncommoner3

Level KXP
Spells
1 0 (none)
2 2 (none)
3 4 (none)
4 8 (none)
5 16 (none)
6 32 (none)
7 64 (none)
8 128 (none)
9 180 (none)
10 225 (none)
11 275 (none)
12 330 (none)
13 390 (none)
14 455 (none)
15 525 (none)
16 600 (none)
17 680 (none)
18 765 (none)
19 855 (none)
20 950 (none)
21 1050 (none)
22 1155 (none)
23 1265 (none)
24 1380 (none)
25 1500 (none)
26 1625 (none)
27 1755 (none)
28 1890 (none)
29 2030 (none)
30 2175 (none)
31 2325 (none)
32 2480 (none)
33 2640 (none)
34 2805 (none)
35 2975 (none)
36 3150 (none)
TH Saves
PD RS PP BW Sp Fo Re Wi
+2  5  3  8  2  3  1  0  1
+4  5  4  8  2  3  1  0  2
+6  6  4  8  3  4  2  0  2
+8  6  5  8  3  4  2  1  3
+10  6  5  9  3  4  2  1  3
+12  6  6  9  4  5  3  1  4
+14  7  6  9  4  5  3  2  4
+16  7  7  9  4  5  4  2  5
+18  7  7 10  5  6  4  2  5
+20  7  8 10  5  6  4  3  6
+22  8  8 10  5  6  5  3  6
+24  8  9 10  6  7  5  3  7
+26  8  9 11  6  7  6  4  7
+28  8 10 11  6  7  6  4  8
+30  9 10 11  7  8  6  4  8
+32  9 11 11  7  8  7  5  9
+34  9 11 12  7  9  7  5  9
+36  9 12 12  8  9  8  5 10
Requisites: Chr 0
Alignment: any
HD/level: ++d4
Weapon Prof.: 9+level
To Hit Table: +level*2
Save Table: Psi
Reference: DM {Planeshifted Commoner3}
Groups: Warrior, Monster, Alternate
 
Each Level: The DM rolls a Monster Summoning result of DL=LVL/3 (round up). You gain the racial abilities of what the DM rolls. (You don't actually summon anything, the roll is just to determine what you get.)
Level 9: Divide the cost of Intelligent Magic Items (from [E7]) by (LVL-7).

[PC1] Warrior Group Classes


Unholy SuperMonk1

Level KXP War,Wiz,Rog  Psi0
123 456 7 / mMG S
1 0 1-- --- - / 1-- -
2 2.85 20- --- - / 2-- -
3 6 21- --- - / 3-- -
4 12.6 320 --- - / 4-- -
5 28.2 331 --- - / 5-- -
6 59.5 332 0-- - / 6-- -
7 121.6 332 1-- - / 61- -
8 247 333 20- - / 62- -
9 431 443 21- - / 63- -
10 616 443 320 - / 64- -
11 862 544 321 - / 65- -
12 1180 655 322 - / 651 -
13 1565 666 422 0 / 652 -
14 2190 666 532 1 / 653 -
15 2815 666 642 1 / 654 -
16 3440 777 643 1 / 654 1
17 4065 777 753 2 / 654 2
18 4690 888 864 2 / 654 3
19 5320 998 864 2 / 654 4
20 5950 999 875 2 / 655 4
21 6580 999 986 2 / 655 5
22 7280 999 996 3 / 665 5
23 7980 999 997 3 / 666 5
24 8680 999 998 3 / 666 6
25 9380 999 998 4 / 766 6
26 10080 999 999 4 / 776 6
27 10780 999 999 5 / 777 6
28 11480 999 999 6 / 777 7
29 12180 999 999 7 / 877 7
30 12880 999 999 8 / 887 7
31 13580 999 999 9 / 888 7
32 14280 AAA A99 9 / 888 8
33 14980 AAA AAA 9 / 988 8
34 15680 AAA AAA A / 998 8
35 16380 BBB BAA A / 999 8
36 17080 BBB BBB B / 999 9
TH Saves
PD RS PP BW Sp Fo Re Wi
+2  8  5  6  3  4  1  3  3
+5  9  6  7  4  6  2  5  4
+8 10  8  8  6  7  3  6  5
+11 11  9  9  8  9  5  8  6
+14 12 11 10 10 10  6  9  7
+17 13 12 11 12 12  7 11  8
+20 14 14 13 14 13  8 12  9
+23 14 15 14 14 14  9 14 10
+26 15 16 14 14 15 11 15 11
+29 16 16 15 15 16 12 17 12
+32 16 16 16 16 16 13 18 13
+35 16 17 16 16 16 14 20 14
+38 17 18 17 17 17 15 21 15
+41 18 19 18 18 18 16 22 16
+44 19 20 19 19 19 17 23 17
+47 20 21 20 20 20 18 24 18
+50 21 22 21 21 21 19 25 19
+53 22 23 22 22 22 20 26 20
Requisites: Str 17, Dex 17, Con 13, Wis 19
Alignment: LE, LN, or NE
HD/level: & +d13
Weapon Prof.: & 3+level*2
To Hit Table: & 3xWar
Save Table: & (2xWar)/(2xPri)/(3xRog)
Reference: DM
Groups: Warrior, Priest, Rogue
 
Gets Barbarian Str and Dex, and Exceptional Con.
Gets Wis bonus to spell progression. Can cast Warrior, Priest, or Rogue spells.
Open Hands number of attacks = (LVL+2)/2. Open Hands base dmg = 1d((LVL+1)*2)
Level 1: If Open Hands hit exceeds what is needed by 5, target is stunned for 1d8 r (save vs. para)
Level 1: If Open Hands stuns, chance to kill is (level)*4+20-(target's AC)% (no save)
Level 1: Open Hands are considered a +LVL weapon to hit.
Level 1: Natural AT is +level*2
Level 1: Base movement rate is (13+level*2)"
Level 1: Against area effects that give a save for ½: the monk takes no damage if he makes his save. This is not used for non-(hp) damaging effects.
Level 1: 1V (may borrow from next segment): Knock away missile weapons. The missile weapons must be size M or less and must be directed at the monk or a target within 10'. The monk makes a save vs. paralyzation with a penalty equal to the number of magical plusses the weapon has, if successful, the weapon is deflected. The monk can knock away a maximum of 10 missiles, plus 1/level.
Level 1: Two Martial Arts styles; +3 Martial Arts maneuver slots /level. This may used for Professional Wrestling instead.
Level 1: +LVL dmg with weapons.
Level 2: +1QV action.
Level 3: Speak with undead (continuous).
Level 4: Immunity to disease and slow effects (continuous).
Level 4: Self healing (laying on hands): LVL*LVL*2 hp, can be done once per turn.
Level 4: Immune falling damage.
Level 5: +1QP action.
Level 6: +1QQV action.
Level 7: Dust of Disappearance (psi freq. 0) level times per day.
Level 8: Retarded Aging, Immunity to Poison, Immunity to Geas/Quest
Level 9: Quivering Palm 1/d: If target's HD/level is equal to or less than twice the monk's level, if hp of target is equal to or less than 10 times monk's hp, if target is not undead, if an open hand attack hits, then monk can command target to die at any time within 1 day per level (no save).
Level 9: +1QM action.
Lvl Holy Monk Ability | -50% | -100% | -150% Act Base Penalty Bonus
1 +rating/50 A actions /r this turn || B actions || C actions F 0 Dex-20 Dex-25
1 Curing/Causing (1 hp per 1% made), self or others (PPD save:½) V 0 Wis-13 Wis-18
1 Restore/Cause stat damage (1 per 5% made), self or others (PPD save:½) V 0 Wis-13 Wis-18
1 Find/Remove Wizard Abjurations/Priest Protections V 0 Dex-13 Dex-18
1 Climb Walls | Climb Overhangs | Climb Upside Down V 60 Str-9 Str-13
1 Open/Close Locks: Mech. | Magic/Psi | OutPhase VM 10 Dex-11 Dex-15
1 Find/Remove Traps: Mech. | Magic/Psi | OutPhase | Pro. M 5 Dex-12 Dex-17
1 Hide in Shadows || Meld in Shadows/Mirrors V 5 Dex-11 Dex-16
2 Remove/Cause Slow/Sleep | Disease | Poison/Blindness | Paralysis/Hold | Curse (PPD save per 10% made) V 0 Wis-13 Wis-18
2 Concealment/Blending | Misdirection | Non-Detection M 20 Wis-12 Wis-14
3 Lower/Ignore WaWR (reduce or ignore WaWR by rating) || iWaWR V/N 0 Dex-10 Dex-20
4 Restore/Cause level drains (1 per 10% made), self or other (PPD save:½) V 0 Wis-13 Wis-18
4 Don't generate Alley encounters | Sewer/Attic | Old City at Night M 10 Wis-15 Wis-20
5 Escape Bonds | Escape Binding | Escape Imprisonment/Time Stop P 50 Str-12 Str-14
6 Touch : Chill/Pain | Para/Vampiric | Energy Drain 0 20 Str-9 Str-15
6 Identity Penetration | False Seeing | True Seeing MM 5 Wis-11 Wis-19
7 Blink | Controlled Blink M 20 Wis-12 Wis-17
8 Finger of Death | Slay Living | Power Word Kill V 0 Int-14 Int-17
8 ("Twirl") Find/Remove Guardian/Warding/Forbiddance effect on area || x1 Special M 20 Dex-18 Dex-28
9 Inner Focus (+1 Str/Dex/Con for 1r per 10% made) M 5 Wis-10 Wis-20
10 Chi Power (cast a Shukenja spell of spell level SL) (penalty = -SL*50%) (#=SL) #M 0 Wis-12 Wis-36
12 Disharmonic Blast (1 dmg per 1% made to area) P*M 10 Con-16 Con-22
15 Energy Control | Adaptation | Immune to Hostile Environments PV 30 Con-9 Con-12
18 Elemental Form | Para-Ele Form | Quasi-Ele Form ||| Semi-Ele Form PP 40 Con-24 Con-24
27 Backsteal (Steal an effect off of target for yourself per 120%) (aXR to avoid) ½0 30 NA NA

[PC1] Warrior Group Classes


Valkyrie1G

Level KXP Wiz/Pri
123 456 78
1 0 0-- --- --
2 1 1a- --- --
3 3 10- --- --
4 13 21b --- --
5 27 32a --- --
6 55 320 --- --
7 111 431 c-- --
8 223 542 b-- --
9 447 653 a-- --
10 700 653 0-- --
11 1000 764 1d- --
12 1300 775 2c- --
13 1600 776 3b- --
14 1900 777 4a- --
15 2200 777 40- --
16 2500 777 51e --
17 2800 777 62d --
18 3100 777 73c --
19 3400 777 74b --
20 3700 777 75a --
21 4000 777 750 --
22 4300 777 761 f-
23 4600 777 772 e-
24 4900 777 773 d-
25 5200 777 774 c-
26 5500 777 775 b-
27 5800 777 776 a-
28 6100 777 776 0-
29 6400 777 777 1g
30 6700 777 777 2f
31 7000 777 777 3e
32 7300 777 777 4d
33 7600 777 777 5c
34 7900 777 777 6b
35 8200 777 777 7a
36 8500 777 777 70
TH Saves
PD RS PP BW Sp Fo Re Wi
+0 (special)
+1 (special)
+2 (special)
+3 (special)
+4 (special)
+5 (special)
+6 (special)
+7 (special)
+8 (special)
+9 (special)
+10 (special)
+11 (special)
+12 (special)
+13 (special)
+14 (special)
+15 (special)
+16 (special)
+17 (special)
Requisites: Str 12, Con 13, Int 9, Wis 13, Chr 14
Alignment: L*
HD/level: 2d6
Weapon Prof.: 4+level/2
To Hit Table: War
Save Table: Any: pick one (not Conc), change @ reset
Reference: Gauntlet II (video game)
Groups: Warrior
 
Level 1: Can cast Wizard Abjuration or Priest Protection spells.
Level 1: Gets Chr bonus to spells.
Level 1: Can throw any weapon without penalty; it's number of attacks uses the "Bow" line.
Level 1: 1P, destroy X doses of potions (any type): Turn Undead at CL=X (max CL=LVL*2)
Level 1: 1V, drink X doses of potions (any type): Regain X SLs in your memorization.
Level N (every level): +N AC (e.g. at level 10 you are +1+2+3+4+5+6+7+8+9+10 = +55 AC)
Level N (every level): +N saves (e.g. at level 10 you are +1+2+3+4+5+6+7+8+9+10 = +55 saves)
Level 3: Add a school or sphere.
Level 6: Add a school or sphere.
Level 10: Add a school or sphere.
Level 15: Add a school or sphere.
Level 21: Add a school or sphere.
Level 28: Add a school or sphere.
Level 36: Add a school or sphere.

[PC1] Warrior Group Classes


Vanguard

Level KXP Warrior
123 456 78
1 0 0-- --- --
2 8 1-- --- --
3 12 2a- --- --
4 17.6 30- --- --
5 26.4 41b --- --
6 39.2 52a --- --
7 58.4 630 c-- --
8 87.2 741 b-- --
9 130.4 852 a-- --
10 195.2 963 0-- --
11 292.8 974 1-- --
12 439.2 985 2d- --
13 658.4 996 3c- --
14 987.2 997 4b- --
15 1480.8 998 5a- --
16 2220.8 999 60- --
17 3331.2 999 71e --
18 5120 999 81d --
19 5440 999 92c --
20 5760 999 92b --
21 6080 999 93a --
22 6400 999 930 f-
23 6720 999 941 e-
24 7040 999 941 d-
25 7360 999 952 c-
26 7680 999 952 b-
27 8000 999 963 a-
28 8320 999 963 0-
29 8640 999 974 1-
30 8960 A99 974 1-
31 9280 AA9 985 1-
32 9600 AAA 985 2-
33 9920 AAA A96 2-
34 10240 AAA AA6 2-
35 10560 BBB AA7 3-
36 10880 BBB BB7 31
TH Saves
PD RS PP BW Sp Fo Re Wi
+1  5  2  4  2  1  1  1  0
+3  6  4  5  4  3  2  2  1
+5  8  5  7  6  4  3  3  2
+7  9  7  8  8  6  4  4  2
+8 11  8 10 10  7  5  4  3
+9 12 10 11 12  9  6  5  4
+10 14 11 13 14 10  7  6  4
+11 14 12 14 14 11  8  7  5
+12 15 13 14 14 12  9  8  6
+13 15 14 15 15 13 10  8  6
+14 15 14 15 15 14 11  9  7
+15 15 14 15 15 15 12 10  8
+16 15 15 15 15 15 13 11  8
+17 16 15 15 15 15 14 12  9
+18 16 15 16 15 15 15 12 10
+19 16 16 16 15 15 16 13 10
+20 16 16 16 16 16 17 14 11
+21 17 16 16 16 16 18 15 12
Requisites: Str 15, Con 9, Chr 19
Alignment: any
HD/level: 2d10
Weapon Prof.: 0+2*level
To Hit Table: 2xCust
Save Table: 2xWar
Reference: MTG / DM
Groups: Warrior, Custom, Demigod (x1)
 
Gets Barbarian Str and Exceptional Con. Uses "Cavalier" line for number of attacks.
Str score is considered +5*LVL higher for purposes of size of weapons that can be wielded. Never has a Dex requirement for weapon size.
 
Gets Chr bonus to spell progression. Specialized in Warrior Paladin school. Can cast Priest All sphere spells as if they were Warrior spells.
 
You have 1 Vanguard Avatar per level. You cannot pick the same Vanguard Avatar more than once. Vanguard Avatars may be changed during reset.
Vanguard Avatars affect the ML for this class only. These ML adjustments are artificial and you will Twilight if you cast a spell with SL above your LVL. If your adjusted ML is 0 or less, your ML is considered to be 0 (and you have no spells). If your ML is greater than 36, gain 1 spell per level, keeping the progression decreasing, you get your first 9th level spell at ML=54.
Vanguard Avatars also affect your maximum hit points. If you somehow gain a Vanguard Avatar during combat, your current hp will increase by the same amount.
The Vanguard Avatar list is not complete. You may spend 1 research point to add an Avatar from the Magic Online list.
 
Some Vanguard Avatar abilities refer to spending spell slots. You may spend a spell slot which is already assigned to channel a spell, but then of course the spell is no longer being channeled. You could spend 1/2 of a 6th level spell to get 3 SL's, or 1/2 of a 1st and a 1/2 of a 5th, etc. (Please keep fractions to 1/2 only.)
 
New Warrior Spell:
Morningtide Summoning (SL=N, Paladin school): Summon 11-SL (choose one of these:) Soldiers, Shamans, Wizards, Warriors, or Rogues of DL=N

[PC1] Warrior Group Classes


Vanguard Avatars

Source # Vanguard Avatar Effect ML max hp
MTG-VG4 1 Ashnod Damaging shield vs. melee or missile weapons (effect is lower case s slain, RSW save per attack) +1 -8*level
MTG-VG2 2 Barrin 0, sacrifice a summon: Dismiss a summon, or force a creature back to it's home plane (RSW save if your summon's DL is less than their DL) 0 +6*level
MTG-VG2 3 Crovax Whenever you or your summons attack and deal damage, gain 1 hp per attack. (You can go to at most triple max hp) +2 0
MTG-VG3 4 Eladamri 0: Redirect to yourself any amount of damage dealt to your summons. -1 +15*level
MTG-VG1 5 Ertai You and your summons can't be the target of enemies' spells or abilities. -1 +4*level
MTG-VG1 6 Gerrard +1F action per round. -4 0
MTG-VG4 7 Gix 1M, use 3 SLs of spell slots: Bring back one of your summons that was just killed in the past round. It is Capital F Fixed. -2 +18*level
MTG-VG2 8 Greven il-Vec You and your summons can Slay brand on one attack per P action (RSW save, lower case s slain) -1 +2*level
MTG-VG2 9 Hanna Your spells (from your Vanguard progression) cost 1 SL less (you are School Robed in everything). +1 -5*level
MTG-VG1 10 Karn You have an extra "Animated Objects" slot, with at most LVL objects in it. 1M: Animate Object as a DL=(LVL+1)/2 Golem. +1 +6*level
MTG-VG3 11 Lyna You and your summons gain phasing (they can pass though solid objects and walls). +2 -4*level
MTG-VG1 12 Maraxus Your summons get +1 offensive DL. +1 +2*level
MTG-VG1 13 Mirri You may cast Wizard, Priest, or Rogue spells as if they were Warrior spells. 0 +5*level
MTG-VG4 14 Mishra You and your summons deal double melee damage. 0 -3*level
MTG-VG3 15 Multani 0, use a spell slot of SL=N, 1/t: Your summons get +N to offensive DL for 1 turn. This does not stack with itself. -3 -2*level
MTG-VG3 16 Oracle 0, 1/r: Remove yourself and any number of your summons from a group (no parting shots; they move LVL*10' away) +1 +9*level
MTG-VG2 17 Orim You and your summons have +LVL*3' reach upwards. 0 +12*level
MTG-VG3 18 Rofellos Whenever one of your summons is killed, gain it's DL/10 of an A' action. (1A' -> 1V; 2A' -> 1P; 3A' -> 1M or 1QZ) -2 +4*level
MTG-VG2 19 Selenia Your summons can interpose in front of you to absorb attacks. +1 +7*level
MTG-VG4 20 Serra All creatures you control get +1 defensive DL or +2 rhp (choose one). +1 +level
MTG-VG3 21 Sidar Kondo 0, use 3 SLs of spell slots: Target gets +3 TH, dmg, AC, and saves for 1r. This ability does stack with itself. -1 +12*level
MTG-VG1 22 Sisay Double your spell progression (number of spells per level, including the Chr stat bonus) -2 -3*level
MTG-VG3 23 Sliver Queen, Brood Mother Extra summon slot, only for at most LVL*5 Slivers. 0, use N SLs of spell slots: Summon a DL N Sliver. It has no special abilities (it is "Vanilla"). 0 +8*level
MTG-VG1 24 Squee You have continuous ESP. 1M: Sense Motive or Detect Lie (no failure). 1M: Tap Psionic Link. +3 -4*level
MTG-VG2 25 Starke Whenever you lower (drop) one of your spells, you can get the spell slot back (it becomes an unassigned spell slot if you were channeling it). 0 -2*level
MTG-VG1 26 Tahngarth You and your summons are unaffected by summoning sickness. -1 +7*level
MTG-VG3 27 Takara 1N, sacrifice a summon: Deal X damage to one target (no save), where X is the DL of the summon. +3 -8*level
MTG-VG4 28 Tawnos You may convert 1M -> 1OppM only for casting spells. +3 -4*level
MTG-VG4 29 Titania 0, 1/r: An area effect spell you are casting affects an extra group. +2 -5*level
MTG-VG4 30 Urza 1M, use 3 SLs of spell slots: 10*LVL dmg to one target (no save). -1 +10*level
MTG-VG2 31 Volrath When summoning, you can get back the exact same subtype of summon that you last summoned. +2 -3*level
MTG-VG4 32 Xantcha 0, sacrifice a summon or magic item: Target is cured N hp, where N=(DL^2)*10 of summon, or N=XPV of item. +1 +3*level

[PC1] Warrior Group Classes


Warlord4

Level KXP Powers
A E D U
1 0 2 1 1 -
2 10 2 1 1 1
3 22.5 2 2 1 1
4 37.5 2 2 1 1
5 55 2 2 2 1
6 75 2 2 2 2
7 100 2 3 2 2
8 130 2 3 2 2
9 165 2 3 3 2
10 205 2 3 3 3
11 260 2 4 3 3
12 320 2 4 3 4
13 390 2 4 3 4
14 470 2 4 3 4
15 570 2 4 3 4
16 690 2 4 3 5
17 830 2 4 3 5
18 990 2 4 3 5
19 1190 2 4 3 5
20 1430 2 4 4 5
21 1750 2 4 4 5
22 2100 2 4 4 6
23 2550 2 4 4 6
24 3100 2 4 4 6
25 3750 2 4 4 6
26 4500 2 4 4 7
27 5500 2 4 4 7
28 6750 2 4 4 7
29 8250 2 4 4 7
30 10000 2 4 4 7
31 12000 3 4 4 7
32 14250 4 4 4 7
33 16750 4 5 4 7
34 19500 4 5 5 7
35 22500 5 5 5 7
36 25750 5 6 5 7
TH Saves
PD RS PP BW Sp Fo Re Wi
+1  4  2  3  1  1  1  1  0
+2  5  2  4  2  1  1  1  0
+3  5  3  4  3  2  2  2  1
+4  6  4  5  4  3  2  2  1
+5  7  5  6  5  4  3  2  1
+6  8  5  7  6  4  3  3  2
+7  8  6  7  7  5  4  3  2
+8  9  7  8  8  6  4  4  2
+9 10  8  9  9  7  5  4  3
+10 11  8 10 10  7  5  4  3
+11 11  9 10 11  8  6  5  3
+12 12 10 11 12  9  6  5  4
+13 13 11 12 13 10  7  6  4
+14 14 11 13 14 10  7  6  4
+15 14 12 13 14 11  8  6  5
+16 14 12 14 14 11  8  7  5
+17 14 13 14 14 12  9  7  5
+18 15 13 14 14 12  9  8  6
Requisites: Str 0, (Int or Chr) 0
Alignment: any
HD/level: 5 hp
Weapon Prof.: 4+level
To Hit Table: Mon
Save Table: War
Reference: PH4
Groups: Warrior
 
Powers are listed as follows:
A = At-will = no limit on how many times it can be used
E = Encounter = can be used 1/turn
D = Daily = can be used 1/day
U = Utility = see power (how often they can be used varies)
Level 1: +7+(Con score) hp.
Level 1: +1+LVL/2+LVL/11 Feats.
Level 1: Action Point: 1N, 1/t: +1QS action for 1 segment.
Level 1: Choose one of these. This choice also affects the results of some powers.
A. Inspiring Presence: Whenever a party member uses a Quick action, they are cured (your Chr bonus)+LVL/2 hp.
B. Tactical Presence: All party members get +(your Int modifier)/2 TH.
Level 1: Inspiring Word: 1V, 2/t: Cure (LVL+4)/5 d6 hp.
Level 4: +1 to two ability scores.
Level 8: +1 to two ability scores.
Level 11: +1 to all ability scores.
Level 14: +1 to two ability scores.
Level 18: +1 to two ability scores.
Level 21: +1 to all ability scores.
Level 24: +1 to two ability scores.
Level 28: +1 to two ability scores.
Level 31: +1 to all ability scores.
Level 34: +1 to two ability scores.

[PC1] Warrior Group Classes


Warlord4 Powers

Level Type Warlord4 Power Effect
1 At-Will Commander's Strike 1P: An ally of your choice makes a melee basic attack against the target with +(your Int mod) TH/dmg.
1 At-Will Furious Smash 1P: Deal (your Str mod) dmg, an ally in your group gets +(your Chr mod) TH/dmg with one attack.
1 At-Will Viper's Strike 1P: Roll TH, if hit, deal weapon dmg (x2 dmg at LVL=21), and an ally gets an attack on him.
1 At-Will Wolf Pack Tactics 1P: Roll TH, if hit, deal weapon dmg (x2 dmg at LVL=21), and an ally can leave this group without parting shots.
1 Encounter Guarding Attack 1P, 1/t: Roll TH, if hit, deal x2 weapon dmg, and an ally gets +2 AC for 1t. If you have Inspiring Presence, AC is +1+(your Chr mod) instead.
1 Encounter Hammer and Anvil 1P, 1/t: Roll TH, if hit, deal weapon dmg, an ally in your group gets an attack on him at +(your Chr mod) TH/dmg.
1 Encounter Leaf on the Wind 1P, 1/t: Roll TH, if hit, deal x2 weapon dmg, and you or an ally swap places with the target.
1 Encounter Warlord's Favor 1P, 1/t: Roll TH, if hit, deal weapon dmg, an ally gets +2 TH vs. that target for 1t. If you have Tactical Presence, the bonus is +1+(your Int mod) instead.
1 Daily Bastion of Defense 1P, 1/d: Roll TH, if hit, deal x3 weapon dmg, your allies get +1 AC/saves for 1t, and +5+(your Chr mod) temporary hp.
1 Daily Lead the Attack 1P, 1/d: Roll TH, if hit, deal x3 weapon dmg, your allies get +1+(your Int mod) TH vs. the target for 1t.
1 Daily Pin the Foe 1P, 1/d: Roll TH, if hit, deal x3 weapon dmg, the target cannot leave this group as long as at least 2 PCs there.
1 Daily White Raven Onslaught 1P, 1/d: Roll TH, if hit, deal x3 weapon dmg, an ally moves 10', whenever you or an ally in your group hit, you may move an ally 10'.
2 Utility Aid the Injured 1S, 1/t: Target is cured 7+(your Con mod) hp.
2 Utility Crescendo of Violence 0, an ally just critted, 1/t: Ally gains +(your Chr mod) temporary hp.
2 Utility Knight's Move 1V, 1/t: Target gets +1V and can use an extra 1V this segment instead of his 1Z action.
2 Utility Shake It Off 1V, 1/t: Target gets another save vs. an effect with +(your Chr mod) bonus.
3 Encounter Hold the Line 1P, 1/t: Roll TH, if hit, deal weapon dmg, allies in your group get +2 AC and are immobile for 1t (they can drop the immobility).
3 Encounter Inspiring War Cry 1bP, 1/t: Roll TH, if hit, deal weapon dmg, one ally makes a save.
3 Encounter Steel Monsoon 1P, 1/t: Roll TH, if hit, deal x2 weapon dmg, an ally can move 10'. If you have Tactical Presence, the number of allies who can shift = (your Int mod).
3 Encounter Warlord's Strike 1P, 1/t: Roll TH, if hit, deal x2 weapon dmg, all your allies get +2 dmg vs. that target for 1t. If you have Inspiring Presence, the bonus is +1+(your Chr mod) instead.
5 Daily Stand the Fallen 1P, 1/d: Roll TH, if hit, deal x3 weapon dmg, each ally is cured 7+(your Con mod)+(your Chr mod) hp.
5 Daily Turning Point 1bP, 1/d: Roll TH, if hit, deal x2 weapon dmg, an ally makes a save.
5 Daily Villain's Nightmare 1bP, 1/d: Roll TH, if hit, deal x3 weapon dmg, counter someone moving.
6 Utility Guide the Charge 0, an ally is charging, 1/t: Ally gets +(your Int mod) dmg and pushes the enemy 20'.
6 Utility Inspiring Reaction 0, you or someone in your group takes dmg, 1/t: Cure 7+(your Con mod)+(your Chr mod) hp
6 Utility Quick Step 0, 1/d: An ally gets +12" movement rate for 1t.
6 Utility Stand Tough 1V, 1/d: Allies in a group are cured 10+(your Chr mod) hp.
7 Encounter Lion's Roar 1P, 1/t: Roll TH, if hit, deal x2 weapon dmg, you or an ally is cured 7+(your Con mod) hp. If you have Inspiring Presence, cured an additional (your Chr mod) hp.
7 Encounter Sunder Armor 1P, 1/t: Roll TH, if hit, deal x2 weapon dmg, any attack on the target gets +2 crit range for 1t.
7 Encounter Surprise Attack 1P, 1/t: Roll TH, if hit, deal weapon dmg, an ally gets an attack to use right now. If you have Tactical Presence, he gets +(your Int mod) TH.
7 Encounter Surround Foe 1P, 1/t: Roll TH, if hit, deal x2 weapon dmg, a willing ally joins your group.
9 Daily Iron Dragon Charge 1P+1V, 1/d: Roll TH, if hit, deal x3 weapon dmg, for 1t an ally can spend 1V while attacking to deal x2 dmg with one attack to a target.
9 Daily Knock Them Down 1P, 1/d: Roll TH, if hit, deal x3 weapon dmg, target is prone, all allies may make a physical attack (for no damage, if hits, knocks their target prone).
9 Daily White Raven Strike 1P, 1/d: Roll TH, if hit, deal x3 weapon dmg, one or two allies gain 15 temporary hp. If you dropped the target with this attack, they get an additional (your Chr mod) temporary hp.
10 Utility Defensive Rally 1S, 1/d: Allies in a group are cured 7+(your Con mod) hp, can reroll a save, and get +2 AC/saves for 1t.
10 Utility Ease Suffering 1V, 1/d: Allies ignore ongoing damage (damage that occurs every round or segment) for 1t.
10 Utility Tactical Shift 0, a creature hits an ally, 1/d: The ally Blinks away (Blink Wounding). They are still hit the one time.
13 Encounter Beat Them into the Ground 1P, 1/t: Roll TH, if hit, deal x2 weapon dmg, target is prone, all allies may make a physical attack (for no damage, if hits, knocks their target prone). If you have Tactical Presence, your allies get +(your Int mod) TH with this.
13 Encounter Bolstering Blow 1P, 1/t: Roll TH, if hit, deal x3 weapon dmg, an ally gains 10 temporary hp. If you have Inspiring Presence, he gains an additional (your Chr mod) temporary hp.
13 Encounter Denying Smite 1P, 1/t: Roll TH, if hit, deal x3 weapon dmg, choose an ally, the target cannot attack that ally for 1t.
13 Encounter Fury of the Sirocco 1P, 1/t: Roll TH against everyone in a group, if hit, deal weapon dmg. (Whirl)
15 Daily Make Them Bleed 1P, 1/d: Roll TH, if hit, deal x3 weapon dmg, plus 5 dmg /s (Fort save ends) for 1t. For 1t, whenever anyone hits that target, they get 5 dmg /s (Fort save ends) for 1t.
15 Daily Renew the Troops 1P, 1/d: Roll TH, if hit, deal x3 weapon dmg, all allies is cured 7+(your Con mod)+(your Chr mod) hp.
15 Daily Warlord's Gambit 1P, 1/d: Roll TH, if hit, deal x4 weapon dmg, target gets +2 TH/dmg vs. you, whenever he attacks you, an ally can attack him.
16 Utility Hero's Defiance 1bS, 1/d: The target succeeds on a saving throw.
16 Utility Warlord's Banner 1S, 1/t: Allies in a group are cured 7+(your Con mod) hp, and get +2 TH for 1t.
16 Utility White Raven Formation 1S, 1/d: Each ally in a group get and can use +1V action this segment.
17 Encounter Battle On 1bP, 1/t: Roll TH, if hit, deal x3 weapon dmg, all allies that are saving make a saving throw.
17 Encounter Hail of Steel 1P, 1/t: Roll TH, if hit, deal x2 weapon dmg, and all allies within 50' make a physical attack against him.
17 Encounter Thunderous Fury 1P, 1/t: Roll TH, if hit, deal x3 weapon dmg, target is dazed for 1t. If you have Tactical Presence, allies get +(your Int mod) TH against him.
17 Encounter Warlord's Rush 1P, 1/t: Roll TH, if hit, deal x3 weapon dmg, allies within sight can move at their movement rate.
19 Daily Break the Tempo 1P, 1/d: Roll TH, if hit, deal x4 weapon dmg, the next time the target attacks, you can spend 1Z and attack him once, if you hit, deal weapon dmg and he is at -(your Int mod) TH.
19 Daily Victory Surge 1P, 1/d: Roll TH, if hit, deal x2 weapon dmg, for 1t all allies get +1 attack per segment.
19 Daily Windmill of Doom 1P, 1/d: Roll TH, if hit, deal x3 weapon dmg, all allies in your group get an attack against the target.
22 Utility Heart of the Titan 1S, 1/d: Target gains 7+(your Con mod)+(your Chr mod) temporary hp. Until the target loses as many temporary hit points as he or she gained from this power, the target adds your Charisma modifier to damage rolls and can't be dazed, immobilized, pulled, pushed, restrained, slid, slowed, stunned, or weakened.
22 Utility Heroic Surge 0, you or any ally takes damage, 1/d: All allies in a group is cured 7+(your Con mod)+(your Chr mod) hp.
22 Utility Own the Battlefield 1S, 1/d: You move everyone in a group (you can merge two groups or split a group into smaller groups).
23 Encounter Great Dragon War Cry 1P, 1/t: Roll TH, if hit, deal x3 weapon dmg, and the target is weakened for 1t. If you have Inspiring Presence, allies gain +(your Chr mod) TH vs. him.
23 Encounter Pillar to Post 1P, 1/t: Roll TH, if hit, deal x3 weapon dmg, an ally in your group can attack him, if he hits, you get an extra attack against the target too.
23 Encounter Rabbits and Wolves 1P, 1/t: Roll TH, if hit, deal x4 weapon dmg, one or two allies can move their movement rate.
23 Encounter Sudden Assault 1P, 1/t: Roll TH, if hit, deal weapon dmg, and an ally gets and can use +1S action this segment. If you have Tactical Presence, this ally gets +(your Int mod) TH vs. your group this segment.
25 Daily Relentless Assault 1P, 1/d: Roll TH, if hit, deal x5 weapon dmg, for 1 turn whenever you or an ally scores a crit, they get +1 attack.
25 Daily Stir the Hornet's Nest 1P, 1/d: Roll TH, if hit, deal x6 weapon dmg, your allies get +(your Int mod) ranged TH vs. that target for 1t.
25 Daily White Raven's Call 1P, 1/d: Roll TH, if hit, deal x6 weapon dmg, you and your allies each get an additional saving throw against a bad effect on them.
27 Encounter Chimera Battlestrike 1V, 1/t: Roll TH against everyone in a group, if hit, deal x3 weapon dmg.
27 Encounter Devastating Charge 1P+1V, 1/t: Roll TH, if hit, deal x4 weapon dmg, all allies get +(your Chr mod) dmg when charging.
27 Encounter Incite Heroism 1P, 1/t: Roll TH, if hit, deal x4 weapon dmg, all allies get 20 temporary hp. If you have Inspiring Presence, each ally gets +(your Chr bonus) temporary hp.
27 Encounter Warlord's Doom 1P, 1/t: Roll TH, if hit, deal x4 weapon dmg, target will fail his next save.
29 Daily Defy Death 0, a creature attacks an ally, 1/d: You are in their group, Roll TH, if hit, deal x7 weapon dmg, and the target's attack misses.
29 Daily Stand Invincible 1P, 1/d: Roll TH, if hit, deal x7 weapon dmg, allies in your group get +4 AC/saves and DR 5 for 1t.

[PC1] Warrior Group Classes


Warrior1JG

Level KXP
Spells
1 0 (none)
2 1 (none)
3 2 (none)
4 4 (none)
5 8 (none)
6 16 (none)
7 32 (none)
8 64 (none)
9 128 (none)
10 328 (none)
11 528 (none)
12 728 (none)
13 928 (none)
14 1128 (none)
15 1328 (none)
16 1528 (none)
17 1728 (none)
18 1928 (none)
19 2128 (none)
20 2328 (none)
21 2528 (none)
22 2728 (none)
23 2928 (none)
24 3128 (none)
25 3328 (none)
26 3528 (none)
27 3728 (none)
28 3928 (none)
29 4128 (none)
30 4328 (none)
31 4528 (none)
32 4728 (none)
33 4928 (none)
34 5128 (none)
35 5328 (none)
36 5528 (none)
TH Saves
PD RS PP BW Sp Fo Re Wi
+0  4  2  3  1  1  1  1  0
+1  5  2  4  2  1  1  1  0
+2  5  3  4  3  2  2  2  1
+3  6  4  5  4  3  2  2  1
+4  7  5  6  5  4  3  2  1
+5  8  5  7  6  4  3  3  2
+6  8  6  7  7  5  4  3  2
+7  9  7  8  8  6  4  4  2
+8 10  8  9  9  7  5  4  3
+9 11  8 10 10  7  5  4  3
+10 11  9 10 11  8  6  5  3
+11 12 10 11 12  9  6  5  4
+12 13 11 12 13 10  7  6  4
+13 14 11 13 14 10  7  6  4
+14 14 12 13 14 11  8  6  5
+15 14 12 14 14 11  8  7  5
+16 14 13 14 14 12  9  7  5
+17 15 13 14 14 12  9  8  6
Requisites: Str 14, Con 14
Alignment: any
HD/level: d12
Weapon Prof.: 4+level
To Hit Table: War
Save Table: War
Reference: FGE1JG
Groups: Warrior
 
Level 1: +LVL dmg.
Level 3: +LVL/3 AC.
Level 5: Berserker Option: Can pick a Specialty God as if a Priest (see [PC3]), but can wear only non-bulky armor (even if in a campaign where armor restrictions are not enforced).
Level 5: If using Berserker (see Level 5), can: 1M: Summon Aid LVL*5%
Level 6: Berserker State: 1M, 1/d: Double attacks on your next P action. Become Exhausted (see [C8]) for rest of round.
Level 8: Pick a Specialty God as if a Priest (see [PC3]) without Berserker restriction (see Level 5). Doesn't stack with Berserker.
Level 8: 1M: Summon Aid LVL*5%

[PC1] Warrior Group Classes


Warrior3

Level KXP
Spells
1 0 (none)
2 5 (none)
3 15 (none)
4 30 (none)
5 50 (none)
6 75 (none)
7 105 (none)
8 140 (none)
9 180 (none)
10 225 (none)
11 275 (none)
12 330 (none)
13 390 (none)
14 455 (none)
15 525 (none)
16 600 (none)
17 680 (none)
18 765 (none)
19 855 (none)
20 950 (none)
21 1050 (none)
22 1155 (none)
23 1265 (none)
24 1380 (none)
25 1500 (none)
26 1625 (none)
27 1755 (none)
28 1890 (none)
29 2030 (none)
30 2175 (none)
31 2325 (none)
32 2480 (none)
33 2640 (none)
34 2805 (none)
35 2975 (none)
36 3150 (none)
TH Saves
PD RS PP BW Sp Fo Re Wi
+1  4  2  3  1  1  1  1  0
+2  5  2  4  2  1  1  1  0
+3  5  3  4  3  2  2  2  1
+4  6  4  5  4  3  2  2  1
+5  7  5  6  5  4  3  2  1
+6  8  5  7  6  4  3  3  2
+7  8  6  7  7  5  4  3  2
+8  9  7  8  8  6  4  4  2
+9 10  8  9  9  7  5  4  3
+10 11  8 10 10  7  5  4  3
+11 11  9 10 11  8  6  5  3
+12 12 10 11 12  9  6  5  4
+13 13 11 12 13 10  7  6  4
+14 14 11 13 14 10  7  6  4
+15 14 12 13 14 11  8  6  5
+16 14 12 14 14 11  8  7  5
+17 14 13 14 14 12  9  7  5
+18 15 13 14 14 12  9  8  6
Requisites: Str 0
Alignment: any
HD/level: d8
Weapon Prof.: 10+level/9
To Hit Table: +level
Save Table: War
Reference: DMG3-39
Groups: Warrior
 
Level 9: Pick any other Warrior class you could qualify for. You gain all abilities of that class as if you were 8 levels lower.

[PC1] Warrior Group Classes


Weaponmaster


Level

KXP

Spells

TH
1 0 (none) +1
2 4.75 (none) +3
3 9.5 (none) +5
4 19 (none) +7
5 38 (none) +9
6 72 (none) +11
7 140 (none) +13
8 275 (none) +15
9 450 (none) +17
10 900 (none) +19
11 1350 (none) +21
12 1800 (none) +23
13 2250 (none) +25
14 2700 (none) +27
15 3150 (none) +29
16 3600 (none) +31
17 4050 (none) +33
18 4500 (none) +35
19 4950 (none) +37
20 5400 (none) +39
21 5850 (none) +41
22 6300 (none) +43
23 6750 (none) +45
24 7200 (none) +47
25 7650 (none) +49
26 8100 (none) +51
27 8550 (none) +53
28 9000 (none) +55
29 9450 (none) +57
30 9900 (none) +59
31 10350 (none) +61
32 10800 (none) +63
33 11250 (none) +65
34 11700 (none) +67
35 12150 (none) +69
36 12600 (none) +71
37 25200 (none) +73
38 37800 (none) +75
39 50400 (none) +77
45 126000 (none) +89
54 239400 (none) +107
63 352800 (none) +125
72 466200 (none) +143
Requisites: Str 16, Dex 16, Con 12
Alignment: any
HD/level: d12
Weapon Prof.: 1+level*3
To Hit Table: 2xWar
Reference: DM
Groups: Warrior, Rogue
Complexity: CF=3
   
Saving Throws:  
PPD: level+3
RSW: level+0
PP: level+1
BW: level+2
Spell: level+0
Fort: level+4
Reflex: level+6
Will: level+0
   
Gets Exceptional Str and Dex.
Gets 1 Rogue pick per level, and 50 Rogue points per level.
Divide the cost of non-magical weapons (in section [E2]) by LVL+1. Your sale value is also divided by this amount (you can't use this ability to gain money).
Level N (every level): +1 limb or wear location for an weapon type. You may use a pick to begin a new set of limbs.
Level 1: Your weapons may use +1 Weapon Adjective each.
Level 1: 0: Put on a weapon. 1N: Remove a weapon.
Level 1 ¶: Spend 500 gp: Buy one weapon off the (non-magical) [E2] weapon list regardless of it's cost. This does not affect costs that are variable.
Level 1 ¶: Spend 500 gp: Get a half-plus (+1 to hit or +1 damage) on an weapon item (no upper limit).
Level 2 ¶: Divide the cost of [E4.2] Weapon Flags by LVL.
Level 2 ¶: Multiply your "Personality Score" by LVL when dealing with Ego from intelligent weapon items.
Level 3 ¶: Divide the cost of [E4.4] Diablo Flags by LVL-1.

[PC1] Warrior Group Classes


Wyvern1

Level KXP Dragon Mage
123 456 78
1 2.5 (owe) 0-- --- --
2 5 1-- --- --
3 10 20- --- --
4 15 21- --- --
5 25 320 --- --
6 45 321 --- --
7 85 432 0-- --
8 165 432 1-- --
9 325 543 20- --
10 575 543 21- --
11 825 654 320 --
12 1075 654 321 --
13 1325 765 432 0-
14 1575 765 432 1-
15 1825 776 543 2-
16 2075 776 543 20
17 2325 776 543 21
18 2575 777 654 32
19 2825 777 654 32
20 3075 777 765 43
21 3325 777 776 54
22 3575 777 777 65
23 3825 777 777 76
24 4075 777 777 77
25 4325 777 777 77
26 4575 888 877 77
27 4825 888 888 87
28 5075 888 888 88
29 5325 988 888 88
30 5575 998 888 88
31 5825 999 888 88
32 6075 999 988 88
33 6325 999 998 88
34 6575 999 999 88
35 6825 999 999 98
36 7075 999 999 99
TH Saves
PD RS PP BW Sp Fo Re Wi
+5  4  7  5  3  6  1  1  1
+6  4  7  5  3  7  2  2  2
+7  4  8  5  4  7  3  3  3
+8  4  8  6  4  7  4  4  4
+9  5  9  6  5  8  5  5  5
+10  6  9  7  6  8  6  6  6
+11  7 10  7  7  9  7  7  7
+12  8 10  8  8  9  8  8  8
+13  9 10  9  9  9  9  9  9
+14 10 11 10 10 10 10 10 10
+15 11 11 11 11 11 11 11 11
+16 12 12 12 12 12 12 12 12
+17 13 13 13 13 13 13 13 13
+18 14 14 14 14 14 14 14 14
+19 15 15 15 15 15 15 15 15
+20 16 16 16 16 16 16 16 16
+21 17 17 17 17 17 17 17 17
+22 18 18 18 18 18 18 18 18
Requisites: Str 15, Dex 9, Con 12, Int 9
Alignment: not LG
HD/level: & ++++d5
Weapon Prof.: & 5+level/4
To Hit Table: Mon+4
Save Table: Wiz / (2xMon)
Reference: DM
Groups: Warrior, Rogue, Monster
 
Gets Int bonus to spells.
Gets Exc Str and Exc Con bonus.
Level 1: Fly at (LVL+4)*5" (D).
Level 1: Immune Poison. Tail's P: Do an attack at 1d2 dmg plus poison (LVL*10 dmg, save for 0)
Level 1: Choose an E=1, E=2, or E=3 element. Immune to that element. Mouth's P, LVL/d: Breath Weapon of that element, dmg = (current hp) / (breath's E factor), BW save for ½
Lvl Wyvern1 Ability | -50% | -100% | -150% Act Base Penalty Bonus
1 Take ½ dmg from an Attack | Spell | Psi Power | Innate (|| Take 0 damage) V 5 Con-16 Con-20
1 Charm/Influence Reaction | Taunt M 10 Chr-12 Chr-14
1 Detect Noise | Clairaudience M 15 Wis-8 Wis-20
1 Find/Remove Traps: Mech. | Magic/Psi | OutPhase | Pro. (amount made = #' away) M 0 Dex-14 Dex-19
1 ("Twist") Find/Remove Wizard Abjurations/Priest Protections | Psionic Protections VM 0 Dex-14 Dex-19
1 Move Silently | Passwall | Immovability V 0 Dex-15 Dex-18
1 Open/Close Locks: Mech. | Magic/Psi | OutPhase (amount made = #' away) VM 5 Dex-12 Dex-16
1 Read Languages | Decipher Code M 0 Int-9 Int-14
2 Empathy | ESP M 15 Wis-10 Wis-18
2 X-ray vision | Use innate ability through wall (amount made/10 is #' through wall) M 0 Str-10 Str-20
3 Deeppockets | Vanish | Rope Trick ||| I'm Gone (to my own Pocket Plane) M 0 Int-8 Int-20
4 Find/Remove Tricks: x1 multiplier || x2 multiplier ||| x3 mult. (amount made=#' away) M 5 Dex-18 Dex-25
4 Distraction | Mislead | Forget | Mirage Arcana M 15 Wis-13 Wis-16
5 Identity Penetration | False Seeing | True Seeing ||| Know Truename MM 0 Wis-12 Wis-20
6 All-Around Sight | Locate Object | Treasure Finding M 25 Wis-15 Wis-19
6 Suggestion | Domination | Eyebite M 10 Int-10 Int-14
7 Disembodied Hands | Unseen Servant | Invisible Stalker P 30 Chr-10 Chr-20
8 Teleport | Teleport without Error || Teleport Other to Self (no save) M 5 Int-16 Int-17
8 Wraithform | Dream Travel V 25 Con-15 Con-17
9 Find/Remove Specials: x1 multiplier | x2 mult. | x3 mult. (amount made = #' away) VV 20 Dex-18 Dex-22
10 Telekinesis (5 lb. per 1% made) M 10 Int-13 Int-17
12 Mass Weird / Mass Chaos / Mass Maze MP 0 Chr-23 Chr-25
15 Reverse Gravity | Adjust Gravity VM 0 Dex-13 Dex-17
18 Time Shift ||| Time Travel VMM 15 Int-17 Int-25
27 Shift a racial innate power you have to a random power (determined by DM) F 0 Con-20 Con-25

[PC1] Warrior Group Classes


Dragon Mage Spells

SL # Spell School Effect
1 1 Charm Dragon Dragon, Cha. Charm a Dragon (Will save, Wis bonus, missed save by 10 = "Subdued" and no more saves)
2 Claws Dragon, Alt. Your claw damage is CLd4
3 Resist Dragon Breath Dragon, Abj. Resist Dragon Breath
4 Summon Dragon I Dragon, Summ. Summons a DL I Dragon
2 1 Bite Dragon, Alt. Your bite damage is CLd6
2 Immune Fear Dragon, Abj. Immune Fear
3 Scales Dragon, Abj. AT +CL*4; MR +CL*10%
4 Summon Dragon II Dragon, Summ. Summons a DL II Dragon
3 1 Double Resist Dragon Breath Dragon, Abj. Double Resist Dragon Breath
2 Locate Dragon Dragon, Div. Locate nearest dragon (may specify type or an individual dragon)
3 Summon Dragon III Dragon, Summ. Summons a DL III Dragon
4 Wings Dragon, Alt. Fly at CL*6" (D)
4 1 Breath Weapon Dragon, Alt. You have a breath weapon, pick a E=CL/4 element, 3/d or 1/3r, =current hp (BW save:½)
2 Clairnasience Dragon, Div. You gain Clairnasience
3 Summon Dragon IV Dragon, Summ. Summons a DL IV Dragon
4 Tail Dragon, Alt. Grow a tail, damage is CLd5
5 1 Dragon Slaying Dragon, Enc. Your party does x2 damage (of all types) against dragons
2 Immune Dragon Breath Dragon, Abj. Immune Dragon Breath
3 Polymorph Dragon Armor Dragon, Alt. Turn a dragon armor into another type (<= gp value)
4 Summon Dragon V Dragon, Summ. Summons a DL V Dragon
6 1 Anti-Psi15 Shell Dragon, Abj. Immune to Psi15 and Psi-15 effects; Resist all Elements/Eelements
2 Drolem Dragon, Enc. Raise a dead dragon as a DL=Age/2+4 Drolem (Undead Golem), +1 Revive slot
3 Gravity Sphere Dragon, MTG R No one can fly or levitate in the area (x1 Special) (fliers in room take falling dmg when cast)
4 Summon Dragon VI Dragon, Summ. Summons a DL VI Dragon
7 1 Dragonskin Dragon, Abj. Get 8+CL/3 Dragonskins, each Dragonskin ignores a limb's worth of attacks (no leak)
2 Harm Dragon Dragon, Nec. This is a Harm that actually works on Dragons (puts a dragon to 1 hp, no halving of hp)
3 Immune Breath Weapons Dragon, Abj. Immune Breath Weapons (even non-dragon)
4 Summon Dragon VII Dragon, Summ. Summons a DL VII Dragon
8 1 Dragonlancing Dragon, Enc. Add you or your mount's current hp (if it's a dragon) to your melee dmg
2 Lernaean Dragon, Nec. Choose one of your limbs (or your head), it is Lernaean
3 Shapechange Dragon Dragon, Alt. You Shapechange into a dragon (or) Shapechange Other on a dragon
4 Summon Dragon VIII Dragon, Summ. Summons a DL VIII Dragon
9 1 Control Dragon Dragon, Cha. *Charm* (Subdue) a Dragon (no save, use CR at 1/10 rating, no MR)
2 Dragoncasting Dragon, Meta-Magic Add you or your mount's current hp (if it's a dragon) to your damaging spell effects
3 Immune Area Innates Dragon, Abj. Immune to area Innate abilities unless directly targetted
4 Summon Dragon IX Dragon, Summ. Summons a DL IX Dragon
10 1 Anti-Dragon Shell Dragon, Abj. Hedges out all Dragons in your group; Immune to all Dragon damage and effects
2 Dispel Innates Zone Dragon, Anti-Magic Creates a DIZ (Dispel Innates Zone) (x1 Special)
3 Dragon of Tyr Dragon, Defil. 2F actions to cast, 1/d: Duplicate a 1st level Dragon of Tyr2 spell
4 Summon Dragon X Dragon, Summ. Summons a DL X Dragon

[PC2] Wizard Group Classes


All Wizard Classes

Level 1: May material component a spell by spending 1V action. See [S0] for effects of material componenting. Generally, you will can pick from: double effect, double level for purposes of MR shift, double duration, or double range ("0" going to "touch" and "touch" going to 10 feet).
Level 1: Allowed to use 1st edition illusionist spells (in PH1, UA1, etc.) as if they were normal wizard spells; you don't have to be an illusionist to use them.
Level N: May cast spells of spell level N/3 (round down) without using a P action, if you are specialized in that school.
Level N: May cast spells of spell level N/4 (round down) without using a P action.

[PC2] Wizard Group Classes


Specialist Wizards

1st edition specialist wizards are usually custom classes with their own spell progressions and powers. You may choose either the 2nd edition or Collective system of specialization for your specialty schools.
2nd edition specialists gives 1 extra spell for each spell level the caster has. The extra spell must be from the selected specialty school. Their spell progression and XP table (and other data) are identical to Mage2 class, unless noted.
Collective specialists grant no extra spells, but the caster may cast spells from his specialty school for ½ of a spell. Their spell progression and XP table (and other data) are identical to Mage2 class, unless noted.
For both systems of specialist, you must select an opposite school. The school selected must be one of the 8 major schools. Spells in the opposite school cost 2 full spells to cast.
When casting a spell in your specialty school, all creatures get -1 on their save vs. the effect. When you are affected by a spell from your specialty school, you get +1 on your save.
 
School 1st ed. specialist 2nd ed. Specialist Collective specialist Requisites (Note)
Abjuration WRobe1 * Abjurer2 Thaumaturgist Int/Wis
Alteration (NA) Transmuter2 Alterationist Int/Dex
Conjuration Warlock1 * Conjurer2 Summoner Int/Chr
Divination Savant1 * Diviner2 Visionist, Sage * Int/Wis
Enchantment (NA) Enchanter2 Mesmeriser Int/Chr
Illusion Illusionist1 * Illusionist2 Phantasmist Int/Dex
Invocation RRobe1 Evoker2 Invoker Int/Con
Necromancy DeathMaster1*, BRobe1* Necromancer2 Apparitionist Int/Wis
Air (NA) (NA) Aeromancer Int/Dex/Wis
Chronomancy (NA) Chronomancer2 * Tempromancer * Int/Con/Con (need Con 18)
Cold (NA) (NA) Cryomancer Int/Con/Dex
Eelemental **** (NA) (NA) Eelementalist Con/Str (see also Psi(-15))
Elemental (NA) Elementalist2 Elemental Mage Int/Int/Con (need Int 18) (see also Psi15)
Earth (NA) (NA) Terramancer Int/Str/Con
Fire (NA) (NA) Pyromancer Int/Dex/Wis
Water (NA) (NA) Aquamancer Int/Str/Dex
Weird Element (NA) (Element)-ist2 (Element)-mancer Int/???/??? (??? determined by DM)
Alchemy Alchemist1 * (NA) (NA) Int/Con
Chemistry (NA) (NA) Chemist Int/Wis
Demonology ** (NA) (NA) Infernal Mage * Int/Str (see also Psi6)
Dracology (NA) Dracologist2 Dragon Mage Int/Str (see also Psi15)
Incantatrix Incantatrix1 * Defiler2*,Preserver2* Spellstealer * Int/Wis/Chr (see also Psi20)
Metamagic (NA) Metamagician2 (NA) Int/Int (need Int 18)
Metamorphics (NA) Metamorphicist2 (NA) Int/Dex
Numbers (NA) Numerologist2 (NA) Int (see also Psi12L)
Punomancy **** Punomancer1 Punomancer2 PunomancerDM Wis/Dex
Somniomancy (NA) (NA) Somniomancer * Int/Chr/Wis
Technology Tinker1 *** Spelljammer2 * Technologist * Int/Int/Dex (Int 18) (also Psi8/16)
Telekinetics (NA) Telekineticist2 (NA) Int/Dex (see also psionics)
Thought (NA) Thought Mage2 Mind Mage Int/Wis (see also psionics)
Wild Magic (NA) Wild Mage2 (NA) Int/Dex/Wis (see also Psi12C)
 
* This class does not use the standard Mage2 spell and XP progression. This class may also have different requisites than this table lists. See the individual class listing in the Class Table and further down in [P4.2] for details. If there is no such listing, just use Mage2 until the proper class is written.
** There is a Demonologist class in the Priest group.
*** This is a Rogue group class, see [PC4].
**** This may or may not exist depending on the campaign.
There is also a "Spellbinder" class, which is specialized in Illusion and Enchantment (see below). Basic data as per Mage2.

[PC2] Wizard Group Classes


Abjurer2 / Thaumaturgist

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

[PC2] Wizard Group Classes


Alchemist1

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

[PC2] Wizard Group Classes


Amulet Destroyer1JG

Level KXP Wizard
123 456 789
1 0 1-- --- ---
2 2.25 2-- --- ---
3 4.5 3-- --- ---
4 9 41- --- ---
5 18 421 --- ---
6 36 432 --- ---
7 72 433 1-- ---
8 144 443 21- ---
9 288 444 22- ---
10 576 444 221 ---
11 1076 444 332 ---
12 1576 444 443 ---
13 2076 444 444 ---
14 2576 544 444 1--
15 3076 554 444 2--
16 3576 555 444 3--
17 4076 555 544 4--
18 4576 555 554 41-
19 5076 555 555 42-
20 5576 555 555 53-
21 6076 555 555 54-
22 6576 555 555 55-
23 7076 655 555 551
24 7576 665 555 552
25 8076 666 555 553
26 8576 666 655 554
27 9076 666 665 555
28 9576 666 666 555
29 10076 666 666 655
30 10576 666 666 665
31 11076 666 666 666
32 11576 777 666 666
33 12076 777 777 666
34 12576 777 777 777
35 13076 888 777 777
36 13576 888 888 777
TH Saves
PD RS PP BW Sp Fo Re Wi
+0  4  7  5  3  6  0  1  1
+1  4  8  5  4  7  0  1  2
+2  4  8  6  4  7  1  2  2
+3  5  9  7  5  8  2  3  3
+4  5 10  7  5  9  2  3  4
+5  6 10  8  6  9  3  4  5
+6  6 11  8  6 10  3  4  5
+7  7 12  9  7 11  4  5  6
+8  7 12  9  8 11  4  5  7
+9  8 13 10  8 12  5  6  8
+10  8 13 11  9 12  6  7  8
+11  9 14 11 10 13  6  7  9
+12  9 14 12 10 13  7  8 10
+13 10 15 13 11 14  8  9 11
+14 10 15 13 11 15  8  9 11
+15 11 16 13 12 15  9 10 12
+16 11 16 14 12 15  9 10 13
+17 12 16 14 13 16 10 11 14
Requisites: Str 16
Alignment: any
HD/level: d6
Weapon Prof.: 1+level/2
To Hit Table: War
Save Table: 1½xWiz
Reference: DM {Planeshifted Amulet Maker1JG}
Groups: Warrior, Wizard, Alternate
 
Level 1: Irreducible Pick Pockets LVL*5% (not shifted by target's HD/Level)
Level 1: 0, 1 attack: Destroy a magic item.
Level 1: 1P: Dispel a spell/psionic effect.
Level 1: Your Personality Score = Con+Int+Wis+Chr+2*LVL.
Level 1: +LVL distributed among AC, TH, or dmg.
Level 2: 1M, heavy concentration (lose 1M each round): Lockdown E actions.
Level 18: Immune to the effects of ego from any item of your multiplier or less.

[PC2] Wizard Group Classes


Amulet Maker1JG

Level KXP Wizard
123 456 789
1 0 --- --- ---
2 2 --- --- ---
3 4 1-- --- ---
4 8 2-- --- ---
5 16 3-- --- ---
6 32 41- --- ---
7 64 421 --- ---
8 128 432 --- ---
9 256 433 1-- ---
10 656 443 21- ---
11 1056 444 22- ---
12 1456 444 221 ---
13 1856 444 332 ---
14 2256 444 443 ---
15 2656 444 444 ---
16 3056 544 444 1--
17 3456 554 444 2--
18 3856 555 444 3--
19 4256 555 544 4--
20 4656 555 554 41-
21 5056 555 555 42-
22 5456 555 555 53-
23 5856 555 555 54-
24 6256 555 555 55-
25 6656 655 555 551
26 7056 665 555 552
27 7456 666 555 553
28 7856 666 655 554
29 8256 666 665 555
30 8656 666 666 555
31 9056 666 666 655
32 9456 666 666 665
33 9856 666 666 666
34 10256 777 666 666
35 10656 777 777 666
36 11056 777 777 777
TH Saves
PD RS PP BW Sp Fo Re Wi
+0  4  7  5  3  6  0  1  1
+0  4  8  5  4  7  0  1  2
+0  4  8  6  4  7  1  2  2
+1  5  9  7  5  8  2  3  3
+1  5 10  7  5  9  2  3  4
+1  6 10  8  6  9  3  4  5
+2  6 11  8  6 10  3  4  5
+2  7 12  9  7 11  4  5  6
+2  7 12  9  8 11  4  5  7
+3  8 13 10  8 12  5  6  8
+3  8 13 11  9 12  6  7  8
+3  9 14 11 10 13  6  7  9
+4  9 14 12 10 13  7  8 10
+4 10 15 13 11 14  8  9 11
+4 10 15 13 11 15  8  9 11
+5 11 16 13 12 15  9 10 12
+5 11 16 14 12 15  9 10 13
+5 12 16 14 13 16 10 11 14
Requisites: Str 16
Alignment: any
HD/level: d6
Weapon Prof.: 1+level/2
To Hit Table: Wiz
Save Table: 1½xWiz
Reference: FGE1JG
Groups: Wizard
 
Level 1: Can wear 1 amulet/necklace per level.
Level 1: Can make amulets of unusual materials (see [E5]). The maximum "S" factor is equal to your level. You must spend 25% of the cost of the unusual material, using a base cost of 10 gp per pound (minimum 1 pound). You get all the effects of the unusual material, as if you were wearing armor of that type. The amulet has a base AT of +0.
Level 1: Can create counterspell amulets. Choose one of the following:
(option a) When the amulet is created, choose a specific effect. 0, 1/reset: Counter an effect that you named.
(option b) All effects that directly target you must roll SR vs. (your CL)*2.
(option c) Gain MPIRR=(level*5%) vs. effects that directly target you.
You may own 1 such counterspell amulet per level (but you might not be able to wear them all at the same time, due to the 1 amulet per level restriction above). The SR and MPIRR amulets stack using the A/1+B/2+C/3+D/4+... formula.
Level 1: Can make a spell storing amulet. It stores your level in spell levels. You can have only one of these amulets.
Level 1: Unlike other JG classes, AmuletMaker gets no bonuses to AC, TH, or dmg. (This is here to tell you nothing is missing.)
Level 2: For each effect you cast that targets just you (even effects from other classes such as psionics), you may place the effect in an unused amulet. The effect works normally on you, but multiply the duration by your level. Each amulet can hold only one such effect. Artifact amulets cannot hold an effect.
Level 9: The MPIRR of the level 1 ability (option c) becomes AaAR (RMPIWEaRaMaPaIaWaER)
Level 18: Immune to the effects of ego from amulets or necklaces.

[PC2] Wizard Group Classes


Anti-Magic-User1

Level KXP Wizard
123 456 789
1 0 1-- --- ---
2 3.75 2-- --- ---
3 7.5 21- --- ---
4 15 32- --- ---
5 33.75 421 --- ---
6 60 422 --- ---
7 90 432 1-- ---
8 135 433 2-- ---
9 202.5 433 21- ---
10 375 443 22- ---
11 562.5 444 33- ---
12 1125 444 441 ---
13 1687.5 555 442 ---
14 2250 555 442 1--
15 2812.5 555 552 1--
16 3375 555 553 21-
17 3937.5 555 553 32-
18 4500 555 553 321
19 5062.5 555 553 331
20 5625 555 554 332
21 6187.5 555 554 442
22 6750 555 555 443
23 7312.5 555 555 553
24 7875 555 555 554
25 8437.5 555 555 555
26 9000 666 655 555
27 9562.5 666 666 655
28 10125 666 666 666
29 10687.5 777 766 666
30 11250 777 777 766
31 11812.5 777 777 777
32 12375 888 877 777
33 12937.5 888 888 877
34 13500 888 888 888
35 14062.5 999 988 888
36 14625 999 999 999
TH Saves
PD RS PP BW Sp Fo Re Wi
+0  4  7  5  3  6  0  1  1
+0  4  7  5  3  7  0  1  1
+0  4  8  5  4  7  0  1  2
+1  4  8  6  4  7  1  2  2
+1  5  9  6  4  8  1  2  3
+1  5  9  7  5  8  2  3  3
+2  5 10  7  5  9  2  3  4
+2  6 10  7  6  9  2  3  4
+2  6 10  8  6  9  3  4  5
+3  6 11  8  6 10  3  4  5
+3  7 11  9  7 10  4  5  6
+3  7 12  9  7 11  4  5  6
+4  7 12  9  8 11  4  5  7
+4  7 13 10  8 11  5  6  7
+4  8 13 10  8 12  5  6  8
+5  8 13 11  9 12  6  7  8
+5  8 14 11  9 13  6  7  9
+5  9 14 11 10 13  6  7  9
Requisites: Int 14, Wis 9
Alignment: any
HD/level: d4
Weapon Prof.: 1+level/6
To Hit Table: Wiz
Save Table: Wiz
Reference: DM {Planeshifted Magic-User1}
Groups: Wizard, Alternate
 
Specialization in Anti-Magic; no opposite.
Level 1: May use 1 material component effect per spell as a zero action.

[PC2] Wizard Group Classes


Anti-Magic Spells

Level # Spell Effect
1 1 Anti-Magic Armor Armor has +1/+1 AC/saves for 1t
1 2 Anti-Magic Missile (L+1)/2 missiles; 1d4+1 dmg gravity (no save)
1 3 Anti-Magic Mouth Mouth that moves around (like Wizard Eye), can speak through it
1 4 Detect/Identify Anti-Magic Detect/Identify Anti-Magic
1 5 Foul Potions Foul (Destroy) 10*CL doses of magical Potions in someone's inventory (no save), the potions can be fixed out of combat if done within the hour
1 6 Nystul's Anti-Magic Aura Makes an object radiate anti-magic; considered a +0 weapon on the damage side
2 1 Anti-Magic Resistance aMR 50+CL*5% [duration 2 hours]
2 2 Blank [1Z to cast] Counter a Blink effect
2 3 Dispel Magic (one effect) Dispels one magic effect (no option to dispel an area like normal Dispel Magic)
2 4 Drain Charges Target magic item loses 10*CL charges (no save)
2 5 Rope Trap Create a x1 magical trap of Maze
2 6 Spectral Mouth Can have a breath effect start from a remote location
3 1 Anti-Magic Circle Against T/N/S/J/A/Nil As "Protection from [alignment]" spells, against one of T/N/S/J/A/Nil
3 2 Delay Life [1bM to cast] Counter a Raise effect (Resurrection still works), or Turn off someone's Regen Buffer
3 3 Flowform Enter the nearby border Phlogiston plane
3 4 Greater Anti-Magic Armor Armor has +CL/3 AC and +CL/3 saves for 1t
3 5 Pro. from Magic Armor You ignore the AC plusses from magic armor for 1t
3 6 Pro. from Shields Ignore damaging shield effects
4 1 Airskin 4+CL/2 Airskins. Each Airskin halves the damage from an energy-based attack. Can use 1Z to have a second Airskin halve it again.
4 2 Anti-Magic Mirror Like crystal ball but with sound and scent instead of sight
4 3 Create Exhaustion Target takes 50% more damage than the damage he's taken so far (RSW save for 25%)
5 1 Anti-Magic Jar Exorcism and Remove Domination/Charm/Magic Jar on 1 target, or the target drops an item that's Ego Dominating him (no resistance)
5 2 Anti-Magic Shell (one SL) Pick one SL. Turns off magical spells and effects of exactly that SL (lower or higher is not affected)
5 3 Shadow Anti-Magic CLd6 dmg (pick a normal or para element) to a group, Int check for half damage
6 1 Anti-Anti-Magic Shell Turns off anti-magical spells and effects of spell levels 0-5
6 2 Demi-Shadow Anti-Magic CLd8 dmg (pick a normal, para, or quasi element) to a group, Int check for half damage
6 3 Create DMZ Create a DMZ (Dispel Magic Zone), a x1 Special on the room
7 1 First Level Anti-Magic-User Spells (DM1) Cast any four 1st level Anti-Magic spells simultaneously when it is cast.
7 2 First Level Anti-Magic-User Spells (DM2) Can cast one 1st Level Anti-Magic spell per round as Z action
7 3
8 1
8 2
8 3
9 1 Megaskin CL/4 Megaskins. Each Megaskin lets you ignore one energy based attack.
9 2 Round Stop The current round will end after the end of this segment (the rest of the segments this round will not occur)
9 3
10 1 Anti-Anti-Dispel Magic Shell Lower an Anti-Dispel Magic Shell
10 2 Anti-Dispel Anti-Magic Shell Your effects are immune to low MF, Instantaneous, Look at Me I'm the DCI
10 3

[PC2] Wizard Group Classes


Apothecary2

Level KXP Wizard
123 456 789
1 0 1-- --- ---
2 2.5 10- --- ---
3 5 20- --- ---
4 10 200 --- ---
5 20 200 0-- ---
6 40 300 0-- ---
7 60 300 0-- ---
8 80 320 0-- ---
9 125 431 0-- ---
10 200 432 10- ---
11 350 433 20- ---
12 650 433 210 ---
13 950 443 220 ---
14 1250 444 330 ---
15 1550 444 431 0--
16 1850 554 442 0--
17 2150 555 442 10-
18 2450 555 543 20-
19 2750 555 554 210
20 3050 555 555 320
21 3350 555 555 321
22 3650 555 555 332
23 3950 555 555 443
24 4250 655 555 554
25 4550 666 665 555
26 4850 776 666 666
27 5150 777 777 777
28 5450 877 777 777
29 5750 887 777 777
30 6050 888 777 777
31 6350 888 877 777
32 6650 888 887 777
33 6950 888 888 777
34 7250 888 888 877
35 7550 888 888 887
36 7850 888 888 888
TH Saves
PD RS PP BW Sp Fo Re Wi
+0  4  7  5  3  6  0  1  1
+0  4  7  5  3  7  0  1  1
+0  4  8  5  4  7  0  1  2
+1  4  8  6  4  7  1  2  2
+1  5  9  6  4  8  1  2  3
+1  5  9  7  5  8  2  3  3
+2  5 10  7  5  9  2  3  4
+2  6 10  7  6  9  2  3  4
+2  6 10  8  6  9  3  4  5
+3  6 11  8  6 10  3  4  5
+3  7 11  9  7 10  4  5  6
+3  7 12  9  7 11  4  5  6
+4  7 12  9  8 11  4  5  7
+4  7 13 10  8 11  5  6  7
+4  8 13 10  8 12  5  6  8
+5  8 13 11  9 12  6  7  8
+5  8 14 11  9 13  6  7  9
+5  9 14 11 10 13  6  7  9
Requisites: Con 10, Int 12
Alignment: any
HD/level: d4
Weapon Prof.: 1+level/6
To Hit Table: Wiz
Save Table: Wiz
Reference: S&S2
Groups: Wizard
 
Level 1: Does not require spellbooks, may cast any Wizard spell that is known. If this is done, there is a (101-Int*5-CL*2)% chance of spell failure.
Level 1: If Dex is 15 or more, can 2nd edition specialize in Alteration (pick an opposite school).
Level 1: Identify potions, medicines, poison.
Level 1: For a potion: Can increase duration by 100% or effect by 50%. Each potion can be improved in this way only once.
Level 1: Can build a lab. It costs 1000 gp to build a level 1 lab, an additional 2000 gp to build a level 2 lab, an additional 3000 gp to build a level 3 lab, etc. If the lab is higher level than your Apothecary2 level, treat it as your Apothecary2 level.
Level 1: [If a lab is available] 8 hours of actions: Brew potion, make a lab level check, if successful, roll a random potion. If power score, roll twice, picking better result. If fail, there is a minor explosion or some other annoyance (chemical burn, blindness for a day, etc.).
Level 1: [If a lab is available] Each reset, add to memorization 1 Alteration spell per spell level up to (lab level)/2, round up.
Level 1: [If a lab is available] 1 hour of actions: Roll a (your CL)+(lab CL) check, if success: Make a concoction, some effects follow Aphrodisiac, Beauty Cream (+1 Chr for 1d), Chemical Light, Emetic (causes vomiting), Healing Salve (1d4), Painkiller, Poison (1 use, CLd4 damage or death at CL=9), Poison Antidote, Relaxant, Stimulant

[PC2] Wizard Group Classes


Arcane Alchemist


Level
KXP Wizard/Priest
123 456 789

TH
1 0 1-- --- --- +0
2 1.5 2-- --- --- +0
3 4.8 30- --- --- +0
4 9 41- --- --- +1
5 15 421 --- --- +1
6 27.75 432 --- --- +1
7 45 433 1-- --- +2
8 75 443 21- --- +2
9 112.5 444 22- --- +2
10 165 444 221 --- +3
11 300 444 332 --- +3
12 570 444 443 --- +3
13 840 444 444 0-- +4
14 960 544 444 1-- +4
15 1230 554 444 2-- +4
16 1500 555 444 3-- +5
17 1770 555 544 40- +5
18 2040 555 554 41- +5
19 2310 555 555 42- +6
20 2580 555 555 53- +6
21 2850 555 555 54- +6
22 3120 555 555 550 +7
23 3390 655 555 551 +7
24 3660 665 555 552 +7
25 3930 666 555 553 +8
26 4200 666 655 554 +8
27 4470 666 665 555 +8
28 4740 666 666 555 +9
29 5010 666 666 655 +9
30 5280 666 666 665 +9
31 5550 666 666 666 +10
32 5820 777 666 666 +10
33 6090 777 777 666 +10
34 6360 777 777 777 +11
35 6630 888 777 777 +11
36 6900 888 888 777 1 +11
37 13800 888 888 777 2 +12
38 20700 888 888 777 3 +12
39 27600 888 888 777 4 +12
45 69000 888 888 888 7 +14
54 131100 999 999 988 81 +17
63 193200 999 999 999 88 +20
72 255300 AAA AAA 999 991 +23
Requisites: Con 14, Int 20, Wis 12,
  Class Slots 2
Alignment: any
HD/level: d6
Weapon Prof.: 1+level/5
To Hit Table: Wiz
Reference: DM
Groups: Wizard, Priest
Complexity: CF=2
   
Saving Throws:  
PPD: level+3
RSW: level+6
PP: level+4
BW: level+2
Spell: level+5
Fort: level+4
Reflex: level+0
Will: level+3
   
Gets spell progression additionally in potions per day (without Wis bonus). These potions have DL instead of SL ratings. For example, at level 4, besides having four 1st and one 2nd level spell in your progression, you also get four DL=1 and one DL=2 potion each day.
Potions have 10 doses each. If you give or feed potions to other party members (or sell them), you need to spend an extra dose (so giving someone 3 doses at once actually costs you 4).
If you have a "0" in a SL in your progression, you may make one potion with half the number of doses.
It costs 1V action to drink a potion, or to feed it to someone else.
Level 1: Identify potions and poisons by sight.
Level 1: Considered specialized in Enchantment/Charm (no opposite).
Level 4: May "Frugal" potions, except for the ones you make. Frugal-ed potions give x1.5 the number of doses (round down), and cannot be Frugal-ed again or sold.
Level 9 ¶: Your potions have LVL+2 doses instead of 10.
Level 9 ¶: During reset time, N research points: Research a DL=N potion to add to what you can create with this class. It may or may not be permanently added to the list (at DM's discretion).
 
New Spells:
Refill Potion (SL=N): Refill a DL=N potion to it's max (or +10 doses, whichever is smaller). This spell cannot be channelled or material componented. If a potion has no DL rating, take it's (XP value)/200, rounded up.
 
CF=3:
Level 11: It costs only ½V action to drink a potion.
Level 13: It costs only ½V action to feed a potion to someone else (it still costs 2 doses though).

[PC2] Wizard Group Classes


Arcane Alchemist Potions

DL # Potion Effect
1 1 Cure 10 Cures 10 hp
2 Fire Aura Fire Shield (50%) for 1 turn (each additional dose is +10%)
3 Fire Breath You breathe fire (=current hp, BW save for 1/2; 1 breath per dose)
4 Giant Strength Set Str 20+LVL for 1 turn (each additional dose is +1 Set Str)
5 Invulnerability +10/+10 protection (AC/saves) for 1 turn (each additional dose is +1/+1)
6 Poison Poison CL^2 dmg (can throw to do this effect, need not hit, "splashes" rest of group for CL dmg)
2 1 Cure 40 Cures 40 hp
2 2 Displacement Displaced (+2 AC)
2 3 Elemental Immunity Immune to one Element for 1 turn
2 4 Lesser Restoration Cure CL ability score damage or 1 negative level
2 5 Speed +3A actions (counts as your Haste) (each additional dose is +3" movement rate)
2 6 Stone Skins S.S. 4+CL*2 (each additional dose is +3 S.S.)
3 1 Cure 90 Cures 90 hp; "vile" dmg costs 10 each
3 2 Oil of Disenchantment Dispel Radiation, Magic, Psi, or Innate (1 effect per dose, may use multiple doses at once)
3 3 Dissolve Destroy one magic item or do CL Hdmg (Hull dmg) to an inanimate object
3 4 Free Action Free Action
3 5 Monster Control You have "1M: Charm Monster (Spell save)" for 1 turn.
3 6 Remove Status Effect Removes one [C8] Status Effect (the "easier effects" from SL=1 to SL=4 only)
4 1 Cure 160 Cures 160 hp; "vile" dmg costs 5 each
4 2 Dust of Disappearance Dust of Disappearance (+8 AC)
4 3 Dust of Tracelessness Cannot be targetted, detected, located, or tracked/trailed
4 4 Iron Skins I.S. 6+CL (each additional dose is +2 I.S.)
4 5 Oil of Etherealness Enemies need +1 weapon to hit you (+1 more per extra dose); for 3 doses can use Ethereal Projection
4 6 True Seeing True Seeing
5 1 Abyssal Water Abyssal Water (DM has table; does a random effect, usually permanent, can be good or bad or both.)
5 2 Create Any Monster Creates a DL=1d6+4 monster of random type (loyal to you; doesn't use a summon slot)
5 3 Cure 250 Cures 250 hp; "vile" dmg costs 2 each
5 4 Oil of Timelessness Immune unnatural Aging, Time, Chronomancy effects for 1 turn
5 5 Spell Potion 5 When created, spend a SL 1-4 spell slot. This potion is of that effect.
6 1 Duplicate Potion Duplicates another potion you have (this potion has only LVL/3 doses)
6 2 Harm Harm (can throw to do this effect, need not hit target, "splashes" rest of group for 25% of current)
6 3 Heal Heal
6 4 Stat Point [Choose a stat point when making potion] +1 to that stat permanently, up to a max of LVL
7 1 Ambrosia Considered a x2 being this round
7 2 Cureall Cureall
7 3 Universal Solvent Can throw to do this effect, need not hit, CL^3 dmg, does CL^2 splash dmg to rest of group
8 1 Fix Fix
8 2 Wish Wish (SL 0-8 effect Wizard or Priest)
9 1 Artificial Reset Artificial Reset

[PC2] Wizard Group Classes


Arcane Wizard

Level KXP Arcane Wizard
123 456 789 A
1 0 1-- --- --- -
2 5 20- --- --- -
3 10 21- --- --- -
4 20 320 --- --- -
5 40 321 --- --- -
6 80 432 0-- --- -
7 120 432 1-- --- -
8 180 543 20- --- -
9 270 543 21- --- -
10 500 654 320 --- -
11 750 654 321 --- -
12 1500 765 432 0-- -
13 2250 765 432 1-- -
14 3000 776 543 20- -
15 3750 776 543 21- -
16 4500 777 654 320 -
17 5250 777 654 321 -
18 6000 777 765 432 -
19 6750 777 776 543 -
20 7500 777 777 654 -
21 8250 777 777 765 -
22 9000 777 777 776 -
23 9750 777 777 777 -
24 10500 888 877 777 -
25 11250 888 888 877 -
26 12000 888 888 888 -
27 12750 888 888 888 b
28 13500 888 888 888 0
29 14250 888 888 888 1
30 15000 888 888 888 2
31 15750 888 888 888 3
32 16500 888 888 888 4
33 17250 888 888 888 5
34 18000 888 888 888 6
35 18750 888 888 888 7
36 19500 888 888 888 8
TH Saves
PD RS PP BW Sp Fo Re Wi
+0  4  7  5  3  6  0  1  1
+0  4  7  5  3  7  0  1  1
+0  4  8  5  4  7  0  1  2
+1  4  8  6  4  7  1  2  2
+1  5  9  6  4  8  1  2  3
+1  5  9  7  5  8  2  3  3
+2  5 10  7  5  9  2  3  4
+2  6 10  7  6  9  2  3  4
+2  6 10  8  6  9  3  4  5
+3  6 11  8  6 10  3  4  5
+3  7 11  9  7 10  4  5  6
+3  7 12  9  7 11  4  5  6
+4  7 12  9  8 11  4  5  7
+4  7 13 10  8 11  5  6  7
+4  8 13 10  8 12  5  6  8
+5  8 13 11  9 12  6  7  8
+5  8 14 11  9 13  6  7  9
+5  9 14 11 10 13  6  7  9
Requisites: Int 18
Alignment: any
HD/level: d4
Weapon Prof.: 1+level/5
To Hit Table: Wiz
Save Table: Wiz
Reference: DM
Groups: Wizard
 
Gets Int bonus to spell progression.
Has access only to Wizard Minor Schools that have been written in the Collective. This class is 0.1 of a Collective edition "behind" in what Schools it knows, for example in Collective 3.9 this class knows Collective 3.8 minor Schools (and earlier). When Collective 4.0 comes out, this class will know Collective 3.9 minor Schools.
This class cannot cast normal Wizard spells at all. If you generate a "wishoid" effect that emulates a Wizard (or Priest) spell, you may pick only "common" spells (those with source RC0, PH1, UA1, PH2, or PH3). You may "wishoid" for other Arcane Wizard spells, of course. Wishoids for psionic effects are limited to Psi1, Psi2, or Psi3; source PH1, PHBR5, or PsiHB3 only.
May specialize in a minor School, if you do, choose an opposite minor School.
Wizard Schools that are cross-listed with Concordant group (e.g. Aspirant, Henchman) can be cast by this class, but at a +1 SL penalty. Spells of SL=10 and above do not suffer this penalty and are not adjusted.
Does not get Wizard of the Coast class MTG G (Green) and MTG W (White) spells, since they are specifically noted to be Priest Spheres (not Wizard Schools).
 
As of Collective 3.9, this class knows the following Schools (number of spells in parentheses):
Anti-Magic (33), Aspirant/Lich (102), Bovinomancy (12), Chronomancy (54), Cthulhu (114), Delusion/Illusion (42), Eelemental (72), Force (54), Henchman/Villain (72), Incantatrix (42), Logic (10), Metamagic (6), MTG B (7), MTG U (15), MTG R (9), Ovinomancy (12), Poultrymancy (12), Quintessential (2), Technology (9)
Total number of spells = 668.

[PC2] Wizard Group Classes


Arcane Wizard Spells

SL # Spell School Effect
0 1 Candle Communication Cthulhu Can communicate to someone you know (across planes) if they are running this spell too
0 2 Detect Life Cthulhu Detect Life
0 3 Elder Sign Cthulhu Outer planar creatures cannot cross the line
0 4 Message Cthulhu Message
1 1 Anti-Magic Armor Anti-Magic Armor has +1/+1 AC/saves for 1t
1 2 Anti-Magic Missile Anti-Magic (L+1)/2 missiles; 1d4+1 dmg gravity (no save)
1 3 Anti-Magic Mouth Anti-Magic Mouth that moves around (like Wizard Eye), can speak through it
1 4 Augury Cthulhu Augury
1 5 Bind Enemy Cthulhu Choose a target. You can't attack or target him, and vice versa.
1 6 Chant of Thoth Cthulhu +CL Int checks
1 7 Charm Chicken Poultrymancy Charm all chickens in a group (no save).
1 8 Charm Cow Bovinomancy Charm all cows in a group (no save).
1 9 Charm Eelemental N Eelemental, Enc. Charm a DL=1 Eelemental
1 10 Charm Sheep Ovinomancy Charm all sheep in a group (no save).
1 11 Chicken Person Poultrymancy Person becomes lethargic and loses all actions for CL rounds.
1 12 Chicken Swarm Summoning Poultrymancy Summons CL*10 chickens. They are DL 0 monsters, and don't do much, but they suck up a lot of damage.
1 13 Cloud Memory Cthulhu Forget (Will save)
1 14 Communication Logic Allows communication with any creature with Int 1+
1 15 Contact Human Cthulhu Contact a specific person
1 16 Control Weather Cthulhu Control Weather
1 17 Counter Wishoid Incantatrix 1bM: Counter a Wishoid or Miracle (need not be magical in nature)
1 18 Cow Person Bovinomancy Person becomes lethargic and loses all actions for CL rounds.
1 19 Cow Swarm Summoning Bovinomancy Summons CL*10 cows. They are DL 0 monsters, and don't do much, but they suck up a lot of damage.
1 20 Create Bad-Corpse Dust Cthulhu Create a line that Undead cannot cross
1 21 Create Technological Item 1 Technology Creates a technological item of TechL = 1 (duration 1 turns; material componenting may be used to double the TechL or duraton).
1 22 Darkness MTG B 1bM: Immune to a P attack from someone
1 23 Deflect Harm Cthulhu Deflect next CL physical attacks on you, but each causes 2 Int dmg to you
1 24 Delay Image Chronomancy +2 AC, +1 saves
1 25 Detect Chaos Logic Detects all Chaotic creatures within 360'
1 26 Detect Eelementals N Eelemental, Div. Detect all Eelementals within 10 feet, ID within sight
1 27 Detect Magic Cthulhu Detect Magic
1 28 Detect Temporal Anomaly Chronomancy Detect Temporal Anomaly
1 29 Detect/Identify Anti-Magic Anti-Magic Detect/Identify Anti-Magic
1 30 Detect/Locate Chicken Poultrymancy Detects and Locates chickens within CL miles.
1 31 Detect/Locate Cow Bovinomancy Detects and Locates cows within CL miles.
1 32 Detect/Locate Sheep Ovinomancy Detects and Locates sheep within CL miles.
1 33 Determine Operation of Mechanism Logic Can use a tech level object of less than or equal to LVL
1 34 Dispel Abjuration/Protection Incantatrix Dispels an Abjuration or Protection effect
1 35 Dispel Illusion/Metamagic Incantatrix Dispels an Illusion or Metamagic effect
1 36 Dominate Animal Cthulhu Dominate Animal (save)
1 37 Eelemental Ball N Eelemental, Inv. CLd1 dmg to a group, no save, EE=1
1 38 Eelemental Form N Eelemental, Alt. Become an Eelemental of EE=1
1 39 Eelemental Summoning N Eelemental, Cnj. Summon a DL=1 Eelemental
1 40 Eelusionary Double N Eelemental, Ill. 1 Mirror Images, each has 1 hp to be detected as such
1 41 Eibon’s Wheel of Mist Cthulhu Your group is Invisible
1 42 Fly 3" Force Fly at 3" (F)
1 43 Force Ball 1 Force CL*2 force dmg to one group (no save)
1 44 Force Feather Fall Force Feather Fall (or) Immune to TK or falling dmg this segment (can cast using 1bM action)
1 45 Foul Potions Anti-Magic Foul (Destroy) 10*CL doses of magical Potions in someone's inventory (no save), the potions can be fixed out of combat if done within the hour
1 46 Haste A1 Chronomancy +1A action
1 47 Heel N Eelemental, Nec. Cures 4% of max hp
1 48 Invisibility Purge Cthulhu Dispel Invisibility
1 49 Know Time Chronomancy Know date and day
1 50 Lightning Bolt MTG R Target takes 30 lightning dmg (Spell save for 0)
1 51 Magic Resistance Incantatrix MR CL*10%
1 52 Memory Protection Incantatrix Immune to one memory/action/spell stealing effect (lasts until used)
1 53 Mind Games MTG U Target loses his next action (Spell save)
1 54 Mirror of Tarkhun Atep Cthulhu Creates a mirror
1 55 Nightmare Cthulhu Target sleeping person has a nightmare
1 56 Nystul's Anti-Magic Aura Anti-Magic Makes an object radiate anti-magic; considered a +0 weapon on the damage side
1 57 Ooze Shieeld N Eelemental, Abj. Eelemental damage shield 25% (EE=1)
1 58 Order Objects Logic Arrange group of small objects by some order (or) count a group of objects (or) weigh an object
1 59 Pose Mundane Cthulhu Illusion: Room appears to be normal/ordinary (x1 Trick)
1 60 Power of Nyambe Cthulhu +2d6 SL's added to your current progression for today; -1 Con (permanent)
1 61 Precognitive Sense Chronomancy Precognition
1 62 Remove Magical Snare Incantatrix Removes a Magical Snare, a Glyph, or a Symbol (does not cover Magical Traps in general, see SL 3)
1 63 Seal of Isis Cthulhu Object will make it's next item saving throw
1 64 Shatter x0 Force Destroys a x0 item
1 65 Sheep Person / Ovinize Ovinomancy Person becomes lethargic and loses all actions for CL rounds.
1 66 Sheep Swarm Summoning Ovinomancy, MTG U Summons CL*10 sheep. They are DL 0 monsters, and don't do much, but they suck up a lot of damage.
1 67 Slow Metabolism Chronomancy Need not eat/drink
1 68 Snare Dreamer Cthulhu Dispel a Somniomancy effect
1 69 TK Push 1 Force Size M target is pushed CL*10' (takes falling damage), ×/÷ 2 for each size difference
1 70 TK Shield 1 Force AC +8+CL; +1 saves vs. anything that causes damage
1 71 True Strike Cthulhu Next attack at +20 TH
1 72 Unmask Demon Cthulhu Dispel a Change Self or Alter Appearance effect
1 73 View Gate Cthulhu Can see through a Gate to other side clearly
1 74 Voice of Ra Cthulhu +1d6+1 Chr
1 75 Warding the Eye Cthulhu Immune to the "Evil Eye" spell (on this list)
2 1 Accelerate Plant Growth Chronomancy Plant Growth
2 2 Animate Dead MTG B Animates a dead monster as your summon (1 DL lower)
2 3 Anti-Magic Resistance Anti-Magic aMR 50+CL*5% [duration 2 hours]
2 (1+1) 4 Aspirant 1-1 Aspirant/Lich 1M, 1/r: Any 0th level Wizard spell
2 (1+1) 5 Aspirant 1-2 Aspirant/Lich 1M, 1/r: Any 0th level Priest spell
2 (1+1) 6 Aspirant 1-3 Aspirant/Lich 1M, 1/r: Any 0th level psionic effect (Psi1, Psi2, or Psi3 only)
2 (1+1) 7 Aspirant 1-4 Aspirant/Lich 1M: Turn Undead at CL=LVL
2 (1+1) 8 Aspirant 1-5 Aspirant/Lich 1M: Speak with Dead or Undead; 1M: Capital E Explain to Dead or Undead
2 (1+1) 9 Aspirant 1-6 Aspirant/Lich +10*LVL% WR
2 (1+1) 10 Aspirant 1-7 Aspirant/Lich Mask Undead status; Turn as if double HD
2 (1+1) 11 Aspirant 1-8 Aspirant/Lich Detect Magic Items; 1M: Identify Magic Item
2 (1+1) 12 Aspirant 1-9 Aspirant/Lich 1M, 1/d: Gain +1 XP
2 (1+1) 13 Aspirant 1-10 Aspirant/Lich 1P: Create x1 Trap 15*LVL%
2 (1+1) 14 Aspirant 1-11 Aspirant/Lich Material componenting costs ½V action
2 (1+1) 15 Aspirant 1-12 Aspirant/Lich +LVL V actions, or +LVL M actions that can be used only for Proto-Lich spells
2 (1+1) 16 Aspirant 1-13 Aspirant/Lich Cold LVL dmg by touch
2 (1+1) 17 Aspirant 1-14 Aspirant/Lich +1 Research Point (or drawn sheet) per reset (see [P12])
2 (1+1) 18 Aspirant 1-15 Aspirant/Lich 1F or 1X, 1/d: Duplicate any level 1 Proto-Lich spell, it has (at most) duration LVL turns
2 19 Aura of Dominion MTG U Target can use 2M this segment.
2 20 Blank Anti-Magic [1Z to cast] Counter a Blink effect
2 21 Bring Pestilence Cthulhu Disease (1d4 stat dmg to Str, Dex, or Con) (Fort save)
2 22 Cast Out Shan Cthulhu Dismiss a DL I-II Insect or Undead
2 23 Cause Fear Cthulhu Fear (Will save)
2 24 Charm Eelemental N Eelemental, Enc. Charm a DL=2 Eelemental
2 25 Chickenskin Poultrymancy Get 6+CL chickenskins. Each chickenskin is a DL 20/- effect vs. one attack.
2 26 Circle of Nausea Cthulhu Nausea to one group (Fort save)
2 27 Command Logic As per priest spell but can use 2 words
2 28 Confusion Incantatrix One target is confused (save)
2 29 Contact Creature Cthulhu Contact a specific creature type
2 30 Countermagic Incantatrix 1bM: Counter a magical spell or magic item activation.
2 31 Cowskin Bovinomancy Get 6+CL cowskins. Each cowskin is a DL 20/- effect vs. one attack.
2 32 Create Technological Item 2 Technology Creates a technological item of TechL = 2 (duration 2 turns; material componenting may be used to double the TechL or duraton).
2 33 Darkness Cthulhu Darkness
2 34 Detect Eelementals N Eelemental, Div. Detect all Eelementals within 100 feet, ID within sight
2 35 Detect/Dispel Charm/Ego Incantatrix Detects/Dispels Charm or Ego Domination (for 1s, lets you drop the item)
2 36 Dismissal Cthulhu Dismiss an outer planar creature (save)
2 37 Dispel Magic Incantatrix Dispel Magic
2 38 Dispel Magic (one effect) Anti-Magic Dispels one magic effect (no option to dispel an area like normal Dispel Magic)
2 39 Disrupt Concentration Incantatrix Target cannot heavy concentrate (no save)
2 40 Dominate Person Cthulhu Dominate Person (save)
2 41 Drain Charges Anti-Magic Target magic item loses 10*CL charges (no save)
2 42 Dread Curse of Azathoth Cthulhu 1d3 Chr dmg
2 43 Echoing Ruin MTG R Destroy all magic items of the same exact type (Disint. save each)
2 44 Eelemental Ball N Eelemental, Inv. CLd2 dmg to a group, no save, EE=2
2 45 Eelemental Form N Eelemental, Alt. Become an Eelemental of EE=2
2 46 Eelemental Summoning N Eelemental, Cnj. Summon a DL=2 Eelemental
2 47 Eelusionary Double N Eelemental, Ill. 2 Mirror Images, each has 4 hp to be detected as such
2 48 Enchant Item Cthulhu Add a half plus to an item (for 1 hour)
2 49 Evil Eye Cthulhu Curse: -4 TH, checks, saves (save)
2 50 Fast-Talking Logic All targets must save vs. spell at a penalty equal to 2*CL or believe what he is saying as true
2 51 Find Gate Cthulhu Detect Gates
2 52 Fist of Yog-Sothoth Cthulhu CLd6 force dmg to one target (no save)
2 53 Flesh Ward Cthulhu DR 10/+1
2 54 Fly 9" Force Fly at 9" (E)
2 55 Force Ball 2 Force CL*4 force dmg to one group (no save)
2 56 Force Spike Metamagic, MTG U 1 bM or 1 OppM: Counter target magical/psionic effect unless its user devotes another spell/psionic slot to it.
2 57 Frozen Tracks Cthulhu Stop (save)
2 58 Grasp of Cthulhu Cthulhu Target takes 2d6 dmg /r (save)
2 59 Haste A2 Chronomancy +2A or +1B actions
2 60 Healing Touch Cthulhu Touch to cure 1d8+CL hp and 1 stat point dmg
2 61 Heel N Eelemental, Nec. Cures 9% of max hp
2 (1+1) 62 Henchman 1-1 Henchman/Villain 1P, 1/d: Create a MINIATURE GIANT ROBOT, a DL (CL+3)/2 Golem or Technological monster (treat as a summon)
2 (1+1) 63 Henchman 1-2 Henchman/Villain 0, 1/d: You MYSTERIOUSLY ESCAPE (even past all barriers) from enemies, one of the enemies must be a Hero or Sidekick.
2 (1+1) 64 Henchman 1-3 Henchman/Villain 1M: Monster Summoning (CL+1)/2
2 (1+1) 65 Henchman 1-4 Henchman/Villain You adjust all BlahR by -5*level%
2 (1+1) 66 Henchman 1-5 Henchman/Villain +10% XP in Henchman, if this is your only class (if you are single classed and getting x2 XP, you'll get x2.1 XP now)
2 (1+1) 67 Henchman 1-6 Henchman/Villain You ignore one level of Resist Elements on other people (Immune -> Double Resist, Double Resist -> Resist, Resist -> nothing)
2 (1+1) 68 Henchman 1-7 Henchman/Villain You ignore one level of Resist Hold/Stun/Para. on other people
2 (1+1) 69 Henchman 1-8 Henchman/Villain You ignore one level of Resist Action/Memory/Other Stealing on other people
2 (1+1) 70 Henchman 1-9 Henchman/Villain 1V, 1/r: Choose one creature. He cannot use any V actions on his next segment.
2 (1+1) 71 Henchman 1-10 Henchman/Villain 1bM: Counter an Avoid Fate or Energy Control (Psi1/Psi2)
2 (1+1) 72 Henchman 1-11 Henchman/Villain 1bF: Counter a counterspell effect.
2 (1+1) 73 Henchman 1-12 Henchman/Villain You can have two summons (same group).
2 74 Hide from the Eye Cthulhu Invisibility
2 75 Hypnotism Cthulhu Hypnosis (save)
2 76 Identify Spirit Cthulhu Detect Possession
2 77 Insect Plague Cthulhu Area effect 1 dmg /s insects
2 78 Levitate Cthulhu Levitate
2 79 Life Sounding Chronomancy Know target's age and how many years of natural lifespan is left
2 80 Locate Object Cthulhu Locate Object
2 81 Magic Weapon Cthulhu Weapon gets +1/+1 for 1 turn
2 82 Mass Feather Fall Force Feather Fall any number of targets within sight (each gets a save)
2 83 Mind Blank Incantatrix Mind Blank
2 84 Obscuring Mist Cthulhu Wall of Fog
2 85 Ooze Shieeld N Eelemental, Abj. Eelemental damage shield 50% (EE=1)
2 86 Preserve Chronomancy Target object is preserved and will not spoil/rot
2 87 Protection from Chaos Logic As per Pro.Evil but against Chaotic creatures
2 88 Rope Trap Anti-Magic Create a x1 magical trap of Maze
2 89 Sekhmenkenhep's Words Cthulhu Convince people that what you're saying is true (save)
2 90 Shatter x1 Force Destroys a x0 to x1 item
2 91 Sheepskin Ovinomancy Get 6+CL sheepskins. Each sheepskin is a DL 20/- effect vs. one attack.
2 92 Skin of Sedefkar Cthulhu +CL/5 AC
2 93 Song of Hastur Cthulhu Target takes 2d6 dmg /r (save)
2 94 Soul Trap Cthulhu Speak with Dead but you had to be the one who killed him
2 95 Spectral Mouth Anti-Magic Can have a breath effect start from a remote location
2 96 Spectral Razor Cthulhu Magical blade that's 2d6 dmg and counts as a +5 weapon
2 97 Suggestion Cthulhu Suggestion (save)
2 98 Time Stop Object Chronomancy Time stops an inanimate object for 1-3 rounds
2 99 Timeslip Chronomancy (can cast in response to being attacked) You disappear from the combat until next round.
2 100 TK Push 2 Force Size M target is pushed CL*20' (takes falling damage), ×/÷ 2 for each size difference
2 101 TK Shield 2 Force AC +7+CL*4/3; +3 saves vs. anything that causes damage
2 102 Voorish Sign Cthulhu The next spell you cast will be at +3 CL
2 103 Wandering Soul Cthulhu Dream Travel
2 104 Ward against Pyschics Cthulhu Psionic Feats cannot be used in the room (x1 Special)
3 1 Anti-Magic Circle Against T/N/S/J/A/Nil Anti-Magic As "Protection from [alignment]" spells, against one of T/N/S/J/A/Nil
3 2 Articus's Melee Manager Chronomancy Target gets +CL/5 melee attacks per P action for 2*CL rounds
3 (2+1) 3 Aspirant 2-1 Aspirant/Lich 1M, 1/r: Any 0th-1st level Wizard spell
3 (2+1) 4 Aspirant 2-2 Aspirant/Lich 1M, 1/r: Any 0th-1st level Priest spell
3 (2+1) 5 Aspirant 2-3 Aspirant/Lich 1M, 1/r: Any 0th-1st level psionic effect (Psi1, Psi2, or Psi3 only)
3 (2+1) 6 Aspirant 2-4 Aspirant/Lich Immune Turning
3 (2+1) 7 Aspirant 2-5 Aspirant/Lich 1M: Control Undead (as per Turn Undead)
3 (2+1) 8 Aspirant 2-6 Aspirant/Lich +10*LVL% RaRR
3 (2+1) 9 Aspirant 2-7 Aspirant/Lich Detect Concordant Beings; 1M: Legend Lore Concordant Being
3 (2+1) 10 Aspirant 2-8 Aspirant/Lich 1M: Create x1 Trick 15*LVL%
3 (2+1) 11 Aspirant 2-9 Aspirant/Lich Can convert Wiz <-> Pri spells (2 SL shift: Wiz5=Pri3)
3 (2+1) 12 Aspirant 2-10 Aspirant/Lich +LVL/3 M actions
3 (2+1) 13 Aspirant 2-11 Aspirant/Lich 1M, Touch: Energy Drain 2 levels
3 (2+1) 14 Aspirant 2-12 Aspirant/Lich Duplicate any SL 1 Concordant group spell (i.e. non-Concordant SL 1)
3 15 Attrition MTG B Sacrifice a summon: Target is slain (PPD save)
3 16 Black Binding Cthulhu Animate a dead corpse as a DL III Undead
3 17 Breath of the Deep Cthulhu Target is drowning (Fort save per segment or 2d6 dmg)
3 18 Charisma MTG U Your attacks are charm branded (Will save)
3 19 Charm Eelemental N Eelemental, Enc. Charm a DL=3 Eelemental
3 20 Chromatic Blast Delusion/Illusion Chromatic Orb for a group, don't need to roll to hit
3 21 Contact Deity Cthulhu Contact a specific deity 50+CL%; caster becomes insane (Will save)
3 22 Create Technological Item 3 Technology Creates a technological item of TechL = 3 (duration 3 turns; material componenting may be used to double the TechL or duraton).
3 23 Curse of the Stone Cthulhu Target cannot act (save) as long as you heavy concentrate (can't use M actions)
3 24 Delay Life Anti-Magic [1bM to cast] Counter a Raise effect (Resurrection still works), or Turn off someone's Regen Buffer
3 25 Detect Eelementals N Eelemental, Div. Detect all Eelementals within 1,000 feet, ID within sight
3 26 Displacement I Delusion/Illusion Displaced (AC +2, first attack misses)
3 27 Divination Cthulhu Divination
3 28 Drainheal Incantatrix Drain the local MF by 1: Heal self.
3 29 Eelemental Ball N Eelemental, Inv. CLd3 dmg to a group, no save, EE=3
3 30 Eelemental Form N Eelemental, Alt. Become an Eelemental of EE=3
3 31 Eelemental Summoning N Eelemental, Cnj. Summon a DL=3 Eelemental
3 32 Eelusionary Double N Eelemental, Ill. 3 Mirror Images, each has 9 hp to be detected as such
3 33 Fervor MTG R You and your summons are not summoning sick.
3 34 Flowform Anti-Magic Enter the nearby border Phlogiston plane
3 35 Fly 18" Force Fly at 18" (D)
3 36 Force Ball 3 Force CL*6 force dmg to one group (no save)
3 37 Fowl Play Poultrymancy, MTG U Target gets polymorphed into a chicken (PP save). If save missed target gains the mentality of a chicken (Will save).
3 38 Greater Anti-Magic Armor Anti-Magic Armor has +CL/3 AC and +CL/3 saves for 1t
3 39 Haste A3 Chronomancy +3A, +2B, or +1C actions
3 40 Heel N Eelemental, Nec. Cures 16% of max hp
3 (2+1) 41 Henchman 2-1 Henchman/Villain 1V: Twist (Remove an effect on a person)
3 (2+1) 42 Henchman 2-2 Henchman/Villain 1P, 1/d: Slay someone with the Sidekick class (PPD save)
3 (2+1) 43 Henchman 2-3 Henchman/Villain 1M, 1/d: Contact Other Plane, Ask the Local Lord a question, or reverse Tempus Lawfulness
3 (2+1) 44 Henchman 2-4 Henchman/Villain 1M, 1/r: Causeall one target.
3 (2+1) 45 Henchman 2-5 Henchman/Villain Pick a psionic power you have. +1M a round only for that psionic power, and it requires 2 saves to avoid.
3 (2+1) 46 Henchman 2-6 Henchman/Villain Pick a spell you have. It is "material componented" for range for free, and it requires 2 saves to avoid.
3 (2+1) 47 Henchman 2-7 Henchman/Villain All your innate abilities can be used one extra time per day (e.g. 3/d becomes 4/d). Your Innates require 2 saves to avoid.
3 (2+1) 48 Henchman 2-8 Henchman/Villain +1 minor in a psionic progression you have.
3 (2+1) 49 Henchman 2-9 Henchman/Villain 1P, 1/r: Choose one creature. He cannot use any P actions on his next segment.
3 (2+1) 50 Henchman 2-10 Henchman/Villain 1M, #bM, only on your segment: Dispel # effects on one target (max #=LVL, you can borrow a lot here)
3 (2+1) 51 Henchman 2-11 Henchman/Villain 1F, 1/d: Lower the "Time Reality Stability" ability on another person (PP save)
3 (2+1) 52 Henchman 2-12 Henchman/Villain May wear two suits of armor, your AT sources fully stack
3 53 Hold Monster Logic As per Enc/Cha spell, save at -2*CL
3 54 Illusion Summoning III Delusion/Illusion Summons an Illusion/Hologram, attacks as a DL IV, defends as a DL II
3 55 Imprison Mind Cthulhu Target spirit / life essence cannot leave the body it's in (save)
3 56 Life Tether Chronomancy You know when in time the target is at all times, when time travelling can use the target as anchor
3 57 Maladweomer Incantatrix Target has minimum effect with spells (others have +4 saves) for 1t, this can be reversed (Empradweomer)
3 58 Mana Leak Metamagic, MTG U 1 bM or 1 OppM: Counter target magical/psionic effect unless its user devotes another 3 spell/psionic slots to it.
3 59 Mindblast Cthulhu Insanity (save)
3 60 Mini Globe of Invulnerability Incantatrix Immune to SL 0-2 spells
3 61 Minor Paradox Chronomancy Counter an effect that just occured last segment (it is undone)
3 62 Mirror Image III Delusion/Illusion 6 Mirror Images, can't be dispelled/disbelieved
3 63 Ooze Shieeld N Eelemental, Abj. Eelemental damage shield 75% (EE=1)
3 64 Personal Illusion Logic Makes an exact illusion (all senses) of a creature
3 65 Phantom Shield Delusion/Illusion AC +CL*2; saves +CL; MDeflection CL*10%
3 66 Polymorph to Cow Bovinomancy Target gets polymorphed into a cow (PP save). If save missed target gains the mentality of a cow (Will save).
3 67 Polymorph to Sheep Ovinomancy Target gets polymorphed into a sheep (PP save). If save missed target gains the mentality of a sheep (Will save).
3 68 Pro. from Magic Armor Anti-Magic You ignore the AC plusses from magic armor for 1t
3 69 Pro. from Shields Anti-Magic Ignore damaging shield effects
3 70 Raise Night Fog Cthulhu Fog
3 71 Red Sign of Shudde M'ell Cthulhu Group takes 1d6+LVL dmg (no save)
3 72 Remove Curse Incantatrix Remove Curse
3 73 Remove Magical Trap Incantatrix Removes a Magical Trap; you have 100+CL*5% chance in it (minus the usual FRTraps shift)
3 74 Shatter x2 Force Destroys a x0 to x2 item
3 75 Shriveling Cthulhu CLd4 dark energy dmg to one target (no save)
3 76 Siren's Song Cthulhu Charm 2*CL HD of creatures (save)
3 77 Slow Chronomancy Slow (save)
3 78 Steal Magical Enchantment Incantatrix Steal a magical effect someone is running; it is on you now, you need to maintain it
3 79 Summon/Bind Creature Cthulhu Summons a DL 1d4 Outer creature
3 80 Time Snare Chronomancy Target will do the same actions it did last time it acted (Spell save each round until made)
3 81 TK Push 3 Force Size M target is pushed CL*30' (takes falling damage), ×/÷ 2 for each size difference
3 82 TK Shield 3 Force AC +6+CL*5/3; +6 saves vs. anything that causes damage
3 83 True Darkness Delusion/Illusion Total Darkness, Infravision / See in Darkness / Truesight doesn't work
3 84 Wall of Force Force Wall of Force (not solid)
3 85 Wave of Oblivion Cthulhu If near a body of water, creates a large wave (CLd4 water dmg, no save)
3 86 Wither Limb Cthulhu Sharpness a random limb (save)
3 87 Wrack Cthulhu Pain (-2 all rolls) (save)
4 1 AEther Flash MTG R Whenever a creature appears in room, takes 20 AEther dmg (x1 Special)
4 2 Airskin Anti-Magic 4+CL/2 Airskins. Each Airskin halves the damage from an energy-based attack. Can use 1Z to have a second Airskin halve it again.
4 3 Animal Form Cthulhu Polymorph Self into a specific animal
4 4 Anti-Chicken Shell Poultrymancy You are completely immune to anything a chicken might do to you. You can still affect them normally.
4 5 Anti-Cow Shell Bovinomancy You are completely immune to anything a cow might do to you. You can still affect them normally.
4 6 Anti-Magic Mirror Anti-Magic Like crystal ball but with sound and scent instead of sight
4 7 Anti-Sheep Shell Ovinomancy You are completely immune to anything a sheep might do to you. You can still affect them normally.
4 (3+1) 8 Aspirant 3-1 Aspirant/Lich 1M, 1/r: Any 0th-2nd level Wizard spell
4 (3+1) 9 Aspirant 3-2 Aspirant/Lich 1M, 1/r: Any 0th-2nd level Priest spell
4 (3+1) 10 Aspirant 3-3 Aspirant/Lich 1M, LVL/d: Grant Undead Status
4 (3+1) 11 Aspirant 3-4 Aspirant/Lich +10*LVL MR
4 (3+1) 12 Aspirant 3-5 Aspirant/Lich 1F: Create x1 Special 5*LVL%
4 (3+1) 13 Aspirant 3-6 Aspirant/Lich 0, Gaze: Life Trapping (as per Mirror) (save)
4 (3+1) 14 Aspirant 3-7 Aspirant/Lich Immune to Twilight
4 (3+1) 15 Aspirant 3-8 Aspirant/Lich 1M, touch: Imprisonment (save)
4 (3+1) 16 Aspirant 3-9 Aspirant/Lich 1M: LVLd10 Colorless Fire dmg to one target (no save)
4 (3+1) 17 Aspirant 3-10 Aspirant/Lich Troll-like Regen LVL hp /s
4 (3+1) 18 Aspirant 3-11 Aspirant/Lich Double the memorization of 1 SL (Wizard or Priest)
4 (3+1) 19 Aspirant 3-12 Aspirant/Lich Duplicate any SL 2 Concordant group spell (i.e. non-Concordant SL 2)
4 20 Bind Loup-Garou Cthulhu Force Shapechange and Dispel a Psi14 effect
4 21 Bind Soul Cthulhu Put someone's soul in a receptacle (Will save)
4 22 Blur Zone Delusion/Illusion Nothing can be targetting in the room (x1 Special)
4 23 Breeding Pit MTG B Once per round, get a DL I Thrull as a summon (limit=LVL)
4 24 Charm Eelemental N Eelemental, Enc. Charm a DL=4 Eelemental
4 25 Charm Lawful Creature Logic Target Lawful creature is charmed (no save)
4 26 Cloak of Fire Cthulhu +1d4+1 Dex; +3" move rate; Fire damaging shield (1d8 fire dmg /hit); You take 1 dmg /r
4 27 Coastal Piracy MTG U Whenever you kill a creature, restore 1 SL in memorization
4 28 Counterspell Metamagic, MTG U 1 bM or 1 OppM: Counter target magical/psionic effect.
4 29 Create Exhaustion Anti-Magic Target takes 50% more damage than the damage he's taken so far (RSW save for 25%)
4 30 Create Scrying Window Cthulhu Postcognition
4 31 Create Technological Item 4 Technology Creates a technological item of TechL = 4 (duration 4 turns; material componenting may be used to double the TechL or duraton).
4 32 Curse of the Putrid Husk Cthulhu Curse: Insanity (save)
4 33 Curse of the Rat-thing Cthulhu Animate a dead corpse as a DL IV Undead
4 34 Dark Resurrection Cthulhu Raise Dead
4 35 Deflection Incantatrix 1bM: Redirect a magical spell or magic item activation to hit a different target.
4 36 Detect Eelementals N Eelemental, Div. Detect all Eelementals within 10,000 feet, ID within sight
4 37 Disrupt Undead Incantatrix Each segment for 4 segments, choose a group of undead: <= Shadow is D(usted), <= Lich takes CLd6 dmg
4 38 Eelemental Ball N Eelemental, Inv. CLd4 dmg to a group, no save, EE=4
4 39 Eelemental Form N Eelemental, Alt. Become an Eelemental of EE=4
4 40 Eelemental Summoning N Eelemental, Cnj. Summon a DL=4 Eelemental
4 41 Eelusionary Double N Eelemental, Ill. 4 Mirror Images, each has 16 hp to be detected as such
4 42 Fly 30" Force Fly at 30" (C)
4 43 Force Ball 4 Force CL*8 force dmg to one group (no save)
4 44 Fork Metamagic, MTG R 1 bM or 1 OppM: Copy target magical/psionic effect.
4 45 Hands of Colubra Cthulhu Your arms turn into snakes that deal 1d6 dmg + 1d6 Str dmg
4 46 Haste A4 Chronomancy +4A, +3B, or +2C actions
4 47 Heel N Eelemental, Nec. Cures 25% of max hp
4 (3+1) 48 Henchman 3-1 Henchman/Villain You can have three summons (same group).
4 (3+1) 49 Henchman 3-2 Henchman/Villain You can have one familiar. This spell does the "Find Familiar" effect when you take it.
4 (3+1) 50 Henchman 3-3 Henchman/Villain 1M: Fascinate a group (Will save)
4 (3+1) 51 Henchman 3-4 Henchman/Villain 0, 1/t: Counter a chosen die roll (they have to roll it now) or rerolled die roll
4 (3+1) 52 Henchman 3-5 Henchman/Villain 1M, 1/d: Set (reverse Reset) one target.
4 (3+1) 53 Henchman 3-6 Henchman/Villain You ignore one level of Resist Elements and Eelements on other people (stacks with the lower level version of this)
4 (3+1) 54 Henchman 3-7 Henchman/Villain 1M, 1/r: Dispel a Haste effect. New Haste effects cannot be used in the room (this counts as a x1 Special).
4 (3+1) 55 Henchman 3-8 Henchman/Villain 1M, 1/d: Segment 10 will not occur this round (beings with Time/Reality Stability can ignore this effect).
4 (3+1) 56 Henchman 3-9 Henchman/Villain 1M, 1/r: Choose one creature. He cannot use any M actions on his next segment.
4 (3+1) 57 Henchman 3-10 Henchman/Villain 1M: Drop an Anti-Magic Shell, Anti-Psionic Shell, or Anti-Innate Shell
4 (3+1) 58 Henchman 3-11 Henchman/Villain Anti-Sidekick shell SL 0-3 (Sidekick effects of SL 0-3 cannot be used within 20'r)
4 (3+1) 59 Henchman 3-12 Henchman/Villain 1F, 1/d: Multiply an effect you do by x1+LVL/10.
4 60 Hold Illusion Delusion/Illusion Next Illusion spell you cast requires no maintained, doesn't drop if you drop
4 61 Illusion Summoning IV Delusion/Illusion Summons an Illusion/Hologram, attacks as a DL VI, defends as a DL II
4 62 Locate Creature Cthulhu Locate a specific creature
4 63 Look to the Future Cthulhu Can see into the future
4 64 Maintain Dampen Incantatrix Everyone in the room gets -CL to their # of maintained effects (treat as a x1 Special), or affect just one target
4 65 Mind Transfer Cthulhu Switch bodies with someone (save)
4 66 Mirror Image IV Delusion/Illusion 8 Mirror Images, can't be dispelled/disbelieved
4 67 Ooze Shieeld N Eelemental, Abj. Eelemental damage shield 100% (EE=1)
4 68 Pipes of Madness Cthulhu Insanity to a group (save)
4 69 Prophecy Chronomancy Improved Precognition
4 70 Ray of Oblivion Incantatrix Target forgets how to cast CL spells by name (the spell slots are not regained until next reset)
4 71 Return to Rest Cthulhu Destroy an undead (save)
4 72 Rope Trap Delusion/Illusion Target is ejected to Astral and Heavily Stunned (PP save)
4 73 Shatter x3 Force Destroys a x0 to x3 item
4 74 Soul Singing Cthulhu Illusion: Target sees and hears what you wish, no one else affected (save)
4 75 Speak with Dead Cthulhu Speak with Dead
4 76 Steal Mental Incantatrix Target loses 1M from his remaining mentals (or owes one), you gain 1M (target saves vs. Spell)
4 77 Steal Summon Incantatrix Steal someone's summon (your summon slot needs to be open to do this)
4 78 Summon Time Elemental Chronomancy Summons a normal (non-special) DL IV Time Elemental
4 79 Teleport Force Teleport
4 80 Temporal Push Chronomancy Target is thrown CL+1 rounds into the future (Will save)
4 81 Timeheal Chronomancy Heal (as spell), 5*N% chance of failure, where N is the number of rounds before now the target was at full health
4 82 TK Push 4 Force Size M target is pushed CL*40' (takes falling damage), ×/÷ 2 for each size difference
4 83 TK Shield 4 Force AC +5+CL*2; +10 saves vs. anything that causes damage
4 84 Unspeakable Oath Cthulhu Get a random minor magic item (50%) or +1 Int (50%) for 1 turn
4 85 Wesley's Temporal Disjunction Chronomancy -1 to #Att, always loses initiative for 1d10+5 days (Spell save)
4 86 X-ray Vision Delusion/Illusion X-ray Vision
5 1 Accelerate Animal Growth Chronomancy Age a creature CL months, is at half number of attacks for CL turns (RSW save)
5 2 Anti-Magic Jar Anti-Magic Exorcism and Remove Domination/Charm/Magic Jar on 1 target, or the target drops an item that's Ego Dominating him (no resistance)
5 3 Anti-Magic Shell (one SL) Anti-Magic Pick one SL. Turns off magical spells and effects of exactly that SL (lower or higher is not affected)
5 4 Anti-Magic Shell 5 Incantatrix Spells of SL 0-4 don't work in your group
5 5 Articus's Devolutionary Warrior Chronomancy Target gets +1d6 Str/Dex/Con and -3d6 Int/Wis/Chr (minimum 1) (Spell save)
5 (4+1) 6 Aspirant 4-1 Aspirant/Lich 1M, 1/r: Any 0th-3rd level Wizard spell
5 (4+1) 7 Aspirant 4-2 Aspirant/Lich 1M, 1/r: Any 0th-3rd level Priest spell
5 (4+1) 8 Aspirant 4-3 Aspirant/Lich 1M, 1/r: Any psionic minor (Psi1, Psi2, or Psi3 only)
5 (4+1) 9 Aspirant 4-4 Aspirant/Lich +10*LVL PaPR
5 (4+1) 10 Aspirant 4-5 Aspirant/Lich 1M: Dispel Innate or Racial ability effect
5 (4+1) 11 Aspirant 4-6 Aspirant/Lich 1M, 1/d: Reset
5 (4+1) 12 Aspirant 4-7 Aspirant/Lich 1M, 1/d: Contact Alternate Reality
5 (4+1) 13 Aspirant 4-8 Aspirant/Lich 1M, 1/d: Create Any DL 4 Monster
5 (4+1) 14 Aspirant 4-9 Aspirant/Lich 1M, touch: Steal all spells (save)
5 (4+1) 15 Aspirant 4-10 Aspirant/Lich 1M, touch: Lose LVLd4 stat pts
5 (4+1) 16 Aspirant 4-11 Aspirant/Lich 1bF: Fork
5 (4+1) 17 Aspirant 4-12 Aspirant/Lich Duplicate any SL 3 Concordant group spell (i.e. non-Concordant SL 3)
5 18 Banishment of Yde Etad Cthulhu Banish an outer planar creature to home plane (Will save)
5 19 Blind/Deafen Cthulhu Blind and Deafen target (Fort save on each)
5 20 Cast Out Devil Cthulhu Exorcise
5 21 Charm Eelemental N Eelemental, Enc. Charm a DL=5 Eelemental
5 22 Chicken Life Poultrymancy 0 action to cast, consume a chicken in your group: Heal self.
5 23 Chickening Doom Poultrymancy Like a Creeping Doom, but it's Rabid Dire Chickens. You get CL*3 chickens, each with 10 hp/dmg.
5 24 Cow Life Bovinomancy 0 action to cast, consume a cow in your group: Heal self.
5 25 Cowing Doom Bovinomancy Like a Creeping Doom, but it's Rabid Dire Cows. You get CL*3 cows, each with 10 hp/dmg.
5 26 Create Barrier of Naach-Tith Cthulhu Wall: Spells cannot pass, Str check (DC 40) to pass
5 27 Create Slipgate Chronomancy Create a temporal gate
5 28 Create Technological Item 5 Technology Creates a technological item of TechL = 5 (duration 5 turns; material componenting may be used to double the TechL or duraton).
5 29 Deflection Metamagic, MTG U 1 bM or 1 OppM: Redirect target magical/psionic effect to another target.
5 30 Detect Eelementals N Eelemental, Div. Detect all Eelementals within 100,000 feet, ID within sight
5 31 Eelemental Ball N Eelemental, Inv. CLd5 dmg to a group, no save, EE=5
5 32 Eelemental Form N Eelemental, Alt. Become an Eelemental of EE=5
5 33 Eelemental Summoning N Eelemental, Cnj. Summon a DL=5 Eelemental
5 34 Eelusionary Double N Eelemental, Ill. 5 Mirror Images, each has 25 hp to be detected as such
5 35 Evacuation MTG U A group of summons is unsummoned
5 36 Extinction MTG B Slay all creatures of one race in a group (PPD save)
5 37 False Skin Delusion/Illusion CL*3/2+5 False Skins (F.S.), each causes enemy to roll a natural "2" TH
5 38 Fissure MTG R Slay target creature (RSW save), or Earthquake the floor
5 39 Fly 45" Force Fly at 45" (B)
5 40 Force Ball 5 Force CL*10 force dmg to one group (no save)
5 41 Gravity Wave Force Increase/decrease gravity in area by +/- CL G's (treat as a x1 Special)
5 42 Haste A5 Chronomancy +5A, +4B, or +3C actions
5 43 Heel N Eelemental, Nec. Cures 36% of max hp
5 (4+1) 44 Henchman 4-1 Henchman/Villain 5F, Marry the SIDEKICK'S SWEETHEART: The Sidekick in question is Pixelated.
5 (4+1) 45 Henchman 4-2 Henchman/Villain You can't be targetted until your summons are destroyed.
5 (4+1) 46 Henchman 4-3 Henchman/Villain 1M: But wait, the other Henchman over there FORGOT ONE SMALL THING and he is Crapped and Slain. (save for each)
5 (4+1) 47 Henchman 4-4 Henchman/Villain Pick a spell you have. It costs ½M to use.
5 (4+1) 48 Henchman 4-5 Henchman/Villain Pick a psionic power you have. It costs ½M to use.
5 (4+1) 49 Henchman 4-6 Henchman/Villain Pick an innate ability you have. It costs ½M to use.
5 (4+1) 50 Henchman 4-7 Henchman/Villain 1M, 1/d: Segments 9 and 10 will not occur this round (beings with Time/Reality Stability can ignore this effect).
5 (4+1) 51 Henchman 4-8 Henchman/Villain +1 Opposing action. (Remember you can translate 1Opp -> 1F, so this still does something even if Opposings aren't available)
5 (4+1) 52 Henchman 4-9 Henchman/Villain 1F, 1/s: Choose one creature. He cannot use any F or S actions on his next segment.
5 (4+1) 53 Henchman 4-10 Henchman/Villain 1bM: Counter a Limited Wish, Alter Reality, or Miracle 0-7
5 (4+1) 54 Henchman 4-11 Henchman/Villain -1 actions of all types to everyone in the room (x1 Special)
5 (4+1) 55 Henchman 4-12 Henchman/Villain 1F, 1/d: +1 to your multiplier for 1 round
5 56 Illusion Summoning V Delusion/Illusion Summons an Illusion/Hologram, attacks as a DL VIII, defends as a DL II
5 57 Magic Jar Cthulhu Magic Jar
5 58 Mirror Image V Delusion/Illusion 10 Mirror Images, can't be dispelled/disbelieved
5 59 N-ray Vision Delusion/Illusion N-ray Vision (pick an element it's blocked by)
5 60 Ooze Shieeld N Eelemental, Abj. Eelemental damage shield 125% (EE=1)
5 61 Power Word Feeblemind Incantatrix Target with <= 80 hp is Feebleminded (no save)
5 62 Quash Incantatrix 1bM: Counter a magical spell or magic item activation. This cannot be responded to (except by Capital I Insist). This spell or item activation cannot be used again by that person for 1 turn.
5 63 Remove Magical Trap Incantatrix Removes a Magical Trap; you have 50+CL*10% chance in it (minus the usual FRTricks shift)
5 64 Shadow Anti-Magic Anti-Magic CLd6 dmg (pick a normal or para element) to a group, Int check for half damage
5 65 Shadow Magic Delusion/Illusion Wishoid for a SL 0-5 Wizard spell, has only 50% effect
5 66 Shatter x4 Force Destroys a x0 to x4 item
5 67 Sheep Life Ovinomancy 0 action to cast, consume a sheep in your group: Heal self.
5 68 Sheeping Doom Ovinomancy Like a Creeping Doom, but it's Rabid Dire Sheep. You get CL*3 sheep, each with 10 hp/dmg.
5 69 Spell Shield Incantatrix +CL saves vs. magic effects; +CL saves vs. mental effects (they do stack)
5 70 Steal Enchantment Incantatrix Steal an effect (not necessarily magical) someone is running; it is on you now, you need to maintain it
5 71 Steal Illusion Delusion/Illusion Gain control of an Illusion effect (no save, ER to resist)
5 72 Temporal Wall Chronomancy Anyone touching wall is double slowed and Wesley's Temporal Disjunction
5 73 Tempus Fugit Chronomancy Tempus Fugit
5 74 TK Push 5 Force Size M target is pushed CL*50' (takes falling damage), ×/÷ 2 for each size difference
5 75 TK Shield 5 Force AC +4+CL*7/3; +15 saves vs. anything that causes damage
6 1 *Remove Curse* Incantatrix Remove Heavy Curse
6 2 Anti-Anti-Magic Shell Anti-Magic Turns off anti-magical spells and effects of spell levels 0-5
6 (5+1) 3 Aspirant 5-1 Aspirant/Lich 1M, 1/r: Any 0th-4th level Wizard spell
6 (5+1) 4 Aspirant 5-2 Aspirant/Lich 1M, 1/r: Any 0th-4th level Priest spell
6 (5+1) 5 Aspirant 5-3 Aspirant/Lich +10*LVL aMR
6 (5+1) 6 Aspirant 5-4 Aspirant/Lich 1M: Project Image
6 (5+1) 7 Aspirant 5-5 Aspirant/Lich 1M: Teleport
6 (5+1) 8 Aspirant 5-6 Aspirant/Lich 1M: Contact Other Plane
6 (5+1) 9 Aspirant 5-7 Aspirant/Lich Conduct M actions through psi link (range sight)
6 (5+1) 10 Aspirant 5-8 Aspirant/Lich 1M, touch: Drain all psionic pools (save)
6 (5+1) 11 Aspirant 5-9 Aspirant/Lich 1M, touch: Slay Living (save)
6 (5+1) 12 Aspirant 5-10 Aspirant/Lich 1F: Get 2M you can use this segment
6 (5+1) 13 Aspirant 5-11 Aspirant/Lich +LVL/5 QM actions
6 (5+1) 14 Aspirant 5-12 Aspirant/Lich Duplicate any SL 4 Concordant group spell (i.e. non-Concordant SL 3)
6 15 Become Spectral Hunter Cthulhu You take on the stats of a random DL VII Weird monster, will be Crapped in CL rounds
6 16 Body Warping of Gorgoroth Cthulhu Polymorph Self into a creature of +/- 1 size, you get it's Str/Dex/Con
6 17 Charm Eelemental N Eelemental, Enc. Charm a DL=6 Eelemental
6 18 Clutch of Nyogtha Cthulhu Paralysis (Will save) for as long as you heavy concentrate (can't use M actions)
6 19 Conceal Temporal Anomaly Chronomancy Hides an Anomaly and reduces it's effects
6 20 Cow Machine Bovinomancy Like Cow Person, but no save. You don't see anything if you look at the target.
6 21 Create DMZ Anti-Magic Create a DMZ (Dispel Magic Zone), a x1 Special on the room
6 22 Create Gate Cthulhu Gate
6 23 Create Monster VI Quintessential Create a DL=1 monster, it's loyal, it's not a summon slot {Soulforger}
6 24 Create Technological Item 6 Technology Creates a technological item of TechL = 6 (duration 6 turns; material componenting may be used to double the TechL or duraton).
6 25 Curse of the Chaugnar Faugn Cthulhu *Curse* (subject loses 1d4 Chr per day and cannot Reset) (save)
6 26 Dark Offering MTG B Slay a creature (PPD save), you gain it's hp to current hp
6 27 Demi-Shadow Anti-Magic Anti-Magic CLd8 dmg (pick a normal, para, or quasi element) to a group, Int check for half damage
6 28 Detect Eelementals N Eelemental, Div. Detect all Eelementals within 1,000,000 feet, ID within sight
6 29 Disenchant an Item Incantatrix Item loses 1 multiplier; x(-1) means the item is destroyed
6 30 Dispel Possession Incantatrix Dispels possession, magic jar, control actions, etc.
6 31 Displacement II Delusion/Illusion Double Displaced (AC +4, first-second attacks miss)
6 32 Dragon Roost MTG R Once per round, get a DL V Dragon as a summon (limit=LVL/3)
6 33 Dust of Disappearance Delusion/Illusion Dust of Disappearance (AC +8)
6 34 Eelemental Ball N Eelemental, Inv. CLd6 dmg to a group, no save, EE=6
6 35 Eelemental Form N Eelemental, Alt. Become an Eelemental of EE=6
6 36 Eelemental Summoning N Eelemental, Cnj. Summon a DL=6 Eelemental
6 37 Eelusionary Double N Eelemental, Ill. 6 Mirror Images, each has 36 hp to be detected as such
6 38 Eldritch Fire Shield Quintessential Eldritch Fire damaging Shield (200% back) {Sun Mage}
6 39 Eyes of the Zombie Cthulhu See through the eyes of a zombie (that you control)
6 40 Fire Maze Delusion/Illusion Like Maze but the subject takes 1 cumulative dmg per segment (no resist)
6 41 Fly 63" Force Fly at 63" (A)
6 42 Force Ball 6 Force CL*12 force dmg to one group (no save)
6 43 Haste A6 Chronomancy +6A, +5B, or +4C actions
6 44 Heel N Eelemental, Nec. Cures 49% of max hp
6 (5+1) 45 Henchman 5-1 Henchman/Villain You have AN EVEN BIGGER BOSS THAN YOU, which is any same-aligned god, you Automatic Divine Intervention 1/d.
6 (5+1) 46 Henchman 5-2 Henchman/Villain You have a MOST ANNOYING CONSULTANT, you can "take back" an action once per round and try something else.
6 (5+1) 47 Henchman 5-3 Henchman/Villain 10F, tell an enemy Sidekick your MASTER PLAN: Components of your Master Plan is affected by a X4 Grand (x2 effect)
6 (5+1) 48 Henchman 5-4 Henchman/Villain You see the ERROR OF YOUR WAYS, drop Henchman class (and can never return), gain Sidekick with x1.5 your Sidekick XP.
6 (5+1) 49 Henchman 5-5 Henchman/Villain 1M: You ONE-UP a MYTH and LIE THROUGH YOUR TEETH, all Myth abilities in your group do not function for 1t.
6 (5+1) 50 Henchman 5-6 Henchman/Villain 1F: Charm or Dominate target x0 or x1 creature (save)
6 (5+1) 51 Henchman 5-7 Henchman/Villain You adjust all AllR by -5*level% (this stacks with the lower level version of this)
6 (5+1) 52 Henchman 5-8 Henchman/Villain 1V, 1/d: Ignore an Immunity to something.
6 (5+1) 53 Henchman 5-9 Henchman/Villain 0, 1/r: Choose one creature. He cannot use Zero or Opposing actions this segment.
6 (5+1) 54 Henchman 5-10 Henchman/Villain 1M: All x1 and lower effects on one target are dispelled.
6 (5+1) 55 Henchman 5-11 Henchman/Villain Lockdown X actions continuous in your group
6 (5+1) 56 Henchman 5-12 Henchman/Villain 1V, LVL/d: You ignore one level of Resist to something
6 57 Illusion Summoning VI Delusion/Illusion Summons an Illusion/Hologram, attacks as a DL IX, defends as a DL III
6 58 Magic Manager Chronomancy May use 2M /s for casting spells, after spell ends (in CL/2 rounds), you must rest for 2 rounds
6 59 Mind's Desire MTG U You can cast 1d6 spells of SL=1d6 next segment as 1M
6 60 Ooze Shieeld N Eelemental, Abj. Eelemental damage shield 150% (EE=1)
6 61 Paradox Chronomancy Duplicate a Wizard spell of SL 0-5 or a Priest spell of SL 0-4.
6 62 Power Drain Cthulhu Target loses 1d6 stat points (save), you temporarily gain the amount he lost
6 63 Quash Metamagic, MTG U 1 bM or 1 OppM: Counter target magical/psionic effect. That person cannot use that effect for the rest of the day.
6 64 Rope Special Delusion/Illusion Entire room gets Rope Tricked (x1 Special, unwilling get RSW save)
6 65 Shatter x5 Force Destroys a x0 to x5 item
6 66 Sheep Machine Ovinomancy Like Sheep Person, but no save. You don't see anything if you look at the target.
6 67 Solid Wall of Force Force Wall of Force (solid)
6 68 Spell Reflection Incantatrix iMReflection CL*5%
6 69 Steal Item Incantatrix Pick Pockets CL*20% (-5% per LVL of target or -2% per HD of target)
6 70 Stealcharge Incantatrix Target item loses CL charges, one of your items gains 1 charge (you may reduce CL down to a minimum of 2)
6 71 Tempus Lawfulness Chronomancy Fixes temporal anomolies in area
6 72 Tempus Vere Fugit Delusion/Illusion Like Tempus Fugit but x10 speed
6 73 TK Push 6 Force Size M target is pushed CL*60' (takes falling damage), ×/÷ 2 for each size difference
6 74 TK Shield 6 Force AC +3+CL*8/3; +21 saves vs. anything that causes damage
6 75 Unaging Chronomancy You do not age this day (Duration 1 day)
6 76 Undead Robotic Chicken Poultrymancy True time travel across barriers
7 1 *Dispel Magic* Incantatrix Dispels a Prismatic Wall/Sphere (in one spell), an Anti-Dispel Magic Shell, or an entire Chain Contingency chain
7 (6+1) 2 Aspirant 6-1 Aspirant/Lich 1M, 1/r: Any 0th-5th level Wizard spell
7 (6+1) 3 Aspirant 6-2 Aspirant/Lich 1M, 1/r: Any 0th-5th level Priest spell
7 (6+1) 4 Aspirant 6-3 Aspirant/Lich 1M, 1/r: Any psionic major (Psi1, Psi2, or Psi3 only)
7 (6+1) 5 Aspirant 6-4 Aspirant/Lich 1M, 1/r: Any 0th-4th level Warrior, Rogue, or Monster spell
7 (6+1) 6 Aspirant 6-5 Aspirant/Lich 1M: Teleport without Error
7 (6+1) 7 Aspirant 6-6 Aspirant/Lich +10*LVL IR
7 (6+1) 8 Aspirant 6-7 Aspirant/Lich 1M, touch: Steal a random powers for 1 round (no save)
7 (6+1) 9 Aspirant 6-8 Aspirant/Lich 1M, touch: Erase Truename (must know their Truename first)
7 (6+1) 10 Aspirant 6-9 Aspirant/Lich Troll-like regen LVL hp (including vile) /s
7 (6+1) 11 Aspirant 6-10 Aspirant/Lich Conduct effects through psi link (within sight)
7 (6+1) 12 Aspirant 6-11 Aspirant/Lich +LVL/10 number of segments per round
7 (6+1) 13 Aspirant 6-12 Aspirant/Lich Duplicate any SL 5 Concordant group spell (i.e. non-Concordant SL 3)
7 14 Blatant Thievery MTG U Pick Pockets LVL*10% on each target in a group
7 15 Charm Eelemental N Eelemental, Enc. Charm a DL=7 Eelemental
7 16 Commune with Time of Legends Chronomancy Commune with Time of Legends
7 17 Create Self-Ward Cthulhu DR 10/+1; Resist Aging
7 18 Create Technological Item 7 Technology Creates a technological item of TechL = 7 (duration 7 turns; material componenting may be used to double the TechL or duraton).
7 19 Create Time Gate Cthulhu Create a Time Gate 10^(N-4) years
7 20 Delusion Delusion/Illusion Potion of Delusion, works as real XPV LVL*100 potion unless disbelieved
7 21 Demi-Shadow Door Delusion/Illusion Plane Shift up to CL/3 planes distance or to any Inner plane, no redirection
7 22 Demi-Shadow Magic Delusion/Illusion Wishoid for a SL 0-7 Wizard spell, has only 50% effect
7 23 Detect Eelementals N Eelemental, Div. Detect all Eelementals within 10,000,000 feet, ID within sight
7 24 Disjoin Exhaustion Delusion/Illusion Cure all damage taken; Get +1P and +1V action this round
7 25 Eelemental Ball N Eelemental, Inv. CLd7 dmg to a group, no save, EE=7
7 26 Eelemental Form N Eelemental, Alt. Become an Eelemental of EE=7
7 27 Eelemental Summoning N Eelemental, Cnj. Summon a DL=7 Eelemental
7 28 Eelusionary Double N Eelemental, Ill. 7 Mirror Images, each has 49 hp to be detected as such
7 29 First Level Anti-Magic-User Spells (DM1) Anti-Magic Cast any four 1st level Anti-Magic spells simultaneously when it is cast.
7 30 First Level Anti-Magic-User Spells (DM2) Anti-Magic Can cast one 1st Level Anti-Magic spell per round as Z action
7 31 Flame Wave MTG R CL/3 groups each take 40 eldritch fire dmg (no save)
7 32 Fly 84" Force Fly at 84" (AA)
7 33 Force Ball 7 Force CL*14 force dmg to one group (no save)
7 34 Haste A7 Chronomancy +7A, +6B, or +5C actions
7 35 Heel N Eelemental, Nec. Cures 64% of max hp
7 36 Hyperkinetic Haste A Force CL A Action Haste (party); The caster (not everyone in the Haste) can convert 2V->1QV, 2P->1QP, 2QV->1QQV, 2QP->2QQP, etc.
7 37 Illusion Summoning VII Delusion/Illusion Summons an Illusion/Hologram, attacks as a DL IX, defends as a DL V
7 38 Incurse Chronomancy Target being or object is Rewritten out of time (i.e. Incursed) (RSW save)
7 39 Mordenkainen's Disjunction Incantatrix Mordenkainen's Disjunction
7 40 Nightmare Delusion/Illusion Group affected by a random SL 1d4+2 Psi10 effect (will be harmful, no save)
7 41 Ooze Shieeld N Eelemental, Abj. Eelemental damage shield 175% (EE=1)
7 42 Remove Magical Special Incantatrix Removes a Magical Special; you have CL*15% chance in it (minus the usual FRSpecials shift)
7 43 Sands of Time Chronomancy Reverse the effect of time on objects.
7 44 Shatter x6 Force Destroys a x0 to x6 item
7 45 Steal Life Cthulhu Drain 1 stat point per segment from target and add to you temporarily (save per segment)
7 46 Stealspell Incantatrix Target loses CL unused spell slots in memorization, you gain 1 of them (target saves vs. Spell) (you may reduce CL down to a minimum of 2)
7 47 Temporal Eye Chronomancy Can scry into other times at this location
7 48 TK Push 7 Force Size M target is pushed CL*70' (takes falling damage), ×/÷ 2 for each size difference
7 49 TK Shield 7 Force AC +2+CL*3; +28 saves vs. anything that causes damage
7 50 Unbinding Incantatrix Hold, Stun, Guards and Wards, Temporal Stasis, Imprisonment, Time Stop, Wizard Lock, Wall of Force, Cube of Force, Forcecage, Maze all end immediately (no effect) if comes into contact with your group. Your group walks around as a mobile DMZ.
7 51 Unfamiliar Incantatrix Target loses a familiar (the familiar is returned to the Plane of Familiars) (save vs. Spells)
7 52 Wesley's Delayed Damage Chronomancy Whenever you take damage, you take only half, the rest is delayed until the spell ends (in 10+1d10 rounds)
7 53 Word of Recall Cthulhu Word of Recall
8 1 Accelerate Lifeline Chronomancy Target ages CL years (Spell save)
8 (7+1) 2 Aspirant 7-1 Aspirant/Lich 1M, 1/r: Any 0th-6th level Wizard spell
8 (7+1) 3 Aspirant 7-2 Aspirant/Lich 1M, 1/r: Any 0th-6th level Wizard spell
8 (7+1) 4 Aspirant 7-3 Aspirant/Lich +10*LVL EaER
8 (7+1) 5 Aspirant 7-4 Aspirant/Lich 1M, touch: Annihilation (save)
8 (7+1) 6 Aspirant 7-5 Aspirant/Lich 1M, touch: Incursion (save)
8 (7+1) 7 Aspirant 7-6 Aspirant/Lich Duplicate any SL 6 Concordant group spell (i.e. non-Concordant SL 3)
8 8 Beacon of Tomorrows MTG U You get an extra segment this round (segment 11 at end)
8 9 Charm Eelemental N Eelemental, Enc. Charm a DL=8 Eelemental
8 10 Consume Likeness Cthulhu Alter Appearance to someone specific who recently died (it's very convincing)
8 11 Continuous Illusion Delusion/Illusion Next Illusion spell you cast is Continuous
8 12 Create Technological Item 8 Technology Creates a technological item of TechL = 8 (duration 8 turns; material componenting may be used to double the TechL or duraton).
8 13 Death by Flames Cthulhu Target takes 1d10 fire dmg /s (no save)
8 14 Decree of Pain MTG B Slay all creatures in two groups (PPD save) or one group (no save)
8 15 Detect Eelementals N Eelemental, Div. Detect all Eelementals within 100,000,000 feet, ID within sight
8 16 Eelemental Ball N Eelemental, Inv. CLd8 dmg to a group, no save, EE=8
8 17 Eelemental Form N Eelemental, Alt. Become an Eelemental of EE=8
8 18 Eelemental Summoning N Eelemental, Cnj. Summon a DL=8 Eelemental
8 19 Eelusionary Double N Eelemental, Ill. 8 Mirror Images, each has 64 hp to be detected as such
8 20 Eye of Light & Darkness Cthulhu All outer planar creatures take 1 Wis dmg per segment (x1 Special)
8 21 First Level Priest Spells Delusion/Illusion 0, 1/r: Cast a 1st level Priest spell
8 22 Fly 108" Force Fly at 108" (SF)
8 23 Force Ball 8 Force CL*16 force dmg to one group (no save)
8 24 Haste A8 Chronomancy +8A, +7B, or +6C actions
8 25 Heel N Eelemental, Nec. Cures 81% of max hp
8 26 Hyperkinetic Haste B Force CL B Action Haste (party); The caster (not everyone in the Haste) cannot have his hV, hP, bV, bP actions locked down
8 27 Illusion Summoning VIII Delusion/Illusion Summons an Illusion/Hologram, attacks as a DL X, defends as a DL VI
8 28 Insurrection MTG R Charm a group (Will save, ignores immunity to Charm effects)
8 29 Item Supercharger Chronomancy A magic item can be used twice as often (per turn or day) or it's effects has twice duration
8 30 Mass Mirage Arcana Delusion/Illusion As Mirage Arcana but covers CL sq. miles
8 31 Ooze Shieeld N Eelemental, Abj. Eelemental damage shield 200% (EE=1)
8 32 Planar Displacement Delusion/Illusion Planar Displacement
8 33 Prismatic Beam Delusion/Illusion Like Prismatic Spray but they take all 7 colors
8 34 Protection from Time Chronomancy Immune to and can't use temporal effects
8 35 Shatter x7 Force Destroys a x0 to x7 item
8 36 Time/Reality Stability Chronomancy Time/Reality Stability (duration 1 day), reverse removes it (Spell save)
8 37 Timereaver Chronomancy Time Travel Other +/- 5*CL years (Spell save)
8 38 TK Push 8 Force Size M target is pushed CL*80' (takes falling damage), ×/÷ 2 for each size difference
8 39 TK Shield 8 Force AC +1+CL*10/3; +36 saves vs. anything that causes damage
9 1 Change Reality Delusion/Illusion Wishoid for a SL 0-9 Wizard spell, has only 75% effect
9 2 Charm Eelemental N Eelemental, Enc. Charm a DL=9 Eelemental
9 3 Create Technological Item 9 Technology Creates a technological item of TechL = 9 (duration 9 turns; material componenting may be used to double the TechL or duraton).
9 4 Detect Eelementals N Eelemental, Div. Detect all Eelementals within 1,000,000,000 feet, ID within sight
9 5 Disbelieve Reality Delusion/Illusion Can disbelieve something that's real (Incursion - PP save)
9 6 Displacement III Delusion/Illusion Triple Displaced (AC +6, first-third attacks miss)
9 7 Eelemental Ball N Eelemental, Inv. CLd9 dmg to a group, no save, EE=9
9 8 Eelemental Form N Eelemental, Alt. Become an Eelemental of EE=9
9 9 Eelemental Summoning N Eelemental, Cnj. Summon a DL=9 Eelemental
9 10 Eelusionary Double N Eelemental, Ill. 9 Mirror Images, each has 81 hp to be detected as such
9 11 Effects Bubble Delusion/Illusion Your effects protect each other (and themselves); ER +CL*10%
9 12 Fly 135" Force Fly at 135" (SW)
9 13 Force Ball 9 Force CL*18 force dmg to one group (no save)
9 14 Haste A9 Chronomancy +9A, +8B, or +7C actions
9 15 Heel N Eelemental, Nec. Cures 100% of max hp
9 16 Hyperkinetic Haste C Force CL C Action Haste (party); The caster (not everyone in the Haste) cannot have his OppV, OppP actions locked down
9 17 Illusion Summoning IX Delusion/Illusion Summons an Illusion/Hologram, attacks as a DL X, defends as a DL VIII
9 18 Major Paradox Chronomancy Wish (as spell)
9 19 Megaskin Anti-Magic CL/4 Megaskins. Each Megaskin lets you ignore one energy based attack.
9 20 Moo Bovinomancy Does a Moo on one target ([C] section effect)
9 21 Ooze Shieeld N Eelemental, Abj. Eelemental damage shield 225% (EE=1)
9 22 Round Stop Anti-Magic The current round will end after the end of this segment (the rest of the segments this round will not occur)
9 23 Second Level Priest Spells Delusion/Illusion 0, 1/r: Cast a 2nd level Priest spell
9 24 Sever Lifeline Chronomancy You do not have or require a silver cord. Immune to aging.
9 25 Shatter x8 Force Destroys a x0 to x8 item
9 26 Stampede of Rabid Chickens Poultrymancy Like a Meteor Swarm, but damage is of type Chicken and Poison instead of Eldritch Earth and Eldritch Fire. "Chicken" is an EE=3 Eelement. "Poison" is an E=3 Element (Alcohol+Negative).
9 27 Stampede of Rabid Sheep Ovinomancy Like a Meteor Swarm, but damage is of type Sheep and Poison instead of Eldritch Earth and Eldritch Fire. "Sheep" is an EE=3 Eelement. "Poison" is an E=3 Element (Alcohol+Negative).
9 28 Temporal Shell Chronomancy Immune time
9 29 Temporal Stasis Chronomancy The flow of time stops for the subject, he ceases to grow older, he is in suspended animation. The reverse can free the creature.
9 30 Time Stop Chronomancy Stops time for 1d4 rounds
9 31 TK Push 9 Force Size M target is pushed CL*90' (takes falling damage), ×/÷ 2 for each size difference
9 32 TK Shield 9 Force AC +CL*11/3; +45 saves vs. anything that causes damage
10 1 Anti-Anti-Dispel Magic Shell Anti-Magic Lower an Anti-Dispel Magic Shell
10 2 Anti-Dispel Anti-Magic Shell Anti-Magic Your effects are immune to low MF, Instantaneous, Look at Me I'm the DCI
10 3 Aspirant 10-1 Aspirant/Lich 0, 1/r: Any 0th-5th level Wizard spell
10 4 Aspirant 10-2 Aspirant/Lich 0, 1/r: Any 0th-4th level Priest spell
10 5 Aspirant 10-3 Aspirant/Lich 0, 1/r: Any psionic cantrip (Psi1, Psi2, or Psi3 only)
10 6 Aspirant 10-4 Aspirant/Lich +5*(Lich level)% WR (not irreducible) that can't be ignored
10 7 Aspirant 10-5 Aspirant/Lich Resist Turning (you are double the rating)
10 8 Aspirant 10-6 Aspirant/Lich 0: Create Snare 20*(Lich level)% (obvious trap, auto detected, needs to be removed to bypass)
11 1 Aspirant 11-1 Aspirant/Lich 0, 1/r: Any 1st-6th level Wizard spell
11 2 Aspirant 11-2 Aspirant/Lich 0, 1/r: Any 1st-5th level Priest spell
11 3 Aspirant 11-3 Aspirant/Lich 0, 1/r: Any psionic minor (Psi1, Psi2, or Psi3 only)
11 4 Aspirant 11-4 Aspirant/Lich 1M: Banish Undead
11 5 Aspirant 11-5 Aspirant/Lich Speak with Dead & Undead (cont.); 1M: Capital E Extract from Dead & Undead
11 6 Aspirant 11-6 Aspirant/Lich +10*(Lich level)% iWR that can't be ignored
11 7 Aspirant 11-7 Aspirant/Lich Mask Undead status; Can't be turned
11 8 Aspirant 11-8 Aspirant/Lich Detect Artifacts; 1M: Legend Lore Artifact
11 9 Aspirant 11-9 Aspirant/Lich 1M, (lich level)/d: Gain +10 XP
11 10 Aspirant 11-10 Aspirant/Lich 0: Create Traps 15*(Lich level)%
11 11 Aspirant 11-11 Aspirant/Lich All spells cost 0 P actions; Material componenting does not cost 1 V action
11 12 Aspirant 11-12 Aspirant/Lich +(Lich level) OppV or QM actions
11 13 Aspirant 11-13 Aspirant/Lich Negative Cold (Lich level)d10 dmg by touch
11 14 Aspirant 11-14 Aspirant/Lich +(Lich level) Research Points per reset (see [P12])
11 15 Aspirant 11-15 Aspirant/Lich 1F or 1X: Duplicate any level 0 Concordant spell
11 16 Call Deity Cthulhu Summons the material form of the god of your choice (remember this is only a x1 effect by itself)
11 17 Dismiss Deity Cthulhu Dismisses the material form of a god (remember this is only a x1 effect by itself)
11 18 Henchman 11-1 Henchman/Villain 1/d: Create a GIANT ROBOT (a DL 10 Golem, you may make requests but exact statistics are determined by the DM).
11 19 Henchman 11-2 Henchman/Villain 1/r: You MYSTERIOUSLY ESCAPE (even past all barriers) from enemies, one of the enemies must be a Hero.
11 20 Henchman 11-3 Henchman/Villain You have an ANNOYING HENCHMAN of half your Villain Level who always ESCAPES and causes trouble for the enemy.
11 21 Henchman 11-4 Henchman/Villain You adjust all irreducible BlahR by -5*level% and all reducible BlahR to 0%.
11 22 Henchman 11-5 Henchman/Villain +10% XP in all your non-Concordant classes.
11 23 Henchman 11-6 Henchman/Villain You ignore other people's Immunity to Inner Elements (unless it comes from a x3 or greater source)
11 24 Henchman 11-7 Henchman/Villain You ignore other people's Immunity to Hold/Stun/Para (unless it comes from a x3 or greater source)
11 25 Henchman 11-8 Henchman/Villain You ignore other people's Immunity to Action/Memory/Other Stealing (unless it comes from a x3 or greater source)
11 26 Henchman 11-9 Henchman/Villain 0, 1/s: Choose one creature. He cannot use any V actions on his next segment.
11 27 Henchman 11-10 Henchman/Villain The "Avoid Fate" ability cannot be used by any other creature (friendly or not) within 100 yards of you.
11 28 Henchman 11-11 Henchman/Villain NF, may borrow: Counter a level N Concordant ability.
11 29 Henchman 11-12 Henchman/Villain xVL number of henchmen, followers, summons, familiars

[PC2] Wizard Group Classes


Arch-Alchemist1

Level KXP Wizard
123 456 789
1 0 1-- --- ---
2 1.5 2-- --- ---
3 4.8 3-- --- ---
4 9 41- --- ---
5 15 421 --- ---
6 27.75 432 --- ---
7 45 433 1-- ---
8 75 443 21- ---
9 112.5 444 22- ---
10 165 444 221 ---
11 300 444 332 ---
12 570 444 443 ---
13 840 444 444 ---
14 960 544 444 1--
15 1230 554 444 2--
16 1500 555 444 3--
17 1770 555 544 4--
18 2040 555 554 41-
19 2310 555 555 42-
20 2580 555 555 53-
21 2850 555 555 54-
22 3120 555 555 55-
23 3390 655 555 551
24 3660 665 555 552
25 3930 666 555 553
26 4200 666 655 554
27 4470 666 665 555
28 4740 666 666 555
29 5010 666 666 655
30 5280 666 666 665
31 5550 666 666 666
32 5820 777 666 666
33 6090 777 777 666
34 6360 777 777 777
35 6630 888 777 777
36 6900 888 888 777
TH Saves
PD RS PP BW Sp Fo Re Wi
+0  4  7  5  3  6  0  1  1
+0  4  7  5  3  7  0  1  1
+0  4  8  5  4  7  0  1  2
+1  4  8  6  4  7  1  2  2
+1  5  9  6  4  8  1  2  3
+1  5  9  7  5  8  2  3  3
+2  5 10  7  5  9  2  3  4
+2  6 10  7  6  9  2  3  4
+2  6 10  8  6  9  3  4  5
+3  6 11  8  6 10  3  4  5
+3  7 11  9  7 10  4  5  6
+3  7 12  9  7 11  4  5  6
+4  7 12  9  8 11  4  5  7
+4  7 13 10  8 11  5  6  7
+4  8 13 10  8 12  5  6  8
+5  8 13 11  9 12  6  7  8
+5  8 14 11  9 13  6  7  9
+5  9 14 11 10 13  6  7  9
Requisites: Str 10, Dex 11, Con 17, Int 14, Wis 11
Alignment: any
HD/level: d5
Weapon Prof.: 1+level/4
To Hit Table: Wiz
Save Table: Wiz
Reference: DM
Groups: Wizard
 
Level 1: +2 Non-weapon proficiencies per level.
Level 1: Read Languages.
Level 1: Identify minerals by sight.
Level 1: Identify potions and poisons by sight.
Level 1: Considered specialized in Enchantment/Charm (no opposite).
Level 1: Identify plants by sight.
Level 1: For a potion: Can increase duration by 100% or effect by 50%. Each potion can be improved in this way only once.
Level 1: Can build a lab. It costs 1000 gp to build a level 1 lab, an additional 2000 gp to build a level 2 lab, an additional 3000 gp to build a level 3 lab, etc. If the lab is higher level than your level, treat it as your level.
Level 1: [If a lab is available] 8 hours of actions: Brew potion, make a lab level check, if successful, roll a random potion. If power score, roll twice, picking better result. If fail, there is a minor explosion or some other annoyance (chemical burn, blindness for a day, etc.).
Level 1: [If a lab is available] Each reset, add to memorization 1 Alteration spell per spell level up to (lab level)/2, round up.
Level 1: Brew Potions: 10F, 1/reset: Create 100*LVL XP value in potions.
Level 2: Identify animals by sight.
Level 3: Considered specialized in Alteration (no opposites still).
Level 4: Predict miscibility (Level-3)*10%.
Level 4: Identify any non-artifact magic item by sight.
Level 5: Identify non-immortal monsters by sight.
Level 6: Can specialize in (third) school; if this is done, select an opposite.
Level 9: Fast-Create Potions: 1F, lose N SL=N spells in memorization: Make a potion of a SL=N effect
Known Spells:
Foul Potions (SL=1, Anti-Magic): Foul (Destroy) 10*CL doses of magical Potions in someone's inventory (no save), the potions can be fixed out of combat if done within the hour
Potion Ball (SL=3, Invocation): Spend a potion while casting: Do a "ball" of that effect.

[PC2] Wizard Group Classes


Arch-Mage

Level KXP Wizard
123 456 789 AB
1 0 2½- --- --- --
2 5 31½ --- --- --
3 10 421 --- --- --
4 20 532 ½-- --- --
5 40 643 1½- --- --
6 80 754 21- --- --
7 120 865 32½ --- --
8 180 976 43½ --- --
9 270 A87 541 ½-- --
10 500 A98 652 1-- --
11 750 AA9 763 2½- --
12 1500 AAA 874 3½- --
13 2250 AAA 985 4½- --
14 3000 AAA A96 51½ --
15 3750 AAA AA7 621 --
16 4500 AAA AA8 732 --
17 5250 AAA AA9 843 --
18 6000 AAA AAA 954 ½-
19 6750 AAA AAA A65 ½-
20 7500 AAA AAA A76 1-
21 8250 AAA AAA A87 1-
22 9000 AAA AAA A98 2-
23 9750 AAA AAA AA9 2-
24 10500 AAA AAA AAA 3-
25 11250 BBB BBB BBB 3-
26 12000 BBB BBB BBB 4-
27 12750 CCC CCC CCC 4½
28 13500 CCC CCC CCC 5½
29 14250 DDD DDD DDD 5½
30 15000 DDD DDD DDD 51
31 15750 DDD DDD DDD 61
32 16500 EEE EEE EEE 61
33 17250 EEE EEE EEE 71
34 18000 FFF FFF FFF 71
35 18750 FFF FFF FFF 81
36 19500 FFF FFF FFF 82
TH Saves
PD RS PP BW Sp Fo Re Wi
-1  4  7  5  3  7  0  1  1
+0  4  8  6  4  7  1  2  2
+0  5  9  7  5  8  2  3  3
+0  6 10  7  6  9  2  3  4
+0  6 11  8  6 10  3  4  5
+0  7 12  9  7 11  4  5  6
+0  7 13 10  8 11  5  6  7
+1  8 13 11  9 12  6  7  8
+1  9 14 11 10 13  6  7  9
+1  9 15 12 10 14  7  8 10
+1 10 15 13 11 15  8  9 11
+1 11 16 13 12 15  9 10 12
+1 12 16 14 13 15 10 11 13
+2 12 16 14 14 16 10 11 14
+2 13 16 15 14 16 11 12 15
+2 14 16 15 15 16 12 13 16
+2 15 17 16 16 16 13 14 17
+2 16 17 16 16 17 14 15 18
Requisites: Con 12, Int 18
Alignment: any
HD/level: d3
Weapon Prof.: 1+level/9
To Hit Table: ½xWiz
Save Table: 2xWiz
Reference: DM
Groups: Wizard
 
Level 1: Each level, pick one spell. That spell requires only ½ of a spell to cast. This isn't cumulative with school specialization.
Level 1: All spells do not have the 1P action requirement. If the spell would not have required 1P action to cast in the first place, one instance of Material Componenting is gained. Does NOT get free Material Componenting for all spells as per Mage/Robe classes, this is used instead. If you have Arch-Mage and another Wizard class, this rule has priority.
Level 1: MR adjustment is -5*level% instead of +60-5*level%.
Level 1: Can specialize in 1 school for free. Can specialize in another school, but then must pick an opposite. Specialization may be either "Collective type" (1/2 cost on spells) or "2nd edition type" (+1 spell of the school each level).
Level 1: Does not suffer ill effects of casting a spell above his normal casting ability due to the Arch-Mage being too low level. If the Arch-Mage's Knowledge score isn't high enough to cast the spell, he suffers the normal effects as per a normal Wizard.
Level 4: All of your spells that offer a saving throw now require 2 saving throws, if either is failed, the target is treated as having not saved.
Level 9: When modifying an existing spell using spell research [S5], the base time is in days instead of weeks, and CL (Caster level) is 2 times Arch-Mage's level (for this rule only).
Level 9: All of your spells that offer a saving throw now require 3 saving throws, if any are failed, the target is treated as having not saved.
Level 11: Each level starting at 11th, pick one spell. That spell requires only ½ the number of Mental actions to cast.
Level 16: All of your spells that offer a saving throw now require 4 saving throws, if any are failed, the target is treated as having not saved.
Level 21: Each level starting at 21st, pick one spell. That spell offers no saving throw (even with Scarab of Protection) and MR cannot be used against it, even irreducible MR. If the target is immune to a spell's effect (Fireball vs. a Red Dragon), the spell still has no effect.
Level 25: All of your spells that offer a saving throw now require 5 saving throws, if any are failed, the target is treated as having not saved.
Level 31: Each level starting at 31st, pick one spell. That spell can be cast as a 0 action.
Level 36: All of your spells that offer a saving throw now require 6 saving throws, if any are failed, the target is treated as having not saved.

[PC2] Wizard Group Classes


Arch-Mentaler0

Level KXP Wizard
123 456 789 AB
1 0 2½- --- --- --
2 3.75 31½ --- --- --
3 7.5 421 --- --- --
4 15 532 ½-- --- --
5 30 643 1½- --- --
6 60 754 21- --- --
7 120 865 32½ --- --
8 225 976 43½ --- --
9 450 A87 541 ½-- --
10 675 A98 652 1-- --
11 900 AA9 763 2½- --
12 1125 AAA 874 3½- --
13 1350 AAA 985 4½- --
14 1575 AAA A96 51½ --
15 1800 AAA AA7 621 --
16 2025 AAA AA8 732 --
17 2250 AAA AA9 843 --
18 2475 AAA AAA 954 ½-
19 2700 AAA AAA A65 ½-
20 2925 AAA AAA A76 1-
21 3150 AAA AAA A87 1-
22 3375 AAA AAA A98 2-
23 3600 AAA AAA AA9 2-
24 3825 AAA AAA AAA 3-
25 4050 BBB BBB BBB 3-
26 4275 BBB BBB BBB 4-
27 4500 CCC CCC CCC 4½
28 4725 CCC CCC CCC 5½
29 4950 DDD DDD DDD 5½
30 5175 DDD DDD DDD 51
31 5400 DDD DDD DDD 61
32 5625 EEE EEE EEE 61
33 5850 EEE EEE EEE 71
34 6075 FFF FFF FFF 71
35 6300 FFF FFF FFF 81
36 6525 FFF FFF FFF 82
TH Saves
PD RS PP BW Sp Fo Re Wi
+1  5  4  5  2  3  0  1  1
+1  5  4  5  3  3  0  1  1
+1  5  4  5  3  4  0  1  2
+1  5  5  5  3  4  1  2  2
+2  6  5  5  3  4  1  2  3
+3  7  6  7  4  6  2  3  3
+3  7  6  7  5  6  2  3  4
+3  7  7  7  5  6  2  3  4
+3  7  7  7  5  7  3  4  5
+4  8  7  7  5  7  3  4  5
+5  9  8  9  6  9  4  5  6
+5  9  8  9  7  9  4  5  6
+5  9  9  9  7  9  4  5  7
+5 10  9  9  7  9  5  6  7
+6 10  9 10  7  9  5  6  8
+7 11 10 11  8 12  6  7  8
+7 11 10 11  9 12  6  7  9
+7 11 11 11  9 12  6  7  9
Requisites: Int 20, Dex 18
Alignment: any
HD/level: d4
Weapon Prof.: 2+level/3
To Hit Table: M-U0
Save Table: M-U0
Reference: DM
Groups: Wizard
 
Hold M actions. You may convert 2M -> 1QM.
Level N (every level): +1M action

[PC2] Wizard Group Classes


Arch-Sage0

Level KXP Wizard
123 456 789 AB
1 0 2½- --- --- --
2 5 31½ --- --- --
3 10 421 --- --- --
4 20 532 ½-- --- --
5 40 643 1½- --- --
6 80 754 21- --- --
7 120 865 32½ --- --
8 180 976 43½ --- --
9 270 A87 541 ½-- --
10 500 A98 652 1-- --
11 750 AA9 763 2½- --
12 1050 AAA 874 3½- --
13 1350 AAA 985 4½- --
14 1650 AAA A96 51½ --
15 1950 AAA AA7 621 --
16 2250 AAA AA8 732 --
17 2550 AAA AA9 843 --
18 2850 AAA AAA 954 ½-
19 3150 AAA AAA A65 ½-
20 3450 AAA AAA A76 1-
21 3750 AAA AAA A87 1-
22 4050 AAA AAA A98 2-
23 4350 AAA AAA AA9 2-
24 4650 AAA AAA AAA 3-
25 4950 BBB BBB BBB 3-
26 5250 BBB BBB BBB 4-
27 5550 CCC CCC CCC 4½
28 5850 CCC CCC CCC 5½
29 6150 DDD DDD DDD 5½
30 6450 DDD DDD DDD 51
31 6750 DDD DDD DDD 61
32 7050 EEE EEE EEE 61
33 7350 EEE EEE EEE 71
34 7650 FFF FFF FFF 71
35 7950 FFF FFF FFF 81
36 8250 FFF FFF FFF 82
TH Saves
PD RS PP BW Sp Fo Re Wi
+1  4  7  5  3  7  0  1  1
+1  4  8  6  4  7  1  2  2
+1  5  9  7  5  8  2  3  3
+1  6 10  7  6  9  2  3  4
+2  6 11  8  6 10  3  4  5
+3  7 12  9  7 11  4  5  6
+3  7 13 10  8 11  5  6  7
+3  8 13 11  9 12  6  7  8
+3  9 14 11 10 13  6  7  9
+4  9 15 12 10 14  7  8 10
+5 10 15 13 11 15  8  9 11
+5 11 16 13 12 15  9 10 12
+5 12 16 14 13 15 10 11 13
+5 12 16 14 14 16 10 11 14
+6 13 16 15 14 16 11 12 15
+7 14 16 15 15 16 12 13 16
+7 15 17 16 16 16 13 14 17
+7 16 17 16 16 17 14 15 18
Requisites: Con 12, Int 22
Alignment: any
HD/level: d2
Weapon Prof.: 1+level/8
To Hit Table: M-U0
Save Table: 2xWiz
Reference: DM {Planeshifted Arch-Mage}
Groups: Wizard
 
Specialized in Divination. Can specialize in another school, if you do, choose an opposite major school.
Level 1: Each level, pick one spell. That spell requires only ½ of a spell to cast. This isn't cumulative with school specialization.
Level 1: All spells do not have the 1P action requirement. If the spell would not have required 1P action to cast in the first place, one instance of Material Componenting is gained. Does NOT get free Material Componenting for all spells as per Mage/Robe classes, this is used instead. If you have Arch-Sage and another Wizard class, this rule has priority.
Level 1: MR adjustment is -5*level% instead of +60-5*level%.
Level 1: Does not suffer ill effects of casting a spell above his normal casting ability due to the Arch-Sage being too low level. If the Arch-Sage's Knowledge score isn't high enough to cast the spell, he suffers the normal effects as per a normal Wizard.
Level 1: May use 1 material component effect per spell as a zero action. If you use 1V action, you get double material componenting.
Level N (every level): +4 Nonweapon proficiencies.
Level 4: When modifying an existing spell using spell research [S5], the base time is in hours instead of weeks, and CL (Caster level) is 3 times Arch-Sage's level (for this rule only).
Level 5: All of your spells that offer a saving throw now require 2 saving throws, if either is failed, the target is treated as having not saved.
Level 11: All of your spells that offer a saving throw now require 3 saving throws, if any are failed, the target is treated as having not saved.
Level 12: Each level starting at 12th, pick one spell. That spell requires only ½ the number of Mental actions to cast.
Level 19: All of your spells that offer a saving throw now require 4 saving throws, if any are failed, the target is treated as having not saved.
Level 23: Each level starting at 23rd, pick one spell. That spell offers no saving throw (even with Scarab of Protection) and MR cannot be used against it, even irreducible MR. If the target is immune to a spell's effect (Fireball vs. a Red Dragon), the spell still has no effect.
Level 29: All of your spells that offer a saving throw now require 5 saving throws, if any are failed, the target is treated as having not saved.
Level 34: Each level starting at 34th, pick one spell. That spell can be cast as a 0 action.
Level 41: All of your spells that offer a saving throw now require 6 saving throws, if any are failed, the target is treated as having not saved.
Divination spells from Sage0 class:
True Lore (SL=1): Get a +20 on your next Int stat check (or Int-based proficiency or skill check).
Eagle Eye Vision (SL=2): Gives Eagle Eye Vision (far distance vision); reverse gives Fine/Telescopic Vision
Planar Locate Person/Object (SL=3): Tells you which plane a person or object is in (but not where in that plane).
Tap Psionic Link (SL=4): Taps a psionic link so you can listen in. At least one of the people in the link must be within sight.
No Friendly Fire (SL=5): While this effect is running, you know exactly how to center your area effects (even the huge ones) so you hit no friendly people.
Predict Chaos (SL=6): You can predict the outcome of the next chaotic effect (Wand of Wonder, Magical Pool, Deck of Many Things, etc.). This spell has a 37-LVL% (unadjustible) chance of causing you to be Spent and gain 1 insanity.

[PC2] Wizard Group Classes


Artificer

Level KXP Wizard
123 456 789 AB
1 0 1-- --- --- --
2 10 2-- --- --- --
3 15 21- --- --- --
4 22 12- --- --- --
5 33 021 --- --- --
6 49 012 --- --- --
7 73 102 1-- --- --
8 109 201 2-- --- --
9 163 310 21- --- --
10 244 410 12- --- --
11 366 521 021 --- --
12 549 621 012 --- --
13 823 731 102 1-- --
14 1234 832 101 2-- --
15 1851 942 110 21- --
16 2776 A42 110 12- --
17 4164 B53 211 021 --
18 6400 C53 211 012 --
19 6800 D63 211 102 1-
20 7200 E64 221 101 2-
21 7600 F74 321 110 21
22 8000 G74 321 110 32
23 8400 H85 322 111 32
24 8800 I85 322 111 33
25 9200 J95 432 111 43
26 9600 K96 432 211 43
27 10000 LA6 432 211 44
28 10400 NA6 432 211 44
29 10800 OB7 533 221 54
30 11200 PB7 543 221 54
31 11600 QC7 543 221 55
32 12000 RC8 543 222 55
33 12400 SD8 643 322 55
34 12800 TD8 643 322 65
35 13200 UE9 653 322 65
36 13600 VE9 653 322 66
TH Saves
PD RS PP BW Sp Fo Re Wi
+0  4  7  5  3  6  0  1  1
+0  4  7  5  3  7  0  1  1
+1  4  8  5  4  7  0  1  2
+1  4  8  6  4  7  1  2  2
+2  5  9  6  4  8  1  2  3
+2  5  9  7  5  8  2  3  3
+3  5 10  7  5  9  2  3  4
+3  6 10  7  6  9  2  3  4
+4  6 10  8  6  9  3  4  5
+4  6 11  8  6 10  3  4  5
+5  7 11  9  7 10  4  5  6
+5  7 12  9  7 11  4  5  6
+6  7 12  9  8 11  4  5  7
+6  7 13 10  8 11  5  6  7
+7  8 13 10  8 12  5  6  8
+7  8 13 11  9 12  6  7  8
+8  8 14 11  9 13  6  7  9
+8  9 14 11 10 13  6  7  9
Requisites: Str 9, Con 11, Int 20, Chr 9
Alignment: any
HD/level: d5
Weapon Prof.: 5+level/5
To Hit Table: Rog
Save Table: Wiz
Reference: DM
Groups: Wizard
 
Specialized in Enchantment; pick an opposite.
Level 1: All your items are considered x2 items.
Level 1: Identify Artifacts by sight.
Level 1: May material component a spell by spending 1V action. See [S0] for effects of material componenting. Generally, you will can pick from: double effect, double level for purposes of MR shift, double duration, or double range ("0" going to "touch" and "touch" going to 10 feet).
Level 1: Allowed to use 1st edition illusionist spells (in PH1, UA1, etc.) as if they were normal wizard spells; you don't have to be an illusionist to use them.
Level N: May cast spells of spell level N/3 (round down) without using a P action, if you are specialized in that school.
Level N: May cast spells of spell level N/4 (round down) without using a P action.
Level 1: 1F, (max of level times per day): Create a temporary artifact which lasts for level rounds.
Level 9: Know How to Destroy Artifacts by sight.
Artificers also have the following ability:
1F, (max of level times per day): Create a temporary artifact which lasts for level rounds. For each level, roll once on the table below (e.g. If the Artificer is level 10 you would roll 8 times on the first column and 2 times on the second column).
Then determine a random power of that type (Conc = Concordant Spell, Ioun = Ioun Stone, DMG1 Art = DMG1 Artifact Table,
Rog Abil = Rogue Ability at level*50%, MD&D = Master's Set Artifact Table). None of these rolls may be modified.
Caster Level
d12 1-8 9-17 18-26 27-35 36+
1 Wiz SL 1-3 Wiz SL 4-6 Wiz 7-9 Wiz 10-12 Wiz 13-15
2 Pri SL 1-2 Pri SL 3-5 Pri SL 6-7 Pri SL 8-10 Pri SL 11-12
3 Conc SL 1 Conc SL 2 Conc SL 3 Conc SL 4 Conc SL 5
4 Psi Minor * Psi Major * Psi Grand * Psi Super * Psi Ultra *
5 Psi Minor * Psi Major * Psi Grand * Psi Super * Psi Ultra *
6 Familiar Normal Familiar Super Familiar Super Familiar Ultra Familiar Ultra
7 Ioun Normal Ioun Don Ioun Don Ioun Super Ioun Super
8 DMG1 Art Minor DMG1 Art Major DMG1 Art Prime DMG1 Art Prime DMG1 Art Prime
9 DL 1-2 item DL 3-4 item DL 5-6 item DL 7-8 item DL 9-10 item
10 DL 1-2 item DL 3-4 item DL 5-6 item DL 7-8 item DL 9-10 item
11 Rog Abil 1-8 Rog Abil 9-17 Rog Abil 18-26 Rog Abil 27-35 Rog Abil 36
12 MD&D 0-25 PP MD&D 30-50 PP MD&D 55-75 PP MD&D 80-95 PP MD&D 100 PP
* For Psionics, roll 1d30 for frequency number.

[PC2] Wizard Group Classes


Artificer24

Level KXP Wizard/Psi24
123 456 789 AB
1 0 1-- --- --- --
2 10 2-- --- --- --
3 15 21- --- --- --
4 22 12- --- --- --
5 33 021 --- --- --
6 49 012 --- --- --
7 73 102 1-- --- --
8 109 201 2-- --- --
9 163 310 21- --- --
10 244 410 12- --- --
11 366 521 021 --- --
12 549 621 012 --- --
13 823 731 102 1-- --
14 1234 832 101 2-- --
15 1851 942 110 21- --
16 2776 A42 110 12- --
17 4164 B53 211 021 --
18 6400 C53 211 012 --
19 6800 D63 211 102 1-
20 7200 E64 221 101 2-
21 7600 F74 321 110 21
22 8000 G74 321 110 32
23 8400 H85 322 111 32
24 8800 I85 322 111 33
25 9200 J95 432 111 43
26 9600 K96 432 211 43
27 10000 LA6 432 211 44
28 10400 NA6 432 211 44
29 10800 OB7 533 221 54
30 11200 PB7 543 221 54
31 11600 QC7 543 221 55
32 12000 RC8 543 222 55
33 12400 SD8 643 322 55
34 12800 TD8 643 322 65
35 13200 UE9 653 322 65
36 13600 VE9 653 322 66
TH Saves
PD RS PP BW Sp Fo Re Wi
+0  5  3  8  2  3  1  1  1
+0  5  4  8  2  3  1  1  2
+1  6  4  8  3  4  2  2  2
+1  6  5  8  4  4  2  2  3
+2  7  5  9  5  4  3  2  3
+2  8  6  9  6  5  3  3  4
+3  8  6  9  7  5  4  3  4
+3  9  7  9  8  6  4  4  5
+4 10  8 10  9  7  5  4  5
+4 11  8 10 10  7  5  4  6
+5 11  9 10 11  8  6  5  6
+5 12 10 11 12  9  6  5  7
+6 13 11 12 13 10  7  6  7
+6 14 11 13 14 10  7  6  8
+7 14 12 13 14 11  8  6  8
+7 14 12 14 14 11  8  7  9
+8 14 13 14 14 12  9  7  9
+8 15 13 14 14 12  9  8 10
Requisites: Str 8, Con 10, Int 25, Chr 8
Alignment: any
HD/level: d6
Weapon Prof.: 4+level/3
To Hit Table: Rog
Save Table: Wiz/Psi
Reference: DM
Groups: Wizard, Psionicist, Technology
 
Specialized in Enchantment; pick an opposite.
See [Q24] for rules and powers. DM Note: This is not the same as the previous Psi24 (Class-based psionics), this was moved to [X24].
For this class only, Psi24 minors are SL=1, majors are SL=3, grands are SL=5, supers are SL=8, and ultras are SL=11.
Can convert S -> E actions. You can use E actions as a person; if you do, it takes the place of your M or P action for the segment.
Psi24 powers cost 1E action to use.
Level 1: All your items are considered x2 items.
Level 1: Identify Artifacts by sight.
Level 1: Allowed to use 1st edition illusionist spells (in PH1, UA1, etc.) as if they were normal wizard spells; you don't have to be an illusionist to use them.
Level 1: 1F, (max of level times per day): Create a temporary artifact which lasts for level rounds (see table).
Level 1 ¶: You can use E actions on items that you wield for your own Psi24 powers (essentially turning every intelligent item you possess into a "Beanie of +1E Action" for you).
Level 1 ¶: 1E: Lend an E action to a magic item. At level 4, you do not need to be touching the item; it can be elsewhere in the party. At level 9, you can lend another Psi24 character an E action with this ability.
Level 1 ¶: xLVL Personality score.
Level 9: Know How to Destroy Artifacts by sight.
Caster Level
d12 1-6 7-13 14-20 21-27 28+
1 Wiz SL 1-3 Wiz SL 4-6 Wiz 7-9 Wiz 10-12 Wiz 13-15
2 Pri SL 1-2 Pri SL 3-5 Pri SL 6-7 Pri SL 8-10 Pri SL 11-12
3 Conc SL 1 Conc SL 2 Conc SL 3 Conc SL 4 Conc SL 5
4 Psi Minor * Psi Major * Psi Grand * Psi Super * Psi Ultra *
5 Psi Minor * Psi Major * Psi Grand * Psi Super * Psi Ultra *
6 Familiar Normal Familiar Super Familiar Super Familiar Ultra Familiar Ultra
7 Ioun Normal Ioun Don Ioun Don Ioun Super Ioun Super
8 DMG1 Art Minor DMG1 Art Major DMG1 Art Prime DMG1 Art Prime DMG1 Art Prime
9 DL 1-2 item DL 3-4 item DL 5-6 item DL 7-8 item DL 9-10 item
10 DL 1-2 item DL 3-4 item DL 5-6 item DL 7-8 item DL 9-10 item
11 Rog Abil 1-8 Rog Abil 9-17 Rog Abil 18-26 Rog Abil 27-35 Rog Abil 36
12 MD&D 0-25 PP MD&D 30-50 PP MD&D 55-75 PP MD&D 80-95 PP MD&D 100 PP
* For Psionics, roll 1d50 for frequency number:
[1-10:] --2, -40, -17, -15, -12, -9, -6, -5, -3, -2,
[11-20:] -1, 0, 0.01, 1, 2, 3, 3.5, 5, 6, 7,
[21-30:] 8, 9, 10, 12, 14, 15, 16, 17, 18, 19,
[31-40:] 23, 27, 29, 30, 36, 45, 48, 54, 60, 72,
[41-50:] 81, 100, ∞, X-7, X4, X7, X14, X21, X24, roll 1d100-30

[PC2] Wizard Group Classes


Aspirant

Level KXP Wizard
123 456 789 AB
1 75 2½- --- --- --
2 550 31½ --- --- --
3 1025 421 --- --- --
4 1500 532 ½-- --- --
5 1975 643 1½- --- --
6 2450 754 21- --- --
7 2925 865 32½ --- --
8 3400 976 43½ --- --
9 3875 A87 541 ½-- --
10 4350 A98 652 1-- --
11 4825 AA9 763 2½- --
12 5300 AAA 874 3½- --
13 5775 AAA 985 4½- --
14 6250 AAA A96 51½ --
15 6725 AAA AA7 621 --
16 7200 AAA AA8 732 --
17 7675 AAA AA9 843 --
18 8150 AAA AAA 954 ½-
19 8625 AAA AAA A65 ½-
20 9100 AAA AAA A76 1-
21 9575 AAA AAA A87 1-
22 10050 AAA AAA A98 2-
23 10525 AAA AAA AA9 2-
24 11000 AAA AAA AAA 3-
25 11475 BBB BBB BBB 3-
26 11950 BBB BBB BBB 4-
27 12425 CCC CCC CCC 4½
28 12900 CCC CCC CCC 5½
29 13375 DDD DDD DDD 5½
30 13850 DDD DDD DDD 51
31 14325 DDD DDD DDD 61
32 14800 EEE EEE EEE 61
33 15275 EEE EEE EEE 71
34 15750 FFF FFF FFF 71
35 16225 FFF FFF FFF 81
36 16700 FFF FFF FFF 82
TH Saves
PD RS PP BW Sp Fo Re Wi
Mon  0  0  0  0  0  0  0  0
+1  1  1  1  1  1  1  1  1
+1  1  1  1  1  1  1  1  1
+2  2  2  2  2  2  2  2  2
+2  2  2  2  2  2  2  2  2
+3  3  3  3  3  3  3  3  3
+3  3  3  3  3  3  3  3  3
+4  4  4  4  4  4  4  4  4
+4  4  4  4  4  4  4  4  4
+5  5  5  5  5  5  5  5  5
+5  5  5  5  5  5  5  5  5
+6  6  6  6  6  6  6  6  6
+6  6  6  6  6  6  6  6  6
+7  7  7  7  7  7  7  7  7
+7  7  7  7  7  7  7  7  7
+8  8  8  8  8  8  8  8  8
+8  8  8  8  8  8  8  8  8
+9  9  9  9  9  9  9  9  9
Requisites: Int 20, Wis 12, Chr 8
Alignment: any E
HD/level: +&d6
Weapon Prof.: 0+level/2
To Hit Table: ½xMon
Save Table: Mon
Reference: DM
Groups: Wizard, Concordant (x1)
 
This gets the abilities (and spell progression) of Death Master1 and ArchMage.
In addition, each level Aspirant gains 1 spell level for Lich spells. This spell level may be spent immediately (for a 1st level Lich spell) or saved for a larger spell. The Aspirant's Lich "progression" must be decreasing, so the soonest the Aspirant could gain a 6th level Lich spell would be level 21 (progression = 111111).
DM Note: Note that Aspirant is cheaper than ArchMage at high levels.
Level 1: Each level, pick one spell. That spell requires only ½ of a spell to cast. This isn't cumulative with school specialization.
Level 1: All spells do not have the 1P action requirement. If the spell would not have required 1P action to cast in the first place, one instance of Material Componenting is gained. Does NOT get free Material Componenting for all spells as per Mage/Robe classes, this is used instead. If you have Arch-Mage and another Wizard class, this rule has priority.
Level 1: MR adjustment is -5*level% instead of +60-5*level%.
Level 1: Can specialize in 1 school for free. Can specialize in another school, but then must pick an opposite. Specialization may be either "Collective type" (1/2 cost on spells) or "2nd edition type" (+1 spell of the school each level).
Level 1: Does not suffer ill effects of casting a spell above his normal casting ability due to the Arch-Mage being too low level. If the Arch-Mage's Knowledge score isn't high enough to cast the spell, he suffers the normal effects as per a normal Wizard.
Level 1: Have their own language called "The Language of Death".
Level 1: +1 XP for each grave dug; +2 XP for each stolen body.
Level 1: Potion of Undead Control and Ring of Regeneration has double effect.
Level 1: Undead must save vs. (8+DM's level) to attack the Death Master.
Level 1: 5% per level resistance to Charm spells.
Level 2: +2 XP for putting a body to rest.
Level 3: +3 XP for a properly embalmed body.
Level 4: All of your spells that offer a saving throw now require 2 saving throws, if either is failed, the target is treated as having not saved.
Level 4: Speak with Undead at will.
Level 7: Speak with Dead 1/d.
Level 9: Immune to Paralysis, Hold, and any undead touch effect.
Level 9: When modifying an existing spell using spell research [S5], the base time is in days instead of weeks, and CL (Caster level) is 2 times Arch-Mage's level (for this rule only).
Level 9: All of your spells that offer a saving throw now require 3 saving throws, if any are failed, the target is treated as having not saved.
Level 11: Each level starting at 11th, pick one spell. That spell requires only ½ the number of Mental actions to cast.
Level 11: Immune to all Energy/Stat drains.
Level 16: All of your spells that offer a saving throw now require 4 saving throws, if any are failed, the target is treated as having not saved.
Level 21: Each level starting at 21st, pick one spell. That spell offers no saving throw (even with Scarab of Protection) and MR cannot be used against it, even irreducible MR. If the target is immune to a spell's effect (Fireball vs. a Red Dragon), the spell still has no effect.
Level 25: All of your spells that offer a saving throw now require 5 saving throws, if any are failed, the target is treated as having not saved.
Level 31: Each level starting at 31st, pick one spell. That spell can be cast as a 0 action.
Level 36: All of your spells that offer a saving throw now require 6 saving throws, if any are failed, the target is treated as having not saved.

[PC2] Wizard Group Classes


Astral PhysAdept

Level KXP Psi30 SL's
123 456 789 A
1 0 3-- --- --- -
2 10 6-- --- --- -
3 20 61- --- --- -
4 30 62- --- --- -
5 40 63- --- --- -
6 50 631 --- --- -
7 100 932 --- --- -
8 200 963 --- --- -
9 300 963 1-- --- -
10 400 993 2-- --- -
11 500 996 3-- --- -
12 1000 996 31- --- -
13 1500 999 32- --- -
14 2000 999 63- --- -
15 2500 999 631 --- -
16 3000 999 932 --- -
17 3500 999 963 --- -
18 4000 999 963 1-- -
19 4500 999 993 2-- -
20 5000 999 996 3-- -
21 5500 999 996 31- -
22 6000 999 999 32- -
23 6500 999 999 63- -
24 7000 999 999 631 -
25 7500 999 999 632 -
26 8000 999 999 963 -
27 8500 999 999 964 -
28 9000 999 999 965 -
29 9500 999 999 966 -
30 10000 999 999 976 -
31 10500 999 999 977 -
32 11000 999 999 987 -
33 11500 999 999 988 -
34 12000 999 999 998 -
35 12500 999 999 999 -
36 13000 999 999 999 1
TH Saves
PD RS PP BW Sp Fo Re Wi
+0  5  3  8  2  3  1  0  1
+0  5  4  8  2  3  1  0  2
+0  6  4  8  3  4  2  0  2
+1  6  5  8  3  4  2  1  3
+1  6  5  9  3  4  2  1  3
+1  6  6  9  4  5  3  1  4
+2  7  6  9  4  5  3  2  4
+2  7  7  9  4  5  4  2  5
+2  7  7 10  5  6  4  2  5
+3  7  8 10  5  6  4  3  6
+3  8  8 10  5  6  5  3  6
+3  8  9 10  6  7  5  3  7
+4  8  9 11  6  7  6  4  7
+4  8 10 11  6  7  6  4  8
+4  9 10 11  7  8  6  4  8
+5  9 11 11  7  8  7  5  9
+5  9 11 12  7  9  7  5  9
+5  9 12 12  8  9  8  5 10
Requisites: Int 12, Wis 12, Chr 12
Alignment: any
HD/level: d4
Weapon Prof.: 1+level/5
To Hit Table: Wiz
Save Table: Psi
Reference: Shadowrun
Groups: Wizard, Psionicist
 
This is a mage which casts Shadowrun powers as if they were spells. AstralPA cannot cast normal Wizard spells.
Take the Drain Code of the power, and convert it to a spell level, as follows:
Letter of Drain Code   (so an S5 is spell level 6)
L M S D X Spell Level AstralPA cannot use Material Componenting at all, instead, you may burn extra spells from your memorization to get that number of times effect (e.g. if you burn five 1st level spells for one spell, you get x5 effect). This costs no extra actions.
1 - - - - 0 (1/4 of a 1st level spell) Your number of "successes" equals your level (unless you multiply the effect, of course).
2-3 1 - - - 1 Level 1: May use astral perception.
4-6 2 1 - - 2 Level 9: May use astral projection.
7-10 3 2 1 - 3
11-15 4 3 2 1 4
16-21 5 4 3 - 5
22-28 6-7 5 4 2 6
29+ 8-9 6 3 - 7
- 10+ 7 6 3 8
- - 8+ 7 - 9
- - - 8+ 4 10
- - - - 5+ 11 (you can't normally get this because it's not on the spell progression)

[PC2] Wizard Group Classes


Astral Shaman

Level KXP Psi30 SL's
123 456 789
1 0 1-- --- ---
2 10 2-- --- ---
3 20 21- --- ---
4 30 22- --- ---
5 40 221 --- ---
6 50 222 --- ---
7 60 222 1-- ---
8 100 222 2-- ---
9 200 222 21- ---
10 300 222 22- ---
11 400 322 22- ---
12 500 332 221 ---
13 600 333 222 ---
14 1000 333 322 ---
15 1600 333 332 ---
16 2200 433 333 1--
17 2800 443 333 2--
18 3400 444 333 3--
19 4000 444 433 3--
20 4600 444 443 3--
21 5200 444 444 31-
22 5800 444 444 42-
23 6400 444 444 43-
24 7000 444 444 44-
25 7600 544 444 44-
26 8200 554 444 44-
27 8800 555 444 441
28 9400 555 544 442
29 10000 555 554 443
30 10600 555 555 444
31 11200 555 555 544
32 11800 555 555 554
33 12400 555 555 555
34 13000 666 555 555
35 13600 666 666 555
36 14200 666 666 666
TH Saves
PD RS PP BW Sp Fo Re Wi
+0  5  3  8  2  3  1  0  1
+1  5  4  8  2  3  1  0  2
+1  6  4  8  3  4  2  0  2
+2  6  5  8  3  4  2  1  3
+3  6  5  9  3  4  2  1  3
+3  6  6  9  4  5  3  1  4
+4  7  6  9  4  5  3  2  4
+5  7  7  9  4  5  4  2  5
+5  7  7 10  5  6  4  2  5
+6  7  8 10  5  6  4  3  6
+7  8  8 10  5  6  5  3  6
+7  8  9 10  6  7  5  3  7
+8  8  9 11  6  7  6  4  7
+9  8 10 11  6  7  6  4  8
+9  9 10 11  7  8  6  4  8
+10  9 11 11  7  8  7  5  9
+11  9 11 12  7  9  7  5  9
+11  9 12 12  8  9  8  5 10
Requisites: Int 9, Wis 9, Chr 9
Alignment: any
HD/level: d6
Weapon Prof.: 2+level/4
To Hit Table: Pri
Save Table: Psi
Reference: Shadowrun
Groups: Wizard, Psionicist
 
This is an Astral PA, with the following modifications:
Spell progression (for Shadowrun powers) uses the Witch Doctor table.
Cannot multiply effects by burning extra spells.
Level 1: 1M, level/d: Summon a (normal element) elemental of 4*level HD.
Level 1: 1V, sacrifice an elemental you control: Add (the elemental's HD)/4 spell levels to your memorization, or add (the elemental's HD)/2 to the caster level of your next spell.
Level 7: You may summon para elementals using the summon ability (Level 1).
Level 13: You may summon quasi elementals using the summon ability (Level 1).
Level 19: You may summon semi elementals using the summon ability (Level 1).
Level 25: You may summon chemical elementals using the summon ability (Level 1).

[PC2] Wizard Group Classes


Astrologer1JG

Level KXP Wizard
123 456 789
1 0 1-- --- ---
2 2 20- --- ---
3 4 21- --- ---
4 8 220 --- ---
5 16 221 --- ---
6 32 222 0-- ---
7 64 322 1-- ---
8 128 332 20- ---
9 256 333 21- ---
10 656 333 320 ---
11 1056 433 321 ---
12 1456 444 321 ---
13 1856 444 322 ---
14 2256 444 432 0--
15 2656 544 432 1--
16 3056 555 432 2--
17 3456 655 443 20-
18 3856 655 443 21-
19 4256 655 543 22-
20 4656 655 544 320
21 5056 655 544 321
22 5456 665 554 322
23 5856 666 654 332
24 6256 776 655 432
25 6656 776 655 443
26 7056 777 665 543
27 7456 777 665 554
28 7856 887 666 654
29 8256 887 776 655
30 8656 888 777 665
31 9056 888 777 766
32 9456 988 887 776
33 9856 999 888 777
34 10256 999 988 887
35 10656 999 999 888
36 11056 999 999 999
TH Saves
PD RS PP BW Sp Fo Re Wi
+0  4  7  5  3  6  0  1  1
+0  4  7  5  3  7  0  1  1
+0  4  8  5  4  7  0  1  2
+1  4  8  6  4  7  1  2  2
+1  5  9  6  4  8  1  2  3
+1  5  9  7  5  8  2  3  3
+2  5 10  7  5  9  2  3  4
+2  6 10  7  6  9  2  3  4
+2  6 10  8  6  9  3  4  5
+3  6 11  8  6 10  3  4  5
+3  7 11  9  7 10  4  5  6
+3  7 12  9  7 11  4  5  6
+4  7 12  9  8 11  4  5  7
+4  7 13 10  8 11  5  6  7
+4  8 13 10  8 12  5  6  8
+5  8 13 11  9 12  6  7  8
+5  8 14 11  9 13  6  7  9
+5  9 14 11 10 13  6  7  9
Requisites: Int 15, Wis 13
Alignment: any
HD/level: d4
Weapon Prof.: 1+level/3
To Hit Table: Wiz
Save Table: Wiz
Reference: FGE1JG
Groups: Wizard
 
If you reset within real (not magical) sight of the sky, you get Wisdom bonus for spells.
Level 1: Fly at (level*3)" rate.
Level 1: If within sight of the sky, can cast spells as if the MF was 1 higher.
Level 1: 1 full reset: On the following reset, your spell progression in your Astrologer class is doubled.
Level 2: 1 full reset studying a person (who must be present): All spells you cast on that person are at x(level+1)/2 effect. You are assumed to have already "studied yourself" when you reach level 3.
Level 3: 1 full reset: Cast a spell you know; it has permanent duration.

[PC2] Wizard Group Classes


Beast Arch-Mage

Level KXP Wizard
123 456 789 ABC
1 0 0b- --- --- ---
2 4.5 00c --- --- ---
3 9 000 d-- --- ---
4 18 000 0e- --- ---
5 39 000 00f --- ---
6 82.5 000 000 g-- ---
7 165 000 000 0h- ---
8 330 111 111 1f- ---
9 675 111 111 10i ---
10 1350 111 111 100 j--
11 2025 222 222 211 h--
12 2700 222 222 211 0k-
13 3375 333 333 322 1i-
14 4050 444 444 433 2g-
15 4725 444 444 433 20l
16 5400 555 555 544 31j
17 6075 666 666 655 42h
18 6750 666 666 655 420
19 7425 777 777 766 531
20 8100 777 777 777 652
21 8775 777 777 777 763
22 9450 777 777 777 774
23 10125 777 777 777 775
24 10800 777 777 777 776
25 11475 777 777 777 777
26 12150 877 777 777 777
27 12825 887 777 777 777
28 13500 888 777 777 777
29 14175 888 877 777 777
30 14850 888 887 777 777
31 15525 888 888 777 777
32 16200 888 888 877 777
33 16875 888 888 887 777
34 17550 888 888 888 777
35 18225 888 888 888 877
36 18900 888 888 888 887
TH Saves
PD RS PP BW Sp Fo Re Wi
+0  4  7  5  3  7  0  1  1
+0  4  8  6  4  7  1  2  2
+1  5  9  7  5  8  2  3  3
+1  6 10  7  6  9  2  3  4
+2  6 11  8  6 10  3  4  5
+2  7 12  9  7 11  4  5  6
+3  7 13 10  8 11  5  6  7
+3  8 13 11  9 12  6  7  8
+4  9 14 11 10 13  6  7  9
+4  9 15 12 10 14  7  8 10
+5 10 15 13 11 15  8  9 11
+5 11 16 13 12 15  9 10 12
+6 12 16 14 13 15 10 11 13
+6 12 16 14 14 16 10 11 14
+7 13 16 15 14 16 11 12 15
+7 14 16 15 15 16 12 13 16
+8 15 17 16 16 16 13 14 17
+8 16 17 16 16 17 14 15 18
Requisites: Dex 16, Int 26; Class slots 2
Alignment: any
HD/level: d7
Weapon Prof.: 2+level/3
To Hit Table: Rog
Save Table: 2xWiz
Reference: DM
Groups: Wizard
 
Gets Int bonus to spell progression.
Gets +1 familiar per level (including level 1).
Level 1: Each level, pick one spell. That spell requires only ½ of a spell to cast. This isn't cumulative with school specialization.
Level 1: Free material componenting. Can double material component if 1V is spent.
Level 1: MR adjustment is -5*level% instead of +60-5*level%.
Level 1: Can specialize in 1 school for free. Can specialize in another school, but then must pick an opposite. Specialization may be either "Collective type" (1/2 cost on spells) or "2nd edition type" (+1 spell of the school each level).
Level 1: Does not suffer ill effects of casting a spell above his normal casting ability due to the Arch-Mage being too low level. If the Arch-Mage's Knowledge score isn't high enough to cast the spell, he suffers the normal effects as per a normal Wizard.
Level 4: All of your spells that offer a saving throw now require 2 saving throws, if either is failed, the target is treated as having not saved.
Level 9: When modifying an existing spell using spell research [S5], the base time is in days instead of weeks, and CL (Caster level) is 2 times Arch-Mage's level (for this rule only).
Level 9: All of your spells that offer a saving throw now require 3 saving throws, if any are failed, the target is treated as having not saved.
Level 11: Each level starting at 11th, pick one spell. That spell requires only ½ the number of Mental actions to cast.
Level 15: That's an "l" (lower case "L") in 12th's, i.e. -12 (before bonus).
Level 16: All of your spells that offer a saving throw now require 4 saving throws, if any are failed, the target is treated as having not saved.
Level 21: Each level starting at 21st, pick one spell. That spell offers no saving throw (even with Scarab of Protection) and MR cannot be used against it, even irreducible MR. If the target is immune to a spell's effect (Fireball vs. a Red Dragon), the spell still has no effect.
Level 25: All of your spells that offer a saving throw now require 5 saving throws, if any are failed, the target is treated as having not saved.
Level 31: Each level starting at 31st, pick one spell. That spell can be cast as a 0 action.
Level 36: All of your spells that offer a saving throw now require 6 saving throws, if any are failed, the target is treated as having not saved.

[PC2] Wizard Group Classes


Beast Mage

Level KXP Wizard
123 456 789
1 0 ½-- --- ---
2 2.5 ½½- --- ---
3 5 ½½½ --- ---
4 10 ½½½ ½-- ---
5 20 ½½½ ½½- ---
6 40 ½½½ ½½½ ---
7 80 ½½½ ½½½ ½--
8 160 ½½½ ½½½ ½½-
9 320 ½½½ ½½½ ½½½
10 570 1½½ ½½½ ½½½
11 820 11½ ½½½ ½½½
12 1070 111 ½½½ ½½½
13 1320 111 1½½ ½½½
14 1570 111 11½ ½½½
15 1820 111 111 ½½½
16 2320 111 111 1½½
17 2570 111 111 11½
18 3070 111 111 111
19 3570 221 111 111
20 4070 222 211 111
21 4570 222 222 111
22 5070 222 222 221
23 5570 222 222 222
24 6070 333 222 222
25 6570 333 333 222
26 7070 333 333 333
27 8070 444 433 333
28 9070 444 444 443
29 10070 444 444 444
30 11070 555 554 444
31 12070 555 555 555
32 13070 666 666 555
33 14070 666 666 666
34 15070 777 777 766
35 16070 777 777 777
36 18070 888 888 887
TH Saves
PD RS PP BW Sp Fo Re Wi
+0  4  7  5  3  6  0  1  1
+0  4  7  5  3  7  0  1  1
+0  4  8  5  4  7  0  1  2
+1  4  8  6  4  7  1  2  2
+1  5  9  6  4  8  1  2  3
+1  5  9  7  5  8  2  3  3
+2  5 10  7  5  9  2  3  4
+2  6 10  7  6  9  2  3  4
+2  6 10  8  6  9  3  4  5
+3  6 11  8  6 10  3  4  5
+3  7 11  9  7 10  4  5  6
+3  7 12  9  7 11  4  5  6
+4  7 12  9  8 11  4  5  7
+4  7 13 10  8 11  5  6  7
+4  8 13 10  8 12  5  6  8
+5  8 13 11  9 12  6  7  8
+5  8 14 11  9 13  6  7  9
+5  9 14 11 10 13  6  7  9
Requisites: Int 9
Alignment: any
HD/level: d4
Weapon Prof.: 2+level/4
To Hit Table: Wiz
Save Table: Wiz
Reference: DM
Groups: Wizard
 
Specialization is allowed (and suggested due to all the ½'s on the spell progression).
This class does get the free Material Componenting of Mage.

[PC2] Wizard Group Classes


Black Robe1

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

[PC2] Wizard Group Classes


Blaster0

Level KXP Wizard
123 456 789
1 0 1-- --- ---
2 2.5 2-- --- ---
3 5 21- --- ---
4 10 22- --- ---
5 20 221 --- ---
6 40 222 --- ---
7 80 322 1-- ---
8 150 332 2-- ---
9 300 333 21- ---
10 450 333 32- ---
11 600 433 321 ---
12 750 444 321 ---
13 900 444 322 ---
14 1050 444 432 ---
15 1200 544 432 1--
16 1350 555 432 2--
17 1500 655 443 2--
18 1650 655 443 21-
19 1800 655 543 22-
20 1950 655 544 32-
21 2100 655 544 321
22 2250 665 554 322
23 2400 666 654 332
24 2550 776 655 432
25 2700 776 655 443
26 2850 777 665 543
27 3000 777 665 554
28 3150 887 666 654
29 3300 887 776 655
30 3450 888 777 665
31 3600 888 777 766
32 3750 988 887 776
33 3900 999 888 777
34 4050 999 988 887
35 4200 999 999 888
36 4350 999 999 999
TH Saves
PD RS PP BW Sp Fo Re Wi
+1  5  4  5  2  3  0  1  1
+1  5  4  5  3  3  0  1  1
+1  5  4  5  3  4  0  1  2
+1  5  5  5  3  4  1  2  2
+2  6  5  5  3  4  1  2  3
+3  7  6  7  4  6  2  3  3
+3  7  6  7  5  6  2  3  4
+3  7  7  7  5  6  2  3  4
+3  7  7  7  5  7  3  4  5
+4  8  7  7  5  7  3  4  5
+5  9  8  9  6  9  4  5  6
+5  9  8  9  7  9  4  5  6
+5  9  9  9  7  9  4  5  7
+5 10  9  9  7  9  5  6  7
+6 10  9 10  7  9  5  6  8
+7 11 10 11  8 12  6  7  8
+7 11 10 11  9 12  6  7  9
+7 11 11 11  9 12  6  7  9
Requisites: Int 16, Dex 13
Alignment: any
HD/level: d4
Weapon Prof.: 2+level/3
To Hit Table: M-U0
Save Table: M-U0
Reference: DM
Groups: Wizard
 
Can specialize in Invocation, if you do, pick a major opposite school.
When you material component one of the new spells below, replace "One target" with "CL targets". You cannot material component to hit a group at all. You are allowed to hit 2 targets at level 1.
New Invocation spells for Blaster0 class:
Acid Blast (all SL's): One target takes CL*SL Vile Acid dmg (no save, cannot be regenerated)
Force Throw (all SL's): One target is thrown backwards 5*CL*SL feet (no save, takes falling dmg as normal, leaves it's group)
Glass Shards (all SL's): One target takes CL*SL Glass dmg (no save) and is Sharped (BW save)
Time Beam (all SL's): One target takes CL*SL Time dmg (no save) and is Slowed for SL s (RSW save)
Void Zone (all SL's): One target is disintegrated (PP save with DC=CL*SL, yes it's an easy save at low level)
Wood Spikes (all SL's): One target takes 2*CL*SL Wood dmg (no save)

[PC2] Wizard Group Classes


Boros Crossmage (MTG R/W)

Level KXP Wizard/PriHea
123 456 789
1 0 2-- --- ---
2 4.125 21- --- ---
3 8.25 22- --- ---
4 16.5 221 --- ---
5 33 222 --- ---
6 66 322 1-- ---
7 132 332 2-- ---
8 264 333 21- ---
9 528 333 32- ---
10 1056 433 321 ---
11 1584 444 321 ---
12 2112 444 322 ---
13 2640 444 432 ---
14 3168 544 432 1--
15 3696 555 432 2--
16 4224 655 443 2--
17 4752 655 443 21-
18 5280 655 543 22-
19 5808 655 544 32-
20 6336 655 544 321
21 6864 665 554 322
22 7392 666 654 332
23 7920 776 655 432
24 8448 776 655 443
25 8976 777 665 543
26 9504 777 665 554
27 10032 887 666 654
28 10560 887 776 655
29 11088 888 777 665
30 11616 888 777 766
31 12144 988 887 776
32 12672 999 888 777
33 13200 999 988 887
34 13728 999 999 888
35 14256 999 999 998
36 14784 999 999 999
TH Saves
PD RS PP BW Sp Fo Re Wi
+0  8  7  5  3  6  0  1  2
+1  8  7  6  3  7  0  1  3
+1  9  8  6  4  7  0  1  3
+2  9  8  6  4  7  1  2  4
+3 10  9  7  4  8  1  2  4
+3 10  9  7  5  8  2  3  5
+4 11 10  8  5  9  2  3  5
+5 11 10  9  6  9  2  3  6
+5 12 10  9  6  9  3  4  6
+6 12 11  9  6 10  3  4  7
+7 13 11 10  7 10  4  5  7
+7 13 12 10  7 11  4  5  8
+8 13 12 10  8 11  4  5  8
+9 14 13 11  8 11  5  6  9
+9 14 13 11  8 12  5  6  9
+10 14 13 11  9 12  6  7 10
+11 15 14 12  9 13  6  7 10
+11 15 14 12 10 13  6  7 11
Requisites: Int 16, Dex 14, Chr 14
Alignment: NG, CG, CN, or LE
HD/level: others +0d+4  (see note)
Weapon Prof.: 2+level/3
To Hit Table: Pri
Save Table: Wiz/Pri
Reference: DM
Groups: Wizard
 
Hit Dice: "others +0d+4" means you add 4 to all your other classes' HD types. This class directly gives 0 hp. Exception: If this is your only class, you get 1d4 per level. (You cannot take this option if you have more than one class.)
Example: Multiclassed Fighter1 level 1 / Boros Crossmage11 level 1, with +2 Con bonus. The fighter gives 16 hp (1d14+2). The crossmage gives 0 hp. The character has 8 hp (16+0 divided by 2).
Exceptional Int bonus.
Channeling.
Specialized in Wizard Invocation school.
Turn Undead as a Priest of 3 levels lower.
Level 1: May cast Priest Healing sphere spells as if they were Wizard spells of the same level.
Level 2: 1M: Remove "summoning sickness" and/or "teleport sickness" from target.
Level 2: 1M: You will win initiative next segment.
Level 4, 8, 12, etc.: Choose a Priest sphere. May cast spells of that sphere as if they were Wizard spells of the same level.
Level 9: Specialized in Priest Healing sphere spells.
Level 9: 1M: Target gains Free Action until end of turn.
Level 9: Gains a Specialty Priest pick. May replace "sphere" with "school" in the effect if desired.

[PC2] Wizard Group Classes


Boros Swiftblade (MTG R/W)


Level

KXP
Wiz/Pri/Psi11RW
123 456 789

TH
1 0 2-- --- --- +0
2 5.125 21- --- --- +1
3 10.25 22g --- --- +2
4 20.5 221 g-- --- +3
5 41 222 f-- --- +4
6 82 322 1f- --- +5
7 164 332 2e- --- +6
8 328 333 21e --- +7
9 656 333 32d --- +8
10 1312 433 321 --- +9
11 1968 444 321 --- +10
12 2624 444 322 d-- +11
13 3280 444 432 c-- +12
14 3936 544 432 1-- +13
15 4592 555 432 2c- +14
16 5248 655 443 2b- +15
17 5904 655 443 21- +16
18 6560 655 543 22b +17
19 7216 655 544 32a +18
20 7872 655 544 321 +19
21 8528 665 554 322 +20
22 9184 666 654 332 +21
23 9840 776 655 432 +22
24 10496 776 655 443 +23
25 11152 777 665 543 +24
26 11808 777 665 554 +25
27 12464 887 666 654 +26
28 13120 887 776 655 +27
29 13776 888 777 665 +28
30 14432 888 777 766 +29
31 15088 988 887 776 +30
32 15744 999 888 777 +31
33 16400 999 988 887 +32
34 17056 999 999 888 +33
35 17712 999 999 998 a +34
36 18368 999 999 999 1 +35
37 36736 999 999 999 2 +36
38 55104 999 999 999 3 +37
39 73472 999 999 999 4 +38
45 183680 A99 999 999 9 +44
54 348992 AAA AAA AAA 91 +53
63 514304 AAA AAA AAA A9 +62
72 679616 BBB BBB BAA AA1 +71
Requisites: Str 14, Dex 14, Int 16, Wis 13, Chr 14,
  Class Slots 2
Alignment: NG, CG, CN, or LE
HD/level: d8 (or Others +0d+6)
Weapon Prof.: 3+level/2
To Hit Table: War
Reference: DM
Groups: Warrior, Wizard, Priest
Complexity: CF=2
   
Saving Throws:  
PPD: level+5
RSW: level+5
PP: level+5
BW: level+5
Spell: level+8
Fort: level+2
Reflex: level+5
Will: level+5
   
Hit Dice: "Others +0d+6" means you add 6 to all your other classes' HD types.
Specialized in Wizard Invocation school. Grand in Priest Healing Sphere.
Level 3: 1M: Remove "summoning sickness" and/or "teleport sickness" from target.
Level 4: 1M: You will win initiative next segment.
Level 9: 1M: Target gains Free Action until end of turn.
 
New MTG Spells (count as Wizard Invocation, Priest Healing, or Psi11R/W):
Duergar Assailant (SL=1): Summon CL Dwarves of DL I; As each one dies, it deals 10 dmg or 1 rdmg to one target.
Double Cleave (SL=2): One target does double physical damage this segment (this spell has duration 1 segment)
Lightning Helix (SL=2): Deal 30 fire dmg to one target, cure another target 30 hp.
Energy Bolt N (SL=N, min SL=3): Deal 10*(N-2) magic dmg to one group, cure that amount to another target
Glory of Warfare (SL=4): Your subordinates get +2 offensive DL on the top of each segment, and +2 defensive DL on the bottom of each segment.
Master Warcraft (SL=4): 1bM: A group of monsters changes their mind who they attack (you decide who, but it must be one of their enemies).
Brightflame N (SL=N, min SL=5): Deal 10*(N-4) dmg to a group, you cure the total amount of damage done (to all creatures) to one target.
Reflect Damage (SL=5): 1bM: Reflect all damage done by one effect to one target.
Waves of Aggression (SL=5): Your subordinates can use 2S+1V actions this segment (this spell has duration 1 segment)

[PC2] Wizard Group Classes


Cancer Mage3

Level KXP
Spells
1 Rog4/Pri2 (none)
2 10 (none)
3 30 (none)
4 60 (none)
5 100 (none)
6 150 (none)
7 210 (none)
8 280 (none)
9 360 (none)
10 450 (none)
11 550 (none)
12 660 (none)
13 780 (none)
14 910 (none)
15 1050 (none)
16 1200 (none)
17 1360 (none)
18 1530 (none)
19 1710 (none)
20 1900 (none)
21 2100 (none)
22 2310 (none)
23 2530 (none)
24 2760 (none)
25 3000 (none)
26 3250 (none)
27 3510 (none)
28 3780 (none)
29 4060 (none)
30 4350 (none)
31 4650 (none)
32 4960 (none)
33 5280 (none)
34 5610 (none)
35 5950 (none)
36 6300 (none)
TH Saves
PD RS PP BW Sp Fo Re Wi
+0  4  7  5  3  6  0  1  1
+1  4  7  5  3  7  0  1  1
+2  4  8  5  4  7  0  1  2
+3  4  8  6  4  7  1  2  2
+3  5  9  6  4  8  1  2  3
+4  5  9  7  5  8  2  3  3
+5  5 10  7  5  9  2  3  4
+6  6 10  7  6  9  2  3  4
+6  6 10  8  6  9  3  4  5
+7  6 11  8  6 10  3  4  5
+8  7 11  9  7 10  4  5  6
+9  7 12  9  7 11  4  5  6
+9  7 12  9  8 11  4  5  7
+10  7 13 10  8 11  5  6  7
+11  8 13 10  8 12  5  6  8
+12  8 13 11  9 12  6  7  8
+12  8 14 11  9 13  6  7  9
+13  9 14 11 10 13  6  7  9
Requisites:  
Alignment: any E
HD/level: d6
Weapon Prof.: 1+/9
To Hit Table: +level*3/4
Save Table: Wiz
Reference: BoVD3-52
Groups: Wizard
 

[PC2] Wizard Group Classes


Cartographer2

Level KXP
Spells
1 0 (special)
2 1.25 (special)
3 2.5 (special)
4 4.5 (special)
5 9 (special)
6 17.5 (special)
7 35 (special)
8 60 (special)
9 90 (special)
10 140 (special)
11 200 (special)
12 400 (special)
13 600 (special)
14 800 (special)
15 1000 (special)
16 1200 (special)
17 1400 (special)
18 1600 (special)
19 1800 (special)
20 2000 (special)
21 2200 (special)
22 2400 (special)
23 2600 (special)
24 2800 (special)
25 3000 (special)
26 3200 (special)
27 3400 (special)
28 3600 (special)
29 3800 (special)
30 4000 (special)
31 4200 (special)
32 4400 (special)
33 4600 (special)
34 4800 (special)
35 5000 (special)
36 5200 (special)
TH Saves
PD RS PP BW Sp Fo Re Wi
+0  5  4  6  2  3  0  2  0
+0  6  4  6  3  4  1  3  0
+0  6  5  6  3  4  1  3  0
+1  6  5  7  3  5  1  4  1
+1  6  6  7  3  5  2  4  1
+1  7  6  7  4  6  2  5  1
+2  7  7  7  4  6  3  5  2
+2  7  7  8  4  7  3  6  2
+2  7  8  8  4  7  3  6  2
+3  8  8  8  5  8  4  7  3
+3  8  9  8  5  8  4  7  3
+3  8  9  9  5  9  5  8  3
+4  8 10  9  5  9  5  8  4
+4  9 10  9  6 10  5  9  4
+4  9 11  9  6 10  6  9  4
+5  9 11 10  6 11  6 10  5
+5  9 12 10  6 11  7 10  5
+5 10 12 10  7 12  7 11  5
Requisites: Dex 10, Int 12
Alignment: any
HD/level: d4
Weapon Prof.: 2+level/5
To Hit Table: Wiz
Save Table: Rog
Reference: S&S2
Groups: Wizard
 
Level 1: Gain your CL in spell levels in memorization. The maximum spell level = (your CL)/2, round up. All spell levels at maximum spell level or lower are assumed to be at least a "0" for purposes of specialization. You may put a "½ " in a spell level (it costs half). Example: A 10th level Cartographer can have a 0, 1½, 0, ½, 1 progression.
Level 1: May specialize (either edition) in Divination, pick an opposite school. May specialize in Divination using *both* editions at the same time, in this case, pick a total of three opposite schools.
Level 1: Free Cartography and Forgery proficiencies. A free Read/Write language proficiency per level.
Level 1: Detect False Maps. This lets you know if a map is generally (over 50%) correct. See "Know Detail on Map" below for abuses of this ability.
Level 1: Can map any area he's ever been to by memory.
Level 1: Distance Sense (can estimate the distance to anything, error is less than 1%).
Level 1: Can copy a non-magical map in 1 hour.
Level 1: There is a 5*CL% chance you "just happen to have" a rough map to any given location you go to, assuming your race has visited this place before. These maps are usually incomplete and crude, but may have a clue or two.
Level 1: Gain CL^2 gp per day you spend sitting around making maps for people. (DM Note: Lots of other classes should have a similar ability to this.)
Level 2: Know Detail on Map. If you make a Forgery roll, you can tell if a minor detail on a map is possible or not (if you don't specify which detail, the DM will point out something interesting about the map). This ability does not allow you to detect the future or whether an individual is in a specific place (e.g. if the map says "Blue Dragon Sizzle lives here", this ability says nothing other than whether a dragon *could* live here). You generally cannot sit down and imagine up maps (or have your friend do it), hoping that some random map you draw gives you information.
Level 4: Can map any area he's scrying into (via Crystal Ball or whatever).
Level 5: Gain one 1st level apprentice per level. (Two per level starting at level 9)
Level 9: May specialize (either edition) in a school of magic, pick an opposite school. If you pick Divination, you get an additional 2nd edition (+1 per SL) source, not 1st edition.
Level 9: 1M, 1/t: Map dungeon level. This maps the entire DL, up to 1 mile in diameter. Exact details are not given, just rooms, doors, stairs, and vague features. Major features such as statues, altars, and pools may or may not be included at the DM's whim. Individual isolated sections of underground (not connected to the current dungeon) at the same depth probably will not be included. Certain rooms might be shielded in various ways (generally x2 multiplier effects), and might get omitted. If the map cannot be drawn in a 2 dimensional space, the map will probably have errors. If the map cannot be drawn in a 3 dimensional space, it will probably be a jumble of uselessness in the non-mappable sections. This ability can be used in a building; it maps that level of the building.
Level 12: 1M, 1/h: Map wildnerness. This maps 100 yards diameter in wildnerness or 100 feet diameter in a town/city. Interiors of buildings and cliffs and such are given. This ability can be used underground, it maps 100 feet diameter even through solid rock (and to unconnected underground areas).
Level 12: Gain a level (CL/2, round down) apprentice per level.
Level 18: Once per day can modify a map into an Updating Map. Updating Maps change whenever the area they're mapping changes. The amount of detail on the map stays constant, as long as all details on the map when it was made Updating were true. Thus, if you know Blue Dragon Sizzle is sitting on 5 magic items, and make a Updating Map of his room, the map will change whenever Sizzle moves (and it will tell you where he is if he's still on the map). If he gains or loses any magic items, it will tell you how many. If you specifically gave the properties of each magic item, each new item would also be identified, unless it was of a multiplier higher than the person who created the Updating Map.
Level 27: Once per day can modify an Updating Map into a Temporal Map. Temporal Maps have a "date & time" indicator on them, this can be changed once per turn, and the map changes to reflect that date and time.
Level 36: Once per day can modify an Updating (or Temporal) Map into a Moving Map. Moving Maps can be "scrolled" in any of the 3 dimensions (up/down, north/south, east/west), the map changes to reflect the change. The Moving Map can "move" any amount of distance once per turn, but it suddenly changes to the new map (if you move the map 100 miles east, you don't get to see it scroll by real fast, it simply switches to the new location).

[PC2] Wizard Group Classes


Challenger

Level KXP Wizard
123 456 789
1 90 111 --- ---
2 180 222 --- ---
3 270 222 1-- ---
4 360 333 2-- ---
5 450 444 21- ---
6 540 444 31- ---
7 630 444 32- ---
8 720 444 321 ---
9 900 555 332 ---
10 1800 555 432 1--
11 2700 555 433 2--
12 3600 555 543 21-
13 4500 555 543 22-
14 5400 555 543 221
15 6300 555 544 222
16 7200 555 554 322
17 8100 555 555 322
18 9000 555 555 332
19 9900 555 555 432
20 10800 555 555 433
21 11700 555 555 543
22 12600 555 555 554
23 13500 555 555 555
24 14400 666 666 555
25 15300 666 666 666
26 16200 777 777 666
27 17100 777 777 777
28 18000 888 888 777
29 18900 888 888 888
30 19800 999 999 888
31 20700 999 999 999
32 21600 AAA AAA 999
33 22500 AAA AAA AAA
34 23400 BBB BBB AAA
35 24300 BBB BBB BBB
36 25200 CCC CCC CCC
TH Saves
PD RS PP BW Sp Fo Re Wi
+0  4  7  5  3  6  0  1  1
+0  4  8  5  4  7  0  1  2
+1  4  8  6  4  7  1  2  2
+1  5  9  7  5  8  2  3  3
+2  5 10  7  5  9  2  3  4
+2  6 10  8  6  9  3  4  5
+3  6 11  8  6 10  3  4  5
+3  7 12  9  7 11  4  5  6
+4  7 12  9  8 11  4  5  7
+4  8 13 10  8 12  5  6  8
+5  8 13 11  9 12  6  7  8
+5  9 14 11 10 13  6  7  9
+6  9 14 12 10 13  7  8 10
+6 10 15 13 11 14  8  9 11
+7 10 15 13 11 15  8  9 11
+7 11 16 13 12 15  9 10 12
+8 11 16 14 12 15  9 10 13
+8 12 16 14 13 16 10 11 14
Requisites: Dex 11, Int 13, Chr 19
Alignment: non-L
HD/level: 2d2
Weapon Prof.: -1+level*2
To Hit Table: 1½xWiz
Save Table: 1½xWiz
Reference: DM
Groups: Wizard
 
This is a powerful version of Illusionist1.
Specialized in Illusion, pick an opposite.
Level 10: With a 7th level spell, you can create an illusion of a monster so real that persons fighting it actually gain XP from the "monster" if it is killed. Of course the illusion is capable of damaging it's enemy, as if it was a real version of the monster (any attempt to defeat this causes you to gain no XP from the encounter).
Level 20: With a 9th level spell, you can create illusionary potions which actually affect the persons drinking them. There is a 1% (non-adjustable) chance the drinker will somehow not be affected by the potion. In this case, the person will no longer be able to believe this power (or the Level 10 one, either). The person cannot control this in any way. The only way to avoid this result is with the Avoid Fate power. This power cannot be done earlier in the Challenger's career (even though he has 9th level spells at level 14).
Level 30: Any illusionary effect you create is in fact real. There is no way to distinguish the created item from a "real" one, except by using Psi14. Note that duplicating unique persons or items can be disastrous (due to Clone Insanity and Truename issues).

[PC2] Wizard Group Classes


Charm Crafter

Level KXP Wizard
123 456 789
1 0 ½-- --- ---
2 1 1-- --- ---
3 2.5 2½- --- ---
4 6.5 31- --- ---
5 15 42½ --- ---
6 40 531 --- ---
7 100 642 ½-- ---
8 250 753 1-- ---
9 600 864 2½- ---
10 1000 975 31- ---
11 1400 A86 42½ ---
12 1800 B97 531 ---
13 2200 CA8 642 ½--
14 2600 DB9 753 1--
15 3000 ECA 864 2½-
16 3400 FDB 975 31-
17 3800 GEC A86 42½
18 4200 HFD B97 531
19 4600 IGE CA8 642
20 5000 JHF DB9 753
21 5400 KIG ECA 864
22 5800 LJH FDB 975
23 6200 MKI GEC A86
24 6600 NLJ HFD B97
25 7000 OMK IGE CA8
26 7400 PNL JHF DB9
27 7800 QOM KIG ECA
28 8200 RPN LJH FDB
29 8600 SQO MKI GEC
30 9000 TRP NLJ HFD
31 9400 USQ OMK IGE
32 9800 VTR PNL JHF
33 10200 WUS QOM KIG
34 10600 XVT RPN LJH
35 11000 YWU SQO MKI
36 11400 ZXV TRP NLJ
TH Saves
PD RS PP BW Sp Fo Re Wi
+0  4  7  5  3  7  0  1  1
+0  4  8  6  4  7  1  2  2
+0  5  9  7  5  8  2  3  3
+1  6 10  7  6  9  2  3  4
+1  6 11  8  6 10  3  4  5
+1  7 12  9  7 11  4  5  6
+2  7 13 10  8 11  5  6  7
+2  8 13 11  9 12  6  7  8
+2  9 14 11 10 13  6  7  9
+3  9 15 12 10 14  7  8 10
+3 10 15 13 11 15  8  9 11
+3 11 16 13 12 15  9 10 12
+4 12 16 14 13 15 10 11 13
+4 12 16 14 14 16 10 11 14
+4 13 16 15 14 16 11 12 15
+5 14 16 15 15 16 12 13 16
+5 15 17 16 16 16 13 14 17
+5 16 17 16 16 17 14 15 18
Requisites: Int 8, Chr 9
Alignment: any
HD/level: +d4
Weapon Prof.: 2+level/5
To Hit Table: Wiz
Save Table: 2xWiz
Reference: DM
Groups: Wizard
 
Always 1M+1P to cast spells. The 1M action is used to set up the spell in a temporary item (called a Charm). Any number of spells of a single spell level may be placed into the Charm. The Charm may be saved until used up to 1 month later. Until then, the spell memorization put into the Charm is not regained, even at a Reset. The 1P is used to set off the Charm. The effect of the Charm is a cast spell of the appropriate level (determined when the spell is used). The magnitude of the spell is multiplied by the number of spells stored in the Charm.
Cannot use material componenting; they effectively use their own special form of that.
Level 1: May specialize in Enchantment/Charm; pick an opposite if you do this.
Level 1: Can use multiple charges at once from magic items; the effect is multiplied by the number of charges used.
Level 2: All of your items automatically make all item saving throws.
Level 4: May specialize in Abjuration; pick an opposite if you do this.
Level 9: Your magical effects do not turn off in Anti-Magic of any multiplier.
Level 9: 1M: Your Reason, Intuition, or Leadership becomes (level+9) for this round only.
Level 9: May specialize in a school of your choice; pick an opposite if you do this.
Level 18: Your magical effects cannot be dispelled by Dispel Magic of any multiplier.
Level 27: Any of your spells may have duration "Permanent" if desired.

[PC2] Wizard Group Classes


Chemist

Level KXP Wizard
123 456 789
1 0 1-- --- ---
2 1 2-- --- ---
3 3 2½- --- ---
4 6 21- --- ---
5 10 22- --- ---
6 20 33- --- ---
7 30 33½ --- ---
8 50 331 --- ---
9 100 332 --- ---
10 150 332 ½-- ---
11 200 332 1-- ---
12 400 332 2-- ---
13 600 333 3-- ---
14 800 333 3½- ---
15 1000 333 31- ---
16 1200 333 32- ---
17 1400 333 32½ ---
18 1600 333 321 ---
19 1800 333 322 ---
20 2000 333 333 ---
21 2200 333 333 ½--
22 2400 333 333 1--
23 2600 333 333 2--
24 2800 333 333 2½-
25 3000 333 333 21-
26 3200 333 333 22-
27 3400 333 333 33-
28 3600 333 333 33½
29 3800 333 333 331
30 4000 333 333 332
31 4200 333 333 333
32 4400 444 443 333
33 4600 444 444 444
34 4800 555 554 444
35 5000 555 555 555
36 5200 666 666 666
TH Saves
PD RS PP BW Sp Fo Re Wi
+0  4  7  5  3  6  0  1  1
+0  4  7  5  3  7  0  1  1
+0  4  8  5  4  7  0  1  2
+1  4  8  6  4  7  1  2  2
+1  5  9  6  4  8  1  2  3
+1  5  9  7  5  8  2  3  3
+2  5 10  7  5  9  2  3  4
+2  6 10  7  6  9  2  3  4
+2  6 10  8  6  9  3  4  5
+3  6 11  8  6 10  3  4  5
+3  7 11  9  7 10  4  5  6
+3  7 12  9  7 11  4  5  6
+4  7 12  9  8 11  4  5  7
+4  7 13 10  8 11  5  6  7
+4  8 13 10  8 12  5  6  8
+5  8 13 11  9 12  6  7  8
+5  8 14 11  9 13  6  7  9
+5  9 14 11 10 13  6  7  9
Requisites: Int 14, Wis 13
Alignment: any
HD/level: d3
Weapon Prof.: 1+level/5
To Hit Table: Wiz
Save Table: Wiz
Reference: DM
Groups: Wizard, Technology
 
Level 1: Identify Psionic Items (level*10)%
Level 1: +1 Knowledge proficiency per level.
Level 1: Decipher Code (47+level*3)%
Level 2: Identify Object's chemical makeup by sight.
Level 3: Specialization in Alteration gained.
Level 3: Periodic Table elements are considered Semi for you.
Level 4: Create Chemical Mixture of (level) Complexity Level (see next page; also Tinker Gnome).
Level 5: Periodic Table elements are considered Quasi for you.
Level 6: Can write scrolls.
Level 7: Specialization in Conjuration gained.
Level 8: Identify Technological item, function, and (at a -50% penalty) function (level-7)*10%
Level 9: Identify non-unique monsters by sight.
Level 9: Periodic Table elements are considered Para for you.
Level 17: Periodic Table elements are considered normal for you.
Sample Complexity Levels of Chemicals:
Complexity Substance
1 Smoke Bombs, Low Glues (good old Elmer's), Simple Poisons (Class A/B)
2 Stink Bombs, Medium Glues (superglue), Alcohol, Matches
3 Poison Gas Bombs, High Glues, Acetone, Poison Antidote, Food Preservatives
4 Simple Medicinal Products (aspirin), Water Purification Products
5 Slippery Physical Liquids (oil), Simple SubAttribute Boosters, Flash Powder
6 Low Acids, Basic Fire Retardants, Greek Fire
7 Medium Acids, Ultimate Fire Retardants, Smoke Powder
8 Gunpowder, Chemical Welding Agents
9 Bombs (simple explosive), Stone Dissolving Agents
10 Highly Sophisticated Poisons (Class F), Metal Burning Agents
11 Potions, Cold Bombs, High Acids, Viruses of the order of the Common Cold
12 Combination Bombs, Lightning Bombs, Stone Gas Bombs
13 Potions of x2 strength, Liquid Electronics (!)
14 Dynamite, Combination Time Bombs, Viruses of the order of AIDS/Ebola
15 Rocket Propulsion (up to ½ the speed of light)
16 Plastic Explosives, Airborne versions of previous liquids
17 Real-burning Gasoline, Tornadium D-19
18 Nuclear Fission, Metal Dissolving Agents

[PC2] Wizard Group Classes


Chronomancer2

Level KXP Wizard
123 456 789
1 0 ½-- --- ---
2 3 1-- --- ---
3 6 2½- --- ---
4 12 21- --- ---
5 24 32½ --- ---
6 48 321 --- ---
7 72 332 ½-- ---
8 105 432 1-- ---
9 160 433 2½- ---
10 285 443 21- ---
11 425 443 32½ ---
12 850 544 321 ---
13 1235 544 332 ½--
14 1610 554 432 1--
15 1985 554 433 2½-
16 2370 555 443 21-
17 2755 655 443 32½
18 3140 655 544 321
19 3525 665 544 332
20 3910 665 554 432
21 4295 666 554 433
22 4680 666 555 443
23 5065 766 655 443
24 5450 766 655 544
25 5835 776 665 544
26 6220 776 665 554
27 6605 777 666 554
28 6990 777 666 555
29 7375 777 766 655
30 7760 877 766 655
31 8145 877 776 665
32 8530 887 776 665
33 8915 887 777 666
34 9300 888 777 666
35 9685 888 777 766
36 10070 888 877 766
TH Saves
PD RS PP BW Sp Fo Re Wi
+0  4  7  5  3  6  0  1  1
+0  4  7  5  3  7  0  1  1
+1  4  8  5  4  7  0  1  2
+1  4  8  6  4  7  1  2  2
+2  5  9  6  4  8  1  2  3
+2  5  9  7  5  8  2  3  3
+3  5 10  7  5  9  2  3  4
+3  6 10  7  6  9  2  3  4
+4  6 10  8  6  9  3  4  5
+4  6 11  8  6 10  3  4  5
+5  7 11  9  7 10  4  5  6
+5  7 12  9  7 11  4  5  6
+6  7 12  9  8 11  4  5  7
+6  7 13 10  8 11  5  6  7
+7  8 13 10  8 12  5  6  8
+7  8 13 11  9 12  6  7  8
+8  8 14 11  9 13  6  7  9
+8  9 14 11 10 13  6  7  9
Requisites: Int 17, Wis 16
Alignment: L any or T any
HD/level: d4
Weapon Prof.: 1+level/5
To Hit Table: Rog
Save Table: Wiz
Reference: Chrono2
Groups: Wizard
 
Specialization in Chromancy; pick one opposite school.
Chronomancy spells are not generally available to regular Wizards. Even if a regular Wizard gets access to Chronomancy spells, each Chronomancy spell costs a regular Wizard two spell slots each.
Level 3: Time/Reality Stability.
Level 5: Immune to haste and slow (this immunity may be lowered).
Level 11: +LVL-10 segments per round. Thus a level 25 Chronomancer has 25 segments.

[PC2] Wizard Group Classes


Chronomancy Spells

Level # Spell Effect
1 1 Delay Image +2 AC, +1 saves
1 2 Detect Temporal Anomaly Detect Temporal Anomaly
1 3 Haste A1 +1A action
1 4 Know Time Know date and day
1 5 Precognitive Sense Precognition
1 6 Slow Metabolism Need not eat/drink
2 1 Accelerate Plant Growth Plant Growth
2 2 Haste A2 +2A or +1B actions
2 3 Life Sounding Know target's age and how many years of natural lifespan is left
2 4 Preserve Target object is preserved and will not spoil/rot
2 5 Time Stop Object Time stops an inanimate object for 1-3 rounds
2 6 Timeslip (can cast in response to being attacked) You disappear from the combat until next round.
3 1 Articus's Melee Manager Target gets +CL/5 melee attacks per P action for 2*CL rounds
3 2 Haste A3 +3A, +2B, or +1C actions
3 3 Life Tether You know when in time the target is at all times, when time travelling can use the target as anchor
3 4 Minor Paradox Counter an effect that just occured last segment (it is undone)
3 5 Slow Slow (save)
3 6 Time Snare Target will do the same actions it did last time it acted (Spell save each round until made)
4 1 Haste A4 +4A, +3B, or +2C actions
4 2 Prophecy Improved Precognition
4 3 Summon Time Elemental Summons a normal (non-special) DL IV Time Elemental
4 4 Temporal Push Target is thrown CL+1 rounds into the future (Will save)
4 5 Timeheal Heal (as spell), 5*N% chance of failure, where N is the number of rounds before now the target was at full health
4 6 Wesley's Temporal Disjunction -1 to #Att, always loses initiative for 1d10+5 days (Spell save)
5 1 Accelerate Animal Growth Age a creature CL months, is at half number of attacks for CL turns (RSW save)
5 2 Articus's Devolutionary Warrior Target gets +1d6 Str/Dex/Con and -3d6 Int/Wis/Chr (minimum 1) (Spell save)
5 3 Create Slipgate Create a temporal gate
5 4 Haste A5 +5A, +4B, or +3C actions
5 5 Temporal Wall Anyone touching wall is double slowed and Wesley's Temporal Disjunction
5 6 Tempus Fugit Tempus Fugit
6 1 Conceal Temporal Anomaly Hides an Anomaly and reduces it's effects
6 2 Haste A6 +6A, +5B, or +4C actions
6 3 Magic Manager May use 2M /s for casting spells, after spell ends (in CL/2 rounds), you must rest for 2 rounds
6 4 Paradox Duplicate a Wizard spell of SL 0-5 or a Priest spell of SL 0-4.
6 5 Tempus Lawfulness Fixes temporal anomolies in area
6 6 Unaging You do not age this day (Duration 1 day)
7 1 Commune with Time of Legends Commune with Time of Legends
7 2 Haste A7 +7A, +6B, or +5C actions
7 3 Incurse Target being or object is Rewritten out of time (i.e. Incursed) (RSW save)
7 4 Sands of Time Reverse the effect of time on objects.
7 5 Temporal Eye Can scry into other times at this location
7 6 Wesley's Delayed Damage Whenever you take damage, you take only half, the rest is delayed until the spell ends (in 10+1d10 rounds)
8 1 Accelerate Lifeline Target ages CL years (Spell save)
8 2 Haste A8 +8A, +7B, or +6C actions
8 3 Item Supercharger A magic item can be used twice as often (per turn or day) or it's effects has twice duration
8 4 Protection from Time Immune to and can't use temporal effects
8 5 Time/Reality Stability Time/Reality Stability (duration 1 day), reverse removes it (Spell save)
8 6 Timereaver Time Travel Other +/- 5*CL years (Spell save)
9 1 Haste A9 +9A, +8B, or +7C actions
9 2 Major Paradox Wish (as spell)
9 3 Sever Lifeline You do not have or require a silver cord. Immune to aging.
9 4 Temporal Shell Immune time
9 5 Temporal Stasis The flow of time stops for the subject, he ceases to grow older, he is in suspended animation. The reverse can free the creature.
9 6 Time Stop Stops time for 1d4 rounds

[PC2] Wizard Group Classes


Color Mage


Level

KXP
Wizard
123 456 789

TH
1 0 1-- --- --- +0
2 3 2-- --- --- +0
3 6 21- --- --- +0
4 12 32- --- --- +1
5 27 421 --- --- +1
6 48 422 --- --- +1
7 72 432 1-- --- +2
8 108 433 2-- --- +2
9 162 433 21- --- +2
10 300 443 22- --- +3
11 450 444 33- --- +3
12 900 444 441 --- +3
13 1350 555 442 --- +4
14 1800 555 442 1-- +4
15 2250 555 552 1-- +4
16 2700 555 553 21- +5
17 3150 555 553 32- +5
18 3600 555 553 321 +5
19 4050 555 553 331 +6
20 4500 555 554 332 +6
21 4950 555 554 442 +6
22 5400 555 555 443 +7
23 5850 555 555 553 +7
24 6300 555 555 554 +7
25 6750 555 555 555 +8
26 7200 666 655 555 +8
27 7650 666 666 655 +8
28 8100 666 666 666 +9
29 8550 777 766 666 +9
30 9000 777 777 766 +9
31 9450 777 777 777 +10
32 9900 888 877 777 +10
33 10350 888 888 877 +10
34 10800 888 888 888 +11
35 11250 999 988 888 +11
36 11700 999 999 999 1 +11
37 23400 999 999 999 2 +12
38 35100 999 999 999 3 +12
39 46800 999 999 999 4 +12
45 117000 A99 999 999 9 +14
54 222300 AAA AAA AAA 91 +17
63 327600 AAA AAA AAA A9 +20
72 432900 BBB BBB BAA AA1 +23
Requisites: Dex 10, Int 16, Cml 20
Alignment: any
HD/level: d4
Weapon Prof.: 1+level/4
To Hit Table: Wiz
Reference: DM
Groups: Wizard
Complexity: CF=2
   
Saving Throws:  
PPD: level+3
RSW: level+6
PP: level+4
BW: level+2
Spell: level+5
Fort: level+0
Reflex: level+3
Will: level+0
   
Specializated in Color Magic (see list on next page); no opposite.
Gets Dex or Cml bonus to spell progression (your choice).
Level 1: 1V: Ignore someone's immunity to Chromatic or Color.
Level 4: 1V: Ignore someone's immunity to Metallic.
Level 9: 1V: Ignore someone's immunity to Prismatic.
 
Chromatic effects:
CL=1: Pearly (1d4 dmg; light in area; save or blinded for CL r or until leaves area)
CL=2: Ruby (1d6 dmg; save or -1 Str and -1 Dex for 1 r)
CL=3: Flame (1d8 dmg; save or 2 fire dmg)
CL=4: Amber (1d10 dmg; save or blinded 1d4+4 r)
CL=5: Emerald (1d12 dmg; save or nauseated until leaves area)
CL=6: Turquoise (2d8 dmg; save or magnetised 3d4 r)
CL=7: Sapphire (2d4 dmg; save or paralyzed 5d4 r)
CL=10: Amethyst (slowed 2d4 r (no save); save or petrified)
CL=12: Ashen (paralyzed 1d4+1 r (no save); save or slain)
 
Metallic effects:
CL=1: Lead (1d6 dmg; -3 to base movement rate (save))
CL=2: Tin (1d8 dmg; Chill L r (save))
CL=3: Bronze (1d10 dmg; Cold 2'r, dmg=1d6 (save:0))
CL=4: Copper (1d12 dmg; Hypnotism L r (save))
CL=6: Silver (2d6 dmg; -2 Con 1 d (no save); Stun L r (save))
CL=8: Electrum (2d8 dmg; -20% MR 1 d (no save); -10% RR 1 d (no save); Feeblemind (save))
CL=9: Gold (2d10 dmg; Weakness (no save); Dispel E/N/G(save))
CL=11: Steel (2d12 dmg; Color Spray; Prismatic Spray)
CL=13: Platinum (3d8 dmg; Maze (no save); Imprisonment (save))
 
See next page for more.

[PC2] Wizard Group Classes


Color Mage (cont.)

Prismatic effects (7 colors; roll d8 for Spray):
#1. Red: Blocks non-magical missiles; Inflicts 10 dmg (no save); Negated by Cone of Cold
#2. Orange: Blocks magical missiles; Inflicts 20 dmg (no save); Negated by Gust of Wind
#3. Yellow: Blocks poisons, gases, petrification; Inflicts 40 dmg (no save); Negated by Disintegrate
#4. Green: Blocks breath weapons; Poisoned (slain, PPD save) or 20 dmg; Negated by Passwall
#5. Blue: Blocks location/detection, psionics; Petrified (PP save); Negated by Magic Missile
#6. Indigo: Blocks magic; Insane (RSW save); Negated by Continual Light
#7. Violet: Blocks physical (Solid Force Field); Sent to Another Plane (Spell save); Negated by Dispel Magic
#8. Roll again twice
 
MultiPrismatic effects (24 colors; roll d30 for Spray):
#1. Red: Stops all missiles; Inflicts 12 dmg (no save); Negated by Ice Storm
#2. Blue: Stops all priest spells; Flesh to Stone (PP save); Negated by Disintegrate
#3. Green: Stops all detections; Poison (PPD save); Negated by Passwall
#4. Yellow: Stops all breath weapons; 6d10 dmg (no save); Negated by Magic Missile
#5. Orange: Stops all death spells; 2d12 dmg (no save); Negated by Thunder or Lightning of at least 8 dice
#6. Purple: Stops disintegration; 1d100 dmg (no save); Negated by Fire of at least 8 dice
#7. Magenta: Stops all time oriented spells; 3d12 dmg (no save); Negated by Sound dmg of at least 8 dice
#8. Cyan: Stops all undead; Wrench (no save); Negated by a Turn Undead vs. rating=CL
#9. Pink: Stops all lycanthropes; Disintegrate (PP save); Negated by a touch from Wolfsbane
#10. Silver: Stops all devils; Plane Shift to Hell (RSW save); Negated by 1 vial of Holy Water
#11. Bronze: Stops all magic item activations; One magic item is destroyed (Spell save); Negated by Dispel Magic
#12. Copper: Stops all psionic item activations; One psionic item is destroyed (Spell save); Negated by Dispel Psionics
#13. Gold: Stops all demons; Plane Shift to Abyss (RSW save); Negated by Erase (reverse of Write)
#14. Indigo: Solid Force Field; Frozen Solid (PP save); Negated by Dispel Magic and Disintegrate simulataneously
#15. Violet: Anti-Magic shell; Insanity (Will save); Negated by priest Continual Light
#16. Rose: Stops all fire; 5d10 dmg (no save); Negated by Cold of at least 8 dice
#17. Lavendar: Stops all cold; 4d12 dmg (no save); Negated by Gust of Wind or Cyclone
#18. Black: A wall of time stop; Time Stop (Level check); A demon summon can lower it, but is destroyed in the process
#19. Black & Silver: Stops all psychic activity / psionics; Mind Wipe (Level check); Negated by Remember
#20. Black & Gold: Golem destruction field; Unsummons a summon (no save); Negated by Turn Golem vs. rating=CL/2
#21. Red & Blue: Stops all liquids, acid, slime; Desiccate (halve current hp; no save); Negated by Create Water
#22. Green & Yellow: Stops all dragon attacks; Paralysis (PP save); Negated by Contingency
#23. Purple & Silver: Stops ethereal, gaseous, non-corporeal; 10d10 dmg (no save); Negated by Hold Vapor
#24. Green & Gold: Can be keyed to stop any one type of attack; 6d10 vile dmg (no save); Negated by Fork
#25-#27. Roll 1d24 twice
#28-#29. Roll 1d24 once and 1d30 once
#30. Roll 1d30 twice

[PC2] Wizard Group Classes


Color Mage Spells

SL # Spell Effect
N 1 Prismatic Sphere N (min SL=3) Prismatic Sphere with N-2 colors (random, no repeats until all 7 picked)
2 Prismatic Spray N (min SL=7) (Area) Prismatic Spray with N-6 colors
3 Prismatic Wall N (min SL=2) Prismatic Wall with N-1 colors (random, no repeats until all 7 picked)
1 1 Chromatic Orb Chromatic effect to one target (material component gives 2 targets, not area)
2 Cloak of Color AC +CL; Immune Color and Chromatic
3 Color Spray (Area) Unconscious if HDCL+2 (for all three save if HD>6)
4 Faerie Fire (3) Target gets -2 AC [or] Dispel darkness, blur, displacement, or invisibility
2 1 Chromatic Spray Chromatic effect to one group, at 1/2 your CL (round down)
2 Cloak of Metal Saves +CL; Immune Metallic and Rusting
3 Metallic Orb Metallic effect to one target (material component gives 2 targets, not area)
4 Painter's Servant (x1 Special) Name an element. All damaging effects in the room are of that element in addition to their other types.
3 1 Chromatic Armor AT +CL; Immune to 1 element; 1bM, 1/t: Change the element; (can wear this with physical armor)
2 Cloak of Many Colors CL*10% distributed among RMPIR; Immune Prismatic
3 Metallic Spray Metallic effect to one group, at 1/2 your CL (round down)
4 Ward of Lights 1bM: Target becomes immune to an element for the rest of the round.
4 1 Prismatic Circle Name a summon type. 1N, take DL dmg: Be immune to a creature of that summon type this segment.
2 Prismatic Wardrobe Slay a creature that is of a summon type that is not amongst our summons (PPD save)
3 Rainbow Create a rainbow bridge CL*30' long [or] Deal CLd8 rainbow dmg to one target (no save)
4 Rainbow Pattern 24 HD of monsters cannot physically attack or look away (no save)
5 1 Chromatic Wall Wall of all the Chromatic colors; take effect of all of them if touched; blocks line of sight: effects can't target through the wall
2 Prismatic Orb Prismatic effect (1 random) to one target (material component gives 2 targets, not area)
3 Shifting Sky Shapechange a group of Elementals into another element of E=CL/2 or less (no save)
4 Teferi's Moat Choose a summon type. Creatures of that summon type cannot attack you unless they have flying.
6 1 Chromatic Star Convert one SL=5 (or less) spell slot so it can cast a Priest spell. You are "Grand" in Light and Sun.
2 Color Pool Create or destroy a Color Pool (acts as a Gate)
3 Metallic Wall Wall of all the Metallic colors; take effect of all of them if touched; blocks metal: metal cannot pass through the wall
4 Swirl the Mists (Maintained) Choose an element or summon type on a race or class ability in the party. Change it to another element or summon type.
7 1 MultiPrismatic Orb MultiPrismatic effect to one target (material component gives 2 targets, not area)
2 Rainbow Silver Rainbow Silver effect CL times on one target (must spend an action to get spirit back in body) (PPD save for each)
8 1 Cloak of Multiple Colors CL*10% distributed among CENWR; Immune MultiPrismatic
2 MultiPrismatic Spray Do a MultiPrismatic Spray to 1 group; 1 roll of 1d30
9 1 Prismatic Floor (x1 Special) Everyone in the room that is touching the floor takes a Prismatic Spray per segment.
2 Rain of Colorless Fire CL/9 groups are hit with Colorless Fire (1 idmg each, no save)
10 1 MultiPrismatic Wall MultiPrismatic Wall, all 24 colors
11 1 MultiPrismatic Sphere MultiPrismatic Sphere, all 24 colors

[PC2] Wizard Group Classes


Companion Mage

Level KXP Wizard
123 456 789
1 0 1-- --- ---
2 3 2-- --- ---
3 6 3-- --- ---
4 12 4½- --- ---
5 24 41- --- ---
6 48 42- --- ---
7 96 43- --- ---
8 192 44½ --- ---
9 384 441 --- ---
10 750 542 --- ---
11 1500 643 --- ---
12 2000 744 ½-- ---
13 2500 744 1-- ---
14 3000 754 2-- ---
15 3500 764 3-- ---
16 4000 774 4½- ---
17 4500 774 41- ---
18 5000 775 42- ---
19 5500 776 43- ---
20 6000 777 44½ ---
21 6500 777 441 ---
22 7000 777 542 ---
23 7500 777 643 ---
24 8000 777 744 ½--
25 8500 777 744 1--
26 9000 777 754 2--
27 9500 777 764 3--
28 10000 777 774 4½-
29 10500 777 774 41-
30 11000 777 775 42-
31 11500 777 776 43-
32 12000 777 777 44½
33 12500 777 777 441
34 13000 777 777 542
35 13500 777 777 643
36 14000 777 777 744
TH Saves
PD RS PP BW Sp Fo Re Wi
+0  4  7  5  3  6  0  1  1
+0  4  7  5  3  7  0  1  1
+0  4  8  5  4  7  0  1  2
+1  4  8  6  4  7  1  2  2
+1  5  9  6  4  8  1  2  3
+1  5  9  7  5  8  2  3  3
+2  5 10  7  5  9  2  3  4
+2  6 10  7  6  9  2  3  4
+2  6 10  8  6  9  3  4  5
+3  6 11  8  6 10  3  4  5
+3  7 11  9  7 10  4  5  6
+3  7 12  9  7 11  4  5  6
+4  7 12  9  8 11  4  5  7
+4  7 13 10  8 11  5  6  7
+4  8 13 10  8 12  5  6  8
+5  8 13 11  9 12  6  7  8
+5  8 14 11  9 13  6  7  9
+5  9 14 11 10 13  6  7  9
Requisites: Int 9, Chr 19, Cml 9
Alignment: any
HD/level: d6
Weapon Prof.: 2+level/4
To Hit Table: Wiz
Save Table: Wiz
Reference: DM {Planeshifted Pet Mage}
Groups: Wizard, Monster, Alternate
 
Specialized in Enchantment; Normal in Abjuration; all other schools are Opposite.
Can have 1 animal companion per level.
Your animal companions have (10+LVL)% of your base XP.

[PC2] Wizard Group Classes


Conjurer2 / Summoner

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

[PC2] Wizard Group Classes


Crosis Purger (MTG B/U/R) (Dimir/Izzet/Rakdos)

Level KXP Wizard
123 456 789
1 0 ½½- --- ---
2 4.375 11- --- ---
3 8.75 21½ --- ---
4 17.5 221 --- ---
5 35 321 ½-- ---
6 70 332 1-- ---
7 140 432 1½- ---
8 280 443 21- ---
9 560 543 21½ ---
10 1120 554 321 ---
11 1680 654 321 ½--
12 2240 665 432 1--
13 2800 765 432 1½-
14 3360 776 543 21-
15 3920 876 543 21½
16 4480 876 543 211
17 5040 876 543 221
18 5600 876 543 321
19 6160 876 544 321
20 6720 876 554 321
21 7280 876 654 321
22 7840 877 654 321
23 8400 887 654 321
24 8960 987 654 321
25 9520 987 654 322
26 10080 987 654 332
27 10640 987 654 432
28 11200 987 655 432
29 11760 987 665 432
30 12320 987 765 432
31 12880 988 765 432
32 13440 998 765 432
33 14000 998 765 433
34 14560 998 765 443
35 15120 998 765 543
36 15680 998 766 543
TH Saves
PD RS PP BW Sp Fo Re Wi
+2  5  7  8  3  6  1  2  1
+2  6  7  8  3  7  1  3  2
+3  6  8  8  4  7  2  3  2
+3  6  8  8  4  7  2  4  3
+4  6  9  9  4  8  2  4  3
+4  7  9  9  5  8  3  5  4
+5  7 10  9  5  9  3  5  4
+5  7 10  9  6  9  4  6  5
+6  7 10 10  6  9  4  6  5
+6  8 11 10  6 10  4  7  6
+7  8 11 10  7 10  5  7  6
+7  8 12 10  7 11  5  8  7
+8  8 12 11  8 11  6  8  7
+8  9 13 11  8 11  6  9  8
+9  9 13 11  8 12  6  9  8
+9  9 13 11  9 12  7 10  9
+10  9 14 12  9 13  7 10  9
+10 10 14 12 10 13  8 11 10
Requisites: Dex 22, Int 21, Wis 15, 3 class slots
Alignment: LN
HD/level: d30
Weapon Prof.: 7+level/2
To Hit Table: Rog +4 levels
Save Table: Wiz/Rog/Psi
Reference: DM
Groups: Wizard, Rogue
 
Extra Barbarian Dex bonus [bonus = (Dex-16)*5/2]. Barbarian Int bonus.
Has 135+55*LVL Rogue points.
Some of this class's rogue abilities duplicate psionic powers. The number of PSPs being used (if this is needed, for effects like Cell Adjustment) is equal to the amount the roll is made by. The limit on how many PSPs can be spent is still obeyed. This class counts as 1 level higher for purposes of twilighting. You will twilight if you use a psionic power that is too high SL for you.
Channeling. Int bonus to spells. Specialized in Wizard Metamagic school.
Moving costs you only ½V action. (This effectively doubles your movement rate.)
Level 1: +1 borrowed M action per round.
Level 1: 1M: Summon a kobold (AC 10, hp 10, TH +1, dmg 1). It is a summon but does not use a summon slot. It does not have summoning sickness. At end of round, it is automatically unsummoned.
Level 3: -1 to number of remaining M or borrowed M actions remaining this round: Copy a spell you cast this segment.
Level 4: 1V: +1 QV next segment.
Level 4: 1V: Target cannot use V actions next segment (no save; aIR to avoid).
Level 4: 2M+½V: Target gets -4*LVL TH, dmg, AC, and saves until end of round.
Level 4: 1M: Summon a goblin (AC 20, hp 10, TH +20, dmg 20). It is a summon but does not use a summon slot. It does not have summoning sickness. At end of round, it is automatically unsummoned.
Level 5: +1 borrowed M action per round.
Level 9: 1P: +1 QP next segment.
Level 9: 1P: Target cannot use P actions next segment (no save; aIR to avoid).
Level 9: For HD/level, this class copies the cumulative (&) modifier (if it's there on the class you're copying). This applies to all dice (even those below level 9).
Level 9: -1 to number of remaining M or borrowed M actions remaining this round: Copy a spell someone else cast.
Level 9: +1 Q borrowed M action per round.
Level 9: 1M: Summon a ball lightning (AC 20, hp 10, TH +60, dmg 60). It is a summon but does not use a summon slot. It does not have summoning sickness. At end of round, it is automatically unsummoned.
New spells:
Force Spike (Metamagic, SL 2): 1 borrowed M or 1 OppM: Counter target magical/psionic effect unless its user devotes another spell/psionic slot to it.
Mana Leak (Metamagic, SL 3): 1 borrowed M or 1 OppM: Counter target magical/psionic effect unless its user devotes another 3 spell/psionic slots to it.
Counterspell (Metamagic, SL 4): 1 borrowed M or 1 OppM: Counter target magical/psionic effect.
Fork (Metamagic, SL 4): 1 borrowed M or 1 OppM: Copy target magical/psionic effect.
Deflection (Metamagic, SL 5): 1 borrowed M or 1 OppM: Redirect target magical/psionic effect to another target.
Quash (Metamagic, SL 6): 1 borrowed M or 1 OppM: Counter target magical/psionic effect. That person cannot use that effect for the rest of the day.
Lvl Ability | -50% | -100% | -150% Act Base Penalty Bonus
1 +rating/50 A actions /r this turn || B actions || C actions 1F 0 Dex-20 Dex-25
1 Controlled Blink | Controlled Blink 10'r (unwilling get PP save) ½V 50 Wis-14 Wis-14
1 Do rating/50 physical attacks with one weapon ½P 50 Str-10 Str-18
1 Duplicate a Psi1 minor ||| major ||| grand ||| super 1M 0 Chr-9 Chr-12
1 Duplicate a Psi2 minor ||| major ||| grand ||| super 1M 0 Con-9 Con-12
1 Duplicate a Psi3 SL=1 | SL=2 | SL=3 | etc. 1M 0 Any-18 Any-24
1 Any Rogue Level 1 ability - - - -
1 Any Rogue Level 1 ability - - - -
1 Any Rogue Level 1 ability - - - -
1 Any Rogue Level 1 ability - - - -
2 Duplicate a Psi10 minor ||| major ||| grand ||| super 1M 0 Int+Wis-24 Int+Wis-32
2 Any Rogue Level 2 ability - - - -
3 Duplicate a Psi5 minor ||| major ||| grand ||| super 1M 0 Chr-15 Chr-20
3 Any Rogue Level 3 ability - - - -
4 Any Rogue Level 4 ability - - - -
4 Any Rogue Level 4 ability - - - -
5 Any Rogue Level 5 ability - - - -
5 Any Rogue Level 5 ability - - - -
6 Any Rogue Level 6 ability - - - -
6 Any Rogue Level 6 ability - - - -
7 Any Rogue Level 7 ability - - - -
7 Any Rogue Level 7 ability - - - -
8 Any Rogue Level 8 ability - - - -
8 Any Rogue Level 8 ability - - - -
9 Any Rogue Level 9 ability - - - -
9 Any Rogue Level 9 ability - - - -
9 Any Rogue Level 9 ability - - - -
9 Any Rogue Level 9 ability - - - -
9 Any Rogue Level 9 ability - - - -
9 Any Rogue Level 9 ability - - - -

[PC2] Wizard Group Classes


Cross Mage

Level KXP Wizard/Priest
123 456 789
1 0 1-- --- ---
2 1 20- --- ---
3 3 21- --- ---
4 9 320 --- ---
5 27 421 --- ---
6 81 422 0-- ---
7 243 432 1-- ---
8 486 433 20- ---
9 972 433 21- ---
10 1458 443 22- ---
11 1944 444 330 ---
12 2430 444 441 ---
13 2916 555 442 0--
14 3402 555 442 1--
15 3888 555 552 10-
16 4374 555 553 21-
17 4860 555 553 320
18 5346 555 553 321
19 5832 555 553 331
20 6318 555 554 332
21 6804 555 554 442
22 7290 555 555 443
23 7776 555 555 553
24 8262 555 555 554
25 8748 555 555 555
26 9234 666 655 555
27 9720 666 666 655
28 10206 666 666 666
29 10692 777 766 666
30 11178 777 777 766
31 11664 777 777 777
32 12150 888 877 777
33 12636 888 888 877
34 13122 888 888 888
35 13608 999 988 888
36 14094 999 999 999
TH Saves
PD RS PP BW Sp Fo Re Wi
+0  8  7  5  3  6  0  1  2
+1  8  7  6  3  7  0  1  3
+1  9  8  6  4  7  0  1  3
+2  9  8  6  4  7  1  2  4
+3 10  9  7  4  8  1  2  4
+3 10  9  7  5  8  2  3  5
+4 11 10  8  5  9  2  3  5
+5 11 10  9  6  9  2  3  6
+5 12 10  9  6  9  3  4  6
+6 12 11  9  6 10  3  4  7
+7 13 11 10  7 10  4  5  7
+7 13 12 10  7 11  4  5  8
+8 13 12 10  8 11  4  5  8
+9 14 13 11  8 11  5  6  9
+9 14 13 11  8 12  5  6  9
+10 14 13 11  9 12  6  7 10
+11 15 14 12  9 13  6  7 10
+11 15 14 12 10 13  6  7 11
Requisites: Int 10, Wis 17
Alignment: any
HD/level: d4+d8
Weapon Prof.: 2+level/2
To Hit Table: Pri
Save Table: Wiz/Pri
Reference: DM
Groups: Wizard, Priest
 
The save entry means "take the better of Wizard and Priest for each category".
You may cast either Wizard or Priest spells from your memorization.
Priest spells for this class use schools, not spheres, and any Priest spell falling under a school of your specialization (if any) is considered specialized.
Cross Mage also gets the Wisdom bonus to spells.
Gets "Channeling" [P4.9] for free.

[PC2] Wizard Group Classes


Cthulhu Investigator5

Level KXP Wizard
123 456 789 AB
1 0 2½- --- --- --
2 4.5 31½ --- --- --
3 14 421 --- --- --
4 33 532 ½-- --- --
5 70 643 1½- --- --
6 145 754 21- --- --
7 294 865 32½ --- --
8 593 976 43½ --- --
9 1001 A87 541 ½-- --
10 1410 A98 652 1-- --
11 1819 AA9 763 2½- --
12 2228 AAA 874 3½- --
13 2637 AAA 985 4½- --
14 3046 AAA A96 51½ --
15 3455 AAA AA7 621 --
16 3864 AAA AA8 732 --
17 4273 AAA AA9 843 --
18 4682 AAA AAA 954 ½-
19 5091 AAA AAA A65 ½-
20 5500 AAA AAA A76 1-
21 5909 AAA AAA A87 1-
22 6318 AAA AAA A98 2-
23 6727 AAA AAA AA9 2-
24 7136 AAA AAA AAA 3-
25 7545 BBB BBB BBB 3-
26 7954 BBB BBB BBB 4-
27 8363 CCC CCC CCC 4½
28 8772 CCC CCC CCC 5½
29 9181 DDD DDD DDD 5½
30 9590 DDD DDD DDD 51
31 9999 DDD DDD DDD 61
32 10408 EEE EEE EEE 61
33 10817 EEE EEE EEE 71
34 11226 FFF FFF FFF 71
35 11635 FFF FFF FFF 81
36 12044 FFF FFF FFF 82
TH Saves
PD RS PP BW Sp Fo Re Wi
+0  4  7  5  3  7  0  1  1
+1  5  9  6  4  8  1  2  3
+2  5 10  7  5  9  2  3  4
+3  6 11  8  6 10  3  4  5
+3  7 12  9  7 11  4  5  6
+4  8 13 10  8 12  5  6  8
+5  8 14 11  9 13  6  7  9
+6  9 15 12 10 14  7  8 10
+7 10 15 13 11 15  8  9 11
+8 11 16 14 12 15  9 10 13
+8 12 16 14 13 16 10 11 14
+9 13 16 15 14 16 11 12 15
+10 14 16 15 15 16 12 13 16
+11 15 17 16 16 16 13 14 18
+11 16 17 16 16 17 15 15 18
+12 16 17 16 16 17 17 16 18
+13 17 17 17 17 17 17 16 18
+14 18 18 17 17 17 17 17 18
Requisites: Dex 12+level, Int 4+2*level
Alignment: L any (or) W any
HD/level: d10
Weapon Prof.: 6+level/6
To Hit Table: 2½xWiz
Save Table: 2½xWiz
Reference: CoC3 {Planeshifted Cthulhoid Horror5)
Groups: Wizard, Alternate, Planar
 
For abilities, see next page.

[PC2] Wizard Group Classes


Cthulhu Investigator5 Abilities

The stat requirements for this class is Dex 12+LVL and Int 4+2*LVL. If you gain enough XP to raise in level and do not have the stat requirement, you still go up in level, but you "owe" stat points (can spend stat points only to Dex or Int until you fill the requirements). You cannot add this class unless you have Dex 13 and Int 6 (what you need to be level 1).
Specialized in Cthulhu school, pick an opposite. Other Wizards cannot access Cthulhu school at all unless they "know" your class; even then, they need to spend 2 slots each for them.
May weapon specialize using the "Spec Non-War" column for number of attacks.
 
Levels 1-3: Pick one of these per level:
   A. 1M: Dismiss a Ooze or Demon 10*LVL%
   B. 1M: LVL instances of Resist Insanity
   C. Immune Goo and Gray Goo
   D. 1bM, 1/r: Counter a Wild Surge or High-Frequency Sample
   E. Immune to tentacle damage.
Level 4: Pick two Cthulhoid Investigator5 Level 1-3, one Occultist5 Level 1-3, or one Alien Cultist5 Level 1-3
Levels 5-7: Pick one of these per level:
   F. 1P, 1/r: +1QM next segment.
   G. Immune head blown off, drowning (i.e. you have Water Breathing), falling (i.e. you levitate / feather fall at will)
   H. 1M+1P: Cure a Potion or Magical Pool effect that occured within the last round.
   I. 1M+1P: Contact Higher Plane
   J. 2M: Close a Gate or Dimension Door. Your room has a x1 Special of Proof against Teleportation.
Level 8: Pick two Cthulhu Investigator5 Level 5-7, one Occultist5 Level 5-7, or one Alien Cultist5 Level 5-7
Levels 9-11: Pick one of these per level:
   K. Capital S Slay is treated as (lower-case) slay for you
   L. Immune Clone Insanity, Mirror of Opposition
   M. 2F, 1/t: Cure Capital C Crapped on someone.
   N. 8F, 1/d: Cure someone's Erased Truename (you Un-Erase his Truename)
   O. 1F: Restore Multiplier; Remove Multiplier damage (incl. Vile Multiplier damage)
Level 12: Pick two Cthulhu Investigator5 Level 9-11, one Occultist5 Level 9-11, or one Alien Cultist5 Level 9-11

[PC2] Wizard Group Classes


Cthulhu School Spells

Name SL Effect
Candle Communication 0 Can communicate to someone you know (across planes) if they are running this spell too
Detect Life 0 Detect Life
Elder Sign 0 Outer planar creatures cannot cross the line
Message 0 Message
Augury 1 Augury
Bind Enemy 1 Choose a target. You can't attack or target him, and vice versa.
Chant of Thoth 1 +CL Int checks
Cloud Memory 1 Forget (Will save)
Contact Human 1 Contact a specific person
Control Weather 1 Control Weather
Create Bad-Corpse Dust 1 Create a line that Undead cannot cross
Deflect Harm 1 Deflect next CL physical attacks on you, but each causes 2 Int dmg to you
Detect Magic 1 Detect Magic
Dominate Animal 1 Dominate Animal (save)
Eibon’s Wheel of Mist 1 Your group is Invisible
Invisibility Purge 1 Dispel Invisibility
Mirror of Tarkhun Atep 1 Creates a mirror
Nightmare 1 Target sleeping person has a nightmare
Pose Mundane 1 Illusion: Room appears to be normal/ordinary (x1 Trick)
Power of Nyambe 1 +2d6 SL's added to your current progression for today; -1 Con (permanent)
Seal of Isis 1 Object will make it's next item saving throw
Snare Dreamer 1 Dispel a Somniomancy effect
True Strike 1 Next attack at +20 TH
Unmask Demon 1 Dispel a Change Self or Alter Appearance effect
View Gate 1 Can see through a Gate to other side clearly
Voice of Ra 1 +1d6+1 Chr
Warding the Eye 1 Immune to the "Evil Eye" spell (on this list)
Bring Pestilence 2 Disease (1d4 stat dmg to Str, Dex, or Con) (Fort save)
Cast Out Shan 2 Dismiss a DL I-II Insect or Undead
Cause Fear 2 Fear (Will save)
Circle of Nausea 2 Nausea to one group (Fort save)
Contact Creature 2 Contact a specific creature type
Darkness 2 Darkness
Dismissal 2 Dismiss an outer planar creature (save)
Dominate Person 2 Dominate Person (save)
Dread Curse of Azathoth 2 1d3 Chr dmg
Enchant Item 2 Add a half plus to an item (for 1 hour)
Evil Eye 2 Curse: -4 TH, checks, saves (save)
Find Gate 2 Detect Gates
Fist of Yog-Sothoth 2 CLd6 force dmg to one target (no save)
Flesh Ward 2 DR 10/+1
Frozen Tracks 2 Stop (save)
Grasp of Cthulhu 2 Target takes 2d6 dmg /r (save)
Healing Touch 2 Touch to cure 1d8+CL hp and 1 stat point dmg
Hide from the Eye 2 Invisibility
Hypnotism 2 Hypnosis (save)
Identify Spirit 2 Detect Possession
Insect Plague 2 Area effect 1 dmg /s insects
Levitate 2 Levitate
Locate Object 2 Locate Object
Magic Weapon 2 Weapon gets +1/+1 for 1 turn
Obscuring Mist 2 Wall of Fog
Sekhmenkenhep's Words 2 Convince people that what you're saying is true (save)
Skin of Sedefkar 2 +CL/5 AC
Song of Hastur 2 Target takes 2d6 dmg /r (save)
Soul Trap 2 Speak with Dead but you had to be the one who killed him
Spectral Razor 2 Magical blade that's 2d6 dmg and counts as a +5 weapon
Suggestion 2 Suggestion (save)
Voorish Sign 2 The next spell you cast will be at +3 CL
Wandering Soul 2 Dream Travel
Ward against Pyschics 2 Psionic Feats cannot be used in the room (x1 Special)
Black Binding 3 Animate a dead corpse as a DL III Undead
Breath of the Deep 3 Target is drowning (Fort save per segment or 2d6 dmg)
Contact Deity 3 Contact a specific deity 50+CL%; caster becomes insane (Will save)
Curse of the Stone 3 Target cannot act (save) as long as you heavy concentrate (can't use M actions)
Divination 3 Divination
Imprison Mind 3 Target spirit / life essence cannot leave the body it's in (save)
Mindblast 3 Insanity (save)
Raise Night Fog 3 Fog
Red Sign of Shudde M'ell 3 Group takes 1d6+LVL dmg (no save)
Shriveling 3 CLd4 dark energy dmg to one target (no save)
Siren's Song 3 Charm 2*CL HD of creatures (save)
Summon/Bind Creature 3 Summons a DL 1d4 Outer creature
Wave of Oblivion 3 If near a body of water, creates a large wave (CLd4 water dmg, no save)
Wither Limb 3 Sharpness a random limb (save)
Wrack 3 Pain (-2 all rolls) (save)
Animal Form 4 Polymorph Self into a specific animal
Bind Loup-Garou 4 Force Shapechange and Dispel a Psi14 effect
Bind Soul 4 Put someone's soul in a receptacle (Will save)
Cloak of Fire 4 +1d4+1 Dex; +3" move rate; Fire damaging shield (1d8 fire dmg /hit); You take 1 dmg /r
Create Scrying Window 4 Postcognition
Curse of the Putrid Husk 4 Curse: Insanity (save)
Curse of the Rat-thing 4 Animate a dead corpse as a DL IV Undead
Dark Resurrection 4 Raise Dead
Hands of Colubra 4 Your arms turn into snakes that deal 1d6 dmg + 1d6 Str dmg
Locate Creature 4 Locate a specific creature
Look to the Future 4 Can see into the future
Mind Transfer 4 Switch bodies with someone (save)
Pipes of Madness 4 Insanity to a group (save)
Return to Rest 4 Destroy an undead (save)
Soul Singing 4 Illusion: Target sees and hears what you wish, no one else affected (save)
Speak with Dead 4 Speak with Dead
Unspeakable Oath 4 Get a random minor magic item (50%) or +1 Int (50%) for 1 turn
Banishment of Yde Etad 5 Banish an outer planar creature to home plane (Will save)
Blind/Deafen 5 Blind and Deafen target (Fort save on each)
Cast Out Devil 5 Exorcise
Create Barrier of Naach-Tith 5 Wall: Spells cannot pass, Str check (DC 40) to pass
Magic Jar 5 Magic Jar
Become Spectral Hunter 6 You take on the stats of a random DL VII Weird monster, will be Crapped in CL rounds
Body Warping of Gorgoroth 6 Polymorph Self into a creature of +/- 1 size, you get it's Str/Dex/Con
Clutch of Nyogtha 6 Paralysis (Will save) for as long as you heavy concentrate (can't use M actions)
Create Gate 6 Gate
Curse of the Chaugnar Faugn 6 *Curse* (subject loses 1d4 Chr per day and cannot Reset) (save)
Eyes of the Zombie 6 See through the eyes of a zombie (that you control)
Power Drain 6 Target loses 1d6 stat points (save), you temporarily gain the amount he lost
Create Self-Ward 7 DR 10/+1; Resist Aging
Create Time Gate 7 Create a Time Gate 10^(N-4) years
Steal Life 7 Drain 1 stat point per segment from target and add to you temporarily (save per segment)
Word of Recall 7 Word of Recall
Consume Likeness 8 Alter Appearance to someone specific who recently died (it's very convincing)
Death by Flames 8 Target takes 1d10 fire dmg /s (no save)
Eye of Light & Darkness 8 All outer planar creatures take 1 Wis dmg per segment (x1 Special)
Call Deity 11 Summons the material form of the god of your choice (remember this is only a x1 effect by itself)
Dismiss Deity 11 Dismisses the material form of a god (remember this is only a x1 effect by itself)

[PC2] Wizard Group Classes


Dancing Potion Bottle1


Level

KXP
Psi24
mMG SU

TH
1 0 1-- --
2 2.8 2-- --
3 5.6 2-- --
4 11.2 3-- --
5 22.4 3-- --
6 44.8 31- --
7 89.6 32- --
8 179.2 32- --
9 350 33- --
10 520 33- --
11 690 331 --
12 860 332 --
13 1030 332 --
14 1200 432 --
15 1370 433 --
16 1540 433 --
17 1710 443 --
18 1880 443 1-
19 2050 443 2-
20 2220 443 3-
21 2390 443 3-
22 2560 444 3-
23 2730 444 3-
24 2900 444 4-
25 3070 444 4-
26 3240 444 4-
27 3410 544 4-
28 3580 544 4-
29 3750 554 41
30 3920 554 42
31 4090 555 43
32 4260 555 44
33 4430 555 54
34 4600 555 54
35 4770 555 55
36 4940 665 551
37 5110 665 552
38 5280 665 553
39 5450 665 554
45 6470 766 666
54 8000 888 877
63 9530 A99 999
72 11060 BBB AAA 1
Requisites: Int 10, Wis 12
Alignment: non-L
HD/level: d6
Weapon Prof.: 2+level/5
To Hit Table: Wiz
Reference: Wiz
Groups: Psionicist, Wizard, Monster, PC Designed
Complexity: CF=5
   
Saving Throws:  
PPD: level+3
RSW: level+6
PP: level+4
BW: level+2
Spell: level+5
Fort: level-1
Reflex: level+0
Will: level+0
   
You count as a potion for effects that refer to potions.
Divide the cost of potions by LVL.
Gets +1E action, can use 1S+1E+1V per segment.
Level 1: Identify potions by sight.
Level 1: For a potion, can increase duration by 100% or effect by 50%. Each potion may be improved only once.
Level 1: 1M: Otto's Irresistable Dance (1 creature, no save)
Level 1: 0, while drinking a potion: Do a "sip" on the potion, which might identify it. Then the rest of the potion resolves. You may reverse the effect of the entire potion of yourself (Harm -> Heal, Poison -> Neutralize Poison or Sweet Water, etc.). This works even if the sip was lethal.
Level 3: 1V, while drinking a potion: "Material Component" a potion's effect, so it does double effect on you.
Level 4: Can create potions in 1/(level-3) the normal time.
Level 5: Brew Potions: 10F, 1/reset: Create 100*LVL XP value in potions.
Level 5: Can "Frugal" potions (+50% to number of uses).
Level 5: 1M: Otto's Irresistable Dance (1 group, no save)
Level 5: 1M+1P: Brew Space-Mead, a potion that when drank does Astral Spell and an Abyssal Water effect.
Level 5: 1M+1P: Cure a Potion effect that occured within the last round.
Level 5: 1M: Potion ball (of a potion you have, the potion is used)
Level 7: 0, 1/r: Recharge one of your magic items by 1 charge (even a potion)
Level 10: 1F, while drinking two potions, 1/reset: The mixing of the potions creates a special effect -- one of the potions chosen at random fails to work, but the other has its effects made permanent on the drinker. The potions's effect becomes a spell-like abilitiy that is always on for the drinker.

[PC2] Wizard Group Classes


Death Master1

Level KXP Wizard
123 456
1 0 --- ---
2 1.33 --- ---
3 2.66 --- ---
4 5.33 1-- ---
5 13.3 2-- ---
6 26.6 21- ---
7 53.3 211 ---
8 113 221 1--
9 233 222 2--
10 466 333 2--
11 933 333 31-
12 1877 443 32-
13 3333 444 431
14 3666 444 432
15 3999 444 433
16 4333 444 444
17 4666 555 444
18 4999 555 554
19 5333 555 555
20 5666 666 555
21 5999 666 665
22 6333 666 666
23 6666 777 666
24 6999 777 776
25 7333 777 777
26 7666 888 777
27 7999 888 887
28 8333 888 888
29 8666 999 888
30 8999 999 998
31 9333 999 999
32 9666 AAA 999
33 9999 AAA AA9
34 10332 AAA AAA
35 10665 BBB AAA
36 10998 BBB BBB
TH Saves
PD RS PP BW Sp Fo Re Wi
+0  8  4  5  2  3  0  0  2
+0  8  4  6  3  4  0  0  3
+1  9  5  6  3  4  0  1  3
+1  9  5  6  4  4  1  1  4
+2 10  6  7  4  5  1  1  4
+2 10  6  7  5  5  2  2  5
+3 11  7  8  5  6  2  2  5
+3 11  7  9  6  6  2  2  6
+4 12  7  9  6  7  3  3  6
+4 12  8  9  6  7  3  3  7
+5 13  8 10  7  8  4  3  7
+5 13  9 10  7  8  4  4  8
+6 13  9 10  7  8  4  4  8
+6 14  9 11  8  9  5  4  9
+7 14 10 11  8  9  5  5  9
+7 14 10 11  9  9  6  5 10
+8 15 11 12  9 10  6  5 10
+8 15 11 12 10 11  6  6 11
Requisites: Str 9, Dex 12, Con 14, Int 15, Wis 13
Alignment: any E
HD/level: d4+1
Weapon Prof.: 1+level/4
To Hit Table: Rog
Save Table: Pri
Reference: BoD4
Groups: Wizard
 
Level 1: Have their own language called "The Language of Death".
Level 1: +1 XP for each grave dug; +2 XP for each stolen body.
Level 1: Potion of Undead Control and Ring of Regeneration has double effect.
Level 1: Undead must save vs. (8+DM's level) to attack the Death Master.
Level 1: 5% per level resistance to Charm spells.
Level 2: +2 XP for putting a body to rest.
Level 3: +3 XP for a properly embalmed body.
Level 4: Speak with Undead at will.
Level 7: Speak with Dead 1/d.
Level 9: Immune to Paralysis, Hold, and any undead touch effect.
Level 11: Immune to all Energy/Stat drains.

[PC2] Wizard Group Classes


Defiler2

Level KXP Wizard
123 456 789
1 0 1-- --- ---
2 1.75 2-- --- ---
3 3.5 21- --- ---
4 7 32- --- ---
5 14 421 --- ---
6 28 422 --- ---
7 42 432 1-- ---
8 63 433 2-- ---
9 94.5 433 21- ---
10 180 443 221 ---
11 270 444 321 ---
12 540 444 421 1--
13 820 555 432 111
14 1080 555 442 111
15 1350 555 552 111
16 1620 555 553 211
17 1890 555 554 321
18 2160 555 554 321
19 2430 555 554 322
20 2700 555 554 333
21 2970 555 554 444
22 3240 555 555 555
23 3510 666 666 666
24 3780 776 666 666
25 4050 777 766 666
26 4320 777 776 666
27 4590 777 777 666
28 4860 777 777 776
29 5130 777 777 777
30 5400 887 777 777
31 5670 888 777 777
32 5940 888 877 777
33 6210 888 887 777
34 6480 888 888 777
35 6750 888 888 877
36 7020 888 888 887
TH Saves
PD RS PP BW Sp Fo Re Wi
+0  4  7  5  3  6  0  1  1
+0  4  7  5  3  7  0  1  1
+0  4  8  5  4  7  0  1  2
+1  4  8  6  4  7  1  2  2
+1  5  9  6  4  8  1  2  3
+1  5  9  7  5  8  2  3  3
+2  5 10  7  5  9  2  3  4
+2  6 10  7  6  9  2  3  4
+2  6 10  8  6  9  3  4  5
+3  6 11  8  6 10  3  4  5
+3  7 11  9  7 10  4  5  6
+3  7 12  9  7 11  4  5  6
+4  7 12  9  8 11  4  5  7
+4  7 13 10  8 11  5  6  7
+4  8 13 10  8 12  5  6  8
+5  8 13 11  9 12  6  7  8
+5  8 14 11  9 13  6  7  9
+5  9 14 11 10 13  6  7  9
Requisites: Int 9
Alignment: any E
HD/level: d4
Weapon Prof.: 1+level/5
To Hit Table: Wiz
Save Table: Wiz
Reference: DS2
Groups: Wizard
 
Gets Wisdom bonus as bonus Wizard spells. This bonus is in addition to any Wisdom bonus for Priests.
Level 1: 1M,1P: Steal Strength from the Land (100 yard radius). This gives you back 1 spell level and lowers the local PF and MF by 1 each.
[Spell progression as Black Robe for now, this may change]

[PC2] Wizard Group Classes


Delusionist1 / ArchIllusionist1

Level KXP Wizard
123 456 7
1 0 1-- --- -
2 3.375 20- --- -
3 6.75 21- --- -
4 13.5 32a --- -
5 27 421 --- -
6 52.5 431 f-- -
7 90 432 b-- -
8 142.5 432 1-- -
9 217.5 533 2c- -
10 330 543 21- -
11 660 543 32d -
12 990 554 321 -
13 1320 554 322 e
14 1650 554 322 1
15 1980 554 422 2
16 2310 555 432 2
17 2640 555 532 2
18 2970 555 533 2
19 3300 555 543 2
20 3630 555 543 3
21 3960 555 554 3
22 4290 555 555 4
23 4620 555 555 5
24 4950 666 655 5
25 5280 666 666 6
26 5610 777 766 6
27 5940 777 777 7
28 6270 888 877 7
29 6600 888 888 8
30 6930 999 988 8
31 7260 999 999 9
32 7590 AAA A99 9
33 7920 AAA AAA A
34 8250 BBB BAA A
35 8580 BBB BBB B
36 8910 CCC CCC C
TH Saves
PD RS PP BW Sp Fo Re Wi
+0  4  7  5  3  6  0  1  1
+0  4  7  5  3  7  0  1  1
+0  4  8  5  4  7  0  1  2
+1  4  8  6  4  7  1  2  2
+1  5  9  6  4  8  1  2  3
+1  5  9  7  5  8  2  3  3
+2  5 10  7  5  9  2  3  4
+2  6 10  7  6  9  2  3  4
+2  6 10  8  6  9  3  4  5
+3  6 11  8  6 10  3  4  5
+3  7 11  9  7 10  4  5  6
+3  7 12  9  7 11  4  5  6
+4  7 12  9  8 11  4  5  7
+4  7 13 10  8 11  5  6  7
+4  8 13 10  8 12  5  6  8
+5  8 13 11  9 12  6  7  8
+5  8 14 11  9 13  6  7  9
+5  9 14 11 10 13  6  7  9
Requisites: Dex 24, Int 23
Alignment: any
HD/level: d1
Weapon Prof.: 1+level/6
To Hit Table: Wiz
Save Table: Wiz
Reference: DM
Groups: Wizard
 
This class treats all spells listed for Illusionist1 in Unearthed Arcana (1st Edition) as Illusion spells.
Specialized in Illusion, no opposite.
Double Sphere Robed in Illusion: Illusion spells are 2 SL lower for you. This never causes Twilighting.
Illusion spells cost ½M to cast.
Free Material Componenting for Illusion spells. You may Double Material Component (x3 effect) for ½V action. You may Triple Material Component (x4 effect) for another ½V action.
Gets Dex bonus to spells.
Level 1: +LVL to number of maintained effects.
Level 1: You continuously disbelive all Illusions, and automatically power score your check.

[PC2] Wizard Group Classes


Delusionist1 / ArchIllusionist1 Spells

SL # Spell Effect
3 1 Chromatic Blast Chromatic Orb for a group, don't need to roll to hit
2 Displacement I Displaced (AC +2, first attack misses)
3 Illusion Summoning III Summons an Illusion/Hologram, attacks as a DL IV, defends as a DL II
4 Mirror Image III 6 Mirror Images, can't be dispelled/disbelieved
5 Phantom Shield AC +CL*2; saves +CL; MDeflection CL*10%
6 True Darkness Total Darkness, Infravision / See in Darkness / Truesight doesn't work
4 1 Blur Zone Nothing can be targetting in the room (x1 Special)
2 Hold Illusion Next Illusion spell you cast requires no maintained, doesn't drop if you drop
3 Illusion Summoning IV Summons an Illusion/Hologram, attacks as a DL VI, defends as a DL II
4 Mirror Image IV 8 Mirror Images, can't be dispelled/disbelieved
5 Rope Trap Target is ejected to Astral and Heavily Stunned (PP save)
6 X-ray Vision X-ray Vision
5 1 False Skin CL*3/2+5 False Skins (F.S.), each causes enemy to roll a natural "2" TH
2 Illusion Summoning V Summons an Illusion/Hologram, attacks as a DL VIII, defends as a DL II
3 Mirror Image V 10 Mirror Images, can't be dispelled/disbelieved
4 N-ray Vision N-ray Vision (pick an element it's blocked by)
5 Shadow Magic Wishoid for a SL 0-5 Wizard spell, has only 50% effect
6 Steal Illusion Gain control of an Illusion effect (no save, ER to resist)
6 1 Displacement II Double Displaced (AC +4, first-second attacks miss)
2 Dust of Disappearance Dust of Disappearance (AC +8)
3 Fire Maze Like Maze but the subject takes 1 cumulative dmg per segment (no resist)
4 Illusion Summoning VI Summons an Illusion/Hologram, attacks as a DL IX, defends as a DL III
5 Rope Special Entire room gets Rope Tricked (x1 Special, unwilling get RSW save)
6 Tempus Vere Fugit Like Tempus Fugit but x10 speed
7 1 Delusion Potion of Delusion, works as real XPV LVL*100 potion unless disbelieved
2 Demi-Shadow Door Plane Shift up to CL/3 planes distance or to any Inner plane, no redirection
3 Demi-Shadow Magic Wishoid for a SL 0-7 Wizard spell, has only 50% effect
4 Disjoin Exhaustion Cure all damage taken; Get +1P and +1V action this round
5 Illusion Summoning VII Summons an Illusion/Hologram, attacks as a DL IX, defends as a DL V
6 Nightmare Group affected by a random SL 1d4+2 Psi10 effect (will be harmful, no save)
8 1 Continuous Illusion Next Illusion spell you cast is Continuous
2 First Level Priest Spells 0, 1/r: Cast a 1st level Priest spell
3 Illusion Summoning VIII Summons an Illusion/Hologram, attacks as a DL X, defends as a DL VI
4 Mass Mirage Arcana As Mirage Arcana but covers CL sq. miles
5 Planar Displacement Planar Displacement
6 Prismatic Beam Like Prismatic Spray but they take all 7 colors
9 1 Change Reality Wishoid for a SL 0-9 Wizard spell, has only 75% effect
2 Disbelieve Reality Can disbelieve something that's real (Incursion - PP save)
3 Displacement III Triple Displaced (AC +6, first-third attacks miss)
4 Effects Bubble Your effects protect each other (and themselves); ER +CL*10%
5 Illusion Summoning IX Summons an Illusion/Hologram, attacks as a DL X, defends as a DL VIII
6 Second Level Priest Spells 0, 1/r: Cast a 2nd level Priest spell

[PC2] Wizard Group Classes


Delusionist1 : Original Illusionist1 Spells

# 0th Level Spells
1 Colored Lights
2 Dim
3 Haze
4 Mask
5 Mirage
6 Noise
7 Rainbow
8 Two-D'lusion
# 1st Level Spells
1 Audible Glamer
2 Change Self
3 Chromatic Orb
4 Color Spray
5 Dancing Lights
6 Darkness
7 Detect Illusion
8 Detect Invisibility
9 Gaze Reflection
10 Hypnotism
11 Light
12 Nystul's Magic Aura
13 Phantasmal Force
14 Phantom Armor
15 Read Illusionist Magic
16 Spook
17 Ventriloquism
18 Wall of Fog
# 2nd Level Spells
1 Alter Self
2 Blindness
3 Blur
4 Deafness
5 Detect Magic
6 Fascinate
7 Fog Cloud
8 Fool's Gold
9 Hypnotic Patten
10 Improved Phantasmal Force
11 Invisibility
12 Leomund's Trap
13 Magic Mouth
14 Mirror Image
15 Misdirection
16 Ultravision
17 Ventriloquism
18 Whispering Wind
# 3rd Level Spells
1 Continual Darkness
2 Continual Light
3 Delude
4 Dispel Illusion
5 Fear
6 Hallucinatory Terrain
7 Illusionary Script
8 Invisibility 10' Radius
9 Non-Detection
10 Paralysis
11 Phantom Steed
12 Phantom Wind
13 Rope Trick
14 Spectral Force
15 Suggestion
16 Wraithform
 
 
 
 
# 4th Level Spells
1 Confusion
2 Dispel Exhaustion
3 Dispel Magic
4 Emotion
5 Fire Charm
6 Improved Invisibility
7 Massmorph
8 Minor Creation
9 Phantasmal Killer
10 Rainbow Pattern
11 Shadow Monsters
12 Solid Fog
13 Vacancy
# 5th Level Spells
1 Advanced Illusion
2 Chaos
3 Demi-Shadow Monsters
4 Dream
5 Magic Mirror
6 Major Creation
7 Maze
8 Projected Image
9 Shadow Door
10 Shadow Magic
11 Summon Shadow
12 Tempus Fugit
# 6th Level Spells
1 Conjure Animals
2 Death Fog
3 Demi-Shadow Magic
4 Mass Suggestion
5 Mass Invisibility
6 Mirage Arcane
7 Mislead
8 Permanent Illusion
9 Phantasmagoria
10 Project Image
11 Programmed Illusion
12 Shades
13 True Sight
14 Veil
# 7th Level Spells
1 Alter Reality
2 Astral Spell
3 First-Level Magic-User Spells
4 Mind Blank
5 Prismatic Spray
6 Prismatic Wall
7 Shadow Walk
8 Simulacrum
9 Vision
10 Weird

[PC2] Wizard Group Classes


Demonologist3

Level KXP Wizard
123 456
1 Wiz5 1-- ---
2 10 11- ---
3 30 211 ---
4 60 221 1--
5 100 322 1--
6 150 332 2--
7 210 333 2--
8 280 433 3--
9 360 443 3--
10 450 444 3--
11 550 444 4--
12 660 544 4--
13 780 544 41-
14 910 544 42-
15 1050 544 43-
16 1200 544 44-
17 1360 554 44-
18 1530 555 44-
19 1710 555 54-
20 1900 555 55-
21 2100 655 55-
22 2310 665 55-
23 2530 666 55-
24 2760 666 65-
25 3000 666 66-
26 3250 666 661
27 3510 666 662
28 3780 666 663
29 4060 666 664
30 4350 666 665
31 4650 666 666
32 4960 766 666
33 5280 776 666
34 5610 777 666
35 5950 777 766
36 6300 777 776
TH Saves
PD RS PP BW Sp Fo Re Wi
+0  4  7  5  3  6  0  1  1
+1  4  7  5  3  7  0  1  1
+1  4  8  5  4  7  0  1  2
+2  4  8  6  4  7  1  2  2
+2  5  9  6  4  8  1  2  3
+3  5  9  7  5  8  2  3  3
+3  5 10  7  5  9  2  3  4
+4  6 10  7  6  9  2  3  4
+4  6 10  8  6  9  3  4  5
+5  6 11  8  6 10  3  4  5
+5  7 11  9  7 10  4  5  6
+6  7 12  9  7 11  4  5  6
+6  7 12  9  8 11  4  5  7
+7  7 13 10  8 11  5  6  7
+7  8 13 10  8 12  5  6  8
+8  8 13 11  9 12  6  7  8
+8  8 14 11  9 13  6  7  9
+9  9 14 11 10 13  6  7  9
Requisites: Chr 0 (10)
Alignment: CE
HD/level: d4
Weapon Prof.: 1+/9
To Hit Table: +level/2
Save Table: Wiz
Reference: BoVD3-54
Groups: Wizard
 
Level 1: Charm Demon: 1M, 1/d: Charm a demon, ignores SR/MR.
Level 2: Quasit Familiar: Gain a Quasit as a familiar, will replace a previous familiar.
Level 3: Summoning Mastery: Whenever a summon monster spell is cast, it is 2 SL higher and will always get a CE monster.
Level 4: Acid resistance 10, Cold resistance 10, Fire resistance 10, Electricity resistance 20.
Level 5: Immune to Poison.
Level 6: Summoning Mastery (see Level 3) is 3 SL higher instead of 2.
Level 7: Hold Demon: 1M, 1/d: Hold a demon, ignores SR/MR.
Level 8: Can communicate telepathically with any creature within 100'.
Level 9: Summoning Mastery (see Level 3) is 4 SL higher instead of 2.
Level 10: Dominate Demon: 1M, 1/d: Dominate a demon, ignores SR/MR.

[PC2] Wizard Group Classes


Diabolist3

Level KXP Wizard
Spells
1 Wiz5 +1 ML
2 10 +2 ML
3 30 +3 ML
4 60 +4 ML
5 100 +5 ML
6 150 +6 ML
7 210 +7 ML
8 280 +8 ML
9 360 +9 ML
10 450 +10 ML
11 550 +11 ML
12 660 +12 ML
13 780 +13 ML
14 910 +14 ML
15 1050 +15 ML
16 1200 +16 ML
17 1360 +17 ML
18 1530 +18 ML
19 1710 +19 ML
20 1900 +20 ML
21 2100 +21 ML
22 2310 +22 ML
23 2530 +23 ML
24 2760 +24 ML
25 3000 +25 ML
26 3250 +26 ML
27 3510 +27 ML
28 3780 +28 ML
29 4060 +29 ML
30 4350 +30 ML
31 4650 +31 ML
32 4960 +32 ML
33 5280 +33 ML
34 5610 +34 ML
35 5950 +35 ML
36 6300 +36 ML
TH Saves
PD RS PP BW Sp Fo Re Wi
+0  4  7  5  3  6  0  1  1
+1  4  7  5  3  7  0  1  1
+1  4  8  5  4  7  0  1  2
+2  4  8  6  4  7  1  2  2
+2  5  9  6  4  8  1  2  3
+3  5  9  7  5  8  2  3  3
+3  5 10  7  5  9  2  3  4
+4  6 10  7  6  9  2  3  4
+4  6 10  8  6  9  3  4  5
+5  6 11  8  6 10  3  4  5
+5  7 11  9  7 10  4  5  6
+6  7 12  9  7 11  4  5  6
+6  7 12  9  8 11  4  5  7
+7  7 13 10  8 11  5  6  7
+7  8 13 10  8 12  5  6  8
+8  8 13 11  9 12  6  7  8
+8  8 14 11  9 13  6  7  9
+9  9 14 11 10 13  6  7  9
Requisites:  
Alignment: LE
HD/level: d4
Weapon Prof.: 1+level/5
To Hit Table: +level/2
Save Table: Wiz
Reference: BoVD3-56
Groups: Wizard
 
Level 1: +1 to memorization level in another Wizard class per level. (Diabloist3 does not get a spell progression of it's own.)
Level 1: Diabolism: 0, 1+level/3 per day: A damaging spell you cast does +1d6 damage and is considered unholy.
Level 2: Imp Familiar: Gain an Imp as a familiar, will replace a previous familiar.
Level 5: The Diabolism power (see Level 1) does another +1d6 damage (total +2d6).
Level 8: Vile Diabolism: 0: Do half damage with a spell, all of the damage is Vile damage (cannot be healed until next reset).
Level 10: The Diabolism power (see Level 1) does another +1d6 damage (total +3d6).

[PC2] Wizard Group Classes


Disintegrator3


Level

KXP
Wizard
123 456 789 A

TH
1 9.2 (owe) 00- --0 --- - -1
2 12.8 10- --0 --- - +0
3 16.4 100 --0 --- - +0
4 23.6 110 --0 --- - +0
5 38 210 0-0 --- - +0
6 66 211 0-0 --- - +0
7 122 211 000 --- - +0
8 234 221 100 --- - +1
9 468 221 110 0-- - +1
10 920 222 111 0-- - +1
11 1380 222 111 00- - +1
12 1840 222 211 10- - +1
13 2300 222 221 100 - +1
14 2760 222 222 110 - +2
15 3220 222 222 211 - +2
16 3680 222 222 211 0 +2
17 4140 222 222 211 1 +2
18 4600 222 222 221 1 +2
19 5060 222 222 222 1 +2
20 5520 222 222 222 2 +3
21 5980 333 222 222 2 +3
22 6440 333 333 222 2 +3
23 6900 333 333 333 2 +3
24 7360 333 333 333 3 +3
25 7820 444 333 333 3 +3
26 8280 444 444 333 3 +4
27 8740 444 444 444 3 +4
28 9200 444 444 444 4 +4
29 9660 555 444 444 4 +4
30 10120 555 555 444 4 +4
31 10580 555 555 555 4 +4
32 11040 555 555 555 5 +5
33 11500 666 555 555 5 +5
34 11960 666 666 555 5 +5
35 12420 666 666 666 5 +5
36 12880 666 666 666 61 +5
37 25760 666 666 666 62 +5
38 38640 666 666 666 63 +6
39 51520 666 666 666 64 +6
45 128800 777 766 666 66 +7
54 244720 877 777 777 771 +8
63 360640 888 877 777 777 +10
72 476560 888 888 888 888 1 +11
Requisites: Int 20, Chr 14,
  Class Slots 2
Alignment: any
HD/level: 2d2
Weapon Prof.: 1+level/4
To Hit Table: ½xWiz
Reference: JF
Groups: Wizard, PC Designed
Complexity: CF=5
   
Saving Throws:  
PPD: level+3
RSW: level+5
PP: level+2
BW: level+2
Spell: level+5
Fort: level+4
Reflex: level+4
Will: level+5
 
Barbarian Int bonus.
Simplified Int bonus to spell progression.
Free (0 action) Material Componenting for spells.
Knows the original Spellshaper5 spells.
+1 summon slot for Undead.
+1 Familiar slot.
Level N (each level): Pick a spell, it costs ½M to cast.
Level N (each level): +1 Int.
New spell:
Summon Undead (SL=N): Summon an Undead of DL=N.

[PC2] Wizard Group Classes


Disintegrator3 (Original Spellshaper spells)

SL Name School Effect
0 Charming 0 Enc Charms a monster, gets a new save every segment
0 Delayed Blast Meta You next spell has a chosen time delay (max 1 day)
0 Detect/Identify Radiation Div Detect Radiation; 1M, 1/t: Identify Radioative Item/Effect
0 Natural/Necromancy Resistance Abj NaNR 70+CL*5% [duration 15 minutes]
0 Ray of Heat {reverse: Ray of Ooze} Evo CLd2 heat {ooze} damage, area 1 target, no save
1 Charming I Enc Charms a monster, gets a new save every round
1 Create Item I Cnj Creates an item of <= CL gp value, lasts for 2 turns
1 Detect/Identify Magic Div Detect Magic; 1M, 1/t: Identify Magic Item/Effect
1 Inaudibility Ill Make no sound when walking (reduces wandering monsters)
1 Monster Swarm Summoning I Cnj Summons CL*4.5 (round down) DL 0 monsters
1 Poisonous Claws Nec Natural fighting has poison (CL*4 dmg, save for CL)
1 Prepared Blast Meta Your next spell has -CL saves, -CL*5% MR +CL/2 to CL
1 Radiation Resistance Abj RR 60+CL*5% [duration 1 hour]
1 Scales Abj DR (CL*2)/+(CL/2) [duration 1 day]
1 Shock Bolt {reverse: Grave Bolt} Evo CLd4 lightning {grave} damage, area 30' line, no save
2 Charming II Enc Charms up to 2 monsters, gets a new save every turn
2 Cone of Eldritch Shards {Acid} Evo CLd6 eldritch shards {acid} damage, area 40' cone, no save
2 Create Item II Cnj Creates an item of <= CL^2 gp value, lasts for 4 turns
2 Detect/Identify Psionics Div Detect Psionics; 1M, 1/t: Identify Psionic Item/Effect
2 Fluid Movement Abj +CL Reflex saves
2 Magic Resistance Abj MR 50+CL*5% [duration 2 hours]
2 Mask Alignment & Blend In Ill You appear to be another alignment / part of enemy's group
2 Monster Swarm Summoning II Cnj Summons CL*4 DL I monsters
2 Notched Blast Meta Your next spell is "held" (release as 0), no spells until released
2 Remove Scent Ill You (or 1 target) has no scent (reduces wandering monsters)
2 Tail Alt Grow an extra tail [lose spell slot while running]
3 Charming III Enc Charms up to 3 monsters, gets a new save every hour
3 Create Item III Cnj Creates an item of <= CL^3 gp value, lasts for 8 turns
3 Detect/Identify Innates Div Detect Innates; 1M, 1/t: Identify Innate Item/Effect
3 Monster Swarm Summoning III Cnj Summons CL*3.5 (round down) DL II monsters
3 Psionic Resistance Abj PsiR 40+CL*5% [duration 3 hours]
3 Skullcap Abj +CL Will saves; +CL*2 Personality/Ego score
3 Spellshaping I Meta Move a spell effect on target to yourself (they get save)
3 Sphere of Composition Evo CLd8 dmg, picks normal/para/quasi most vuln to, 50' sphere
3 Steal Breath Nec Target living creature loses 50% hp (save to lose 10% hp)
3 Third Arm Growth Alt Grow an extra arm or leg [lose spell slot while running]

[PC2] Wizard Group Classes


Diviner2 / Visionist

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

[PC2] Wizard Group Classes


Doomdoctor3

Level KXP
Spells
1 0 (none)
2 10 +1 ML to one class
3 30 +1 ML to one class
4 60 +2 ML to one class
5 100 +2 ML to one class
6 150 +3 ML to one class
7 210 +3 ML to one class
8 280 +4 ML to one class
9 360 +4 ML to one class
10 450 +5 ML to one class
11 550 +5 ML to one class
12 660 +6 ML to one class
13 780 +6 ML to one class
14 910 +7 ML to one class
15 1050 +7 ML to one class
16 1200 +8 ML to one class
17 1360 +8 ML to one class
18 1530 +9 ML to one class
19 1710 +9 ML to one class
20 1900 +10 ML to one class
21 2100 +10 ML to one class
22 2310 +11 ML to one class
23 2530 +11 ML to one class
24 2760 +12 ML to one class
25 3000 +12 ML to one class
26 3250 +13 ML to one class
27 3510 +13 ML to one class
28 3780 +14 ML to one class
29 4060 +14 ML to one class
30 4350 +15 ML to one class
31 4650 +15 ML to one class
32 4960 +16 ML to one class
33 5280 +16 ML to one class
34 5610 +17 ML to one class
35 5950 +17 ML to one class
36 6300 +18 ML to one class
TH Saves
PD RS PP BW Sp Fo Re Wi
& +1 & +1 (all)
& +1 & +2 (all)
& +1 & +3 (all)
& +1 & +4 (all)
& +2 & +5 (all)
& +2 & +6 (all)
& +2 & +7 (all)
& +2 & +8 (all)
& +3 & +9 (all)
& +3 & +10 (all)
& +3 & +11 (all)
& +3 & +12 (all)
& +4 & +13 (all)
& +4 & +14 (all)
& +4 & +15 (all)
& +4 & +16 (all)
& +5 & +17 (all)
& +5 & +18 (all)
Requisites: Int 0, (Wizard 7)
Alignment: any
HD/level: & d5
Weapon Prof.: & (3+level)/4
To Hit Table: & +(3+level)/4
Save Table: & +level
Reference: DM {Planeshifted Doomguard3}
Groups: Wizard, Planar, Alternate
 
Gets Exceptional Int.
Level 1 ¶: +1 Research point per Reset for new spells.
Level 1 ¶: +1 Specialty school.
Level 1 ¶: +LVL to your Wizard CL (in your other Wizard classes)
Level 1: Blasting: x2 effect with Invocation spells and effects (this becomes x3 total when material componenting).
Level 2: Arcane Expertise: LVL-1 slots in Spellcraft proficiency; 1M, 1/d: Legend Lore
Level 3: Shadow Adaptation: Immune Shadow. (You can pick Positive or Negative instead if you prefer.)
Level 4: Snap or Reply: +LVL-3 stat points distributed among Dex or Int.
Level 7: Unmaking Natural: 1 attack or ½M: Dispel Natural
Level 9: Spell Gate: 1M: Spell Gate
Planar Feats:
Your 1 feat per level from this class can be used on these Planar feats, or can be used as regular feats.
Air Heritage: Immune Air; Flying 12"; +2 Dex checks
Discern Planar Location: You know what plane you're on at all times. You also know the MF, PF, TF, PsiF, TechF, and LoopF.
Earth Heritage: Immune Earth; Immune Overbear, Trip; +1 dmg w/ attacks
Elemental Spellcasting: Can shift spells you know to a lower E rating element. +1 CL with Elemental spells.
Fire Heritage: Immune Fire; Fire Shield (50%); +2 dmg with unarmed attacks
Hide in Plane [plane]: Specify a whole plane (not a layer). You do not generate "?" marks in that plane; monsters generally don't initiate combat with you (even if they see you).
Hold Plane: You are immune to any effect which would change which plane you're on (can lower this at will).
Hold Sanity: Sustain Sanity; Resist Raw Logrus; Immune to ESP, Insanity, Capital E Extract
Natural Heavyweight: Immune Gravity
Natural Lightweight: Immune TK or falling dmg (choose one per instance of this feat)
Negative Heritage: Immune Negative; Sustain Chr; (Take this feat twice: Hold XP, Life)
Outer Summoning Specialist: +1 summon slot for Outer; 1M: Summon a DL=(LVL+2)/3 Outer creature.
Planar Coloring: 0, 1/r: Add "Holy", "Eldritch" or "Unholy" as an adjective to one your Elemental spells or effects.
Planar Survival [plane]: Specify a whole plane (not a layer). You are immune to the environment of that plane.
Planar Touchstone: Gain a Psi-12, Psi-6, Psi6, or Psi12 minor (must match alignment)
Portal Feel: LVL*10% chance to know where a portal/gate/dim-door/painting/etc. goes to.
Shadow Heritage: Immune Shadow; Sustain Str; Hide in Shadows 75%
Water Heritage: Immune Water; Water Breathing; Swim 18"

[PC2] Wizard Group Classes


Dragon Mage

Level KXP Dragon Mage
123 456 789 A
1 0 1-- --- --- -
2 5 20- --- --- -
3 10 21- --- --- -
4 20 320 --- --- -
5 40 321 --- --- -
6 80 432 0-- --- -
7 120 432 1-- --- -
8 180 543 20- --- -
9 270 543 21- --- -
10 500 654 320 --- -
11 750 654 321 --- -
12 1500 765 432 0-- -
13 2250 765 432 1-- -
14 3000 776 543 20- -
15 3750 776 543 21- -
16 4500 777 654 320 -
17 5250 777 654 321 -
18 6000 777 765 432 -
19 6750 777 776 543 -
20 7500 777 777 654 -
21 8250 777 777 765 -
22 9000 777 777 776 -
23 9750 777 777 777 -
24 10500 888 877 777 -
25 11250 888 888 877 -
26 12000 888 888 888 -
27 12750 888 888 888 b
28 13500 888 888 888 0
29 14250 888 888 888 1
30 15000 888 888 888 2
31 15750 888 888 888 3
32 16500 888 888 888 4
33 17250 888 888 888 5
34 18000 888 888 888 6
35 18750 888 888 888 7
36 19500 888 888 888 8
TH Saves
PD RS PP BW Sp Fo Re Wi
+1  4  7  5  3  6  0  1  1
+2  4  7  5  3  7  0  1  1
+3  4  8  5  4  7  0  1  2
+4  4  8  6  4  7  1  2  2
+5  5  9  6  4  8  1  2  3
+6  5  9  7  5  8  2  3  3
+7  5 10  7  5  9  2  3  4
+8  6 10  7  6  9  2  3  4
+9  6 10  8  6  9  3  4  5
+10  6 11  8  6 10  3  4  5
+11  7 11  9  7 10  4  5  6
+12  7 12  9  7 11  4  5  6
+13  7 12  9  8 11  4  5  7
+14  7 13 10  8 11  5  6  7
+15  8 13 10  8 12  5  6  8
+16  8 13 11  9 12  6  7  8
+17  8 14 11  9 13  6  7  9
+18  9 14 11 10 13  6  7  9
Requisites: Str 13, Int 15
Alignment: any
HD/level: d6
Weapon Prof.: 1+level/2
To Hit Table: Mon
Save Table: Wiz
Reference: DM
Groups: Wizard
 
Gets your choice of Str or Int bonus to spell progression.
Specialized in Dragon Magic (AKA Dracomancy) minor school (see next page). Can cast normal Wizard spells. May specialize in Elemental school, if you do, pick an opposite major school.
Level 1: 2V: You may ride a charmed, subdued, or summoned dragon as your mount. In this case, it functions as a Beast Rider mount. If it is a summon, it is no longer a summon and doesn't use a summon slot (it uses your "mount" slot).

[PC2] Wizard Group Classes


Dragon Mage Spells

SL # Spell School Effect
1 1 Charm Dragon Dragon, Cha. Charm a Dragon (Will save, Wis bonus, missed save by 10 = "Subdued" and no more saves)
2 Claws Dragon, Alt. Your claw damage is CLd4
3 Resist Dragon Breath Dragon, Abj. Resist Dragon Breath
4 Summon Dragon I Dragon, Summ. Summons a DL I Dragon
2 1 Bite Dragon, Alt. Your bite damage is CLd6
2 Immune Fear Dragon, Abj. Immune Fear
3 Scales Dragon, Abj. AT +CL*4; MR +CL*10%
4 Summon Dragon II Dragon, Summ. Summons a DL II Dragon
3 1 Double Resist Dragon Breath Dragon, Abj. Double Resist Dragon Breath
2 Locate Dragon Dragon, Div. Locate nearest dragon (may specify type or an individual dragon)
3 Summon Dragon III Dragon, Summ. Summons a DL III Dragon
4 Wings Dragon, Alt. Fly at CL*6" (D)
4 1 Breath Weapon Dragon, Alt. You have a breath weapon, pick a E=CL/4 element, 3/d or 1/3r, =current hp (BW save:½)
2 Clairnasience Dragon, Div. You gain Clairnasience
3 Summon Dragon IV Dragon, Summ. Summons a DL IV Dragon
4 Tail Dragon, Alt. Grow a tail, damage is CLd5
5 1 Dragon Slaying Dragon, Enc. Your party does x2 damage (of all types) against dragons
2 Immune Dragon Breath Dragon, Abj. Immune Dragon Breath
3 Polymorph Dragon Armor Dragon, Alt. Turn a dragon armor into another type (<= gp value)
4 Summon Dragon V Dragon, Summ. Summons a DL V Dragon
6 1 Anti-Psi15 Shell Dragon, Abj. Immune to Psi15 and Psi-15 effects; Resist all Elements/Eelements
2 Drolem Dragon, Enc. Raise a dead dragon as a DL=Age/2+4 Drolem (Undead Golem), +1 Revive slot
3 Gravity Sphere Dragon, MTG R No one can fly or levitate in the area (x1 Special) (fliers in room take falling dmg when cast)
4 Summon Dragon VI Dragon, Summ. Summons a DL VI Dragon
7 1 Dragonskin Dragon, Abj. Get 8+CL/3 Dragonskins, each Dragonskin ignores a limb's worth of attacks (no leak)
2 Harm Dragon Dragon, Nec. This is a Harm that actually works on Dragons (puts a dragon to 1 hp, no halving of hp)
3 Immune Breath Weapons Dragon, Abj. Immune Breath Weapons (even non-dragon)
4 Summon Dragon VII Dragon, Summ. Summons a DL VII Dragon
8 1 Dragonlancing Dragon, Enc. Add you or your mount's current hp (if it's a dragon) to your melee dmg
2 Lernaean Dragon, Nec. Choose one of your limbs (or your head), it is Lernaean
3 Shapechange Dragon Dragon, Alt. You Shapechange into a dragon (or) Shapechange Other on a dragon
4 Summon Dragon VIII Dragon, Summ. Summons a DL VIII Dragon
9 1 Control Dragon Dragon, Cha. *Charm* (Subdue) a Dragon (no save, use CR at 1/10 rating, no MR)
2 Dragoncasting Dragon, Meta-Magic Add you or your mount's current hp (if it's a dragon) to your damaging spell effects
3 Immune Area Innates Dragon, Abj. Immune to area Innate abilities unless directly targetted
4 Summon Dragon IX Dragon, Summ. Summons a DL IX Dragon
10 1 Anti-Dragon Shell Dragon, Abj. Hedges out all Dragons in your group; Immune to all Dragon damage and effects
2 Dispel Innates Zone Dragon, Anti-Magic Creates a DIZ (Dispel Innates Zone) (x1 Special)
3 Dragon of Tyr Dragon, Defil. 2F actions to cast, 1/d: Duplicate a 1st level Dragon of Tyr2 spell
4 Summon Dragon X Dragon, Summ. Summons a DL X Dragon

[PC2] Wizard Group Classes


Eelementalist(-15)

Level KXP Wizard
123 456 789
1 0 --- --- ---
2 3 --- --- ---
3 6 1-- --- ---
4 12 2-- --- ---
5 24 3-- --- ---
6 48 41- --- ---
7 96 421 --- ---
8 192 432 --- ---
9 350 433 1-- ---
10 700 443 21- ---
11 1050 444 22- ---
12 1400 444 221 ---
13 1750 444 332 ---
14 2100 444 443 ---
15 2450 444 444 ---
16 2800 544 444 1--
17 3150 554 444 2--
18 3500 555 444 3--
19 3850 555 544 4--
20 4200 555 554 41-
21 4550 555 555 42-
22 4900 555 555 53-
23 5250 555 555 54-
24 5600 555 555 55-
25 5950 655 555 551
26 6300 665 555 552
27 6650 666 555 553
28 7000 666 655 554
29 7350 666 665 555
30 7700 666 666 555
31 8050 666 666 655
32 8400 666 666 665
33 8750 666 666 666
34 9100 777 666 666
35 9450 777 777 666
36 9800 777 777 777
TH Saves
PD RS PP BW Sp Fo Re Wi
+0  4  7  5  3  6  0  1  1
+0  4  7  5  3  7  0  1  1
+0  4  8  5  4  7  0  1  2
+1  4  8  6  4  7  1  2  2
+1  5  9  6  4  8  1  2  3
+1  5  9  7  5  8  2  3  3
+2  5 10  7  5  9  2  3  4
+2  6 10  7  6  9  2  3  4
+2  6 10  8  6  9  3  4  5
+3  6 11  8  6 10  3  4  5
+3  7 11  9  7 10  4  5  6
+3  7 12  9  7 11  4  5  6
+4  7 12  9  8 11  4  5  7
+4  7 13 10  8 11  5  6  7
+4  8 13 10  8 12  5  6  8
+5  8 13 11  9 12  6  7  8
+5  8 14 11  9 13  6  7  9
+5  9 14 11 10 13  6  7  9
Requisites: Dex 15, Int 15
Alignment: any
HD/level: d5-1
Weapon Prof.: 1+level/5
To Hit Table: Wiz
Save Table: Wiz
Reference: DM
Groups: Wizard
 
Specialized in Eelemental school, pick an opposite.
 
Eelemental spells:
 
Spell Schools Effect
Ooze Shieeld N Abj/Eel Eelemental damage shield 25*N% (EE=1)
Eelemental Form N Alt/Eel Become an Eelemental of EE=N
Eelemental Summoning N Cnj/Eel Summon a DL=N Eelemental
Detect Eelementals N Div/Eel Detect all Elementals within 10^N feet, ID within sight
Charm Eelemental N Enc/Eel Charm a DL=N Eelemental
Eelusionary Double N Ill/Eel N Mirror Images, each has N^2 hp to be detected as such
Eelemental Ball N Inv/Eel CLdN dmg to a group, no save, EE=N
Heel N Nec/Eel Cures (N+1)^2% of max hp

[PC2] Wizard Group Classes


Elemental Wizard1JG

Level KXP Wizard
123 456 7
1 0 2-- --- -
2 2 21- --- -
3 4 321 --- -
4 8 422 --- -
5 16 432 --- -
6 32 432 1-- -
7 64 443 1-- -
8 128 443 2-- -
9 256 543 21- -
10 656 543 32- -
11 1056 553 321 -
12 1456 554 432 1
13 1856 655 543 2
14 2256 666 654 3
15 2656 666 666 6
16 3056 666 666 6
17 3456 666 666 6
18 3856 666 666 6
19 4256 666 666 6
20 4656 666 666 6
21 5056 666 666 6
22 5456 666 666 6
23 5856 666 666 6
24 6256 766 666 6
25 6656 776 666 6
26 7056 777 666 6
27 7456 777 766 6
28 7856 777 776 6
29 8256 777 777 6
30 8656 777 777 7
31 9056 888 777 7
32 9456 888 887 7
33 9856 888 888 8
34 10256 999 888 8
35 10656 999 998 8
36 11056 999 999 9
TH Saves
PD RS PP BW Sp Fo Re Wi
+0  4  7  5  3  6  0  1  1
+0  4  7  5  3  7  0  1  1
+0  4  8  5  4  7  0  1  2
+1  4  8  6  4  7  1  2  2
+1  5  9  6  4  8  1  2  3
+1  5  9  7  5  8  2  3  3
+2  5 10  7  5  9  2  3  4
+2  6 10  7  6  9  2  3  4
+2  6 10  8  6  9  3  4  5
+3  6 11  8  6 10  3  4  5
+3  7 11  9  7 10  4  5  6
+3  7 12  9  7 11  4  5  6
+4  7 12  9  8 11  4  5  7
+4  7 13 10  8 11  5  6  7
+4  8 13 10  8 12  5  6  8
+5  8 13 11  9 12  6  7  8
+5  8 14 11  9 13  6  7  9
+5  9 14 11 10 13  6  7  9
Requisites: Wis 12
Alignment: any
HD/level: +d6
Weapon Prof.: 1+level/3
To Hit Table: Wiz
Save Table: Wiz
Reference: FGE1JG
Groups: Wizard
 
Spell progression as per Druid1, with Wisdom bonus, but casts Wizard spells (not Priest).
Specialized in Elemental spells.
Level 1: 1F, 2/d: Polymorph into a normal or para elemental for (level) rounds. Your punching damage is (level)d4.
Level 1: 1V, 2/d: Fly for (level) rounds.
Level 1: 1V, 2/d: Pass Earth for (level) rounds.
Level 1: 1V, 2/d: Water Breathing and no hampered movement in water for (level) rounds.
Level 1: 1V, 2/d: Immune to fire for (level) rounds.
Level 1: 1M, 1/d: Summon Normal or Para Elemental, (Int+Wis+Con)% chance, has (level*4) or 32 HD (whichever is lower).
Level 1: Cannot destroy woodlands, avoid slaying wild animals
Level 1: Speak Druid language
Level 3: Identify Plant type; Identify Animal type; Identify pure water.
Level 3: Pass through overgrown areas without trace and at full movement rate.
Level 3: Gain 1 woodland language per level starting at 3rd. (centaur,dryad,elf,faun,gnome,green dragon,hill giant,lizard man,manticore,nixie,pixie,sprite,treant,etc.) Yes, you can use these as nonweapon proficiencies instead.
Level 7: Immunity to woodland Charms.
Level 7: Shape Change to Reptile/Fish, Bird, Mammal (each 1/day) 1M action, must be size T-L, heal 10%-60% hp
Level 12: Only 9 druids of this level in any region. If 9 of this level and advance, must fight one in spell/hand-to-hand combat, winner stays at 12th, loser goes to beginning of 11th.
Level 12: Gain three 1st to 9th level followers.
Level 13: Only 3 druids of this level in any region.
Level 14: Only 1 druid of this level in any region.
Level 14: Gain nine 11th level followers.
Level 15: Gain three 13th level followers, each has 4 bonus spell levels.
Level 15: 6 bonus spell levels, lost when advance to Level 16.
Level 16: Immunity to all poisons.
Level 16: Add level*10 to max age, considered "Young Adult" at all ages.
Level 16: Alter Appearance (NO action to use, at will). Cannot be detected by True Seeing or the like.
Level 17: Hibernate; Suspend Animation up to level*10 years.
Level 17: Enter Elemental plane of Earth; Conjure Water Elemental at will; Immune to all earth and water based effects.
Level 18: Enter Elemental plane of Fire; Conjure Air Elemental at will; Immune to all fire and air based effects.
Level 19: Enter Elemental plane of Water; Conjure Magma/Ooze Para-Elemental.
Level 20: Enter Elemental plane of Air; Conjure Ice/Ooze Para-Elemental.
Level 21: Enter Para-Elemental planes.
Level 22: Enter plane of Shadow; immune to Shadow-based effects.
Level 23: Enter any Inner plane; Roam Inner Plane Probability Lines (7th dim.); Enter Concordant Opposition; immune to Quasi-Elemental effects and Positive and Negative energy.

[PC2] Wizard Group Classes


Elf0

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

[PC2] Wizard Group Classes


Enchanter2 / Mesmeriser

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

[PC2] Wizard Group Classes


Ethereal Shaman60

Level KXP Psi60
mMG SU
1 0 1-- --
2 10 2-- --
3 20 2-- --
4 30 2-- --
5 40 21- --
6 50 22- --
7 60 22- --
8 100 22- --
9 200 221 --
10 300 222 --
11 400 322 --
12 500 322 --
13 600 332 --
14 1000 332 --
15 1600 333 --
16 2200 433 1-
17 2800 433 2-
18 3400 443 3-
19 4000 443 3-
20 4600 444 3-
21 5200 444 3-
22 5800 444 4-
23 6400 444 4-
24 7000 444 4-
25 7600 544 4-
26 8200 544 4-
27 8800 554 41
28 9400 554 42
29 10000 555 43
30 10600 555 44
31 11200 555 54
32 11800 555 54
33 12400 555 55
34 13000 665 55
35 13600 666 55
36 14200 666 66
TH Saves
PD RS PP BW Sp Fo Re Wi
+0  5  3  8  2  3  1  0  1
+1  5  4  8  2  3  1  0  2
+1  6  4  8  3  4  2  0  2
+2  6  5  8  3  4  2  1  3
+3  6  5  9  3  4  2  1  3
+3  6  6  9  4  5  3  1  4
+4  7  6  9  4  5  3  2  4
+5  7  7  9  4  5  4  2  5
+5  7  7 10  5  6  4  2  5
+6  7  8 10  5  6  4  3  6
+7  8  8 10  5  6  5  3  6
+7  8  9 10  6  7  5  3  7
+8  8  9 11  6  7  6  4  7
+9  8 10 11  6  7  6  4  8
+9  9 10 11  7  8  6  4  8
+10  9 11 11  7  8  7  5  9
+11  9 11 12  7  9  7  5  9
+11  9 12 12  8  9  8  5 10
Requisites: Str 9, Int 9, Wis 9
Alignment: any
HD/level: d6
Weapon Prof.: 4+level/2
To Hit Table: Pri
Save Table: Psi
Reference: DM {Planeshifted Astral Shaman30}
Groups: Wizard, Psionicist, Alternate
 
Gets Psi60 powers, see [Q60]
Level 1: 1M, level/d: Summon a (normal element) elemental of 4*level HD.
Level 1: 1V, sacrifice an elemental you control: Add (the elemental's HD)/4 spell levels to your memorization, or add (the elemental's HD)/2 to the caster level of your next spell.
Level 7: You may summon para elementals using the summon ability (Level 1).
Level 13: You may summon quasi elementals using the summon ability (Level 1).
Level 19: You may summon semi elementals using the summon ability (Level 1).
Level 25: You may summon chemical elementals using the summon ability (Level 1).

[PC2] Wizard Group Classes


Evoker2 / Invoker

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

[PC2] Wizard Group Classes


Familiar Mage / Petmaster


Level

KXP
Wizard
123 456 789 ABC

TH
1 0 1-- --- --- +0
2 3 2-- --- --- +0
3 6 21- --- --- +0
4 12 32- --- --- +1
5 24 421 --- --- +1
6 48 422 --- --- +1
7 96 432 1-- --- +2
8 192 433 2-- --- +2
9 384 433 21- --- +2
10 750 443 22- --- +3
11 1500 444 33- --- +3
12 2000 444 441 --- +3
13 2500 555 442 --- +4
14 3000 555 442 1-- +4
15 3500 555 552 1-- +4
16 4000 555 553 21- +5
17 4500 555 553 32- +5
18 5000 555 553 321 +5
19 5500 555 553 331 +6
20 6000 555 554 332 +6
21 6500 555 554 442 +6
22 7000 555 555 443 +7
23 7500 555 555 553 +7
24 8000 555 555 554 +7
25 8500 555 555 555 +8
26 9000 666 655 555 +8
27 9500 666 666 655 +8
28 10000 666 666 666 +9
29 10500 777 766 666 +9
30 11000 777 777 766 +9
31 11500 777 777 777 +10
32 12000 888 877 777 +10
33 12500 888 888 877 +10
34 13000 888 888 888 +11
35 13500 999 988 888 +11
36 14000 999 999 999 1 +11
37 28000 999 999 999 2 +12
38 42000 999 999 999 3 +12
39 56000 999 999 999 4 +12
45 140000 A99 999 999 9 +14
54 266000 AAA AAA AAA 91 +17
63 392000 AAA AAA AAA A9 +20
72 518000 BBB BBB BAA AA1 +23
Requisites: Int 13, Chr 19, Cml 12
Alignment: any
HD/level: d4
Weapon Prof.: 1+level/5
To Hit Table: Wiz
Reference: DM
Groups: Wizard
Complexity: CF=3
   
Saving Throws:  
PPD: level+3
RSW: level+6
PP: level+4
BW: level+2
Spell: level+5
Fort: level+0
Reflex: level+0
Will: level+0
   
Specialized in Conjuration; Normal in Abjuration; all other schools are Opposite.
Gets Int bonus to spell progression.
Can have 1 familiar per level. These function like "Wand of Find Familiar". You may cast it normally or at a (non-hostile) monster. In either case you will get a familiar type which has not existed before. You cannot generate familiars that are actually on the [S10] Familiar List.
1/reset: Add a familiar type you have permanently to the [S10] Familiar List.
Level 9: As a 5th level spell, you can find a special Mount, which will be a new type. Each such mount occupies one familiar slot.

[PC2] Wizard Group Classes


Force Mage

Level KXP Wizard
123 456 789
1 0 1-- --- ---
2 3 2-- --- ---
3 6 21- --- ---
4 12 32- --- ---
5 27 421 --- ---
6 48 422 --- ---
7 72 432 1-- ---
8 108 433 2-- ---
9 162 433 21- ---
10 300 443 22- ---
11 450 444 33- ---
12 900 444 441 ---
13 1350 555 442 ---
14 1800 555 442 1--
15 2250 555 552 1--
16 2700 555 553 21-
17 3150 555 553 32-
18 3600 555 553 321
19 4050 555 553 331
20 4500 555 554 332
21 4950 555 554 442
22 5400 555 555 443
23 5850 555 555 553
24 6300 555 555 554
25 6750 555 555 555
26 7200 666 655 555
27 7650 666 666 655
28 8100 666 666 666
29 8550 777 766 666
30 9000 777 777 766
31 9450 777 777 777
32 9900 888 877 777
33 10350 888 888 877
34 10800 888 888 888
35 11250 999 988 888
36 11700 999 999 999
TH Saves
PD RS PP BW Sp Fo Re Wi
+0  4  7  5  3  6  0  1  1
+0  4  8  5  4  7  0  1  2
+0  4  8  6  4  7  1  2  2
+1  5  9  7  5  8  2  3  3
+1  5 10  7  5  9  2  3  4
+1  6 10  8  6  9  3  4  5
+2  6 11  8  6 10  3  4  5
+2  7 12  9  7 11  4  5  6
+2  7 12  9  8 11  4  5  7
+3  8 13 10  8 12  5  6  8
+3  8 13 11  9 12  6  7  8
+3  9 14 11 10 13  6  7  9
+4  9 14 12 10 13  7  8 10
+4 10 15 13 11 14  8  9 11
+4 10 15 13 11 15  8  9 11
+5 11 16 13 12 15  9 10 12
+5 11 16 14 12 15  9 10 13
+5 12 16 14 13 16 10 11 14
Requisites: Con 10, Int 15, Wis 10
Alignment: any
HD/level: d6
Weapon Prof.: 1+level/5
To Hit Table: Wiz
Save Table: 1½xWiz
Reference: DM
Groups: Wizard
 
Specializated in Force Magic (see list on next page); no opposite.
Gets Con or Wis bonus to spells (your choice).
 
Note the TK Push spells can be reversed, to bring someone towards you.
Similarly, the TK Shield spells can be reversed to lower someone's AC.

[PC2] Wizard Group Classes


Force Mage Spells

SL # Spell Effect
1 1 Fly 3" Fly at 3" (F)
2 Force Feather Fall Feather Fall (or) Immune to TK or falling dmg this segment (can cast using 1bM action)
3 Force Ball 1 CL*2 force dmg to one group (no save)
4 Shatter x0 Destroys a x0 item
5 TK Push 1 Size M target is pushed CL*10' (takes falling damage), ×/÷ 2 for each size difference
6 TK Shield 1 AC +8+CL; +1 saves vs. anything that causes damage
2 1 Fly 9" Fly at 9" (E)
2 Force Ball 2 CL*4 force dmg to one group (no save)
3 Mass Feather Fall Feather Fall any number of targets within sight (each gets a save)
4 Shatter x1 Destroys a x0 to x1 item
5 TK Push 2 Size M target is pushed CL*20' (takes falling damage), ×/÷ 2 for each size difference
6 TK Shield 2 AC +7+CL*4/3; +3 saves vs. anything that causes damage
3 1 Fly 18" Fly at 18" (D)
2 Force Ball 3 CL*6 force dmg to one group (no save)
3 Shatter x2 Destroys a x0 to x2 item
4 TK Push 3 Size M target is pushed CL*30' (takes falling damage), ×/÷ 2 for each size difference
5 TK Shield 3 AC +6+CL*5/3; +6 saves vs. anything that causes damage
6 Wall of Force Wall of Force (not solid)
4 1 Fly 30" Fly at 30" (C)
2 Force Ball 4 CL*8 force dmg to one group (no save)
3 Shatter x3 Destroys a x0 to x3 item
4 TK Push 4 Size M target is pushed CL*40' (takes falling damage), ×/÷ 2 for each size difference
5 TK Shield 4 AC +5+CL*2; +10 saves vs. anything that causes damage
6 Teleport Teleport
5 1 Fly 45" Fly at 45" (B)
2 Force Ball 5 CL*10 force dmg to one group (no save)
3 Gravity Wave Increase/decrease gravity in area by +/- CL G's (treat as a x1 Special)
4 Shatter x4 Destroys a x0 to x4 item
5 TK Push 5 Size M target is pushed CL*50' (takes falling damage), ×/÷ 2 for each size difference
6 TK Shield 5 AC +4+CL*7/3; +15 saves vs. anything that causes damage
6 1 Fly 63" Fly at 63" (A)
2 Force Ball 6 CL*12 force dmg to one group (no save)
3 Shatter x5 Destroys a x0 to x5 item
4 Solid Wall of Force Wall of Force (solid)
5 TK Push 6 Size M target is pushed CL*60' (takes falling damage), ×/÷ 2 for each size difference
6 TK Shield 6 AC +3+CL*8/3; +21 saves vs. anything that causes damage
7 1 Fly 84" Fly at 84" (AA)
2 Force Ball 7 CL*14 force dmg to one group (no save)
3 Hyperkinetic Haste A CL A Action Haste (party); The caster (not everyone in the Haste) can convert 2V->1QV, 2P->1QP, 2QV->1QQV, 2QP->2QQP, etc.
4 Shatter x6 Destroys a x0 to x6 item
5 TK Push 7 Size M target is pushed CL*70' (takes falling damage), ×/÷ 2 for each size difference
6 TK Shield 7 AC +2+CL*3; +28 saves vs. anything that causes damage

[PC2] Wizard Group Classes


Force Mage Spells (continued)

SL # Spell Effect
8 1 Fly 108" Fly at 108" (SF)
2 Force Ball 8 CL*16 force dmg to one group (no save)
3 Hyperkinetic Haste B CL B Action Haste (party); The caster (not everyone in the Haste) cannot have his hV, hP, bV, bP actions locked down
4 Shatter x7 Destroys a x0 to x7 item
5 TK Push 8 Size M target is pushed CL*80' (takes falling damage), ×/÷ 2 for each size difference
6 TK Shield 8 AC +1+CL*10/3; +36 saves vs. anything that causes damage
9 1 Fly 135" Fly at 135" (SW)
2 Force Ball 9 CL*18 force dmg to one group (no save)
3 Hyperkinetic Haste C CL C Action Haste (party); The caster (not everyone in the Haste) cannot have his OppV, OppP actions locked down
4 Shatter x8 Destroys a x0 to x8 item
5 TK Push 9 Size M target is pushed CL*90' (takes falling damage), ×/÷ 2 for each size difference
6 TK Shield 9 AC +CL*11/3; +45 saves vs. anything that causes damage

[PC2] Wizard Group Classes


Fortune Teller10

Level KXP Wizard++Psi10
123 456 789 A
1 0 1-- --- --- -
2 2.5 20- --- --- -
3 5 21- --- --- -
4 10 320 --- --- -
5 25 321 --- --- -
6 50 432 0-- --- -
7 100 432 1-- --- -
8 250 543 20- --- -
9 500 543 21- --- -
10 1000 654 320 --- -
11 1500 654 321 --- -
12 2000 765 432 0-- -
13 2500 765 432 1-- -
14 3000 776 543 20- -
15 3500 776 543 21- -
16 4000 777 654 320 -
17 4500 777 654 321 -
18 5000 777 765 432 0
19 5250 777 776 543 1
20 5500 777 777 654 2
21 5750 777 777 765 3
22 6000 777 777 776 4
23 6250 777 777 777 5
24 6500 777 777 777 6
25 6750 777 777 777 7
26 7000 888 877 777 7
27 7250 888 888 877 7
28 7500 888 888 888 7
29 7750 888 888 888 8
30 8000 999 988 888 8
31 8250 999 999 988 8
32 8500 999 999 999 8
33 8750 999 999 999 9
34 9000 AAA A99 999 9
35 9250 AAA AAA A99 9
36 9500 AAA AAA AAA A
TH Saves
PD RS PP BW Sp Fo Re Wi
-1  5  3  8  2  3  1  1  1
-1  5  4  8  2  3  1  1  2
-1  6  4  8  3  4  2  2  2
-1  6  5  8  4  4  2  2  3
+0  7  5  9  5  4  3  2  3
+0  8  6  9  6  5  3  3  4
+0  8  6  9  7  5  4  3  4
+0  9  7  9  8  6  4  4  5
+1 10  8 10  9  7  5  4  5
+1 11  8 10 10  7  5  4  6
+1 11  9 10 11  8  6  5  6
+1 12 10 11 12  9  6  5  7
+2 13 11 12 13 10  7  6  7
+2 14 11 13 14 10  7  6  8
+2 14 12 13 14 11  8  6  8
+2 14 12 14 14 11  8  7  9
+3 14 13 14 14 12  9  7  9
+3 15 13 14 14 12  9  8 10
Requisites: Int 15, Wis 10, Chr 15
Alignment: any
HD/level: d3
Weapon Prof.: 1+level/5
To Hit Table: Psi
Save Table: Wiz/Psi
Reference: DM, Roger
Groups: Wizard, Psionicist, PCDesigned
 
Casts Wizard spells or Psi10 powers. You get this progression twice, once for Wizard, once for Psi10. It is not one shared progression.
 
The Wizard progression gets Int bonus. Specialized in Enchantment/Charm (no opposite). Can cast Priest Numbers or Thought spells as if they were Wizard spells.
 
The Psi10 progression gets Chr bonus. Specialized in Empathy discipline. Psi10 PSPs = (LVL+Int+Wis+Chr-25)*5. Can "material component" Psi10 powers, by using 1V action.

[PC2] Wizard Group Classes


Frost Wizard1JG

Level KXP Wizard
123 456 789
1 0 1-- --- ---
2 1.2 2-- --- ---
3 2.4 3-- --- ---
4 4.8 31- --- ---
5 9.6 32- --- ---
6 19.2 33- --- ---
7 38.4 331 --- ---
8 76.8 332 --- ---
9 153.6 333 --- ---
10 393.6 333 1-- ---
11 633.6 333 2-- ---
12 873.6 333 3-- ---
13 1113.6 333 31- ---
14 1353.6 333 32- ---
15 1593.6 333 33- ---
16 1833.6 333 331 ---
17 2073.6 333 332 ---
18 2313.6 333 333 ---
19 2553.6 333 333 1--
20 2793.6 333 333 2--
21 3033.6 333 333 3--
22 3273.6 333 333 31-
23 3513.6 333 333 32-
24 3753.6 333 333 33-
25 3993.6 333 333 331
26 4233.6 333 333 332
27 4473.6 333 333 333
28 4713.6 444 333 333
29 4953.6 444 444 333
30 5193.6 444 444 444
31 5433.6 555 444 444
32 5673.6 555 555 444
33 5913.6 555 555 555
34 6153.6 666 555 555
35 6393.6 666 666 555
36 6633.6 666 666 666
TH Saves
PD RS PP BW Sp Fo Re Wi
+0  4  7  5  3  6  0  1  1
+0  4  7  5  3  7  0  1  1
+1  4  8  5  4  7  0  1  2
+1  4  8  6  4  7  1  2  2
+2  5  9  6  4  8  1  2  3
+2  5  9  7  5  8  2  3  3
+3  5 10  7  5  9  2  3  4
+3  6 10  7  6  9  2  3  4
+4  6 10  8  6  9  3  4  5
+4  6 11  8  6 10  3  4  5
+5  7 11  9  7 10  4  5  6
+5  7 12  9  7 11  4  5  6
+6  7 12  9  8 11  4  5  7
+6  7 13 10  8 11  5  6  7
+7  8 13 10  8 12  5  6  8
+7  8 13 11  9 12  6  7  8
+8  8 14 11  9 13  6  7  9
+8  9 14 11 10 13  6  7  9
Requisites: Con 14, Wis 14
Alignment: any
HD/level: d6
Weapon Prof.: 2+level/3
To Hit Table: Rog
Save Table: Wiz
Reference: FGE1JG
Groups: Wizard
 
Level 1: May choose a specialty god as if a priest (see [PC3]). The god chosen must be of weather, travellers, or some other connection to cold.
Level 1: Cold Flame: 1M, 3+LVL /week: Reverse Burning Hands for LVLd8 (save:½), "Immunity to Cold" is reduced to "Resist Cold" (Resist Cold is not reduced).
Level 1: Resist cold continuous. 1M, 1/d: Immune to cold for 1 turn.
Level 1: Any weapon does double damage/effect with a cold-based attack (e.g. Frost Brand).
Level 2: +LVL/2 damage.
Level 3: +LVL/3 AC.

[PC2] Wizard Group Classes


Generic Wizard (page 1)

Overall
Level
KXP
1 0
2 2.5
3 5
4 10
5 20
6 40
7 60
8 90
9 135
10 250
11 375
12 750
13 1125
14 1500
15 1875
16 2250
17 2625
18 3000
19 3375
20 3750
21 4125
22 4500
23 4875
24 5250
25 5625
26 6000
27 6375
28 6750
29 7125
30 7500
31 7875
32 8250
33 8625
34 9000
35 9375
36 9750
ML Wizard
123 456 789
KXP
1 1-- --- --- 0
2 2-- --- --- 1.25
3 21- --- --- 2.5
4 32- --- --- 5
5 321 --- --- 10
6 332 --- --- 20
7 432 1-- --- 30
8 433 2-- --- 45
9 443 21- --- 67.5
10 443 32- --- 125
11 444 321 --- 187.5
12 444 332 --- 375
13 444 432 1-- 562.5
14 444 433 2-- 750
15 444 443 21- 937.5
16 444 443 32- 1125
17 444 444 321 1312.5
18 444 444 332 1500
19 444 444 433 1687.5
20 444 444 444 1875
21 544 444 444 2062.5
22 554 444 444 2250
23 555 444 444 2437.5
24 555 544 444 2625
25 555 554 444 2812.5
26 555 555 444 3000
27 555 555 544 3187.5
28 555 555 554 3375
29 555 555 555 3562.5
30 655 555 555 3750
31 665 555 555 3937.5
32 666 555 555 4125
33 666 655 555 4312.5
34 666 665 555 4500
35 666 666 555 4687.5
36 666 666 655 4875
 
CL
KXP
1 0
2 1
3 2
4 4
5 8
6 16
7 24
8 36
9 54
10 100
11 150
12 300
13 450
14 600
15 750
16 900
17 1050
18 1200
19 1350
20 1500
21 1650
22 1800
23 1950
24 2100
25 2250
26 2400
27 2550
28 2700
29 2850
30 3000
31 3150
32 3300
33 3450
34 3600
35 3750
36 3900
Stat
Pts
KXP
1 0
2 0.5
3 1
4 2
5 4
6 8
7 12
8 18
9 27
10 50
11 75
12 150
13 225
14 300
15 375
16 450
17 525
18 600
19 675
20 750
21 825
22 900
23 975
24 1050
25 1125
26 1200
27 1275
28 1350
29 1425
30 1500
31 1575
32 1650
33 1725
34 1800
35 1875
36 1950

[PC2] Wizard Group Classes


Generic Wizard (page 2)

Turn
Lvl
HD TH Wpn / NW
Prof.
Saves
PD RS PP BW Sp Fo Re Wi
KXP
1 1d4 +0 1+0 / 1  4  7  5  3  6  0  1  1 0
2 2d4 +0 1+0 / 2  4  7  5  3  7  0  1  1 0.25
3 3d4 +0 1+0 / 3  4  8  5  4  7  0  1  2 0.5
4 4d4 +1 1+0 / 4  4  8  6  4  7  1  2  2 1
5 5d4 +1 1+1 / 5  5  9  6  4  8  1  2  3 2
6 6d4 +1 1+1 / 6  5  9  7  5  8  2  3  3 4
7 7d4 +2 1+1 / 7  5 10  7  5  9  2  3  4 6
8 8d4 +2 1+1 / 8  6 10  7  6  9  2  3  4 9
9 9d4 +2 1+1 / 9  6 10  8  6  9  3  4  5 13.5
10 10d4 +3 1+2 / 10  6 11  8  6 10  3  4  5 25
11 11d4 +3 1+2 / 11  7 11  9  7 10  4  5  6 37.5
12 12d4 +3 1+2 / 12  7 12  9  7 11  4  5  6 75
13 13d4 +4 1+2 / 13  7 12  9  8 11  4  5  7 112.5
14 14d4 +4 1+2 / 14  7 13 10  8 11  5  6  7 150
15 15d4 +4 1+3 / 15  8 13 10  8 12  5  6  8 187.5
16 16d4 +5 1+3 / 16  8 13 11  9 12  6  7  8 225
17 17d4 +5 1+3 / 17  8 14 11  9 13  6  7  9 262.5
18 18d4 +5 1+3 / 18  9 14 11 10 13  6  7  9 300
19 19d4 +6 1+3 / 19  9 14 12 10 13  7  8 10 337.5
20 20d4 +6 1+4 / 20  9 15 12 10 14  7  8 10 375
21 21d4 +6 1+4 / 21 10 15 13 11 14  8  9 11 412.5
22 22d4 +7 1+4 / 22 10 15 13 11 15  8  9 11 450
23 23d4 +7 1+4 / 23 10 15 13 12 15  8  9 12 487.5
24 24d4 +7 1+4 / 24 11 16 13 12 15  9 10 12 525
25 25d4 +8 1+5 / 25 11 16 14 12 15  9 10 13 562.5
26 26d4 +8 1+5 / 26 12 16 14 13 15 10 11 13 600
27 27d4 +8 1+5 / 27 12 16 14 13 16 10 11 14 637.5
28 28d4 +9 1+5 / 28 12 16 14 14 16 10 11 14 675
29 29d4 +9 1+5 / 29 13 16 15 14 16 11 12 15 712.5
30 30d4 +9 1+6 / 30 13 16 15 14 16 11 12 15 750
31 31d4 +10 1+6 / 31 14 16 15 15 16 12 13 16 787.5
32 32d4 +10 1+6 / 32 14 16 15 15 16 12 13 16 825
33 33d4 +10 1+6 / 33 14 17 16 15 16 12 13 17 862.5
34 34d4 +11 1+6 / 34 15 17 16 16 16 13 14 17 900
35 35d4 +11 1+7 / 35 15 17 16 16 16 13 14 18 937.5
36 36d4 +11 1+7 / 36 16 17 16 16 17 14 15 18 975
Requisites: Int 9
Alignment: any
HD/level: d4
Weapon Prof.: 1+level/5
To Hit Table: Wiz
Save Table: Wiz
Reference: DM
Groups: Wizard, Custom
 
Gets Int bonus to spell progression.
You may spend your XP in 8 categories for this class. You may spend XP unevenly (e.g. all towards ML). Note that level 1 in all categories costs 0 XP.
50% category: ML
40% category: CL
20% category: Stat Points *
10% categories: Hit Dice **, To Hit *, Proficiencies *, Saves
* These categories are not cumulative with other classes; you treat this as any other class. For example, if you are level 8 in ML and level 1 in Stat Pts, and level 4 in another (normal) class, you have 4 stat points (your highest level), not 4+1=5. (Using the "highest class" rule, the Generic Wizard class here counts as only level 1 for Stat Pts.)
** If multi-classed, you still need to divide by number of classes, even if all this class gives is 1 hit die. Hit Dice listed is the total.
 
The "Overall Level" is given so you know what level you are for purposes of energy drain and HNCL.
Note that it costs 150% (2.25 KXP for 2nd level) to actually raise all of these categories at the same time, so this class is less "efficient" than a normal Wizard class.

[PC2] Wizard Group Classes


Geo-Sage1JG

Level KXP Ioun Stones
nds cu
1 0 1-- --
2 1.8 2-- --
3 3.6 3-- --
4 7.2 31- --
5 14.4 32- --
6 28.8 33- --
7 57.6 44- --
8 115.2 441 --
9 230.4 442 --
10 590.4 443 --
11 950.4 444 --
12 1310.4 555 --
13 1670.4 555 1-
14 2030.4 555 2-
15 2390.4 555 3-
16 2750.4 555 4-
17 3110.4 555 5-
18 3470.4 666 6-
19 3830.4 666 61
20 4190.4 666 62
21 4550.4 666 63
22 4910.4 666 64
23 5270.4 666 65
24 5630.4 666 66
25 5990.4 766 66
26 6350.4 776 66
27 6710.4 777 66
28 7070.4 777 76
29 7430.4 777 77
30 7790.4 877 77
31 8150.4 887 77
32 8510.4 888 77
33 8870.4 888 87
34 9230.4 888 88
35 9590.4 988 88
36 9950.4 998 88
TH Saves
PD RS PP BW Sp Fo Re Wi
+0  4  7  5  3  6  0  1  1
+0  4  7  5  3  7  0  1  1
+0  4  8  5  4  7  0  1  2
+1  4  8  6  4  7  1  2  2
+1  5  9  6  4  8  1  2  3
+1  5  9  7  5  8  2  3  3
+2  5 10  7  5  9  2  3  4
+2  6 10  7  6  9  2  3  4
+2  6 10  8  6  9  3  4  5
+3  6 11  8  6 10  3  4  5
+3  7 11  9  7 10  4  5  6
+3  7 12  9  7 11  4  5  6
+4  7 12  9  8 11  4  5  7
+4  7 13 10  8 11  5  6  7
+4  8 13 10  8 12  5  6  8
+5  8 13 11  9 12  6  7  8
+5  8 14 11  9 13  6  7  9
+5  9 14 11 10 13  6  7  9
Requisites: Int 13
Alignment: any
HD/level: +++d4
Weapon Prof.: 1+level/2
To Hit Table: Wiz
Save Table: Wiz
Reference: FGE1JG
Groups: Wizard
 
Geo-Sages create Ioun Stones. Geo-Sages get no actual spells. The "spell progression" shows which "Open Stone" slots you have each reset:
n = Normal ioun stone, or stone-based item of 300 XP or less value, or a stone which holds 1 SL 0-1 spell (use once).
d = Don ioun stone, or stone-based item of 1000 XP or less value, or a stone which holds 1 SL 2-3 spell (use once).
s = Super ioun stone, or stone-based item of 3000 XP or less value, or a stone which holds 1 SL 4-5 spell (use once).
c = Congenio ioun stone, or stone-based item of 10000 XP or less value, or a stone which holds 1 SL 6-7 spell (use once).
u = Ultra ioun stone, or stone-based item of 30000 XP or less value, or a stone which holds 1 SL 8-9 spell (use once).
The ioun stone progression is downgradable at 2 per 1 (so 1u ® 2c ® 4s ® 8d ® 16n), so you can have a lot of normals.
If spell-storing stones are used, the spell effect must be a Wizard spell and cannot be material componented.
Once a stone is filled (no longer an Open Slot), that stone is fixed until the next reset. All stones "empty" at next reset (none of these stones are permanent). It is possible to "use up" an ioun stone (or spell stone), it then reverts to a dull grey stone (holding psionic PSPs) until next reset.
Level 1: Can use +LVL ioun stones at the same time, beyond the normal limit. (DM note: If you exceed this limit, remember you can create "Y-cable" ioun stones on the fly with "d" picks)
Level 1: 1M: Identify an item constructed of stone.
Level 1: 1M, 1/d: Locate a specific ioun stone type 5*LVL%.
Level 3: +LVL/3 damage.
Level 9: Can create one normal ioun stone per day, which is permanent.
Level 18: Can create one ioun Don stone per day, which is permanent.
Level 27: Can create one super ioun stone per day, which is permanent.
Level 36: Can create one Congenio ioun stone per day, which is permanent.
Level 45: Can create one Ultra ioun stone per day, which is permanent.

[PC2] Wizard Group Classes


Gruul Grave-Troll (MTG G/R)

Level KXP Wizard
123 456 7
1 0 1-- --- ---
2 3 2-- --- ---
3 7 3-- --- ---
4 15 31- --- ---
5 31 32- --- ---
6 63 43- --- ---
7 127 431 --- ---
8 255 432 --- ---
9 510 543 --- ---
10 1020 543 1-- ---
11 1531 543 2-- ---
12 2041 654 3-- ---
13 2552 654 31- ---
14 3062 654 32- ---
15 3572 765 43- ---
16 4083 765 431 ---
17 4593 765 432 ---
18 5104 876 543 ---
19 5614 876 543 1--
20 6124 876 543 2--
21 6635 987 654 3--
22 7145 987 654 31-
23 7656 987 654 32-
24 8166 A98 765 43-
25 8676 A98 765 431
26 9187 A98 765 432
27 9697 A98 765 433
28 10208 A98 765 444
29 10718 A98 765 555
30 11228 A98 766 666
31 11739 A98 777 777
32 12249 A98 888 888
33 12760 A99 999 999
34 13270 AAA AAA AAA
35 13780 BBB BBB BBB
36 14291 CCC CCC CCC
TH Saves
PD RS PP BW Sp Fo Re Wi
+4  4  7  5  3  6  0  1  1
+5  4  7  5  3  7  1  1  1
+6  4  8  5  4  7  1  1  2
+7  4  8  6  4  7  2  2  2
+8  5  9  6  4  8  2  2  3
+9  5  9  7  5  8  3  3  3
+10  5 10  7  5  9  3  3  4
+11  6 10  7  6  9  4  4  4
+12  6 10  8  6  9  4  4  5
+13  6 11  8  6 10  5  5  5
+14  7 11  9  7 10  5  5  6
+15  7 12  9  7 11  6  6  6
+16  7 12  9  8 11  6  6  7
+17  7 13 10  8 11  7  7  7
+18  8 13 10  8 12  7  7  8
+19  8 13 11  9 12  8  8  8
+20  8 14 11  9 13  8  8  9
+21  9 14 11 10 13  9  9  9
Requisites: Str 14, Con 16, Int 14
Alignment: CG, CN, CE, or TN
HD/level: 1e6  (see note)
Weapon Prof.: 3+level/6
To Hit Table: Mon+3
Save Table: Wiz/Mon
Reference: DM {Planeshifted Golgari Brute22 / Troll}
Groups: Wizard, Monster, Alternate
 
Hit Dice: "1e6" is an open-ended d6's. If using "Max hp per HD" rule: You automatically roll a "6" once, then get the average (3.5) on the second roll (the max hp rule is not "deep"). So you get 9.5 hp per level (plus Con bonus).
Exceptional Con bonus.
Each time you kill a monster, you get +1 TH and +1 dmg for the rest of the fight (1 turn).
Level 1: You are immune to "summoning sickness" and "teleport sickness".
Level 1: +1 Con per level. This bonus cannot be used to qualify for this class, and you can't 2 for 1 trade it away.
Level 3: Barbarian Con bonus.
Level 5: 1M: Target takes 3*LVL*LVL fire dmg (BW save for 1/2; MR to avoid). The floor at your feet takes LVL Hull dmg.
Level 10: Your "fire dmg" ability at level 5 gives no saving throw.
Level 11: Free Action cont.
Level 12: Extra Barbarian Con bonus; i.e. bonus is (Con-16)*5/2, round down.
Level 24: Super Barbarian Con bonus; i.e. bonus is (Con-18)*3.

[PC2] Wizard Group Classes


Hag0

Level KXP Wizard++Priest
123 456 789
1 3.6 (owe) 1-- --- ---
2 7.2 20- --- ---
3 10.8 21- --- ---
4 14.4 220 --- ---
5 28.8 221 --- ---
6 57.6 222 0-- ---
7 115.2 322 1-- ---
8 216 332 20- ---
9 432 333 21- ---
10 648 333 320 ---
11 864 433 321 ---
12 1080 444 321 ---
13 1296 444 322 ---
14 1512 444 432 0--
15 1728 544 432 1--
16 1944 555 432 2--
17 2160 655 443 20-
18 2376 655 443 21-
19 2592 655 543 22-
20 2808 655 544 320
21 3024 655 544 321
22 3240 665 554 322
23 3456 666 654 332
24 3672 776 655 432
25 3888 776 655 443
26 4104 777 665 543
27 4320 777 665 554
28 4536 887 666 654
29 4752 887 776 655
30 4968 888 777 665
31 5184 888 777 766
32 5400 988 887 776
33 5616 999 888 777
34 5832 999 988 887
35 6048 999 999 888
36 6264 999 999 999
TH Saves
PD RS PP BW Sp Fo Re Wi
+1  2  2  2  2  2  2  2  2
+2  2  2  2  2  2  2  2  2
+3  3  3  3  3  3  3  3  3
+4  3  3  3  3  3  3  3  3
+5  4  4  4  4  4  4  4  4
+6  4  4  4  4  4  4  4  4
+7  5  5  5  5  5  5  5  5
+8  5  5  5  5  5  5  5  5
+9  6  6  6  6  6  6  6  6
+10  6  6  6  6  6  6  6  6
+11  7  7  7  7  7  7  7  7
+12  7  7  7  7  7  7  7  7
+13  8  8  8  8  8  8  8  8
+14  8  8  8  8  8  8  8  8
+15  9  9  9  9  9  9  9  9
+16  9  9  9  9  9  9  9  9
+17 10 10 10 10 10 10 10 10
+18 10 10 10 10 10 10 10 10
Requisites: Int 12, Wis 16
Alignment: any E
HD/level: ++d6
Weapon Prof.: 3+level/2
To Hit Table: Mon
Save Table: Mon +3 levels
Reference: DM
Groups: Wizard, Priest, Monster
 
Gets Barbarian Int and Wis.
Level N (each level) ¶: +1 Int and +1 Wis. This bonus cannot be used to qualify for the Hag0 class itself, and you can't 2 for 1 trade it away.
Casts Wizard and Priest spells. Gets the listed progression twice, once for Wizard (with Int bonus), and once for Priest (with Wis bonus).
Level 1 ¶: All items that cost <= LVL*3 gp cost 0 gp for you. This means you can have "Enough" or "Plenty" of those items.
Level 1: Occult Knowledge: Legend Lore 45+5*LVL%
Level 1: Sorcery: Can spend ½M+½V instead of 1M to cast spells
Level 1: (Green Hag) MPIRR LVL*10%.
Level 2: (Brine Hag) Can lose Green Hag, you gain: Curse shield (enemies take a curse each time they hit you; Spell save)
Level 3: (Scarwood Hag) Can lose Green or Brine Hag, gain: 1M: Unsummon a group of summons, or cause a group of henchmen to check morale.
Level 4: (Night Hag) Can lose Green, Brine, or Scarwood Hag, gain: 1M: Contact Outer Plane; and 1F, LVL/d: You Gate in a Larva, and it is under your control.
Ogre/Hag Clans:
Choose one Ogre/Hag Clan at levels 1, 9, 18, 27, and 36. [The names of these clans come from World of Warcraft.] Note that these differ from their Ogre0 class descriptions.
Bladespire: Specify a species enemy (broad monster type such as Dragons). Get x2 CL vs. that enemy.
Bloodmaul: The "LVL*3 gp costing 0" power becomes LVL*12 gp instead.
Boulderfist: MPIRR +LVL*5%.
Crushridge: +1/3 Size; +1 Int; +2 Wis; If you become a Scarwood Hag the Unsummon ability costs 1V instead of 1M.
Deadwind: +2 Int; 1M: Summon a DL=(LVL+1)/2 creature of Monster Type = 1d20+20.
Dreadmaul: Extra-Barbarian Int bonus.
Dunemaul: Immune Fire, Heat, Sand, Colorless Fire.
Duskbelch: Mouth's P or Mouth's M, 3/d: Breathe Darkness (1 group, dmg = half current hp, no save)
Dustbelcher: Mouth's P or Mouth's M, 1/h: Breathe Dust (1 group, dmg = half current hp, no save)
Firegut: +1 Henchman slot that you can fill will 3 DL=(LVL+3)/2 Ogres during reset time for free.
Gordok: +3 Int; Sustain Int.
Gordunni: Resist Priest Magic, Resist Negative
Laughing Skull: +1 Henchman slot that you can fill will 30 DL=(LVL+4)/3 Ogres during reset time for free.
Mo'grosh: You can't be targetted by NPC Parties. You ignore MR, SR, MReflection.
Mok'Nathal: +3 HNCL.
Mosh'ogg: +1 Chr; If you are an Brine Hag you get +1M action.
Spirestone: +(LVL+2)/3 Normal Ioun Stones for free.
Splinter Fist: +3 saves; You do not generate "?" in underground caves/dungeons.
Stonemaul: x2 CL with Invocation spells.
Stonegullet: Resist Acid; 1M: Summon a (DL+1)/2 Black Dragon or Drake.
Torchbelcher: When you read a scroll, if it has more than one spell on it, they all resolve at once.
Urok: Use d10's instead of d6's for Hit Dice.
Warmaul: +1 Henchman slot, can use War Priest/Meat Helm's Henchmen table, no reduction in cost though

[PC2] Wizard Group Classes


Henchman

Level KXP Hench. Villain
123 45 [1]
1 0 1-- -- [-]
2 6.5 2-- -- [-]
3 13 3-- -- [-]
4 26 31- -- [-]
5 52 32- -- [-]
6 104 42- -- [-]
7 208 421 -- [-]
8 416 431 -- [-]
9 825 432 -- [-]
10 1650 432 1- [-]
11 3300 542 1- [-]
12 3800 543 2- [-]
13 4300 543 21 [-]
14 4800 543 22 [-]
15 5300 543 32 [-]
16 5800 543 33 [-]
17 6300 544 33 [-]
18 6800 544 43 [-]
19 7300 544 44 [-]
20 7800 554 44 [-]
21 8300 555 44 [-]
22 8800 555 54 [-]
23 9300 555 55 [-]
24 9800 655 55 [-]
25 10300 665 55 [-]
26 10800 666 55 [-]
27 11300 666 65 [1]
28 11800 666 66 [1]
29 12300 766 66 [2]
30 12800 776 66 [2]
31 13300 777 66 [3]
32 13800 777 76 [3]
33 14300 777 77 [4]
34 14800 877 77 [4]
35 15300 887 77 [5]
36 15800 888 77 [5]
TH Saves
PD RS PP BW Sp Fo Re Wi
+1  0  0  0  0  0  0  0  0
+2  1  1  1  1  1  1  1  1
+3  1  1  1  1  1  1  1  1
+4  2  2  2  2  2  2  2  2
+5  2  2  2  2  2  2  2  2
+6  3  3  3  3  3  3  3  3
+7  3  3  3  3  3  3  3  3
+8  4  4  4  4  4  4  4  4
+9  4  4  4  4  4  4  4  4
+10  5  5  5  5  5  5  5  5
+11  5  5  5  5  5  5  5  5
+12  6  6  6  6  6  6  6  6
+13  6  6  6  6  6  6  6  6
+14  7  7  7  7  7  7  7  7
+15  7  7  7  7  7  7  7  7
+16  8  8  8  8  8  8  8  8
+17  8  8  8  8  8  8  8  8
+18  9  9  9  9  9  9  9  9
Requisites: Dex 19, Int 17
Alignment: any E
HD/level: 3d6 (no Con bonus)
Weapon Prof.: 6+level/2
To Hit Table: Mon
Save Table: Mon
Reference: MTG {Reduced Villain}
Groups: Wizard, Concordant (x1)
 
Does not get any Con bonus at all on it's Hit Dice, and Con bonuses cannot be bought for this class in any way.

[PC2] Wizard Group Classes


Henchman Spells

Level # Spell
1 1 1P, 1/d: Create a MINIATURE GIANT ROBOT, a DL (CL+3)/2 Golem or Technological monster (treat as a summon)
1 2 0, 1/d: You MYSTERIOUSLY ESCAPE (even past all barriers) from enemies, one of the enemies must be a Hero or Sidekick.
1 3 1M: Monster Summoning (CL+1)/2
1 4 You adjust all BlahR by -5*level%
1 5 +10% XP in Henchman, if this is your only class (if you are single classed and getting x2 XP, you'll get x2.1 XP now)
1 6 You ignore one level of Resist Elements on other people (Immune -> Double Resist, Double Resist -> Resist, Resist -> nothing)
1 7 You ignore one level of Resist Hold/Stun/Para. on other people
1 8 You ignore one level of Resist Action/Memory/Other Stealing on other people
1 9 1V, 1/r: Choose one creature. He cannot use any V actions on his next segment.
1 10 1bM: Counter an Avoid Fate or Energy Control (Psi1/Psi2)
1 11 1bF: Counter a counterspell effect.
1 12 You can have two summons (same group).
2 1 1V: Twist (Remove an effect on a person)
2 2 1P, 1/d: Slay someone with the Sidekick class (PPD save)
2 3 1M, 1/d: Contact Other Plane, Ask the Local Lord a question, or reverse Tempus Lawfulness
2 4 1M, 1/r: Causeall one target.
2 5 Pick a psionic power you have. +1M a round only for that psionic power, and it requires 2 saves to avoid.
2 6 Pick a spell you have. It is "material componented" for range for free, and it requires 2 saves to avoid.
2 7 All your innate abilities can be used one extra time per day (e.g. 3/d becomes 4/d). Your Innates require 2 saves to avoid.
2 8 +1 minor in a psionic progression you have.
2 9 1P, 1/r: Choose one creature. He cannot use any P actions on his next segment.
2 10 1M, #bM, only on your segment: Dispel # effects on one target (max #=LVL, you can borrow a lot here)
2 11 1F, 1/d: Lower the "Time Reality Stability" ability on another person (PP save)
2 12 May wear two suits of armor, your AT sources fully stack
3 1 You can have three summons (same group).
3 2 You can have one familiar. This spell does the "Find Familiar" effect when you take it.
3 3 1M: Fascinate a group (Will save)
3 4 0, 1/t: Counter a chosen die roll (they have to roll it now) or rerolled die roll
3 5 1M, 1/d: Set (reverse Reset) one target.
3 6 You ignore one level of Resist Elements and Eelements on other people (stacks with the lower level version of this)
3 7 1M, 1/r: Dispel a Haste effect. New Haste effects cannot be used in the room (this counts as a x1 Special).
3 8 1M, 1/d: Segment 10 will not occur this round (beings with Time/Reality Stability can ignore this effect).
3 9 1M, 1/r: Choose one creature. He cannot use any M actions on his next segment.
3 10 1M: Drop an Anti-Magic Shell, Anti-Psionic Shell, or Anti-Innate Shell
3 11 Anti-Sidekick shell SL 0-3 (Sidekick effects of SL 0-3 cannot be used within 20'r)
3 12 1F, 1/d: Multiply an effect you do by x1+LVL/10.
4 1 5F, Marry the SIDEKICK'S SWEETHEART: The Sidekick in question is Pixelated.
4 2 You can't be targetted until your summons are destroyed.
4 3 1M: But wait, the other Henchman over there FORGOT ONE SMALL THING and he is Crapped and Slain. (save for each)
4 4 Pick a spell you have. It costs ½M to use.
4 5 Pick a psionic power you have. It costs ½M to use.
4 6 Pick an innate ability you have. It costs ½M to use.
4 7 1M, 1/d: Segments 9 and 10 will not occur this round (beings with Time/Reality Stability can ignore this effect).
4 8 +1 Opposing action. (Remember you can translate 1Opp -> 1F, so this still does something even if Opposings aren't available)
4 9 1F, 1/s: Choose one creature. He cannot use any F or S actions on his next segment.
4 10 1bM: Counter a Limited Wish, Alter Reality, or Miracle 0-7
4 11 -1 actions of all types to everyone in the room (x1 Special)
4 12 1F, 1/d: +1 to your multiplier for 1 round
5 1 You have AN EVEN BIGGER BOSS THAN YOU, which is any same-aligned god, you Automatic Divine Intervention 1/d.
5 2 You have a MOST ANNOYING CONSULTANT, you can "take back" an action once per round and try something else.
5 3 10F, tell an enemy Sidekick your MASTER PLAN: Components of your Master Plan is affected by a X4 Grand (x2 effect)
5 4 You see the ERROR OF YOUR WAYS, drop Henchman class (and can never return), gain Sidekick with x1.5 your Sidekick XP.
5 5 1M: You ONE-UP a MYTH and LIE THROUGH YOUR TEETH, all Myth abilities in your group do not function for 1t.
5 6 1F: Charm or Dominate target x0 or x1 creature (save)
5 7 You adjust all AllR by -5*level% (this stacks with the lower level version of this)
5 8 1V, 1/d: Ignore an Immunity to something.
5 9 0, 1/r: Choose one creature. He cannot use Zero or Opposing actions this segment.
5 10 1M: All x1 and lower effects on one target are dispelled.
5 11 Lockdown X actions continuous in your group
5 12 1V, LVL/d: You ignore one level of Resist to something
Villain 1 (11) 1 1/d: Create a GIANT ROBOT (a DL 10 Golem, you may make requests but exact statistics are determined by the DM).
Villain 1 (11) 2 1/r: You MYSTERIOUSLY ESCAPE (even past all barriers) from enemies, one of the enemies must be a Hero.
Villain 1 (11) 3 You have an ANNOYING HENCHMAN of half your Villain Level who always ESCAPES and causes trouble for the enemy.
Villain 1 (11) 4 You adjust all irreducible BlahR by -5*level% and all reducible BlahR to 0%.
Villain 1 (11) 5 +10% XP in all your non-Concordant classes.
Villain 1 (11) 6 You ignore other people's Immunity to Inner Elements (unless it comes from a x3 or greater source)
Villain 1 (11) 7 You ignore other people's Immunity to Hold/Stun/Para (unless it comes from a x3 or greater source)
Villain 1 (11) 8 You ignore other people's Immunity to Action/Memory/Other Stealing (unless it comes from a x3 or greater source)
Villain 1 (11) 9 0, 1/s: Choose one creature. He cannot use any V actions on his next segment.
Villain 1 (11) 10 The "Avoid Fate" ability cannot be used by any other creature (friendly or not) within 100 yards of you.
Villain 1 (11) 11 NF, may borrow: Counter a level N Concordant ability.
Villain 1 (11) 12 xVL number of henchmen, followers, summons, familiars

[PC2] Wizard Group Classes


High Mage


Level

KXP
Wizard
123 456 789 ABC DEF

TH
1 0 111 --- --- --- -1
2 2.5 111 1-- --- --- +0
3 5 111 11- --- --- +0
4 10 111 111 --- --- +0
5 20 211 111 --- --- +0
6 40 221 111 1-- --- +0
7 60 222 111 1-- --- +0
8 90 222 211 11- --- +1
9 135 222 221 11- --- +1
10 250 222 222 111 --- +1
11 375 322 222 211 --- +1
12 750 332 222 221 --- +1
13 1125 333 222 222 1-- +1
14 1500 333 322 222 2-- +2
15 1875 333 332 222 2-- +2
16 2250 333 333 222 21- +2
17 2625 433 333 322 22- +2
18 3000 443 333 332 22- +2
19 3375 444 333 333 22- +2
20 3750 444 433 333 321 +3
21 4125 444 433 333 322 +3
22 4500 444 433 333 332 +3
23 4875 444 433 333 333 +3
24 5250 444 443 333 333 +3
25 5625 444 444 333 333 +3
26 6000 444 444 433 333 +4
27 6375 444 444 443 333 +4
28 6750 444 444 444 333 +4
29 7125 444 444 444 433 +4
30 7500 444 444 444 443 +4
31 7875 444 444 444 444 +4
32 8250 544 444 444 444 +5
33 8625 554 444 444 444 +5
34 9000 555 444 444 444 +5
35 9375 555 544 444 444 +5
36 9750 555 554 444 444 1 +5
37 19500 555 554 444 444 2 +5
38 29250 555 554 444 444 3 +6
39 39000 555 554 444 444 4 +6
45 97500 555 555 555 554 4 +7
54 185250 666 666 555 555 51 +8
63 273000 666 666 666 665 55 +10
72 360750 777 776 666 666 661 +11
Requisites: Int 25
Alignment: any
HD/level: d2
Weapon Prof.: 1+level/11
To Hit Table: ½xWiz
Reference: DM
Groups: Wizard
Complexity: CF=3
   
Saving Throws:  
PPD: level+3
RSW: level+6
PP: level+4
BW: level+2
Spell: level+5
Fort: level+0
Reflex: level+0
Will: level+0
   
Can never specialize in a school of magic.
Cannot use "weird list" or "weird sheet" or "sheets that you know" spells at all, unless you spend 1 research point per spell on them. If you do, the spell is 1 spell slot (not the normal 2 or 3).
Can never get a stat bonus to spell progression.
Can never use ML adders, even "Limited ML". Level books (and other sources of full levels) do function normally.
Level 1: Gets Int bonus as an additional save penalty.
Level 1: 0, 1/d: Reset your spell memorization in High Mage.

[PC2] Wizard Group Classes


Historian1JG

Level KXP Wizard
123 456 789
1 0 --- --- ---
2 1.5 ½-- --- ---
3 3 1-- --- ---
4 6 2-- --- ---
5 12 3½- --- ---
6 24 41- --- ---
7 48 52- --- ---
8 96 63½ --- ---
9 192 741 --- ---
10 492 852 --- ---
11 792 963 ½-- ---
12 1092 A74 1-- ---
13 1392 B85 2-- ---
14 1692 C96 3½- ---
15 1992 DA7 41- ---
16 2292 EB8 52- ---
17 2592 FC9 63½ ---
18 2892 GDA 741 ---
19 3192 HEB 852 ---
20 3492 IFC 963 ½--
21 3792 JGD A74 1--
22 4092 KHE B85 2--
23 4392 LIF C96 3½-
24 4692 MJG DA7 41-
25 4992 NKH EB8 52-
26 5292 OLI FC9 63½
27 5592 PMJ GDA 741
28 5892 QNK HEB 852
29 6192 ROL IFC 963
30 6492 SPM JGD A74
31 6792 TQN KHE B85
32 7092 URO LIF C96
33 7392 VSP MJG DA7
34 7692 WTQ NKH EB8
35 7992 XUR OLI FC9
36 8292 YVS PMJ GDA
TH Saves
PD RS PP BW Sp Fo Re Wi
+0  4  7  5  3  6  0  1  1
+0  4  7  5  3  7  0  1  1
+0  4  8  5  4  7  0  1  2
+1  4  8  6  4  7  1  2  2
+1  5  9  6  4  8  1  2  3
+1  5  9  7  5  8  2  3  3
+2  5 10  7  5  9  2  3  4
+2  6 10  7  6  9  2  3  4
+2  6 10  8  6  9  3  4  5
+3  6 11  8  6 10  3  4  5
+3  7 11  9  7 10  4  5  6
+3  7 12  9  7 11  4  5  6
+4  7 12  9  8 11  4  5  7
+4  7 13 10  8 11  5  6  7
+4  8 13 10  8 12  5  6  8
+5  8 13 11  9 12  6  7  8
+5  8 14 11  9 13  6  7  9
+5  9 14 11 10 13  6  7  9
Requisites: Dex 12, Int 13
Alignment: any
HD/level: d6
Weapon Prof.: 1+level/3
To Hit Table: Wiz
Save Table: Wiz
Reference: FGE1JG
Groups: Wizard
 
Level 1: Gets the Bard rogue ability table, with 40 points per level.
Level 1: +LVL Nonweapon proficiencies, must be Int-based.
Level 3: +LVL-2 Secondary skills, must be Int-based.
Level 3: +LVL/3 damage.
Level 6: +LVL-5 Feats, must be Int-based.
Level 9: +LVL-8 Kits, must be Int-based.

[PC2] Wizard Group Classes


Historian2

Level KXP Wizard
123 456 789
1 0 1-- --- ---
2 1.2 1-- --- ---
3 2.4 2-- --- ---
4 4.8 2-- --- ---
5 9.5 21- --- ---
6 19 21- --- ---
7 38 32- --- ---
8 76 32- --- ---
9 150 421 --- ---
10 300 421 --- ---
11 450 422 --- ---
12 600 422 --- ---
13 750 432 1-- ---
14 900 432 1-- ---
15 1050 433 2-- ---
16 1200 433 2-- ---
17 1350 433 21- ---
18 1500 433 21- ---
19 1650 443 22- ---
20 1800 443 22- ---
21 1950 444 33- ---
22 2100 444 33- ---
23 2250 444 441 ---
24 2400 444 441 ---
25 2550 555 442 ---
26 2700 555 442 ---
27 2850 555 442 1--
28 3000 555 442 1--
29 3150 555 552 1--
30 3300 555 552 1--
31 3450 555 553 21-
32 3600 555 553 21-
33 3750 555 553 32-
34 3900 555 553 32-
35 4050 555 553 321
36 4200 555 553 321
TH Saves
PD RS PP BW Sp Fo Re Wi
+0  5  4  6  2  3  0  2  0
+0  6  4  6  3  4  1  3  0
+1  6  5  6  3  4  1  3  0
+1  6  5  7  3  5  1  4  1
+2  6  6  7  3  5  2  4  1
+2  7  6  7  4  6  2  5  1
+3  7  7  7  4  6  3  5  2
+3  7  7  8  4  7  3  6  2
+4  7  8  8  4  7  3  6  2
+4  8  8  8  5  8  4  7  3
+5  8  9  8  5  8  4  7  3
+5  8  9  9  5  9  5  8  3
+6  8 10  9  5  9  5  8  4
+6  9 10  9  6 10  5  9  4
+7  9 11  9  6 10  6  9  4
+7  9 11 10  6 11  6 10  5
+8  9 12 10  6 11  7 10  5
+8 10 12 10  7 12  7 11  5
Requisites: Int 12, Wis 10
Alignment: any
HD/level: d6
Weapon Prof.: 2+level/4
To Hit Table: Rog
Save Table: Rog
Reference: S&S2
Groups: Wizard
 
Level 1: +1 slot in every "History" proficiency per level.
Level 2: Legend Lore | Identify Magic/Psi item | Identify Innate item | Identify Technological Item | Identify Artifact = 50*(LVL-1)%.
Level 3: Time-Reality Stability.
Level 4: Resist Time/Chronomancy and Anti-Time.
Level 5: 1M, 1/t: Locate a specific history book (same plane).
Level 9: 1M, 1/d: Summon a Time Elemental (any existant type).
Level 12: 1M, 1/t: Locate a specific history book (same multiverse).
Level 16: 1M, 1/t: Time Travel any distance (up to a temporal barrier).
Level 17: Immune Time/Chronomancy and Anti-Time.
Level 18: 1M, 1/d: Summon a Time Elemental, Anti-Time Elemental, or Time Elemental Grue (any existant or non-existant type).
Level 21: 1M, 1/t: Locate a specific history book (same omniverse).
Level 25: 1M, 1/t: Time Travel any distance (can cross one natural temporal barrier).

[PC2] Wizard Group Classes


Illogician-17

Level KXP Wizard       Psi-17
123 456 789  mMG S
1 0 1-- --- ---  1-- -
2 2 2-- --- ---  2-- -
3 14 21- --- ---  3-- -
4 36 32- --- ---  4-- -
5 68 421 --- ---  5-- -
6 110 422 --- ---  51- -
7 162 432 1-- ---  52- -
8 224 433 2-- ---  53- -
9 296 433 21- ---  54- -
10 378 443 22- ---  55- -
11 470 444 33- ---  65- -
12 572 444 441 ---  651 -
13 684 555 442 ---  652 -
14 806 555 442 1--  653 -
15 938 555 552 1--  654 -
16 1080 555 553 21-  655 -
17 1232 555 553 32-  665 -
18 1394 555 553 321  666 -
19 1566 555 553 331  766 -
20 1748 555 554 332  776 -
21 1940 555 554 442  777 -
22 2142 555 555 443  877 -
23 2354 555 555 553  887 -
24 2576 555 555 554  887 1
25 2808 555 555 555  887 2
26 3050 666 655 555  887 3
27 3302 666 666 655  887 4
28 3564 666 666 666  887 5
29 3836 777 766 666  887 6
30 4118 777 777 766  887 7
31 4410 777 777 777  888 7
32 4712 888 877 777  888 8
33 5024 888 888 877  988 8
34 5346 888 888 888  998 8
35 5678 999 988 888  999 8
36 6020 999 999 999  999 9
TH Saves
PD RS PP BW Sp Fo Re Wi
-12 -10-10-10-10-10-10-10-10
-11 -9 -9 -9 -9 -9 -9 -9 -9
-10 -8 -8 -8 -8 -8 -8 -8 -8
-9 -7 -7 -7 -7 -7 -7 -7 -7
-8 -6 -6 -6 -6 -6 -6 -6 -6
-7 -5 -5 -5 -5 -5 -5 -5 -5
-6 -4 -4 -4 -4 -4 -4 -4 -4
-5 -3 -3 -3 -3 -3 -3 -3 -3
-4 -2 -2 -2 -2 -2 -2 -2 -2
-3 -1 -1 -1 -1 -1 -1 -1 -1
-2  0  0  0  0  0  0  0  0
-1  1  1  1  1  1  1  1  1
+0  2  2  2  2  2  2  2  2
+1  3  3  3  3  3  3  3  3
+2  4  4  4  4  4  4  4  4
+3  5  5  5  5  5  5  5  5
+4  6  6  6  6  6  6  6  6
+5  7  7  7  7  7  7  7  7
Requisites: Wis 18
Alignment: C*
HD/level: d10
Weapon Prof.: 5+level
To Hit Table: +level-13 (d30)
Save Table: +level-11 (d30)
Reference: DM {Planeshifted Logician17}
Groups: Wizard, Psionicist, Alternate
 
Rolls d30's to hit and saves. Automakes (autohits) on 27-30. Automisses on 1-3.
Spec. Schools: Invocation, Reversed Logic (see below)
Opp. Schools: Abjuration, Divination
Can cast spells from Priest Chaos and Priest Astral Spheres
Level 1: +½M Action
Level 1: +1 extra Knowledge Prof/level
Level 1: Specialized spells cost only ½M to cast
Level 1: Can "burn" 1 hp/spell level to cast extra spells
Here's some sample "Logic" spells, until a better version is added to the Collective.
This class would cast the opposite of these.
Logic Spells, Level 1:
Communication: Allows communication with any creature with Int 1+
Detect Chaos: Detects all Chaotic creatures within 360'
Determine Operation of Mechanism: Can use a tech level object of less than or equal to Logician's level
Order Objects: Arrange group of small objects by some order (or) count a group of objects (or) weigh an object
Logic Spells, Level 2:
Command: As per priest spell but can use 2 words
Fast-Talking: All targets must save vs. spell at a penalty equal to double of Logician's level or believe what he is saying as true
Protection from Chaos: As per Pro.Evil but against Chaotic creatures
Logic Spells, Level 3:
Hold Monster: As per Enc/Cha spell, save at -(2*Logician's level)
Personal Illusion: Makes an exact illusion (all senses) of a creature
Logic Spells, Level 4:
Charm Lawful Creature: Target Lawful creature is charmed (no save)

[PC2] Wizard Group Classes


Illusionist1

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

[PC2] Wizard Group Classes


Illusionist2 / Phantasmist

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

[PC2] Wizard Group Classes


Incantatrix1

Level KXP Wizard
123 456 7+
1 0 2-- --- -
2 3 21- --- -
3 6 22- --- -
4 12 32½ --- -
5 24 421 --- -
6 48 531 --- -
7 96 542 --- -
8 200 652 ½-- -
9 400 663 ½½- -
10 600 664 1½- -
11 800 665 2½½ -
12 1000 666 31½ ½
13 1200 666 42½ ½
14 1400 666 53½ ½
15 1600 666 641 ½
16 1800 666 652 ½
17 2200 666 663 1
18 2600 666 664 2
19 3000 666 665 3
20 3400 666 666 4
21 3800 666 666 5
22 4200 666 666 6
23 4600 766 666 6
24 5000 776 666 6
25 5400 777 666 6
26 5800 777 766 6
27 6200 777 776 6
28 6600 777 777 6
29 7000 777 777 7
30 7400 877 777 7
31 7800 887 777 7
32 8200 888 777 7
33 8600 888 877 7
34 9000 888 887 7
35 9400 888 888 7
36 9800 888 888 8
TH Saves
PD RS PP BW Sp Fo Re Wi
+0  4  7  5  3  6  0  1  1
+0  4  7  5  3  7  0  1  1
+0  4  8  5  4  7  0  1  2
+1  4  8  6  4  7  1  2  2
+1  5  9  6  4  8  1  2  3
+1  5  9  7  5  8  2  3  3
+2  5 10  7  5  9  2  3  4
+2  6 10  7  6  9  2  3  4
+2  6 10  8  6  9  3  4  5
+3  6 11  8  6 10  3  4  5
+3  7 11  9  7 10  4  5  6
+3  7 12  9  7 11  4  5  6
+4  7 12  9  8 11  4  5  7
+4  7 13 10  8 11  5  6  7
+4  8 13 10  8 12  5  6  8
+5  8 13 11  9 12  6  7  8
+5  8 14 11  9 13  6  7  9
+5  9 14 11 10 13  6  7  9
Requisites: Int 9, Wis 9
Alignment: non-L
HD/level: d4
Weapon Prof.: 1+level/6
To Hit Table: Wiz
Save Table: Wiz
Reference: Dragon
Groups: Wizard
 
Specialized in Incantatrix. Opposite schools are Conjuration and Invocation (you may instead choose 3 opposites).
Can cast normal Wizard spells. Anti-Magic-User spells cost 2 slots each for you. Other specialist Wizard spells cost 4 slots each for you.
Anti-Magic-Users may cast Incantatrix spells for 2 slots each. Other Wizards may cast Incantatrix spells for 4 (not 2) slots each.
 
Incantatrix spells are Anti-Magical in nature, and are resisted using aMR instead of MR.
Level 3: Can see ethereal, astral, and out-of-phase creatures.
Level 4: Can attack ethereal, astral, and out-of-phase creatures as if they were on the same plane (including spells). This ability may reduce the number of plusses needed to hit that creature.
Level 5: 1V: Remove LVL-4 plusses of a "need +N weapon to hit" requirement.
Level 6: Hold Life. Immune Negative.
Level 8: Continuous Spellcraft and Dwoemercraft checks (assumed die roll is "1").
Level 14: 1M+1V, drain N charges from items you are touching: Heal (2*N)d4 hp, even above max.
Level 18: You may cast SL 8 spells out of your SL 7 spell slots.
Level 27: You may cast SL 9 spells out of your SL 7 spell slots.
Level 36: You may cast SL 10 spells out of your SL 7 spell slots, and SL 11 spells out of your SL 8 slots.

[PC2] Wizard Group Classes


Incantatrix1 Spells

SL # Spell Effect
1 1 Counter Wishoid 1bM: Counter a Wishoid or Miracle (need not be magical in nature)
2 Dispel Abjuration/Protection Dispels an Abjuration or Protection effect
3 Dispel Illusion/Metamagic Dispels an Illusion or Metamagic effect
4 Magic Resistance MR CL*10%
5 Memory Protection Immune to one memory/action/spell stealing effect (lasts until used)
6 Remove Magical Snare Removes a Magical Snare, a Glyph, or a Symbol (does not cover Magical Traps in general, see SL 3)
2 1 Confusion One target is confused (save)
2 Countermagic 1bM: Counter a magical spell or magic item activation.
3 Detect/Dispel Charm/Ego Detects/Dispels Charm or Ego Domination (for 1s, lets you drop the item)
4 Dispel Magic Dispel Magic
5 Disrupt Concentration Target cannot heavy concentrate (no save)
6 Mind Blank Mind Blank
3 1 Drainheal Drain the local MF by 1: Heal self.
2 Maladweomer Target has minimum effect with spells (others have +4 saves) for 1t, this can be reversed (Empradweomer)
3 Mini Globe of Invulnerability Immune to SL 0-2 spells
4 Remove Curse Remove Curse
5 Remove Magical Trap Removes a Magical Trap; you have 100+CL*5% chance in it (minus the usual FRTraps shift)
6 Steal Magical Enchantment Steal a magical effect someone is running; it is on you now, you need to maintain it
4 1 Deflection 1bM: Redirect a magical spell or magic item activation to hit a different target.
2 Disrupt Undead Each segment for 4 segments, choose a group of undead: <= Shadow is D(usted), <= Lich takes CLd6 dmg
3 Maintain Dampen Everyone in the room gets -CL to their # of maintained effects (treat as a x1 Special), or affect just one target
4 Ray of Oblivion Target forgets how to cast CL spells by name (the spell slots are not regained until next reset)
5 Steal Mental Target loses 1M from his remaining mentals (or owes one), you gain 1M (target saves vs. Spell)
6 Steal Summon Steal someone's summon (your summon slot needs to be open to do this)
5 1 Anti-Magic Shell 5 Spells of SL 0-4 don't work in your group
2 Power Word Feeblemind Target with <= 80 hp is Feebleminded (no save)
3 Quash 1bM: Counter a magical spell or magic item activation. This cannot be responded to (except by Capital I Insist). This spell or item activation cannot be used again by that person for 1 turn.
4 Remove Magical Trap Removes a Magical Trap; you have 50+CL*10% chance in it (minus the usual FRTricks shift)
5 Spell Shield +CL saves vs. magic effects; +CL saves vs. mental effects (they do stack)
6 Steal Enchantment Steal an effect (not necessarily magical) someone is running; it is on you now, you need to maintain it
6 1 Disenchant an Item Item loses 1 multiplier; x(-1) means the item is destroyed
2 Dispel Possession Dispels possession, magic jar, control actions, etc.
3 *Remove Curse* Remove Heavy Curse
4 Spell Reflection iMReflection CL*5%
5 Steal Item Pick Pockets CL*20% (-5% per LVL of target or -2% per HD of target)
6 Stealcharge Target item loses CL charges, one of your items gains 1 charge (you may reduce CL down to a minimum of 2)
7 1 *Dispel Magic* Dispels a Prismatic Wall/Sphere (in one spell), an Anti-Dispel Magic Shell, or an entire Chain Contingency chain
2 Mordenkainen's Disjunction Mordenkainen's Disjunction
3 Remove Magical Special Removes a Magical Special; you have CL*15% chance in it (minus the usual FRSpecials shift)
4 Stealspell Target loses CL unused spell slots in memorization, you gain 1 of them (target saves vs. Spell) (you may reduce CL down to a minimum of 2)
5 Unbinding Hold, Stun, Guards and Wards, Temporal Stasis, Imprisonment, Time Stop, Wizard Lock, Wall of Force, Cube of Force, Forcecage, Maze all end immediately (no effect) if comes into contact with your group. Your group walks around as a mobile DMZ.
6 Unfamiliar Target loses a familiar (the familiar is returned to the Plane of Familiars) (save vs. Spells)

[PC2] Wizard Group Classes


Instantaneous Mentaler0

Level KXP Wizard
123 456 789 AB
TH
1 0 2½- --- --- -- +1
2 4.75 31½ --- --- -- +1
3 9.5 421 --- --- -- +1
4 19 532 ½-- --- -- +1
5 38 643 1½- --- -- +2
6 76 754 21- --- -- +3
7 152 865 32½ --- -- +3
8 285 976 43½ --- -- +3
9 570 A87 541 ½-- -- +3
10 855 A98 652 1-- -- +4
11 1140 AA9 763 2½- -- +5
12 1425 AAA 874 3½- -- +5
13 1710 AAA 985 4½- -- +5
14 1995 AAA A96 51½ -- +5
15 2280 AAA AA7 621 -- +6
16 2565 AAA AA8 732 -- +7
17 2850 AAA AA9 843 -- +7
18 3135 AAA AAA 954 ½- +7
19 3420 AAA AAA A65 ½- +7
20 3705 AAA AAA A76 1- +8
21 3990 AAA AAA A87 1- +9
22 4275 AAA AAA A98 2- +9
23 4560 AAA AAA AA9 2- +9
24 4845 AAA AAA AAA 3- +9
25 5130 BBB BBB BBB 3- +10
26 5415 BBB BBB BBB 4- +11
27 5700 CCC CCC CCC 4½ +11
28 5985 CCC CCC CCC 5½ +11
29 6270 DDD DDD DDD 5½ +11
30 6555 DDD DDD DDD 51 +12
31 6840 DDD DDD DDD 61 +13
32 7125 EEE EEE EEE 61 +13
33 7410 EEE EEE EEE 71 +13
34 7695 FFF FFF FFF 71 +13
35 7980 FFF FFF FFF 81 +14
36 8265 FFF FFF FFF 821 +15
37 16530 FFF FFF FFF 822 +15
38 24795 FFF FFF FFF 832 +15
39 33060 FFF FFF FFF 833 +15
45 82650 FFF FFF FFF 866 +18
54 157035 FFF FFF FFF A99 1 +21
63 231420 FFF FFF FFF AA9 9 +25
72 305805 FFF FFF FFF CCB B1 +29
Requisites: Int 30, Dex 26
Alignment: any
HD/level: d2
Weapon Prof.: 2+level/3
To Hit Table: M-U0
Reference: DM
Groups: Wizard
Complexity: CF=5
   
Saving Throws:  
PPD: 4+level
RSW: 3+level
PP: 4+level
BW: 1+level
Spell: 2+level
Fort: 0+level
Reflex: 7+level
Will: 0+level
   
Hold M actions. You may convert 2M -> 1 IM (Instantaneous Mental). Instantaneous Mentals cannot be responded to except by J actions (or better).
Level N (every level): +1M action
Level 6: When using an IM action, your spells that offer a Reflex-based saving throw give no saving throw instead.
Level 9 ¶: You may convert 4M -> 1JM. You may convert 2 IM -> 1 IQM.
Level 12: When using an IM action, your spells that offer a Will-based saving throw give no saving throw instead.
Level 15: When using an IM action, your spells that offer a Fort-based saving throw give no saving throw instead.
Level 18 ¶: You may convert 8M -> 1KM. You may convert 2JM -> 1JQM.
Level 21: When using an IM action, your spells that offer a saving throw give no saving throw instead.
Level 27 ¶: You may convert 2KM -> 1KQM. You may convert 2scrM -> 1 IscrM. (scrM = Script Mental)
Level 36 ¶: You may convert 16M -> 1LM. You may convert 2X -> 1 IX.
 
Old spell (from Instantaneous Chaining Wizard class):
Lend Instantaneous Mental (SL=7, Metamagic): You lose 1 IM action, target gains 1 IM for this round.
 
New spells:
Lend J Mental (SL=9, Metamagic): You lose 1JM action, target gains 1JM for this round.
Lend K Mental (SL=11, Metamagic): You lose 1KM action, target gains 1KM for this round.
Lend L Mental (SL=13, Metamagic): You lose 1LM action, target gains 1LM for this round.

[PC2] Wizard Group Classes


Instantaneous Chaining Wizard

Level KXP Wizard
123 456 789 A
1 0 ½c- --- --- -
2 7 10e --- --- -
3 14 2½c g-- --- -
4 28 310 ei- --- -
5 56 42½ cgk --- -
6 112 531 0ei m-- -
7 168 642 ½cg ko- -
8 252 753 10e imq -
9 378 864 2½c gko -
10 700 975 310 eim -
11 1050 986 42½ cgk -
12 2100 997 531 0ei -
13 3150 998 642 ½cg z
14 4200 999 753 10e x
15 5250 999 864 2½c v
16 6300 999 975 310 t
17 7350 A99 986 42½ r
18 8400 A99 997 531 p
19 9450 AA9 998 642 n
20 10500 AA9 999 753 l
21 11550 AAA 999 864 j
22 12600 AAA 999 975 h
23 13650 AAA A99 986 f
24 14700 BAA A99 997 d
25 15750 BAA AA9 998 b
26 16800 BBA AA9 999 ½
27 17850 BBA AAA 999 1
28 18900 BBB AAA 999 2
29 19950 BBB AAA A99 3
30 21000 BBB BAA A99 4
31 22050 CBB BAA AA9 5
32 23100 CBB BBA AA9 6
33 24150 CCB BBA AAA 7
34 25200 CCB BBB AAA 8
35 26250 CCC BBB AAA 9
36 27300 CCC BBB BAA 9
TH Saves
PD RS PP BW Sp Fo Re Wi
-1  4  7  5  3  7  0  1  1
-1  4  8  6  4  7  1  2  2
-1  5  9  7  5  8  2  3  3
+0  6 10  7  6  9  2  3  4
+0  6 11  8  6 10  3  4  5
+0  7 12  9  7 11  4  5  6
+0  7 13 10  8 11  5  6  7
+0  8 13 11  9 12  6  7  8
+0  9 14 11 10 13  6  7  9
+0  9 15 12 10 14  7  8 10
+0 10 15 13 11 15  8  9 11
+0 11 16 13 12 15  9 10 12
+0 12 16 14 13 15 10 11 13
+0 12 16 14 14 16 10 11 14
+0 13 16 15 14 16 11 12 15
+1 14 16 15 15 16 12 13 16
+1 15 17 16 16 16 13 14 17
+1 16 17 16 16 17 14 15 18
Requisites: Dex 20, Int 35, Wis 20
Alignment: any
HD/level: d2
Weapon Prof.: 1+level/8
To Hit Table: ¼xWiz
Save Table: 2xWiz
Reference: DM {Planeshifted Quick Chaining Wizard}
Groups: Wizard, Concordant (x1)
 
Never has Channeling (or Semi-Channeling), and can never gain Channeling (or Semi-Channeling). This uses old style D&D spellcasting, once you cast a spell slot, it's gone until you reset.
Int bonus to spell progression.
This class has "Instantaneous Chaining": Whenever you cast a spell, you get 1IM (Instantaneous Mental) action to use before the end of the round. Exceptions: If you spent 1Z to cast the spell, you don't get any action back. If you spent ½M to cast the spell, you get ½IM back.
DM Note: IM actions are not "Quick"; if you use an IM in a segment, you cannot use an M in the same segment. If you material component a spell using 1IM+1V as your actions, the resultant spell is not Instantaneous and can be responded to.
Level 1: You may specialize in Red, and you "know" the Red Wizard class spells. If you do this, pick a major opposite school.
Level 3: You can convert 1IM -> 1IV action, as often as you like.
Level 4: Whenever you use 1M action to activate a wand, you get 1M action (not 1IM) to use before the end of the round.
Level 5: 0, lose 1 of your remaining IM actions, 1/t: Fork.
Level 9: +LVL-8 IZ actions.
Level 9: 1F, 1/reset: Reset Self (Artificial of course).
Level 21: 1F, 1/reset: Step Out of It.
Level 24: You can benefit from LVL-22 Artificial Resets per Natural Reset.
Level 27: Instantaneous Instantaneous Chaining: For SL=1 to (LVL-27)/2 spells, you get 1JM back instead of 1IM. J actions are instantaneous even to I, X, and G actions (they are the "same level" as H actions).
New spell:
Lend Instantaneous Mental (SL=7): You lose 1IM action, target gains 1IM for this round.
MTG Red spells from Red Wizard class:
Earthbind (SL=1): Target loses flying and takes double normal falling damage (no save).
False Orders (SL=1): (1bM to cast) Force a monster to attack someone else (he will only attack his enemies)
Raging River (SL=2): Create a (water based) moat that is CL*30' long and CL*10' feet wide, which lasts for CL r.
Shatter (SL=2): Destroy or turn off one magic item for CL turns (no save) (if turned off, you can drop the turned off effect).
Stone Rain (SL=3): Deal CL Hull dmg to one inanimate object (no save)
Orcish Oriflamme (SL=4): All your subordinates get +1 offensive DL.
Old MTG Red spells from Wizard of the Coast class (you can use these):
Lightning Bolt (SL=1): Target takes 30 lightning dmg (Spell save for 0)
Echoing Ruin (SL=2): Destroy all magic items of the same exact type (Disint. save each)
Fervor (SL=3): You and your summons are not summoning sick.
AEther Flash (SL=4): Whenever a creature appears in room, takes 20 AEther dmg (x1 Special)
Fissure (SL=5): Slay target creature (RSW save), or Earthquake the floor
Dragon Roost (SL=6): Once per round, get a DL V Dragon as a summon (limit=LVL/3)
Flame Wave (SL=7): CL/3 groups each take 40 eldritch fire dmg (no save)
Insurrection (SL=8): Charm a group (Will save, ignores immunity to Charm effects)

[PC2] Wizard Group Classes


Itemizer0

Level KXP Wizard
123 456 789
1 0 1-- --- ---
2 2.5 2-- --- ---
3 5 21- --- ---
4 10 22- --- ---
5 20 221 --- ---
6 40 222 --- ---
7 80 322 1-- ---
8 150 332 2-- ---
9 300 333 21- ---
10 450 333 32- ---
11 600 433 321 ---
12 750 444 321 ---
13 900 444 322 ---
14 1050 444 432 ---
15 1200 544 432 1--
16 1350 555 432 2--
17 1500 655 443 2--
18 1650 655 443 21-
19 1800 655 543 22-
20 1950 655 544 32-
21 2100 655 544 321
22 2250 665 554 322
23 2400 666 654 332
24 2550 776 655 432
25 2700 776 655 443
26 2850 777 665 543
27 3000 777 665 554
28 3150 887 666 654
29 3300 887 776 655
30 3450 888 777 665
31 3600 888 777 766
32 3750 988 887 776
33 3900 999 888 777
34 4050 999 988 887
35 4200 999 999 888
36 4350 999 999 999
TH Saves
PD RS PP BW Sp Fo Re Wi
+1  5  4  5  2  3  0  1  1
+1  5  4  5  3  3  0  1  1
+1  5  4  5  3  4  0  1  2
+1  5  5  5  3  4  1  2  2
+2  6  5  5  3  4  1  2  3
+3  7  6  7  4  6  2  3  3
+3  7  6  7  5  6  2  3  4
+3  7  7  7  5  6  2  3  4
+3  7  7  7  5  7  3  4  5
+4  8  7  7  5  7  3  4  5
+5  9  8  9  6  9  4  5  6
+5  9  8  9  7  9  4  5  6
+5  9  9  9  7  9  4  5  7
+5 10  9  9  7  9  5  6  7
+6 10  9 10  7  9  5  6  8
+7 11 10 11  8 12  6  7  8
+7 11 10 11  9 12  6  7  9
+7 11 11 11  9 12  6  7  9
Requisites: Int 16, Wis 13
Alignment: any
HD/level: d4
Weapon Prof.: 2+level/3
To Hit Table: M-U0
Save Table: M-U0
Reference: DM
Groups: Wizard
 
Can specialize in Enchantment, if you do, pick a major opposite school.
Each reset (including the first reset before the game starts), you create 1 magic item of your choice from the list on the following pages.
Potions you create have LVL doses each. Scrolls you create have double your CL, but do not "Blow Your Head Off".
These are normal magic items in every way, and can be sold (at half value), or given to other PCs at no penalty.
You may "split your level up" into several items, for example at level 8 you could make a level 5, a level 2, and a level 1 item.

[PC2] Wizard Group Classes


Itemizer0 Items

Level Item gp Value XP Value
1 Potion of Poison (save @ -6 for Death/40) 1000 100
1 Potion of Healing (70 hp total of healing) 2000 200
2 Potion of Agility (Dex becomes 18, or +1 to Dex) 3000 300
2 Potion of Bug Repellant (Resist Bugs) 3000 300
2 Potion of Ethereality (Become ethereal at will) 3000 300
2 Potion of Flying 3000 300
2 Potion of Human Control (Human Control) 3000 300
2 Potion of Speed (+1 P, +1 V) 3000 300
2 Potion of Water Breathing 3000 300
2 Scroll of Pro.Elementals 3000 300
2 Scroll of Pro.Lycanthropes 3000 300
3 Potion of Dragon Control (Dragon Control (any type)) 4000 400
3 Potion of Fortitude (Con becomes 18 or +1 to Con) 4000 400
3 Potion of Giant Control (Giant Control (any type)) 4000 400
3 Potion of Growth (Double base damage) 4000 400
3 Potion of Invulnerability (+2/+2 protection) 4000 400
3 Potion of Polymorph Self 4000 400
3 Potion of Antidote (Neutralize Poison, Immune to Poison) 5000 500
3 Potion of Defense (+5/+0 protection) 5000 500
3 Potion of Freedom (Free Action) 5000 500
3 Potion of Heroism (+(11-(highest War level))/3,round up War lvl) 5000 500
3 Scroll of Pro.Magic 5000 500
3 Staff/Command (Command) 5000 500
3 Potion of Elemental Form (Normal elements only) 6000 600
3 Potion of Giant Strength (Str becomes 24) 6000 600
3 Potion of Undead Control 6000 600
3 Scroll of Pro.Undead 6000 600
3 Scroll of Shelter (1 M, 1/d: Rope Trick) 6000 600
4 Potion of Merging (Can merge up to 7 PCs into 1 body) 7000 700
4 Potion of Sight (Immune Blindness; True Sight) 7000 700
4 Potion of Super-Healing (580 hp total of healing) 7000 700
4 Ring of Holiness (+1 Turn Undead roll; +1 Clr spell of SLs 1-3) 7000 700
5 Bag of Holding (10000 lbs.) 10000 1000
5 Elven Cloak (can backstab 1/r) 10000 1000
5 Potion of Longevity (-10 yrs to age) 10000 1000
5 Potion of Luck (Choose 1 die roll) 10000 1000
5 Ring of Plant Control (Plant Control) 10000 1000
5 Ring of Regeneration (Troll-like regen 1 hp/r) 10000 1000
5 Ring of Spell Storing (N=10= # SL's, max N = 54, max SL = 9) 10000 1000
5 Rod/Domination (Psi1 Domination) 10000 1000
5 Scroll of Trapping (2V: Create 1 mechanical trap) 10000 1000
5 Slate of Identification (1 V,1 M: Identify) 10000 1000
5 Scroll of Mages (1V: Spellcraft & Dweomercraft 1 effect) 12000 1200
5 Scroll of Seeing (1V, 1/d: Detect Life (type & number) 100'r) 12000 1200
6 Gauntlets of Ogre Power (Str 18; +3 TH when unarmed) 13000 1300
6 Scroll of Questioning (1 M, 3/d: Ask inanimate object a question) 13000 1300
6 Scroll of Repetition (1 M, 1/d: Repeat a spell cast last segment) 15000 1500
6 Wand/Negation (Dispel Magic @ 24th CL) 15000 1500
7 Scroll of Portals (1V, 2/d: Passwall) 16000 1600
7 Staff/Snake (+1/+1; staff can turn into snake) 16000 1600
7 Ring of Quickness (0, 1/d: +1 P, +1V for it, stacks with Haste) 18000 1800
7 Scroll of Creation (1V, 1/d: Major Creation) 18000 1800
7 Ring of Life Protection (+1/+1 pro; 1M,l/d: Neg.Plane Prot) 19000 1900
7 Boots of Speed (x2 move rate. +1 V) 20000 2000
7 Girdle of Giant Strength (Str 19) 20000 2000
7 Ring of Animal Control 20000 2000
7 Ring of Safety (0,1 ch: Make a save you missed [has 4 ch]) 20000 2000
7 Ring of Telekinesis (1 M: TK 2000 lbs.) 20000 2000
7 Scroll of Communication (2 Scrolls: message on one appears on other) 20000 2000
7 Scroll of Delay (1M, 1/d: Delay the next spell for 1r.) 20000 2000
7 Wand/Polymorph (Poly Self or Other) 20000 2000
8 Ring of Remedies (0,1 ch: Do any 'cure' or 'remove' spell) 21000 2100
8 Scroll of Mapping (1V, lid: Map current dungeon level) 21000 2100
8 Ring of Djinni Summ. (1M,1/d: Summon 1 Djinni; Resist 1 Ele.; Breathe & Free Action in Ele.) 24000 2400
9 Wand/Cold (Cone of cold 12d12 dmg (save: 1/2)) 25000 2500
9 Wand/Fireballs (Fireball 24d6 dmg (save: 1/2)) 25000 2500
9 Wand/L.Bolts (Lightning bolt 18d8 dmg (save: 1/2)) 25000 2500
9 Wand/Trap Det. (Detect ALL traps within 20') 25000 2500
9 Scroll of Spell Catching (1V (can borrow): Catch a spell cast at you) 26000 2600
9 Potion of Create Any Monster 30000 3000
9 Scroll of Spell Catching 30000 3000
9 Amulet of Protection vs. Crystal Balls and ESP (& Scyring) 30000 3000
9 Flying Carpet 30000 3000
9 Ring of Human Control 30000 3000
9 Ring of Memory (1M,1/d: Recast a spell you cast within last t) 30000 3000
9 Ring of Wishes (N=#ofwishes,maxN=4) 30000 3000
9 Staff/Withering (Age target by 10 yrs) 30000 3000
11 Displacer Cloak (1st attack misses. +2/+2 protection) 40000 4000
11 Ring of Fire Resistance (Resist Fire; -1 per die from Fire) 40000 4000
11 Ring of Survive (Don't need food, water, air) 40000 4000
11 Staff/Dispelling (Dispel Magic/Psi/Innate @ 15th CL) 40000 4000
12 Rod/Cancellation (Mordenkainen's Disjunction) 45000 4500
13 Bowl Commanding Water Elementals 50000 5000
13 Ring of Seeing (True Sight) 50000 5000
13 Scarab of Protection (Immune Curse; Immune Finger/Death) 50000 5000
13 Rod/Inertia (+3/+3; Stop one target) 55000 5500
13 Staff/Power (TK 2400 lbs. or CL 24 SL 6 wacky ball) 55000 5500
14 Staff/Druids (+3/+3: +1 Druid spell per SL) 58000 5800
14 Crystal Ball with Clairaudience, Clairnasience, ESP 60000 6000
14 Rod/Health (heal 100 hp + restore all stats and XP) 60000 6000
14 Staff/Striking (+1/+1; 1 ch: +3/+3) 60000 6000
14 Wheel of Fortune (similar to Deck of Many Things) 60000 6000
15 Quill of Copying (copy 1 scroll per day) 70000 7000
15 Ring of Spell Turning (50% iMReflection) 70000 7000
15 Staff/Element (Resist 1 Ele; Summ.8 HD Ele; 16d6 Ele ball) 70000 7000
16 Rod/Wyrm (+5/+5: staff can turn into age 1 dragon) 74000 7400
16 Rod/Parrying (+5/+5; +5/+0 protection) 75000 7500
17 Staff/Harming (70 dmg + Blindness, Disease, Poison) 85000 8500
17 Staff/Healing (heal 70 hp + Blindness. Disease, Poison) 85000 8500
18 Staff/Wizardry (+1/+1; passwall; conjure 24 HD elemental or CL 27 SL7 wacky ball) 95000 9500

[PC2] Wizard Group Classes


Izzet Evoker (MTG U/R)

Level KXP Spells
123 456 789
1 0 ½½- --- ---
2 3.875 11- --- ---
3 7.75 21½ --- ---
4 15.5 221 --- ---
5 31 321 ½-- ---
6 62 332 1-- ---
7 124 432 1½- ---
8 248 443 21- ---
9 496 543 21½ ---
10 992 554 321 ---
11 1488 654 321 ½--
12 1984 665 432 1--
13 2480 765 432 1½-
14 2976 776 543 21-
15 3472 876 543 21½
16 3968 876 543 211
17 4464 876 543 221
18 4960 876 543 321
19 5456 876 544 321
20 5952 876 554 321
21 6448 876 654 321
22 6944 877 654 321
23 7440 887 654 321
24 7936 987 654 321
25 8432 987 654 322
26 8928 987 654 332
27 9424 987 654 432
28 9920 987 655 432
29 10416 987 665 432
30 10912 987 765 432
31 11408 988 765 432
32 11904 998 765 432
33 12400 998 765 433
34 12896 998 765 443
35 13392 998 765 543
36 13888 998 766 543
TH Saves
PD RS PP BW Sp Fo Re Wi
+0  5  3  8  2  3  1  1  1
+0  5  4  8  2  3  1  1  2
+0  6  4  8  3  4  2  2  2
+1  6  5  8  4  4  2  2  3
+1  7  5  9  5  4  3  2  3
+1  8  6  9  6  5  3  3  4
+2  8  6  9  7  5  4  3  4
+2  9  7  9  8  6  4  4  5
+2 10  8 10  9  7  5  4  5
+3 11  8 10 10  7  5  4  6
+3 11  9 10 11  8  6  5  6
+3 12 10 11 12  9  6  5  7
+4 13 11 12 13 10  7  6  7
+4 14 11 13 14 10  7  6  8
+4 14 12 13 14 11  8  6  8
+5 14 12 14 14 11  8  7  9
+5 14 13 14 14 12  9  7  9
+5 15 13 14 14 12  9  8 10
Requisites: Int 20, Dex 14
Alignment: CG, CN, CE, or LN
HD/level: copy other class  (see note)
Weapon Prof.: 1+level/4
To Hit Table: Wiz
Save Table: Wiz/Psi
Reference: DM
Groups: Wizard
 
Hit Dice: "copy other class" means you exactly copy the HD/level of one of your other classes (including bonuses). This class does not copy the "cumulative" (&) modifier. If you have no other classes, this class gets 1d2 per level.
You may copy a class that itself is a modifier (such as Boros Crossmage11). If all your classes are just modifiers, use the "no other classes" rule for each, then apply mods afterwards.
Barbarian Int bonus.
Channeling.
Int bonus to spells.
Specialized in Wizard Metamagic school.
Level 1: +1 borrowed M action per round.
Level 3: -1 to number of remaining M or borrowed M actions remaining this round: Copy a spell you cast this segment.
Level 5: +1 borrowed M action per round.
Level 9: For HD/level, this class copies the cumulative (&) modifier (if it's there on the class you're copying). This applies to all dice (even those below level 9).
Level 9: -1 to number of remaining M or borrowed M actions remaining this round: Copy a spell someone else cast.
Level 9: +1 Q borrowed M action per round.
New spells:
Force Spike (Metamagic, SL 2): 1 borrowed M or 1 OppM: Counter target magical/psionic effect unless its user devotes another spell/psionic slot to it.
Mana Leak (Metamagic, SL 3): 1 borrowed M or 1 OppM: Counter target magical/psionic effect unless its user devotes another 3 spell/psionic slots to it.
Counterspell (Metamagic, SL 4): 1 borrowed M or 1 OppM: Counter target magical/psionic effect.
Fork (Metamagic, SL 4): 1 borrowed M or 1 OppM: Copy target magical/psionic effect.
Deflection (Metamagic, SL 5): 1 borrowed M or 1 OppM: Redirect target magical/psionic effect to another target.
Quash (Metamagic, SL 6): 1 borrowed M or 1 OppM: Counter target magical/psionic effect. That person cannot use that effect for the rest of the day.

[PC2] Wizard Group Classes


Jedi0 / Sith0

Level KXP Wizard
123 456 789
1 0 --- --- ---
2 2.5 1-- --- ---
3 5 2-- --- ---
4 10 21- --- ---
5 20 22- --- ---
6 40 221 --- ---
7 80 322 --- ---
8 160 322 1-- ---
9 320 332 2-- ---
10 500 332 21- ---
11 875 433 22- ---
12 1250 433 221 ---
13 1625 443 322 ---
14 2000 443 322 1--
15 2375 544 332 2--
16 2750 544 332 21-
17 3125 554 433 22-
18 3500 554 433 221
19 3875 655 443 322
20 4250 655 443 322
21 4625 665 544 332
22 5000 665 544 332
23 5375 766 554 433
24 5750 766 554 433
25 6125 776 655 443
26 6500 776 655 443
27 6875 877 665 544
28 7250 877 665 544
29 7625 887 766 554
30 8000 887 766 554
31 8375 988 776 655
32 8750 988 776 655
33 9125 998 877 665
34 9500 998 877 665
35 9875 999 887 766
36 10250 999 887 766
TH Saves
PD RS PP BW Sp Fo Re Wi
+1  5  4  5  2  3  0  1  1
+1  5  4  5  3  3  0  1  1
+2  5  4  5  3  4  0  1  2
+3  5  5  5  3  4  1  2  2
+3  6  5  5  3  4  1  2  3
+4  7  6  7  4  6  2  3  3
+5  7  6  7  5  6  2  3  4
+5  7  7  7  5  6  2  3  4
+6  7  7  7  5  7  3  4  5
+7  8  7  7  5  7  3  4  5
+7  9  8  9  6  9  4  5  6
+8  9  8  9  7  9  4  5  6
+9  9  9  9  7  9  4  5  7
+9 10  9  9  7  9  5  6  7
+10 10  9 10  7  9  5  6  8
+11 11 10 11  8 12  6  7  8
+11 11 10 11  9 12  6  7  9
+12 11 11 11  9 12  6  7  9
Requisites: Str 18, Dex 9, Con 14, Int 20, Wis 20, Chr 25
Alignment: any G (Jedi0) (or) any E (Sith0)
HD/level: d20
Weapon Prof.: 4+level/2
To Hit Table: Ftr0
Save Table: M-U0
Reference: Star Wars
Groups: Warrior, Wizard
 
Generic "Level:" abilities as per Warrior. Note this class is Wizard group, not Warrior group.
 
Gets Wizard spells; there is a SL adjustment (positive numbers are bad), as follows:
Abj=+1, Alt=+0, Cnj=+3, Div=-1, Enc=+0, Ill=+2, Inv=+2, Nec=+2
 
For example, a Jedi0 can use a SL=5 slot to cast a SL=2 Conjuration spell (it's a +3 penalty "School Robe").
 
Level 1: Assumed to always have a light-saber. Base light-saber damage is 1d20.
Level 9: Base light-saber damage is 2d20.
Level 18: Base light-saber damage is 3d20.
Level 27: Base light-saber damage is 4d20.
Level 36+: Base light-saber damage is (LVL/36, round down)d100.

[PC2] Wizard Group Classes


Lex Luthor

Level KXP Hen/GR Villain
123 45 [1]
TH
1 0 1-- -- [-] +1
2 3.3 2-- -- [-] +2
3 6.6 21- -- [-] +3
4 13.2 31- -- [-] +4
5 26.4 32- -- [-] +5
6 52.8 321 -- [-] +6
7 106 322 -- [-] +7
8 212 332 -- [-] +8
9 424 332 1- [-] +9
10 660 432 1- [-] +10
11 990 532 2- [-] +11
12 1320 542 21 [-] +12
13 1650 543 21 [-] +13
14 1980 543 22 [-] +14
15 2310 543 32 [-] +15
16 2640 543 33 [-] +16
17 2970 544 33 [-] +17
18 3300 544 43 [-] +18
19 3630 544 44 [-] +19
20 3960 554 44 [-] +20
21 4290 555 44 [-] +21
22 4620 555 54 [-] +22
23 4950 555 55 [-] +23
24 5280 655 55 [-] +24
25 5610 665 55 [-] +25
26 5940 666 55 [1] +26
27 6270 666 65 [1] +27
28 6600 666 66 [1] +28
29 6930 766 66 [2] +29
30 7260 776 66 [2] +30
31 7590 777 66 [3] +31
32 7920 777 76 [3] +32
33 8250 777 77 [4] +33
34 8580 877 77 [4] +34
35 8910 887 77 [5] +35
36 9240 888 77 [51] +36
37 18480 888 77 [52] +37
38 27720 888 77 [53] +38
39 36960 888 77 [54] +39
45 92400 888 87 [77] +45
54 175560 999 99 [881] +54
63 258720 999 99 [998] +63
72 341880 AAA AA [AA9 1] +72
Race Adjustments:
Str Dex Con Int Wis Chr Cml AT hp TH Div
-1 -1 +3 +8 +0 +3 +0 +0 +0 +0 ÷1
 
Requisites: Con 10, Int 24, Chr 10,
  Race Slots 1, Class Slots 2
Alignment: any E
HD/level: 4d6 (no Con bonus)
Weapon Prof.: 6+level/2
To Hit Table: Mon
Save Table: 4xMon
Reference: DM {Reduced Villain}
Groups: Wizard, Concordant (x1), Archetype
Complexity: CF=3
   
Saving Throws:  
PPD: level*2+0
RSW: level*2+0
PP: level*2+0
BW: level*2+0
Spell: level*2+0
Fort: level*2+0
Reflex: level*2+0
Will: level*2+0
   
Considered a "Human" race.
Does not get any Con bonus at all on it's Hit Dice, and Con bonuses cannot be bought for this class in any way.
Can manipulate an object with TechF equal to your level or less.
Level 1 ¶: Can use "2 for 1" ability score trading.
Level 1: +1 Technological proficiency slot per level (see [P8.8]).

[PC2] Wizard Group Classes


Lex Luthor (Henchman / Giant Robot Spells)

Level # Spell
1 1 +10% XP in Lex Luthor, if this is your only class (if you are single classed and getting x2 XP, you'll get x2.1 XP now)
1 2 +10% XP in Lex Luthor, if this is your only class [Yes there are two of the same spell here]
1 3 0, 1/d: You MYSTERIOUSLY ESCAPE (even past all barriers) from enemies, one of the enemies must be a Hero or Sidekick.
1 4 1bF: Counter a counterspell effect.
1 5 1bM: Counter an Avoid Fate or Energy Control (Psi1/Psi2)
1 6 1M: Monster Summoning (CL+1)/2
1 7 1P, 1/d: Create a MINIATURE GIANT ROBOT, a DL (CL+3)/2 Golem or Technological monster (treat as a summon)
1 8 1P, LVL/d: Create (LVL+1)/2 MINIATURE GIANT ROBOTS, which are DL=(LVL+1)/2 Golems (treat as a summon)
1 9 1V, 1/r: Choose one creature. He cannot use any V actions on his next segment.
1 10 MPIRR 5*LVL%
1 11 Resist Action/Memory/Ability Stealing
1 12 Resist all Elements
1 13 Resist Hold/Stun/Para. (you become -5 / -25% on all actions if "half" stunned/held/paralyzed)
1 14 You adjust all BlahR by -5*level%
1 15 You can have two summons (same group).
1 16 You ignore one level of Resist Action/Memory/Other Stealing on other people
1 17 You ignore one level of Resist Elements on other people (Immune -> Double Resist, Double Resist -> Resist, Resist -> nothing)
1 18 You ignore one level of Resist Hold/Stun/Para. on other people
2 1 +1 limb (in a new set of limbs) [if this is taken more than once they are all in the same set]
2 2 +1 minor in a psionic progression you have.
2 3 +1 minor in a psionic progression you have.
2 4 1F, 1/d: Lower the "Time Reality Stability" ability on another person (PP save)
2 5 1M, #bM, only on your segment: Dispel # effects on one target (max #=LVL, you can borrow a lot here)
2 6 1M, 1/d: Contact Other Plane, Ask the Local Lord a question, or reverse Tempus Lawfulness
2 7 1M, 1/r: Causeall one target.
2 8 1M, 1/t: Cureall one Robot or Golem target (can use on yourself).
2 9 1P, 1/d: Slay someone with the Sidekick class (PPD save)
2 10 1P, 1/r: Choose one creature. He cannot use any P actions on his next segment.
2 11 1V: Twist (Remove an effect on a person)
2 12 All your innate abilities can be used one extra time per day (e.g. 3/d becomes 4/d). Your Innates require 2 saves to avoid.
2 13 All your innate abilities can be used twice as many times per unit time (e.g. 3/d becomes 6/d).
2 14 ER 5*LVL%
2 15 May wear two suits of armor, your AT sources fully stack
2 16 Pick a psionic power you have. +1M a round only for that psionic power, and it requires 2 saves to avoid.
2 17 Pick a psionic power you have. It has double effect. [Pick a different power each time you pick this]
2 18 Pick a spell you have. It is "material componented" for range for free, and it requires 2 saves to avoid.
3 1 +LVL C Actions
3 2 0, 1/t: Counter a chosen die roll (they have to roll it now) or rerolled die roll
3 3 0, 1/t: Reroll a die roll
3 4 1F, 1/d: Multiply an effect you do by x1+LVL/10.
3 5 1F, 1/d: Reset one Golem or Robot target (can use on yourself).
3 6 1M, 1/d: Segment 10 will not occur this round (beings with Time/Reality Stability can ignore this effect).
3 7 1M, 1/d: Set (reverse Reset) one target.
3 8 1M, 1/r: Choose one creature. He cannot use any M actions on his next segment.
3 9 1M, 1/r: Dispel a Haste effect. New Haste effects cannot be used in the room (this counts as a x1 Special).
3 10 1M: Drop an Anti-Magic Shell, Anti-Psionic Shell, or Anti-Innate Shell
3 11 1M: Fascinate a group (Will save)
3 12 1M: Hypnotize a group (Will save)
3 13 Anti-Sidekick shell SL 0-3 (Sidekick effects of SL 0-3 cannot be used within 20'r)
3 14 Resist all Eelements and Unusual Materials
3 15 You can have one familiar. This spell does the "Find Familiar" effect when you take it.
3 16 You can have three summons (same group).
3 17 You get +1 segment per round (starting at segment 11).
3 18 You ignore one level of Resist Elements and Eelements on other people (stacks with the lower level version of this)
4 1 +1 Bug action. (1QQS or 1OppS only for technological effects)
4 2 +1 Opposing action. (Remember you can translate 1Opp -> 1F, so this still does something even if Opposings aren't available)
4 3 -1 actions of all types to everyone in the room (x1 Special)
4 4 1bM: Counter a Limited Wish, Alter Reality, or Miracle 0-7
4 5 1F, 1/d: +1 to your multiplier for 1 round
4 6 1F, 1/s: Choose one creature. He cannot use any F or S actions on his next segment.
4 7 1F, 1/t: Target loses 1 to his multiplier for 1 round (no save, TechR)
4 8 1F: Choose one creature. He is Stopped, and cannot use any 0 or V actions on his next segment.
4 9 1M, 1/d: Segments 9 and 10 will not occur this round (beings with Time/Reality Stability can ignore this effect).
4 10 1M: But wait, the other Henchman over there FORGOT ONE SMALL THING and he is Crapped and Slain. (save for each)
4 11 1M: But wait, the other Robot or Golem over there FORGOT ONE SMALL THING and he is Crapped and Slain. (save for each)
4 12 5F, Marry the SIDEKICK'S SWEETHEART: The Sidekick in question is Pixelated.
4 13 Pick a psionic power you have. It costs ½M to use.
4 14 Pick a spell you have. It costs ½M to use.
4 15 Pick an innate ability you have. It costs ½M to use.
4 16 You can convert 1M -> 1QM only for psionic powers.
4 17 You can't be targetted until your summons are destroyed.
4 18 Your summons can't be targetted.
5 1 0, 1/d: Gain an Immunity to something for the rest of the day (must be a narrow effect like a spell/psi power name)
5 2 0, 1/r: Choose one creature. He cannot use Zero or Opposing actions this segment.
5 3 10F, tell an enemy Sidekick your MASTER PLAN: Components of your Master Plan is affected by a X4 Grand (x2 effect)
5 4 1F: Charm or Dominate target x0 or x1 creature (save)
5 5 1F: Remove Charm, Domination, Ego Domination, Control Actions, or Magic Jar on one target.
5 6 1M: All x1 and lower effects on one target are dispelled.
5 7 1M: You ONE-UP a MYTH and LIE THROUGH YOUR TEETH, all Myth abilities in your group do not function for 1t.
5 8 1V, 1/d: Ignore an Immunity to something.
5 9 1V, LVL/d: You ignore one level of Resist to something
5 10 AllR 5*LVL%
5 11 Lockdown X actions continuous in your group
5 12 You adjust all AllR by -5*level% (this stacks with the lower level version of this)
5 13 You have a MOST ANNOYING CONSULTANT, you can "take back" an action once per round and try something else.
5 14 You have a MOST ANNOYING CONSULTANT: 0, 1/t: Fork one of your actions.
5 15 You have AN EVEN BIGGER BOSS THAN YOU, which is any same-aligned god, you Automatic Divine Intervention 1/d.
5 16 You have and may use 2Z actions per half-segment.
5 17 You see the ERROR OF YOUR WAYS, drop Lex Luthor class (and can never return), gain Brass Gnat with x1.5 your Lex Luthor XP.
5 18 You see the ERROR OF YOUR WAYS, drop Lex Luthor class (and can never return), gain Sidekick with x1.5 your Lex Luthor XP.
Villain 1 (11) 1 1/d: Create a GIANT ROBOT (a DL 10 Golem, you may make requests but exact statistics are determined by the DM).
Villain 1 (11) 2 1/r: You MYSTERIOUSLY ESCAPE (even past all barriers) from enemies, one of the enemies must be a Hero.
Villain 1 (11) 3 You have an ANNOYING HENCHMAN of half your Villain Level who always ESCAPES and causes trouble for the enemy.
Villain 1 (11) 4 You adjust all irreducible BlahR by -5*level% and all reducible BlahR to 0%.
Villain 1 (11) 5 +10% XP in all your non-Concordant classes.
Villain 1 (11) 6 You ignore other people's Immunity to Inner Elements (unless it comes from a x3 or greater source)
Villain 1 (11) 7 You ignore other people's Immunity to Hold/Stun/Para (unless it comes from a x3 or greater source)
Villain 1 (11) 8 You ignore other people's Immunity to Action/Memory/Other Stealing (unless it comes from a x3 or greater source)
Villain 1 (11) 9 0, 1/s: Choose one creature. He cannot use any V actions on his next segment.
Villain 1 (11) 10 The "Avoid Fate" ability cannot be used by any other creature (friendly or not) within 100 yards of you.
Villain 1 (11) 11 NF, may borrow: Counter a level N Concordant ability.
Villain 1 (11) 12 xVL number of henchmen, followers, summons, familiars

[PC2] Wizard Group Classes


Life Master1

Level KXP Wizard/Priest
123 456 789
1 0 1-- --- ---
2 1.77 2-- --- ---
3 3.54 21- --- ---
4 7 211 --- ---
5 14 221 1-- ---
6 28 222 2-- ---
7 56 333 2-- ---
8 112 333 31- ---
9 224 443 32- ---
10 448 444 431 ---
11 896 444 432 ---
12 1792 444 433 ---
13 3584 444 444 ---
14 3777 555 444 1--
15 4111 555 554 2--
16 4444 555 555 3--
17 4777 666 555 31-
18 5111 666 665 32-
19 5444 666 666 43-
20 5777 777 666 431
21 6111 777 776 432
22 6444 777 777 443
23 6777 888 777 444
24 7111 888 887 544
25 7444 888 888 554
26 7777 999 888 555
27 8111 999 998 655
28 8444 999 999 665
29 8777 AAA 999 666
30 9111 AAA AA9 766
31 9444 AAA AAA 776
32 9777 BBB AAA 777
33 10111 BBB BBB 877
34 10444 CCC BBB 887
35 10777 CCC CCC 888
36 11111 CCC CCC 999
TH Saves
PD RS PP BW Sp Fo Re Wi
+0  8  4  5  2  3  0  0  2
+0  8  4  6  3  4  0  0  3
+0  9  5  6  3  4  0  1  3
+1  9  5  6  4  4  1  1  4
+1 10  6  7  4  5  1  1  4
+1 10  6  7  5  5  2  2  5
+2 11  7  8  5  6  2  2  5
+2 11  7  9  6  6  2  2  6
+2 12  7  9  6  7  3  3  6
+3 12  8  9  6  7  3  3  7
+3 13  8 10  7  8  4  3  7
+3 13  9 10  7  8  4  4  8
+4 13  9 10  7  8  4  4  8
+4 14  9 11  8  9  5  4  9
+4 14 10 11  8  9  5  5  9
+5 14 10 11  9  9  6  5 10
+5 15 11 12  9 10  6  5 10
+5 15 11 12 10 11  6  6 11
Requisites: Str 9, Dex 12, Int 15, Wis 13, Chr 14
Alignment: any G
HD/level: d1+4
Weapon Prof.: 1+level/4
To Hit Table: Wiz
Save Table: Pri
Reference: DM {Planeshifted Death Master1}
Groups: Wizard, Priest, Alternate
 
Does not get Wis bonus to spells.
Limited spell selection: Gets access to one School and one Sphere per level. The School at level 1 must be Abjuration and the Sphere at level 1 must be Healing.
Level 1: Have their own language called "The Language of Life".
Level 1: +1 XP for each grave blessed; +2 XP for each buried body.
Level 1: +1d12 undead turned when successfully roll Turn Undead.
Level 1: Immune Unlive.
Level 1: 5% per level resistance to Necromancy spells.
Level 2: +2 XP for assisting in a child birth.
Level 4: Speak with anyone with Int > 10 at will.
Level 7: Locate Person 1/d.
Level 9: Immune to Stun, reversed healing, and any undead touch effect.
Level 11: Immune to all Energy/Stat drains.

[PC2] Wizard Group Classes


Logician17

Level KXP Wizard
123 456 789
1 0 1-- --- ---
2 2 2-- --- ---
3 14 21- --- ---
4 36 32- --- ---
5 68 421 --- ---
6 110 422 --- ---
7 162 432 1-- ---
8 224 433 2-- ---
9 296 433 21- ---
10 378 443 22- ---
11 470 444 33- ---
12 572 444 441 ---
13 684 555 442 ---
14 806 555 442 1--
15 938 555 552 1--
16 1080 555 553 21-
17 1232 555 553 32-
18 1394 555 553 321
19 1566 555 553 331
20 1748 555 554 332
21 1940 555 554 442
22 2142 555 555 443
23 2354 555 555 553
24 2576 555 555 554
25 2808 555 555 555
26 3050 666 655 555
27 3302 666 666 655
28 3564 666 666 666
29 3836 777 766 666
30 4118 777 777 766
31 4410 777 777 777
32 4712 888 877 777
33 5024 888 888 877
34 5346 888 888 888
35 5678 999 988 888
36 6020 999 999 999
TH Saves
PD RS PP BW Sp Fo Re Wi
+0  4  7  5  3  6  0  1  1
+0  4  7  5  3  7  0  1  1
+0  4  8  5  4  7  0  1  2
+1  4  8  6  4  7  1  2  2
+1  5  9  6  4  8  1  2  3
+1  5  9  7  5  8  2  3  3
+2  5 10  7  5  9  2  3  4
+2  6 10  7  6  9  2  3  4
+2  6 10  8  6  9  3  4  5
+3  6 11  8  6 10  3  4  5
+3  7 11  9  7 10  4  5  6
+3  7 12  9  7 11  4  5  6
+4  7 12  9  8 11  4  5  7
+4  7 13 10  8 11  5  6  7
+4  8 13 10  8 12  5  6  8
+5  8 13 11  9 12  6  7  8
+5  8 14 11  9 13  6  7  9
+5  9 14 11 10 13  6  7  9
Requisites: Int 18
Alignment: L*
HD/level: d0+10
Weapon Prof.: 1+level/5
To Hit Table: Wiz
Save Table: Wiz
Reference: StarTrek
Groups: Wizard
 
(spell progression may change later)
Spec. Schools: Divination, Logic (see below)
Opp. Schools: Necromancy, Wild Magic
Can cast spells from Priest Law and Priest Numbers Spheres
Level 1: +½M Action
Level 1: +1 extra Knowledge Prof/level
Level 1: All spells cost only 1M to cast
Level 1: Can "burn" 1 hp/spell level to cast extra spells
Here's some sample "Logic" spells, until a better version is added to the Collective.
Logic Spells, Level 1:
Communication: Allows communication with any creature with Int 1+
Detect Chaos: Detects all Chaotic creatures within 360'
Determine Operation of Mechanism: Can use a tech level object of less than or equal to Logician's level
Order Objects: Arrange group of small objects by some order (or) count a group of objects (or) weigh an object
Logic Spells, Level 2:
Command: As per priest spell but can use 2 words
Fast-Talking: All targets must save vs. spell at a penalty equal to double of Logician's level or believe what he is saying as true
Protection from Chaos: As per Pro.Evil but against Chaotic creatures
Logic Spells, Level 3:
Hold Monster: As per Enc/Cha spell, save at -(2*Logician's level)
Personal Illusion: Makes an exact illusion (all senses) of a creature
Logic Spells, Level 4:
Charm Lawful Creature: Target Lawful creature is charmed (no save)

[PC2] Wizard Group Classes


Loremaster3

Level KXP Wizard
Spells
1 Wiz5 +1 ML
2 10 +2 ML
3 30 +3 ML
4 60 +4 ML
5 100 +5 ML
6 150 +6 ML
7 210 +7 ML
8 280 +8 ML
9 360 +9 ML
10 450 +10 ML
11 550 +11 ML
12 660 +12 ML
13 780 +13 ML
14 910 +14 ML
15 1050 +15 ML
16 1200 +16 ML
17 1360 +17 ML
18 1530 +18 ML
19 1710 +19 ML
20 1900 +20 ML
21 2100 +21 ML
22 2310 +22 ML
23 2530 +23 ML
24 2760 +24 ML
25 3000 +25 ML
26 3250 +26 ML
27 3510 +27 ML
28 3780 +28 ML
29 4060 +29 ML
30 4350 +30 ML
31 4650 +31 ML
32 4960 +32 ML
33 5280 +33 ML
34 5610 +34 ML
35 5950 +35 ML
36 6300 +36 ML
TH Saves
PD RS PP BW Sp Fo Re Wi
+0  4  7  5  3  6  0  1  1
+1  4  7  5  3  7  0  1  1
+1  4  8  5  4  7  0  1  2
+2  4  8  6  4  7  1  2  2
+2  5  9  6  4  8  1  2  3
+3  5  9  7  5  8  2  3  3
+3  5 10  7  5  9  2  3  4
+4  6 10  7  6  9  2  3  4
+4  6 10  8  6  9  3  4  5
+5  6 11  8  6 10  3  4  5
+5  7 11  9  7 10  4  5  6
+6  7 12  9  7 11  4  5  6
+6  7 12  9  8 11  4  5  7
+7  7 13 10  8 11  5  6  7
+7  8 13 10  8 12  5  6  8
+8  8 13 11  9 12  6  7  8
+8  8 14 11  9 13  6  7  9
+9  9 14 11 10 13  6  7  9
Requisites:  
Alignment: any
HD/level: d4
Weapon Prof.: 0+level/3
To Hit Table: +level/2
Save Table: Wiz
Reference: DMG3-34
Groups: Wizard
 
No spell progression; gives "+1 memorization level to a Wizard class" per level. If you have no other Wizard classes, use Wizard3 progression with base level 0 (i.e. use your Loremaster3 level on the Wizard3 chart).
Level 1: Instant mastery: 4 ranks of a skill in which the character has no ranks
Level 2: Secret health: +3 hp
Level 2: Legend Lore | Identify Magic/Psi item | Identify Innate item | Analyze Dweomer | Identify Artifact = 40*LVL%.
Level 3: Secrets of inner strength: +1 Will saves
Level 4: Lore of true stamina: +1 Fort saves
Level 4: +1 language slot
Level 5: Secret knowledge of avoidance: +1 Reflex saves
Level 6: Weapon trick: +1 to hit
Level 7: Dodge trick: +1 AC
Level 8: Applicable knowledge: +1 feat
Level 8: +1 language slot
Level 9: Newfound arcana: +1 first level spell in any one memorization (even non-Wizard) per day
Level 10: More newfound arcana: +1 second level spell in any one memorization (even non-Wizard) per day

[PC2] Wizard Group Classes


Mage2

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

[PC2] Wizard Group Classes


Magic-User0

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

[PC2] Wizard Group Classes


Magic-User1

Level KXP Wizard
123 456 789
1 0 1-- --- ---
2 2.5 2-- --- ---
3 5 21- --- ---
4 10 32- --- ---
5 22.5 421 --- ---
6 40 422 --- ---
7 60 432 1-- ---
8 90 433 2-- ---
9 135 433 21- ---
10 250 443 22- ---
11 375 444 33- ---
12 750 444 441 ---
13 1125 555 442 ---
14 1500 555 442 1--
15 1875 555 552 1--
16 2250 555 553 21-
17 2625 555 553 32-
18 3000 555 553 321
19 3375 555 553 331
20 3750 555 554 332
21 4125 555 554 442
22 4500 555 555 443
23 4875 555 555 553
24 5250 555 555 554
25 5625 555 555 555
26 6000 666 655 555
27 6375 666 666 655
28 6750 666 666 666
29 7125 777 766 666
30 7500 777 777 766
31 7875 777 777 777
32 8250 888 877 777
33 8625 888 888 877
34 9000 888 888 888
35 9375 999 988 888
36 9750 999 999 999
TH Saves
PD RS PP BW Sp Fo Re Wi
+0  4  7  5  3  6  0  1  1
+0  4  7  5  3  7  0  1  1
+0  4  8  5  4  7  0  1  2
+1  4  8  6  4  7  1  2  2
+1  5  9  6  4  8  1  2  3
+1  5  9  7  5  8  2  3  3
+2  5 10  7  5  9  2  3  4
+2  6 10  7  6  9  2  3  4
+2  6 10  8  6  9  3  4  5
+3  6 11  8  6 10  3  4  5
+3  7 11  9  7 10  4  5  6
+3  7 12  9  7 11  4  5  6
+4  7 12  9  8 11  4  5  7
+4  7 13 10  8 11  5  6  7
+4  8 13 10  8 12  5  6  8
+5  8 13 11  9 12  6  7  8
+5  8 14 11  9 13  6  7  9
+5  9 14 11 10 13  6  7  9
Requisites: Dex 6, Int 9
Alignment: any
HD/level: d4
Weapon Prof.: 1+level/6
To Hit Table: Wiz
Save Table: Wiz
Reference: PH1-25
Groups: Wizard
 
May specialize as seen in the beginning of the [PC2] section.
Level 1: May use 1 material component effect per spell as a zero action.

[PC2] Wizard Group Classes


Magic-User30

Level KXP Wizard
123 456 789 AB
1 0 20a c-- --- --
2 6 310 bc- --- --
3 24 421 ab- --- --
4 60 532 0ac --- --
5 120 643 10b --- --
6 210 754 21a c-- --
7 336 865 320 b-- --
8 504 976 430 ac- --
9 720 A87 541 0b- --
10 990 A98 652 1a- --
11 1320 AA9 763 20c --
12 1716 AAA 874 30b --
13 2184 AAA 985 40a --
14 2730 AAA A96 510 --
15 3360 AAA AA7 621 c-
16 4080 AAA AA8 732 b-
17 4880 AAA AA9 843 a-
18 5680 AAA AAA 954 0-
19 6480 AAA AAA A65 0-
20 7280 AAA AAA A76 1-
21 8080 AAA AAA A87 1-
22 8880 AAA AAA A98 2-
23 9680 AAA AAA AA9 2-
24 10480 AAA AAA AAA 3c
25 11280 BBB BBB BBB 3b
26 12080 BBB BBB BBB 4a
27 12880 CCC CCC CCC 40
28 13680 CCC CCC CCC 50
29 14480 DDD DDD DDD 50
30 15280 DDD DDD DDD 51
31 16080 DDD DDD DDD 61
32 16880 EEE EEE EEE 61
33 17680 EEE EEE EEE 71
34 18480 FFF FFF FFF 71
35 19280 FFF FFF FFF 81
36 20080 FFF FFF FFF 82
TH Saves
PD RS PP BW Sp Fo Re Wi
+0  4  7  5  3  6  0  1  1
+0  4  7  5  3  7  0  1  1
+0  4  8  5  4  7  0  1  2
+1  4  8  6  4  7  1  2  2
+1  5  9  6  4  8  1  2  3
+1  5  9  7  5  8  2  3  3
+2  5 10  7  5  9  2  3  4
+2  6 10  7  6  9  2  3  4
+2  6 10  8  6  9  3  4  5
+3  6 11  8  6 10  3  4  5
+3  7 11  9  7 10  4  5  6
+3  7 12  9  7 11  4  5  6
+4  7 12  9  8 11  4  5  7
+4  7 13 10  8 11  5  6  7
+4  8 13 10  8 12  5  6  8
+5  8 13 11  9 12  6  7  8
+5  8 14 11  9 13  6  7  9
+5  9 14 11 10 13  6  7  9
Requisites: Dex 10, Int 20, Wis 10
Alignment: any
HD/level: d30/4
Weapon Prof.: 0+level*2
To Hit Table: Wiz(d30)
Save Table: Wiz(d30)
Reference: (wizards)
Groups: Wizard, Futureshifted
 
Gets only 1/4 of a HD per level, so you get only 1/4 your Con bonus. Best way to calculate this is (30+Con bonus)*LVL/4, round up.
Rolls 1d30 to hit and for saves. Automatically hits (succeeds) on a natural 29-30. Automatically misses on a 1.
Gets Int bonus to spell progression.
Gets free material componenting, and can do double material componenting (x3 effect in one category or x2 in two categories) if 1V is spent.
All dice in all spells is replaced by d30 (so Magic Missile is 1d30+1, wacky balls are always d30 regardless of SL, etc.)
Rolls 1d30-10 for proficiency checks.
Level N (every level): +1 school of specialization (no opposite)

[PC2] Wizard Group Classes


Magical Pool Mage

Level KXP Wizard
123 456 789 A
1 0 1-- --- --- -
2 2.25 20- --- --- -
3 4.5 21- --- --- -
4 9 320 --- --- -
5 18 421 --- --- -
6 35 431 a-- --- -
7 60 432 0b- --- -
8 95 432 1ac --- -
9 145 533 20b d-- -
10 220 543 21a ce- -
11 440 543 320 bdf -
12 660 554 321 ace -
13 880 554 322 0bd -
14 1100 554 322 1ac -
15 1320 554 422 20b -
16 1540 555 432 21a -
17 1760 555 532 210 -
18 1980 555 533 211 g
19 2200 555 543 221 f
20 2420 555 543 321 e
21 2640 555 554 321 d
22 2860 555 555 432 c
23 3080 555 555 532 b
24 3300 666 655 532 a
25 3520 666 666 642 0
26 3740 777 766 643 1
27 3960 777 777 743 1
28 4180 888 877 753 1
29 4400 888 888 853 1
30 4620 999 988 854 1
31 4840 999 999 964 2
32 5060 AAA A99 964 2
33 5280 AAA AAA A64 2
34 5500 BBB BAA A75 2
35 5720 BBB BBB B75 2
36 5940 CCC CCC C75 3
TH Saves
PD RS PP BW Sp Fo Re Wi
+0  4  7  5  3  6  0  1  1
+0  4  7  5  3  7  0  1  1
+0  4  8  5  4  7  0  1  2
+1  4  8  6  4  7  1  2  2
+1  5  9  6  4  8  1  2  3
+1  5  9  7  5  8  2  3  3
+2  5 10  7  5  9  2  3  4
+2  6 10  7  6  9  2  3  4
+2  6 10  8  6  9  3  4  5
+3  6 11  8  6 10  3  4  5
+3  7 11  9  7 10  4  5  6
+3  7 12  9  7 11  4  5  6
+4  7 12  9  8 11  4  5  7
+4  7 13 10  8 11  5  6  7
+4  8 13 10  8 12  5  6  8
+5  8 13 11  9 12  6  7  8
+5  8 14 11  9 13  6  7  9
+5  9 14 11 10 13  6  7  9
Requisites: Dex 14, Con 9, Int 18
Alignment: any
HD/level: d4
Weapon Prof.: 1+level/6
To Hit Table: Wiz
Save Table: Wiz
Reference: DM
Groups: Wizard, Mirror, Planar
 
Specialized in Magical Pools, no opposite.
Gets Int bonus to spells.
Level 1: Identify Tricks and Magical Pools by sight.
Level 1: Swimming proficiency. Free Action underwater.
Level 4: 1F: Restore the local MF by 1. (This may be done multiple times.)
Level 9 ¶: When drinking from a magical pool, roll 2 results and pick the better.
Level 9: 1F: Restore the local PF by 1. (This may be done multiple times.)
Level 12: 1F, 1/reset: Make a Magical Pool permanent, infinite charges, and it's effects no longer count against your limit of maintains.
Level 16: 1F: Restore the local TF by 1. (This may be done multiple times.)
Level 25: 1F: Restore the local LoopF by 1. (This may be done multiple times.)
   
Magical Pool spells:
Note 1: Magical Pools have CL charges, each charge being a "drink" from the pool. Each person may drink from a Magical Pool only once (using 1V action). If at least one person drinks from a pool, all of that pool's effects together count as 1 effect against your limit of maintains until the next reset. If the pool effect is permanent, after the reset you no longer need to maintain the effect. Only 1 magical pool may be created in a room each reset.
Note 2: These spells are only a start. There are likely variants to these spells, such as a high level Healing Pool. Research Points may be spent here.
Abjuration Pool (SL=1): Magical Pool. The effect (when drank) is a random SL=1d4 defensive effect from [MC1] Monster Collective, Spells.
Create Water (SL=1): Creates a non-magical pool of ordinary water.
Healing Pool (SL=1): Magical Pool. The effect (when drank) is a random SL=1d4 Priest Healing spell.
Protection Pool (SL=2): Magical Pool. The effect (when drank) is a random SL=1d4 defensive effect from [MC2] Monster Collective, Psionics.
Reflecting Pool (SL=2): Magical Pool. Acts as a scrying device. Has only 1 charge, if drank, gives a random Divination effect of SL=1d6.
Wonder (SL=2): Does the Wand of Wonder effect on one target.
Acid Pool (SL=3): Creates a non-magical pool of nasty acid (1d100 dmg, no save). Can be left behind as a (-50%) Trap. Can be created "through" someone (damaging them).
Exploding Pool (SL=3): Hits a group, does a random SL=1d6+1 Invocation effect to the group. Does not count as a Magical Pool.
Remove Trick (SL=3): Removes a Trick in the room (can be reversed to create a random Trick).
Defensive Pool (SL=4): Magical Pool. The effect (when drank) is a random SL=1d8 defensive effect from [MC1] Monster Collective, Spells.
Transport via Water (SL=4): Teleport from one body of water to another.
Remove Special (SL=5): Removes a Special in the room (can be reversed to create a random Special).
Color Pool (SL=5): Creates a temporary Color Pool (treat as a Gate spell). Does not count as a Magical Pool.
Enhance Pool (SL=6): Adds CL charges to an existing Magical Pool. The reverse will destroy a Magical Pool.
Monster Pool (SL=6): Magical pool. Each segment, 1 charge is automatically used, and a DL=1d6+4 monster appears. The monster is not a summon, but will not attack the party, and will attack the party's enemies.
Enhancement Pool (SL=7): Magical Pool. Items put into the pool (using a charge) gain a small benefit (DM will roll a random 1d1000 item XP flag, or a half-plus). These effects are permanent but each item can be enhanced only once per reset.
Disjuncting Pool (SL=8): Magical Pool. An item placed in the pool is Disjuncted, with no Artifact Destruction or Retributive Strike effect. The item will absorb N*N charges from the pool, where N is it's multiplier. If the pool has insufficient charges, the item is unaffected. Can alternatively remove a x1 Terrain Feature completely.
Escape Pool (SL=9): Magical Pool. The effect (when drank) is to Escape to a safe location (home or a safe city/town). The effect is instantaneous (no delay).
Concordant Sampler Pool (SL=10): Magical Pool. The effect (when drank) is a random CSL=1d4-1 Concordant spell.

[PC2] Wizard Group Classes


Magus1JG

Level KXP Wizard
123 456 789
1 0 1-- --- ---
2 2 2-- --- ---
3 4 21- --- ---
4 8 32- --- ---
5 16 421 --- ---
6 32 422 --- ---
7 64 432 1-- ---
8 128 433 2-- ---
9 256 433 21- ---
10 656 443 22- ---
11 1056 444 33- ---
12 1456 444 441 ---
13 1856 555 442 ---
14 2256 555 442 1--
15 2656 555 552 1--
16 3056 555 553 21-
17 3456 555 553 32-
18 3856 555 553 321
19 4256 555 553 331
20 4656 555 554 332
21 5056 555 554 442
22 5456 555 555 443
23 5856 555 555 553
24 6256 555 555 554
25 6656 555 555 555
26 7056 666 655 555
27 7456 666 666 655
28 7856 666 666 666
29 8256 777 766 666
30 8656 777 777 766
31 9056 777 777 777
32 9456 888 877 777
33 9856 888 888 877
34 10256 888 888 888
35 10656 999 988 888
36 11056 999 999 999
TH Saves
PD RS PP BW Sp Fo Re Wi
+0  4  7  5  3  6  0  1  1
+0  4  7  5  3  7  0  1  1
+0  4  8  5  4  7  0  1  2
+1  4  8  6  4  7  1  2  2
+1  5  9  6  4  8  1  2  3
+1  5  9  7  5  8  2  3  3
+2  5 10  7  5  9  2  3  4
+2  6 10  7  6  9  2  3  4
+2  6 10  8  6  9  3  4  5
+3  6 11  8  6 10  3  4  5
+3  7 11  9  7 10  4  5  6
+3  7 12  9  7 11  4  5  6
+4  7 12  9  8 11  4  5  7
+4  7 13 10  8 11  5  6  7
+4  8 13 10  8 12  5  6  8
+5  8 13 11  9 12  6  7  8
+5  8 14 11  9 13  6  7  9
+5  9 14 11 10 13  6  7  9
Requisites: Int 12
Alignment: any
HD/level: d4
Weapon Prof.: 1+level/3
To Hit Table: Wiz
Save Table: Wiz
Reference: FGE1JG
Groups: Wizard
 
Cannot specialize.
Level 12: Each level, roll an INT*2% check with no modifiers. If you make it, your familiar (if any) has it's familiar abilities of all levels (i.e. you get Level 18 and 27 abilities now).

[PC2] Wizard Group Classes


Master Wizard

Level KXP Wizard
123 456 789 A.:
1 0 20- --- --- ---
2 4 31- --- --- ---
3 8 320 --- --- ---
4 16 431 --- --- ---
5 32 432 0-- --- ---
6 64 443 1-- --- ---
7 128 543 20- --- ---
8 256 544 31- --- ---
9 512 554 320 --- ---
10 800 654 431 --- ---
11 1200 655 432 0-- ---
12 1600 665 443 1-- ---
13 2000 765 543 20- ---
14 2400 766 544 31- ---
15 2800 776 554 32- ---
16 3200 876 654 430 ---
17 3600 877 655 431 ---
18 4000 887 665 442 ---
19 4400 987 765 543 ---
20 4800 988 766 543 0--
21 5200 998 776 554 1--
22 5600 A98 876 654 2--
23 6000 A99 877 654 3--
24 6400 AA9 887 665 3--
25 6800 BA9 987 765 40-
26 7200 BAA 988 765 41-
27 7600 BBA 998 776 42-
28 8000 CBA A98 876 53-
29 8400 CBB A99 876 53-
30 8800 CCB AA9 887 54-
31 9200 DCB BA9 987 640
32 9600 DCC BAA 987 641
33 10000 DDC BBA 998 652
34 10400 EDC CBA A98 753
35 10800 EDD CBB A98 753
36 11200 EED CCB AA9 764
TH Saves
PD RS PP BW Sp Fo Re Wi
+0  0  0  0  0  0  0  0  0
+0  1  1  1  1  1  1  1  1
+0  2  2  2  2  2  2  2  2
+1  3  3  3  3  3  3  3  3
+1  3  3  3  3  3  3  3  3
+1  4  4  4  4  4  4  4  4
+2  5  5  5  5  5  5  5  5
+2  6  6  6  6  6  6  6  6
+2  6  6  6  6  6  6  6  6
+3  7  7  7  7  7  7  7  7
+3  8  8  8  8  8  8  8  8
+3  9  9  9  9  9  9  9  9
+4  9  9  9  9  9  9  9  9
+4 10 10 10 10 10 10 10 10
+4 11 11 11 11 11 11 11 11
+5 12 12 12 12 12 12 12 12
+5 12 12 12 12 12 12 12 12
+5 13 13 13 13 13 13 13 13
Requisites: Str 9, Con 9, Int 12, Wis 9, Chr 16
Alignment: any
HD/level: d4+1
Weapon Prof.: 5+level/6
To Hit Table: Wiz
Save Table: 1½xMon
Reference: DM
Groups: Wizard
 
In the spell progression, "." means SL=10+1 (level 10 plus 1 level of feats) and ":" means 10+2 (level 10 plus 2 levels of feats).
 
Get Int bonus to spell progression. Can specialize in a school; pick an opposite.
 
Every Level: This class gets a "Level:" pick from other Wizard classes. Take the XP for that Master Wizard-DM level, look it up on the other class's XP chart, and that is the level of the pick you get in the other class. See LordDM for an example.
If the other class has a level requirement, treat it as an additional 2^(L-1) KXP requirement, where L is the level needed. For example, if a class requires level 5 in another class, that would be treated as an additional 16 KXP requirement.
You may combine two (or more) picks together to get one pick, in which case you add the XP values together before referencing the other class. Again the pick cannot exceed your Master Wizard-DM level. This lets you pick from a very expensive class.
 
Level 9: Choose "Priest", "Psionicist", or "Custom". You may now use picks on classes from that group, but your picks of that group get only half the KXP.
Level 18: Choose "Priest", "Psionicist", or "Custom" with effects as per Level 9. If you choose the same group twice, your picks of that group are at full KXP instead of halving.
Level 27: Choose any group other than "Concordant" with effects as per Level 9. Choosing a group three times or choosing "Wizard" has no effect.
Level 36: Choose any group other than "Concordant" with effects as per Level 9. With this choice only, if you choose a group three times or choose "Wizard", your picks in that group are at double KXP (limited still by your Master Wizard-DM level).
 
Now to *really* confuse things, note that Master Wizard-DM can pick "Level:" abilities from it's own class, which would give it more group choices (did you follow that?).
 
If you end up with one Rogue ability, you get 10*LVL rogue points. If you end up with two, you get 20*LVL points. If you end up with three or more, you get 30*LVL points (the maximum).
 
Level 9: All other people in your group get a "256 KXP" Wizard pick, using the Master Wizard-DM rules above. (You do not get this in addition to your normal Level 9 pick). This ability cannot itself be picked.
Level 9: 0, 1/r: Lend Action (any type)
Level 9: Gets Chr bonus to spells in addition to Int bonus.
Level 18: All other people in your group get a "3600 KXP" Wizard pick, using the Master Wizard-DM rules above. (You do not get this in addition to your normal Level 18 pick). This ability cannot itself be picked.
Level 18: Free wild talent in one of the following psi frequencies: -12L/T, -9, -6 (any), 6 (any), 10, 11W, 12L/T, 18, 19 (any)
Level 18: 1F, 1/reset: Choose a (willing) ally. You can see/speak/hear through that ally's eyes. At double action cost, you may use your abiltiies through that person (e.g. you can cast a material componented spell through him with 2M+2V). When you use an action through him, he cannot use actions of the same type that segment.

[PC2] Wizard Group Classes


Mastermind5

Level KXP Wizard
123 456 789 AB
1 0 --½ --- --- --
2 3.125 --1 --- --- --
3 6.25 --1 ½-- --- --
4 12.5 -½2 1-- --- --
5 25 -12 1½- --- --
6 50 ½23 21- --- --
7 100 123 21½ --- --
8 200 123 321 --- --
9 400 234 321 ½-- --
10 700 334 432 1-- --
11 1100 444 432 1½- --
12 1500 544 432 21- --
13 1900 554 432 21½ --
14 2300 555 432 221 --
15 2700 555 433 221 --
16 3100 555 433 321 --
17 3500 555 433 322 --
18 3900 555 433 332 ½-
19 4300 555 443 332 ½-
20 4700 555 444 332 ½-
21 5100 555 444 432 ½-
22 5500 555 544 432 1-
23 5900 555 554 432 1-
24 6300 555 555 432 1-
25 6700 555 555 432 2-
26 7100 555 555 433 2-
27 7500 555 555 443 2½
28 7900 555 555 543 2½
29 8300 555 555 543 3½
30 8700 555 555 544 3½
31 9100 555 555 554 3½
32 9500 555 555 554 41
33 9900 555 555 555 41
34 10300 555 555 555 42
35 10700 555 555 555 43
36 11100 555 555 555 44
TH Saves
PD RS PP BW Sp Fo Re Wi
+0  4  7  5  3  6  0  1  1
+0  4  7  5  3  7  0  1  1
+0  4  8  5  4  7  0  1  2
+1  4  8  6  4  7  1  2  2
+1  5  9  6  4  8  1  2  3
+1  5  9  7  5  8  2  3  3
+2  5 10  7  5  9  2  3  4
+2  6 10  7  6  9  2  3  4
+2  6 10  8  6  9  3  4  5
+3  6 11  8  6 10  3  4  5
+3  7 11  9  7 10  4  5  6
+3  7 12  9  7 11  4  5  6
+4  7 12  9  8 11  4  5  7
+4  7 13 10  8 11  5  6  7
+4  8 13 10  8 12  5  6  8
+5  8 13 11  9 12  6  7  8
+5  8 14 11  9 13  6  7  9
+5  9 14 11 10 13  6  7  9
Requisites: Int 17
Alignment: any
HD/level: d2
Weapon Prof.: 1+level/6
To Hit Table: Wiz
Save Table: Wiz
Reference: DM
Groups: Wizard
 
Specializes in a school; you do not pick an opposite.
Each level, get one "5th edition" pick from the choices below.
 
Levels Pick Description
Level 1-3: A +LVL nonweapon proficiencies
B +LVL AC
C +LVL*2 stat points for purposes of qualifying for classes
D Can trade nonweapon <-> weapon proficiencies 1 per 1
E +1 specialty school
Level 4: Pick any Wizard5 class level 1-3
Level 5-7: F +LVL-4 kits
G Can have 2 groups of the same summon
H Can have 2 of the same familiar using only 1 familiar slot
I +LVL saves
J Can convert 3M -> 1 OppM
Level 8: Pick any Wizard5 class level 5-7
Level 9-12: K
L Can have 3 groups of the same summon
M Can have 3 of the same familiar using only 1 familiar slot
N 0, 1/d: Immune to one [C] section effect for this day
O
Level 13: Pick any Wizard5 class level 9-12
Level 14-18: P
Q
R
S
T
Level 18: Pick any Wizard5 class level 14-18
Level 20-26: U
V
W
X
Y
Level 27-36: Pick any Wizard5 class level 20-26

[PC2] Wizard Group Classes


Meat Head

Level KXP Wizard
123 456 789 ABC
1 0 0b- --- --- ---
2 9 00c --- --- ---
3 18 000 d-- --- ---
4 36 000 0e- --- ---
5 72 000 00f --- ---
6 144 000 000 g-- ---
7 288 000 000 0h- ---
8 576 111 111 1f- ---
9 1000 111 111 10i ---
10 1450 111 111 100 j--
11 1900 222 222 211 h--
12 2350 222 222 211 0k-
13 2800 333 333 322 1i-
14 3250 444 444 433 2g-
15 3700 444 444 433 20l
16 4150 555 555 544 31j
17 4600 666 666 655 42h
18 5050 666 666 655 420
19 5500 777 777 766 531
20 5950 777 777 777 652
21 6400 777 777 777 763
22 6850 777 777 777 774
23 7300 777 777 777 775
24 7750 777 777 777 776
25 8200 777 777 777 777
26 8650 877 777 777 777
27 9100 887 777 777 777
28 9550 888 777 777 777
29 10000 888 877 777 777
30 10450 888 887 777 777
31 10900 888 888 777 777
32 11350 888 888 877 777
33 11800 888 888 887 777
34 12250 888 888 888 777
35 12700 888 888 888 877
36 13150 888 888 888 887
TH Saves
PD RS PP BW Sp Fo Re Wi
& +0  8  7  5  3  6  0  1  2
& +1  8  7  6  3  7  0  1  3
& +1  9  8  6  4  7  0  1  3
& +2  9  8  6  4  7  1  2  4
& +3 10  9  7  4  8  1  2  4
& +3 10  9  7  5  8  2  3  5
& +4 11 10  8  5  9  2  3  5
& +5 11 10  9  6  9  2  3  6
& +5 12 10  9  6  9  3  4  6
& +6 12 11  9  6 10  3  4  7
& +7 13 11 10  7 10  4  5  7
& +7 13 12 10  7 11  4  5  8
& +8 13 12 10  8 11  4  5  8
& +9 14 13 11  8 11  5  6  9
& +9 14 13 11  8 12  5  6  9
& +10 14 13 11  9 12  6  7 10
& +11 15 14 12  9 13  6  7 10
& +11 15 14 12 10 13  6  7 11
Requisites: Int 30, Class Slots 3
Alignment: any
HD/level: d5
Weapon Prof.: & 2+level/3
To Hit Table: & Wiz
Save Table: 2xWiz
Reference: DM
Groups: Wizard, Alternate
 
This class may multi-class (or dual-class) with the other Meat classes, the combined two classes are only 4 class slots (total).
You get your (Int bonus)*LVL for bonus number of SL's in progression. For example, if you are level 6, have Ultra Bar Int, with an Int of 30, you would have 32*6 = 192 bonus SL's. If you spent all of it on SL=7 spells, you would have 192/7 = 27 bonus 7th's. Since you start with "g" (-7) 7th's, you actually get 27-7 = 20 of them.
Level 1: Sustain Int
Level 1: When casting (or choosing to channel) a spell, you may spend N spells of that SL to get N times the effect, with a maximum multiplier of LVL. Halve the N in cost if you are specialized in the school.
Level N (every level): +1 instance of Exc Int for this class. This is not optional, you must take this, even if your Int bonus would go down. Bonuses for Int levels are in the table below. Your number of Nonweapon proficiencies is (Int score)*((# Exc Int instances)+2)/2.
 
# Name Bonus Int 20 Int 30 Int 40 Int 50 Int 60 Int 70 Int 80 Int 90 Int 100
1 Exc (Int-12) +8 +18 +28 +38 +48 +58 +68 +78 +88
2 Bar (Int-14)*2 +12 +32 +52 +72 +92 +112 +132 +152 +172
3 Extra Bar (Int-16)*5/2 +10 +35 +60 +85 +110 +135 +160 +185 +210
4 Super Bar (Int-18)*3 +6 +36 +66 +96 +126 +156 +186 +216 +246
5 Mega Bar (Int-20)*7/2 +0 +35 +70 +105 +140 +175 +210 +245 +280
6 Ultra Bar (Int-22)*4 -8 +32 +72 +112 +152 +192 +232 +272 +312
7 Ancillary Bar (Int-24)*9/2 -18 +27 +72 +117 +162 +207 +252 +297 +342
8 Massive Bar (Int-26)*5 -30 +20 +70 +120 +170 +220 +270 +320 +370
9 Giga Bar (Int-28)*11/2 -44 +11 +66 +121 +176 +231 +286 +341 +396
10 Extreme Bar (Int-30)*6 -60 +0 +60 +120 +180 +240 +300 +360 +420
11 Tera Bar (Int-32)*13/2 -78 -13 +52 +117 +182 +247 +312 +377 +442
12 Utmost Bar (Int-34)*7 -98 -28 +42 +112 +182 +252 +322 +392 +462
13 Excessive Bar (Int-36)*15/2 -120 -45 +30 +105 +180 +255 +330 +405 +480
14 Exorbitant Bar (Int-38)*8 -144 -64 +16 +96 +176 +256 +336 +416 +496
15 Outlandish Bar (Int-40)*17/2 -170 -85 +0 +85 +170 +255 +340 +425 +510
16 Ultimate Bar (Int-42)*9 -198 -108 -18 +72 +162 +252 +342 +432 +522
17 Inordinate Bar (Int-44)*19/2 -228 -133 -38 +57 +152 +247 +342 +437 +532
18 Uber Bar (Int-46)*10 -260 -160 -60 +40 +140 +240 +340 +440 +540
+ ? (Int-N*2-10)*(N/2+1)

[PC2] Wizard Group Classes


Mega-Channeler

Level KXP
Spells
1 0 (none)
2 25 (none)
3 50 (none)
4 100 (none)
5 200 (none)
6 400 (none)
7 800 (none)
8 1600 (none)
9 3200 (none)
10 4000 (none)
11 4800 (none)
12 5600 (none)
13 6400 (none)
14 7200 (none)
15 8000 (none)
16 8800 (none)
17 9600 (none)
18 10400 (none)
19 11200 (none)
20 12000 (none)
21 12800 (none)
22 13600 (none)
23 14400 (none)
24 15200 (none)
25 16000 (none)
26 16800 (none)
27 17600 (none)
28 18400 (none)
29 19200 (none)
30 20000 (none)
31 20800 (none)
32 21600 (none)
33 22400 (none)
34 23200 (none)
35 24000 (none)
36 24800 (none)
TH Saves
PD RS PP BW Sp Fo Re Wi
+0  4  7  5  3  6  0  1  1
+0  4  8  5  4  7  0  1  2
+0  4  8  6  4  7  1  2  2
+1  5  9  7  5  8  2  3  3
+1  5 10  7  5  9  2  3  4
+1  6 10  8  6  9  3  4  5
+2  6 11  8  6 10  3  4  5
+2  7 12  9  7 11  4  5  6
+2  7 12  9  8 11  4  5  7
+3  8 13 10  8 12  5  6  8
+3  8 13 11  9 12  6  7  8
+3  9 14 11 10 13  6  7  9
+4  9 14 12 10 13  7  8 10
+4 10 15 13 11 14  8  9 11
+4 10 15 13 11 15  8  9 11
+5 11 16 13 12 15  9 10 12
+5 11 16 14 12 15  9 10 13
+5 12 16 14 13 16 10 11 14
Requisites: Str 9, Dex 20, Int 20
Alignment: any
HD/level: 2dLVL
Weapon Prof.: 1+level/9
To Hit Table: Wiz
Save Table: 1½xWiz
Reference: DM
Groups: Wizard
 
This is a normal Mage using [P4.9] Channeling, except you do not have to pick which spells you have memorized until you cast them.
Level 9: 1M, 1/t: Mental Fury: Cast 1 instance of each spell you have all at the same time.
Level 18: 1M, 1/t: Step Out of It: Cast any number of instances of 1 spell you have all at the same time. You must select targets for all your effects before you resolve any of them (the effect isn't "deep" in any way). After the effect resolves, you lose that spell from your memorization until next reset, and you suffer 1 damage for each instance you cast.

[PC2] Wizard Group Classes


Mentaler0

Level KXP Wizard
123 456 789
1 0 1-- --- ---
2 2.5 2-- --- ---
3 5 21- --- ---
4 10 22- --- ---
5 20 221 --- ---
6 40 222 --- ---
7 80 322 1-- ---
8 150 332 2-- ---
9 300 333 21- ---
10 450 333 32- ---
11 600 433 321 ---
12 750 444 321 ---
13 900 444 322 ---
14 1050 444 432 ---
15 1200 544 432 1--
16 1350 555 432 2--
17 1500 655 443 2--
18 1650 655 443 21-
19 1800 655 543 22-
20 1950 655 544 32-
21 2100 655 544 321
22 2250 665 554 322
23 2400 666 654 332
24 2550 776 655 432
25 2700 776 655 443
26 2850 777 665 543
27 3000 777 665 554
28 3150 887 666 654
29 3300 887 776 655
30 3450 888 777 665
31 3600 888 777 766
32 3750 988 887 776
33 3900 999 888 777
34 4050 999 988 887
35 4200 999 999 888
36 4350 999 999 999
TH Saves
PD RS PP BW Sp Fo Re Wi
+1  5  4  5  2  3  0  1  1
+1  5  4  5  3  3  0  1  1
+1  5  4  5  3  4  0  1  2
+1  5  5  5  3  4  1  2  2
+2  6  5  5  3  4  1  2  3
+3  7  6  7  4  6  2  3  3
+3  7  6  7  5  6  2  3  4
+3  7  7  7  5  6  2  3  4
+3  7  7  7  5  7  3  4  5
+4  8  7  7  5  7  3  4  5
+5  9  8  9  6  9  4  5  6
+5  9  8  9  7  9  4  5  6
+5  9  9  9  7  9  4  5  7
+5 10  9  9  7  9  5  6  7
+6 10  9 10  7  9  5  6  8
+7 11 10 11  8 12  6  7  8
+7 11 10 11  9 12  6  7  9
+7 11 11 11  9 12  6  7  9
Requisites: Int 15, Dex 14
Alignment: any
HD/level: d4
Weapon Prof.: 2+level/3
To Hit Table: M-U0
Save Table: M-U0
Reference: DM
Groups: Wizard
 
Hold M actions. You may convert 2M -> 1QM.
Level 3: +1M action (total +1)
Level 6: +1M action (total +2)
Level 9: +1M action (total +3)
Level 12: +1M action (total +4)
Level 15: +1M action (total +5)
Level 18: +1M action (total +6)
Level 21: +1M action (total +7)
Level 24: +1M action (total +8)
Level 27: +1M action (total +9)

[PC2] Wizard Group Classes


Minion (Arch-Henchman)

Level KXP Hench./Acc.
123 45 [1]
1 0 1-- -- [-]
2 7.5 2-- -- [-]
3 15 21- -- [-]
4 30 31- -- [-]
5 60 32- -- [-]
6 120 321 -- [-]
7 240 421 -- [-]
8 480 431 -- [-]
9 960 431 1- [-]
10 1560 432 1- [-]
11 2160 542 1- [-]
12 2760 542 21 [-]
13 3360 543 21 [-]
14 3960 543 22 [-]
15 4560 543 32 [-]
16 5160 543 33 [-]
17 5760 544 33 [-]
18 6360 544 43 [-]
19 6960 544 44 [-]
20 7560 554 44 [-]
21 8160 555 44 [-]
22 8760 555 54 [-]
23 9360 555 55 [-]
24 9960 655 55 [-]
25 10560 665 55 [1]
26 11160 666 55 [1]
27 11760 666 65 [2]
28 12360 666 66 [2]
29 12960 766 66 [3]
30 13560 776 66 [3]
31 14160 777 66 [4]
32 14760 777 76 [4]
33 15360 777 77 [5]
34 15960 877 77 [5]
35 16560 887 77 [6]
36 17160 888 77 [6]
TH Saves
PD RS PP BW Sp Fo Re Wi
+5  1  1  1  1  1  1  1  1
+6  2  2  2  2  2  2  2  2
+7  3  3  3  3  3  3  3  3
+8  4  4  4  4  4  4  4  4
+9  5  5  5  5  5  5  5  5
+10  6  6  6  6  6  6  6  6
+11  7  7  7  7  7  7  7  7
+12  8  8  8  8  8  8  8  8
+13  9  9  9  9  9  9  9  9
+14 10 10 10 10 10 10 10 10
+15 11 11 11 11 11 11 11 11
+16 12 12 12 12 12 12 12 12
+17 13 13 13 13 13 13 13 13
+18 14 14 14 14 14 14 14 14
+19 15 15 15 15 15 15 15 15
+20 16 16 16 16 16 16 16 16
+21 17 17 17 17 17 17 17 17
+22 18 18 18 18 18 18 18 18
Requisites: Str 16, Dex 19, Int 25, Logic 7; Class slots 3
Alignment: any E
HD/level: 2d13 (no Con bonus)
Weapon Prof.: 6+level
To Hit Table: 4+level
Save Table: 2xMon
Reference: DM {Reduced Villain/Anti-Hero}
Groups: Wizard, Rogue, Concordant (x1)
 
Does not get any Con bonus at all on it's Hit Dice, and Con bonuses cannot be bought for this class in any way.
Can cast Henchman or Accomplice spells.
Gets Exc Str, Dex, and Int.
Can weapon specialize and uses the "Ranger" line for number of attacks.
Gets 80 Rogue points per level. Gets an "Any Rogue" pick each level.
Level 25: Can cast Villain or Anti-Hero spells. Your CCL is your (CL-23)/2.

[PC2] Wizard Group Classes


Minion (Arch-Henchman) Spells

Class Level # Spell
Henchman 1 1 1P, 1/d: Create a MINIATURE GIANT ROBOT, a DL (CL+3)/2 Golem or Technological monster (treat as a summon)
Henchman 1 2 0, 1/d: You MYSTERIOUSLY ESCAPE (even past all barriers) from enemies, one of the enemies must be a Hero or Sidekick.
Henchman 1 3 1M: Monster Summoning (CL+1)/2
Henchman 1 4 You adjust all BlahR by -5*level%
Henchman 1 5 +10% XP in Henchman, if this is your only class (if you are single classed and getting x2 XP, you'll get x2.1 XP now)
Henchman 1 6 You ignore one level of Resist Elements on other people (Immune -> Double Resist, Double Resist -> Resist, Resist -> nothing)
Henchman 1 7 You ignore one level of Resist Hold/Stun/Para. on other people
Henchman 1 8 You ignore one level of Resist Action/Memory/Other Stealing on other people
Henchman 1 9 1V, 1/r: Choose one creature. He cannot use any V actions on his next segment.
Henchman 1 10 1bM: Counter an Avoid Fate or Energy Control (Psi1/Psi2)
Henchman 1 11 1bF: Counter a counterspell effect.
Henchman 1 12 You can have two summons (same group).
Accomplice 1 13 10*CL% iaIR
Accomplice 1 14 +10% XP in Accomplice, if this is your only class (if you are single classed and getting x2 XP, you'll get x2.1 XP now)
Accomplice 1 15 1M: LVLd6 dmg, E=1 element, one target, no save
Accomplice 1 16 1M: Target is paralyzed (PPD save)
Accomplice 1 17 1M: Steal an action or memory (Will save)
Accomplice 1 18 +CL/2 QV actions
Accomplice 1 19 +LVL SL's in one spell progression (Wizard or Priest)
Accomplice 1 20 +2 CL with psionics
Accomplice 1 21 +1 Str, Dex, Con, Int, Wis, and Chr
Henchman 2 1 1V: Twist (Remove an effect on a person)
Henchman 2 2 1P, 1/d: Slay someone with the Sidekick class (PPD save)
Henchman 2 3 1M, 1/d: Contact Other Plane, Ask the Local Lord a question, or reverse Tempus Lawfulness
Henchman 2 4 1M, 1/r: Causeall one target.
Henchman 2 5 Pick a psionic power you have. +1M a round only for that psionic power, and it requires 2 saves to avoid.
Henchman 2 6 Pick a spell you have. It is "material componented" for range for free, and it requires 2 saves to avoid.
Henchman 2 7 All your innate abilities can be used one extra time per day (e.g. 3/d becomes 4/d). Your Innates require 2 saves to avoid.
Henchman 2 8 +1 minor in a psionic progression you have.
Henchman 2 9 1P, 1/r: Choose one creature. He cannot use any P actions on his next segment.
Henchman 2 10 1M, #bM, only on your segment: Dispel # effects on one target (max #=LVL, you can borrow a lot here)
Henchman 2 11 1F, 1/d: Lower the "Time Reality Stability" ability on another person (PP save)
Henchman 2 12 May wear two suits of armor, your AT sources fully stack
Accomplice 2 13 10*CL% iaMR
Accomplice 2 14 1M, 2/d: Causeall
Accomplice 2 15 +CL/3 QP actions
Accomplice 2 16 Pick a psionic power you have. It does not give a saving throw.
Accomplice 2 17 1M: Remove one Resist to something (no save, use ER)
Accomplice 2 18 10*CL% ER
Accomplice 2 19 0, 3/d: Counter a counterspell
Accomplice 2 20 0, 2/r: Force an extra saving throw an effect (doesn't have to be your effect; choose the worst)
Accomplice 2 21 0, 2/r: Force an extra to hit roll on someone is attacking (choose the worst)
Henchman 3 1 You can have three summons (same group).
Henchman 3 2 You can have one familiar. This spell does the "Find Familiar" effect when you take it.
Henchman 3 3 1M: Fascinate a group (Will save)
Henchman 3 4 0, 1/t: Counter a chosen die roll (they have to roll it now) or rerolled die roll
Henchman 3 5 1M, 1/d: Set (reverse Reset) one target.
Henchman 3 6 You ignore one level of Resist Elements and Eelements on other people (stacks with the lower level version of this)
Henchman 3 7 1M, 1/r: Dispel a Haste effect. New Haste effects cannot be used in the room (this counts as a x1 Special).
Henchman 3 8 1M, 1/d: Segment 10 will not occur this round (beings with Time/Reality Stability can ignore this effect).
Henchman 3 9 1M, 1/r: Choose one creature. He cannot use any M actions on his next segment.
Henchman 3 10 1M: Drop an Anti-Magic Shell, Anti-Psionic Shell, or Anti-Innate Shell
Henchman 3 11 Anti-Sidekick shell SL 0-3 (Sidekick effects of SL 0-3 cannot be used within 20'r)
Henchman 3 12 1F, 1/d: Multiply an effect you do by x1+LVL/10.
Accomplice 3 13 10*CL% iaPR
Accomplice 3 14 +1 per damage die on your physical attacks; Enemies get --1 to hit you
Accomplice 3 15 0, 2/d: Set one target (Fort save, if they make it their hit points halve)
Accomplice 3 16 1M: LVLd12 dmg, E=3 element, one target, no save
Accomplice 3 17 0, 2/d: Incurse one target (Will save, if they make it they lose 3M actions)
Accomplice 3 18 +CL/4 QM actions
Accomplice 3 19 1M: Sporacle a group (a random [C] section effect)
Accomplice 3 20 1V: Lend a V action to someone
Henchman 4 1 5F, Marry the SIDEKICK'S SWEETHEART: The Sidekick in question is Pixelated.
Henchman 4 2 You can't be targetted until your summons are destroyed.
Henchman 4 3 1M: But wait, the other Henchman over there FORGOT ONE SMALL THING and he is Crapped and Slain. (save for each)
Henchman 4 4 Pick a spell you have. It costs ½M to use.
Henchman 4 5 Pick a psionic power you have. It costs ½M to use.
Henchman 4 6 Pick an innate ability you have. It costs ½M to use.
Henchman 4 7 1M, 1/d: Segments 9 and 10 will not occur this round (beings with Time/Reality Stability can ignore this effect).
Henchman 4 8 +1 Opposing action. (Remember you can translate 1Opp -> 1F, so this still does something even if Opposings aren't available)
Henchman 4 9 1F, 1/s: Choose one creature. He cannot use any F or S actions on his next segment.
Henchman 4 10 1bM: Counter a Limited Wish, Alter Reality, or Miracle 0-7
Henchman 4 11 -1 actions of all types to everyone in the room (x1 Special)
Henchman 4 12 1F, 1/d: +1 to your multiplier for 1 round
Accomplice 4 13 Pick a spell you have. It costs half the number of actions it normally requires.
Accomplice 4 14 Pick a psionic power you have. It costs half the number of actions it normally requires.
Accomplice 4 15 +1 to number of segments per round (i.e. you get a segment 11)]
Accomplice 4 16 +1 Opp action (remember you can trade 1Opp -> 1F, if Opposing actions aren't useful for you)
Henchman 5 1 You have AN EVEN BIGGER BOSS THAN YOU, which is any same-aligned god, you Automatic Divine Intervention 1/d.
Henchman 5 2 You have a MOST ANNOYING CONSULTANT, you can "take back" an action once per round and try something else.
Henchman 5 3 10F, tell an enemy Sidekick your MASTER PLAN: Components of your Master Plan is affected by a X4 Grand (x2 effect)
Henchman 5 4 You see the ERROR OF YOUR WAYS, drop Henchman class (and can never return), gain Sidekick with x1.5 your Sidekick XP.
Henchman 5 5 1M: You ONE-UP a MYTH and LIE THROUGH YOUR TEETH, all Myth abilities in your group do not function for 1t.
Henchman 5 6 1F: Charm or Dominate target x0 or x1 creature (save)
Henchman 5 7 You adjust all AllR by -5*level% (this stacks with the lower level version of this)
Henchman 5 8 1V, 1/d: Ignore an Immunity to something.
Henchman 5 9 0, 1/r: Choose one creature. He cannot use Zero or Opposing actions this segment.
Henchman 5 10 1M: All x1 and lower effects on one target are dispelled.
Henchman 5 11 Lockdown X actions continuous in your group
Henchman 5 12 1V, LVL/d: You ignore one level of Resist to something
Accomplice 5 13 10*CL% aER
Accomplice 5 14 +CL/5 Q0 actions
Accomplice 5 15 Pick an action type. You are immune to actions of that type being locked down.
Villain CSL 1 (11) 1 1/d: Create a GIANT ROBOT (a DL 10 Golem, you may make requests but exact statistics are determined by the DM).
Villain CSL 1 (11) 2 1/r: You MYSTERIOUSLY ESCAPE (even past all barriers) from enemies, one of the enemies must be a Hero.
Villain CSL 1 (11) 3 You have an ANNOYING HENCHMAN of half your Villain Level who always ESCAPES and causes trouble for the enemy.
Villain CSL 1 (11) 4 You adjust all irreducible BlahR by -5*level% and all reducible BlahR to 0%.
Villain CSL 1 (11) 5 +10% XP in all your non-Concordant classes.
Villain CSL 1 (11) 6 You ignore other people's Immunity to Inner Elements (unless it comes from a x3 or greater source)
Villain CSL 1 (11) 7 You ignore other people's Immunity to Hold/Stun/Para (unless it comes from a x3 or greater source)
Villain CSL 1 (11) 8 You ignore other people's Immunity to Action/Memory/Other Stealing (unless it comes from a x3 or greater source)
Villain CSL 1 (11) 9 0, 1/s: Choose one creature. He cannot use any V actions on his next segment.
Villain CSL 1 (11) 10 The "Avoid Fate" ability cannot be used by any other creature (friendly or not) within 100 yards of you.
Villain CSL 1 (11) 11 NF, may borrow: Counter a level N Concordant ability.
Villain CSL 1 (11) 12 xVL number of henchmen, followers, summons, familiars
Anti-Hero CSL 1 (11) 13 10*CCL% uWR (unadjustable WR, does shift, can't be lowered/halved)
Anti-Hero CSL 1 (11) 14 1M: LVLd60 dmg, E=CCL element, one target (no save, use XR to resist)
Anti-Hero CSL 1 (11) 15 1M: Target is Capital P Paralyzed (no save, use XR to resist)
Anti-Hero CSL 1 (11) 16 1M: Capital E Extract, or steal actions of one type (no save, use XR to resist)
Anti-Hero CSL 1 (11) 17 +1 QX action
Anti-Hero CSL 1 (11) 18 +CCL to Str, Dex, Con, Int, Wis, Chr, Cml, Luck
Anti-Hero CSL 1 (11) 19 1M: Target takes an Ego Domination attack with Ego=20*CCL (if he fails he is Dominated by you)
Anti-Hero CSL 1 (11) 20 Duplicate a Level: ability of a non-Concordant class
Anti-Hero CSL 1 (11) 21 Free wild talent in Psi81, PSPs=40*CCL, use ML=9+CCL in the Psi81 class.

[PC2] Wizard Group Classes


Myrmecologist

Level KXP Wizard
123 456 789
1 0 1-- --- ---
2 2.5 2½- --- ---
3 5 21- --- ---
4 10 32½ --- ---
5 20 421 --- ---
6 40 422 ½-- ---
7 60 432 1-- ---
8 90 433 2½- ---
9 135 433 21- ---
10 250 443 22- ---
11 375 444 33½ ---
12 750 444 441 ---
13 1125 555 442 ½--
14 1500 555 442 1--
15 1875 555 552 1½-
16 2250 555 553 21-
17 2625 555 553 32½
18 3000 555 553 321
19 3375 555 553 331
20 3750 555 554 332
21 4125 555 554 442
22 4500 555 555 443
23 4875 555 555 553
24 5250 555 555 554
25 5625 555 555 555
26 6000 666 655 555
27 6375 666 666 655
28 6750 666 666 666
29 7125 777 766 666
30 7500 777 777 766
31 7875 777 777 777
32 8250 888 877 777
33 8625 888 888 877
34 9000 888 888 888
35 9375 999 988 888
36 9750 999 999 999
TH Saves
PD RS PP BW Sp Fo Re Wi
+0  4  7  5  3  6  0  1  1
+0  4  7  5  3  7  0  1  1
+0  4  8  5  4  7  0  1  2
+1  4  8  6  4  7  1  2  2
+1  5  9  6  4  8  1  2  3
+1  5  9  7  5  8  2  3  3
+2  5 10  7  5  9  2  3  4
+2  6 10  7  6  9  2  3  4
+2  6 10  8  6  9  3  4  5
+3  6 11  8  6 10  3  4  5
+3  7 11  9  7 10  4  5  6
+3  7 12  9  7 11  4  5  6
+4  7 12  9  8 11  4  5  7
+4  7 13 10  8 11  5  6  7
+4  8 13 10  8 12  5  6  8
+5  8 13 11  9 12  6  7  8
+5  8 14 11  9 13  6  7  9
+5  9 14 11 10 13  6  7  9
Requisites: Str 7, Dex 5, Con 6, Int 9
Alignment: L any
HD/level: d6
Weapon Prof.: 3+level/5
To Hit Table: Wiz
Save Table: Wiz
Reference: DM
Groups: Wizard
 
Myrmecologist:
Specialized and School Robed (-1 SL) in Myrmecology (Ants).
Level 1: May use 1 material component effect per spell as a zero action.
Level 1: +1+(LVL/3) summon slots, only for Ants, Formians, or Myr.
Level 4: +1 Familiar, Animal Companion, or Beast Rider Mount slot in Giant Ant. (Level 1: +1 Str; Level 9: x2 PSPs for Psi2; Level 18: 1F: Heal.)
Level 8: You are considered a WereAnt and may polymorph yourself into a Giant Ant for 1V action. You have 6 limbs (the 2 extra limbs can be considered either arms or legs).
Myrmecology Spells:
Ant Doom N (SL=N): Creeping Doom of Ants, (1d4+6)*(SL^3) dmg
Ant Shield N (SL=N): Damaging shield of type Ant (Insect), SL*25%
Fire Ant N (SL=N): Deals CLd(SL*2) Fiery Insect dmg (no save) plus Blindness (Reflex save) to a group
Summon Ant N (SL=N): Summon a DL=SL+1 Giant Winged Ant or (11-SL)^2 DL=SL Giant Ants (type Insect)
Summon Formian N (SL=N): Summon a DL=SL Formian (type Outer from Arcadia/Nirvana). They count as Ants for other spells.
Summon Myr N (SL=N): Summon a DL=SL Myr (type Golem from MTG). These do not count as Ants. See list below.
Wall of Ants (SL=N): Creates a Wall of Ants, anyone passing through takes (SL*2)d(SL*2) dmg.
Ant (SL=0): Summons a normal DL 0 Ant.
Speak with Ants (SL=1): You can speak with Ants and ask them questions, which they will give reasonable answers to.
Army Ants (SL=3): Earthquake (as spell)
Construction (SL=3): Your Ant summons can build a large building/structure or tunnel in a short amount of time. Every DL of Ants is 1 Hull point per S action they have.
Polymorph into Ant (SL=3): Polymorphs target into a (normal) Ant (PP save)
Carrion Ants (SL=4): Add +1 DL to your Ant summons (can repeat this spell up to DL X)
Saber Ants (SL=4): Whenever one of your Ant summons is killed by damage, get another Ant to replace it.
Yavimaya Ants (SL=4): Your Ant summons have haste.
Queen Ant (SL=6): Summons a DL VI Queen Ant. It adds a DL I Ant every segment to it's summon group (up to a max of 100).
Giant Ant Colony (SL=9): Summons a Fuckton (1000000) of DL I Giant Ants. They are in 100 groups of Plenty (10000) Giant Ants, but all together it counts as only one summon slot.
Giant Ant Empire (SL=10): Summons CL Fucktons (CL*1000000) of DL II Giant Flying Ants. They are in CL*100 groups of Plenty (10000) Giant Flying Ants, but all together it counts as only one summon slot. Alternatively, you can have a single group of 1 Metric Fuckton (100000000) of DL III Giant Flying Saber Ants.
(More spells will be added if this class is actively being played.)
Myr Types (for reference; this doesn't count monster templates):
DL=1: Myr Mindservant, Myr Moonvessel, Myr Servitor; DL=2: Alpha Myr, Copper Myr, Coretapper, Gold Myr, Iron Myr, Leaden Myr, Myr Retriever, Omega Myr, Silver Myr; DL=3: Myr Adapter, Myr Landshaper, Suntouched Myr; DL=4: Lodestone Myr, Myr Quadropod, Sarcomite Myr; DL=5: Myr Prototype; DL=7: Myr Enforcer

[PC2] Wizard Group Classes


Necromancer1JG

Level KXP Wizard
123 456 7
1 0 1-- --- -
2 1.8 2-- --- -
3 3.6 21- --- -
4 7.2 32- --- -
5 14.4 421 --- -
6 28.8 431 --- -
7 57.6 432 --- -
8 115.2 432 1-- -
9 230.4 533 2-- -
10 590.4 543 21- -
11 950.4 543 32- -
12 1310.4 554 321 -
13 1670.4 554 322 -
14 2030.4 554 322 1
15 2390.4 554 422 2
16 2750.4 555 432 2
17 3110.4 555 532 2
18 3470.4 555 533 2
19 3830.4 555 543 2
20 4190.4 555 543 3
21 4550.4 555 554 3
22 4910.4 555 555 4
23 5270.4 555 555 5
24 5630.4 666 655 5
25 5990.4 666 666 6
26 6350.4 777 766 6
27 6710.4 777 777 7
28 7070.4 888 877 7
29 7430.4 888 888 8
30 7790.4 999 988 8
31 8150.4 999 999 9
32 8510.4 AAA A99 9
33 8870.4 AAA AAA A
34 9230.4 BBB BAA A
35 9590.4 BBB BBB B
36 9950.4 CCC CCC C
TH Saves
PD RS PP BW Sp Fo Re Wi
+0  8  4  5  2  3  0  0  2
+0  8  4  6  3  4  0  0  3
+0  9  5  6  3  4  0  1  3
+1  9  5  6  4  4  1  1  4
+1 10  6  7  4  5  1  1  4
+1 10  6  7  5  5  2  2  5
+2 11  7  8  5  6  2  2  5
+2 11  7  9  6  6  2  2  6
+2 12  7  9  6  7  3  3  6
+3 12  8  9  6  7  3  3  7
+3 13  8 10  7  8  4  3  7
+3 13  9 10  7  8  4  4  8
+4 13  9 10  7  8  4  4  8
+4 14  9 11  8  9  5  4  9
+4 14 10 11  8  9  5  5  9
+5 14 10 11  9  9  6  5 10
+5 15 11 12  9 10  6  5 10
+5 15 11 12 10 11  6  6 11
Requisites: Dex 14, Int 15
Alignment: any
HD/level: d6
Weapon Prof.: 3+level/4
To Hit Table: Wiz
Save Table: Pri
Reference: FGE1JG
Groups: Wizard
 
Specialized in Necromancy; pick an opposite.
Level 1: 1F, LVL /week: Animate a dead body; it becomes a type of undead equal to the HD/Level of the original creature (referencing the chart in [C6] Turning Undead; so a 9 HD creature animates as a Spectre). Your chance of control is 100% + LVL*5% - (HD of Undead)*5%. Even if you don't control it, the undead will not attack you or your party.
Level 5: 1V, (LVL-4)/d: Cure LVLd4 hp.
Level 8: 1M, (LVL-7)/d: Summon a spirit, it is a DL = (LVL/2) creature.
Level 10: +(LVL-9) AC.
Level 10: Detect Undead continuous. Detect Life continuous.
Level 13: May pick a specialty god as per a priest, must be of death, undeath, necromancy, etc.
Level 15: Detect Unlive continuous.
Level 17: 1M: Raise Dead or Slay Living
Level 23: 1M: Raise Dead Fully or Slay Living Fully

[PC2] Wizard Group Classes


Necromancer2 / Apparitionist

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

[PC2] Wizard Group Classes


Nicol Bolas (MTG B/U/R) (Dimir/Izzet/Rakdos)

Level KXP Wizard
123 456 789 AB
1 0 2½- --- --- --
2 5.625 31½ --- --- --
3 11.25 421 --- --- --
4 22.5 532 ½-- --- --
5 45 643 1½- --- --
6 90 754 21- --- --
7 180 865 32½ --- --
8 360 976 43½ --- --
9 720 A87 541 ½-- --
10 1440 A98 652 1-- --
11 2160 AA9 763 2½- --
12 2880 AAA 874 3½- --
13 3600 AAA 985 4½- --
14 4320 AAA A96 51½ --
15 5040 AAA AA7 621 --
16 5760 AAA AA8 732 --
17 6480 AAA AA9 843 --
18 7200 AAA AAA 954 ½-
19 7920 AAA AAA A65 ½-
20 8640 AAA AAA A76 1-
21 9360 AAA AAA A87 1-
22 10080 AAA AAA A98 2-
23 10800 AAA AAA AA9 2-
24 11520 AAA AAA AAA 3-
25 12240 BBB BBB BBB 3-
26 12960 BBB BBB BBB 4-
27 13680 CCC CCC CCC 4½
28 14400 CCC CCC CCC 5½
29 15120 DDD DDD DDD 5½
30 15840 DDD DDD DDD 51
31 16560 DDD DDD DDD 61
32 17280 EEE EEE EEE 61
33 18000 EEE EEE EEE 71
34 18720 FFF FFF FFF 71
35 19440 FFF FFF FFF 81
36 20160 FFF FFF FFF 82
TH Saves
PD RS PP BW Sp Fo Re Wi
+2 10 14 16  6 12  2  4  2
+3 12 14 16  6 14  2  6  4
+3 12 16 16  8 14  4  6  4
+4 12 16 16  8 14  4  8  6
+4 12 18 18  8 16  4  8  6
+5 14 18 18 10 16  6 10  8
+5 14 20 18 10 18  6 10  8
+6 14 20 18 12 18  8 12 10
+6 14 20 20 12 18  8 12 10
+7 16 22 20 12 20  8 14 12
+7 16 22 20 14 20 10 14 12
+8 16 24 20 14 22 10 16 14
+8 16 24 22 16 22 12 16 14
+9 18 26 22 16 22 12 18 16
+9 18 26 22 16 24 12 18 16
+10 18 26 22 18 24 14 20 18
+10 18 28 24 18 26 14 20 18
+11 20 28 24 20 26 16 22 20
Requisites: Dex 28, Int 26, Wis 17, 4 class slots
Alignment: LN
HD/level: d40
Weapon Prof.: 8+level
To Hit Table: Rog +5 levels
Save Table: (Wiz/Rog/Psi)*2
Reference: DM {Arch- Crosis Purger}
Groups: Wizard, Rogue, Monster
 
Super Barbarian Dex bonus [bonus = (Dex-18)*3]. Extra-Barbarian Int bonus.
Has 155+65*LVL Rogue points.
Some of this class's rogue abilities duplicate psionic powers. The number of PSPs being used (if this is needed, for effects like Cell Adjustment) is equal to the amount the roll is made by. The limit on how many PSPs can be spent is still obeyed. This class counts as 1 level higher for purposes of twilighting. You will twilight if you use a psionic power that is too high SL for you.
Channeling. Int bonus to spells. Specialized in Wizard Metamagic school.
Moving costs you only ½V action. (This effectively doubles your movement rate.)
Level 1: +1 borrowed M action per round.
Level 1: 1M: Summon a kobold (AC 10, hp 10, TH +1, dmg 1). It is a summon but does not use a summon slot. It does not have summoning sickness. At end of round, it is automatically unsummoned.
Level 3: -1 to number of remaining M or borrowed M actions remaining this round: Copy a spell you cast this segment.
Level 4: 1V: +1 QV next segment.
Level 4: 1V: Target cannot use V actions next segment (no save; aIR to avoid).
Level 4: 2M+½V: Target gets -4*LVL TH, dmg, AC, and saves until end of round.
Level 4: 1M: Summon a goblin (AC 20, hp 10, TH +20, dmg 20). It is a summon but does not use a summon slot. It does not have summoning sickness. At end of round, it is automatically unsummoned.
Level 5: +1 borrowed M action per round.
Level 9: 1P: +1 QP next segment.
Level 9: 1P: Target cannot use P actions next segment (no save; aIR to avoid).
Level 9: For HD/level, this class copies the cumulative (&) modifier (if it's there on the class you're copying). This applies to all dice (even those below level 9).
Level 9: -1 to number of remaining M or borrowed M actions remaining this round: Copy a spell someone else cast.
Level 9: +1 Q borrowed M action per round.
Level 9: 1M: Summon a ball lightning (AC 20, hp 10, TH +60, dmg 60). It is a summon but does not use a summon slot. It does not have summoning sickness. At end of round, it is automatically unsummoned.
New spells:
Force Spike (Metamagic, SL 2): 1 borrowed M or 1 OppM: Counter target magical/psionic effect unless its user devotes another spell/psionic slot to it.
Mana Leak (Metamagic, SL 3): 1 borrowed M or 1 OppM: Counter target magical/psionic effect unless its user devotes another 3 spell/psionic slots to it.
Counterspell (Metamagic, SL 4): 1 borrowed M or 1 OppM: Counter target magical/psionic effect.
Fork (Metamagic, SL 4): 1 borrowed M or 1 OppM: Copy target magical/psionic effect.
Deflection (Metamagic, SL 5): 1 borrowed M or 1 OppM: Redirect target magical/psionic effect to another target.
Quash (Metamagic, SL 6): 1 borrowed M or 1 OppM: Counter target magical/psionic effect. That person cannot use that effect for the rest of the day.
Lvl Ability | -50% | -100% | -150% Act Base Penalty Bonus
1 +rating/50 A actions /r this turn || B actions || C actions 1F 0 Dex-20 Dex-25
1 Controlled Blink | Controlled Blink 10'r (unwilling get PP save) ½V 50 Wis-14 Wis-14
1 Do rating/50 physical attacks with one weapon ½P 50 Str-10 Str-18
1 Duplicate a Psi1 minor ||| major ||| grand ||| super 1M 0 Chr-9 Chr-12
1 Duplicate a Psi2 minor ||| major ||| grand ||| super 1M 0 Con-9 Con-12
1 Duplicate a Psi3 SL=1 | SL=2 | SL=3 | etc. 1M 0 Any-18 Any-24
1 Any Rogue Level 1 ability - - - -
1 Any Rogue Level 1 ability - - - -
1 Any Rogue Level 1 ability - - - -
1 Any Rogue Level 1 ability - - - -
2 Duplicate a Psi10 minor ||| major ||| grand ||| super 1M 0 Int+Wis-24 Int+Wis-32
2 Any Rogue Level 2 ability - - - -
3 Duplicate a Psi5 minor ||| major ||| grand ||| super 1M 0 Chr-15 Chr-20
3 Any Rogue Level 3 ability - - - -
4 Any Rogue Level 4 ability - - - -
4 Any Rogue Level 4 ability - - - -
5 Any Rogue Level 5 ability - - - -
5 Any Rogue Level 5 ability - - - -
6 Any Rogue Level 6 ability - - - -
6 Any Rogue Level 6 ability - - - -
7 Any Rogue Level 7 ability - - - -
7 Any Rogue Level 7 ability - - - -
8 Any Rogue Level 8 ability - - - -
8 Any Rogue Level 8 ability - - - -
9 Any Rogue Level 9 ability - - - -
9 Any Rogue Level 9 ability - - - -
9 Any Rogue Level 9 ability - - - -
9 Any Rogue Level 9 ability - - - -
9 Any Rogue Level 9 ability - - - -
9 Any Rogue Level 9 ability - - - -

[PC2] Wizard Group Classes


Numot Devastator (MTG U/R/W) (Azorius/Boros/Izzet)

Level KXP Wizard      / Psi
123 456 789 / mMGS
1 0 2½- --- --- / 2---
2 5.175 32- --- --- / 3---
3 10.35 43½ --- --- / 40--
4 20.7 442 --- --- / 41--
5 41.4 543 ½-- --- / 42--
6 82.8 654 2-- --- / 43--
7 165.6 764 3½- --- / 53a-
8 331.2 776 42- --- / 540-
9 662.4 876 53½ --- / 541-
10 1324.8 987 642 --- / 542-
11 1987.2 A98 642 ½-- / 543-
12 2649.6 AA9 754 1-- / 544-
13 3312 BA9 864 1½- / 554-
14 3974.4 CBA 975 31- / 555-
15 4636.8 DCB 975 41½ / 655b
16 5299.2 ECB 986 411 / 665a
17 5961.6 ECB 986 431 / 6660
18 6624 ECB A86 541 / 6661
19 7286.4 ECB A88 641 / 6662
20 7948.8 ECB A98 642 / 6663
21 8611.2 EDB BA8 643 / 6664
22 9273.6 EDD CA8 653 / 6665
23 9936 FFD CA9 753 / 6666
24 10598.4 GFD CA9 764 / 7666
25 11260.8 GFE CB9 865 / 7766
26 11923.2 GFE CB9 886 / 7776
27 12585.6 HGE CBA A86 / 7777
28 13248 HGE DCB A87 / 8777
29 13910.4 HGF DDC A97 / 8877
30 14572.8 HGF EDC B98 / 8887
31 15235.2 IGG FEC BA8 / 8888
32 15897.6 IIH FED BA9 / 9888
33 16560 IIH GED CBA / 9988
34 17222.4 IIH GFE CCB / 9998
35 17884.8 IIH GFE EDB / 9999
36 18547.2 IIH GFF EDC / A999
TH Saves
PD RS PP BW Sp Fo Re Wi
+0  8  7  8  3  6  1  1  2
+1  8  7  8  3  7  1  1  3
+1  9  8  8  4  7  2  1  3
+2  9  8  8  4  7  2  2  4
+3 10  9  9  4  8  2  2  4
+3 10  9  9  5  8  3  3  5
+4 11 10  9  5  9  3  3  5
+5 11 10  9  6  9  4  3  6
+5 12 10 10  6  9  4  4  6
+6 12 11 10  6 10  4  4  7
+7 13 11 10  7 10  5  5  7
+7 13 12 10  7 11  5  5  8
+8 13 12 11  8 11  6  5  8
+9 14 13 11  8 11  6  6  9
+9 14 13 11  8 12  6  6  9
+10 14 13 11  9 12  7  7 10
+11 15 14 12  9 13  7  7 10
+11 15 14 12 10 13  8  7 11
Requisites: Dex 18, Int 30, Chr 24,
Class Slots 3
Alignment: LN, NG, CG, or CN
HD/level: 3d4 (Normal Chr bonus)
Weapon Prof.: 4+level
To Hit Table: Pri
Save Table: Wiz/Pri/Psi
Reference: DM
Groups: Wizard, Psionicist, Monster
 
Extra-Barbarian Int bonus; stat bonus=(Int-16)*5/2. Barbarian Chr bonus (except for hit points, which uses Normal Chr bonus).
Channeling.
Int bonus to spell progression. Chr bonus to psionic progression, with their SLs shifted down by 1 (m=1, M=4, G=7, S=10).
Specialized in Wizard Invocation and Wizard Metamagic schools.
Has access to any 2 psionic frequencies.
PSPs = (Chr*2+Int)*LVL
Any psionic power that cures hp or removes baneful effects costs only ½M to use, costs ½ the number of PSPs, and is only ½ a memorization slot.
Turn Undead as a Priest of 3 levels lower.
   
Level 1: +1 borrowed M action per round.
Level 1: May cast Priest Healing sphere spells as if they were Wizard spells of the same level.
Level 2: 1M: Remove "summoning sickness" and/or "teleport sickness" from target.
Level 2: 1M: You will win initiative next segment.
Level 3: -1 to number of remaining M or borrowed M actions remaining this round: Copy a spell you cast this segment.
Level 3: 1M: Target loses LVL worth of C actions from his remaining number of actions. (e.g. if he has 2P+1V+1M remaining, and you're level 3, he can choose to lose 1P+1V or 1M.)
Level 3: 1M: Counter an effect from an item.
Level 4: Has access to another psionic frequency (pick one).
Level 4, 8, 12, etc.: Choose a Priest sphere. May cast spells of that sphere as if they were Wizard spells of the same level.
Level 5: +1 borrowed M action per round.
Level 9: For HD/level, this class gains the cumulative (&) modifier. This applies to all dice (even those below level 9).
Level 9: -1 to number of remaining M or borrowed M actions remaining this round: Copy a spell someone else cast.
Level 9: +1 Q borrowed M action per round.
Level 9: NM: Counter an effect from a xN item. This is a xN effect.
Level 9: Specialized in Priest Healing sphere spells.
Level 9: 1M: Target gains Free Action until end of turn.
Level 9: Gains a Specialty Priest pick. May replace "sphere" with "school" in the effect if desired.
Izzet Metamagic spells:
Force Spike (Metamagic, SL 2): 1 borrowed M or 1 OppM: Counter target magical/psionic effect unless its user devotes another spell/psionic slot to it.
Mana Leak (Metamagic, SL 3): 1 borrowed M or 1 OppM: Counter target magical/psionic effect unless its user devotes another 3 spell/psionic slots to it.
Counterspell (Metamagic, SL 4): 1 borrowed M or 1 OppM: Counter target magical/psionic effect.
Fork (Metamagic, SL 4): 1 borrowed M or 1 OppM: Copy target magical/psionic effect.
Deflection (Metamagic, SL 5): 1 borrowed M or 1 OppM: Redirect target magical/psionic effect to another target.
Quash (Metamagic, SL 6): 1 borrowed M or 1 OppM: Counter target magical/psionic effect. That person cannot use that effect for the rest of the day.

[PC2] Wizard Group Classes


Ovinomancer / Bovinomancer / Poultrymancer

Level KXP Wizard
123 456 789
1 0 1-- --- ---
2 2.5 2-- --- ---
3 5 21- --- ---
4 10 32- --- ---
5 22.5 421 --- ---
6 40 422 --- ---
7 60 432 1-- ---
8 90 433 2-- ---
9 135 433 21- ---
10 250 443 22- ---
11 375 444 33- ---
12 750 444 441 ---
13 1125 555 442 ---
14 1500 555 442 1--
15 1875 555 552 1--
16 2250 555 553 21-
17 2625 555 553 32-
18 3000 555 553 321
19 3375 555 553 331
20 3750 555 554 332
21 4125 555 554 442
22 4500 555 555 443
23 4875 555 555 553
24 5250 555 555 554
25 5625 555 555 555
26 6000 666 655 555
27 6375 666 666 655
28 6750 666 666 666
29 7125 777 766 666
30 7500 777 777 766
31 7875 777 777 777
32 8250 888 877 777
33 8625 888 888 877
34 9000 888 888 888
35 9375 999 988 888
36 9750 999 999 999
TH Saves
PD RS PP BW Sp Fo Re Wi
+0  4  7  5  3  6  0  1  1
+0  4  7  5  3  7  0  1  1
+0  4  8  5  4  7  0  1  2
+1  4  8  6  4  7  1  2  2
+1  5  9  6  4  8  1  2  3
+1  5  9  7  5  8  2  3  3
+2  5 10  7  5  9  2  3  4
+2  6 10  7  6  9  2  3  4
+2  6 10  8  6  9  3  4  5
+3  6 11  8  6 10  3  4  5
+3  7 11  9  7 10  4  5  6
+3  7 12  9  7 11  4  5  6
+4  7 12  9  8 11  4  5  7
+4  7 13 10  8 11  5  6  7
+4  8 13 10  8 12  5  6  8
+5  8 13 11  9 12  6  7  8
+5  8 14 11  9 13  6  7  9
+5  9 14 11 10 13  6  7  9
Requisites: Con 7, Int 9, Chr 8
Alignment: T any (or) any N
HD/level: d5
Weapon Prof.: 2+level/7
To Hit Table: Wiz
Save Table: Wiz
Reference: MTG, DM
Groups: Wizard
 
Ovinomancer:
Specialized in Ovinomancy.
Level 1: May use 1 material component effect per spell as a zero action.
Level 3: +1 Familiar, Animal Companion, or Beast Rider Mount slot in Sheep. (The Sheep Familiar and Mount's abilities aren't currently defined, but will be, as need warrants.)
Level 5: You are considered a WereSheep and may polymorph yourself into a sheep for 1V action.
Level 9: Has knowledge of and may specialize in Bovinomancy or Poultrymancy (see below).
Ovinomancy Spells:
Charm Sheep (SL=1): Charm all sheep in a group (no save).
Detect/Locate Sheep (SL=1): Detects and Locates sheep within CL miles.
Sheep Person (SL=1): Person becomes lethargic and loses all actions for CL rounds.
Sheep Swarm Summoning (SL=1): Summons CL*10 sheep. They are DL 0 monsters, and don't do much, but they suck up a lot of damage.
Sheepskin (SL=2): Get 6+CL sheepskins. Each sheepskin is a DL 20/- effect vs. one attack.
Polymorph to Sheep (SL=3): Target gets polymorphed into a sheep (PP save). If save missed target gains the mentality of a sheep (Will save).
Anti-Sheep Shell (SL=4): You are completely immune to anything a sheep might do to you. You can still affect them normally.
Sheep Life (SL=5): 0 action to cast, consume a sheep in your group: Heal self.
Sheeping Doom (SL=5): Like a Creeping Doom, but it's Rabid Dire Sheep. You get CL*3 sheep, each with 10 hp/dmg.
Sheep Machine (SL=6): Like Sheep Person, but no save. You don't see anything if you look at the target.
Stampede of Rabid Sheep (SL=9): Like a Meteor Swarm, but damage is of type Sheep and Poison instead of Eldritch Earth and Eldritch Fire. "Sheep" is an EE=3 Eelement. "Poison" is an E=3 Element (Alcohol+Negative).
(More spells will be added if this class is actively being played.)
Bovinomancer:
Specialized in Bovinomancy.
Requires Str 7 instead of Con 7. Other data same as Ovinomancer.
Bovinomancy:
Replace "Sheep" with "Cow" in all the spell descriptions.
There is no "Stampede of Rabid Cow", add "Moo" as a 9th level spell, does a Moo on one target ([C] section effect).
Poultrymancer:
Specialized in Poultrymancy.
Requires Dex 7 instead of Con 7. Other data same as Ovinomancer.
Poultrymancy:
Replace "Sheep" with "Chicken" in all the spell descriptions.
There is no "Chicken Machine", add "Undead Robotic Chicken" as a 6th level spell, which allows true time travel across barriers.
Replace "Polymorph to Chicken" with "Fowl Play" (same effect, it's just renamed).

[PC2] Wizard Group Classes


Ozla

Level KXP Wizard/Psi19
123 456 789 ABC
TH
1 0 0-- --- --- +1
2 2.5 1-- --- --- +3
3 5 2a- --- --- +5
4 10 21- --- --- +7
5 20 22b --- --- +9
6 40 221 --- --- +11
7 80 322 c-- --- +13
8 160 322 1-- --- +15
9 320 332 2d- --- +17
10 500 332 21- --- +19
11 875 433 22e --- +21
12 1250 433 221 --- +23
13 1625 443 322 f-- +25
14 2000 443 322 1-- +27
15 2375 544 332 2g- +29
16 2750 544 332 21- +31
17 3125 554 433 22h +33
18 3500 554 433 221 +35
19 3875 655 443 322 +37
20 4250 655 443 322 +39
21 4625 665 544 332 +41
22 5000 665 544 332 +43
23 5375 766 554 433 +45
24 5750 766 554 433 +47
25 6125 776 655 443 +49
26 6500 776 655 443 +51
27 6875 877 665 544 +53
28 7250 877 665 544 +55
29 7625 887 766 554 +57
30 8000 887 766 554 +59
31 8375 988 776 655 +61
32 8750 988 776 655 +63
33 9125 998 877 665 +65
34 9500 998 877 665 +67
35 9875 999 887 766 +69
36 10250 999 887 766 1 +71
37 6 999 887 766 2 +73
38 7 999 887 766 3 +75
39 8 999 887 766 4 +77
45 14 999 888 777 7 +89
54 23 999 999 988 81 +107
63 32 999 999 999 88 +125
72 41 AAA AAA 999 991 +143
Race Adjustments:
Str Dex Con Int Wis Chr Cml AT hp TH Div
+5 +3 +4 +5 +6 +7 +4 +0 +0 +0 ÷1
 
Requisites: Str 18, Dex 9, Con 14, Int 20, Wis 21, Chr 26,
  Race Slots 1, Class Slots 2
Alignment: any G (or) any E
HD/level: d20
Weapon Prof.: & 7+level/2
To Hit Table: 2xWar
Save Table: 2xPri
Reference: DM
Groups: Warrior, Wizard, Archetype
Complexity: CF=3
   
Saving Throws:  
PPD: level*2+6
RSW: level*2+2
PP: level*2+4
BW: level*2+1
Spell: level*2+2
Fort: level*2-2
Reflex: level*2-2
Will: level*2+1
   
Is a "1st Edition" class and doesn't double XP cost beyond level 36.
Gets Exceptional Dex and Con. CF=4: Gets Barbarian Dex and Con.
Uses the Barbarian line for number of attacks. CF=4: Uses the Barbarian line for number of attacks at double level.
Can cast Wizard spells or Psi19 powers. For this class, Psi19 uses the following SL's: Minor=1, Major=3, Grand=6, Super=9.
Specialized in Chronomancy (no opposite).
PSPs = (Wis+Chr)*Level*2.
 
Level 1: 1 reset of actions: Create a light-saber. You may have at most one light-saber at a time. It is a size M weapon, 1 pound weight, damage 1d10/1d20, and a crit range of 19 for x2 and 20 for x3. Pick "blue" or "green"; blue light-sabers have +LVL*3/2 TH (round down) and +LVL/2 dmg (round down) in plusses; green light-sabers have +LVL TH and +LVL dmg. It has the sharpness flag with range 20, the range improves by 1 per 7 levels. You must still hit the target in order for the sharpness flag to trigger.
Level 1: There is also the 0 edition light-saber you can have instead. It is 1d20 dmg at level 1, 2d20 at level 9, plus an additional 1d20 dmg every 9 levels after that. It has the normal 20+/x2 critical and no special powers.
Level 1: 1V, may borrow from the future: May parry up to LVL attacks this segment. Use your total attack bonus with the weapon (or you can use your bare hands, in case add Str+Dex+2 as usual), this is the amount of damage is reduced from the attack. You may parry each attack only once.
Level 1: 0, 1 attack: Attempt to disarm your opponent. Roll to hit and damage normally, but you do no damage, instead, keep track of this pseudo-damage. When it exceeds the target's Dex+HNCL (treating Warrior as double level and Psi19 classes as triple level), the target is disarmed and the weapon flies off (1d10)*10' in a random direction.
Level 3: Time/Reality Stability.
Level 5: Immune to haste and slow (this immunity may be lowered).
Level 8: Immune to gas.
Level 9: If your Wis is at least 20, you may parry each attack twice (reducing damage by twice your attack bonus).
Level 11: +LVL-10 segments per round.
Level 16: Immune to poison.
Level 18: If your Wis is at least 40, you may parry each attack three times (reducing damage by thrice your attack bonus).
Level 27: Can create a "purple" light-saber instead of "blue" or "green". This has a crit range of 19-20 for x3; +LVL*3/2 TH (round down) and +LVL dmg. It is vorpal instead of sharpness, with one less range than the sharpness flag.

[PC2] Wizard Group Classes


Ozla (Chronomancy Spells)

Level # Spell Effect
1 1 Delay Image +2 AC, +1 saves
1 2 Detect Temporal Anomaly Detect Temporal Anomaly
1 3 Haste A1 +1A action
1 4 Know Time Know date and day
1 5 Precognitive Sense Precognition
1 6 Slow Metabolism Need not eat/drink
2 1 Accelerate Plant Growth Plant Growth
2 2 Haste A2 +2A or +1B actions
2 3 Life Sounding Know target's age and how many years of natural lifespan is left
2 4 Preserve Target object is preserved and will not spoil/rot
2 5 Time Stop Object Time stops an inanimate object for 1-3 rounds
2 6 Timeslip (can cast in response to being attacked) You disappear from the combat until next round.
3 1 Articus's Melee Manager Target gets +CL/5 melee attacks per P action for 2*CL rounds
3 2 Haste A3 +3A, +2B, or +1C actions
3 3 Life Tether You know when in time the target is at all times, when time travelling can use the target as anchor
3 4 Minor Paradox Counter an effect that just occured last segment (it is undone)
3 5 Slow Slow (save)
3 6 Time Snare Target will do the same actions it did last time it acted (Spell save each round until made)
4 1 Haste A4 +4A, +3B, or +2C actions
4 2 Prophecy Improved Precognition
4 3 Summon Time Elemental Summons a normal (non-special) DL IV Time Elemental
4 4 Temporal Push Target is thrown CL+1 rounds into the future (Will save)
4 5 Timeheal Heal (as spell), 5*N% chance of failure, where N is the number of rounds before now the target was at full health
4 6 Wesley's Temporal Disjunction -1 to #Att, always loses initiative for 1d10+5 days (Spell save)
5 1 Accelerate Animal Growth Age a creature CL months, is at half number of attacks for CL turns (RSW save)
5 2 Articus's Devolutionary Warrior Target gets +1d6 Str/Dex/Con and -3d6 Int/Wis/Chr (minimum 1) (Spell save)
5 3 Create Slipgate Create a temporal gate
5 4 Haste A5 +5A, +4B, or +3C actions
5 5 Temporal Wall Anyone touching wall is double slowed and Wesley's Temporal Disjunction
5 6 Tempus Fugit Tempus Fugit
6 1 Conceal Temporal Anomaly Hides an Anomaly and reduces it's effects
6 2 Haste A6 +6A, +5B, or +4C actions
6 3 Magic Manager May use 2M /s for casting spells, after spell ends (in CL/2 rounds), you must rest for 2 rounds
6 4 Paradox Duplicate a Wizard spell of SL 0-5 or a Priest spell of SL 0-4.
6 5 Tempus Lawfulness Fixes temporal anomolies in area
6 6 Unaging You do not age this day (Duration 1 day)
7 1 Commune with Time of Legends Commune with Time of Legends
7 2 Haste A7 +7A, +6B, or +5C actions
7 3 Incurse Target being or object is Rewritten out of time (i.e. Incursed) (RSW save)
7 4 Sands of Time Reverse the effect of time on objects.
7 5 Temporal Eye Can scry into other times at this location
7 6 Wesley's Delayed Damage Whenever you take damage, you take only half, the rest is delayed until the spell ends (in 10+1d10 rounds)
8 1 Accelerate Lifeline Target ages CL years (Spell save)
8 2 Haste A8 +8A, +7B, or +6C actions
8 3 Item Supercharger A magic item can be used twice as often (per turn or day) or it's effects has twice duration
8 4 Protection from Time Immune to and can't use temporal effects
8 5 Time/Reality Stability Time/Reality Stability (duration 1 day), reverse removes it (Spell save)
8 6 Timereaver Time Travel Other +/- 5*CL years (Spell save)
9 1 Haste A9 +9A, +8B, or +7C actions
9 2 Major Paradox Wish (as spell)
9 3 Sever Lifeline You do not have or require a silver cord. Immune to aging.
9 4 Temporal Shell Immune time
9 5 Temporal Stasis The flow of time stops for the subject, he ceases to grow older, he is in suspended animation. The reverse can free the creature.
9 6 Time Stop Stops time for 1d4 rounds

[PC2] Wizard Group Classes


Paleontologist


Level

KXP
Wizard
123 456 789

TH
1 0 1-- --- --- +0
2 2.5 2½- --- --- +0
3 5 21- --- --- +0
4 10 32½ --- --- +1
5 20 421 --- --- +1
6 40 422 ½-- --- +1
7 60 432 1-- --- +2
8 90 433 2½- --- +2
9 135 433 21- --- +2
10 250 443 22- --- +3
11 375 444 33½ --- +3
12 750 444 441 --- +3
13 1125 555 442 ½-- +4
14 1500 555 442 1-- +4
15 1875 555 552 1½- +4
16 2250 555 553 21- +5
17 2625 555 553 32½ +5
18 3000 555 553 321 +5
19 3375 555 553 331 +6
20 3750 555 554 332 +6
21 4125 555 554 442 +6
22 4500 555 555 443 +7
23 4875 555 555 553 +7
24 5250 555 555 554 +7
25 5625 555 555 555 +8
26 6000 666 655 555 +8
27 6375 666 666 655 +8
28 6750 666 666 666 +9
29 7125 777 766 666 +9
30 7500 777 777 766 +9
31 7875 777 777 777 +10
32 8250 888 877 777 +10
33 8625 888 888 877 +10
34 9000 888 888 888 +11
35 9375 999 988 888 +11
36 9750 999 999 999 1 +11
37 19500 999 999 999 2 +12
38 29250 999 999 999 3 +12
39 39000 999 999 999 4 +12
45 97500 A99 999 999 9 +14
54 185250 AAA AAA AAA 91 +17
63 273000 AAA AAA AAA A9 +20
72 360750 BBB BBB BAA AA1 +23
Requisites: Str 14, Con 12, Int 9
Alignment: any N
HD/level: d12
Weapon Prof.: 4+level/4
To Hit Table: Wiz
Reference: DM {Planeshifted Myrmecologist}
Groups: Wizard, Alternate, Lost
Complexity: CF=2
   
Saving Throws:  
PPD: level+4
RSW: level+7
PP: level+5
BW: level+3
Spell: level+6
Fort: level+3
Reflex: level-1
Will: level-1
   
Specialized and School Robed (-1 SL) in Paleontology (Dinosaurs).
Level 1: May use 1 material component effect per spell as a zero action.
Level 1: +1+(LVL/3) summon slots, only for Dinosaurs.
Level 4: +1 Brontosaurus Familiar (gives x2 hp; Level 9: x2 dmg), Animal Companion, or Mount (DL I; 200 hp; +1 DL and x3 hp every odd level thereafter)
Level 8: You are considered a WereDinosaur and may polymorph yourself into a Dinosaur for 1V action. You are Size F.
Paleontology Spells:
Flatten N (SL=N): Drops a Dinosaur on one target (material component for two), target takes 5^SL dmg, Dinosaur disappears afterwards
Dino Scale Armor N (SL=N): +CL*N AC; +CL*N saves; +CL*N*10 hp Armor spell
Trog Chili Pepper N (SL=N): You and your Dinosaurs breathe fire (increase offensive DL by +N-1).
Summon Dinosaur N (SL=N): Summon a DL=SL+2 Dinosaur
Summon Reptile N (SL=N): Summon a DL=SL+1 Reptile. It counts as a Dinosaur for other spells.
Summon Dragon N (SL=N): Summon a DL=SL Dragon. It does not count as a Dinosaur.
Wall of Dinosaur (SL=N): Creates a Wall of Dinosaur, anyone passing through takes (SL*2)d(SL*2) dmg.
Dino Egg (SL=0): Summons a DL 0 Dino Egg. It has a 1% chance per reset of hatching into a DL I Dinosaur.
Speak with Dinosaurs (SL=1): You can speak with Dinosaurs and ask them questions, which they will give reasonable answers to.
Pterodactyl (SL=2): Your Dinosaur summons Fly at CL".
Stampede (SL=3): Earthquake (as spell)
Deconstruction (SL=3): Your Dinosaur summons can destroy large building/structures in a short amount of time. Each Dinosaur does 4^DL Hull dmg per S action.
Polymorph into Dinosaur (SL=3): Polymorphs target into a Dinosaur (PP save). It is now Size F and its AC and movement rate halves.
Trog Red Root (SL=4): Your Dinosaur summons get a +2S+2V action Haste.
Magmasaur (SL=4): 0 action, whenever one of your Dinosaur summons is killed by damage: Deal 10*(DL^3) magma dmg to one target.
Dino Generator (SL=6): Creates a DL VI Monster Generator for Dinosaurs (one DL VI per segment). These are not summons, but they will only attack enemies.
Megasaur (SL=9): Summons a DL X Dinosaur with 2^CL rhp.
Trog Golden Pineapple (SL=9): One of your Dinosaur summons has irhp instead of rhp (at 1 irhp to 10 rhp).
Megasaur Generator (SL=10): Creates a DL X Monster Generator for Megasaurs (see above).

[PC2] Wizard Group Classes


Permission Mage

Level KXP Wizard
123 456 789
1 0 1-- --- ---
2 3.75 2-- --- ---
3 7.5 21- --- ---
4 15 32- --- ---
5 33.75 421 --- ---
6 60 422 --- ---
7 90 432 1-- ---
8 135 433 2-- ---
9 202.5 433 21- ---
10 375 443 22- ---
11 562.5 444 33- ---
12 1125 444 441 ---
13 1687.5 555 442 ---
14 2250 555 442 1--
15 2812.5 555 552 1--
16 3375 555 553 21-
17 3937.5 555 553 32-
18 4500 555 553 321
19 5062.5 555 553 331
20 5625 555 554 332
21 6187.5 555 554 442
22 6750 555 555 443
23 7312.5 555 555 553
24 7875 555 555 554
25 8437.5 555 555 555
26 9000 666 655 555
27 9562.5 666 666 655
28 10125 666 666 666
29 10687.5 777 766 666
30 11250 777 777 766
31 11812.5 777 777 777
32 12375 888 877 777
33 12937.5 888 888 877
34 13500 888 888 888
35 14062.5 999 988 888
36 14625 999 999 999
TH Saves
PD RS PP BW Sp Fo Re Wi
+0  4  7  5  3  6  0  1  1
+0  4  7  5  3  7  0  1  1
+0  4  8  5  4  7  0  1  2
+1  4  8  6  4  7  1  2  2
+1  5  9  6  4  8  1  2  3
+1  5  9  7  5  8  2  3  3
+2  5 10  7  5  9  2  3  4
+2  6 10  7  6  9  2  3  4
+2  6 10  8  6  9  3  4  5
+3  6 11  8  6 10  3  4  5
+3  7 11  9  7 10  4  5  6
+3  7 12  9  7 11  4  5  6
+4  7 12  9  8 11  4  5  7
+4  7 13 10  8 11  5  6  7
+4  8 13 10  8 12  5  6  8
+5  8 13 11  9 12  6  7  8
+5  8 14 11  9 13  6  7  9
+5  9 14 11 10 13  6  7  9
Requisites: Int 18, Wis 13
Alignment: any
HD/level: d4+1
Weapon Prof.: 1+level/6
To Hit Table: Wiz
Save Table: Wiz
Reference: DM
Groups: Wizard
 
Specialization in Permission school (Counter-Magic); no opposite.
In combat, you act on the bottom of the segment (with the monsters) instead of the top of the segment with the rest of the PCs. If the party isn't in combat, is moving (using V actions) and encounters monsters, you cannot act again (beyond finishing moving your V action) until the bottom of the segment.
Level 1: May use 1 material component effect per spell as a zero action.

[PC2] Wizard Group Classes


Permission Mage Spells

Level # Spell Effect
1 1 Foul Charges Foul (Destroy) 5*CL doses of potions or charges on items in someone's inventory (no save), the items can be fixed out of combat if done within the hour
1 2 Lapse Effect is countered unless they lose an additional action from their remaining actions this round (action must be of same type used to cast the effect).
1 3 Specific Counter When you choose this spell, choose a specific spell/power by name. This spell counters that spell or power.
2 1 Fast Specific Counter [1Z to cast] When you choose this spell, choose a specific spell/power by name. This spell counters that spell or power.
2 2 Counterspell Counterspell
2 3 Twist Dispels one effect
3 1 Absorb/Undermine [you may cast this spell even if you are as low as -29 hp] Counterspell, you are cured 30 hp, caster takes 30 dmg
3 2 Borrowed Borrowed Haste +1bbS action per round (counts as your Haste). bbS actions may be used during the PC's half of the segment.
3 3 Fork Fork
4 1 Deflection Deflects an effect so it hits a different target than what the caster intended
4 2 Mana Drain Counterspell, you gain a spell slot equal to the SL of the countered effect (Twilighting still applies)
4 3 Splice Cast four SL's of Permission Mage spells this segment (max SL=3, each costs 1N to use).
5 1 Anti-Magic Shell Turns off magical spells and effects of SL 0 to CL/2 in your group, Hole in the Middle for you.
5 2 Mass Twist Twist up to CL effects on one target, or twist every instance of one effect in a group.
5 3 Radiate An effect just cast hits every other target it could possibly target. You and the original caster both get your Head Blown Off.
6 1 Create D_Z Create a DMZ, DPZ, DIZ, DRZ, DTechZ, or DNZ (treat as a x1 Special on the room, cannot be dispelled, must be Remove Special-ed at)
6 2 Erase Symbol Erases a "?", "!", or other symbol in the dungeon, or makes the party immune to the next segment's Wandering Monster check, or counter someone's moving (with a V) action.
6 3 Quick Borrowed Borrowed Haste +1bbQS action per round (counts as your Haste, but can be combined with Borrowed Borrowed Haste). bbQS actions may be used during the PC's half of the segment.
7 1 Capital O Object Capital O Object (this spell cannot be channeled unless you are a Permission Mage)
7 2 Look at Me I'm the DCI Banhammer one effect in the room (treat this as a x1 Special on the room, cannot be dispelled, must be Remove Special-ed at)
7 3 Split Second Your next action that you use for a Permission school effect gets the "I" (Instantaneous, cannot be responded to) flag.
8 1 Capital I Insist Capital I Insist (this spell cannot be channeled unless you are a Permission Mage)
8 2 Multiply Your next Permission school effect will be at xCL^(1/2) multiplier.
8 3 Mutual Lockdown You and one target have all actions locked down for CL segments
9 1 Quick Quick Borrowed Borrowed Haste +1bbQQS action per round (counts as your Haste, but can be combined with the lower versions). bbQQS actions may be used during the PC's half of the segment.
9 2 Really O Object Really O Object (this spell cannot be channeled unless you are a Permission Mage)
9 3 Round Stop The current round will end after the end of this segment (the rest of the segments this round will not occur)

[PC2] Wizard Group Classes


Pet MageDM

Level KXP Wizard
123 456 789
1 0 1-- --- ---
2 3 2-- --- ---
3 6 3-- --- ---
4 12 4½- --- ---
5 24 41- --- ---
6 48 42- --- ---
7 96 43- --- ---
8 192 44½ --- ---
9 384 441 --- ---
10 750 542 --- ---
11 1500 643 --- ---
12 2000 744 ½-- ---
13 2500 744 1-- ---
14 3000 754 2-- ---
15 3500 764 3-- ---
16 4000 774 4½- ---
17 4500 774 41- ---
18 5000 775 42- ---
19 5500 776 43- ---
20 6000 777 44½ ---
21 6500 777 441 ---
22 7000 777 542 ---
23 7500 777 643 ---
24 8000 777 744 ½--
25 8500 777 744 1--
26 9000 777 754 2--
27 9500 777 764 3--
28 10000 777 774 4½-
29 10500 777 774 41-
30 11000 777 775 42-
31 11500 777 776 43-
32 12000 777 777 44½
33 12500 777 777 441
34 13000 777 777 542
35 13500 777 777 643
36 14000 777 777 744
TH Saves
PD RS PP BW Sp Fo Re Wi
+0  4  7  5  3  6  0  1  1
+0  4  7  5  3  7  0  1  1
+0  4  8  5  4  7  0  1  2
+1  4  8  6  4  7  1  2  2
+1  5  9  6  4  8  1  2  3
+1  5  9  7  5  8  2  3  3
+2  5 10  7  5  9  2  3  4
+2  6 10  7  6  9  2  3  4
+2  6 10  8  6  9  3  4  5
+3  6 11  8  6 10  3  4  5
+3  7 11  9  7 10  4  5  6
+3  7 12  9  7 11  4  5  6
+4  7 12  9  8 11  4  5  7
+4  7 13 10  8 11  5  6  7
+4  8 13 10  8 12  5  6  8
+5  8 13 11  9 12  6  7  8
+5  8 14 11  9 13  6  7  9
+5  9 14 11 10 13  6  7  9
Requisites: Int 10, Chr 18, Cml 9
Alignment: any
HD/level: d4
Weapon Prof.: 1+level/5
To Hit Table: Wiz
Save Table: Wiz
Reference: DM
Groups: Wizard
 
Specialized in Conjuration; Normal in Abjuration; all other schools are Opposite.
Can have 1 familiar per level, and what types of familiars you can have are accelerated (see Familiars in section [S]).

[PC2] Wizard Group Classes


Physicist

Level KXP Wizard
123 456 789
1 0 1-- --- ---
2 1 2-- --- ---
3 3 2½- --- ---
4 6 21- --- ---
5 10 22- --- ---
6 20 33- --- ---
7 30 33½ --- ---
8 50 331 --- ---
9 100 332 --- ---
10 150 332 ½-- ---
11 200 332 1-- ---
12 400 332 2-- ---
13 600 333 3-- ---
14 800 333 3½- ---
15 1000 333 31- ---
16 1200 333 32- ---
17 1400 333 32½ ---
18 1600 333 321 ---
19 1800 333 322 ---
20 2000 333 333 ---
21 2200 333 333 ½--
22 2400 333 333 1--
23 2600 333 333 2--
24 2800 333 333 2½-
25 3000 333 333 21-
26 3200 333 333 22-
27 3400 333 333 33-
28 3600 333 333 33½
29 3800 333 333 331
30 4000 333 333 332
31 4200 333 333 333
32 4400 444 443 333
33 4600 444 444 444
34 4800 555 554 444
35 5000 555 555 555
36 5200 666 666 666
TH Saves
PD RS PP BW Sp Fo Re Wi
+0  4  7  5  3  6  0  1  1
+0  4  7  5  3  7  0  1  1
+0  4  8  5  4  7  0  1  2
+1  4  8  6  4  7  1  2  2
+1  5  9  6  4  8  1  2  3
+1  5  9  7  5  8  2  3  3
+2  5 10  7  5  9  2  3  4
+2  6 10  7  6  9  2  3  4
+2  6 10  8  6  9  3  4  5
+3  6 11  8  6 10  3  4  5
+3  7 11  9  7 10  4  5  6
+3  7 12  9  7 11  4  5  6
+4  7 12  9  8 11  4  5  7
+4  7 13 10  8 11  5  6  7
+4  8 13 10  8 12  5  6  8
+5  8 13 11  9 12  6  7  8
+5  8 14 11  9 13  6  7  9
+5  9 14 11 10 13  6  7  9
Requisites: Con 10, Int 17
Alignment: any
HD/level: d5
Weapon Prof.: 1+level/3
To Hit Table: Wiz
Save Table: Wiz
Reference: DM {Planeshifted Chemist}
Groups: Wizard, Alternate, Technology
 
Level 1: Identify Technological Items and how to use them (level*10)%
Level 1: +1 Knowledge proficiency per level.
Level 1: Resist Gravity, Telekinesis, falling damage
Level 2: Identify Object/Person's weight, home plane, home multiverse (quantum signature) by sight.
Level 3: Specialization in Enchantment gained.
Level 3: Immune distance distortion, teleport/plane-shifting traps/tricks/specials
Level 4: 1/d: Create Technological item of TechL=LVL
Level 5: Unusual materials are considered elements of E=S for your spells.
Level 6: Can create ioun stones as a GeoSage of 5 levels lower.
Level 7: Specialization in Alteration gained.
Level 8: Identify Alchemical/Chemical item and (at a -50% penalty) function (level-7)*10%
Level 9: Identify plane and multiverse by sight.
 
Sample Technology Levels (copied from [A10]):
 
TechF SFB
TechL
Examples
0 -10X No basic tools
1 -9X Basic tools; Basic shelter; Basic herbal medicine; Cultivation of plants; Recognition of seasons
2 -8Xe Wheel; Use of fire; Star recognition; Constellations; Basic metallurgy; Pulleys; Levers; Basic anatomy; Alchemy
3 -8Xs Basic astronomy and navigation; Windmills; Water wheels; Microscope/Magnifying Lens; Animal husbandry
4 -8Xl Recognition of other planets; Basic mechanics; Flood control; Cell theory; Classification of compounds
5 -7X Solar system mechanics; Steam power; Crude weather prediction; Geologic history; Fossils
6 -6Xe Detailed anatomy; Crude surgery (leeches!)
7 -6Xs Simple chemistry
8 -6Xl Simple atomic theory; Organic chemistry
9 -5X Hydroelectric power; Light-bulbs; Radio; X-rays
10 -4Xe Celestial mechanics; Heating and cooling systems; Heavy machinery; Tanks; Basic genetics/microbiology
11 -4Xs Stellar evolution; Transistors and Basic electronics; Theory of diseases (bacteriology); Earthquake prediction
12 -4Xl Radio astronomy; Solid state electronics; Telephones; Basic artificial limbs; Microwave theory
13 -3X Relativity; Internal combustion; Simple Computers; DNA/gene research; Basic artificial organs; Organ transplants
14 -2Xe Basic astronautics (planet to moon); Unmanned space probes; Simple internet; Fission; Lasers
15 -2Xs Manned spaceflight (planet to planet); Environmental suits; Simple cyberware/bioware; Fusion
16 -2Xl Unmanned interstellar probes; Advanced cyberware/bioware; Clones; Cold fusion
17 -1X Impulse; Manner interstellar travel; Gene surgery; Weather modification; Antimatter reactors
18 0Xe SemiWarp; Basic subspace mechanics; Micromolecular circuitry; Gravity control; Replicators; Phasers
19 0Xs Warp; Dilithium; Deflector shields; Transporters; Tractor beams; Tricorders; Positional Stabilizer
20 0Xl MicroWarp; Automation control systems; SFG; Cloaking Device; Temporal / alternate timeline theory

[PC2] Wizard Group Classes


Planeswalker Artificer

Level KXP Wizard
123 456 789 AB
1 0 1-- --- --- --
2 10 2-- --- --- --
3 15 21- --- --- --
4 22 12- --- --- --
5 33 021 --- --- --
6 49 012 --- --- --
7 73 102 1-- --- --
8 109 201 2-- --- --
9 163 310 21- --- --
10 244 410 12- --- --
11 366 521 021 --- --
12 549 621 012 --- --
13 823 731 102 1-- --
14 1234 832 101 2-- --
15 1851 942 110 21- --
16 2776 A42 110 12- --
17 4164 B53 211 021 --
18 6400 C53 211 012 --
19 6800 D63 211 102 1-
20 7200 E64 221 101 2-
21 7600 F74 321 110 21
22 8000 G74 321 110 32
23 8400 H85 322 111 32
24 8800 I85 322 111 33
25 9200 J95 432 111 43
26 9600 K96 432 211 43
27 10000 LA6 432 211 44
28 10400 NA6 432 211 44
29 10800 OB7 533 221 54
30 11200 PB7 543 221 54
31 11600 QC7 543 221 55
32 12000 RC8 543 222 55
33 12400 SD8 643 322 55
34 12800 TD8 643 322 65
35 13200 UE9 653 322 65
36 13600 VE9 653 322 66
TH Saves
PD RS PP BW Sp Fo Re Wi
+0  8  7  5  3  6  0  1  2
+1  8  7  6  3  7  0  1  3
+1  9  8  6  4  7  0  1  3
+2  9  8  6  4  7  1  2  4
+3 10  9  7  4  8  1  2  4
+3 10  9  7  5  8  2  3  5
+4 11 10  8  5  9  2  3  5
+5 11 10  9  6  9  2  3  6
+5 12 10  9  6  9  3  4  6
+6 12 11  9  6 10  3  4  7
+7 13 11 10  7 10  4  5  7
+7 13 12 10  7 11  4  5  8
+8 13 12 10  8 11  4  5  8
+9 14 13 11  8 11  5  6  9
+9 14 13 11  8 12  5  6  9
+10 14 13 11  9 12  6  7 10
+11 15 14 12  9 13  6  7 10
+11 15 14 12 10 13  6  7 11
Requisites: Str 9, Con 12, Int 18
Alignment: any
HD/level: d10
Weapon Prof.: 4+level/2
To Hit Table: Wiz
Save Table: 2xWiz
Reference: MTG / DM
Groups: Wizard, Lost, Demigod (x1)
 
Gets Int bonus to progression. Specialized in Enchantment/Charm and Conjuration/Summoning.
Casts normal Wizard spells, not MTG spells. Could cast MTG spells at 2 slots each if they are known.
Can have up to LVL MTG magic items. The maximum CC (Casting Cost, treat as SL) for each is (LVL+2)/3.

[PC2] Wizard Group Classes


Planeswalker Artificer Items

CC (SL) # Magic Item Effect
1 1 AEther Vial 0, 1/r: Cast a Conjuration/Summoning spell.
1 2 Ivory Tower Regenerate 3 hp/s.
1 3 Skullclamp Your summons get +CL TH/dmg, -CL AC/saves/rhp
1 4 Sol Ring +2 SL in progression.
1 5 Soul Net Whenever you kill someone with a spell, cure 1 hp.
1 6 Voltaic Key 1V: An item gets 1E action this segment.
2 1 Chaos Orb 1V, 1/reset: Destroy a magic item, effect, or creature (creature gets PPD save)
2 2 Helm of Awakening All spells in the room are school/sphere robed (x1 Special)
2 3 Illusionary Mask Your summons are Dust of Disappearanced
2 4 Lightning Greaves Your summons are not summoning sick
2 5 Scythe of the Wretched +1 summon slot; 1M: Animate Dead a creature you killed (it's your summon, -1 DL)
2 6 Sun Droplet Regenerate 10 hp/s.
3 1 Ashnod's Altar 0, sacrifice a summon: Get back 2 SL in progression
3 2 Blasting Station 1N, sacrifice a summon: Deal 10 dmg to one target (no save, TechR to resist)
3 3 Caltrops 10 damage damaging shield (no save, TechR to resist)
3 4 Fireshrieker One of your summons deals double damage
3 5 Forcefield Damage Threshold 10 from physical attacks
3 6 Loxodon Warhammer Vampiric Regen. (can be used on one of your summons)
4 1 Giant Fan 1V: Move an effect from one person to another (aER to resist)
4 2 Icy Manipulator 1S: Target loses his next action.
4 3 Jester's Cap Target forgets how to cast 3 spells or effects by name
5 1 Al-Abara's Carpet Immune to attackers unless they are flying
5 2 Coat of Arms Your summons get +N AC/saves/rhp/TH/dmg for each other summon of same race
5 3 Mirari 1bM, lose a SL=5 spell in memorization: Fork
6 1 Joven's Tools 1M: Target creature ignores all defenses with one attack
6 2 Mindslaver 1M, 1/reset: Domination for 1 segment (no save, TechR to resist)
6 3 Mirror Universe 1M, 1/reset: Switch current hp with target (no save, TechR to resist)
7 1 Legacy Weapon 1M: *Destroy* (or Capital S Slay) an item, effect, or creature (TechR to resist)
8 1 Aladdin's Ring 1M: 40 damage to one target (no resistance)
9 1 Darksteel Forge Your items are indestructible.

[PC2] Wizard Group Classes


Plator

Level KXP MTG Wiz/Pri
123 456 789
TH
1 0 1-- --- --- +0
2 5 20- --- --- +1
3 10 21- --- --- +1
4 20 320 --- --- +2
5 40 421 --- --- +3
6 80 422 0-- --- +3
7 160 432 1-- --- +4
8 250 433 20- --- +5
9 500 433 21- --- +5
10 700 443 22- --- +6
11 900 444 330 --- +7
12 1100 444 441 --- +7
13 1300 555 442 0-- +8
14 1500 555 442 1-- +9
15 1700 555 552 10- +9
16 1900 555 553 21- +10
17 2100 555 553 320 +11
18 2300 555 553 321 +11
19 2500 555 553 331 +12
20 2700 555 554 332 +13
21 2900 555 554 442 +13
22 3100 555 555 443 +14
23 3300 555 555 553 +15
24 3500 555 555 554 +15
25 3700 555 555 555 +16
26 3900 666 655 555 +17
27 4100 666 666 655 +17
28 4300 666 666 666 +18
29 4500 777 766 666 +19
30 4700 777 777 766 +19
31 4900 777 777 777 +20
32 5100 888 877 777 +21
33 5300 888 888 877 +21
34 5500 888 888 888 +22
35 5700 999 988 888 +23
36 5900 999 999 999 1 +23
37 11800 999 999 999 2 +24
38 17700 999 999 999 3 +25
39 23600 999 999 999 4 +25
45 59000 A99 999 999 9 +29
54 112100 AAA AAA AAA 91 +35
63 165200 AAA AAA AAA A9 +41
72 218300 BBB BBB BAA AA1 +47
Race Adjustments:
Str Dex Con Int Wis Chr Cml AT hp TH Div
-5 +0 +0 +7 +3 +0 +0 +0 +0 +0 ÷1
 
Requisites: Int 25, Wis 9,
  Race Slots 1, Class Slots 2
Alignment: any
HD/level: d5
Weapon Prof.: 2+level/4
To Hit Table: Pri
Save Table: Wiz/Pri
Reference: MTG / DM
Groups: Wizard, Priest, Archetype
Complexity: CF=3
   
Saving Throws:  
PPD: level+3
RSW: level+6
PP: level+4
BW: level+2
Spell: level+5
Fort: level+0
Reflex: level+0
Will: level+0
   
Gets Int bonus to progression.
Has access to the following Schools/Spheres:
Artifact (Wizard School and Concordant School)
Black (Wizard School and Priest Sphere)
Blue (Wizard School and Psionic Discipline)
Gold (Wizard School, Priest Sphere, and Psionic Discipline)
Green (Priest Sphere)
Red (Wizard School)
White (Priest Sphere)
Spells are on the following pages. Can cast normal Wizard or Priest spells; they cost 2 spells each.
Artifact spells are generally cast once, then the effect lasts for the day.

[PC2] Wizard Group Classes


Plator (MTG Spells)

School/Sphere SL # Spell Effect
Artifact 1 1 AEther Vial 0, 1/r: Cast a Conjuration/Summoning spell.
Artifact 1 2 Ivory Tower Regenerate 3 hp/s.
Artifact 1 3 Skullclamp Your summons get +CL TH/dmg, -CL AC/saves/rhp
Artifact 1 4 Sol Ring +2 SL in progression.
Artifact 1 5 Soul Net Whenever you kill someone with a spell, cure 1 hp.
Artifact 1 6 Summon Myr 1 Summon a DL=1 Myr
Artifact 1 7 Voltaic Key 1V: An item gets 1E action this segment.
Black 1 1 Darkness 1bM: Immune to a P attack from someone
Black 1 2 Paralyze Target is paralyzed (PP save)
Black 1 3 Unholy Strength Get +2 TH and dmg (considered magical plusses), and +1 AC and saves.
Blue 1 1 Ancestral Recall This spell can be cast only once per turn. Target regains 3 SL's in memorization.
Blue 1 2 Flight Target flies at 12" (C).
Blue 1 3 Mind Games Target loses his next action (Spell save)
Green 1 1 Awaken Removes sleep/fatigue effect on up to CL targets
Green 1 2 Berserk Attacking creature does x2 dmg and is slain this segment (not 1bM)
Green 1 3 Force of Nature I Summon a Plant Elemental: AC 20, hp 20, #Att 1/1, TH +10, dmg 10
Green 1 4 Giant Growth Target gets +3 TH, dmg, AC, and saves this round.
Green 1 5 Instill Energy You get +1S action per round for CL r (counts as your haste).
Green 1 6 Natural Healing Target is cured equal to his Con score in hp
Green 1 7 Nature’s Lore Know direction & distance to an object or person (if they are touching the ground)
Red 1 1 Earthbind Target loses flying and takes double normal falling damage (no save).
Red 1 2 False Orders (1bM to cast) Force a monster to attack someone else (he will only attack his enemies)
Red 1 3 Lightning Bolt Target takes 30 lightning dmg (Spell save for 0)
White 1 1 Angel's Grace 1bM: Damage that would put you below 1 hp this segment puts you at 1 hp
White 1 2 Death Ward 1bM, cannot act next segment: Avoid a slay effect on someone.
White 1 3 Healing Salve One target is cured 30 hp, or (1bM action) prevent the next 30 dmg to a target.
Artifact 2 1 Chaos Orb 1V, 1/reset: Destroy a magic item, effect, or creature (creature gets PPD save)
Artifact 2 2 Helm of Awakening All spells in the room are school/sphere robed (x1 Special)
Artifact 2 3 Illusionary Mask Your summons are Dust of Disappearanced
Artifact 2 4 Lightning Greaves Your summons are not summoning sick
Artifact 2 5 Scythe of the Wretched +1 summon slot; 1M: Animate Dead a creature you killed (it's your summon, -1 DL)
Artifact 2 6 Summon Myr 2 Summon a DL=2 Myr
Artifact 2 7 Sun Droplet Regenerate 10 hp/s.
Black 2 1 Animate Dead Animates a dead monster as your summon (1 DL lower)
Black 2 2 Simulacrum 1bM: Redirect any amount of damage from you to one of your subordinates.
Black 2 3 Terror Target is slain (PPD save, does not affect Undead or Golems, or things without souls)
Blue 2 1 Aura of Dominion Target can use 2M this segment.
Blue 2 2 Force Spike 1bM or 1 OppM: Counter target magical/psionic effect unless its user devotes another spell/psionic slot to it.
Blue 2 3 Invisibility Improved Invisibility.
Blue 2 4 Time Walk This spell can be cast only once per turn. You get an extra segment this round (segment 11 at end).
Gold 2 1 Angelic Shield All your summons get +1 rhp. You get 10 current hp. 0, sacrifice this effect: Unsummon (no save).
Gold 2 2 Azorius First-Wing Summon a DL II Griffin, it flies, and can remove bad effects on people.
Gold 2 3 Azorius Guildmage Summon a DL II Vedalken Wizard, it can Stop someone, and can dispel Contingency effects.
Gold 2 4 Crystalline Sliver Summon a DL II Sliver, it can't be targetted.
Gold 2 5 Energy Arc 1bM: In your group, weapon damage does not occur this half-segment and your next half-segment.
Gold 2 6 Galina's Knight Summon a DL II Merfolk Knight, it is immune to area effect damaging spells/psi.
Gold 2 7 Meddling Mage Summon a DL II Human Wizard, he Banhammers one spell or psi effect of SL 0-3 in the room [x1 Special]
Gold 2 8 Overrule 1bM, spend N additional SL's: Counterspell, unless they spend 10*N SL's, and you are cured 10*N hp.
Gold 2 9 Pride of the Clouds Summon a DL II Elemental Cat, he flies, he has rhp = number of flying summons you control.
Gold 2 10 Prismatic Boon Choose a school, sphere, or psionic frequency. A group is immune to that for 1s.
Gold 2 11 Sygg, River Guide Summon a DL II Merfolk Wizard, he can give someone Water Breathing, and can counter one effect.
Gold 2 12 Wings of Aesthir Target gets +CL TH/dmg and flying 12" for 1t.
Gold 2 13 Wings of Hope Target gets +1 TH/dmg, +3 AC/saves, and flying 12" for 1t.
Green 2 1 Bind 1bM: Counter an item ability.
Green 2 2 Earth Bolt Deal CLd10 Eldritch Earth dmg to one target (no save)
Green 2 3 Gaea’s Bounty Regain one first-level Plant/Animal spell to memorization
Green 2 4 Gaea’s Cradle One of your summoned creatures is dispelled; Add it's hp/10 in SL to your memorization
Green 2 5 Gaea’s Might Target gains +N AC/saves/TH/dmg; N is number of groups of classes you have
Green 2 6 Lifeforce 1bM: Counter a MTG Black, Necromancy/Necromantic, or Psi7 power.
Green 2 7 Naturalize Dispel one non-natural effect (or) Turn off one non-natural item for 1 turn
Green 2 8 Regeneration You regenerate at CL hp/s. 0, this effect drops and you lose the spell slot: Avoid a slay effect.
Green 2 9 Soothing Word Removes fear/horror effect on up to CL targets
Green 2 10 Spiritual Energy +LVL Con
Red 2 1 Echoing Ruin Destroy all magic items of the same exact type (Disint. save each)
Red 2 2 Raging River Create a (water based) moat that is CL*30' long and CL*10' feet wide, which lasts for CL r.
Red 2 3 Shatter Destroy or turn off one magic item for CL turns (no save) (if turned off, you can drop the turned off effect).
White 2 1 Abeyance Target cannot use M actions this segment (Will save)
White 2 2 Circle of Protection When cast, name a school/sphere/psi freq. Lose 1 spell slot: Immune to 1 effect of that school/sphere/psi freq.
White 2 3 Disenchant Dispel an effect.
Artifact 3 1 Ashnod's Altar 0, sacrifice a summon: Get back 2 SL in progression
Artifact 3 2 Blasting Station 1N, sacrifice a summon: Deal 10 dmg to one target (no save, TechR to resist)
Artifact 3 3 Brass Gnat 3-1 1M or 1T: 10 dmg 15' radius (Annihilation, centered on you, hole in the middle, no save). Taking this power more than once increases the damage by 10 each time.
Artifact 3 4 Brass Gnat 3-2 +(LVL+1)/2 T actions per round, only for technological effects (including Brass Gnat spells). This cannot be picked more than once, but different SL versions of this same effect exist, which can be picked (once each).
Artifact 3 5 Brass Gnat 3-3 1bV+1bP or 1bT+1bP: Get a full P action of attacks against someone you are getting a parting shot against (or) Get a parting shot against someone who is immune to parting shots, or who is blinking away / leaving the group instantaneously. This cannot be picked more than once.
Artifact 3 6 Brass Gnat 3-4 Charm Resistance (CR) = CL*15%. Picking this a second time gives aCR or NR, a third time gives aCR or NR (the other that you didn't pick), and the fourth time gives aNR.
Artifact 3 7 Brass Gnat 3-5 When you take this power, pick Radiation, Magic, Psi, or Innate. 1M or 1T: Dispel an effect of the type chosen. Picking this more than once gives you another pick.
Artifact 3 8 Brass Gnat 3-6 Resist "Chaos", "Colorless", "Wild", and "Wonder" elements/effects (Colorless Fire, Colorless Time, Black Ice, Wild Magic Zones, etc.). Picking this twice gives Double Resist, but third and further picks do nothing.
Artifact 3 9 Brass Gnat 3-7 Resist Polymorph, Clone, Domination, Teleport Other. Picking this a second time gives Immunity.
Artifact 3 10 Brass Gnat 3-8 1M or 1T: Duplicate a Psi8 minor ability. (This is resisted using TechR, not PsiR). Picking this twice lets you duplicate Psi16 minors.
Artifact 3 11 Brass Gnat 3-9 1M or 1T, LVL/d: Raise or lower the Physical Factor (PF) of the area by 1 (min PF = 0, max PF = 11), even if current PF=0. This cannot be picked more than once.
Artifact 3 12 Brass Gnat 3-10 1M or 1T: Raise or lower the Tech Level of an object by 1 (max Tech Level = N+LVL, where N is the number of times you pick this power).
Artifact 3 13 Brass Gnat 3-11 When you take this power, pick Radiation, Magic, Psi, or Innate. 1bM or 1bT: Counter an effect of the type chosen. Picking this more than once gives you another pick.
Artifact 3 14 Brass Gnat 3-12 "Luck" effects doesn't work for anyone within sight. This cannot be picked more than once.
Artifact 3 15 Brass Gnat 3-13 1N, 1/t: Immune to Head Blown Off or Summoning Sickness. Picking this more than once lets you use this power an additional time per turn.
Artifact 3 16 Brass Gnat 3-14 When you take this power, pick Radiation, Magic, Psi, or Innate. 1M or 1T: Reverse an effect of the type chosen. (Can cast the effect's reverse within 1 round, even if the reverse is not known.) Picking this more than once gives you another pick.
Artifact 3 17 Brass Gnat 3-15 1M or 1T: Summon a DL=CL (max DL=6) Alley creature, it has a DL% chance of becoming uncontrolled per segment. Picking this more than once increases the max DL by 1, but never beyond DL=9 in any case.
Artifact 3 18 Caltrops 10 damage damaging shield (no save, TechR to resist)
Artifact 3 19 Fireshrieker One of your summons deals double damage
Artifact 3 20 Forcefield Damage Threshold 10 from physical attacks
Artifact 3 21 Loxodon Warhammer Vampiric Regen. (can be used on one of your summons)
Artifact 3 22 Summon Myr 3 Summon a DL=3 Myr
Black 3 1 Attrition Sacrifice a summon: Target is slain (PPD save)
Black 3 2 Gloom [x1 Special] Priest spells cost triple spell slots to cast.
Blue 3 1 Charisma Your attacks are charm branded (Will save)
Blue 3 2 Mana Leak 1bM or 1 OppM: Counter target magical/psionic effect unless its user devotes another 3 spell/psionic slots to it.
Blue 3 3 Psionic Blast Target takes 40 psionic dmg, you take 20 psionic dmg (no save) (PR to resist)
Gold 3 1 Absorb 1bM: Counterspell, and be cured 30 hp.
Gold 3 2 Azorius AEthermage Summon a DL III Human Wizard, it can refresh some of your spell/psi progressions.
Gold 3 3 Chromatic Armor Choose a school, sphere, or psionic frequency. Target is immune to that for 1t.
Gold 3 4 Daring Leap One creature flies and gets +10 TH/dmg/AC/saves this segment.
Gold 3 5 Demand (Supply/Demand) Wishoid for a SL 2 Psi11U/W spell
Gold 3 6 Guiding Spirit Summon a DL III Angel, it flies, and makes your Summon Psi11U/W powers cost only ½M each.
Gold 3 7 Hanna, Ship's Navigator Summon a DL III Human Artificer, he can rebuild dispelled effects or magic items.
Gold 3 8 Leering Gargoyle Summon a DL III Gargoyle, it flies, and it can become very tough (+20 rhp) but then cannot physically attack.
Gold 3 9 Minister of Impediments Summon a DL III Human Advisor, he can lockdown one enemy's actions (Bosses and the like get a Will save).
Gold 3 10 Opaline Sliver Summon a DL III Sliver, if this Sliver dies due to enemy combat, you get one SL=2 spell added to your progression for 1t.
Gold 3 11 Phantatog Summon a DL III Atog, it dispels spell/psi effects, you can spend spell slots to increase it's DL.
Gold 3 12 Plumes of Peace Target creature is Slowed (Reflex save) and prevent his next P action (Will save)
Gold 3 13 Reparations Whenever an enemy targets you, gain 2 SL's back in Psi11U/W progression.
Gold 3 14 Riptide Crab Summon a DL III Crab, when he dies, you get ½M you can use before the end of the round.
Gold 3 15 Samite Archer Summon a DL III Human Cleric Archer, he cures 30 hp to one target and causes 30 hp to another target per action.
Gold 3 16 Silver Drake When casting, sacrifice a summon: Summon a DL IV Drake, it flies.
Gold 3 17 Sky Spirit Summon a DL III Spirit, it flies.
Gold 3 18 Spectral Shield Target gets a 20 hp Armor spell (stacks with other Armor spells), and he can't be targetted.
Gold 3 19 Tempest Drake Summon a DL III Drake, he flies and can Interpose to protect someone from being attacked.
Green 3 1 Adaptation NaNR +CL*10%; Immune to Hostile Environment; Need not breathe
Green 3 2 Ancestral Mask Target gets +LVL/+LVL TH/dmg for each other of same race in room
Green 3 3 Force of Nature II Summon a Wood Elemental: AC 40, hp 80, #Att 2/1, TH +30, dmg 30
Green 3 4 Gaea’s Skyfolk Winged flight CL^2"
Green 3 5 Nature’s Chosen +1S action
Green 3 6 Tranquility Dispel all effects on one target (use the 50% +/- 5% per CL difference rules)
Red 3 1 Fervor You and your summons are not summoning sick.
Red 3 2 Stone Rain Deal CL Hull dmg to one inanimate object (no save)
White 3 1 Arenson's Aura 0, sacrifice a maintained effect: Dispel a maintained effect.
White 3 2 Reverse Damage 1bM: One effect that's damaging you heals you for that amount instead.
Artifact 4 1 Giant Fan 1V: Move an effect from one person to another (aER to resist)
Artifact 4 2 Icy Manipulator 1S: Target loses his next action.
Artifact 4 3 Jester's Cap Target forgets how to cast 3 spells or effects by name
Artifact 4 4 Summon Myr 4 Summon a DL=4 Myr
Black 4 1 Breeding Pit Once per round, get a DL I Thrull as a summon (limit=LVL)
Black 4 2 Lich Cast a 1st level Lich spell. You go to 0 max and current hp for 1 turn.
Blue 4 1 Coastal Piracy Whenever you kill a creature, restore 1 SL in memorization
Blue 4 2 Control Magic Charm Monster (Will save)
Blue 4 3 Counterspell 1bM or 1 OppM: Counter target magical/psionic effect.
Gold 4 1 AEthermage's Touch Get a temporary extra Summon slot this segment, summon a DL=1d4 creature, it disappears at end of segment.
Gold 4 2 Ayesha Tanaka Summon a DL IV Human Artificer, it can group monsters together, and counter magic item abilities.
Gold 4 3 Azorius Ploy One creature deals no damage on his next P action; and one creature has all melee damage prevented to him for 1s.
Gold 4 4 Cloud Cover Whenever someone dispels one of your spell/psi effects, you can recast that effect for ½M within the next round.
Gold 4 5 Glaciers x1 Special on room: Wacky balls cure instead of damage people. Spend a SL=2 spell slot each round to upkeep this.
Gold 4 6 Grand Arbiter Augustin IV Summon a DL IV Human Advisor, he spell robes for you one Psi11U/W power for -1 SL, he also casts Psi11U/W powers.
Gold 4 7 Harbor Guardian Summon a DL IV Gargoyle, he has near-infinite reach upwards.
Gold 4 8 Hazerider Drake Summon a DL IV Drake, it is immune to area effect damaging spells/psi.
Gold 4 9 Kangee, Aerie Keeper Summon a DL IV Bird Soldier, he flies, and makes your other Bird summons +3 DL's higher.
Gold 4 10 Meddling Kids Summon a DL IV Human Child, he Banhammers one spell or psi effect of SL 4-5 (not lower) in the room [x1 Special]
Gold 4 11 Reviving Vapors Up to 3 targets are cured (1d10+CL)*10 hp
Gold 4 12 Sawtooth Loon When summoning, sacrifice a summon: Summon a DL V Bird, he isn't sick and can cast Psi11U/W powers.
Gold 4 13 Stand // Deliver Unsummon a summon or dispel one effect, and cure one target 80 hp.
Gold 4 14 Trial (Trial/Error) Unsummon all creatures in a group, at least one of your summons must be in that group.
Gold 4 15 Vanish into Memory Unsummon a creature. You gain 2*N-R SL's in your Psi11U/W progression, where N is it's DL and R is it's remaining rhp's.
Green 4 1 Aluren You may cast SL 0-3 Conjuration/Summoning spells as a 0 action.
Green 4 2 Earth Storm Deal CLd12 Eldritch Earth dmg 40' radius (no save)
Green 4 3 Gaea’s Balance You may transfer SLs & PSPs between your magic & psi pools; use [Q11] type conversion
Green 4 4 Gaea’s Blessing Reconstruct up to three effects which were dispelled/twisted within the last turn
Green 4 5 Gaea’s Touch +1QM only for Pixie Queen spells
Green 4 6 Harmony of Nature 0, 1/s, one of your summoned critters loses & can't use 1P this segment: You gain +1QP
Green 4 7 Living Lands Summon CL Treefolk (DL=2), together they occupy 1 summon slot.
Green 4 8 Nature’s Blessing +CL distributed among AC/saves/TH/dmg as you like
Red 4 1 AEther Flash Whenever a creature appears in room, takes 20 AEther dmg (x1 Special)
Red 4 2 Fork 1bM or 1 OppM: Copy target magical/psionic effect.
Red 4 3 Orcish Oriflamme All your subordinates get +1 offensive DL.
White 4 1 Congregate Target gains 10*N hp, where N is the number of people in the party+summons
White 4 2 Resurrection Resurrect someone who's been killed within the past CL s.
Artifact 5 1 Al-Abara's Carpet Immune to attackers unless they are flying
Artifact 5 2 Coat of Arms Your summons get +N AC/saves/rhp/TH/dmg for each other summon of same race
Artifact 5 3 Mirari 1bM, lose a SL=5 spell in memorization: Fork
Artifact 5 4 Summon Myr 5 Summon a DL=5 Myr
Black 5 1 Extinction Slay all creatures of one race in a group (PPD save)
Blue 5 1 Deflection 1bM or 1 OppM: Redirect target magical/psionic effect to another target.
Blue 5 2 Evacuation A group of summons is unsummoned
Gold 5 1 Armored Guardian Summon a DL V Cat Warrior, it can make people untargetable, and prevent damage.
Gold 5 2 Hunding Gjornersen Summon a DL V Human Warrior, he is good at attacking single groups with lots of monsters in it.
Gold 5 3 Isperia the Inscrutable Summon a DL V Sphinx, it flies and it gives you an extra summon slot for itself (max=1 of these at a time).
Gold 5 4 Ordered Migration Summon CL/6 DL I Birds
Gold 5 5 Palliation Accord Whenever one of your summons physically attacks, you are cured N hp, where N is their DL.
Gold 5 6 Sky Hussar Summon a DL V Human Knight, he hastes you and all your summons by +1S action.
Gold 5 7 Swift Silence The entire "stack" of spells is countered. You get +1sM action (Slow Mental, you can use it on segment 10)
Gold 5 8 Teferi's Moat Specify a summon type. Creature of that type can't attack you unless they fly. You can't fly while running this.
Gold 5 9 Tobias Andrion Summon a DL V Human, he beats things.
Gold 5 10 Windreaver Summon a DL V Elemental, it flies, can interpose, if it doesn't attack it gets +10 rhp, and it can blink.
Green 5 1 Brute For the next turn, you get: -1M, +1P, -CL Int, +CL Str, -CL saves, +CL dmg; can't drop this
Green 5 2 Call of the Wild Summon any real-world animal (your choice), you get CL/DL of them (round up)
Green 5 3 Doubling Season Whenever you summon a creature, you get 2 instead (+1 slot too)
Green 5 4 Force of Nature III Summon a Root Elemental: AC 60, hp 180, #Att 3/1, TH +50, dmg 50
Green 5 5 Gaea’s Embrace Target gains +3 AC/saves/TH/dmg and Troll-like regen CL hp/r
Green 5 6 Life Essence If target has less than CL*CL current hp, it is cured so it has CL*CL hp
Red 5 1 Fissure Slay target creature (RSW save), or Earthquake the floor
White 5 1 Angelic Chorus Whenever you summon a creature, cure it's hp on yourself
Artifact 6 1 Brass Gnat 6-1 1M or 1T: Lower the CL on all effects by 2 in 30' radius (no save, can use ER). Picking this more than once increases the reduction by 2.
Artifact 6 2 Brass Gnat 6-2 +(LVL+1)/2 T actions per round, only for technological effects (including Brass Gnat spells). This cannot be picked more than once, but different SL versions of this same effect exist, which can be picked (once each).
Artifact 6 3 Brass Gnat 6-3 Anti-x0/x1 Shell, SL 0-1: Immune to and cannot use 0th-1st SL x0-x1 effects.
Artifact 6 4 Brass Gnat 6-4 Effects Resistance (ER) = CL*10%. Picking this a second time gives you aER.
Artifact 6 5 Brass Gnat 6-5 Every other "Going Down a Hole" offense you do not actually go down the Hole. This cannot be picked more than once. (If you somehow get this effect twice, you immediately do down the Deeper Hole.)
Artifact 6 6 Brass Gnat 6-6 1N, 1/t: Immune to Twilight or draining the MF/PF/TF. Picking this more than once lets you use this an additional time per turn.
Artifact 6 7 Brass Gnat 6-7 1M or 1T: Duplicate a Psi8 major or Psi16 minor ability. (This is resisted using TechR, not PsiR). Picking this twice lets you duplicate Psi16 majors.
Artifact 6 8 Brass Gnat 6-8 1bM or 1bT: Counter a x0 or x1 effect. This cannot be picked more than once.
Artifact 6 9 Brass Gnat 6-9 1bM or 1bT: Counter a counterspell. Picking this a second time gives you "2bM or 2bT: Insist an effect.". This cannot be picked more than twice.
Artifact 6 10 Brass Gnat 6-10 You shift TechR by CL*5%, not (CL-12)*5%. Your SL=3 Brass Gnat spells do not give TechR at all (but iTechR can be used at half percentage). This cannot be picked more than once.
Artifact 6 11 Joven's Tools 1M: Target creature ignores all defenses with one attack
Artifact 6 12 Mindslaver 1M, 1/reset: Domination for 1 segment (no save, TechR to resist)
Artifact 6 13 Mirror Universe 1M, 1/reset: Switch current hp with target (no save, TechR to resist)
Black 6 1 Dark Offering Slay a creature (PPD save), you gain it's hp to current hp
Blue 6 1 Mind's Desire You can cast 1d6 spells of SL=1d6 next segment as 1M
Blue 6 2 Quash 1bM or 1 OppM: Counter target magical/psionic effect. That person cannot use that effect for the rest of the day.
Gold 6 1 Dovescape x1 Special on room: Everyone has +1 summon slot for Birds; All spells and psi are countered, get N DL I Bird summons instead, where N=SL.
Gold 6 2 Kasimir the Lone Wolf Summon a DL VI Human Warrior, he beats things down.
Gold 6 3 Rasputin Dreamweaver Summon a DL VI Human Wizard, he can restore up to 6 SL's of your Psi11U/W progression, he also casts Psi11U/W powers.
Green 6 1 Desert Twister Destroy something (PP save, like a Disintegrate spell)
Green 6 2 Gaea’s Herald When your summoned creatures go below -10 hp, they don't disappear (you can cure)
Green 6 3 Nature’s Cloak +CL*10 Rogue points; Any Level=CL/2 (or less) Rogue pick
Red 6 1 Dragon Roost Once per round, get a DL V Dragon as a summon (limit=LVL/3)
Red 6 2 Gravity Sphere No one can fly or levitate in the area (x1 Special) (fliers in room take falling dmg when cast)
White 6 1 Beacon of Immortality Double current hp (like a Tenser's, but a different source)
Artifact 7 1 Legacy Weapon 1M: *Destroy* (or Capital S Slay) an item, effect, or creature (TechR to resist)
Artifact 7 2 Summon Myr 7 Summon a DL=7 Myr
Blue 7 1 Blatant Thievery Pick Pockets LVL*10% on each target in a group
Gold 7 1 Gosta Dirk Summon a DL VII Human Warrior, he is not sick, and can Part/Lower Water.
Gold 7 2 Iridescent Angel Summon a DL VII Angel, it is immune to magic, psi, innates, and radiation.
Gold 7 3 Ith, High Arcanist Summon a DL VII Human Wizard, he can save/rescue a creature from being in a nasty group of monsters.
Gold 7 4 Jedit Ojanen Summon a DL VII Cat Warrior, he really beats things down.
Green 7 1 Force of Nature IV Summon a Thicket Elemental: AC 80, hp 320, #Att 4/1, TH +70, dmg 70
Green 7 2 Nature’s Wrath Turn all undead/outer-planar creatures within 80' (no turn roll, instead make Will saves)
Green 7 3 One with Nature For every 10 points of damage you deal in unarmed combat, add 1 SL to your memorization
Green 7 4 Seeds of Life 1 sq. mile area is restored, CL trees grow instantly, removes Defiled status
Green 7 5 Tooth and Nail Summon DL VII, can pick type, or can pick creature within type
Red 7 1 Flame Wave CL/3 groups each take 40 eldritch fire dmg (no save)
White 7 1 Look at Me, I'm the DCI An effect is banned from the room (x1 Special)
Artifact 8 1 Aladdin's Ring 1M: 40 damage to one target (no resistance)
Black 8 1 Decree of Pain Slay all creatures in two groups (PPD save) or one group (no save)
Blue 8 1 Beacon of Tomorrows You get an extra segment this round (segment 11 at end)
Green 8 1 Biorhythm Each person in a group's current hp = (Number of summons)*10
Green 8 2 Dual Nature Whenever you summon or create creatures, you get twice as many of them
Green 8 3 Force of Nature V Summon a Fungus Elemental: AC 100, hp 500, #Att 5/1, TH +90, dmg 90
Green 8 4 Gaea’s Avenger Immune to x5 and lower artifact effects that you (or your party) do not control
Red 8 1 Insurrection Charm a group (Will save, ignores immunity to Charm effects)
White 8 1 Reverse the Sands Switch current hp totals with someone (no save)
Artifact 9 1 Brass Gnat 9-1 1M or 1T: 100 dmg 15' radius (UltraBlack damage, centered on you, hole in the middle, no save), followed by a Put Out of Misery. Taking this power more than once increases the damage by 100 each time, (or) you can use a pick to have the effect followed by Really Put Out of Misery (and again for Beast of Xvim).
Artifact 9 2 Brass Gnat 9-2 1M, 1/t: Do the T-Bear "Randomly pull an item from 20th century Earth" effect. Each time you use this power, previously pulled items disappear. Picking this more than once lets you do it an extra time per turn (and lets you have an additional item kept at the same time).
Artifact 9 3 Brass Gnat 9-3 Immune to NPC status. 1M or 1T: Dust of Disappearance or Dust of Appearance.
Artifact 9 4 Brass Gnat 9-4 1Z, eat a Larva, TechL 18+ item you control, or a DL 9+ item you control: Reset.
Artifact 9 5 Brass Gnat 9-5 When you take this power, pick Radiation, Magic, Psi, or Innate. 1bM or 1bT: Capital O Object an effect of the type chosen. Picking this more than once gives you another pick.
Artifact 9 6 Brass Gnat 9-6 You may convert 2T -> 1QT as much a you like. Picking this more than once lets you convert to quicker types (second pick: 2QT -> 1QQT; third pick: 2QQT -> 1QQQT; etc.).
Artifact 9 7 Brass Gnat 9-7 1M or 1T: Duplicate a Psi8 grand or Psi16 major ability. (This is resisted using TechR, not PsiR). Picking this twice lets you duplicate Psi16 grands.
Artifact 9 8 Darksteel Forge Your items are indestructible.
Green 9 1 Child of Gaea Target becomes Int=3, Wis=3, Chr=3, CL=0 (no save) for CL days
Green 9 2 Everhome Your home plane is every plane; when this effect ends, your home plane = current plane
Green 9 3 Force of Nature VI Summon a Thorn Elemental: AC 120, hp 720, #Att 6/1, TH +110, dmg 110
Green 9 4 Gaea’s Liege Your max hp is CL^3 (and/or) Your TH bonus is +CL^2 (no other adj. can be added)
White 9 1 Blessed Wind Target's current hp becomes 200.

[PC2] Wizard Group Classes


Ponnet

Level KXP Wizard/Psi30
123 456 789 ABC
TH
1 0 1-- --- --- +0
2 2.25 2½- --- --- +0
3 4.5 21- --- --- +0
4 9 32½ --- --- +1
5 18 421 --- --- +1
6 36 422 ½-- --- +1
7 54 432 1-- --- +2
8 81 433 2½- --- +2
9 121.5 433 21- --- +2
10 225 443 22- --- +3
11 337.5 444 33½ --- +3
12 675 444 441 --- +3
13 1000 555 442 ½-- +4
14 1325 555 442 1-- +4
15 1650 555 552 1½- +4
16 1975 555 553 21- +5
17 2300 555 553 32½ +5
18 2625 555 553 321 +5
19 2950 555 553 331 +6
20 3275 555 554 332 +6
21 3600 555 554 442 +6
22 3925 555 555 443 +7
23 4250 555 555 553 +7
24 4575 555 555 554 +7
25 4900 555 555 555 +8
26 5225 666 655 555 +8
27 5550 666 666 655 +8
28 5875 666 666 666 +9
29 6200 777 766 666 +9
30 6525 777 777 766 +9
31 6850 777 777 777 +10
32 7175 888 877 777 +10
33 7500 888 888 877 +10
34 7825 888 888 888 +11
35 8150 999 988 888 +11
36 8475 999 999 999 1 +11
37 16950 999 999 999 2 +12
38 25425 999 999 999 3 +12
39 33900 999 999 999 4 +12
45 84750 A99 999 999 9 +14
54 161025 AAA AAA AAA 91 +17
63 237300 AAA AAA AAA A9 +20
72 313575 BBB BBB BAA AA1 +23
Race Adjustments:
Str Dex Con Int Wis Chr Cml AT hp TH Div
+2 +1 +2 +4 -1 -1 -2 +0 +0 +0 ÷1
 
Requisites: Str 7, Dex 5, Con 6, Int 12,
  Race Slots 1, Class Slots 2
Alignment: C any
HD/level: & d6
Weapon Prof.: 1+level/3
To Hit Table: Wiz
Save Table: Wiz+1
Reference: DM
Groups: Wizard, PC Designed, Archetype
Complexity: CF=3
   
Saving Throws:  
PPD: level+4
RSW: level+7
PP: level+5
BW: level+3
Spell: level+6
Fort: level+0
Reflex: level+1
Will: level+1
   
Counts as a "Human" race.
Specialized in Alteration and Myrmecology.
May use Psi30 powers as if they were spells with the following SL's: 2=Minor, 4=Major, 6=Grand, 8=Super, 10=Ultra. Your "successes" are equal to your CL.
Level 1 ¶: Can use "2 for 1" ability score trading.
Level 1 ¶: "Polymorph Other" is a 1st level spell for you. You may choose the general summon type (1-40) of what the target will turn into.
Level 1 ¶: May use Astral Perception and Astral Projection.
Level 9 ¶: 1F, 1/d: Target x0 being becomes a x1 being permanently.
Myrmecology Spells:
Ant Doom N (SL=N): Creeping Doom of Ants, (1d4+6)*(SL^3) dmg
Ant Shield N (SL=N): Damaging shield of type Ant (Insect), SL*25%
Fire Ant N (SL=N): Deals CLd(SL*2) Fiery Insect dmg (no save) plus Blindness (Reflex save) to a group
Summon Ant N (SL=N): Summon a DL=SL+1 Giant Winged Ant or (11-SL)^2 DL=SL Giant Ants (type Insect)
Summon Formian N (SL=N): Summon a DL=SL Formian (type Outer from Arcadia/Nirvana). They count as Ants for other spells.
Summon Myr N (SL=N): Summon a DL=SL Myr (type Golem from MTG). These do not count as Ants. See list below.
Wall of Ants (SL=N): Creates a Wall of Ants, anyone passing through takes (SL*2)d(SL*2) dmg.
Ant (SL=0): Summons a normal DL 0 Ant.
Speak with Ants (SL=1): You can speak with Ants and ask them questions, which they will give reasonable answers to.
Army Ants (SL=3): Earthquake (as spell)
Construction (SL=3): Your Ant summons can build a large building/structure or tunnel in a short amount of time. Every DL of Ants is 1 Hull point per S action they have.
Polymorph into Ant (SL=3): Polymorphs target into a (normal) Ant (PP save)
Carrion Ants (SL=4): Add +1 DL to your Ant summons (can repeat this spell up to DL X)
Saber Ants (SL=4): Whenever one of your Ant summons is killed by damage, get another Ant to replace it.
Yavimaya Ants (SL=4): Your Ant summons have haste.
Queen Ant (SL=6): Summons a DL VI Queen Ant. It adds a DL I Ant every segment to it's summon group (up to a max of 100).
Giant Ant Colony (SL=9): Summons a Fuckton (1000000) of DL I Giant Ants. They are in 100 groups of Plenty (10000) Giant Ants, but all together it counts as only one summon slot.
Giant Ant Empire (SL=10): Summons CL Fucktons (CL*1000000) of DL II Giant Flying Ants. They are in CL*100 groups of Plenty (10000) Giant Flying Ants, but all together it counts as only one summon slot. Alternatively, you can have a single group of 1 Metric Fuckton (100000000) of DL III Giant Flying Saber Ants.
(More spells will be added if this class is actively being played.)
Myr Types (for reference; this doesn't count monster templates):
DL=1: Myr Mindservant, Myr Moonvessel, Myr Servitor; DL=2: Alpha Myr, Copper Myr, Coretapper, Gold Myr, Iron Myr, Leaden Myr, Myr Retriever, Omega Myr, Silver Myr; DL=3: Myr Adapter, Myr Landshaper, Suntouched Myr; DL=4: Lodestone Myr, Myr Quadropod, Sarcomite Myr; DL=5: Myr Prototype; DL=7: Myr Enforcer

[PC2] Wizard Group Classes


Preserver2

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

[PC2] Wizard Group Classes


Protector Mage

Level KXP Wizard
123 456 789
1 0 1-- --- ---
2 3.5 2-- --- ---
3 7 21- --- ---
4 14 32- --- ---
5 28 421 --- ---
6 56 422 --- ---
7 84 432 1-- ---
8 126 433 2-- ---
9 189 433 21- ---
10 350 443 22- ---
11 525 444 33- ---
12 1050 444 441 ---
13 1575 555 442 ---
14 2100 555 442 1--
15 2625 555 552 1--
16 3150 555 553 21-
17 3675 555 553 32-
18 4200 555 553 321
19 4725 555 553 331
20 5250 555 554 332
21 5775 555 554 442
22 6300 555 555 443
23 6825 555 555 553
24 7350 555 555 554
25 7875 555 555 555
26 8400 666 655 555
27 8925 666 666 655
28 9450 666 666 666
29 9975 777 766 666
30 10500 777 777 766
31 11025 777 777 777
32 11550 888 877 777
33 12075 888 888 877
34 12600 888 888 888
35 13125 999 988 888
36 13650 999 999 999
TH Saves
PD RS PP BW Sp Fo Re Wi
+0  8  7  5  3  6  0  1  2
+1  8  7  6  3  7  0  1  3
+1  9  8  6  4  7  0  1  3
+2  9  8  6  4  7  1  2  4
+3 10  9  7  4  8  1  2  4
+3 10  9  7  5  8  2  3  5
+4 11 10  8  5  9  2  3  5
+5 11 10  9  6  9  2  3  6
+5 12 10  9  6  9  3  4  6
+6 12 11  9  6 10  3  4  7
+7 13 11 10  7 10  4  5  7
+7 13 12 10  7 11  4  5  8
+8 13 12 10  8 11  4  5  8
+9 14 13 11  8 11  5  6  9
+9 14 13 11  8 12  5  6  9
+10 14 13 11  9 12  6  7 10
+11 15 14 12  9 13  6  7 10
+11 15 14 12 10 13  6  7 11
Requisites: Con 12, Int 12, Wis 15
Alignment: any
HD/level: d8
Weapon Prof.: 1+level/3
To Hit Table: Pri
Save Table: Wiz/Pri
Reference: DM {Planeshifted Summoner Mage}
Groups: Wizard, Alternate
 
Multiply your maximum number of maintained effects by (LVL+1)/2.
Level 1: May have 2 instances of abjuration spells running on others, that stack (so you can give people 2 Armor spells, 2 Stoneskin spells, etc.)
Level 1: May material component abjuration spells for 2 effects of the same type, and at the same time increase range 0 to range touch.
Level 1: Specialized in abjuration with no opposite school.
Level 1: School robed in abjuration (each abjuration spell is 1 SL lower for you)
Level 1: 0, LVL/d: An abjuration effect does not require a maintenance slot (it can still be dropped with a 0 action).
Level 3: Your abjurations can't be dispelled or twisted.
Level 5: (Single) material componenting for abjuration spells is free.
Level 9: May have 3 instances of abjuration spells running on others, that stack.
Level 9: May double material component abjuration spells (costing a total of 1M+1V) for 3 effects of the same type (range 0 -> 30').
Level 9: Can hold abjuration effects across resets between sessions.
Level 12: 1bM: If a monster randomly rolls to attack someone, you can have it attack you instead.
Level 13: May have 4 instances of abjuration spells running on others, that stack.
Level 13: May triple material component abjuration spells (costing a total of 1M+2V) for 4 effects of the same type (range 0 -> sight).
Level 13: 1M: Steal someone else's abjuration effect. The other spellcaster (the person who created the effect, not necessarily the target) makes a Reflex save to resist this.
Level 21: May have 5 instances of abjuration spells running on others, that stack.
Level 21: May quadruple material component abjuration spells (costing a total of 1M+3V) for 5 effects of the same type (range 0 -> same plane in psi link).
Level 27: Your abjurations cannot be disjoined or instantaneous-ed.

[PC2] Wizard Group Classes


Quick Chaining Wizard

Level KXP Wizard
123 456 789 A
1 0 ½a- --- --- -
2 5 10c --- --- -
3 10 2½a e-- --- -
4 20 310 cg- --- -
5 40 42½ aei --- -
6 80 531 0cg k-- -
7 120 642 ½ae im- -
8 180 753 10c gko -
9 270 864 2½a eim -
10 500 975 310 cgk -
11 750 A86 42½ aei -
12 1500 B97 531 0cg z
13 2250 CA8 642 ½ae x
14 3000 DB9 753 10c v
15 3750 ECA 864 2½a t
16 4500 FDB 975 310 r
17 5250 GEC A86 42½ p
18 6000 HFD B97 531 n
19 6750 IGE CA8 642 l
20 7500 JHF DB9 753 j
21 8250 KIG ECA 864 h
22 9000 LJH FDB 975 f
23 9750 MKI GEC A86 d
24 10500 NLJ HFD B97 b
25 11250 OMK IGE CA8 0
26 12000 PNL JHF DB9 ½
27 12750 QOM KIG ECA 1
28 13500 RPN LJH FDB 2
29 14250 SQO MKI GEC 3
30 15000 TRP NLJ HFD 4
31 15750 USQ OMK IGE 5
32 16500 VTR PNL JHF 6
33 17250 WUS QOM KIG 7
34 18000 XVT RPN LJH 8
35 18750 YWU SQO MKI 9
36 19500 ZXV TRP NLJ A
TH Saves
PD RS PP BW Sp Fo Re Wi
-1  4  7  5  3  7  0  1  1
+0  4  8  6  4  7  1  2  2
+0  5  9  7  5  8  2  3  3
+0  6 10  7  6  9  2  3  4
+0  6 11  8  6 10  3  4  5
+0  7 12  9  7 11  4  5  6
+0  7 13 10  8 11  5  6  7
+1  8 13 11  9 12  6  7  8
+1  9 14 11 10 13  6  7  9
+1  9 15 12 10 14  7  8 10
+1 10 15 13 11 15  8  9 11
+1 11 16 13 12 15  9 10 12
+1 12 16 14 13 15 10 11 13
+2 12 16 14 14 16 10 11 14
+2 13 16 15 14 16 11 12 15
+2 14 16 15 15 16 12 13 16
+2 15 17 16 16 16 13 14 17
+2 16 17 16 16 17 14 15 18
Requisites: Dex 15, Int 30, Wis 15
Alignment: any
HD/level: d3
Weapon Prof.: 1+level/7
To Hit Table: ½xWiz
Save Table: 2xWiz
Reference: DM
Groups: Wizard
 
Never has Channeling (or Semi-Channeling), and can never gain Channeling (or Semi-Channeling). This uses old style D&D spellcasting, once you cast a spell slot, it's gone until you reset.
Int bonus to spell progression.
This class has "Quick Chaining": Whenever you cast a spell, you get 1QM action to use before the end of the round. Exceptions: If you spent 1Z to cast the spell, you don't get any action back. If you spent ½M to cast the spell, you get ½QM back.
DM Note: While you are using this 1QM action to cast a spell, you probably won't be able to material component it, unless you have QV actions, or a source of free material componenting (with QZ actions!).
Level 1: You may specialize in Chronomancy, and you "know" the Chronomancer class spells. If you do this, pick a major opposite school.
Level 2: During the normal (non-quick) half of the segment: 1M+1QM: Cast a spell at x2 CL. You get no actions back from this casting. You may material component this (going to x3 CL if you material component for CL).
Level 3: You can convert 1QM -> 1QV action, as often as you like.
Level 4: Whenever you use 1M action to read a scroll, you get 1M action (not 1QM) to use before the end of the round. (Before level 5 you get nothing because reading a scroll is not casting a spell in the normal sense.)
Level 5: 0, lose 1 of your remaining QM actions, 1/t: Counterspell.
Level 6: You may material component spells for a Z action. (You can use 1M+1V for the first spell, then 1QM+1Z for the second spell, if you haven't used your zero action; or alternatively you could do 1M+1Z then 1QM+1QV).
Level 7: +LVL-6 QZ actions.
Level 8: Whenever you use 1M to use a wand/rod/staff and the effect used charges, you get 1M action (not 1QM) to use before the end of the round. If the wand fired itself using it's 1E action, the wand gets 1E action instead of the 1M.
Level 9: 1F, 1/reset: Reset Self (Artificial of course).
Level 10: During the normal (non-quick) half of the segment: 1M+1QM+1V+1Z: Cast a spell at x5 CL. You get no actions back from this casting. You cannot material component this.
Level 11: If one of your spells is countered, and if you have the same action type available (either 1M or 1QM), you can spend that action and cast the spell again immediately (ignoring the rules about how often you can use actions on a given partial segment).
Level 12: You may material component spells for an N action (i.e. it costs no actions at all to material component).
Level 18: Quick Quick Chaining: For SL=1 to LVL-17 spells, you get 1QQM back instead of 1QM.
Level 21: 1F, 1/reset: Step Out of It.
Level 24: You can benefit from LVL-22 Artificial Resets per Natural Reset.
New spell:
Lend Quick Mental (SL=5): You lose 1QM action, target gains 1QM for this round.

[PC2] Wizard Group Classes


Quintessential Mage6

Level KXP Wizard
123 456 789 A.:
1 0 20- --- --- ---
2 6 31- --- --- ---
3 18 320 --- --- ---
4 36 431 --- --- ---
5 60 432 0-- --- ---
6 90 443 1-- --- ---
7 126 543 20- --- ---
8 168 544 31- --- ---
9 216 554 320 --- ---
10 486.4 654 431 --- ---
11 729.6 655 432 0-- ---
12 972.8 665 443 1-- ---
13 1216 765 543 20- ---
14 1459.2 766 544 31- ---
15 1702.4 776 554 32- ---
16 1945.6 876 654 430 ---
17 2188.8 877 655 431 ---
18 2432 887 665 442 ---
19 2675.2 987 765 543 ---
20 2918.4 988 766 543 0--
21 3161.6 998 776 554 1--
22 3404.8 A98 876 654 2--
23 3648 A99 877 654 3--
24 3891.2 AA9 887 665 3--
25 4134.4 BA9 987 765 40-
26 4377.6 BAA 988 765 41-
27 4620.8 BBA 998 776 42-
28 4864 CBA A98 876 53-
29 5107.2 CBB A99 876 53-
30 5350.4 CCB AA9 887 54-
31 5593.6 DCB BA9 987 640
32 5836.8 DCC BAA 987 641
33 6080 DDC BBA 998 652
34 6323.2 EDC CBA A98 753
35 6566.4 EDD CBB A98 753
36 6809.6 EDD CBB A98 764
TH Saves
PD RS PP BW Sp Fo Re Wi
+0  4  7  5  3  6  0  1  1
+0  4  7  5  3  7  0  1  1
+0  4  8  5  4  7  0  1  2
+1  4  8  6  4  7  1  2  2
+1  5  9  6  4  8  1  2  3
+1  5  9  7  5  8  2  3  3
+2  5 10  7  5  9  2  3  4
+2  6 10  7  6  9  2  3  4
+2  6 10  8  6  9  3  4  5
+3  6 11  8  6 10  3  4  5
+3  7 11  9  7 10  4  5  6
+3  7 12  9  7 11  4  5  6
+4  7 12  9  8 11  4  5  7
+4  7 13 10  8 11  5  6  7
+4  8 13 10  8 12  5  6  8
+5  8 13 11  9 12  6  7  8
+5  8 14 11  9 13  6  7  9
+5  9 14 11 10 13  6  7  9
Requisites: Int 20
Alignment: any
HD/level: d10
Weapon Prof.: 6+level/9
To Hit Table: Wiz
Save Table: Wiz
Reference: Quintessential Wizard3
Groups: Wizard
 
Gets Int bonus to spells.
In the spell progression, "." means SL=10+1 (level 10 plus 1 level of feats) and ":" means 10+2 (level 10 plus 2 levels of feats).
Levels 1-5:
(2/level)
A. Add your Chr bonus to your saves, or to the DC of your spells' saves {Knight of the Staff}
B. All magic items cost x0.9 normal price for you {Arcane Craftsman}
C. Can cast Priest Animal and Plant sphere spells {Hedge Wizard}
D. Can cast Priest Divination sphere spells {Investigator}
E. Detect possession, magic jar, ego domination, etc. {Exorcist}
F. 1F: Duplicate a 1st level Rogue ability at LVL*10% {Entertainer}
G. Extra summon slot only for Air Elementals; "Summon Air Elemental N" is a spell. {Wind Mage}
H. Legend Lore / Sage Knowledge LVL*10% {Academic}
I. 0: Shift the elemental composition of a spell you're casting to Earth {Geomancer}
J. +1 spell per SL, only for fire-based spells {Pyromancer}
K. 1 attack that hits: Steal a spell from memorization, add to yours (Spell save, aMR) {Spelleater}
L. Water Breathing, freedom of movement in water, cast spells in water normally {Sea Mage}
Level 6: Pick two from: Quintessential level 1-5 or 5th edition level 1-3
Levels 7-11:
(2/level)
M. Brew Potions: 10F, 1/reset: Create 100*LVL XP value in potions. {Alchemist}
N. Choose species enemy (see Strider1), your spells do x2 effect vs. them {Arcane Avenger}
O. Contingency is a SL=4 spell for you; can have 2 Contingencies at same time {Tattoo Mage}
P. 1F: Duplicate a Psi10 1st-3rd level ability {Fortune Teller}
Q. Dust of Disappearance cont. {Gutter Mage}
R. Get a Specialty Priest pick {Theologian}
S. +1 Research Point per day; 0,1/r: Add +1 SL metamagic to a spell for free {Theoretician}
T. Resist Priest spells {Society of Atheists}
U. Write Scrolls: 10F, 1/reset: Create 100*LVL XP value in scrolls. {normal ability}
Level 12: Pick two from: Quintessential level 1-11 or 5th edition level 1-7
Levels 13-17:
(2/level)
V. Affect +1 group with area damaging spells; Material componenting is ½V {War Mage}
W. Create Monster VI (SL=6): Create a DL=1 monster, it's loyal, it's not a summon slot {Soulforger}
X. Eldritch Fire Shield (SL=6): Eldritch Fire damaging Shield (200% back) {Sun Mage}
Y. iMR LVL*5%; 1bM: Counter a Wizard spell {Wizard Hunter}
Z. "Power Word" spells have double hp range and affect an entire group {Wordbearer}
AA. Spells on "weird lists" are only 1 spell slot each (still need to know them) {Arcane Avatar}
Level 18: Pick two from: Quintessential level 1-17 or 5th edition level 1-11

[PC2] Wizard Group Classes


Red Robe1

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

[PC2] Wizard Group Classes


Red Wizard

Level KXP Wizard/Red
123 456 789
1 0 1-- --- ---
2 2.5 2-- --- ---
3 5 21- --- ---
4 10 22- --- ---
5 20 221 --- ---
6 40 222 --- ---
7 80 322 1-- ---
8 150 332 2-- ---
9 300 333 21- ---
10 450 333 32- ---
11 600 433 321 ---
12 750 444 321 ---
13 900 444 322 ---
14 1050 444 432 ---
15 1200 544 432 1--
16 1350 555 432 2--
17 1500 655 443 2--
18 1650 655 443 21-
19 1800 655 543 22-
20 1950 655 544 32-
21 2100 655 544 321
22 2250 665 554 322
23 2400 666 654 332
24 2550 776 655 432
25 2700 776 655 443
26 2850 777 665 543
27 3000 777 665 554
28 3150 887 666 654
29 3300 887 776 655
30 3450 888 777 665
31 3600 888 777 766
32 3750 988 887 776
33 3900 999 888 777
34 4050 999 988 887
35 4200 999 999 888
36 4350 999 999 999
TH Saves
PD RS PP BW Sp Fo Re Wi
+1  5  4  5  2  3  0  1  1
+1  5  4  5  3  3  0  1  1
+1  5  4  5  3  4  0  1  2
+1  5  5  5  3  4  1  2  2
+2  6  5  5  3  4  1  2  3
+3  7  6  7  4  6  2  3  3
+3  7  6  7  5  6  2  3  4
+3  7  7  7  5  6  2  3  4
+3  7  7  7  5  7  3  4  5
+4  8  7  7  5  7  3  4  5
+5  9  8  9  6  9  4  5  6
+5  9  8  9  7  9  4  5  6
+5  9  9  9  7  9  4  5  7
+5 10  9  9  7  9  5  6  7
+6 10  9 10  7  9  5  6  8
+7 11 10 11  8 12  6  7  8
+7 11 10 11  9 12  6  7  9
+7 11 11 11  9 12  6  7  9
Requisites: Int 16, Dex 13
Alignment: any
HD/level: d4
Weapon Prof.: 2+level/3
To Hit Table: M-U0
Save Table: M-U0
Reference: DM, MTG
Groups: Wizard
 
May specialize in MTG Red school, if you do, pick a major opposite school.
Can cast Wizard or MTG Red spells.
New MTG Red spells for Red Wizard class:
Earthbind (SL=1): Target loses flying and takes double normal falling damage (no save).
False Orders (SL=1): (1bM to cast) Force a monster to attack someone else (he will only attack his enemies)
Raging River (SL=2): Create a (water based) moat that is CL*30' long and CL*10' feet wide, which lasts for CL r.
Shatter (SL=2): Destroy or turn off one magic item for CL turns (no save) (if turned off, you can drop the turned off effect).
Stone Rain (SL=3): Deal CL Hull dmg to one inanimate object (no save)
Orcish Oriflamme (SL=4): All your subordinates get +1 offensive DL.
Old MTG Red spells from Wizard of the Coast class (you can use these):
Lightning Bolt (SL=1): Target takes 30 lightning dmg (Spell save for 0)
Echoing Ruin (SL=2): Destroy all magic items of the same exact type (Disint. save each)
Fervor (SL=3): You and your summons are not summoning sick.
AEther Flash (SL=4): Whenever a creature appears in room, takes 20 AEther dmg (x1 Special)
Fissure (SL=5): Slay target creature (RSW save), or Earthquake the floor
Dragon Roost (SL=6): Once per round, get a DL V Dragon as a summon (limit=LVL/3)
Flame Wave (SL=7): CL/3 groups each take 40 eldritch fire dmg (no save)
Insurrection (SL=8): Charm a group (Will save, ignores immunity to Charm effects)

[PC2] Wizard Group Classes


Sage

Level KXP Wizard
123 456 789
1 0 --- --- ---
2 2.75 ½-- --- ---
3 5.5 1-- --- ---
4 11 2-- --- ---
5 22 3½- --- ---
6 44 41- --- ---
7 88 52- --- ---
8 176 63½ --- ---
9 352 741 --- ---
10 627 852 --- ---
11 902 963 ½-- ---
12 1177 A74 1-- ---
13 1452 B85 2-- ---
14 1727 C96 3½- ---
15 2002 DA7 41- ---
16 2552 EB8 52- ---
17 2827 FC9 63½ ---
18 3377 GDA 741 ---
19 3927 HEB 852 ---
20 4477 IFC 963 ½--
21 5027 JGD A74 1--
22 5577 KHE B85 2--
23 6127 LIF C96 3½-
24 6677 MJG DA7 41-
25 7227 NKH EB8 52-
26 7777 OLI FC9 63½
27 8877 PMJ GDA 741
28 9977 QNK HEB 852
29 11077 ROL IFC 963
30 12177 SPM JGD A74
31 13277 TQN KHE B85
32 14377 URO LIF C96
33 15477 VSP MJG DA7
34 16577 WTQ NKH EB8
35 17677 XUR OLI FC9
36 19877 YVS PMJ GDA
TH Saves
PD RS PP BW Sp Fo Re Wi
Wiz  4  7  5  3  7  0  1  1
+0  4  8  6  4  7  1  2  2
+0  5  9  7  5  8  2  3  3
+0  6 10  7  6  9  2  3  4
+0  6 11  8  6 10  3  4  5
+0  7 12  9  7 11  4  5  6
+0  7 13 10  8 11  5  6  7
+1  8 13 11  9 12  6  7  8
+1  9 14 11 10 13  6  7  9
+1  9 15 12 10 14  7  8 10
+1 10 15 13 11 15  8  9 11
+1 11 16 13 12 15  9 10 12
+1 12 16 14 13 15 10 11 13
+2 12 16 14 14 16 10 11 14
+2 13 16 15 14 16 11 12 15
+2 14 16 15 15 16 12 13 16
+2 15 17 16 16 16 13 14 17
+2 16 17 16 16 17 14 15 18
Requisites: Int 12, Wis 9
Alignment: any
HD/level: 2d1
Weapon Prof.: 1+level/8
To Hit Table: ½xWiz
Save Table: 2xWiz
Reference: DM
Groups: Wizard
 
Level 1: +1 Knowledge nonweapon proficiency per level, and another +1 nonweapon proficiency per level.
Level 1: Legend Lore (as the spell). This takes (XP value of item or creature) / (your level) rounds to research, but the result is always 100% correct (assuming the knowledge can be known at all).
Level 2: Divination spells are 1 spell level lower for you.
Level 9: Spell research [S5] takes half the normal amount of time, and has +level% to the chance of success.

[PC2] Wizard Group Classes


Sage0

Level KXP Wizard
123 456 789
1 0 1-- --- ---
2 2.5 1½- --- ---
3 5 21- --- ---
4 10 21½ --- ---
5 20 221 --- ---
6 40 221 ½-- ---
7 80 322 1-- ---
8 150 322 1½- ---
9 300 333 21- ---
10 450 333 32- ---
11 600 433 321 ---
12 750 444 321 ---
13 900 444 322 ---
14 1050 444 322 ½--
15 1200 544 432 1--
16 1350 555 432 2--
17 1500 555 432 2½-
18 1650 655 443 21-
19 1800 655 543 22-
20 1950 655 543 22½
21 2100 655 544 321
22 2250 665 554 322
23 2400 666 654 332
24 2550 776 655 432
25 2700 776 655 443
26 2850 777 665 543
27 3000 777 665 554
28 3150 887 666 654
29 3300 887 776 655
30 3450 888 777 665
31 3600 888 777 766
32 3750 988 887 776
33 3900 999 888 777
34 4050 999 988 887
35 4200 999 999 888
36 4350 999 999 999
TH Saves
PD RS PP BW Sp Fo Re Wi
+1  5  4  5  2  3  0  1  1
+1  5  4  5  3  3  0  1  1
+1  5  4  5  3  4  0  1  2
+1  5  5  5  3  4  1  2  2
+2  6  5  5  3  4  1  2  3
+3  7  6  7  4  6  2  3  3
+3  7  6  7  5  6  2  3  4
+3  7  7  7  5  6  2  3  4
+3  7  7  7  5  7  3  4  5
+4  8  7  7  5  7  3  4  5
+5  9  8  9  6  9  4  5  6
+5  9  8  9  7  9  4  5  6
+5  9  9  9  7  9  4  5  7
+5 10  9  9  7  9  5  6  7
+6 10  9 10  7  9  5  6  8
+7 11 10 11  8 12  6  7  8
+7 11 10 11  9 12  6  7  9
+7 11 11 11  9 12  6  7  9
Requisites: Int 18
Alignment: any
HD/level: d3
Weapon Prof.: 1+level/4
To Hit Table: M-U0
Save Table: M-U0
Reference: DM
Groups: Wizard
 
Specialized in Divination. Can specialize in another school, if you do, choose an opposite major school.
Level 1: May use 1 material component effect per spell as a zero action. If you use 1V action, you get double material componenting.
Level N (every level): +3 Nonweapon proficiencies.
New Divination spells for Sage0 class:
True Lore (SL=1): Get a +20 on your next Int stat check (or Int-based proficiency or skill check).
Eagle Eye Vision (SL=2): Gives Eagle Eye Vision (far distance vision); reverse gives Fine/Telescopic Vision
Planar Locate Person/Object (SL=3): Tells you which plane a person or object is in (but not where in that plane).
Tap Psionic Link (SL=4): Taps a psionic link so you can listen in. At least one of the people in the link must be within sight.
No Friendly Fire (SL=5): While this effect is running, you know exactly how to center your area effects (even the huge ones) so you hit no friendly people.
Predict Chaos (SL=6): You can predict the outcome of the next chaotic effect (Wand of Wonder, Magical Pool, Deck of Many Things, etc.). This spell has a 37-LVL% (unadjustible) chance of causing you to be Spent and gain 1 insanity.

[PC2] Wizard Group Classes


Savant1

Level KXP Wizard
123 456 789
1 0 1-- --- ---
2 2.5 2-- --- ---
3 5 3-- --- ---
4 10 31- --- ---
5 25 32- --- ---
6 50 43- --- ---
7 80 431 --- ---
8 115 532 --- ---
9 155 543 --- ---
10 205 543 1-- ---
11 280 553 2-- ---
12 380 654 3-- ---
13 500 654 31- ---
14 700 755 32- ---
15 900 765 43- ---
16 1100 765 431 ---
17 1300 775 532 ---
18 1500 875 543 ---
19 1700 876 543 1--
20 1900 976 553 2--
21 2100 987 654 3--
22 2300 987 654 31-
23 2500 997 755 32-
24 2700 997 765 43-
25 2900 998 765 431
26 3100 998 775 532
27 3300 999 876 543
28 3500 999 877 553
29 3700 999 987 654
30 3900 999 988 664
31 4100 999 998 765
32 4300 999 999 765
33 4500 999 999 876
34 4700 999 999 887
35 4900 999 999 998
36 5100 999 999 999
TH Saves
PD RS PP BW Sp Fo Re Wi
+0  4  7  5  3  6  0  1  1
+0  4  7  5  3  7  0  1  1
+0  4  8  5  4  7  0  1  2
+1  4  8  6  4  7  1  2  2
+1  5  9  6  4  8  1  2  3
+1  5  9  7  5  8  2  3  3
+2  5 10  7  5  9  2  3  4
+2  6 10  7  6  9  2  3  4
+2  6 10  8  6  9  3  4  5
+3  6 11  8  6 10  3  4  5
+3  7 11  9  7 10  4  5  6
+3  7 12  9  7 11  4  5  6
+4  7 12  9  8 11  4  5  7
+4  7 13 10  8 11  5  6  7
+4  8 13 10  8 12  5  6  8
+5  8 13 11  9 12  6  7  8
+5  8 14 11  9 13  6  7  9
+5  9 14 11 10 13  6  7  9
Requisites: Dex 16, Int 15, Wis 14
Alignment: any
HD/level: &0
Weapon Prof.: 0+level/9
To Hit Table: Wiz
Save Table: Wiz
Reference: Dragon
Groups: Wizard
 
Level 1: Read Languages (25+5*level)%.
Level 1: Legend Lore (15+5*level)%.
Level 1: Immune to detrimental effects from reading magical/psionic tomes.
Level 1: Read/Write/Speak 1 language, plus 1 more every 4 levels.
Level 1: One knowledge non-weapon proficiency per level for free. Can instead (for each slot) add 20% to Read Languages or 10% to Legend Lore.
Level 1: +(level/2, round up) on all knowledge-based proficiency checks.
Level 1: Considered specialized in the school of Divination. You may select an additional school to be specialized; in this case, you must also select an opposite school.
Level 9: Object Reading 1/d.
Level 10: Truename 1/w.
Level 12: Contact Other Plane 1/d.

[PC2] Wizard Group Classes


Scarlet Necromancer

Level KXP Wizard
123 456 789
1 0 1-- --- ---
2 2.7 20- --- ---
3 5.4 21- --- ---
4 10.8 320 --- ---
5 21.6 421 --- ---
6 43.2 422 0-- ---
7 86.4 432 1-- ---
8 172.8 433 20- ---
9 345.6 433 210 ---
10 885.6 443 221 ---
11 1425.6 444 321 0--
12 1965.6 444 421 10-
13 2505.6 555 432 110
14 3045.6 555 442 111
15 3585.6 555 552 111
16 4125.6 555 553 211
17 4665.6 555 554 321
18 5205.6 555 554 321
19 5745.6 555 554 322
20 6285.6 555 554 333
21 6825.6 555 554 444
22 7365.6 555 555 555
23 7905.6 666 666 666
24 8445.6 776 666 666
25 8985.6 777 766 666
26 9525.6 777 776 666
27 10065.6 777 777 666
28 10605.6 777 777 776
29 11145.6 777 777 777
30 11685.6 887 777 777
31 12225.6 888 777 777
32 12765.6 888 877 777
33 13305.6 888 887 777
34 13845.6 888 888 777
35 14385.6 888 888 877
36 14925.6 888 888 887
TH Saves
PD RS PP BW Sp Fo Re Wi
+0  8  4  5  2  3  0  0  2
+0  8  4  6  3  4  0  0  3
+0  9  5  6  3  4  0  1  3
+1  9  5  6  4  4  1  1  4
+1 10  6  7  4  5  1  1  4
+1 10  6  7  5  5  2  2  5
+2 11  7  8  5  6  2  2  5
+2 11  7  9  6  6  2  2  6
+2 12  7  9  6  7  3  3  6
+3 12  8  9  6  7  3  3  7
+3 13  8 10  7  8  4  3  7
+3 13  9 10  7  8  4  4  8
+4 13  9 10  7  8  4  4  8
+4 14  9 11  8  9  5  4  9
+4 14 10 11  8  9  5  5  9
+5 14 10 11  9  9  6  5 10
+5 15 11 12  9 10  6  5 10
+5 15 11 12 10 11  6  6 11
Requisites: Dex 10, Int 15, Wis 13
Alignment: LE (overwrite)
HD/level: d6
Weapon Prof.: 3+level/4
To Hit Table: Wiz
Save Table: Pri
Reference: DM
Groups: Wizard
 
For Alignment, "(overwrite)" means this class requires LE alignment, but it overwrites all of your other alignment restrictions to be LE as well.
   
Specialized in Necromancy; pick an opposite.
Has Barbarian Int bonus. Gets (Barbarian) Int bonus to spell progression.
Gets (Normal) Wis bonus to this class's Caster Level (CL). This cannot be improved to Exceptional or Barbarian (or higher).
May have 1.5*LVL (round up) "Revive slots" instead of the usual one "Summon slot". An animated xM (multiplier M) being uses up M*M Revive slots.
A Revive is an animated (undead) monster with half the original monster's stats. It also has half the original monster's special abilities. It cannot be healed, but it regenerates at N hp/r (where N is it's DL rating).
A Revive of a Revive has 1/4 the original stats, and so on. Round stats down. If the resultant creature has 0 max hp, the Revive fails.
Level 1: iNaNR 10*LVL%.
Level N (every level): Pick one Necromancy spell. That spell requires only ½ the number of Mental actions to cast.
Level 5: Detect Undead continuous. Detect Life continuous.
Level 8: Detect Unlive continuous.
New spells:
Revive N (Necromancy, SL N): Revive a DL=N monster.

[PC2] Wizard Group Classes


Scribe1

Level KXP
Spells
1 0 (special)
2 2.25 (special)
3 4.5 (special)
4 9 (special)
5 18 (special)
6 35 (special)
7 60 (special)
8 95 (special)
9 145 (special)
10 220 (special)
11 400 (special)
12 600 (special)
13 800 (special)
14 1000 (special)
15 1200 (special)
16 1400 (special)
17 1600 (special)
18 1800 (special)
19 2000 (special)
20 2200 (special)
21 2400 (special)
22 2600 (special)
23 2800 (special)
24 3000 (special)
25 3200 (special)
26 3400 (special)
27 3600 (special)
28 3800 (special)
29 4000 (special)
30 4200 (special)
31 4400 (special)
32 4600 (special)
33 4800 (special)
34 5000 (special)
35 5200 (special)
36 5400 (special)
TH Saves
PD RS PP BW Sp Fo Re Wi
Wiz  4  2  3  1  1  1  1  0
+0  5  2  4  2  1  1  1  0
+0  5  3  4  3  2  2  2  1
+0  6  4  5  4  3  2  2  1
+0  7  5  6  5  4  3  2  1
+0  8  5  7  6  4  3  3  2
+0  8  6  7  7  5  4  3  2
+1  9  7  8  8  6  4  4  2
+1 10  8  9  9  7  5  4  3
+1 11  8 10 10  7  5  4  3
+1 11  9 10 11  8  6  5  3
+1 12 10 11 12  9  6  5  4
+1 13 11 12 13 10  7  6  4
+2 14 11 13 14 10  7  6  4
+2 14 12 13 14 11  8  6  5
+2 14 12 14 14 11  8  7  5
+2 14 13 14 14 12  9  7  5
+2 15 13 14 14 12  9  8  6
Requisites: Dex 15, Int 16, Wis 10
Alignment: any
HD/level: d4
Weapon Prof.: 1+level/9
To Hit Table: ½xWiz
Save Table: War
Reference: BoD4
Groups: Wizard
 
Spell Memorization = level*2+Int-35 spells;
if this result is negative, you cannot memorize spells yet.
Spells allowed to Scribes: Comprehend Languages, Erase, Explosive Runes, Glyph of Warding, Illusionary Script, Legend Lore, Read Magic, Symbol. The DM may add additional spells. There are no "spell levels", all spells allowed are treated the same to you (each costs 1 spell to cast).
Level 1: 1M, 1V: Write (as spell)
Level 1: 1M, 1F: Copy (as spell)
Level 1: +Intelligence score in Language proficiencies.
Level 1: Can accurately depit someone (or something's) image as a drawn illustration.
Level 1: Weight Sense and Volume Sense.
Level 1: Detect Magical Writings.
Level 2: Can read scrolls without "blowing your head off". You are not immune to it's effect, so if it's a Cursed Scroll, you're still cursed.
Level 3: 1M: Identify Scroll.
Level 4: Can read books without "blowing your head off". You are not immune to what the book does to you, however.
Level 5: 2M, 2F: Copy (as spell) something non-magical you saw within the last hour, from memory.
Level 6: 1M: Identify Book.
Level 8: Immune to negative effects from Scrolls or Books.

[PC2] Wizard Group Classes


Scribe2

Level KXP Wizard
123 456 789
1 0 1-- --- ---
2 1.2 2-- --- ---
3 2.4 3-- --- ---
4 4.8 31- --- ---
5 9.5 32- --- ---
6 19 43- --- ---
7 38 431 --- ---
8 76 532 --- ---
9 150 543 --- ---
10 300 543 1-- ---
11 450 553 2-- ---
12 600 654 3-- ---
13 750 654 31- ---
14 900 755 32- ---
15 1050 765 43- ---
16 1200 765 431 ---
17 1350 775 532 ---
18 1500 875 543 ---
19 1650 876 543 1--
20 1800 976 553 2--
21 1950 987 654 3--
22 2100 987 654 31-
23 2250 997 755 32-
24 2400 997 765 43-
25 2550 998 765 431
26 2700 998 775 532
27 2850 999 876 543
28 3000 999 877 553
29 3150 999 987 654
30 3300 999 988 664
31 3450 999 998 765
32 3600 999 999 765
33 3750 999 999 876
34 3900 999 999 887
35 4050 999 999 998
36 4200 999 999 999
TH Saves
PD RS PP BW Sp Fo Re Wi
+0  4  7  5  3  6  0  1  1
+0  4  7  5  3  7  0  1  1
+0  4  8  5  4  7  0  1  2
+1  4  8  6  4  7  1  2  2
+1  5  9  6  4  8  1  2  3
+1  5  9  7  5  8  2  3  3
+2  5 10  7  5  9  2  3  4
+2  6 10  7  6  9  2  3  4
+2  6 10  8  6  9  3  4  5
+3  6 11  8  6 10  3  4  5
+3  7 11  9  7 10  4  5  6
+3  7 12  9  7 11  4  5  6
+4  7 12  9  8 11  4  5  7
+4  7 13 10  8 11  5  6  7
+4  8 13 10  8 12  5  6  8
+5  8 13 11  9 12  6  7  8
+5  8 14 11  9 13  6  7  9
+5  9 14 11 10 13  6  7  9
Requisites: Int 15
Alignment: any
HD/level: d4
Weapon Prof.: 1+level/6
To Hit Table: Wiz
Save Table: Wiz
Reference: S&S2
Groups: Wizard
 
(spell progression may change later)
Level 1: +LVL language proficiencies
Level 1: 1F: Copy document (1 page per F action)
Level 1: 1M: Proofread document (1 page per M action)
Level 1: 2F: Translate document to a blank sheet (1 page per 2F actions) (both must be languages you know)
Level 1: 0, 1/s: Take dictation (1 page per 0 action)
Level 1: 1M: Write (as per spell)
Level 2: 1F: Forge document (1 page per F action)
Level 3: 1M: Identify forged document (1 page per F action) = 100% + (LVL)*5% - (forger's LVL)*5%
Level 4: 1M, 1/t: Illuminate document (it glows and can be read at night)
Level 5: 1 reset: Duplicate LVL in SLs of scrolls
Level 9: 2M: Read document of any language (1 page per 2M actions). This does not give you the read language proficiency.

[PC2] Wizard Group Classes


Seer2

Level KXP Wizard
123 456 789
1 0 1-- --- ---
2 2.5 1-- --- ---
3 5 2-- --- ---
4 10 2-- --- ---
5 20 21- --- ---
6 40 31- --- ---
7 60 32- --- ---
8 80 321 --- ---
9 125 431 --- ---
10 200 432 1-- ---
11 350 433 2-- ---
12 650 433 21- ---
13 950 443 22- ---
14 1250 444 33- ---
15 1550 444 431 ---
16 1850 554 442 ---
17 2150 555 442 1--
18 2450 555 543 2--
19 2750 555 554 21-
20 3050 555 555 32-
21 3350 555 555 321
22 3650 555 555 322
23 3950 555 555 332
24 4250 555 555 333
25 4550 555 555 433
26 4850 555 555 443
27 5150 555 555 444
28 5450 555 555 544
29 5750 555 555 554
30 6050 555 555 555
31 6350 665 555 555
32 6650 666 655 555
33 6950 666 666 555
34 7250 666 666 665
35 7550 766 666 666
36 7850 777 666 666
TH Saves
PD RS PP BW Sp Fo Re Wi
+0  4  7  5  3  6  0  1  1
+0  4  7  5  3  7  0  1  1
+0  4  8  5  4  7  0  1  2
+1  4  8  6  4  7  1  2  2
+1  5  9  6  4  8  1  2  3
+1  5  9  7  5  8  2  3  3
+2  5 10  7  5  9  2  3  4
+2  6 10  7  6  9  2  3  4
+2  6 10  8  6  9  3  4  5
+3  6 11  8  6 10  3  4  5
+3  7 11  9  7 10  4  5  6
+3  7 12  9  7 11  4  5  6
+4  7 12  9  8 11  4  5  7
+4  7 13 10  8 11  5  6  7
+4  8 13 10  8 12  5  6  8
+5  8 13 11  9 12  6  7  8
+5  8 14 11  9 13  6  7  9
+5  9 14 11 10 13  6  7  9
Requisites: Int 15, Wis 15, Chr 13
Alignment: any
HD/level: d6
Weapon Prof.: 1+level/6
To Hit Table: Wiz
Save Table: Wiz
Reference: S&S2
Groups: Wizard
 
Level 1: Specialized (2nd edition version) in Divination; pick an opposite.
Level 1: Can cast Priest Divination sphere spells as if they were Wizard Divination school spells.
Level 3: 1M: Message
Level 5: Can cast Psi2 Clairsentient powers as if they were spells (Minor = SL2, Major = SL5, Grand = SL8, Super = SL11). You do not get the Divination specialization bonus for this. These powers do not cost PSPs, they require no roll, and cannot power-score.
Level 6: 1M: Sending
Level 9: 1M: Demand
Level 18: 1M, 1/t: Avoid an Avoid Fate (only if the results of the Avoid Fate would harm you)

[PC2] Wizard Group Classes


Shadow Elf0

Level KXP Wizard
123 456 789
1 0 1-- --- ---
2 4 2-- --- ---
3 8 21- --- ---
4 16 22- --- ---
5 32 221 --- ---
6 64 322 --- ---
7 120 332 1-- ---
8 250 432 2-- ---
9 400 443 2-- ---
10 600 543 21- ---
11 850 653 32- ---
12 1100 654 321 ---
13 1350 764 432 ---
14 1600 765 432 1--
15 1850 875 543 2--
16 2100 876 543 21-
17 2350 886 654 32-
18 2600 887 654 321
19 2850 887 765 432
20 3100 888 765 443
21 3350 888 765 444
22 3600 888 765 544
23 3850 888 765 554
24 4100 888 765 555
25 4350 888 766 555
26 4600 888 766 655
27 4850 888 766 665
28 5100 888 766 666
29 5350 888 776 666
30 5600 888 777 666
31 5850 888 777 766
32 6100 888 777 776
33 6350 888 777 777
34 6600 888 887 777
35 6850 888 888 877
36 7100 888 888 888
TH Saves
PD RS PP BW Sp Fo Re Wi
+1  6  5  5  3  3  0  1  1
+1  6  5  5  4  3  0  1  1
+2  6  5  5  4  4  0  2  1
+3 10  8  8  7  7  1  2  2
+3 10  8  8  8  7  1  2  2
+4 10  8  8  8  8  2  3  2
+5 14 11 11 11 11  2  3  3
+5 14 12 11 11 11  2  4  3
+6 14 12 12 11 11  3  4  3
+7 16 14 14 15 15  3  4  4
+7 16 14 14 15 15  3  4  4
+8 16 14 14 15 15  3  4  4
+9 16 14 14 15 15  3  4  4
+9 16 14 14 15 15  3  4  4
+10 16 14 14 15 15  3  4  4
+11 16 14 14 15 15  3  4  4
+11 16 14 14 15 15  3  5  4
+12 16 14 14 15 15  4  5  4
Requisites: Dex 9, Int 9
Alignment: any
HD/level: d6
Weapon Prof.: 2+level/3
To Hit Table: Ftr0
Save Table: Elf0
Reference: DM {Planeshifted Elf0}, GAZ13
Groups: Wizard, Rogue, Alternate
 
Level 1: May use 1 material component effect per spell as a zero action.
Level 1: Over Hit: If you hit someone by more than 20, add +1 damage for each number over what you needed to hit.
Example: You need a -15 to hit someone, and you roll a 12. Damage bonus = Roll - Needed - 20 = 12 - -15 -20 = 7.
Lvl Ability
1 Any Rogue 1 ability
2 Any Rogue 1 ability
3 Any Rogue 2 ability
4 Any Rogue 3 ability
5 Any Rogue 4 ability
6 Any Rogue 5 ability
7 Any Rogue 6 ability
8 Any Rogue 7 ability
16 Any Rogue 10 ability
24 Any Rogue 15 ability
32 Any Rogue 27 ability

[PC2] Wizard Group Classes


Shastack

Level KXP Wizard (Ill +2)
123 456 789 A
TH
1 0 1-- --- - +0
2 3 20- --- - +0
3 6 21- --- - +1
4 12 32a --- - +1
5 24 421 --- - +2
6 48 431 f-- - +2
7 90 432 b-- - +3
8 135 432 1-- - +3
9 200 533 2c- - +4
10 300 543 21- - +4
11 500 543 32d - +5
12 800 554 321 - +5
13 1100 554 322 e +6
14 1400 554 322 1 +6
15 1700 554 422 2 +7
16 2000 555 432 2 +7
17 2300 555 532 2 +8
18 2600 555 533 2 +8
19 2900 555 543 2 +9
20 3200 555 543 3 +9
21 3500 555 554 3 +10
22 3800 555 555 4 +10
23 4100 555 555 5 +11
24 4400 666 655 5 +11
25 4700 666 666 6 +12
26 5000 777 766 6 +12
27 5300 777 777 7 +13
28 5600 888 877 7 +13
29 5900 888 888 8 +14
30 6200 999 988 8 +14
31 6500 999 999 9 +15
32 6800 AAA A99 9 +15
33 7100 AAA AAA A +16
34 7400 BBB BAA A +16
35 7700 BBB BBB B +17
36 8000 CCC CCC C1 +17
37 16000 CCC CCC C2 +18
38 24000 CCC CCC C3 +18
39 32000 CCC CCC C4 +19
45 80000 CCC CCC CA +22
54 152000 DDD DDD CC1 +26
63 224000 DDD DDD CCA +31
72 296000 EEE DDD DDD 1 +35
Race Adjustments:
Str Dex Con Int Wis Chr Cml AT hp TH Div
-4 +7 -2 +6 -3 +5 +4 +4 +0 -1 ÷1
 
Requisites: Dex 25, Int 24, Chr 19,
  Race Slots 1, Class Slots 2
Alignment: T any (or) C any
HD/level: 2d2
Weapon Prof.: -1+level*2
To Hit Table: 1½xWiz
Save Table: Wiz+1
Reference: DM
Groups: Wizard, Archetype
Complexity: CF=3
   
Saving Throws:  
PPD: level+4
RSW: level+7
PP: level+5
BW: level+3
Spell: level+6
Fort: level+0
Reflex: level+1
Will: level+1
   
Specialized in Illusion, no opposite.
Double School Robed in Illusion: Illusion spells are 2 SL lower for you. This never causes Twilighting.
Illusion spells cost ½M to cast.
Free Material Componenting for Illusion spells. You may Double Material Component (x3 effect) for ½V action. You may Triple Material Component (x4 effect) for another ½V action.
Gets Dex bonus to spell progression. Gets Int bonus to CL with spells from this class (max limit = +LVL).
This class treats all spells listed for Illusionist1 in Unearthed Arcana (1st Edition) as Illusion spells.
Level 1: +LVL to number of maintained effects.
Level 1: You continuously disbelive all Illusions, and automatically power score your check.
Level 1 ¶: +1 "illusionary" summon slot for illusionary monsters only.
Level 9: With a 7th level spell, you can create an illusion of a monster so real that persons fighting it actually gain XP from the "monster" if it is killed. Of course the illusion is capable of damaging it's enemy, as if it was a real version of the monster (any attempt to defeat this causes you to gain no XP from the encounter).
Level 18: With a 9th level spell, you can create illusionary potions which actually affect the persons drinking them. There is a 1% (non-adjustable) chance the drinker will somehow not be affected by the potion. In this case, the person will no longer be able to believe this power (or the Level 9 one, either). The person cannot control this in any way. The only way to avoid this result is with the Avoid Fate power.
Level 27: Any illusionary effect you create is in fact real. There is no way to distinguish the created item from a "real" one, except by using X14 or X21. Note that duplicating unique persons or items can be disastrous (due to Clone Insanity and Truename issues).

[PC2] Wizard Group Classes


Shastack (Delusionist1 Spells)

SL # Spell Effect
3 1 Chromatic Blast Chromatic Orb for a group, don't need to roll to hit
2 Displacement I Displaced (AC +2, first attack misses)
3 Illusion Summoning III Summons an Illusion/Hologram, attacks as a DL IV, defends as a DL II
4 Mirror Image III 6 Mirror Images, can't be dispelled/disbelieved
5 Phantom Shield AC +CL*2; saves +CL; MDeflection CL*10%
6 True Darkness Total Darkness, Infravision / See in Darkness / Truesight doesn't work
4 1 Blur Zone Nothing can be targetting in the room (x1 Special)
2 Hold Illusion Next Illusion spell you cast requires no maintained, doesn't drop if you drop
3 Illusion Summoning IV Summons an Illusion/Hologram, attacks as a DL VI, defends as a DL II
4 Mirror Image IV 8 Mirror Images, can't be dispelled/disbelieved
5 Rope Trap Target is ejected to Astral and Heavily Stunned (PP save)
6 X-ray Vision X-ray Vision
5 1 False Skin CL*3/2+5 False Skins (F.S.), each causes enemy to roll a natural "2" TH
2 Illusion Summoning V Summons an Illusion/Hologram, attacks as a DL VIII, defends as a DL II
3 Mirror Image V 10 Mirror Images, can't be dispelled/disbelieved
4 N-ray Vision N-ray Vision (pick an element it's blocked by)
5 Shadow Magic Wishoid for a SL 0-5 Wizard spell, has only 50% effect
6 Steal Illusion Gain control of an Illusion effect (no save, ER to resist)
6 1 Displacement II Double Displaced (AC +4, first-second attacks miss)
2 Dust of Disappearance Dust of Disappearance (AC +8)
3 Fire Maze Like Maze but the subject takes 1 cumulative dmg per segment (no resist)
4 Illusion Summoning VI Summons an Illusion/Hologram, attacks as a DL IX, defends as a DL III
5 Rope Special Entire room gets Rope Tricked (x1 Special, unwilling get RSW save)
6 Tempus Vere Fugit Like Tempus Fugit but x10 speed
7 1 Delusion Potion of Delusion, works as real XPV LVL*100 potion unless disbelieved
2 Demi-Shadow Door Plane Shift up to CL/3 planes distance or to any Inner plane, no redirection
3 Demi-Shadow Magic Wishoid for a SL 0-7 Wizard spell, has only 50% effect
4 Disjoin Exhaustion Cure all damage taken; Get +1P and +1V action this round
5 Illusion Summoning VII Summons an Illusion/Hologram, attacks as a DL IX, defends as a DL V
6 Nightmare Group affected by a random SL 1d4+2 Psi10 effect (will be harmful, no save)
8 1 Continuous Illusion Next Illusion spell you cast is Continuous
2 First Level Priest Spells 0, 1/r: Cast a 1st level Priest spell
3 Illusion Summoning VIII Summons an Illusion/Hologram, attacks as a DL X, defends as a DL VI
4 Mass Mirage Arcana As Mirage Arcana but covers CL sq. miles
5 Planar Displacement Planar Displacement
6 Prismatic Beam Like Prismatic Spray but they take all 7 colors
9 1 Change Reality Wishoid for a SL 0-9 Wizard spell, has only 75% effect
2 Disbelieve Reality Can disbelieve something that's real (Incursion - PP save)
3 Displacement III Triple Displaced (AC +6, first-third attacks miss)
4 Effects Bubble Your effects protect each other (and themselves); ER +CL*10%
5 Illusion Summoning IX Summons an Illusion/Hologram, attacks as a DL X, defends as a DL VIII
6 Second Level Priest Spells 0, 1/r: Cast a 2nd level Priest spell

[PC2] Wizard Group Classes


Shastack (Original Illusionist1 Spells)

# 0th Level Spells
1 Colored Lights
2 Dim
3 Haze
4 Mask
5 Mirage
6 Noise
7 Rainbow
8 Two-D'lusion
# 1st Level Spells
1 Audible Glamer
2 Change Self
3 Chromatic Orb
4 Color Spray
5 Dancing Lights
6 Darkness
7 Detect Illusion
8 Detect Invisibility
9 Gaze Reflection
10 Hypnotism
11 Light
12 Nystul's Magic Aura
13 Phantasmal Force
14 Phantom Armor
15 Read Illusionist Magic
16 Spook
17 Ventriloquism
18 Wall of Fog
# 2nd Level Spells
1 Alter Self
2 Blindness
3 Blur
4 Deafness
5 Detect Magic
6 Fascinate
7 Fog Cloud
8 Fool's Gold
9 Hypnotic Patten
10 Improved Phantasmal Force
11 Invisibility
12 Leomund's Trap
13 Magic Mouth
14 Mirror Image
15 Misdirection
16 Ultravision
17 Ventriloquism
18 Whispering Wind
# 3rd Level Spells
1 Continual Darkness
2 Continual Light
3 Delude
4 Dispel Illusion
5 Fear
6 Hallucinatory Terrain
7 Illusionary Script
8 Invisibility 10' Radius
9 Non-Detection
10 Paralysis
11 Phantom Steed
12 Phantom Wind
13 Rope Trick
14 Spectral Force
15 Suggestion
16 Wraithform
 
 
 
 
# 4th Level Spells
1 Confusion
2 Dispel Exhaustion
3 Dispel Magic
4 Emotion
5 Fire Charm
6 Improved Invisibility
7 Massmorph
8 Minor Creation
9 Phantasmal Killer
10 Rainbow Pattern
11 Shadow Monsters
12 Solid Fog
13 Vacancy
# 5th Level Spells
1 Advanced Illusion
2 Chaos
3 Demi-Shadow Monsters
4 Dream
5 Magic Mirror
6 Major Creation
7 Maze
8 Projected Image
9 Shadow Door
10 Shadow Magic
11 Summon Shadow
12 Tempus Fugit
# 6th Level Spells
1 Conjure Animals
2 Death Fog
3 Demi-Shadow Magic
4 Mass Suggestion
5 Mass Invisibility
6 Mirage Arcane
7 Mislead
8 Permanent Illusion
9 Phantasmagoria
10 Project Image
11 Programmed Illusion
12 Shades
13 True Sight
14 Veil
# 7th Level Spells
1 Alter Reality
2 Astral Spell
3 First-Level Magic-User Spells
4 Mind Blank
5 Prismatic Spray
6 Prismatic Wall
7 Shadow Walk
8 Simulacrum
9 Vision
10 Weird

[PC2] Wizard Group Classes


Smart Man


Level

KXP
Wizard
123 456 789 ABC

TH
1 0 1-- --- --- +0
2 5 ½1- --- --- +0
3 10 ½2- --- --- +1
4 20 1½1 --- --- +1
5 40 2½2 --- --- +1
6 80 21½ 1-- --- +2
7 160 22½ 2-- --- +2
8 320 221 ½1- --- +2
9 640 322 ½2- --- +3
10 1000 322 1½1 --- +3
11 1500 332 2½2 --- +3
12 2000 332 21½ 1-- +4
13 2500 333 22½ 2-- +4
14 3000 433 321 ½1- +4
15 3500 443 332 ½2- +5
16 4000 444 333 1½1 +5
17 4500 444 333 2½2 +5
18 5000 444 333 312 +6
19 5500 444 433 322 +6
20 6000 544 443 323 +6
21 6500 554 444 333 +7
22 7000 555 555 443 +7
23 7500 555 555 553 +7
24 8000 555 555 554 +8
25 8500 555 555 555 +8
26 9000 666 655 555 +8
27 9500 666 666 655 +9
28 10000 666 666 666 +9
29 10500 777 766 666 +9
30 11000 777 777 766 +10
31 11500 777 777 777 +10
32 12000 888 877 777 +10
33 12500 888 888 877 +11
34 13000 888 888 888 +11
35 13500 999 988 888 +11
36 14000 999 999 999 1 +12
37 28000 999 999 999 2 +12
38 42000 999 999 999 3 +12
39 56000 999 999 999 4 +13
45 140000 A99 999 999 9 +15
54 266000 AAA AAA AAA 91 +18
63 392000 AAA AAA AAA A9 +21
72 518000 BBB BBB BAA AA1 +24
Requisites: Int 100
Alignment: any
HD/level: d4
Weapon Prof.: 1+level/2
To Hit Table: +level/3
Reference: DM
Groups: Wizard, Maxi
Complexity: CF=4
   
Saving Throws:  
PPD: 2+level*2
RSW: 5+level*2
PP: 3+level*2
BW: 1+level*2
Spell: 4+level*2
Fort: 0+level*2
Reflex: 1+level*2
Will: 1+level*2
   
Caster Level for this class = LVL*3, not LVL.
Barbarian Int
Sustain Int, Logic.
+2*LVL Int
You get the bonus M actions based on high Int+Wis+Chr used in earlier versions of the Collective (you can alternatively use Reason+Wis+Presence if you want).
Int+Wis+Chr: 44=+½M; 50=+1M; 70=+1½M; 75=+2M; 95=+2½M; 100=+3M; and this continues.
You can use an unlimited amount of shifting of Subability scores ("sleazing") for Int.
Automatically make Int checks and category=Spell saves.
Int bonus to Wizard progression
&nsbp;
+LVL Kits
+LVL Nonweapon Proficiencies
+LVL Research Points
+LVL dmg per die with damaging spells
 
Has LVL Specialty Schools, no opposite.
You may trade in 4 picks here to make a school "Robed" (-1 SL). This does not stack with other Robe effects you may have for that school.
You may trade in 4 picks here to make a school ½M to cast. Material componenting still costs 1V though.
 
Level 1: Cont. Detect Poison; 1M: Determine medicinal value of liquid; 60F,1/d: Frugal a potion
Level 1: Legend Lore & Identify 30+LVL*10%. This is doubled when dealing with Necromany, Undead, or the Occult.
Level 1: Mr. Fix-It: 1M, 1/d: Mend.
Level 1: Photographic Memory: You remember everything you see.
Level 2: +LVL AC
Level 2: +LVL*2 stat points for purposes of qualifying for classes
Level 2: Has access to materials of “S” rating up to LVL; it’s cheaper: multiply cost by S/LVL
Level 2: Occult Library: Each reset, gain LVL in SL's of spell scrolls. You can leave these as "open scrolls" until needed.
Level 3: Can convert 3M -> 1 OppM
Level 3: Contacts: Always have access to LVL*100 XP and less magic items, even when the current store is "limited".
Level 3: Influence: 1M, 1/d: Suggestion (save vs. Will)
Level 3: Resist demonic powers: This includes Psi6, Psi(-6), and innate abilities of evil outer-planar creatures.
Level 4: +LVL saves
Level 4: Artistry: +LVL divided among Int, Wis, Chr, or CL.
Level 4: Can have 2 groups of the same summon
Level 4: Can have 2 of the same familiar using only 1 familiar slot
Level 5: Scale Down: Can cast a SL=M spell emulating a SL=N spell for xM/N the effect (where M<N)
Level 5: Strengthen Magic: +(LVL-6)/3 MF 30' r
Level 6: Fast-Write Scrolls: 1F, lose N SL=N spells in memorization: Write a SL=N permanent spell scroll
Level 6: iaNR (Irreducible Necromancy Resistance) (LVL-8)*10%; Turn Undead with turning level = LVL*2-10
Level 6: Immune to Blow Your Head Off, Twilight, Curse, bad effects of reading magical books/scrolls
Level 6: Immune to Retributive Strikes (your's or other's), Own Effects, Ego of x(LVL-6)/3 mult.
Level 9: Your spells require LVL saving throws

[PC2] Wizard Group Classes


Sorcerer3

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

[PC2] Wizard Group Classes


Spellbinder

Level KXP Wizard
123 456 789
1 0 1-- --- ---
2 2.5 2-- --- ---
3 5 21- --- ---
4 10 32- --- ---
5 20 421 --- ---
6 40 422 --- ---
7 60 432 1-- ---
8 90 433 2-- ---
9 135 433 21- ---
10 250 443 22- ---
11 375 444 33- ---
12 750 444 441 ---
13 1125 555 442 ---
14 1500 555 442 1--
15 1875 555 552 1--
16 2250 555 553 21-
17 2625 555 553 32-
18 3000 555 553 321
19 3375 555 553 331
20 3750 555 554 332
21 4125 555 554 442
22 4500 555 555 443
23 4875 555 555 553
24 5250 555 555 554
25 5625 555 555 555
26 6000 666 655 555
27 6375 666 666 655
28 6750 666 666 666
29 7125 777 766 666
30 7500 777 777 766
31 7875 777 777 777
32 8250 888 877 777
33 8625 888 888 877
34 9000 888 888 888
35 9375 999 988 888
36 9750 999 999 999
TH Saves
PD RS PP BW Sp Fo Re Wi
+0  4  7  5  3  6  0  1  1
+0  4  7  5  3  7  0  1  1
+0  4  8  5  4  7  0  1  2
+1  4  8  6  4  7  1  2  2
+1  5  9  6  4  8  1  2  3
+1  5  9  7  5  8  2  3  3
+2  5 10  7  5  9  2  3  4
+2  6 10  7  6  9  2  3  4
+2  6 10  8  6  9  3  4  5
+3  6 11  8  6 10  3  4  5
+3  7 11  9  7 10  4  5  6
+3  7 12  9  7 11  4  5  6
+4  7 12  9  8 11  4  5  7
+4  7 13 10  8 11  5  6  7
+4  8 13 10  8 12  5  6  8
+5  8 13 11  9 12  6  7  8
+5  8 14 11  9 13  6  7  9
+5  9 14 11 10 13  6  7  9
Requisites: Dex 12, Int 9, Wis 6, Chr 12
Alignment: any
HD/level: d4
Weapon Prof.: 1+level/6
To Hit Table: Wiz
Save Table: Wiz
Reference: DM
Groups: Wizard
 
A spellbinder is a double (Collective) specialist in Illusion and Enchantment. Spells from either school cost ½ of a spell.
You must select 2 opposite schools (must be major schools).

[PC2] Wizard Group Classes


Spellshaper5

Level KXP Wizard
123 456 789
1 0 2-- --- ---
2 3 3-- --- ---
3 6 31- --- ---
4 12 32- --- ---
5 24 321 --- ---
6 48 422 --- ---
7 96 422 1-- ---
8 192 432 2-- ---
9 384 432 21- ---
10 576 533 22- ---
11 750 533 221 ---
12 1000 543 322 ---
13 1250 543 322 1--
14 1500 544 332 2--
15 1750 544 332 21-
16 2000 554 433 22-
17 2250 554 433 221
18 2500 555 443 322
19 2750 555 443 322
20 3000 555 544 332
21 3250 555 544 333
22 3500 555 554 433
23 3750 555 554 443
24 4000 555 555 443
25 4250 555 555 544
26 4500 555 555 554
27 4750 555 555 555
28 5000 655 555 555
29 5250 665 555 555
30 5500 666 555 555
31 5750 666 655 555
32 6000 666 665 555
33 6250 666 666 555
34 6500 666 666 655
35 6750 666 666 665
36 7000 666 666 666
TH Saves
PD RS PP BW Sp Fo Re Wi
+0  4  7  5  3  6  0  1  1
+0  4  7  5  3  7  0  1  1
+0  4  8  5  4  7  0  1  2
+1  4  8  6  4  7  1  2  2
+1  5  9  6  4  8  1  2  3
+1  5  9  7  5  8  2  3  3
+2  5 10  7  5  9  2  3  4
+2  6 10  7  6  9  2  3  4
+2  6 10  8  6  9  3  4  5
+3  6 11  8  6 10  3  4  5
+3  7 11  9  7 10  4  5  6
+3  7 12  9  7 11  4  5  6
+4  7 12  9  8 11  4  5  7
+4  7 13 10  8 11  5  6  7
+4  8 13 10  8 12  5  6  8
+5  8 13 11  9 12  6  7  8
+5  8 14 11  9 13  6  7  9
+5  9 14 11 10 13  6  7  9
Requisites: Dex 9, Int 17
Alignment: any
HD/level: 2d2
Weapon Prof.: 1+level/5
To Hit Table: Wiz
Save Table: Wiz
Reference: DM
Groups: Wizard
 
Spellshapers may specialize in a school of magic, if they do, pick an opposite major school. This specialization may be of the "+1 spell per SL" or the "spells cost ½ a spell slot" variety.
Spellshaper spells cannot be material componented. Spellshapers can cast normal Wizard spells.
To “Frugal” something means to give it one extra charge. An item can never gain more frugaled charges than it’s total number of charges when found (if you have the ability to recharge the item, the item can never gain more frugaled charges than it’s full charge count).
Each level, get one "5th edition" pick from the choices below.
 
Levels Pick Description
Level 1-3: A 60F,1/d: Create a potion of <= LVL*100 XP value
B Has access to materials of “S” rating up to LVL; it’s cheaper: multiply cost by S/LVL
C Your SL=0 spells have double effect
D Cont. Detect Poison; 1M: Determine medicinal value of liquid; 60F,1/d: Frugal a potion
E Gain a minor familiar (this is in addition to the Find Familiar spell if you have it)
Level 4: Pick two Spellshaper5 Level 1-3, one Bringer5 Level 1-3, or one Rogue5 Level 1-3
Level 5-7: F 120F,1/d: Create a scroll of <= LVL*200 XP value
G +1M action per round, only for Spellshaper spells
H Your SL=0 and SL=1 spells have double effect (if already have 1-3 C, SL=0 is triple)
I Immune to head blown off; 1M: Know contents of scroll/book; 60F,1/d: Frugal a scroll
J Gain an extra minor familiar [this was major in Summer 2004 campaign]
Level 8: Pick two from: Spellshaper5 Level 5-7, Bringer5 Level 1-3, Rogue5 Level 1-3
Level 9-12: K 180F,1/d: Create ring or staff of <= LVL*300 XP value
L Add up your SLs together into one "mana pool"; spell of SL=X is X mana; max SL=(LVL+1)/2
M Your SL=0, SL=1, and SL=2 spells have double effect (each similar instance adds x[+1] )
N Immune to Retributive Strikes (your's or other's), Own Effects, Ego of x(LVL-6)/3 mult.
O Gain an extra major familiar
Level 13: Pick 2: Spellshaper5 Level 9-12, Bringer5 Level 5-7, Rogue5 Level 5-7, other5 Level 1-3
Level 14-18: P 240F,1/d: Create weapon or armor flag of <= LVL*400 XP value
Q +1QM action per round, only for Spellshaper spells
R Your SL=0 through SL=4 spells have double effect (each similar instance adds x[+1] )
S Time/Reality Stability; whenever a drastic event allows you 1 action to respond to it, you get 2 actions instead
T Gain an extra major familiar [this was grand in Summer 2004 campaign]
Level 18: Pick 2: Bringer5 Level 9-12, Rogue5 Level 9-12, other5 level 5-7
Level 20-26: U 300F,1/d: Create any magic item (of a type not listed in A,F,K,P above) of <= LVL*500 XP value
V You may "channel" spells by spending 2 spell slots each on them
W Your SL=0 through SL=6 spells have double effect (each similar instance adds x[+1] )
X You may cast anti-magical spells by spending 2 spell slots each, these are resisted used aMR instead of MR
Y Gain an extra grand familiar
Z Pick 1 Level 14-18 (or lower) pick from any "5th Edition" class (this may be picked multiple times)
Level 27-36: Pick 1 Level 20-26 (or lower) pick from any "5th Edition" class.

[PC2] Wizard Group Classes


Status Effect Mage

Level KXP Status Effects
123 456 789 AB
1 0 2½- --- --- --
2 2.5 31½ --- --- --
3 5 421 --- --- --
4 10 532 ½-- --- --
5 20 643 1½- --- --
6 40 754 21- --- --
7 60 865 32½ --- --
8 90 976 43½ --- --
9 135 A87 541 ½-- --
10 250 A98 652 1-- --
11 375 AA9 763 2½- --
12 750 AAA 874 3½- --
13 1125 AAA 985 4½- --
14 1500 AAA A96 51½ --
15 1875 AAA AA7 621 --
16 2250 AAA AA8 732 --
17 2625 AAA AA9 843 --
18 3000 AAA AAA 954 ½-
19 3375 AAA AAA A65 ½-
20 3750 AAA AAA A76 1-
21 4125 AAA AAA A87 1-
22 4500 AAA AAA A98 2-
23 4875 AAA AAA AA9 2-
24 5250 AAA AAA AAA 3-
25 5625 BBB BBB BBB 3-
26 6000 BBB BBB BBB 4-
27 6375 CCC CCC CCC 4½
28 6750 CCC CCC CCC 5½
29 7125 DDD DDD DDD 5½
30 7500 DDD DDD DDD 51
31 7875 DDD DDD DDD 61
32 8250 EEE EEE EEE 61
33 8625 EEE EEE EEE 71
34 9000 FFF FFF FFF 71
35 9375 FFF FFF FFF 81
36 9750 FFF FFF FFF 82
TH Saves
PD RS PP BW Sp Fo Re Wi
-1  4  7  5  3  7  0  1  1
+0  4  8  6  4  7  1  2  2
+0  5  9  7  5  8  2  3  3
+0  6 10  7  6  9  2  3  4
+0  6 11  8  6 10  3  4  5
+0  7 12  9  7 11  4  5  6
+0  7 13 10  8 11  5  6  7
+1  8 13 11  9 12  6  7  8
+1  9 14 11 10 13  6  7  9
+1  9 15 12 10 14  7  8 10
+1 10 15 13 11 15  8  9 11
+1 11 16 13 12 15  9 10 12
+1 12 16 14 13 15 10 11 13
+2 12 16 14 14 16 10 11 14
+2 13 16 15 14 16 11 12 15
+2 14 16 15 15 16 12 13 16
+2 15 17 16 16 16 13 14 17
+2 16 17 16 16 17 14 15 18
Requisites: Int 18, Wis 12
Alignment: any
HD/level: d5
Weapon Prof.: 2+level/8
To Hit Table: ½xWiz
Save Table: 2xWiz
Reference: DM
Groups: Wizard
 
Specialized in Status Effects (aka "[C] section effects") school. Opposite to everything else except Aburation and Invocation (which it's Normal to).
On the following page is the Status Effects sorted by SL.
Currently, all Status Effects school spells are crosslisted with either Invocation or Abjuration. All of these spells are considered "Minor School" spells, however, so other wizards must spend 2 spells each to cast one of these spells.
Status Effects + Invocation spells:
[Status Name] Bolt (Invocation, SL=SEL): Do this Status Effect to one target (Spell save: 0)
[Status Name] Ball (Invocation, SL=SEL+1): Do this Status Effect to one group (Spell save: 0)
[Status Name] Beam (Invocation, SL=SEL+2): Do this Status Effect to one target (no save)
[Status Name] Blast (Invocation, SL=SEL+3): Do this Status Effect to one group (no save)
DM Example: So with a 5th level slot, you can do an SEL=5 Bolt, an SEL=4 Ball, an SEL=3 Beam, or an SEL=2 Blast.
Each individual Status Effect and area type is a different spell (so Blind Bolt is a different spell than Deafness Bolt and Blind Beam).
Material Componenting a Bolt or Beam gives 2 targets, not a group.
Status Effects + Abjuration spells:
Immune [Status Name] (Abjuration, SL=SEL): You are immune to this status. Double Resist is SEL-1 and Resist is SEL-2. So Double Resist Charm (SEL=3) is a 2nd level spell (SL=SEL-1=3-1).
Remove [Status Name] (Abjuration, SL=SEL): You can remove this status. Double Resist is SEL-1 and Resist is SEL-2. So Double Resist Charm (SEL=3) is a 2nd level spell (SL=SEL-1=3-1).
[Status Name] Shield (Abjuration, SL=SEL): Whenever someone hits you with a melee attack, they suffer that Status Effect unless they make a save vs. Spell.

[PC2] Wizard Group Classes


Status Effects

SEL=1
1 Berserk
2 Dazed/Disoriented
3 Deaf
4 Diseased
5 Drunk
6 Enraged
7 Fumble
8 Immovable/Stopped
9 Insane
10 Lycanthropy
11 Nauseated
12 Pain
13 Prone
14 Reduced/Diminished (reverse Enlarge)
15 Silenced/Mute
SEL=2
1 Blind
2 Cannot Move
3 Cursed
4 Dispel (effect)
5 Drowning
6 Enfeeblement
7 Falling (takes CL*10' falling dmg)
8 Fascinated
9 Fear
10 Hypnotized
11 Panic
12 Plagued
13 Taunted
SEL=3
1 Charm
2 Confused
3 Exhausted/Fatigued
4 Gravity (Zero/High) (CL*20' falling dmg)
5 Held
6 Morale (failed Morale)
7 Paralyzed
8 Slowed
9 Stunned
10 Summoning Sickness
11 Vulnerable Radiation
12 Wounded (as in the weapon effect)
SEL=4
1 Disjunct (effect)
2 DNA Scrambled
3 Dominated (Physically)
4 Drained MF
5 Drained PF
6 Extract
7 Feebleminded
8 Immune (can't drop) Psionic Link
9 Pissed
10 Sleep
11 Vulnerable Magic
SEL=5
1 *Cursed*
2 Burned Out
3 Disintegrated
4 Dominated (Mentally)
5 Harmed (reverse Heal)
6 Head Blown Off
7 Immune (can't drop) Hastes
8 Magic Jar/Possessed
9 Slain/Killed/Dead
10 Twilight
11 Unaware
12 Unconscious
13 Vulnerable Psionics
SEL=6
1 Alley Effect (summon DL=CL/2 Alley vs. you)
2 Capital S Stun
3 Causeall
4 Coma
5 Ego-Dominated
6 Enslaved
7 Immune (can't drop) Healing
8 Petrified
9 Spent
10 Vulnerable Innates
SEL=7
1 **Cursed** (Ancient Foul Cursed)
2 Anti-stats (CLd6 stat dmg)
3 Capital B Blasted
4 Capital S Slain
5 Clone-Insane
6 Crapped
7 Down a Hole
8 Flattened
9 Time Stop/Temporal Stasis
10 Vulnerable Weapons
SEL=8
1 Annihilated
2 As You Are
3 Capital M Mauled
4 Destructed (reverse Resurrected)
5 Imprisoned
6 Set
7 Temporally Incursed / Rewritten Out of Time
8 Trap the Soul
9 Truename Dominated
SEL=9
1 Capital F Folded
2 Erased Forwards and Backwards in Time
3 Loop Incursed
4 Lower Multiplier
5 Pawned
6 Pixelated
7 Truename Erased

[PC2] Wizard Group Classes


Summoner Mage

Level KXP Wizard
123 456 789
1 0 1-- --- ---
2 3.5 2-- --- ---
3 7 21- --- ---
4 14 32- --- ---
5 28 421 --- ---
6 56 422 --- ---
7 84 432 1-- ---
8 126 433 2-- ---
9 189 433 21- ---
10 350 443 22- ---
11 525 444 33- ---
12 1050 444 441 ---
13 1575 555 442 ---
14 2100 555 442 1--
15 2625 555 552 1--
16 3150 555 553 21-
17 3675 555 553 32-
18 4200 555 553 321
19 4725 555 553 331
20 5250 555 554 332
21 5775 555 554 442
22 6300 555 555 443
23 6825 555 555 553
24 7350 555 555 554
25 7875 555 555 555
26 8400 666 655 555
27 8925 666 666 655
28 9450 666 666 666
29 9975 777 766 666
30 10500 777 777 766
31 11025 777 777 777
32 11550 888 877 777
33 12075 888 888 877
34 12600 888 888 888
35 13125 999 988 888
36 13650 999 999 999
TH Saves
PD RS PP BW Sp Fo Re Wi
+0  0  0  0  0  0  0  0  0
+0  1  1  1  1  1  1  1  1
+0  1  1  1  1  1  1  1  1
+1  2  2  2  2  2  2  2  2
+1  2  2  2  2  2  2  2  2
+1  3  3  3  3  3  3  3  3
+2  3  3  3  3  3  3  3  3
+2  4  4  4  4  4  4  4  4
+2  4  4  4  4  4  4  4  4
+3  5  5  5  5  5  5  5  5
+3  5  5  5  5  5  5  5  5
+3  6  6  6  6  6  6  6  6
+4  6  6  6  6  6  6  6  6
+4  7  7  7  7  7  7  7  7
+4  7  7  7  7  7  7  7  7
+5  8  8  8  8  8  8  8  8
+5  8  8  8  8  8  8  8  8
+5  9  9  9  9  9  9  9  9
Requisites: Con 12, Int 12, Chr 15
Alignment: any
HD/level: d6
Weapon Prof.: 1+level/3
To Hit Table: Wiz
Save Table: Mon
Reference: DM
Groups: Wizard
 
Spell progression as per Mage2.
Level 1: May control 2 summons (same type).
Level 1: May material component summoning spells for 2 creatures of the same type.
Level 1: Specialized in conjuration with no opposite school.
Level 1: School robed in conjuration (each conjuration/summoning spell is 1 SL lower for you)
Level 1: 0, LVL/d: Your summons are not summoning sick.
Level 3: Your summons can't turn against you even if they become uncontrolled.
Level 5: May control 2 summons (different types).
Level 5: (Single) material componenting for summoning spells is free.
Level 9: May control 3 summons (same type).
Level 9: May double material component summoning spells (costing a total of 1M+1V) for 3 creatures of the same type.
Level 9: Can hold summons across resets between sessions.
Level 10: Your summons can do "1S: Lend an S to you.".
Level 12: If a monster randomly rolls to attack you, you can have your summons be attacked instead.
Level 13: May control 4 summons (same type).
Level 13: May triple material component summoning spells (costing a total of 1M+2V) for 4 creatures of the same type.
Level 13: 1M: Steal someone else's summon. The other spellcaster (not the summon) makes a Will save to resist this.
Level 16: Your summons do not immediately disappear when slain / dropped below -10 hp. You have 1 turn to heal or repair the summon if you want to keep him. You can ignore this power and have him disappear anyway if desired.
Level 17: May control 2 groups of 2 summons (each group is the same type, but the groups don't have to be the same)
Level 18: Each of your summons may have 1 summon of their own.
Level 18: Your summons gain XP during the adventure and may "level up" in combat (if using "XP on the fly")
Level 21: May control 5 summons (same type).
Level 21: May quadruple material component summoning spells (costing a total of 1M+3V) for 5 creatures of the same type. You can save up the V actions, or use 1M+1V+1P+1QV in one segment.
Level 27: Your summons cannot be unsummoned by unsummon effects.

[PC2] Wizard Group Classes


Technologist

Level KXP Wizard/Psi8
123 456 789
1 0 ½½½ --- ---
2 8 1½½ --- ---
3 12 1½½ ½-- ---
4 18 2½½ ½-- ---
5 27 21½ ½-- ---
6 41 21½ ½½- ---
7 61 211 ½½- ---
8 92 221 ½½- ---
9 137 221 1½½ ---
10 206 222 1½½ ---
11 308 222 11½ ---
12 462 222 11½ ½--
13 692 222 111 ½--
14 1038 322 211 ½--
15 1557 322 211 1½-
16 2336 332 221 1½-
17 3000 332 221 11-
18 4000 332 221 11½
19 5000 333 222 111
20 6000 433 322 211
21 7000 443 332 221
22 8000 444 333 222
23 9000 544 433 322
24 10000 554 443 332
25 11000 555 444 333
26 12000 655 544 433
27 13000 665 554 443
28 14000 666 555 444
29 15000 766 655 544
30 16000 776 665 554
31 17000 777 666 555
32 18000 877 766 655
33 19000 887 776 665
34 20000 888 777 666
35 21000 988 877 766
36 22000 998 887 776
TH Saves
PD RS PP BW Sp Fo Re Wi
+0  4  7  5  3  6  0  1  1
+0  4  7  5  3  7  0  1  1
+0  4  8  5  4  7  0  1  2
+1  4  8  6  4  7  1  2  2
+1  5  9  6  4  8  1  2  3
+1  5  9  7  5  8  2  3  3
+2  5 10  7  5  9  2  3  4
+2  6 10  7  6  9  2  3  4
+2  6 10  8  6  9  3  4  5
+3  6 11  8  6 10  3  4  5
+3  7 11  9  7 10  4  5  6
+3  7 12  9  7 11  4  5  6
+4  7 12  9  8 11  4  5  7
+4  7 13 10  8 11  5  6  7
+4  8 13 10  8 12  5  6  8
+5  8 13 11  9 12  6  7  8
+5  8 14 11  9 13  6  7  9
+5  9 14 11 10 13  6  7  9
Requisites: Dex 10, Int 10
Alignment: any
HD/level: d6
Weapon Prof.: 7+level
To Hit Table: Wiz
Save Table: Wiz
Reference: DM
Groups: Wizard, Technology
 
Specialized in Technology school; pick an opposite.
There is a "Create Technological Item" spell of each spell level; each spell creates an item of TechL = SL (material componenting may be used to double the TL). The item cannot weigh more than level^2 pounds, or it has some flaw which requires upkeep and/or repair to keep it operating effectively. The spell effect will end in level turns unless a Permanency spell is used.
Note that creating a temporary machine which creates a real machine is perfectly legal.
Level 1: +1 technological proficiency per level, see Psi8.
Level 1: May use Psi8 minors as if they were 2nd level spells.
Level 6: May use Psi8 majors as if they were 5th level spells.
Level 15: May use Psi8 grands as if they were 8th level spells.
Level 54: May use Psi8 supers as if they were 11th level spells.

[PC2] Wizard Group Classes


Tougher (Random Wizard #231172)

Level KXP Wizard
123 456 789
1 2 ½-- --- ---
2 20 ½½- --- ---
3 40 ½½½ --- ---
4 62 ½½½ ½-- ---
5 89 ½½½ ½½- ---
6 126 ½½½ ½½½ ---
7 178 ½½½ ½½½ ½--
8 261 ½½½ ½½½ ½½-
9 395 ½½½ ½½½ ½½½
10 610 1½½ ½½½ ½½½
11 872 11½ ½½½ ½½½
12 1189 111 ½½½ ½½½
13 1596 111 1½½ ½½½
14 1843 111 11½ ½½½
15 2105 111 111 ½½½
16 2409 111 111 1½½
17 2671 111 111 11½
18 2975 111 111 111
19 3280 221 111 111
20 3585 222 211 111
21 3890 222 222 111
22 4196 222 222 221
23 4502 222 222 222
24 4808 333 222 222
25 5114 333 333 222
26 5421 333 333 333
27 5812 444 433 333
28 6203 444 444 443
29 6524 444 444 444
30 6986 555 554 444
31 7378 555 555 555
32 7770 666 666 555
33 8163 666 666 666
34 8556 777 777 766
35 8949 777 777 777
36 9509 888 888 887
TH Saves
PD RS PP BW Sp Fo Re Wi
+0  4  7  5  3  6  0  1  1
+1  4  7  5  3  7  0  1  1
+2  4  8  5  4  7  0  1  2
+3  4  8  6  4  7  1  2  2
+3  5  9  6  4  8  1  2  3
+4  5  9  7  5  8  2  3  3
+5  5 10  7  5  9  2  3  4
+6  6 10  7  6  9  2  3  4
+7  6 10  8  6  9  3  4  5
+8  6 11  8  6 10  3  4  5
+8  7 11  9  7 10  4  5  6
+9  7 12  9  7 11  4  5  6
+10  7 12  9  8 11  4  5  7
+11  7 13 10  8 11  5  6  7
+11  8 13 10  8 12  5  6  8
+12  8 13 11  9 12  6  7  8
+13  8 14 11  9 13  6  7  9
+14  9 14 11 10 13  6  7  9
Requisites: Dex 15, Int 9
Alignment: any
HD/level: d3
Weapon Prof.: 1+level/6
To Hit Table: 2½xWiz
Save Table: Wiz
Reference: DM Random, Jason 12/08/07
Groups: Wizard, Random
 
Turn Undead as a Priest of 3 levels lower.
Level 1: +1 Con per level. This bonus cannot be used to qualify for this class, and you can't 2 for 1 trade it away.
Level 1: 0, 1 attack: Destroy a magic item.
Level 1: Undead must save vs. (8+DM's level) to attack the Death Master.
Level 1: Water Breathing, freedom of movement in water, cast spells in water normally {Sea Mage}
Level 2: 1bF: Counter a counterspell effect.
Level 4: Can map any area he's scrying into (via Crystal Ball or whatever).
Level 4: Lore of true stamina: +1 Fort saves
Level 4: Speak with anyone with Int > 10 at will.
Level 4: Speak with anyone with Int > 10 at will.
Level 6: 1M: Identify Book.
Level 10: You have AN EVEN BIGGER BOSS THAN YOU, which is any same-aligned god, you Automatic Divine Intervention 1/d.
Level 11: Immune to all Energy/Stat drains.
Level 13: Create Monster VI (SL=6): Create a DL=1 monster, it's loyal, it's not a summon slot {Soulforger}
Level 14: +1QM action per round, only for Spellshaper spells
Level 14: Train Slayer5: N resets of actions: A Slayer5 of LVL=N is raised by one level permanently.
Level 20: Your SL=0 through SL=6 spells have double effect (each similar instance adds x[+1] )
Level 22: 1/d: Create a GIANT ROBOT (a DL 10 Golem, you may make requests but exact statistics are determined by the DM).

Gets 10 Rogue points per level, see table below:
Lvl Rogue Ability | -50% | -100% | -150% Act Base Penalty Bonus
4 Any Rogue 3 ability - - - -

[PC2] Wizard Group Classes


Translator1JG

Level KXP Wizard
123 456 7
1 0 1-- --- -
2 1.2 2-- --- -
3 2.4 21- --- -
4 4.8 32- --- -
5 9.6 421 --- -
6 19.2 431 --- -
7 38.4 432 --- -
8 76.8 432 1-- -
9 153.6 533 2-- -
10 393.6 543 21- -
11 633.6 543 32- -
12 873.6 554 321 -
13 1113.6 554 322 -
14 1353.6 554 322 1
15 1593.6 554 422 2
16 1833.6 555 432 2
17 2073.6 555 532 2
18 2313.6 555 533 2
19 2553.6 555 543 2
20 2793.6 555 543 3
21 3033.6 555 554 3
22 3273.6 555 555 4
23 3513.6 555 555 5
24 3753.6 666 655 5
25 3993.6 666 666 6
26 4233.6 777 766 6
27 4473.6 777 777 7
28 4713.6 888 877 7
29 4953.6 888 888 8
30 5193.6 999 988 8
31 5433.6 999 999 9
32 5673.6 AAA A99 9
33 5913.6 AAA AAA A
34 6153.6 BBB BAA A
35 6393.6 BBB BBB B
36 6633.6 CCC CCC C
TH Saves
PD RS PP BW Sp Fo Re Wi
+0  4  7  5  3  6  0  1  1
+0  4  7  5  3  7  0  1  1
+0  4  8  5  4  7  0  1  2
+1  4  8  6  4  7  1  2  2
+1  5  9  6  4  8  1  2  3
+1  5  9  7  5  8  2  3  3
+2  5 10  7  5  9  2  3  4
+2  6 10  7  6  9  2  3  4
+2  6 10  8  6  9  3  4  5
+3  6 11  8  6 10  3  4  5
+3  7 11  9  7 10  4  5  6
+3  7 12  9  7 11  4  5  6
+4  7 12  9  8 11  4  5  7
+4  7 13 10  8 11  5  6  7
+4  8 13 10  8 12  5  6  8
+5  8 13 11  9 12  6  7  8
+5  8 14 11  9 13  6  7  9
+5  9 14 11 10 13  6  7  9
Requisites: Int 13, Chr 16
Alignment: any
HD/level: d4
Weapon Prof.: 1+level/3
To Hit Table: Wiz
Save Table: Wiz
Reference: FGE1JG
Groups: Wizard
 
May specialize in Divination and/or Enchantment, if this is done, pick 1 opposite per specialty.
Level 1: +3 language slots per level (DM note: Note you need 2 slots to completely cover a language, one is "speak", the other is "read/write".)
Level 1: +1 beast language per level. This allows speaking with animals such as birds, rabbits, etc.
Level 1: 1M, 1/t: Charm Person.
Level 6: 1M, 1/t: Charm Monster.
Level 9: Detect Lie continuous.
Level 9: 1M, 1/d: Undetectable Lie for 1 turn.
Level 11: 1M, 1/t: Mass Charm.

[PC2] Wizard Group Classes


Transmuter2 / Alterationist

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

[PC2] Wizard Group Classes


Virologist / Virus Mage


Level

KXP
Wizard
123 456 789 ABC

TH
1 0 1-- --- --- -1
2 1 2-- --- --- +0
3 3 21- --- --- +0
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31 4200 777 777 777 +4
32 4400 888 877 777 +5
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35 5000 999 988 888 +5
36 5200 999 999 999 1 +5
37 10400 999 999 999 2 +5
38 15600 999 999 999 3 +6
39 20800 999 999 999 4 +6
45 52000 A99 999 999 9 +7
54 98800 AAA AAA AAA 91 +8
63 145600 AAA AAA AAA A9 +10
72 192400 BBB BBB BAA AA1 +11
Requisites: Con 11, Int 15, Wis 15
Alignment: any
HD/level: d5
Weapon Prof.: 1+level/4
To Hit Table: ½xWiz
Reference: DM
Groups: Wizard
Complexity: CF=2
   
Saving Throws:  
PPD: level+3
RSW: level+6
PP: level+4
BW: level+2
Spell: level+5
Fort: level+4
Reflex: level+0
Will: level+5
   
Specialized in Virus Magic.
Gets Wis bonus to spell progression.
Level 1: Immune to Diseases, Viruses, Lycanthropy.
Level 2: Immune to becoming Undead or Unlive.
Level 3: Identify Object's chemical makeup by sight.
Level 4: Periodic Table elements are considered Semi for you.
Level 6: Periodic Table elements are considered Quasi for you.
Level 10: Periodic Table elements are considered Para for you.
Level 18: Periodic Table elements are considered normal for you.
A list of diseases follows on the next page. These are not described in game terms, but will be as they are used. Each disease uses a spell slot (so a Cause Disease 1 that does "Andromeda Strain" is a different spell slot than a Cause Disease 1 that does "Berserker Plague").
Virus School Spells:
Detect [Disease] (SL=0): Detects diseases of one particular type
Detect Disease (SL=1): Detects diseases of any type
Cause [Disease] 1 (SL=1): Cure/cause disease in one target (PPD save), material componenting does two targets (or the same target twice, but not a group)
Virus Summoning N (SL=N): Summons a DL=N Virus
Cause [Disease] 2 (SL=2): Cure/cause disease in one target (PPD save), material componenting does a group
Cure Disease (SL=3)
Contagion (SL=3)
Cause [Disease] N (SL=N, starting at SL=3): Cure/cause disease in N-2 groups (PPD save), material componenting does N-1 groups (can hit same group multiple times)
Virus [Disease] N (SL=N, starting at SL=3): As per Cure or Inflict Disease N-2; for each infected person, check CL% per segment, if made, travels to another person in the room
Inflict [Disease] 4 (SL=4): Cure/cause disease in one target (no save, aNR to resist), material componenting does two targets (or the same target twice, but not a group)
Inflict [Disease] 5 (SL=5): Cure/cause disease in one target (no save, aNR to resist), material componenting does a group
Cause [Lycanthropy] 5 (SL=5): Cure/cause lycanthropy in one target (PPD save, even when curing), material componenting does two targets, each type of Lycanthropy is a spell slot
Mummy Rot (SL=5): Your touch is Mummy Rot branded
Cause [Undead status] 6 (SL=6): Cure/cause undead status in one target (PPD save, even when curing), material componenting does two targets, each type of Undead is a spell slot
Heal (SL=6)
Inflict [Disease] N (SL=N, starting at SL=6): Cure/cause disease in N-5 groups (no save, aNR to resist), material componenting does N-4 groups (can hit same group multiple times)
Cureall (SL=7)
Cause [Unlive status] 8 (SL=8): Cure/cause unlive status in one target (PPD save, even when curing), material componenting does two targets, each type of Unlive is a spell slot
Virus Charm (SL=9)
Magical Plague (SL=10): [x2 Terrain Feature] Does a random SL 0-9 Virus spell /segment

[PC2] Wizard Group Classes


Viruses

Virus Source Description
Ancient virus Resident Evil series A rare viral strain found in queen ant genes. It was discovered by Alexia Ashford, while she was studying ants. When combined with Mother Virus (or Progenitor Virus) it creates the powerful T-Veronica virus. Probably the control power of it is due the Ancient virus.
Andromeda Strain The Andromeda Strain (Michael Crichton) A deadly, green, crystalline, extra-terrestrial agent of indeterminate origin. It erodes the vessel walls of the vascular system, causing death by either triggering the body's coagulation response (resulting in the entire system clotting in a few seconds), or by cerebral hematomas (accompanied by dementia) if clotting is prevented. It evolves at a rapid rate, is spread by airborne transmission, and is extremely contagious.
Angel Toxicosis Tales of Symphonia A disease that cannot be transmitted, and affects only those with an unmounted Cruxis Crystal. Causes victim to eventually lose ability to taste,sleep,cry, feel pain, and talk. Also increases the victim's hearing, strength and sight abilities, as well as eliminating the need to eat and sleep. In early beginnings it allows the victim to gain crystal-like wings and fly until the disease is destroyed. The final stage of this diseases causes the victim to give up his/her heart and memory, and ultimately their life. The disease lasts for an unknown time , those afflicted are slowly 'given' the symptoms via blessings of a person with a mounted Cruxis Crystal.A major example is Collette, one of the 8 protagonists of the game.}
Apathy Syndrome Persona-Trinity Soul- ?
Berserker plague Berserk (Tim Lebbon Novel) A pathogen that creates revenants-intelligent zombies. Tested by the UK as a bioweapon,presumably to make the subject immune to bullets. The infected-"Berserkers"-can stay alive for at least ten years without food, water, or oxygen. Some may manifest psionic tendencies. It has some supernatural attributes, such as a sensitivity to silver. Transmitted by bite.
Bliss Virus Doctor Who: Gridlock Appeared around 1-3 billion years into the future on New Earth. it began when new Earthians developed a new mood-drug called Bliss. the world became addicted to it and, in Novice hame's words; "a virus mutated inside the compound and became airborne. everything died. even the virus in the end. it killed the world in seven minuites flat."
Bloodfire Blood Nation A virus that gestated in wolves two thousand years ago. The first to be infected was Genghis Khan It causes the symptoms usually associated with Vampirism; Photosensitivity and invinibility. The entire nation of Russia in infected, exept for a few feral children. The virus can cause extreme mutation, for example the snakes tail present in the Khan's head scientist.
Bone-itis Futurama In the Future Stock episode, That Guy suffers from bone-itis and claims that it is the only thing he regrets. It is a disease that causes the bones to twist and collapse very rapidly and is not to be confused with osteitis.
Bonerplasia Saturday Night Live In the October 4, 2008 episode, Bonerplasia is a fictional condition which is allegedly a kind of chronic priapism. A man (played by Jason Sudeikis) used it as a fake explanation for why he constantly got erections around a woman, Amber (played by Anne Hathaway), he was secretly attracted to though claiming to be gay. However, she honestly believed him, because she "read the Bonerplasia article on Wikipedia", only for the man to then reveal "I actually wrote that article".
Brain Cloud Joe Versus the Volcano The brain cloud has no symptoms—apart from quickly and painlessly killing in about six months.
Captain Trips The Stand (Stephen King) A deadly, flu-based virus. Created as a biological weapon codenamed Blue. Causes a lethally high fever and is highly contagious. So deadly because as the body fights off the disease, it mutates into different strains of influenza, making immunity next to impossible. Also called Superflu.
Chimera Virus Resistance: Fall of Man It mutates the infected into the enemies of the series
Closed Shell Syndrome Ghost in the Shell: Stand Alone Complex A type of autism caused by cyberbrain implants.
Cobra Event the Cobra Event A geneticly-engineered virus that causes nightmares, fever, chills, runny nose, encephilitus (brain swelling), and herpes-like boils in the mouth and genitals. Used as a bioterror weapon.
ComaThe Coma Clive Barker's The Plague Affecting all children. Causing to fall into a coma for ten years then unanimously waking up and causing the children to kill all adults.
Cooties[citation needed] Various A presumably fatal disease affecting males, leaving females mostly unaffected. The disease is known to feast on the souls of unsuspecting children (those unfamiliar with the "Cootie Lock") and incur embarrassing misfortune upon its host.[citation needed].
Corprus Elder Scrolls III: Morrowind Corprus causes incredible mutations in humanoids, but it is an almost non-communicable disease. People infected with blight are often sent to a special institution called the Corprusarium, which was made for researching corprus. Corprus is caused by the volcanic ash that emanates from Red Mountain, but, as a positive side effect, grants 100% disease immunity. The only known antidote is proven to destroy corprus, but ends up killing the victim as well. However, the player is able to take the antidote without any adverse effects, presumably because he is the reincarnation of the demi-god Nerevar.
Corrupted Blood World of Warcraft Initially contracted from fighting Hakkar, the God of Blood, in the dungeon of Zul'Gurub. Highly infectious, with an incubation period of 2 seconds and can infect any person in the immediate area. Referred to WoW players as "the Plague", "Hakkar's SARS" or "WoW AIDS" for a major outbreak of the virtual plague in the game due to a design oversight.
Creeping Derangea Advance Wars: Days of Ruin An artificial virus that initially infects those under the age of 20. The outbreak is attributed to the post-Apocalyptic setting in which the game is set. The Virus is revealed as a failed Bio-Weapon by IDS, created to test the extent of IDS technology. The virus mutates into a strain that can infect older hosts over time. Causes flowers to grow inside a person and break out of the skin. A beautiful, albeit excruciatingly painful, way to die.
Cyberbrain Sclerosis Ghost in the Shell: Stand Alone Complex Cyberbrain implant malady resembling multiple sclerosis, eventually fatal.
Dark Gundam Cells G Gundam (anime) Nanomachines from the Devil Gundam (Dark Gundam in North American dub) infect living organisms and undergo mitosis, allowing the Devil Gundam to control the victim. The victim will gain super-strength and self-recovery abilities and if inside a Mobile Fighter, will spread the cells to the Mobile Fighter and give it the abilities of the Devil Gundam, often mutating the Mobile Fighter into a stronger robot. If the cells have not reached the brain, the victim can be cured.
Dave's Syndrome Black Books A condition which is known to affect Manny, it is triggered by being exposed to a temperature of at least 88°F (31°C). While the exact effects of the disease are not described, a scene at the end of the episode shows the results - The area outside the shop has been completely ransacked, and a half-dressed Manny is jumping on top of a car yelling and holding a torch.
Descolada Speaker for the Dead (Orson Scott Card) A quasi-conscious self-modifying organism capable of infecting any form of life."Descolada" is also the Portuguese word for "unglued". In the context of the book, this refers to the Descolada virus's effects; it breaks the link of the DNA double helix (ungluing it) and induces mutations.
Desperation Disease Eureka 7 (anime) A disease that strikes randomly and has no known vector of contagion. Individuals gradually become detached from the world until they are completely catatonic. The name of the disease doesn't come from the victims' state, who seem to be communing with something metaphysical, but rather, from their families who despair of trying to wake them.
Diathronitis Larn Afflicts daughter of player character; serves as primary motivation for gameplay.
Doll Syndrome hack GU.hack//G.U. A mysterious medical condition in which a person falls into a completely unresponsive state. Doll Syndrome is in fact a physical side effect to an infection by AIDA. Salvador Aihara tries to do an undercover investigation regarding Doll Syndrome in especially young children for his show "Online Jack".
Drafa Plague Babylon 5 Neutralizes chemicals in the synaptic gap, thus inhibiting nerve signals from the brain to the rest of the body. Without clear direction from the brain as a result of the signals being blocked, the organs lose their ability to function correctly. For those that can be affected, the disease is 100% contagious, and if left untreated 100% terminal.
Dryditch Fever Salamandastron (Brian Jacques) ?
DX The Lost World (Michael Crichton) An unknown prion dubbed "DX" by scientists on Isla Sorna. It is similar to mad cow disease and was the result of feeding ground-up sheep to carnivorous dinosaurs. DX increased the mortality rate of newborn dinosaurs and is eventually fatal to adult dinosaurs. In order to combat DX, InGen scientists released animals into the wild of Isla Sorna. The virus initially infected carnivorous dinosaurs such as velociraptors and procompsognathus, which would then spread the disease to herbivores such as apatosaurus, and the apatosaur carcasses would be eaten by compys, which would then spread the disease to other carcasses, and the cycle would repeat. Ian Malcolm said at the end of the novel that, because of the imbalance of carnivores and herbivores due to DX, the dinosaurs were doomed to die out.
Electrogonnorhea Futurama An STD humans can contract from robots. Called the "Noisy Killer."
Fever"The Fever" Cabin Fever A flesh eating disease which causes massive hemorrhage and tissue necrosis. Victims typically bleed directly through the skin in early stages. In later stages, tissues become soft and slough away. It is known to be transmitted through drinking contaminated water.
Forced Evolutionary Virus Fallout Originally known as the Pan-Immunity Viron Project, FEV, along with radiation, is responsible for many mutations in the wastelands. The most visible of these are the super mutants, former humans granted incredible strength and endurance as result of being infected. Exposure to the virus is also known to be fatal in many cases. FEV serves as a major plot element in both Fallout and Fallout 2.
Foul-Drought Heir of Mistmantle (M. I. McAllister) Disease caused from drinking poisoned water. Animals who have it will have pain, blurry sight and some will eventually die.
FoxDie Metal Gear Solid FoxDie is a virus responsible for killing people with certain genetic markers via cardiac arrest. FoxDie is given to protagonist Solid Snake by Dr. Naomi Hunter, only it is engineered to go off at an indeterminate time. FoxDie was also the cause of death of Liquid Snake, Decoy Octopus (impersonating DARPA chief Donald Anderson), and the Armstech President.
Gangliated Utrophin Immuno Latency Toxin (GUILT) Trauma Center: Under the Knife A series of eight pathogens created by the medical-terrorist group Delphi. During ingame sequences where the player operates on patients, GUILT diseases are normally shown as a pseudo-sentient core that attacks the patient from within, using lacerations, tumors and other ailments. Individual strains are named after Greek days of the week (Kyriaki, Deftera, Triti, Tetarti, Pempti, Paraskevi, Savato), the only exception being the eighth strain, called "Bliss".
Genie Flu Genie in the House A disease of Genies which causes them to change colours, become invisible and have squeaky voices.
Gray Death Deus Ex A global plague engineered using nanotechnology within a Universal Constructor by Majestic-12, the Gray Death virus is actually a hybrid (cyborganic) disease of biological and mechanical structures. It is based on the adverse and ultimately lethal effects of nanotechnology on an unmodified human body. Named the Gray Death because of the gray patches of discolored scar tissue that cover its victims' skins, if and when the disease is cured. Symptoms include the aforementioned discoloration of the skin, coughing, physical pain and death.
Gray DeathThe Gray Death Gail Carson Levine's The Two Princesses of Bamarre Disease created from the noxious gas from the defeated dragon Yune's stomach. It comes on with no warning and is not contagious. There are three stages of the disease. The first stage is the weakness, and it can last anywhere from a week to six months. The second stage is the sleeping, and it always lasts nine days. The last stage is fever, and it always lasts three days. At the end of the fever stage, the victim will die. The only cure is water sent down from the fairies' Mount Ziriat. The cure will only be discovered when cowards find courage and rain falls over all Bamarre.
G-Virus Resident Evil 2 A mutagenic pathogen which causes the host to become a big, constantly evolving, practically unstoppable killing machine, with exceedingly high attack power and immense vitality, in addition to the ability to regenerate and mutate so quickly the carrier virtually loses its mortality. The purified virus can be injected directly into the host, or a mutated host can implant a small larvae, called a G-embryo into another host. The latter mode of transmission is most successful when the host and the new victim are genetically similar. The virus would later merge with the T-Virus, creating an extremely dangerous, electromagnetic-capable variant called T/G Virus
Hate Plague Transformers Bacterial spore of unknown origin transmitted by touch. Induces extreme paranoia and aggression in the infected, causing them to strike out against anyone or anything in an increasingly maddening desire to destroy. Symptoms include a deep reddish glow emanating from the infected. The only curative is intense logic and wisdom, which presumably counters the extreme irrationality the disease causes in its victims. First appearing during the Autobot-Decepticon wars (which necessitated the second resurrection of Optimus Prime), a relatively milder strain is seen again during the events of Beast Machines; Megatron triggers a pre-planted virus in Silverbolt, infecting him and the rest of the Maximals. The strain is cured, again, by intense logic and wisdom.
Hemoglophagia (HGV) Ultraviolet Disease responsible for turning many humans into vampire-like creatures.
Hyper-evolutionary virus StarCraft The Hyper-evolutionary virus is a retrovirus produced by Zerg Queens. It is used to mutate "lesser" creatures into zerg warrior breeds. Only a small percent of humanity is fully compatible, who retain personality, intelligence, and psionics. Others mutate into living bombs, utterly dominated by the Overmind. It has a re-animation side-effect. It is transmissible through fluid transfer only, much like Solanum.
Incuritis Apollo Justice: Ace Attorney A rare, but lethal disease, curable only through the use of a medicine made from the Borginian Cocoon. The cure is very difficult to make, and if made incorrectly, it is a deadly poison, and thus the exportation of such a cocoon is illegal. The Chief Justice's son is afflicted with the disease.
Jason Strain Friday the 13th: The Jason Strain (Christa Faust) A virus created when an artificial virus was exposed to undead killer Jason Voorhees, it was originally meant to be a cure-all and age retarding super drug. Those infected by the virus gain some of powers of Jason Voorhees, including superhuman strength and the inability to feel pain, but intelligence is severely reduced. Those infected with the virus can only be killed via decapitation. A cure for the virus is developed and released into the air and the original carrier, Jason (who was not affected by the airborne cure due to unique physiology) is rid of it when a heavy dosage of the cure is injected directly into his brain.
Krippin Virus (KV) I Am Legend A genetically reengineered measles virus originally created as a "miracle cure" for cancer, but mutated into a lethal, highly-pathogenic strain. KV has a 90% mortality rate; less than 1% of humans are immune. Two transmission vectors for the pathogen are inhalation and infected blood, with two corresponding immunity profiles. Infected humans who did not die began exhibiting early symptoms of rabies and degenerated into a state driven by rage. A major symptom is that the adrenal glands are "permanently open", giving victims increased strength, speed and agility but also a faster metabolism. This results in increased body temperature, heart rate, and breathing speed, making those infected hyperventilate constantly. Pupils became permanently dilated and skin became hypersensitive to UV radiation, forcing infected hosts into a nocturnal life cycle. Loss of body hair is another symptom. Non-humans such as rats and dogs are also susceptible to KV. They are sensitive to blood. These infected are similar to vampires.
Krytos virus Star Wars Expanded Universe The Krytos virus was a deadly and highly contagious virus that only attacked non-human species. It could spread via a number of avenues, including by water supplies and air. The virus often killed its host in less than two weeks, resulting in a painful death.
Lampingtons Disease Last Holiday A rare neurological disease causing multiple brain tumors rapidly progressing to death within a few weeks if not treated with an exorbitantly expensive operation. The lead character is diagnosed with this disease by a faulty CAT scan machine, consequently spending her life's savings on a dream vacation.
Las Plagas Resident Evil 4 A parasitic, organism which can infect a variety of hosts, including humans. It has the ability to control its host's behavior, inducing a hive-like mentality among the infected and extreme hostility towards uninfected individuals. The infected retain most of the characteristics of humans such as fine motor skills as seen through their use of simple weapons such as scythes and axes, and more complicated weapons such as chainsaws and chainguns. The are seen to obey "Queen" parasites, much like ants.
Lazar's Disease Doctor Who: Terminus A leprosy-like disease.
Legacy Virus Marvel Multiverse A disease that targets only mutants.
Life-Eater Virus Warhammer 40,000 (novels) The Life-eater virus is a flesh-eating disease that causes all biological matter to break down into it's componet parts, releasing toxic, flammable gas that can be ignited with a single explosion. The virus eats itself when there is nothing else to attack. It is quite effecive against Tyrranids. In the short-story anthology Planetkill, an updated strain goes after the soul, turning the population into zombies, created by a Techpreist inhabited by an Unclean One.
Lurgy (The Dreaded Lurgi) The Goon Show A disease that causes anyone who catches it to say nothing but 'Eeee-yakkaboo!'.
MacGregor's Disease Batman & Robin The disease that Mr. Freeze's wife Nora was suffering from and placed in cryogenic stasis for. The film also revealed that Batman's butler, Alfred Pennyworth, was also suffering from MacGregor's. Mr. Freeze successfully created the antidote for the disease, and gave some of it to Batman as an apology for thinking that Batman killed Nora (really Poison Ivy's doing).
Macrovirus Star Trek: Voyager An airborne pathogen-by-proxy that infects endothermic humanoids with a virus, causing the host to get lethargic and churn out more macroviruses until he/she/it wastes away and dies. When some of the bugs invaded Voyager, the EMH was able to synthesize a cure.
Madoba-2 Whiteout Virus related to Ebola, causes the victim to receive fever and eventually bleed to death from all body openings.
Moon Fever H2O,Just add Water a Mermaid disease that affects them when they see a full moon. This illness makes them catatonic and draws them to water like a magnet
Motaba Outbreak A deadly, virulent virus from the jungles of Zaire. Early stages resemble the flu, with pink eyes, coughing and fever. In later stages, the fever rises as high as 108, and victims seize violently, break out in skin lesions and bleed internally, causing a dark rash on the skin. Motaba incubates in 24 hours and kills in 48. The virus is 100% fatal. There is an airborne strain of Motaba. There is no treatment, but a large outbreak in a small California town was stopped when antibodies were taken from a carrier.
NAM37 PatriotThe Patriot (1998) A highly contagious airborne virus which has been stolen from a government biological warfare laboratory. Its early symptoms include a rash, and it is quickly fatal. It is not clear in the film whether the virus was supposed to have been harvested from the wild (such as Ebola) and then grown as a weapon, or whether the laboratory first engineered it in some way. In the film, the leader of a local militia has obtained both the virus and what he believes to be a vaccine for it, and decides to start an epidemic with the virus, believing that he will be safe because he has taken the vaccine. A local doctor of Indian (Native American) ancestry fights to find a cure for it.
NE_Alpha Parasite Resident Evil The NE-Alpha Parasite has an immunity to the T-virus, and is used to protect the higher brain functions of B.O.W.'s
Petriold Regression Doctor Who: New Earth A condition that causes the sufferer to become stone (similar to petrification). Unknown origins.
PhageThe Phage Star Trek: Voyager A necrotizing plague that affects members of the Vidiian species. Organ transplants are required for survival. Klingon DNA seems to be highly resistant to the phage. It was cured by the Think Tank.
Plague of Insomnia One Hundred Years of Solitude (García Márquez) An epidemic brought into the Buendía household and the town of Macondo by Rebeca; the adopted daughter of José Arcadio Buendía and Úrsula Iguarán. This plague, originally coming from the northern indian kingdoms in La Guajira (Colombia), is identified by the symptoms of wide-open, glowing eyes like those of a cat, and the impossibility of sleeping. Those infected (in the novel consisting of the entire town of Macondo) feel no tiredness or sleepiness whatsoever and hence can work all day and night. However, as time advances, those infected begin to loose all their memories and knowledge of the world; ultimately leaving them in a state in which they have forgotten the names and uses of all things and their own identities. The plague is generally seen as one of the most prominent demonstrations of magical realism in García Márquez's literary works.
Porphyric Hemophilia Elder Scrolls IV: OblivionThe Elder Scrolls IV: Oblivion Causes vampirism after an incubation period of three days. If the player is infected, they can go through a quest to cure the disease, however it is not necessary to be cured to complete the quest.
Progenitor Virus Resident Evil In the back-story of the series, the Progenitor virus is the primary virus created by the Umbrella Corporation, a mutagen based on ebola. Successor viruses include the T-Virus, the G-Virus, and T-Veronica Virus.
Psi-2000 Virus Star Trek A mutated form of water that spreads by touch which causes its victims to act in a way similar to being drunk. However, the effects do not wear off and eventually will cause victims to make dangerous decisions.
Rage 28 Days Later and 28 Weeks Later Rage causes extreme aggression in a victim only seconds after being infected with the disease. The disease is easily transmissible through any bodily fluid. Because of this extreme contagiousness and very short incubation time, a crowd of hundreds could be infected by one single individual in a manner of minutes. A graphic novel based on the films purports that Rage is a recombinant strain of Ebola, though its symptoms are similar to that of rabies. Animal testing was being performed on the disease but one animal was released by activists unaware of the virus. The infection soon spread to eliminate the entire population of Britain save a few lucky individuals who managed to survive. Infected organisms die out in a few months, succumbing to starvation, since they do not actually eat their victims.
Reaper Doomsday Reaper causes effects similar to black plague. It appears in Scotland in year 2008 and kills most of it inhabitants. Scotland is put under quarantine. Some decades later, Reaper reappears in London. A cure is found several days later, but it is unknown whether or not it will be given to the population.
Red DeathThe Red Death Masque of the Red Death (Edgar Allan Poe) Victims bleed from their pores before eventually dying. (See also Scarlet Plague.)
Re-vitiligo BoondocksThe Boondocks A disease that turns a white persons skin black over time. Uncle Ruckus claims to have it, though every flashback in which he appears, features him as black as he's in 2005-2008. He regards Michael Jackson as a "lucky bastard", as his skin turned from black to white.
RipleyThe Ripley Dreamcatcher (Stephen King) An alien parasitoid macrovirus. The adult aliens resemble deformed potato beings with legs, while the younger aliens - nicknamed "shit-weasels" because they can be created in a host organism's stomach and escape by eating their host's body between the stomach and anus - are legless, smaller versions of the adult alien. Both adult and young aliens have a mouth consisting of a slit on the underside of the head that goes down the length of the worm. The lips separate to reveal hundreds of teeth that can bite through steel.
Rust Lung Gears of War 2 When the Lightmass bomb that killed the multitude of Locust monsters in the 1st game subliminated the liquid element "Imulsion", the gas seeped into the atmosphere of planet Sera, resulting into 'Rust Lung', a disease that spreads quickly and deadly.
Scarlet Plague Scarlet Plague (Jack London) This 1912 novella, also known as the Scarlet Death, is a work of post-apocalyptic fiction treating the world after civilization has been destroyed by this fictional disease.
Scurge Scurge: Hive A parasite that can infect biologincal, technological, or coherent energy systems. It takes about one minute to overwhelm the special filters designed to ward off it's infection.
Shanti Virus Heroes A virus that only affects individuals with superhuman abilities or powers, deactivating those powers and slowly killing the infected. At least one strain exists which affects humans without superhuman powers, which is simply lethal.
Snow Crash Snow Crash (Neal Stephenson) A dangerous drug which is both a computer virus capable of infecting the brains of unwary hackers in the Metaverse and a mind-altering virus distributed by a network of Pentecostal churches via its infrastructure and belief system. Both forms cause glossolalia, and the computer virus form appears as a snowy pattern of pixels.
Solanum Zombie Survival Guide, World War Z Solanum is a virus that is transmitted through fluidic contact, such as a bite, transplant of infected biological matter, or pressing an open wound against a zombie. Once these situations occur, it is 100% communicable. It is only contagious in humans, however it is instantly fatal to other living creatures, whose bodies then become biohazardous. There are almost no known cases of survival, with no treatment to delay onset and no cure. Rarely, people have managed to survive by an immediate emergency field amputation of the limb where contact occurred, but even this is unlikely to work. It can be a sexually transmitted disease, but only if the sexual parter is in the very early stage of infection -- once reanimated, victims become infertile (and totally uninterested in sex). The virus travels to the brain and rapidly dissolves the frontal lobes, with effects akin to lobotomy. The brain changes, over 23 hours, into an organ that does not need oxygen. Tissues become toxic. The virus causes all life processes to stop, except for musculature and nervous systems. Tested as a bioweapon by Japan and the USSR with dismal results.
SP-43 Derailed (2002) SP-43 is a modified form of smallpox (variola) that has an extremely short incubation period. Its development is part of the backstory, which is not completely clear, but given the fact that it appears to have been stolen in Slovakia and is being transported to Munich by a NATO agent, it appears to have been developed by the Slovak government or some other Eastern Block country during the Cold War.
Spectrox Toxaemia Doctor Who: The Caves of Androzani A fatal condition caused by touching the raw form of Spectrox, a residue from the saliva of bats found on the planet Androzani Minor, that contained a chemical similar to nitrogen mustard. The lifespan of the sufferer is then reduced to between two and three days; symptoms include a rash and/or cramp, followed by spasms, paralysis and finally Thermal Death Point. The only known cure was the milk of the Queen Bats.
St. Mary's V for Vendetta A biological weapon engineered and released by the Norsefire party as a means of clandestinely gaining control over their own country.
SuddsThe Sudds Spongebob Squarepants The sudds is an illness that only sponges can catch, which makes them sneeze out bubbles constantly. It is essentially a common cold.
Technocyte Virus Dark Sector The metabolism of victims are increased and the surface of their skin hardens and forms a metallic exterior. The infection continues to mutate the host, driving them insane from the intense pain. The infected then become wildly aggressive and unpredictable, attacking anyone that is not infected on sight. The disease can be spread by physical contact and can affect animals as well as humans.
The Host's Disease The Host The unnamed disease carried by the giant monster terrorizing South Korea. In actuality, there was no virus; the government claimed the monster was spreading a disease just to save face.
The Ick SpongeBob SquarePants More of a fungus than a disease, the Ick is a green moss like form that spreads over the body, resulting in welts that shoot puss. Though it may not be fatal, it can be eliminated by feeding it to a bottom-feeder, such as Gary the Snail.
Thing cells The Thing Triangle-pyramid viruses that makes up Thing monsters. If it enters another animal, it fuses with the host, imparting shape-shifting and unholy durability, at the cost of pyrosensitivity, and possession by the Alien.
Tiberium poisoning Command & Conquer Tiberium crystals start to grow on a person's skin. These skin crystals eventually force their way through the persons vital organs, killing them. If the infestation is in a certain proportion, the victim mutates into a living bag of rotten skin and organs, called a visceroid.
Torsonic Polarity Syndrome (TPS) South Park A genetic condition wich causes humans to be born with a set of buttocks over their facial organs. TPS is seen in South Park Ep.510 "How To Eat With Your Butt"
T-Virus Resident Evil movies An artificial virus created by Umbrella. When a human is infected by it, the virus will destroy all cells, killing the host. Among two and four hours, all cells will be revitalized. But the virus will only activate one brain function: the hypothalamus, where feeding is controlled. The host becomes a violent mindless cannibal, and can infect other people by biting. Because of this effect, the virus was called the "cannibal disease".
T-Virus Resident Evil A virus that causes dementia and cellular necrosis. It can easily mutate into other strains, some of which have mutagenic effects on the host. In insects or amphibians, the resulting mutation often involves increased aggressiveness, increased size, and (almost always) the development of poisonous traits. In mammals, the results include aggressiveness, physiological changes of varying degrees, and an extremely increased evolutionary rate. Variants include the NE-T virus, T-G Virus, the T-JCCC203 (used for pharmaceutical, but killed two people) and much other variants.
Unnamed virus Transporter 2 Created by scientists working for an assassin named Gianni, this unnamed virus kills everyone it infects within 48 hours. Whoever the infected person breathes on contracts the virus, and whoever they breathes on contracts it, ect. The Colombian drug cartel hires Gianni and his minions to use the virus to assassinate Jefferson Billings, the director of the National Drug Control Policy and all of the attendees of a major anti-drug conference. An antidote was also created, just in case, but was retrieved by the Billing Family's personal driver, Frank Martin.
Vampiris I Am Legend (Richard Matheson) A bacillus (rod-shaped) bacterium that causes photosensitivity, hysterical blindness near mirrors, overdevelopment of canine teeth, and production of a bulletproof adhesive. Victims feed on blood. While in the body, it is anaerobic, and causes the victim to exhibit zombie-like behavior. Outside the body, it sporulates into dust. If an infected person is cut deep enough, the bacteria turns them into powder. Can be treated, but not cured, with a pill containing a fusion inhibitor and dehydrated blood.
V-CIDS The Immortals An AIDS-like virus.
Venus Particle Tyrannosaur Canyon An extraterrestrial infectious particle found in a lunar rock sample and within a fantastically well-preserved tyrannosaur fossil in the New Mexico desert. It is later revealed that the organism came to Earth via the Chicxulub asteroid which wiped out the dinosaurs. The particle, which was named for its resemblance to the symbol of Venus and femininity, causes rapid mitosis and apparent cellular differentiation in its host.
Wailing Death Neverwinter Nights A bubonic-like plague that infects almost the entire city of Neverwinter. Thought to be just a natural plague, it is later discovered that it was magically created and unleashed upon the city.
White Blindness Blindness (José Saramago) A mysterious epidemic of sudden blindness affecting virtually all humanity, leading to society's collapse. So-called because victims see nothing but a white glare. Not to be confused with the White Blindness in Watership Down which is a name the rabbits use for the real illness Myxomatosis which affects rabbits causing blindness and death.
White Disease White Disease (Karel Capek) An incurable mysterious form of leprosy, killing people older than 30.
White Plague White Plague (Frank Herbert) A genetically engineered virus that kills only women. Released only on Irish, English, and Libyan populace.
X-5 Virus Beavis and Butthead Do America Genetically engineered disease created by the U.S. Military. Causes Ebola-like symptoms and eventual death. Apparently lethal and quick enough to "wipe out five states in five days".
Yellow Death 1213 Episodes 1 to 3 A strain of virus that affects cloned children on the Tessa Life Orbital Space Station. Most children just die after extreme pain and facial lesions, then rise up as mindless 'zombies'. There are several examples of mutations caused when the virus infects children. Prisoner 0916 for example can alter his skeletal system, making extra limbs, shooting darts, and creating huge spikes. One of the other prisoner's IQ raises exponentially as his body deteriorates.

[PC2] Wizard Group Classes


Wacky Ball Mage

Level KXP Wacky Balls
123 456 789 AB
1 0 2½- --- --- --
2 2.5 31½ --- --- --
3 5 421 --- --- --
4 10 532 ½-- --- --
5 20 643 1½- --- --
6 40 754 21- --- --
7 60 865 32½ --- --
8 90 976 43½ --- --
9 135 A87 541 ½-- --
10 250 A98 652 1-- --
11 375 AA9 763 2½- --
12 750 AAA 874 3½- --
13 1125 AAA 985 4½- --
14 1500 AAA A96 51½ --
15 1875 AAA AA7 621 --
16 2250 AAA AA8 732 --
17 2625 AAA AA9 843 --
18 3000 AAA AAA 954 ½-
19 3375 AAA AAA A65 ½-
20 3750 AAA AAA A76 1-
21 4125 AAA AAA A87 1-
22 4500 AAA AAA A98 2-
23 4875 AAA AAA AA9 2-
24 5250 AAA AAA AAA 3-
25 5625 BBB BBB BBB 3-
26 6000 BBB BBB BBB 4-
27 6375 CCC CCC CCC 4½
28 6750 CCC CCC CCC 5½
29 7125 DDD DDD DDD 5½
30 7500 DDD DDD DDD 51
31 7875 DDD DDD DDD 61
32 8250 EEE EEE EEE 61
33 8625 EEE EEE EEE 71
34 9000 FFF FFF FFF 71
35 9375 FFF FFF FFF 81
36 9750 FFF FFF FFF 82
TH Saves
PD RS PP BW Sp Fo Re Wi
-1  4  7  5  3  7  0  1  1
+0  4  8  6  4  7  1  2  2
+0  5  9  7  5  8  2  3  3
+0  6 10  7  6  9  2  3  4
+0  6 11  8  6 10  3  4  5
+0  7 12  9  7 11  4  5  6
+0  7 13 10  8 11  5  6  7
+1  8 13 11  9 12  6  7  8
+1  9 14 11 10 13  6  7  9
+1  9 15 12 10 14  7  8 10
+1 10 15 13 11 15  8  9 11
+1 11 16 13 12 15  9 10 12
+1 12 16 14 13 15 10 11 13
+2 12 16 14 14 16 10 11 14
+2 13 16 15 14 16 11 12 15
+2 14 16 15 15 16 12 13 16
+2 15 17 16 16 16 13 14 17
+2 16 17 16 16 17 14 15 18
Requisites: Dex 12, Int 18
Alignment: any
HD/level: d5
Weapon Prof.: 2+level/8
To Hit Table: ½xWiz
Save Table: 2xWiz
Reference: DM
Groups: Wizard
 
Specialized in Wacky Balls. Opposite to everything else except Invocation (which it's Normal to)
Wacky Balls can be seen in the [S2] section.
Free Material Componenting.

[PC2] Wizard Group Classes


Wand Mage

Level KXP Wands
123 456 789 A
1 0 1-- --- --- -
2 1.8 2½- --- --- -
3 3.6 21- --- --- -
4 7.2 32½ --- --- -
5 14.4 321 --- --- -
6 28.8 432 ½-- --- -
7 57.6 432 1-- --- -
8 115.2 543 2½- --- -
9 230.4 543 21- --- -
10 590.4 654 32½ --- -
11 950.4 654 321 --- -
12 1310.4 765 432 ½-- -
13 1670.4 765 432 1-- -
14 2030.4 776 543 2½- -
15 2390.4 776 543 21- -
16 2750.4 777 654 32½ -
17 3110.4 777 654 321 -
18 3470.4 777 765 432 ½
19 3830.4 777 776 543 1
20 4190.4 777 777 654 2
21 4550.4 777 777 765 3
22 4910.4 777 777 776 4
23 5270.4 777 777 777 5
24 5630.4 777 777 777 6
25 5990.4 777 777 777 7
26 6350.4 888 877 777 7
27 6710.4 888 888 877 7
28 7070.4 888 888 888 7
29 7430.4 888 888 888 8
30 7790.4 999 988 888 8
31 8150.4 999 999 988 8
32 8510.4 999 999 999 8
33 8870.4 999 999 999 9
34 9230.4 AAA A99 999 9
35 9590.4 AAA AAA A99 9
36 9950.4 AAA AAA AAA A
TH Saves
PD RS PP BW Sp Fo Re Wi
+0  4  7  5  3  6  0  1  1
+0  4  7  5  3  7  0  1  1
+0  4  8  5  4  7  0  1  2
+1  4  8  6  4  7  1  2  2
+1  5  9  6  4  8  1  2  3
+1  5  9  7  5  8  2  3  3
+2  5 10  7  5  9  2  3  4
+2  6 10  7  6  9  2  3  4
+2  6 10  8  6  9  3  4  5
+3  6 11  8  6 10  3  4  5
+3  7 11  9  7 10  4  5  6
+3  7 12  9  7 11  4  5  6
+4  7 12  9  8 11  4  5  7
+4  7 13 10  8 11  5  6  7
+4  8 13 10  8 12  5  6  8
+5  8 13 11  9 12  6  7  8
+5  8 14 11  9 13  6  7  9
+5  9 14 11 10 13  6  7  9
Requisites: Int 19
Alignment: any
HD/level: ++d6
Weapon Prof.: 2+level/2
To Hit Table: Wiz
Save Table: Wiz
Reference: DM
Groups: Wizard
 
Does not use Channeling.
Each "wand slot" allows you to create a temporary wand (which lasts until the end of the day). Each wand has 10*N charges, where N is the number in the spell progression for that SL (not counting stat bonus if you somehow generate a stat bonus for this progression). So, a 3rd level Wand Mage can make 2 SL=1 wands with 20 charges each, and 1 SL=2 wand with 10 charges. (Half-slots require school specialization and have 5 charges.)
 
For each wand, you specify two spell effects it can do, of the appropriate SL. You can leave these choices as "open slots" as you like.
 
It doesn't take any actions to make or choose the effects of these wands. You are assumed to always be wielding a wand in each hand that you have dictated for "wand usage". It doesn't cost any actions to switch wands either; but you do have to spend 1V if you switch from wand to non-wand (say to a shield) or vice versa.
 
It requires only 1M action to active ALL wands you are wielding. This is an exception to the normal wand usage rules, and only Wand Mages can do this.
 
You may specialize in a school, if you do, choose an opposite. Wands that do effects only from specialized schools cost only ½ a wand slot to make.
 
You may "break" a wand, spending 1V, this causes the wand to release all of it's charges on both you and the target. For each charge, choose which wand effect resolves. If the wand is area effect, both you and the target are centers of each area effect. However, if you and the target are in the same group, only 1 area effect resolves per charge (not 2). (The point here is that no one should be hit by more than 1 effect per charge.)
 
Going into each reset (at the beginning of the reset), you may keep some of your remaining temporary wands as permanent wands, to go into the next day. You can keep only LVL of these permanent wands total at a time.
You can also sell some of your permanent wands during the reset, but any wands you sell will count against this LVL limit for the next (upcoming) day. At the end of that day (tomorrow), your limit goes back to LVL as normal (essentially it takes 1 day for the limit to "forget" these wands). Wands sell for (SL+1)^2*C*5 gp, where C is the number of charges (assuming half cost for selling items).
 
Level 6: You may construct staves; these are identical to wands, except they have only 2.5*N charges (round up), but do ALL of their effects when activated. The target must be the same for each effect. Staves count as wands for the "1M: Active all your wands" ability.
Level 9: Your wands of SL 1-3 can have 3 effects instead of 2.
Level 12: You may construct rods; these are like wands, but they don't have charges. Instead they have "1M: Do one of this rod's effects". This uses up your entire 1M action; rods do not count as wands for the "1M: Active all your wands" ability.
Level 18: Your wands of SL 1-3 can have 4 effects, and your wands of SL 4-6 can have 3 effects.
Level 27: Your wands of SL 1-3 can have 5 effects, and your wands of SL 4-6 can have 4 effects, and your wands of SL 7-9 can have 3 effects.
Level 36: Your wands of SL 1-3 can have 6 effects, and your wands of SL 4-6 can have 5 effects, your wands of SL 7-9 can have 4 effects, and your wands of SL 10 can have 3 effects.

[PC2] Wizard Group Classes


Warlock1

Level KXP Witchcraft
mMB
1 0 1--
2 3.3 1--
3 6.6 21-
4 9.9 21-
5 13 31-
6 33 32-
7 66 42-
8 133 42-
9 266 531
10 466 531
11 666 631
12 866 641
13 1066 741
14 1266 741
15 1466 851
16 1666 851
17 1866 951
18 2066 962
19 2266 A62
20 2466 A62
21 2666 B72
22 2866 B72
23 3066 C72
24 3266 C82
25 3466 D82
26 3666 D82
27 3866 E93
28 4066 E93
29 4266 F93
30 4466 FA3
31 4666 GA3
32 4866 GA3
33 5066 HB3
34 5266 HB3
35 5466 IB3
36 5666 IC4
TH Saves
PD RS PP BW Sp Fo Re Wi
+0  4  7  5  3  6  0  1  1
+0  4  8  5  4  7  0  1  2
+0  4  8  6  4  7  1  2  2
+1  5  9  7  5  8  2  3  3
+1  5 10  7  5  9  2  3  4
+1  6 10  8  6  9  3  4  5
+2  6 11  8  6 10  3  4  5
+2  7 12  9  7 11  4  5  6
+2  7 12  9  8 11  4  5  7
+3  8 13 10  8 12  5  6  8
+3  8 13 11  9 12  6  7  8
+3  9 14 11 10 13  6  7  9
+4  9 14 12 10 13  7  8 10
+4 10 15 13 11 14  8  9 11
+4 10 15 13 11 15  8  9 11
+5 11 16 13 12 15  9 10 12
+5 11 16 14 12 15  9 10 13
+5 12 16 14 13 16 10 11 14
Requisites: Int 9, Wis 9
Alignment: any
HD/level: d6
Weapon Prof.: 2+level/4
To Hit Table: Wiz
Save Table: 1½xWiz
Reference: BoD1
Groups: Wizard
 
Witchcraft for AD&D is described in Best of Dragon I.
# of minor powers = level/2, round up.
# of major powers = level/3, round down.
# of Group B powers = level/9, round down.

[PC2] Wizard Group Classes


Watcher5

Level KXP Wizard
123 456 789
1 0 ½-- --- ---
2 5.625 1-- --- ---
3 11.25 2½- --- ---
4 22.5 31- --- ---
5 45 32½ --- ---
6 90 321 --- ---
7 135 322 ½-- ---
8 202 322 1-- ---
9 303 322 2½- ---
10 562 322 21- ---
11 800 322 22½ ---
12 1100 322 221 ---
13 1400 322 222 ½--
14 1700 322 222 1--
15 2000 322 222 2½-
16 2300 322 222 21-
17 2600 322 222 22½
18 2900 332 222 221
19 3200 333 222 222
20 3500 333 332 222
21 3800 333 333 322
22 4100 333 333 333
23 4400 443 333 333
24 4700 444 433 333
25 5000 444 444 333
26 5300 444 444 443
27 5600 544 444 444
28 5900 555 444 444
29 6200 555 554 444
30 6500 555 555 544
31 6800 555 555 555
32 7100 666 555 555
33 7400 666 666 555
34 7700 666 666 666
35 8000 777 776 666
36 8300 777 777 777
TH Saves
PD RS PP BW Sp Fo Re Wi
+0  5  9  7  5  8  2  3  3
+1  5 10  7  5  9  2  3  4
+2  6 10  7  6  9  2  3  4
+3  6 10  8  6  9  3  4  5
+4  6 11  8  6 10  3  4  5
+5  7 11  9  7 10  4  5  6
+6  7 12  9  7 11  4  5  6
+7  7 12  9  8 11  4  5  7
+8  7 13 10  8 11  5  6  7
+9  8 13 10  8 12  5  6  8
+10  8 13 11  9 12  6  7  8
+11  8 14 11  9 13  6  7  9
+12  9 14 11 10 13  6  7  9
+13  9 14 12 10 13  7  8 10
+14  9 15 12 10 14  7  8 10
+15 10 15 13 11 14  8  9 11
+16 10 15 13 11 15  8  9 11
+17 10 15 13 12 15  8  9 12
Requisites: Str 6, Int 18, Wis 6
Alignment: any (most G)
HD/level: 2d4
Weapon Prof.: 4+level/2
To Hit Table: War
Save Table: Wiz +5 levels
Reference: Buffy
Groups: Wizard
 
Specialized in Necromancy.
 
Levels Pick Description
Level 1-3: A Nerd/Knowledge: +LVL non-weapon proficiencies; languages cost half a slot each.
B Legend Lore & Identify 30+LVL*10%. This is doubled when dealing with Necromany, Undead, or the Occult.
C Occult Library: Each reset, gain LVL in SL's of spell scrolls. You can leave these as "open scrolls" until needed.
D Photographic Memory: You remember everything you see.
E Mr. Fix-It: 1M, 1/d: Mend.
Level 4: Pick two Watcher5 Level 1-3, one Spellshaper5 Level 1-3, or one WhiteHat5 Level 1-3
Level 5-7: F Gain a "0" or ("½" if using DM version of specialization) in next SL.
G Artistry: +LVL divided among Int, Wis, Chr, or CL.
H Contacts: Always have access to LVL*100 XP and less magic items, even when the current store is "limited".
I Resist demonic powers: This includes Psi6, Psi(-6), and innate abilities of evil outer-planar creatures.
J Influence: 1M, 1/d: Suggestion (save vs. Will)
Level 8: Pick two Watcher5 Level 5-7, one Spellshaper5 Level 1-3, or one WhiteHat5 Level 1-3
Level 9-12: K Immune to Blow Your Head Off, Twilight, Curse, bad effects of reading magical books/scrolls
L Strengthen Magic: +(LVL-6)/3 MF 30' r
M Fast-Write Scrolls: 1F, lose N SL=N spells in memorization: Write a SL=N permanent spell scroll
N Scale Down: Can cast a SL=M spell emulating a SL=N spell for xM/N the effect (where M<N)
O iaNR (Irreducible Necromancy Resistance) (LVL-8)*10%; Turn Undead with turning level = LVL*2-10
Level 13: Pick two Watcher5 Level 9-12, one Spellshaper5 Level 5-7, or one WhiteHat5 Level 5-7
Level 14-18: P 1M, 1V (can borrow): Cast the reverse of an effect (do N times to reverse a xN effect) (can use as counterspell)
Q Fast-Create Potions: 1F, lose N SL=N spells in memorization: Make a potion of a SL=N effect
R Scale Up: Can cast a SL=M spell emulating a SL=N spell for xM/N the effect (where M>N)
S Indirect casting: 1M, 1V, use N of a spell, where (2^N)*10' is distance to target: Can cast without seeing target
T Train Slayer5: N resets of actions: A Slayer5 of LVL=N is raised by one level permanently.
Level 19: Pick two Watcher5 Level 14-18, one Spellshaper5 Level 9-12, or one WhiteHat5 Level 9-12
Level 20-26: U  
V  
W  
X  
Y  
Z  
Level 27-36:  

[PC2] Wizard Group Classes


White Robe1

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

[PC2] Wizard Group Classes


White Wanderer1JG

Level KXP Wizard
123 456 789
1 0 1-- --- ---
2 2 1-- --- ---
3 4 2-- --- ---
4 8 2-- --- ---
5 16 21- --- ---
6 32 21- --- ---
7 64 32- --- ---
8 128 32- --- ---
9 256 421 --- ---
10 656 421 --- ---
11 1056 422 --- ---
12 1456 422 --- ---
13 1856 432 1-- ---
14 2256 432 1-- ---
15 2656 433 2-- ---
16 3056 433 2-- ---
17 3456 433 21- ---
18 3856 433 21- ---
19 4256 443 22- ---
20 4656 443 22- ---
21 5056 444 33- ---
22 5456 444 33- ---
23 5856 444 441 ---
24 6256 444 441 ---
25 6656 555 442 ---
26 7056 555 442 ---
27 7456 555 442 1--
28 7856 555 442 1--
29 8256 555 552 1--
30 8656 555 552 1--
31 9056 555 553 21-
32 9456 555 553 21-
33 9856 555 553 32-
34 10256 555 553 32-
35 10656 555 553 321
36 11056 555 553 321
TH Saves
PD RS PP BW Sp Fo Re Wi
+0  5  3  8  2  3  1  0  1
+0  5  4  8  2  3  1  0  2
+0  6  4  8  3  4  2  0  2
+1  6  5  8  3  4  2  1  3
+1  6  5  9  3  4  2  1  3
+1  6  6  9  4  5  3  1  4
+2  7  6  9  4  5  3  2  4
+2  7  7  9  4  5  4  2  5
+2  7  7 10  5  6  4  2  5
+3  7  8 10  5  6  4  3  6
+3  8  8 10  5  6  5  3  6
+3  8  9 10  6  7  5  3  7
+4  8  9 11  6  7  6  4  7
+4  8 10 11  6  7  6  4  8
+4  9 10 11  7  8  6  4  8
+5  9 11 11  7  8  7  5  9
+5  9 11 12  7  9  7  5  9
+5  9 12 12  8  9  8  5 10
Requisites: Int 14
Alignment: any
HD/level: ++d4
Weapon Prof.: 1+level/3
To Hit Table: Wiz
Save Table: Psi
Reference: FGE1JG
Groups: Wizard
 
Psionic progression as per Psi1 of half level (round up). Halve your level in the PSP calculation, or use this (original calculation from the source): PSPs = 15*LVL (note that ability scores do not factor in here).
Intelligence 14: May specialize in one psionic power. That power is double CL and costs half the number of PSPs.
Intelligence 17: May specialize in a second psionic power. That power is double CL and costs half the number of PSPs.
Intelligence 21: May specialize in a third psionic power. That power is double CL and costs half the number of PSPs.
Intelligence 29: May specialize in a fourth psionic power. That power is double CL and costs half the number of PSPs.
Intelligence 45: May specialize in a fifth psionic power. That power is double CL and costs half the number of PSPs.

[PC2] Wizard Group Classes


Wild Mage2


Level

KXP
Wizard
123 456 789 ABC D

TH
1 0 11- --- --- - +0
2 2.5 22- --- --- - +0
3 5 321 --- --- - +0
4 10 432 --- --- - +1
5 20 542 1-- --- - +1
6 40 642 2-- --- - +1
7 60 743 21- --- - +2
8 90 843 32- --- - +2
9 135 943 321 --- - +2
10 250 944 322 --- - +3
11 375 944 433 --- - +3
12 750 944 444 1-- - +3
13 1125 955 544 2-- - +4
14 1500 955 544 21- - +4
15 1875 955 555 21- - +4
16 2250 955 555 321 - +5
17 2625 955 555 332 - +5
18 3000 955 555 332 1 +5
19 3375 955 555 333 1 +6
20 3750 955 555 433 2 +6
21 4125 955 555 444 2 +6
22 4500 955 555 544 3 +7
23 4875 955 555 555 3 +7
24 5250 955 555 555 4 +7
25 5625 955 555 555 5 +8
26 6000 966 665 555 5 +8
27 6375 966 666 665 5 +8
28 6750 966 666 666 6 +9
29 7125 977 776 666 6 +9
30 7500 977 777 776 6 +9
31 7875 977 777 777 7 +10
32 8250 988 887 777 7 +10
33 8625 988 888 887 7 +10
34 9000 988 888 888 8 +11
35 9375 999 998 888 8 +11
36 9750 999 999 999 91 +11
37 19500 999 999 999 92 +12
38 29250 999 999 999 93 +12
39 39000 999 999 999 94 +12
45 97500 A99 999 999 99 +14
54 185250 AAA AAA AAA 991 +17
63 273000 AAA AAA AAA A99 +20
72 360750 BBB BBB AAA AAA 1 +23
Requisites: Dex 9, Int 16, Wis 12
Alignment: C any
HD/level: d4
Weapon Prof.: 1+level/5
To Hit Table: Wiz
Reference: TOM2
Groups: Wizard, Random
Complexity: CF=2
   
Saving Throws:  
PPD: level+3
RSW: level+6
PP: level+4
BW: level+2
Spell: level+5
Fort: level+0
Reflex: level+3
Will: level+4
   
Specialized in Wild Magic (2nd edition version of specialization only: +1 spell per SL), with no opposite school.
Level 1: (50+LVL)% chance to control the result of an Amulet of the Planes, Bag of Beans, Bag of Tricks, Deck of Illusions, Wand of Wonder, or Well of Many Worlds.
Level 1 ¶: 50% chance to control the result of a Deck of Many Things, however, repeat cards may not be drawn from the same deck with a controlled draw. If the draw is uncontrolled, repeat cards are allowed as usual.
Level 1 (optional, you can decide not to have this): Whenever you cast a spell from this class, add +1d6-1d6 to your CL, with a minimum CL = (your real CL)/2, round down.
Level 1 (optional, you can decide not to have this): Whenever you cast a spell from this class, you may create a Wild Surge LVL*5% of the time.
Level 1: For purposes of spell research, the school of Wild Magic is considered 1 spell level lower for you.
Wild Magic spells:
High SL Sample N (SL=N): The DM casts a random offensive spell effect from [MC1] Monster Collective (spells) of spell level = N+2.
Hornung's Guess (SL=1): Count how many objects or people are in a group
Nahal's Reckless Dweomer (SL=1): Choose a spell you can cast (any SL). LVL% chance of getting that spell, otherwise, you get a Wild Surge.
Patternweave (SL=1): Reassemble a broken item (non-magical), solve a jigsaw puzzle, etc.
Chaos Shield (SL=2): Immune to your own Wild Magic spells and Wild Surges
Hornung's Baneful Deflector (SL=2): Missile attacks against you are instead deflected to a random target in your group (it can be yourself).
Nahal's Nonsensical Nullifier (SL=2): You give random results to Detect Good/Evil, Detect Lie, Know Alignment.
Alternate Reality (SL=3): (Can be cast using 1bM) One die roll (friendly or enemy) is rerolled.
Fireflow (SL=3): One fire source moves at LVL" move rate (under your control)
Fool's Speech (SL=3): You and people you specify can speak in a language that is unknowable (Tongues, Comprehend Languages, Legend Lore do not work)
There/Not There (SL=4): Target object is phased in or out (50%/50%) relative to each person in the room, check each time the person looks at the item (it costs a 0 action to "relook" at something to possibly switch modes)
Unluck (SL=4): Target must make 2 saves vs. effects (choose the worst)
Vortex (SL=5): Area effect, each person takes LVLd6 dmg (Vortex, save:½) and 5% chance of Wild Surge, lasts 1 round and moves randomly 1/s, can control direction but then can't use an M action this segment.
Waveform (SL=5): Form a liquid into any shape you like, or can TK a liquid (dmg would be LVLd4 if directed at someone)
Wildshield (SL=6): Absorb 2d6 SL's of magical effects vs. you; does not absorb entire area of effect; Wild Surges count as SL=1d6
Wildstrike (SL=6): Whenever target tries to cast a spell or use a magic item, a Wild Surge is generated against him
Hornung's Surge Selector (SL=7): Whenever you generate a Wild Surge, roll twice and choose a result.
Spell Shape (SL=7): Whenever you're targetted by a spell, get a Spell save, if you make it, take no effect.
Hornung's Random Dispatcher (SL=8): Target is teleported to a random plane (2 Spell saves, choose the worst)
Wildzone (SL=8): [x1 Special] Whenever a spell is cast in the area or a charge from a magic item is used, a Wild Surge is generated.
Stabilize (SL=9): [x1 Special] Wild Surges cannot be generated in the area.
Wildfire (SL=9): Wishoid for a Wizard spell of SL 0-8; can alternatively create a magic item of CL*100 XP value that lasts for 1 turn; unlike Wish this cannot duplicate Priest spells
Wildwind (SL=9): [x1 Special] Wildzone (see above); each person takes 2d6 light dmg /s; each charged item loses 1 charge (and generates a Wild Surge) /s

[PC2] Wizard Group Classes


Witch5

Level KXP Wizard/Priest
123 456 789
1 0 1-- --- ---
2 4.5 20- --- ---
3 9 21- --- ---
4 18 220 --- ---
5 24 221 --- ---
6 48 222 0-- ---
7 96 322 1-- ---
8 192 332 20- ---
9 384 333 21- ---
10 750 333 320 ---
11 1125 433 321 ---
12 1500 444 321 ---
13 1875 444 322 ---
14 2250 444 432 0--
15 2625 544 432 1--
16 3000 555 432 2--
17 3375 655 443 20-
18 3750 655 443 21-
19 4125 655 543 22-
20 4500 655 544 320
21 4875 655 544 321
22 5250 665 554 322
23 5625 666 654 332
24 6000 776 655 432
25 6375 776 655 443
26 6750 777 665 543
27 7125 777 665 554
28 7500 887 666 654
29 7875 887 776 655
30 8250 888 777 665
31 8625 888 777 766
32 9000 988 887 776
33 9375 999 888 777
34 9750 999 988 887
35 10125 999 999 888
36 10500 999 999 999
TH Saves
PD RS PP BW Sp Fo Re Wi
+0  8  7  5  3  6  0  1  2
+0  8  7  6  3  7  0  1  3
+0  9  8  6  4  7  0  1  3
+1  9  8  6  4  7  1  2  4
+1 10  9  7  4  8  1  2  4
+1 10  9  7  5  8  2  3  5
+2 11 10  8  5  9  2  3  5
+2 11 10  9  6  9  2  3  6
+2 12 10  9  6  9  3  4  6
+3 12 11  9  6 10  3  4  7
+3 13 11 10  7 10  4  5  7
+3 13 12 10  7 11  4  5  8
+4 13 12 10  8 11  4  5  8
+4 14 13 11  8 11  5  6  9
+4 14 13 11  8 12  5  6  9
+5 14 13 11  9 12  6  7 10
+5 15 14 12  9 13  6  7 10
+5 15 14 12 10 13  6  7 11
Requisites: Int 17, Wis 17
Alignment: any
HD/level: d4
Weapon Prof.: 1+level/4
To Hit Table: Wiz
Save Table: Wiz/Pri
Reference: DM {Planeshifted Bringer5}, Buffyverse
Groups: Wizard, Priest, Alternate
 
Exceptional Int bonus to spells.
Gets two schools or spheres per level. If you pick the same school/sphere twice, you are specialized in it.
Each level, get one "5th edition" pick from the choices below.
 
Levels Pick Description
Level 1-3: A Languages: +LVL Languages (can convert each to ½ a Nonweapon prof.)
B Misfit: -N Chr, +N SL's in progression (max N=LVL)
C Occult Knowledge: Legend Lore 45+5*LVL%
D Telekinesis: 1M: Target takes (LVL+2)*10' falling damage
E 1F: Dispel Magic
Level 4: Pick one from: Bringer5 Level 1-3, one Spellshaper5 Level 1-3, or Watcher5 Level 1-3
Level 5-7: F Addiction: If you are single classed, you do double effect with spells
G Nerd: +LVL stat points to Int or Wis
H Rat-ification: 1M: Target becomes a x0 rat (save)
I Sorcery: Can spend ½M+½V instead of 1M to cast spells
J 1F: Remove *Curse* (Heavy Curse)
Level 8: Pick one from: Bringer5 Level 5-7, Spellshaper5 Level 5-7, or Watcher5 Level 1-3
Level 9-12: K
L
M
N
O
Level 13: Pick one from Bringer5 Level 9-12, Spellshaper5 Level 9-12, Watcher5 Level 5-7, other5 Level 1-3
Level 14-18: P
Q
R
S
T
Level 18: Pick one from Bringer5 Level 14-18, Spellshaper5 Level 14-18, Watcher5 Level 9-12, other5 Level 5-7
Level 20-26: U
V
W
X
Y
Z Pick 1 Level 14-18 (or lower) pick from any "5th Edition" class (this may be picked multiple times)
Level 27-36: Pick one from Bringer5 Level 20-26, Spellshaper5 Level 20-26, Watcher5 Level 14-18, other5 Level 9-12

[PC2] Wizard Group Classes


Witch Doctor

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

[PC2] Wizard Group Classes


Wizard3

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

[PC2] Wizard Group Classes


Wizard of the Coast

Level KXP MTG Wiz/Pri
123 456 789
1 0 1-- --- ---
2 5 20- --- ---
3 10 21- --- ---
4 20 320 --- ---
5 40 421 --- ---
6 80 422 0-- ---
7 160 432 1-- ---
8 250 433 20- ---
9 500 433 21- ---
10 700 443 22- ---
11 900 444 330 ---
12 1100 444 441 ---
13 1300 555 442 0--
14 1500 555 442 1--
15 1700 555 552 10-
16 1900 555 553 21-
17 2100 555 553 320
18 2300 555 553 321
19 2500 555 553 331
20 2700 555 554 332
21 2900 555 554 442
22 3100 555 555 443
23 3300 555 555 553
24 3500 555 555 554
25 3700 555 555 555
26 3900 666 655 555
27 4100 666 666 655
28 4300 666 666 666
29 4500 777 766 666
30 4700 777 777 766
31 4900 777 777 777
32 5100 888 877 777
33 5300 888 888 877
34 5500 888 888 888
35 5700 999 988 888
36 5900 999 999 999
TH Saves
PD RS PP BW Sp Fo Re Wi
+0  8  7  5  3  6  0  1  2
+1  8  7  6  3  7  0  1  3
+1  9  8  6  4  7  0  1  3
+2  9  8  6  4  7  1  2  4
+3 10  9  7  4  8  1  2  4
+3 10  9  7  5  8  2  3  5
+4 11 10  8  5  9  2  3  5
+5 11 10  9  6  9  2  3  6
+5 12 10  9  6  9  3  4  6
+6 12 11  9  6 10  3  4  7
+7 13 11 10  7 10  4  5  7
+7 13 12 10  7 11  4  5  8
+8 13 12 10  8 11  4  5  8
+9 14 13 11  8 11  5  6  9
+9 14 13 11  8 12  5  6  9
+10 14 13 11  9 12  6  7 10
+11 15 14 12  9 13  6  7 10
+11 15 14 12 10 13  6  7 11
Requisites: Int 16
Alignment: any
HD/level: d5
Weapon Prof.: 2+level/4
To Hit Table: Pri
Save Table: Wiz/Pri
Reference: MTG / DM
Groups: Wizard, Priest, Lost
 
Gets Int bonus to progression.
Has access to the following Schools/Spheres:
Black (both a Wizard School and a Priest Sphere)
Blue (Wizard School)
Green (Priest Sphere)
Red (Wizard School)
White (Priest Sphere)
Some sample spells follow on the next page. Can cast normal Wizard or Priest spells; they cost 2 spells each.
2/reset: Convert a spell not on the list from MTG to D&D.

[PC2] Wizard Group Classes


Wizard of the Coast Spells

School/Sphere SL # Spell Effect
Black 1 1 Darkness 1bM: Immune to a P attack from someone
Blue 1 1 Mind Games Target loses his next action (Spell save)
Green 1 1 Berserk Attacking creature does x2 dmg and is slain this segment (not 1bM)
Red 1 1 Lightning Bolt Target takes 30 lightning dmg (Spell save for 0)
White 1 1 Angel's Grace 1bM: Damage that would put you below 1 hp this segment puts you at 1 hp
Black 2 1 Animate Dead Animates a dead monster as your summon (1 DL lower)
Blue 2 1 Aura of Dominion Target can use 2M this segment.
Green 2 1 Bind 1bM: Counter an item ability.
Red 2 1 Echoing Ruin Destroy all magic items of the same exact type (Disint. save each)
White 2 1 Abeyance Target cannot use M actions this segment (Will save)
Black 3 1 Attrition Sacrifice a summon: Target is slain (PPD save)
Blue 3 1 Charisma Your attacks are charm branded (Will save)
Green 3 1 Ancestral Mask Target gets +LVL/+LVL TH/dmg for each other of same race in room
Red 3 1 Fervor You and your summons are not summoning sick.
White 3 1 Arenson's Aura 0, sacrifice a maintained effect: Dispel a maintained effect.
Black 4 1 Breeding Pit Once per round, get a DL I Thrull as a summon (limit=LVL)
Blue 4 1 Coastal Piracy Whenever you kill a creature, restore 1 SL in memorization
Green 4 1 Aluren You may cast SL 0-3 Conjuration/Summoning spells as a 0 action.
Red 4 1 AEther Flash Whenever a creature appears in room, takes 20 AEther dmg (x1 Special)
White 4 1 Congregate Target gains 10*N hp, where N is the number of people in the party+summons
Black 5 1 Extinction Slay all creatures of one race in a group (PPD save)
Blue 5 1 Evacuation A group of summons is unsummoned
Green 5 1 Doubling Season Whenever you summon a creature, you get 2 instead (+1 slot too)
Red 5 1 Fissure Slay target creature (RSW save), or Earthquake the floor
White 5 1 Angelic Chorus Whenever you summon a creature, cure it's hp on yourself
Black 6 1 Dark Offering Slay a creature (PPD save), you gain it's hp to current hp
Blue 6 1 Mind's Desire You can cast 1d6 spells of SL=1d6 next segment as 1M
Green 6 1 Desert Twister Destroy something (PP save, like a Disintegrate spell)
Red 6 1 Dragon Roost Once per round, get a DL V Dragon as a summon (limit=LVL/3)
White 6 1 Beacon of Immortality Double current hp (like a Tenser's, but a different source)
Blue 7 1 Blatant Thievery Pick Pockets LVL*10% on each target in a group
Green 7 1 Tooth and Nail Summon DL VII, can pick type, or can pick creature within type
Red 7 1 Flame Wave CL/3 groups each take 40 eldritch fire dmg (no save)
White 7 1 Look at Me, I'm the DCI An effect is banned from the room (x1 Special)
Black 8 1 Decree of Pain Slay all creatures in two groups (PPD save) or one group (no save)
Blue 8 1 Beacon of Tomorrows You get an extra segment this round (segment 11 at end)
Green 8 1 Biorhythm Each person in a group's current hp = (Number of summons)*10
Red 8 1 Insurrection Charm a group (Will save, ignores immunity to Charm effects)
White 8 1 Reverse the Sands Switch current hp totals with someone (no save)
White 9 1 Blessed Wind Target's current hp becomes 200.

[PC2] Wizard Group Classes


WuJen1

Level KXP Wu Jen
123 456 789
1 0 1-- --- ---
2 2 2-- --- ---
3 4 21- --- ---
4 8 32- --- ---
5 18 321 --- ---
6 36 422 --- ---
7 65 432 1-- ---
8 100 433 2-- ---
9 140 533 21- ---
10 280 543 22- ---
11 600 544 221 ---
12 800 554 222 ---
13 1100 554 422 1--
14 1400 654 422 2--
15 1700 654 433 2--
16 2000 665 443 2--
17 2300 665 543 21-
18 2600 665 544 22-
19 2900 666 554 22-
20 3200 666 554 33-
21 3500 766 654 331
22 3800 776 655 331
23 4100 777 665 332
24 4400 777 665 442
25 4700 877 666 442
26 5000 887 766 543
27 5300 888 776 543
28 5600 888 777 553
29 5900 998 877 654
30 6200 998 877 655
31 6500 998 877 665
32 6800 998 877 666
33 7100 998 877 776
34 7400 998 877 777
35 7700 998 888 877
36 8000 998 888 888
TH Saves
PD RS PP BW Sp Fo Re Wi
+0  4  7  5  3  6  0  1  1
+0  4  7  5  3  7  0  1  1
+0  4  8  5  4  7  0  1  2
+1  4  8  6  4  7  1  2  2
+1  5  9  6  4  8  1  2  3
+1  5  9  7  5  8  2  3  3
+2  5 10  7  5  9  2  3  4
+2  6 10  7  6  9  2  3  4
+2  6 10  8  6  9  3  4  5
+3  6 11  8  6 10  3  4  5
+3  7 11  9  7 10  4  5  6
+3  7 12  9  7 11  4  5  6
+4  7 12  9  8 11  4  5  7
+4  7 13 10  8 11  5  6  7
+4  8 13 10  8 12  5  6  8
+5  8 13 11  9 12  6  7  8
+5  8 14 11  9 13  6  7  9
+5  9 14 11 10 13  6  7  9
Requisites: Int 13
Alignment: non-L
HD/level: d4+1
Weapon Prof.: 1+level/6
To Hit Table: Wiz
Save Table: Wiz
Reference: OA1
Groups: Wizard
 
Wu Jen spells are in OA1. Wu Jen must spend 2 spells to cast a normal Wizard spell. Other wizards must spend 2 spells to cast a Wu Jen spell.
Level 1: Free Martial Arts style, +1 maneuver per level.
Level 1: +3 to initiative (1r) 1/d.
Level 1: Can select one element (Earth/Metal, Water, Fire, Air/Wind, or Wood). All saves vs. his spells of that element are at -1 and all damage is +1 per die. All saves he makes vs. that element are at +1.
Level 1: Tengu and Oni languages for free. +4 reaction vs. these creatures.
Level 1: Select one taboo, plus one more every 5 levels: Cannot eat meat; Cannot have more treasure than can carry; Cannot bathe; Cannot cut one's hair; Cannot touch a dead body; Cannot drink alcohol; Cannot wear a certain color; Cannot light a fire; Cannot sit facing east.
Level 4: Cast any spell that a Wu Jen of 3 levels lower could cast, at double effect (as if he was using a material component). This ability costs 1 mental action to use and is 1/d.

[PC2] Wizard Group Classes


Zantriss

Level KXP Wizard
123 456 789 ABC DE
TH
1 0 2½- --- --- -- +1
2 4 31½ --- --- -- +2
3 8 421 --- --- -- +3
4 16 532 ½-- --- -- +4
5 32 643 1½- --- -- +5
6 64 754 21- --- -- +6
7 96 865 32½ --- -- +7
8 144 976 43½ --- -- +8
9 216 A87 541 ½-- -- +9
10 400 A98 652 1-- -- +10
11 600 AA9 763 2½- -- +11
12 1000 AAA 874 3½- -- +12
13 1400 AAA 985 4½- -- +13
14 1800 AAA A96 51½ -- +14
15 2200 AAA AA7 621 -- +15
16 2600 AAA AA8 732 -- +16
17 3000 AAA AA9 843 -- +17
18 3400 AAA AAA 954 ½- +18
19 3800 AAA AAA A65 ½- +19
20 4200 AAA AAA A76 1- +20
21 4600 AAA AAA A87 1- +21
22 5000 AAA AAA A98 2- +22
23 5400 AAA AAA AA9 2- +23
24 5800 AAA AAA AAA 3- +24
25 6200 BBB BBB BBB 3- +25
26 6600 BBB BBB BBB 4- +26
27 7000 CCC CCC CCC 4½ +27
28 7400 CCC CCC CCC 5½ +28
29 7800 DDD DDD DDD 5½ +29
30 8200 DDD DDD DDD 51 +30
31 8600 DDD DDD DDD 61 +31
32 9000 EEE EEE EEE 61 +32
33 9400 EEE EEE EEE 71 +33
34 9800 FFF FFF FFF 71 +34
35 10200 FFF FFF FFF 81 +35
36 10600 FFF FFF FFF 821 +36
37 21200 FFF FFF FFF 822 +37
38 31800 FFF FFF FFF 832 +38
39 42400 FFF FFF FFF 833 +39
45 106000 FFF FFF FFF 866 +45
54 201400 FFF FFF FFF A99 1 +54
63 296800 FFF FFF FFF AA9 9 +63
72 392200 FFF FFF FFF CCB B1 +72
Race Adjustments:
Str Dex Con Int Wis Chr Cml AT hp TH Div
+3 +3 +4 +6 -4 +3 +2 +4 +10 +2 ÷1
 
Requisites: Str 10, Dex 10, Con 12, Int 18, Chr 10,
  Race Slots 1, Class Slots 2
Alignment: any G
HD/level: & d5
Weapon Prof.: 1+level/4
To Hit Table: Mon
Save Table: Wiz+1
Reference: DM
Groups: Wizard, Monster, Archetype
Complexity: CF=3
   
Saving Throws:  
PPD: level+4
RSW: level+7
PP: level+5
BW: level+3
Spell: level+6
Fort: level+0
Reflex: level+1
Will: level+1
   
Considered a "Pocket Dragon" race.
Level 1 ¶: Get one instance of each of the Psi15 Minor Alterations, as follows. You get 1 extra Psi15 pick per even level.
Add Breath Weapon [1st] Breath weapon is 3/d. Choose a normal (E=1) element. Breath = 50% of current hp total.
Add Breath Weapon [2nd] Breath weapon is once per 3 rounds. Choose a normal (E=1) element. Breath = (CL+1)d(CL*2+2).
Add Resistance Resist one normal (E=1) element, this can be taken twice for an E=2, thrice for an E=3, etc.
Add Scales Natural AT source = +CL
Add Tail Tail does 1d(CL*2) damage
Add Wings Flight at (CL+1)*3" rate
Alter Resistances Alter two resistances (or one immunity) to be of different element(s) (Pick an E factor = original)
Improve Breath Freq. Can use breath 4/d or once per 2 rounds (Pick again: 5/d or every r.) (Pick 3rd time: 6/d or per 5 s.)
Improve Breath Element Add 1 to the E factor of your breath weapon element. (Choose a new element when you pick this.)
Increase Bite Damage (+1)d(+2) with bite attacks
Increase Breath Damage +10% of current hp total to breath dmg [or (+1)d(+2) breath dmg if using set breath dice]
Increase Claw Damage (+2)d(+0) with claw/hand attacks
Increase Tail Damage (+0)d(+4) with tail attacks
Versatile Breath Element Your can alternatively use a second element, with E factor equal or less than your normal breath.
Level 1: Pink Bow: 0, 1/t: Alter the breath weapon you breathe to an element of the same E or less, until you use this ability again. You are immune to that element, until you use this ability again.
Level 1: Each level, pick one spell. That spell requires only ½ of a spell to cast. This isn't cumulative with school specialization.
Level 1: MR adjustment is -5*level% instead of +60-5*level%.
Level 1: Can specialize in 1 school for free. Can specialize in another school, but then must pick an opposite.
Level 3: All of your spells that offer a saving throw now require 2 saving throws, if either is failed, the target is treated as having not saved.

[PC3] Priest Group Classes


Specialty Priests "Great God List" (GGL)

Mythos Deity God of Mult Req AL Turn Specialty Priest Abilities
Amer. Indian Coyote Crafts, Thievery x4 Dex +9 C No 1) Rogue Abilities as per Thief2, max of 10th level abilities
Amer. Indian Earth Nature, Food x5 Str +5, Wis +6 T Yes 1) Immune wooden and stone weapons; 4) Summon and Control 6 DL II Animals
Amer. Indian Great Spirit Life, Creation x9 Wis +9, Str +9 LG No 5) Shape Change animal; 7) Control Weather; 10) Raise Dead 1/w
Amer. Indian Moon Protection, Women x5 Dex +5, Int +5 G No 1) x2 CL (max bonus CL from this effect = +12); 1) 0: Moonlight (doesn't blind)
Amer. Indian Snake Reptiles, Aging x4 Wis +9 NG No 10) Summon Snakes; 15) Immune Aging; 15) Control Age
Amer. Indian Sun Light, Heat x5 Str +7, Dex +7 non-E Yes+2 1) 1M: Summon DL N Animal (N=LVL, beyond 10 uses Monster Templates); 1) Eye's P, gaze: Blindness (save)
Aztec Huitzilopochtli War, Light x5 Str +6, Con +5 any No 1) +LVL dmg with Javelins; 1) WReflection LVL*10%
Aztec Mictlantecuhtil Death x5 Con +7, Wis +5 any Yes x2 1) 1M: Animate Dead; 1) Eye's M, gaze: Stun 1d10 r (save)
Aztec Ometeotl Creation x9 Wis +9, Int +9 any Yes 1) Turn Undead as 2 levels higher; 10) Invisibility
Aztec Quetzalcoatl Air, Wisdom x5 Int +7, Wis +7 G Yes x2 1) 0: Message; 1) +1 school of immunity for having high Wis (and another +1 for high Int)
Aztec Xochipilli Beauty, Luck x5 Chr +9 any No 1) +1 saves; 5) +2 saves; 10) second attempt on any failed save
Aztec Metzli Night, AnimalGrow x5 Str +9 NG Yes 1) Infravision; 10) can cast from wizard Illusion school
Celtic Daghdha Crops, Weather x6 Dex +5, Wis +5 G No 1) Overwrite spell progression with Druid1; 1) 1 attack with a club: Coup-de-grace
Celtic Diancecht Medicine, Healing x5 Wis +9 G No 1) All Healing sphere spells are -1 SL for you
Celtic Goibhniu Smiths, Weapons/Armor x5 Str +5, Con +5 T or N No 1) ++1 TH; 1) Heroes' Feast; 3) 1P, LVL/d: Enchant weapon/armor with LVL*2/5 half-plusses
Celtic Lugh Art, Commerce x6 Wis +9 N No 1) Darkness/Light 100'r 1/d; 3) x3 move rate; 9) Enchant Item 1/w
Celtic Math Mathonwy Magic x5 Int +9 N No 6) Gain Mage2 progression and spells as if 5 levels lower
Celtic Oghma [2] Speech, Writing x5 Int +5, Wis +5 G No 3) 1M: Charm Person; 5) 1M: Charm Monster; 8) 1M: Mass Charm
Chinese Chung Kuel Truth, Testing x5 Int +7, Wis +7 non-E No 1) 1F: Dispel x1 effect; 5) Detect Lie (cont.); 10) Detect Lie (cont., know real truth)
Chinese Fu Hsing Happiness x5 Chr +9 G Yes 1) Immune Fear; 5) Bard2 progression; 10) Spells require only 1M
Chinese Kuan-Ti War, Fortune Telling x5 Str +7, Wis +6 G No 2) Free Wild Talent in Psi10; 9) Mix in a Warrior group class with a Wis requirement
Chinese Lei Kung Thunder, Revenge x5 Wis +9 any No 1) 3rd level Thief2 abilites; 12) 12th level Thief2 abilities
Chinese Shang-Ti Creation, Order x7 Int +9, Chr +9 L Yes 5) Charisma becomes 19; 5) Detect Lie
Chinese Yen-Wang-Yeh Death x5 Str +5, Con +5 L Yes+1 1) Move Silently 100%; 1) ½V: Invisibility; 3) 1N, talking: Speak with Dead
DM Cypho Love, Rejuvenation x3 Cml +9 G Yes+2 1) CharmPerson; +1 Chr,+2 Cml; 4) CharmMonster; 8) MassCharm
DM Originator (pick a color) x22 HNCL 18 any Yes! You are Grand in Cosmos (all Spheres except exotic spheres unique to certain classes)
DM Smiley ArchLich Liches, Munchkins x9 Int +9, HNCL 9 any No! 9) Become a Lich; 9) Determine what's right; 9) +1 MF even if MF=0
DM Supreme Being Creation, Time, Bandits x9 Chr +14 any Yes 1) 1M: Find the Path; 1) Any Rogue 1 with 40+LVL*10 points; 9) 1M: Between to Time of Legends
DM Thanatos Incantatrix, Theft x3 Wis +9 E Yes+3 1) Can use spells from Wiz Incantatrix school; 1) lvl*2% GR
DM Velonya Fertility, Death x6 Wis +13 E (non-J) Yes x3 1) Free Wraith Racial Adjective, Those you energy drain away become Wraiths in 1d4 segments
DMGR4 Solonar Thelandira [Elf] Archery, Hunt x5 Dex +9, Con +9 CG No 1) +1 TH bow; 3) Speak w/animal; 7) +2 TH bow; 9) +1 Dex or Con
DMGR4 Dumathoin [Dwarf] Mining x5 Con +9 T No 1) Stoneskin; 5) Stone Shape; 9) Detect Gems
DMGR4 Nebelun [Gnome] Inventions x3 Int +9 CG No 1) Reroll 1 roll 1/d; 5) Free Action; 9) Can use Alteration school
Egyptian Ra Sun, Kings x8 Wis +9, Int +9 LG Yes 1) Light; 5) Cont. Light; 10) Shape Change Hawk; 15) Sunray
Eqyptian Isis Marriage, Magic x5 Int +9 non-E No 1) MR 5*level%; 10) Make all saves vs. magical effects
Egyptian Thoth Knowledge x4 Int +9 any No 1) Detect Lie; 5) +1 Int, +1 Wis; 10) Commune; 15) +1 Int, +1 Wis
Greek Zeus Heavens, Law x8 Str +9, Con +9 any No 1) Lightning Bolt CLd4; 15) Polymorph Self
Greek Hermes Travel, Trade x5 Con +9 non-E No 1) -level AC up to level=10; 5) Detect Lie; 10) Haste cont.
Greek Hades Death, Wealth x5 Wis +9 E Yes 3) See in dark; 5) Darkness; 10) Death Touch; 20) Regen 5 hp/r
Greyhawk Beory Nature, Rain x6 Wis +9 NN No 1) Druid "Level:" abilities (if you are a Druid, get them twice as fast)
Greyhawk Boccob Magic, Planes x6 Int +9 N No 1) +2 CL Divin. sphere; 7) Commune; 10) Considered Wiz group
Greyhawk Celestian Wanderers x5 Int +9 G,T No 1)F.Fall; 3)Jump; 5)Levitate; 7)S.Climb; 9)Fly; 11)DDoor; 16)TWE
Greyhawk/DM Circle of Eight Magic, Heroics x2 Int +9 G No 4) Limited Wish 1/d; 9) Cast a Hero Spell 1/d; 16) Avoid Fate 1/d
Greyhawk Ehlonna Woodlands x5 Chr +9 G Yes-3 1) Tracking prof.; 5) Move Silently lvl*10%; 7) Hide in Woodlands
Greyhawk Erythnul Malice, Envy x4 Str +9 E Yes-4 4) Fear; 7) Strength; 9) Enchant an Item incl. Wounding effect
Greyhawk Fharlanghn Travel, Distance x5 Con +9 T No 1) +25% move rate; 3) +3 Running prof.; 5) DimDoor; 9) WindWalk
Greyhawk Heironeous Rightful Combat x5 Str +9 LG Yes-2 1) +2 fear saves; 4) Cloak Bravery; 6) Hold Strength; 11) PW Stun
Greyhawk Hextor Scourge of Battle x5 Dex +9 E No 1) +1 Str; 3) Ambidexterity; 5) Ray Enfeeble.; 9) x2 dmg for 1t 1/d
Greyhawk Incabulous Plague, Famine x6 Wis +9 E Yes 1) Imm. disease; 5) Hypnosis; 6) Contagion; 7) Enervate; 8) Sleep
Greyhawk Istus Future Destinies x6 Int +9 N No 1) +2 CL Divin. sphere; 3) Augury; 6) Divination; 7) Hold Monster
Greyhawk Iuz Cruelty x3 Wis +9 E Yes+1 3) Change Self; 5) +2 save vs. Good; 7) Fear; 9) Enervation
Greyhawk Kord Combat, Strength x4 Str +9 C Yes 1) +2 vs. fear; 4) Strength; 7) +2 save vs. Law; 9) May use Wiz Ele
Greyhawk Lendor Time x4 Int +9 LN No 3) Slow; 7) Immune Time; 12) Time Stop
Greyhawk Mayaheine Protection,Survival x3 Str +9 LG Yes 3) Pro.Evil; 5) Cloak Bravery; 9) Use a Pro./Wards SL 1-6 spell 1/r
Greyhawk Nerull Death, Suffering x6 Wis +9 E Yes 1) Lowered surprise; 6) Evard's Black Tentacles; 12) Destruction
Greyhawk Obad-Hai Nature, Wild x5 Wis +9 N No 1) Use Druid spell progression table & minor/major/grand spheres
Greyhawk Olidammara Thieves, Pranks x5 Dex +9 CN No 1) Hide in Shadows; 5) Alter Self; 7) Tasha Laughter 10) Confusion
Greyhawk Pelor Sun, Strength x6 Str +9 G Yes+1 1) +1/die with Cure spells; 5) Immune Blindness/Darkness; 9) Fly
Greyhawk Pholtus Law, Order x5 Chr +9 L Yes 1) Dispel Darkness; 5) Glow; 9) Reflect; 12) Holy Word
Greyhawk Procan Sea, Weather x4 Con +9 CN No 1) Swim prof.; 3) Water Walk; 6) Water Breathing; 8) Airy Water
Greyhawk Ralishaz Chance, Ill-Luck x5 Dex +9 C No 3) Sleep; 5) x½ dmg from 1 att 1/r; 7) Fumble; 9) Save of 18
Greyhawk Rao Mediators x6 Chr +9 LG Yes-4 1) Friends; 4) +2 mental saves; 7) Emotion; 9) True Seeing
Greyhawk St. Cuthbert Dedication, Law x5 Wis +9 L Yes-4 2) Friends; 3) Shillelagh; 4) ESP; 9) True Seeing
Greyhawk Tharizdun Insanity, Illusion x5 Wis +9 E Yes 1) Can use cold Wiz spells; 5) Suggestion; 9) Otilukes Freezing Sph
Greyhawk Ulaa Miners, Hillsmen x4 Str +9 L No 1)Enemy[Ran2]; 4)Dig; 7)Passwall; 10)Stone/Flesh; 12)Imm. Earth
Greyhawk/DM Vecna Fallen Gods x0 Wis +18 E Yes+6 1) Become Undead; 3) Speak w/ Dead God; 9) Imprisonment
Greyhawk Wee Jas Magic, Death x5 Int +9 L Yes 1) +1 save vs. magic; 6) Ench school; 9) Alt, Ill, Invo schools
Greyhawk/DM Zagyg Humor, Occult x3 Int +9 C No 1) Imm Chaos/Punomancy; 3) Contact Plane; 5) Random Gate
Greyhawk Zilchus Money, Business x4 Chr +9 LN No 1) +2 mental save; 3) Appraisal [no fail]; 7) +1 Chr; 9) True Seeing
Indian Brahman Everything x9 Wis +9, Int +9 any Yes 1) Major access to all spheres; 18) Grand access to all spheres
Indian Siva Destruction x5 Wis +9 NE Yes 1) Immune to Fire
Indian Kali Life, Death x5 Dex +9 CE Yes 1) Move Silently lvl*10%, Hide in Shadows lvl*10%; 10) Invisibility
Japanese Tsuki-Yomi Time, Moon x5 Wis +9 G Yes 1) Infravision; 15) Time Stop
Japanese Hachiman War x5 Str +9 any No 1) THAC0 and Saves as Warrior; 10) +3/+3 enchant on 1 weapon
Japanese O-Kuni-Nushi Medicine, Sorcery x5 Int +9 G Yes 5) Charm Animal; 12) Can cast from a wizard school (your choice)
Nehwon Issek of the Jug Tortured Souls x5 Wis +9 G Yes 1) Escape Bonds; 2) Create 1 gallon of any liquid 1/d
Nehwon Gods of Trouble Chaotic Actions x5 Dex +9 C Yes 1) Gaze of Failure: Save or fail at current action; 8) Shadow Walk
Nehwon Tyaa Avians x5 Dex +9 E No 1) On death Reincarnate to a bird; 5) Shape Change Bird
Norse Odin War, Wisdom x8 Str +9, Wis +9 any Yes 1) +level hp; 10) THAC0 as per Warrior
Norse Sif Excellence, Skill x5 Int +9 any No 5) +1 to any ability score; 10) Advance directly to 11th level
Norse Hel Death, Disease x5 Wis +9 any No 5) Imm. disease/poison; 10) Speak w/ Dead; 15) ½ Physical dmg
Oerld/DM Albrecht Magic, Technology x5 Int +9 G Yes 1) Can use Wiz schools; 2) Techn of ½ level; 9) Int Bonus spells
Oerld/DM Delusha Foresight, Sun x3 Con +9 L Yes x2 1) Get two saves, Wpn is Sun Blade; 2) Any Rog 2; 9)Any Rog 9
Oerld/DM Lishori Love, Peace x3 Chr +9 N Yes-5 1) No Wis vs.your effects; 1) +lvl AC 30'r; 9)Must save to attack you
Oerld/DM Nethlar Knowledge, Psi x3 Int +9 any Yes 1) +lvl NonWeapon, Legend Lore lvl*10%, Div school; 18) Use 2M/s
Oerld/DM Setesh Destruction, Desert x4 Str +9 C Yes+1 1) +1 HD/lvl, +lvl TH or dmg, Imm Fire/Sand; 2) 1M: Cast Inv 1 spell
Oerld/DM Treaton Nature, Woodlands x4 Chr +9 T Yes-3 1) 0, 1/r: Cure lvl hp; 2) Find the Path; 7) Raise Dead Fully
Toril Ao Creation x9 HNCL 6 any Yes Creation spells are 1 SL lower
Toril Auril Cold x3 Wis +6, Con +9 NE No 1) Immune Cold; 8) Ice Storm; 12) Summon Ice Elemental
Toril Azath Mages, Energy x3 Wis +6, Int +9 LN No 1) Spellcraft prof.; 2) May cast one Wiz school at ½ CL
Toril Bane Strife, Hatred x6 Str +9 LE No 1) Immune Fear; 5) Aura of Fear 10*CL'
Toril Beshaba Mischief, Bad Luck x4 Wis +6 CE Yes 1) -CL to one enemy roll /d
Toril Bhaal Death x4 Wis +6, Con +9 LE Yes 9) Aerial Servant; 10) Plane Skipping
Toril Chauntea Agriculture x6 Wis +6, Chr +9 NG No 1) Druid2 abilities
Toril Cyric Death, Murder x6 Wis +6, Int +9 NE Yes+2 1) Immune Fear/Emotion; 5) Aerial Servant; 9) Convert to Cyric
Toril Deneir Literature, Art x3 Wis +6, Int +15 NG Yes 1) Resist Books; 1) Speak all known languages; 1) ID Rune/Symbol
Toril Eldath Peace, Pools x3 Wis +6, Chr +9 NN Yes 1) Remove Fear; 3) Sleep; 5) Silence; 10) Breathe Water
Toril Elemental Cult Elementals x4 Con +6 any Yes 5) Summon Elemental
Toril Gond Artifice, Craft x4 Wis +6, Int +9, Dex +9 NN No 1) +2 w/ craft profs.; 1) Open Locks CL*20%
Toril Helm Endurance, Suffer x4 Wis +6, Con +9 LG No 1) Resist Pain; 1) +2 Con checks; 1) Remove Fear/Emotion
Toril Lathander Spring, Dawn x6 Wis +6, Chr +9 NG Yes+4 1) +2 w/ art profs.; 3) Faerie Fire
Toril Leira Deception, Illusion x3 Wis +6, Int +9, Dex +9 CN Yes 1) Can read Wiz scrolls; 5) Misdirection; 13) Mislead
Toril Lliira Joy, Happiness x3 Wis +6, Chr +9 CG Yes 1) Dancing prof.; 1) Mass Remove Fear; 1) +2 TH natural
Toril Loviatar Pain, Hurt x3 Wis +6, Con +9 LE No 1) Pain Touch; 9) White Wand [absorbs 10 SLs]
Toril Malar Hunters, Beasts x3 Wis +6, Str +9 CE No 1) Hunting prof.; 1) Cestus 1d+2 natural; 3) ID plants/animals
Toril Mask Thieves, Intrigue x4 Wis +6, Dex +9 NE No 1) Thief2 abilties at 20 pts/lvl; 1) Thieves' Cant
Toril Mielikki Forests, Rangers x4 Wis +6, Str +9, Dex +9, Con +9 NG Yes 1) Ranger2 abilities (but not Warrior abilities)
Toril Milil Poetry, Song x3 Wis +6, Int +9, Chr +9 NG Yes 1) Singing/Music prof.; 1) Entrall; 10) Suggestion
Toril Myrkul Dead, Decay x6 Wis +6, Int +9, Str +9 NE Yes 1) Turn=3d12; 1) Imm.Disease; 1) Feign Death; 10) Summon Death
Toril Mystra Magic x6 Wis +6, Int +9 NG Yes 1) +2 magic saves; 1) Function in dead/wild magic; 1) Detect Magic
Toril Oghma Knowledge, Bards x6 Wis +6, Int +9 NN Yes 1) +4 turn vs. outer; 1) +2 TH natural; 3) Identify; 10) Legend Lore
Toril Selune Moon, Stars x4 Wis +6, Con +9 CG Yes 1) Infravision; 1) Navigation prof.; 1) Can control Lycanthropy
Toril Shar Dark, Night x6 Wis +6, Str +9 NE Yes 1) Darkness; 1) Immune Darkness; 5) Cont. Darkness; 7) Forget
Toril Silvanus Nature, Druids x6 Wis +6, Chr +9 NN No 1) Druid1 spell progression
Toril Sune Beauty, Love x6 Wis +6, Chr +9 CG Yes 1) Charm Opposite Sex; 9) +2d4 Chr
Toril Talona Disease, Poison x3 Wis +6, Con +9 CE No 1) Resist Poison; 3) ID Poison; 10) Cause Disease
Toril Talos Storms, Destruction x6 Wis +6, Str +9 CE Yes 7) Lightning Bolt; 10) Control Weather
Toril Tempus War x6 Wis +6, Str +9 CN Yes 1) Berserk; 1) +1/+1 w/ one weapon; 1) ID magic weapons
Toril Torm Duty, Loyalty x3 Wis +6, Con +9 LG Yes 1) x2 duration w/ Divination/Protection spells; 1) Command
Toril Tymora Adventurers, Skill x5 Wis +6, Dex +9 CG Yes 1) +CL to one die roll /d
Toril Tyr Justice x6 Wis -6 LG Yes Note the requirement is a negative shift to the normal class requirement
Toril Umberlee Oceans, Waves x4 Wis +6, Con +9 CE No 1) Swimming prof.; 5) Breathe Water; 10) Underwater Action
Toril Waukeen Trade, Money x4 Wis +6, Int +9, Chr +9 NN Yes 1) Appraising & Gem Cutting prof.; 1) ID Metal
Beholder Great Mother Fertility, Tyranny x5 Int +5; Chr +10 L any Yes L1: 1M, LVL/d: Create a DL=(LVL+1)/2 Beholder, acts as a summon but not a summon slot
Beholder, Ang. Omarax the Eye Tyrant Atrocities x4 Con +7 L any Yes +2 L1: +LVL eyes, Wild Talent in Psi29; L9: Once: Shapechange Self to a Beholder type, no XP divisor
Beholder, DM Sporacle of Absolute Absoluteness x3 All Six +3 A any Yes +1 L1: Eye's M, LVL/d: Fork; L1: Eye's M, LVL/d: Twist; L5: +LVL-4 QEye'sM; L9: +LVL-8 IEye'sM
Bugbear Grankhul Hunting, Senses x5 Dex +7; Int +5 CE/CN/NE No L1: Ranger tracking; L4: Infravision/Ultravision; L7: x(LVL-5) movement rate, +(LVL-6)V actions
Bugbear Hruggek Violence, Combat x6 Str +8 CE/CN/NE No L1: 1M, LVL/d: Command (IR; no save); L4: +1 size; L7: 1M, LVL/d: Hold Person (IR; no save)
Bugbear Skiggaret Fear x3 Wis +2 CE/CN/NE No L1: Cold damaging shield; L3: 1M, 1/d: Slay Living; L5: Immune Fear, Cold, Paralysis, Darkness
DM, Bear Invisible Polar Bears Martial Arts, Bears x8 Str +6; Con +3 C any Yes L1: Immune Cold; L1: Free Martial Arts style, +LVL maneuvers; L1: +LVL^2 pp /d (1 pp = 5 gp)
DM, Sigil Lady of Pain Sigil, Dread, Blades x9 Str +9 L any Yes L1: 1M: Dimension Door; L4: 1M: Find the Path; L9: Immune Insanity, Hold M actions
DM, Time B. Master of Evil Technology, Time x8 Int +6; Chr +6 any E Yes x2 L1: Know and can cast Chronomancy spells (x2 spell slots each); L9: Plane Shift to Time of Legends
Dwarf Berronar Truesilver Safety, Truth, Home x6 Wis +3 LG/LN/NG Yes -4 L1: +4 CL; L3: Ring of Truth cont.; L5: 1M: Wall of Force/Iron/Stone; L9: +1 Healing spell per SL
Dwarf Clandeggin Silverbeard Battle x5 Str +8 LG/LN/NG No L1: 1M: Command (2 words); L5: +LVL-4 Str; L9: 1M, 1/d: x3 dmg with axes for 1 turn
Dwarf Moradin Creation, Smithing x7 Str +7 LG/LN/NG Yes L1: +2 Chr; L5: Wpn. Spec. Warhammer (Non-War); L9: Luckstone allies in your group
Elf Aerdrie Faenya Air, Weather, Avians x5 Dex +3 C any No L1: Fly; L3: Double Resist Air; L5: Wind Walk; L9: 1M: Summon 4 DL VII Avians
Elf Corellon Larethian Magic, Arts/Crafts x7 Str +6, Int +6 CG/CN/NG Yes L1: +2 Chr; L5: Double Resist Poison; L9: Giant-class gets no saves vs. your Priest spells
Elf Sehanine Moonbow Mysticism, Dreams x6 Int +6; Wis +7 any G Yes +2 L1: Resist slain (halve hp instead); L3: True Sight; L5: 1M: Moonbeam; L9: Wild Talent in Psi10
Elf, Drow Klaransalee Undead, Vengeance x3 Wis +2 CE/CN/NE Yes +3 L1: +1 Revive slot, 1M: Animate Dead; L5: Touch causes 2d6 hp drain; L9: 1M: Cure undead status
Elf, Drow Lolth Spiders, Darkness x5 Wis +7 CE/CN/NE Yes -2 L1: Immune Poison, gain all "Elf, Drow" abilities (have them twice if already a Drow)
Elf, Drow Vhaerun Thievery, Territory x4 Dex +6 any E Yes -4 L1: Non-Detection cont.; L5: Immune to one thing you're Vulnerable/Severe Allergy to
Gnome Baervan Wildwanderer Forests, Travel x6 Con +5 any G Yes -4 L1: Leave no tracks; L3: Free Action; L7: +LVL-5 AC, +LVL-5 saves; L9: +1 Animal Companion
Gnome Baravar Cloakshadow Illusions, Protection x5 Int +8; Dex +8 any G No L1: Can use Wizard Illusion school; L3: Imm. Illusion; L5: Improved Invis.; L9: LVL Mirror Images
Gnome Garl Glittergold Protection, Humor x7 Dex +6; Int +6 any G Yes -2 L1: +5 to all Rogue abil., Two Any Rogue 1 picks; L5: 1M: Tasha's Laughter; L9: Displacement
Goblin Khurgorbaeyag Slavery, Oppression x5 Chr +3 LE/LN/NE No L1: 1M: Fear; L5: 1M: Fear (IR; no save); L8: Immune Chaos, Charm; L9: x2 followers allowed
Goblin Maglublyet War, Rulership x6 Str +7; Chr +5 LE/LN/NE Yes -2 L1: 1M: Charm Person; L5: +LVL-4 Str; L10: 1M: x2 dmg with any one weapon for 1 turn
Goblin Nomog-Geaya Authority x4 Chr +2 LE/LN/NE Yes -3 L1: Can wield 2 Size L weapons, no penalty; L4: 1M: Enfeeblement; L10: 1M: Symbol of Pain
Halfling Arvoreen Vigilance, War x6 Str +6; Con +6 LG/LN/NG No L1: Any Rogue 1 pick w/ LVL*5 points; L5: +LVL-4 /die w/ Healing; L9: +3A actions cont.
Halfling Brandobaris Stealth, Thievery x5 Dex +7 NG/TN/CN No L1: Spider Climb; L2: Silence 15'r; L3: Improved Invis.; L4: Deeppockets; L9: Imm. Clairnasience
Halfling Yondalla Protection, Fertility x7 Wis +4 LG/LN/NG Yes L1: Shield spell cont.; L3: Bless cont.; L5: 1M: Heroes' Feast; L9: Hold Life, Immune Energy Drain
Kobold, Ang. Mughash Strength, Power x3 Str +9 any E Yes ÷2 L1: Resist Poison; L3: Open Locks LVL*10%; L5: 1M: Summon LVL^2 DL I Kobolds
Kobold, DM Kurtulmak War, Mining, Tricks x5 Dex +4; Wis -4 any E Yes L1: +LVL*0.1 in Racial Adj.; L3: 1M: Treasure Finding; L9: 1M, 1/d: Escape from Hole or Mound
Kobold, MTG Rohgahh of Kher Keep Avians, Mountains x4 Str +5; Con +5 CE/CN/LE No L1: Your summons get +2 rhp; L3: Flying ("Urd" Racial Adj.); L5: 1M: Summon DL=LVL-4 Avian
Mind Flayer Elder Brain Community x4 Int +15 non-G Yes L1: +1 sV (script V, Put Brain on Plate) action; L2: +LVL/2 Tentacles; L3: +LVL/3 Int
Mind Flayer Ilsensine Psionics, Sunset x5 Int +6; Chr +6 any L Yes -2 L1: +2+LVL/2 wpn needed to hit you; Ln: Immune to SL=0 to n/2 spells
Mind Flayer, DM Rixthaxth Spelljamming, Smoke x3 Int +13; Wis +6 non-G Yes L1: +1 Familiar; L3: Immune Phlogiston; L5: +1M action; L9: 1M: Between
Orc Bahgtru Strength, Combat x6 Str +8; Int -4 LE/LN/NE No L1: +(LVL+1)/2 Str; L5: +0d+4 w/ punch/claws; L7: +1 instance of Exc. Str bonus
Orc Gruumsh War, Territory x7 Str +8 LE/LN/NE Yes -2 L1: +LVL TH; L3: +8 hp; L6: Cure self 1d8 per enemy slain; L8: 1M: x2 dmg w/ spears for 1 turn
Orc Ilneval Warfare x5 Str +7; Chr +6 LE/LN/NE No L1: +LVL dmg with swords, swords cost 1/10 normal cost; L5: Prayer cont.; L8: 1M: Domination

Specialty Priest Spheres

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

[PC3] Priest Group Classes


All Priests

Specialty Priest: Any Priest class (except the "0" classes) can be specialty priests. XP, hp, and other data do not change.
You get more Requisites (see the Specialty Priest table), these cumulatively add with your normal Priest class.
If you end up with three of the same requisite (such as "WWW"), you need a 27 in that ability score to qualify.
Sacrifices: This is a version of material componenting. All priests can do the following ("DL" is "Dungeon Level"):
# F actions, sacrifice a DL # monster or magic item: Gain a # level spell in your memorization. You must at least level # to do this. Certain sacrifices (the stereotypical virgin priestess, a powerful opposite-aligned magic item, or whatever) may be higher DL than normal.
Conversion to your order: This is another version of material componenting. It works just like Sacrifices above, except you convert a DL # monster/NPC (not item) to your order, and you can do it at any level if you have a temple established.
DL is roughly one-third the converted NPC's level (round up). The character must be willing, and if he leaves the order or dies within # weeks, the spell energy is taken away (or you owe the god that much spell energy if you've already used it).
Followers: Priests may also use followers as Psi1 PSPs which can be used for Psionic Enchantments only. Each follower gives (his experience level + 1)^2 PSPs per day.
 
Omens: Priests may call upon their god for special assistance, the effects (called "Omens") are random but usually quite powerful (see [C6.7] Priest Omens).

[PC3] Priest Group Classes


Abettor5 (Anti-Bringer5)

Level KXP Priest
123 456 7
1 0 1-- --- -
2 2 20- --- -
3 4 31- --- -
4 8 42- --- -
5 16 530 --- -
6 32 541 --- -
7 64 552 --- -
8 128 553 0-- -
9 256 554 1-- -
10 500 555 2-- -
11 750 555 30- -
12 1000 555 41- -
13 1250 555 52- -
14 1500 555 530 -
15 1750 555 541 -
16 2000 555 552 -
17 2250 555 553 0
18 2500 555 554 1
19 2750 555 555 2
20 3000 555 555 3
21 3250 555 555 4
22 3500 555 555 5
23 3750 655 555 5
24 4000 665 555 5
25 4250 666 555 5
26 4500 666 655 5
27 4750 666 665 5
28 5000 666 666 5
29 5250 666 666 6
30 5500 766 666 6
31 5750 776 666 6
32 6000 777 666 6
33 6250 777 766 6
34 6500 777 776 6
35 6750 777 777 6
36 7000 777 777 7
TH Saves
PD RS PP BW Sp Fo Re Wi
+0  8  4  5  2  3  0  0  2
+1  8  4  6  3  4  0  0  3
+1  9  5  6  3  4  0  1  3
+2  9  5  6  4  4  1  1  4
+3 10  6  7  4  5  1  1  4
+3 10  6  7  5  5  2  2  5
+4 11  7  8  5  6  2  2  5
+5 11  7  9  6  6  2  2  6
+5 12  7  9  6  7  3  3  6
+6 12  8  9  6  7  3  3  7
+7 13  8 10  7  8  4  3  7
+7 13  9 10  7  8  4  4  8
+8 13  9 10  7  8  4  4  8
+9 14  9 11  8  9  5  4  9
+9 14 10 11  8  9  5  5  9
+10 14 10 11  9  9  6  5 10
+11 15 11 12  9 10  6  5 10
+11 15 11 12 10 11  6  6 11
Requisites: Int 9, Wis 17
Alignment: any G
HD/level: d7
Weapon Prof.: 3+level/2
To Hit Table: Pri
Save Table: Pri
Reference: DM {Mirror Bringer5}
Groups: Priest, Mirror
 
Exceptional Wis bonus to spells.
Anti-Bringers may command (but not turn) undead. Anti-Bringers may also command outer-planar non-evil creatures using their unadjusted HD (no adjustments due to outer-planar status, a 6 HD outer-planar is just as easy to command as a 6 HD undead). Anti-Bringers cannot turn or command golems, paladins, or other things that Turn Undead normally does.
Anti-Bringers may specialize in All, Protection, Summoning, and Wards (the "spells cost ½ a spell slot" type), if they do, they get Animal, Plant, Sun, and Weather as opposites.
Each level, get one "5th edition" pick from the choices below.
 
Levels Pick Description
Level 1-3: A Detect/Identify Anti-Radiation & Anti-Magic
B Immune to "skins" of all types (Stoneskin, etc.)
C Immune to deafness or paralysis.
D Regenerate LVL hp/m (this is not troll-like), you can regenerate another if touching
E Combining: 1V: Add your CL to target's CL this segment.
Level 4: Pick two Anti-Bringer5 Level 1-3, one Bringer5 Level 1-3, or one Psi5 minor
Level 5-7: F Detect/Identify Anti-Psionics & Anti-Innates
G All of your edged weapons are "Defender"
H Clairnasience & Tongues
I Regenerate LVL hp/r (this is troll-like), restore 1 stat point or limb /m, can touch
J Immune to curse and Necromantic sphere spells
Level 8: Pick two from: Anti-Bringer5 Level 5-7, Bringer5 Level 1-3, Psi5 minor
Level 9-12: K Detect/Identify Artifacts & Terrain Features
L Intelligence of Cemad: +LVL Int; you get Barbarian Int
M Beauty of Cemad: +LVL Chr; you get Barbarian Chr
N Regenerate LVL hp/s (troll-like, heals vile/perm dmg), restore XP/Lvl drain, within 30'
O Know all Psi6G minor powers; Psi6G PSPs=(S*2+D+I+LVL*7); +1M/r only for Psi6G
Level 13: Pick 2: Anti-Bringer5 Level 9-12, Bringer5 Level 5-7, Psi5 major, other5 Level 1-3
Level 14-18: P Detect/Identify Spirit/Concordant & Mirage Arcana (can see through these)
Q Strength of the First Good: +LVL Str; 1F, 1/t: Precognition / Message across planes
R Insubstantial (Mental): Immune mental effects, psionics, insanity; Hold all mental stats
S Regenerate LVL*10 hp/s (troll-like, heals vile/perm dmg), remove stun/loss of actions, within 30' or through psi link
T Know all Psi6G major powers; +1M/r only for Psi6G
Level 18: Pick 2: Bringer5 Level 9-12, Psi5 grand, other5 level 5-7
Level 20-26: U Detect/Identify Godly & Anti-Spirit/Concordant (as per spells)
V +LVL CL with Priest spells
W Insubstantial (Body): Immune physical attacks
X Regenerate LVL*100 hp/s (troll-like, heals vile/perm dmg), restore mult./truename, to anyone known across planes
Y Use "Mixed Classing" (even if illegal) to mix one (legal) class with a good alignment requirement into this class
Z Pick 1 Level 14-18 (or lower) pick from any "5th Edition" class (this may be picked multiple times)
Level 27-36: Pick 1 Level 20-26 (or lower) pick from any "5th Edition" class.

[PC3] Priest Group Classes


Adept3

Level KXP Priest
123 456
1 0 1-- ---
2 5 1-- ---
3 15 2-- ---
4 30 20- ---
5 50 21- ---
6 75 21- ---
7 105 32- ---
8 140 320 ---
9 180 321 ---
10 225 321 ---
11 275 332 ---
12 330 332 0--
13 390 332 1--
14 455 332 1--
15 525 333 2--
16 600 333 20-
17 680 333 21-
18 765 333 21-
19 855 333 32-
20 950 333 32-
21 1050 333 33-
22 1155 433 33-
23 1265 443 33-
24 1380 444 33-
25 1500 444 43-
26 1625 444 44-
27 1755 444 440
28 1890 444 441
29 2030 444 442
30 2175 444 443
31 2325 444 444
32 2480 544 444
33 2640 554 444
34 2805 555 444
35 2975 555 544
36 3150 555 554
TH Saves
PD RS PP BW Sp Fo Re Wi
+0  8  4  5  2  3  0  0  2
+1  8  4  6  3  4  0  0  3
+1  9  5  6  3  4  0  1  3
+2  9  5  6  4  4  1  1  4
+2 10  6  7  4  5  1  1  4
+3 10  6  7  5  5  2  2  5
+3 11  7  8  5  6  2  2  5
+4 11  7  9  6  6  2  2  6
+4 12  7  9  6  7  3  3  6
+5 12  8  9  6  7  3  3  7
+5 13  8 10  7  8  4  3  7
+6 13  9 10  7  8  4  4  8
+6 13  9 10  7  8  4  4  8
+7 14  9 11  8  9  5  4  9
+7 14 10 11  8  9  5  5  9
+8 14 10 11  9  9  6  5 10
+8 15 11 12  9 10  6  5 10
+9 15 11 12 10 11  6  6 11
Requisites: Wis 0
Alignment: any
HD/level: d6
Weapon Prof.: 5+level/9
To Hit Table: +level/2
Save Table: Pri
Reference: DMG3-37
Groups: Priest
 
Gets Wisdom bonus for spell progression.
Level 2: Can have a familiar.

[PC3] Priest Group Classes


Acupuncturist1JG

Level KXP Priest
123 456 7
1 0 0-- --- -
2 2.5 1-- --- -
3 5 10- --- -
4 10 20- --- -
5 20 21- --- -
6 40 320 --- -
7 80 330 --- -
8 160 331 --- -
9 320 331 0-- -
10 820 332 0-- -
11 1320 332 1-- -
12 1820 333 20- -
13 2320 433 20- -
14 2820 443 21- -
15 3320 443 320 -
16 3820 543 320 -
17 4320 544 321 -
18 4820 655 322 -
19 5320 665 322 -
20 5820 666 422 0
21 6320 666 532 1
22 6820 666 632 1
23 7320 666 642 1
24 7820 777 643 1
25 8320 777 743 1
26 8820 777 753 2
27 9320 888 864 2
28 9820 988 864 2
29 10320 998 864 2
30 10820 999 875 2
31 11320 999 975 2
32 11820 999 986 2
33 12320 999 996 3
34 12820 999 997 3
35 13320 999 998 3
36 13820 999 998 4
TH Saves
PD RS PP BW Sp Fo Re Wi
+0  8  4  5  2  3  0  0  2
+1  8  4  6  3  4  0  0  3
+1  9  5  6  3  4  0  1  3
+2  9  5  6  4  4  1  1  4
+3 10  6  7  4  5  1  1  4
+3 10  6  7  5  5  2  2  5
+4 11  7  8  5  6  2  2  5
+5 11  7  9  6  6  2  2  6
+5 12  7  9  6  7  3  3  6
+6 12  8  9  6  7  3  3  7
+7 13  8 10  7  8  4  3  7
+7 13  9 10  7  8  4  4  8
+8 13  9 10  7  8  4  4  8
+9 14  9 11  8  9  5  4  9
+9 14 10 11  8  9  5  5  9
+10 14 10 11  9  9  6  5 10
+11 15 11 12  9 10  6  5 10
+11 15 11 12 10 11  6  6 11
Requisites: Str 12, Dex 15
Alignment: any
HD/level: d4
Weapon Prof.: 2+level/2
To Hit Table: Pri
Save Table: Pri
Reference: FGE1JG
Groups: Priest
 
Level 1: Free single weapon specialization in Needles; attack rate is "Non-Warrior".
Level 1: Free Martial Arts style.
Level 1: +1 martial arts maneuver per level.
Level 1: Open Hands: On a hit, roll 1d100+2*CL (effects are cumulative):
Roll Effect
001-080 ((CL+1)/2)d4 damage
081-090 stunned (save) for ((CL+1)/2) rounds
091-110 knocked out (save) for ((CL+1)/2) rounds
111-120 slain (save)
121-130 stunned (no save) for CL rounds, if save missed on the other stun effect is Capital S Stunned
131-150 knocked out (no save) for CL rounds, if save missed on other knockout effect is Capital C Crapped
151-160 slain (no save), if save missed on other slain effect is Capital S Slain
161-180 Pick any effect in the [C] section, apply that with a save
181+ Pick any effect in the [C] section, apply with no save, do another every 20 on roll after 181
Level 3: Healing proficiency (binding wounds) is 2d4.
Level 4: 1V, 1M, touch: Cure Curse (SL <= CL/2)
Level 4: 1V, 1M, touch: Cure Insanity (5*CL%)
Level 5: Base number of attacks with any weapon is 1/1 (unless you can do better with another class).
Level 6: Healing proficiency (binding wounds) is 3d4.
Level 6: 1V, 1M, touch: Cause Insanity
Level 6: 1V, 1M, touch: +1 Str, Dex, or Con (maintained effect) (only 1 effect per target)
Level 7: 1V, touch: Detect Physical or Mental Illness (any kind)
Level 9: Healing proficiency (binding wounds) is 4d4.
Level 10: Base number of attacks with any weapon is 2/1 (unless you can do better with another class).
Level 12: Healing proficiency (binding wounds) is 5d4.
Level 15: Healing proficiency (binding wounds) is 6d4.
Level 15: Base number of attacks with any weapon is 3/1 (unless you can do better with another class).
Level 18: Healing proficiency (binding wounds) is 7d4. This is the last time this ability improves.
Level 20: Base number of attacks with any weapon is 4/1 (unless you can do better with another class). Last time for this ability.

[PC3] Priest Group Classes


Anti-Druid

Level KXP Priest
123 456 7
1 0 10- --- -
2 3.75 210 --- -
3 7.5 321 0-- -
4 15 432 1-- -
5 30 543 20- -
6 45 543 21a -
7 60 554 320 -
8 80 555 431 -
9 110 555 555 -
10 220 555 555 b
11 330 555 555 a
12 440 555 555 0
13 660 555 555 1
14 1320 555 555 2
15 2640 555 555 3
16 5280 555 555 4
17 6000 555 555 5
18 6600 655 555 5
19 7200 665 555 5
20 7800 666 555 5
21 8400 666 655 5
22 9000 666 665 5
23 9600 666 666 5
24 10200 766 666 5
25 10800 776 666 5
26 11400 777 666 5
27 12000 777 766 5
28 12600 777 776 5
29 13200 777 777 5
30 13800 777 777 6
31 14400 877 777 6
32 15000 887 777 6
33 15600 888 777 6
34 16200 888 877 6
35 16800 888 887 6
36 17400 888 888 6
TH Saves
PD RS PP BW Sp Fo Re Wi
+1  0  0  0  0  0  0  0  0
+2  1  1  1  1  1  1  1  1
+3  1  1  1  1  1  1  1  1
+4  2  2  2  2  2  2  2  2
+5  2  2  2  2  2  2  2  2
+6  3  3  3  3  3  3  3  3
+7  3  3  3  3  3  3  3  3
+8  4  4  4  4  4  4  4  4
+9  4  4  4  4  4  4  4  4
+10  5  5  5  5  5  5  5  5
+11  5  5  5  5  5  5  5  5
+12  6  6  6  6  6  6  6  6
+13  6  6  6  6  6  6  6  6
+14  7  7  7  7  7  7  7  7
+15  7  7  7  7  7  7  7  7
+16  8  8  8  8  8  8  8  8
+17  8  8  8  8  8  8  8  8
+18  9  9  9  9  9  9  9  9
Requisites: Con 15, Wis 12
Alignment: non-T
HD/level: 2d1-1
Weapon Prof.: 3+level/2
To Hit Table: Mon
Save Table: Mon
Reference: DM
Groups: Priest
 
Anti-Druids don't get to pick spheres: they get Necromantic, Chaos as Grand; Healing, Weather, All as Major; Charm, Divination, Elemental, War, Summoning as Minor. Anti-Druids may flip-flop 1 Major with 1 Minor if desired.
Level 1: Speak Anti-Druid language (?)
Level 3: Identify Fungus/Mold type; Identify Outer-Planar creature type; Identify potions.
Level 3: 1M: Passwall.
Level 3: Gain 1 outer-planar language per level starting at 3rd. (demon, deva, modron, etc.) Yes, you can use these as nonweapon proficiencies instead.
Level 7: Immunity to Psionic Domination.
Level 7: Shape Change to Mold/Slime/Jelly, Para-Elemental, Minor Demon (each 1/day) 1M action, must be size T-L, heal 10%-60% hp
Level 12: Gain three 1st to 9th level followers.
Level 14: Gain nine 11th level followers.
Level 15: Gain three 13th level followers, each has 4 bonus spell levels.
Level 15: 6 bonus spell levels, lost when advance to Level 16.
Level 16: Immunity to all diseases.
Level 16: Become Undead, use Racial Adjectives modifiers, apply an additional -6 to Cml.
Level 16: Alter Appearance to appear to be another undead type. Cannot be detected by True Seeing or the like.
Level 17: Hibernate; Suspend Animation up to level*10 years.
Level 17: Enter Elemental plane of Imprisonment; Conjure Imprisonment Elemental at will; Immune to all imprisonment and magnetism based effects.
Level 18: Enter Elemental plane of Time; Conjure Time Elemental at will; Immune to all time and wood based effects.
Level 19: Enter Elemental plane of Magnetism; Conjure Vacuum/Radiance Quasi-Elemental.
Level 20: Enter Elemental plane of Wood; Conjure Minerals/Dust Quasi-Elemental.
Level 21: Enter alternate Prime planes.
Level 22: Enter plane of Phlogiston; immune to Phlogiston-based effects.
Level 23: Enter any Inner plane; Roam Inner Plane Probability Lines (7th dim.); Enter Concordant Opposition; immune to Semi-Elemental effects and Positive and Negative energy.

[PC3] Priest Group Classes


Arcane Alchemist


Level
KXP Wizard/Priest
123 456 789

TH
1 0 1-- --- --- +0
2 1.5 2-- --- --- +0
3 4.8 30- --- --- +0
4 9 41- --- --- +1
5 15 421 --- --- +1
6 27.75 432 --- --- +1
7 45 433 1-- --- +2
8 75 443 21- --- +2
9 112.5 444 22- --- +2
10 165 444 221 --- +3
11 300 444 332 --- +3
12 570 444 443 --- +3
13 840 444 444 0-- +4
14 960 544 444 1-- +4
15 1230 554 444 2-- +4
16 1500 555 444 3-- +5
17 1770 555 544 40- +5
18 2040 555 554 41- +5
19 2310 555 555 42- +6
20 2580 555 555 53- +6
21 2850 555 555 54- +6
22 3120 555 555 550 +7
23 3390 655 555 551 +7
24 3660 665 555 552 +7
25 3930 666 555 553 +8
26 4200 666 655 554 +8
27 4470 666 665 555 +8
28 4740 666 666 555 +9
29 5010 666 666 655 +9
30 5280 666 666 665 +9
31 5550 666 666 666 +10
32 5820 777 666 666 +10
33 6090 777 777 666 +10
34 6360 777 777 777 +11
35 6630 888 777 777 +11
36 6900 888 888 777 1 +11
37 13800 888 888 777 2 +12
38 20700 888 888 777 3 +12
39 27600 888 888 777 4 +12
45 69000 888 888 888 7 +14
54 131100 999 999 988 81 +17
63 193200 999 999 999 88 +20
72 255300 AAA AAA 999 991 +23
Requisites: Con 14, Int 20, Wis 12,
  Class Slots 2
Alignment: any
HD/level: d6
Weapon Prof.: 1+level/5
To Hit Table: Wiz
Reference: DM
Groups: Wizard, Priest
Complexity: CF=2
   
Saving Throws:  
PPD: level+3
RSW: level+6
PP: level+4
BW: level+2
Spell: level+5
Fort: level+4
Reflex: level+0
Will: level+3
   
Gets spell progression additionally in potions per day (without Wis bonus). These potions have DL instead of SL ratings. For example, at level 4, besides having four 1st and one 2nd level spell in your progression, you also get four DL=1 and one DL=2 potion each day.
Potions have 10 doses each. If you give or feed potions to other party members (or sell them), you need to spend an extra dose (so giving someone 3 doses at once actually costs you 4).
If you have a "0" in a SL in your progression, you may make one potion with half the number of doses.
It costs 1V action to drink a potion, or to feed it to someone else.
Level 1: Identify potions and poisons by sight.
Level 1: Considered specialized in Enchantment/Charm (no opposite).
Level 4: May "Frugal" potions, except for the ones you make. Frugal-ed potions give x1.5 the number of doses (round down), and cannot be Frugal-ed again or sold.
Level 9 ¶: Your potions have LVL+2 doses instead of 10.
Level 9 ¶: During reset time, N research points: Research a DL=N potion to add to what you can create with this class. It may or may not be permanently added to the list (at DM's discretion).
 
New Spells:
Refill Potion (SL=N): Refill a DL=N potion to it's max (or +10 doses, whichever is smaller). This spell cannot be channelled or material componented. If a potion has no DL rating, take it's (XP value)/200, rounded up.
 
CF=3:
Level 11: It costs only ½V action to drink a potion.
Level 13: It costs only ½V action to feed a potion to someone else (it still costs 2 doses though).

[PC3] Priest Group Classes


Arcane Alchemist Potions

DL # Potion Effect
1 1 Cure 10 Cures 10 hp
2 Fire Aura Fire Shield (50%) for 1 turn (each additional dose is +10%)
3 Fire Breath You breathe fire (=current hp, BW save for 1/2; 1 breath per dose)
4 Giant Strength Set Str 20+LVL for 1 turn (each additional dose is +1 Set Str)
5 Invulnerability +10/+10 protection (AC/saves) for 1 turn (each additional dose is +1/+1)
6 Poison Poison CL^2 dmg (can throw to do this effect, need not hit, "splashes" rest of group for CL dmg)
2 1 Cure 40 Cures 40 hp
2 2 Displacement Displaced (+2 AC)
2 3 Elemental Immunity Immune to one Element for 1 turn
2 4 Lesser Restoration Cure CL ability score damage or 1 negative level
2 5 Speed +3A actions (counts as your Haste) (each additional dose is +3" movement rate)
2 6 Stone Skins S.S. 4+CL*2 (each additional dose is +3 S.S.)
3 1 Cure 90 Cures 90 hp; "vile" dmg costs 10 each
3 2 Oil of Disenchantment Dispel Radiation, Magic, Psi, or Innate (1 effect per dose, may use multiple doses at once)
3 3 Dissolve Destroy one magic item or do CL Hdmg (Hull dmg) to an inanimate object
3 4 Free Action Free Action
3 5 Monster Control You have "1M: Charm Monster (Spell save)" for 1 turn.
3 6 Remove Status Effect Removes one [C8] Status Effect (the "easier effects" from SL=1 to SL=4 only)
4 1 Cure 160 Cures 160 hp; "vile" dmg costs 5 each
4 2 Dust of Disappearance Dust of Disappearance (+8 AC)
4 3 Dust of Tracelessness Cannot be targetted, detected, located, or tracked/trailed
4 4 Iron Skins I.S. 6+CL (each additional dose is +2 I.S.)
4 5 Oil of Etherealness Enemies need +1 weapon to hit you (+1 more per extra dose); for 3 doses can use Ethereal Projection
4 6 True Seeing True Seeing
5 1 Abyssal Water Abyssal Water (DM has table; does a random effect, usually permanent, can be good or bad or both.)
5 2 Create Any Monster Creates a DL=1d6+4 monster of random type (loyal to you; doesn't use a summon slot)
5 3 Cure 250 Cures 250 hp; "vile" dmg costs 2 each
5 4 Oil of Timelessness Immune unnatural Aging, Time, Chronomancy effects for 1 turn
5 5 Spell Potion 5 When created, spend a SL 1-4 spell slot. This potion is of that effect.
6 1 Duplicate Potion Duplicates another potion you have (this potion has only LVL/3 doses)
6 2 Harm Harm (can throw to do this effect, need not hit target, "splashes" rest of group for 25% of current)
6 3 Heal Heal
6 4 Stat Point [Choose a stat point when making potion] +1 to that stat permanently, up to a max of LVL
7 1 Ambrosia Considered a x2 being this round
7 2 Cureall Cureall
7 3 Universal Solvent Can throw to do this effect, need not hit, CL^3 dmg, does CL^2 splash dmg to rest of group
8 1 Fix Fix
8 2 Wish Wish (SL 0-8 effect Wizard or Priest)
9 1 Artificial Reset Artificial Reset

[PC3] Priest Group Classes


Arcane Priest

Level KXP Arcane Priest
123 456 789 A
1 0 1-- --- --- -
2 3 20- --- --- -
3 6 21- --- --- -
4 12 320 --- --- -
5 24 321 --- --- -
6 48 432 0-- --- -
7 72 432 1-- --- -
8 108 543 20- --- -
9 162 543 21- --- -
10 300 654 320 --- -
11 450 654 321 --- -
12 900 765 432 0-- -
13 1350 765 432 1-- -
14 1800 776 543 20- -
15 2250 776 543 21- -
16 2700 777 654 320 -
17 3150 777 654 321 -
18 3600 777 765 432 -
19 4050 777 776 543 -
20 4500 777 777 654 -
21 4950 777 777 765 -
22 5400 777 777 776 -
23 5850 777 777 777 -
24 6300 888 877 777 -
25 6750 888 888 877 -
26 7200 888 888 888 -
27 7650 888 888 888 b
28 8100 888 888 888 0
29 8550 888 888 888 1
30 9000 888 888 888 2
31 9450 888 888 888 3
32 9900 888 888 888 4
33 10350 888 888 888 5
34 10800 888 888 888 6
35 11250 888 888 888 7
36 11700 888 888 888 8
TH Saves
PD RS PP BW Sp Fo Re Wi
+0  8  4  5  2  3  0  0  2
+1  8  4  6  3  4  0  0  3
+1  9  5  6  3  4  0  1  3
+2  9  5  6  4  4  1  1  4
+3 10  6  7  4  5  1  1  4
+3 10  6  7  5  5  2  2  5
+4 11  7  8  5  6  2  2  5
+5 11  7  9  6  6  2  2  6
+5 12  7  9  6  7  3  3  6
+6 12  8  9  6  7  3  3  7
+7 13  8 10  7  8  4  3  7
+7 13  9 10  7  8  4  4  8
+8 13  9 10  7  8  4  4  8
+9 14  9 11  8  9  5  4  9
+9 14 10 11  8  9  5  5  9
+10 14 10 11  9  9  6  5 10
+11 15 11 12  9 10  6  5 10
+11 15 11 12 10 11  6  6 11
Requisites: Wis 18
Alignment: any
HD/level: d6
Weapon Prof.: 2+level/4
To Hit Table: Pri
Save Table: Pri
Reference: DM
Groups: Priest
 
Has access only to Priest spells that are from Minor Spheres, or have been written for special classes in the Collective. This class is 0.1 of a Collective edition "behind" in what spells it knows; for example in Collective 4.3 this class knows Collective 4.2 spells (and earlier). When Collective 4.4 comes out, this class will know Collective 4.3 spells.
This class cannot cast normal Priest spells at all. If you generate a "wishoid" effect that emulates a Priest (or Wizard) spell, you may pick only "common" spells (those with source RC0, PH1, UA1, PH2, or PH3). You may "wishoid" for other Arcane Priest spells, of course. Wishoids for psionic effects are limited to Psi1, Psi2, or Psi3; source PH1, PHBR5, or PsiHB3 only.
You can have grand/major/minor access in Spheres as normal, or you can ignore these rules and simply have major access in every Sphere.
Priest spells that are cross-listed with Concordant group (e.g. Proto-Lich, SemiDivine3) can be cast by this class, but at a +1 SL penalty. Spells of SL=10 and above do not suffer this penalty and are not adjusted.
 
Exceptions to spells given:
Fallen Angel5: These spells were sufficiently weak, so that I did not give them the +1 SL adjustment for Concordant group.
Pharmacist5: I assigned each of the 42 drugs an SL from 1 to 5, and listed each drug just once. If I didn't do that, the Drug Sphere would be 42*9=378 spells, which is simply too large (and it would flood the list with repeats of a lot of effects).
Warden: The "Alternate Sphere" spells are not included, because they are too similar to normal PH spells (defeats the purpose of this class). The "Warden Powers" were converted to spells, with the +1 SL adjustment.
Wizard of the Coast: Does not get MTG U (Blue) or MTG R (Red) spells, since they are noted to be Wizard Schools.
Worshiper of the UltraBlack/UltraWhite: These spells were modified by +2 SL instead of +1 SL, since these classes are DemiGod group.
 
As of Collective 4.2, this class gets spells from the following classes (number of spells in parentheses):
Eeler1 (26), Fallen Angel5 (75), Hell's Caretaker (9), Orzhov Euthanist/Necromancer (9), Pharmacist5 (42), ProtoLich (102), Quintessential Cleric6 (1), Selesnya Druid (2), SemiDivine3 (72), Sun Priest (9), Traveller Priest (8), War Priest (9), Warden (230), Wizard of the Coast (24), Worshiper of the UltraBlack/UltraWhite (9), Yuan-Ti / Snake Worshiper (24)
Total number of spells = 651, which (oddly enough) is very close to the Arcane Wizard total.

[PC3] Priest Group Classes


Arcane Priest Spells

SL # Spell Sphere Effect
1 1 Alcohol (SL=1) Drugs -3 dmg/att; -1 Dex, Int, Wis
1 2 Angel's Grace MTG W 1bM: Damage that would put you below 1 hp this segment puts you at 1 hp
1 3 Berserk MTG G Attacking creature does x2 dmg and is slain this segment (not 1bM)
1 4 Black Lace (SL=1) Drugs Regen 1 hp/s
1 5 Cause Fear Death, Fear One creature of 5 HD or less flees for 1d4 rounds.
1 6 Darkness MTG B 1bM: Immune to a P attack from someone
1 7 Detect [C] Section Effect Divination Detects one [C] section effect (specify effect)
1 8 Devil Summoning 1 Summoning Summons an evil Outer DL I creature
1 9 Disguise Self Secrets, Thievery Changes your appearance.
1 10 Dorph (SL=1) Drugs Regen 2 hp/s; -1 Dex, AC
1 11 Drug of Delusion (SL=1) Drugs Identifies as different drug; 10 poison dmg instead
1 12 Dyne (SL=1) Drugs Regen 1 hp/s; -1 dmg/att; -1 Int
1 13 Ecstacy (SL=1) Drugs Regen 1 hp/s; -1 Dex, Int; Astral Perception
1 14 Find Animal Companion Animal, Charm Summons an Animal Companion with DL=CL/2 (round up).
1 15 Find Familiar Summoning, Charm Like the Wizard spell. Only certain Priest classes gain a Familiar slot.
1 16 Heroin (SL=1) Drugs Regen 1 hp/s; -1 Int; take 5 dmg at end
1 17 Inflict Light Wounds Destruction, Disease Touch deals 1d8 damage +1/level (max +5).
1 18 Leeches Eel This acts like goodberries, each casting gives 3 Leeches. Leeches can cure or cause 1 hp, and can move on their own.
1 19 Maggot Froth (SL=1) Drugs -3 dmg/att; -1 Con, Chr
1 20 Marijuana (SL=1) Drugs Regen 1 hp/s; -1 Dex; take 2 dmg at end
1 21 Mini Restoration Sun Removes 1 negative level or 1 stat damage, or causes 4+CL Positive Energy damage to one target (no save).
1 22 Obscuring Mist Darkness, Sea, Sky Fog surrounds you.
1 23 Poison Spittle 1 Snake Breathe poison: one group, dmg=(current hp)/8, no save
1 24 Protection from Good Evil +2 to AC and saves, counter mind control, hedge out elementals and outsiders.
1 25 Reptile Summoning 1 Snake Summons a DL II Reptile.
1 26 Revive 1 Necromancy Revive a DL I monster.
1 27 Shield of Faith Revenge Aura grants +2 or higher deflection bonus.
1 28 Sticks to Snakes 1 Snake Reptile Swarm Summoning for CL*8/3 reptiles of DL=0.
1 29 Summon Eelemental 1 Eel Summon a DL I Eelemental (DM has table)
1 30 Summon Leech 1 Eel Summon a DL I Leech (DM has table)
1 31 Synthehol (SL=1) Drugs -1 dmg/att; -1 Wis; Can throw off effects anytime
1 32 Tactic Move Travellers Move 1 target from one group to another group, no parting shots, unwilling gets Reflex save (with Dex bonus).
1 33 War Charge War When charging with at least 100 Henchmen, all who see this are Feared (Will save).
2 1 Abeyance MTG W Target cannot use M actions this segment (Will save)
2 2 Animate Dead MTG B Animates a dead monster as your summon (1 DL lower)
2 3 Battle Shield War Damaging shield (50% back) of type Metal. You resist weapon special effects while running this.
2 4 Bear's Endurance Labour, Revenge, Stoicism Subject gains +4 to Con for 1 min./level.
2 5 Bind MTG G 1bM: Counter an item ability.
2 6 Blindness/Deafness Darkness Makes subject blinded or confused.
2 7 Boost (SL=2) Drugs +2 Int
2 8 Call Eelectricity Eel CLd6 Eelectricity dmg (no save; NR to resist) to one target
2 9 Death Knell Death Kill dying creature and gain 1d8 temporary hp, +2 to Str and +1 caster level..
2 10 Desecrate Evil Fills area with negative energy making undead stronger.
2 11 Devil Summoning 2 Summoning Summons an evil Outer DL II creature
2 12 Excelsior (SL=2) Drugs -4 dmg/att
2 13 Hydronalin (SL=2) Drugs Cure Radiation up to RS=4
2 14 Hyper (SL=2) Drugs Microscopic Tactile Touch
2 15 Inflict Moderate Wounds Disease Touch attack, 1d8 damage +1/level (max +10).
2 16 Invisibility Entropy, Thievery Subject invisible 1 min./level or until it attacks.
2 17 Mirror Image Secrets Creates decoy duplicates of you (1d4 +1 per three levels, max 8).
2 18 Pan Galactic Gargle Blaster (SL=2) Drugs -12 dmg/att; -4 Int, Wis
2 19 Poison Spittle 2 Snake Breathe poison: one group, dmg=(current hp)/7, no save
2 20 Pylene 50 (SL=2) Drugs Charmed to person giving the drug (Will save -4)
2 21 Quasit Piss (SL=2) Drugs Gain a random Psi6E power
2 22 Reptile Summoning 2 Snake Summons a DL III Reptile.
2 23 Revive 2 Necromancy Revive a DL II monster.
2 24 Scare Fear Panics creatures of less than 6 HD.
2 25 Shatter Chaos, Destruction Sonic vibration damages objects or crystalline creatures.
2 26 Smash (SL=2) Drugs Regen 2 hp/s; +1 Dex; take 4 dmg at end
2 27 Speedheal (SL=2) Drugs Regen 6 hp/s; -2 Dex
2 28 Sticks to Snakes 2 Snake Reptile Swarm Summoning for CL*7/3 reptiles of DL=1.
2 29 Summon Eelemental 2 Eel Summon a DL II Eelemental (DM has table)
2 30 Summon Leech 2 Eel Summon a DL II Leech (DM has table)
2 31 Sun Shield Sun Damaging shield (50% back) of type Holy Plasma. You Resist Cold while running this.
2 32 TK Shield Travellers Damaging shield (50% back) of type Telekinesis. You Resist TK and Falling Damage while running this.
2 33 Triox Compound (SL=2) Drugs Need not breathe; Resist Vacuum
2 (1+1) 34 Combat Defense SemiDivine/Divine -2 TH; +CL AC
2 (1+1) 35 Finesse SemiDivine/Divine Use your dexterity bonus for damage instead of strength
2 (1+1) 36 Granted Powers (Chaos) Chaos You cast chaos spells at +1 caster level.
2 (1+1) 37 Granted Powers (Charity) Charity You cast magical boons upon others at +2 caster level.
2 (1+1) 38 Granted Powers (Community) Community Use calm emotions as a spell-like ability 1/day.
2 (1+1) 39 Granted Powers (Darkness) Darkness You gain blind-fight as a bonus feat.
2 (1+1) 40 Granted Powers (Death) Death You cast necromancy spells at +1 caster level.
2 (1+1) 41 Granted Powers (Destruction) Destruction You can make one smite attempt/day, gaining a +4 bonus on TH and a damage bonus equal to your level.
2 (1+1) 42 Granted Powers (Disease) Disease You cast necromancy spells at +1 caster level.
2 (1+1) 43 Granted Powers (Elf) Elf You gain point blank shot as a bonus feat.
2 (1+1) 44 Granted Powers (Entropy) Entropy You cast necromancy spells at +1 caster level.
2 (1+1) 45 Granted Powers (Evil) Evil You cast evil spells at +1 caster level.
2 (1+1) 46 Granted Powers (Fear) Fear You cast necromancy spells at +1 caster level.
2 (1+1) 47 Granted Powers (Good) Good You cast good spells at +1 caster level.
2 (1+1) 48 Granted Powers (Healing) Healing You cast healing spells at +1 caster level.
2 (1+1) 49 Granted Powers (Knowledge) Knowledge +LVL Knowledge proficiencies. You cast divination spells at +1 caster level.
2 (1+1) 50 Granted Powers (Labour) Labour You gain a +10 bonus to Endurance skill checks (+10 Con checks).
2 (1+1) 51 Granted Powers (Law) Law You cast law spells at +1 caster level.
2 (1+1) 52 Granted Powers (Love) Love You cast enchantment spells at +1 caster level.
2 (1+1) 53 Granted Powers (Luck) Luck You gain a +1 luck bonus on all saving throws.
2 (1+1) 54 Granted Powers (Madness) Madness You cast enchantment spells at +1 caster level.
2 (1+1) 55 Granted Powers (Magic) Magic Use scrolls as a wizard at one half your cleric level.
2 (1+1) 56 Granted Powers (Metalworking) Metalworking Divide the cost of unusual materials by CL.
2 (1+1) 57 Granted Powers (Moon) Moon You can turn or destroy lycanthropes.
2 (1+1) 58 Granted Powers (Mountain) Mountain You can turn or destroy air creatures. Rebuke, command or bolster earth creatures.
2 (1+1) 59 Granted Powers (Nature) Nature You can rebuke or command plant creatures as an evil cleric destroys undead.
2 (1+1) 60 Granted Powers (Peace) Peace You gain a +2 Charisma bonus.
2 (1+1) 61 Granted Powers (Revenge) Revenge 1D: Cast a priest spell against an enemy.
2 (1+1) 62 Granted Powers (Science) Science You gain a +2 bonus to Intelligence.
2 (1+1) 63 Granted Powers (Sea) Sea You can turn or destroy fire creatures. Rebuke, command or bolster sea creatures.
2 (1+1) 64 Granted Powers (Secrets) Secrets Add Bluff, Disguise and Hide to your list of cleric class skills.
2 (1+1) 65 Granted Powers (Skill) Skill You gain a +2 bonus to Dexterity.
2 (1+1) 66 Granted Powers (Sky) Sky Turn or destroy earth creatures as a good cleric turns undead. Rebuke, command or bolster air creatures.
2 (1+1) 67 Granted Powers (Stoicism) Stoicism You gain a +2 bonus to Constitution.
2 (1+1) 68 Granted Powers (Strength) Strength You gain a +2 bonus to Strength.
2 (1+1) 69 Granted Powers (Sun) Sun Once per day, you can perform a greater turning against undead. Undead creatures that would be turned are instead destroyed.
2 (1+1) 70 Granted Powers (Sword) Sword Free Martial Weapon Proficiency and Weapon Focus for any type of sword.
2 (1+1) 71 Granted Powers (Thievery) Thievery Add Bluff, Disguise and Hide to your list of cleric class skills.
2 (1+1) 72 Granted Powers (Thunder) Thunder Turn or destroy cold creatures as a good cleric turns undead. Rebuke, command or bolster air creatures.
2 (1+1) 73 Granted Powers (Time) Time You act as if hasted for a number of rounds per day equal to your cleric level.
2 (1+1) 74 Granted Powers (Travel) Travel Increase movement by 3". Add survival to your list of cleric class skills.
2 (1+1) 75 Granted Powers (War) War Free martial weapon proficiency and weapon focus with the deity's favored weapon.
2 (1+1) 76 Granted Powers (Wealth) Wealth You cast conjuration spells at +1 caster level.
2 (1+1) 77 Granted Powers (Winter) Winter You can turn or destroy fire creatures. Rebuke, command or bolster cold creatures.
2 (1+1) 78 Granted Powers (Wisdom) Wisdom You gain a +2 Wisdom bonus.
2 (1+1) 79 Improve Crit Multiplier SemiDivine/Divine +2 critical multiplier
2 (1+1) 80 Improve Crit Range SemiDivine/Divine +2 critical threat range
2 (1+1) 81 Metamagic Capacity SemiDivine/Divine Pick a spell you know. Get +1 SL effect or free material componenting this day.
2 (1+1) 82 Midwife Fertility You automatically know when a baby is due. You cast conjuration spells at +1 caster level.
2 (1+1) 83 Mysteries of Music Music Communicate with songbirds (or sonic based creatures) and learn what they know. You cast sound-based spells at +1 caster level.
2 (1+1) 84 ProtoLich 1-1 ProtoLich/Lich 1M, 1/r: Any 0th level Wizard spell
2 (1+1) 85 ProtoLich 1-2 ProtoLich/Lich 1M, 1/r: Any 0th level Priest spell
2 (1+1) 86 ProtoLich 1-3 ProtoLich/Lich 1M, 1/r: Any 0th level psionic effect
2 (1+1) 87 ProtoLich 1-4 ProtoLich/Lich 1M: Turn Undead at CL=LVL
2 (1+1) 88 ProtoLich 1-5 ProtoLich/Lich 1M: Speak with Dead or Undead; 1M: Capital E Explain to Dead or Undead
2 (1+1) 89 ProtoLich 1-6 ProtoLich/Lich +10*LVL% WR
2 (1+1) 90 ProtoLich 1-7 ProtoLich/Lich Mask Undead status; Turn as if double HD
2 (1+1) 91 ProtoLich 1-8 ProtoLich/Lich Detect Magic Items; 1M: Identify Magic Item
2 (1+1) 92 ProtoLich 1-9 ProtoLich/Lich 1M, 1/d: Gain +1 XP
2 (1+1) 93 ProtoLich 1-10 ProtoLich/Lich 1P: Create x1 Trap 15*LVL%
2 (1+1) 94 ProtoLich 1-11 ProtoLich/Lich Material componenting costs ½V action
2 (1+1) 95 ProtoLich 1-12 ProtoLich/Lich +LVL V actions, or +LVL M actions that can be used only for Proto-Lich spells
2 (1+1) 96 ProtoLich 1-13 ProtoLich/Lich Cold LVL dmg by touch
2 (1+1) 97 ProtoLich 1-14 ProtoLich/Lich +1 Research Point (or drawn sheet) per reset (see [P12])
2 (1+1) 98 ProtoLich 1-15 ProtoLich/Lich 1F or 1X, 1/d: Duplicate any level 1 Proto-Lich spell, it has (at most) duration LVL turns
2 (1+1) 99 Resist Fall SemiDivine/Divine Resist falling and TK damage
2 (1+1) 100 Speak with Fire Fire Similar to a stone tell spell except that it works with fire. Turn or destroy water creatures. Rebuke, command or bolster fire creatures.
2 (1+1) 101 Star Miracle SemiDivine/Divine 1M, 1/reset: Duplicate a SL 0-1 Priest or Wizard effect
2 (1+1) 102 Toughness SemiDivine/Divine +CL max hp
2 (1+1) 103 Weapon Resistance SemiDivine/Divine You resist the first successful blow dealt from a weapon
3 1 Ancestral Mask MTG G Target gets +LVL/+LVL TH/dmg for each other of same race in room
3 2 Animate Dead Death Creates undead skeletons and zombies.
3 3 Arenson's Aura MTG W 0, sacrifice a maintained effect: Dispel a maintained effect.
3 4 Athelas / Kingsfoil (SL=3) Drugs Cure 3d6 vile dmg
3 5 Attrition MTG B Sacrifice a summon: Target is slain (PPD save)
3 6 Blink Wounder Travellers (May cast as a 0 action): Blink. If you material component, you can blink twice this segment (you may act between the blinks)
3 7 Cocaine (SL=3) Drugs Regen 3 hp/s; +3 Dex, Int; -6 Chr
3 8 Contagion Destruction, Disease Affect subjects with chosen disease.
3 9 Crack Cocaine (SL=3) Drugs Regen 3 hp/s; +6 Dex; -6 Chr
3 10 Craze (SL=3) Drugs Roll a random drug on this table
3 11 Deeper Darkness Darkness Object sheds supernatural shadow in 60 ft. radius.
3 12 Devil Summoning 3 Summoning Summons an evil Outer DL III creature
3 13 Dispel Charm War Dispels Charm on a group, or on all of your Henchmen at once.
3 14 Fear Fear Subjects within cone flee for 1 round/level.
3 15 Magic Circle against Good Evil As protection spells, but 10 ft. radius and 10 min./level.
3 16 Methamphetamines (SL=3) Drugs Regen 3 hp/s; +3 Dex; take 30 dmg at end
3 17 Nondetection Secrets, Thievery Hides subject from divination, scrying.
3 18 Opium (SL=3) Drugs -3 dmg/att; Resist Time
3 19 Poison Spittle 3 Snake Breathe poison: one group, dmg=(current hp)/6, no save
3 20 Protection from Eelements Eel Resist all Eelements, or absorb 12*CL Eelemental dmg.
3 21 Reptile Summoning 3 Snake Summons a DL IV Reptile.
3 22 Revive 3 Necromancy Revive a DL III monster.
3 23 Searing Light Sun CLd8 Holy Light damage to one target (no save; x2 dmg vs. Undead)
3 24 Speak with Dead Revenge, Wisdom Corpse answers one question/two levels.
3 25 Sticks to Snakes 3 Snake Reptile Swarm Summoning for CL*6/3 reptiles of DL=2.
3 26 Stim (SL=3) Drugs Regen 3 hp/s; +3 Dex; -3 Will saves
3 27 Summon Eelemental 3 Eel Summon a DL III Eelemental (DM has table)
3 28 Summon Leech 3 Eel Summon a DL III Leech (DM has table)
3 29 Syncomp 15 (SL=3) Drugs Reverses a poison or a SL=3 Drug
3 (2+1) 30 Apport SemiDivine/Divine All of your weapons have End-of-Segment Returning
3 (2+1) 31 Aquatic Sea You gain the aquatic subtype, you also gain cold resistance equal to half your hit die.
3 (2+1) 32 Battle Ready War You can wear armor or carry a shield without penalty (as if you posessed the Heavy Armor Mastery and Shield Mastery feats).
3 (2+1) 33 Blessed Body Good You are immune to disease.
3 (2+1) 34 Blinded by Vengeance Revenge You are immune to any mind affecting effects.
3 (2+1) 35 Business Sense Wealth You are immune to acid based effects.
3 (2+1) 36 Chaos Ward Chaos You are immune to any transmutation based abilities (including chaos damage), spells or spell-like effects.
3 (2+1) 37 Charisma Shield Love You are immune to any type of charisma damage/draining.
3 (2+1) 38 Cheat Death Death You are immune to any death or negative energy-based effects.
3 (2+1) 39 Cloak of Mystery Secrets You are immune to divination.
3 (2+1) 40 Cold Immunity Winter You are immune to cold effects.
3 (2+1) 41 Cunning Saves SemiDivine/Divine +Int/3 saves
3 (2+1) 42 Darksight Darkness You can see in total darkness, even magical darkness, as if it were daylight.
3 (2+1) 43 Drake Companion SemiDivine/Divine Gain a drake companion (Animal Companion with 1/10 your XP)
3 (2+1) 44 Element Absorb SemiDivine/Divine Pick an element. You resist that element.
3 (2+1) 45 Faster Healing Healing You gain fast healing equal to 1/2 your hit die.
3 (2+1) 46 Fear Shield Fear You are immune to any type of strength damage/draining or fear-based attack.
3 (2+1) 47 Fertility Sheath Fertility You are immune to any type of constitution damage/draining or disease-based attack.
3 (2+1) 48 Fire Ward Fire You are immune to fire (or heat).
3 (2+1) 49 Footloose Travel You are immune to any effect that either impedes your movement and you can travel through any medium.
3 (2+1) 50 Force Field SemiDivine/Divine 1M: 25 hit point force field (lasts until destroyed or dropped)
3 (2+1) 51 Green-Skinned Nature You are immune to poison effects.
3 (2+1) 52 Guards & Wards Community You and any allies in your group are immune to any effect which would cause you to travel against your will.
3 (2+1) 53 Hard Boiled Stoicism You are immune to any type of Constitution damage/draining.
3 (2+1) 54 Immunised Disease You are immune to any type of constitution damage/draining or disease based attack.
3 (2+1) 55 Improved Charge SemiDivine/Divine Deal x3 damage on a charge, or x4 with a lance
3 (2+1) 56 Inexhaustible Labour You cannot fail endurance checks and are immune to fatigue and exhaustion.
3 (2+1) 57 Iron Guard Metalworking You cannot be harmed by metal magic weapons whose enhancement bonus is less than LVL.
3 (2+1) 58 Irrefragable Destruction You are immune to disintegration.
3 (2+1) 59 Lesser Abnormality SemiDivine/Divine +1 limb (it is not a new set of limbs)
3 (2+1) 60 Lesser Saviour SemiDivine/Divine 1bM: Interpose self in front of a spell effect (someone in same group only)
3 (2+1) 61 Light Shield Sun You are immune to any light (including prismatic effects) or positive energy based effects.
3 (2+1) 62 Lord of Undead SemiDivine/Divine You gain an Undead racial adjective of ÷(CL/10) or less
3 (2+1) 63 Luck Shield Luck You are immune to any type of dexterity damage/draining.
3 (2+1) 64 Lunar Shield Moon You are immune to any transmutation effects.
3 (2+1) 65 Mercurial Haste SemiDivine/Divine +1 attack per weapon (counts as your haste)
3 (2+1) 66 Mind Blank Madness You are immune to any mind affecting effects.
3 (2+1) 67 Mithral Body SemiDivine/Divine Your body turns to living adamantine; +4 Str; DR 10/-; +10 AC; -4 Dex
3 (2+1) 68 Poison Ward Evil You are immune to poison.
3 (2+1) 69 ProtoLich 2-1 ProtoLich/Lich 1M, 1/r: Any 0th-1st level Wizard spell
3 (2+1) 70 ProtoLich 2-2 ProtoLich/Lich 1M, 1/r: Any 0th-1st level Priest spell
3 (2+1) 71 ProtoLich 2-3 ProtoLich/Lich 1M, 1/r: Any 0th-1st level psionic effect
3 (2+1) 72 ProtoLich 2-4 ProtoLich/Lich Immune Turning
3 (2+1) 73 ProtoLich 2-5 ProtoLich/Lich 1M: Control Undead (as per Turn Undead)
3 (2+1) 74 ProtoLich 2-6 ProtoLich/Lich +10*LVL% RaRR
3 (2+1) 75 ProtoLich 2-7 ProtoLich/Lich Detect Concordant Beings; 1M: Legend Lore Concordant Being
3 (2+1) 76 ProtoLich 2-8 ProtoLich/Lich 1M: Create x1 Trick 15*LVL%
3 (2+1) 77 ProtoLich 2-9 ProtoLich/Lich Can convert Wiz <-> Pri spells (2 SL shift: Wiz5=Pri3)
3 (2+1) 78 ProtoLich 2-10 ProtoLich/Lich +LVL/3 M actions
3 (2+1) 79 ProtoLich 2-11 ProtoLich/Lich 1M, Touch: Energy Drain 2 levels
3 (2+1) 80 ProtoLich 2-12 ProtoLich/Lich Duplicate any SL 1 Concordant group spell (i.e. non-Concordant SL 1)
3 (2+1) 81 Shield of Intellect Knowledge You are immune to any type of intelligence damage/draining.
3 (2+1) 82 Shield of Kindness Charity You are immune to other's boons on themselves (e.g. you don't take extra damage from a Striking spell).
3 (2+1) 83 Shield of Law Law You are immune to any transmutationbased abilities, spells or effects.
3 (2+1) 84 Shield of Silence Music You are immune to any sonic-based abilities, spells or effects (including the effects of bardic music).
3 (2+1) 85 Sixth Sense Thievery You cannot be surprised or caught flatfooted by anyone of an equal or lower LVL.
3 (2+1) 86 Skill Shield Skill You are immune to any type of dexterity damage/draining.
3 (2+1) 87 Spell Immunity Science You are immune to spells of half LVL or less.
3 (2+1) 88 Spell Shield Magic You automatically block the first spell used against you each round.
3 (2+1) 89 Stay Thy Hand Peace You gain an AC bonus equal to its LVL for as long as you refrain from committing an aggressive act.
3 (2+1) 90 Stonelike Mountain You become immune to critical hits.
3 (2+1) 91 Storm Shield Thunder You are immune to electricity based effects.
3 (2+1) 92 Strength Shield Strength You are immune to any type of strength damage/draining.
3 (2+1) 93 Strong Minded Elf You are immune to any mind affecting effects.
3 (2+1) 94 Sword Shield Sword You are immune to the effects of any sword whose enchantment bonus is less than LVL.
3 (2+1) 95 Time Shield Time You are immune to any temporal effects.
3 (2+1) 96 Void Shield Entropy You are immune to nullification and gain cold resistance equal to half your hit die.
3 (2+1) 97 Windy Sky You are immune to wind based effects and have electricity resistance equal to half your hit die.
3 (2+1) 98 Words of Wisdom Wisdom You can automatically tell how wise your opponent is.
3 (2+1) 99 X-Ray Vision SemiDivine/Divine See through solid objects
3 (1+2) 100 Summon UltraBlack/White 1 UltraBlack/White Summons a DL II UltraBlack/White creature, AC = (1d20)*(1d4), HD = 3m2, hp = HD*(1d4). It will do a spell level = 2d2 effect when it acts, most likely of a random psionic frequency (DM rolls 1d100-45)
4 1 Aluren MTG G You may cast SL 0-3 Conjuration/Summoning spells as a 0 action.
4 2 Black Tentacles Darkness Tentacles grapple all within 15 ft. spread.
4 3 Blinkmoth Serum (SL=4) Drugs +4 Int, Wis
4 4 Breeding Pit MTG B Once per round, get a DL I Thrull as a summon (limit=LVL)
4 5 Confusion Madness, Thievery Subjects behave oddly for 1 round/level.
4 6 Congregate MTG W Target gains 10*N hp, where N is the number of people in the party+summons
4 7 Cordrazine (SL=4) Drugs Remove 4 instances of stun, hold, para., sleep, etc.
4 8 Crushing Despair Fear Subjects take -2 on attack rolls, damage rolls and save checks.
4 9 Death Ward Death, Fertility Grants immunity to death spells and negative energy effects.
4 10 Deathsticks (SL=4) Drugs Double Resist slay effects; -4 Wis
4 11 Devil Summoning 4 Summoning Summons an evil Outer DL IV creature
4 12 Dust (SL=4) Drugs Telepathy 480'
4 13 Eels Eel This acts like goodberries, each casting gives 1 Eel. Eels can remove or cause 1 [C] section effect (PPD save, effect is random).
4 14 Fire Shield Revenge, Sun Creatures attacking you take fire damage while you are protected against cold.
4 15 Henchman Recruit War Teleports in one Henchman of the same type as one you have. You must pay the gp cost of the Henchman immediately.
4 16 Inflict Critical Wonds Destruction Touch attack, 4d8 damage +1/level (max 20).
4 17 Invisibility, Greater Secrets As invisibility, but subject can attack and stay invisible.
4 18 Kamikaze (SL=4) Drugs +4 Str, Dex
4 19 Mutant Growth Hormone (SL=4) Drugs Get 4 random minors in Psi (1d8-2)*9
4 20 Phoenix Down (SL=4) Drugs Resurrect someone who's been dead < 1r
4 21 Poison Spittle 4 Snake Breathe poison: one group, dmg=(current hp)/5, no save
4 22 Reptile Summoning 4 Snake Summons a DL V Reptile.
4 23 Retinax (SL=4) Drugs Cure Blindess, Far Sight
4 24 Revive 4 Necromancy Revive a DL IV monster.
4 25 Space Dragon Travellers Summons a Space Dragon (a DL VI monster). You have a Space Dragon summon slot in addition to your normal summon slot. You are allowed to have 2 Space Dragons (one in each slot).
4 26 Sticks to Snakes 4 Snake Reptile Swarm Summoning for CL*5/3 reptiles of DL=3.
4 27 Summon Eelemental 4 Eel Summon a DL IV Eelemental (DM has table)
4 28 Summon Leech 4 Eel Summon a DL IV Leech (DM has table)
4 29 Sun Snake Sun Summons a Sun Snake (a DL VI monster). You have a Sun Snake summon slot in addition to your normal summon slot. You are allowed to have 2 Sun Snakes (one in each slot).
4 30 Unholy Blight Evil Damages and sickens good creatures.
4 31 Waves of Fatigue Disease Several targets become fatigued.
4 (3+1) 32 Animal Instincts Moon +LVL on TH, dmg and AC while bathed in moonlight (or on the moon).
4 (3+1) 33 Appetite for Destruction Destruction You gain a bonus to damage equal to LVL.
4 (3+1) 34 Appliance of Science Science +LVL on attack roll, dmg and AC when attacking spellcasters.
4 (3+1) 35 Blessed At Birth Good +LVL on TH, dmg and AC whenerver you are within a consecrated area or good aligned plane.
4 (3+1) 36 Born Evil Evil +LVL on TH, dmg and AC within a desecrated area (or evil aligned plane).
4 (3+1) 37 Born Lucky Luck You have a 50% chance each day of gaining a bonus equal to LVL on TH, dmg and AC.
4 (3+1) 38 Born of Love Love +LVL on TH, dmg and AC provided you have made love within the past day.
4 (3+1) 39 Born to Vengeance Revenge +LVL on TH, dmg and AC against any favored enemies, or individuals who have attacked you within the past 24 hours.
4 (3+1) 40 Calm Under Crisis Peace +LVL on spell focus, spell penetration and SR for as long as you refrain from committing an aggressive act.
4 (3+1) 41 Chaos Born Chaos Once per round you can +LVL to any dice roll.
4 (3+1) 42 Dirty Tricks Thievery +LVL on sneak TH and add one extra die of damage to their sneak attack per LVL.
4 (3+1) 43 Disease Carrier Disease +LVL on TH, damge rolls and AC against disease ridden opponents.
4 (3+1) 44 Divination Death +LVL on TH, dmg and AC while facing living opponents.
4 (3+1) 45 Doctor Healing +LVL on TH, dmg and AC against opponents with either fast healing or regeneration.
4 (3+1) 46 Earthborn Mountain +LVL on TH, dmg, and AC when you are standing on the earth.
4 (3+1) 47 Egg Born Fertility You can give birth within seconds to an egg or cause any female you impregnate to give birth within seconds again to an egg.
4 (3+1) 48 Fervor of Greed Wealth +LVL on TH, dmg and AC against opponents carrying carrying objects of value (including equipment).
4 (3+1) 49 Fire Born Fire +LVL on all TH, damage and AC
4 (3+1) 50 Forge Born Metalworking You gain Construct traits.
4 (3+1) 51 Heroic Strength You gain a bonus to strength equal to LVL.
4 (3+1) 52 Higher Learning Knowledge You gain a bonus to Intelligence equal to LVL.
4 (3+1) 53 Ice Born Winter +LVL on TH, dmg and AC provided you are within an area where the temperature is sub-zero.
4 (3+1) 54 Job Satisfaction Labour +LVL on TH, dmg and AC provided you have done a good days work the previous day.
4 (3+1) 55 Justice Bringer Law +LVL to TH, dmg and AC while
4 (3+1) 56 Method behind the Madness Madness +LVL on TH, dmg and AC when facing intelligent opponents.
4 (3+1) 57 Music Born Music +LVL caster level and any saving throw DC's when using any sonic based ability (including bardic music) or spell.
4 (3+1) 58 Night Born Darkness +LVL to TH, damage and AC while fighting from within total darkness.
4 (3+1) 59 Ocean Born Sea +LVL on TH, dmg and AC if both you and your opponent are underwater.
4 (3+1) 60 Orc Slayer Elf +LVL on TH, dmg and AC against orcs or half orcs (or any other orc sub-species).
4 (3+1) 61 Philanthropist Charity +2 to each ability score, but you get only half money from now on.
4 (3+1) 62 Prince of Swords Sword +LVL on TH, dmg and AC when you wield a sword.
4 (3+1) 63 ProtoLich 3-1 ProtoLich/Lich 1M, 1/r: Any 0th-2nd level Wizard spell
4 (3+1) 64 ProtoLich 3-2 ProtoLich/Lich 1M, 1/r: Any 0th-2nd level Priest spell
4 (3+1) 65 ProtoLich 3-3 ProtoLich/Lich 1M, LVL/d: Grant Undead Status
4 (3+1) 66 ProtoLich 3-4 ProtoLich/Lich +10*LVL MR
4 (3+1) 67 ProtoLich 3-5 ProtoLich/Lich 1F: Create x1 Special 5*LVL%
4 (3+1) 68 ProtoLich 3-6 ProtoLich/Lich 0, Gaze: Life Trapping (as per Mirror) (save)
4 (3+1) 69 ProtoLich 3-7 ProtoLich/Lich Immune to Twilight
4 (3+1) 70 ProtoLich 3-8 ProtoLich/Lich 1M, touch: Imprisonment (save)
4 (3+1) 71 ProtoLich 3-9 ProtoLich/Lich 1M: LVLd10 Colorless Fire dmg to one target (no save)
4 (3+1) 72 ProtoLich 3-10 ProtoLich/Lich Troll-like Regen LVL hp /s
4 (3+1) 73 ProtoLich 3-11 ProtoLich/Lich Double the memorization of 1 SL (Wizard or Priest)
4 (3+1) 74 ProtoLich 3-12 ProtoLich/Lich Duplicate any SL 2 Concordant group spell (i.e. non-Concordant SL 2)
4 (3+1) 75 Rune Touched Magic +LVL on spell focus, spell penetration and SR.
4 (3+1) 76 Skill Born Skill +LVL on TH, dmg and AC against opponents more powerful than yourself.
4 (3+1) 77 Sky Born Sky +LVL on TH, dmg and AC when both you and your opponent are flying.
4 (3+1) 78 Son of the Forest Nature +LVL on TH, dmg and AC when within an area of dense vegetation (forest, jungle etc.)
4 (3+1) 79 Storm Born Thunder +LVL on TH, dmg and AC as long as there is no roof over your head.
4 (3+1) 80 Strength in Numbers Community + to saving throws equal to the number of allies in your group. (max=LVL)
4 (3+1) 81 Stygian Secrets +LVL on TH, dmg and ACduring any round in which you surprise an opponent.
4 (3+1) 82 Sun Blessed Sun +LVL on TH, dmg and AC providing the sun is shining on you.
4 (3+1) 83 Terrifying Opponent Fear +LVL on TH, damage and AC against all opponents you frighten.
4 (3+1) 84 Time Phase Time +LVL on TH, dmg and AC provided you win initiative against your opponents.
4 (3+1) 85 Travel Born Travel +LVL on TH, dmg and AC provided you move up to your full movement rate each round.
4 (3+1) 86 True Grit Stoicism +LVL on attack and dmg provided you are at half hit points or less.
4 (3+1) 87 Void Born Entropy +LVL on TH, damage and AC against immobile opponents or while both you and your opponent are within a vacuum.
4 (3+1) 88 Warrior Born War +LVL on TH, dmg and AC while engaged in combat.
4 (3+1) 89 Wisdom Block Wisdom You are immune to any type of wisdom damage/draining.
4 (2+2) 90 Summon UltraBlack/White 2 UltraBlack/White Summons a DL III UltraBlack/White creature, AC = (1d20)*(1d4+1), HD = 3m4, hp = HD*(1d8). It will do a spell level = 2d3 effect when it acts, most likely of a random psionic frequency (DM rolls 1d100-45)
5 1 Angelic Chorus MTG W Whenever you summon a creature, cure it's hp on yourself
5 2 Blue Grass (SL=5) Drugs Ethereal Projection
5 3 Devil Summoning 5 Summoning Summons an evil Outer DL V creature
5 4 Dispel Good Evil +4 bonus against attacks by good creatures.
5 5 Doubling Season MTG G Whenever you summon a creature, you get 2 instead (+1 slot too)
5 6 Extinction MTG B Slay all creatures of one race in a group (PPD save)
5 7 False Vision Secrets, Thievery Fools scrying with an illusion.
5 8 Folding Dimensional Doom Travellers Creates a rift of random Dim Doors and Dim Folds; All in group are slain (PPD save) or randomly teleported away (RSW save).
5 9 Inflict Light Wounds, Mass Destruction Deals 1d8 damage +1/level to many creatures.
5 10 Insect Plague Disease Locust swarms attack creatures
5 11 Kick (SL=5) Drugs +5 CL with Radiation powers (e.g. Psi9)
5 12 LSD (SL=5) Drugs 75% chance of Astral Projection; 15% Fear
5 13 Mark of Justice Revenge Designates action that will trigger curse on subject.
5 14 Nightmare Darkness, Fear Sends vision dealing 1d10 damage, fatigue.
5 15 Panacea (SL=5) Drugs Miracle for spell level 0-5 Healing spell
5 16 Poison Spittle 5 Snake Breathe poison: one group, dmg=(current hp)/4, no save
5 17 Prismatic Strike Sun Like Prismatic Spray, but only 1 target, and on a "8", you choose the result (instead of giving 2 random results). (You could of course material component this spell to hit a group.)
5 18 Reelly Put Out of Misery Eel Ignore regen buffer then Put out of Misery (lower s slay). Doesn't trigger contingencies.
5 19 Reptile Summoning 5 Snake Summons a DL VI Reptile.
5 20 Revive 5 Necromancy Revive a DL V monster.
5 21 Slay Living Death Touch attack kills subject.
5 22 Space Mead (SL=5) Drugs Suspend Animation; Astral Projection; High Freq. Sample
5 23 Sticks to Snakes 5 Snake Reptile Swarm Summoning for CL*4/3 reptiles of DL=4.
5 24 Summon Eelemental 5 Eel Summon a DL V Eelemental (DM has table)
5 25 Summon Leech 5 Eel Summon a DL V Leech (DM has table)
5 26 Synthcoke (SL=5) Drugs Regen 10 hp/s; +10 Dex; -15 Will saves
5 27 True Storm War Entire party (incl. summons and henchmen) get +20 TH on one attack this segment.
5 (4+1) 28 Aligned Friend SemiDivine/Divine Same aligned beings must save (vs. Will) to attack you
5 (4+1) 29 Anaretic SemiDivine/Divine 1 attack: Dispel Magic, Radiation, or Innate
5 (4+1) 30 Band of Brothers Community You can summon twice as many summoned creatures than the spell typically permits.
5 (4+1) 31 Best Money Can Buy Wealth Any constructs you summon have 50% more hit dice than normal.
5 (4+1) 32 Brethren of Love Love Any creatures you summon gain an charisma bonus equal to LVL.
5 (4+1) 33 Brothers of Vengeance Revenge Any creatures you summon gain a favoured enemy bonus equal to double LVL.
5 (4+1) 34 Brothers-at-Arms War Any creatures you summon gain a bonus to their TH equal to double LVL.
5 (4+1) 35 Call of the Wild Moon Any animals or lycanthropes you summon have 50% more hit die than usual.
5 (4+1) 36 Chaos Brethren Chaos Chaos-aligned creatures you summon always have 50% more hit dice than usual.
5 (4+1) 37 Chrono Time Any creatures you summon gain an initiative bonus equal to double LVL.
5 (4+1) 38 Cosmic Insight SemiDivine/Divine 0, 1/r: Dispel Invisibility or Illusion
5 (4+1) 39 Counter-attack SemiDivine/Divine +1 to number of parting shots you are allowed
5 (4+1) 40 Diseased Brethren Disease Any creatures you summon are always disease carriers (1 point of constitution damage for every LVL you have)
5 (4+1) 41 Earthen Brethren Mountain Any earth-based creatures you summon possess 50% more hit dice than normal.
5 (4+1) 42 Evil Brethren Evil Evil-aligned creatures summoned by you always have 50% more hit dice than usual.
5 (4+1) 43 Fey Brethren Elf Fey summoned by you always have 50% more hit dice than usual.
5 (4+1) 44 Fire Brethren Fire Creatures with the fire subtype summoned by you always have 50% more hit dice than usual.
5 (4+1) 45 Forge Brethren Metalworking Any creatures you summon always gain a bonus to their manufactured weapons, armor and shields equal to LVL.
5 (4+1) 46 Guardians of Magic Magic Any constructs you summon have 50% more hit dice than normal.
5 (4+1) 47 Hard Working Brethren Labour Any creatures you summon cannot be banished until the task is done.
5 (4+1) 48 Healthy Brethren Healing Any creatures you summon possess fast healing equal to LVL.
5 (4+1) 49 Holy Brethren Good Good-aligned creatures summoned by you always have 50% more hit dice than usual.
5 (4+1) 50 Horrific Breathren Fear Any creatures you summon radiate fear. Treat these creatures as if bearing a symbol of fear.
5 (4+1) 51 Horticulturist Nature Any plants summoned by you always have 50% more hit dice than usual.
5 (4+1) 52 Icy Brethren Winter Creatures with the cold sub-type summoned by you always have 50% more hit dice than usual.
5 (4+1) 53 Improve Ability Score SemiDivine/Divine +CL to one ability score
5 (4+1) 54 Improve Summoning SemiDivine/Divine Your summons get twice as many hit points (DM will write "20/10" instead of "10/10")
5 (4+1) 55 Intelligent Brethren Knowledge Any creatures you summon gain an intelligence bonus equal to LVL.
5 (4+1) 56 Lawful Brethren Law Lawful-aligned creatures summoned by you always have 50% more hit dice than usual.
5 (4+1) 57 Lithe Brethren Skill Any creatures you summon gain an Dexterity bonus equal to LVL.
5 (4+1) 58 Logic Born Wisdom You gain an insight bonus equal to LVL on any one type of die roll each round provided you act last in the round.
5 (4+1) 59 Lucky Brethren Luck You always summon the maximum number of creatures.
5 (4+1) 60 Mad Brethren Madness Any aberrations you summon have 50% more hit dice than normal.
5 (4+1) 61 Musical Brethren Music Sonic-based creatures you summon always have 50% more hit dice than usual.
5 (4+1) 62 Natural Selection Science Any animals summoned by you always have 50% more hit dice than usual.
5 (4+1) 63 Numerous Brethren Fertility You summon double the number of creatures.
5 (4+1) 64 Oblation Charity Any creatures you summon always remain twice as long.
5 (4+1) 65 Occult Brethren Secrets Any creatures you summon benefit from having greater invisibility cast upon them.
5 (4+1) 66 Peaceful Brethren Peace Any creatures you summon gain an AC bonus equal to LVL as long as they refrain from committing an aggressive act.
5 (4+1) 67 ProtoLich 4-1 ProtoLich/Lich 1M, 1/r: Any 0th-3rd level Wizard spell
5 (4+1) 68 ProtoLich 4-2 ProtoLich/Lich 1M, 1/r: Any 0th-3rd level Priest spell
5 (4+1) 69 ProtoLich 4-3 ProtoLich/Lich 1M, 1/r: Any psionic minor
5 (4+1) 70 ProtoLich 4-4 ProtoLich/Lich +10*LVL PaPR
5 (4+1) 71 ProtoLich 4-5 ProtoLich/Lich 1M: Dispel Innate or Racial ability effect
5 (4+1) 72 ProtoLich 4-6 ProtoLich/Lich 1M, 1/d: Reset
5 (4+1) 73 ProtoLich 4-7 ProtoLich/Lich 1M, 1/d: Contact Alternate Reality
5 (4+1) 74 ProtoLich 4-8 ProtoLich/Lich 1M, 1/d: Create Any DL 4 Monster
5 (4+1) 75 ProtoLich 4-9 ProtoLich/Lich 1M, touch: Steal all spells (save)
5 (4+1) 76 ProtoLich 4-10 ProtoLich/Lich 1M, touch: Lose LVLd4 stat pts
5 (4+1) 77 ProtoLich 4-11 ProtoLich/Lich 1bF: Fork
5 (4+1) 78 ProtoLich 4-12 ProtoLich/Lich Duplicate any SL 3 Concordant group spell (i.e. non-Concordant SL 3)
5 (4+1) 79 Radiant Brethren Sun Any light or positive energybased creatures you summon have 50% more hit dice than usual.
5 (4+1) 80 Semi-Quixotic SemiDivine/Divine 0,1/r: You can re-roll any dice roll (yours or friend's)
5 (4+1) 81 Semi-Slipstream SemiDivine/Divine Resist time
5 (4+1) 82 Semi-Soniferous SemiDivine/Divine 0, when using a magic item spend 4 times the charges: double the effect
5 (4+1) 83 Shadow Brethren Darkness Shadow-based creatures you summon always have 50% more hit dice than usual.
5 (4+1) 84 Shroud of Harm SemiDivine/Divine Anyone attacking you loses 50% of their current hp (for each attack)
5 (4+1) 85 Sky Brethren Sky Any creatures with the innate power of flight summoned by you always have 50% more hit dice than usual.
5 (4+1) 86 Sneaky Brethren Thievery Any creatures you summon can sneak attack dealing 1d6 damage/LVL.
5 (4+1) 87 Spawn of the Deep Sea Creatures with the aquatic subtype summoned by you always have 50% more hit dice than usual.
5 (4+1) 88 Stoic Brethren Stoicism Any creatures you summon gain an Constitution bonus equal to LVL.
5 (4+1) 89 Stormtroopers Thunder Creatures with an electricity based ability summoned by you always have 50% more hit dice than usual.
5 (4+1) 90 Strong Brethren Strength Any creatures you summon gain an strength bonus equal to LVL.
5 (4+1) 91 Sword Brethren Sword You can summon the sword of any opponent in your group to fight for you as would a dancing weapon. (Str check to avoid).
5 (4+1) 92 Time Dilate SemiDivine/Divine Can use 2M (no P's or V's) instead of 1S+1V actions per segment
5 (4+1) 93 Travel Companions Travel Any creatures you summon have their movement rate doubled.
5 (4+1) 94 Undead Brethren Death All undead created within the radius of your divine aura have 50% more hit dice than usual.
5 (4+1) 95 Underhand SemiDivine/Divine Backstab x(CL/3), round up
5 (4+1) 96 Violent Offenders Destruction Any creatures you summon are automatically enraged, gaining a damage bonus equal to LVL.
5 (4+1) 97 Void Brethren Entropy Summoned creatures within the radius of your divine aura are automatically banished.
5 (3+2) 98 Summon UltraBlack/White 3 UltraBlack/White Summons a DL IV UltraBlack/White creature, AC = (1d20)*(1d4+2), HD = 3m6, hp = HD*(1d12). It will do a spell level = 2d4 effect when it acts, most likely of a random psionic frequency (DM rolls 1d100-45)
6 1 Army Teleport War Teleports any number of (willing) beings within sight.
6 2 Banishment Revenge Banishes 2 HD/level of extraplanar creatures.
6 3 Beacon of Immortality MTG W Double current hp (like a Tenser's, but a different source)
6 4 Create Undead Death, Evil Create ghouls, ghasts, mummies or mohrgs.
6 5 Dark Offering MTG B Slay a creature (PPD save), you gain it's hp to current hp
6 6 Desert Twister MTG G Destroy something (PP save, like a Disintegrate spell)
6 7 Devil Summoning 6 Summoning Summons an evil Outer DL VI creature
6 8 Dust Sun Dusts (D) an Undead or Negative Energy creature (no save, no limit on HD or type of undead).
6 9 Harm Destruction, Disease Deals 10 points/level damage to target.
6 10 Heel Eel Remove all hp of dmg and remove 1 [C] section effect
6 11 Mislead Luck, Secrets, Thievery Turns you invisible and creates illusory double.
6 12 Poison Spittle 6 Snake Breathe poison: one group, dmg=(current hp)/3, no save
6 13 Reptile Summoning 6 Snake Summons a DL VII Reptile.
6 14 Revive 6 Necromancy Revive a DL VI monster.
6 15 Shadow Walk Darkness, Travel Step into shadows to travel rapidly.
6 16 Sticks to Snakes 6 Snake Reptile Swarm Summoning for CL reptiles of DL=5.
6 17 Summon Eelemental 6 Eel Summon a DL VI Eelemental (DM has table)
6 18 Summon Leech 6 Eel Summon a DL VI Leech (DM has table)
6 19 Symbol of Fear Fear Triggered rune panics nearby creatures.
6 20 True Teleport Travellers Your party teleports on your side of the segment (no delay).
6 (5+1) 21 Bribery Wealth Immunities and resistances are only 50% effective against your enchantment effects.
6 (5+1) 22 Chink In The Armor Metalworking You ignore magic armor or shields whose enhancement bonus is less than LVL.
6 (5+1) 23 Drowning Sea You can automatically revoke any water breathing in your group, even with creatures who are naturally aquatic like fish.
6 (5+1) 24 Escamotage Thievery Opponents immune to critical hits still suffer half your sneak attack bonus damage.
6 (5+1) 25 Extension of Elvenkind Elf Your enchantment based abilities and spells can work upon those typically immune to such effects, at half effect.
6 (5+1) 26 Green-Blooded Nature You can poison even those magically immune to poison.
6 (5+1) 27 Instrument of Change Moon Your transmutation effects can affect those otherwise immune, at half effect.
6 (5+1) 28 Instrument of Chaos Chaos Immunities and resistances are only 50% effective against your transmutation-based attacks (and chaos damage).
6 (5+1) 29 Instrument of Charity Charity Magical boons (such as healing spells) are twice as effective when you cast them on an ally.
6 (5+1) 30 Instrument of Cold Winter Immunities and resistances are only 50% effective against your cold-based attacks.
6 (5+1) 31 Instrument of Darkness Darkness Immunities and resistances are only 50% effective against your negative energy-based attacks.
6 (5+1) 32 Instrument of Death Death Immunities are only 50% effective against your death-based attacks. Those immune get a save at +10.
6 (5+1) 33 Instrument of Destruction Destruction Damage reduction is only 50% effective against your attacks.
6 (5+1) 34 Instrument of Disease Disease Immunities and resistances are only 50% effective against your disease-based attacks.
6 (5+1) 35 Instrument of Education Knowledge You know all skills.
6 (5+1) 36 Instrument of Enchantment Love Your enchantment based abilities and spells can work upon those typically immune to such effects, at half effect.
6 (5+1) 37 Instrument of Fate Luck Opponents in your group have any luck bonuses reduced by 50%.
6 (5+1) 38 Instrument of Fire Fire Immunities and resistances are only 50% effective against your fire-based attacks.
6 (5+1) 39 Instrument of Labour Labour You can cause fatigue an exhaustion even in creatures that have no constitution score, at half effect.
6 (5+1) 40 Instrument of Madness Madness Immunities are only 50% effective against your mind affecting effects and spells.
6 (5+1) 41 Instrument of Magic Magic Your magic works on those supposedly immune to magic, at half effect.
6 (5+1) 42 Instrument of Music Music Immunities and resistances are only 50% effective against your sonic based attacks.
6 (5+1) 43 Instrument of Peace Peace Your enchantment based abilities and spells can work upon those typically immune to such effects, at half effect.
6 (5+1) 44 Instrument of Revenge Revenge You can expend your own hit points to deal extra damage with each attack (max CL damage per attack).
6 (5+1) 45 Instrument of Science Science Evocation based attacks you do are 50% natural and will partially function even through anti-magic.
6 (5+1) 46 Instrument of Secrecy Secrets Your illusions have a 50% chance of fooling even true seeing or similar magic.
6 (5+1) 47 Instrument of Skill Skill You gain a Dexterity bonus equal to LVL.
6 (5+1) 48 Instrument of Stoicism Stoicism You gain a Constitution bonus equal to LVL.
6 (5+1) 49 Instrument of Strength Strength You gain a Strength bonus equal to LVL.
6 (5+1) 50 Instrument of Terror Fear Immunities and resistances are only 50% effective against your fear-based attacks.
6 (5+1) 51 Instrument of the Air Sky You can automatically revoke the ability of flight in your group.
6 (5+1) 52 Instrument of the Law Law Immunities and resistances are only 50% effective against your law-based attacks.
6 (5+1) 53 Instrument of the Void Entropy You do not suffer any miss chance against incorporeal targets.
6 (5+1) 54 Instrument of Thunder Thunder Immunities and resistances are only 50% effective against your electricity-based attacks.
6 (5+1) 55 Instrument of Travel Travel You can make a touch attack against an opponent and send them into another plane of your choice. (Reflex save)
6 (5+1) 56 Instrument of War War Damage Reduction is only 50% effective against your attacks.
6 (5+1) 57 Lightbearer Sun Immunities and resistances are only 50% effective against your light or positive energy-based attacks.
6 (5+1) 58 Meeting of Minds Community Any allies you summon gain a divine bonus to their saving throws against banishment (and similar effects) equal to LVL.
6 (5+1) 59 Monumental Mountain Your damage reduction has no negating factors.
6 (5+1) 60 ProtoLich 5-1 ProtoLich/Lich 1M, 1/r: Any 0th-4th level Wizard spell
6 (5+1) 61 ProtoLich 5-2 ProtoLich/Lich 1M, 1/r: Any 0th-4th level Priest spell
6 (5+1) 62 ProtoLich 5-3 ProtoLich/Lich +10*LVL aMR
6 (5+1) 63 ProtoLich 5-4 ProtoLich/Lich 1M: Project Image
6 (5+1) 64 ProtoLich 5-5 ProtoLich/Lich 1M: Teleport
6 (5+1) 65 ProtoLich 5-6 ProtoLich/Lich 1M: Contact Other Plane
6 (5+1) 66 ProtoLich 5-7 ProtoLich/Lich Conduct M actions through psi link (range sight)
6 (5+1) 67 ProtoLich 5-8 ProtoLich/Lich 1M, touch: Drain all psionic pools (save)
6 (5+1) 68 ProtoLich 5-9 ProtoLich/Lich 1M, touch: Slay Living (save)
6 (5+1) 69 ProtoLich 5-10 ProtoLich/Lich 1F: Get 2M you can use this segment
6 (5+1) 70 ProtoLich 5-11 ProtoLich/Lich +LVL/5 QM actions
6 (5+1) 71 ProtoLich 5-12 ProtoLich/Lich Duplicate any SL 4 Concordant group spell (i.e. non-Concordant SL 3)
6 (5+1) 72 Rapid Rejuvenation Fertility You rejuvenates as if of the next highest divine status.
6 (5+1) 73 Recovery Healing Your healing powers can restore even vile damage.
6 (5+1) 74 Riddle of Steel Sword When attacking with a sword you ignore half the opponent's damage reduction.
6 (5+1) 75 Stain of Evil Evil Any damage you deal can only be healed within a consecrated area.
6 (5+1) 76 Stigmatism Good Any damage you deal can only be healed within a consecrated area.
6 (5+1) 77 Time Shard Time Your time based abilities have a 50% chance of working on those otherwise immune to temporal effects.
6 (5+1) 78 Wisdom Touched Wisdom Any creatures you summon gain a Wisdom bonus equal to double LVL.
6 (4+2) 79 Summon UltraBlack/White 4 UltraBlack/White Summons a DL V UltraBlack/White creature, AC = (1d20)*(1d4+3), HD = 3m8, hp = HD*(1d16). It will do a spell level = 2d5 effect when it acts, most likely of a random psionic frequency (DM rolls 1d100-45)
7 1 Blasphemy Evil Kills, paralyzes, weakens, or dazes nonevil subjects.
7 2 Destruction Death Kills subject and destroys remains.
7 3 Devil Summoning 7 Summoning Summons an evil Outer DL VII creature
7 4 Disintegrate Destruction Makes one creature or object vanish.
7 5 Eyebite Fear Target becomes panicked, sickened and comatose.
7 6 Holy Word Battle War Entire party (incl. summons and henchmen) get +1QS action this segment.
7 7 Holy Word Blind Sun Target is blinded, and cannot target or attack anything (no save, no MR).
7 8 Holy Word Shift Travellers Target is plane shifted to a plane of your choice (no save, no MR).
7 9 Hovercraft Full of Eels Eel Like a Chariot of Sustarre, but it's Eels!
7 10 Look at Me, I'm the DCI MTG W An effect is banned from the room (x1 Special)
7 11 Multi Eel Eel Summons CL Eels of DL=7, which use up 1 summon slot. They aren't summoning sick!
7 12 Poison Spittle 7 Snake Breathe poison: one group, dmg=(current hp)/2, no save
7 13 Power Word Blind Darkness, Love, War Blinds creature with 200 hp or less.
7 14 Reptile Summoning 7 Snake Summons a DL VIII Reptile.
7 15 Revive 7 Necromancy Revive a DL VII monster.
7 16 Screen Secrets, Thievery Illusion hides area from vision, scrying.
7 17 Spell Turning Luck, Magic, Revenge, Stoicism Reflect 1d4+6 spell levels back at the caster.
7 18 Sticks to Snakes 7 Snake Reptile Swarm Summoning for CL*2/3 reptiles of DL=6.
7 19 Summon Eelemental 7 Eel Summon a DL VII Eelemental (DM has table)
7 20 Summon Leech 7 Eel Summon a DL VII Leech (DM has table)
7 21 Tooth and Nail MTG G Summon DL VII, can pick type, or can pick creature within type
7 22 Waves of Exhaustion Disease, Entropy Several targets become exhausted.
7 (6+1) 23 Edifying Beam SemiDivine/Divine Target's alignment changes (save)
7 (6+1) 24 Induction Skins SemiDivine/Divine Gain infinite Stoneskins
7 (6+1) 25 Interdimension SemiDivine/Divine MWaWR 75%
7 (6+1) 26 Luminal SemiDivine/Divine xCL movement rate
7 (6+1) 27 Magic Dead Zone SemiDivine/Divine Drain the MF by 1 in the area (except to you; you are unaffected)
7 (6+1) 28 Omega Effect SemiDivine/Divine Pick a spell you know. It does vile damage (or vile harming).
7 (6+1) 29 ProtoLich 6-1 ProtoLich/Lich 1M, 1/r: Any 0th-5th level Wizard spell
7 (6+1) 30 ProtoLich 6-2 ProtoLich/Lich 1M, 1/r: Any 0th-5th level Priest spell
7 (6+1) 31 ProtoLich 6-3 ProtoLich/Lich 1M, 1/r: Any psionic major
7 (6+1) 32 ProtoLich 6-4 ProtoLich/Lich 1M, 1/r: Any 0th-4th level Warrior, Rogue, or Monster spell
7 (6+1) 33 ProtoLich 6-5 ProtoLich/Lich 1M: Teleport without Error
7 (6+1) 34 ProtoLich 6-6 ProtoLich/Lich +10*LVL IR
7 (6+1) 35 ProtoLich 6-7 ProtoLich/Lich 1M, touch: Steal a random powers for 1 round (no save)
7 (6+1) 36 ProtoLich 6-8 ProtoLich/Lich 1M, touch: Erase Truename (must know their Truename first)
7 (6+1) 37 ProtoLich 6-9 ProtoLich/Lich Troll-like regen LVL hp (including vile) /s
7 (6+1) 38 ProtoLich 6-10 ProtoLich/Lich Conduct effects through psi link (within sight)
7 (6+1) 39 ProtoLich 6-11 ProtoLich/Lich +LVL/10 number of segments per round
7 (6+1) 40 ProtoLich 6-12 ProtoLich/Lich Duplicate any SL 5 Concordant group spell (i.e. non-Concordant SL 3)
7 (6+1) 41 Rectify Misery SemiDivine/Divine Anyone slain by you is Capital S Slain instead
7 (6+1) 42 Transilient SemiDivine/Divine Get 2 saves for each save, choose better result
7 (6+1) 43 Transmortal SemiDivine/Divine Your body cannot be destroyed (e.g. immune disintegrate)
7 (5+2) 44 Summon UltraBlack/White 5 UltraBlack/White Summons a DL VI UltraBlack/White creature, AC = (1d20)*(1d4+4), HD = 3m10, hp = HD*(1d20). It will do a spell level = 2d6 effect when it acts, most likely of a random psionic frequency (DM rolls 1d100-45)
8 1 Biorhythm MTG G Each person in a group's current hp = (Number of summons)*10
8 2 Create Greater Undead Darkness, Death Create shadows, wraiths, spectres or devourers.
8 3 Decree of Pain MTG B Slay all creatures in two groups (PPD save) or one group (no save)
8 4 Devil Summoning 8 Summoning Summons an evil Outer DL VIII creature
8 5 Discern Location Knowledge, Revenge Reveals exact location of creature or object.
8 6 Earthquake Destruction Intense tremor shakes 5-ft./level radius.
8 7 Higher Ground War Creates a x2 Terrain Feature that you and your henchmen get +1 to multiplier.
8 8 Horrid Wilting Disease, Entropy, Sea Deals 1d6/level damage within 30 ft.
8 9 Mind Blank Secrets, Stoicism Subject is immune to mental/emotional magic and scrying.
8 10 Poison Spittle 8 Snake Breathe poison: one group, dmg=(current hp), no save
8 11 Polymorph Any Object Thievery Changes any subject into anything else.
8 12 Reptile Summoning 8 Snake Summons a DL IX Reptile.
8 13 Reverse the Sands MTG W Switch current hp totals with someone (no save)
8 14 Revive 8 Necromancy Revive a DL VIII monster.
8 15 Star Travel Sun, Travellers You fly at CL c (CL times the speed of light). You can enter a Star and either [1] Spelljam to another Star or Crystal Sphere (as if you were an Iconian Gateway), or [2] Time Travel (as if you were an Undead Robotic Chicken).
8 16 Sticks to Snakes 8 Snake Reptile Swarm Summoning for CL/3 reptiles of DL=7.
8 17 Summon Eelemental 8 Eel Summon a DL VIII Eelemental (DM has table)
8 18 Summon Leech 8 Eel Summon a DL VIII Leech (DM has table)
8 19 Trap the Soul Fear, Wealth Imprisons subject within gem.
8 20 Unholy Aura Evil +4 to AC, +4 resistance, SR 25 against good spells.
8 (7+1) 21 ProtoLich 7-1 ProtoLich/Lich 1M, 1/r: Any 0th-6th level Wizard spell
8 (7+1) 22 ProtoLich 7-2 ProtoLich/Lich 1M, 1/r: Any 0th-6th level Wizard spell
8 (7+1) 23 ProtoLich 7-3 ProtoLich/Lich +10*LVL EaER
8 (7+1) 24 ProtoLich 7-4 ProtoLich/Lich 1M, touch: Annihilation (save)
8 (7+1) 25 ProtoLich 7-5 ProtoLich/Lich 1M, touch: Incursion (save)
8 (7+1) 26 ProtoLich 7-6 ProtoLich/Lich Duplicate any SL 6 Concordant group spell (i.e. non-Concordant SL 3)
8 (6+2) 27 Summon UltraBlack/White 6 UltraBlack/White Summons a DL VII UltraBlack/White creature, AC = (1d20)*(1d4+5), HD = 3m12, hp = HD*(1d24). It will do a spell level = 2d7 effect when it acts, most likely of a random psionic frequency (DM rolls 1d100-45)
9 1 Beset Travellers Target is Set and his home plane becomes this plane (no save, no MR)
9 2 Blessed Wind MTG W Target's current hp becomes 200.
9 3 Devil Summoning 9 Summoning Summons an evil Outer DL IX creature
9 4 Energy Drain Disease Subject gains 2d4 negative levels.
9 5 Implosion Destruction Kills one creature/round.
9 6 Imprisonment Secrets Entombs subject beneath the earth.
9 7 Mass Mass Heal War Heals up to 100 groups of creatures. (Yes, this can be reversed.)
9 8 Power Word Kill Darkness, War Kills creatures with 100 hp or less.
9 9 Revive 9 Necromancy Revive a DL IX monster.
9 10 Star Swarm Sun Like Planet Swarm, but 4 Stars (each does 2 idmg, no save, no MR)
9 11 Storm of Vengeance Revenge, Thunder Storm rains acid, lightning and hail.
9 12 Summon Eelemental 9 Eel Summon a DL IX Eelemental (DM has table)
9 13 Summon Leech 9 Eel Summon a DL IX Leech (DM has table)
9 14 Summon Monster IX Chaos, Evil, Good, Labour, Law Calls extraplanar creatures to fight for you.
9 15 Time Stop Thievery, Time You act freely for 1d4+1 rounds.
9 16 Wail of the Banshee Death, Entropy Kills one creatre/level.
9 17 Weird Fear, Madness As phantasmal killer, but affecst all within 30 ft.
9 (8+1) 18 Akashic SemiDivine/Divine Lower Multiplier target by 1 (no save)
9 (8+1) 19 Indissolve SemiDivine/Divine Regeneration CL hp/s
9 (8+1) 20 Nullification SemiDivine/Divine Pick an N<=6. Immune to Nth level spell effects
9 (8+1) 21 Oblivi-Permanency SemiDivine/Divine 0, 1/r: Make a spell you're casting permanent.
9 (8+1) 22 Omnific Tough SemiDivine/Divine +1 ihp
9 (8+1) 23 Omnispectacles SemiDivine/Divine Your sight can go around corners
9 (7+2) 24 Summon UltraBlack/White 7 UltraBlack/White Summons a DL VIII UltraBlack/White creature, AC = (1d20)*(1d4+6), HD = 3m14, hp = HD*(1d28). It will do a spell level = 2d8 effect when it acts, most likely of a random psionic frequency (DM rolls 1d100-45)
10 1 Automatic Metamagic Capacity (S) SemiDivine/Divine Gain a free spell level of metamagic
10 2 Automatic Writing SemiDivine/Divine Any spells you witness are automatically added to your spellbook
10 3 Cats Fall SemiDivine/Divine You can fall from any distance without injury
10 4 Combat Mastery SemiDivine/Divine Trade any amount of BAB to AC
10 5 Damnation Evil Send your foe to hell.
10 6 Divine Retribution [Divine] SemiDivine/Divine You gain one additional action after your death
10 7 Eclectic Shot SemiDivine/Divine You can fire irregular objects as if they were missiles
10 8 Eclipse Darkness A solar eclipse follows you.
10 9 Epic Potency (S) SemiDivine/Divine Your damage increases by +2
10 10 Epic Shield Focus SemiDivine/Divine Your shield protects yourself and one adjacent ally
10 11 Ether Goer SemiDivine/Divine You can become ethereal at will
10 12 Expert Strike SemiDivine/Divine Gain a cumulative +1 to attacks against the same target
10 13 Fire Baptism SemiDivine/Divine Gain a cumulative +1 to AC against the same target
10 14 Greater Critical SemiDivine/Divine Your critical threat range is trebled
10 15 Greater Critical Multiplier SemiDivine/Divine Your critical multiplier is trebled
10 16 Hellball Evil You deal 10d6 each of acid, cold, electricity and fire damage, you take 10d6 damage.
10 17 Improved Finesse SemiDivine/Divine Use your dexterity bonus for damage
10 18 Improved Spellcasting (S) SemiDivine/Divine Gain two new spell slots (any non-Concordant SL you have)
10 19 Improved Toughness (S) SemiDivine/Divine You gain an additional hit point per hit die
10 20 Legendary Archer SemiDivine/Divine Opponents cannot deflect your missiles
10 21 Lord of Nightmares Fear You are possessed by a dream larva for 20 rounds and take 12d6 damage.
10 22 Pestilence Disease Inflict slimy doom on all creatures and plants within a half mile diameter area.
10 23 Pre-emptive Strike SemiDivine/Divine You can make one attack in segment 0 (before segment 1)
10 24 ProtoLich 10-1 ProtoLich/Lich 0, 1/r: Any 0th-5th level Wizard spell
10 25 ProtoLich 10-2 ProtoLich/Lich 0, 1/r: Any 0th-4th level Priest spell
10 26 ProtoLich 10-3 ProtoLich/Lich 0, 1/r: Any psionic cantrip
10 27 ProtoLich 10-4 ProtoLich/Lich +5*(Lich level)% WR (not irreducible) that can't be ignored
10 28 ProtoLich 10-5 ProtoLich/Lich Resist Turning (you are double the rating)
10 29 ProtoLich 10-6 ProtoLich/Lich 0: Create Snare 20*(Lich level)% (obvious trap, auto detected, needs to be removed to bypass)
10 30 Soothsayer SemiDivine/Divine You always hear the truth
10 31 Star Child (S) SemiDivine/Divine You gain a wish 1/reset
10 32 Superior Quivering Palm SemiDivine/Divine Use the quivering palm attack once per round
10 33 Superior Whirlwind Attack SemiDivine/Divine Make a 5 ft. step as part of a whirlwind attack
10 34 Tempest of Vengeance Revenge, Thunder Tempest rains acid, lightning and hail.
10 35 Three-Weapon Fighting SemiDivine/Divine You fight three-weapon style, juggling a third weapon
10 36 Weapon Abatement SemiDivine/Divine You are immune to the first successful blow dealt from a weapon
10 (8+2) 37 Summon UltraBlack/White 8 UltraBlack/White Summons a DL IX UltraBlack/White creature, AC = (1d20)*(1d4+7), HD = 3m16, hp = HD*(1d32). It will do a spell level = 2d9 effect when it acts, most likely of a random psionic frequency (DM rolls 1d100-45)
11 1 ProtoLich 11-1 ProtoLich/Lich 0, 1/r: Any 1st-6th level Wizard spell
11 2 ProtoLich 11-2 ProtoLich/Lich 0, 1/r: Any 1st-5th level Priest spell
11 3 ProtoLich 11-3 ProtoLich/Lich 0, 1/r: Any psionic minor
11 4 ProtoLich 11-4 ProtoLich/Lich 1M: Banish Undead
11 5 ProtoLich 11-5 ProtoLich/Lich Speak with Dead & Undead (cont.); 1M: Capital E Extract from Dead & Undead
11 6 ProtoLich 11-6 ProtoLich/Lich +10*(Lich level)% iWR that can't be ignored
11 7 ProtoLich 11-7 ProtoLich/Lich Mask Undead status; Can't be turned
11 8 ProtoLich 11-8 ProtoLich/Lich Detect Artifacts; 1M: Legend Lore Artifact
11 9 ProtoLich 11-9 ProtoLich/Lich 1M, (lich level)/d: Gain +10 XP
11 10 ProtoLich 11-10 ProtoLich/Lich 0: Create Traps 15*(Lich level)%
11 11 ProtoLich 11-11 ProtoLich/Lich All spells cost 0 P actions; Material componenting does not cost 1 V action
11 12 ProtoLich 11-12 ProtoLich/Lich +(Lich level) OppV or QM actions
11 13 ProtoLich 11-13 ProtoLich/Lich Negative Cold (Lich level)d10 dmg by touch
11 14 ProtoLich 11-14 ProtoLich/Lich +(Lich level) Research Points per reset (see [P12])
11 15 ProtoLich 11-15 ProtoLich/Lich 1F or 1X: Duplicate any level 0 Concordant spell
11 (9+2) 16 Summon UltraBlack/White 9 UltraBlack/White Summons a DL X UltraBlack/White creature, AC = (1d20)*(1d4+8), HD = 3m18, hp = HD*(1d36). It will do a spell level = 2d10 effect when it acts, most likely of a random psionic frequency (DM rolls 1d100-45)

[PC3] Priest Group Classes


Arch-Priest

Level KXP Priest
123 456 789
1 0 100 --- ---
2 3 200 --- ---
3 6 210 0-- ---
4 12 320 0-- ---
5 26 421 00- ---
6 55 422 00- ---
7 110 432 100 ---
8 220 433 200 ---
9 450 433 210 0--
10 900 443 220 0--
11 1350 444 330 0--
12 1800 444 441 00-
13 2250 555 442 00-
14 2700 555 442 100
15 3150 555 552 100
16 3600 555 553 210
17 4050 555 553 320
18 4500 555 553 321
19 4950 555 553 331
20 5400 555 554 332
21 5850 555 554 442
22 6300 555 555 443
23 6750 555 555 553
24 7200 555 555 554
25 7650 555 555 555
26 8100 666 655 555
27 8550 666 666 655
28 9000 666 666 666
29 9450 777 766 666
30 9900 777 777 766
31 10350 777 777 777
32 10800 888 877 777
33 11250 888 888 877
34 11700 888 888 888
35 12150 999 988 888
36 12600 999 999 999
TH Saves
PD RS PP BW Sp Fo Re Wi
+0  8  4  6  3  4  0  0  3
+1  9  5  6  4  4  1  1  4
+2 10  6  7  5  5  2  2  5
+3 11  7  9  6  6  2  2  6
+4 12  8  9  6  7  3  3  7
+5 13  9 10  7  8  4  4  8
+6 14  9 11  8  9  5  4  9
+7 14 10 11  9  9  6  5 10
+8 15 11 12 10 11  6  6 11
+9 16 12 13 11 12  7  6 12
+10 16 13 14 12 12  8  7 13
+11 16 14 14 13 13  9  8 14
+12 16 14 15 14 14 10  8 15
+13 17 15 16 14 14 10  9 16
+14 17 15 16 15 15 11 10 17
+15 17 16 16 15 16 12 10 18
+16 17 16 16 16 16 13 11 19
+17 17 16 16 16 16 14 12 20
Requisites: Str 9, Wis 18
Alignment: any
HD/level: d9
Weapon Prof.: 3+level/2
To Hit Table: War
Save Table: 2xPri
Reference: DM
Groups: Priest
 
Level 1: Each level, pick one spell. That spell requires only ½ of a spell to cast. This isn't cumulative with grand spheres.
Level 1: All spells do not have the 1P action requirement. If the spell would not have required 1P action to cast in the first place, one instance of Material Componenting is gained. Does NOT get free Material Componenting for all spells as per Mage/Robe classes, this is used instead. If you have Arch-Priest and another Priest class, this rule has priority.
Level 1: MR adjustment is -5*level% instead of +60-5*level%.
Level 1: Can specialize in 1 sphere for free. Can specialize in another sphere, but then must pick an opposite. Specialization may be either "Collective type" (1/2 cost on spells) or "2nd edition type" (+1 spell of the sphere each level).
Level 1: Does not suffer ill effects of casting a spell above his normal casting ability due to the Arch-Priest being too low level. If the Arch-Priest's Willpower score isn't high enough to cast the spell, he suffers the normal effects as per a normal Priest.
Level 4: All of your spells that offer a saving throw now require 2 saving throws, if either is failed, the target is treated as having not saved.
Level 9: When modifying an existing spell using spell research [S5], the base time is in days instead of weeks, and CL (Caster level) is 2 times Arch-Priest's level (for this rule only).
Level 9: All of your spells that offer a saving throw now require 3 saving throws, if any are failed, the target is treated as having not saved.
Level 11: Each level starting at 11th, pick one spell. That spell requires only ½ the number of Mental actions to cast.
Level 16: All of your spells that offer a saving throw now require 4 saving throws, if any are failed, the target is treated as having not saved.
Level 21: Each level starting at 21st, pick one spell. That spell offers no saving throw (even with Scarab of Protection) and MR cannot be used against it, even irreducible MR. If the target is immune to a spell's effect (Fireball vs. a Red Dragon), the spell still has no effect.
Level 25: All of your spells that offer a saving throw now require 5 saving throws, if any are failed, the target is treated as having not saved.
Level 31: Each level starting at 31st, pick one spell. That spell can be cast as a 0 action.
Level 36: All of your spells that offer a saving throw now require 6 saving throws, if any are failed, the target is treated as having not saved.

[PC3] Priest Group Classes


Armorer


Level

KXP
Priest
123 456 789 ABC

TH
1 0 0-- --- --- +0
2 2.75 10- --- --- +1
3 5.5 210 --- --- +2
4 12 321 --- --- +3
5 24 432 0-- --- +4
6 45 433 1-- --- +5
7 95 443 20- --- +6
8 175 444 31- --- +7
9 350 444 42a --- +8
10 700 444 430 --- +9
11 1050 444 441 --- +10
12 1400 544 442 b-- +11
13 1750 554 443 a-- +12
14 2100 555 444 0-- +13
15 2450 655 544 1-- +14
16 2800 665 554 20- +15
17 3150 666 555 31- +16
18 3500 766 655 420 +17
19 3850 776 665 521 +18
20 4200 777 666 522 +19
21 4550 877 766 632 +20
22 4900 887 776 633 +21
23 5250 888 777 643 +22
24 5600 988 877 744 +23
25 5950 998 887 754 +24
26 6300 999 888 755 +25
27 6650 A99 988 865 +26
28 7000 AA9 998 866 +27
29 7350 AAA 999 876 +28
30 7700 BAA A99 977 +29
31 8050 BBA AA9 987 +30
32 8400 BBB AAA 988 +31
33 8750 CBB BAA A98 +32
34 9100 CCC BBA A99 +33
35 9450 CCC CCB AA9 +34
36 9800 CCC CCC CAA 1 +35
37 19600 CCC CCC CAA 2 +36
38 29400 CCC CCC CAA 3 +37
39 39200 CCC CCC CAA 4 +38
45 98000 CCC CCC CAA A +44
54 186200 DDC CCC CCC C1 +53
63 274400 DDC CCC CCC CA +62
72 362600 DDD DDD DDC CC1 +71
Requisites: Str 16, Con 12, Wis 16
Alignment: any
HD/level: d12
Weapon Prof.: 3+level
To Hit Table: War
Reference: DM
Groups: Warrior, Priest
Complexity: CF=2
   
Saving Throws:  
PPD: level+7
RSW: level+3
PP: level+4
BW: level+2
Spell: level+2
Fort: level+4
Reflex: level+0
Will: level+7
   
Gets your choice of Str or Wis bonus to spell progression.
Divide the cost of non-magical armor items (in section [E3]) by LVL+1. This does apply to variable costs and Dragon Armor. Your sale value is also divided by this amount (you can't use this ability to gain money).
Level N (every level): +1 wear location for an armor type (suit of armor, shield, helm, or cloak).
Level 1: Your armor may use +1 Armor Adjective each.
Level 1: 0: Put on a piece of armor. 1N: Remove a piece of armor.
Level 1 ¶: Spend 1000 gp: Buy one armor item off the (non-magical) [E3] armor list regardless of it's cost. This does not affect costs that are variable (so no Cloakers, Dragon Armors, etc.)
Level 1 ¶: Spend 1000 gp: Get a half-plus (+1 AC or +1 saves) on an armor item (no upper limit).
Level 2 ¶: Divide the cost of [E4.3] Armor Flags by LVL.
Level 2 ¶: Multiply your "Personality Score" by LVL when dealing with Ego from intelligent armor items.
Level 3, CF=3 ¶: Divide the cost of [E4.4] Diablo Flags by LVL-1.
Level 4: You may convert your AC to |AC| (absolute AC) by taking the square root (i.e. AC 64 = |AC| 8). You may switch systems during round break.
Level 9: You may give yourself and/or others two Armor spells instead of one.
Level 9, CF=3 ¶: May "Sphere Robe" (-1 SL) in Protection, Guardian, or Healing.
Level 18: Enemies do not automatically hit you on a natural 20.
New Priest Spells:
Armor of Faith (SL=1, Protection): Spend N spell slots on this (but you can channel it). It's an "Armor spell" with N*10 hp. (Counts as an Armor spell)
Holy Armor (SL=1, Protection): Spend N spell slots on this (but you can channel it). Target gets +N+1 AC and saves. (Counts as an Armor spell)
Armor Thrull (SL=3, Summoning): Summons a DL III Armor Thrull. When it dies, someone in the party gets a 20 hp Armor spell.
Urza's Armor (SL=6, Protection): Take -10 dmg from each spell, psionic effect, or physical attack.

[PC3] Priest Group Classes


Astral Priest

Level KXP Priest
123 456 78
1 0 20- --- --
2 2 210 --- --
3 4 321 --- --
4 7.5 422 --- --
5 12.5 432 0-- --
6 20 432 1-- --
7 35 443 1-- --
8 60 443 20- --
9 90 543 21- --
10 125 543 320 --
11 200 553 321 0-
12 300 554 432 1-
13 750 655 543 2-
14 1150 666 654 3-
15 1550 666 666 4-
16 1950 666 666 5-
17 2350 666 666 6-
18 2750 666 666 60
19 3150 666 666 61
20 3550 666 666 62
21 3950 666 666 63
22 4350 666 666 64
23 4750 666 666 65
24 5150 766 666 65
25 5550 776 666 65
26 5950 777 666 65
27 6350 777 766 65
28 6750 777 776 65
29 7150 777 777 65
30 7550 777 777 75
31 7950 777 777 76
32 8350 777 777 77
33 8750 887 777 77
34 9150 888 877 77
35 9550 888 888 77
36 9950 888 888 88
TH Saves
PD RS PP BW Sp Fo Re Wi
+0  4  2  3  1  1  1  1  0
+1  5  2  4  2  1  1  1  0
+2  5  3  4  3  2  2  2  1
+3  6  4  5  4  3  2  2  1
+4  7  5  6  5  4  3  2  1
+5  8  5  7  6  4  3  3  2
+6  8  6  7  7  5  4  3  2
+7  9  7  8  8  6  4  4  2
+8 10  8  9  9  7  5  4  3
+9 11  8 10 10  7  5  4  3
+10 11  9 10 11  8  6  5  3
+11 12 10 11 12  9  6  5  4
+12 13 11 12 13 10  7  6  4
+13 14 11 13 14 10  7  6  4
+14 14 12 13 14 11  8  6  5
+15 14 12 14 14 11  8  7  5
+16 14 13 14 14 12  9  7  5
+17 15 13 14 14 12  9  8  6
Requisites: Int 15, Wis 12
Alignment: any
HD/level: 2d3
Weapon Prof.: 1+level/6
To Hit Table: Wiz
Save Table: Pri
Reference: DM
Groups: Priest, Planar
 
Gets Int (not Wis) bonus to spells.
Gets Exceptional Int bonus.
Bonus grand in Astral sphere.
+1 summon slot that holds up to LVL Astral Constructs (or their variants).
   
Level N (every level): Using the list below, pick an ability.
A. +1M Action.
B. Barbarian Int bonus instead of Exceptional.
C. Stun touch: You can attack (unarmed only) if you are Astrally Projected; +10*LVL Astral stunning dmg with unarmed attacks (save vs. PPD or -LVL all actions for LVL r)
D. Immune to aging attacks, or effects that would damage your Silver Cord.
E. You, your party, followers, henchmen, summons, familiars, and animal companions Fly at LVL*30" (LVL*10 mph) in non-combat situations.
F. Automatically make Int checks, Disbelief checks (regardless of penalty). Immune to Mirage Arcana.
G. ½V: Controlled Blink.
H. You and your henchmen ignore Phased Out status, Displacement, and Planar Displacement.
I. Your summons do special effects (innates, spells) as if one DL better than they are.
J. Immune to Astral sphere spells, and being Astral Construct or Astral Destruct "twisted".
K. Free GGL (Specialty God) pick in a god that has an Int requirement.
L. The party's psionic link cannot be "tapped", disrupted, and works up to 2 planes removed.
M. 1F, 1/h: Create a x1 Terrain Feature (Special with 1 mile radius), with a max SL=(LVL/2) effect.
N. Your illusion spell effects have xLVL area. ½M: Dispel Illusion.
O. Choose one other pick above (that you already have), or an Astral spell you know. Replace all instances of the word "Astral" with "Anti-Astral", "Ethereal", "Phlogiston", or "Maelstrom".
New Astral Spells:
Astral Construct N (SL=N): Summon an Astral Construct of DL=N. Astral Construct 0 is legal as an Orison (Cantrip). Reverse of this spell gives an Astral Repair (not an Astral Destruct). You may material component this spell to get 2 Astral Constructs (assuming you have the slots available).
Astral Perception (SL=1): Perceive into the Astral plane; you are considered an additional +2 weapon to hit.
Astral Form Blockade Field (SL=2): x1 Enemy Special on room: Dim Doors, Blinking, Astral Perception/Projection do not work in room ("Enemy Specials" only work on enemies; your party and summons etc. are not affected. They are removed as per Specials, with a -50% penalty).
Astral Projection (SL=3): Can project into the Astral Plane; cannot physically attack; copy Int->Str, Wis->Dex, Chr->Con.
Astral Dreadnought/Deva (SL=4): Summons an Astral Dreadnought or Deva (your choice, they are DL VI monsters). You have an Astral Dreadnought/Deva summon slot in addition to your normal summon slot (and your Astral Construct slot).
Burst Astral Destruct Swarm Summoning V (SL=5): Summons LVL Astral Destruct V's, not sick, have only 3S actions, disappear after 1r. Reverse of this spell summons Astral Fabricators.
Improved Astral Projection (SL=6): As Astral Projection, but you can physically attack.
Holy Word Stun (SL=7): Target is Capital S Stunned (no save, no MR). Material componenting this spell for area gives 2 targets, not a group.
Star Travel (SL=8): You fly at CL c (CL times the speed of light). You can enter a Star and either [1] Spelljam to another Star or Crystal Sphere (as if you were an Iconian Gateway), or [2] Time Travel (as if you were an Undead Robotic Chicken).
Custom Astral Projection (SL=9): As Improved Astral Projection, but pick Int, Wis, or Chr; this stat copies to the other 5.

[PC3] Priest Group Classes


Atheist(-7)

Level KXP Priest       X(-7)
123 456 78  mMG S
1 7 --- a-- --  1-- -
2 17 --0 0a- --  1-- -
3 27 -a1 00- --  1-- -
4 40 -01 10- --  2-- -
5 61 a01 10a --  2-- -
6 97 011 110 --  21- -
7 159 111 111 --  31- -
8 276 111 111 a-  31- -
9 513 111 111 0-  31- -
10 970 111 111 1-  42- -
11 1427 222 211 1-  42- -
12 1884 222 222 1-  42- -
13 2341 222 222 2-  521 -
14 2798 333 322 2-  531 -
15 3255 333 333 2-  531 -
16 3712 333 333 3-  631 -
17 4169 444 433 3-  631 -
18 4626 444 444 3-  642 -
19 5083 444 444 4-  742 -
20 5540 555 544 4-  742 -
21 5997 555 555 4-  742 -
22 6454 555 555 5-  852 -
23 6911 666 655 5-  853 -
24 7368 666 666 5-  853 1
25 7825 666 666 6-  953 1
26 8282 777 766 6-  963 1
27 8739 777 777 6-  963 1
28 9196 777 777 7-  A64 1
29 9653 777 777 70  A64 1
30 10110 777 777 71  A74 2
31 10567 777 777 72  B74 2
32 11024 777 777 73  B74 2
33 11481 777 777 74  B75 2
34 11938 777 777 75  C85 2
35 12395 777 777 76  C85 2
36 12852 777 777 77  C85 3
TH Saves
PD RS PP BW Sp Fo Re Wi
+1  8  4  6  3  4  0  0  3
+2  9  5  6  4  4  1  1  4
+3 10  6  7  5  5  2  2  5
+5 11  7  9  6  6  2  2  6
+6 12  8  9  6  7  3  3  7
+7 13  9 10  7  8  4  4  8
+9 14  9 11  8  9  5  4  9
+10 14 10 11  9  9  6  5 10
+11 15 11 12 10 11  6  6 11
+13 16 12 13 11 12  7  6 12
+14 16 13 14 12 12  8  7 13
+15 16 14 14 13 13  9  8 14
+17 16 14 15 14 14 10  8 15
+18 17 15 16 14 14 10  9 16
+19 17 15 16 15 15 11 10 17
+21 17 16 16 15 16 12 10 18
+22 17 16 16 16 16 13 11 19
+23 17 16 16 16 16 14 12 20
Requisites: Con 19, Wis 26
Alignment: non-S
HD/level: 0d0+13
Weapon Prof.: -1+level*2
To Hit Table: 2xPri
Save Table: 2xPri
Reference: DM
Groups: Priest, Concordant (x1)
 
Cannot have a specialty priest choice in any classes.
Gets Con bonus to spells.
The [X(-7)] progression is not automatically provided. Each power you choose costs you one "pick" below (minor=a-l, major=m-v, grand=w-aa, super=bb-ii). The [X(-7)] progression cannot have any kind of bonus (stat or magic item).
 
Levels Pick Description
Level 1-5: a 1M (can borrow): Counter a Divine Intervention
b Your Atheist(-7) spells have a (M-1)*100 save penalty, where M is the target's multiplier
c 1M: Turn off all specialty priest abilities on target for 1 turn
d LVL/d: You may use a 0 action to pay for the "1M" cost of an Atheist "Level:" ability.
e You defend as a x2 being (this effect cannot be dispelled/twisted)
f 0, LVL/d: Ignore an immunity gained from a Concordant/Godly effect for 1 turn.
g The "Lady's Smile" ability does not function within sight
h Opposing actions cannot be used within sight. (Drop this only at reset)
i 0, LVL/d: Anti-Concordant Shell (0th-1st)
j Specials of x2 or greater have their effect's multiplier dropped to x1
k iXR CL*10% (iXR is irreducible Spirit Resistance)
l 0, LVL/d: Halve hp on a creature with at least 1000 hp
Level 6-10: m Undead divide their HD by your LVL when calculating what they turn as
n 1M (can borrow): Resist (1/2 effect) the effects of a material form of a god for 1 turn
o 1M (can borrow): Counter an Avoid Fate
p +1 QOpp0 only for Atheist powers
q You defend as a x5 being (this effect cannot be dispelled/twisted)
r 0, 2*LVL/d: Dispel a Concordant effect
s Artifacts divide their ego by their multiplier when picked up by you
t 0, LVL/d: Target creature is not Time/Reality Stable
u 0, LVL/d: Anti-Concordant Shell (0th-3rd)
v 0, LVL/d: Deal 1 idmg to a creature with at least 1 ihp
Level 11-15: w Mask Alignment: You appear to be no alignment at all, not subject to special effects determined by alignment
x You defend as a x8 being (this effect cannot be dispelled/twisted)
y 0, LVL/d: Target defeated creature is put in the hole, no escape for M years (M=Mult)
z 0, LVL/d: Both you and a target get no actions; if you go below 0 hp this effect ends
aa 0, LVL/d: Anti-Concordant Shell (0th-5th)
Level 16-20: bb 1M: Destroy up to LVL effects with Protection, Circle, or Ward in their name
cc Immune to Forbiddance Zones, Alignment Change, Opposition
dd Abilities as per Anti-Druid of half level
ee Ignore non-racial immunity to fear, suggestion, possession, charm
ff L segments of talking: Hijack the level L follower of someone else, he becomes your follower
gg 1M (may borrow): New priest effects do nothing within sight (maintained) (may be used as a counterspell)
hh You defend as a x11 being (this effect cannot be dispelled/twisted)
ii 0, LVL/d: Anti-Concordant Shell (0th-7th)

[PC3] Priest Group Classes


Attendant

Level KXP Priest
123 456 78
1 0 abc def gh
2 1.75 0ab cde fg
3 3.5 10a bcd ef
4 7 20a bcd ef
5 14 310 bcd ef
6 28 420 abc de
7 56 530 abc de
8 112 641 0ab cd
9 224 752 0ab cd
10 399 863 0ab cd
11 574 974 0ab cd
12 749 A85 10a bc
13 924 B96 20a bc
14 1099 CA7 30a bc
15 1274 DB8 40a bc
16 1624 EC9 50a bc
17 1799 FDA 610 ab
18 2149 GEB 720 ab
19 2499 HFC 830 ab
20 2849 IGD 940 ab
21 3199 JHE A50 ab
22 3549 KIF B60 ab
23 3899 LJG C71 0a
24 4249 MKH D82 0a
25 4599 NLI E93 0a
26 4949 OMJ FA4 0a
27 5649 PNK GB5 0a
28 6349 QOL HC6 0a
29 7049 RPM ID7 0a
30 7749 SQN JE8 10
31 8449 TRO KF9 20
32 9149 USP LGA 30
33 9849 VTQ MHB 40
34 10549 WUR NIC 50
35 11249 XVS OJD 60
36 12649 YWT PKE 70
TH Saves
PD RS PP BW Sp Fo Re Wi
+0  8  4  5  2  3  0  0  2
+1  9  5  6  3  4  0  1  3
+2  9  5  6  4  4  1  1  4
+3 10  6  7  5  5  2  2  5
+4 11  7  8  5  6  2  2  5
+5 12  7  9  6  7  3  3  6
+6 12  8  9  6  7  3  3  7
+7 13  9 10  7  8  4  4  8
+8 13  9 10  7  8  4  4  8
+9 14 10 11  8  9  5  5  9
+10 14 10 11  9  9  6  5 10
+11 15 11 12 10 11  6  6 11
+12 16 12 13 10 11  7  6 11
+13 16 13 13 11 12  8  7 12
+14 16 13 14 12 12  8  7 13
+15 16 14 14 13 13  9  8 14
+16 16 14 15 13 13  9  8 14
+17 16 15 15 14 14 10  9 15
Requisites: Wis 11, Chr 9
Alignment: any
HD/level: 2d3
Weapon Prof.: 2+level/2
To Hit Table: 1½xPri
Save Table: 1½xPri
Reference: DM
Groups: Priest
 
After selecting your spheres, apply the following changes:
Drop Astral, Chaos, Sun, Travelers, War, Weather. These are always unavailable spheres to you.
Increase Creation, Law, and Protection by 1 category (unavailable to minor, minor to major, major to grand).
Guardian and Wards become Grand.

[PC3] Priest Group Classes


Avatar

Level KXP Priest
123 456 789
1 0 100 --- ---
2 7 200 --- ---
3 14 210 0-- ---
4 28 320 0-- ---
5 56 421 00- ---
6 112 422 00- ---
7 224 432 100 ---
8 448 433 200 ---
9 700 433 210 0--
10 1050 443 220 0--
11 1400 444 330 0--
12 1750 444 441 00-
13 2100 555 442 00-
14 2450 555 442 100
15 2800 555 552 100
16 3150 555 553 210
17 3500 555 553 320
18 3850 555 553 321
19 4200 555 553 331
20 4550 555 554 332
21 4900 555 554 442
22 5250 555 555 443
23 5600 555 555 553
24 5950 555 555 554
25 6300 555 555 555
26 6650 666 655 555
27 7000 666 666 655
28 7350 666 666 666
29 7700 777 766 666
30 8050 777 777 766
31 8400 777 777 777
32 8750 888 877 777
33 9100 888 888 877
34 9450 888 888 888
35 9800 999 988 888
36 10150 999 999 999
TH Saves
PD RS PP BW Sp Fo Re Wi
+0  8  4  5  2  3  0  0  2
+1  9  5  6  3  4  0  1  3
+2  9  5  6  4  4  1  1  4
+3 10  6  7  5  5  2  2  5
+4 11  7  8  5  6  2  2  5
+5 12  7  9  6  7  3  3  6
+6 12  8  9  6  7  3  3  7
+7 13  9 10  7  8  4  4  8
+8 13  9 10  7  8  4  4  8
+9 14 10 11  8  9  5  5  9
+10 14 10 11  9  9  6  5 10
+11 15 11 12 10 11  6  6 11
+12 16 12 13 10 11  7  6 11
+13 16 13 13 11 12  8  7 12
+14 16 13 14 12 12  8  7 13
+15 16 14 14 13 13  9  8 14
+16 16 14 15 13 13  9  8 14
+17 16 15 15 14 14 10  9 15
Requisites: Wis 20, Chr 22
Alignment: any
HD/level: d12
Weapon Prof.: 7+level/4
To Hit Table: 1½xPri
Save Table: 1½xPri; 1/9xDemigod
Reference: DM (and a little MTG)
Groups: Priest, Demigod (x1)
 
May weapon specialize using the "Non-War" line.
Gets Wis and Chr bonus to spells.
Level 1 ¶: Whatever your "Cheat Code" ("Player Pick") is, you get two of them. See section [X3] for definition of Cheat Codes / Player Picks.
Level 1 ¶: Overwrite the Alignment requirement of another class to be "any".
Level 2: Flying LVL*3".
Level 2: For any N, you may cast Monster Summoning (N) as three SL=(N-2) spells in the Animal sphere. For example, you may cast Monster Summoning V as three 3rd level spells. Note you get Monster Summoning, not Animal Summoning.
Level 3: Vampiric Regeneration 50%.
Level 3: 0, 1/r: Unspend a spell slot.
Level 4: 0, lose N current hp (max N=10*LVL): Cure N hp to one target (not above max).
Level 4: 0, sacrifice a summon: Unsummon a summoned creature.
Level 5: 0, sacrifice a summon: Heal or Harm one target.
Level 5: 1F: Restore the MF/PF/TF in a LVL*10' radius, or +1 to a factor for 1r (may run this multiple times).
Level 6: Whenever one of your summons dies, it deals 10*DL*DL holy fire dmg to one target.
Level 6: 0, lose 2 SL in memorization: +10 TH and dmg this round. You may run this effect more than once, you are limited only by 0 actions and SL's.
Level 7: 1bV: Interpose self in front of another person. This may be done against a P action of attacks, or a special effect. You must spend another 1bV action to get in the other person's group (if you aren't there already), so you would lose 2V actions from the rest of the round.
Level 7: You have one Revive slot. If you kill a creature (you put it at negative hp and/or you dealt the "slay" effect to it), you may spend 1M within 1r to revive it.
Level 8: When you cast "Slay Living" or "Slay Living Fully", they give no saving throw.
Level 8: Choose one: Your physical attacks or your spells are Vile.
Level 9 ¶: The saves of 1/9xDemigod means you actually get a P Save or an M Save against G action / [X] section effects.
Level 9 ¶: Get a third instance of your "Cheat Code" ("Player Pick").
Level 10: 1F: Cast one of your spells, but it affects three groups.
Level 10: 1F: Pick aMR, RR, PR, IR, CR, NR, or aNR. Your spells are resisted using that resistance type (instead of MR) until you change this ability again.

[PC3] Priest Group Classes


Barney Emissary

Level KXP Priest
123 456 789
1 0 1-- --- ---
2 3 3a- --- ---
3 6 42b --- ---
4 12 441 c-- ---
5 24 744 0d- ---
6 48 764 3ae ---
7 96 775 42b f--
8 192 777 441 cg-
9 384 777 744 0dh
10 750 777 744 1cg
11 1500 777 754 2bf
12 2000 777 764 3ae
13 2500 777 774 40d
14 3000 777 774 41c
15 3500 777 775 42b
16 4000 777 776 43a
17 4500 777 777 440
18 5000 777 777 441
19 5500 777 777 542
20 6000 777 777 643
21 6500 777 777 744
22 7000 777 777 754
23 7500 777 777 755
24 8000 777 777 765
25 8500 777 777 766
26 9000 777 777 776
27 9500 777 777 777
28 10000 777 777 777
29 10500 777 777 777
30 11000 777 777 777
31 11500 777 777 777
32 12000 777 777 777
33 12500 777 777 777
34 13000 777 777 777
35 13500 777 777 777
36 14000 777 777 777
TH Saves
PD RS PP BW Sp Fo Re Wi
+1  8  4  6  3  4  0  0  3
+3  9  5  6  4  4  1  1  4
+5 10  6  7  5  5  2  2  5
+7 11  7  9  6  6  2  2  6
+9 12  8  9  6  7  3  3  7
+11 13  9 10  7  8  4  4  8
+13 14  9 11  8  9  5  4  9
+15 14 10 11  9  9  6  5 10
+17 15 11 12 10 11  6  6 11
+19 16 12 13 11 12  7  6 12
+21 16 13 14 12 12  8  7 13
+23 16 14 14 13 13  9  8 14
+25 16 14 15 14 14 10  8 15
+27 17 15 16 14 14 10  9 16
+29 17 15 16 15 15 11 10 17
+31 17 16 16 15 16 12 10 18
+33 17 16 16 16 16 13 11 19
+35 17 16 16 16 16 14 12 20
Requisites: Int 16, Wis 18, Chr 17
Alignment: any
HD/level: 2d2
Weapon Prof.: 4+level/2
To Hit Table: Pri
Save Table: 2xPri
Reference: DM {Lost Divine Emissary}
Groups: Priest, Custom, Lost
 
Level N (every level): +1 Specialty God pick per level, in a Barneyed God. You may pick the same Barneyed God more than once.
Each reset, the DM will give you access to 3 new Barneyed gods. If at any time you have fewer than your LVL in Barneyed god choices (even in the dungeon), ask the DM and he will generate 3 more for you.
For each Barneyed god, you can pick a sphere:
All, Animal, Anti-Magic, Astral/Planar, Cataclysms, Chaos, Charity, Charm, Combat, Community, Cosmos, Creation, Darkness, Death, Destruction, Disease, Divination, Elemental, Elf, Entropy, Evil, Fear, Fertility, Fire, Good, Guardian, Healing, Incantatrix, Innates, Knowledge, Labour, Law, Love, Luck, Luck/Fate/Fortune, Madness, Magic, Metalworking, Meta-Magic, Moon, Mountain, Music, Nature, Necromantic, Numbers, Peace, Plant, Protection, Psionics, Radiation, Revenge, Science, Sea, Secrets, Skill, Sky, Stoicism, Strength, Summoning, Sun, Sword, Technology, Thievery, Thought, Thunder, Time, Travel, Travelers, Undead, War, Wards, Wealth, Weather, Wild Magic, Winter, Wisdom
And you can pick an alignment of the Barneyed God if desired.

[PC3] Priest Group Classes


Beast Arch-Priest

Level KXP Priest
123 456 789 ABC
1 0 0b- --- --- ---
2 4.5 00c --- --- ---
3 9 000 d-- --- ---
4 18 000 0e- --- ---
5 39 000 00f --- ---
6 82.5 000 000 g-- ---
7 165 000 000 0h- ---
8 330 111 111 1f- ---
9 675 111 111 10i ---
10 1350 111 111 100 j--
11 2025 222 222 211 h--
12 2700 222 222 211 0k-
13 3375 333 333 322 1i-
14 4050 444 444 433 2g-
15 4725 444 444 433 20l
16 5400 555 555 544 31j
17 6075 666 666 655 42h
18 6750 666 666 655 420
19 7425 777 777 766 531
20 8100 777 777 777 652
21 8775 777 777 777 763
22 9450 777 777 777 774
23 10125 777 777 777 775
24 10800 777 777 777 776
25 11475 777 777 777 777
26 12150 877 777 777 777
27 12825 887 777 777 777
28 13500 888 777 777 777
29 14175 888 877 777 777
30 14850 888 887 777 777
31 15525 888 888 777 777
32 16200 888 888 877 777
33 16875 888 888 887 777
34 17550 888 888 888 777
35 18225 888 888 888 877
36 18900 888 888 888 887
TH Saves
PD RS PP BW Sp Fo Re Wi
+0  8  4  6  3  4  0  0  3
+1  9  5  6  4  4  1  1  4
+2 10  6  7  5  5  2  2  5
+3 11  7  9  6  6  2  2  6
+4 12  8  9  6  7  3  3  7
+5 13  9 10  7  8  4  4  8
+6 14  9 11  8  9  5  4  9
+7 14 10 11  9  9  6  5 10
+8 15 11 12 10 11  6  6 11
+9 16 12 13 11 12  7  6 12
+10 16 13 14 12 12  8  7 13
+11 16 14 14 13 13  9  8 14
+12 16 14 15 14 14 10  8 15
+13 17 15 16 14 14 10  9 16
+14 17 15 16 15 15 11 10 17
+15 17 16 16 15 16 12 10 18
+16 17 16 16 16 16 13 11 19
+17 17 16 16 16 16 14 12 20
Requisites: Str 16, Wis 26; Class slots 2
Alignment: any
HD/level: d11
Weapon Prof.: 3+level/2
To Hit Table: War
Save Table: 2xPri
Reference: DM
Groups: Priest
 
Gets +1 GGL pick per level (including level 1). Stat and alignment requirements are ignored. All must be from the same pantheon, but you can add pantheons for 1 pick each. So the formula is:
(GGL picks) + (GGL pantheons) = 2 + (level)
Level 1: Each level, pick one spell. That spell requires only ½ of a spell to cast. This isn't cumulative with grand spheres.
Level 1: Free material componenting. Can double material component if 1V is spent.
Level 1: MR adjustment is -5*level% instead of +60-5*level%.
Level 1: Can specialize in 1 sphere for free. Can specialize in another sphere, but then must pick an opposite. Specialization may be either "Collective type" (1/2 cost on spells) or "2nd edition type" (+1 spell of the sphere each level).
Level 1: Does not suffer ill effects of casting a spell above his normal casting ability due to the Arch-Priest being too low level. If the Arch-Priest's Willpower score isn't high enough to cast the spell, he suffers the normal effects as per a normal Priest.
Level 4: All of your spells that offer a saving throw now require 2 saving throws, if either is failed, the target is treated as having not saved.
Level 9: When modifying an existing spell using spell research [S5], the base time is in days instead of weeks, and CL (Caster level) is 2 times Arch-Priest's level (for this rule only).
Level 9: All of your spells that offer a saving throw now require 3 saving throws, if any are failed, the target is treated as having not saved.
Level 11: Each level starting at 11th, pick one spell. That spell requires only ½ the number of Mental actions to cast.
Level 15: That's an "l" (lower case "L") in 12th's, i.e. -12 (before bonus).
Level 16: All of your spells that offer a saving throw now require 4 saving throws, if any are failed, the target is treated as having not saved.
Level 21: Each level starting at 21st, pick one spell. That spell offers no saving throw (even with Scarab of Protection) and MR cannot be used against it, even irreducible MR. If the target is immune to a spell's effect (Fireball vs. a Red Dragon), the spell still has no effect.
Level 25: All of your spells that offer a saving throw now require 5 saving throws, if any are failed, the target is treated as having not saved.
Level 31: Each level starting at 31st, pick one spell. That spell can be cast as a 0 action.
Level 36: All of your spells that offer a saving throw now require 6 saving throws, if any are failed, the target is treated as having not saved.

[PC3] Priest Group Classes


Beast Cleric

Level KXP Priest
123 456 78
1 0 0-- --- --
2 1.5 00- --- --
3 3 000 --- --
4 6 000 0-- --
5 12 000 00- --
6 24 000 000 --
7 48 000 000 0-
8 96 100 000 0-
9 192 110 000 0-
10 342 111 000 0-
11 492 111 100 0-
12 642 111 110 0-
13 792 111 111 0-
14 942 111 111 1-
15 1092 221 111 1-
16 1392 222 211 1-
17 1542 222 222 1-
18 1842 222 222 2-
19 2142 333 222 2-
20 2442 333 333 2-
21 2742 333 333 3h
22 3042 444 433 3g
23 3342 444 444 4f
24 3642 555 554 4e
25 3942 555 555 5d
26 4242 666 666 5c
27 4842 666 666 6b
28 5442 777 777 7a
29 6042 888 888 80
30 6642 999 999 91
31 7242 AAA AAA A2
32 7842 BBB BBB B3
33 8442 CCC CCC C4
34 9042 DDD DDD D5
35 9642 EEE EEE E6
36 10842 FFF FFF F7
TH Saves
PD RS PP BW Sp Fo Re Wi
+0  8  4  5  2  3  0  0  2
+1  8  4  6  3  4  0  0  3
+1  9  5  6  3  4  0  1  3
+2  9  5  6  4  4  1  1  4
+3 10  6  7  4  5  1  1  4
+3 10  6  7  5  5  2  2  5
+4 11  7  8  5  6  2  2  5
+5 11  7  9  6  6  2  2  6
+5 12  7  9  6  7  3  3  6
+6 12  8  9  6  7  3  3  7
+7 13  8 10  7  8  4  3  7
+7 13  9 10  7  8  4  4  8
+8 13  9 10  7  8  4  4  8
+9 14  9 11  8  9  5  4  9
+9 14 10 11  8  9  5  5  9
+10 14 10 11  9  9  6  5 10
+11 15 11 12  9 10  6  5 10
+11 15 11 12 10 11  6  6 11
Requisites: Wis 11
Alignment: any
HD/level: d6
Weapon Prof.: 3+level/3
To Hit Table: Pri
Save Table: Pri
Reference: DM
Groups: Priest
 
Treat this as a Cleric (1 or 2) with a different XP and spell progression.
This class does get the free Material Componenting of Cleric.

[PC3] Priest Group Classes


Boros Swiftblade (MTG R/W)


Level

KXP
Wiz/Pri/Psi11RW
123 456 789

TH
1 0 2-- --- --- +0
2 5.125 21- --- --- +1
3 10.25 22g --- --- +2
4 20.5 221 g-- --- +3
5 41 222 f-- --- +4
6 82 322 1f- --- +5
7 164 332 2e- --- +6
8 328 333 21e --- +7
9 656 333 32d --- +8
10 1312 433 321 --- +9
11 1968 444 321 --- +10
12 2624 444 322 d-- +11
13 3280 444 432 c-- +12
14 3936 544 432 1-- +13
15 4592 555 432 2c- +14
16 5248 655 443 2b- +15
17 5904 655 443 21- +16
18 6560 655 543 22b +17
19 7216 655 544 32a +18
20 7872 655 544 321 +19
21 8528 665 554 322 +20
22 9184 666 654 332 +21
23 9840 776 655 432 +22
24 10496 776 655 443 +23
25 11152 777 665 543 +24
26 11808 777 665 554 +25
27 12464 887 666 654 +26
28 13120 887 776 655 +27
29 13776 888 777 665 +28
30 14432 888 777 766 +29
31 15088 988 887 776 +30
32 15744 999 888 777 +31
33 16400 999 988 887 +32
34 17056 999 999 888 +33
35 17712 999 999 998 a +34
36 18368 999 999 999 1 +35
37 36736 999 999 999 2 +36
38 55104 999 999 999 3 +37
39 73472 999 999 999 4 +38
45 183680 A99 999 999 9 +44
54 348992 AAA AAA AAA 91 +53
63 514304 AAA AAA AAA A9 +62
72 679616 BBB BBB BAA AA1 +71
Requisites: Str 14, Dex 14, Int 16, Wis 13, Chr 14,
  Class Slots 2
Alignment: NG, CG, CN, or LE
HD/level: d8 (or Others +0d+6)
Weapon Prof.: 3+level/2
To Hit Table: War
Reference: DM
Groups: Warrior, Wizard, Priest
Complexity: CF=2
   
Saving Throws:  
PPD: level+5
RSW: level+5
PP: level+5
BW: level+5
Spell: level+8
Fort: level+2
Reflex: level+5
Will: level+5
   
Hit Dice: "Others +0d+6" means you add 6 to all your other classes' HD types.
Specialized in Wizard Invocation school. Grand in Priest Healing Sphere.
Level 3: 1M: Remove "summoning sickness" and/or "teleport sickness" from target.
Level 4: 1M: You will win initiative next segment.
Level 9: 1M: Target gains Free Action until end of turn.
 
New MTG Spells (count as Wizard Invocation, Priest Healing, or Psi11R/W):
Duergar Assailant (SL=1): Summon CL Dwarves of DL I; As each one dies, it deals 10 dmg or 1 rdmg to one target.
Double Cleave (SL=2): One target does double physical damage this segment (this spell has duration 1 segment)
Lightning Helix (SL=2): Deal 30 fire dmg to one target, cure another target 30 hp.
Energy Bolt N (SL=N, min SL=3): Deal 10*(N-2) magic dmg to one group, cure that amount to another target
Glory of Warfare (SL=4): Your subordinates get +2 offensive DL on the top of each segment, and +2 defensive DL on the bottom of each segment.
Master Warcraft (SL=4): 1bM: A group of monsters changes their mind who they attack (you decide who, but it must be one of their enemies).
Brightflame N (SL=N, min SL=5): Deal 10*(N-4) dmg to a group, you cure the total amount of damage done (to all creatures) to one target.
Reflect Damage (SL=5): 1bM: Reflect all damage done by one effect to one target.
Waves of Aggression (SL=5): Your subordinates can use 2S+1V actions this segment (this spell has duration 1 segment)

[PC3] Priest Group Classes


Bringer5

Level KXP Priest
123 456 7
1 0 1-- --- -
2 2 20- --- -
3 4 31- --- -
4 8 42- --- -
5 16 530 --- -
6 32 541 --- -
7 64 552 --- -
8 128 553 0-- -
9 256 554 1-- -
10 500 555 2-- -
11 750 555 30- -
12 1000 555 41- -
13 1250 555 52- -
14 1500 555 530 -
15 1750 555 541 -
16 2000 555 552 -
17 2250 555 553 0
18 2500 555 554 1
19 2750 555 555 2
20 3000 555 555 3
21 3250 555 555 4
22 3500 555 555 5
23 3750 655 555 5
24 4000 665 555 5
25 4250 666 555 5
26 4500 666 655 5
27 4750 666 665 5
28 5000 666 666 5
29 5250 666 666 6
30 5500 766 666 6
31 5750 776 666 6
32 6000 777 666 6
33 6250 777 766 6
34 6500 777 776 6
35 6750 777 777 6
36 7000 777 777 7
TH Saves
PD RS PP BW Sp Fo Re Wi
+0  8  4  5  2  3  0  0  2
+1  8  4  6  3  4  0  0  3
+1  9  5  6  3  4  0  1  3
+2  9  5  6  4  4  1  1  4
+3 10  6  7  4  5  1  1  4
+3 10  6  7  5  5  2  2  5
+4 11  7  8  5  6  2  2  5
+5 11  7  9  6  6  2  2  6
+5 12  7  9  6  7  3  3  6
+6 12  8  9  6  7  3  3  7
+7 13  8 10  7  8  4  3  7
+7 13  9 10  7  8  4  4  8
+8 13  9 10  7  8  4  4  8
+9 14  9 11  8  9  5  4  9
+9 14 10 11  8  9  5  5  9
+10 14 10 11  9  9  6  5 10
+11 15 11 12  9 10  6  5 10
+11 15 11 12 10 11  6  6 11
Requisites: Str 9, Wis 17
Alignment: any E
HD/level: 2d4
Weapon Prof.: 2+level/3
To Hit Table: Pri
Save Table: Pri
Reference: Buffyverse / DM
Groups: Priest
 
Exceptional Wis bonus to spells.
Bringers may command (but not turn) undead. Bringers may also command outer-planar evil creatures using their unadjusted HD (no adjustments due to outer-planar status, a 6 HD outer-planar is just as easy to command as a 6 HD undead). Bringers cannot turn or command golems, paladins, or other things that Turn Undead normally does.
Bringers may specialize in All, Astral, Divination, and Necromantic (the "spells cost ½ a spell slot" type), if they do, they get Animal, Plant, Sun, and Weather as opposites.
Each level, get one "5th edition" pick from the choices below.
 
Levels Pick Description
Level 1-3: A Detect/Identify Radiation & Magic (as per the spells)
B Immune to illusions (the effect, not the whole school)
C Immune to blindness (can see all-around without eyes)
D Regenerate LVL hp/m (this is not troll-like), you can regenerate another if touching
E Species Enemy: Choose as per Ranger, your harmful spell effects are doubled on them
Level 4: Pick two from: Bringer5 Level 1-3, one Spellshaper5 Level 1-3, or one Psi(-5) minor
Level 5-7: F Detect/Identify Psionics & Innates (as per the spells)
G All of your edged weapons are "Sharpness" branded
H Telepathy & Comprehend Languages (cut out tongue here!)
I Regenerate LVL hp/r (this is troll-like), restore 1 stat point or limb /m, can touch
J Immune to disease and reversed Healing sphere spells
Level 8: Pick two from: Bringer5 Level 5-7, Spellshaper5 Level 1-3, Psi(-5) minor
Level 9-12: K Detect/Identify Anti-Magic & Anti-Psi (as per spells)
L Strength of Caleb: +LVL Str; you get Barbarian Str
M Health of Caleb: +LVL Con; all of your classes get Barbarian Con
N Regenerate LVL hp/s (troll-like, heals vile/perm dmg), restore XP/Lvl drain, within 30'
O Know all Psi(-6)E First Hell powers; Psi(-6)E PSPs=(S+I*2+W+LVL*6); +1M/r only for Psi(-6)E
Level 13: Pick 2: Bringer5 Level 9-12, Spellshaper5 Level 5-7, Psi(-5) major, other5 Level 1-3
Level 14-18: P Detect/Identify Spirit/Concordant & Anti-Innates (as per spells)
Q Knowledge of the First Evil: +LVL Int; 1F, 1/t: Replay of the past / Commune with dead
R Insubstantial (Physical): Immune matter
S Regenerate LVL*10 hp/s (troll-like, heals vile/perm dmg), remove stun/loss of actions, within 30' or through psi link
T Know all Psi6E First & Second Gloom powers; Psi6E PSPs=(K*2+I+W+LVL*6); +1M/r only for Psi6E
Level 18: Pick 2: Spellshaper5 Level 9-12, Psi(-5) grand, other5 level 5-7
Level 20-26: U Detect/Identify Godly & Anti-Spirit/Concordant (as per spells)
V +LVL CL with Priest spells
W Insubstantial (Force): Immune energy
X Regenerate LVL*100 hp/s (troll-like, heals vile/perm dmg), restore mult./truename, to anyone known across planes
Y Use "Mixed Classing" (even if illegal) to mix one (legal) class with an evil alignment requirement into this class
Z Pick 1 Level 14-18 (or lower) pick from any "5th Edition" class (this may be picked multiple times)
Level 27-36: Pick 1 Level 20-26 (or lower) pick from any "5th Edition" class.

[PC3] Priest Group Classes


Buffer


Level

KXP
Priest
123 456 789 ABC

TH
1 0 1-- --- --- +0
2 3.5 2-- --- --- +1
3 7 21- --- --- +1
4 14 32- --- --- +2
5 28 421 --- --- +3
6 56 422 --- --- +3
7 84 432 1-- --- +4
8 126 433 2-- --- +5
9 189 433 21- --- +5
10 350 443 22- --- +6
11 525 444 33- --- +7
12 1050 444 441 --- +7
13 1575 555 442 --- +8
14 2100 555 442 1-- +9
15 2625 555 552 1-- +9
16 3150 555 553 21- +10
17 3675 555 553 32- +11
18 4200 555 553 321 +11
19 4725 555 553 331 +12
20 5250 555 554 332 +13
21 5775 555 554 442 +13
22 6300 555 555 443 +14
23 6825 555 555 553 +15
24 7350 555 555 554 +15
25 7875 555 555 555 +16
26 8400 666 655 555 +17
27 8925 666 666 655 +17
28 9450 666 666 666 +18
29 9975 777 766 666 +19
30 10500 777 777 766 +19
31 11025 777 777 777 +20
32 11550 888 877 777 +21
33 12075 888 888 877 +21
34 12600 888 888 888 +22
35 13125 999 988 888 +23
36 13650 999 999 999 1 +23
37 27300 999 999 999 2 +24
38 40950 999 999 999 3 +25
39 54600 999 999 999 4 +25
45 136500 A99 999 999 9 +30
54 259350 AAA AAA AAA 91 +36
63 382200 AAA AAA AAA A9 +42
72 505050 BBB BBB BAA AA1 +48
Requisites: Con 14, Int 14, Wis 18
Alignment: any
HD/level: d10
Weapon Prof.: 1+level/2
To Hit Table: Pri
Reference: DM
Groups: Priest
Complexity: CF=3
   
Saving Throws:  
PPD: level+6
RSW: level+5
PP: level+3
BW: level+1
Spell: level+2
Fort: level+5
Reflex: level+0
Will: level+6
   
Grand in Buff Sphere.
The Buff sphere spells have duration 1 day. They use LVL instead of CL.
You may cast a Buff sphere spell on 1 person (instead of the whole party), if you do, it has double effect.
Each Buff can be ran only once.
Buff Sphere spells (all of these spells are duration 1d):
Armor Class (SL=1): The party gets +LVL AC.
Damage (SL=1): The party gets +LVL dmg with attacks.
Hit Points (SL=1): The party gets +LVL*6 max hp.
Proficiencies (SL=1): The party gets +LVL proficiencies.
Saving Throws (SL=1): The party gets +LVL saving throws.
To Hit (SL=1): The party gets +LVL to hit.
BlahR (SL=1): The party gets +(LVL-2)*10% RMPIR.
Damage Resistance (SL=2): The party gets -(LVL-1) dmg per physical attack.
Kits/Feats (SL=2): The party gets LVL-1 among Kits or Feats.
Movement Rate (SL=2): The party gets +(LVL-1)*3" movement rate.
Rogue Ability (SL=2): The party gets +20*(LVL-1) Rogue points and one "Level LVL/2:" pick (round up).
Ability Scores (SL=3): The party gets +LVL-2 among ability scores.
B Actions (SL=3): The party gets +LVL-2 B actions.
BlahR Evasion (SL=3): The party evades 25*(LVL-2)% of RMPIR.
Buff Buff (SL=4): One of your Buff spells has double effect (can run LVL-3 of these).
Caster Level (SL=5): The party gets +LVL-4 CL.
Spell Damage (SL=5): The party gets +LVL-4 dmg per die with damaging spells.
Chr (SL=6): The party gets +LVL-5 Chr.
Con (SL=6): The party gets +LVL-5 Con.
Dex (SL=6): The party gets +LVL-5 Dex.
Int (SL=6): The party gets +LVL-5 Int.
Str (SL=6): The party gets +LVL-5 Str.
Wis (SL=6): The party gets +LVL-5 Wis.
True Saves (SL=7): The party gets ++LVL-6 saves.
True To Hit (SL=7): The party gets ++LVL-6 to hit.
Summon Rhp (SL=8): The party's summons get +CL-7 rhp.
Immuner (SL=9): The party gets +LVL-8 immunities to [C] section effects (as per Immuner).
Memorization (SL=9): The party gets +LVL-8 SL's in memorization.
Wear Locations (SL=10): The party gets +LVL-9 wear locations (as per the Mini class).

[PC3] Priest Group Classes


Cleric0

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

[PC3] Priest Group Classes


Cleric1

Level KXP Priest
123 456 7
1 0 1-- --- -
2 1.5 20- --- -
3 3 21- --- -
4 6 320 --- -
5 13 331 --- -
6 27.5 332 0-- -
7 55 332 1-- -
8 110 333 20- -
9 225 443 21- -
10 450 443 320 -
11 675 544 321 -
12 900 655 322 -
13 1125 666 422 0
14 1350 666 532 1
15 1575 666 642 1
16 1800 777 643 1
17 2025 777 753 2
18 2250 888 864 2
19 2475 998 864 2
20 2700 999 875 2
21 2925 999 986 2
22 3150 999 996 3
23 3375 999 997 3
24 3600 999 998 3
25 3825 999 998 4
26 4050 999 999 4
27 4275 999 999 5
28 4500 999 999 6
29 4725 999 999 7
30 4950 999 999 8
31 5175 999 999 9
32 5400 AAA A99 9
33 5625 AAA AAA 9
34 5850 AAA AAA A
35 6075 BBB BAA A
36 6300 BBB BBB B
TH Saves
PD RS PP BW Sp Fo Re Wi
+0  8  4  5  2  3  0  0  2
+1  8  4  6  3  4  0  0  3
+1  9  5  6  3  4  0  1  3
+2  9  5  6  4  4  1  1  4
+3 10  6  7  4  5  1  1  4
+3 10  6  7  5  5  2  2  5
+4 11  7  8  5  6  2  2  5
+5 11  7  9  6  6  2  2  6
+5 12  7  9  6  7  3  3  6
+6 12  8  9  6  7  3  3  7
+7 13  8 10  7  8  4  3  7
+7 13  9 10  7  8  4  4  8
+8 13  9 10  7  8  4  4  8
+9 14  9 11  8  9  5  4  9
+9 14 10 11  8  9  5  5  9
+10 14 10 11  9  9  6  5 10
+11 15 11 12  9 10  6  5 10
+11 15 11 12 10 11  6  6 11
Requisites: Wis 9
Alignment: non-TN
HD/level: d8
Weapon Prof.: 2+level/4
To Hit Table: Pri
Save Table: Pri
Reference: PH1-20
Groups: Priest
 
Priest Spells: Get 1 Grand, 3 Major, 6 Minor spheres.
Level 1: Turn Undead, see [S3]
Level 1: May use 1 instance of material componenting per spell as a 0 action. You lose this ability if you are a Specialty Priest.
Level 9: Can construct religious stronghold, cost is ½ due to religious help. Must contain temple/cathedral/church at least 2500 sq.ft. If cleric clears area, gains 9 sp/inhabitant from trade/taxes/tithes
Level 9: Detect Deception: can sense lies and see through all illusions with 1M.
Level 9: Loan: Can transfer hit points from self to any creature or group of creatures within sight (1M action). Cannot raise above max hp.
Level 15: Divine Voice: 1M+1P+1V action: all within 180' save vs. spell or Entralled (as spell). Cleric can issue a Mass Suggestion as well.
Level 18: Divine Strength: Can adjust Wis, Str, and Chr as follows: 1M action: one stat raised to equal the cleric's level or +1; the two other stats are reduced by 2; lasts for 1 r/level; maintained effect.
Level 27: Divine Will: Can throw off any one non-godly effect per day; the effect simply does not function on the cleric.

[PC3] Priest Group Classes


Cleric1JG

Level KXP Priest
123 456 7
1 0 1-- --- -
2 1.8 20- --- -
3 3.6 21- --- -
4 7.2 320 --- -
5 14.4 331 --- -
6 28.8 332 0-- -
7 57.6 332 1-- -
8 115.2 333 20- -
9 230.4 443 21- -
10 590.4 443 320 -
11 950.4 544 321 -
12 1310.4 655 322 -
13 1670.4 666 422 0
14 2030.4 666 532 1
15 2390.4 666 642 1
16 2750.4 777 643 1
17 3110.4 777 753 2
18 3470.4 888 864 2
19 3830.4 998 864 2
20 4190.4 999 875 2
21 4550.4 999 986 2
22 4910.4 999 996 3
23 5270.4 999 997 3
24 5630.4 999 998 3
25 5990.4 999 998 4
26 6350.4 999 999 4
27 6710.4 999 999 5
28 7070.4 999 999 6
29 7430.4 999 999 7
30 7790.4 999 999 8
31 8150.4 999 999 9
32 8510.4 AAA A99 9
33 8870.4 AAA AAA 9
34 9230.4 AAA AAA A
35 9590.4 BBB BAA A
36 9950.4 BBB BBB B
TH Saves
PD RS PP BW Sp Fo Re Wi
+0  8  4  5  2  3  0  0  2
+1  8  4  6  3  4  0  0  3
+1  9  5  6  3  4  0  1  3
+2  9  5  6  4  4  1  1  4
+3 10  6  7  4  5  1  1  4
+3 10  6  7  5  5  2  2  5
+4 11  7  8  5  6  2  2  5
+5 11  7  9  6  6  2  2  6
+5 12  7  9  6  7  3  3  6
+6 12  8  9  6  7  3  3  7
+7 13  8 10  7  8  4  3  7
+7 13  9 10  7  8  4  4  8
+8 13  9 10  7  8  4  4  8
+9 14  9 11  8  9  5  4  9
+9 14 10 11  8  9  5  5  9
+10 14 10 11  9  9  6  5 10
+11 15 11 12  9 10  6  5 10
+11 15 11 12 10 11  6  6 11
Requisites: Wis 12
Alignment: any
HD/level: d8
Weapon Prof.: 2+level/3
To Hit Table: Pri
Save Table: Pri
Reference: FGE1JG
Groups: Priest
 
Level 1: 1M, 1/d: Summon Aid LVL*5%
Level 1: Instead of Turn Undead, gets Turn Opposite Alignment and Control Same Alignment. The Control Same Alignment is at a double HD penalty (e.g. A 15 HD monster is treated as if 30 HD).
Level 1: 1M, LVL/w: Bless an item, it gains a +LVL/4 bonus to hit (if below level 4, is considered a +0 magical weapon).
Level 3: +LVL/3 damage.

[PC3] Priest Group Classes


Cleric2

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

[PC3] Priest Group Classes


Cleric3

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

[PC3] Priest Group Classes


Cleric30

Level KXP Priest
123 456 789 ABC D

TH
1 0 10a c-- --- - +0 (d30)
2 3.6 200 b-- --- - +1 (d30)
3 14.4 210 ac- --- - +1 (d30)
4 36 320 0b- --- - +2 (d30)
5 72 421 0ac --- - +3 (d30)
6 126 422 00b --- - +3 (d30)
7 201.6 432 10a c-- - +4 (d30)
8 302.4 433 200 b-- - +5 (d30)
9 432 433 210 ac- - +5 (d30)
10 594 443 220 0b- - +6 (d30)
11 792 444 330 0a- - +7 (d30)
12 1029.6 444 441 0ac - +7 (d30)
13 1310.4 555 442 00b - +8 (d30)
14 1638 555 442 100 - +9 (d30)
15 2016 555 552 100 - +9 (d30)
16 2448 555 553 210 - +10 (d30)
17 2928 555 553 320 - +11 (d30)
18 3408 555 553 321 c +11 (d30)
19 3888 555 553 331 c +12 (d30)
20 4368 555 554 332 b +13 (d30)
21 4848 555 554 442 b +13 (d30)
22 5328 555 555 443 a +14 (d30)
23 5808 555 555 553 a +15 (d30)
24 6288 555 555 554 0 +15 (d30)
25 6768 555 555 555 0 +16 (d30)
26 7248 666 655 555 1 +17 (d30)
27 7728 666 666 655 1 +17 (d30)
28 8208 666 666 666 2 +18 (d30)
29 8688 777 766 666 2 +19 (d30)
30 9168 777 777 766 3 +19 (d30)
31 9648 777 777 777 3 +20 (d30)
32 10128 888 877 777 4 +21 (d30)
33 10608 888 888 877 4 +21 (d30)
34 11088 888 888 888 5 +22 (d30)
35 11568 999 988 888 5 +23 (d30)
36 12048 999 999 999 61 +23 (d30)
37 24096 999 999 999 62 +24 (d30)
38 36144 999 999 999 63 +25 (d30)
39 48192 999 999 999 64 +25 (d30)
45 120480 999 999 999 88 +29 (d30)
54 228912 AAA AAA 999 991 +35 (d30)
63 337344 AAA AAA A99 999 +41 (d30)
72 445776 BBB AAA AAA AAA 1 +47 (d30)
Requisites: Con 10, Wis 20, Chr 10
Alignment: any
HD/level: ½d30
Weapon Prof.: 3+level*2
To Hit Table: Pri (d30)
Reference: DM
Groups: Priest, Futureshifted
Complexity: CF=4
   
Saving Throws:  
PPD: 7+level (d30)
RSW: 3+level (d30)
PP: 4+level (d30)
BW: 1+level (d30)
Spell: 2+level (d30)
Fort: 3+level (d30)
Reflex: 0+level (d30)
Will: 5+level (d30)
   
Gets only 1/2 of a HD per level, so you get only 1/2 your Con bonus. Best way to calculate this is (30+Con bonus)*LVL/2, round up.
Rolls 1d30 to hit and for saves. Automatically hits (succeeds) on a natural 29-30. Automatically misses on a 1.
Gets free material componenting, and can do double material componenting (x3 effect in one category or x2 in two categories) if 1V is spent.
All dice in all spells is replaced by d30 (so Cure Light Wounds is 1d30+LVL, Blade Barrier is 8d30, etc.)
Rolls 1d30-10 for proficiency checks.
Replaces all dice with d30's for Turn Undead (both the turning roll and the result), and for Omens.
Level N (every level): +1 Grand sphere.

[PC3] Priest Group Classes


Cloistered Arch-Cleric1

Level KXP Priest
123 456 789 ABC DE
1 0 000 --- --- --- --
2 1.6 100 0-- --- --- --
3 3.2 210 00- --- --- --
4 6.4 321 00- --- --- --
5 12.8 432 000 --- --- --
6 25.6 433 100 --- --- --
7 51.2 443 200 0-- --- --
8 102.4 444 310 00- --- --
9 200 444 420 000 --- --
10 400 444 430 000 --- --
11 600 444 441 000 0-- --
12 800 544 442 000 0-- --
13 1000 554 443 000 00- --
14 1200 555 444 000 00- --
15 1400 655 544 100 000 --
16 1600 665 554 200 000 --
17 1800 666 555 300 000 0-
18 2000 766 655 410 000 0-
19 2200 776 665 521 000 00
20 2400 777 666 532 100 00
21 2600 877 766 643 210 00
22 2800 887 776 654 321 00
23 3000 888 777 665 432 10
24 3200 988 877 776 543 21
25 3400 998 887 777 654 32
26 3600 999 888 777 765 43
27 3800 A99 988 888 876 54
28 4000 AA9 998 888 887 65
29 4200 AAA 999 888 888 76
30 4400 BAA A99 999 999 87
31 4600 BBA AA9 999 999 98
32 4800 BBB AAA 999 999 99
33 5000 CBB BAA AAA AAA AA
34 5200 CCC BBA AAA AAA AA
35 5400 CCC CCB AAA AAA AA
36 5600 CCC CCC CBB BBB BB
TH Saves
PD RS PP BW Sp Fo Re Wi
-1  8  4  5  2  3  0  0  2
+0  8  4  6  3  4  0  0  3
+0  9  5  6  3  4  0  1  3
+1  9  5  6  4  4  1  1  4
+1 10  6  7  4  5  1  1  4
+1 10  6  7  5  5  2  2  5
+1 11  7  8  5  6  2  2  5
+2 11  7  9  6  6  2  2  6
+2 12  7  9  6  7  3  3  6
+3 12  8  9  6  7  3  3  7
+3 13  8 10  7  8  4  3  7
+3 13  9 10  7  8  4  4  8
+3 13  9 10  7  8  4  4  8
+4 14  9 11  8  9  5  4  9
+4 14 10 11  8  9  5  5  9
+5 14 10 11  9  9  6  5 10
+5 15 11 12  9 10  6  5 10
+5 15 11 12 10 11  6  6 11
Requisites: Int 12, Wis 18; Class slots 2
Alignment: any
HD/level: 2d4
Weapon Prof.: 0+level/16
To Hit Table: ½xPri
Save Table: Pri
Reference: DM
Groups: Priest
 
Gets double your Wisdom score in bonus to spell progression (i.e. if your Wisdom is 26, you read on the Wis=52 line).
All Healing sphere spells cost ½ of a spell to cast. Spells from the All, Divination, and Protection spheres cost 1 spell to cast. All other spells cost 2 spells to cast. Non-Healing spells of SL>9 cost an additional CL-9 spells beyond this amount (e.g. a 14th level Combat spell would cost 2+14-9 = 7 spell slots).
Level 1: All range "Touch" healing spells become "Sight". If your campaign uses Healing spells as range Sight already, Healing spells become area effect.
Level 4: You may pick another sphere to cost only 1 spell each to cast.
Level 8: You may pick another sphere to cost only 1 spell each to cast. (total 2)
Level 9: All healing spells are doubled in effect.
Level 12: You may pick another sphere to cost only 1 spell each to cast. (total 3)
Level 16: You may pick another sphere to cost only 1 spell each to cast. (total 4)
Level 18: Automatically roll maximum on all variable healing spells.
Level 27: May heal characters above maximum at a rate of 10 per 1; e.g. if you cure someone by 40 over their max, they are now at 4 above their max. This rate gets better by 1 until the maximum (1 per 1) is reached at level 36. This does not affect set hit point effects such as Heal and Death's Door.

[PC3] Priest Group Classes


Cloistered Cleric1

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

[PC3] Priest Group Classes


Cosmos Priest

Level KXP Priest
123 456 78
1 0 20- --- --
2 4 210 --- --
3 8 321 --- --
4 15 422 --- --
5 25 432 0-- --
6 40 432 1-- --
7 70 443 1-- --
8 120 443 20- --
9 180 543 21- --
10 250 543 320 --
11 400 553 321 0-
12 600 554 432 1-
13 1500 655 543 2-
14 2300 666 654 3-
15 3100 666 666 4-
16 3900 666 666 5-
17 4700 666 666 6-
18 5500 666 666 60
19 6300 666 666 61
20 7100 666 666 62
21 7900 666 666 63
22 8700 666 666 64
23 9500 666 666 65
24 10300 766 666 65
25 11100 776 666 65
26 11900 777 666 65
27 12700 777 766 65
28 13500 777 776 65
29 14300 777 777 65
30 15100 777 777 75
31 15900 777 777 76
32 16700 777 777 77
33 17500 887 777 77
34 18300 888 877 77
35 19100 888 888 77
36 19900 888 888 88
TH Saves
PD RS PP BW Sp Fo Re Wi
+0  4  2  3  1  1  1  1  0
+1  5  2  4  2  1  1  1  0
+2  5  3  4  3  2  2  2  1
+3  6  4  5  4  3  2  2  1
+4  7  5  6  5  4  3  2  1
+5  8  5  7  6  4  3  3  2
+6  8  6  7  7  5  4  3  2
+7  9  7  8  8  6  4  4  2
+8 10  8  9  9  7  5  4  3
+9 11  8 10 10  7  5  4  3
+10 11  9 10 11  8  6  5  3
+11 12 10 11 12  9  6  5  4
+12 13 11 12 13 10  7  6  4
+13 14 11 13 14 10  7  6  4
+14 14 12 13 14 11  8  6  5
+15 14 12 14 14 11  8  7  5
+16 14 13 14 14 12  9  7  5
+17 15 13 14 14 12  9  8  6
Requisites: Str 14, Dex 14, Int 14, Wis 12, Chr 14
Alignment: any
HD/level: +d9
Weapon Prof.: 3+level/3
To Hit Table: War
Save Table: Pri
Reference: DM
Groups: Priest, Planar
 
Gets an ability score of your choice as bonus to spell progression.
Replace the d20 roll for what you roll for Turn Undead with d30. Replace the d12's for number turned with d20's.
Can specialize in weapons using the "Non-War" line.
+(LVL+2)/3 slots for Henchmen.
Never loses control of Henchmen (auto-make Chr and Morale checks).
Divide the cost of Henchment by LVL.
Level N (every level): Choose Sun, or War. Bonus grand in that sphere.
Level N (every level): Choose two from the list below. If it's an immunity, you can alternatively pick the ability to ignore people's immunity to that effect.
Astral-A. +1M Action.
Astral-B. Barbarian Int bonus instead of Exceptional.
Astral-C. Stun touch: You can attack (unarmed only) if you are Astrally Projected; +10*LVL Astral stunning dmg with unarmed attacks (save vs. PPD or -LVL all actions for LVL r)
Astral-D. Immune to aging attacks, or effects that would damage your Silver Cord.
Astral-E. You, your party, followers, henchmen, summons, familiars, and animal companions Fly at LVL*30" (LVL*10 mph) in non-combat situations.
Astral-F. Automatically make Int checks, Disbelief checks (regardless of penalty). Immune to Mirage Arcana.
Astral-G. ½V: Controlled Blink.
Astral-H. You and your henchmen ignore Phased Out status, Displacement, and Planar Displacement.
Astral-I. Your summons do special effects (innates, spells) as if one DL better than they are.
Astral-J. Immune to Astral sphere spells, and being Astral Construct or Astral Destruct "twisted".
Astral-K. Free GGL (Specialty God) pick in a god that has an Int requirement.
Astral-L. The party's psionic link cannot be "tapped", disrupted, and works up to 2 planes removed.
Astral-M. 1F, 1/h: Create a x1 Terrain Feature (Special with 1 mile radius), with a max SL=(LVL/2) effect.
Astral-N. Your illusion spell effects have xLVL area. ½M: Dispel Illusion.
Astral-O. Choose one other pick above (that you already have), or an Astral spell you know. Replace all instances of the word "Astral" with "Anti-Astral", "Ethereal", "Phlogiston", or "Maelstrom".
Sun-A. Immune to Blindness
Sun-B. Immune to Chromatic and Color (e.g. Color Spray) effects.
Sun-C. Immune to Cold and Natural Cold (you Resist other variants such as Holy Cold).
Sun-D. Immune to Fire (and variants such as Holy Fire and Natural Fire). Immune to Heat.
Sun-E. Immune to Gravity (but not TK / falling damage)
Sun-F. Immune to Light (and all variants)
Sun-G. Immune to Plasma and Natural Plasma.
Sun-H. Immune to Positive Energy (includes Unlive positive energy levels).
Sun-I. Immune to Prismatic effects.
Sun-J. Immune to Sun sphere spells.
Sun-K. Immune to Sunstone and Midnight Sunstone (unusual materials)
Sun-L. Immune to Vacuum. Need not breathe.
Traveller-A. Can get and can use 2Z actions per half segment.
Traveller-B. Can use 2V actions per segment.
Traveller-C. Double movement rate, or +3*LVL" movement rate. Sustain movement rate.
Traveller-D. Immune to Wall, Sphere, and Forcefield effects
Traveller-E. Sustain all actions; Time/Reality stability; Immune to Hold, Stop, Time Stop, Temporal Stasis
Traveller-F. Automatically make saves that give a Dex bonus; Automatically make Reflex saves (even if no Dex bonus).
Traveller-G. Immune to TK and Falling Damage (but not high Gravity)
Traveller-H. Get 2 parting shots / attacks of opportunity instead of 1.
Traveller-I. Exceptional Dex bonus. This may be taken more than once, each is another level of Exc Dex.
Traveller-J. Immune to Traveller sphere spells.
Traveller-K. Free GGL (Specialty God) pick in a god that has a Dex requirement.
Traveller-L. Immune to Vacuum. Need not breathe.
Traveller-M. 0, 1/r: Counter someone entering your group (either by moving or by other means).
War-A. +1P Action.
War-B. Barbarian Str bonus instead of Exceptional.
War-C. All weapons are considered 1 size smaller for what you can wield.
War-D. Immune to attacks from siege machines.
War-E. You, your party, followers, henchmen, summons, familiars, and animal companions Fly at LVL*3".
War-F. Automatically make Str checks, Bend Bars/Lift Gates checks. Immune to Web and Stop effects.
War-G. Unmanned siege machines within LVL*10' of you can fire by themselves (using your attack bonuses).
War-H. You and your henchmen ignore plusses needed to hit, WR, and DR.
War-I. Your henchmen attack as if one DL better than they are.
War-J. Your henchmen defend as if one DL better than they are.
War-K. Free GGL (Specialty God) pick in a god that has a Str requirement.
War-L. You can communicate psionically with all of your henchmen. This link cannot be "tapped".
War-M. 1F, 1/h: Create a x1 Terrain Feature (Special with 1 mile radius), with a max SL=(LVL/2) effect.
War-N. Your Wall spell effects have xLVL area. ½M: Dispel a Wall effect.
New Astral Spells:
Astral Construct N (SL=N): Summon an Astral Construct of DL=N. Astral Construct 0 is legal as an Orison (Cantrip). Reverse of this spell gives an Astral Repair (not an Astral Destruct). You may material component this spell to get 2 Astral Constructs (assuming you have the slots available).
Astral Perception (SL=1): Perceive into the Astral plane; you are considered an additional +2 weapon to hit.
Astral Form Blockade Field (SL=2): x1 Enemy Special on room: Dim Doors, Blinking, Astral Perception/Projection do not work in room ("Enemy Specials" only work on enemies; your party and summons etc. are not affected. They are removed as per Specials, with a -50% penalty).
Astral Projection (SL=3): Can project into the Astral Plane; cannot physically attack; copy Int->Str, Wis->Dex, Chr->Con.
Astral Dreadnought/Deva (SL=4): Summons an Astral Dreadnought or Deva (your choice, they are DL VI monsters). You have an Astral Dreadnought/Deva summon slot in addition to your normal summon slot (and your Astral Construct slot).
Burst Astral Destruct Swarm Summoning V (SL=5): Summons LVL Astral Destruct V's, not sick, have only 3S actions, disappear after 1r. Reverse of this spell summons Astral Fabricators.
Improved Astral Projection (SL=6): As Astral Projection, but you can physically attack.
Holy Word Stun (SL=7): Target is Capital S Stunned (no save, no MR). Material componenting this spell for area gives 2 targets, not a group.
Star Travel (SL=8): You fly at CL c (CL times the speed of light). You can enter a Star and either [1] Spelljam to another Star or Crystal Sphere (as if you were an Iconian Gateway), or [2] Time Travel (as if you were an Undead Robotic Chicken).
Custom Astral Projection (SL=9): As Improved Astral Projection, but pick Int, Wis, or Chr; this stat copies to the other 5.
New Sun Spells:
Mini Restoration (SL=1): Removes 1 negative level or 1 stat damage, or causes 4+CL Positive Energy damage to one target (no save).
Sun Shield (SL=2): Damaging shield (50% back) of type Holy Plasma. You Resist Cold while running this.
Searing Light (SL=3): CLd8 Holy Light damage to one target (no save; x2 dmg vs. Undead)
Sun Snake (SL=4): Summons a Sun Snake (a DL VI monster). You have a Sun Snake summon slot in addition to your normal summon slot. You are allowed to have 2 Sun Snakes (one in each slot).
Prismatic Strike (SL=5): Like Prismatic Spray, but only 1 target, and on a "8", you choose the result (instead of giving 2 random results). (You could of course material component this spell to hit a group.)
Dust (SL=6): "Dusts" (D) an Undead or Negative Energy creature (no save, no limit on HD or type of undead).
Holy Word Blind (SL=7): Target is blinded, and cannot target or attack anything (no save, no MR).
Star Travel (SL=8): You fly at CL c (CL times the speed of light). You can enter a Star and either [1] Spelljam to another Star or Crystal Sphere (as if you were an Iconian Gateway), or [2] Time Travel (as if you were an Undead Robotic Chicken).
Star Swarm (SL=9): Like Planet Swarm, but 4 Stars (each does 2 idmg, no save, no MR)
New Traveller Spells:
Tactic Move (SL=1): Move 1 target from one group to another group, no parting shots, unwilling gets Reflex save (with Dex bonus).
TK Shield (SL=2): Damaging shield (50% back) of type Telekinesis. You Resist TK and Falling Damage while running this.
Blink Wounder (SL=3): (May cast as a 0 action): Blink. If you material component, you can blink twice this segment (you may act between the blinks)
Space Dragon (SL=4): Summons a Space Dragon (a DL VI monster). You have a Space Dragon summon slot in addition to your normal summon slot. You are allowed to have 2 Space Dragons (one in each slot).
Folding Dimensional Doom (SL=5): Creates a rift of random Dim Doors and Dim Folds; All in group are slain (PPD save) or randomly teleported away (RSW save).
True Teleport (SL=6): Your party teleports on your side of the segment (no delay).
Holy Word Shift (SL=7): Target is plane shifted to a plane of your choice (no save, no MR).
Star Travel (SL=8): You fly at CL c (CL times the speed of light). You can enter a Star and either [1] Spelljam to another Star or Crystal Sphere (as if you were an Iconian Gateway), or [2] Time Travel (as if you were an Undead Robotic Chicken).
Beset (SL=9): Target is Set and his home plane becomes this plane (no save, no MR)
New War Spells:
War Charge (SL=1): When charging with at least 100 Henchmen, all who see this are Feared (Will save).
Battle Shield (SL=2): Damaging shield (50% back) of type Metal. You resist weapon special effects while running this.
Dispel Charm (SL=3): Dispels Charm on a group, or on all of your Henchmen at once.
Henchman Recruit (SL=4): Teleports in one Henchman of the same type as one you have. You must pay the gp cost of the Henchman immediately.
True Storm (SL=5): Entire party (incl. summons and henchmen) get +20 TH on one attack this segment.
Army Teleport (SL=6): Teleports any number of (willing) beings within sight.
Holy Word Battle (SL=7): Entire party (incl. summons and henchmen) get +1QS action this segment.
Higher Ground (SL=8): Creates a x2 Terrain Feature that you and your henchmen get +1 to multiplier.
Mass Mass Heal (SL=9): Heals up to 100 groups of creatures. (Yes, this can be reversed.)

[PC3] Priest Group Classes


Cosmotician

Level KXP Priest
123 456 78
1 0 0-- --- --
2 3 1-- --- --
3 6 20- --- --
4 12 21- --- --
5 25 220 --- --
6 50 221 --- --
7 100 322 0-- --
8 200 332 1-- --
9 400 333 20- --
10 800 443 21- --
11 1200 443 320 --
12 1600 444 321 --
13 2000 554 322 --
14 2400 555 332 --
15 2800 655 333 --
16 3200 655 443 0-
17 3600 665 443 1-
18 4000 665 443 2-
19 4400 765 444 2-
20 4800 765 444 3-
21 5200 765 554 3-
22 5600 765 554 4-
23 6000 776 654 4-
24 6400 876 655 40
25 6800 876 655 51
26 7200 877 665 52
27 7600 887 666 52
28 8000 887 776 53
29 8400 887 776 63
30 8800 888 777 63
31 9200 888 887 64
32 9600 988 887 64
33 10000 998 888 74
34 10400 999 888 84
35 10800 999 998 85
36 11200 999 999 95
TH Saves
PD RS PP BW Sp Fo Re Wi
+0  8  4  5  2  3  0  0  2
+1  8  4  6  3  4  0  0  3
+1  9  5  6  3  4  0  1  3
+2  9  5  6  4  4  1  1  4
+3 10  6  7  4  5  1  1  4
+3 10  6  7  5  5  2  2  5
+4 11  7  8  5  6  2  2  5
+5 11  7  9  6  6  2  2  6
+5 12  7  9  6  7  3  3  6
+6 12  8  9  6  7  3  3  7
+7 13  8 10  7  8  4  3  7
+7 13  9 10  7  8  4  4  8
+8 13  9 10  7  8  4  4  8
+9 14  9 11  8  9  5  4  9
+9 14 10 11  8  9  5  5  9
+10 14 10 11  9  9  6  5 10
+11 15 11 12  9 10  6  5 10
+11 15 11 12 10 11  6  6 11
Requisites: Wis 27
Alignment: any
HD/level: +d8
Weapon Prof.: 1+level/3
To Hit Table: Pri
Save Table: Pri
Reference: DM
Groups: Priest
 
Level 1: Specialized in Cosmos (all spells which aren't "bizarre specialty spells" in rare spheres cost only 1/2 a spell to cast).
Level 1: All spells in the sphere "All" are sphere robed (-1 SL).
Level 9: All spells in the sphere "All" cost only 1/2 a mental to cast.

[PC3] Priest Group Classes


Cross Mage

Level KXP Wizard/Priest
123 456 789
1 0 1-- --- ---
2 1 20- --- ---
3 3 21- --- ---
4 9 320 --- ---
5 27 421 --- ---
6 81 422 0-- ---
7 243 432 1-- ---
8 486 433 20- ---
9 972 433 21- ---
10 1458 443 22- ---
11 1944 444 330 ---
12 2430 444 441 ---
13 2916 555 442 0--
14 3402 555 442 1--
15 3888 555 552 10-
16 4374 555 553 21-
17 4860 555 553 320
18 5346 555 553 321
19 5832 555 553 331
20 6318 555 554 332
21 6804 555 554 442
22 7290 555 555 443
23 7776 555 555 553
24 8262 555 555 554
25 8748 555 555 555
26 9234 666 655 555
27 9720 666 666 655
28 10206 666 666 666
29 10692 777 766 666
30 11178 777 777 766
31 11664 777 777 777
32 12150 888 877 777
33 12636 888 888 877
34 13122 888 888 888
35 13608 999 988 888
36 14094 999 999 999
TH Saves
PD RS PP BW Sp Fo Re Wi
+0  8  7  5  3  6  0  1  2
+1  8  7  6  3  7  0  1  3
+1  9  8  6  4  7  0  1  3
+2  9  8  6  4  7  1  2  4
+3 10  9  7  4  8  1  2  4
+3 10  9  7  5  8  2  3  5
+4 11 10  8  5  9  2  3  5
+5 11 10  9  6  9  2  3  6
+5 12 10  9  6  9  3  4  6
+6 12 11  9  6 10  3  4  7
+7 13 11 10  7 10  4  5  7
+7 13 12 10  7 11  4  5  8
+8 13 12 10  8 11  4  5  8
+9 14 13 11  8 11  5  6  9
+9 14 13 11  8 12  5  6  9
+10 14 13 11  9 12  6  7 10
+11 15 14 12  9 13  6  7 10
+11 15 14 12 10 13  6  7 11
Requisites: Int 10, Wis 17
Alignment: any
HD/level: d4+d8
Weapon Prof.: 2+level/2
To Hit Table: Pri
Save Table: Wiz/Pri
Reference: DM
Groups: Wizard, Priest
 
The save entry means "take the better of Wizard and Priest for each category".
You may cast either Wizard or Priest spells from your memorization.
Priest spells for this class use schools, not spheres, and any Priest spell falling under a school of your specialization (if any) is considered specialized.
Cross Mage also gets the Wisdom bonus to spells.
Gets "Channeling" [P4.9] for free.

[PC3] Priest Group Classes


Death Grant

Level KXP Priest/Psi60
123 456 789 ABC
TH
1 0 1-g --- --- +1
2 2.875 11- f-- --- +2
3 5.75 21- e-- --- +3
4 11.5 211 -e- --- +4
5 23 321 -d- --- +5
6 46 321 1-d --- +6
7 92 432 1-c --- +7
8 184 432 11- c-- +8
9 368 543 21- b-- +9
10 736 543 211 a-- +10
11 1104 654 321 0-- +11
12 1472 654 321 1-- +12
13 1840 654 322 1-- +13
14 2208 654 322 2-- +14
15 2576 654 332 2c- +15
16 2944 654 333 2b- +16
17 3312 654 333 3a- +17
18 3680 654 433 30- +18
19 4048 654 433 31- +19
20 4416 654 443 31- +20
21 4784 654 444 31c +21
22 5152 654 444 32b +22
23 5520 654 444 42a +23
24 5888 655 444 420 +24
25 6256 655 544 421 +25
26 6624 655 554 421 +26
27 6992 655 555 421 +27
28 7360 655 555 431 +28
29 7728 655 555 532 +29
30 8096 665 555 532 +30
31 8464 666 555 532 +31
32 8832 666 655 532 +32
33 9200 666 665 532 +33
34 9568 666 666 532 +34
35 9936 666 666 542 +35
36 10304 666 666 642 1 +36
37 20608 666 666 642 2 +37
38 30912 666 666 643 2 +38
39 41216 666 666 643 3 +39
45 103040 666 666 665 5 +45
54 195776 777 777 666 61 +54
63 288512 777 777 777 76 +63
72 381248 888 888 877 771 +72
Race Adjustments:
Str Dex Con Int Wis Chr Cml AT hp TH Div
+LVL +LVL +LVL +LVL +LVL +LVL +LVL +0 +0 +0 ÷1
 
Requisites: Wis 20, Chr 14,
  Race Slots 1, Class Slots 2
Alignment: LE, NE, NG, or CN
HD/level: 2d1 {Wis}  (see note)
Weapon Prof.: 3+level/3
To Hit Table: Mon
Save Table: Pri
Reference: DM
Groups: Priest, Technology, Archetype
Complexity: CF=3
   
Saving Throws:  
PPD: level+7
RSW: level+3
PP: level+4
BW: level+1
Spell: level+2
Fort: level-1
Reflex: level-1
Will: level+1
   
Considered a "Vampire" race.
Hit Dice: "2d1 {Wis}" means you get Wis bonus to the HD for this class, not Con bonus. You may apply Exceptional or Barbarian Wis if you have it. You cannot choose to apply Con anyway.
Exceptional Wis bonus.
May specialize in weapons using the "Non-Warrior" line. Can purchase Musketeer/Cannoneer items at ÷LVL cost.
Grand in Priest Necromancy and Healing spells.
Knows Proto-Lich spells as if they were a normal Priest sphere.
May use Psi60 powers as if they were spells with the following SL's: 1=Minor, 3=Major, 5=Grand, 7=Super, 9=Ultra.
May have 3+LVL "Revive slots" instead of the usual one "Summon slot". An animated xM (multiplier M) being uses up M*M Revive slots.
A Revive is an animated (undead) monster with half the original monster's stats. It also has half the original monster's special abilities. It cannot be healed, but it regenerates at N hp/r (where N is it's DL rating).
A Revive of a Revive has 1/4 the original stats, and so on. Round stats down. If the resultant creature has 0 max hp, the Revive fails.
New spells:
Revive N (Necromancy, SL N): Revive a DL=N monster.

[PC3] Priest Group Classes


Death Grant (Musketeer/Cannoneer Weapons)

Weapon Cost [gp] Size #Att Base dmg Critical Notes
Grenade, concussion 280 (each) S 1/1 4d6 [group] none Group is also stunned for 1d4 s (PPD save)
Grenade, EMP 400 (each) S 1/1 dispel [group] none Dispels Technology/Psi8/Psi16 in a group
Grenade, fragmentation 44 (each) S 1/1 3e6 [group] none
Grenade, gravitic 180 (each) S 1/1 60' fall [group] none Group takes 60' of falling (TK/gravity) dmg
Grenade, psionic 100 (each) S 1/1 psi blast [group] none Psi1 Psionic Blast (Psi Blast save as usual)
Grenade, shrapnel 120 (each) S 1/1 5e6 [group] none Damage is of type shards
Grenade, singularity 1300 (each) S 1/1 15d6 [group] 20/x10 Creates a miniature black hole for 1s
Grenade, smoke 10 (each) S 1/1 smoke [group] none Makes smoke (group cannot see and is under cover)
Grenade, sonic pulse 54 (each) S 1/1 3d6 [group] none Group is also deaf (Fort save)
Grenade, tangler 30 (each) S 1/1 web [group] none As per a Web spell
Grenade, tear gas 20 (each) S 1/1 tear gas [group] none PPD save or nauseated (-10 all actions) for 1d20 s
Grenade, thermite 29 (each) S 1/1 2d6 [group] none x5 dmg vs. items/structures
Grenade, white phosphorus 39 (each) S 1/1 2d6 [group] none Group takes 1e6 dmg /s for 1d10 s
Grenade launcher, medium 2000 M 1/1 (grenade) (grenade) Longer range with grenades.
Grenade launcher, large 6000 L 2/1 (grenade) (grenade) Longer range and faster fire rate with grenades.
Explosive, C-4 (plastic) 78 (each) S 1/1 4e6 [group] none
Explosive, det cord 19 (each) S 1/1 2e6 [group] none Does a "line" instead of an explosion.
Explosive, dynamite 19 (each) S 1/1 2e6 [group] none
Handgun, small, semi auto (Walther PPK .32) 1200 S 2/1 2e4 20/x4
Handgun, medium, semi auto (Beretta 9mm) 2200 S 2/1 2e6 20/x4
Handgun, large, semi auto (Desert Eagle .50) 3400 M 2/1 2e8 20/x4
Handgun, small, full auto 1600 S 3/1 2e3 20/x3
Handgun, medium, full auto (Skorpion .32) 2400 M 3/1 2e4 20/x3
Handgun, large, full auto (MAC Ingrim .45) 4500 M 3/1 2e6 20/x3
Rifle, medium, semi auto 3500 L 2/1 2e8 20/x5
Rifle, large, semi auto 5100 L 2/1 2e10 20/x5
Rifle, medium, full auto (AK-47 7.62mm) 4600 L 3/1 2e6 20/x4
Rifle, large, full auto (M-60 machine gun) 7500 L 3/1 2e8 20/x4
Rifle, shotgun (12-gague) 2100 L 1/1 1e20 16-20/x3 Has a 1e4 "splash" damage in target's group.
Rifle, sniper (Barrett Light .50) 12600 L (H) 1/1 4e6 18-20/x6 On tripod (size H) has a built-in ++1 to hit.
Flamethrower 1900 L 1/1 3d6 [group] none Hits a group. Targets can save for half damage.
Laser pistol 67000 S 4/1 2m8 17-20/x5 Range is 2700' (1/2 of a mile)
Laser rifle 295000 M 4/1 3m6 17-20/x6 Range is 4000' (3/4 of a mile)
Mine, shrapnel 180 (each) M 1V act 6e6 [group] none Treat as a x1 Technological Trap (-200%)
Rocket Launcher (M72A3 LAW) 490 (each) L 1/1 10d6 [group] none Cost is per shot. Hits a group.
Taser 570 S 1/1 1d4+stun none PPD save for stunned for 1d20 s
Cannon, large (new) 4000 L 1/2 2e20 [1] + 1e20 [group] 19-20/x2 So 1 target takes 3e20, the rest in group take 1e20.
Cannon, huge (new) 10000 H 1/2 3e20 [1] + 2e20 [group] 18-20/x3 So 1 target takes 5e20, the rest in group take 2e20.
Cannon, giant (new) 25000 G 1/2 4e20 [1] + 3e20 [group] 17-20/x4 So 1 target takes 7e20, the rest in group take 3e20.
Weapon, Psi8 TechL*400 (varies) (varies) (varies) (varies) See [Q8]. TechL is limited to your LVL*2.

[PC3] Priest Group Classes


Death Grant (Proto-Lich Spells)

Level # Spell
1 1 1M, 1/r: Any 0th level Wizard spell
1 2 1M, 1/r: Any 0th level Priest spell
1 3 1M, 1/r: Any 0th level psionic effect
1 4 1M: Turn Undead at CL=LVL
1 5 1M: Speak with Dead or Undead; 1M: Capital E Explain to Dead or Undead
1 6 +10*LVL% WR
1 7 Mask Undead status; Turn as if double HD
1 8 Detect Magic Items; 1M: Identify Magic Item
1 9 1M, 1/d: Gain +1 XP
1 10 1P: Create x1 Trap 15*LVL%
1 11 Material componenting costs ½V action
1 12 +LVL V actions, or +LVL M actions that can be used only for Proto-Lich spells
1 13 Cold LVL dmg by touch
1 14 +1 Research Point (or drawn sheet) per reset (see [P12])
1 15 1F or 1X, 1/d: Duplicate any level 1 Proto-Lich spell, it has (at most) duration LVL turns
2 1 1M, 1/r: Any 0th-1st level Wizard spell
2 2 1M, 1/r: Any 0th-1st level Priest spell
2 3 1M, 1/r: Any 0th-1st level psionic effect
2 4 Immune Turning
2 5 1M: Control Undead (as per Turn Undead)
2 6 +10*LVL% RaRR
2 7 Detect Concordant Beings; 1M: Legend Lore Concordant Being
2 8 1M: Create x1 Trick 15*LVL%
2 9 Can convert Wiz <-> Pri spells (2 SL shift: Wiz5=Pri3)
2 10 +LVL/3 M actions
2 11 1M, Touch: Energy Drain 2 levels
2 12 Duplicate any SL 1 Concordant group spell (i.e. non-Concordant SL 1)
3 1 1M, 1/r: Any 0th-2nd level Wizard spell
3 2 1M, 1/r: Any 0th-2nd level Priest spell
3 3 1M, LVL/d: Grant Undead Status
3 4 +10*LVL MR
3 5 1F: Create x1 Special 5*LVL%
3 6 0, Gaze: Life Trapping (as per Mirror) (save)
3 7 Immune to Twilight
3 8 1M, touch: Imprisonment (save)
3 9 1M: LVLd10 Colorless Fire dmg to one target (no save)
3 10 Troll-like Regen LVL hp /s
3 11 Double the memorization of 1 SL (Wizard or Priest)
3 12 Duplicate any SL 2 Concordant group spell (i.e. non-Concordant SL 2)
4 1 1M, 1/r: Any 0th-3rd level Wizard spell
4 2 1M, 1/r: Any 0th-3rd level Priest spell
4 3 1M, 1/r: Any psionic minor
4 4 +10*LVL PaPR
4 5 1M: Dispel Innate or Racial ability effect
4 6 1M, 1/d: Reset
4 7 1M, 1/d: Contact Alternate Reality
4 8 1M, 1/d: Create Any DL 4 Monster
4 9 1M, touch: Steal all spells (save)
4 10 1M, touch: Lose LVLd4 stat pts
4 11 1bF: Fork
4 12 Duplicate any SL 3 Concordant group spell (i.e. non-Concordant SL 3)
5 1 1M, 1/r: Any 0th-4th level Wizard spell
5 2 1M, 1/r: Any 0th-4th level Priest spell
5 3 +10*LVL aMR
5 4 1M: Project Image
5 5 1M: Teleport
5 6 1M: Contact Other Plane
5 7 Conduct M actions through psi link (range sight)
5 8 1M, touch: Drain all psionic pools (save)
5 9 1M, touch: Slay Living (save)
5 10 1F: Get 2M you can use this segment
5 11 +LVL/5 QM actions
5 12 Duplicate any SL 4 Concordant group spell (i.e. non-Concordant SL 3)
6 1 1M, 1/r: Any 0th-5th level Wizard spell
6 2 1M, 1/r: Any 0th-5th level Priest spell
6 3 1M, 1/r: Any psionic major
6 4 1M, 1/r: Any 0th-4th level Warrior, Rogue, or Monster spell
6 5 1M: Teleport without Error
6 6 +10*LVL IR
6 7 1M, touch: Steal a random powers for 1 round (no save)
6 8 1M, touch: Erase Truename (must know their Truename first)
6 9 Troll-like regen LVL hp (including vile) /s
6 10 Conduct effects through psi link (within sight)
6 11 +LVL/10 number of segments per round
6 12 Duplicate any SL 5 Concordant group spell (i.e. non-Concordant SL 3)
7 1 1M, 1/r: Any 0th-6th level Wizard spell
7 2 1M, 1/r: Any 0th-6th level Wizard spell
7 3 +10*LVL EaER
7 4 1M, touch: Annihilation (save)
7 5 1M, touch: Incursion (save)
7 6 Duplicate any SL 6 Concordant group spell (i.e. non-Concordant SL 3)

[PC3] Priest Group Classes


Death Grant (Psi60 Minor Powers)

Name Field Targ Type Drain P60Ps Notes
Armor Manip 3 Phys L3 3 Melee:+CL AC, -CL/2 dmg per hit
Combat Sense (personal) Detect 2 Phys L2 2 +CL move rate, +CL TH
Cure Light Wounds Health Con Phys L1 1 Cure 1d8+CL hp
Detect Psionics Detect R-1 Ment L2 2 Gives freq. & field of psi
Enhanced Touching Detect 4 Ment L1 1 +CL foot reach
Ethereal Perception Detect 0 Ment L0 0 Ethereal Perception
Inaudibility Illus Int Ment L2 2 Move Silently 25*CL%
N-ray Gem Detect 3 Phys L2 2 Gem of N-ray vision (CL')
Person Mask Illus Cml Ment L2 2 Alters appearance, Chr resists
Slide Item Manip W Phys L2 2 Caster controls left+right
Stun Touch Combat Wis Ment L1 1 CL*5 dmg + stun (save)
Treat Mental Drain Health 7 Ment L34 34 regain 10*succ% Psi (all freq)

Death Grant (Psi60 Major Powers)

Name Field Targ Type Drain P60Ps Notes
Anti-Missile Barrier Manip 4 Phys M2 4 Ranged: +CL/2 AC, -CL dmg per hit/succ
Avoid Trap Manip 4 Phys M1 2 You avoid a trap (doesn't include others)
Blink Manip R-2 Phys M4 8 Blink (controlled)
Clairnasience Detect R+1 Ment M1 2 Clairnasience,can move
Combat Sense Detect 3 Phys M2 4 +CL move rate, +CL TH to group
Control Undead Manip Str Ment M4 8 Caster controls ½P action/succ
Cure Moderate Wounds Health Con Phys M1 2 Cure 3d8+3*CL hp
Detect Life Detect R+2 Ment M1 2 Chr resists,mult.targets
Ethereal Projection Health 0 Ment M0 0 Ethereal Projection
Ethereal Psi Fingers Manip 4 Phys M2 4 1 Str,1 Dex/succ
Ethereal Touch Combat Int Phys M2 4 CL random stat damage
Gaseous/Reverse Gaseous Manip Str Phys M6 12 Gaseous Form (or Hold Vapor)
Grayout Illus Int Ment M2 4 Blast:Cause Deafness(as spell)
Light/Darkness Manip 3 Phys M1 2 Modifies light in area
Passwall Manip 3 Ment M1 2 Passwall
Toxin Health Con Phys M3 6 Poison (as spell)

[PC3] Priest Group Classes


Death Grant (Psi60 Grand Powers)

Name Field Targ Type Drain P60Ps Notes
AEther Bolt Manip 4 Phys S4 12 CL*10 dmg AEther, ignores PsiR
Cure Insanity Health Con Phys S3 9 Cure Insanity
Cure Serious Wounds Health Con Phys S1 3 Cure 6d8+6*CL hp
Deathly Glow Health Cml Phys S2 6 CL Cml damage, other people think target is Undead
Detect [cr. type] (ext.) Detect R-2 Ment S3 9 Int resists,mult.targets
Detect Life (ext.) Detect R Ment S2 6 Chr resists,mult.targets
Detect Positive Energy Detect Chr Ment S1 3 Detect Positive Energy
Dimension Walk Manip 6 Phys S3 9 Ps1N "Dimension Walk"
Insanity Illus Int Phys S1 3 Cause Insanity (save)
Luck Detect 4 Ment S2 6 Gains +1(+5%)*CL on 1 action
Movement Manip Dex Phys S3 9 Gives +1V action
Nether Bolt Manip 3 Phys S3 9 CL*10 dmg Nether, vile damage
Nightvision Detect 4 Ment S1 3 Can see in magical/psi darkness
Poltergeist Manip 4 Phys S2 6 Objects fly around, CL dmg /s
Turn to Smoke Manip Con Phys S6 18 Polymorphs target to smoke (save)
Wraithform Manip Chr Phys S1 3 Wraithform

Death Grant (Psi60 Super Powers)

Name Field Targ Type Drain P60Ps Notes
Ethereal Seeing Detect 9 Ment D1 4 Clairvoyance to Ethereal Plane
Ethereal Static/Fog Manip 6 Ment D3 12 -CL to all actions in area
Barrier Manip 5 Phys D2 8 Wall that blocks psionics (1 way)
Decrease Comeliness Health Cml Ment D1 4 -CL Cml to target
Decrease Luck Health Luck Phys D3 12 -CL Luck to target, each beyond Luck=0 is -1 all actions
Decrease HNCL Health HNCL Phys D5 20 -CL HNCL to target, each beyond HNCL=0 is -0.1 to Multiplier
Detect Friends (ext.) Detect R-1 Ment D2 8 Locates closest friendly person (not in party)
Cureall Health Con Phys D2 8 Cureall
Increase Comeliness Health Cml Ment D1 4 +CL Cml to target
Increase Luck Health Luck Phys D3 12 +CL Luck to target
Increase HNCL Health HNCL Phys D5 20 +CL HNCL and +CL/2 CL to target
Phantasmagoria Illus 5 Ment D5 20 as spell
Probability Travel Manip 6+# Phys D4 16 Ps1N "Probability Travel"
Telekinesis Manip 4+# Phys D3 12 TK CL*10' falling damage area
Treat Deadly Wounds Health Con Phys D1 4 Cure 10d6+10*CL hp (can go up to 60+10*CL above max)

Death Grant (Psi60 Ultra Powers)

Name Field Targ Type Drain P60Ps Notes
Creation Bolt Combat 20 Phys X10 50 (Str+Int) resists, Creation
SpellGate Manip N*3 Phys X2 10 SpellGate (can cast spells through it, but it's 2-way)
Super Unluck Detect 5 Ment X3 15 Choose result on next die roll on enemy

[PC3] Priest Group Classes


Demonist1JG

Level KXP Priest     Psi6E
123 456 7  123 45
1 0 0-- --- -  --- --
2 1.8 2-- --- -  1-- --
3 3.6 31- --- -  2-- --
4 7.2 31- --- -  2-- --
5 14.4 420 --- -  21- --
6 28.8 531 a-- -  22- --
7 57.6 531 a-- -  22- --
8 115.2 642 0b- -  221 --
9 230.4 653 1ac -  332 --
10 590.4 653 1ac -  332 --
11 950.4 664 20b -  443 --
12 1310.4 665 31a d  554 --
13 1670.4 665 31a d  554 --
14 2030.4 666 420 c  665 --
15 2390.4 666 531 b  666 --
16 2750.4 666 531 b  666 --
17 3110.4 666 642 a  666 1-
18 3470.4 666 653 0  766 1-
19 3830.4 666 653 0  766 1-
20 4190.4 666 664 1  866 2-
21 4550.4 666 665 2  966 3-
22 4910.4 666 665 2  966 3-
23 5270.4 666 666 3  976 3-
24 5630.4 666 666 4  987 4-
25 5990.4 666 666 4  987 4-
26 6350.4 666 666 5  998 5-
27 6710.4 666 666 6  999 5-
28 7070.4 666 666 6  999 5-
29 7430.4 766 666 6  999 6-
30 7790.4 776 666 6  A99 61-
31 8150.4 776 666 6  A99 61-
32 8510.4 777 666 6  B99 61-
33 8870.4 777 766 6  C99 62-
34 9230.4 777 766 6  C99 62-
35 9590.4 777 776 6  DA9 62-
36 9950.4 777 777 6  DB9 63-
TH Saves
PD RS PP BW Sp Fo Re Wi
+0  0  0  0  0  0  0  0  0
+1  1  1  1  1  1  1  1  1
+1  1  1  1  1  1  1  1  1
+2  2  2  2  2  2  2  2  2
+3  2  2  2  2  2  2  2  2
+3  3  3  3  3  3  3  3  3
+4  3  3  3  3  3  3  3  3
+5  4  4  4  4  4  4  4  4
+5  4  4  4  4  4  4  4  4
+6  5  5  5  5  5  5  5  5
+7  5  5  5  5  5  5  5  5
+7  6  6  6  6  6  6  6  6
+8  6  6  6  6  6  6  6  6
+9  7  7  7  7  7  7  7  7
+9  7  7  7  7  7  7  7  7
+10  8  8  8  8  8  8  8  8
+11  8  8  8  8  8  8  8  8
+11  9  9  9  9  9  9  9  9
Requisites: Wis 18
Alignment: any E
HD/level: d6+2
Weapon Prof.: 3+level/3
To Hit Table: Pri
Save Table: Mon
Reference: FGE1JG
Groups: Priest
 
Demonologist spell and demon powers progression, using 2/3*level (round down, at level 1 has a "0" in 1st level Priest spells and no demon powers).
Demon Psionic Points (DPPs) = (The lowest of Str, Dex, or Con)*2*level.
Level 1: Free Martial Arts style
Level 1: +LVL to hit.
Level 1: +LVL damage.
Level 1: 1M, 1/d: Gate in random demon (1+LVL)*5%
Level 1: 1M, 1/d: Summon Aid LVL*2%
Level 1: MR (6+LVL)*5%
Level 3: +LVL/3 AC.

[PC3] Priest Group Classes


Demonologist

Level KXP Priest     Psi6E
123 456 7  123 456
1 0 2-- --- -  1-- ---
2 6 31- --- -  2-- ---
3 12 420 --- -  21- ---
4 18 531 a-- -  22- ---
5 24 642 0b- -  221 ---
6 30 653 1ac -  332 ---
7 60 664 20b -  443 ---
8 120 665 31a d  554 ---
9 180 666 420 c  665 ---
10 240 666 531 b  666 ---
11 300 666 642 a  666 1--
12 600 666 653 0  766 1--
13 1200 666 664 1  866 2--
14 1500 666 665 2  966 3--
15 1800 666 666 3  976 3--
16 2100 666 666 4  987 4--
17 2400 666 666 5  998 5--
18 2700 666 666 6  999 5--
19 3000 766 666 6  999 6--
20 3300 776 666 6  A99 61-
21 3600 777 666 6  B99 61-
22 3900 777 766 6  C99 62-
23 4200 777 776 6  DA9 62-
24 4500 777 777 6  DB9 63-
25 4800 777 777 7  DC9 73-
26 5100 877 777 7  DDA 84-
27 5400 887 777 7  DDB 94-
28 5700 888 777 7  DDC 95-
29 6000 888 877 7  DDD A5-
30 6300 888 887 7  DDD B6-
31 6600 888 888 7  DDD C61
32 7200 888 888 8  DDD D62
33 7800 998 888 8  DDD DA3
34 8400 999 988 8  DDD DB4
35 9000 999 999 8  DDD DC5
36 9300 999 999 9  DDD DD6
TH Saves
PD RS PP BW Sp Fo Re Wi
+1  1  1  1  1  1  1  1  1
+2  2  2  2  2  2  2  2  2
+3  3  3  3  3  3  3  3  3
+4  4  4  4  4  4  4  4  4
+5  5  5  5  5  5  5  5  5
+6  6  6  6  6  6  6  6  6
+7  7  7  7  7  7  7  7  7
+8  8  8  8  8  8  8  8  8
+9  9  9  9  9  9  9  9  9
+10 10 10 10 10 10 10 10 10
+11 11 11 11 11 11 11 11 11
+12 12 12 12 12 12 12 12 12
+13 13 13 13 13 13 13 13 13
+14 14 14 14 14 14 14 14 14
+15 15 15 15 15 15 15 15 15
+16 16 16 16 16 16 16 16 16
+17 17 17 17 17 17 17 17 17
+18 18 18 18 18 18 18 18 18
Requisites: Str 12, Con 12, Wis 13
Alignment: any E
HD/level: d12
Weapon Prof.: 6+level/6
To Hit Table: Mon
Save Table: 2xMon
Reference: DM
Groups: Priest
 
Gets both Priest spells and Psi6E abilities.
You get 6 Major and 3 Minor spheres. Your god may alter this amount.
Demon Psionic Points (DPPs) = (The highest of Str, Dex, or Con)*2*level.
If you have both Demonologist and a Psi6E class, take the higher pool and add half the lower.
Level 1: Can command undead. If you turn undead that have already been turned by a "T" result, they are destroyed (i.e. two "T" results is one "D" result). This cannot be done by other Priests.
Level 1: CR (Charm Resistance) of level*2%.
Level 1: MR (Magic Resistance) of level*3%.
Level 1: RR (Radiation Resistance) of level*5%.
Level 1: NR (Necromancy Resistance) of level*10%.
Level 1: 1V, lose X hp: Target is damaged for X hp.
Level 2: 1M,1P,1V,level/d: Summon a Demon of Dungeon Level (your level/2).
Level 9: 1V, lose X hp: Target is damaged 2*X hp.
Level 12: All of your weapons and armor are considered "Of the Planes" (Planar Stable).

[PC3] Priest Group Classes


Devalogist

Level KXP Priest     Psi6G
123 456 7  123 456 7
1 0 0-- --- -  1-- --- -
2 7 1a- --- -  2-- --- -
3 14 20b --- -  3-- --- -
4 21 21a c-- -  31- --- -
5 28 220 bd- -  32- --- -
6 35 221 ace -  33- --- -
7 70 322 0bd f  331 --- -
8 140 322 1ac e  332 --- -
9 210 332 20b d  333 --- -
10 280 332 21a c  444 --- -
11 350 433 220 b  444 1-- -
12 700 433 221 a  444 2-- -
13 1400 443 322 0  444 3-- -
14 1500 443 322 1  444 41- -
15 1600 544 332 2  444 42- -
16 1700 554 433 2  444 43- -
17 1800 655 443 3  444 44- -
18 1900 665 544 3  555 55- -
19 2000 766 554 4  666 66- -
20 2100 776 655 4  777 77- -
21 2450 777 665 5  777 771 -
22 2800 777 766 5  777 772 -
23 3250 777 776 6  777 773 -
24 3500 777 777 6  777 774 -
25 3850 777 777 7  777 775 -
26 4200 888 777 7  777 776 -
27 4550 888 887 7  777 777 -
28 4900 888 888 8  777 777 1
29 5250 999 888 8  777 777 2
30 5600 999 998 8  777 777 3
31 5950 999 999 9  777 777 4
32 6300 AAA 999 9  777 777 5
33 6650 AAA AA9 9  777 777 6
34 7000 AAA AAA A  777 777 7
35 7350 BBB BBB B  888 888 8
36 7700 CCC CCC C  999 999 9
TH Saves
PD RS PP BW Sp Fo Re Wi
+0  8  4  6  3  4  0  0  3
+1  9  5  6  4  4  1  1  4
+1 10  6  7  5  5  2  2  5
+2 11  7  9  6  6  2  2  6
+3 12  8  9  6  7  3  3  7
+3 13  9 10  7  8  4  4  8
+4 14  9 11  8  9  5  4  9
+5 14 10 11  9  9  6  5 10
+5 15 11 12 10 11  6  6 11
+6 16 12 13 11 12  7  6 12
+7 16 13 14 12 12  8  7 13
+7 16 14 14 13 13  9  8 14
+8 16 14 15 14 14 10  8 15
+9 17 15 16 14 14 10  9 16
+9 17 15 16 15 15 11 10 17
+10 17 16 16 15 16 12 10 18
+11 17 16 16 16 16 13 11 19
+11 17 16 16 16 16 14 12 20
Requisites: Int 11, Wis 14, Chr 12
Alignment: any G
HD/level: +d8
Weapon Prof.: 7+level/7
To Hit Table: Pri
Save Table: 2xPri
Reference: DM
Groups: Priest
 
Gets both Priest spells and Psi6G abilities. You get 1 Grand, 4 Major, and 3 Minor spheres. Your god may alter this amount.
Deva Psionic Points (DPPs) = (The highest of Chr, Int, or Wis)*2*level.
If you have both Devologist and a Psi6G class, take the higher pool and add half the lower.
Level 1: Can turn undead. If you turn undead that have already been turned by a "T" result, they are destroyed (i.e. two "T" results is one "D" result). This cannot be done by other Priests.
Level 1: CR (Charm Resistance) of level*10%.
Level 1: MR (Magic Resistance) of level*5%.
Level 1: RR (Radiation Resistance) of level*3%.
Level 1: NR (Necromancy Resistance) of level*2%.
Level 1: 1M: Detect Deception: This allows you to detect the presence of deception-type effects: various Rogue abilities that hide/mask, Illusions, reversed Divination effects, etc. This ability does not tell you exactly what the effect is, only that the target is being deceptive.
Level 1: 1V, lose X hp: Target is healed X hp.
Level 3: 1M,1P,1V,level/d: Summon a Deva of Dungeon Level (your level/3).
Level 9: 1V, lose X hp: Target is healed 2*X hp.
Level 12: All of your weapons and armor are considered "Of the Planes" (Planar Stable).

[PC3] Priest Group Classes


Disciple of Asmodeus3

Level KXP
Spells
1 (Wiz/Pri)3 (none)
2 10 (none)
3 30 (none)
4 60 (none)
5 100 (none)
6 150 (none)
7 210 (none)
8 280 (none)
9 360 (none)
10 450 (none)
11 550 (none)
12 660 (none)
13 780 (none)
14 910 (none)
15 1050 (none)
16 1200 (none)
17 1360 (none)
18 1530 (none)
19 1710 (none)
20 1900 (none)
21 2100 (none)
22 2310 (none)
23 2530 (none)
24 2760 (none)
25 3000 (none)
26 3250 (none)
27 3510 (none)
28 3780 (none)
29 4060 (none)
30 4350 (none)
31 4650 (none)
32 4960 (none)
33 5280 (none)
34 5610 (none)
35 5950 (none)
36 6300 (none)
TH Saves
PD RS PP BW Sp Fo Re Wi
+0  8  4  5  2  3  0  0  2
+1  8  4  6  3  4  0  0  3
+2  9  5  6  3  4  0  1  3
+3  9  5  6  4  4  1  1  4
+3 10  6  7  4  5  1  1  4
+4 10  6  7  5  5  2  2  5
+5 11  7  8  5  6  2  2  5
+6 11  7  9  6  6  2  2  6
+6 12  7  9  6  7  3  3  6
+7 12  8  9  6  7  3  3  7
+8 13  8 10  7  8  4  3  7
+9 13  9 10  7  8  4  4  8
+9 13  9 10  7  8  4  4  8
+10 14  9 11  8  9  5  4  9
+11 14 10 11  8  9  5  5  9
+12 14 10 11  9  9  6  5 10
+12 15 11 12  9 10  6  5 10
+13 15 11 12 10 11  6  6 11
Requisites:  
Alignment: LE or NE
HD/level: d6
Weapon Prof.: 2+level/9
To Hit Table: +level*3/4
Save Table: Pri
Reference: BoVD3-57
Groups: Priest
 
(nothing here yet)

[PC3] Priest Group Classes


Disciple of Baalzebul3

Level KXP
Spells
1 (Wiz/Pri)3 (none)
2 10 (none)
3 30 (none)
4 60 (none)
5 100 (none)
6 150 (none)
7 210 (none)
8 280 (none)
9 360 (none)
10 450 (none)
11 550 (none)
12 660 (none)
13 780 (none)
14 910 (none)
15 1050 (none)
16 1200 (none)
17 1360 (none)
18 1530 (none)
19 1710 (none)
20 1900 (none)
21 2100 (none)
22 2310 (none)
23 2530 (none)
24 2760 (none)
25 3000 (none)
26 3250 (none)
27 3510 (none)
28 3780 (none)
29 4060 (none)
30 4350 (none)
31 4650 (none)
32 4960 (none)
33 5280 (none)
34 5610 (none)
35 5950 (none)
36 6300 (none)
TH Saves
PD RS PP BW Sp Fo Re Wi
+0  8  4  5  2  3  0  0  2
+1  8  4  6  3  4  0  0  3
+2  9  5  6  3  4  0  1  3
+3  9  5  6  4  4  1  1  4
+3 10  6  7  4  5  1  1  4
+4 10  6  7  5  5  2  2  5
+5 11  7  8  5  6  2  2  5
+6 11  7  9  6  6  2  2  6
+6 12  7  9  6  7  3  3  6
+7 12  8  9  6  7  3  3  7
+8 13  8 10  7  8  4  3  7
+9 13  9 10  7  8  4  4  8
+9 13  9 10  7  8  4  4  8
+10 14  9 11  8  9  5  4  9
+11 14 10 11  8  9  5  5  9
+12 14 10 11  9  9  6  5 10
+12 15 11 12  9 10  6  5 10
+13 15 11 12 10 11  6  6 11
Requisites:  
Alignment: LE or NE
HD/level: d6
Weapon Prof.: 2+level/9
To Hit Table: +level*3/4
Save Table: Pri
Reference: BoVD3-57
Groups: Priest
 
(nothing here yet)

[PC3] Priest Group Classes


Divine Assassin

Level KXP Priest
123 456 7
1 0 1-- --- -
2 2.25 20- --- -
3 4.5 21- --- -
4 9 320 --- -
5 18 331 --- -
6 37.5 332 0-- -
7 75 332 1-- -
8 150 333 20- -
9 300 443 21- -
10 450 443 320 -
11 637.5 544 321 -
12 862.5 655 322 -
13 1125 666 422 0
14 1500 666 532 1
15 2000 666 642 1
16 2500 777 643 1
17 3000 777 753 2
18 3500 888 864 2
19 4000 998 864 2
20 4500 999 875 2
21 5000 999 986 2
22 5500 999 996 3
23 6000 999 997 3
24 6500 999 998 3
25 7000 999 998 4
26 7500 999 999 4
27 8000 999 999 5
28 8500 999 999 6
29 9000 999 999 7
30 9500 999 999 8
31 10000 999 999 9
32 10500 AAA A99 9
33 11000 AAA AAA 9
34 11500 AAA AAA A
35 12000 BBB BAA A
36 12500 BBB BBB B
TH Saves
PD RS PP BW Sp Fo Re Wi
+0  8  7  6  3  6  1  2  2
+1  8  7  6  3  7  1  3  3
+2  9  8  6  4  7  2  3  3
+3  9  8  7  4  7  2  4  4
+4 10  9  7  5  8  3  4  4
+5 10  9  7  6  8  3  5  5
+6 11 10  8  7  9  4  5  5
+7 11 10  9  8  9  4  6  6
+8 12 10  9  9  9  5  6  6
+9 12 11 10 10 10  5  7  7
+10 13 11 10 11 10  6  7  7
+11 13 12 11 12 11  6  8  8
+12 13 12 12 13 11  7  8  8
+13 14 13 13 14 11  7  9  9
+14 14 13 13 14 12  8  9  9
+15 14 13 14 14 12  8 10 10
+16 15 14 14 14 13  9 10 10
+17 15 14 14 14 13  9 11 11
Requisites: Str 10, Dex 14, Int 12, Wis 13
Alignment: any E
HD/level: d8
Weapon Prof.: 3+level/2
To Hit Table: War
Save Table: Pri/Rog
Reference: Lexx
Groups: Priest, Rogue
 
Gets "All Priest" and "All Rogue" abilities.
Gets Dex bonus to Priest spells (yes this is strange).
Gets 40 Rogue points per level.
Can weapon specialize using the Non-Warrior line.
Level 1: Poison Use proficiency (1 slot per 2 levels, round up).
Level 1: Can Assassinate Undead (even if they are normally immune to this).
Level 5: Can speak Level-4 additional languages from the following list: LG,LN,LE,NG,TN,NE,CG,CN,CE,Druid,Thieves' Cant. Can never learn more than Int-12 alignment languages.
Level 7: Has 8-48 guild members. 50% chance a guild member will leave if guildmasters change.
Level 9: Ignore immunity to Assassination. Can assassinate things not normally affected by Assassination (such as Golems).
DM Note: This rogue chart is identical to the Executioner1/ArchAssassin1 chart. Note you get only 40 points per level (Executioner1 gets 50).
Lvl Divine Assassin Ability | -50% | -100% | -150% Act Base Penalty Bonus
1 +rating/50 A actions /r this turn || B actions || C actions F 0 Dex-20 Dex-25
1 Assassination (-3% per HD/level of target) ½0 0 Wis-15 Wis-25
1 Attack (+1 TH per 10% made this segment; or roll +1d20 per 100%, choose best) V 0 Dex-13 Dex-16
1 Backstab (each 30% = x1) (increases 10/level) ½0 50 Int-6 Int-20
1 Backstrike (each 30% = x1 TH) (increases 10/lvl) ½0 50 Wis-6 Wis-20
1 Damage (+1 dmg per 10% made this segment; or multiply dmg by x(1+rating/200)) V 0 Str-15 Str-18
1 Find/Remove Wizard Abjurations/Priest Protections V 0 Dex-13 Dex-18
1 Slap (does dmg to one target = % made by) P 20 Str-0 Str-12
1 any 1st level Rogue ability - - - -
1 any 1st level Rogue ability - - - -
2 Controlled Blink | Controlled Blink 10'r (unwilling get PP save) ½V 50 Wis-14 Wis-14
2 any 2nd level Rogue ability - - - -
3 Considered extra +(rating/25) weapon to hit V 0 Str-5 Str-15
3 Lower/Ignore WaWR (reduce or ignore WaWR by rating) || iWaWR V/N 0 Dex-10 Dex-20
4 Erase a "?" in dungeon (loses track of party) - 0 Dex-13 Dex-19
4 Song of Battle (+1 TH,dmg,or saves per 10% made) V,*M 10 Str-15 Str-20
5 Jock: +LVL divided among Str, Dex, Con, or level for purposes of #Att (the last one is ½ a point each).
5 any 5th level Rogue ability - - - -
6 Touch : Chill/Pain | Para/Vampiric | Energy Drain 0 20 Str-9 Str-15
6 any 6th level Rogue ability - - - -
7 Ki Power (cast a Wiz Invocation spell) (penalty = -SL*50%) (#=SL) | Pri Invocation #V 0 Int-14 Int-38
7 Slay (target that you hit saves at +4, -1 per 10% made; or dies) V 0 Wis-13 Wis-19
8 Backstorm (each 50%: +1 att is considered a backstab) - 0 Dex-16 Dex-22
8 Finger of Death | Slay Living | Power Word Kill V 0 Int-14 Int-17
9 Any target with AC>(150-rating/5) is considered AC=(150-rating/5) to you V 0 Dex-17 Dex-28
9 +LVL*rating/2 item XP in Weapon flags per day F 0 NA NA
10 Disjoin x2 effect ||||||||| x3 |||||||||||||||| x4 etc. - 50 Chr-18 Chr-25
12 Disharmonic Blast (1 dmg per 1% made) V 10 Con-16 Con-22
15
18 Backstave (N/2% of your dmg is vile) || Stun (save=N-100) - 0 Wis-26 Wis-32
27 Destruction/Mordenkainen's Disjunction ||| Put Target Down a Hole V 0 Int-19 Int-25

[PC3] Priest Group Classes


Divine Elf0

Level KXP Priest
123 456 7
1 0 0-- --- -
2 3 1-- --- -
3 6 20- --- -
4 12 21- --- -
5 24 220 --- -
6 48 221 --- -
7 90 322 0-- -
8 187.5 332 1-- -
9 300 333 20- -
10 450 443 21- -
11 637.5 443 320 -
12 825 444 321 -
13 1012.5 554 322 -
14 1200 555 332 -
15 1387.5 655 333 -
16 1575 655 443 0
17 1762.5 665 443 1
18 1950 665 443 2
19 2137.5 765 444 2
20 2325 765 444 3
21 2512.5 765 554 3
22 2700 765 554 4
23 2887.5 776 654 4
24 3075 876 655 4
25 3262.5 876 655 5
26 3450 877 665 5
27 3637.5 887 666 5
28 3825 887 776 5
29 4012.5 887 776 6
30 4200 888 777 6
31 4387.5 888 887 6
32 4575 988 887 6
33 4762.5 998 888 7
34 4950 999 888 8
35 5137.5 999 998 8
36 5325 999 999 9
TH Saves
PD RS PP BW Sp Fo Re Wi
+1  6  5  5  3  3  0  1  1
+1  6  5  5  4  3  0  1  1
+2  6  5  5  4  4  0  2  1
+3 10  8  8  7  7  1  2  2
+3 10  8  8  8  7  1  2  2
+4 10  8  8  8  8  2  3  2
+5 14 11 11 11 11  2  3  3
+5 14 12 11 11 11  2  4  3
+6 14 12 12 11 11  3  4  3
+7 16 14 14 15 15  3  4  4
+7 16 14 14 15 15  3  4  4
+8 16 14 14 15 15  3  4  4
+9 16 14 14 15 15  3  4  4
+9 16 14 14 15 15  3  4  4
+10 16 14 14 15 15  3  4  4
+11 16 14 14 15 15  3  4  4
+11 16 14 14 15 15  3  5  4
+12 16 14 14 15 15  4  5  4
Requisites: Str 9, Wis 9
Alignment: any
HD/level: d7
Weapon Prof.: 3+level/3
To Hit Table: Ftr0
Save Table: Elf0
Reference: DM {Planeshifted Elf0}
Groups: Priest, Warrior, Alternate
 
Priest Spells: Get 1 Grand, 3 Major, 6 Minor spheres.
Level 1: Turn Undead, see [S3]
Level 1: May use 1 instance of material componenting per spell as a 0 action. You lose this ability if you are a Specialty Priest.
Level 1: Over Hit: If you hit someone and needed a negative number to hit them (i.e. your TH bonus was greater than his AC), do x1.5 dmg.
Level 1: +1 slot in Weapon Mastery per level.
Level 1: Fighting Withdrawal: 2V: Disengage melee combat without receiving a parting shot.
Level 9: Can construct religious stronghold, cost is ½ due to religious help. Must contain temple/cathedral/church at least 2500 sq.ft. If cleric clears area, gains 9 sp/inhabitant from trade/taxes/tithes
Level 9: Detect Deception: can sense lies and see through all illusions with 1M.
Level 9: Loan: Can transfer hit points from self to any creature or group of creatures within sight (1M action). Cannot raise above max hp.
Level 9: Smash: 0: Get -5 to hit, but add an additional Str bonus to damage.
Level 9: Parry: +N AC for each weapon you are wielding (N=0 for small, N=1 for medium, N=4 for large).
Level 9: Disarm: 0: An attack you do does no damage, roll 1d20+(your Dex)-(target's Dex)*2, if greater than 0 he is disarmed.
Level 10 ¶: +8 HNCL
Level 12: If you need a 2 or less to hit a target, you may attack it twice for each attack.
Level 15: Divine Voice: 1M+1P+1V action: all within 180' save vs. spell or Entralled (as spell). Cleric can issue a Mass Suggestion as well.
Level 18: Divine Strength: Can adjust Wis, Str, and Chr as follows: 1M action: one stat raised to equal the cleric's level or +1; the two other stats are reduced by 2; lasts for 1 r/level; maintained effect.
Level 24: If you need a 2 or less to hit a target, you may attack it three times for each attack.
Level 27: Divine Will: Can throw off any one non-godly effect per day; the effect simply does not function on the cleric.
Level 36: If you need a 2 or less to hit a target, you may attack it four times for each attack.

[PC3] Priest Group Classes


Divine Emissary

Level KXP Priest
123 456 789
1 0 1-- --- ---
2 3 3a- --- ---
3 6 42b --- ---
4 12 441 c-- ---
5 24 744 0d- ---
6 48 764 3ae ---
7 96 775 42b f--
8 192 777 441 cg-
9 384 777 744 0dh
10 750 777 744 1cg
11 1500 777 754 2bf
12 2000 777 764 3ae
13 2500 777 774 40d
14 3000 777 774 41c
15 3500 777 775 42b
16 4000 777 776 43a
17 4500 777 777 440
18 5000 777 777 441
19 5500 777 777 542
20 6000 777 777 643
21 6500 777 777 744
22 7000 777 777 754
23 7500 777 777 755
24 8000 777 777 765
25 8500 777 777 766
26 9000 777 777 776
27 9500 777 777 777
28 10000 777 777 777
29 10500 777 777 777
30 11000 777 777 777
31 11500 777 777 777
32 12000 777 777 777
33 12500 777 777 777
34 13000 777 777 777
35 13500 777 777 777
36 14000 777 777 777
TH Saves
PD RS PP BW Sp Fo Re Wi
+0  8  4  5  2  3  0  0  2
+1  8  4  6  3  4  0  0  3
+1  9  5  6  3  4  0  1  3
+2  9  5  6  4  4  1  1  4
+3 10  6  7  4  5  1  1  4
+3 10  6  7  5  5  2  2  5
+4 11  7  8  5  6  2  2  5
+5 11  7  9  6  6  2  2  6
+5 12  7  9  6  7  3  3  6
+6 12  8  9  6  7  3  3  7
+7 13  8 10  7  8  4  3  7
+7 13  9 10  7  8  4  4  8
+8 13  9 10  7  8  4  4  8
+9 14  9 11  8  9  5  4  9
+9 14 10 11  8  9  5  5  9
+10 14 10 11  9  9  6  5 10
+11 15 11 12  9 10  6  5 10
+11 15 11 12 10 11  6  6 11
Requisites: Str 9, Dex 9, Con 9, Int 9, Wis 19, Chr 9
Alignment: any
HD/level: d10
Weapon Prof.: 3+level/2
To Hit Table: Pri
Save Table: Pri
Reference: DM {Planeshifted Pantheon Worshiper}
Groups: Priest
 
Gets +1 specialty priest pick per level. You may pick the same god more than once, if you do, the god's abilities stack with itself.
Does not need to meet stat or alignment requirements for specialty priest picks.
Automatically grand in "All" sphere. Automatically grand in the main sphere for each god you have at least 2 specialty priest picks in.
Divine Intervention is 5*LVL%.

[PC3] Priest Group Classes


Divine Interventioner

Level KXP Priest
123 456 789
1 0 1-- --- ---
2 3 3a- --- ---
3 6 42b --- ---
4 12 441 c-- ---
5 24 744 0d- ---
6 48 764 3ae ---
7 96 775 42b f--
8 192 777 441 cg-
9 384 777 744 0dh
10 750 777 744 1cg
11 1500 777 754 2bf
12 2000 777 764 3ae
13 2500 777 774 40d
14 3000 777 774 41c
15 3500 777 775 42b
16 4000 777 776 43a
17 4500 777 777 440
18 5000 777 777 441
19 5500 777 777 542
20 6000 777 777 643
21 6500 777 777 744
22 7000 777 777 754
23 7500 777 777 755
24 8000 777 777 765
25 8500 777 777 766
26 9000 777 777 776
27 9500 777 777 777
28 10000 777 777 777
29 10500 777 777 777
30 11000 777 777 777
31 11500 777 777 777
32 12000 777 777 777
33 12500 777 777 777
34 13000 777 777 777
35 13500 777 777 777
36 14000 777 777 777
TH Saves
PD RS PP BW Sp Fo Re Wi
+0  8  4  5  2  3  0  0  2
+1  8  4  6  3  4  0  0  3
+1  9  5  6  3  4  0  1  3
+2  9  5  6  4  4  1  1  4
+3 10  6  7  4  5  1  1  4
+3 10  6  7  5  5  2  2  5
+4 11  7  8  5  6  2  2  5
+5 11  7  9  6  6  2  2  6
+5 12  7  9  6  7  3  3  6
+6 12  8  9  6  7  3  3  7
+7 13  8 10  7  8  4  3  7
+7 13  9 10  7  8  4  4  8
+8 13  9 10  7  8  4  4  8
+9 14  9 11  8  9  5  4  9
+9 14 10 11  8  9  5  5  9
+10 14 10 11  9  9  6  5 10
+11 15 11 12  9 10  6  5 10
+11 15 11 12 10 11  6  6 11
Requisites: Wis 28
Alignment: any
HD/level: d12
Weapon Prof.: 3+level/2
To Hit Table: Pri
Save Table: Pri
Reference: DM
Groups: Priest, Demigod (x1)
 
Gets the usual GGL (Speciality God) pick, but is considered 9 levels higher for purposes of "Level:" 's, LVL, and CL for the GGL's abilities. This does not affect Turn Undead.
Bonus Grand in "All" sphere. Sphere Robe (-1 SL per spell) in "All" sphere.
Level 1 ¶: Divine Intervention is automatic, but still can be done only once per day.
Level 1 ¶: 1F, LVL/d: Your god does 1G action into this combat. This is treated as a random SL=11+LVL/7 effect from the [X] section. Roll 1d10 for type of power: 1=Str, 2=Dex, 3=Con, 4=Int, 5-7=Wis, 8=Chr, 9-10=One of the requirements for this god's GGL pick at random. You may see what the effect is before you target the effect.
Level 1 ¶: You always regain all your Priest spells even if you are out of contact with your god, or if your god/intermediary is dead or "Barneyed".
Level 1 ¶: You may use Omens even if not otherwise available in the current campaign. If they are already available in the current campaign, you can shift the results of Omens by plus or minus 1.
Level 1: Your "Miracle" spells do not drain the MF.

[PC3] Priest Group Classes


Doomshaman3

Level KXP
Spells
1 0 (none)
2 10 +1 ML to one class
3 30 +1 ML to one class
4 60 +2 ML to one class
5 100 +2 ML to one class
6 150 +3 ML to one class
7 210 +3 ML to one class
8 280 +4 ML to one class
9 360 +4 ML to one class
10 450 +5 ML to one class
11 550 +5 ML to one class
12 660 +6 ML to one class
13 780 +6 ML to one class
14 910 +7 ML to one class
15 1050 +7 ML to one class
16 1200 +8 ML to one class
17 1360 +8 ML to one class
18 1530 +9 ML to one class
19 1710 +9 ML to one class
20 1900 +10 ML to one class
21 2100 +10 ML to one class
22 2310 +11 ML to one class
23 2530 +11 ML to one class
24 2760 +12 ML to one class
25 3000 +12 ML to one class
26 3250 +13 ML to one class
27 3510 +13 ML to one class
28 3780 +14 ML to one class
29 4060 +14 ML to one class
30 4350 +15 ML to one class
31 4650 +15 ML to one class
32 4960 +16 ML to one class
33 5280 +16 ML to one class
34 5610 +17 ML to one class
35 5950 +17 ML to one class
36 6300 +18 ML to one class
TH Saves
PD RS PP BW Sp Fo Re Wi
& +1 & +1 (all)
& +1 & +2 (all)
& +2 & +3 (all)
& +2 & +4 (all)
& +3 & +5 (all)
& +3 & +6 (all)
& +4 & +7 (all)
& +4 & +8 (all)
& +5 & +9 (all)
& +5 & +10 (all)
& +6 & +11 (all)
& +6 & +12 (all)
& +7 & +13 (all)
& +7 & +14 (all)
& +8 & +15 (all)
& +8 & +16 (all)
& +9 & +17 (all)
& +9 & +18 (all)
Requisites: Wis 0, (Priest 7)
Alignment: any
HD/level: & d9
Weapon Prof.: & (1+level)/2
To Hit Table: & +(1+level)/2
Save Table: & +level
Reference: DM {Planeshifted Doomguard3}
Groups: Priest, Planar, Alternate
 
Gets Exceptional Wis.
Level 1 ¶: +LVL to Turn Undead level (if you don't have Turn Undead at all, your Turn Undead level is -4).
Level 1 ¶: +1 Specialty Priest (GGL) pick
Level 1 ¶: +LVL to your Priest CL (in your other Priest classes)
Level 1: Veluna Healing: x2 effect with Curing spells and effects (not when reversed though). You can cure/cause to beings that are not normally affected (incorporeal undead, golems, etc.).
Level 2: Godly Expertise: LVL-1 slots in Religion proficiency; 1M, 1/d: Commune (to any god, not necessarily yours)
Level 3: Unholy Adaptation: Immune Unholy. (You can pick Holy or Eldritch instead if you prefer.)
Level 4: Snap or Retort: +LVL-3 stat points distributed among Dex or Wis.
Level 7: Unmaking Innates: 1 attack or ½M: Dispel Innate
Level 9: Gate: 1M: Gate
Planar Feats:
Your 1 feat per level from this class can be used on these Planar feats, or can be used as regular feats.
* DM Note: Feats marked with an asterisk (*) are new and did not appear in the Doomguard3 class. Doomguard3 can use these.
Air Heritage: Immune Air; Flying 12"; +2 Dex checks
* Discern Planar Location: You know what plane you're on at all times. You also know the MF, PF, TF, PsiF, TechF, and LoopF.
Earth Heritage: Immune Earth; Immune Overbear, Trip; +1 dmg w/ attacks
Elemental Spellcasting: Can shift spells you know to a lower E rating element. +1 CL with Elemental spells.
Fire Heritage: Immune Fire; Fire Shield (50%); +2 dmg with unarmed attacks
* Hide in Plane [plane]: Specify a whole plane (not a layer). You do not generate "?" marks in that plane; monsters generally don't initiate combat with you (even if they see you).
* Hold Plane: You are immune to any effect which would change which plane you're on (can lower this at will).
* Hold Sanity: Sustain Sanity; Resist Raw Logrus; Immune to ESP, Insanity, Capital E Extract
Natural Heavyweight: Immune Gravity
* Natural Lightweight: Immune TK or falling dmg (choose one per instance of this feat)
* Negative Heritage: Immune Negative; Sustain Chr; (Take this feat twice: Hold XP, Life)
Outer Summoning Specialist: +1 summon slot for Outer; 1M: Summon a DL=(LVL+2)/3 Outer creature.
* Planar Coloring: 0, 1/r: Add "Holy", "Eldritch" or "Unholy" as an adjective to one your Elemental spells or effects.
* Planar Survival [plane]: Specify a whole plane (not a layer). You are immune to the environment of that plane.
Planar Touchstone: Gain a Psi-12, Psi-6, Psi6, or Psi12 minor (must match alignment)
* Portal Feel: LVL*10% chance to know where a portal/gate/dim-door/painting/etc. goes to.
Shadow Heritage: Immune Shadow; Sustain Str; Hide in Shadows 75%
Water Heritage: Immune Water; Water Breathing; Swim 18"

[PC3] Priest Group Classes


Druid0

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

[PC3] Priest Group Classes


Druid1

Level KXP Priest
123 456 7
1 0 20- --- -
2 2 210 --- -
3 4 321 --- -
4 7.5 422 --- -
5 12.5 432 0-- -
6 20 432 1-- -
7 35 443 1-- -
8 60 443 20- -
9 90 543 21- -
10 125 543 320 -
11 200 553 321 0
12 300 554 432 1
13 750 655 543 2
14 1500 666 654 3
15 3000 666 666 6
16 3500 666 666 6
17 4000 666 666 6
18 4500 666 666 6
19 5000 666 666 6
20 5500 666 666 6
21 6000 666 666 6
22 6500 666 666 6
23 7000 666 666 6
24 7500 766 666 6
25 8000 776 666 6
26 8500 777 666 6
27 9000 777 766 6
28 9500 777 776 6
29 10000 777 777 6
30 10500 777 777 7
31 11000 888 777 7
32 11500 888 887 7
33 12000 888 888 8
34 12500 999 888 8
35 13000 999 998 8
36 13500 999 999 9
TH Saves
PD RS PP BW Sp Fo Re Wi
+0  8  4  5  2  3  0  0  2
+1  8  4  6  3  4  0  0  3
+1  9  5  6  3  4  0  1  3
+2  9  5  6  4  4  1  1  4
+3 10  6  7  4  5  1  1  4
+3 10  6  7  5  5  2  2  5
+4 11  7  8  5  6  2  2  5
+5 11  7  9  6  6  2  2  6
+5 12  7  9  6  7  3  3  6
+6 12  8  9  6  7  3  3  7
+7 13  8 10  7  8  4  3  7
+7 13  9 10  7  8  4  4  8
+8 13  9 10  7  8  4  4  8
+9 14  9 11  8  9  5  4  9
+9 14 10 11  8  9  5  5  9
+10 14 10 11  9  9  6  5 10
+11 15 11 12  9 10  6  5 10
+11 15 11 12 10 11  6  6 11
Requisites: Wis 12, Chr 15
Alignment: TN
HD/level: d8
Weapon Prof.: 2+level/5
To Hit Table: Pri
Save Table: Pri
Reference: PH1-20
Groups: Priest
 
Druids don't get to pick spheres: they get Plant, Animal as Grand; Healing, Weather, All as Major; Charm, Divination, Elemental, Protection, Sun as Minor. Druids may flip-flop 1 Major with 1 Minor if desired.
Level 1: Cannot destroy woodlands, avoid slaying wild animals
Level 1: Speak Druid language
Level 3: Identify Plant type; Identify Animal type; Identify pure water.
Level 3: Pass through overgrown areas without trace and at full movement rate.
Level 3: Gain 1 woodland language per level starting at 3rd. (centaur,dryad,elf,faun,gnome,green dragon,hill giant,lizard man,manticore,nixie,pixie,sprite,treant,etc.) Yes, you can use these as nonweapon proficiencies instead.
Level 7: Immunity to woodland Charms.
Level 7: Shape Change to Reptile/Fish, Bird, Mammal (each 1/day) 1M action, must be size T-L, heal 10%-60% hp
Level 12: Only 9 druids of this level in any region. If 9 of this level and advance, must fight one in spell/hand-to-hand combat, winner stays at 12th, loser goes to beginning of 11th.
Level 12: Gain three 1st to 9th level followers.
Level 13: Only 3 druids of this level in any region.
Level 14: Only 1 druid of this level in any region.
Level 14: Gain nine 11th level followers.
Level 15: Gain three 13th level followers, each has 4 bonus spell levels.
Level 15: 6 bonus spell levels, lost when advance to Level 16.
Level 16: Immunity to all poisons.
Level 16: Add level*10 to max age, considered "Young Adult" at all ages.
Level 16: Alter Appearance (NO action to use, at will). Cannot be detected by True Seeing or the like.
Level 17: Hibernate; Suspend Animation up to level*10 years.
Level 17: Enter Elemental plane of Earth; Conjure Water Elemental at will; Immune to all earth and water based effects.
Level 18: Enter Elemental plane of Fire; Conjure Air Elemental at will; Immune to all fire and air based effects.
Level 19: Enter Elemental plane of Water; Conjure Magma/Ooze Para-Elemental.
Level 20: Enter Elemental plane of Air; Conjure Ice/Ooze Para-Elemental.
Level 21: Enter Para-Elemental planes.
Level 22: Enter plane of Shadow; immune to Shadow-based effects.
Level 23: Enter any Inner plane; Roam Inner Plane Probability Lines (7th dim.); Enter Concordant Opposition; immune to Quasi-Elemental effects and Positive and Negative energy.

[PC3] Priest Group Classes


Druid1JG

Level KXP Priest
123 456 7
1 0 20- --- -
2 2 210 --- -
3 4 321 --- -
4 8 422 --- -
5 16 432 0-- -
6 32 432 1-- -
7 64 443 1-- -
8 128 443 20- -
9 256 543 21- -
10 656 543 320 -
11 1056 553 321 0
12 1456 554 432 1
13 1856 655 543 2
14 2256 666 654 3
15 2656 666 666 6
16 3056 666 666 6
17 3456 666 666 6
18 3856 666 666 6
19 4256 666 666 6
20 4656 666 666 6
21 5056 666 666 6
22 5456 666 666 6
23 5856 666 666 6
24 6256 766 666 6
25 6656 776 666 6
26 7056 777 666 6
27 7456 777 766 6
28 7856 777 776 6
29 8256 777 777 6
30 8656 777 777 7
31 9056 888 777 7
32 9456 888 887 7
33 9856 888 888 8
34 10256 999 888 8
35 10656 999 998 8
36 11056 999 999 9
TH Saves
PD RS PP BW Sp Fo Re Wi
+0  4  7  5  3  6  0  1  1
+0  4  7  5  3  7  0  1  1
+0  4  8  5  4  7  0  1  2
+1  4  8  6  4  7  1  2  2
+1  5  9  6  4  8  1  2  3
+1  5  9  7  5  8  2  3  3
+2  5 10  7  5  9  2  3  4
+2  6 10  7  6  9  2  3  4
+2  6 10  8  6  9  3  4  5
+3  6 11  8  6 10  3  4  5
+3  7 11  9  7 10  4  5  6
+3  7 12  9  7 11  4  5  6
+4  7 12  9  8 11  4  5  7
+4  7 13 10  8 11  5  6  7
+4  8 13 10  8 12  5  6  8
+5  8 13 11  9 12  6  7  8
+5  8 14 11  9 13  6  7  9
+5  9 14 11 10 13  6  7  9
Requisites: Wis 12
Alignment: any
HD/level: d6
Weapon Prof.: 2+level/3
To Hit Table: Wiz
Save Table: Wiz
Reference: FGE1JG
Groups: Priest
 
Druids don't get to pick spheres: they get Plant, Animal as Grand; Healing, Weather, All as Major; Charm, Divination, Elemental, Protection, Sun as Minor. Druids may flip-flop 1 Major with 1 Minor if desired.
Spell progression as per Druid1, with Wisdom bonus. Specialized in Elemental spells.
Level 1: 1F, 2/d: Polymorph into a normal or para elemental for (level) rounds. Your punching damage is (level)d4.
Level 1: 1V, 2/d: Fly for (level) rounds.
Level 1: 1V, 2/d: Pass Earth for (level) rounds.
Level 1: 1V, 2/d: Water Breathing and no hampered movement in water for (level) rounds.
Level 1: 1V, 2/d: Immune to fire for (level) rounds.
Level 1: 1M, 1/d: Summon Animal, (Int+Wis+Con)% chance, typically has (level*3) HD.
Level 1: Cannot destroy woodlands, avoid slaying wild animals
Level 1: Speak Druid language
Level 3: Identify Plant type; Identify Animal type; Identify pure water.
Level 3: Pass through overgrown areas without trace and at full movement rate.
Level 3: Gain 1 woodland language per level starting at 3rd. (centaur,dryad,elf,faun,gnome,green dragon,hill giant,lizard man,manticore,nixie,pixie,sprite,treant,etc.) Yes, you can use these as nonweapon proficiencies instead.
Level 7: Immunity to woodland Charms.
Level 7: Shape Change to Reptile/Fish, Bird, Mammal (each 1/day) 1M action, must be size T-L, heal 10%-60% hp
Level 12: Only 9 druids of this level in any region. If 9 of this level and advance, must fight one in spell/hand-to-hand combat, winner stays at 12th, loser goes to beginning of 11th.
Level 12: Gain three 1st to 9th level followers.
Level 13: Only 3 druids of this level in any region.
Level 14: Only 1 druid of this level in any region.
Level 14: Gain nine 11th level followers.
Level 15: Gain three 13th level followers, each has 4 bonus spell levels.
Level 15: 6 bonus spell levels, lost when advance to Level 16.
Level 16: Immunity to all poisons.
Level 16: Add level*10 to max age, considered "Young Adult" at all ages.
Level 16: Alter Appearance (NO action to use, at will). Cannot be detected by True Seeing or the like.
Level 17: Hibernate; Suspend Animation up to level*10 years.
Level 17: Enter Elemental plane of Earth; Conjure Water Elemental at will; Immune to all earth and water based effects.
Level 18: Enter Elemental plane of Fire; Conjure Air Elemental at will; Immune to all fire and air based effects.
Level 19: Enter Elemental plane of Water; Conjure Magma/Ooze Para-Elemental.
Level 20: Enter Elemental plane of Air; Conjure Ice/Ooze Para-Elemental.
Level 21: Enter Para-Elemental planes.
Level 22: Enter plane of Shadow; immune to Shadow-based effects.
Level 23: Enter any Inner plane; Roam Inner Plane Probability Lines (7th dim.); Enter Concordant Opposition; immune to Quasi-Elemental effects and Positive and Negative energy.

[PC3] Priest Group Classes


Druid2

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

[PC3] Priest Group Classes


Druid3

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

[PC3] Priest Group Classes


Dweomershaper5

Level KXP Priest
123 456 7
1 0 1-- --- -
2 3 20- --- -
3 6 31- --- -
4 12 42- --- -
5 24 530 --- -
6 48 541 --- -
7 96 552 --- -
8 192 553 0-- -
9 384 554 1-- -
10 576 555 2-- -
11 750 555 30- -
12 1000 555 41- -
13 1250 555 52- -
14 1500 555 530 -
15 1750 555 541 -
16 2000 555 552 -
17 2250 555 553 0
18 2500 555 554 1
19 2750 555 555 2
20 3000 555 555 3
21 3250 555 555 4
22 3500 555 555 5
23 3750 655 555 5
24 4000 665 555 5
25 4250 666 555 5
26 4500 666 655 5
27 4750 666 665 5
28 5000 666 666 5
29 5250 666 666 6
30 5500 766 666 6
31 5750 776 666 6
32 6000 777 666 6
33 6250 777 766 6
34 6500 777 776 6
35 6750 777 777 6
36 7000 777 777 7
TH Saves
PD RS PP BW Sp Fo Re Wi
+0  8  4  5  2  3  0  0  2
+1  8  4  6  3  4  0  0  3
+1  9  5  6  3  4  0  1  3
+2  9  5  6  4  4  1  1  4
+3 10  6  7  4  5  1  1  4
+3 10  6  7  5  5  2  2  5
+4 11  7  8  5  6  2  2  5
+5 11  7  9  6  6  2  2  6
+5 12  7  9  6  7  3  3  6
+6 12  8  9  6  7  3  3  7
+7 13  8 10  7  8  4  3  7
+7 13  9 10  7  8  4  4  8
+8 13  9 10  7  8  4  4  8
+9 14  9 11  8  9  5  4  9
+9 14 10 11  8  9  5  5  9
+10 14 10 11  9  9  6  5 10
+11 15 11 12  9 10  6  5 10
+11 15 11 12 10 11  6  6 11
Requisites: Dex 9, Wis 17
Alignment: any
HD/level: 2d3
Weapon Prof.: 2+level/4
To Hit Table: Pri
Save Table: Pri
Reference: DM {Altered Spellshaper5}
Groups: Priest
 
Dweomershapers may specialize in a sphere of magic, if they do, pick an opposite major sphere. This specialization may be of the "+1 spell per SL" or the "spells cost ½ a spell slot" variety.
Dweomershaper spells cannot be material componented. Dweomershapers can cast normal Priest spells.
To “Frugal” something means to give it one extra charge. An item can never gain more frugaled charges than it’s total number of charges when found (if you have the ability to recharge the item, the item can never gain more frugaled charges than it’s full charge count).
Each level, get one "5th edition" pick from the choices below.
 
Levels Pick Description
Level 1-3: A 60F,1/d: Create a potion of <= LVL*100 XP value
B Has access to materials of “S” rating up to LVL; it’s cheaper: multiply cost by S/LVL
C Your SL=0 spells have double effect
D Cont. Detect Poison; 1M: Determine medicinal value of liquid; 60F,1/d: Frugal a potion
E Gain a minor familiar (this is in addition to the Find Familiar spell if you have it)
Level 4: Pick two Dweomershaper5 Level 1-3, one Bringer5 Level 1-3, or one Rogue5 Level 1-3
Level 5-7: F 120F,1/d: Create a scroll of <= LVL*200 XP value
G +1M action per round, only for Dweomershaper spells
H Your SL=0 and SL=1 spells have double effect (if already have 1-3 C, SL=0 is triple)
I Immune to head blown off; 1M: Know contents of scroll/book; 60F,1/d: Frugal a scroll
J Gain an extra minor familiar [this was major in Summer 2004 campaign]
Level 8: Pick two from: Dweomershaper5 Level 5-7, Bringer5 Level 1-3, Rogue5 Level 1-3
Level 9-12: K 180F,1/d: Create ring or staff of <= LVL*300 XP value
L Add up your SLs together into one "mana pool"; spell of SL=X is X mana; max SL=(LVL+1)/2
M Your SL=0, SL=1, and SL=2 spells have double effect (each similar instance adds x[+1] )
N Immune to Retributive Strikes (your's or other's), Own Effects, Ego of x(LVL-6)/3 mult.
O Gain an extra major familiar
Level 13: Pick 2: Dweomershaper5 Level 9-12, Bringer5 Level 5-7, Rogue5 Level 5-7, other5 Level 1-3
Level 14-18: P 240F,1/d: Create weapon or armor flag of <= LVL*400 XP value
Q +1QM action per round, only for Dweomershaper spells
R Your SL=0 through SL=4 spells have double effect (each similar instance adds x[+1] )
S Time/Reality Stability; whenever a drastic event allows you 1 action to respond to it, you get 2 actions instead
T Gain an extra major familiar [this was grand in Summer 2004 campaign]
Level 18: Pick 2: Bringer5 Level 9-12, Rogue5 Level 9-12, other5 level 5-7
Level 20-26: U 300F,1/d: Create any magic item (of a type not listed in A,F,K,P above) of <= LVL*500 XP value
V You may "channel" spells by spending 2 spell slots each on them
W Your SL=0 through SL=6 spells have double effect (each similar instance adds x[+1] )
X You may cast anti-magical spells by spending 2 spell slots each, these are resisted used aMR instead of MR
Y Gain an extra grand familiar
Z Pick 1 Level 14-18 (or lower) pick from any "5th Edition" class (this may be picked multiple times)
Level 27-36: Pick 1 Level 20-26 (or lower) pick from any "5th Edition" class.

[PC3] Priest Group Classes


Eeler1

Level KXP Priest
123 456 7
1 0 1-- --- -
2 5 10- --- -
3 10 111 --- -
4 15 211 1-- -
5 25 221 11- -
6 50 222 111 -
7 100 322 211 1
8 200 332 221 1
9 300 333 222 1
10 400 433 322 2
11 500 443 332 2
12 600 444 333 2
13 700 544 433 3
14 800 554 443 3
15 900 555 444 3
16 1000 655 544 4
17 1100 665 554 4
18 1200 666 555 4
19 1300 766 655 5
20 1400 776 665 5
21 1500 777 666 5
22 1600 877 766 6
23 1700 887 776 6
24 1800 888 777 6
25 1900 988 877 7
26 2000 998 887 7
27 2100 999 888 7
28 2200 A99 988 8
29 2300 AA9 998 8
30 2400 AAA 999 8
31 2500 BAA A99 9
32 2600 BBA AA9 9
33 2700 BBB AAA 9
34 2800 CBB BAA A
35 2900 CCB BBA A
36 3000 CCC BBB A
TH Saves
PD RS PP BW Sp Fo Re Wi
+0  8  4  5  2  3  0  0  2
+1  8  4  6  3  4  0  0  3
+2  9  5  6  3  4  0  1  3
+3  9  5  6  4  4  1  1  4
+4 10  6  7  4  5  1  1  4
+5 10  6  7  5  5  2  2  5
+6 11  7  8  5  6  2  2  5
+7 11  7  9  6  6  2  2  6
+8 12  7  9  6  7  3  3  6
+9 12  8  9  6  7  3  3  7
+10 13  8 10  7  8  4  3  7
+11 13  9 10  7  8  4  4  8
+12 13  9 10  7  8  4  4  8
+13 14  9 11  8  9  5  4  9
+14 14 10 11  8  9  5  5  9
+15 14 10 11  9  9  6  5 10
+16 15 11 12  9 10  6  5 10
+17 15 11 12 10 11  6  6 11
Requisites: Str 15, Dex 15, Wis 15
Alignment: any
HD/level: d8
Weapon Prof.: 4+level/3
To Hit Table: War
Save Table: Pri
Reference: DM {Mirror Healer1}
Groups: Priest, Mirror
 
Can cast spells only from All, Animal, Eeling, and Summoning spheres. Eeling spells cost ½ of a spell each to cast.
Other spheres cannot be cast at all, but you may pick one sphere which can be cast as if opposite (at 2 spells per spell).
Level 1: May weapon specialize using the "Non-War" column.
Level 4: Great Swing: Can choose to make 1 attack per physical action (regardless of how many weapons the PC is using) instead of normal number of attacks. This "great swing" has no extra bonus to hit but does 5 times normal damage and has a 1% per level of fighter of instantly killing any one mortal target (as per assassination). Great swing is not cumulative with Rogue's Backstab or Assassin abilities, but can be used with missile or natural weapons.
Level 4: Detect Leeches and Eels 40' cont.
Level 8: 1M: Identify Magical Pool.
Level 8: Gain four 1st level Eelemental Wizard spells in your memorization per day.
Level 9: Mental link with your Leeches and Eels.
Level 10: Gain four 2nd level Eelemental Wizard spells in your memorization per day.
Eel Sphere:
Leeches (SL=1): This acts like goodberries, each casting gives 3 Leeches. Leeches can cure or cause 1 hp, and can move on their own.
Summon Eelemental (SL=N): Summon a DL N Eelemental (DM has table)
Summon Leech (SL=N): Summon a DL N Leech (DM has table)
Call Eelectricity (SL=2): CLd6 Eelectricity dmg (no save; NR to resist) to one target
Protection from Eelements (SL=3): Resist all Eelements, or absorb 12*CL Eelemental dmg.
Eels (SL=4): This acts like goodberries, each casting gives 1 Eel. Eels can remove or cause 1 [C] section effect (PPD save, effect is random).
Reelly Put Out of Misery (SL=5): Ignore regen buffer then Put out of Misery (lower s slay). Doesn't trigger contingencies.
Heel (SL=6): Remove all hp of dmg and remove 1 [C] section effect
Hovercraft Full of Eels (SL=7): Like a Chariot of Sustarre, but it's Eels!
Multi Eel (SL=7): Summons CL Eels of DL=7, which use up 1 summon slot. They aren't summoning sick!

[PC3] Priest Group Classes


Elemental Cleric2

Level KXP Priest     [ClrEle]
123 456 789 [1]
1 0 1a- --- --- [-]
2 3 20- --- --- [-]
3 6 21a --- --- [-]
4 12 320 --- --- [-]
5 26 421 a-- --- [-]
6 55 422 0-- --- [-]
7 110 432 1a- --- [-]
8 220 433 20- --- [-]
9 450 443 21a --- [-]
10 900 444 320 --- [-]
11 1350 444 431 a-- [-]
12 1800 555 442 0-- [-]
13 2250 555 442 1a- [-]
14 2700 555 552 10- [-]
15 3150 555 553 21a [-]
16 3600 555 553 320 [-]
17 4050 555 553 321 [-]
18 4500 555 553 331 [1]
19 4950 555 554 332 [1]
20 5400 555 554 442 [1]
21 5850 555 555 443 [1]
22 6300 555 555 553 [2]
23 6750 555 555 554 [2]
24 7200 555 555 555 [2]
25 7650 666 655 555 [2]
26 8100 666 666 655 [3]
27 8550 666 666 666 [3]
28 9000 777 766 666 [3]
29 9450 777 777 766 [3]
30 9900 777 777 777 [4]
31 10350 888 877 777 [4]
32 10800 888 888 877 [4]
33 11250 888 888 888 [4]
34 11700 999 988 888 [5]
35 12150 999 999 988 [5]
36 12600 999 999 999 [5]
TH Saves
PD RS PP BW Sp Fo Re Wi
+0  8  4  5  2  3  0  0  2
+1  8  4  6  3  4  0  0  3
+1  9  5  6  3  4  0  1  3
+2  9  5  6  4  4  1  1  4
+3 10  6  7  4  5  1  1  4
+3 10  6  7  5  5  2  2  5
+4 11  7  8  5  6  2  2  5
+5 11  7  9  6  6  2  2  6
+5 12  7  9  6  7  3  3  6
+6 12  8  9  6  7  3  3  7
+7 13  8 10  7  8  4  3  7
+7 13  9 10  7  8  4  4  8
+8 13  9 10  7  8  4  4  8
+9 14  9 11  8  9  5  4  9
+9 14 10 11  8  9  5  5  9
+10 14 10 11  9  9  6  5 10
+11 15 11 12  9 10  6  5 10
+11 15 11 12 10 11  6  6 11
Requisites: Str 10, Con 8, Wis 10, Chr 6
Alignment: any
HD/level: d8
Weapon Prof.: 3+level/3
To Hit Table: Pri
Save Table: Pri
Reference: DM {Reduced Clerical Elemental2}
Groups: Priest, Concordant (x1)
 
Gets your choice of Str, Con, or Wis bonus to spell progression.
Gets Exceptional Wis and Con bonus.
Grand and Sphere robed (-1 SL) in Elemental sphere; you can also cast Wizard Elemental school spells (these are not sphere robed and cost a full spell slot though).
You do not age physically.
Level N (every level): Pick an E=2+LVL/4 or lower element, you are immune to it. You can cast "Wall of Element" and "Wacky Ball" spells of that element, as if it was E=1. (These spells exist at every SL.)
Level 2: You may cast Psi2 minor powers as if they were SL=2 spells. You still need to make the stat check. You do not need to spend PSPs. If it requires a variable amount of PSPs, you have 10*SL PSPs to spend into the power.
Level 8: You may cast Psi2 major powers as if they were SL=5 spells.
Level 16: You may cast Psi2 grand powers as if they were SL=8 spells.
Level 18: Gets 1X action per round. Gets Clerical Elemental2 spells, which require X actions to cast. Your CCL=(CL-16)/2.
Level 24: You may cast Psi2 super powers as if they were SL=8 spells.
Clerical Elemental2 SL=1 spells (#1-9 are old, #10-15 are new, the Clerical Elemental2 class is errated to have the new spells):
1. Sphere robe in CCL spheres. If you pick Elemental, you are double Sphere robed (-2 SL).
2. Priest spells (and material componenting) cost half the number of actions in CCL spheres.
3. Your Priest spells are resisted using XR instead of MR.
4. You may double material component Priest spells by using +1V action.
5. ½0 (half of a zero action): Shift composition of a spell, power, or existing effect (that has an element/eelement) to any element/eelement.
6. +CCL "Level:" picks from Priest group of your HNCL+CCL or lower.
7. +CCL*2 Minors in Psi15 or Psi(-15). Can convert 2 Minor -> 1 Major, 2 Major -> 1 Grand, 2 Grand -> 1 Super.
8. +CCL^2 unarmed TH and damage, +CCL to # attacks unarmed, it is of an unusual element (can change with each punch)
9. With unarmed attacks: ignore stoneskins, ironskins, uberskins, WR, iWR, DR, +blah weapon needed, displaced, inertial barrier
10 (new). You can treat this spell slot as if it was an SL=10 Priest spell slot.
11 (new). +CCL Summon slots for Elementals. 1X: Summon a DL=10+CCL Elemental that you can comprehend and control.
12 (new). Drugs are considered elements for you; with E=(SL of the drug).
13 (new). 0, sacrifice a potion, while casting a spell: This potion is considered an element of E=(XP value)/100 for the purposes of this spell.
14 (new). 10X, 30F, CCL/month: Invent a new E=4+CCL (or higher) element. Until the following reset, only you can generate effects of this element, and all effects of this element are "No Resistance". (At the end of the day the element becomes common knowledge and the benefits are lost.)
15 (new). When you are comprised of only a single element, you generate a x2 Terrain Feature that turns all other Elementals of that element into x2 beings, with +2 DL and x(CCL+1) rhp.

[PC3] Priest Group Classes


Elemental Druid0

Level KXP Priest
123 456 7
1 0 0-- --- -
2 1.5 1-- --- -
3 3 20- --- -
4 6 21- --- -
5 12 220 --- -
6 25 221 --- -
7 50 322 0-- -
8 100 332 1-- -
9 200 333 20- -
10 300 443 21- -
11 400 443 320 -
12 500 444 321 -
13 600 554 322 -
14 700 555 332 -
15 800 655 333 -
16 900 655 443 0
17 1000 665 443 1
18 1100 665 443 2
19 1200 765 444 2
20 1300 765 444 3
21 1400 765 554 3
22 1500 765 554 4
23 1600 776 654 4
24 1700 876 655 4
25 1800 876 655 5
26 1900 877 665 5
27 2000 887 666 5
28 2100 887 776 5
29 2200 887 776 6
30 2300 888 777 6
31 2400 888 887 6
32 2500 988 887 6
33 2600 998 888 7
34 2700 999 888 8
35 2800 999 998 8
36 2900 999 999 9
TH Saves
PD RS PP BW Sp Fo Re Wi
+1  7  6  4  2  3  0  0  2
+1  7  6  4  3  3  0  0  3
+1  7  6  4  3  4  0  1  3
+2  7  6  5  3  4  1  1  4
+3  9  8  6  4  5  1  1  4
+3  9  8  6  5  5  2  2  5
+3  9  8  6  5  6  2  2  5
+4  9  8  7  5  6  2  2  6
+5 11 10  8  6  7  3  3  6
+5 11 10  8  7  7  3  3  7
+5 11 10  8  7  8  4  3  7
+6 11 10  9  7  8  4  4  8
+7 12 11 10  8  9  4  4  8
+7 12 11 10  9  9  5  4  9
+7 12 11 10  9 10  5  5  9
+8 12 11 11  9 10  6  5 10
+9 13 12 12 10 11  6  5 10
+9 13 12 12 11 11  6  6 11
Requisites: Wis 15, Con 14
Alignment: any T
HD/level: d7
Weapon Prof.: 2+level/3
To Hit Table: CTD0
Save Table: Clr0
Reference: DM
Groups: Priest
 
Elemental Druids don't get to pick spheres: they get Elemental, Astral as Grand; Healing, Weather, All as Major; Charm, Divination, Elemental, Protection, Sun as Minor. Elemental Druids may flip-flop 1 Major with 1 Minor if desired.
Level N (each level): Gain a resistance to 1 element. You may change these at reset (and can "leave them open" until you are attacked).
Level 1: Speak Druid language
Level 3: Identify Elemental/Element type
Level 3: Do not suffer from ill effects from being in an elemental plane.
Level 3: Gain 1 elemental language per level starting at 3rd. You can use these as nonweapon proficiencies instead.
Level 7: Shape Change to Elemental form (3 different forms, each 1/day) 1M action, must be size T-L, heal 10%-60% hp
Level 8: Enter Elemental plane of Earth; Conjure Water Elemental at will; Immune to all earth and water based effects.
Level 9: Enter Elemental plane of Fire; Conjure Air Elemental at will; Immune to all fire and air based effects.
Level 10: Enter Elemental plane of Water; Conjure Magma/Ooze Para-Elemental.
Level 11: Enter Elemental plane of Air; Conjure Ice/Ooze Para-Elemental.
Level 12: Enter Para-Elemental planes.
Level 13: Enter plane of Shadow; immune to Shadow-based effects.
Level 14: Enter any Inner plane; Roam Inner Plane Probability Lines (7th dim.); Enter Concordant Opposition; immune to Quasi-Elemental effects and Positive and Negative energy.
Level 16: Add level*10 to max age, considered "Young Adult" at all ages.
Level 17: Hibernate; Suspend Animation up to level*10 years.
New Elemental spells for Elemental Druid0 class:
Charm Elemental (all SL's): Charm an Elemental (if DL<=SL, no save)
Elemental Ball (all SL's): CLdSL dmg to a group, no save, E=SL
Elemental Shield (all SL's): Elemental damage shield 25*SL% (E=1, can raise E by 1 by lowering percentage by 25%)
Elemental Summoning (all SL's): Summon a DL=SL Elemental
Psi15 minor (SL=3): Cast a Psi15 minor power. If it's a "permanent" effect (like a tail), you lose the spell slot until you drop the effect.
Psi15 major (SL=6): Cast a Psi15 major power. If it's a "permanent" effect (like a tail), you lose the spell slot until you drop the effect.

[PC3] Priest Group Classes


Ethereal Repair60

Level KXP Psi60
mMG SU
1 0.5 (owe) 1-- --
2 6 2-- --
3 18 2-- --
4 54 3-- --
5 108 3-- --
6 216 31- --
7 343 32- --
8 512 32- --
9 729 33- --
10 1000 33- --
11 1300 331 --
12 1600 332 --
13 1900 332 --
14 2200 432 --
15 2500 433 --
16 2800 433 --
17 3100 443 --
18 3400 443 1-
19 3700 443 2-
20 4000 443 3-
21 4300 443 3-
22 4600 444 3-
23 4900 444 3-
24 5200 444 4-
25 5500 444 4-
26 5800 444 4-
27 6100 544 4-
28 6400 544 4-
29 6700 554 41
30 7000 554 42
31 7300 555 43
32 7600 555 44
33 7900 555 54
34 8200 555 54
35 8500 555 55
36 8800 665 55
TH Saves
PD RS PP BW Sp Fo Re Wi
+1  5  3  8  2  3  1  0  1
+2  5  4  8  2  3  1  0  2
+3  6  4  8  3  4  2  0  2
+4  6  5  8  3  4  2  1  3
+5  6  5  9  3  4  2  1  3
+6  6  6  9  4  5  3  1  4
+7  7  6  9  4  5  3  2  4
+8  7  7  9  4  5  4  2  5
+9  7  7 10  5  6  4  2  5
+10  7  8 10  5  6  4  3  6
+11  8  8 10  5  6  5  3  6
+12  8  9 10  6  7  5  3  7
+13  8  9 11  6  7  6  4  7
+14  8 10 11  6  7  6  4  8
+15  9 10 11  7  8  6  4  8
+16  9 11 11  7  8  7  5  9
+17  9 11 12  7  9  7  5  9
+18  9 12 12  8  9  8  5 10
Requisites: Str 6+level, Dex 3+level, Con 2+level,
Int 5+level, Wis 4+level, Chr 1+level
Alignment: any
HD/level: & 2d3
Weapon Prof.: & 6+level/6
To Hit Table: Mon
Save Table: Psi
Reference: DM {Double Planeshifted Astral Construct3}
Groups: Priest, Psionicist, Monster, Alternate
 
Gets Psi60 powers, see [Q60]. Gets Str or Wis bonus to the progression.
P60Ps = Str + Int + Wis - 36 +level*5.
Also gets 1 ERP (Ethereal Repair Point) per level. These ERPs return at a rate of LVL/4+1 per turn, round down.
Level 1: Everyone in your group (including yourself and enemies) needs a +1 weapon to hit them.
Level 1: You may use Ethereal Projection.
Level 1: Pick an ability below. Even though these mechanics are "5th edition"-like, these are not "5th edition" picks for Custom5.
   I. ½M, 1 ERP: Cure 10*LVL hp to one target.
   II. 1M, 1 ERP: Repair a x0 or x1 magic item.
   III. 1M, 1 ERP: Remove a Trap (100+25*LVL%) (-100% per multiplier beyond x1).
Level 2: Pick another ability from I-III above. If you pick an ability more than once, M action costs go to V, V costs go to 0 (zero action).
Level 3: Pick another ability from I-III above. If you pick an ability more than once, M action costs go to V, V costs go to 0 (zero action).
Level 5: Pick an ability below:
   IV. ½M, 2 ERP: Cure 10*LVL hp to one group.
   V. 1M, 2 ERP: Add a charge to an item.
   VI. 1M, 2 ERP: Remove a Trick (25*LVL%) (-100% per multiplier beyond x1).
Level 6: Pick another ability from I-VI above. If you pick an ability more than once, P action costs go to V, V costs go to 0 (zero action).
Level 7: Pick another ability from I-VI above. If you pick an ability more than once, P action costs go to V, V costs go to 0 (zero action).
Level 9: Pick an ability below:
   VII. ½M, 3 ERP: Restore an effect that was dispelled within the last round.
   VIII. 1M or 1bM, 3 ERP: Heal a summon or animal companion
   IX. 1M, 3 ERP: Remove a Special (-100+25*LVL%) (-100% per multiplier beyond x1).
Level 10: Pick another ability from I-IX above. If you pick an ability more than once, P action costs go to V, V costs go to 0 (zero action).
Level 11: Pick another ability from I-IX above. If you pick an ability more than once, P action costs go to V, V costs go to 0 (zero action).

[PC3] Priest Group Classes


Faith Healer

Level KXP Priest: Hea
12345 : 6789
1 0 1---- : 0---
2 2 2---- : 1---
3 4 21--- : 2---
4 8 32--- : 20--
5 16 421-- : 21--
6 44 422-- : 22--
7 77 4321- : 220-
8 144 4332- : 221-
9 277 43321 : 222-
10 544 44322 : 322-
11 877 44433 : 3221
12 1211 44444 : 3222
13 1544 55544 : 3322
14 1877 555443 : 332
15 2211 555553 : 333
16 2544 555554 : 333
17 2877 5555544 : 33
18 3211 5555544 : 43
19 3544 5555544 : 44
20 3877 5555554 : 44
21 4211 55555554 : 4
22 4544 55555555 : 4
23 4877 55555555 : 5
24 5211 65555555 : 5
25 5544 66555555 : 5
26 5877 66665555 : 5
27 6211 666666655
28 6544 666666666
29 6877 777766666
30 7211 777777766
31 7544 777777777
32 7877 888877777
33 8211 888888877
34 8544 888888888
35 8877 999988888
36 9211 999999999
TH Saves
PD RS PP BW Sp Fo Re Wi
+0  8  4  5  2  3  0  0  2
+1  8  4  6  3  4  0  0  3
+1  9  5  6  3  4  0  1  3
+2  9  5  6  4  4  1  1  4
+3 10  6  7  4  5  1  1  4
+3 10  6  7  5  5  2  2  5
+4 11  7  8  5  6  2  2  5
+5 11  7  9  6  6  2  2  6
+5 12  7  9  6  7  3  3  6
+6 12  8  9  6  7  3  3  7
+7 13  8 10  7  8  4  3  7
+7 13  9 10  7  8  4  4  8
+8 13  9 10  7  8  4  4  8
+9 14  9 11  8  9  5  4  9
+9 14 10 11  8  9  5  5  9
+10 14 10 11  9  9  6  5 10
+11 15 11 12  9 10  6  5 10
+11 15 11 12 10 11  6  6 11
Requisites: Wis 16, Chr 13
Alignment: *G
HD/level: d8
Weapon Prof.: 2+level/4
To Hit Table: Pri
Save Table: Pri
Reference: Little House on the Prairie
Groups: Priest
 
Gets Wis or Chr bonus to spell progression (change during reset).
The spell progression has a colon ( : ) in it. Spells to the right of the colon have three restrictions: [1] Healing sphere spells only, [2] require you to actually touch the target (on his forehead, you don't have to roll to hit if he's willing), and [3] cannot be material componented to increase range or area. You are allowed to reverse the spells or material component them for other purposes. The colon slowly moves to the right with level; at level 14, the SL=6 spells (that were previously limited to Healing only) are now available for any sphere. The other limitations (e.g. touch only) are also removed.
This class does not innately come with Grand access in Healing, but there is no restriction about using it if you get it (from a Specialty Priest pick, for instance).
Level 3: You may use your Priest spells as X4 (Superstition Psi) picks. It costs four SL=2 spells to get a X4 minor, four SL=5 spells to get a X4 major, and four SL=8 spells to get a X4 grand. You cannot use "Healing only" spells (to the right of the colon) for this.
Level 5: Can cast Wizard Enchantment/Charm and Illusion school spells as if they were Priest spells (same SL).
If Class Mixing is legal, this class can Mix with the Healer classes and/or the Harmer class.

[PC3] Priest Group Classes


Fallen Angel5

Level KXP Pri Fallen
123 456 789
1 6 (owe) 1-- --- ---
2 9 2-- --- ---
3 12 21- --- ---
4 18 22- --- ---
5 30 221 --- ---
6 54 222 --- ---
7 102 322 1-- ---
8 198 332 2-- ---
9 294 333 21- ---
10 486 333 32- ---
11 678 433 321 ---
12 900 444 321 ---
13 1130 444 322 ---
14 1360 444 432 ---
15 1590 544 432 1--
16 1820 555 432 2--
17 2050 655 443 2--
18 2280 655 443 21-
19 2510 655 543 22-
20 2740 655 544 32-
21 2970 655 544 321
22 3200 665 554 322
23 3430 666 654 332
24 3660 776 655 432
25 3890 776 655 443
26 4120 777 665 543
27 4350 777 665 554
28 4580 887 666 654
29 4810 887 776 655
30 5040 888 777 665
31 5270 888 777 766
32 5500 988 887 776
33 5730 999 888 777
34 5960 999 988 887
35 6190 999 999 888
36 6420 999 999 999
TH Saves
PD RS PP BW Sp Fo Re Wi
+4  1  1  1  1  1  1  1  1
+5  1  1  1  1  1  1  1  1
+6  2  2  2  2  2  2  2  2
+7  2  2  2  2  2  2  2  2
+8  3  3  3  3  3  3  3  3
+9  3  3  3  3  3  3  3  3
+10  4  4  4  4  4  4  4  4
+11  4  4  4  4  4  4  4  4
+12  5  5  5  5  5  5  5  5
+13  5  5  5  5  5  5  5  5
+14  6  6  6  6  6  6  6  6
+15  6  6  6  6  6  6  6  6
+16  7  7  7  7  7  7  7  7
+17  7  7  7  7  7  7  7  7
+18  8  8  8  8  8  8  8  8
+19  8  8  8  8  8  8  8  8
+20  9  9  9  9  9  9  9  9
+21  9  9  9  9  9  9  9  9
Requisites: Str 12, Dex 14, Con 19, Int 12, Chr 6
Alignment: LE
HD/level: & ++++d6
Weapon Prof.: 6+/3
To Hit Table: Mon +3 levels
Save Table: Mon +1 level
Reference: DM
Groups: Priest, Concordant (x1), Mirror
 
Can cast Priest spells of the Necromantic sphere. Can also cast Priest spells of the following minor spheres: Darkness, Death, Destruction, Disease, Evil, Fear, Revenge, Secrets, Thievery. Since these schools aren't well defined in the Collective, I've included the Warden spells of these minor spheres on the following pages. You "know" all of these spells. Necromantic spells are *not* listed on this spell chart; you'll have to troll through [S3] to find those.
Doesn't get a stat bonus to progression.
Can weapon specialize using Non-War column.  
"rhp" is "relative hit points", what the DM uses for summons to indicate their health (usually listed as 10/10).  
Levels Pick Description
Level 1-3: A Flying LVL*3/2+8" (C)
B 1N, eat a summon: +DL*2 TH and dmg this segment, where DL is the DL of the summon
C 1V: Summon an evil DL 1d4 Outer planar creature
D 1M: Pick Pockets 70+LVL*30% (reduced downwards by LVL*10 of target)
E SR 6*LVL
Level 4: Pick two from: Fallen Angel5 Level 1-3, Bringer5 Level 1-3, or Psi-6E/Psi6E minor
Level 5-7: F 1V: Choose an N between -LVL*2 and LVL*2. A group gets +N TH, you get +N TH, for 1r.
G 1N, 1/reset: Follow a teleport or Escape (you arrive the following segment)
H 1V: Summon an evil DL 1d6+2 Outer planar creature
I Immune Fire (all variants), Negative, Prismatic, Chromatic, Darkness, Radiation, Deafness
J iER LVL*10%
Level 8: Pick two from: Fallen Angel5 Level 5-7, Bringer5 Level 5-7, or Psi-6E/Psi6E major
Level 9-12: K 13bM, 6bP, 26bV (can borrow into next round): Capital O Object or Capital I Insist
L 1F: Unholy Bolt
M 1V: Summon an evil DL 1d8+5 Outer creature (treat each DL above DL=10 as having +10 max and current rhp)
N Pick a Sphere. Can cast Priest spells of that Sphere.
O iGoodR LVL*5% (Resistance vs. Good aligned beings)
Level 13: Pick two from: Fallen Angel5 Level 9-12, Bringer5 Level 9-12, or Psi-6E/Psi6E grand

[PC3] Priest Group Classes


Fallen Angel5 Spells

SL # Spell Spheres Effect
1 1 Cause Fear Death, Fear One creature of 5 HD or less flees for 1d4 rounds.
1 2 Disguise Self Secrets, Thievery Changes your appearance.
1 3 Inflict Light Wounds Destruction, Disease Touch deals 1d8 damage +1/level (max +5).
1 4 Obscuring Mist Darkness, Sea, Sky Fog surrounds you.
1 5 Protection from Good Evil +2 to AC and saves, counter mind control, hedge out elementals and outsiders.
1 6 Shield of Faith Revenge Aura grants +2 or higher deflection bonus.
2 1 Bear's Endurance Labour, Revenge, Stoicism Subject gains +4 to Con for 1 min./level.
2 2 Blindness/Deafness Darkness Makes subject blinded or confused.
2 3 Death Knell Death Kill dying creature and gain 1d8 temporary hp, +2 to Str and +1 caster level..
2 4 Desecrate Evil Fills area with negative energy making undead stronger.
2 5 Inflict Moderate Wounds Disease Touch attack, 1d8 damage +1/level (max +10).
2 6 Invisibility Entropy, Thievery Subject invisible 1 min./level or until it attacks.
2 7 Mirror Image Secrets Creates decoy duplicates of you (1d4 +1 per three levels, max 8).
2 8 Scare Fear Panics creatures of less than 6 HD.
2 9 Shatter Chaos, Destruction Sonic vibration damages objects or crystalline creatures.
3 1 Animate Dead Death Creates undead skeletons and zombies.
3 2 Contagion Destruction, Disease Affect subjects with chosen disease.
3 3 Deeper Darkness Darkness Object sheds supernatural shadow in 60 ft. radius.
3 4 Fear Fear Subjects within cone flee for 1 round/level.
3 5 Magic Circle against Good Evil As protection spells, but 10 ft. radius and 10 min./level.
3 6 Nondetection Secrets, Thievery Hides subject from divination, scrying.
3 7 Speak with Dead Revenge, Wisdom Corpse answers one question/two levels.
4 1 Black Tentacles Darkness Tentacles grapple all within 15 ft. spread.
4 2 Confusion Madness, Thievery Subjects behave oddly for 1 round/level.
4 3 Crushing Despair Fear Subjects take -2 on attack rolls, damage rolls and save checks.
4 4 Death Ward Death, Fertility Grants immunity to death spells and negative energy effects.
4 5 Fire Shield Revenge, Sun Creatures attacking you take fire damage while you are protected against cold.
4 6 Inflict Critical Wonds Destruction Touch attack, 4d8 damage +1/level (max 20).
4 7 Invisibility, Greater Secrets As invisibility, but subject can attack and stay invisible.
4 8 Unholy Blight Evil Damages and sickens good creatures.
4 9 Waves of Fatigue Disease Several targets become fatigued.
5 1 Dispel Good Evil +4 bonus against attacks by good creatures.
5 2 False Vision Secrets, Thievery Fools scrying with an illusion.
5 3 Inflict Light Wounds, Mass Destruction Deals 1d8 damage +1/level to many creatures.
5 4 Insect Plague Disease Locust swarms attack creatures
5 5 Mark of Justice Revenge Designates action that will trigger curse on subject.
5 6 Nightmare Darkness, Fear Sends vision dealing 1d10 damage, fatigue.
5 7 Slay Living Death Touch attack kills subject.
6 1 Banishment Revenge Banishes 2 HD/level of extraplanar creatures.
6 2 Create Undead Death, Evil Create ghouls, ghasts, mummies or mohrgs.
6 3 Harm Destruction, Disease Deals 10 points/level damage to target.
6 4 Mislead Luck, Secrets, Thievery Turns you invisible and creates illusory double.
6 5 Shadow Walk Darkness, Travel Step into shadows to travel rapidly.
6 6 Symbol of Fear Fear Triggered rune panics nearby creatures.
7 1 Blasphemy Evil Kills, paralyzes, weakens, or dazes nonevil subjects.
7 2 Destruction Death Kills subject and destroys remains.
7 3 Disintegrate Destruction Makes one creature or object vanish.
7 4 Eyebite Fear Target becomes panicked, sickened and comatose.
7 5 Power Word Blind Darkness, Love, War Blinds creature with 200 hp or less.
7 6 Screen Secrets, Thievery Illusion hides area from vision, scrying.
7 7 Spell Turning Luck, Magic, Revenge, Stoicism Reflect 1d4+6 spell levels back at the caster.
7 8 Waves of Exhaustion Disease, Entropy Several targets become exhausted.
8 1 Create Greater Undead Darkness, Death Create shadows, wraiths, spectres or devourers.
8 2 Discern Location Knowledge, Revenge Reveals exact location of creature or object.
8 3 Earthquake Destruction Intense tremor shakes 5-ft./level radius.
8 4 Horrid Wilting Disease, Entropy, Sea Deals 1d6/level damage within 30 ft.
8 5 Mind Blank Secrets, Stoicism Subject is immune to mental/emotional magic and scrying.
8 6 Polymorph Any Object Thievery Changes any subject into anything else.
8 7 Trap the Soul Fear, Wealth Imprisons subject within gem.
8 8 Unholy Aura Evil +4 to AC, +4 resistance, SR 25 against good spells.
9 1 Energy Drain Disease Subject gains 2d4 negative levels.
9 2 Implosion Destruction Kills one creature/round.
9 3 Imprisonment Secrets Entombs subject beneath the earth.
9 4 Power Word Kill Darkness, War Kills creatures with 100 hp or less.
9 5 Storm of Vengeance Revenge, Thunder Storm rains acid, lightning and hail.
9 6 Summon Monster IX Chaos, Evil, Good, Labour, Law Calls extraplanar creatures to fight for you.
9 7 Time Stop Thievery, Time You act freely for 1d4+1 rounds.
9 8 Wail of the Banshee Death, Entropy Kills one creatre/level.
9 9 Weird Fear, Madness As phantasmal killer, but affecst all within 30 ft.
10 1 Damnation Evil Send your foe to hell.
10 2 Eclipse Darkness A solar eclipse follows you.
10 3 Hellball Evil You deal 10d6 each of acid, cold, electricity and fire damage, you take 10d6 damage.
10 4 Lord of Nightmares Fear You are possessed by a dream larva for 20 rounds and take 12d6 damage.
10 5 Pestilence Disease Inflict slimy doom on all creatures and plants within a half mile diameter area.
10 6 Tempest of Vengeance Revenge, Thunder Tempest rains acid, lightning and hail.

[PC3] Priest Group Classes


Generic Priest (page 1)

Overall
Level
KXP
1 0
2 1.5
3 3
4 6
5 13
6 27.5
7 55
8 110
9 225
10 450
11 675
12 900
13 1125
14 1350
15 1575
16 1800
17 2025
18 2250
19 2475
20 2700
21 2925
22 3150
23 3375
24 3600
25 3825
26 4050
27 4275
28 4500
29 4725
30 4950
31 5175
32 5400
33 5625
34 5850
35 6075
36 6300
ML Priest
123 456 789
KXP
1 2-- --- --- 0
2 30- --- --- 0.6
3 32- --- --- 1.2
4 430 --- --- 2.4
5 432 --- --- 5.2
6 443 0-- --- 11
7 543 2-- --- 22
8 544 30- --- 44
9 554 32- --- 90
10 554 430 --- 180
11 655 432 --- 270
12 655 443 0-- 360
13 665 543 2-- 450
14 665 544 30- 540
15 666 554 32- 630
16 666 554 430 720
17 666 655 432 810
18 666 655 443 900
19 666 665 544 990
20 666 665 555 1080
21 666 666 555 1170
22 666 666 655 1260
23 666 666 665 1350
24 666 666 666 1440
25 766 666 666 1530
26 776 666 666 1620
27 777 666 666 1710
28 777 766 666 1800
29 777 776 666 1890
30 777 777 666 1980
31 777 777 766 2070
32 777 777 776 2160
33 777 777 777 2250
34 877 777 777 2340
35 887 777 777 2430
36 888 777 777 2520
 
CL
KXP
1 0
2 0.45
3 0.9
4 1.8
5 3.9
6 8.25
7 16.5
8 33
9 67.5
10 135
11 202.5
12 270
13 337.5
14 405
15 472.5
16 540
17 607.5
18 675
19 742.5
20 810
21 877.5
22 945
23 1012.5
24 1080
25 1147.5
26 1215
27 1282.5
28 1350
29 1417.5
30 1485
31 1552.5
32 1620
33 1687.5
34 1755
35 1822.5
36 1890
Stat
Pts
HD KXP
1 1d8 0
2 2d8 0.3
3 3d8 0.6
4 4d8 1.2
5 5d8 2.6
6 6d8 5.5
7 7d8 11
8 8d8 22
9 9d8 45
10 10d8 90
11 11d8 135
12 12d8 180
13 13d8 225
14 14d8 270
15 15d8 315
16 16d8 360
17 17d8 405
18 18d8 450
19 19d8 495
20 20d8 540
21 21d8 585
22 22d8 630
23 23d8 675
24 24d8 720
25 25d8 765
26 26d8 810
27 27d8 855
28 28d8 900
29 29d8 945
30 30d8 990
31 31d8 1035
32 32d8 1080
33 33d8 1125
34 34d8 1170
35 35d8 1215
36 36d8 1260

[PC3] Priest Group Classes


Generic Priest (page 2)

Turn
Lvl
TH Wpn / NW
Prof.
Saves
PD RS PP BW Sp Fo Re Wi
KXP
1 +0 2+0 / 1  8  4  5  2  3  0  0  2 0
2 +1 2+0 / 2  8  4  6  3  4  0  0  3 0.15
3 +1 2+0 / 3  9  5  6  3  4  0  1  3 0.3
4 +2 2+1 / 4  9  5  6  4  4  1  1  4 0.6
5 +3 2+1 / 5 10  6  7  4  5  1  1  4 1.3
6 +3 2+1 / 6 10  6  7  5  5  2  2  5 2.75
7 +4 2+1 / 7 11  7  8  5  6  2  2  5 5.5
8 +5 2+2 / 8 11  7  9  6  6  2  2  6 11
9 +5 2+2 / 9 12  7  9  6  7  3  3  6 22.5
10 +6 2+2 / 10 12  8  9  6  7  3  3  7 45
11 +7 2+2 / 11 13  8 10  7  8  4  3  7 67.5
12 +7 2+3 / 12 13  9 10  7  8  4  4  8 90
13 +8 2+3 / 13 13  9 10  7  8  4  4  8 112.5
14 +9 2+3 / 14 14  9 11  8  9  5  4  9 135
15 +9 2+3 / 15 14 10 11  8  9  5  5  9 157.5
16 +10 2+4 / 16 14 10 11  9  9  6  5 10 180
17 +11 2+4 / 17 15 11 12  9 10  6  5 10 202.5
18 +11 2+4 / 18 15 11 12 10 11  6  6 11 225
19 +12 2+4 / 19 16 12 13 10 11  7  6 11 247.5
20 +13 2+5 / 20 16 12 13 11 12  7  6 12 270
21 +13 2+5 / 21 16 13 13 11 12  8  7 12 292.5
22 +14 2+5 / 22 16 13 14 12 12  8  7 13 315
23 +15 2+5 / 23 16 13 14 12 13  8  7 13 337.5
24 +15 2+6 / 24 16 14 14 13 13  9  8 14 360
25 +16 2+6 / 25 16 14 15 13 13  9  8 14 382.5
26 +17 2+6 / 26 16 14 15 14 14 10  8 15 405
27 +17 2+6 / 27 16 15 15 14 14 10  9 15 427.5
28 +18 2+7 / 28 17 15 16 14 14 10  9 16 450
29 +19 2+7 / 29 17 15 16 15 15 11  9 16 472.5
30 +19 2+7 / 30 17 15 16 15 15 11 10 17 495
31 +20 2+7 / 31 17 16 16 15 15 12 10 17 517.5
32 +21 2+8 / 32 17 16 16 15 16 12 10 18 540
33 +21 2+8 / 33 17 16 16 16 16 12 11 18 562.5
34 +22 2+8 / 34 17 16 16 16 16 13 11 19 585
35 +23 2+8 / 35 17 16 16 16 16 13 11 19 607.5
36 +23 2+9 / 36 17 16 16 16 16 14 12 20 630
Requisites: Wis 9
Alignment: any
HD/level: d8
Weapon Prof.: 2+level/4
To Hit Table: Pri
Save Table: Pri
Reference: DM
Groups: Priest, Custom
 
You may spend your XP in 8 categories for this class. You may spend XP unevenly (e.g. all towards ML). Note that level 1 in all categories costs 0 XP.
40% category: ML
30% category: CL
20% categories: Stat Points *, Hit Dice **
10% categories: Turn Level, To Hit *, Proficiencies *, Saves
* These categories are not cumulative with other classes; you treat this as any other class. For example, if you are level 8 in ML and level 1 in Stat Pts, and level 4 in another (normal) class, you have 4 stat points (your highest level), not 4+1=5. (Using the "highest class" rule, the Generic Cleric class here counts as only level 1 for Stat Pts.)
** If multi-classed, you still need to divide by number of classes, even if all this class gives is 1 hit die. Hit Dice listed is the total.
 
The "Overall Level" is given so you know what level you are for purposes of energy drain and HNCL.
Note that it costs 150% (2.25 KXP for 2nd level) to actually raise all of these categories at the same time, so this class is less "efficient" than a normal Cleric class.

[PC3] Priest Group Classes


Gorilla Shaman (Mox Monkey)

Level KXP Priest
123 456 7
1 0 1-- --- -
2 1.8 20- --- -
3 3.6 31- --- -
4 7.2 320 --- -
5 14.4 321 --- -
6 28.8 332 0-- -
7 57.6 332 1-- -
8 115.2 333 20- -
9 230.4 333 21- -
10 410 333 32- -
11 590 333 33- -
12 770 433 330 -
13 950 443 331 -
14 1130 444 332 -
15 1310 444 433 -
16 1490 444 443 -
17 1670 444 444 -
18 1850 544 444 0
19 2030 554 444 1
20 2210 555 444 2
21 2390 555 544 3
22 2570 555 554 4
23 2750 555 555 4
24 2930 555 555 5
25 3110 655 555 5
26 3290 665 555 5
27 3470 666 555 5
28 3650 666 655 5
29 3830 666 665 5
30 4010 666 666 5
31 4190 666 666 6
32 4370 766 666 6
33 4550 776 666 6
34 4730 777 666 6
35 4910 777 766 6
36 5090 777 776 6
TH Saves
PD RS PP BW Sp Fo Re Wi
+0  8  4  5  2  3  0  0  2
+1  8  4  6  3  4  0  0  3
+2  9  5  6  3  4  0  1  3
+3  9  5  6  4  4  1  1  4
+4 10  6  7  4  5  1  1  4
+5 10  6  7  5  5  2  2  5
+6 11  7  8  5  6  2  2  5
+7 11  7  9  6  6  2  2  6
+8 12  7  9  6  7  3  3  6
+9 12  8  9  6  7  3  3  7
+10 13  8 10  7  8  4  3  7
+11 13  9 10  7  8  4  4  8
+12 13  9 10  7  8  4  4  8
+13 14  9 11  8  9  5  4  9
+14 14 10 11  8  9  5  5  9
+15 14 10 11  9  9  6  5 10
+16 15 11 12  9 10  6  5 10
+17 15 11 12 10 11  6  6 11
Requisites: Str 6, Wis 7
Alignment: any
HD/level: d8
Weapon Prof.: 5+level/2
To Hit Table: War
Save Table: Pri
Reference: DM {Planeshifted Shaman}
Groups: Priest, Monster, Alternate
 
Exceptional Str bonus.
You get 1 Grand, 2 Major, and 5 Minor spheres. Your god may alter this amount.
Level 1: Can turn undead.
Level 1: Can turn lycanthropes as if they were undead (DM will assign turning values).
Level 1: 1M: Shatter a magic item (save)
Level 2: 1M: Incite Berserker or Enraged status on your troops (not too useful for PCs).
Level 3: 1M: Swap 1 physical subability with one willing target for 1t. At level 9, swap your stat with up to 10 others (so all 10 of them get your old stat); you get back your choice of their 10.
Level 9: 1M: Shatter a magic item (no save)
Level 18: 1M: Mordenkainen's Disjunction
Level 27: Pick one species (as per Ranger species enemy). You can turn that species as if it was undead (DM will assign turning values).

[PC3] Priest Group Classes


Guardian Priest

Level KXP Priest
123 456 78
1 0 20- --- --
2 2 210 --- --
3 4 321 --- --
4 7.5 422 --- --
5 12.5 432 0-- --
6 20 432 1-- --
7 35 443 1-- --
8 60 443 20- --
9 90 543 21- --
10 125 543 320 --
11 200 553 321 0-
12 300 554 432 1-
13 750 655 543 2-
14 1150 666 654 3-
15 1550 666 666 4-
16 1950 666 666 5-
17 2350 666 666 6-
18 2750 666 666 60
19 3150 666 666 61
20 3550 666 666 62
21 3950 666 666 63
22 4350 666 666 64
23 4750 666 666 65
24 5150 766 666 65
25 5550 776 666 65
26 5950 777 666 65
27 6350 777 766 65
28 6750 777 776 65
29 7150 777 777 65
30 7550 777 777 75
31 7950 777 777 76
32 8350 777 777 77
33 8750 887 777 77
34 9150 888 877 77
35 9550 888 888 77
36 9950 888 888 88
TH Saves
PD RS PP BW Sp Fo Re Wi
+0  8  4  5  2  3  0  0  2
+1  9  5  6  3  4  0  1  3
+1  9  5  6  4  4  1  1  4
+2 10  6  7  5  5  2  2  5
+3 11  7  8  5  6  2  2  5
+3 12  7  9  6  7  3  3  6
+4 12  8  9  6  7  3  3  7
+5 13  9 10  7  8  4  4  8
+5 13  9 10  7  8  4  4  8
+6 14 10 11  8  9  5  5  9
+7 14 10 11  9  9  6  5 10
+7 15 11 12 10 11  6  6 11
+8 16 12 13 10 11  7  6 11
+9 16 13 13 11 12  8  7 12
+9 16 13 14 12 12  8  7 13
+10 16 14 14 13 13  9  8 14
+11 16 14 15 13 13  9  8 14
+11 16 15 15 14 14 10  9 15
Requisites: Con 15, Wis 12
Alignment: any
HD/level: 3d1
Weapon Prof.: 2+level/5
To Hit Table: Rog
Save Table: 1½xPri
Reference: DM
Groups: Priest
 
Gets Con (not Wis) bonus to spells.
Gets Exceptional Con bonus.
Bonus grand in Guardian sphere.
 
Level N (every level): Using the list below, pick an ability.
A. +2V Actions.
B. Barbarian Con bonus instead of Exceptional.
C. Immune to Water (and variants such as Holy Water). Immune to drowning.
D. Immune to Specials.
E. You, your party, and subordinates are immune to Teleport Away / Plane Shift effects
F. Automatically make saves that give a Con bonus; Automatically make Fort saves (even if no Con bonus).
G. 1V: Trigger a Trap prematurely; it will strike at the nearest living creature.
H. You and your subordinates ignore parting shots and attacks of opportunity.
I. Your Traps, Tricks, and Specials do special effects as if one "pipe" (or +LVL CL) better than they are.
J. Immune to Guardian sphere spells, and Forbiddance/Security Zones in general.
K. Free GGL (Specialty God) pick in a god that has a Con requirement.
L. Immune to Local Environment. Resist Terrain Features.
M. 1F, 1/h: Create a x1 Terrain Feature (Special with 1 mile radius), with a max SL=(LVL/2) effect.
N. Your Wall spell effects have xLVL area. 1M: Duplicate (make another) Wall effect.
O. 1bV, an ally within LVL*10' is being attacked: Interpose in front of the attack
P. 0, 1/t: Distribute LVL instances of tactical movement to other allies.
New Guardian Spells:
Tactic Move (SL=1): Move 1 target from one group to another group, no parting shots, unwilling gets Reflex save (with Dex bonus).
Wyvern Watch Shield (SL=2): Paralyzing shield (PPD save for each melee attack that hits you)
Trapper (SL=3): Create a Trapper class Trap (see list below), you can trigger it immediately if you like.
Guardian Daemon (SL=4): Summons a Guardian Daemon (an Outer being of your alignment, it is a DL VI monster). You have a Guardian Daemon summon slot in addition to your normal summon slot. You are allowed to have 2 Guardian Daemons (one in each slot).
Prismatic Wall/Sphere (SL=5): Create a Prismatic Wall with CL/2 colors or a Prismatic Sphere with CL/2-2 colors.
Mass Teleport Away (SL=6): A group is Teleported Away (RSW save).
Holy Word Neutralize (SL=7): Choose a blahR. Target cannot use any ability that is resisted using that blahR type (no save, no MR).
Proof Against Leaving (SL=8): No one can leave the room (by moving or by special means) (x1 Special)
Multi Mass Heal/Harm (SL=9): Up to CL groups in the room is either Healed or Harmed (you choose for each creature).
Trapper Traps (these affect a group; the effect given is per target):
Arrows: Get attacked by one arrow with TH bonus +LVL^2 and dmg=LVL^2; natural 20 = Poison (PPD save or death)
Falling Block: Get automatically hit by one block for LVLd4 dmg (ignores skins)
Gas: PPD save or (roll 1d8): 1=Blind, 2=Fear, 3=Feeblemind, 4=Nausea, 5=Poison (death in 1 round), 6=Sleep, 7=Slow, 8=Weakness
Net: You cannot move or physically attack until you use 1V and make a Str check at -LVL.
Pit: Fall LVL*10' (no save); 1 in 6 chance you fall on a spike for LVL^2 dmg
Surge: Take a SL=LVL/2 random magical effect (never beneficial, save applies if the effect has a save)

[PC3] Priest Group Classes


Hag0

Level KXP Wizard++Priest
123 456 789
1 3.6 (owe) 1-- --- ---
2 7.2 20- --- ---
3 10.8 21- --- ---
4 14.4 220 --- ---
5 28.8 221 --- ---
6 57.6 222 0-- ---
7 115.2 322 1-- ---
8 216 332 20- ---
9 432 333 21- ---
10 648 333 320 ---
11 864 433 321 ---
12 1080 444 321 ---
13 1296 444 322 ---
14 1512 444 432 0--
15 1728 544 432 1--
16 1944 555 432 2--
17 2160 655 443 20-
18 2376 655 443 21-
19 2592 655 543 22-
20 2808 655 544 320
21 3024 655 544 321
22 3240 665 554 322
23 3456 666 654 332
24 3672 776 655 432
25 3888 776 655 443
26 4104 777 665 543
27 4320 777 665 554
28 4536 887 666 654
29 4752 887 776 655
30 4968 888 777 665
31 5184 888 777 766
32 5400 988 887 776
33 5616 999 888 777
34 5832 999 988 887
35 6048 999 999 888
36 6264 999 999 999
TH Saves
PD RS PP BW Sp Fo Re Wi
+1  2  2  2  2  2  2  2  2
+2  2  2  2  2  2  2  2  2
+3  3  3  3  3  3  3  3  3
+4  3  3  3  3  3  3  3  3
+5  4  4  4  4  4  4  4  4
+6  4  4  4  4  4  4  4  4
+7  5  5  5  5  5  5  5  5
+8  5  5  5  5  5  5  5  5
+9  6  6  6  6  6  6  6  6
+10  6  6  6  6  6  6  6  6
+11  7  7  7  7  7  7  7  7
+12  7  7  7  7  7  7  7  7
+13  8  8  8  8  8  8  8  8
+14  8  8  8  8  8  8  8  8
+15  9  9  9  9  9  9  9  9
+16  9  9  9  9  9  9  9  9
+17 10 10 10 10 10 10 10 10
+18 10 10 10 10 10 10 10 10
Requisites: Int 12, Wis 16
Alignment: any E
HD/level: ++d6
Weapon Prof.: 3+level/2
To Hit Table: Mon
Save Table: Mon +3 levels
Reference: DM
Groups: Wizard, Priest, Monster
 
Gets Barbarian Int and Wis.
Level N (each level) ¶: +1 Int and +1 Wis. This bonus cannot be used to qualify for the Hag0 class itself, and you can't 2 for 1 trade it away.
Casts Wizard and Priest spells. Gets the listed progression twice, once for Wizard (with Int bonus), and once for Priest (with Wis bonus).
Level 1 ¶: All items that cost <= LVL*3 gp cost 0 gp for you. This means you can have "Enough" or "Plenty" of those items.
Level 1: Occult Knowledge: Legend Lore 45+5*LVL%
Level 1: Sorcery: Can spend ½M+½V instead of 1M to cast spells
Level 1: (Green Hag) MPIRR LVL*10%.
Level 2: (Brine Hag) Can lose Green Hag, you gain: Curse shield (enemies take a curse each time they hit you; Spell save)
Level 3: (Scarwood Hag) Can lose Green or Brine Hag, gain: 1M: Unsummon a group of summons, or cause a group of henchmen to check morale.
Level 4: (Night Hag) Can lose Green, Brine, or Scarwood Hag, gain: 1M: Contact Outer Plane; and 1F, LVL/d: You Gate in a Larva, and it is under your control.
Ogre/Hag Clans:
Choose one Ogre/Hag Clan at levels 1, 9, 18, 27, and 36. [The names of these clans come from World of Warcraft.] Note that these differ from their Ogre0 class descriptions.
Bladespire: Specify a species enemy (broad monster type such as Dragons). Get x2 CL vs. that enemy.
Bloodmaul: The "LVL*3 gp costing 0" power becomes LVL*12 gp instead.
Boulderfist: MPIRR +LVL*5%.
Crushridge: +1/3 Size; +1 Int; +2 Wis; If you become a Scarwood Hag the Unsummon ability costs 1V instead of 1M.
Deadwind: +2 Int; 1M: Summon a DL=(LVL+1)/2 creature of Monster Type = 1d20+20.
Dreadmaul: Extra-Barbarian Int bonus.
Dunemaul: Immune Fire, Heat, Sand, Colorless Fire.
Duskbelch: Mouth's P or Mouth's M, 3/d: Breathe Darkness (1 group, dmg = half current hp, no save)
Dustbelcher: Mouth's P or Mouth's M, 1/h: Breathe Dust (1 group, dmg = half current hp, no save)
Firegut: +1 Henchman slot that you can fill will 3 DL=(LVL+3)/2 Ogres during reset time for free.
Gordok: +3 Int; Sustain Int.
Gordunni: Resist Priest Magic, Resist Negative
Laughing Skull: +1 Henchman slot that you can fill will 30 DL=(LVL+4)/3 Ogres during reset time for free.
Mo'grosh: You can't be targetted by NPC Parties. You ignore MR, SR, MReflection.
Mok'Nathal: +3 HNCL.
Mosh'ogg: +1 Chr; If you are an Brine Hag you get +1M action.
Spirestone: +(LVL+2)/3 Normal Ioun Stones for free.
Splinter Fist: +3 saves; You do not generate "?" in underground caves/dungeons.
Stonemaul: x2 CL with Invocation spells.
Stonegullet: Resist Acid; 1M: Summon a (DL+1)/2 Black Dragon or Drake.
Torchbelcher: When you read a scroll, if it has more than one spell on it, they all resolve at once.
Urok: Use d10's instead of d6's for Hit Dice.
Warmaul: +1 Henchman slot, can use War Priest/Meat Helm's Henchmen table, no reduction in cost though

[PC3] Priest Group Classes


Halo Priest

Level KXP Priest
123 456 789
1 0 100 --- ---
2 1.9 110 --- ---
3 3.8 111 0-- ---
4 7.6 222 0-- ---
5 15.2 222 10- ---
6 30.4 222 200 ---
7 60.8 222 210 0--
8 121.6 222 220 0--
9 220 222 221 00-
10 550 222 222 00-
11 880 222 222 10-
12 1210 222 222 20-
13 1540 332 222 20-
14 1870 333 322 21-
15 2200 333 332 21-
16 2530 333 333 21-
17 2860 333 333 31-
18 3190 333 333 310
19 3520 443 333 320
20 3850 444 433 321
21 4180 444 444 321
22 4510 444 444 421
23 4840 554 444 421
24 5170 555 544 431
25 5500 555 555 431
26 5830 555 555 531
27 6160 555 555 532
28 6490 665 555 532
29 6820 666 655 542
30 7150 666 666 542
31 7480 666 666 642
32 7810 776 666 642
33 8140 777 766 642
34 8470 777 777 652
35 8800 777 777 752
36 9130 777 777 753
TH Saves
PD RS PP BW Sp Fo Re Wi
& +0  0  0  0  0  0  0  0  0
& +1  1  1  1  1  1  1  1  1
& +1  1  1  1  1  1  1  1  1
& +2  2  2  2  2  2  2  2  2
& +3  2  2  2  2  2  2  2  2
& +3  3  3  3  3  3  3  3  3
& +4  3  3  3  3  3  3  3  3
& +5  4  4  4  4  4  4  4  4
& +5  4  4  4  4  4  4  4  4
& +6  5  5  5  5  5  5  5  5
& +7  5  5  5  5  5  5  5  5
& +7  6  6  6  6  6  6  6  6
& +8  6  6  6  6  6  6  6  6
& +9  7  7  7  7  7  7  7  7
& +9  7  7  7  7  7  7  7  7
& +10  8  8  8  8  8  8  8  8
& +11  8  8  8  8  8  8  8  8
& +11  9  9  9  9  9  9  9  9
Requisites: Str 13, Int 10, Wis 18, Chr 16
Alignment: any G
HD/level: & d12
Weapon Prof.: & 4+level
To Hit Table: & Pri
Save Table: & Mon
Reference: DM
Groups: Priest, Planar
 
You get 4 Grand, 2 Major, and 0 Minor spheres. Your god may alter this amount.
You have a "Halo" which is treated as a body part.
You may cast spells with your "Halo's P" action. This means with 1P you can cast a spell and physically attack at the same time.
You can still cast spells with 1M if you wish.
You may turn undead with your "Halo's M" action. This means with 1M action you can cast a spell and turn undead at the same time.
Level 1: Immune to the effects of Ego of your multiplier or less.
Level 1: Planar Stable: You and your items do not get reduced in power due to being on another plane.
Level 1: Can weapon specialize as if a Fighter2, and use the "Spec War" line in Number of Attacks table.
Level 1: You may choose "Psi6G" as a Grand sphere, which allows you to cast Psi6G powers as if they were spells.
Level 1: You may choose "Psi(-6)G" as a Grand sphere, which allows you to cast Psi(-6)G powers as if they were spells.
Level 9: MF Stable: You do not need MF at all to cast spells of any SL. You are immune to the SL cancelling effects of the funnel in Concordant Opposition.

[PC3] Priest Group Classes


Harmer

Level KXP Priest
123 456 789
1 0 1-- --- ---
2 2 2a- --- ---
3 4 31c --- ---
4 8 41a e-- ---
5 16 521 cg- ---
6 33 621 aei ---
7 66 731 1cg k--
8 133 832 1ae im-
9 266 942 11c gko
10 533 953 21a eim
11 866 963 211 cgk
12 1199 974 211 aei
13 1533 984 321 1cg
14 1866 995 321 1ae
15 2199 996 422 11c
16 2533 997 432 11a
17 2866 998 532 111
18 3199 999 542 211
19 3533 999 643 211
20 3866 999 753 221
21 4199 999 853 221
22 4533 999 964 321
23 4866 999 974 322
24 5199 999 985 332
25 5533 999 995 332
26 5866 999 996 432
27 6199 999 997 443
28 6533 999 998 543
29 6866 999 999 543
30 7199 999 999 654
31 7533 999 999 754
32 7866 999 999 864
33 8199 999 999 975
34 8533 999 999 985
35 8866 999 999 996
36 9199 999 999 997
TH Saves
PD RS PP BW Sp Fo Re Wi
+1  8  4  5  2  3  0  0  2
+2  8  4  6  3  4  0  0  3
+3  9  5  6  3  4  0  1  3
+5  9  5  6  4  4  1  1  4
+6 10  6  7  4  5  1  1  4
+7 10  6  7  5  5  2  2  5
+9 11  7  8  5  6  2  2  5
+10 11  7  9  6  6  2  2  6
+11 12  7  9  6  7  3  3  6
+13 12  8  9  6  7  3  3  7
+14 13  8 10  7  8  4  3  7
+15 13  9 10  7  8  4  4  8
+17 13  9 10  7  8  4  4  8
+18 14  9 11  8  9  5  4  9
+19 14 10 11  8  9  5  5  9
+21 14 10 11  9  9  6  5 10
+22 15 11 12  9 10  6  5 10
+23 15 11 12 10 11  6  6 11
Background pts.: 3
Requisites: Dex 13, Wis 16
Alignment: *E
HD/level: d8 or &d4 (pick one)
Weapon Prof.: 3+level/3
To Hit Table: 2xPri
Save Table: Pri
Groups: Priest
 
This class may "mix" with one other Priest class using the C1/1+C2/2+C3/3+C3/4+... XP formula for mixing classes.
Gets Wis or Dex bonus to spell progression (change during reset).
"Healer" and "Harmer" are considered the "same name" for campaigns where class name matters (for XP bonuses or mixing classes).
Level 1: 1V, when casting a touch spell: The spell is "on your hands" for 1 turn, any number of touch effects is covered by the 1 spell during that turn. The effect may conduct through a weapon if you have the spell to weapon conduction proficiency/feat/kit.
Level 1: Specialized (spells cost 1/2 cost) in reversed Healing sphere. (No, you can't reverse a Cause Light Wounds to get a Cure Light Wounds. You aren't specialized in non-reversed Healing spells.)
Level 1: iaER (LVL^2)% (this protects you from other people's damaging shields and effects when you touch them)
Level 4: 1V, when casting a touch spell: Have a damaging shield of that effect instead of the touch effect. This shield lasts 1 turn.
Level 6: School robed (spells are -1 SL) in reversed Healing sphere.
Level 9: Gets Wis and Dex bonus to spell progression.
Level 13: 1V, when casting a touch spell: Touch a target. That effect is continuous on that target (it recasts itself every segment) for 1 turn.

[PC3] Priest Group Classes


Healer1

Level KXP Priest
123 456 7
1 0 1-- --- -
2 5 10- --- -
3 10 111 --- -
4 15 211 1-- -
5 25 221 11- -
6 50 222 111 -
7 100 322 211 1
8 200 332 221 1
9 300 333 222 1
10 400 433 322 2
11 500 443 332 2
12 600 444 333 2
13 700 544 433 3
14 800 554 443 3
15 900 555 444 3
16 1000 655 544 4
17 1100 665 554 4
18 1200 666 555 4
19 1300 766 655 5
20 1400 776 665 5
21 1500 777 666 5
22 1600 877 766 6
23 1700 887 776 6
24 1800 888 777 6
25 1900 988 877 7
26 2000 998 887 7
27 2100 999 888 7
28 2200 A99 988 8
29 2300 AA9 998 8
30 2400 AAA 999 8
31 2500 BAA A99 9
32 2600 BBA AA9 9
33 2700 BBB AAA 9
34 2800 CBB BAA A
35 2900 CCB BBA A
36 3000 CCC BBB A
TH Saves
PD RS PP BW Sp Fo Re Wi
+0  8  4  5  2  3  0  0  2
+1  8  4  6  3  4  0  0  3
+2  9  5  6  3  4  0  1  3
+3  9  5  6  4  4  1  1  4
+4 10  6  7  4  5  1  1  4
+5 10  6  7  5  5  2  2  5
+6 11  7  8  5  6  2  2  5
+7 11  7  9  6  6  2  2  6
+8 12  7  9  6  7  3  3  6
+9 12  8  9  6  7  3  3  7
+10 13  8 10  7  8  4  3  7
+11 13  9 10  7  8  4  4  8
+12 13  9 10  7  8  4  4  8
+13 14  9 11  8  9  5  4  9
+14 14 10 11  8  9  5  5  9
+15 14 10 11  9  9  6  5 10
+16 15 11 12  9 10  6  5 10
+17 15 11 12 10 11  6  6 11
Requisites: Dex 15, Int 15, Wis 15
Alignment: any
HD/level: d8
Weapon Prof.: 3+level/4
To Hit Table: War
Save Table: Pri
Reference: BoD2
Groups: Priest
 
Can cast spells only from All, Detection, Healing, and Necromantic spheres. Healing spells cost ½ of a spell each to cast.
Other spheres cannot be cast at all, but you may pick one sphere which can be cast as if opposite (at 2 spells per spell).
Level 1: May weapon specialize using the "Non-War" column.
Level 4: Great Swing: Can choose to make 1 attack per physical action (regardless of how many weapons the PC is using) instead of normal number of attacks. This "great swing" has no extra bonus to hit but does 5 times normal damage and has a 1% per level of fighter of instantly killing any one mortal target (as per assassination). Great swing is not cumulative with Rogue's Backstab or Assassin abilities, but can be used with missile or natural weapons.
Level 4: Detect Slimes, Molds, Jellies 40' cont.
Level 8: 1M: Identify potion.
Level 9: Can build a freehold and attract followers.
Level 9: Mental link with a number of lieutenants (followers that are Warriors of at least 4th level) equal to level (this operates on its own unique psionic frequency).
Level 12: Can read Wizard scrolls (could already read Priest scrolls, just like any other Priest)
Level 12: Automatic proficiency in all weapons that the fighter has seen in operation (does not count as "free" slots, so 2 slots are still needed to single specialize, etc.).
Level 12: Can transfer 1/10 of total XP to one of your children upon natural (mental aging) death.
Level 16: Gain four 1st level Wizard spells in your memorization per day.
Level 18: Hit points are maximum (consider all hit die rolls to be maximum possible, even if the fighter has non-warrior classes).
Level 18: Can automatically hit any mortal creature with a non infinite negative Armor Class when using "Great Swing".
Level 18: Mental link to lieutenants now gives the lieutenants the ability to cast 1 first level priest spell per day (casting level = 1).
Level 20: Gain four 2nd level Wizard spells in your memorization per day.
Level 27: Raise Self: Raise Dead on himself 1 day after death (as long as the death was due to physical damage). This ability cannot be used more than once per year.
Level 27: Maximum age doubles (the fighter may be lowered 1-2 age categories).
Level 27: Ability to grant a total of (#followers) priest levels of spells (maximum spell level = 4) to followers (or himself). The spell recipient must be able to memorize the spells the question (be a ranger, have a priest class, etc.). The fighter may grant spells to himself, even if he cannot normally cast spells (in this case, caster level = 9).
Level 36: Healer may have his "home plane" switched to that of his alignment.

[PC3] Priest Group Classes


Healer1JG

Level KXP Priest
123 456 7
1 0 1-- --- -
2 2 10- --- -
3 4 111 --- -
4 8 211 1-- -
5 16 221 11- -
6 32 222 111 -
7 64 322 211 1
8 128 332 221 1
9 256 333 222 1
10 656 433 322 2
11 1056 443 332 2
12 1456 444 333 2
13 1856 544 433 3
14 2256 554 443 3
15 2656 555 444 3
16 3056 655 544 4
17 3456 665 554 4
18 3856 666 555 4
19 4256 766 655 5
20 4656 776 665 5
21 5056 777 666 5
22 5456 877 766 6
23 5856 887 776 6
24 6256 888 777 6
25 6656 988 877 7
26 7056 998 887 7
27 7456 999 888 7
28 7856 A99 988 8
29 8256 AA9 998 8
30 8656 AAA 999 8
31 9056 BAA A99 9
32 9456 BBA AA9 9
33 9856 BBB AAA 9
34 10256 CBB BAA A
35 10656 CCB BBA A
36 11056 CCC BBB A
TH Saves
PD RS PP BW Sp Fo Re Wi
+0  8  4  5  2  3  0  0  2
+1  9  5  6  3  4  0  1  3
+1  9  5  6  4  4  1  1  4
+2 10  6  7  5  5  2  2  5
+3 11  7  8  5  6  2  2  5
+3 12  7  9  6  7  3  3  6
+4 12  8  9  6  7  3  3  7
+5 13  9 10  7  8  4  4  8
+5 13  9 10  7  8  4  4  8
+6 14 10 11  8  9  5  5  9
+7 14 10 11  9  9  6  5 10
+7 15 11 12 10 11  6  6 11
+8 16 12 13 10 11  7  6 11
+9 16 13 13 11 12  8  7 12
+9 16 13 14 12 12  8  7 13
+10 16 14 14 13 13  9  8 14
+11 16 14 15 13 13  9  8 14
+11 16 15 15 14 14 10  9 15
Requisites: Str 14, Dex 14
Alignment: any
HD/level: d6
Weapon Prof.: 1+level/4
To Hit Table: Pri
Save Table: 1½xPri
Reference: FGE1JG
Groups: Priest
 
Can cast spells only from All, Detection, Healing, and Necromantic spheres. Healing spells cost ½ of a spell each to cast.
Other spheres cannot be cast at all, but you may pick one sphere which can be cast as if opposite (at 2 spells per spell).
Level 1: Sanctuary continuous, as long as the Healer is not being offensive.
Level 1: If anyone kills the Healer in cold blood, they suffer a curse which requires LVL Wishes to remove.
Level 1: 1M, lose X Con until next reset: Cure X*LVL hp.
Level 1: 1M, Touch: Target loses LVL Str. You gain LVL Con until next reset.
Level 3: Can create a staff of instant returning; which has +LVL/3 to hit and damage, and gives an AC source of 7+LVL. This staff also doubles the effect of all healing spells cast. The staff is personal and will not work for anyone else.
Level 5: +LVL/5 AC.
Level 7: 1M, lose 1 Con until next reset: Raise Dead.
Level 8: Summon Aid 20+LVL*5%
Level 10: 1M: Etherealness.

[PC3] Priest Group Classes


Healer2

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

[PC3] Priest Group Classes


Hell's Caretaker

Level KXP Priest
123 456 7
1 0 2-- --- -
2 4 31- --- -
3 8 420 --- -
4 12 531 a-- -
5 16 642 0b- -
6 20 653 1ac -
7 40 664 20b -
8 80 665 31a d
9 120 666 420 c
10 160 666 531 b
11 200 666 642 a
12 400 666 653 0
13 800 666 664 1
14 1000 666 665 2
15 1200 666 666 3
16 1400 666 666 4
17 1600 666 666 5
18 1800 666 666 6
19 2000 766 666 6
20 2200 776 666 6
21 2400 777 666 6
22 2600 777 766 6
23 2800 777 776 6
24 3000 777 777 6
25 3200 777 777 7
26 3400 877 777 7
27 3600 887 777 7
28 3800 888 777 7
29 4000 888 877 7
30 4200 888 887 7
31 4400 888 888 7
32 4800 888 888 8
33 5200 998 888 8
34 5600 999 988 8
35 6000 999 999 8
36 6200 999 999 9
TH Saves
PD RS PP BW Sp Fo Re Wi
+0  8  4  6  3  4  0  0  3
+1  9  5  6  4  4  1  1  4
+1 10  6  7  5  5  2  2  5
+2 11  7  9  6  6  2  2  6
+3 12  8  9  6  7  3  3  7
+3 13  9 10  7  8  4  4  8
+4 14  9 11  8  9  5  4  9
+5 14 10 11  9  9  6  5 10
+5 15 11 12 10 11  6  6 11
+6 16 12 13 11 12  7  6 12
+7 16 13 14 12 12  8  7 13
+7 16 14 14 13 13  9  8 14
+8 16 14 15 14 14 10  8 15
+9 17 15 16 14 14 10  9 16
+9 17 15 16 15 15 11 10 17
+10 17 16 16 15 16 12 10 18
+11 17 16 16 16 16 13 11 19
+11 17 16 16 16 16 14 12 20
Requisites: Str 13, Con 13, Wis 13
Alignment: any E
HD/level: d10
Weapon Prof.: 6+level/6
To Hit Table: Pri
Save Table: 2xPri
Reference: MTG {Planeshifted Demonologist}
Groups: Priest
 
Turn Undead is Command for undead and demons, and Turn for golems (this is slightly unusual).
Knows a "Devil Summoning N" spell of every SL. It is Summoning sphere, and summons a creature of DL=N (Outer, always evil).
Level 1: "Caretaker ability": 1M, sacrifice a summon: Animate Dead a x0 or x1 dead creature the party has recently killed. This becomes your summon, and has the full stats and abilities it had in life. A being that is Beast of Xvim'd cannot be raised by this ability. The creature can never betray you, even from effects that steal or cause summons to become uncontrolled. If the sacrificed creature was a Camarid, the animated creature takes only that Camarid's summon slot.
Level 1: "Spawn Ability": 1M, sacrifice a x1 (or greater) summon: Summon N Camarids, where N is the sacrificed summon's DL. Camarids are DL I (type Water) creatures with AC 20, hp 10, TH +10, dmg 10. You are allowed to have up to your level in Camarid summon slots. Any extra Camarids are wasted (they disappear immediately). Camarids are x0 beings; thus you cannot sacrifice a Camarid to get a Camarid.
Level 1: aNR (Necromancy Resistance) of level*20%.
Level 1: Free Grand access in one of these spheres (choose one): Astral, Guardian, Necromancy, Summoning.
Level 4: Your turn undead chance is never worse than "20" (i.e. you never have a dash), regardless of the HD of the undead/demon.
Level 4: If you "Spawn" (see Level 1 ability) a Water type summon, you get 1 more Camarid than usual (DL+1 instead of DL).
Level 4: Choose another Grand access sphere from the choices in the level 1 ability.
Level 8: All of your weapons and armor are considered "Of the Planes" (Planar Stable).
Level 8: Choose another Grand access sphere from the choices in the level 1 ability.
Level 9: You may "Caretaker" (see the Level 1 ability) a x2 creature, but you need to do it twice (2M and sacrifice two summons), unless you are a x2 being yourself.
Level 12: Choose the last Grand access sphere from the choices in the level 1 ability.

[PC3] Priest Group Classes


Hermit0

Level KXP Priest
123 456 7
1 0 0-- --- -
2 1.5 1-- --- -
3 3 20- --- -
4 6 21- --- -
5 12 220 --- -
6 25 221 --- -
7 50 322 0-- -
8 100 332 1-- -
9 200 333 20- -
10 300 443 21- -
11 400 443 320 -
12 500 444 321 -
13 600 554 322 -
14 700 555 332 -
15 800 655 333 -
16 900 655 443 0
17 1000 665 443 1
18 1100 665 443 2
19 1200 765 444 2
20 1300 765 444 3
21 1400 765 554 3
22 1500 765 554 4
23 1600 776 654 4
24 1700 876 655 4
25 1800 876 655 5
26 1900 877 665 5
27 2000 887 666 5
28 2100 887 776 5
29 2200 887 776 6
30 2300 888 777 6
31 2400 888 887 6
32 2500 988 887 6
33 2600 998 888 7
34 2700 999 888 8
35 2800 999 998 8
36 2900 999 999 9
TH Saves
PD RS PP BW Sp Fo Re Wi
+1  7  6  4  2  3  0  0  2
+1  7  6  4  3  3  0  0  3
+1  7  6  4  3  4  0  1  3
+2  7  6  5  3  4  1  1  4
+3  9  8  6  4  5  1  1  4
+3  9  8  6  5  5  2  2  5
+3  9  8  6  5  6  2  2  5
+4  9  8  7  5  6  2  2  6
+5 11 10  8  6  7  3  3  6
+5 11 10  8  7  7  3  3  7
+5 11 10  8  7  8  4  3  7
+6 11 10  9  7  8  4  4  8
+7 12 11 10  8  9  4  4  8
+7 12 11 10  9  9  5  4  9
+7 12 11 10  9 10  5  5  9
+8 12 11 11  9 10  6  5 10
+9 13 12 12 10 11  6  5 10
+9 13 12 12 11 11  6  6 11
Requisites: Int 10, Wis 10, Chr 10
Alignment: any
HD/level: d5
Weapon Prof.: 1+level/4
To Hit Table: CTD0
Save Table: Clr0
Reference: DM
Groups: Priest, Lost
 
Can have Exceptional Int, Wis, or Chr bonus.
Priest Spells: Get 3 Grand, 2 Major, 1 Minor spheres.
Has "ability to take martial arts", but there is no free style built into this class.
Level 1: Turn Undead and Turn Cthulhoid Horrors.
Level N (each level): +1 to Int, Wis, or Chr. (These don't have to all be the same stat.)
Level 9+ (each level): Gain +(LVL-8)^2 followers (i.e. at level 9 get 1 follower, at level 10 get an additional 4 followers, at level 11 get an additional 9 followers, etc.).
Level 9: Detect Deception: can sense lies and see through all illusions with 1M.
Level 27: Divine Will: Can throw off any one non-godly effect per day; the effect simply does not function on the hermit.

[PC3] Priest Group Classes


High Priest


Level

KXP
Priest
123 456 789 ABC D

TH
1 0 111 --- --- - -1
2 1.5 111 1-- --- - +0
3 3 111 11- --- - +0
4 6 111 111 --- - +1
5 13 211 111 --- - +1
6 27.5 221 111 1-- - +1
7 55 222 111 1-- - +1
8 110 222 211 11- - +2
9 225 222 221 11- - +2
10 450 222 222 111 - +3
11 675 322 222 211 - +3
12 900 332 222 221 - +3
13 1125 333 222 222 1 +3
14 1350 333 322 222 2 +4
15 1575 333 332 222 2 +4
16 1800 333 333 222 2 +5
17 2025 433 333 322 2 +5
18 2250 443 333 332 2 +5
19 2475 444 333 333 2 +5
20 2700 444 433 333 3 +6
21 2925 444 443 333 3 +6
22 3150 444 444 333 3 +7
23 3375 444 444 433 3 +7
24 3600 444 444 443 3 +7
25 3825 444 444 444 3 +7
26 4050 444 444 444 4 +8
27 4275 544 444 444 4 +8
28 4500 554 444 444 4 +9
29 4725 555 444 444 4 +9
30 4950 555 544 444 4 +9
31 5175 555 554 444 4 +9
32 5400 555 555 444 4 +10
33 5625 555 555 544 4 +10
34 5850 555 555 554 4 +11
35 6075 555 555 555 4 +11
36 6300 555 555 555 51 +11
37 12600 555 555 555 52 +11
38 18900 555 555 555 53 +12
39 25200 555 555 555 54 +12
45 63000 666 665 555 55 +14
54 119700 776 666 666 661 +17
63 176400 777 777 666 666 +20
72 233100 887 777 777 777 1 +23
Requisites: Wis 25
Alignment: any
HD/level: d4
Weapon Prof.: 2+level/9
To Hit Table: ½xPri
Reference: DM
Groups: Priest
Complexity: CF=3
   
Saving Throws:  
PPD: 7+level
RSW: 3+level
PP: 4+level
BW: 1+level
Spell: 2+level
Fort: 3+level
Reflex: 0+level
Will: 5+level
   
Can never have Grand access in a sphere of magic.
Cannot use "weird list" or "weird sheet" or "sheets that you know" spells at all, unless you spend 1 research point per spell on them. If you do, the spell is 1 spell slot (not the normal 2 or 3).
Can never get a stat bonus to spell progression.
Can never use ML adders, even "Limited ML". Level books (and other sources of full levels) do function normally.
Level 1: Gets Wis bonus as an additional save penalty.
Level 1: 0, 1/d: Reset your spell memorization in High Priest.
Level 1 ¶: All "-" results in the Turn Undead table are considered to be a "20" for you.
Level 1 ¶: When using Priest Omens, roll 1d24 (without level) instead of 1d12+LVL for the result.
Level 13 ¶: When using Priest Omens, roll 1d(2*LVL) instead of 1d12+LVL for the result.

[PC3] Priest Group Classes


Holy Monk1

Level KXP
Spells
1 0 (none)
2 2.7 (none)
3 5.7 (none)
4 12 (none)
5 27 (none)
6 57 (none)
7 117.6 (none)
8 240 (none)
9 420 (none)
10 600 (none)
11 840 (none)
12 1140 (none)
13 1500 (none)
14 2100 (none)
15 2700 (none)
16 3300 (none)
17 3900 (none)
18 4500 (none)
19 5100 (none)
20 5700 (none)
21 6300 (none)
22 6900 (none)
23 7500 (none)
24 8100 (none)
25 8700 (none)
26 9300 (none)
27 9900 (none)
28 10500 (none)
29 11100 (none)
30 11700 (none)
31 12300 (none)
32 12900 (none)
33 13500 (none)
34 14100 (none)
35 14700 (none)
36 15300 (none)
TH Saves
PD RS PP BW Sp Fo Re Wi
+0  8  4  5  2  3  0  0  2
+0  8  4  6  3  4  0  0  3
+1  9  5  6  3  4  0  1  3
+1  9  5  6  4  4  1  1  4
+2 10  6  7  4  5  1  1  4
+2 10  6  7  5  5  2  2  5
+3 11  7  8  5  6  2  2  5
+3 11  7  9  6  6  2  2  6
+4 12  7  9  6  7  3  3  6
+4 12  8  9  6  7  3  3  7
+5 13  8 10  7  8  4  3  7
+5 13  9 10  7  8  4  4  8
+6 13  9 10  7  8  4  4  8
+6 14  9 11  8  9  5  4  9
+7 14 10 11  8  9  5  5  9
+7 14 10 11  9  9  6  5 10
+8 15 11 12  9 10  6  5 10
+8 15 11 12 10 11  6  6 11
Requisites: Str 14, Dex 14, Con 11, Wis 16
Alignment: LG, LN, or NG
HD/level: & +d8
Weapon Prof.: 2+level
To Hit Table: Rog
Save Table: Pri
Reference: DM {Planeshifted Monk1}
Groups: Priest, Rogue, Alternate
 
Level 1: Open hand to hit bonus is (Dex bonus)+(Str bonus)+2. Open hand damage bonus is (Str bonus).
Level 1: If Open Hands hit exceeds what is needed by 5, target is stunned for 1d6 r (save vs. para)
Level 1: If Open Hands stuns, chance to kill is (level)*3+(target's AC)% (no save)
Level 1: Natural AT is 10+level
Level 1: Base movement rate is (14+level)"
Level 1: Against area effects that give a save for ½: the monk takes no damage if he makes his save. This is not used for non-(hp) damaging effects.
Level 1: 1V (may borrow from next segment): Knock away missile weapons. The missile weapons must be size M or less and must be directed at the monk or a target within 10'. The monk makes a save vs. paralyzation with a penalty equal to the number of magical plusses the weapon has, if successful, the weapon is deflected. The monk can knock away a maximum of 10 missiles, plus 1/level.
Level 1: One Martial Arts style; +1 Martial Arts maneuver slot /level (even if Banhammered)
Level 2: Mask the mind from ESP and similar effects: chance is 66%+2%/level.
Level 3: Speak with animals (continuous).
Level 4: Immunity to disease and slow effects (continuous).
Level 4: Self healing (laying on hands): LVL*LVL hp, can be done once per day.
Level 4: The monk may fall 30' without taking damage if within 1' of a wall.
Level 5: +1V action.
Level 5: Open hands are considered a +1 weapon to hit.
Level 6: The monk may fall 40' without taking damage if within 4' of a wall.
Level 6: Empathy once per day.
Level 7: Invisibility (psi freq. 0) level times per day.
Level 8: Resistamce to Charm, +4 (or 18 Int) vs. psionic attacks
Level 8: Retarded Aging, Immunity to Poison, Immunity to Geas/Quest
Level 8: Body Control, level/2 turns/day.
Level 9: Quivering Palm 1/d: If target's HD/level is equal to or less than monk's level, if hp of target is equal to or less than 2 times monk's hp, if target is not undead, if an open hand attack hits, then monk can command target to die at any time within 1 day per level (no save).
Level 9: HyperMental: +1M for 1 round, -1M for next 2 rounds.
Lvl Holy Monk Ability | -50% | -100% | -150% Act Base Penalty Bonus
1 Move Silently | Passwall | Immovability V 0 Dex-15 Dex-18
1 Curing (1 hp per 1%), self or others V 0 Wis-9 Wis-12
1 Restore stat damage (1 per 5%), self or others V 0 Wis-9 Wis-12
1 Detect Noise | Clairaudience M 15 Wis-8 Wis-20
1 Climb Walls | Climb Overhangs | Climb Upside Down V 60 Str-9 Str-13
1 Open/Close Locks: Mech. | Magic/Psi | OutPhase VM 10 Dex-11 Dex-15
1 Find/Remove Traps: Mech. | Magic/Psi | OutPhase | Pro. M 5 Dex-12 Dex-17
1 Hide in Shadows || Meld in Shadows/Mirrors V 5 Dex-11 Dex-16
2 Remove Slow/Sleep | Disease | Poison/Blindness | Paralysis/Hold | Curse V 0 Wis-9 Wis-12
2 Concealment/Blending | Misdirection | Non-Detection M 20 Wis-12 Wis-14
3 Tightrope Walking | Water Walking | Shadow Walking | Dimension Walking V 75 Dex-11 Dex-15
4 Restore level drains (1 per 10%), self or other V 0 Wis-9 Wis-12
4 Clearness of Thought (get a 2nd die roll on any 1 effect /r) MM 0 Wis-18 Wis-25
5 Escape Bonds | Escape Binding | Escape Imprisonment/Time Stop P 50 Str-12 Str-14
6 Hold Breath | Hold Life P 15 Con-15 Con-17
6 Identity Penetration | False Seeing | True Seeing MM 5 Wis-11 Wis-19
7 Blink | Controlled Blink M 20 Wis-12 Wis-17
8 Intuition (+1 per 20% made to Intuition) M 0 Chr-9 Chr-12
8 Willpower (+1 per 20% made to Willpower) M 0 Chr-9 Chr-12
9 Inner Focus (+1 Str/Dex/Con for 1r per 10% made) M 5 Wis-10 Wis-20
10 Chi Power (cast a Shukenja spell of spell level SL) (penalty = -SL*50%) (#=SL) #M 0 Wis-12 Wis-36
12 Speed (x2 move) | Speed (+1 V) | Speed (+1 P) | Speed (+1 M) VV 15 Dex-12 Dex-15
15 Energy Control | Adaptation | Immune to Hostile Environments PV 30 Con-9 Con-12
18 Elemental Form | Para-Ele Form | Quasi-Ele Form ||| Semi-Ele Form PP 40 Con-24 Con-24
27 Body Freedom (transfer action types freely; Str Int, Dex Wis, Con Chr) FFF 0 Chr-36 Chr-54
 
Exp Level: 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17+
Open Hand Dmg: 1d3 1d4 1d6 1d6 1d6+1 2d4 2d4+1 2d6 3d4 2d6+1 3d4+1 4d4 4d4+1 5d4 6d4 5d6 8d4
Open Hand #Att: 1/1 1/1 1/1 5/4 5/4 3/2 3/2 3/2 2/1 2/1 5/2 5/2 5/2 3/1 3/1 4/1 4/1

[PC3] Priest Group Classes


Holy Order of Stars Evil1

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

[PC3] Priest Group Classes


Holy Order of Stars Good 1

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

[PC3] Priest Group Classes


Holy Order of Stars Neutral 1

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

[PC3] Priest Group Classes


Holy Order of Stars Stupid1

Level KXP Priest
123 456 789
1 1.75 1a- --- ---
2 3.5 20- --- ---
3 7 21a --- ---
4 14 320 --- ---
5 28 421 a-- ---
6 56 422 0-- ---
7 112 432 1a- ---
8 224 433 20- ---
9 450 433 21a ---
10 900 443 220 ---
11 1300 444 331 ---
12 1700 444 441 a--
13 2100 555 442 0--
14 2500 555 442 1a-
15 2900 555 552 10-
16 3300 555 553 21a
17 3700 555 553 320
18 4100 555 553 321
19 4500 555 553 331
20 4900 555 554 332
21 5300 555 554 442
22 5700 555 555 443
23 6100 555 555 553
24 6500 555 555 554
25 6900 555 555 555
26 7300 666 655 555
27 7700 666 666 655
28 8100 666 666 666
29 8500 777 766 666
30 8900 777 777 766
31 9300 777 777 777
32 9700 888 877 777
33 10100 888 888 877
34 10500 888 888 888
35 10900 999 988 888
36 11300 999 999 999
TH Saves
PD RS PP BW Sp Fo Re Wi
+0  8  4  5  2  3  0  0  2
+1  8  4  6  3  4  0  0  3
+2  9  5  6  3  4  0  1  3
+3  9  5  6  4  4  1  1  4
+4 10  6  7  4  5  1  1  4
+5 10  6  7  5  5  2  2  5
+6 11  7  8  5  6  2  2  5
+7 11  7  9  6  6  2  2  6
+8 12  7  9  6  7  3  3  6
+9 12  8  9  6  7  3  3  7
+10 13  8 10  7  8  4  3  7
+11 13  9 10  7  8  4  4  8
+12 13  9 10  7  8  4  4  8
+13 14  9 11  8  9  5  4  9
+14 14 10 11  8  9  5  5  9
+15 14 10 11  9  9  6  5 10
+16 15 11 12  9 10  6  5 10
+17 15 11 12 10 11  6  6 11
Requisites: Str 13, Wis 13
Alignment: any S (overwrite)
HD/level: d9
Weapon Prof.: 5+level/2
To Hit Table: War
Save Table: Pri
Reference: DM {Planeshifted HOSE1}
Groups: Priest, Alternate
 
This class sets the second component of your alignment to "S" (Stupid). This overwrites the G-E axis requirement on all of your classes to "S".
Casting spells costs 1P instead of 1M.
Material componenting for spells costs a 0 action. If you use 1V in addition, you get double material componenting (triple effect total).
Turn undead; cannot command.
Cannot use M actions at all; if you get an M action somehow, it is immediately converted into 1P+1V.
Cannot make Intelligence checks or "disbelieve".
Has a Personality score of 0 vs. intelligent items.
Every ODD level: Gets a Smiter5 pick; see below.
 
Levels Pick Description
Levels 1, 3, 5: A 1/reset: Choose an alignment. You do x2 dmg (spells & attacks) vs. that alignment
B 1M: Target gets alignment changed to yours & target confused (Will save for each effect)
C 1M: Shut off target familiar or specialty priest power
D 0, 1/d: Divine Intervention (automatic), usually resolved as a ML=LVL Outer-planar summon
E +1 grand sphere
Levels 7, 9, 11: F Do double damage with weapon attacks vs. Chaotic creatures
G Can convert P -> M actions
H 0, 1/d: Counter a Divine Intervention
I Emulate the abilities of (LVL-3)/2 specialty priest powers
J Can turn undead using just 1V action
Levels 13, 15, 17: K Do double spell effects vs. Chaotic creatures
L Inverse Astral projection
M 1M: Shut off Concordant effect (aXR to resist)
N 1M: Target is Pawned (2 saved, 1 missed save = Dominated)
O Can turn Chaotic creatures as if they were undead
Levels 19, 21, 23: P Resist all things done to you by Chaotic creatures
Q Can project to any plane (pick 3 stats to copy to other stats)
R Anti-Concordant Shell 0th to (LVL-10)/4; iER LVL*3%
S Immune Moo
T Can turn anyone not of your Religion as if they were undead
Levels 25, 27, 29: U Immune all things done to you by Chaotic creatures
V You have no home plane; your truename cannot be erased; immune incursion
W Anti-Godly shell: Immune to one G action effect /s, even in [X] section
X Immune Pixelation
Y xLVL to CL for Turn Undead; Ignore Immune Turning
Z  

[PC3] Priest Group Classes


Holy Warrior3

Level KXP Priest
123 456 789
1 0 0-- --- ---
2 2 1-- --- ---
3 4 2a- --- ---
4 8 30- --- ---
5 16 32a --- ---
6 32 430 --- ---
7 64 432 a-- ---
8 128 443 0-- ---
9 180 543 2a- ---
10 225 544 30- ---
11 275 554 32- ---
12 330 554 43a ---
13 390 655 432 a--
14 455 655 443 0--
15 525 665 543 2a-
16 600 665 544 30-
17 680 666 554 32a
18 765 666 554 430
19 855 666 655 432
20 950 666 655 443
21 1050 666 665 544
22 1155 666 665 555
23 1265 666 666 555
24 1380 666 666 655
25 1500 666 666 665
26 1625 666 666 666
27 1755 766 666 666
28 1890 776 666 666
29 2030 777 666 666
30 2175 777 766 666
31 2325 777 776 666
32 2480 777 777 666
33 2640 777 777 766
34 2805 777 777 776
35 2975 777 777 777
36 3150 877 777 777
TH Saves
PD RS PP BW Sp Fo Re Wi
+1  8  4  5  2  3  0  0  2
+2  8  4  6  3  4  0  0  3
+3  9  5  6  3  4  0  1  3
+4  9  5  6  4  4  1  1  4
+5 10  6  7  4  5  1  1  4
+6 10  6  7  5  5  2  2  5
+7 11  7  8  5  6  2  2  5
+8 11  7  9  6  6  2  2  6
+9 12  7  9  6  7  3  3  6
+10 12  8  9  6  7  3  3  7
+11 13  8 10  7  8  4  3  7
+12 13  9 10  7  8  4  4  8
+13 13  9 10  7  8  4  4  8
+14 14  9 11  8  9  5  4  9
+15 14 10 11  8  9  5  5  9
+16 14 10 11  9  9  6  5 10
+17 15 11 12  9 10  6  5 10
+18 15 11 12 10 11  6  6 11
Requisites: Wis 0
Alignment: any
HD/level: d8
Weapon Prof.: 9+level/10
To Hit Table: +level
Save Table: Pri
Reference: DM {Planeshifted Warrior3}
Groups: Warrior, Priest, Alternate
 
Level 9: Pick any other Priest class you could qualify for. You gain all abilities of that class as if you were 8 levels lower.

[PC3] Priest Group Classes


Inept-2

Level KXP Priest   Psi-2
123 456  mMG
1 0 1-- ---  1--
2 2 1-- ---  2--
3 4 2-- ---  3--
4 8 20- ---  4--
5 16 21- ---  41-
6 32 21- ---  42-
7 64 32- ---  43-
8 128 320 ---  44-
9 180 321 ---  441
10 225 321 ---  442
11 275 332 ---  443
12 330 332 0--  444
13 390 332 1--  544
14 455 332 1--  554
15 525 333 2--  555
16 600 333 20-  655
17 680 333 21-  665
18 765 333 21-  666
19 855 333 32-  766
20 950 333 32-  776
21 1050 333 33-  777
22 1155 433 33-  877
23 1265 443 33-  887
24 1380 444 33-  888
25 1500 444 43-  988
26 1625 444 44-  998
27 1755 444 440  999
28 1890 444 441  A99
29 2030 444 442  AA9
30 2175 444 443  AAA
31 2325 444 444  BAA
32 2480 544 444  BBA
33 2640 554 444  BBB
34 2805 555 444  CBB
35 2975 555 544  CCB
36 3150 555 554  CCC
TH Saves
PD RS PP BW Sp Fo Re Wi
+0  8  4  5  2  3  0  0  2
+1  8  4  6  3  4  0  0  3
+1  9  5  6  3  4  0  1  3
+2  9  5  6  4  4  1  1  4
+2 10  6  7  4  5  1  1  4
+3 10  6  7  5  5  2  2  5
+3 11  7  8  5  6  2  2  5
+4 11  7  9  6  6  2  2  6
+4 12  7  9  6  7  3  3  6
+5 12  8  9  6  7  3  3  7
+5 13  8 10  7  8  4  3  7
+6 13  9 10  7  8  4  4  8
+6 13  9 10  7  8  4  4  8
+7 14  9 11  8  9  5  4  9
+7 14 10 11  8  9  5  5  9
+8 14 10 11  9  9  6  5 10
+8 15 11 12  9 10  6  5 10
+9 15 11 12 10 11  6  6 11
Requisites: Str 6, Dex 8, Chr 6
Alignment: any
HD/level: d6
Weapon Prof.: 5+level/9
To Hit Table: +level/2
Save Table: Pri
Reference: DM {Planeshifted Adept3}
Groups: Priest, Psionicist, Alternate
 
Considered 3rd edition (gets a Feat at 1st level).
Gets Wisdom bonus for spell progression.
PSPs = Dex*2+Str+Chr-40+(Dex-5)*(level-1)/2
Has "cotangents" instead of "tangents". 3 cotangents is a "Detract".
If you are Detracted to someone, you are considered Dust of Disappearanced to them, and they cannot directly target you or your effects.

[PC3] Priest Group Classes


Kabbalist1JG

Level KXP Priest
123 456 78
1 0 abc def gh
2 2.5 0ab cde fg
3 5 10a bcd ef
4 10 20a bcd ef
5 20 310 bcd ef
6 40 420 abc de
7 80 530 abc de
8 160 641 0ab cd
9 320 752 0ab cd
10 820 863 0ab cd
11 1320 974 0ab cd
12 1820 A85 10a bc
13 2320 B96 20a bc
14 2820 CA7 30a bc
15 3320 DB8 40a bc
16 3820 EC9 50a bc
17 4320 FDA 610 ab
18 4820 GEB 720 ab
19 5320 HFC 830 ab
20 5820 IGD 940 ab
21 6320 JHE A50 ab
22 6820 KIF B60 ab
23 7320 LJG C71 0a
24 7820 MKH D82 0a
25 8320 NLI E93 0a
26 8820 OMJ FA4 0a
27 9320 PNK GB5 0a
28 9820 QOL HC6 0a
29 10320 RPM ID7 0a
30 10820 SQN JE8 10
31 11320 TRO KF9 20
32 11820 USP LGA 30
33 12320 VTQ MHB 40
34 12820 WUR NIC 50
35 13320 XVS OJD 60
36 13820 YWT PKE 70
TH Saves
PD RS PP BW Sp Fo Re Wi
+0  8  4  5  2  3  0  0  2
+0  8  4  6  3  4  0  0  3
+0  9  5  6  3  4  0  1  3
+1  9  5  6  4  4  1  1  4
+1 10  6  7  4  5  1  1  4
+1 10  6  7  5  5  2  2  5
+2 11  7  8  5  6  2  2  5
+2 11  7  9  6  6  2  2  6
+2 12  7  9  6  7  3  3  6
+3 12  8  9  6  7  3  3  7
+3 13  8 10  7  8  4  3  7
+3 13  9 10  7  8  4  4  8
+4 13  9 10  7  8  4  4  8
+4 14  9 11  8  9  5  4  9
+4 14 10 11  8  9  5  5  9
+5 14 10 11  9  9  6  5 10
+5 15 11 12  9 10  6  5 10
+5 15 11 12 10 11  6  6 11
Requisites: Con 11, Int 11
Alignment: any
HD/level: d4
Weapon Prof.: 1+level/3
To Hit Table: Wiz
Save Table: Pri
Reference: FGE1JG
Groups: Priest
 
Spells as per Attendant. Gets Intelligence bonus for Spell Progression (not Wisdom).
Level 1: Read (but not Write) Languages continuous.
Level 1: Decipher Code 23+LVL*5-(LVL of code)*5%; takes (LVL of code-writer)/(Kabbalist LVL) hours.
Level 1: 1F: Cast a random priest spell of SL=1dLVL (max 10). You must target the spell before knowing what the effect is. You may declare you are reversing the spell (again, before knowing what it is).
Level 1: +2 language slots per level.
Level 1: Legend Lore 15+LVL*5%
Level 1: Magic Mapping LVL*5% (maps within LVL*30').
Level 1: 1M, LVL/d: Summon Spirit 40+LVL*5-(DL of spirit)*5+(each turn of preparation)*1%
Level 3: +LVL/3 AC.
Level 5: +LVL/5 to hit.

[PC3] Priest Group Classes


Leech

Level KXP Priest
123 456 789 ABC
TH
1 0 1-- --- --- +0
2 2.5 20- --- --- +1
3 5 21- --- --- +1
4 7.5 320 --- --- +2
5 12.5 421 --- --- +3
6 25 422 0-- --- +3
7 50 432 1-- --- +4
8 100 433 20- --- +5
9 200 433 210 --- +5
10 400 443 221 --- +6
11 650 444 321 0-- +7
12 900 444 421 10- +7
13 1150 555 432 111 +8
14 1400 555 442 111 +9
15 1650 555 552 111 +9
16 1900 555 553 211 +10
17 2150 555 554 321 +11
18 2400 555 554 321 +11
19 2650 555 554 322 +12
20 2900 555 554 333 +13
21 3150 555 554 444 +13
22 3400 555 555 555 +14
23 3650 666 666 666 +15
24 3900 776 666 666 +15
25 4150 777 766 666 +16
26 4400 777 776 666 +17
27 4650 777 777 666 +17
28 4900 777 777 776 +18
29 5150 777 777 777 +19
30 5400 887 777 777 +19
31 5650 888 777 777 +20
32 5900 888 877 777 +21
33 6150 888 887 777 +21
34 6400 888 888 777 +22
35 6650 888 888 877 +23
36 6900 888 888 887 1 +23
37 13800 888 888 887 2 +24
38 20700 888 888 887 3 +25
39 27600 888 888 887 4 +25
45 69000 988 888 888 8 +29
54 131100 999 999 999 81 +35
63 193200 A99 999 999 98 +41
72 255300 AAA AAA AA9 991 +47
Race Adjustments:
Str Dex Con Int Wis Chr Cml AT hp TH Div
+4 +4 +3 +5 +4 -6 -8 +0 +0 +0 ÷1
 
Requisites: Str 13, Dex 13, Con 11, Int 15, Wis 13,
  Race Slots 1, Class Slots 2
Alignment: any E
HD/level: & +d9
Weapon Prof.: 3+level/4
To Hit Table: Pri
Save Table: Pri
Reference: DM
Groups: Priest, Rogue, Archetype
Complexity: CF=3
   
Saving Throws:  
PPD: level+7
RSW: level+3
PP: level+4
BW: level+1
Spell: level+2
Fort: level-1
Reflex: level-1
Will: level+1
   
Considered an "Evil Outer" and a "Blood Wave" race.
Gets 50 Rogue points per level.
Knows the Eel sphere. Knows the Virus school as a sphere, and can cast those spells as if they were Priest spells.
This class uses "Defiler" type magic, and drains the MF with time.
Level 1: Immune to Diseases, Viruses, Lycanthropy.
Level 3: Identify Object's chemical makeup by sight.
Level 4: Periodic Table elements are considered Semi for you.
Level 5: Detect Leeches and Eels 40' cont.
Level 6: Periodic Table elements are considered Quasi for you.
Level 9: 1M: Identify Magical Pool.
Level 9: Mental link with your Leeches and Eels.
Level 10: Periodic Table elements are considered Para for you.
Level 18: Periodic Table elements are considered normal for you.
 
For Rogue abilities, see next page.

[PC3] Priest Group Classes


Leech Rogue Abilities

Lvl Leech Ability | -50% | -100% | -150% Act Base Penalty Bonus
1 1 hour of walking around a city: Gain LVL^3 gp (picking up things off street) {Beggar}
1 Backstab (each 25% = x1) (increases 10/level) ½0 40 Int-16 Int-25
1 Bag of Holding; 1M: Locate Black Market in city {Smuggler}
1 Find/Avoid Traps/Tricks/Specials/TerrainFeatures | Magic/Psi | OutPhase ( | whole party) ( || x2 ||| x3) V 0 Dex-20 Dex-25
1 Find/Remove Abjuration/Protection ("Twist") | All of the same effect on 1 target | All of the same effect in your group V 10 Int-13 Int-15
1 Fork Innate | Psionic | Magic | Radioactive 1M (may borrow) -10 Chr-22 Chr-22
1 Pick Pockets/Shoplifting | Palm | Present | Immune PP P 15 Dex-12 Dex-16
1 Sell items for 64+LVL% of value instead of 50%
1 Unequip (one item unequipped, save DC = amount made) {Rogue ability: 50 / Dex-12 / Dex-14 } V 50 Dex-12 Dex-14
2 Backdrain (do rating/10 random stat dmg) (increases 10/level) ½0 0 Con-6 Con-20
2 Mass Pick Pockets (pick everything off of someone) (-10%/level of target) V 0 Dex-18 Dex-24
2 Remove/Cause Slow/Sleep | Disease | Poison/Blindness | Paralysis/Hold | Curse (PPD save per 10% made) V 0 Wis-13 Wis-18
3 ("Twirl") Find/Remove Guardian/Warding/Forbiddance effect on area || x1 Special M 20 Dex-18 Dex-28
3 Lower/Ignore WaWR (reduce or ignore WaWR by rating) || iWaWR V/N 0 Dex-10 Dex-20
4 Don't generate Alley encounters | Sewer/Attic | Old City at Night M 10 Wis-15 Wis-20
4 Mass Contortion | Mass Elasticity | Mass Become Liquid-Form (whole party) V 0 Dex-15 Dex-21
5 Can "Frugal" potions (+50% to number of uses)
5 Erase a "?", "¿", "!", "¡", ".", ",", ":", or ";" in dungeon - 0 Dex-18 Dex-24
5 Slimy: You and the space you're standing at can't be targetted.
6 Locate Object in City || Country MM
7 Immune to terrain, hostile environments {Outlaw}
8 Remove Capital B Blasted or Capital M Mauled from someone 3F 100 - -
9 Cheat Death: 1D, 1/d: Resurrect, but you're 1d20 miles away in a random direction.
9 Immune to Blow Your Head Off, Twilight, Ego Domination, Retributive Strikes
9 Immune to Capital E Extract, Empathy, ESP, Forget, Mental Surgery, Telepathy
13 +LVL Luck; Luckstone effect {Gambler}
13 Phlogiston Spell / Phlogiston Projection | Time of Legends Spell (project to Time of Legends) MMMM 35 Cml-22 Cml-29
14 Get +1 IM (Instantaneous Mental) action per turn.
14 Immune to LVL elements/eelements (doesn't "spread")
20 1N, 1/s: Capital O Object to a time or loop travel effect. It cannot be used again this turn
24 Backsteal (Steal an effect off of target for yourself per 120%) (aXR to avoid) ½0 30 NA NA
24 Energy Drain+Destruction+Degenerate target ||| Put target in the Hole 1P+2M 0 Wis-19 Wis-25
24 See in Capital D Darkness - - - -
27 Summon (and control) DL XI Far Realm, Immortal, Nightmare Dimension, or Tarraque World monster ( || per extra DL) MM 0 Cml-55 Cml-70

[PC3] Priest Group Classes


Eel Sphere:
Leeches (SL=1): This acts like goodberries, each casting gives 3 Leeches. Leeches can cure or cause 1 hp, and can move on their own.
Summon Eelemental (SL=N): Summon a DL N Eelemental (DM has table)
Summon Leech (SL=N): Summon a DL N Leech (DM has table)
Call Eelectricity (SL=2): CLd6 Eelectricity dmg (no save; NR to resist) to one target
Powerleech (SL=2): Whenever an enemy activates an item, be cured 10 hp.
Thoughtleech (SL=2): Whenever an enemy uses a psionic ability, be cured N hp, where N=SL of the effect.
Blessing of Leeches (SL=3): Target regenerates at CL hp/s.
Drainheal (SL=3, also Incantatrix): Drain the local MF by 1: Heal self.
Protection from Eelements (SL=3): Resist all Eelements, or absorb 12*CL Eelemental dmg.
Eels (SL=4): This acts like goodberries, each casting gives 1 Eel. Eels can remove or cause 1 [C] section effect (PPD save, effect is random).
Steal Summon (SL=4, also Incantatrix): Steal someone's summon (your summon slot needs to be open to do this)
Reelly Put Out of Misery (SL=5): Ignore regen buffer then Put out of Misery (lower s slay). Doesn't trigger contingencies.
Heel (SL=6): Remove all hp of dmg and remove 1 [C] section effect
Hovercraft Full of Eels (SL=7): Like a Chariot of Sustarre, but it's Eels!
Multi Eel (SL=7): Summons CL Eels of DL=7, which use up 1 summon slot. They aren't summoning sick!
Mindleech Mass (SL=8): Acts as a DL VII Leech summon (counts as 100 leeches); steals 1 spell (and puts in your memorization) per attack
Robe of Eeling (SL=8): Get 2d10 random SL=1d6 Eel effects (self or other) every round for 1h
iHeel (SL=9): Remove CL idmg and remove CL [C] section effects
 
Virus Sphere:
Detect [Disease] (SL=0): Detects diseases of one particular type
Detect Disease (SL=1): Detects diseases of any type
Cause [Disease] 1 (SL=1): Cure/cause disease in one target (PPD save), material componenting does two targets (or the same target twice, but not a group)
Virus Summoning N (SL=N): Summons a DL=N Virus
Cause [Disease] 2 (SL=2): Cure/cause disease in one target (PPD save), material componenting does a group
Cure Disease (SL=3)
Contagion (SL=3)
Cause [Disease] N (SL=N, starting at SL=3): Cure/cause disease in N-2 groups (PPD save), material componenting does N-1 groups (can hit same group multiple times)
Virus [Disease] N (SL=N, starting at SL=3): As per Cure or Inflict Disease N-2; for each infected person, check CL% per segment, if made, travels to another person in the room
Inflict [Disease] 4 (SL=4): Cure/cause disease in one target (no save, aNR to resist), material componenting does two targets (or the same target twice, but not a group)
Inflict [Disease] 5 (SL=5): Cure/cause disease in one target (no save, aNR to resist), material componenting does a group
Cause [Lycanthropy] 5 (SL=5): Cure/cause lycanthropy in one target (PPD save, even when curing), material componenting does two targets, each type of Lycanthropy is a spell slot
Mummy Rot (SL=5): Your touch is Mummy Rot branded
Cause [Undead status] 6 (SL=6): Cure/cause undead status in one target (PPD save, even when curing), material componenting does two targets, each type of Undead is a spell slot
Heal (SL=6)
Inflict [Disease] N (SL=N, starting at SL=6): Cure/cause disease in N-5 groups (no save, aNR to resist), material componenting does N-4 groups (can hit same group multiple times)
Cureall (SL=7)
Cause [Unlive status] 8 (SL=8): Cure/cause unlive status in one target (PPD save, even when curing), material componenting does two targets, each type of Unlive is a spell slot
Virus Charm (SL=9)
Magical Plague (SL=10): [x2 Terrain Feature] Does a random SL 0-9 Virus spell /segment

[PC3] Priest Group Classes


Leecher1

Level KXP Priest
123 456 789
1 0 1-- --- ---
2 2.5 20- --- ---
3 5 21- --- ---
4 7.5 320 --- ---
5 12.5 421 --- ---
6 25 422 0-- ---
7 50 432 1-- ---
8 100 433 20- ---
9 200 433 210 ---
10 300 443 221 ---
11 400 444 321 0--
12 500 444 421 10-
13 600 555 432 111
14 700 555 442 111
15 800 555 552 111
16 900 555 553 211
17 1000 555 554 321
18 1100 555 554 321
19 1200 555 554 322
20 1300 555 554 333
21 1400 555 554 444
22 1500 555 555 555
23 1600 666 666 666
24 1700 776 666 666
25 1800 777 766 666
26 1900 777 776 666
27 2000 777 777 666
28 2100 777 777 776
29 2200 777 777 777
30 2300 887 777 777
31 2400 888 777 777
32 2500 888 877 777
33 2600 888 887 777
34 2700 888 888 777
35 2800 888 888 877
36 2900 888 888 887
TH Saves
PD RS PP BW Sp Fo Re Wi
+0  8  4  5  2  3  0  0  2
+1  8  4  6  3  4  0  0  3
+1  9  5  6  3  4  0  1  3
+2  9  5  6  4  4  1  1  4
+3 10  6  7  4  5  1  1  4
+3 10  6  7  5  5  2  2  5
+4 11  7  8  5  6  2  2  5
+5 11  7  9  6  6  2  2  6
+5 12  7  9  6  7  3  3  6
+6 12  8  9  6  7  3  3  7
+7 13  8 10  7  8  4  3  7
+7 13  9 10  7  8  4  4  8
+8 13  9 10  7  8  4  4  8
+9 14  9 11  8  9  5  4  9
+9 14 10 11  8  9  5  5  9
+10 14 10 11  9  9  6  5 10
+11 15 11 12  9 10  6  5 10
+11 15 11 12 10 11  6  6 11
Requisites: Str 13, Dex 13, Wis 13
Alignment: any
HD/level: d6
Weapon Prof.: 3+level/4
To Hit Table: Pri
Save Table: Pri
Reference: DM {Mirror Eeler1}
Groups: Priest, Mirror
 
Can cast spells only from All, Animal, Eeling, and Summoning spheres. Eeling spells cost ½ of a spell each to cast.
Other spheres cannot be cast at all, but you may pick one sphere which can be cast as if opposite (at 2 spells per spell).
This class uses "Defiler" type magic, and drains the MF with time.
Level 5: Detect Leeches and Eels 40' cont.
Level 9: 1M: Identify Magical Pool.
Level 9: Gain four 1st level Eelemental Wizard spells in your memorization per day.
Level 9: Mental link with your Leeches and Eels.
Level 12: Gain four 2nd level Eelemental Wizard spells in your memorization per day.
Eel Sphere:
Leeches (SL=1): This acts like goodberries, each casting gives 3 Leeches. Leeches can cure or cause 1 hp, and can move on their own.
Summon Eelemental (SL=N): Summon a DL N Eelemental (DM has table)
Summon Leech (SL=N): Summon a DL N Leech (DM has table)
Call Eelectricity (SL=2): CLd6 Eelectricity dmg (no save; NR to resist) to one target
Protection from Eelements (SL=3): Resist all Eelements, or absorb 12*CL Eelemental dmg.
Eels (SL=4): This acts like goodberries, each casting gives 1 Eel. Eels can remove or cause 1 [C] section effect (PPD save, effect is random).
Reelly Put Out of Misery (SL=5): Ignore regen buffer then Put out of Misery (lower s slay). Doesn't trigger contingencies.
Heel (SL=6): Remove all hp of dmg and remove 1 [C] section effect
Hovercraft Full of Eels (SL=7): Like a Chariot of Sustarre, but it's Eels!
Multi Eel (SL=7): Summons CL Eels of DL=7, which use up 1 summon slot. They aren't summoning sick!
New Eel Sphere spells to this class:
Powerleech (SL=2): Whenever an enemy activates an item, be cured 10 hp.
Thoughtleech (SL=2): Whenever an enemy uses a psionic ability, be cured N hp, where N=SL of the effect.
Blessing of Leeches (SL=3): Target regenerates at CL hp/s.
Drainheal (SL=3, also Incantatrix): Drain the local MF by 1: Heal self.
Steal Summon (SL=4, also Incantatrix): Steal someone's summon (your summon slot needs to be open to do this)
Mindleech Mass (SL=8): Acts as a DL VII Leech summon (counts as 100 leeches); steals 1 spell (and puts in your memorization) per attack
Robe of Eeling (SL=8): Get 2d10 random SL=1d6 Eel effects (self or other) every round for 1h
iHeel (SL=9): Remove CL idmg and remove CL [C] section effects

[PC3] Priest Group Classes


Life Master1

Level KXP Wizard/Priest
123 456 789
1 0 1-- --- ---
2 1.77 2-- --- ---
3 3.54 21- --- ---
4 7 211 --- ---
5 14 221 1-- ---
6 28 222 2-- ---
7 56 333 2-- ---
8 112 333 31- ---
9 224 443 32- ---
10 448 444 431 ---
11 896 444 432 ---
12 1792 444 433 ---
13 3584 444 444 ---
14 3777 555 444 1--
15 4111 555 554 2--
16 4444 555 555 3--
17 4777 666 555 31-
18 5111 666 665 32-
19 5444 666 666 43-
20 5777 777 666 431
21 6111 777 776 432
22 6444 777 777 443
23 6777 888 777 444
24 7111 888 887 544
25 7444 888 888 554
26 7777 999 888 555
27 8111 999 998 655
28 8444 999 999 665
29 8777 AAA 999 666
30 9111 AAA AA9 766
31 9444 AAA AAA 776
32 9777 BBB AAA 777
33 10111 BBB BBB 877
34 10444 CCC BBB 887
35 10777 CCC CCC 888
36 11111 CCC CCC 999
TH Saves
PD RS PP BW Sp Fo Re Wi
+0  8  4  5  2  3  0  0  2
+0  8  4  6  3  4  0  0  3
+0  9  5  6  3  4  0  1  3
+1  9  5  6  4  4  1  1  4
+1 10  6  7  4  5  1  1  4
+1 10  6  7  5  5  2  2  5
+2 11  7  8  5  6  2  2  5
+2 11  7  9  6  6  2  2  6
+2 12  7  9  6  7  3  3  6
+3 12  8  9  6  7  3  3  7
+3 13  8 10  7  8  4  3  7
+3 13  9 10  7  8  4  4  8
+4 13  9 10  7  8  4  4  8
+4 14  9 11  8  9  5  4  9
+4 14 10 11  8  9  5  5  9
+5 14 10 11  9  9  6  5 10
+5 15 11 12  9 10  6  5 10
+5 15 11 12 10 11  6  6 11
Requisites: Str 9, Dex 12, Int 15, Wis 13, Chr 14
Alignment: any G
HD/level: d1+4
Weapon Prof.: 1+level/4
To Hit Table: Wiz
Save Table: Pri
Reference: DM {Planeshifted Death Master1}
Groups: Wizard, Priest, Alternate
 
Does not get Wis bonus to spells.
Limited spell selection: Gets access to one School and one Sphere per level. The School at level 1 must be Abjuration and the Sphere at level 1 must be Healing.
Level 1: Have their own language called "The Language of Life".
Level 1: +1 XP for each grave blessed; +2 XP for each buried body.
Level 1: +1d12 undead turned when successfully roll Turn Undead.
Level 1: Immune Unlive.
Level 1: 5% per level resistance to Necromancy spells.
Level 2: +2 XP for assisting in a child birth.
Level 4: Speak with anyone with Int > 10 at will.
Level 7: Locate Person 1/d.
Level 9: Immune to Stun, reversed healing, and any undead touch effect.
Level 11: Immune to all Energy/Stat drains.

[PC3] Priest Group Classes


Limbologist

Level KXP Priest     Psi6N
123 456 7  12
1 0 10- --- -  1-
2 8 20- --- -  2-
3 16 210 --- -  3-
4 24 320 --- -  4-
5 32 321 0-- -  5-
6 40 432 0-- -  6-
7 48 432 10- -  7-
8 56 443 20- -  8-
9 64 443 210 -  81
10 128 444 320 -  91
11 256 444 321 -  A1
12 512 444 432 0  A2
13 800 444 443 0  B2
14 1200 444 443 1  C2
15 1600 444 444 2  C3
16 2000 444 444 3  D3
17 2400 444 444 4  E3
18 2800 555 544 4  E4
19 3200 555 555 4  F4
20 3600 555 555 5  G4
21 4000 666 655 5  G5
22 4400 666 666 5  H5
23 4800 666 666 6  I5
24 5200 777 766 6  I6
25 5600 777 777 6  J6
26 6000 777 777 7  K6
27 6400 888 877 7  K7
28 6800 888 888 7  L7
29 7200 888 888 8  M7
30 7600 999 988 8  M8
31 8000 999 999 8  N8
32 8400 999 999 9  O8
33 8800 AAA A99 9  O9
34 9200 AAA AAA 9  P9
35 9600 AAA AAA A  Q9
36 10000 BBB BBB B  QA
TH Saves
PD RS PP BW Sp Fo Re Wi
+0  8  4  5  2  3  0  0  2
+1  8  4  6  3  4  0  0  3
+1  9  5  6  3  4  0  1  3
+2  9  5  6  4  4  1  1  4
+3 10  6  7  4  5  1  1  4
+3 10  6  7  5  5  2  2  5
+4 11  7  8  5  6  2  2  5
+5 11  7  9  6  6  2  2  6
+5 12  7  9  6  7  3  3  6
+6 12  8  9  6  7  3  3  7
+7 13  8 10  7  8  4  3  7
+7 13  9 10  7  8  4  4  8
+8 13  9 10  7  8  4  4  8
+9 14  9 11  8  9  5  4  9
+9 14 10 11  8  9  5  5  9
+10 14 10 11  9  9  6  5 10
+11 15 11 12  9 10  6  5 10
+11 15 11 12 10 11  6  6 11
Requisites: Dex 14, Wis 15
Alignment: any N
HD/level: ++d6
Weapon Prof.: 4+level/4
To Hit Table: Pri
Save Table: Pri
Reference: DM
Groups: Priest
 
Gets both Priest spells and Psi6N abilities.
You get 2 Grand, 2 Major, and 2 Minor spheres. Your god may alter this amount.
Concordant Psionic Points (CPPs) = (The highest of Cml, Luck, or Highest Level)*2*level.
If you have both Limbologist and a Psi6N class, take the higher pool and add half the lower.
Level 1: All BlahR's you face are reduced by 5*level%. All irreducible BlahR's you face are reduced by level%.
Level 1: PR (Psionics Resistance) of level*10%.
Level 1: AMR (Anti-Magic Resistance) of level*5%.
Level 1: IR (Innate Resistance) of level*3%.
Level 1: ER (Effects Resistance) of level*2%.
Level 1: +1 MF level' radius. Cannot more than double the existing MF.
Level 4: 1M,1P,1V,level/d: Summon a neutral outer planar creature of Dungeon Level (your level/4).
Level 8: All of your weapons and armor are considered "Of the Planes" (Planar Stable).

[PC3] Priest Group Classes


Martyr (Rejuvenate-Other)

Level KXP Martyr Unb Aft
357 9  [1] [1]
1 0 1-- -  [-] [-]
2 3 2-- -  [-] [-]
3 6 3-- -  [-] [-]
4 12 4-- -  [-] [-]
5 24 41- -  [-] [-]
6 48 42- -  [-] [-]
7 96 43- -  [-] [-]
8 192 44- -  [-] [-]
9 330 441 -  [-] [-]
10 600 442 -  [-] [-]
11 900 443 -  [-] [-]
12 1200 444 -  [-] [-]
13 1500 444 1  [-] [-]
14 1800 444 2  [-] [-]
15 2100 444 3  [-] [-]
16 2400 444 4  [-] [-]
17 2700 544 4  [-] [-]
18 3000 554 4  [-] [-]
19 3300 555 4  [-] [-]
20 3600 555 5  [-] [-]
21 3900 655 5  [-] [-]
22 4200 665 5  [-] [-]
23 4500 666 5  [-] [-]
24 4800 666 5  [1] [-]
25 5100 666 6  [1] [-]
26 5400 666 6  [2] [-]
27 5700 766 6  [2] [-]
28 6000 766 6  [3] [-]
29 6300 776 6  [3] [-]
30 6600 776 6  [3] [1]
31 6900 776 6  [4] [1]
32 7200 777 6  [4] [1]
33 7500 777 6  [4] [2]
34 7800 777 6  [5] [2]
35 8100 777 7  [5] [2]
36 8400 777 7  [5] [3]
TH Saves
PD RS PP BW Sp Fo Re Wi
+0 5 (all) [++0]
+1 10 (all) [++1]
+2 15 (all) [++1]
+3 20 (all) [++2]
+4 25 (all) [++2]
+5 30 (all) [++3]
+6 35 (all) [++3]
+7 40 (all) [++4]
+8 45 (all) [++4]
+9 50 (all) [++5]
+10 55 (all) [++5]
+11 60 (all) [++6]
+12 65 (all) [++6]
+13 70 (all) [++7]
+14 75 (all) [++7]
+15 80 (all) [++8]
+16 85 (all) [++8]
+17 90 (all) [++9]
Requisites: Wis 23, Chr 28, Class Slots 2
Alignment: any
HD/level: d20
Weapon Prof.: 0+level
To Hit Table: War
Save Table: 5*level [++level/2]
Reference: DM { Alternate Rejuvenator }
Groups: Priest, Concordant (x1), Technology
 
Gets Super Barbarian Wis bonus, which is +(Wis-18)*3.
This class is dedicated to the continuation of other people's lives at all costs, using all technological and magical methods possible.
This is the reduced form of two different x2 Concordant classes: Unbreakable (brick-style with lots of immunities) and Afterliver (constantly being reborn into new forms). The idea here is by the time a character has reached 36th level in Rejuvenator, they will know which path they will take.
The saves are 5*LVL in all categories. You also get ++LVL/2 on the natural die roll for saves, meaning even at level 1 you cannot auto-miss a save (you auto-make on 19-20).
Level 24 Note: Your "CCL" is your CL-23 for Unbreakable and CL-29 for Afterliver.
Level 38 ¶: Note that at this level you auto-make all saves, due to your save bonus (a natural 1-20 becomes a 20).
 
DM Note: The Troll-like regeneration powers may all be run at the same time; the higher level versions are not "upgrades".

[PC3] Priest Group Classes


Martyr Spells

Level # Spell
3 1 1V: Death's Door Other (they go to 0 current hp)
3 2 1V: Remove Charm/Domination on Other.
3 3 1P: Remove Paralysis, Stun, or Held on Other.
3 4 1M: Remove an effect that's stopping someone else from using actions, like Stop, Slow, Web, etc. Lockdown, Time Stop, and Temporal Stasis can be done, but they require 10 uses of this power.
3 5 1M: Clone Other (as spell, must be willing). You may have CL Clones in storage at a time.
3 6 1N, 1/s: Troll-like regenerate Other 10*CL% of their max hp (note this might not get them up immediately even at level 10)
5 1 1P: Remove a (non-major) [C] section effect on someone else. This may be repeated to build up to a major [C] section effect.
5 2 1M: Heal Other.
5 3 +1D Actions in the room continuous (does not affect "dead" Actions).
5 4 Your mount (if you have one) gets affected by every Martyr spell you do on someone else, unless you don't want it to.
5 5 1N, 1/s: Troll-like regenerate Other 20*CL% of their max hp, this can also cure Vile dmg and Permanent hp of dmg.
5 6 Borrowed Haste: +LVL bA Actions; does not count as your Haste; You may use Borrowed actions for any Martyr effect on this list.
7 1 1V: Target does a normal movement at half their movement rate, if they want to. Parting shots do apply.
7 2 1F: Animate Other as an Undead. Pick an Undead Racial Adjective (it's free). Only 1 adjective at a time. Target must be willing.
7 3 1P: Cureall Other.
7 4 1M: Resurrect Other.
7 5 Can "material component" Martyr powers (spend +1V; you must be conscious) to allow you to affect another target with a power. You can affect yourself as the second target with this.
7 6 1N, 1/s: Troll-like regenerate Other 30*CL% of their max hp, this can also cure ability score dmg (at 10 hp each).
9 1 1F: Move a nasty flag on someone else (such as Capital S Slain) to someone else in their group.
9 2 You can convert 1X -> 1bX actions. 2F or 1bX: Target can use a normal 1P action this segment, even though they're unconscious or dead.
9 3 1M: True Resurrect Other.
9 4 1M, 1/d: Capital I Insist something. You can pick this more than once to use it more than once per day.
9 5 Have the DM copy another PC's status on the chalkboard to somewhere else as a backup. 1N, 1/reset: Switch their current status with the backup. This cannot be taken more than once. The PC must be willing.
9 6 1N, 1/s: Troll-like regenerate Other 40*CL% of max hp, this can also cure negative levels (at 100 hp each).
Unbreakable 1 (11) 1 +CCL PSaves (using the [X] section saving throw rules)
Unbreakable 1 (11) 2 +(CCL+1)/3 ihp
Unbreakable 1 (11) 3 +(CCL+1)/3 iAC
Unbreakable 1 (11) 4 Immune to CCL [C] section effects, even major ones are only 1 pick each
Unbreakable 1 (11) 5 All of your items are Indestructible.
Unbreakable 1 (11) 6 You are immune to all area effects. However, this power is incompatible with any "You can't be targetted" effects you have running (they shut off).
Afterliver 1 (11) 1 +CCL MSaves (using the [X] section saving throw rules)
Afterliver 1 (11) 2 1N, 1/s: Pick any ÷18 or less race, or a DL IX or less creature you know of. You Shapechange into it. Your stats don't change, but you can use racial/innate abilities from it.
Afterliver 1 (11) 3 You can assume the form of any known dead/incursed/pixelated person or creature (this is like the First Evil's ability). You don't have the person's abilities, but you do have their memories.
Afterliver 1 (11) 4 You can convert 1X -> 1deadX actions. 1deadX: Capital F Fix Self.
Afterliver 1 (11) 5 You get and can use 2D Actions per death per segment. You are limited to CCL+1 D Actions you can use per reset (instead of 1).
Afterliver 1 (11) 6 Rotating Truename. Rotating Home Plane. Rotating Quantum Signature. Your Silver Cord rotates color, and can't be targetted or attacked.

[PC3] Priest Group Classes


Nikki

Level KXP Priest
123 456 789 ABC D
TH
1 0 1-- --- --- - +0
2 1.1 20- --- --- - +1
3 2.2 21- --- --- - +1
4 4.4 320 --- --- - +2
5 8.8 321 --- --- - +3
6 17.6 432 0-- --- - +3
7 35.2 432 1-- --- - +4
8 70.4 543 20- --- - +5
9 140.8 543 21- --- - +5
10 250 654 320 --- - +6
11 400 654 321 --- - +7
12 550 765 432 0-- - +7
13 700 765 432 1-- - +8
14 850 776 543 20- - +9
15 1000 776 543 21- - +9
16 1150 777 654 320 - +10
17 1300 777 654 321 - +11
18 1450 777 765 432 - +11
19 4150 777 776 543 - +12
20 4350 777 777 654 - +13
21 4700 777 777 765 - +13
22 5050 777 777 776 - +14
23 5400 777 777 777 - +15
24 5750 888 877 777 - +15
25 6100 888 888 877 - +16
26 6450 888 888 888 - +17
27 6800 888 888 888 b +17
28 7150 888 888 888 0 +18
29 7500 888 888 888 1 +19
30 7850 888 888 888 2 +19
31 8200 888 888 888 3 +20
32 8550 888 888 888 4 +21
33 8900 888 888 888 5 +21
34 9250 888 888 888 6 +22
35 9600 888 888 888 7 +23
36 9950 888 888 888 81 +23
37 19900 888 888 888 82 +24
38 29850 888 888 888 83 +25
39 39800 888 888 888 84 +25
45 99500 998 888 888 88 +29
54 189050 999 999 999 981 +35
63 278600 999 999 999 999 +41
72 368150 AAA AAA AA9 999 1 +47
Race Adjustments:
Str Dex Con Int Wis Chr Cml AT hp TH Div
-4 +3 +3 -4 +5 +5 +10 +0 +0 +0 ÷1
 
Requisites: Dex 12, Con 12, Wis 18, Chr 19,
  Race Slots 1, Class Slots 2
Alignment: T any (or) C any (or) any S
HD/level: d20
Weapon Prof.: 3+level/2
To Hit Table: Pri
Save Table: 2xPri
Reference: DM
Groups: Priest, Rogue, Archetype
Complexity: CF=3
   
Saving Throws:  
PPD: level*2+6
RSW: level*2+2
PP: level*2+4
BW: level*2+1
Spell: level*2+2
Fort: level*2-2
Reflex: level*2-2
Will: level*2+1
   
Grand in Love sphere.
Gets 30 Rogue points per level.
Level 1 ¶: Your spells are resisted using CR instead of MR.
Level 1 ¶: Regenerate Heal per segment: Each segment, you get a Heal spell cast on you.
Level 1: You cast Enchantment, Charm, and Love spells at +1 caster level.
Level 2: Hold Chr.
Level 3: +LVL on TH, dmg and AC provided you have made love within the past day.
Level 4: Your summon gain your Chr bonus to LVL/HD. (Divide this by 4 to get adjustment to DL)
Level 5: Your Enchantment, Charm, and Love based abilities and spells can work upon those typically immune to such effects, at half effect.
 
Love Spells:
Charm Animal (SL=1): Makes one animal your friend (Will save).
Eagle's Splendor (SL=2): Subject gains +4 to Charisma for 1 min./level.
Blindness/Deafness (SL=3): Makes subject blinded or deafened (RSW save)
Charm Monster (SL=4): Makes monster believe it is your ally. (Will save)
Symbol of Sleep (SL=5): Triggered rune puts nearby creatures into catatonic slumber. (no save)
Symbol of Persuasion (SL=6): Triggered rune charms nearby creatures. (no save)
Power Word Blind (SL=7): Blinds and Stuns creature with 200 hp or less. (no save)
Sympathy (SL=8): Object or location attracts certain creatures.
Dominate Monster (SL=9): Charm Monster (no save).
 
Lvl Nikki Ability | -50% | -100% | -150% Act Base Penalty Bonus
1 Kiss to Charm Monster (save) | Blow Kiss (Charm Monster 30' away) || Arousal M 30 Chr-9 Chr-12
1 Mount |||| Nothing Happens (you and target do nothing for next segment) V 0 Dex-9 Dex-12
1 Slap (does dmg to one target = % made by) P 20 Str-0 Str-12
1 Unbutton/Untie (one item is de-equipped) |||| Power Word Strip (hits everything) V 10 Wis-0 Wis-12
1 Fascinate | Mislead | Misdirection | Innate Turning | Confusion | Taunt M 0 Int-0 Int-12
1 Flash | Weakness | Blindness | Symbol of Stunning | Power Word Stun P 30 Con-0 Con-12
1 Comeliness (+1 per 5% made) | Phantasmal Lover | Leomund's Tiny Brothel F 0 Chr-9 Chr-12
1 any Acrobat1 ability - - - -

[PC3] Priest Group Classes


Numbers Priest


Level

KXP
Priest
123 456 789 AB

TH
1 0 20- --- -- -1
2 2 210 --- -- +0
3 4 321 --- -- +0
4 7.5 422 --- -- +0
5 12.5 432 0-- -- +0
6 20 432 1-- -- +0
7 35 443 1-- -- +0
8 60 443 20- -- +1
9 90 543 21- -- +1
10 125 543 320 -- +1
11 200 553 321 0- +1
12 300 554 432 1- +1
13 750 655 543 2- +1
14 1150 666 654 3- +2
15 1550 666 666 4- +2
16 1950 666 666 5- +2
17 2350 666 666 6- +2
18 2750 666 666 60 +2
19 3150 666 666 61 +2
20 3550 666 666 62 +3
21 3950 666 666 63 +3
22 4350 666 666 64 +3
23 4750 666 666 65 +3
24 5150 766 666 65 +3
25 5550 776 666 65 +3
26 5950 777 666 65 +4
27 6350 777 766 65 +4
28 6750 777 776 65 +4
29 7150 777 777 65 +4
30 7550 777 777 75 +4
31 7950 777 777 76 +4
32 8350 777 777 77 +5
33 8750 887 777 77 +5
34 9150 888 877 77 +5
35 9550 888 888 77 +5
36 9950 888 888 881 +5
37 19900 888 888 882 +5
38 29850 888 888 883 +6
39 39800 888 888 884 +6
45 99500 998 888 888 +7
54 189050 A99 999 999 1 +8
63 278600 AA9 999 999 9 +10
72 368150 AAA AAA AAA A1 +11
Requisites: Wis 15, Luck 12
Alignment: any
HD/level: 1e8
Weapon Prof.: 3+level/7
To Hit Table: Psi
Reference: DM
Groups: Priest
Complexity: CF=3
   
Saving Throws:  
PPD: level*2+2
RSW: level*2+0
PP: level*2+0
BW: level*2+0
Spell: level*2+1
Fort: level*2+0
Reflex: level*2+0
Will: level*2+0
   
Gets Luck+10 (not Wis) bonus to spells. Read on the stat bonus table as if your Luck was 10 higher.
+1 Luck per level. You may spend ability score points for level to Luck, in fact, you must do this until your Luck 12 requirement is met.
Bonus grand in Numbers sphere.
Level N (every level): Using the list below, pick an ability.
A. +1QZ Action.
B. Luckstone
C. People with "Lady's Smile" must still roll saves against you.
D. Immune to unluck and curse. Ignore "multiple saves, take worst" effects; you roll 1 save.
E. 0, LVL/r: Target rerolls a die roll (friendly only)
F. ++LVL saves
G. 0, 1/t: Have a monster reroll who he chooses to attack.
H. Immune parting shots and overbear.
I. Exceptional Luck bonus (not clear what this does!), can take twice for Barbarian Luck bonus.
J. Immune to Number sphere spells, and +/- die shift Specials in general.
K. Free GGL (Specialty God) pick in a god that has an HNCL, Luck, or Cml requirement.
L. You act as a TechL=LVL Computer (+LVL/2 Int, +LVL*2 Nonweapons).
M. Your area affects always only hit those you want them to.
N. Immune to Spell Reflection, MTG Deflection, or MReflection (your spell is simply countered)
O. 1bV, an ally within LVL*10' is rolling a save: He autorolls a 20
P. 0, 1/t: Distribute LVL of your temporary Luck uses to other allies.
Q. For summons, you are not limited to "Enough" (100), "Plenty" (10000), etc., you can have any number.
New Numbers Spells:
Next Die (SL=1): Roll 1 die type larger or smaller on one type of roll (saves, weapon damage dice, spell damage dice, etc.) for 1 turn. Types are d2, d4, d6, d8, d10, d12, d20, d30, d50, d100, d200, though you can use a weird type if you want.
Curse Shield (SL=2): Damaging shield (-1 to all die rolls per hit) of type Curse. You Resist Curse while running this.
Astral Grouping (SL=3): Join two groups together.
Contemplator (SL=4): Summons a Contemplator (a DL VI monster). You have a Contemplator summon slot in addition to your normal summon slot. You are allowed to have 2 Contemplators (one in each slot).
Probability Travel (SL=5): Probability Travel
One Projection (SL=6): Overwrite one ability score to another.
Holy Word Lamer (SL=7): Target rolls worst possible result on all die rolls for 1 turn.
Scatter (SL=8): The room is reassigned as you choose into CL groups.
Mass Lady's Smile (SL=9): The party has continuous Lady Smile.

[PC3] Priest Group Classes


ORLY Owl

Level KXP Priest/HighFreq
123 456 789 ABC DEF GHI
TH
1 0 -1- --- --- --- --- +0
2 3.25 -2- --- --- --- --- +1
3 6.5 -2- 0-- --- --- --- +1
4 13 -3- 1-- --- --- --- +2
5 26 -3- 2-- --- --- --- +3
6 52 -3- 2-0 --- --- --- +3
7 104 -4- 2-1 --- --- --- +4
8 208 -4- 3-1 --- --- --- +5
9 416 -4- 3-2 --- --- --- +5
10 741 -4- 3-2 -0- --- --- +6
11 950 -5- 3-2 -1- --- --- +7
12 1300 -5- 4-2 -1- --- --- +7
13 1650 -5- 4-3 -1- --- --- +8
14 2000 -5- 4-3 -2- --- --- +9
15 2350 -5- 4-3 -2- 0-- --- +9
16 2700 -6- 4-3 -2- 1-- --- +10
17 3050 -6- 5-3 -2- 1-- --- +11
18 3400 -6- 5-4 -2- 1-- --- +11
19 3750 -6- 5-4 -3- 1-- --- +12
20 4100 -6- 5-4 -3- 2-- --- +13
21 4450 -6- 5-4 -3- 2-0 --- +13
22 4800 -7- 5-4 -3- 2-1 --- +14
23 5150 -7- 6-4 -3- 2-1 --- +15
24 5500 -7- 6-5 -3- 2-1 --- +15
25 5850 -7- 6-5 -4- 2-1 --- +16
26 6200 -7- 6-5 -4- 3-1 --- +17
27 6550 -7- 6-5 -4- 3-2 --- +17
28 6900 -7- 6-5 -4- 3-2 -0- +18
29 7250 -8- 6-5 -4- 3-2 -1- +19
30 7600 -8- 7-5 -4- 3-2 -1- +19
31 7950 -8- 7-6 -4- 3-2 -1- +20
32 8300 -8- 7-6 -5- 3-2 -1- +21
33 8650 -8- 7-6 -5- 4-2 -1- +21
34 9000 -8- 7-6 -5- 4-3 -1- +22
35 9350 -8- 7-6 -5- 4-3 -2- +23
36 9700 -8- 7-6 -5- 4-3 -2- 1 +23
37 19400 -8- 7-6 -5- 4-3 -2- 2 +24
38 29100 -8- 7-6 -5- 4-3 -3- 2 +25
39 38800 -8- 7-6 -5- 4-3 -3- 3 +25
45 97000 -8- 7-6 -5- 5-5 -5- 4 +29
54 184300 -8- 7-7 -7- 7-6 -6- 6 +35
63 271600 -8- 8-8 -8- 8-8 -7- 7-1 +41
72 358900 -8- 8-8 -8- 8-8 -8- 8-8 +47
Race Adjustments:
Str Dex Con Int Wis Chr Cml AT hp TH Div
-1 -2 +3 +6 +8 +3 +3 +2 +6 +3 ÷1
 
Requisites: Con 9, Int 18, Wis 25, Chr 9, Cml 9,
  Race Slots 1, Class Slots 2
Alignment: L any
HD/level: & d10
Weapon Prof.: 2+level/2
To Hit Table: Pri
Save Table: Pri
Reference: DM
Groups: Priest, Psionicist, Archetype
Complexity: CF=3
   
Saving Throws:  
PPD: level+7
RSW: level+3
PP: level+4
BW: level+1
Spell: level+2
Fort: level-1
Reflex: level-1
Will: level+1
   
Considered an "Owl" race.
Gets Wis bonus to progression.
Can cast Priest spells (SL's are given on table, A=10, C=12, E=14, G=16, I=18), or High Frequency Sample (2=Minor, 4=Major, 6=Grand, 8=Super, A=Ultra, C=Ultra+1(V), E=Ultra+2(W), G=Ultra+3(X), H=Ultra+4(Y)).
PSPs = (level)*(Str/6+Dex/5+Con/4+Int/3+Wis/2+Chr)
You start with "open slots". Open slots can be used once per reset, then are reverted to blank next reset.
You may permanently assign a slot to be a certain power, then it uses that power forever at the cost you gave.
Note that powers may not work exactly the same way each time you use them.
The power cost is variable, but generally Minor is 1-10, Major is 2-50, Grand is 4-100, Super is 8-200, Ultra is 16-300, Ultra+1 (V) is 32-400, Ultra+2 (W) is 64-500.
Level 1: Base bite attack is 1d20 and is sharpness.
Level 1: Free (0 action) material componenting with Priest spells.
Level N (every level): +1 Wis.

[PC3] Priest Group Classes


Orzhov Euthanist (MTG B/W)

Level KXP Priest
123 456 789
1 0 0-h --- ---
2 2.125 1-g --- ---
3 4.25 11- f-- ---
4 8.5 21- e-- ---
5 17 211 -e- ---
6 34 321 -d- ---
7 68 321 1-d ---
8 136 432 1-c ---
9 272 432 11- c--
10 544 543 21- b--
11 816 543 211 a--
12 1088 654 321 0--
13 1360 654 321 1--
14 1632 654 322 1--
15 1904 654 322 2--
16 2176 654 332 2c-
17 2448 654 333 2b-
18 2720 654 333 3a-
19 2992 654 433 30-
20 3264 654 433 31-
21 3536 654 443 31-
22 3808 654 444 31c
23 4080 654 444 32b
24 4352 654 444 42a
25 4624 655 444 420
26 4896 655 544 421
27 5168 655 554 421
28 5440 655 555 421
29 5712 655 555 431
30 5984 655 555 532
31 6256 665 555 532
32 6528 666 555 532
33 6800 666 655 532
34 7072 666 665 532
35 7344 666 666 532
36 7616 666 666 542
TH Saves
PD RS PP BW Sp Fo Re Wi
+0  8  7  6  3  6  1  2  2
+1  8  7  6  3  7  1  3  3
+1  9  8  6  4  7  2  3  3
+2  9  8  7  4  7  2  4  4
+3 10  9  7  5  8  3  4  4
+3 10  9  7  6  8  3  5  5
+4 11 10  8  7  9  4  5  5
+5 11 10  9  8  9  4  6  6
+5 12 10  9  9  9  5  6  6
+6 12 11 10 10 10  5  7  7
+7 13 11 10 11 10  6  7  7
+7 13 12 11 12 11  6  8  8
+8 13 12 12 13 11  7  8  8
+9 14 13 13 14 11  7  9  9
+9 14 13 13 14 12  8  9  9
+10 14 13 14 14 12  8 10 10
+11 15 14 14 14 13  9 10 10
+11 15 14 14 14 13  9 11 11
Requisites: Wis 18, Dex 14
Alignment: LE, NE, NG, or CN
HD/level: 2d2 {Wis}  (see note)
Weapon Prof.: 4+level/2
To Hit Table: Pri
Save Table: Pri/Rog
Reference: DM {Planeshifted Orzhov Necromancer22}
Groups: Priest, Rogue, Alternate
 
Hit Dice: "2d2 {Wis}" means you get Wis bonus to the HD for this class, not Con bonus. You may apply Exceptional or Barbarian Wis if you have it. You cannot choose to apply Con anyway.
Exceptional Dex bonus.
Channeling.
Grand in Priest Necromancy spells.
May have 1+LVL "Revive slots" instead of the usual one "Summon slot". An animated xM (multiplier M) being uses up M*M Revive slots.
A Revive is an animated (undead) monster with half the original monster's stats. It also has half the original monster's special abilities. It cannot be healed, but it regenerates at N hp/r (where N is it's DL rating).
A Revive of a Revive has 1/4 the original stats, and so on. Round stats down. If the resultant creature has 0 max hp, the Revive fails.
Level 1: Your weapons are Wounding (for each hit, it does an extra 1 point of damage per segment).
Level 1: 1D (even if D actions aren't being used): Slay the person that killed you (save)
 
New spell:
Revive N (Necromancy, SL N): Revive a DL=N monster.
 
Lvl Euthanist Ability | -50% | -100% | -150% Act Base Penalty Bonus
1 Assassination (-5% per HD/level of target) 0 0 Wis-13 Wis-15
1 any Assassin 1 ability - - - -
2 Song of Harming (1 dmg per 5% roll made) P*M 10 Wis-12 Wis-17
2 any Assassin 2 ability - - - -
3 any Rogue 3 ability - - - -
5 Detect Invisibility | Force Shapechange | Wrench ||| See through Dust of Disappearance 2M 0 Wis-12 Wis-20
7 Blink | Controlled Blink | Teleport | Teleport without Error M 15 Wis-12 Wis-14
7 Misdirection | Aura Alteration | Non-Detection M 20 Wis-10 Wis-18
8 Slay (target that you hit saves at +4, -1 per 10% made; or dies) M 0 Wis-13 Wis-19
12 Find the Path MV 0 Wis-9 Wis-13
15 Ethereal Spell | Ethereal Projection | Elemental Spell (project to an Elemental plane) 3M 35 Wis-19 Wis-25
24 Energy Drain+Destruction+Degenerate target ||| Put target in the Hole 1P+2M 0 Wis-19 Wis-25

[PC3] Priest Group Classes


Orzhov Necromancer (MTG B/W)

Level KXP Priest
123 456 789
1 0 1-g --- ---
2 2.875 11- f-- ---
3 5.75 21- e-- ---
4 11.5 211 -e- ---
5 23 321 -d- ---
6 46 321 1-d ---
7 92 432 1-c ---
8 184 432 11- c--
9 368 543 21- b--
10 736 543 211 a--
11 1104 654 321 0--
12 1472 654 321 1--
13 1840 654 322 1--
14 2208 654 322 2--
15 2576 654 332 2c-
16 2944 654 333 2b-
17 3312 654 333 3a-
18 3680 654 433 30-
19 4048 654 433 31-
20 4416 654 443 31-
21 4784 654 444 31c
22 5152 654 444 32b
23 5520 654 444 42a
24 5888 655 444 420
25 6256 655 544 421
26 6624 655 554 421
27 6992 655 555 421
28 7360 655 555 431
29 7728 655 555 532
30 8096 665 555 532
31 8464 666 555 532
32 8832 666 655 532
33 9200 666 665 532
34 9568 666 666 532
35 9936 666 666 542
36 10304 666 666 642
TH Saves
PD RS PP BW Sp Fo Re Wi
+0  8  7  6  3  6  1  2  2
+1  8  7  6  3  7  1  3  3
+1  9  8  6  4  7  2  3  3
+2  9  8  7  4  7  2  4  4
+3 10  9  7  5  8  3  4  4
+3 10  9  7  6  8  3  5  5
+4 11 10  8  7  9  4  5  5
+5 11 10  9  8  9  4  6  6
+5 12 10  9  9  9  5  6  6
+6 12 11 10 10 10  5  7  7
+7 13 11 10 11 10  6  7  7
+7 13 12 11 12 11  6  8  8
+8 13 12 12 13 11  7  8  8
+9 14 13 13 14 11  7  9  9
+9 14 13 13 14 12  8  9  9
+10 14 13 14 14 12  8 10 10
+11 15 14 14 14 13  9 10 10
+11 15 14 14 14 13  9 11 11
Requisites: Wis 20, Chr 14
Alignment: LE, NE, NG, or CN
HD/level: 2d1 {Wis}  (see note)
Weapon Prof.: 3+level/3
To Hit Table: Pri
Save Table: Pri/Rog
Reference: DM
Groups: Priest
 
Hit Dice: "2d1 {Wis}" means you get Wis bonus to the HD for this class, not Con bonus. You may apply Exceptional or Barbarian Wis if you have it. You cannot choose to apply Con anyway.
Exceptional Wis bonus.
Channeling.
Grand in Priest Necromancy and Healing spells.
May have 3+LVL "Revive slots" instead of the usual one "Summon slot". An animated xM (multiplier M) being uses up M*M Revive slots.
A Revive is an animated (undead) monster with half the original monster's stats. It also has half the original monster's special abilities. It cannot be healed, but it regenerates at N hp/r (where N is it's DL rating).
A Revive of a Revive has 1/4 the original stats, and so on. Round stats down. If the resultant creature has 0 max hp, the Revive fails.
Level 3: ½M: Cure LVL hp.
Level 3: ½M: Deal LVL negative energy dmg to one target (no save; aNR to avoid).
Level 9: ½M: Cure LVL*(LVL-8) hp to a group or to 6 targets.
Level 9: ½M: Deal LVL*(LVL-8) negative energy dmg to a group or 6 targets (no save; aNR to avoid).
New spells:
Revive N (Necromancy, SL N): Revive a DL=N monster.

[PC3] Priest Group Classes


Orzhov Scion (MTG B/W)

Level KXP Priest
123 456 789
1 0 000 --- ---
2 3.187 100 --- ---
3 6.375 110 0-- ---
4 12.75 210 0-- ---
5 25.5 211 00- ---
6 51 321 00- ---
7 102 321 100 ---
8 204 432 100 ---
9 408 432 110 0--
10 816 543 210 0--
11 1224 654 321 0--
12 1632 654 322 1--
13 2040 654 332 2c-
14 2448 654 333 3a-
15 2856 654 433 31-
16 3264 654 444 31c
17 3672 654 444 42a
18 4080 655 544 421
19 4488 655 555 431
20 4896 665 555 532
21 5304 666 655 532
22 5712 666 666 532
23 6120 666 666 543
24 6528 666 666 544
25 6936 666 666 554
26 7344 666 666 555
27 7752 666 666 655
28 8160 666 666 665
29 8568 666 666 666
30 8976 666 666 666
31 9384 666 666 666
32 9792 666 666 666
33 10200 666 666 666
34 10608 666 666 666
35 11016 666 666 666
36 11424 666 666 666
TH Saves
PD RS PP BW Sp Fo Re Wi
+0  8  7  6  3  6  1  2  2
+1  8  7  6  3  7  1  3  3
+1  9  8  6  4  7  2  3  3
+2  9  8  7  4  7  2  4  4
+3 10  9  7  5  8  3  4  4
+3 10  9  7  6  8  3  5  5
+4 11 10  8  7  9  4  5  5
+5 11 10  9  8  9  4  6  6
+5 12 10  9  9  9  5  6  6
+6 12 11 10 10 10  5  7  7
+7 13 11 10 11 10  6  7  7
+7 13 12 11 12 11  6  8  8
+8 13 12 12 13 11  7  8  8
+9 14 13 13 14 11  7  9  9
+9 14 13 13 14 12  8  9  9
+10 14 13 14 14 12  8 10 10
+11 15 14 14 14 13  9 10 10
+11 15 14 14 14 13  9 11 11
Requisites: Wis 20, Dex 16; Class slots 2
Alignment: LE, NE, NG, or CN
HD/level: 3d3 {Wis}  (see note)
Weapon Prof.: 5+level/2
To Hit Table: Pri
Save Table: Pri/Rog
Reference: DM {Arch-Orzhov Euthanist}
Groups: Priest, Rogue
 
Hit Dice: "3d3 {Wis}" means you get Wis bonus to the HD for this class, not Con bonus. You may apply Exceptional or Barbarian Wis if you have it. You cannot choose to apply Con anyway.
Barbarian Dex bonus. Exceptional Wis bonus.
Channeling.
Grand in Priest Necromancy spells.
May have 2+LVL "Revive slots" instead of the usual one "Summon slot". An animated xM (multiplier M) being uses up M*M Revive slots.
A Revive is an animated (undead) monster with half the original monster's stats. It also has half the original monster's special abilities. It cannot be healed, but it regenerates at N hp/r (where N is it's DL rating).
A Revive of a Revive has 1/4 the original stats, and so on. Round stats down. If the resultant creature has 0 max hp, the Revive fails.
Level 1: Your weapons are Wounding (for each hit, it does an extra 1 point of damage per segment).
Level 1: 1D (even if D actions aren't being used): Slay the person that killed you (save)
 
New spell:
Revive N (Necromancy, SL N): Revive a DL=N monster.
 
Lvl Divine Assassin Ability | -50% | -100% | -150% Act Base Penalty Bonus
1 +rating/50 A actions /r this turn || B actions || C actions F 0 Dex-20 Dex-25
1 Assassination (-3% per HD/level of target) ½0 0 Wis-15 Wis-25
1 Attack (+1 TH per 10% made this segment; or roll +1d20 per 100%, choose best) V 0 Dex-13 Dex-16
1 Backstab (each 30% = x1) (increases 10/level) ½0 50 Int-6 Int-20
1 Backstrike (each 30% = x1 TH) (increases 10/lvl) ½0 50 Wis-6 Wis-20
1 Damage (+1 dmg per 10% made this segment; or multiply dmg by x(1+rating/200)) V 0 Str-15 Str-18
1 Find/Remove Wizard Abjurations/Priest Protections V 0 Dex-13 Dex-18
1 Slap (does dmg to one target = % made by) P 20 Str-0 Str-12
1 any 1st level Rogue ability - - - -
1 any 1st level Rogue ability - - - -
2 Controlled Blink | Controlled Blink 10'r (unwilling get PP save) ½V 50 Wis-14 Wis-14
2 Song of Harming (1 dmg per 5% roll made) P*M 10 Wis-12 Wis-17
3 Considered extra +(rating/25) weapon to hit V 0 Str-5 Str-15
3 Lower/Ignore WaWR (reduce or ignore WaWR by rating) || iWaWR V/N 0 Dex-10 Dex-20
4 Erase a "?" in dungeon (loses track of party) - 0 Dex-13 Dex-19
4 Song of Battle (+1 TH,dmg,or saves per 10% made) V,*M 10 Str-15 Str-20
5 Jock: +LVL divided among Str, Dex, Con, or level for purposes of #Att (the last one is ½ a point each).
5 Detect Invisibility | Force Shapechange | Wrench ||| See through Dust of Disappearance 2M 0 Wis-12 Wis-20
6 Misdirection | Aura Alteration | Non-Detection M 20 Wis-10 Wis-18
6 any 6th level Rogue ability - - - -
7 Ki Power (cast a Wiz Invocation spell) (penalty = -SL*50%) (#=SL) | Pri Invocation #V 0 Int-14 Int-38
7 Slay (target that you hit saves at +4, -1 per 10% made; or dies) V 0 Wis-13 Wis-19
8 Backstorm (each 50%: +1 att is considered a backstab) - 0 Dex-16 Dex-22
8 Finger of Death | Slay Living | Power Word Kill V 0 Int-14 Int-17
9 Any target with AC>(150-rating/5) is considered AC=(150-rating/5) to you V 0 Dex-17 Dex-28
9 +LVL*rating/2 item XP in Weapon flags per day F 0 NA NA
10 Disjoin x2 effect ||||||||| x3 |||||||||||||||| x4 etc. - 50 Chr-18 Chr-25
12 Disharmonic Blast (1 dmg per 1% made) V 10 Con-16 Con-22
15 Ethereal Spell | Ethereal Projection | Elemental Spell (project to an Elemental plane) 3M 35 Wis-19 Wis-25
18 Backstave (N/2% of your dmg is vile) || Stun (save=N-100) - 0 Wis-26 Wis-32
27 Destruction/Mordenkainen's Disjunction ||| Put Target Down a Hole V 0 Int-19 Int-25

[PC3] Priest Group Classes


Pantheon Worshiper

Level KXP Priest
123 456 789
1 0 1-- --- ---
2 3 2-- --- ---
3 6 3a- --- ---
4 12 40- --- ---
5 24 41- --- ---
6 48 42b --- ---
7 96 43a --- ---
8 192 440 --- ---
9 384 441 c-- ---
10 750 542 b-- ---
11 1500 643 a-- ---
12 2000 744 0d- ---
13 2500 744 1c- ---
14 3000 754 2b- ---
15 3500 764 3ae ---
16 4000 774 40d ---
17 4500 774 41c ---
18 5000 775 42b f--
19 5500 776 43a e--
20 6000 777 440 d--
21 6500 777 441 cg-
22 7000 777 542 bf-
23 7500 777 643 ae-
24 8000 777 744 0dh
25 8500 777 744 1cg
26 9000 777 754 2bf
27 9500 777 764 3ae
28 10000 777 774 40d
29 10500 777 774 41c
30 11000 777 775 42b
31 11500 777 776 43a
32 12000 777 777 440
33 12500 777 777 441
34 13000 777 777 542
35 13500 777 777 643
36 14000 777 777 744
TH Saves
PD RS PP BW Sp Fo Re Wi
+0  8  4  5  2  3  0  0  2
+1  8  4  6  3  4  0  0  3
+1  9  5  6  3  4  0  1  3
+2  9  5  6  4  4  1  1  4
+3 10  6  7  4  5  1  1  4
+3 10  6  7  5  5  2  2  5
+4 11  7  8  5  6  2  2  5
+5 11  7  9  6  6  2  2  6
+5 12  7  9  6  7  3  3  6
+6 12  8  9  6  7  3  3  7
+7 13  8 10  7  8  4  3  7
+7 13  9 10  7  8  4  4  8
+8 13  9 10  7  8  4  4  8
+9 14  9 11  8  9  5  4  9
+9 14 10 11  8  9  5  5  9
+10 14 10 11  9  9  6  5 10
+11 15 11 12  9 10  6  5 10
+11 15 11 12 10 11  6  6 11
Requisites: Str 9, Dex 9, Con 9, Int 9, Wis 28, Chr 9
Alignment: any
HD/level: d10
Weapon Prof.: 3+level/2
To Hit Table: Pri
Save Table: Pri
Reference: DM
Groups: Priest
 
Level 1: Gets 1 entire pantheon of specialty priest picks per level.
Level 1: Automatically specialized in "All" sphere.

[PC3] Priest Group Classes


Patriarch

Level KXP Priest
123 456 789
1 0 (unknown)
2 4 (unknown)
3 8 (unknown)
4 16 (unknown)
5 32 (unknown)
6 64 (unknown)
7 128 (unknown)
8 256 (unknown)
9 512 (unknown)
10 800 (unknown)
11 1200 (unknown)
12 1600 (unknown)
13 2000 (unknown)
14 2400 (unknown)
15 2800 (unknown)
16 3200 (unknown)
17 3600 (unknown)
18 4000 (unknown)
19 4400 (unknown)
20 4800 (unknown)
21 5200 (unknown)
22 5600 (unknown)
23 6000 (unknown)
24 6400 (unknown)
25 6800 (unknown)
26 7200 (unknown)
27 7600 (unknown)
28 8000 (unknown)
29 8400 (unknown)
30 8800 (unknown)
31 9200 (unknown)
32 9600 (unknown)
33 10000 (unknown)
34 10400 (unknown)
35 10800 (unknown)
36 11200 (unknown)
TH Saves
PD RS PP BW Sp Fo Re Wi
+0  0  0  0  0  0  0  0  0
+1  1  1  1  1  1  1  1  1
+1  2  2  2  2  2  2  2  2
+2  3  3  3  3  3  3  3  3
+3  3  3  3  3  3  3  3  3
+3  4  4  4  4  4  4  4  4
+4  5  5  5  5  5  5  5  5
+5  6  6  6  6  6  6  6  6
+5  6  6  6  6  6  6  6  6
+6  7  7  7  7  7  7  7  7
+7  8  8  8  8  8  8  8  8
+7  9  9  9  9  9  9  9  9
+8  9  9  9  9  9  9  9  9
+9 10 10 10 10 10 10 10 10
+9 11 11 11 11 11 11 11 11
+10 12 12 12 12 12 12 12 12
+11 12 12 12 12 12 12 12 12
+11 13 13 13 13 13 13 13 13
Requisites: Str 9, Con 9, Int 9, Wis 12, Chr 16
Alignment: L any (or) T any
HD/level: d4+5
Weapon Prof.: 7+level/5
To Hit Table: Pri
Save Table: 1½xMon
Reference: DM
Groups: Priest
 
Abilities not given, presumably similar to Lord (Warrior group) or Master Wizard (Wizard group)

[PC3] Priest Group Classes


Pharmacist5

Level KXP Priest
123 456 7
1 0 2-- --- -
2 3 21- --- -
3 6 22- --- -
4 12 320 --- -
5 24 421 --- -
6 48 531 --- -
7 96 542 --- -
8 200 652 0-- -
9 400 663 00- -
10 600 664 10- -
11 800 665 200 -
12 1000 666 310 0
13 1200 666 420 0
14 1400 666 530 0
15 1600 666 641 0
16 1800 666 652 0
17 2200 666 663 1
18 2600 666 664 2
19 3000 666 665 3
20 3400 666 666 4
21 3800 666 666 5
22 4200 666 666 6
23 4600 766 666 6
24 5000 776 666 6
25 5400 777 666 6
26 5800 777 766 6
27 6200 777 776 6
28 6600 777 777 6
29 7000 777 777 7
30 7400 877 777 7
31 7800 887 777 7
32 8200 888 777 7
33 8600 888 877 7
34 9000 888 887 7
35 9400 888 888 7
36 9800 888 888 8
TH Saves
PD RS PP BW Sp Fo Re Wi
+0  8  4  5  2  3  0  0  2
+1  9  5  6  3  4  0  1  3
+1  9  5  6  4  4  1  1  4
+2 10  6  7  5  5  2  2  5
+3 11  7  8  5  6  2  2  5
+3 12  7  9  6  7  3  3  6
+4 12  8  9  6  7  3  3  7
+5 13  9 10  7  8  4  4  8
+5 13  9 10  7  8  4  4  8
+6 14 10 11  8  9  5  5  9
+7 14 10 11  9  9  6  5 10
+7 15 11 12 10 11  6  6 11
+8 16 12 13 10 11  7  6 11
+9 16 13 13 11 12  8  7 12
+9 16 13 14 12 12  8  7 13
+10 16 14 14 13 13  9  8 14
+11 16 14 15 13 13  9  8 14
+11 16 15 15 14 14 10  9 15
Requisites: Con 7, Int 6, Wis 9, Chr 8
Alignment: non-L
HD/level: d6
Weapon Prof.: 3+level/3
To Hit Table: Pri
Save Table: 1½xPri
Reference: DM
Groups: Priest
 
Grand in Drugs. Drugs is a Priest Sphere. Drug spells create 1 dose (charge) of a drug. When casting a Drug spell, decide whether you want to drug to be fresh for temporary or permanent duration. If you choose temporary, the drug must be used within 1 turn or it becomes worthless. If you choose permanent, the drug can be stored and kept for later days, but that spell slot is completely used for the day (even if channeling).
Pharmacist can use it's spell slots on normal Priest spheres.
It takes 1V action to consume or administer a drug (must be willing). The effects of a drug are usually immediate.
"Drugged" (as a state) can be cured with Heal (for SL=1 to 4 drugs) or Cureall (for SL=1 to 6 drugs). A SL=7 drug requires a Fix.
   
Levels Pick Description
Level 1-3: A Can brew potions as if an Alchemist of half level.
B Can create chemicals as if an Chemist of half level.
C 1M: Detect Drug Influence
D In a decent sized city, can sell your permanent drugs for (SL+1)^2*((Chr bonus)+5) gp per dose.
E In a decent sized city, can buy permanent drugs for (SL+1)^2*20 gp per dose.
Level 4: Pick two from: Pharmacist5 Level 1-3, Witch Level 1-3, or Psi30 minor
Level 5-7: F 1M: Identify Drug, Potion, or Chemical
G You can cast a Drug spell directly at someone; they make a save vs. Poison or are affected by a drug.
H 1F: Cure Drug Effect of SL=LVL/3 or less (no save, ER to resist)
I 1M, spend a SL spell slot: Anti-Drug Shell levels 0 to (SL-1)
J 1M, spend a SL spell slot: Summon a DL=SL Drug Elemental; comprised of a random drug; does that effect with attacks
Level 8: Pick two from: Pharmacist5 Level 5-7, Witch Level 5-7, or Psi30 major
Level 9-12: K Can "material component" Drug spells directly at a group, and have the drug affect an entire group (save vs. Poison)
L Gain 3-30 followers. They are Slut1 class of level 1-4; each requires their level in SL's of drugs per day, or you lose them as followers.
M Drugs that you take or create last 1 hour instead of 1 turn.
N Can take or administer the same drug twice, and they stack.
O 1M, spend a SL spell slot: Enhance an existing drug (even one you didn't create or understand) up to SL+1
Level 13: Pick two from: Pharmacist5 Level 9-12, Witch Level 9-12, or Psi30 grand

[PC3] Priest Group Classes


Pharmacist5 Drugs

Optional Addiction Rule: Each time a drug is taken, add it's SL to the COA (Chance of Addiction) for that drug for that person. Roll 1d100, if <= COE, this person is addicted, and the effect of the drug is reduced by 1 SL. An "Addicted" person is -1 all stats cumulative for each day they do not take the drug. If the COA exceeds 100, subtract 100 for double addiction (reduce effect by 2 SL and -2 all stats), etc.
# Drug Effect (lasts 1 turn) Source
1 Alcohol -SL*3 dmg/att; -SL Dex, Int, Wis (Real World)
2 Athelas / Kingsfoil Cure SLd6 vile dmg Lord of the Rings
3 Black Lace Regen SL hp/s Cyberpunk
4 Blinkmoth Serum +SL Int, Wis MTG
5 Blue Grass Ethereal Projection Cyberpunk
6 Boost +SL Int Cyberpunk
7 Cocaine Regen SL hp/s; +SL Dex, Int; -SL*2 Chr (Real World)
8 Cordrazine Remove SL instances of stun, hold, para., sleep, etc. Star Trek
9 Crack Cocaine Regen SL hp/s; +SL*2 Dex; -SL*2 Chr (Real World)
10 Craze Roll a random drug on this table DM
11 Deathsticks Resist slay effects SL/2 times; -SL Wis Star Wars
12 Dorph Regen SL*2 hp/s; -SL Dex, AC Cyberpunk
13 Drug of Delusion Identifies as different drug; 10*SL^2 poison dmg instead DM
14 Dust Telepathy SL^2*30' Babylon 5
15 Dyne Regen SL hp/s; -SL dmg/att; -SL Int City of Heroes
16 Ecstacy Regen SL hp/s; -SL Dex, Int; Astral Perception (Real World)
17 Excelsior -SL*2 dmg/att City of Heroes
18 Heroin Regen SL hp/s; -SL Int; take 5*SL dmg at end (Real World)
19 Hydronalin Cure Radiation up to RS=SL*2 Star Trek
20 Hyper Microscopic Tactile Touch Shadowrun
21 Kamikaze +SL Str, Dex Shadowrun
22 Kick +SL CL with Radiation powers (e.g. Psi9) Marvel
23 LSD SL*15% chance of Astral Projection; 40-SL*5% Fear (Real World)
24 Maggot Froth -SL*3 dmg/att; -SL Con, Chr DM
25 Marijuana Regen SL hp/s; -SL Dex; take 2*SL dmg at end (Real World)
26 Methamphetamines Regen SL hp/s; +SL Dex; take 10*SL dmg at end (Real World)
27 Mutant Growth Hormone Get SL random minors in Psi (1d8-2)*9 Marvel
28 Opium -SL dmg/att; Resist Time SL/3 times (Real World)
29 Pan Galactic Gargle Blaster -SL*6 dmg/att; -SL*2 Int, Wis Hitchhiker's Guide
30 Panacea Miracle for spell level 0-SL Healing spell Traveller
31 Phoenix Down Resurrect someone who's been dead < SL^3 s Final Fantasy
32 Pylene 50 Charmed to person giving the drug (Will save -SL^2) Blake's 7
33 Quasit Piss Gain a random Psi6E power DM
34 Retinax SL2: Cure Blindess; SL4: Far Sight Star Trek
35 Smash Regen SL hp/s; +SL/2 Dex; take 2*SL dmg at end Cyberpunk
36 Space Mead Suspend Animation; Astral Projection; High Freq. Sample Cthulhu
37 Speedheal Regen SL*3 hp/s; -SL Dex Cyberpunk
38 Stim Regen SL hp/s; +SL Dex; -SL Will saves Cyberpunk
39 Syncomp 15 Reverses a poison or a SL Drug Cyberpunk
40 Synthcoke Regen SL*2 hp/s; +SL*2 Dex; -SL*3 Will saves Cyberpunk
41 Synthehol -SL dmg/att; -SL Wis; Can throw off effects anytime Star Trek
42 Triox Compound Need not breathe; Resist Vacuum SL/2 times Star Trek

[PC3] Priest Group Classes


Pixie Queen


Level

KXP
Priest
123 456 78
Faerie
0½1 1½ 2 2½ 3 3½ 4 4½ 5 5½ 6 6½

TH
1 0 0-- --- -- 1-- -  - -  - -  - -2
2 3.125 10- --- -- 21- -  - -  - -  - -1
3 6.25 210 --- -- 221 -  - -  - -  - -1
4 12.5 321 --- -- 222 1  - -  - -  - -1
5 25 321 0-- -- 222 2  1 -  - -  - -1
6 50 432 1-- -- 222 2  2 1  - -  - -1
7 100 432 10- -- 222 2  2 2  - -  - -1
8 200 543 21- -- 222 2  2 2  1 -  - -1
9 400 543 210 -- 222 2  2 2  2 -  - -1
10 800 654 321 -- 222 2  2 2  2 1  - +0
11 1200 654 321 0- 222 2  2 2  2 2  - +0
12 1600 665 432 1- 222 2  2 2  2 2  - +0
13 2000 666 543 2- 222 2  2 2  2 2  1 +0
14 2400 666 543 20 222 2  2 2  2 2  2 +0
15 2800 666 543 21 222 2  2 2  2 2  2 +0
16 3200 666 654 32 333 2  2 2  2 2  2 +0
17 3600 666 665 43 333 3  3 3  2 2  2 +0
18 4000 666 666 54 333 3  3 3  3 3  3 +1
19 4400 666 666 65 444 3  3 3  3 3  3 +1
20 4800 666 666 66 444 4  4 4  3 3  3 +1
21 5200 666 666 66 444 4  4 4  4 4  4 +1
22 5600 766 666 66 555 4  4 4  4 4  4 +1
23 6000 766 666 66 555 5  5 5  4 4  4 +1
24 6400 776 666 66 555 5  5 5  5 5  5 +1
25 6800 776 666 66 655 5  5 5  5 5  5 +1
26 7200 777 666 66 665 5  5 5  5 5  5 +2
27 7600 777 666 66 666 5  5 5  5 5  5 +2
28 8000 777 766 66 666 6  5 5  5 5  5 +2
29 8400 777 766 66 666 6  6 5  5 5  5 +2
30 8800 777 776 66 666 6  6 6  5 5  5 +2
31 9200 777 776 66 666 6  6 6  6 5  5 +2
32 9600 777 777 66 666 6  6 6  6 6  5 +2
33 10000 777 777 66 666 6  6 6  6 6  6 +2
34 10400 777 777 76 766 6  6 6  6 6  6 +3
35 10800 777 777 76 776 6  6 6  6 6  6 +3
36 11200 777 777 771 777 6  6 6  6 6  6 1 +3
37 22400 777 777 772 777 6  6 6  6 6  6 2 +3
38 33600 777 777 773 777 6  6 6  6 6  6 3 +3
39 44800 777 777 774 777 6  6 6  6 6  6 4 +3
45 112000 888 777 777 777 7  7 7  6 6  6 6  1 +4
54 212800 998 888 888 1 777 7  7 7  7 7  7 6  6 1 +5
63 313600 999 988 888 8 777 7  7 7  7 7  7 7  7 7  1 +6
72 414400 AA9 999 999 91 887 7  7 7  7 7  7 7  7 7  7 1 +7
Requisites: Dex 12, Wis 12, Chr 18, Cml 21
Alignment: T any (or) any N
HD/level: d1+2
Weapon Prof.: 2+level/14
To Hit Table: ½xThf0
Reference: MTG
Groups: Priest, Monster
Complexity: CF=2
   
Saving Throws:  
PPD: level+5
RSW: level+4
PP: level+4
BW: level+2
Spell: level+3
Fort: level+6
Reflex: level+4
Will: level+4
   
Can cast "Green" spells (out of either progression); see next page.
Gets Barbarian Chr and Cml.
Level 1 ¶: +4 Con, -2 Int.
Level 1 ¶: |AC| 10+LVL (Absolute AC; people need a natural 10+LVL or greater to hit you)
Level 1: Flying LVL*3"; 1M: Give someone Flying LVL*3" for LVL rounds.

[PC3] Priest Group Classes


Plant0

Level KXP Priest
123 456
1 0.5 (owe) ½-- ---
2 1 1-- ---
3 2 2-- ---
4 4 21- ---
5 8 31- ---
6 16 32- ---
7 30 321 ---
8 60 331 ---
9 120 332 ---
10 220 332 1--
11 320 333 1--
12 420 333 2--
13 520 333 21-
14 620 333 31-
15 720 333 32-
16 820 433 321
17 920 443 331
18 1020 444 332
19 1120 444 432
20 1220 444 443
21 1320 444 444
22 1420 554 444
23 1520 555 444
24 1620 555 544
25 1720 555 554
26 1820 555 555
27 1920 665 555
28 2020 666 555
29 2120 666 655
30 2220 666 665
31 2320 666 666
32 2420 776 666
33 2520 777 666
34 2620 777 766
35 2720 777 776
36 2820 777 777
TH Saves
PD RS PP BW Sp Fo Re Wi
+1 10  9  8  5  6  2  1  0
+1 10  9  8  6  6  2  1  0
+1 10  9  8  6  7  3  2  0
+2 12 11 10  8  9  3  2  1
+3 12 11 10  9  9  4  2  1
+3 12 11 10  9 10  4  3  1
+3 14 13 12 11 12  5  3  2
+4 14 13 12 12 12  5  4  2
+5 14 13 13 12 12  6  4  2
+5 16 15 14 14 15  6  4  3
+5 16 15 15 14 15  7  5  3
+6 16 15 15 15 15  7  5  3
+7 16 15 15 15 15  7  5  3
+7 16 15 15 15 15  7  5  3
+7 16 15 15 15 15  7  5  3
+8 16 15 15 15 15  7  5  3
+9 16 15 15 15 15  7  5  3
+9 16 15 15 15 15  7  5  3
Requisites: Wis 13
Alignment: any (*N is helpful)
HD/level: & d5
Weapon Prof.: & 1+level/3
To Hit Table: CTD0
Save Table: Half0
Reference: DM
Groups: Monster, Priest
 
Can cast Priest spells. No stat bonus to progression. Gets Grand in Plant sphere, 1 Major, and 2 Minor spheres.
Level 1: Speak Druid language
Level 4 ¶: If you are AL N (on the G-E axis), can use Psi-6N First Grove powers as if they were SL=2 spells.
Level 7 ¶: If you are AL N (on the G-E axis), can use Psi-6N Second Grove powers as if they were SL=3 spells.
Level 10 ¶: If you are AL N (on the G-E axis), can use Psi-6N Third Grove powers as if they were SL=4 spells.
Level 13 ¶: If you are AL N (on the G-E axis), can use Psi-6N Fourth Grove powers as if they were SL=5 spells.
Level 16 ¶: If you are AL N (on the G-E axis), can use Psi-6N Fifth Grove powers as if they were SL=6 spells.
New Plant spells for Plant0 class:
Goodberry Golem (all SL's): Summon a DL=SL Goodberry Golem.
Thornskin (all SL's): AC +CL; Saves +SL; Wood damaging shield 25*SL%
Verdant Force (SL=4): Summon a DL IV Verdant Force; +1 summon slot for Saprolings; the Verdant Force summons 1 Saproling per segment as a 0 action.

[PC3] Priest Group Classes


Plator

Level KXP MTG Wiz/Pri
123 456 789
TH
1 0 1-- --- --- +0
2 5 20- --- --- +1
3 10 21- --- --- +1
4 20 320 --- --- +2
5 40 421 --- --- +3
6 80 422 0-- --- +3
7 160 432 1-- --- +4
8 250 433 20- --- +5
9 500 433 21- --- +5
10 700 443 22- --- +6
11 900 444 330 --- +7
12 1100 444 441 --- +7
13 1300 555 442 0-- +8
14 1500 555 442 1-- +9
15 1700 555 552 10- +9
16 1900 555 553 21- +10
17 2100 555 553 320 +11
18 2300 555 553 321 +11
19 2500 555 553 331 +12
20 2700 555 554 332 +13
21 2900 555 554 442 +13
22 3100 555 555 443 +14
23 3300 555 555 553 +15
24 3500 555 555 554 +15
25 3700 555 555 555 +16
26 3900 666 655 555 +17
27 4100 666 666 655 +17
28 4300 666 666 666 +18
29 4500 777 766 666 +19
30 4700 777 777 766 +19
31 4900 777 777 777 +20
32 5100 888 877 777 +21
33 5300 888 888 877 +21
34 5500 888 888 888 +22
35 5700 999 988 888 +23
36 5900 999 999 999 1 +23
37 11800 999 999 999 2 +24
38 17700 999 999 999 3 +25
39 23600 999 999 999 4 +25
45 59000 A99 999 999 9 +29
54 112100 AAA AAA AAA 91 +35
63 165200 AAA AAA AAA A9 +41
72 218300 BBB BBB BAA AA1 +47
Race Adjustments:
Str Dex Con Int Wis Chr Cml AT hp TH Div
-5 +0 +0 +7 +3 +0 +0 +0 +0 +0 ÷1
 
Requisites: Int 25, Wis 9,
  Race Slots 1, Class Slots 2
Alignment: any
HD/level: d5
Weapon Prof.: 2+level/4
To Hit Table: Pri
Save Table: Wiz/Pri
Reference: MTG / DM
Groups: Wizard, Priest, Archetype
Complexity: CF=3
   
Saving Throws:  
PPD: level+3
RSW: level+6
PP: level+4
BW: level+2
Spell: level+5
Fort: level+0
Reflex: level+0
Will: level+0
   
Gets Int bonus to progression.
Has access to the following Schools/Spheres:
Artifact (Wizard School and Concordant School)
Black (Wizard School and Priest Sphere)
Blue (Wizard School and Psionic Discipline)
Gold (Wizard School, Priest Sphere, and Psionic Discipline)
Green (Priest Sphere)
Red (Wizard School)
White (Priest Sphere)
Spells are on the following pages. Can cast normal Wizard or Priest spells; they cost 2 spells each.
Artifact spells are generally cast once, then the effect lasts for the day.

[PC3] Priest Group Classes


Plator (MTG Spells)

School/Sphere SL # Spell Effect
Artifact 1 1 AEther Vial 0, 1/r: Cast a Conjuration/Summoning spell.
Artifact 1 2 Ivory Tower Regenerate 3 hp/s.
Artifact 1 3 Skullclamp Your summons get +CL TH/dmg, -CL AC/saves/rhp
Artifact 1 4 Sol Ring +2 SL in progression.
Artifact 1 5 Soul Net Whenever you kill someone with a spell, cure 1 hp.
Artifact 1 6 Summon Myr 1 Summon a DL=1 Myr
Artifact 1 7 Voltaic Key 1V: An item gets 1E action this segment.
Black 1 1 Darkness 1bM: Immune to a P attack from someone
Black 1 2 Paralyze Target is paralyzed (PP save)
Black 1 3 Unholy Strength Get +2 TH and dmg (considered magical plusses), and +1 AC and saves.
Blue 1 1 Ancestral Recall This spell can be cast only once per turn. Target regains 3 SL's in memorization.
Blue 1 2 Flight Target flies at 12" (C).
Blue 1 3 Mind Games Target loses his next action (Spell save)
Green 1 1 Awaken Removes sleep/fatigue effect on up to CL targets
Green 1 2 Berserk Attacking creature does x2 dmg and is slain this segment (not 1bM)
Green 1 3 Force of Nature I Summon a Plant Elemental: AC 20, hp 20, #Att 1/1, TH +10, dmg 10
Green 1 4 Giant Growth Target gets +3 TH, dmg, AC, and saves this round.
Green 1 5 Instill Energy You get +1S action per round for CL r (counts as your haste).
Green 1 6 Natural Healing Target is cured equal to his Con score in hp
Green 1 7 Nature’s Lore Know direction & distance to an object or person (if they are touching the ground)
Red 1 1 Earthbind Target loses flying and takes double normal falling damage (no save).
Red 1 2 False Orders (1bM to cast) Force a monster to attack someone else (he will only attack his enemies)
Red 1 3 Lightning Bolt Target takes 30 lightning dmg (Spell save for 0)
White 1 1 Angel's Grace 1bM: Damage that would put you below 1 hp this segment puts you at 1 hp
White 1 2 Death Ward 1bM, cannot act next segment: Avoid a slay effect on someone.
White 1 3 Healing Salve One target is cured 30 hp, or (1bM action) prevent the next 30 dmg to a target.
Artifact 2 1 Chaos Orb 1V, 1/reset: Destroy a magic item, effect, or creature (creature gets PPD save)
Artifact 2 2 Helm of Awakening All spells in the room are school/sphere robed (x1 Special)
Artifact 2 3 Illusionary Mask Your summons are Dust of Disappearanced
Artifact 2 4 Lightning Greaves Your summons are not summoning sick
Artifact 2 5 Scythe of the Wretched +1 summon slot; 1M: Animate Dead a creature you killed (it's your summon, -1 DL)
Artifact 2 6 Summon Myr 2 Summon a DL=2 Myr
Artifact 2 7 Sun Droplet Regenerate 10 hp/s.
Black 2 1 Animate Dead Animates a dead monster as your summon (1 DL lower)
Black 2 2 Simulacrum 1bM: Redirect any amount of damage from you to one of your subordinates.
Black 2 3 Terror Target is slain (PPD save, does not affect Undead or Golems, or things without souls)
Blue 2 1 Aura of Dominion Target can use 2M this segment.
Blue 2 2 Force Spike 1bM or 1 OppM: Counter target magical/psionic effect unless its user devotes another spell/psionic slot to it.
Blue 2 3 Invisibility Improved Invisibility.
Blue 2 4 Time Walk This spell can be cast only once per turn. You get an extra segment this round (segment 11 at end).
Gold 2 1 Angelic Shield All your summons get +1 rhp. You get 10 current hp. 0, sacrifice this effect: Unsummon (no save).
Gold 2 2 Azorius First-Wing Summon a DL II Griffin, it flies, and can remove bad effects on people.
Gold 2 3 Azorius Guildmage Summon a DL II Vedalken Wizard, it can Stop someone, and can dispel Contingency effects.
Gold 2 4 Crystalline Sliver Summon a DL II Sliver, it can't be targetted.
Gold 2 5 Energy Arc 1bM: In your group, weapon damage does not occur this half-segment and your next half-segment.
Gold 2 6 Galina's Knight Summon a DL II Merfolk Knight, it is immune to area effect damaging spells/psi.
Gold 2 7 Meddling Mage Summon a DL II Human Wizard, he Banhammers one spell or psi effect of SL 0-3 in the room [x1 Special]
Gold 2 8 Overrule 1bM, spend N additional SL's: Counterspell, unless they spend 10*N SL's, and you are cured 10*N hp.
Gold 2 9 Pride of the Clouds Summon a DL II Elemental Cat, he flies, he has rhp = number of flying summons you control.
Gold 2 10 Prismatic Boon Choose a school, sphere, or psionic frequency. A group is immune to that for 1s.
Gold 2 11 Sygg, River Guide Summon a DL II Merfolk Wizard, he can give someone Water Breathing, and can counter one effect.
Gold 2 12 Wings of Aesthir Target gets +CL TH/dmg and flying 12" for 1t.
Gold 2 13 Wings of Hope Target gets +1 TH/dmg, +3 AC/saves, and flying 12" for 1t.
Green 2 1 Bind 1bM: Counter an item ability.
Green 2 2 Earth Bolt Deal CLd10 Eldritch Earth dmg to one target (no save)
Green 2 3 Gaea’s Bounty Regain one first-level Plant/Animal spell to memorization
Green 2 4 Gaea’s Cradle One of your summoned creatures is dispelled; Add it's hp/10 in SL to your memorization
Green 2 5 Gaea’s Might Target gains +N AC/saves/TH/dmg; N is number of groups of classes you have
Green 2 6 Lifeforce 1bM: Counter a MTG Black, Necromancy/Necromantic, or Psi7 power.
Green 2 7 Naturalize Dispel one non-natural effect (or) Turn off one non-natural item for 1 turn
Green 2 8 Regeneration You regenerate at CL hp/s. 0, this effect drops and you lose the spell slot: Avoid a slay effect.
Green 2 9 Soothing Word Removes fear/horror effect on up to CL targets
Green 2 10 Spiritual Energy +LVL Con
Red 2 1 Echoing Ruin Destroy all magic items of the same exact type (Disint. save each)
Red 2 2 Raging River Create a (water based) moat that is CL*30' long and CL*10' feet wide, which lasts for CL r.
Red 2 3 Shatter Destroy or turn off one magic item for CL turns (no save) (if turned off, you can drop the turned off effect).
White 2 1 Abeyance Target cannot use M actions this segment (Will save)
White 2 2 Circle of Protection When cast, name a school/sphere/psi freq. Lose 1 spell slot: Immune to 1 effect of that school/sphere/psi freq.
White 2 3 Disenchant Dispel an effect.
Artifact 3 1 Ashnod's Altar 0, sacrifice a summon: Get back 2 SL in progression
Artifact 3 2 Blasting Station 1N, sacrifice a summon: Deal 10 dmg to one target (no save, TechR to resist)
Artifact 3 3 Brass Gnat 3-1 1M or 1T: 10 dmg 15' radius (Annihilation, centered on you, hole in the middle, no save). Taking this power more than once increases the damage by 10 each time.
Artifact 3 4 Brass Gnat 3-2 +(LVL+1)/2 T actions per round, only for technological effects (including Brass Gnat spells). This cannot be picked more than once, but different SL versions of this same effect exist, which can be picked (once each).
Artifact 3 5 Brass Gnat 3-3 1bV+1bP or 1bT+1bP: Get a full P action of attacks against someone you are getting a parting shot against (or) Get a parting shot against someone who is immune to parting shots, or who is blinking away / leaving the group instantaneously. This cannot be picked more than once.
Artifact 3 6 Brass Gnat 3-4 Charm Resistance (CR) = CL*15%. Picking this a second time gives aCR or NR, a third time gives aCR or NR (the other that you didn't pick), and the fourth time gives aNR.
Artifact 3 7 Brass Gnat 3-5 When you take this power, pick Radiation, Magic, Psi, or Innate. 1M or 1T: Dispel an effect of the type chosen. Picking this more than once gives you another pick.
Artifact 3 8 Brass Gnat 3-6 Resist "Chaos", "Colorless", "Wild", and "Wonder" elements/effects (Colorless Fire, Colorless Time, Black Ice, Wild Magic Zones, etc.). Picking this twice gives Double Resist, but third and further picks do nothing.
Artifact 3 9 Brass Gnat 3-7 Resist Polymorph, Clone, Domination, Teleport Other. Picking this a second time gives Immunity.
Artifact 3 10 Brass Gnat 3-8 1M or 1T: Duplicate a Psi8 minor ability. (This is resisted using TechR, not PsiR). Picking this twice lets you duplicate Psi16 minors.
Artifact 3 11 Brass Gnat 3-9 1M or 1T, LVL/d: Raise or lower the Physical Factor (PF) of the area by 1 (min PF = 0, max PF = 11), even if current PF=0. This cannot be picked more than once.
Artifact 3 12 Brass Gnat 3-10 1M or 1T: Raise or lower the Tech Level of an object by 1 (max Tech Level = N+LVL, where N is the number of times you pick this power).
Artifact 3 13 Brass Gnat 3-11 When you take this power, pick Radiation, Magic, Psi, or Innate. 1bM or 1bT: Counter an effect of the type chosen. Picking this more than once gives you another pick.
Artifact 3 14 Brass Gnat 3-12 "Luck" effects doesn't work for anyone within sight. This cannot be picked more than once.
Artifact 3 15 Brass Gnat 3-13 1N, 1/t: Immune to Head Blown Off or Summoning Sickness. Picking this more than once lets you use this power an additional time per turn.
Artifact 3 16 Brass Gnat 3-14 When you take this power, pick Radiation, Magic, Psi, or Innate. 1M or 1T: Reverse an effect of the type chosen. (Can cast the effect's reverse within 1 round, even if the reverse is not known.) Picking this more than once gives you another pick.
Artifact 3 17 Brass Gnat 3-15 1M or 1T: Summon a DL=CL (max DL=6) Alley creature, it has a DL% chance of becoming uncontrolled per segment. Picking this more than once increases the max DL by 1, but never beyond DL=9 in any case.
Artifact 3 18 Caltrops 10 damage damaging shield (no save, TechR to resist)
Artifact 3 19 Fireshrieker One of your summons deals double damage
Artifact 3 20 Forcefield Damage Threshold 10 from physical attacks
Artifact 3 21 Loxodon Warhammer Vampiric Regen. (can be used on one of your summons)
Artifact 3 22 Summon Myr 3 Summon a DL=3 Myr
Black 3 1 Attrition Sacrifice a summon: Target is slain (PPD save)
Black 3 2 Gloom [x1 Special] Priest spells cost triple spell slots to cast.
Blue 3 1 Charisma Your attacks are charm branded (Will save)
Blue 3 2 Mana Leak 1bM or 1 OppM: Counter target magical/psionic effect unless its user devotes another 3 spell/psionic slots to it.
Blue 3 3 Psionic Blast Target takes 40 psionic dmg, you take 20 psionic dmg (no save) (PR to resist)
Gold 3 1 Absorb 1bM: Counterspell, and be cured 30 hp.
Gold 3 2 Azorius AEthermage Summon a DL III Human Wizard, it can refresh some of your spell/psi progressions.
Gold 3 3 Chromatic Armor Choose a school, sphere, or psionic frequency. Target is immune to that for 1t.
Gold 3 4 Daring Leap One creature flies and gets +10 TH/dmg/AC/saves this segment.
Gold 3 5 Demand (Supply/Demand) Wishoid for a SL 2 Psi11U/W spell
Gold 3 6 Guiding Spirit Summon a DL III Angel, it flies, and makes your Summon Psi11U/W powers cost only ½M each.
Gold 3 7 Hanna, Ship's Navigator Summon a DL III Human Artificer, he can rebuild dispelled effects or magic items.
Gold 3 8 Leering Gargoyle Summon a DL III Gargoyle, it flies, and it can become very tough (+20 rhp) but then cannot physically attack.
Gold 3 9 Minister of Impediments Summon a DL III Human Advisor, he can lockdown one enemy's actions (Bosses and the like get a Will save).
Gold 3 10 Opaline Sliver Summon a DL III Sliver, if this Sliver dies due to enemy combat, you get one SL=2 spell added to your progression for 1t.
Gold 3 11 Phantatog Summon a DL III Atog, it dispels spell/psi effects, you can spend spell slots to increase it's DL.
Gold 3 12 Plumes of Peace Target creature is Slowed (Reflex save) and prevent his next P action (Will save)
Gold 3 13 Reparations Whenever an enemy targets you, gain 2 SL's back in Psi11U/W progression.
Gold 3 14 Riptide Crab Summon a DL III Crab, when he dies, you get ½M you can use before the end of the round.
Gold 3 15 Samite Archer Summon a DL III Human Cleric Archer, he cures 30 hp to one target and causes 30 hp to another target per action.
Gold 3 16 Silver Drake When casting, sacrifice a summon: Summon a DL IV Drake, it flies.
Gold 3 17 Sky Spirit Summon a DL III Spirit, it flies.
Gold 3 18 Spectral Shield Target gets a 20 hp Armor spell (stacks with other Armor spells), and he can't be targetted.
Gold 3 19 Tempest Drake Summon a DL III Drake, he flies and can Interpose to protect someone from being attacked.
Green 3 1 Adaptation NaNR +CL*10%; Immune to Hostile Environment; Need not breathe
Green 3 2 Ancestral Mask Target gets +LVL/+LVL TH/dmg for each other of same race in room
Green 3 3 Force of Nature II Summon a Wood Elemental: AC 40, hp 80, #Att 2/1, TH +30, dmg 30
Green 3 4 Gaea’s Skyfolk Winged flight CL^2"
Green 3 5 Nature’s Chosen +1S action
Green 3 6 Tranquility Dispel all effects on one target (use the 50% +/- 5% per CL difference rules)
Red 3 1 Fervor You and your summons are not summoning sick.
Red 3 2 Stone Rain Deal CL Hull dmg to one inanimate object (no save)
White 3 1 Arenson's Aura 0, sacrifice a maintained effect: Dispel a maintained effect.
White 3 2 Reverse Damage 1bM: One effect that's damaging you heals you for that amount instead.
Artifact 4 1 Giant Fan 1V: Move an effect from one person to another (aER to resist)
Artifact 4 2 Icy Manipulator 1S: Target loses his next action.
Artifact 4 3 Jester's Cap Target forgets how to cast 3 spells or effects by name
Artifact 4 4 Summon Myr 4 Summon a DL=4 Myr
Black 4 1 Breeding Pit Once per round, get a DL I Thrull as a summon (limit=LVL)
Black 4 2 Lich Cast a 1st level Lich spell. You go to 0 max and current hp for 1 turn.
Blue 4 1 Coastal Piracy Whenever you kill a creature, restore 1 SL in memorization
Blue 4 2 Control Magic Charm Monster (Will save)
Blue 4 3 Counterspell 1bM or 1 OppM: Counter target magical/psionic effect.
Gold 4 1 AEthermage's Touch Get a temporary extra Summon slot this segment, summon a DL=1d4 creature, it disappears at end of segment.
Gold 4 2 Ayesha Tanaka Summon a DL IV Human Artificer, it can group monsters together, and counter magic item abilities.
Gold 4 3 Azorius Ploy One creature deals no damage on his next P action; and one creature has all melee damage prevented to him for 1s.
Gold 4 4 Cloud Cover Whenever someone dispels one of your spell/psi effects, you can recast that effect for ½M within the next round.
Gold 4 5 Glaciers x1 Special on room: Wacky balls cure instead of damage people. Spend a SL=2 spell slot each round to upkeep this.
Gold 4 6 Grand Arbiter Augustin IV Summon a DL IV Human Advisor, he spell robes for you one Psi11U/W power for -1 SL, he also casts Psi11U/W powers.
Gold 4 7 Harbor Guardian Summon a DL IV Gargoyle, he has near-infinite reach upwards.
Gold 4 8 Hazerider Drake Summon a DL IV Drake, it is immune to area effect damaging spells/psi.
Gold 4 9 Kangee, Aerie Keeper Summon a DL IV Bird Soldier, he flies, and makes your other Bird summons +3 DL's higher.
Gold 4 10 Meddling Kids Summon a DL IV Human Child, he Banhammers one spell or psi effect of SL 4-5 (not lower) in the room [x1 Special]
Gold 4 11 Reviving Vapors Up to 3 targets are cured (1d10+CL)*10 hp
Gold 4 12 Sawtooth Loon When summoning, sacrifice a summon: Summon a DL V Bird, he isn't sick and can cast Psi11U/W powers.
Gold 4 13 Stand // Deliver Unsummon a summon or dispel one effect, and cure one target 80 hp.
Gold 4 14 Trial (Trial/Error) Unsummon all creatures in a group, at least one of your summons must be in that group.
Gold 4 15 Vanish into Memory Unsummon a creature. You gain 2*N-R SL's in your Psi11U/W progression, where N is it's DL and R is it's remaining rhp's.
Green 4 1 Aluren You may cast SL 0-3 Conjuration/Summoning spells as a 0 action.
Green 4 2 Earth Storm Deal CLd12 Eldritch Earth dmg 40' radius (no save)
Green 4 3 Gaea’s Balance You may transfer SLs & PSPs between your magic & psi pools; use [Q11] type conversion
Green 4 4 Gaea’s Blessing Reconstruct up to three effects which were dispelled/twisted within the last turn
Green 4 5 Gaea’s Touch +1QM only for Pixie Queen spells
Green 4 6 Harmony of Nature 0, 1/s, one of your summoned critters loses & can't use 1P this segment: You gain +1QP
Green 4 7 Living Lands Summon CL Treefolk (DL=2), together they occupy 1 summon slot.
Green 4 8 Nature’s Blessing +CL distributed among AC/saves/TH/dmg as you like
Red 4 1 AEther Flash Whenever a creature appears in room, takes 20 AEther dmg (x1 Special)
Red 4 2 Fork 1bM or 1 OppM: Copy target magical/psionic effect.
Red 4 3 Orcish Oriflamme All your subordinates get +1 offensive DL.
White 4 1 Congregate Target gains 10*N hp, where N is the number of people in the party+summons
White 4 2 Resurrection Resurrect someone who's been killed within the past CL s.
Artifact 5 1 Al-Abara's Carpet Immune to attackers unless they are flying
Artifact 5 2 Coat of Arms Your summons get +N AC/saves/rhp/TH/dmg for each other summon of same race
Artifact 5 3 Mirari 1bM, lose a SL=5 spell in memorization: Fork
Artifact 5 4 Summon Myr 5 Summon a DL=5 Myr
Black 5 1 Extinction Slay all creatures of one race in a group (PPD save)
Blue 5 1 Deflection 1bM or 1 OppM: Redirect target magical/psionic effect to another target.
Blue 5 2 Evacuation A group of summons is unsummoned
Gold 5 1 Armored Guardian Summon a DL V Cat Warrior, it can make people untargetable, and prevent damage.
Gold 5 2 Hunding Gjornersen Summon a DL V Human Warrior, he is good at attacking single groups with lots of monsters in it.
Gold 5 3 Isperia the Inscrutable Summon a DL V Sphinx, it flies and it gives you an extra summon slot for itself (max=1 of these at a time).
Gold 5 4 Ordered Migration Summon CL/6 DL I Birds
Gold 5 5 Palliation Accord Whenever one of your summons physically attacks, you are cured N hp, where N is their DL.
Gold 5 6 Sky Hussar Summon a DL V Human Knight, he hastes you and all your summons by +1S action.
Gold 5 7 Swift Silence The entire "stack" of spells is countered. You get +1sM action (Slow Mental, you can use it on segment 10)
Gold 5 8 Teferi's Moat Specify a summon type. Creature of that type can't attack you unless they fly. You can't fly while running this.
Gold 5 9 Tobias Andrion Summon a DL V Human, he beats things.
Gold 5 10 Windreaver Summon a DL V Elemental, it flies, can interpose, if it doesn't attack it gets +10 rhp, and it can blink.
Green 5 1 Brute For the next turn, you get: -1M, +1P, -CL Int, +CL Str, -CL saves, +CL dmg; can't drop this
Green 5 2 Call of the Wild Summon any real-world animal (your choice), you get CL/DL of them (round up)
Green 5 3 Doubling Season Whenever you summon a creature, you get 2 instead (+1 slot too)
Green 5 4 Force of Nature III Summon a Root Elemental: AC 60, hp 180, #Att 3/1, TH +50, dmg 50
Green 5 5 Gaea’s Embrace Target gains +3 AC/saves/TH/dmg and Troll-like regen CL hp/r
Green 5 6 Life Essence If target has less than CL*CL current hp, it is cured so it has CL*CL hp
Red 5 1 Fissure Slay target creature (RSW save), or Earthquake the floor
White 5 1 Angelic Chorus Whenever you summon a creature, cure it's hp on yourself
Artifact 6 1 Brass Gnat 6-1 1M or 1T: Lower the CL on all effects by 2 in 30' radius (no save, can use ER). Picking this more than once increases the reduction by 2.
Artifact 6 2 Brass Gnat 6-2 +(LVL+1)/2 T actions per round, only for technological effects (including Brass Gnat spells). This cannot be picked more than once, but different SL versions of this same effect exist, which can be picked (once each).
Artifact 6 3 Brass Gnat 6-3 Anti-x0/x1 Shell, SL 0-1: Immune to and cannot use 0th-1st SL x0-x1 effects.
Artifact 6 4 Brass Gnat 6-4 Effects Resistance (ER) = CL*10%. Picking this a second time gives you aER.
Artifact 6 5 Brass Gnat 6-5 Every other "Going Down a Hole" offense you do not actually go down the Hole. This cannot be picked more than once. (If you somehow get this effect twice, you immediately do down the Deeper Hole.)
Artifact 6 6 Brass Gnat 6-6 1N, 1/t: Immune to Twilight or draining the MF/PF/TF. Picking this more than once lets you use this an additional time per turn.
Artifact 6 7 Brass Gnat 6-7 1M or 1T: Duplicate a Psi8 major or Psi16 minor ability. (This is resisted using TechR, not PsiR). Picking this twice lets you duplicate Psi16 majors.
Artifact 6 8 Brass Gnat 6-8 1bM or 1bT: Counter a x0 or x1 effect. This cannot be picked more than once.
Artifact 6 9 Brass Gnat 6-9 1bM or 1bT: Counter a counterspell. Picking this a second time gives you "2bM or 2bT: Insist an effect.". This cannot be picked more than twice.
Artifact 6 10 Brass Gnat 6-10 You shift TechR by CL*5%, not (CL-12)*5%. Your SL=3 Brass Gnat spells do not give TechR at all (but iTechR can be used at half percentage). This cannot be picked more than once.
Artifact 6 11 Joven's Tools 1M: Target creature ignores all defenses with one attack
Artifact 6 12 Mindslaver 1M, 1/reset: Domination for 1 segment (no save, TechR to resist)
Artifact 6 13 Mirror Universe 1M, 1/reset: Switch current hp with target (no save, TechR to resist)
Black 6 1 Dark Offering Slay a creature (PPD save), you gain it's hp to current hp
Blue 6 1 Mind's Desire You can cast 1d6 spells of SL=1d6 next segment as 1M
Blue 6 2 Quash 1bM or 1 OppM: Counter target magical/psionic effect. That person cannot use that effect for the rest of the day.
Gold 6 1 Dovescape x1 Special on room: Everyone has +1 summon slot for Birds; All spells and psi are countered, get N DL I Bird summons instead, where N=SL.
Gold 6 2 Kasimir the Lone Wolf Summon a DL VI Human Warrior, he beats things down.
Gold 6 3 Rasputin Dreamweaver Summon a DL VI Human Wizard, he can restore up to 6 SL's of your Psi11U/W progression, he also casts Psi11U/W powers.
Green 6 1 Desert Twister Destroy something (PP save, like a Disintegrate spell)
Green 6 2 Gaea’s Herald When your summoned creatures go below -10 hp, they don't disappear (you can cure)
Green 6 3 Nature’s Cloak +CL*10 Rogue points; Any Level=CL/2 (or less) Rogue pick
Red 6 1 Dragon Roost Once per round, get a DL V Dragon as a summon (limit=LVL/3)
Red 6 2 Gravity Sphere No one can fly or levitate in the area (x1 Special) (fliers in room take falling dmg when cast)
White 6 1 Beacon of Immortality Double current hp (like a Tenser's, but a different source)
Artifact 7 1 Legacy Weapon 1M: *Destroy* (or Capital S Slay) an item, effect, or creature (TechR to resist)
Artifact 7 2 Summon Myr 7 Summon a DL=7 Myr
Blue 7 1 Blatant Thievery Pick Pockets LVL*10% on each target in a group
Gold 7 1 Gosta Dirk Summon a DL VII Human Warrior, he is not sick, and can Part/Lower Water.
Gold 7 2 Iridescent Angel Summon a DL VII Angel, it is immune to magic, psi, innates, and radiation.
Gold 7 3 Ith, High Arcanist Summon a DL VII Human Wizard, he can save/rescue a creature from being in a nasty group of monsters.
Gold 7 4 Jedit Ojanen Summon a DL VII Cat Warrior, he really beats things down.
Green 7 1 Force of Nature IV Summon a Thicket Elemental: AC 80, hp 320, #Att 4/1, TH +70, dmg 70
Green 7 2 Nature’s Wrath Turn all undead/outer-planar creatures within 80' (no turn roll, instead make Will saves)
Green 7 3 One with Nature For every 10 points of damage you deal in unarmed combat, add 1 SL to your memorization
Green 7 4 Seeds of Life 1 sq. mile area is restored, CL trees grow instantly, removes Defiled status
Green 7 5 Tooth and Nail Summon DL VII, can pick type, or can pick creature within type
Red 7 1 Flame Wave CL/3 groups each take 40 eldritch fire dmg (no save)
White 7 1 Look at Me, I'm the DCI An effect is banned from the room (x1 Special)
Artifact 8 1 Aladdin's Ring 1M: 40 damage to one target (no resistance)
Black 8 1 Decree of Pain Slay all creatures in two groups (PPD save) or one group (no save)
Blue 8 1 Beacon of Tomorrows You get an extra segment this round (segment 11 at end)
Green 8 1 Biorhythm Each person in a group's current hp = (Number of summons)*10
Green 8 2 Dual Nature Whenever you summon or create creatures, you get twice as many of them
Green 8 3 Force of Nature V Summon a Fungus Elemental: AC 100, hp 500, #Att 5/1, TH +90, dmg 90
Green 8 4 Gaea’s Avenger Immune to x5 and lower artifact effects that you (or your party) do not control
Red 8 1 Insurrection Charm a group (Will save, ignores immunity to Charm effects)
White 8 1 Reverse the Sands Switch current hp totals with someone (no save)
Artifact 9 1 Brass Gnat 9-1 1M or 1T: 100 dmg 15' radius (UltraBlack damage, centered on you, hole in the middle, no save), followed by a Put Out of Misery. Taking this power more than once increases the damage by 100 each time, (or) you can use a pick to have the effect followed by Really Put Out of Misery (and again for Beast of Xvim).
Artifact 9 2 Brass Gnat 9-2 1M, 1/t: Do the T-Bear "Randomly pull an item from 20th century Earth" effect. Each time you use this power, previously pulled items disappear. Picking this more than once lets you do it an extra time per turn (and lets you have an additional item kept at the same time).
Artifact 9 3 Brass Gnat 9-3 Immune to NPC status. 1M or 1T: Dust of Disappearance or Dust of Appearance.
Artifact 9 4 Brass Gnat 9-4 1Z, eat a Larva, TechL 18+ item you control, or a DL 9+ item you control: Reset.
Artifact 9 5 Brass Gnat 9-5 When you take this power, pick Radiation, Magic, Psi, or Innate. 1bM or 1bT: Capital O Object an effect of the type chosen. Picking this more than once gives you another pick.
Artifact 9 6 Brass Gnat 9-6 You may convert 2T -> 1QT as much a you like. Picking this more than once lets you convert to quicker types (second pick: 2QT -> 1QQT; third pick: 2QQT -> 1QQQT; etc.).
Artifact 9 7 Brass Gnat 9-7 1M or 1T: Duplicate a Psi8 grand or Psi16 major ability. (This is resisted using TechR, not PsiR). Picking this twice lets you duplicate Psi16 grands.
Artifact 9 8 Darksteel Forge Your items are indestructible.
Green 9 1 Child of Gaea Target becomes Int=3, Wis=3, Chr=3, CL=0 (no save) for CL days
Green 9 2 Everhome Your home plane is every plane; when this effect ends, your home plane = current plane
Green 9 3 Force of Nature VI Summon a Thorn Elemental: AC 120, hp 720, #Att 6/1, TH +110, dmg 110
Green 9 4 Gaea’s Liege Your max hp is CL^3 (and/or) Your TH bonus is +CL^2 (no other adj. can be added)
White 9 1 Blessed Wind Target's current hp becomes 200.

[PC3] Priest Group Classes


Protector0

Level KXP Priest
123 456 7
1 0 0-- --- -
2 1.5 1-- --- -
3 3 20- --- -
4 6 21- --- -
5 12 220 --- -
6 25 221 --- -
7 50 322 0-- -
8 100 332 1-- -
9 200 333 20- -
10 300 443 21- -
11 400 443 320 -
12 500 444 321 -
13 600 554 322 -
14 700 555 332 -
15 800 655 333 -
16 900 655 443 0
17 1000 665 443 1
18 1100 665 443 2
19 1200 765 444 2
20 1300 765 444 3
21 1400 765 554 3
22 1500 765 554 4
23 1600 776 654 4
24 1700 876 655 4
25 1800 876 655 5
26 1900 877 665 5
27 2000 887 666 5
28 2100 887 776 5
29 2200 887 776 6
30 2300 888 777 6
31 2400 888 887 6
32 2500 988 887 6
33 2600 998 888 7
34 2700 999 888 8
35 2800 999 998 8
36 2900 999 999 9
TH Saves
PD RS PP BW Sp Fo Re Wi
+1  7  6  4  2  3  0  0  2
+1  7  6  4  3  4  0  1  3
+1  7  6  5  3  4  1  1  4
+2  9  8  6  5  5  2  2  5
+3  9  8  6  5  6  2  2  5
+3 11 10  8  6  7  3  3  6
+3 11 10  8  7  7  3  3  7
+4 11 10  9  7  8  4  4  8
+5 12 11 10  8  9  4  4  8
+5 12 11 10  9 10  5  5  9
+5 12 11 11  9 10  6  5 10
+6 13 12 12 11 11  6  6 11
+7 13 12 12 11 12  7  6 11
+7 14 13 13 12 13  8  7 12
+7 14 13 13 13 13  8  7 13
+8 14 14 14 13 13  9  8 14
+9 15 14 14 14 14  9  8 14
+9 15 15 15 14 14 10  9 15
Requisites: Wis 16, Con 13
Alignment: any
HD/level: d7
Weapon Prof.: 2+level/3
To Hit Table: CTD0
Save Table: 1½xClr0
Reference: DM
Groups: Priest
 
Priest Spells: Gets Grand in Protection, 2 Major, and 5 Minor spheres.
When you material component one of the new spells below, replace "You get" with "All PCs that you as a Player are playing". You cannot material component to hit a group or someone else (that you're not playing) at all.
Level 1: Turn Undead.
New Protection spells for Protector0 class:
C-Resist (all SL's): You get SL instances of Resist to a [C] section effect. Can have more than one of these running, but each one is a spell slot.
Earth Armor (all SL's): You get Earth Armor, it absorbs 10*SL^3 dmg (like an Armor spell, but doesn't count as your Armor spell).
Effects Resistance (SL=3): You get iER 28+CL*2%.
Ele-Resist (all SL's): You get SL instances of Resist to an Element (any E factor). Can have more than one of these running, but each one is a spell slot.
Magical Cloak (all SL's): You get a cloak (AC +CL) +SL/+SL, that lasts for the entire day, or you can add CL half-plusses to your existing cloak for this day.
Original Ironskin (SL=5): This is an Ironskin that stops an entire attack sequence, and doesn't leak. (This can be cast on anyone.)

[PC3] Priest Group Classes


Proto-Lich

Level KXP ProtoLich Lich
123 456 7 [01]
1 0 1-- --- - [--]
2 6 2-- --- - [--]
3 18 21- --- - [--]
4 42 32- --- - [--]
5 90 321 --- - [--]
6 186 432 --- - [--]
7 282 432 1-- - [--]
8 378 543 2-- - [--]
9 570 543 21- - [--]
10 800 653 21- - [--]
11 1400 654 31- - [--]
12 2000 654 32- - [--]
13 2600 654 321 - [--]
14 3200 654 322 - [--]
15 3800 654 332 - [--]
16 4400 654 333 - [--]
17 5000 654 433 - [--]
18 5600 654 443 - [--]
19 6200 654 444 - [--]
20 6800 655 444 1 [--]
21 7400 655 544 1 [--]
22 8000 655 554 1 [--]
23 8600 655 555 1 [--]
24 9200 665 555 1 [1-]
25 9800 666 555 1 [2-]
26 10400 666 655 2 [3-]
27 11000 666 665 2 [21]
28 11600 666 666 2 [21]
29 12200 766 666 2 [12]
30 12800 777 666 2 [12]
31 13400 777 776 3 [-3]
32 14000 777 777 3 [-3]
33 14600 888 777 3 [-4]
34 15200 888 888 3 [-4]
35 15800 999 999 4 [-5]
36 16400 AAA AAA 4 [-5]
TH Saves
PD RS PP BW Sp Fo Re Wi
+1  8  4  5  2  3  0  0  2
+2  8  4  6  3  4  0  0  3
+3  9  5  6  3  4  0  1  3
+4  9  5  6  4  4  1  1  4
+5 10  6  7  4  5  1  1  4
+6 10  6  7  5  5  2  2  5
+7 11  7  8  5  6  2  2  5
+8 11  7  9  6  6  2  2  6
+9 12  7  9  6  7  3  3  6
+10 12  8  9  6  7  3  3  7
+11 13  8 10  7  8  4  3  7
+12 13  9 10  7  8  4  4  8
+13 13  9 10  7  8  4  4  8
+14 14  9 11  8  9  5  4  9
+15 14 10 11  8  9  5  5  9
+16 14 10 11  9  9  6  5 10
+17 15 11 12  9 10  6  5 10
+18 15 11 12 10 11  6  6 11
Requisites: Int 19, Wis 14, Chr 5
Alignment: any E
HD/level: +d10
Weapon Prof.: level
To Hit Table: Mon
Save Table: Pri
Reference: DM {Reduced Lich}
Groups: Priest, Concordant (x1)
 
+1 Nonweapon proficiency per level.
+LVL-2 or better weapon needed to hit you (at level 1 this is "silver or better").
 
Level 0 Proto-Lich spells (cantrips) are not on the progression; these are 1/4 of a 1st level spell each.
Level 8 Proto-Lich spells are provided, as Proto-Liches are more likely than other classes (due to their nature) to be able to figure out a way to "School Robe" (-1 SL) their effects.
 
Several Proto-Lich spells trigger by touch. They all trigger whenever someone is touched (or whenever someone touches you), and can be conducted through weapons (spend 2 Feats to be able to do this). You may pick the same touch spell more than once to allow it to trigger more than once per touch.
 
The "wish" type abilities ("1M, 1/r: Any …") can be taken more than once to allow them to be used more than once per round.

[PC3] Priest Group Classes


Proto-Lich Spells

Level # Spell
1 1 1M, 1/r: Any 0th level Wizard spell
1 2 1M, 1/r: Any 0th level Priest spell
1 3 1M, 1/r: Any 0th level psionic effect
1 4 1M: Turn Undead at CL=LVL
1 5 1M: Speak with Dead or Undead; 1M: Capital E Explain to Dead or Undead
1 6 +10*LVL% WR
1 7 Mask Undead status; Turn as if double HD
1 8 Detect Magic Items; 1M: Identify Magic Item
1 9 1M, 1/d: Gain +1 XP
1 10 1P: Create x1 Trap 15*LVL%
1 11 Material componenting costs ½V action
1 12 +LVL V actions, or +LVL M actions that can be used only for Proto-Lich spells
1 13 Cold LVL dmg by touch
1 14 +1 Research Point (or drawn sheet) per reset (see [P12])
1 15 1F or 1X, 1/d: Duplicate any level 1 Proto-Lich spell, it has (at most) duration LVL turns
2 1 1M, 1/r: Any 0th-1st level Wizard spell
2 2 1M, 1/r: Any 0th-1st level Priest spell
2 3 1M, 1/r: Any 0th-1st level psionic effect
2 4 Immune Turning
2 5 1M: Control Undead (as per Turn Undead)
2 6 +10*LVL% RaRR
2 7 Detect Concordant Beings; 1M: Legend Lore Concordant Being
2 8 1M: Create x1 Trick 15*LVL%
2 9 Can convert Wiz <-> Pri spells (2 SL shift: Wiz5=Pri3)
2 10 +LVL/3 M actions
2 11 1M, Touch: Energy Drain 2 levels
2 12 Duplicate any SL 1 Concordant group spell (i.e. non-Concordant SL 1)
3 1 1M, 1/r: Any 0th-2nd level Wizard spell
3 2 1M, 1/r: Any 0th-2nd level Priest spell
3 3 1M, LVL/d: Grant Undead Status
3 4 +10*LVL MR
3 5 1F: Create x1 Special 5*LVL%
3 6 0, Gaze: Life Trapping (as per Mirror) (save)
3 7 Immune to Twilight
3 8 1M, touch: Imprisonment (save)
3 9 1M: LVLd10 Colorless Fire dmg to one target (no save)
3 10 Troll-like Regen LVL hp /s
3 11 Double the memorization of 1 SL (Wizard or Priest)
3 12 Duplicate any SL 2 Concordant group spell (i.e. non-Concordant SL 2)
4 1 1M, 1/r: Any 0th-3rd level Wizard spell
4 2 1M, 1/r: Any 0th-3rd level Priest spell
4 3 1M, 1/r: Any psionic minor
4 4 +10*LVL PaPR
4 5 1M: Dispel Innate or Racial ability effect
4 6 1M, 1/d: Reset
4 7 1M, 1/d: Contact Alternate Reality
4 8 1M, 1/d: Create Any DL 4 Monster
4 9 1M, touch: Steal all spells (save)
4 10 1M, touch: Lose LVLd4 stat pts
4 11 1bF: Fork
4 12 Duplicate any SL 3 Concordant group spell (i.e. non-Concordant SL 3)
5 1 1M, 1/r: Any 0th-4th level Wizard spell
5 2 1M, 1/r: Any 0th-4th level Priest spell
5 3 +10*LVL aMR
5 4 1M: Project Image
5 5 1M: Teleport
5 6 1M: Contact Other Plane
5 7 Conduct M actions through psi link (range sight)
5 8 1M, touch: Drain all psionic pools (save)
5 9 1M, touch: Slay Living (save)
5 10 1F: Get 2M you can use this segment
5 11 +LVL/5 QM actions
5 12 Duplicate any SL 4 Concordant group spell (i.e. non-Concordant SL 3)
6 1 1M, 1/r: Any 0th-5th level Wizard spell
6 2 1M, 1/r: Any 0th-5th level Priest spell
6 3 1M, 1/r: Any psionic major
6 4 1M, 1/r: Any 0th-4th level Warrior, Rogue, or Monster spell
6 5 1M: Teleport without Error
6 6 +10*LVL IR
6 7 1M, touch: Steal a random powers for 1 round (no save)
6 8 1M, touch: Erase Truename (must know their Truename first)
6 9 Troll-like regen LVL hp (including vile) /s
6 10 Conduct effects through psi link (within sight)
6 11 +LVL/10 number of segments per round
6 12 Duplicate any SL 5 Concordant group spell (i.e. non-Concordant SL 3)
7 1 1M, 1/r: Any 0th-6th level Wizard spell
7 2 1M, 1/r: Any 0th-6th level Wizard spell
7 3 +10*LVL EaER
7 4 1M, touch: Annihilation (save)
7 5 1M, touch: Incursion (save)
7 6 Duplicate any SL 6 Concordant group spell (i.e. non-Concordant SL 3)
Lich 0 (10) 1 0, 1/r: Any 0th-5th level Wizard spell
Lich 0 (10) 2 0, 1/r: Any 0th-4th level Priest spell
Lich 0 (10) 3 0, 1/r: Any psionic cantrip
Lich 0 (10) 4 +5*(Lich level)% WR (not irreducible) that can't be ignored
Lich 0 (10) 5 Resist Turning (you are double the rating)
Lich 0 (10) 6 0: Create Snare 20*(Lich level)% (obvious trap, auto detected, needs to be removed to bypass)
Lich 1 (11) 1 0, 1/r: Any 1st-6th level Wizard spell
Lich 1 (11) 2 0, 1/r: Any 1st-5th level Priest spell
Lich 1 (11) 3 0, 1/r: Any psionic minor
Lich 1 (11) 4 1M: Banish Undead
Lich 1 (11) 5 Speak with Dead & Undead (cont.); 1M: Capital E Extract from Dead & Undead
Lich 1 (11) 6 +10*(Lich level)% iWR that can't be ignored
Lich 1 (11) 7 Mask Undead status; Can't be turned
Lich 1 (11) 8 Detect Artifacts; 1M: Legend Lore Artifact
Lich 1 (11) 9 1M, (lich level)/d: Gain +10 XP
Lich 1 (11) 10 0: Create Traps 15*(Lich level)%
Lich 1 (11) 11 All spells cost 0 P actions; Material componenting does not cost 1 V action
Lich 1 (11) 12 +(Lich level) OppV or QM actions
Lich 1 (11) 13 Negative Cold (Lich level)d10 dmg by touch
Lich 1 (11) 14 +(Lich level) Research Points per reset (see [P12])
Lich 1 (11) 15 1F or 1X: Duplicate any level 0 Concordant spell

[PC3] Priest Group Classes


Psionic Usher


Level

KXP
Priest/Psi
123 456 78

TH
1 0 a-- --- -- +0
2 1.75 0a- --- -- +1
3 3.5 10a --- -- +1
4 7 20a --- -- +2
5 14 310 --- -- +3
6 28 420 a-- -- +3
7 56 530 a-- -- +4
8 112 641 0a- -- +5
9 224 752 0a- -- +5
10 399 863 0a- -- +6
11 574 974 0a- -- +7
12 749 A85 10a -- +7
13 924 B96 20a -- +8
14 1099 CA7 30a -- +9
15 1274 DB8 40a -- +9
16 1624 EC9 50a -- +10
17 1799 FDA 610 a- +11
18 2149 GEB 720 a- +11
19 2499 HFC 830 a- +12
20 2849 IGD 940 a- +13
21 3199 JHE A50 a- +13
22 3549 KIF B60 a- +14
23 3899 LJG C71 0a +15
24 4249 MKH D82 0a +15
25 4599 NLI E93 0a +16
26 4949 OMJ FA4 0a +17
27 5649 PNK GB5 0a +17
28 6349 QOL HC6 0a +18
29 7049 RPM ID7 0a +19
30 7749 SQN JE8 10 +19
31 8449 TRO KF9 20 +20
32 9149 USP LGA 30 +21
33 9849 VTQ MHB 40 +21
34 10549 WUR NIC 50 +22
35 11249 XVS OJD 61 +23
36 12649 YWT PKE 711 +23
37 25298 YWT PKE 721 +24
38 37947 YWT PKE 722 +25
39 50596 YWT PKE 732 +25
45 126490 YWT PKE 765 +29
54 240331 YWT PKE 998 1 +35
63 354172 YWT PKE 999 9 +41
72 468013 YWT PKE BBB B1 +47
Requisites: Int 9, Wis 13, Con or Chr 11,
  Class Slots 2
Alignment: any
HD/level: 2d2
Weapon Prof.: 1+level/3
To Hit Table: Pri
Reference: DM {Mirror Attendant}
Groups: Priest, Psionicist, Mirror
Complexity: CF=2
   
Saving Throws:  
PPD: level+7
RSW: level+3
PP: level+4
BW: level+1
Spell: level+2
Fort: level+0
Reflex: level+0
Will: level+4
   
Free Grand spheres in Knowledge, Psionics, and Thought.
Can turn Aliens (creatures from alternate prime planes or other planets, but not outer or ultra planar) as if they were Undead.
 
Has access to one psionic frequency from the following list:
1, 2, 3, 4, 7, 8, 10, 14, 15, 16, 24, 30
Reminder: None of these are X frequencies (4=4th edition when it becomes available, 7=Undead, 14=Lycanthrope, 24=Intelligent Items)
Variants of these frequencies (0.01, 1Blaster, -2, 3.5, 100, etc.) are also legal to pick from, if they are in the Collective.
 
For the purposes of this progression, the SL's for psionics is as follows: Minor=1, Major=3, Grand=5, Super=7, Ultra=9, etc.
 
Level 9: +1 psionic frequency from the list of available choices.
Level 18: +1 psionic frequency from the list of available choices.
Level 27: +1 psionic frequency from the list of available choices.
Level 36: +1 psionic frequency from the list of available choices.
 
CF=3:
Add 12, 18, and 60 to the list of available frequencies to choose from.
 
CF=4:
Gets Psi29 at level 1 in addition to the other psionic frequencies.
Add 5, 6, and 27 to the list of available frequencies to choose from.
 
CF=5:
May choose from any psionic frequencies available in the setting.
The Level 27 and 36 picks may choose X frequencies.

[PC3] Priest Group Classes


Quintessential Cleric6

Level KXP Priest
123 456 789 jk L
1 0 20- --- --- -- -
2 6 31- --- --- -- -
3 18 320 --- --- -- -
4 36 431 --- --- -- -
5 60 432 0-- --- -- -
6 90 443 1-- --- -- -
7 126 543 20- --- -- -
8 168 544 31- --- -- -
9 216 554 320 --- -- -
10 486.4 654 431 --- -- -
11 729.6 655 432 0-- -- -
12 972.8 665 443 1-- -- -
13 1216 765 543 20- -- -
14 1459.2 766 544 31- -- -
15 1702.4 776 554 32- -- -
16 1945.6 876 654 430 -- -
17 2188.8 877 655 431 -- -
18 2432 887 665 442 -- -
19 2675.2 987 765 543 -- -
20 2918.4 988 766 543 0- -
21 3161.6 998 776 554 1- -
22 3404.8 A98 876 654 2- -
23 3648 A99 877 654 3- -
24 3891.2 AA9 887 665 3- -
25 4134.4 BA9 987 765 40 -
26 4377.6 BAA 988 765 41 -
27 4620.8 BBA 998 776 42 -
28 4864 CBA A98 876 53 -
29 5350.4 CBB A99 876 53 -
30 5593.6 CCB AA9 887 54 -
31 5836.8 DCB BA9 987 64 0
32 6080 DCC BAA 987 64 1
33 6323.2 DDC BBA 998 65 2
34 6566.4 EDC CBA A98 75 3
35 6809.6 EDD CBB A98 75 3
36 7052.8 EDD CBB A98 76 4
TH Saves
PD RS PP BW Sp Fo Re Wi
+0  8  4  5  2  3  0  0  2
+1  8  4  6  3  4  0  0  3
+1  9  5  6  3  4  0  1  3
+2  9  5  6  4  4  1  1  4
+3 10  6  7  4  5  1  1  4
+3 10  6  7  5  5  2  2  5
+4 11  7  8  5  6  2  2  5
+5 11  7  9  6  6  2  2  6
+5 12  7  9  6  7  3  3  6
+6 12  8  9  6  7  3  3  7
+7 13  8 10  7  8  4  3  7
+7 13  9 10  7  8  4  4  8
+8 13  9 10  7  8  4  4  8
+9 14  9 11  8  9  5  4  9
+9 14 10 11  8  9  5  5  9
+10 14 10 11  9  9  6  5 10
+11 15 11 12  9 10  6  5 10
+11 15 11 12 10 11  6  6 11
Requisites: Wis 20
Alignment: any
HD/level: d15
Weapon Prof.: 7+level/7
To Hit Table: Pri
Save Table: Pri
Reference: Quintessential Cleric3
Groups: Priest
 
Gets Wis bonus to spells.
In the spell progression, "j" means SL=9+1, "k" means SL=9+2, and "L" means SL=10+2 (not 9+3; I put in an extra space to make it more noticeable).
Levels 1-5:
(2/level)
A. Always know exact location; cannot get lost in woods {Anchorite}
B. Buy potions and general equipment at half cost {Church Provisioner}
C. Can weapon specialize as a Warrior; count as a +LVL weapon {Divine Hammer}
D. Creatures you Charm and Undead you Turn are still charmed/turned even if attacked
E. Deal x2 damage vs. structures (physical or spells) {Proselyte}
F. Detect [C] Section Effect (SL=1): Detects that effect, each is a separate spell {Investigator}
G. Gather Information in cities quickly; 0,1/d: "Jobber" at a Job {Reformed Criminal}
H. Get a level=LVL Rogue ability and 20*LVL rogue points {Divine Revolutionary}
I. 1D or 1F, 1/t: Heal self {Redeemer}
J. Immune Curse; *Curse* becomes Curse; **Curse** becomes *Curse* {Pariah}
K. +LVL saves {Vengeful Survivor}
L. Your party gets +LVL/2 TH and +LVL" movement rate
Level 6: Pick two from: Quintessential level 1-5 or 5th edition level 1-3
Levels 7-11:
(2/level)
M. Can cast a spell through another person of same faith in your psionic link
N. Detect Lie, Know Real Truth cont. {Judge}
O. Get 2 instances of one of your GGL picks, they stack {Abandoned Child}
P. +LVL max hp; 1N, 1/d: Get 1G action this segment {Godslave}
Q. On the Turn Undead table, replace -'s with 20's. (You Turn any type of undead on a 20.)
R. Replace d12's with 3d6+LVL when determined number of creatures turned
S. 1P, sacrifice a held/bound creature: Get N SL's back in memorization (N=DL of creature)
T. XR LVL*5; 0, talking action, 1/h: Holy Word {Divine Emissary}
U. You have a Clone; +1QD action; +LVL TH {Twice-Born}
Level 12: Pick two from: Quintessential level 1-11 or 5th edition level 1-7
Levels 13-17:
(2/level)
V. 1F, talk for 1s: Do a Legendary Officer Captain's Bluff (SFB) {Missionary}
W. Know which gods people worship by sight; 0, 1/d: Counter a Divine Intervention.
X. ½0, take SL^2 damage: Material Component a spell, may do more than once {Bloodchild}
Y. +1 summon slot.
Z. Your area effects only affect people you want them to (selective targetting)
AA. Your poisonous effects give no save.
Level 18: Pick two from: Quintessential level 1-17 or 5th edition level 1-11

[PC3] Priest Group Classes


Remover


Level

KXP
Priest
123 456 789 ABC DE

TH
1 0 000 --- --- -- +0
2 2 000 0-- --- -- +0
3 6 000 00- --- -- +0
4 15 000 000 --- -- +0
5 39 000 000 0-- -- +0
6 97 000 000 00- -- +0
7 244 111 110 000 -- +0
8 391 111 111 111 -- +0
9 750 111 111 111 0- +0
10 1100 222 221 111 0- +0
11 1450 222 222 222 1- +0
12 1800 222 222 222 10 +0
13 2150 333 332 222 10 +0
14 2500 333 333 333 20 +0
15 2850 333 333 333 21 +0
16 3200 333 333 333 22 +0
17 3550 333 333 333 32 +0
18 3900 333 333 333 33 +0
19 4250 433 333 333 33 +0
20 4600 443 333 333 33 +0
21 4950 444 333 333 33 +0
22 5300 444 433 333 33 +0
23 5650 444 443 333 33 +0
24 6000 444 444 333 33 +0
25 6350 444 444 433 33 +0
26 6700 444 444 443 33 +0
27 7050 444 444 444 33 +0
28 7400 444 444 444 43 +0
29 7750 444 444 444 44 +0
30 8100 544 444 444 44 +0
31 8450 554 444 444 44 +0
32 8800 555 444 444 44 +0
33 9150 555 544 444 44 +0
34 9500 555 554 444 44 +0
35 9850 555 555 444 44 +0
36 10200 555 555 544 441 +0
37 20400 555 555 544 442 +0
38 30600 555 555 544 443 +0
39 40800 555 555 544 444 +0
45 102000 655 555 555 555 +0
54 193800 666 666 666 555 1 +0
63 285600 766 666 666 666 6 +0
72 377400 777 777 777 666 61 +0
Requisites: Dex 18, Wis 9,
  Class Slots 3
Alignment: not LG
HD/level: d6
Weapon Prof.: 3+level/3
To Hit Table: +0
Reference: RKR
Groups: Priest, Rogue, PC Designed
Complexity: CF=5
   
Saving Throws:  
PPD: level*2+0 ++1
RSW: level*2+0 ++1
PP: level*2+0 ++1
BW: level*2+0 ++1
Spell: level*2+0 ++1
Fort: level*2+0 ++1
Reflex: level*2+0 ++1
Will: level*2+0 ++1
 
++1 to saves means to adjust the true die roll by 1.
Gets Dex bonus to spell progression.
40 Rogue points per level.
Gets 1 Rogue pick at 1st level, then 1 more every 3rd level.
Spells with SL > (LVL+1)/2 may only be used for Healing sphere spells.

[PC3] Priest Group Classes


Rith Awakener (MTG G/R/W) (Boros/Gruul/Selesnya)

Level KXP Wiz/Pri
123 456 789
1 0 2-- --- ---
2 4.8 31- --- ---
3 9.6 430 --- ---
4 19.2 542 --- ---
5 38.4 543 0-- ---
6 76.8 754 2-- ---
7 153.6 764 30- ---
8 307.2 876 42- ---
9 614.4 876 530 ---
10 1228.8 A87 642 ---
11 1843.2 A98 642 0--
12 2457.6 AA9 754 1--
13 3072 AAA 975 2--
14 3686.4 BAA 975 30-
15 4300.8 BBB 975 41-
16 4915.2 CBB A97 52-
17 5529.6 CBB AA8 64-
18 6144 CBB BA9 76-
19 6758.4 CBB BAA 97-
20 7372.8 CBB BAA 981
21 7987.2 CCB BBA 982
22 8601.6 DCC CBA 992
23 9216 EDC CBB A92
24 9830.4 EEC CBB AA3
25 10444.8 EED CCB BA3
26 11059.2 EEE CCB BB4
27 11673.6 FFE CCC CB4
28 12288 FFE EDC CB5
29 12902.4 FFF EDD CC5
30 13516.8 FFF EED DC6
31 14131.2 GFF FFD DD6
32 14745.6 GGG FFF DD7
33 15360 GGG GFF EE7
34 15974.4 GGG GGG FE8
35 16588.8 GGG GGG GF8
36 17203.2 GGG GGG GG9
TH Saves
PD RS PP BW Sp Fo Re Wi
+2  8  7  5  3  6  1  1  2
+3  8  7  6  3  7  1  1  3
+4  9  8  6  4  7  2  2  3
+5  9  8  6  4  7  2  2  4
+6 10  9  7  5  8  3  2  4
+7 10  9  7  6  8  3  3  5
+8 11 10  8  7  9  4  3  5
+9 11 10  9  8  9  4  4  6
+10 12 10  9  9  9  5  4  6
+11 12 11 10 10 10  5  4  7
+12 13 11 10 11 10  6  5  7
+13 13 12 11 12 11  6  5  8
+14 13 12 12 13 11  7  6  8
+15 14 13 13 14 11  7  6  9
+16 14 13 13 14 12  8  6  9
+17 14 13 14 14 12  8  7 10
+18 15 14 14 14 13  9  7 10
+19 15 14 14 14 13  9  8 11
Requisites: Str 16, Dex 18, Con 18, Int 16,
  Wis 16, Chr 18, Class Slots 3
Alignment: CG or CN
HD/level: 3d8
Weapon Prof.: 6+level
To Hit Table: War +3 levels
Save Table: War/Wiz/Pri
Reference: DM
Groups: Warrior, Priest, Monster
 
Exceptional Str, Int, Wis bonus.
Channeling. Casts Wizard and Priest spells (same SL for both). Gets Wis bonus to spells.
Specialized in Wizard Invocation school.
Specialized in Animal, Plant, and Charm spheres. Spells of these spheres cost ½M to cast.
Attacking costs you only ½P action. This means you can do two attack sequences in one segment using 1P.
Has an "Animal Companion" slot. This is a monster who is allied to you and stays with you even between resets. It has 1/10 your XP and may be single classed. It may use items. Unlike a familiar it may be damaged. You play the Animal Companion.
Animal Companions may be dismissed during reset. Animal Companions don't disappear when dismissed (or killed), they leave a corpse. Anyone can convert Familiar slots to Animal Companion slots.
Has a "Familiar" slot.
Level 1: You are immune to "summoning sickness" and "teleport sickness".
Level 1: You may have your spells (from this class) resisted using CR (Charm Resistance) instead of MR. Spend 1F action to switch this.
Level 2: 1M: Remove "summoning sickness" and/or "teleport sickness" from target.
Level 2: 1M: You will win initiative next segment.
Level 4: 1M: Target takes 5*LVL*LVL fire dmg (BW save for 1/2; MR to avoid). The floor at your feet takes LVL Hull dmg.
Level 4: 1M, 10/t: Summon a saproling (AC 20, hp 10, TH +10, dmg 10). Any number of saprolings count as only one summon slot, but all of them stay together in a group.
Level 4: 1M, 1/r: Your party gets +LVL TH, dmg, AC, and saves until end of round.
Level 5: 1M: Target person gets +2*LVL TH, dmg, AC, and saves until end of round.
Level 8: Your "fire dmg" ability at level 4 gives no saving throw.
Level 9: Specialized in Priest Healing sphere spells.
Level 9: 1M: Target gains Free Action until end of turn.
Level 9: Gains a Specialty Priest pick. May replace "sphere" with "school" in the effect if desired.
Level 9: Free Action cont.
Level 9: 1M: Your party gets +LVL*2 distributed among TH, dmg, AC, and saves until end of round. (Everyone in the party gets the same bonus, you don't distribute for each person.)
Level 14: +1 Animal Companion slot.
New spells:
Find Animal Companion (Animal/Charm, SL 1): Summons an Animal Companion with DL=CL/2 (round up).
Find Familiar (Summoning/Charm, SL 1): Like the Wizard spell. Only certain Priest classes gain a Familiar slot.

[PC3] Priest Group Classes


Scarlet Chirurgeon

Level KXP Priest
123 456 789
1 0 1-- --- ---
2 2.8 20- --- ---
3 5.6 210 --- ---
4 11.2 211 0-- ---
5 22.4 221 1-- ---
6 44.8 222 2-- ---
7 89.6 333 20- ---
8 179.2 333 31- ---
9 358.4 443 320 ---
10 918.4 444 431 ---
11 1478.4 444 432 ---
12 2038.4 444 433 ---
13 2598.4 444 444 0--
14 3158.4 555 444 1--
15 3718.4 555 554 2--
16 4278.4 555 555 30-
17 4838.4 666 555 31-
18 5398.4 666 665 32-
19 5958.4 666 666 430
20 6518.4 777 666 431
21 7078.4 777 776 432
22 7638.4 777 777 443
23 8198.4 888 777 444
24 8758.4 888 887 544
25 9318.4 888 888 554
26 9878.4 999 888 555
27 10438.4 999 998 655
28 10998.4 999 999 665
29 11558.4 AAA 999 666
30 12118.4 AAA AA9 766
31 12678.4 AAA AAA 776
32 13238.4 BBB AAA 777
33 13798.4 BBB BBB 877
34 14358.4 CCC BBB 887
35 14918.4 CCC CCC 888
36 15478.4 CCC CCC 999
TH Saves
PD RS PP BW Sp Fo Re Wi
+2  8  4  5  2  3  0  0  2
+3  8  4  6  3  4  0  0  3
+4  9  5  6  3  4  0  1  3
+5  9  5  6  4  4  1  1  4
+6 10  6  7  4  5  1  1  4
+7 10  6  7  5  5  2  2  5
+8 11  7  8  5  6  2  2  5
+9 11  7  9  6  6  2  2  6
+10 12  7  9  6  7  3  3  6
+11 12  8  9  6  7  3  3  7
+12 13  8 10  7  8  4  3  7
+13 13  9 10  7  8  4  4  8
+14 13  9 10  7  8  4  4  8
+15 14  9 11  8  9  5  4  9
+16 14 10 11  8  9  5  5  9
+17 14 10 11  9  9  6  5 10
+18 15 11 12  9 10  6  5 10
+19 15 11 12 10 11  6  6 11
Requisites: Str 11, Con 13, Int 14, Wis 14
Alignment: LE (overwrite)
HD/level: d8
Weapon Prof.: 4+level
To Hit Table: War +2 levels
Save Table: Pri
Reference: DM {Planeshifted Scarlet Torturer}
Groups: Priest, Alternate, Lost
 
For Alignment, "(overwrite)" means this class requires LE alignment, but it overwrites all of your other alignment restrictions to be LE as well.
   
Has Exceptional Int bonus. Gets Int bonus to spell progression (instead of Wis).
Has Exceptional Wis bonus. Gets (Exceptional) Wis bonus to this class's Caster Level (CL). This cannot be improved to Barbarian (or higher).
Surgical Tools are treated as weapons. You may use them as normal weapons, and do normal damage (with no extra effect). You may weapon specialize in Surgical Tools, using the "Non-Warrior" line for number of attacks.
If you wish to Surgically Experiment on someone, you spend 1P on one attack. If you hit; you do one instance of your surgical tool damage to a target (you may apply Str bonus if you wish). Surgical Experimentation generally does not work on Boss-type (or Sub-Boss-type) creatures, uniques, or creatures not killed by loss of limbs (such as undead).
Surgical Experimentation generally does not cause Summons to become unfaithful. If you're doing something really creepy, you can check with the DM before doing it.
Each type of Surgical Experimentation below generally can be used on a creature only once.
Level 1 ¶: 0, Surgically Experiment on a creature: Sharpness (no save, WR to resist). Roll 1d100. If the result is your LVL or less, you can do a Vorpal (Sharp their head) if you like. If the result is LVL*5 or less, you can pick which limb gets Sharped (except head).
Level 1 ¶: 1F, Surgically Experiment on a creature: Add an extra (artificial) limb to the creature. The creature loses 1d100-LVL*5 max hp (can't be repaired except by a Regenerate spell, which would remove the extra limb). Each day, the limb has a (37-LVL)% chance of shrivelling and becoming useless, after that 1 max hp of the loss is regained per day. At level 4 you can alternatively add an extra internal organ instead.
Level 2 ¶: 0, Surgically Experiment on a creature: Roll two random Monster Templates, the creature gains one of them (your choice). Roll two random Psi9 minor powers, the creature gains one of them (your choice). DM Note: Quite a few Monster Templates and Psi9 minors are actually penalties, so this might be an effective attack.
Level 3 ¶: 0, Surgically Experiment on a creature: The creature takes LVLd6 stat dmg to one stat (your choice) (RSW save for ½). Roll 1d100. If you roll LVL or less and wish to spend an extra 1F action, you can have the creature gain half that amount to the stat instead, but it will become egotistical and unruly (it will no longer be your summon or under your control).
Level 6 ¶: 2F, Surgically Experiment on yourself and another creature: Transfer your brain to the other creature. This is like a Magic Jar, but can't be dispelled, and is absolutely permanent. There is a (16-LVL)% chance the brain will be rejected by the host body, in this case, you lose 1 max hp per segment (non-curable) until another solution can be found (such as quickly doing this procedure again on another host).
Surgical Tool gp lbs. Size Size -M Size L+ Critical Special
Amputation Saw / Bone Cutter 247 8 L 2d6 1d12 16+ / x2 Sharpness ability: +20 to 1d100 roll
Chisel and Hammer 78 4 M 1d6 1d8 20+ / x4 (none)
Drill / Cranial Drill / Trephine 108 3 M 1d8 1d6 18+ / x3 Stat Dmg ability: roll d8's; +10 to 1d100 roll
Hemostat / Forceps / Scissors Clamp 52 1 S 1d2 1d2 20+ / x2 Successful hit: You are Overbearing him
Hypodermic Syringe 93 1 S 1d2+3 1d2+1 20+ / x3 Venom weapon flag (6 doses)
Metzenbaum Scissors 210 1 S 1d4 1d3 19+ / x2 +2 TH
Nippers 3 1 S 1d3 1d2 20+ / x2 (none)
Pliers 17 2 M 1d6 1d4 19+ / x2 (none)
Scalpel 335 1 S 1d2+2 1d4 17+ / x2 +1Q0 per 1P action for Surgical Experimentation

[PC3] Priest Group Classes


Scarlet Torturer

Level KXP Priest
123 456 789
1 0 1-- --- ---
2 2.1 20- --- ---
3 4.2 210 --- ---
4 8.4 211 0-- ---
5 16.8 221 1-- ---
6 33.6 222 2-- ---
7 67.2 333 20- ---
8 134.4 333 31- ---
9 268.8 443 320 ---
10 688.8 444 431 ---
11 1108.8 444 432 ---
12 1528.8 444 433 ---
13 1948.8 444 444 0--
14 2368.8 555 444 1--
15 2788.8 555 554 2--
16 3208.8 555 555 30-
17 3628.8 666 555 31-
18 4048.8 666 665 32-
19 4468.8 666 666 430
20 4888.8 777 666 431
21 5308.8 777 776 432
22 5728.8 777 777 443
23 6148.8 888 777 444
24 6568.8 888 887 544
25 6988.8 888 888 554
26 7408.8 999 888 555
27 7828.8 999 998 655
28 8248.8 999 999 665
29 8668.8 AAA 999 666
30 9088.8 AAA AA9 766
31 9508.8 AAA AAA 776
32 9928.8 BBB AAA 777
33 10348.8 BBB BBB 877
34 10768.8 CCC BBB 887
35 11188.8 CCC CCC 888
36 11608.8 CCC CCC 999
TH Saves
PD RS PP BW Sp Fo Re Wi
+0  8  4  5  2  3  0  0  2
+1  8  4  6  3  4  0  0  3
+2  9  5  6  3  4  0  1  3
+3  9  5  6  4  4  1  1  4
+4 10  6  7  4  5  1  1  4
+5 10  6  7  5  5  2  2  5
+6 11  7  8  5  6  2  2  5
+7 11  7  9  6  6  2  2  6
+8 12  7  9  6  7  3  3  6
+9 12  8  9  6  7  3  3  7
+10 13  8 10  7  8  4  3  7
+11 13  9 10  7  8  4  4  8
+12 13  9 10  7  8  4  4  8
+13 14  9 11  8  9  5  4  9
+14 14 10 11  8  9  5  5  9
+15 14 10 11  9  9  6  5 10
+16 15 11 12  9 10  6  5 10
+17 15 11 12 10 11  6  6 11
Requisites: Str 12, Con 14, Int 12, Wis 14
Alignment: LE (overwrite)
HD/level: d10
Weapon Prof.: 3+level
To Hit Table: War
Save Table: Pri
Reference: DM
Groups: Priest
 
For Alignment, "(overwrite)" means this class requires LE alignment, but it overwrites all of your other alignment restrictions to be LE as well.
   
Has Barbarian Con bonus. Gets (Barbarian) Con bonus to spell progression (instead of Wis).
Has Exceptional Wis bonus. Gets (Exceptional) Wis bonus to this class's Caster Level (CL). This cannot be improved to Barbarian (or higher).
Torture devices are treated as weapons. You may use them as normal weapons, and do normal damage (with no extra effect). If you wish to torture someone, you must be in their group, and you need a torture device with Size Class at least as big as the target's Size Class. The torture automatically hits; you do one instance of your torture device damage to a target (you may apply Str bonus if you wish). Torture generally does not work on Boss-type (or Sub-Boss-type) creatures, uniques, or creatures immune to charm/domination (such as undead). Note about Black Vise: This counts as Size L weapon, but is considered a Size H torture device.
Level 1 ¶: 1P, torture a creature: Charm (no save, WR to resist). The charmed monster will not fight for the duration of this combat, but he will fight (for your side) starting with the next combat.
Level 2 ¶: 1F, torture a creature: Command (no save, WR to resist). This can be done to a monster 1 size class above the torture device.
Level 3 ¶: 1M, torture a creature: Hypnosis (no save, no blahR).
Level 6 ¶: 1M, torture a creature: Capital E Extract (no resistance).
Torture Device gp lbs. Size Size -M Size L+ Critical Source
Black Vise 1000 50 L {H} 1d12 1d10 20+ / x2 MTG
Branding Iron / Poker 12 4 M 1d6 1d3 19+ / x2 BoVD3
Foot Screw / Spanish Boot 14 5 M 1d8 1d2 20+ / x3 Wikipedia
Iron Maiden 200 250 H 1d50 1d50 20+ / x4 BoVD3
Jaw Breaker 10 1 S 2d4 2d4 (none) BoVD3
Rack 150 200 H 1/s for 1r 1/s for 1r (none) BoVD3
Stocks 10 25 L 1d1 1d1 (none) BoVD3
Thumbscrew 1 1 S 1d2 1d2 20+ / x2 BoVD3
Waterboarding 2 10 M 1d4 1d4 20+ / x3 DM

[PC3] Priest Group Classes


Selesnya Druid (MTG G/W)

Level KXP Priest
123 456 78
1 0 0-- --- --
2 3.125 10- --- --
3 6.25 210 --- --
4 12.5 321 --- --
5 25 321 0-- --
6 50 432 1-- --
7 100 432 10- --
8 200 543 21- --
9 400 543 210 --
10 800 654 321 --
11 1200 654 321 0-
12 1600 665 432 1-
13 2000 666 543 2-
14 2400 666 543 20
15 2800 666 543 21
16 3200 666 654 32
17 3600 666 665 43
18 4000 666 666 54
19 4400 666 666 65
20 4800 666 666 66
21 5200 666 666 66
22 5600 766 666 66
23 6000 766 666 66
24 6400 776 666 66
25 6800 776 666 66
26 7200 777 666 66
27 7600 777 666 66
28 8000 777 766 66
29 8400 777 766 66
30 8800 777 776 66
31 9200 777 776 66
32 9600 777 777 66
33 10000 777 777 66
34 10400 777 777 76
35 10800 777 777 76
36 11200 777 777 77
TH Saves
PD RS PP BW Sp Fo Re Wi
+0  8  4  5  2  3  1  1  2
+1  8  4  6  3  4  1  1  3
+1  9  5  6  3  4  2  2  3
+2  9  5  6  4  4  2  2  4
+3 10  6  7  5  5  3  2  4
+3 10  6  7  6  5  3  3  5
+4 11  7  8  7  6  4  3  5
+5 11  7  9  8  6  4  4  6
+5 12  8  9  9  7  5  4  6
+6 12  8 10 10  7  5  4  7
+7 13  9 10 11  8  6  5  7
+7 13 10 11 12  9  6  5  8
+8 13 11 12 13 10  7  6  8
+9 14 11 13 14 10  7  6  9
+9 14 12 13 14 11  8  6  9
+10 14 12 14 14 11  8  7 10
+11 15 13 14 14 12  9  7 10
+11 15 13 14 14 12  9  8 11
Requisites: Con 14, Wis 16, Chr 14
Alignment: LG, NG, CG, or TN
HD/level: others +1d+0  (see note)
Weapon Prof.: 4+level/3
To Hit Table: Pri
Save Table: Pri/War
Reference: DM
Groups: Priest
 
Hit Dice: "others +1d+0" means you add 1 to all your other classes' number of HD per level. This class directly gives 0 hp. Exception: If this is your only class, you get 2d0 per level. (You cannot take this option if you have more than one class.)
For "m" based classes (e.g. HD=2m0), just add 1d0 (so your HD becomes 2m0+1d0).
Example: Multiclassed Fighter1 level 1 / Selesnya Druid level 1, with +2 Con bonus. The fighter gives 24 hp (2d10+2*2). The druid gives 0 hp. The character has 12 hp (24+0 divided by 2).
Exceptional Wis bonus.
Channeling.
Has an "Animal Companion" slot. This is a monster who is allied to you and stays with you even between resets. It has 1/10 your XP and may be single classed. It may use items. Unlike a familiar it may be damaged. You play the Animal Companion.
Animal Companions may be dismissed during reset. Animal Companions don't disappear when dismissed (or killed), they leave a corpse. Anyone can convert Familiar slots to Animal Companion slots.
Has a "Familiar" slot.
Specialized in Animal, Plant, and Charm spheres. Spells of these spheres cost ½M to cast.
Level 1: You may have your spells (from the Selesnya Druid class) resisted using CR (Charm Resistance) instead of MR. Spend 1F action to switch this.
Level 4: 1M, 10/t: Summon a saproling (AC 20, hp 10, TH +10, dmg 10). Any number of saprolings count as only one summon slot, but all of them stay together in a group.
Level 4: 1M, 1/r: Your party gets +LVL TH, dmg, AC, and saves until end of round.
Level 9: 1M: Your party gets +LVL*2 distributed among TH, dmg, AC, and saves until end of round. (Everyone in the party gets the same bonus, you don't distribute for each person.)
Level 14: +1 Animal Companion slot.
New spells:
Find Animal Companion (Animal/Charm, SL 1): Summons an Animal Companion with DL=CL/2 (round up).
Find Familiar (Summoning/Charm, SL 1): Like the Wizard spell. Only certain Priest classes gain a Familiar slot.

[PC3] Priest Group Classes


Selesnya Sagittar (MTG G/W)

Level KXP Priest
123 456 78
1 0 a-- --- --
2 3.125 0-- --- --
3 6.25 0a- --- --
4 12.5 10- --- --
5 25 20a --- --
6 50 210 --- --
7 100 320 --- --
8 200 321 --- --
9 400 321 a-- --
10 800 321 0-- --
11 1200 432 0-- --
12 1600 432 1-- --
13 2000 432 1a- --
14 2400 432 10- --
15 2800 543 20- --
16 3200 543 21- --
17 3600 543 21a --
18 4000 543 210 --
19 4400 654 320 --
20 4800 654 321 --
21 5200 654 321 a-
22 5600 654 321 0-
23 6000 665 432 0-
24 6400 665 432 1-
25 6800 666 543 1-
26 7200 666 543 2-
27 7600 666 543 2a
28 8000 666 543 20
29 8400 666 543 21
30 8800 666 543 22
31 9200 666 543 32
32 9600 666 654 32
33 10000 666 654 33
34 10400 666 665 43
35 10800 666 665 44
36 11200 666 666 54
TH Saves
PD RS PP BW Sp Fo Re Wi
+0  8  4  5  2  3  1  1  2
+1  8  4  6  3  4  1  1  3
+2  9  5  6  3  4  2  2  3
+3  9  5  6  4  4  2  2  4
+4 10  6  7  5  5  3  2  4
+5 10  6  7  6  5  3  3  5
+6 11  7  8  7  6  4  3  5
+7 11  7  9  8  6  4  4  6
+8 12  8  9  9  7  5  4  6
+9 12  8 10 10  7  5  4  7
+10 13  9 10 11  8  6  5  7
+11 13 10 11 12  9  6  5  8
+12 13 11 12 13 10  7  6  8
+13 14 11 13 14 10  7  6  9
+14 14 12 13 14 11  8  6  9
+15 14 12 14 14 11  8  7 10
+16 15 13 14 14 12  9  7 10
+17 15 13 14 14 12  9  8 11
Requisites: Str 14, Dex 14, Wis 16
Alignment: LG, NG, CG, or TN
HD/level: others +1d+0  (see note)
Weapon Prof.: 5+level/2
To Hit Table: War
Save Table: War/Pri
Reference: DM {Planeshifted Selesnya Druid22}
Groups: Warrior, Priest, Alternate
 
Hit Dice: "&+1d+0" means you add 1 to all your other classes' number of HD per level. This class directly gives 0 hp. Exception: If this is your only class, you get 2d0 per level. (You cannot take this option if you have more than one class.)
For "m" based classes (e.g. HD=2m0), just add 1d0 (so your HD becomes 2m0+1d0).
Example: Multiclassed Fighter1 level 1 / Selesnya Sagittar level 1, with +2 Con bonus. The fighter gives 24 hp (2d10+2*2). The Sagittar gives 0 hp. The character has 12 hp (24+0 divided by 2).
Exceptional Wis bonus.
Channeling.
Has an "Animal Companion" slot. This is a monster who is allied to you and stays with you even between resets. It has 1/10 your XP and may be single classed. It may use items. Unlike a familiar it may be damaged. You play the Animal Companion.
Animal Companions may be dismissed during reset. Animal Companions don't disappear when dismissed (or killed), they leave a corpse. Anyone can convert Familiar slots to Animal Companion slots.
Specialized in Animal, Plant, and War spheres. Spells of these spheres cost ½M to cast.
Level 1: You may have your spells (from the Selesnya Sagittar class) resisted using CR (Charm Resistance) instead of MR. Spend 1F action to switch this.
Level 1: Do double damage to creatures in your group when using a bow (this doubles everything, not just the arrow base damage).
Level 1: +LVL*2 TH with bows.
Level 1: Your bow attacks use the "Dagger" line for number of attacks.
Level 2: xLVL range with bows.
Level 14: +1 Animal Companion slot.
New spell:
Find Animal Companion (Animal/Charm, SL 1): Summons an Animal Companion with DL=CL/2 (round up).

[PC3] Priest Group Classes


SemiDivine3

Level KXP SemiDivine3
124 68 [A]
1 0 1-- -- [-]
2 10 2b- -- [-]
3 30 3a- -- [-]
4 60 40- -- [-]
5 100 41c -- [-]
6 150 42b -- [-]
7 210 52a -- [-]
8 280 630 -- [-]
9 360 631 e- [-]
10 450 632 d- [-]
11 550 642 c- [-]
12 660 742 b- [-]
13 780 743 a- [-]
14 910 843 0- [-]
15 1050 843 1b [-]
16 1200 843 2a [-]
17 1360 854 30 [-]
18 1530 854 31 [-]
19 1710 854 32 [-]
20 1900 854 33 [-]
21 2100 854 43 [-]
22 2310 854 44 [-]
23 2530 855 44 [-]
24 2760 855 54 [-]
25 3000 855 55 [-]
26 3250 865 55 [-]
27 3510 865 55 [1]
28 3780 865 55 [2]
29 4060 865 55 [3]
30 4350 865 55 [4]
31 4650 865 55 [5]
32 4960 866 55 [5]
33 5280 866 65 [5]
34 5610 866 66 [5]
35 5950 866 66 [6]
36 6300 877 77 [7]
TH Saves
PD RS PP BW Sp Fo Re Wi
+0  8  4  5  2  3  0  0  2
+1  8  4  6  3  4  0  0  3
+1  9  5  6  3  4  0  1  3
+2  9  5  6  4  4  1  1  4
+3 10  6  7  4  5  1  1  4
+3 10  6  7  5  5  2  2  5
+4 11  7  8  5  6  2  2  5
+5 11  7  9  6  6  2  2  6
+5 12  7  9  6  7  3  3  6
+6 12  8  9  6  7  3  3  7
+7 13  8 10  7  8  4  3  7
+7 13  9 10  7  8  4  4  8
+8 13  9 10  7  8  4  4  8
+9 14  9 11  8  9  5  4  9
+9 14 10 11  8  9  5  5  9
+10 14 10 11  9  9  6  5 10
+11 15 11 12  9 10  6  5 10
+11 15 11 12 10 11  6  6 11
Requisites: Six 9's or three 11's
Alignment: any
HD/level: d3+7
Weapon Prof.: 5+level/5
To Hit Table: Pri
Save Table: Pri
Reference: ImmHBAsc3 {Reduced Divine3}
Groups: Priest, Concordant (x1)
   
Gets 1 Feat per level.
Gets Wisdom bonus twice. Can cast normal Priest spells. Can downgrade spell levels to the odd spell levels (a 4th can be downgraded to a 3rd, even though 3rd level spells don't appear on the progression).

[PC3] Priest Group Classes


SemiDivine3 Spells

SL # Spell Effect
1 1 Combat Defense -2 TH; +CL AC
1 2 Finesse Use your dexterity bonus for damage instead of strength
1 3 Improve Crit Multiplier +2 critical multiplier
1 4 Improve Crit Range +2 critical threat range
1 5 Metamagic Capacity Pick a spell you know. Get +1 SL effect or free material componenting this day.
1 6 Resist Fall Resist falling and TK damage
1 7 Star Miracle 1M, 1/reset: Duplicate a SL 0-1 Priest or Wizard effect
1 8 Toughness +CL max hp
1 9 Weapon Resistance You resist the first successful blow dealt from a weapon
2 1 Lesser Abnormality +1 limb (it is not a new set of limbs)
2 2 Mithral Body Your body turns to living adamantine; +4 Str; DR 10/-; +10 AC; -4 Dex
2 3 Apport All of your weapons have End-of-Segment Returning
2 4 Cunning Saves +Int/3 saves
2 5 Drake Companion Gain a drake companion (Animal Companion with 1/10 your XP)
2 6 Element Absorb Pick an element. You resist that element.
2 7 Force Field 1M: 25 hit point force field (lasts until destroyed or dropped)
2 8 Lord of Undead You gain an Undead racial adjective of ÷(CL/10) or less
2 9 Mercurial Haste +1 attack per weapon (counts as your haste)
2 10 Lesser Saviour 1bM: Interpose self in front of a spell effect (someone in same group only)
2 11 Improved Charge Deal x3 damage on a charge, or x4 with a lance
2 12 X-Ray Vision See through solid objects
4 1 Aligned Friend Same aligned beings must save (vs. Will) to attack you
4 2 Anaretic 1 attack: Dispel Magic, Radiation, or Innate
4 3 Cosmic Insight 0, 1/r: Dispel Invisibility or Illusion
4 4 Counter-attack +1 to number of parting shots you are allowed
4 5 Improve Ability Score +CL to one ability score
4 6 Improve Summoning Your summons get twice as many hit points (DM will write "20/10" instead of "10/10")
4 7 Semi-Quixotic 0,1/r: You can re-roll any dice roll (yours or friend's)
4 8 Semi-Slipstream Resist time
4 9 Semi-Soniferous 0, when using a magic item spend 4 times the charges: double the effect
4 10 Shroud of Harm Anyone attacking you loses 50% of their current hp (for each attack)
4 11 Time Dilate Can use 2M (no P's or V's) instead of 1S+1V actions per segment
4 12 Underhand Backstab x(CL/3), round up
6 1 Magic Dead Zone Drain the MF by 1 in the area (except to you; you are unaffected)
6 2 Edifying Beam Target's alignment changes (save)
6 3 Induction Skins Gain infinite Stoneskins
6 4 Interdimension MWaWR 75%
6 5 Omega Effect Pick a spell you know. It does vile damage (or vile harming).
6 6 Rectify Misery Anyone slain by you is Capital S Slain instead
6 7 Luminal xCL movement rate
6 8 Transilient Get 2 saves for each save, choose better result
6 9 Transmortal Your body cannot be destroyed (e.g. immune disintegrate)

[PC3] Priest Group Classes


SemiDivine3 Spells (continued)

SL # Spell Effect
8 1 Akashic Lower Multiplier target by 1 (no save)
8 2 Nullification Pick an N<=6. Immune to Nth level spell effects
8 3 Indissolve Regeneration CL hp/s
8 4 Oblivi-Permanency 0, 1/r: Make a spell you're casting permanent.
8 5 Omnific Tough +1 ihp
8 6 Omnispectacles Your sight can go around corners
10 (Divine3 0) 1 Automatic Metamagic Capacity (S) Gain a free spell level of metamagic
10 (Divine3 0) 2 Automatic Writing Any spells you witness are automatically added to your spellbook
10 (Divine3 0) 3 Cats Fall You can fall from any distance without injury
10 (Divine3 0) 4 Combat Mastery Trade any amount of BAB to AC
10 (Divine3 0) 5 Divine Retribution [Divine] You gain one additional action after your death
10 (Divine3 0) 6 Eclectic Shot You can fire irregular objects as if they were missiles
10 (Divine3 0) 7 Epic Potency (S) Your damage increases by +2
10 (Divine3 0) 8 Epic Shield Focus Your shield protects yourself and one adjacent ally
10 (Divine3 0) 9 Ether Goer You can become ethereal at will
10 (Divine3 0) 10 Expert Strike Gain a cumulative +1 to attacks against the same target
10 (Divine3 0) 11 Fire Baptism Gain a cumulative +1 to AC against the same target
10 (Divine3 0) 12 Greater Critical Your critical threat range is trebled
10 (Divine3 0) 13 Greater Critical Multiplier Your critical multiplier is trebled
10 (Divine3 0) 14 Improved Finesse Use your dexterity bonus for damage
10 (Divine3 0) 15 Improved Spellcasting (S) Gain two new spell slots (any non-Concordant SL you have)
10 (Divine3 0) 16 Improved Toughness (S) You gain an additional hit point per hit die
10 (Divine3 0) 17 Legendary Archer Opponents cannot deflect your missiles
10 (Divine3 0) 18 Pre-emptive Strike You can make one attack in segment 0 (before segment 1)
10 (Divine3 0) 19 Soothsayer You always hear the truth
10 (Divine3 0) 20 Star Child (S) You gain a wish 1/reset
10 (Divine3 0) 21 Superior Quivering Palm Use the quivering palm attack once per round
10 (Divine3 0) 22 Superior Whirlwind Attack Make a 5 ft. step as part of a whirlwind attack
10 (Divine3 0) 23 Three-Weapon Fighting You fight three-weapon style, juggling a third weapon
10 (Divine3 0) 24 Weapon Abatement You are immune to the first successful blow dealt from a weapon

[PC3] Priest Group Classes


Shaman

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

[PC3] Priest Group Classes


Shapeshifter2

Level KXP Priest
123 456 7
1 0 1-- --- -
2 2.25 2-- --- -
3 4.5 21- --- -
4 9 32- --- -
5 18 331 --- -
6 36 332 --- -
7 75 332 1-- -
8 150 333 2-- -
9 300 443 21- -
10 600 443 32- -
11 900 544 321 -
12 1200 655 322 -
13 1500 666 422 -
14 1800 666 532 1
15 2100 666 642 1
16 2400 777 643 1
17 2700 777 753 2
18 3000 888 864 2
19 3300 998 864 2
20 3600 999 875 2
21 3900 999 986 2
22 4200 999 996 3
23 4500 999 997 3
24 4800 999 998 3
25 5100 999 998 4
26 5400 999 999 4
27 5700 999 999 5
28 6000 999 999 6
29 6300 999 999 7
30 6600 999 999 8
31 6900 999 999 9
32 7200 AAA A99 9
33 7500 AAA AAA 9
34 7800 AAA AAA A
35 8100 BBB BAA A
36 8400 BBB BBB B
TH Saves
PD RS PP BW Sp Fo Re Wi
+0  4  2  3  1  1  1  1  0
+1  5  2  4  2  1  1  1  0
+2  5  3  4  3  2  2  2  1
+3  6  4  5  4  3  2  2  1
+4  7  5  6  5  4  3  2  1
+5  8  5  7  6  4  3  3  2
+6  8  6  7  7  5  4  3  2
+7  9  7  8  8  6  4  4  2
+8 10  8  9  9  7  5  4  3
+9 11  8 10 10  7  5  4  3
+10 11  9 10 11  8  6  5  3
+11 12 10 11 12  9  6  5  4
+12 13 11 12 13 10  7  6  4
+13 14 11 13 14 10  7  6  4
+14 14 12 13 14 11  8  6  5
+15 14 12 14 14 11  8  7  5
+16 14 13 14 14 12  9  7  5
+17 15 13 14 14 12  9  8  6
Requisites: Str 15, Dex 14, Con 14, Chr 10
Alignment: any
HD/level: d12
Weapon Prof.: 1+level/2
To Hit Table: War
Save Table: Pri
Reference: ?
Groups: Priest, Monster
 
Free Martial Arts style, plus 1 maneuver per level.
Can weapon specialize in unarmed attacks
Level 1: Base punch damage is d(4+LVL)
Level 2: 1V, 3/d: Enlarge/Reduce
Level 3: 1V, 2/d: Spider Climb
Level 4: 1V, 3/d: Alter Self; 1V, can borrow, 1/w: Cure Disease
Level 5: Fly cont.; 1V, can borrow, 2/d: Cure Serious
Level 6: 1V, 4/d: Polymorph Self; 1V, can borrow (even while being poisoned), 2/w: Remove Poison
Level 7: 1V, 1/d: Stoneskin
Level 8: 1V, can borrow, 3/w: Heal
Level 9: 1V, can borrow, 1/d: Cure Critical
Level 10: Troll-like regen 1 hp/r
Level 15: 1V, 3/d: Shapechange
Level 15: Gets an "Any Rogue Level = LVL-14" pick per level; 40 Rogue points per level (starting at level 15)

[PC3] Priest Group Classes


Shukenja1

Level KXP Priest
123 456 78
1 0 1b- --- --
2 1.25 2ac --- --
3 3 30b d-- --
4 5.5 31a ce- --
5 11 320 bd- --
6 22 421 ac- --
7 44 432 0bf --
8 90 432 1ae --
9 150 532 20d --
10 300 542 21c g-
11 600 543 22b f-
12 900 643 32a e-
13 1150 654 320 d-
14 1400 654 321 c-
15 1650 754 322 b-
16 1900 765 322 a-
17 2150 765 432 0-
18 2400 765 433 1-
19 2650 865 443 1-
20 2900 876 443 2-
21 3150 876 544 2-
22 3400 976 554 2-
23 3650 987 554 3-
24 3900 987 655 3-
25 4150 997 665 3-
26 4400 998 765 4-
27 4650 998 776 4h
28 4900 999 876 4g
29 5150 999 987 5f
30 5400 999 998 6e
31 5650 999 999 7d
32 5900 999 999 8c
33 6150 999 999 9b
34 6400 AAA AAA Aa
35 6650 BBB BBB B0
36 6900 CCC CCC C1
TH Saves
PD RS PP BW Sp Fo Re Wi
+0  8  4  5  2  3  0  0  2
+1  8  4  6  3  4  0  0  3
+1  9  5  6  3  4  0  1  3
+2  9  5  6  4  4  1  1  4
+3 10  6  7  4  5  1  1  4
+3 10  6  7  5  5  2  2  5
+4 11  7  8  5  6  2  2  5
+5 11  7  9  6  6  2  2  6
+5 12  7  9  6  7  3  3  6
+6 12  8  9  6  7  3  3  7
+7 13  8 10  7  8  4  3  7
+7 13  9 10  7  8  4  4  8
+8 13  9 10  7  8  4  4  8
+9 14  9 11  8  9  5  4  9
+9 14 10 11  8  9  5  5  9
+10 14 10 11  9  9  6  5 10
+11 15 11 12  9 10  6  5 10
+11 15 11 12 10 11  6  6 11
Requisites: Str 9, Con 9, Wis 12
Alignment: any G
HD/level: d6
Weapon Prof.: 2+level/2
To Hit Table: Pri
Save Table: Pri
Reference: OA1
Groups: Priest
 
Level 1: 1M: Everyone within 5' has +1/+1 TH/dmg vs. spirits this turn.
Level 1: 0, level/d: +3 on a saving throw roll.
Level 1: One martial arts style, +1 maneuver per level.

[PC3] Priest Group Classes


Smiter5

Level KXP Priest
123 456 789
1 0 c-- --- ---
2 3.9 bb- --- ---
3 7.8 ab- --- ---
4 15.6 0aa --- ---
5 31.2 1aa --- ---
6 62.4 20a b-- ---
7 124.8 300 0-- ---
8 249.6 410 0-- ---
9 499.2 510 0c- ---
10 998.4 621 0a- ---
11 1500 721 11- ---
12 2000 831 11- ---
13 2500 932 11d ---
14 3000 A42 11b ---
15 3500 B42 210 ---
16 4000 C53 222 ---
17 4500 D53 222 ---
18 5000 E63 222 e--
19 5500 F64 322 c--
20 6000 G74 322 a--
21 6500 H74 332 1--
22 7000 I85 333 3--
23 7500 J85 433 3--
24 8000 K95 433 3f-
25 8500 L96 433 3d-
26 9000 MA6 443 3b-
27 9500 NA6 543 30-
28 10000 OB7 544 32-
29 10500 PB7 544 44-
30 11000 QC7 544 44-
31 11500 RC8 654 44g
32 12000 SD8 654 44e
33 12500 TD8 655 44c
34 13000 UE9 655 44a
35 13500 VE9 755 441
36 14000 WF9 765 543
TH Saves
PD RS PP BW Sp Fo Re Wi
+0  1  1  1  1  1  1  1  1
+1  2  2  2  2  2  2  2  2
+2  3  3  3  3  3  3  3  3
+3  4  4  4  4  4  4  4  4
+4  5  5  5  5  5  5  5  5
+5  6  6  6  6  6  6  6  6
+6  7  7  7  7  7  7  7  7
+7  8  8  8  8  8  8  8  8
+8  9  9  9  9  9  9  9  9
+9 10 10 10 10 10 10 10 10
+10 11 11 11 11 11 11 11 11
+11 12 12 12 12 12 12 12 12
+12 13 13 13 13 13 13 13 13
+13 14 14 14 14 14 14 14 14
+14 15 15 15 15 15 15 15 15
+15 16 16 16 16 16 16 16 16
+16 17 17 17 17 17 17 17 17
+17 18 18 18 18 18 18 18 18
Requisites: Str 9, Con 13, Chr 1
Alignment: LS (Lawful Stupid)
HD/level: d10
Weapon Prof.: 6+level/6
To Hit Table: 1½xPri
Save Table: Conc -18 levels
Reference: DM
Groups: Priest
 
This spell progression is "Channeling" by default. Gets Str and Con bonus to spells.
If you purchase the "Channeling" option for this class (x2 XP cost), double your ML (Memorization level) for this class instead; at level 18, you do not get a 10th, instead, each level gain 2 spells (keep the progression decreasing).
 
If this class becomes a Specialty Priest, ignore alignment restrictions for gods, your alignment is always LS.
The "S" (Stupid) and the "J" (Jerry) sub-alignments are "adjacent", for whatever that's worth (well, it can be good for Mixer).
 
Levels Pick Description
Level 1-3: A 1/reset: Choose an alignment. You do x2 dmg (spells & attacks) vs. that alignment
B 1M: Target gets alignment changed to yours & target confused (Will save for each effect)
C 1M: Shut off target familiar or specialty priest power
D 0, 1/d: Divine Intervention (automatic), usually resolved as a ML=LVL Outer-planar summon
E +1 grand sphere
Level 4: Pick one Slayer5 1-3
Level 5-7: F Do double damage with weapon attacks vs. Chaotic creatures
G Can convert P -> M actions
H 0, 1/d: Counter a Divine Intervention
I Emulate the abilities of (LVL-3)/2 specialty priest powers
J Can turn undead using just 1V action
Level 8: Pick one: Slayer5 5-7, Atheist 1-5, Psi(-6)S minor
Level 9-12: K Do double spell effects vs. Chaotic creatures
L Inverse Astral projection
M 1M: Shut off Concordant effect (aXR to resist)
N 1M: Target is Pawned (2 saved, 1 missed save = Dominated)
O Can turn Chaotic creatures as if they were undead
Level 13: Pick one: Slayer5 9-12, Atheist 6-10, Psi(-6)S major
Level 14-18: P Resist all things done to you by Chaotic creatures
Q Can project to any plane (pick 3 stats to copy to other stats)
R Anti-Concordant Shell 0th to (LVL-10)/4; iER LVL*3%
S Immune Moo
T Can turn anyone not of your Religion as if they were undead
Level 18: Pick one: Slayer5 14-18, Atheist 11-15, Psi(-6)S grand
Level 20-26: U Immune all things done to you by Chaotic creatures
V You have no home plane; your truename cannot be erased; immune incursion
W Anti-Godly shell: Immune to one G action effect /s, even in [X] section
X Immune Pixelation
Y xLVL to CL for Turn Undead; Ignore Immune Turning
Z  
Level 27-36: Pick one: Slayer5 20-26, Atheist 16-20, Psi(-6)S super

[PC3] Priest Group Classes


Sohei1

Level KXP Priest
123 456 78
1 0 a-- --- --
2 2 0-- --- --
3 4 1-- --- --
4 7 2b- --- --
5 13 3a- --- --
6 24 40- --- --
7 48 41c --- --
8 85 42b --- --
9 150 43a --- --
10 350 440 d-- --
11 750 441 c-- --
12 950 442 b-- --
13 1150 443 ae- --
14 1350 444 0d- --
15 1550 444 1c- --
16 1750 444 2bf --
17 1950 444 3ae --
18 2150 444 40d --
19 2350 444 41c g-
20 2550 444 42b f-
21 2750 444 43a e-
22 2950 444 440 d-
23 3150 444 441 c-
24 3350 444 442 b-
25 3550 444 443 a-
26 3750 444 444 0-
27 3950 444 444 1-
28 4150 444 444 2h
29 4350 444 444 3g
30 4550 444 444 4f
31 4750 555 555 5e
32 4950 666 666 6d
33 5150 777 777 7c
34 5350 888 888 8b
35 5550 999 999 9a
36 5750 AAA AAA A0
TH Saves
PD RS PP BW Sp Fo Re Wi
+0  8  4  5  2  3  0  0  2
+1  8  4  6  3  4  0  0  3
+2  9  5  6  3  4  0  1  3
+3  9  5  6  4  4  1  1  4
+4 10  6  7  4  5  1  1  4
+5 10  6  7  5  5  2  2  5
+6 11  7  8  5  6  2  2  5
+7 11  7  9  6  6  2  2  6
+8 12  7  9  6  7  3  3  6
+9 12  8  9  6  7  3  3  7
+10 13  8 10  7  8  4  3  7
+11 13  9 10  7  8  4  4  8
+12 13  9 10  7  8  4  4  8
+13 14  9 11  8  9  5  4  9
+14 14 10 11  8  9  5  5  9
+15 14 10 11  9  9  6  5 10
+16 15 11 12  9 10  6  5 10
+17 15 11 12 10 11  6  6 11
Requisites: Str 13, Con 10, Wis 10
Alignment: L any
HD/level: d10
Weapon Prof.: 4+level/2
To Hit Table: War
Save Table: Pri
Reference: OA1
Groups: Priest
 
Level 1: +1/+1 TH/dmg with weapon of choice.
Level 1: Free Martial Arts style; +1 maneuver per level.
Level 3: 1M, 1/d: +1 to #Att, +1 AC, +3" movement, +1 TH, +1 dmg, +1 saves, Deflect as per Monk (duration 1 turn)
Level 5: 0, at -1 to -10 current hp: Can still operate and be offensive, but will drop dead next segment.
Level 6: 10-30 Sohei followers.
Level 9: Build a monastery.

[PC3] Priest Group Classes


Summoner Cleric

Level KXP Priest
123 456 789
1 0 2-- --- ---
2 2.1 30- --- ---
3 4.2 32- --- ---
4 8.4 430 --- ---
5 16.8 432 --- ---
6 33.6 443 0-- ---
7 50.4 543 2-- ---
8 75.6 544 30- ---
9 113.4 554 32- ---
10 210 554 43- ---
11 315 655 432 ---
12 630 655 443 0--
13 945 665 543 2--
14 1260 665 544 30-
15 1575 666 554 32-
16 1890 666 554 430
17 2205 666 655 432
18 2520 666 655 443
19 2835 666 665 544
20 3150 666 665 555
21 3465 666 666 555
22 3780 666 666 655
23 4095 666 666 665
24 4410 666 666 666
25 4725 766 666 666
26 5040 776 666 666
27 5355 777 666 666
28 5670 777 766 666
29 5985 777 776 666
30 6300 777 777 666
31 6615 777 777 766
32 6930 777 777 776
33 7245 777 777 777
34 7560 877 777 777
35 7875 887 777 777
36 8190 888 777 777
TH Saves
PD RS PP BW Sp Fo Re Wi
+0  0  0  0  0  0  0  0  0
+1  1  1  1  1  1  1  1  1
+2  1  1  1  1  1  1  1  1
+3  2  2  2  2  2  2  2  2
+3  2  2  2  2  2  2  2  2
+4  3  3  3  3  3  3  3  3
+5  3  3  3  3  3  3  3  3
+6  4  4  4  4  4  4  4  4
+6  4  4  4  4  4  4  4  4
+7  5  5  5  5  5  5  5  5
+8  5  5  5  5  5  5  5  5
+9  6  6  6  6  6  6  6  6
+9  6  6  6  6  6  6  6  6
+10  7  7  7  7  7  7  7  7
+11  7  7  7  7  7  7  7  7
+12  8  8  8  8  8  8  8  8
+12  8  8  8  8  8  8  8  8
+13  9  9  9  9  9  9  9  9
Requisites: Con 12, Wis 12, Chr 15
Alignment: any
HD/level: d8
Weapon Prof.: 2+level/2
To Hit Table: Pri
Save Table: Mon
Reference: DM {Planeshifted Summoner Mage}
Groups: Priest
 
Knows "Monster Summoning N" at each SL=N, as per the Wizard spells.
Also knows the "Goodberry Golem N" spells.
(DM Note: This class does not get the "Sphere robe" / "School robe" effect like a Summoner Mage gets.)
Level 1: May control 2 summons (same type).
Level 1: May material component summoning spells for 2 creatures of the same type.
Level 1: "Specialized" (1/2 a spell slot) in summoning effects.
Level 1: 0, LVL/d: Your summons are not summoning sick.
Level 3: Your summons can't turn against you even if they become uncontrolled.
Level 5: May control 2 summons (different types).
Level 5: (Single) material componenting for summoning spells is free.
Level 9: May control 3 summons (same type).
Level 9: May double material component summoning spells (costing a total of 1M+1V) for 3 creatures of the same type.
Level 9: Can hold summons across resets between sessions.
Level 10: Your summons can do "1S: Lend an S to you.".
Level 12: If a monster randomly rolls to attack you, you can have your summons be attacked instead.
Level 13: May control 4 summons (same type).
Level 13: May triple material component summoning spells (costing a total of 1M+2V) for 4 creatures of the same type.
Level 13: 1M: Steal someone else's summon. The other spellcaster (not the summon) makes a Will save to resist this.
Level 16: Your summons do not immediately disappear when slain / dropped below -10 hp. You have 1 turn to heal or repair the summon if you want to keep him. You can ignore this power and have him disappear anyway if desired.
Level 17: May control 2 groups of 2 summons (each group is the same type, but the groups don't have to be the same)
Level 18: Each of your summons may have 1 summon of their own.
Level 18: Your summons gain XP during the adventure and may "level up" in combat (if using "XP on the fly")
Level 21: May control 5 summons (same type).
Level 21: May quadruple material component summoning spells (costing a total of 1M+3V) for 5 creatures of the same type. You can save up the V actions, or use 1M+1V+1P+1QV in one segment.
Level 27: Your summons cannot be unsummoned by unsummon effects.

[PC3] Priest Group Classes


Sun Priest

Level KXP Priest
123 456 78
1 0 20- --- --
2 2 210 --- --
3 4 321 --- --
4 7.5 422 --- --
5 12.5 432 0-- --
6 20 432 1-- --
7 35 443 1-- --
8 60 443 20- --
9 90 543 21- --
10 125 543 320 --
11 200 553 321 0-
12 300 554 432 1-
13 750 655 543 2-
14 1150 666 654 3-
15 1550 666 666 4-
16 1950 666 666 5-
17 2350 666 666 6-
18 2750 666 666 60
19 3150 666 666 61
20 3550 666 666 62
21 3950 666 666 63
22 4350 666 666 64
23 4750 666 666 65
24 5150 766 666 65
25 5550 776 666 65
26 5950 777 666 65
27 6350 777 766 65
28 6750 777 776 65
29 7150 777 777 65
30 7550 777 777 75
31 7950 777 777 76
32 8350 777 777 77
33 8750 887 777 77
34 9150 888 877 77
35 9550 888 888 77
36 9950 888 888 88
TH Saves
PD RS PP BW Sp Fo Re Wi
+0  4  2  3  1  1  1  1  0
+1  5  2  4  2  1  1  1  0
+1  5  3  4  3  2  2  2  1
+2  6  4  5  4  3  2  2  1
+3  7  5  6  5  4  3  2  1
+3  8  5  7  6  4  3  3  2
+4  8  6  7  7  5  4  3  2
+5  9  7  8  8  6  4  4  2
+5 10  8  9  9  7  5  4  3
+6 11  8 10 10  7  5  4  3
+7 11  9 10 11  8  6  5  3
+7 12 10 11 12  9  6  5  4
+8 13 11 12 13 10  7  6  4
+9 14 11 13 14 10  7  6  4
+9 14 12 13 14 11  8  6  5
+10 14 12 14 14 11  8  7  5
+11 14 13 14 14 12  9  7  5
+11 15 13 14 14 12  9  8  6
Requisites: Wis 12, Chr 15
Alignment: any
HD/level: d8
Weapon Prof.: 2+level/4
To Hit Table: Pri
Save Table: Pri
Reference: DM
Groups: Priest
 
Gets Chr (not Wis) bonus to spells.
Bonus grand in Sun sphere.
Replace the d20 roll for what you roll for Turn Undead with d30. Replace the d12's for number turned with d20's.
Level N (every level): Using the list below, pick an immunity, or pick the ability to ignore people's immunity to something on the list below. (e.g. As a pick, you can ignore people's immunity to Sun sphere spells.)
A. Immune to Blindness
B. Immune to Chromatic and Color (e.g. Color Spray) effects.
C. Immune to Cold and Natural Cold (you Resist other variants such as Holy Cold).
D. Immune to Fire (and variants such as Holy Fire and Natural Fire). Immune to Heat.
E. Immune to Gravity (but not TK / falling damage)
F. Immune to Light (and all variants)
G. Immune to Plasma and Natural Plasma.
H. Immune to Positive Energy (includes Unlive positive energy levels).
I. Immune to Prismatic effects.
J. Immune to Sun sphere spells.
K. Immune to Sunstone and Midnight Sunstone (unusual materials)
L. Immune to Vacuum. Need not breathe.
New Sun Spells:
Mini Restoration (SL=1): Removes 1 negative level or 1 stat damage, or causes 4+CL Positive Energy damage to one target (no save).
Sun Shield (SL=2): Damaging shield (50% back) of type Holy Plasma. You Resist Cold while running this.
Searing Light (SL=3): CLd8 Holy Light damage to one target (no save; x2 dmg vs. Undead)
Sun Snake (SL=4): Summons a Sun Snake (a DL VI monster). You have a Sun Snake summon slot in addition to your normal summon slot. You are allowed to have 2 Sun Snakes (one in each slot).
Prismatic Strike (SL=5): Like Prismatic Spray, but only 1 target, and on a "8", you choose the result (instead of giving 2 random results). (You could of course material component this spell to hit a group.)
Dust (SL=6): "Dusts" (D) an Undead or Negative Energy creature (no save, no limit on HD or type of undead).
Holy Word Blind (SL=7): Target is blinded, and cannot target or attack anything (no save, no MR).
Star Travel (SL=8): You fly at CL c (CL times the speed of light). You can enter a Star and either [1] Spelljam to another Star or Crystal Sphere (as if you were an Iconian Gateway), or [2] Time Travel (as if you were an Undead Robotic Chicken).
Star Swarm (SL=9): Like Planet Swarm, but 4 Stars (each does 2 idmg, no save, no MR)

[PC3] Priest Group Classes


Sustainer2


Level

KXP
Priest
123 456 789

TH
1 0 20- --- --- +0
2 2.5 21- --- --- +1
3 5 220 --- --- +1
4 10 321 --- --- +2
5 15 432 0-- --- +3
6 25 432 1-- --- +3
7 50 543 20- --- +4
8 75 543 21- --- +5
9 100 654 320 --- +5
10 150 654 321 --- +6
11 200 665 432 0-- +7
12 300 665 432 1-- +7
13 750 666 543 2-- +8
14 1000 666 654 3-- +9
15 1250 666 665 4-- +9
16 1500 666 666 5-- +10
17 1750 666 666 60- +11
18 2000 666 666 61- +11
19 2500 666 666 62- +12
20 3000 666 666 63- +13
21 3500 666 666 640 +13
22 4000 666 666 651 +14
23 4500 666 666 662 +15
24 5000 666 666 663 +15
25 5500 666 666 664 +16
26 6000 666 666 665 +17
27 6500 666 666 666 +17
28 7000 766 666 666 +18
29 7500 776 666 666 +19
30 8000 777 666 666 +19
31 8500 777 766 666 +20
32 9000 777 776 666 +21
33 9500 777 777 666 +21
34 10000 777 777 766 +22
35 10500 777 777 776 +23
36 11000 777 777 777 1 +23
37 22000 777 777 777 2 +24
38 33000 777 777 777 3 +25
39 44000 777 777 777 4 +25
45 110000 888 777 777 7 +29
54 209000 988 888 888 81 +35
63 308000 999 888 888 88 +41
72 407000 999 999 999 991 +47
Requisites: Wis 11, Chr 11
Alignment: any G
HD/level: d7
Weapon Prof.: 2+level/5
To Hit Table: Pri
Reference: DM {Planeshifted Preserver2}
Groups: Priest, Alternate
Complexity: CF=2
   
Saving Throws:  
PPD: level+7
RSW: level+3
PP: level+14
BW: level+1
Spell: level+2
Fort: level+10
Reflex: level+0
Will: level+8
   
Level N (each level): Choose one: Str, Dex, Con, Int, Wis, Chr, Cml, Sanity, Logic, AC, Movement rate, Actions of a type (V, M, P, etc.). You Sustain that attribute. You may instead choose from these for two picks each: Luck, Level/XP, Multiplier, Race (Physical Form). DM Note: Sustaining an Action does not make you immune to Lock Down, it just means you can't lose those actions.
Level 1: 2V: Remove Terrain Feature LVL*20%, if the Terrain Feature is not a natural effect from this area (i.e. it was created by someone else artificially).
Level 1: 1M,1P: Give Strength to a Land (level/6 mile radius). This allows Druids to recover their spells, animals to live there, etc. It may take several uses of this ability if the local land is particularly hostile or has been completely drained.
Level 3: May cast Wizard spells of Necromancy & Abjuration schools as if they are 2 spell levels higher.
Level 4: 3M,3P: Restore the PF of the local area by 1 to a maximum of 10.
Level 9: 6M,6P: Restore the MF of the local area by 1 to a maximum of 10.
Level 9: May cast Wizard spells of Necromancy & Abjuration schools as if they are 1 spell level higher.
Level 16: 10M,10P: Restore the TF of the local area by 1 to a maximum of 10.
Level 27: May cast Wizard spells of Necromancy & Abjuration schools at the same spell level.
 
CF=3:
For two "Sustain" picks (the Level N ability), you may choose "hit points", which means your maximum hit points cannot be reduced (due to vile or permanent dmg).
 
CF=4:
For three "Sustain" picks (the Level N ability), you may choose the normal or alternate form of any Mini class (even one you don't "know"). You Sustain that Mini Class concept. (Example: If you pick "Summon Slots", you "Sustain Summon Slots".) You don't actually get to know that Mini class sheet though.
 
CF=5 (this may be used in lower CF games if the current CF < max CF):
Level 792: 70hJD, 80bKH, 90scrOppLQW, ½/artificial set: Restore the CF of the local area.
 
CF=6:
For five "Sustain" picks (the Level N ability), choose a phrase of one or two words. You Sustain whatever that phrase is. Collective acronyms count as a single word each (e.g. "HNCL" counts as one word). You may put the word "my" in front of it for free if it makes it read easier. Go ahead, be absurd if you want to. (Examples: Sustain Player Picks, Sustain Player Slots, Sustain Cod Piece, Sustain my Multiverse Code, Sustain Current hp, etc.)

[PC3] Priest Group Classes


Templar2

Level KXP Priest
123 456 78
1 0 100 --- --
2 1.7 110 --- --
3 3.4 111 0-- --
4 6.8 222 0-- --
5 13.6 222 10- --
6 27.2 222 200 --
7 54.4 222 210 0-
8 108.8 222 220 0-
9 200 222 221 0-
10 500 222 222 0-
11 800 222 222 1-
12 1100 222 222 2-
13 1400 332 222 2-
14 1700 333 322 2-
15 2000 333 332 2-
16 2300 333 333 2-
17 2600 333 333 3-
18 2900 333 333 30
19 3200 443 333 30
20 3500 444 433 31
21 3800 444 444 31
22 4100 444 444 41
23 4400 554 444 41
24 4700 555 544 41
25 5000 555 555 41
26 5300 555 555 51
27 5600 555 555 52
28 5900 665 555 52
29 6200 666 655 52
30 6500 666 666 52
31 6800 666 666 62
32 7100 776 666 62
33 7400 777 766 62
34 7700 777 777 62
35 8000 777 777 72
36 8300 777 777 73
TH Saves
PD RS PP BW Sp Fo Re Wi
+0  0  0  0  0  0  0  0  0
+1  1  1  1  1  1  1  1  1
+1  1  1  1  1  1  1  1  1
+2  2  2  2  2  2  2  2  2
+3  2  2  2  2  2  2  2  2
+3  3  3  3  3  3  3  3  3
+4  3  3  3  3  3  3  3  3
+5  4  4  4  4  4  4  4  4
+5  4  4  4  4  4  4  4  4
+6  5  5  5  5  5  5  5  5
+7  5  5  5  5  5  5  5  5
+7  6  6  6  6  6  6  6  6
+8  6  6  6  6  6  6  6  6
+9  7  7  7  7  7  7  7  7
+9  7  7  7  7  7  7  7  7
+10  8  8  8  8  8  8  8  8
+11  8  8  8  8  8  8  8  8
+11  9  9  9  9  9  9  9  9
Requisites: Str 9, Int 10, Wis 18
Alignment: any
HD/level: d10
Weapon Prof.: 3+level/2
To Hit Table: Pri
Save Table: Mon
Reference: DS2/DM
Groups: Priest
 
You get 3 Grand, 4 Major, and 0 Minor spheres. Your god may alter this amount.
Level 1: Can turn undead.
Level 1: Immune to the effects of Ego of your multiplier or less.
Level 1: Can weapon specialize as if a Fighter2, and use the "Spec War" line in Number of Attacks table.
Level 4: 0, (level-3)/d: Become immune to any 1 effect of your multiplier or less for 1 segment. Lose your next available 1P action (you are in effect borrowing it from the future).
Level 8: 1M: Your multiplier becomes x2 for this round only.
Level 9: 1M: Symbol (as spell).
Level 27: 2M: Your multiplier becomes x3 for this round only.

[PC3] Priest Group Classes


Teneb Harvester (MTG B/G/W) (Golgari/Orzhov/Selesnya)

Level KXP Priest
123 456 789
1 0 1-g --- ---
2 3.975 11- f-- ---
3 7.95 210 e-- ---
4 15.9 321 -e- ---
5 31.8 321 0d- ---
6 63.6 432 1-d ---
7 127.2 432 10c ---
8 254.4 543 21- c--
9 508.8 543 210 b--
10 1017.6 654 321 a--
11 1526.4 654 321 0--
12 2035.2 665 432 1--
13 2544 666 543 2--
14 3052.8 666 543 20-
15 3561.6 666 543 21-
16 4070.4 666 654 32-
17 4579.2 666 665 43-
18 5088 666 666 54-
19 5596.8 666 666 65-
20 6105.6 666 666 66-
21 6614.4 666 666 66c
22 7123.2 766 666 66b
23 7632 766 666 66a
24 8140.8 776 666 660
25 8649.6 776 666 661
26 9158.4 777 666 661
27 9667.2 777 666 661
28 10176 777 766 661
29 10684.8 777 766 662
30 11193.6 777 776 662
31 11702.4 777 776 662
32 12211.2 777 777 662
33 12720 777 777 662
34 13228.8 777 777 762
35 13737.6 777 777 762
36 14246.4 777 777 772
TH Saves
PD RS PP BW Sp Fo Re Wi
+5  8  4  5  2  3  1  1  2
+6  8  4  6  3  4  1  1  3
+7  9  5  6  3  4  2  2  3
+8  9  5  6  4  4  2  2  4
+9 10  6  7  5  5  3  2  4
+10 10  6  7  6  5  3  3  5
+11 11  7  8  7  6  4  3  5
+12 11  7  9  8  6  4  4  6
+13 12  8  9  9  7  5  4  6
+14 12  8 10 10  7  5  5  7
+15 13  9 10 11  8  6  5  7
+16 13 10 11 12  9  6  6  8
+17 13 11 12 13 10  7  6  8
+18 14 11 13 14 10  7  7  9
+19 14 12 13 14 11  8  7  9
+20 14 12 14 14 11  8  8 10
+21 15 13 14 14 12  9  8 10
+22 15 13 14 14 12  9  9 11
Requisites: Str 16, Con 15, Wis 22, Chr 15, 3 class slots
Alignment: T any (or) LE
HD/level: d30
Weapon Prof.: 7+level/2
To Hit Table: War +4 levels
Save Table: War/Pri/Mon
Reference: DM
Groups: Warrior, Priest, Monster
 
Exceptional Str and Barbarian Wis bonus.
Gets Wis bonus to physical attacks in addition to Str and/or Dex.
Channeling.
Grand in Animal, Charm, Healing, Necromancy, and Plant spheres. Spells in Animal, Charm, and Plant cost ½M to cast.
May have 3+LVL "Revive slots" instead of the usual one "Summon slot".
Has an "Animal Companion" slot. (1/10 of your XP)
Has a "Familiar" slot.
Gets Rogue abilities: 1 at Level 1, plus 1 on every level divisible by 3. Doesn't get the level 9 pick (this class isn't a Rogue). Has 30+10*LVL Rogue points.
Level 1: Vampiric Regeneration (for every 2 damage you deal in melee: regen 1 hp, cannot go above max).
Level 1: You may have your spells (from this class) resisted using CR (Charm Resistance) instead of MR. Spend 1F action to switch this.
Level 3: ½M: Cure LVL hp.
Level 3: ½M: Deal LVL negative energy dmg to one target (no save; aNR to avoid).
Level 4: 1M, 10/t: Summon a saproling (AC 20, hp 10, TH +10, dmg 10). Any number of saprolings count as only one summon slot, but all of them stay together in a group.
Level 4: 1M, 1/r: Your party gets +LVL TH, dmg, AC, and saves until end of round.
Level 5: 1M: Raise Dead.
Level 5: 1M: Target person gets +LVL TH, dmg, AC, and saves until end of turn.
Level 9: Double Vampiric Regeneration (for every 1 damage you deal in melee: regen 1 hp, cannot go above max).
Level 9: ½M: Cure LVL*(LVL-8) hp to a group or to 6 targets.
Level 9: ½M: Deal LVL*(LVL-8) negative energy dmg to a group or 6 targets (no save; aNR to avoid).
Level 9: 1M: Your party gets +LVL*2 distributed among TH, dmg, AC, and saves until end of round. (Everyone in the party gets the same bonus, you don't distribute for each person.)
Level 10: 1M: Raise Dead Fully.
Level 14: +1 Animal Companion slot.
Level 16: Your Vampiric Regeneration affects your missile weapons too.
New spells:
Find Animal Companion (Animal/Charm, SL 1): Summons an Animal Companion with DL=CL/2 (round up).
Find Familiar (Summoning/Charm, SL 1): Like the Wizard spell. Only certain Priest classes gain a Familiar slot.
Revive N (Necromancy, SL N): Revive a DL=N monster.

[PC3] Priest Group Classes


Thanatos

Level KXP Priest/Psi8
123 456 78
TH
1 0 20- --- -- +0
2 2 210 --- -- +1
3 4 321 --- -- +1
4 7.5 422 --- -- +2
5 12.5 432 0-- -- +3
6 20 432 1-- -- +3
7 35 443 1-- -- +4
8 60 443 20- -- +5
9 90 543 21- -- +5
10 125 543 320 -- +6
11 200 553 321 0- +7
12 300 554 432 1- +7
13 750 655 543 2- +8
14 1150 666 654 3- +9
15 1550 666 666 4- +9
16 1950 666 666 5- +10
17 2350 666 666 6- +11
18 2750 666 666 60 +11
19 3150 666 666 61 +12
20 3550 666 666 62 +13
21 3950 666 666 63 +13
22 4350 666 666 64 +14
23 4750 666 666 65 +15
24 5150 766 666 65 +15
25 5550 776 666 65 +16
26 5950 777 666 65 +17
27 6350 777 766 65 +17
28 6750 777 776 65 +18
29 7150 777 777 65 +19
30 7550 777 777 75 +19
31 7950 777 777 76 +20
32 8350 777 777 77 +21
33 8750 887 777 77 +21
34 9150 888 877 77 +22
35 9550 888 888 77 +23
36 9950 888 888 881 +23
37 19900 888 888 882 +24
38 29850 888 888 883 +25
39 39800 888 888 884 +25
45 99500 998 888 888 +29
54 189050 A99 999 999 1 +35
63 278600 AA9 999 999 9 +41
72 368150 AAA AAA AAA A1 +47
Race Adjustments:
Str Dex Con Int Wis Chr Cml AT hp TH Div
+0 +0 +0 +4 +3 +0 +0 +4 +10 +0 ÷1
 
Requisites: Int 15, Wis 12,
  Race Slots 1, Class Slots 2
Alignment: any
HD/level: d8
Weapon Prof.: 2+level/2
To Hit Table: Pri
Save Table: Pri
Reference: DM
Groups: Priest, Technology, Archetype
Complexity: CF=3
   
Saving Throws:  
PPD: level+7
RSW: level+3
PP: level+4
BW: level+1
Spell: level+2
Fort: level-1
Reflex: level-1
Will: level+1
   
Gets Int (not Wis) bonus to spells.
Gets Exceptional Int bonus.
Bonus grand in Technology sphere.
Can use Psi8 powers from progression. For this class, psionic powers use the following SL's: Minor=1; Major=3; Grand=6; Super=8.
Can have up to LVL Psi8 items.
+1 summon slot for Technological monsters.
Level N (every level): Using the list below, pick an ability.
A. +1M Action.
B. CF=4: Barbarian Int bonus instead of Exceptional.
C. All weapons are considered 1 size smaller for what you can wield.
D. Immune to Wall, Sphere, and Forcefield effects
E. Immune to Gravity (but not TK / falling damage)
F. Immune to Light (and all variants)
G. Unmanned siege machines within LVL*10' of you can fire by themselves (using your attack bonuses).
H. Immune to Positive Energy (includes Unlive positive energy levels).
I. Your summons do special effects (innates, spells) as if one DL better than they are.
J. Immune to Guardian sphere spells, and Forbiddance/Security Zones in general.
K. Free GGL (Specialty God) pick in a god that has an Int requirement.
L. You act as a TechL=LVL Computer (+LVL/2 Int, +LVL*2 Nonweapons).
M. Your area affects always only hit those you want them to.
N. Your Wall spell effects have xLVL area. 1M: Duplicate (make another) Wall effect.
O. 1bV, an ally within LVL*10' is rolling a save: He autorolls a 20
P. 0, 1/t: Distribute LVL instances of tactical movement to other allies.
Q. Immune to Vacuum. Need not breathe.
R. Sustain all actions; Time/Reality stability; Immune to Hold, Stop, Time Stop, Temporal Stasis

[PC3] Priest Group Classes


Theist7

Level KXP Priest
123 456 78
1 7 --- a-- --
2 17.5 --0 0a- --
3 28 -a1 00- --
4 42 -01 10- --
5 63 a01 10a --
6 98 011 110 --
7 161 111 111 --
8 280 111 111 a-
9 513 111 111 0-
10 970 111 111 1-
11 1427 222 211 1-
12 1884 222 222 1-
13 2341 222 222 2-
14 2798 333 322 2-
15 3255 333 333 2-
16 3712 333 333 3-
17 4169 444 433 3-
18 4626 444 444 3-
19 5083 444 444 4-
20 5540 555 544 4-
21 5997 555 555 4-
22 6454 555 555 5-
23 6911 666 655 5-
24 7368 666 666 5-
25 7825 666 666 6-
26 8282 777 766 6-
27 8739 777 777 6-
28 9196 777 777 7-
29 9653 777 777 70
30 10110 777 777 71
31 10567 777 777 72
32 11024 777 777 73
33 11481 777 777 74
34 11938 777 777 75
35 12395 777 777 76
36 12852 777 777 77
TH Saves
PD RS PP BW Sp Fo Re Wi
Pri  0  0  0  0  0  0  0  0
+0  1  1  1  1  1  1  1  1
+0  1  1  1  1  1  1  1  1
+1  2  2  2  2  2  2  2  2
+1  2  2  2  2  2  2  2  2
+1  3  3  3  3  3  3  3  3
+1  3  3  3  3  3  3  3  3
+2  4  4  4  4  4  4  4  4
+2  4  4  4  4  4  4  4  4
+3  5  5  5  5  5  5  5  5
+3  5  5  5  5  5  5  5  5
+3  6  6  6  6  6  6  6  6
+3  6  6  6  6  6  6  6  6
+4  7  7  7  7  7  7  7  7
+4  7  7  7  7  7  7  7  7
+5  8  8  8  8  8  8  8  8
+5  8  8  8  8  8  8  8  8
+5  9  9  9  9  9  9  9  9
Requisites: Wis 26, Chr 19
Alignment: S*
HD/level: dCON
Weapon Prof.: 1+level/2
To Hit Table: ½xPri
Save Table: Mon
Reference: BoD3
Groups: Priest, Concordant (x1)
 
Gets two specialty god picks. Gets Chr bonus to spells.
Each level, get one "7th edition" pick from the choices below.
 
Levels Pick Description
Level 1-5: a 1M, LVL/d: Divine Intervention
b Get double effect on your specialty priest abilities
c You attack as a x2 being
d No action, LVL/d: Unlock actions that are locked down
e +1 [X7] minor
f iaXR CL*10% (iXR is irreducible anti-Spirit Resistance)
g Multiply your hp by your multiplier
Level 6-10: h
i 1M, LVL/d: Avoid Fate at x(LVL/2)
j You attack as a x3 being
k
l +1 [X7] major
m Time/Reality Stability
n 1M, LVL/d: Deal 1 idmg to a creature without ihp
Level 11-15: o
p
q
r
s
t
u
Level 16-20: v
w
x
y
z
aa
bb

[PC3] Priest Group Classes


Theist14

Level KXP Priest
123 456 78
1 14 (owe) --- -c- --
2 21 --0 ab- --
3 28 -a1 0a- --
4 42 -01 10c --
5 63 -11 10a --
6 98 a11 110 --
7 161 011 110 c-
8 280 111 111 a-
9 513 111 111 0-
10 970 111 111 1-
11 1427 222 211 1-
12 1884 222 222 1-
13 2341 222 222 2-
14 2798 333 322 2-
15 3255 333 333 2-
16 3712 333 333 3-
17 4169 444 433 3-
18 4626 444 444 3-
19 5083 444 444 4-
20 5540 555 544 4-
21 5997 555 555 4-
22 6454 555 555 5-
23 6911 666 655 5-
24 7368 666 666 5-
25 7825 666 666 6-
26 8282 777 766 6-
27 8739 777 777 6c
28 9196 777 777 6a
29 9653 777 777 70
30 10110 777 777 71
31 10567 777 777 72
32 11024 777 777 73
33 11481 777 777 74
34 11938 777 777 75
35 12395 777 777 76
36 12852 777 777 77
TH Saves
PD RS PP BW Sp Fo Re Wi
Pri  0  0  0  0  0  0  0  0
+0  1  1  1  1  1  1  1  1
+0  1  1  1  1  1  1  1  1
+1  2  2  2  2  2  2  2  2
+1  2  2  2  2  2  2  2  2
+1  3  3  3  3  3  3  3  3
+1  3  3  3  3  3  3  3  3
+2  4  4  4  4  4  4  4  4
+2  4  4  4  4  4  4  4  4
+3  5  5  5  5  5  5  5  5
+3  5  5  5  5  5  5  5  5
+3  6  6  6  6  6  6  6  6
+3  6  6  6  6  6  6  6  6
+4  7  7  7  7  7  7  7  7
+4  7  7  7  7  7  7  7  7
+5  8  8  8  8  8  8  8  8
+5  8  8  8  8  8  8  8  8
+5  9  9  9  9  9  9  9  9
Requisites: Wis 34, Chr 23, 2 class slots
Alignment: W*
HD/level: dCON
Weapon Prof.: 2+level
To Hit Table: ½xPri
Save Table: Mon
Reference: DM
Groups: Priest, Concordant (x1)
 
This class sets the first component of your alignment to "W" (White). You do not need to qualify for W. W counts as the other first letters (L, N, C, S, A, Nil).
Gets 3 Specialty God picks. Gets Wis+Chr-10 bonus to spells. DM Note: The spell progression is not the same as Theist7, there are small differences.
Each level, get one "14th edition" pick from the choices below.
 
Levels Pick Description
Level 1-5: a 1M, LVL/d: Gate in a DL=LVL (max 10) Outer planar creature; your choice of AL; it is not under your control (not your summon).
b You can have 6 Specialty God picks instead of 3, if they are all from the same pantheon.
c 2Z (two zero actions), 1/t: You attack as a x3 being and defend as a x0 being this segment.
d 2Z (two zero actions), LVL/d: Counter a Priest spell from someone who doesn't worship one of your gods.
e +LVL QZ actions, can transfer 1QZ -> 1hZ or 1QZ -> 1bZ
f nuXR CL*20% (non-ignorable unadjustable XR)
g +LVL to HNCL (this counts for qualifying for Concordant classes)
Level 6-10: h +1 action of any action type you possess, it has the "s" prefix ("Slow", can be used only on segment 10).
i 1M, LVL/d: Capital O Object at x(LVL/2)
j 2Z (two zero actions), 1/t: You attack as a x4 being and defend as a x0 being this segment.
k +1 Luck (the ability score)
l +LVL C or QQZ actions
m Immune to Loop; Loop/Reality Stability (does not include Time/Reality Stability)
n 1M, LVL/d: Deal LVL lifedmg to a creature with lifep (life points) (no resistance; a creature at negative lifep is Capital S Slain instantly.)

[PC3] Priest Group Classes


Traveller Priest

Level KXP Priest
123 456 78
1 0 20- --- --
2 2 210 --- --
3 4 321 --- --
4 7.5 422 --- --
5 12.5 432 0-- --
6 20 432 1-- --
7 35 443 1-- --
8 60 443 20- --
9 90 543 21- --
10 125 543 320 --
11 200 553 321 0-
12 300 554 432 1-
13 750 655 543 2-
14 1150 666 654 3-
15 1550 666 666 4-
16 1950 666 666 5-
17 2350 666 666 6-
18 2750 666 666 60
19 3150 666 666 61
20 3550 666 666 62
21 3950 666 666 63
22 4350 666 666 64
23 4750 666 666 65
24 5150 766 666 65
25 5550 776 666 65
26 5950 777 666 65
27 6350 777 766 65
28 6750 777 776 65
29 7150 777 777 65
30 7550 777 777 75
31 7950 777 777 76
32 8350 777 777 77
33 8750 887 777 77
34 9150 888 877 77
35 9550 888 888 77
36 9950 888 888 88
TH Saves
PD RS PP BW Sp Fo Re Wi
+0  4  2  3  1  1  1  1  0
+1  5  2  4  2  1  1  1  0
+1  5  3  4  3  2  2  2  1
+2  6  4  5  4  3  2  2  1
+3  7  5  6  5  4  3  2  1
+3  8  5  7  6  4  3  3  2
+4  8  6  7  7  5  4  3  2
+5  9  7  8  8  6  4  4  2
+5 10  8  9  9  7  5  4  3
+6 11  8 10 10  7  5  4  3
+7 11  9 10 11  8  6  5  3
+7 12 10 11 12  9  6  5  4
+8 13 11 12 13 10  7  6  4
+9 14 11 13 14 10  7  6  4
+9 14 12 13 14 11  8  6  5
+10 14 12 14 14 11  8  7  5
+11 14 13 14 14 12  9  7  5
+11 15 13 14 14 12  9  8  6
Requisites: Dex 15, Wis 12
Alignment: any
HD/level: d8
Weapon Prof.: 2+level/4
To Hit Table: Pri
Save Table: Pri
Reference: DM
Groups: Priest, Planar
 
Gets Dex (not Wis) bonus to spells.
Bonus grand in Traveller sphere.
Replace the d20 roll for what you roll for Turn Undead with d30. Replace the d12's for number turned with d20's.
Level N (every level): Using the list below, pick an ability.
A. Can get and can use 2Z actions per half segment.
B. Can use 2V actions per segment.
C. Double movement rate, or +3*LVL" movement rate. Sustain movement rate.
D. Immune to Wall, Sphere, and Forcefield effects
E. Sustain all actions; Time/Reality stability; Immune to Hold, Stop, Time Stop, Temporal Stasis
F. Automatically make saves that give a Dex bonus; Automatically make Reflex saves (even if no Dex bonus).
G. Immune to TK and Falling Damage (but not high Gravity)
H. Get 2 parting shots / attacks of opportunity instead of 1.
I. Exceptional Dex bonus. This may be taken more than once, each is another level of Exc Dex.
J. Immune to Traveller sphere spells.
K. Free GGL (Specialty God) pick in a god that has a Dex requirement.
L. Immune to Vacuum. Need not breathe.
M. 0, 1/r: Counter someone entering your group (either by moving or by other means).
New Traveller Spells:
Tactic Move (SL=1): Move 1 target from one group to another group, no parting shots, unwilling gets Reflex save (with Dex bonus).
TK Shield (SL=2): Damaging shield (50% back) of type Telekinesis. You Resist TK and Falling Damage while running this.
Blink Wounder (SL=3): (May cast as a 0 action): Blink. If you material component, you can blink twice this segment (you may act between the blinks)
Space Dragon (SL=4): Summons a Space Dragon (a DL VI monster). You have a Space Dragon summon slot in addition to your normal summon slot. You are allowed to have 2 Space Dragons (one in each slot).
Folding Dimensional Doom (SL=5): Creates a rift of random Dim Doors and Dim Folds; All in group are slain (PPD save) or randomly teleported away (RSW save).
True Teleport (SL=6): Your party teleports on your side of the segment (no delay).
Holy Word Shift (SL=7): Target is plane shifted to a plane of your choice (no save, no MR).
Star Travel (SL=8): You fly at CL c (CL times the speed of light). You can enter a Star and either [1] Spelljam to another Star or Crystal Sphere (as if you were an Iconian Gateway), or [2] Time Travel (as if you were an Undead Robotic Chicken).
Beset (SL=9): Target is Set and his home plane becomes this plane (no save, no MR)

[PC3] Priest Group Classes


Treva Renewer (MTG U/G/W)

Level KXP Priest
123 456 789 AB
Psi
mMG SUV
TH
1 0 0-- --- -- 6-- - +0
2 5.375 10- --- -- 8-- - +1
3 10.75 210 --- -- A0- - +2
4 21.5 321 --- -- A2- - +3
5 43 321 0-- -- A4- - +4
6 86 432 1-- -- A6- - +5
7 172 432 10- -- B7a - +6
8 344 543 21- -- B90 - +7
9 688 543 210 -- B92 - +8
10 1376 654 321 -- B94 - +9
11 2064 654 321 0- B96 - +10
12 2752 665 432 1- B98 - +11
13 3440 666 543 2- BB8 - +12
14 4128 666 543 20 BBA - +13
15 4816 666 543 21 CBB b +14
16 5504 666 654 32 DCB a +15
17 6192 666 665 43 DDC 0 +16
18 6880 666 666 54 DDC 2 +17
19 7568 666 666 65 DDD 3 +18
20 8256 666 666 66 DDD 5 +19
21 8944 666 666 66 EDD 6 +20
22 9632 766 666 66 EDD 8 +21
23 10320 766 666 66 EED 9 +22
24 11008 776 666 66 FED A +23
25 11696 776 666 66 FFE A +24
26 12384 777 666 66 FFF B +25
27 13072 777 666 66 GFF C +26
28 13760 777 766 66 HFF D +27
29 14448 777 766 66 HHF D +28
30 15136 777 776 66 HHG E +29
31 15824 777 776 66 HHH F +30
32 16512 777 777 66 IHH G +31
33 17200 777 777 66 JIH G +32
34 17888 777 777 76 JII H +33
35 18576 777 777 76 JJI I +34
36 19264 777 777 771 KJJ I1 +35
37 38528 777 777 772 KJJ I2 +36
38 57792 777 777 773 KJJ I3 +37
39 77056 777 777 774 KJJ I4 +38
45 192640 888 888 777 KJJ IA +44
54 366016 999 998 888 1 KJJ JI +53
63 539392 999 999 988 8 LLL LK +62
72 712768 AAA AA9 999 91 NNM MM1 +71
Requisites: Con 21, Int 21, Wis 16, Chr 35,
  Class Slots 2
Alignment: LG
HD/level: d20
Weapon Prof.: 4+level*3/2
To Hit Table: War
Reference: DM
Groups: Priest, Psionicist, Monster
Complexity: CF=4
   
Saving Throws:  
PPD: 7+level*3/2
RSW: 7+level*3/2
PP: 7+level*3/2
BW: 7+level*3/2
Spell: 7+level*3/2
Fort: 6+level*3/2
Reflex: 0+level*3/2
Will: 4+level*3/2
   
Barbarian Chr bonus. Exceptional Wis bonus.
Grand in Animal, Plant, and Charm spheres. Spells of these spheres cost ½M to cast.
 
Gets Chr bonus to psionic progression, with their SLs shifted down by 1 (m=1, M=4, G=7, S=10).
Has access to Psi11U/W, plus one psionic frequency per level (including level 1).
PSPs = (Con+Int+Chr*2)*LVL
Note that Psi11U/W uses no PSPs; these powers work like "Channeling" for spellcasters.
May use ½P instead of 1M to use psionic powers, but only one psionic power can be used in this way per 1P action. The other ½P action can be used to make 1 attack (or converted to ½V to do a half movement).
Any psionic power that cures hp or removes baneful effects costs only ½M to use, costs ½ the number of PSPs, and is only ½ a memorization slot.
 
Has an "Animal Companion" slot. This is a monster who is allied to you and stays with you even between resets. It has 1/10 your XP and may be single classed. It may use items. Unlike a familiar it may be damaged. You play the Animal Companion.
Has a "Familiar" slot.
Level 1: You may have your spells (from this class) resisted using CR (Charm Resistance) instead of MR. Spend 1F action to switch this.
Level 2: 1M: Target person gets +LVL TH, dmg, AC, and saves, but another target person in the same party gets -LVL (no save; both targets must make aIR to avoid).
Level 2: 1M: Move an effect on 1 person to another in same party (no save; both targets aMR to avoid.) The original owner still controls the effect, so if it must be activated in order to function (e.g. Psi9 Extra Limb), this doesn't work as expected.
Level 3: 1M: Target loses LVL worth of C actions from his remaining number of actions. (e.g. if he has 2P+1V+1M remaining, and you're level 3, he can choose to lose 1P+1V or 1M.)
Level 3: 1M: Counter an effect from an item.
Level 4: 1M, 10/t: Summon a saproling (AC 20, hp 10, TH +10, dmg 10). Any number of saprolings count as only one summon slot, but all of them stay together in a group.
Level 4: 1M, 1/r: Your party gets +LVL TH, dmg, AC, and saves until end of round.
Level 9: 1M: Target person gets +LVL*3 distributed among TH, dmg, AC, and saves, but another target person in the same party gets negative the same amount (no save; both targets must make aIR to avoid).
Level 9: (n)M: Counter an effect from a x(n) item. This is a x(n) effect.
Level 9: 1M: Your party gets +LVL*2 distributed among TH, dmg, AC, and saves until end of round. (Everyone in the party gets the same bonus, you don't distribute for each person.)
Level 14: +1 Animal Companion slot.

[PC3] Priest Group Classes


[Q11U/W] Psi11U/W Powers

Level # Power Effect
2 (minor) 1 Angelic Shield All your summons get +1 rhp. You get 10 current hp. 0, sacrifice this effect: Unsummon (no save).
2 (minor) 2 Azorius First-Wing Summon a DL II Griffin, it flies, and can remove bad effects on people.
2 (minor) 3 Azorius Guildmage Summon a DL II Vedalken Wizard, it can Stop someone, and can dispel Contingency effects.
2 (minor) 4 Crystalline Sliver Summon a DL II Sliver, it can't be targetted.
2 (minor) 5 Energy Arc 1bM: In your group, weapon damage does not occur this half-segment and your next half-segment.
2 (minor) 6 Galina's Knight Summon a DL II Merfolk Knight, it is immune to area effect damaging spells/psi.
2 (minor) 7 Meddling Mage Summon a DL II Human Wizard, he Banhammers one spell or psi effect of SL 0-3 in the room [x1 Special]
2 (minor) 8 Overrule 1bM, spend N additional SL's: Counterspell, unless they spend 10*N SL's, and you are cured 10*N hp.
2 (minor) 9 Pride of the Clouds Summon a DL II Elemental Cat, he flies, he has rhp = number of flying summons you control.
2 (minor) 10 Prismatic Boon Choose a school, sphere, or psionic frequency. A group is immune to that for 1s.
2 (minor) 11 Sygg, River Guide Summon a DL II Merfolk Wizard, he can give someone Water Breathing, and can counter one effect.
2 (minor) 12 Wings of Aesthir Target gets +CL TH/dmg and flying 12" for 1t.
2 (minor) 13 Wings of Hope Target gets +1 TH/dmg, +3 AC/saves, and flying 12" for 1t.
3 (major) 1 Absorb 1bM: Counterspell, and be cured 30 hp.
3 (major) 2 Azorius AEthermage Summon a DL III Human Wizard, it can refresh some of your spell/psi progressions.
3 (major) 3 Chromatic Armor Choose a school, sphere, or psionic frequency. Target is immune to that for 1t.
3 (major) 4 Daring Leap One creature flies and gets +10 TH/dmg/AC/saves this segment.
3 (major) 5 Demand (Supply/Demand) Wishoid for a SL 2 Psi11U/W spell
3 (major) 6 Guiding Spirit Summon a DL III Angel, it flies, and makes your Summon Psi11U/W powers cost only ½M each.
3 (major) 7 Hanna, Ship's Navigator Summon a DL III Human Artificer, he can rebuild dispelled effects or magic items.
3 (major) 8 Leering Gargoyle Summon a DL III Gargoyle, it flies, and it can become very tough (+20 rhp) but then cannot physically attack.
3 (major) 9 Minister of Impediments Summon a DL III Human Advisor, he can lockdown one enemy's actions (Bosses and the like get a Will save).
3 (major) 10 Opaline Sliver Summon a DL III Sliver, if this Sliver dies due to enemy combat, you get one SL=2 spell added to your progression for 1t.
3 (major) 11 Phantatog Summon a DL III Atog, it dispels spell/psi effects, you can spend spell slots to increase it's DL.
3 (major) 12 Plumes of Peace Target creature is Slowed (Reflex save) and prevent his next P action (Will save)
3 (major) 13 Reparations Whenever an enemy targets you, gain 2 SL's back in Psi11U/W progression.
3 (major) 14 Riptide Crab Summon a DL III Crab, when he dies, you get ½M you can use before the end of the round.
3 (major) 15 Samite Archer Summon a DL III Human Cleric Archer, he cures 30 hp to one target and causes 30 hp to another target per action.
3 (major) 16 Silver Drake When casting, sacrifice a summon: Summon a DL IV Drake, it flies.
3 (major) 17 Sky Spirit Summon a DL III Spirit, it flies.
3 (major) 18 Spectral Shield Target gets a 20 hp Armor spell (stacks with other Armor spells), and he can't be targetted.
3 (major) 19 Tempest Drake Summon a DL III Drake, he flies and can Interpose to protect someone from being attacked.
4 (major) 1 AEthermage's Touch Get a temporary extra Summon slot this segment, summon a DL=1d4 creature, it disappears at end of segment.
4 (major) 2 Ayesha Tanaka Summon a DL IV Human Artificer, it can group monsters together, and counter magic item abilities.
4 (major) 3 Azorius Ploy One creature deals no damage on his next P action; and one creature has all melee damage prevented to him for 1s.
4 (major) 4 Cloud Cover Whenever someone dispels one of your spell/psi effects, you can recast that effect for ½M within the next round.
4 (major) 5 Glaciers x1 Special on room: Wacky balls cure instead of damage people. Spend a SL=2 spell slot each round to upkeep this.
4 (major) 6 Grand Arbiter Augustin IV Summon a DL IV Human Advisor, he spell robes for you one Psi11U/W power for -1 SL, he also casts Psi11U/W powers.
4 (major) 7 Harbor Guardian Summon a DL IV Gargoyle, he has near-infinite reach upwards.
4 (major) 8 Hazerider Drake Summon a DL IV Drake, it is immune to area effect damaging spells/psi.
4 (major) 9 Kangee, Aerie Keeper Summon a DL IV Bird Soldier, he flies, and makes your other Bird summons +3 DL's higher.
4 (major) 10 Meddling Kids Summon a DL IV Human Child, he Banhammers one spell or psi effect of SL 4-5 (not lower) in the room [x1 Special]
4 (major) 11 Reviving Vapors Up to 3 targets are cured (1d10+CL)*10 hp
4 (major) 12 Sawtooth Loon When summoning, sacrifice a summon: Summon a DL V Bird, he isn't sick and can cast Psi11U/W powers.
4 (major) 13 Stand // Deliver Unsummon a summon or dispel one effect, and cure one target 80 hp.
4 (major) 14 Trial (Trial/Error) Unsummon all creatures in a group, at least one of your summons must be in that group.
4 (major) 15 Vanish into Memory Unsummon a creature. You gain 2*N-R SL's in your Psi11U/W progression, where N is it's DL and R is it's remaining rhp's.
5 (major) 1 Armored Guardian Summon a DL V Cat Warrior, it can make people untargetable, and prevent damage.
5 (major) 2 Hunding Gjornersen Summon a DL V Human Warrior, he is good at attacking single groups with lots of monsters in it.
5 (major) 3 Isperia the Inscrutable Summon a DL V Sphinx, it flies and it gives you an extra summon slot for itself (max=1 of these at a time).
5 (major) 4 Ordered Migration Summon CL/6 DL I Birds
5 (major) 5 Palliation Accord Whenever one of your summons physically attacks, you are cured N hp, where N is their DL.
5 (major) 6 Sky Hussar Summon a DL V Human Knight, he hastes you and all your summons by +1S action.
5 (major) 7 Swift Silence The entire "stack" of spells is countered. You get +1sM action (Slow Mental, you can use it on segment 10)
5 (major) 8 Teferi's Moat Specify a summon type. Creature of that type can't attack you unless they fly. You can't fly while running this.
5 (major) 9 Tobias Andrion Summon a DL V Human, he beats things.
5 (major) 10 Windreaver Summon a DL V Elemental, it flies, can interpose, if it doesn't attack it gets +10 rhp, and it can blink.
6 (grand) 1 Dovescape x1 Special on room: Everyone has +1 summon slot for Birds; All spells and psi are countered, get N DL I Bird summons instead, where N=SL.
6 (grand) 2 Kasimir the Lone Wolf Summon a DL VI Human Warrior, he beats things down.
6 (grand) 3 Rasputin Dreamweaver Summon a DL VI Human Wizard, he can restore up to 6 SL's of your Psi11U/W progression, he also casts Psi11U/W powers.
7 (grand) 1 Gosta Dirk Summon a DL VII Human Warrior, he is not sick, and can Part/Lower Water.
7 (grand) 2 Iridescent Angel Summon a DL VII Angel, it is immune to magic, psi, innates, and radiation.
7 (grand) 3 Ith, High Arcanist Summon a DL VII Human Wizard, he can save/rescue a creature from being in a nasty group of monsters.
7 (grand) 4 Jedit Ojanen Summon a DL VII Cat Warrior, he really beats things down.

[PC3] Priest Group Classes


Unholy Order of Stars Jerry1

Level KXP Priest
123 456 7
1 1.75 1a- --- -
2 3.5 20- --- -
3 7 21a --- -
4 14 220 --- -
5 28 331 a-- -
6 56 332 0-- -
7 112 332 1a- -
8 224 333 20- -
9 450 443 21a -
10 900 443 320 -
11 1300 544 321 -
12 1700 655 321 a
13 2100 666 422 0
14 2500 666 432 1
15 2900 666 532 1
16 3300 666 542 1
17 3700 666 643 2
18 4100 666 654 3
19 4500 666 664 3
20 4900 666 665 3
21 5300 666 666 3
22 5700 666 666 4
23 6100 666 666 5
24 6500 666 666 6
25 6900 777 766 6
26 7300 777 777 6
27 7700 777 777 7
28 8100 888 877 7
29 8500 888 888 7
30 8900 888 888 8
31 9300 999 988 8
32 9700 999 999 8
33 10100 999 999 9
34 10500 AAA A99 9
35 10900 AAA AAA 9
36 11300 AAA AAA A
TH Saves
PD RS PP BW Sp Fo Re Wi
+0  8  4  5  2  3  0  0  2
+1  8  4  6  3  4  0  0  3
+1  9  5  6  3  4  0  1  3
+2  9  5  6  4  4  1  1  4
+3 10  6  7  4  5  1  1  4
+3 10  6  7  5  5  2  2  5
+4 11  7  8  5  6  2  2  5
+5 11  7  9  6  6  2  2  6
+5 12  7  9  6  7  3  3  6
+6 12  8  9  6  7  3  3  7
+7 13  8 10  7  8  4  3  7
+7 13  9 10  7  8  4  4  8
+8 13  9 10  7  8  4  4  8
+9 14  9 11  8  9  5  4  9
+9 14 10 11  8  9  5  5  9
+10 14 10 11  9  9  6  5 10
+11 15 11 12  9 10  6  5 10
+11 15 11 12 10 11  6  6 11
Requisites: Wis 13, Int 13
Alignment: any J
HD/level: d8
Weapon Prof.: 4+level/2
To Hit Table: Pri
Save Table: Pri
Reference: DM {Planeshifted HOSE1}
Groups: Priest, Custom, Alternate
 
This class sets the second component of your alignment to "J" (Jerry). This J can be used to qualify for G, N, or E in other classes (but not S). You do not need to be level 9 to have this (normally you need to be level 9 in order to take J).
Material componenting for spells costs a 0 action.
Commands undead; does not turn.
Level 9: Set the first component of your alignment to "W" (White). This W can be used to qualify for L, T, or C in other classes (but not A or Nil).

[PC3] Priest Group Classes


Unholy SuperMonk1

Level KXP War,Wiz,Rog  Psi0
123 456 7 / mMG S
1 0 1-- --- - / 1-- -
2 2.85 20- --- - / 2-- -
3 6 21- --- - / 3-- -
4 12.6 320 --- - / 4-- -
5 28.2 331 --- - / 5-- -
6 59.5 332 0-- - / 6-- -
7 121.6 332 1-- - / 61- -
8 247 333 20- - / 62- -
9 431 443 21- - / 63- -
10 616 443 320 - / 64- -
11 862 544 321 - / 65- -
12 1180 655 322 - / 651 -
13 1565 666 422 0 / 652 -
14 2190 666 532 1 / 653 -
15 2815 666 642 1 / 654 -
16 3440 777 643 1 / 654 1
17 4065 777 753 2 / 654 2
18 4690 888 864 2 / 654 3
19 5320 998 864 2 / 654 4
20 5950 999 875 2 / 655 4
21 6580 999 986 2 / 655 5
22 7280 999 996 3 / 665 5
23 7980 999 997 3 / 666 5
24 8680 999 998 3 / 666 6
25 9380 999 998 4 / 766 6
26 10080 999 999 4 / 776 6
27 10780 999 999 5 / 777 6
28 11480 999 999 6 / 777 7
29 12180 999 999 7 / 877 7
30 12880 999 999 8 / 887 7
31 13580 999 999 9 / 888 7
32 14280 AAA A99 9 / 888 8
33 14980 AAA AAA 9 / 988 8
34 15680 AAA AAA A / 998 8
35 16380 BBB BAA A / 999 8
36 17080 BBB BBB B / 999 9
TH Saves
PD RS PP BW Sp Fo Re Wi
+2  8  5  6  3  4  1  3  3
+5  9  6  7  4  6  2  5  4
+8 10  8  8  6  7  3  6  5
+11 11  9  9  8  9  5  8  6
+14 12 11 10 10 10  6  9  7
+17 13 12 11 12 12  7 11  8
+20 14 14 13 14 13  8 12  9
+23 14 15 14 14 14  9 14 10
+26 15 16 14 14 15 11 15 11
+29 16 16 15 15 16 12 17 12
+32 16 16 16 16 16 13 18 13
+35 16 17 16 16 16 14 20 14
+38 17 18 17 17 17 15 21 15
+41 18 19 18 18 18 16 22 16
+44 19 20 19 19 19 17 23 17
+47 20 21 20 20 20 18 24 18
+50 21 22 21 21 21 19 25 19
+53 22 23 22 22 22 20 26 20
Requisites: Str 17, Dex 17, Con 13, Wis 19
Alignment: LE, LN, or NE
HD/level: & +d13
Weapon Prof.: & 3+level*2
To Hit Table: & 3xWar
Save Table: & (2xWar)/(2xPri)/(3xRog)
Reference: DM
Groups: Warrior, Priest, Rogue
 
Gets Barbarian Str and Dex, and Exceptional Con.
Gets Wis bonus to spell progression. Can cast Warrior, Priest, or Rogue spells.
Open Hands number of attacks = (LVL+2)/2. Open Hands base dmg = 1d((LVL+1)*2)
Level 1: If Open Hands hit exceeds what is needed by 5, target is stunned for 1d8 r (save vs. para)
Level 1: If Open Hands stuns, chance to kill is (level)*4+20-(target's AC)% (no save)
Level 1: Open Hands are considered a +LVL weapon to hit.
Level 1: Natural AT is +level*2
Level 1: Base movement rate is (13+level*2)"
Level 1: Against area effects that give a save for ½: the monk takes no damage if he makes his save. This is not used for non-(hp) damaging effects.
Level 1: 1V (may borrow from next segment): Knock away missile weapons. The missile weapons must be size M or less and must be directed at the monk or a target within 10'. The monk makes a save vs. paralyzation with a penalty equal to the number of magical plusses the weapon has, if successful, the weapon is deflected. The monk can knock away a maximum of 10 missiles, plus 1/level.
Level 1: Two Martial Arts styles; +3 Martial Arts maneuver slots /level. This may used for Professional Wrestling instead.
Level 1: +LVL dmg with weapons.
Level 2: +1QV action.
Level 3: Speak with undead (continuous).
Level 4: Immunity to disease and slow effects (continuous).
Level 4: Self healing (laying on hands): LVL*LVL*2 hp, can be done once per turn.
Level 4: Immune falling damage.
Level 5: +1QP action.
Level 6: +1QQV action.
Level 7: Dust of Disappearance (psi freq. 0) level times per day.
Level 8: Retarded Aging, Immunity to Poison, Immunity to Geas/Quest
Level 9: Quivering Palm 1/d: If target's HD/level is equal to or less than twice the monk's level, if hp of target is equal to or less than 10 times monk's hp, if target is not undead, if an open hand attack hits, then monk can command target to die at any time within 1 day per level (no save).
Level 9: +1QM action.
Lvl Holy Monk Ability | -50% | -100% | -150% Act Base Penalty Bonus
1 +rating/50 A actions /r this turn || B actions || C actions F 0 Dex-20 Dex-25
1 Curing/Causing (1 hp per 1% made), self or others (PPD save:½) V 0 Wis-13 Wis-18
1 Restore/Cause stat damage (1 per 5% made), self or others (PPD save:½) V 0 Wis-13 Wis-18
1 Find/Remove Wizard Abjurations/Priest Protections V 0 Dex-13 Dex-18
1 Climb Walls | Climb Overhangs | Climb Upside Down V 60 Str-9 Str-13
1 Open/Close Locks: Mech. | Magic/Psi | OutPhase VM 10 Dex-11 Dex-15
1 Find/Remove Traps: Mech. | Magic/Psi | OutPhase | Pro. M 5 Dex-12 Dex-17
1 Hide in Shadows || Meld in Shadows/Mirrors V 5 Dex-11 Dex-16
2 Remove/Cause Slow/Sleep | Disease | Poison/Blindness | Paralysis/Hold | Curse (PPD save per 10% made) V 0 Wis-13 Wis-18
2 Concealment/Blending | Misdirection | Non-Detection M 20 Wis-12 Wis-14
3 Lower/Ignore WaWR (reduce or ignore WaWR by rating) || iWaWR V/N 0 Dex-10 Dex-20
4 Restore/Cause level drains (1 per 10% made), self or other (PPD save:½) V 0 Wis-13 Wis-18
4 Don't generate Alley encounters | Sewer/Attic | Old City at Night M 10 Wis-15 Wis-20
5 Escape Bonds | Escape Binding | Escape Imprisonment/Time Stop P 50 Str-12 Str-14
6 Touch : Chill/Pain | Para/Vampiric | Energy Drain 0 20 Str-9 Str-15
6 Identity Penetration | False Seeing | True Seeing MM 5 Wis-11 Wis-19
7 Blink | Controlled Blink M 20 Wis-12 Wis-17
8 Finger of Death | Slay Living | Power Word Kill V 0 Int-14 Int-17
8 ("Twirl") Find/Remove Guardian/Warding/Forbiddance effect on area || x1 Special M 20 Dex-18 Dex-28
9 Inner Focus (+1 Str/Dex/Con for 1r per 10% made) M 5 Wis-10 Wis-20
10 Chi Power (cast a Shukenja spell of spell level SL) (penalty = -SL*50%) (#=SL) #M 0 Wis-12 Wis-36
12 Disharmonic Blast (1 dmg per 1% made to area) P*M 10 Con-16 Con-22
15 Energy Control | Adaptation | Immune to Hostile Environments PV 30 Con-9 Con-12
18 Elemental Form | Para-Ele Form | Quasi-Ele Form ||| Semi-Ele Form PP 40 Con-24 Con-24
27 Backsteal (Steal an effect off of target for yourself per 120%) (aXR to avoid) ½0 30 NA NA

[PC3] Priest Group Classes


War Priest

Level KXP Priest
123 456 78
1 0 20- --- --
2 2 210 --- --
3 4 321 --- --
4 7.5 422 --- --
5 12.5 432 0-- --
6 20 432 1-- --
7 35 443 1-- --
8 60 443 20- --
9 90 543 21- --
10 125 543 320 --
11 200 553 321 0-
12 300 554 432 1-
13 750 655 543 2-
14 1150 666 654 3-
15 1550 666 666 4-
16 1950 666 666 5-
17 2350 666 666 6-
18 2750 666 666 60
19 3150 666 666 61
20 3550 666 666 62
21 3950 666 666 63
22 4350 666 666 64
23 4750 666 666 65
24 5150 766 666 65
25 5550 776 666 65
26 5950 777 666 65
27 6350 777 766 65
28 6750 777 776 65
29 7150 777 777 65
30 7550 777 777 75
31 7950 777 777 76
32 8350 777 777 77
33 8750 887 777 77
34 9150 888 877 77
35 9550 888 888 77
36 9950 888 888 88
TH Saves
PD RS PP BW Sp Fo Re Wi
+0  4  2  3  1  1  1  1  0
+1  5  2  4  2  1  1  1  0
+2  5  3  4  3  2  2  2  1
+3  6  4  5  4  3  2  2  1
+4  7  5  6  5  4  3  2  1
+5  8  5  7  6  4  3  3  2
+6  8  6  7  7  5  4  3  2
+7  9  7  8  8  6  4  4  2
+8 10  8  9  9  7  5  4  3
+9 11  8 10 10  7  5  4  3
+10 11  9 10 11  8  6  5  3
+11 12 10 11 12  9  6  5  4
+12 13 11 12 13 10  7  6  4
+13 14 11 13 14 10  7  6  4
+14 14 12 13 14 11  8  6  5
+15 14 12 14 14 11  8  7  5
+16 14 13 14 14 12  9  7  5
+17 15 13 14 14 12  9  8  6
Requisites: Str 15, Wis 12
Alignment: any
HD/level: d10
Weapon Prof.: 4+level/2
To Hit Table: War
Save Table: Pri
Reference: DM
Groups: Priest
 
Gets Str (not Wis) bonus to spells.
Gets Exceptional Str bonus.
Bonus grand in War sphere.
Can specialize in weapons using the "Non-War" line.
+level slots for Henchmen.
Never loses control of Henchmen (auto-make Chr and Morale checks).
Divide the cost of Henchment by LVL.
   
Level N (every level): Using the list below, pick an ability.
A. +1P Action.
B. Barbarian Str bonus instead of Exceptional.
C. All weapons are considered 1 size smaller for what you can wield.
D. Immune to attacks from siege machines.
E. You, your party, followers, henchmen, summons, familiars, and animal companions Fly at LVL*3".
F. Automatically make Str checks, Bend Bars/Lift Gates checks. Immune to Web and Stop effects.
G. Unmanned siege machines within LVL*10' of you can fire by themselves (using your attack bonuses).
H. You and your henchmen ignore plusses needed to hit, WR, and DR.
I. Your henchmen attack as if one DL better than they are.
J. Your henchmen defend as if one DL better than they are.
K. Free GGL (Specialty God) pick in a god that has a Str requirement.
L. You can communicate psionically with all of your henchmen. This link cannot be "tapped".
M. 1F, 1/h: Create a x1 Terrain Feature (Special with 1 mile radius), with a max SL=(LVL/2) effect.
N. Your Wall spell effects have xLVL area. ½M: Dispel a Wall effect.
New War Spells:
War Charge (SL=1): When charging with at least 100 Henchmen, all who see this are Feared (Will save).
Battle Shield (SL=2): Damaging shield (50% back) of type Metal. You resist weapon special effects while running this.
Dispel Charm (SL=3): Dispels Charm on a group, or on all of your Henchmen at once.
Henchman Recruit (SL=4): Teleports in one Henchman of the same type as one you have. You must pay the gp cost of the Henchman immediately.
True Storm (SL=5): Entire party (incl. summons and henchmen) get +20 TH on one attack this segment.
Army Teleport (SL=6): Teleports any number of (willing) beings within sight.
Holy Word Battle (SL=7): Entire party (incl. summons and henchmen) get +1QS action this segment.
Higher Ground (SL=8): Creates a x2 Terrain Feature that you and your henchmen get +1 to multiplier.
Mass Mass Heal (SL=9): Heals up to 100 groups of creatures. (Yes, this can be reversed.)

[PC3] Priest Group Classes


New Henchmen

Name gp /day Effective DL Notes
Cloistered Cleric 3 DL I They throw Cure (or Cause) Lights, once a round.
Muscle Sliver 30 DL I (or more) DL=cube root of (number of Muscle Slivers); Have no real "special" abilities
Musketeer 4 DL II If killed in melee, they explode on their enemy for 1d4 Tech dmg.
Bulette of Xvim 9 DL II (attack as III) Don't have to pay them after the first day, as long as there's plenty of corpses to eat.
Rogue Invisible Stalker 12 DL III Have level 1-8 Rogue-like abilities
Cambion 20 DL III Psi6 / Psi12 Minor and Major abilities (choose alignment)
Hound of Ill Omen 50 DL IV Shift enemies' die rolls out of their favor
Luck Cat 100 DL IV Adjust 1 die roll per round
Faerie 65 DL IV (defend as VI) |AC| 18; area effects kill only 1 of them
Mind Flayer Mercenary 150 DL V Lots of Grand psionic effects. This is the closest you're gonna get to Astral Constructs on this table.
SFB Prime Team 200 DL V Like a mini NPC party. Not as clever as the PCs, but they can operate on their own if given orders.
Henchman 400 DL VI As in the x1 Concordant class. Sidekicks cost the same amount.
Rakshasa Mercenary 900 DL VII Lots of SL 5-8 spell effects
Proto-Lich 1600 DL VIII Nasty Higher Undead. Looking for that last haul before retiring to Lichdom.
Small Game Hunter 6000 DL IX Looking for something to smash.
Big Game Hunter 15000 DL X Kill All.
Big Game Faerie 22000 DL X (defend as XI) Big Game Hunter with Faerie abilities.

Henchmen Adjectives

Name gp /day Notes
Greater x1.5 +1 DL (can take this only once)
Hardy x1.25 +1 defensive DL (can take this only once)
Lesser x0.75 -1 DL (can take this only once)
More than Enough x1.1 Ability to buy 1000 of these (rather than 100 or 10000), this is called "More than Enough"
Tough x1.1 +1 rhp (can take this multiple times, each costs x+0.1)
Vicious x1.25 +1 offensive DL (can take this only once)

[PC3] Priest Group Classes


Warden

Level KXP Priest
123 456 789 A
1 0 1-- --- --- -
2 3 20- --- --- -
3 6 21- --- --- -
4 12 320 --- --- -
5 36 321 --- --- -
6 100 432 0-- --- -
7 300 432 1-- --- -
8 900 543 20- --- -
9 2700 543 21- --- -
10 3000 654 320 --- -
11 3300 654 321 --- -
12 3600 765 432 0-- -
13 3900 765 432 1-- -
14 4200 776 543 20- -
15 4500 776 543 21- -
16 4800 777 654 320 -
17 5100 777 654 321 -
18 5400 777 765 432 -
19 5700 777 776 543 -
20 6000 777 777 654 -
21 6300 777 777 765 -
22 6600 777 777 776 -
23 6900 777 777 777 -
24 7200 888 877 777 -
25 7500 888 888 877 -
26 7800 888 888 888 -
27 8100 888 888 888 b
28 8400 888 888 888 0
29 8700 888 888 888 1
30 9000 888 888 888 2
31 9300 888 888 888 3
32 9600 888 888 888 4
33 9900 888 888 888 5
34 10200 888 888 888 6
35 10500 888 888 888 7
36 10800 888 888 888 8
TH Saves
PD RS PP BW Sp Fo Re Wi
+0  8  4  6  3  4  0  0  3
+1  9  5  6  4  4  1  1  4
+1 10  6  7  5  5  2  2  5
+2 11  7  9  6  6  2  2  6
+3 12  8  9  6  7  3  3  7
+3 13  9 10  7  8  4  4  8
+4 14  9 11  8  9  5  4  9
+5 14 10 11  9  9  6  5 10
+5 15 11 12 10 11  6  6 11
+6 16 12 13 11 12  7  6 12
+7 16 13 14 12 12  8  7 13
+7 16 14 14 13 13  9  8 14
+8 16 14 15 14 14 10  8 15
+9 17 15 16 14 14 10  9 16
+9 17 15 16 15 15 11 10 17
+10 17 16 16 15 16 12 10 18
+11 17 16 16 16 16 13 11 19
+11 17 16 16 16 16 14 12 20
Requisites: Wis 18, Chr 16
Alignment: any
HD/level: d20
Weapon Prof.: 3+level/2
To Hit Table: Pri
Save Table: 2xPri
Reference: DM / Imm Handbook {Reduced Sentinel}
Groups: Priest, Concordant (x1)
 
Has Major access to all "normal" Priest spells. Yes, this class gets normal Priest 10th's in it's progression; this is not a typo.
Level N: Get N Warden picks (e.g. at level 9 you would have 1+2+3+4+5+6+7+8+9 = 45 Warden picks). You must choose powers within a sphere in order (1 first, 2 second, etc.). The "3" (third listed) power in a sphere costs 3 Warden picks, so in order to have the 1, 2, and 3 powers of a sphere, you need 6 Warden picks total. You could do this at 3rd level if all you did was pick from that sphere.
A list of Warden powers that use these picks follows. These powers are heavily modified and paraphrased versions of powers from the "Immortals Handbook" by Craig Cochrane; that book has a LOT more powers than what I give here, and they do different things from what I list.
Beyond the list of Warden powers is an Alternate list of Priest spells, using the Warden's spheres. The maximum SL you can access in a Warden sphere is equal to 2 plus double the highest pick you have in the sphere (e.g. if you have a "3" pick in "Good" sphere, you can access Good spells of SL 1-8). Note that Warden can access any SL 1-2 spell on the list. If you have the "5" pick in a Warden sphere, you have Grand access (SL 1-10 and each spell is half a spell slot).

[PC3] Priest Group Classes


Warden Powers

Sphere Picks Power Name Power Effect
Chaos 1 Granted Powers You cast chaos spells at +1 caster level.
Chaos 2 Chaos Ward You are immune to any transmutation based abilities (including chaos damage), spells or spell-like effects.
Chaos 3 Chaos Born Once per round you can +LVL to any dice roll.
Chaos 4 Chaos Brethren Chaos-aligned creatures you summon always have 50% more hit dice than usual.
Chaos 5 Instrument of Chaos Immunities and resistances are only 50% effective against your transmutation-based attacks (and chaos damage).
Charity 1 Granted Powers You cast magical boons upon others at +2 caster level.
Charity 2 Shield of Kindness You are immune to other's boons on themselves (e.g. you don't take extra damage from a Striking spell).
Charity 3 Philanthropist +2 to each ability score, but you get only half money from now on.
Charity 4 Oblation Any creatures you summon always remain twice as long.
Charity 5 Instrument of Charity Magical boons (such as healing spells) are twice as effective when you cast them on an ally.
Community 1 Granted Powers Use calm emotions as a spell-like ability 1/day.
Community 2 Guards & Wards You and any allies in your group are immune to any effect which would cause you to travel against your will.
Community 3 Strength in Numbers + to saving throws equal to the number of allies in your group. (max=LVL)
Community 4 Band of Brothers You can summon twice as many summoned creatures than the spell typically permits.
Community 5 Meeting of Minds Any allies you summon gain a divine bonus to their saving throws against banishment (and similar effects) equal to LVL.
Darkness 1 Granted Powers You gain blind-fight as a bonus feat.
Darkness 2 Darksight You can see in total darkness, even magical darkness, as if it were daylight.
Darkness 3 Night Born +LVL to TH, damage and AC while fighting from within total darkness.
Darkness 4 Shadow Brethren Shadow-based creatures you summon always have 50% more hit dice than usual.
Darkness 5 Instrument of Darkness Immunities and resistances are only 50% effective against your negative energy-based attacks.
Death 1 Granted Powers You cast necromancy spells at +1 caster level.
Death 2 Cheat Death You are immune to any death or negative energy-based effects.
Death 3 Divination +LVL on TH, dmg and AC while facing living opponents.
Death 4 Undead Brethren All undead created within the radius of your divine aura have 50% more hit dice than usual.
Death 5 Instrument of Death Immunities are only 50% effective against your death-based attacks. Those immune get a save at +10.
Destruction 1 Granted Powers You can make one smite attempt/day, gaining a +4 bonus on TH and a damage bonus equal to your level.
Destruction 2 Irrefragable You are immune to disintegration.
Destruction 3 Appetite for Destruction You gain a bonus to damage equal to LVL.
Destruction 4 Violent Offenders Any creatures you summon are automatically enraged, gaining a damage bonus equal to LVL.
Destruction 5 Instrument of Destruction Damage reduction is only 50% effective against your attacks.
Disease 1 Granted Powers You cast necromancy spells at +1 caster level.
Disease 2 Immunised You are immune to any type of constitution damage/draining or disease based attack.
Disease 3 Disease Carrier +LVL on TH, damge rolls and AC against disease ridden opponents.
Disease 4 Diseased Brethren Any creatures you summon are always disease carriers (1 point of constitution damage for every LVL you have)
Disease 5 Instrument of Disease Immunities and resistances are only 50% effective against your disease-based attacks.
Elf 1 Granted Powers You gain point blank shot as a bonus feat.
Elf 2 Strong Minded You are immune to any mind affecting effects.
Elf 3 Orc Slayer +LVL on TH, dmg and AC against orcs or half orcs (or any other orc sub-species).
Elf 4 Fey Brethren Fey summoned by you always have 50% more hit dice than usual.
Elf 5 Extension of Elvenkind Your enchantment based abilities and spells can work upon those typically immune to such effects, at half effect.
Entropy 1 Granted Powers You cast necromancy spells at +1 caster level.
Entropy 2 Void Shield You are immune to nullification and gain cold resistance equal to half your hit die.
Entropy 3 Void Born +LVL on TH, damage and AC against immobile opponents or while both you and your opponent are within a vacuum.
Entropy 4 Void Brethren Summoned creatures within the radius of your divine aura are automatically banished.
Entropy 5 Instrument of the Void You do not suffer any miss chance against incorporeal targets.
Evil 1 Granted Powers You cast evil spells at +1 caster level.
Evil 2 Poison Ward You are immune to poison.
Evil 3 Born Evil +LVL on TH, dmg and AC within a desecrated area (or evil aligned plane).
Evil 4 Evil Brethren Evil-aligned creatures summoned by you always have 50% more hit dice than usual.
Evil 5 Stain of Evil Any damage you deal can only be healed within a consecrated area.
Fear 1 Granted Powers You cast necromancy spells at +1 caster level.
Fear 2 Fear Shield You are immune to any type of strength damage/draining or fear-based attack.
Fear 3 Terrifying Opponent +LVL on TH, damage and AC against all opponents you frighten.
Fear 4 Horrific Breathren Any creatures you summon radiate fear. Treat these creatures as if bearing a symbol of fear.
Fear 5 Instrument of Terror Immunities and resistances are only 50% effective against your fear-based attacks.
Fertility 1 Midwife You automatically know when a baby is due. You cast conjuration spells at +1 caster level.
Fertility 2 Fertility Sheath You are immune to any type of constitution damage/draining or disease-based attack.
Fertility 3 Egg Born You can give birth within seconds to an egg or cause any female you impregnate to give birth within seconds again to an egg.
Fertility 4 Numerous Brethren You summon double the number of creatures.
Fertility 5 Rapid Rejuvenation You rejuvenates as if of the next highest divine status.
Fire 1 Speak with Fire Similar to a stone tell spell except that it works with fire. Turn or destroy water creatures. Rebuke, command or bolster fire creatures.
Fire 2 Fire Ward You are immune to fire (or heat).
Fire 3 Fire Born +LVL on all TH, damage and AC
Fire 4 Fire Brethren Creatures with the fire subtype summoned by you always have 50% more hit dice than usual.
Fire 5 Instrument of Fire Immunities and resistances are only 50% effective against your fire-based attacks.
Good 1 Granted Powers You cast good spells at +1 caster level.
Good 2 Blessed Body You are immune to disease.
Good 3 Blessed At Birth +LVL on TH, dmg and AC whenerver you are within a consecrated area or good aligned plane.
Good 4 Holy Brethren Good-aligned creatures summoned by you always have 50% more hit dice than usual.
Good 5 Stigmatism Any damage you deal can only be healed within a consecrated area.
Healing 1 Granted Powers You cast healing spells at +1 caster level.
Healing 2 Faster Healing You gain fast healing equal to 1/2 your hit die.
Healing 3 Doctor +LVL on TH, dmg and AC against opponents with either fast healing or regeneration.
Healing 4 Healthy Brethren Any creatures you summon possess fast healing equal to LVL.
Healing 5 Recovery Your healing powers can restore even vile damage.
Knowledge 1 Granted Powers +LVL Knowledge proficiencies. You cast divination spells at +1 caster level.
Knowledge 2 Shield of Intellect You are immune to any type of intelligence damage/draining.
Knowledge 3 Higher Learning You gain a bonus to Intelligence equal to LVL.
Knowledge 4 Intelligent Brethren Any creatures you summon gain an intelligence bonus equal to LVL.
Knowledge 5 Instrument of Education You know all skills.
Labour 1 Granted Powers You gain a +10 bonus to Endurance skill checks (+10 Con checks).
Labour 2 Inexhaustible You cannot fail endurance checks and are immune to fatigue and exhaustion.
Labour 3 Job Satisfaction +LVL on TH, dmg and AC provided you have done a good days work the previous day.
Labour 4 Hard Working Brethren Any creatures you summon cannot be banished until the task is done.
Labour 5 Instrument of Labour You can cause fatigue an exhaustion even in creatures that have no constitution score, at half effect.
Law 1 Granted Powers You cast law spells at +1 caster level.
Law 2 Shield of Law You are immune to any transmutationbased abilities, spells or effects.
Law 3 Justice Bringer +LVL to TH, dmg and AC while
Law 4 Lawful Brethren Lawful-aligned creatures summoned by you always have 50% more hit dice than usual.
Law 5 Instrument of the Law Immunities and resistances are only 50% effective against your law-based attacks.
Love 1 Granted Powers You cast enchantment spells at +1 caster level.
Love 2 Charisma Shield You are immune to any type of charisma damage/draining.
Love 3 Born of Love +LVL on TH, dmg and AC provided you have made love within the past day.
Love 4 Brethren of Love Any creatures you summon gain an charisma bonus equal to LVL.
Love 5 Instrument of Enchantment Your enchantment based abilities and spells can work upon those typically immune to such effects, at half effect.
Luck 1 Granted Powers You gain a +1 luck bonus on all saving throws.
Luck 2 Luck Shield You are immune to any type of dexterity damage/draining.
Luck 3 Born Lucky You have a 50% chance each day of gaining a bonus equal to LVL on TH, dmg and AC.
Luck 4 Lucky Brethren You always summon the maximum number of creatures.
Luck 5 Instrument of Fate Opponents in your group have any luck bonuses reduced by 50%.
Madness 1 Granted Powers You cast enchantment spells at +1 caster level.
Madness 2 Mind Blank You are immune to any mind affecting effects.
Madness 3 Method behind the Madness +LVL on TH, dmg and AC when facing intelligent opponents.
Madness 4 Mad Brethren Any aberrations you summon have 50% more hit dice than normal.
Madness 5 Instrument of Madness Immunities are only 50% effective against your mind affecting effects and spells.
Magic 1 Granted Powers Use scrolls as a wizard at one half your cleric level.
Magic 2 Spell Shield You automatically block the first spell used against you each round.
Magic 3 Rune Touched +LVL on spell focus, spell penetration and SR.
Magic 4 Guardians of Magic Any constructs you summon have 50% more hit dice than normal.
Magic 5 Instrument of Magic Your magic works on those supposedly immune to magic, at half effect.
Metalworking 1 Granted Powers Divide the cost of unusual materials by CL.
Metalworking 2 Iron Guard You cannot be harmed by metal magic weapons whose enhancement bonus is less than LVL.
Metalworking 3 Forge Born You gain Construct traits.
Metalworking 4 Forge Brethren Any creatures you summon always gain a bonus to their manufactured weapons, armor and shields equal to LVL.
Metalworking 5 Chink In The Armor You ignore magic armor or shields whose enhancement bonus is less than LVL.
Moon 1 Granted Powers You can turn or destroy lycanthropes.
Moon 2 Lunar Shield You are immune to any transmutation effects.
Moon 3 Animal Instincts +LVL on TH, dmg and AC while bathed in moonlight (or on the moon).
Moon 4 Call of the Wild Any animals or lycanthropes you summon have 50% more hit die than usual.
Moon 5 Instrument of Change Your transmutation effects can affect those otherwise immune, at half effect.
Mountain 1 Granted Powers You can turn or destroy air creatures. Rebuke, command or bolster earth creatures.
Mountain 2 Stonelike You become immune to critical hits.
Mountain 3 Earthborn +LVL on TH, dmg, and AC when you are standing on the earth.
Mountain 4 Earthen Brethren Any earth-based creatures you summon possess 50% more hit dice than normal.
Mountain 5 Monumental Your damage reduction has no negating factors.
Music 1 Mysteries of Music Communicate with songbirds (or sonic based creatures) and learn what they know. You cast sound-based spells at +1 caster level.
Music 2 Shield of Silence You are immune to any sonic-based abilities, spells or effects (including the effects of bardic music).
Music 3 Music Born +LVL caster level and any saving throw DC's when using any sonic based ability (including bardic music) or spell.
Music 4 Musical Brethren Sonic-based creatures you summon always have 50% more hit dice than usual.
Music 5 Instrument of Music Immunities and resistances are only 50% effective against your sonic based attacks.
Nature 1 Granted Powers You can rebuke or command plant creatures as an evil cleric destroys undead.
Nature 2 Green-Skinned You are immune to poison effects.
Nature 3 Son of the Forest +LVL on TH, dmg and AC when within an area of dense vegetation (forest, jungle etc.)
Nature 4 Horticulturist Any plants summoned by you always have 50% more hit dice than usual.
Nature 5 Green-Blooded You can poison even those magically immune to poison.
Peace 1 Granted Powers You gain a +2 Charisma bonus.
Peace 2 Stay Thy Hand You gain an AC bonus equal to its LVL for as long as you refrain from committing an aggressive act.
Peace 3 Calm Under Crisis +LVL on spell focus, spell penetration and SR for as long as you refrain from committing an aggressive act.
Peace 4 Peaceful Brethren Any creatures you summon gain an AC bonus equal to LVL as long as they refrain from committing an aggressive act.
Peace 5 Instrument of Peace Your enchantment based abilities and spells can work upon those typically immune to such effects, at half effect.
Revenge 1 Granted Powers 1D: Cast a priest spell against an enemy.
Revenge 2 Blinded by Vengeance You are immune to any mind affecting effects.
Revenge 3 Born to Vengeance +LVL on TH, dmg and AC against any favored enemies, or individuals who have attacked you within the past 24 hours.
Revenge 4 Brothers of Vengeance Any creatures you summon gain a favoured enemy bonus equal to double LVL.
Revenge 5 Instrument of Revenge You can expend your own hit points to deal extra damage with each attack (max CL damage per attack).
Science 1 Granted Powers You gain a +2 bonus to Intelligence.
Science 2 Spell Immunity You are immune to spells of half LVL or less.
Science 3 Appliance of Science +LVL on attack roll, dmg and AC when attacking spellcasters.
Science 4 Natural Selection Any animals summoned by you always have 50% more hit dice than usual.
Science 5 Instrument of Science Evocation based attacks you do are 50% natural and will partially function even through anti-magic.
Sea 1 Granted Powers You can turn or destroy fire creatures. Rebuke, command or bolster sea creatures.
Sea 2 Aquatic You gain the aquatic subtype, you also gain cold resistance equal to half your hit die.
Sea 3 Ocean Born +LVL on TH, dmg and AC if both you and your opponent are underwater.
Sea 4 Spawn of the Deep Creatures with the aquatic subtype summoned by you always have 50% more hit dice than usual.
Sea 5 Drowning You can automatically revoke any water breathing in your group, even with creatures who are naturally aquatic like fish.
Secrets 1 Granted Powers Add Bluff, Disguise and Hide to your list of cleric class skills.
Secrets 2 Cloak of Mystery You are immune to divination.
Secrets 3 Stygian +LVL on TH, dmg and ACduring any round in which you surprise an opponent.
Secrets 4 Occult Brethren Any creatures you summon benefit from having greater invisibility cast upon them.
Secrets 5 Instrument of Secrecy Your illusions have a 50% chance of fooling even true seeing or similar magic.
Skill 1 Granted Powers You gain a +2 bonus to Dexterity.
Skill 2 Skill Shield You are immune to any type of dexterity damage/draining.
Skill 3 Skill Born +LVL on TH, dmg and AC against opponents more powerful than yourself.
Skill 4 Lithe Brethren Any creatures you summon gain an Dexterity bonus equal to LVL.
Skill 5 Instrument of Skill You gain a Dexterity bonus equal to LVL.
Sky 1 Granted Powers Turn or destroy earth creatures as a good cleric turns undead. Rebuke, command or bolster air creatures.
Sky 2 Windy You are immune to wind based effects and have electricity resistance equal to half your hit die.
Sky 3 Sky Born +LVL on TH, dmg and AC when both you and your opponent are flying.
Sky 4 Sky Brethren Any creatures with the innate power of flight summoned by you always have 50% more hit dice than usual.
Sky 5 Instrument of the Air You can automatically revoke the ability of flight in your group.
Stoicism 1 Granted Powers You gain a +2 bonus to Constitution.
Stoicism 2 Hard Boiled You are immune to any type of Constitution damage/draining.
Stoicism 3 True Grit +LVL on attack and dmg provided you are at half hit points or less.
Stoicism 4 Stoic Brethren Any creatures you summon gain an Constitution bonus equal to LVL.
Stoicism 5 Instrument of Stoicism You gain a Constitution bonus equal to LVL.
Strength 1 Granted Powers You gain a +2 bonus to Strength.
Strength 2 Strength Shield You are immune to any type of strength damage/draining.
Strength 3 Heroic You gain a bonus to strength equal to LVL.
Strength 4 Strong Brethren Any creatures you summon gain an strength bonus equal to LVL.
Strength 5 Instrument of Strength You gain a Strength bonus equal to LVL.
Sun 1 Granted Powers Once per day, you can perform a greater turning against undead. Undead creatures that would be turned are instead destroyed.
Sun 2 Light Shield You are immune to any light (including prismatic effects) or positive energy based effects.
Sun 3 Sun Blessed +LVL on TH, dmg and AC providing the sun is shining on you.
Sun 4 Radiant Brethren Any light or positive energybased creatures you summon have 50% more hit dice than usual.
Sun 5 Lightbearer Immunities and resistances are only 50% effective against your light or positive energy-based attacks.
Sword 1 Granted Powers Free Martial Weapon Proficiency and Weapon Focus for any type of sword.
Sword 2 Sword Shield You are immune to the effects of any sword whose enchantment bonus is less than LVL.
Sword 3 Prince of Swords +LVL on TH, dmg and AC when you wield a sword.
Sword 4 Sword Brethren You can summon the sword of any opponent in your group to fight for you as would a dancing weapon. (Str check to avoid).
Sword 5 Riddle of Steel When attacking with a sword you ignore half the opponent's damage reduction.
Thievery 1 Granted Powers Add Bluff, Disguise and Hide to your list of cleric class skills.
Thievery 2 Sixth Sense You cannot be surprised or caught flatfooted by anyone of an equal or lower LVL.
Thievery 3 Dirty Tricks +LVL on sneak TH and add one extra die of damage to their sneak attack per LVL.
Thievery 4 Sneaky Brethren Any creatures you summon can sneak attack dealing 1d6 damage/LVL.
Thievery 5 Escamotage Opponents immune to critical hits still suffer half your sneak attack bonus damage.
Thunder 1 Granted Powers Turn or destroy cold creatures as a good cleric turns undead. Rebuke, command or bolster air creatures.
Thunder 2 Storm Shield You are immune to electricity based effects.
Thunder 3 Storm Born +LVL on TH, dmg and AC as long as there is no roof over your head.
Thunder 4 Stormtroopers Creatures with an electricity based ability summoned by you always have 50% more hit dice than usual.
Thunder 5 Instrument of Thunder Immunities and resistances are only 50% effective against your electricity-based attacks.
Time 1 Granted Powers You act as if hasted for a number of rounds per day equal to your cleric level.
Time 2 Time Shield You are immune to any temporal effects.
Time 3 Time Phase +LVL on TH, dmg and AC provided you win initiative against your opponents.
Time 4 Chrono Any creatures you summon gain an initiative bonus equal to double LVL.
Time 5 Time Shard Your time based abilities have a 50% chance of working on those otherwise immune to temporal effects.
Travel 1 Granted Powers Increase movement by 3". Add survival to your list of cleric class skills.
Travel 2 Footloose You are immune to any effect that either impedes your movement and you can travel through any medium.
Travel 3 Travel Born +LVL on TH, dmg and AC provided you move up to your full movement rate each round.
Travel 4 Travel Companions Any creatures you summon have their movement rate doubled.
Travel 5 Instrument of Travel You can make a touch attack against an opponent and send them into another plane of your choice. (Reflex save)
War 1 Granted Powers Free martial weapon proficiency and weapon focus with the deity's favored weapon.
War 2 Battle Ready You can wear armor or carry a shield without penalty (as if you posessed the Heavy Armor Mastery and Shield Mastery feats).
War 3 Warrior Born +LVL on TH, dmg and AC while engaged in combat.
War 4 Brothers-at-Arms Any creatures you summon gain a bonus to their TH equal to double LVL.
War 5 Instrument of War Damage Reduction is only 50% effective against your attacks.
Wealth 1 Granted Powers You cast conjuration spells at +1 caster level.
Wealth 2 Business Sense You are immune to acid based effects.
Wealth 3 Fervor of Greed +LVL on TH, dmg and AC against opponents carrying carrying objects of value (including equipment).
Wealth 4 Best Money Can Buy Any constructs you summon have 50% more hit dice than normal.
Wealth 5 Bribery Immunities and resistances are only 50% effective against your enchantment effects.
Winter 1 Granted Powers You can turn or destroy fire creatures. Rebuke, command or bolster cold creatures.
Winter 2 Cold Immunity You are immune to cold effects.
Winter 3 Ice Born +LVL on TH, dmg and AC provided you are within an area where the temperature is sub-zero.
Winter 4 Icy Brethren Creatures with the cold sub-type summoned by you always have 50% more hit dice than usual.
Winter 5 Instrument of Cold Immunities and resistances are only 50% effective against your cold-based attacks.
Wisdom 1 Granted Powers You gain a +2 Wisdom bonus.
Wisdom 2 Words of Wisdom You can automatically tell how wise your opponent is.
Wisdom 3 Wisdom Block You are immune to any type of wisdom damage/draining.
Wisdom 4 Logic Born You gain an insight bonus equal to LVL on any one type of die roll each round provided you act last in the round.
Wisdom 5 Wisdom Touched Any creatures you summon gain a Wisdom bonus equal to double LVL.

[PC3] Priest Group Classes


Warden Spells (Alternate Spheres) (SL=1)

Spell Spheres Effect
Align Weapon Sword Weapon becomes good, evil, lawful or chaotic.
Augury Wisdom Learns whether an action will be good or bad.
Bless Charity, Community Allies gain +1 on attack rolls and saves against fear.
Burning Hands Fire 1d4/level fire damage.
Cause Fear Death, Fear One creature of 5 HD or less flees for 1d4 rounds.
Charm Animal Love Makes one animal your friend.
Chill Touch Winter One touch/level deals 1d6 damage and possibly 1 Str damage.
Cure Light Wounds Healing Cures 1d8 damage +1/level (max +5).
Detect Secret Doors Knowledge Reveals hidden doors within 60 ft.
Disguise Self Secrets, Thievery Changes your appearance.
Encrypt Science Text cannot be deciphered.
Endure Elements Stoicism, Sun Exists comfortably in hot or cold environments.
Enlarge Person Strength Humanoid creatures double in size.
Entangle Nature Plants entangle everyone in 40 ft. radius.
Entropic Shield Entropy, Luck Ranged attacks against you have a 20% miss chance.
Expeditious Retreat Travel Your speed increases by 30 ft.
Faerie Fire Moon Outlines subject with light, cancelling blur, concealment and the like.
Inflict Light Wounds Destruction, Disease Touch deals 1d8 damage +1/level (max +5).
Lesser Confusion Madness One creature is confused for 1 round.
Mage Armor Metalworking Gives subject +4 armor bonus.
Magic Aura Magic Alters objects magic aura.
Magic Stone Mountain Three stones become +1 projectiles, 1d6+1 damage.
Magic Weapon War Weapon gains +1 bonus.
Obscuring Mist Darkness, Sea, Sky Fog surrounds you.
Protection from Chaos Law +2 to AC and saves, counter mind control, hedge out elementals and outsiders.
Protection from Evil Good +2 to AC and saves, counter mind control, hedge out elementals and outsiders.
Protection from Good Evil +2 to AC and saves, counter mind control, hedge out elementals and outsiders.
Protection from Law Chaos +2 to AC and saves, counter mind control, hedge out elementals and outsiders.
Remove Fear Fertility Suppresses fear or gives +4 on saves against fear for one subject + one per four levels.
Sanctuary Peace, Time Opponents can't attack you and you can't attack.
Shield of Faith Revenge Aura grants +2 or higher deflection bonus.
Shocking Grasp Thunder Touch delivers 1d6/level electricity damage.
True Strike Elf, Skill +20 on your next attack roll.
Unseen Servant Labour, Wealth Invisible force obeys your command.
Ventriloquism Music One creature of 5HD or less flees for 1d4 rounds.

[PC3] Priest Group Classes


Warden Spells (Alternate Spheres) (SL=2)

Spell Spheres Effect
Aid Charity, Good, Luck +1 on attack rolls and saves against fear, 1d8 temporary hp +1/level (max +10).
Animal Trance Moon Fascinates 2d6 HD of animals.
Barkskin Nature Grants +2 (or higher) enhancement to natural armor.
Bear's Endurance Labour, Revenge, Stoicism Subject gains +4 to Con for 1 min./level.
Blindness/Deafness Darkness Makes subject blinded or confused.
Brainwash Science Subject forgets the past 24 hours.
Bull's Strength Strength Subject gains +4 to strength for 1 min./level.
Calm Emotions Law, Peace, Time Calms creatures, negating negative emotions.
Cat's Grace Elf, Skill Subject gains +4 to Dex for 1 min./level
Chill Metal Winter Cold metal damages those who touch it.
Cure Moderate Wounds Healing Cures 2d8 damage +1/level (max +10).
Death Knell Death Kill dying creature and gain 1d8 temporary hp, +2 to Str and +1 caster level..
Desecrate Evil Fills area with negative energy making undead stronger.
Detect Thoughts Knowledge Allows .listening. to surface thoughts.
Eagle's Splendor Love Subject gains +4 to Charisma for 1 min./level.
Fog Cloud Sea, Thunder Fog obscures vision.
Glitterdust Wealth Blinds creatures, outlines invisible creatures.
Heat Metal Metalworking, Sun Make metal so hot it damages those who touch it.
Hideous Laughter Music Subject loses actions for 1 round/level.
Identify Magic Determines properties of magic items.
Inflict Moderate Wounds Disease Touch attack, 1d8 damage +1/level (max +10).
Invisibility Entropy, Thievery Subject invisible 1 min./level or until it attacks.
Mirror Image Secrets Creates decoy duplicates of you (1d4 +1 per three levels, max 8).
Owl's Wisdom Wisdom Subject gains +4 to wisdom for 1 min./level.
Produce Flame Fire 1d6 damage +1/level, touch or thrown.
Scare Fear Panics creatures of less than 6 HD.
Shatter Chaos, Destruction Sonic vibration damages objects or crystalline creatures.
Soften Earth and Stone Mountain Turns stone to clay or dirt to sand or mud.
Spider Climb Travel Grants ability to walk on walls and ceilings.
Spiritual Weapon Sword, War Magical weapon attacks on its own.
Status Community, Fertility Monitors condition, position of allies.
Touch of Idiocy Madness Subject takes 1d6 points of Int, Wis and Cha damage.
Wind wall Sky Deflects arrows, smaller creatures and gases.

[PC3] Priest Group Classes


Warden Spells (Alternate Spheres) (SL=3)

Spell Spheres Effect
Animate Dead Death Creates undead skeletons and zombies.
Blindnes/Deafness Love Makes subject blinded or deafened
Brain Drain Science Subject loses 1d6 points of Intelligence, which are gained by the caster.
Bull's Strength Labour Subject gains +4 to Str for 1 min./level.
Clairaudience/Clairvoyance Knowledge, Music Hear/see at range for 1 min./level.
Contagion Destruction, Disease Affect subjects with chosen disease.
Cure Serious Wounds Healing Cures 3d8 damage +1/level (max +15).
Darkvision Moon See 60 ft. in total darkness.
Deeper Darkness Darkness Object sheds supernatural shadow in 60 ft. radius.
Dispel Magic Magic Cancels magical spells and effects.
Fear Fear Subjects within cone flee for 1 round/level.
Fly Travel Subject flies at speed of 60 ft.
Gaseous Form Sky Subject becomes insubstantial and can fly slowly.
Haste Skill, Time One creature/level moves faster, +1 on attack rolls, AC and Reflex saves.
Heat Metal Wealth Make metal so hot it damages those who touch it.
Keen Edge Sword Doubles weapons normal threat range.
Lightning Bolt Thunder Electricity deals 1d6 damage/level.
Magic Circle against Chaos Law As protection spells, but 10 ft. radius and 10 min./level.
Magic Circle against Evil Good As protection spells, but 10 ft. radius and 10 min./level.
Magic Circle against Good Evil As protection spells, but 10 ft. radius and 10 min./level.
Magic Circle against Law Chaos As protection spells, but 10 ft. radius and 10 min./level.
Magic Vestment Strength, War Armor or shield gains +1 enhancement bonus per four levels.
Magic Weapon, Greater Metalworking +1/four levels (max +5).
Nondetection Secrets, Thievery Hides subject from divination, scrying.
Plant Growth Nature Grows vegetation, improves crops.
Prayer Charity, Community Allies +1 bonus on most rolls, enemies -1 penalty.
Protection from Energy Luck, Stoicism Absorbs 12 points/level of damage from one kind of energy.
Rage Madness Subject gains +2 to Str and Con, +1 on Will saves, -2 to AC.
Remove Disease Fertility Cures all diseases affecting subject.
Resist Energy Fire Ignores 10 (or more) points of fire damage/attack.
Searing Light Sun Ray deals 1d8/two levels, more against undead.
Sleet Storm Winter Hampers vision and movement.
Slow Entropy One subject/level takes only one action/round, -2 to AC, -2 on attack rolls.
Snare Elf Creates a magic booby trap.
Speak with Dead Revenge, Wisdom Corpse answers one question/two levels.
Stone Shape Mountain Sculpts stone into any shape.
Suggestion Peace Compels subject to follow stated course of action.
Water Breathing Sea Sculpts stone into any shape.

[PC3] Priest Group Classes


Warden Spells (Alternate Spheres) (SL=4)

Spell Spheres Effect
Air Walk Sky Subject treads on air as if solid (climb at 45-degree angle)
Black Tentacles Darkness Tentacles grapple all within 15 ft. spread.
Chaos Hammer Chaos Damages and staggers lawful creatures.
Charm Monster Love Makes monster believe it is your ally.
Command Plants Nature Sway the actions of one or more plant creatures.
Confusion Madness, Thievery Subjects behave oddly for 1 round/level.
Control Water Sea Raises or lowers bodies of water.
Crushing Despair Fear Subjects take -2 on attack rolls, damage rolls and save checks.
Cure Critical Wounds Healing Cures 4d8 damage +1/level (max +20).
Death Ward Death, Fertility Grants immunity to death spells and negative energy effects.
Discern Lies Wisdom Reveals deliberate falsehoods.
Dissect Science Cutting beam has chance to sever one of an opponent's appendages.
Divination Knowledge Provides useful advice for specific proposed actions.
Divine Power War You gain attack bonus, +6 to Str and 1 hp/level.
Enervation Entropy Subject gains 1d4 negative levels.
Fire Shield Revenge, Sun Creatures attacking you take fire damage while you are protected against cold.
Freedom of Movement Luck, Skill, Travel Subject moves normally despite impediments.
Holy Smite Good Damages and blinds evil creatures.
Imbue with Spell Ability Charity, Community, Magic Imbue with Spell Ability.
Inflict Critical Wonds Destruction Touch attack, 4d8 damage +1/level (max 20).
Invisibility, Greater Secrets As invisibility, but subject can attack and stay invisible.
Lesser Geas Labour Commands subject of 7 HD or less.
Magic Weapon, Greater Sword +1 bonus/four levels (max +5).
Order's Wrath Law Damages and dazes chaotic creatures.
Polymorph Moon Gives one willing subject a new form.
Rusting Grasp Metalworking, Wealth Your touch corrodes iron and alloys.
Shout Music, Thunder Deafens all within cone and deals 5d6 sonic damage.
Slow Time One subject/level takes only one action/round, -2 to AC, -2 on attack rolls.
Spell Immunity Strength Subject is immune to one spell per four levels.
Spike Stones Mountain Creatures in area take 1d8 damage, may be slowed.
Stoneskin Stoicism Ignore 10 points of damage per attack.
Tongues Peace Speak any language.
Tree Stride Elf Step from one tree to another far away.
Unholy Blight Evil Damages and sickens good creatures.
Wall of Fire Fire Deals 2d4 damage out to 10 ft. and 1d4 out to 20 ft. Passing through a wall deals 2d6 damage +1/level.
Wall of Ice Winter Ice plane creates wall with 15 hp +1/vlevel, or hemisphere can trap creatures inside.
Waves of Fatigue Disease Several targets become fatigued.

[PC3] Priest Group Classes


Warden Spells (Alternate Spheres) (SL=5)

Spell Spheres Effect
Baleful Polymorph Moon Transforms subject into harmless animal.
Break Enchantment Luck Frees subject from enchantments, alterations, curses and petrification.
Call Lightning Storm Thunder As call lightning but 5d6 damage per bolt.
Commune with Nature Elf You learn about terrain for 1 mile/level.
Cone of Cold Winter 1d6/level cold damage.
Control Winds Sky Change wind direction and speed.
Cure Light Wounds, Mass Charity, Healing Cures 1d8 damage +1/level (max +25) for many creatures.
Dispel Chaos Law +4 bonus against attacks by chaotic creatures.
Dispel Evil Good +4 bonus against attacks by evil creatures.
Dispel Good Evil +4 bonus against attacks by good creatures.
Dispel Law Chaos +4 bonus against attacks by lawful creatures.
False Vision Secrets, Thievery Fools scrying with an illusion.
Fire Shield Fire Creatures attacking you take fire damage while you are protected against cold.
Flame Strike Sun, War Smite foes with divine fire (1d6/level damage).
Globe of Invulnerability Stoicism As lesser globe of invulnerability, plus 4th level spell effects.
Hold Monster Peace As hold person, but any creature.
Ice Storm Sea Hail deals 5d6 damage in cylinder 40 ft. across.
Inflict Light Wounds, Mass Destruction Deals 1d8 damage +1/level to many creatures.
Insect Plague Disease Locust swarms attack creatures
Mark of Justice Revenge Designates action that will trigger curse on subject.
Mind Fog Madness Subjects in fog get -10 to Wis and Will checks.
Neutron Beam Science Ray deals 5 points of damage/level (max 75), passes through multiple targets.
Nightmare Darkness, Fear Sends vision dealing 1d10 damage, fatigue.
Overland Flight Skill You can fly at a speed of 40 ft. and can hustle over long distances.
Permanency Time Make cerytain spells permanent.
Plane Shift Travel As many as eight subjects travel to another plane.
Raise Dead Fertility Restores life to subject who died as long as one day/level ago.
Righteous Might Strength Your size increases and you gain combat bonuses.
Secret Chest Wealth Hide expensive chest on ethereal plane, you can retrieve it at will.
Slay Living Death Touch attack kills subject.
Song of Discord Music Forces targets to attack each other.
Spell Resistance Magic Subject gains SR 12 + level.
Symbol of Sleep Love Triggered rune puts nearby creatures into catatonic slumber.
Telekinesis Labour Moves object, attacks creature or hurls object or creature.
Telepathic Bond Community Link lets allies communicate.
True Seeing Knowledge, Wisdom Lets you see things as they really are.
Wall of Iron Metalworking, Sword 30 hp/four levels; can topple onto foes.
Wall of Stone Mountain Creates a stone wall that can be shaped.
Wall of Thorns Nature Thorns damage anyone who tries to pass.
Waves of Fatigue Entropy Several targets become fatigued.

[PC3] Priest Group Classes


Warden Spells (Alternate Spheres) (SL=6)

Spell Spheres Effect
Animate Objects Chaos Objects attack your foes.
Anti-life Shell Entropy 10-ft. field hedges out living creatures.
Anti-Magic Field Magic Negates magic within 10 ft.
Banishment Revenge Banishes 2 HD/level of extraplanar creatures.
Bear's Endurance, Mass Fertility, Stoicism As bear's endurance, affects one subject/level.
Blade Barrier Good, Metalworking, Sword, War Wall of blades deals 1d6/level damage.
Cat's Grace, Mass Skill As cat's grace, affects one subject/level.
Chain Lightning Sky, Thunder 1d6 damage/level; 1 secondary bolt/level each deals half damage.
Cone of Cold Sea 1d6/level cold damage.
Contingency Time Sets trigger condition for another spell.
Create Undead Death, Evil Create ghouls, ghasts, mummies or mohrgs.
Find the Path Elf, Knowledge Shows the most direct way to a location.
Fire Seeds Fire, Sun Acorns and berries become grenades and bombs.
Force Field Science Aura blocks 50 hit points of damage and regenerates 1 point/round.
Freezing Sphere Winter Freezes water or deals cold damage.
Guards and Wards Wealth Array of magic effects protects area.
Harm Destruction, Disease Deals 10 points/level damage to target.
Heal Healing Cures 10 points/level damage, all diseases and mental conditions.
Heroes Feast Charity Food for one creature/level cures and grants combat bonuses.
Heroes. Feast Community Food for 1 creature/level cures and grants combat bonuses.
Hold Monster Law As hold person, but any creature.
Irresistable Dance Music Forces subjects to dance.
Mislead Luck, Secrets, Thievery Turns you invisible and creates illusory double.
Move Earth Labour Digs trenches and builds hills.
Owl's Wisdom, Mass Wisdom As owl's wisdom, affects one subject/level.
Permanent Image Moon Includes sight, sound and smell.
Phantasmal Killer Madness Fearsome illusion kills subject or deals 3d6 damage.
Repel Wood Nature Pushes away wooden objects.
Shadow Walk Darkness, Travel Step into shadows to travel rapidly.
Stoneskin Mountain, Strength Ignores 10 points of damage per attack.
Suggestion, Mass Peace As suggestion, plus one subject/level.
Symbol of Fear Fear Triggered rune panics nearby creatures.
Symbol of Persuasion Love Triggered rune charms nearby creatures.

[PC3] Priest Group Classes


Warden Spells (Alternate Spheres) (SL=7)

Spell Spheres Effect
Acid Fog Sea Fog deals acid damage.
Animate Objects Labour Objects attack your foes.
Animate Plants Nature One or more trees animate and fight for you.
Blasphemy Evil Kills, paralyzes, weakens, or dazes nonevil subjects.
Control Weather Sky, Thunder, Winter Changes weather in local area.
Damocles. Sword Sword Floating magic blade strikes opponents.
Destruction Death Kills subject and destroys remains.
Dictum Law Kills, confuses, stuns or deafens non-lawful subjects.
Disintegrate Destruction Makes one creature or object vanish.
Earthquake (4.0) Mountain Intense tremor shakes 5 ft./level radius.
Experiment Science As wish, but chance of failure.
Eyebite Fear Target becomes panicked, sickened and comatose.
Fire Storm Fire Deals 1d6/level Fire Damage.
Grasping Hand Strength Large hand provides cover, pushes and grapples.
Holy Word Good Kills, paralyzes, weakens, or dazes nongood subjects.
Insanity Madness, Moon Subject suffers continuous confusion.
Legend Lore Knowledge Lets you learn tales about a person place or thing.
Limited Wish Charity, Skill Alters reality - within spell limits.
Liveoak Elf Oak becomes treant guardian.
Magnificent Mansion Community, Wealth Door leads to extradimensional mansion.
Major Creation Metalworking As minor creation, plus stone and metal.
Power Word Blind Darkness, Love, War Blinds creature with 200 hp or less.
Regenerate Healing Subject's severed limbs grow back, cures 4d8 damage +1/level (max +35)
Repulsion Peace, Time Creatures can't approach you.
Screen Secrets, Thievery Illusion hides area from vision, scrying.
Simulcrum Fertility Creates partially real double of a creature.
Spell Turning Luck, Magic, Revenge, Stoicism Reflect 1d4+6 spell levels back at the caster.
Sunbeam Sun Beam blinds and deals 4d6 damage.
Teleport, Greater Travel As teleport, but no range limit and no off-target arrival.
Vision Wisdom As legend lore but quicker and strenuous.
Waves of Exhaustion Disease, Entropy Several targets become exhausted.
Word of Chaos Chaos, Music Kills, confuses, stuns or deafens non-chaotic subjects.

[PC3] Priest Group Classes


Warden Spells (Alternate Spheres) (SL=8)

Spell Spheres Effect
Animal Shapes Moon One ally/level polymorphs into chosen animal.
Binding Peace Utilizes an array of techniques to imprison a creature.
Clenched Fist Strength Large hand provides cover, pushes or attacks your foes.
Cloak of Chaos Chaos +4 to AC, +4 resistance, SR 25 against lawful spells.
Clone Fertility Duplicate awakens when original dies.
Control Plants Nature Control actions of one or more plant creatures.
Create Greater Undead Darkness, Death Create shadows, wraiths, spectres or devourers.
Cure Critical Wounds, Mass Healing Cures 4d8 damage +1/level (max +40) for many creatures.
Discern Location Knowledge, Revenge Reveals exact location of creature or object.
Earthquake Destruction Intense tremor shakes 5-ft./level radius.
Etherealness Travel Travel to the ethereal plane with companions.
Heal Charity Cures 10 points/level of damage, all diseases and mental conditions.
Holy Aura Good +4 to AC, +4 resistance, SR 25 against evil spells.
Horrid Wilting Disease, Entropy, Sea Deals 1d6/level damage within 30 ft.
Incendiary Cloud Fire Cloud deals 4d6 fire damage/round.
Iron Body Metalworking, Mountain Your body becomes living iron.
Mind Blank Secrets, Stoicism Subject is immune to mental/emotional magic and scrying.
Moment of Prescience Luck, Skill, Wisdom You gain insight bonus on single attack roll, check or save.
Planar Ally, Greater Labour As lesser planar ally but up to 18 HD.
Polar Ray Winter Ranged touch attack deals 1d6/level cold damage.
Polymorph Any Object Thievery Changes any subject into anything else.
Power Word Stun War Stuns creature with 150 hp or less.
Protection from Spells Magic Confers +8 resistance.
Radiation Poisoning Science As poison, but affects all with 30 ft. radius
Refuge Sword Alters item to transport its wielder to you.
Shield of Law Law +4 to AC, +4 resistance, SR 25 against chaotic spells.
Shout, Greater Music Devastating yell deals 10d6 sonic damage, stuns creatures, damages objects.
Sunburst Elf, Sun Blinds all within 10 ft., deals 6d6 damage..
Symbol of Insanity Madness Triggered rune renders nearby creatures insane.
Sympathy Community, Love Object or location attracts certain creatures.
Temporal Stasis Time Puts subject into suspended animation.
Trap the Soul Fear, Wealth Imprisons subject within gem.
Unholy Aura Evil +4 to AC, +4 resistance, SR 25 against good spells.
Whirlwind Sky, Thunder Cyclone deals damage and can pick up creatures.

[PC3] Priest Group Classes


Warden Spells (Alternate Spheres) (SL=9)

Spell Spheres Effect
Antipathy Elf Object or location affected by spell repels certain creatures.
Astral Projection Travel Projects you and companions onto Astral Plane.
Crushing Hand Strength Large hand provides cover, pushes or crushes your foes.
Disjunction Magic, Metalworking Dispels magic, disenchants magic items.
Dominate Monster Love, Music As dominate person, but any creature.
Elemental Swarm Fire, Mountain, Sea, Sky Summons multiple air elementals.
Energy Drain Winter Subject Gains 2d4 negative levels.
Energy Drain Disease Subject gains 2d4 negative levels.
Foresight Knowledge, Skill, Wisdom sixth sense. warns of impending danger.
Heal, Mass Healing As heal, but with several subjects.
Hold Monster, Mass Peace As hold monster, but all within 30 ft.
Implosion Destruction Kills one creature/round.
Imprisonment Secrets Entombs subject beneath the earth.
Miracle Luck Requests intercession from a higher source.
Power Word Kill Darkness, War Kills creatures with 100 hp or less.
Prismatic Sphere Community, Sun As prismatic wall, but surrounds on all sides.
Refuge Wealth Alters item to transprt its possessor to you.
Regenerate Stoicism Subjects severed limbs grow back, cures 4d8 damage +1/level (max +35)
Self-Destruct Science You explode, dealing 100 points of damage to all within a 100 ft. radius.
Shambler Nature Summon 1d4+2 shambling mounds to fight for you.
Shapechange Moon Transforms you into any creature and change forms once per round.
Storm of Vengeance Revenge, Thunder Storm rains acid, lightning and hail.
Summon Monster IX Chaos, Evil, Good, Labour, Law Calls extraplanar creatures to fight for you.
Time Stop Thievery, Time You act freely for 1d4+1 rounds.
True Resurrection Fertility As resurrection, plus remains aren't needed.
Vorpal Edge Sword Adds vorpal quality to blade for 1 round/level.
Wail of the Banshee Death, Entropy Kills one creatre/level.
Weird Fear, Madness As phantasmal killer, but affecst all within 30 ft.
Wish Charity As limited wish, but with fewer limits.

[PC3] Priest Group Classes


Warden Spells (Alternate Spheres) (SL=10)

Spell Spheres Effect
Contingent Resurrection Fertility Subject automatically resurrected if slain.
Damnation Evil Send your foe to hell.
Dire Winter Winter 1000 ft.- radius emanation deals 2d6 cold damage for 20 hours.
Dreamscape Travel You physically travel to the region of dreams.
Earthquake (5.0) Mountain Intense tremor shakes 50 ft./level radius.
Eclipse Darkness A solar eclipse follows you.
Hellball Evil You deal 10d6 each of acid, cold, electricity and fire damage, you take 10d6 damage.
Kiloton Science Create an atomic blast.
Let go of me Travel Grappler takes 20d6 damage, you take 10d6.
Lord of Nightmares Fear You are possessed by a dream larva for 20 rounds and take 12d6 damage.
Mass Frog Moon All in a 40 ft. radius are transformed into frogs.
Nailed to the Sky Sky Affix foe to the heavens.
Pestilence Disease Inflict slimy doom on all creatures and plants within a half mile diameter area.
Rain of Fire Fire You create a 2-mile-radius fire storm dealing 1 point of fire damage per round.
Raise Island Mountain, Sea You create a small island in the sea.
Safe Time Time You contingently duck damage in a static time stream for 1 round.
Tempest of Vengeance Revenge, Thunder Tempest rains acid, lightning and hail.
Time Duplicate Time You and your future self exist together for 1 round.
Verdigris Nature 100 ft. area overun by tsunami of plant growth, dealing 10d6 damage.
Vorpal Blade Barrier Sword, War Wall of blades deals 1d6/level damage plus chance of decapitation.

[PC3] Priest Group Classes


White Priest

Level KXP Priest/White
123 456 7
1 0 0-- --- -
2 1.5 1-- --- -
3 3 20- --- -
4 6 21- --- -
5 12 220 --- -
6 25 221 --- -
7 50 322 0-- -
8 100 332 1-- -
9 200 333 20- -
10 300 443 21- -
11 400 443 320 -
12 500 444 321 -
13 600 554 322 -
14 700 555 332 -
15 800 655 333 -
16 900 655 443 0
17 1000 665 443 1
18 1100 665 443 2
19 1200 765 444 2
20 1300 765 444 3
21 1400 765 554 3
22 1500 765 554 4
23 1600 776 654 4
24 1700 876 655 4
25 1800 876 655 5
26 1900 877 665 5
27 2000 887 666 5
28 2100 887 776 5
29 2200 887 776 6
30 2300 888 777 6
31 2400 888 887 6
32 2500 988 887 6
33 2600 998 888 7
34 2700 999 888 8
35 2800 999 998 8
36 2900 999 999 9
TH Saves
PD RS PP BW Sp Fo Re Wi
+1  7  6  4  2  3  0  0  2
+1  7  6  4  3  3  0  0  3
+1  7  6  4  3  4  0  1  3
+2  7  6  5  3  4  1  1  4
+3  9  8  6  4  5  1  1  4
+3  9  8  6  5  5  2  2  5
+3  9  8  6  5  6  2  2  5
+4  9  8  7  5  6  2  2  6
+5 11 10  8  6  7  3  3  6
+5 11 10  8  7  7  3  3  7
+5 11 10  8  7  8  4  3  7
+6 11 10  9  7  8  4  4  8
+7 12 11 10  8  9  4  4  8
+7 12 11 10  9  9  5  4  9
+7 12 11 10  9 10  5  5  9
+8 12 11 11  9 10  6  5 10
+9 13 12 12 10 11  6  5 10
+9 13 12 12 11 11  6  6 11
Requisites: Wis 16, Chr 13
Alignment: any
HD/level: d6
Weapon Prof.: 2+level/3
To Hit Table: CTD0
Save Table: Clr0
Reference: DM, MTG
Groups: Priest
 
Level 1: Turn Undead.
Can cast Priest or MTG White spells.
New MTG White spells for White Priest class:
Death Ward (SL=1): 1bM, cannot act next segment: Avoid a slay effect on someone.
Healing Salve (SL=1): One target is cured 30 hp, or (1bM action) prevent the next 30 dmg to a target.
Circle of Protection (SL=2): When cast, name a school/sphere/psi freq. Lose 1 spell slot: Immune to 1 effect of that school/sphere/psi freq.
Disenchant (SL=2): Dispel an effect.
Reverse Damage (SL=3): 1bM: One effect that's damaging you heals you for that amount instead.
Resurrection (SL=4): Resurrect someone who's been killed within the past CL s.
Old MTG White spells from Wizard of the Coast class (you can use these):
Angel's Grace (SL=1): 1bM: Damage that would put you below 1 hp this segment puts you at 1 hp
Abeyance (SL=2): Target cannot use M actions this segment (Will save)
Arenson's Aura (SL=3): 0, sacrifice a maintained effect: Dispel a maintained effect.
Congregate (SL=4): Target gains 10*N hp, where N is the number of people in the party+summons
Angelic Chorus (SL=5): Whenever you summon a creature, cure it's hp on yourself
Beacon of Immortality (SL=6): Double current hp (like a Tenser's, but a different source)
Look at Me, I'm the DCI (SL=7): An effect is banned from the room (x1 Special)
Reverse the Sands (SL=8): Switch current hp totals with someone (no save)
Blessed Wind (SL=9): Target's current hp becomes 200.

[PC3] Priest Group Classes


Wise Man


Level

KXP
Priest
123 456 7

TH
1 0 2-- --- -
2 5 21- --- -
3 10 321 --- -
4 20 422 --- -
5 40 432 --- -
6 80 432 1-- -
7 160 443 1-- -
8 320 443 2-- -
9 640 543 21- -
10 1000 543 32- -
11 1500 553 321 -
12 2000 554 432 1
13 2500 655 543 2
14 3000 666 654 3
15 3500 666 666 6
16 4000 666 666 6
17 4500 666 666 6
18 5000 666 666 6
19 5500 666 666 6
20 6000 666 666 6
21 6500 666 666 6
22 7000 666 666 6
23 7500 666 666 6
24 8000 766 666 6
25 8500 776 666 6
26 9000 777 666 6
27 9500 777 766 6
28 10000 777 776 6
29 10500 777 777 6
30 11000 777 777 7
31 11500 888 777 7
32 12000 888 887 7
33 12500 888 888 8
34 13000 999 888 8
35 13500 999 998 8
36 14000 999 999 91
37 28000 999 999 92
38 42000 999 999 93
39 56000 999 999 94
45 140000 A99 999 99
54 266000 BAA AAA AA1
63 392000 BAA AAA AAA
72 518000 BBB BBB BBB 1
Requisites: Wis 100
Alignment: any
HD/level: d8
Weapon Prof.: 3+2*level
To Hit Table: Pri
Reference: DM
Groups: Pri, Maxi
Complexity: CF=4
   
Saving Throws:  
PPD: +5+level*2
RSW: +2+level*2
PP: +1+level*2
BW: +0+level*2
Spell: +3+level*2
Fort: +0+level*2
Reflex: +1+level*2
Will: +2+level*2
   
+2*LVL Wis
Barbarian Wis
Sustain Wis, San (Sanity)
You can use an unlimited amount of shifting of Subability scores ("sleazing") for Wis.
Automatically make Wis checks and Will saves.
+2*LVL Personality
When using Wisdom for bonus spells, can use Simplified Wis Bonus, or convert all the SLs in the standard chart into one pool, and redistribute SLs as you like.
 
+LVL+1 Grand Spheres.
+LVL*3/2 GGL picks.
x2 level with Turn Undead, and you get +LVL to the d20 and d12 rolls.
When rolling saving throws, you may divide the DC by LVL, then roll 1d20 with no modifiers.
 
+LVL*LVL*100 Goodberries to the Goodberry pool.
1F, during reset: Refill your portion of the goodberry pool.
1M: Cast a variant Goodberry spell (8*LVL goodberries, 4*LVL leeches, LVL eels, or 3*LVL smurfberries).
10000 goodberries can be converted into one "i" goodberry (which cures 1 idmg).
+LVL*LVL*50 Leeches to the Leech pool.
+LVL*LVL Eels to the Eel pool.
Leeches are goodberries that move on their own (no V action needed). Eels remove one [C] section effect.
+LVL*LVL*30 Smurfberries to the Smurfberry pool.
Smurfberries cure 2 hp, or gives a new saving throw against an effect. If the effect had no previous save, use RSW; the target number = 10+CL of the effect.
 
For abilities, see next page.

[PC3] Priest Group Classes


Wise Man Abilities

Level 1: 1M, LVL/t: Death's Door
Level 1: 1M, LVL/d: Protection from Death
Level 1: Animal empathy
Level 1: Detect/Identify Anti-Radiation & Anti-Magic
Level 2: 0, 1/d: Divine Intervention (automatic), usually resolved as a ML=LVL Outer-planar summon
Level 2: 1/reset: Choose an alignment. You do x2 dmg (spells & attacks) vs. that alignment
Level 2: 1M: Shut off target familiar or specialty priest power
Level 2: 1M: Target gets alignment changed to yours & target confused (Will save for each effect)
Level 2: Combining: 1V: Add your CL to target's CL this segment.
Level 2: Immune to "skins" of all types (Stoneskin, etc.)
Level 2: Immune to deafness or paralysis.
Level 2: Regenerate LVL hp/m (this is not troll-like), you can regenerate another if touching
Level 3: 1M, (LVL-2)/t: Dispel Exhaustion
Level 3: 1M, (LVL-2)/d: Raise Dead
Level 3: Clairnasience & Tongues
Level 3: Detect/Identify Anti-Psionics & Anti-Innates
Level 3: Immune to curse and Necromantic sphere spells
Level 4: Can turn undead using just 1V action
Level 4: 0, 1/d: Counter a Divine Intervention
Level 4: All of your edged weapons are "Defender"
Level 4: Can convert P -> M actions
Level 4: Regenerate LVL hp/r (this is troll-like), restore 1 stat point or limb /m, can touch
Level 5: 1M, (LVL-4)/t: Heal
Level 6: 1M, (LVL-5)/d: Resurrection
Level 6: 1M: Shut off Concordant effect (aXR to resist)
Level 6: 1M: Target is Pawned (2 saved, 1 missed save = Dominated)
Level 6: Can turn anyone not of your Religion as if they were undead
Level 6: Regenerate LVL hp/s (troll-like, heals vile/perm dmg), restore XP/Lvl drain, within 30'
Level 6: Time/Reality Stability; whenever a drastic event allows you 1 action to respond to it, you get 2 actions instead
Level 7: 1M, (LVL-6)/t: Cureall
Level 7: Druid Shapechange
Level 9: 1M, (LVL-8)/t: Cureall+Remove 1 [C] effect
Level 9: 1M, (LVL-8)/d: True Resurrection
Level 10: +1 Summon slot
Level 10: Sphere robe (-1 SL) in one sphere
Level 18: 1M, (LVL-17)/t: Fix
Level 18: 1M, (LVL-17)/d: Reverse Pixelation

[PC3] Priest Group Classes


Witch5

Level KXP Wizard/Priest
123 456 789
1 0 1-- --- ---
2 4.5 20- --- ---
3 9 21- --- ---
4 18 220 --- ---
5 24 221 --- ---
6 48 222 0-- ---
7 96 322 1-- ---
8 192 332 20- ---
9 384 333 21- ---
10 750 333 320 ---
11 1125 433 321 ---
12 1500 444 321 ---
13 1875 444 322 ---
14 2250 444 432 0--
15 2625 544 432 1--
16 3000 555 432 2--
17 3375 655 443 20-
18 3750 655 443 21-
19 4125 655 543 22-
20 4500 655 544 320
21 4875 655 544 321
22 5250 665 554 322
23 5625 666 654 332
24 6000 776 655 432
25 6375 776 655 443
26 6750 777 665 543
27 7125 777 665 554
28 7500 887 666 654
29 7875 887 776 655
30 8250 888 777 665
31 8625 888 777 766
32 9000 988 887 776
33 9375 999 888 777
34 9750 999 988 887
35 10125 999 999 888
36 10500 999 999 999
TH Saves
PD RS PP BW Sp Fo Re Wi
+0  8  7  5  3  6  0  1  2
+0  8  7  6  3  7  0  1  3
+0  9  8  6  4  7  0  1  3
+1  9  8  6  4  7  1  2  4
+1 10  9  7  4  8  1  2  4
+1 10  9  7  5  8  2  3  5
+2 11 10  8  5  9  2  3  5
+2 11 10  9  6  9  2  3  6
+2 12 10  9  6  9  3  4  6
+3 12 11  9  6 10  3  4  7
+3 13 11 10  7 10  4  5  7
+3 13 12 10  7 11  4  5  8
+4 13 12 10  8 11  4  5  8
+4 14 13 11  8 11  5  6  9
+4 14 13 11  8 12  5  6  9
+5 14 13 11  9 12  6  7 10
+5 15 14 12  9 13  6  7 10
+5 15 14 12 10 13  6  7 11
Requisites: Int 17, Wis 17
Alignment: any
HD/level: d4
Weapon Prof.: 1+level/4
To Hit Table: Wiz
Save Table: Wiz/Pri
Reference: DM {Planeshifted Bringer5}, Buffyverse
Groups: Wizard, Priest, Alternate
 
Exceptional Int bonus to spells.
Gets two schools or spheres per level. If you pick the same school/sphere twice, you are specialized in it.
Each level, get one "5th edition" pick from the choices below.
 
Levels Pick Description
Level 1-3: A Languages: +LVL Languages (can convert each to ½ a Nonweapon prof.)
B Misfit: -N Chr, +N SL's in progression (max N=LVL)
C Occult Knowledge: Legend Lore 45+5*LVL%
D Telekinesis: 1M: Target takes (LVL+2)*10' falling damage
E 1F: Dispel Magic
Level 4: Pick one from: Bringer5 Level 1-3, one Spellshaper5 Level 1-3, or Watcher5 Level 1-3
Level 5-7: F Addiction: If you are single classed, you do double effect with spells
G Nerd: +LVL stat points to Int or Wis
H Rat-ification: 1M: Target becomes a x0 rat (save)
I Sorcery: Can spend ½M+½V instead of 1M to cast spells
J 1F: Remove *Curse* (Heavy Curse)
Level 8: Pick one from: Bringer5 Level 5-7, Spellshaper5 Level 5-7, or Watcher5 Level 1-3
Level 9-12: K
L
M
N
O
Level 13: Pick one from Bringer5 Level 9-12, Spellshaper5 Level 9-12, Watcher5 Level 5-7, other5 Level 1-3
Level 14-18: P
Q
R
S
T
Level 18: Pick one from Bringer5 Level 14-18, Spellshaper5 Level 14-18, Watcher5 Level 9-12, other5 Level 5-7
Level 20-26: U
V
W
X
Y
Z Pick 1 Level 14-18 (or lower) pick from any "5th Edition" class (this may be picked multiple times)
Level 27-36: Pick one from Bringer5 Level 20-26, Spellshaper5 Level 20-26, Watcher5 Level 14-18, other5 Level 9-12

[PC3] Priest Group Classes


Wizard of the Coast

Level KXP MTG Wiz/Pri
123 456 789
1 0 1-- --- ---
2 5 20- --- ---
3 10 21- --- ---
4 20 320 --- ---
5 40 421 --- ---
6 80 422 0-- ---
7 160 432 1-- ---
8 250 433 20- ---
9 500 433 21- ---
10 700 443 22- ---
11 900 444 330 ---
12 1100 444 441 ---
13 1300 555 442 0--
14 1500 555 442 1--
15 1700 555 552 10-
16 1900 555 553 21-
17 2100 555 553 320
18 2300 555 553 321
19 2500 555 553 331
20 2700 555 554 332
21 2900 555 554 442
22 3100 555 555 443
23 3300 555 555 553
24 3500 555 555 554
25 3700 555 555 555
26 3900 666 655 555
27 4100 666 666 655
28 4300 666 666 666
29 4500 777 766 666
30 4700 777 777 766
31 4900 777 777 777
32 5100 888 877 777
33 5300 888 888 877
34 5500 888 888 888
35 5700 999 988 888
36 5900 999 999 999
TH Saves
PD RS PP BW Sp Fo Re Wi
+0  8  7  5  3  6  0  1  2
+1  8  7  6  3  7  0  1  3
+1  9  8  6  4  7  0  1  3
+2  9  8  6  4  7  1  2  4
+3 10  9  7  4  8  1  2  4
+3 10  9  7  5  8  2  3  5
+4 11 10  8  5  9  2  3  5
+5 11 10  9  6  9  2  3  6
+5 12 10  9  6  9  3  4  6
+6 12 11  9  6 10  3  4  7
+7 13 11 10  7 10  4  5  7
+7 13 12 10  7 11  4  5  8
+8 13 12 10  8 11  4  5  8
+9 14 13 11  8 11  5  6  9
+9 14 13 11  8 12  5  6  9
+10 14 13 11  9 12  6  7 10
+11 15 14 12  9 13  6  7 10
+11 15 14 12 10 13  6  7 11
Requisites: Int 16
Alignment: any
HD/level: d5
Weapon Prof.: 2+level/4
To Hit Table: Pri
Save Table: Wiz/Pri
Reference: MTG / DM
Groups: Wizard, Priest, Lost
 
Gets Int bonus to progression.
Has access to the following Schools/Spheres:
Black (both a Wizard School and a Priest Sphere)
Blue (Wizard School)
Green (Priest Sphere)
Red (Wizard School)
White (Priest Sphere)
Some sample spells follow on the next page. Can cast normal Wizard or Priest spells; they cost 2 spells each.
2/reset: Convert a spell not on the list from MTG to D&D.

[PC3] Priest Group Classes


Wizard of the Coast Spells

School/Sphere SL # Spell Effect
Black 1 1 Darkness 1bM: Immune to a P attack from someone
Blue 1 1 Mind Games Target loses his next action (Spell save)
Green 1 1 Berserk Attacking creature does x2 dmg and is slain this segment (not 1bM)
Red 1 1 Lightning Bolt Target takes 30 lightning dmg (Spell save for 0)
White 1 1 Angel's Grace 1bM: Damage that would put you below 1 hp this segment puts you at 1 hp
Black 2 1 Animate Dead Animates a dead monster as your summon (1 DL lower)
Blue 2 1 Aura of Dominion Target can use 2M this segment.
Green 2 1 Bind 1bM: Counter an item ability.
Red 2 1 Echoing Ruin Destroy all magic items of the same exact type (Disint. save each)
White 2 1 Abeyance Target cannot use M actions this segment (Will save)
Black 3 1 Attrition Sacrifice a summon: Target is slain (PPD save)
Blue 3 1 Charisma Your attacks are charm branded (Will save)
Green 3 1 Ancestral Mask Target gets +LVL/+LVL TH/dmg for each other of same race in room
Red 3 1 Fervor You and your summons are not summoning sick.
White 3 1 Arenson's Aura 0, sacrifice a maintained effect: Dispel a maintained effect.
Black 4 1 Breeding Pit Once per round, get a DL I Thrull as a summon (limit=LVL)
Blue 4 1 Coastal Piracy Whenever you kill a creature, restore 1 SL in memorization
Green 4 1 Aluren You may cast SL 0-3 Conjuration/Summoning spells as a 0 action.
Red 4 1 AEther Flash Whenever a creature appears in room, takes 20 AEther dmg (x1 Special)
White 4 1 Congregate Target gains 10*N hp, where N is the number of people in the party+summons
Black 5 1 Extinction Slay all creatures of one race in a group (PPD save)
Blue 5 1 Evacuation A group of summons is unsummoned
Green 5 1 Doubling Season Whenever you summon a creature, you get 2 instead (+1 slot too)
Red 5 1 Fissure Slay target creature (RSW save), or Earthquake the floor
White 5 1 Angelic Chorus Whenever you summon a creature, cure it's hp on yourself
Black 6 1 Dark Offering Slay a creature (PPD save), you gain it's hp to current hp
Blue 6 1 Mind's Desire You can cast 1d6 spells of SL=1d6 next segment as 1M
Green 6 1 Desert Twister Destroy something (PP save, like a Disintegrate spell)
Red 6 1 Dragon Roost Once per round, get a DL V Dragon as a summon (limit=LVL/3)
White 6 1 Beacon of Immortality Double current hp (like a Tenser's, but a different source)
Blue 7 1 Blatant Thievery Pick Pockets LVL*10% on each target in a group
Green 7 1 Tooth and Nail Summon DL VII, can pick type, or can pick creature within type
Red 7 1 Flame Wave CL/3 groups each take 40 eldritch fire dmg (no save)
White 7 1 Look at Me, I'm the DCI An effect is banned from the room (x1 Special)
Black 8 1 Decree of Pain Slay all creatures in two groups (PPD save) or one group (no save)
Blue 8 1 Beacon of Tomorrows You get an extra segment this round (segment 11 at end)
Green 8 1 Biorhythm Each person in a group's current hp = (Number of summons)*10
Red 8 1 Insurrection Charm a group (Will save, ignores immunity to Charm effects)
White 8 1 Reverse the Sands Switch current hp totals with someone (no save)
White 9 1 Blessed Wind Target's current hp becomes 200.

[PC3] Priest Group Classes


Worshiper of the UltraBlack

Level KXP Priest
123 456 789
1 0 1-- --- ---
2 3 11- --- ---
3 6 111 --- ---
4 12 111 1-- ---
5 24 111 11- ---
6 48 222 11- ---
7 96 222 111 ---
8 192 222 222 ---
9 384 222 222 1--
10 750 333 222 1--
11 1500 333 333 1--
12 2000 333 333 11-
13 2500 333 333 22-
14 3000 333 333 221
15 3500 333 333 222
16 4000 333 333 333
17 4500 444 333 333
18 5000 444 444 333
19 5500 444 444 444
20 6000 555 444 444
21 6500 555 555 444
22 7000 555 555 555
23 7500 666 555 555
24 8000 666 666 555
25 8500 666 666 666
26 9000 777 666 666
27 9500 777 777 666
28 10000 777 777 777
29 10500 888 777 777
30 11000 888 888 777
31 11500 888 888 888
32 12000 999 888 888
33 12500 999 999 888
34 13000 999 999 999
35 13500 AAA 999 999
36 14000 AAA AAA 999
TH Saves
PD RS PP BW Sp Fo Re Wi
+1  9  5  6  3  4  0  1  3
+3 10  6  7  5  5  2  2  5
+5 12  7  9  6  7  3  3  6
+7 13  9 10  7  8  4  4  8
+9 14 10 11  8  9  5  5  9
+11 15 11 12 10 11  6  6 11
+13 16 13 13 11 12  8  7 12
+15 16 14 14 13 13  9  8 14
+17 16 15 15 14 14 10  9 15
+19 17 15 16 15 15 11 10 17
+21 17 16 16 16 16 12 11 18
+23 17 16 16 16 16 14 12 20
+25 17 16 16 16 16 15 14 20
+27 17 16 16 16 16 16 16 20
+29 17 17 17 17 16 16 16 20
+31 17 17 17 17 17 17 17 20
+33 18 18 18 17 17 17 17 20
+35 18 18 18 18 18 18 17 20
Requisites: Wis 23, Chr 4
Alignment: non-L
HD/level: 3d1
Weapon Prof.: 3+level/2
To Hit Table: Pri
Save Table: 3xPri
Reference: DM
Groups: Priest, Demigod (x1)
 
For abilities, see next page.

[PC3] Priest Group Classes


Worshiper of the UltraBlack Abilities

The "UltraBlack" is the plane (universe?) that separates the Multiverses from each other (sort of an Ultra-Astral). It's home to a horde of bizarre creatures, which you worship.
 
You do not choose from the GGL for your Specialty God pick. Instead, choose of these choices to get your Specialty God effect:
1. (Req: Str +9) Each day, the DM rolls a random Race or Racial Adjective, you have it's special abilities that day.
2. (Req: Dex +9) You get a random 18-27th level Rogue ability at LVL*20%, you can use it only once a day.
3. (Req: Con +9) The DM rolls a random Prime power and Side Effect from the DMG1 artifact system.
4. (Req: Int +9) The DM rolls a random Brass Gnat or Bug spell (SL=1d20)
5. (Req: Wis +9) The DM resolves a random High Frequency Sample (Grand).
6. (Req: Chr +9) Each reset, you lose 1d10 stat points randomly, then gain 1d12 stat points randomly.
7. (Req: Cml +9) 1M, LVL/d: Everyone "doesn't see anything" in your entire group for 1dLVL segments.
 
For spheres, your "God" gives you 1d3-1 Grands, 1d6-1 Majors, and 1d4-1 Minors. You at least get to pick them! In addition, you always have Grand in Astral.
You may drop your God and pick up a new one at reset; you will have to re-determine it's special ability and it's spheres.
 
You Turn something, not necessarily undead. The DM rolls 1d30 twice from the following choices:
[1] Alternate Reality creatures, [2] Animals, [3] Avians, [4] Beholders, [5] Cold-Using, [6] Concordant group, [7] Creatures of 1 alignment, [8] Creatures of 1 plane, [9] Demons/Devils, [10] Dragons/Reptiles, [11] Elementals, [12] Fire-Using, [13] Giant-Class, [14] Golems (& Constructs), [15] Group of Classes, [16] Humans (& Demihumans), [17] Insects, [18] Lycanthropes, [19] Magic-Using, [20] Other Timeline/Multiverse, [21] Plants, [22] Psionic-Using, [23] Regenerating, [24] Size Class H+, [25] Size Class S-, [26] Slimes (& Oozes/Jellies), [27] Technological, [28] Undead, [29] Unlive and Spirits, [30] Water-dwelling creatures.
 
You know a "Summon UltraBlack Creatures N" spell at each spell level. The creature you summon is considered DL=SL+1, and will have the following stats:
AC = (1d20)*(SL+1d4-1)
HD = 3m(SL*2)
hp = HD*(1d(SL*4))
It will do a spell level = 2d(SL+1) effect when it acts.
 
Level 1: Immune Disintegration and Reintegration.
Level 1: Each day, a random [C] section effect is rolled. You are immune to that effect today.
Level 1: Each day, a random [C] section effect is rolled. If you somehow generate that effect on others today, they get no save, and are at half blahR's (normal and irreducible) and at 1 level of resist/immunity lower.
Level 2: Resist Eelements of EE=LVL/2 and lower.
Level 3: Immune Annihilation and Creation.
Level 5: You and your party have reduced number of encounters in the Plane of the UltraBlack.
Level 6: Time/Reality and Loop/Reality Stability.
Level 7: Immune Venderant Nelaborong.
Level 9: You know UltraBlack Gate as a 7th level Priest spell (Astral Sphere).
Level 13: You may pass through a T'kan Energy Barrier, if it is from your home Multiverse.
Level 18: +LVL-13 lifep (life points) to your max hp total. (Each lifep is 1 ihp that requires a slay in between each one.)

[PC3] Priest Group Classes


Worshiper of the UltraWhite

Level KXP Priest
123 456 789
1 0 1-- --- ---
2 3 11- --- ---
3 6 111 --- ---
4 12 111 1-- ---
5 24 111 11- ---
6 48 222 11- ---
7 96 222 111 ---
8 192 222 222 ---
9 384 222 222 1--
10 750 333 222 1--
11 1500 333 333 1--
12 2000 333 333 11-
13 2500 333 333 22-
14 3000 333 333 221
15 3500 333 333 222
16 4000 333 333 333
17 4500 444 333 333
18 5000 444 444 333
19 5500 444 444 444
20 6000 555 444 444
21 6500 555 555 444
22 7000 555 555 555
23 7500 666 555 555
24 8000 666 666 555
25 8500 666 666 666
26 9000 777 666 666
27 9500 777 777 666
28 10000 777 777 777
29 10500 888 777 777
30 11000 888 888 777
31 11500 888 888 888
32 12000 999 888 888
33 12500 999 999 888
34 13000 999 999 999
35 13500 AAA 999 999
36 14000 AAA AAA 999
TH Saves
PD RS PP BW Sp Fo Re Wi
+1  9  5  6  3  4  0  1  3
+3 10  6  7  5  5  2  2  5
+5 12  7  9  6  7  3  3  6
+7 13  9 10  7  8  4  4  8
+9 14 10 11  8  9  5  5  9
+11 15 11 12 10 11  6  6 11
+13 16 13 13 11 12  8  7 12
+15 16 14 14 13 13  9  8 14
+17 16 15 15 14 14 10  9 15
+19 17 15 16 15 15 11 10 17
+21 17 16 16 16 16 12 11 18
+23 17 16 16 16 16 14 12 20
+25 17 16 16 16 16 15 14 20
+27 17 16 16 16 16 16 16 20
+29 17 17 17 17 16 16 16 20
+31 17 17 17 17 17 17 17 20
+33 18 18 18 17 17 17 17 20
+35 18 18 18 18 18 18 17 20
Requisites: Wis 23, Con 4
Alignment: non-C
HD/level: 3d1
Weapon Prof.: 3+level/2
To Hit Table: Pri
Save Table: 3xPri
Reference: DM {Mirror Worshiper of the UltraBlack}
Groups: Priest, Mirror, Demigod (x1)
 
For abilities, see next page.

[PC3] Priest Group Classes


Worshiper of the UltraWhite Abilities

For spheres, your "God" gives you 1d3-1 Grands, 1d6-1 Majors, and 1d4-1 Minors. You at least get to pick them! In addition, you always have Grand in Astral.
The "UltraWhite" is the Mirror Universe version of the Plane of the UltraBlack. It can be reached (from the normal universe) by making yourself infinitely small. It also borders the Plane of the UltraBlack, and the DemiPlane of Mirrors (in the Astral). It is home to microscopic beings who regulate the "Factors" (MF, PF, TF, see [A9]) and the transmission of psionic powers.
 
You do not choose from the GGL for your Specialty God pick. Instead, choose of these choices to get your Specialty God effect:
1. (Req: Str +9) Each day, the DM rolls a random Class or Class Adjective, you have it's special abilities that day.
2. (Req: Dex +9) You get a random 9-17th level Rogue ability at LVL*10%, you can use it as often as you like.
3. (Req: Con +9) The DM rolls a random Intelligent Item power (L1: Lesser, L4: Greater, L9:Extraordinary , L18: Awesome)
4. (Req: Int +9) The DM rolls a random Antemortal0 or Immortal0 spell (LVL*2% chance of Immortal0)
5. (Req: Wis +9) The DM resolves a random Wild Surge, which moves with you. If it is harmful, it is hole in the middle.
6. (Req: Chr +9) Each reset, you lose 1d10 randomly among TH,dmg,AC,saves,hp,CL, then gain 1d12 amongst them.
7. (Req: Cml +9) 1N, LVL/d: Dust of Disappearance yourself for 1 round.
 
For spheres, your "God" gives you 1d3-1 Grands, 1d6-1 Majors, and 1d4-1 Minors. You at least get to pick them! In addition, you always have Grand in Astral.
You may drop your God and pick up a new one at reset; you will have to re-determine it's special ability and it's spheres.
 
You Turn something, not necessarily undead. The DM rolls 1d30 twice from the following choices:
[1] Alternate Reality creatures, [2] Animals, [3] Avians, [4] Beholders, [5] Cold-Using, [6] Concordant group, [7] Creatures of 1 alignment, [8] Creatures of 1 plane, [9] Demons/Devils, [10] Dragons/Reptiles, [11] Elementals, [12] Fire-Using, [13] Giant-Class, [14] Golems (& Constructs), [15] Group of Classes, [16] Humans (& Demihumans), [17] Insects, [18] Lycanthropes, [19] Magic-Using, [20] Other Timeline/Multiverse, [21] Plants, [22] Psionic-Using, [23] Regenerating, [24] Size Class H+, [25] Size Class S-, [26] Slimes (& Oozes/Jellies), [27] Technological, [28] Undead, [29] Unlive and Spirits, [30] Water-dwelling creatures.
 
You know a "Summon UltraWhite Creatures N" spell at each spell level. The creature you summon is considered DL=SL+1, and will have the following stats:
AC = (1d20)*(SL+1d4-1)
HD = 3m(SL*2)
hp = HD*(1d(SL*4))
It will do a spell level = 2d(SL+1) effect when it acts, most likely of a random psionic frequency (DM rolls 1d100-45)
 
Level 1: 1F: Add 1 to current MF, PF, or TF in the area. The upper limit is 10+LVL.
Level 1: Each day, a random [C] section effect is rolled. 1M: Do that [C] section effect. When the DM rolls the effect, he will tell you if it affects an individual or a group, and whether they get a save.
Level 1: Each day, a random [C] section effect is rolled. 1M: Dispel (or cure) that effect on someone.
Level 2: Resist Elements of E=LVL/2 and lower.
Level 3: Immune Annihilation and Creation.
Level 5: You and your party have reduced number of encounters in the Plane of the UltraWhite. TF Beings are not attracted to you.
Level 6: Time/Reality and Loop/Reality Stability.
Level 7: Immune Mirror (the unusual material). Ignore all types of "blahReflection" and the spell "Spell Reflection".
Level 9: You know UltraWhite Gate as a 7th level Priest spell (Astral Sphere).
Level 13: You may pass through barriers in the Plane of Mirrors, if it is from your home Multiverse.
Level 18: +LVL-13 lifep (life points) to your max hp total. (Each lifep is 1 ihp that requires a slay in between each one.)

[PC3] Priest Group Classes


Yuan-Ti / Snake Worshiper

Level KXP Priest
123 456 78
1 3.3 (owe) 0-- --- --
2 5.25 00- --- --
3 7.2 000 --- --
4 11.1 000 0-- --
5 20.2 000 00- --
6 39.05 000 000 --
7 74.8 000 000 0-
8 146.3 100 000 0-
9 295.8 110 000 0-
10 588.3 111 000 0-
11 880.8 111 100 0-
12 1173.3 111 110 0-
13 1465.8 111 111 0-
14 1758.3 111 111 1-
15 2050.8 221 111 1-
16 2343.3 222 211 1-
17 2635.8 222 222 1-
18 2928.3 222 222 2-
19 3220.8 333 222 2-
20 3513.3 333 333 2-
21 3805.8 333 333 3h
22 4098.3 444 433 3g
23 4390.8 444 444 4f
24 4683.3 555 554 4e
25 4975.8 555 555 5d
26 5268.3 666 666 5c
27 5560.8 666 666 6b
28 5853.3 777 777 7a
29 6145.8 888 888 80
30 6438.3 999 999 91
31 6730.8 AAA AAA A2
32 7023.3 BBB BBB B3
33 7315.8 CCC CCC C4
34 7608.3 DDD DDD D5
35 7900.8 EEE EEE E6
36 8193.3 FFF FFF F7
TH Saves
PD RS PP BW Sp Fo Re Wi
+1  8  4  5  2  3  0  0  2
+2  8  4  6  3  4  0  0  3
+3  9  5  6  3  4  0  1  3
+4  9  5  6  4  4  1  1  4
+5 10  6  7  4  5  1  1  4
+6 10  6  7  5  5  2  2  5
+7 11  7  8  5  6  2  2  5
+8 11  7  9  6  6  2  2  6
+9 12  7  9  6  7  3  3  6
+10 12  8  9  6  7  3  3  7
+11 13  8 10  7  8  4  3  7
+12 13  9 10  7  8  4  4  8
+13 13  9 10  7  8  4  4  8
+14 14  9 11  8  9  5  4  9
+15 14 10 11  8  9  5  5  9
+16 14 10 11  9  9  6  5 10
+17 15 11 12  9 10  6  5 10
+18 15 11 12 10 11  6  6 11
Requisites: Con 12, Wis 15
Alignment: LN, LE, NE, or CE
HD/level: & +d9
Weapon Prof.: 4+level/2
To Hit Table: Mon
Save Table: Pri
Reference: DM
Groups: Priest, Monster
 
Gets Wis or Con bonus to spells.
Gets Exc Con bonus.
Level 1: Immune Poison and Charm.
Level 1: Infravision and Infrared Sight (Heat Vision).
Level 1: Detect Lie cont.
Level 1: Your bite is poisonous; it deals an extra LVL*5 poison dmg. Alternatively, you can make the poison deadly (they get a save vs. poison).
Level 1: 0, 1/r, gaze: Charm Person or Reptile (Will save)
Level 1: +1 additional Specialty Priest (GGL) pick.
Level 1: +1 tail.
Level 1: 10F, 1/reset: Brew 10 doses of a random potion of DL=LVL/2 (round up). The DM will determine what it is.
 
New Spells:
Poison Spittle N (one for each SL=N): Breathe poison: one group, dmg=(current hp)/(9-N), no save
Reptile Summoning N (one for each SL=N): Summons a DL=N+1 Reptile.
Sticks to Snakes N (one for each SL=N): Reptile Swarm Summoning for CL*(9-N)/3 reptiles of DL=N-1.

[PC4] Rogue Group Classes


All Rogue Classes

Level 1: +2 TH from behind. This is addition to the normal +2 TH from behind.
Level 1: When it is gained, the ability "Read Magic" may be replaced with "Ability to Weapon Specialize" for the Rogue. In this case, use the "Specialist Non-Warrior" progression in [P4]. 50% in this ability means you are single specialized, 100% means double, 150% means triple, etc. This ability does also give base proficiency in the weapon, and you may spend weapon slots to increase specialization instead of increading the Ability to Specialize ability.
Level 9: Any Rogue 9 pick.
Level 18: Any Rogue 18 pick.
Level 27: Any Rogue 27 pick.
Level 36: Any Rogue 36 pick.
NOTES ON ROGUE ABILITIES:
All Rogues get 40 Rogue points per level unless indicated. You may "save" Rogue points for higher level abilities later.
If you have more than one instance of the same Rogue ability, just use the better rating (they don't combine in any way).
Averaging Option: You get no Rogue points, instead, add this to each ability: +(Your level)*10-(level you gained ability)*5
All Rogue abilities that are beneficial (Blink, Heal, Time Shift, Speed, etc.) affect only the rogue (Range 0, not Touch).
Rogue abilities that seem to have duration (such as Levitate) last for 1 turn per use.
Rogue abilities are resisted using IR (Innate Resistance).
The effective spell level of a Rogue ability is the level you get it at divided by 3, round up, with a maximum of 9.
A Rogue ability turns off if the PF (Physical Factor) is lower than this calculated spell level.
Anyone (even non-Rogues) may buy a Rogue ability with Non-Weapon Proficiencies. It costs X Non-Weapons to buy a Level X Rogue ability (from any chart). This gives you the listed base and stat modifiers. Each additional proficiency gives +5%.

[PC4] Rogue Group Classes


List of all Rogue Abilities

This is intended to be a list of all Rogue abilities, however, very recent Rogue classes (Urbaneer, the full version of Wilderneer, etc.) will not be here.
Repeats are removed; the earliest (alphabetically) class that gets a particular Rogue ability is listed under "Class". Rogue abilities with *any* differences at all (in pipes, actions, base, or penalty/bonus) are included. It is quite possible that strictly inferior versions of certain Rogue abilities are here.
This list is sorted by Level, then by Class.
 
Class Lvl Acrobat Ability | -50% | -100% | -150% Act Base Penalty Bonus
Bounty Hunter1 1 ("Twist") Find/Remove Wizard Abjuration/Priest Protection (-1% per CL) V 0 Dex-16 Dex-20
Beast Thief 1 ("Twist") Find/Remove Wizard Abjurations/Priest Protections | Psionic Protections VM 0 Dex-14 Dex-19
Rakdos Speedster22 (MTG B/R) 1 +rating/50 A actions /r this turn || B actions || C actions 1F 0 Dex-20 Dex-25
Acrobat1 1 any Thief 1 ability - - - -
Appraiser2 1 Appraisal: Monetary Value | XP Value | Multiplier & Ego & Alignment | Know History M 10 Int-13 Int-15
Assassin1 1 Assassination (-5% per HD/level of target) 0 0 Wis-13 Wis-15
Acrobat1 1 Attack (+1 TH per 10% made this segment) V 5 Dex-12 Dex-15
Dungeoneer 1 Attack (+1 TH per 10% made this segment; or roll +1d20 per 100%, choose best) V 0 Dex-13 Dex-16
Commando3 1 Attack (or) Damage (as per Dungeoneer) - - - -
Commando3 1 Avoid Trap (entire party): Mech. | Magic/Psi | OutPhase V 10 Int-10 Int-16
Mercenary5 1 Avoid Trap (entire party): Mech.|Magic/Psi|OutPh - 10 Int-10 Int-16
Assassin1 1 Backstab (each 30% = x1) (increases 10/level) 0 50 Int-6 Int-20
Appraiser2 1 Backstab (each 30% = x1) (increases 5/level) (yes this is a weird backstab) 0 55 Int-6 Int-20
Commando3 1 Backstab (each 40% = x1) (increases 10/level) 0 70 Int-6 Int-20
Thief1 1 Backstab (each 40% = x1) (increases 10/level) 0 70 Int-6 Int-20
Mercenary5 1 Backstrike (each 30% = x1 TH) (increases 10/lvl) - 50 Wis-6 Wis-20
Mercenary5 1 Bard3 spell SL=0 | SL=1 || SL=2 ||| SL=3 etc. - 60 Int-11 Int-20
Mercenary5 1 Blend in (everyone believes OK that you're here) - 50 Chr-12 Chr-14
Bard1 1 Charm/Influence Reaction M 10 Chr-8 Chr-12
Beast Thief 1 Charm/Influence Reaction | Taunt M 10 Chr-12 Chr-14
Appraiser2 1 Climb Walls | Climb Overhangs | Climb Upside Down V 60 Str-9 Str-13
Scout 1 Climb Walls | Climb Overhangs | Climb Upside-Down | Climb in Mid-Air V 55 Str-10 Str-14
Wilderneer 1 Climb Walls | Overhangs | Upside-Down | Mid-Air | Air Walk | Wind Walk V 55 Str-10 Str-14
White Hat5 1 Clown: -1 Wis, +50 Rogue points
Slut1 1 Comeliness (+1 per 5% made) | Phantasmal Lover | Leomund's Tiny Brothel F 0 Chr-9 Chr-12
Rakdos Speedster22 (MTG B/R) 1 Controlled Blink | Controlled Blink 10'r (unwilling get PP save) ½V 50 Wis-14 Wis-14
Stealth Rogue 1 Counter Innate | Psionic | Magic | Radioactive 1bM -10 Dex-22 Dex-22
Dungeoneer 1 Damage (+1 dmg per 10% made this segment; or multiply dmg by x(1+rating/200)) V 0 Str-15 Str-18
Appraiser2 1 Detect Noise | Clairaudience M 15 Wis-8 Wis-20
Bounty Hunter1 1 Disguise | Alter Appearance M 25 Chr-11 Chr-13
Assassin1 1 Disguise | Alter Appearance VP 25 Wis-9 Wis-12
Jester1 1 Disorder Objects | Mass Entropy V 10 Dex-8 Dex-10
Rakdos Speedster22 (MTG B/R) 1 Do rating/50 physical attacks with one weapon ½P 50 Str-10 Str-18
White Hat5 1 Doctor: Binding wounds is 4+LVL hp. 1M, 1/d: Remove the "wounding" effect.
Wilderneer 1 Ducking (+1 saves per 10% made this segment) V 0 Wis-15 Wis-18
Dimir Soulknife22 (MTG B/U) 1 Duplicate a Psi1 minor ||| major ||| grand ||| super 1M 0 Chr-9 Chr-12
Dimir Soulknife22 (MTG B/U) 1 Duplicate a Psi2 minor ||| major ||| grand ||| super 1M 0 Con-9 Con-12
Dimir Soulknife22 (MTG B/U) 1 Duplicate a Psi3 SL=1 | SL=2 | SL=3 | etc. 1M 0 Any-18 Any-24
Bandit1 1 Escape Bonds | Binding | Imprisonment/Time Stop || Get out of Put Down a Hole PV 0 Str-14 Str-16
Acrobat1 1 Evasion (0, make by 5% per amount hit: no dmg from weapon) V 10 Dex-11 Dex-15
Dungeoneer 1 Evasion (see Acrobat) ||| Spell Evasion | Psi Evasion | Innate Evasion V 0 Dex-14 Dex-18
Commando3 1 Extra parting shots (+1 attack per 50%) - 10 Dex-9 Dex-12
Commando3 1 Extra range on missiles (3' per 1%) - 10 Wis-13 Wis-15
Slut1 1 Fascinate | Mislead | Misdirection | Innate Turning | Confusion | Taunt M 0 Int-0 Int-12
Acrobat1 1 Feather Falling || Body Control V 20 Dex-12 Dex-14
Appraiser2 1 Find/Remove Traps: Mech. | Magic/Psi | OutPhase | Pro. M 5 Dex-12 Dex-17
Dungeoneer 1 Find/Remove Traps: Mech. | Magic/Psi | OutPhase | Pro. (| do this 30' away) M 0 Dex-14 Dex-19
Beast Thief 1 Find/Remove Traps: Mech. | Magic/Psi | OutPhase | Pro. (amount made = #' away) M 0 Dex-14 Dex-19
Assassin1 1 Find/Remove Wizard Abjurations/Priest Protections VM 0 Dex-13 Dex-18
Wilderneer 1 Find/Remove x1 Traps/Tricks | Magic/Psi | OutPhase ( | 30' away) V 10 Dex-4 Dex-8
Slut1 1 Flash | Weakness | Blindness | Symbol of Stunning | Power Word Stun P 30 Con-0 Con-12
Bandit1 1 Hide in Shadows | Hide amongst People or Trees | Meld in Shadows/Mirrors V 0 Dex-12 Dex-17
Appraiser2 1 Hide in Shadows || Meld in Shadows/Mirrors V 5 Dex-11 Dex-16
Commando3 1 Hide in Shadows (or) Move Silently (as per Thief2) - - - -
Dungeoneer 1 Hide in Shadows/Crowds || Meld into Shadows/Mirrors/Crowds | Meld into the Air V 0 Dex-14 Dex-19
Assassin1 1 Impersonation (Physical/Personality/Mannerisms) - 10 Chr-10 Chr-12
Mercenary5 1 Initiative (each 10% = +1 initiative) continuous - 0 Dex-9 Dex-18
Stealth Rogue 1 iunIR || iunaIR || iunaaIR 0 0 Str-16 Str-21
Stealth Rogue 1 iunMR || iunaMR || iunaaMR 0 20 Int-14 Int-19
Stealth Rogue 1 iunPR || iunaPR || iunaaPR 0 10 Chr-15 Chr-20
Stealth Rogue 1 iunRR || iunaRR || iunaaRR 0 30 Con-13 Con-18
Acrobat1 1 Jumping | Levitate | Flight V 20 Dex-11 Dex-15
Slut1 1 Kiss to Charm Monster (save) | Blow Kiss (Charm Monster 30' away) || Arousal M 30 Chr-9 Chr-12
Wilderneer 1 Know Visual History | Object Reading | Identify | Legend Lore 0 | M 0 Wis-15 Wis-17
White Hat5 1 Kung Fu: Ability to take martial arts, plus a kit slot to take a martial arts style.
Bard1 1 Legend Lore | Identify 0 | M 0 Int-13 Int-15
Dungeoneer 1 Legend Lore | Identify | Object Reading | Know Visual History 0 | M 0 Int-15 Int-17
Slut1 1 Mount |||| Nothing Happens (you and target do nothing for next segment) V 0 Dex-9 Dex-12
Beast Thief 1 Move Silently | Passwall | Immovability V 0 Dex-15 Dex-18
Monk1 1 Move Silently | Passwall | Immovability V 0 Dex-15 Dex-18
Appraiser2 1 Move Silently || Immovability V 10 Dex-13 Dex-16
Scout 1 Move Silently || Immovability | Avoid Clairnasience V 5 Dex-14 Dex-17
Bard1 1 Musical Inspiration | Emotion (increases 5/level) VM 0 Chr-9 Chr-12
Wilderneer 1 NaturalR (NR) | NecromancyR (aNR) (1% = 1%) ( || cover all in group) - 0 Con-9 Con-25
Scout 1 Open/Close Locks: (-5% per TechLvl of the Lock) (-10% per SL of the Lock) V 0 Dex-13 Dex-17
Appraiser2 1 Open/Close Locks: Mech. | Magic/Psi | OutPhase VM 10 Dex-11 Dex-15
Dungeoneer 1 Open/Close Locks: Mech. | Magic/Psi | OutPhase (| do this 30' away) VM 5 Dex-12 Dex-16
Beast Thief 1 Open/Close Locks: Mech. | Magic/Psi | OutPhase (amount made = #' away) VM 5 Dex-12 Dex-16
Bandit1 1 Pass without Trace || Etherealness || Probability Travel MV 0 Chr-15 Chr-21
Appraiser2 1 Pick Pockets/Shoplifting | Palm | Present P 15 Dex-12 Dex-16
Appraiser2 1 Read Languages | Decipher Code M 10 Int-9 Int-14
Bard1 1 Read Languages | Decipher Code M 5 Int-9 Int-14
Beast Thief 1 Read Languages | Decipher Code M 0 Int-9 Int-14
TANB1 1 Read Languages | Decipher Code M 5 Int-9 Int-14
White Hat5 1 Resources: Gain LVL*Chr*10 gp per reset.
White Hat5 1 Situational awareness: Cannot be surprised, reduce Backstab/Backstrike on you by 1 multiplier.
Slut1 1 Slap (does dmg to one target = % made by) P 20 Str-0 Str-12
Commando3 1 Spying - 10 Int-11 Int-14
Assassin1 1 Spying - 10 Int-11 Int-14
Scout 1 Spying || Reflecting Pool - || F 5 Int-12 Int-15
Wilderneer 1 Spying || Reflecting Pool || untraceable & without his "ears burning" - || F 10 Int-12 Int-17
Bard1 1 Summon Animals V 0 Chr-9 Chr-12
Yakuza1 1 Take ½ dmg from an Attack | Spell | Psi Power | Innate V 10 Con-15 Con-19
Beast Thief 1 Take ½ dmg from an Attack | Spell | Psi Power | Innate (|| Take 0 damage) V 5 Con-16 Con-20
Dungeoneer 1 Take ½ dmg from an Attack | Spell | Psi Power | Innate (|| Take 0 damage) V 5 Con-16 Con-20
Jester1 1 Tumbling/Vaulting || Passwall V 40 Dex-13 Dex-17
Slut1 1 Unbutton/Untie (one item is de-equipped) |||| Power Word Strip (hits everything) V 10 Wis-0 Wis-12
Wilderneer 1 Untwist - restore an effect that was dispelled/twisted (but not disjoined) VM 0 Wis-14 Wis-19
Acrobat1 1 Vaulting || Passwall V 45 Dex-12 Dex-16
Jester1 1 Ventriloquism | Remote Spell-Casting (1' per 1% made) V 20 Dex-13 Dex-16
Bounty Hunter1 2 Attack (+1 TH per 10% made this segment) V 5 Dex-12 Dex-15
Monk1 2 Concealment/Blending | Misdirection | Non-Detection M 20 Wis-12 Wis-14
Bandit1 2 Deeppockets | Vanish | Rope Trick ||| I'm Gone (to my own Pocket Plane) M 0 Int-8 Int-20
Jester1 2 Disguise | Alter Appearance M 25 Chr-11 Chr-13
Thief1 2 Distraction M 20 Wis-13 Wis-16
TANB1 2 Distraction | Mislead | Forget | Mirage Arcana M 20 Wis-13 Wis-16
Dimir Soulknife22 (MTG B/U) 2 Duplicate a Psi10 minor ||| major ||| grand ||| super 1M 0 Int+Wis-24 Int+Wis-32
Bard1 2 Empathy | ESP M 15 Wis-10 Wis-18
Jester1 2 Friends (no save, affects anything) F 5 Chr-17 Chr-20
Dungeoneer 2 Locate Staircases on current DL || Out of Depth Monsters || Most Valuable Object MM 0 Chr-20 Chr-25
Dungeoneer 2 Lower Encumbrance | Zero Encumbrance | No Armor Penalty | AC types fully add P 5 Str-14 Str-19
TANB1 2 Mimic Voices || Tongues M 25 Wis-9 Wis-12
Bard1 2 Song of Healing (1 hp per 5% roll made) P*M 10 Wis-12 Wis-17
Acrobat1 2 Tightrope Walking | Water Walking | Shadow Walking | Dimension Walking V 75 Dex-11 Dex-15
Beast Thief 2 X-ray vision | Use innate ability through wall (amount made/10 is #' through wall) M 0 Str-10 Str-20
Dimir Soulknife22 (MTG B/U) 3 Duplicate a Psi5 minor ||| major ||| grand ||| super 1M 0 Chr-15 Chr-20
Appraiser2 3 Identify | Legend Lore (yes this is backwards compared to the Bard ability) M | 0 5 Int-13 Int-15
Acrobat1 3 Lower Encumbrance | Zero Encumbrance | No Armor Penalty P 10 Str-13 Str-18
Bard1 3 Song of Courage (+1 Morale per 5% roll made) P*M 10 Chr-13 Chr-18
Assassin1 4 Alter Self | Change Self | Veil VM 10 Int-13 Int-18
Assassin1 4 any 4th level (or lower) Thief ability - - - -
Acrobat1 4 any Thief 4 ability - - - -
Monk1 4 Clearness of Thought (get a 2nd die roll on any 1 effect /r) MM 0 Wis-18 Wis-25
Monk1 4 Contortion | Elasticity | Become Liquid-Form VM 10 Dex-10 Dex-14
TANB1 4 Deeppockets | Vanish M 10 Int-6 Int-18
Beast Thief 4 Find/Remove Tricks: x1 multiplier || x2 multiplier ||| x3 mult. (amount made=#' away) M 5 Dex-18 Dex-25
Dungeoneer 4 Find/Remove Tricks: x1 multiplier || x2 multiplier ||| x3 multiplier (| do this 90' away) M 5 Dex-18 Dex-25
Wilderneer 4 Find/Remove x2 Traps/Tricks | Magic/Psi | OutPhase ( | 30') ( | x1 Special) V 20 Dex-9 Dex-12
Scout 4 Invisibility | Improved Invisibility M 0 Int-13 Int-18
Yakuza1 4 Leadership (+1 per 20% made to Leadership) M 0 Int-9 Int-12
Mercenary5 4 Pick two Mercenary5 Level 1-3, one Soldier5 Level 1-3, or one Spellshaper5 Level 1-3
White Hat5 4 Pick two WhiteHat5 Level 1-3, one Rebel5 Level 1-3, or one Psi5 minor
Yakuza1 4 Presence (+1 per 20% made to Presence) M 0 Int-9 Int-12
Thief1 4 Read Languages | Decipher Code M 0 Int-9 Int-14
Dungeoneer 4 Sense Danger | Precognition | Choose Future | x1 Avoid Fate VM 25 Wis-9 Wis-12
Bard1 4 Sensitivity to Psychic Impressions ||| Truename M 20 Wis-9 Wis-12
Bard1 4 Song of Vines (save at -1/5% made or Entangled) P*M 10 Dex-14 Dex-19
Bounty Hunter1 4 Song of Vines (save at -1/5% made or Entangled) (see Bard for notes about Songs) P*M 10 Dex-14 Dex-19
Mercenary5 5 Avoid Trick (entire party): Mech.|Magic/Psi|OutPhase - 5 Int-12 Int-18
Mercenary5 5 Controlled Blink (max N*N feet, N is amount made) - 15 Dex-9 Dex-12
Mercenary5 5 Dispel a x1 effect | Instantaneous | Disjunct - 50 Dex-12 Dex-18
Mercenary5 5 Effect Evasion (each 1% = +1 saves) 1V to use - 0 Wis-9 Wis-12
Mercenary5 5 Erase a "?" in dungeon (loses track of party) - 0 Dex-13 Dex-19
Ninja1 5 Escape Bonds | Escape Binding | Escape Imprisonment or Time Stop P 15 Str-13 Str-15
Monk1 5 Escape Bonds | Escape Binding | Escape Imprisonment/Time Stop P 50 Str-12 Str-14
White Hat5 5 Gun Fu: +LVL to hit with guns; guns are always at least base #Att = 1; guns "open end" one better than normal.
Beast Thief 5 Identity Penetration | False Seeing | True Seeing ||| Know Truename MM 0 Wis-12 Wis-20
White Hat5 5 Immune to pain. You stay conscious (but cannot be offensive) at up to -LVL hp.
White Hat5 5 Jock: +LVL divided among Str, Dex, Con, or level for purposes of #Att (the last one is ½ a point each).
Assassin1 5 Mislead | Disappearance M 15 Int-12 Int-16
Acrobat1 5 Missile Deflection | Missile Reflection | Spell Deflection | Volley (0: Immune to attack) V 10 Dex-12 Dex-15
TANB1 5 Sense Danger | Precognition | Choose Future VM 30 Wis-8 Wis-11
Bard1 5 Song of Battle (+1 TH,dmg,or saves per 10% made) P*M 10 Str-15 Str-20
White Hat5 5 Sorcery: Gain LVL in SL's as a Wizard progression, this progression must be flat or decreasing.
White Hat5 5 Turn Undead: You can turn undead as if 4 levels lower.
Beast Thief 6 All-Around Sight | Locate Object | Treasure Finding M 25 Wis-15 Wis-19
Assassin1 6 any 4th level (or lower) Bard ability - - - -
Acrobat1 6 Balance (+1 per 20% made to Balance) M 0 Wis-9 Wis-12
Dungeoneer 6 Blink | Controlled Blink | Dimension Door with no Summoning Sickness M 15 Wis-13 Wis-18
Acrobat1 6 Coordination (+1 per 20% made to Coordination) M 0 Wis-9 Wis-12
TANB1 6 Detect Illusion | Magic | Psi/Anti-Magic | Godly M 30 Int-12 Int-15
Bandit1 6 Distraction | Mislead | Forget | Mirage Arcana M 15 Wis-13 Wis-16
Dungeoneer 6 Escape Bonds | Binding | Imprisonment/Time Stop || Get out of Put Down a Hole P 10 Str-14 Str-16
Monk1 6 Hold Breath | Hold Life P 15 Con-15 Con-17
Bard1 6 Hypnosis/Command M 25 Chr-13 Chr-15
Bard1 6 Identity Penetration | False Seeing | True Seeing MM 5 Wis-11 Wis-19
Bounty Hunter1 6 Invisibility | Improved Invisibility | Dust of Disappearance M 20 Int-12 Int-14
Jester1 6 Read Magic (Wizard/Priest) ||| Read Magic (Concordant) M 15 Int-13 Int-15
Beast Thief 6 Suggestion | Domination | Eyebite M 10 Int-10 Int-14
Assassin1 6 Touch : Chill/Pain | Para/Vampiric | Energy Drain M 20 Str-9 Str-15
Stealth Rogue 7 Avoid Fate x1 | x2 | x3 | x4 | x5 | etc. 2bM -20 Wis*2-50 Wis*2-50
Monk1 7 Blink | Controlled Blink M 20 Wis-12 Wis-17
Acrobat1 7 Blink | Controlled Blink | Teleport | Teleport without Error M 15 Wis-12 Wis-14
TANB1 7 Blink | Controlled Blink | Teleport | Teleport without Error M 20 Wis-12 Wis-14
Beast Thief 7 Disembodied Hands | Unseen Servant | Invisible Stalker P 30 Chr-10 Chr-20
Jester1 7 Free Action / Remove Paralysis / Remove Domination P 5 Con-8 Con-16
Stealth Rogue 7 iunCR || iunaCR || iunaaCR 0 20 Wis+Chr-28 Wis+Chr-38
Stealth Rogue 7 iunER || iunaER || iunaaER 0 -10 Dex+Int-37 Dex+Int-47
Stealth Rogue 7 iunNR || iunaNR || iunaaNR 0 10 Con+Wis-31 Con+Wis-41
Stealth Rogue 7 iunWR || iunaWR || iunaaWR 0 0 Str+Con-34 Str+Con-44
Dungeoneer 7 Ki Power (cast a Wiz Invocation spell) (penalty = -SL*50%) (#=SL) | Pri Invocation #M 0 Int-14 Int-38
Assassin1 7 Misdirection | Aura Alteration | Non-Detection M 20 Wis-10 Wis-18
Bounty Hunter1 7 Polymorph Self | Polymorph Other | Polymorph Object | Shapechange PP 10 Con-15 Con-18
Bard1 7 Suggestion | Domination | Eyebite VM 10 Int-13 Int-14
Dungeoneer 8 Any Subability (+1 per 25% made to that subability) M 0 Int-14 Int-17
Yakuza1 8 Aura Alteration | Unknowable Alignment || Unknowable Truename M 10 Chr-15 Chr-19
Bounty Hunter1 8 Clairvoyance | X-Ray Vision M 10 Wis-10 Wis-20
Dungeoneer 8 Dispel Exhaustion | Heal |||| Reset M 0 Con-16 Con-20
Acrobat1 8 Efficiency (+1 per 20% made to Efficiency) M 0 Int-9 Int-12
Assassin1 8 Feign Death ||| Feign Undeath V 40 Con-9 Con-10
Monk1 8 Intuition (+1 per 20% made to Intuition) M 0 Chr-9 Chr-12
Assassin1 8 Meld into Shadows/Mirrors/Crowds || Disperse VM 25 Str-9 Str-14
Acrobat1 8 Muscle (+1 and +1 per 20% made to Muscle for 1t) M 0 Int-9 Int-12
Mercenary5 8 Pick two from: Mercenary5 Level 5-7, Soldier5 Level 1-3, Spellshaper5 Level 1-3
White Hat5 8 Pick two WhiteHat5 Level 5-7, one Rebel5 Level 1-3, or one Psi5 minor
Jester1 8 Random Telekinesis (10 lbs per 1% made) P 15 Con-6 Con-13
Appraiser2 8 Read Magic (Wizard/Priest) ||| Read Magic (Concordant) M 20 Int-13 Int-15
Bard1 8 Sending | Demand M 10 Int-9 Int-12
Ninja1 8 Slay (target that you hit saves at +4, -1 per 10% made; or dies) M 0 Wis-13 Wis-19
Bard1 8 Telepathy | Telepathic Projection M 15 Wis-10 Wis-12
Beast Thief 8 Teleport | Teleport without Error || Teleport Other to Self (no save) M 5 Int-16 Int-17
Jester1 8 Uncontrolled Weather (1 mi r per 5% made) M 0 Wis-16 Wis-20
Monk1 8 Willpower (+1 per 20% made to Willpower) M 0 Chr-9 Chr-12
Beast Thief 8 Wraithform | Dream Travel V 25 Con-15 Con-17
Mercenary5 9 +(rating)% money, use at end of run before selling - 0 Cml-9 Cml-18
Mercenary5 9 0,1/r: Get +(amount made) on next Rogue ability - 0 NA NA
Ninja1 9 any 3rd level Ench/Charm spell is cast | any 4th | any 5th | any 6th (#=SL-2) #M 15 Chr-13 Chr-18
Dungeoneer 9 Ask the Local Lord | Highest Lvl in Plane | Chosen God | Ultraplanar | DM a question VM 0 Chr-11 Chr-21
Mercenary5 9 Avoid Special (entire party): x1 | x2 | x3 etc. - 0 Int-16 Int-22
Mercenary5 9 Backstorm (each 50%: +1 att is considered a backstab) - 0 Dex-16 Dex-22
White Hat5 9 Better Resources: Gain LVL*Chr*10 item XP per reset, must all be spent on one item (any extra is wasted)
White Hat5 9 BOMBS!: 1P, 1 charge (have LVL charges /d): LVL*(2m4) technological damage, area (no save, TechR to resist)
Mercenary5 9 Disjoin x2 effect ||||||||| x3 |||||||||||||||| x4 etc. - 50 Chr-18 Chr-25
Acrobat1 9 Dispel Exhaustion ||| Heal P 10 Con-18 Con-25
Beast Thief 9 Find/Remove Specials: x1 multiplier | x2 mult. | x3 mult. (amount made = #' away) VV 20 Dex-18 Dex-22
Wilderneer 9 Find/Remove x3 Traps/Tricks | Magic/Psi | OutPhase( | 30') ( | x2 Special) V 30 Dex-16 Dex-16
Assassin1 9 Finger of Death | Slay Living | Power Word Kill MM 0 Int-14 Int-17
Jester1 9 Generate Wild Magic Surge MMM 0 Int-20 Int-21
White Hat5 9 Great Medic: Binding wounds is (LVL-8)*5% of max hp (can be more than 100%, current still can't go over max)
Monk1 9 Inner Focus (+1 Str/Dex/Con for 1r per 10% made) M 5 Wis-10 Wis-20
Bard1 9 Object Reading VM 0 Int-12 Int-20
White Hat5 9 Super Fu: Can take a custom martial arts style [P7.9] with A+D+N=LVL*2+12 (can improve it with level)
White Hat5 9 Web of Contacts: Can gain information on most things in a city; Legend Lore LVL*5%
Ninja1 10 Doppleganger | Spirit Doppleganger | Polymorph Self | Shapechange MV 0 Chr-16 Chr-16
Assassin1 10 Illusionary Double M 10 Chr-11 Chr-12
Acrobat1 10 Invisibility | Improved Invisibility | Dust of Disappearance MV 20 Int-12 Int-14
Monk1 10 Ki Power (cast a Wu Jen spell of spell level SL) (penalty = -SL*50%) (#=SL) #M 0 Int-12 Int-36
Bounty Hunter1 10 Locate (anything unique) Across Planes | Clairvoyance there MV 5 Int-12 Int-15
Bandit1 10 Locate (anything unique) Across Planes | Clairvoyance there | TWE there M 0 Int-12 Int-15
Jester1 10 Song of Laughter (all other creatures at -1 all rolls per 10% made) P*M 10 Chr-3 Chr-5
Dungeoneer 10 Speed: (x2 move) | (+1V) | (+1P) | (+1M) | (+1 Full) | (+1 Opposing) VV 5 Dex-14 Dex-17
Bard1 10 Telekinesis (5 lb. per 1% made) M 10 Int-13 Int-17
Ninja1 12 any 3rd level Illusion spell is cast | any 4th | any 5th | any 6th (#=SL-2) V#M 15 Dex-18 Dex-22
Dungeoneer 12 Control Movements | Control Physicals | Control Mentals | Control 0 Actions MM 0 Chr-19 Chr-21
Assassin1 12 Dimensional Folding M 40 Int-7 Int-20
Bard1 12 Disharmonic Blast (1 dmg per 1% made) P*M 10 Con-16 Con-22
Bounty Hunter1 12 Find the Path MV 0 Wis-9 Wis-13
Beast Thief 12 Mass Weird / Mass Chaos / Mass Maze MP 0 Chr-23 Chr-25
TANB1 12 Phase Door | Dimension Door M 5 Int-9 Int-20
Acrobat1 12 Speed (x2 move) | Speed (+1 V) | Speed (+1 P) | Speed (+1 M) VV 15 Dex-12 Dex-15
Mercenary5 13 Pick 2: Mercenary5 Level 9-12, Soldier5 or Spellshaper5 Level 5-7, other5 Level 1-3
White Hat5 13 Pick two WhiteHat5 Level 9-12, one Rebel5 Level 5-7, or one Psi5 major
Bandit1 13 Preparation (Ability to use +1 action of any type next segment per 50% made) F 0 Wis-18 Wis-22
Mercenary5 14 Avoid Spirit/Conc Effect (entire party): x1 || x2 || x3 etc. - -5 Int-22 Int-30
Mercenary5 14 Get save vs effects w/ no save, base=+0+items, each 5% is +1 - 0 Wis-20 Wis-25
White Hat5 14 Kung Fu Hustle: Can have (LVL-6)/4 martial arts styles running at the same time, they all fully stack
Mercenary5 14 Psi(-12)C effect SL=0 | SL=1 || SL=2 ||| SL=3 etc. - 30 Str-22 Str-40
White Hat5 14 Really Immune to pain. You stay conscious (but cannot be offensive) at any finite negative hit point total.
Mercenary5 14 Shield: Add a hp=(%rating) temporary shield, only 1 at a time - 0 Con-18 Con-25
White Hat5 14 Smooth Talker: As long as you and your friends are not hostile, enemies will not attack you 90% (1 check /min)
Mercenary5 14 Speed: Each 50% is +1A action || B's instead || C's instead - 0 Dex-18 Dex-20
White Hat5 14 The Man for the Job: 1F, 1/reset: Create a temporary (1 turn) x1 non-artifact item that is needed for a task
White Hat5 14 Your BOMBS! (Level ability O above) can hit two groups or can be set on a time delay, you have 3*LVL charges
Ninja1 15 any Metab minor Psi2 is used +1 PSP/10% to maintain | Telep | Clair | Port ( | major) MM 20 Int-21 Int-24
Dungeoneer 15 Astral Spell / Astral Projection | Concordant Spell (project to Concordant Opposition) MMM 35 Int-19 Int-25
Acrobat1 15 Energy Control | Adaptation | Immune to Hostile Environments PV 5 Con-9 Con-12
Monk1 15 Energy Control | Adaptation | Immune to Hostile Environments PV 30 Con-9 Con-12
TANB1 15 Energy Control | Adaptation | Immune to Hostile Environments PV 5 Con-9 Con-12
Bard1 15 Find the Path MM 20 Wis-10 Wis-15
TANB1 15 Probability Travel MM 20 Int-13 Int-20
Assassin1 15 Psychic Impersonation || Soul/Spirit Impersonation - 15 Wis-9 Wis-14
Bandit1 16 Enhancement (add how much you made by to your next Rogue ability roll within 1r) F 0 Chr-18 Chr-22
Jester1 18 All die rolls within 240' are min (50%) or max (50%) (duration 1s per 10% made) FV 50 Dex-25 Dex-50
Ninja1 18 Aura of Ill Omen (all in area at -1 on all rolls per 10% made for 1t) MV 0 Chr-9 Chr-18
Bard1 18 Contact Other Plane | Foresight MM 0 Chr-15 Chr-18
Bounty Hunter1 18 Control Movements | Control Physicals | Control Mentals MM 0 Chr-18 Chr-20
Monk1 18 Elemental Form | Para-Ele Form | Quasi-Ele Form ||| Semi-Ele Form PP 40 Con-24 Con-24
Mercenary5 18 Pick 2: Soldeier5 Level 9-12, Spellshaper5 Level 9-12, other5 level 5-7
White Hat5 18 Pick two WhiteHat5 Level 14-18, one Rebel5 Level 9-12, or one Psi5 grand
Acrobat1 18 Reverse Gravity | Adjust Gravity VM 0 Dex-13 Dex-17
Assassin1 18 Shadow Magic | Shadow Walk | Shadow Flight VM 0 Int-16 Int-19
TANB1 18 Shape Alteration/Polymorph Object | Shapechange MM 5 Con-13 Con-20
Beast Thief 18 Time Shift ||| Time Travel VMM 15 Int-17 Int-25
Mercenary5 20 0,1/r: Unspend (amount made by) Rogue points - 0 NA NA
Mercenary5 20 Avoid Artifact Effect (entire party): x1 ||| x2 ||| x3 etc. - -10 Int-30 Int-46
Mercenary5 20 Backstave (N/2% of your dmg is vile) || Stun (save=N-100) - 0 Wis-26 Wis-32
Mercenary5 20 Can Dim Door away in combat during your actions | Teleport - -15 Dex-18 Dex-24
Mercenary5 20 Instantaneous x0 effect | x1 || x2 ||| x3 |||| x4 etc. - 50 Dex-24 Dex-32
Mercenary5 20 Pick 1 Level 14-18 Other5 (can be picked multiple times)
Dungeoneer 21 Shadow Magic | Shadow Walk | Shadow Flight | Become Shadow-form VM 0 Int-17 Int-20
Dungeoneer 24 Destruction/Mordenkainen's Disjunction ||| Put Target Down a Hole PMM 0 Int-19 Int-25
Bard1 27 Astral Spell MMM 40 Int-18 Int-24
Monk1 27 Body Freedom (transfer action types freely; Str Int, Dex Wis, Con Chr) FFF 0 Chr-36 Chr-54
Assassin1 27 Destruction/Mordenkainen's Disjunction PMM 0 Int-18 Int-24
Ninja1 27 Limited Wish (#=1) | Alter Reality (#=2) | Wish (#=3) | Change Reality (#=4) #F 0 Int-20 Int-25
Dungeoneer 27 LimWish(#=1)| AlterReality(#=2)| Wish(#=3)| ChangeReality(#=4)| UnlimWish(#=5) #F 0 Int-21 Int-26
Acrobat1 27 Otto's Irresistance Dance | Control Physicals MPV 0 Chr-16 Chr-22
Beast Thief 27 Shift a racial innate power you have to a random power (determined by DM) F 0 Con-20 Con-25
TANB1 27 Time Shift VMM 20 Int-16 Int-24

[PC4] Rogue Group Classes


Accomplice

Level KXP Accomp A-H
123 45 [1]
1 0 1-- -- [-]
2 3.3 2-- -- [-]
3 6.6 3-- -- [-]
4 13.2 4-- -- [-]
5 26.4 41- -- [-]
6 52.8 42- -- [-]
7 105.6 43- -- [-]
8 213 44- -- [-]
9 430 441 -- [-]
10 860 442 -- [-]
11 1290 443 -- [-]
12 1720 443 1- [-]
13 2150 444 1- [-]
14 2580 444 2- [-]
15 3010 444 3- [-]
16 3440 444 4- [-]
17 3870 544 4- [-]
18 4300 554 4- [-]
19 4730 555 4- [-]
20 5160 555 41 [-]
21 5590 555 51 [-]
22 6020 655 51 [-]
23 6450 655 52 [-]
24 6880 665 52 [-]
25 7310 666 52 [-]
26 7740 666 53 [-]
27 8170 666 63 [1]
28 8600 766 63 [1]
29 9030 766 64 [2]
30 9460 776 64 [2]
31 9890 777 64 [3]
32 10320 777 65 [3]
33 10750 777 75 [4]
34 11180 877 75 [4]
35 11610 887 76 [5]
36 12040 888 76 [5]
TH Saves
PD RS PP BW Sp Fo Re Wi
+4  4  2  3  1  1  1  1  0
+5  5  2  4  2  1  1  1  0
+5  5  3  4  3  2  2  2  1
+6  6  4  5  4  3  2  2  1
+6  7  5  6  5  4  3  2  1
+7  8  5  7  6  4  3  3  2
+7  8  6  7  7  5  4  3  2
+8  9  7  8  8  6  4  4  2
+8 10  8  9  9  7  5  4  3
+9 11  8 10 10  7  5  4  3
+9 11  9 10 11  8  6  5  3
+10 12 10 11 12  9  6  5  4
+10 13 11 12 13 10  7  6  4
+11 14 11 13 14 10  7  6  4
+11 14 12 13 14 11  8  6  5
+12 14 12 14 14 11  8  7  5
+12 14 13 14 14 12  9  7  5
+13 15 13 14 14 12  9  8  6
Requisites: Str 16, Int 18, Logic 7
Alignment: any E
HD/level: ++d13
Weapon Prof.: 6+level/2
To Hit Table: 4+level/2
Save Table: War
Reference: DM {Reduced Anti-Hero}
Groups: Rogue, Concordant (x1), Mirror
 
Logic is an ability score based off of Int. It is equal to 2+(Int bonus) base. Note that you will "owe" one stat point to Logic with an 18 Int (since your Logic will be only 6), unless you have Exceptional Int bonus somehow.
Gets Exc Str. Can purchase Exc Dex for 1 weapon slot and Exc Con for 4 weapon slots.
Can weapon specialize and uses the "Ranger" line for number of attacks.
Gets 80 Rogue points per level.
On the Rogue Ability table, cannot use picks to get other picks (no "chaining" of picks).
Your CCL with Anti-Hero spells is CL-26.
Lvl Ability
1 Any Bandit1 level 2 ability
1 Any Bounty Hunter1 level 2 ability
1 Any Executioner1 level 1 ability
1 Any Mercenary5 level 1 ability
1 Any Scarlet Assassin level 1 ability
1 Any The Hidden level 1 ability
5 Any Bandit1 level 6 ability
5 Any Bounty Hunter1 level 6 ability
5 Any Executioner1 level 5 ability
5 Any Mercenary5 level 5 ability
5 Any Scarlet Assassin level 5 ability
5 Any The Hidden level 5 ability
9 Any Bandit1 level 10 ability
9 Any Bounty Hunter1 level 10 ability
9 Any Executioner1 level 9 ability
9 Any Mercenary5 level 9 ability
9 Any Scarlet Assassin level 9 ability
9 Any The Hidden level 9 ability
13 Any Bandit1 level 16 ability
13 Any Bounty Hunter1 level 15 ability
13 Any Executioner1 level 13 ability
13 Any Mercenary5 level 14 ability
13 Any Scarlet Assassin level 13 ability
13 Any The Hidden level 13 ability

[PC4] Rogue Group Classes


Accomplice Spells

Level # Spell
1 1 10*CL% iaIR
1 2 +10% XP in Accomplice, if this is your only class (if you are single classed and getting x2 XP, you'll get x2.1 XP now)
1 3 1M: LVLd6 dmg, E=1 element, one target, no save
1 4 1M: Target is paralyzed (PPD save)
1 5 1M: Steal an action or memory (Will save)
1 6 +CL/2 QV actions
1 7 +LVL SL's in one spell progression (Wizard or Priest)
1 8 +2 CL with psionics
1 9 +1 Str, Dex, Con, Int, Wis, and Chr
2 1 10*CL% iaMR
2 2 1M, 2/d: Causeall
2 3 +CL/3 QP actions
2 4 Pick a psionic power you have. It does not give a saving throw.
2 5 1M: Remove one Resist to something (no save, use ER)
2 6 10*CL% ER
2 7 0, 3/d: Counter a counterspell
2 8 0, 2/r: Force an extra saving throw an effect (doesn't have to be your effect; choose the worst)
2 9 0, 2/r: Force an extra to hit roll on someone is attacking (choose the worst)
3 1 10*CL% iaPR
3 2 +1 per damage die on your physical attacks; Enemies get --1 to hit you
3 3 0, 2/d: Set one target (Fort save, if they make it their hit points halve)
3 4 1M: LVLd12 dmg, E=3 element, one target, no save
3 5 0, 2/d: Incurse one target (Will save, if they make it they lose 3M actions)
3 6 +CL/4 QM actions
3 7 1M: Sporacle a group (a random [C] section effect)
3 8 1V: Lend a V action to someone
4 1 Pick a spell you have. It costs half the number of actions it normally requires.
4 2 Pick a psionic power you have. It costs half the number of actions it normally requires.
4 3 +1 to number of segments per round (i.e. you get a segment 11)]
4 4 +1 Opp action (remember you can trade 1Opp -> 1F, if Opposing actions aren't useful for you)
5 1 10*CL% aER
5 2 +CL/5 Q0 actions
5 3 Pick an action type. You are immune to actions of that type being locked down.
Anti-Hero 1 (11) 1 10*CCL% uWR (unadjustable WR, does shift, can't be lowered/halved)
Anti-Hero 1 (11) 2 1M: LVLd60 dmg, E=CCL element, one target (no save, use XR to resist)
Anti-Hero 1 (11) 3 1M: Target is Capital P Paralyzed (no save, use XR to resist)
Anti-Hero 1 (11) 4 1M: Capital E Extract, or steal actions of one type (no save, use XR to resist)
Anti-Hero 1 (11) 5 +1 QX action
Anti-Hero 1 (11) 6 +CCL to Str, Dex, Con, Int, Wis, Chr, Cml, Luck
Anti-Hero 1 (11) 7 1M: Target takes an Ego Domination attack with Ego=20*CCL (if he fails he is Dominated by you)
Anti-Hero 1 (11) 8 Duplicate a Level: ability of a non-Concordant class
Anti-Hero 1 (11) 9 Free wild talent in Psi81, PSPs=40*CCL, use ML=9+CCL in the Psi81 class.

[PC4] Rogue Group Classes


Acrobat0

Level KXP
Spells
1 0 (none)
2 0.625 (none)
3 1.25 (none)
4 2.5 (none)
5 5 (none)
6 10 (none)
7 22.5 (none)
8 37.5 (none)
9 62.5 (none)
10 90 (none)
11 125 (none)
12 250 (none)
13 375 (none)
14 500 (none)
15 625 (none)
16 750 (none)
17 875 (none)
18 1000 (none)
19 1125 (none)
20 1250 (none)
21 1375 (none)
22 1500 (none)
23 1625 (none)
24 1750 (none)
25 1875 (none)
26 2000 (none)
27 2125 (none)
28 2250 (none)
29 2375 (none)
30 2500 (none)
31 2625 (none)
32 2750 (none)
33 2875 (none)
34 3000 (none)
35 3125 (none)
36 3250 (none)
TH Saves
PD RS PP BW Sp Fo Re Wi
+0  5  4  6  2  3  0  2  0
+0  6  4  6  3  4  1  3  0
+1  6  5  6  3  4  1  3  0
+1  6  5  7  3  5  1  4  1
+2  6  6  7  3  5  2  4  1
+2  7  6  7  4  6  2  5  1
+3  7  7  7  4  6  3  5  2
+3  7  7  8  4  7  3  6  2
+4  7  8  8  4  7  3  6  2
+4  8  8  8  5  8  4  7  3
+5  8  9  8  5  8  4  7  3
+5  8  9  9  5  9  5  8  3
+6  8 10  9  5  9  5  8  4
+6  9 10  9  6 10  5  9  4
+7  9 11  9  6 10  6  9  4
+7  9 11 10  6 11  6 10  5
+8  9 12 10  6 11  7 10  5
+8 10 12 10  7 12  7 11  5
Requisites: Str 14, Dex 17, Con 16
Alignment: any G
HD/level: d6
Weapon Prof.: 2+level/4
To Hit Table: Rog
Save Table: Rog
Reference: D&D Cartoon
Groups: Rogue
 
Level 1: Gets Exceptional Dex bonus.
Level 1: +1V action.
Level 1: Get Str and Dex bonus (to hit and damage for both) with staffs (staves).
Level 9: Can convert 1V->1QV (but not QV->QQV)
Level 9: Free Martial Arts style; +1 LVL-8 maneuvers.
Lvl Acrobat Ability | -50% | -100% | -150% Act Base Penalty Bonus
1 Attack (+1 TH per 10% made this segment) V 5 Dex-12 Dex-15
1 Escape Bonds | Binding | Imprisonment/Time Stop || Get out of Put Down a Hole PV 0 Str-14 Str-16
1 Evasion (0, make by 5% per amount hit: no dmg from weapon) V 10 Dex-11 Dex-15
1 Feather Falling || Body Control V 20 Dex-12 Dex-14
1 Jumping | Levitate | Flight V 20 Dex-11 Dex-15
1 Vaulting || Passwall V 45 Dex-12 Dex-16
1 any Rogue level 1 ability - - - -
2 Tightrope Walking | Water Walking | Shadow Walking | Dimension Walking V 75 Dex-11 Dex-15
2 any Rogue level 2 ability - - - -
3 Lower Encumbrance | Zero Encumbrance | No Armor Penalty P 10 Str-13 Str-18
4 any Rogue level 4 ability - - - -
5 Your attacks this segment are stun branded (save) V 10 Dex-17 Dex-22
6 Knock someone down; no save; penalty=(their Str)*2 V 0 Str-14 Str-19
7 Do (rating/25) attacks with one weapon; each attack does half damage P 25 Str-15 Str-23
8 Blink | Controlled Blink | Teleport | Teleport without Error M 15 Wis-12 Wis-14
9 Dispel Exhaustion ||| Heal P 10 Con-18 Con-25
10 Invisibility | Improved Invisibility | Dust of Disappearance MV 20 Int-12 Int-14
12 Speed (x2 move) | Speed (+1 V) | Speed (+1 P) | Speed (+1 M) VV 15 Dex-12 Dex-15
15 Energy Control | Adaptation | Immune to Hostile Environments PV 5 Con-9 Con-12
18 Reverse Gravity | Adjust Gravity VM 0 Dex-13 Dex-17
27 Otto's Irresistance Dance | Control Physicals MPV 0 Chr-16 Chr-22

[PC4] Rogue Group Classes


Acrobat1

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

[PC4] Rogue Group Classes


Anti-Thief

Level KXP
Spells
1 0 (none)
2 1.25 (none)
3 2.5 (none)
4 5 (none)
5 10 (none)
6 20 (none)
7 40 (none)
8 80 (none)
9 160 (none)
10 285 (none)
11 410 (none)
12 535 (none)
13 660 (none)
14 785 (none)
15 910 (none)
16 1160 (none)
17 1285 (none)
18 1535 (none)
19 1785 (none)
20 2035 (none)
21 2285 (none)
22 2535 (none)
23 2785 (none)
24 3035 (none)
25 3285 (none)
26 3535 (none)
27 4035 (none)
28 4535 (none)
29 5035 (none)
30 5535 (none)
31 6035 (none)
32 6535 (none)
33 7035 (none)
34 7535 (none)
35 8035 (none)
36 9035 (none)
TH Saves
PD RS PP BW Sp Fo Re Wi
+0  6  4  6  3  4  1  3  0
+0  6  5  7  3  5  1  4  1
+1  7  6  7  4  6  2  5  1
+1  7  7  8  4  7  3  6  2
+2  8  8  8  5  8  4  7  3
+2  8  9  9  5  9  5  8  3
+3  9 10  9  6 10  5  9  4
+3  9 11 10  6 11  6 10  5
+4 10 12 10  7 12  7 11  5
+4 10 13 11  7 13  8 12  6
+5 11 14 11  8 14  9 13  7
+5 12 15 12  9 14  9 14  7
+6 13 16 13 11 15 10 15  8
+6 14 16 14 13 15 11 16  9
+7 15 16 15 14 16 12 17  9
+7 16 16 16 16 16 13 18 10
+8 16 16 16 16 16 13 19 11
+8 16 17 16 16 16 14 20 11
Requisites: Dex 8, Wis 8
Alignment: non-CE
HD/level: 2d4
Weapon Prof.: 2+level
To Hit Table: Rog
Save Table: 2xRog
Reference: DM
Groups: Rogue
 
Gets no Rogue abilities.
Level 1: iIR (Irreducible Innate Resistance) = level*4% up to level 10. After level 10, it becomes 25+level*2%.
Level 1: Immune to Pick Pockets.
Level 4: 1M, can borrow from next segment: Counter a Rogue ability that was just used.
Level 4: 1V: Target loses 1V action.
Level 9: All Rogue abilities within 30' of you are lowered by 100%.
Level 9: 1V: Lower a Rogue ability effect on someone (such as Invisibility).

[PC4] Rogue Group Classes


Appraiser2

Level KXP
Spells
1 0 (none)
2 1.25 (none)
3 2.5 (none)
4 4.5 (none)
5 9 (none)
6 17.5 (none)
7 35 (none)
8 60 (none)
9 90 (none)
10 140 (none)
11 200 (none)
12 400 (none)
13 600 (none)
14 800 (none)
15 1000 (none)
16 1200 (none)
17 1400 (none)
18 1600 (none)
19 1800 (none)
20 2000 (none)
21 2200 (none)
22 2400 (none)
23 2600 (none)
24 2800 (none)
25 3000 (none)
26 3200 (none)
27 3400 (none)
28 3600 (none)
29 3800 (none)
30 4000 (none)
31 4200 (none)
32 4400 (none)
33 4600 (none)
34 4800 (none)
35 5000 (none)
36 5200 (none)
TH Saves
PD RS PP BW Sp Fo Re Wi
+0  5  4  6  2  3  0  2  0
+0  6  4  6  3  4  1  3  0
+1  6  5  6  3  4  1  3  0
+1  6  5  7  3  5  1  4  1
+2  6  6  7  3  5  2  4  1
+2  7  6  7  4  6  2  5  1
+3  7  7  7  4  6  3  5  2
+3  7  7  8  4  7  3  6  2
+4  7  8  8  4  7  3  6  2
+4  8  8  8  5  8  4  7  3
+5  8  9  8  5  8  4  7  3
+5  8  9  9  5  9  5  8  3
+6  8 10  9  5  9  5  8  4
+6  9 10  9  6 10  5  9  4
+7  9 11  9  6 10  6  9  4
+7  9 11 10  6 11  6 10  5
+8  9 12 10  6 11  7 10  5
+8 10 12 10  7 12  7 11  5
Requisites: Dex 9, Int 12, Wis 10, Chr 9
Alignment: any
HD/level: d6
Weapon Prof.: 2+level/4
To Hit Table: Rog
Save Table: Rog
Reference: S&S2
Groups: Rogue
 
Level 1: Thieves' Cant.
Level 1: Get +CL*5% more money when selling an item (max = 50%).
Level 1: Get -CL*5% off when buying an item (max = 50%).
DM Note #1 on the above two abilities: You generally cannot sell an item to someone for more money than you bought it for! The maximums are based on the "The party sells items for half their purchase value" rule. If that is not the case, adjust the max up or down accordingly.
DM Note #2 on the above two abilities: These abilities *do* stack with other Appraiser2's in the party (or if you have Appraiser2 class more than once), but the maximum still applies to the combined result.
Level 1: 1M, CL/d: Detect Magic.
Level 1: Have a contact for each CL. A contact is a knowledgeable or useful person that the Appraiser2 can get information (or other benefits) from. The contact considers the Appraiser2 friendly (but will not outrageously trust him). If the Appraiser2 kills one of his contacts, he has a 50% chance of losing each of his other contacts.
Lvl Appraiser2 Ability | -50% | -100% | -150% Act Base Penalty Bonus
1 Pick Pockets/Shoplifting | Palm | Present P 15 Dex-12 Dex-16
1 Open/Close Locks: Mech. | Magic/Psi | OutPhase VM 10 Dex-11 Dex-15
1 Find/Remove Traps: Mech. | Magic/Psi | OutPhase | Pro. M 5 Dex-12 Dex-17
1 Move Silently || Immovability V 10 Dex-13 Dex-16
1 Hide in Shadows || Meld in Shadows/Mirrors V 5 Dex-11 Dex-16
1 Detect Noise | Clairaudience M 15 Wis-8 Wis-20
1 Climb Walls | Climb Overhangs | Climb Upside Down V 60 Str-9 Str-13
1 Backstab (each 30% = x1) (increases 5/level) (yes this is a weird backstab) 0 55 Int-6 Int-20
1 Read Languages | Decipher Code M 10 Int-9 Int-14
1 Appraisal: Monetary Value | XP Value | Multiplier & Ego & Alignment | Know History M 10 Int-13 Int-15
3 Identify | Legend Lore (yes this is backwards compared to the Bard ability) M | 0 5 Int-13 Int-15
8 Read Magic (Wizard/Priest) ||| Read Magic (Concordant) M 20 Int-13 Int-15

[PC4] Rogue Group Classes


Arcane5

Level KXP Rog/Tech/Psi8
123 456 789
1 0 ½½- --- ---
2 2.25 1½½ --- ---
3 4.5 11½ --- ---
4 9 21½ --- ---
5 18 21½ ½-- ---
6 36 211 ½-- ---
7 72 211 ½½- ---
8 144 221 ½½- ---
9 288 221 1½½ ---
10 450 222 1½½ ---
11 675 222 11½ ---
12 900 222 11½ ½--
13 1125 222 111 ½--
14 1350 322 211 ½--
15 1575 322 211 1--
16 1800 332 221 1½-
17 2025 332 221 11-
18 2250 332 221 11½
19 2475 333 222 111
20 2700 433 322 211
21 2925 443 332 221
22 3150 444 333 222
23 3375 544 433 322
24 3600 554 443 332
25 3825 555 444 333
26 4050 655 544 433
27 4275 665 554 443
28 4500 666 555 444
29 4725 766 655 544
30 4950 776 665 554
31 5175 777 666 555
32 5400 877 766 655
33 5625 887 776 665
34 5850 888 777 666
35 6075 988 877 766
36 6300 998 887 776
TH Saves
PD RS PP BW Sp Fo Re Wi
+1  5  4  5  2  3  0  2  0
+1  5  4  5  3  4  1  3  0
+2  5  5  5  3  4  1  4  1
+3  7  6  7  5  5  2  5  1
+3  7  6  7  5  6  3  5  2
+5  9  8  9  6  7  3  6  2
+5  9  8  9  7  7  4  7  3
+6  9  9  9  7  8  5  8  3
+7 11 10 11  8  9  5  8  4
+7 11 10 11  9 10  6  9  4
+8 11 11 11  9 10  6 10  5
+9 13 12 13 11 11  7 11  5
+9 13 12 13 11 12  7 11  6
+11 14 13 14 12 13  8 12  6
+11 14 13 14 13 13  9 13  7
+12 14 14 14 13 14  9 14  7
+13 15 14 15 14 14 10 14  8
+13 15 15 15 15 14 11 15  8
Requisites: Dex 13, Int 9, Chr 13
Alignment: L any
HD/level: d8
Weapon Prof.: 4+level/4
To Hit Table: 1½xCTD0
Save Table: 1½xThf0
Reference: DM
Groups: Rogue, Technology
 
Gets Exceptional Dex and Chr.
Can cast Rogue spells and the Technology school (Wizard spells). Specialized in Bard school (Rogue spells) and Technology school (Wizard spells).
Can specialize in weapons using "Non-War" line.
There is a "Create Technological Item" spell of each spell level; each spell creates an item of TechL = SL (material componenting may be used to double the TL). The item cannot weigh more than level^2 pounds, or it has some flaw which requires upkeep and/or repair to keep it operating effectively. The spell effect will end in level turns unless a Permanency spell is used.
Note that creating a temporary machine which creates a real machine is perfectly legal.
Level 1: +1 technological proficiency per level, see Psi8.
Level 1: May use Psi8 minors as if they were 2nd level spells.
Level 7: May use Psi8 majors as if they were 5th level spells.
Level 16: May use Psi8 grands as if they were 8th level spells.
Level 54: May use Psi8 supers as if they were 11th level spells.
Each level, get one "5th edition" pick from the choices below.
This class does not get Rogue points unless Rogue abilities are taken off this chart.
 
Levels Pick Description
Level 1-3: A +(LVL+1)/2 Chr; Sustain Chr
B Detect/Identify Technology; Can operate Spelljamming Helms
C Detect Lie or Undetectable Lie (1 at a time, cont.)
D Sell items for 64+LVL% of value instead of 50%
E Any Rogue 1 ability; +10*LVL Rogue points (this may be taken multiple times)
Level 4: Pick two Arcane5 Level 1-3, one Secret Agent5 Level 1-3, or one Psi16 minor
Level 5-7: F Can "Frugal" potions (+50% to number of uses)
G 1M, 1/t: Teleport Without Error (can move up to LVL/3 planes distant)
H nM: Repair a broken magic/psi/tech item, n=(XP value)/1000 (round up)
I Nonmagical items (all types) are one-third cost for you
J Any Rogue 5 ability; +10*LVL Rogue points (this may be taken multiple times)
Level 8: Pick two Arcane5 Level 5-7, one Secret Agent5 Level 5-7, or two Psi16 minors
Level 9-12: K Immune to Capital E Extract, Empathy, ESP, Forget, Mental Surgery, Telepathy
L Ignore MR with your Rogue spells
M Immune to Blow Your Head Off, Twilight, Ego Domination, Retributive Strikes
N 3F, 1/t: Remove Capital B Blasted or Capital M Mauled from someone
O Any Rogue 9 ability; +10*LVL Rogue points (this may be taken multiple times)
Level 13: Pick two Arcane5 Level 9-12, one Secret Agent5 Level 9-12, or one Psi16 major
Level 14-18: P 1bM, 1/r: Counterspell
Q 1bM, 1/r: Fork
R Immune to LVL elements/eelements (doesn't "spread")
S Get +1 IM (Instantaneous Mental) action per turn.
T Any Rogue 14 ability; +10*LVL Rogue points (this may be taken multiple times)
Level 18: Pick two Arcane5 Level 14-18, one Secret Agent5 Level 14-18, or two Psi16 majors
Level 20-26: U 1M, 1/d: Summon LVL DL=10 other Arcane5 NPCs to assist you
V 400F, 1/d: Create a magic item of <= LVL*400 XP value
W 1N, 1/s: Capital O Object to a time or loop travel effect. It cannot be used again this turn
X Use "Mixed Classing" to mix one (known) class from the Lost or Technology group into this class
Y Any Rogue 20 ability; +10*LVL Rogue points (this may be taken multiple times)
Z Pick 1 Level 14-18 (or lower) pick from any "5th Edition" class (this may be picked multiple times)
Level 27-36: Pick two Arcane5 Level 20-26, one Secret Agent5 Level 20-26, or one Psi16 grand

[PC4] Rogue Group Classes


Arcane Rogue

Level KXP
Spells
1 0 (none)
2 2.5 (none)
3 5 (none)
4 10 (none)
5 20 (none)
6 40 (none)
7 80 (none)
8 140 (none)
9 220 (none)
10 320 (none)
11 440 (none)
12 880 (none)
13 1320 (none)
14 1760 (none)
15 2200 (none)
16 2640 (none)
17 3080 (none)
18 3520 (none)
19 3960 (none)
20 4400 (none)
21 4840 (none)
22 5280 (none)
23 5720 (none)
24 6160 (none)
25 6600 (none)
26 7040 (none)
27 7480 (none)
28 7920 (none)
29 8360 (none)
30 8800 (none)
31 9240 (none)
32 9680 (none)
33 10120 (none)
34 10560 (none)
35 11000 (none)
36 11440 (none)
TH Saves
PD RS PP BW Sp Fo Re Wi
+0  5  4  6  2  3  0  2  0
+0  6  4  6  3  4  1  3  0
+1  6  5  6  3  4  1  3  0
+1  6  5  7  3  5  1  4  1
+2  6  6  7  3  5  2  4  1
+2  7  6  7  4  6  2  5  1
+3  7  7  7  4  6  3  5  2
+3  7  7  8  4  7  3  6  2
+4  7  8  8  4  7  3  6  2
+4  8  8  8  5  8  4  7  3
+5  8  9  8  5  8  4  7  3
+5  8  9  9  5  9  5  8  3
+6  8 10  9  5  9  5  8  4
+6  9 10  9  6 10  5  9  4
+7  9 11  9  6 10  6  9  4
+7  9 11 10  6 11  6 10  5
+8  9 12 10  6 11  7 10  5
+8 10 12 10  7 12  7 11  5
Requisites: Str 4, Dex 13, Con 4, Int 4, Wis 4, Chr 9
Alignment: non-LG
HD/level: d6
Weapon Prof.: 2+level/4
To Hit Table: Rog
Save Table: Rog
Reference: DM
Groups: Rogue
 
Gets 50 Rogue points per level.
Gets it's level in "Arcane Rogue picks" per level. For example, at level 3, you have 6 levels of picks total (1+2+3), so you can get six Level 1 picks, or one Level 6 pick, or any combination in between.
A list of "Arcane Rogue picks" follows. These are all the Rogue abilities in the Collective that are *not* in the "Any Rogue" list. So these are the more "obscure" abilities.
This class does NOT get the normal Level 9, Level 18, and Level 27 "Any Rogue" picks. It does get the Level 36 pick, however.
Level 1 ¶: Gain (LVL+3)/4 "Put Brain on a Plate" ( Λ , also called "script-V") actions. Λ actions can be used once per day. Λ actions can be downgraded to an OppV or a QV action.
Level 1 ¶: 1Λ: Do LVL instances of one rogue ability. Abilities that are LVL based add only +1 to LVL per additional instance.

[PC4] Rogue Group Classes


Arcane Rogue Abilities

Class Lvl Arcane Rogue Ability | -50% | -100% | -150% Act Base Penalty Bonus
Hit Man5 1 #Attacks = level if creatures being fought are less than LVL HD
Arcane5 1 +(LVL+1)/2 Chr; Sustain Chr
Hit Man5 1 +1 to # of attacks with all attack forms (weapon, natural, etc.)
Hit Man5 1 +LVL damage
Quintessential Thief6 1 +LVL TH {Thug} or +LVL TH and dmg with unarmed attacks {Brawler}
Quintessential Thief6 1 +LVL*5% money {Treasure Hunter}
Quintessential Thief6 1 1 hour of walking around a city: Gain LVL^3 gp (picking up things off street) {Beggar}
Secret Agent5 Picks 1 Absolute Certainty: Add your Wis bonus to all stat/proficiency/skill checks
Quintessential Thief6 1 Always make Chr checks. {Diplomat}
Urbaneer (Cityneer) 1 Any 0th level Ench/Charm spell is cast | any 1st || any 2nd ||| any 3rd etc. M 100 Chr-3 Chr-12
Divine Assassin 1 Assassination (-3% per HD/level of target) ½0 0 Wis-15 Wis-25
Sightseer Rogue chart 1 Attack/backstab around corners (each 1% rating = 1 degree of angle around corner) 0 50 Wis-11 Wis-16
Stealth Ninja1 1 Backstab (each 25% = x1) (increases 10/level) ½0 40 Int-16 Int-25
Hit Man5 1 Backstab = x(LVL+2)/2
Quintessential Thief6 1 Bag of Holding; 1M: Locate Black Market in city {Smuggler}
Ferret 1 Body Freedom (transfer P <-> M action types freely; Str <-> Int, Dex <-> Wis, Con <-> Chr) FFF 0 Chr-36 Chr-54
Quintessential Thief6 1 Can backstab every attack (1N action) vs. Panicked person; 1M: Panic (Will save) {Spy}
Quintessential Thief6 1 Can specialize in weapons as a Warrior. {Assassin}
Songsmith Bard 1 Charm/Influence Reaction ||| Erase a "!" mark in dungron S 10 Chr-10 Chr-13
Pioneer (Outland Pioneer) Rogue chart 1 Comprehend Languages | Tongues | Message ( | per plane) 0 50 Int-9 Int-12
Secret Agent5 Picks 1 Connected: You know a friend in every city, for shelter and/or locating a shop/person
Holy Monk1 1 Curing (1 hp per 1%), self or others V 0 Wis-9 Wis-12
Wilderneer 1 Deal x2 dmg with an attack | Spell | Psi power | Innate V 5 Str-16 Str-20
Ill Omen Master 1 Delay (target doesn't go next segment, save DC = amt made) {Rogue ability: 30 / Wis-11 / Wis-16 } F 30 Wis-11 Wis-13
Quintessential Thief6 1 Detect Lie cont.; Detect Hidden cont. {Inspector}
Sightseer Rogue chart 1 Detect Lie or Undetectable Lie (1 at a time, cont.)
Arcane5 1 Detect/Identify Technology; Can operate Spelljamming Helms
Secret Agent5 Picks 1 Doublespeak: 0, Speaking action, 1/r: Charm (save)
Time Bandit 1 Ethereal Window | Astral | Phlogiston | Any Inner | Any Outer | UltraBlack MV 0 Con-12 Con-15
Sightseer Rogue chart 1 Find/Avoid Traps/Tricks/Specials/TerrainFeatures | Magic/Psi | OutPhase ( | whole party) ( || x2 ||| x3) V 0 Dex-20 Dex-25
Myth 1 Find/Remove Abjuration/Protection ("Twist") | All of the same effect on 1 target | All of the same effect in your group V 10 Int-13 Int-15
Black Hat5 1 Fool: -1 Int, +50 Rogue points
Overt Rogue 1 Fork Innate | Psionic | Magic | Radioactive 1M (may borrow) -10 Chr-22 Chr-22
Secret Agent5 Picks 1 Gear: All your items are (nonmagical) +1/+1 items
Engineer 1 Identify | Legend Lore M | 0 5 Int-13 Int-15
Quintessential Thief6 1 Improve Exceptional Dex to Barbarian Dex bonus. {Barbarian}
Engineer 1 inRR || inaRR || inaaRR ( | TechR in addition to RR) 0 30 Con-13 Con-18
Stealth Ninja1 1 iunPR || iunaPR || iunaaPR ( | gives iunIR [and variants] instead) 0 10 Chr-15 Chr-20
Black Hat5 1 Kung Fat: Ability to take professional wrestling, plus a kit slot to take a professional wrestling style.
Songsmith Bard 1 Legend Lore | Identify ||| Know how to defeat a god or destroy an artifact 0 | M ||| F 0 Int-15 Int-16
Ferret 1 Limited Wish (#=1) [limited to SL=LVL-1 or less effects] #F 0 Int-20 Int-25
Ill Omen Master 1 Lockdown rating/20 C actions worth F 0 DIWC-40 DIWC-60
Myth 1 Move Silently + Hide In Shadows together | Can backstab to someone's flank | Dimension Door V 20 Dex-12 Dex-14
Songsmith Bard 1 Musical Inspiration | Emotion ||| Suggestion S 5*LVL Chr-11 Chr-13
Overt Rogue 1 oIR || oaIR || oaaIR 0 0 Int-16 Int-21
Overt Rogue 1 oMR || oaMR || oaaMR 0 20 Str-14 Str-19
Overt Rogue 1 oPR || oaPR || oaaPR 0 10 Con-15 Con-20
Overt Rogue 1 oRR || oaRR || oaaRR 0 30 Chr-13 Chr-18
Wilderneer 1 Pass without trace | Alter footprints || Plant Door || Transport via Plants ½V Wis-14 Wis-19
Urbaneer (Cityneer) 1 Pick Pockets/Shoplifting | Palm | Present | Immune PP P 15 Dex-12 Dex-16
Rocketeer 1 Rating/30 instances of Resist an element or eelement (doesn't "spread") - 30 Con-10 Con-15
Songsmith Bard 1 Read Languages | Decipher Code ||| Read text that has been scrambled or erased M 5 Int-11 Int-15
Holy Monk1 1 Restore stat damage (1 per 5%), self or others V 0 Wis-9 Wis-12
Unholy SuperMonk1 1 Restore/Cause stat damage (1 per 5% made), self or others (PPD save:½) V 0 Wis-13 Wis-18
Rocketeer 1 Self Destruct: You and your group takes (Rating) tech dmg. P 30*LVL Str-1 Str-19
Arcane5 1 Sell items for 64+LVL% of value instead of 50%
Scarlet Assassin 1 Silence 15' r | Darkness 15' r ½V 40 Chr-4 Chr-8
Black Hat5 1 Situational advantage: 1M: Surprise; increase Backstab/Backstrike by 1 multiplier.
Black Hat5 1 Slayer: Touch deals 4+LVL dmg. 1M: Add the "wounding" effect (LVL hp /s).
Songsmith Bard 1 Song of Evasion (party gets +1 AC per 10% rating) mouth'sP 0 Dex-12 Dex-15
Songsmith Bard 1 Song of Resistance (party gets -1 dmg/attack per 25% rating) mouth'sP 0 Con-16 Con-25
Quintessential Thief6 1 Species Enemy as per Ranger1 {Avenger}
Scarlet Monk 1 Spying | ESP (without him knowing) || Capital E Extract - 10 Int-11 Int-14
Songsmith Bard 1 Summon DL I Animal ( || per +1 DL) ||| Summon DL I (specify type) V 0 Chr-11 Chr-13
Secret Agent5 Picks 1 Tech Belt/Bag: Bag of Holding plus every normal equipment item of LVL gp and less
Scarlet Monk 1 Tracking | Trailing | Stalking V 0 Int-12 Int-15
Secret Agent5 Picks 1 Tracking as a Ranger; Trailing proficiency; 2F, 1/d: Find the Path
Black Hat5 1 Training: Gain 1 stat point per reset.
Engineer 1 Understand how a tech item works (-5%/tech level) V 25 Con-10 Con-12
Ill Omen Master 1 Unequip (one item unequipped, save DC = amount made) {Rogue ability: 50 / Dex-12 / Dex-14 } V 50 Dex-12 Dex-14
Secret Agent5 Picks 1 Versatility: x(1+LVL/10) Nonweapon proficiencies.
Secret Agent5 Picks 1 Weapon Specialist: Specialized in a weapon, get +LVL+6 TH (+0 dmg) instead of usual amount
Hit Man5 1 x2 Str bonus instead of x3/2 when wielding weapon 2-handed
Scarlet Assassin 2 Backdrain (do rating/10 random stat dmg) (increases 10/level) ½0 0 Con-6 Con-20
Scarlet Assassin 2 Backtwist (Twist rating/30 effects) (increases 10/lvl) ½0 20 Dex-6 Dex-20
Wilderneer 2 Can wield weapons of your size without Str requirement | +1 your size || +2 ||| +3 - 5 Str-14 Str-19
Mob Instigator1 2 Detect Noise/Smell | Clairaudience/Clairnasience V 0 Wis-12 Wis-30
Songsmith Bard 2 Empathy | ESP ||| Tap Psionic Link M 15 Wis-13 Wis-20
Urbaneer (Cityneer) 2 Feign Weakness (everyone thinks you're a x0 putz, unless you're hostile) 0 0 Chr-15 Chr-18
Engineer 2 Item Speed: One of your items gets +1E action || two items |||| one gets +1QE V 0 Con-10 Con-15
Urbaneer (Cityneer) 2 Locate nearest dungeon within rating/5 miles | with deepest DL | with most valuable item 2M 0 Chr-20 Chr-25
Mob Instigator1 2 Mass Backstab (each attack is Backstab) (each 40% = x1) (increases 10/level) 0 40 Int-9 Int-30
Mob Instigator1 2 Mass Climb Walls (whole party) V 10 Str-13 Str-19
Mob Instigator1 2 Mass Find/Remove Traps (all in room): Mech. | Magic/Psi | OutPhase | Pro. V 0 Dex-18 Dex-25
Mob Instigator1 2 Mass Hide in Shadows (whole party) V 0 Dex-16 Dex-24
Mob Instigator1 2 Mass Move Silently (whole party) V 0 Dex-19 Dex-24
Mob Instigator1 2 Mass Open/Close Locks (all in room): Mech. | Magic/Psi | OutPhase V 0 Dex-16 Dex-22
Mob Instigator1 2 Mass Pick Pockets (pick everything off of someone) (-10%/level of target) V 0 Dex-18 Dex-24
Myth 2 Monster Summoning DL I || DL II || DL III || DL IV || etc. (2 pipes each) M 50 Wis-16 Wis-17
Holy Monk1 2 Remove Slow/Sleep | Disease | Poison/Blindness | Paralysis/Hold | Curse V 0 Wis-9 Wis-12
Unholy SuperMonk1 2 Remove/Cause Slow/Sleep | Disease | Poison/Blindness | Paralysis/Hold | Curse (PPD save per 10% made) V 0 Wis-13 Wis-18
Songsmith Bard 2 Song of Blasting (group takes 1 sound dmg per 5% rating /s) mouth'sP 10 Str-15 Str-19
Black Rogue 2 Song of Harming (1 dmg per 5% roll made) P*M 10 Wis-12 Wis-17
Songsmith Bard 2 Song of Healing (cures whole party 1 hp per 10% rating /s) mouth'sP 10 Wis-15 Wis-19
Scarlet Monk 3 ("Twirl") Find/Remove Guardian/Warding/Forbiddance effect on area || x1 Special M 20 Dex-18 Dex-28
Engineer 3 +(rating/50) wear locations (any body location you want) V 0 Str-10 Str-15
Stealth Ninja1 3 Backstrike (each 25% = x1 TH) (increases 10/lvl) ½0 20 Wis-16 Wis-25
Myth 3 Blink | Blink Away Randomly (no parting shots) | Teleport (no delay) to random place within 10 miles 0 0 Con-22 Con-25
Divine Assassin 3 Considered extra +(rating/25) weapon to hit V 0 Str-5 Str-15
Divine Assassin 3 Lower/Ignore WaWR (reduce or ignore WaWR by rating) || iWaWR V/N 0 Dex-10 Dex-20
Mob Instigator1 3 Mass Distraction (one group) V 0 Wis-19 Wis-24
Mob Instigator1 3 Mimic Voices/Mannerisms/Personality V 0 Wis-13 Wis-18
Songsmith Bard 3 Song of Courage (+1 Morale per 5% rating, Removes Fear) mouth'sP 10 Chr-17 Chr-21
Songsmith Bard 3 Song of Fear (Fear a group, Will save target # = rating) mouth'sP 10 Int-17 Int-21
Pioneer (Outland Pioneer) Rogue chart 3 Summon a DL 1 Outer creature ( || per extra DL) M 100 Con-12 Con-16
Sightseer Rogue chart 3 Summon a DL 1 Spirit of the Land creature ( || per extra DL) M 100 Con-12 Con-16
Wilderneer 3 Tree | Gaseous Form | Wraithform ||| I'm Gone (to my own Pocket Plane) M 0 Wis-8 Wis-20
Wilderneer 4 ++rating/100 to a die roll | Reroll a die roll || Counterspell || Object bM or hM 25 Dex-16 Dex-24
Myth 4 +rating/25 TH | +rating/20 AC | +rating/15 max hp (lasts 1 turn) P 0 Str-32 Str-33
Scarlet Monk 4 Don't generate Alley encounters | Sewer/Attic | Old City at Night M 10 Wis-15 Wis-20
Sightseer Rogue chart 4 Ignore or Counter an Interpose | Rescue | Escape | I'm Gone 0 0 Wis-14 Wis-19
Ferret 4 Limited Wish (#=1) | Alter Reality (#=2) [limited to SL=LVL-1 or less effects] #F 0 Int-20 Int-25
Mob Instigator1 4 Mass Contortion | Mass Elasticity | Mass Become Liquid-Form (whole party) V 0 Dex-15 Dex-21
Holy Monk1 4 Restore level drains (1 per 10%), self or other V 0 Wis-9 Wis-12
Unholy SuperMonk1 4 Restore/Cause level drains (1 per 10% made), self or other (PPD save:½) V 0 Wis-13 Wis-18
Songsmith Bard 4 Sensitivity to Psychic Impressions ||| Truename ||| Rotating Truename M 20 Wis-14 Wis-16
Songsmith Bard 4 Song of Dispelling (Dispel one effect on each creature in a group /s) mouth'sP 10 Wis-19 Wis-23
Songsmith Bard 4 Song of Vines (Entangle a group, Reflex save target # = rating) mouth'sP 10 Dex-19 Dex-23
Hit Man5 5 +LVL to hit
Hit Man5 5 +LVL weapon proficiencies
Hit Man5 5 +LVL*100 item XP in Weapon flags per day
Arcane5 5 1M, 1/t: Teleport Without Error (can move up to LVL/3 planes distant)
Arcane5 5 Can "Frugal" potions (+50% to number of uses)
Hit Man5 5 Can affect creatures that require a +LVL-1 weapon to hit
Hit Man5 5 Considered 1 size larger for what size weapons you can wield
Secret Agent5 Picks 5 Cool Customer: Immune Fear, Emotion, Charm, Domination
Black Rogue 5 Detect Invisibility | Force Shapechange | Wrench ||| See through Dust of Disappearance 2M 0 Wis-12 Wis-20
Pioneer (Outland Pioneer) Rogue chart 5 Dimensional Folding || Proof against Teleportation M 40 Int-7 Int-20
Black Hat5 5 Divinity: Gain LVL in SL's as a Priest progression, this progression must be flat or decreasing.
Secret Agent5 Picks 5 Dubious Technology: 1/reset: Get a random TechL=LVL*2 item from the DM (usually with a drawback)
Stealth Ninja1 5 Erase a "?", "¿", "!", "¡", ".", ",", ":", or ";" in dungeon - 0 Dex-18 Dex-24
Black Hat5 5 Gain a Specialty God pick, ignoring the "Turn" column (unless you have turning from another source and want a bonus).
Secret Agent5 Picks 5 Hacker: Can manipulate/reprogram Technological/Psi8/Psi16 items up to TechL=LVL+2
Black Hat5 5 Immune to paralysis (but not hold). People do not multiply their damage by their level when you're held.
Secret Agent5 Picks 5 Improvisation: 1V, 1/r: Create a 0 to LVL gp item, it lasts for 1 hour.
Black Hat5 5 Jack: +LVL divided among Chr, Cml, or level for purposes of how many kits and feats you can have.
Secret Agent5 Picks 5 Know It All: LVL*5% chance of knowing something about *any* topic (even if no chance to know).
Mob Instigator1 5 Mass Find/Remove Tricks (all in room): x1 multiplier || x2 multiplier ||| x3 multiplier (| do this 90' away) V 0 Dex-27 Dex-37
Arcane5 5 nM: Repair a broken magic/psi/tech item, n=(XP value)/1000 (round up)
Arcane5 5 Nonmagical items (all types) are one-third cost for you
Secret Agent5 Picks 5 Overkill: If you put someone below -50 hp, they are automatically slain.
Secret Agent5 Picks 5 Plausible Deniability: You can never be "guilty" of a crime according to the law.
Mob Instigator1 5 Portable Hole || We're gone (whole party to my pocket dimension) V 0 Int-9 Int-27
Mob Instigator1 5 Read/Write/Speak Languages | Decipher Code/Password V 0 Int-13 Int-21
Secret Agent5 Picks 5 Slimy: You and the space you're standing at can't be targetted.
Songsmith Bard 5 Song of Battle (+1 TH,dmg,or saves per 15% rating) mouth'sP 10 Str-21 Str-25
Songsmith Bard 5 Song of Certamen (+1 dmg /die with spells per 15% rating) mouth'sP 10 Int-21 Int-25
Black Hat5 5 Thrown Fu: +LVL to hit with thrown objects; thrown objects are always at least base #Att = 1 and range 60'.
Acrobat0 5 Your attacks this segment are stun branded (save) V 10 Dex-17 Dex-22
Wilderneer 6 Clairnasience | Eagle Eye Vision | Sending - 0 Wis-12 Wis-15
Stealth Ninja1 6 Escape Bonds | Binding | Imprisonment/Time Stop || Get out of the Hole P 10 Str-14 Str-16
Wilderneer 6 Escape Entanglement/Web | Escape Maze | Escape Temporal Stasis || Escape Magical Grove bP 10 Int-14 Int-16
Mob Instigator1 6 ESP/Sense Danger | Precognition/Postcognition |||| Choose one die roll V 0 Wis-12 Wis-16
Pioneer (Outland Pioneer) Rogue chart 6 Ethereal Spell / Ethereal Projection | Shadow Spell (project to Plane of Shadow) MM 35 Wis-16 Wis-21
Acrobat0 6 Knock someone down; no save; penalty=(their Str)*2 V 0 Str-14 Str-19
Urbaneer (Cityneer) 6 Locate Object in City || Country MM
Quintessential Thief6 7 +LVL Int; Legend Lore LVL*10% {Explorer}
Quintessential Thief6 7 0, 1/d: +LVL TH and +LVL*2 damage this turn {Shadow Avenger}
Quintessential Thief6 7 1F, 1/reset: Create a Psi8 item with TechL=LVL; can have LVL of these items {Tinker}
Quintessential Thief6 7 1F, 1/reset: Create an item of any E=LVL/2 material, do not need to pay cost {Outcast}
Quintessential Thief6 7 1M: Find the Path; 1M: Locate Object; 1M: Locate Person {Pathfinder}
Mob Instigator1 7 All-Around Sight | Locate Object/Person | Cosmic Awareness V 0 Wis-22 Wis-28
Quintessential Thief6 7 Always get special treatment and respect from Local Ruler {Agent of the Crown}
Musketeer/Cannoneer 7 BOMBS!: 1P, 1 charge (have LVL charges /d): LVL*(2m4) technological dmg, area (no save) (TechR)
Quintessential Thief6 7 Can attack with missiles in a way that people don't know where it's from {Commando}
Quintessential Thief6 7 Can buy property or businesses at half cost {Businessman}
Mob Instigator1 7 Detect (school/sphere) | Magic/Innate | Psi/Radiation/Anti-Magic | Concordant/Godly V 0 Int-18 Int-22
Urbaneer (Cityneer) 7 Dimension Door | Blink | Controlled Blink M 20 Int-13 Int-18
Acrobat0 7 Do (rating/25) attacks with one weapon; each attack does half damage P 25 Str-15 Str-23
Time Bandit 7 Find the Path ( | for each plane removed) MM 20 Wis-10 Wis-15
Quintessential Thief6 7 Immune to terrain, hostile environments {Outlaw}
Engineer 7 inWR || inaWR || inaaWR ( | CR in addition to WR) 0 0 Str+Con-34 Str+Con-44
Luckier (Random Rogue #115354) 7 oCR || oaCR || oaaCR 0 20 Dex+Con-28 Dex+Con-38
Overt Rogue 7 oER || oaER || oaaER 0 -10 Str+Wis-37 Str+Wis-47
Overt Rogue 7 oNR || oaNR || oaaNR 0 10 Dex+Chr-31 Dex+Chr-41
Overt Rogue 7 oWR || oaWR || oaaWR 0 0 Int+Chr-34 Int+Chr-44
Rocketeer 7 Repair a broken magic/psi/tech item, n=(XP value)/1000 (round up) nM 100 - -
Overt Rogue 7 Seal Fate (counter a counter) x1 | x2 | x3 | etc. 2M (may borrow) -20 Dex*2-50 Dex*2-50
Wilderneer 7 Wilderness Power (any Priest Animal/Plant/Travellers) (penalty = -SL*50%) | Wiz Conjuration #M 0 Cml-14 Cml-38
Wilderneer 8 Any Dex or Wis based Non-Weapon Proficiency (+1 per 25% made to the check) M 0 Dex+Wis-28 Dex+Wis-34
Myth 8 Dimension Fold or x1 Special of Proof vs. Teleportation | Find/Remove Teleport Redirection/Protection (borrow the F action as you are grabbed/stopped) | Create/Destroy Gate F or bF 0 Chr-40 Chr-45
Sightseer Rogue chart 8 Immune to detection / divination effects - - - -
Mob Instigator1 8 Mass Blink | Mass Controlled Blink (whole party) V 0 Wis-18 Wis-25
Rocketeer 8 Remove Capital B Blasted or Capital M Mauled from someone 3F 100 - -
Wilderneer 8 Target loses next P action | Harm ||| Set M 0 Chr-16 Chr-20
Divine Assassin 9 +LVL*rating/2 item XP in Weapon flags per day F 0 NA NA
Hit Man5 9 +LVL-4 feats
Hit Man5 9 +LVL-8 crit range (even beyond the 11-20 limit)
Hit Man5 9 1V, may borrow: Jump to other group (60'), deflect attacks to you
Arcane5 9 3F, 1/t: Remove Capital B Blasted or Capital M Mauled from someone
Divine Assassin 9 Any target with AC>(150-rating/5) is considered AC=(150-rating/5) to you V 0 Dex-17 Dex-28
Secret Agent5 Picks 9 Avoid Fate: 0, 1/d: Avoid Fate at xLVL/4 multiplier
Hit Man5 9 Can operate at any negative hp total, cannot be offensive
Secret Agent5 Picks 9 Cheat Death: 1D, 1/d: Resurrect, but you're 1d20 miles away in a random direction.
Wilderneer 9 Commune with Nature | Contact Other/Higher Plane || Contact Other Multiverse/Timeline (SFB LoopComm) 1V+1M 0 Cml-22 Cml-42
The Hidden 9 Find/Remove x3 Traps/Tricks | Magic/Psi | OutPhase ( | 30') ( | x2 Special) V 0 Dex-12 Dex-15
Secret Agent5 Picks 9 Flawless Search: LVL% chance of finding something not even in the DM's key for the dungeon
Secret Agent5 Picks 9 Guns Blazing: May use two sets of missile weapons per set of hands
Arcane5 9 Ignore MR with your Rogue spells
Hit Man5 9 Immune parting shots
Arcane5 9 Immune to Blow Your Head Off, Twilight, Ego Domination, Retributive Strikes
Arcane5 9 Immune to Capital E Extract, Empathy, ESP, Forget, Mental Surgery, Telepathy
Secret Agent5 Picks 9 Immune to insta-kill and slay effects
Secret Agent5 Picks 9 Insane Stunt: 0, 1/d: Wish (only to combo with something else you're doing this segment)
Sightseer Rogue chart 9 Intrigue: 1M: Augury (that actually works) on your proposed action, or Choose Future M - - -
Ferret 9 Limited Wish (#=1) | Alter Reality (#=2) | Wish (#=3) #F 0 Int-20 Int-25
Mob Instigator1 9 Mass Wraithform | Mass Dream Travel (whole party) V 0 Con-22 Con-25
Mob Instigator1 9 Read/Write Magic (Warrior/Wizard/Priest/Rogue) ||| (Concordant) ||| (Godly) V 0 Int-19 Int-22
Songsmith Bard 9 Song of Wishing (Does a SL=rating/40 Wizard or Priest effect /s, max SL=LVL/2) mouth'sP 0 Int+Wis-49 Int+Wis-55
Holy Monk1 10 Chi Power (cast a Shukenja spell of spell level SL) (penalty = -SL*50%) (#=SL) #M 0 Wis-12 Wis-36
Mob Instigator1 10 Clairvoyance/Clairaudience | X-Ray Vision/N-Ray Vision V 0 Wis-15 Wis-30
Mob Instigator1 10 Mass Find/Remove Specials (all in room): x1 multiplier || x2 multiplier ||| x3 multiplier (| do this 90' away) V 0 Dex-40 Dex-55
Wilderneer 10 Speed: +1A action per 50% rating | B's | C's (does not count as your haste) 2V 5 Dex-14 Dex-17
Mob Instigator1 11 Mass Invisibility | Mass Improved Invisibility (whole party) V 0 Int-19 Int-27
Unholy SuperMonk1 12 Disharmonic Blast (1 dmg per 1% made to area) P*M 10 Con-16 Con-22
Pioneer (Outland Pioneer) Rogue chart 12 Dismiss Elemental | Banishment | Dispel Evil/Good M 60 Con-12 Con-17
Wilderneer 12 Hold all Stats || Hold all Actions || Your actions can't be locked down 2M 0 Chr-19 Chr-21
Engineer 12 Your BOMBS! can hit two groups or can be set on a time delay, you have 3*LVL charges
Quintessential Thief6 13 +LVL Luck; Luckstone effect {Gambler}
Quintessential Thief6 13 0, when creating a Trap/Trick/Special: An additional -LVL*10% penalty to remove it.
Quintessential Thief6 13 1M: Learn a fact (e.g. a weakness) about a monster never seen before {Deep Tracker}
Quintessential Thief6 13 Free Specialty Priest pick in Flying Spaghetti Monster {Pirate}
Quintessential Thief6 13 Gain a Divine Companion (both a Familiar and an Animal Companion) {Divine Footpad}
Quintessential Thief6 13 Get xLVL dmg on someone who's at negative hp immediately (no delay) {Executioner}
Mob Instigator1 13 Phase/Shadow Door | Dimension/Plant Door | Gate/Fire Gate V 0 Int-13 Int-30
Time Bandit 13 Phlogiston Spell / Phlogiston Projection | Time of Legends Spell (project to Time of Legends) MMMM 35 Cml-22 Cml-29
Time Bandit 14 (Use 1/turn max) Can convert 1V->1IV or 1Z->1IZ (instantaneous actions), one time per 50% made this turn. 0 0 Wis-49 Wis-50
Hit Man5 14 +LVL-13 crit multiplier
Arcane5 14 1bM, 1/r: Counterspell
Arcane5 14 1bM, 1/r: Fork
Arcane5 14 Get +1 IM (Instantaneous Mental) action per turn.
Arcane5 14 Immune to LVL elements/eelements (doesn't "spread")
Black Rogue 15 Ethereal Spell | Ethereal Projection | Elemental Spell (project to an Elemental plane) 3M 35 Wis-19 Wis-25
Mob Instigator1 16 Mass Probability Travel (whole party) V 0 Int-19 Int-30
Sightseer Rogue chart 18 Duplicate a Psi5 or Psi10 minor || major ||||| grand ( | Psi-5) M 0 Con-15 Con-22
Pioneer (Outland Pioneer) Rogue chart 18 Duplicate a Psi6, 12, or 30 minor || major ||||| grand ( | -6 or -12) M 0 Con-15 Con-22
Rocketeer 18 Fork 1bM 100 - -
Wilderneer 18 Loop Shift ||| Loop Travel 1V+2M 15 Wis-34 Wis-50
Songsmith Bard 18 Song of Escape/Teleport Away (Party Escapes; or Teleport Away a group, Fort save target # = rating) mouth'sP 0 Dex-33 Dex-35
Engineer 18 Speak with Technology (giving it Pseudo-Intelligence) V 0 Con-15 Con-23
Luckier (Random Rogue #115354) 18 Summon (and control) Blue Time Elemental | Red | Silver | Green | Yellow | Purple | Gold M -150 Chr-1 Chr-125
Mob Instigator1 19 Shape Alteration/Polymorph Object | Shapechange/Shapechange Other V 0 Con-19 Con-30
White Hat5 20 +LVL to LVL in another White Hat (or Black Hat) pick
Arcane5 20 1M, 1/d: Summon LVL DL=10 other Arcane5 NPCs to assist you
Arcane5 20 1N, 1/s: Capital O Object to a time or loop travel effect. It cannot be used again this turn
Arcane5 20 400F, 1/d: Create a magic item of <= LVL*400 XP value
White Hat5 20 BOMBS!!!: Your BOMBS! have unlimited charges; LVL*(3m6) dmg to 1 group or LVL*(2m8) dmg to 2 groups
White Hat5 20 Master Fu: LVL*2 slots in Martial Arts maneuvers; 2nd tier costs 2 maneuvers each, even if Banhammered
White Hat5 20 Not Noticed: You take 1/10 dmg (physical and energy) vs. monsters that are at least x10 your current hp
White Hat5 20 Super Resources: Get a xCL/18 random Artifact each reset, it will be useful (not crap)
White Hat5 20 Tinkerer: 1/reset: Make a Psi8 item of TechL=LVL; your effects ignore TechR
Arcane5 20 Use "Mixed Classing" to mix one (known) class from the Lost or Technology group into this class
Pioneer (Outland Pioneer) Rogue chart 21 Be a x2 being on defense ||||| x3 ||||||| x4 ||||||||| x5 etc. 0 -150 Luck-5 Luck-10
Wilderneer 21 Find/Remove x4 Traps/Tricks | Magic/Psi | OutPhase( | 30') ( | x3 Special) V 40 Dex-25 Dex-25
Engineer 21 You act as a Spelljamming helm, 1X tech, (rating/10) SFB boxes V 0 Con-20 Con-28
Scarlet Assassin 24 Backsteal (Steal an effect off of target for yourself per 120%) (aXR to avoid) ½0 30 NA NA
Black Rogue 24 Energy Drain+Destruction+Degenerate target ||| Put target in the Hole 1P+2M 0 Wis-19 Wis-25
Myth 24 Innate Deflection | Radiation | Magic | Psionic ||||||| Concordant (extra | for Reflection) bS 0 Con-45 Con-50
Wilderneer 24 Restoration+Resurrection+Regenerate target ||| Get target out of the Hole 1P+2M 0 Wis-19 Wis-25
Sightseer Rogue chart 24 See in Capital D Darkness - - - -
Pioneer (Outland Pioneer) Rogue chart 24 Snap Silver Cord |||||| Put Target Down Deeper Hole |||||| Erase Truename M -30 HNCL-24 HNCL-24
Engineer 27 Duplicate a SL=1 Captain spell (x1 Conc. class) || SL=2 || SL=3 || etc. M 0 Con-25 Con-33
Pioneer (Outland Pioneer) Rogue chart 27 Gate | Spell Gate for Innates ||||||||||||||||||||||||||||| (29 pipes) UltraBlack Gate MMMMM 50 HCL-9 HCL-18
Wilderneer 27 Miracle 7 | Miracle 8 | Miracle 9 | Miracle 10 | Miracle 11 (#-6)M 0 Wis-21 Wis-26
Rocketeer 27 Nuke (does a nuclear bomb; Rating/100 idmg in huge area) 2F 100 Str-2 Str-38
Songsmith Bard 27 Song of As You Are (Group increases 1 XP divisor per 30% rating) mouth'sP 0 Chr-39 Chr-40
Sightseer Rogue chart 27 Summon (and control) DL XI Far Realm, Immortal, Nightmare Dimension, or Tarraque World monster ( || per extra DL) MM 0 Cml-55 Cml-70
Mob Instigator1 28 Time Shift/Time Shift Other | Mass Time Shift (whole party) V 0 Int-24 Int-36
Wilderneer 36 Cast a 1st level Avangion or Clerical Elemental spell, it lasts for only 1 round (unless original duration is shorter) X or 4F 0 Luck-9 Luck-18
Unique 37 BackSteal: Steal an effect off of target for yourself per 60% (aXR to avoid) 0 50+10*L NA NA
Unique 37 Don't generate "?" in Dungeons | Always has initiative | Teleport No Delay | Between | No "!" in Dungeons V 10 Dex-25 Dex-30
Unique 37 Instantaneous an effect | all effects on 1 target | all effects in 800' | no aXR, no ER vs. this V 0 Int-26 Int-32
Unique 38 Monster Summoning for DL X (full ctrl) || Summon another Legend (no ctrl) || DL XI or Legend (full ctrl) M 30 Wis-33 Wis-38
Unique 39 +1 iTH | +1 iAC | +1 ihp ( | +1 more per pipe) P -40 Str-64 Str-74
Unique 39 Escape | Escape to Elemental Plane of Time | Escape to Ultraplanes | I'm Gone 0 -30 Con-45 Con-57
Unique 40 Concordant Wish: 0th | 1st || 2nd ||| 3rd |||| 4th etc. X 0 HNCL-36 HNCL-36
Unique 42 Create/Destroy Conduit/Wormhole | to Alternate Reality | to Ultraplanes F -50 Chr-80 Chr-107
Unique 45 Speed: Each 50% is 1X action (100% for 1QX) 0 0 NA Your Multiplier
Unique 48 Can use +N extra actions if get only 1 action to respond to something nasty (N=number of pipes made) 0 -60 Wis-99 Wis-132
Unique 54 Concordant Deflection | Reflection ( |||| Godly) ( ||||||||| Ultraplanar) bX -70 Con-90 Con-149

[PC4] Rogue Group Classes


Assassin1

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

[PC4] Rogue Group Classes


Assassin3

Level KXP Wizard
123 45
1 Rog5 0-- --
2 10 1-- --
3 30 10- --
4 60 11- --
5 100 110 --
6 150 111 --
7 210 211 0-
8 280 211 1-
9 360 221 1-
10 450 222 1-
11 550 222 10
12 660 222 11
13 780 222 21
14 910 222 22
15 1050 322 22
16 1200 332 22
17 1360 333 22
18 1530 333 32
19 1710 333 33
20 1900 433 33
21 2100 443 33
22 2310 444 33
23 2530 444 43
24 2760 444 44
25 3000 544 44
26 3250 554 44
27 3510 555 44
28 3780 555 54
29 4060 555 55
30 4350 655 55
31 4650 665 55
32 4960 666 55
33 5280 666 65
34 5610 666 66
35 5950 766 66
36 6300 776 66
TH Saves
PD RS PP BW Sp Fo Re Wi
+0  5  4  6  2  3  0  2  0
+1  6  4  6  3  4  1  3  0
+2  6  5  6  3  4  1  3  0
+3  6  5  7  3  5  1  4  1
+3  6  6  7  3  5  2  4  1
+4  7  6  7  4  6  2  5  1
+5  7  7  7  4  6  3  5  2
+6  7  7  8  4  7  3  6  2
+6  7  8  8  4  7  3  6  2
+7  8  8  8  5  8  4  7  3
+8  8  9  8  5  8  4  7  3
+9  8  9  9  5  9  5  8  3
+9  8 10  9  5  9  5  8  4
+10  9 10  9  6 10  5  9  4
+11  9 11  9  6 10  6  9  4
+12  9 11 10  6 11  6 10  5
+12  9 12 10  6 11  7 10  5
+13 10 12 10  7 12  7 11  5
Requisites:  
Alignment: any E
HD/level: d6
Weapon Prof.: 10+level/9
To Hit Table: +level*3/4
Save Table: Rog
Reference: DMG3-29
Groups: Rogue
 
Gets Wizard spells (see progression), gets Int bonus.
Level 1: Sneak Attack: +((LVL+1)/2)d6 damage when attacking from behind.
Level 1: Death Attack: If have seen target for 3 rounds, can make 1 attack to paralyze or kill (Fort save).
Level 1: Poison Use proficiency.
Level 2: +LVL/2 saves vs. poison.
Level 2: Uncanny Dodge: Retain Dex bonus even if flat-footed.
Level 5: Can no longer be flanked.
Level 10: +1 saves vs. traps.

[PC4] Rogue Group Classes


Backstabber0

Level KXP
Spells
1 0 (none)
2 1.2 (none)
3 2.4 (none)
4 4.8 (none)
5 9.6 (none)
6 20 (none)
7 40 (none)
8 80 (none)
9 160 (none)
10 280 (none)
11 400 (none)
12 520 (none)
13 640 (none)
14 760 (none)
15 880 (none)
16 1000 (none)
17 1120 (none)
18 1240 (none)
19 1360 (none)
20 1480 (none)
21 1600 (none)
22 1720 (none)
23 1840 (none)
24 1960 (none)
25 2080 (none)
26 2200 (none)
27 2320 (none)
28 2440 (none)
29 2560 (none)
30 2680 (none)
31 2800 (none)
32 2920 (none)
33 3040 (none)
34 3160 (none)
35 3280 (none)
36 3400 (none)
TH Saves
PD RS PP BW Sp Fo Re Wi
+1  5  4  5  2  3  0  2  0
+1  5  4  5  3  3  1  3  0
+2  5  4  5  3  4  1  3  0
+3  5  5  5  3  4  1  4  1
+3  7  6  7  4  5  2  4  1
+4  7  6  7  5  5  2  5  1
+5  7  6  7  5  6  3  5  2
+5  7  7  7  5  6  3  6  2
+6  9  8  9  6  7  3  6  2
+7  9  8  9  7  7  4  7  3
+7  9  8  9  7  8  4  7  3
+8  9  9  9  7  8  5  8  3
+9 11 10 11  8  9  5  8  4
+9 11 10 11  9  9  5  9  4
+10 11 10 11  9 10  6  9  4
+11 11 11 11  9 10  6 10  5
+11 13 12 13 10 11  7 10  5
+12 13 12 13 11 11  7 11  5
Requisites: Dex 16, Str 13
Alignment: any
HD/level: d4
Weapon Prof.: 3+level/3
To Hit Table: Ftr0
Save Table: Thf0
Reference: DM
Groups: Rogue
 
Has a Backstab multiplier of x(LVL+1). Gets +4*LVL from behind instead of the usual +4 from behind.
Can weapon specialize using the "Non-Warrior" line.
Gets 20 Rogue points per level in other Rogue abilities. This class doesn't get a whole lot of picks, though.
Level 1 ¶: 1V: Controlled Blink.
Level 1: Get one "Any Rogue level 1" pick.
Level 4 ¶: You Backstab with up to LVL/2 of your attacks per P action from behind.
Level 4: Get one "Any Rogue level 4" pick.
Level 9 ¶: You ignore people's immunity to Backstab.
Level 9: Get one "Any Rogue level 9" pick (this is in addition to the normal level 9 pick).
Level 16: Get one "Any Rogue level 16" pick.
Level 18 ¶: You can reduce your Backstab multiplier by N to "Twist" (dispel) N effects on the target. You can reduce the multiplier all the way down to x0.
Level 25: Get one "Any Rogue level 25" pick.
Level 27 ¶: You are considered "Behind" everyone at all times, even if you are directly facing them.
Level 36: Get one "Any Rogue level 36" pick (this is in addition to the normal level 36 pick).

[PC4] Rogue Group Classes


Bandit1

Level KXP
Spells
1 0 (none)
2 1.8 (none)
3 3.6 (none)
4 7.5 (none)
5 15 (none)
6 30 (none)
7 60 (none)
8 110 (none)
9 200 (none)
10 300 (none)
11 450 (none)
12 650 (none)
13 900 (none)
14 1150 (none)
15 1400 (none)
16 1650 (none)
17 1900 (none)
18 2150 (none)
19 2400 (none)
20 2650 (none)
21 2900 (none)
22 3150 (none)
23 3400 (none)
24 3650 (none)
25 3900 (none)
26 4150 (none)
27 4400 (none)
28 4650 (none)
29 4900 (none)
30 5150 (none)
31 5400 (none)
32 5650 (none)
33 5900 (none)
34 6150 (none)
35 6400 (none)
36 6650 (none)
TH Saves
PD RS PP BW Sp Fo Re Wi
+0  4  2  3  1  1  1  1  0
+1  5  2  4  2  1  1  1  0
+2  5  3  4  3  2  2  2  1
+3  6  4  5  4  3  2  2  1
+4  7  5  6  5  4  3  2  1
+5  8  5  7  6  4  3  3  2
+6  8  6  7  7  5  4  3  2
+7  9  7  8  8  6  4  4  2
+8 10  8  9  9  7  5  4  3
+9 11  8 10 10  7  5  4  3
+10 11  9 10 11  8  6  5  3
+11 12 10 11 12  9  6  5  4
+12 13 11 12 13 10  7  6  4
+13 14 11 13 14 10  7  6  4
+14 14 12 13 14 11  8  6  5
+15 14 12 14 14 11  8  7  5
+16 14 13 14 14 12  9  7  5
+17 15 13 14 14 12  9  8  6
Requisites: Str 12, Dex 12, Con 12, Int 10
Alignment: any
HD/level: d8+1
Weapon Prof.: 2+level/4
To Hit Table: War
Save Table: War
Reference: BoD4
Groups: Rogue
 
Level 1: Tracking as per Ranger of half the Bandit's level.
Level 1: Use the "Non-Spec War" column for number of attacks.
Level 1: # Attacks = level vs. creatures with less than 1 HD.
Lvl Bandit Ability | -50% | -100% | -150% Act Base Penalty Bonus
1 Climb Walls | Climb Overhangs | Climb Upside Down V 60 Str-9 Str-13
1 Hide in Shadows | Hide amongst People or Trees | Meld in Shadows/Mirrors V 0 Dex-12 Dex-17
1 Find/Remove Traps: Mech. | Magic/Psi | OutPhase | Pro. M 5 Dex-12 Dex-17
1 Pass without Trace || Etherealness || Probability Travel MV 0 Chr-15 Chr-21
1 Escape Bonds | Binding | Imprisonment/Time Stop || Get out of Put Down a Hole PV 0 Str-14 Str-16
1 Any Scout 1 or Bounty Hunter 1 or Yakuza 1 ability - - - -
2 Deeppockets | Vanish | Rope Trick ||| I'm Gone (to my own Pocket Plane) M 0 Int-8 Int-20
3 Lower Encumbrance | Zero Encumbrance | No Armor Penalty P 10 Str-13 Str-18
4 Mislead | Disappearance M 15 Int-12 Int-16
6 Distraction | Mislead | Forget | Mirage Arcana M 15 Wis-13 Wis-16
8 Any Scout 8 or Bounty Hunter 8 or Yakuza 8 ability - - - -
10 Locate (anything unique) Across Planes | Clairvoyance there | TWE there M 0 Int-12 Int-15
13 Preparation (Ability to use +1 action of any type next segment per 50% made) F 0 Wis-18 Wis-22
16 Enhancement (add how much you made by to your next Rogue ability roll within 1r) F 0 Chr-18 Chr-22

[PC4] Rogue Group Classes


Bard1

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

[PC4] Rogue Group Classes


Bard1JG

Level KXP
Spells
1 0 (none)
2 1.8 (none)
3 3.6 (none)
4 7.2 (none)
5 14.4 (none)
6 28.8 (none)
7 57.6 (none)
8 115.2 (none)
9 230.4 (none)
10 590.4 (none)
11 950.4 (none)
12 1310.4 (none)
13 1670.4 (none)
14 2030.4 (none)
15 2390.4 (none)
16 2750.4 (none)
17 3110.4 (none)
18 3470.4 (none)
19 3830.4 (none)
20 4190.4 (none)
21 4550.4 (none)
22 4910.4 (none)
23 5270.4 (none)
24 5630.4 (none)
25 5990.4 (none)
26 6350.4 (none)
27 6710.4 (none)
28 7070.4 (none)
29 7430.4 (none)
30 7790.4 (none)
31 8150.4 (none)
32 8510.4 (none)
33 8870.4 (none)
34 9230.4 (none)
35 9590.4 (none)
36 9950.4 (none)
TH Saves
PD RS PP BW Sp Fo Re Wi
+0  5  4  6  2  3  0  2  0
+0  6  4  6  3  4  1  3  0
+1  6  5  6  3  4  1  3  0
+1  6  5  7  3  5  1  4  1
+2  6  6  7  3  5  2  4  1
+2  7  6  7  4  6  2  5  1
+3  7  7  7  4  6  3  5  2
+3  7  7  8  4  7  3  6  2
+4  7  8  8  4  7  3  6  2
+4  8  8  8  5  8  4  7  3
+5  8  9  8  5  8  4  7  3
+5  8  9  9  5  9  5  8  3
+6  8 10  9  5  9  5  8  4
+6  9 10  9  6 10  5  9  4
+7  9 11  9  6 10  6  9  4
+7  9 11 10  6 11  6 10  5
+8  9 12 10  6 11  7 10  5
+8 10 12 10  7 12  7 11  5
Requisites: Dex 10, Chr 14
Alignment: any
HD/level: d6
Weapon Prof.: 2+level/3
To Hit Table: Rog
Save Table: Rog
Reference: FGE1JG
Groups: Rogue
 
(abilities unknown)

[PC4] Rogue Group Classes


Bard1N

Level KXP Wizard Priest
123 4  123 456 7
1 0 --- -  1-- --- -
2 2 --- -  2-- --- -
3 4 1-- -  3-- --- -
4 8 2-- -  31- --- -
5 16 21- -  31- --- -
6 33 31- -  32- --- -
7 67 31- -  321 --- -
8 135 32- -  331 --- -
9 270 32- -  332 --- -
10 500 321 -  332 --- -
11 750 331 -  332 1-- -
12 1000 332 -  333 1-- -
13 1300 332 1  333 2-- -
14 1600 332 1  333 21- -
15 1900 333 1  333 21- -
16 2250 333 1  333 31- -
17 2600 333 2  333 31- -
18 2950 333 2  333 32- -
19 3300 433 2  333 321 -
20 3700 443 2  433 321 -
21 4150 443 2  443 322 -
22 4650 543 2  443 322 1
23 5400 543 3  443 322 2
24 6400 544 3  443 333 2
25 7400 544 4  443 333 3
26 8400 554 4  444 433 3
27 9400 555 4  444 444 3
28 10400 555 5  444 444 4
29 11400 655 5  554 444 4
30 12400 665 5  555 544 4
31 13400 666 5  555 555 4
32 14400 666 6  655 555 5
33 15400 776 6  666 555 5
34 16400 777 6  666 665 5
35 17400 777 7  666 666 6
36 18400 777 7  666 666 6
TH Saves
PD RS PP BW Sp Fo Re Wi
+0  5  4  6  2  3  0  2  0
+0  6  4  6  3  4  1  3  0
+1  6  5  6  3  4  1  3  0
+1  6  5  7  3  5  1  4  1
+2  6  6  7  3  5  2  4  1
+2  7  6  7  4  6  2  5  1
+3  7  7  7  4  6  3  5  2
+3  7  7  8  4  7  3  6  2
+4  7  8  8  4  7  3  6  2
+4  8  8  8  5  8  4  7  3
+5  8  9  8  5  8  4  7  3
+5  8  9  9  5  9  5  8  3
+6  8 10  9  5  9  5  8  4
+6  9 10  9  6 10  5  9  4
+7  9 11  9  6 10  6  9  4
+7  9 11 10  6 11  6 10  5
+8  9 12 10  6 11  7 10  5
+8 10 12 10  7 12  7 11  5
Requisites: Str 9, Dex 16, Con 6, Int 15, Wis 12, Chr 15
Alignment: non-E
HD/level: & d6
Weapon Prof.: 3+level/3
To Hit Table: Rog
Save Table: Rog
Reference: BoD3
Groups: Rogue
 
(Optional, you can still use points if you like): Gets no Rogue points, instead, add this to each ability: +(Your level)*10-(level you gained ability)*5
All of the "Song" abilties disallow the use of P actions while being used. They may be maintained next round for 1P action.
Cast Druid spells, spheres are as Druid. Cast Wizard spells, can specialize, choose an opposite.
Level N (every level): +1 nonweapon proficiency.
In the rogue chart below, note that "any [blah] level Rogue ability" cannot themselves be picked with Rogue picks.
Lvl Bard Ability | -50% | -100% | -150% Act Base Penalty Bonus
1 Legend Lore | Identify 0 | M 0 Int-13 Int-15
1 Read Languages | Decipher Code M 5 Int-9 Int-14
1 Musical Inspiration | Emotion (increases 5/level) VM 0 Chr-9 Chr-12
1 Summon Animals V 0 Chr-9 Chr-12
1 Charm/Influence Reaction M 10 Chr-8 Chr-12
1 Song of Healing (1 hp per 5% roll made) P*M 10 Wis-12 Wis-17
1 Empathy | ESP M 15 Wis-10 Wis-18
1 any 2nd level Rogue ability (this is not a typo) - - - -
2 Song of Courage (+1 Morale per 5% roll made) P*M 10 Chr-13 Chr-18
2 any 3rd level Rogue ability (this is not a typo) - - - -
3 Song of Vines (save at -1/5% made or Entangled) P*M 10 Dex-14 Dex-19
3 Sensitivity to Psychic Impressions ||| Truename M 20 Wis-9 Wis-12
4 Song of Battle (+1 TH,dmg,or saves per 10% made) P*M 10 Str-15 Str-20
4 any 5th level Rogue ability (this is not a typo) - - - -
5 Hypnosis/Command M 25 Chr-13 Chr-15
5 Identity Penetration | False Seeing | True Seeing MM 5 Wis-11 Wis-19
6 Suggestion | Domination | Eyebite VM 10 Int-13 Int-14
7 Sending | Demand M 10 Int-9 Int-12
7 Telepathy | Telepathic Projection M 15 Wis-10 Wis-12
8 Object Reading VM 0 Int-12 Int-20
8 any 9th level Rogue ability (this is not a typo) - - - -
9 Telekinesis (5 lb. per 1% made) M 10 Int-13 Int-17
11 Disharmonic Blast (1 dmg per 1% made) P*M 10 Con-16 Con-22
14 Find the Path MM 20 Wis-10 Wis-15
16 any 18th level Rogue ability (this is not a typo) - - - -
17 Contact Other Plane | Foresight MM 0 Chr-15 Chr-18
26 Astral Spell MMM 40 Int-18 Int-24
32 any 36th level Rogue ability (this is not a typo) - - - -

[PC4] Rogue Group Classes


Bard2

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

[PC4] Rogue Group Classes


Bard3

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

[PC4] Rogue Group Classes


Beast Thief

Level KXP
Spells
1 0 (none)
2 1 (none)
3 2 (none)
4 4 (none)
5 8 (none)
6 16 (none)
7 32 (none)
8 64 (none)
9 128 (none)
10 228 (none)
11 328 (none)
12 428 (none)
13 528 (none)
14 628 (none)
15 728 (none)
16 928 (none)
17 1028 (none)
18 1228 (none)
19 1428 (none)
20 1628 (none)
21 1828 (none)
22 2028 (none)
23 2228 (none)
24 2428 (none)
25 2628 (none)
26 2828 (none)
27 3228 (none)
28 3628 (none)
29 4028 (none)
30 4428 (none)
31 4828 (none)
32 5228 (none)
33 5628 (none)
34 6028 (none)
35 6428 (none)
36 7228 (none)
TH Saves
PD RS PP BW Sp Fo Re Wi
+0  5  4  6  2  3  0  2  0
+0  6  4  6  3  4  1  3  0
+1  6  5  6  3  4  1  3  0
+1  6  5  7  3  5  1  4  1
+2  6  6  7  3  5  2  4  1
+2  7  6  7  4  6  2  5  1
+3  7  7  7  4  6  3  5  2
+3  7  7  8  4  7  3  6  2
+4  7  8  8  4  7  3  6  2
+4  8  8  8  5  8  4  7  3
+5  8  9  8  5  8  4  7  3
+5  8  9  9  5  9  5  8  3
+6  8 10  9  5  9  5  8  4
+6  9 10  9  6 10  5  9  4
+7  9 11  9  6 10  6  9  4
+7  9 11 10  6 11  6 10  5
+8  9 12 10  6 11  7 10  5
+8 10 12 10  7 12  7 11  5
Requisites: Dex 11
Alignment: any
HD/level: d8
Weapon Prof.: 4+level/2
To Hit Table: Rog
Save Table: Rog
Reference: DM
Groups: Rogue
 
Level 1: For an extra M action, any Rogue ability may be used up to level*10 feet away.
Lvl Beast Thief Ability | -50% | -100% | -150% Act Base Penalty Bonus
1 Take ½ dmg from an Attack | Spell | Psi Power | Innate (|| Take 0 damage) V 5 Con-16 Con-20
1 Charm/Influence Reaction | Taunt M 10 Chr-12 Chr-14
1 Detect Noise | Clairaudience M 15 Wis-8 Wis-20
1 Find/Remove Traps: Mech. | Magic/Psi | OutPhase | Pro. (amount made = #' away) M 0 Dex-14 Dex-19
1 ("Twist") Find/Remove Wizard Abjurations/Priest Protections | Psionic Protections VM 0 Dex-14 Dex-19
1 Move Silently | Passwall | Immovability V 0 Dex-15 Dex-18
1 Open/Close Locks: Mech. | Magic/Psi | OutPhase (amount made = #' away) VM 5 Dex-12 Dex-16
1 Read Languages | Decipher Code M 0 Int-9 Int-14
2 Empathy | ESP M 15 Wis-10 Wis-18
2 X-ray vision | Use innate ability through wall (amount made/10 is #' through wall) M 0 Str-10 Str-20
3 Deeppockets | Vanish | Rope Trick ||| I'm Gone (to my own Pocket Plane) M 0 Int-8 Int-20
4 Find/Remove Tricks: x1 multiplier || x2 multiplier ||| x3 mult. (amount made=#' away) M 5 Dex-18 Dex-25
4 Distraction | Mislead | Forget | Mirage Arcana M 15 Wis-13 Wis-16
5 Identity Penetration | False Seeing | True Seeing ||| Know Truename MM 0 Wis-12 Wis-20
6 All-Around Sight | Locate Object | Treasure Finding M 25 Wis-15 Wis-19
6 Suggestion | Domination | Eyebite M 10 Int-10 Int-14
7 Disembodied Hands | Unseen Servant | Invisible Stalker P 30 Chr-10 Chr-20
8 Teleport | Teleport without Error || Teleport Other to Self (no save) M 5 Int-16 Int-17
8 Wraithform | Dream Travel V 25 Con-15 Con-17
9 Find/Remove Specials: x1 multiplier | x2 mult. | x3 mult. (amount made = #' away) VV 20 Dex-18 Dex-22
10 Telekinesis (5 lb. per 1% made) M 10 Int-13 Int-17
12 Mass Weird / Mass Chaos / Mass Maze MP 0 Chr-23 Chr-25
15 Reverse Gravity | Adjust Gravity VM 0 Dex-13 Dex-17
18 Time Shift ||| Time Travel VMM 15 Int-17 Int-25
27 Shift a racial innate power you have to a random power (determined by DM) F 0 Con-20 Con-25

[PC4] Rogue Group Classes


Black Hat5

Level KXP
Spells
1 0 (none)
2 2.7 (none)
3 5.4 (none)
4 10.8 (none)
5 21.6 (none)
6 43.2 (none)
7 86.4 (none)
8 172.8 (none)
9 300 (none)
10 530 (none)
11 760 (none)
12 990 (none)
13 1220 (none)
14 1450 (none)
15 1680 (none)
16 1910 (none)
17 2140 (none)
18 2370 (none)
19 2600 (none)
20 2830 (none)
21 3060 (none)
22 3290 (none)
23 3520 (none)
24 3750 (none)
25 3980 (none)
26 4210 (none)
27 4440 (none)
28 4670 (none)
29 4900 (none)
30 5130 (none)
31 5360 (none)
32 5590 (none)
33 5820 (none)
34 6050 (none)
35 6280 (none)
36 6510 (none)
TH Saves
PD RS PP BW Sp Fo Re Wi
+0 10  9  8  5  6  2  1  0
+2 10  9  8  6  6  2  1  0
+3 10  9  8  6  7  3  2  0
+5 12 11 10  8  9  3  2  1
+6 12 11 10  9  9  4  2  1
+8 12 11 10  9 10  4  3  1
+9 14 13 12 11 12  5  3  2
+11 14 13 12 12 12  5  4  2
+12 14 13 13 12 12  6  4  2
+14 16 15 14 14 15  6  4  3
+15 16 15 15 14 15  7  5  3
+17 16 15 15 15 15  7  5  3
+18 16 15 15 15 15  7  5  3
+20 16 15 15 15 15  7  5  3
+21 16 15 15 15 15  7  5  3
+23 16 15 15 15 15  7  5  3
+24 16 15 15 15 15  7  5  3
+26 16 15 15 15 15  7  5  3
Requisites: Dex 9, Chr 6
Alignment: any (most E)
HD/level: +2d6
Weapon Prof.: 3+level
To Hit Table: 1½xWar
Save Table: Half0
Reference: DM {Planeshifted White Hat5}
Groups: Rogue, Alternate
 
This class gets 1 "Any Rogue LVL/2 (round up) pick" per level. This class gets only 30 rogue points per level.
 
Levels Pick Description
Level 1-3: A Fool: -1 Int, +50 Rogue points
B Training: Gain 1 stat point per reset.
C Situational advantage: 1M: Surprise; increase Backstab/Backstrike by 1 multiplier.
D Slayer: Touch deals 4+LVL dmg. 1M: Add the "wounding" effect (LVL hp /s).
E Kung Fat: Ability to take professional wrestling, plus a kit slot to take a professional wrestling style.
Level 4: Pick two BlackHat5 Level 1-3, one Mercenary5 Level 1-3, or one Psi-5 minor
Level 5-7: F Jack: +LVL divided among Chr, Cml, or level for purposes of how many kits and feats you can have.
G Immune to paralysis (but not hold). People do not multiply their damage by their level when you're held.
H Divinity: Gain LVL in SL's as a Priest progression, this progression must be flat or decreasing.
I Thrown Fu: +LVL to hit with thrown objects; thrown objects are always at least base #Att = 1 and range 60'.
J Gain a Specialty God pick, ignoring the "Turn" column (unless you have turning from another source and want a bonus).
Level 8: Pick two BlackHat5 Level 5-7, one Mercenary5 Level 1-3, or one Psi-5 minor
Level 9-12: K
L
M
N
O
Level 13:
Level 14-18: P
Q
R
S
T
Level 18:
Level 20-26: U  
V  
W  
X  
Y  
Z  
Level 27-36:  

[PC4] Rogue Group Classes


Black Rogue

Level KXP Rog/Black
123 456
1 0 *-- ---
2 1.2 1-- ---
3 2.4 2-- ---
4 4.8 21- ---
5 9.6 31- ---
6 20 32- ---
7 40 321 ---
8 80 331 ---
9 160 332 ---
10 280 332 1--
11 400 333 1--
12 520 333 2--
13 640 333 21-
14 760 333 31-
15 880 333 32-
16 1000 433 321
17 1120 443 331
18 1240 444 332
19 1360 444 432
20 1480 444 443
21 1600 444 444
22 1720 554 444
23 1840 555 444
24 1960 555 544
25 2080 555 554
26 2200 555 555
27 2320 665 555
28 2440 666 555
29 2560 666 655
30 2680 666 665
31 2800 666 666
32 2920 776 666
33 3040 777 666
34 3160 777 766
35 3280 777 776
36 3400 777 777
TH Saves
PD RS PP BW Sp Fo Re Wi
+1  5  4  5  2  3  0  2  0
+1  5  4  5  3  3  1  3  0
+1  5  4  5  3  4  1  3  0
+2  5  5  5  3  4  1  4  1
+3  7  6  7  4  5  2  4  1
+3  7  6  7  5  5  2  5  1
+3  7  6  7  5  6  3  5  2
+4  7  7  7  5  6  3  6  2
+5  9  8  9  6  7  3  6  2
+5  9  8  9  7  7  4  7  3
+5  9  8  9  7  8  4  7  3
+6  9  9  9  7  8  5  8  3
+7 11 10 11  8  9  5  8  4
+7 11 10 11  9  9  5  9  4
+7 11 10 11  9 10  6  9  4
+8 11 11 11  9 10  6 10  5
+9 13 12 13 10 11  7 10  5
+9 13 12 13 11 11  7 11  5
Requisites: Dex 9
Alignment: any
HD/level: d4
Weapon Prof.: 2+level/3
To Hit Table: CTD0
Save Table: Thf0
Reference: DM
Groups: Rogue
 
Can cast Rogue or MTG Black spells. Can cast one 1st level MTG Black spell (not a Rogue spell) at level 1.
New MTG Black spells for Black Rogue class:
Paralyze (SL=1): Target is paralyzed (PP save)
Unholy Strength (SL=1): Get +2 TH and dmg (considered magical plusses), and +1 AC and saves.
Simulacrum (SL=2): 1bM: Redirect any amount of damage from you to one of your subordinates.
Terror (SL=2): Target is slain (PPD save, does not affect Undead or Golems, or things without souls)
Gloom (SL=3): [x1 Special] Priest spells cost triple spell slots to cast.
Lich (SL=4): Cast a 1st level Lich spell. You go to 0 max and current hp for 1 turn.
Old MTG Black spells from Wizard of the Coast class (you can use these):
Darkness (SL=1): 1bM: Immune to a P attack from someone
Animate Dead (SL=2): Animates a dead monster as your summon (1 DL lower)
Attrition (SL=3): Sacrifice a summon: Target is slain (PPD save)
Breeding Pit (SL=4): Once per round, get a DL I Thrull as a summon (limit=LVL)
Extinction (SL=5): Slay all creatures of one race in a group (PPD save)
Dark Offering (SL=6): Slay a creature (PPD save), you gain it's hp to current hp
Decree of Pain (SL=8): Slay all creatures in two groups (PPD save) or one group (no save)
Lvl Rogue Ability | -50% | -100% | -150% Act Base Penalty Bonus
1 Assassination (-5% per HD/level of target) 0 0 Wis-13 Wis-15
1 any Assassin 1 ability - - - -
2 Song of Harming (1 dmg per 5% roll made) P*M 10 Wis-12 Wis-17
2 any Assassin 2 ability - - - -
3 any Rogue 3 ability - - - -
5 Detect Invisibility | Force Shapechange | Wrench ||| See through Dust of Disappearance 2M 0 Wis-12 Wis-20
7 Blink | Controlled Blink | Teleport | Teleport without Error M 15 Wis-12 Wis-14
7 Misdirection | Aura Alteration | Non-Detection M 20 Wis-10 Wis-18
8 Slay (target that you hit saves at +4, -1 per 10% made; or dies) M 0 Wis-13 Wis-19
12 Find the Path MV 0 Wis-9 Wis-13
15 Ethereal Spell | Ethereal Projection | Elemental Spell (project to an Elemental plane) 3M 35 Wis-19 Wis-25
24 Energy Drain+Destruction+Degenerate target ||| Put target in the Hole 1P+2M 0 Wis-19 Wis-25

[PC4] Rogue Group Classes


Bounty Hunter1

Level KXP Wiz/Pri
Spells
1 0 (1 SL, max SL=1)
2 2.5 (2 SL, max SL=1)
3 5 (3 SL, max SL=1)
4 12.5 (4 SL, max SL=2)
5 25 (5 SL, max SL=2)
6 50 (6 SL, max SL=2)
7 100 (7 SL, max SL=3)
8 175 (8 SL, max SL=3)
9 300 (9 SL, max SL=3)
10 450 (10 SL, max SL=4)
11 600 (11 SL, max SL=4)
12 750 (12 SL, max SL=4)
13 900 (13 SL, max SL=5)
14 1200 (14 SL, max SL=5)
15 1500 (15 SL, max SL=5)
16 1800 (16 SL, max SL=6)
17 2100 (17 SL, max SL=6)
18 2400 (18 SL, max SL=6)
19 2700 (19 SL, max SL=7)
20 3000 (20 SL, max SL=7)
21 3300 (21 SL, max SL=7)
22 3600 (22 SL, max SL=8)
23 3900 (23 SL, max SL=8)
24 4200 (24 SL, max SL=8)
25 4500 (25 SL, max SL=9)
26 4800 (26 SL, max SL=9)
27 5100 (27 SL, max SL=9)
28 5400 (28 SL, max SL=10)
29 5700 (29 SL, max SL=10)
30 6000 (30 SL, max SL=10)
31 6300 (31 SL, max SL=11)
32 6600 (32 SL, max SL=11)
33 6900 (33 SL, max SL=11)
34 7200 (34 SL, max SL=12)
35 7500 (35 SL, max SL=12)
36 7800 (36 SL, max SL=12)
TH Saves
PD RS PP BW Sp Fo Re Wi
+0  4  2  3  1  1  1  1  0
+1  5  2  4  2  1  1  1  0
+2  5  3  4  3  2  2  2  1
+3  6  4  5  4  3  2  2  1
+4  7  5  6  5  4  3  2  1
+5  8  5  7  6  4  3  3  2
+6  8  6  7  7  5  4  3  2
+7  9  7  8  8  6  4  4  2
+8 10  8  9  9  7  5  4  3
+9 11  8 10 10  7  5  4  3
+10 11  9 10 11  8  6  5  3
+11 12 10 11 12  9  6  5  4
+12 13 11 12 13 10  7  6  4
+13 14 11 13 14 10  7  6  4
+14 14 12 13 14 11  8  6  5
+15 14 12 14 14 11  8  7  5
+16 14 13 14 14 12  9  7  5
+17 15 13 14 14 12  9  8  6
Requisites: Str 15, Dex 14, Con 14, Int 13
Alignment: non-G
HD/level: d8
Weapon Prof.: 3+level/2
To Hit Table: War
Save Table: War
Reference: BoD4
Groups: Rogue
 
Tracking as per Ranger; Full damage vs. any creature when subduing; Level 1: +1 weapon prof/level
Gets experience level in Divination spell levels (Wiz or Pri) per day. Max spell level = (Bounty Hunter level)/3, round up.
Lvl Bounty Hunter Ability | -50% | -100% | -150% Act Base Penalty Bonus
1 Open/Close Locks: Mech. | Magic/Psi | OutPhase VM 10 Dex-11 Dex-15
1 Move Silently || Immovability V 10 Dex-13 Dex-16
1 Hide in Shadows || Meld in Shadows/Mirrors V 5 Dex-11 Dex-16
1 Backstab (each 30% = x1) (increases 10/level) 0 50 Int-6 Int-20
1 ("Twist") Find/Remove Wizard Abjuration/Priest Protection (-1% per CL) V 0 Dex-16 Dex-20
1 Spying - 10 Int-11 Int-14
1 Disguise | Alter Appearance M 25 Chr-11 Chr-13
2 Assassination (-5% per HD/level of target) 0 0 Wis-13 Wis-15
2 Attack (+1 TH per 10% made this segment) V 5 Dex-12 Dex-15
3 Read Languages | Decipher Code M 0 Int-9 Int-14
4 Song of Vines (save at -1/5% made or Entangled) (see Bard for notes about Songs) P*M 10 Dex-14 Dex-19
4 Legend Lore | Identify 0 | M 0 Int-13 Int-15
5 Identity Penetration | False Seeing | True Seeing MM 5 Wis-11 Wis-19
6 All-Around Sight | Locate Object | Treasure Finding M 25 Wis-15 Wis-19
6 Invisibility | Improved Invisibility | Dust of Disappearance M 20 Int-12 Int-14
7 Polymorph Self | Polymorph Other | Polymorph Object | Shapechange PP 10 Con-15 Con-18
8 Clairvoyance | X-Ray Vision M 10 Wis-10 Wis-20
8 Teleport | Teleport without Error || Teleport Other to Self (no save) M 5 Int-16 Int-17
9 Finger of Death | Slay Living | Power Word Kill MM 0 Int-14 Int-17
10 Locate (anything unique) Across Planes | Clairvoyance there MV 5 Int-12 Int-15
12 Find the Path MV 0 Wis-9 Wis-13
15 Energy Control | Adaptation | Immune to Hostile Environments PV 5 Con-9 Con-12
18 Control Movements | Control Physicals | Control Mentals MM 0 Chr-18 Chr-20
27 Destruction/Mordenkainen's Disjunction PMM 0 Int-18 Int-24

[PC4] Rogue Group Classes


Bureaucrat1 / Politician1


Level

KXP

Spells

TH
1 0 (none) +0
2 1.2 (none) +0
3 2.4 (none) +1
4 4.8 (none) +1
5 9.6 (none) +2
6 20 (none) +2
7 60 (none) +3
8 120 (none) +3
9 240 (none) +4
10 360 (none) +4
11 480 (none) +5
12 600 (none) +5
13 720 (none) +6
14 840 (none) +6
15 960 (none) +7
16 1080 (none) +7
17 1200 (none) +8
18 1320 (none) +8
19 1440 (none) +9
20 1560 (none) +9
21 1680 (none) +10
22 1800 (none) +10
23 1920 (none) +11
24 2040 (none) +11
25 2160 (none) +12
26 2280 (none) +12
27 2400 (none) +13
28 2520 (none) +13
29 2640 (none) +14
30 2760 (none) +14
31 2880 (none) +15
32 3000 (none) +15
33 3120 (none) +16
34 3240 (none) +16
35 3360 (none) +17
36 3480 (none) +17
37 3600 (none) +18
38 3720 (none) +18
39 3840 (none) +19
45 4560 (none) +22
54 5640 (none) +26
63 6720 (none) +31
72 7800 (none) +35
Requisites: Int 15 or Wis 15 or Chr 15
Alignment: L any
HD/level: d4+2
Weapon Prof.: 2+level/5
To Hit Table: Rog
Reference: Dragon 74
Groups: Rogue, Joke, Robot Controlled
Complexity: CF=2
   
Saving Throws:  
PPD: level+7
RSW: level+3
PP: level+5
BW: level+4
Spell: level+2
Fort: level+0
Reflex: level+0
Will: level+4
   
Level 1: Speak Bullroar language.
Level 1: CR 60+LVL*5%.
Level 1: 1/reset: You accept a bribe for (1d10)*100 gp. (Has no game effect other than money)
Level 1 ¶: Only during reset: Spend 20*N gp: +N XP.
Level N (every level): Choose one Sage knowledge in one of these areas:
A. Specifics on any town business: income, taxes, prices, profit, etc.
B. Specifics on any town proprietor: class and level
C. Ownership of magic items in town: limit one item per person
D. Specifics on any other town bureau or board: inner workings, procedures, purpose, effectiveness, accomplishments, problems, etc.
E. Specifics on the town nobility, if any: know the names and titles of all nobles in his town
F. Specifics on town officials, mayor, aldermen, sheriff, etc.
G. Specifics on shady town occupants: assassins. guild, thieves guild, bully gangs, protection rackets, press gangs, waterfront bars, etc.
H. Local heraldry
I. Signs and sigils
J. Cryptography
K. Demography of humans, demihumans, and humanoids in town
L. History of town or city
M. History of county or country
N. Legends and folklore of area
O. Local laws
P. Town customs
Q. Genealogy of prominent citizens
R. Source of maps of town showing sewers, old construction, proposed construction, etc.
S. Maps of buildings in town . not necessarily depicting the interior, or all the rooms, of a structure
T. Information on monsters in the locale
U. Timetables for ships, barges, wagons, coaches, etc.
V. Knowledge of town tariffs, taxes and levies
W. Knowledge of local dialects and languages; the ability to translate them
X. Specific facts on local temples and their occupants
Y. Information on local magic-users and illusionists
Z. Information on rangers or paladins in the area
AA. Knowledge, of one of the above sorts, of another town or city in the area
Lvl Scout Ability | -50% | -100% | -150% Act Base Penalty Bonus
1 Produce Trance (Entranced, Will save) 1M 15 Wis-10 Wis-10
1 Lose Paperwork (it's gone until you want it) 1V 25 Dex-10 Dex-10
1 Infuriate (Taunt) | Enrage 1V 20 Int-10 Int-10
1 Always make Chr checks. {Diplomat}
1 Any 0th level Ench/Charm spell is cast | any 1st || any 2nd ||| any 3rd etc. M 100 Chr-3 Chr-12
1 Any Rogue level 1 ability - - - -
1 Spying | ESP (without him knowing) || Capital E Extract - 10 Int-11 Int-14
2 Captivate (Fascinated, RSW save) 1M 5 Chr-10 Chr-10
3 ("Twirl") Find/Remove Guardian/Warding/Forbiddance effect on area || x1 Special M 20 Dex-18 Dex-28
4 Confusion (Spell save) 1M 10 Int-10 Int-10
4 Don't generate Alley encounters | Sewer/Attic | Old City at Night M 10 Wis-15 Wis-20
5 Mass Suggestion (one group) ( || +1 group) 1M 0 Chr-10 Chr-10
6 Sixth Sense (Precognition, be in right place at right time) | X-ray vision 1F 0 Wis-10 Wis-10
7 Can buy property or businesses at half cost {Businessman}
8 All-Around Sight | Locate Object/Person | Cosmic Awareness V 0 Wis-22 Wis-28
9 Stuff the Ballot Box (you win a voted on result) 2V 0 Dex-10 Dex-10

[PC4] Rogue Group Classes


Carasting

Level KXP DragonMage,Pri
123 456 789 AB
TH
1 0 0-- --- -- +5
2 5 1-- --- -- +6
3 10 20- --- -- +7
4 15 21- --- -- +8
5 25 320 --- -- +9
6 45 321 --- -- +10
7 85 432 0-- -- +11
8 165 432 1-- -- +12
9 325 543 20- -- +13
10 575 543 21- -- +14
11 825 654 320 -- +15
12 1075 654 321 -- +16
13 1325 765 432 0- +17
14 1575 765 432 1- +18
15 1825 776 543 2- +19
16 2075 776 543 20 +20
17 2325 776 543 21 +21
18 2575 777 654 32 +22
19 2825 777 654 32 +23
20 3075 777 765 43 +24
21 3325 777 776 54 +25
22 3575 777 777 65 +26
23 3825 777 777 76 +27
24 4075 777 777 77 +28
25 4325 777 777 77 +29
26 4575 888 877 77 +30
27 4825 888 888 87 +31
28 5075 888 888 88 +32
29 5325 988 888 88 +33
30 5575 998 888 88 +34
31 5825 999 888 88 +35
32 6075 999 988 88 +36
33 6325 999 998 88 +37
34 6575 999 999 88 +38
35 6825 999 999 98 +39
36 7075 999 999 991 +40
37 14150 999 999 992 +41
38 21225 999 999 993 +42
39 28300 999 999 994 +43
45 70750 A99 999 999 +49
54 134425 AAA AAA AAA 1 +58
63 198100 AAA AAA AAA A +67
72 261775 BBB BBB BBA A1 +76
Race Adjustments:
Str Dex Con Int Wis Chr Cml AT hp TH Div
+5 +4 +3 +4 +4 -6 -6 +5 +0 +0 ÷1
 
Requisites: Str 17, Dex 16, Con 12, Int 14, Wis 13,
  Race Slots 1, Class Slots 2
Alignment: not LG
HD/level: & ++++d5
Weapon Prof.: & 5+level/4
To Hit Table: Mon+4
Save Table: Wiz / (2xMon)
Reference: DM
Groups: Rogue, Monster, Archetype
Complexity: CF=3
   
Saving Throws:  
PPD: level+3
RSW: level+6
PP: level+4
BW: level+2
Spell: level+5
Fort: level+0
Reflex: level+0
Will: level+0
   
Considered a "Wyvern" race.
Gets Int bonus to spell progression. Can cast Wizard or Priest spells. Specialized in Dragon school (no opposite).
Exc Str, Exc Dex, and Exc Con bonus.
Gets 100 Rogue points per level.
Can weapon specialize using the Non-Warrior line.
Level 1: Fly at (LVL+4)*5" (D).
Level 1: Immune Poison. Tail's P: Do an attack at 1d2 dmg plus poison (LVL*10 dmg, save for 0)
Level 1: Choose an E=1, E=2, or E=3 element. Immune to that element. Mouth's P, LVL/d: Breath Weapon of that element, dmg = (current hp) / (breath's E factor), BW save for ½
Level 1: Poison Use proficiency (1 slot per 2 levels, round up).
Level 1: Can Assassinate Undead (even if they are normally immune to this).
Level 1: 1 attack that hits: Coup de grace.
Level 3: +LVL/3 Q0 actions per round.
Level 5: Can speak Level-4 additional languages from the following list: LG,LN,LE,NG,TN,NE,CG,CN,CE,Druid,Thieves' Cant. Can never learn more than Int-12 alignment languages.
Level 7: Has 8-48 guild members. 50% chance a guild member will leave if guildmasters change.
Level 9: Ignore immunity to Assassination. Can assassinate things not normally affected by Assassination (such as Golems).
Level 9: 1 attack that hits: Really Put Out of Misery
 
Lvl Carasting Ability | -50% | -100% | -150% Act Base Penalty Bonus
1 ("Twist") Find/Remove Wizard Abjurations/Priest Protections | Psionic Protections VM 0 Dex-14 Dex-19
1 +rating/50 A actions /r this turn || B actions || C actions F 0 Dex-20 Dex-25
1 Assassination (-3% per HD/level of target) ½0 0 Wis-15 Wis-25
1 Attack (+1 TH per 10% made this segment; or roll +1d20 per 100%, choose best) V 0 Dex-13 Dex-16
1 Backstab (each 30% = x1) (increases 10/level) ½0 50 Int-6 Int-20
1 Backstrike (each 30% = x1 TH) (increases 10/lvl) ½0 50 Wis-6 Wis-20
1 Charm/Influence Reaction | Taunt M 10 Chr-12 Chr-14
1 Damage (+1 dmg per 10% made this segment; or multiply dmg by x(1+rating/200)) V 0 Str-15 Str-18
1 Detect Noise | Clairaudience M 15 Wis-8 Wis-20
1 Find/Remove Traps: Mech. | Magic/Psi | OutPhase | Pro. (amount made = #' away) M 0 Dex-14 Dex-19
1 Move Silently | Passwall | Immovability V 0 Dex-15 Dex-18
1 Open/Close Locks: Mech. | Magic/Psi | OutPhase (amount made = #' away) VM 5 Dex-12 Dex-16
1 Read Languages | Decipher Code M 0 Int-9 Int-14
1 Slap (does dmg to one target = % made by) P 20 Str-0 Str-12
1 Take ½ dmg from an Attack | Spell | Psi Power | Innate (|| Take 0 damage) V 5 Con-16 Con-20
2 Backdrain (do rating/10 random stat dmg) (increases 10/level) ½0 0 Con-6 Con-20
2 Controlled Blink | Controlled Blink 10'r (unwilling get PP save) ½V 50 Wis-14 Wis-14
2 Empathy | ESP M 15 Wis-10 Wis-18
2 X-ray vision | Use innate ability through wall (amount made/10 is #' through wall) M 0 Str-10 Str-20
3 Considered extra +(rating/25) weapon to hit V 0 Str-5 Str-15
3 Deeppockets | Vanish | Rope Trick ||| I'm Gone (to my own Pocket Plane) M 0 Int-8 Int-20
3 Lower/Ignore WaWR (reduce or ignore WaWR by rating) || iWaWR V/N 0 Dex-10 Dex-20
4 Distraction | Mislead | Forget | Mirage Arcana M 15 Wis-13 Wis-16
4 Erase a "?" in dungeon (loses track of party) - 0 Dex-13 Dex-19
4 Find/Remove Tricks: x1 multiplier || x2 multiplier ||| x3 mult. (amount made=#' away) M 5 Dex-18 Dex-25
4 Song of Battle (+1 TH,dmg,or saves per 10% made) V,*M 10 Str-15 Str-20
5 Identity Penetration | False Seeing | True Seeing ||| Know Truename MM 0 Wis-12 Wis-20
5 Jock: +LVL divided among Str, Dex, Con, or level for purposes of #Att (the last one is ½ a point each).
6 All-Around Sight | Locate Object | Treasure Finding M 25 Wis-15 Wis-19
6 Suggestion | Domination | Eyebite M 10 Int-10 Int-14
6 Touch : Chill/Pain | Para/Vampiric | Energy Drain 0 20 Str-9 Str-15
7 Disembodied Hands | Unseen Servant | Invisible Stalker P 30 Chr-10 Chr-20
8 Backstorm (each 50%: +1 att is considered a backstab) - 0 Dex-16 Dex-22
8 Teleport | Teleport without Error || Teleport Other to Self (no save) M 5 Int-16 Int-17
8 Wraithform | Dream Travel V 25 Con-15 Con-17
9 Find/Remove Specials: x1 multiplier | x2 mult. | x3 mult. (amount made = #' away) VV 20 Dex-18 Dex-22
10 Disjoin x2 effect ||||||||| x3 |||||||||||||||| x4 etc. - 50 Chr-18 Chr-25
10 Telekinesis (5 lb. per 1% made) M 10 Int-13 Int-17
15 Reverse Gravity | Adjust Gravity VM 0 Dex-13 Dex-17
18 Backstave (N/2% of your dmg is vile) || Stun (save=N-100) - 0 Wis-26 Wis-32
18 Time Shift ||| Time Travel VMM 15 Int-17 Int-25
24 Backsteal (Steal an effect off of target for yourself per 120%) (aXR to avoid) ½0 30 NA NA
27 Shift a racial innate power you have to a random power (determined by DM) F 0 Con-20 Con-25

[PC4] Rogue Group Classes


Carasting (Dragon Mage Spells)

SL # Spell School Effect
1 1 Charm Dragon Dragon, Cha. Charm a Dragon (Will save, Wis bonus, missed save by 10 = "Subdued" and no more saves)
2 Claws Dragon, Alt. Your claw damage is CLd4
3 Resist Dragon Breath Dragon, Abj. Resist Dragon Breath
4 Summon Dragon I Dragon, Summ. Summons a DL I Dragon
2 1 Bite Dragon, Alt. Your bite damage is CLd6
2 Immune Fear Dragon, Abj. Immune Fear
3 Scales Dragon, Abj. AT +CL*4; MR +CL*10%
4 Summon Dragon II Dragon, Summ. Summons a DL II Dragon
3 1 Double Resist Dragon Breath Dragon, Abj. Double Resist Dragon Breath
2 Locate Dragon Dragon, Div. Locate nearest dragon (may specify type or an individual dragon)
3 Summon Dragon III Dragon, Summ. Summons a DL III Dragon
4 Wings Dragon, Alt. Fly at CL*6" (D)
4 1 Breath Weapon Dragon, Alt. You have a breath weapon, pick a E=CL/4 element, 3/d or 1/3r, =current hp (BW save:½)
2 Clairnasience Dragon, Div. You gain Clairnasience
3 Summon Dragon IV Dragon, Summ. Summons a DL IV Dragon
4 Tail Dragon, Alt. Grow a tail, damage is CLd5
5 1 Dragon Slaying Dragon, Enc. Your party does x2 damage (of all types) against dragons
2 Immune Dragon Breath Dragon, Abj. Immune Dragon Breath
3 Polymorph Dragon Armor Dragon, Alt. Turn a dragon armor into another type (<= gp value)
4 Summon Dragon V Dragon, Summ. Summons a DL V Dragon
6 1 Anti-Psi15 Shell Dragon, Abj. Immune to Psi15 and Psi-15 effects; Resist all Elements/Eelements
2 Drolem Dragon, Enc. Raise a dead dragon as a DL=Age/2+4 Drolem (Undead Golem), +1 Revive slot
3 Gravity Sphere Dragon, MTG R No one can fly or levitate in the area (x1 Special) (fliers in room take falling dmg when cast)
4 Summon Dragon VI Dragon, Summ. Summons a DL VI Dragon
7 1 Dragonskin Dragon, Abj. Get 8+CL/3 Dragonskins, each Dragonskin ignores a limb's worth of attacks (no leak)
2 Harm Dragon Dragon, Nec. This is a Harm that actually works on Dragons (puts a dragon to 1 hp, no halving of hp)
3 Immune Breath Weapons Dragon, Abj. Immune Breath Weapons (even non-dragon)
4 Summon Dragon VII Dragon, Summ. Summons a DL VII Dragon
8 1 Dragonlancing Dragon, Enc. Add you or your mount's current hp (if it's a dragon) to your melee dmg
2 Lernaean Dragon, Nec. Choose one of your limbs (or your head), it is Lernaean
3 Shapechange Dragon Dragon, Alt. You Shapechange into a dragon (or) Shapechange Other on a dragon
4 Summon Dragon VIII Dragon, Summ. Summons a DL VIII Dragon
9 1 Control Dragon Dragon, Cha. *Charm* (Subdue) a Dragon (no save, use CR at 1/10 rating, no MR)
2 Dragoncasting Dragon, Meta-Magic Add you or your mount's current hp (if it's a dragon) to your damaging spell effects
3 Immune Area Innates Dragon, Abj. Immune to area Innate abilities unless directly targetted
4 Summon Dragon IX Dragon, Summ. Summons a DL IX Dragon
10 1 Anti-Dragon Shell Dragon, Abj. Hedges out all Dragons in your group; Immune to all Dragon damage and effects
2 Dispel Innates Zone Dragon, Anti-Magic Creates a DIZ (Dispel Innates Zone) (x1 Special)
3 Dragon of Tyr Dragon, Defil. 2F actions to cast, 1/d: Duplicate a 1st level Dragon of Tyr2 spell
4 Summon Dragon X Dragon, Summ. Summons a DL X Dragon

[PC4] Rogue Group Classes


Commando3

Level KXP
Spells
1 0 (none)
2 3 (none)
3 5.9 (none)
4 11.6 (none)
5 22.8 (none)
6 44.8 (none)
7 88 (none)
8 172.8 (none)
9 339.2 (none)
10 570 (none)
11 810 (none)
12 1050 (none)
13 1290 (none)
14 1530 (none)
15 1770 (none)
16 2010 (none)
17 2250 (none)
18 2490 (none)
19 2730 (none)
20 2970 (none)
21 3210 (none)
22 3450 (none)
23 3690 (none)
24 3930 (none)
25 4170 (none)
26 4410 (none)
27 4650 (none)
28 4890 (none)
29 5130 (none)
30 5370 (none)
31 5610 (none)
32 5850 (none)
33 6090 (none)
34 6330 (none)
35 6570 (none)
36 6810 (none)
TH Saves
PD RS PP BW Sp Fo Re Wi
+0  5  4  6  2  3  1  2  0
+1  6  4  6  3  4  1  3  0
+2  6  5  6  3  4  2  3  1
+3  6  5  7  4  5  2  4  1
+4  7  6  7  5  5  3  4  1
+5  8  6  7  6  6  3  5  2
+6  8  7  7  7  6  4  5  2
+7  9  7  8  8  7  4  6  2
+8 10  8  9  9  7  5  6  3
+9 11  8 10 10  8  5  7  3
+10 11  9 10 11  8  6  7  3
+11 12 10 11 12  9  6  8  4
+12 13 11 12 13 10  7  8  4
+13 14 11 13 14 10  7  9  4
+14 14 12 13 14 11  8  9  5
+15 14 12 14 14 11  8 10  5
+16 14 13 14 14 12  9 10  5
+17 15 13 14 14 12  9 11  6
Requisites: Str 9, Dex 13, Wis 9
Alignment: any
HD/level: d6
Weapon Prof.: 4+level/2
To Hit Table: War
Save Table: War/Rog
Reference: UPC3
Groups: Rogue
 
Gets "All Warrior" abilities. May spend 11-LVL nonweapon proficiencies to get Barbarian Dex. May spend 13-LVL nonweapon proficiencies to get Barbarian Str. May spend 15-LVL nonweapon proficiencies to get Barbarian Con. If you buy Barbarian Con in this way, it applies to all your classes, not just Commando3, unless the class specifically says it cannot get Barbarian Con bonus (such as Cthulhoid Horror, Villain).
Level 1: No parting shots on you.
Level 1: Tracking as per ranger.
Level 1: Point blank is LVL' and x2 base dice.
Level 1: Effectively need not eat or drink (living off the land).
Level 1: 1F: Next enemy you see within 1 round is surprised (PP save).
 
(The Rogue table below is incomplete; until it is completed, Commando3 gets an "Any Rogue" pick every even level.)
Lvl Commando Ability | -50% | -100% | -150% Act Base Penalty Bonus
1 Extra parting shots (+1 attack per 50%) - 10 Dex-9 Dex-12
1 Extra range on missiles (3' per 1%) - 10 Wis-13 Wis-15
1 Backstab (each 40% = x1) (increases 10/level) 0 70 Int-6 Int-20
1 Spying - 10 Int-11 Int-14
1 Avoid Trap (entire party): Mech. | Magic/Psi | OutPhase V 10 Int-10 Int-16
1 Hide in Shadows (or) Move Silently (as per Thief2) - - - -
1 Attack (or) Damage (as per Dungeoneer) - - - -
1 any 1st level Dex-based Rogue abilitiy - - - -

[PC4] Rogue Group Classes


Crosis Purger (MTG B/U/R) (Dimir/Izzet/Rakdos)

Level KXP Wizard
123 456 789
1 0 ½½- --- ---
2 4.375 11- --- ---
3 8.75 21½ --- ---
4 17.5 221 --- ---
5 35 321 ½-- ---
6 70 332 1-- ---
7 140 432 1½- ---
8 280 443 21- ---
9 560 543 21½ ---
10 1120 554 321 ---
11 1680 654 321 ½--
12 2240 665 432 1--
13 2800 765 432 1½-
14 3360 776 543 21-
15 3920 876 543 21½
16 4480 876 543 211
17 5040 876 543 221
18 5600 876 543 321
19 6160 876 544 321
20 6720 876 554 321
21 7280 876 654 321
22 7840 877 654 321
23 8400 887 654 321
24 8960 987 654 321
25 9520 987 654 322
26 10080 987 654 332
27 10640 987 654 432
28 11200 987 655 432
29 11760 987 665 432
30 12320 987 765 432
31 12880 988 765 432
32 13440 998 765 432
33 14000 998 765 433
34 14560 998 765 443
35 15120 998 765 543
36 15680 998 766 543
TH Saves
PD RS PP BW Sp Fo Re Wi
+2  5  7  8  3  6  1  2  1
+2  6  7  8  3  7  1  3  2
+3  6  8  8  4  7  2  3  2
+3  6  8  8  4  7  2  4  3
+4  6  9  9  4  8  2  4  3
+4  7  9  9  5  8  3  5  4
+5  7 10  9  5  9  3  5  4
+5  7 10  9  6  9  4  6  5
+6  7 10 10  6  9  4  6  5
+6  8 11 10  6 10  4  7  6
+7  8 11 10  7 10  5  7  6
+7  8 12 10  7 11  5  8  7
+8  8 12 11  8 11  6  8  7
+8  9 13 11  8 11  6  9  8
+9  9 13 11  8 12  6  9  8
+9  9 13 11  9 12  7 10  9
+10  9 14 12  9 13  7 10  9
+10 10 14 12 10 13  8 11 10
Requisites: Dex 22, Int 21, Wis 15, 3 class slots
Alignment: LN
HD/level: d30
Weapon Prof.: 7+level/2
To Hit Table: Rog +4 levels
Save Table: Wiz/Rog/Psi
Reference: DM
Groups: Wizard, Rogue
 
Extra Barbarian Dex bonus [bonus = (Dex-16)*5/2]. Barbarian Int bonus.
Has 135+55*LVL Rogue points.
Some of this class's rogue abilities duplicate psionic powers. The number of PSPs being used (if this is needed, for effects like Cell Adjustment) is equal to the amount the roll is made by. The limit on how many PSPs can be spent is still obeyed. This class counts as 1 level higher for purposes of twilighting. You will twilight if you use a psionic power that is too high SL for you.
Channeling. Int bonus to spells. Specialized in Wizard Metamagic school.
Moving costs you only ½V action. (This effectively doubles your movement rate.)
Level 1: +1 borrowed M action per round.
Level 1: 1M: Summon a kobold (AC 10, hp 10, TH +1, dmg 1). It is a summon but does not use a summon slot. It does not have summoning sickness. At end of round, it is automatically unsummoned.
Level 3: -1 to number of remaining M or borrowed M actions remaining this round: Copy a spell you cast this segment.
Level 4: 1V: +1 QV next segment.
Level 4: 1V: Target cannot use V actions next segment (no save; aIR to avoid).
Level 4: 2M+½V: Target gets -4*LVL TH, dmg, AC, and saves until end of round.
Level 4: 1M: Summon a goblin (AC 20, hp 10, TH +20, dmg 20). It is a summon but does not use a summon slot. It does not have summoning sickness. At end of round, it is automatically unsummoned.
Level 5: +1 borrowed M action per round.
Level 9: 1P: +1 QP next segment.
Level 9: 1P: Target cannot use P actions next segment (no save; aIR to avoid).
Level 9: For HD/level, this class copies the cumulative (&) modifier (if it's there on the class you're copying). This applies to all dice (even those below level 9).
Level 9: -1 to number of remaining M or borrowed M actions remaining this round: Copy a spell someone else cast.
Level 9: +1 Q borrowed M action per round.
Level 9: 1M: Summon a ball lightning (AC 20, hp 10, TH +60, dmg 60). It is a summon but does not use a summon slot. It does not have summoning sickness. At end of round, it is automatically unsummoned.
New spells:
Force Spike (Metamagic, SL 2): 1 borrowed M or 1 OppM: Counter target magical/psionic effect unless its user devotes another spell/psionic slot to it.
Mana Leak (Metamagic, SL 3): 1 borrowed M or 1 OppM: Counter target magical/psionic effect unless its user devotes another 3 spell/psionic slots to it.
Counterspell (Metamagic, SL 4): 1 borrowed M or 1 OppM: Counter target magical/psionic effect.
Fork (Metamagic, SL 4): 1 borrowed M or 1 OppM: Copy target magical/psionic effect.
Deflection (Metamagic, SL 5): 1 borrowed M or 1 OppM: Redirect target magical/psionic effect to another target.
Quash (Metamagic, SL 6): 1 borrowed M or 1 OppM: Counter target magical/psionic effect. That person cannot use that effect for the rest of the day.
Lvl Ability | -50% | -100% | -150% Act Base Penalty Bonus
1 +rating/50 A actions /r this turn || B actions || C actions 1F 0 Dex-20 Dex-25
1 Controlled Blink | Controlled Blink 10'r (unwilling get PP save) ½V 50 Wis-14 Wis-14
1 Do rating/50 physical attacks with one weapon ½P 50 Str-10 Str-18
1 Duplicate a Psi1 minor ||| major ||| grand ||| super 1M 0 Chr-9 Chr-12
1 Duplicate a Psi2 minor ||| major ||| grand ||| super 1M 0 Con-9 Con-12
1 Duplicate a Psi3 SL=1 | SL=2 | SL=3 | etc. 1M 0 Any-18 Any-24
1 Any Rogue Level 1 ability - - - -
1 Any Rogue Level 1 ability - - - -
1 Any Rogue Level 1 ability - - - -
1 Any Rogue Level 1 ability - - - -
2 Duplicate a Psi10 minor ||| major ||| grand ||| super 1M 0 Int+Wis-24 Int+Wis-32
2 Any Rogue Level 2 ability - - - -
3 Duplicate a Psi5 minor ||| major ||| grand ||| super 1M 0 Chr-15 Chr-20
3 Any Rogue Level 3 ability - - - -
4 Any Rogue Level 4 ability - - - -
4 Any Rogue Level 4 ability - - - -
5 Any Rogue Level 5 ability - - - -
5 Any Rogue Level 5 ability - - - -
6 Any Rogue Level 6 ability - - - -
6 Any Rogue Level 6 ability - - - -
7 Any Rogue Level 7 ability - - - -
7 Any Rogue Level 7 ability - - - -
8 Any Rogue Level 8 ability - - - -
8 Any Rogue Level 8 ability - - - -
9 Any Rogue Level 9 ability - - - -
9 Any Rogue Level 9 ability - - - -
9 Any Rogue Level 9 ability - - - -
9 Any Rogue Level 9 ability - - - -
9 Any Rogue Level 9 ability - - - -
9 Any Rogue Level 9 ability - - - -

[PC4] Rogue Group Classes


Dimir Soulknife (MTG B/U)

Level KXP
Spells
1 0 (none)
2 2.625 (none)
3 5.25 (none)
4 10.5 (none)
5 21 (none)
6 42 (none)
7 84 (none)
8 168 (none)
9 336 (none)
10 672 (none)
11 1008 (none)
12 1344 (none)
13 1680 (none)
14 2016 (none)
15 2352 (none)
16 2688 (none)
17 3024 (none)
18 3360 (none)
19 3696 (none)
20 4032 (none)
21 4368 (none)
22 4704 (none)
23 5040 (none)
24 5376 (none)
25 5712 (none)
26 6048 (none)
27 6384 (none)
28 6720 (none)
29 7056 (none)
30 7392 (none)
31 7728 (none)
32 8064 (none)
33 8400 (none)
34 8736 (none)
35 9072 (none)
36 9408 (none)
TH Saves
PD RS PP BW Sp Fo Re Wi
+2  5  4  8  2  3  1  2  1
+2  6  4  8  3  4  1  3  2
+3  6  5  8  3  4  2  3  2
+3  6  5  8  3  5  2  4  3
+4  6  6  9  3  5  2  4  3
+4  7  6  9  4  6  3  5  4
+5  7  7  9  4  6  3  5  4
+5  7  7  9  4  7  4  6  5
+6  7  8 10  5  7  4  6  5
+6  8  8 10  5  8  4  7  6
+7  8  9 10  5  8  5  7  6
+7  8  9 10  6  9  5  8  7
+8  8 10 11  6  9  6  8  7
+8  9 10 11  6 10  6  9  8
+9  9 11 11  7 10  6  9  8
+9  9 11 11  7 11  7 10  9
+10  9 12 12  7 11  7 10  9
+10 10 12 12  8 12  8 11 10
Requisites: Dex 16, Int 14, Wis 14
Alignment: LN, LE, NE, or TN
HD/level: & 13  (see note)
Weapon Prof.: 5+level/2
To Hit Table: Rog +4 levels
Save Table: Rog/Psi
Reference: DM
Groups: Rogue
 
Hit Dice: This class doesn't get HD, only hp, so you don't apply Con bonus. It is cumulative, though. You can treat it as "& 0d6+13" if something else is affecting your HD/level.
Exceptional Dex bonus.
Has 60+30*LVL Rogue points.
Some of this class's rogue abilities duplicate psionic powers. The number of PSPs being used (if this is needed, for effects like Cell Adjustment) is equal to the amount the roll is made by. The limit on how many PSPs can be spent is still obeyed.
This class counts as 1 level higher for purposes of twilighting. You will twilight if you use a psionic power that is too high SL for you.
Level 4: 1V: +1 QV next segment.
Level 4: 1V: Target cannot use V actions next segment (no save; aIR to avoid).
Level 9: 1P: +1 QP next segment.
Level 9: 1P: Target cannot use P actions next segment (no save; aIR to avoid).
Lvl Ability | -50% | -100% | -150% Act Base Penalty Bonus
1 Duplicate a Psi1 minor ||| major ||| grand ||| super 1M 0 Chr-9 Chr-12
1 Duplicate a Psi2 minor ||| major ||| grand ||| super 1M 0 Con-9 Con-12
1 Duplicate a Psi3 SL=1 | SL=2 | SL=3 | etc. 1M 0 Any-18 Any-24
1 Any Rogue Level 1 ability - - - -
1 Any Rogue Level 1 ability - - - -
2 Duplicate a Psi10 minor ||| major ||| grand ||| super 1M 0 Int+Wis-24 Int+Wis-32
3 Duplicate a Psi5 minor ||| major ||| grand ||| super 1M 0 Chr-15 Chr-20
4 Any Rogue Level 4 ability - - - -
5 Any Rogue Level 5 ability - - - -
6 Any Rogue Level 6 ability - - - -
7 Any Rogue Level 7 ability - - - -
8 Any Rogue Level 8 ability - - - -
9 Any Rogue Level 9 ability - - - -
9 Any Rogue Level 9 ability - - - -
9 Any Rogue Level 9 ability - - - -

[PC4] Rogue Group Classes


Divine Assassin

Level KXP Priest
123 456 7
1 0 1-- --- -
2 2.25 20- --- -
3 4.5 21- --- -
4 9 320 --- -
5 18 331 --- -
6 37.5 332 0-- -
7 75 332 1-- -
8 150 333 20- -
9 300 443 21- -
10 450 443 320 -
11 637.5 544 321 -
12 862.5 655 322 -
13 1125 666 422 0
14 1500 666 532 1
15 2000 666 642 1
16 2500 777 643 1
17 3000 777 753 2
18 3500 888 864 2
19 4000 998 864 2
20 4500 999 875 2
21 5000 999 986 2
22 5500 999 996 3
23 6000 999 997 3
24 6500 999 998 3
25 7000 999 998 4
26 7500 999 999 4
27 8000 999 999 5
28 8500 999 999 6
29 9000 999 999 7
30 9500 999 999 8
31 10000 999 999 9
32 10500 AAA A99 9
33 11000 AAA AAA 9
34 11500 AAA AAA A
35 12000 BBB BAA A
36 12500 BBB BBB B
TH Saves
PD RS PP BW Sp Fo Re Wi
+0  8  7  6  3  6  1  2  2
+1  8  7  6  3  7  1  3  3
+2  9  8  6  4  7  2  3  3
+3  9  8  7  4  7  2  4  4
+4 10  9  7  5  8  3  4  4
+5 10  9  7  6  8  3  5  5
+6 11 10  8  7  9  4  5  5
+7 11 10  9  8  9  4  6  6
+8 12 10  9  9  9  5  6  6
+9 12 11 10 10 10  5  7  7
+10 13 11 10 11 10  6  7  7
+11 13 12 11 12 11  6  8  8
+12 13 12 12 13 11  7  8  8
+13 14 13 13 14 11  7  9  9
+14 14 13 13 14 12  8  9  9
+15 14 13 14 14 12  8 10 10
+16 15 14 14 14 13  9 10 10
+17 15 14 14 14 13  9 11 11
Requisites: Str 10, Dex 14, Int 12, Wis 13
Alignment: any E
HD/level: d8
Weapon Prof.: 3+level/2
To Hit Table: War
Save Table: Pri/Rog
Reference: Lexx
Groups: Priest, Rogue
 
Gets "All Priest" and "All Rogue" abilities.
Gets Dex bonus to Priest spells (yes this is strange).
Gets 40 Rogue points per level.
Can weapon specialize using the Non-Warrior line.
Level 1: Poison Use proficiency (1 slot per 2 levels, round up).
Level 1: Can Assassinate Undead (even if they are normally immune to this).
Level 5: Can speak Level-4 additional languages from the following list: LG,LN,LE,NG,TN,NE,CG,CN,CE,Druid,Thieves' Cant. Can never learn more than Int-12 alignment languages.
Level 7: Has 8-48 guild members. 50% chance a guild member will leave if guildmasters change.
Level 9: Ignore immunity to Assassination. Can assassinate things not normally affected by Assassination (such as Golems).
DM Note: This rogue chart is identical to the Executioner1/ArchAssassin1 chart. Note you get only 40 points per level (Executioner1 gets 50).
Lvl Divine Assassin Ability | -50% | -100% | -150% Act Base Penalty Bonus
1 +rating/50 A actions /r this turn || B actions || C actions F 0 Dex-20 Dex-25
1 Assassination (-3% per HD/level of target) ½0 0 Wis-15 Wis-25
1 Attack (+1 TH per 10% made this segment; or roll +1d20 per 100%, choose best) V 0 Dex-13 Dex-16
1 Backstab (each 30% = x1) (increases 10/level) ½0 50 Int-6 Int-20
1 Backstrike (each 30% = x1 TH) (increases 10/lvl) ½0 50 Wis-6 Wis-20
1 Damage (+1 dmg per 10% made this segment; or multiply dmg by x(1+rating/200)) V 0 Str-15 Str-18
1 Find/Remove Wizard Abjurations/Priest Protections V 0 Dex-13 Dex-18
1 Slap (does dmg to one target = % made by) P 20 Str-0 Str-12
1 any 1st level Rogue ability - - - -
1 any 1st level Rogue ability - - - -
2 Controlled Blink | Controlled Blink 10'r (unwilling get PP save) ½V 50 Wis-14 Wis-14
2 any 2nd level Rogue ability - - - -
3 Considered extra +(rating/25) weapon to hit V 0 Str-5 Str-15
3 Lower/Ignore WaWR (reduce or ignore WaWR by rating) || iWaWR V/N 0 Dex-10 Dex-20
4 Erase a "?" in dungeon (loses track of party) - 0 Dex-13 Dex-19
4 Song of Battle (+1 TH,dmg,or saves per 10% made) V,*M 10 Str-15 Str-20
5 Jock: +LVL divided among Str, Dex, Con, or level for purposes of #Att (the last one is ½ a point each).
5 any 5th level Rogue ability - - - -
6 Touch : Chill/Pain | Para/Vampiric | Energy Drain 0 20 Str-9 Str-15
6 any 6th level Rogue ability - - - -
7 Ki Power (cast a Wiz Invocation spell) (penalty = -SL*50%) (#=SL) | Pri Invocation #V 0 Int-14 Int-38
7 Slay (target that you hit saves at +4, -1 per 10% made; or dies) V 0 Wis-13 Wis-19
8 Backstorm (each 50%: +1 att is considered a backstab) - 0 Dex-16 Dex-22
8 Finger of Death | Slay Living | Power Word Kill V 0 Int-14 Int-17
9 Any target with AC>(150-rating/5) is considered AC=(150-rating/5) to you V 0 Dex-17 Dex-28
9 +LVL*rating/2 item XP in Weapon flags per day F 0 NA NA
10 Disjoin x2 effect ||||||||| x3 |||||||||||||||| x4 etc. - 50 Chr-18 Chr-25
12 Disharmonic Blast (1 dmg per 1% made) V 10 Con-16 Con-22
15
18 Backstave (N/2% of your dmg is vile) || Stun (save=N-100) - 0 Wis-26 Wis-32
27 Destruction/Mordenkainen's Disjunction ||| Put Target Down a Hole V 0 Int-19 Int-25

[PC4] Rogue Group Classes


Doomscout3

Level KXP
Rogue Abilities
TH
1 0 (none) & +1
2 10 +1 LVL to one class's Rogue abilities & +1
3 30 +1 LVL to one class's Rogue abilities & +1
4 60 +2 LVL to one class's Rogue abilities & +2
5 100 +2 LVL to one class's Rogue abilities & +2
6 150 +3 LVL to one class's Rogue abilities & +2
7 210 +3 LVL to one class's Rogue abilities & +3
8 280 +4 LVL to one class's Rogue abilities & +3
9 360 +4 LVL to one class's Rogue abilities & +3
10 450 +5 LVL to one class's Rogue abilities & +4
11 550 +5 LVL to one class's Rogue abilities & +4
12 660 +6 LVL to one class's Rogue abilities & +4
13 780 +6 LVL to one class's Rogue abilities & +5
14 910 +7 LVL to one class's Rogue abilities & +5
15 1050 +7 LVL to one class's Rogue abilities & +5
16 1200 +8 LVL to one class's Rogue abilities & +6
17 1360 +8 LVL to one class's Rogue abilities & +6
18 1530 +9 LVL to one class's Rogue abilities & +6
19 1710 +9 LVL to one class's Rogue abilities & +7
20 1900 +10 LVL to one class's Rogue abilities & +7
21 2100 +10 LVL to one class's Rogue abilities & +7
22 2310 +11 LVL to one class's Rogue abilities & +8
23 2530 +11 LVL to one class's Rogue abilities & +8
24 2760 +12 LVL to one class's Rogue abilities & +8
25 3000 +12 LVL to one class's Rogue abilities & +9
26 3250 +13 LVL to one class's Rogue abilities & +9
27 3510 +13 LVL to one class's Rogue abilities & +9
28 3780 +14 LVL to one class's Rogue abilities & +10
29 4060 +14 LVL to one class's Rogue abilities & +10
30 4350 +15 LVL to one class's Rogue abilities & +10
31 4650 +15 LVL to one class's Rogue abilities & +11
32 4960 +16 LVL to one class's Rogue abilities & +11
33 5280 +16 LVL to one class's Rogue abilities & +11
34 5610 +17 LVL to one class's Rogue abilities & +12
35 5950 +17 LVL to one class's Rogue abilities & +12
36 6300 +18 LVL to one class's Rogue abilities & +12
37 12600 +18 LVL to one class's Rogue abilities & +13
38 18900 +19 LVL to one class's Rogue abilities & +13
39 25200 +19 LVL to one class's Rogue abilities & +13
45 63000 +22 LVL to one class's Rogue abilities & +15
54 119700 +27 LVL to one class's Rogue abilities & +18
63 176400 +31 LVL to one class's Rogue abilities & +21
72 233100 +36 LVL to one class's Rogue abilities & +24
Requisites: Dex 0, (Rogue 7)
Alignment: any
HD/level: & d7
Weapon Prof.: & (2+level)/3
To Hit Table: & +(2+level)/3
Reference: DM {Planeshifted Doomguard3}
Groups: Rogue, Planar, Alternate
Complexity: CF=3
 
Saving Throws:  
PPD: & 0+level
RSW: & 0+level
PP: & 0+level
BW: & 0+level
Spell: & 0+level
Fort: & 0+level
Reflex: & 0+level
Will: & 0+level
   
Gets Exceptional Dex.
Add this class's level adjustment to the LVL of one of your other classes' Rogue abilities. This affects how far down the chart you read (for which Rogue abilities you have), and the number of points you have. It also affects your CL (or effective level) if that is needed for anything. It does not affect "Level:" abilities, lines of text, or spellcasting.
Level 1 ¶: +1 "Any Rogue N" pick per Reset, where N is your current level. This is added to this (Doomscout3) class, not to the class you are adding the LVL adjustment to. This class does get the normal 40 Rogue points per level.
Level 1 ¶: +LVL to your CL when casting Rogue spells.
Level 2: Rogue Expertise: LVL-1 extra skill points in 3rd edition Rogue skills; 1M, 1/d: Legend Lore
Level 3: Innate Adaptation: Double Resist Innate abilities (or anything resisted using IR).
Level 4: Snap or Crash: +LVL-3 stat points distributed among Dex or Str.
Level 7: Unmaking Weapon: 1 attack or ½V: Dispel Weapon or anti-Weapon (includes damaging Shields; anything that uses WR or aWR to resist)
Level 9: Innate Gate: 1M: Innate Gate
Planar Feats:
Your 1 feat per level from this class can be used on these Planar feats, or can be used as regular feats.
Air Heritage: Immune Air; Flying 12"; +2 Dex checks
Discern Planar Location: You know what plane you're on at all times. You also know the MF, PF, TF, PsiF, TechF, and LoopF.
Earth Heritage: Immune Earth; Immune Overbear, Trip; +1 dmg w/ attacks
Elemental Spellcasting: Can shift spells you know to a lower E rating element. +1 CL with Elemental spells.
Fire Heritage: Immune Fire; Fire Shield (50%); +2 dmg with unarmed attacks
Hide in Plane [plane]: Specify a whole plane (not a layer). You do not generate "?" marks in that plane; monsters generally don't initiate combat with you (even if they see you).
Hold Plane: You are immune to any effect which would change which plane you're on (can lower this at will).
Hold Sanity: Sustain Sanity; Resist Raw Logrus; Immune to ESP, Insanity, Capital E Extract
Natural Heavyweight: Immune Gravity
Natural Lightweight: Immune TK or falling dmg (choose one per instance of this feat)
Negative Heritage: Immune Negative; Sustain Chr; (Take this feat twice: Hold XP, Life)
Outer Summoning Specialist: +1 summon slot for Outer; 1M: Summon a DL=(LVL+2)/3 Outer creature.
Planar Coloring: 0, 1/r: Add "Holy", "Eldritch" or "Unholy" as an adjective to one your Elemental spells or effects.
Planar Survival [plane]: Specify a whole plane (not a layer). You are immune to the environment of that plane.
Planar Touchstone: Gain a Psi-12, Psi-6, Psi6, or Psi12 minor (must match alignment)
Portal Feel: LVL*10% chance to know where a portal/gate/dim-door/painting/etc. goes to.
Shadow Heritage: Immune Shadow; Sustain Str; Hide in Shadows 75%
Water Heritage: Immune Water; Water Breathing; Swim 18"

[PC4] Rogue Group Classes


Dungeoneer

Level KXP
Spells
1 0 (none)
2 3 (none)
3 6 (none)
4 12 (none)
5 24 (none)
6 48 (none)
7 96 (none)
8 192 (none)
9 350 (none)
10 600 (none)
11 850 (none)
12 1100 (none)
13 1350 (none)
14 1600 (none)
15 1850 (none)
16 2100 (none)
17 2350 (none)
18 2600 (none)
19 2850 (none)
20 3100 (none)
21 3350 (none)
22 3600 (none)
23 3850 (none)
24 4100 (none)
25 4350 (none)
26 4600 (none)
27 4850 (none)
28 5100 (none)
29 5350 (none)
30 5600 (none)
31 5850 (none)
32 6100 (none)
33 6350 (none)
34 6600 (none)
35 6850 (none)
36 7100 (none)
TH Saves
PD RS PP BW Sp Fo Re Wi
+0  6  4  6  3  4  1  3  0
+0  6  5  7  3  5  1  4  1
+1  7  6  7  4  6  2  5  1
+1  7  7  8  4  7  3  6  2
+2  8  8  8  5  8  4  7  3
+2  8  9  9  5  9  5  8  3
+3  9 10  9  6 10  5  9  4
+3  9 11 10  6 11  6 10  5
+4 10 12 10  7 12  7 11  5
+4 10 13 11  7 13  8 12  6
+5 11 14 11  8 14  9 13  7
+5 12 15 12  9 14  9 14  7
+6 13 16 13 11 15 10 15  8
+6 14 16 14 13 15 11 16  9
+7 15 16 15 14 16 12 17  9
+7 16 16 16 16 16 13 18 10
+8 16 16 16 16 16 13 19 11
+8 16 17 16 16 16 14 20 11
Requisites: Dex 18, Int 12
Alignment: any
HD/level: +d6
Weapon Prof.: 4+level/3
To Hit Table: Rog
Save Table: 2xRog
Reference: DM / DSG1
Groups: Rogue
 
Gets 60 Rogue points per level
Level 1: Can weapon specialize (as per "Non-Warrior" in the Number of Attacks table).
Lvl Dungeoneer Ability | -50% | -100% | -150% Act Base Penalty Bonus
1 Open/Close Locks: Mech. | Magic/Psi | OutPhase (| do this 30' away) VM 5 Dex-12 Dex-16
1 Find/Remove Traps: Mech. | Magic/Psi | OutPhase | Pro. (| do this 30' away) M 0 Dex-14 Dex-19
1 ("Twist") Find/Remove Wizard Abjurations/Priest Protections | Psionic Protections VM 0 Dex-14 Dex-19
1 Attack (+1 TH per 10% made this segment; or roll +1d20 per 100%, choose best) V 0 Dex-13 Dex-16
1 Damage (+1 dmg per 10% made this segment; or multiply dmg by x(1+rating/200)) V 0 Str-15 Str-18
1 Evasion (see Acrobat) ||| Spell Evasion | Psi Evasion | Innate Evasion V 0 Dex-14 Dex-18
1 Legend Lore | Identify | Object Reading | Know Visual History 0 | M 0 Int-15 Int-17
1 Take ½ dmg from an Attack | Spell | Psi Power | Innate (|| Take 0 damage) V 5 Con-16 Con-20
1 Hide in Shadows/Crowds || Meld into Shadows/Mirrors/Crowds | Meld into the Air V 0 Dex-14 Dex-19
1 Any Rogue 1 ability - - - -
2 Lower Encumbrance | Zero Encumbrance | No Armor Penalty | AC types fully add P 5 Str-14 Str-19
2 Locate Staircases on current DL || Out of Depth Monsters || Most Valuable Object MM 0 Chr-20 Chr-25
3 Deeppockets | Vanish | Rope Trick ||| I'm Gone (to my own Pocket Plane) M 0 Int-8 Int-20
3 Any Rogue 3 ability - - - -
4 Find/Remove Tricks: x1 multiplier || x2 multiplier ||| x3 multiplier (| do this 90' away) M 5 Dex-18 Dex-25
4 Sense Danger | Precognition | Choose Future | x1 Avoid Fate VM 25 Wis-9 Wis-12
5 Identity Penetration | False Seeing | True Seeing ||| Know Truename MM 0 Wis-12 Wis-20
5 Any Rogue 5 ability - - - -
6 Blink | Controlled Blink | Dimension Door with no Summoning Sickness M 15 Wis-13 Wis-18
6 Escape Bonds | Binding | Imprisonment/Time Stop || Get out of Put Down a Hole P 10 Str-14 Str-16
7 Ki Power (cast a Wiz Invocation spell) (penalty = -SL*50%) (#=SL) | Pri Invocation #M 0 Int-14 Int-38
7 Any Rogue 7 ability - - - -
8 Any Subability (+1 per 25% made to that subability) M 0 Int-14 Int-17
8 Dispel Exhaustion | Heal |||| Reset M 0 Con-16 Con-20
9 Locate (anything unique) Across Planes | Clairvoyance there | TWE there M 0 Int-12 Int-15
9 Ask the Local Lord | Highest Lvl in Plane | Chosen God | Ultraplanar | DM a question VM 0 Chr-11 Chr-21
10 Speed: (x2 move) | (+1V) | (+1P) | (+1M) | (+1 Full) | (+1 Opposing) VV 5 Dex-14 Dex-17
12 Control Movements | Control Physicals | Control Mentals | Control 0 Actions MM 0 Chr-19 Chr-21
15 Astral Spell / Astral Projection | Concordant Spell (project to Concordant Opposition) MMM 35 Int-19 Int-25
18 Time Shift ||| Time Travel VMM 15 Int-17 Int-25
21 Shadow Magic | Shadow Walk | Shadow Flight | Become Shadow-form VM 0 Int-17 Int-20
24 Destruction/Mordenkainen's Disjunction ||| Put Target Down a Hole PMM 0 Int-19 Int-25
27 LimWish(#=1)| AlterReality(#=2)| Wish(#=3)| ChangeReality(#=4)| UnlimWish(#=5) #F 0 Int-21 Int-26

[PC4] Rogue Group Classes


Dwarven Offender3

Level KXP
Spells
1 0 (none)
2 2 (none)
3 4 (none)
4 8 (none)
5 16 (none)
6 32 (none)
7 64 (none)
8 128 (none)
9 256 (none)
10 450 (none)
11 550 (none)
12 660 (none)
13 780 (none)
14 910 (none)
15 1050 (none)
16 1200 (none)
17 1360 (none)
18 1530 (none)
19 1710 (none)
20 1900 (none)
21 2100 (none)
22 2310 (none)
23 2530 (none)
24 2760 (none)
25 3000 (none)
26 3250 (none)
27 3510 (none)
28 3780 (none)
29 4060 (none)
30 4350 (none)
31 4650 (none)
32 4960 (none)
33 5280 (none)
34 5610 (none)
35 5950 (none)
36 6300 (none)
TH Saves
PD RS PP BW Sp Fo Re Wi
+1 10  9  8  5  6  2  1  0
+2 10  9  8  6  6  2  1  0
+3 10  9  8  6  7  3  2  0
+4 12 11 10  8  9  3  2  1
+5 12 11 10  9  9  4  2  1
+6 12 11 10  9 10  4  3  1
+7 14 13 12 11 12  5  3  2
+8 14 13 12 12 12  5  4  2
+9 14 13 13 12 12  6  4  2
+10 16 15 14 14 15  6  4  3
+11 16 15 15 14 15  7  5  3
+12 16 15 15 15 15  7  5  3
+13 16 15 15 15 15  7  5  3
+14 16 15 15 15 15  7  5  3
+15 16 15 15 15 15  7  5  3
+16 16 15 15 15 15  7  5  3
+17 16 15 15 15 15  7  5  3
+18 16 15 15 15 15  7  5  3
Requisites: Chr 0, Rogue 4
Alignment: C any
HD/level: d12
Weapon Prof.: 0+level
To Hit Table: +level
Save Table: Dwarf0
Reference: DM {Planeshifted Dwarven Defender3}
Groups: Warrior, Rogue, Alternate
 
Gets 20 Rogue points per level. Gets an "Any Rogue" pick every odd level.
Level 1: Offensive Stance: 0, [(LVL+1)/2] /d: +2 Str, +2 Con, -2 all saves, -4 AC, lasts for 3+(Con bonus) rounds.
Level 1: Get +LVL parting shots whenever the opportunity for parting shots arise.
Level 2: Offensive Awareness: Gets Dex bonus to TH with melee weapons.
Level 5: When you flank someone, get +LVL to hit. When you're behind someone, get +LVL*2 to hit.
Level 6: Ignore DR.
Level 10: Your traps (and your traps that you've captured) do double effect.
Level 10: Ignore WR, aWR.

[PC4] Rogue Group Classes


Engineer

Level KXP Ench/Psi8/16
mMG S
1 0 1-- -
2 3 2-- -
3 6 3-- -
4 12 31- -
5 24 41- -
6 48 42- -
7 96 52- -
8 192 53- -
9 350 531 -
10 600 541 -
11 850 641 -
12 1100 642 -
13 1350 652 -
14 1600 752 -
15 1850 753 -
16 2100 763 -
17 2350 863 -
18 2600 863 1
19 2850 864 1
20 3100 874 1
21 3350 974 1
22 3600 974 2
23 3850 975 2
24 4100 985 2
25 4350 985 3
26 4600 986 3
27 4850 996 3
28 5100 996 4
29 5350 997 4
30 5600 997 5
31 5850 998 5
32 6100 998 6
33 6350 999 6
34 6600 999 7
35 6850 999 8
36 7100 999 9
TH Saves
PD RS PP BW Sp Fo Re Wi
+0  6  4  6  3  4  1  3  0
+0  6  5  7  3  5  1  4  1
+1  7  6  7  4  6  2  5  1
+1  7  7  8  4  7  3  6  2
+2  8  8  8  5  8  4  7  3
+2  8  9  9  5  9  5  8  3
+3  9 10  9  6 10  5  9  4
+3  9 11 10  6 11  6 10  5
+4 10 12 10  7 12  7 11  5
+4 10 13 11  7 13  8 12  6
+5 11 14 11  8 14  9 13  7
+5 12 15 12  9 14  9 14  7
+6 13 16 13 11 15 10 15  8
+6 14 16 14 13 15 11 16  9
+7 15 16 15 14 16 12 17  9
+7 16 16 16 16 16 13 18 10
+8 16 16 16 16 16 13 19 11
+8 16 17 16 16 16 14 20 11
Requisites: Dex 18, Con 12
Alignment: any
HD/level: +d6
Weapon Prof.: 4+level/3
To Hit Table: Rog
Save Table: 2xRog
Reference: DM {Planeshifted Wilderneer}
Groups: Rogue, Alternate, Technology
 
Gets 60 Rogue points per level.
For powers (see progression), you can pick from Psi8 or Psi16, or from the Enchantment/Charm School (Wizard) at a 1 SL penalty, so "m"=SL 1, "M"=SL 4, "G"=SL 7, and "S"=SL 10.
May material component spells, but not psionic powers.
May have up to LVL Psi8/Psi16 items (combined, this is not for each frequency).
Level 1: Can weapon specialize (as per "Non-Warrior" in the Number of Attacks table).
Level 1: +1 Technological proficiency per level, see [P8.8] for list.
Level 9 (and every further level divisible by 9): Has access to another School, at the same 1 SL penalty.
Lvl Engineer Ability | -50% | -100% | -150% Act Base Penalty Bonus
1 Appraisal: Monetary Value | XP Value | Multiplier & Ego & Alignment | Know History M 10 Int-13 Int-15
1 Clown: -1 Wis, +50 Rogue points
1 Find/Remove x1 Traps/Tricks | Magic/Psi | OutPhase ( | 30' away) V 10 Dex-4 Dex-8
1 Identify | Legend Lore M | 0 5 Int-13 Int-15
1 inRR || inaRR || inaaRR ( | TechR in addition to RR) 0 30 Con-13 Con-18
1 Open/Close Locks: Mech. | Magic/Psi | OutPhase (| do this 30' away) VM 5 Dex-12 Dex-16
1 Resources: Gain LVL*Chr*10 gp per reset.
1 Unbutton/Untie (one item is de-equipped) |||| Power Word Strip (hits everything) V 10 Wis-0 Wis-12
1 Understand how a tech item works (-5%/tech level) V 25 Con-10 Con-12
1 Any Rogue 1 ability - - - -
2 Lower Encumbrance | Zero Encumbrance | No Armor Penalty | AC types fully add P 5 Str-14 Str-19
2 Item Speed: One of your items gets +1E action || two items |||| one gets +1QE V 0 Con-10 Con-15
3 +(rating/50) wear locations (any body location you want) V 0 Str-10 Str-15
3 Any Rogue 3 ability - - - -
4 Find/Remove x2 Traps/Tricks | Magic/Psi | OutPhase ( | 30') ( | x1 Special) V 20 Dex-9 Dex-12
4 Gun Fu: +LVL to hit with guns; guns are always at least base #Att = 1; guns "open end" one better than normal.
5 Sorcery: Gain LVL in SL's as a Wizard progression, this progression must be flat or decreasing.
5 Any Rogue 5 ability - - - -
6 Disembodied Hands | Unseen Servant | Invisible Stalker P 30 Chr-10 Chr-20
6 Telekinesis (5 lb. per 1% made) M 10 Int-13 Int-17
7 inWR || inaWR || inaaWR ( | CR in addition to WR) 0 0 Str+Con-34 Str+Con-44
7 Any Rogue 7 ability - - - -
8 BOMBS!: 1P, 1 charge (have LVL charges /d): LVL*(2m4) technological damage, area (no save, TechR to resist)
8 Find/Remove x3 Traps/Tricks | Magic/Psi | OutPhase( | 30') ( | x2 Special) M 20 Int-13 Int-15
9 +(rating)% money, use at end of run before selling - 0 Cml-9 Cml-18
9 Better Resources: Gain LVL*Chr*10 item XP per reset, must all be spent on one item (any extra is wasted)
10 Locate (anything unique) Across Planes | Clairvoyance there | TWE there M 0 Int-12 Int-15
12 Your BOMBS! can hit two groups or can be set on a time delay, you have 3*LVL charges
15 The Man for the Job: 1F, 1/reset: Create a temporary (1 turn) x1 non-artifact item that is needed for a task
18 Speak with Technology (giving it Pseudo-Intelligence) V 0 Con-15 Con-23
21 You act as a Spelljamming helm, 1X tech, (rating/10) SFB boxes V 0 Con-20 Con-28
24 Destruction/Mordenkainen's Disjunction ||| Put Target Down a Hole V 0 Int-19 Int-25
27 Duplicate a SL=1 Captain spell (x1 Conc. class) || SL=2 || SL=3 || etc. M 0 Con-25 Con-33

[PC4] Rogue Group Classes


Executioner1 / ArchAssassin1

Level KXP
Spells
1 0 (none)
2 2.25 (none)
3 4.5 (none)
4 9 (none)
5 18 (none)
6 37.5 (none)
7 75 (none)
8 150 (none)
9 300 (none)
10 450 (none)
11 637.5 (none)
12 862.5 (none)
13 1125 (none)
14 1500 (none)
15 2000 (none)
16 2500 (none)
17 3000 (none)
18 3500 (none)
19 4000 (none)
20 4500 (none)
21 5000 (none)
22 5500 (none)
23 6000 (none)
24 6500 (none)
25 7000 (none)
26 7500 (none)
27 8000 (none)
28 8500 (none)
29 9000 (none)
30 9500 (none)
31 10000 (none)
32 10500 (none)
33 11000 (none)
34 11500 (none)
35 12000 (none)
36 12500 (none)
TH Saves
PD RS PP BW Sp Fo Re Wi
+0  5  4  6  2  3  0  2  0
+1  6  5  6  3  4  1  3  0
+2  6  5  7  3  5  1  4  1
+3  7  6  7  4  6  2  5  1
+4  7  7  7  4  6  3  5  2
+5  7  8  8  4  7  3  6  2
+6  8  8  8  5  8  4  7  3
+7  8  9  9  5  9  5  8  3
+8  8 10  9  5  9  5  8  4
+9  9 11  9  6 10  6  9  4
+10  9 11 10  6 11  6 10  5
+11 10 12 10  7 12  7 11  5
+12 10 13 10  7 12  7 11  6
+13 10 14 11  8 13  8 12  6
+14 11 14 11  8 14  9 13  7
+15 12 15 12  9 14  9 14  7
+16 12 15 13 10 14 10 14  8
+17 13 16 14 12 15 11 15  8
Requisites: Str 15, Dex 14, Int 13
Alignment: any E
HD/level: d8
Weapon Prof.: 3+level
To Hit Table: War
Save Table: 1½xRog
Reference: DM
Groups: Warrior, Rogue, Alternate
 
Gets "All Warrior" and "All Rogue" abilities (so can weapon specialize as a warrior, etc.).
Gets Exc Str.
Gets 50 Rogue points per level.
Level 1: Poison Use proficiency (1 slot per 2 levels, round up).
Level 1: 1 attack that hits: Coup de grace.
Level 5: Can speak Level-4 additional languages from the following list: LG,LN,LE,NG,TN,NE,CG,CN,CE,Druid,Thieves' Cant. Can never learn more than Int-12 alignment languages.
Level 7: Has 8-48 guild members. 50% chance a guild member will leave if guildmasters change.
Level 9: 1 attack that hits: Really Put Out of Misery
Lvl Executioner Ability | -50% | -100% | -150% Act Base Penalty Bonus
1 +rating/50 A actions /r this turn || B actions || C actions F 0 Dex-20 Dex-25
1 Assassination (-3% per HD/level of target) ½0 0 Wis-15 Wis-25
1 Attack (+1 TH per 10% made this segment; or roll +1d20 per 100%, choose best) V 0 Dex-13 Dex-16
1 Backstab (each 30% = x1) (increases 10/level) ½0 50 Int-6 Int-20
1 Backstrike (each 30% = x1 TH) (increases 10/lvl) ½0 50 Wis-6 Wis-20
1 Damage (+1 dmg per 10% made this segment; or multiply dmg by x(1+rating/200)) V 0 Str-15 Str-18
1 Find/Remove Wizard Abjurations/Priest Protections V 0 Dex-13 Dex-18
1 Slap (does dmg to one target = % made by) P 20 Str-0 Str-12
1 any 1st level Rogue ability - - - -
1 any 1st level Rogue ability - - - -
2 Controlled Blink | Controlled Blink 10'r (unwilling get PP save) ½V 50 Wis-14 Wis-14
2 any 2nd level Rogue ability - - - -
3 Considered extra +(rating/25) weapon to hit V 0 Str-5 Str-15
3 Lower/Ignore WaWR (reduce or ignore WaWR by rating) || iWaWR V/N 0 Dex-10 Dex-20
4 Erase a "?" in dungeon (loses track of party) - 0 Dex-13 Dex-19
4 Song of Battle (+1 TH,dmg,or saves per 10% made) V,*M 10 Str-15 Str-20
5 Jock: +LVL divided among Str, Dex, Con, or level for purposes of #Att (the last one is ½ a point each).
5 any 5th level Rogue ability - - - -
6 Touch : Chill/Pain | Para/Vampiric | Energy Drain 0 20 Str-9 Str-15
6 any 6th level Rogue ability - - - -
7 Ki Power (cast a Wiz Invocation spell) (penalty = -SL*50%) (#=SL) | Pri Invocation #V 0 Int-14 Int-38
7 Slay (target that you hit saves at +4, -1 per 10% made; or dies) V 0 Wis-13 Wis-19
8 Backstorm (each 50%: +1 att is considered a backstab) - 0 Dex-16 Dex-22
8 Finger of Death | Slay Living | Power Word Kill V 0 Int-14 Int-17
9 Any target with AC>(150-rating/5) is considered AC=(150-rating/5) to you V 0 Dex-17 Dex-28
9 +LVL*rating/2 item XP in Weapon flags per day F 0 NA NA
10 Disjoin x2 effect ||||||||| x3 |||||||||||||||| x4 etc. - 50 Chr-18 Chr-25
12 Disharmonic Blast (1 dmg per 1% made) V 10 Con-16 Con-22
15
18 Backstave (N/2% of your dmg is vile) || Stun (save=N-100) - 0 Wis-26 Wis-32
27 Destruction/Mordenkainen's Disjunction ||| Put Target Down a Hole V 0 Int-19 Int-25

[PC4] Rogue Group Classes


Ferret

Level KXP
Spells
1 0 (none)
2 4.8 (none)
3 9.6 (none)
4 19.2 (none)
5 38.4 (none)
6 80 (none)
7 160 (none)
8 320 (none)
9 640 (none)
10 1120 (none)
11 1600 (none)
12 2080 (none)
13 2560 (none)
14 3040 (none)
15 3520 (none)
16 4000 (none)
17 4480 (none)
18 4960 (none)
19 5440 (none)
20 5920 (none)
21 6400 (none)
22 6880 (none)
23 7360 (none)
24 7840 (none)
25 8320 (none)
26 8800 (none)
27 9280 (none)
28 9760 (none)
29 10240 (none)
30 10720 (none)
31 11200 (none)
32 11680 (none)
33 12160 (none)
34 12640 (none)
35 13120 (none)
36 13600 (none)
TH Saves
PD RS PP BW Sp Fo Re Wi
+0 (total = 27, max = 9)
+1 (total = 30, max = 10)
+2 (total = 33, max = 11)
+3 (total = 36, max = 12)
+4 (total = 39, max = 13)
+5 (total = 42, max = 14)
+6 (total = 45, max = 15)
+7 (total = 48, max = 16)
+8 (total = 51, max = 17)
+8 (total = 54, max = 18)
+9 (total = 57, max = 19)
+9 (total = 60, max = 20)
+10 (total = 63, max = 21)
+10 (total = 66, max = 22)
+11 (total = 69, max = 23)
+11 (total = 72, max = 24)
+12 (total = 75, max = 25)
+12 (total = 78, max = 26)
Requisites: Dex 20, Chr 20
Alignment: any
HD/level: d6
Weapon Prof.: 4+level/4
To Hit Table: Cust
Save Table: Cust
Reference: DM {Planeshifted Weasel}
Groups: Rogue, Custom, Alternate
 
Gets 80 Rogue points per level.
Level N (every level): Get one "Level:" pick from any class you know as a player. It must be a "simple" pick (no entire spell progressions, subclasses, etc.)
Level 9: This "Level:" pick may be non-simple.
Level 18: This "Level:" pick may be non-simple, or something that normally cannot be picked (e.g. a Swashbuckler ability).
Level 27: This "Level:" pick may be non-simple, something that normally cannot be picked (e.g. a Swashbuckler ability), or a line of text at the top of a class description that isn't a "Level:" ability at all.
Lvl Wilderneer Ability | -50% | -100% | -150% Act Base Penalty Bonus
1 Astral Spell MMM 40 Int-18 Int-24
1 Body Freedom (transfer P <-> M action types freely; Str <-> Int, Dex <-> Wis, Con <-> Chr) FFF 0 Chr-36 Chr-54
1 Destruction/Mordenkainen's Disjunction PMM 0 Int-18 Int-24
1 Limited Wish (#=1) [limited to SL=LVL-1 or less effects] #F 0 Int-20 Int-25
1 Otto's Irresistance Dance | Control Physicals MPV 0 Chr-16 Chr-22
1 Shift a racial innate power you have to a random power (determined by DM) F 0 Con-20 Con-25
1 Time Shift VMM 20 Int-16 Int-24
3 Destruction/Mordenkainen's Disjunction ||| Put Target Down a Hole PMM 0 Int-19 Int-25
4 Limited Wish (#=1) | Alter Reality (#=2) [limited to SL=LVL-1 or less effects] #F 0 Int-20 Int-25
6 Shadow Magic | Shadow Walk | Shadow Flight | Become Shadow-form VM 0 Int-17 Int-20
7 0,1/r: Unspend (amount made by) Rogue points - 0 NA NA
7 Avoid Artifact Effect (entire party): x1 ||| x2 ||| x3 etc. - -10 Int-30 Int-46
7 Backstave (N/2% of your dmg is vile) || Stun (save=N-100) - 0 Wis-26 Wis-32
7 Can Dim Door away in combat during your actions | Teleport - -15 Dex-18 Dex-24
7 Instantaneous x0 effect | x1 || x2 ||| x3 |||| x4 etc. - 50 Dex-24 Dex-32
9 All die rolls within 240' are min (50%) or max (50%) (duration 1s per 10% made) FV 50 Dex-25 Dex-50
9 Aura of Ill Omen (all in area at -1 on all rolls per 10% made for 1t) MV 0 Chr-9 Chr-18
9 Contact Other Plane | Foresight MM 0 Chr-15 Chr-18
9 Control Movements | Control Physicals | Control Mentals MM 0 Chr-18 Chr-20
9 Elemental Form | Para-Ele Form | Quasi-Ele Form ||| Semi-Ele Form PP 40 Con-24 Con-24
9 Limited Wish (#=1) | Alter Reality (#=2) | Wish (#=3) #F 0 Int-20 Int-25
9 Reverse Gravity | Adjust Gravity VM 0 Dex-13 Dex-17
9 Shape Alteration/Polymorph Object | Shapechange MM 5 Con-13 Con-20
9 Time Shift ||| Time Travel VMM 15 Int-17 Int-25
16 Limited Wish (#=1) | Alter Reality (#=2) | Wish (#=3) | Change Reality (#=4) #F 0 Int-20 Int-25

[PC4] Rogue Group Classes


Generic Rogue


Level

KXP
Wiz/Pri/Rog
123 456 789

TH
1 0 1-- --- +0
2 1.5 2-- --- +0
3 3 21- --- +1
4 6 31- --- +1
5 12 32- --- +2
6 24 321 --- +2
7 48 331 --- +3
8 96 332 --- +3
9 192 332 1-- +4
10 492 333 1-- +4
11 792 333 2-- +5
12 1092 333 21- +5
13 1392 333 31- +6
14 1692 333 32- +6
15 1992 433 321 +7
16 2292 443 331 +7
17 2592 444 332 +8
18 2892 444 432 +8
19 3192 444 443 +9
20 3492 444 444 +9
21 3792 554 444 +10
22 4092 555 444 +10
23 4392 555 544 +11
24 4692 555 554 +11
25 4992 555 555 +12
26 5292 665 555 +12
27 5592 666 555 +13
28 5892 666 655 +13
29 6192 666 665 +14
30 6492 666 666 +14
31 6792 776 666 +15
32 7092 777 666 +15
33 7392 777 766 +16
34 7692 777 776 +16
35 7992 777 777 +17
36 8292 777 777 1 +17
37 16584 777 777 2 +18
38 24876 777 777 3 +18
39 33168 777 777 4 +19
45 82920 888 777 7 +22
54 157548 999 988 81 +26
63 232176 999 999 88 +31
72 306804 AAA AAA 991 +35
Requisites: Dex 18
Alignment: any
HD/level: d6
Weapon Prof.: 2+level/2
To Hit Table: Rog
Reference: DM
Groups: Rogue, Custom
Complexity: CF=2
   
Saving Throws:  
PPD: level+4
RSW: level+3
PP: level+5
BW: level+1
Spell: level+2
Fort: level+0
Reflex: level+6
Will: level+0
   
Does not get the normal 40 Rogue points per level.
Does not automatically get the spell progression listed.
Level N (every level) ¶: Choose two:
A. 40 Rogue points
B. N levels of Rogue picks; if you pick this twice within a single level, you may combine these (e.g. at level 3 you could get a "Level 6:" pick).
C. Spell progression: You get the difference from ML=N and ML=N-1. (e.g. at Level 6 you get one 3rd). This can be used as Wizard, Priest, or Rogue spells.
D. +1V action, or add a "Q" to one of your existing V actions.
E. +1 Hit Die (it's a d6).
F. +1 Dex.
G. Counts as two picks: One level of Exceptional Dex.
H. Counts as two picks: A "Level N:" (or less) Rogue ability from a class you know.
Level 9, 18, 27, etc.: Instead of the "Any Rogue" ability you get from being in Rogue group, you may have another choice (above) instead.

[PC4] Rogue Group Classes


Halfling0

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

[PC4] Rogue Group Classes


Halo

Level KXP Warrior/Rogue
123 456 789 A
TH
1 0 1-- --- - +1
2 2.25 2-- --- - +3
3 4.5 21- --- - +5
4 9 32- --- - +7
5 18 421 --- - +9
6 37.5 431 --- - +11
7 75 432 --- - +13
8 150 432 1-- - +15
9 300 533 2-- - +17
10 450 543 21- - +19
11 637.5 543 32- - +21
12 862.5 554 321 - +23
13 1125 554 322 - +25
14 1500 554 322 1 +27
15 1875 554 422 2 +29
16 2250 555 432 2 +31
17 2625 555 532 2 +33
18 3000 555 533 2 +35
19 3375 555 543 2 +37
20 3750 555 543 3 +39
21 4125 555 554 3 +41
22 4500 555 555 4 +43
23 4875 555 555 5 +45
24 5250 666 655 5 +47
25 5625 666 666 6 +49
26 6000 777 766 6 +51
27 6375 777 777 7 +53
28 6750 888 877 7 +55
29 7125 888 888 8 +57
30 7500 999 988 8 +59
31 7875 999 999 9 +61
32 8250 AAA A99 9 +63
33 8625 AAA AAA A +65
34 9000 BBB BAA A +67
35 9375 BBB BBB B +69
36 9750 CCC CCC C1 +71
37 19500 CCC CCC C2 +73
38 29250 CCC CCC C3 +75
39 39000 CCC CCC C4 +77
45 97500 CCC CCC CA +89
54 185250 DDD DDD CC1 +107
63 273000 DDD DDD CCA +125
72 360750 EEE DDD DDD 1 +143
Race Adjustments:
Str Dex Con Int Wis Chr Cml AT hp TH Div
+5 +4 +0 +4 -4 -3 -2 +3 +6 +3 ÷1
 
Requisites: Str 16, Dex 14, Int 13,
  Race Slots 1, Class Slots 2
Alignment: any E
HD/level: d8
Weapon Prof.: 3+level
To Hit Table: 2xWar
Save Table: 1½xRog
Reference: DM
Groups: Warrior, Rogue, Archetype
Complexity: CF=3
   
Saving Throws:  
PPD: level*3/2+4
RSW: level*3/2+3
PP: level*3/2+5
BW: level*3/2+1
Spell: level*3/2+2
Fort: level*3/2-1
Reflex: level*3/2+1
Will: level*3/2-1
   
Counts as an "Evil Outer" race.
Gets "All Warrior" and "All Rogue" abilities (so can weapon specialize as a warrior, etc.).
Can cast Warrior or Rogue spells.
Gets Barbarian Dex and Exceptional Str (or the reverse if you prefer).
Weapon specializes using the "Barbarian" line.
Gets 70 Rogue points per level.
You have a "Halo" which is treated as a body part.
You may cast spells with your "Halo's P" action. This means with 1P you can cast a spell and physically attack at the same time.
You can still cast spells with 1M if you wish.
Level 1: Poison Use proficiency (1 slot per 2 levels, round up).
Level 1: 1 attack that hits: Coup de grace.
Level 3: +1Z actions per segment. Can use +1Z action per segment.
Level 5: Can speak Level-4 additional languages from the following list: LG,LN,LE,NG,TN,NE,CG,CN,CE,Druid,Thieves' Cant. Can never learn more than Int-12 alignment languages.
Level 7: Has 8-48 guild members. 50% chance a guild member will leave if guildmasters change.
Level 9: 1 attack that hits: Really Put Out of Misery
For Rogue abilities, see next page.

[PC4] Rogue Group Classes


Halo Rogue Abilities

Lvl Halo Ability | -50% | -100% | -150% Act Base Penalty Bonus
1 +rating/50 A actions /r this turn || B actions || C actions F 0 Dex-20 Dex-25
1 Assassination (-3% per HD/level of target) ½0 0 Wis-15 Wis-25
1 Attack (+1 TH per 10% made this segment; or roll +1d20 per 100%, choose best) V 0 Dex-13 Dex-16
1 Backstab (each 30% = x1) (increases 10/level) ½0 50 Int-6 Int-20
1 Backstrike (each 30% = x1 TH) (increases 10/lvl) ½0 50 Wis-6 Wis-20
1 Damage (+1 dmg per 10% made this segment; or multiply dmg by x(1+rating/200)) V 0 Str-15 Str-18
1 Find/Remove Wizard Abjurations/Priest Protections V 0 Dex-13 Dex-18
1 Silence 15' r | Darkness 15' r ½V 40 Chr-4 Chr-8
1 Slap (does dmg to one target = % made by) P 20 Str-0 Str-12
2 Backdrain (do rating/10 random stat dmg) (increases 10/level) ½0 0 Con-6 Con-20
2 Backtwist (Twist rating/30 effects) (increases 10/lvl) ½0 20 Dex-6 Dex-20
2 Controlled Blink | Controlled Blink 10'r (unwilling get PP save) ½V 50 Wis-14 Wis-14
3 Considered extra +(rating/25) weapon to hit V 0 Str-5 Str-15
3 Lower/Ignore WaWR (reduce or ignore WaWR by rating) || iWaWR V/N 0 Dex-10 Dex-20
4 Erase a "?" in dungeon (loses track of party) - 0 Dex-13 Dex-19
4 Song of Battle (+1 TH,dmg,or saves per 10% made) V,*M 10 Str-15 Str-20
5 Jock: +LVL divided among Str, Dex, Con, or level for purposes of #Att (the last one is ½ a point each).
6 Backstorm (each 50%: +1 att is considered a backstab) - 0 Dex-16 Dex-22
6 Touch : Chill/Pain | Para/Vampiric | Energy Drain 0 20 Str-9 Str-15
7 Ki Power (cast a Wiz Invocation spell) (penalty = -SL*50%) (#=SL) | Pri Invocation #V 0 Int-14 Int-38
7 Slay (target that you hit saves at +4, -1 per 10% made; or dies) V 0 Wis-13 Wis-19
8 Finger of Death | Slay Living | Power Word Kill V 0 Int-14 Int-17
9 +LVL*rating/2 item XP in Weapon flags per day F 0 NA NA
9 Any target with AC>(150-rating/5) is considered AC=(150-rating/5) to you V 0 Dex-17 Dex-28
10 Disjoin x2 effect ||||||||| x3 |||||||||||||||| x4 etc. - 50 Chr-18 Chr-25
12 Backstave (N/2% of your dmg is vile) || Stun (save=N-100) - 0 Wis-26 Wis-32
12 Disharmonic Blast (1 dmg per 1% made) V 10 Con-16 Con-22
24 Backsteal (Steal an effect off of target for yourself per 120%) (aXR to avoid) ½0 30 NA NA
27 Destruction/Mordenkainen's Disjunction ||| Put Target Down a Hole V 0 Int-19 Int-25

[PC4] Rogue Group Classes


Hit Man5

Level KXP
Spells
1 0 (none)
2 3.1 (none)
3 6.2 (none)
4 12.3 (none)
5 24.6 (none)
6 49 (none)
7 98 (none)
8 196 (none)
9 392 (none)
10 766 (none)
11 1129 (none)
12 1492 (none)
13 1855 (none)
14 2218 (none)
15 2581 (none)
16 2944 (none)
17 3307 (none)
18 3670 (none)
19 4033 (none)
20 4396 (none)
21 4759 (none)
22 5122 (none)
23 5485 (none)
24 5848 (none)
25 6211 (none)
26 6574 (none)
27 6937 (none)
28 7300 (none)
29 7663 (none)
30 8026 (none)
31 8389 (none)
32 8752 (none)
33 9115 (none)
34 9478 (none)
35 9841 (none)
36 10204 (none)
TH Saves
PD RS PP BW Sp Fo Re Wi
+1  5  4  6  2  3  0  2  0
+3  6  4  6  3  4  1  3  0
+5  6  5  6  3  4  1  3  0
+7  6  5  7  3  5  1  4  1
+9  6  6  7  3  5  2  4  1
+11  7  6  7  4  6  2  5  1
+13  7  7  7  4  6  3  5  2
+15  7  7  8  4  7  3  6  2
+17  7  8  8  4  7  3  6  2
+19  8  8  8  5  8  4  7  3
+21  8  9  8  5  8  4  7  3
+23  8  9  9  5  9  5  8  3
+25  8 10  9  5  9  5  8  4
+27  9 10  9  6 10  5  9  4
+29  9 11  9  6 10  6  9  4
+31  9 11 10  6 11  6 10  5
+33  9 12 10  6 11  7 10  5
+35 10 12 10  7 12  7 11  5
Requisites: Str 19, Dex 13, Con 11
Alignment: any
HD/level: d10
Weapon Prof.: 5+level
To Hit Table: 2xWar
Save Table: Rog
Reference: DM {Planeshifted Sniper}
Groups: Warrior, Rogue, Alternate
 
This is a mixed Smasher-Thug5. (where "Smasher" is the Str version of "Sneak")
Gains all Str-based Rogue abilities.
May specialize a number of times equal to LVL. Each level of specialization is LVL*3 half-plusses.
Has Barbarian Str and Exceptional Con.
Levels Pick Description
Level 1-3: A +LVL damage
B +1 to # of attacks with all attack forms (weapon, natural, etc.)
C #Attacks = level if creatures being fought are less than LVL HD
D x2 Str bonus instead of x3/2 when wielding weapon 2-handed
E Backstab = x(LVL+2)/2
Level 4: Pick any Warrior5 class level 1-3
Level 5-7: F Considered 1 size larger for what size weapons you can wield
G +LVL*100 item XP in Weapon flags per day
H +LVL to hit
I +LVL weapon proficiencies
J Can affect creatures that require a +LVL-1 weapon to hit
Level 8: Pick any Warrior5 class level 5-7
Level 9-12: K +LVL-8 crit range (even beyond the 11-20 limit)
L Immune parting shots
M +LVL-4 feats
N 1V, may borrow: Jump to other group (60'), deflect attacks to you
O Can operate at any negative hp total, cannot be offensive
Level 13: Pick any Warrior5 class level 9-12
Level 14-18: P +LVL-13 crit multiplier

[PC4] Rogue Group Classes


Holy Monk1

Level KXP
Spells
1 0 (none)
2 2.7 (none)
3 5.7 (none)
4 12 (none)
5 27 (none)
6 57 (none)
7 117.6 (none)
8 240 (none)
9 420 (none)
10 600 (none)
11 840 (none)
12 1140 (none)
13 1500 (none)
14 2100 (none)
15 2700 (none)
16 3300 (none)
17 3900 (none)
18 4500 (none)
19 5100 (none)
20 5700 (none)
21 6300 (none)
22 6900 (none)
23 7500 (none)
24 8100 (none)
25 8700 (none)
26 9300 (none)
27 9900 (none)
28 10500 (none)
29 11100 (none)
30 11700 (none)
31 12300 (none)
32 12900 (none)
33 13500 (none)
34 14100 (none)
35 14700 (none)
36 15300 (none)
TH Saves
PD RS PP BW Sp Fo Re Wi
+0  8  4  5  2  3  0  0  2
+0  8  4  6  3  4  0  0  3
+1  9  5  6  3  4  0  1  3
+1  9  5  6  4  4  1  1  4
+2 10  6  7  4  5  1  1  4
+2 10  6  7  5  5  2  2  5
+3 11  7  8  5  6  2  2  5
+3 11  7  9  6  6  2  2  6
+4 12  7  9  6  7  3  3  6
+4 12  8  9  6  7  3  3  7
+5 13  8 10  7  8  4  3  7
+5 13  9 10  7  8  4  4  8
+6 13  9 10  7  8  4  4  8
+6 14  9 11  8  9  5  4  9
+7 14 10 11  8  9  5  5  9
+7 14 10 11  9  9  6  5 10
+8 15 11 12  9 10  6  5 10
+8 15 11 12 10 11  6  6 11
Requisites: Str 14, Dex 14, Con 11, Wis 16
Alignment: LG, LN, or NG
HD/level: & +d8
Weapon Prof.: 2+level
To Hit Table: Rog
Save Table: Pri
Reference: DM {Planeshifted Monk1}
Groups: Priest, Rogue, Alternate
 
Level 1: Open hand to hit bonus is (Dex bonus)+(Str bonus)+2. Open hand damage bonus is (Str bonus).
Level 1: If Open Hands hit exceeds what is needed by 5, target is stunned for 1d6 r (save vs. para)
Level 1: If Open Hands stuns, chance to kill is (level)*3+(target's AC)% (no save)
Level 1: Natural AT is 10+level
Level 1: Base movement rate is (14+level)"
Level 1: Against area effects that give a save for ½: the monk takes no damage if he makes his save. This is not used for non-(hp) damaging effects.
Level 1: 1V (may borrow from next segment): Knock away missile weapons. The missile weapons must be size M or less and must be directed at the monk or a target within 10'. The monk makes a save vs. paralyzation with a penalty equal to the number of magical plusses the weapon has, if successful, the weapon is deflected. The monk can knock away a maximum of 10 missiles, plus 1/level.
Level 1: One Martial Arts style; +1 Martial Arts maneuver slot /level (even if Banhammered)
Level 2: Mask the mind from ESP and similar effects: chance is 66%+2%/level.
Level 3: Speak with animals (continuous).
Level 4: Immunity to disease and slow effects (continuous).
Level 4: Self healing (laying on hands): LVL*LVL hp, can be done once per day.
Level 4: The monk may fall 30' without taking damage if within 1' of a wall.
Level 5: +1V action.
Level 5: Open hands are considered a +1 weapon to hit.
Level 6: The monk may fall 40' without taking damage if within 4' of a wall.
Level 6: Empathy once per day.
Level 7: Invisibility (psi freq. 0) level times per day.
Level 8: Resistamce to Charm, +4 (or 18 Int) vs. psionic attacks
Level 8: Retarded Aging, Immunity to Poison, Immunity to Geas/Quest
Level 8: Body Control, level/2 turns/day.
Level 9: Quivering Palm 1/d: If target's HD/level is equal to or less than monk's level, if hp of target is equal to or less than 2 times monk's hp, if target is not undead, if an open hand attack hits, then monk can command target to die at any time within 1 day per level (no save).
Level 9: HyperMental: +1M for 1 round, -1M for next 2 rounds.
Lvl Holy Monk Ability | -50% | -100% | -150% Act Base Penalty Bonus
1 Move Silently | Passwall | Immovability V 0 Dex-15 Dex-18
1 Curing (1 hp per 1%), self or others V 0 Wis-9 Wis-12
1 Restore stat damage (1 per 5%), self or others V 0 Wis-9 Wis-12
1 Detect Noise | Clairaudience M 15 Wis-8 Wis-20
1 Climb Walls | Climb Overhangs | Climb Upside Down V 60 Str-9 Str-13
1 Open/Close Locks: Mech. | Magic/Psi | OutPhase VM 10 Dex-11 Dex-15
1 Find/Remove Traps: Mech. | Magic/Psi | OutPhase | Pro. M 5 Dex-12 Dex-17
1 Hide in Shadows || Meld in Shadows/Mirrors V 5 Dex-11 Dex-16
2 Remove Slow/Sleep | Disease | Poison/Blindness | Paralysis/Hold | Curse V 0 Wis-9 Wis-12
2 Concealment/Blending | Misdirection | Non-Detection M 20 Wis-12 Wis-14
3 Tightrope Walking | Water Walking | Shadow Walking | Dimension Walking V 75 Dex-11 Dex-15
4 Restore level drains (1 per 10%), self or other V 0 Wis-9 Wis-12
4 Clearness of Thought (get a 2nd die roll on any 1 effect /r) MM 0 Wis-18 Wis-25
5 Escape Bonds | Escape Binding | Escape Imprisonment/Time Stop P 50 Str-12 Str-14
6 Hold Breath | Hold Life P 15 Con-15 Con-17
6 Identity Penetration | False Seeing | True Seeing MM 5 Wis-11 Wis-19
7 Blink | Controlled Blink M 20 Wis-12 Wis-17
8 Intuition (+1 per 20% made to Intuition) M 0 Chr-9 Chr-12
8 Willpower (+1 per 20% made to Willpower) M 0 Chr-9 Chr-12
9 Inner Focus (+1 Str/Dex/Con for 1r per 10% made) M 5 Wis-10 Wis-20
10 Chi Power (cast a Shukenja spell of spell level SL) (penalty = -SL*50%) (#=SL) #M 0 Wis-12 Wis-36
12 Speed (x2 move) | Speed (+1 V) | Speed (+1 P) | Speed (+1 M) VV 15 Dex-12 Dex-15
15 Energy Control | Adaptation | Immune to Hostile Environments PV 30 Con-9 Con-12
18 Elemental Form | Para-Ele Form | Quasi-Ele Form ||| Semi-Ele Form PP 40 Con-24 Con-24
27 Body Freedom (transfer action types freely; Str Int, Dex Wis, Con Chr) FFF 0 Chr-36 Chr-54
 
Exp Level: 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17+
Open Hand Dmg: 1d3 1d4 1d6 1d6 1d6+1 2d4 2d4+1 2d6 3d4 2d6+1 3d4+1 4d4 4d4+1 5d4 6d4 5d6 8d4
Open Hand #Att: 1/1 1/1 1/1 5/4 5/4 3/2 3/2 3/2 2/1 2/1 5/2 5/2 5/2 3/1 3/1 4/1 4/1

[PC4] Rogue Group Classes


Houri1JG

Level KXP
Spells
1 0 (none)
2 2 (none)
3 4 (none)
4 8 (none)
5 16 (none)
6 32 (none)
7 64 (none)
8 128 (none)
9 256 (none)
10 656 (none)
11 1056 (none)
12 1456 (none)
13 1856 (none)
14 2256 (none)
15 2656 (none)
16 3056 (none)
17 3456 (none)
18 3856 (none)
19 4256 (none)
20 4656 (none)
21 5056 (none)
22 5456 (none)
23 5856 (none)
24 6256 (none)
25 6656 (none)
26 7056 (none)
27 7456 (none)
28 7856 (none)
29 8256 (none)
30 8656 (none)
31 9056 (none)
32 9456 (none)
33 9856 (none)
34 10256 (none)
35 10656 (none)
36 11056 (none)
TH Saves
PD RS PP BW Sp Fo Re Wi
+0  5  4  6  2  3  0  2  0
+1  6  4  6  3  4  1  3  0
+2  6  5  6  3  4  1  3  0
+3  6  5  7  3  5  1  4  1
+4  6  6  7  3  5  2  4  1
+5  7  6  7  4  6  2  5  1
+6  7  7  7  4  6  3  5  2
+7  7  7  8  4  7  3  6  2
+8  7  8  8  4  7  3  6  2
+9  8  8  8  5  8  4  7  3
+10  8  9  8  5  8  4  7  3
+11  8  9  9  5  9  5  8  3
+12  8 10  9  5  9  5  8  4
+13  9 10  9  6 10  5  9  4
+14  9 11  9  6 10  6  9  4
+15  9 11 10  6 11  6 10  5
+16  9 12 10  6 11  7 10  5
+17 10 12 10  7 12  7 11  5
Requisites: Dex 13, Int 10, Chr 15, Cml12
Alignment: any
HD/level: d1+6
Weapon Prof.: 0+level
To Hit Table: War
Save Table: Rog
Reference: FGE1JG
Groups: Rogue
 
(abilities unknown)

[PC4] Rogue Group Classes


Ill Omen Master

Level KXP
Spells
1 0 (none)
2 2.5 (none)
3 5 (none)
4 10 (none)
5 20 (none)
6 42.5 (none)
7 70 (none)
8 110 (none)
9 160 (none)
10 220 (none)
11 440 (none)
12 660 (none)
13 880 (none)
14 1100 (none)
15 1320 (none)
16 1540 (none)
17 1760 (none)
18 1980 (none)
19 2200 (none)
20 2420 (none)
21 2640 (none)
22 2860 (none)
23 3080 (none)
24 3300 (none)
25 3520 (none)
26 3740 (none)
27 3960 (none)
28 4180 (none)
29 4400 (none)
30 4620 (none)
31 4840 (none)
32 5060 (none)
33 5280 (none)
34 5500 (none)
35 5720 (none)
36 5940 (none)
TH Saves
PD RS PP BW Sp Fo Re Wi
+0  6  4  6  3  4  1  3  0
+1  6  5  7  3  5  1  4  1
+2  7  6  7  4  6  2  5  1
+3  7  7  8  4  7  3  6  2
+4  8  8  8  5  8  4  7  3
+5  8  9  9  5  9  5  8  3
+6  9 10  9  6 10  5  9  4
+7  9 11 10  6 11  6 10  5
+8 10 12 10  7 12  7 11  5
+9 10 13 11  7 13  8 12  6
+10 11 14 11  8 14  9 13  7
+11 12 15 12  9 14  9 14  7
+12 13 16 13 11 15 10 15  8
+13 14 16 14 13 15 11 16  9
+14 15 16 15 14 16 12 17  9
+15 16 16 16 16 16 13 18 10
+16 16 16 16 16 16 13 19 11
+17 16 17 16 16 16 14 20 11
Requisites: Dex 27, Chr 27
Alignment: any
HD/level: d8
Weapon Prof.: 3+level/3
To Hit Table: War
Save Table: 2xRog
Reference: DM {Lost Luck Master}
Groups: Rogue, Lost
 
You have LVL "Ill Omen" points per turn.
1N, spend n Ill Omen points: Target gets --n to a die roll. You can do this after seeing their die roll result.
1M: Target takes LVL Luck damage (Reflex save for half). Negative Luck causes a minus on all die rolls (it is not a "--" however, just a normal "-").
Lvl Luck Master Ability | -50% | -100% | -150% Act Base Penalty Bonus
1 Attack (+1 TH per 10% made this segment) V 5 Dex-12 Dex-15
1 Backtwist (Twist rating/30 effects) V 20+LVL*10 Dex-9 Dex-12
1 Damage (+1 dmg per 10% made this segment; or multiply dmg by x(1+rating/200)) V 0 Str-15 Str-18
1 Delay (target doesn't go next segment, save DC = amt made) {Rogue ability: 30 / Wis-11 / Wis-16 } F 30 Wis-11 Wis-13
1 Ducking (+1 saves per 10% made this segment) V 0 Wis-15 Wis-18
1 Evasion (see Acrobat) ||| Spell Evasion | Psi Evasion | Innate Evasion V 0 Dex-14 Dex-18
1 Lockdown rating/20 C actions worth F 0 DIWC-40 DIWC-60
1 Take ½ dmg from an Attack | Spell | Psi Power | Innate (|| Take 0 damage) V 5 Con-16 Con-20
1 Unequip (one item unequipped, save DC = amount made) {Rogue ability: 50 / Dex-12 / Dex-14 } V 50 Dex-12 Dex-14
1 Any Rogue 1 ability - - - -
2 Deeppockets | Vanish | Rope Trick ||| I'm Gone (to my own Pocket Plane) M 0 Int-8 Int-20
3 Duplicate a Psi5 minor ||| major ||| grand ||| super 1M 0 Chr-15 Chr-20
4 Sense Danger | Precognition | Choose Future | x1 Avoid Fate VM 25 Wis-9 Wis-12
4 Any Rogue 4 ability - - - -
5 Avoid Trick (entire party): Mech.|Magic/Psi|OutPhase - 5 Int-12 Int-18
6 Effect Evasion (each 1% = +1 saves) 1V to use - 0 Wis-9 Wis-12
7 Avoid Fate x1 | x2 | x3 | x4 | x5 | etc. 2bM -20 Wis*2-50 Wis*2-50
8 Any Subability (+1 per 25% made to that subability) M 0 Int-14 Int-17
9 0,1/r: Get +(amount made) on next Rogue ability - 0 NA NA
9 Avoid Special (entire party): x1 | x2 | x3 etc. - 0 Int-16 Int-22
14 Avoid Spirit/Conc Effect (entire party): x1 || x2 || x3 etc. - -5 Int-22 Int-30
14 Get save vs effects w/ no save, base=+0+items, each 5% is +1 - 0 Wis-20 Wis-25
16 Enhancement (add how much you made by to your next Rogue ability roll within 1r) F 0 Chr-18 Chr-22

[PC4] Rogue Group Classes


Infinite Rogue

Level KXP
Spells
TH
1 0 (none) +1
2 6 (none) +1
3 12 (none) +1
4 24 (none) +2
5 48 (none) +3
6 100 (none) +3
7 200 (none) +3
8 400 (none) +4
9 800 (none) +5
10 1400 (none) +5
11 2000 (none) +5
12 2600 (none) +6
13 3200 (none) +7
14 3800 (none) +7
15 4400 (none) +7
16 5000 (none) +8
17 5600 (none) +9
18 6200 (none) +9
19 6800 (none) +9
20 7400 (none) +10
21 8000 (none) +11
22 8600 (none) +11
23 9200 (none) +11
24 9800 (none) +12
25 10400 (none) +13
26 11000 (none) +13
27 11600 (none) +13
28 12200 (none) +14
29 12800 (none) +15
30 13400 (none) +15
31 14000 (none) +15
32 14600 (none) +16
33 15200 (none) +17
34 15800 (none) +17
35 16400 (none) +17
36 17000 (none) +18
37 34000 (none) +19
38 51000 (none) +19
39 68000 (none) +19
45 170000 (none) +23
54 323000 (none) +27
63 476000 (none) +32
72 629000 (none) +36
Requisites: Dex 45
Alignment: any
HD/level: d4
Weapon Prof.: 2+level/3
To Hit Table: CTD0
Reference: DM
Groups: Rogue, Concordant (x1)
Complexity: CF=5
 
Saving Throws:  
PPD: 5+level
RSW: 4+level
PP: 5+level
BW: 2+level
Spell: 3+level
Fort: 0+level
Reflex: 12+level
Will: 0+level
   
Has "infinite" Rogue points. Certain abilities may be limited to a finite amount, due to Multiverse Project limits.
Level N (every level): Get one "Any Rogue level N" pick. This is in addition to the normal levels 9, 18, 27, 36 picks that all Rogues get.

[PC4] Rogue Group Classes


Jester1

Level KXP Wiz/Pri
123 456 78
1 0 --- --- --
2 1.1 1-- --- --
3 2.2 2-- --- --
4 4.5 21- --- --
5 9 32- --- --
6 18 321 --- --
7 36 432 --- --
8 66 432 1-- --
9 106 443 2-- --
10 160 443 21- --
11 250 444 32- --
12 450 444 321 --
13 650 444 432 --
14 850 444 432 1-
15 1050 444 443 2-
16 1250 444 443 21
17 1450 444 444 32
18 1650 444 444 33
19 1850 444 444 44
20 2050 544 444 44
21 2250 554 444 44
22 2450 555 444 44
23 2650 555 544 44
24 2850 555 554 44
25 3050 555 555 44
26 3250 555 555 54
27 3450 555 555 55
28 3650 655 555 55
29 3850 665 555 55
30 4050 666 555 55
31 4250 666 655 55
32 4450 666 665 55
33 4650 666 666 55
34 4850 666 666 65
35 5050 666 666 66
36 5250 777 777 77
TH Saves
PD RS PP BW Sp Fo Re Wi
+0  5  4  6  2  3  0  2  0
+0  6  4  6  3  4  1  3  0
+0  6  5  6  3  4  1  3  0
+1  6  5  7  3  5  1  4  1
+1  6  6  7  3  5  2  4  1
+1  7  6  7  4  6  2  5  1
+2  7  7  7  4  6  3  5  2
+2  7  7  8  4  7  3  6  2
+2  7  8  8  4  7  3  6  2
+3  8  8  8  5  8  4  7  3
+3  8  9  8  5  8  4  7  3
+3  8  9  9  5  9  5  8  3
+4  8 10  9  5  9  5  8  4
+4  9 10  9  6 10  5  9  4
+4  9 11  9  6 10  6  9  4
+5  9 11 10  6 11  6 10  5
+5  9 12 10  6 11  7 10  5
+5 10 12 10  7 12  7 11  5
Requisites: Dex 9, Int 12, Wis 12, Chr 13
Alignment: C any
HD/level: d5+1
Weapon Prof.: 1+level/2
To Hit Table: Wiz
Save Table: Rog
Reference: BoD4
Groups: Rogue, Joke
 
Wizard Schools Allowed: Ench/Charm, Wild Magic, Conj/Summ, Ill/Pha, Punomancy
Priest Spheres Allowed: Chaos, Charm (these spells are considered 1 level higher)
Level 1: +1 Hobby or Occupation prof/level
Level 1: +1 to all saves
Level 1: Immune to Insanity, Ench/Charm, Wild Magic, Punomancy
Level 1: All die rolls at +4 on die type but -2 on result ("1d6" ® "1d10-2")
Level 1: Can choose results from Wand of Wonder
Lvl Jester Ability | -50% | -100% | -150% Act Base Penalty Bonus
1 Climb Walls | Climb Overhangs | Climb Upside Down V 60 Str-9 Str-13
1 Pick Pockets/Shoplifting | Palm | Present P 15 Dex-12 Dex-16
1 Charm/Influence Reaction | Taunt M 10 Chr-12 Chr-14
1 Read Languages | Decipher Code M 0 Int-9 Int-14
1 Ventriloquism | Remote Spell-Casting (1' per 1% made) V 20 Dex-13 Dex-16
1 Tumbling/Vaulting || Passwall V 40 Dex-13 Dex-17
1 Evasion (0, make by 5% per amount hit: no dmg from weapon) V 10 Dex-11 Dex-15
1 Disorder Objects | Mass Entropy V 10 Dex-8 Dex-10
2 Disguise | Alter Appearance M 25 Chr-11 Chr-13
2 Friends (no save, affects anything) F 5 Chr-17 Chr-20
3 Feather Falling || Body Control V 20 Dex-12 Dex-14
4 Missile Deflection | Missile Reflection | Spell Deflection | Volley (0: Immune to attack) V 10 Dex-12 Dex-15
4 Legend Lore | Identify 0 | M 0 Int-13 Int-15
5 Distraction | Mislead | Forget | Mirage Arcana M 15 Wis-13 Wis-16
6 Read Magic (Wizard/Priest) ||| Read Magic (Concordant) M 15 Int-13 Int-15
6 Suggestion | Domination | Eyebite M 10 Int-10 Int-14
7 Free Action / Remove Paralysis / Remove Domination P 5 Con-8 Con-16
8 Random Telekinesis (10 lbs per 1% made) P 15 Con-6 Con-13
8 Uncontrolled Weather (1 mi r per 5% made) M 0 Wis-16 Wis-20
9 Generate Wild Magic Surge MMM 0 Int-20 Int-21
10 Song of Laughter (all other creatures at -1 all rolls per 10% made) P*M 10 Chr-3 Chr-5
12 Mass Weird / Mass Chaos / Mass Maze MP 0 Chr-23 Chr-25
15 Reverse Gravity | Adjust Gravity VM 0 Dex-13 Dex-17
18 All die rolls within 240' are min (50%) or max (50%) (duration 1s per 10% made) FV 50 Dex-25 Dex-50
27 Otto's Irresistance Dance | Control Physicals MPV 0 Chr-16 Chr-22

[PC4] Rogue Group Classes


Kobold0

Level KXP
Spells
1 0.5 (owe) (none)
2 1 (none)
3 2 (none)
4 4 (none)
5 8 (none)
6 16 (none)
7 30 (none)
8 60 (none)
9 120 (none)
10 220 (none)
11 320 (none)
12 420 (none)
13 520 (none)
14 620 (none)
15 720 (none)
16 820 (none)
17 920 (none)
18 1020 (none)
19 1120 (none)
20 1220 (none)
21 1320 (none)
22 1420 (none)
23 1520 (none)
24 1620 (none)
25 1720 (none)
26 1820 (none)
27 1920 (none)
28 2020 (none)
29 2120 (none)
30 2220 (none)
31 2320 (none)
32 2420 (none)
33 2520 (none)
34 2620 (none)
35 2720 (none)
36 2820 (none)
TH Saves
PD RS PP BW Sp Fo Re Wi
+1 10  9  8  5  6  2  1  0
+1 10  9  8  6  6  2  1  0
+1 10  9  8  6  7  3  2  0
+2 12 11 10  8  9  3  2  1
+3 12 11 10  9  9  4  2  1
+3 12 11 10  9 10  4  3  1
+3 14 13 12 11 12  5  3  2
+4 14 13 12 12 12  5  4  2
+5 14 13 13 12 12  6  4  2
+5 16 15 14 14 15  6  4  3
+5 16 15 15 14 15  7  5  3
+6 16 15 15 15 15  7  5  3
+7 16 15 15 15 15  7  5  3
+7 16 15 15 15 15  7  5  3
+7 16 15 15 15 15  7  5  3
+8 16 15 15 15 15  7  5  3
+9 16 15 15 15 15  7  5  3
+9 16 15 15 15 15  7  5  3
Requisites: Dex 13
Alignment: any E (or) any S
HD/level: & d4
Weapon Prof.: & 4+level/4
To Hit Table: CTD0
Save Table: Half0
Reference: 0D&D
Groups: Rogue, Monster
 
This class can be considered Rogue group in addition to Monster group if you have Halfling0, Scout, or Thief0 class.
(Some sort of Rogue chart, temporary rule is to use Scout or Halfling0, your choice)

[PC4] Rogue Group Classes


Leech

Level KXP Priest
123 456 789 ABC
TH
1 0 1-- --- --- +0
2 2.5 20- --- --- +1
3 5 21- --- --- +1
4 7.5 320 --- --- +2
5 12.5 421 --- --- +3
6 25 422 0-- --- +3
7 50 432 1-- --- +4
8 100 433 20- --- +5
9 200 433 210 --- +5
10 400 443 221 --- +6
11 650 444 321 0-- +7
12 900 444 421 10- +7
13 1150 555 432 111 +8
14 1400 555 442 111 +9
15 1650 555 552 111 +9
16 1900 555 553 211 +10
17 2150 555 554 321 +11
18 2400 555 554 321 +11
19 2650 555 554 322 +12
20 2900 555 554 333 +13
21 3150 555 554 444 +13
22 3400 555 555 555 +14
23 3650 666 666 666 +15
24 3900 776 666 666 +15
25 4150 777 766 666 +16
26 4400 777 776 666 +17
27 4650 777 777 666 +17
28 4900 777 777 776 +18
29 5150 777 777 777 +19
30 5400 887 777 777 +19
31 5650 888 777 777 +20
32 5900 888 877 777 +21
33 6150 888 887 777 +21
34 6400 888 888 777 +22
35 6650 888 888 877 +23
36 6900 888 888 887 1 +23
37 13800 888 888 887 2 +24
38 20700 888 888 887 3 +25
39 27600 888 888 887 4 +25
45 69000 988 888 888 8 +29
54 131100 999 999 999 81 +35
63 193200 A99 999 999 98 +41
72 255300 AAA AAA AA9 991 +47
Race Adjustments:
Str Dex Con Int Wis Chr Cml AT hp TH Div
+4 +4 +3 +5 +4 -6 -8 +0 +0 +0 ÷1
 
Requisites: Str 13, Dex 13, Con 11, Int 15, Wis 13,
  Race Slots 1, Class Slots 2
Alignment: any E
HD/level: & +d9
Weapon Prof.: 3+level/4
To Hit Table: Pri
Save Table: Pri
Reference: DM
Groups: Priest, Rogue, Archetype
Complexity: CF=3
   
Saving Throws:  
PPD: level+7
RSW: level+3
PP: level+4
BW: level+1
Spell: level+2
Fort: level-1
Reflex: level-1
Will: level+1
   
Considered an "Evil Outer" and a "Blood Wave" race.
Gets 50 Rogue points per level.
Knows the Eel sphere. Knows the Virus school as a sphere, and can cast those spells as if they were Priest spells.
This class uses "Defiler" type magic, and drains the MF with time.
Level 1: Immune to Diseases, Viruses, Lycanthropy.
Level 3: Identify Object's chemical makeup by sight.
Level 4: Periodic Table elements are considered Semi for you.
Level 5: Detect Leeches and Eels 40' cont.
Level 6: Periodic Table elements are considered Quasi for you.
Level 9: 1M: Identify Magical Pool.
Level 9: Mental link with your Leeches and Eels.
Level 10: Periodic Table elements are considered Para for you.
Level 18: Periodic Table elements are considered normal for you.
 
For Rogue abilities, see next page.

[PC4] Rogue Group Classes


Leech Rogue Abilities

Lvl Leech Ability | -50% | -100% | -150% Act Base Penalty Bonus
1 1 hour of walking around a city: Gain LVL^3 gp (picking up things off street) {Beggar}
1 Backstab (each 25% = x1) (increases 10/level) ½0 40 Int-16 Int-25
1 Bag of Holding; 1M: Locate Black Market in city {Smuggler}
1 Find/Avoid Traps/Tricks/Specials/TerrainFeatures | Magic/Psi | OutPhase ( | whole party) ( || x2 ||| x3) V 0 Dex-20 Dex-25
1 Find/Remove Abjuration/Protection ("Twist") | All of the same effect on 1 target | All of the same effect in your group V 10 Int-13 Int-15
1 Fork Innate | Psionic | Magic | Radioactive 1M (may borrow) -10 Chr-22 Chr-22
1 Pick Pockets/Shoplifting | Palm | Present | Immune PP P 15 Dex-12 Dex-16
1 Sell items for 64+LVL% of value instead of 50%
1 Unequip (one item unequipped, save DC = amount made) {Rogue ability: 50 / Dex-12 / Dex-14 } V 50 Dex-12 Dex-14
2 Backdrain (do rating/10 random stat dmg) (increases 10/level) ½0 0 Con-6 Con-20
2 Mass Pick Pockets (pick everything off of someone) (-10%/level of target) V 0 Dex-18 Dex-24
2 Remove/Cause Slow/Sleep | Disease | Poison/Blindness | Paralysis/Hold | Curse (PPD save per 10% made) V 0 Wis-13 Wis-18
3 ("Twirl") Find/Remove Guardian/Warding/Forbiddance effect on area || x1 Special M 20 Dex-18 Dex-28
3 Lower/Ignore WaWR (reduce or ignore WaWR by rating) || iWaWR V/N 0 Dex-10 Dex-20
4 Don't generate Alley encounters | Sewer/Attic | Old City at Night M 10 Wis-15 Wis-20
4 Mass Contortion | Mass Elasticity | Mass Become Liquid-Form (whole party) V 0 Dex-15 Dex-21
5 Can "Frugal" potions (+50% to number of uses)
5 Erase a "?", "¿", "!", "¡", ".", ",", ":", or ";" in dungeon - 0 Dex-18 Dex-24
5 Slimy: You and the space you're standing at can't be targetted.
6 Locate Object in City || Country MM
7 Immune to terrain, hostile environments {Outlaw}
8 Remove Capital B Blasted or Capital M Mauled from someone 3F 100 - -
9 Cheat Death: 1D, 1/d: Resurrect, but you're 1d20 miles away in a random direction.
9 Immune to Blow Your Head Off, Twilight, Ego Domination, Retributive Strikes
9 Immune to Capital E Extract, Empathy, ESP, Forget, Mental Surgery, Telepathy
13 +LVL Luck; Luckstone effect {Gambler}
13 Phlogiston Spell / Phlogiston Projection | Time of Legends Spell (project to Time of Legends) MMMM 35 Cml-22 Cml-29
14 Get +1 IM (Instantaneous Mental) action per turn.
14 Immune to LVL elements/eelements (doesn't "spread")
20 1N, 1/s: Capital O Object to a time or loop travel effect. It cannot be used again this turn
24 Backsteal (Steal an effect off of target for yourself per 120%) (aXR to avoid) ½0 30 NA NA
24 Energy Drain+Destruction+Degenerate target ||| Put target in the Hole 1P+2M 0 Wis-19 Wis-25
24 See in Capital D Darkness - - - -
27 Summon (and control) DL XI Far Realm, Immortal, Nightmare Dimension, or Tarraque World monster ( || per extra DL) MM 0 Cml-55 Cml-70

[PC4] Rogue Group Classes


Eel Sphere:
Leeches (SL=1): This acts like goodberries, each casting gives 3 Leeches. Leeches can cure or cause 1 hp, and can move on their own.
Summon Eelemental (SL=N): Summon a DL N Eelemental (DM has table)
Summon Leech (SL=N): Summon a DL N Leech (DM has table)
Call Eelectricity (SL=2): CLd6 Eelectricity dmg (no save; NR to resist) to one target
Powerleech (SL=2): Whenever an enemy activates an item, be cured 10 hp.
Thoughtleech (SL=2): Whenever an enemy uses a psionic ability, be cured N hp, where N=SL of the effect.
Blessing of Leeches (SL=3): Target regenerates at CL hp/s.
Drainheal (SL=3, also Incantatrix): Drain the local MF by 1: Heal self.
Protection from Eelements (SL=3): Resist all Eelements, or absorb 12*CL Eelemental dmg.
Eels (SL=4): This acts like goodberries, each casting gives 1 Eel. Eels can remove or cause 1 [C] section effect (PPD save, effect is random).
Steal Summon (SL=4, also Incantatrix): Steal someone's summon (your summon slot needs to be open to do this)
Reelly Put Out of Misery (SL=5): Ignore regen buffer then Put out of Misery (lower s slay). Doesn't trigger contingencies.
Heel (SL=6): Remove all hp of dmg and remove 1 [C] section effect
Hovercraft Full of Eels (SL=7): Like a Chariot of Sustarre, but it's Eels!
Multi Eel (SL=7): Summons CL Eels of DL=7, which use up 1 summon slot. They aren't summoning sick!
Mindleech Mass (SL=8): Acts as a DL VII Leech summon (counts as 100 leeches); steals 1 spell (and puts in your memorization) per attack
Robe of Eeling (SL=8): Get 2d10 random SL=1d6 Eel effects (self or other) every round for 1h
iHeel (SL=9): Remove CL idmg and remove CL [C] section effects
 
Virus Sphere:
Detect [Disease] (SL=0): Detects diseases of one particular type
Detect Disease (SL=1): Detects diseases of any type
Cause [Disease] 1 (SL=1): Cure/cause disease in one target (PPD save), material componenting does two targets (or the same target twice, but not a group)
Virus Summoning N (SL=N): Summons a DL=N Virus
Cause [Disease] 2 (SL=2): Cure/cause disease in one target (PPD save), material componenting does a group
Cure Disease (SL=3)
Contagion (SL=3)
Cause [Disease] N (SL=N, starting at SL=3): Cure/cause disease in N-2 groups (PPD save), material componenting does N-1 groups (can hit same group multiple times)
Virus [Disease] N (SL=N, starting at SL=3): As per Cure or Inflict Disease N-2; for each infected person, check CL% per segment, if made, travels to another person in the room
Inflict [Disease] 4 (SL=4): Cure/cause disease in one target (no save, aNR to resist), material componenting does two targets (or the same target twice, but not a group)
Inflict [Disease] 5 (SL=5): Cure/cause disease in one target (no save, aNR to resist), material componenting does a group
Cause [Lycanthropy] 5 (SL=5): Cure/cause lycanthropy in one target (PPD save, even when curing), material componenting does two targets, each type of Lycanthropy is a spell slot
Mummy Rot (SL=5): Your touch is Mummy Rot branded
Cause [Undead status] 6 (SL=6): Cure/cause undead status in one target (PPD save, even when curing), material componenting does two targets, each type of Undead is a spell slot
Heal (SL=6)
Inflict [Disease] N (SL=N, starting at SL=6): Cure/cause disease in N-5 groups (no save, aNR to resist), material componenting does N-4 groups (can hit same group multiple times)
Cureall (SL=7)
Cause [Unlive status] 8 (SL=8): Cure/cause unlive status in one target (PPD save, even when curing), material componenting does two targets, each type of Unlive is a spell slot
Virus Charm (SL=9)
Magical Plague (SL=10): [x2 Terrain Feature] Does a random SL 0-9 Virus spell /segment

[PC4] Rogue Group Classes


Ling0

Level KXP
Spells
1 0 (none)
2 4 (none)
3 8 (none)
4 16 (none)
5 32 (none)
6 64 (none)
7 128 (none)
8 240 (none)
9 600 (none)
10 1200 (none)
11 1800 (none)
12 2400 (none)
13 3000 (none)
14 3600 (none)
15 4200 (none)
16 4800 (none)
17 5400 (none)
18 6000 (none)
19 6600 (none)
20 7200 (none)
21 7800 (none)
22 8400 (none)
23 9000 (none)
24 9600 (none)
25 10200 (none)
26 10800 (none)
27 11400 (none)
28 12000 (none)
29 12600 (none)
30 13200 (none)
31 13800 (none)
32 14400 (none)
33 15000 (none)
34 15600 (none)
35 16200 (none)
36 16800 (none)
TH Saves
PD RS PP BW Sp Fo Re Wi
+2 20 18 16 10 12  4  2  0
+2 20 18 16 12 12  4  2  0
+2 20 18 16 12 14  6  4  0
+4 24 22 20 16 18  6  4  2
+6 24 22 20 18 18  8  4  2
+6 24 22 20 18 20  8  6  2
+6 28 26 24 22 24 10  6  4
+8 28 26 24 24 24 10  8  4
+10 28 26 26 24 24 12  8  4
+10 32 30 28 28 30 12  8  6
+10 32 30 30 28 30 14 10  6
+12 32 30 30 30 30 14 10  6
+14 32 30 30 30 30 14 10  6
+14 32 30 30 30 30 14 10  6
+14 32 30 30 30 30 14 10  6
+16 32 30 30 30 30 14 10  6
+18 32 30 30 30 30 14 10  6
+18 32 30 30 30 30 14 10  6
Requisites: Str 18, Dex 18, Con 18
Alignment: any
HD/level: d12
Weapon Prof.: 4+level/2
To Hit Table: CTD0*2
Save Table: Half0*2
Reference: DM {Double Halfling0}
Groups: Warrior, Rogue
 
Gets 80 Rogue points per level.
Gets "Level:" abilities of Fighter0.
Level 1: Over Hit: If you hit someone and needed a negative number to hit them (i.e. your TH bonus was greater than his AC), do x1.5 dmg.
Level 1: +2 proficiencies per level.
Level 4: Double Over Hit: If you hit someone and your TH bonus was greater than double his AC, do x2 dmg (instead of x1.5 for Over Hit).
Level 8: +10 HNCL (this can't be picked)
Level 9: Double Resist Magic and Breath Weapons.
Ling0 still gets the normal level 9, 18, 27, 36 picks in addition to the table below.
Lvl Ability
1 Any two Rogue 1 abilities
2 Any two Rogue 2 abilities
3 Any two Rogue 3 abilities
4 Any two Rogue 4 abilities
5 Any two Rogue 5 abilities
6 Any two Rogue 6 abilities
7 Any two Rogue 7 abilities
8 Any two Rogue 8 abilities
16 Any two Rogue 12 abilities
24 Any two Rogue 18 abilities
32 Any two Rogue 32 abilities

[PC4] Rogue Group Classes


Luck Master

Level KXP
Spells
1 0 (none)
2 2.5 (none)
3 5 (none)
4 10 (none)
5 20 (none)
6 42.5 (none)
7 70 (none)
8 110 (none)
9 160 (none)
10 220 (none)
11 440 (none)
12 660 (none)
13 880 (none)
14 1100 (none)
15 1320 (none)
16 1540 (none)
17 1760 (none)
18 1980 (none)
19 2200 (none)
20 2420 (none)
21 2640 (none)
22 2860 (none)
23 3080 (none)
24 3300 (none)
25 3520 (none)
26 3740 (none)
27 3960 (none)
28 4180 (none)
29 4400 (none)
30 4620 (none)
31 4840 (none)
32 5060 (none)
33 5280 (none)
34 5500 (none)
35 5720 (none)
36 5940 (none)
TH Saves
PD RS PP BW Sp Fo Re Wi
+0  6  4  6  3  4  1  3  0
+0  6  5  7  3  5  1  4  1
+1  7  6  7  4  6  2  5  1
+1  7  7  8  4  7  3  6  2
+2  8  8  8  5  8  4  7  3
+2  8  9  9  5  9  5  8  3
+3  9 10  9  6 10  5  9  4
+3  9 11 10  6 11  6 10  5
+4 10 12 10  7 12  7 11  5
+4 10 13 11  7 13  8 12  6
+5 11 14 11  8 14  9 13  7
+5 12 15 12  9 14  9 14  7
+6 13 16 13 11 15 10 15  8
+6 14 16 14 13 15 11 16  9
+7 15 16 15 14 16 12 17  9
+7 16 16 16 16 16 13 18 10
+8 16 16 16 16 16 13 19 11
+8 16 17 16 16 16 14 20 11
Requisites: Dex 18, Int 9, Wis 9, Chr 18
Alignment: any
HD/level: d6
Weapon Prof.: 2+level/4
To Hit Table: Rog
Save Table: 2xRog
Reference: DM
Groups: Rogue
 
Level N (every level): Luckstone effect (stacks with itself)
Level 1: +LVL Luck (the ability score)
(DM note: None of the Rogue abilities in the Rogue chart are new.)
Lvl Luck Master Ability | -50% | -100% | -150% Act Base Penalty Bonus
1 Attack (+1 TH per 10% made this segment) V 5 Dex-12 Dex-15
1 Avoid Trap (entire party): Mech. | Magic/Psi | OutPhase V 10 Int-10 Int-16
1 Damage (+1 dmg per 10% made this segment; or multiply dmg by x(1+rating/200)) V 0 Str-15 Str-18
1 Ducking (+1 saves per 10% made this segment) V 0 Wis-15 Wis-18
1 Evasion (see Acrobat) ||| Spell Evasion | Psi Evasion | Innate Evasion V 0 Dex-14 Dex-18
1 Situational awareness: Cannot be surprised, reduce Backstab/Backstrike on you by 1 multiplier. - - - -
1 Take ½ dmg from an Attack | Spell | Psi Power | Innate (|| Take 0 damage) V 5 Con-16 Con-20
1 Any Rogue 1 ability - - - -
2 Deeppockets | Vanish | Rope Trick ||| I'm Gone (to my own Pocket Plane) M 0 Int-8 Int-20
3 Duplicate a Psi5 minor ||| major ||| grand ||| super 1M 0 Chr-15 Chr-20
4 Sense Danger | Precognition | Choose Future | x1 Avoid Fate VM 25 Wis-9 Wis-12
4 Any Rogue 4 ability - - - -
5 Avoid Trick (entire party): Mech.|Magic/Psi|OutPhase - 5 Int-12 Int-18
6 Effect Evasion (each 1% = +1 saves) 1V to use - 0 Wis-9 Wis-12
7 Avoid Fate x1 | x2 | x3 | x4 | x5 | etc. 2bM -20 Wis*2-50 Wis*2-50
8 Any Subability (+1 per 25% made to that subability) M 0 Int-14 Int-17
9 0,1/r: Get +(amount made) on next Rogue ability - 0 NA NA
9 Avoid Special (entire party): x1 | x2 | x3 etc. - 0 Int-16 Int-22
14 Avoid Spirit/Conc Effect (entire party): x1 || x2 || x3 etc. - -5 Int-22 Int-30
14 Get save vs effects w/ no save, base=+0+items, each 5% is +1 - 0 Wis-20 Wis-25
16 Enhancement (add how much you made by to your next Rogue ability roll within 1r) F 0 Chr-18 Chr-22

[PC4] Rogue Group Classes


Luckier (Random Rogue #115354)

Level KXP Wizard
123 456
1 0 --- ---
2 3 1-- ---
3 6 2-- ---
4 13 21- ---
5 26 31- ---
6 49 32- ---
7 90 321 ---
8 167 331 ---
9 298 332 ---
10 511 332 1--
11 735 333 1--
12 994 333 2--
13 1272 333 21-
14 1596 333 31-
15 1938 333 32-
16 2282 433 321
17 2627 443 331
18 2973 444 332
19 3405 444 432
20 3757 444 443
21 4116 444 444
22 4501 554 444
23 4895 555 444
24 5298 555 544
25 5701 555 554
26 6105 555 555
27 6510 665 555
28 6916 666 555
29 7322 666 655
30 7729 666 665
31 8136 666 666
32 8544 776 666
33 8953 777 666
34 9362 777 766
35 9773 777 776
36 10183 777 777
TH Saves
PD RS PP BW Sp Fo Re Wi
+0  5  4  6  2  3  0  2  0
+1  6  4  6  3  4  1  3  0
+2  6  5  6  3  4  1  3  0
+3  6  5  7  3  5  1  4  1
+4  6  6  7  3  5  2  4  1
+5  7  6  7  4  6  2  5  1
+6  7  7  7  4  6  3  5  2
+7  7  7  8  4  7  3  6  2
+8  7  8  8  4  7  3  6  2
+9  8  8  8  5  8  4  7  3
+10  8  9  8  5  8  4  7  3
+11  8  9  9  5  9  5  8  3
+12  8 10  9  5  9  5  8  4
+13  9 10  9  6 10  5  9  4
+14  9 11  9  6 10  6  9  4
+15  9 11 10  6 11  6 10  5
+16  9 12 10  6 11  7 10  5
+17 10 12 10  7 12  7 11  5
Requisites: (none)
Alignment: any
HD/level: d5
Weapon Prof.: 3+level/3
To Hit Table: War
Save Table: Rog
Reference: DM Random, Manny 12/08/07
Groups: Rogue, Random
 
Level N (every level): Luckstone effect (stacks with itself)
Level 1: Base movement rate is (14+level)"
Level 1: Can weapon specialize as per Ranger1.
Level 1: Death Attack: If have seen target for 3 rounds, can make 1 attack to paralyze or kill (Fort save).
Level 1: Free Martial Arts style; +2 maneuvers per level.
Level 1: Thieves' Cant.
Level 4: Immunity to disease and slow effects (continuous).
Level 7: Effect Evasion (each 1% = +1 saves) 1V to use
Level 7: Invisibility (psi freq. 0) level times per day.
Level 7: Leap of the Clouds: Jumping distance (vertical or horizontal) is not limited according to her height.
Level 9: HyperMental: +1M for 1 round, -1M for next 2 rounds.
Level 9: Lose the V action gained at Level 5, gain one P action.
Level 12: 1M: Disable all non-Rogue classes in your group (RSW save for each class)
Level 15: BOMBS!: 1P, 1 charge (have LVL charges /d): LVL*(2m4) technological damage, area (no save, TechR to resist)
Level 19: Always get special treatment and respect from Local Ruler {Agent of the Crown}
Level 22: Can instead use LL/2 (round up) F actions /s

Gets 24 Rogue points per level, see table below:
Lvl Rogue Ability | -50% | -100% | -150% Act Base Penalty Bonus
1 any 1st level Thief ability - - - -
1 any 1st level Thief ability - - - -
1 Any Rogue Level 1 ability - - - -
1 Assassination (-5% per HD/level of target) 0 0 Wis-13 Wis-15
1 Jumping | Levitate | Flight V 20 Dex-11 Dex-15
1 Pass without Trace || Etherealness || Probability Travel MV 0 Chr-15 Chr-21
1 Read Languages | Decipher Code M 5 Int-9 Int-14
2 Controlled Blink | Controlled Blink 10'r (unwilling get PP save) ½V 50 Wis-14 Wis-14
3 Deeppockets | Vanish | Rope Trick ||| I'm Gone (to my own Pocket Plane) M 0 Int-8 Int-20
4 any Rogue 4 ability - - - -
4 Identity Penetration | False Seeing | True Seeing MM 5 Wis-11 Wis-19
7 Any Rogue 7 ability - - - -
7 Any Rogue Level 7 ability - - - -
7 oCR || oaCR || oaaCR 0 20 Dex+Con-28 Dex+Con-38
16 Any Rogue 10 ability
18 Backstave (N/2% of your dmg is vile) || Stun (save=N-100) - 0 Wis-26 Wis-32
18 Contact Other Plane | Foresight MM 0 Chr-15 Chr-18
18 Summon (and control) Blue Time Elemental | Red | Silver | Green | Yellow | Purple | Gold M -150 Chr-1 Chr-125
27 Destruction/Mordenkainen's Disjunction ||| Put Target Down a Hole PMM 0 Int-19 Int-25

[PC4] Rogue Group Classes


Martial Artist1JG

Level KXP
Spells
1 0 (none)
2 2 (none)
3 4 (none)
4 8 (none)
5 16 (none)
6 32 (none)
7 64 (none)
8 128 (none)
9 256 (none)
10 656 (none)
11 1056 (none)
12 1456 (none)
13 1856 (none)
14 2256 (none)
15 2656 (none)
16 3056 (none)
17 3456 (none)
18 3856 (none)
19 4256 (none)
20 4656 (none)
21 5056 (none)
22 5456 (none)
23 5856 (none)
24 6256 (none)
25 6656 (none)
26 7056 (none)
27 7456 (none)
28 7856 (none)
29 8256 (none)
30 8656 (none)
31 9056 (none)
32 9456 (none)
33 9856 (none)
34 10256 (none)
35 10656 (none)
36 11056 (none)
TH Saves
PD RS PP BW Sp Fo Re Wi
+0  5  4  6  2  3  0  2  0
+1  6  5  6  3  4  1  3  0
+2  6  5  7  3  5  1  4  1
+3  7  6  7  4  6  2  5  1
+4  7  7  7  4  6  3  5  2
+5  7  8  8  4  7  3  6  2
+6  8  8  8  5  8  4  7  3
+7  8  9  9  5  9  5  8  3
+8  8 10  9  5  9  5  8  4
+9  9 11  9  6 10  6  9  4
+10  9 11 10  6 11  6 10  5
+11 10 12 10  7 12  7 11  5
+12 10 13 10  7 12  7 11  6
+13 10 14 11  8 13  8 12  6
+14 11 14 11  8 14  9 13  7
+15 12 15 12  9 14  9 14  7
+16 12 15 13 10 14 10 14  8
+17 13 16 14 12 15 11 15  8
Requisites: Str 15, Dex 15, Con 15
Alignment: T* or *N
HD/level: d10
Weapon Prof.: 0+level
To Hit Table: War
Save Table: 1½xRog
Reference: FGE1JG
Groups: Rogue
 
(abilities unknown)

[PC4] Rogue Group Classes


Master Thief

Level KXP
Spells
1 0 (none)
2 4 (none)
3 8 (none)
4 16 (none)
5 32 (none)
6 64 (none)
7 128 (none)
8 256 (none)
9 512 (none)
10 800 (none)
11 1200 (none)
12 1600 (none)
13 2000 (none)
14 2400 (none)
15 2800 (none)
16 3200 (none)
17 3600 (none)
18 4000 (none)
19 4400 (none)
20 4800 (none)
21 5200 (none)
22 5600 (none)
23 6000 (none)
24 6400 (none)
25 6800 (none)
26 7200 (none)
27 7600 (none)
28 8000 (none)
29 8400 (none)
30 8800 (none)
31 9200 (none)
32 9600 (none)
33 10000 (none)
34 10400 (none)
35 10800 (none)
36 11200 (none)
TH Saves
PD RS PP BW Sp Fo Re Wi
+0  0  0  0  0  0  0  0  0
+0  1  1  1  1  1  1  1  1
+1  2  2  2  2  2  2  2  2
+1  3  3  3  3  3  3  3  3
+2  3  3  3  3  3  3  3  3
+2  4  4  4  4  4  4  4  4
+3  5  5  5  5  5  5  5  5
+3  6  6  6  6  6  6  6  6
+4  6  6  6  6  6  6  6  6
+4  7  7  7  7  7  7  7  7
+5  8  8  8  8  8  8  8  8
+5  9  9  9  9  9  9  9  9
+6  9  9  9  9  9  9  9  9
+6 10 10 10 10 10 10 10 10
+7 11 11 11 11 11 11 11 11
+7 12 12 12 12 12 12 12 12
+8 12 12 12 12 12 12 12 12
+8 13 13 13 13 13 13 13 13
Requisites: Str 9, Dex 12, Con 9, Int 9, Chr 16
Alignment: T any (or) C any
HD/level: d4+3
Weapon Prof.: 6+level/4
To Hit Table: Rog
Save Table: 1½xMon
Reference: DM
Groups: Rogue
 
Abilities not given, presumably similar to Lord (Warrior group) or Master Wizard (Wizard group)
Master Thief gets 70 Rogue points per level.

[PC4] Rogue Group Classes


Mercenary5

Level KXP
Spells
1 0 (none)
2 1.5 (none)
3 3 (none)
4 6 (none)
5 12 (none)
6 24 (none)
7 48 (none)
8 96 (none)
9 192 (none)
10 384 (none)
11 750 (none)
12 1000 (none)
13 1250 (none)
14 1500 (none)
15 1750 (none)
16 2000 (none)
17 2250 (none)
18 2500 (none)
19 2750 (none)
20 3000 (none)
21 3250 (none)
22 3500 (none)
23 3750 (none)
24 4000 (none)
25 4250 (none)
26 4500 (none)
27 4750 (none)
28 5000 (none)
29 5250 (none)
30 5500 (none)
31 5750 (none)
32 6000 (none)
33 6250 (none)
34 6500 (none)
35 6750 (none)
36 7000 (none)
TH Saves
PD RS PP BW Sp Fo Re Wi
+0  5  4  6  2  3  0  2  0
+0  6  4  6  3  4  1  3  0
+1  6  5  6  3  4  1  3  0
+1  6  5  7  3  5  1  4  1
+2  6  6  7  3  5  2  4  1
+2  7  6  7  4  6  2  5  1
+3  7  7  7  4  6  3  5  2
+3  7  7  8  4  7  3  6  2
+4  7  8  8  4  7  3  6  2
+4  8  8  8  5  8  4  7  3
+5  8  9  8  5  8  4  7  3
+5  8  9  9  5  9  5  8  3
+6  8 10  9  5  9  5  8  4
+6  9 10  9  6 10  5  9  4
+7  9 11  9  6 10  6  9  4
+7  9 11 10  6 11  6 10  5
+8  9 12 10  6 11  7 10  5
+8 10 12 10  7 12  7 11  5
Requisites: Dex 17, Int 9
Alignment: any
HD/level: 2d6
Weapon Prof.: 3+level/2
To Hit Table: Rog
Save Table: Rog
Reference: DM
Groups: Rogue
 
Can specialize in weapons (use the Thief/Assassin column in Number of Attacks table).
Each level, get one "5th edition" pick from the choices below.
Other Rogue classes may pick off this chart; the first Level 1-3 they pick is considered Level 1, the second is Level 2, and the third through fifth are Level 3. (similar for Levels 5-7, etc.) If some other (non-Rogue) class gets Mercenary5 abilities, they get 20 rogue points per level (total, regardless of how many Mercenary5 abilities they manifest).
 
"Backstorm" notes:
Normally, the base number of attacks that is considered "Backstabbing" is as follows:
If behind: 1, or equal to the number of weapon arms (each weapon backstabs only once).
If to flank/side: 0. You can usually get flank/side for free on a size G monster (like a Dragon).
If to front: -1.
Backstorm adds to this number, so if you have 150 in backstorm (+3) and are attacking to the front, two of your attacks can be considered "Backstabbing". (You are in effect "Frontstabbing")
Backstorm is only added once per segment (not per target), you do not add the Backstorm bonus for each target you engage this segment.
An absolute miss (1 or less on the natural TH roll) does not "use up" a backstab attempt.
Levels Pick Mercenary5 Ability | -50% | -100% | -150% Act Base Penalty Bonus
Level 1-3: A Avoid Trap (entire party): Mech.|Magic/Psi|OutPh - 10 Int-10 Int-16
B Backstrike (each 30% = x1 TH) (increases 10/lvl) - 50 Wis-6 Wis-20
C Bard3 spell SL=0 | SL=1 || SL=2 ||| SL=3 etc. - 60 Int-11 Int-20
D Initiative (each 10% = +1 initiative) continuous - 0 Dex-9 Dex-18
E Blend in (everyone believes OK that you're here) - 50 Chr-12 Chr-14
Level 4: Pick two Mercenary5 Level 1-3, one Soldier5 Level 1-3, or one Spellshaper5 Level 1-3
Level 5-7: F Avoid Trick (entire party): Mech.|Magic/Psi|OutPhase - 5 Int-12 Int-18
G Effect Evasion (each 1% = +1 saves) 1V to use - 0 Wis-9 Wis-12
H Dispel a x1 effect | Instantaneous | Disjunct - 50 Dex-12 Dex-18
I Controlled Blink (max N*N feet, N is amount made) - 15 Dex-9 Dex-12
J Erase a "?" in dungeon (loses track of party) - 0 Dex-13 Dex-19
Level 8: Pick two from: Mercenary5 Level 5-7, Soldier5 Level 1-3, Spellshaper5 Level 1-3
Level 9-12: K Avoid Special (entire party): x1 | x2 | x3 etc. - 0 Int-16 Int-22
L Backstorm (each 50%: +1 att is considered a backstab) - 0 Dex-16 Dex-22
M Disjoin x2 effect ||||||||| x3 |||||||||||||||| x4 etc. - 50 Chr-18 Chr-25
N +(rating)% money, use at end of run before selling - 0 Cml-9 Cml-18
O 0,1/r: Get +(amount made) on next Rogue ability - 0 NA NA
Level 13: Pick 2: Mercenary5 Level 9-12, Soldier5 or Spellshaper5 Level 5-7, other5 Level 1-3
Level 14-18: P Avoid Spirit/Conc Effect (entire party): x1 || x2 || x3 etc. - -5 Int-22 Int-30
Q Get save vs effects w/ no save, base=+0+items, each 5% is +1 - 0 Wis-20 Wis-25
R Psi(-12)C effect SL=0 | SL=1 || SL=2 ||| SL=3 etc. - 30 Str-22 Str-40
S Shield: Add a hp=(%rating) temporary shield, only 1 at a time - 0 Con-18 Con-25
T Speed: Each 50% is +1A action || B's instead || C's instead - 0 Dex-18 Dex-20
Level 18: Pick 2: Soldeier5 Level 9-12, Spellshaper5 Level 9-12, other5 level 5-7
Level 20-26: U Avoid Artifact Effect (entire party): x1 ||| x2 ||| x3 etc. - -10 Int-30 Int-46
V Backstave (N/2% of your dmg is vile) || Stun (save=N-100) - 0 Wis-26 Wis-32
W Instantaneous x0 effect | x1 || x2 ||| x3 |||| x4 etc. - 50 Dex-24 Dex-32
X Can Dim Door away in combat during your actions | Teleport - -15 Dex-18 Dex-24
Y 0,1/r: Unspend (amount made by) Rogue points - 0 NA NA
Z Pick 1 Level 14-18 Other5 (can be picked multiple times)

[PC4] Rogue Group Classes


Merchant1JG

Level KXP
Spells
1 0 (none)
2 1.5 (none)
3 3 (none)
4 6 (none)
5 12 (none)
6 24 (none)
7 48 (none)
8 96 (none)
9 192 (none)
10 492 (none)
11 792 (none)
12 1092 (none)
13 1392 (none)
14 1692 (none)
15 1992 (none)
16 2292 (none)
17 2592 (none)
18 2892 (none)
19 3192 (none)
20 3492 (none)
21 3792 (none)
22 4092 (none)
23 4392 (none)
24 4692 (none)
25 4992 (none)
26 5292 (none)
27 5592 (none)
28 5892 (none)
29 6192 (none)
30 6492 (none)
31 6792 (none)
32 7092 (none)
33 7392 (none)
34 7692 (none)
35 7992 (none)
36 8292 (none)
TH Saves
PD RS PP BW Sp Fo Re Wi
+0  5  4  6  2  3  0  2  0
+0  6  4  6  3  4  1  3  0
+1  6  5  6  3  4  1  3  0
+1  6  5  7  3  5  1  4  1
+2  6  6  7  3  5  2  4  1
+2  7  6  7  4  6  2  5  1
+3  7  7  7  4  6  3  5  2
+3  7  7  8  4  7  3  6  2
+4  7  8  8  4  7  3  6  2
+4  8  8  8  5  8  4  7  3
+5  8  9  8  5  8  4  7  3
+5  8  9  9  5  9  5  8  3
+6  8 10  9  5  9  5  8  4
+6  9 10  9  6 10  5  9  4
+7  9 11  9  6 10  6  9  4
+7  9 11 10  6 11  6 10  5
+8  9 12 10  6 11  7 10  5
+8 10 12 10  7 12  7 11  5
Requisites: Int 11, Chr 11
Alignment: any
HD/level: d6
Weapon Prof.: 2+level/2
To Hit Table: Rog
Save Table: Rog
Reference: FGE1JG
Groups: Rogue
 
(abilities unknown)

[PC4] Rogue Group Classes


Minion (Arch-Henchman)

Level KXP Hench./Acc.
123 45 [1]
1 0 1-- -- [-]
2 7.5 2-- -- [-]
3 15 21- -- [-]
4 30 31- -- [-]
5 60 32- -- [-]
6 120 321 -- [-]
7 240 421 -- [-]
8 480 431 -- [-]
9 960 431 1- [-]
10 1560 432 1- [-]
11 2160 542 1- [-]
12 2760 542 21 [-]
13 3360 543 21 [-]
14 3960 543 22 [-]
15 4560 543 32 [-]
16 5160 543 33 [-]
17 5760 544 33 [-]
18 6360 544 43 [-]
19 6960 544 44 [-]
20 7560 554 44 [-]
21 8160 555 44 [-]
22 8760 555 54 [-]
23 9360 555 55 [-]
24 9960 655 55 [-]
25 10560 665 55 [1]
26 11160 666 55 [1]
27 11760 666 65 [2]
28 12360 666 66 [2]
29 12960 766 66 [3]
30 13560 776 66 [3]
31 14160 777 66 [4]
32 14760 777 76 [4]
33 15360 777 77 [5]
34 15960 877 77 [5]
35 16560 887 77 [6]
36 17160 888 77 [6]
TH Saves
PD RS PP BW Sp Fo Re Wi
+5  1  1  1  1  1  1  1  1
+6  2  2  2  2  2  2  2  2
+7  3  3  3  3  3  3  3  3
+8  4  4  4  4  4  4  4  4
+9  5  5  5  5  5  5  5  5
+10  6  6  6  6  6  6  6  6
+11  7  7  7  7  7  7  7  7
+12  8  8  8  8  8  8  8  8
+13  9  9  9  9  9  9  9  9
+14 10 10 10 10 10 10 10 10
+15 11 11 11 11 11 11 11 11
+16 12 12 12 12 12 12 12 12
+17 13 13 13 13 13 13 13 13
+18 14 14 14 14 14 14 14 14
+19 15 15 15 15 15 15 15 15
+20 16 16 16 16 16 16 16 16
+21 17 17 17 17 17 17 17 17
+22 18 18 18 18 18 18 18 18
Requisites: Str 16, Dex 19, Int 25, Logic 7; Class slots 3
Alignment: any E
HD/level: 2d13 (no Con bonus)
Weapon Prof.: 6+level
To Hit Table: 4+level
Save Table: 2xMon
Reference: DM {Reduced Villain/Anti-Hero}
Groups: Wizard, Rogue, Concordant (x1)
 
Does not get any Con bonus at all on it's Hit Dice, and Con bonuses cannot be bought for this class in any way.
Can cast Henchman or Accomplice spells.
Gets Exc Str, Dex, and Int.
Can weapon specialize and uses the "Ranger" line for number of attacks.
Gets 80 Rogue points per level. Gets an "Any Rogue" pick each level.
Level 25: Can cast Villain or Anti-Hero spells. Your CCL is your (CL-23)/2.

[PC4] Rogue Group Classes


Minion (Arch-Henchman) Spells

Class Level # Spell
Henchman 1 1 1P, 1/d: Create a MINIATURE GIANT ROBOT, a DL (CL+3)/2 Golem or Technological monster (treat as a summon)
Henchman 1 2 0, 1/d: You MYSTERIOUSLY ESCAPE (even past all barriers) from enemies, one of the enemies must be a Hero or Sidekick.
Henchman 1 3 1M: Monster Summoning (CL+1)/2
Henchman 1 4 You adjust all BlahR by -5*level%
Henchman 1 5 +10% XP in Henchman, if this is your only class (if you are single classed and getting x2 XP, you'll get x2.1 XP now)
Henchman 1 6 You ignore one level of Resist Elements on other people (Immune -> Double Resist, Double Resist -> Resist, Resist -> nothing)
Henchman 1 7 You ignore one level of Resist Hold/Stun/Para. on other people
Henchman 1 8 You ignore one level of Resist Action/Memory/Other Stealing on other people
Henchman 1 9 1V, 1/r: Choose one creature. He cannot use any V actions on his next segment.
Henchman 1 10 1bM: Counter an Avoid Fate or Energy Control (Psi1/Psi2)
Henchman 1 11 1bF: Counter a counterspell effect.
Henchman 1 12 You can have two summons (same group).
Accomplice 1 13 10*CL% iaIR
Accomplice 1 14 +10% XP in Accomplice, if this is your only class (if you are single classed and getting x2 XP, you'll get x2.1 XP now)
Accomplice 1 15 1M: LVLd6 dmg, E=1 element, one target, no save
Accomplice 1 16 1M: Target is paralyzed (PPD save)
Accomplice 1 17 1M: Steal an action or memory (Will save)
Accomplice 1 18 +CL/2 QV actions
Accomplice 1 19 +LVL SL's in one spell progression (Wizard or Priest)
Accomplice 1 20 +2 CL with psionics
Accomplice 1 21 +1 Str, Dex, Con, Int, Wis, and Chr
Henchman 2 1 1V: Twist (Remove an effect on a person)
Henchman 2 2 1P, 1/d: Slay someone with the Sidekick class (PPD save)
Henchman 2 3 1M, 1/d: Contact Other Plane, Ask the Local Lord a question, or reverse Tempus Lawfulness
Henchman 2 4 1M, 1/r: Causeall one target.
Henchman 2 5 Pick a psionic power you have. +1M a round only for that psionic power, and it requires 2 saves to avoid.
Henchman 2 6 Pick a spell you have. It is "material componented" for range for free, and it requires 2 saves to avoid.
Henchman 2 7 All your innate abilities can be used one extra time per day (e.g. 3/d becomes 4/d). Your Innates require 2 saves to avoid.
Henchman 2 8 +1 minor in a psionic progression you have.
Henchman 2 9 1P, 1/r: Choose one creature. He cannot use any P actions on his next segment.
Henchman 2 10 1M, #bM, only on your segment: Dispel # effects on one target (max #=LVL, you can borrow a lot here)
Henchman 2 11 1F, 1/d: Lower the "Time Reality Stability" ability on another person (PP save)
Henchman 2 12 May wear two suits of armor, your AT sources fully stack
Accomplice 2 13 10*CL% iaMR
Accomplice 2 14 1M, 2/d: Causeall
Accomplice 2 15 +CL/3 QP actions
Accomplice 2 16 Pick a psionic power you have. It does not give a saving throw.
Accomplice 2 17 1M: Remove one Resist to something (no save, use ER)
Accomplice 2 18 10*CL% ER
Accomplice 2 19 0, 3/d: Counter a counterspell
Accomplice 2 20 0, 2/r: Force an extra saving throw an effect (doesn't have to be your effect; choose the worst)
Accomplice 2 21 0, 2/r: Force an extra to hit roll on someone is attacking (choose the worst)
Henchman 3 1 You can have three summons (same group).
Henchman 3 2 You can have one familiar. This spell does the "Find Familiar" effect when you take it.
Henchman 3 3 1M: Fascinate a group (Will save)
Henchman 3 4 0, 1/t: Counter a chosen die roll (they have to roll it now) or rerolled die roll
Henchman 3 5 1M, 1/d: Set (reverse Reset) one target.
Henchman 3 6 You ignore one level of Resist Elements and Eelements on other people (stacks with the lower level version of this)
Henchman 3 7 1M, 1/r: Dispel a Haste effect. New Haste effects cannot be used in the room (this counts as a x1 Special).
Henchman 3 8 1M, 1/d: Segment 10 will not occur this round (beings with Time/Reality Stability can ignore this effect).
Henchman 3 9 1M, 1/r: Choose one creature. He cannot use any M actions on his next segment.
Henchman 3 10 1M: Drop an Anti-Magic Shell, Anti-Psionic Shell, or Anti-Innate Shell
Henchman 3 11 Anti-Sidekick shell SL 0-3 (Sidekick effects of SL 0-3 cannot be used within 20'r)
Henchman 3 12 1F, 1/d: Multiply an effect you do by x1+LVL/10.
Accomplice 3 13 10*CL% iaPR
Accomplice 3 14 +1 per damage die on your physical attacks; Enemies get --1 to hit you
Accomplice 3 15 0, 2/d: Set one target (Fort save, if they make it their hit points halve)
Accomplice 3 16 1M: LVLd12 dmg, E=3 element, one target, no save
Accomplice 3 17 0, 2/d: Incurse one target (Will save, if they make it they lose 3M actions)
Accomplice 3 18 +CL/4 QM actions
Accomplice 3 19 1M: Sporacle a group (a random [C] section effect)
Accomplice 3 20 1V: Lend a V action to someone
Henchman 4 1 5F, Marry the SIDEKICK'S SWEETHEART: The Sidekick in question is Pixelated.
Henchman 4 2 You can't be targetted until your summons are destroyed.
Henchman 4 3 1M: But wait, the other Henchman over there FORGOT ONE SMALL THING and he is Crapped and Slain. (save for each)
Henchman 4 4 Pick a spell you have. It costs ½M to use.
Henchman 4 5 Pick a psionic power you have. It costs ½M to use.
Henchman 4 6 Pick an innate ability you have. It costs ½M to use.
Henchman 4 7 1M, 1/d: Segments 9 and 10 will not occur this round (beings with Time/Reality Stability can ignore this effect).
Henchman 4 8 +1 Opposing action. (Remember you can translate 1Opp -> 1F, so this still does something even if Opposings aren't available)
Henchman 4 9 1F, 1/s: Choose one creature. He cannot use any F or S actions on his next segment.
Henchman 4 10 1bM: Counter a Limited Wish, Alter Reality, or Miracle 0-7
Henchman 4 11 -1 actions of all types to everyone in the room (x1 Special)
Henchman 4 12 1F, 1/d: +1 to your multiplier for 1 round
Accomplice 4 13 Pick a spell you have. It costs half the number of actions it normally requires.
Accomplice 4 14 Pick a psionic power you have. It costs half the number of actions it normally requires.
Accomplice 4 15 +1 to number of segments per round (i.e. you get a segment 11)]
Accomplice 4 16 +1 Opp action (remember you can trade 1Opp -> 1F, if Opposing actions aren't useful for you)
Henchman 5 1 You have AN EVEN BIGGER BOSS THAN YOU, which is any same-aligned god, you Automatic Divine Intervention 1/d.
Henchman 5 2 You have a MOST ANNOYING CONSULTANT, you can "take back" an action once per round and try something else.
Henchman 5 3 10F, tell an enemy Sidekick your MASTER PLAN: Components of your Master Plan is affected by a X4 Grand (x2 effect)
Henchman 5 4 You see the ERROR OF YOUR WAYS, drop Henchman class (and can never return), gain Sidekick with x1.5 your Sidekick XP.
Henchman 5 5 1M: You ONE-UP a MYTH and LIE THROUGH YOUR TEETH, all Myth abilities in your group do not function for 1t.
Henchman 5 6 1F: Charm or Dominate target x0 or x1 creature (save)
Henchman 5 7 You adjust all AllR by -5*level% (this stacks with the lower level version of this)
Henchman 5 8 1V, 1/d: Ignore an Immunity to something.
Henchman 5 9 0, 1/r: Choose one creature. He cannot use Zero or Opposing actions this segment.
Henchman 5 10 1M: All x1 and lower effects on one target are dispelled.
Henchman 5 11 Lockdown X actions continuous in your group
Henchman 5 12 1V, LVL/d: You ignore one level of Resist to something
Accomplice 5 13 10*CL% aER
Accomplice 5 14 +CL/5 Q0 actions
Accomplice 5 15 Pick an action type. You are immune to actions of that type being locked down.
Villain CSL 1 (11) 1 1/d: Create a GIANT ROBOT (a DL 10 Golem, you may make requests but exact statistics are determined by the DM).
Villain CSL 1 (11) 2 1/r: You MYSTERIOUSLY ESCAPE (even past all barriers) from enemies, one of the enemies must be a Hero.
Villain CSL 1 (11) 3 You have an ANNOYING HENCHMAN of half your Villain Level who always ESCAPES and causes trouble for the enemy.
Villain CSL 1 (11) 4 You adjust all irreducible BlahR by -5*level% and all reducible BlahR to 0%.
Villain CSL 1 (11) 5 +10% XP in all your non-Concordant classes.
Villain CSL 1 (11) 6 You ignore other people's Immunity to Inner Elements (unless it comes from a x3 or greater source)
Villain CSL 1 (11) 7 You ignore other people's Immunity to Hold/Stun/Para (unless it comes from a x3 or greater source)
Villain CSL 1 (11) 8 You ignore other people's Immunity to Action/Memory/Other Stealing (unless it comes from a x3 or greater source)
Villain CSL 1 (11) 9 0, 1/s: Choose one creature. He cannot use any V actions on his next segment.
Villain CSL 1 (11) 10 The "Avoid Fate" ability cannot be used by any other creature (friendly or not) within 100 yards of you.
Villain CSL 1 (11) 11 NF, may borrow: Counter a level N Concordant ability.
Villain CSL 1 (11) 12 xVL number of henchmen, followers, summons, familiars
Anti-Hero CSL 1 (11) 13 10*CCL% uWR (unadjustable WR, does shift, can't be lowered/halved)
Anti-Hero CSL 1 (11) 14 1M: LVLd60 dmg, E=CCL element, one target (no save, use XR to resist)
Anti-Hero CSL 1 (11) 15 1M: Target is Capital P Paralyzed (no save, use XR to resist)
Anti-Hero CSL 1 (11) 16 1M: Capital E Extract, or steal actions of one type (no save, use XR to resist)
Anti-Hero CSL 1 (11) 17 +1 QX action
Anti-Hero CSL 1 (11) 18 +CCL to Str, Dex, Con, Int, Wis, Chr, Cml, Luck
Anti-Hero CSL 1 (11) 19 1M: Target takes an Ego Domination attack with Ego=20*CCL (if he fails he is Dominated by you)
Anti-Hero CSL 1 (11) 20 Duplicate a Level: ability of a non-Concordant class
Anti-Hero CSL 1 (11) 21 Free wild talent in Psi81, PSPs=40*CCL, use ML=9+CCL in the Psi81 class.

[PC4] Rogue Group Classes


Mob Instigator1

Level KXP Psi100
mMG S
1 0 1-- -
2 1 2-- -
3 3 3-- -
4 9 4-- -
5 18 5-- -
6 36 51- -
7 72 52- -
8 144 53- -
9 210 54- -
10 288 55- -
11 576 66- -
12 864 77- -
13 1152 88- -
14 1440 881 -
15 1728 882 -
16 2016 883 -
17 2304 884 -
18 2592 885 -
19 2880 886 -
20 3168 887 -
21 3456 888 -
22 3744 999 -
23 4032 AAA -
24 4320 BBB -
25 4608 BBB 1
26 4896 BBB 2
27 5184 BBB 3
28 5472 BBB 4
29 5760 BBB 5
30 6048 BBB 6
31 6336 BBB 7
32 6624 BBB 8
33 6912 BBB 9
34 7200 BBB A
35 7488 BBB B
36 7776 CCC C
TH Saves
PD RS PP BW Sp Fo Re Wi
+0  5  4  6  2  3  0  2  0
+0  6  4  6  3  4  1  3  0
+1  6  5  6  3  4  1  3  0
+1  6  5  7  3  5  1  4  1
+2  6  6  7  3  5  2  4  1
+2  7  6  7  4  6  2  5  1
+3  7  7  7  4  6  3  5  2
+3  7  7  8  4  7  3  6  2
+4  7  8  8  4  7  3  6  2
+4  8  8  8  5  8  4  7  3
+5  8  9  8  5  8  4  7  3
+5  8  9  9  5  9  5  8  3
+6  8 10  9  5  9  5  8  4
+6  9 10  9  6 10  5  9  4
+7  9 11  9  6 10  6  9  4
+7  9 11 10  6 11  6 10  5
+8  9 12 10  6 11  7 10  5
+8 10 12 10  7 12  7 11  5
Requisites: Dex 18, Wis 9
Alignment: any
HD/level: d8
Weapon Prof.: 3+level/3
To Hit Table: Rog
Save Table: Rog
Reference: DM
Groups: Rogue, Overt
 
Has access to Psi100 powers. Psionic Strength = (highest of Int,Wis,Chr)*2/3*(level+9)
Gets 50 Rogue points per level instead of 40.
Level 1: Gain "Thieves' Cant" language.
Lvl Mob Instigator1 Ability | -50% | -100% | -150% Act Base Penalty Bonus
1 Any Rogue 1 ability - - - -
2 Mass Pick Pockets (pick everything off of someone) (-10%/level of target) V 0 Dex-18 Dex-24
2 Mass Open/Close Locks (all in room): Mech. | Magic/Psi | OutPhase V 0 Dex-16 Dex-22
2 Mass Find/Remove Traps (all in room): Mech. | Magic/Psi | OutPhase | Pro. V 0 Dex-18 Dex-25
2 Mass Move Silently (whole party) V 0 Dex-19 Dex-24
2 Mass Hide in Shadows (whole party) V 0 Dex-16 Dex-24
2 Detect Noise/Smell | Clairaudience/Clairnasience V 0 Wis-12 Wis-30
2 Mass Climb Walls (whole party) V 10 Str-13 Str-19
2 Mass Backstab (each attack is Backstab) (each 40% = x1) (increases 10/level) 0 40 Int-9 Int-30
3 Mimic Voices/Mannerisms/Personality V 0 Wis-13 Wis-18
3 Mass Distraction (one group) V 0 Wis-19 Wis-24
4 Mass Contortion | Mass Elasticity | Mass Become Liquid-Form (whole party) V 0 Dex-15 Dex-21
5 Mass Find/Remove Tricks (all in room): x1 multiplier || x2 multiplier ||| x3 multiplier (| do this 90' away) V 0 Dex-27 Dex-37
5 Read/Write/Speak Languages | Decipher Code/Password V 0 Int-13 Int-21
5 Portable Hole || We're gone (whole party to my pocket dimension) V 0 Int-9 Int-27
6 ESP/Sense Danger | Precognition/Postcognition |||| Choose one die roll V 0 Wis-12 Wis-16
7 All-Around Sight | Locate Object/Person | Cosmic Awareness V 0 Wis-22 Wis-28
7 Detect (school/sphere) | Magic/Innate | Psi/Radiation/Anti-Magic | Concordant/Godly V 0 Int-18 Int-22
8 Mass Blink | Mass Controlled Blink (whole party) V 0 Wis-18 Wis-25
9 Read/Write Magic (Warrior/Wizard/Priest/Rogue) ||| (Concordant) ||| (Godly) V 0 Int-19 Int-22
9 Mass Wraithform | Mass Dream Travel (whole party) V 0 Con-22 Con-25
10 Clairvoyance/Clairaudience | X-Ray Vision/N-Ray Vision V 0 Wis-15 Wis-30
10 Mass Find/Remove Specials (all in room): x1 multiplier || x2 multiplier ||| x3 multiplier (| do this 90' away) V 0 Dex-40 Dex-55
11 Mass Invisibility | Mass Improved Invisibility (whole party) V 0 Int-19 Int-27
13 Phase/Shadow Door | Dimension/Plant Door | Gate/Fire Gate V 0 Int-13 Int-30
16 Mass Probability Travel (whole party) V 0 Int-19 Int-30
19 Shape Alteration/Polymorph Object | Shapechange/Shapechange Other V 0 Con-19 Con-30
28 Time Shift/Time Shift Other | Mass Time Shift (whole party) V 0 Int-24 Int-36

[PC4] Rogue Group Classes


Monk1

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

[PC4] Rogue Group Classes


Monk1S

Level KXP Psi0
mMG S
1 0 --- -
2 1.5 1-- -
3 3 2-- -
4 6 3-- -
5 12 4-- -
6 25 5-- -
7 40 6-- -
8 70 61- -
9 110 62- -
10 160 63- -
11 220 64- -
12 400 65- -
13 650 651 -
14 900 652 -
15 1150 653 -
16 1400 654 -
17 1650 654 1
18 1900 654 2
19 2200 654 3
20 2500 654 4
21 2800 655 4
22 3800 655 5
23 4800 665 5
24 5800 666 5
25 6800 666 6
26 7800 766 6
27 8800 776 6
28 9800 777 6
29 10800 777 7
30 11800 877 7
31 12800 887 7
32 13800 888 7
33 14800 888 8
34 15800 988 8
35 16800 998 8
36 17800 999 8
TH Saves
PD RS PP BW Sp Fo Re Wi
+0  5  4  6  2  3  0  2  0
+1  6  4  6  3  4  1  3  0
+2  6  5  6  3  4  1  3  0
+3  6  5  7  3  5  1  4  1
+4  6  6  7  3  5  2  4  1
+5  7  6  7  4  6  2  5  1
+6  7  7  7  4  6  3  5  2
+7  7  7  8  4  7  3  6  2
+8  7  8  8  4  7  3  6  2
+9  8  8  8  5  8  4  7  3
+10  8  9  8  5  8  4  7  3
+11  8  9  9  5  9  5  8  3
+12  8 10  9  5  9  5  8  4
+13  9 10  9  6 10  5  9  4
+14  9 11  9  6 10  6  9  4
+15  9 11 10  6 11  6 10  5
+16  9 12 10  6 11  7 10  5
+17 10 12 10  7 12  7 11  5
Requisites: Str 16, Dex 16, Con 12, Wis 16
Alignment: L any
HD/level: +d6
Weapon Prof.: 1+level
To Hit Table: 2xRog
Save Table: Rog
Reference: BoD3
Groups: Rogue
 
Level 1: Open hand to hit bonus is (Dex bonus)+(Str bonus)+2. Open hand damage bonus is (Str bonus).
Level 1: If Open Hands hit exceeds what is needed by 5, target is stunned for 1d6 r (save vs. para)
Level 1: If Open Hands stuns, chance to kill is (level)*3+(target's AC)% (no save)
Level 1: +level/2 dmg with weapons
Level 1: Natural AT is 1+level
Level 1: Base movement rate is (14+level)"
Level 1: Against area effects that give a save for ½: the monk takes no damage if he makes his save. This is not used for non-(hp) damaging effects.
Level 1: 1V (may borrow from next segment): Knock away missile weapons. The missile weapons must be size M or less and must be directed at the monk or a target within 10'. The monk makes a save vs. paralyzation with a penalty equal to the number of magical plusses the weapon has, if successful, the weapon is deflected. The monk can knock away a maximum of 10 missiles, plus 1/level.
Level 1: Feign death for 2 turns per level, at will.
Level 1: Pass over rough terrain at full movement rate.
Level 1: One Martial Arts style; +1 Martial Arts maneuver slot /level
Level 1: ESP has only (38-level*2)% chance of affecting the monk
Level 1: Speak with animals (continuous).
Level 1: Immune to disease, haste, and slow; Immunity can be dropped if the monk wishes
Level 1: Lay on hands 1d4-6+level hp, 1/d
Level 1: Speak with Plants at will
Level 1: Beguiling, Hypnosis, Charm, Suggestion has only (95-level*5)% chance of affecting the monk
Level 1: Telepathic and Psionic Blast attacks use assumed Int of 18 (unless actual Int is higher)
Level 1: Immune to poison
Level 1: Immune to Geas and Quest
Level 1: Quivering Palm 1/d: If target's HD/level is equal to or less than monk's level, if hp of target is equal to or less than 2 times monk's hp, if target is not undead, if an open hand attack hits, then monk can command target to die at any time within 1 day per level (no save).
Level 1: Gets Psi0 powers, see progression and [Q0].
Level 4: The monk may fall 30' without taking damage if within 1' of a wall.
Level 5: +1V action.
Level 5: Open hands are considered a +1 weapon to hit.
Level 5: Mind over body for 1 day per level.
Level 5: Body equilibrium for 1 round per level, once per day.
Level 5: Can have hirelings
Level 6: The monk may fall 40' without taking damage if within 4' of a wall.
Level 6: Empathy once per day.
Level 7: Invisibility (psi freq. 0) level times per day.
Level 7: Can convert M -> V actions.
Level 7: Molecular Manipulation X turns/day at level Y, X*Y=14*(monk's level).
Level 7: Only 3 of this level in any given area
Level 8: Resistamce to Charm, +4 (or 18 Int) vs. psionic attacks
Level 8: Retarded Aging
Level 8: Body Control, level/2 turns/day.
Level 8: Attracts followers if build a monestary
Level 9: Lose the V action gained at Level 5, gain one P action.
Level 9: HyperMental: +1M for 1 round, -1M for next 2 rounds.
Level 9: Takes half damage from a spell (that gives no save) if save is failed
Levels 9-16: Only 1 of each level in any given area
Level 13: Can fall any distance if within 8' of a wall
Level 17: Only 1 of this level in any given country
Lvl Monk Ability | -50% | -100% | -150% Act Base Penalty Bonus
1 Move Silently | Passwall | Immovability V 0 Dex-15 Dex-18
1 Jumping | Levitate | Flight V 20 Dex-11 Dex-15
1 Evasion (0, make by 5% per amount hit: no dmg from weapon) V 10 Dex-11 Dex-15
1 Detect Noise | Clairaudience M 15 Wis-8 Wis-20
1 Climb Walls | Climb Overhangs | Climb Upside Down V 60 Str-9 Str-13
1 Open/Close Locks: Mech. | Magic/Psi | OutPhase VM 10 Dex-11 Dex-15
1 Find/Remove Traps: Mech. | Magic/Psi | OutPhase | Pro. M 5 Dex-12 Dex-17
1 Hide in Shadows || Meld in Shadows/Mirrors V 5 Dex-11 Dex-16
2 Attack (+1 TH per 10% made this segment) V 5 Dex-12 Dex-15
2 Concealment/Blending | Misdirection | Non-Detection M 20 Wis-12 Wis-14
3 Tightrope Walking | Water Walking | Shadow Walking | Dimension Walking V 75 Dex-11 Dex-15
4 Clearness of Thought (get a 2nd die roll on any 1 effect /r) MM 0 Wis-18 Wis-25
4 Contortion | Elasticity | Become Liquid-Form VM 10 Dex-10 Dex-14
5 Escape Bonds | Escape Binding | Escape Imprisonment/Time Stop P 50 Str-12 Str-14
6 Hold Breath | Hold Life P 15 Con-15 Con-17
6 Identity Penetration | False Seeing | True Seeing MM 5 Wis-11 Wis-19
7 Blink | Controlled Blink M 20 Wis-12 Wis-17
8 Intuition (+1 per 20% made to Intuition) M 0 Chr-9 Chr-12
8 Willpower (+1 per 20% made to Willpower) M 0 Chr-9 Chr-12
9 Inner Focus (+1 Str/Dex/Con for 1r per 10% made) M 5 Wis-10 Wis-20
10 Ki Power (cast a Wu Jen spell of spell level SL) (penalty = -SL*50%) (#=SL) #M 0 Int-12 Int-36
12 Speed (x2 move) | Speed (+1 V) | Speed (+1 P) | Speed (+1 M) VV 15 Dex-12 Dex-15
15 Energy Control | Adaptation | Immune to Hostile Environments PV 30 Con-9 Con-12
18 Elemental Form | Para-Ele Form | Quasi-Ele Form ||| Semi-Ele Form PP 40 Con-24 Con-24
27 Body Freedom (transfer action types freely; Str Int, Dex Wis, Con Chr) FFF 0 Chr-36 Chr-54
 
Exp Level: 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21+
Open Hand Dmg: 1d4 1d6 1d8 2d4 2d6 2d8 3d6 3d8 3d10 4d8 4d10 4d12 5d10 5d12 5d16 6d16 6d20 6d24 7d24 7d30 8d30
Open Hand #Att: 1/1 1/1 3/2 3/2 2/1 2/1 5/2 5/2 3/1 3/1 7/2 7/2 4/1 4/1 9/2 9/2 5/1 5/1 11/2 11/2 6/1

[PC4] Rogue Group Classes


Monk3

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

[PC4] Rogue Group Classes


Mover0

Level KXP
Spells
1 0 (none)
2 1.2 (none)
3 2.4 (none)
4 4.8 (none)
5 9.6 (none)
6 20 (none)
7 40 (none)
8 80 (none)
9 160 (none)
10 280 (none)
11 400 (none)
12 520 (none)
13 640 (none)
14 760 (none)
15 880 (none)
16 1000 (none)
17 1120 (none)
18 1240 (none)
19 1360 (none)
20 1480 (none)
21 1600 (none)
22 1720 (none)
23 1840 (none)
24 1960 (none)
25 2080 (none)
26 2200 (none)
27 2320 (none)
28 2440 (none)
29 2560 (none)
30 2680 (none)
31 2800 (none)
32 2920 (none)
33 3040 (none)
34 3160 (none)
35 3280 (none)
36 3400 (none)
TH Saves
PD RS PP BW Sp Fo Re Wi
+1  5  4  5  2  3  0  2  0
+1  5  4  5  3  3  1  3  0
+1  5  4  5  3  4  1  3  0
+2  5  5  5  3  4  1  4  1
+3  7  6  7  4  5  2  4  1
+3  7  6  7  5  5  2  5  1
+3  7  6  7  5  6  3  5  2
+4  7  7  7  5  6  3  6  2
+5  9  8  9  6  7  3  6  2
+5  9  8  9  7  7  4  7  3
+5  9  8  9  7  8  4  7  3
+6  9  9  9  7  8  5  8  3
+7 11 10 11  8  9  5  8  4
+7 11 10 11  9  9  5  9  4
+7 11 10 11  9 10  6  9  4
+8 11 11 11  9 10  6 10  5
+9 13 12 13 10 11  7 10  5
+9 13 12 13 11 11  7 11  5
Requisites: Dex 18
Alignment: any
HD/level: d4
Weapon Prof.: 2+level/3
To Hit Table: CTD0
Save Table: Thf0
Reference: DM
Groups: Rogue
 
Hold V actions. You may convert 2V -> 1QV.
Level 1: +1V action (total +1)
Level 2: +1V action (total +2)
Level 3: +1V action (total +3)
Level 4: +1V action (total +4)
Level 5: +1V action (total +5)
Level 6: +1V action (total +6)
Level 7: +1V action (total +7)
Level 8: +1V action (total +8)
Level 9: +1V action (total +9)
Lvl Rogue Ability | -50% | -100% | -150% Act Base Penalty Bonus
1 Pick Pockets/Shoplifting | Palm | Present P 15 Dex-12 Dex-16
1 Open/Close Locks: Mech. | Magic/Psi | OutPhase VM 10 Dex-11 Dex-15
1 Find/Remove Traps: Mech. | Magic/Psi | OutPhase | Pro. M 5 Dex-12 Dex-17
1 Move Silently || Immovability V 10 Dex-13 Dex-16
1 Hide in Shadows || Meld in Shadows/Mirrors V 5 Dex-11 Dex-16
1 Detect Noise | Clairaudience M 15 Wis-8 Wis-20
1 Climb Walls | Climb Overhangs | Climb Upside Down V 60 Str-9 Str-13
1 Backstab (each 40% = x1) (increases 10/level) 0 70 Int-6 Int-20
2 Mimic Voices || Tongues M 25 Wis-9 Wis-12
2 Distraction M 20 Wis-13 Wis-16
3 Contortion | Elasticity | Become Liquid-Form VM 10 Dex-10 Dex-14
4 Read Languages | Decipher Code M 0 Int-9 Int-14
4 Deeppockets | Vanish M 10 Int-6 Int-18
5 Sense Danger | Precognition | Choose Future VM 30 Wis-8 Wis-11
6 All-Around Sight | Locate Object | Treasure Finding M 25 Wis-15 Wis-19
6 Detect Illusion | Magic | Psi/Anti-Magic | Godly M 30 Int-12 Int-15
7 Blink | Controlled Blink M 20 Wis-12 Wis-17
8 Read Magic (Wizard/Priest) ||| Read Magic (Concordant) M 15 Int-13 Int-15
8 Wraithform | Dream Travel V 25 Con-15 Con-17
9 Clairvoyance | X-Ray Vision M 10 Wis-10 Wis-20
9 Find/Remove Tricks: x1 multiplier || x2 multiplier ||| x3 multiplier (| do this 90' away) M 5 Dex-18 Dex-25
10 Invisibility | Improved Invisibility M 0 Int-13 Int-18
12 Phase Door | Dimension Door M 5 Int-9 Int-20
15 Probability Travel MM 20 Int-13 Int-20
18 Shape Alteration/Polymorph Object | Shapechange MM 5 Con-13 Con-20
27 Time Shift VMM 20 Int-16 Int-24

[PC4] Rogue Group Classes


Musketeer/Cannoneer

Level KXP
Spells
1 0 (none)
2 1.8 (none)
3 3.6 (none)
4 7.2 (none)
5 14.4 (none)
6 28.8 (none)
7 57.6 (none)
8 112.5 (none)
9 225 (none)
10 450 (none)
11 675 (none)
12 900 (none)
13 1125 (none)
14 1350 (none)
15 1575 (none)
16 1800 (none)
17 2025 (none)
18 2250 (none)
19 2475 (none)
20 2700 (none)
21 2925 (none)
22 3150 (none)
23 3375 (none)
24 3600 (none)
25 3825 (none)
26 4050 (none)
27 4275 (none)
28 4500 (none)
29 4725 (none)
30 4950 (none)
31 5175 (none)
32 5400 (none)
33 5625 (none)
34 5850 (none)
35 6075 (none)
36 6300 (none)
TH Saves
PD RS PP BW Sp Fo Re Wi
+0  5  4  6  2  3  0  2  0
+0  6  4  6  3  4  1  3  0
+1  6  5  6  3  4  1  3  0
+1  6  5  7  3  5  1  4  1
+2  6  6  7  3  5  2  4  1
+2  7  6  7  4  6  2  5  1
+3  7  7  7  4  6  3  5  2
+3  7  7  8  4  7  3  6  2
+4  7  8  8  4  7  3  6  2
+4  8  8  8  5  8  4  7  3
+5  8  9  8  5  8  4  7  3
+5  8  9  9  5  9  5  8  3
+6  8 10  9  5  9  5  8  4
+6  9 10  9  6 10  5  9  4
+7  9 11  9  6 10  6  9  4
+7  9 11 10  6 11  6 10  5
+8  9 12 10  6 11  7 10  5
+8 10 12 10  7 12  7 11  5
Requisites: Str 8, Dex 14
Alignment: any
HD/level: d5
Weapon Prof.: 5+level/3
To Hit Table: Rog
Save Table: Rog
Reference: DM
Groups: Rogue, Technology
 
Can always purchase Musketeer/Cannoneer equipment (see below), even if above the tech level of the campaign. If no stores are available in the campaign, can create the equipment himself, but it still requires the same money, and it requires time (1 minute per 10 gp value).
DM Note: The Musketeer/Cannoneer equipment list is the same as Demolitionist (Warrior group), except a few Cannons have been added. Demolitionist can use these new items too.
Guns and grenades get Dex bonus to hit, but nothing else. Giving a gun AutoStr does nothing. Giving a gun AutoDex gives it Dex bonus to damage. Specialization and weapon mastery may be added as usual. For number of attacks, specialization uses Sword for 1/1, Dagger for 2/1, and Dart for 3/1 based weapons. Cannons are 1/2 of an attack behind Sword (so specialized at first level is 1/1).
There is no ammo for guns. The cost for grenades is per grenade; if you buy 100, you have "Capital E Enough" of them and do not need to keep track of them.
For damage dice, "1e6" means an "open ended d6" (roll 1d6, if you roll a 6, roll again and add 6). "2m8" means multiply two d8's together (giving a skewed 1-64 range; the average is 20.25). "3m6" means multiply three d6's together (a skewed 1-216 range; the average is 42.875).
Level 1: Identify and operate technological devices up to TechL=LVL.
Level 1: Identify and operate technological weapons of TechL=LVL*2 or lower that are found in the dungeon. This includes Psi8 weapons. Can modify them at a cost of 400 gp per TechL difference.
Level 1: May weapon specialize in technological weapons using the Non-Warrior line for number of attacks.
Level 12: Can purchase non-weapon technological items (such as high-tech armor). This is currently undefined.
Lvl Musketeer Ability | -50% | -100% | -150% Act Base Penalty Bonus
1 Attack (+1 TH per 10% made this segment) V 5 Dex-12 Dex-15
1 Damage (+1 dmg per 10% made this segment; or multiply dmg by x(1+rating/200)) V 0 Str-15 Str-18
1 Extra range on missiles (3' per 1%) - 10 Wis-13 Wis-15
1 Resources: Gain LVL*Chr*10 gp per reset.
1 any Thief 1 ability - - - -
2 Deeppockets | Vanish | Rope Trick ||| I'm Gone (to my own Pocket Plane) M 0 Int-8 Int-20
2 any Thief 2 ability - - - -
3 Considered extra +(rating/25) weapon to hit V 0 Str-5 Str-15
4 Gun Fu: +LVL to hit with guns; guns are always at least base #Att = 1; guns "open end" one better than normal.
5 Controlled Blink (max N*N feet, N is amount made) - 15 Dex-9 Dex-12
6 Lower/Ignore WaWR (reduce or ignore WaWR by rating) || iWaWR V/N 0 Dex-10 Dex-20
7 BOMBS!: 1P, 1 charge (have LVL charges /d): LVL*(2m4) technological dmg, area (no save) (TechR)
8 +(rating)% money, use at end of run before selling - 0 Cml-9 Cml-18
9 Better Resources: Gain LVL*Chr*10 item XP per reset, must all be spent on one item (any extra is wasted)
11 Your BOMBS! can hit two groups or can be set on a time delay, you have 3*LVL charges
13 Backstave (N/2% of your dmg is vile) || Stun (save=N-100) - 0 Wis-26 Wis-32

[PC4] Rogue Group Classes


Musketeer/Cannoneer Weapons

Weapon Cost [gp] Size #Att Base dmg Critical Notes
Grenade, concussion 280 (each) S 1/1 4d6 [group] none Group is also stunned for 1d4 s (PPD save)
Grenade, EMP 400 (each) S 1/1 dispel [group] none Dispels Technology/Psi8/Psi16 in a group
Grenade, fragmentation 44 (each) S 1/1 3e6 [group] none
Grenade, gravitic 180 (each) S 1/1 60' fall [group] none Group takes 60' of falling (TK/gravity) dmg
Grenade, psionic 100 (each) S 1/1 psi blast [group] none Psi1 Psionic Blast (Psi Blast save as usual)
Grenade, shrapnel 120 (each) S 1/1 5e6 [group] none Damage is of type shards
Grenade, singularity 1300 (each) S 1/1 15d6 [group] 20/x10 Creates a miniature black hole for 1s
Grenade, smoke 10 (each) S 1/1 smoke [group] none Makes smoke (group cannot see and is under cover)
Grenade, sonic pulse 54 (each) S 1/1 3d6 [group] none Group is also deaf (Fort save)
Grenade, tangler 30 (each) S 1/1 web [group] none As per a Web spell
Grenade, tear gas 20 (each) S 1/1 tear gas [group] none PPD save or nauseated (-10 all actions) for 1d20 s
Grenade, thermite 29 (each) S 1/1 2d6 [group] none x5 dmg vs. items/structures
Grenade, white phosphorus 39 (each) S 1/1 2d6 [group] none Group takes 1e6 dmg /s for 1d10 s
Grenade launcher, medium 2000 M 1/1 (grenade) (grenade) Longer range with grenades.
Grenade launcher, large 6000 L 2/1 (grenade) (grenade) Longer range and faster fire rate with grenades.
Explosive, C-4 (plastic) 78 (each) S 1/1 4e6 [group] none
Explosive, det cord 19 (each) S 1/1 2e6 [group] none Does a "line" instead of an explosion.
Explosive, dynamite 19 (each) S 1/1 2e6 [group] none
Handgun, small, semi auto (Walther PPK .32) 1200 S 2/1 2e4 20/x4
Handgun, medium, semi auto (Beretta 9mm) 2200 S 2/1 2e6 20/x4
Handgun, large, semi auto (Desert Eagle .50) 3400 M 2/1 2e8 20/x4
Handgun, small, full auto 1600 S 3/1 2e3 20/x3
Handgun, medium, full auto (Skorpion .32) 2400 M 3/1 2e4 20/x3
Handgun, large, full auto (MAC Ingrim .45) 4500 M 3/1 2e6 20/x3
Rifle, medium, semi auto 3500 L 2/1 2e8 20/x5
Rifle, large, semi auto 5100 L 2/1 2e10 20/x5
Rifle, medium, full auto (AK-47 7.62mm) 4600 L 3/1 2e6 20/x4
Rifle, large, full auto (M-60 machine gun) 7500 L 3/1 2e8 20/x4
Rifle, shotgun (12-gague) 2100 L 1/1 1e20 16-20/x3 Has a 1e4 "splash" damage in target's group.
Rifle, sniper (Barrett Light .50) 12600 L (H) 1/1 4e6 18-20/x6 On tripod (size H) has a built-in ++1 to hit.
Flamethrower 1900 L 1/1 3d6 [group] none Hits a group. Targets can save for half damage.
Laser pistol 67000 S 4/1 2m8 17-20/x5 Range is 2700' (1/2 of a mile)
Laser rifle 295000 M 4/1 3m6 17-20/x6 Range is 4000' (3/4 of a mile)
Mine, shrapnel 180 (each) M 1V act 6e6 [group] none Treat as a x1 Technological Trap (-200%)
Rocket Launcher (M72A3 LAW) 490 (each) L 1/1 10d6 [group] none Cost is per shot. Hits a group.
Taser 570 S 1/1 1d4+stun none PPD save for stunned for 1d20 s
Cannon, large (new) 4000 L 1/2 2e20 [1] + 1e20 [group] 19-20/x2 So 1 target takes 3e20, the rest in group take 1e20.
Cannon, huge (new) 10000 H 1/2 3e20 [1] + 2e20 [group] 18-20/x3 So 1 target takes 5e20, the rest in group take 2e20.
Cannon, giant (new) 25000 G 1/2 4e20 [1] + 3e20 [group] 17-20/x4 So 1 target takes 7e20, the rest in group take 3e20.
Weapon, Psi8 TechL*400 (varies) (varies) (varies) (varies) See [Q8]. TechL is limited to your LVL*2.

[PC4] Rogue Group Classes


Mystic0

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

[PC4] Rogue Group Classes


Myth

Level KXP Myth     Legend
123 456 78 [1]
1 0 1-- --- -- [-]
2 5 2-- --- -- [-]
3 15 21- --- -- [-]
4 30 22- --- -- [-]
5 50 221 --- -- [-]
6 75 222 --- -- [-]
7 150 222 1-- -- [-]
8 300 222 2-- -- [-]
9 600 222 21- -- [-]
10 1000 222 22- -- [-]
11 1400 222 221 -- [-]
12 1800 222 222 -- [-]
13 2200 222 222 1- [-]
14 2600 222 222 2- [-]
15 3000 222 222 21 [-]
16 3400 222 222 22 [-]
17 3800 332 222 22 [-]
18 4200 333 322 22 [-]
19 4600 333 333 22 [-]
20 5000 333 333 33 [-]
21 5400 443 333 33 [-]
22 5800 444 433 33 [-]
23 6200 444 444 33 [-]
24 6600 444 444 44 [-]
25 7000 554 444 44 [-]
26 7400 555 544 44 [-]
27 7800 555 555 44 [1]
28 8200 555 555 55 [1]
29 8600 665 555 55 [2]
30 9000 666 655 55 [2]
31 9400 666 666 55 [3]
32 9800 666 666 66 [3]
33 10200 776 666 66 [4]
34 10600 777 766 66 [4]
35 11000 777 777 66 [5]
36 11400 777 777 77 [5]
TH Saves
PD RS PP BW Sp Fo Re Wi
+0  6  4  6  3  4  1  3  0
+0  6  5  7  3  5  1  4  1
+1  7  6  7  4  6  2  5  1
+1  7  7  8  4  7  3  6  2
+2  8  8  8  5  8  4  7  3
+2  8  9  9  5  9  5  8  3
+3  9 10  9  6 10  5  9  4
+3  9 11 10  6 11  6 10  5
+4 10 12 10  7 12  7 11  5
+4 10 13 11  7 13  8 12  6
+5 11 14 11  8 14  9 13  7
+5 12 15 12  9 14  9 14  7
+6 13 16 13 11 15 10 15  8
+6 14 16 14 13 15 11 16  9
+7 15 16 15 14 16 12 17  9
+7 16 16 16 16 16 13 18 10
+8 16 16 16 16 16 13 19 11
+8 16 17 16 16 16 14 20 11
Requisites: Str 17, Dex 8, Con 17, Int 8, Wis 17
Alignment: any
HD/level: & 2d4
Weapon Prof.: 8+level
To Hit Table: Rog
Save Table: 2xRog
Reference: DM {Reduced Legend}
Groups: Rogue, Concordant (x1)
 
Gets Exceptional Str, Dex, and Con.
Gets 50 Rogue points per level.
Gets Myth spells, see Myth spell table (next page). Gets Legend spells starting at level 27, see [PC7].
Level 27: You attack or defend as a x2 being. (toggle this using 1M or 1T action.)
 
Lvl Myth Ability | -50% | -100% | -150% Act Base Penalty Bonus
1 Move Silently + Hide In Shadows together | Can backstab to someone's flank | Dimension Door V 20 Dex-12 Dex-14
1 Find/Remove Abjuration/Protection ("Twist") | All of the same effect on 1 target | All of the same effect in your group V 10 Int-13 Int-15
1 Any 2nd level Rogue ability (This is not a typo.) - - - -
2 Monster Summoning DL I || DL II || DL III || DL IV || etc. (2 pipes each) M 50 Wis-16 Wis-17
2 Any 2nd level Rogue ability - - - -
3 Blink | Blink Away Randomly (no parting shots) | Teleport (no delay) to random place within 10 miles 0 0 Con-22 Con-25
3 Any 2nd level Rogue ability (This is not a typo.) - - - -
4 +rating/25 TH | +rating/20 AC | +rating/15 max hp (lasts 1 turn) P 0 Str-32 Str-33
8 Dimension Fold or x1 Special of Proof vs. Teleportation | Find/Remove Teleport Redirection/Protection (borrow the F action as you are grabbed/stopped) | Create/Destroy Gate F or bF 0 Chr-40 Chr-45
16 (Use 1/turn max) Can convert 1V->1IV or 1Z->1IZ (instantaneous actions), one time per 50% made this turn. 0 0 Wis-49 Wis-50
20 Any 1st level Legend ability (see [PC7]) - - - -
24 Innate Deflection | Radiation | Magic | Psionic ||||||| Concordant (extra | for Reflection) bS 0 Con-45 Con-50
32 Any 1st level Unique ability (see [PC7]) - - - -

[PC4] Rogue Group Classes


Myth Spells

Level # Spell
1 1 All your effects with saves require two saves (pick worst result)
1 2 Can use 3V /s instead of standard actions per segment
1 3 1M, 1/d: Cast 3rd lvl Wiz or 1st lvl Pri spell (does not Twilight you)
1 4 Your Personality score = Con+Int+Wis+Chr+Level.
1 5 Immune to Coup de grace and Mind Reading / ESP
1 6 1P: Lower all x0 and x1 effects on you and 1 target in your group
1 7 +1 V action
1 8 Immune to Rainbow Silver effect
1 9 0, LVL/d: One target gets -10*LVL% MR, PR, IR, or RR
2 1 Material componenting spells (Wizard or Priest) costs you only ½V action
2 2 0, LVL/d: One target gets -10*LVL% to any one resistance other than GR, aGR, XR, or aXR
2 3 Immune to Harm and Causeall
2 4 0, 1/d: Choose a die roll you make.
2 5 1M, 1/d: Use Psi1, 2, 9, or 18 Minor, PSPs=LVL*10
2 6 Can target yourself two times for twice the effect (magic or psi)
2 7 Resist Time
2 8 (LVL)F, 1/d: Create an item worth LVL*100 item XP or less.
2 9 +LVL A actions
3 1 +1 to F factor in Custom2 without paying for it (see [PC6])
3 2 1M, 1/d: Cast 4th lvl Wiz or 3rd lvl Pri spell (does not Twilight you)
3 3 1M: Dispel Innate
3 4 +1 F action
3 5 0, 1/d: Ignore someone's resistance or double resistance to something
3 6 1F, 1/d: Target effect, with multiplier of x2 or greater, is lowered by 1 multiplier (Effects of x9 or greater ignore this.)
3 7 1M, 1/d: Mini Fury (Do LVL QM actions only for magic or psi, at the end of the effect, you are Crapped and Set)
3 8 0, 1/d: Reset self, you will not get your next Natural Reset.
3 9 Duplicate one 1st level Boss or Sidekick spell
4 1 Duplicate one 1st-2nd level Boss or Sidekick spell
4 2 Get 2 Resets per Reset (doesn't stack w/self, one of them is an Artificial Reset)
4 3 +LVL*20% distributed among RMPIWR
4 4 1F, 1/h: Locate Person/Object
4 5 1F, 1/h: Speak with Person (Tongues)
4 6 1V: Magic Jar
4 7 Immune to effects that specifically affect your race (Arrow of Slaying, etc.)
4 8 Always do at least 1 damage as long as you hit, regardless of immunities / WR / pro weapons / etc.
4 9 1V: Lower one x0 effect. 1P: Lower one x1 effect.
5 1 Pick magic, psi, radiation, or innate. Your effects of that type give half blahR (normal and irreducible; unadjustable blahR's are not affected)
5 2 0, 1/s: Have a LVL% chance per segment of being able to attack a Familiar even if it's immune (the Familiar will know you're doing this even if you fail)
5 3 Time/Reality Stability
5 4 1V: Lower all x0 effects on 1 target. 1P: Lower LVL x1 effects on 1 target.
5 5 1M: Roll 1d50-20. After rolling and seeing the result, you may disable that Psionic frequency in the area for 1 turn (treat as a x1 Special).
5 6 1M, 1/d: Contact Higher Plane (not Other; this is the version that has a chance of insanity)
5 7 +1 Opp action (if Opposing actions are pixelated, gives +1QS instead)
5 8 Can trade a Myth SL N for N Myth SLs. This effect also gives you 2 SLs of Myth spells.
5 9 1S: Lower LVL x1 effects in the same group.
6 1 Material componenting spells (Wizard or Priest) costs you only ¼V action
6 2 0, 1/d: For 1 turn, casting multiple Wishes/Miracles doesn't harm MF in the area
6 3 1M, 1/d: Cast 5th lvl Wiz or Pri spell
6 4 1M: Disable all non-Rogue classes in your group (RSW save for each class)
6 5 Resist one element of E=LVL or less (change at reset)
6 6 Immune to 0th-3rd level spells of one school or sphere
6 7 You may mix this class with any other single class, that is itself not in a mix. Uses the 50% version of mixed classing.
6 8 0: Zero & Opposing actions cannot be used in your group.
6 9 1bF: Counterspell
7 1 0, 1/d: Avoid Fate of x2 multiplier
7 2 Duplicate one 1st-4th level Boss or Sidekick spell
7 3 1F: Sever Warden / Brass Gnat / ProtoLich's power connection (Will save)
7 4 1M: Target loses this segment's actions (RSW save)
7 5 1P: You and target cannot use F, S, M, or Opp actions (target gets RSW save)
7 6 1V, 1/t: Choose Future
7 7 You can use +1 segment /r (i.e. you get a segment 11)
7 8 Reduced time paradox/oddities while time travelling
7 9 0, 1/t: Counter a Counterspell
8 1 1 Reset of F actions, 1/w: Create a LVL*1000 item XP magic item
8 2 +3 HNCL for purposes of qualifying for Concordant classes
8 3 1V, 2/d: Drop or add a class (even during combat)
8 4 1 Reset: Mordenkainen's Magnificient Mansion (permanent)
8 5 Duplicate 4 SL's of Mortal0 spells
8 6 +LVL*5% XR
8 7 1F, 1/d: Target Myth loses Myth class & all spells (Will save)
8 8 1F: Dominate target creature (Will save)
8 9 1bF, 1/d: Capital O Object
Legend 1 (11) 1 All your effects have no save (incl. Scarab/Pro)
Legend 1 (11) 2 Can instead use LL/2 (round up) F actions /s
Legend 1 (11) 3 1M,1/d: Cast 10th lvl Wiz or 8th lvl Pri spell
Legend 1 (11) 4 Immune Ego/Domination of mult = to LL or less
Legend 1 (11) 5 Immune Head Blown Off, slain, crapped, Extract
Legend 1 (11) 6 1V: Lower all x1 effects on 1 target
Legend 1 (11) 7 +LL S actions
Legend 1 (11) 8 Truename is unreadable to mult = to LL or less
Legend 1 (11) 9 0,LL/d: One target gets -10*LL% irrBlahR (MPIRR)

[PC4] Rogue Group Classes


Nicol Bolas (MTG B/U/R) (Dimir/Izzet/Rakdos)

Level KXP Wizard
123 456 789 AB
1 0 2½- --- --- --
2 5.625 31½ --- --- --
3 11.25 421 --- --- --
4 22.5 532 ½-- --- --
5 45 643 1½- --- --
6 90 754 21- --- --
7 180 865 32½ --- --
8 360 976 43½ --- --
9 720 A87 541 ½-- --
10 1440 A98 652 1-- --
11 2160 AA9 763 2½- --
12 2880 AAA 874 3½- --
13 3600 AAA 985 4½- --
14 4320 AAA A96 51½ --
15 5040 AAA AA7 621 --
16 5760 AAA AA8 732 --
17 6480 AAA AA9 843 --
18 7200 AAA AAA 954 ½-
19 7920 AAA AAA A65 ½-
20 8640 AAA AAA A76 1-
21 9360 AAA AAA A87 1-
22 10080 AAA AAA A98 2-
23 10800 AAA AAA AA9 2-
24 11520 AAA AAA AAA 3-
25 12240 BBB BBB BBB 3-
26 12960 BBB BBB BBB 4-
27 13680 CCC CCC CCC 4½
28 14400 CCC CCC CCC 5½
29 15120 DDD DDD DDD 5½
30 15840 DDD DDD DDD 51
31 16560 DDD DDD DDD 61
32 17280 EEE EEE EEE 61
33 18000 EEE EEE EEE 71
34 18720 FFF FFF FFF 71
35 19440 FFF FFF FFF 81
36 20160 FFF FFF FFF 82
TH Saves
PD RS PP BW Sp Fo Re Wi
+2 10 14 16  6 12  2  4  2
+3 12 14 16  6 14  2  6  4
+3 12 16 16  8 14  4  6  4
+4 12 16 16  8 14  4  8  6
+4 12 18 18  8 16  4  8  6
+5 14 18 18 10 16  6 10  8
+5 14 20 18 10 18  6 10  8
+6 14 20 18 12 18  8 12 10
+6 14 20 20 12 18  8 12 10
+7 16 22 20 12 20  8 14 12
+7 16 22 20 14 20 10 14 12
+8 16 24 20 14 22 10 16 14
+8 16 24 22 16 22 12 16 14
+9 18 26 22 16 22 12 18 16
+9 18 26 22 16 24 12 18 16
+10 18 26 22 18 24 14 20 18
+10 18 28 24 18 26 14 20 18
+11 20 28 24 20 26 16 22 20
Requisites: Dex 28, Int 26, Wis 17, 4 class slots
Alignment: LN
HD/level: d40
Weapon Prof.: 8+level
To Hit Table: Rog +5 levels
Save Table: (Wiz/Rog/Psi)*2
Reference: DM {Arch- Crosis Purger}
Groups: Wizard, Rogue, Monster
 
Super Barbarian Dex bonus [bonus = (Dex-18)*3]. Extra-Barbarian Int bonus.
Has 155+65*LVL Rogue points.
Some of this class's rogue abilities duplicate psionic powers. The number of PSPs being used (if this is needed, for effects like Cell Adjustment) is equal to the amount the roll is made by. The limit on how many PSPs can be spent is still obeyed. This class counts as 1 level higher for purposes of twilighting. You will twilight if you use a psionic power that is too high SL for you.
Channeling. Int bonus to spells. Specialized in Wizard Metamagic school.
Moving costs you only ½V action. (This effectively doubles your movement rate.)
Level 1: +1 borrowed M action per round.
Level 1: 1M: Summon a kobold (AC 10, hp 10, TH +1, dmg 1). It is a summon but does not use a summon slot. It does not have summoning sickness. At end of round, it is automatically unsummoned.
Level 3: -1 to number of remaining M or borrowed M actions remaining this round: Copy a spell you cast this segment.
Level 4: 1V: +1 QV next segment.
Level 4: 1V: Target cannot use V actions next segment (no save; aIR to avoid).
Level 4: 2M+½V: Target gets -4*LVL TH, dmg, AC, and saves until end of round.
Level 4: 1M: Summon a goblin (AC 20, hp 10, TH +20, dmg 20). It is a summon but does not use a summon slot. It does not have summoning sickness. At end of round, it is automatically unsummoned.
Level 5: +1 borrowed M action per round.
Level 9: 1P: +1 QP next segment.
Level 9: 1P: Target cannot use P actions next segment (no save; aIR to avoid).
Level 9: For HD/level, this class copies the cumulative (&) modifier (if it's there on the class you're copying). This applies to all dice (even those below level 9).
Level 9: -1 to number of remaining M or borrowed M actions remaining this round: Copy a spell someone else cast.
Level 9: +1 Q borrowed M action per round.
Level 9: 1M: Summon a ball lightning (AC 20, hp 10, TH +60, dmg 60). It is a summon but does not use a summon slot. It does not have summoning sickness. At end of round, it is automatically unsummoned.
New spells:
Force Spike (Metamagic, SL 2): 1 borrowed M or 1 OppM: Counter target magical/psionic effect unless its user devotes another spell/psionic slot to it.
Mana Leak (Metamagic, SL 3): 1 borrowed M or 1 OppM: Counter target magical/psionic effect unless its user devotes another 3 spell/psionic slots to it.
Counterspell (Metamagic, SL 4): 1 borrowed M or 1 OppM: Counter target magical/psionic effect.
Fork (Metamagic, SL 4): 1 borrowed M or 1 OppM: Copy target magical/psionic effect.
Deflection (Metamagic, SL 5): 1 borrowed M or 1 OppM: Redirect target magical/psionic effect to another target.
Quash (Metamagic, SL 6): 1 borrowed M or 1 OppM: Counter target magical/psionic effect. That person cannot use that effect for the rest of the day.
Lvl Ability | -50% | -100% | -150% Act Base Penalty Bonus
1 +rating/50 A actions /r this turn || B actions || C actions 1F 0 Dex-20 Dex-25
1 Controlled Blink | Controlled Blink 10'r (unwilling get PP save) ½V 50 Wis-14 Wis-14
1 Do rating/50 physical attacks with one weapon ½P 50 Str-10 Str-18
1 Duplicate a Psi1 minor ||| major ||| grand ||| super 1M 0 Chr-9 Chr-12
1 Duplicate a Psi2 minor ||| major ||| grand ||| super 1M 0 Con-9 Con-12
1 Duplicate a Psi3 SL=1 | SL=2 | SL=3 | etc. 1M 0 Any-18 Any-24
1 Any Rogue Level 1 ability - - - -
1 Any Rogue Level 1 ability - - - -
1 Any Rogue Level 1 ability - - - -
1 Any Rogue Level 1 ability - - - -
2 Duplicate a Psi10 minor ||| major ||| grand ||| super 1M 0 Int+Wis-24 Int+Wis-32
2 Any Rogue Level 2 ability - - - -
3 Duplicate a Psi5 minor ||| major ||| grand ||| super 1M 0 Chr-15 Chr-20
3 Any Rogue Level 3 ability - - - -
4 Any Rogue Level 4 ability - - - -
4 Any Rogue Level 4 ability - - - -
5 Any Rogue Level 5 ability - - - -
5 Any Rogue Level 5 ability - - - -
6 Any Rogue Level 6 ability - - - -
6 Any Rogue Level 6 ability - - - -
7 Any Rogue Level 7 ability - - - -
7 Any Rogue Level 7 ability - - - -
8 Any Rogue Level 8 ability - - - -
8 Any Rogue Level 8 ability - - - -
9 Any Rogue Level 9 ability - - - -
9 Any Rogue Level 9 ability - - - -
9 Any Rogue Level 9 ability - - - -
9 Any Rogue Level 9 ability - - - -
9 Any Rogue Level 9 ability - - - -
9 Any Rogue Level 9 ability - - - -

[PC4] Rogue Group Classes


Nikki

Level KXP Priest
123 456 789 ABC D
TH
1 0 1-- --- --- - +0
2 1.1 20- --- --- - +1
3 2.2 21- --- --- - +1
4 4.4 320 --- --- - +2
5 8.8 321 --- --- - +3
6 17.6 432 0-- --- - +3
7 35.2 432 1-- --- - +4
8 70.4 543 20- --- - +5
9 140.8 543 21- --- - +5
10 250 654 320 --- - +6
11 400 654 321 --- - +7
12 550 765 432 0-- - +7
13 700 765 432 1-- - +8
14 850 776 543 20- - +9
15 1000 776 543 21- - +9
16 1150 777 654 320 - +10
17 1300 777 654 321 - +11
18 1450 777 765 432 - +11
19 4150 777 776 543 - +12
20 4350 777 777 654 - +13
21 4700 777 777 765 - +13
22 5050 777 777 776 - +14
23 5400 777 777 777 - +15
24 5750 888 877 777 - +15
25 6100 888 888 877 - +16
26 6450 888 888 888 - +17
27 6800 888 888 888 b +17
28 7150 888 888 888 0 +18
29 7500 888 888 888 1 +19
30 7850 888 888 888 2 +19
31 8200 888 888 888 3 +20
32 8550 888 888 888 4 +21
33 8900 888 888 888 5 +21
34 9250 888 888 888 6 +22
35 9600 888 888 888 7 +23
36 9950 888 888 888 81 +23
37 19900 888 888 888 82 +24
38 29850 888 888 888 83 +25
39 39800 888 888 888 84 +25
45 99500 998 888 888 88 +29
54 189050 999 999 999 981 +35
63 278600 999 999 999 999 +41
72 368150 AAA AAA AA9 999 1 +47
Race Adjustments:
Str Dex Con Int Wis Chr Cml AT hp TH Div
-4 +3 +3 -4 +5 +5 +10 +0 +0 +0 ÷1
 
Requisites: Dex 12, Con 12, Wis 18, Chr 19,
  Race Slots 1, Class Slots 2
Alignment: T any (or) C any (or) any S
HD/level: d20
Weapon Prof.: 3+level/2
To Hit Table: Pri
Save Table: 2xPri
Reference: DM
Groups: Priest, Rogue, Archetype
Complexity: CF=3
   
Saving Throws:  
PPD: level*2+6
RSW: level*2+2
PP: level*2+4
BW: level*2+1
Spell: level*2+2
Fort: level*2-2
Reflex: level*2-2
Will: level*2+1
   
Grand in Love sphere.
Gets 30 Rogue points per level.
Level 1 ¶: Your spells are resisted using CR instead of MR.
Level 1 ¶: Regenerate Heal per segment: Each segment, you get a Heal spell cast on you.
Level 1: You cast Enchantment, Charm, and Love spells at +1 caster level.
Level 2: Hold Chr.
Level 3: +LVL on TH, dmg and AC provided you have made love within the past day.
Level 4: Your summon gain your Chr bonus to LVL/HD. (Divide this by 4 to get adjustment to DL)
Level 5: Your Enchantment, Charm, and Love based abilities and spells can work upon those typically immune to such effects, at half effect.
 
Love Spells:
Charm Animal (SL=1): Makes one animal your friend (Will save).
Eagle's Splendor (SL=2): Subject gains +4 to Charisma for 1 min./level.
Blindness/Deafness (SL=3): Makes subject blinded or deafened (RSW save)
Charm Monster (SL=4): Makes monster believe it is your ally. (Will save)
Symbol of Sleep (SL=5): Triggered rune puts nearby creatures into catatonic slumber. (no save)
Symbol of Persuasion (SL=6): Triggered rune charms nearby creatures. (no save)
Power Word Blind (SL=7): Blinds and Stuns creature with 200 hp or less. (no save)
Sympathy (SL=8): Object or location attracts certain creatures.
Dominate Monster (SL=9): Charm Monster (no save).
 
Lvl Nikki Ability | -50% | -100% | -150% Act Base Penalty Bonus
1 Kiss to Charm Monster (save) | Blow Kiss (Charm Monster 30' away) || Arousal M 30 Chr-9 Chr-12
1 Mount |||| Nothing Happens (you and target do nothing for next segment) V 0 Dex-9 Dex-12
1 Slap (does dmg to one target = % made by) P 20 Str-0 Str-12
1 Unbutton/Untie (one item is de-equipped) |||| Power Word Strip (hits everything) V 10 Wis-0 Wis-12
1 Fascinate | Mislead | Misdirection | Innate Turning | Confusion | Taunt M 0 Int-0 Int-12
1 Flash | Weakness | Blindness | Symbol of Stunning | Power Word Stun P 30 Con-0 Con-12
1 Comeliness (+1 per 5% made) | Phantasmal Lover | Leomund's Tiny Brothel F 0 Chr-9 Chr-12
1 any Acrobat1 ability - - - -

[PC4] Rogue Group Classes


Ninja1

Level KXP
Spells
1 0 (none)
2 4 (none)
3 8 (none)
4 15 (none)
5 30 (none)
6 60 (none)
7 120 (none)
8 240 (none)
9 500 (none)
10 1000 (none)
11 1300 (none)
12 1600 (none)
13 1900 (none)
14 2200 (none)
15 2500 (none)
16 2800 (none)
17 3100 (none)
18 3400 (none)
19 3700 (none)
20 4000 (none)
21 4300 (none)
22 4600 (none)
23 4900 (none)
24 5200 (none)
25 5500 (none)
26 5800 (none)
27 6100 (none)
28 6400 (none)
29 6700 (none)
30 7000 (none)
31 7300 (none)
32 7600 (none)
33 7900 (none)
34 8200 (none)
35 8500 (none)
36 8800 (none)
TH Saves
PD RS PP BW Sp Fo Re Wi
+0  5  4  6  2  3  0  2  0
+1  6  4  6  3  4  1  3  0
+2  6  5  6  3  4  1  3  0
+3  6  5  7  3  5  1  4  1
+4  6  6  7  3  5  2  4  1
+5  7  6  7  4  6  2  5  1
+6  7  7  7  4  6  3  5  2
+7  7  7  8  4  7  3  6  2
+8  7  8  8  4  7  3  6  2
+9  8  8  8  5  8  4  7  3
+10  8  9  8  5  8  4  7  3
+11  8  9  9  5  9  5  8  3
+12  8 10  9  5  9  5  8  4
+13  9 10  9  6 10  5  9  4
+14  9 11  9  6 10  6  9  4
+15  9 11 10  6 11  6 10  5
+16  9 12 10  6 11  7 10  5
+17 10 12 10  7 12  7 11  5
Requisites: Dex 14, Int 15, Chr 14
Alignment: non-G
HD/level: &d2
Weapon Prof.: 0+level
To Hit Table: War
Save Table: Rog
Reference: OA1
Groups: Rogue
 
Level 1: +1 weapon prof/level
Level 1: Free Martial Arts style; +2 maneuvers per level.
Lvl Ninja Ability | -50% | -100% | -150% Act Base Penalty Bonus
1 Move Silently || Immovability V 10 Dex-13 Dex-16
1 Hide in Shadows || Meld in Shadows/Mirrors V 5 Dex-11 Dex-16
1 Climb Walls | Climb Overhangs | Climb Upside Down V 60 Str-9 Str-13
1 Assassination (-5% per HD/level of target) 0 0 Wis-13 Wis-15
1 Spying - 10 Int-11 Int-14
1 Backstab (each 30% = x1) (increases 10/level) 0 50 Int-6 Int-20
1 Vaulting || Passwall V 45 Dex-12 Dex-16
1 Feather Falling || Body Control V 20 Dex-12 Dex-14
2 Concealment/Blending | Misdirection | Non-Detection M 20 Wis-12 Wis-14
2 Disguise | Alter Appearance M 25 Chr-11 Chr-13
3 Tightrope Walking | Water Walking | Shadow Walking | Dimension Walking V 75 Dex-11 Dex-15
4 any Rogue 4 ability - - - -
4 any Rogue 4 ability - - - -
5 Escape Bonds | Escape Binding | Escape Imprisonment or Time Stop P 15 Str-13 Str-15
6 Hold Breath | Hold Life P 15 Con-15 Con-17
6 Distraction | Mislead | Forget | Mirage Arcana M 15 Wis-13 Wis-16
7 Invisibility | Improved Invisibility | Dust of Disappearance M 20 Int-12 Int-14
8 Inner Focus (+1 Str/Dex/Con for 1r per 10% made) M 5 Wis-10 Wis-20
8 Slay (target that you hit saves at +4, -1 per 10% made; or dies) M 0 Wis-13 Wis-19
9 any 3rd level Ench/Charm spell is cast | any 4th | any 5th | any 6th (#=SL-2) #M 15 Chr-13 Chr-18
10 Doppleganger | Spirit Doppleganger | Polymorph Self | Shapechange MV 0 Chr-16 Chr-16
12 any 3rd level Illusion spell is cast | any 4th | any 5th | any 6th (#=SL-2) V#M 15 Dex-18 Dex-22
15 any Metab minor Psi2 is used +1 PSP/10% to maintain | Telep | Clair | Port ( | major) MM 20 Int-21 Int-24
18 Aura of Ill Omen (all in area at -1 on all rolls per 10% made for 1t) MV 0 Chr-9 Chr-18
27 Limited Wish (#=1) | Alter Reality (#=2) | Wish (#=3) | Change Reality (#=4) #F 0 Int-20 Int-25

[PC4] Rogue Group Classes


Ninja1JG

Level KXP
Spells
1 0 (none)
2 2 (none)
3 4 (none)
4 8 (none)
5 16 (none)
6 32 (none)
7 64 (none)
8 128 (none)
9 256 (none)
10 656 (none)
11 1056 (none)
12 1456 (none)
13 1856 (none)
14 2256 (none)
15 2656 (none)
16 3056 (none)
17 3456 (none)
18 3856 (none)
19 4256 (none)
20 4656 (none)
21 5056 (none)
22 5456 (none)
23 5856 (none)
24 6256 (none)
25 6656 (none)
26 7056 (none)
27 7456 (none)
28 7856 (none)
29 8256 (none)
30 8656 (none)
31 9056 (none)
32 9456 (none)
33 9856 (none)
34 10256 (none)
35 10656 (none)
36 11056 (none)
TH Saves
PD RS PP BW Sp Fo Re Wi
+0  5  4  6  2  3  0  2  0
+1  6  4  6  3  4  1  3  0
+2  6  5  6  3  4  1  3  0
+3  6  5  7  3  5  1  4  1
+4  6  6  7  3  5  2  4  1
+5  7  6  7  4  6  2  5  1
+6  7  7  7  4  6  3  5  2
+7  7  7  8  4  7  3  6  2
+8  7  8  8  4  7  3  6  2
+9  8  8  8  5  8  4  7  3
+10  8  9  8  5  8  4  7  3
+11  8  9  9  5  9  5  8  3
+12  8 10  9  5  9  5  8  4
+13  9 10  9  6 10  5  9  4
+14  9 11  9  6 10  6  9  4
+15  9 11 10  6 11  6 10  5
+16  9 12 10  6 11  7 10  5
+17 10 12 10  7 12  7 11  5
Requisites: Str 15, Dex 15, Con 15
Alignment: any
HD/level: & d6
Weapon Prof.: 6+level
To Hit Table: 2xRog
Save Table: Rog
Reference: FGE1JG
Groups: Rogue
 
 
CF=1:
 
Gets 40 rogue points per level.
This class has "Ability to take martial arts", but does not come with a style or maneuvers for free.
Level 1: 1M, LVL/t: Faerie Fire (target gets -2 AC)
Level 1: Arm's P: 1d10 fire dmg to one target, takes additional 1d4 dmg each segment for 5 s.
Level 1: 1V, LVL/t: Flaming Hands: Your hands are on fire, and you do +1d4 unarmed dmg this round.
Level 1: 1M, LVL/t: Light (can blind one target, Spell save)
Level 1: Can see in normal darkness.
Level 1: Can go LVL days without food or water.
Level 1: Ignore the first LVL*3/2 (round down) * 10' of falling dmg.
Level 2: +LVL/2 dmg
Level 2: +LVL/2 AC
Level 2: 1M, 1/d: Rope Trick
Level 5: Disguise (auto power score)
Level 5: 1M, (LVL-4)/t: Cloudkill (Group takes 1 poison dmg /s; those with < 5 HD make PPD save or slain; moves at 2"; lasts 6 t)
Level 6: Reads on the Spec Barbarian line using LVL-5 for number of attacks (i.e. you are 3/2 with melee at level 6, since you read on the level 1 line), even with non-specialized weapons.
Level 8: Your Disguise cannot be penetrated by mundane means (no skill checks or proficiency checks are sufficient).
Level 9: 1V, (LVL-8)/t: Venom touch: Your hands are poisonous (death/0, PPD save) when you strike unarmed for 1 round
Level 9: Can see in magical darkness.
Level 12: Your Disguise cannot be penetrated by psionics. You are immune to ESP, probe, and empathy.
Level 16: Your Disguise cannot be penetrated by magic. You and your effects are immune to True Sight.
Level 27: Can see in Capital D Darkness.
 
Lvl Thief Ability | -50% | -100% | -150% Act Base Penalty Bonus
1 Assassination (-10% per HD/level of target) 0 0 Wis-13 Wis-15
1 Open/Close Locks: Mech. | Magic/Psi | OutPhase VM 10 Dex-11 Dex-15
1 Find/Remove Traps: Mech. | Magic/Psi | OutPhase | Pro. M 5 Dex-12 Dex-17
1 Move Silently || Immovability V 10 Dex-13 Dex-16
1 Hide in Shadows || Meld in Shadows/Mirrors V 5 Dex-11 Dex-16
1 Detect Noise | Clairaudience M 15 Wis-8 Wis-20
1 Climb Walls | Climb Overhangs | Climb Upside Down V 60 Str-9 Str-13
1 Backstab (each 40% = x1) (increases 10/level) 0 70 Int-6 Int-20
1 Jumping | Levitate | Flight V 20 Dex-11 Dex-15
4 Read Languages | Decipher Code M 0 Int-9 Int-14
5 Missile Deflection | Missile Reflection | Spell Deflection | Volley (0: Immune to attack) V 10 Dex-12 Dex-15
8 Feign Death ||| Feign Undeath V 40 Con-9 Con-10
10 Invisibility | Improved Invisibility M 0 Int-13 Int-18

[PC4] Rogue Group Classes


Orzhov Euthanist (MTG B/W)

Level KXP Priest
123 456 789
1 0 0-h --- ---
2 2.125 1-g --- ---
3 4.25 11- f-- ---
4 8.5 21- e-- ---
5 17 211 -e- ---
6 34 321 -d- ---
7 68 321 1-d ---
8 136 432 1-c ---
9 272 432 11- c--
10 544 543 21- b--
11 816 543 211 a--
12 1088 654 321 0--
13 1360 654 321 1--
14 1632 654 322 1--
15 1904 654 322 2--
16 2176 654 332 2c-
17 2448 654 333 2b-
18 2720 654 333 3a-
19 2992 654 433 30-
20 3264 654 433 31-
21 3536 654 443 31-
22 3808 654 444 31c
23 4080 654 444 32b
24 4352 654 444 42a
25 4624 655 444 420
26 4896 655 544 421
27 5168 655 554 421
28 5440 655 555 421
29 5712 655 555 431
30 5984 655 555 532
31 6256 665 555 532
32 6528 666 555 532
33 6800 666 655 532
34 7072 666 665 532
35 7344 666 666 532
36 7616 666 666 542
TH Saves
PD RS PP BW Sp Fo Re Wi
+0  8  7  6  3  6  1  2  2
+1  8  7  6  3  7  1  3  3
+1  9  8  6  4  7  2  3  3
+2  9  8  7  4  7  2  4  4
+3 10  9  7  5  8  3  4  4
+3 10  9  7  6  8  3  5  5
+4 11 10  8  7  9  4  5  5
+5 11 10  9  8  9  4  6  6
+5 12 10  9  9  9  5  6  6
+6 12 11 10 10 10  5  7  7
+7 13 11 10 11 10  6  7  7
+7 13 12 11 12 11  6  8  8
+8 13 12 12 13 11  7  8  8
+9 14 13 13 14 11  7  9  9
+9 14 13 13 14 12  8  9  9
+10 14 13 14 14 12  8 10 10
+11 15 14 14 14 13  9 10 10
+11 15 14 14 14 13  9 11 11
Requisites: Wis 18, Dex 14
Alignment: LE, NE, NG, or CN
HD/level: 2d2 {Wis}  (see note)
Weapon Prof.: 4+level/2
To Hit Table: Pri
Save Table: Pri/Rog
Reference: DM {Planeshifted Orzhov Necromancer22}
Groups: Priest, Rogue, Alternate
 
Hit Dice: "2d2 {Wis}" means you get Wis bonus to the HD for this class, not Con bonus. You may apply Exceptional or Barbarian Wis if you have it. You cannot choose to apply Con anyway.
Exceptional Dex bonus.
Channeling.
Grand in Priest Necromancy spells.
May have 1+LVL "Revive slots" instead of the usual one "Summon slot". An animated xM (multiplier M) being uses up M*M Revive slots.
A Revive is an animated (undead) monster with half the original monster's stats. It also has half the original monster's special abilities. It cannot be healed, but it regenerates at N hp/r (where N is it's DL rating).
A Revive of a Revive has 1/4 the original stats, and so on. Round stats down. If the resultant creature has 0 max hp, the Revive fails.
Level 1: Your weapons are Wounding (for each hit, it does an extra 1 point of damage per segment).
Level 1: 1D (even if D actions aren't being used): Slay the person that killed you (save)
 
New spell:
Revive N (Necromancy, SL N): Revive a DL=N monster.
 
Lvl Euthanist Ability | -50% | -100% | -150% Act Base Penalty Bonus
1 Assassination (-5% per HD/level of target) 0 0 Wis-13 Wis-15
1 any Assassin 1 ability - - - -
2 Song of Harming (1 dmg per 5% roll made) P*M 10 Wis-12 Wis-17
2 any Assassin 2 ability - - - -
3 any Rogue 3 ability - - - -
5 Detect Invisibility | Force Shapechange | Wrench ||| See through Dust of Disappearance 2M 0 Wis-12 Wis-20
7 Blink | Controlled Blink | Teleport | Teleport without Error M 15 Wis-12 Wis-14
7 Misdirection | Aura Alteration | Non-Detection M 20 Wis-10 Wis-18
8 Slay (target that you hit saves at +4, -1 per 10% made; or dies) M 0 Wis-13 Wis-19
12 Find the Path MV 0 Wis-9 Wis-13
15 Ethereal Spell | Ethereal Projection | Elemental Spell (project to an Elemental plane) 3M 35 Wis-19 Wis-25
24 Energy Drain+Destruction+Degenerate target ||| Put target in the Hole 1P+2M 0 Wis-19 Wis-25

[PC4] Rogue Group Classes


Orzhov Scion (MTG B/W)

Level KXP Priest
123 456 789
1 0 000 --- ---
2 3.187 100 --- ---
3 6.375 110 0-- ---
4 12.75 210 0-- ---
5 25.5 211 00- ---
6 51 321 00- ---
7 102 321 100 ---
8 204 432 100 ---
9 408 432 110 0--
10 816 543 210 0--
11 1224 654 321 0--
12 1632 654 322 1--
13 2040 654 332 2c-
14 2448 654 333 3a-
15 2856 654 433 31-
16 3264 654 444 31c
17 3672 654 444 42a
18 4080 655 544 421
19 4488 655 555 431
20 4896 665 555 532
21 5304 666 655 532
22 5712 666 666 532
23 6120 666 666 543
24 6528 666 666 544
25 6936 666 666 554
26 7344 666 666 555
27 7752 666 666 655
28 8160 666 666 665
29 8568 666 666 666
30 8976 666 666 666
31 9384 666 666 666
32 9792 666 666 666
33 10200 666 666 666
34 10608 666 666 666
35 11016 666 666 666
36 11424 666 666 666
TH Saves
PD RS PP BW Sp Fo Re Wi
+0  8  7  6  3  6  1  2  2
+1  8  7  6  3  7  1  3  3
+1  9  8  6  4  7  2  3  3
+2  9  8  7  4  7  2  4  4
+3 10  9  7  5  8  3  4  4
+3 10  9  7  6  8  3  5  5
+4 11 10  8  7  9  4  5  5
+5 11 10  9  8  9  4  6  6
+5 12 10  9  9  9  5  6  6
+6 12 11 10 10 10  5  7  7
+7 13 11 10 11 10  6  7  7
+7 13 12 11 12 11  6  8  8
+8 13 12 12 13 11  7  8  8
+9 14 13 13 14 11  7  9  9
+9 14 13 13 14 12  8  9  9
+10 14 13 14 14 12  8 10 10
+11 15 14 14 14 13  9 10 10
+11 15 14 14 14 13  9 11 11
Requisites: Wis 20, Dex 16; Class slots 2
Alignment: LE, NE, NG, or CN
HD/level: 3d3 {Wis}  (see note)
Weapon Prof.: 5+level/2
To Hit Table: Pri
Save Table: Pri/Rog
Reference: DM {Arch-Orzhov Euthanist}
Groups: Priest, Rogue
 
Hit Dice: "3d3 {Wis}" means you get Wis bonus to the HD for this class, not Con bonus. You may apply Exceptional or Barbarian Wis if you have it. You cannot choose to apply Con anyway.
Barbarian Dex bonus. Exceptional Wis bonus.
Channeling.
Grand in Priest Necromancy spells.
May have 2+LVL "Revive slots" instead of the usual one "Summon slot". An animated xM (multiplier M) being uses up M*M Revive slots.
A Revive is an animated (undead) monster with half the original monster's stats. It also has half the original monster's special abilities. It cannot be healed, but it regenerates at N hp/r (where N is it's DL rating).
A Revive of a Revive has 1/4 the original stats, and so on. Round stats down. If the resultant creature has 0 max hp, the Revive fails.
Level 1: Your weapons are Wounding (for each hit, it does an extra 1 point of damage per segment).
Level 1: 1D (even if D actions aren't being used): Slay the person that killed you (save)
 
New spell:
Revive N (Necromancy, SL N): Revive a DL=N monster.
 
Lvl Divine Assassin Ability | -50% | -100% | -150% Act Base Penalty Bonus
1 +rating/50 A actions /r this turn || B actions || C actions F 0 Dex-20 Dex-25
1 Assassination (-3% per HD/level of target) ½0 0 Wis-15 Wis-25
1 Attack (+1 TH per 10% made this segment; or roll +1d20 per 100%, choose best) V 0 Dex-13 Dex-16
1 Backstab (each 30% = x1) (increases 10/level) ½0 50 Int-6 Int-20
1 Backstrike (each 30% = x1 TH) (increases 10/lvl) ½0 50 Wis-6 Wis-20
1 Damage (+1 dmg per 10% made this segment; or multiply dmg by x(1+rating/200)) V 0 Str-15 Str-18
1 Find/Remove Wizard Abjurations/Priest Protections V 0 Dex-13 Dex-18
1 Slap (does dmg to one target = % made by) P 20 Str-0 Str-12
1 any 1st level Rogue ability - - - -
1 any 1st level Rogue ability - - - -
2 Controlled Blink | Controlled Blink 10'r (unwilling get PP save) ½V 50 Wis-14 Wis-14
2 Song of Harming (1 dmg per 5% roll made) P*M 10 Wis-12 Wis-17
3 Considered extra +(rating/25) weapon to hit V 0 Str-5 Str-15
3 Lower/Ignore WaWR (reduce or ignore WaWR by rating) || iWaWR V/N 0 Dex-10 Dex-20
4 Erase a "?" in dungeon (loses track of party) - 0 Dex-13 Dex-19
4 Song of Battle (+1 TH,dmg,or saves per 10% made) V,*M 10 Str-15 Str-20
5 Jock: +LVL divided among Str, Dex, Con, or level for purposes of #Att (the last one is ½ a point each).
5 Detect Invisibility | Force Shapechange | Wrench ||| See through Dust of Disappearance 2M 0 Wis-12 Wis-20
6 Misdirection | Aura Alteration | Non-Detection M 20 Wis-10 Wis-18
6 any 6th level Rogue ability - - - -
7 Ki Power (cast a Wiz Invocation spell) (penalty = -SL*50%) (#=SL) | Pri Invocation #V 0 Int-14 Int-38
7 Slay (target that you hit saves at +4, -1 per 10% made; or dies) V 0 Wis-13 Wis-19
8 Backstorm (each 50%: +1 att is considered a backstab) - 0 Dex-16 Dex-22
8 Finger of Death | Slay Living | Power Word Kill V 0 Int-14 Int-17
9 Any target with AC>(150-rating/5) is considered AC=(150-rating/5) to you V 0 Dex-17 Dex-28
9 +LVL*rating/2 item XP in Weapon flags per day F 0 NA NA
10 Disjoin x2 effect ||||||||| x3 |||||||||||||||| x4 etc. - 50 Chr-18 Chr-25
12 Disharmonic Blast (1 dmg per 1% made) V 10 Con-16 Con-22
15 Ethereal Spell | Ethereal Projection | Elemental Spell (project to an Elemental plane) 3M 35 Wis-19 Wis-25
18 Backstave (N/2% of your dmg is vile) || Stun (save=N-100) - 0 Wis-26 Wis-32
27 Destruction/Mordenkainen's Disjunction ||| Put Target Down a Hole V 0 Int-19 Int-25

[PC4] Rogue Group Classes


Overt Rogue

Level KXP
Spells
1 0 (none)
2 4.5 (none)
3 9 (none)
4 18 (none)
5 36 (none)
6 72 (none)
7 144 (none)
8 288 (none)
9 500 (none)
10 850 (none)
11 1200 (none)
12 1550 (none)
13 1900 (none)
14 2250 (none)
15 2600 (none)
16 2950 (none)
17 3300 (none)
18 3650 (none)
19 4000 (none)
20 4350 (none)
21 4700 (none)
22 5050 (none)
23 5400 (none)
24 5750 (none)
25 6100 (none)
26 6450 (none)
27 6800 (none)
28 7150 (none)
29 7500 (none)
30 7850 (none)
31 8200 (none)
32 8550 (none)
33 8900 (none)
34 9250 (none)
35 9600 (none)
36 9950 (none)
TH Saves
PD RS PP BW Sp Fo Re Wi
+0  6  5  6  3  4  1  3  0
+0  7  6  7  4  6  2  5  1
+1  7  8  8  4  7  3  6  2
+1  8  9  9  5  9  5  8  3
+2  9 11  9  6 10  6  9  4
+2 10 12 10  7 12  7 11  5
+3 10 14 11  8 13  8 12  6
+3 12 15 12  9 14  9 14  7
+4 13 16 14 12 15 11 15  8
+4 15 16 15 14 16 12 17  9
+5 16 16 16 16 16 13 18 10
+5 16 17 16 16 16 14 20 11
+6 16 17 16 16 16 14 20 11
+6 16 17 16 16 16 14 20 11
+7 16 17 16 16 16 14 20 11
+7 16 17 16 16 16 14 20 11
+8 16 17 16 16 16 14 20 11
+8 16 17 16 16 16 14 20 11
Requisites: Dex 21, Chr 13
Alignment: L*
HD/level: d3
Weapon Prof.: & 10+level/9
To Hit Table: 3xRog
Save Table: Rog
Reference: DM {Mirror Stealth Rogue} {Reduced Overt Master}
Groups: Rogue, Concordant (x1), Mirror
 
Gets 50 rogue points per level.
Level 1: Thieves' Cant.
BlahR's are offensive (o). This means you reduce BlahR's that you face by this amount. Irreducible BlahR's are reduced at 1 per 5% of oBlahR. Unadjustable BlahR's cannot be adjusted this way. If you have unspent oBlahR left over, roll it, if you make it, you multiply your effect by x2 (or x+1).
You pick one ability per level.
Level 9: 1M, 1/t: Go On the Mound. You are 1 plane removed, your effects are x2 multiplier and x2 effect (or x+1). You are considered Planar Displaced and can't be targetted. Someone else On the Mound can attack you normally, if you are dropped, you are returned to the plane you came from (Went Off the Mound).
 
Lvl Appraiser2 Ability | -50% | -100% | -150% Act Base Penalty Bonus
1-6 oRR || oaRR || oaaRR 0 30 Chr-13 Chr-18
1-6 oMR || oaMR || oaaMR 0 20 Str-14 Str-19
1-6 oPR || oaPR || oaaPR 0 10 Con-15 Con-20
1-6 oIR || oaIR || oaaIR 0 0 Int-16 Int-21
1-6 Fork Innate | Psionic | Magic | Radioactive 1M (may borrow) -10 Chr-22 Chr-22
1-6 Any Rogue ability (= level you took this at) na na na na
7-12 oCR || oaCR || oaaCR 0 20 Dex+Con-28 Dex+Con-38
7-12 oNR || oaNR || oaaNR 0 10 Dex+Chr-31 Dex+Chr-41
7-12 oWR || oaWR || oaaWR 0 0 Int+Chr-34 Int+Chr-44
7-12 oER || oaER || oaaER 0 -10 Str+Wis-37 Str+Wis-47
7-12 Seal Fate (counter a counter) x1 | x2 | x3 | etc. 2M (may borrow) -20 Dex*2-50 Dex*2-50
7-12 Any Rogue ability (= level you took this at) na na na na

[PC4] Rogue Group Classes


Picker0

Level KXP
Spells
1 0 (none)
2 1.2 (none)
3 2.4 (none)
4 4.8 (none)
5 9.6 (none)
6 20 (none)
7 40 (none)
8 80 (none)
9 160 (none)
10 280 (none)
11 400 (none)
12 520 (none)
13 640 (none)
14 760 (none)
15 880 (none)
16 1000 (none)
17 1120 (none)
18 1240 (none)
19 1360 (none)
20 1480 (none)
21 1600 (none)
22 1720 (none)
23 1840 (none)
24 1960 (none)
25 2080 (none)
26 2200 (none)
27 2320 (none)
28 2440 (none)
29 2560 (none)
30 2680 (none)
31 2800 (none)
32 2920 (none)
33 3040 (none)
34 3160 (none)
35 3280 (none)
36 3400 (none)
TH Saves
PD RS PP BW Sp Fo Re Wi
+1  5  4  5  2  3  0  2  0
+1  5  4  5  3  3  1  3  0
+1  5  4  5  3  4  1  3  0
+2  5  5  5  3  4  1  4  1
+3  7  6  7  4  5  2  4  1
+3  7  6  7  5  5  2  5  1
+3  7  6  7  5  6  3  5  2
+4  7  7  7  5  6  3  6  2
+5  9  8  9  6  7  3  6  2
+5  9  8  9  7  7  4  7  3
+5  9  8  9  7  8  4  7  3
+6  9  9  9  7  8  5  8  3
+7 11 10 11  8  9  5  8  4
+7 11 10 11  9  9  5  9  4
+7 11 10 11  9 10  6  9  4
+8 11 11 11  9 10  6 10  5
+9 13 12 13 10 11  7 10  5
+9 13 12 13 11 11  7 11  5
Requisites: Dex 16, Wis 13
Alignment: any
HD/level: d4
Weapon Prof.: 3+level/3
To Hit Table: CTD0
Save Table: Thf0
Reference: DM
Groups: Rogue
 
Has infinite percentage in "Pick Pockets". Can Pick an item of any multiplier with a single V action, and automatically succeed regardless of penalties. In combat situations you will almost always be noticed, unless the item picked was minor. Note you can also place items (or yourself) on people with this ability.
Gets 20 Rogue points per level in other Rogue abilities. This class doesn't get a whole lot of picks, though.
Level 1 ¶: 1V: Create and deliver a Bomb on someone. This Bomb explodes for 10*LVL technological damage, with a LVL dmg splash to the group (no save) (TechR to resist). You can set the Bomb to go off on a delay; the Bomb will noticed only LVL% of the time (where LVL is the level/HD of the person).
Level 1: Get one "Any Rogue level 1" pick.
Level 4 ¶: 2V: Pick every single item off of someone. Or put any number of objects on someone, which can include LVL/2 Bombs.
Level 4: Get one "Any Rogue level 4" pick.
Level 9 ¶: 1V: Steal Enchantment; i.e. you move an effect from the target to yourself. (no save) (ER to resist)
Level 9: Get one "Any Rogue level 9" pick (this is in addition to the normal level 9 pick).
Level 16: Get one "Any Rogue level 16" pick.
Level 18 ¶: You can Pick Pockets (or Steal Enchantments) up to LVL*10' away. You can "sideways" Pick Pockets (i.e. you put an item from person A into person B's inventory directly, without going through you first.)
Level 25: Get one "Any Rogue level 25" pick.
Level 27 ¶: 1F: Clean Sweep: Every single non-living object in the room is put into your inventory. You may be selective about it (you don't have to pick all your friends' items).
Level 36: Get one "Any Rogue level 36" pick (this is in addition to the normal level 36 pick).

[PC4] Rogue Group Classes


Pioneer (Outland Pioneer)

Level KXP
Spells
1 0 (none)
2 3 (none)
3 6 (none)
4 12 (none)
5 24 (none)
6 48 (none)
7 96 (none)
8 192 (none)
9 350 (none)
10 600 (none)
11 850 (none)
12 1100 (none)
13 1350 (none)
14 1600 (none)
15 1850 (none)
16 2100 (none)
17 2350 (none)
18 2600 (none)
19 2850 (none)
20 3100 (none)
21 3350 (none)
22 3600 (none)
23 3850 (none)
24 4100 (none)
25 4350 (none)
26 4600 (none)
27 4850 (none)
28 5100 (none)
29 5350 (none)
30 5600 (none)
31 5850 (none)
32 6100 (none)
33 6350 (none)
34 6600 (none)
35 6850 (none)
36 7100 (none)
TH Saves
PD RS PP BW Sp Fo Re Wi
+0  6  4  6  3  4  1  3  0
+0  6  5  7  3  5  1  4  1
+1  7  6  7  4  6  2  5  1
+1  7  7  8  4  7  3  6  2
+2  8  8  8  5  8  4  7  3
+2  8  9  9  5  9  5  8  3
+3  9 10  9  6 10  5  9  4
+3  9 11 10  6 11  6 10  5
+4 10 12 10  7 12  7 11  5
+4 10 13 11  7 13  8 12  6
+5 11 14 11  8 14  9 13  7
+5 12 15 12  9 14  9 14  7
+6 13 16 13 11 15 10 15  8
+6 14 16 14 13 15 11 16  9
+7 15 16 15 14 16 12 17  9
+7 16 16 16 16 16 13 18 10
+8 16 16 16 16 16 13 19 11
+8 16 17 16 16 16 14 20 11
Requisites: Dex 18, Con 12
Alignment: any
HD/level: +d6
Weapon Prof.: 4+level/3
To Hit Table: Rog
Save Table: 2xRog
Reference: DM {Planeshifted Dungeoneer}
Groups: Rogue, Alternate, Planar
 
Gets 60 Rogue points per level
Level 1: Can weapon specialize (as per "Non-Warrior" in the Number of Attacks table).
 
For Rogue Chart, see next page.

[PC4] Rogue Group Classes


Pioneer (Outland Pioneer) Rogue chart

Lvl Pioneer Ability | -50% | -100% | -150% Act Base Penalty Bonus
1 Blend in (everyone believes OK that you're here) - 50 Chr-12 Chr-14
1 Comprehend Languages | Tongues | Message ( | per plane) 0 50 Int-9 Int-12
1 Ethereal Window | Astral | Phlogiston | Any Inner | Any Outer | UltraBlack MV 0 Con-12 Con-15
1 Find/Remove Specials: x1 multiplier | x2 mult. | x3 mult. (amount made = #' away) VV 20 Dex-18 Dex-22
1 Know Visual History | Object Reading | Identify | Legend Lore 0 | M 0 Wis-15 Wis-17
1 Locate Staircases on current DL || Out of Depth Monsters || Most Valuable Object MM 0 Chr-20 Chr-25
1 Pass without Trace || Etherealness || Probability Travel MV 0 Chr-15 Chr-21
1 Spying || Reflecting Pool || untraceable & without his "ears burning" - || F 10 Int-12 Int-17
1 Tightrope Walking | Water Walking | Shadow Walking | Dimension Walking V 75 Dex-11 Dex-15
1 Any Rogue 1 ability - - - -
2 Blink | Controlled Blink | Dimension Door with no Summoning Sickness M 15 Wis-13 Wis-18
2 Deeppockets | Vanish | Rope Trick ||| I'm Gone (to my own Pocket Plane) M 0 Int-8 Int-20
3 Summon a DL 1 Outer creature ( || per extra DL) M 100 Con-12 Con-16
3 Any Rogue 3 ability - - - -
4 Escape Bonds | Binding | Imprisonment/Time Stop || Get out of Put Down a Hole P 10 Str-14 Str-16
4 Wraithform | Dream Travel V 25 Con-15 Con-17
5 Dimensional Folding || Proof against Teleportation M 40 Int-7 Int-20
5 Any Rogue 5 ability - - - -
6 Ethereal Spell / Ethereal Projection | Shadow Spell (project to Plane of Shadow) MM 35 Wis-16 Wis-21
6 Locate (anything unique) Across Planes | Clairvoyance there | TWE there M 0 Int-12 Int-15
7 Energy Control | Adaptation | Immune to Hostile Environments PV 30 Con-9 Con-12
7 Any Rogue 7 ability - - - -
8 Astral Spell / Astral Projection | Concordant Spell (project to Concordant Opposition) MMM 35 Int-19 Int-25
8 Find the Path ( | for each plane removed) MM 20 Wis-10 Wis-15
9 Ask the Local Lord | Highest Lvl in Plane | Chosen God | Ultraplanar | DM a question VM 0 Chr-11 Chr-21
9 Elemental Form | Para-Ele Form | Quasi-Ele Form ||| Semi-Ele Form PP 40 Con-24 Con-24
10 Contact Other Plane | Foresight MM 0 Chr-15 Chr-18
12 Dismiss Elemental | Banishment | Dispel Evil/Good M 60 Con-12 Con-17
15 Phlogiston Spell / Phlogiston Projection | Time of Legends Spell (project to Time of Legends) MMMM 35 Cml-22 Cml-29
18 Duplicate a Psi6, 12, or 30 minor || major ||||| grand ( | -6 or -12) M 0 Con-15 Con-22
21 Be a x2 being on defense ||||| x3 ||||||| x4 ||||||||| x5 etc. 0 -150 Luck-5 Luck-10
24 Snap Silver Cord |||||| Put Target Down Deeper Hole |||||| Erase Truename M -30 HNCL-24 HNCL-24
27 Gate | Spell Gate for Innates ||||||||||||||||||||||||||||| (29 pipes) UltraBlack Gate MMMMM 50 HCL-9 HCL-18

[PC4] Rogue Group Classes


Piper0


Level

KXP

Spells

TH
1 0 (none) +1
2 2.4 (none) +1
3 4.8 (none) +1
4 9.6 (none) +2
5 19.2 (none) +3
6 40 (none) +3
7 80 (none) +3
8 160 (none) +4
9 320 (none) +5
10 560 (none) +5
11 800 (none) +5
12 1040 (none) +6
13 1280 (none) +7
14 1520 (none) +7
15 1760 (none) +7
16 2000 (none) +8
17 2240 (none) +9
18 2480 (none) +9
19 2720 (none) +9
20 2960 (none) +10
21 3200 (none) +11
22 3440 (none) +11
23 3680 (none) +11
24 3920 (none) +12
25 4160 (none) +13
26 4400 (none) +13
27 4640 (none) +13
28 4880 (none) +14
29 5120 (none) +15
30 5360 (none) +15
31 5600 (none) +15
32 5840 (none) +16
33 6080 (none) +17
34 6320 (none) +17
35 6560 (none) +17
36 6800 (none) +18
37 13600 (none) +19
38 20400 (none) +19
39 27200 (none) +19
45 68000 (none) +23
54 129200 (none) +27
63 190400 (none) +31
72 251600 (none) +36
Requisites: Dex 19
Alignment: any
HD/level: d5
Weapon Prof.: 3+level/2
To Hit Table: CTD0
Reference: DM {Planeshifted Pointer0}
Groups: Rogue, Custom, Alternate
Complexity: CF=2
   
Saving Throws:  
PPD: 0; always makes PPD saves of DC ≤ LVL*10
RSW: 0; always makes RSW saves of DC ≤ LVL*7
PP: 0; always makes PP saves of DC ≤ LVL*9
BW: 0; always makes BW saves of DC ≤ LVL*11
Spell: 0; always makes Spell saves of DC ≤ LVL*6
Fort: 0; always makes Fort saves of DC ≤ LVL*8
Reflex: 0; always makes Reflex saves of DC ≤ LVL*12
Will: 0; always makes Will saves of DC ≤ LVL*5
   
Does not get any Rogue points.
Automatically succeeds at the un-Piped ( "|" ) version of any Rogue ability it has. You "made the roll by 10*LVL points", if that matters.
Level N (every level): Get one "Any Rogue level N" pick. This is in addition to the normal levels 9, 18, 27, 36 picks that all Rogues get.
Level N (every level): Get one "Pipe" to allocate to a Rogue ability. This increases what you automatically succeed at, to include one Pipe. This also increases the "amount you made by" to 20*LVL, for the Rogue abilities that care about that. You may pick the same Rogue ability multiple times. Third pick would be: two pipes and made by 30*LVL, etc.
 
CF=3:
You may spend two "Pipe" picks to add a new ability (with a Pipe) to an existing Rogue ability. Each Pipe is +1 SL of effect, similar to Meta-Magic / Meta-Psionic feats.
Example 1: "Heal self" is a Rogue ability. For +1 SL (2 Pipe picks) you could add "Cureall self" to it; to make it "Heal self | Cureall self". Or you could increase it's range from 0 to Touch, making it "Heal self | Heal (touch)". (DM Note: In reality it would be "Heal self | Heal", since we rarely enforce Touch effects in the game.)
Example 2: You could add "Area" to a Rogue ability for +2 SL, or two Pipes (so this would be four Pipe picks total). So "Slap || Slap (1 group)" would work.
This two Pipe pick cost gives you effectively one pick towards that Rogue ability, by the way (so you do automatically make the ability you just created.)
 
CF=4:
Level 4 ¶: Instead of spending two Pipe picks to add a new ability (the CF=3 text), you may alternatively spend one Pipe pick + one Research Point.
Level 9 ¶: When you pick a new Rogue ability, you may "splice" it onto the end of an existing Rogue ability by putting a Pipe on it. Example: "Legend Lore | Identify" + "Blink | Controlled Blink" would become ""Legend Lore | Identify | Blink | Controlled Blink". Note that Rogue abilities with long Pipe chains are inefficient for this. Rogue abilities with an ellipsis ("...") at the end don't work properly with this at all.
 
CF=5:
1/game, at end of game: You may permanently add a modified Rogue ability (using the CF=3 note above) to the "All Rogue Abilities" chart.

[PC4] Rogue Group Classes


Pointer (Random Rogue #11829)

Level KXP
Spells
1 0 (none)
2 4 (none)
3 11 (none)
4 24 (none)
5 43 (none)
6 74 (none)
7 129 (none)
8 225 (none)
9 388 (none)
10 630 (none)
11 876 (none)
12 1166 (none)
13 1482 (none)
14 1842 (none)
15 2218 (none)
16 2602 (none)
17 2982 (none)
18 3367 (none)
19 3844 (none)
20 4240 (none)
21 4644 (none)
22 5142 (none)
23 5655 (none)
24 6176 (none)
25 6698 (none)
26 7220 (none)
27 7758 (none)
28 8320 (none)
29 8882 (none)
30 9446 (none)
31 10010 (none)
32 10575 (none)
33 11140 (none)
34 11706 (none)
35 12273 (none)
36 12858 (none)
TH Saves
PD RS PP BW Sp Fo Re Wi
+0  4  2  3  1  1  1  1  0
+0  5  2  4  2  1  1  1  0
+1  5  3  4  3  2  2  2  1
+1  6  4  5  4  3  2  2  1
+2  7  5  6  5  4  3  2  1
+2  8  5  7  6  4  3  3  2
+3  8  6  7  7  5  4  3  2
+3  9  7  8  8  6  4  4  2
+4 10  8  9  9  7  5  4  3
+4 11  8 10 10  7  5  4  3
+5 11  9 10 11  8  6  5  3
+5 12 10 11 12  9  6  5  4
+6 13 11 12 13 10  7  6  4
+6 14 11 13 14 10  7  6  4
+7 14 12 13 14 11  8  6  5
+7 14 12 14 14 11  8  7  5
+8 14 13 14 14 12  9  7  5
+8 15 13 14 14 12  9  8  6
Requisites: Dex 6
Alignment: L any
HD/level: +d6
Weapon Prof.: 3+level
To Hit Table: Rog
Save Table: War
Reference: DM Random, John 11/11/07
Groups: Rogue, Random
 
Gains all Dex-based Rogue abilities.
Level 1 ¶: Any Rogue 1 ability, or two Rogue 1 abilities based on Dex. This class gets 20*LVL Rogue points.
Level 1: Beguiling, Hypnosis, Charm, Suggestion has only (95-level*5)% chance of affecting the monk
Level 1: Gets 1 "Any Monk or Acrobat" pick per level. Gets 40 rogue points per level.
Level 1: Tracking as per Ranger of half the Bandit's level.
Level 2: Deflect Arrows: Gains the Deflect Arrows feat, even if she doesn't have the prerequisite Dexterity score.
Level 4: Immunity to disease and slow effects (continuous).
Level 5: Body equilibrium for 1 round per level, once per day.
Level 5: Can have hirelings
Level 6: Jack: +LVL divided among Chr, Cml, or level for purposes of how many kits and feats you can have.
Level 8: Body Control, level/2 turns/day.
Level 9: All Rogue abilities within 30' of you are lowered by 100%.
Level 9: HyperMental: +1M for 1 round, -1M for next 2 rounds.
Level 9: Takes half damage from a spell (that gives no save) if save is failed
Level 17: Timeless Body: No longer suffers ability penalties for aging and cannot be magically aged.

Gets 34 Rogue points per level, see table below:
Lvl Rogue Ability | -50% | -100% | -150% Act Base Penalty Bonus
1 Spying - 10 Int-11 Int-14
1 Resources: Gain LVL*Chr*10 gp per reset.
1 Find/Remove Wizard Abjurations/Priest Protections V 0 Dex-13 Dex-18
1 Charm/Influence Reaction | Taunt M 10 Chr-12 Chr-14
1 Any Rogue Level 1 ability - - - -
2 any Ninja 1 ability - - - -
3 Song of Vines (save at -1/5% made or Entangled) P*M 10 Dex-14 Dex-19
4 Sensitivity to Psychic Impressions ||| Truename M 20 Wis-9 Wis-12
5 Identity Penetration | False Seeing | True Seeing ||| Know Truename MM 0 Wis-12 Wis-20
5 Escape Bonds | Escape Binding | Escape Imprisonment/Time Stop P 50 Str-12 Str-14
6 Any Rogue Level 6 ability - - - -
8 Backstorm (each 50%: +1 att is considered a backstab) - 0 Dex-16 Dex-22
8 Find/Remove x3 Traps/Tricks | Magic/Psi | OutPhase( | 30') ( | x2 Special) M 20 Int-13 Int-15
10 Locate (anything unique) Across Planes | Clairvoyance there MV 5 Int-12 Int-15
12 Speed (x2 move) | Speed (+1 V) | Speed (+1 P) | Speed (+1 M) VV 15 Dex-12 Dex-15
14 Avoid Spirit/Conc Effect (entire party): x1 || x2 || x3 etc. - -5 Int-22 Int-30
18 Shadow Magic | Shadow Walk | Shadow Flight | Become Shadow-form VM 0 Int-17 Int-20

[PC4] Rogue Group Classes


Pointer0

Level KXP
Spells
1 0 (none)
2 2.4 (none)
3 4.8 (none)
4 9.6 (none)
5 19.2 (none)
6 40 (none)
7 80 (none)
8 160 (none)
9 320 (none)
10 560 (none)
11 800 (none)
12 1040 (none)
13 1280 (none)
14 1520 (none)
15 1760 (none)
16 2000 (none)
17 2240 (none)
18 2480 (none)
19 2720 (none)
20 2960 (none)
21 3200 (none)
22 3440 (none)
23 3680 (none)
24 3920 (none)
25 4160 (none)
26 4400 (none)
27 4640 (none)
28 4880 (none)
29 5120 (none)
30 5360 (none)
31 5600 (none)
32 5840 (none)
33 6080 (none)
34 6320 (none)
35 6560 (none)
36 6800 (none)
TH Saves
PD RS PP BW Sp Fo Re Wi
+1  5  4  5  2  3  0  2  0
+1  5  4  5  3  3  1  3  0
+1  5  4  5  3  4  1  3  0
+2  5  5  5  3  4  1  4  1
+3  7  6  7  4  5  2  4  1
+3  7  6  7  5  5  2  5  1
+3  7  6  7  5  6  3  5  2
+4  7  7  7  5  6  3  6  2
+5  9  8  9  6  7  3  6  2
+5  9  8  9  7  7  4  7  3
+5  9  8  9  7  8  4  7  3
+6  9  9  9  7  8  5  8  3
+7 11 10 11  8  9  5  8  4
+7 11 10 11  9  9  5  9  4
+7 11 10 11  9 10  6  9  4
+8 11 11 11  9 10  6 10  5
+9 13 12 13 10 11  7 10  5
+9 13 12 13 11 11  7 11  5
Requisites: Dex 16
Alignment: any
HD/level: d5
Weapon Prof.: 3+level/2
To Hit Table: CTD0
Save Table: Thf0
Reference: DM
Groups: Rogue
 
Gets 120 Rogue points per level.
Level N (every level): Get one "Any Rogue level N" pick. This is in addition to the normal levels 9, 18, 27, 36 picks that all Rogues get.

[PC4] Rogue Group Classes


Profiteer

Level KXP
Spells
1 0 (none)
2 4.5 (none)
3 9 (none)
4 18 (none)
5 36 (none)
6 72 (none)
7 144 (none)
8 288 (none)
9 525 (none)
10 900 (none)
11 1275 (none)
12 1650 (none)
13 2025 (none)
14 2400 (none)
15 2775 (none)
16 3150 (none)
17 3525 (none)
18 3900 (none)
19 4275 (none)
20 4650 (none)
21 5025 (none)
22 5400 (none)
23 5775 (none)
24 6150 (none)
25 6525 (none)
26 6900 (none)
27 7275 (none)
28 7650 (none)
29 8025 (none)
30 8400 (none)
31 8775 (none)
32 9150 (none)
33 9525 (none)
34 9900 (none)
35 10275 (none)
36 10650 (none)
TH Saves
PD RS PP BW Sp Fo Re Wi
+0  6  4  6  3  4  1  3  0
+1  6  5  7  3  5  1  4  1
+2  7  6  7  4  6  2  5  1
+3  7  7  8  4  7  3  6  2
+4  8  8  8  5  8  4  7  3
+5  8  9  9  5  9  5  8  3
+6  9 10  9  6 10  5  9  4
+7  9 11 10  6 11  6 10  5
+8 10 12 10  7 12  7 11  5
+9 10 13 11  7 13  8 12  6
+10 11 14 11  8 14  9 13  7
+11 12 15 12  9 14  9 14  7
+12 13 16 13 11 15 10 15  8
+13 14 16 14 13 15 11 16  9
+14 15 16 15 14 16 12 17  9
+15 16 16 16 16 16 13 18 10
+16 16 16 16 16 16 13 19 11
+17 16 17 16 16 16 14 20 11
Requisites: Dex 26; Class slots 2
Alignment: any
HD/level: ++d6
Weapon Prof.: 5+level/2
To Hit Table: 2xRog
Save Table: 3xRog
Reference: DM
Groups: Rogue
 
Gets 0 (zero) Rogue points per level. Knows all of the "eer" Rogue charts, with the "Penalty" column becoming "Bonus". You do get double bonus if you qualify for both bonus rows.
In addition to the normal +1 ability score point per level, each level choose one:
1. +1 ability score point in each of three different stats.
or
2. +2 ability score points in one single stat.
Level 1: Can weapon specialize (as per "Non-Warrior" in the Number of Attacks table).
Level 9, 18, etc.: The "Any Rogue" pick you get here does have the Penalty->Bonus overwrite.
 

[PC4] Rogue Group Classes


Profiteer Rogue Abilities

 
Lvl Profiteer Ability | -50% | -100% | -150% Act Base Bonus Bonus
1 ("Twist") Find/Remove Wizard Abjurations/Priest Protections | Psionic Protections VM 0 Dex-14 Dex-19
1 Any 0th level Ench/Charm spell is cast | any 1st || any 2nd ||| any 3rd etc. M 100 Chr-3 Chr-12
1 Appraisal: Monetary Value | XP Value | Multiplier & Ego & Alignment | Know History M 10 Int-13 Int-15
1 Attack (+1 TH per 10% made this segment) V 5 Dex-12 Dex-15
1 Attack/backstab around corners (each 1% rating = 1 degree of angle around corner) 0 50 Wis-11 Wis-16
1 Blend in (everyone believes OK that you're here) - 50 Chr-12 Chr-14
1 Climb Walls | Overhangs | Upside-Down | Mid-Air | Air Walk | Wind Walk V 55 Str-10 Str-14
1 Clown: -1 Wis, +50 Rogue points
1 Comprehend Languages | Tongues | Message ( | per plane) 0 50 Int-9 Int-12
1 Damage (+1 dmg per 10% made this segment; or multiply dmg by x(1+rating/200)) V 0 Str-15 Str-18
1 Deal x2 dmg with an attack | Spell | Psi power | Innate V 5 Str-16 Str-20
1 Detect Lie or Undetectable Lie (1 at a time, cont.) - - - -
1 Disguise | Alter Appearance M 25 Chr-11 Chr-13
1 Ducking (+1 saves per 10% made this segment) V 0 Wis-15 Wis-18
1 Ethereal Window | Astral | Phlogiston | Any Inner | Any Outer | UltraBlack MV 0 Con-12 Con-15
1 Evasion (see Acrobat) ||| Spell Evasion | Psi Evasion | Innate Evasion V 0 Dex-14 Dex-18
1 Extra parting shots (+1 attack per 50%) - 10 Dex-9 Dex-12
1 Extra range on missiles (3' per 1%) - 10 Wis-13 Wis-15
1 Find/Avoid Traps/Tricks/Specials/TerrainFeatures | Magic/Psi | OutPhase ( | whole party) ( || x2 ||| x3) V 0 Dex-20 Dex-25
1 Find/Remove Specials: x1 multiplier | x2 mult. | x3 mult. (amount made = #' away) VV 20 Dex-18 Dex-22
1 Find/Remove Traps: Mech. | Magic/Psi | OutPhase | Pro. (| do this 30' away) M 0 Dex-14 Dex-19
1 Find/Remove x1 Traps/Tricks | Magic/Psi | OutPhase ( | 30' away) V 10 Dex-4 Dex-8
1 Hide in Shadows/Crowds || Meld into Shadows/Mirrors/Crowds | Meld into the Air V 0 Dex-14 Dex-19
1 Identify | Legend Lore M | 0 5 Int-13 Int-15
1 inRR || inaRR || inaaRR ( | TechR in addition to RR) 0 30 Con-13 Con-18
1 Know Visual History | Object Reading | Identify | Legend Lore 0 | M 0 Wis-15 Wis-17
1 Legend Lore | Identify | Object Reading | Know Visual History 0 | M 0 Int-15 Int-17
1 Locate Staircases on current DL || Out of Depth Monsters || Most Valuable Object MM 0 Chr-20 Chr-25
1 NaturalR (NR) | NecromancyR (aNR) (1% = 1%) ( || cover all in group) - 0 Con-9 Con-25
1 Open/Close Locks: Mech. | Magic/Psi | OutPhase (| do this 30' away) VM 5 Dex-12 Dex-16
1 Pass without trace | Alter footprints || Plant Door || Transport via Plants ½V Wis-14 Wis-19
1 Pass without Trace || Etherealness || Probability Travel MV 0 Chr-15 Chr-21
1 Pick Pockets/Shoplifting | Palm | Present | Immune PP P 15 Dex-12 Dex-16
1 Rating/30 instances of Resist an element or eelement (doesn't "spread") - 30 Con-10 Con-15
1 Read Languages | Decipher Code M 5 Int-9 Int-14
1 Resources: Gain LVL*Chr*10 gp per reset.
1 Self Destruct: You and your group takes (Rating) tech dmg. P 30*LVL Str-1 Str-19
1 Spying | ESP (without him knowing) || Capital E Extract - 10 Int-11 Int-14
1 Spying || Reflecting Pool || untraceable & without his "ears burning" - || F 10 Int-12 Int-17
1 Take ½ dmg from an Attack | Spell | Psi Power | Innate (|| Take 0 damage) V 5 Con-16 Con-20
1 Tightrope Walking | Water Walking | Shadow Walking | Dimension Walking V 75 Dex-11 Dex-15
1 Tracking | Trailing | Stalking V 0 Int-12 Int-15
1 Unbutton/Untie (one item is de-equipped) |||| Power Word Strip (hits everything) V 10 Wis-0 Wis-12
1 Understand how a tech item works (-5%/tech level) V 25 Con-10 Con-12
1 Untwist - restore an effect that was dispelled/twisted (but not disjoined) 1V+1M 0 Wis-14 Wis-19
2 Blink | Controlled Blink | Dimension Door with no Summoning Sickness M 15 Wis-13 Wis-18
2 Can wield weapons of your size without Str requirement | +1 your size || +2 ||| +3 - 5 Str-14 Str-19
2 Deeppockets | Vanish | Rope Trick ||| I'm Gone (to my own Pocket Plane) M 0 Int-8 Int-20
2 Feign Weakness (everyone thinks you're a x0 putz, unless you're hostile) 0 0 Chr-15 Chr-18
2 Item Speed: One of your items gets +1E action || two items |||| one gets +1QE V 0 Con-10 Con-15
2 Locate nearest dungeon within rating/5 miles | with deepest DL | with most valuable item 2M 0 Chr-20 Chr-25
2 Lower Encumbrance | Zero Encumbrance | No Armor Penalty | AC types fully add P 5 Str-14 Str-19
2 X-ray vision | Use innate ability through wall (amount made/10 is #' through wall) M 0 Str-10 Str-20
3 ("Twirl") Find/Remove Guardian/Warding/Forbiddence effect on area M 20 Dex-18 Dex-28
3 +(rating/50) wear locations (any body location you want) V 0 Str-10 Str-15
3 Considered extra +(rating/25) weapon to hit V 0 Str-5 Str-15
3 Summon a DL 1 Outer creature ( || per extra DL) M 100 Con-12 Con-16
3 Summon a DL 1 Spirit of the Land creature ( || per extra DL) M 100 Con-12 Con-16
3 Tree | Gaseous Form | Wraithform ||| I'm Gone (to my own Pocket Plane) M 0 Wis-8 Wis-20
4 ++rating/100 to a die roll | Reroll a die roll || Counterspell || Object bM or hM 25 Dex-16 Dex-24
4 All-Around Sight | Locate Object | Treasure Finding M 25 Wis-15 Wis-19
4 Don't generate Alley encounters | Sewer/Attic | Old City at Night M 10 Wis-15 Wis-20
4 Escape Bonds | Binding | Imprisonment/Time Stop || Get out of Put Down a Hole P 10 Str-14 Str-16
4 Find/Remove Tricks: x1 multiplier || x2 multiplier ||| x3 multiplier (| do this 90' away) M 5 Dex-18 Dex-25
4 Find/Remove x2 Traps/Tricks | Magic/Psi | OutPhase ( | 30') ( | x1 Special) V 20 Dex-9 Dex-12
4 Gun Fu: +LVL to hit with guns; guns are always at least base #Att = 1; guns "open end" one better than normal.
4 Identity Penetration | False Seeing | True Seeing MM 5 Wis-11 Wis-19
4 Ignore or Counter an Interpose | Rescue | Escape | I'm Gone 0 0 Wis-14 Wis-19
4 Sense Danger | Precognition | Choose Future | x1 Avoid Fate VM 25 Wis-9 Wis-12
4 Wraithform | Dream Travel V 25 Con-15 Con-17
5 BOMBS!: 1P, 1 charge (have LVL charges /d): LVL*(2m4) technological damage, area (no save, TechR to resist)
5 Controlled Blink (max N*N feet, N is amount made) - 15 Dex-9 Dex-12
5 Detect Invisibility | Force Shapechange | Wrench ||| See through Dust of Disappearance 2M 0 Wis-12 Wis-20
5 Dimensional Folding || Proof against Teleportation M 40 Int-7 Int-20
5 Identity Penetration | False Seeing | True Seeing ||| Know Truename MM 0 Wis-12 Wis-20
5 Sorcery: Gain LVL in SL's as a Wizard progression, this progression must be flat or decreasing.
6 Clairnasience | Eagle Eye Vision | Sending - 0 Wis-12 Wis-15
6 Disembodied Hands | Unseen Servant | Invisible Stalker P 30 Chr-10 Chr-20
6 Escape Entanglement/Web | Escape Maze | Escape Temporal Stasis || Escape Magical Grove bP 10 Int-14 Int-16
6 Ethereal Spell / Ethereal Projection | Shadow Spell (project to Plane of Shadow) MM 35 Wis-16 Wis-21
6 Fork Innate | Psionic | Magic | Radioactive bM -10 Chr-22 Chr-22
6 Locate (anything unique) Across Planes | Clairvoyance there | TWE there M 0 Int-12 Int-15
6 Locate Object in City || Country MM
6 Lower/Ignore WaWR (reduce or ignore WaWR by rating) || iWaWR V/N 0 Dex-10 Dex-20
6 Meld into Shadows/Mirrors/Crowds || Disperse VM 25 Str-9 Str-14
6 Telekinesis (5 lb. per 1% made) M 10 Int-13 Int-17
7 Avoid Fate x1 | x2 | x3 | x4 | x5 | etc. 2bM -20 Wis*2-50 Wis*2-50
7 Dimension Door | Blink | Controlled Blink M 20 Int-13 Int-18
7 Energy Control | Adaptation | Immune to Hostile Environments PV 30 Con-9 Con-12
7 inWR || inaWR || inaaWR ( | CR in addition to WR) 0 0 Str+Con-34 Str+Con-44
7 Ki Power (cast a Wiz Invocation spell) (penalty = -SL*50%) (#=SL) | Pri Invocation #M 0 Int-14 Int-38
7 Repair a broken magic/psi/tech item, n=(XP value)/1000 (round up) nM 100 - -
7 Wilderness Power (any Priest Animal/Plant/Travellers) (penalty = -SL*50%) | Wiz Conjuration #M 0 Cml-14 Cml-38
8 +(rating)% money, use at end of run before selling - 0 Cml-9 Cml-18
8 Any Dex or Wis based Non-Weapon Proficiency (+1 per 25% made to the check) M 0 Dex+Wis-28 Dex+Wis-34
8 Any Subability (+1 per 25% made to that subability) M 0 Int-14 Int-17
8 Astral Spell / Astral Projection | Concordant Spell (project to Concordant Opposition) MMM 35 Int-19 Int-25
8 Dispel Exhaustion | Heal |||| Reset M 0 Con-16 Con-20
8 Find the Path ( | for each plane removed) MM 20 Wis-10 Wis-15
8 Find/Remove x3 Traps/Tricks | Magic/Psi | OutPhase( | 30') ( | x2 Special) M 20 Int-13 Int-15
8 Immune to detection / divination effects - - - -
8 Read Magic (Wizard/Priest) ||| Read Magic (Concordant) M 20 Int-13 Int-15
8 Remove Capital B Blasted or Capital M Mauled from someone 3F 100 - -
8 Target loses next P action | Harm ||| Set M 0 Chr-16 Chr-20
8 Your BOMBS! can hit two groups or can be set on a time delay, you have 3*LVL charges
9 Ask the Local Lord | Highest Lvl in Plane | Chosen God | Ultraplanar | DM a question VM 0 Chr-11 Chr-21
9 Better Resources: Gain LVL*Chr*10 item XP per reset, must all be spent on one item (any extra is wasted)
9 Commune with Nature | Contact Other/Higher Plane || Contact Other Multiverse/Timeline (SFB LoopComm) 1V+1M 0 Cml-22 Cml-42
9 Elemental Form | Para-Ele Form | Quasi-Ele Form ||| Semi-Ele Form PP 40 Con-24 Con-24
9 Intrigue: 1M: Augury (that actually works) on your proposed action, or Choose Future M - - -
10 Contact Other Plane | Foresight MM 0 Chr-15 Chr-18
10 Doppleganger | Spirit Doppleganger | Polymorph Self | Shapechange MV 0 Chr-16 Chr-16
10 Speed: (x2 move) | (+1V) | (+1P) | (+1M) | (+1 Full) | (+1 Opposing) VV 5 Dex-14 Dex-17
10 Speed: +1A action per 50% rating | B's | C's (does not count as your haste) 2V 5 Dex-14 Dex-17
12 Backstave (N/2% of your dmg is vile) || Stun (save=N-100) - 0 Wis-26 Wis-32
12 Control Movements | Control Physicals | Control Mentals | Control 0 Actions MM 0 Chr-19 Chr-21
12 Dismiss Elemental | Banishment | Dispel Evil/Good M 60 Con-12 Con-17
12 Get save vs effects w/ no save, base=+0+items, each 5% is +1 - 0 Wis-20 Wis-25
12 Hold all Stats || Hold all Actions || Your actions can't be locked down 2M 0 Chr-19 Chr-21
15 Avoid Spirit/Conc Effect (entire party): x1 || x2 || x3 etc. - -5 Int-22 Int-30
15 Ethereal Spell | Ethereal Projection | Elemental Spell (project to an Elemental plane) 3M 35 Wis-19 Wis-25
15 Phlogiston Spell / Phlogiston Projection | Time of Legends Spell (project to Time of Legends) MMMM 35 Cml-22 Cml-29
15 The Man for the Job: 1F, 1/reset: Create a temporary (1 turn) x1 non-artifact item that is needed for a task
18 Duplicate a Psi5 or Psi10 minor || major ||||| grand ( | Psi-5) M 0 Con-15 Con-22
18 Duplicate a Psi6, 12, or 30 minor || major ||||| grand ( | -6 or -12) M 0 Con-15 Con-22
18 Fork 1bM 100 - -
18 Loop Shift ||| Loop Travel 1V+2M 15 Wis-34 Wis-50
18 Speak with Technology (giving it Pseudo-Intelligence) V 0 Con-15 Con-23
18 Time Shift ||| Time Travel VMM 15 Int-17 Int-25
21 Be a x2 being on defense ||||| x3 ||||||| x4 ||||||||| x5 etc. 0 -150 Luck-5 Luck-10
21 Find/Remove x4 Traps/Tricks | Magic/Psi | OutPhase( | 30') ( | x3 Special) V 40 Dex-25 Dex-25
21 Shadow Magic | Shadow Walk | Shadow Flight | Become Shadow-form VM 0 Int-17 Int-20
21 You act as a Spelljamming helm, 1X tech, (rating/10) SFB boxes V 0 Con-20 Con-28
24 Destruction/Mordenkainen's Disjunction ||| Put Target Down a Hole PMM 0 Int-19 Int-25
24 Restoration+Resurrection+Regenerate target ||| Get target out of the Hole 1P+2M 0 Wis-19 Wis-25
24 See in Capital D Darkness - - - -
24 Snap Silver Cord |||||| Put Target Down Deeper Hole |||||| Erase Truename M -30 HNCL-24 HNCL-24
27 Duplicate a SL=1 Captain spell (x1 Conc. class) || SL=2 || SL=3 || etc. M 0 Con-25 Con-33
27 Gate | Spell Gate for Innates ||||||||||||||||||||||||||||| (29 pipes) UltraBlack Gate MMMMM 50 HCL-9 HCL-18
27 LimWish(#=1)| AlterReality(#=2)| Wish(#=3)| ChangeReality(#=4)| UnlimWish(#=5) #F 0 Int-21 Int-26
27 Miracle 7 | Miracle 8 | Miracle 9 | Miracle 10 | Miracle 11 (#-6)M 0 Wis-21 Wis-26
27 Nuke (does a nuclear bomb; Rating/100 idmg in huge area) 2F 100 Str-2 Str-38
27 Summon (and control) DL XI Far Realm, Immortal, Nightmare Dimension, or Tarraque World monster ( || per extra DL) MM 0 Cml-55 Cml-70
36 Cast a 1st level Avangion or Clerical Elemental spell, it lasts for only 1 round (unless original duration is shorter) X or 4F 0 Luck-9 Luck-18

[PC4] Rogue Group Classes


Psionic Mystic0/10

Level KXP Psi0/Psi10
123 456 789
1 0 1-- --- ---
2 3 2-- --- ---
3 6 21- --- ---
4 12 32- --- ---
5 24 43- --- ---
6 48 431 --- ---
7 96 542 --- ---
8 180 653 --- ---
9 360 653 1-- ---
10 540 764 2-- ---
11 720 875 3-- ---
12 900 986 4-- ---
13 1080 986 41- ---
14 1260 A97 52- ---
15 1440 AA8 63- ---
16 1620 AA9 74- ---
17 1800 AAA 851 ---
18 1980 AAA 962 ---
19 2160 AAA A73 ---
20 2340 AAA A84 ---
21 2520 AAA A95 ---
22 2700 AAA AA6 1--
23 2880 AAA AA7 2--
24 3060 AAA AA8 3--
25 3240 AAA AA9 4--
26 3420 AAA AAA 5--
27 3600 AAA AAA 6--
28 3780 AAA AAA 71-
29 3960 AAA AAA 82-
30 4140 AAA AAA 93-
31 4320 AAA AAA A4-
32 4500 AAA AAA A5-
33 4680 AAA AAA A6-
34 4860 AAA AAA A7-
35 5040 AAA AAA A81
36 5220 AAA AAA A92
TH Saves
PD RS PP BW Sp Fo Re Wi
+1  5  3  8  2  3  1  0  1
+1  5  4  8  2  3  1  0  2
+2  6  4  8  3  4  2  0  2
+3  6  5  8  3  4  2  1  3
+3  6  5  9  3  4  2  1  3
+4  6  6  9  4  5  3  1  4
+5  7  6  9  4  5  3  2  4
+5  7  7  9  4  5  4  2  5
+6  7  7 10  5  6  4  2  5
+7  7  8 10  5  6  4  3  6
+7  8  8 10  5  6  5  3  6
+8  8  9 10  6  7  5  3  7
+9  8  9 11  6  7  6  4  7
+9  8 10 11  6  7  6  4  8
+10  9 10 11  7  8  6  4  8
+11  9 11 11  7  8  7  5  9
+11  9 11 12  7  9  7  5  9
+12  9 12 12  8  9  8  5 10
Requisites: Str 9, Dex 13, Int 10, Wis 18, Chr 10
Alignment: any
HD/level: d6
Weapon Prof.: 2+level/3
To Hit Table: Ftr0
Save Table: Psi
Reference: DM {Planeshifted Mystic0}
Groups: Rogue, Psionicist, Alternate
 
For abilities, see next page.

[PC4] Rogue Group Classes


Psionic Mystic0/10 Abilities

Can access Psi0 and Psi10 powers. See [Q10] for rules and powers.
PSPs = (LVL+Str+Dex+Con+Int+Wis-60)*3.
These are in Psi0 or Psi10 points. Note that the Psi0 powers will appear to be quite cheap, since Psi0 and Psi10 points are normally not 1 to 1 compatible.
These PSPs are each 2 Psi1 PSPs for conversion purposes.
 
Psi10 powers marked with a asterisk ( * ) can be used as a 0 action.
Your "KiL" is 2 times your CL (i.e. you count as a "Monk" in [Q0]).
 
The progression given is for Psi10. You can also pick Psi0 powers, in the following (somewhat non-standard) way:
SL=1, 2, 3 can be used for Psi0 minors.
SL=4, 5, 6 can be used for Psi0 majors.
SL=7, 8, 9 can be used for Psi0 grands.
 
This class also gets the standard Mystic0 abilities: (DM note: These are unchanged from the normal Mystic0 class.)
Level 1: One Martial Arts style (may not be custom).
Level 1: +1 Martial Arts maneuver slot per level.
Level 1: +1 AC per level if not wearing armor.
Level 1: +1" to movement rate per level.
Level 1: +1 dmg with open hand attacks per level. Base number of open hand attacks = (level+3)/4.
Level 1: Gets 1 "Any Monk or Acrobat" pick per level. Gets 40 rogue points per level.
Level 2: Cannot be surprised. Always attack first even if party loses initiative.
Level 4: 1V, 1/d: Cure Con*level hp of damage. This may be broken up into smaller amounts over the day if desired.
Level 6: Speak with Animals continuous.
Level 8: Resist Magic and Breath Weapons.
Level 9: Gets another Martial Arts style. It may be custom, even if you already have a custom style.
Level 9: Smash: 0: Get -5 to hit, but add an additional Str bonus to damage.
Level 9: Parry: +N AC for each weapon you are wielding (N=0 for small, N=1 for medium, N=4 for large).
Level 9: Disarm: 0: An attack you do does no damage, roll 1d20+(your Dex)-(target's Dex)*2, if greater than 0 he is disarmed.
Level 10: Speak with Anyone continuous.
Level 12: Immune to Enchantment/Charm spells, Resist Psionics.
Level 12: (level-11)*4% iPR
Level 14: 2V: Leave the Multiverse, physically travel up to 1V action relative distance (even through objects), then reappear.
Level 14: 0, touch, 5/d: Gentle Touch. Choose an effect: Charm, Cureall, Death, Quest, Paralysis. You get one of each per day. None of these effects have a saving throw.

[PC4] Rogue Group Classes


Quarterling0

Level KXP
Spells
1 0 (none)
2 0.5 (none)
3 1 (none)
4 2 (none)
5 4 (none)
6 8 (none)
7 16 (none)
8 30 (none)
9 75 (none)
10 150 (none)
11 225 (none)
12 300 (none)
13 375 (none)
14 450 (none)
15 525 (none)
16 600 (none)
17 675 (none)
18 750 (none)
19 825 (none)
20 900 (none)
21 975 (none)
22 1050 (none)
23 1125 (none)
24 1200 (none)
25 1275 (none)
26 1350 (none)
27 1425 (none)
28 1500 (none)
29 1575 (none)
30 1650 (none)
31 1725 (none)
32 1800 (none)
33 1875 (none)
34 1950 (none)
35 2025 (none)
36 2100 (none)
TH Saves
PD RS PP BW Sp Fo Re Wi
+0  9  8  7  4  5  1  0  0
+1 10  9  8  5  6  2  1  0
+1 10  9  8  5  6  2  1  0
+1 10  9  8  6  6  2  1  0
+1 10  9  8  6  6  2  1  0
+1 10  9  8  6  7  3  2  0
+1 10  9  8  6  7  3  2  0
+2 12 11 10  8  9  3  2  1
+2 12 11 10  8  9  3  2  1
+3 12 11 10  9  9  4  2  1
+3 12 11 10  9  9  4  2  1
+3 12 11 10  9 10  4  3  1
+3 12 11 10  9 10  4  3  1
+3 14 13 12 11 12  5  3  2
+3 14 13 12 11 12  5  3  2
+4 14 13 12 12 12  5  4  2
+4 14 13 12 12 12  5  4  2
+5 14 13 13 12 12  6  4  2
Requisites: Str 6, Dex 8, Con 5
Alignment: any
HD/level: d4
Weapon Prof.: 1+level/4
To Hit Table: ½xCTD0
Save Table: ½xHalf0
Reference: DM
Groups: Rogue
 
Gets only 20 Rogue points per level instead of 40.
Quarterling0 still gets the normal level 9, 18, 27, 36 picks in addition to the table below.
   
Level 1: x5 Personality Score vs. magic items with Ego.
Level 1: Over Hit: If your attack bonus is greater than the target's AC, do x1.5 damage.
Level 1: Fighting Withdrawal: 2V: Disengage melee combat without receiving a parting shot.
Level 2: +LVL/2 Hobby proficiencies.
Level 2: +LVL/2 slots in Weapon Mastery.
Level 8, 16, 24, etc. ¶: +1 HNCL
Level 9: Smash: 0: Get -5 to hit, but add an additional Str bonus to damage.
Level 9: Parry: +N AC for each weapon you are wielding (N=0 for small, N=1 for medium, N=4 for large).
Level 9: Disarm: 0: An attack you do does no damage, roll 1d20+(your Dex)-(target's Dex)*2, if greater than 0 he is disarmed.
Level 10: Resist Magic and Breath Weapons.
Level 16: If you need a 2 or less to hit a target, you may attack it twice for each attack.
Level 32: If you need a 2 or less to hit a target, you may attack it three times for each attack.
Lvl Ability
1 Any Rogue 1 ability
2 Any Rogue 1 ability
3 Any Rogue 1 ability
4 Any Rogue 2 ability
5 Any Rogue 2 ability
6 Any Rogue 3 ability
7 Any Rogue 3 ability
8 Any Rogue 4 ability
16 Any Rogue 8 ability
24 Any Rogue 12 ability
32 Any Rogue 16 ability

[PC4] Rogue Group Classes


Quickling0

Level KXP Faerie
0½1 1½ 2 2½ 3 3½ 4
1 17.6 (owe) 1-- - - - - - -
2 52.8 11- - - - - - -
3 123.2 111 - - - - - -
4 264 211 - - - - - -
5 414 221 - - - - - -
6 564 221 1 - - - - -
7 714 222 1 - - - - -
8 864 222 2 - - - - -
9 1014 222 2 1 - - - -
10 1164 222 2 2 - - - -
11 1314 322 2 2 - - - -
12 1464 332 2 2 - - - -
13 1614 333 2 2 - - - -
14 1764 333 3 2 - - - -
15 1914 333 3 3 - - - -
16 2064 333 3 3 1 - - -
17 2214 333 3 3 2 - - -
18 2364 333 3 3 3 - - -
19 2514 333 3 3 3 1 - -
20 2664 333 3 3 3 2 - -
21 2814 333 3 3 3 3 - -
22 2964 333 3 3 3 3 1 -
23 3114 333 3 3 3 3 2 -
24 3264 333 3 3 3 3 3 -
25 3414 333 3 3 3 3 3 1
26 3564 333 3 3 3 3 3 2
27 3714 333 3 3 3 3 3 3
28 3864 444 3 3 3 3 3 3
29 4014 444 4 4 4 3 3 3
30 4164 444 4 4 4 4 4 4
31 4314 555 4 4 4 4 4 4
32 4464 555 5 5 5 4 4 4
33 4614 555 5 5 5 5 5 5
34 4764 666 5 5 5 5 5 5
35 4914 666 6 6 6 5 5 5
36 5064 666 6 6 6 6 6 6
TH Saves
PD RS PP BW Sp Fo Re Wi
+5  2  2  2  2  2  2  2  2
+6  3  3  3  3  3  3  3  3
+7  3  3  3  3  3  3  3  3
+8  4  4  4  4  4  4  4  4
+9  4  4  4  4  4  4  4  4
+10  5  5  5  5  5  5  5  5
+11  5  5  5  5  5  5  5  5
+12  6  6  6  6  6  6  6  6
+13  6  6  6  6  6  6  6  6
+14  7  7  7  7  7  7  7  7
+15  7  7  7  7  7  7  7  7
+16  8  8  8  8  8  8  8  8
+17  8  8  8  8  8  8  8  8
+18  9  9  9  9  9  9  9  9
+19  9  9  9  9  9  9  9  9
+20 10 10 10 10 10 10 10 10
+21 10 10 10 10 10 10 10 10
+22 11 11 11 11 11 11 11 11
Requisites: Dex 18, Wis 16
Alignment: C any (or) any E
HD/level: & +++d8
Weapon Prof.: & 4+level/3
To Hit Table: War +4 levels
Save Table: Mon +4 levels
Reference: 0D&D {Planeshifted Troll0}
Groups: Rogue, Monster, Alternate
 
Has a Faerie progression (no stat bonus).
Level 1: Base movement rate is 96".
Level 1: Exceptional Dex bonus; i.e. bonus is (Dex-12).
Level N (each level): +2 Dex. This bonus cannot be used to qualify for the Quickling0 class itself, and you can't 2 for 1 trade it away.
Level 1: Barbarian Dex bonus; i.e. bonus is (Dex-14)*2.
Level 1: You can use missile weapons in each hand (no limit of 1 per set of hands).
Level 1 ¶: Any Rogue 1 ability, or two Rogue 1 abilities based on Dex. This class gets 20*LVL Rogue points.
Level 4 ¶: Any Rogue 4 ability, or two Rogue 4 abilities based on Dex.
Level 9: Extra Barbarian Dex bonus; i.e. bonus is (Dex-16)*5/2, round down.
Level 9 ¶: Any Rogue 9 ability, or two Rogue 9 abilities based on Dex. (This is in addition to the normal "Any Rogue 9" ability you get for being a Rogue.)
Level 16 ¶: +2 HNCL
Level 18: Super Barbarian Dex bonus; i.e. bonus is (Dex-18)*3.
Level 18 ¶: Any Rogue 18 ability, or two Rogue 18 abilities based on Dex. (This is in addition to the normal "Any Rogue 18" ability you get for being a Rogue.)

[PC4] Rogue Group Classes


Quintessential Thief6

Level KXP Spells
1 0 (none)
2 6 (none)
3 18 (none)
4 36 (none)
5 60 (none)
6 90 (none)
7 126 (none)
8 168 (none)
9 216 (none)
10 486.4 (none)
11 729.6 (none)
12 972.8 (none)
13 1216 (none)
14 1459.2 (none)
15 1702.4 (none)
16 1945.6 (none)
17 2188.8 (none)
18 2432 (none)
19 2675.2 (none)
20 2918.4 (none)
21 3161.6 (none)
22 3404.8 (none)
23 3648 (none)
24 3891.2 (none)
25 4134.4 (none)
26 4377.6 (none)
27 4620.8 (none)
28 4864 (none)
29 5107.2 (none)
30 5350.4 (none)
31 5593.6 (none)
32 5836.8 (none)
33 6080 (none)
34 6323.2 (none)
35 6566.4 (none)
36 6809.6 (none)
TH Saves
PD RS PP BW Sp Fo Re Wi
+0  5  4  6  2  3  0  2  0
+0  6  4  6  3  4  1  3  0
+1  6  5  6  3  4  1  3  0
+1  6  5  7  3  5  1  4  1
+2  6  6  7  3  5  2  4  1
+2  7  6  7  4  6  2  5  1
+3  7  7  7  4  6  3  5  2
+3  7  7  8  4  7  3  6  2
+4  7  8  8  4  7  3  6  2
+4  8  8  8  5  8  4  7  3
+5  8  9  8  5  8  4  7  3
+5  8  9  9  5  9  5  8  3
+6  8 10  9  5  9  5  8  4
+6  9 10  9  6 10  5  9  4
+7  9 11  9  6 10  6  9  4
+7  9 11 10  6 11  6 10  5
+8  9 12 10  6 11  7 10  5
+8 10 12 10  7 12  7 11  5
Requisites: Dex 20
Alignment: any
HD/level: d15
Weapon Prof.: 8+level/8
To Hit Table: Rog
Save Table: Rog
Reference: Quintessential Rogue3
Groups: Rogue
 
Gets Exceptional Dex.
Gets any "Any Rogue" pick and 80 Rogue points per level.
"¶" means this ability cannot itself be picked with a "Level:" or Rogue pick.  
Levels 1-5:
(2/level)
A. Can specialize in weapons as a Warrior. {Assassin}
B. 1 hour of walking around a city: Gain LVL^3 gp (picking up things off street) {Beggar}
C. Improve Exceptional Dex to Barbarian Dex bonus. {Barbarian}
D. ¶ Two "Level 1:" abilities from any class you know {Dilettente}
E. Always make Chr checks. {Diplomat}
F. Detect Lie cont.; Detect Hidden cont. {Inspector}
G. ¶ Get an extra "Any Rogue" pick per level. {Scout}
H. Bag of Holding; 1M: Locate Black Market in city {Smuggler}
I. Can backstab every attack (1N action) vs. Panicked person; 1M: Panic (Will save) {Spy}
J. +LVL TH {Thug} or +LVL TH and dmg with unarmed attacks {Brawler}
K. +LVL*5% money {Treasure Hunter}
L. Species Enemy as per Ranger1 {Avenger}
Level 6: Pick two from: Quintessential level 1-5 or 5th edition level 1-3
Levels 7-11:
(2/level)
M. +LVL Int; Legend Lore LVL*10% {Explorer}
N. Immune to terrain, hostile environments {Outlaw}
O. 1M: Find the Path; 1M: Locate Object; 1M: Locate Person {Pathfinder}
P. 1F, 1/reset: Create an item of any E=LVL/2 material, do not need to pay cost {Outcast}
Q. 1F, 1/reset: Create a Psi8 item with TechL=LVL; can have LVL of these items {Tinker}
R. Can buy property or businesses at half cost {Businessman}
S. Always get special treatment and respect from Local Ruler {Agent of the Crown}
T. Can attack with missiles in a way that people don't know where it's from {Commando}
U. 0, 1/d: +LVL TH and +LVL*2 damage this turn {Shadow Avenger}
Level 12: Pick two from: Quintessential level 1-11 or 5th edition level 1-7
Levels 13-17:
(2/level)
V. +LVL Luck; Luckstone effect {Gambler}
W. Free Specialty Priest pick in Flying Spaghetti Monster {Pirate}
X. Gain a Divine Companion (both a Familiar and an Animal Companion) {Divine Footpad}
Y. 1M: Learn a fact (e.g. a weakness) about a monster never seen before {Deep Tracker}
Z. Get xLVL dmg on someone who's at negative hp immediately (no delay) {Executioner}
AA. 0, when creating a Trap/Trick/Special: An additional -LVL*10% penalty to remove it.
Level 18: Pick two from: Quintessential level 1-17 or 5th edition level 1-11

[PC4] Rogue Group Classes


Rakdos Speedster (MTG B/R)

Level KXP
Spells
1 0 (none)
2 2.375 (none)
3 4.75 (none)
4 9.5 (none)
5 19 (none)
6 38 (none)
7 76 (none)
8 152 (none)
9 304 (none)
10 608 (none)
11 912 (none)
12 1216 (none)
13 1520 (none)
14 1824 (none)
15 2128 (none)
16 2432 (none)
17 2736 (none)
18 3040 (none)
19 3344 (none)
20 3648 (none)
21 3952 (none)
22 4256 (none)
23 4560 (none)
24 4864 (none)
25 5168 (none)
26 5472 (none)
27 5776 (none)
28 6080 (none)
29 6384 (none)
30 6688 (none)
31 6992 (none)
32 7296 (none)
33 7600 (none)
34 7904 (none)
35 8208 (none)
36 8512 (none)
TH Saves
PD RS PP BW Sp Fo Re Wi
+0  5  7  6  3  6  0  2  1
+0  6  7  6  3  7  1  3  1
+1  6  8  6  4  7  1  3  2
+1  6  8  7  4  7  1  4  2
+2  6  9  7  4  8  2  4  3
+2  7  9  7  5  8  2  5  3
+3  7 10  7  5  9  3  5  4
+3  7 10  8  6  9  3  6  4
+4  7 10  8  6  9  3  6  5
+4  8 11  8  6 10  4  7  5
+5  8 11  9  7 10  4  7  6
+5  8 12  9  7 11  5  8  6
+6  8 12  9  8 11  5  8  7
+6  9 13 10  8 11  5  9  7
+7  9 13 10  8 12  6  9  8
+7  9 13 11  9 12  6 10  8
+8  9 14 11  9 13  7 10  9
+8 10 14 11 10 13  7 11  9
Requisites: Dex 20, Wis 14
Alignment: NE, CE, CN, or LN
HD/level: AC-10  (see note)
Weapon Prof.: 7+level/6
To Hit Table: Rog
Save Table: Rog/Wiz
Reference: DM
Groups: Rogue
 
Hit Dice: This class doesn't get HD, only hp, so you don't apply Con bonus. Multiply your level by AC-10 to get your hp. You can treat it as "0d6+AC-10" if something else is affecting your HD/level.
Barbarian Dex bonus.
Has 75+25*LVL Rogue points.
Moving costs you only ½V action. (This effectively doubles your movement rate.)
Level 1: 1M: Summon a kobold (AC 10, hp 10, TH +1, dmg 1). It is a summon but does not use a summon slot. It does not have summoning sickness. At end of round, it is automatically unsummoned.
Level 4: 2M+½V: Target gets -4*LVL TH, dmg, AC, and saves until end of round.
Level 4: 1M: Summon a goblin (AC 20, hp 10, TH +20, dmg 20). It is a summon but does not use a summon slot. It does not have summoning sickness. At end of round, it is automatically unsummoned.
Level 9: 1M: Summon a ball lightning (AC 20, hp 10, TH +60, dmg 60). It is a summon but does not use a summon slot. It does not have summoning sickness. At end of round, it is automatically unsummoned.
 
Lvl Ability | -50% | -100% | -150% Act Base Penalty Bonus
1 +rating/50 A actions /r this turn || B actions || C actions 1F 0 Dex-20 Dex-25
1 Controlled Blink | Controlled Blink 10'r (unwilling get PP save) ½V 50 Wis-14 Wis-14
1 Do rating/50 physical attacks with one weapon ½P 50 Str-10 Str-18
1 Any Rogue Level 1 ability - - - -
1 Any Rogue Level 1 ability - - - -
2 Any Rogue Level 2 ability - - - -
3 Any Rogue Level 3 ability - - - -
4 Any Rogue Level 4 ability - - - -
5 Any Rogue Level 5 ability - - - -
6 Any Rogue Level 6 ability - - - -
7 Any Rogue Level 7 ability - - - -
8 Any Rogue Level 8 ability - - - -
9 Any Rogue Level 9 ability - - - -
9 Any Rogue Level 9 ability - - - -
9 Any Rogue Level 9 ability - - - -

[PC4] Rogue Group Classes


Remover


Level

KXP
Priest
123 456 789 ABC DE

TH
1 0 000 --- --- -- +0
2 2 000 0-- --- -- +0
3 6 000 00- --- -- +0
4 15 000 000 --- -- +0
5 39 000 000 0-- -- +0
6 97 000 000 00- -- +0
7 244 111 110 000 -- +0
8 391 111 111 111 -- +0
9 750 111 111 111 0- +0
10 1100 222 221 111 0- +0
11 1450 222 222 222 1- +0
12 1800 222 222 222 10 +0
13 2150 333 332 222 10 +0
14 2500 333 333 333 20 +0
15 2850 333 333 333 21 +0
16 3200 333 333 333 22 +0
17 3550 333 333 333 32 +0
18 3900 333 333 333 33 +0
19 4250 433 333 333 33 +0
20 4600 443 333 333 33 +0
21 4950 444 333 333 33 +0
22 5300 444 433 333 33 +0
23 5650 444 443 333 33 +0
24 6000 444 444 333 33 +0
25 6350 444 444 433 33 +0
26 6700 444 444 443 33 +0
27 7050 444 444 444 33 +0
28 7400 444 444 444 43 +0
29 7750 444 444 444 44 +0
30 8100 544 444 444 44 +0
31 8450 554 444 444 44 +0
32 8800 555 444 444 44 +0
33 9150 555 544 444 44 +0
34 9500 555 554 444 44 +0
35 9850 555 555 444 44 +0
36 10200 555 555 544 441 +0
37 20400 555 555 544 442 +0
38 30600 555 555 544 443 +0
39 40800 555 555 544 444 +0
45 102000 655 555 555 555 +0
54 193800 666 666 666 555 1 +0
63 285600 766 666 666 666 6 +0
72 377400 777 777 777 666 61 +0
Requisites: Dex 18, Wis 9,
  Class Slots 3
Alignment: not LG
HD/level: d6
Weapon Prof.: 3+level/3
To Hit Table: +0
Reference: RKR
Groups: Priest, Rogue, PC Designed
Complexity: CF=5
   
Saving Throws:  
PPD: level*2+0 ++1
RSW: level*2+0 ++1
PP: level*2+0 ++1
BW: level*2+0 ++1
Spell: level*2+0 ++1
Fort: level*2+0 ++1
Reflex: level*2+0 ++1
Will: level*2+0 ++1
 
++1 to saves means to adjust the true die roll by 1.
Gets Dex bonus to spell progression.
40 Rogue points per level.
Gets 1 Rogue pick at 1st level, then 1 more every 3rd level.
Spells with SL > (LVL+1)/2 may only be used for Healing sphere spells.

[PC4] Rogue Group Classes


Rocketeer

Level KXP Invocation
123 456 7
1 0 1-- --- -
2 3 2-- --- -
3 6 21- --- -
4 12 32- --- -
5 24 331 --- -
6 48 332 --- -
7 96 332 1-- -
8 192 333 2-- -
9 350 443 21- -
10 600 443 32- -
11 850 544 321 -
12 1100 655 322 -
13 1350 666 422 -
14 1600 666 532 1
15 1850 666 642 1
16 2100 777 643 1
17 2350 777 753 2
18 2600 888 864 2
19 2850 998 864 2
20 3100 999 875 2
21 3350 999 986 2
22 3600 999 996 3
23 3850 999 997 3
24 4100 999 998 3
25 4350 999 998 4
26 4600 999 999 4
27 4850 999 999 5
28 5100 999 999 6
29 5350 999 999 7
30 5600 999 999 8
31 5850 999 999 9
32 6100 AAA A99 9
33 6350 AAA AAA 9
34 6600 AAA AAA A
35 6850 BBB BAA A
36 7100 BBB BBB B
TH Saves
PD RS PP BW Sp Fo Re Wi
+0  6  4  6  3  4  1  3  0
+1  6  5  7  3  5  1  4  1
+2  7  6  7  4  6  2  5  1
+3  7  7  8  4  7  3  6  2
+4  8  8  8  5  8  4  7  3
+5  8  9  9  5  9  5  8  3
+6  9 10  9  6 10  5  9  4
+7  9 11 10  6 11  6 10  5
+8 10 12 10  7 12  7 11  5
+9 10 13 11  7 13  8 12  6
+10 11 14 11  8 14  9 13  7
+11 12 15 12  9 14  9 14  7
+12 13 16 13 11 15 10 15  8
+13 14 16 14 13 15 11 16  9
+14 15 16 15 14 16 12 17  9
+15 16 16 16 16 16 13 18 10
+16 16 16 16 16 16 13 19 11
+17 16 17 16 16 16 14 20 11
Requisites: Dex 18, Luck 12 (can owe)
Alignment: C any
HD/level: +d6
Weapon Prof.: 5+level
To Hit Table: 2xRog
Save Table: 2xRog
Reference: DM
Groups: Rogue, Technology
 
Gets 60 Rogue points per level.
Can spend stat points due to level to Luck (in fact you must do this in order to fill the Luck requirement).
Can cast Wizard Invocation spells.
Level 1: Flying at 6*LVL" (D) via a rocket pack on your back.
Level 1: Can weapon specialize as per Barbarian in the Number of Attacks table.
Level 1 ¶: ROCKETS!!!: You always have a (free) Missile Launcher weapon for each hand, which fires an endless supply of ROCKETS!!! Your ROCKETS!!! have a range of 30*LVL*LVL feet. You have two options when firing:
[1] You can ROCKET!!! one target, this is treated as a normal weapon attack (you need to roll to hit as usual). Base number of attacks as per Bow, dmg = 1e(LVL*10) / 1e(LVL*10), with Dex bonus and specialization for TH/dmg. Critical is 20+/x(LVL+2)/2.
[2] You can ROCKET!!! one group, this auto-hits, the entire group takes 2e(LVL*4) technological dmg, with Dex bonus (and specialization) on dmg.
Level 2: +1 Technological proficiency per even level, see [P8.8] for list.
Level 9 (and every further level divisible by 9): Has access to another School.
Lvl Rocketeer Ability | -50% | -100% | -150% Act Base Penalty Bonus
1 Rating/30 instances of Resist an element or eelement (doesn't "spread") - 30 Con-10 Con-15
1 Self Destruct: You and your group takes (Rating) tech dmg. P 30*LVL Str-1 Str-19
1 Find/Remove x1 Traps/Tricks | Magic/Psi | OutPhase ( | 30' away) V 10 Dex-4 Dex-8
1 Attack (+1 TH per 10% made this segment) V 5 Dex-12 Dex-15
1 Damage (+1 dmg per 10% made this segment; or multiply dmg by x(1+rating/200)) V 0 Str-15 Str-18
1 Open/Close Locks: Mech. | Magic/Psi | OutPhase (| do this 30' away) VM 5 Dex-12 Dex-16
1 Resources: Gain LVL*Chr*10 gp per reset.
1 Extra range on missiles (3' per 1%) - 10 Wis-13 Wis-15
1 Understand how a tech item works (-5%/tech level) V 25 Con-10 Con-12
1 Any Rogue 1 ability - - - -
2 Lower Encumbrance | Zero Encumbrance | No Armor Penalty | AC types fully add P 5 Str-14 Str-19
2 Item Speed: One of your items gets +1E action || two items |||| one gets +1QE V 0 Con-10 Con-15
3 +(rating/50) wear locations (any body location you want) V 0 Str-10 Str-15
3 Any Rogue 3 ability - - - -
4 Considered extra +(rating/25) weapon to hit V 0 Str-5 Str-15
4 Gun Fu: +LVL to hit with guns; guns are always at least base #Att = 1; guns "open end" one better than normal.
5 BOMBS!: 1P, 1 charge (have LVL charges /d): LVL*(2m4) technological damage, area (no save, TechR to resist)
5 Any Rogue 5 ability - - - -
6 Lower/Ignore WaWR (reduce or ignore WaWR by rating) || iWaWR V/N 0 Dex-10 Dex-20
6 Find/Remove x2 Traps/Tricks | Magic/Psi | OutPhase ( | 30') ( | x1 Special) V 20 Dex-9 Dex-12
7 Repair a broken magic/psi/tech item, n=(XP value)/1000 (round up) nM 100 - -
7 Any Rogue 7 ability - - - -
8 Your BOMBS! can hit two groups or can be set on a time delay, you have 3*LVL charges
8 Remove Capital B Blasted or Capital M Mauled from someone 3F 100 - -
9 +(rating)% money, use at end of run before selling - 0 Cml-9 Cml-18
9 Better Resources: Gain LVL*Chr*10 item XP per reset, must all be spent on one item (any extra is wasted)
10 Find/Remove x3 Traps/Tricks | Magic/Psi | OutPhase( | 30') ( | x2 Special) M 20 Int-13 Int-15
12 Backstave (N/2% of your dmg is vile) || Stun (save=N-100) - 0 Wis-26 Wis-32
15 The Man for the Job: 1F, 1/reset: Create a temporary (1 turn) x1 non-artifact item that is needed for a task
18 Fork 1bM 100 - -
21 Speak with Technology (giving it Pseudo-Intelligence) V 0 Con-15 Con-23
24 You act as a Spelljamming helm, 1X tech, (rating/10) SFB boxes V 0 Con-20 Con-28
27 Nuke (does a nuclear bomb; Rating/100 idmg in huge area) 2F 100 Str-2 Str-38

[PC4] Rogue Group Classes


Rogue3

Level KXP
Spells
1 0 (none)
2 10 (none)
3 30 (none)
4 60 (none)
5 100 (none)
6 150 (none)
7 210 (none)
8 280 (none)
9 360 (none)
10 450 (none)
11 550 (none)
12 660 (none)
13 780 (none)
14 910 (none)
15 1050 (none)
16 1200 (none)
17 1360 (none)
18 1530 (none)
19 1710 (none)
20 1900 (none)
21 2100 (none)
22 2310 (none)
23 2530 (none)
24 2760 (none)
25 3000 (none)
26 3250 (none)
27 3510 (none)
28 3780 (none)
29 4060 (none)
30 4350 (none)
31 4650 (none)
32 4960 (none)
33 5280 (none)
34 5610 (none)
35 5950 (none)
36 6300 (none)
TH Saves
PD RS PP BW Sp Fo Re Wi
+0  5  4  6  2  3  0  2  0
+1  6  4  6  3  4  1  3  0
+2  6  5  6  3  4  1  3  0
+3  6  5  7  3  5  1  4  1
+3  6  6  7  3  5  2  4  1
+4  7  6  7  4  6  2  5  1
+5  7  7  7  4  6  3  5  2
+6  7  7  8  4  7  3  6  2
+6  7  8  8  4  7  3  6  2
+7  8  8  8  5  8  4  7  3
+8  8  9  8  5  8  4  7  3
+9  8  9  9  5  9  5  8  3
+9  8 10  9  5  9  5  8  4
+10  9 10  9  6 10  5  9  4
+11  9 11  9  6 10  6  9  4
+12  9 11 10  6 11  6 10  5
+12  9 12 10  6 11  7 10  5
+13 10 12 10  7 12  7 11  5
Requisites: Dex 0, Int 0, Wis 0
Alignment: any
HD/level: d6
Weapon Prof.: 9+level/9
To Hit Table: +level*3/4
Save Table: Rog
Reference: PH3-46
Groups: Rogue
 
Level 1: Sneak Attack: +((LVL+1)/2)d6 damage when attacking from behind.
Level 1: Find Magical traps (DC=25+SL)
Level 1: Disarm Magical traps (DC=25+SL); Bypass Magical traps (DC=35+SL)
Level 2: Evasion: Can avoid even magical and unusual attacks with great agility. (Takes 0 dmg if made save for ½)
Level 3: Uncanny Dodge: Retain Dex bonus even if flat-footed.
Level 6: Can no longer be flanked.
Level 10: Choose (LVL-7)/3 of the following:
Crippling Strike: Sneak Attack also causes loss of 1 Str (no save)
Defensive Roll: 0, 1/d: If would be reduced to 0 hp or less, make Reflex save vs. DC=dmg to take half damage
Improved Evasion: Takes only ½ damage on a failed save.
Opportunist: Can make attack of opportunity on someone who was just hit by someone else.
Skill Mastery: +3+(Int modifier) skills.
Slippery Mind: If failed a save vs. an enchantment, can make another save 1 round later.
Feat: +1 feat.
Level 11: +(LVL-5)/6 saves vs. traps.

[PC4] Rogue Group Classes


Scarlet Assassin

Level KXP
Spells
1 0 (none)
2 2.25 (none)
3 4.5 (none)
4 9 (none)
5 18 (none)
6 37.5 (none)
7 75 (none)
8 150 (none)
9 300 (none)
10 450 (none)
11 637.5 (none)
12 862.5 (none)
13 1125 (none)
14 1500 (none)
15 2000 (none)
16 2500 (none)
17 3000 (none)
18 3500 (none)
19 4000 (none)
20 4500 (none)
21 5000 (none)
22 5500 (none)
23 6000 (none)
24 6500 (none)
25 7000 (none)
26 7500 (none)
27 8000 (none)
28 8500 (none)
29 9000 (none)
30 9500 (none)
31 10000 (none)
32 10500 (none)
33 11000 (none)
34 11500 (none)
35 12000 (none)
36 12500 (none)
TH Saves
PD RS PP BW Sp Fo Re Wi
+0  5  4  6  2  3  0  2  0
+1  6  5  6  3  4  1  3  0
+2  6  5  7  3  5  1  4  1
+3  7  6  7  4  6  2  5  1
+4  7  7  7  4  6  3  5  2
+5  7  8  8  4  7  3  6  2
+6  8  8  8  5  8  4  7  3
+7  8  9  9  5  9  5  8  3
+8  8 10  9  5  9  5  8  4
+9  9 11  9  6 10  6  9  4
+10  9 11 10  6 11  6 10  5
+11 10 12 10  7 12  7 11  5
+12 10 13 10  7 12  7 11  6
+13 10 14 11  8 13  8 12  6
+14 11 14 11  8 14  9 13  7
+15 12 15 12  9 14  9 14  7
+16 12 15 13 10 14 10 14  8
+17 13 16 14 12 15 11 15  8
Requisites: Str 13, Dex 14, Int 15
Alignment: LE (overwrite)
HD/level: d8
Weapon Prof.: 3+level
To Hit Table: War
Save Table: 1½xRog
Reference: DM
Groups: Rogue
 
For Alignment, "(overwrite)" means this class requires LE alignment, but it overwrites all of your other alignment restrictions to be LE as well.
   
Gets Barbarian Dex and Exceptional Str (or the reverse if you prefer).
Gets 70 Rogue points per level.
Level 1: Poison Use proficiency (1 slot per 2 levels, round up).
Level 1: 1 attack that hits: Coup de grace.
Level 3: +LVL/3 Q0 actions per round.
Level 5: Can speak Level-4 additional languages from the following list: LG,LN,LE,NG,TN,NE,CG,CN,CE,Druid,Thieves' Cant. Can never learn more than Int-12 alignment languages.
Level 7: Has 8-48 guild members. 50% chance a guild member will leave if guildmasters change.
Level 9: 1 attack that hits: Really Put Out of Misery
Lvl Executioner Ability | -50% | -100% | -150% Act Base Penalty Bonus
1 Assassination (-3% per HD/level of target) ½0 0 Wis-15 Wis-25
1 Backstab (each 30% = x1) (increases 10/level) ½0 50 Int-6 Int-20
1 Backstrike (each 30% = x1 TH) (increases 10/lvl) ½0 50 Wis-6 Wis-20
1 Find/Remove Wizard Abjurations/Priest Protections V 0 Dex-13 Dex-18
1 Silence 15' r | Darkness 15' r ½V 40 Chr-4 Chr-8
1 any 1st level Rogue ability - - - -
1 any 1st level Rogue ability - - - -
2 Backtwist (Twist rating/30 effects) (increases 10/lvl) ½0 20 Dex-6 Dex-20
2 Controlled Blink | Controlled Blink 10'r (unwilling get PP save) ½V 50 Wis-14 Wis-14
2 any 2nd level Rogue ability - - - -
2 Backdrain (do rating/10 random stat dmg) (increases 10/level) ½0 0 Con-6 Con-20
3 Considered extra +(rating/25) weapon to hit V 0 Str-5 Str-15
3 Lower/Ignore WaWR (reduce or ignore WaWR by rating) || iWaWR V/N 0 Dex-10 Dex-20
4 Erase a "?" in dungeon (loses track of party) - 0 Dex-13 Dex-19
5 any 5th level Rogue ability - - - -
6 Backstorm (each 50%: +1 att is considered a backstab) - 0 Dex-16 Dex-22
6 any 6th level Rogue ability - - - -
7 Slay (target that you hit saves at +4, -1 per 10% made; or dies) V 0 Wis-13 Wis-19
8 Finger of Death | Slay Living | Power Word Kill V 0 Int-14 Int-17
9 Any target with AC>(150-rating/5) is considered AC=(150-rating/5) to you V 0 Dex-17 Dex-28
10 Disjoin x2 effect ||||||||| x3 |||||||||||||||| x4 etc. - 50 Chr-18 Chr-25
12 Backstave (N/2% of your dmg is vile) || Stun (save=N-100) - 0 Wis-26 Wis-32
24 Backsteal (Steal an effect off of target for yourself per 120%) (aXR to avoid) ½0 30 NA NA

[PC4] Rogue Group Classes


Scarlet Monk

Level KXP Psi0
mMG S
1 0 1-- -
2 3 2-- -
3 6 3-- -
4 12 4-- -
5 25 5-- -
6 40 61- -
7 70 62- -
8 110 63- -
9 160 64- -
10 220 651 -
11 400 652 -
12 650 653 -
13 900 654 1
14 1150 654 2
15 1400 654 3
16 1650 654 4
17 1900 655 4
18 2200 655 5
19 2500 665 5
20 2800 666 5
21 3800 666 6
22 4800 766 6
23 5800 776 6
24 6800 777 6
25 7800 777 7
26 8800 877 7
27 9800 887 7
28 10800 888 7
29 11800 888 8
30 12800 988 8
31 13800 998 8
32 14800 999 8
33 15800 999 9
34 16800 A99 9
35 17800 AA9 9
36 18800 AAA 9
TH Saves
PD RS PP BW Sp Fo Re Wi
+1  6  4  6  3  4  1  3  0
+2  6  5  7  3  5  1  4  1
+4  7  6  7  4  6  2  5  1
+5  7  7  8  4  7  3  6  2
+7  8  8  8  5  8  4  7  3
+8  8  9  9  5  9  5  8  3
+10  9 10  9  6 10  5  9  4
+11  9 11 10  6 11  6 10  5
+13 10 12 10  7 12  7 11  5
+14 10 13 11  7 13  8 12  6
+16 11 14 11  8 14  9 13  7
+17 12 15 12  9 14  9 14  7
+19 13 16 13 11 15 10 15  8
+20 14 16 14 13 15 11 16  9
+22 15 16 15 14 16 12 17  9
+23 16 16 16 16 16 13 18 10
+25 16 16 16 16 16 13 19 11
+26 16 17 16 16 16 14 20 11
Requisites: Str 17, Dex 19, Con 14, Wis 17
Alignment: LE (overwrite)
HD/level: ++d8
Weapon Prof.: 2*level
To Hit Table: 3xRog
Save Table: 2xRog
Reference: DM
Groups: Rogue
 
For Alignment, "(overwrite)" means this class requires LE alignment, but it overwrites all of your other alignment restrictions to be LE as well.  
   
Gets Barbarian Dex and Exceptional Con (or the reverse if you prefer).
Gets 70 Rogue points per level.
Level 1: Open hand number of attacks is level/2. Open hand base damage is 1d(4*level). Open hand to hit bonus is (Dex bonus)+(Str bonus)+2. Open hand damage bonus is (Dex bonus)+(Str bonus)+2. DM Note: This is not the normal damage calculation. Your open hands are considered a +level magical weapon.
Level 1: If Open Hands hit exceeds what is needed, target is stunned for 1d6 r (save vs. para at penalty equal to amount hit by). If Open Hands stuns, chance to kill is (level)*4+20-(target's AC)% (no save)
Level 1: +level dmg with weapons
Level 1: Natural AT is +2*level
Level 1: Base movement rate is (12+2*level)"
Level 1: Against area effects that give a save for ½: the monk takes no damage if he makes his save. This is not used for non-(hp) damaging effects.
Level 1: 1bV: Knock away up to 10+level*2 missile weapons. Makes a save vs. paralyzation with penalty equal to the number of magical plusses the weapon has.
Level 1: One Martial Arts style; +2 Martial Arts maneuvers /level
Level 1: 1V: Lay on hands 1d6+level hp, 1/t
Level 1: Immune ESP, Beguiling, Hypnosis, Charm, Suggestion, Poison, Psionic Blast, Disease, Slow, Geas, Quest.
Level 1: One open hand attack that hit, 1/t: Quivering Palm: Slain (no save), if target's HD/level <= monk's level*2, and target's hp <.=monk's hp*3.
Level 1: Subtract level*10' from falling damage.
Level 2: +(level/2) V actions.
Level 3: +(level/3) P actions.
Level 6: Takes half damage from a spell (that gives no save) if save is failed
Lvl Monk Ability | -50% | -100% | -150% Act Base Penalty Bonus
1 Climb Walls | Climb Overhangs | Climb Upside Down V 60 Str-9 Str-13
1 Find/Remove Traps: Mech. | Magic/Psi | OutPhase | Pro. M 5 Dex-12 Dex-17
1 Hide in Shadows || Meld in Shadows/Mirrors V 5 Dex-11 Dex-16
1 Jumping | Levitate | Flight V 20 Dex-11 Dex-15
1 Move Silently | Passwall | Immovability V 0 Dex-15 Dex-18
1 Open/Close Locks: Mech. | Magic/Psi | OutPhase VM 10 Dex-11 Dex-15
1 Spying | ESP (without him knowing) || Capital E Extract - 10 Int-11 Int-14
1 Tracking | Trailing | Stalking V 0 Int-12 Int-15
1 Any Rogue 1 ability - - - -
2 Attack (+1 TH per 10% made this segment) V 5 Dex-12 Dex-15
2 Concealment/Blending | Misdirection | Non-Detection M 20 Wis-12 Wis-14
3 ("Twirl") Find/Remove Guardian/Warding/Forbiddance effect on area || x1 Special M 20 Dex-18 Dex-28
4 Don't generate Alley encounters | Sewer/Attic | Old City at Night M 10 Wis-15 Wis-20
4 Contortion | Elasticity | Become Liquid-Form VM 10 Dex-10 Dex-14
5 Escape Bonds | Escape Binding | Escape Imprisonment/Time Stop P 50 Str-12 Str-14
6 Hold Breath | Hold Life P 15 Con-15 Con-17
6 Identity Penetration | False Seeing | True Seeing MM 5 Wis-11 Wis-19
7 Blink | Controlled Blink M 20 Wis-12 Wis-17
8 Ask the Local Lord | Highest Lvl in Plane | Chosen God | Ultraplanar | DM a question VM 0 Chr-11 Chr-21
9 Inner Focus (+1 Str/Dex/Con for 1r per 10% made) M 5 Wis-10 Wis-20
10 Ki Power (cast a Wu Jen spell of spell level SL) (penalty = -SL*50%) (#=SL) #M 0 Int-12 Int-36
12 Speed (x2 move) | Speed (+1 V) | Speed (+1 P) | Speed (+1 M) VV 15 Dex-12 Dex-15
15 Energy Control | Adaptation | Immune to Hostile Environments PV 30 Con-9 Con-12
18 Elemental Form | Para-Ele Form | Quasi-Ele Form ||| Semi-Ele Form PP 40 Con-24 Con-24
27 Body Freedom (transfer action types freely; Str Int, Dex Wis, Con Chr) FFF 0 Chr-36 Chr-54

[PC4] Rogue Group Classes


Scarlet Pimpernel / Liberator

Level KXP Rogue   War
123 456  123 4
1 0 2-- ---  1-- -
2 3.85 31- ---  2-- -
3 7.7 41- ---  21- -
4 15.4 52- ---  31- -
5 30.8 621 ---  32- -
6 61.6 731 ---  321 -
7 123.2 832 ---  431 -
8 246.4 942 1--  432 -
9 492.8 A52 1--  432 1
10 800 B53 2--  443 1
11 1170 C63 21-  543 2
12 1540 D73 21-  544 2
13 1910 E74 32-  544 3
14 2280 F84 321  554 3
15 2650 G95 321  555 3
16 3020 H95 321  555 4
17 3390 IA6 321  655 4
18 3760 JB6 421  665 4
19 4130 KB7 421  666 4
20 4500 LC7 531  666 5
21 4870 MD8 532  766 5
22 5240 ND8 532  776 5
23 5610 OE9 642  777 5
24 5980 PF9 643  777 6
25 6350 QFA 743  777 7
26 6720 RGA 753  877 7
27 7090 SHB 753  887 7
28 7460 THB 854  888 7
29 7830 UIC 864  888 8
30 8200 VJC 964  988 8
31 8570 WJD 965  998 8
32 8940 XKD 975  999 8
33 9310 YLE A75  999 9
34 9680 ZLE A75  A99 9
35 10050 ZMF B86  AAA A
36 10420 ZNG C97  BBB B
TH Saves
PD RS PP BW Sp Fo Re Wi
+3  6  4  5  4  3  2  2  1
+4  7  5  6  5  4  3  2  1
+5  8  5  7  6  4  3  3  2
+6  8  6  7  7  5  4  3  2
+7  9  7  8  8  6  4  4  2
+8 10  8  9  9  7  5  4  3
+9 11  8 10 10  7  5  4  3
+10 11  9 10 11  8  6  5  3
+11 12 10 11 12  9  6  5  4
+12 13 11 12 13 10  7  6  4
+13 14 11 13 14 10  7  6  4
+14 14 12 13 14 11  8  6  5
+15 14 12 14 14 11  8  7  5
+16 14 13 14 14 12  9  7  5
+17 15 13 14 14 12  9  8  6
+18 15 14 14 14 13 10  8  6
+19 15 14 15 15 13 10  8  6
+20 15 14 15 15 14 11  9  7
Requisites: Dex 18, Int 16, Chr 16
Alignment: CG (overwrite)
HD/level: +‡d10
Weapon Prof.: 4+level/2
To Hit Table: War +3 levels
Save Table: War +3 levels
Reference: DM {Mirror Scarlet Huntsman}
Groups: Warrior, Rogue, Mirror
 
For Alignment, "(overwrite)" means this class requires CG alignment, but it overwrites all of your other alignment restrictions to be CG as well.
   
For HD, "‡" means an additional HD at level 2 (i.e. this class gets 2 HD at level 2).
   
Exceptional Str and Barbarian Dex bonus.
Can specialize in one Warrior or Rogue school, with no opposite.
Gets one "Any Rogue" pick per level, plus an extra "Any Rogue 1" pick at level 1. 60+40*level Rogue points.
Level 1: 1M: Alter Appearance (cannot be seen through except by immunity to Mirage Arcana)
Level 1: 1M, 1/t: Locate Person or Object.
Level 1: Trailing, City Knowledge, Spying proficiencies.
Level N (every level): Choose a species type (see list below). You resist effects (not attacks) vs. that species type. You may pick the same species type more than once; each pick is cumulative.
Species choices: Alien, Alternate Reality creatures, Animal, Arctic, Avian, Beholder, Cloud, Cold-Using, Concordant group, Creatures of 1 alignment, Creatures of 1 plane, Cthulhoid Horror, Dragon, Eelemental, Elemental, Faerie, Far Realm, Fire-Using, Giant, Giant-Class, Golem, Group of Classes, Hound, Humanoid, Immortal, Inner Planar, Insect, Leech, Lycanthrope, Magic-Using, Mind Flayer World, Mutant, Nightmare Dimension, NPC, Ooze, Other Timeline/Multiverse, Outer, Plant, Psionic, Rakshasa World, Regenerating, Reptile, Size Class (choose one), Space, Spirit of the Land, Tarrasque World, Technological, Undead, Unlive, Virus, Water, Weird, Wurm.
Level 1: Surprise 90% of time.
Level 1: 1V, spend X*Y^2 gp, make a Chr check at -Y^2: "Buy off" X Henchmen of DL=Y. They will not attack you or your allies. If you buy them off again (with another V action and gold), they join your side.
Level 1: May have a Familiar.
Level 1: May throw missile weapons with both hands.
Level 2: 1M, 1/t: Find the Path.
Level 3: NR (LVL-2)*20%
Level 4: 1M: Shadow Door (move from one shadow to another you know of within 360 yards); 1F: Shadow Gate
Level 5: Dust of Appearance 30'r cont.
Level 6: Attract 2-20 followers, usually DL V+ Humanoids.
Level 7: Ignore Non-detection cont.
Level 8: 1M, 1/t: Escape a Maze; 1M, 1/t: Ignore Distance Distortion; 1M, 1/t: Ignore Mirage Arcana; 1M, 1/t: Force Shapechange.
Level 9: 1M, 1/t: Find the Path across Planes and Time (but not Timelines/Loop).
Level 10: You and your party do not leave a trail and cannot be tracked or trailed, except by a Strider/Huntsman of double your level or a Ranger of triple your level. If out of visual sight, your party cannot be Located or Find the Pathed to.
Level 11: Cosmic Awareness cont.

[PC4] Rogue Group Classes


Scout

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

[PC4] Rogue Group Classes


Secret Agent5

Level KXP
Spells
1 0 (none)
2 5 (none)
3 10 (none)
4 20 (none)
5 40 (none)
6 80 (none)
7 160 (none)
8 320 (none)
9 640 (none)
10 1000 (none)
11 1400 (none)
12 1800 (none)
13 2200 (none)
14 2600 (none)
15 3000 (none)
16 3400 (none)
17 3800 (none)
18 4200 (none)
19 4600 (none)
20 5000 (none)
21 5400 (none)
22 5800 (none)
23 6200 (none)
24 6600 (none)
25 7000 (none)
26 7400 (none)
27 7800 (none)
28 8200 (none)
29 8600 (none)
30 9000 (none)
31 9400 (none)
32 9800 (none)
33 10200 (none)
34 10600 (none)
35 11000 (none)
36 11400 (none)
TH Saves
PD RS PP BW Sp Fo Re Wi
+0 10  9  8  5  6  2  1  0
+2 10  9  8  6  7  3  2  0
+3 12 11 10  8  9  3  2  1
+5 12 11 10  9 10  4  3  1
+6 14 13 12 11 12  5  3  2
+8 14 13 13 12 12  6  4  2
+9 16 15 14 14 15  6  4  3
+11 16 15 15 15 15  7  5  3
+12 16 15 15 15 15  7  5  3
+14 16 15 15 15 15  7  5  3
+15 16 15 15 15 15  7  5  3
+17 16 15 15 15 15  7  5  3
+18 16 15 15 15 15  7  5  4
+20 16 15 15 15 15  8  6  4
+21 16 15 15 15 15  8  6  4
+23 16 15 15 15 15  8  6  4
+24 16 15 15 15 15  8  6  4
+26 16 15 15 15 15  8  6  4
Requisites: Str 9, Dex 9, Con 9, Int 9, Wis 9, Chr 9, Cml 15
Alignment: any
HD/level: 2d5
Weapon Prof.: 4+level
To Hit Table: 1½xWar
Save Table: 1½xHalf0
Reference: James Bond, ST:DS9, Spycraft (d20)
Groups: Rogue
 
Gets Exceptional Str, Dex, Con, Int, Wis, and Chr. Gets Barbarian Cml if that ever matters.
Each level, get one Rogue pick of your level. You get 40*LVL Rogue points.
In addition, each level, get one "5th edition" pick from the choices below.
 
For picks, see next page.

[PC4] Rogue Group Classes


Secret Agent5 Picks

Levels Pick Description
Level 1-3: A Absolute Certainty: Add your Wis bonus to all stat/proficiency/skill checks
B Connected: You know a friend in every city, for shelter and/or locating a shop/person
C Doublespeak: 0, Speaking action, 1/r: Charm (save)
D Gear: All your items are (nonmagical) +1/+1 items
E Tech Belt/Bag: Bag of Holding plus every normal equipment item of LVL gp and less
F Tracking as a Ranger; Trailing proficiency; 2F, 1/d: Find the Path
G Versatility: x(1+LVL/10) Nonweapon proficiencies.
H Weapon Specialist: Specialized in a weapon, get +LVL+6 TH (+0 dmg) instead of usual amount
Level 4: Pick two level 1-3 Secret Agent5 or one level 1-3 Black Hat5 ability
Level 5-7: F Cool Customer: Immune Fear, Emotion, Charm, Domination
G Dubious Technology: 1/reset: Get a random TechL=LVL*2 item from the DM (usually with a drawback)
H Hacker: Can manipulate/reprogram Technological/Psi8/Psi16 items up to TechL=LVL+2
I Improvisation: 1V, 1/r: Create a 0 to LVL gp item, it lasts for 1 hour.
J Know It All: LVL*5% chance of knowing something about *any* topic (even if no chance to know).
K Overkill: If you put someone below -50 hp, they are automatically slain.
L Plausible Deniability: You can never be "guilty" of a crime according to the law.
M Slimy: You and the space you're standing at can't be targetted.
Level 8: Pick two level 5-7 Secret Agent5 or one level 5-7 Black Hat5 ability
Level 9-12: N Avoid Fate: 0, 1/d: Avoid Fate at xLVL/4 multiplier
O Cheat Death: 1D, 1/d: Resurrect, but you're 1d20 miles away in a random direction.
P Flawless Search: LVL% chance of finding something not even in the DM's key for the dungeon
Q Guns Blazing: May use two sets of missile weapons per set of hands
R Immune to detection / divination effects
S Immune to insta-kill and slay effects
T Insane Stunt: 0, 1/d: Wish (only to combo with something else you're doing this segment)
U Intrigue: 1M: Augury (that actually works) on your proposed action, or Choose Future
Level 13: Pick two level 9-12 Secret Agent5 or one level 9-12 Black Hat5 ability
Level 14-18: V-CC - - - (8 abilities here, currently unknown) - - -
Level 18: Pick two level 14-18 Secret Agent5 or one level 14-18 Black Hat5 ability
Level 20-26: DD-KK - - - (8 abilities here, currently unknown) - - -
LL Pick 1 Level 14-18 (or lower) pick from any "5th Edition" class (this may be picked multiple times)
Level 27-36: Pick 1 Level 20-26 (or lower) pick from any "5th Edition" class.

[PC4] Rogue Group Classes


Shadow Elf0

Level KXP Wizard
123 456 789
1 0 1-- --- ---
2 4 2-- --- ---
3 8 21- --- ---
4 16 22- --- ---
5 32 221 --- ---
6 64 322 --- ---
7 120 332 1-- ---
8 250 432 2-- ---
9 400 443 2-- ---
10 600 543 21- ---
11 850 653 32- ---
12 1100 654 321 ---
13 1350 764 432 ---
14 1600 765 432 1--
15 1850 875 543 2--
16 2100 876 543 21-
17 2350 886 654 32-
18 2600 887 654 321
19 2850 887 765 432
20 3100 888 765 443
21 3350 888 765 444
22 3600 888 765 544
23 3850 888 765 554
24 4100 888 765 555
25 4350 888 766 555
26 4600 888 766 655
27 4850 888 766 665
28 5100 888 766 666
29 5350 888 776 666
30 5600 888 777 666
31 5850 888 777 766
32 6100 888 777 776
33 6350 888 777 777
34 6600 888 887 777
35 6850 888 888 877
36 7100 888 888 888
TH Saves
PD RS PP BW Sp Fo Re Wi
+1  6  5  5  3  3  0  1  1
+1  6  5  5  4  3  0  1  1
+2  6  5  5  4  4  0  2  1
+3 10  8  8  7  7  1  2  2
+3 10  8  8  8  7  1  2  2
+4 10  8  8  8  8  2  3  2
+5 14 11 11 11 11  2  3  3
+5 14 12 11 11 11  2  4  3
+6 14 12 12 11 11  3  4  3
+7 16 14 14 15 15  3  4  4
+7 16 14 14 15 15  3  4  4
+8 16 14 14 15 15  3  4  4
+9 16 14 14 15 15  3  4  4
+9 16 14 14 15 15  3  4  4
+10 16 14 14 15 15  3  4  4
+11 16 14 14 15 15  3  4  4
+11 16 14 14 15 15  3  5  4
+12 16 14 14 15 15  4  5  4
Requisites: Dex 9, Int 9
Alignment: any
HD/level: d6
Weapon Prof.: 2+level/3
To Hit Table: Ftr0
Save Table: Elf0
Reference: DM {Planeshifted Elf0}, GAZ13
Groups: Wizard, Rogue, Alternate
 
Level 1: May use 1 material component effect per spell as a zero action.
Level 1: Over Hit: If you hit someone by more than 20, add +1 damage for each number over what you needed to hit.
Example: You need a -15 to hit someone, and you roll a 12. Damage bonus = Roll - Needed - 20 = 12 - -15 -20 = 7.
Lvl Ability
1 Any Rogue 1 ability
2 Any Rogue 1 ability
3 Any Rogue 2 ability
4 Any Rogue 3 ability
5 Any Rogue 4 ability
6 Any Rogue 5 ability
7 Any Rogue 6 ability
8 Any Rogue 7 ability
16 Any Rogue 10 ability
24 Any Rogue 15 ability
32 Any Rogue 27 ability

[PC4] Rogue Group Classes


Shadowcron

Level KXP Rog/Psi7
123 456 78
TH
1 0 ½½- --- -- +1
2 2.25 1½½ --- -- +1
3 4.5 11½ --- -- +2
4 9 21½ --- -- +3
5 18 21½ ½-- -- +3
6 36 211 ½-- -- +5
7 72 211 ½½- -- +5
8 144 221 ½½- -- +6
9 288 221 1½½ -- +7
10 450 222 1½½ -- +7
11 675 222 11½ -- +8
12 900 222 11½ ½- +9
13 1125 222 111 ½- +9
14 1350 322 211 ½- +11
15 1575 322 211 1- +11
16 1800 332 221 1½ +12
17 2025 332 221 11 +13
18 2250 332 222 11 +13
19 2475 333 222 11 +14
20 2700 433 322 21 +15
21 2925 443 332 22 +15
22 3150 444 333 22 +16
23 3375 544 433 32 +17
24 3600 554 443 33 +17
25 3825 555 444 33 +18
26 4050 655 544 43 +19
27 4275 665 554 44 +19
28 4500 666 555 44 +20
29 4725 766 655 54 +21
30 4950 776 665 55 +21
31 5175 777 666 55 +22
32 5400 877 766 65 +23
33 5625 887 776 66 +23
34 5850 888 777 66 +24
35 6075 988 877 76 +25
36 6300 998 887 771 +25
37 12600 998 887 772 +26
38 18900 998 887 773 +27
39 25200 998 887 774 +27
45 63000 998 888 887 +31
54 119700 999 999 999 1 +37
63 176400 A99 999 999 9 +43
72 233100 AAA AAA AAA 91 +49
Race Adjustments:
Str Dex Con Int Wis Chr Cml AT hp TH Div
-3 +6 +3 +3 +3 +4 -7 +0 +0 +0 ÷1
 
Requisites: Dex 19, Con 9, Int 9, Wis 9, Chr 13,
  Race Slots 1, Class Slots 2
Alignment: LN or LE
HD/level: & +d8
Weapon Prof.: & 3+level/6
To Hit Table: 1½xCTD0
Save Table: 2xMon +1
Reference: DM
Groups: Rogue, Lost, Archetype
Complexity: CF=3
   
Saving Throws:  
PPD: level+1
RSW: level+1
PP: level+1
BW: level+1
Spell: level+1
Fort: level+1
Reflex: level+1
Will: level+1
   
Gets Exceptional Dex and Chr.
Can cast Rogue spells and Psi7 powers, using these SL's: 2=Minor, 4=Major, 6=Grand, 8=Super.
Can specialize in weapons using "Non-War" line.
Gets 50 Rogue points per level.
Level 1: Immune to Turn Undead.
Level 1: Enemies need a +LVL weapon to hit you. To ignore this restriction, monsters divide their HD by your LVL-1 (with a minimum of 4), not the usual 4.
Level 1: Base AT is +5+LVL.
Level 1: You energy drain 1 level with every attack (even through weapons).
Level 1: If you kill someone by energy draining them, you can raise him as a Wraith0/7 with their previous stats. He becomes available next segment. You have LVL-1 "Revive" slots, each one can hold one Wraith0/7. You still have your regular Summon slot in addition, which can be used as an additional Revive slot if desired. You get the raise even if you used a energy drain source other than the Wraith0/7 ability (you cast an Energy Drain spell, for example). You can dismiss a Revive with a 0 action. If you raise a Wraith0/7 and don't have a Revive slot available, they become free-roaming undead, but they cannot harm you (as you are his master).
Level 4: You energy drain 1 level whenever someone hits you (for each hit, if you have stoneskins or were immune to the attack, the level drain doesn't occur).
 
For Rogue abilities, see next page.

[PC4] Rogue Group Classes


Shadowcron Rogue Abilities

Lvl Shadowcron Ability | -50% | -100% | -150% Act Base Penalty Bonus
1 +LVL TH {Thug} or +LVL TH and dmg with unarmed attacks {Brawler}
1 Absolute Certainty: Add your Wis bonus to all stat/proficiency/skill checks
1 Bag of Holding; 1M: Locate Black Market in city {Smuggler}
1 Charm/Influence Reaction ||| Erase a "!" mark in dungron S 10 Chr-10 Chr-13
1 Connected: You know a friend in every city, for shelter and/or locating a shop/person
1 Detect Lie or Undetectable Lie (1 at a time, cont.)
1 Legend Lore | Identify ||| Know how to defeat a god or destroy an artifact 0 | M ||| F 0 Int-15 Int-16
1 Sell items for 64+LVL% of value instead of 50%
1 Spying | ESP (without him knowing) || Capital E Extract - 10 Int-11 Int-14
4 ++rating/100 to a die roll | Reroll a die roll || Counterspell || Object bM or hM 25 Dex-16 Dex-24
4 Ignore or Counter an Interpose | Rescue | Escape | I'm Gone 0 0 Wis-14 Wis-19
5 +LVL*100 item XP in Weapon flags per day
5 Can "Frugal" potions (+50% to number of uses)
5 Nonmagical items (all types) are one-third cost for you
5 Plausible Deniability: You can never be "guilty" of a crime according to the law.
6 Locate Object in City || Country MM
7 Always get special treatment and respect from Local Ruler {Agent of the Crown}
7 Can buy property or businesses at half cost {Businessman}
7 Repair a broken magic/psi/tech item, n=(XP value)/1000 (round up) nM 100 - -
9 Flawless Search: LVL% chance of finding something not even in the DM's key for the dungeon
9 Mass Wraithform | Mass Dream Travel (whole party) V 0 Con-22 Con-25
19 Shape Alteration/Polymorph Object | Shapechange/Shapechange Other V 0 Con-19 Con-30
20 400F, 1/d: Create a magic item of <= LVL*400 XP value
20 Super Resources: Get a xCL/18 random Artifact each reset, it will be useful (not crap)

[PC4] Rogue Group Classes


Shadowdancer3

Level KXP
Spells
1 Rog5 (none)
2 10 (none)
3 30 (none)
4 60 (none)
5 100 (none)
6 150 (none)
7 210 (none)
8 280 (none)
9 360 (none)
10 450 (none)
11 550 (none)
12 660 (none)
13 780 (none)
14 910 (none)
15 1050 (none)
16 1200 (none)
17 1360 (none)
18 1530 (none)
19 1710 (none)
20 1900 (none)
21 2100 (none)
22 2310 (none)
23 2530 (none)
24 2760 (none)
25 3000 (none)
26 3250 (none)
27 3510 (none)
28 3780 (none)
29 4060 (none)
30 4350 (none)
31 4650 (none)
32 4960 (none)
33 5280 (none)
34 5610 (none)
35 5950 (none)
36 6300 (none)
TH Saves
PD RS PP BW Sp Fo Re Wi
+0  5  4  6  2  3  0  2  0
+1  6  4  6  3  4  1  3  0
+2  6  5  6  3  4  1  3  0
+3  6  5  7  3  5  1  4  1
+3  6  6  7  3  5  2  4  1
+4  7  6  7  4  6  2  5  1
+5  7  7  7  4  6  3  5  2
+6  7  7  8  4  7  3  6  2
+6  7  8  8  4  7  3  6  2
+7  8  8  8  5  8  4  7  3
+8  8  9  8  5  8  4  7  3
+9  8  9  9  5  9  5  8  3
+9  8 10  9  5  9  5  8  4
+10  9 10  9  6 10  5  9  4
+11  9 11  9  6 10  6  9  4
+12  9 11 10  6 11  6 10  5
+12  9 12 10  6 11  7 10  5
+13 10 12 10  7 12  7 11  5
Requisites:  
Alignment: any
HD/level: d8
Weapon Prof.: 14+level/9
To Hit Table: +level*3/4
Save Table: Rog
Reference: DMG3-34
Groups: Rogue
 

[PC4] Rogue Group Classes


Shadow-walker1JG

Level KXP
Spells
1 0 (none)
2 1.8 (none)
3 3.6 (none)
4 7.2 (none)
5 14.4 (none)
6 28.8 (none)
7 57.6 (none)
8 115.2 (none)
9 230.4 (none)
10 590.4 (none)
11 950.4 (none)
12 1310.4 (none)
13 1670.4 (none)
14 2030.4 (none)
15 2390.4 (none)
16 2750.4 (none)
17 3110.4 (none)
18 3470.4 (none)
19 3830.4 (none)
20 4190.4 (none)
21 4550.4 (none)
22 4910.4 (none)
23 5270.4 (none)
24 5630.4 (none)
25 5990.4 (none)
26 6350.4 (none)
27 6710.4 (none)
28 7070.4 (none)
29 7430.4 (none)
30 7790.4 (none)
31 8150.4 (none)
32 8510.4 (none)
33 8870.4 (none)
34 9230.4 (none)
35 9590.4 (none)
36 9950.4 (none)
TH Saves
PD RS PP BW Sp Fo Re Wi
+0  5  4  6  2  3  0  2  0
+0  6  4  6  3  4  1  3  0
+1  6  5  6  3  4  1  3  0
+1  6  5  7  3  5  1  4  1
+2  6  6  7  3  5  2  4  1
+2  7  6  7  4  6  2  5  1
+3  7  7  7  4  6  3  5  2
+3  7  7  8  4  7  3  6  2
+4  7  8  8  4  7  3  6  2
+4  8  8  8  5  8  4  7  3
+5  8  9  8  5  8  4  7  3
+5  8  9  9  5  9  5  8  3
+6  8 10  9  5  9  5  8  4
+6  9 10  9  6 10  5  9  4
+7  9 11  9  6 10  6  9  4
+7  9 11 10  6 11  6 10  5
+8  9 12 10  6 11  7 10  5
+8 10 12 10  7 12  7 11  5
Requisites: Str 12, Dex 12
Alignment: any
HD/level: d8
Weapon Prof.: 3+level/3
To Hit Table: Rog
Save Table: Rog
Reference: FGE1JG
Groups: Rogue
 
(abilities unknown)

[PC4] Rogue Group Classes


Shooter0


Level

KXP
Warrior/Rogue
123 456 789 AB

TH
1 0 0-- --- -- +5 ++1
2 3 10- --- -- +5 ++1
3 6 110 --- -- +5 ++1
4 10 210 --- -- +5 ++1
5 21 211 0-- -- +5 ++1
6 42 211 1-- -- +5 ++1
7 87 221 10- -- +5 ++1
8 173 222 11- -- +5 ++1
9 346 222 21- -- +5 ++1
10 600 322 210 -- +5 ++1
11 900 322 211 -- +5 ++1
12 1200 322 221 -- +5 ++1
13 1500 332 221 -- +5 ++1
14 1800 333 221 0- +5 ++1
15 2100 433 221 1- +5 ++1
16 2400 433 222 1- +5 ++1
17 2700 433 322 1- +5 ++1
18 3000 443 322 10 +5 ++1
19 3300 443 322 11 +5 ++1
20 3600 443 322 21 +5 ++1
21 3900 443 322 22 +5 ++1
22 4200 443 332 22 +5 ++1
23 4500 443 333 22 +5 ++1
24 4800 443 333 32 +5 ++1
25 5100 443 333 33 +5 ++1
26 5400 444 333 33 +5 ++1
27 5700 444 433 33 +5 ++1
28 6000 444 443 33 +5 ++1
29 6300 444 444 33 +5 ++1
30 6600 444 444 43 +5 ++1
31 6900 444 444 44 +5 ++1
32 7200 544 444 44 +5 ++1
33 7500 554 444 44 +5 ++1
34 7800 555 444 44 +5 ++1
35 8100 555 544 44 +5 ++1
36 8400 555 554 441 +5 ++1
37 16800 555 554 442 +5 ++1
38 25200 555 554 443 +5 ++2
39 33600 555 554 444 +5 ++3
45 84000 665 555 555 +5 ++4
54 159600 766 666 666 1 +5 ++5
63 235200 777 776 666 6 +5 ++6
72 310800 888 777 777 71 +5 ++7
Requisites: Dex 20, Con 14,
nbsp; Class Slots 2
Alignment: any
HD/level: +2d6
Weapon Prof.: 0+level*3
To Hit Table: +5 ++1
Reference: JF
Groups: Warrior, Rogue, PC Designed
Complexity: CF=5
   
Saving Throws:  
PPD: level+3
RSW: level+2
PP: level+1
BW: level+4
Spell: level+2
Fort: level+4
Reflex: level+7
Will: level+3
 
++1 to hit means to adjust the true die roll by 1.
Attacking is ½P action.
Extra-Barbarian Dex bonus, Exceptional Con bonus.
Gets Dex bonus TH and dmg with missile weapons.
Gets Dex bonus to spell progression.
Gets 30 Rogue points per level.
Free double specialization in one weapon type.
Level 1: True Point Blank: If within 5' per level, double ALL of the damage for the arrow (including bonuses).
Level 1: No penalty for called shots with missile weapons.
Level 1: 1N: Generate an energy arrow to fire (instead of using a normal arrow in a bow). This arrow is 1d10 dmg, crits on 19-20 for x3, and is a +LVL/+LVL magic weapon. It dissipates after use.
Level N (every level): +1 Dex.
Level N (every level): One Dex-based Rogue ability.

[PC4] Rogue Group Classes


Shooter0 (All Dex-based Rogue Abilities)

Lvl Acrobat Ability | -50% | -100% | -150% Act Base Penalty Bonus
1 ("Twist") Find/Remove Wizard Abjuration/Priest Protection (-1% per CL) V 0 Dex-16 Dex-20
1 ("Twist") Find/Remove Wizard Abjurations/Priest Protections | Psionic Protections VM 0 Dex-14 Dex-19
1 +rating/50 A actions /r this turn || B actions || C actions 1F 0 Dex-20 Dex-25
1 Attack (+1 TH per 10% made this segment) V 5 Dex-12 Dex-15
1 Attack (+1 TH per 10% made this segment; or roll +1d20 per 100%, choose best) V 0 Dex-13 Dex-16
1 Counter Innate | Psionic | Magic | Radioactive 1bM -10 Dex-22 Dex-22
1 Disorder Objects | Mass Entropy V 10 Dex-8 Dex-10
1 Evasion (0, make by 5% per amount hit: no dmg from weapon) V 10 Dex-11 Dex-15
1 Evasion (see Acrobat) ||| Spell Evasion | Psi Evasion | Innate Evasion V 0 Dex-14 Dex-18
1 Extra parting shots (+1 attack per 50%) - 10 Dex-9 Dex-12
1 Feather Falling || Body Control V 20 Dex-12 Dex-14
1 Find/Remove Traps: Mech. | Magic/Psi | OutPhase | Pro. M 5 Dex-12 Dex-17
1 Find/Remove Traps: Mech. | Magic/Psi | OutPhase | Pro. (| do this 30' away) M 0 Dex-14 Dex-19
1 Find/Remove Traps: Mech. | Magic/Psi | OutPhase | Pro. (amount made = #' away) M 0 Dex-14 Dex-19
1 Find/Remove Wizard Abjurations/Priest Protections VM 0 Dex-13 Dex-18
1 Find/Remove x1 Traps/Tricks | Magic/Psi | OutPhase ( | 30' away) V 10 Dex-4 Dex-8
1 Hide in Shadows | Hide amongst People or Trees | Meld in Shadows/Mirrors V 0 Dex-12 Dex-17
1 Hide in Shadows || Meld in Shadows/Mirrors V 5 Dex-11 Dex-16
1 Hide in Shadows/Crowds || Meld into Shadows/Mirrors/Crowds | Meld into the Air V 0 Dex-14 Dex-19
1 Initiative (each 10% = +1 initiative) continuous - 0 Dex-9 Dex-18
1 Jumping | Levitate | Flight V 20 Dex-11 Dex-15
1 Mount |||| Nothing Happens (you and target do nothing for next segment) V 0 Dex-9 Dex-12
1 Move Silently | Passwall | Immovability V 0 Dex-15 Dex-18
1 Move Silently | Passwall | Immovability V 0 Dex-15 Dex-18
1 Move Silently || Immovability V 10 Dex-13 Dex-16
1 Move Silently || Immovability | Avoid Clairnasience V 5 Dex-14 Dex-17
1 Open/Close Locks: (-5% per TechLvl of the Lock) (-10% per SL of the Lock) V 0 Dex-13 Dex-17
1 Open/Close Locks: Mech. | Magic/Psi | OutPhase VM 10 Dex-11 Dex-15
1 Open/Close Locks: Mech. | Magic/Psi | OutPhase (| do this 30' away) VM 5 Dex-12 Dex-16
1 Open/Close Locks: Mech. | Magic/Psi | OutPhase (amount made = #' away) VM 5 Dex-12 Dex-16
1 Pick Pockets/Shoplifting | Palm | Present P 15 Dex-12 Dex-16
1 Tumbling/Vaulting || Passwall V 40 Dex-13 Dex-17
1 Vaulting || Passwall V 45 Dex-12 Dex-16
1 Ventriloquism | Remote Spell-Casting (1' per 1% made) V 20 Dex-13 Dex-16
2 Attack (+1 TH per 10% made this segment) V 5 Dex-12 Dex-15
2 Tightrope Walking | Water Walking | Shadow Walking | Dimension Walking V 75 Dex-11 Dex-15
4 Contortion | Elasticity | Become Liquid-Form VM 10 Dex-10 Dex-14
4 Find/Remove Tricks: x1 multiplier || x2 multiplier ||| x3 mult. (amount made=#' away) M 5 Dex-18 Dex-25
4 Find/Remove Tricks: x1 multiplier || x2 multiplier ||| x3 multiplier (| do this 90' away) M 5 Dex-18 Dex-25
4 Find/Remove x2 Traps/Tricks | Magic/Psi | OutPhase ( | 30') ( | x1 Special) V 20 Dex-9 Dex-12
4 Song of Vines (save at -1/5% made or Entangled) P*M 10 Dex-14 Dex-19
4 Song of Vines (save at -1/5% made or Entangled) (see Bard for notes about Songs) P*M 10 Dex-14 Dex-19
5 Controlled Blink (max N*N feet, N is amount made) - 15 Dex-9 Dex-12
5 Dispel a x1 effect | Instantaneous | Disjunct - 50 Dex-12 Dex-18
5 Erase a "?" in dungeon (loses track of party) - 0 Dex-13 Dex-19
5 Jock: +LVL divided among Str, Dex, Con, or level for purposes of #Att (the last one is ½ a point each).
5 Missile Deflection | Missile Reflection | Spell Deflection | Volley (0: Immune to attack) V 10 Dex-12 Dex-15
7 iunER || iunaER || iunaaER 0 -10 Dex+Int-37 Dex+Int-47
9 Backstorm (each 50%: +1 att is considered a backstab) - 0 Dex-16 Dex-22
9 Find/Remove Specials: x1 multiplier | x2 mult. | x3 mult. (amount made = #' away) VV 20 Dex-18 Dex-22
9 Find/Remove x3 Traps/Tricks | Magic/Psi | OutPhase( | 30') ( | x2 Special) V 30 Dex-16 Dex-16
9 Inner Focus (+1 Str/Dex/Con for 1r per 10% made) M 5 Wis-10 Wis-20
10 Speed: (x2 move) | (+1V) | (+1P) | (+1M) | (+1 Full) | (+1 Opposing) VV 5 Dex-14 Dex-17
12 any 3rd level Illusion spell is cast | any 4th | any 5th | any 6th (#=SL-2) V#M 15 Dex-18 Dex-22
12 Speed (x2 move) | Speed (+1 V) | Speed (+1 P) | Speed (+1 M) VV 15 Dex-12 Dex-15
14 Speed: Each 50% is +1A action || B's instead || C's instead - 0 Dex-18 Dex-20
18 All die rolls within 240' are min (50%) or max (50%) (duration 1s per 10% made) FV 50 Dex-25 Dex-50
18 Reverse Gravity | Adjust Gravity VM 0 Dex-13 Dex-17
20 Can Dim Door away in combat during your actions | Teleport - -15 Dex-18 Dex-24
20 Instantaneous x0 effect | x1 || x2 ||| x3 |||| x4 etc. - 50 Dex-24 Dex-32
27 Body Freedom (transfer action types freely; Str Int, Dex Wis, Con Chr) FFF 0 Chr-36 Chr-54

[PC4] Rogue Group Classes


Sightseer

Level KXP Divination
123 456 7
1 0 1-- --- -
2 3 2-- --- -
3 6 21- --- -
4 12 32- --- -
5 24 331 --- -
6 48 332 --- -
7 96 332 1-- -
8 192 333 2-- -
9 350 443 21- -
10 600 443 32- -
11 850 544 321 -
12 1100 655 322 -
13 1350 666 422 -
14 1600 666 532 1
15 1850 666 642 1
16 2100 777 643 1
17 2350 777 753 2
18 2600 888 864 2
19 2850 998 864 2
20 3100 999 875 2
21 3350 999 986 2
22 3600 999 996 3
23 3850 999 997 3
24 4100 999 998 3
25 4350 999 998 4
26 4600 999 999 4
27 4850 999 999 5
28 5100 999 999 6
29 5350 999 999 7
30 5600 999 999 8
31 5850 999 999 9
32 6100 AAA A99 9
33 6350 AAA AAA 9
34 6600 AAA AAA A
35 6850 BBB BAA A
36 7100 BBB BBB B
TH Saves
PD RS PP BW Sp Fo Re Wi
+0  6  4  6  3  4  1  3  0
+0  6  5  7  3  5  1  4  1
+1  7  6  7  4  6  2  5  1
+1  7  7  8  4  7  3  6  2
+2  8  8  8  5  8  4  7  3
+2  8  9  9  5  9  5  8  3
+3  9 10  9  6 10  5  9  4
+3  9 11 10  6 11  6 10  5
+4 10 12 10  7 12  7 11  5
+4 10 13 11  7 13  8 12  6
+5 11 14 11  8 14  9 13  7
+5 12 15 12  9 14  9 14  7
+6 13 16 13 11 15 10 15  8
+6 14 16 14 13 15 11 16  9
+7 15 16 15 14 16 12 17  9
+7 16 16 16 16 16 13 18 10
+8 16 16 16 16 16 13 19 11
+8 16 17 16 16 16 14 20 11
Requisites: Dex 18, Wis 12
Alignment: any
HD/level: +d6
Weapon Prof.: 3+level/3
To Hit Table: Rog
Save Table: 3xRog
Reference: DM
Groups: Rogue, Planar
 
Gets 60 Rogue points per level
Can cast Wizard Divination or Priest Divination spells.
Level 1: Can weapon specialize (as per "Non-Warrior" in the Number of Attacks table).
Level 1: Expensive Camera: 1M: Blindness (RSW save), if blinded then gets Feared (Will save)
 
For Rogue Chart, see next page.

[PC4] Rogue Group Classes


Sightseer Rogue chart

Lvl Sightseer Ability | -50% | -100% | -150% Act Base Penalty Bonus
1 Attack/backstab around corners (each 1% rating = 1 degree of angle around corner) 0 50 Wis-11 Wis-16
1 Detect Lie or Undetectable Lie (1 at a time, cont.) - - - -
1 Extra parting shots (+1 attack per 50%) - 10 Dex-9 Dex-12
1 Find/Avoid Traps/Tricks/Specials/TerrainFeatures | Magic/Psi | OutPhase ( | whole party) ( || x2 ||| x3) V 0 Dex-20 Dex-25
1 Comprehend Languages | Tongues | Message ( | per plane) 0 50 Int-9 Int-12
1 Ethereal Window | Astral | Phlogiston | Any Inner | Any Outer | UltraBlack MV 0 Con-12 Con-15
1 Know Visual History | Object Reading | Identify | Legend Lore 0 | M 0 Wis-15 Wis-17
1 Locate Staircases on current DL || Out of Depth Monsters || Most Valuable Object MM 0 Chr-20 Chr-25
1 Spying || Reflecting Pool || untraceable & without his "ears burning" - || F 10 Int-12 Int-17
1 Any Rogue 1 ability - - - -
2 X-ray vision | Use innate ability through wall (amount made/10 is #' through wall) M 0 Str-10 Str-20
2 Deeppockets | Vanish | Rope Trick ||| I'm Gone (to my own Pocket Plane) M 0 Int-8 Int-20
2 Any Rogue 2 ability - - - -
3 Summon a DL 1 Spirit of the Land creature ( || per extra DL) M 100 Con-12 Con-16
3 Any Rogue 3 ability - - - -
4 All-Around Sight | Locate Object | Treasure Finding M 25 Wis-15 Wis-19
4 Ignore or Counter an Interpose | Rescue | Escape | I'm Gone 0 0 Wis-14 Wis-19
4 Any Rogue 4 ability (or) 2 any Rogue 1 abilities - - - -
5 Identity Penetration | False Seeing | True Seeing ||| Know Truename MM 0 Wis-12 Wis-20
5 Any Rogue 5 ability (or) 2 any Rogue 2 abilities - - - -
6 Fork Innate | Psionic | Magic | Radioactive bM -10 Chr-22 Chr-22
6 Locate (anything unique) Across Planes | Clairvoyance there | TWE there M 0 Int-12 Int-15
7 Avoid Fate x1 | x2 | x3 | x4 | x5 | etc. 2bM -20 Wis*2-50 Wis*2-50
7 Any Rogue 7 ability (or) 2 any Rogue 4 abilities - - - -
8 Immune to detection / divination effects - - - -
8 Find the Path ( | for each plane removed) MM 20 Wis-10 Wis-15
9 Intrigue: 1M: Augury (that actually works) on your proposed action, or Choose Future M - - -
9 Ask the Local Lord | Highest Lvl in Plane | Chosen God | Ultraplanar | DM a question VM 0 Chr-11 Chr-21
10 Contact Other Plane | Foresight MM 0 Chr-15 Chr-18
12 Get save vs effects w/ no save, base=+0+items, each 5% is +1 - 0 Wis-20 Wis-25
15 Avoid Spirit/Conc Effect (entire party): x1 || x2 || x3 etc. - -5 Int-22 Int-30
18 Duplicate a Psi5 or Psi10 minor || major ||||| grand ( | Psi-5) M 0 Con-15 Con-22
21 Be a x2 being on offense ||||| x3 ||||||| x4 ||||||||| x5 etc. 0 -150 Luck-5 Luck-10
24 See in Capital D Darkness - - - -
27 Summon (and control) DL XI Far Realm, Immortal, Nightmare Dimension, or Tarraque World monster ( || per extra DL) MM 0 Cml-55 Cml-70

[PC4] Rogue Group Classes


Slayer3

Level KXP Psi3
123 4
1 Psi2 --- -
2 10 --- -
3 30 --- -
4 60 --- -
5 100 --- -
6 150 1-- -
7 210 2-- -
8 280 21- -
9 360 22- -
10 450 221 -
11 550 222 -
12 660 222 1
13 780 222 2
14 910 322 2
15 1050 332 2
16 1200 333 2
17 1360 333 3
18 1530 433 3
19 1710 443 3
20 1900 444 3
21 2100 444 4
22 2310 544 4
23 2530 554 4
24 2760 555 4
25 3000 555 5
26 3250 655 5
27 3510 665 5
28 3780 666 5
29 4060 666 6
30 4350 766 6
31 4650 776 6
32 4960 777 6
33 5280 777 7
34 5610 877 7
35 5950 887 7
36 6300 888 7
TH Saves
PD RS PP BW Sp Fo Re Wi
+1  5  4  6  2  3  0  2  0
+2  6  4  6  3  4  1  3  0
+3  6  5  6  3  4  1  3  0
+4  6  5  7  3  5  1  4  1
+5  6  6  7  3  5  2  4  1
+6  7  6  7  4  6  2  5  1
+7  7  7  7  4  6  3  5  2
+8  7  7  8  4  7  3  6  2
+9  7  8  8  4  7  3  6  2
+10  8  8  8  5  8  4  7  3
+11  8  9  8  5  8  4  7  3
+12  8  9  9  5  9  5  8  3
+13  8 10  9  5  9  5  8  4
+14  9 10  9  6 10  5  9  4
+15  9 11  9  6 10  6  9  4
+16  9 11 10  6 11  6 10  5
+17  9 12 10  6 11  7 10  5
+18 10 12 10  7 12  7 11  5
Requisites:  
Alignment: any
HD/level: d10
Weapon Prof.: 15+level/9
To Hit Table: +level
Save Table: Rog
Reference: PsiHB3-112
Groups: Rogue
 
Gets Psi3 abilities, see progression.
Level 1: +((LVL*2+11)/3) Psi3 power points.
Level 1: +1 dmg vs. mind flayers.
Level 1: Detect mind flayers 60' continuous.
Level 2: Any creature that attempts to eat the Slayer's mind must make a Will save (DC 17) or be disinclined to do so.
Level 4: +4 mental saves.
Level 6: When someone attacks the Slayer with a psionic attack, must make a Will save or be dazed for 1 round.
Level 8: Each melee attack lowers target's PR by 1.
Level 10: When taking a mind blast, can lose the saving throw and attack back immediately (no defenses).

[PC4] Rogue Group Classes


Slut1

Level KXP
Spells
1 0 (none)
2 1.1 (none)
3 2.2 (none)
4 4.4 (none)
5 8.8 (none)
6 17.6 (none)
7 35.2 (none)
8 70.4 (none)
9 140.8 (none)
10 250 (none)
11 400 (none)
12 550 (none)
13 700 (none)
14 850 (none)
15 1000 (none)
16 1150 (none)
17 1300 (none)
18 1450 (none)
19 4150 (none)
20 4350 (none)
21 4700 (none)
22 5050 (none)
23 5400 (none)
24 5750 (none)
25 6100 (none)
26 6450 (none)
27 6800 (none)
28 7150 (none)
29 7500 (none)
30 7850 (none)
31 8200 (none)
32 8550 (none)
33 8900 (none)
34 9250 (none)
35 9600 (none)
36 9950 (none)
TH Saves
PD RS PP BW Sp Fo Re Wi
+0  5  4  6  2  3  0  2  0
+0  6  4  6  3  4  1  3  0
+1  6  5  6  3  4  1  3  0
+1  6  5  7  3  5  1  4  1
+2  6  6  7  3  5  2  4  1
+2  7  6  7  4  6  2  5  1
+3  7  7  7  4  6  3  5  2
+3  7  7  8  4  7  3  6  2
+4  7  8  8  4  7  3  6  2
+4  8  8  8  5  8  4  7  3
+5  8  9  8  5  8  4  7  3
+5  8  9  9  5  9  5  8  3
+6  8 10  9  5  9  5  8  4
+6  9 10  9  6 10  5  9  4
+7  9 11  9  6 10  6  9  4
+7  9 11 10  6 11  6 10  5
+8  9 12 10  6 11  7 10  5
+8 10 12 10  7 12  7 11  5
Requisites: Dex 12, Con 12, Chr 18, Cml 18
Alignment: T any (or) C any (or) any S
HD/level: d6
Weapon Prof.: 3+level/3
To Hit Table: Rog
Save Table: Rog
Reference: DM
Groups: Rogue
 
Gets 30 Rogue points per level. May pick a Specialty Priest choice in Cypho or other God of Love.
 
This Rogue Chart *is* complete; this class does not get higher level Rogue abilities on its own. It does get the normal "Any Rogue 9", "Any Rogue 18", etc. picks that all Rogues get.
 
Lvl Slut1 Ability | -50% | -100% | -150% Act Base Penalty Bonus
1 Kiss to Charm Monster (save) | Blow Kiss (Charm Monster 30' away) || Arousal M 30 Chr-9 Chr-12
1 Mount |||| Nothing Happens (you and target do nothing for next segment) V 0 Dex-9 Dex-12
1 Slap (does dmg to one target = % made by) P 20 Str-0 Str-12
1 Unbutton/Untie (one item is de-equipped) |||| Power Word Strip (hits everything) V 10 Wis-0 Wis-12
1 Fascinate | Mislead | Misdirection | Innate Turning | Confusion | Taunt M 0 Int-0 Int-12
1 Flash | Weakness | Blindness | Symbol of Stunning | Power Word Stun P 30 Con-0 Con-12
1 Comeliness (+1 per 5% made) | Phantasmal Lover | Leomund's Tiny Brothel F 0 Chr-9 Chr-12
1 any Acrobat1 ability - - - -

[PC4] Rogue Group Classes


Snark


Level

KXP
Rogue
123 456 7

TH
1 0 0-- --- - +0
2 1.3 2-- --- - +0
3 2.6 30- --- - +1
4 5.2 32- --- - +1
5 10.4 43- --- - +2
6 20.8 430 --- - +2
7 41.6 442 --- - +3
8 83.2 443 --- - +3
9 166.4 443 0-- - +4
10 320 444 2-- - +4
11 580 444 3-- - +5
12 840 444 30- - +5
13 1100 444 42- - +6
14 1360 444 43- - +6
15 1620 444 430 - +7
16 1880 544 442 - +7
17 2140 554 443 - +8
18 2400 555 443 - +8
19 2660 555 554 - +9
20 2920 555 554 - +9
21 3180 555 554 0 +10
22 3440 555 554 1 +10
23 3700 555 554 2 +11
24 3960 555 554 3 +11
25 4220 555 554 4 +12
26 4480 555 555 4 +12
27 4740 555 555 5 +13
28 5000 655 555 5 +13
29 5260 665 555 5 +14
30 5520 666 555 5 +14
31 5780 666 655 5 +15
32 6040 666 665 5 +15
33 6300 666 666 5 +16
34 6560 666 666 6 +16
35 6820 766 666 6 +17
36 7080 776 666 61 +17
37 14160 776 666 62 +18
38 21240 776 666 63 +18
39 28320 776 666 64 +19
45 70800 777 777 66 +22
54 134520 888 888 771 +26
63 198240 888 888 888 +31
72 261960 999 999 998 1 +35
Requisites: Dex 10, Int 10
Alignment: any
HD/level: d4
Weapon Prof.: 2+level/3
To Hit Table: Rog
Reference: DM {Planeshifted Sneak}
Groups: Rogue, Alternate
Complexity: CF=2
   
Saving Throws:  
PPD: level+5
RSW: level+5
PP: level+5
BW: level+2
Spell: level+5
Fort: level+0
Reflex: level+3
Will: level+0
   
Has all Int-based Rogue abilities.
Exceptional Int bonus.
Gets (Int bonus)*5 Rogue points per level instead of 40.
Gets Int bonus to spell progression.
Level 4 (and every level divisible by 4): Choose a Wizard school. May cast spells from that Wizard school.
 
Two Mixed-classed options are available:
CF=3:
Snarker:
This class is a Mixed-classed Snark - Archer. You may use the +10% XP Mixed Classing rule for this, but the class does cost 2 class slots.
You may use Archer1, ArchArcher, ArchArchArcher, or Er0.
CF=4:
Smark:
This class is a Mixed-classed Snark - Professional Wrestler. You may use the +10% XP Mixed Classing rule for this, but the class does cost 2 class slots.
You may alternatively use Athlete.
You get the Jobber Mini class sheet and a free Mini class slot for it.

[PC4] Rogue Group Classes


Snark Abilities

Lvl Snark Ability | -50% | -100% | -150% Act Base Penalty Bonus
1 Appraisal: Monetary Value | XP Value | Multiplier & Ego & Alignment | Know History M 10 Int-13 Int-15
1 Avoid Trap (entire party): Mech. | Magic/Psi | OutPhase V 10 Int-10 Int-16
1 Backstab (each 30% = x1) (increases 10/level) 0 50 Int-6 Int-20
1 Bard3 spell SL=0 | SL=1 || SL=2 ||| SL=3 etc. - 60 Int-11 Int-20
1 Duplicate a Psi3 SL=1 | SL=2 | SL=3 | etc. 1M 0 Any-18 Any-24
1 Fascinate | Mislead | Misdirection | Innate Turning | Confusion | Taunt M 0 Int-0 Int-12
1 iunMR || iunaMR || iunaaMR 0 20 Int-14 Int-19
1 Legend Lore | Identify | Object Reading | Know Visual History 0 | M 0 Int-15 Int-17
1 Read Languages | Decipher Code M 10 Int-9 Int-14
1 Spying || Reflecting Pool || untraceable & without his "ears burning" - || F 10 Int-12 Int-17
2 Deeppockets | Vanish | Rope Trick ||| I'm Gone (to my own Pocket Plane) M 0 Int-8 Int-20
2 Duplicate a Psi10 minor ||| major ||| grand ||| super 1M 0 Int+Wis-24 Int+Wis-32
3 Identify | Legend Lore (yes this is backwards compared to the Bard ability) M | 0 5 Int-13 Int-15
4 Alter Self | Change Self | Veil VM 10 Int-13 Int-18
4 Invisibility | Improved Invisibility M 0 Int-13 Int-18
4 Leadership (+1 per 20% made to Leadership) M 0 Int-9 Int-12
4 Presence (+1 per 20% made to Presence) M 0 Int-9 Int-12
5 Avoid Trick (entire party): Mech.|Magic/Psi|OutPhase - 5 Int-12 Int-18
5 Mislead | Disappearance M 15 Int-12 Int-16
6 Detect Illusion | Magic | Psi/Anti-Magic | Godly M 30 Int-12 Int-15
6 Invisibility | Improved Invisibility | Dust of Disappearance M 20 Int-12 Int-14
6 Read Magic (Wizard/Priest) ||| Read Magic (Concordant) M 15 Int-13 Int-15
6 Suggestion | Domination | Eyebite M 10 Int-10 Int-14
7 iunER || iunaER || iunaaER 0 -10 Dex+Int-37 Dex+Int-47
7 Ki Power (cast a Wiz Invocation spell) (penalty = -SL*50%) (#=SL) | Pri Invocation #M 0 Int-14 Int-38
7 Suggestion | Domination | Eyebite VM 10 Int-13 Int-14
8 Any Subability (+1 per 25% made to that subability) M 0 Int-14 Int-17
8 Efficiency (+1 per 20% made to Efficiency) M 0 Int-9 Int-12
8 Muscle (+1 and +1 per 20% made to Muscle for 1t) M 0 Int-9 Int-12
8 Read Magic (Wizard/Priest) ||| Read Magic (Concordant) M 20 Int-13 Int-15
8 Sending | Demand M 10 Int-9 Int-12
8 Teleport | Teleport without Error || Teleport Other to Self (no save) M 5 Int-16 Int-17
9 Avoid Special (entire party): x1 | x2 | x3 etc. - 0 Int-16 Int-22
9 Finger of Death | Slay Living | Power Word Kill MM 0 Int-14 Int-17
9 Generate Wild Magic Surge MMM 0 Int-20 Int-21
9 Object Reading VM 0 Int-12 Int-20
10 Locate (anything unique) Across Planes | Clairvoyance there | TWE there M 0 Int-12 Int-15
10 Telekinesis (5 lb. per 1% made) M 10 Int-13 Int-17
12 Dimensional Folding M 40 Int-7 Int-20
12 Phase Door | Dimension Door M 5 Int-9 Int-20
14 Avoid Spirit/Conc Effect (entire party): x1 || x2 || x3 etc. - -5 Int-22 Int-30
15 any Metab minor Psi2 is used +1 PSP/10% to maintain | Telep | Clair | Port ( | major) MM 20 Int-21 Int-24
15 Astral Spell / Astral Projection | Concordant Spell (project to Concordant Opposition) MMM 35 Int-19 Int-25
15 Probability Travel MM 20 Int-13 Int-20
18 Shadow Magic | Shadow Walk | Shadow Flight VM 0 Int-16 Int-19
18 Time Shift ||| Time Travel VMM 15 Int-17 Int-25
20 Avoid Artifact Effect (entire party): x1 ||| x2 ||| x3 etc. - -10 Int-30 Int-46
21 Shadow Magic | Shadow Walk | Shadow Flight | Become Shadow-form VM 0 Int-17 Int-20
24 Destruction/Mordenkainen's Disjunction ||| Put Target Down a Hole PMM 0 Int-19 Int-25
27 Limited Wish (#=1) | Alter Reality (#=2) | Wish (#=3) | Change Reality (#=4) #F 0 Int-20 Int-25
37 Instantaneous an effect | all effects on 1 target | all effects in 800' | no aXR, no ER vs. this V 0 Int-26 Int-32
38 Construct a Tech item (1 TechL per 10% made) 2P or 3V 20 Int-20 Int-25
40 Distribute (amount made) in iunBlahR's 2X+1V 0 Int-22 Int-35
42 Adjust your next die roll by (amount made) | Lady's Smile ½X or 2V -20 Int-24 Int-45

[PC4] Rogue Group Classes


Sneak

Level KXP
Spells
1 0 (none)
2 1.3 (none)
3 2.6 (none)
4 5.2 (none)
5 10.4 (none)
6 20.8 (none)
7 41.6 (none)
8 83.2 (none)
9 166.4 (none)
10 320 (none)
11 580 (none)
12 840 (none)
13 1100 (none)
14 1360 (none)
15 1620 (none)
16 1880 (none)
17 2140 (none)
18 2400 (none)
19 2660 (none)
20 2920 (none)
21 3180 (none)
22 3440 (none)
23 3700 (none)
24 3960 (none)
25 4220 (none)
26 4480 (none)
27 4740 (none)
28 5000 (none)
29 5260 (none)
30 5520 (none)
31 5780 (none)
32 6040 (none)
33 6300 (none)
34 6560 (none)
35 6820 (none)
36 7080 (none)
TH Saves
PD RS PP BW Sp Fo Re Wi
+0  6  4  6  3  4  1  3  0
+0  6  5  7  3  5  1  4  1
+1  7  6  7  4  6  2  5  1
+1  7  7  8  4  7  3  6  2
+2  8  8  8  5  8  4  7  3
+2  8  9  9  5  9  5  8  3
+3  9 10  9  6 10  5  9  4
+3  9 11 10  6 11  6 10  5
+4 10 12 10  7 12  7 11  5
+4 10 13 11  7 13  8 12  6
+5 11 14 11  8 14  9 13  7
+5 12 15 12  9 14  9 14  7
+6 13 16 13 11 15 10 15  8
+6 14 16 14 13 15 11 16  9
+7 15 16 15 14 16 12 17  9
+7 16 16 16 16 16 13 18 10
+8 16 16 16 16 16 13 19 11
+8 16 17 16 16 16 14 20 11
Requisites: Dex 10, Wis 8
Alignment: any
HD/level: d5
Weapon Prof.: 3+level/2
To Hit Table: Rog
Save Table: 2xRog
Reference: DM
Groups: Rogue
 
Gains all Dex-based Rogue abilities.

[PC4] Rogue Group Classes


Sniper

Level KXP
Spells
1 0 (none)
2 2.63 (none)
3 5.26 (none)
4 11.52 (none)
5 23.04 (none)
6 44.58 (none)
7 96.66 (none)
8 170.32 (none)
9 303.64 (none)
10 544 (none)
11 908 (none)
12 1271 (none)
13 1635 (none)
14 1998 (none)
15 2362 (none)
16 2728 (none)
17 3094 (none)
18 3460 (none)
19 3826 (none)
20 4192 (none)
21 4558 (none)
22 4924 (none)
23 5290 (none)
24 5656 (none)
25 6022 (none)
26 6388 (none)
27 6754 (none)
28 7120 (none)
29 7486 (none)
30 7852 (none)
31 8218 (none)
32 8584 (none)
33 8950 (none)
34 9316 (none)
35 9682 (none)
36 10048 (none)
TH Saves
PD RS PP BW Sp Fo Re Wi
+0  6  4  6  3  4  1  3  0
+1  6  5  7  3  5  1  4  1
+2  7  6  7  4  6  2  5  1
+3  7  7  8  4  7  3  6  2
+4  8  8  8  5  8  4  7  3
+5  8  9  9  5  9  5  8  3
+6  9 10  9  6 10  5  9  4
+7  9 11 10  6 11  6 10  5
+8 10 12 10  7 12  7 11  5
+9 10 13 11  7 13  8 12  6
+10 11 14 11  8 14  9 13  7
+11 12 15 12  9 14  9 14  7
+12 13 16 13 11 15 10 15  8
+13 14 16 14 13 15 11 16  9
+14 15 16 15 14 16 12 17  9
+15 16 16 16 16 16 13 18 10
+16 16 16 16 16 16 13 19 11
+17 16 17 16 16 16 14 20 11
Requisites: Str 15, Dex 15, Con 9, Int 6, Wis 8, Chr 6
Alignment: any
HD/level: d8
Weapon Prof.: 4+level/2
To Hit Table: War
Save Table: 2xRog
Reference: DM
Groups: Rogue
 
This is a mixed Sneak-Archer.
Gains all Dex-based Rogue abilities.
Level 1: Point Blank: Archer bow damage at point blank (10' per level) is double the die roll for the arrow (don't double anything else). If the campaign is using a Str bonus limit equal to the max damage of the arrow, the max damage is double for this shot.
Level 1: No penalty for called shots with missile weapons.
Level 1: Free single specialization in one missile weapon (spend 1 slot to double spec.); free Point Blank proficiency (1 slot).
Level 1: Divide actual range by 2 when determining range to target (only applies to missile weapons).
Level 4: Considered 3 levels higher when using a specific missile weapon (chosen by archer) for purposes of number of attacks.
Level 9: Full Str bonus with missile weapons that are listed as "½Str".
Level 9: Ability to cast mage spells as a ranger, specializations as an Evoker or Conjurer are allowed instead of ranger choices.
Level 9: A target with partial cover is considered to have no cover. Full cover is not affected.
Level 9: The archer may prepare special arrows (40 times normal cost) which can "carry" a spell in the missile's head and activate when they hit.

[PC4] Rogue Group Classes


Songsmith Bard

Level KXP Rogue
123 456 7
1 0 1-- --- -
2 3 2-- --- -
3 6 21- --- -
4 12 32- --- -
5 24 421 --- -
6 37.5 431 --- -
7 60 432 --- -
8 90 432 1-- -
9 127.5 533 2-- -
10 165 543 21- -
11 225 543 32- -
12 300 554 321 -
13 600 554 322 -
14 900 554 322 1
15 1200 554 422 2
16 1500 555 432 2
17 1800 555 532 2
18 2100 555 533 2
19 2400 555 543 2
20 2700 555 543 3
21 3000 555 554 3
22 3300 555 555 4
23 4200 555 555 5
24 5100 666 655 5
25 6000 666 666 6
26 6900 777 766 6
27 7800 777 777 7
28 8700 888 877 7
29 9600 888 888 8
30 10500 999 988 8
31 11400 999 999 9
32 12300 AAA A99 9
33 13200 AAA AAA A
34 14100 BBB BAA A
35 15000 BBB BBB B
36 15900 CCC CCC C
TH Saves
PD RS PP BW Sp Fo Re Wi
+0 12 10 15  5  7  0  5  0
+2 15 10 15  7 10  2  7  0
+3 15 12 15  7 10  2  7  0
+4 15 12 17  7 12  2 10  2
+5 15 15 17  7 12  5 10  2
+7 17 15 17 10 15  5 12  2
+8 17 17 17 10 15  7 12  5
+9 17 17 20 10 17  7 15  5
+10 17 20 20 10 17  7 15  5
+12 20 20 20 12 20 10 17  7
+13 20 22 20 12 20 10 17  7
+14 20 22 22 12 22 12 20  7
+15 20 25 22 12 22 12 20 10
+17 22 25 22 15 25 12 22 10
+18 22 27 22 15 25 15 22 10
+19 22 27 25 15 27 15 25 12
+20 22 30 25 15 27 17 25 12
+22 25 30 25 17 30 17 27 12
Requisites: Dex 18, (Int or Wis) 14, Chr 23
Alignment: T* or *N
HD/level: & +d8
Weapon Prof.: 6+level/3
To Hit Table: 2½xRog
Save Table: Rog*2½ (see below)
Reference: DM
Groups: Rogue
 
Exceptional Dex and Chr bonus.
You can always cast Rogue spells. If you have an Int of 21 or higher, you can cast Wizard spells up to SL=Int-20. If you have a Wis of 21 or higher, you can cast Priest spells up to SL=Wis-20.
The Saves of "Rog*2½" means to read the Rogue table at your level, and multiply the results by 2.5 (this is different from "2½xRog", where you multiply your level by 2.5 before reading).
Gets 65 Rogue points per level. Or optionally, gets no Rogue points at all, instead, add this to each ability: +(Your level)*15-(level you gained ability)*5
All of the "Song" abilties disallow the use of Mouth's P actions while being used. They may be maintained next round for 1 Mouth's P action. They affect the whole party, including subordinates (summons, henchmen, mounts, followers, familiars, etc.).
Level 1: Vocalize and Semanticize: Don't need to speak to cast spells. Can cast Rogue spells with P actions instead of M actions. Both of these effects together let you maintain a song while casting spells.
Level 1: +LVL*3/2 (round down) nonweapon proficiencies
Level 9: You can sing two songs at the same time, if you have QP actions or if you have two heads. You need to start the first song, then you can begin the other with a mouth's QP (or your other mouth's P).
Lvl Bard Ability | -50% | -100% | -150% Act Base Penalty Bonus
1 Legend Lore | Identify ||| Know how to defeat a god or destroy an artifact 0 | M ||| F 0 Int-15 Int-16
1 Read Languages | Decipher Code ||| Read text that has been scrambled or erased M 5 Int-11 Int-15
1 Musical Inspiration | Emotion ||| Suggestion S 5*LVL Chr-11 Chr-13
1 Summon DL I Animal ( || per +1 DL) ||| Summon DL I (specify type) V 0 Chr-11 Chr-13
1 Charm/Influence Reaction ||| Erase a "!" mark in dungron S 10 Chr-10 Chr-13
1 Song of Evasion (party gets +1 AC per 10% rating) mouth'sP 0 Dex-12 Dex-15
1 Song of Resistance (party gets -1 dmg/attack per 25% rating) mouth'sP 0 Con-16 Con-25
1 any Rogue 1 ability - - - -
2 Song of Healing (cures whole party 1 hp per 10% rating /s) mouth'sP 10 Wis-15 Wis-19
2 Song of Blasting (group takes 1 sound dmg per 5% rating /s) mouth'sP 10 Str-15 Str-19
2 Empathy | ESP ||| Tap Psionic Link M 15 Wis-13 Wis-20
3 Song of Courage (+1 Morale per 5% rating, Removes Fear) mouth'sP 10 Chr-17 Chr-21
3 Song of Fear (Fear a group, Will save target # = rating) mouth'sP 10 Int-17 Int-21
4 Song of Vines (Entangle a group, Reflex save target # = rating) mouth'sP 10 Dex-19 Dex-23
4 Song of Dispelling (Dispel one effect on each creature in a group /s) mouth'sP 10 Wis-19 Wis-23
4 Sensitivity to Psychic Impressions ||| Truename ||| Rotating Truename M 20 Wis-14 Wis-16
5 Song of Battle (+1 TH,dmg,or saves per 15% rating) mouth'sP 10 Str-21 Str-25
5 Song of Certamen (+1 dmg /die with spells per 15% rating) mouth'sP 10 Int-21 Int-25
6 any Rogue 6 ability - - - -
7 any Rogue 7 ability - - - -
8 any Rogue 8 ability - - - -
9 Song of Wishing (Does a SL=rating/40 Wizard or Priest effect /s, max SL=LVL/2) mouth'sP 0 Int+Wis-49 Int+Wis-55
18 Song of Escape/Teleport Away (Party Escapes; or Teleport Away a group, Fort save target # = rating) mouth'sP 0 Dex-33 Dex-35
27 Song of As You Are (Group increases 1 XP divisor per 30% rating) mouth'sP 0 Chr-39 Chr-40

[PC4] Rogue Group Classes


Soulknife3

Level KXP Psi3
123 4
1 Psi5 --- -
2 10 --- -
3 30 --- -
4 60 --- -
5 100 --- -
6 150 1-- -
7 210 2-- -
8 280 21- -
9 360 22- -
10 450 221 -
11 550 222 -
12 660 222 1
13 780 222 2
14 910 322 2
15 1050 332 2
16 1200 333 2
17 1360 333 3
18 1530 433 3
19 1710 443 3
20 1900 444 3
21 2100 444 4
22 2310 544 4
23 2530 554 4
24 2760 555 4
25 3000 555 5
26 3250 655 5
27 3510 665 5
28 3780 666 5
29 4060 666 6
30 4350 766 6
31 4650 776 6
32 4960 777 6
33 5280 777 7
34 5610 877 7
35 5950 887 7
36 6300 888 7
TH Saves
PD RS PP BW Sp Fo Re Wi
+0  5  4  6  2  3  0  2  0
+1  6  4  6  3  4  1  3  0
+2  6  5  6  3  4  1  3  0
+3  6  5  7  3  5  1  4  1
+3  6  6  7  3  5  2  4  1
+4  7  6  7  4  6  2  5  1
+5  7  7  7  4  6  3  5  2
+6  7  7  8  4  7  3  6  2
+6  7  8  8  4  7  3  6  2
+7  8  8  8  5  8  4  7  3
+8  8  9  8  5  8  4  7  3
+9  8  9  9  5  9  5  8  3
+9  8 10  9  5  9  5  8  4
+10  9 10  9  6 10  5  9  4
+11  9 11  9  6 10  6  9  4
+12  9 11 10  6 11  6 10  5
+12  9 12 10  6 11  7 10  5
+13 10 12 10  7 12  7 11  5
Requisites:  
Alignment: any
HD/level: d6
Weapon Prof.: 0+level/2
To Hit Table: +level*3/4
Save Table: Rog
Reference: DMG3-113
Groups: Rogue
 
Gets Psi3 abilities, see progression.
Level 1: +((LVL*2+11)/3) Psi3 power points.
Level 1: Has a mind-blade (1d6 dmg), can specialize. Mind-blade has a +LVL/2 bonus to hit and damage.
Level 1: 1V: Create new mind-blade.
Level 1: Sneak Attack: +((LVL+1)/2)d6 damage when attacking from behind with mind-blade.
Level 3: Can conduct psionic powers through mind-blade.
Level 3: Can throw mind-blade.
Level 4: Can conduct psionic attacks through mind-blade.
Level 6: 1/r: One attack does Con instead of hit points of damage.
Level 6: 0: Create new mind-blade.
Level 8: Mind-blade now does 1d8 dmg.
Level 10: The Con-damaging attack at Level 6 has half the Con loss being permanent.

[PC4] Rogue Group Classes


Stealth Ninja1

Level KXP
Spells
1 0 (none)
2 5 (none)
3 10 (none)
4 18.75 (none)
5 37.5 (none)
6 75 (none)
7 150 (none)
8 300 (none)
9 625 (none)
10 1250 (none)
11 1625 (none)
12 2000 (none)
13 2375 (none)
14 2750 (none)
15 3125 (none)
16 3500 (none)
17 3875 (none)
18 4250 (none)
19 4625 (none)
20 5000 (none)
21 5375 (none)
22 5750 (none)
23 6125 (none)
24 6500 (none)
25 6875 (none)
26 7250 (none)
27 7625 (none)
28 8000 (none)
29 8375 (none)
30 8750 (none)
31 9125 (none)
32 9500 (none)
33 9875 (none)
34 10250 (none)
35 10625 (none)
36 11000 (none)
TH Saves
PD RS PP BW Sp Fo Re Wi
+0  6  4  6  3  4  1  3  0
+1  6  5  7  3  5  1  4  1
+2  7  6  7  4  6  2  5  1
+3  7  7  8  4  7  3  6  2
+4  8  8  8  5  8  4  7  3
+5  8  9  9  5  9  5  8  3
+6  9 10  9  6 10  5  9  4
+7  9 11 10  6 11  6 10  5
+8 10 12 10  7 12  7 11  5
+9 10 13 11  7 13  8 12  6
+10 11 14 11  8 14  9 13  7
+11 12 15 12  9 14  9 14  7
+12 13 16 13 11 15 10 15  8
+13 14 16 14 13 15 11 16  9
+14 15 16 15 14 16 12 17  9
+15 16 16 16 16 16 13 18 10
+16 16 16 16 16 16 13 19 11
+17 16 17 16 16 16 14 20 11
Requisites: Dex 16, Int 17, Wis 12
Alignment: non-G
HD/level: & d6
Weapon Prof.: & 3+level
To Hit Table: War
Save Table: 2xRog
Reference: DM
Groups: Rogue
 
Level 1: Free Martial Arts style; +2 maneuvers per level.
Level 1: Gets +4*LVL from behind instead of the usual +4 from behind.
Lvl Stealth Ninja Ability | -50% | -100% | -150% Act Base Penalty Bonus
1 Assassination (-4% per HD/level of target) ½0 0 Wis-18 Wis-20
1 Backstab (each 25% = x1) (increases 10/level) ½0 40 Int-16 Int-25
1 Find/Remove x1 Traps/Tricks | Magic/Psi | OutPhase ( | 30' away) V 10 Dex-4 Dex-8
1 Hide in Shadows || Meld in Shadows/Mirrors V 5 Dex-11 Dex-16
1 iunPR || iunaPR || iunaaPR ( | gives iunIR [and variants] instead) 0 10 Chr-15 Chr-20
1 Move Silently || Immovability | Avoid Clairnasience V 5 Dex-14 Dex-17
1 ("Twist") Find/Remove Wizard Abjuration/Priest Protection V 0 Dex-16 Dex-20
1 Any Rogue 1 ability - - - -
2 Concealment/Blending | Misdirection | Non-Detection M 20 Wis-12 Wis-14
2 Controlled Blink | Controlled Blink 10'r (unwilling get PP save) ½V 50 Wis-14 Wis-14
3 Backstrike (each 25% = x1 TH) (increases 10/lvl) ½0 20 Wis-16 Wis-25
4 Find/Remove x2 Traps/Tricks | Magic/Psi | OutPhase ( | 30') ( | x1 Special) V 20 Dex-9 Dex-12
4 any Rogue 4 ability - - - -
5 Erase a "?", "¿", "!", "¡", ".", ",", ":", or ";" in dungeon - 0 Dex-18 Dex-24
6 Distraction | Mislead | Forget | Mirage Arcana M 15 Wis-13 Wis-16
6 Escape Bonds | Binding | Imprisonment/Time Stop || Get out of the Hole P 10 Str-14 Str-16
7 Invisibility | Improved Invisibility | Dust of Disappearance M 20 Int-12 Int-14
8 iunER || iunaER || iunaaER 0 -10 Dex+Int-37 Dex+Int-47
8 Polymorph Self | Polymorph Other | Polymorph Object | Shapechange PP 10 Con-15 Con-18
9 Super Fu: Can take a custom martial arts style [P7.9] with A+D+N=LVL*2+12 (can improve it with level)
10 Locate (anything unique) Across Planes | Clairvoyance there | TWE there M 0 Int-12 Int-15
12 Speed: Each 50% is +1A action || B's instead || C's instead - 0 Dex-18 Dex-20
15 Psychic Impersonation || Soul/Spirit Impersonation - 15 Wis-9 Wis-14
18 Shadow Magic | Shadow Walk | Shadow Flight | Become Shadow-form VM 0 Int-17 Int-20
27 Destruction/Mordenkainen's Disjunction ||| Put Target Down a Hole PMM 0 Int-19 Int-25

[PC4] Rogue Group Classes


Stealth Rogue

Level KXP
Spells
1 0 (none)
2 4.5 (none)
3 9 (none)
4 18 (none)
5 36 (none)
6 72 (none)
7 144 (none)
8 288 (none)
9 500 (none)
10 850 (none)
11 1200 (none)
12 1550 (none)
13 1900 (none)
14 2250 (none)
15 2600 (none)
16 2950 (none)
17 3300 (none)
18 3650 (none)
19 4000 (none)
20 4350 (none)
21 4700 (none)
22 5050 (none)
23 5400 (none)
24 5750 (none)
25 6100 (none)
26 6450 (none)
27 6800 (none)
28 7150 (none)
29 7500 (none)
30 7850 (none)
31 8200 (none)
32 8550 (none)
33 8900 (none)
34 9250 (none)
35 9600 (none)
36 9950 (none)
TH Saves
PD RS PP BW Sp Fo Re Wi
+0  6  5  6  3  4  1  3  0
+0  7  6  7  4  6  2  5  1
+1  7  8  8  4  7  3  6  2
+1  8  9  9  5  9  5  8  3
+2  9 11  9  6 10  6  9  4
+2 10 12 10  7 12  7 11  5
+3 10 14 11  8 13  8 12  6
+3 12 15 12  9 14  9 14  7
+4 13 16 14 12 15 11 15  8
+4 15 16 15 14 16 12 17  9
+5 16 16 16 16 16 13 18 10
+5 16 17 16 16 16 14 20 11
+6 16 17 16 16 16 14 20 11
+6 16 17 16 16 16 14 20 11
+7 16 17 16 16 16 14 20 11
+7 16 17 16 16 16 14 20 11
+8 16 17 16 16 16 14 20 11
+8 16 17 16 16 16 14 20 11
Requisites: Dex 21, Con 13
Alignment: C*
HD/level: 3d1
Weapon Prof.: 0+level
To Hit Table: Rog
Save Table: 3xRog
Reference: DM
Groups: Rogue, Concordant (x1)
 
Gets 50 rogue points per level.
Level 1: Thieves' Cant.
BlahR's are irreducible (i), unadjustible (u), and non-ignore-able by effects of your multiplier or less (n).
You pick one ability per level.
 
Lvl Appraiser2 Ability | -50% | -100% | -150% Act Base Penalty Bonus
1-6 iunRR || iunaRR || iunaaRR 0 30 Con-13 Con-18
1-6 iunMR || iunaMR || iunaaMR 0 20 Int-14 Int-19
1-6 iunPR || iunaPR || iunaaPR 0 10 Chr-15 Chr-20
1-6 iunIR || iunaIR || iunaaIR 0 0 Str-16 Str-21
1-6 Counter Innate | Psionic | Magic | Radioactive 1M (may borrow) -10 Dex-22 Dex-22
1-6 Any Rogue ability (= level you took this at) na na na na
7-12 iunCR || iunaCR || iunaaCR 0 20 Wis+Chr-28 Wis+Chr-38
7-12 iunNR || iunaNR || iunaaNR 0 10 Con+Wis-31 Con+Wis-41
7-12 iunWR || iunaWR || iunaaWR 0 0 Str+Con-34 Str+Con-44
7-12 iunER || iunaER || iunaaER 0 -10 Dex+Int-37 Dex+Int-47
7-12 Avoid Fate x1 | x2 | x3 | x4 | x5 | etc. 2M (may borrow) -20 Wis*2-50 Wis*2-50
7-12 Any Rogue ability (= level you took this at) na na na na

[PC4] Rogue Group Classes


TANB1

Level KXP Priest
123 45
1 0 1-- --
2 4.45 2-- --
3 8.9 3-- --
4 16.8 31- --
5 33.6 32- --
6 66.5 33- --
7 132.75 331 --
8 260.5 332 --
9 532 333 --
10 1045 333 1-
11 1362 333 2-
12 1714 333 3-
13 2081 333 31
14 2448 333 32
15 2815 333 33
16 3182 433 33
17 3549 443 33
18 3916 444 33
19 4283 544 43
20 4650 544 44
21 5017 554 44
22 5384 555 44
23 5811 555 55
24 6238 665 55
25 6665 666 55
26 7092 666 65
27 7609 666 66
28 8486 776 66
29 9363 777 76
30 10240 777 77
31 11117 887 77
32 11994 888 87
33 12871 888 88
34 13748 998 88
35 14625 999 98
36 15502 999 99
TH Saves
PD RS PP BW Sp Fo Re Wi
+0  5  4  6  2  3  0  2  0
+1  6  4  6  3  4  1  3  0
+2  6  5  6  3  4  1  3  0
+3  6  5  7  3  5  1  4  1
+4  6  6  7  3  5  2  4  1
+5  7  6  7  4  6  2  5  1
+6  7  7  7  4  6  3  5  2
+7  7  7  8  4  7  3  6  2
+8  7  8  8  4  7  3  6  2
+9  8  8  8  5  8  4  7  3
+10  8  9  8  5  8  4  7  3
+11  8  9  9  5  9  5  8  3
+12  8 10  9  5  9  5  8  4
+13  9 10  9  6 10  5  9  4
+14  9 11  9  6 10  6  9  4
+15  9 11 10  6 11  6 10  5
+16  9 12 10  6 11  7 10  5
+17 10 12 10  7 12  7 11  5
Requisites: Str 15, Dex 36, Con 9, Int 9, Wis 9, Chr 9
Alignment: any
HD/level: --3d6
Weapon Prof.: 3+level
To Hit Table: War
Save Table: Rog
Reference: DM
Groups: Rogue
 
This is a mixed Thief1-Acrobat1-Ninja1-Bard1. The Bard1 component has no level requisites. You cannot "owe stat points" to qualify for this class.
Gets 160 Rogue points per level, but no more than 40 points per level may be spent on a single ability. TANB's rogue chart is huge; it is the 4 component classes' rogue charts combined (with duplicates removed).
All of the "Song" abilties disallow the use of P actions while being used. They may be maintained next round for 1P action.
You may do certain replacements to the classes included in TANB, which affect the stat requirements as follows (these are cumulative):
Replace Thief1 w/ Thief2: +3 Dex
Replace Thief1 w/ Rogue3: +9 Dex
Replace Thief1 w/ Monk1 ("MANB1" class): +3 Str, +3 Dex, +3 Wis, on HD lose a "-" and lose 1d6 per level.
Replace Thief1 w/ Monk1S ("SANB1" class): +6 Str, +6 Dex, +3 Con, +6 Wis, on HD lose a "-" and lose 1d6 per level.
Replace Acrobat1 w/ Assassin1: +3 Str, +3 Dex
Replace Ninja1 w/ Ninja1JG: +3 Str, +3 Dex, +3 Con, on HD lose a "-" and lose 1d6 per level.
Replace Bard1 w/ Bard1N: +3 Dex, +3 Wis, on HD lose a "-", replace spell progression w/ Bard1N progression
Replace Bard1 w/ Bard2: +3 Dex, +3 Int, on HD lose a "-" and lose 1d6 per level, replace spell progression w/ Bard2 progression
Replace Bard1 w/ Bard3: +3 Dex, +3 Chr, on HD lose a "-" and lose 1d6 per level, replace spell progression w/ Bard3 progression
Level 1: Gain "Thieves' Cant" language.
Level 1: Gets Barbarian Dex bonus.
Level 1: +1 weapon prof/level
Level 1: Cast Druid spells, spheres are as Druid.
Level 4: +(LVL*2-5)/3 (round down) nonweapon proficiencies
Lvl TANB Ability | -50% | -100% | -150% Act Base Penalty Bonus
1 any Assassin 1 ability - - - -
1 any Monk 1 ability - - - -
1 Assassination (-5% per HD/level of target) 0 0 Wis-13 Wis-15
1 Attack (+1 TH per 10% made this segment) V 5 Dex-12 Dex-15
1 Backstab (each 30% = x1) (increases 10/level) 0 50 Int-6 Int-20
1 Charm/Influence Reaction M 10 Chr-8 Chr-12
1 Climb Walls | Climb Overhangs | Climb Upside Down V 60 Str-9 Str-13
1 Detect Noise | Clairaudience M 15 Wis-8 Wis-20
1 Evasion (0, make by 5% per amount hit: no dmg from weapon) V 10 Dex-11 Dex-15
1 Feather Falling || Body Control V 20 Dex-12 Dex-14
1 Find/Remove Traps: Mech. | Magic/Psi | OutPhase | Pro. M 5 Dex-12 Dex-17
1 Hide in Shadows || Meld in Shadows/Mirrors V 5 Dex-11 Dex-16
1 Jumping | Levitate | Flight V 20 Dex-11 Dex-15
1 Legend Lore | Identify 0 | M 0 Int-13 Int-15
1 Move Silently || Immovability V 10 Dex-13 Dex-16
1 Musical Inspiration | Emotion (increases 5/level) VM 0 Chr-9 Chr-12
1 Open/Close Locks: Mech. | Magic/Psi | OutPhase VM 10 Dex-11 Dex-15
1 Pick Pockets/Shoplifting | Palm | Present P 15 Dex-12 Dex-16
1 Read Languages | Decipher Code M 5 Int-9 Int-14
1 Spying - 10 Int-11 Int-14
1 Summon Animals V 0 Chr-9 Chr-12
1 Vaulting || Passwall V 45 Dex-12 Dex-16
2 Concealment/Blending | Misdirection | Non-Detection M 20 Wis-12 Wis-14
2 Disguise | Alter Appearance M 25 Chr-11 Chr-13
2 Distraction | Mislead | Forget | Mirage Arcana M 20 Wis-13 Wis-16
2 Empathy | ESP M 15 Wis-10 Wis-18
2 Mimic Voices || Tongues M 25 Wis-9 Wis-12
2 Song of Healing (1 hp per 5% roll made) P*M 10 Wis-12 Wis-17
2 Tightrope Walking | Water Walking | Shadow Walking | Dimension Walking V 75 Dex-11 Dex-15
3 Contortion | Elasticity | Become Liquid-Form VM 10 Dex-10 Dex-14
3 Lower Encumbrance | Zero Encumbrance | No Armor Penalty P 10 Str-13 Str-18
3 Song of Courage (+1 Morale per 5% roll made) P*M 10 Chr-13 Chr-18
4 any Rogue 4 ability - - - -
4 any Rogue 4 ability - - - -
4 Deeppockets | Vanish M 10 Int-6 Int-18
4 Sensitivity to Psychic Impressions ||| Truename M 20 Wis-9 Wis-12
4 Song of Vines (save at -1/5% made or Entangled) P*M 10 Dex-14 Dex-19
5 Escape Bonds | Escape Binding | Escape Imprisonment or Time Stop P 15 Str-13 Str-15
5 Missile Deflection | Missile Reflection | Spell Deflection | Volley (0: Immune to attack) V 10 Dex-12 Dex-15
5 Sense Danger | Precognition | Choose Future VM 30 Wis-8 Wis-11
5 Song of Battle (+1 TH,dmg,or saves per 10% made) P*M 10 Str-15 Str-20
6 All-Around Sight | Locate Object | Treasure Finding M 25 Wis-15 Wis-19
6 Balance (+1 per 20% made to Balance) M 0 Wis-9 Wis-12
6 Coordination (+1 per 20% made to Coordination) M 0 Wis-9 Wis-12
6 Detect Illusion | Magic | Psi/Anti-Magic | Godly M 30 Int-12 Int-15
6 Hold Breath | Hold Life P 15 Con-15 Con-17
6 Hypnosis/Command M 25 Chr-13 Chr-15
6 Identity Penetration | False Seeing | True Seeing MM 5 Wis-11 Wis-19
7 Blink | Controlled Blink | Teleport | Teleport without Error M 20 Wis-12 Wis-14
7 Invisibility | Improved Invisibility | Dust of Disappearance M 20 Int-12 Int-14
7 Suggestion | Domination | Eyebite VM 10 Int-13 Int-14
8 Efficiency (+1 per 20% made to Efficiency) M 0 Int-9 Int-12
8 Inner Focus (+1 Str/Dex/Con for 1r per 10% made) M 5 Wis-10 Wis-20
8 Muscle (+1 and +1 per 20% made to Muscle for 1t) M 0 Int-9 Int-12
8 Read Magic (Wizard/Priest) ||| Read Magic (Concordant) M 15 Int-13 Int-15
8 Sending | Demand M 10 Int-9 Int-12
8 Slay (target that you hit saves at +4, -1 per 10% made; or dies) M 0 Wis-13 Wis-19
8 Telepathy | Telepathic Projection M 15 Wis-10 Wis-12
8 Wraithform | Dream Travel V 25 Con-15 Con-17
9 any 3rd level Ench/Charm spell is cast | any 4th | any 5th | any 6th (#=SL-2) #M 15 Chr-13 Chr-18
9 Clairvoyance | X-Ray Vision M 10 Wis-10 Wis-20
9 Dispel Exhaustion ||| Heal P 10 Con-18 Con-25
9 Find/Remove Tricks: x1 multiplier || x2 multiplier ||| x3 multiplier (| do this 90' away) M 5 Dex-18 Dex-25
9 Object Reading VM 0 Int-12 Int-20
10 Doppleganger | Spirit Doppleganger | Polymorph Self | Shapechange MV 0 Chr-16 Chr-16
10 Invisibility | Improved Invisibility | Dust of Disappearance MV 20 Int-12 Int-14
10 Telekinesis (5 lb. per 1% made) M 10 Int-13 Int-17
12 any 3rd level Illusion spell is cast | any 4th | any 5th | any 6th (#=SL-2) V#M 15 Dex-18 Dex-22
12 Disharmonic Blast (1 dmg per 1% made) P*M 10 Con-16 Con-22
12 Phase Door | Dimension Door M 5 Int-9 Int-20
12 Speed (x2 move) | Speed (+1 V) | Speed (+1 P) | Speed (+1 M) VV 15 Dex-12 Dex-15
15 any Metab minor Psi2 is used +1 PSP/10% to maintain | Telep | Clair | Port ( | major) MM 20 Int-21 Int-24
15 Energy Control | Adaptation | Immune to Hostile Environments PV 5 Con-9 Con-12
15 Find the Path MM 20 Wis-10 Wis-15
15 Probability Travel MM 20 Int-13 Int-20
18 Aura of Ill Omen (all in area at -1 on all rolls per 10% made for 1t) MV 0 Chr-9 Chr-18
18 Contact Other Plane | Foresight MM 0 Chr-15 Chr-18
18 Reverse Gravity | Adjust Gravity VM 0 Dex-13 Dex-17
18 Shape Alteration/Polymorph Object | Shapechange MM 5 Con-13 Con-20
27 Astral Spell MMM 40 Int-18 Int-24
27 Limited Wish (#=1) | Alter Reality (#=2) | Wish (#=3) | Change Reality (#=4) #F 0 Int-20 Int-25
27 Otto's Irresistance Dance | Control Physicals MPV 0 Chr-16 Chr-22
27 Time Shift VMM 20 Int-16 Int-24

[PC4] Rogue Group Classes


The Hidden

Level KXP Illusion
123 456 7
1 0 1-- --- -
2 6 2-- --- -
3 12 21- --- -
4 22.5 32- --- -
5 45 421 --- -
6 90 431 --- -
7 180 432 --- -
8 360 432 1-- -
9 750 533 2-- -
10 1500 543 21- -
11 1950 543 32- -
12 2400 554 321 -
13 2850 554 322 -
14 3300 554 322 1
15 3750 554 422 2
16 4200 555 432 2
17 4650 555 532 2
18 5100 555 533 2
19 5550 555 543 2
20 6000 555 543 3
21 6450 555 554 3
22 6900 555 555 4
23 7350 555 555 5
24 7800 666 655 5
25 8250 666 666 6
26 8700 777 766 6
27 9150 777 777 7
28 9600 888 877 7
29 10050 888 888 8
30 10500 999 988 8
31 10950 999 999 9
32 11400 AAA A99 9
33 11850 AAA AAA A
34 12300 BBB BAA A
35 12750 BBB BBB B
36 13200 CCC CCC C
TH Saves
PD RS PP BW Sp Fo Re Wi
+0 10  9  8  6  6  2  1  0
+1 12 11 10  8  9  3  2  1
+2 12 11 10  9 10  4  3  1
+3 14 13 12 12 12  5  4  2
+4 16 15 14 14 15  6  4  3
+5 16 15 15 15 15  7  5  3
+6 16 15 15 15 15  7  5  3
+7 16 15 15 15 15  7  5  3
+8 16 15 15 15 15  7  5  3
+9 16 15 15 15 15  8  6  4
+10 16 15 15 15 15  8  6  4
+11 16 15 15 15 15  8  6  4
+12 16 15 15 15 15  8  6  4
+13 16 15 15 15 15  8  6  5
+14 16 15 15 15 15  9  7  5
+15 16 15 15 15 15  9  7  5
+16 16 15 15 15 15  9  7  5
+17 16 15 15 15 15  9  7  5
Requisites: Dex 19, Int 16, Wis 15
Alignment: T any (or) any N
HD/level: & d6
Weapon Prof.: & 3+level
To Hit Table: War
Save Table: 2xHalf
Reference: DM
Groups: Rogue, Lost
 
Casts Wizard Illusion school spells. Can access 1 extra School per level, but spells in these schools cost 2 spells each (they are Opposite schools).
Gets 50 Rogue points per level.
 
Level 1: Gets +4*LVL from behind instead of the usual +4 from behind.
Level 1: Displaced (+2 AC, first attack misses)
Level 4: You can't be targetted (unless you wish it).
Level 6: Desolid: You can pass through solid objects, but are still affected by attacks. You can be solid at will.
Level 9: Planar Displaced (+4 AC, one plane removed) or Double Displaced (+4 AC, first two attacks miss)
Level 12: You and the floor at your feet can't be targetted (unless you wish it).
Level 18: You, the floor at your feet, and other beings in your group can't be targetted (unless you wish it).
Lvl Stealth Ninja Ability | -50% | -100% | -150% Act Base Penalty Bonus
1 Backstab (each 25% = x1) (increases 10/level) ½0 40 Int-16 Int-25
1 Find/Remove x1 Traps/Tricks | Magic/Psi | OutPhase ( | 30' away) V 10 Dex-4 Dex-8
1 Hide in Shadows || Meld in Shadows/Mirrors N 100 Dex-0 Dex-1
1 Invisibility | Improved Invisibility | Dust of Disappearance M 0 Int-15 Int-16
1 Move Silently || Immovability | Avoid Clairnasience V 5 Dex-14 Dex-17
1 ("Twist") Find/Remove Wizard Abjuration/Priest Protection V 0 Dex-16 Dex-20
1 Any Rogue 1 ability - - - -
2 Concealment/Blending | Misdirection | Non-Detection M 20 Wis-12 Wis-14
2 Controlled Blink | Controlled Blink 10'r (unwilling get PP save) ½V 50 Wis-14 Wis-14
3 iunPR || iunaPR || iunaaPR ( | gives iunIR [and variants] instead) 0 10 Chr-15 Chr-20
3 Backstrike (each 25% = x1 TH) (increases 10/lvl) ½0 20 Wis-16 Wis-25
4 Find/Remove x2 Traps/Tricks | Magic/Psi | OutPhase ( | 30') ( | x1 Special) V 20 Dex-9 Dex-12
4 any Rogue 4 ability - - - -
5 Erase a "?", "¿", "!", "¡", ".", ",", ":", or ";" in dungeon - 0 Dex-18 Dex-24
5 Escape Bonds | Binding | Imprisonment/Time Stop || Get out of the Hole P 0 Str-14 Str-16
6 Distraction | Mislead | Forget | Mirage Arcana M 15 Wis-13 Wis-16
7 iunER || iunaER || iunaaER 0 -10 Dex+Int-37 Dex+Int-47
8 Polymorph Self | Polymorph Other | Polymorph Object | Shapechange PP 10 Con-15 Con-18
9 Find/Remove x3 Traps/Tricks | Magic/Psi | OutPhase ( | 30') ( | x2 Special) V 0 Dex-12 Dex-15
10 Locate (anything unique) Across Planes | Clairvoyance there | TWE there M 0 Int-12 Int-15
12 Speed: Each 50% is +1A action || B's instead || C's instead - 0 Dex-18 Dex-20
15 Psychic Impersonation || Soul/Spirit Impersonation - 15 Wis-9 Wis-14
18 Shadow Magic | Shadow Walk | Shadow Flight | Become Shadow-form VM 0 Int-17 Int-20
27 Destruction/Mordenkainen's Disjunction ||| Put Target Down a Hole PMM 0 Int-19 Int-25

[PC4] Rogue Group Classes


Thief0

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

[PC4] Rogue Group Classes


Thief1

Level KXP
Spells
1 0 (none)
2 1.25 (none)
3 2.5 (none)
4 5 (none)
5 10 (none)
6 20 (none)
7 42.5 (none)
8 70 (none)
9 110 (none)
10 160 (none)
11 220 (none)
12 440 (none)
13 660 (none)
14 880 (none)
15 1100 (none)
16 1320 (none)
17 1540 (none)
18 1760 (none)
19 1980 (none)
20 2200 (none)
21 2420 (none)
22 2640 (none)
23 2860 (none)
24 3080 (none)
25 3300 (none)
26 3520 (none)
27 3740 (none)
28 3960 (none)
29 4180 (none)
30 4400 (none)
31 4620 (none)
32 4840 (none)
33 5060 (none)
34 5280 (none)
35 5500 (none)
36 5720 (none)
TH Saves
PD RS PP BW Sp Fo Re Wi
+0  5  4  6  2  3  0  2  0
+0  6  4  6  3  4  1  3  0
+1  6  5  6  3  4  1  3  0
+1  6  5  7  3  5  1  4  1
+2  6  6  7  3  5  2  4  1
+2  7  6  7  4  6  2  5  1
+3  7  7  7  4  6  3  5  2
+3  7  7  8  4  7  3  6  2
+4  7  8  8  4  7  3  6  2
+4  8  8  8  5  8  4  7  3
+5  8  9  8  5  8  4  7  3
+5  8  9  9  5  9  5  8  3
+6  8 10  9  5  9  5  8  4
+6  9 10  9  6 10  5  9  4
+7  9 11  9  6 10  6  9  4
+7  9 11 10  6 11  6 10  5
+8  9 12 10  6 11  7 10  5
+8 10 12 10  7 12  7 11  5
Requisites: Dex 9
Alignment: non-LG/CG
HD/level: d6
Weapon Prof.: 2+level/4
To Hit Table: Rog
Save Table: Rog
Reference: PH1-27
Groups: Rogue
 
Level 1: Gain "Thieves' Cant" language.
Lvl Thief Ability | -50% | -100% | -150% Act Base Penalty Bonus
1 Pick Pockets/Shoplifting | Palm | Present P 15 Dex-12 Dex-16
1 Open/Close Locks: Mech. | Magic/Psi | OutPhase VM 10 Dex-11 Dex-15
1 Find/Remove Traps: Mech. | Magic/Psi | OutPhase | Pro. M 5 Dex-12 Dex-17
1 Move Silently || Immovability V 10 Dex-13 Dex-16
1 Hide in Shadows || Meld in Shadows/Mirrors V 5 Dex-11 Dex-16
1 Detect Noise | Clairaudience M 15 Wis-8 Wis-20
1 Climb Walls | Climb Overhangs | Climb Upside Down V 60 Str-9 Str-13
1 Backstab (each 40% = x1) (increases 10/level) 0 70 Int-6 Int-20
2 Mimic Voices || Tongues M 25 Wis-9 Wis-12
2 Distraction M 20 Wis-13 Wis-16
3 Contortion | Elasticity | Become Liquid-Form VM 10 Dex-10 Dex-14
4 Read Languages | Decipher Code M 0 Int-9 Int-14
4 Deeppockets | Vanish M 10 Int-6 Int-18
5 Sense Danger | Precognition | Choose Future VM 30 Wis-8 Wis-11
6 All-Around Sight | Locate Object | Treasure Finding M 25 Wis-15 Wis-19
6 Detect Illusion | Magic | Psi/Anti-Magic | Godly M 30 Int-12 Int-15
7 Blink | Controlled Blink M 20 Wis-12 Wis-17
8 Read Magic (Wizard/Priest) ||| Read Magic (Concordant) M 15 Int-13 Int-15
8 Wraithform | Dream Travel V 25 Con-15 Con-17
9 Clairvoyance | X-Ray Vision M 10 Wis-10 Wis-20
9 Find/Remove Tricks: x1 multiplier || x2 multiplier ||| x3 multiplier (| do this 90' away) M 5 Dex-18 Dex-25
10 Invisibility | Improved Invisibility M 0 Int-13 Int-18
12 Phase Door | Dimension Door M 5 Int-9 Int-20
15 Probability Travel MM 20 Int-13 Int-20
18 Shape Alteration/Polymorph Object | Shapechange MM 5 Con-13 Con-20
27 Time Shift VMM 20 Int-16 Int-24

[PC4] Rogue Group Classes


Thief1JG

Level KXP
Spells
1 0 (none)
2 1.5 (none)
3 3 (none)
4 6 (none)
5 12 (none)
6 24 (none)
7 48 (none)
8 96 (none)
9 192 (none)
10 492 (none)
11 792 (none)
12 1092 (none)
13 1392 (none)
14 1692 (none)
15 1992 (none)
16 2292 (none)
17 2592 (none)
18 2892 (none)
19 3192 (none)
20 3492 (none)
21 3792 (none)
22 4092 (none)
23 4392 (none)
24 4692 (none)
25 4992 (none)
26 5292 (none)
27 5592 (none)
28 5892 (none)
29 6192 (none)
30 6492 (none)
31 6792 (none)
32 7092 (none)
33 7392 (none)
34 7692 (none)
35 7992 (none)
36 8292 (none)
TH Saves
PD RS PP BW Sp Fo Re Wi
+0  5  4  6  2  3  0  2  0
+0  6  4  6  3  4  1  3  0
+1  6  5  6  3  4  1  3  0
+1  6  5  7  3  5  1  4  1
+2  6  6  7  3  5  2  4  1
+2  7  6  7  4  6  2  5  1
+3  7  7  7  4  6  3  5  2
+3  7  7  8  4  7  3  6  2
+4  7  8  8  4  7  3  6  2
+4  8  8  8  5  8  4  7  3
+5  8  9  8  5  8  4  7  3
+5  8  9  9  5  9  5  8  3
+6  8 10  9  5  9  5  8  4
+6  9 10  9  6 10  5  9  4
+7  9 11  9  6 10  6  9  4
+7  9 11 10  6 11  6 10  5
+8  9 12 10  6 11  7 10  5
+8 10 12 10  7 12  7 11  5
Requisites: Dex 12
Alignment: any
HD/level: d6
Weapon Prof.: 3+level/3
To Hit Table: Rog
Save Table: Rog
Reference: FGE1JG
Groups: Rogue
 
(abilities unknown)

[PC4] Rogue Group Classes


Thief2

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

[PC4] Rogue Group Classes


Thief30

Level KXP
Spells
1 0 (none)
2 4 (none)
3 16 (none)
4 40 (none)
5 80 (none)
6 140 (none)
7 224 (none)
8 336 (none)
9 480 (none)
10 660 (none)
11 880 (none)
12 1144 (none)
13 1456 (none)
14 1820 (none)
15 2240 (none)
16 2720 (none)
17 3264 (none)
18 3876 (none)
19 4560 (none)
20 5320 (none)
21 6160 (none)
22 7084 (none)
23 8096 (none)
24 9200 (none)
25 10400 (none)
26 11700 (none)
27 13104 (none)
28 14616 (none)
29 16240 (none)
30 17980 (none)
31 19840 (none)
32 21824 (none)
33 23936 (none)
34 26180 (none)
35 28560 (none)
36 31080 (none)
TH Saves
PD RS PP BW Sp Fo Re Wi
+0  5  4  6  2  3  0  2  0
+0  6  4  6  3  4  1  3  0
+1  6  5  6  3  4  1  3  0
+1  6  5  7  3  5  1  4  1
+2  6  6  7  3  5  2  4  1
+2  7  6  7  4  6  2  5  1
+3  7  7  7  4  6  3  5  2
+3  7  7  8  4  7  3  6  2
+4  7  8  8  4  7  3  6  2
+4  8  8  8  5  8  4  7  3
+5  8  9  8  5  8  4  7  3
+5  8  9  9  5  9  5  8  3
+6  8 10  9  5  9  5  8  4
+6  9 10  9  6 10  5  9  4
+7  9 11  9  6 10  6  9  4
+7  9 11 10  6 11  6 10  5
+8  9 12 10  6 11  7 10  5
+8 10 12 10  7 12  7 11  5
Requisites: Str 10, Dex 20, Int 10
Alignment: any
HD/level: d30/3
Weapon Prof.: 2+level*2
To Hit Table: Rog(d30)
Save Table: Rog(d30)
Reference: wizards
Groups: Rogue, Futureshifted
 
Has all rogue abilities on all charts. Gets 90 Rogue points per level.
Level 1: Rolls 1d30 to hit and for saves. Automatically hits (succeeds) on a natural 29-30. Automatically misses on a 1.
Level 1: Rolls 1d30-10 for proficiency checks.
Level 1: 1V: Use a rogue ability (This effectively allows you to overwrite action costs on rogue abilities to 1V if you want)
Level 1: +LVL QZ actions /r; Can convert 2 QZ -> 1 OppQZ
Level 9: 0: Use a rogue ability (This effectively allows you to overwrite action costs on rogue abilities to 0 actions if you want)

[PC4] Rogue Group Classes


Time Bandit

Level KXP Chrono  Myth
123 45  123 45
1 0 1-- --  1-- --
2 5 2-- --  2-- --
3 15 3-- --  3-- --
4 30 31- --  4-- --
5 50 32- --  41- --
6 75 33- --  42- --
7 150 331 --  43- --
8 300 332 --  44- --
9 600 333 --  441 --
10 1000 333 1-  442 --
11 1400 333 2-  443 --
12 1800 333 3-  444 --
13 2200 333 31  444 1-
14 2600 333 32  444 2-
15 3000 333 33  444 3-
16 3400 443 33  444 4-
17 3800 444 43  444 41
18 4200 544 44  444 42
19 4600 555 44  444 43
20 5000 555 55  444 44
21 5400 665 55  544 44
22 5800 666 65  554 44
23 6200 766 66  555 44
24 6600 777 66  555 54
25 7000 777 77  555 55
26 7400 777 77  555 55
27 7800 777 77  555 55
28 8200 777 77  555 55
29 8600 777 77  555 55
30 9000 777 77  555 55
31 9400 777 77  555 55
32 9800 777 77  555 55
33 10200 777 77  555 55
34 10600 777 77  555 55
35 11000 777 77  555 55
36 11400 777 77  555 55
TH Saves
PD RS PP BW Sp Fo Re Wi
+0  6  4  6  3  4  1  3  0
+0  6  5  7  3  5  1  4  1
+1  7  6  7  4  6  2  5  1
+1  7  7  8  4  7  3  6  2
+2  8  8  8  5  8  4  7  3
+2  8  9  9  5  9  5  8  3
+3  9 10  9  6 10  5  9  4
+3  9 11 10  6 11  6 10  5
+4 10 12 10  7 12  7 11  5
+4 10 13 11  7 13  8 12  6
+5 11 14 11  8 14  9 13  7
+5 12 15 12  9 14  9 14  7
+6 13 16 13 11 15 10 15  8
+6 14 16 14 13 15 11 16  9
+7 15 16 15 14 16 12 17  9
+7 16 16 16 16 16 13 18 10
+8 16 16 16 16 16 13 19 11
+8 16 17 16 16 16 14 20 11
Requisites: Dex 13, Int 15
Alignment: non-L
HD/level: 2d5
Weapon Prof.: 5+level/5
To Hit Table: Rog
Save Table: 2xRog
Reference: DM
Groups: Rogue, Lost
 
Gets Exceptional Dex and Int.
Gets 50 Rogue points per level.
Gets Chronomancy and Myth spells. Can cast "All Rogue" spells out of either progression.
Level 1: Time/Reality Stability.
Level 5: Detect change in TF or LF cont.
Level 9: Loop/Reality Stability.
Level 9: 1M: Restore the TF
Level 18: 1M: Restore the LF
 
Lvl Time Bandit Ability | -50% | -100% | -150% Act Base Penalty Bonus
1 +rating/50 A actions /r this turn || B actions || C actions 1F 0 Dex-20 Dex-25
1 Disorder Objects | Mass Entropy V 10 Dex-8 Dex-10
1 Legend Lore | Identify | Object Reading | Know Visual History 0 | M 0 Int-15 Int-17
1 Ethereal Window | Astral | Phlogiston | Any Inner | Any Outer | UltraBlack MV 0 Con-12 Con-15
1 Any Rogue 1 ability - - - -
2 Locate Staircases on current DL || Out of Depth Monsters || Most Valuable Object MM 0 Chr-20 Chr-25
3 Deeppockets | Vanish | Rope Trick ||| I'm Gone (to my own Pocket Plane) M 0 Int-8 Int-20
4 Sense Danger | Precognition | Choose Future | x1 Avoid Fate VM 25 Wis-9 Wis-12
5 Escape Bonds | Binding | Imprisonment/Time Stop || Get out of Put Down a Hole P 10 Str-14 Str-16
6 Read Magic (Wizard/Priest) ||| Read Magic (Concordant) M 15 Int-13 Int-15
7 Find the Path ( | for each plane removed) MM 20 Wis-10 Wis-15
8 +(rating)% money, use at end of run before selling - 0 Cml-9 Cml-18
9 Ask the Local Lord | Highest Lvl in Plane | Chosen God | Ultraplanar | DM a question VM 0 Chr-11 Chr-21
10 Locate (anything unique) Across Planes | Clairvoyance there | TWE there M 0 Int-12 Int-15
11 Phase Door | Dimension Door M 5 Int-9 Int-20
12 Probability Travel MM 20 Int-13 Int-20
13 Phlogiston Spell / Phlogiston Projection | Time of Legends Spell (project to Time of Legends) MMMM 35 Cml-22 Cml-29
14 (Use 1/turn max) Can convert 1V->1IV or 1Z->1IZ (instantaneous actions), one time per 50% made this turn. 0 0 Wis-49 Wis-50
15 Time Shift ||| Time Travel VMM 15 Int-17 Int-25
16 Can Dim Door away in combat during your actions | Teleport - -15 Dex-18 Dex-24
17 Instantaneous x0 effect | x1 || x2 ||| x3 |||| x4 etc. - 50 Dex-24 Dex-32
18 Summon (and control) Blue Time Elemental | Red | Silver | Green | Yellow | Purple | Gold M -150 Chr-1 Chr-125

[PC4] Rogue Group Classes


Tinker1

Level KXP Psi8
mMG S
1 1.25 1-- -
2 2.5 2-- -
3 5 3-- -
4 10 4-- -
5 20 41- -
6 40 42- -
7 60 43- -
8 100 44- -
9 140 441 -
10 270 442 -
11 450 443 -
12 600 444 -
13 800 544 -
14 1000 554 -
15 1200 555 -
16 1400 655 -
17 1600 665 -
18 1800 665 1
19 2000 665 2
20 2200 665 3
21 2400 665 4
22 2600 665 5
23 2800 666 5
24 3000 666 6
25 3200 766 6
26 3400 776 6
27 3600 777 6
28 3800 777 7
29 4000 877 7
30 4200 887 7
31 4400 888 7
32 4600 888 8
33 4800 988 8
34 5000 998 8
35 5200 999 8
36 5400 999 9
TH Saves
PD RS PP BW Sp Fo Re Wi
+0  5  4  6  2  3  0  2  0
+0  6  4  6  3  4  1  3  0
+0  6  5  6  3  4  1  3  0
+1  6  5  7  3  5  1  4  1
+1  6  6  7  3  5  2  4  1
+1  7  6  7  4  6  2  5  1
+2  7  7  7  4  6  3  5  2
+2  7  7  8  4  7  3  6  2
+2  7  8  8  4  7  3  6  2
+3  8  8  8  5  8  4  7  3
+3  8  9  8  5  8  4  7  3
+3  8  9  9  5  9  5  8  3
+4  8 10  9  5  9  5  8  4
+4  9 10  9  6 10  5  9  4
+4  9 11  9  6 10  6  9  4
+5  9 11 10  6 11  6 10  5
+5  9 12 10  6 11  7 10  5
+5 10 12 10  7 12  7 11  5
Requisites: Dex 9, Int 9
Alignment: any
HD/level: +d4
Weapon Prof.: 1+level/2
To Hit Table: Wiz
Save Table: Rog
Reference: DLA1
Groups: Rogue, Technology
 
Gets only 20 Rogue points per level.
Gets "Any Rogue" picks at the following levels: 1, 3, 6, 10, 15, 21, 28, 36 (in addition to the normal 9, 18, 27, 36 picks).
Level 1: Attempt to build a single-function device of TechL = N. Add 1 to N if the item is size H, 2 if size G, 4 if size F, etc.
Chance of success = 50+(level-N)*5%. If N exceeds level, then the device has some restriction or flaw which restricts its function (it needs to recharge frequently, it makes a lot of noise, whatever). It takes N^2/level days to build the object.
Level 1: +1 technological proficiency per level, see Psi8.
Level 1: Psi8 powers, see progression and [Q8].
Lvl Ability
1 Any Rogue 1 ability
3 Any Rogue 3 ability
6 Any Rogue 6 ability
10 Any Rogue 10 ability
15 Any Rogue 15 ability
21 Any Rogue 21 ability
28 Any Rogue 28 ability
36 Any Rogue 36 ability

[PC4] Rogue Group Classes


Trapper0

Level KXP
Spells
1 0 (none)
2 1.2 (none)
3 2.4 (none)
4 4.8 (none)
5 9.6 (none)
6 20 (none)
7 40 (none)
8 80 (none)
9 160 (none)
10 280 (none)
11 400 (none)
12 520 (none)
13 640 (none)
14 760 (none)
15 880 (none)
16 1000 (none)
17 1120 (none)
18 1240 (none)
19 1360 (none)
20 1480 (none)
21 1600 (none)
22 1720 (none)
23 1840 (none)
24 1960 (none)
25 2080 (none)
26 2200 (none)
27 2320 (none)
28 2440 (none)
29 2560 (none)
30 2680 (none)
31 2800 (none)
32 2920 (none)
33 3040 (none)
34 3160 (none)
35 3280 (none)
36 3400 (none)
TH Saves
PD RS PP BW Sp Fo Re Wi
+1  5  4  5  2  3  0  2  0
+1  5  4  5  3  4  1  3  0
+1  5  5  5  3  4  1  4  1
+2  7  6  7  5  5  2  5  1
+3  7  6  7  5  6  3  5  2
+3  9  8  9  6  7  3  6  2
+3  9  8  9  7  7  4  7  3
+4  9  9  9  7  8  5  8  3
+5 11 10 11  8  9  5  8  4
+5 11 10 11  9 10  6  9  4
+5 11 11 11  9 10  6 10  5
+6 13 12 13 11 11  7 11  5
+7 13 12 13 11 12  7 11  6
+7 14 13 14 12 13  8 12  6
+7 14 13 14 13 13  9 13  7
+8 14 14 14 13 14  9 14  7
+9 15 14 15 14 14 10 14  8
+9 15 15 15 15 14 11 15  8
Requisites: Dex 16, Con 13
Alignment: any
HD/level: d5
Weapon Prof.: 2+level/3
To Hit Table: CTD0
Save Table: 1½xThf0
Reference: DM
Groups: Rogue
 
Has infinite percentage in "Find/Remove Traps". Find Traps costs 1Z action. Can Remove a Trap of any multiplier or type with a single V action, at LVL*10' away.
Gets 20 Rogue points per level in other Rogue abilities. This class doesn't get a whole lot of picks, though.
Level 1 ¶: 1V: Create a Trap. It immediately goes off, unless one of the creatures in the group has Find/Remove Traps and has a 1hV action ready (bV's and OppV's are not fast enough). A list of traps is below.
Level 1: Get one "Any Rogue level 1" pick.
Level 4 ¶: When you Remove Traps (for 1V action), you remove all traps within LVL*10'.
Level 4: Get one "Any Rogue level 4" pick.
Level 9 ¶: You have infinite percentage in "Find/Remove Tricks".
Level 9: Get one "Any Rogue level 9" pick (this is in addition to the normal level 9 pick).
Level 16: Get one "Any Rogue level 16" pick.
Level 18 ¶: You have infinite percentage in "Find/Remove Specials".
Level 25: Get one "Any Rogue level 25" pick.
Level 27 ¶: You have infinite percentage in "Find/Remove Terrain Features".
Level 36: Get one "Any Rogue level 36" pick (this is in addition to the normal level 36 pick).
Trapper Traps (these affect a group; the effect given is per target):
Arrows: Get attacked by one arrow with TH bonus +LVL^2 and dmg=LVL^2; natural 20 = Poison (PPD save or death)
Falling Block: Get automatically hit by one block for LVLd4 dmg (ignores skins)
Gas: PPD save or (roll 1d8): 1=Blind, 2=Fear, 3=Feeblemind, 4=Nausea, 5=Poison (death in 1 round), 6=Sleep, 7=Slow, 8=Weakness
Net: You cannot move or physically attack until you use 1V and make a Str check at -LVL.
Pit: Fall LVL*10' (no save); 1 in 6 chance you fall on a spike for LVL^2 dmg
Surge: Take a SL=LVL/2 random magical effect (never beneficial, save applies if the effect has a save)

[PC4] Rogue Group Classes


Treasure Hunter


Level

KXP

Spells

TH
1 0 (none) +0
2 3.75 (none) +0
3 7.5 (none) +0
4 15 (none) +1
5 30 (none) +1
6 60 (none) +1
7 120 (none) +2
8 240 (none) +2
9 435 (none) +2
10 750 (none) +3
11 1075 (none) +3
12 1400 (none) +3
13 1725 (none) +4
14 2050 (none) +4
15 2375 (none) +4
16 2700 (none) +5
17 3025 (none) +5
18 3350 (none) +5
19 3675 (none) +6
20 4000 (none) +6
21 4325 (none) +6
22 4650 (none) +7
23 4975 (none) +7
24 5300 (none) +7
25 5625 (none) +8
26 5950 (none) +8
27 6275 (none) +8
28 6600 (none) +9
29 6925 (none) +9
30 7250 (none) +9
31 7575 (none) +10
32 7900 (none) +10
33 8225 (none) +10
34 8550 (none) +11
35 8875 (none) +11
36 9200 (none) +11
37 18400 (none) +12
38 27600 (none) +12
39 36800 (none) +12
45 92000 (none) +14
54 174800 (none) +17
63 257600 (none) +20
72 340400 (none) +23
Requisites: Dex 18, Int 13, Wis 13, Chr 13
Alignment: any
HD/level: d6
Weapon Prof.: 5+level/2
To Hit Table: Rog
Reference: DM
Groups: Rogue
Complexity: CF=2
   
Saving Throws:  
PPD: level+9
RSW: level+8
PP: level+7
BW: level+4
Spell: level+5
Fort: level+0
Reflex: level+6
Will: level+5
   
Immune to Ego of any multiplier.
Gets 50 rogue points per level.
Level 1 ¶: 0: Pick up, identify, and equip an item that's dropped on the floor
Level 1 ¶: XP on the fly is per segment for you (instead of the normal per round)

[PC4] Rogue Group Classes


Treasure Hunter Rogue Abilities

Lvl Profiteer Ability | -50% | -100% | -150% Act Base Penalty Bonus
1 Appraisal: Monetary Value | XP Value | Multiplier & Ego & Alignment | Know History M 10 Int-13 Int-15
1 Blend in (everyone believes OK that you're here) - 50 Chr-12 Chr-14
1 Climb Walls | Overhangs | Upside-Down | Mid-Air | Air Walk | Wind Walk V 55 Str-10 Str-14
1 Ethereal Window | Astral | Phlogiston | Any Inner | Any Outer | UltraBlack MV 0 Con-12 Con-15
1 Find/Avoid Traps/Tricks/Specials/TerrainFeatures | Magic/Psi | OutPhase ( | whole party) ( || x2 ||| x3) V 0 Dex-20 Dex-25
1 Hide in Shadows/Crowds || Meld into Shadows/Mirrors/Crowds | Meld into the Air V 0 Dex-14 Dex-19
1 Legend Lore | Identify | Object Reading | Know Visual History 0 | M 0 Int-15 Int-17
1 Locate Staircases on current DL || Out of Depth Monsters || Most Valuable Object MM 0 Chr-20 Chr-25
1 Open/Close Locks: Mech. | Magic/Psi | OutPhase (| do this 30' away) VM 5 Dex-12 Dex-16
1 Pass without Trace || Etherealness || Probability Travel MV 0 Chr-15 Chr-21
1 Pick Pockets/Shoplifting | Palm | Present | Immune PP P 15 Dex-12 Dex-16
1 Read Languages | Decipher Code M 5 Int-9 Int-14
1 Resources: Gain LVL*Chr*10 gp per reset.
1 Tightrope Walking | Water Walking | Shadow Walking | Dimension Walking V 75 Dex-11 Dex-15
1 Tracking | Trailing | Stalking V 0 Int-12 Int-15
1 Unbutton/Untie (one item is de-equipped) |||| Power Word Strip (hits everything) V 10 Wis-0 Wis-12
1 Understand how a tech item works (-5%/tech level) V 25 Con-10 Con-12
2 Can wield weapons of your size without Str requirement | +1 your size || +2 ||| +3 - 5 Str-14 Str-19
2 Deeppockets | Vanish | Rope Trick ||| I'm Gone (to my own Pocket Plane) M 0 Int-8 Int-20
2 Item Speed: One of your items gets +1E action || two items |||| one gets +1QE V 0 Con-10 Con-15
2 Lower Encumbrance | Zero Encumbrance | No Armor Penalty | AC types fully add P 5 Str-14 Str-19
2 X-ray vision | Use innate ability through wall (amount made/10 is #' through wall) M 0 Str-10 Str-20
3 ("Twirl") Find/Remove Guardian/Warding/Forbiddence effect on area M 20 Dex-18 Dex-28
3 +(rating/50) wear locations (any body location you want) V 0 Str-10 Str-15
4 All-Around Sight | Locate Object | Treasure Finding M 25 Wis-15 Wis-19
4 Wraithform | Dream Travel V 25 Con-15 Con-17
5 Identity Penetration | False Seeing | True Seeing ||| Know Truename MM 0 Wis-12 Wis-20
6 Disembodied Hands | Unseen Servant | Invisible Stalker P 30 Chr-10 Chr-20
6 Locate (anything unique) Across Planes | Clairvoyance there | TWE there M 0 Int-12 Int-15
6 Locate Object in City || Country MM
6 Telekinesis (5 lb. per 1% made) M 10 Int-13 Int-17
7 inWR || inaWR || inaaWR ( | CR in addition to WR) 0 0 Str+Con-34 Str+Con-44
7 Repair a broken magic/psi/tech item, n=(XP value)/1000 (round up) nM 100 - -
8 +(rating)% money, use at end of run before selling - 0 Cml-9 Cml-18
8 Find the Path ( | for each plane removed) MM 20 Wis-10 Wis-15
8 Read Magic (Wizard/Priest) ||| Read Magic (Concordant) M 20 Int-13 Int-15
9 Ask the Local Lord | Highest Lvl in Plane | Chosen God | Ultraplanar | DM a question VM 0 Chr-11 Chr-21
9 Better Resources: Gain LVL*Chr*10 item XP per reset, must all be spent on one item (any extra is wasted)
9 Commune with Nature | Contact Other/Higher Plane || Contact Other Multiverse/Timeline (SFB LoopComm) 1V+1M 0 Cml-22 Cml-42
15 The Man for the Job: 1F, 1/reset: Create a temporary (1 turn) x1 non-artifact item that is needed for a task
18 Speak with Technology (giving it Pseudo-Intelligence) V 0 Con-15 Con-23
21 You act as a Spelljamming helm, 1X tech, (rating/10) SFB boxes V 0 Con-20 Con-28
27 Duplicate a SL=1 Captain spell (x1 Conc. class) || SL=2 || SL=3 || etc. M 0 Con-25 Con-33
27 Gate | Spell Gate for Innates ||||||||||||||||||||||||||||| (29 pipes) UltraBlack Gate MMMMM 50 HCL-9 HCL-18

[PC4] Rogue Group Classes


Unholy SuperMonk1

Level KXP War,Wiz,Rog  Psi0
123 456 7 / mMG S
1 0 1-- --- - / 1-- -
2 2.85 20- --- - / 2-- -
3 6 21- --- - / 3-- -
4 12.6 320 --- - / 4-- -
5 28.2 331 --- - / 5-- -
6 59.5 332 0-- - / 6-- -
7 121.6 332 1-- - / 61- -
8 247 333 20- - / 62- -
9 431 443 21- - / 63- -
10 616 443 320 - / 64- -
11 862 544 321 - / 65- -
12 1180 655 322 - / 651 -
13 1565 666 422 0 / 652 -
14 2190 666 532 1 / 653 -
15 2815 666 642 1 / 654 -
16 3440 777 643 1 / 654 1
17 4065 777 753 2 / 654 2
18 4690 888 864 2 / 654 3
19 5320 998 864 2 / 654 4
20 5950 999 875 2 / 655 4
21 6580 999 986 2 / 655 5
22 7280 999 996 3 / 665 5
23 7980 999 997 3 / 666 5
24 8680 999 998 3 / 666 6
25 9380 999 998 4 / 766 6
26 10080 999 999 4 / 776 6
27 10780 999 999 5 / 777 6
28 11480 999 999 6 / 777 7
29 12180 999 999 7 / 877 7
30 12880 999 999 8 / 887 7
31 13580 999 999 9 / 888 7
32 14280 AAA A99 9 / 888 8
33 14980 AAA AAA 9 / 988 8
34 15680 AAA AAA A / 998 8
35 16380 BBB BAA A / 999 8
36 17080 BBB BBB B / 999 9
TH Saves
PD RS PP BW Sp Fo Re Wi
+2  8  5  6  3  4  1  3  3
+5  9  6  7  4  6  2  5  4
+8 10  8  8  6  7  3  6  5
+11 11  9  9  8  9  5  8  6
+14 12 11 10 10 10  6  9  7
+17 13 12 11 12 12  7 11  8
+20 14 14 13 14 13  8 12  9
+23 14 15 14 14 14  9 14 10
+26 15 16 14 14 15 11 15 11
+29 16 16 15 15 16 12 17 12
+32 16 16 16 16 16 13 18 13
+35 16 17 16 16 16 14 20 14
+38 17 18 17 17 17 15 21 15
+41 18 19 18 18 18 16 22 16
+44 19 20 19 19 19 17 23 17
+47 20 21 20 20 20 18 24 18
+50 21 22 21 21 21 19 25 19
+53 22 23 22 22 22 20 26 20
Requisites: Str 17, Dex 17, Con 13, Wis 19
Alignment: LE, LN, or NE
HD/level: & +d13
Weapon Prof.: & 3+level*2
To Hit Table: & 3xWar
Save Table: & (2xWar)/(2xPri)/(3xRog)
Reference: DM
Groups: Warrior, Priest, Rogue
 
Gets Barbarian Str and Dex, and Exceptional Con.
Gets Wis bonus to spell progression. Can cast Warrior, Priest, or Rogue spells.
Open Hands number of attacks = (LVL+2)/2. Open Hands base dmg = 1d((LVL+1)*2)
Level 1: If Open Hands hit exceeds what is needed by 5, target is stunned for 1d8 r (save vs. para)
Level 1: If Open Hands stuns, chance to kill is (level)*4+20-(target's AC)% (no save)
Level 1: Open Hands are considered a +LVL weapon to hit.
Level 1: Natural AT is +level*2
Level 1: Base movement rate is (13+level*2)"
Level 1: Against area effects that give a save for ½: the monk takes no damage if he makes his save. This is not used for non-(hp) damaging effects.
Level 1: 1V (may borrow from next segment): Knock away missile weapons. The missile weapons must be size M or less and must be directed at the monk or a target within 10'. The monk makes a save vs. paralyzation with a penalty equal to the number of magical plusses the weapon has, if successful, the weapon is deflected. The monk can knock away a maximum of 10 missiles, plus 1/level.
Level 1: Two Martial Arts styles; +3 Martial Arts maneuver slots /level. This may used for Professional Wrestling instead.
Level 1: +LVL dmg with weapons.
Level 2: +1QV action.
Level 3: Speak with undead (continuous).
Level 4: Immunity to disease and slow effects (continuous).
Level 4: Self healing (laying on hands): LVL*LVL*2 hp, can be done once per turn.
Level 4: Immune falling damage.
Level 5: +1QP action.
Level 6: +1QQV action.
Level 7: Dust of Disappearance (psi freq. 0) level times per day.
Level 8: Retarded Aging, Immunity to Poison, Immunity to Geas/Quest
Level 9: Quivering Palm 1/d: If target's HD/level is equal to or less than twice the monk's level, if hp of target is equal to or less than 10 times monk's hp, if target is not undead, if an open hand attack hits, then monk can command target to die at any time within 1 day per level (no save).
Level 9: +1QM action.
Lvl Holy Monk Ability | -50% | -100% | -150% Act Base Penalty Bonus
1 +rating/50 A actions /r this turn || B actions || C actions F 0 Dex-20 Dex-25
1 Curing/Causing (1 hp per 1% made), self or others (PPD save:½) V 0 Wis-13 Wis-18
1 Restore/Cause stat damage (1 per 5% made), self or others (PPD save:½) V 0 Wis-13 Wis-18
1 Find/Remove Wizard Abjurations/Priest Protections V 0 Dex-13 Dex-18
1 Climb Walls | Climb Overhangs | Climb Upside Down V 60 Str-9 Str-13
1 Open/Close Locks: Mech. | Magic/Psi | OutPhase VM 10 Dex-11 Dex-15
1 Find/Remove Traps: Mech. | Magic/Psi | OutPhase | Pro. M 5 Dex-12 Dex-17
1 Hide in Shadows || Meld in Shadows/Mirrors V 5 Dex-11 Dex-16
2 Remove/Cause Slow/Sleep | Disease | Poison/Blindness | Paralysis/Hold | Curse (PPD save per 10% made) V 0 Wis-13 Wis-18
2 Concealment/Blending | Misdirection | Non-Detection M 20 Wis-12 Wis-14
3 Lower/Ignore WaWR (reduce or ignore WaWR by rating) || iWaWR V/N 0 Dex-10 Dex-20
4 Restore/Cause level drains (1 per 10% made), self or other (PPD save:½) V 0 Wis-13 Wis-18
4 Don't generate Alley encounters | Sewer/Attic | Old City at Night M 10 Wis-15 Wis-20
5 Escape Bonds | Escape Binding | Escape Imprisonment/Time Stop P 50 Str-12 Str-14
6 Touch : Chill/Pain | Para/Vampiric | Energy Drain 0 20 Str-9 Str-15
6 Identity Penetration | False Seeing | True Seeing MM 5 Wis-11 Wis-19
7 Blink | Controlled Blink M 20 Wis-12 Wis-17
8 Finger of Death | Slay Living | Power Word Kill V 0 Int-14 Int-17
8 ("Twirl") Find/Remove Guardian/Warding/Forbiddance effect on area || x1 Special M 20 Dex-18 Dex-28
9 Inner Focus (+1 Str/Dex/Con for 1r per 10% made) M 5 Wis-10 Wis-20
10 Chi Power (cast a Shukenja spell of spell level SL) (penalty = -SL*50%) (#=SL) #M 0 Wis-12 Wis-36
12 Disharmonic Blast (1 dmg per 1% made to area) P*M 10 Con-16 Con-22
15 Energy Control | Adaptation | Immune to Hostile Environments PV 30 Con-9 Con-12
18 Elemental Form | Para-Ele Form | Quasi-Ele Form ||| Semi-Ele Form PP 40 Con-24 Con-24
27 Backsteal (Steal an effect off of target for yourself per 120%) (aXR to avoid) ½0 30 NA NA

[PC4] Rogue Group Classes


Urbaneer (Cityneer)

Level KXP
Spells
1 0 (none)
2 3 (none)
3 6 (none)
4 12 (none)
5 24 (none)
6 48 (none)
7 96 (none)
8 192 (none)
9 350 (none)
10 600 (none)
11 850 (none)
12 1100 (none)
13 1350 (none)
14 1600 (none)
15 1850 (none)
16 2100 (none)
17 2350 (none)
18 2600 (none)
19 2850 (none)
20 3100 (none)
21 3350 (none)
22 3600 (none)
23 3850 (none)
24 4100 (none)
25 4350 (none)
26 4600 (none)
27 4850 (none)
28 5100 (none)
29 5350 (none)
30 5600 (none)
31 5850 (none)
32 6100 (none)
33 6350 (none)
34 6600 (none)
35 6850 (none)
36 7100 (none)
TH Saves
PD RS PP BW Sp Fo Re Wi
+0  6  4  6  3  4  1  3  0
+0  6  5  7  3  5  1  4  1
+1  7  6  7  4  6  2  5  1
+1  7  7  8  4  7  3  6  2
+2  8  8  8  5  8  4  7  3
+2  8  9  9  5  9  5  8  3
+3  9 10  9  6 10  5  9  4
+3  9 11 10  6 11  6 10  5
+4 10 12 10  7 12  7 11  5
+4 10 13 11  7 13  8 12  6
+5 11 14 11  8 14  9 13  7
+5 12 15 12  9 14  9 14  7
+6 13 16 13 11 15 10 15  8
+6 14 16 14 13 15 11 16  9
+7 15 16 15 14 16 12 17  9
+7 16 16 16 16 16 13 18 10
+8 16 16 16 16 16 13 19 11
+8 16 17 16 16 16 14 20 11
Requisites: Dex 18, Chr 12
Alignment: any
HD/level: +d6
Weapon Prof.: 4+level/3
To Hit Table: Rog
Save Table: 2xRog
Reference: DM {Planeshifted Wilderneer}
Groups: Rogue, Alternate
 
Gets 60 Rogue points per level
Level 1: Can weapon specialize (as per "Non-Warrior" in the Number of Attacks table).
 
Lvl Urbaneer Ability | -50% | -100% | -150% Act Base Penalty Bonus
1 Pick Pockets/Shoplifting | Palm | Present | Immune PP P 15 Dex-12 Dex-16
1 Tracking | Trailing | Stalking V 0 Int-12 Int-15
1 Open/Close Locks: Mech. | Magic/Psi | OutPhase (| do this 30' away) VM 5 Dex-12 Dex-16
1 Read Languages | Decipher Code M 5 Int-9 Int-14
1 Find/Remove x1 Traps/Tricks | Magic/Psi | OutPhase ( | 30' away) V 10 Dex-4 Dex-8
1 Spying | ESP (without him knowing) || Capital E Extract - 10 Int-11 Int-14
1 Appraisal: Monetary Value | XP Value | Multiplier & Ego & Alignment | Know History M 10 Int-13 Int-15
1 Any 0th level Ench/Charm spell is cast | any 1st || any 2nd ||| any 3rd etc. M 100 Chr-3 Chr-12
1 Disguise | Alter Appearance M 25 Chr-11 Chr-13
1 Any Rogue 1 ability - - - -
2 Feign Weakness (everyone thinks you're a x0 putz, unless you're hostile) 0 0 Chr-15 Chr-18
2 Locate nearest dungeon within rating/5 miles | with deepest DL | with most valuable item 2M 0 Chr-20 Chr-25
3 ("Twirl") Find/Remove Guardian/Warding/Forbiddence effect on area M 20 Dex-18 Dex-28
3 Any Rogue 3 ability - - - -
4 Don't generate Alley encounters | Sewer/Attic | Old City at Night M 10 Wis-15 Wis-20
4 Identity Penetration | False Seeing | True Seeing MM 5 Wis-11 Wis-19
5 Find/Remove Specials: x1 multiplier | x2 mult. | x3 mult. (amount made = #' away)
5 Any Rogue 5 ability - - - -
6 Meld into Shadows/Mirrors/Crowds || Disperse VM 25 Str-9 Str-14
6 Locate Object in City || Country MM
7 Dimension Door | Blink | Controlled Blink M 20 Int-13 Int-18
7 Any Rogue 7 ability - - - -
8
8 Read Magic (Wizard/Priest) ||| Read Magic (Concordant) M 20 Int-13 Int-15
9
9
10 Doppleganger | Spirit Doppleganger | Polymorph Self | Shapechange MV 0 Chr-16 Chr-16
12
15
18
21
24
27
36

[PC4] Rogue Group Classes


Urd0

Level KXP
Spells
1 0.75 (owe) (none)
2 1.5 (none)
3 3 (none)
4 6 (none)
5 12 (none)
6 24 (none)
7 45 (none)
8 90 (none)
9 180 (none)
10 330 (none)
11 480 (none)
12 630 (none)
13 780 (none)
14 930 (none)
15 1080 (none)
16 1230 (none)
17 1380 (none)
18 1530 (none)
19 1680 (none)
20 1830 (none)
21 1980 (none)
22 2130 (none)
23 2280 (none)
24 2430 (none)
25 2580 (none)
26 2730 (none)
27 2880 (none)
28 3030 (none)
29 3180 (none)
30 3330 (none)
31 3480 (none)
32 3630 (none)
33 3780 (none)
34 3930 (none)
35 4080 (none)
36 4230 (none)
TH Saves
PD RS PP BW Sp Fo Re Wi
+1 10  9  8  5  6  2  1  0
+1 10  9  8  6  7  3  2  0
+2 12 11 10  8  9  3  2  1
+3 12 11 10  9 10  4  3  1
+3 14 13 12 11 12  5  3  2
+5 14 13 13 12 12  6  4  2
+5 16 15 14 14 15  6  4  3
+6 16 15 15 15 15  7  5  3
+7 16 15 15 15 15  7  5  3
+7 16 15 15 15 15  7  5  3
+8 16 15 15 15 15  7  5  3
+9 16 15 15 15 15  7  5  3
+9 16 15 15 15 15  7  5  4
+11 16 15 15 15 15  8  6  4
+11 16 15 15 15 15  8  6  4
+12 16 15 15 15 15  8  6  4
+13 16 15 15 15 15  8  6  4
+13 16 15 15 15 15  8  6  4
Requisites: Dex 18
Alignment: any E (or) any S
HD/level: & d6
Weapon Prof.: & 6+level/3
To Hit Table: 1½xCTD0
Save Table: 1½xHalf0
Reference: DM {Planeshifted Kobold0}
Groups: Rogue, Monster, Alternate
 
Gets 40 Rogue points per level.
Level 1: Flying 18" (C)
Level N: Get an "Any Rogue N" pick. You split this into smaller picks; e.g. a Level 6 pick could be split into a Level 2 and a Level 4 pick, or six Level 1 picks, etc. You cannot combine picks to create a higher level pick.

[PC4] Rogue Group Classes


Venefic1JG

Level KXP
Spells
1 0 (none)
2 1.5 (none)
3 3 (none)
4 6 (none)
5 12 (none)
6 24 (none)
7 48 (none)
8 96 (none)
9 192 (none)
10 492 (none)
11 792 (none)
12 1092 (none)
13 1392 (none)
14 1692 (none)
15 1992 (none)
16 2292 (none)
17 2592 (none)
18 2892 (none)
19 3192 (none)
20 3492 (none)
21 3792 (none)
22 4092 (none)
23 4392 (none)
24 4692 (none)
25 4992 (none)
26 5292 (none)
27 5592 (none)
28 5892 (none)
29 6192 (none)
30 6492 (none)
31 6792 (none)
32 7092 (none)
33 7392 (none)
34 7692 (none)
35 7992 (none)
36 8292 (none)
TH Saves
PD RS PP BW Sp Fo Re Wi
+0  5  4  6  2  3  0  2  0
+0  6  4  6  3  4  1  3  0
+1  6  5  6  3  4  1  3  0
+1  6  5  7  3  5  1  4  1
+2  6  6  7  3  5  2  4  1
+2  7  6  7  4  6  2  5  1
+3  7  7  7  4  6  3  5  2
+3  7  7  8  4  7  3  6  2
+4  7  8  8  4  7  3  6  2
+4  8  8  8  5  8  4  7  3
+5  8  9  8  5  8  4  7  3
+5  8  9  9  5  9  5  8  3
+6  8 10  9  5  9  5  8  4
+6  9 10  9  6 10  5  9  4
+7  9 11  9  6 10  6  9  4
+7  9 11 10  6 11  6 10  5
+8  9 12 10  6 11  7 10  5
+8 10 12 10  7 12  7 11  5
Requisites: Dex 11, Int 12
Alignment: any
HD/level: d6
Weapon Prof.: 5+level
To Hit Table: Rog
Save Table: Rog
Reference: FGE1JG
Groups: Rogue
 
(abilities unknown)

[PC4] Rogue Group Classes


Vorosh Hunter (MTG B/U/G)

Level KXP Psi
mMG S
1 0 4-- -
2 5.225 5-- -
3 10.45 6-- -
4 20.9 61- -
5 41.8 62- -
6 83.6 63- -
7 167.2 64- -
8 334.4 65- -
9 668.8 651 -
10 1337.6 652 -
11 2006.4 653 -
12 2675.2 654 -
13 3344 664 -
14 4012.8 665 -
15 4681.6 666 -
16 5350.4 766 -
17 6019.2 776 -
18 6688 776 1
19 7356.8 777 1
20 8025.6 777 2
21 8694.4 877 2
22 9363.2 877 3
23 10032 887 3
24 10700.8 887 4
25 11369.6 888 4
26 12038.4 888 5
27 12707.2 988 5
28 13376 988 6
29 14044.8 998 6
30 14713.6 998 7
31 15382.4 999 7
32 16051.2 999 8
33 16720 A99 8
34 17388.8 A99 9
35 18057.6 AA9 9
36 18726.4 AAA 9
TH Saves
PD RS PP BW Sp Fo Re Wi
+4  5  3  8  2  3  1  1  1
+5  5  4  8  2  3  1  1  2
+6  6  4  8  3  4  2  2  2
+7  6  5  8  4  4  2  2  3
+8  7  5  9  5  4  3  2  3
+9  8  6  9  6  5  3  3  4
+10  8  6  9  7  5  4  3  4
+11  9  7  9  8  6  4  4  5
+12 10  8 10  9  7  5  4  5
+13 11  8 10 10  7  5  4  6
+14 11  9 10 11  8  6  5  6
+15 12 10 11 12  9  6  5  7
+16 13 11 12 13 10  7  6  7
+17 14 11 13 14 10  7  6  8
+18 14 12 13 14 11  8  6  8
+19 14 12 14 14 11  8  7  9
+20 14 13 14 14 12  9  7  9
+21 15 13 14 14 12  9  8 10
Requisites: Str 16, Dex 16, Con 18,
  Int 18, Wis 18, Chr 16,
  Class slots 2
Alignment: LE or TN
HD/level: 2½d0+13  (see note)
Weapon Prof.: 5+level*3/2
To Hit Table: Mon +3 levels
Save Table: War/Rog/Psi
Reference: DM
Groups: Rogue, Psionicist, Monster
 
Hit Dice: "2½d0+13" means you get 2½ times your Con bonus, plus an additional 13 (not multiplied by 2½), per level (round down).
Exceptional Str, Dex, and Chr bonus.
Gets Wis bonus to physical attacks in addition to Str and/or Dex.
Can weapon specialize and uses the "Ranger" line for number of attacks.
Has 60+40*LVL Rogue points.
Some of this class's rogue abilities duplicate psionic powers. The number of PSPs being used (if this is needed, for effects like Cell Adjustment) is equal to the amount the roll is made by. The limit on how many PSPs can be spent is still obeyed.
This class counts as 1 level higher for purposes of twilighting. You will twilight if you use a psionic power that is too high SL for you.
Has access to the following psionic frequencies: -1, -5, -6N, 9. DM Note: A list of -1, -5, -6N powers follows, but I didn't list Psi9 because it's so long.
PSPs = (Con+Int+Chr)*LVL
May use ½P instead of 1M to use psionic powers, but only one psionic power can be used in this way per 1P action. The other ½P action can be used to make 1 attack (or converted to ½V to do a half movement).
Level 1: Vampiric Regeneration (for every 2 damage you deal in melee: regen 1 hp, cannot go above max).
Level 2: 1M: Target person gets +LVL TH, dmg, AC, and saves, but another target person in the same party gets -LVL (no save; both targets must make aIR to avoid).
Level 2: 1M: Move an effect on 1 person to another in same party (no save; both targets aMR to avoid.) The original owner still controls the effect, so if it must be activated in order to function (e.g. Psi9 Extra Limb), this doesn't work as expected.
Level 4: 1V: +1 QV next segment.
Level 4: 1V: Target cannot use V actions next segment (no save; aIR to avoid).
Level 5: 1M: Raise Dead.
Level 5: 1M: Target person gets +LVL TH, dmg, AC, and saves until end of turn.
Level 9: 1M: Target person gets +LVL*3 distributed among TH, dmg, AC, and saves, but another target person in the same party gets negative the same amount (no save; both targets must make aIR to avoid).
Level 9: 1P: +1 QP next segment.
Level 9: 1P: Target cannot use P actions next segment (no save; aIR to avoid).
Level 9: Double Vampiric Regeneration (for every 1 damage you deal in melee: regen 1 hp, cannot go above max).
Level 10: 1M: Raise Dead Fully.
Level 16: Your Vampiric Regeneration affects your missile weapons too.
Lvl Ability | -50% | -100% | -150% Act Base Penalty Bonus
1 Duplicate a Psi1 minor ||| major ||| grand ||| super 1M 0 Chr-9 Chr-12
1 Duplicate a Psi2 minor ||| major ||| grand ||| super 1M 0 Con-9 Con-12
1 Duplicate a Psi3 SL=1 | SL=2 | SL=3 | etc. 1M 0 Any-18 Any-24
1 Any Rogue Level 1 ability - - - -
1 Any Rogue Level 1 ability - - - -
1 Any Rogue Level 1 ability - - - -
2 Duplicate a Psi10 minor ||| major ||| grand ||| super 1M 0 Int+Wis-24 Int+Wis-32
3 Duplicate a Psi5 minor ||| major ||| grand ||| super 1M 0 Chr-15 Chr-20
3 Any Rogue Level 3 ability - - - -
4 Any Rogue Level 4 ability - - - -
5 Any Rogue Level 5 ability - - - -
6 Any Rogue Level 6 ability - - - -
6 Any Rogue Level 6 ability - - - -
7 Any Rogue Level 7 ability - - - -
8 Any Rogue Level 8 ability - - - -
9 Any Rogue Level 9 ability - - - -
9 Any Rogue Level 9 ability - - - -
9 Any Rogue Level 9 ability - - - -
9 Any Rogue Level 9 ability - - - -
12 Any Rogue Level 12 ability - - - -
15 Any Rogue Level 15 ability - - - -
18 Any Rogue Level 18 ability - - - -
21 Any Rogue Level 21 ability - - - -
24 Any Rogue Level 24 ability - - - -
27 Any Rogue Level 27 ability - - - -
30 Any Rogue Level 30 ability - - - -
33 Any Rogue Level 33 ability - - - -
36 Any Rogue Level 36 ability - - - -

[PC4] Rogue Group Classes


Psi -1, -5, -6N Minor Powers

Freq Minor Powers Cost Notes
Psi-1 Body Fluidity 1/r +level saves; +level TH with weapons
Psi-1 Body Over Mind 5/d Lose LVL mental ability score points, distribute among physical ability scores
Psi-1 Brainwave Adjustment 1 Change your Truename; You are knocked out of Contact, PsiLinks, etc.
Psi-1 Cell Rearrangement N Heals/Harms N% of max hp; Max N = level*5; Cure/Cause Curse = 20/70
Psi-1 Clairnasience 5/r 40' range per level
Psi-1 Clearcognition 1/r Can use all 5 senses normally, even if some outside effect is blinding them
Psi-1 Darknesses 1 Target has -2 saves, deafness (save) for 1 turn
Psi-1 Detection of Anti-Magic 3/r Detect Anti-Magic
Psi-1 Expediation 5/r Weight Allow. = Str of level+12; +level TH; Elasticity
Psi-1 Object Writing 1/r Item must make item saving throw or destroyed
Psi-1 Premature Trigger 10 Set off someone else's trigger prematurely (no save, ER resists)
Psi-1 Resume Animation 6 Remove one instance of Paralysis, Stun, Hold, etc. on yourself
Psi-1 Reverse ESP 2/r 0, 1/r: Target hears your thoughts and must save or insane.
Psi-1 Steadiness 3/t Immune Telekinsesis, Falling Damage, Teleport Away, Gates/DimDoors
Psi-1 Visibility 3/t Everything within 30'r is visible (counters hidden and Disappearance too)
Psi-5 Aging 1 Target is aged CL*CL years (no save)
Psi-5 Bolt of Nothing 1 CL dmg to one target (no save); that targets loses next M action (save)
Psi-5 Forget 1 Target forgets last minute (or) Target loses CL spells in memorization
Psi-5 Immobilize 1 -3xCL" move rate (no save); loses Dex bonus to saves & AC (save)
Psi-5 Immune to Charm 1+1/h Target is immune to charm & hypnosis
Psi-5 Immune to Fear 1+1/h Target is immune to fear & beguiling
Psi-5 Immune to Hold 1+1/h Target is immune to hold & stop
Psi-5 Immune to Sleep 1+1/h Target is immune to sleep & exhaustion
Psi-5 Nullcancel 1 Dispel one x1 effect (no save, gets ER)
Psi-5 Unspirit 1 Target gets -CL each to Cml, Luck, and CL (save for each point)
Psi-6N Awaken 2*N Removes sleep/fatigue effect on up to N targets
Psi-6N Earth Bolt N Deal Nd10 Eldritch Earth dmg to one target (no save); max N=CL
Psi-6N Force of Nature I 1 Summon a Plant Elemental: AC 20, hp 20, #Att 1/1, TH +10, dmg 10
Psi-6N Gaea’s Bounty 24 Add one first-level Plant/Animal spell to memorization (only have one of these at one time)
Psi-6N Gaea’s Cradle ~ 0 One of your summoned creatures is dispelled; Add it's hp in Psi(-6)N PSPs to your pool
Psi-6N Gaea’s Might ~ 10/h Target gains +N AC/saves/TH/dmg; N is number of groups of classes you have
Psi-6N Natural Healing ~ 8 Target is cured equal to his Con score in hp
Psi-6N Naturalize 11 Dispel one non-natural effect (or) Turn off one non-natural item for 1 turn
Psi-6N Nature’s Lore 11/h Know direction & distance to an object or person (if they are touching the ground)
Psi-6N Soothing Word 2*N Removes fear/horror effect on up to N targets
Psi-6N Spiritual Energy 4*N/h +N Con; max N=CL
Psi-6N Adaptation ~ 3/h NaNR +CL*10%; Immune to Hostile Environment; Need not breathe
Psi-6N Earth Storm 4*N Deal Nd12 Eldritch Earth dmg 40' radius (no save); max N = CL
Psi-6N Force of Nature II 4 Summon a Wood Elemental: AC 40, hp 80, #Att 2/1, TH +30, dmg 30
Psi-6N Gaea’s Balance 13 You may transfer SLs & PSPs between your magic & psi pools; use [Q11] type conversion
Psi-6N Gaea’s Blessing 11 Reconstruct up to three effects which were dispelled/twisted within the last turn
Psi-6N Gaea’s Skyfolk ~ 21/h Winged flight CL^2"
Psi-6N Gaea’s Touch 20/r +1QM only for Psi(-6)N/Psi6N/Bard/Druid/HOSN/Limbologist/RedRobe powers/spells
Psi-6N Harmony of Nature 12/r 0, 1/s, one of your summoned critters loses & can't use 1P this segment: You gain +1QP
Psi-6N Nature’s Blessing ~ N/h +N distributed among AC/saves/TH/dmg as you like; max N=CL
Psi-6N Nature’s Chosen 10/r +1S action

[PC4] Rogue Group Classes


Psi -1, -5, -6N Major Powers

Freq Major Powers Cost Notes
Psi-1 Dimensional Folding 25 Dimensional Folding (as spell)
Psi-1 Effects Resistance 10/h +level*5% ER; others you target -level*5% ER; no selective targetting penalties
Psi-1 Energy Amplification 1/HD Add dice to a damaging effect which is resolving (Max = level) only on 1 target
Psi-1 Hand-to-Hand Resistance 10/h +level*5% aWR; others you target -level*5% aWR; no selective targetting penalties
Psi-1 Imp. Cell Rearrangement N As Cell Rearrangement but range=10*level'; Max N = level*10
Psi-1 Inverse Astral Projection 10/t Inverse Astral Projection
Psi-1 Inverse Magic Jar 20/r Another being can use your body
Psi-1 Mass Mental Freedom 10+HD Max = 5 creatures; Removes charm, hypnosis, sleep, dominate, etc.
Psi-1 Mental Paralysis Bolt 15+HD Save -6; 1 creature cannot use M actions for CL rounds; Max HD = 2*level
Psi-1 Moving Concentration 5/d Can convert 1M -> 1P+1V each round if desired
Psi-1 Physical Surgery N*10 Pick 1: Halve hp & slow (N=1), Ray/Enfeeblement (N=5), Insanity (N=6); all have save
Psi-1 Shape Alteration Other 3+W W=weight/100; Polymorph Other (save)
Psi-5 Beam of Nothing 2 CL*CL dmg in a 30' line (no save); they lose next F action (save)
Psi-5 Energy Drain 2 Target is energy drained CL levels in every class (1 save for each level)
Psi-5 Fade Away 2 30' radius area is teleported (unwilling get save), selective, 1r delay
Psi-5 Immune to Poison 2+2/h Target is immune to poison & disease
Psi-5 Zombify 2 Target gets -CL each to Int, Wis, and Chr (save for each point)
Psi-6N Brute ~ 24 For the next turn, you get: -1M, +1P, -CL Int, +CL Str, -CL saves, +CL dmg; can't drop this
Psi-6N Call of the Wild 7 Summon any real-world animal (your choice), you get CL/ML of them (round up)
Psi-6N Force of Nature III 9 Summon a Root Elemental: AC 60, hp 180, #Att 3/1, TH +50, dmg 50
Psi-6N Gaea’s Embrace ~ 22/h Target gains +3 AC/saves/TH/dmg and Troll-like regen CL hp/r
Psi-6N Gaea’s Herald ~ 11/t When your summoned creatures go below -10 hp, they don't disappear (you can cure)
Psi-6N Life Essence N If target has less than N*CL current hp, it is cured so it has N*CL hp; minimum N = 1
Psi-6N Nature’s Cloak 12/m +CL*10 Rogue points; Any Level=CL/2 (or less) Rogue pick
Psi-6N Dual Nature ~ 24/m Whenever you summon or create creatures, you get twice as many of them
Psi-6N Force of Nature IV 16 Summon a Thicket Elemental: AC 80, hp 320, #Att 4/1, TH +70, dmg 70
Psi-6N Gaea’s Avenger ~ 4*N/s Immune to xN and lower artifact effects that you (or your party) do not control; max N=5
Psi-6N Nature’s Wrath 24 Turn all undead/outer-planar creatures within 80' (no turn roll, instead make Will saves)
Psi-6N One with Nature 10/r For each point of damage you deal in unarmed combat, add 1 to your Psi(-6)N pool
Psi-6N Seeds of Life 10 1 sq. mile area is restored, CL trees grow instantly, removes Defiled status

[PC4] Rogue Group Classes


Psi -1, -5, -6N Grand Powers

Freq Grand Powers Cost Notes
Psi-1 Anti-Psionic Disruption 40/r No Anti-Psi powers (any freq.) can be used in 50' r
Psi-1 Decay 50 1=Decay (item save), 2=Freedom, 5=Instantaneous, 7=Tempus Lawfulness
Psi-1 Endowment 100 Give someone else (who is insane) Psi-1
Psi-1 Energy Solidity 3/HD As per Energy Amplification but entire effect is amplified
Psi-1 Power Transfer 100*N N: Minor=1, Major=2, Grand=3, Super=4; Object's Anti-Psi Strength = ½ of caster's
Psi-1 Quick Physical Acceleration 35/r +1 QP action
Psi-1 Quick Anti-Psi Acceleration 35/r +1 QM action which can be used only for anti-psionics
Psi-1 Reattachment 20*SL One effect that someone/something can per unit of time is considered "not used" yet
Psi-1 Swing Acceleration 35/r +1 S action
Psi-5 Cone of Nothing 3 CL*CL*CL dmg in a 30' cone (no save); they lose next Opp action (save)
Psi-5 Spectrify 3 Target gets -CL each to Str, Dex, and Con (save for each point)
Psi-6N Child of Gaea 33 Target becomes Int=3, Wis=3, Chr=3, CL=0 (no save) for CL days
Psi-6N Everhome 16/d Your home plane is every plane; when this effect ends, your home plane = current plane
Psi-6N Force of Nature V 25 Summon a Fungus Elemental: AC 100, hp 500, #Att 5/1, TH +90, dmg 90
Psi-6N Gaea’s Liege ~ 33/h Your max hp is CL^3 (and/or) Your TH bonus is +CL^2 (no other adj. can be added)
Psi-6N Force of Nature VI 36 Summon a Thorn Elemental: AC 120, hp 720, #Att 6/1, TH +110, dmg 110

[PC4] Rogue Group Classes


Psi -1, -5, -6N Super Powers

Freq Super Powers Cost Notes
Psi-1 Cellular Cure / Cause X Up to X targets: Heal or Harm X hp; You may target someone more than once (!)
Psi-1 Insist 40 [0 action] Counters a counterspell; that same type of counterspell can't be used again
Psi-1 Limitation 1000 1 target: -CL/9 to max # of classes or # psi.freq. (no resistance)
Psi-1 No Resistance (Physical) 400 1 target: Lowers all physical immunites; lowers all WR, aWR; halves iWR, iaWR
Psi-1 Rapid Swing 80/r All your weapons are Ninja Speeded (x2 #Att), add one to multiplier if already have it
Psi-1 Villain Element 600 Casts any one 1st level Villain spell

[PC4] Rogue Group Classes


Weasel

Level KXP
Spells
1 0 (none)
2 2.4 (none)
3 4.8 (none)
4 9.6 (none)
5 19.2 (none)
6 40 (none)
7 80 (none)
8 160 (none)
9 320 (none)
10 560 (none)
11 800 (none)
12 1040 (none)
13 1280 (none)
14 1520 (none)
15 1760 (none)
16 2000 (none)
17 2240 (none)
18 2480 (none)
19 2720 (none)
20 2960 (none)
21 3200 (none)
22 3440 (none)
23 3680 (none)
24 3920 (none)
25 4160 (none)
26 4400 (none)
27 4640 (none)
28 4880 (none)
29 5120 (none)
30 5360 (none)
31 5600 (none)
32 5840 (none)
33 6080 (none)
34 6320 (none)
35 6560 (none)
36 6800 (none)
TH Saves
PD RS PP BW Sp Fo Re Wi
+0 (total = 27, max = 9)
+1 (total = 30, max = 10)
+2 (total = 33, max = 11)
+3 (total = 36, max = 12)
+4 (total = 39, max = 13)
+5 (total = 42, max = 14)
+6 (total = 45, max = 15)
+7 (total = 48, max = 16)
+8 (total = 51, max = 17)
+8 (total = 54, max = 18)
+9 (total = 57, max = 19)
+9 (total = 60, max = 20)
+10 (total = 63, max = 21)
+10 (total = 66, max = 22)
+11 (total = 69, max = 23)
+11 (total = 72, max = 24)
+12 (total = 75, max = 25)
+12 (total = 78, max = 26)
Requisites: Dex 10, Int 10
Alignment: any
HD/level: d6
Weapon Prof.: 3+level/3
To Hit Table: Cust
Save Table: Cust
Reference: DM
Groups: Rogue, Custom
 
Level N (every level): Get one "Any Rogue level N" pick. This is in addition to the normal levels 9, 18, 27, 36 picks that all Rogues get.
Level N (every level): Get one "Level:" pick from any class you know as a player. It must be a "simple" pick (no entire spell progressions, subclasses, etc.)
Level 9: This "Level:" pick may be non-simple.
Level 18: This "Level:" pick may be non-simple, or something that normally cannot be picked (e.g. a Swashbuckler ability).
Level 27: This "Level:" pick may be non-simple, something that normally cannot be picked (e.g. a Swashbuckler ability), or a line of text at the top of a class description that isn't a "Level:" ability at all.

[PC4] Rogue Group Classes


Werewolf5


Level

KXP
Psi14
mMG S

TH
1 0 1-- - +1
2 4.2 2-- - +2
3 8.4 3-- - +3
4 16.8 31- - +4
5 33.6 32- - +5
6 67.2 33- - +6
7 134.4 43- - +7
8 268.8 44- - +8
9 500 441 - +9
10 800 442 - +10
11 1100 443 - +11
12 1400 444 - +12
13 1700 544 - +13
14 2000 554 - +14
15 2300 555 - +15
16 2600 655 - +16
17 2900 665 - +17
18 3200 665 1 +18
19 3500 665 2 +19
20 3800 665 3 +20
21 4100 665 4 +21
22 4400 665 5 +22
23 4700 666 5 +23
24 5000 666 6 +24
25 5300 766 6 +25
26 5600 776 6 +26
27 5900 777 6 +27
28 6200 777 7 +28
29 6500 877 7 +29
30 6800 887 7 +30
31 7100 888 7 +31
32 7400 888 8 +32
33 7700 988 8 +33
34 8000 998 8 +34
35 8300 999 8 +35
36 8600 999 91 +36
37 17200 999 92 +37
38 25800 999 93 +38
39 34400 999 94 +39
45 86000 A99 99 +45
54 163400 BBB BB +54
63 240800 DDD DC +63
72 318200 FFE EE1 +72
Requisites: Str 9, Dex 13, Con 13
Alignment: any (usually CN, CE, or NE)
HD/level: & ++d8
Weapon Prof.: & 4+level/2
To Hit Table: Mon
Reference: DM
Groups: Rogue, Monster
Complexity: CF=2
   
Saving Throws:  
PPD: level+12
RSW: level+2
PP: level-4
BW: level+3
Spell: level+0
Fort: level+4
Reflex: level+4
Will: level-3
   
Can use Psi14 powers.
PSPs (Psi14) = (LVL+2)*20.
Severe allergy to Wolfsbane. Vulnerable to Silver.
Gets 30 Rogue points per level, and a Rogue level N pick every odd level.
2V: Change form into a Wolf, or back to Humanoid (or whatever your normal race is).
Each level, get one "5th edition" pick from the choices below.
 
Levels Pick Description
Level 1-3: A +LVL Dex and Exceptional Dex
B +LVL slots in Weapon Mastery (can be used on natural attacks); CF=3: Exceptional Str
C Any Rogue level 1 ability (this may be picked multiple times)
D +1 Psi14 minor power (this may be picked multiple times)
E 1M, LVL/d: Know direction/distance to Boss and NPC party on current DL.
Level 4: Pick any Monster5 class level 1-3
Level 5-7: F Aggressive: -1 Wis, +50 Rogue points
G Great Slayer: 1N, 1/s: Touch/Claw deals +4*LVL dmg; 0: Add Vile and Wounding (LVL hp /s).
H Tracking as a Ranger; Trailing proficiency; 1F: Find the Path
I Can do natural attacks with every arm
J +LVL*200 item XP in Weapon flags per day, only for your claws or bite
Level 8: Pick any Monster5 class level 5-7
Level 9-12: K The space you're standing at can't be targetted; You don't trigger the "Blink Wounding" effect.
L Immune to terrain, hostile environments, x1 Terrain Features
M x2 Feats (whenever you get a feat, get a bonus feat)
N Can operate at negative hp total up to your max hp, can be offensive
O Wolf Reborn: 1D, 1/d: Reincarnate Self
Level 13: Pick any Monster5 class level 9-12
Level 14-18: P 1M: Commune with The Beast or Nanna-Sin [or] Summon a DL VII Moon Dog
Q Ignore aWR and skins of all types with your natural attacks; iaER 100%
R Immune to attacks of opportunity; Astral Construct "Grouping" ability
S +LVL Luck; Luckstone effect
T 1M: Learn a fact (e.g. a weakness) about a monster never seen before
Level 18: Pick any Monster5 class level 14-18
Level 20-26: U ?
V ?
W ?
X ?
Y ?
Level 27-36: Pick any Monster5 class level 20-26

[PC4] Rogue Group Classes


White Hat5

Level KXP
Spells
1 0 (none)
2 2.7 (none)
3 5.4 (none)
4 10.8 (none)
5 21.6 (none)
6 43.2 (none)
7 86.4 (none)
8 172.8 (none)
9 300 (none)
10 530 (none)
11 760 (none)
12 990 (none)
13 1220 (none)
14 1450 (none)
15 1680 (none)
16 1910 (none)
17 2140 (none)
18 2370 (none)
19 2600 (none)
20 2830 (none)
21 3060 (none)
22 3290 (none)
23 3520 (none)
24 3750 (none)
25 3980 (none)
26 4210 (none)
27 4440 (none)
28 4670 (none)
29 4900 (none)
30 5130 (none)
31 5360 (none)
32 5590 (none)
33 5820 (none)
34 6050 (none)
35 6280 (none)
36 6510 (none)
TH Saves
PD RS PP BW Sp Fo Re Wi
+0 10  9  8  5  6  2  1  0
+2 10  9  8  6  6  2  1  0
+3 10  9  8  6  7  3  2  0
+5 12 11 10  8  9  3  2  1
+6 12 11 10  9  9  4  2  1
+8 12 11 10  9 10  4  3  1
+9 14 13 12 11 12  5  3  2
+11 14 13 12 12 12  5  4  2
+12 14 13 13 12 12  6  4  2
+14 16 15 14 14 15  6  4  3
+15 16 15 15 14 15  7  5  3
+17 16 15 15 15 15  7  5  3
+18 16 15 15 15 15  7  5  3
+20 16 15 15 15 15  7  5  3
+21 16 15 15 15 15  7  5  3
+23 16 15 15 15 15  7  5  3
+24 16 15 15 15 15  7  5  3
+26 16 15 15 15 15  7  5  3
Requisites: Dex 9, Con 6
Alignment: any (most G)
HD/level: +2d6
Weapon Prof.: 3+level
To Hit Table: 1½xWar
Save Table: Half0
Reference: DM
Groups: Rogue
 
This class gets 1 "Any Rogue LVL/2 (round up) pick" per level. This class gets only 30 rogue points per level.
 
Levels Pick Description
Level 1-3: A Clown: -1 Wis, +50 Rogue points
B Resources: Gain LVL*Chr*10 gp per reset.
C Situational awareness: Cannot be surprised, reduce Backstab/Backstrike on you by 1 multiplier.
D Doctor: Binding wounds is 4+LVL hp. 1M, 1/d: Remove the "wounding" effect.
E Kung Fu: Ability to take martial arts, plus a kit slot to take a martial arts style.
Level 4: Pick two WhiteHat5 Level 1-3, one Rebel5 Level 1-3, or one Psi5 minor
Level 5-7: F Jock: +LVL divided among Str, Dex, Con, or level for purposes of #Att (the last one is ½ a point each).
G Immune to pain. You stay conscious (but cannot be offensive) at up to -LVL hp.
H Sorcery: Gain LVL in SL's as a Wizard progression, this progression must be flat or decreasing.
I Gun Fu: +LVL to hit with guns; guns are always at least base #Att = 1; guns "open end" one better than normal.
J Turn Undead: You can turn undead as if 4 levels lower.
Level 8: Pick two WhiteHat5 Level 5-7, one Rebel5 Level 1-3, or one Psi5 minor
Level 9-12: K Web of Contacts: Can gain information on most things in a city; Legend Lore LVL*5%
L Better Resources: Gain LVL*Chr*10 item XP per reset, must all be spent on one item (any extra is wasted)
M Super Fu: Can take a custom martial arts style [P7.9] with A+D+N=LVL*2+12 (can improve it with level)
N Great Medic: Binding wounds is (LVL-8)*5% of max hp (can be more than 100%, current still can't go over max)
O BOMBS!: 1P, 1 charge (have LVL charges /d): LVL*(2m4) technological damage, area (no save, TechR to resist)
Level 13: Pick two WhiteHat5 Level 9-12, one Rebel5 Level 5-7, or one Psi5 major
Level 14-18: P Kung Fu Hustle: Can have (LVL-6)/4 martial arts styles running at the same time, they all fully stack
Q Really Immune to pain. You stay conscious (but cannot be offensive) at any finite negative hit point total.
R The Man for the Job: 1F, 1/reset: Create a temporary (1 turn) x1 non-artifact item that is needed for a task
S Smooth Talker: As long as you and your friends are not hostile, enemies will not attack you 90% (1 check /min)
T Your BOMBS! (Level ability O above) can hit two groups or can be set on a time delay, you have 3*LVL charges
Level 18: Pick two WhiteHat5 Level 14-18, one Rebel5 Level 9-12, or one Psi5 grand
Level 20-26: U Master Fu: LVL*2 slots in Martial Arts maneuvers; 2nd tier costs 2 maneuvers each, even if Banhammered
V Super Resources: Get a xCL/18 random Artifact each reset, it will be useful (not crap)
W Tinkerer: 1/reset: Make a Psi8 item of TechL=LVL; your effects ignore TechR
X Not Noticed: You take 1/10 dmg (physical and energy) vs. monsters that are at least x10 your current hp
Y BOMBS!!!: Your BOMBS! have unlimited charges; LVL*(3m6) dmg to 1 group or LVL*(2m8) dmg to 2 groups
Z +LVL to LVL in another White Hat (or Black Hat) pick
Level 27-36:  

[PC4] Rogue Group Classes


Wilderneer

Level KXP
Spells
1 0 (none)
2 3 (none)
3 6 (none)
4 12 (none)
5 24 (none)
6 48 (none)
7 96 (none)
8 192 (none)
9 350 (none)
10 600 (none)
11 850 (none)
12 1100 (none)
13 1350 (none)
14 1600 (none)
15 1850 (none)
16 2100 (none)
17 2350 (none)
18 2600 (none)
19 2850 (none)
20 3100 (none)
21 3350 (none)
22 3600 (none)
23 3850 (none)
24 4100 (none)
25 4350 (none)
26 4600 (none)
27 4850 (none)
28 5100 (none)
29 5350 (none)
30 5600 (none)
31 5850 (none)
32 6100 (none)
33 6350 (none)
34 6600 (none)
35 6850 (none)
36 7100 (none)
TH Saves
PD RS PP BW Sp Fo Re Wi
+0  6  4  6  3  4  1  3  0
+0  6  5  7  3  5  1  4  1
+1  7  6  7  4  6  2  5  1
+1  7  7  8  4  7  3  6  2
+2  8  8  8  5  8  4  7  3
+2  8  9  9  5  9  5  8  3
+3  9 10  9  6 10  5  9  4
+3  9 11 10  6 11  6 10  5
+4 10 12 10  7 12  7 11  5
+4 10 13 11  7 13  8 12  6
+5 11 14 11  8 14  9 13  7
+5 12 15 12  9 14  9 14  7
+6 13 16 13 11 15 10 15  8
+6 14 16 14 13 15 11 16  9
+7 15 16 15 14 16 12 17  9
+7 16 16 16 16 16 13 18 10
+8 16 16 16 16 16 13 19 11
+8 16 17 16 16 16 14 20 11
Requisites: Dex 18, Wis 12
Alignment: any
HD/level: +d6
Weapon Prof.: 4+level/3
To Hit Table: Rog
Save Table: 2xRog
Reference: DM / WSG1
Groups: Rogue
 
Gets 60 Rogue points per level
Level 1: Can weapon specialize (as per "Non-Warrior" in the Number of Attacks table).
 
Lvl Wilderneer Ability | -50% | -100% | -150% Act Base Penalty Bonus
1 Find/Remove x1 Traps/Tricks | Magic/Psi | OutPhase ( | 30' away) V 10 Dex-4 Dex-8
1 Untwist - restore an effect that was dispelled/twisted (but not disjoined) 1V+1M 0 Wis-14 Wis-19
1 Ducking (+1 saves per 10% made this segment) V 0 Wis-15 Wis-18
1 NaturalR (NR) | NecromancyR (aNR) (1% = 1%) ( || cover all in group) - 0 Con-9 Con-25
1 Know Visual History | Object Reading | Identify | Legend Lore 0 | M 0 Wis-15 Wis-17
1 Climb Walls | Overhangs | Upside-Down | Mid-Air | Air Walk | Wind Walk V 55 Str-10 Str-14
1 Spying || Reflecting Pool || untraceable & without his "ears burning" - || F 10 Int-12 Int-17
1 Deal x2 dmg with an attack | Spell | Psi power | Innate V 5 Str-16 Str-20
1 Pass without trace | Alter footprints || Plant Door || Transport via Plants ½V Wis-14 Wis-19
1 Any Rogue 1 ability - - - -
2 Can wield weapons of your size without Str requirement | +1 your size || +2 ||| +3 - 5 Str-14 Str-19
2 Locate nearest dungeon within rating/5 miles | with deepest DL | with most valuable item 2M 0 Chr-20 Chr-25
3 Tree | Gaseous Form | Wraithform ||| I'm Gone (to my own Pocket Plane) M 0 Wis-8 Wis-20
3 Any Rogue 3 ability - - - -
4 Find/Remove x2 Traps/Tricks | Magic/Psi | OutPhase ( | 30') ( | x1 Special) V 20 Dex-9 Dex-12
4 ++rating/100 to a die roll | Reroll a die roll || Counterspell || Object bM or hM 25 Dex-16 Dex-24
5 Detect Invisibility | Force Shapechange | Wrench ||| See through Dust of Disappearance 2M 0 Wis-12 Wis-20
5 Any Rogue 5 ability - - - -
6 Clairnasience | Eagle Eye Vision | Sending - 0 Wis-12 Wis-15
6 Escape Entanglement/Web | Escape Maze | Escape Temporal Stasis || Escape Magical Grove bP 10 Int-14 Int-16
7 Wilderness Power (any Priest Animal/Plant/Travellers) (penalty = -SL*50%) | Wiz Conjuration #M 0 Cml-14 Cml-38
7 Any Rogue 7 ability - - - -
8 Any Dex or Wis based Non-Weapon Proficiency (+1 per 25% made to the check) M 0 Dex+Wis-28 Dex+Wis-34
8 Target loses next P action | Harm ||| Set M 0 Chr-16 Chr-20
9 Find/Remove x3 Traps/Tricks | Magic/Psi | OutPhase( | 30') ( | x2 Special) V 30 Dex-16 Dex-16
9 Commune with Nature | Contact Other/Higher Plane || Contact Other Multiverse/Timeline (SFB LoopComm) 1V+1M 0 Cml-22 Cml-42
10 Speed: +1A action per 50% rating | B's | C's (does not count as your haste) 2V 5 Dex-14 Dex-17
12 Hold all Stats || Hold all Actions || Your actions can't be locked down 2M 0 Chr-19 Chr-21
15 Ethereal Spell | Ethereal Projection | Elemental Spell (project to an Elemental plane) 3M 35 Wis-19 Wis-25
18 Loop Shift ||| Loop Travel 1V+2M 15 Wis-34 Wis-50
21 Find/Remove x4 Traps/Tricks | Magic/Psi | OutPhase( | 30') ( | x3 Special) V 40 Dex-25 Dex-25
24 Restoration+Resurrection+Regenerate target ||| Get target out of the Hole 1P+2M 0 Wis-19 Wis-25
27 Miracle 7 | Miracle 8 | Miracle 9 | Miracle 10 | Miracle 11 (#-6)M 0 Wis-21 Wis-26
36 Cast a 1st level Avangion or Clerical Elemental spell, it lasts for only 1 round (unless original duration is shorter) X or 4F 0 Luck-9 Luck-18

[PC4] Rogue Group Classes


Wyvern1

Level KXP Dragon Mage
123 456 78
1 2.5 (owe) 0-- --- --
2 5 1-- --- --
3 10 20- --- --
4 15 21- --- --
5 25 320 --- --
6 45 321 --- --
7 85 432 0-- --
8 165 432 1-- --
9 325 543 20- --
10 575 543 21- --
11 825 654 320 --
12 1075 654 321 --
13 1325 765 432 0-
14 1575 765 432 1-
15 1825 776 543 2-
16 2075 776 543 20
17 2325 776 543 21
18 2575 777 654 32
19 2825 777 654 32
20 3075 777 765 43
21 3325 777 776 54
22 3575 777 777 65
23 3825 777 777 76
24 4075 777 777 77
25 4325 777 777 77
26 4575 888 877 77
27 4825 888 888 87
28 5075 888 888 88
29 5325 988 888 88
30 5575 998 888 88
31 5825 999 888 88
32 6075 999 988 88
33 6325 999 998 88
34 6575 999 999 88
35 6825 999 999 98
36 7075 999 999 99
TH Saves
PD RS PP BW Sp Fo Re Wi
+5  4  7  5  3  6  1  1  1
+6  4  7  5  3  7  2  2  2
+7  4  8  5  4  7  3  3  3
+8  4  8  6  4  7  4  4  4
+9  5  9  6  5  8  5  5  5
+10  6  9  7  6  8  6  6  6
+11  7 10  7  7  9  7  7  7
+12  8 10  8  8  9  8  8  8
+13  9 10  9  9  9  9  9  9
+14 10 11 10 10 10 10 10 10
+15 11 11 11 11 11 11 11 11
+16 12 12 12 12 12 12 12 12
+17 13 13 13 13 13 13 13 13
+18 14 14 14 14 14 14 14 14
+19 15 15 15 15 15 15 15 15
+20 16 16 16 16 16 16 16 16
+21 17 17 17 17 17 17 17 17
+22 18 18 18 18 18 18 18 18
Requisites: Str 15, Dex 9, Con 12, Int 9
Alignment: not LG
HD/level: & ++++d5
Weapon Prof.: & 5+level/4
To Hit Table: Mon+4
Save Table: Wiz / (2xMon)
Reference: DM
Groups: Warrior, Rogue, Monster
 
Gets Int bonus to spells.
Gets Exc Str and Exc Con bonus.
Level 1: Fly at (LVL+4)*5" (D).
Level 1: Immune Poison. Tail's P: Do an attack at 1d2 dmg plus poison (LVL*10 dmg, save for 0)
Level 1: Choose an E=1, E=2, or E=3 element. Immune to that element. Mouth's P, LVL/d: Breath Weapon of that element, dmg = (current hp) / (breath's E factor), BW save for ½
Lvl Wyvern1 Ability | -50% | -100% | -150% Act Base Penalty Bonus
1 Take ½ dmg from an Attack | Spell | Psi Power | Innate (|| Take 0 damage) V 5 Con-16 Con-20
1 Charm/Influence Reaction | Taunt M 10 Chr-12 Chr-14
1 Detect Noise | Clairaudience M 15 Wis-8 Wis-20
1 Find/Remove Traps: Mech. | Magic/Psi | OutPhase | Pro. (amount made = #' away) M 0 Dex-14 Dex-19
1 ("Twist") Find/Remove Wizard Abjurations/Priest Protections | Psionic Protections VM 0 Dex-14 Dex-19
1 Move Silently | Passwall | Immovability V 0 Dex-15 Dex-18
1 Open/Close Locks: Mech. | Magic/Psi | OutPhase (amount made = #' away) VM 5 Dex-12 Dex-16
1 Read Languages | Decipher Code M 0 Int-9 Int-14
2 Empathy | ESP M 15 Wis-10 Wis-18
2 X-ray vision | Use innate ability through wall (amount made/10 is #' through wall) M 0 Str-10 Str-20
3 Deeppockets | Vanish | Rope Trick ||| I'm Gone (to my own Pocket Plane) M 0 Int-8 Int-20
4 Find/Remove Tricks: x1 multiplier || x2 multiplier ||| x3 mult. (amount made=#' away) M 5 Dex-18 Dex-25
4 Distraction | Mislead | Forget | Mirage Arcana M 15 Wis-13 Wis-16
5 Identity Penetration | False Seeing | True Seeing ||| Know Truename MM 0 Wis-12 Wis-20
6 All-Around Sight | Locate Object | Treasure Finding M 25 Wis-15 Wis-19
6 Suggestion | Domination | Eyebite M 10 Int-10 Int-14
7 Disembodied Hands | Unseen Servant | Invisible Stalker P 30 Chr-10 Chr-20
8 Teleport | Teleport without Error || Teleport Other to Self (no save) M 5 Int-16 Int-17
8 Wraithform | Dream Travel V 25 Con-15 Con-17
9 Find/Remove Specials: x1 multiplier | x2 mult. | x3 mult. (amount made = #' away) VV 20 Dex-18 Dex-22
10 Telekinesis (5 lb. per 1% made) M 10 Int-13 Int-17
12 Mass Weird / Mass Chaos / Mass Maze MP 0 Chr-23 Chr-25
15 Reverse Gravity | Adjust Gravity VM 0 Dex-13 Dex-17
18 Time Shift ||| Time Travel VMM 15 Int-17 Int-25
27 Shift a racial innate power you have to a random power (determined by DM) F 0 Con-20 Con-25

[PC4] Rogue Group Classes


Dragon Mage Spells

SL # Spell School Effect
1 1 Charm Dragon Dragon, Cha. Charm a Dragon (Will save, Wis bonus, missed save by 10 = "Subdued" and no more saves)
2 Claws Dragon, Alt. Your claw damage is CLd4
3 Resist Dragon Breath Dragon, Abj. Resist Dragon Breath
4 Summon Dragon I Dragon, Summ. Summons a DL I Dragon
2 1 Bite Dragon, Alt. Your bite damage is CLd6
2 Immune Fear Dragon, Abj. Immune Fear
3 Scales Dragon, Abj. AT +CL*4; MR +CL*10%
4 Summon Dragon II Dragon, Summ. Summons a DL II Dragon
3 1 Double Resist Dragon Breath Dragon, Abj. Double Resist Dragon Breath
2 Locate Dragon Dragon, Div. Locate nearest dragon (may specify type or an individual dragon)
3 Summon Dragon III Dragon, Summ. Summons a DL III Dragon
4 Wings Dragon, Alt. Fly at CL*6" (D)
4 1 Breath Weapon Dragon, Alt. You have a breath weapon, pick a E=CL/4 element, 3/d or 1/3r, =current hp (BW save:½)
2 Clairnasience Dragon, Div. You gain Clairnasience
3 Summon Dragon IV Dragon, Summ. Summons a DL IV Dragon
4 Tail Dragon, Alt. Grow a tail, damage is CLd5
5 1 Dragon Slaying Dragon, Enc. Your party does x2 damage (of all types) against dragons
2 Immune Dragon Breath Dragon, Abj. Immune Dragon Breath
3 Polymorph Dragon Armor Dragon, Alt. Turn a dragon armor into another type (<= gp value)
4 Summon Dragon V Dragon, Summ. Summons a DL V Dragon
6 1 Anti-Psi15 Shell Dragon, Abj. Immune to Psi15 and Psi-15 effects; Resist all Elements/Eelements
2 Drolem Dragon, Enc. Raise a dead dragon as a DL=Age/2+4 Drolem (Undead Golem), +1 Revive slot
3 Gravity Sphere Dragon, MTG R No one can fly or levitate in the area (x1 Special) (fliers in room take falling dmg when cast)
4 Summon Dragon VI Dragon, Summ. Summons a DL VI Dragon
7 1 Dragonskin Dragon, Abj. Get 8+CL/3 Dragonskins, each Dragonskin ignores a limb's worth of attacks (no leak)
2 Harm Dragon Dragon, Nec. This is a Harm that actually works on Dragons (puts a dragon to 1 hp, no halving of hp)
3 Immune Breath Weapons Dragon, Abj. Immune Breath Weapons (even non-dragon)
4 Summon Dragon VII Dragon, Summ. Summons a DL VII Dragon
8 1 Dragonlancing Dragon, Enc. Add you or your mount's current hp (if it's a dragon) to your melee dmg
2 Lernaean Dragon, Nec. Choose one of your limbs (or your head), it is Lernaean
3 Shapechange Dragon Dragon, Alt. You Shapechange into a dragon (or) Shapechange Other on a dragon
4 Summon Dragon VIII Dragon, Summ. Summons a DL VIII Dragon
9 1 Control Dragon Dragon, Cha. *Charm* (Subdue) a Dragon (no save, use CR at 1/10 rating, no MR)
2 Dragoncasting Dragon, Meta-Magic Add you or your mount's current hp (if it's a dragon) to your damaging spell effects
3 Immune Area Innates Dragon, Abj. Immune to area Innate abilities unless directly targetted
4 Summon Dragon IX Dragon, Summ. Summons a DL IX Dragon
10 1 Anti-Dragon Shell Dragon, Abj. Hedges out all Dragons in your group; Immune to all Dragon damage and effects
2 Dispel Innates Zone Dragon, Anti-Magic Creates a DIZ (Dispel Innates Zone) (x1 Special)
3 Dragon of Tyr Dragon, Defil. 2F actions to cast, 1/d: Duplicate a 1st level Dragon of Tyr2 spell
4 Summon Dragon X Dragon, Summ. Summons a DL X Dragon

[PC4] Rogue Group Classes


Yakuza1

Level KXP
Spells
1 0 (none)
2 2 (none)
3 4 (none)
4 8 (none)
5 16 (none)
6 30 (none)
7 60 (none)
8 130 (none)
9 260 (none)
10 520 (none)
11 800 (none)
12 1100 (none)
13 1400 (none)
14 1700 (none)
15 2000 (none)
16 2300 (none)
17 2600 (none)
18 2900 (none)
19 3200 (none)
20 3500 (none)
21 3800 (none)
22 4100 (none)
23 4400 (none)
24 4700 (none)
25 5000 (none)
26 5300 (none)
27 5600 (none)
28 5900 (none)
29 6200 (none)
30 6500 (none)
31 6800 (none)
32 7100 (none)
33 7400 (none)
34 7700 (none)
35 8000 (none)
36 8300 (none)
TH Saves
PD RS PP BW Sp Fo Re Wi
+0  5  4  6  2  3  0  2  0
+0  6  4  6  3  4  1  3  0
+1  6  5  6  3  4  1  3  0
+1  6  5  7  3  5  1  4  1
+2  6  6  7  3  5  2  4  1
+2  7  6  7  4  6  2  5  1
+3  7  7  7  4  6  3  5  2
+3  7  7  8  4  7  3  6  2
+4  7  8  8  4  7  3  6  2
+4  8  8  8  5  8  4  7  3
+5  8  9  8  5  8  4  7  3
+5  8  9  9  5  9  5  8  3
+6  8 10  9  5  9  5  8  4
+6  9 10  9  6 10  5  9  4
+7  9 11  9  6 10  6  9  4
+7  9 11 10  6 11  6 10  5
+8  9 12 10  6 11  7 10  5
+8 10 12 10  7 12  7 11  5
Requisites: Dex 9, Int 9, Chr 9
Alignment: non-L
HD/level: d6
Weapon Prof.: 2+level/3
To Hit Table: Rog
Save Table: Rog
Reference: OA1
Groups: Rogue
 
Level 1: +1 Knowledge proficiency per level.
Level 1: Free Martial Arts style; +1 maneuver per level.
Lvl Yakuza Ability | -50% | -100% | -150% Act Base Penalty Bonus
1 any Rogue 1 ability - - - -
1 Take ½ dmg from an Attack | Spell | Psi Power | Innate V 10 Con-15 Con-19
1 Move Silently || Immovability V 10 Dex-13 Dex-16
1 Hide in Shadows || Meld in Shadows/Mirrors V 5 Dex-11 Dex-16
1 Open/Close Locks: Mech. | Magic/Psi | OutPhase VM 10 Dex-11 Dex-15
1 Find/Remove Traps: Mech. | Magic/Psi | OutPhase | Pro. M 5 Dex-12 Dex-17
1 Detect Noise | Clairaudience M 15 Wis-8 Wis-20
1 Spying - 10 Int-11 Int-14
2 Legend Lore | Identify 0 | M 0 Int-13 Int-15
2 Concealment/Blending | Misdirection | Non-Detection M 20 Wis-12 Wis-14
3 Mimic Voices || Tongues M 25 Wis-9 Wis-12
4 Presence (+1 per 20% made to Presence) M 0 Int-9 Int-12
4 Leadership (+1 per 20% made to Leadership) M 0 Int-9 Int-12
5 Sensitivity to Psychic Impressions ||| Truename M 20 Wis-9 Wis-12
6 Identity Penetration | False Seeing | True Seeing MM 5 Wis-11 Wis-19
7 Suggestion | Domination | Eyebite VM 10 Int-13 Int-14
7 Object Reading VM 0 Int-12 Int-20
8 Aura Alteration | Unknowable Alignment || Unknowable Truename M 10 Chr-15 Chr-19
8 Ask the Local Lord | Highest Lvl in Plane | Chosen God | Ultraplanar | DM a question VM 0 Chr-11 Chr-21
9 Any Rogue 1 ability - - - -
10 Any Rogue 3 ability - - - -
12 Any Rogue 6 ability - - - -
15 Any Rogue 10 ability - - - -
19 Any Rogue 15 ability - - - -

[PC5] Psionicist Group Classes


Transfering PSPs between frequencies

Normally you cannot transfer PSPs between psionic pools. It requires a PSP stone (such as a burnt out Ioun Stone) or a Mentalist / PolyPsi type class to do this.
The "size" of a PSP (compared to a Psi1 PSP) varies between frequencies. The table below shows the relative value of each PSP compared to a Psi1 PSP.
For example, 12 Psi5 PSPs (value given is 5 each) are worth 12*5=60 Psi1 PSPs.
 
Frequencies marked with "NPsi" are not really psionic frequencies in the normal sense, and converting to or from these PSPs is dubious.
 
DM Notes: Psi(-40) appears in the Psi(-40) class, not [Q(-40)].
Psi∞ (Infinity) appears in the Psi∞ class, not [Q∞].
 
Freq. Type Value
--2 Efficiency 1
-40 Reality (NPsi) 100
-17 Illogic ???
-15 Eelemental ???
-12 Legalistic/Temperate/Commotion 0.5
-9 Mutate 10
-6 Angelic/Gaea/First Evil 0.5
-5 The Nothing 5
-3 Anti-Esper 10
-2 Deficiency 1
-1 Unnatural 1
0 Martial Arts/Ki 20
0.01 Pinpoint 1
1 Natural 1
2 Proficiency 1
3 Esper 10
3.5 Enhanced 10
Freq. Type Value
5 Imagination 5
6 Deva/Balance/Demon 0.5
7 Undead 0.5
8 Technological ???
9 Mutant 10
10 Empathic 2
12 Law/True/Chaos 0.5
14 Lycanthrope 0.5
15 Elemental/Dragon ???
16 Golem ???
17 Logic ???
18 Synnibarr 10
19 The Force 0.5
23 Cloud 1
24 Intelligent Items ???
27 Fate 10
29 Beholder 0.5
Freq. Type Value
30 Astral/Shadowrun 10
36 Synnibarr 10
45 Marvel 10
48 Innovator (NPsi) ???
54 DC 10
60 Ethereal 10
72 Mutants/Masterminds 10
81 Champions 10
100 Storm 1
Infinity 1
∞*100 Wide Infinity 1
X-7 Atheist (NPsi) 20
X4 Superstition (NPsi) 100
X7 Theist/x2 Narrow (NPsi) 20
X14 x2 Broad (NPsi) 25
X21 x3 Narrow (NPsi) 30
X24 Class/Occupation (NPsi) ???

[PC5] Psionicist Group Classes


Arch-Mutant

Level KXP Psi9/18
mMG SU
1 0 1-- --
2 6 2-- --
3 12 31- --
4 24 42- --
5 48 531 --
6 96 631 --
7 192 742 --
8 384 852 --
9 750 963 1-
10 1500 A63 1-
11 2250 B74 1-
12 3000 C74 1-
13 3750 D95 2-
14 4500 E95 2-
15 5250 FA6 2-
16 6000 GB6 2-
17 6750 HC7 3-
18 7500 IC7 3-
19 8250 JD8 3-
20 9000 KE8 3-
21 9750 LF9 4-
22 10500 MF9 4-
23 11250 NGA 4-
24 12000 OHA 4-
25 12750 PIB 5-
26 13500 QIB 5-
27 14250 RJC 51
28 15000 SKC 51
29 15750 TLD 61
30 16500 ULD 61
31 17250 VME 61
32 18000 WNE 61
33 18750 XOF 71
34 19500 YOF 71
35 20250 ZPG 71
36 21000 [QG 72
TH Saves
PD RS PP BW Sp Fo Re Wi
+0 (total = 30, max = 10)
+1 (total = 36, max = 12)
+2 (total = 42, max = 14)
+3 (total = 48, max = 16)
+4 (total = 54, max = 18)
+5 (total = 60, max = 20)
+6 (total = 66, max = 22)
+7 (total = 72, max = 24)
+8 (total = 78, max = 26)
+9 (total = 84, max = 28)
+10 (total = 90, max = 30)
+11 (total = 96, max = 32)
+12 (total = 102, max = 34)
+13 (total = 108, max = 36)
+14 (total = 114, max = 38)
+15 (total = 120, max = 40)
+16 (total = 126, max = 42)
+17 (total = 132, max = 44)
Requisites: Str 18, (Dex or Con) 18, Wis 9, Chr 9
Alignment: any
HD/level: 2d3+3
Weapon Prof.: 0+level/5
To Hit Table: War
Save Table: 2xCust
Reference: RKR
Groups: Psionicist, PCDesigned
 
See [Q9], [Q18], [Q27], [Q(-9)], and [Q72] for rules and powers.
Gets +LVL to each track (per Psi9) and recovers LVL track points/rd (per Psi 18)
Can buy Super Str or Con for 1 slot each
Level 1: has Freq 9 and 18
Level 1: 1V, lose 1 to a track: gain 1 to a track
Level 1: pick a minor power: track cost to use is 1/2 normal (change at reset)
Level 1: pick a minor power: takes 1/2 M to use (change at reset)
Level 4: pick a major power: track cost to use is 1/2 normal (change at reset)
Level 4: pick a major power: takes 1/2 M to use (change at reset)
Level 9: add a frequency; pick from -9, 6E, 12C, 27, 72
Level 9: pick a grand power: track cost to use is 1/2 normal (change at reset)
Level 9: pick a grand power: takes 1/2 M to use (change at reset)
Level 16: pick a super power: track cost to use is 1/2 normal (change at reset)
Level 16: pick a super power: takes 1/2 M to use (change at reset)
Level 18: pick another frequency from the L9 list
Level 27: pick another frequency from the L9 list

[PC5] Psionicist Group Classes


Arch-Psi1

Level KXP Psi1/2/3
mMG SU
1 0 3-- --
2 10 4-- --
3 20 51- --
4 40 62- --
5 60 631 --
6 100 752 --
7 200 873 --
8 300 984 --
9 400 A95 1-
10 500 BA5 1-
11 600 CB6 2-
12 1200 DC7 2-
13 1800 ED7 3-
14 3000 FE8 3-
15 4000 GF9 4-
16 5000 HG9 4-
17 6000 IHA 5-
18 7000 JIB 5-
19 8000 KJB 6-
20 9000 LKC 6-
21 10000 MLD 7-
22 11000 NMD 7-
23 12000 ONE 8-
24 13000 POF 8-
25 14000 QPF 9-
26 15000 RQG 9-
27 16000 SRH A1
28 17000 TSH A1
29 18000 UTI B1
30 19000 VUJ B2
31 20000 WVJ C2
32 21000 XWK C3
33 22000 YXL D3
34 23000 ZYL D3
35 24000 [ZM E4
36 25000 \[N E4
TH Saves
PD RS PP BW Sp Fo Re Wi
-1  5  4  8  2  3  1  0  2
+0  6  5  8  3  4  2  1  3
+0  6  6  9  4  5  3  1  4
+0  7  7  9  4  5  4  2  5
+0  7  8 10  5  6  4  3  6
+0  8  9 10  6  7  5  3  7
+0  8 10 11  6  7  6  4  8
+1  9 11 11  7  8  7  5  9
+1  9 12 12  8  9  8  5 10
+1 10 13 12  8 10  8  6 11
+1 11 14 13  9 11  9  7 12
+1 11 14 13 10 12 10  7 13
+1 13 15 14 12 13 11  8 14
+2 15 15 15 14 14 12  9 15
+2 15 16 16 15 15 12  9 16
+2 16 16 16 15 16 13 10 17
+2 16 16 16 16 16 14 11 18
+2 16 16 16 16 16 15 11 19
Requisites: Int 11 (one 18), Wis 11 (one 18), Chr 11 (one 18)
Alignment: any
HD/level: d12,d12,d12,d10,d10,d10,d8,d8,d8,d8,d6,…
Weapon Prof.: 1+level/9
To Hit Table: ½xWiz
Save Table: 2xPsi
Reference: DM
Groups: Psionicist
 
See [Q1], [Q2], and [Q3] for rules and powers.
Psionic Strength = (lowest of Int,Wis,Chr)*(level+19)
Gets Psi1, Psi2, and Psi3 powers.
For Psi3: "m" is 0th-2nd, "M" is 3rd-5th, "G" is 6th-8th, "S" is 9th-11th, "U" is 12th-14th.
Level 1: Can convert Physical to Mental actions. This can be done only if the Arch-Psionicist class is the highest (or tied for highest) level class the character possesses. At level 9, this restriction is removed.
Level 1: Material Componenting for Minor powers, just like Wizard spells (spend 1V action to get double effect). Only one instance of Material Componenting per power used.
Level 9: Material Componenting for Majors.
Level 9: Can write psionic scrolls, which others may read (as 1M action) to have the psionic effect go off. The reader takes the lowest of Int,Wis,Chr, and if that stat is below the limits listed, he "blows his head off": Minor=9, Major=18, Grand=27, Super=36. A Read Psionics spell or effect would remove this restriction.
Level 18: Material Componenting for Grands.
Level 18: Can convert Movement to Mental actions, under the same restriction as the Level 1 ability until level 27.
Level 18: All of your psionic powers which are Range 0 become Range touch.
Level 27: Material Componenting for Attacks & Defenses (a doubled Defense protects either 2 people or halves damage taken).
Level 27: All of your psionic powers are Range sight.
Level 27: You can effect creatures immune to psionics due to their status; i.e. you can effect golems, Int+Wis=0 creatures, undead, and anything else that doesn't specifically have a power to be immune to psionics.
Level 36: Material Componenting for Supers
Level 36: All of your psionic powers are Range same plane (sight not necessary).

[PC5] Psionicist Group Classes


Arch-Psi10

Level KXP Psi10
123 456 789 AB
1 0 21- --- --- --
2 10 431 --- --- --
3 19 653 1-- --- --
4 38 986 41- --- --
5 85 AAA 851 --- --
6 150 AAA AA6 1-- --
7 222 AAA AAA 71- --
8 327 AAA AAA A81 --
9 483 AAA AAA A92 1-
10 880 AAA AAA A92 2-
11 1297 AAA AAA A93 2-
12 2550 AAA AAA A93 3-
13 5010 AAA AAA A94 3-
14 6232 AAA AAA A94 4-
15 7728 AAA AAA A95 4-
16 8848 AAA AAA A95 5-
17 9920 AAA AAA A96 5-
18 10944 AAA AAA A96 6-
19 11920 AAA AAA A97 6-
20 12848 AAA AAA A97 7-
21 13728 AAA AAA A98 7-
22 14560 AAA AAA A98 8-
23 15344 AAA AAA A99 8-
24 16080 AAA AAA A99 9-
25 16768 AAA AAA AA9 9-
26 17408 AAA AAA AAA 9-
27 18000 AAA AAA AAA A1
28 18544 AAA AAA AAA A2
29 19040 AAA AAA AAA A3
30 19488 AAA AAA AAA A4
31 19888 AAA AAA AAA A5
32 20240 AAA AAA AAA A6
33 20544 AAA AAA AAA A7
34 20800 AAA AAA AAA A8
35 21008 AAA AAA AAA A9
36 21168 AAA AAA AAA AA
TH Saves
PD RS PP BW Sp Fo Re Wi
-2  5  4  8  2  3  1  0  2
-2  6  5  8  3  4  2  1  3
-2  6  6  9  4  5  3  1  4
-2  7  7  9  4  5  4  2  5
-1  7  8 10  5  6  4  3  6
-1  8  9 10  6  7  5  3  7
-1  8 10 11  6  7  6  4  8
-1  9 11 11  7  8  7  5  9
+0  9 12 12  8  9  8  5 10
+0 10 13 12  8 10  8  6 11
+0 11 14 13  9 11  9  7 12
+0 11 14 13 10 12 10  7 13
+1 13 15 14 12 13 11  8 14
+1 15 15 15 14 14 12  9 15
+1 15 16 16 15 15 12  9 16
+1 16 16 16 15 16 13 10 17
+2 16 16 16 16 16 14 11 18
+2 16 16 16 16 16 15 11 19
Requisites: Int 15, Wis 15, Chr 15
Alignment: any
HD/level: d2
Weapon Prof.: 5+level/5
To Hit Table: Psi -4 levels
Save Table: 2xPsi
Reference: DM
Groups: Psionicist
 
See [Q10] for rules and powers.
Psi10 (class) PSPs = (LVL+Int+Wis-20)*10.
1 Psi10 PSP = 2 Psi1 PSPs. Points are regained at (Int+Wis) per hour, or (total multipliers of beings within 150') per hour
Disciplines: Empa = Empathy, Pyro = Pyromancy, Somn = Somniomancy, Telep = Telepathy, TK = Telekinetics
Powers marked with a asterisk ( * ) can be used as a 0 action.
Level 1: Can "material component" Psi10 powers, by using 1V action.
Level 1: May "specialize" in a discipline, this works in the same way as a Wizard specializing in a school. Choose an opposite discipline.
Level 9: If specialized in a discipline, SL 1 to (LVL-8) powers in that discipline cost only ½M to use. SL=11 powers always cost 1M to use, however.

[PC5] Psionicist Group Classes


Artificer24

Level KXP Wizard/Psi24
123 456 789 AB
1 0 1-- --- --- --
2 10 2-- --- --- --
3 15 21- --- --- --
4 22 12- --- --- --
5 33 021 --- --- --
6 49 012 --- --- --
7 73 102 1-- --- --
8 109 201 2-- --- --
9 163 310 21- --- --
10 244 410 12- --- --
11 366 521 021 --- --
12 549 621 012 --- --
13 823 731 102 1-- --
14 1234 832 101 2-- --
15 1851 942 110 21- --
16 2776 A42 110 12- --
17 4164 B53 211 021 --
18 6400 C53 211 012 --
19 6800 D63 211 102 1-
20 7200 E64 221 101 2-
21 7600 F74 321 110 21
22 8000 G74 321 110 32
23 8400 H85 322 111 32
24 8800 I85 322 111 33
25 9200 J95 432 111 43
26 9600 K96 432 211 43
27 10000 LA6 432 211 44
28 10400 NA6 432 211 44
29 10800 OB7 533 221 54
30 11200 PB7 543 221 54
31 11600 QC7 543 221 55
32 12000 RC8 543 222 55
33 12400 SD8 643 322 55
34 12800 TD8 643 322 65
35 13200 UE9 653 322 65
36 13600 VE9 653 322 66
TH Saves
PD RS PP BW Sp Fo Re Wi
+0  5  3  8  2  3  1  1  1
+0  5  4  8  2  3  1  1  2
+1  6  4  8  3  4  2  2  2
+1  6  5  8  4  4  2  2  3
+2  7  5  9  5  4  3  2  3
+2  8  6  9  6  5  3  3  4
+3  8  6  9  7  5  4  3  4
+3  9  7  9  8  6  4  4  5
+4 10  8 10  9  7  5  4  5
+4 11  8 10 10  7  5  4  6
+5 11  9 10 11  8  6  5  6
+5 12 10 11 12  9  6  5  7
+6 13 11 12 13 10  7  6  7
+6 14 11 13 14 10  7  6  8
+7 14 12 13 14 11  8  6  8
+7 14 12 14 14 11  8  7  9
+8 14 13 14 14 12  9  7  9
+8 15 13 14 14 12  9  8 10
Requisites: Str 8, Con 10, Int 25, Chr 8
Alignment: any
HD/level: d6
Weapon Prof.: 4+level/3
To Hit Table: Rog
Save Table: Wiz/Psi
Reference: DM
Groups: Wizard, Psionicist, Technology
 
Specialized in Enchantment; pick an opposite.
See [Q24] for rules and powers. DM Note: This is not the same as the previous Psi24 (Class-based psionics), this was moved to [X24].
For this class only, Psi24 minors are SL=1, majors are SL=3, grands are SL=5, supers are SL=8, and ultras are SL=11.
Can convert S -> E actions. You can use E actions as a person; if you do, it takes the place of your M or P action for the segment.
Psi24 powers cost 1E action to use.
Level 1: All your items are considered x2 items.
Level 1: Identify Artifacts by sight.
Level 1: Allowed to use 1st edition illusionist spells (in PH1, UA1, etc.) as if they were normal wizard spells; you don't have to be an illusionist to use them.
Level 1: 1F, (max of level times per day): Create a temporary artifact which lasts for level rounds (see table).
Level 1 ¶: You can use E actions on items that you wield for your own Psi24 powers (essentially turning every intelligent item you possess into a "Beanie of +1E Action" for you).
Level 1 ¶: 1E: Lend an E action to a magic item. At level 4, you do not need to be touching the item; it can be elsewhere in the party. At level 9, you can lend another Psi24 character an E action with this ability.
Level 1 ¶: xLVL Personality score.
Level 9: Know How to Destroy Artifacts by sight.
Caster Level
d12 1-6 7-13 14-20 21-27 28+
1 Wiz SL 1-3 Wiz SL 4-6 Wiz 7-9 Wiz 10-12 Wiz 13-15
2 Pri SL 1-2 Pri SL 3-5 Pri SL 6-7 Pri SL 8-10 Pri SL 11-12
3 Conc SL 1 Conc SL 2 Conc SL 3 Conc SL 4 Conc SL 5
4 Psi Minor * Psi Major * Psi Grand * Psi Super * Psi Ultra *
5 Psi Minor * Psi Major * Psi Grand * Psi Super * Psi Ultra *
6 Familiar Normal Familiar Super Familiar Super Familiar Ultra Familiar Ultra
7 Ioun Normal Ioun Don Ioun Don Ioun Super Ioun Super
8 DMG1 Art Minor DMG1 Art Major DMG1 Art Prime DMG1 Art Prime DMG1 Art Prime
9 DL 1-2 item DL 3-4 item DL 5-6 item DL 7-8 item DL 9-10 item
10 DL 1-2 item DL 3-4 item DL 5-6 item DL 7-8 item DL 9-10 item
11 Rog Abil 1-8 Rog Abil 9-17 Rog Abil 18-26 Rog Abil 27-35 Rog Abil 36
12 MD&D 0-25 PP MD&D 30-50 PP MD&D 55-75 PP MD&D 80-95 PP MD&D 100 PP
* For Psionics, roll 1d50 for frequency number:
[1-10:] --2, -40, -17, -15, -12, -9, -6, -5, -3, -2,
[11-20:] -1, 0, 0.01, 1, 2, 3, 3.5, 5, 6, 7,
[21-30:] 8, 9, 10, 12, 14, 15, 16, 17, 18, 19,
[31-40:] 23, 27, 29, 30, 36, 45, 48, 54, 60, 72,
[41-50:] 81, 100, ∞, X-7, X4, X7, X14, X21, X24, roll 1d100-30

[PC5] Psionicist Group Classes


Astral Construct3

Level KXP Psi3
123 456 789
1 1 (owe) c-- --- ---
2 8 0-- --- ---
3 27 1-- --- ---
4 64 2c- --- ---
5 125 30- --- ---
6 216 31- --- ---
7 343 33c --- ---
8 512 330 --- ---
9 729 331 --- ---
10 1000 332 c-- ---
11 1300 333 0-- ---
12 1600 333 1-- ---
13 1900 333 2c- ---
14 2200 333 30- ---
15 2500 333 31- ---
16 2800 333 32c ---
17 3100 333 330 ---
18 3400 333 331 ---
19 3700 333 332 c--
20 4000 333 333 0--
21 4300 333 333 1--
22 4600 333 333 2c-
23 4900 333 333 30-
24 5200 333 333 31-
25 5500 333 333 32-
26 5800 333 333 32c
27 6100 333 333 330
28 6400 333 333 331
29 6700 333 333 332
30 7000 333 333 333
31 7300 333 333 333
32 7600 333 333 333
33 7900 333 333 333
34 8200 333 333 333
35 8500 333 333 333
36 8800 333 333 333
TH Saves
PD RS PP BW Sp Fo Re Wi
+1  5  3  8  2  3  1  0  1
+2  5  4  8  2  3  1  0  2
+3  6  4  8  3  4  2  0  2
+4  6  5  8  3  4  2  1  3
+5  6  5  9  3  4  2  1  3
+6  6  6  9  4  5  3  1  4
+7  7  6  9  4  5  3  2  4
+8  7  7  9  4  5  4  2  5
+9  7  7 10  5  6  4  2  5
+10  7  8 10  5  6  4  3  6
+11  8  8 10  5  6  5  3  6
+12  8  9 10  6  7  5  3  7
+13  8  9 11  6  7  6  4  7
+14  8 10 11  6  7  6  4  8
+15  9 10 11  7  8  6  4  8
+16  9 11 11  7  8  7  5  9
+17  9 11 12  7  9  7  5  9
+18  9 12 12  8  9  8  5 10
Requisites: Str 6+level, Dex 4+level, Con 5+level, Int 2+level, Wis 3+level, Chr 1+level
Alignment: any
HD/level: & 1d0+level
Weapon Prof.: & 1+level/3
To Hit Table: Mon
Save Table: Psi
Reference: DM / PsiHB3
Groups: Psionicist, Monster
 
This class can be considered Psionicist group in addition to Monster group if you have ArchPsi1, Psi3 or PsychicWarrior3 class.
Gets Psi3 powers (at a rather slow rate). Gets a stat bonus of your choice to the progression.
Psi3 PSPs = (LVL*LVL+LVL*10+Stat-14)/4. Example: Level 1 character with a Stat=18 has (1*1+1*10+18-14)/4 = 3 PSPs.
Also gets 1 ACP (Astral Construct Point) per level. These ACPs return at a rate of LVL/4+1 per turn, round down.
Level 1: Enemies need a +2 weapon to hit you.
Level 1: You may use Astral Projection; but in this case, you cannot use P actions or physically attack at all.
Level 1: Pick an ability below. Even though these mechanics are "5th edition"-like, these are not "5th edition" picks for Custom5.
   I. ½M, 1 ACP: Twist an effect on a target (use ER to resist)
   II. 1M, 1 ACP: Combine two groups of enemies into one group (no save).
   III. 1M, 1 ACP: Lock a door; it requires an Open Locks roll at -25*LVL, a combined Str (using the MR calculation) check at -10*LVL, or LVL Knock spells to open the door. If using "?" (Question Marks) in the dungeon for wandering encounters, you can alternatively simply erase a "?".
Level 3: Pick another ability from I-III above. If you pick an ability more than once, M action costs go to V, V costs go to 0 (zero action).
Level 5: Pick another ability from I-III above. If you pick an ability more than once, M action costs go to V, V costs go to 0 (zero action).
Level 9: Pick an ability below:
   IV. ½M, 2 ACP: Remove a BlahR from 1 target, Halve the irrBlahR from 1 target, or Halve the BlahR from a group (no ER)
   V. 1M, 3 ACP: Become Insubstantial for 1 turn; you can pass through objects/walls (including Wall spells, but not Wards)
   VI. 1M, 3 ACP: One group Stopped (cannot move or use V actions) (InnR to resist). If used against 1 target, gets no InnR.
Level 11: Pick another ability from I-VI above. If you pick an ability more than once, M action costs go to V, V costs go to 0 (zero action).
Level 13: Pick another ability from I-VI above. If you pick an ability more than once, M action costs go to V, V costs go to 0 (zero action).
Level 18: Pick an ability below:
   VII. ½M, 4 ACP: Remove a racial ability or immunity from a group (ER to resist). If used against 1 target, gets no ER.
   VIII. 1M, 5 ACP: Time Stop (as spell, use InnR to resist). If used against 1 target, gets no InnR.
   IX. 1M, 6 ACP: Restore the MF/PF/TF/PsiF/TechF in area, Tempus Lawfulness, repair other forms of discontinuities/tears
Level 20: Pick another ability from I-IX above. If you pick an ability more than once, M action costs go to V, V costs go to 0 (zero action).
Level 22: Pick another ability from I-IX above. If you pick an ability more than once, M action costs go to V, V costs go to 0 (zero action).
Level 27: Pick an ability below (you will get only one pick from this chart):
   X. ½M, 8 ACP:
   XI. 1M, 9 ACP: Become Immaterial for 1 turn: Insubstantial (see V above), immune to matter & energy, can't be targetted.
   XII. 1M, 10 ACP:

[PC5] Psionicist Group Classes


Astral Destruct-3

Level KXP Psi-3
123 456 789
1 1 (owe) c-- --- ---
2 8 0-- --- ---
3 27 1-- --- ---
4 64 2c- --- ---
5 125 30- --- ---
6 216 31- --- ---
7 343 33c --- ---
8 512 330 --- ---
9 729 331 --- ---
10 1000 332 c-- ---
11 1300 333 0-- ---
12 1600 333 1-- ---
13 1900 333 2c- ---
14 2200 333 30- ---
15 2500 333 31- ---
16 2800 333 32c ---
17 3100 333 330 ---
18 3400 333 331 ---
19 3700 333 332 c--
20 4000 333 333 0--
21 4300 333 333 1--
22 4600 333 333 2c-
23 4900 333 333 30-
24 5200 333 333 31-
25 5500 333 333 32-
26 5800 333 333 32c
27 6100 333 333 330
28 6400 333 333 331
29 6700 333 333 332
30 7000 333 333 333
31 7300 333 333 333
32 7600 333 333 333
33 7900 333 333 333
34 8200 333 333 333
35 8500 333 333 333
36 8800 333 333 333
TH Saves
PD RS PP BW Sp Fo Re Wi
+1  5  3  8  2  3  1  0  1
+2  5  4  8  2  3  1  0  2
+3  6  4  8  3  4  2  0  2
+4  6  5  8  3  4  2  1  3
+5  6  5  9  3  4  2  1  3
+6  6  6  9  4  5  3  1  4
+7  7  6  9  4  5  3  2  4
+8  7  7  9  4  5  4  2  5
+9  7  7 10  5  6  4  2  5
+10  7  8 10  5  6  4  3  6
+11  8  8 10  5  6  5  3  6
+12  8  9 10  6  7  5  3  7
+13  8  9 11  6  7  6  4  7
+14  8 10 11  6  7  6  4  8
+15  9 10 11  7  8  6  4  8
+16  9 11 11  7  8  7  5  9
+17  9 11 12  7  9  7  5  9
+18  9 12 12  8  9  8  5 10
Requisites: Str 6+level, Dex 5+level, Con 4+level,
Int 3+level, Wis 2+level, Chr 1+level
Alignment: any
HD/level: & d10
Weapon Prof.: & 3+level
To Hit Table: Mon
Save Table: Psi
Reference: DM {Planeshifted Astral Construct3}
Groups: Psionicist, Monster, Alternate
 
Gets Psi-3 powers, see [Q-3]. Gets a stat bonus of your choice to the progression.
Psi-3 PSPs = (LVL*LVL+LVL*10+Stat-14)/4. Example: Level 1 character with a Stat=18 has (1*1+1*10+18-14)/4 = 3 PSPs.
Also gets 1 ACP (Astral Construct Point) per level. These ACPs return at a rate of LVL/4+1 per turn, round down.
Level 1: You count as an additional +2 weapon to hit others.
Level 1: You may use Anti-Astral Projection; but in this case, you cannot use M actions.
Level 1: Pick an ability below. Even though these mechanics are "5th edition"-like, these are not "5th edition" picks for Custom5.
   I. ½P, 1 ACP: Deal 50*LVL Anti-Astral dmg to one target (no save, IR to resist)
   II. 1P, 1 ACP: Destroy a x0 or x1 magic item.
   III. 1P, 1 ACP: Unsummon a summon.
Level 2: Pick another ability from I-III above. If you pick an ability more than once, P action costs go to V, V costs go to 0 (zero action).
Level 3: Pick another ability from I-III above. If you pick an ability more than once, P action costs go to V, V costs go to 0 (zero action).
Level 5: Pick an ability below:
   IV. ½P, 2 ACP: Deal 25*LVL Anti-Astral dmg to a group (no save, IR to resist)
   V. 1P, 2 ACP: Destroy a Wall or Ward (e.g. Forbiddance zone) effect, or cast Passwall.
   VI. 1P, 2 ACP: Target gains +1QP action this segment
Level 6: Pick another ability from I-VI above. If you pick an ability more than once, P action costs go to V, V costs go to 0 (zero action).
Level 7: Pick another ability from I-VI above. If you pick an ability more than once, P action costs go to V, V costs go to 0 (zero action).
Level 9: Pick an ability below:
   VII. ½P, 3 ACP: Remove a class ability or immunity from an element (affects 1 group). If used against 1 target, gets no ER.
   VIII. 1P, may borrow, 3 ACP: Fork
   IX. 1P, 3 ACP: Defile the MF/PF/TF/PsiF/TechF in area, Tempus Chaos, cause other forms of discontinuities/tears
Level 10: Pick another ability from I-IX above. If you pick an ability more than once, P action costs go to V, V costs go to 0 (zero action).
Level 11: Pick another ability from I-IX above. If you pick an ability more than once, P action costs go to V, V costs go to 0 (zero action).
Level 13: Pick an ability below:
   X. ½M, 4 ACP: Halve the hp on up to (LVL-7)/3 targets (no save, IR to resist)
   XI. 1M, 4 ACP: Whenever someone targets a spell or psi effect in the room, it is redirected to you (treat as a x1 Special).
   XII. 1M, 4 ACP: Cause all triggers on target to trigger prematurely, and target cannot use his next Clone (no save, ER to resist)
Level 14: Pick another ability from I-XII above. If you pick an ability more than once, P action costs go to V, V costs go to 0 (zero action).
Level 15: Pick another ability from I-XII above. If you pick an ability more than once, P action costs go to V, V costs go to 0 (zero action).

[PC5] Psionicist Group Classes


Astral PhysAdept

Level KXP Psi30 SL's
123 456 789 A
1 0 3-- --- --- -
2 10 6-- --- --- -
3 20 61- --- --- -
4 30 62- --- --- -
5 40 63- --- --- -
6 50 631 --- --- -
7 100 932 --- --- -
8 200 963 --- --- -
9 300 963 1-- --- -
10 400 993 2-- --- -
11 500 996 3-- --- -
12 1000 996 31- --- -
13 1500 999 32- --- -
14 2000 999 63- --- -
15 2500 999 631 --- -
16 3000 999 932 --- -
17 3500 999 963 --- -
18 4000 999 963 1-- -
19 4500 999 993 2-- -
20 5000 999 996 3-- -
21 5500 999 996 31- -
22 6000 999 999 32- -
23 6500 999 999 63- -
24 7000 999 999 631 -
25 7500 999 999 632 -
26 8000 999 999 963 -
27 8500 999 999 964 -
28 9000 999 999 965 -
29 9500 999 999 966 -
30 10000 999 999 976 -
31 10500 999 999 977 -
32 11000 999 999 987 -
33 11500 999 999 988 -
34 12000 999 999 998 -
35 12500 999 999 999 -
36 13000 999 999 999 1
TH Saves
PD RS PP BW Sp Fo Re Wi
+0  5  3  8  2  3  1  0  1
+0  5  4  8  2  3  1  0  2
+0  6  4  8  3  4  2  0  2
+1  6  5  8  3  4  2  1  3
+1  6  5  9  3  4  2  1  3
+1  6  6  9  4  5  3  1  4
+2  7  6  9  4  5  3  2  4
+2  7  7  9  4  5  4  2  5
+2  7  7 10  5  6  4  2  5
+3  7  8 10  5  6  4  3  6
+3  8  8 10  5  6  5  3  6
+3  8  9 10  6  7  5  3  7
+4  8  9 11  6  7  6  4  7
+4  8 10 11  6  7  6  4  8
+4  9 10 11  7  8  6  4  8
+5  9 11 11  7  8  7  5  9
+5  9 11 12  7  9  7  5  9
+5  9 12 12  8  9  8  5 10
Requisites: Int 12, Wis 12, Chr 12
Alignment: any
HD/level: d4
Weapon Prof.: 1+level/5
To Hit Table: Wiz
Save Table: Psi
Reference: Shadowrun
Groups: Wizard, Psionicist
 
This is a mage which casts Shadowrun powers as if they were spells. AstralPA cannot cast normal Wizard spells.
Take the Drain Code of the power, and convert it to a spell level, as follows:
Letter of Drain Code   (so an S5 is spell level 6)
L M S D X Spell Level AstralPA cannot use Material Componenting at all, instead, you may burn extra spells from your memorization to get that number of times effect (e.g. if you burn five 1st level spells for one spell, you get x5 effect). This costs no extra actions.
1 - - - - 0 (1/4 of a 1st level spell) Your number of "successes" equals your level (unless you multiply the effect, of course).
2-3 1 - - - 1 Level 1: May use astral perception.
4-6 2 1 - - 2 Level 9: May use astral projection.
7-10 3 2 1 - 3
11-15 4 3 2 1 4
16-21 5 4 3 - 5
22-28 6-7 5 4 2 6
29+ 8-9 6 3 - 7
- 10+ 7 6 3 8
- - 8+ 7 - 9
- - - 8+ 4 10
- - - - 5+ 11 (you can't normally get this because it's not on the spell progression)

[PC5] Psionicist Group Classes


Astral Physical Initiate30


Level

KXP
Psi30simple
mMG SU

TH
1 0 1-- -- +0
2 10 2-- -- +1
3 20 3-- -- +2
4 30 31- -- +3
5 40 32- -- +4
6 50 33- -- +5
7 100 331 -- +6
8 200 332 -- +7
9 300 432 -- +8
10 400 433 -- +9
11 500 443 -- +10
12 1000 443 1- +11
13 1300 443 2- +12
14 1600 443 3- +13
15 1900 444 3- +14
16 2200 444 4- +15
17 2500 544 4- +16
18 2800 554 41 +17
19 3100 554 42 +18
20 3400 555 43 +19
21 3700 555 44 +20
22 4000 555 54 +21
23 4300 555 54 +22
24 4600 555 55 +23
25 4900 665 55 +24
26 5200 666 55 +25
27 5500 666 65 +26
28 5800 666 66 +27
29 6100 776 66 +28
30 6400 777 66 +29
31 6700 777 76 +30
32 7000 777 77 +31
33 7300 887 77 +32
34 7600 888 77 +33
35 7900 888 87 +34
36 8200 888 881 +35
37 16400 888 882 +36
38 24600 888 883 +37
39 32800 888 884 +38
45 82000 998 888 +44
54 155800 AAA AA9 +53
63 229600 CCB BBB +62
72 303400 DDD DCC 1 +71
Requisites: Int 13, Wis 13, Chr 13
Alignment: any
HD/level: 2d4
Weapon Prof.: 3+level
To Hit Table: War
Reference: Shadowrun
Groups: Warrior, Psionicist, Planar
Complexity: CF=2
   
Saving Throws:  
PPD:  
RSW:  
PP:  
BW:  
Spell:  
Fort:  
Reflex:  
Will:  
   
Can use Astral Perception.
Can use Astral Projection (Int->Str, Wis->Dex, Chr->Con), and can attack normally while projected.
 
Gets Exceptional Str, Dex, or Con (pick one).
 
PSPs = (Int+Wis+Chr-36)*10 + LVL*60.
This (and the powers given below) are in the normal Psi1 PSP scale. Older printings of Psi30 used an older (10 to 1) scale.
 
May "material component" Psi30 powers by using 1V action. Note there are powers that are "Touch" for 1 target, if you material component these, you can hit your group (yourself excluded), or hit 1 target at range.
 
Level 9: Gets another Exceptional stat among Str, Dex, or Con.
Level 18: Gets the last Exceptional stat among Str, Dex, or Con.
 
In the powers list, "Field" is the same as "Discipline" in Psi3. If you generate a Psi Discipline Robe, use this column. Otherwise it is ignored.
"Drain" codes are no longer used but are being maintained for reference.
The old "Target" and "Type" columns from the old Psi30 are no longer being maintained.
 
CF=3:
Replace "Exceptional" with "Barbarian" above. Or you can alternatively have all three Exceptional stats at level 1 (and don't get any more at levels 9 and 18).
 
CF=4:
Gets Barbarian Str, Dex, and Con at level 1.

[PC5] Psionicist Group Classes


Astral Shaman

Level KXP Psi30 SL's
123 456 789
1 0 1-- --- ---
2 10 2-- --- ---
3 20 21- --- ---
4 30 22- --- ---
5 40 221 --- ---
6 50 222 --- ---
7 60 222 1-- ---
8 100 222 2-- ---
9 200 222 21- ---
10 300 222 22- ---
11 400 322 22- ---
12 500 332 221 ---
13 600 333 222 ---
14 1000 333 322 ---
15 1600 333 332 ---
16 2200 433 333 1--
17 2800 443 333 2--
18 3400 444 333 3--
19 4000 444 433 3--
20 4600 444 443 3--
21 5200 444 444 31-
22 5800 444 444 42-
23 6400 444 444 43-
24 7000 444 444 44-
25 7600 544 444 44-
26 8200 554 444 44-
27 8800 555 444 441
28 9400 555 544 442
29 10000 555 554 443
30 10600 555 555 444
31 11200 555 555 544
32 11800 555 555 554
33 12400 555 555 555
34 13000 666 555 555
35 13600 666 666 555
36 14200 666 666 666
TH Saves
PD RS PP BW Sp Fo Re Wi
+0  5  3  8  2  3  1  0  1
+1  5  4  8  2  3  1  0  2
+1  6  4  8  3  4  2  0  2
+2  6  5  8  3  4  2  1  3
+3  6  5  9  3  4  2  1  3
+3  6  6  9  4  5  3  1  4
+4  7  6  9  4  5  3  2  4
+5  7  7  9  4  5  4  2  5
+5  7  7 10  5  6  4  2  5
+6  7  8 10  5  6  4  3  6
+7  8  8 10  5  6  5  3  6
+7  8  9 10  6  7  5  3  7
+8  8  9 11  6  7  6  4  7
+9  8 10 11  6  7  6  4  8
+9  9 10 11  7  8  6  4  8
+10  9 11 11  7  8  7  5  9
+11  9 11 12  7  9  7  5  9
+11  9 12 12  8  9  8  5 10
Requisites: Int 9, Wis 9, Chr 9
Alignment: any
HD/level: d6
Weapon Prof.: 2+level/4
To Hit Table: Pri
Save Table: Psi
Reference: Shadowrun
Groups: Wizard, Psionicist
 
This is an Astral PA, with the following modifications:
Spell progression (for Shadowrun powers) uses the Witch Doctor table.
Cannot multiply effects by burning extra spells.
Level 1: 1M, level/d: Summon a (normal element) elemental of 4*level HD.
Level 1: 1V, sacrifice an elemental you control: Add (the elemental's HD)/4 spell levels to your memorization, or add (the elemental's HD)/2 to the caster level of your next spell.
Level 7: You may summon para elementals using the summon ability (Level 1).
Level 13: You may summon quasi elementals using the summon ability (Level 1).
Level 19: You may summon semi elementals using the summon ability (Level 1).
Level 25: You may summon chemical elementals using the summon ability (Level 1).

[PC5] Psionicist Group Classes


Astraler3

Level KXP Psi3/-3/30/60
123 456 789 AB
1 4 (owe) 11- --- --- --
2 10.4 12- --- --- --
3 35.1 131 --- --- --
4 83.2 131 1-- --- --
5 162.5 131 11- --- --
6 280.8 132 12- --- --
7 445.9 132 121 --- --
8 665.6 132 221 1-- --
9 947.7 232 221 11- --
10 1300 233 222 12- --
11 1690 233 222 121 --
12 2080 233 222 121 1-
13 2470 233 222 121 11
14 2860 233 222 122 12
15 3250 233 333 222 12
16 3640 233 333 332 22
17 4030 333 333 333 33
18 4420 343 343 333 33
19 4810 343 343 343 33
20 5200 343 343 343 34
21 5590 444 444 444 44
22 5980 454 454 454 44
23 6370 454 454 454 45
24 6760 555 555 555 55
25 7150 565 565 565 55
26 7540 565 565 565 56
27 7930 666 666 666 66
28 8320 676 676 676 66
29 8710 676 676 676 67
30 9100 777 777 777 77
31 9490 787 787 787 77
32 9880 787 787 787 78
33 10270 888 888 888 88
34 10660 898 898 898 88
35 11050 898 898 898 89
36 11440 999 999 999 99
TH Saves
PD RS PP BW Sp Fo Re Wi
+2  5  4  8  2  3  1  1  2
+4  6  5  8  3  4  2  2  3
+6  6  6  9  4  5  3  3  4
+8  7  7  9  4  5  4  4  5
+10  7  8 10  5  6  5  5  6
+12  8  9 10  6  7  6  6  7
+14  8 10 11  7  7  7  7  8
+16  9 11 11  8  8  8  8  9
+18  9 12 12  9  9  9  9 10
+20 10 13 12 10 10 10 10 11
+22 11 14 13 11 11 11 11 12
+24 12 14 13 12 12 12 12 13
+26 13 15 14 13 13 13 13 14
+28 15 15 15 14 14 14 14 15
+30 15 16 16 15 15 15 15 16
+32 16 16 16 16 16 16 16 17
+34 17 17 17 17 17 17 17 18
+36 18 18 18 18 18 18 18 19
Requisites: Int 2*level, Wis 2*level,
Chr 2*level, Class Slots 2
Alignment: any
HD/level: & 2d4 (Exc. Chr bonus)
Weapon Prof.: 3+level
To Hit Table: 2xMon
Save Table: (2xPsi)/(2xMon)
Reference: DM
Groups: Psionicist, Monster, Futureshifted
 
Gets Chr bonus to HD/level. Gets Exceptional Int, Wis, and Chr (which applies to the HD as well).
Has access to Psi3, Psi(-3), Psi30, and Psi60. Gets Int or Wis bonus (your choice) to psionic progression. For Psi30 and Psi60, minors are SL=2, majors are SL=5, grands are SL=8, and supers are SL=11.
Does not use PSPs for psionic powers. They are free as long as you have the action to use them. If something asks for a variable amount of PSPs, you have LVL*3 PSPs in it (using Psi3 scale here).
Does not use ACP (Astral Construct Points) to use Astral Construct powers (and their variants). They are free as long as you have the action to use them.
   
Level 1: Enemies need a +LVL weapon to hit you.
Level 1: You count as an additional +LVL weapon to hit others.
Level 1: You may use Astral Projection; but in this case, you cannot use P actions or physically attack at all. [ Int->Str, Wis->Dex, Chr->Con ]
 
Levels 1-4: Pick two abilities below per level. If you pick an ability more than once, M (or P) action costs go to V, V costs go to 0 (zero action). Even though these mechanics are "5th edition"-like, these are not "5th edition" picks for Custom5.
Construct I. ½M: Twist an effect on a target (use ER to resist)
Construct II. 1M: Combine two groups of enemies into one group (no save).
Construct III. 1M: Lock a door; it requires an Open Locks roll at -25*LVL, a combined Str (using the MR calculation) check at -10*LVL, or LVL Knock spells to open the door. If using "?" (Question Marks) in the dungeon for wandering encounters, you can alternatively simply erase a "?".
Destruct I. ½P: Deal 50*LVL Anti-Astral dmg to one target (no save, IR to resist)
Destruct II. 1P: Destroy a x0 or x1 magic item.
Destruct III. 1P: Unsummon a summon.
Fabricator I. ½P: Cast a Wall spell of any E=LVL or less element.
Fabricator II. 1P: Create one dose/charge of a potion/oil, dust, or scroll of XPV=LVL*100 or less. This item fades in 1 turn. You can build 1 item of this type per reset that is permanent, however.
Repair I. ½M: Cure 10*LVL hp to one target.
Repair II. 1M: Repair a x0 or x1 magic item.
Repair III. 1M: Remove a Trap (100+25*LVL%) (-100% per multiplier beyond x1).
 
Level 3: You may use Anti-Astral Projection; but in this case, you cannot use M actions. [ Str->Int, Dex->Wis, Con->Chr ]
 
Levels 5-8: Pick two abilities below per level:
Construct IV. ½M: Remove a BlahR from 1 target, Halve the irrBlahR from 1 target, or Halve the BlahR from a group (no ER)
Construct V. 1M: Become Insubstantial for 1 turn; you can pass through objects/walls (including Wall spells, but not Wards)
Construct VI. 1M: One group Stopped (cannot move or use V actions) (InnR to resist). If used against 1 target, gets no InnR.
Destruct IV. ½P: Deal 25*LVL Anti-Astral dmg to a group (no save, IR to resist)
Destruct V. 1P: Destroy a Wall or Ward (e.g. Forbiddance zone) effect, or cast Passwall.
Destruct VI. 1P: Target gains +1QP action this segment
Fabricator V. 1P: Create a ring, ioun stone, or weapon/armor flag of XPV=(LVL-4)*300 or less. This item fades in 1 turn. You can build 1 item of this type per reset that is permanent, however.
Repair IV. ½M: Cure 10*LVL hp to one group.
Repair V. 1M: Add a charge to an item.
Repair VI. 1M: Remove a Trick (25*LVL%) (-100% per multiplier beyond x1).
 
Level 6: You may use Ethereal or Anti-Ethereal Projection. [ Str->Dex, Int->Con, Wis->Chr, or the reverse ]
 
Levels 9-12: Pick two abilities below per level:
Construct VII. ½M: Remove a racial ability or immunity from a group (ER to resist). If used against 1 target, gets no ER.
Construct VIII. 1M: Time Stop (as spell, use InnR to resist). If used against 1 target, gets no InnR.
Construct IX. 1M: Restore the MF/PF/TF/PsiF/TechF in area, Tempus Lawfulness, repair other forms of discontinuities/tears
Destruct VII. ½P: Remove a class ability or immunity from an element (affects 1 group). If used against 1 target, gets no ER.
Destruct VIII. 1P, may borrow: Fork
Destruct IX. 1P: Defile the MF/PF/TF/PsiF/TechF in area, Tempus Chaos, cause other forms of discontinuities/tears
Fabricator VIII. 1P: Create any magic item of XPV=(LVL-8)*900 or less. This item fades in 1 turn. You can build 1 item of this type per reset that is permanent, however.
Repair VII. ½M: Restore an effect that was dispelled within the last round.
Repair VIII. 1M or 1bM: Heal a summon or animal companion
Repair IX. 1M: Remove a Special (-100+25*LVL%) (-100% per multiplier beyond x1).
 
Level 12: You may use Phlogiston Projection. [ Str->Con, Int->Chr, Wis->Dex ]
 
Level 13-16: Pick two abilities below per level:
Construct X. ½M or 1bM: Lock down one action type in the room.
Construct XI. 1M: Become Immaterial for 1 turn: Insubstantial (see V above), immune to matter & energy, can't be targetted.
Destruct X. ½M: Halve the hp on up to (LVL-7)/3 targets (no save, IR to resist)
Destruct XI. 1M: Whenever someone targets a spell or psi effect in the room, it is redirected to you (treat as a x1 Special).
Destruct XII. 1M: Cause all triggers on target to trigger prematurely, and target cannot use his next Clone (no save, ER to resist)
Fabricator XI. 1P: Create a temporary artifact as if an Artificer of equal level, or create a Casting Cost LVL/3 or less MTG Artifact that lasts for 1 turn (see Planeswalker Artificer).
Repair XII. 1M: 1M: Remove a Terrain Feature (-275+25*LVL%) (-100% per multiplier beyond x1).

[PC5] Psionicist Group Classes


Azorius Healer (MTG U/W)

Level KXP Psi
mMGS
1 0 2---
2 4.375 3---
3 8.75 40--
4 17.5 41--
5 35 42--
6 70 43--
7 140 53a-
8 280 540-
9 560 541-
10 1120 542-
11 1680 543-
12 2240 544-
13 2800 554-
14 3360 555-
15 3920 655b
16 4480 665a
17 5040 6660
18 5600 6661
19 6160 6662
20 6720 6663
21 7280 6664
22 7840 6665
23 8400 6666
24 8960 7666
25 9520 7766
26 10080 7776
27 10640 7777
28 11200 8777
29 11760 8877
30 12320 8887
31 12880 8888
32 13440 9888
33 14000 9988
34 14560 9998
35 15120 9999
36 15680 A999
TH Saves
PD RS PP BW Sp Fo Re Wi
-1  8  4  8  2  3  1  0  2
-1  8  4  8  3  4  1  0  3
-1  9  5  8  3  4  2  1  3
-1  9  5  8  4  4  2  1  4
+0 10  6  9  4  5  2  1  4
+0 10  6  9  5  5  3  2  5
+0 11  7  9  5  6  3  2  5
+0 11  7  9  6  6  4  2  6
+1 12  7 10  6  7  4  3  6
+1 12  8 10  6  7  4  3  7
+1 13  8 10  7  8  5  3  7
+1 13  9 10  7  8  5  4  8
+2 13  9 11  7  8  6  4  8
+2 14 10 11  8  9  6  4  9
+2 14 10 11  8  9  6  5  9
+2 14 11 11  9  9  7  5 10
+3 15 11 12  9 10  7  5 10
+3 15 12 12 10 11  8  6 11
Requisites: Int 14, Chr 20
Alignment: LG, LN, NG, or NE
HD/level: & 1½m0 {Chr}  (see note)
Weapon Prof.: 1+level/3
To Hit Table: Psi
Save Table: Psi/Pri
Reference: DM
Groups: Psionicist
 
Hit Dice: "& 1½m0 {Chr}" means you take your Chr bonus to the 3/2 power per level. (+1=1, +2=2, +3=5, +4=8, +5=11, +6=14, +7=18, +8=22, +9=27, +10=31, etc.) This class does not get Con bonus to HD.
Barbarian Chr bonus (except for hit points, which uses Normal Chr bonus).
Has access to any 2 frequencies.
PSPs = (Chr*2+Int)*LVL
Gets Chr bonus to psionic progression, with their SLs shifted down by 1 (m=1, M=4, G=7, S=10).
Any psionic power that cures hp or removes baneful effects costs only ½M to use, costs ½ the number of PSPs, and is only ½ a memorization slot.
Level 3: 1M: Target loses LVL worth of C actions from his remaining number of actions. (e.g. if he has 2P+1V+1M remaining, and you're level 3, he can choose to lose 1P+1V or 1M.)
Level 3: 1M: Counter an effect from an item.
Level 4: Has access to another psionic frequency (pick one).
Level 9: NM: Counter an effect from a xN item. This is a xN effect.

[PC5] Psionicist Group Classes


Beast FMCTP

Level KXP Wizard
123 456 789 ABC
Priest
123 456 789 AB
Psi
mMG SUV W
TH
1 0 ½-- --- --- 0-- --- -- 0-- -- +1
2 3.25 ½½- --- --- 00- --- -- 1-- -- +2
3 6.5 ½½½ --- --- 000 --- -- 10- -- +3
4 13 ½½½ ½-- --- 000 0-- -- 21- -- +4
5 26 ½½½ ½½- --- 000 00- -- 32- -- +5
6 52 ½½½ ½½½ --- 000 000 -- 43- -- +6
7 104 ½½½ ½½½ ½-- 000 000 0- 430 -- +7
8 208 ½½½ ½½½ ½½- 100 000 0- 541 -- +8
9 516 ½½½ ½½½ ½½½ 110 000 0- 642 -- +9
10 1000 1½½ ½½½ ½½½ 111 000 0- 642 0- +10
11 1600 11½ ½½½ ½½½ 111 100 0- 753 1- +11
12 2200 111 ½½½ ½½½ 111 110 0- 864 1- +12
13 2800 111 1½½ ½½½ 111 111 0- 864 2- +13
14 3400 111 11½ ½½½ 111 111 1- 975 2- +14
15 4000 111 111 ½½½ 221 111 1- 975 3- +15
16 4600 111 111 1½½ 222 211 1- A86 3- +16
17 5200 111 111 11½ 222 222 1- A86 4- +17
18 5800 111 111 111 222 222 2- B97 4- +18
19 6400 221 111 111 333 222 2- B97 5- +19
20 7000 222 211 111 333 333 2- CA8 5- +20
21 7600 222 222 111 333 333 3h CA8 6- +21
22 8200 222 222 221 444 433 3g CA8 60 +22
23 8800 222 222 222 444 444 4f CA8 61 +23
24 9400 333 222 222 555 554 4e DB9 61 +24
25 10000 333 333 222 555 555 5d DB9 71 +25
26 10600 333 333 333 666 666 5c DB9 72 +26
27 11200 444 433 333 666 666 6b ECA 72 +27
28 11800 444 444 443 777 777 7a ECA 82 +28
29 12400 444 444 444 888 888 80 ECA 83 +29
30 13000 555 554 444 999 999 91 FDB 83 +30
31 13600 555 555 555 AAA AAA A2 FDB 93 +31
32 14200 666 666 555 BBB BBB B3 FDB 94 +32
33 14800 666 666 666 CCC CCC C4 GEC 94 +33
34 15400 777 777 766 DDD DDD D5 GEC A4 +34
35 16000 777 777 777 EEE EEE E6 GEC A5 +35
36 16600 888 888 887 1 FFF FFF F71 HFD A51 +36
37 33200 888 888 887 2 FFF FFF F72 HFD A52 +37
38 49800 888 888 887 3 FFF FFF F73 HFD A53 +38
39 66400 888 888 887 4 FFF FFF F74 HFD A54 +39
45 166000 999 988 888 8 FFF FFF FAA HFD A87 +45
54 315400 AA9 999 999 91 FFF FFF FEE 1 HFD CBB +54
63 464800 AAA 999 999 99 FFF FFF FEE A HFE EEE +63
72 614200 AAA AAA AAA AA1 GFF FFF FFF F1 HGG GGF 1 +72
Requisites: Str 11, Dex 11, Int 15, Wis 16, Chr 13,
  Class Slots 3
Alignment: any
HD/level: d10
Weapon Prof.: 5+level
To Hit Table: Mon
Reference: DM
Groups: Custom
Complexity: CF=5
 
Saving Throws:  
PPD: 7+level
RSW: 7+level
PP: 7+level
BW: 7+level
Spell: 7+level
Fort: 7+level
Reflex: 7+level
Will: 7+level
   
Gets the generic "All Warrior", "All Wizard", "All Priest", "All Rogue", and "All Psionicist" abilities.
Gets "free" (0 action) material componenting for spells.
Gets 40 Rogue points per level.
Gets Chr bonus to psionic progression.
Gets access to 1 psionic frequency per level. If it is not a "common" psionic frequency (or a frequency that you know from a class sheet), you do not know it automatically. You must then either spend 2 picks on it, or 1 pick plus a Research Point.
Psionic Strength = (Int+Wis+Chr)/3*(Level+9)*2 (in Psi1 points)
Can "material component" Psi powers by spending 1V action. The doubled power does not cost extra PSPs.
Level 1: Gets Exceptional Con.
Level 1: +level to hit with bite attacks.
Level 1: On a bite, can transfer one minor innate power he has through the bite. The power can still be used this round.
Level 1: For an extra M action, any Rogue ability may be used up to level*10 feet away.
Level 4: Can transfer a major through a bite. (max 1 power per bite)
Level 8: +1V action.
Level 9: +1 mouth's P.
Level 9: Can transfer a grand through a bite. (max 1 power per bite)
Level 16: Can transfer a super through a bite. (max 1 power per bite)
Lvl Beast Thief Ability | -50% | -100% | -150% Act Base Penalty Bonus
1 Take ½ dmg from an Attack | Spell | Psi Power | Innate (|| Take 0 damage) V 5 Con-16 Con-20
1 Charm/Influence Reaction | Taunt M 10 Chr-12 Chr-14
1 Detect Noise | Clairaudience M 15 Wis-8 Wis-20
1 Find/Remove Traps: Mech. | Magic/Psi | OutPhase | Pro. (amount made = #' away) M 0 Dex-14 Dex-19
1 ("Twist") Find/Remove Wizard Abjurations/Priest Protections | Psionic Protections VM 0 Dex-14 Dex-19
1 Move Silently | Passwall | Immovability V 0 Dex-15 Dex-18
1 Open/Close Locks: Mech. | Magic/Psi | OutPhase (amount made = #' away) VM 5 Dex-12 Dex-16
1 Read Languages | Decipher Code M 0 Int-9 Int-14
2 Empathy | ESP M 15 Wis-10 Wis-18
2 X-ray vision | Use innate ability through wall (amount made/10 is #' through wall) M 0 Str-10 Str-20
3 Deeppockets | Vanish | Rope Trick ||| I'm Gone (to my own Pocket Plane) M 0 Int-8 Int-20
4 Find/Remove Tricks: x1 multiplier || x2 multiplier ||| x3 mult. (amount made=#' away) M 5 Dex-18 Dex-25
4 Distraction | Mislead | Forget | Mirage Arcana M 15 Wis-13 Wis-16
5 Identity Penetration | False Seeing | True Seeing ||| Know Truename MM 0 Wis-12 Wis-20
6 All-Around Sight | Locate Object | Treasure Finding M 25 Wis-15 Wis-19
6 Suggestion | Domination | Eyebite M 10 Int-10 Int-14
7 Disembodied Hands | Unseen Servant | Invisible Stalker P 30 Chr-10 Chr-20
8 Teleport | Teleport without Error || Teleport Other to Self (no save) M 5 Int-16 Int-17
8 Wraithform | Dream Travel V 25 Con-15 Con-17
9 Find/Remove Specials: x1 multiplier | x2 mult. | x3 mult. (amount made = #' away) VV 20 Dex-18 Dex-22
10 Telekinesis (5 lb. per 1% made) M 10 Int-13 Int-17
12 Mass Weird / Mass Chaos / Mass Maze MP 0 Chr-23 Chr-25
15 Reverse Gravity | Adjust Gravity VM 0 Dex-13 Dex-17
18 Time Shift ||| Time Travel VMM 15 Int-17 Int-25
27 Shift a racial innate power you have to a random power (determined by DM) F 0 Con-20 Con-25

[PC5] Psionicist Group Classes


Beast Psionicist

Level KXP Psi
mMG SU
1 0 0-- --
2 3.75 1e- --
3 7.5 10- --
4 15 21h --
5 30 210 --
6 60 321 l-
7 120 432 k-
8 240 432 0-
9 480 543 1v
10 800 654 2u
11 1600 765 3t
12 2400 876 4s
13 3200 987 5r
14 4000 A98 6q
15 4800 BA9 7p
16 5600 CBA 8o
17 6400 DCB 9n
18 7200 DCB 90
19 8000 DCB 91
20 8800 DCB 92
21 9600 DCB 93
22 10400 DCB 94
23 11200 DCB 95
24 12000 DCB 96
25 12800 DCB 97
26 13600 DCB 98
27 14400 DCB 99
28 15200 DCB A9
29 16000 DCB AA
30 16800 DCB BA
31 17600 DCB BB
32 18400 DCC BB
33 19200 DCC CB
34 20000 DCC CC
35 20800 DDC CC
36 21600 DDD CC
TH Saves
PD RS PP BW Sp Fo Re Wi
-1  5  4  8  2  3  1  0  2
-1  6  5  8  3  4  2  1  3
-1  6  6  9  4  5  3  1  4
-1  7  7  9  4  5  4  2  5
+0  7  8 10  5  6  4  3  6
+0  8  9 10  6  7  5  3  7
+0  8 10 11  6  7  6  4  8
+0  9 11 11  7  8  7  5  9
+1  9 12 12  8  9  8  5 10
+1 10 13 12  8 10  8  6 11
+1 11 14 13  9 11  9  7 12
+1 11 14 13 10 12 10  7 13
+2 13 15 14 12 13 11  8 14
+2 15 15 15 14 14 12  9 15
+2 15 16 16 15 15 12  9 16
+2 16 16 16 15 16 13 10 17
+3 16 16 16 16 16 14 11 18
+3 16 16 16 16 16 15 11 19
Requisites: Int 20, Wis 20, Chr 38; Class slots 2
Alignment: any
HD/level: d10
Weapon Prof.: 2+level/4
To Hit Table: Psi
Save Table: 2xPsi
Reference: DM
Groups: Psionicist
 
Gets Chr bonus to psionic progression.
Gets access to 1 psionic frequency per level.
Psionic Strength = (Int+Wis+Chr)/3*(Level+9)*2 (in Psi1 points)
Can "material component" Psi powers by spending 1V action. The doubled power does not cost extra PSPs.
Level 6: That's an "l" (lower case "L") in Supers's, i.e. -12 (before bonus).
Level 9: That's a "v" (lower case "V") in Ultra's, i.e. -22 (before bonus).

[PC5] Psionicist Group Classes


Blue Psionicist

Level KXP Psi1/Blue
12 345 678 9
1 0 1- --- --- -
2 1.1 2- --- --- -
3 2.2 21 --- --- -
4 4.4 22 --- --- -
5 8.8 32 --- --- -
6 17.6 32 1-- --- -
7 35.2 32 2-- --- -
8 70.4 33 2-- --- -
9 140.8 33 21- --- -
10 281.6 33 22- --- -
11 500 33 32- --- -
12 720 33 33- --- -
13 940 33 331 --- -
14 1160 33 332 --- -
15 1380 33 333 --- -
16 1600 43 333 --- -
17 1820 43 333 1-- -
18 2040 43 333 2-- -
19 2260 43 333 3-- -
20 2480 44 333 3-- -
21 2700 44 433 3-- -
22 2920 44 433 31- -
23 3140 44 433 32- -
24 3360 44 433 33- -
25 3580 44 443 33- -
26 3800 44 444 33- -
27 4020 44 444 43- -
28 4240 44 444 431 -
29 4460 44 444 432 -
30 4680 44 444 433 -
31 4900 44 444 443 -
32 5120 44 444 444 -
33 5340 54 444 444 -
34 5560 55 444 444 -
35 5780 55 444 444 1
36 6000 55 444 444 2
TH Saves
PD RS PP BW Sp Fo Re Wi
-1  5  3  8  2  3  1  0  1
-1  5  4  8  2  3  1  0  2
-1  6  4  8  3  4  2  0  2
-1  6  5  8  3  4  2  1  3
+0  6  5  9  3  4  2  1  3
+0  6  6  9  4  5  3  1  4
+0  7  6  9  4  5  3  2  4
+0  7  7  9  4  5  4  2  5
+1  7  7 10  5  6  4  2  5
+1  7  8 10  5  6  4  3  6
+1  8  8 10  5  6  5  3  6
+1  8  9 10  6  7  5  3  7
+2  8  9 11  6  7  6  4  7
+2  8 10 11  6  7  6  4  8
+2  9 10 11  7  8  6  4  8
+2  9 11 11  7  8  7  5  9
+3  9 11 12  7  9  7  5  9
+3  9 12 12  8  9  8  5 10
Requisites: Int 10, Wis 10, Chr 10
Alignment: any
HD/level: d8,d8,d6,d6,d4,d4,d4,d2,…
Weapon Prof.: 5+level/5
To Hit Table: Psi
Save Table: Psi
Reference: DM, MTG
Groups: Psionicist
 
Normally this class gets Psi1; see [Q1] for rules and powers. For this class only (this is not the normal rule): Minors are SL=1, Majors are SL=3, Grands are SL=6, and Supers are SL=9. (DM Note: I grouped the SL's funky on the progression to show this trend better). You can alternatively use Psi2, Psi3, Psi3.5, Psi5, or Psi10 for this class if you prefer.
Psionic Strength = (highest of Int,Wis,Chr)*2/3*(level+9)
Gets 1 Attack or Defense every level.
Can use Psionic powers or MTG Blue spells.
New MTG Blue spells for Blue Psionicist class:
Ancestral Recall (SL=1): This spell can be cast only once per turn. Target regains 3 SL's in memorization.
Flight (SL=1): Target flies at 12" (C).
Invisibility (SL=2): Improved Invisibility.
Time Walk (SL=2): This spell can be cast only once per turn. You get an extra segment this round (segment 11 at end).
Psionic Blast (SL=3): Target takes 40 psionic dmg, you take 20 psionic dmg (no save) (PR to resist)
Control Magic (SL=4): Charm Monster (Will save)
Old MTG Blue spells from Wizard of the Coast class (you can use these):
Mind Games (SL=1): Target loses his next action (Spell save)
Aura of Dominion (SL=2): Target can use 2M this segment.
Charisma (SL=3): Your attacks are charm branded (Will save)
Coastal Piracy (SL=4): Whenever you kill a creature, restore 1 SL in memorization
Evacuation (SL=5): A group of summons is unsummoned
Mind's Desire (SL=6): You can cast 1d6 spells of SL=1d6 next segment as 1M
Blatant Thievery (SL=7): Pick Pockets LVL*10% on each target in a group
Beacon of Tomorrows (SL=8): You get an extra segment this round (segment 11 at end)

[PC5] Psionicist Group Classes


Brain in a Jar / Living Brain


Level

KXP
Psi
mMG SU

TH
1 0.3 6-- -- --1
2 14.1 7-- -- --1
3 59.2 83- -- --1
4 65.3 94- -- --1
5 589.7 A5- -- --1
6 932.4 B62 -- --1
7 1275.1 C73 -- --1
8 1617.8 D84 -- --1
9 1960.5 E95 -- --1
10 2303.2 FA6 1- --1
11 2645.9 GB7 2- --1
12 2988.6 HC8 3- --1
13 3331.3 ID9 4- --1
14 3674 JEA 5- --1
15 4016.7 KFB 61 --1
16 4359.4 LGC 72 --1
17 4702.1 MHD 83 --1
18 5044.8 NIE 94 --1
19 5387.5 OJF A5 --1
20 5730.2 PKG B6 --1
21 6072.9 QLH C7 --1
22 6415.6 RMI D8 --1
23 6758.3 SNJ E9 --1
24 7101 TOK FA --1
25 7443.7 UPL GB --1
26 7786.4 VQM HC --1
27 8129.1 WRN ID --1
28 8471.8 XSO JE --1
29 8814.5 YTP KF --1
30 9157.2 ZUQ LG --1
31 9499.9 [VR MH --1
32 9842.6 \WS NI --1
33 10185.3 ]XT OJ --1
34 10528 ^YU PK --1
35 10870.7 _ZV QL --1
36 11213.4 `[W RM1 --1
37 22426.8 `[W RM2 --1
38 33640.2 `[W RM3 --1
39 44853.6 `[W RM4 --1
45 112134 `[W RMA --1
54 213054.6 `[W RMJ 1 --1
63 313975.2 `[W RMJ A --1
72 414895.8 `[W RMJ J1 --1
Requisites: Con 19, Int 22, Wis 25, Chr 19
Alignment: L any
HD/level: ½d1
Weapon Prof.: 0
To Hit Table: --1
Reference: DM {Reduced Brain ina a Box}
Groups: Psionicist, Concordant (x1)
Complexity: CF=4
   
Saving Throws:  
PPD: level-2
RSW: level+6
PP: level-2
BW: level-2
Spell: level+6
Fort: level+7
Reflex: level-2
Will: level+9
   
Gets +1M action. You cannot use P actions at all. You have no limbs. You Fly at LVL*3" (D).
Gets Exc Con, Barb Int, Barb Wis, Barb Chr.
Brain a Jar PSPs = LVL*100
Enemies require a +LVL*2 or better weapon to hit you.
You may "material component" psionic powers, by spending 1V action.
Level N (every level): +1 psionic frequency this class can pick from. You do not need to spend research points to learn a frequency.
Level 1 ¶: Can use High Frequency Sampling, treat this as one category higher (if you use a minor, you get a major ability.)
Level 1 ¶: Can use High SL Sampling, treat this as one category higher (if you use a minor, you get a major ability.)

[PC5] Psionicist Group Classes


Changecat

Level KXP Psi(any)
mMG SUV W
TH
1 0 3-- - +5
2 2.2 5-- - +6
3 4.4 7-- - +7
4 8.8 91- - +8
5 16.5 A1- - +9
6 30 B2- - +10
7 55 C2- - +11
8 100 D3- - +12
9 200 E31 - +13
10 400 F41 - +14
11 600 G41 - +15
12 800 H52 - +16
13 1000 I52 - +17
14 1400 J62 - +18
15 1800 K63 - +19
16 2200 L73 1 +20
17 2600 M73 1 +21
18 3000 N84 1 +22
19 3400 O84 1 +23
20 3800 P94 2 +24
21 4200 Q95 2 +25
22 4600 RA5 2 +26
23 5000 SA5 2 +27
24 5400 TB6 3 +28
25 5800 UB6 3 +29
26 6200 VC6 3 +30
27 6600 WC7 3 +31
28 7000 XD7 4 +32
29 7400 YD7 4 +33
30 7800 ZE8 4 +34
31 8200 ZE8 4 +35
32 8600 ZF8 5 +36
33 9000 ZF9 5 +37
34 9400 ZG9 5 +38
35 9800 ZG9 5 +39
36 10200 ZHA 61 +40
37 20400 ZHA 62 +41
38 30600 ZHA 63 +42
39 40800 ZHA 64 +43
45 102000 ZHA A9 +49
54 193800 ZHD CC1 +58
63 285600 ZHD CCA +67
72 377400 ZHE EED 1 +76
Race Adjustments:
Str Dex Con Int Wis Chr Cml AT hp TH Div
+0 +2 +0 +3 +4 +1 +2 +4 +0 +0 ÷1
 
Requisites: Int 13, Wis 16, Chr 13,
  Race Slots 1, Class Slots 2
Alignment: any
HD/level: d6
Weapon Prof.: 5+level/5
To Hit Table: Mon+4
Save Table: 4xMon
Reference: DM
Groups: Psionicist, Archetype
Complexity: CF=3
   
Saving Throws:  
PPD: level*2+0
RSW: level*2+0
PP: level*2+0
BW: level*2+0
Spell: level*2+0
Fort: level*2+0
Reflex: level*2+0
Will: level*2+0
   
Considered a "Cat" race.
PSPs = (Int+Wis+Chr)*Level.
Level N (every level): Gain access to a frequency from -N to N+10 (e.g. at level 1 you can pick from -1 to 11). You automatically get +1 Research Point to research the frequency in question.
Level N (every level): Get an attack or defense mode in any of your chosen frequencies. Note you are considered non-psionic to a frequency unless you have access to it. You may save these picks until you choose a frequency that uses them.
Level 1: Always land on feet. Immune to falling damage.
Level 1: Immune Poison; Resist Cold/Charm/Darkness/Light
Level 1: Detect Invis/Hidden; Farsight; Infravision
Level 1: Base claw attacks are LVLd2.
Level 1 ¶: 1F: Shapechange self into a cat or feline with DL=(LVL+2)/3 or less.
Level 1: 0, 1/d: Reroll a die roll you just made
Level 1: Psionic items cost only ½M to use
Level 5: Night Vision; Superior Hearing; Detect Noise 100%
Level 9: 8/lifetime, even when dead: Resurrect Self
Level 9: +1QV (Quick Movement) action
Level 9: 1/r: May convert 1M -> 2M only for psionics
Level 9: 1/reset: Add LVL charges to any charged item
Level 18: Resist Nether
Level 18: +1QP (Quick Physical) action
Level 18: 1/d: Replace an item's CL with your CL
Level 18: Your Int items may lend their E action to you (as 1QS)
Level 18: Ignore resistances due to dual-nature

[PC5] Psionicist Group Classes


Com1

Level KXP Psi1
mMG S
1 0 1-- -
2 3.75 2-- -
3 7.5 3-- -
4 15 31- -
5 30 32- -
6 60 33- -
7 120 43- -
8 240 44- -
9 480 441 -
10 800 442 -
11 1600 443 -
12 2400 544 -
13 3200 554 -
14 4000 555 -
15 4800 655 -
16 5600 665 -
17 6400 666 -
18 7200 666 1
19 8000 666 2
20 8800 666 3
21 9600 666 4
22 10400 666 5
23 11200 666 6
24 12000 766 6
25 12800 776 6
26 13600 777 6
27 14400 777 7
28 15200 877 7
29 16000 887 7
30 16800 888 7
31 17600 888 8
32 18400 988 8
33 19200 998 8
34 20000 999 8
35 20800 999 9
36 21600 999 9
TH Saves
PD RS PP BW Sp Fo Re Wi
+0  8  4  5  2  3  0  0  2
+0  8  4  6  3  4  0  0  3
+0  9  5  6  3  4  0  1  3
+1  9  5  6  4  4  1  1  4
+1 10  6  7  4  5  1  1  4
+1 10  6  7  5  5  2  2  5
+2 11  7  8  5  6  2  2  5
+2 11  7  9  6  6  2  2  6
+2 12  7  9  6  7  3  3  6
+3 12  8  9  6  7  3  3  7
+3 13  8 10  7  8  4  3  7
+3 13  9 10  7  8  4  4  8
+4 13  9 10  7  8  4  4  8
+4 14  9 11  8  9  5  4  9
+4 14 10 11  8  9  5  5  9
+5 14 10 11  9  9  6  5 10
+5 15 11 12  9 10  6  5 10
+5 15 11 12 10 11  6  6 11
Requisites: Con 14, Int 15, Wis 15, Chr 24
Alignment: L any (or) T any
HD/level: d10
Weapon Prof.: 2+level/4
To Hit Table: Wiz
Save Table: Pri
Reference: DM
Groups: Psionicist
 
See [Q1] for rules and powers. This is a variant Psi1 class.
Psionic Strength = (Int+Wis+Chr)/3*(Level+9)*2 (This is double the PSPs of Psi1 class)
Can "material component" Psi1 powers by spending 1V action. The doubled power does not cost extra PSPs.

[PC5] Psionicist Group Classes


Com3


Level

KXP
Psi3
123 456 789 AB

TH
1 0 20- --- --- -- +0
2 3 310 --- --- -- +1
3 6 421 --- --- -- +1
4 12 532 0-- --- -- +2
5 24 643 10- --- -- +2
6 48 754 21- --- -- +3
7 96 865 320 --- -- +3
8 192 976 430 --- -- +4
9 384 A87 541 0-- -- +4
10 675 A98 652 1-- -- +5
11 825 AA9 763 20- -- +5
12 990 AAA 874 30- -- +6
13 1170 AAA 985 40- -- +6
14 1365 AAA A96 510 -- +7
15 1575 AAA AA7 621 -- +7
16 1800 AAA AA8 732 -- +8
17 2040 AAA AA9 843 -- +8
18 2295 AAA AAA 954 0- +9
19 2565 AAA AAA A65 0- +9
20 2850 AAA AAA A76 1- +10
21 3150 AAA AAA A87 1- +10
22 3465 AAA AAA A98 2- +11
23 3795 AAA AAA AA9 2- +11
24 4140 AAA AAA AAA 3- +12
25 4500 BBB BBB BBB 3- +12
26 4875 BBB BBB BBB 4- +13
27 5265 CCC CCC CCC 40 +13
28 5670 CCC CCC CCC 50 +14
29 6090 DDD DDD DDD 50 +14
30 6525 DDD DDD DDD 51 +15
31 6975 DDD DDD DDD 61 +15
32 7440 EEE EEE EEE 61 +16
33 7920 EEE EEE EEE 71 +16
34 8415 FFF FFF FFF 71 +17
35 8925 FFF FFF FFF 81 +17
36 9450 FFF FFF FFF 821 +18
37 18900 FFF FFF FFF 822 +18
38 28350 FFF FFF FFF 832 +19
39 37800 FFF FFF FFF 833 +19
45 94500 FFF FFF FFF 866 +22
54 179550 FFF FFF FFF A99 1 +27
63 264600 FFF FFF FFF AA9 9 +31
72 349650 FFF FFF FFF CCB B1 +36
Requisites: Str 10, Dex 10, Con 10, Int 10, Wis 10, Chr 10
Alignment: any
HD/level: d8
Weapon Prof.: 3+level/10
To Hit Table: Psi
Reference: DM
Groups: Psionicist
Complexity: CF=2
   
Saving Throws:  
PPD: level+4
RSW: level+2
PP: level+7
BW: level+1
Spell: level+2
Fort: level+3
Reflex: level+3
Will: level+3
   
Has access to Psi3 and Psi3.5.
PSPs = (2*LVL*LVL-LVL)*4+Stat*4
This (and the powers given below) are in the normal Psi1 PSP scale. Older printings of Psi3 and Psi3.5 used an older (10 to 1) scale.
 
Psi3 and Psi3.5 powers cost SL*20+10 PSPs each.
 
Gets a stat bonus of your choice to progression.
Can "material component" Psi3 and Psi3.5 powers by spending 1V action. The doubled power does not cost extra PSPs.
 
Level 4 (and every level divisible by 4): +1 feat.

[PC5] Psionicist Group Classes


Custom1JG

Level KXP Wizard/Priest
123 456 789 ABC
TH
1 0 1-- --- --- +1
2 1.2 2-- --- --- +2
3 2.4 21- --- --- +3
4 4.8 32- --- --- +4
5 9.6 421 --- --- +5
6 19.2 422 --- --- +6
7 38.4 432 1-- --- +7
8 75 433 2-- --- +8
9 150 433 21- --- +9
10 225 443 22- --- +10
11 300 444 33- --- +11
12 450 444 441 --- +12
13 600 555 442 --- +13
14 750 555 442 1-- +14
15 900 555 552 1-- +15
16 1050 555 553 21- +16
17 1200 555 553 32- +17
18 1350 555 553 321 +18
19 1500 555 553 331 +19
20 1650 555 554 332 +20
21 1800 555 554 442 +21
22 1950 555 555 443 +22
23 2100 555 555 553 +23
24 2250 555 555 554 +24
25 2400 555 555 555 +25
26 2550 666 655 555 +26
27 2700 666 666 655 +27
28 2850 666 666 666 +28
29 3000 777 766 666 +29
30 3150 777 777 766 +30
31 3300 777 777 777 +31
32 3450 888 877 777 +32
33 3600 888 888 877 +33
34 3750 888 888 888 +34
35 3900 999 988 888 +35
36 4050 999 999 999 1 +36
37 8100 999 999 999 2 +37
38 12150 999 999 999 3 +38
39 16200 999 999 999 4 +39
45 40500 A99 999 999 9 +45
54 76950 AAA AAA AAA 91 +54
63 113400 AAA AAA AAA A9 +63
72 149850 BBB BBB BAA AA1 +72
Requisites: Str 9, Dex 9, Con 9, Int 9, Wis 9, Chr 9
Alignment: any
HD/level: d8
Weapon Prof.: 2+level
To Hit Table: Mon
Reference: DM
Groups: Custom
Complexity: CF=3
 
Saving Throws:  
PPD: 6+level
RSW: 6+level
PP: 6+level
BW: 6+level
Spell: 6+level
Fort: 0+level
Reflex: 0+level
Will: 0+level
   
Gets the generic "All Warrior", "All Wizard", "All Priest", and "All Rogue" abilities.
Level N (every level): Get N levels of "Level:" picks, chosen from below. If it appears more than once, you can pick it once for each time it appears. You may instead use this on "Any Rogue" picks.

[PC5] Psionicist Group Classes


Custom1JG Abilities

Level 1: +1 beast language per level. This allows speaking with animals such as birds, rabbits, etc.
Level 1: +1 martial arts maneuver per level.
Level 1: +2 language slots per level.
Level 1: +3 language slots per level (DM note: Note you need 2 slots to completely cover a language, one is "speak", the other is "read/write".)
Level 1: +LVL damage.
Level 1: +LVL distributed among AC, TH, or dmg.
Level 1: +LVL dmg.
Level 1: +LVL dmg.
Level 1: +LVL dmg.
Level 1: +LVL dmg.
Level 1: +LVL dmg.
Level 1: +LVL Nonweapon proficiencies, must be Int-based.
Level 1: +LVL to hit.
Level 1: 0, 1 attack: Destroy a magic item.
Level 1: 1 full reset: On the following reset, your spell progression in your Astrologer class is doubled.
Level 1: 1F, 2/d: Polymorph into a normal or para elemental for (level) rounds. Your punching damage is (level)d4.
Level 1: 1F, LVL /week: Animate a dead body; it becomes a type of undead equal to the HD/Level of the original creature (referencing the chart in [C6] Turning Undead; so a 9 HD creature animates as a Spectre). Your chance of control is 100% + LVL*5% - (HD of Undead)*5%. Even if you don't control it, the undead will not attack you or your party.
Level 1: 1F: Cast a random priest spell of SL=1dLVL (max 10). You must target the spell before knowing what the effect is. You may declare you are reversing the spell (again, before knowing what it is).
Level 1: 1M, 1/d: Gate in random demon (1+LVL)*5%
Level 1: 1M, 1/d: Locate a specific ioun stone type 5*LVL%.
Level 1: 1M, 1/d: Summon Aid LVL*2%
Level 1: 1M, 1/d: Summon Aid LVL*5%
Level 1: 1M, 1/d: Summon Normal or Para Elemental, (Int+Wis+Con)% chance, has (level*4) or 32 HD (whichever is lower).
Level 1: 1M, 1/t: Charm Person.
Level 1: 1M, lose X Con until next reset: Cure X*LVL hp.
Level 1: 1M, LVL/d: Summon Spirit 40+LVL*5-(DL of spirit)*5+(each turn of preparation)*1%
Level 1: 1M, LVL/t: Faerie Fire (target gets -2 AC)
Level 1: 1M, LVL/t: Light (can blind one target, Spell save)
Level 1: 1M, LVL/w: Bless an item, it gains a +LVL/4 bonus to hit (if below level 4, is considered a +0 magical weapon).
Level 1: 1M, Touch: Target loses LVL Str. You gain LVL Con until next reset.
Level 1: 1M: Identify an item constructed of stone.
Level 1: 1P: Dispel a spell/psionic effect.
Level 1: 1V, 2/d: Fly for (level) rounds.
Level 1: 1V, 2/d: Immune to fire for (level) rounds.
Level 1: 1V, 2/d: Pass Earth for (level) rounds.
Level 1: 1V, 2/d: Water Breathing and no hampered movement in water for (level) rounds.
Level 1: 1V, LVL/t: Flaming Hands: Your hands are on fire, and you do +1d4 unarmed dmg this round.
Level 1: Any weapon does double damage/effect with a cold-based attack (e.g. Frost Brand).
Level 1: Arm's P: 1d10 fire dmg to one target, takes additional 1d4 dmg each segment for 5 s.
Level 1: Calm Animal by gaze 25+LVL*5%
Level 1: Can break objects with bare hands (object makes save vs. crushing blow at -LVL).
Level 1: Can create counterspell amulets. Choose one of the following: (option a) When the amulet is created, choose a specific effect. 0, 1/reset: Counter an effect that you named. (option b) All effects that directly target you must roll SR vs. (your CL)*2. (option c) Gain MPIRR=(level*5%) vs. effects that directly target you. You may own 1 such counterspell amulet per level (but you might not be able to wear them all at the same time, due to the 1 amulet per level restriction above). The SR and MPIRR amulets stack using the A/1+B/2+C/3+D/4+... formula.
Level 1: Can go LVL days without food or water.
Level 1: Can make a spell storing amulet. It stores your level in spell levels. You can have only one of these amulets.
Level 1: Can make amulets of unusual materials (see [E5]). The maximum "S" factor is equal to your level. You must spend 25% of the cost of the unusual material, using a base cost of 10 gp per pound (minimum 1 pound). You get all the effects of the unusual material, as if you were wearing armor of that type. The amulet has a base AT of +0.
Level 1: Can see in normal darkness.
Level 1: Can use +LVL ioun stones at the same time, beyond the normal limit. (DM note: If you exceed this limit, remember you can create "Y-cable" ioun stones on the fly with "d" picks)
Level 1: Can use a limited number of Psi1 powers. Get 1 "progression point" per level; it costs 1 progression point for a minor, 2 for a major, 4 for a grand, 8 for a super. You may change your progression each reset. PSPs are as per Psi1A class.
Level 1: Can use a limited number of Psi14 powers. Get 1 "progression point" per level; it costs 1 progression point for a minor, 2 for a major, 4 for a grand, 8 for a super. You may change your progression each reset. PSPs are as per Psi1A class.
Level 1: Can use a limited number of Psi6E powers. Get 1 "progression point" per level; it costs 1 progression point for a minor, 2 for a major, 4 for a grand, 8 for a super. You may change your progression each reset. PSPs are as per Psi1A class.
Level 1: Can wear 1 amulet/necklace per level.
Level 1: Cannot destroy woodlands, avoid slaying wild animals
Level 1: Charm a calmed Animal by gaze 35+LVL*5% (can attempt to charm a non-calmed animal, suffer -50% penalty).
Level 1: Cold Flame: 1M, 3+LVL /week: Reverse Burning Hands for LVLd8 (save:½), "Immunity to Cold" is reduced to "Resist Cold" (Resist Cold is not reduced).
Level 1: Decipher Code 23+LVL*5-(LVL of code)*5%; takes (LVL of code-writer)/(Kabbalist LVL) hours.
Level 1: Determine flaw in a weapon or armor.
Level 1: Divide the cost of buying or making an object of unusual materials by LVL.
Level 1: Does full damage when subduing animals.
Level 1: Fly at (level*3)" rate.
Level 1: Free Martial Arts style
Level 1: Free Martial Arts style.
Level 1: Free single weapon specialization in Needles; attack rate is "Non-Warrior".
Level 1: Gaze charms animals of the same type as your lycanthropy. Can control 2*LVL in HD of these animals at a time. The effect is permanent, but you can drop control as a 0 action. If you make a Control Animals check of 35+LVL*5%, the effect has no saving throw (the animal may still roll Charm Resistance).
Level 1: Gets "Ability to take Martial Arts" kit. Does not actually gain any Martial Arts styles or abilities (you need to purchase those).
Level 1: Gets the Bard rogue ability table, with 40 points per level.
Level 1: Go without food or water for LVL extra days.
Level 1: Identify Animals by sight.
Level 1: Identify Animals by sight.
Level 1: Identify Monster LVL*3%. Chance goes up to LVL*5% with an hour of research in a library.
Level 1: Identify weapon or armor LVL*5%.
Level 1: If anyone kills the Healer in cold blood, they suffer a curse which requires LVL Wishes to remove.
Level 1: If Martial Arts is learned, on each level: One requirement of a style is considered "filled" (without actually filling it).
Level 1: If within sight of the sky, can cast spells as if the MF was 1 higher.
Level 1: If you reset within real (not magical) sight of the sky, you get Wisdom bonus for spells.
Level 1: Ignore the first LVL*3/2 (round down) * 10' of falling dmg.
Level 1: Immune to Pain.
Level 1: Instead of Turn Undead, gets Turn Opposite Alignment and Control Same Alignment. The Control Same Alignment is at a double HD penalty (e.g. A 15 HD monster is treated as if 30 HD).
Level 1: Irreducible Pick Pockets LVL*5% (not shifted by target's HD/Level)
Level 1: Know normal animal abilities and weaknesses, and how to trap them.
Level 1: Legend Lore 15+LVL*5%
Level 1: Legend Lore 5+LVL*2%
Level 1: LVL slots distributed among Animal Training and Animal Handling proficiencies.
Level 1: LVL slots distributed among Tracking and Trailing proficiencies.
Level 1: Magic Mapping LVL*5% (maps within LVL*30').
Level 1: May choose a specialty god as if a priest (see [PC3]). The god chosen must be of weather, travellers, or some other connection to cold.
Level 1: MR (6+LVL)*5%
Level 1: Not at a fighting penalty on a rocking boat (or other moving surface, or during an earthquake on land).
Level 1: Obscure Trail 70+LVL*15% (reduce tracking on you by % made)
Level 1: Obscure Trail 70+LVL*15% (reduce tracking on you by % made)
Level 1: Predict Weather 25+LVL*5% (up to LVL/2 days in future)
Level 1: Psionic progression as per Psi1 of half level (round up). Halve your level in the PSP calculation, or use this (original calculation from the source): PSPs = 15*LVL (note that ability scores do not factor in here).
Level 1: Read (but not Write) Languages continuous.
Level 1: Resist cold continuous. 1M, 1/d: Immune to cold for 1 turn.
Level 1: Ride out Storm 60+LVL*2% (ship is assumed to have survived storm if roll made, severe storms may have penalty)
Level 1: Sanctuary continuous, as long as the Healer is not being offensive.
Level 1: Speak Druid language
Level 1: Specialized in Elemental spells.
Level 1: Spell progression as per Druid1, with Wisdom bonus, but casts Wizard spells (not Priest).
Level 1: Tracking as per a Ranger1.
Level 1: Your Personality Score = Con+Int+Wis+Chr+2*LVL.
Level 2: +LVL/2 AC
Level 2: +LVL/2 AC.
Level 2: +LVL/2 damage.
Level 2: +LVL/2 dmg
Level 2: +LVL/2 dmg.
Level 2: +LVL/2 dmg.
Level 2: +LVL/2 dmg.
Level 2: 1 full reset studying a person (who must be present): All spells you cast on that person are at x(level+1)/2 effect. You are assumed to have already "studied yourself" when you reach level 3.
Level 2: 1M, 1/d: Rope Trick
Level 2: 1M, heavy concentration (lose 1M each round): Lockdown E actions.
Level 2: Can cast Wizard spells, number of spell levels = LVL*2. Is specialized in Elemental school (the "spells cost half" version of specialization; the "+1 spell per level" version cannot be used). Has normal access to Alteration, Divination and Enchantment schools. All other schools are at double spell cost.
Level 2: For each effect you cast that targets just you (even effects from other classes such as psionics), you may place the effect in an unused amulet. The effect works normally on you, but multiply the duration by your level. Each amulet can hold only one such effect. Artifact amulets cannot hold an effect.
Level 2: Open hand damage is (LVL/2)d2.
Level 3: +(LVL/3) AC.
Level 3: +LVL/3 AC.
Level 3: +LVL/3 AC.
Level 3: +LVL/3 AC.
Level 3: +LVL/3 AC.
Level 3: +LVL/3 AC.
Level 3: +LVL/3 AC.
Level 3: +LVL/3 damage.
Level 3: +LVL/3 damage.
Level 3: +LVL/3 damage.
Level 3: +LVL-2 Secondary skills, must be Int-based.
Level 3: 1 full reset: Cast a spell you know; it has permanent duration.
Level 3: Can create a staff of instant returning; which has +LVL/3 to hit and damage, and gives an AC source of 7+LVL. This staff also doubles the effect of all healing spells cast. The staff is personal and will not work for anyone else.
Level 3: Determine true north (LVL-2)*10%
Level 3: Determine true north (LVL-2)*10%
Level 3: Gain 1 woodland language per level starting at 3rd. (centaur,dryad,elf,faun,gnome,green dragon,hill giant,lizard man,manticore,nixie,pixie,sprite,treant,etc.) Yes, you can use these as nonweapon proficiencies instead.
Level 3: Healing proficiency (binding wounds) is 2d4.
Level 3: Identify Plant type; Identify Animal type; Identify pure water.
Level 3: One arrow/quarrel is automatically deflected per round. This increases by one per 3 levels.
Level 3: Pass through overgrown areas without trace and at full movement rate.
Level 4: +LVL/4 AC.
Level 4: +LVL/4 AC.
Level 4: 1V, 1M, touch: Cure Curse (SL <= CL/2)
Level 4: 1V, 1M, touch: Cure Insanity (5*CL%)
Level 4: Feign Death.
Level 4: Pick LVL/4 specific races (e.g. "White Dragons", not "Dragons"). Those races are considered "Animals" to you.
Level 4: Soul Armour: 1M, X*10 PSPs: +X AC and +X dmg for this turn. Automatically Energy Control X HD per effect.
Level 4: Weapons and armor created are +0/+0. These are nonmagical plusses, but count versus creatures that require a "+0 weapon to hit".
Level 5: +LVL/5 AC.
Level 5: +LVL/5 to hit.
Level 5: 1M, (LVL-4)/t: Cloudkill (Group takes 1 poison dmg /s; those with < 5 HD make PPD save or slain; moves at 2"; lasts 6 t)
Level 5: 1V, (LVL-4)/d: Cure LVLd4 hp.
Level 5: Base number of attacks with any weapon is 1/1 (unless you can do better with another class).
Level 5: Berserker Option: Can pick a Specialty God as if a Priest (see [PC3]), but can wear only non-bulky armor (even if in a campaign where armor restrictions are not enforced).
Level 5: Disguise (auto power score)
Level 5: If using Berserker (see Level 5), can: 1M: Summon Aid LVL*5%
Level 5: If using Scarlet Seeker (see Level 5), can: 1M: Summon Aid LVL*5%
Level 5: Scarlet Seeker: Can pick a Specialty God as if a Priest (see [PC3]), but can wear only non-bulky armor (even if in a campaign where armor restrictions are not enforced).
Level 5: The "S" number (indicating which unusual materials are available, see [E5]) is increased by LVL/5.
Level 6: +LVL-5 Feats, must be Int-based.
Level 6: 1M, 1/t: Charm Monster.
Level 6: 1V, 1M, touch: +1 Str, Dex, or Con (maintained effect) (only 1 effect per target)
Level 6: 1V, 1M, touch: Cause Insanity
Level 6: Berserker State: 1M, 1/d: Double attacks on your next P action. Become Exhausted (see [C8]) for rest of round.
Level 6: Healing proficiency (binding wounds) is 3d4.
Level 6: Reads on the Spec Barbarian line using LVL-5 for number of attacks (i.e. you are 3/2 with melee at level 6, since you read on the level 1 line), even with non-specialized weapons.
Level 6: Scarlet Haze: 1M, 1/d: Double attacks on your next P action. At -4 AC penalty for rest of round.
Level 7: 1M, lose 1 Con until next reset: Raise Dead.
Level 7: 1V, touch: Detect Physical or Mental Illness (any kind)
Level 7: Immunity to woodland Charms.
Level 7: Point in direction of desired location (LVL-6)*10%
Level 7: Point in direction of desired location (LVL-6)*10%
Level 7: Scarlet Phase: 0, 1/d: Your Psionic Blasts do triple damage vs. Psi1 targets for LVL turns. At -1d4 AC penalty during this time.
Level 7: Shape Change to Reptile/Fish, Bird, Mammal (each 1/day) 1M action, must be size T-L, heal 10%-60% hp
Level 8: 1M, (LVL-7)/d: Summon a spirit, it is a DL = (LVL/2) creature.
Level 8: 1M: Summon Aid LVL*5%
Level 8: 1M: Summon Aid LVL*5%
Level 8: 1M: Summon Aid LVL*5%
Level 8: Can pick a Specialty God as if a Priest (see [PC3]) without the Scarlet Seeker restriction (see Level 5). Does not stack with Scarlet Seeker.
Level 8: Can pick a Specialty God as if a Priest (see [PC3]).
Level 8: Pick a Specialty God as if a Priest (see [PC3]) without Berserker restriction (see Level 5). Doesn't stack with Berserker.
Level 8: Summon Aid 20+LVL*5%
Level 8: You are considered all classes in the Collective for purposes of training others.
Level 8: Your Disguise cannot be penetrated by mundane means (no skill checks or proficiency checks are sufficient).
Level 9: +LVL-8 Kits, must be Int-based.
Level 9: 1M, 1/d: Undetectable Lie for 1 turn.
Level 9: 1V, (LVL-8)/t: Venom touch: Your hands are poisonous (death/0, PPD save) when you strike unarmed for 1 round
Level 9: Can create one normal ioun stone per day, which is permanent.
Level 9: Can see in magical darkness.
Level 9: Detect Lie continuous.
Level 9: Full reset of F actions: Target gains 1 weapon or nonweapon proficiency permanently. You may target yourself.
Level 9: Healing proficiency (binding wounds) is 4d4.
Level 9: The MPIRR of the level 1 ability (option c) becomes AaAR (RMPIWEaRaMaPaIaWaER)
Level 9: Weapons and armor created are +1/+1 nonmagical. This increases by +1/+1 every 5 additional levels
Level 10: +(LVL-9) AC.
Level 10: 1M: Etherealness.
Level 10: Base number of attacks with any weapon is 2/1 (unless you can do better with another class).
Level 10: Detect Undead continuous. Detect Life continuous.
Level 10: Full reset of F actions: Target gains (LVL)^2 XP permanently. You may target yourself.
Level 11: 1M, 1/t: Mass Charm.
Level 12: Each level, roll an INT*2% check with no modifiers. If you make it, your familiar (if any) has it's familiar abilities of all levels (i.e. you get Level 18 and 27 abilities now).
Level 12: Gain three 1st to 9th level followers.
Level 12: Healing proficiency (binding wounds) is 5d4.
Level 12: Your Disguise cannot be penetrated by psionics. You are immune to ESP, probe, and empathy.
Level 13: May pick a specialty god as per a priest, must be of death, undeath, necromancy, etc.
Level 14: Gain nine 11th level followers.
Level 14: Locate Object (LVL-13)*10%
Level 14: Locate Object (LVL-13)*10%
Level 15: 6 bonus spell levels, lost when advance to Level 16.
Level 15: Base number of attacks with any weapon is 3/1 (unless you can do better with another class).
Level 15: Detect Unlive continuous.
Level 15: Gain three 13th level followers, each has 4 bonus spell levels.
Level 15: Healing proficiency (binding wounds) is 6d4.
Level 16: Add level*10 to max age, considered "Young Adult" at all ages.
Level 16: Alter Appearance (NO action to use, at will). Cannot be detected by True Seeing or the like.
Level 16: Immunity to all poisons.
Level 16: Your Disguise cannot be penetrated by magic. You and your effects are immune to True Sight.
Level 17: 1M: Raise Dead or Slay Living
Level 17: Can break energy fields and wall spells with bare hands (no damage to Ronin, effect gets no save but can roll ER).
Level 17: Enter Elemental plane of Earth; Conjure Water Elemental at will; Immune to all earth and water based effects.
Level 17: Hibernate; Suspend Animation up to level*10 years.
Level 18: Immune to the effects of ego from amulets or necklaces.
Level 18: Immune to the effects of ego from any item of your multiplier or less.
Level 18: Can create one ioun Don stone per day, which is permanent.
Level 18: Enter Elemental plane of Fire; Conjure Air Elemental at will; Immune to all fire and air based effects.
Level 18: Healing proficiency (binding wounds) is 7d4. This is the last time this ability improves.
Level 19: Enter Elemental plane of Water; Conjure Magma/Ooze Para-Elemental.
Level 20: Base number of attacks with any weapon is 4/1 (unless you can do better with another class). Last time for this ability.
Level 20: Enter Elemental plane of Air; Conjure Ice/Ooze Para-Elemental.
Level 21: Enter Para-Elemental planes.
Level 22: Enter plane of Shadow; immune to Shadow-based effects.
Level 23: 1M: Raise Dead Fully or Slay Living Fully
Level 23: Enter any Inner plane; Roam Inner Plane Probability Lines (7th dim.); Enter Concordant Opposition; immune to Quasi-Elemental effects and Positive and Negative energy.
Level 27: Can create one super ioun stone per day, which is permanent.
Level 27: Can see in Capital D Darkness.
Level 36: Can create one Congenio ioun stone per day, which is permanent.
Level 45: Can create one Ultra ioun stone per day, which is permanent.

[PC5] Psionicist Group Classes


Dancing Potion Bottle1


Level

KXP
Psi24
mMG SU

TH
1 0 1-- --
2 2.8 2-- --
3 5.6 2-- --
4 11.2 3-- --
5 22.4 3-- --
6 44.8 31- --
7 89.6 32- --
8 179.2 32- --
9 350 33- --
10 520 33- --
11 690 331 --
12 860 332 --
13 1030 332 --
14 1200 432 --
15 1370 433 --
16 1540 433 --
17 1710 443 --
18 1880 443 1-
19 2050 443 2-
20 2220 443 3-
21 2390 443 3-
22 2560 444 3-
23 2730 444 3-
24 2900 444 4-
25 3070 444 4-
26 3240 444 4-
27 3410 544 4-
28 3580 544 4-
29 3750 554 41
30 3920 554 42
31 4090 555 43
32 4260 555 44
33 4430 555 54
34 4600 555 54
35 4770 555 55
36 4940 665 551
37 5110 665 552
38 5280 665 553
39 5450 665 554
45 6470 766 666
54 8000 888 877
63 9530 A99 999
72 11060 BBB AAA 1
Requisites: Int 10, Wis 12
Alignment: non-L
HD/level: d6
Weapon Prof.: 2+level/5
To Hit Table: Wiz
Reference: Wiz
Groups: Psionicist, Wizard, Monster, PC Designed
Complexity: CF=5
   
Saving Throws:  
PPD: level+3
RSW: level+6
PP: level+4
BW: level+2
Spell: level+5
Fort: level-1
Reflex: level+0
Will: level+0
   
You count as a potion for effects that refer to potions.
Divide the cost of potions by LVL.
Gets +1E action, can use 1S+1E+1V per segment.
Level 1: Identify potions by sight.
Level 1: For a potion, can increase duration by 100% or effect by 50%. Each potion may be improved only once.
Level 1: 1M: Otto's Irresistable Dance (1 creature, no save)
Level 1: 0, while drinking a potion: Do a "sip" on the potion, which might identify it. Then the rest of the potion resolves. You may reverse the effect of the entire potion of yourself (Harm -> Heal, Poison -> Neutralize Poison or Sweet Water, etc.). This works even if the sip was lethal.
Level 3: 1V, while drinking a potion: "Material Component" a potion's effect, so it does double effect on you.
Level 4: Can create potions in 1/(level-3) the normal time.
Level 5: Brew Potions: 10F, 1/reset: Create 100*LVL XP value in potions.
Level 5: Can "Frugal" potions (+50% to number of uses).
Level 5: 1M: Otto's Irresistable Dance (1 group, no save)
Level 5: 1M+1P: Brew Space-Mead, a potion that when drank does Astral Spell and an Abyssal Water effect.
Level 5: 1M+1P: Cure a Potion effect that occured within the last round.
Level 5: 1M: Potion ball (of a potion you have, the potion is used)
Level 7: 0, 1/r: Recharge one of your magic items by 1 charge (even a potion)
Level 10: 1F, while drinking two potions, 1/reset: The mixing of the potions creates a special effect -- one of the potions chosen at random fails to work, but the other has its effects made permanent on the drinker. The potions's effect becomes a spell-like abilitiy that is always on for the drinker.

[PC5] Psionicist Group Classes


Defender Psionicist

Level KXP Psi(d)
mMG SU
1 0 2-- --
2 4 3-- --
3 8 4-- --
4 16 51- --
5 32 62- --
6 65 73- --
7 131 84- --
8 263 95- --
9 527 A61 --
10 927 B72 --
11 1327 C83 --
12 1727 D94 --
13 2127 EA5 --
14 2527 FB6 --
15 2927 GC7 --
16 3327 HD8 1-
17 3727 IE9 2-
18 4127 JFA 3-
19 4527 KGB 4-
20 4927 LHC 5-
21 5327 MID 6-
22 5727 NJE 7-
23 6127 OKF 8-
24 6527 PLG 9-
25 6927 QMH A1
26 7327 RNI B2
27 7727 SOJ C3
28 8127 TPK D4
29 8527 UQL E5
30 8927 VRM F6
31 9327 WSN G7
32 9727 XTO H8
33 10127 YUP I9
34 10527 ZVQ JA
35 10927 [WR KB
36 11327 \XS LC
TH Saves
PD RS PP BW Sp Fo Re Wi
-1  5  4  8  2  3  1  0  2
-1  6  5  8  3  4  2  1  3
-1  6  6  9  4  5  3  1  4
-1  7  7  9  4  5  4  2  5
+0  7  8 10  5  6  4  3  6
+0  8  9 10  6  7  5  3  7
+0  8 10 11  6  7  6  4  8
+0  9 11 11  7  8  7  5  9
+1  9 12 12  8  9  8  5 10
+1 10 13 12  8 10  8  6 11
+1 11 14 13  9 11  9  7 12
+1 11 14 13 10 12 10  7 13
+2 13 15 14 12 13 11  8 14
+2 15 15 15 14 14 12  9 15
+2 15 16 16 15 15 12  9 16
+2 16 16 16 15 16 13 10 17
+3 16 16 16 16 16 14 11 18
+3 16 16 16 16 16 15 11 19
Requisites: Con 13, Wis 12, Chr 11
Alignment: L any (or) T any
HD/level: & 2d2
Weapon Prof.: 3+level/5
To Hit Table: Psi
Save Table: 2xPsi
Reference: DM
Groups: Psionicist
 
Has access to all "defensive" powers in [MC2] Monster Collective Psionic Powers for every frequency. These are indicated by a "d" in the "Use" column.
PSPs = (Con+Wis+Chr)*level.
These are in Psi1 PSPs, convert using the table at the beginning of [PC5].

[PC5] Psionicist Group Classes


Ethereal Repair60

Level KXP Psi60
mMG SU
1 0.5 (owe) 1-- --
2 6 2-- --
3 18 2-- --
4 54 3-- --
5 108 3-- --
6 216 31- --
7 343 32- --
8 512 32- --
9 729 33- --
10 1000 33- --
11 1300 331 --
12 1600 332 --
13 1900 332 --
14 2200 432 --
15 2500 433 --
16 2800 433 --
17 3100 443 --
18 3400 443 1-
19 3700 443 2-
20 4000 443 3-
21 4300 443 3-
22 4600 444 3-
23 4900 444 3-
24 5200 444 4-
25 5500 444 4-
26 5800 444 4-
27 6100 544 4-
28 6400 544 4-
29 6700 554 41
30 7000 554 42
31 7300 555 43
32 7600 555 44
33 7900 555 54
34 8200 555 54
35 8500 555 55
36 8800 665 55
TH Saves
PD RS PP BW Sp Fo Re Wi
+1  5  3  8  2  3  1  0  1
+2  5  4  8  2  3  1  0  2
+3  6  4  8  3  4  2  0  2
+4  6  5  8  3  4  2  1  3
+5  6  5  9  3  4  2  1  3
+6  6  6  9  4  5  3  1  4
+7  7  6  9  4  5  3  2  4
+8  7  7  9  4  5  4  2  5
+9  7  7 10  5  6  4  2  5
+10  7  8 10  5  6  4  3  6
+11  8  8 10  5  6  5  3  6
+12  8  9 10  6  7  5  3  7
+13  8  9 11  6  7  6  4  7
+14  8 10 11  6  7  6  4  8
+15  9 10 11  7  8  6  4  8
+16  9 11 11  7  8  7  5  9
+17  9 11 12  7  9  7  5  9
+18  9 12 12  8  9  8  5 10
Requisites: Str 6+level, Dex 3+level, Con 2+level,
Int 5+level, Wis 4+level, Chr 1+level
Alignment: any
HD/level: & 2d3
Weapon Prof.: & 6+level/6
To Hit Table: Mon
Save Table: Psi
Reference: DM {Double Planeshifted Astral Construct3}
Groups: Priest, Psionicist, Monster, Alternate
 
Gets Psi60 powers, see [Q60]. Gets Str or Wis bonus to the progression.
P60Ps = Str + Int + Wis - 36 +level*5.
Also gets 1 ERP (Ethereal Repair Point) per level. These ERPs return at a rate of LVL/4+1 per turn, round down.
Level 1: Everyone in your group (including yourself and enemies) needs a +1 weapon to hit them.
Level 1: You may use Ethereal Projection.
Level 1: Pick an ability below. Even though these mechanics are "5th edition"-like, these are not "5th edition" picks for Custom5.
   I. ½M, 1 ERP: Cure 10*LVL hp to one target.
   II. 1M, 1 ERP: Repair a x0 or x1 magic item.
   III. 1M, 1 ERP: Remove a Trap (100+25*LVL%) (-100% per multiplier beyond x1).
Level 2: Pick another ability from I-III above. If you pick an ability more than once, M action costs go to V, V costs go to 0 (zero action).
Level 3: Pick another ability from I-III above. If you pick an ability more than once, M action costs go to V, V costs go to 0 (zero action).
Level 5: Pick an ability below:
   IV. ½M, 2 ERP: Cure 10*LVL hp to one group.
   V. 1M, 2 ERP: Add a charge to an item.
   VI. 1M, 2 ERP: Remove a Trick (25*LVL%) (-100% per multiplier beyond x1).
Level 6: Pick another ability from I-VI above. If you pick an ability more than once, P action costs go to V, V costs go to 0 (zero action).
Level 7: Pick another ability from I-VI above. If you pick an ability more than once, P action costs go to V, V costs go to 0 (zero action).
Level 9: Pick an ability below:
   VII. ½M, 3 ERP: Restore an effect that was dispelled within the last round.
   VIII. 1M or 1bM, 3 ERP: Heal a summon or animal companion
   IX. 1M, 3 ERP: Remove a Special (-100+25*LVL%) (-100% per multiplier beyond x1).
Level 10: Pick another ability from I-IX above. If you pick an ability more than once, P action costs go to V, V costs go to 0 (zero action).
Level 11: Pick another ability from I-IX above. If you pick an ability more than once, P action costs go to V, V costs go to 0 (zero action).

[PC5] Psionicist Group Classes


Ethereal Shaman60

Level KXP Psi60
mMG SU
1 0 1-- --
2 10 2-- --
3 20 2-- --
4 30 2-- --
5 40 21- --
6 50 22- --
7 60 22- --
8 100 22- --
9 200 221 --
10 300 222 --
11 400 322 --
12 500 322 --
13 600 332 --
14 1000 332 --
15 1600 333 --
16 2200 433 1-
17 2800 433 2-
18 3400 443 3-
19 4000 443 3-
20 4600 444 3-
21 5200 444 3-
22 5800 444 4-
23 6400 444 4-
24 7000 444 4-
25 7600 544 4-
26 8200 544 4-
27 8800 554 41
28 9400 554 42
29 10000 555 43
30 10600 555 44
31 11200 555 54
32 11800 555 54
33 12400 555 55
34 13000 665 55
35 13600 666 55
36 14200 666 66
TH Saves
PD RS PP BW Sp Fo Re Wi
+0  5  3  8  2  3  1  0  1
+1  5  4  8  2  3  1  0  2
+1  6  4  8  3  4  2  0  2
+2  6  5  8  3  4  2  1  3
+3  6  5  9  3  4  2  1  3
+3  6  6  9  4  5  3  1  4
+4  7  6  9  4  5  3  2  4
+5  7  7  9  4  5  4  2  5
+5  7  7 10  5  6  4  2  5
+6  7  8 10  5  6  4  3  6
+7  8  8 10  5  6  5  3  6
+7  8  9 10  6  7  5  3  7
+8  8  9 11  6  7  6  4  7
+9  8 10 11  6  7  6  4  8
+9  9 10 11  7  8  6  4  8
+10  9 11 11  7  8  7  5  9
+11  9 11 12  7  9  7  5  9
+11  9 12 12  8  9  8  5 10
Requisites: Str 9, Int 9, Wis 9
Alignment: any
HD/level: d6
Weapon Prof.: 4+level/2
To Hit Table: Pri
Save Table: Psi
Reference: DM {Planeshifted Astral Shaman30}
Groups: Wizard, Psionicist, Alternate
 
Gets Psi60 powers, see [Q60]
Level 1: 1M, level/d: Summon a (normal element) elemental of 4*level HD.
Level 1: 1V, sacrifice an elemental you control: Add (the elemental's HD)/4 spell levels to your memorization, or add (the elemental's HD)/2 to the caster level of your next spell.
Level 7: You may summon para elementals using the summon ability (Level 1).
Level 13: You may summon quasi elementals using the summon ability (Level 1).
Level 19: You may summon semi elementals using the summon ability (Level 1).
Level 25: You may summon chemical elementals using the summon ability (Level 1).

[PC5] Psionicist Group Classes


Fortune Teller10

Level KXP Wizard++Psi10
123 456 789 A
1 0 1-- --- --- -
2 2.5 20- --- --- -
3 5 21- --- --- -
4 10 320 --- --- -
5 25 321 --- --- -
6 50 432 0-- --- -
7 100 432 1-- --- -
8 250 543 20- --- -
9 500 543 21- --- -
10 1000 654 320 --- -
11 1500 654 321 --- -
12 2000 765 432 0-- -
13 2500 765 432 1-- -
14 3000 776 543 20- -
15 3500 776 543 21- -
16 4000 777 654 320 -
17 4500 777 654 321 -
18 5000 777 765 432 0
19 5250 777 776 543 1
20 5500 777 777 654 2
21 5750 777 777 765 3
22 6000 777 777 776 4
23 6250 777 777 777 5
24 6500 777 777 777 6
25 6750 777 777 777 7
26 7000 888 877 777 7
27 7250 888 888 877 7
28 7500 888 888 888 7
29 7750 888 888 888 8
30 8000 999 988 888 8
31 8250 999 999 988 8
32 8500 999 999 999 8
33 8750 999 999 999 9
34 9000 AAA A99 999 9
35 9250 AAA AAA A99 9
36 9500 AAA AAA AAA A
TH Saves
PD RS PP BW Sp Fo Re Wi
-1  5  3  8  2  3  1  1  1
-1  5  4  8  2  3  1  1  2
-1  6  4  8  3  4  2  2  2
-1  6  5  8  4  4  2  2  3
+0  7  5  9  5  4  3  2  3
+0  8  6  9  6  5  3  3  4
+0  8  6  9  7  5  4  3  4
+0  9  7  9  8  6  4  4  5
+1 10  8 10  9  7  5  4  5
+1 11  8 10 10  7  5  4  6
+1 11  9 10 11  8  6  5  6
+1 12 10 11 12  9  6  5  7
+2 13 11 12 13 10  7  6  7
+2 14 11 13 14 10  7  6  8
+2 14 12 13 14 11  8  6  8
+2 14 12 14 14 11  8  7  9
+3 14 13 14 14 12  9  7  9
+3 15 13 14 14 12  9  8 10
Requisites: Int 15, Wis 10, Chr 15
Alignment: any
HD/level: d3
Weapon Prof.: 1+level/5
To Hit Table: Psi
Save Table: Wiz/Psi
Reference: DM, Roger
Groups: Wizard, Psionicist, PCDesigned
 
Casts Wizard spells or Psi10 powers. You get this progression twice, once for Wizard, once for Psi10. It is not one shared progression.
 
The Wizard progression gets Int bonus. Specialized in Enchantment/Charm (no opposite). Can cast Priest Numbers or Thought spells as if they were Wizard spells.
 
The Psi10 progression gets Chr bonus. Specialized in Empathy discipline. Psi10 PSPs = (LVL+Int+Wis+Chr-25)*5. Can "material component" Psi10 powers, by using 1V action.

[PC5] Psionicist Group Classes


Generic Psionicist (page 1)

Overall
Level
KXP
1 0
2 2.5
3 5
4 10
5 15
6 25
7 50
8 75
9 100
10 125
11 150
12 300
13 450
14 750
15 1000
16 1300
17 1600
18 2000
19 2500
20 3000
21 3500
22 4000
23 4500
24 5000
25 5500
26 6000
27 6500
28 7000
29 7500
30 8000
31 8500
32 9000
33 9500
34 10000
35 10500
36 11000
ML Psi(any1)
mMG S
KXP
1 1-- - 0
2 2-- - 1.25
3 3-- - 2.5
4 4-- - 5
5 41- - 7.5
6 51- - 12.5
7 52- - 25
8 62- - 37.5
9 63- - 50
10 73- - 62.5
11 74- - 75
12 741 - 150
13 841 - 225
14 851 - 375
15 852 - 500
16 952 - 650
17 962 - 800
18 A62 1 1000
19 A72 1 1250
20 A73 1 1500
21 B83 2 1750
22 C84 2 2000
23 D94 2 2250
24 E95 3 2500
25 FA5 3 2750
26 GA6 3 3000
27 HB6 4 3250
28 IB7 4 3500
29 JC7 4 3750
30 KC8 5 4000
31 LD8 5 4250
32 MD9 5 4500
33 NE9 6 4750
34 OEA 6 5000
35 PFA 6 5250
36 QFB 7 5500
 
CL
KXP
1 0
2 1
3 2
4 4
5 6
6 10
7 20
8 30
9 40
10 50
11 60
12 120
13 180
14 300
15 400
16 520
17 640
18 800
19 1000
20 1200
21 1400
22 1600
23 1800
24 2000
25 2200
26 2400
27 2600
28 2800
29 3000
30 3200
31 3400
32 3600
33 3800
34 4000
35 4200
36 4400
Stat
Pts
KXP
1 0
2 0.5
3 1
4 2
5 3
6 5
7 10
8 15
9 20
10 25
11 30
12 60
13 90
14 150
15 200
16 260
17 320
18 400
19 500
20 600
21 700
22 800
23 900
24 1000
25 1100
26 1200
27 1300
28 1400
29 1500
30 1600
31 1700
32 1800
33 1900
34 2000
35 2100
36 2200

[PC5] Psionicist Group Classes


Generic Psionicist (page 2)


Lvl
HD TH Wpn / NW
Prof.
Saves
PD RS PP BW Sp Fo Re Wi
KXP
1 1d4 +0 1+0 / 1  5  3  8  2  3  1  0  1 0
2 2d4 +0 1+0 / 2  5  4  8  2  3  1  0  2 0.25
3 3d4 +0 1+0 / 3  6  4  8  3  4  2  0  2 0.5
4 4d4 +1 1+0 / 4  6  5  8  3  4  2  1  3 1
5 5d4 +1 1+1 / 5  6  5  9  3  4  2  1  3 1.5
6 6d4 +1 1+1 / 6  6  6  9  4  5  3  1  4 2.5
7 7d4 +2 1+1 / 7  7  6  9  4  5  3  2  4 5
8 8d4 +2 1+1 / 8  7  7  9  4  5  4  2  5 7.5
9 9d4 +2 1+1 / 9  7  7 10  5  6  4  2  5 10
10 10d4 +3 1+2 / 10  7  8 10  5  6  4  3  6 12.5
11 11d4 +3 1+2 / 11  8  8 10  5  6  5  3  6 15
12 12d4 +3 1+2 / 12  8  9 10  6  7  5  3  7 30
13 13d4 +4 1+2 / 13  8  9 11  6  7  6  4  7 45
14 14d4 +4 1+2 / 14  8 10 11  6  7  6  4  8 75
15 15d4 +4 1+3 / 15  9 10 11  7  8  6  4  8 100
16 16d4 +5 1+3 / 16  9 11 11  7  8  7  5  9 130
17 17d4 +5 1+3 / 17  9 11 12  7  9  7  5  9 160
18 18d4 +5 1+3 / 18  9 12 12  8  9  8  5 10 200
19 19d4 +6 1+3 / 19 10 12 12  8 10  8  6 10 250
20 20d4 +6 1+4 / 20 10 13 12  8 10  8  6 11 300
21 21d4 +6 1+4 / 21 10 13 13  9 11  9  6 11 350
22 22d4 +7 1+4 / 22 11 14 13  9 11  9  7 12 400
23 23d4 +7 1+4 / 23 11 14 13  9 12 10  7 12 450
24 24d4 +7 1+4 / 24 11 14 13 10 12 10  7 13 500
25 25d4 +8 1+5 / 25 12 14 14 11 13 10  8 13 550
26 26d4 +8 1+5 / 26 13 15 14 12 13 11  8 14 600
27 27d4 +8 1+5 / 27 14 15 14 13 14 11  8 14 650
28 28d4 +9 1+5 / 28 15 15 15 14 14 12  9 15 700
29 29d4 +9 1+5 / 29 15 16 16 15 15 12  9 15 750
30 30d4 +9 1+6 / 30 15 16 16 15 15 12  9 16 800
31 31d4 +10 1+6 / 31 16 16 16 15 16 13 10 16 850
32 32d4 +10 1+6 / 32 16 16 16 15 16 13 10 17 900
33 33d4 +10 1+6 / 33 16 16 16 16 16 14 10 17 950
34 34d4 +11 1+6 / 34 16 16 16 16 16 14 11 18 1000
35 35d4 +11 1+7 / 35 16 16 16 16 16 14 11 18 1050
36 36d4 +11 1+7 / 36 16 16 16 16 16 15 11 19 1100
Requisites: Chr 9
Alignment: any
HD/level: d4
Weapon Prof.: 1+level/5
To Hit Table: Wiz
Save Table: Psi
Reference: DM
Groups: Psionicist, Custom
 
Choose any one frequency. Psionic Strength = (Int+Wis+Chr)/3*(Level+9), this is in Psi1 scale.
You may spend your XP in 8 categories for this class. You may spend XP unevenly (e.g. all towards ML). Note that level 1 in all categories costs 0 XP.
50% category: ML
40% category: CL
20% category: Stat Points *
10% categories: Hit Dice **, To Hit *, Proficiencies *, Saves
* These categories are not cumulative with other classes; you treat this as any other class. For example, if you are level 8 in ML and level 1 in Stat Pts, and level 4 in another (normal) class, you have 4 stat points (your highest level), not 4+1=5. (Using the "highest class" rule, the Generic Wizard class here counts as only level 1 for Stat Pts.)
** If multi-classed, you still need to divide by number of classes, even if all this class gives is 1 hit die. Hit Dice listed is the total.
 
The "Overall Level" is given so you know what level you are for purposes of energy drain and HNCL.
Note that it costs 150% (2.25 KXP for 2nd level) to actually raise all of these categories at the same time, so this class is less "efficient" than a normal Wizard class.

[PC5] Psionicist Group Classes


Githyanki Knight

Level KXP Psi1/2/3/30
mMG SU
1 0 4-- --
2 10.25 5-- --
3 20.5 61- --
4 31 72- --
5 41.5 83- --
6 52.5 94- --
7 65 A51 --
8 107.5 B61 --
9 210 C72 --
10 312.5 D82 --
11 415 E93 --
12 530 FA3 1-
13 645 GB4 1-
14 1075 HC4 1-
15 1700 ID5 2-
16 2330 JE5 2-
17 2960 KF6 21
18 3600 LG6 31
19 4250 MH7 31
20 4900 NI7 31
21 5550 OJ8 42
22 6200 PK8 42
23 6850 QL9 42
24 7500 RM9 52
25 8150 SNA 53
26 8800 TOA 53
27 9450 UPB 63
28 10100 VQB 63
29 10750 WRC 64
30 11400 XSC 74
31 12050 YTD 74
32 12700 ZUD 74
33 13350 ZVE 85
34 14000 ZWE 85
35 14650 ZXF 85
36 15300 ZYF 95
TH Saves
PD RS PP BW Sp Fo Re Wi
+1  5  3  8  2  3  1  0  1
+2  5  4  8  2  3  1  0  2
+3  6  4  8  3  4  2  0  2
+4  6  5  8  3  4  2  1  3
+5  6  5  9  3  4  2  1  3
+6  6  6  9  4  5  3  1  4
+7  7  6  9  4  5  3  2  4
+8  7  7  9  4  5  4  2  5
+9  7  7 10  5  6  4  2  5
+10  7  8 10  5  6  4  3  6
+11  8  8 10  5  6  5  3  6
+12  8  9 10  6  7  5  3  7
+13  8  9 11  6  7  6  4  7
+14  8 10 11  6  7  6  4  8
+15  9 10 11  7  8  6  4  8
+16  9 11 11  7  8  7  5  9
+17  9 11 12  7  9  7  5  9
+18  9 12 12  8  9  8  5 10
Requisites: Int 16, Wis 16, Chr 16
Alignment: any
HD/level: d8
Weapon Prof.: 3+level/4
To Hit Table: Mon
Save Table: Psi
Reference: DM
Groups: Warrior, Psionicist, Monster
 
Gets your choice of Psi1, Psi2, or Psi3. Gets Psi30 in addition.
See ( [Q1], [Q2], or [Q3] ), and [Q30] for rules and powers.
PSPs = (Int+Wis+Chr-36)*10 + level*60
These are in Psi1/Psi2 PSPs. Psi3 and Psi30 powers cost 10 times the listed amount.
Level 1: Astral Perception and Astral Projection.
Level 1: Enemies need a +2 weapon to hit you.
Level 1: Knowledge / Legend Lore (Astral Plane), Navigation (Astral Plane)
Level 1: All your weapons have LVL half-plusses (if your actual weapon is better, ignore this, this is a minimum amount)
Level 1: Turn (Command) Undead as if 2 levels lower.
Level 1: 1M, 1/d: Plane Shift
Level 3: Knowledge / Legend Lore (Phlogiston), Navigation (Phlogiston)
Level 5: 1 attack that hits: Coup de grace (slay someone who's down)
Level 7: Add Psi1, Psi2, or Psi3 to known frequencies for this class.
Level 9: 1 attack that hits: Capital S Slay (severs silver cord)
Level 13: Add Psi1, Psi2, or Psi3 to known frequencies for this class. (You have all three now.)

[PC5] Psionicist Group Classes


High Freq. Dabbler

Level KXP Psi(random)
minors
1 0 2
2 2.25 4
3 4.5 6
4 9 8
5 18 10
6 36 12
7 72 14
8 144 16
9 288 18
10 510 20
11 732 22
12 954 24
13 1176 26
14 1398 28
15 1620 30
16 1842 32
17 2064 34
18 2286 36
19 2508 38
20 2730 40
21 2952 42
22 3174 44
23 3396 46
24 3618 48
25 3840 50
26 4062 52
27 4284 54
28 4506 56
29 4728 58
30 4950 60
31 5172 62
32 5394 64
33 5616 66
34 5838 68
35 6060 70
36 6282 72
TH Saves
PD RS PP BW Sp Fo Re Wi
+0  5  4  8  2  3  1  0  2
+0  6  5  8  3  4  2  1  3
+1  6  6  9  4  5  3  1  4
+1  7  7  9  4  5  4  2  5
+2  7  8 10  5  6  4  3  6
+2  8  9 10  6  7  5  3  7
+3  8 10 11  6  7  6  4  8
+3  9 11 11  7  8  7  5  9
+4  9 12 12  8  9  8  5 10
+4 10 13 12  8 10  8  6 11
+5 11 14 13  9 11  9  7 12
+5 11 14 13 10 12 10  7 13
+6 13 15 14 12 13 11  8 14
+6 15 15 15 14 14 12  9 15
+7 15 16 16 15 15 12  9 16
+7 16 16 16 15 16 13 10 17
+8 16 16 16 16 16 14 11 18
+8 16 16 16 16 16 15 11 19
Requisites: Con 6, Int 16, Chr 6, Cml 10
Alignment: non-L
HD/level: d9
Weapon Prof.: 3+level/5
To Hit Table: Rog
Save Table: 3xPsi
Reference: DM {Alternate High Freq. Sampler}
Groups: Psionicist
 
HiFreqDabbler power calculation: (level)*(Str/7+Dex/6+Con/5+Int/4+Wis/3+Chr/2)
You start with "open slots". Open slots can be used once per reset, then are reverted to blank next reset.
You may permanently assign a slot to be a certain power, then it uses that power forever at the cost you gave.
Note that powers may not work exactly the same way each time you use them.
The power cost is variable, but generally Minor is 1-20.
This class only gets minor powers (2 per level). When the DM rolls on the High Frequency Sampling table, you can shift the result by up to + or - LVL (you can look at all the results to choose which one you want).

[PC5] Psionicist Group Classes


High Freq. Sampler

Level KXP Psi(random)
mMG SUV WX
1 0 1-- --- --
2 3.25 2-- --- --
3 6.5 21- --- --
4 13 31- --- --
5 26 32- --- --
6 52 321 --- --
7 104 421 --- --
8 208 431 --- --
9 416 432 --- --
10 741 432 1-- --
11 1066 532 1-- --
12 1391 542 1-- --
13 1716 543 1-- --
14 2041 543 2-- --
15 2366 543 21- --
16 3016 643 21- --
17 3341 653 21- --
18 3991 654 21- --
19 4641 654 31- --
20 5291 654 32- --
21 5941 654 321 --
22 6591 754 321 --
23 7241 764 321 --
24 7891 765 321 --
25 8541 765 421 --
26 9191 765 431 --
27 10491 765 432 --
28 11791 765 432 1-
29 13091 865 432 1-
30 14391 875 432 1-
31 15691 876 432 1-
32 16991 876 532 1-
33 18291 876 542 1-
34 19591 876 543 1-
35 20891 876 543 2-
36 23491 876 543 21
TH Saves
PD RS PP BW Sp Fo Re Wi
+0  6  4  8  3  4  2  0  2
+0  6  6  9  4  5  3  1  4
+1  7  7 10  5  6  4  2  5
+1  8  9 10  6  7  5  3  7
+2  9 10 11  7  8  6  4  8
+2  9 12 12  8  9  8  5 10
+3 10 13 13  9 11  9  6 11
+3 11 14 13 10 12 10  7 13
+4 14 15 14 13 14 11  8 14
+4 15 16 16 15 15 12  9 16
+5 16 16 16 16 16 14 10 17
+5 16 16 16 16 16 15 11 19
+6 16 16 16 16 16 15 11 19
+6 16 16 16 16 16 15 11 19
+7 16 16 16 16 16 15 11 19
+7 16 16 16 16 16 15 11 19
+8 16 16 16 16 16 15 11 19
+8 16 16 16 16 16 15 11 19
Requisites: Con 9, Int 18, Chr 9, Cml 9
Alignment: non-L
HD/level: 2d7
Weapon Prof.: 2+level/6
To Hit Table: Rog
Save Table: 3xPsi
Reference: DM
Groups: Psionicist
 
HiFreqSamp power calculation: (level)*(Str/6+Dex/5+Con/4+Int/3+Wis/2+Chr)
You start with "open slots". Open slots can be used once per reset, then are reverted to blank next reset.
You may permanently assign a slot to be a certain power, then it uses that power forever at the cost you gave.
Note that powers may not work exactly the same way each time you use them.
The power cost is variable, but generally Minor is 1-10, Major is 2-50, Grand is 4-100, Super is 8-200, Ultra is 16-300, Ultra+1 (V) is 32-400, Ultra+2 (W) is 64-500.

[PC5] Psionicist Group Classes


High Psionicist


Level

KXP
Psionicist
mMG SUV

TH
1 0 1-- --- +9
2 4.5 11- --- +8
3 9 21- --- +7
4 18 211 --- +6
5 36 321 --- +5
6 72 322 --- +4
7 144 432 1-- +3
8 288 433 1-- +2
9 576 543 1-- +1
10 1000 544 2-- +0
11 1450 654 2-- -1
12 1900 655 2-- -2
13 2350 765 3-- -3
14 2800 766 3-- -4
15 3250 876 3-- -5
16 3700 877 4-- -6
17 4150 987 4-- -7
18 5000 988 41- -8
19 5900 A98 51- -9
20 6800 A99 51- -10
21 7700 BA9 51- -11
22 8600 BAA 62- -12
23 9500 CBA 62- -13
24 10400 CBB 62- -14
25 11300 DCB 72- -15
26 12200 DCC 73- -16
27 13100 EDC 73- -17
28 14000 EDD 83- -18
29 15000 FED 831 -19
30 16350 FEE 841 -20
31 17700 GFE 941 -21
32 19050 GFF 941 -22
33 20400 HGF 942 -23
34 21750 HGG A52 -24
35 23100 IHG A52 -25
36 25000 IHH A52 1 -26
37 50000 IHH A52 2 -27
38 75000 IHH A53 2 -28
39 100000 IHH A53 3 -29
45 250000 IHH A66 5 -35
54 475000 IHH A99 8 -44
63 700000 IHH CBB B -53
72 925000 IHH EDD D1 -62
Requisites: Int 18, Wis 22, Chr 25,
  Class Slots 2
Alignment: any
HD/level: ++d6
Weapon Prof.: & 6-level/3
To Hit Table: & +10-level
Reference: DM
Groups: Psionicist, NPC Designed
Complexity: CF=5
   
Saving Throws:  
PPD: level*2+0
RSW: level*2+4
PP: level*2+1
BW: level*2+0
Spell: level*2+3
Fort: level*2+2
Reflex: level*2+0
Will: level*2+5
 
PSPs = Chr*4*level.
+1 psionic frequency per level. Can pick "High Frequency Sampling" as a frequency, treat these as one category (3 SL's) higher.
Cannot gain a stat progression to progression.
May material component psionic powers by using 1V action.
Gets Wis bonus to CL (with a max bonus of +LVL).

[PC5] Psionicist Group Classes


High SL Sampler

Level KXP Psi(random)
mMG SUV W
1 0 --1 --- -
2 3.25 --2 --- -
3 6.5 --3 --- -
4 13 --4 --- -
5 26 --5 --- -
6 52 --6 --- -
7 104 --7 --- -
8 208 --7 1-- -
9 416 --7 2-- -
10 741 --7 3-- -
11 1066 --7 4-- -
12 1391 --7 5-- -
13 1716 --7 6-- -
14 2041 --7 7-- -
15 2366 --7 71- -
16 3016 --7 72- -
17 3341 --7 73- -
18 3991 --7 74- -
19 4641 --7 75- -
20 5291 --7 76- -
21 5941 --7 77- -
22 6591 --7 771 -
23 7241 --7 772 -
24 7891 --7 773 -
25 8541 --7 774 -
26 9191 --7 775 -
27 10491 --7 776 -
28 11791 --7 777 -
29 13091 --7 777 1
30 14391 --7 777 2
31 15691 --7 777 3
32 16991 --7 777 4
33 18291 --7 777 5
34 19591 --7 777 6
35 20891 --7 777 7
36 23491 --7 777 7
TH Saves
PD RS PP BW Sp Fo Re Wi
-1  5  4  8  2  3  1  0  2
-1  6  5  8  3  4  2  1  3
-1  6  6  9  4  5  3  1  4
-1  7  7  9  4  5  4  2  5
+0  7  8 10  5  6  4  3  6
+0  8  9 10  6  7  5  3  7
+0  8 10 11  6  7  6  4  8
+0  9 11 11  7  8  7  5  9
+1  9 12 12  8  9  8  5 10
+1 10 13 12  8 10  8  6 11
+1 11 14 13  9 11  9  7 12
+1 11 14 13 10 12 10  7 13
+2 13 15 14 12 13 11  8 14
+2 15 15 15 14 14 12  9 15
+2 15 16 16 15 15 12  9 16
+2 16 16 16 15 16 13 10 17
+3 16 16 16 16 16 14 11 18
+3 16 16 16 16 16 15 11 19
Requisites: Con 13, Int 16, Chr 18, Cml 9
Alignment: non-L
HD/level: 2d8
Weapon Prof.: 1+level/6
To Hit Table: Psi
Save Table: 2xPsi
Reference: DM
Groups: Psionicist, Alternate
 
HiSLSamp PSP calculation: (LVL)*(Con+Int*2+Chr*3)
You start with "open slots". Open slots can be used once per reset. When used, you choose "Defensive" or "Offensive", and a random power is rolled. The power is assigned to that slot (you cannot choose to leave the slot "open"). You may choose targets after seeing resolving what the effect is.
The power cost is variable, but generally Grand is 1-100, Super is 2-200, Ultra is 3-300, V is 4-400, and W is 5-500.
If you assign a slot and find you don't have enough PSPs to cover the cost, you "burn hp" (1 per 1) per PSP you are short. You cannot burn hp when using a known slot.
During reset, you may unassign any slots you see fit, but slots can (again) only be filled once per reset.
DM Note: Grand and Super tables are provided, Ultra/V/W/X powers will use the [X] section with U SL=11, V SL=14, W SL=17, X SL=20. "Defensive" is Con/Wis/Chr powers, "Offensive" is Str/Dex/Int powers.

[PC5] Psionicist Group Classes


High SL Sampler Powers (Grand Defensive, d236)

 
# Effect
1 Ability Score *2: Choose one ability score. New score = (old score - 10) * 2 + 10
2 Ablating: You are buffered from one Negate Psionics effect.
3 Absorption Field: Stops SL/2 mental attacks or mental-affecting powers on you
4 AC *2: Your new AC = (old AC - 10) * 2 + 10
5 Acid Breath: Breathe Acid (as per dragon)
6 Acrobatics: Any Acrobat SL-1 pick; 5*CL Rogue points in it
7 Actions *2: Pick one action type (M, P, V). Your number of actions of that type is multiplied by 2
8 Add Global Resistance: Resist all E=1 elements, this can be taken twice for E=2 (doesn't include E=1), thrice for E=3, etc.
9 Add Global Resistance: Resist all EE=1 eelements, this can be taken twice for EE=2 (doesn't include EE=1), thrice for EE=3, etc.
10 Aid Deva: You lose 1 multiplier, target gains 1 multiplier
11 Amplify Power: +N to CL (or) +N*10% effect to next Psi1 power (max N=CL)
12 Animate Objects: Animate Objects as if they were a DL=SL Golem summon
13 Anti-Psionic Disruption: No Anti-Psi powers (any freq.) can be used in 50' r
14 Anti-Technological Shell: Reduce all technological objects within 30' by -CL TechL (min TechL=0)
15 Armageddon †: 1bM: Can use +1M/s this round; Immune Cold; Immune Shadow
16 Assassin Lore: Abilities as per an Assassin of half level (round up)
17 Astral Eyes: Can see through alterations/illusions/possession; Astral Perception
18 Aura of Fear: Fear by sight (SL saves)
19 Bard or Sage Abilities, LVL 9: Get bard or sage abilities of level 9 (max = your level)
20 Body Coating: 5*SL hp Armor spell, self only, stacks with the (Wizard) Armor spell
21 Body Resistance: Physical attacks that do less than SL*2 dmg to you do nothing
22 Body Transformation: Change your body to be of an E=SL/2 element
23 Breath of the Black Dragon: Breathe acid for 11d6 damage.
24 Breath of the Dragon: Breath fire for 11d4 damage.
25 Breath of the Drake: Breath water for 11d4 damage.
26 Breath Weapon Cloud: Forms into a breath weapon if triggered
27 Bring Animals VII: Summon CL*4 Animals using ML VII chart, you pick the result
28 Bringer: Immune Illusions; Immune Disease; Immune Reverse Healing
29 Chaos Cloud: Does random effects every round
30 Chemical Mimicry: Change your body to be of an TechL=SL chemical
31 Cobra Charm: Gaze, target must save vs. RSW or he cannot use any actions next segment, maintain 1M
32 Construct Control Item 4: Create a "Control" type item (see next page) of TechL=CL, each 4 TechL takes 1S action
33 Construct Generic Item 4: Create a "Generic" type item (see next page) of TechL=CL, each 4 TechL takes 1S action
34 Construct Power/Defensive Item 4: Create a "Power" type item (see next page) of TechL=CL, each 4 TechL takes 1S action
35 Construct Psi16 Item 4: Create a Psi16 item (see next page) of TechL=CL, each 4 TechL takes 1S action
36 Construct Weapon Item 4: Create a "Weapon" type item (see next page) of TechL=CL, each 4 TechL takes 1S action
37 Construction: Builds 1 machine up to level+1 complexity
38 Contingency, Psionic: Sets trigger condition for another power.
39 Contingency: Sets trigger condition for another power.
40 Contingency: Sets trigger condition for another power.
41 Control Air: Armor: +CH Saves, Armor has 10*CH hp
42 Control Earth: Armor: +CH AC, Armor has 10*CH hp
43 Cosmic Awareness: Detect "Everything" CL*30'; Range is sight
44 Cosmic Awareness: Grand: Cosmic Awareness
45 Create Golem III: Create a DL VII Golem (AC=12*CL, hp=10*(CL^3), Str=6*CL)
46 Create Technological Monster III: Create a DL VIII Technological Monster (AC=16*CL, hp=8*(CL^3), Str=6*CL)
47 Cron Job: Contingency or Delayed Blast for one Psi8 power
48 Damage *2: Damage with one physical weapon is multiplied by 2
49 Damage Reduction, Energy, 75%: Take x0.25 damage from energy
50 Damage Reduction, Physical, 75%: Take x0.25 damage from physical attacks
51 Density Increase 8: x256 mass; +8 Str; -8/attack (physical or energy)
52 Desolidification: You pass through objects as if they weren't there
53 Dial-a-Breath Element (=): You can use any eelement with E factor equal to or less than your normal breath.
54 Dial-a-Breath Element (=): You can use any element with E factor equal to or less than your normal breath.
55 Discontinuity Immunity: Immune to Annihilation, Being Put Down a Hole
56 Dispelling Buffer: Subject is buffered from one dispel psionics effect.
57 Diversify: Your next Psi27 power that has one target has LVL targets instead
58 Druid Spells, LVL 9: Get a druid progression of level 9 (max = your level)
59 Duplicate Magic Item (x1)
60 Duplicate Mechanism (x1)
61 Duplicate Monster (Clone) (x1)
62 Eeelemental Composition: Can be any Normal/Para/Quasi Eeele ; Can be Semi Eeele
63 Eelemental Composition: Can be any Normal/Para/Quasi Eele ; Can be Semi Eele
64 Electrical Control: SL/2 (round down) instances of Resist lightning; +SL*10% damage with lightning effects
65 Elemental Composition: Can be any Normal/Para/Quasi Ele ; Can be Semi Ele
66 Endurance of the World: +9 TH; +9 dmg; IECNR +25% ; Lasts 5r after maint.
67 Energy Absorption: CL*SL*3 hp ablative Force Field (vs. energy attacks)
68 Energy Body: Major: You are made of energy; cannot use P actions; resist physical damage
69 Energy Doppelganger: Mirror Image (1 image), it has SL^3 hp; it flies at SL*3"; you can cast Psi45 effects through it
70 Energy Kinetic: Amplify: Add 3*CH dice to your next energy attack
71 Energy Kinetic: Shield: Stops CH dice per Energy attack
72 Energy Reflection: As Arrow Cutting (above), except vs. magical missiles (even vs. Meteor Swarms & such)
73 Energy Sheath: SL^2 hp Armor spell, self only, stacks with the (Wizard) Armor spell
74 Extendable Limbs: Your limbs can extend an extra KiL'
75 Field of Peace: Everyone within 30' (incl. Deva) can use only V and Z actions
76 Fire Control: SL/2 (round down) instances of Resist fire; +SL*10% damage with fire effects
77 Flame Being: Fire Shield (SL*10% damage back to attacker); Deal +SL fire dmg with melee attacks
78 Flame Immunity: SL/2 instances of Resist Fire
79 Flame Shield: Protection from Fire
80 Forbiddance: As the 6th level Priest spell
81 Force Field vs. Emotion: Immune to spell level 0 to SL-1 enchantment/charm effects
82 Force Field vs. Energy: Immune to spell level 0 to SL-1 energy attacks
83 Force Field vs. Hostiles: Enemies must make SL/2 saves to attack you
84 Force Field vs. Magic: Immune to spell level 0 to SL-1 magic
85 Force Field vs. Mental: Immune to spell level 0 to SL-1 mental attacks
86 Force Field vs. Physical: -SL per physical attack
87 Force Field vs. Power Manipulation: ER 10*SL%
88 Force Field vs. Vampirism: aNR 10*SL% (including energy and stat drains)
89 Force Field: CL*SL*2 hp ablative Force Field (vs. physical or energy attacks)
90 Force Field: Immune to spell level 0 to SL-2 effects; -(SL-1) per physical attack; ER 5*SL%
91 Force Shield: CL*SL*3 hp ablative Force Field (vs. physical or energy attacks, only one enemy /s)
92 Form of Doom: You transform into a frightening tentacled beast.
93 Gadgetry: 1M, 1/d: Build a TechL=SL Psi8 item
94 Get a Rogue chart (and 20*LVL Rogue points) up to level=LVL/2
95 Golem Form: Doll: Resist fire; Mend spell acts as a Heal on you; Bite is Tasha's Laughter branded
96 Golem Form: Emerald: Immune acid; iNR 50%; 1M: Lightning Bolt
97 Golem Form: Magic: MArmoring LVL*10; Disenchant any magical effect you touch; 1M: Wild Surge
98 Golem Form: Mithral: Immune innates; +1Q0 action /r
99 Golem Form: Phantom Flyer: Fly 24" (C); Immune darkness; Darkvision; +2 tentacles (2d8 dmg each)
100 Golem Form: S=6,7,8: Unusual Material of S=6,7,8 (cannot exceed real S number)
101 Golem Form: Shaboath: Immune water; 1P: Drown a group; 1M: Wall of Ice
102 Golem Form: Silver: +1 to # attacks with each weapon; +LVL" move rate
103 Golem Form: Spiderstone: Resist magic; Mouth's P: Web (1 group); FRT LVL*10%
104 Golem Form: Stone: Immune earth; set Str 22+LVL; 1V: Slow
105 Gravity Decrease: Increase gravity in room or object/person by SL G's (x1 Special)
106 Gravity Increase: Decrease gravity in room or object/person by SL G's (x1 Special)
107 Gravity Kin.: Shield: Stops 4*CH hp per physical attack
108 Gravity Manipulation: SL/2 (round down) instances of Resist gravity/falling damage; +SL*10% damage with gravity/falling effects
109 Greater Force Shield: AT +CL*3 source; -CL/attack (physical or energy)
110 Growth 8: +3 size; +6 Str; +6*CL max hp
111 Hard Radiation Control: SL/2 (round down) instances of Resist radiation damage; +SL*10% damage with radiation (specific, not all of Psi9/18/27) effects
112 Hard Resistance to Anti-Matter: Double resist anti-matter (1/4, save for 1/10), Can survive in anti-matter based prime
113 HD type: Add +1d+2: Add 1 to number of HD and 2 to the HD type per level
114 hp *2: Multiply hp by 2
115 Hyper-Invention: (12-SL)M: Create a TechL=SL*2-3 object (see [Q8], can have at most LVL of these objects)
116 Icing: SL/2 instances of Resist Cold/Ice
117 Illusory Duplication: Mirror Image (SL images)
118 Illusory Invisibility: Minor: Invis.; Major: Improved Invis.; Grand: Dust of Disappearance
119 Immunity III: Immune:lightning/acid, +2 weapon to hit
120 Immunity to any effect that requires a Fortitude save (unless the effect also works on objects)
121 Immunity to death or slay effects
122 Immunity to energy drain and negative levels
123 Immunity to Turn Undead
124 Improved Vigor: You gain 13 temporary hit points.
125 Invisibility: Improved Invis.
126 Invisibility: Minor: Invisibility; Major: Improved Invisibility; Grand: Dust of Disappearance
127 Invulnerability: -CL*SL/2 dmg per attack
128 Ionization: Lightning shield (xSL/10 damage back)
129 Item *2: How many of an item exists is multiplied by 2 (you need a Grand to duplicate a x2 item)
130 Killing Attack, Hand-to-Hand: +CL*2 dmg and +CL Con dmg with unarmed attack
131 Kinetic Control: SL/2 (round down) instances of Resist telekinesis; +SL*10% damage with telekinesis effects
132 Level: early 16: Get a "Level:" ability in your class 16 levels early (this can be taken multiple times)
133 Light Control: SL/2 (round down) instances of Resist light; +SL*10% damage with light effects
134 Luck: +1 Luck point (as per Luckstone)
135 Luck: Gains +1(+5%)*LVL on 1 action
136 Luck: Gains +1(+5%)/succ on 1 action
137 Magic Control: +SL/2 (round down) to SL of next Psi45 power
138 Magic Shield: Stops SL/2 magical attacks on you
139 Magnetic Manipulation: SL/2 (round down) instances of Resist magnetism; +SL*10% damage with magnetism effects
140 Memorization Level Increase 3: +1 Memorization Level (this is next level of picks for rogues)
141 Mental Defense: Resist mental attacks
142 Mental Invisibility: Improved Invis.: it's +SL AC instead of +4
143 Metal Body: AC +CL, saves +CL, unarmed dmg +CL, DR CL/-
144 Mind Blank, Personal: You are immune to scrying and mental effects.
145 Mind Blank, Psionic: Subject immune to mental/emotional effects, scrying, and remote viewing.
146 Mind Over Matter: Stay conscious (and offensive) for up to SL segments after being reduced below -10 hp
147 Molecular Chameleon: Polymorph your body into an unusual material that you're touching (max S factor = SL)
148 Money *2: How much money you get in dungeon is multiplied by 2 (only affects you, not whole party)
149 Move Rate *2: Multiply Move Rate by 2
150 Multiform: Shapechange Self
151 Multiplier *2: Add 2-1 to your multiplier (see [X]). Using a Minor does nothing. Using a Major: +1 mult. in offense or defense (not both).
152 Mystic Shield: SR SL*CL
153 Null Field 4: All spells of SL 4 or higher don't work in 100'r
154 Null Psionics Field: Create a field where psionic power does not function.
155 Null Psionics Field: Negates psionics within 10 ft.
156 Null Void: Null Field: Caster immune to and cannot use magic
157 Paladin Lore: Abilities as per a Paladin of half level (round up); your light-saber is a "holy avenger"
158 People's Area: Forbiddance, Guards and Wards, Proof vs. Teleportation/Scrying LVL*10' radius
159 Plasma Control: SL/2 (round down) instances of Resist plasma; +SL*10% damage with plasma effects
160 Poison Touch: Your next attack is poisonous (Death or (SL-1)*10 dmg if they make the save)
161 Power Simulation: The next Psi45 power you use will be resisted using MR instead of PR
162 Prehensile Hair: Your hair has controlled movement; can do a "Hair attack" (using your hair's P action) for 1dSL dmg
163 Preservation: 1=Preserve,2=Trap Soul,5=Permanency,7=Stasis; affects 2+CL/9 groups
164 Prison Cloud: Captures one creature and holds there
165 Psi: Slayer: Sword: 1V to swing: LVLd100 dmg, always hits
166 Psi: Web: 100'r, any flying creature is Imprisoned
167 Psionic Amplification: Multiplies a power; Max.=level/4+1
168 Psionic Amplification: Multiplies a power; Max.=level/4+1
169 Psionic Disruption: No psi powers (any freq.) can be used in 50'r
170 Psionic Disruption: No psi powers (any freq.) can be used in 50'r
171 Reality Alteration: + or - SL to your next die roll
172 Rebound: MPaPReflection CL*15%
173 Reddopsi: Powers targeting you rebound on manifester.
174 Reflection: MPIWReflection 5*SL%
175 Regeneration: Regenerate KiL hp per round (given as KiL/10 hp per segment)
176 Regeneration: Regenerate SL hp/s
177 Remove a vulnerability on yourself (reduce Severe Allergy -> Vulnerable)
178 Resist Allergy: Remove -1 penalty/succ
179 Resist: Emotion: SL/2 (round down) instances of Resist enchantment/charm
180 Resist: Energy: SL/3 (round down) instances of Resist energy attacks
181 Resist: Magic: SL/4 (round down) instances of Resist magic
182 Resist: Mental: SL/2 (round down) instances of Resist mental attacks
183 Resist: Physical: SL/4 (round down) instances of Resist physical attacks
184 Resist: Power Manipulation: SL/3 (round down) instances of Resist disenchantment
185 Resist: Vampirism: SL/3 (round down) instances of Resist necromancy, energy and stat drains
186 Rogue points 30: This class gives an extra +30 Rogue points per level.
187 Saves *2: Multiply your save rolls by 2, you automake saves on natural 21-2 or better (Minor is 19).
188 Scty: Confined Defender: Shield vs. magic/psionics 1000*LVL hp
189 Scty: Flight Blockade: [permanent] No flying in area
190 Scty: Invisibile Defender: Shield vs. physical/energy 1000*LVL hp
191 Scty: MagnificientDefender: No magic & psi of SL 7 or lower in area
192 Scty: Peripheral Defender: -7*LVL dmg on all physical & energy attacks
193 Scty: Spell Trap: Contingency for any 1 power (Magic/Psi/Innate)
194 Self-Control: Immune to next Ego / Domination / Command-like effect
195 Shade: Creates a ghost/shade of person who died here, half powers
196 Shadow Cloud: Causes weakness, fear, ability loss
197 Shape Change: As the 9th level Wizard spell
198 Shapechange (Personal): Polymorph to any monster
199 Shock Treatment: Immune Lightning; 1 P0P, 1V: Deal KiL damage to one target (save: ½)
200 Smiley Face Cloud: All in area drop their weapons and dance
201 Snow Cloud: Multicolored snow (can damage/heal)
202 Spell *2: One spell that you know has it's effect multiplied by 2, or costs only 1/(2*2-1) of a spell slot
203 Spell Reflection
204 Spell Turning: Spell Turning (as spell)
205 Spiritual Body: Planar Displaced, Immune Matter, you can't physically attack
206 Split: You are two beings (two places at once); it costs 3 actions to have each body do 1 action
207 Strength of Soul: Immune to Misguidance, Alignment or Persona change; Immune to Truename spell
208 Strength of the World: +9/+9 AC/saves, +25% RR/MR/PsiR; Lasts 5r after maint.
209 Stretching: Can melee up to SL people per round that aren't in your group
210 Suppression: Cannot use or be affected by psionics, all psi effects drop
211 Suppression: Cannot use or be affected by psionics, all psi effects drop
212 Suspend Death: It takes CL rounds for you to die due to being at negative hp
213 Symbol
214 Systematic Antidote: SL/2 instances of Resist Poison/Drugs
215 Telepathic Sphere: Mobile force globe protects group from mental attacks
216 The Call: Choose a creature type: summons (LVL-DL)^2 of them. (DL is creature’s DL).
217 The Sorting: Shapechange, but can merge and assume qualities of LVL creature types.
218 Thief Abilities, LVL 9: Get thief abilities of level 9 (max = your level)
219 Thief: Any Thief SL-1 pick; 5*CL Rogue points in it
220 To Hit *2: Multiply your to hit rolls by 2, you autohit on natural 21-2 or better (Minor is 19).
221 True Invulnerability: SL instances of Resist distributed as you like (medium categories: a school, an element, etc.)
222 True Metabolism: You regenerate 10 hit points/round.
223 True Seeing: True Seeing (as spell)
224 Truesight: Minor: Detect Invis./Illusion; Major: True Seeing; Grand: Cosmic Awareness
225 UltraArmor [--X]: iunPaPaaPaaaPR CL*2%; CL*4 instead
226 Ultrashield [X]: Cannot attack / be attacked w/ Psi; Can still attack
227 Ultrasword [-X]: Ignore non-racial immunity to psionics; --
228 Vibration Control: SL/2 (round down) instances of Resist vibration; +SL*10% damage with vibration effects
229 Wand of the Mind: All your effects from one class are at double CL (for effect and BlahR adj.)
230 Warding: Create a Trap (x1 Psionic) for SL/2 Psi45 powers
231 Whenever you touch someone, they get Mummy Rot (no save)
232 Worship: Immune Opposition (as in Mirror), Truename Erased, Annihilation
233 Wrath †: 1bM: Can use an extra 1P each segment this round; Immune to Fire and Negative
234 Yoga Flame: Breathe Fire (as per dragon)
235 You have a breath weapon, half hp (pick acid, poison, skunk; pick 3/d or 1/3r)
236 Your gaze causes Charm (no save, IR)

[PC5] Psionicist Group Classes


High SL Sampler Powers (Grand Offensive, d305)

 
# Effect
1 Absorption Power: bM: Absorb energy, gain 100/(12-SL)% of it in temporary hp
2 Acid Bolt LVLd10
3 Acid Bolt: Acid damage, Con resists
4 Acid: CL*(SL+2) acid dmg to one target (no save)
5 AEther Bolt: LVL*10 dmg AEther, ignores PsiR
6 Air Animation: Summon a DL=SL Air Elemental
7 Air Bolt LVLd12
8 Air Bolt: Ele.Air damage, Dex resists
9 Air Control: Gust of Wind / Wall of Air
10 Alter Reality (greater): Alter Reality (as spell)
11 Alter Reality: Alter Reality or Psi1 major; Double CL effect
12 Alter Reality: Alter Reality or Psi-1 major; Double CL effect
13 Alter your Lycanthrope form, DM rolls on LVL/2 Lycanthrope or Animal table
14 Animal Summoning: Summon a DL=SL-1 Animal
15 Animate Fire: Turn fire into 2^(X+1) HD fire elemental, where X is the # sizes beyond size T
16 Animate Image: Summon a DL=SL creature based on an picture/painting you have (the image is consumed)
17 Anti-Technology Ray
18 Anti-Time Aura: Enemies in your room takes CL*2 anti-time dmg /s (no save)
19 Astral Construct VI: Astral construct fights for you.
20 Astral Construct VII: Astral construct fights for you.
21 Astral Construct VIII: Astral construct fights for you.
22 Astral Destruct VI: Astral destruct fights for you.
23 Astral Destruct VII: Astral destruct fights for you.
24 Astral Destruct VIII: Astral destruct fights for you.
25 Banishment, Psionic: Banishes extraplanar creatures.
26 Banishment: Banishes extraplanar creatures.
27 Bind: Stopped & -½ Str/succ
28 Bio-Energy Blast: CL*(SL+2) force dmg to one target (no save)
29 Bomb: CL*SL explosion dmg to your group (no save, hole in the middle)
30 Bring Animals VI: Summon CL*3 Animals using ML VI chart, you pick the result
31 Call Chaos: LVL random groups take 75 Chaos dmg (include PC in possibilities)
32 Cell Rot: Cell Adjustment (reversed) CL*SL*2 dmg (no save)
33 Change Reality (lesser): 1st-7th level Alt,Cnj,Cre,Ele,Hea,Sum
34 Chemical Touch: Chemical effect of TechL=SL*2 or less (range touch)
35 Chi Kung Healing: Cure X*KiL hp to one target
36 Choose Summoning VI: Monster Summoning using ML VI chart, you pick the result
37 Choose Summoning VII: Monster Summoning using ML VII chart, you pick the result
38 Cold Generation: SL*CL Cold damage (1 group, no save)
39 Combustion: An object explodes (item save), the person carrying it takes CL*SL/2 damage (save)
40 Cone of Nothing: CL*CL*CL dmg in a 30' cone (no save); they lose next Opp action (save)
41 Confusion: Confusion (as spell)
42 Control Actions: Caster controls ½P action/succ
43 Control Movement: Caster controls ½V action/succ
44 Control: 1bM: Redirect an effect (caster makes SL/4 saves)
45 Control: Domination one target (SL/2 saves)
46 Co-opt Concentration: Take control of foe’s concentration power.
47 Counterspell †: 1bM: Counter an effect
48 Create a random special (only enemies trigger it)
49 Crisis of Life: Stop subject’s heart.
50 Crystallize: Turn subject permanently to crystal.
51 Cthulhoid Swarm VI: Summon CL*4 Monsters using ML VI "Weird" chart (random)
52 Cthulhoid Swarm VII: Summon CL*6 Monsters using ML VII "Weird" chart (random)
53 Cure Serious Wounds: Cure 6d8+6*LVL hp
54 Cureall/Causeall
55 Damage Transference: Cell Adjustment CL*SL*2 hp
56 Dark Light: 30' radius: Emotion, Darkness, Weird (as spells)
57 Dark Thunderbolt: 1 dmg/DPP (darkness & sound) (no save)
58 Darkness: Darkness (can blind a person, make SL saves)
59 Death Beam: Necromantic damage
60 Death Bolt (save or dead)
61 Death Bolt: Necromantic damage
62 Death Spell a group (total CL*CL HD, max HD affected = CL)
63 Death Stare: Death or Stun 2d4r (if over 2*level HD) (Fort save); affects 2+CL/9 groups
64 Death Stare: Save-6; Death; Stun 2d4r if over 2*level HD
65 Death: Target is slain (save)
66 Decay: 1=Decay (item save), 2=Freedom, 5=Instantaneous, 7=Tempus Lawfulness
67 Destroy Matter: Disintegrate (save), if save made takes half max hp
68 Disintegrate, Psionic: Turn one creature or object to dust.
69 Disintegrate: Disintegrate (save)
70 Disintegrate: One creature or object vanishes.
71 Disintegration: Major: Disintegrate (save)
72 Disk of White Originator: One evil target "Capital S" Slain (no resistance, except he can use GR), x7 effect
73 Dispel 8: Dispel a SL 0-8 effect
74 Disruption: Minor: Target takes CL*SL disruption damage (no save); Grand: The damage given plus a Disintegrate effect (save)
75 Divert Teleport: Choose destination for another’s teleport.
76 Divert Teleport: Choose destination for another's Teleport.
77 Domination: Dominate all actions (SL/5 saves)
78 Dream of Death: Death Spell 5d20 HD (save vs. Death Magic), sleeping targets get no save
79 Druid Shapechange: Druid Shapechange (to Reptile/Fish, Bird, or Mammal)
80 Duplication: 1bM: Fork an effect (caster makes SL/3 saves)
81 Earth Animation: Summon a DL=SL Earth Elemental
82 Earth Bolt LVLd12
83 Earth Bolt: Ele.Earth damage,Con resist
84 Earthquake your group (incl. yourself) for LVLd20 dmg, flying doesn't help
85 Ectoplasmic Cocoon, Mass: You encapsulate all foes in a 20-ft. radius.
86 Electrical Generation: SL*CL Lightning damage (1 group, no save)
87 Energy Absorption: 1bM: Absorb up to CL HD of an energy attack, affects everyone in your group
88 Energy Blast III: [Pick an element] CLd20 dmg of that element (one group, no save)
89 Energy Cancel: As Energy Control but removes entire area effect
90 Energy Cancel: Cancels entire energy effect; Autocancel all this s
91 Energy Cancel: Max.=CL/2 in HD damage, cancels whole effect, you don't need to be in that group
92 Energy Conversion: 0, SL/t: Convert an element in an effect to another element (max E factor = SL/2, round down)
93 Energy Jar: As Energy Control, can throw affect yourself once for 1M
94 Energy Kinetic: Blast: 4*CH' rad, 2*(CHd10) Energy dmg (save:½)
95 Energy Kinetic: Drain: Absorb 3*CH dice as per Energy Control
96 Energy Kinetic: L.Blast: 8*CH' rad, CHd10 Energy dmg (save:½)
97 Energy Kinetic: Manipulate: +-CH dice to existing energy effect
98 Energy Quench: Death Spell 4d20 HD (save vs. Death Magic), works on undead and golems
99 Energy Solidification: Minor: Web; Major: Iron Bands of Bilarro; Grand: Solid Wall of Force; Super: Forcecage
100 Energy Solidity: As per Energy Amplification but entire effect is amplified
101 Energy Sponge: bM: SL*10% chance to absorb an entire energy attack
102 Energy Wave: Deal 13d4 damage of your chosen energy type in 120-ft. cone.
103 Eridor's Ebony Bolt: 4 perm. hp loss/lvl, no MR, cannot be resisted
104 Escape
105 Fate of One: Reroll any roll you just failed.
106 Fear V (Vision of Weakness): Lose 1d6 levels, -6 Str/Dex/Con (save)
107 Fire Bolt LVLd12
108 Fire Bolt: Ele.Fire damage,Con resist
109 Fire Generation: SL*CL Fire damage (1 group, no save)
110 Fireball: KiLd6 dmg, KiL' radius (fire damage) (save:½, if made save again for 0)
111 Flame Animation: Summon a DL=SL Fire Elemental
112 Flame Project: CL*(SL+2) fire dmg to one target (no save)
113 Flash: Light (can blind a person, make SL saves)
114 Focus: Do SL instances of another Psi45 power you know; you are Spent and Harmed at the end of effect
115 Force of Nature VI: Summon a Thorn Elemental: AC 120, hp 720, #Att 6/1, TH +110, dmg 110
116 Fourth Level Priest Spell: Cast one 4th level Priest spell at CL = 60
117 Freedom: [0 action to use] Reverse Imprisonment
118 Gate: As spell
119 Gate: As the 9th level Wizard spell
120 Geoforce: 1bM: Stop or Create an Earthquake, Landslide, etc. Damage would be CL*SL Earth to a group (save for 0)
121 Gestalt: Major: 1M: Do 2 Minor powers that you know; Grand: 1M: Do 2 Major powers that you know; etc.
122 Grand Acidify: CLd20 acid damage; Use d30's
123 Grand Acidify: CLd20 acid damage; Use d30's
124 Grand Detonate (Psi2)
125 Grand Detonate: CLd20 shards damage; Use d30's
126 Grand Domination: Save at penalty equal to level; no HD limit
127 Gravity Kin.: Incr.Weight: Target weight x100*CH (save or crushed)
128 Grease Bolt LVLd8
129 Hard Radiation: SL*CL/2 Radiation damage and SL Con damage (1 group, no save)
130 Heat Vision: 1M to start: Every segment for 1 round, as a 0 action, deal SL heat dmg to one target (no save)
131 Heat: Target takes SL*CL Fire damage per segment for 1 round (no save)
132 Hold Person: Hold Person
133 Holy Beam: Holy Bolt (1 group)
134 Hyperkinetic: Decr.Attacks: -CH P actions (yuck!) (no save)
135 Hyperkinetic:Hyper Inaction: -CH V actions, -CH AC (no save)
136 Hypnotic Control: Hypnosis (SL/2 saves)
137 Hypnotism: Hypnosis (SL saves)
138 Ice Animation: Summon a DL=SL Ice Elemental
139 Ice Bolt LVLd10
140 Ice Bolt: Ice damage, Con resists
141 Ice Control: Wall of Ice
142 Ice Production: CL*(SL+2) ice dmg to one target (no save)
143 Iceblast: KiLd4 dmg in a KiL*5' line (ice damage) (save:½)
144 Imprisonment
145 Imprisonment/Freedom: Imprisonment (as spell) or its reverse
146 Improved Fireball: KiLd8 dmg, KiL' radius (fire damage) (save:½, if made save again for 0)
147 Improved Health: 1M, 1V: Heal hp of damage and/or restore stats; C=number of stat pts restored
148 Improved Phantasmal Killer: As the 4th level Wizard spell (no save)
149 Improved Telekinesis: Lift or move 50 lb./level at long range.
150 Incr./Decr. Movements: ±1 V action /r per 2 successes
151 Infernal Spawn of Infernal Spawn of Evil: Summon a Demon Child: AC 80, hp 800, #Att 8/1, TH +80, dmg 80, 1M: 20 dmg to target
152 Insanity: Cause Insanity (save)
153 Insanity: Subject is permanently confused.
154 Insanity: Subject is permanently wacky.
155 Instantaneous (reverse Permanency)
156 Internal Fire
157 Iron Will: 1bM: One effect that's hitting you is delayed for SL segments (it will still resolve even if the caster is dropped)
158 Kinetic Bolt: SL*CL/2 Telekinesis dmg and knock back SL*10' (1 target, no save, Str-SL*2 check to avoid knock back)
159 Law Quadruple Beam: CLxCLx2 mental dmg in 4 lines (no save); C-align x3 dmg
160 Lifeform Creation: Summon a DL=SL-1 monster
161 Light Emission: SL*CL/2 Light damage (no save) and SL/2 instances of blindness (save)
162 Lightning Bolt LVLd10
163 Lightning Bolt: Lightning damage, Dex resists
164 Lightning: 1M: Shoots lightning from fingertips, LVLd10 dmg (no save, no PsiR, no immune psi)
165 Lightning: CL*SL lightning dmg to one group (no save)
166 Limited Wish: Limited Wish (as spell)
167 Limited Wish: Limited Wish (as spell)
168 Limited Wish: Limited Wish (as spell)
169 Limited Wish: Limited Wish (as spell), CL = 25
170 Magic Blast: CL*SL force dmg to one group (no save)
171 Magic Domination: Control M Actions (SL/2 saves)
172 Magic Jar: Magic Jar (as spell)
173 Mana Beam: Astral damage
174 Mana Bolt LVLd8
175 Mana Bolt: Astral damage
176 Mass Charm: As the 8th level Wizard spell
177 Mass Confusion: Confusion a group (Will save)
178 Mass Domination: Many targets subject to your will.
179 Mass Heal: LVL targets: Heal
180 Mass Suggestion: Many targets follow suggested action.
181 Mass Suggestion: Suggestion (as spell) in 90'r area, but all commands must be the same
182 Mass Telekinesis: LVL tons, each lb. can do 1 dmg
183 Matter Manipulation: CL*(SL+2) explosion dmg to one target (no save)
184 Maze
185 Mechanical Creation: Summon a DL=SL-2 Golem or Technological monster
186 Megakinesis: TK, X=(lbs.)*(speed in ")/lvl^2; PSP cost halved
187 Melf's Minute Meteors: Melf's Minute Meteors
188 Mental Ball 8: 80'r; take 8*level*(# of freq.) damage; no save
189 Meteor Swarm
190 Mimic: 1bM: Fork a spell level 0 to SL effect
191 Mind Blast: SL Int dmg to one target (no save)
192 Mind Blast: SL*CL Mental damage (1 group, no save)
193 Mind Control: Control M actions (Will save)
194 Mind Control: Minor: Command (save); Major: Domination (SL/3 saves)
195 Mind Quench: Death Spell 3d20 HD (save vs. Death Magic), creatures w/ Int 1-8 get no save
196 Mind Transferral: Minor: Empathy (save); Major: Magic Jar (SL/3 saves)
197 Missile Creation: Do SL missile attacks, must roll to hit, each hit does 10 dmg (no save) and a stun (save)
198 Mob Rush: Control Movement Blast
199 Mob Scene: Control Actions Blast
200 Mordenkainen's Disjunction
201 Musical Accomplishment: Allies can reroll (choose one:) missed to hit, missed saves, missed BlahR rolls (for 1m)
202 Nether Bolt: LVL*10 dmg Nether, vile damage
203 Neural Manipulation: Minor: Seizure (-2 all rolls, save); Major: Paralysis (SL/3 saves)
204 Order Reality: Alter Reality, but effect must be Lawful intent
205 Personality Transfer: Magic Jar (SL/2 saves)
206 Petrify: Target is held (no save)
207 Phobia: Fear (SL saves)
208 Photon Kin.: Laser Beam: 10*(CHd8) Light damage (save)
209 Photon Kinetic: Laser Beam (Psi 9): 10*(CHd8) Light damage (save)
210 Plague Carrier: Disease (SL saves)
211 Plane Shift: Up to eight subjects travel to another plane.
212 Plasma Generation: SL*CL Plasma damage (1 group, no save)
213 Possession: Magic Jar (as spell)
214 Power Beam: Astral damage
215 Power Bolt LVLd8
216 Power Bolt: Astral damage
217 Prismatic Beam (Spray)
218 Psi Sword II: Roll TH (+succ), dmg=ä(succ), can hit nonliving
219 Psi Sword: Roll TH (+succ), dmg=ä(succ)
220 Psi: Enhanced Spray: Casts LVL Psi: Bolts (LVLd10 telekinetic dmg) (no save)
221 Psychic Will: Wall of Force
222 Psychokinesis: Telekinese N^2 lbs. at movement rate N/10, lasts for concentration (no DPPs)
223 Radiowave Generation: SL*CL/2 Radiowave damage (1 group, no save, the effect can go through a SL' wall)
224 Raise Dead Fully/Slay Living Fully
225 Ram Beam /Wrecker: 1 hull point damage/succ
226 Ram Bolt: 1 hull point damage/succ
227 Recall Birth: Foe vividly recalls its birth, and gains CL negative levels (no save)
228 Recall Death: Foe vividly recalls its future death, and dies.
229 Recall Death: Subject dies or takes 5d6 damage.
230 Reddopsi: Foe's power rebounds on her.
231 Repair Massive Damage: Cures 640 hp (64 Hull points) to a technological item, fixes Crashed/Hung status
232 Replace: Put an object into someone's inventory (Reflex save)
233 Restoration/Energy Drain
234 Resurrection/Destruction
235 Retrieve: Teleport to your hand an item you can see.
236 Retrieve: You teleport to your hand an item you can see.
237 Ritual of Assimilation: Touch: Target loses all of his current hp’s, you are healed that amount (no save)
238 Scty: Metamorph Blockade: [permanent] Force Shapechange, no polymorph
239 Self-Revival: 0, (SL-1)/d: Heal self
240 Serial Immortality: 0, 1/d: Resurrection, self only, there is a delay of (11-SL) rounds
241 Severance: Save; stops use of any 1 ability in creature
242 Severance: Save; stops use of any 1 ability in creature; affects 2+CL/9 groups
243 Sleep-Induced: Sleep (SL/2 saves)
244 Sonic Beam: CL*(SL+2) sound dmg to one target (no save)
245 Sonic Boom: KiLd4 dmg, KiL' radius (sound damage) (save:½, if made save again for 0)
246 Sonic Generation: SL*CL/2 Sound damage (no save) and SL/2 instances of deafness (save)
247 Spectrify: Target gets -CL each to Str, Dex, and Con (save for each point)
248 Spinning Foot Sweep: One kicking attack on each target within KiL'r: Normal damage, targets are knocked down
249 Spiritual Drain: Target loses CL*SL hp (necromantic, no save), you gain CL*SL hp (not above max)
250 Sporacle-ize (random [C8] section effect)
251 Spray: SL choking dmg to a group per segment (can leave the area)
252 Starbolt: CL*(SL+2) plasma dmg to one target (no save)
253 Steal Actions: Steal an action (save); --
254 Steal Item: Target saves or demon gets 1 random item
255 Storm Hammer: One attack: Target takes KiL*10' falling damage
256 Storm of Vengeance: As the Quest level Priest spell
257 Stun Blast /Sleep: Astral stunning
258 Stunning Shout: Target must save vs. PP or stunned 1d(KiL) segments
259 Suggestion: Suggestion
260 Suggestion: Suggestion (up to CL targets)
261 Summon a DL VII Undead
262 Summon a DL=VII Lycanthrope
263 Summon Angel: Summons a DL VIII Angel (good aligned Outer-planar creature)
264 Summon Chaotic Creature: Gate (as spell) for Chaotic creature or for an Earth or Fire Elemental
265 Summon Fire Elemental: Summons a 12 HD Fire Elemental, or gain control of someone's Fire Ele.
266 Summon Greater Deva: Summons a x2 Angel or Greater Deva
267 Summon Lawful Creature: Gate (as spell) for Lawful creature or for a Water or Air Elemental
268 Summon Planar Creature
269 Summon True Creature: Gate (as spell) for True creature or for a Time Elemental
270 Summoning: Summon a DL=SL Outer
271 Suneagle: Summons a Phoenix (see Monstrous Compendium)
272 Super Breath: CL*SL air dmg to one group (no save)
273 Suppress: Target cannot use a particular power (no save)
274 Target is energy drained CL/2 levels (no save)
275 Telekinesis: Telekinesis CL*SL*10 lbs.
276 Temporal Stasis
277 Temporal: Stop Time: CH*3' radius Time Stop
278 Temporal: Time Bolt (Psi 9): Ages target 10*(CHd4) years (save:½)
279 Temporal: Time Bolt: Ages target 10*(CHd4) years (save:½)
280 Third Level Priest Spell: Cast one 3rd level Priest spell at CL = 50
281 Time Hop, Mass: Willing subjects hop forward in time.
282 Time Shift
283 Time Shift Other: Time Shift other S r (no save); -CL*5% to PsiR roll
284 Time Stop
285 Time Stop: Time Stop (as spell, maintained 3/r)
286 Transferer: Steal one power from target (save)
287 Treat Serious Wounds: Heals 60% max hp (3 succ)
288 True Domination: Dominated subjects less likely to defy your will.
289 Turn to Goo: Polymorphs target to sludge
290 Undead Control: Turn Undead at CL=(SL-2)*2
291 Unholy Word: As the 7th level Priest spell (doubled)
292 Vampirism: Target gets SL/2 negative levels (energy drain, no save), you gain CL*SL hp (not above max)
293 Vibration: SL*CL Vibration damage (1 group, no save)
294 Water Animation: Summon a DL=SL Water Elemental
295 Water Bolt LVLd12
296 Water Bolt: Ele.Water damage,Str resist
297 Water Control: Wall of Water / Part Water / Lower Water
298 Weakness Creation: Add SL/2 instances of a Vulnerability to something (medium scale: a school, an element, etc.) on the target (no save)
299 Weakness of the World: -9/-9 AC/saves, -25% RR/MR/PsiR; Lasts 5r after maint.
300 White Hurricane: All Evil in sight Gated to their home (no save)
301 Wild Invocation V: Random 8 (90%) or 1d4+8 (10%) SL Wizard Invocation spell
302 Wild Magic Surge: Generate (level) Wild Surges within 60' each round for 1h
303 Wild Surge
304 Worm: 1 target: Mental & Physical Domination (save)
305 Zombie Animation: Animate a dead body as a Zombie with DL=SL

[PC5] Psionicist Group Classes


High SL Sampler Powers (Super Defensive, d190)

 
# Effect
1 Ability Score *2.5: Choose one ability score. New score = (old score - 10) * 2.5 + 10
2 Absorption Field: Stops SL/2 mental attacks or mental-affecting powers on you
3 AC *2.5: Your new AC = (old AC - 10) * 2.5 + 10
4 Acrobatics: Any Acrobat SL-1 pick; 5*CL Rogue points in it
5 Actions *2.5: Pick one action type (M, P, V). Your number of actions of that type is multiplied by 2.5
6 Add Global Immunity: Immune to all E=1 elements, this can be taken twice for E=2 (doesn't include E=1), thrice for E=3, etc.
7 Add Global Immunity: Immune to all EE=1 eelements, this can be taken twice for EE=2 (doesn't include E=1), thrice for EE=3, etc.
8 Affinity Field: Effects that affect you also affect others.
9 Affinity Field: Effects that affect you also affect others.
10 Alter Probabilities: ±20% all die rolls
11 Amplification: xCH on next Psi9 power's effect
12 Angelic Lore: You gain x2 multiplier; Angel's powers of level = (CL-21)/7
13 Animate Objects: Animate Objects as if they were a DL=SL Golem summon
14 AntiBio Force: Inaccuracy: People need a 20+CH to Autohit you
15 Anti-Commotion Resist.: +CL*5% aaAllR (Anti-Anti R vs. everything)
16 Anti-Godly Ray
17 Anti-Innate Ray
18 Astral Form Blockade Field: Stops Astral Psi./Proj., Dim.Doors
19 Aura of Fear: Fear by sight (SL saves)
20 Bard or Sage Abilities, LVL 12: Get bard or sage abilities of level 11 (max = your level)
21 Bio Force: Maintain Health: +CH Con, regen all hit points each r
22 Bio Force: Super Accuracy: Roll 1d4+16 instead of 1d20 for to hit
23 Body Coating: 5*SL hp Armor spell, self only, stacks with the (Wizard) Armor spell
24 Body Resistance: Physical attacks that do less than SL*2 dmg to you do nothing
25 Body Transformation: Change your body to be of an E=SL/2 element
26 Caprenium Silence: 100'r, 100% irreducible InnateR,PsiR,or MR
27 Chemical Mimicry: Change your body to be of an TechL=SL chemical
28 Clone/Simulacrum: Clone (or) Simulacrum (as the MU spells)
29 Construct Control Item 8: Create a "Control" type item (see next page) of TechL=CL, each 8 TechL takes 1S action
30 Construct Generic Item 8: Create a "Generic" type item (see next page) of TechL=CL, each 8 TechL takes 1S action
31 Construct Power/Defensive Item 8: Create a "Power" type item (see next page) of TechL=CL, each 8 TechL takes 1S action
32 Construct Psi16 Item 8: Create a Psi16 item (see next page) of TechL=CL, each 8 TechL takes 1S action
33 Construct Weapon Item 8: Create a "Weapon" type item (see next page) of TechL=CL, each 8 TechL takes 1S action
34 Contingency: Contingency for one Psi9 power
35 Control Air: Less Damage: x10 hp
36 Control Earth: Mass Damage: Your physicals do Hp instead of hp
37 Cosmic Awareness: Grand: Cosmic Awareness
38 Create Golem IV: Create a DL X Golem (iAC=CL/12, ihp=CL/5, Str=8*CL)
39 Create Technological Monster IV: Create a DL XII Technological Monster (iAC=CL/8, ihp=CL/8, Str=8*CL)
40 Create/Destroy Conduit: Creates or Destroys 1 Conduit, Wormhole, Gate, Color Pool
41 Damage *2.5: Damage with one physical weapon is multiplied by 2.5
42 Damage Reduction, Energy, 90%: Take x0.1 damage from energy
43 Damage Reduction, Physical, 90%: Take x0.1 damage from physical attacks
44 Druid Spells, LVL 12: Get a druid progression of level 12 (max = your level)
45 Duplication: There are two of you
46 Electrical Control: SL/2 (round down) instances of Resist lightning; +SL*10% damage with lightning effects
47 Energy Absorption: CL*SL*3 hp ablative Force Field (vs. energy attacks)
48 Energy Body: Major: You are made of energy; cannot use P actions; resist physical damage
49 Energy Dampen: Permanent Energy Cancel on self or 100'cu area
50 Energy Dampen: Permanent Energy Cancel on self or 100'cu area
51 Energy Doppelganger: Mirror Image (1 image), it has SL^3 hp; it flies at SL*3"; you can cast Psi45 effects through it
52 Energy Sheath: SL^2 hp Armor spell, self only, stacks with the (Wizard) Armor spell
53 Environ.: Familiar Locale: CH mile r, atmosphere same as home
54 Expanded Spectrum: You are affected by up to CL Priest or Wizard Divination spells of spell level 1-7
55 Fire Control: SL/2 (round down) instances of Resist fire; +SL*10% damage with fire effects
56 Flame Being: Fire Shield (SL*10% damage back to attacker); Deal +SL fire dmg with melee attacks
57 Flame Immunity: SL/2 instances of Resist Fire
58 Focus: Resist Death: Stay Alive (but probably unconscious) past -10 hp; X = -(current hp)/2, round down
59 Force Field vs. Emotion: Immune to spell level 0 to SL-1 enchantment/charm effects
60 Force Field vs. Energy: Immune to spell level 0 to SL-1 energy attacks
61 Force Field vs. Hostiles: Enemies must make SL/2 saves to attack you
62 Force Field vs. Magic: Immune to spell level 0 to SL-1 magic
63 Force Field vs. Mental: Immune to spell level 0 to SL-1 mental attacks
64 Force Field vs. Physical: -SL per physical attack
65 Force Field vs. Power Manipulation: ER 10*SL%
66 Force Field vs. Vampirism: aNR 10*SL% (including energy and stat drains)
67 Force Field: CL*SL*2 hp ablative Force Field (vs. physical or energy attacks)
68 Force Field: Immune to spell level 0 to SL-2 effects; -(SL-1) per physical attack; ER 5*SL%
69 Force Shield: CL*SL*3 hp ablative Force Field (vs. physical or energy attacks, only one enemy /s)
70 Gadgetry: 1M, 1/d: Build a TechL=SL Psi8 item
71 Golem Form: Adamantite: Immune magic; 1V: Trample for 8d10+(Str bonus) dmg
72 Golem Form: Bone: Undead immunities; Can't be Turned; 1M: Paralyze a group
73 Golem Form: Brain: +1QM action; 1M: Psi1 Psionic Blast; iPR +70%
74 Golem Form: Brass Minotaur: Immune Maze (and variants); Slaying +3/+3 +wounding; 1M: Trap the Soul; 1M: Maze
75 Golem Form: Burning Man: Immune fire (and variants); Eldritch Fire Shield (100% dmg back); 1M: Fear (1 group)
76 Golem Form: Diamond: Immune lightning, acid; iNR 75%; 1M: Diamond wacky ball (LVLd8, no save); 1M: Sunray
77 Golem Form: Drolem: [Pick an E=1 to E=3 element] Immune to that element; Mouth's P, 1/3r: Breathe that element
78 Golem Form: Gargoyle: +LVL weapon needed to hit you; You punches are petrification branded
79 Golem Form: Hammer: Immune magic; +4d6 dmg per physical attack
80 Golem Form: Iron: set Str 24+LVL; Cured by fire dmg; Mouth's P: Breathe poison (group, half hp, BW save:1/2)
81 Golem Form: S=9,10,11: Unusual Material of S=9,10,11 (cannot exceed real S number)
82 Good Fortune I: +CL Luck (the Concordant ability score)
83 Grand Chaos: All die rolls by all creatures within 240' of caster become either minimum (50%) or maximum (50%), check for each grouping of dice rolled
84 Gravity Decrease: Increase gravity in room or object/person by SL G's (x1 Special)
85 Gravity Increase: Decrease gravity in room or object/person by SL G's (x1 Special)
86 Gravity Manipulation: SL/2 (round down) instances of Resist gravity/falling damage; +SL*10% damage with gravity/falling effects
87 Growth 11: +4 size; +8 Str; +8*CL max hp
88 Hard Radiation Control: SL/2 (round down) instances of Resist radiation damage; +SL*10% damage with radiation (specific, not all of Psi9/18/27) effects
89 Hard Resistance to Time: Double resist time (1/4, save for 1/10), Immune to Time Stop / Temporal Stasis
90 HD type: Add +2d+2: Add 2 to number of HD and 2 to the HD type per level
91 Hero Element: Casts any one 1st level Hero spell
92 Hero Lore: You gain x2 multiplier; Hero's powers of level = (CL-21)/7
93 hp *2.5: Multiply hp by 2.5
94 Hyper-Invention: (12-SL)M: Create a TechL=SL*2-3 object (see [Q8], can have at most LVL of these objects)
95 Icing: SL/2 instances of Resist Cold/Ice
96 Illusory Duplication: Mirror Image (SL images)
97 Illusory Invisibility: Minor: Invis.; Major: Improved Invis.; Grand: Dust of Disappearance
98 Immunity IV: Globe/Invuln., Immune:1st-2nd Dominions
99 Inconvenience Immunity: Immune to Set, Truename, Crapped, Slain, As You Are
100 Invisibility: Improved Invis.
101 Invisibility: Minor: Invisibility; Major: Improved Invisibility; Grand: Dust of Disappearance
102 Invulnerability: -CL*SL/2 dmg per attack
103 Ionization: Lightning shield (xSL/10 damage back)
104 Item *2.5: How many of an item exists is multiplied by 2.5 (you need a Grand to duplicate a x2 item)
105 Kinetic Control: SL/2 (round down) instances of Resist telekinesis; +SL*10% damage with telekinesis effects
106 Legend Element: Casts any one 1st level Legend spell
107 Level: early 25: Get a "Level:" ability in your class 25 levels early (this can be taken multiple times)
108 Lich Lore: Lich powers of ½ level
109 Light Control: SL/2 (round down) instances of Resist light; +SL*10% damage with light effects
110 Luckscale: (Must have scales to use) Luckstone effect for 1 day
111 Magic Control: +SL/2 (round down) to SL of next Psi45 power
112 Magic Defense: Resist magic
113 Magic Inertial Barrier: Spell delayed 1 s if hitting you; Delayed 2 s
114 Magic Inertial Improver: Spells give no save in your group; --
115 Magic Shield: Stops SL/2 magical attacks on you
116 Magnetic Manipulation: SL/2 (round down) instances of Resist magnetism; +SL*10% damage with magnetism effects
117 Memorization Level Increase 4: +1 Memorization Level (this is next level of picks for rogues)
118 Mental Invisibility: Improved Invis.: it's +SL AC instead of +4
119 Metamorphosis, Greater: Assume shape of any nonunique creature or object each round.
120 Mind Over Matter: Stay conscious (and offensive) for up to SL segments after being reduced below -10 hp
121 Molecular Chameleon: Polymorph your body into an unusual material that you're touching (max S factor = SL)
122 Money *2.5: How much money you get in dungeon is multiplied by 2.5 (only affects you, not whole party)
123 Move Rate *2.5: Multiply Move Rate by 2.5
124 Multiplier *2.5: Add 2.5-1 to your multiplier (see [X]). Using a Minor does nothing. Using a Major: +1 mult. in offense or defense (not both).
125 Mystic Shield: SR SL*CL
126 Null Field 1: All spells of SL 1 or higher don't work in 100'r
127 Null Void: Null Bolt: Targets gets 5*LVL% offensive MR,PsiR,InnateR
128 Null Void: Null Dome: 3*LVL% irreducible PsiR
129 Null Void: Null Field: 3*LVL% irreducible MR
130 Null Void: Null Innates: Caster immune to and cannot use innates
131 Permanency: Makes a Demon psi power permanent
132 Plasma Control: SL/2 (round down) instances of Resist plasma; +SL*10% damage with plasma effects
133 Poison Touch: Your next attack is poisonous (Death or (SL-1)*10 dmg if they make the save)
134 Power Simulation: The next Psi45 power you use will be resisted using MR instead of PR
135 Prehensile Hair: Your hair has controlled movement; can do a "Hair attack" (using your hair's P action) for 1dSL dmg
136 Prince: Your "caster level" (CL) for all purposes (even non-Psi27) is raised by LVL
137 Psi Inertial Improver: Psi gives no save in your group; --
138 Psi: Trap: Chain Contingency, up to LVL powers any type
139 Psionic Permanency: (freq.5/other)Perm.psi power,no maint.cost
140 Psionic Turning: Spell Turning but affects Psionic effects
141 Public Access Lock: Your truename is unknowable; Thoughts unknowable too
142 Reality Alteration: + or - SL to your next die roll
143 Reduplication: Duplicates one (non-magical, non-psionic) item; max TechL = CL
144 Reflection: MPIWReflection 5*SL%
145 Reflector: As Spell Turning, also Innates and Psi
146 Regeneration: Regenerate SL hp/s
147 Resist: Emotion: SL/2 (round down) instances of Resist enchantment/charm
148 Resist: Energy: SL/3 (round down) instances of Resist energy attacks
149 Resist: Magic: SL/4 (round down) instances of Resist magic
150 Resist: Mental: SL/2 (round down) instances of Resist mental attacks
151 Resist: Physical: SL/4 (round down) instances of Resist physical attacks
152 Resist: Power Manipulation: SL/3 (round down) instances of Resist disenchantment
153 Resist: Vampirism: SL/3 (round down) instances of Resist necromancy, energy and stat drains
154 Rogue points 40: This class gives an extra +40 Rogue points per level.
155 Saves *2.5: Multiply your save rolls by 2.5, you automake saves on natural 21-2.5 or better (Minor is 19).
156 Sentinel Lore: You gain x2 multiplier; Sentinel's powers of level = (CL-21)/7
157 Shapechange: Shapechange (as spell,phys.innates gained)
158 Shapechange: You become any creature, change one/round.
159 Shielder: Shield: Non-ablative 1000 hp, up to 40'sq.
160 Shotokan Spirit: Know and can use all Psi0 minor/major/grand powers
161 Sinanju Spirit: Know and can use all Martial Arts powers
162 Spell *2.5: One spell that you know has it's effect multiplied by 2.5, or costs only 1/(2.5*2-1) of a spell slot
163 Spirit in the Sky: No physical body, can use 2 M /s; Can use 3 M /s
164 Spirit Preservation: +5*CL% aXR
165 Spirit Resistance: +5*CL% XR
166 Split: You are two beings (two places at once); it costs 3 actions to have each body do 1 action
167 Stretching: Can melee up to SL people per round that aren't in your group
168 Symbol of Wizardry
169 Systematic Antidote: SL/2 instances of Resist Poison/Drugs
170 Thermal Kinetic: Plasma Beam (Psi 9): ±CHx100°, save at -CHxCH or dead
171 Thief Abilities, LVL 12: Get thief abilities of level 12 (max = your level)
172 Thief: Any Thief SL-1 pick; 5*CL Rogue points in it
173 Thought: Incr.Charisma: +CH Chr, considered X2 in highest class
174 Thought: Incr.Wisdom: +CH Wis, all rolls are 2 dice (choose)
175 Thought: No Body: You no longer have/need a physical body
176 To Hit *2.5: Multiply your to hit rolls by 2.5, you autohit on natural 21-2.5 or better (Minor is 19).
177 True Invulnerability: CH*2% irreducible RR,MR,PsiR,InnateR
178 True Invulnerability: SL instances of Resist distributed as you like (medium categories: a school, an element, etc.)
179 Truesight: Minor: Detect Invis./Illusion; Major: True Seeing; Grand: Cosmic Awareness
180 Vibration Control: SL/2 (round down) instances of Resist vibration; +SL*10% damage with vibration effects
181 Villain Element: Casts any one 1st level Villain spell
182 Warding: Create a Trap (x1 Psionic) for SL/2 Psi45 powers
183 When you die, you go to the Negative Energy Plane, and will reform on the Prime the next day
184 Wrestling Spirit: Know and can use all Professional Wrestling powers
185 X7 Element: Casts any one X7 grand
186 You do not go unconscious and stay offensive at any hp total (will still die)
187 You do not go unconscious and stay offensive at any negative hp total (but will still die)
188 Your unarmed attacks are Permanent hp of damage
189 Your unarmed attacks are Vile damage and hard to heal (healing effects are divided by CL-16)
190 Z Acceleration: +CL Q0 actions /r (self); Cast Psi using 0 actions

[PC5] Psionicist Group Classes


High SL Sampler Powers (Super Offensive, d239)

 
# Effect
1 1D: Reincarnate as an animal of your animal form
2 1V, while attacking: Your natural attacks Cascade Rams one group
3 Absorption Power: bM: Absorb energy, gain 100/(12-SL)% of it in temporary hp
4 Acid Blast /Toxic Wave: Acid damage, Con resists
5 Acid: CL*(SL+2) acid dmg to one target (no save)
6 Air Animation: Summon a DL=SL Air Elemental
7 Air Blast: Ele.Air damage, Dex resists
8 Air Control: Gust of Wind / Wall of Air
9 Alter Reality (each target max 1/turn)
10 Animal Summoning: Summon a DL=SL-1 Animal
11 Animate Image: Summon a DL=SL creature based on an picture/painting you have (the image is consumed)
12 Annihilation Bolt LVLd20
13 AntiBio Force: Lose Health: -CH Con, degen all hit points each r (no save)
14 Apopsi: You delete target’s psionic powers.
15 Apopsi: You delete the psionic power of another.
16 Armageddon: Destroy a demiplane (will probably get Objected to unless it's empty)
17 As You Are
18 As You Are
19 Assimilate: Incorporate creature into your own body.
20 Astral Construct IX: Astral construct fights for you.
21 Astral Destruct IX: Astral destruct fights for you.
22 Aura of Non-Sentience: All creatures within 120' of caster (incl. the caster) lose all levels of experience, have a combined Int+Wis of 0-5, and get no actions of any type as long as Aura is maintained
23 Avoid Fate: Avoid Fate (as spell)
24 Barrier: Solid Wall of Force (as spell)
25 Barrier: Wall that blocks psionics (1 way)
26 Bio-Energy Blast: CL*(SL+2) force dmg to one target (no save)
27 Bodily Restoration IV: Troll-like Regeneration ¬ of max hp/r
28 Bomb: CL*SL explosion dmg to your group (no save, hole in the middle)
29 Bring Animals VIII: Summon CL*5 Animals using ML VIII chart, you pick the result
30 Cell Rot: Cell Adjustment (reversed) CL*SL*2 dmg (no save)
31 Cellular Cure / Cause: Up to X targets: Heal or Harm X hp; You may target someone more than once (!)
32 Cellular Heal/Harm: up to X targets: Heal or Harm X% of max hp
33 Cellular Heal/Harm: up to X targets: Heal or Harm X% of max hp
34 Cellular Heal/Harm: X targets: Heal/Harm X% of max; X*2% of max
35 Change Reality (greater): As the 10th level spell, non-phys.things
36 Change Reality: Change Reality (any Psi grand); Double CL effect
37 Change Reality: Change Reality or Psi1 grand; Double CL effect
38 Change Reality: Change Reality or Psi-1 grand; Double CL effect
39 Chaos Storm: All in 120'r area are affected by Weird, Maze, and Chaos (as spells) every round
40 Chaotic World: Chaos Blast
41 Chemical Touch: Chemical effect of TechL=SL*2 or less (range touch)
42 Choose Summoning VIII: Monster Summoning using ML VIII chart, you pick the result
43 Cold Generation: SL*CL Cold damage (1 group, no save)
44 Combustion: An object explodes (item save), the person carrying it takes CL*SL/2 damage (save)
45 Control Thoughts: Caster controls ½M action/succ
46 Control: 1bM: Redirect an effect (caster makes SL/4 saves)
47 Control: Domination one target (SL/2 saves)
48 Counterspell: [0 action to use] Counters a Magic/Psi/Innate
49 Counterspell: [0 action to use] Counters a Magic/Psi/Innate
50 Crapulence Aura: Enemies in sight takes CL*3 crapulence dmg /s (no resistance)
51 Cthulhoid Swarm VIII: Summon CL*9 Monsters using ML VIII "Weird" chart (random)
52 Cureall: Cureall
53 Damage Transference: Cell Adjustment CL*SL*2 hp
54 Dark Storm: 6 Dark Thunderbolts (pay DPP cost once)
55 Darkness: Darkness (can blind a person, make SL saves)
56 DeAmplification: (can borrow 1M) ÷CH effect on any effect
57 Death Blast: Necromantic damage
58 Decrease Charisma: -1 Chr/succ
59 Decrease Constitution: -1 Con/succ
60 Decrease Dexterity: -1 Dex/succ
61 Decrease Intelligence: -1 Int/succ
62 Decrease Strength: -1 Str/succ
63 Decrease Wisdom: -1 Wis/succ
64 DeShielder: DeShield: 1000 dmg
65 Destroy Evil Spirit: Evil creature loses N stat points and N^2 permanent hp (no resistance, can use GR)
66 Disintegration: Major: Disintegrate (save)
67 Dispel 11: Dispel a SL 0-11 effect
68 Disruption: Minor: Target takes CL*SL disruption damage (no save); Grand: The damage given plus a Disintegrate effect (save)
69 Dissolution: You Disintegrate really large objects or creatures.
70 Domination: Dominate all actions (SL/5 saves)
71 Duplication: 1bM: Fork an effect (caster makes SL/3 saves)
72 Earth Animation: Summon a DL=SL Earth Elemental
73 Earth Blast: Ele.Earth damage,Con resist
74 Electrical Generation: SL*CL Lightning damage (1 group, no save)
75 Empyreal Guards: Summons CL Pers or Astral Devas ("Per" is described in Monstrous Compendium)
76 Energy Blast IV: [Pick an element] CLd30 dmg of that element (one group, no save)
77 Energy Conversion: 0, SL/t: Convert an element in an effect to another element (max E factor = SL/2, round down)
78 Energy Kin.: Super Blast: 100*CH'r, CHxCHxCH Energy dmg (no save)
79 Energy Solidification: Minor: Web; Major: Iron Bands of Bilarro; Grand: Solid Wall of Force; Super: Forcecage
80 Energy Sponge: bM: SL*10% chance to absorb an entire energy attack
81 Enslave: Target creature's AL switches to L, all of it's actions under control of caster (no save)
82 Eye for an Eye (Psi 11W) (fork an eye back on someone)
83 Fear VI (Fear Contagion): As the Quest level Priest spell
84 Fifth Level Priest Spell: Cast one 5th level Priest spell at CL = 70
85 Fire Blast /Hellblast: Ele.Fire damage,Con resist
86 Fire Generation: SL*CL Fire damage (1 group, no save)
87 Flame Animation: Summon a DL=SL Fire Elemental
88 Flame Project: CL*(SL+2) fire dmg to one target (no save)
89 Flash: Light (can blind a person, make SL saves)
90 Flying Fireball: KiLd8 dmg in a KiL' radius (fire damage) (save:½)
91 Focus: Do SL instances of another Psi45 power you know; you are Spent and Harmed at the end of effect
92 Force Wind: Creates a tornado, CLd12 air dmg per segment (save: ½), moves at CL" rate
93 Geoforce: 1bM: Stop or Create an Earthquake, Landslide, etc. Damage would be CL*SL Earth to a group (save for 0)
94 Gestalt: Major: 1M: Do 2 Minor powers that you know; Grand: 1M: Do 2 Major powers that you know; etc.
95 Godly Protection: (Z action) iGR = CL% for 1s, works on up to xCL beings
96 Hard Radiation: SL*CL/2 Radiation damage and SL Con damage (1 group, no save)
97 Heal: Cures 1=10%,2=30%,3=60%,4=100%
98 Heat Vision: 1M to start: Every segment for 1 round, as a 0 action, deal SL heat dmg to one target (no save)
99 Heat: Target takes SL*CL Fire damage per segment for 1 round (no save)
100 Hell Pit: 2 saves:fail 1=goto hell, fail 2=impris
101 Holy/Eldritch/Unholy Bolt
102 Hyperkinetic: Decr.Mentals: -CH Mental actions (no save)
103 Hypnotic Control: Hypnosis (SL/2 saves)
104 Hypnotism: Hypnosis (SL saves)
105 Hypnotism: Hypnotism, up to CL targets
106 Ice Animation: Summon a DL=SL Ice Elemental
107 Ice Blast: Ice damage, Con resists
108 Ice Control: Wall of Ice
109 Ice Production: CL*(SL+2) ice dmg to one target (no save)
110 Ice Sheet: Wall:Ice damage, Con resists
111 Imprisonment: Imprisonment (as spell)
112 In the Eye of Chaos (Psi 11R) (target needs double actions to do things)
113 Inferno Strike: KiLd20 dmg, KiL*3' radius (fire damage) (save:½), center at caster (who doesn't take dmg)
114 Insist: [0 action] Counters a counterspell; that same type of counterspell can't be used again
115 Invoke Logrus: 66*LVL Vile Eldritch Chaos to a group (no save)
116 Iron Will: 1bM: One effect that's hitting you is delayed for SL segments (it will still resolve even if the caster is dropped)
117 Kinetic Bolt: SL*CL/2 Telekinesis dmg and knock back SL*10' (1 target, no save, Str-SL*2 check to avoid knock back)
118 Know Truename: As the 9th level Diviner spell
119 Law Quintruple Beam: CLxCLx3 mental dmg in 5 lines (no save); C-align x4 dmg
120 Lifeform Creation: Summon a DL=SL-1 monster
121 Light Emission: SL*CL/2 Light damage (no save) and SL/2 instances of blindness (save)
122 Lightning Blast: Lightning damage, Dex resists
123 Lightning: CL*SL lightning dmg to one group (no save)
124 Limitation: 1 target: -CL/9 to max # of classes or # psi.freq. (no resistance)
125 Liturgy of Armageddon: All creatures within 1 mile radius are slain (no save) or Slain (save) [choose]
126 Magic Blast: CL*SL force dmg to one group (no save)
127 Magic Domination: Control M Actions (SL/2 saves)
128 Mana Blast: Astral damage
129 Mass Energy Drain: Energy Drain (as spell) in 90'r area
130 Mass Feeblemind: Feeblemind (as spell) in 90'r area
131 Mass Mind Control: 250'r, all are Hypnotised (no save)
132 MassTelepathicCommand: Suggestion (no save) up to CL targets
133 Master Ritual of Summ.: Summons any one unique creature in the Multiverse to you (no resistance)
134 Matter Manipulation: CL*(SL+2) explosion dmg to one target (no save)
135 Mechanical Creation: Summon a DL=SL-2 Golem or Technological monster
136 Mental Ball 11: 110'r; take 11*level*(# of freq.) damage; no save
137 Mental Deceleration: Target loses next N mental actions (no save)
138 Mental Deceleration: Target loses next N mental actions (no save); affects 1+CL/9 groups
139 Mimic: 1bM: Fork a spell level 0 to SL effect
140 Mind Blast: SL Int dmg to one target (no save)
141 Mind Blast: SL*CL Mental damage (1 group, no save)
142 Mind Control: Minor: Command (save); Major: Domination (SL/3 saves)
143 Mind Transferral: Minor: Empathy (save); Major: Magic Jar (SL/3 saves)
144 Missile Creation: Do SL missile attacks, must roll to hit, each hit does 10 dmg (no save) and a stun (save)
145 Mob Mind: Control Thoughts Blast (yuck!)
146 Monster Domination: Dominates any creature for less time.
147 Negation Blast
148 Neural Manipulation: Minor: Seizure (-2 all rolls, save); Major: Paralysis (SL/3 saves)
149 Nightmare: Improver Beam: +CH/6 to being's multiplier (will be Set in 1r)
150 Nightmare: Mental Blast: CHxCH'r,lose CHd4 mental stats (save:½)
151 Nightmare: Physical Blast: CHxCH'r,lose CHd4 physical stats (save:½)
152 Nightmare: Removal Beam (Psi 9): -CH/6 to being's multiplier (save:½)
153 Nightmare: Removal Beam: -CH/6 to being's multiplier (save:½)
154 No Resistance (Physical): 1 target: Lowers all physical immunites; lowers all WR, aWR; halves iWR, iaWR
155 No Resistance: 1 target: Lowers Class VI,PsiR,Defense X for 1t
156 Pawn: Pawn someone (gets a Will and a Spell save, making either is a make)
157 People's Army: Mass Charm Person up to LVL^3 people (no save)
158 Personality Transfer: Magic Jar (SL/2 saves)
159 Phobia: Fear (SL saves)
160 Photon Kin.: Phaser Beam: 100*(CHd20) Light damage (no save/PsiR)
161 Photon Kinetic: Phaser Beam (Psi 9): 100*(CHd20) Light damage (no save/PsiR)
162 Physical Deceleration: Target loses next N physical actions (no save)
163 Physical Deceleration: Target loses next N physical actions (no save); affects 1+CL/9 groups
164 Plague Carrier: Disease (SL saves)
165 Planet Swarm
166 Planetary Acidify: Acidifies 1 planet or moon (!); 2 planets or moons!
167 Planetary Demolish: 1 idmg in any E=CL/6 element; 2 idmg; CL/3 instead
168 Planetary Detonate (Psi2)
169 Planetary Detonate: Detonates 1 planet or moon (!); 2 planets or moons!
170 Plasma Generation: SL*CL Plasma damage (1 group, no save)
171 Polycancellation: Tricancellation CH targets
172 Polyrestoration: Trirestoration CH targets
173 Possession: Magic Jar (no save) (no PsiR) (no immunity)
174 Power Blast: Astral damage
175 Power Transfer: Drain all spells & psi points (no save)
176 Psychic Will: Wall of Force
177 Public Access Key: Target's Truename is visual (!); Thoughts visible too
178 Radiowave Generation: SL*CL/2 Radiowave damage (1 group, no save, the effect can go through a SL' wall)
179 Ram Blast /Urban Renewal: 1 hull point damage/succ
180 Reconstruct
181 Repeating Fireball: Throw X Fireballs (see above)
182 Reset (each target max 1/day)
183 Reset: Resets one target in sight (max = 1 reset per real reset)
184 Resurrection: [0 action, even when dead]: Resurrection
185 Reverse Contingency: Dispel a Contingency and everything in it
186 Self-Revival: 0, (SL-1)/d: Heal self
187 Serial Immortality: 0, 1/d: Resurrection, self only, there is a delay of (11-SL) rounds
188 Set
189 Shielder: Bolt (Psi 9): CHxCHd8 Force damage, ignores defenses
190 Shielder: Bolt: CHxCHd8 Force damage, ignores defenses
191 Sixth Level Priest Spell: Cast one 6th level Priest spell at CL = 80
192 Sleep-Induced: Sleep (SL/2 saves)
193 Solid Stun Bolt (-LVL all actions)
194 Sonic Beam: CL*(SL+2) sound dmg to one target (no save)
195 Sonic Generation: SL*CL/2 Sound damage (no save) and SL/2 instances of deafness (save)
196 Spell Barrier: Wall:Dead Magic (all types)
197 Spiritual Drain: Target loses CL*SL hp (necromantic, no save), you gain CL*SL hp (not above max)
198 Spray: SL choking dmg to a group per segment (can leave the area)
199 Starbolt: CL*(SL+2) plasma dmg to one target (no save)
200 Stasis: Touch: Target is Temporal Stasised (no save); you control the duration with DPPs
201 Steal Attunement: Allow another to have & use one of the technological objects *anyone* made using Psi16
202 Steal Attunement: Allow another to have & use one of the technological objects *anyone* made using Psi8
203 Steal Soul III: Transforms unwilling target to a larva
204 Summon a DL X Undead
205 Summon a DL=X Lycanthrope
206 Summon Insects: Summon Insects
207 Summoning: Summon a DL=SL Outer
208 Super Breath: CL*SL air dmg to one group (no save)
209 Super Domination: Dominate one target (no save, no PsiR, no Wis)
210 Superblast [V]: All in 1 mile insane (no PsiR); 2 mile radius
211 Telekinesis: Telekinesis CL*SL*10 lbs.
212 Telekinesis: TK LVL*10' falling damage area
213 Telekinetic Crush: 1 target: X*X*X telekinetic damage (no save)
214 Telekinetic Crush: X*X*X telekinetic damage (no save); affects 1+CL/9 groups
215 Temporal Distortion: Target gains another half-segment of actions after the current half-segment
216 Temporary Insanity: 1 insanity [DMG1]/succ
217 Thermal Kin.: Plasma Beam: ±CHx100°, save at -CHxCH or dead
218 Thrall: Target is your slave forever.
219 Thunderclap: Blast:Sound damage, Con resists
220 Thunderclap: KiLd12 dmg, KiL' radius (sound damage) (save:½, if made save again for 0)
221 Timeless Body: Ignore all harmful, and helpful, effects for 1 round.
222 Tornado Blast: Vortex of air subjects your foes to 17d6 damage and moves them.
223 Treat Deadly Wounds: Heals 100% max hp (4 succ)
224 True Telekinesis: Lift or move 500 lb./level at long range.
225 True Vulnerability: -CH*2% irreducible RR,MR,PsiR,InnateR,aPsiR (no ER)
226 Undead Control: Turn Undead at CL=(SL-2)*2
227 Vampirism: Target gets SL/2 negative levels (energy drain, no save), you gain CL*SL hp (not above max)
228 Vibration: SL*CL Vibration damage (1 group, no save)
229 Water Animation: Summon a DL=SL Water Elemental
230 Water Blast: Ele.Water damage,Str resist
231 Water Control: Wall of Water / Part Water / Lower Water
232 Weakness Creation: Add SL/2 instances of a Vulnerability to something (medium scale: a school, an element, etc.) on the target (no save)
233 Wild Invocation VI: Random 10 (95%) or 2m4+10 (5%) SL Wizard Invocation spell
234 Wish: Wish (as spell)
235 Wish: Wish (as spell), CL = 35
236 Wish: Wish (as spell), or any Psi2 Dev/Sci/High Sci
237 Wish: Wish (as spell), or any Psi200 Dev/Sci/High Sci
238 Word of Destruction: Room shape is rearranged, everyone in room (incl. PCs) take a slay (save) and a blind (no save), each object in room has 50% chance of shattering
239 Zombie Animation: Animate a dead body as a Zombie with DL=SL

[PC5] Psionicist Group Classes


Hiyah

Level KXP Psi81
mMG SUV W
TH
1 0 1-- -- +2
2 3 2-- -- +4
3 6 3-- -- +6
4 12 31- -- +8
5 24 32- -- +10
6 48 33- -- +12
7 96 43- -- +14
8 192 44- -- +16
9 375 441 -- +18
10 750 442 -- +20
11 1125 443 -- +22
12 1500 444 -- +24
13 1875 544 -- +26
14 2250 554 -- +28
15 2625 555 -- +30
16 3000 655 -- +32
17 3375 665 -- +34
18 3750 665 1- +36
19 4125 665 2- +38
20 4500 665 3- +40
21 4875 665 4- +42
22 5250 665 5- +44
23 5625 666 5- +46
24 6000 666 6- +48
25 6375 766 6- +50
26 6750 776 6- +52
27 7125 776 61 +54
28 7500 776 62 +56
29 7875 776 63 +58
30 8250 776 64 +60
31 8625 776 65 +62
32 9000 776 66 +64
33 9375 777 66 +66
34 9750 777 76 +68
35 10125 777 77 +70
36 10500 877 771 +72
37 21000 877 772 +74
38 31500 877 773 +76
39 42000 877 774 +78
45 105000 888 877 +90
54 199500 A99 999 +108
63 294000 BBB BAA +126
72 388500 CCC CCC 1 +144
Race Adjustments:
Str Dex Con Int Wis Chr Cml AT hp TH Div
+8 +0 +9 +8 -6 -6 -6 +10 +24 +7 ÷1
 
Requisites: Str 16, Con 18, Int 16,
  Race Slots 1, Class Slots 2
Alignment: LS
HD/level: d20
Weapon Prof.: 4+level/2
To Hit Table: 2xMon
Save Table: Psi
Reference: DM
Groups: Warrior, Psionicist, Archetype
Complexity: CF=3
   
Saving Throws:  
PPD: level+4
RSW: level+2
PP: level+7
BW: level+1
Spell: level+2
Fort: level+0
Reflex: level-1
Will: level+0
   
Considered a "Klickla" race. Klicklas are ball-shaped creatures with one mouth, similar to a beholder with no eyestalks. They have spikes all over their body. They can assume an Astral-like form.
Has no limbs, but can use LVL of it's spikes when physically attacking. Each spike is a natural attack that does 1d10 base dmg. Weapon specialization may be used for half-plusses, but gives no extra attacks.
See [Q81] for rules and powers. This is a "mutant" frequency and is resisted using RR. It is added to the options for the ArchMutant class.
PSPs (Psi 81) = (higher of Int*2 or Con*1)*LVL
Exceptional Str and Con.
Level 1 ¶: May use Astral Perception and Astral Projection. While projected, enemies need a +LVL+1 weapon to hit you. You can use a Psi1 Psionic Blast while projected.
Level 9 ¶: 1F, 1/h: "Microwave" someone. They make an RSW save (or use TechR), and if failed, they are Capital E Extracted, and have all of their memories erased. Their alignment become LS, and they must reallocate half of their XP to Hiyah, Paladin, Slut, Holy Order of Stars Stupid1, or any other class with a "S" alignment requirement.

[PC5] Psionicist Group Classes


Illogician-17

Level KXP Wizard       Psi-17
123 456 789  mMG S
1 0 1-- --- ---  1-- -
2 2 2-- --- ---  2-- -
3 14 21- --- ---  3-- -
4 36 32- --- ---  4-- -
5 68 421 --- ---  5-- -
6 110 422 --- ---  51- -
7 162 432 1-- ---  52- -
8 224 433 2-- ---  53- -
9 296 433 21- ---  54- -
10 378 443 22- ---  55- -
11 470 444 33- ---  65- -
12 572 444 441 ---  651 -
13 684 555 442 ---  652 -
14 806 555 442 1--  653 -
15 938 555 552 1--  654 -
16 1080 555 553 21-  655 -
17 1232 555 553 32-  665 -
18 1394 555 553 321  666 -
19 1566 555 553 331  766 -
20 1748 555 554 332  776 -
21 1940 555 554 442  777 -
22 2142 555 555 443  877 -
23 2354 555 555 553  887 -
24 2576 555 555 554  887 1
25 2808 555 555 555  887 2
26 3050 666 655 555  887 3
27 3302 666 666 655  887 4
28 3564 666 666 666  887 5
29 3836 777 766 666  887 6
30 4118 777 777 766  887 7
31 4410 777 777 777  888 7
32 4712 888 877 777  888 8
33 5024 888 888 877  988 8
34 5346 888 888 888  998 8
35 5678 999 988 888  999 8
36 6020 999 999 999  999 9
TH Saves
PD RS PP BW Sp Fo Re Wi
-12 -10-10-10-10-10-10-10-10
-11 -9 -9 -9 -9 -9 -9 -9 -9
-10 -8 -8 -8 -8 -8 -8 -8 -8
-9 -7 -7 -7 -7 -7 -7 -7 -7
-8 -6 -6 -6 -6 -6 -6 -6 -6
-7 -5 -5 -5 -5 -5 -5 -5 -5
-6 -4 -4 -4 -4 -4 -4 -4 -4
-5 -3 -3 -3 -3 -3 -3 -3 -3
-4 -2 -2 -2 -2 -2 -2 -2 -2
-3 -1 -1 -1 -1 -1 -1 -1 -1
-2  0  0  0  0  0  0  0  0
-1  1  1  1  1  1  1  1  1
+0  2  2  2  2  2  2  2  2
+1  3  3  3  3  3  3  3  3
+2  4  4  4  4  4  4  4  4
+3  5  5  5  5  5  5  5  5
+4  6  6  6  6  6  6  6  6
+5  7  7  7  7  7  7  7  7
Requisites: Wis 18
Alignment: C*
HD/level: d10
Weapon Prof.: 5+level
To Hit Table: +level-13 (d30)
Save Table: +level-11 (d30)
Reference: DM {Planeshifted Logician17}
Groups: Wizard, Psionicist, Alternate
 
Rolls d30's to hit and saves. Automakes (autohits) on 27-30. Automisses on 1-3.
Spec. Schools: Invocation, Reversed Logic (see below)
Opp. Schools: Abjuration, Divination
Can cast spells from Priest Chaos and Priest Astral Spheres
Level 1: +½M Action
Level 1: +1 extra Knowledge Prof/level
Level 1: Specialized spells cost only ½M to cast
Level 1: Can "burn" 1 hp/spell level to cast extra spells
Here's some sample "Logic" spells, until a better version is added to the Collective.
This class would cast the opposite of these.
Logic Spells, Level 1:
Communication: Allows communication with any creature with Int 1+
Detect Chaos: Detects all Chaotic creatures within 360'
Determine Operation of Mechanism: Can use a tech level object of less than or equal to Logician's level
Order Objects: Arrange group of small objects by some order (or) count a group of objects (or) weigh an object
Logic Spells, Level 2:
Command: As per priest spell but can use 2 words
Fast-Talking: All targets must save vs. spell at a penalty equal to double of Logician's level or believe what he is saying as true
Protection from Chaos: As per Pro.Evil but against Chaotic creatures
Logic Spells, Level 3:
Hold Monster: As per Enc/Cha spell, save at -(2*Logician's level)
Personal Illusion: Makes an exact illusion (all senses) of a creature
Logic Spells, Level 4:
Charm Lawful Creature: Target Lawful creature is charmed (no save)

[PC5] Psionicist Group Classes


Inept-2

Level KXP Priest   Psi-2
123 456  mMG
1 0 1-- ---  1--
2 2 1-- ---  2--
3 4 2-- ---  3--
4 8 20- ---  4--
5 16 21- ---  41-
6 32 21- ---  42-
7 64 32- ---  43-
8 128 320 ---  44-
9 180 321 ---  441
10 225 321 ---  442
11 275 332 ---  443
12 330 332 0--  444
13 390 332 1--  544
14 455 332 1--  554
15 525 333 2--  555
16 600 333 20-  655
17 680 333 21-  665
18 765 333 21-  666
19 855 333 32-  766
20 950 333 32-  776
21 1050 333 33-  777
22 1155 433 33-  877
23 1265 443 33-  887
24 1380 444 33-  888
25 1500 444 43-  988
26 1625 444 44-  998
27 1755 444 440  999
28 1890 444 441  A99
29 2030 444 442  AA9
30 2175 444 443  AAA
31 2325 444 444  BAA
32 2480 544 444  BBA
33 2640 554 444  BBB
34 2805 555 444  CBB
35 2975 555 544  CCB
36 3150 555 554  CCC
TH Saves
PD RS PP BW Sp Fo Re Wi
+0  8  4  5  2  3  0  0  2
+1  8  4  6  3  4  0  0  3
+1  9  5  6  3  4  0  1  3
+2  9  5  6  4  4  1  1  4
+2 10  6  7  4  5  1  1  4
+3 10  6  7  5  5  2  2  5
+3 11  7  8  5  6  2  2  5
+4 11  7  9  6  6  2  2  6
+4 12  7  9  6  7  3  3  6
+5 12  8  9  6  7  3  3  7
+5 13  8 10  7  8  4  3  7
+6 13  9 10  7  8  4  4  8
+6 13  9 10  7  8  4  4  8
+7 14  9 11  8  9  5  4  9
+7 14 10 11  8  9  5  5  9
+8 14 10 11  9  9  6  5 10
+8 15 11 12  9 10  6  5 10
+9 15 11 12 10 11  6  6 11
Requisites: Str 6, Dex 8, Chr 6
Alignment: any
HD/level: d6
Weapon Prof.: 5+level/9
To Hit Table: +level/2
Save Table: Pri
Reference: DM {Planeshifted Adept3}
Groups: Priest, Psionicist, Alternate
 
Considered 3rd edition (gets a Feat at 1st level).
Gets Wisdom bonus for spell progression.
PSPs = Dex*2+Str+Chr-40+(Dex-5)*(level-1)/2
Has "cotangents" instead of "tangents". 3 cotangents is a "Detract".
If you are Detracted to someone, you are considered Dust of Disappearanced to them, and they cannot directly target you or your effects.

[PC5] Psionicist Group Classes


Jedi19L

Level KXP Psi19L
mMG S
1 0 1-- -
2 7 2-- -
3 14 3-- -
4 28 4-- -
5 56 5-- -
6 112 6-- -
7 224 61- -
8 448 71- -
9 896 72- -
10 1400 82- -
11 2100 83- -
12 2800 93- -
13 3500 94- -
14 4200 941 -
15 4900 951 -
16 5600 961 -
17 6300 962 -
18 7000 972 -
19 7700 982 -
20 8400 983 -
21 9100 983 1
22 9800 984 1
23 10500 985 1
24 11200 986 1
25 11900 986 2
26 12600 987 2
27 13300 988 2
28 14000 998 2
29 14700 998 3
30 15400 999 3
31 16100 999 4
32 16800 999 5
33 17500 999 6
34 18200 999 7
35 18900 999 8
36 19600 999 9
TH Saves
PD RS PP BW Sp Fo Re Wi
+1  8  4  6  3  4  0  0  3
+3  9  5  6  4  4  1  1  4
+5 10  6  7  5  5  2  2  5
+7 11  7  9  6  6  2  2  6
+9 12  8  9  6  7  3  3  7
+11 13  9 10  7  8  4  4  8
+13 14  9 11  8  9  5  4  9
+15 14 10 11  9  9  6  5 10
+17 15 11 12 10 11  6  6 11
+19 16 12 13 11 12  7  6 12
+21 16 13 14 12 12  8  7 13
+23 16 14 14 13 13  9  8 14
+25 16 14 15 14 14 10  8 15
+27 17 15 16 14 14 10  9 16
+29 17 15 16 15 15 11 10 17
+31 17 16 16 15 16 12 10 18
+33 17 16 16 16 16 13 11 19
+35 17 16 16 16 16 14 12 20
Requisites: Wis 17, Chr 14
Alignment: any G
HD/level: d16
Weapon Prof.: & 7+level/2
To Hit Table: 2xWar
Save Table: 2xPri
Reference: Star Wars
Groups: Warrior, Psionicist
 
Gets Barbarian Dex and Con (but not Str).
Uses the Barbarian line for number of attacks at double level.
Gets Psi19L powers, see progression.
PSPs = (Wis+Chr)*Level*2.
 
Level 1: 1 reset of actions: Create a light-saber. You may have at most one light-saber at a time. It is a size M weapon, 1 pound weight, damage 1d10/1d20, and a crit range of 19 for x2 and 20 for x3. Pick "blue" or "green"; blue light-sabers have +LVL*3/2 TH (round down) and +LVL/2 dmg (round down) in plusses; green light-sabers have +LVL TH and +LVL dmg. It has the sharpness flag with range 20, the range improves by 1 per 7 levels. You must still hit the target in order for the sharpness flag to trigger.
Level 1: 1V, may borrow from the future: May parry up to LVL attacks this segment. Use your total attack bonus with the weapon (or you can use your bare hands, in case add Str+Dex+2 as usual), this is the amount of damage is reduced from the attack. You may parry each attack only once.
Level 1: 0, 1 attack: Attempt to disarm your opponent. Roll to hit and damage normally, but you do no damage, instead, keep track of this pseudo-damage. When it exceeds the target's Dex+HNCL (treating Warrior as double level and Psi19 classes as triple level), the target is disarmed and the weapon flies off (1d10)*10' in a random direction.
Level 8: Immune to gas.
Level 9: If your Wis is at least 20, you may parry each attack twice (reducing damage by twice your attack bonus).
Level 16: Immune to poison.
Level 18: If your Wis is at least 40, you may parry each attack three times (reducing damage by thrice your attack bonus).
Level 27: Can create a "purple" light-saber instead of "blue" or "green". This has a crit range of 19-20 for x3; +LVL*3/2 TH (round down) and +LVL dmg. It is vorpal instead of sharpness, with one less range than the sharpness flag.

[PC5] Psionicist Group Classes


Low Freq. Sampler

Level KXP Psi(low)
mMG SU
1 0 2-- --
2 4.25 3-- --
3 8.5 4-- --
4 17 51- --
5 35 62- --
6 70 73- --
7 140 84- --
8 280 95- --
9 560 A61 --
10 985 B72 --
11 1410 C83 --
12 1835 D94 --
13 2260 EA5 --
14 2685 FB6 --
15 3110 GC7 --
16 3535 HD8 1-
17 3960 IE9 2-
18 4385 JFA 3-
19 4810 KGB 4-
20 5235 LHC 5-
21 5660 MID 6-
22 6085 NJE 7-
23 6510 OKF 8-
24 6935 PLG 9-
25 7360 QMH A1
26 7785 RNI B2
27 8210 SOJ C3
28 8635 TPK D4
29 9060 UQL E5
30 9485 VRM F6
31 9910 WSN G7
32 10335 XTO H8
33 10760 YUP I9
34 11185 ZVQ JA
35 11610 [WR KB
36 12035 \XS LC
TH Saves
PD RS PP BW Sp Fo Re Wi
+0  5  4  8  2  3  1  0  2
+1  6  5  8  3  4  2  1  3
+1  6  6  9  4  5  3  1  4
+2  7  7  9  4  5  4  2  5
+3  7  8 10  5  6  4  3  6
+3  8  9 10  6  7  5  3  7
+4  8 10 11  6  7  6  4  8
+5  9 11 11  7  8  7  5  9
+5  9 12 12  8  9  8  5 10
+6 10 13 12  8 10  8  6 11
+7 11 14 13  9 11  9  7 12
+7 11 14 13 10 12 10  7 13
+8 13 15 14 12 13 11  8 14
+9 15 15 15 14 14 12  9 15
+9 15 16 16 15 15 12  9 16
+10 16 16 16 15 16 13 10 17
+11 16 16 16 16 16 14 11 18
+11 16 16 16 16 16 15 11 19
Requisites: Str 5, Dex 7, Con 9, Int 11, Wis 13, Chr 15
Alignment: L any (or) T any
HD/level: 2d8
Weapon Prof.: 3+level/5
To Hit Table: Pri
Save Table: 2xPsi
Reference: DM
Groups: Psionicist
 
LowFreqSamp power calculation: (level+2)*(Str/7+Dex/6+Con/5+Int/4+Wis/3+Chr/2)
 
Every level: Gain access to a frequency from -(LVL+10)/2 (round towards 0) to LVL+10 (e.g. at level 1 you can pick from -5 to 11). Note that Psi7 powers do not have true "minors" or "majors", so picking Psi7 is fairly useless until you have a grand.
Every level: Get an attack or defense mode in any of your chosen frequencies. Note you are considered non-psionic to a frequency unless you have access to it. You may save these picks until you choose a frequency that uses them.

[PC5] Psionicist Group Classes


Mentalist

Level KXP Psi
mMG S
1 0 3-- -
2 10 4-- -
3 15 51- -
4 23 52- -
5 35 53- -
6 53 54- -
7 80 65- -
8 120 751 -
9 180 852 -
10 270 953 -
11 400 A54 -
12 600 A65 -
13 850 A75 -
14 1150 A85 -
15 1500 A95 -
16 1900 BA5 -
17 2350 CA6 1
18 2850 DA7 2
19 3400 EA8 3
20 4000 FA9 4
21 4650 FBA 5
22 5350 FCA 5
23 6100 FDA 5
24 6900 FEA 5
25 7750 GFA 5
26 8650 HFB 6
27 9600 IFC 7
28 10600 JFD 8
29 11650 KFE 9
30 12750 KGF A
31 13900 KHF A
32 15100 KIF A
33 16350 KJF A
34 17650 LKF A
35 19000 MKF B
36 20400 NKG C
TH Saves
PD RS PP BW Sp Fo Re Wi
+0  5  4  8  2  3  1  0  2
+1  6  5  8  3  4  2  1  3
+1  6  6  9  4  5  3  1  4
+2  7  7  9  4  5  4  2  5
+3  7  8 10  5  6  4  3  6
+3  8  9 10  6  7  5  3  7
+4  8 10 11  6  7  6  4  8
+5  9 11 11  7  8  7  5  9
+5  9 12 12  8  9  8  5 10
+6 10 13 12  8 10  8  6 11
+7 11 14 13  9 11  9  7 12
+7 11 14 13 10 12 10  7 13
+8 13 15 14 12 13 11  8 14
+9 15 15 15 14 14 12  9 15
+9 15 16 16 15 15 12  9 16
+10 16 16 16 15 16 13 10 17
+11 16 16 16 16 16 14 11 18
+11 16 16 16 16 16 15 11 19
Requisites: Con 11, Int 11, Wis 18, Chr 11
Alignment: any
HD/level: ++d6
Weapon Prof.: 4+level/9
To Hit Table: Pri
Save Table: 2xPsi
Reference: DM
Groups: Psionicist
 
See the relevant [Q] sections for rules and powers.
Mentalist Psionic Pool (MPPs) = (Str+Con+Int*2+Wis*2+Chr)*level/2.
This entire class counts as 1 towards Max Number of Frequencies, regardless of other Psionic Wild Talents and classes. Note this class gives access to many frequencies, however.
The following frequencies are included in the Mentalist: Psi1, Psi2, Psi30, Psi9, and Psi18.
At level 1, you get 1 Psi1 defense and 1 Psi2 defense. Pick 1 attack or defense from Psi1 or Psi2 every level starting at level 1.
When you get a power on the Mentalist progression, pick any power from those 5 frequencies. If you pick a Psi30 power, Minor = level 3, Major = level 6, Grand = level 10, and Super = level 15.
MPPs are recovered at your level in points every round. Rejuvenation and the like may improve this point recovery rate.
These MPPs are precisely 1 point in Psi1 and Psi2. (1 MPP is actually 1 attack/1 defense in Psi1)
For Psi30, each 10 points spent is 1 Sorcery for the entire day, with a limit of Sorcery equal to your Mentalist level plus 3. These points cannot be recovered unless you turn the Sorcery off. (Example: You have 200 MPPs and get a Sorcery of 5, lowering you to 150 MPPs. You cannot regain the 50 lost MPPs until you choose to drop the Sorcery). Using a Psi30 power costs no MPPs, but you still must resist drain as per normal.
Mentalist can use Psi30 Astral Perception, but not Psi30 Astral Projection (unless that character also has Psi30 as a class or wild talent).
10 MPPs is 1 "track point" for Psi9 and Psi18. You do not have actual tracks, however, and cannot "burn" anything after you have 0 MPPs.
If you have an source of a frequency other than Mentalist, your Mentalist may use points from the appropriate frequency instead of MPPs, and your other class/Wild Talent may use MPPs instead of its own points.
Level 9: Pick another frequency to add to Mentalist availability. The frequencies allowed are: Psi5, Psi6 & Psi12(as a combo), Psi8, Psi10.
Level 18: Pick another frequency to add, as per Level 9.
Level 27: Pick another frequency to add, but it can be ANY frequency (Psi7 and the like are allowed).

[PC5] Psionicist Group Classes


Metamind3

Level KXP
Spells
1 Psi4 (none)
2 10 (none)
3 30 (none)
4 60 (none)
5 100 (none)
6 150 (none)
7 210 (none)
8 280 (none)
9 360 (none)
10 450 (none)
11 550 (none)
12 660 (none)
13 780 (none)
14 910 (none)
15 1050 (none)
16 1200 (none)
17 1360 (none)
18 1530 (none)
19 1710 (none)
20 1900 (none)
21 2100 (none)
22 2310 (none)
23 2530 (none)
24 2760 (none)
25 3000 (none)
26 3250 (none)
27 3510 (none)
28 3780 (none)
29 4060 (none)
30 4350 (none)
31 4650 (none)
32 4960 (none)
33 5280 (none)
34 5610 (none)
35 5950 (none)
36 6300 (none)
TH Saves
PD RS PP BW Sp Fo Re Wi
+0  5  3  8  2  3  1  0  1
+1  5  4  8  2  3  1  0  2
+2  6  4  8  3  4  2  0  2
+3  6  5  8  3  4  2  1  3
+3  6  5  9  3  4  2  1  3
+4  6  6  9  4  5  3  1  4
+5  7  6  9  4  5  3  2  4
+6  7  7  9  4  5  4  2  5
+6  7  7 10  5  6  4  2  5
+7  7  8 10  5  6  4  3  6
+8  8  8 10  5  6  5  3  6
+9  8  9 10  6  7  5  3  7
+9  8  9 11  6  7  6  4  7
+10  8 10 11  6  7  6  4  8
+11  9 10 11  7  8  6  4  8
+12  9 11 11  7  8  7  5  9
+12  9 11 12  7  9  7  5  9
+13  9 12 12  8  9  8  5 10
Requisites:  
Alignment: any
HD/level: d4
Weapon Prof.: 0+level/9
To Hit Table: +level*3/4
Save Table: Psi
Reference: PsiHB3-109
Groups: Psionicist
 
Level 1: +((LVL*2+11)/3) Psi3 power points.

[PC5] Psionicist Group Classes


Mind Flayer0

Level KXP Psi1&2
mMG SU
1 2.9 (owe) 1-- --
2 9.9 2-- --
3 26.4 3-- --
4 66 40- --
5 124.2 51- --
6 211.5 52- --
7 357 62- --
8 648 63- --
9 873 740 --
10 1098 841 --
11 1323 851 --
12 1548 852 --
13 1773 952 --
14 1998 962 --
15 2223 A62 c-
16 2448 A72 b-
17 2673 A73 a-
18 2898 B83 0-
19 3123 C84 1-
20 3348 D94 2-
21 3573 E95 3f
22 3798 FA5 3e
23 4023 GA6 3d
24 4248 HB6 4c
25 4473 IB7 4b
26 4698 JC7 4a
27 4923 KC8 50
28 5148 LD8 51
29 5373 MD9 52
30 5598 NE9 62
31 5823 OEA 63
32 6048 PFA 63
33 6273 QFB 73
34 6498 QFB 84
35 6723 QFB 94
36 6948 QFB A4
TH Saves
PD RS PP BW Sp Fo Re Wi
+0  2  2  2  2  2  2  2  2
+0  3  3  3  3  3  3  3  3
+0  3  3  3  3  3  3  3  3
+0  4  4  4  4  4  4  4  4
+1  4  4  4  4  4  4  4  4
+1  5  5  5  5  5  5  5  5
+1  5  5  5  5  5  5  5  5
+1  6  6  6  6  6  6  6  6
+2  6  6  6  6  6  6  6  6
+2  7  7  7  7  7  7  7  7
+2  7  7  7  7  7  7  7  7
+2  8  8  8  8  8  8  8  8
+3  8  8  8  8  8  8  8  8
+3  9  9  9  9  9  9  9  9
+3  9  9  9  9  9  9  9  9
+3 10 10 10 10 10 10 10 10
+4 10 10 10 10 10 10 10 10
+4 11 11 11 11 11 11 11 11
Requisites: Int 18, Wis 16
Alignment: L any (or) any E
HD/level: & ++++d10
Weapon Prof.: & 2+level/5
To Hit Table: Psi +4 levels
Save Table: Mon +4 levels
Reference: DM
Groups: Psionicist, Monster
 
Has a psionic progression in Psi1 and Psi2. Gets Int bonus to psionic progression. PSPs = (Con+Int*2+Wis*2+Chr)/5*(Level+9). Gets one attack or defense per level, with defense F (Mind Blank) in Psi1 being free.
Level N (each level): +2 Int. This bonus cannot be used to qualify for the Mind Flayer0 class itself, and you can't 2 for 1 trade it away.
Level 1: Barbarian Int bonus; i.e. bonus is (Int-14)*2. Your Nonweapon Proficiencies = Int*2 +level.
Level 1: Sustain Int.
Level 1: +1M action only for psionics.
Level 1: You have 4 mouth-tentacles that do 1dLVL dmg. It uses your Mouth's P to attack with them. If all 4 hit on one target, you have drawn the enemy's brain forth (RSW save). You cannot wield weapons or other objects with these mouth-tentacles.
Level 1: MR 45+LVL*5%.
Level 4: +1 to number of psionic frequencies; meaning you can use powers from another psionic frequency that you know.
Level 9: Extra Barbarian Int bonus; i.e. bonus is (Int-16)*5/2, round down. Your Nonweapon Proficiencies = Int*3 +level.
Level 9: +1QM action only for psionics.
Level 14 ¶: +4 HNCL
Level 18: Super Barbarian Int bonus; i.e. bonus is (Int-18)*3. Your Nonweapon Proficiencies = Int*4 +level.
Level 18: +1QQM action only for psionics.

[PC5] Psionicist Group Classes


Mixed Freq. Sampler

Level KXP Psi(mixed)
mMG S
1 0 1-- -
2 5.25 2-- -
3 10.5 3-- -
4 21 31- -
5 42 41- -
6 84 42- -
7 168 52- -
8 336 53- -
9 672 531 -
10 1344 631 -
11 2244 641 -
12 3144 642 -
13 4044 742 -
14 4944 752 -
15 5844 753 -
16 6744 753 1
17 7644 853 1
18 8544 863 1
19 9444 864 1
20 10344 864 2
21 11244 864 3
22 12144 864 4
23 13044 865 4
24 13944 865 5
25 14844 866 5
26 15744 866 6
27 16644 876 6
28 17544 877 6
29 18444 877 7
30 19344 887 7
31 20244 888 7
32 21144 888 8
33 22044 988 8
34 22944 998 8
35 23844 999 8
36 24744 999 9
TH Saves
PD RS PP BW Sp Fo Re Wi
+0  6  4  8  3  4  2  0  2
+0  6  6  9  4  5  3  1  4
+1  7  7 10  5  6  4  2  5
+1  8  9 10  6  7  5  3  7
+2  9 10 11  7  8  6  4  8
+2  9 12 12  8  9  8  5 10
+3 10 13 13  9 11  9  6 11
+3 11 14 13 10 12 10  7 13
+4 14 15 14 13 14 11  8 14
+4 15 16 16 15 15 12  9 16
+5 16 16 16 16 16 14 10 17
+5 16 16 16 16 16 15 11 19
+6 16 16 16 16 16 15 11 19
+6 16 16 16 16 16 15 11 19
+7 16 16 16 16 16 15 11 19
+7 16 16 16 16 16 15 11 19
+8 16 16 16 16 16 15 11 19
+8 16 16 16 16 16 15 11 19
Requisites: Str 8, Dex 10, Con 12, Int 14, Wis 16, Chr 18
Alignment: any
HD/level: 2d9
Weapon Prof.: 2+level/6
To Hit Table: Rog
Save Table: 3xPsi
Groups: Psionicist, Alternate
Groups: Monster
 
MixedFreqSamp power calculation: (level)*(Str/6+Dex/5+Con/4+Int/3+Wis/2+Chr)
You start with "open slots". Open slots can be used once per reset, then are reverted to blank next reset.
When you use a slot, the DM rolls two random powers, each from a random frequency = 1d50-20. The resultant Mixed Frequency power does both effects when it is used. The combined effect has only one target. The combined effect takes up only one maintained slot. If you manage to get two effects that wouldn't normally stack, they do under this system.
The power cost is the sum of the powers that make it up.
You may permanently assign a slot to be a certain power, then it uses that power forever at the cost you gave.
Minors are SL=3, Majors are SL=6, Grands are SL=9, and Supers are SL=12, when they are 2 combined powers.
Level 4: Minor powers do 3 powers instead of 2. SL=4.
Level 8: Major powers do 3 powers instead of 2. SL=7.
Level 10: Minor powers do 4 powers instead of 3. SL=5.
Level 16: Grand powers do 3 powers instead of 2. SL=10.
Level 20: Major powers do 4 powers instead of 3. SL=8.
Level 32: Super powers do 3 powers instead of 2. SL=13.

[PC5] Psionicist Group Classes


Mutant45 (Marvel)

Level KXP Psi45
mMG SU
1 0 1-- --
2 3 2-- --
3 6 3-- --
4 12 31- --
5 24 32- --
6 48 33- --
7 96 43- --
8 192 44- --
9 375 441 --
10 750 442 --
11 1125 443 --
12 1500 444 --
13 1875 544 --
14 2250 554 --
15 2625 555 --
16 3000 655 --
17 3375 665 --
18 3750 665 1-
19 4125 665 2-
20 4500 665 3-
21 4875 665 4-
22 5250 665 5-
23 5625 666 5-
24 6000 666 6-
25 6375 766 6-
26 6750 776 6-
27 7125 776 61
28 7500 776 62
29 7875 776 63
30 8250 776 64
31 8625 776 65
32 9000 776 66
33 9375 777 66
34 9750 777 76
35 10125 777 77
36 10500 877 77
TH Saves
PD RS PP BW Sp Fo Re Wi
+1  5  3  8  2  3  1  0  1
+2  5  4  8  2  3  1  0  2
+3  6  4  8  3  4  2  0  2
+4  6  5  8  3  4  2  1  3
+5  6  5  9  3  4  2  1  3
+6  6  6  9  4  5  3  1  4
+7  7  6  9  4  5  3  2  4
+8  7  7  9  4  5  4  2  5
+9  7  7 10  5  6  4  2  5
+10  7  8 10  5  6  4  3  6
+11  8  8 10  5  6  5  3  6
+12  8  9 10  6  7  5  3  7
+13  8  9 11  6  7  6  4  7
+14  8 10 11  6  7  6  4  8
+15  9 10 11  7  8  6  4  8
+16  9 11 11  7  8  7  5  9
+17  9 11 12  7  9  7  5  9
+18  9 12 12  8  9  8  5 10
Requisites: Str 9, Dex 9, Con 15, Chr 9
Alignment: any
HD/level: 2d6
Weapon Prof.: 4+level/2
To Hit Table: Mon
Save Table: Psi
Reference: Marvel {Planeshifted ArchMutant}
Groups: Psionicist
 
See [Q45] for rules and powers.
PSPs (Psi 45) = LVL*10, regained at LVL per round (yes that's fast)
Can buy Exceptional stats for 1 weapon proficiency each.
Level 8: Can buy Barbarian stats for 2 weapon proficiencies beyond Exceptional status.
Level 16: Can buy Extra-Barbarian stats for 3 weapon proficiencies beyond Barbarian status. Bonus = (stat-16)*5/2.
Level 32: Can buy Super-Barbarian stats for 4 weapon proficiencies beyond Extra-Barbarian status. Bonus = (stat-18)*3.

[PC5] Psionicist Group Classes


Mutant54 (DC)

Level KXP Psi54
mMG SU
1 0 1-- --
2 3 2-- --
3 6 3-- --
4 12 31- --
5 24 32- --
6 48 33- --
7 96 43- --
8 192 44- --
9 375 441 --
10 750 442 --
11 1125 443 --
12 1500 444 --
13 1875 544 --
14 2250 554 --
15 2625 555 --
16 3000 655 --
17 3375 665 --
18 3750 665 1-
19 4125 665 2-
20 4500 665 3-
21 4875 665 4-
22 5250 665 5-
23 5625 666 5-
24 6000 666 6-
25 6375 766 6-
26 6750 776 6-
27 7125 776 61
28 7500 776 62
29 7875 776 63
30 8250 776 64
31 8625 776 65
32 9000 776 66
33 9375 777 66
34 9750 777 76
35 10125 777 77
36 10500 877 77
TH Saves
PD RS PP BW Sp Fo Re Wi
+1  5  3  8  2  3  1  0  1
+2  5  4  8  2  3  1  0  2
+3  6  4  8  3  4  2  0  2
+4  6  5  8  3  4  2  1  3
+5  6  5  9  3  4  2  1  3
+6  6  6  9  4  5  3  1  4
+7  7  6  9  4  5  3  2  4
+8  7  7  9  4  5  4  2  5
+9  7  7 10  5  6  4  2  5
+10  7  8 10  5  6  4  3  6
+11  8  8 10  5  6  5  3  6
+12  8  9 10  6  7  5  3  7
+13  8  9 11  6  7  6  4  7
+14  8 10 11  6  7  6  4  8
+15  9 10 11  7  8  6  4  8
+16  9 11 11  7  8  7  5  9
+17  9 11 12  7  9  7  5  9
+18  9 12 12  8  9  8  5 10
Requisites: Str 9, Dex 9, Con 15, Chr 9
Alignment: any
HD/level: 2d6
Weapon Prof.: 4+level/2
To Hit Table: Mon
Save Table: Psi
Reference: DC {Planeshifted ArchMutant}
Groups: Psionicist
 
See [Q54] for rules and powers.
PSPs (Psi 54) = LVL*10, regained at LVL per round (yes that's fast)
Can buy Exceptional stats for 1 weapon proficiency each.
Level 8: Can buy Barbarian stats for 2 weapon proficiencies beyond Exceptional status.
Level 16: Can buy Extra-Barbarian stats for 3 weapon proficiencies beyond Barbarian status. Bonus = (stat-16)*5/2.
Level 32: Can buy Super-Barbarian stats for 4 weapon proficiencies beyond Extra-Barbarian status. Bonus = (stat-18)*3.

[PC5] Psionicist Group Classes


Numot Devastator (MTG U/R/W) (Azorius/Boros/Izzet)

Level KXP Wizard      / Psi
123 456 789 / mMGS
1 0 2½- --- --- / 2---
2 5.175 32- --- --- / 3---
3 10.35 43½ --- --- / 40--
4 20.7 442 --- --- / 41--
5 41.4 543 ½-- --- / 42--
6 82.8 654 2-- --- / 43--
7 165.6 764 3½- --- / 53a-
8 331.2 776 42- --- / 540-
9 662.4 876 53½ --- / 541-
10 1324.8 987 642 --- / 542-
11 1987.2 A98 642 ½-- / 543-
12 2649.6 AA9 754 1-- / 544-
13 3312 BA9 864 1½- / 554-
14 3974.4 CBA 975 31- / 555-
15 4636.8 DCB 975 41½ / 655b
16 5299.2 ECB 986 411 / 665a
17 5961.6 ECB 986 431 / 6660
18 6624 ECB A86 541 / 6661
19 7286.4 ECB A88 641 / 6662
20 7948.8 ECB A98 642 / 6663
21 8611.2 EDB BA8 643 / 6664
22 9273.6 EDD CA8 653 / 6665
23 9936 FFD CA9 753 / 6666
24 10598.4 GFD CA9 764 / 7666
25 11260.8 GFE CB9 865 / 7766
26 11923.2 GFE CB9 886 / 7776
27 12585.6 HGE CBA A86 / 7777
28 13248 HGE DCB A87 / 8777
29 13910.4 HGF DDC A97 / 8877
30 14572.8 HGF EDC B98 / 8887
31 15235.2 IGG FEC BA8 / 8888
32 15897.6 IIH FED BA9 / 9888
33 16560 IIH GED CBA / 9988
34 17222.4 IIH GFE CCB / 9998
35 17884.8 IIH GFE EDB / 9999
36 18547.2 IIH GFF EDC / A999
TH Saves
PD RS PP BW Sp Fo Re Wi
+0  8  7  8  3  6  1  1  2
+1  8  7  8  3  7  1  1  3
+1  9  8  8  4  7  2  1  3
+2  9  8  8  4  7  2  2  4
+3 10  9  9  4  8  2  2  4
+3 10  9  9  5  8  3  3  5
+4 11 10  9  5  9  3  3  5
+5 11 10  9  6  9  4  3  6
+5 12 10 10  6  9  4  4  6
+6 12 11 10  6 10  4  4  7
+7 13 11 10  7 10  5  5  7
+7 13 12 10  7 11  5  5  8
+8 13 12 11  8 11  6  5  8
+9 14 13 11  8 11  6  6  9
+9 14 13 11  8 12  6  6  9
+10 14 13 11  9 12  7  7 10
+11 15 14 12  9 13  7  7 10
+11 15 14 12 10 13  8  7 11
Requisites: Dex 18, Int 30, Chr 24,
Class Slots 3
Alignment: LN, NG, CG, or CN
HD/level: 3d4 (Normal Chr bonus)
Weapon Prof.: 4+level
To Hit Table: Pri
Save Table: Wiz/Pri/Psi
Reference: DM
Groups: Wizard, Psionicist, Monster
 
Extra-Barbarian Int bonus; stat bonus=(Int-16)*5/2. Barbarian Chr bonus (except for hit points, which uses Normal Chr bonus).
Channeling.
Int bonus to spell progression. Chr bonus to psionic progression, with their SLs shifted down by 1 (m=1, M=4, G=7, S=10).
Specialized in Wizard Invocation and Wizard Metamagic schools.
Has access to any 2 psionic frequencies.
PSPs = (Chr*2+Int)*LVL
Any psionic power that cures hp or removes baneful effects costs only ½M to use, costs ½ the number of PSPs, and is only ½ a memorization slot.
Turn Undead as a Priest of 3 levels lower.
   
Level 1: +1 borrowed M action per round.
Level 1: May cast Priest Healing sphere spells as if they were Wizard spells of the same level.
Level 2: 1M: Remove "summoning sickness" and/or "teleport sickness" from target.
Level 2: 1M: You will win initiative next segment.
Level 3: -1 to number of remaining M or borrowed M actions remaining this round: Copy a spell you cast this segment.
Level 3: 1M: Target loses LVL worth of C actions from his remaining number of actions. (e.g. if he has 2P+1V+1M remaining, and you're level 3, he can choose to lose 1P+1V or 1M.)
Level 3: 1M: Counter an effect from an item.
Level 4: Has access to another psionic frequency (pick one).
Level 4, 8, 12, etc.: Choose a Priest sphere. May cast spells of that sphere as if they were Wizard spells of the same level.
Level 5: +1 borrowed M action per round.
Level 9: For HD/level, this class gains the cumulative (&) modifier. This applies to all dice (even those below level 9).
Level 9: -1 to number of remaining M or borrowed M actions remaining this round: Copy a spell someone else cast.
Level 9: +1 Q borrowed M action per round.
Level 9: NM: Counter an effect from a xN item. This is a xN effect.
Level 9: Specialized in Priest Healing sphere spells.
Level 9: 1M: Target gains Free Action until end of turn.
Level 9: Gains a Specialty Priest pick. May replace "sphere" with "school" in the effect if desired.
Izzet Metamagic spells:
Force Spike (Metamagic, SL 2): 1 borrowed M or 1 OppM: Counter target magical/psionic effect unless its user devotes another spell/psionic slot to it.
Mana Leak (Metamagic, SL 3): 1 borrowed M or 1 OppM: Counter target magical/psionic effect unless its user devotes another 3 spell/psionic slots to it.
Counterspell (Metamagic, SL 4): 1 borrowed M or 1 OppM: Counter target magical/psionic effect.
Fork (Metamagic, SL 4): 1 borrowed M or 1 OppM: Copy target magical/psionic effect.
Deflection (Metamagic, SL 5): 1 borrowed M or 1 OppM: Redirect target magical/psionic effect to another target.
Quash (Metamagic, SL 6): 1 borrowed M or 1 OppM: Counter target magical/psionic effect. That person cannot use that effect for the rest of the day.

[PC5] Psionicist Group Classes


Offender Psionicist

Level KXP Psi(c)
mMG SU
1 0 2-- --
2 4 3-- --
3 8 4-- --
4 16 51- --
5 32 62- --
6 65 73- --
7 131 84- --
8 263 95- --
9 527 A61 --
10 927 B72 --
11 1327 C83 --
12 1727 D94 --
13 2127 EA5 --
14 2527 FB6 --
15 2927 GC7 --
16 3327 HD8 1-
17 3727 IE9 2-
18 4127 JFA 3-
19 4527 KGB 4-
20 4927 LHC 5-
21 5327 MID 6-
22 5727 NJE 7-
23 6127 OKF 8-
24 6527 PLG 9-
25 6927 QMH A1
26 7327 RNI B2
27 7727 SOJ C3
28 8127 TPK D4
29 8527 UQL E5
30 8927 VRM F6
31 9327 WSN G7
32 9727 XTO H8
33 10127 YUP I9
34 10527 ZVQ JA
35 10927 [WR KB
36 11327 \XS LC
TH Saves
PD RS PP BW Sp Fo Re Wi
+0  4  2  7  1  2  0  0  0
+1  5  3  8  2  3  1  0  1
+2  5  3  8  2  3  1  0  1
+3  5  4  8  2  3  1  0  2
+4  5  4  8  2  3  1  0  2
+5  6  4  8  3  4  2  0  2
+6  6  4  8  3  4  2  0  2
+7  6  5  8  3  4  2  1  3
+8  6  5  8  3  4  2  1  3
+9  6  5  9  3  4  2  1  3
+10  6  5  9  3  4  2  1  3
+11  6  6  9  4  5  3  1  4
+12  6  6  9  4  5  3  1  4
+13  7  6  9  4  5  3  2  4
+14  7  6  9  4  5  3  2  4
+15  7  7  9  4  5  4  2  5
+16  7  7  9  4  5  4  2  5
+17  7  7 10  5  6  4  2  5
Requisites: Str 13, Dex 11, Int 12
Alignment: C any (or) T any
HD/level: d10
Weapon Prof.: 5+level/3
To Hit Table: War
Save Table: ½xPsi
Reference: DM
Groups: Psionicist
 
Has access to all "offensive" powers in [MC2] Monster Collective Psionic Powers for every frequency. These are indicated by a "c" (for "combat") in the "Use" column.
PSPs = (Str+Dex+Int)*level.
These are in Psi1 PSPs, convert using the table at the beginning of [PC5].

[PC5] Psionicist Group Classes


ORLY Owl

Level KXP Priest/HighFreq
123 456 789 ABC DEF GHI
TH
1 0 -1- --- --- --- --- +0
2 3.25 -2- --- --- --- --- +1
3 6.5 -2- 0-- --- --- --- +1
4 13 -3- 1-- --- --- --- +2
5 26 -3- 2-- --- --- --- +3
6 52 -3- 2-0 --- --- --- +3
7 104 -4- 2-1 --- --- --- +4
8 208 -4- 3-1 --- --- --- +5
9 416 -4- 3-2 --- --- --- +5
10 741 -4- 3-2 -0- --- --- +6
11 950 -5- 3-2 -1- --- --- +7
12 1300 -5- 4-2 -1- --- --- +7
13 1650 -5- 4-3 -1- --- --- +8
14 2000 -5- 4-3 -2- --- --- +9
15 2350 -5- 4-3 -2- 0-- --- +9
16 2700 -6- 4-3 -2- 1-- --- +10
17 3050 -6- 5-3 -2- 1-- --- +11
18 3400 -6- 5-4 -2- 1-- --- +11
19 3750 -6- 5-4 -3- 1-- --- +12
20 4100 -6- 5-4 -3- 2-- --- +13
21 4450 -6- 5-4 -3- 2-0 --- +13
22 4800 -7- 5-4 -3- 2-1 --- +14
23 5150 -7- 6-4 -3- 2-1 --- +15
24 5500 -7- 6-5 -3- 2-1 --- +15
25 5850 -7- 6-5 -4- 2-1 --- +16
26 6200 -7- 6-5 -4- 3-1 --- +17
27 6550 -7- 6-5 -4- 3-2 --- +17
28 6900 -7- 6-5 -4- 3-2 -0- +18
29 7250 -8- 6-5 -4- 3-2 -1- +19
30 7600 -8- 7-5 -4- 3-2 -1- +19
31 7950 -8- 7-6 -4- 3-2 -1- +20
32 8300 -8- 7-6 -5- 3-2 -1- +21
33 8650 -8- 7-6 -5- 4-2 -1- +21
34 9000 -8- 7-6 -5- 4-3 -1- +22
35 9350 -8- 7-6 -5- 4-3 -2- +23
36 9700 -8- 7-6 -5- 4-3 -2- 1 +23
37 19400 -8- 7-6 -5- 4-3 -2- 2 +24
38 29100 -8- 7-6 -5- 4-3 -3- 2 +25
39 38800 -8- 7-6 -5- 4-3 -3- 3 +25
45 97000 -8- 7-6 -5- 5-5 -5- 4 +29
54 184300 -8- 7-7 -7- 7-6 -6- 6 +35
63 271600 -8- 8-8 -8- 8-8 -7- 7-1 +41
72 358900 -8- 8-8 -8- 8-8 -8- 8-8 +47
Race Adjustments:
Str Dex Con Int Wis Chr Cml AT hp TH Div
-1 -2 +3 +6 +8 +3 +3 +2 +6 +3 ÷1
 
Requisites: Con 9, Int 18, Wis 25, Chr 9, Cml 9,
  Race Slots 1, Class Slots 2
Alignment: L any
HD/level: & d10
Weapon Prof.: 2+level/2
To Hit Table: Pri
Save Table: Pri
Reference: DM
Groups: Priest, Psionicist, Archetype
Complexity: CF=3
   
Saving Throws:  
PPD: level+7
RSW: level+3
PP: level+4
BW: level+1
Spell: level+2
Fort: level-1
Reflex: level-1
Will: level+1
   
Considered an "Owl" race.
Gets Wis bonus to progression.
Can cast Priest spells (SL's are given on table, A=10, C=12, E=14, G=16, I=18), or High Frequency Sample (2=Minor, 4=Major, 6=Grand, 8=Super, A=Ultra, C=Ultra+1(V), E=Ultra+2(W), G=Ultra+3(X), H=Ultra+4(Y)).
PSPs = (level)*(Str/6+Dex/5+Con/4+Int/3+Wis/2+Chr)
You start with "open slots". Open slots can be used once per reset, then are reverted to blank next reset.
You may permanently assign a slot to be a certain power, then it uses that power forever at the cost you gave.
Note that powers may not work exactly the same way each time you use them.
The power cost is variable, but generally Minor is 1-10, Major is 2-50, Grand is 4-100, Super is 8-200, Ultra is 16-300, Ultra+1 (V) is 32-400, Ultra+2 (W) is 64-500.
Level 1: Base bite attack is 1d20 and is sharpness.
Level 1: Free (0 action) material componenting with Priest spells.
Level N (every level): +1 Wis.

[PC5] Psionicist Group Classes


Physicalist

Level KXP Psi
mMG S
1 0 3-- -
2 10 4-- -
3 15 51- -
4 23 52- -
5 35 53- -
6 53 54- -
7 80 65- -
8 120 751 -
9 180 852 -
10 270 953 -
11 400 A54 -
12 600 A65 -
13 850 A75 -
14 1150 A85 -
15 1500 A95 -
16 1900 BA5 -
17 2350 CA6 1
18 2850 DA7 2
19 3400 EA8 3
20 4000 FA9 4
21 4650 FBA 5
22 5350 FCA 5
23 6100 FDA 5
24 6900 FEA 5
25 7750 GFA 5
26 8650 HFB 6
27 9600 IFC 7
28 10600 JFD 8
29 11650 KFE 9
30 12750 KGF A
31 13900 KHF A
32 15100 KIF A
33 16350 KJF A
34 17650 LKF A
35 19000 MKF B
36 20400 NKG C
TH Saves
PD RS PP BW Sp Fo Re Wi
+1  5  4  8  2  3  1  0  2
+3  6  5  8  3  4  2  1  3
+5  6  6  9  4  5  3  1  4
+7  7  7  9  4  5  4  2  5
+9  7  8 10  5  6  4  3  6
+11  8  9 10  6  7  5  3  7
+13  8 10 11  6  7  6  4  8
+15  9 11 11  7  8  7  5  9
+17  9 12 12  8  9  8  5 10
+19 10 13 12  8 10  8  6 11
+21 11 14 13  9 11  9  7 12
+23 11 14 13 10 12 10  7 13
+25 13 15 14 12 13 11  8 14
+27 15 15 15 14 14 12  9 15
+29 15 16 16 15 15 12  9 16
+31 16 16 16 15 16 13 10 17
+33 16 16 16 16 16 14 11 18
+35 16 16 16 16 16 15 11 19
Requisites: Str 11, Dex 18, Con 11, Chr 11
Alignment: any
HD/level: 2d6
Weapon Prof.: 9+level/4
To Hit Table: 2xWar
Save Table: 2xPsi
Reference: DM {Planeshifted Mentalist}
Groups: Warrior, Psionicist, Alternate
 
Gets Exceptional Str, Dex, and Con. Uses "Barbarian" line for number of attacks.
You get a Martial Arts style and +LVL Martial Arts maneuvers, and a Professional Wrestling style and +LVL Professional Wrestling maneuvers.
Physicalist Psionic Pool (PPPs) = (Str*2+Dex*2+Con+Int+Chr)*level/2.
The following frequencies are included in Physicalist: Psi0, Psi(-2), Psi7, Psi14, and Psi15.
When you get a power on the Physicalist progression, pick any power from those 5 frequencies.
PPPs are recovered at your level in points every round. Rejuvenation and the like may improve this point recovery rate.
PPPs are the same scale as Psi1 PSPs.
10 PPPs is 1 "track point" for Psi36. You do not have actual tracks, however, and cannot "burn" anything after you have 0 PPPs.
Level 9: Pick another frequency to add to Mentalist availability. The frequencies allowed are: Psi(-5), Psi(-6) & Psi(-12)(as a combo), Psi16, Psi36.
Level 18: Pick another frequency to add, as per Level 9. You can pick Psi8 at this level.
Level 27: Pick another frequency to add, but it can be ANY frequency.

[PC5] Psionicist Group Classes


PolyPsi

Level KXP Psi
mMG S
1 0 1-- -
2 10 2-- -
3 20 31- -
4 40 42- -
5 80 53- -
6 160 641 -
7 320 752 -
8 640 863 -
9 1000 974 -
10 2000 A85 1
11 3000 B96 2
12 4000 CA7 3
13 5000 DB8 4
14 6000 EC9 5
15 7000 FDA 6
16 8000 GEB 7
17 9000 HFC 8
18 10000 IGD 9
19 11000 JHE A
20 12000 KIF B
21 13000 LJG C
22 14000 MKH D
23 15000 NLI E
24 16000 OMJ F
25 17000 PNK G
26 18000 QOL H
27 19000 RPM I
28 20000 SQN J
29 21000 TRO K
30 22000 USP L
31 23000 VTQ M
32 24000 WUR N
33 25000 XVS O
34 26000 YWT P
35 27000 ZXU Q
36 28000 [YV R
TH Saves
PD RS PP BW Sp Fo Re Wi
Mon  5  4  8  2  3  1  0  2
+1  6  5  8  3  4  2  1  3
+1  6  6  9  4  5  3  1  4
+2  7  7  9  4  5  4  2  5
+2  7  8 10  5  6  4  3  6
+3  8  9 10  6  7  5  3  7
+3  8 10 11  6  7  6  4  8
+4  9 11 11  7  8  7  5  9
+4  9 12 12  8  9  8  5 10
+5 10 13 12  8 10  8  6 11
+5 11 14 13  9 11  9  7 12
+6 11 14 13 10 12 10  7 13
+6 13 15 14 12 13 11  8 14
+7 15 15 15 14 14 12  9 15
+7 15 16 16 15 15 12  9 16
+8 16 16 16 15 16 13 10 17
+8 16 16 16 16 16 14 11 18
+9 16 16 16 16 16 15 11 19
Requisites: Str 10, Con 11, Int 19, Wis 11, Chr 11
Alignment: any
HD/level: +++d2
Weapon Prof.: 5+level/2
To Hit Table: ½xMon
Save Table: 2xPsi
Reference: DM
Groups: Psionicist
 
See the relevant [Q] sections for rules and powers.
PolyPsionicist Psionic Power Point Pool (PPPPPP's) = (Str*2+Dex+Con*3+Int*5+Wis*4+Chr*6)*(X+1)*(level)/10,
    rounded up, where X is the number of ability scores of 23 or above.
This entire class counts as 1 frequency towards maximum number of frequencies limit.
Each level, you gain 1 attack or defense for Psi1/Psi2/Psi6 (or any other frequency that uses attacks & defenses).
When you gain a power on the Poly-Psionicist progression, pick any power from any frequency.
Your caster level (CL, CH, KiL, etc.) is equal to your experience level.
This is the same as Psi1/Psi2 PSPs.  See [Q11] for conversion system between frequency point systems

[PC5] Psionicist Group Classes


Psi(--2)

Level KXP Psi--2
mMG S
1 0 3-- -
2 4.4 5-- -
3 8.8 7-- -
4 17.6 91- -
5 33 A1- -
6 60 B2- -
7 110 C2- -
8 200 D3- -
9 400 E31 -
10 800 F41 -
11 1200 G41 -
12 1600 H52 -
13 2000 I52 -
14 2400 J62 -
15 2800 K63 -
16 3200 L73 1
17 3600 M73 1
18 4000 N84 1
19 4400 O84 1
20 4800 P94 2
21 5200 Q95 2
22 5600 RA5 2
23 6000 SA5 2
24 6400 TB6 3
25 6800 UB6 3
26 7200 VC6 3
27 7600 WC7 3
28 8000 XD7 4
29 8400 YD7 4
30 8800 ZE8 4
31 9200 [E8 4
32 9600 \F8 5
33 10000 ]F9 5
34 10400 ^G9 5
35 10800 _G9 5
36 11200 `HA 6
TH Saves
PD RS PP BW Sp Fo Re Wi
+0  5  3  8  2  3  1  0  1
+1  5  4  8  2  3  1  0  2
+2  6  4  8  3  4  2  0  2
+3  6  5  8  3  4  2  1  3
+4  6  5  9  3  4  2  1  3
+5  6  6  9  4  5  3  1  4
+6  7  6  9  4  5  3  2  4
+7  7  7  9  4  5  4  2  5
+8  7  7 10  5  6  4  2  5
+9  7  8 10  5  6  4  3  6
+10  8  8 10  5  6  5  3  6
+11  8  9 10  6  7  5  3  7
+12  8  9 11  6  7  6  4  7
+13  8 10 11  6  7  6  4  8
+14  9 10 11  7  8  6  4  8
+15  9 11 11  7  8  7  5  9
+16  9 11 12  7  9  7  5  9
+17  9 12 12  8  9  8  5 10
Requisites: Con 12, Int 11, Chr 15
Alignment: non-C
HD/level: d6
Weapon Prof.: 9+level/5
To Hit Table: War
Save Table: Psi
Reference: DM {Mirror Psi-2}
Groups: Psionicist, Mirror
 
See [Q--2] for rules and powers.
PSPs = Chr*2+Int+Con-40+(Chr-5)*(level-1)
Psi--2 powers are resisted using aaPR.
Level 1: +1 Nonweapon Proficiency per level. These slots may be spent on existing Psi--2 powers (not additional ones). Each slot increases a power's check score both by 1, or you can roll an extra 1d20 (choose better result).

[PC5] Psionicist Group Classes


Psi(-40) (old Psi-4)

Level KXP Psi-40
mMG SU
1 0 1-- --
2 1.2 2-- --
3 2.4 31- --
4 4.8 41- --
5 9.6 52- --
6 19.2 621 --
7 38.4 731 --
8 76.8 831 --
9 153.6 942 --
10 307.2 942 1-
11 540 952 1-
12 780 953 1-
13 1020 963 1-
14 1260 963 2-
15 1500 974 2-
16 1740 974 3-
17 1980 984 3-
18 2220 985 3-
19 2460 995 4-
20 2700 996 4-
21 2940 996 5-
22 3180 997 5-
23 3420 997 6-
24 3660 998 6-
25 3900 998 7-
26 4140 999 7-
27 4380 999 71
28 4620 999 72
29 4860 999 73
30 5100 999 74
31 5340 999 75
32 5580 999 76
33 5820 999 77
34 6060 999 87
35 6300 999 88
36 6540 999 99
TH Saves
PD RS PP BW Sp Fo Re Wi
+1  5  3  8  2  3  1  0  1
+2  5  4  8  2  3  1  0  2
+3  6  4  8  3  4  2  0  2
+4  6  5  8  3  4  2  1  3
+5  6  5  9  3  4  2  1  3
+6  6  6  9  4  5  3  1  4
+7  7  6  9  4  5  3  2  4
+8  7  7  9  4  5  4  2  5
+9  7  7 10  5  6  4  2  5
+10  7  8 10  5  6  4  3  6
+11  8  8 10  5  6  5  3  6
+12  8  9 10  6  7  5  3  7
+13  8  9 11  6  7  6  4  7
+14  8 10 11  6  7  6  4  8
+15  9 10 11  7  8  6  4  8
+16  9 11 11  7  8  7  5  9
+17  9 11 12  7  9  7  5  9
+18  9 12 12  8  9  8  5 10
Requisites: Dex 0, Con 0, San 6
Alignment: any
HD/level: d8
Weapon Prof.: 4+level
To Hit Table: Mon
Save Table: Psi
Reference: DM
Groups: Psionicist, Mirror
 
See [Q-40] Reality Psionics for rules and powers.
The PSPs of this frequency are unenforced, but P-40Ps = Level - Dex + 20.
1 P-40P = 100 PSPs (Psi1 or Psi2) for conversion.
Minor = ÷1.25 one effect
Major = ÷1.5 one effect
Grand = ÷2 one effect
Super = ÷2.5 one effect
 
There's only one power in Psi-40:
1M or 1bM, 1 P-40P: Multiply the chosen effect by the Psi-40D = power's divisor (x1.25, x1.5, x2, or x2.5). Some examples:
Ability Score: Choose one ability score. It is divided by Psi-40D (round down, no save).
AC: Divide target's AC by Psi-40D (no save)
Actions: Pick one action type (M, P, V). Target's number of actions of that type is divided by Psi-40D (PP save)
Damage: Target's physical damage is divided by Psi-40D
hp: Divide target's hp by Psi-40D (no save)
Move Rate: Divide target's Move Rate by Psi-40D (no save)
Multiplier: Subtract Psi-40D -1 to target's multiplier (Spell save). Using a Minor does nothing. Using a Major: -1 mult. in offense or defense (not both).
Saves: Divide target's save rolls by Psi-40D (no save), automisses saves on natural (Psi-40D)*2 or worse (Minor is 2 or worse).
Spell: One spell, psionic power, or innate ability has it's effect divided by Psi-40D
To Hit: Divide target's to hit rolls by Psi-40D, automisses on natural (Psi-40D)*2 or worse (Minor is 2 or worse).
 
Level 1: Can convert 1M -> 1bM only for Psi-40.

[PC5] Psionicist Group Classes


Psi(-15)

Level KXP Psi(-15)
mMG S
1 0 1-- -
2 1.3 2-- -
3 2.6 3-- -
4 5.2 31- -
5 10.4 32- -
6 20.8 33- -
7 41.6 43- -
8 83.2 44- -
9 166.4 441 -
10 332.8 442 -
11 665.6 443 -
12 1000 444 -
13 1400 544 -
14 1800 554 -
15 2200 555 -
16 2600 555 1
17 3000 555 2
18 3400 555 3
19 3800 555 4
20 4200 555 5
21 4600 655 5
22 5000 665 5
23 5400 666 5
24 5800 666 6
25 6200 766 6
26 6600 776 6
27 7000 777 6
28 7400 777 7
29 7800 877 7
30 8200 887 7
31 8600 888 7
32 9000 888 8
33 9400 988 8
34 9800 998 8
35 10200 999 8
36 10600 999 9
TH Saves
PD RS PP BW Sp Fo Re Wi
+1  1  1  1  1  1  1  1  1
+3  2  2  2  2  2  2  2  2
+4  3  3  3  3  3  3  3  3
+6  4  4  4  4  4  4  4  4
+7  5  5  5  5  5  5  5  5
+9  6  6  6  6  6  6  6  6
+10  7  7  7  7  7  7  7  7
+12  8  8  8  8  8  8  8  8
+13  9  9  9  9  9  9  9  9
+15 10 10 10 10 10 10 10 10
+16 11 11 11 11 11 11 11 11
+18 12 12 12 12 12 12 12 12
+19 13 13 13 13 13 13 13 13
+21 14 14 14 14 14 14 14 14
+22 15 15 15 15 15 15 15 15
+24 16 16 16 16 16 16 16 16
+25 17 17 17 17 17 17 17 17
+27 18 18 18 18 18 18 18 18
Requisites: Dex 16, Con 17
Alignment: any S (or) any J (or) Nil
HD/level: 3d(-2)
Weapon Prof.: 0+level
To Hit Table: 1½xMon
Save Table: 2xMon
Reference: DM
Groups: Psionicist
 
See [Q(-15)] for powers and Eelements.

[PC5] Psionicist Group Classes


Psi(-12)L

Level KXP Psi(-12)L
1 0 (special)
2 1 (special)
3 2 (special)
4 4 (special)
5 8 (special)
6 16 (special)
7 32 (special)
8 64 (special)
9 128 (special)
10 256 (special)
11 512 (special)
12 1000 (special)
13 1250 (special)
14 1500 (special)
15 1750 (special)
16 2000 (special)
17 2250 (special)
18 2500 (special)
19 2750 (special)
20 3000 (special)
21 3250 (special)
22 3500 (special)
23 3750 (special)
24 4000 (special)
25 4250 (special)
26 4500 (special)
27 4750 (special)
28 5000 (special)
29 5250 (special)
30 5500 (special)
31 5750 (special)
32 6000 (special)
33 6250 (special)
34 6500 (special)
35 6750 (special)
36 7000 (special)
TH Saves
PD RS PP BW Sp Fo Re Wi
+0 10  9  8  5  6  2  1  0
+0 10  9  8  6  6  2  1  0
+1 10  9  8  6  7  3  2  0
+1 12 11 10  8  9  3  2  1
+2 12 11 10  9  9  4  2  1
+2 12 11 10  9 10  4  3  1
+3 14 13 12 11 12  5  3  2
+3 14 13 12 12 12  5  4  2
+4 14 13 13 12 12  6  4  2
+4 16 15 14 14 15  6  4  3
+5 16 15 15 14 15  7  5  3
+5 16 15 15 15 15  7  5  3
+6 16 15 15 15 15  7  5  3
+6 16 15 15 15 15  7  5  3
+7 16 15 15 15 15  7  5  3
+7 16 15 15 15 15  7  5  3
+8 16 15 15 15 15  7  5  3
+8 16 15 15 15 15  7  5  3
Requisites: Con 14, Chr 12
Alignment: L any
HD/level: ++d0+5
Weapon Prof.: 1+level
To Hit Table: Rog
Save Table: Dwarf0
Reference: DM
Groups: Psionicist
 
Psi(-12)L is resisted using antiPsiR.
PSPs (classed) = (Con+Chr)*(Level)*2
1 Psi(-12)L PSP = 0.5 of a Psi1 PSP.
Psi(-12)L points are regained at Con PSPs per hour.
Level 6: +3 HNCL (highest non-Conc level) for purposes of qualifying for Concordant classes
Level 12: Another +3 HNCL (see Level 6) {ruling: these also affect the HNCL stat for Psi27}
See [Q(-12)L] for rules, powers, and power progression.

[PC5] Psionicist Group Classes


Psi(-12)T

Level KXP Psi(-12)T
1 0 (special)
2 1.1 (special)
3 2.2 (special)
4 4.4 (special)
5 8.8 (special)
6 17.6 (special)
7 35.2 (special)
8 70.4 (special)
9 140.8 (special)
10 281.6 (special)
11 563.2 (special)
12 1000 (special)
13 1250 (special)
14 1500 (special)
15 1750 (special)
16 2000 (special)
17 2250 (special)
18 2500 (special)
19 2750 (special)
20 3000 (special)
21 3250 (special)
22 3500 (special)
23 3750 (special)
24 4000 (special)
25 4250 (special)
26 4500 (special)
27 4750 (special)
28 5000 (special)
29 5250 (special)
30 5500 (special)
31 5750 (special)
32 6000 (special)
33 6250 (special)
34 6500 (special)
35 6750 (special)
36 7000 (special)
TH Saves
PD RS PP BW Sp Fo Re Wi
+0  6  5  5  3  3  0  1  1
+0  6  5  5  4  3  0  1  1
+1  6  5  5  4  4  0  2  1
+1 10  8  8  7  7  1  2  2
+2 10  8  8  8  7  1  2  2
+2 10  8  8  8  8  2  3  2
+3 14 11 11 11 11  2  3  3
+3 14 12 11 11 11  2  4  3
+4 14 12 12 11 11  3  4  3
+4 16 14 14 15 15  3  4  4
+5 16 14 14 15 15  3  4  4
+5 16 14 14 15 15  3  4  4
+6 16 14 14 15 15  3  4  4
+6 16 14 14 15 15  3  4  4
+7 16 14 14 15 15  3  4  4
+7 16 14 14 15 15  3  4  4
+8 16 14 14 15 15  3  5  4
+8 16 14 14 15 15  4  5  4
Requisites: Dex 14, Int 12
Alignment: T any
HD/level: +d10
Weapon Prof.: 3+level/2
To Hit Table: Rog
Save Table: Elf0
Reference: DM
Groups: Psionicist
 
Psi(-12)T is resisted using antiPsiR.
PSPs (classed) = (Dex+Int)*(Level)*2
1 Psi(-12)T PSP = 0.5 of a Psi1 PSP.
Psi(-12)T points are regained at Dex PSPs per hour.
Level 6: Pick one Griefer5 Level 1-3 or one Inventer5 Level 1-3
Level 12: Pick one Griefer5 Level 9-11, one Inventer5 Level 9-11, or three 5-7 among those
See [Q(-12)T] for rules, powers, and power progression.

[PC5] Psionicist Group Classes


Psi(-12)C

Level KXP Psi(-12)C
1 0 (special)
2 0.9 (special)
3 1.8 (special)
4 3.6 (special)
5 7.2 (special)
6 14.4 (special)
7 28.8 (special)
8 57.6 (special)
9 115.2 (special)
10 230.4 (special)
11 460.4 (special)
12 1000 (special)
13 1250 (special)
14 1500 (special)
15 1750 (special)
16 2000 (special)
17 2250 (special)
18 2500 (special)
19 2750 (special)
20 3000 (special)
21 3250 (special)
22 3500 (special)
23 3750 (special)
24 4000 (special)
25 4250 (special)
26 4500 (special)
27 4750 (special)
28 5000 (special)
29 5250 (special)
30 5500 (special)
31 5750 (special)
32 6000 (special)
33 6250 (special)
34 6500 (special)
35 6750 (special)
36 7000 (special)
TH Saves
PD RS PP BW Sp Fo Re Wi
+0  0  0  0  0  0  0  0  0
+0  1  1  1  1  1  1  1  1
+1  2  2  2  2  2  2  2  2
+1  3  3  3  3  3  3  3  3
+2  3  3  3  3  3  3  3  3
+2  4  4  4  4  4  4  4  4
+3  5  5  5  5  5  5  5  5
+3  6  6  6  6  6  6  6  6
+4  6  6  6  6  6  6  6  6
+4  7  7  7  7  7  7  7  7
+5  8  8  8  8  8  8  8  8
+5  9  9  9  9  9  9  9  9
+6  9  9  9  9  9  9  9  9
+6 10 10 10 10 10 10 10 10
+7 11 11 11 11 11 11 11 11
+7 12 12 12 12 12 12 12 12
+8 12 12 12 12 12 12 12 12
+8 13 13 13 13 13 13 13 13
Requisites: Str 14, Wis 12
Alignment: C any
HD/level: d20-5
Weapon Prof.: 5+level/3
To Hit Table: Rog
Save Table: 1½xMon
Reference: DM
Groups: Psionicist
 
Psi(-12)C is resisted using antiPsiR.
PSPs (classed) = (Str+Wis)*(Level)*2
1 Psi(-12)C PSP = 0.5 of a Psi1 PSP.
Psi(-12)C points are regained at Str PSPs per hour.
Level 6: Pick one Rebel5 Level 1-3 or one Hippie5 Level 1-3
Level 12: Pick one Rebel5 Level 9-11, one Hippie5 Level 9-11, or three 5-7 among those
See [Q(-12)C] for rules, powers, and power progression.

[PC5] Psionicist Group Classes


Psi(-9)

Level KXP Psi(-9)
mMG S
1 0 1-- -
2 3 2-- -
3 6 21- -
4 12 31- -
5 24 32- -
6 48 321 -
7 96 421 -
8 192 431 -
9 400 432 -
10 700 532 -
11 1000 542 -
12 1300 543 -
13 1600 643 -
14 1900 653 -
15 2200 654 -
16 2500 754 -
17 2800 764 -
18 3100 765 1
19 3400 765 2
20 3700 765 3
21 4000 765 4
22 4300 765 5
23 4600 766 5
24 4900 776 5
25 5200 776 6
26 5500 777 6
27 5800 777 7
28 6100 877 7
29 6400 887 7
30 6700 888 7
31 7000 888 8
32 7300 988 8
33 7600 998 8
34 7900 999 8
35 8200 999 9
36 8500 AAA A
TH Saves
PD RS PP BW Sp Fo Re Wi
+1  0  0  0  0  0  0  0  0
+2  1  1  1  1  1  1  1  1
+3  1  1  1  1  1  1  1  1
+4  2  2  2  2  2  2  2  2
+5  2  2  2  2  2  2  2  2
+6  3  3  3  3  3  3  3  3
+7  3  3  3  3  3  3  3  3
+8  4  4  4  4  4  4  4  4
+9  4  4  4  4  4  4  4  4
+10  5  5  5  5  5  5  5  5
+11  5  5  5  5  5  5  5  5
+12  6  6  6  6  6  6  6  6
+13  6  6  6  6  6  6  6  6
+14  7  7  7  7  7  7  7  7
+15  7  7  7  7  7  7  7  7
+16  8  8  8  8  8  8  8  8
+17  8  8  8  8  8  8  8  8
+18  9  9  9  9  9  9  9  9
Requisites: Int 12, Wis 0, Chr 12
Alignment: any
HD/level: d12
Weapon Prof.: 0+level
To Hit Table: Mon
Save Table: Mon
Reference: Synnibarr
Groups: Psionicist
 
See [Q(-9)]. CH is equal to level. Powers gained are chosen, not selected randomly.

[PC5] Psionicist Group Classes


Psi(-6)G

Level KXP Psi(-6)G
123 456 7
1 0 1-- --- -
2 3.5 2-- --- -
3 7 3-- --- -
4 14 31- --- -
5 28 32- --- -
6 56 43- --- -
7 112 431 --- -
8 224 432 --- -
9 336 543 --- -
10 560 543 1-- -
11 784 543 2-- -
12 1000 654 3-- -
13 1250 654 31- -
14 1500 654 32- -
15 1750 765 43- -
16 2000 765 431 -
17 2250 765 432 -
18 2500 776 543 -
19 2750 777 543 -
20 3000 777 543 1
21 3250 877 543 1
22 3500 877 543 2
23 3750 877 544 2
24 4000 877 544 3
25 4250 877 554 3
26 4500 877 555 3
27 4750 877 555 4
28 5000 877 655 4
29 5250 877 665 4
30 5500 877 665 5
31 5750 877 666 5
32 6000 877 766 5
33 6250 877 766 6
34 6500 887 776 6
35 6750 887 777 6
36 7000 888 777 7
TH Saves
PD RS PP BW Sp Fo Re Wi
+0  5  3  8  2  3  1  0  1
+1  5  4  8  2  3  1  0  2
+2  6  4  8  3  4  2  0  2
+3  6  5  8  3  4  2  1  3
+4  6  5  9  3  4  2  1  3
+5  6  6  9  4  5  3  1  4
+6  7  6  9  4  5  3  2  4
+7  7  7  9  4  5  4  2  5
+8  7  7 10  5  6  4  2  5
+9  7  8 10  5  6  4  3  6
+10  8  8 10  5  6  5  3  6
+11  8  9 10  6  7  5  3  7
+12  8  9 11  6  7  6  4  7
+13  8 10 11  6  7  6  4  8
+14  9 10 11  7  8  6  4  8
+15  9 11 11  7  8  7  5  9
+16  9 11 12  7  9  7  5  9
+17  9 12 12  8  9  8  5 10
Requisites: Str 9, Wis 13, Chr 17
Alignment: any G
HD/level: 2d6+1
Weapon Prof.: 4+level/3
To Hit Table: War
Save Table: Psi
Reference: DM
Groups: Psionicist
 
Psi(-6)G is resisted using antiPsiR.
PSPs (classed) = (Chr or Wis/2 or Str/3) * (LVL+7)
1 Psi(-6)G PSP = 0.5 of a Psi1 PSP.
Psi(-6)G points are regained at Chr PSPs per hour.
Level 4: Pick one Soldier5 Level 1-3
Level 8: Pick one Soldier5 Level 5-7 or two Soldier5 Level 1-3
See [Q(-6)G] for rules and powers.

[PC5] Psionicist Group Classes


Psi(-6)N

Level KXP Psi(-6)N
123 456 78
1 0 1-- --- --
2 4 2-- --- --
3 8 21- --- --
4 16 22- --- --
5 32 221 --- --
6 64 222 --- --
7 128 222 1-- --
8 256 222 2-- --
9 384 222 21- --
10 512 322 21- --
11 768 322 22- --
12 1000 322 221 --
13 1250 332 221 --
14 1500 332 222 --
15 1750 332 222 1-
16 2000 333 222 1-
17 2250 333 222 2-
18 2500 333 222 21
19 2750 333 322 21
20 3000 333 322 22
21 3250 333 332 22
22 3500 333 333 22
23 3750 333 333 32
24 4000 333 333 33
25 4250 443 333 33
26 4500 444 433 33
27 4750 444 444 33
28 5000 444 444 44
29 5250 555 444 44
30 5500 555 555 44
31 5750 555 555 55
32 6000 666 655 55
33 6250 666 666 66
34 6500 777 776 66
35 6750 777 777 77
36 7000 888 888 88
TH Saves
PD RS PP BW Sp Fo Re Wi
+0  5  3  8  2  3  1  0  1
+1  5  4  8  2  3  1  0  2
+1  6  4  8  3  4  2  0  2
+2  6  5  8  3  4  2  1  3
+3  6  5  9  3  4  2  1  3
+3  6  6  9  4  5  3  1  4
+4  7  6  9  4  5  3  2  4
+5  7  7  9  4  5  4  2  5
+5  7  7 10  5  6  4  2  5
+6  7  8 10  5  6  4  3  6
+7  8  8 10  5  6  5  3  6
+7  8  9 10  6  7  5  3  7
+8  8  9 11  6  7  6  4  7
+9  8 10 11  6  7  6  4  8
+9  9 10 11  7  8  6  4  8
+10  9 11 11  7  8  7  5  9
+11  9 11 12  7  9  7  5  9
+11  9 12 12  8  9  8  5 10
Requisites: Dex 9, Con 13, Wi s 17
Alignment: any N
HD/level: 3d4-1
Weapon Prof.: 4+level/2
To Hit Table: Pri
Save Table: Psi
Reference: DM
Groups: Psionicist
 
Psi(-6)N is resisted using antiPsiR.
PSPs (classed) = (Wis or Con/2 or Dex/3) * (LVL+8)
1 Psi(-6)N PSP = 0.5 of a Psi1 PSP.
Psi(-6)N points are regained at Wis PSPs per hour.
Level 4: Pick one Mercenary5 Level 1-3
Level 8: Pick one Mercenary5 Level 5-7 or two Mercenary5 Level 1-3
See [Q(-6)N] for rules and powers.

[PC5] Psionicist Group Classes


Psi(-6)E

Level KXP Psi(-6)E
123 456
1 0 1-- ---
2 3.3 2-- ---
3 6.6 21- ---
4 13.2 22- ---
5 26.4 221 ---
6 52.8 222 ---
7 105.6 222 1--
8 211.2 222 2--
9 316.8 222 21-
10 422.4 222 22-
11 633.6 332 22-
12 1000 333 32-
13 1250 333 321
14 1500 333 322
15 1750 333 332
16 2000 333 333
17 2250 444 333
18 2500 444 443
19 2750 444 444
20 3000 555 444
21 3250 555 554
22 3500 555 555
23 3750 666 555
24 4000 666 665
25 4250 666 666
26 4500 777 666
27 4750 777 776
28 5000 777 777
29 5250 888 777
30 5500 888 887
31 5750 888 888
32 6000 999 888
33 6250 999 998
34 6500 999 999
35 6750 AAA AAA
36 7000 BBB BBB
TH Saves
PD RS PP BW Sp Fo Re Wi
+0  5  3  8  2  3  1  0  1
+0  5  4  8  2  3  1  0  2
+1  6  4  8  3  4  2  0  2
+1  6  5  8  3  4  2  1  3
+2  6  5  9  3  4  2  1  3
+2  6  6  9  4  5  3  1  4
+3  7  6  9  4  5  3  2  4
+3  7  7  9  4  5  4  2  5
+4  7  7 10  5  6  4  2  5
+4  7  8 10  5  6  4  3  6
+5  8  8 10  5  6  5  3  6
+5  8  9 10  6  7  5  3  7
+6  8  9 11  6  7  6  4  7
+6  8 10 11  6  7  6  4  8
+7  9 10 11  7  8  6  4  8
+7  9 11 11  7  8  7  5  9
+8  9 11 12  7  9  7  5  9
+8  9 12 12  8  9  8  5 10
Requisites: Str 13, Int 17, Wis 9
Alignment: any E
HD/level: 3d3
Weapon Prof.: 5+level/2
To Hit Table: Rog
Save Table: Psi
Reference: DM
Groups: Psionicist
 
Psi(-6)E is resisted using antiPsiR.
PSPs (classed) = (Int or Str/2 or Wis/3) * (LVL+6)
1 Psi(-6)E PSP = 0.5 of a Psi1 PSP.
Psi(-6)E points are regained at Int PSPs per hour.
Level 4: Pick one Bringer5 Level 1-3
Level 8: Pick one Bringer5 Level 5-7 or two Bringer5 Level 1-3
See [Q(-6)E] for rules and powers.

[PC5] Psionicist Group Classes


Psi(-5)

Level KXP Psi(-5)
mMG S
1 0 2-- -
2 2.25 3-- -
3 4.5 4-- -
4 9 5-- -
5 18 51- -
6 36 52- -
7 72 53- -
8 144 54- -
9 288 55- -
10 500 551 -
11 750 651 -
12 1000 652 -
13 1250 662 -
14 1500 663 -
15 1750 663 1
16 2000 664 1
17 2250 764 1
18 2500 765 1
19 2750 775 1
20 3000 776 2
21 3250 876 2
22 3500 877 2
23 3750 887 2
24 4000 888 2
25 4250 888 3
26 4500 988 3
27 4750 998 3
28 5000 999 3
29 5250 A99 3
30 5500 A99 4
31 5750 AA9 4
32 6000 AAA 4
33 6250 AAA 5
34 6500 AAA 6
35 6750 AAA 7
36 7000 AAA 8
TH Saves
PD RS PP BW Sp Fo Re Wi
-1  5  3  8  2  3  1  0  1
-1  5  4  8  2  3  1  0  2
-1  6  4  8  3  4  2  0  2
-1  6  5  8  3  4  2  1  3
+0  6  5  9  3  4  2  1  3
+0  6  6  9  4  5  3  1  4
+0  7  6  9  4  5  3  2  4
+0  7  7  9  4  5  4  2  5
+1  7  7 10  5  6  4  2  5
+1  7  8 10  5  6  4  3  6
+1  8  8 10  5  6  5  3  6
+1  8  9 10  6  7  5  3  7
+2  8  9 11  6  7  6  4  7
+2  8 10 11  6  7  6  4  8
+2  9 10 11  7  8  6  4  8
+2  9 11 11  7  8  7  5  9
+3  9 11 12  7  9  7  5  9
+3  9 12 12  8  9  8  5 10
Requisites: Str 13, Con 13
Alignment: any
HD/level: 3d2
Weapon Prof.: 5+level/4
To Hit Table: Psi
Save Table: Psi
Reference: The Neverending Story / DM
Groups: Psionicist
 
See [Q(-5)] for rules and powers.
These psionicists base their powers on The Nothing (Anti-Imagination).
P(-5)Ps = Str + Con - 24 + 2*Level (non-psionicists get half points)
P(-5)Ps are regained at (Str+Con)/10 per hour.
Psi(-5) powers are resisted using aPsiR (Anti-Psionic Resistance).

[PC5] Psionicist Group Classes


Psi(-2)

Level KXP Psi-2
mMG S
1 0 3-- -
2 3.3 5-- -
3 6.6 7-- -
4 13.2 91- -
5 24.75 A1- -
6 45 B2- -
7 82.5 C2- -
8 150 D3- -
9 300 E31 -
10 600 F41 -
11 900 G41 -
12 1200 H52 -
13 1500 I52 -
14 2100 J62 -
15 2700 K63 -
16 3300 L73 1
17 3900 M73 1
18 4500 N84 1
19 5100 O84 1
20 5700 P94 2
21 6300 Q95 2
22 6900 RA5 2
23 7500 SA5 2
24 8100 TB6 3
25 8700 UB6 3
26 9300 VC6 3
27 9900 WC7 3
28 10500 XD7 4
29 11100 YD7 4
30 11700 ZE8 4
31 12300 [E8 4
32 12900 \F8 5
33 13500 ]F9 5
34 14100 ^G9 5
35 14700 _G9 5
36 15300 `HA 6
TH Saves
PD RS PP BW Sp Fo Re Wi
+0  5  3  8  2  3  1  0  1
+1  5  4  8  2  3  1  0  2
+1  6  4  8  3  4  2  0  2
+2  6  5  8  3  4  2  1  3
+3  6  5  9  3  4  2  1  3
+3  6  6  9  4  5  3  1  4
+4  7  6  9  4  5  3  2  4
+5  7  7  9  4  5  4  2  5
+5  7  7 10  5  6  4  2  5
+6  7  8 10  5  6  4  3  6
+7  8  8 10  5  6  5  3  6
+7  8  9 10  6  7  5  3  7
+8  8  9 11  6  7  6  4  7
+9  8 10 11  6  7  6  4  8
+9  9 10 11  7  8  6  4  8
+10  9 11 11  7  8  7  5  9
+11  9 11 12  7  9  7  5  9
+11  9 12 12  8  9  8  5 10
Requisites: Str 12, Dex 15, Chr 11
Alignment: C any
HD/level: d6
Weapon Prof.: 9+level/5
To Hit Table: Pri
Save Table: Psi
Reference: DM
Groups: Psionicist
 
See [Q-2] for rules and powers.
PSPs = Dex*2+Str+Chr-40+(Dex-5)*(level-1)
Psi-2 powers are resisted using aPR.
Level 1: +1 Nonweapon Proficiency per level. These slots may be spent on existing Psi-2 powers (not additional ones). Each slot increases a power's check score both by 1, or you can roll an extra 1d20 (choose better result).

[PC5] Psionicist Group Classes


Psi(-1)

Level KXP Psi(-1)
mMG S
1 0 1-- -
2 3.75 2-- -
3 7.5 3-- -
4 15 4-- -
5 22.5 41- -
6 37.5 51- -
7 75 52- -
8 112.5 62- -
9 150 63- -
10 187.5 73- -
11 225 74- -
12 450 741 -
13 675 841 -
14 1125 851 -
15 1500 852 -
16 1950 952 -
17 2400 962 -
18 3000 A62 1
19 3750 A72 1
20 4500 A73 1
21 6000 B83 2
22 7500 C84 2
23 9000 D94 2
24 10500 E95 3
25 12000 FA5 3
26 13500 GA6 3
27 15000 HB6 4
28 16500 IB7 4
29 18000 JC7 4
30 19500 KC8 5
31 21000 LD8 5
32 22500 MD9 5
33 24000 NE9 6
34 25500 OEA 6
35 27000 PFA 6
36 28500 QFB 7
TH Saves
PD RS PP BW Sp Fo Re Wi
+0  5  3  8  2  3  1  0  1
+1  5  4  8  2  3  1  0  2
+2  6  4  8  3  4  2  0  2
+3  6  5  8  3  4  2  1  3
+4  6  5  9  3  4  2  1  3
+5  6  6  9  4  5  3  1  4
+6  7  6  9  4  5  3  2  4
+7  7  7  9  4  5  4  2  5
+8  7  7 10  5  6  4  2  5
+9  7  8 10  5  6  4  3  6
+10  8  8 10  5  6  5  3  6
+11  8  9 10  6  7  5  3  7
+12  8  9 11  6  7  6  4  7
+13  8 10 11  6  7  6  4  8
+14  9 10 11  7  8  6  4  8
+15  9 11 11  7  8  7  5  9
+16  9 11 12  7  9  7  5  9
+17  9 12 12  8  9  8  5 10
Requisites: Str 10 (one 16), Dex 10 (one 16), Con 10 (one 16), Int 3, Wis 3, Chr 9
Alignment: any
HD/level: d4,d6,d6,d6,d8,d8,d8,d10,…
Weapon Prof.: 6+level/2
To Hit Table: War
Save Table: Psi
Reference: DM
Groups: Psionicist
 
See [Q(-1)] for rules and powers.
Anti-Psionic Strength = (Str+Dex+Con)/3*(level+9).
Gets 1 Attack or Defense every level.
Level 1: May use Anti-Psionic Enchantments, which divide 1 spell into several smaller lower level spells.

[PC5] Psionicist Group Classes


Psi(-1)A

Level KXP Psi-1
mMG S
1 0 1-- -
2 1.1 2-- -
3 2.2 3-- -
4 4.4 4-- -
5 8.8 5-- -
6 17.6 51- -
7 35.2 52- -
8 70.4 53- -
9 140.8 54- -
10 281.6 55- -
11 500 66- -
12 720 77- -
13 940 88- -
14 1160 881 -
15 1380 882 -
16 1600 883 -
17 1820 884 -
18 2040 885 -
19 2260 886 -
20 2480 887 -
21 2700 888 -
22 2920 999 -
23 3140 AAA -
24 3360 BBB -
25 3580 BBB 1
26 3800 BBB 2
27 4020 BBB 3
28 4240 BBB 4
29 4460 BBB 5
30 4680 BBB 6
31 4900 BBB 7
32 5120 BBB 8
33 5340 BBB 9
34 5560 BBB A
35 5780 BBB B
36 6000 CCC C
TH Saves
PD RS PP BW Sp Fo Re Wi
+0  5  3  8  2  3  1  0  1
+1  5  4  8  2  3  1  0  2
+1  6  4  8  3  4  2  0  2
+2  6  5  8  3  4  2  1  3
+2  6  5  9  3  4  2  1  3
+3  6  6  9  4  5  3  1  4
+3  7  6  9  4  5  3  2  4
+4  7  7  9  4  5  4  2  5
+4  7  7 10  5  6  4  2  5
+5  7  8 10  5  6  4  3  6
+5  8  8 10  5  6  5  3  6
+6  8  9 10  6  7  5  3  7
+6  8  9 11  6  7  6  4  7
+7  8 10 11  6  7  6  4  8
+7  9 10 11  7  8  6  4  8
+8  9 11 11  7  8  7  5  9
+8  9 11 12  7  9  7  5  9
+9  9 12 12  8  9  8  5 10
Requisites: Str 6, Dex 6, Con 6 (one of these 9)
Alignment: any
HD/level: d2,d4,d4,d4,d6,d6,d8,d8,…
Weapon Prof.: 5+level/3
To Hit Table: ½xMon
Save Table: Psi
Reference: DM
Groups: Psionicist
 
See [Q(-1)] for rules and powers.
Anti-Psionic Strength = (highest of Str, Dex, or Con)*2/3*(level+9)
Gets 1 Attack or Defense every level.
Level 1: May use Anti-Psionic Enchantments, which divide 1 spell into several smaller lower level spells.
 
ANTI-PSIONIC RAMPART UPON NON-UNNATURAL PSIONIC CREATURE (20 attack points)
Str+Dex Save Immune Untarg Immov Zombie Taunt Euphor
0-5 19 01-55 56-75 76-91 92-97 98-99 00
6-10 17 01-45 46-63 64-78 79-93 94-97 98-00
11-15 15 01-36 37-52 53-65 66-88 89-94 95-00
16-20 13 01-28 29-42 43-54 55-82 83-90 91-00
21-25 11 01-21 22-33 34-43 44-75 76-85 86-00
26-30 9 01-15 16-25 26-34 35-67 68-79 80-00
31-35 7 01-10 11-18 19-25 26-58 59-72 73-00
36-40 5 01-06 07-12 13-18 19-48 49-64 65-00
41-45 3 01-03 04-07 08-11 12-37 38-55 56-00
46+ 1 01 02-03 04-06 07-25 26-45 46-00
Immune: Creature cannot be affected by or use psionics for 1d6 weeks. Can still use anti-psionics.
Untarg: Creature cannot be targetted by psionics (friendly or not) for 1d8 days. Range 0 effects still work.
Immov: Creature is immovable by all means (flight, walking, teleporting, etc.) for 1d12 hours. He cannot make Dex checks or make any saving throw that gives a Dex bonus.
Zombie: Creature can use actions only to do the things he did last segment for 1d20 turns.
Taunt: Creature is Taunted (as per the Kender ability) to the Psionic Rampart attacking player for 1d30 minutes.
Euphor: Creature is euphoric and cannot harm another person (as if he was a Cavalier at negative hp) for 1d100 rounds.

[PC5] Psionicist Group Classes


Psi±2


Level

KXP
Psi2,-2,--2
mMG SUV

TH
1 0 1-- - +0
2 4.4 2-- - +0
3 8.8 3-- - +0
4 17.6 31- - +1
5 33 32- - +1
6 60 33- - +1
7 110 43- - +2
8 200 44- - +2
9 400 441 - +2
10 800 442 - +3
11 1200 443 - +3
12 1600 544 - +3
13 2000 554 - +4
14 2800 555 - +4
15 3600 655 - +4
16 4400 665 - +5
17 5200 666 - +5
18 6000 666 1 +5
19 6800 666 2 +6
20 7600 666 3 +6
21 8400 666 4 +6
22 9200 666 5 +7
23 10000 666 6 +7
24 10800 766 6 +7
25 11600 776 6 +8
26 12400 777 6 +8
27 13200 777 7 +8
28 14000 877 7 +9
29 14800 887 7 +9
30 15600 888 7 +9
31 16400 888 8 +10
32 17200 988 8 +10
33 18000 998 8 +10
34 18800 999 8 +11
35 19600 999 9 +11
36 20400 999 91 +11
37 40800 999 92 +12
38 61200 999 93 +12
39 81600 999 94 +12
45 204000 A99 99 +14
54 387600 BBB BB +17
63 571200 DDD DC +20
72 754800 FFE EE1 +23
Requisites: Str 12, Dex 15, Con 12, Int 12, Wis 15, Chr 15
Alignment: T any
HD/level: d6
Weapon Prof.: 7+level/7
To Hit Table: Wiz
Reference: DM
Groups: Psionicist, Mirror
Complexity: CF=3
   
Saving Throws:  
PPD: level+3
RSW: level+6
PP: level+4
BW: level+2
Spell: level+5
Fort: level+0
Reflex: level+0
Will: level+8
   
This class can use Psi2, Psi-2, and Psi--2 powers.
Gets Con bonus to psionic progression.
PSPs = Str+Dex*2+Con+Int+Wis*2+Chr-80+(Dex+Wis-10)*(level-1)
This class's psionic powers are resisted using PowR (Power Resistance), not PR or aPR or aaPR.
Level 1: +1 Nonweapon Proficiency per level. These slots may be spent on existing Psi2, Psi-2, Psi--2 powers (not additional ones). Each slot increases a power's check score both by 1, or you can roll an extra 1d20 (choose better result).

[PC5] Psionicist Group Classes


Psi0

Level KXP Psi0
mMG S
1 0 1-- -
2 3 2-- -
3 6 3-- -
4 12 4-- -
5 24 5-- -
6 48 51- -
7 96 52- -
8 192 53- -
9 384 54- -
10 600 55- -
11 900 651 -
12 1200 652 -
13 1500 653 -
14 1800 654 -
15 2100 655 -
16 2400 765 1
17 2700 765 2
18 3000 765 3
19 3300 765 4
20 3600 765 5
21 3900 766 5
22 4200 766 6
23 4500 776 6
24 4800 777 6
25 5100 777 7
26 5400 877 7
27 5700 887 7
28 6000 888 7
29 6300 888 8
30 6600 988 8
31 6900 998 8
32 7200 999 8
33 7500 999 9
34 7800 A99 9
35 8100 AA9 9
36 8400 AAA 9
TH Saves
PD RS PP BW Sp Fo Re Wi
+1  0  0  0  0  0  0  0  0
+2  1  1  1  1  1  1  1  1
+3  1  1  1  1  1  1  1  1
+4  2  2  2  2  2  2  2  2
+5  2  2  2  2  2  2  2  2
+6  3  3  3  3  3  3  3  3
+7  3  3  3  3  3  3  3  3
+8  4  4  4  4  4  4  4  4
+9  4  4  4  4  4  4  4  4
+10  5  5  5  5  5  5  5  5
+11  5  5  5  5  5  5  5  5
+12  6  6  6  6  6  6  6  6
+13  6  6  6  6  6  6  6  6
+14  7  7  7  7  7  7  7  7
+15  7  7  7  7  7  7  7  7
+16  8  8  8  8  8  8  8  8
+17  8  8  8  8  8  8  8  8
+18  9  9  9  9  9  9  9  9
Requisites: Str 9, Dex 9, Con 9, Int 8
Alignment: any
HD/level: +d6
Weapon Prof.: 4+level/6
To Hit Table: Mon
Save Table: Mon
Reference: DM
Groups: Psionicist
 
See [Q0] for rules and powers.
KiL (Ki Level) = (highest Psi0 level)*3 + (highest Monk1 level)*2 + (highest Wild Talent level).
P0Ps = Str + Dex + Con + Wis - 40 + KiL
These are restored at 1 per round until the maximum per turn (equal to KiL) is reached.
1 P0P = 20 Psi1 points = 2 Psi9 track points for purposes of Psi11 conversion.

[PC5] Psionicist Group Classes


Psi0.01

Level KXP Psi0.01
mMG S
1 0 1-- -
2 3.75 2-- -
3 7.5 3-- -
4 15 4-- -
5 22.5 41- -
6 37.5 51- -
7 75 52- -
8 112.5 62- -
9 150 63- -
10 187.5 73- -
11 225 74- -
12 450 741 -
13 675 841 -
14 1125 851 -
15 1500 852 -
16 1950 952 -
17 2400 962 -
18 2900 A62 1
19 3400 A72 1
20 3900 A73 1
21 4400 B83 2
22 4900 C84 2
23 5400 D94 2
24 5900 E95 3
25 6400 FA5 3
26 6900 GA6 3
27 7400 HB6 4
28 7900 IB7 4
29 8400 JC7 4
30 8900 KC8 5
31 9400 LD8 5
32 9900 MD9 5
33 10400 NE9 6
34 10900 OEA 6
35 11400 PFA 6
36 11900 QFB 7
TH Saves
PD RS PP BW Sp Fo Re Wi
-1  5  3  8  2  3  1  0  1
+0  5  4  8  2  3  1  0  2
+1  6  4  8  3  4  2  0  2
+1  6  5  8  3  4  2  1  3
+2  6  5  9  3  4  2  1  3
+3  6  6  9  4  5  3  1  4
+4  7  6  9  4  5  3  2  4
+4  7  7  9  4  5  4  2  5
+5  7  7 10  5  6  4  2  5
+6  7  8 10  5  6  4  3  6
+7  8  8 10  5  6  5  3  6
+7  8  9 10  6  7  5  3  7
+8  8  9 11  6  7  6  4  7
+9  8 10 11  6  7  6  4  8
+10  9 10 11  7  8  6  4  8
+10  9 11 11  7  8  7  5  9
+11  9 11 12  7  9  7  5  9
+12  9 12 12  8  9  8  5 10
Requisites: Str 10, Int 10, Wis 10, Chr 10, 1 of these must be 19
Alignment: any
HD/level: d15 for the first five levels, then d1 thereafter
Weapon Prof.: 4+level/3
To Hit Table: 3xPsi
Save Table: Psi
Reference: DM {Planeshifted Psi1}
Groups: Psionicist, Alternate
 
See [Q0.01] for rules and powers.
Psionic Strength = (Str+Int+Wis+Chr)/4*(Level+9)
Level 1: Spend 1 Non-Weapon proficiency: Permanently raise two abilities' CL by 1 (or +2 CL to one ability). You may not more than double your level doing this.

[PC5] Psionicist Group Classes


Psi1

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

[PC5] Psionicist Group Classes


Psi1A

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

[PC5] Psionicist Group Classes


Psi1Blaster


Level

KXP
Psi1
mMG SUV

TH
1 0 1-- - +0
2 3.75 2-- - +0
3 7.5 3-- - +0
4 15 31- - +1
5 22.5 32- - +1
6 37.5 33- - +1
7 75 43- - +2
8 112.5 44- - +2
9 150 441 - +2
10 187.5 442 - +3
11 225 443 - +3
12 450 544 - +3
13 675 554 - +4
14 1125 555 - +4
15 1500 655 - +4
16 1950 665 - +5
17 2400 666 - +5
18 2900 666 1 +5
19 3400 666 2 +6
20 3900 666 3 +6
21 4400 666 4 +6
22 4900 666 5 +7
23 5400 666 6 +7
24 5900 766 6 +7
25 6400 776 6 +8
26 6900 777 6 +8
27 7400 777 7 +8
28 7900 877 7 +9
29 8400 887 7 +9
30 8900 888 7 +9
31 9400 888 8 +10
32 9900 988 8 +10
33 10400 998 8 +10
34 10900 999 8 +11
35 11400 999 9 +11
36 11900 999 91 +11
37 23800 999 92 +12
38 35700 999 93 +12
39 47600 999 94 +12
45 119000 A99 99 +14
54 226100 BBB BB +17
63 333200 DDD DC +20
72 440300 FFE EE1 +23
Requisites: Int 8 (one 22), Wis 8 (one 22), Chr 8 (one 22)
Alignment: any
HD/level: d10
Weapon Prof.: 4+level/3
To Hit Table: Wiz
Reference: DM
Groups: Psionicist
Complexity: CF=2
   
Saving Throws:  
PPD: level+3
RSW: level+6
PP: level+4
BW: level+2
Spell: level+5
Fort: level+0
Reflex: level+0
Will: level+8
   
See [Q1] for rules and powers. Uses Psi0.01 (not Psi1) for Psionic Blast results.
Psionic Strength = (Int+Wis+Chr)/3*(Level+9)*2 (This is double the PSPs of Psi1 class)
Level 1: May use Psionic Enchantments, which convert several low-level spells to a higher level one.
Level 1: Spend 1 Non-Weapon proficiency: Permanently raise two abilities' CL by 1 (or +2 CL to one ability). You may not more than double your level doing this.
Level 1: Psionic Blast attacks cost you only ½M to use.
Level 1: You may Psionic Blast one target (instead of a group), if you do, he gets no saving throw.
Level 2: Ultra Blast only affects enemies.
Level 4: May use Psi0.01 Minors.
Level 10: May use Psi0.01 Majors.
Level 16: May use Psi0.01 Grands.
Level 22: May use Psi0.01 Supers.

[PC5] Psionicist Group Classes


Psi2

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

[PC5] Psionicist Group Classes


Psi3

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

[PC5] Psionicist Group Classes


Psi3.5

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

[PC5] Psionicist Group Classes


Psi5

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

[PC5] Psionicist Group Classes


Psi6G

Level KXP Psi6G
mMG S
1 0 4-- -
2 3.5 5-- -
3 7 6-- -
4 14 71- -
5 21 82- -
6 42 93- -
7 70 A4- -
8 170 B5- -
9 370 C6- -
10 670 D71 -
11 970 E82 -
12 1270 F93 -
13 1570 GA4 -
14 1870 HB5 -
15 2170 IC6 -
16 2470 JD7 1
17 2770 KE8 2
18 3070 LF9 3
19 3370 MGA 4
20 3670 NHB 5
21 3970 OIC 6
22 4270 PJD 7
23 4570 QKE 8
24 4870 RLF 9
25 5170 SMG A
26 5470 TNH B
27 5770 UOI C
28 6070 VPJ D
29 6370 WQK E
30 6670 XRL F
31 6970 YSM G
32 7270 ZTN H
33 7570 [UO I
34 7870 \VP J
35 8170 ]WQ K
36 8470 ^XR L
TH Saves
PD RS PP BW Sp Fo Re Wi
+0  5  3  8  2  3  1  0  1
+1  5  4  8  2  3  1  0  2
+1  6  4  8  3  4  2  0  2
+2  6  5  8  3  4  2  1  3
+3  6  5  9  3  4  2  1  3
+3  6  6  9  4  5  3  1  4
+4  7  6  9  4  5  3  2  4
+5  7  7  9  4  5  4  2  5
+5  7  7 10  5  6  4  2  5
+6  7  8 10  5  6  4  3  6
+7  8  8 10  5  6  5  3  6
+7  8  9 10  6  7  5  3  7
+8  8  9 11  6  7  6  4  7
+9  8 10 11  6  7  6  4  8
+9  9 10 11  7  8  6  4  8
+10  9 11 11  7  8  7  5  9
+11  9 11 12  7  9  7  5  9
+11  9 12 12  8  9  8  5 10
Requisites: Int 14, Wis 14, Chr 14
Alignment: any G
HD/level: d6+1
Weapon Prof.: 3+level/4
To Hit Table: Pri
Save Table: Psi
Reference: DM
Groups: Psionicist
 
See [Q6G] for rules and powers.
Deva Psionic Points (DPPs) = (Chr+Wis+Int)*level
You may replace either Int or Wis with another Chr in this calculation if desired.
DPPs are regained at a rate equal to Chr score each hour.
Level 1: Deva Intervention: 1st = 1%, 2nd = 2%, 3rd = 3%, 4th&up = (level*3-8)%.
This percentage is the chance that a deva/aasimon will respond to a character's plea of help. Aid will come in the form of more DPPs, greater access to powers, or a direct summoning of a deva. This takes no actions and may be attempted once per day.
Level 1: MR=(level*5)%; RR=(level*5-30)%; CR=(level*7)%; NR=(level*7-50)%
Level 1: Deva psionicists get triple normal XP when defeating a creature from the Lower Planes. Upon gaining enough experience to increase in level, many psionicists are judged to see if they are following the principles of good. The restrictions at first are simple: aid the needy, avoid the lower planes, and do not oppose another deva. At higher (9th+) levels the restrictions become more severe and gaining of a level may be delayed until the wrongs the PC has committed have been corrected.

[PC5] Psionicist Group Classes


Psi6N

Level KXP Psi6N
mMG S
1 0 5-- -
2 2 6-- -
3 4 7-- -
4 8 81- -
5 16 92- -
6 32 A3- -
7 64 B4- -
8 125 C5- -
9 250 D6- -
10 500 E7- -
11 750 F81 -
12 1000 G92 -
13 1250 HA3 -
14 1500 IB4 -
15 1750 JC5 -
16 2000 KD6 -
17 2250 LE7 -
18 2500 MF8 1
19 2750 NG9 2
20 3000 OHA 3
21 3250 PIB 4
22 3500 QJC 5
23 3750 RKD 6
24 4000 SLE 7
25 4250 TMF 8
26 4500 UNG 9
27 4750 VOH A
28 5000 WPI B
29 5250 XQJ C
30 5500 YRK D
31 5750 ZSL E
32 6000 [TM F
33 6250 \UN G
34 6500 ]VO H
35 6750 ^WP I
36 7000 _XQ J
TH Saves
PD RS PP BW Sp Fo Re Wi
+0  5  3  8  2  3  1  0  1
+0  5  4  8  2  3  1  0  2
+1  6  4  8  3  4  2  0  2
+1  6  5  8  3  4  2  1  3
+2  6  5  9  3  4  2  1  3
+2  6  6  9  4  5  3  1  4
+3  7  6  9  4  5  3  2  4
+3  7  7  9  4  5  4  2  5
+4  7  7 10  5  6  4  2  5
+4  7  8 10  5  6  4  3  6
+5  8  8 10  5  6  5  3  6
+5  8  9 10  6  7  5  3  7
+6  8  9 11  6  7  6  4  7
+6  8 10 11  6  7  6  4  8
+7  9 10 11  7  8  6  4  8
+7  9 11 11  7  8  7  5  9
+8  9 11 12  7  9  7  5  9
+8  9 12 12  8  9  8  5 10
Requisites: Dex 16, Wis 16
Alignment: any N
HD/level: 2d4-1
Weapon Prof.: 3+level/3
To Hit Table: Rog
Save Table: Psi
Reference: DM
Groups: Psionicist
 
See [Q6N] for rules and powers.
Concordant Psionic Points (CPPs) = (Wis+Dex)*level
Level 1: RR, MR, AntiMagicR, and PsiR = level*4%
Level 1: InnateR = level*2%

[PC5] Psionicist Group Classes


Psi6E

Level KXP Psi6E
mMG S
1 0 3-- -
2 3.3 4-- -
3 6.6 5-- -
4 13 61- -
5 33 72- -
6 66 83- -
7 99 94- -
8 166 A5- -
9 266 B61 -
10 666 C72 -
11 966 D83 -
12 1366 E94 -
13 1666 FA5 -
14 2066 GB6 1
15 2466 HC7 2
16 2666 ID8 3
17 2866 JE9 4
18 3066 KFA 5
19 3266 LGB 6
20 3466 MHC 7
21 3666 NID 8
22 3866 OJE 9
23 4066 PKF A
24 4266 QLG B
25 4466 RMH C
26 4666 SNI D
27 4866 TOJ E
28 5066 UPK F
29 5266 VQL G
30 5466 WRM H
31 5666 XSN I
32 5866 YTO J
33 6066 ZUP K
34 6266 [VQ L
35 6466 \WR M
36 6666 ]XS N
TH Saves
PD RS PP BW Sp Fo Re Wi
+0  5  3  8  2  3  1  0  1
+1  5  4  8  2  3  1  0  2
+2  6  4  8  3  4  2  0  2
+3  6  5  8  3  4  2  1  3
+4  6  5  9  3  4  2  1  3
+5  6  6  9  4  5  3  1  4
+6  7  6  9  4  5  3  2  4
+7  7  7  9  4  5  4  2  5
+8  7  7 10  5  6  4  2  5
+9  7  8 10  5  6  4  3  6
+10  8  8 10  5  6  5  3  6
+11  8  9 10  6  7  5  3  7
+12  8  9 11  6  7  6  4  7
+13  8 10 11  6  7  6  4  8
+14  9 10 11  7  8  6  4  8
+15  9 11 11  7  8  7  5  9
+16  9 11 12  7  9  7  5  9
+17  9 12 12  8  9  8  5 10
Requisites: Con 13, Int 13, Wis 13
Alignment: any E
HD/level: 2d3
Weapon Prof.: 4+level/3
To Hit Table: War
Save Table: Psi
Reference: DM
Groups: Psionicist
 
See [Q6E] for rules and powers.
Demon Psionic Points (DPP) = [Con+Wis+Int] * Level.
Level 1: Summon/Gate = level*6% from levels 1-11, then 55+level% from levels 12 and up. This is the chance of bringing in a demon from the lower planes to assist the PC. The creature is initially of 1st Gloom. The PC then rolls the chance again, and if it succeeds the creature is of 2nd Gloom. In this case the PC rolls yet a third time to see if the creature is 3rd Gloom, and so on. The additional rolls are not optional.
Level 1: level*6% MR.
Level 1: Stats Adjustment. This is per level:
Devils(LE): (Dex+1 or Con+½ or Int+½) and (Str-½ or Chr-½ or Wis-1)
Daemons(NE): (Str+1 or Con+½ or Wis+½) and (Dex-½ or Chr-½ or Int-1)
Demons(CE): (Con+1 or Dex+½ or Str+½) and (Int-½ or Wis-½ or Chr-1)
Level 9: level*6-50% RR.

[PC5] Psionicist Group Classes


Psi7 (Undead)

Level KXP Psi7
mMG S
1 0 2-- -
2 3.3 4-- -
3 6.6 6-- -
4 13.2 71- -
5 24.75 73- -
6 45 75- -
7 82.5 77- -
8 150 88- -
9 300 981 -
10 600 983 -
11 900 985 -
12 1200 987 -
13 1500 998 -
14 2100 A99 -
15 2700 AAA -
16 3300 BBA -
17 3900 CBB -
18 4500 CCB 1
19 5100 CCC 2
20 5700 DCC 3
21 6300 DDC 4
22 6900 DDD 5
23 7500 EDD 6
24 8100 EED 7
25 8700 EEE 8
26 9300 FEE 9
27 9900 FFE A
28 10500 FFF B
29 11100 GFF C
30 11700 GGF D
31 12300 GGG E
32 12900 HGG F
33 13500 HHG G
34 14100 HHH H
35 14700 IIH H
36 15300 III I
TH Saves
PD RS PP BW Sp Fo Re Wi
+0  5  3  8  2  3  1  0  1
+1  5  4  8  2  3  1  0  2
+1  6  4  8  3  4  2  0  2
+2  6  5  8  3  4  2  1  3
+3  6  5  9  3  4  2  1  3
+3  6  6  9  4  5  3  1  4
+4  7  6  9  4  5  3  2  4
+5  7  7  9  4  5  4  2  5
+5  7  7 10  5  6  4  2  5
+6  7  8 10  5  6  4  3  6
+7  8  8 10  5  6  5  3  6
+7  8  9 10  6  7  5  3  7
+8  8  9 11  6  7  6  4  7
+9  8 10 11  6  7  6  4  8
+9  9 10 11  7  8  6  4  8
+10  9 11 11  7  8  7  5  9
+11  9 11 12  7  9  7  5  9
+11  9 12 12  8  9  8  5 10
Requisites: Con 9, Wis 9
Alignment: any
HD/level: d13
Weapon Prof.: 6+level/6
To Hit Table: Pri
Save Table: Psi
Reference: DM
Groups: Psionicist
 
The new Psi7 is Undead psionics. The previous Psi7 (Concordant/Godly Psi) has been moved to [X7] and is no longer a psionic frequency.
See [Q7] for rules and powers.
As a Psi7 character, you are still alive, but are imbuing yourself with undead-type powers. Psi7 by itself does not make you vulnerable to Turn Undead.
PSPs (Psi7) = (LVL+3)*30.

[PC5] Psionicist Group Classes


Psi8

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

[PC5] Psionicist Group Classes


Psi9

Level KXP Psi9
mMG S
1 0 1-- -
2 3 2-- -
3 6 3-- -
4 12 31- -
5 24 32- -
6 48 33- -
7 96 44- -
8 192 55- -
9 400 551 -
10 700 552 -
11 1000 553 -
12 1300 554 -
13 1600 555 -
14 1900 666 -
15 2200 777 -
16 2500 888 -
17 2800 999 -
18 3100 AAA -
19 3400 AAA 1
20 3700 BBB 1
21 4000 BBB 2
22 4300 CCC 2
23 4600 CCC 3
24 4900 DDD 3
25 5200 DDD 4
26 5500 EEE 4
27 5800 EEE 5
28 6100 FFF 5
29 6400 FFF 6
30 6700 GGG 6
31 7000 GGG 7
32 7300 HHH 7
33 7600 HHH 8
34 7900 III 8
35 8200 III 9
36 8500 JJJ 9
TH Saves
PD RS PP BW Sp Fo Re Wi
+1  0  0  0  0  0  0  0  0
+2  1  1  1  1  1  1  1  1
+3  1  1  1  1  1  1  1  1
+4  2  2  2  2  2  2  2  2
+5  2  2  2  2  2  2  2  2
+6  3  3  3  3  3  3  3  3
+7  3  3  3  3  3  3  3  3
+8  4  4  4  4  4  4  4  4
+9  4  4  4  4  4  4  4  4
+10  5  5  5  5  5  5  5  5
+11  5  5  5  5  5  5  5  5
+12  6  6  6  6  6  6  6  6
+13  6  6  6  6  6  6  6  6
+14  7  7  7  7  7  7  7  7
+15  7  7  7  7  7  7  7  7
+16  8  8  8  8  8  8  8  8
+17  8  8  8  8  8  8  8  8
+18  9  9  9  9  9  9  9  9
Requisites: Str 12, Dex 0, Con 12
Alignment: any
HD/level: d12
Weapon Prof.: 0+level
To Hit Table: Mon
Save Table: Mon
Reference: Synn
Groups: Psionicist
 
See [Q9] for rules and powers.
Get +1 to each track for each level.
Level 1: May use Psionic Enchantments.

[PC5] Psionicist Group Classes


Psi9A

Level KXP Psi9
mMG S
1 0 1-- -
2 1.3 2-- -
3 2.6 21- -
4 5.2 31- -
5 10.4 32- -
6 20.8 321 -
7 41.6 421 -
8 83.2 431 -
9 166.4 432 -
10 332.8 532 -
11 590 542 -
12 850 543 -
13 1110 643 -
14 1370 653 -
15 1630 654 -
16 1890 754 -
17 2150 764 -
18 2410 765 -
19 2670 766 1
20 2930 776 1
21 3190 777 1
22 3450 877 1
23 3710 887 1
24 3970 888 2
25 4230 988 2
26 4490 998 2
27 4750 999 2
28 5010 999 3
29 5270 999 4
30 5530 999 5
31 5790 999 6
32 6050 999 7
33 6310 999 8
34 6570 999 9
35 6830 AAA A
36 7090 BBB B
TH Saves
PD RS PP BW Sp Fo Re Wi
+0  5  3  8  2  3  1  0  1
+1  5  4  8  2  3  1  0  2
+2  6  4  8  3  4  2  0  2
+3  6  5  8  3  4  2  1  3
+4  6  5  9  3  4  2  1  3
+5  6  6  9  4  5  3  1  4
+6  7  6  9  4  5  3  2  4
+7  7  7  9  4  5  4  2  5
+8  7  7 10  5  6  4  2  5
+9  7  8 10  5  6  4  3  6
+10  8  8 10  5  6  5  3  6
+11  8  9 10  6  7  5  3  7
+12  8  9 11  6  7  6  4  7
+13  8 10 11  6  7  6  4  8
+14  9 10 11  7  8  6  4  8
+15  9 11 11  7  8  7  5  9
+16  9 11 12  7  9  7  5  9
+17  9 12 12  8  9  8  5 10
Requisites: Str 6, Dex 0, Con 6
Alignment: any
HD/level: d10
Weapon Prof.: 1+level/2
To Hit Table: War
Save Table: Psi
Reference: Synn
Groups: Psionicist
 
See [Q9] for rules and powers.
This functions like a normal Psi9 class, except you do NOT get +1 to each track for each level, instead you get +1 to a single track each level (the track chosen may be different each level). This bonus would stack with the normal Psi9 class and Psi18.
You get the normal "track-length" for each stat; this does not stack with the Psi9 track-length. (i.e. if you have Psi9 and Psi9A, you get track-length only once).
This class gets Exceptional Str and Con (no Barbarian stats).
Level 3: Pick a mental stat. Psi9 abilities that use the corresponding physical stat may use the track of the mental stat instead (i.e. if you pick "Int", you may use either your "Str" or your "Int" track for powers involving "Str").
Level 6: Get another pick just like Level 3.
Level 9: Get the last pick just like Level 3.

[PC5] Psionicist Group Classes


Psi10

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

[PC5] Psionicist Group Classes


Psi11U/W

Level KXP Psi11U/W
234 567
1 0 1-- ---
2 5 2-- ---
3 10 21- ---
4 20 31- ---
5 40 32- ---
6 80 321 ---
7 160 331 ---
8 250 332 ---
9 500 332 1--
10 700 333 1--
11 900 333 2--
12 1100 333 21-
13 1300 333 31-
14 1500 333 32-
15 1700 433 321
16 1900 443 331
17 2100 444 332
18 2300 444 432
19 2500 444 443
20 2700 444 444
21 2900 554 444
22 3100 555 444
23 3300 555 544
24 3500 555 554
25 3700 555 555
26 3900 665 555
27 4100 666 555
28 4300 666 655
29 4500 666 665
30 4700 666 666
31 4900 766 666
32 5100 776 666
33 5300 777 666
34 5500 777 766
35 5700 777 776
36 5900 777 777
TH Saves
PD RS PP BW Sp Fo Re Wi
+0  8  7  8  3  6  1  1  2
+1  8  7  8  3  7  1  1  3
+1  9  8  8  4  7  2  1  3
+2  9  8  8  4  7  2  2  4
+3 10  9  9  4  8  2  2  4
+3 10  9  9  5  8  3  3  5
+4 11 10  9  5  9  3  3  5
+5 11 10  9  6  9  4  3  6
+5 12 10 10  6  9  4  4  6
+6 12 11 10  6 10  4  4  7
+7 13 11 10  7 10  5  5  7
+7 13 12 10  7 11  5  5  8
+8 13 12 11  8 11  6  5  8
+9 14 13 11  8 11  6  6  9
+9 14 13 11  8 12  6  6  9
+10 14 13 11  9 12  7  7 10
+11 15 14 12  9 13  7  7 10
+11 15 14 12 10 13  8  7 11
Requisites: Dex 9, Int 9, Wis 9, Chr 9
Alignment: any
HD/level: 1d12
Weapon Prof.: 4+level/3
To Hit Table: Pri
Save Table: Wiz/Pri/Psi
Reference: MTG
Groups: Psionicist
 
For powers, see the following page.
There are no PSPs in this frequency, these powers work like "Channeling" for spellcasters.
 
Many of the summon's powers are left intentionally vague; the summons can do some things that are not listed (e.g. Cell Adjustment type powers); exact details are unneeded as the DM runs these powers anyway.

[PC5] Psionicist Group Classes


[Q11U/W] Psi11U/W Powers

Level # Power Effect
2 1 Angelic Shield All your summons get +1 rhp. You get 10 current hp. 0, sacrifice this effect: Unsummon (no save).
2 2 Azorius First-Wing Summon a DL II Griffin, it flies, and can remove bad effects on people.
2 3 Azorius Guildmage Summon a DL II Vedalken Wizard, it can Stop someone, and can dispel Contingency effects.
2 4 Crystalline Sliver Summon a DL II Sliver, it can't be targetted.
2 5 Energy Arc 1bM: In your group, weapon damage does not occur this half-segment and your next half-segment.
2 6 Galina's Knight Summon a DL II Merfolk Knight, it is immune to area effect damaging spells/psi.
2 7 Meddling Mage Summon a DL II Human Wizard, he Banhammers one spell or psi effect of SL 0-3 in the room [x1 Special]
2 8 Overrule 1bM, spend N additional SL's: Counterspell, unless they spend 10*N SL's, and you are cured 10*N hp.
2 9 Pride of the Clouds Summon a DL II Elemental Cat, he flies, he has rhp = number of flying summons you control.
2 10 Prismatic Boon Choose a school, sphere, or psionic frequency. A group is immune to that for 1s.
2 11 Sygg, River Guide Summon a DL II Merfolk Wizard, he can give someone Water Breathing, and can counter one effect.
2 12 Wings of Aesthir Target gets +CL TH/dmg and flying 12" for 1t.
2 13 Wings of Hope Target gets +1 TH/dmg, +3 AC/saves, and flying 12" for 1t.
3 1 Absorb 1bM: Counterspell, and be cured 30 hp.
3 2 Azorius AEthermage Summon a DL III Human Wizard, it can refresh some of your spell/psi progressions.
3 3 Chromatic Armor Choose a school, sphere, or psionic frequency. Target is immune to that for 1t.
3 4 Daring Leap One creature flies and gets +10 TH/dmg/AC/saves this segment.
3 5 Demand (Supply/Demand) Wishoid for a SL 2 Psi11U/W spell
3 6 Guiding Spirit Summon a DL III Angel, it flies, and makes your Summon Psi11U/W powers cost only ½M each.
3 7 Hanna, Ship's Navigator Summon a DL III Human Artificer, he can rebuild dispelled effects or magic items.
3 8 Leering Gargoyle Summon a DL III Gargoyle, it flies, and it can become very tough (+20 rhp) but then cannot physically attack.
3 9 Minister of Impediments Summon a DL III Human Advisor, he can lockdown one enemy's actions (Bosses and the like get a Will save).
3 10 Opaline Sliver Summon a DL III Sliver, if this Sliver dies due to enemy combat, you get one SL=2 spell added to your progression for 1t.
3 11 Phantatog Summon a DL III Atog, it dispels spell/psi effects, you can spend spell slots to increase it's DL.
3 12 Plumes of Peace Target creature is Slowed (Reflex save) and prevent his next P action (Will save)
3 13 Reparations Whenever an enemy targets you, gain 2 SL's back in Psi11U/W progression.
3 14 Riptide Crab Summon a DL III Crab, when he dies, you get ½M you can use before the end of the round.
3 15 Samite Archer Summon a DL III Human Cleric Archer, he cures 30 hp to one target and causes 30 hp to another target per action.
3 16 Silver Drake When casting, sacrifice a summon: Summon a DL IV Drake, it flies.
3 17 Sky Spirit Summon a DL III Spirit, it flies.
3 18 Spectral Shield Target gets a 20 hp Armor spell (stacks with other Armor spells), and he can't be targetted.
3 19 Tempest Drake Summon a DL III Drake, he flies and can Interpose to protect someone from being attacked.
4 1 AEthermage's Touch Get a temporary extra Summon slot this segment, summon a DL=1d4 creature, it disappears at end of segment.
4 2 Ayesha Tanaka Summon a DL IV Human Artificer, it can group monsters together, and counter magic item abilities.
4 3 Azorius Ploy One creature deals no damage on his next P action; and one creature has all melee damage prevented to him for 1s.
4 4 Cloud Cover Whenever someone dispels one of your spell/psi effects, you can recast that effect for ½M within the next round.
4 5 Glaciers x1 Special on room: Wacky balls cure instead of damage people. Spend a SL=2 spell slot each round to upkeep this.
4 6 Grand Arbiter Augustin IV Summon a DL IV Human Advisor, he spell robes for you one Psi11U/W power for -1 SL, he also casts Psi11U/W powers.
4 7 Harbor Guardian Summon a DL IV Gargoyle, he has near-infinite reach upwards.
4 8 Hazerider Drake Summon a DL IV Drake, it is immune to area effect damaging spells/psi.
4 9 Kangee, Aerie Keeper Summon a DL IV Bird Soldier, he flies, and makes your other Bird summons +3 DL's higher.
4 10 Meddling Kids Summon a DL IV Human Child, he Banhammers one spell or psi effect of SL 4-5 (not lower) in the room [x1 Special]
4 11 Reviving Vapors Up to 3 targets are cured (1d10+CL)*10 hp
4 12 Sawtooth Loon When summoning, sacrifice a summon: Summon a DL V Bird, he isn't sick and can cast Psi11U/W powers.
4 13 Stand // Deliver Unsummon a summon or dispel one effect, and cure one target 80 hp.
4 14 Trial (Trial/Error) Unsummon all creatures in a group, at least one of your summons must be in that group.
4 15 Vanish into Memory Unsummon a creature. You gain 2*N-R SL's in your Psi11U/W progression, where N is it's DL and R is it's remaining rhp's.
5 1 Armored Guardian Summon a DL V Cat Warrior, it can make people untargetable, and prevent damage.
5 2 Hunding Gjornersen Summon a DL V Human Warrior, he is good at attacking single groups with lots of monsters in it.
5 3 Isperia the Inscrutable Summon a DL V Sphinx, it flies and it gives you an extra summon slot for itself (max=1 of these at a time).
5 4 Ordered Migration Summon CL/6 DL I Birds
5 5 Palliation Accord Whenever one of your summons physically attacks, you are cured N hp, where N is their DL.
5 6 Sky Hussar Summon a DL V Human Knight, he hastes you and all your summons by +1S action.
5 7 Swift Silence The entire "stack" of spells is countered. You get +1sM action (Slow Mental, you can use it on segment 10)
5 8 Teferi's Moat Specify a summon type. Creature of that type can't attack you unless they fly. You can't fly while running this.
5 9 Tobias Andrion Summon a DL V Human, he beats things.
5 10 Windreaver Summon a DL V Elemental, it flies, can interpose, if it doesn't attack it gets +10 rhp, and it can blink.
6 1 Dovescape x1 Special on room: Everyone has +1 summon slot for Birds; All spells and psi are countered, get N DL I Bird summons instead, where N=SL.
6 2 Kasimir the Lone Wolf Summon a DL VI Human Warrior, he beats things down.
6 3 Rasputin Dreamweaver Summon a DL VI Human Wizard, he can restore up to 6 SL's of your Psi11U/W progression, he also casts Psi11U/W powers.
7 1 Gosta Dirk Summon a DL VII Human Warrior, he is not sick, and can Part/Lower Water.
7 2 Iridescent Angel Summon a DL VII Angel, it is immune to magic, psi, innates, and radiation.
7 3 Ith, High Arcanist Summon a DL VII Human Wizard, he can save/rescue a creature from being in a nasty group of monsters.
7 4 Jedit Ojanen Summon a DL VII Cat Warrior, he really beats things down.

[PC5] Psionicist Group Classes


Psi12L

Level KXP
Spells
1 0 (none)
2 2 (none)
3 4 (none)
4 8 (none)
5 16 (none)
6 32 (none)
7 64 (none)
8 125 (none)
9 250 (none)
10 500 (none)
11 750 (none)
12 1000 (none)
13 1250 (none)
14 1500 (none)
15 1750 (none)
16 2000 (none)
17 2250 (none)
18 2500 (none)
19 2750 (none)
20 3000 (none)
21 3250 (none)
22 3500 (none)
23 3750 (none)
24 4000 (none)
25 4250 (none)
26 4500 (none)
27 4750 (none)
28 5000 (none)
29 5250 (none)
30 5500 (none)
31 5750 (none)
32 6000 (none)
33 6250 (none)
34 6500 (none)
35 6750 (none)
36 7000 (none)
TH Saves
PD RS PP BW Sp Fo Re Wi
+0  4  2  3  1  1  1  1  0
+1  5  2  4  2  1  1  1  0
+2  5  3  4  3  2  2  2  1
+3  6  4  5  4  3  2  2  1
+4  7  5  6  5  4  3  2  1
+5  8  5  7  6  4  3  3  2
+6  8  6  7  7  5  4  3  2
+7  9  7  8  8  6  4  4  2
+8 10  8  9  9  7  5  4  3
+9 11  8 10 10  7  5  4  3
+10 11  9 10 11  8  6  5  3
+11 12 10 11 12  9  6  5  4
+12 13 11 12 13 10  7  6  4
+13 14 11 13 14 10  7  6  4
+14 14 12 13 14 11  8  6  5
+15 14 12 14 14 11  8  7  5
+16 14 13 14 14 12  9  7  5
+17 15 13 14 14 12  9  8  6
Requisites: Str 10, Int 10
Alignment: L any
HD/level: d0+7
Weapon Prof.: 4+level
To Hit Table: War
Save Table: War
Reference: DM
Groups: Psionicist
 
See [Q12L] for rules and powers.
Law Psionic Points (LPPs) = (Int + Str) * (Psi12L level)

[PC5] Psionicist Group Classes


Psi12T

Level KXP
Spells
1 0 (none)
2 1.5 (none)
3 3 (none)
4 6 (none)
5 13 (none)
6 27.5 (none)
7 55 (none)
8 110 (none)
9 225 (none)
10 450 (none)
11 675 (none)
12 900 (none)
13 1125 (none)
14 1350 (none)
15 1575 (none)
16 1800 (none)
17 2025 (none)
18 2250 (none)
19 2475 (none)
20 2700 (none)
21 2925 (none)
22 3150 (none)
23 3375 (none)
24 3600 (none)
25 3825 (none)
26 4050 (none)
27 4275 (none)
28 4500 (none)
29 4725 (none)
30 4950 (none)
31 5175 (none)
32 5400 (none)
33 5625 (none)
34 5850 (none)
35 6075 (none)
36 6300 (none)
TH Saves
PD RS PP BW Sp Fo Re Wi
+0  5  4  6  2  3  0  2  0
+1  6  4  6  3  4  1  3  0
+1  6  5  6  3  4  1  3  0
+2  6  5  7  3  5  1  4  1
+3  6  6  7  3  5  2  4  1
+3  7  6  7  4  6  2  5  1
+4  7  7  7  4  6  3  5  2
+5  7  7  8  4  7  3  6  2
+5  7  8  8  4  7  3  6  2
+6  8  8  8  5  8  4  7  3
+7  8  9  8  5  8  4  7  3
+7  8  9  9  5  9  5  8  3
+8  8 10  9  5  9  5  8  4
+9  9 10  9  6 10  5  9  4
+9  9 11  9  6 10  6  9  4
+10  9 11 10  6 11  6 10  5
+11  9 12 10  6 11  7 10  5
+11 10 12 10  7 12  7 11  5
Requisites: Con 10, Wis 10
Alignment: T any
HD/level: 3d3
Weapon Prof.: 3+level/3
To Hit Table: Pri
Save Table: Rog
Reference: DM
Groups: Psionicist
 
See [Q12T] for rules and powers.
True Psionic Points (TPPs) = (Wis + Con) * (Psi12T level)

[PC5] Psionicist Group Classes


Psi12C

Level KXP
Spells
1 0 (none)
2 1.25 (none)
3 2.5 (none)
4 5 (none)
5 10 (none)
6 20 (none)
7 40 (none)
8 70 (none)
9 110 (none)
10 160 (none)
11 220 (none)
12 440 (none)
13 660 (none)
14 880 (none)
15 1100 (none)
16 1320 (none)
17 1540 (none)
18 1760 (none)
19 1980 (none)
20 2200 (none)
21 2420 (none)
22 2640 (none)
23 2860 (none)
24 3080 (none)
25 3300 (none)
26 3520 (none)
27 3740 (none)
28 3960 (none)
29 4180 (none)
30 4400 (none)
31 4620 (none)
32 4840 (none)
33 5060 (none)
34 5280 (none)
35 5500 (none)
36 5720 (none)
TH Saves
PD RS PP BW Sp Fo Re Wi
+0  0  0  0  0  0  0  0  0
+0  1  1  1  1  1  1  1  1
+1  1  1  1  1  1  1  1  1
+1  2  2  2  2  2  2  2  2
+2  2  2  2  2  2  2  2  2
+2  3  3  3  3  3  3  3  3
+3  3  3  3  3  3  3  3  3
+3  4  4  4  4  4  4  4  4
+4  4  4  4  4  4  4  4  4
+4  5  5  5  5  5  5  5  5
+5  5  5  5  5  5  5  5  5
+5  6  6  6  6  6  6  6  6
+6  6  6  6  6  6  6  6  6
+6  7  7  7  7  7  7  7  7
+7  7  7  7  7  7  7  7  7
+7  8  8  8  8  8  8  8  8
+8  8  8  8  8  8  8  8  8
+8  9  9  9  9  9  9  9  9
Requisites: Dex 10, Chr 10
Alignment: C any
HD/level: d10-1
Weapon Prof.: 2+level/2
To Hit Table: Rog
Save Table: Mon
Reference: DM
Groups: Psionicist
 
See [Q12C] for rules and powers.
Chaos Psionic Points (CPPs) = (Chr + Dex) * (Psi12C level)

[PC5] Psionicist Group Classes


Psi14 (Lycanthrope)

Level KXP Psi14
mMG S
1 0 2-- -
2 3.3 4-- -
3 6.6 6-- -
4 13.2 71- -
5 24.75 73- -
6 45 75- -
7 82.5 77- -
8 150 88- -
9 300 981 -
10 600 983 -
11 900 985 -
12 1200 987 -
13 1500 998 -
14 2100 A99 -
15 2700 AAA -
16 3300 BBA -
17 3900 CBB -
18 4500 CCB 1
19 5100 CCC 2
20 5700 DCC 3
21 6300 DDC 4
22 6900 DDD 5
23 7500 EDD 6
24 8100 EED 7
25 8700 EEE 8
26 9300 FEE 9
27 9900 FFE A
28 10500 FFF B
29 11100 GFF C
30 11700 GGF D
31 12300 GGG E
32 12900 HGG F
33 13500 HHG G
34 14100 HHH H
35 14700 IIH H
36 15300 III I
TH Saves
PD RS PP BW Sp Fo Re Wi
+1  5  3  8  2  3  1  1  1
+2  5  4  8  2  3  2  2  2
+3  6  4  8  3  4  3  3  3
+4  6  5  8  4  4  4  4  4
+5  6  5  9  5  5  5  5  5
+6  6  6  9  6  6  6  6  6
+7  7  7  9  7  7  7  7  7
+8  8  8  9  8  8  8  8  8
+9  9  9 10  9  9  9  9  9
+10 10 10 10 10 10 10 10 10
+11 11 11 11 11 11 11 11 11
+12 12 12 12 12 12 12 12 12
+13 13 13 13 13 13 13 13 13
+14 14 14 14 14 14 14 14 14
+15 15 15 15 15 15 15 15 15
+16 16 16 16 16 16 16 16 16
+17 17 17 17 17 17 17 17 17
+18 18 18 18 18 18 18 18 18
Requisites: Str 10, Wis 10
Alignment: any
HD/level: d14
Weapon Prof.: 4+level/3
To Hit Table: Mon
Save Table: Psi | 2xMon
Reference: DM
Groups: Psionicist, Monster
 
The new Psi14 is Lycanthrope psionics. The previous Psi14 (Concordant/Godly Psi) has been moved to [X14] and is no longer a psionic frequency.
See [Q14] for rules and powers.
PSPs (Psi14) = (LVL+3)*30.
The DM will give you a few choices over which type of Lycanthrope you are. It doesn't give you any special abilities or stata; this simply lets you know what you can turn into. The choices the DM gives will depend on what level you are starting the Psi14 class at (campaigns that are high level will offer better Lycanthrope types).

[PC5] Psionicist Group Classes


Psi17

Level KXP
Spells
1 0 (none)
2 17 (none)
3 34 (none)
4 51 (none)
5 68 (none)
6 85 (none)
7 102 (none)
8 119 (none)
9 170 (none)
10 340 (none)
11 510 (none)
12 680 (none)
13 850 (none)
14 1020 (none)
15 1190 (none)
16 1360 (none)
17 1530 (none)
18 1700 (none)
19 1870 (none)
20 2040 (none)
21 2210 (none)
22 2380 (none)
23 2550 (none)
24 2720 (none)
25 2890 (none)
26 3060 (none)
27 3230 (none)
28 3400 (none)
29 3570 (none)
30 3740 (none)
31 3910 (none)
32 4080 (none)
33 4250 (none)
34 4420 (none)
35 4590 (none)
36 4760 (none)
TH Saves
PD RS PP BW Sp Fo Re Wi
+0  8  4  5  2  3  0  0  2
+1  9  5  6  3  4  0  1  3
+1  9  5  6  4  4  1  1  4
+2 10  6  7  5  5  2  2  5
+3 11  7  8  5  6  2  2  5
+3 12  7  9  6  7  3  3  6
+4 12  8  9  6  7  3  3  7
+5 13  9 10  7  8  4  4  8
+5 13  9 10  7  8  4  4  8
+6 14 10 11  8  9  5  5  9
+7 14 10 11  9  9  6  5 10
+7 15 11 12 10 11  6  6 11
+8 16 12 13 10 11  7  6 11
+9 16 13 13 11 12  8  7 12
+9 16 13 14 12 12  8  7 13
+10 16 14 14 13 13  9  8 14
+11 16 14 15 13 13  9  8 14
+11 16 15 15 14 14 10  9 15
Requisites: Int 19
Alignment: L any
HD/level: d0+8
Weapon Prof.: 1+level/6
To Hit Table: Pri
Save Table: 1½xPri
Reference: StarTrek
Groups: Psionicist
 
See [Q17] for rules and powers.
Level 1: +½M Action
Level 1: Can transfer life-essence ("katra") to another once per lifetime
All of the following powers require 1M each to use:
Level 1: Mind-Link: Must touch target, no save, can ask 1 question of subject's mind per segment
Level 2: Regeneration: Lose 1P/1V per round for next 10 rounds, does a clerical Heal on self
Level 3: Suggestion: Target must be within (level*10)', no save, does a wizard Suggestion or any Illusion/Phantasm spell in target's mind
Level 4: Remove Pain: Target must be within (level)', level check to save, target is cured of all mental disorders and is Charmed
Vulcan Nerve Pinch (+2+Dex+Str bonuses TH/+0 dmg), dmg 1d2+unconsciouness (save vs. PPD at -8 to avoid)
Vulcan Death Grip (+2+Dex+Str bonuses TH/+0 dmg), dmg 1d8+extra damage [80] (save vs. PPD at -12 to avoid)

[PC5] Psionicist Group Classes


Psi18

Level KXP Psi18
mMG S
1 0 1-- -
2 4 2-- -
3 8 3-- -
4 16 41- -
5 32 51- -
6 64 61- -
7 128 62- -
8 256 72- -
9 512 721 -
10 1000 731 -
11 1500 831 -
12 2000 832 -
13 2500 842 -
14 3000 942 -
15 3500 943 -
16 4000 953 1
17 4500 A53 1
18 5000 A54 1
19 5500 A64 2
20 6000 B64 2
21 6500 B65 2
22 7000 B75 3
23 7500 C75 3
24 8000 C76 3
25 8500 C86 4
26 9000 D86 4
27 9500 D87 4
28 10000 D97 5
29 10500 E97 5
30 11000 E98 5
31 11500 EA8 6
32 12000 FA8 6
33 12500 FA9 6
34 13000 FB9 7
35 13500 GB9 7
36 14000 GBA 7
TH Saves
PD RS PP BW Sp Fo Re Wi
+0  0  0  0  0  0  0  0  0
+0  1  1  1  1  1  1  1  1
+1  1  1  1  1  1  1  1  1
+1  2  2  2  2  2  2  2  2
+2  2  2  2  2  2  2  2  2
+2  3  3  3  3  3  3  3  3
+3  3  3  3  3  3  3  3  3
+3  4  4  4  4  4  4  4  4
+4  4  4  4  4  4  4  4  4
+4  5  5  5  5  5  5  5  5
+5  5  5  5  5  5  5  5  5
+5  6  6  6  6  6  6  6  6
+6  6  6  6  6  6  6  6  6
+6  7  7  7  7  7  7  7  7
+7  7  7  7  7  7  7  7  7
+7  8  8  8  8  8  8  8  8
+8  8  8  8  8  8  8  8  8
+8  9  9  9  9  9  9  9  9
Requisites: Int 0, Wis 15, Chr 9
Alignment: any
HD/level: d0+7
Weapon Prof.: 0+level
To Hit Table: Rog
Save Table: Mon
Reference: Synn
Groups: Psionicist
 
See [Q18] for rules and powers.

[PC5] Psionicist Group Classes


Psi24

Level KXP Psi24
mMG SU
1 0 1-- --
2 4 2-- --
3 8 3-- --
4 16 41- --
5 32 51- --
6 64 62- --
7 128 72- --
8 256 831 --
9 512 931 --
10 900 A41 --
11 1300 B42 --
12 1700 C52 --
13 2100 D52 --
14 2500 E63 --
15 2900 F63 --
16 3300 G73 1-
17 3700 H74 1-
18 4100 I84 1-
19 4500 J84 1-
20 4900 K95 2-
21 5300 L95 2-
22 5700 MA5 2-
23 6100 NA6 2-
24 6500 OB6 3-
25 6900 PB6 3-
26 7300 QC7 3-
27 7700 RC7 3-
28 8100 SD7 4-
29 8500 TD8 4-
30 8900 UE8 4-
31 9300 VE8 4-
32 9700 WF9 51
33 10100 XF9 51
34 10500 YG9 51
35 10900 ZGA 51
36 11300 [GA 51
TH Saves
PD RS PP BW Sp Fo Re Wi
+0  5  3  8  2  3  1  0  1
+0  5  4  8  2  3  1  0  2
+0  6  4  8  3  4  2  0  2
+1  6  5  8  3  4  2  1  3
+1  6  5  9  3  4  2  1  3
+1  6  6  9  4  5  3  1  4
+2  7  6  9  4  5  3  2  4
+2  7  7  9  4  5  4  2  5
+2  7  7 10  5  6  4  2  5
+3  7  8 10  5  6  4  3  6
+3  8  8 10  5  6  5  3  6
+3  8  9 10  6  7  5  3  7
+4  8  9 11  6  7  6  4  7
+4  8 10 11  6  7  6  4  8
+4  9 10 11  7  8  6  4  8
+5  9 11 11  7  8  7  5  9
+5  9 11 12  7  9  7  5  9
+5  9 12 12  8  9  8  5 10
Requisites: Int 24
Alignment: any
HD/level: d8
Weapon Prof.: 4+level/2
To Hit Table: Wiz
Save Table: Psi
Reference: DM
Groups: Psionicist, Technology
 
See [Q24] for rules and powers. DM Note: This is not the same as the previous Psi24 (Class-based psionics), this was moved to [X24].
Can convert S -> E actions. You can use E actions as a person; if you do, it takes the place of your M or P action for the segment.
Psi24 powers cost 1E action to use.
Level 1 ¶: You can use E actions on items that you wield for your own Psi24 powers (essentially turning every intelligent item you possess into a "Beanie of +1E Action" for you).
Level 1 ¶: 1E: Lend an E action to a magic item. At level 4, you do not need to be touching the item; it can be elsewhere in the party. At level 9, you can lend another Psi24 character an E action with this ability.
Level 1 ¶: xLVL Personality score.

[PC5] Psionicist Group Classes


[Q24.4] Intelligent Item Psionics - Minor

Effect gp cost (3E) Source d77
10 ranks in Bluff 5000 DMG3.5? 1
10 ranks in Decipher Script 5000 DMG3.5? 2
10 ranks in Diplomacy 5000 DMG3.5? 3
10 ranks in Intimidate 5000 DMG3.5? 4
10 ranks in Knowledge (choose category) 5000 DMG3.5? 5
10 ranks in Listen 5000 DMG3.5? 6
10 ranks in Search 5000 DMG3.5? 7
10 ranks in Sense Motive 5000 DMG3.5? 8
10 ranks in Spellcraft 5000 DMG3.5? 9
10 ranks in Spot 5000 DMG3.5? 10
1E: activate zone of truth 3/day 6500 DMG3.5? 11
1E: bless its allies 3/day 1000 DMG3.5? 12
1E: cure moderate wounds (2d8+3) on wielder 3/day 6500 DMG3.5? 13
1E: darkness 3/day 6500 DMG3.5? 14
1E: daze monster 3/day 6500 DMG3.5? 15
1E: detect magic at will 3600 DMG3.5? 16
1E: faerie fire 3/day 1100 DMG3.5? 17
1E: hold person on an enemy 3/day 6500 DMG3.5? 18
1E: locate object 3/day 6500 DMG3.5? 19
1E: major image 1/day 5400 DMG3.5? 20
1E: minor image 1/day 2200 DMG3.5? 21
Anti-Magic 10% (DR 6T) 0D&D-Master 22
Bless(R60',DR6T,EF20'sq, + 1ML/Hit/Dmg; X5) 0D&D-Master 23
Blight' (R 60', DR 6T, EF 20'sq, -1 ML/Hit/Dmg; X5) 0D&D-Master 24
Bouyancy, to 10,000 cn (DR 6T) 0D&D-Master 25
Cause Fear* (R 120', DR 2T; X5) 0D&D-Master 26
Cause Wounds, Light* (EF 7 hp; X5) 0D&D-Master 27
Change Odors (EF 30' cube) 0D&D-Master 28
Change Tastes (EF 40 meals or 20 cu.ft.) 0D&D-Master 29
Climb Walls, 70% (DR 12T) 0D&D-Master 30
ConfuseAlignment*(R Touch, DR 40T; 0D&D-Master 31
Container, to 5,000 cn (DR 6 hours) 0D&D-Master 32
Cure Wounds (EF 7 hp; B26) 0D&D-Master 33
Darkness*(R 120', DR46T, EF30' dia; X11) 0D&D-Master 34
deathwatch continually active 2700 DMG3.5? 35
detect elevator/shifting rooms/walls in a 10' radius DMG1 36
Detect Evil (DR 6T, EF R 60'; B41) 0D&D-Master 37
detect evil/good in a 10' radius DMG1 38
detect gems, kind, and number in a 10' radius DMG1 39
detect invisible objects in a 10' radius DMG1 40
Detect Magic (DR 6T, EF R 60'; B39) 0D&D-Master 41
detect magic in a 10' radius DMG1 42
Detect New Construction (R 60', DR 36T) 0D&D-Master 43
detect precious metals, kind, and amount in a 20' radius DMG1 44
detect secret doors in a 5' radius DMG1 45
Detect Slopes (R 30', DR 36T) 0D&D-Master 46
detect sloping passages in a 10' radius DMG1 47
detect traps of large size in a 10' radius DMG1 48
Find Traps, 50% (DR 6T) 0D&D-Master 49
FloatingDisc(DR 6T, EF 5,000 cn; B39) 0D&D-Master 50
HoldAnimal(R 180', DR 40T, EF one type, 4 cr; C15) 0D&D-Master 51
Levitate (DR 46T; B41) 0D&D-Master 52
locate object in a 120' radius DMG1 53
Magic Missile (EF 5 missiles, ld6 + 1D each; B40) 0D&D-Master 54
Memorize + 1 bonus spell level 0D&D-Master 55
Mindmask (R Touch, DR 12T; X11) 0D&D-Master 56
Open Locks, 60% (DR 6T) 0D&D-Master 57
Predict Weather(DR 12 hours, EF 40 miles; C 15) 0D&D-Master 58
Produce Fire (DR 2T; C15) 0D&D-Master 59
Protection from Evil (DR 6T; B40) 0D&D-Master 60
Purify Food and Water (R lo', EF 6 waterskins or 12 food; B27) 0D&D-Master 61
Read Languages (DR 6T; B40) 0D&D-Master 62
Read Magic (DR 3T; B40) 0D&D-Master 63
Remove Fear (DR 3T, EF +6 SAve; B27) 0D&D-Master 64
Repair normal objects (EF up to 1,000 0D&D-Master 65
Resist Cold (DR 12T, EF + 2ST, -l/die D, 30'; B27) 0D&D-Master 66
Resist Fire (DR 6T, EF + 2ST, -1ldie D; 0D&D-Master 67
Shield (DR 6T; B40) 0D&D-Master 68
Sleep (R 240', DR 20 T, EF up to 20 HD, 40' sq; B40) 0D&D-Master 69
Speak with Animals (R 30', DR 6T; X6) 0D&D-Master 70
Timekeeping (DR to 24 hours from 1 mark) 0D&D-Master 71
Tree movement (DR 12T) 0D&D-Master 72
Ventriloquism (R go', DR 3T; B40) 0D&D-Master 73
Warp Wood(R240', EF40 arrows; C15) 0D&D-Master 74
Water Breathing (R30', DR 1 day; X12) 0D&D-Master 75
Weapon damage bonus + 2 (DR 1T) 0D&D-Master 76
Web (R lo'cu, DR 48T; B42) 0D&D-Master 77

[PC5] Psionicist Group Classes


[Q24.5] Intelligent Item Psionics - Major

Effect gp cost (3E) Source d259
10 ranks in Sense Motive ELH3? 1
10 ranks in Survival ELH3? 2
1E: arcane eye 1/day 10000 DMG3.5? 3
1E: cause fear in an enemy at will 7200 DMG3.5? 4
1E: clairvoyance 3/day 16000 DMG3.5? 5
1E: create daylight 3/day 16000 DMG3.5? 6
1E: create deeper darkness 3/day 16000 DMG3.5? 7
1E: create magic circle against (opposing alignment) at will 16000 DMG3.5? 8
1E: detect (opposing alignment) at will 7200 DMG3.5? 9
1E: detect thoughts at will 44000 DMG3.5? 10
1E: detect undead at will 7200 DMG3.5? 11
1E: dimensional anchor on a foe 1/day 10000 DMG3.5? 12
1E: dismissal on a foe 1/day 10000 DMG3.5? 13
1E: fear against foes 3/day 30000 DMG3.5? 14
1E: gust of wind 3/day 11000 DMG3.5? 15
1E: haste on its owner 3/day 16000 DMG3.5? 16
1E: invisibility purge (30 ft. range) 3/day 16000 DMG3.5? 17
1E: lesser globe of invulnerability 1/day 10000 DMG3.5? 18
1E: locate creature 3/day 30000 DMG3.5? 19
1E: quench on fires 3/day 16000 DMG3.5? 20
1E: slow on its enemies 3/day 16000 DMG3.5? 21
Ability Score bonus (DR 6T, EF 1 random score) 0D&D-Master 22
Ability Score bonus (DR 6T, EF 2 random scores) 0D&D-Master 23
AC bonus -2 (DR 6T) 0D&D-Master 24
AC bonus -4 (DR 6T) 0D&D-Master 25
Adds 1 point to possessor’s maior attribute DMG1 26
Animate dead (1 figure) (by touch) - 7 times/week DMG1 27
Anti-Animal Shell (DR 40T C16) 0D&D-Master 28
Anti-Magic 20% (DR 6T) 0D&D-Master 29
Anti-Plant Shell (DR 6T; Cl6) 0D&D-Master 30
Audible glamer upon command - 3 times/day DMG1 31
Bearhug (DR 1T) 0D&D-Master 32
Bless (by touch) DMG1 33
Bug Repellant (DR 40T, + 4 ST) 0D&D-Master 34
Buoyancy, to 20,000 cn (DR 12T) 0D&D-Master 35
Buoyancy, to 40,000 cn (DR 18T) 0D&D-Master 36
Calm Others (R 120', EF up to 40 HD) 0D&D-Master 37
Cause Disease*(R 30'; X6) 0D&D-Master 38
Cause Wounds, Critical* (EF 21 hp; 0D&D-Master 39
Cause Wounds, Serious* (EF 14 hp; 0D&D-Master 40
Charm Monster(R 120', EF 18 at 3 HD or 1 at 3 + HD; X13) 0D&D-Master 41
Charm Person (R 120'; B39) 0D&D-Master 42
charm person on contact - 3 times/day DMG1 43
Charm Plant (R 120', DR 3 mon, EF 1/6/12/24 plants; C21) 0D&D-Master 44
Choose Best Option (R lT, EF 1 choice) 0D&D-Master 45
Clairaudience (when touched to the ear) DMG1 46
clairoudience, 30' range-3 times/day 1 round per use DMG1 47
Clairvoyance (when touched to the eyes) DMG1 48
Clairvoyance(R 60', DR 12T; X11) 0D&D-Master 49
clairvoyance, 30' range - 3 times/day, 1 round per use DMG1 50
Climb Walls, 100% (DR 12T) 0D&D-Master 51
Climb Walls, 80% (DR 12T) 0D&D-Master 52
Climb Walls, 90% (DR 12T) 0D&D-Master 53
Cloudkill (R l', DR 6T, EF 1 pth, 5HD or less Save vs. Poison, 30' x 20'; X14) 0D&D-Master 54
Color spray - 3 times/day DMG1 55
Communication (DR 6T) 0D&D-Master 56
Comprehend languages when held DMG1 57
Confusion (R 120', DR 12r, EF up to 18 cr in 30' rad; X13) 0D&D-Master 58
Container, to 10,000 cn (DR 6 hours) 0D&D-Master 59
Container, to 20,000 cn (DR 6 hours) 0D&D-Master 60
Container. to 15,000 cn (DR 6 hours) 0D&D-Master 61
Continual Darkness* (R 120', EF 30' rad; X6) 0D&D-Master 62
continuous detect scrying effect 10000 DMG3.5? 63
Control Plants (R all in 30' x 30', DR 20T; X61) 0D&D-Master 64
Control Temperature 10' radius (DR 40T, EF 50 degrees; C 15) 0D&D-Master 65
Create Food (R lo', EF 400 men 30 Control Winds (DR 40T, EF 400'; C16) 0D&D-Master 66
Create food and water - 1 time/day DMG1 67
Create magic aura (R 120', DR 3T, EF 40' cube) 0D&D-Master 68
Create Normal Animals (R 30', DR lOT, EF 1-6 cr; C12) 0D&D-Master 69
Create Normal Monsters (R 30', DR 2T, EF 40 HD total; C22) 0D&D-Master 70
Create Poison * (R Touch; X8) 0D&D-Master 71
Create Water (RDR 6T, EF 50 gallons; X7) 0D&D-Master 72
Cure Blindness (R Touch; X6) 0D&D-Master 73
Cure Disease (R 30 ' ; X6) 0D&D-Master 74
Cure light wounds (1d8+5) on wielder 1/day ELH3? 75
Cure light wounds- 7 times/week DMG1 76
Cure Wounds, Critical(EF 21 hp; C12) 0D&D-Master 77
Cure Wounds, Serious (EF 14 hp; X7) 0D&D-Master 78
Curse* (R Touch; EF limited, see X14) 0D&D-Master 79
Darkness (5', 10', or 15‘ radius) - 3 times/day DMG1 80
Detect [opposing alignment] at will ELH3? 81
Detect charm - 3 times/day DMG1 82
Detect Danger (R 200 ' , DR 6T; M4) 0D&D-Master 83
Detect evil/good when held or ordered DMG1 84
Detect invisibility when held and ordered DMG1 85
Detect Invisible (R 400', DR 6T; B41) 0D&D-Master 86
Detect magic - 3 times/day DMG1 87
Detect magic at will ELH3? 88
Detect secret doors at will ELH3? 89
determine directions and depth - 2 times/day DMG1 90
Dimension Door (R lo', DR lr, EF 360'; X13) 0D&D-Master 91
Disarm Attack (DR 6T) 0D&D-Master 92
Dispel Evil (R 30', DR 1T; X8) 0D&D-Master 93
Dissolve (R 120', DR 3-18 days, EF 3,000 sq.ft. x 10'; C20) 0D&D-Master 94
Dodge normal missiles (DR lT, EF Save vs. wands) 0D&D-Master 95
Elasticity (DR 12T, EF 1/2 Dmg blunt weapons) 0D&D-Master 96
ESP (30’-60' range) - 3 times/day DMG1 97
ESP(R 60', DR 12T; B41) 0D&D-Master 98
ESP, 30' range - 3 times/day 1 round per use DMG1 99
Feather fall on wielder 1/day ELH3? 100
Feather fall when grasped and ordered DMG1 101
Feeblemind (R 240', EF -4S?, INT 2; 0D&D-Master 102
Find Secret Doors (R lo', DR 6T) 0D&D-Master 103
Find traps - 3 times/day DMG1 104
Find Traps (DR 2T, EF 30' ; X5) 0D&D-Master 105
Find traps at will ELH3? 106
Find Traps, 60% (DR 6T) 0D&D-Master 107
Find Traps, 70% (DR 6T) 0D&D-Master 108
Find Traps, 80% (DR 6T) 0D&D-Master 109
Fly (DR 40 + ld6T, MV 360'; X12) 0D&D-Master 110
Fly when held and ordered - 1 time/day DMG1 111
flying, 12" - 1 hour/day DMG1 112
fnfravision when held or worn DMG1 113
Free Monster* (R 120', EF up to 4 cr; X15) 0D&D-Master 114
Free Person* (R 120', EF up to 4 cr; 0D&D-Master 115
Gaseous Form (DR 3T) 0D&D-Master 116
Growth of Animal (R 120', DR 12T, EF 0D&D-Master 117
Growth of Plants (R 120', EF 3,000 0D&D-Master 118
Hallucinatory Terrain (R 240'; X13) 0D&D-Master 119
Harden* (R 120', EF 3,000 sq.ft. X 0D&D-Master 120
Haste (R 240', DR 3T, EF 24 cr in 60'; 0D&D-Master 121
heal - 1 time/day DMG1 122
Hear Noise, 50% (DR 12T) 0D&D-Master 123
Heat Metal (R 30', DR 7r; M4) 0D&D-Master 124
Hide in Shadows, 30% (DR 6T) 0D&D-Master 125
Hide in Shadows, 50% (DR 6T) 0D&D-Master 126
Hit points bonus + 1 per Hit Die (DR 0D&D-Master 127
Hit rolls bonus + 2 (DR 1T) 0D&D-Master 128
Hit rolls bonus + 3 (DR 1T) 0D&D-Master 129
Hit rolls bonus + 4 (DR 1T) 0D&D-Master 130
Hold Monster (R 120', DR 46T, EF up to 4 cr; X15) 0D&D-Master 131
Hold Person (R 120 I , DR 40T, EF up to 4 cr; X12) 0D&D-Master 132
Hold Portal (DR 12T; B39) 0D&D-Master 133
Hypnotic pattern (when moved) - 3 times/day DMG1 134
Ice, Storm (R 120', EF 20d6 D, 20' cube; X13) 0D&D-Master 135
Ice, Wall (R 120', DR 12T, EF 1200 sq.ft.; X13) 0D&D-Master 136
illusion, 120' range - 2 times/day, as the wand DMG1 137
Immune to Disease (R Touch, DR 18T) 0D&D-Master 138
Immune to Paralysis (R Touch, DR 6T) 0D&D-Master 139
Immune to Poison (DR 18T, EF self 0D&D-Master 140
Infravision (R Touch, DR 1 day, EF see 60'; X12) 0D&D-Master 141
Invisibility (B41) 0D&D-Master 142
Invisibility (improved) - 3 times/day DMG1 143
Invisibility lO'radius(R 120'; X12) 0D&D-Master 144
Item creates wall of fire in a ring with the wielder at the center 1/day 10000 DMG3.5? 145
Jump for 20 minutes on wielder 1/day ELH3? 146
Knock (R 60'; B41) 0D&D-Master 147
Know Alignment (DR lr, EF R 30; X5) 0D&D-Master 148
Know alignment when held and ordered - 1 time/day DMG1 149
Leap to 30', + 2 Hit roll bonus (DR 1T) 0D&D-Master 150
Levitate when held and ordered - 3 times/day DMG1 151
levitation, 1 turn duration - 3 times/day ot 6th level of magic DMG1 152
Light (R 120', DR 46T, EF 30' dia; B40) 0D&D-Master 153
Light-7 time/week DMG1 154
Locate object in a 120-ft. radius ELH3? 155
Locate Object(DR 6T, EF 120'; X6) 0D&D-Master 156
Lower Water (R 240', DR lOT, EF 1/2 height; X16) 0D&D-Master 157
Magic Door (R lo', DR 7 uses; C22) 0D&D-Master 158
Massmorph (R 240', EF 100 mansize; X13) 0D&D-Master 159
Memorize + 2 bonus spell levels 0D&D-Master 160
Memorize + 3 bonus spell levels 0D&D-Master 161
Memorize + 4 bonus spell levels 0D&D-Master 162
Merging (DR 18T, EF 7 cr) 0D&D-Master 163
Mind blank - 3 times/day DMG1 164
MirrorImage(DR 6T, EF 5 false images; B42) 0D&D-Master 165
Move Silently, 50% (DR 6T) 0D&D-Master 166
Neutralize Poison (R Touch; X8) 0D&D-Master 167
Obscure (DR 40T, EF 400fsq/40'high; C15) 0D&D-Master 168
Obscurement- 1 time/day DMG1 169
Open Locks, 70% (DR 6T) 0D&D-Master 170
Open Locks, 80% (DR 6T) 0D&D-Master 171
Parry (DR 6T) 0D&D-Master 172
Pass Plant (EF 300-600 yards; C16) 0D&D-Master 173
Pass without trace - 1 time/day DMG1 174
Pass-Wall(R 60', DR 6T, EF 5' X 10'; C22) 0D&D-Master 175
Pick Pockets, 50% (DR 6T) 0D&D-Master 176
Plant Door(DR 40T; C15) 0D&D-Master 177
Polymorph Other(R 60', up to 2x HD; X13) 0D&D-Master 178
Possessor immune to disease DMG1 179
Possessor immune to fear DMG1 180
Possessor immune to gas of any type DMG1 181
Possessor need neither eat nor drink for up to 1 week DMG1 182
Protection +2 when held or worn DMG1 183
Protection from Evil IO' Radius (DR 12T, EF + 1 ST; X8) 0D&D-Master 184
Protection from Lightning (R Touch, DR 40T, EF 40 dice D; C 15) 0D&D-Master 185
Protection from many creatures (DR 6T, EF up to 15HD) 0D&D-Master 186
Protection from Normal Missiles (R 30', DR 12T X12) 0D&D-Master 187
Protection from Poison (R Touch, DR 40T, EF + 4 vs. breath; M5) 0D&D-Master 188
Protection from some creatures (DR 6T, EF up to 5 HD) 0D&D-Master 189
Remove fear by touch DMG1 190
Remove Geas* (R 30'; X16) 0D&D-Master 191
Remove Traps, 50% (DR 6T) 0D&D-Master 192
Repair temporary magical object (1 obj) 0D&D-Master 193
Sanctuary when held or worn - 1 time/day DMG1 194
Saving Throws bonus + 2 (DR 6T) 0D&D-Master 195
Security (EF Trap 5 items, alarm only) 0D&D-Master 196
Set normal Trap, 50% (DR 6T) 0D&D-Master 197
Set normal Trap, 70% (DR 6T) 0D&D-Master 198
Shelter 0D&D-Master 199
Shield, when held or worn, upon command - 3 times/day DMG1 200
Shrink Plants* (R 120', EF 3,000 sq.ft.; 0D&D-Master 201
Silence15'radius(R 180', DR 12T; X6) 0D&D-Master 202
Size Control (DR 6T, 3' to 18') 0D&D-Master 203
Slow* (R 240', DR 3T, EF up to 24 cr, 30' radius; X12) 0D&D-Master 204
Speak with animals- 3 timedday DMG1 205
Speak with dead- 1 timelday DMG1 206
Speak with plants - 7 times/week DMG1 207
Speak with Plants(R 30', DR 3T; X8) 0D&D-Master 208
Speak with the Dead (R 30', EF 3 questions; X7) 0D&D-Master 209
Spell damage bonus, + l/die (DR 1 spell) 0D&D-Master 210
Spider climb for 20 minutes on wielder 1/day ELH3? 211
status effect, usable at will 11000 DMG3.5? 212
strength - 1 time/day (upon wielder only) DMG1 213
Striking (R 30', DR lT, EF + ld6 D; 0D&D-Master 214
Summon Animals (R 360', DR 3T; M5) 0D&D-Master 215
Telekinesis (R 120', DR 6r, EF 8000 cn, MV 20'/r; C20) 0D&D-Master 216
telekinesis, 2,500 g.p. wt. maximum - 2 times/day, 1 round each DMG1 217
telepathy, 60' range - 2 times/day DMG1 218
teleportation - 1 time/day 6,000 g.p. wt. maximum, 2 segments DMG1 219
Tongues when held or worn and commanded DMG1 220
Tracking (DR 6 hours, EF 90% outdoor, 50% indoor) 0D&D-Master 221
Transport Through Plants (EF +2 cr;C16) 0D&D-Master 222
Turn Undead as Cleric L12 (DR 2T) 0D&D-Master 223
Turn Undead as Cleric L6 (DR 1T) 0D&D-Master 224
Turn undead bonus + 2 to roll, + 1d6 HD (DR 1T) 0D&D-Master 225
Turn undead bonus + 4 to roll, + 2d6 HD (DR 1T) 0D&D-Master 226
Turn Wood(R 30', DR 40T, EF 120' X 60'; M5) 0D&D-Master 227
Ultravision when held or worn DMG1 228
Ventriloquism upon command - 3 times/day DMG1 229
Wall of Stone (R 60', EF 1,000 cu.ft.; X15) 0D&D-Master 230
Wall ofFire(R 60', DRConc., EF 1200 sq.ft.; X14) 0D&D-Master 231
Water breathing upon command DMG1 232
Water walking ability DMG1 233
Weapon damage bonus + 3 (DR 1T) 0D&D-Master 234
Weapon damage bonus + 4 (DR 1T) 0D&D-Master 235
Weapon damage bonus + 5 (DR 1T) 0D&D-Master 236
Weapon strength bonus + 1 (DR 1T) 0D&D-Master 237
Weapon strength bonus + 2 (DR 1T) 0D&D-Master 238
Wearer immune ta charm or hold spells DMG1 239
Wearer immune to magic missiles DMG1 240
Web- 1 time/day DMG1 241
Web movement (DR 12T) 0D&D-Master 242
Wielder can use see invisibility at will ELH3? 243
Wielder does not need to breathe ELH3? 244
Wielder does not need to sleep ELH3? 245
Wielder has free use of Blind-Fight ELH3? 246
Wielder has free use of Combat Expertise ELH3? 247
Wielder has free use of Combat Reflexes ELH3? 248
Wielder has free use of evasion ELH3? 249
Wielder has free use of Improved Initiative ELH3? 250
Wielder has free use of Improved Sunder ELH3? 251
Wielder has free use of Mobility ELH3? 252
Wielder has free use of uncanny dodge (as a 5th-level barbarian) ELH3? 253
Wizard lock - 7 time/week DMG1 254
Wizard Lock (R 10'; B42) 0D&D-Master 255
WizardEye (R 240', DR 6I', MV 120'; X14) 0D&D-Master 256
Write - 1 time/day DMG1 257
X-ray vision, 40' range - 2 times/day 1 turn per use DMG1 258
Zombie animation - 1 time/week DMG1 259

[PC5] Psionicist Group Classes


[Q24.6] Intelligent Item Psionics - Grand

Effect gp cost (3E) Source d209
+2 to armor class of possessor or AC 20, whichever is better DMG1 1
1E: 10d6 fireball 60000 DMG3.5? 2
1E: 10d6 lightning bolt 60000 DMG3.5? 3
1E: 15d6 greater shout 3/day 130000 DMG3.5? 4
1E: Clairaudience/clairvoyance (100-ft. range, 1 minute per use) ELH3? 5
1E: confusion 50000 DMG3.5? 6
1E: contagion (heightened to 4th level) as touch attack 56000 DMG3.5? 7
1E: crushing despair 50000 DMG3.5? 8
1E: dimension door on itself and wielder 50000 DMG3.5? 9
1E: Finger of death (100 ft. range, DC 171) ELH3? 10
1E: Globe of invulnerability ELH3? 11
1E: Heal ELH3? 12
1E: ice storm 50000 DMG3.5? 13
1E: Lightning bolt (8d6 points of damage, 200-ft. range, DC 131) ELH3? 14
1E: Magic missile (200-ft. range, 3 missiles) ELH3? 15
1E: mass inflict light wounds 81000 DMG3.5? 16
1E: phantasmal killer 50000 DMG3.5? 17
1E: poison (heightened to 4th level) as touch attack 56000 DMG3.5? 18
1E: prying eyes 81000 DMG3.5? 19
1E: rusting grasp as touch attack 56000 DMG3.5? 20
1E: song of discord 81000 DMG3.5? 21
1E: Stoneskin (wielder only, 10 minutes per use) ELH3? 22
1E: Summon monster III ELH3? 23
1E: Summon monster VI ELH3? 24
1E: Telekinesis (250 lb. maximum, 1 minute each use) ELH3? 25
1E: Teleport, 600 lb. maximum ELH3? 26
1E: true resurrection on wielder, once per month 200000 DMG3.5? 27
1E: Wall of force ELH3? 28
1E: waves of exhaustion 164000 DMG3.5? 29
Ability Score bonus (DR 6T, EF 3 random scores) 0D&D-Master 30
AC bonus -6 (DR 6T) 0D&D-Master 31
Acid Breath (EF 30' X 5') 0D&D-Master 32
Animal summoning (II or III)-2 times/day DMG1 33
Animate object upon command- 1 time/day DMG1 34
Animate Objects (R 60', DR 6T, EF 4,000 cn; X9) 0D&D-Master 35
AnimateDead(R60', EF40 HD; X14) 0D&D-Master 36
Anti-Magic 30% (DR 6T) 0D&D-Master 37
Anti-Magic 40% (DR 6T) 0D&D-Master 38
Anti-Magic Shell (DR 12T; X15) 0D&D-Master 39
Appear+ (R 240', DR lT, EF 20'cube; 0D&D-Master 40
Babble* (R 60', DR 40T; X9) 0D&D-Master 41
Barrier (R 60', DR 12T, EF 7-70 D; 0D&D-Master 42
blindness brand (2-12 rounds) DMG1 43
Bull’s strength (wielder only) ELH3? 44
Buoyancy, any weight (DR 36T) 0D&D-Master 45
Buoyancy, to 80,000 cn (DR 24T) 0D&D-Master 46
Burrowing (DR 6T, MV lo', 30', or60 ' ) 0D&D-Master 47
Cat’s grace (wielder only) ELH3? 48
Cause serious wounds by touch DMG1 49
Charm monster-2 time/day DMG1 50
Charm person (DC 111) on contact ELH3? 51
Charm person -7 times/week DMG1 52
Climb Walls, 110% (DR 12T) 0D&D-Master 53
Climb Walls, 120% (DR 12T) 0D&D-Master 54
Cone of cold (9-12 dice) -2 times/day DMG1 55
Confusion - 1 time/day DMG1 56
confusion brand (2-12 rounds) DMG1 57
Container, to 25,000 cn (DR 6 hours) 0D&D-Master 58
Container, to 30,000 cn (DR 6 hours) + mounts; X8) 0D&D-Master 59
Container, to 35,000 cn (DR 6 hours) 0D&D-Master 60
Control Animals (DR 20T, EF up to 40HD, 20 cr) 0D&D-Master 61
Control Lesser Undead (DR 20T, EF up to 7 HD, 20 HD, 10 cr) 0D&D-Master 62
Create normal objects (EF up to 1,000 0D&D-Master 63
Cure blindness by touch DMG1 64
Cure disease by touch DMG1 65
Dance (R Touch, DR 8r, EF -4STIAC; C24) 0D&D-Master 66
Death Spell (R 240', EF 32 HD in 60' cube, to HD 7 + ; X16) 0D&D-Master 67
Defeat/slay a particular creature type (see the bane special ability for choices) DMG3.5? 68
Defeat/slay a particular race or kind of creature DMG3.5? 69
Defeat/slay all (other than the item and the wielder) DMG3.5? 70
Defeat/slay arcane spellcasters (including spellcasting monsters and those that use spell-like abilities) DMG3.5? 71
Defeat/slay diametrically opposed alignment DMG3.5? 72
Defeat/slay divine spellcasters (including divine entities and servitors) DMG3.5? 73
Defeat/slay nonspellcasters DMG3.5? 74
Defeat/slay the servants of a specific deity DMG3.5? 75
Defend a particular race or kind of creature DMG3.5? 76
Defend the servants and interests of a specific deity DMG3.5? 77
Delayed Blast Fire Ball (R 240 ' , DR 0-60r, EF 20d6 D; C22) 0D&D-Master 78
Detect thoughts (100-ft. range, 1 minute per use) ELH3? 79
Dimension door- 2 times/day DMG1 80
Disintegrate - 1 time/day DMG1 81
disintegrate brand DMG1 82
Dispel illusion upon command - 2 times/day DMG1 83
Dispel magic upon command- 2 timeslday DMG1 84
DispelMagic(R 120', EF 20'cube; X8) 0D&D-Master 85
Dodge any missiles (DR lT, EF Save vs. Wands) 0D&D-Master 86
Dodge directional attacks (DR lT, EF Save vs. Wands) 0D&D-Master 87
Double movement speed (on foot) DMG1 88
Double weapon damage (DR 1T) 0D&D-Master 89
Emotion - 2 times/day DMG1 90
Exorcise - 1 timelmonth DMG1 91
Explosive Cloud (R l', DR 6T, EF 20' x 30' x 30', 20hplr; C24) 0D&D-Master 92
fear brand (1-4 rounds) DMG1 93
Fear by touch or gaze DMG1 94
Feeblemind by touch ELH3? 95
Find Traps, 100 % (DR 6T) 0D&D-Master 96
Find Traps, 110% (DR 6T) 0D&D-Master 97
Find Traps, 90% (DR 6T) 0D&D-Master 98
Finger ofDeath*(R 60'; X9, C12) 0D&D-Master 99
Fire Ball (R 240', EF 20d6 D; X11) 0D&D-Master 100
Fire Breath (EF 30' x 10' D = hp) 0D&D-Master 101
Fire shield- 2 times/day DMG1 102
Fireball (9-12 dice) - 2 times/day DMG1 103
Flesh to Stone* (R 120', EF 1 cr or 10' cube; X16) 0D&D-Master 104
Fly (30 minutes per use) ELH3? 105
Geas Another (R 30'; X16) 0D&D-Master 106
Giant strength (determine type) for 2 turns DMG1 107
Haste - 1 time/day DMG1 108
Haste (wielder only, 10 rounds) ELH3? 109
Heal - 1 time/day DMG1 110
Hear Noise, 140% (DR 36T) 0D&D-Master 111
Hear Noise, 90% (DR 24T) 0D&D-Master 112
Hide in Shadows, 70% (DR 6T) 0D&D-Master 113
Hit points bonus + 2 per Hit Die (DR 0D&D-Master 114
Hit rolls bonus + 5 (DR 1T) 0D&D-Master 115
Hit rolls bonus + 6 (DR 1T) 0D&D-Master 116
Hold animal - 1 time/day DMG1 117
Hold monster- 1 time/day DMG1 118
Hold person - 1 time/day DMG1 119
Ice Breath (EF 30' x 10' D = hp) 0D&D-Master 120
Immune to Aging attacks (R Touch, DR 0D&D-Master 121
insanity brand (1-4 rounds) DMG1 122
Invisibility (wielder only, up to 30 minutes per use) ELH3? 123
Leap to 60', + 4 Hit roll bonus (DR 1T) 0D&D-Master 124
Leap to go', + 6 Hit roll bonus (DR 1T) 0D&D-Master 125
Levitation (wielder only, 10 minute duration) ELH3? 126
Lie Detection (R 120', DR 3T) 0D&D-Master 127
Life Drain' (R Touch; EF Drains 1 level; C13) 0D&D-Master 128
Lightning bolt (9-12 dice) -2 times/day DMG1 129
Lightning Bolt (R 180', EF 20d6 D, 0D&D-Master 130
Lore (DR 1T or 1 day; C22) 0D&D-Master 131
Magic Lock*(R lo', DR 7 uses, EF 10' 0D&D-Master 132
Mapmaking (DR lT, EF Sense 60' range) 0D&D-Master 133
Mass Charm (R 120', EF 30HD, -2 Save; C24) 0D&D-Master 134
MassInvisibility(R 240', EF 60'sq, 300 man-size; C22) 0D&D-Master 135
Memorize + 5 bonus spell levels 0D&D-Master 136
Memorize + 6 spell bonus levels 0D&D-Master 137
Memorize + 7 bonus spell levels 0D&D-Master 138
Minor globe of invulnerability - 1 time/day DMG1 139
Move Earth (R 240', DR 6T C21) 0D&D-Master 140
Move Silently, 70% (DR 6T) 0D&D-Master 141
Move Silently, 90% (DR 6T) 0D&D-Master 142
Open Locks, 100% (DR 6T) 0D&D-Master 143
Open Locks, 90% (DR 6T) 0D&D-Master 144
paralysis brand (1-4 rounds) DMG1 145
Paralyzation by touch DMG1 146
Passwall ELH3? 147
Passwall-2 times/day DMG1 148
Phantasmal killer- 1 time/day DMG1 149
PhantasmalForce(R 240', EF 40'cube; B42) 0D&D-Master 150
Pick Pockets, 75% (DR 6T) 0D&D-Master 151
Plane Travel (self only, 1 shift) 0D&D-Master 152
Poison gas breath (DR 3r, EF 20') 0D&D-Master 153
Polymorph Any Object (R 240', DR 40-240T, EF l0'cube; C25) 0D&D-Master 154
Polymorph Self (DR 46T; X14) 0D&D-Master 155
Polymorph self-7 timeslweek DMG1 156
Power Word Stun (R 120', DR up to 35hp = 12r, up to 70hp = 6r; C22) 0D&D-Master 157
Projected Image (R 240', DR 6T; X16) 0D&D-Master 158
Protection from most creatures (DR 6T, EF up to 15 HD) 0D&D-Master 159
Raise Dead (R 120', EF 132 days dead; 0D&D-Master 160
Regenerate 2 h.p./turn (but not if killed) DMG1 161
Remove Barrier*(R 60'; C12) 0D&D-Master 162
Remove Charm* (R 120', EF up to X12) 0D&D-Master 163
Remove curse by touch - 7 times/week DMG1 164
Remove Traps, 75% (DR 6T) 0D&D-Master 165
Repair permanent magical object (1 obj) 0D&D-Master 166
Reverse Gravity (R go', EF 30'cube; 0D&D-Master 167
Rulership (EF + 10 to + 50 Confidence) 0D&D-Master 168
Saving Throws bonus + 4 (DR 6T) 0D&D-Master 169
Saving Throws bonus + 6 (DR 6T) 0D&D-Master 170
Set normal Trap, 90% (DR 6T) 0D&D-Master 171
Shield on wielder ELH3? 172
Slow- 1 time/day DMG1 173
Speak with monster- 2 times/day DMG1 174
Speak with Monsters (DR 6T; X9) 0D&D-Master 175
Spell damage bonus, + 2/die (DR 1 spell) 0D&D-Master 176
Statue (DR 80T, EF + 2 Init; C23) 0D&D-Master 177
Stone to flesh - 1 time/day DMG1 178
Stone to Flesh (R 120', EF l0'cube; X16) 0D&D-Master 179
Suggestion - 2 times/day DMG1 180
Summon Weather (DR 240T, EF 30 miles; C 16) 0D&D-Master 181
Survival (DR 48 hours; M3) 0D&D-Master 182
Sword(R 30', DR 40r, EF as 2-Handed, 2 atWr; C24) 0D&D-Master 183
Telekinesis (1,000-6,000 g.p. weight) -- 2 times/day DMG1 184
Telepathy (100 ft. range) ELH3? 185
Teleport (no error) - 2 times/day DMG1 186
Teleport (R 10'; X15) 0D&D-Master 187
Tracking (DR 6 hours, EF 90% anywhere) 0D&D-Master 188
Transmute rock to mud - 2 times/day DMG1 189
Treasure Finding (DR 6T, EF 400') 0D&D-Master 190
True seeing ELH3? 191
True seeing - 1 time/day DMG1 192
Truesight (DR 5T, EF 120'; '212) 0D&D-Master 193
Turn Undead as Cleric L24 (DR 3T) 0D&D-Master 194
Turn Undead bonus +6 to roll, +3d6 HD (DR 1T) 0D&D-Master 195
Turn wood- 1 time/day DMG1 196
Victory (EF +25 CR Roll, on CRT worst 91-100) 0D&D-Master 197
Wall of fire - 2 time/day DMG1 198
Wall of ice - 2 times/day DMG1 199
Wall of Iron (R120', EF500sq. ft.;C21) 0D&D-Master 200
Wall of thorns - 2 times/day DMG1 201
Weapon damage is +2 hit points DMG1 202
Weapon strength bonus + 3 (DR 1T) 0D&D-Master 203
Weapon strength bonus + 4 (DR 1T) 0D&D-Master 204
Wielder gets +2 luck bonus on attacks, saves, and checks 80000 DMG3.5? 205
Wind walk - 1 time/day DMG1 206
Wizard eye - 2 times/day DMG1 207
Word of recall - 1 time/day DMG1 208
X-ray vision - 2 times/day DMG1 209

[PC5] Psionicist Group Classes


[Q24.7] Intelligent Item Psionics - Super

Effect gp cost (3E) Source d170
1E: Chain lightning (enhanced; 20d6 damage; DC 161) ELH3? 1
1E: Finger of death (heightened to 9th level; DC 191) ELH3? 2
1E: Gate ELH3? 3
1E: Greater teleport ELH3? 4
1E: Mass heal ELH3? 5
1E: Meteor Swarm (DC 191) ELH3? 6
1E: Phase Door ELH3? 7
1E: Prismatic Sphere (DC 191) ELH3? 8
1E: Summon monster IX ELH3? 9
1E: Sunburst (heightened to 9th level; DC 191) ELH3? 10
Ability Scores bonus (DR 6T, EF 4 random scores) 0D&D-Master 11
Ability Scores bonus (DR 6T, EF all scores) 0D&D-Master 12
AC bonus -10 (DR 6T) 0D&D-Master 13
AC bonus -8 (DR 6T) 0D&D-Master 14
All of possessor's ability totals permanently raised 2 points each upon pronouncement of a command word (18 maximum) DMG1 15
All of possessor's ability totals raised to 18 each upon pronouncement of a command word DMG1 16
Anti-Magic 50% (DR 6T) 0D&D-Master 17
Anti-Magic Ray (DR lT, EF 100%) 0D&D-Master 18
Astral projection ELH3? 19
Bear’s endurance (wielder only; intensified; +10 enhancement bonus to Constitution) ELH3? 20
Blasting (EF 60' x 20', 2d6 + deafen) 0D&D-Master 21
Blend with surroundings (DR 6T) 0D&D-Master 22
Bones/exoskeleton/cartilage of opponent turned to jelly - 1 time/day DMG1 23
Bull’s strength (wielder only; intensified; +10 enhancement bonus to Strength) ELH3? 24
Cacodemon-like power summons a demon lord, arch-devil, or nycadaemon - 1 time/month DMG1 25
Cat’s grace (wielder only; intensified; +10 enhancement bonus to Dexterity) ELH3? 26
Clone (R 10'; M6) 0D&D-Master 27
Close Gate*(R 30'; C26) 0D&D-Master 28
Container, to 40,000 cn (DR 6 hours) 0D&D-Master 29
Container, to 50,000 cn (DR 6 hours) 0D&D-Master 30
Control Dragons (DR ZOT, EF one type, 3 Small or 1 Large) 0D&D-Master 31
Control Giants (DR 20T, EF one type, 4 0D&D-Master 32
Control Greater Undead (DR ZOT, EF any, 40 HD, 20 cr) 0D&D-Master 33
Control Humans (DR 20T, EF up to 7 HD, 40 HD total, 20 cr) 0D&D-Master 34
Create Magical Monsters (R 60', DR 3T, EF 40 HD total; M7) 0D&D-Master 35
CreateAnyMonster(R go', DR 4T, EF 40 HD; M8) 0D&D-Master 36
Creeping doom callable- 1 time/day DMG1 37
Death spell power of 110%-200% effectiveness with respect to number of levels affected - 1 time/day DMG1 38
Deoth ray equal to a finger of death with no saving throw - 1 time/day DMG1 39
Disintegrate (R 60', EF 1 cr; X16) 0D&D-Master 40
Dominate monster (DC 191) on contact ELH3? 41
Earthquake (R 120 yards, DR lT, EF 175'sq; C13) 0D&D-Master 42
Energy drain (DC 191) on contact ELH3? 43
Find the Path (DR 46T; XU) 0D&D-Master 44
Force Field (R 120', DR 6T, EF 5000 sq.ft.; M8) 0D&D-Master 45
Foresight (wielder only) ELH3? 46
Gate (R 30', DR 1T or d%T; C26) 0D&D-Master 47
Gate spell power, 100% effective - 1 time/day DMG1 48
Greater invisibility (wielder only; extended; 40-minute duration) ELH3? 49
Haste (wielder only; extended; 40-round duration) ELH3? 50
Heal (R Touch; M9) 0D&D-Master 51
Hit points bonus +3 per Hit Die (DR 0D&D-Master 52
Immune to Breath Weapons (R Touch, DR 1T) 0D&D-Master 53
Immune to Energy Drain (R Touch, DR 0D&D-Master 54
Immunity (DR 40T, EF blocks L1 -3 spells and half effect of magic weapons + L4,L5; M9) 0D&D-Master 55
Imprisonment spell power - 1 time/week DMG1 56
Inertia control (DR 4 hours, 1 obj) 0D&D-Master 57
Legend lore, commune, or contact higher plane (7th-10th) - 1 time/week DMG1 58
Life Trapping 0D&D-Master 59
Luck (DR lT, EF Choose result of 1 roll) 0D&D-Master 60
Magical resistance of 50%-75% for possessor upon command word- 1 time/day DMG1 61
Major attribute permanently raised to 19 upon command word DMG1 62
Maze (R 60', DR 6T to 4r; C26) 0D&D-Master 63
Memorize + 10 bonus spell levels 0D&D-Master 64
Memorize + 8 bonus spell levels 0D&D-Master 65
Memorize + 9 bonus spell levels 0D&D-Master 66
Metal to Wood (R 120', EF 2,000 cn; C16) 0D&D-Master 67
Meteor Swarm (R 240', EF 4 for 8d6 + 8d6 or 8 for 4d6 + 4d6; C26) 0D&D-Master 68
Meteorswarm - 1 time/day DMG1 69
Mind Barrier (R lo', DR 48 hours, EF + 8 ST; C24) 0D&D-Master 70
Monster summoning VIII- 2 times/day DMG1 71
Obliterate* (R 60', EF kill 7 HD; to 12 HD ST at -4, 12 + HD 6d10; C13) 0D&D-Master 72
Open Locks, 110% (DR 6T) 0D&D-Master 73
Open Locks, 120% (DR 6T) 0D&D-Master 74
Open Mind' (R Touch, EF -8ST; C24) 0D&D-Master 75
Permanence (R 10'; C25) 0D&D-Master 76
Pick Pockets, 100% (DR 6T) 0D&D-Master 77
Plane shift- 1 time/day DMG1 78
Polymorph any object- 1 time/day DMG1 79
Power word blind/kill/stun - 1 time/day DMG1 80
Power Word Kill (R 120', EF kill 60 hp, stun 61-100 hp, DR 4T; C26) 0D&D-Master 81
Power WordBlind(R 120', DR up to 40 hp = 4 days, up to 80 hp = 2d4 hrs; C25) 0D&D-Master 82
Premonition of death or serious harm to possessor DMG1 83
Prismatic spray- 1 time/day DMG1 84
Prismatic Wall (R 60', DR 6T, EF 10'radius or 500 sq.ft.; M9) 0D&D-Master 85
Protection from all creatures (DR 6T) 0D&D-Master 86
Protection from Magical Detection (DR 6T, EF self + items) 0D&D-Master 87
Raise Dead Fully (R 60', EF up to 8 years dead; C 13) 0D&D-Master 88
Random Avangion2 spell, CSL=1, CCL=9 (see [PC7]) DM 89
Random Avangion2 spell, CSL=2, CCL=8 (see [PC7]) DM 90
Random Avangion2 spell, CSL=3, CCL=7 (see [PC7]) DM 91
Random Bug spell, CSL=3, CCL=7 (see [PC7]) DM 92
Random Bug spell, CSL=6, CCL=4 (see [PC7]) DM 93
Random Bug spell, CSL=9, CCL=1 (see [PC7]) DM 94
Random Clerical Elemental2 spell, CSL=1, CCL=9 (see [PC7]) DM 95
Random Clerical Elemental2 spell, CSL=2, CCL=8 (see [PC7]) DM 96
Random Clerical Elemental2 spell, CSL=3, CCL=7 (see [PC7]) DM 97
Random Hero spell, CSL=1, CCL=9 (see [PC7]) DM 98
Random Hero spell, CSL=2, CCL=8 (see [PC7]) DM 99
Random Hero spell, CSL=3, CCL=7 (see [PC7]) DM 100
Random Hero spell, CSL=4, CCL=6 (see [PC7]) DM 101
Random Hero spell, CSL=5, CCL=5 (see [PC7]) DM 102
Random Immortal0 spell, CSL=9, CCL=1 (see [PC7]) DM 103
Random Legend spell, CSL=1, CCL=9 (see [PC7]) DM 104
Random Legend spell, CSL=2, CCL=8 (see [PC7]) DM 105
Random Legend spell, CSL=3, CCL=7 (see [PC7]) DM 106
Random Legend spell, CSL=4, CCL=6 (see [PC7]) DM 107
Random Legend spell, CSL=5, CCL=5 (see [PC7]) DM 108
Random Legend spell, CSL=6, CCL=4 (see [PC7]) DM 109
Random Legend spell, CSL=7, CCL=3 (see [PC7]) DM 110
Random Legend spell, CSL=8, CCL=2 (see [PC7]) DM 111
Random Lich spell, CSL=0, CCL=10 (see [PC7]) DM 112
Random Lich spell, CSL=1, CCL=9 (see [PC7]) DM 113
Random Lich spell, CSL=2, CCL=8 (see [PC7]) DM 114
Random Lich spell, CSL=3, CCL=7 (see [PC7]) DM 115
Random Lich spell, CSL=4, CCL=6 (see [PC7]) DM 116
Random Lich spell, CSL=5, CCL=5 (see [PC7]) DM 117
Random Lich spell, CSL=6, CCL=4 (see [PC7]) DM 118
Random Lich spell, CSL=7, CCL=3 (see [PC7]) DM 119
Random Lich spell, CSL=8, CCL=2 (see [PC7]) DM 120
Random Psi14 super, CCL=9 (see [PC7]) DM 121
Random Psi14 ultra, CCL=6 (see [PC7]) DM 122
Random Psi14 ultra+1, CCL=3 (see [PC7]) DM 123
Random Psi7 super, CCL=9 (see [PC7]) DM 124
Random Psi7 ultra, CCL=6 (see [PC7]) DM 125
Random Psi7 ultra+1, CCL=3 (see [PC7]) DM 126
Random Villain spell, CSL=1, CCL=9 (see [PC7]) DM 127
Random Villain spell, CSL=2, CCL=8 (see [PC7]) DM 128
Random Villain spell, CSL=3, CCL=7 (see [PC7]) DM 129
Random Villain spell, CSL=4, CCL=6 (see [PC7]) DM 130
Random Villain spell, CSL=5, CCL=5 (see [PC7]) DM 131
Random Villain spell, CSL=6, CCL=4 (see [PC7]) DM 132
Random Warlord spell, CSL=4, CCL=6 (see [PC7]) DM 133
Random Warlord spell, CSL=8, CCL=2 (see [PC7]) DM 134
Regeneration (EF 3hP'r for IT) 0D&D-Master 135
Remove Traps, 100% (DR 6T) 0D&D-Master 136
Restoration - 1 time/day DMG1 137
Resurrection - 7 times/week DMG1 138
Shades - 2 times/day DMG1 139
Shape change - 2 times/day DMG1 140
Shapechange (DR 40T, EF any cr or obj 40'/4000cn; M9) 0D&D-Master 141
Smash attack (DR 1T) 0D&D-Master 142
Spell absorption, 19-24 levels- 1 time/week DMG1 143
Spell damage bonus, + 3/die (DR 1 spell) 0D&D-Master 144
Spell damage bonus,-+ 4/die (DR 1 spell) 0D&D-Master 145
Stoneskin (wielder only; extended; 400-minute duration) ELH3? 146
Summon 1 of each type of elemental, 16 hit dice each, no need for control - 1 time/week DMG1 147
Summon diinn or efreet lord (8 h.p./die, f 2 "to hit" and +4 damage) for 1 day of service- 1 time/week DMG1 148
Super sleep spell affects double the number of creatures plus up to 2 5th or 6th and 1 7th or 8th level creature DMG1 149
Teleport any Object (EF 1 cr/obj/lO' cube or seif safe, -2 save other; C24) 0D&D-Master 150
Temporal stasis, no saving throw, upon touch - 1 time/month DMG1 151
Time stop of twice normal duration - 1 time/week DMG1 152
Timestop (DR 1 + ld4r; M10) 0D&D-Master 153
Total fire/heat resistance for all creatures within 20' of the item DMG1 154
Total immunity from all forms of cold DMG1 155
Total immunity from all forms of mental and psionic attacks DMG1 156
Trap the soul with 90% effectiveness- 1 time/month DMG1 157
Travel(DR 40T, MV 360'/720'gaseous; 0D&D-Master 158
Triple weapon damage (DR 1T) 0D&D-Master 159
Turn Undead as Cleric L36 (DR 3T) 0D&D-Master 160
User can cast combination spells (if a spell caster) as follows (d4): DMG1 161
Vanish -2 timeslday DMG1 162
Vision - 1 time/day DMG1 163
Weapon strength bonus + 5 (DR 1T) 0D&D-Master 164
Weather Control (DR Conc., EF 240 yards; C16) 0D&D-Master 165
Wish - 1 time/day DMG1 166
Wish (M10) 0D&D-Master 167
Word of Recall (X9) 0D&D-Master 168
X-Ray Vision (R 30', DR 1T) 0D&D-Master 169
Youth restored to creature touched - 1 time/month DMG1 170

[PC5] Psionicist Group Classes


Psi27

Level KXP Psi27
mMG S
1 Any 9 1-- -
2 1 2-- -
3 3 31- -
4 9 41- -
5 27 52- -
6 81 62- -
7 243 731 -
8 540 831 -
9 810 941 -
10 1080 A42 -
11 1350 B52 -
12 1620 C52 -
13 1890 D63 1
14 2160 E63 1
15 2430 F73 1
16 2700 G74 1
17 2970 H84 2
18 3240 I84 2
19 3510 J95 2
20 3780 K95 2
21 4050 LA5 3
22 4320 MA6 3
23 4590 NB6 3
24 4860 OB7 3
25 5130 PC7 4
26 5400 QC7 4
27 5670 RD8 4
28 5940 SD8 4
29 6210 TE8 5
30 6480 UE9 5
31 6750 VF9 5
32 7020 WF9 5
33 7290 XGA 6
34 7560 YGA 6
35 7830 ZHA 6
36 8100 [HB 6
TH Saves
PD RS PP BW Sp Fo Re Wi
-6  0  0  0  0  0  0  0  0
-5  1  1  1  1  1  1  1  1
-4  1  1  1  1  1  1  1  1
-3  2  2  2  2  2  2  2  2
-2  2  2  2  2  2  2  2  2
-1  3  3  3  3  3  3  3  3
+0  3  3  3  3  3  3  3  3
+1  4  4  4  4  4  4  4  4
+2  4  4  4  4  4  4  4  4
+3  5  5  5  5  5  5  5  5
+4  5  5  5  5  5  5  5  5
+5  6  6  6  6  6  6  6  6
+6  6  6  6  6  6  6  6  6
+7  7  7  7  7  7  7  7  7
+8  7  7  7  7  7  7  7  7
+9  8  8  8  8  8  8  8  8
+10  8  8  8  8  8  8  8  8
+11  9  9  9  9  9  9  9  9
Requisites: Luck 9, Cml 9, HNCL 9
Alignment: any
HD/level: 2d2
Weapon Prof.: 1+level/2
To Hit Table: lvl-7
Save Table: Mon
Reference: SynUAG
Groups: Psionicist
 
See [Q27] for rules and powers.
You gain Comeliness, Luck, and HNCL tracks which function similarly to Psi9/Psi18 tracks.
You also gain tracks for the 6 standard ability scores if you don't have them already (they don't stack with Psi9/Psi18).
Each turn, CL/4 (round up) of your tracks get restored to full.

[PC5] Psionicist Group Classes


Psi29

Level KXP Psi29
mMG SUV
1 0 1-- ---
2 3 2-- ---
3 6 3-- ---
4 12 31- ---
5 24 41- ---
6 48 42- ---
7 96 52- ---
8 192 53- ---
9 384 531 ---
10 684 631 ---
11 984 641 ---
12 1284 642 ---
13 1584 742 ---
14 1884 752 ---
15 2184 753 ---
16 2784 753 1--
17 3084 853 1--
18 3684 863 1--
19 4284 864 1--
20 4884 864 2--
21 5484 964 2--
22 6084 974 2--
23 6684 975 2--
24 7284 975 3--
25 7884 975 31-
26 8484 A75 31-
27 9684 A85 31-
28 10884 A86 31-
29 12084 A86 41-
30 13284 A86 42-
31 14484 B86 42-
32 15684 B96 42-
33 16884 B97 42-
34 18084 B97 52-
35 19284 B97 53-
36 21684 B97 531
TH Saves
PD RS PP BW Sp Fo Re Wi
+0  5  3  8  2  3  1  0  1
+0  5  4  8  2  3  1  0  2
+0  6  4  8  3  4  2  0  2
+1  6  5  8  3  4  2  1  3
+1  6  5  9  3  4  2  1  3
+1  6  6  9  4  5  3  1  4
+2  7  6  9  4  5  3  2  4
+2  7  7  9  4  5  4  2  5
+2  7  7 10  5  6  4  2  5
+3  7  8 10  5  6  4  3  6
+3  8  8 10  5  6  5  3  6
+3  8  9 10  6  7  5  3  7
+4  8  9 11  6  7  6  4  7
+4  8 10 11  6  7  6  4  8
+4  9 10 11  7  8  6  4  8
+5  9 11 11  7  8  7  5  9
+5  9 11 12  7  9  7  5  9
+5  9 12 12  8  9  8  5 10
Requisites: Dex 11, Chr 7
Alignment: any
HD/level: d2
Weapon Prof.: 1+level/5
To Hit Table: Wiz
Save Table: Psi
Reference: DM
Groups: Psionicist, Monster
 
See [Q29] for rules and powers.

[PC5] Psionicist Group Classes


Psi30

Level KXP Psi30
mMG SU
1 0 6-- --
2 10 7-- --
3 20 83- --
4 30 94- --
5 40 A5- --
6 50 B62 --
7 60 C73 --
8 100 D84 --
9 200 E95 --
10 300 FA6 1-
11 400 GB7 2-
12 500 HC8 3-
13 600 ID9 4-
14 1000 JEA 5-
15 1600 KFB 61
16 2200 LGC 72
17 2800 MHD 83
18 3400 NIE 94
19 4000 OJF A5
20 4600 PKG B6
21 5200 QLH C7
22 5800 RMI D8
23 6400 SNJ E9
24 7000 TOK FA
25 7600 UPL GB
26 8200 VQM HC
27 8800 WRN ID
28 9400 XSO JE
29 10000 YTP KF
30 10600 ZUQ LG
31 11200 [VR MH
32 11800 \WS NI
33 12400 ]XT OJ
34 13000 ^YU PK
35 13600 _ZV QL
36 14200 `[W RM
TH Saves
PD RS PP BW Sp Fo Re Wi
+0  5  3  8  2  3  1  0  1
+1  5  4  8  2  3  1  0  2
+1  6  4  8  3  4  2  0  2
+2  6  5  8  3  4  2  1  3
+3  6  5  9  3  4  2  1  3
+3  6  6  9  4  5  3  1  4
+4  7  6  9  4  5  3  2  4
+5  7  7  9  4  5  4  2  5
+5  7  7 10  5  6  4  2  5
+6  7  8 10  5  6  4  3  6
+7  8  8 10  5  6  5  3  6
+7  8  9 10  6  7  5  3  7
+8  8  9 11  6  7  6  4  7
+9  8 10 11  6  7  6  4  8
+9  9 10 11  7  8  6  4  8
+10  9 11 11  7  8  7  5  9
+11  9 11 12  7  9  7  5  9
+11  9 12 12  8  9  8  5 10
Requisites: Int 12, Wis 12, Chr 12
Alignment: any
HD/level: d6
Weapon Prof.: 2+level/4
To Hit Table: Pri
Save Table: Psi
Reference: Shadowrun
Groups: Psionicist
 
See [Q30] for rules and powers.
P3Ps = Int + Wis + Chr - 36 +level*6.
1 P3P = 10 PSPs (Psi1 or Psi2) for conversion purposes.
Drain Code L = Minor = P3P Multiplier x1
Drain Code M = Major = P3P Multiplier x2
Drain Code S = Grand = P3P Multiplier x3
Drain Code D = Super = P3P Multiplier x4
Drain Code X = Ultra = P3P Multiplier x5
Multiply the P3P multiplier by the Drain Staging to get P3P cost.
For example, "Air Bolt" is an S3, so it's a Grand that costs 9 P3Ps.
# Successes = Your level (or level/2 if wild talent).
Powers that do damage do 10% of max hp per success, with a save for half damage.
You may "three for one trade" upwards (3 Minors can be replaced with 1 Major, even at level 1).

[PC5] Psionicist Group Classes


Psi36

Level KXP Psi36
mMG S
1 0 1-- -
2 5 2-- -
3 10 3-- -
4 20 41- -
5 40 51- -
6 80 61- -
7 160 62- -
8 320 72- -
9 640 721 -
10 1250 731 -
11 1875 831 -
12 2500 832 -
13 3125 842 -
14 3750 942 -
15 4375 943 -
16 5000 953 1
17 5625 A53 1
18 6250 A54 1
19 6875 A64 2
20 7500 B64 2
21 8125 B65 2
22 8750 B75 3
23 9375 C75 3
24 10000 C76 3
25 10625 C86 4
26 11250 D86 4
27 11875 D87 4
28 12500 D97 5
29 13125 E97 5
30 13750 E98 5
31 14375 EA8 6
32 15000 FA8 6
33 15625 FA9 6
34 16250 FB9 7
35 16875 GB9 7
36 17500 GBA 7
TH Saves
PD RS PP BW Sp Fo Re Wi
+0  0  0  0  0  0  0  0  0
+1  1  1  1  1  1  1  1  1
+1  1  1  1  1  1  1  1  1
+2  2  2  2  2  2  2  2  2
+3  2  2  2  2  2  2  2  2
+3  3  3  3  3  3  3  3  3
+4  3  3  3  3  3  3  3  3
+5  4  4  4  4  4  4  4  4
+5  4  4  4  4  4  4  4  4
+6  5  5  5  5  5  5  5  5
+7  5  5  5  5  5  5  5  5
+7  6  6  6  6  6  6  6  6
+8  6  6  6  6  6  6  6  6
+9  7  7  7  7  7  7  7  7
+9  7  7  7  7  7  7  7  7
+10  8  8  8  8  8  8  8  8
+11  8  8  8  8  8  8  8  8
+11  9  9  9  9  9  9  9  9
Requisites: Str 8, Dex 8, Con 8, Int 8, Wis 8, Chr 8
Alignment: any
HD/level: d9
Weapon Prof.: 2+level
To Hit Table: Pri
Save Table: Mon
Reference: Synn
Groups: Psionicist
 
See [Q36] for rules and powers.

[PC5] Psionicist Group Classes


Psi72

Level KXP Psi72
PPs
1 0 15
2 3.5 30
3 7 45
4 14 60
5 28 75
6 56 90
7 112 105
8 224 120
9 448 135
10 900 150
11 1400 165
12 1900 180
13 2400 195
14 2900 210
15 3400 225
16 3900 240
17 4400 255
18 4900 270
19 5400 285
20 5900 300
21 6400 315
22 6900 330
23 7400 345
24 7900 360
25 8400 375
26 8900 390
27 9400 405
28 9900 420
29 10400 435
30 10900 450
31 11400 465
32 11900 480
33 12400 495
34 12900 510
35 13400 525
36 13900 540
TH Saves
PD RS PP BW Sp Fo Re Wi
+0  5  3  8  2  3  1  0  1
+1  5  4  8  2  3  1  0  2
+2  6  4  8  3  4  2  0  2
+3  6  5  8  3  4  2  1  3
+4  6  5  9  3  4  2  1  3
+5  6  6  9  4  5  3  1  4
+6  7  6  9  4  5  3  2  4
+7  7  7  9  4  5  4  2  5
+8  7  7 10  5  6  4  2  5
+9  7  8 10  5  6  4  3  6
+10  8  8 10  5  6  5  3  6
+11  8  9 10  6  7  5  3  7
+12  8  9 11  6  7  6  4  7
+13  8 10 11  6  7  6  4  8
+14  9 10 11  7  8  6  4  8
+15  9 11 11  7  8  7  5  9
+16  9 11 12  7  9  7  5  9
+17  9 12 12  8  9  8  5 10
Requisites: Str 14, Dex 14, Con 14
Alignment: any
HD/level: d10
Weapon Prof.: 3+level*2
To Hit Table: War
Save Table: Psi
Reference: M&M
Groups: Psionicist
 
See [Q72] for rules and powers.

[PC5] Psionicist Group Classes


Psi81 (Champions)

Level KXP Psi81
mMG SU
1 0 1-- --
2 3 2-- --
3 6 3-- --
4 12 31- --
5 24 32- --
6 48 33- --
7 96 43- --
8 192 44- --
9 375 441 --
10 750 442 --
11 1125 443 --
12 1500 444 --
13 1875 544 --
14 2250 554 --
15 2625 555 --
16 3000 655 --
17 3375 665 --
18 3750 665 1-
19 4125 665 2-
20 4500 665 3-
21 4875 665 4-
22 5250 665 5-
23 5625 666 5-
24 6000 666 6-
25 6375 766 6-
26 6750 776 6-
27 7125 776 61
28 7500 776 62
29 7875 776 63
30 8250 776 64
31 8625 776 65
32 9000 776 66
33 9375 777 66
34 9750 777 76
35 10125 777 77
36 10500 877 77
TH Saves
PD RS PP BW Sp Fo Re Wi
+1  5  3  8  2  3  1  0  1
+2  5  4  8  2  3  1  0  2
+3  6  4  8  3  4  2  0  2
+4  6  5  8  3  4  2  1  3
+5  6  5  9  3  4  2  1  3
+6  6  6  9  4  5  3  1  4
+7  7  6  9  4  5  3  2  4
+8  7  7  9  4  5  4  2  5
+9  7  7 10  5  6  4  2  5
+10  7  8 10  5  6  4  3  6
+11  8  8 10  5  6  5  3  6
+12  8  9 10  6  7  5  3  7
+13  8  9 11  6  7  6  4  7
+14  8 10 11  6  7  6  4  8
+15  9 10 11  7  8  6  4  8
+16  9 11 11  7  8  7  5  9
+17  9 11 12  7  9  7  5  9
+18  9 12 12  8  9  8  5 10
Requisites: Con 18
Alignment: any
HD/level: d20
Weapon Prof.: 4+level/2
To Hit Table: Mon
Save Table: Psi
Reference: Champions
Groups: Psionicist
 
See [Q81] for rules and powers. This is a "mutant" frequency and is resisted using RR. It is added to the options for the ArchMutant class.
PSPs (Psi 81) = Con*LVL
Exceptional Str and Con. Gets Exceptional Str and Con bonus (both) to hit dice.

[PC5] Psionicist Group Classes


Psi100

Level KXP Psi100
mMG S
1 0 1-- -
2 3.75 2-- -
3 7.5 3-- -
4 15 4-- -
5 22.5 41- -
6 37.5 51- -
7 75 52- -
8 112.5 62- -
9 150 63- -
10 187.5 73- -
11 225 74- -
12 450 741 -
13 675 841 -
14 1125 851 -
15 1500 852 -
16 1950 952 -
17 2400 962 -
18 2900 A62 1
19 3400 A72 1
20 3900 A73 1
21 4400 B83 2
22 4900 C84 2
23 5400 D94 2
24 5900 E95 3
25 6400 FA5 3
26 6900 GA6 3
27 7400 HB6 4
28 7900 IB7 4
29 8400 JC7 4
30 8900 KC8 5
31 9400 LD8 5
32 9900 MD9 5
33 10400 NE9 6
34 10900 OEA 6
35 11400 PFA 6
36 11900 QFB 7
TH Saves
PD RS PP BW Sp Fo Re Wi
-1  5  4  8  2  3  1  0  2
-1  6  5  8  3  4  2  1  3
-1  6  6  9  4  5  3  1  4
-1  7  7  9  4  5  4  2  5
+0  7  8 10  5  6  4  3  6
+0  8  9 10  6  7  5  3  7
+0  8 10 11  6  7  6  4  8
+0  9 11 11  7  8  7  5  9
+1  9 12 12  8  9  8  5 10
+1 10 13 12  8 10  8  6 11
+1 11 14 13  9 11  9  7 12
+1 11 14 13 10 12 10  7 13
+2 13 15 14 12 13 11  8 14
+2 15 15 15 14 14 12  9 15
+2 15 16 16 15 15 12  9 16
+2 16 16 16 15 16 13 10 17
+3 16 16 16 16 16 14 11 18
+3 16 16 16 16 16 15 11 19
Requisites: Dex 10, Con 10, Wis 10, Chr 10, 2 of these must be 16
Alignment: any
HD/level: d10
Weapon Prof.: 3+level/4
To Hit Table: Psi
Save Table: 2xPsi
Reference: DM {Planeshifted Psi1}
Groups: Psionicist, Alternate
 
See [Q100] for rules and powers.
Psionic Strength = (Dex+Con+Wis+Chr)/4*(Level+9)
Level 1: Spend 1 Non-Weapon proficiency: Permanently raise two abilities' CL by 1 (or +2 CL to one ability). You may not more than double your level doing this.

[PC5] Psionicist Group Classes


Psi1200C

Level KXP
Spells
1 0 (none)
2 2.15 (none)
3 4.3 (none)
4 8.6 (none)
5 17.2 (none)
6 34.4 (none)
7 68.8 (none)
8 127.6 (none)
9 225.2 (none)
10 390.4 (none)
11 680.4 (none)
12 1440 (none)
13 1910 (none)
14 2380 (none)
15 2850 (none)
16 3320 (none)
17 3790 (none)
18 4260 (none)
19 4730 (none)
20 5200 (none)
21 5670 (none)
22 6140 (none)
23 6610 (none)
24 7080 (none)
25 7550 (none)
26 8020 (none)
27 8490 (none)
28 8960 (none)
29 9430 (none)
30 9900 (none)
31 10370 (none)
32 10840 (none)
33 11310 (none)
34 11780 (none)
35 12250 (none)
36 12720 (none)
TH Saves
PD RS PP BW Sp Fo Re Wi
+1  1  1  1  1  1  1  1  1
+2  2  2  2  2  2  2  2  2
+3  3  3  3  3  3  3  3  3
+4  4  4  4  4  4  4  4  4
+5  5  5  5  5  5  5  5  5
+6  6  6  6  6  6  6  6  6
+7  7  7  7  7  7  7  7  7
+8  8  8  8  8  8  8  8  8
+9  9  9  9  9  9  9  9  9
+10 10 10 10 10 10 10 10 10
+11 11 11 11 11 11 11 11 11
+12 12 12 12 12 12 12 12 12
+13 13 13 13 13 13 13 13 13
+14 14 14 14 14 14 14 14 14
+15 15 15 15 15 15 15 15 15
+16 16 16 16 16 16 16 16 16
+17 17 17 17 17 17 17 17 17
+18 18 18 18 18 18 18 18 18
Requisites: Str 10, Dex 10, Wis 10, Chr 10
Alignment: C any
HD/level: 2d15-6
Weapon Prof.: 7+level
To Hit Table: Mon
Save Table: 2xMon
Reference: DM
Groups: Psionicist, Overt
 
See [Q1200C] for rules and powers. You know all the powers, as long as you have the CPPs to run them. This means that yes, you can throw Majors (or even Grands/Supers) at level 1 if you have the points.
Chaos Psionic Points (CPPs) = (Str+Dex+Wis+Chr) * (Psi1200C level)
Level 1: Immune Chaos, Wild Magic, Black Ice.
Level 1: Immune to your own effects.
Level 1: 0, 1/r: Ignore someone else's immunity to Chaos for this segment.
 
Note: Psi1200C effects that say "CL targets" can choose the same target more than once. This is an exception to the normal Collective rules on this.

[PC5] Psionicist Group Classes


[Q1200C] Psi1200C Powers

Type # Power CPPs Effect
Minor 1 Behold the Chaoticness 6 Rope-like shapes appear; Group is Insane (RSW save to lose CL San points instead)
Minor 2 Chaos Blast 6 Deal CLd4 Chaos dmg to one group (no save)
Minor 3 Confusion Area 10 Confusion (CL targets or 1 group, Will save)
Minor 4 Cthulhoid Horror Swarm I 13 Summon CL ML I or CL/2 ML II Cthulhoid Horror monsters
Minor 5 Dispel Radiation/Tech Blast 15 Dispels CL Radioactive, Wild/Chaos, or Technological effects
Minor 6 Dissension's Feast Area 20 10'x10' area has food spoiled; ruins goodberries; shuts off potions
Minor 7 Enervation Area 27 Enervation (CL targets or 1 group, PPD save)
Minor 8 Mistaken Missive Area 7 10'x10' area of writings (incl. magical writings, scrolls) becomes illegible; Removes Glyphs/Symbols
Minor 9 Protection from Law 10'r 7+1/r Protection from Law 10'r
Minor 10 Push Wave 6 Throw a group back (10*CL' Falling dmg, no save)
Minor 11 Taunt Blast 9 CL target creatures or 1 group will attack you on their next action (no save)
Minor 12 Trip/Fumble Zone 1/s x1 Enemy Special: Enemies Trip (Fort save) and Fumble (Reflex save) each segment
Major 1 Chaotic Combat Zone 38 x1 Special: Everyone rolls 1d10 to hit, "1"-"5" results are left alone (they mean 1-5), "6"-"10" means 16-20 (add 10 to the result)
Major 2 Contact Other/Higher Plane 17 Contact Other/Higher Plane or Commune, up to CL planes removed
Major 3 Cthulhoid Horror Swarm II 47 Summon CL/2 ML III or CL/3 ML IV or CL/4 ML V Cthulhoid Horror monsters
Major 4 Mirror Mislead 29+2/r Does a Non-Detection, a Mislead, a Mirror Image, and a Displacement
Major 5 Random Push Zone 28+1/s x1 Enemy Special: Enemies take 10*CL' Falling dmg per segment
Major 6 Reverse Causality 28 Creature saves vs. RSW or his physical attacks damage himself instead of others
Major 7 Sporacle 32 Sporacle (random [C] section effect) a group.
Major 8 Strip Down (Nude Bomb) 19+1/s Choose 1 target; he removes/drops 1 item and 1 effect /s (no save)
Major 9 Wishoid Mutation Zone 38/t x1 Special: Wishoids have random effects
Grand 1 Area Amplification 23 Your next Psi1200C power has double area (e.g. CL targets -> CL*2 targets; 1 group -> 2 groups)
Grand 2 Cthulhoid Horror Swarm III 170 Summon CL/3 ML VI or CL/4 ML VII or CL/5 ML VIII Cthulhoid Horror monsters
Grand 3 Enhance Radiation 54 The radiation level in the room is raised or lowered (your choice) by RS=CL/3
Grand 4 Hornung's Area Dispatcher 108 Plane Shift away (CL targets or 1 group, each goes to a random plane, Will save)
Grand 5 Uncontrolled Weather Zone 10/r x1 Terrain Feature: Weather in area become extreme; Everyone takes CLd20 Natural Weather dmg /r
Grand 6 Wandering Monster Modification 11/r x1 Terrain Feature: Wandering monsters occur either (choose:) x2 or ÷2 as often
Super 1 Cthulhoid Horror Swarm IV 614 Summon CL/4 ML IX or CL/5 ML X or CL/6 ML XI Cthulhoid Horror monsters
Super 2 Invoke Devastation 48/s x1 Terrain Feature: It's raining Colorless Fire; All in area are Wild Surged, Wand of Wondered, Sporacled, and DNA Scrambled /s
Super 3 Raw Logrus 320 All enemies you can see (up to CL groups) take CL^2 Chaos dmg (no save) and lose CL San (Will save for half)

[PC5] Psionicist Group Classes


Psi∞ (Infinity) / PsiÀ0 (Aleph sub 0)

Level KXP Psi∞
mMG S
1 0 1-- -
2 10 2-- -
3 25 3-- -
4 50 31- -
5 100 32- -
6 250 33- -
7 500 43- -
8 750 44- -
9 1000 441 -
10 1500 442 -
11 2000 443 -
12 2500 544 -
13 3000 554 -
14 3500 555 -
15 4000 655 -
16 4500 665 -
17 5000 666 -
18 5500 666 1
19 6000 666 2
20 6500 666 3
21 7000 666 4
22 7500 666 5
23 8000 666 6
24 8500 766 6
25 9000 776 6
26 9500 777 6
27 10000 777 7
28 10500 877 7
29 11000 887 7
30 11500 888 7
31 12000 888 8
32 12500 988 8
33 13000 998 8
34 13500 999 8
35 14000 999 9
36 14500 999 9
TH Saves
PD RS PP BW Sp Fo Re Wi
-1  6  4  8  3  4  2  0  2
+0  6  6  9  4  5  3  1  4
+1  7  7 10  5  6  4  2  5
+1  8  9 10  6  7  5  3  7
+2  9 10 11  7  8  6  4  8
+3  9 12 12  8  9  8  5 10
+4 10 13 13  9 11  9  6 11
+4 11 14 13 10 12 10  7 13
+5 14 15 14 13 14 11  8 14
+6 15 16 16 15 15 12  9 16
+7 16 16 16 16 16 14 10 17
+7 16 16 16 16 16 15 11 19
+8 16 16 16 16 16 15 14 19
+9 16 16 16 16 16 16 16 19
+10 16 17 17 16 17 16 16 19
+10 17 17 17 17 17 17 16 19
+11 17 18 18 17 17 17 17 19
+12 18 18 18 18 18 17 17 19
Requisites: Int 15, Wis 15, Chr 15 (one 20)
Alignment: any
HD/level: d14
Weapon Prof.: 3+level/3
To Hit Table: 3xPsi
Save Table: 3xPsi
Reference: DM {Reduced PsiÀ1 (Aleph sub 1)}
Groups: Psionicist, Concordant (x1)
 
See [Q∞] for rules and powers. DM Note: I am temporarily putting the powers on this page.
All Psi∞ effects have 0 duration.
Psionic Strength = (Int+Wis+Chr)/3*(Level)
   
Psi∞ Minors (PSP cost = 1):
Break (one item is destroyed, item save vs. disintegration)
Dispel (one effect is dispelled)
Disruption (group, 50 dmg, RSW save for 10)
Enhance (1bM to use, add your CL to the CL of an effect for this segment)
Flash Summon Minor (summon a DL IV monster, it attacks once now, then disappears)
Random Teleport (one target, 1dCL miles in random direction, RSW save)
Reroll die (1bM to use, reroll a die roll you just made)
Telekinetic Damage (group, CLd4, no save)
Sporacle (random [C8] section effect, one target, RSW save)
Psi∞ Majors (PSP cost = 10):
Disintegrate (group, RSW save for 25 dmg)
Effect Immunity (1bM to use, immune to an effect for this segment)
Flash Summon Major (summon a DL VII monster, it attacks once now, then disappears)
Instantaneous (reverse Permanency)
Random Planeport (one target, 1d(CL-3) planes in a random direction, RSW save)
Sharp (group is Sharped, no save)
Sporacle-ize (random [C8] section effect, group, RSW save)
Psi∞ Grands (PSP cost = 100):
Annihilate (group, RSW save for 100 dmg)
Flash Summon Grand (summon a DL X monster, it attacks once now, then disappears)
Discontinuous (reverse Continuous)
Time Start (can be used while Time Stopped, dispels it or creates a time bubble)

[PC5] Psionicist Group Classes


Psi∞*100 (Infinity*100)

Level KXP Psi∞*100
mMG S
1 0 1-- -
2 10 2-- -
3 25 3-- -
4 50 31- -
5 100 32- -
6 250 33- -
7 500 43- -
8 750 44- -
9 1000 441 -
10 1500 442 -
11 2000 443 -
12 2500 544 -
13 3000 554 -
14 3500 555 -
15 4000 655 -
16 4500 665 -
17 5000 666 -
18 5500 666 1
19 6000 666 2
20 6500 666 3
21 7000 666 4
22 7500 666 5
23 8000 666 6
24 8500 766 6
25 9000 776 6
26 9500 777 6
27 10000 777 7
28 10500 877 7
29 11000 887 7
30 11500 888 7
31 12000 888 8
32 12500 988 8
33 13000 998 8
34 13500 999 8
35 14000 999 9
36 14500 999 9
TH Saves
PD RS PP BW Sp Fo Re Wi
-1  6  4  8  3  4  2  0  2
+0  6  6  9  4  5  3  1  4
+1  7  7 10  5  6  4  2  5
+1  8  9 10  6  7  5  3  7
+2  9 10 11  7  8  6  4  8
+3  9 12 12  8  9  8  5 10
+4 10 13 13  9 11  9  6 11
+4 11 14 13 10 12 10  7 13
+5 14 15 14 13 14 11  8 14
+6 15 16 16 15 15 12  9 16
+7 16 16 16 16 16 14 10 17
+7 16 16 16 16 16 15 11 19
+8 16 16 16 16 16 15 14 19
+9 16 16 16 16 16 16 16 19
+10 16 17 17 16 17 16 16 19
+10 17 17 17 17 17 17 16 19
+11 17 18 18 17 17 17 17 19
+12 18 18 18 18 18 17 17 19
Requisites: Int 20, Wis 20, Chr 20 (one 25)
Alignment: any
HD/level: d21
Weapon Prof.: 2+level/2
To Hit Table: 3xPsi
Save Table: 3xPsi
Reference: DM {Alternate Psi∞}
Groups: Psionicist, Concordant (x1), Alternate
 
See [Q∞*100] for rules and powers. DM Note: I am temporarily putting the powers on this page.
All Psi∞*100 effects have 0 duration.
Psionic Strength = (Int+Wis+Chr)/3*(Level)
   
Psi∞*100 Minors (PSP cost = 2):
Break (CL items are destroyed, item save vs. crushing blow)
Dispel (CL effects is dispelled, use Dispel Magic check for each)
Disruption (2 groups, 25 dmg, RSW save for 5)
Enhance (1bM to use, add your CL to the CL of an effect for this segment)
Flash Swarm Minor (summon CL DL II monsters, they attack once now, then disappear)
Random Dim Door (one group, 1dCL*30' in same random direction, RSW save)
Reroll die (1bM to use, reroll a die roll you just made)
Telekinetic Damage (2 groups, CLd2, no save)
Sporacle (random minor [C8] section effect, one group, RSW save)
Psi∞*100 Majors (PSP cost = 20):
Disintegrate (2 groups, RSW saveg)
Effect Immunity (1bM to use, immune to an effect for this segment)
Flash Swarm Major (summon CL DL IV monsters, they attack once now, then disappear)
Instantaneous (reverse Permanency)
Random Teleport (one group, 1dCL miles in the same random direction, RSW save)
Sharp (2 groups is Sharped, Fort save)
Sporacle-ize (random minor [C8] section effect, 2 groups, RSW save)
Psi∞*100 Grands (PSP cost = 200):
Annihilate (2 groups, RSW save)
Flash Swarm Grand (summon CL DL VI monsters, they attack once now, then disappear)
Discontinuous (reverse Continuous)
Time Start (can be used while Time Stopped, dispels it or creates a time bubble)

[PC5] Psionicist Group Classes


Psionic Dabbler

Level KXP Psi
m
1 0 2
2 1.1 4
3 2.2 6
4 4.4 8
5 8.8 10
6 17.6 12
7 35.2 14
8 70.4 16
9 140.8 18
10 281.6 20
11 500 22
12 720 24
13 940 26
14 1160 28
15 1380 30
16 1600 32
17 1820 34
18 2040 36
19 2260 38
20 2480 40
21 2700 42
22 2920 44
23 3140 46
24 3360 48
25 3580 50
26 3800 52
27 4020 54
28 4240 56
29 4460 58
30 4680 60
31 4900 62
32 5120 64
33 5340 66
34 5560 68
35 5780 70
36 6000 72
TH Saves
PD RS PP BW Sp Fo Re Wi
-1  5  3  8  2  3  1  0  1
-1  5  4  8  2  3  1  0  2
-1  6  4  8  3  4  2  0  2
-1  6  5  8  3  4  2  1  3
+0  6  5  9  3  4  2  1  3
+0  6  6  9  4  5  3  1  4
+0  7  6  9  4  5  3  2  4
+0  7  7  9  4  5  4  2  5
+1  7  7 10  5  6  4  2  5
+1  7  8 10  5  6  4  3  6
+1  8  8 10  5  6  5  3  6
+1  8  9 10  6  7  5  3  7
+2  8  9 11  6  7  6  4  7
+2  8 10 11  6  7  6  4  8
+2  9 10 11  7  8  6  4  8
+2  9 11 11  7  8  7  5  9
+3  9 11 12  7  9  7  5  9
+3  9 12 12  8  9  8  5 10
Requisites: Int 10, Wis 10, Chr 10
Alignment: any
HD/level: d4
Weapon Prof.: 1+level/3
To Hit Table: Psi
Save Table: Psi
Reference: DM
Groups: Psionicist
 
Gets two Psionic minor powers per level. Knows all minor Psionic powers of all frequencies.
Psionic Strength = (highest of Int,Wis,Chr)*2/3*(level+9)
This is in Psi1 points.

[PC5] Psionicist Group Classes


[MC2.--2] Monster Psi--2

Use SL # Power Disip. Check PSPs Effect Power Score Source
d 2 1 Biosaveback Metab Int-7 9+5/r -2 dmg/energy att; +CL/3 saves +CL saves instead DM
d 2 2 Deflection Kinet Con-5 6 [pick R,M,P,I] Deflection CL*5% pick 2, or Reflection on 1 DM
d 2 3 Endurance of the Land Metab Int-7 15+3/r +5 max hp; +3 AC; +3 saves; IR 25% Lasts 5r after maint. DM
d 2 4 Inertial Wall Kinet Int-8 11+8/r Melee: -CL dmg/att; Missile: Delay 1s Another Melee -CL/att DM
d 2 5 Magnify M-Psi Chr-5 25M+M/r Mult. power (Max=level/5+1) M+1, no extra cost DM
d 2 6 Resist Disease Metab Int-8 18/d Resist disease Immune disease DM
c 2 1 Cell Arrangement Metab Int-8 2*N cures 5*N% of max hp (max N=CL*5+35) Half cost in PSPs DM
c 2 2 Double [C] Metab Int-8 11 Doubles a harmful [C] section effect Becomes capital lettered DM

[MC2.-17] Monster Psi-17

Use SL # Effect
c 2 1 Chaos Ball your group (incl. yourself) for LVLd6 dmg
c 2 2 Create a LVL*10' Wall of Stone with random orientation in the room
c 2 3 Create a random trap (only enemies trigger it)
c 2 4 Sleep your entire group (incl. yourself) (save)
c 2 5 Wand of Wonder effect

[MC2.-15] Monster Psi-15

Use SL # Name Effect
d 2 1 Add Breath Weapon [1st] Breath weapon is 3/d. Choose a normal (EE=1) eelement. Breath = 50% of current hp total.
d 2 2 Add Breath Weapon [2nd] Breath weapon is once per 3 rounds. Choose a normal (EE=1) eelement. Breath = (CL+1)d(CL*2+2).
d 2 3 Add Resistance Resist one normal (EE=1) eelement, this can be taken twice for an EE=2, thrice for an EE=3, etc.
d 2 4 Add Tentacle Tentacle does 1d(CL*2) damage
d 2 5 Increase Touch Damage CLdCL dmg with unarmed touch (do not add punch or weapon damage)
c 2 1 Alter Resistances Alter two resistances (or one immunity) to be of different eelement(s) (Pick an EE factor = original)

[MC2.-12L] Monster Psi-12L

Use SL # Name PSPs Effect
d 1 1 Anti-Psionic Resistance 4+3/t +5*CL% AntiPsiR
c 1 1 Blind/Unblind 9 Cure or Cause Blindness (RSW save)
c 1 2 Charm Blast 8 One group is charmed (Will save), doesn't affect undead etc.
c 1 3 Choose Summoning I 12 Monster Summoning using ML I chart, you pick the result
c 1 4 Law Bolt 11 CLxCL mental dmg to 1 target (Reflex:½); C-align x2 dmg
d 2 1 Hold Life 20+6/t Immune to XP/Stat Drain; Immune Aging
c 2 1 Choose Summoning II 24 Monster Summoning using ML II chart, you pick the result
c 2 2 Dispel Anti-Psi 14 Dispels one anti-Psi effect
c 2 3 Force Shape & Wrench 20 Force Shapechange & Wrench (no save, get ER & aNR)
c 2 4 Law Beam 22 CLxCL mental dmg in line (Reflex:½); C-align x2 dmg
c 2 5 Phantasmal Killer 18 Phantasmal Killer
c 2 6 Suggestion Blast 16 One group is suggested (Will save), all use same suggestion

[MC2.-12T] Monster Psi-12T

Use SL # Name PSPs Effect
d 1 1 Effects Preservation 6+2/t +5*CL% AntiMR; +2*CL% ER
d 1 2 Spectral Natural Fighting 12+2/t Spectral Hand; no ill effects from punching/kicking things
c 1 1 Bring Animals I 12 Summon CL Animals using ML I chart, you pick the result
c 1 2 Hold Blast 8 One group is held (Will save)
c 1 3 Ice Aura 10+2/r Anyone who melees with you takes CL ice dmg /s (no save)
d 2 1 Polymoph Self 20 Polymorph Self; lasts CL turns
d 2 2 Stay Conscious 24+4/t You stay conscious up to -10-CLxCL hp (defensive acts only)
d 2 3 Touch Reflection 16+4/t Touch effects are reflected back to opponent
c 2 1 Bring Animals II 24 Summon CL Animals using ML II chart, you pick the result
c 2 2 Dispel Anti-Magic 14 Dispels one anti-Magic effect (or) Halve ER (no ER or save)
c 2 3 Dust Aura 20+4/r Enemies in your group takes CL dust dmg /s (no save)

[MC2.-12C] Monster Psi-12C

Use SL # Name PSPs Effect
d 1 1 Commotion Resistance 8+1/t +CL*5% RR; Resist own effects; Resist Wild Surges
d 1 2 Cthulhoid Aura 10+1/r You look like a cthulhoid beast, gaze to fear (save vs. Will)
c 1 1 Cthulhoid Swarm I 12 Summon CL Monsters using ML I "Weird" chart (random)
c 1 2 High-Frequency Sample 13 Generate a High-Frequency Sampler minor effect
c 1 3 Taunt Blast 8 One group will attack you on their next action (no save)
c 1 4 Wild Invocation I 11 Random 0th (50%) or 1st (50%) SL Wizard Invocation spell
d 2 1 Anti-Technological Armor 23+1/t +5*CL% TechR (or) Resist Technology
d 2 2 Know Next Dice Rolls 19+1/t 0,1/r: Roll dice ahead of time before action, can choose not to
c 2 1 Chromatic Blast 18 Area effect Chromatic (50%) / Metallic (50%) Orb; CL=1d12
c 2 2 Confusion Blast 16 One group is confused (Will save)
c 2 3 Contagion/Enervation 26 One target is hit by Contagion & Enervation (PPD for each)
c 2 4 Cthulhoid Swarm II 24 Summon CL Monsters using ML II "Weird" chart (random)
c 2 5 Dispel Radiation/Tech 14 Dispels one Radioactive, Wild/Chaos, or Technological effect
c 2 6 Wild Invocation II 22 Random 2nd (60%) or 3rd (40%) SL Wizard Invocation spell

[MC2.-9] Monster Psi-9

Use SL # Name Check Description [perm. effects in brackets]
d 2 1 Blister-healer Chr/m [+1 TH, -1 dmg/att]
d 2 2 Electricity Suppressor Chr/r Resist Lightning
d 2 3 No Poison For Me Wis/r Resist Poison ("death" becomes ½ max hp)
d 2 4 Resistance to Anti-Magic Chr/m CH*5% aMR (adjust @ 12th casting level)
d 2 5 Resistance to Anti-Psionics Dex/m CH*5% aPR (adj.@12th)
d 2 6 Specific Reduction Int/m takes -1d4 dmg/m on contact w/ substance
c 2 1 Loss of Limbs Wis/h Target is sharped (save)
c 2 2 You'll Shoot Your Eye Out! Wis/r Target loses 1 eye (no save)

[MC2.-6G] Monster Psi-6G

Use SL # Name PSPs Effect
d 1 1 Angelfire 4+Q Spend Q psi points from non-Psi(-6) pools you have: Your next attack does +Q dmg
d 1 2 Trumpet 3/m Each segment, if an enemy combatant does *not* attack you, he takes CL dmg (no save)
c 1 1 Angelic Heal 2*N Cure N hp to one target (max N = 5+CL^2)
c 1 2 Angelic Heal Other † N 1bM: Cure N total hp to any number of targets, you lose N hp (max N = 10+2*CL^2)
c 1 3 Avenge 13 Choose a target, you deal double weapon damage to that target this combat
c 1 4 Blinding Light 13 Target is blinded (RSW save), halves his AC (Spell save), loses next P action (BW save)
c 1 5 Bloodboil 7/r Target takes CL holy blood dmg (no save) per segment
c 1 6 Exorcise 4 CL dmg & CL^3 lbs. telekinesis in a 70' line (no save); for objects, can force item saves
c 1 7 Glimmer † 13/r 1bM: Target can't be directly targetted; effects on him (including this) can still be targetted
c 1 8 Guardian † N 1bM: Prevent N of the damage being done to one target
c 1 9 Lightning 6 Target takes (CL+2)d6 holy lightning dmg (save: ½)
d 2 1 Angelic Wall 11/m DR 40/+CL
d 2 2 Starlit 23/h Holy Fire Shield (half damage back in melee); +CL*20% RaRR; Ultravision
c 2 1 Brimstone 12 Three 35' radius areas: CL^2 holy fire dmg (no save)
c 2 2 Pentecost 18+N 35' radius: All targets make Will save (extra -CL-N*3 penalty) or Confused CL rounds
c 2 3 Possess 7/s Target dominated (Will save); takes (CL+3)^2 dmg/s; you can't use actions while this runs
c 2 4 Renewal † 11 1bM: One target at negative hp is cured to 0 hp

[MC2.-6N] Monster Psi-6N

Use SL # Name PSPs Effect
c 1 1 Earth Bolt N Deal Nd10 Eldritch Earth dmg to one target (no save); max N=CL
c 1 2 Force of Nature I 1 Summon a Plant Elemental: AC 20, hp 20, #Att 1/1, TH +10, dmg 10
c 1 3 Natural Healing ~ 8 1P or 1M: Target is cured equal to his Con score in hp
c 1 4 Naturalize 11 Dispel one non-natural effect (or) Turn off one non-natural item for 1 turn
d 2 1 Adaptation ~ 3/h 1P or 1M: NaNR +CL*10%; Immune to Hostile Environment; Need not breathe
c 2 1 Earth Storm 4*N Deal Nd12 Eldritch Earth dmg 40' radius (no save); max N = CL
c 2 2 Force of Nature II 4 Summon a Wood Elemental: AC 40, hp 80, #Att 2/1, TH +30, dmg 30
c 2 3 Gaea’s Blessing 11 Reconstruct up to three effects which were dispelled/twisted within the last turn

[MC2.-6E] Monster Psi-6E

Use SL # Name PSPs Effect
d 1 1 Ashes 4/r Half of your weapon dmg is vile dmg (perm hp)
d 1 2 Demonfire 3+Q Spend the Q points from non-Psi(-6) frequencies. Your next attack is at +Q to hit.
c 1 1 Chilling Darkness 6 Target gets -1 all #Att (PP save); x½ save bonus (PPD save); lose next M act. (BW save)
c 1 2 Darkbolt N 6 ½M, -1 current hp: Target takes CLd4 darkness dmg (no save) and stun 1 segment (Para save)
c 1 3 Drain Life N 11+N ½M, -1 current hp: Target takes N unholy negative vile grave dmg (no save); gain N hp (can go above max)
c 2 1 Circle of Nausea 13 30' r: -CL TH, saves, prof/stat checks for 1t (no save), lose 1 random action (Petrif save)
c 2 2 Darkbeam N 13 ½M, -4 current hp: 60' line takes CLd6 darkness dmg (no save) and stun 2 segments (Para save at -CL)
c 2 3 Evil Eye 14/cr Target's AC becomes 66-CL^2 (Petrif save at -CL); "/cr" means "per complete round"
c 2 4 Jovial Evil N 12 ½M, -4 current hp: 30' r: CLd6 unholy radiance (no save), good-align have no resist and take x2 dmg
c 2 5 Simulacrum 11 (borrow 1M from future to use) Redirect an effect targetting you to one of your summons

[MC2.-5] Monster Psi-5

Use SL # Name PSPs Effect
d 2 1 Immune to Charm 1+1/h Target is immune to charm & hypnosis
d 2 2 Immune to Fear 1+1/h Target is immune to fear & beguiling
d 2 3 Immune to Hold 1+1/h Target is immune to hold & stop
d 2 4 Immune to Sleep 1+1/h Target is immune to sleep & exhaustion
c 2 1 Aging 1 Target is aged CL*CL years (no save)
c 2 2 Bolt of Nothing 1 CL dmg to one target (no save); that targets loses next M action (save)
c 2 3 Immobilize 1 -3xCL" move rate (no save); loses Dex bonus to saves & AC (save)
c 2 4 Nullcancel 1 Dispel one x1 effect (no save, gets ER)

[MC2.-3] Monster Psi-3

Use SL ## Name Discip. Short Description Source
d 1 1 Lesser Metaphys. Armor Clasen Enemies need a +1 weapon to hit you. DM
d 1 2 Tail of the Rat Psymet Gain a tail; your base tail attack does 1d4 damage. DM
c 1 1 Astral Destruct I Metcre Creates astral destruct to fight for you. DM
c 1 2 Biodust Psykin 1d4 dust dmg/r to up to 2 cr. DM
c 1 3 Lesser Spirit Adjustment Psymet You heal 1d8 hp, +1 to next PP save, or restore 1 negative level. DM
c 2 1 Astral Destruct II Metcre Create astral destruct to fight for you. DM
c 2 2 Chilling Ray Metcre Cold ray deals 3d6 damage to foe. DM
c 2 3 Muscle Lock Telep Subject cannot move or take any physical actions. DM
c 2 4 Psionic Trap Psyport Create a psionic trap (a minor High Frequency Sample effect) DM
c 2 5 Spirit Adjustment Psymet You heal 3d6 hp, +3 to next PP save, or restore 2 negative levels. DM

[MC2.-2] Monster Psi-2

Use SL # Power Disip. Check PSPs Effect Power Score Source
d 2 1 Magnify M-Psi Wis-5 25M+M/r Mult. power (Max=level/5+1) M+1, no extra cost DM
d 2 2 NoBlink Port Int+1 7+3/r Blinking does not function within 100' within 1000' DM
d 2 3 Replacement Metab Con-3 6+3/r Ignore displacement Ignore mirror images DM
c 2 1 Adrenalin Drain Metab Con-3 8+4/r 6 Str,Dex,or Con dmg 6 to all three DM
c 2 2 Cause Disease Metab Con-3 12 Cause Disease Cause 2 diseases DM
c 2 3 Cell Adjustment Metab Con-3 1/hp max 20*level hp /r; disease=+5 PSPs Half cost in PSPs DM
c 2 4 Decelerate Metab Con-2 10+10/m Target loses next action (save) next 2 actions DM
c 2 5 Deflect Kinet Int 4 Deflect a melee attack -- DM
c 2 6 Half Pain Metab Con-3 7 Take half damage from one person for 1t -- DM
c 2 7 Reduced Strength Metab Wis-3 2S+S/r Strength dmg, Max=level Max=2*level DM
c 2 8 Sight Less Telep Con-3 C+5/m Blindness (save) Deafness (save) DM
c 2 9 Sound Less Telep Con-2 C+4/t Deafness (save) Blindness (save) DM
c 2 10 Taste Less Telep Con-2 C+4/t Cannot taste, drink potions, eat pills (save) Target cannot smell DM
c 2 11 Time Diminish Port Int-7 54/r -3 M, -3 P, -3 V (save) -1 more each type DM
c 2 12 Time Halve Port Int-1 22/s Lose one instance of "Q" on all action types -4 AC/save; -2 TH DM
c 2 13 Weakness of the Land Metab Con-2 10+2/r 25 dmg, -3 TH, -3 dmg, -25% MR Lasts 5r after maint. DM

[MC2.-1] Monster Psi-1

Use SL ## Name PSPs Short Description
d 2 1 Steadiness 3/t Immune Telekinsesis, Falling Damage, Teleport Away, Gates/DimDoors
d 2 2 Visibility 3/t Everything within 30'r is visible (counters hidden and Disappearance too)
c 2 1 Cell Rearrangement N Heals/Harms N% of max hp; Max N = level*5; Cure/Cause Curse = 20/70
c 2 2 Object Writing 1/r Item must make item saving throw or destroyed
c 2 3 Premature Trigger 10 Set off someone else's trigger prematurely (no save, ER resists)
c 2 4 Resume Animation 6 Remove one instance of Paralysis, Stun, Hold, etc. on yourself
c 2 5 Reverse ESP 2/r 0, 1/r: Target hears your thoughts and must save or insane.

[MC2.0] Monster Psi0

Use SL # Power P0P Action Effect
d 2 1 Catfall 1 1P Land on feet, get a Dex check versus each die of the falling damage
d 2 2 Fast-draw 1 0 1 of your weapon attacks occurs at start of round; can pick up 1 weapon without using 1V
c 2 1 Arrow Cutting 1 1V You get a Dex check (with penalty = enemy's level) for each missile shot at you this round
c 2 2 Choke 1 1P One attack: Each round target makes Con check or unconscious, maintain by using 1V
c 2 3 Disable Limb 1 1P One attack: One limb cannot be used by target for 1t (no save)
c 2 4 Disarm 1 1P One attack: Target is disarmed (no save)
c 2 5 Medicine I 1 1V Choose one: Cure KiL hp; Cure Wounding; Repair disabled limb
c 2 6 Throw 1 1P Make one attack, if successful, throw target level*10' in one direction, he takes falling dmg

[MC2.1] Monster Psi1

Use SL ## Name PSPs Short Description
d 2 1 Automaton 10/r Animate Object (as spell)
d 2 2 Psionic Trigger 10/d Contingency for 1 psi power (still need points)
d 2 3 Telekinetic Barrier 5N /t Take -N dmg per physical attack (max N = level)
c 2 1 Cell Adjustment 1/hp Max.# hp = level*5, Cure Disease=20/70
c 2 2 Command 5 Command (as spell)
c 2 3 Domination 5+HD/r Save; Psionic gets control of all actions
c 2 4 Hypnosis 1/HD Level>10 or Int16=save; Max.HD=ä(level)
c 2 5 Invisibility 3/t Mental Invisibility, affects ä(level) in HD
c 2 6 Lights 1/t Faerie Fire, Dancing Lights, Light
c 2 7 Telekinetic Blade 5/r Base damage CLdCL, considered +CL/3 weapon, mental weapon

[MC2.2] Monster Psi2

Use SL # Power Disip. Check PSPs Effect Power Score Source
d 2 1 Awe Telep Chr-2 C+4/r Won't attack caster (save) No save PHBR5
d 2 2 Biofeedback Metab Con-2 6+3/r -2 dmg/att;+level/3 AC bonus +level AC bonus PHBR5
d 2 3 Blink Port Int+1 7+3/r Blink Blink Wounding 1/r WatW2
d 2 4 Displacement Metab Con-3 6+3/r As per Displacer Beast AC bonus is +4 PHBR5
d 2 5 Ectoplasmic Form Metab Con-4 9+9/r Pass through solid objects Maintenance 3/r PHBR5
d 2 6 Gird M-Psi Int-3 2*M/m Maintain powers w/o conc. Maintain in sleep PHBR5
d 2 7 Inertial Barrier Kinet Con-3 7+5/r Melee:delay 1r;Mis.:-dice dmg Mis.:-dice-1 dmg PHBR5
d 2 8 Invisibility Telep Int-5 C+2/r/P Makes someone invisible Superior Invisibility PHBR5
d 2 9 Iron Will M-Psi Wis 8+3/m Can fully act up to -10 hp Can act up to -15 hp WatW2
d 2 10 Magnify M-Psi Wis-5 25M+M/r Mult. power (Max=level/5+1) M+1, no extra cost PHBR5
d 2 11 Mind Bar Telep Int-2 6+4/m 75% vs. Ench/Cha;immune Telep. +5 in contests PHBR5
d 2 12 Phase Port Wis-1 6+6/r Out of phase; cannot attack x2 move rate WatW2
d 2 13 Prolong M-Psi Con-4 5+2/r Range & area of powers +50% Range & area +100% PHBR5
d 2 14 Psychic Blade M-Psi Con-2 7+X+X/r Blade: 1d6/1d6 +2/+X, stun 1d6r (save) 1d10/1d10 WatW2
d 2 15 Strength of the Land Metab Con-2 10+2/r +25 hp,+3 TH,+3 dmg,25% MR Lasts 5r after maint. DSDK2
d 2 16 Time/Space Anchor Port Int 5+1/m Cannot be teleported -- PHBR5
c 2 1 Aging Metab Con-7 15 (level)d4 years aged (level)d10 years PHBR5
c 2 2 Ballistic Attack Kinet Con-2 5 Roll TH; (level)d4 damage (level)d8 damage PHBR5
c 2 3 Cause Decay Metab Con-2 4 Item falls apart(save vs.acid) No save allowed PHBR5
c 2 4 Cause Sleep Metab Wis-2 9+2/r Sleep (save) No memory of sleep WatW2
c 2 5 Cell Adjustment Metab Con-3 1/hp 20*level hp:1r;disease=+5 PSPs Half cost in PSPs PHBR5
c 2 6 Control Body Kinet Con-2 8+8/r Control all P,V actions Auto. win Contest PHBR5
c 2 7 Deflect Kinet Int 4 Deflect a missile -- WatW2
c 2 8 Double Pain Metab Con-3 7 All dmg phantom x2 for 1t SS or unc. each hit PHBR5
c 2 9 Inflict Pain Telep Con-4 C+2/r -4 TH; no spells (save) unc. 1d10r (save) PHBR5
c 2 10 Invincible Foes Telep Wis-3 C+5/r Next hit drops target 1t -- PHBR5
c 2 11 Momentum Theft Kinet Int-2 5+ Stop (200 lbs, each x2 is +5 PSPs) Held for 1r WatW2
c 2 12 Opposite Reaction Kinet Con-1 5 Missile returns at attacker Breaks missile DSDK2
c 2 13 Phase Object Port Wis-3 10+5/r Object out of phase May disintegrate WatW2
c 2 14 Sensory Suppression Telep Int-2 C+4/r Blindness and Deafness Loses all 5 senses WatW2
c 2 15 Splice M-Psi Int-2S 5S+S/r Do combined powers as 1 Mental +2 checks when used PHBR5
c 2 16 Teleport Lock Port Int-1 8+2/r Target cannot teleport (no save) -- WatW2
c 2 17 Time Shift Port Int 16+3/rS Move into future;Max=(level)r Add 1r to Max PHBR5

[MC2.3] Monster Psi3

Use SL ## Power Discip. Short Description Source
d 1 1 Biocurrent Psykin Continuous bioelectrical current deals 1d4 electrical dmg/r to up to 2 cr. PsiHB3
d 1 2 Dissipating Touch Psyport Touch deals 1d8 damage. PsiHB3
d 1 3 Steadfast Gaze Clasen Gaze attacks hold no terror for you. PsiHB3
d 1 4 Vigor Psymet You gain 3 temporary hit points. PsiHB3
c 1 1 Astral Construct I Metcre Creates astral construct to fight for you. PsiHB3
c 1 2 Charm Person Telep Makes one person your friend. PsiHB3
c 1 3 Lesser Cell Adjustment Psymet You heal 1d8 hp, +1 to next poison/disease save, or heal 1 ability point. PsiHB3
d 2 1 Invisibility Psykin Subject is invisible for 10 min./level or until it attacks. PsiHB3
c 2 1 Astral Construct II Metcre Create astral construct to fight for you. PsiHB3
c 2 2 Brain Lock Telep Subject cannot move or take any mental actions. PsiHB3
c 2 3 Cell Adjustment Psymet You heal 3d6 dmg, bonus to next poison/disease save, or heal 2 ability pts. PsiHB3
c 2 4 Ecto Puppet Metcre You directly control an astral construct. PsiHB3
c 2 5 Suggestion Telep Compels subject to follow suggested action. PsiHB3

[MC2.3½] Monster Psi3½

Use SL ## Power Discip. Short Description
d 1 1 Biofeedback Psion/PsyWar Gain damage reduction 2/-.
d 1 2 Prevenom PsyWar Your claws gain a poison coating.
d 1 3 Vigor Psion/PsyWar Gain 5 temporary hit points.
c 1 1 Astral Construct Metacre Creates astral construct to fight for you.
c 1 2 Catfall Psion/PsyWar Instantly save yourself from a fall.
c 1 3 Charm, Psionic Telep Makes one person your friend.
c 1 4 Daze, Psionic Psion Humanoid creature of 4 HD or less loses next action.
c 1 5 Déjà Vu Psion Your target repeats his last action.
c 1 6 Mind Thrust Psion Deal 1d10 damage.
d 2 1 Dissolving Touch PsyWar Your touch deals 4d6 acid damage.
d 2 2 Dissolving Weapon PsyWar Your weapon deals 4d6 acid damage.
d 2 3 Energy Adaptation, Specified Psion/PsyWar Gain resistance 10 against one energy type.
d 2 4 Thought Shield Psion/PsyWar Gain PR 13 against mind-affecting powers.
c 2 1 Body Adjustment Psion/PsyWar You heal 1d12 damage.
c 2 2 Brain Lock Telep Subject cannot move or take any mental actions.
c 2 3 Cloud Mind Psion You erase knowledge of your presence from target’s mind.
c 2 4 Dimension Swap Port/PsyWar You and ally or two allies switch positions.
c 2 5 Energy Missile Kines Deal 3d6 energy damage to up to five subjects.
c 2 6 Energy Stun Psion Deal 1d6 damage and stun target if it fails both saves.
c 2 7 Strength of My Enemy PsyWar Siphon away your enemy’s strength and grow stronger.
c 2 8 Suggestion, Psionic Telep Compels subject to follow stated course of action.

[MC2.5] Monster Psi5

Use SL # Name PSPs Effect
d 2 1 Invisibility Realm 3/r Improved Invis., can see other Invis.
d 2 2 Physical Protection 1/r Caster's hit points triple for duration
d 2 3 Withdraw 1/r Withdraw, can use non-offensive Mentals
c 2 1 Heal Self 1 Cure up to 100 hp, Regenerate (as spell)
c 2 2 Magical Protection 1 (Z action) Spell must make Casting Level check on d20
c 2 3 Modify Reality (least) SL^2 Duplicate 1st-3rd level Alteration spell
c 2 4 Natural Protection 1 (Z action) Natural Effect damage resistance 75% for 1s
c 2 5 Psionic Protection 1 (Z action) Power must make Casting Level check on d20
c 2 6 Reroll 6 (Z action) Reroll any die roll (yourself or other)

[MC2.6G] Monster Psi6G

Use SL # Name DPPs Effect
d 1 1 Fortitude 20/d Target cannot lose sanity for the day; +7 mental saves for the day
d 1 2 Knight Sword of Crushing 10+2/r Sword of Force; attacks by itself, does 1d10 vs. evil /r
c 1 1 Repair 20 Repairs an object (as per Mend spell); works on devices up to TechL = CL
c 1 2 Self-Preservation 2*N Restores N hp to Deva
c 1 3 Silver Spears 20 Shoot CL missiles, each auto hits and does 1d6+1 dmg holy wood (no save)
d 2 1 Disease Immunity 4/d Immunity to magical/nonmagical disease
d 2 2 Field of Stillness 40+4/r 70' x 70' Stun field (save vs. RSW -level); lasts for 7 rounds
d 2 3 Mage's Staff of Light 40+4/r Dispel Evil 1/r
d 2 4 Poison Immunity 4/d Immunity to magical/nonmagical poison
c 2 1 Dispel Phantasm 40 Phantasms (non-corporeal undead of all types) are destroyed (no save)
c 2 2 Preservation 4*N Restores N hp to target (range touch)
c 2 3 Remove Demon Influence 40 Removes possession, domination, charm, etc.; Does not have to be evil source
c 2 4 Self-Sacrifice 0 All others can Escape but deva is left behind

[MC2.6N] Monster Psi6N

Use SL # Name CPPs Type
d 1 1 True Seeing 1/m Minor
c 1 1 Remove Alteration 10 Minor
c 1 2 Self-Preservation N Minor
d 2 1 Bard or Sage Abilities, LVL 4 16/d varies-L *
d 2 2 Druid Spells, LVL 4 16/d varies-L *
d 2 3 Null Field 10 20/r varies-N *
d 2 4 Thief Abilities, LVL 4 16/d varies-L *
c 2 1 Dismiss Elemental, E=1-2 10*N Minor
c 2 2 Force Shapechange 20 Minor
c 2 3 Mental Ball 2 20 varies-N *
c 2 4 Sleep Bolt 10 Minor
c 2 5 Telekinesis N/m Minor

[MC2.6E] Monster Psi6E

Use SL # Name DPPs Effect
d 1 1 Immunity I 13/d Immune to poison, non-silver weapons
c 1 1 Cause Moderate Wounds 13 Does 2d8+1 damage by touch (no save)
c 1 2 Charm Person 13+3/d Similar to wizard spell "Charm Person"
c 1 3 Fear I (Scare) 6 Target saves or loses 1 physical+mental
c 1 4 Hypnotic Pattern 6+3/r As the 2nd level Wizard spell
c 1 5 Produce Fire/Frost 13 Produces fire or frost (6 dmg, save:½)
c 1 6 Self-Preservation 1/hp Restores 1 hp/DPP (limit = Wis*3 /round)
c 1 7 Taunt 6 Similar to wizard spell "Taunt"
c 1 8 Temptation 13 Target saves or is suggested for 1 round
d 2 1 Ability Drain 33 Touch to drain 1d4 from an ability score
d 2 2 Bodily Restoration II 6/r Regeneration 3 hp/round, replace limbs
d 2 3 Immunity II 33/d Immune to fire or cold, +1 weapon to hit
d 2 4 Polymorph Self 33+6/d As the 4th level Wizard spell
c 2 1 Animate Dead 33 Similar to priest spell "Animate Dead"
c 2 2 Cause Critical Wounds 33 Does 5d8+6 damage by touch (no save)
c 2 3 Continual Darkness 33 As the wizard spell "Continual Darkness"
c 2 4 Fear II (Horror) 33 Target saves or loses all P/M actions
c 2 5 Larva Life 0 Consume 1 larva to Cureall (incl. DPPs)
c 2 6 Phantasmal Killer 33 As the 4th level Wizard spell
c 2 7 Sticks to Snakes 16 As the 4th level Priest spell
c 2 8 Suggestion 16 As the 3rd level Wizard spell

[MC2.7] Monster Psi7

Use SL # PSPs Description
d 2 1 2 Doesn't cost an additional action to use, just your eye's P or M action: Gaze to Charm (save)
d 2 2 -10 to max Fear aura (anyone who enters your group) (Will save)
d 2 3 -10 to max Immunity to cold
d 2 4 -10 to max Immunity to disease
d 2 5 -10 to max Immunity to sleep, fatigue, and exhaustion
d 2 6 -10 to max Need not breathe
d 2 7 -10 to max People need a +CL weapon to hit you
d 2 8 -10 to max Pick a stat. Whenever you touch someone, they take (CL+1)/2 ability damage to that stat (PPD save)
d 2 9 -10 to max Whenever you touch someone, they get a disease (PPD save)
c 2 1 2 Curse (Spell save)
c 2 2 2 Moan: One group is feared (Will save)
c 2 3 2 Summon a DL I Undead

[MC2.8] Monster Psi8

Use SL # Name Effect
d 2 1 Construct Control Item 1 Create a "Control" type item (see next page) of TechL=CL, each TechL takes 1S action
d 2 2 Construct Generic Item 1 Create a "Generic" type item (see next page) of TechL=CL, each TechL takes 1S action
d 2 3 Construct Power/Defensive Item 1 Create a "Power" type item (see next page) of TechL=CL, each TechL takes 1S action
d 2 4 Construct Weapon Item 1 Create a "Weapon" type item (see next page) of TechL=CL, each TechL takes 1S action
d 2 5 Create Technological Monster I Create a DL I Technological Monster (AC=4*CL, hp=8*CL, Str=2*CL)
d 2 6 Hard Resistance to Radiation Double resist radiation (1/4, save for 1/10), Ignore gaining Psi9/18/27 powers due to RS
d 2 7 Technological Armor +CL AC, +CL*2 current hp (like an Armor spell), can stack w/ Armor spell
d 2 8 Technological Shield DR (CL*2)/(+CL/2) (or) WR 10*CL% (or) Others need a +CL-1 weapon to hit you
c 2 1 Energy Discharge 80' line, CL^2 technological dmg (RSW save:½), can power tech items drained of power
c 2 2 Hack into Technological Object Hack (gain control) of a technological object with TechL<=CL (monsters get save)
c 2 3 Mend As spell
c 2 4 Repair Light Damage Cures 10 hp (1 Hull point) to a technological item

[MC2.9] Monster Psi9

Use SL # Power Check Description [Permanent powers in brackets]
d 2 1 Damage Protection Str/m +CH AC, -½CH dmg per attack
d 2 2 Extra Limbs Dex/h [+1d4 limbs] Can use them normally
d 2 3 Force Field Int/r Moveable Wall of Force (solid version)
d 2 4 Metal Corrosion Con/r Touch:Metal items save (no mod.) vs.acid
d 2 5 Minormorph Chr/m Polymorph Self (as spell)
d 2 6 Poison Claws Dex/r CHd4 damage poison in fingernails (save)
d 2 7 Poison Fangs Dex/r CHd6 damage poison in mouth (save)
d 2 8 Resistance to Magic Con/m CH*5% MR (adjust @ 12th casting level)
d 2 9 Resistance to Poison Con/h CH*5% Poison Resistance (non-adj.)
d 2 10 Resistance to Psionics Wis/m CH*5% Psionic Resistance (adj.@12th)
d 2 11 Resistance to Radiation Con/t CH*5% RR
d 2 12 Tail with Poison Stinger Dex/h [+1 tail] Can use tail (as Poison Fangs)
c 2 1 Electricity Generator Con/r 4d10'long, CHd6 dmg (save:½)
c 2 2 Hypnosis Chr/h One creature hypnotized (save)
c 2 3 Laser Vision Int/r [see in dark] Laser Beam CHd8 dmg (save)
c 2 4 Scattershot Str/r CH Energy Pellets, 1d4 dmg ea. (no save)

[MC2.10] Monster Psi10

Use SL # Name Disc. PSPs Effect Source
d 1 1 Resistance to Sleep Somn 2/h Immune Sleep RAPsi
c 1 1 Dispel Exhaustion Telep 5 Target heals 25% of damage taken RAPsi
c 1 2 Distract Telep 5/r Target cannot cast spells (save vs. spell) RAPsi
c 1 3 Feather Fall * TK 2/r Feather Fall RAPsi
c 1 4 Lift TK w*S/r TK up/down only; w = ln(weight in lbs.); S = ln(speed in ") RAPsi
c 1 5 Light Pyro 3/r Light RAPsi
c 1 6 Spook Telep 5 Fear (save vs. spell at -CL/3) RAPsi
c 1 7 Suggest Telep 8 Suggestion (save) RAPsi
d 2 1 Fire Protection * Pyro 8/r Resist Fire RAPsi
d 2 2 Pain Erase Telep 8/r Target heals 25% of damage taken; Take only 75% of damage received RAPsi
c 2 1 Beam of Light Pyro 5/r Line of Blindness (all in area save vs. spell or blinded) RAPsi
c 2 2 Break TK S/r Break an object (item save); S = Str score desired (max = Int) RAPsi
c 2 3 Confuse Telep 14 Confusion (save) RAPsi
c 2 4 Enforced Sleep Somn 2/target Sleep 3*CL r (save vs. spell); max HD affected /target = CL RAPsi
c 2 5 Fear Telep 17 Fear (save vs. spell at -CL/3); Fumble (save vs. spell) RAPsi
c 2 6 Feeblemind Telep 10 Feeblemind (save) RAPsi
c 2 7 Intensify Fire * Pyro 10/r Doubles the damage of an existing fire effect RAPsi
c 2 8 Pillar of Fire Pyro 10/r Makes a column of fire (10' wide by 10*CL' high), 1d10 dmg RAPsi

[MC2.12L] Monster Psi12L

Use SL # Power LPP Type Description
c 1 1 Command 20 Minor Command (as spell), except can use 2 words
c 2 1 Hold Person 35 Minor Hold Person, +45 LPPs gives Hold Monster

[MC2.12T] Monster Psi12T

Use SL # Power TPP Type Description
d 1 1 Blink Wounding 20+3/t Minor Whenever you are struck by an attack sequence, you randomly blink away after damage
c 2 1 Mass Blindness 35 Minor Blindness (as spell) but 90'r area

[MC2.12C] Monster Psi12C

Use SL # Power CPP Type Description
c 1 1 Confusion 20 Minor Confusion (as spell)

[MC2.14] Monster Psi14

Use SL # PSPs Description
d 2 1 2 0, when biting: Cause Lycanthropy (PPD save, if they fail, they are your slave)
d 2 2 2 0, when changing form: Cure (1d6)*10% of damage taken
d 2 3 -10 to max Can turn into one additional form; DM rolls DL=LVL/3 Lycanthrope or Animal
d 2 4 -10 to max Hit only by +LVL or better weapons
d 2 5 -10 to max Regen CL hp/s
c 2 1 2 Summon CL Animals of the type that you are the Lycanthrope of, DL=LVL
c 2 2 2 Target gets a disease (PPD save)

[MC2.15] Monster Psi15

Use SL # Power Effect
d 1 1 Flame Walk Flame Walk (self)
d 1 2 Polymorph Self Polymorph Self
c 1 1 Blink Blink
c 1 2 Charm Person Charm Person
c 1 3 Magic Missile Magic Missile
d 2 1 Add Breath Weapon [1st] Breath weapon is 3/d. Choose a normal (E=1) element. Breath = 50% of current hp total.
d 2 2 Add Breath Weapon [2nd] Breath weapon is once per 3 rounds. Choose a normal (E=1) element. Breath = (CL+1)d(CL*2+2).
d 2 3 Add Resistance Resist one normal (E=1) element, this can be taken twice for an E=2, thrice for an E=3, etc.
d 2 4 Add Tail Tail does 1d(CL*2) damage
d 2 5 Alter Resistances Alter two resistances (or one immunity) to be of different element(s) (Pick an E factor = original)
d 2 6 Improve Breath Element Add 1 to the E factor of your breath weapon element. (Choose a new element when you pick this.)
d 2 7 Increase Breath Damage +10% of current hp total to breath dmg [or (+1)d(+2) breath dmg if using set breath dice]
d 2 8 Versatile Breath Element Your can alternatively use a second element, with E factor equal or less than your normal breath.

[MC2.16] Monster Psi16

Use SL # Name Effect
d 2 1 Construct Psi16 Item 1 Create a Psi16 item (see next page) of TechL=CL, each TechL takes 1S action
d 2 2 Create Golem I Create a DL I Golem (AC=3*CL, hp=10*CL, Str=2*CL)
d 2 3 Golem Form: Caryatid Column +4 saves; Weapons have 25% chance to shatter when hitting you; 1M: Feign Death
d 2 4 Golem Form: Flesh Resist fire and cold; Cured by lightning (1 hp per die of dmg)
d 2 5 Golem Form: Mud Resist blunt weapons; Both punches hit: Hug 2d6+(Str bonus)+paralyzation (PPD save)
d 2 6 Golem Form: Necrophidius 1V: Hypnosis (1 target, Will save); Bite is paralysis branded (PPD save)
d 2 7 Golem Form: S=1,2 Unusual Material of S=1,2 (cannot exceed real S number)
d 2 8 Golem Form: Scarecrow 1M, gaze: Fascinate (1 target, Will save); Punches are Fascinate branded
d 2 9 Golem Form: Skeletal +2 arms (new group of limbs), but all your arms get -10/-10 TH/dmg
d 2 10 Golem Form: Stone Guardian Double Resist edged weapons; Resist cold, fire, lightning; Halve your move rate
d 2 11 Golem Form: Wood Immune Wood; 1M: Transmute Metal to Wood (owner PP saves)
c 2 1 Repair Golem Damage Cures 10*CL hp (CL Hull points) to a Golem
c 2 2 Turn (Command) Golems Turn (Command) Golems (need to make a turning roll as usual)

[MC2.18] Monster Psi18

Use SL # Power Check Description
d 2 1 Cancel Magic and Earthpower Wis/r -LVL CL to all Magic/Ele-E affecting you
d 2 2 Ego Shield Int/h Immune to Mental Attacks; Undetect. Lie
d 2 3 Innate Shield Con/t 20*CL hp shield vs. Innate abilities
d 2 4 Invisibility Dex/m Invisibility; immune to Light/Radiance
d 2 5 Psi: Shield Chr/t Pick Phys,Magic,Psi: 10*LVL hp shield
d 2 6 Telekineses: Tactile Int/t Can touch up to LVL*100'; incl. T spells
d 2 7 Telekinesis: Shield Int/t 10*LVL hp shield vs. physical,energy,TK
c 2 1 Heal and Regrowth Wis 1 target: Regenerate; heal LVL*LVL hp
c 2 2 Hypnosis Chr 1 target: Hypnosis 1m (save)
c 2 3 Intellect: Annihilation Int 1 target: -3d6 Int (save)& insane (save)
c 2 4 Paralysis Bolt Wis 1 target: Paralysis 1h (save)
c 2 5 Psi: Bolt Chr 1 target: LVLd10 telekinetic dmg(save:½)
c 2 6 Psi: Spray Chr LVL targets:1d10 telekinetic dmg(save:½)
c 2 7 Telekinesis: Lift & Move Int/r 100*LVL lbs.; object moves at 10*LVL"

[MC2.19] Monster Psi19

Use SL # Power PSP Cost Effect
d 2 1 Accelerate Healing 20/d Double your healing and hp regeneration rates
d 2 2 Control Disease 20/d Immune to disease
c 2 1 Acrobatics ½*P /r 1bV: Emulate a Acrobat ability of level = CL/2; P=your number of Rogue points in it
c 2 2 Control Pain 2+1/r 1bV, can use while stunned: Immune to pain, stun (not capital "S"), torture
c 2 3 Fear 20 Fear (Will save)
c 2 4 Telekinesis W + ½W/r TK, weight W*10 lbs., max W=LVL^2, move rate=W ", throw does W dmg (roll TH)

[MC2.23] Monster Psi23

Use SL # Name Cloud Points Effect
d 2 1 Acid Cloud 16 + 3/round 1 point acid damage per round in area
d 2 2 Fart Cloud 1 + 1/round Very smelly, sickening cloud
d 2 3 Muffling Cloud 12 + 2/round Muffles sound, 30% spell failure
d 2 4 Obscuring Cloud 14 + 1/round Blocks all forms of vision (inf,ult,x-r)
d 2 5 Storm Cloud 15 + 3/round Rain/thunder, mini 1-pt. lightning bolts

[MC2.24] Monster X24

Use SL # Name Description
d 2 1 Caster Level Increase 2 +2 Caster Level (this can be taken multiple times)
d 2 2 CL/ML toggle Pick N (can be negative); get +N ML and -N*2 CL; ML and CL must be at least 0
d 2 3 HD type: Add +0d+2 Add 2 to HD type per level
d 2 4 Level: early 4 Get a "Level:" ability in your class 4 levels early (this can be taken multiple times)
d 2 5 Level: other in group Get a "Level:" ability (your level or less) in another class in same group (can take multiple)
d 2 6 Memorization Level Increase 1 +1 Memorization Level (this is next level of picks for rogues)
d 2 7 Rogue points 10 This class gives an extra +10 Rogue points per level.

[MC2.27] Monster Psi27

Use SL # Power Check Description
d 2 1 Cloak of Oblivion Cml/t Pick any one specific spell or psionic power. You are immune to it.
d 2 2 Dark Triangle Int/r Name 2 Wizard/Priest schools: One has double effect, the other half (30' radius)
d 2 3 Graver Company Luck/t Negative Plane Protection; Immune to Str/Dex/Con loss; vulnerable to Holy
d 2 4 Night Company Cml/t Improved Invis.; +LVL% Rogue abilities; +4/-4 pro.; vulnerable to Light and Fire
d 2 5 People's Bless Wis One die roll within 1 round is adjusted as you wish (max of ±LVL%).
d 2 6 Synnslaver Luck/r Creatures with HD < LVL must save to attack you. 1M: Sleep LVL HD (save).
d 2 7 Winery Luck Create a random potion (roll 1 Artificer effect) (use within LVL r or wasted)
c 2 1 Grace Cml Target stops fighting and will not attack again unless attacked (save)
c 2 2 Innocents Cml/s You cannot physically attack this segment. You are healed LVL^2 hp.
c 2 3 Lord Cml Command (as spell) using LVL words, up to LVL creatures within LVL*10' range
c 2 4 Pain HNCL Target takes LVLd10 dmg and is at -LVL to hit (save for half effect)
c 2 5 Wipeout Dex Assassination 10*LVL% (as Rogue ability), lasts for 1 attack

[MC2.29] Monster Psi29

Use SL # Power
d 2 1 Animate Dead
d 2 2 Animate Object
d 2 3 Anti-Radiation Ray
d 2 4 Gaze Reflection
d 2 5 Mirror Image
d 2 6 Missile Deflection
c 2 1 Beam (Cone) of Cold
c 2 2 Blindness
c 2 3 Blink
c 2 4 Cause Serious Wounds
c 2 5 Charm Person
c 2 6 Chromatic Orb
c 2 7 Color Beam (Spray)
c 2 8 Confusion
c 2 9 Darkness
c 2 10 Domination
c 2 11 Double Pain (Psi2)
c 2 12 Drain Magic Item Charges
c 2 13 Fear
c 2 14 Hold Person
c 2 15 Lightning Bolt
c 2 16 Magic Missile
c 2 17 Ray of Enfeeblement
c 2 18 Sleep
c 2 19 Telekinesis
c 2 20 Wrench

[MC2.30] Monster Psi30

Use SL # Name Field Targ Type Drain P30Ps Notes
d 2 1 Armor Manip 3 Phys L3 3 Melee:+½ AC,-1dmg per hit/succ
c 2 1 Stun Touch Combat Wis Ment L1 1 Astral stunning
c 2 2 Treat Light Wounds Health Con Phys L1 1 Heals 10% max hp (1 succ)

[MC2.45] Monster Psi45

Use SL # Power School Notes
d 2 1 Body Coating Self-Alteration 5*SL hp Armor spell, self only, stacks with the (Wizard) Armor spell
d 2 2 Body Resistance Physical Enhancement Physical attacks that do less than SL*2 dmg to you do nothing
d 2 3 Body Transformation Self-Alteration Change your body to be of an E=SL/2 element
d 2 4 Chemical Mimicry Self-Alteration Change your body to be of an TechL=SL chemical
d 2 5 Cosmic Awareness Mental Enhancement Grand: Cosmic Awareness
d 2 6 Electrical Control Energy Control SL/2 (round down) instances of Resist lightning; +SL*10% damage with lightning effects
d 2 7 Energy Body Self-Alteration Major: You are made of energy; cannot use P actions; resist physical damage
d 2 8 Energy Doppelganger Energy Emission Mirror Image (1 image), it has SL^3 hp; it flies at SL*3"; you can cast Psi45 effects through it
d 2 9 Energy Sheath Self-Alteration SL^2 hp Armor spell, self only, stacks with the (Wizard) Armor spell
d 2 10 Fire Control Energy Control SL/2 (round down) instances of Resist fire; +SL*10% damage with fire effects
d 2 11 Force Field Defensive Immune to spell level 0 to SL-2 effects; -(SL-1) per physical attack; ER 5*SL%
d 2 12 Force Field vs. Emotion Defensive Immune to spell level 0 to SL-1 enchantment/charm effects
d 2 13 Force Field vs. Energy Defensive Immune to spell level 0 to SL-1 energy attacks
d 2 14 Force Field vs. Hostiles Lifeform Control Enemies must make SL/2 saves to attack you
d 2 15 Force Field vs. Magic Defensive Immune to spell level 0 to SL-1 magic
d 2 16 Force Field vs. Mental Defensive Immune to spell level 0 to SL-1 mental attacks
d 2 17 Force Field vs. Physical Defensive -SL per physical attack
d 2 18 Force Field vs. Power Manipulation Defensive ER 10*SL%
d 2 19 Force Field vs. Vampirism Defensive aNR 10*SL% (including energy and stat drains)
d 2 20 Gravity Manipulation Energy Control SL/2 (round down) instances of Resist gravity/falling damage; +SL*10% damage with gravity/falling effects
d 2 21 Hard Radiation Control Energy Control SL/2 (round down) instances of Resist radiation damage; +SL*10% damage with radiation (specific, not all of Psi9/18/27) effects
d 2 22 Hyper-Invention Mental Enhancement (12-SL)M: Create a TechL=SL*2-3 object (see [Q8], can have at most LVL of these objects)
d 2 23 Illusory Duplication Illusory Mirror Image (SL images)
d 2 24 Illusory Invisibility Illusory Minor: Invis.; Major: Improved Invis.; Grand: Dust of Disappearance
d 2 25 Invisibility Self-Alteration Improved Invis.
d 2 26 Ionization Matter Conversion Lightning shield (xSL/10 damage back)
d 2 27 Kinetic Control Energy Control SL/2 (round down) instances of Resist telekinesis; +SL*10% damage with telekinesis effects
d 2 28 Light Control Energy Control SL/2 (round down) instances of Resist light; +SL*10% damage with light effects
d 2 29 Magic Control Magical +SL/2 (round down) to SL of next Psi45 power
d 2 30 Magnetic Manipulation Energy Control SL/2 (round down) instances of Resist magnetism; +SL*10% damage with magnetism effects
d 2 31 Mental Invisibility Mental Enhancement Improved Invis.: it's +SL AC instead of +4
d 2 32 Plasma Control Energy Control SL/2 (round down) instances of Resist plasma; +SL*10% damage with plasma effects
d 2 33 Power Simulation Magical The next Psi45 power you use will be resisted using MR instead of PR
d 2 34 Prehensile Hair Self-Alteration Your hair has controlled movement; can do a "Hair attack" (using your hair's P action) for 1dSL dmg
d 2 35 Reality Alteration Magical + or - SL to your next die roll
d 2 36 Reflection Defensive MPIWReflection 5*SL%
d 2 37 Regeneration Physical Enhancement Regenerate SL hp/s
d 2 38 Resist: Emotion Defensive SL/2 (round down) instances of Resist enchantment/charm
d 2 39 Resist: Energy Defensive SL/3 (round down) instances of Resist energy attacks
d 2 40 Resist: Magic Defensive SL/4 (round down) instances of Resist magic
d 2 41 Resist: Mental Defensive SL/2 (round down) instances of Resist mental attacks
d 2 42 Resist: Physical Defensive SL/4 (round down) instances of Resist physical attacks
d 2 43 Resist: Power Manipulation Defensive SL/3 (round down) instances of Resist disenchantment
d 2 44 Resist: Vampirism Defensive SL/3 (round down) instances of Resist necromancy, energy and stat drains
d 2 45 True Invulnerability Physical Enhancement SL instances of Resist distributed as you like (medium categories: a school, an element, etc.)
d 2 46 Vibration Control Energy Control SL/2 (round down) instances of Resist vibration; +SL*10% damage with vibration effects
d 2 47 Warding Magical Create a Trap (x1 Psionic) for SL/2 Psi45 powers
c 2 1 Absorption Power Energy Control bM: Absorb energy, gain 100/(12-SL)% of it in temporary hp
c 2 2 Chemical Touch Physical Enhancement Chemical effect of TechL=SL*2 or less (range touch)
c 2 3 Cold Generation Energy Emission SL*CL Cold damage (1 group, no save)
c 2 4 Combustion Matter Conversion An object explodes (item save), the person carrying it takes CL*SL/2 damage (save)
c 2 5 Control Power Control 1bM: Redirect an effect (caster makes SL/4 saves)
c 2 6 Disintegration Matter Conversion Major: Disintegrate (save)
c 2 7 Disruption Matter Control Minor: Target takes CL*SL disruption damage (no save); Grand: The damage given plus a Disintegrate effect (save)
c 2 8 Domination Power Control Dominate all actions (SL/5 saves)
c 2 9 Duplication Power Control 1bM: Fork an effect (caster makes SL/3 saves)
c 2 10 Electrical Generation Energy Emission SL*CL Lightning damage (1 group, no save)
c 2 11 Energy Conversion Energy Control 0, SL/t: Convert an element in an effect to another element (max E factor = SL/2, round down)
c 2 12 Energy Solidification Energy Control Minor: Web; Major: Iron Bands of Bilarro; Grand: Solid Wall of Force; Super: Forcecage
c 2 13 Energy Sponge Energy Control bM: SL*10% chance to absorb an entire energy attack
c 2 14 Fire Generation Energy Emission SL*CL Fire damage (1 group, no save)
c 2 15 Focus Power Control Do SL instances of another Psi45 power you know; you are Spent and Harmed at the end of effect
c 2 16 Geoforce Matter Control 1bM: Stop or Create an Earthquake, Landslide, etc. Damage would be CL*SL Earth to a group (save for 0)
c 2 17 Gestalt Power Control Major: 1M: Do 2 Minor powers that you know; Grand: 1M: Do 2 Major powers that you know; etc.
c 2 18 Hard Radiation Energy Emission SL*CL/2 Radiation damage and SL Con damage (1 group, no save)
c 2 19 Heat Energy Emission Target takes SL*CL Fire damage per segment for 1 round (no save)
c 2 20 Hypnotic Control Lifeform Control Hypnosis (SL/2 saves)
c 2 21 Iron Will Mental Enhancement 1bM: One effect that's hitting you is delayed for SL segments (it will still resolve even if the caster is dropped)
c 2 22 Kinetic Bolt Energy Emission SL*CL/2 Telekinesis dmg and knock back SL*10' (1 target, no save, Str-SL*2 check to avoid knock back)
c 2 23 Lifeform Creation Matter Creation Summon a DL=SL-1 monster
c 2 24 Light Emission Energy Emission SL*CL/2 Light damage (no save) and SL/2 instances of blindness (save)
c 2 25 Magic Domination Magical Control M Actions (SL/2 saves)
c 2 26 Mechanical Creation Matter Creation Summon a DL=SL-2 Golem or Technological monster
c 2 27 Mind Blast Mental Enhancement SL*CL Mental damage (1 group, no save)
c 2 28 Mind Control Lifeform Control Minor: Command (save); Major: Domination (SL/3 saves)
c 2 29 Mind Transferral Lifeform Control Minor: Empathy (save); Major: Magic Jar (SL/3 saves)
c 2 30 Missile Creation Matter Creation Do SL missile attacks, must roll to hit, each hit does 10 dmg (no save) and a stun (save)
c 2 31 Neural Manipulation Lifeform Control Minor: Seizure (-2 all rolls, save); Major: Paralysis (SL/3 saves)
c 2 32 Plague Carrier Lifeform Control Disease (SL saves)
c 2 33 Plasma Generation Energy Emission SL*CL Plasma damage (1 group, no save)
c 2 34 Radiowave Generation Energy Emission SL*CL/2 Radiowave damage (1 group, no save, the effect can go through a SL' wall)
c 2 35 Self-Revival Physical Enhancement 0, (SL-1)/d: Heal self
c 2 36 Serial Immortality Mental Enhancement 0, 1/d: Resurrection, self only, there is a delay of (11-SL) rounds
c 2 37 Sleep-Induced Lifeform Control Sleep (SL/2 saves)
c 2 38 Sonic Generation Energy Emission SL*CL/2 Sound damage (no save) and SL/2 instances of deafness (save)
c 2 39 Spray Matter Creation SL choking dmg to a group per segment (can leave the area)
c 2 40 Summoning Lifeform Control Summon a DL=SL Outer
c 2 41 Undead Control Lifeform Control Turn Undead at CL=(SL-2)*2
c 2 42 Vibration Energy Emission SL*CL Vibration damage (1 group, no save)
c 2 43 Weakness Creation Power Control Add SL/2 instances of a Vulnerability to something (medium scale: a school, an element, etc.) on the target (no save)
c 2 44 Zombie Animation Matter Control Animate a dead body as a Zombie with DL=SL

[MC2.54] Monster Psi54

Use SL # Power School Notes
d 2 1 Absorption Field Physical Stops SL/2 mental attacks or mental-affecting powers on you
d 2 2 Acrobatics Skill-like Any Acrobat SL-1 pick; 5*CL Rogue points in it
d 2 3 Animate Objects Mystical Animate Objects as if they were a DL=SL Golem summon
d 2 4 Aura of Fear Mental Fear by sight (SL saves)
d 2 5 Energy Absorption Physical CL*SL*3 hp ablative Force Field (vs. energy attacks)
d 2 6 Flame Being Physical Fire Shield (SL*10% damage back to attacker); Deal +SL fire dmg with melee attacks
d 2 7 Flame Immunity Physical SL/2 instances of Resist Fire
d 2 8 Force Field Physical CL*SL*2 hp ablative Force Field (vs. physical or energy attacks)
d 2 9 Force Shield Mental CL*SL*3 hp ablative Force Field (vs. physical or energy attacks, only one enemy /s)
d 2 10 Gadgetry Skill-like 1M, 1/d: Build a TechL=SL Psi8 item
d 2 11 Gravity Decrease Mental Increase gravity in room or object/person by SL G's (x1 Special)
d 2 12 Gravity Increase Mental Decrease gravity in room or object/person by SL G's (x1 Special)
d 2 13 Icing Physical SL/2 instances of Resist Cold/Ice
d 2 14 Invisibility Physical Minor: Invisibility; Major: Improved Invisibility; Grand: Dust of Disappearance
d 2 15 Invulnerability Physical -CL*SL/2 dmg per attack
d 2 16 Magic Shield Mystical Stops SL/2 magical attacks on you
d 2 17 Mind Over Matter Mental Stay conscious (and offensive) for up to SL segments after being reduced below -10 hp
d 2 18 Molecular Chameleon Mental Polymorph your body into an unusual material that you're touching (max S factor = SL)
d 2 19 Mystic Shield Mental SR SL*CL
d 2 20 Poison Touch Physical Your next attack is poisonous (Death or (SL-1)*10 dmg if they make the save)
d 2 21 Split Physical You are two beings (two places at once); it costs 3 actions to have each body do 1 action
d 2 22 Stretching Physical Can melee up to SL people per round that aren't in your group
d 2 23 Systematic Antidote Physical SL/2 instances of Resist Poison/Drugs
d 2 24 Thief Skill-like Any Thief SL-1 pick; 5*CL Rogue points in it
d 2 25 Truesight Mental Minor: Detect Invis./Illusion; Major: True Seeing; Grand: Cosmic Awareness
c 2 1 Acid Physical CL*(SL+2) acid dmg to one target (no save)
c 2 2 Air Animation Mental Summon a DL=SL Air Elemental
c 2 3 Air Control Mental Gust of Wind / Wall of Air
c 2 4 Animal Summoning Mystical Summon a DL=SL-1 Animal
c 2 5 Animate Image Mystical Summon a DL=SL creature based on an picture/painting you have (the image is consumed)
c 2 6 Bio-Energy Blast Physical CL*(SL+2) force dmg to one target (no save)
c 2 7 Bomb Physical CL*SL explosion dmg to your group (no save, hole in the middle)
c 2 8 Cell Rot Mental Cell Adjustment (reversed) CL*SL*2 dmg (no save)
c 2 9 Control Mental Domination one target (SL/2 saves)
c 2 10 Damage Transference Mental Cell Adjustment CL*SL*2 hp
c 2 11 Darkness Physical Darkness (can blind a person, make SL saves)
c 2 12 Earth Animation Mental Summon a DL=SL Earth Elemental
c 2 13 Flame Animation Mental Summon a DL=SL Fire Elemental
c 2 14 Flame Project Physical CL*(SL+2) fire dmg to one target (no save)
c 2 15 Flash Physical Light (can blind a person, make SL saves)
c 2 16 Heat Vision Mental 1M to start: Every segment for 1 round, as a 0 action, deal SL heat dmg to one target (no save)
c 2 17 Hypnotism Mental Hypnosis (SL saves)
c 2 18 Ice Animation Mental Summon a DL=SL Ice Elemental
c 2 19 Ice Control Mental Wall of Ice
c 2 20 Ice Production Physical CL*(SL+2) ice dmg to one target (no save)
c 2 21 Lightning Mystical CL*SL lightning dmg to one group (no save)
c 2 22 Magic Blast Mystical CL*SL force dmg to one group (no save)
c 2 23 Matter Manipulation Mental CL*(SL+2) explosion dmg to one target (no save)
c 2 24 Mimic Physical 1bM: Fork a spell level 0 to SL effect
c 2 25 Mind Blast Mental SL Int dmg to one target (no save)
c 2 26 Personality Transfer Mental Magic Jar (SL/2 saves)
c 2 27 Phobia Mental Fear (SL saves)
c 2 28 Psychic Will Mental Wall of Force
c 2 29 Sonic Beam Physical CL*(SL+2) sound dmg to one target (no save)
c 2 30 Spiritual Drain Mystical Target loses CL*SL hp (necromantic, no save), you gain CL*SL hp (not above max)
c 2 31 Starbolt Physical CL*(SL+2) plasma dmg to one target (no save)
c 2 32 Super Breath Physical CL*SL air dmg to one group (no save)
c 2 33 Telekinesis Mental Telekinesis CL*SL*10 lbs.
c 2 34 Vampirism Mystical Target gets SL/2 negative levels (energy drain, no save), you gain CL*SL hp (not above max)
c 2 35 Water Animation Mental Summon a DL=SL Water Elemental
c 2 36 Water Control Mental Wall of Water / Part Water / Lower Water

[MC2.60] Monster Psi60

Use SL # Name Field Targ Type Drain P60Ps Notes
d 2 1 Armor Manip 3 Phys L3 3 Melee:+LVL AC, -LVL/2 dmg per hit
c 2 1 Cure Light Wounds Health Con Phys L1 1 Cure 1d8+LVL hp
c 2 2 Stun Touch Combat Wis Ment L1 1 LVL*5 dmg + stun (save)

[MC2.72] Monster Psi72

Use SL #
d 1 1
d 1 2
d 2 1
d 2 2
d 2 3
d 2 4
d 2 5
d 2 6
c 2 1
c 2 2
c 2 3
c 2 4
c 2 5
c 2 6
c 2 7
c 2 8
c 2 9
c 2 10
c 2 11
c 2 12
c 2 13
Power PP Cost Action Freq. Description
Force Field 1 1M 1/t +PL current hp
Incorporeal 1 1M 1/h Cannot harm or be harmed by physical objects for 1 turn
Animation 2 1M 1/t Animate Object (hp=PL*4, #Att=1, TH +PL, dmg PLd2)
Duplication 2 1M 1/s Create 1 Mirror Image (max = PL)
Energy Control 2 1M 1/r -10% dmg to Cold, Darkness, Electricity, Fire, Gravity, Kinetic, Light, Magnetic, Radiation, Sonic, or Vibration
Luck 2 0 1/h +/- PL to one die roll
Reincarnate 2 1D 1/d You Reincarnate upon death, inactive and Feign Death for the rest of this combat
Shapeshift 2 1M 1/h Polymorph Self, max difference in weight = PL^2 lbs.
Dazzle 2 1M 1/r Blind one sense to everyone in one group (RSW save)
Deflection 2 0 1/r Take -PL^2 dmg on one physical attack
Disintegration 2 1M 1/t Disintegrate one nonliving object
Energy Blast - Personal 2 1M 1/r One target takes PL energy dmg (no save)
Energy Field 2 1M 1/t Damaging shield, PL energy dmg for 1 turn
Mind Control 2 1M 1/t Control V actions (Will save), P actions (Will save at +5), or M actions (Will save at +10)
Neutralize 2 1M 1/r An effect loses PL-1 SL's, if it is reduced below 0 SL, it is dispelled
Paralysis 2 1M 1/t Paralyze one target (PPD save)
Plant Control 2 1M 1/t Entangle
Regeneration 2 (none) (cont.) Regenerate PL hp/r
Snare 2 1M 1/t Target can't move (Reflex save)
Stun 2 1M 1/t Stun one target (Fort save)
Telekinesis 2 1M 1/t TK 100*PL lbs.

[MC2.81] Monster Psi81

Use SL # Power PSPs Notes
d 2 1 Absoption, Energy 0 -CL dmg /energy attack; gain that amount in next damaging energy attack
d 2 2 Absoption, Physical 0 -CL dmg /physical attack; gain that amount in next damaging physical attack
d 2 3 Armor 0 -CL dmg distributed among /energy or /physical attacks
d 2 4 Damage Reduction, Energy, 25% 0 Take x0.75 damage from energy
d 2 5 Damage Reduction, Physical, 25% 0 Take x0.75 damage from physical attacks
d 2 6 Density Increase 2 2/r x2 mass; +2 Str; -2/attack (physical or energy)
d 2 7 Extra Limbs -2 to max +1 arm, +1 tail, +2 legs, or +2 tentacles
d 2 8 Flash Defense -2 to max Resist getting your senses blinded
d 2 9 Force Field 2/r -CL*2 dmg distributed among /energy or /physical attacks
d 2 10 Growth 2 2/r +1 size; +2 Str; +2*CL max hp
d 2 11 Knockback Resistance 0 Take -10*CL' less from TK/Push effects
d 2 12 Life Support, Resist Heat/Cold 0 Resist Heat/Cold
d 2 13 Life Support, Resist Vacuum 0 Resist Vacuum and High Pressure
d 2 14 Missile Deflection 2/r Deflect 1 missile per P attack
d 2 15 Regeneration 0 Regenerate CL hp/s
d 2 16 Stretching 2/t Can attack (CL+3)/4 groups per segment without actually entering them
c 2 1 Dispel 2 2 Dispel a SL 0-2 effect
c 2 2 Drain 2 Target loses -CL to a stat
c 2 3 Energy Blast I 2 [Pick an element] CLd5 dmg of that element (one group, no save)
c 2 4 Entangle 2 Entangle
c 2 5 Flash 2 Blind a sense (Spell save)

[MC2.100] Monster Psi100

Use SL # Power Cost Notes
d 2 1 Psionic Trigger 20/d Contingency for 2 psi powers (still need points)
d 2 2 Telekinetic Barrier 10N /t Take -N/2 dmg per physical or energy attack (max N = level)
d 2 3 Telekinetic Blade 10/r Base damage 1dCL, considered +CL/3 weapon, mental weapon, hits whole group
c 2 1 Automaton 10/r Animate CL objects as DL I Golems (count as your summon)
c 2 2 Cell Adjustment I N Cure/cause N hp, hits 2+CL/9 groups, max N = CL*2
c 2 3 Command 15 Command (Will save), hits 2+CL/9 groups
c 2 4 Domination 15+sum(HD) Domination (Will save), hits 2+CL/9 groups
c 2 5 Molecular Agitation cumul. 3/r 1 dmg /s (1st r), 2 dmg /s (2nd r), etc.; affects 2+CL/9 groups

[PC5] Psionicist Group Classes


Psionic Mystic0/10

Level KXP Psi0/Psi10
123 456 789
1 0 1-- --- ---
2 3 2-- --- ---
3 6 21- --- ---
4 12 32- --- ---
5 24 43- --- ---
6 48 431 --- ---
7 96 542 --- ---
8 180 653 --- ---
9 360 653 1-- ---
10 540 764 2-- ---
11 720 875 3-- ---
12 900 986 4-- ---
13 1080 986 41- ---
14 1260 A97 52- ---
15 1440 AA8 63- ---
16 1620 AA9 74- ---
17 1800 AAA 851 ---
18 1980 AAA 962 ---
19 2160 AAA A73 ---
20 2340 AAA A84 ---
21 2520 AAA A95 ---
22 2700 AAA AA6 1--
23 2880 AAA AA7 2--
24 3060 AAA AA8 3--
25 3240 AAA AA9 4--
26 3420 AAA AAA 5--
27 3600 AAA AAA 6--
28 3780 AAA AAA 71-
29 3960 AAA AAA 82-
30 4140 AAA AAA 93-
31 4320 AAA AAA A4-
32 4500 AAA AAA A5-
33 4680 AAA AAA A6-
34 4860 AAA AAA A7-
35 5040 AAA AAA A81
36 5220 AAA AAA A92
TH Saves
PD RS PP BW Sp Fo Re Wi
+1  5  3  8  2  3  1  0  1
+1  5  4  8  2  3  1  0  2
+2  6  4  8  3  4  2  0  2
+3  6  5  8  3  4  2  1  3
+3  6  5  9  3  4  2  1  3
+4  6  6  9  4  5  3  1  4
+5  7  6  9  4  5  3  2  4
+5  7  7  9  4  5  4  2  5
+6  7  7 10  5  6  4  2  5
+7  7  8 10  5  6  4  3  6
+7  8  8 10  5  6  5  3  6
+8  8  9 10  6  7  5  3  7
+9  8  9 11  6  7  6  4  7
+9  8 10 11  6  7  6  4  8
+10  9 10 11  7  8  6  4  8
+11  9 11 11  7  8  7  5  9
+11  9 11 12  7  9  7  5  9
+12  9 12 12  8  9  8  5 10
Requisites: Str 9, Dex 13, Int 10, Wis 18, Chr 10
Alignment: any
HD/level: d6
Weapon Prof.: 2+level/3
To Hit Table: Ftr0
Save Table: Psi
Reference: DM {Planeshifted Mystic0}
Groups: Rogue, Psionicist, Alternate
 
For abilities, see next page.

[PC5] Psionicist Group Classes


Psionic Mystic0/10 Abilities

Can access Psi0 and Psi10 powers. See [Q10] for rules and powers.
PSPs = (LVL+Str+Dex+Con+Int+Wis-60)*3.
These are in Psi0 or Psi10 points. Note that the Psi0 powers will appear to be quite cheap, since Psi0 and Psi10 points are normally not 1 to 1 compatible.
These PSPs are each 2 Psi1 PSPs for conversion purposes.
 
Psi10 powers marked with a asterisk ( * ) can be used as a 0 action.
Your "KiL" is 2 times your CL (i.e. you count as a "Monk" in [Q0]).
 
The progression given is for Psi10. You can also pick Psi0 powers, in the following (somewhat non-standard) way:
SL=1, 2, 3 can be used for Psi0 minors.
SL=4, 5, 6 can be used for Psi0 majors.
SL=7, 8, 9 can be used for Psi0 grands.
 
This class also gets the standard Mystic0 abilities: (DM note: These are unchanged from the normal Mystic0 class.)
Level 1: One Martial Arts style (may not be custom).
Level 1: +1 Martial Arts maneuver slot per level.
Level 1: +1 AC per level if not wearing armor.
Level 1: +1" to movement rate per level.
Level 1: +1 dmg with open hand attacks per level. Base number of open hand attacks = (level+3)/4.
Level 1: Gets 1 "Any Monk or Acrobat" pick per level. Gets 40 rogue points per level.
Level 2: Cannot be surprised. Always attack first even if party loses initiative.
Level 4: 1V, 1/d: Cure Con*level hp of damage. This may be broken up into smaller amounts over the day if desired.
Level 6: Speak with Animals continuous.
Level 8: Resist Magic and Breath Weapons.
Level 9: Gets another Martial Arts style. It may be custom, even if you already have a custom style.
Level 9: Smash: 0: Get -5 to hit, but add an additional Str bonus to damage.
Level 9: Parry: +N AC for each weapon you are wielding (N=0 for small, N=1 for medium, N=4 for large).
Level 9: Disarm: 0: An attack you do does no damage, roll 1d20+(your Dex)-(target's Dex)*2, if greater than 0 he is disarmed.
Level 10: Speak with Anyone continuous.
Level 12: Immune to Enchantment/Charm spells, Resist Psionics.
Level 12: (level-11)*4% iPR
Level 14: 2V: Leave the Multiverse, physically travel up to 1V action relative distance (even through objects), then reappear.
Level 14: 0, touch, 5/d: Gentle Touch. Choose an effect: Charm, Cureall, Death, Quest, Paralysis. You get one of each per day. None of these effects have a saving throw.

[PC5] Psionicist Group Classes


Psionic Usher


Level

KXP
Priest/Psi
123 456 78

TH
1 0 a-- --- -- +0
2 1.75 0a- --- -- +1
3 3.5 10a --- -- +1
4 7 20a --- -- +2
5 14 310 --- -- +3
6 28 420 a-- -- +3
7 56 530 a-- -- +4
8 112 641 0a- -- +5
9 224 752 0a- -- +5
10 399 863 0a- -- +6
11 574 974 0a- -- +7
12 749 A85 10a -- +7
13 924 B96 20a -- +8
14 1099 CA7 30a -- +9
15 1274 DB8 40a -- +9
16 1624 EC9 50a -- +10
17 1799 FDA 610 a- +11
18 2149 GEB 720 a- +11
19 2499 HFC 830 a- +12
20 2849 IGD 940 a- +13
21 3199 JHE A50 a- +13
22 3549 KIF B60 a- +14
23 3899 LJG C71 0a +15
24 4249 MKH D82 0a +15
25 4599 NLI E93 0a +16
26 4949 OMJ FA4 0a +17
27 5649 PNK GB5 0a +17
28 6349 QOL HC6 0a +18
29 7049 RPM ID7 0a +19
30 7749 SQN JE8 10 +19
31 8449 TRO KF9 20 +20
32 9149 USP LGA 30 +21
33 9849 VTQ MHB 40 +21
34 10549 WUR NIC 50 +22
35 11249 XVS OJD 61 +23
36 12649 YWT PKE 711 +23
37 25298 YWT PKE 721 +24
38 37947 YWT PKE 722 +25
39 50596 YWT PKE 732 +25
45 126490 YWT PKE 765 +29
54 240331 YWT PKE 998 1 +35
63 354172 YWT PKE 999 9 +41
72 468013 YWT PKE BBB B1 +47
Requisites: Int 9, Wis 13, Con or Chr 11,
  Class Slots 2
Alignment: any
HD/level: 2d2
Weapon Prof.: 1+level/3
To Hit Table: Pri
Reference: DM {Mirror Attendant}
Groups: Priest, Psionicist, Mirror
Complexity: CF=2
   
Saving Throws:  
PPD: level+7
RSW: level+3
PP: level+4
BW: level+1
Spell: level+2
Fort: level+0
Reflex: level+0
Will: level+4
   
Free Grand spheres in Knowledge, Psionics, and Thought.
Can turn Aliens (creatures from alternate prime planes or other planets, but not outer or ultra planar) as if they were Undead.
 
Has access to one psionic frequency from the following list:
1, 2, 3, 4, 7, 8, 10, 14, 15, 16, 24, 30
Reminder: None of these are X frequencies (4=4th edition when it becomes available, 7=Undead, 14=Lycanthrope, 24=Intelligent Items)
Variants of these frequencies (0.01, 1Blaster, -2, 3.5, 100, etc.) are also legal to pick from, if they are in the Collective.
 
For the purposes of this progression, the SL's for psionics is as follows: Minor=1, Major=3, Grand=5, Super=7, Ultra=9, etc.
 
Level 9: +1 psionic frequency from the list of available choices.
Level 18: +1 psionic frequency from the list of available choices.
Level 27: +1 psionic frequency from the list of available choices.
Level 36: +1 psionic frequency from the list of available choices.
 
CF=3:
Add 12, 18, and 60 to the list of available frequencies to choose from.
 
CF=4:
Gets Psi29 at level 1 in addition to the other psionic frequencies.
Add 5, 6, and 27 to the list of available frequencies to choose from.
 
CF=5:
May choose from any psionic frequencies available in the setting.
The Level 27 and 36 picks may choose X frequencies.

[PC5] Psionicist Group Classes


Psychic Warrior3

Level KXP Psi3
(0) 123 456 78
1 0 (2) a-- --- --
2 10 (3) 0-- --- --
3 30 (3) 1-- --- --
4 60 (3) 20- --- --
5 100 (3) 31- --- --
6 150 (3) 320 --- --
7 210 (3) 321 --- --
8 280 (3) 331 --- --
9 360 (3) 332 0-- --
10 450 (3) 332 1-- --
11 550 (3) 333 1-- --
12 660 (3) 333 20- --
13 780 (3) 333 21- --
14 910 (3) 333 31- --
15 1050 (3) 333 320 --
16 1200 (3) 333 321 --
17 1360 (3) 333 331 --
18 1530 (3) 333 332 --
19 1710 (3) 433 332 --
20 1900 (3) 433 333 --
21 2100 (3) 443 333 --
22 2310 (3) 444 333 --
23 2530 (3) 444 433 --
24 2760 (3) 444 443 a-
25 3000 (3) 444 444 0-
26 3250 (3) 444 444 1-
27 3510 (3) 544 444 1-
28 3780 (3) 554 444 2-
29 4060 (4) 555 444 2-
30 4350 (5) 555 544 3-
31 4650 (6) 555 554 3-
32 4960 (7) 555 555 4-
33 5280 (8) 555 555 50
34 5610 (9) 555 555 51
35 5950 (A) 655 555 51
36 6300 (B) 665 555 52
TH Saves
PD RS PP BW Sp Fo Re Wi
+0  4  2  3  1  1  1  1  0
+1  5  2  4  2  1  1  1  0
+2  5  3  4  3  2  2  2  1
+3  6  4  5  4  3  2  2  1
+3  7  5  6  5  4  3  2  1
+4  8  5  7  6  4  3  3  2
+5  8  6  7  7  5  4  3  2
+6  9  7  8  8  6  4  4  2
+6 10  8  9  9  7  5  4  3
+7 11  8 10 10  7  5  4  3
+8 11  9 10 11  8  6  5  3
+9 12 10 11 12  9  6  5  4
+9 13 11 12 13 10  7  6  4
+10 14 11 13 14 10  7  6  4
+11 14 12 13 14 11  8  6  5
+12 14 12 14 14 11  8  7  5
+12 14 13 14 14 12  9  7  5
+13 15 13 14 14 12  9  8  6
Requisites: Str 0 (10), Dex 0 (10), Con 0 (10), Int 0 (10), Wis 0 (10), Chr 0 (10)
Alignment: any
HD/level: d8
Weapon Prof.: 10+level/9
To Hit Table: +level*3/4
Save Table: War
Reference: PsiHB3-13
Groups: Warrior, Psionicist
 
Has Psi3 powers.
P3P calculation = (Level*Level+2*Level-3)/3+Stat/4.
Level 1: +1 feat.
Level 1: Gain two psionic combat modes. Gain 1 extra mode at each of the following levels: 3, 7, 9, 10, 12, 13, 15, 16.
Level 2: +1 feat. Gain another feat every 3 levels after level 2.
Level 6: Gain the Weapon Specialization feat.

[PC5] Psionicist Group Classes


Pyrokineticist3

Level KXP
Spells
1 Psi5 (none)
2 10 (none)
3 30 (none)
4 60 (none)
5 100 (none)
6 150 (none)
7 210 (none)
8 280 (none)
9 360 (none)
10 450 (none)
11 550 (none)
12 660 (none)
13 780 (none)
14 910 (none)
15 1050 (none)
16 1200 (none)
17 1360 (none)
18 1530 (none)
19 1710 (none)
20 1900 (none)
21 2100 (none)
22 2310 (none)
23 2530 (none)
24 2760 (none)
25 3000 (none)
26 3250 (none)
27 3510 (none)
28 3780 (none)
29 4060 (none)
30 4350 (none)
31 4650 (none)
32 4960 (none)
33 5280 (none)
34 5610 (none)
35 5950 (none)
36 6300 (none)
TH Saves
PD RS PP BW Sp Fo Re Wi
+0  5  3  8  2  3  1  0  1
+1  5  4  8  2  3  1  0  2
+2  6  4  8  3  4  2  0  2
+3  6  5  8  3  4  2  1  3
+3  6  5  9  3  4  2  1  3
+4  6  6  9  4  5  3  1  4
+5  7  6  9  4  5  3  2  4
+6  7  7  9  4  5  4  2  5
+6  7  7 10  5  6  4  2  5
+7  7  8 10  5  6  4  3  6
+8  8  8 10  5  6  5  3  6
+9  8  9 10  6  7  5  3  7
+9  8  9 11  6  7  6  4  7
+10  8 10 11  6  7  6  4  8
+11  9 10 11  7  8  6  4  8
+12  9 11 11  7  8  7  5  9
+12  9 11 12  7  9  7  5  9
+13  9 12 12  8  9  8  5 10
Requisites:  
Alignment: C any
HD/level: d6
Weapon Prof.: 0+level/9
To Hit Table: +level*3/4
Save Table: Psi
Reference: PsiHB3-110
Groups: Psionicist
 
Level 1: +((LVL*2+11)/3) Psi3 power points.

[PC5] Psionicist Group Classes


Quintessential Psion6

Level KXP Psi
mMG SU
1 0 2-- --
2 6 3-- --
3 18 30- --
4 36 41- --
5 60 42- --
6 90 43- --
7 126 53- --
8 168 54- --
9 216 540 --
10 486.4 641 --
11 729.6 652 --
12 972.8 653 --
13 1216 753 --
14 1459.2 764 --
15 1702.4 764 --
16 1945.6 864 0-
17 2188.8 875 1-
18 2432 875 2-
19 2675.2 975 3-
20 2918.4 986 3-
21 3161.6 986 4-
22 3404.8 A86 4-
23 3648 A97 4-
24 3891.2 A97 5-
25 4134.4 B97 5-
26 4377.6 BA8 5-
27 4620.8 BA8 6-
28 4864 CA8 6-
29 5107.2 CB9 6-
30 5350.4 CB9 7-
31 5593.6 DB9 70
32 5836.8 DCA 71
33 6080 DCA 82
34 6323.2 ECA 83
35 6566.4 EDB 83
36 6809.6 EDB 84
TH Saves
PD RS PP BW Sp Fo Re Wi
-1  5  3  8  2  3  1  0  1
-1  5  4  8  2  3  1  0  2
-1  6  4  8  3  4  2  0  2
-1  6  5  8  3  4  2  1  3
+0  6  5  9  3  4  2  1  3
+0  6  6  9  4  5  3  1  4
+0  7  6  9  4  5  3  2  4
+0  7  7  9  4  5  4  2  5
+1  7  7 10  5  6  4  2  5
+1  7  8 10  5  6  4  3  6
+1  8  8 10  5  6  5  3  6
+1  8  9 10  6  7  5  3  7
+2  8  9 11  6  7  6  4  7
+2  8 10 11  6  7  6  4  8
+2  9 10 11  7  8  6  4  8
+2  9 11 11  7  8  7  5  9
+3  9 11 12  7  9  7  5  9
+3  9 12 12  8  9  8  5 10
Requisites: Chr 20
Alignment: any
HD/level: d10
Weapon Prof.: 5+level/10
To Hit Table: Psi
Save Table: Psi
Reference: Quintessential Psion3
Groups: Psionicist
 
Gains access to one psionic frequency per level.
Gets Chr bonus to psionic progression.
PSPs = Chr*(Level+10).
(This is in Psi1 PSPs.)  
Levels 1-5:
(2/level)
A. 1N, take 1 dmg: Gain 1 PSP {Living Power}
B. Access to all frequencies, lose LVL powers per type (minor, major, etc.)
C. +LVL Chr, -LVL Wis {Imbalanced}
D. Ethereal Perception; Can cast psi effects into Ethereal {Ectoplasmic}
E. Gain +LVL SL's in a psionic progression {Fragmount}
F. Have access to Psi0 Quintessential Psion6 class {Hand of Thought}
G. Have access to Psi3 or Psi3.5 with Quintessential Psion6 class.
H. Immune disease, mental damage; Sustain Int, Wis, Chr {Healthy Mind}
I. -LVL dmg / energy effect {Traumatised}
J. Regain PSPs like the Psi10 class (people around you) {Infector}
K. Replace Chr bonus with Int bonus to progression {Touched}
L. +LVL Will saves; cannot generate Psionic links {Introvert}
Level 6: Pick two from: Quintessential level 1-5 or 5th edition level 1-3
Levels 7-11:
(2/level)
M. Can psionically affect Undead as if they weren't Undead {Necropath}
N. 1bM: Can use +1P action this segment {Invisible Friends}
O. Gain PSPs back at x2 rate; Mummy Racial Adj. {Psychic Mummy}
P. "High Frequency Sample" is a legal frequency to pick {Psi. Investigator}
Q. +1M action for psi; +LVL Nonweapon proficiencies {Personality Shard}
R. One psi frequency has half PSP costs, others double {Specialized Mind}
S. 1M: Summon a DL=LVL/2 Psionic monster.
T. When using a psi power, can spend an extra 1M: x2 effect {Obsessive}
U. You will not die at any negative hp total, still can't act {Left for Dead}
Level 12: Pick two from: Quintessential level 1-11 or 5th edition level 1-7
Levels 13-17:
(2/level)
V. Can material component psionic powers (spend 1V)
W. Gain a Rogue chart at half your LVL, 30*LVL Rogue pts {Pspy)
X. +1QM action for psi
Y. +1 summon slot; 1M: Summon a DL=LVL/2 Golem. {Puppet Master}
Z. X7 is a legal "frequency" to pick, each power costs 4 slots
AA. X-7 is a legal "frequency" to pick, each power costs 5 slots
Level 18: Pick two from: Quintessential level 1-17 or 5th edition level 1-11

[PC5] Psionicist Group Classes


Rixthaxth

Level KXP Wizard/Psi1&2
123 456 789 ABC
TH
1 0 1-- --- --- +1
2 3.5 20- --- --- +2
3 7 21- --- --- +3
4 14 32a --- --- +4
5 28 421 --- --- +5
6 56 422 b-- --- +6
7 112 432 1-- --- +7
8 224 433 2c- --- +8
9 448 433 21- --- +9
10 896 443 22- --- +10
11 1323 444 33d --- +11
12 1548 444 441 --- +12
13 1773 555 442 e-- +13
14 1998 555 442 1-- +14
15 2223 555 552 1f- +15
16 2448 555 553 21- +16
17 2673 555 553 32g +17
18 2898 555 553 321 +18
19 3123 555 553 331 +19
20 3348 555 554 332 +20
21 3573 555 554 442 +21
22 3798 555 555 443 +22
23 4023 555 555 553 +23
24 4248 555 555 554 +24
25 4473 555 555 555 +25
26 4698 666 655 555 +26
27 4923 666 666 655 +27
28 5148 666 666 666 +28
29 5373 777 766 666 +29
30 5598 777 777 766 +30
31 5823 777 777 777 +31
32 6048 888 877 777 +32
33 6273 888 888 877 +33
34 6498 888 888 888 +34
35 6723 999 988 888 +35
36 6948 999 999 999 1 +36
37 13896 999 999 999 2 +37
38 20844 999 999 999 3 +38
39 27792 999 999 999 4 +39
45 69480 A99 999 999 9 +45
54 132012 AAA AAA AAA 91 +54
63 194544 AAA AAA AAA A9 +63
72 257076 BBB BBB BAA AA1 +72
Race Adjustments:
Str Dex Con Int Wis Chr Cml AT hp TH Div
+0 +0 +0 +5 +4 -4 -6 +10 +0 +4 ÷1
 
Requisites: Int 19, Wis 16,
  Race Slots 1, Class Slots 2
Alignment: L any (or) any E
HD/level: & ++++d10
Weapon Prof.: 2+level/2
To Hit Table: Mon
Save Table: Mon +4 levels
Reference: DM
Groups: Psionicist, Monster, Archetype
Complexity: CF=3
   
Saving Throws:  
PPD: level+2
RSW: level+2
PP: level+2
BW: level+2
Spell: level+2
Fort: level+2
Reflex: level+2
Will: level+2
   
Considered a "Mind Flayer" and a "Rakshasa" race.
Gets Int bonus to progression. Can cast Wizard spells, Psi1 powers, and/or Psi2 powers. For this class, psionic powers use the following SL's: Minor=1, Major=3, Grand=6, Super=9.
Specialized in Necromancy (no opposite).
You are not slain by blessed crossbow bolts; that is a function of the Rakshasa race, not class.
PSPs = (Con+Int*2+Wis*2+Chr)/5*(Level+9). Gets one attack or defense per level, with defense F (Mind Blank) in Psi1 being free.
Level N (each level): +1 Int.
Level 1: CF=4: Barbarian Int bonus; i.e. bonus is (Int-14)*2. Your Nonweapon Proficiencies = Int*2 +level.
Level 1: Sustain Int.
Level 1: +1M action only for psionics.
Level 1: You have 4 mouth-tentacles that do 1dLVL dmg. It uses your Mouth's P to attack with them. If all 4 hit on one target, you have drawn the enemy's brain forth (RSW save). You cannot wield weapons or other objects with these mouth-tentacles.
Level 1: MR 45+LVL*5%.
Level 4: +1 to number of psionic frequencies; meaning you can use powers from another psionic frequency that you know.
Level 9: CF=5: Extra Barbarian Int bonus; i.e. bonus is (Int-16)*5/2, round down. Your Nonweapon Proficiencies = Int*3 +level.
Level 9: +1QM action only for psionics.
Level 18: CF=6: Super Barbarian Int bonus; i.e. bonus is (Int-18)*3. Your Nonweapon Proficiencies = Int*4 +level.
Level 18: +1QQM action only for psionics.
Each level, get one "5th edition" pick from the choices below.
 
Levels Pick Description
Level 1-3: A AT +14 source
B Enemies need a +LVL weapon to hit you
C 1M, 1/t: Magic Jar (Magic Jar save); you may keep the new body permanently if you like
D Immune to 0th-2nd level spells
E Immune Aging (natural and artificial)
Level 4: Pick two Rakshasa5 Level 1-3, one Cthulhoid Horror5 Level 1-3, or one Vampire5 Level 1-3
Level 5-7: F +1 head
G 0, when casting a spell from this class: Your spell is resisted using MR, aNR, or IR (your choice)
H +1M action
I Immune to 3rd-4th level spells
J +LVL TH and dmg unarmed
Level 8: Pick two Rakshasa5 Level 5-7, one Cthulhoid Horror5 Level 5-7, or one Vampire5 Level 5-7
Level 9-12: K Get 4 minors, 2 minors + 1 major, or 2 majors chosen from Psi7 or Psi14
L Replace this class's spell progression with another Wizard class you know, using <= amount of XP
M 1D, 8/lifetime: Resurrect self
N Immune to 5th-6th level spells
O Immune to minor psionic powers
Level 13: Pick two Rakshasa5 Level 9-12, one Charanodaemon5 Level 9-12, or one Vampire5 Level 9-12
Level 14-18: P +2 limbs of any kind (incl. more heads)
Q 1M, 1/t: Trap the Soul (no save); body is still here for you to take over
R +1QM action
S Immune to 7th-8th level spells
T Immune to major psionic powers
Level 18: Pick two Rakshasa5 Level 14-18, one Bringer5 Level 14-18, or one Vampire5 Level 14-18

[PC5] Psionicist Group Classes


Simic Physicalist (MTG U/G)

Level KXP Psi
mMGS
1 0 4---
2 4.625 5---
3 9.25 6---
4 18.5 61--
5 37 62--
6 74 63--
7 148 64--
8 296 65--
9 592 651-
10 1184 652-
11 1776 653-
12 2368 654-
13 2960 664-
14 3552 665-
15 4144 666-
16 4736 766-
17 5328 776-
18 5920 7761
19 6512 7771
20 7104 7772
21 7696 8772
22 8288 8773
23 8880 8873
24 9472 8874
25 10064 8884
26 10656 8885
27 11248 9885
28 11840 9886
29 12432 9986
30 13024 9987
31 13616 9997
32 14208 9998
33 14800 A998
34 15392 A999
35 15984 AA99
36 16576 AAA9
TH Saves
PD RS PP BW Sp Fo Re Wi
+0  5  3  8  2  3  1  1  1
+1  5  4  8  2  3  1  1  2
+2  6  4  8  3  4  2  2  2
+3  6  5  8  4  4  2  2  3
+4  7  5  9  5  4  3  2  3
+5  8  6  9  6  5  3  3  4
+6  8  6  9  7  5  4  3  4
+7  9  7  9  8  6  4  4  5
+8 10  8 10  9  7  5  4  5
+9 11  8 10 10  7  5  4  6
+10 11  9 10 11  8  6  5  6
+11 12 10 11 12  9  6  5  7
+12 13 11 12 13 10  7  6  7
+13 14 11 13 14 10  7  6  8
+14 14 12 13 14 11  8  6  8
+15 14 12 14 14 11  8  7  9
+16 14 13 14 14 12  9  7  9
+17 15 13 14 14 12  9  8 10
Requisites: Con 14, Int 14, Chr 16
Alignment: LG, LN, LE, or TN
HD/level: Σ  (see note)
Weapon Prof.: level*3/2
To Hit Table: War
Save Table: Psi/War
Reference: DM
Groups: Psionicist
 
Hit Dice: "Σ" means you take the summation of your Con bonus per level. (+1=1, +2=3, +3=6, +4=10, +5=15, +6=21, +7=28, +8=36, +9=45, +10=55, etc.)
Exceptional Chr bonus.
Has access to the following psionic frequencies: -1, -5, -6N, 9.
PSPs = (Con+Int+Chr)*LVL
May use ½P instead of 1M to use psionic powers, but only one psionic power can be used in this way per 1P action. The other ½P action can be used to make 1 attack (or converted to ½V to do a half movement).
Level 2: 1M: Target person gets +LVL TH, dmg, AC, and saves, but another target person in the same party gets -LVL (no save; both targets must make aIR to avoid).
Level 2: 1M: Move an effect on 1 person to another in same party (no save; both targets aMR to avoid.) The original owner still controls the effect, so if it must be activated in order to function (e.g. Psi9 Extra Limb), this doesn't work as expected.
Level 9: 1M: Target person gets +LVL*3 distributed among TH, dmg, AC, and saves, but another target person in the same party gets negative the same amount (no save; both targets must make aIR to avoid).

[PC5] Psionicist Group Classes


Sith19D

Level KXP Psi19D
mMG S
1 0 1-- -
2 6 2-- -
3 12 3-- -
4 24 4-- -
5 48 5-- -
6 96 51- -
7 192 61- -
8 384 62- -
9 768 72- -
10 1300 73- -
11 1900 83- -
12 2500 831 -
13 3100 841 -
14 3700 851 -
15 4300 852 -
16 4900 862 -
17 5500 872 -
18 6100 872 1
19 6700 873 1
20 7300 874 1
21 7900 875 1
22 8500 875 2
23 9100 876 2
24 9700 877 2
25 10300 887 2
26 10900 887 3
27 11500 888 3
28 12100 988 3
29 12700 998 3
30 13300 998 4
31 13900 999 4
32 14500 999 5
33 15100 999 6
34 15700 999 7
35 16300 999 8
36 16900 999 9
TH Saves
PD RS PP BW Sp Fo Re Wi
+1  5  4  6  2  3  0  2  0
+3  6  5  6  3  4  1  3  0
+5  6  5  7  3  5  1  4  1
+7  7  6  7  4  6  2  5  1
+9  7  7  7  4  6  3  5  2
+11  7  8  8  4  7  3  6  2
+13  8  8  8  5  8  4  7  3
+15  8  9  9  5  9  5  8  3
+17  8 10  9  5  9  5  8  4
+19  9 11  9  6 10  6  9  4
+21  9 11 10  6 11  6 10  5
+23 10 12 10  7 12  7 11  5
+25 10 13 10  7 12  7 11  6
+27 10 14 11  8 13  8 12  6
+29 11 14 11  8 14  9 13  7
+31 12 15 12  9 14  9 14  7
+33 12 15 13 10 14 10 14  8
+35 13 16 14 12 15 11 15  8
Requisites: Str 15, Wis 16
Alignment: any E
HD/level: d12
Weapon Prof.: & 6+level/2
To Hit Table: 2xWar
Save Table: 1½xRog
Reference: Star Wars
Groups: Warrior, Psionicist
 
Gets Barbarian Str and Con (but not Dex).
Uses the Barbarian line for number of attacks at double level.
Gets Psi19D powers, see progression.
PSPs = (Str+Con)*Level.
 
Level 1: 1 reset of actions: Create a light-saber. You may have at most one light-saber at a time. It is a size M weapon, 1 pound weight, damage 1d16/1d16, and a crit range of 20 for x4. Your light-saber is "red"; it has +LVL/2 TH (round down) and +LVL*3/2 dmg (round down) in plusses. It has the sharpness flag with range 19-20, the range improves by 1 per 9 levels. You must still hit the target in order for the sharpness flag to trigger.
Level 1: 1V, may borrow from the future: May parry up to LVL attacks this segment. Use your total attack bonus with the weapon (or you can use your bare hands, in case add Str+Dex+2 as usual), this is the amount of damage is reduced from the attack. You may parry each attack only once.
Level 1: 0, 1 attack: Attempt to disarm your opponent. Roll to hit and damage normally, but you do no damage, instead, keep track of this pseudo-damage. When it exceeds the target's Dex+HNCL (treating Warrior as double level and Psi19 classes as triple level), the target is disarmed and the weapon flies off (1d10)*10' in a random direction.
Level 8: Immune to poison.
Level 9: If your Dex is at least 20, you may parry each attack twice (reducing damage by twice your attack bonus).
Level 16: Immune to gas.
Level 18: If your Dex is at least 40, you may parry each attack three times (reducing damage by thrice your attack bonus).
Level 27: Can create a "black" light-saber instead of "red". This has a crit range of 20 for x5; +LVL TH (round down) and +LVL*3/2 dmg (round down). It is vorpal instead of sharpness, with one less range than the sharpness flag.

[PC5] Psionicist Group Classes


Sporacle of Chaos

Level KXP Psi12C,29
mMG SUV WX
TH
1 0 0-- -- +1
2 2.3 1e- -- +2
3 4.6 10- -- +3
4 9.2 21h -- +4
5 18.4 210 -- +5
6 35 321 l- +6
7 65 432 k- +7
8 130 432 0- +8
9 230 543 1v +9
10 460 654 2u +10
11 690 765 3t +11
12 920 876 4s +12
13 1150 987 5r +13
14 1380 A98 6q +14
15 1610 BA9 7p +15
16 1840 CBA 8o +16
17 2070 DCB 9n +17
18 2300 DCB 90 +18
19 2530 DCB 91 +19
20 2760 DCB 92 +20
21 2990 DCB 93 +21
22 3220 DCB 94 +22
23 3450 DCB 95 +23
24 3680 DCB 96 +24
25 3910 DCB 97 +25
26 4140 DCB 98 +26
27 4370 DCB 99 +27
28 4600 DCB A9 +28
29 4830 DCB AA +29
30 5060 DCB BA +30
31 5290 DCB BB +31
32 5520 DCC BB +32
33 5750 DCC CB +33
34 5980 DCC CC +34
35 6210 DDC CC +35
36 6440 DDD CC1 +36
37 12880 DDD CC2 +37
38 19320 DDD CC3 +38
39 25760 DDD CC4 +39
45 64400 DDD CCA +45
54 122360 EEE EDD +54
63 180320 GFF FFF +63
72 238280 HHH GGG 1 +72
Race Adjustments:
Str Dex Con Int Wis Chr Cml AT hp TH Div
-3 +0 +3 +5 +0 +1 -3 +6 +13 +0 ÷1
 
Requisites: Con 13, Int 17, Chr 6,
  Race Slots 1, Class Slots 2
Alignment: C any
HD/level: ++d4
Weapon Prof.: 1+level/4
To Hit Table: Mon
Reference: DM
Groups: Psionicist, Overt, Archetype
Complexity: CF=3
   
Saving Throws:  
PPD: 0+level
RSW: 8+level
PP: 4+level
BW: 0+level
Spell: 5+level
Fort: 4+level
Reflex: -1+level
Will: -2+level
   
Considered a "Beholder" race.
You have 0 arms and 0 legs. Your bite attack is 1d12 dmg. You fly at (LVL+2)*3" (D).
 
PSPs = (Dex+Int*2+Wis)*LVL
Has access to Psi(-12)C, 12C, 1200C, and 29.
Gets Int bonus to psionic progression.
For Psi29, has LVL*2 Eye Points and LVL+1 Eyes, one of which must be fixed. Psi29 powers do not count against progression, but you must have at least a "1" in a power level to get a Psi29 eye of that type (e.g. you need to have at least 1 Major to get a Major eye).
"Sporacle-ize" is a Psi29 Minor for you.
Psionic effects that say "CL targets" can choose the same target more than once. This is an exception to the normal Collective rules on this.
 
Level 1: Immune Chaos, Wild Magic, Black Ice.
Level 1: Immune to your own effects.
Level 1: 0, 1/r: Ignore someone else's immunity to Chaos for this segment.

[PC5] Psionicist Group Classes


Psi(-12)C,12C,1200C Powers

Type # Power PSPs Description
Minor 1 Anti-Technological Armor 12+1/t +5*CL% TechR (or) Resist Technology
Minor 2 Behold the Chaoticness 12 Rope-like shapes appear; Group is Insane (RSW save to lose CL San points instead)
Minor 3 Chaos Blast 12 Deal CLd4 Chaos dmg to one group (no save)
Minor 4 Chaos Shield 20 Chaos Shield (TM 21)
Minor 5 Chromatic Blast 9 Area effect Chromatic (50%) / Metallic (50%) Orb; CL=1d12
Minor 6 Commotion Resistance 4+1/t +CL*5% RR; Resist own effects; Resist Wild Surges
Minor 7 Confusion 10 Confusion (as spell)
Minor 8 Confusion Area 20 Confusion (CL targets or 1 group, Will save)
Minor 9 Confusion Blast 8 One group is confused (Will save)
Minor 10 Contagion/Enervation 13 One target is hit by Contagion & Enervation (PPD for each)
Minor 11 Cthulhoid Aura 5+1/r You look like a cthulhoid beast, gaze to fear (save vs. Will)
Minor 12 Cthulhoid Horror Swarm I 26 Summon CL ML I or CL/2 ML II Cthulhoid Horror monsters
Minor 13 Cthulhoid Swarm I 6 Summon CL Monsters using ML I "Weird" chart (random)
Minor 14 Cthulhoid Swarm II 12 Summon CL Monsters using ML II "Weird" chart (random)
Minor 15 Detect Chaos & Radiation 4+1/t Detect Chaos & Radiation continuous (ask DM as a 0 action)
Minor 16 Detect Law/Psionics 1/r Detect Law (and) Detect Psionics
Minor 17 Disorder Objects 8 Group of objects become chaotically arranged
Minor 18 Dispel Radiation/Tech 7 Dispels one Radioactive, Wild/Chaos, or Technological effect
Minor 19 Dispel Radiation/Tech Blast 30 Dispels CL Radioactive, Wild/Chaos, or Technological effects
Minor 20 Dissension's Feast 20 Dissension's Feast (TM 57)
Minor 21 Dissension's Feast Area 40 10'x10' area has food spoiled; ruins goodberries; shuts off potions
Minor 22 Enervation Area 54 Enervation (CL targets or 1 group, PPD save)
Minor 23 Entropy 18/t Disorder Objects continuous in 180'r
Minor 24 High-Frequency Sample 7 Generate a High-Frequency Sampler minor effect
Minor 25 Know Next Dice Rolls 10+1/t 0,1/r: Roll dice ahead of time before action, can choose not to
Minor 26 Mistaken Missive 8 Mistaken Missive (TM 53)
Minor 27 Mistaken Missive Area 14 10'x10' area of writings (incl. magical writings, scrolls) becomes illegible; Removes Glyphs/Symbols
Minor 28 Protection from Law 8+1/r As Pro.Evil but versus Lawful alignment
Minor 29 Protection from Law 10'r 14+2/r Protection from Law 10'r
Minor 30 Push Wave 12 Throw a group back (10*CL' Falling dmg, no save)
Minor 31 Random Polymorph Self 5 Polymoph Self Randomly (use ML I or II chart); lasts 1 turn
Minor 32 Shifting Appearance 20/t Appearance shifts to a random combination of creatures each round (strange to behold)
Minor 33 Taunt Blast 4 One group will attack you on their next action (no save)
Minor 34 Taunt Blast 18 CL target creatures or 1 group will attack you on their next action (no save)
Minor 35 Trip/Fumble Zone 2/s x1 Enemy Special: Enemies Trip (Fort save) and Fumble (Reflex save) each segment
Minor 36 Wild Invocation I 6 Random 0th (50%) or 1st (50%) SL Wizard Invocation spell
Minor 37 Wild Invocation II 11 Random 2nd (60%) or 3rd (40%) SL Wizard Invocation spell
Major 1 Behold the Chaos 12 Identify Chaotic/Wild effect, even one that defies normal ID
Major 2 Chaotic Combat 38 Chaotic Combat (TM 75)
Major 3 Chaotic Combat Zone 76 x1 Special: Everyone rolls 1d10 to hit, "1"-"5" results are left alone (they mean 1-5), "6"-"10" means 16-20 (add 10 to the result)
Major 4 Chaotic Commands 48 Chaotic Commands (TM 89)
Major 5 Chaotic Sleep 38 Chaotic Sleep (TM 76)
Major 6 Charm Chaotic Creature 30 Charm (no save) only vs. Chaotic creatures
Major 7 Contact Other Plane 9 Contact Other/Higher Plane
Major 8 Contact Other/Higher Plane 34 Contact Other/Higher Plane or Commune, up to CL planes removed
Major 9 Cthulhoid Horror Swarm II 94 Summon CL/2 ML III or CL/3 ML IV or CL/4 ML V Cthulhoid Horror monsters
Major 10 Cthulhoid Swarm III 18 Summon CL Monsters using ML III "Weird" chart (random)
Major 11 Cthulhoid Swarm IV 24 Summon CL Monsters using ML IV "Weird" chart (random)
Major 12 Dancing Chaos 20+2/r Every segment, a random SL=1d10 effect hits a random target
Major 13 Destroy Clone 48 Kills a Clone, Simulacrum, or Shapechanger
Major 14 Duplicate Radio. Item 20 Duplicate a x0 or x1 Radioactive Item
Major 15 Effect Amplification 12+2/t Pick any spell/power. You have double effect with that power.
Major 16 Globe of High Resistance 12+2/r Immune to SL 4-6 (all types), Resist SL 2-3 (all types)
Major 17 Inverted Ethics 40 Inverted Ethics (TM 80)
Major 18 Mirror Mislead 15+2/r Does a Mislead spell, a Mirror Image, and a Displacement
Major 19 Mirror Mislead 58+4/r Does a Non-Detection, a Mislead, a Mirror Image, and a Displacement
Major 20 Miscast Magic 33 Miscast Magic (TM 69), also works on psionics
Major 21 Physical Freedom 48 Free Action (and) Remove Paralysis (and) Remove Domination (or) gives a path to escape local authorities
Major 22 Random Causality 28 Random Causality (TM 69)
Major 23 Random Push Zone 56+2/s x1 Enemy Special: Enemies take 10*CL' Falling dmg per segment
Major 24 Random Telekinetics 28+2/r All objects in 60'r area randomly telekinese around, creatures in area take 1d6*1d10 dmg/r
Major 25 Randomness 23/t All your non-permanent die rolls of NdS instead are rolled as Nd(S+2)-N
Major 26 Redirect Question Mark 16 Force a "question mark" to go opposite direction
Major 27 Reverse Causality 56 Creature saves vs. RSW or his physical attacks damage himself instead of others
Major 28 Shift Towards Chaos 40 Creature saves: if made it takes caster's level in damage, if missed AL shifts one towards C
Major 29 Sporacle 64 Sporacle (random [C] section effect) a group.
Major 30 Strip Down (Nude Bomb) 10+1/s Choose 1 target; he removes/drops 1 item /s (no save)
Major 31 Strip Down (Nude Bomb) 38+2/s Choose 1 target; he removes/drops 1 item and 1 effect /s (no save)
Major 32 Unlimited Wish Mutation 20/t Wishes/Miracles/Alter Realities/etc. have random effects 30' r
Major 33 Unlimited Wish Volley 26 50%: You get an Unlimited Wish; 50%: Closest enemy gets it
Major 34 Weird Chaos 12 Two groups: One gets hit by Weird, the other Chaos (as spells)
Major 35 Wild Invocation III 17 Random 4th (70%) or 5th (30%) SL Wizard Invocation spell
Major 36 Wild Invocation IV 22 Random 6th (80%) or 7th (20%) SL Wizard Invocation spell
Major 37 Wishoid Mutation Zone 76/t x1 Special: Wishoids have random effects
Grand 1 Area Amplification 46 Your next Psi1200C power has double area (e.g. CL targets -> CL*2 targets; 1 group -> 2 groups)
Grand 2 Cthulhoid Horror Swarm III 340 Summon CL/3 ML VI or CL/4 ML VII or CL/5 ML VIII Cthulhoid Horror monsters
Grand 3 Cthulhoid Swarm V 30 Summon CL*2 Monsters using ML V "Weird" chart (random)
Grand 4 Enhance Radiation 108 The radiation level in the room is raised or lowered (your choice) by RS=CL/3
Grand 5 Hornung's Area Dispatcher 216 Plane Shift away (CL targets or 1 group, each goes to a random plane, Will save)
Grand 6 Mental Freedom 63 Ejection (and) Restore Memories/Clarity of Mind (and) Remove Possession; This effect costs no actions to use
Grand 7 Random Dispatcher 80 Hornung's Random Dispatcher (TM 44), no save
Grand 8 Random Gravity 70 Gravity in 1 mile radius becomes random (1d6-3 times normal gravity each round)
Grand 9 Summon Chaotic Creature 60 Gate (as spell) for Chaotic creature or for an Earth or Fire Elemental
Grand 10 Uncontrolled Weather 70 Weather Patterns in area become random/extreme
Grand 11 Uncontrolled Weather Zone 20/r x1 Terrain Feature: Weather in area become extreme; Everyone takes CLd20 Natural Weather dmg /r
Grand 12 Wandering Monster Modification 22/r x1 Terrain Feature: Wandering monsters occur either (choose:) x2 or ÷2 as often
Grand 13 Wild Invocation V 28 Random 8 (90%) or 1d4+8 (10%) SL Wizard Invocation spell
Grand 14 Wild Magic Surge 78 Generate (level) Wild Surges within 60' each round for 1h
Grand 15 Wildstrike 60 Wildstrike (TM 39)
Super 1 Chaos Storm 180+8/r All in 120'r area are affected by Weird, Maze, and Chaos (as spells) every round
Super 2 Cthulhoid Horror Swarm IV 1228 Summon CL/4 ML IX or CL/5 ML X or CL/6 ML XI Cthulhoid Horror monsters
Super 3 Cthulhoid Swarm VI 36 Summon CL*4 Monsters using ML VI "Weird" chart (random)
Super 4 Cthulhoid Swarm VII 42 Summon CL*6 Monsters using ML VII "Weird" chart (random)
Super 5 Grand Chaos 200/r All die rolls by all creatures within 240' of caster become either minimum (50%) or maximum (50%), check for each grouping of dice rolled
Super 6 Invoke Devastation 96/s x1 Terrain Feature: It's raining Colorless Fire; All in area are Wild Surged, Wand of Wondered, Sporacled, and DNA Scrambled /s
Super 7 Raw Logrus 640 All enemies you can see (up to CL groups) take CL^2 Chaos dmg (no save) and lose CL San (Will save for half)
Ultra 1 Anti-Commotion Resist. 40+5/t +CL*5% aaAllR (Anti-Anti R vs. everything)
Ultra 2 Cthulhoid Swarm VIII 48 Summon CL*9 Monsters using ML VIII "Weird" chart (random)
Ultra 3 Get it on! 150 All within sight (incl. party) get +1QQQQQOppF this segment. You can use it and a normal Opp action in the same segment. You may ignore the "Opp" part of this if you wish (i.e. use it on your half of the segment).
Ultra 4 Wild Invocation VI 33 Random 10 (95%) or 2m4+10 (5%) SL Wizard Invocation spell

[PC5] Psionicist Group Classes


Treva Renewer (MTG U/G/W)

Level KXP Priest
123 456 789 AB
Psi
mMG SUV
TH
1 0 0-- --- -- 6-- - +0
2 5.375 10- --- -- 8-- - +1
3 10.75 210 --- -- A0- - +2
4 21.5 321 --- -- A2- - +3
5 43 321 0-- -- A4- - +4
6 86 432 1-- -- A6- - +5
7 172 432 10- -- B7a - +6
8 344 543 21- -- B90 - +7
9 688 543 210 -- B92 - +8
10 1376 654 321 -- B94 - +9
11 2064 654 321 0- B96 - +10
12 2752 665 432 1- B98 - +11
13 3440 666 543 2- BB8 - +12
14 4128 666 543 20 BBA - +13
15 4816 666 543 21 CBB b +14
16 5504 666 654 32 DCB a +15
17 6192 666 665 43 DDC 0 +16
18 6880 666 666 54 DDC 2 +17
19 7568 666 666 65 DDD 3 +18
20 8256 666 666 66 DDD 5 +19
21 8944 666 666 66 EDD 6 +20
22 9632 766 666 66 EDD 8 +21
23 10320 766 666 66 EED 9 +22
24 11008 776 666 66 FED A +23
25 11696 776 666 66 FFE A +24
26 12384 777 666 66 FFF B +25
27 13072 777 666 66 GFF C +26
28 13760 777 766 66 HFF D +27
29 14448 777 766 66 HHF D +28
30 15136 777 776 66 HHG E +29
31 15824 777 776 66 HHH F +30
32 16512 777 777 66 IHH G +31
33 17200 777 777 66 JIH G +32
34 17888 777 777 76 JII H +33
35 18576 777 777 76 JJI I +34
36 19264 777 777 771 KJJ I1 +35
37 38528 777 777 772 KJJ I2 +36
38 57792 777 777 773 KJJ I3 +37
39 77056 777 777 774 KJJ I4 +38
45 192640 888 888 777 KJJ IA +44
54 366016 999 998 888 1 KJJ JI +53
63 539392 999 999 988 8 LLL LK +62
72 712768 AAA AA9 999 91 NNM MM1 +71
Requisites: Con 21, Int 21, Wis 16, Chr 35,
  Class Slots 2
Alignment: LG
HD/level: d20
Weapon Prof.: 4+level*3/2
To Hit Table: War
Reference: DM
Groups: Priest, Psionicist, Monster
Complexity: CF=4
   
Saving Throws:  
PPD: 7+level*3/2
RSW: 7+level*3/2
PP: 7+level*3/2
BW: 7+level*3/2
Spell: 7+level*3/2
Fort: 6+level*3/2
Reflex: 0+level*3/2
Will: 4+level*3/2
   
Barbarian Chr bonus. Exceptional Wis bonus.
Grand in Animal, Plant, and Charm spheres. Spells of these spheres cost ½M to cast.
 
Gets Chr bonus to psionic progression, with their SLs shifted down by 1 (m=1, M=4, G=7, S=10).
Has access to Psi11U/W, plus one psionic frequency per level (including level 1).
PSPs = (Con+Int+Chr*2)*LVL
Note that Psi11U/W uses no PSPs; these powers work like "Channeling" for spellcasters.
May use ½P instead of 1M to use psionic powers, but only one psionic power can be used in this way per 1P action. The other ½P action can be used to make 1 attack (or converted to ½V to do a half movement).
Any psionic power that cures hp or removes baneful effects costs only ½M to use, costs ½ the number of PSPs, and is only ½ a memorization slot.
 
Has an "Animal Companion" slot. This is a monster who is allied to you and stays with you even between resets. It has 1/10 your XP and may be single classed. It may use items. Unlike a familiar it may be damaged. You play the Animal Companion.
Has a "Familiar" slot.
Level 1: You may have your spells (from this class) resisted using CR (Charm Resistance) instead of MR. Spend 1F action to switch this.
Level 2: 1M: Target person gets +LVL TH, dmg, AC, and saves, but another target person in the same party gets -LVL (no save; both targets must make aIR to avoid).
Level 2: 1M: Move an effect on 1 person to another in same party (no save; both targets aMR to avoid.) The original owner still controls the effect, so if it must be activated in order to function (e.g. Psi9 Extra Limb), this doesn't work as expected.
Level 3: 1M: Target loses LVL worth of C actions from his remaining number of actions. (e.g. if he has 2P+1V+1M remaining, and you're level 3, he can choose to lose 1P+1V or 1M.)
Level 3: 1M: Counter an effect from an item.
Level 4: 1M, 10/t: Summon a saproling (AC 20, hp 10, TH +10, dmg 10). Any number of saprolings count as only one summon slot, but all of them stay together in a group.
Level 4: 1M, 1/r: Your party gets +LVL TH, dmg, AC, and saves until end of round.
Level 9: 1M: Target person gets +LVL*3 distributed among TH, dmg, AC, and saves, but another target person in the same party gets negative the same amount (no save; both targets must make aIR to avoid).
Level 9: (n)M: Counter an effect from a x(n) item. This is a x(n) effect.
Level 9: 1M: Your party gets +LVL*2 distributed among TH, dmg, AC, and saves until end of round. (Everyone in the party gets the same bonus, you don't distribute for each person.)
Level 14: +1 Animal Companion slot.

[PC5] Psionicist Group Classes


[Q11U/W] Psi11U/W Powers

Level # Power Effect
2 (minor) 1 Angelic Shield All your summons get +1 rhp. You get 10 current hp. 0, sacrifice this effect: Unsummon (no save).
2 (minor) 2 Azorius First-Wing Summon a DL II Griffin, it flies, and can remove bad effects on people.
2 (minor) 3 Azorius Guildmage Summon a DL II Vedalken Wizard, it can Stop someone, and can dispel Contingency effects.
2 (minor) 4 Crystalline Sliver Summon a DL II Sliver, it can't be targetted.
2 (minor) 5 Energy Arc 1bM: In your group, weapon damage does not occur this half-segment and your next half-segment.
2 (minor) 6 Galina's Knight Summon a DL II Merfolk Knight, it is immune to area effect damaging spells/psi.
2 (minor) 7 Meddling Mage Summon a DL II Human Wizard, he Banhammers one spell or psi effect of SL 0-3 in the room [x1 Special]
2 (minor) 8 Overrule 1bM, spend N additional SL's: Counterspell, unless they spend 10*N SL's, and you are cured 10*N hp.
2 (minor) 9 Pride of the Clouds Summon a DL II Elemental Cat, he flies, he has rhp = number of flying summons you control.
2 (minor) 10 Prismatic Boon Choose a school, sphere, or psionic frequency. A group is immune to that for 1s.
2 (minor) 11 Sygg, River Guide Summon a DL II Merfolk Wizard, he can give someone Water Breathing, and can counter one effect.
2 (minor) 12 Wings of Aesthir Target gets +CL TH/dmg and flying 12" for 1t.
2 (minor) 13 Wings of Hope Target gets +1 TH/dmg, +3 AC/saves, and flying 12" for 1t.
3 (major) 1 Absorb 1bM: Counterspell, and be cured 30 hp.
3 (major) 2 Azorius AEthermage Summon a DL III Human Wizard, it can refresh some of your spell/psi progressions.
3 (major) 3 Chromatic Armor Choose a school, sphere, or psionic frequency. Target is immune to that for 1t.
3 (major) 4 Daring Leap One creature flies and gets +10 TH/dmg/AC/saves this segment.
3 (major) 5 Demand (Supply/Demand) Wishoid for a SL 2 Psi11U/W spell
3 (major) 6 Guiding Spirit Summon a DL III Angel, it flies, and makes your Summon Psi11U/W powers cost only ½M each.
3 (major) 7 Hanna, Ship's Navigator Summon a DL III Human Artificer, he can rebuild dispelled effects or magic items.
3 (major) 8 Leering Gargoyle Summon a DL III Gargoyle, it flies, and it can become very tough (+20 rhp) but then cannot physically attack.
3 (major) 9 Minister of Impediments Summon a DL III Human Advisor, he can lockdown one enemy's actions (Bosses and the like get a Will save).
3 (major) 10 Opaline Sliver Summon a DL III Sliver, if this Sliver dies due to enemy combat, you get one SL=2 spell added to your progression for 1t.
3 (major) 11 Phantatog Summon a DL III Atog, it dispels spell/psi effects, you can spend spell slots to increase it's DL.
3 (major) 12 Plumes of Peace Target creature is Slowed (Reflex save) and prevent his next P action (Will save)
3 (major) 13 Reparations Whenever an enemy targets you, gain 2 SL's back in Psi11U/W progression.
3 (major) 14 Riptide Crab Summon a DL III Crab, when he dies, you get ½M you can use before the end of the round.
3 (major) 15 Samite Archer Summon a DL III Human Cleric Archer, he cures 30 hp to one target and causes 30 hp to another target per action.
3 (major) 16 Silver Drake When casting, sacrifice a summon: Summon a DL IV Drake, it flies.
3 (major) 17 Sky Spirit Summon a DL III Spirit, it flies.
3 (major) 18 Spectral Shield Target gets a 20 hp Armor spell (stacks with other Armor spells), and he can't be targetted.
3 (major) 19 Tempest Drake Summon a DL III Drake, he flies and can Interpose to protect someone from being attacked.
4 (major) 1 AEthermage's Touch Get a temporary extra Summon slot this segment, summon a DL=1d4 creature, it disappears at end of segment.
4 (major) 2 Ayesha Tanaka Summon a DL IV Human Artificer, it can group monsters together, and counter magic item abilities.
4 (major) 3 Azorius Ploy One creature deals no damage on his next P action; and one creature has all melee damage prevented to him for 1s.
4 (major) 4 Cloud Cover Whenever someone dispels one of your spell/psi effects, you can recast that effect for ½M within the next round.
4 (major) 5 Glaciers x1 Special on room: Wacky balls cure instead of damage people. Spend a SL=2 spell slot each round to upkeep this.
4 (major) 6 Grand Arbiter Augustin IV Summon a DL IV Human Advisor, he spell robes for you one Psi11U/W power for -1 SL, he also casts Psi11U/W powers.
4 (major) 7 Harbor Guardian Summon a DL IV Gargoyle, he has near-infinite reach upwards.
4 (major) 8 Hazerider Drake Summon a DL IV Drake, it is immune to area effect damaging spells/psi.
4 (major) 9 Kangee, Aerie Keeper Summon a DL IV Bird Soldier, he flies, and makes your other Bird summons +3 DL's higher.
4 (major) 10 Meddling Kids Summon a DL IV Human Child, he Banhammers one spell or psi effect of SL 4-5 (not lower) in the room [x1 Special]
4 (major) 11 Reviving Vapors Up to 3 targets are cured (1d10+CL)*10 hp
4 (major) 12 Sawtooth Loon When summoning, sacrifice a summon: Summon a DL V Bird, he isn't sick and can cast Psi11U/W powers.
4 (major) 13 Stand // Deliver Unsummon a summon or dispel one effect, and cure one target 80 hp.
4 (major) 14 Trial (Trial/Error) Unsummon all creatures in a group, at least one of your summons must be in that group.
4 (major) 15 Vanish into Memory Unsummon a creature. You gain 2*N-R SL's in your Psi11U/W progression, where N is it's DL and R is it's remaining rhp's.
5 (major) 1 Armored Guardian Summon a DL V Cat Warrior, it can make people untargetable, and prevent damage.
5 (major) 2 Hunding Gjornersen Summon a DL V Human Warrior, he is good at attacking single groups with lots of monsters in it.
5 (major) 3 Isperia the Inscrutable Summon a DL V Sphinx, it flies and it gives you an extra summon slot for itself (max=1 of these at a time).
5 (major) 4 Ordered Migration Summon CL/6 DL I Birds
5 (major) 5 Palliation Accord Whenever one of your summons physically attacks, you are cured N hp, where N is their DL.
5 (major) 6 Sky Hussar Summon a DL V Human Knight, he hastes you and all your summons by +1S action.
5 (major) 7 Swift Silence The entire "stack" of spells is countered. You get +1sM action (Slow Mental, you can use it on segment 10)
5 (major) 8 Teferi's Moat Specify a summon type. Creature of that type can't attack you unless they fly. You can't fly while running this.
5 (major) 9 Tobias Andrion Summon a DL V Human, he beats things.
5 (major) 10 Windreaver Summon a DL V Elemental, it flies, can interpose, if it doesn't attack it gets +10 rhp, and it can blink.
6 (grand) 1 Dovescape x1 Special on room: Everyone has +1 summon slot for Birds; All spells and psi are countered, get N DL I Bird summons instead, where N=SL.
6 (grand) 2 Kasimir the Lone Wolf Summon a DL VI Human Warrior, he beats things down.
6 (grand) 3 Rasputin Dreamweaver Summon a DL VI Human Wizard, he can restore up to 6 SL's of your Psi11U/W progression, he also casts Psi11U/W powers.
7 (grand) 1 Gosta Dirk Summon a DL VII Human Warrior, he is not sick, and can Part/Lower Water.
7 (grand) 2 Iridescent Angel Summon a DL VII Angel, it is immune to magic, psi, innates, and radiation.
7 (grand) 3 Ith, High Arcanist Summon a DL VII Human Wizard, he can save/rescue a creature from being in a nasty group of monsters.
7 (grand) 4 Jedit Ojanen Summon a DL VII Cat Warrior, he really beats things down.

[PC5] Psionicist Group Classes


UnDeath Machine1


Level

KXP
Wizard
123 456 789
Priest
123 456 7
Psi7
mMG S

TH
1 0 1-- --- --- 10- --- - 2-- - +2
2 12.5 2-- --- --- 210 --- - 4-- - +3
3 25 21- --- --- 321 0-- - 6-- - +4
4 50 32- --- --- 432 1-- - 71- - +5
5 100 421 --- --- 543 20- - 73- - +6
6 200 422 --- --- 543 21a - 75- - +7
7 350 432 1-- --- 554 320 - 77- - +8
8 600 433 2-- --- 555 431 - 88- - +9
9 900 433 21- --- 555 555 - 981 - +10
10 1250 443 22- --- 555 555 b 983 - +11
11 1850 444 33- --- 555 555 a 985 - +12
12 2450 444 441 --- 555 555 0 987 - +13
13 3050 555 442 --- 555 555 1 998 - +14
14 3650 555 442 1-- 555 555 2 A99 - +15
15 4250 555 552 1-- 555 555 3 AAA - +16
16 4850 555 553 21- 555 555 4 BBA - +17
17 5450 555 553 32- 555 555 5 CBB - +18
18 6050 555 553 321 655 555 5 CCB 1 +19
19 6650 555 553 331 665 555 5 CCC 2 +20
20 7250 555 554 332 666 555 5 DCC 3 +21
21 7850 555 554 442 666 655 5 DDC 4 +22
22 8450 555 555 443 666 665 5 DDD 5 +23
23 9050 555 555 553 666 666 5 EDD 6 +24
24 9650 555 555 554 766 666 5 EED 7 +25
25 10250 555 555 555 776 666 5 EEE 8 +26
26 10850 666 655 555 777 666 5 FEE 9 +27
27 11450 666 666 655 777 766 5 FFE A +28
28 12050 666 666 666 777 776 5 FFF B +29
29 12650 777 766 666 777 777 5 GFF C +30
30 13250 777 777 766 777 777 6 GGF D +31
31 13850 777 777 777 877 777 6 GGG E +32
32 14450 888 877 777 887 777 6 HGG F +33
33 15050 888 888 877 888 777 6 HHG G +34
34 15650 888 888 888 888 877 6 HHH H +35
35 16250 999 988 888 888 887 6 IIH H +36
36 16850 999 999 999 1 888 888 61 III I1 +37
37 17450 999 999 999 2 888 888 62 III I2 +38
38 18050 999 999 999 3 888 888 63 III I3 +39
39 18650 999 999 999 4 888 888 64 III I4 +40
45 22250 A99 999 999 9 888 888 88 III IA +46
54 27650 AAA AAA AAA 91 999 999 991 III II1 +55
63 33050 AAA AAA AAA A9 A99 999 999 III IIA +64
72 38450 BBB BBB BAA AA1 AAA AAA AAA 1 III III1 +73
Requisites: Str 20, Dex 20, Con 20, Int 20, Wis 20,
  Class Slots 3
Alignment: any E
HD/level: 2d12
Weapon Prof.: 6+level/2
To Hit Table: War+2
Reference: DM {Planeshifted Death Machine}
Groups: Custom, Alternate
Complexity: CF=2
   
Saving Throws:  
PPD: level+10
RSW: level+10
PP: level+10
BW: level+10
Spell: level+10
Fort: level+10
Reflex: level+10
Will: level+10
   
For abilities, see next pages.

[PC5] Psionicist Group Classes


UnDeath Machine1 Abilities (page 1)

This is a combined Anti-Paladin / Anti-Magic-User / Anti-Druid / Anti-Thief / Psi7 / Anti-Custom.
Gets "All Warrior", "All Wizard", "All Priest", "All Rogue", and "All Psionicist" abilities.
Specialization in Anti-Magic; no opposite.
Gets no Rogue abilities.
As a Psi7 character, you are still alive, but are imbuing yourself with undead-type powers. Psi7 by itself does not make you vulnerable to Turn Undead.
PSPs (Psi7) = (LVL+3)*30.
 
Pick one ability per level:
1. 1M: Dispel a racial ability for 1 turn.
2. 1M: Dispel a class ability for 1 turn.
3. 1M: Dispel or remove a feat or kit from someone for 1 turn.
4. 1M: Dispel a familiar ability for 1 turn.
5. 1M: Drop all ER, iER, xER, and ixER on target (no resistance).
6. Lockdown all Opposing (Opp) actions within sight.
7. Lockdown all Quick (Q) actions within sight. (This includes QQ, QQQ, etc.)
8. Lockdown all Instantaneous (I) actions within sight.
9. Lockdown all Borrowed (b) actions within sight.
10. Lockdown all Held (h) actions within sight.
11. Within sight, any spell that is higher SL than it's caster's level is countered, and causes the caster to be Capital C Crapped (no resistance, no immunity).
12. Within sight, any psionic ability that is higher SL than it's caster's level is countered, and causes the caster to be Capital C Crapped (no resistance, no immunity). (Note this will affect 1st level characters throwing a minor.)
13. When attacking someone, multiply your to hit rolls by the number of classes he has (max=LVL).
14. When attacking someone, multiply your damage by the number of classes he has (max=LVL).
15. When casting a spell at someone, multiply your damage by the number of classes he has (max=LVL).
16. Within sight, all counterspells are automatically countered.
17. Within sight, all "Capital I Insist" effects automatically get "Really Objected" to.
18. 1M: Dispel LVL magic, psionic, or innate effects on one target.

[PC5] Psionicist Group Classes


UnDeath Machine1 Abilities (page 2)

Level 1: +level Cml or -level Cml (your choice, you may switch sign during a reset).
Level 1: Immunity to disease.
Level 1: 1M, 1/d: Cause 2*level hp damage by touch (no save) or cure same amount to self.
Level 1: Protection from Good cont.
Level 1: Backstab x(level/9+2), round down.
Level 1: Poison Use proficiency.
Level 1: Control Undead as if a Cleric 2 levels lower.
Level 1: May use 1 material component effect per spell as a zero action.
Level 1: iIR (Irreducible Innate Resistance) = level*4% up to level 10. After level 10, it becomes 25+level*2%.
Level 1: Immune to Pick Pockets.
Level 3: Attract undead followers.
Level 3: Identify Fungus/Mold type; Identify Outer-Planar creature type; Identify potions.
Level 3: 1M: Passwall.
Level 3: Gain 1 outer-planar language per level starting at 3rd. (demon, deva, modron, etc.) Yes, you can use these as nonweapon proficiencies instead.
Level 4: Summon Warhorse: usually a demonic beast or a Nightmare.
Level 4: 1M, can borrow from next segment: Counter a Rogue ability that was just used.
Level 4: 1V: Target loses 1V action.
Level 7: Immunity to Psionic Domination.
Level 7: Shape Change to Mold/Slime/Jelly, Para-Elemental, Minor Demon (each 1/day) 1M action, must be size T-L, heal 10%-60% hp
Level 9: All Rogue abilities within 30' of you are lowered by 100%.
Level 9: 1V: Lower a Rogue ability effect on someone (such as Invisibility).
Level 15: 6 bonus spell levels, lost when advance to Level 16.
Level 16: Alter Appearance to appear to be another undead type. Cannot be detected by True Seeing or the like.
Level 17: Hibernate; Suspend Animation up to level*10 years.
Level 17: Enter Elemental plane of Imprisonment; Conjure Imprisonment Elemental at will; Immune to all imprisonment and magnetism based effects.
Level 18: Enter Elemental plane of Time; Conjure Time Elemental at will; Immune to all time and wood based effects.
Level 19: Enter Elemental plane of Magnetism; Conjure Vacuum/Radiance Quasi-Elemental.
Level 20: Enter Elemental plane of Wood; Conjure Minerals/Dust Quasi-Elemental.
Level 21: Enter alternate Prime planes.
Level 22: Enter plane of Phlogiston; immune to Phlogiston-based effects.
Level 23: Enter any Inner plane; Roam Inner Plane Probability Lines (7th dim.); Enter Concordant Opposition; immune to Semi-Elemental effects and Positive and Negative energy.

[PC5] Psionicist Group Classes


Anti-Magic Spells

Level # Spell Effect
1 1 Anti-Magic Armor Armor has +1/+1 AC/saves for 1t
1 2 Anti-Magic Missile (L+1)/2 missiles; 1d4+1 dmg gravity (no save)
1 3 Anti-Magic Mouth Mouth that moves around (like Wizard Eye), can speak through it
1 4 Detect/Identify Anti-Magic Detect/Identify Anti-Magic
1 5 Foul Potions Foul (Destroy) 10*CL doses of magical Potions in someone's inventory (no save), the potions can be fixed out of combat if done within the hour
1 6 Nystul's Anti-Magic Aura Makes an object radiate anti-magic; considered a +0 weapon on the damage side
2 1 Anti-Magic Resistance aMR 50+CL*5% [duration 2 hours]
2 2 Blank [1Z to cast] Counter a Blink effect
2 3 Dispel Magic (one effect) Dispels one magic effect (no option to dispel an area like normal Dispel Magic)
2 4 Drain Charges Target magic item loses 10*CL charges (no save)
2 5 Rope Trap Create a x1 magical trap of Maze
2 6 Spectral Mouth Can have a breath effect start from a remote location
3 1 Anti-Magic Circle Against T/N/S/J/A/Nil As "Protection from [alignment]" spells, against one of T/N/S/J/A/Nil
3 2 Delay Life [1bM to cast] Counter a Raise effect (Resurrection still works), or Turn off someone's Regen Buffer
3 3 Flowform Enter the nearby border Phlogiston plane
3 4 Greater Anti-Magic Armor Armor has +CL/3 AC and +CL/3 saves for 1t
3 5 Pro. from Magic Armor You ignore the AC plusses from magic armor for 1t
3 6 Pro. from Shields Ignore damaging shield effects
4 1 Airskin 4+CL/2 Airskins. Each Airskin halves the damage from an energy-based attack. Can use 1Z to have a second Airskin halve it again.
4 2 Anti-Magic Mirror Like crystal ball but with sound and scent instead of sight
4 3 Create Exhaustion Target takes 50% more damage than the damage he's taken so far (RSW save for 25%)
5 1 Anti-Magic Jar Exorcism and Remove Domination/Charm/Magic Jar on 1 target, or the target drops an item that's Ego Dominating him (no resistance)
5 2 Anti-Magic Shell (one SL) Pick one SL. Turns off magical spells and effects of exactly that SL (lower or higher is not affected)
5 3 Shadow Anti-Magic CLd6 dmg (pick a normal or para element) to a group, Int check for half damage
6 1 Anti-Anti-Magic Shell Turns off anti-magical spells and effects of spell levels 0-5
6 2 Demi-Shadow Anti-Magic CLd8 dmg (pick a normal, para, or quasi element) to a group, Int check for half damage
6 3 Create DMZ Create a DMZ (Dispel Magic Zone), a x1 Special on the room
7 1 First Level Anti-Magic-User Spells (DM1) Cast any four 1st level Anti-Magic spells simultaneously when it is cast.
7 2 First Level Anti-Magic-User Spells (DM2) Can cast one 1st Level Anti-Magic spell per round as Z action
9 1 Megaskin CL/4 Megaskins. Each Megaskin lets you ignore one energy based attack.
9 2 Round Stop The current round will end after the end of this segment (the rest of the segments this round will not occur)
10 1 Anti-Anti-Dispel Magic Shell Lower an Anti-Dispel Magic Shell
10 2 Anti-Dispel Anti-Magic Shell Your effects are immune to low MF, Instantaneous, Look at Me I'm the DCI

[PC5] Psionicist Group Classes


Vorosh Hunter (MTG B/U/G)

Level KXP Psi
mMG S
1 0 4-- -
2 5.225 5-- -
3 10.45 6-- -
4 20.9 61- -
5 41.8 62- -
6 83.6 63- -
7 167.2 64- -
8 334.4 65- -
9 668.8 651 -
10 1337.6 652 -
11 2006.4 653 -
12 2675.2 654 -
13 3344 664 -
14 4012.8 665 -
15 4681.6 666 -
16 5350.4 766 -
17 6019.2 776 -
18 6688 776 1
19 7356.8 777 1
20 8025.6 777 2
21 8694.4 877 2
22 9363.2 877 3
23 10032 887 3
24 10700.8 887 4
25 11369.6 888 4
26 12038.4 888 5
27 12707.2 988 5
28 13376 988 6
29 14044.8 998 6
30 14713.6 998 7
31 15382.4 999 7
32 16051.2 999 8
33 16720 A99 8
34 17388.8 A99 9
35 18057.6 AA9 9
36 18726.4 AAA 9
TH Saves
PD RS PP BW Sp Fo Re Wi
+4  5  3  8  2  3  1  1  1
+5  5  4  8  2  3  1  1  2
+6  6  4  8  3  4  2  2  2
+7  6  5  8  4  4  2  2  3
+8  7  5  9  5  4  3  2  3
+9  8  6  9  6  5  3  3  4
+10  8  6  9  7  5  4  3  4
+11  9  7  9  8  6  4  4  5
+12 10  8 10  9  7  5  4  5
+13 11  8 10 10  7  5  4  6
+14 11  9 10 11  8  6  5  6
+15 12 10 11 12  9  6  5  7
+16 13 11 12 13 10  7  6  7
+17 14 11 13 14 10  7  6  8
+18 14 12 13 14 11  8  6  8
+19 14 12 14 14 11  8  7  9
+20 14 13 14 14 12  9  7  9
+21 15 13 14 14 12  9  8 10
Requisites: Str 16, Dex 16, Con 18,
  Int 18, Wis 18, Chr 16,
  Class slots 2
Alignment: LE or TN
HD/level: 2½d0+13  (see note)
Weapon Prof.: 5+level*3/2
To Hit Table: Mon +3 levels
Save Table: War/Rog/Psi
Reference: DM
Groups: Rogue, Psionicist, Monster
 
Hit Dice: "2½d0+13" means you get 2½ times your Con bonus, plus an additional 13 (not multiplied by 2½), per level (round down).
Exceptional Str, Dex, and Chr bonus.
Gets Wis bonus to physical attacks in addition to Str and/or Dex.
Can weapon specialize and uses the "Ranger" line for number of attacks.
Has 60+40*LVL Rogue points.
Some of this class's rogue abilities duplicate psionic powers. The number of PSPs being used (if this is needed, for effects like Cell Adjustment) is equal to the amount the roll is made by. The limit on how many PSPs can be spent is still obeyed.
This class counts as 1 level higher for purposes of twilighting. You will twilight if you use a psionic power that is too high SL for you.
Has access to the following psionic frequencies: -1, -5, -6N, 9. DM Note: A list of -1, -5, -6N powers follows, but I didn't list Psi9 because it's so long.
PSPs = (Con+Int+Chr)*LVL
May use ½P instead of 1M to use psionic powers, but only one psionic power can be used in this way per 1P action. The other ½P action can be used to make 1 attack (or converted to ½V to do a half movement).
Level 1: Vampiric Regeneration (for every 2 damage you deal in melee: regen 1 hp, cannot go above max).
Level 2: 1M: Target person gets +LVL TH, dmg, AC, and saves, but another target person in the same party gets -LVL (no save; both targets must make aIR to avoid).
Level 2: 1M: Move an effect on 1 person to another in same party (no save; both targets aMR to avoid.) The original owner still controls the effect, so if it must be activated in order to function (e.g. Psi9 Extra Limb), this doesn't work as expected.
Level 4: 1V: +1 QV next segment.
Level 4: 1V: Target cannot use V actions next segment (no save; aIR to avoid).
Level 5: 1M: Raise Dead.
Level 5: 1M: Target person gets +LVL TH, dmg, AC, and saves until end of turn.
Level 9: 1M: Target person gets +LVL*3 distributed among TH, dmg, AC, and saves, but another target person in the same party gets negative the same amount (no save; both targets must make aIR to avoid).
Level 9: 1P: +1 QP next segment.
Level 9: 1P: Target cannot use P actions next segment (no save; aIR to avoid).
Level 9: Double Vampiric Regeneration (for every 1 damage you deal in melee: regen 1 hp, cannot go above max).
Level 10: 1M: Raise Dead Fully.
Level 16: Your Vampiric Regeneration affects your missile weapons too.
Lvl Ability | -50% | -100% | -150% Act Base Penalty Bonus
1 Duplicate a Psi1 minor ||| major ||| grand ||| super 1M 0 Chr-9 Chr-12
1 Duplicate a Psi2 minor ||| major ||| grand ||| super 1M 0 Con-9 Con-12
1 Duplicate a Psi3 SL=1 | SL=2 | SL=3 | etc. 1M 0 Any-18 Any-24
1 Any Rogue Level 1 ability - - - -
1 Any Rogue Level 1 ability - - - -
1 Any Rogue Level 1 ability - - - -
2 Duplicate a Psi10 minor ||| major ||| grand ||| super 1M 0 Int+Wis-24 Int+Wis-32
3 Duplicate a Psi5 minor ||| major ||| grand ||| super 1M 0 Chr-15 Chr-20
3 Any Rogue Level 3 ability - - - -
4 Any Rogue Level 4 ability - - - -
5 Any Rogue Level 5 ability - - - -
6 Any Rogue Level 6 ability - - - -
6 Any Rogue Level 6 ability - - - -
7 Any Rogue Level 7 ability - - - -
8 Any Rogue Level 8 ability - - - -
9 Any Rogue Level 9 ability - - - -
9 Any Rogue Level 9 ability - - - -
9 Any Rogue Level 9 ability - - - -
9 Any Rogue Level 9 ability - - - -
12 Any Rogue Level 12 ability - - - -
15 Any Rogue Level 15 ability - - - -
18 Any Rogue Level 18 ability - - - -
21 Any Rogue Level 21 ability - - - -
24 Any Rogue Level 24 ability - - - -
27 Any Rogue Level 27 ability - - - -
30 Any Rogue Level 30 ability - - - -
33 Any Rogue Level 33 ability - - - -
36 Any Rogue Level 36 ability - - - -

[PC5] Psionicist Group Classes


Psi -1, -5, -6N Minor Powers

Freq Minor Powers Cost Notes
Psi-1 Body Fluidity 1/r +level saves; +level TH with weapons
Psi-1 Body Over Mind 5/d Lose LVL mental ability score points, distribute among physical ability scores
Psi-1 Brainwave Adjustment 1 Change your Truename; You are knocked out of Contact, PsiLinks, etc.
Psi-1 Cell Rearrangement N Heals/Harms N% of max hp; Max N = level*5; Cure/Cause Curse = 20/70
Psi-1 Clairnasience 5/r 40' range per level
Psi-1 Clearcognition 1/r Can use all 5 senses normally, even if some outside effect is blinding them
Psi-1 Darknesses 1 Target has -2 saves, deafness (save) for 1 turn
Psi-1 Detection of Anti-Magic 3/r Detect Anti-Magic
Psi-1 Expediation 5/r Weight Allow. = Str of level+12; +level TH; Elasticity
Psi-1 Object Writing 1/r Item must make item saving throw or destroyed
Psi-1 Premature Trigger 10 Set off someone else's trigger prematurely (no save, ER resists)
Psi-1 Resume Animation 6 Remove one instance of Paralysis, Stun, Hold, etc. on yourself
Psi-1 Reverse ESP 2/r 0, 1/r: Target hears your thoughts and must save or insane.
Psi-1 Steadiness 3/t Immune Telekinsesis, Falling Damage, Teleport Away, Gates/DimDoors
Psi-1 Visibility 3/t Everything within 30'r is visible (counters hidden and Disappearance too)
Psi-5 Aging 1 Target is aged CL*CL years (no save)
Psi-5 Bolt of Nothing 1 CL dmg to one target (no save); that targets loses next M action (save)
Psi-5 Forget 1 Target forgets last minute (or) Target loses CL spells in memorization
Psi-5 Immobilize 1 -3xCL" move rate (no save); loses Dex bonus to saves & AC (save)
Psi-5 Immune to Charm 1+1/h Target is immune to charm & hypnosis
Psi-5 Immune to Fear 1+1/h Target is immune to fear & beguiling
Psi-5 Immune to Hold 1+1/h Target is immune to hold & stop
Psi-5 Immune to Sleep 1+1/h Target is immune to sleep & exhaustion
Psi-5 Nullcancel 1 Dispel one x1 effect (no save, gets ER)
Psi-5 Unspirit 1 Target gets -CL each to Cml, Luck, and CL (save for each point)
Psi-6N Awaken 2*N Removes sleep/fatigue effect on up to N targets
Psi-6N Earth Bolt N Deal Nd10 Eldritch Earth dmg to one target (no save); max N=CL
Psi-6N Force of Nature I 1 Summon a Plant Elemental: AC 20, hp 20, #Att 1/1, TH +10, dmg 10
Psi-6N Gaea’s Bounty 24 Add one first-level Plant/Animal spell to memorization (only have one of these at one time)
Psi-6N Gaea’s Cradle ~ 0 One of your summoned creatures is dispelled; Add it's hp in Psi(-6)N PSPs to your pool
Psi-6N Gaea’s Might ~ 10/h Target gains +N AC/saves/TH/dmg; N is number of groups of classes you have
Psi-6N Natural Healing ~ 8 Target is cured equal to his Con score in hp
Psi-6N Naturalize 11 Dispel one non-natural effect (or) Turn off one non-natural item for 1 turn
Psi-6N Nature’s Lore 11/h Know direction & distance to an object or person (if they are touching the ground)
Psi-6N Soothing Word 2*N Removes fear/horror effect on up to N targets
Psi-6N Spiritual Energy 4*N/h +N Con; max N=CL
Psi-6N Adaptation ~ 3/h NaNR +CL*10%; Immune to Hostile Environment; Need not breathe
Psi-6N Earth Storm 4*N Deal Nd12 Eldritch Earth dmg 40' radius (no save); max N = CL
Psi-6N Force of Nature II 4 Summon a Wood Elemental: AC 40, hp 80, #Att 2/1, TH +30, dmg 30
Psi-6N Gaea’s Balance 13 You may transfer SLs & PSPs between your magic & psi pools; use [Q11] type conversion
Psi-6N Gaea’s Blessing 11 Reconstruct up to three effects which were dispelled/twisted within the last turn
Psi-6N Gaea’s Skyfolk ~ 21/h Winged flight CL^2"
Psi-6N Gaea’s Touch 20/r +1QM only for Psi(-6)N/Psi6N/Bard/Druid/HOSN/Limbologist/RedRobe powers/spells
Psi-6N Harmony of Nature 12/r 0, 1/s, one of your summoned critters loses & can't use 1P this segment: You gain +1QP
Psi-6N Nature’s Blessing ~ N/h +N distributed among AC/saves/TH/dmg as you like; max N=CL
Psi-6N Nature’s Chosen 10/r +1S action

[PC5] Psionicist Group Classes


Psi -1, -5, -6N Major Powers

Freq Major Powers Cost Notes
Psi-1 Dimensional Folding 25 Dimensional Folding (as spell)
Psi-1 Effects Resistance 10/h +level*5% ER; others you target -level*5% ER; no selective targetting penalties
Psi-1 Energy Amplification 1/HD Add dice to a damaging effect which is resolving (Max = level) only on 1 target
Psi-1 Hand-to-Hand Resistance 10/h +level*5% aWR; others you target -level*5% aWR; no selective targetting penalties
Psi-1 Imp. Cell Rearrangement N As Cell Rearrangement but range=10*level'; Max N = level*10
Psi-1 Inverse Astral Projection 10/t Inverse Astral Projection
Psi-1 Inverse Magic Jar 20/r Another being can use your body
Psi-1 Mass Mental Freedom 10+HD Max = 5 creatures; Removes charm, hypnosis, sleep, dominate, etc.
Psi-1 Mental Paralysis Bolt 15+HD Save -6; 1 creature cannot use M actions for CL rounds; Max HD = 2*level
Psi-1 Moving Concentration 5/d Can convert 1M -> 1P+1V each round if desired
Psi-1 Physical Surgery N*10 Pick 1: Halve hp & slow (N=1), Ray/Enfeeblement (N=5), Insanity (N=6); all have save
Psi-1 Shape Alteration Other 3+W W=weight/100; Polymorph Other (save)
Psi-5 Beam of Nothing 2 CL*CL dmg in a 30' line (no save); they lose next F action (save)
Psi-5 Energy Drain 2 Target is energy drained CL levels in every class (1 save for each level)
Psi-5 Fade Away 2 30' radius area is teleported (unwilling get save), selective, 1r delay
Psi-5 Immune to Poison 2+2/h Target is immune to poison & disease
Psi-5 Zombify 2 Target gets -CL each to Int, Wis, and Chr (save for each point)
Psi-6N Brute ~ 24 For the next turn, you get: -1M, +1P, -CL Int, +CL Str, -CL saves, +CL dmg; can't drop this
Psi-6N Call of the Wild 7 Summon any real-world animal (your choice), you get CL/ML of them (round up)
Psi-6N Force of Nature III 9 Summon a Root Elemental: AC 60, hp 180, #Att 3/1, TH +50, dmg 50
Psi-6N Gaea’s Embrace ~ 22/h Target gains +3 AC/saves/TH/dmg and Troll-like regen CL hp/r
Psi-6N Gaea’s Herald ~ 11/t When your summoned creatures go below -10 hp, they don't disappear (you can cure)
Psi-6N Life Essence N If target has less than N*CL current hp, it is cured so it has N*CL hp; minimum N = 1
Psi-6N Nature’s Cloak 12/m +CL*10 Rogue points; Any Level=CL/2 (or less) Rogue pick
Psi-6N Dual Nature ~ 24/m Whenever you summon or create creatures, you get twice as many of them
Psi-6N Force of Nature IV 16 Summon a Thicket Elemental: AC 80, hp 320, #Att 4/1, TH +70, dmg 70
Psi-6N Gaea’s Avenger ~ 4*N/s Immune to xN and lower artifact effects that you (or your party) do not control; max N=5
Psi-6N Nature’s Wrath 24 Turn all undead/outer-planar creatures within 80' (no turn roll, instead make Will saves)
Psi-6N One with Nature 10/r For each point of damage you deal in unarmed combat, add 1 to your Psi(-6)N pool
Psi-6N Seeds of Life 10 1 sq. mile area is restored, CL trees grow instantly, removes Defiled status

[PC5] Psionicist Group Classes


Psi -1, -5, -6N Grand Powers

Freq Grand Powers Cost Notes
Psi-1 Anti-Psionic Disruption 40/r No Anti-Psi powers (any freq.) can be used in 50' r
Psi-1 Decay 50 1=Decay (item save), 2=Freedom, 5=Instantaneous, 7=Tempus Lawfulness
Psi-1 Endowment 100 Give someone else (who is insane) Psi-1
Psi-1 Energy Solidity 3/HD As per Energy Amplification but entire effect is amplified
Psi-1 Power Transfer 100*N N: Minor=1, Major=2, Grand=3, Super=4; Object's Anti-Psi Strength = ½ of caster's
Psi-1 Quick Physical Acceleration 35/r +1 QP action
Psi-1 Quick Anti-Psi Acceleration 35/r +1 QM action which can be used only for anti-psionics
Psi-1 Reattachment 20*SL One effect that someone/something can per unit of time is considered "not used" yet
Psi-1 Swing Acceleration 35/r +1 S action
Psi-5 Cone of Nothing 3 CL*CL*CL dmg in a 30' cone (no save); they lose next Opp action (save)
Psi-5 Spectrify 3 Target gets -CL each to Str, Dex, and Con (save for each point)
Psi-6N Child of Gaea 33 Target becomes Int=3, Wis=3, Chr=3, CL=0 (no save) for CL days
Psi-6N Everhome 16/d Your home plane is every plane; when this effect ends, your home plane = current plane
Psi-6N Force of Nature V 25 Summon a Fungus Elemental: AC 100, hp 500, #Att 5/1, TH +90, dmg 90
Psi-6N Gaea’s Liege ~ 33/h Your max hp is CL^3 (and/or) Your TH bonus is +CL^2 (no other adj. can be added)
Psi-6N Force of Nature VI 36 Summon a Thorn Elemental: AC 120, hp 720, #Att 6/1, TH +110, dmg 110

[PC5] Psionicist Group Classes


Psi -1, -5, -6N Super Powers

Freq Super Powers Cost Notes
Psi-1 Cellular Cure / Cause X Up to X targets: Heal or Harm X hp; You may target someone more than once (!)
Psi-1 Insist 40 [0 action] Counters a counterspell; that same type of counterspell can't be used again
Psi-1 Limitation 1000 1 target: -CL/9 to max # of classes or # psi.freq. (no resistance)
Psi-1 No Resistance (Physical) 400 1 target: Lowers all physical immunites; lowers all WR, aWR; halves iWR, iaWR
Psi-1 Rapid Swing 80/r All your weapons are Ninja Speeded (x2 #Att), add one to multiplier if already have it
Psi-1 Villain Element 600 Casts any one 1st level Villain spell

[PC5] Psionicist Group Classes


X4A

Level KXP X4
mMG S
1 0 1-- -
2 1.2 2-- -
3 2.4 11- -
4 4.8 21- -
5 9.6 12- -
6 19.2 111 -
7 38.4 211 -
8 76.8 121 -
9 153.6 112 -
10 307.2 111 1
11 540 211 1
12 780 121 1
13 1020 112 1
14 1260 111 2
15 1500 211 2
16 1740 121 2
17 1980 112 2
18 2220 222 2
19 2460 322 2
20 2700 232 2
21 2940 223 2
22 3180 222 3
23 3420 322 3
24 3660 232 3
25 3900 223 3
26 4140 333 3
27 4380 433 3
28 4620 343 3
29 4860 334 3
30 5100 333 4
31 5340 433 4
32 5580 343 4
33 5820 334 4
34 6060 444 4
35 6300 554 4
36 6540 555 5
TH Saves
PD RS PP BW Sp Fo Re Wi
+1  5  3  8  2  3  1  0  1
+2  5  4  8  2  3  1  0  2
+3  6  4  8  3  4  2  0  2
+4  6  5  8  3  4  2  1  3
+5  6  5  9  3  4  2  1  3
+6  6  6  9  4  5  3  1  4
+7  7  6  9  4  5  3  2  4
+8  7  7  9  4  5  4  2  5
+9  7  7 10  5  6  4  2  5
+10  7  8 10  5  6  4  3  6
+11  8  8 10  5  6  5  3  6
+12  8  9 10  6  7  5  3  7
+13  8  9 11  6  7  6  4  7
+14  8 10 11  6  7  6  4  8
+15  9 10 11  7  8  6  4  8
+16  9 11 11  7  8  7  5  9
+17  9 11 12  7  9  7  5  9
+18  9 12 12  8  9  8  5 10
Requisites: Wis 0, Chr 0, Cml 6
Alignment: any
HD/level: d8
Weapon Prof.: 1+level/4
To Hit Table: Mon
Save Table: Psi
Reference: DM
Groups: Psionicist, Concordant [x1]
 
See [X4] for rules and powers.
P4Ps = Level - Wis +20.
1 P4P = 100 PSPs (Psi1 or Psi2) for conversion.
Minor = x1.25 in one effect (chosen from the list in the original X4 writeup or in X4A writeup)
Major = x1.5 in one effect ( " )
Grand = x2 in one effect ( " )
Super = x2.5 in one effect ( " )
When you get a Major, it must be converted from a Minor you already have (see progression).
There's only one power in X4:
1M, 1 P4P: Multiply the chosen effect by the power's multiplier (x1.25, x1.5, x2, or x2.5).

[PC5] Psionicist Group Classes


X7A

Level KXP [X7]
mMG SUV W
1 70 1-- --- -
2 140 2-- --- -
3 210 3-- --- -
4 280 4-- --- -
5 350 5-- --- -
6 700 6-- --- -
7 1400 7-- --- -
8 2100 8-- --- -
9 2800 81- --- -
10 3500 82- --- -
11 7000 83- --- -
12 10500 84- --- -
13 14000 85- --- -
14 17500 86- --- -
15 21000 87- --- -
16 24500 88- --- -
17 28000 98- --- -
18 31500 981 --- -
19 35000 982 --- -
20 38500 983 --- -
21 42000 984 --- -
22 45500 985 --- -
23 49000 986 --- -
24 52500 986 1-- -
25 56000 986 2-- -
26 59500 986 3-- -
27 63000 986 31- -
28 66500 986 32- -
29 70000 986 33- -
30 73500 986 43- -
31 77000 986 44- -
32 80500 986 54- -
33 84000 986 541 -
34 87500 986 542 -
35 91000 986 543 -
36 94500 986 543 1
TH Saves
PD RS PP BW Sp Fo Re Wi
Conc 18 18 18 18 18 18 18 18
+22 19 19 19 19 19 19 19 19
+22 19 19 19 19 19 19 19 19
+24 20 20 20 20 20 20 20 20
+24 20 20 20 20 20 20 20 20
+26 21 21 21 21 21 21 21 21
+26 21 21 21 21 21 21 21 21
+28 22 22 22 22 22 22 22 22
+28 22 22 22 22 22 22 22 22
+30 23 23 23 23 23 23 23 23
+30 23 23 23 23 23 23 23 23
+32 24 24 24 24 24 24 24 24
+32 24 24 24 24 24 24 24 24
+34 25 25 25 25 25 25 25 25
+34 25 25 25 25 25 25 25 25
+36 26 26 26 26 26 26 26 26
+36 26 26 26 26 26 26 26 26
+38 27 27 27 27 27 27 27 27
Requisites: HNCL 9, Str 0, Dex 0, Con 0, Int 0, Wis 0, Chr 0
Alignment: any
HD/level: & d7
Weapon Prof.: 7+level/2
To Hit Table: ½xConc
Save Table: ½xConc
Reference: DM
Groups: Psionicist, Concordant (x1)
 
See [X7] for rules and powers.

[PC6] Custom Group Classes


Accountant

Level KXP
S=1
KXP
S=2
KXP
S=3
Spells
1 0 0 0 (none)
2 2.5 3.75 5 (none)
3 5 7.5 10 (none)
4 10 15 20 (none)
5 20 30 40 (none)
6 40 60 80 (none)
7 80 120 160 (none)
8 160 240 320 (none)
9 320 480 640 (none)
10 500 750 1000 (none)
11 750 1100 1450 (none)
12 1000 1450 1900 (none)
13 1250 1800 2350 (none)
14 1500 2150 2800 (none)
15 1750 2500 3250 (none)
16 2000 2850 3700 (none)
17 2250 3200 4150 (none)
18 2500 3550 4600 (none)
19 2750 3900 5050 (none)
20 3000 4250 5500 (none)
21 3250 4600 5950 (none)
22 3500 4950 6400 (none)
23 3750 5300 6850 (none)
24 4000 5650 7300 (none)
25 4250 6000 7750 (none)
26 4500 6350 8200 (none)
27 4750 6700 8650 (none)
28 5000 7050 9100 (none)
29 5250 7400 9550 (none)
30 5500 7750 10000 (none)
31 5750 8100 10450 (none)
32 6000 8450 10900 (none)
33 6250 8800 11350 (none)
34 6500 9150 11800 (none)
35 6750 9500 12250 (none)
36 7000 9850 12700 (none)
TH Saves
PD RS PP BW Sp Fo Re Wi
+0 (total = 27, max = 9)
+1 (total = 30, max = 10)
+2 (total = 33, max = 11)
+3 (total = 36, max = 12)
+4 (total = 39, max = 13)
+5 (total = 42, max = 14)
+6 (total = 45, max = 15)
+7 (total = 48, max = 16)
+8 (total = 51, max = 17)
+8 (total = 54, max = 18)
+9 (total = 57, max = 19)
+9 (total = 60, max = 20)
+10 (total = 63, max = 21)
+10 (total = 66, max = 22)
+11 (total = 69, max = 23)
+11 (total = 72, max = 24)
+12 (total = 75, max = 25)
+12 (total = 78, max = 26)
Requisites: All 6 stats must be 5*S.
Alignment: any
HD/level: d6
Weapon Prof.: 0+level
To Hit Table: Cust
Save Table: Cust
Reference: DM
Groups: Custom
 
Pick an S factor for this class, which is 1, 2, or 3.
Every Level: +S ability score points. This is in addition to the normal +1 stat you get per level.
Every Level: Pick a stat. You have "Hold" of that stat (it cannot be lowered, and you are immune to stat damage of that stat). When you get other stats at levels 12 and 24, use the number of points to indicate how many times you need to pick that stat before you have "Hold" in it (e.g. you need to pick Luck twice before having Hold Luck).

[PC6] Custom Group Classes


Antemortal0

Level KXP Mortal0 Imm0
 9      {9}
1 0  2      {-}
2 3.5  4      {-}
3 7  6      {-}
4 14  8      {-}
5 28 10      {-}
6 56 12      {-}
7 112 14      {-}
8 224 16      {-}
9 448 18      {-}
10 996 20      {-}
11 1600 22      {-}
12 2300 24      {-}
13 3000 26      {-}
14 3700 28      {-}
15 4400 30      {-}
16 5100 32      {-}
17 5800 34      {-}
18 6500 36      {-}
19 7200 38      {-}
20 7900 40      {-}
21 8600 42      {-}
22 9300 44      {-}
23 10000 46      {-}
24 10700 48      {-}
25 11400 50      {-}
26 12100 52      {-}
27 12800 54      {1}
28 13500 56      {1}
29 14200 58      {2}
30 14900 60      {2}
31 15600 62      {3}
32 16300 64      {3}
33 17000 66      {4}
34 17700 68      {4}
35 18400 70      {5}
36 19100 72      {5}
TH Saves
PD RS PP BW Sp Fo Re Wi
+0 (total = 27, max = 9)
+1 (total = 30, max = 10)
+2 (total = 33, max = 11)
+3 (total = 36, max = 12)
+4 (total = 39, max = 13)
+5 (total = 42, max = 14)
+6 (total = 45, max = 15)
+7 (total = 48, max = 16)
+8 (total = 51, max = 17)
+9 (total = 54, max = 18)
+10 (total = 57, max = 19)
+11 (total = 60, max = 20)
+12 (total = 63, max = 21)
+13 (total = 66, max = 22)
+14 (total = 69, max = 23)
+15 (total = 72, max = 24)
+16 (total = 75, max = 25)
+17 (total = 78, max = 26)
Requisites: Two 18's
Alignment: any
HD/level: & d10
Weapon Prof.: 5+level/2
To Hit Table: War
Save Table: Cust
Reference: MTG {Mirror Mortal0}
Groups: Custom, Concordant (x1), Mirror
 
Antemortal0 class gets 9th level spells (nothing lower level).
Antemortal0 also gets Immortal0 spells starting at level 27. These spells are not copied into the Antemortal0 spell list (unlike other reduced Concordant classes) because the list is rather long. See [PC7] Immortal0 for the list. The Immortal0 spells are 9th spell level Concordant (making them 19th spell level non-Concordant).

[PC6] Custom Group Classes


Antemortal0 Spells

Level # Spell Name Spell Description
9 1 Acidic Bite/Sting Once per round can bite or sting for acid damage (CL*20 acid dmg)
9 2 Acrobat Abilities Abilities as per an Acrobat0 of level = LVL/2 (round up) [Note: Acrobat0 is a Collective 3.7 class]
9 3 Call Strange 1M: Summon a DL=CL/2 (round up) monster, of the Weird subtype
9 4 Conceal Location You can't be targetted
9 5 Create Psionic Items 40F, 1/reset: Create CL*CL*100 XP of psionic items (DM rolls a random Psi frequency)
9 6 Create Variant One Class Adjective (it's free, but the max XP divisor increase = CL/10)
9 7 Degeneration A group degenerates CL hp per segment
9 8 Destroy Undead Turn Undead (turn/destroy only) at LVL=CL+2
9 9 Eel Breath Mouth's P, CL/d: Breathe an EE=CL/3 (round up) eelement for 1/2 current hp dmg, BW save for 1/4
9 10 Eel Form 1P: Polymorph into any known Eel type, max age category = CL/2 (round up)
9 11 Extra Attacks +1 number of attacks with each weapon
9 12 Grant Effect Points Target is imbued with one 9th level Antemortal0 spell (this slot stays spent as long as he has it)
9 13 Growl Mouth's P: All targets in a group lose half current hp (no save)
9 14 Improve Ability Score +CL*2 to one stat
9 15 Increase Group Pick a spells or psionic power that hits a group. Affect +1 group of creatures with that effect.
9 16 Increased Movement +CL" Move Rate; +2V actions
9 17 Innate Resistance 35+3*CL% IR
9 18 Lab 1M, CL/d: Legend Lore
9 19 Lightning Spit Mouth's P, CL/d: Spit Lightning on a group (20*LVL dmg)
9 20 Luch Whenever you touch, attack, or are touched or attacked, they are intoxicated/drunk (Fort save)
9 21 Manifestation Short The death of target person will not cause his next clone to stand up
9 22 Mortal Vulnerability 1M: Target becomes vulnerable to a specific magic, psionic, or innate effect (by name)
9 23 Necromantic Suite 1M: Cast your CL/2 in SL's of Necromantic effects (Wiz/Pri)
9 24 Nonweapon Mastery +LVL*2 Nonweapon proficiencies
9 25 Psionic Resistance 40+4*CL% PR
9 26 Reduce 1F: Lower target's ability score by CL for 1 turn; 1M: Dispel a SL 0 to (CL+3)/2 effect
9 27 Relic Creation 10F, 1/reset: Create a random x2 item of XP value LVL*500
9 28 Saves +LVL*3 Saves
9 29 Second Life 1D: Resurrect self back in town (1 turn delay)
9 30 Shape Reality, Alt. Loop 25F, 1/reset: Loop Travel (shift LF by 1)
9 31 Shape Reality, Cr. Building 20F, 1/reset: Create a building (CL*10000 cubic ft.)
9 32 Shape Reality, Cr. Pocket 30F, 1/reset: Create a pocket plane in the ethereal (functions as a phased out zone)
9 33 Shape Reality, Mv. Building 10F, 1/reset: Move a building (maximum size is CL*10000 cubic ft., is moved CL miles)
9 34 Shape Reality, Mv. Door 15F, 1/reset: Redirect a dimension door or plant door to go somewhere else on one end
9 35 Shift Powers 1M, CL/d: Plane Shift (CL/3 planes, round up)
9 36 Slap 0 action or 1 attack: A target is ejected from your group (Str contest, no parting shots)
9 37 Swipe Can transfer 5V -> 1M, 8V -> 1QM, or 12V -> 1QQM
9 38 To Hit +LVL*2 To Hit
9 39 Transmute 1M: Polymorph Any Object
9 40 Weapon Counted Count as an additional +CL-1 weapon to hit others
9 41 Wizard Options Get your CL in "Level:" picks (e.g. at level 9 you could have a Level 9: pick, or a Level 4: and a Level 5:, etc.)
9 42 Zero Spell Duration 1M: A magic, psi, or innate effect has zero duration (treat as an Instantaneous)

[PC6] Custom Group Classes


Anti-Custom

Level KXP
Spells
1 0 (none)
2 4 (none)
3 8 (none)
4 16 (none)
5 40 (none)
6 80 (none)
7 160 (none)
8 300 (none)
9 560 (none)
10 1160 (none)
11 1760 (none)
12 2360 (none)
13 2960 (none)
14 3560 (none)
15 4160 (none)
16 4760 (none)
17 5360 (none)
18 5960 (none)
19 6560 (none)
20 7160 (none)
21 7760 (none)
22 8360 (none)
23 8960 (none)
24 9560 (none)
25 10160 (none)
26 10760 (none)
27 11360 (none)
28 11960 (none)
29 12560 (none)
30 13160 (none)
31 13760 (none)
32 14360 (none)
33 14960 (none)
34 15560 (none)
35 16160 (none)
36 16760 (none)
TH Saves
PD RS PP BW Sp Fo Re Wi
+0 (total = 27, max = 9)
+1 (total = 30, max = 10)
+2 (total = 33, max = 11)
+3 (total = 36, max = 12)
+4 (total = 39, max = 13)
+5 (total = 42, max = 14)
+6 (total = 45, max = 15)
+7 (total = 48, max = 16)
+8 (total = 51, max = 17)
+8 (total = 54, max = 18)
+9 (total = 57, max = 19)
+9 (total = 60, max = 20)
+10 (total = 63, max = 21)
+10 (total = 66, max = 22)
+11 (total = 69, max = 23)
+11 (total = 72, max = 24)
+12 (total = 75, max = 25)
+12 (total = 78, max = 26)
Requisites: Int 14, Wis 15
Alignment: any
HD/level: d5
Weapon Prof.: 5+level/5
To Hit Table: Cust
Save Table: Cust
Reference: DM
Groups: Custom, Mirror
 
Pick one ability per level:
1. 1M: Dispel a racial ability for 1 turn.
2. 1M: Dispel a class ability for 1 turn.
3. 1M: Dispel or remove a feat or kit from someone for 1 turn.
4. 1M: Dispel a familiar ability for 1 turn.
5. 1M: Drop all ER, iER, xER, and ixER on target (no resistance).
6. Lockdown all Opposing (Opp) actions within sight.
7. Lockdown all Quick (Q) actions within sight. (This includes QQ, QQQ, etc.)
8. Lockdown all Instantaneous (I) actions within sight.
9. Lockdown all Borrowed (b) actions within sight.
10. Lockdown all Held (h) actions within sight.
11. Within sight, any spell that is higher SL than it's caster's level is countered, and causes the caster to be Capital C Crapped (no resistance, no immunity).
12. Within sight, any psionic ability that is higher SL than it's caster's level is countered, and causes the caster to be Capital C Crapped (no resistance, no immunity). (Note this will affect 1st level characters throwing a minor.)
13. When attacking someone, multiply your to hit rolls by the number of classes he has (max=LVL).
14. When attacking someone, multiply your damage by the number of classes he has (max=LVL).
15. When casting a spell at someone, multiply your damage by the number of classes he has (max=LVL).
16. Within sight, all counterspells are automatically countered.
17. Within sight, all "Capital I Insist" effects automatically get "Really Objected" to.
18. 1M: Dispel LVL magic, psionic, or innate effects on one target.

[PC6] Custom Group Classes


Arch-Custom0

Level KXP
Spells
1 0 (special)
2 6 (special)
3 12 (special)
4 24 (special)
5 48 (special)
6 96 (special)
7 180 (special)
8 375 (special)
9 600 (special)
10 900 (special)
11 1275 (special)
12 1650 (special)
13 2025 (special)
14 2400 (special)
15 2775 (special)
16 3150 (special)
17 3525 (special)
18 3900 (special)
19 4275 (special)
20 4650 (special)
21 5025 (special)
22 5400 (special)
23 5775 (special)
24 6150 (special)
25 6525 (special)
26 6900 (special)
27 7275 (special)
28 7650 (special)
29 8025 (special)
30 8400 (special)
31 8775 (special)
32 9150 (special)
33 9525 (special)
34 9900 (special)
35 10275 (special)
36 10650 (special)
TH Saves
PD RS PP BW Sp Fo Re Wi
+0 (total = 27, max = 9)
+2 (total = 33, max = 11)
+3 (total = 36, max = 12)
+5 (total = 42, max = 14)
+6 (total = 45, max = 15)
+8 (total = 51, max = 17)
+8 (total = 54, max = 18)
+9 (total = 60, max = 20)
+10 (total = 63, max = 21)
+11 (total = 69, max = 23)
+11 (total = 72, max = 24)
+12 (total = 78, max = 26)
+13 (total = 81, max = 27)
+14 (total = 87, max = 29)
+14 (total = 90, max = 30)
+15 (total = 96, max = 32)
+16 (total = 99, max = 33)
+17 (total = 105, max = 35)
Requisites: Any 25; Class slots 2
Alignment: any
HD/level: d8
Weapon Prof.: 4+level/2
To Hit Table: 1½xCust
Save Table: 1½xCust
Reference: DM
Groups: Custom
 
Choose five from the choices below. You can pick the same thing more than once; the effect of this is given.
1. Can weapon specialize using the Warrior line. If you pick this twice, use the Barbarian line instead. If you pick this three times, use Swashbuckler number of attacks = (LVL+2)/2 with one weapon. If you pick this four times, use number attacks = LVL.
2. Wizard spells as per Bard2. If you pick this twice, use Mage2 instead. If you pick this three times, use Arch-Mage instead. If you pick this four times, use Beast Arch-Mage instead.
3. Priest spells as per Cleric0. If you pick this twice, use Cleric3 instead. If you pick this three times, use Arch-Priest instead. If you pick this four times, use Beast Arch-Priest instead.
4. Rogue abilities as per Thief0. If you pick this twice, use Dungeoneer (or any other -eer) instead. If you pick this three times, use TANB1 instead. If you pick this four times, get 200 rogue points per level and two Any Rogue picks per level.
5. Psionics in one frequency you know, using Psi1A progression. If you pick this twice, use Psi1 progression. If you pick this three times, use ArchPsi1 progression. If you pick this four times, use Beast Psionicist progression.

[PC6] Custom Group Classes


ArchCustom2 (XP tables: F=10 to F=80)

Level F=10 F=15 F=20 F=25 F=30 F=35 F=40 F=45 F=50 F=55 F=60 F=65 F=70 F=75 F=80
1 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
2 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16
3 4 6 8 10 12 14 16 18 20 22 24 26 28 30 32
4 8 12 16 20 24 28 32 36 40 44 48 52 56 60 64
5 16 24 32 40 48 56 64 72 80 88 96 104 112 120 128
6 32 48 64 80 96 112 128 144 160 176 192 208 224 240 256
7 64 96 128 160 192 224 256 288 320 352 384 416 448 480 512
8 128 192 256 320 384 448 512 576 640 704 768 832 896 960 1024
9 250 375 500 625 750 875 1000 1125 1250 1375 1500 1625 1750 1875 2000
10 500 750 1000 1250 1500 1750 2000 2250 2500 2750 3000 3250 3500 3750 4000
11 750 1125 1500 1875 2250 2625 3000 3375 3750 4125 4500 4875 5250 5625 6000
12 1000 1500 2000 2500 3000 3500 4000 4500 5000 5500 6000 6500 7000 7500 8000
13 1250 1875 2500 3125 3750 4375 5000 5625 6250 6875 7500 8125 8750 9375 10000
14 1500 2250 3000 3750 4500 5250 6000 6750 7500 8250 9000 9750 10500 11250 12000
15 1750 2625 3500 4375 5250 6125 7000 7875 8750 9625 10500 11375 12250 13125 14000
16 2000 3000 4000 5000 6000 7000 8000 9000 10000 11000 12000 13000 14000 15000 16000
17 2250 3375 4500 5625 6750 7875 9000 10125 11250 12375 13500 14625 15750 16875 18000
18 2500 3750 5000 6250 7500 8750 10000 11250 12500 13750 15000 16250 17500 18750 20000
19 2750 4125 5500 6875 8250 9625 11000 12375 13750 15125 16500 17875 19250 20625 22000
20 3000 4500 6000 7500 9000 10500 12000 13500 15000 16500 18000 19500 21000 22500 24000
21 3250 4875 6500 8125 9750 11375 13000 14625 16250 17875 19500 21125 22750 24375 26000
22 3500 5250 7000 8750 10500 12250 14000 15750 17500 19250 21000 22750 24500 26250 28000
23 3750 5625 7500 9375 11250 13125 15000 16875 18750 20625 22500 24375 26250 28125 30000
24 4000 6000 8000 10000 12000 14000 16000 18000 20000 22000 24000 26000 28000 30000 32000
25 4250 6375 8500 10625 12750 14875 17000 19125 21250 23375 25500 27625 29750 31875 34000
26 4500 6750 9000 11250 13500 15750 18000 20250 22500 24750 27000 29250 31500 33750 36000
27 4750 7125 9500 11875 14250 16625 19000 21375 23750 26125 28500 30875 33250 35625 38000
28 5000 7500 10000 12500 15000 17500 20000 22500 25000 27500 30000 32500 35000 37500 40000
29 5250 7875 10500 13125 15750 18375 21000 23625 26250 28875 31500 34125 36750 39375 42000
30 5500 8250 11000 13750 16500 19250 22000 24750 27500 30250 33000 35750 38500 41250 44000
31 5750 8625 11500 14375 17250 20125 23000 25875 28750 31625 34500 37375 40250 43125 46000
32 6000 9000 12000 15000 18000 21000 24000 27000 30000 33000 36000 39000 42000 45000 48000
33 6250 9375 12500 15625 18750 21875 25000 28125 31250 34375 37500 40625 43750 46875 50000
34 6500 9750 13000 16250 19500 22750 26000 29250 32500 35750 39000 42250 45500 48750 52000
35 6750 10125 13500 16875 20250 23625 27000 30375 33750 37125 40500 43875 47250 50625 54000
36 7000 10500 14000 17500 21000 24500 28000 31500 35000 38500 42000 45500 49000 52500 56000

[PC6] Custom Group Classes


ArchCustom2

Requisites: Any 2 stats = F+10 (cannot owe)
Alignment: any (can modify this below)
HD, Weapons, To Hit, Saves are all variable.
Reference: DM
Groups: Custom
 
Category Ability F cost
Requisites Requires 4 class slots -6
Requires 3 class slots -4
Requires HNCL 9 -3
Requires 2 class slots -2
Requires 3 stats = F+5 instead 0
Requires 1 stat = F+20 instead +3
Alignment One specific Alignment (choose) -2
W any (or) any J -1
One AL, overwrite all other classes +2
HD/level none (gets no Hit Dice) -2
1d4 0
2d3 +3
3d2 +6
4d1 +9
1d50 +10
5d0 +12
2m0 (normal Con bonus squared) +15
& (cumulative with other classes) +2
+1 HD at first level (e.g. +d6) +1 each
Uses Chr instead of Con for bonus +2
Weapon Prof. none (gets no Weapon Prof.) -2
0+level 0
& 0+level +1
& 0+2*level +2
& 10+level +3
& 0+3*level +4
& 10+2*level +5
To Hit To Hit is always +0 -2
To Hit as Custom 0
To Hit as & Custom +1
To Hit as & Monster (i.e. +LVL) +3
To Hit as & 2xMonster (i.e. +2*LVL) +6
To Hit as & 3xMonster (i.e. +3*LVL) +9
Saves Saves are always +0 -2
Saves as Custom 0
Saves as & Custom +1
Saves as & 2xMonster (i.e. +LVL) +3
Saves as & Halfling0 +3
Saves as & 4xMonster (i.e. +2*LVL) +6
Saves as & 6xMonster (i.e. +3*LVL) +9
Category Ability F cost
War stuff Exceptional stat bonus +1 each
Barbarian stat bonus +2 each
Extra-Bar stat bonus +4 each
Weapon Specialization, #Att as Barbarian +2
+1 Feat per level +4
+1 Henchmen or Mount slot +5
Species Enemy every level as per Strider +5
True Point Blank as per Arch-Archer +3
Swashbuckler #Att =(LVL+2)/2 melee only +5
Wiz stuff Wizard spells, ArchMage prog. +20
Wizard spells, Beast Mage prog. +15
Wizard spells, Magical Pool Mage prog. +10
Int bonus to Wizard progression +3
Specialization, School (no opposite) +2
LVL of your spells cost only ½M to cast +5
Your spells require LVL saving throws +5
+1 Kit per level +5
+1 Nonweapon prof. per level +1
Pri stuff Priest spells, ArchPriest prog. +12
Priest spells, Beast Cleric prog. +8
Priest spells, Harmer prog. +6
Wis bonus to Priest progression +1
Specialization, Sphere +1
Sphere robe (-1 SL) in one sphere +5
Specialty Priest pick +2 each
+1 Summon slot +5
Can use Omens and Turn Undead +1
Rog stuff Rogue Abilities, Dungeoneer, LVL*60 pts. +10
Rogue Abilities, Executioner, LVL*55 pts. +9
Rogue Abilities, 2xThief0 (2 picks /level), LVL*50 pts. +8
One Rogue Ability, with LVL*10 points +1 each
Extra N rogue points per level +N/5
Martial Arts, +LVL maneuvers +4
Moving is only ½V action +3
Using Rogue abilities is only ½V action each +10
Psi stuff Psionic abilities, ArchPsi1 +22
Psionic abilities, ArchMutant +14
Psionic abilities, Mentalist +18
Chr bonus to Psionic progression +4
Can access +1 known frequency +5
Other "Level:" ability from "2nd edition" class, cost each +1
"Level:" ability from "unnumbered edition" class, cost each +2
"Level:" ability from other class, cost each +3
Duplicate a "2nd edition" class (X=KXP @ 2nd level) +X*6
Duplicate an "unnumbered edition" class (X=KXP @ 2nd level) +X*7
Duplicate other class (X=KXP @ 2nd level) +X*8

[PC6] Custom Group Classes


ArchCustom2 (Spell/Psi Progressions)

Level Arch-Mage
123 456 789 AB
Beast Mage
123 456 789
Magical Pool
123 456 789 A
Arch-Priest
123 456 789
Beast Cleric
123 456 78
Harmer
123 456 789
ArchPsi1
mMG SU
ArchMut
mMG SU
Mentalist
mMG S
1 2½- --- --- -- ½-- --- --- 1-- --- --- - 100 --- --- 0-- --- -- 1-- --- --- 3-- -- 1-- -- 3-- -
2 31½ --- --- -- ½½- --- --- 20- --- --- - 200 --- --- 00- --- -- 2a- --- --- 4-- -- 2-- -- 4-- -
3 421 --- --- -- ½½½ --- --- 21- --- --- - 210 0-- --- 000 --- -- 31c --- --- 51- -- 31- -- 51- -
4 532 ½-- --- -- ½½½ ½-- --- 320 --- --- - 320 0-- --- 000 0-- -- 41a e-- --- 62- -- 42- -- 52- -
5 643 1½- --- -- ½½½ ½½- --- 421 --- --- - 421 00- --- 000 00- -- 521 cg- --- 631 -- 531 -- 53- -
6 754 21- --- -- ½½½ ½½½ --- 431 a-- --- - 422 00- --- 000 000 -- 621 aei --- 752 -- 631 -- 54- -
7 865 32½ --- -- ½½½ ½½½ ½-- 432 0b- --- - 432 100 --- 000 000 0- 731 1cg k-- 873 -- 742 -- 65- -
8 976 43½ --- -- ½½½ ½½½ ½½- 432 1ac --- - 433 200 --- 100 000 0- 832 1ae im- 984 -- 852 -- 751 -
9 A87 541 ½-- -- ½½½ ½½½ ½½½ 533 20b d-- - 433 210 0-- 110 000 0- 942 11c gko A95 1- 963 1- 852 -
10 A98 652 1-- -- 1½½ ½½½ ½½½ 543 21a ce- - 443 220 0-- 111 000 0- 953 21a eim BA5 1- A63 1- 953 -
11 AA9 763 2½- -- 11½ ½½½ ½½½ 543 320 bdf - 444 330 0-- 111 100 0- 963 211 cgk CB6 2- B74 1- A54 -
12 AAA 874 3½- -- 111 ½½½ ½½½ 554 321 ace - 444 441 00- 111 110 0- 974 211 aei DC7 2- C74 1- A65 -
13 AAA 985 4½- -- 111 1½½ ½½½ 554 322 0bd - 555 442 00- 111 111 0- 984 321 1cg ED7 3- D95 2- A75 -
14 AAA A96 51½ -- 111 11½ ½½½ 554 322 1ac - 555 442 100 111 111 1- 995 321 1ae FE8 3- E95 2- A85 -
15 AAA AA7 621 -- 111 111 ½½½ 554 422 20b - 555 552 100 221 111 1- 996 422 11c GF9 4- FA6 2- A95 -
16 AAA AA8 732 -- 111 111 1½½ 555 432 21a - 555 553 210 222 211 1- 997 432 11a HG9 4- GB6 2- BA5 -
17 AAA AA9 843 -- 111 111 11½ 555 532 210 - 555 553 320 222 222 1- 998 532 111 IHA 5- HC7 3- CA6 1
18 AAA AAA 954 ½- 111 111 111 555 533 211 g 555 553 321 222 222 2- 999 542 211 JIB 5- IC7 3- DA7 2
19 AAA AAA A65 ½- 221 111 111 555 543 221 f 555 553 331 333 222 2- 999 643 211 KJB 6- JD8 3- EA8 3
20 AAA AAA A76 1- 222 211 111 555 543 321 e 555 554 332 333 333 2- 999 753 221 LKC 6- KE8 3- FA9 4
21 AAA AAA A87 1- 222 222 111 555 554 321 d 555 554 442 333 333 3h 999 853 221 MLD 7- LF9 4- FBA 5
22 AAA AAA A98 2- 222 222 221 555 555 432 c 555 555 443 444 433 3g 999 964 321 NMD 7- MF9 4- FCA 5
23 AAA AAA AA9 2- 222 222 222 555 555 532 b 555 555 553 444 444 4f 999 974 322 ONE 8- NGA 4- FDA 5
24 AAA AAA AAA 3- 333 222 222 666 655 532 a 555 555 554 555 554 4e 999 985 332 POF 8- OHA 4- FEA 5
25 BBB BBB BBB 3- 333 333 222 666 666 642 0 555 555 555 555 555 5d 999 995 332 QPF 9- PIB 5- GFA 5
26 BBB BBB BBB 4- 333 333 333 777 766 643 1 666 655 555 666 666 5c 999 996 432 RQG 9- QIB 5- HFB 6
27 CCC CCC CCC 4½ 444 433 333 777 777 743 1 666 666 655 666 666 6b 999 997 443 SRH A1 RJC 51 IFC 7
28 CCC CCC CCC 5½ 444 444 443 888 877 753 1 666 666 666 777 777 7a 999 998 543 TSH A1 SKC 51 JFD 8
29 DDD DDD DDD 5½ 444 444 444 888 888 853 1 777 766 666 888 888 80 999 999 543 UTI B1 TLD 61 KFE 9
30 DDD DDD DDD 51 555 554 444 999 988 854 1 777 777 766 999 999 91 999 999 654 VUJ B2 ULD 61 KGF A
31 DDD DDD DDD 61 555 555 555 999 999 964 2 777 777 777 AAA AAA A2 999 999 754 WVJ C2 VME 61 KHF A
32 EEE EEE EEE 61 666 666 555 AAA A99 964 2 888 877 777 BBB BBB B3 999 999 864 XWK C3 WNE 61 KIF A
33 EEE EEE EEE 71 666 666 666 AAA AAA A64 2 888 888 877 CCC CCC C4 999 999 975 YXL D3 XOF 71 KJF A
34 FFF FFF FFF 71 777 777 766 BBB BAA A75 2 888 888 888 DDD DDD D5 999 999 985 ZYL D3 YOF 71 LKF A
35 FFF FFF FFF 81 777 777 777 BBB BBB B75 2 999 988 888 EEE EEE E6 999 999 996 [ZM E4 ZPG 71 MKF B
36 FFF FFF FFF 82 888 888 887 CCC CCC C75 3 999 999 999 FFF FFF F7 999 999 997 \[N E4 [QG 72 NKG C

[PC6] Custom Group Classes


ArchCustom2 (Dungeoneer Abilities)

Lvl Dungeoneer Ability | -50% | -100% | -150% Act Base Penalty Bonus
1 Open/Close Locks: Mech. | Magic/Psi | OutPhase (| do this 30' away) VM 5 Dex-12 Dex-16
1 Find/Remove Traps: Mech. | Magic/Psi | OutPhase | Pro. (| do this 30' away) M 0 Dex-14 Dex-19
1 ("Twist") Find/Remove Wizard Abjurations/Priest Protections | Psionic Protections VM 0 Dex-14 Dex-19
1 Attack (+1 TH per 10% made this segment; or roll +1d20 per 100%, choose best) V 0 Dex-13 Dex-16
1 Damage (+1 dmg per 10% made this segment; or multiply dmg by x(1+rating/200)) V 0 Str-15 Str-18
1 Evasion (see Acrobat) ||| Spell Evasion | Psi Evasion | Innate Evasion V 0 Dex-14 Dex-18
1 Legend Lore | Identify | Object Reading | Know Visual History 0 | M 0 Int-15 Int-17
1 Take ½ dmg from an Attack | Spell | Psi Power | Innate (|| Take 0 damage) V 5 Con-16 Con-20
1 Hide in Shadows/Crowds || Meld into Shadows/Mirrors/Crowds | Meld into the Air V 0 Dex-14 Dex-19
1 Any Rogue 1 ability - - - -
2 Lower Encumbrance | Zero Encumbrance | No Armor Penalty | AC types fully add P 5 Str-14 Str-19
2 Locate Staircases on current DL || Out of Depth Monsters || Most Valuable Object MM 0 Chr-20 Chr-25
3 Deeppockets | Vanish | Rope Trick ||| I'm Gone (to my own Pocket Plane) M 0 Int-8 Int-20
3 Any Rogue 3 ability - - - -
4 Find/Remove Tricks: x1 multiplier || x2 multiplier ||| x3 multiplier (| do this 90' away) M 5 Dex-18 Dex-25
4 Sense Danger | Precognition | Choose Future | x1 Avoid Fate VM 25 Wis-9 Wis-12
5 Identity Penetration | False Seeing | True Seeing ||| Know Truename MM 0 Wis-12 Wis-20
5 Any Rogue 5 ability - - - -
6 Blink | Controlled Blink | Dimension Door with no Summoning Sickness M 15 Wis-13 Wis-18
6 Escape Bonds | Binding | Imprisonment/Time Stop || Get out of Put Down a Hole P 10 Str-14 Str-16
7 Ki Power (cast a Wiz Invocation spell) (penalty = -SL*50%) (#=SL) | Pri Invocation #M 0 Int-14 Int-38
7 Any Rogue 7 ability - - - -
8 Any Subability (+1 per 25% made to that subability) M 0 Int-14 Int-17
8 Dispel Exhaustion | Heal |||| Reset M 0 Con-16 Con-20
9 Locate (anything unique) Across Planes | Clairvoyance there | TWE there M 0 Int-12 Int-15
9 Ask the Local Lord | Highest Lvl in Plane | Chosen God | Ultraplanar | DM a question VM 0 Chr-11 Chr-21
10 Speed: (x2 move) | (+1V) | (+1P) | (+1M) | (+1 Full) | (+1 Opposing) VV 5 Dex-14 Dex-17
12 Control Movements | Control Physicals | Control Mentals | Control 0 Actions MM 0 Chr-19 Chr-21
15 Astral Spell / Astral Projection | Concordant Spell (project to Concordant Opposition) MMM 35 Int-19 Int-25
18 Time Shift ||| Time Travel VMM 15 Int-17 Int-25
21 Shadow Magic | Shadow Walk | Shadow Flight | Become Shadow-form VM 0 Int-17 Int-20
24 Destruction/Mordenkainen's Disjunction ||| Put Target Down a Hole PMM 0 Int-19 Int-25
27 LimWish(#=1)| AlterReality(#=2)| Wish(#=3)| ChangeReality(#=4)| UnlimWish(#=5) #F 0 Int-21 Int-26

[PC6] Custom Group Classes


ArchCustom2 (Executioner Abilities)

Lvl Executioner Ability | -50% | -100% | -150% Act Base Penalty Bonus
1 +rating/50 A actions /r this turn || B actions || C actions F 0 Dex-20 Dex-25
1 Assassination (-3% per HD/level of target) ½0 0 Wis-15 Wis-25
1 Attack (+1 TH per 10% made this segment; or roll +1d20 per 100%, choose best) V 0 Dex-13 Dex-16
1 Backstab (each 30% = x1) (increases 10/level) ½0 50 Int-6 Int-20
1 Backstrike (each 30% = x1 TH) (increases 10/lvl) ½0 50 Wis-6 Wis-20
1 Damage (+1 dmg per 10% made this segment; or multiply dmg by x(1+rating/200)) V 0 Str-15 Str-18
1 Find/Remove Wizard Abjurations/Priest Protections V 0 Dex-13 Dex-18
1 Slap (does dmg to one target = % made by) P 20 Str-0 Str-12
1 any 1st level Rogue ability - - - -
1 any 1st level Rogue ability - - - -
2 Controlled Blink | Controlled Blink 10'r (unwilling get PP save) ½V 50 Wis-14 Wis-14
2 any 2nd level Rogue ability - - - -
3 Considered extra +(rating/25) weapon to hit V 0 Str-5 Str-15
3 Lower/Ignore WaWR (reduce or ignore WaWR by rating) || iWaWR V/N 0 Dex-10 Dex-20
4 Erase a "?" in dungeon (loses track of party) - 0 Dex-13 Dex-19
4 Song of Battle (+1 TH,dmg,or saves per 10% made) V,*M 10 Str-15 Str-20
5 Jock: +LVL divided among Str, Dex, Con, or level for purposes of #Att (the last one is ½ a point each).
5 any 5th level Rogue ability - - - -
6 Touch : Chill/Pain | Para/Vampiric | Energy Drain 0 20 Str-9 Str-15
6 any 6th level Rogue ability - - - -
7 Ki Power (cast a Wiz Invocation spell) (penalty = -SL*50%) (#=SL) | Pri Invocation #V 0 Int-14 Int-38
7 Slay (target that you hit saves at +4, -1 per 10% made; or dies) V 0 Wis-13 Wis-19
8 Backstorm (each 50%: +1 att is considered a backstab) - 0 Dex-16 Dex-22
8 Finger of Death | Slay Living | Power Word Kill V 0 Int-14 Int-17
9 Any target with AC>(150-rating/5) is considered AC=(150-rating/5) to you V 0 Dex-17 Dex-28
9 +LVL*rating/2 item XP in Weapon flags per day F 0 NA NA
10 Disjoin x2 effect ||||||||| x3 |||||||||||||||| x4 etc. - 50 Chr-18 Chr-25
12 Disharmonic Blast (1 dmg per 1% made) V 10 Con-16 Con-22
18 Backstave (N/2% of your dmg is vile) || Stun (save=N-100) - 0 Wis-26 Wis-32
27 Destruction/Mordenkainen's Disjunction ||| Put Target Down a Hole V 0 Int-19 Int-25

[PC6] Custom Group Classes


ArchCustom5

Level KXP Wiz/Pri/Psi+-5
123 456 789
1 0 1-- --- ---
2 6 2-- --- ---
3 12 3-- --- ---
4 24 31- --- ---
5 60 32- --- ---
6 120 33- --- ---
7 240 331 --- ---
8 450 332 --- ---
9 840 333 --- ---
10 1740 333 1-- ---
11 2640 333 2-- ---
12 3540 333 3-- ---
13 4440 333 31- ---
14 5340 333 32- ---
15 6240 333 33- ---
16 7140 333 331 ---
17 8040 333 332 ---
18 8940 333 333 ---
19 9840 333 333 1--
20 10740 333 333 2--
21 11640 333 333 3--
22 12540 333 333 31-
23 13440 333 333 32-
24 14340 333 333 33-
25 15240 333 333 331
26 16140 333 333 332
27 17040 333 333 333
28 17940 444 333 333
29 18840 444 444 333
30 19740 444 444 444
31 20640 555 444 444
32 21540 555 555 444
33 22440 555 555 555
34 23340 666 555 555
35 24240 666 666 555
36 25140 666 666 666
TH Saves
PD RS PP BW Sp Fo Re Wi
+0 (total = 27, max = 9)
+2 (total = 33, max = 11)
+3 (total = 36, max = 12)
+5 (total = 42, max = 14)
+6 (total = 45, max = 15)
+8 (total = 51, max = 17)
+8 (total = 54, max = 18)
+9 (total = 60, max = 20)
+10 (total = 63, max = 21)
+11 (total = 69, max = 23)
+11 (total = 72, max = 24)
+12 (total = 78, max = 26)
+13 (total = 81, max = 27)
+14 (total = 87, max = 29)
+14 (total = 90, max = 30)
+15 (total = 96, max = 32)
+16 (total = 99, max = 33)
+17 (total = 105, max = 35)
Requisites: Five 15's
Alignment: any
HD/level: 2d5
Weapon Prof.: 5+level
To Hit Table: 1½xCust
Save Table: 1½xCust
Reference: DM {Planeshifted Custom5}
Groups: Custom
 
Has a spell progression (unlike Custom5), but does not have a stat bonus to begin with. Can cast Wizard, Priest, Psi-5, or Psi5 powers out of progression. Your PSP pool = Str + Con + Int + Chr - 48 + 3*Level.
Each level, get three "5th edition" picks (see next pages).
Has access to all 5th edition classes, even if using "Sheets" or Background Points.
Gets 40 Rogue points per level.
 

[PC6] Custom Group Classes


ArchCustom5 Abilities

Class Level Pick Effect
Black Hat5 1 A Fool: -1 Int, +50 Rogue points
Black Hat5 1 B Training: Gain 1 stat point per reset.
Black Hat5 1 C Situational advantage: 1M: Surprise; increase Backstab/Backstrike by 1 multiplier.
Black Hat5 1 D Slayer: Touch deals 4+LVL dmg. 1M: Add the "wounding" effect (LVL hp /s).
Black Hat5 1 E Kung Fat: Ability to take professional wrestling, plus a kit slot to take a professional wrestling style.
Bringer5 1 A Detect/Identify Radiation & Magic (as per the spells)
Bringer5 1 B Immune to illusions (the effect, not the whole school)
Bringer5 1 C Immune to blindness (can see all-around without eyes)
Bringer5 1 D Regenerate LVL hp/m (this is not troll-like), you can regenerate another if touching
Bringer5 1 E Species Enemy: Choose as per Ranger, your harmful spell effects are doubled on them
Cthulhoid Horror5 1 A 1M: Summon a DL=(LVL+1)/2 Ooze or Demon
Cthulhoid Horror5 1 B 1M: Target gets (LVL+1)/2 insanities (RSW save) (see [C] section)
Cthulhoid Horror5 1 C Mouth's P: Spit Goo LVLd6 dmg (no save; one target)
Cthulhoid Horror5 1 D 1F: Wild Surge or High-Frequency Sample (the result is not "kept in memory" like High-Frequency Sampler class)
Cthulhoid Horror5 1 E +LVL/2 tentacles (treat as arm with no hand), each tentacle is a separate set of limbs, can wield weapon at ½Str
Cthulhu Investigator5 1 A 1M: Dismiss a Ooze or Demon 10*LVL%
Cthulhu Investigator5 1 B 1M: LVL instances of Resist Insanity
Cthulhu Investigator5 1 C Immune Goo and Gray Goo
Cthulhu Investigator5 1 D 1bM, 1/r: Counter a Wild Surge or High-Frequency Sample
Cthulhu Investigator5 1 E Immune to tentacle damage.
Dilettente5 1 A 0.3 in Class Adj for free
Freak5 1 A 0.3 in Race Adj for free (alternate source had 0.2)
Freak5 1 B 1 in 6 chance that Wandering Monsters are on your side (this was in an upper block as L' in alternate source)
Freak5 1 B' iCNTaCaNaTR LVL*10% (where TR=TechR, aTR=aTechR) (alternate source)
Freak5 1 C +LVL to pick two combinations of TH/dmg, bite/claw
Freak5 1 D iaER LVL*10
Freak5 1 E Mix in /(1+LVL/10) XP race for free
Griefer5 1 A Backtwist (Twist rating/30 effects) {Rogue ability: 20+LVL*10 / Dex-9 / Dex-12 }
Griefer5 1 B Unequip (one item unequipped, save DC = amount made) {Rogue ability: 50 / Dex-12 / Dex-14 }
Griefer5 1 C [1F to use] Delay (target doesn't go next segment, save DC = amt made) {Rogue ability: 30 / Wis-11 / Wis-16 }
Griefer5 1 D Lockdown rating/20 C actions worth {Rogue ability: 0 / DIWC-40 / DIWC-60 }
Griefer5 1 E Every Rogue1 ability, can't spent points to them
Innovator5 (***) 1 A You may throw any item as a weapon without suffering a penalty because the item wasn't meant to be thrown.
Innovator5 (***) 1 A' Can narrow salvo attacks (roll same die roll TH for all attacks on one person)
Innovator5 (***) 1 B 1V, while drinking a potion: "Material Component" a potion's effect, so it does double effect on you.
Innovator5 (***) 1 C 0, 1/reset: Choose 1 specific race or monster. You may Turn that race/monster as if it was undead for the rest of this reset.
Innovator5 (***) 1 D Pick up to LVL Rogue abilities you have (may leave as "open slots"). You may material component them.
Innovator5 (***) 1 E You may pick (LVL+3)/4 minors in your progression using a psionic frequency that is 1 higher, 1 lower, or the negative of the one you have (e.g. a character with Psi5 could pick a minor from Psi4, Psi6, or Psi-5). You must "know" the frequency in order to be able to do this.
Mastermind5 1 A +LVL nonweapon proficiencies
Mastermind5 1 B +LVL AC
Mastermind5 1 C +LVL*2 stat points for purposes of qualifying for classes
Mastermind5 1 D Can trade nonweapon <-> weapon proficiencies 1 per 1
Mastermind5 1 E +1 specialty school
Mercenary5 1 A Avoid Trap (entire party): Mech.|Magic/Psi|OutPh {Rogue ability: 10 / Int-10 / Int-16}
Mercenary5 1 B Backstrike (each 30% = x1 TH) (increases 10/lvl) {Rogue ability: 50 / Wis-6 / Wis-20}
Mercenary5 1 C Bard3 spell SL=0 | SL=1 || SL=2 ||| SL=3 etc. {Rogue ability: 60 / Int-11 / Int-20}
Mercenary5 1 D Initiative (each 10% = +1 initiative) continuous {Rogue ability: 0 / Dex-9 / Dex-18}
Mercenary5 1 E Blend in (everyone believes OK that you're here) {Rogue ability: 50 / Chr-12 / Chr-14}
Occultist5 1 A 1M, 1/d: Cosmic Awareness, immune to dust disap for 1t
Occultist5 1 A' Pick an E alignment. Immune to outer-planar effects of that AL.
Occultist5 1 A'' No action, 1/d: Freedom
Occultist5 1 B 1M, 1/t: One group fails morale (save)
Occultist5 1 B' 1M, LVL/d: Dispel an effect that is not on a person.
Occultist5 1 B'' 1M, 1/d: Gate, two-way, random plane
Occultist5 1 C 1M: Taunt A to attack B (each target saves)
Occultist5 1 C' 1M: Fear a group (save)
Occultist5 1 C'' 1M, 1/t: Insanity a group (save)
Occultist5 1 D Pick a word. Command cont. Damaging shield
Occultist5 1 D' Eelectricity shield (1/2)
Occultist5 1 D'' 1M: Blindness your group (save)
Occultist5 1 E 1M: Confusion 1 target (save)
Occultist5 1 E' 0, LVL/d: Target item will fail it's next item save.
Occultist5 1 E'' Anti-Everything Shell SL 0-(LVL/2)
Preacher5 1 A Turn undead at x(+1) level (stacks with other abilities like this)
Preacher5 1 B x(LVL+1)/2 Personality score
Rebel5 1 A +LVL Initiative (or) Roll 2d12, choose the better
Rebel5 1 B LVL slots in Danger Sense, Trailing, Weather Sense
Rebel5 1 C Natural 1's do not automatically miss to hit
Rebel5 1 D Nonmagical non-weapon, non-armors are at half cost
Rebel5 1 E Immune to falling dmg
Secret Agent5 1 A Absolute Certainty: Add your Wis bonus to all stat/proficiency/skill checks
Secret Agent5 1 B Connected: You know a friend in every city, for shelter and/or locating a shop/person
Secret Agent5 1 C Doublespeak: 0, Speaking action, 1/r: Charm (save)
Secret Agent5 1 D Gear: All your items are (nonmagical) +1/+1 items
Secret Agent5 1 E Tech Belt/Bag: Bag of Holding plus every normal equipment item of LVL gp and less
Secret Agent5 1 F Tracking as a Ranger; Trailing proficiency; 2F, 1/d: Find the Path
Secret Agent5 1 G Versatility: x(1+LVL/10) Nonweapon proficiencies.
Secret Agent5 1 H Weapon Specialist: Specialized in a weapon, get +LVL+6 TH (+0 dmg) instead of usual amount
Slayer5 1 A Attractiveness: +LVL*2 Cml.
Slayer5 1 B Fast Reaction time: +LVL initiative (or) Roll 2d12 for initiative, choose the better.
Slayer5 1 C Hard to Kill: +LVL*3 hp, LVL slots in Survival proficiency.
Slayer5 1 D Acrobatics: Gain a level 1 Acrobat pick, with 50+5*LVL% rogue points in it.
Slayer5 1 E Wooden stakes (treat as a 1d4/1d3 dagger) have +LVL/+LVL magical plusses and no penalty for called shots.
Smiter5 1 A 1/reset: Choose an alignment. You do x2 dmg (spells & attacks) vs. that alignment
Smiter5 1 B 1M: Target gets alignment changed to yours & target confused (Will save for each effect)
Smiter5 1 C 1M: Shut off target familiar or specialty priest power
Smiter5 1 D 0, 1/d: Divine Intervention (automatic), usually resolved as a ML=LVL Outer-planar summon
Smiter5 1 E +1 grand sphere
Soldier5 1 A +LVL*3" bonus to movement rate
Soldier5 1 B LVL slots each in Direction Sense, Tracking, Survival
Soldier5 1 C Add d+LVL to the damage dice with one weapon type
Soldier5 1 D Nonmagical weapons and armor are at half monetary cost for you
Soldier5 1 E Leave no footprints, actually 1 inch above ground when walking, immune pits/slides/etc.
Spellshaper5 1 A 60F,1/d: Create a potion of <= LVL*100 XP value
Spellshaper5 1 B Has access to materials of “S” rating up to LVL; it’s cheaper: multiply cost by S/LVL
Spellshaper5 1 C Your SL=0 spells have double effect
Spellshaper5 1 D Cont. Detect Poison; 1M: Determine medicinal value of liquid; 60F,1/d: Frugal a potion
Spellshaper5 1 E Gain a minor familiar (this is in addition to the Find Familiar spell if you have it)
Thug5 1 A +LVL damage
Thug5 1 B +1 to # of attacks with all attack forms (weapon, natural, etc.)
Thug5 1 C #Attacks = level if creatures being fought are less than LVL HD
Thug5 1 D x2 Str bonus instead of x3/2 when wielding weapon 2-handed
Thug5 1 E Backstab = x(LVL+2)/2
Vampire5 1 A +LVL Str and Exceptional Str
Vampire5 1 B +LVL Martial Arts maneuvers and Exceptional Dex
Vampire5 1 C Bite is vampiric regen (full) and Exceptional Con
Vampire5 1 D Immune to fear, emotion, lack of morale
Vampire5 1 E 1M, LVL/d: Know direction/distance to most powerful magic item on current DL.
Watcher5 1 A Nerd/Knowledge: +LVL non-weapon proficiencies; languages cost half a slot each.
Watcher5 1 B Legend Lore & Identify 30+LVL*10%. This is doubled when dealing with Necromany, Undead, or the Occult.
Watcher5 1 C Occult Library: Each reset, gain LVL in SL's of spell scrolls. You can leave these as "open scrolls" until needed.
Watcher5 1 D Photographic Memory: You remember everything you see.
Watcher5 1 E Mr. Fix-It: 1M, 1/d: Mend.
White Hat5 1 A Clown: -1 Wis, +50 Rogue points
White Hat5 1 B Resources: Gain LVL*Chr*10 gp per reset.
White Hat5 1 C Situational awareness: Cannot be surprised, reduce Backstab/Backstrike on you by 1 multiplier.
White Hat5 1 D Doctor: Binding wounds is 4+LVL hp. 1M, 1/d: Remove the "wounding" effect.
White Hat5 1 E Kung Fu: Ability to take martial arts, plus a kit slot to take a martial arts style.
Witch5 1 A Languages: +LVL Languages (can convert each to ½ a Nonweapon prof.)
Witch5 1 B Misfit: -N Chr, +N SL's in progression (max N=LVL)
Witch5 1 C Occult Knowledge: Legend Lore 45+5*LVL%
Witch5 1 D Telekinesis: 1M: Target takes (LVL+2)*10' falling damage
Witch5 1 E 1F: Dispel Magic
Black Hat5 5 F Jack: +LVL divided among Chr, Cml, or level for purposes of how many kits and feats you can have.
Black Hat5 5 G Immune to paralysis (but not hold). People do not multiply their damage by their level when you're held.
Black Hat5 5 H Divinity: Gain LVL in SL's as a Priest progression, this progression must be flat or decreasing.
Black Hat5 5 I Thrown Fu: +LVL to hit with thrown objects; thrown objects are always at least base #Att = 1 and range 60'.
Black Hat5 5 J Gain a Specialty God pick, ignoring the "Turn" column (unless you have turning from another source and want a bonus).
Bringer5 5 F Detect/Identify Psionics & Innates (as per the spells)
Bringer5 5 G All of your edged weapons are "Sharpness" branded
Bringer5 5 H Telepathy & Comprehend Languages (cut out tongue here!)
Bringer5 5 I Regenerate LVL hp/r (this is troll-like), restore 1 stat point or limb /m, can touch
Bringer5 5 J Immune to disease and reversed Healing sphere spells
Cthulhoid Horror5 5 F 1M, 1/r: +1QP next segment.
Cthulhoid Horror5 5 G Immune insanity, drowning (i.e. you have Water Breathing), falling (i.e. you levitate / feather fall at will)
Cthulhoid Horror5 5 H 1M+1P: Brew Space-Mead, a potion that when drank does Astral Spell and an Abyssal Water effect.
Cthulhoid Horror5 5 I 1M+1P: Contact Other Plane, with no chance of insanity, must be chaotic plane.
Cthulhoid Horror5 5 J 2M: Create a Gate to a random chaotic plane, no choice or control over what comes through
Cthulhu Investigator5 5 F 1P, 1/r: +1QM next segment.
Cthulhu Investigator5 5 G Immune head blown off, drowning (i.e. you have Water Breathing), falling (i.e. you levitate / feather fall at will)
Cthulhu Investigator5 5 H 1M+1P: Cure a Potion or Magical Pool effect that occured within the last round.
Cthulhu Investigator5 5 I 1M+1P: Contact Higher Plane
Cthulhu Investigator5 5 J 2M: Close a Gate or Dimension Door. Your room has a x1 Special of Proof against Teleportation.
Freak5 5 F' Add 0.3 XP Div of Racial Adjectives for free
Hippie5 5 F Your effects do not drain the MF
Innovator5 (***) 5 G 1M: Potion ball (of a potion you have, the potion is used)
Innovator5 (***) 5 G' 1V, while using a charge on a wand/staff/rod: "Material Component" the effect.
Mastermind5 5 F +LVL-4 kits
Mastermind5 5 G Can have 2 groups of the same summon
Mastermind5 5 H Can have 2 of the same familiar using only 1 familiar slot
Mastermind5 5 I +LVL saves
Mastermind5 5 J Can convert 3M -> 1 OppM
Mercenary5 5 F Avoid Trick (entire party): Mech.|Magic/Psi|OutPhase {Rogue ability: 5 / Int-12 / Int-18}
Mercenary5 5 G Effect Evasion (each 1% = +1 saves) 1V to use {Rogue ability: 0 / Wis-9 / Wis-12}
Mercenary5 5 H Dispel a x1 effect | Instantaneous | Disjunct {Rogue ability: 50 / Dex-12 / Dex-18}
Mercenary5 5 I Controlled Blink (max N*N feet, N is amount made) {Rogue ability: 15 / Dex-9 / Dex-12}
Mercenary5 5 J Erase a "?" in dungeon (loses track of party) {Rogue ability: 0 / Dex-13 / Dex-19}
Preacher5 5 F Turn undead at x(+1) level (stacks with other abilities like this)
Preacher5 5 G Whenever you take over 100 dmg from something, take only 100 dmg
Preacher5 5 H +LVL*100 item XP in Armor flags per day
Rebel5 5 F +LVL punch dmg
Rebel5 5 G +1 to all crit ranges
Rebel5 5 H Get +LVL/2 attacks vs. a target for each other person meleeing that target
Rebel5 5 I Magical non-weapon, non-armors are at half cost
Rebel5 5 J You and all you desire within 30' are immune to falling dmg, telekinesis, overbearing
Secret Agent5 5 F Cool Customer: Immune Fear, Emotion, Charm, Domination
Secret Agent5 5 G Dubious Technology: 1/reset: Get a random TechL=LVL*2 item from the DM (usually with a drawback)
Secret Agent5 5 H Hacker: Can manipulate/reprogram Technological/Psi8/Psi16 items up to TechL=LVL+2
Secret Agent5 5 I Improvisation: 1V, 1/r: Create a 0 to LVL gp item, it lasts for 1 hour.
Secret Agent5 5 J Know It All: LVL*5% chance of knowing something about *any* topic (even if no chance to know).
Secret Agent5 5 K Overkill: If you put someone below -50 hp, they are automatically slain.
Secret Agent5 5 L Plausible Deniability: You can never be "guilty" of a crime according to the law.
Secret Agent5 5 M Slimy: You and the space you're standing at can't be targetted.
Slayer5 5 F Acute sense: Pick one of the 5 senses, have eagle vision/hearing (if sight/sound) or can use the sense 30' away.
Slayer5 5 G Natural Toughness: -LVL per attack (physical or energy).
Slayer5 5 H Psychic Visions: You see the future in visions or dreams.
Slayer5 5 I Resist poison. Death results become half your current hit points in damage (round damage down).
Slayer5 5 J Getting Medieval: Divide AC & save bonus by 2 for next hour: Starting next segment, get x2 TH & dmg for 1 hour.
Smiter5 5 F Do double damage with weapon attacks vs. Chaotic creatures
Smiter5 5 G Can convert P -> M actions
Smiter5 5 H 0, 1/d: Counter a Divine Intervention
Smiter5 5 I Emulate the abilities of (LVL-3)/2 specialty priest powers
Smiter5 5 J Can turn undead using just 1V action
Soldier5 5 F Bind wounds is LVL hp (can’t bind an already bound wound)
Soldier5 5 G Subtract 1 from what you need to roll to autohit target
Soldier5 5 H Get +LVL melee TH & dmg vs. a target for every other person also meleeing that target
Soldier5 5 I Magical weapons and armor (including individual flags) are at half cost for you
Soldier5 5 J Your mount and everyone within 30’ you instruct have the Level 1-3 E ability
Spellshaper5 5 F 120F,1/d: Create a scroll of <= LVL*200 XP value
Spellshaper5 5 G +1M action per round, only for Spellshaper spells
Spellshaper5 5 H Your SL=0 and SL=1 spells have double effect (if already have 1-3 C, SL=0 is triple)
Spellshaper5 5 I Immune to head blown off; 1M: Know contents of scroll/book; 60F,1/d: Frugal a scroll
Spellshaper5 5 J Gain an extra minor familiar [this was major in Summer 2004 campaign]
Thug5 5 F Considered 1 size larger for what size weapons you can wield
Thug5 5 G +LVL*100 item XP in Weapon flags per day
Thug5 5 H +LVL to hit
Thug5 5 I +LVL weapon proficiencies
Thug5 5 J Can affect creatures that require a +LVL-1 weapon to hit
Vampire5 5 F Any Rogue level X ability, with Y*LVL points to spend on it, X+Y=8
Vampire5 5 G 1F, sacrifice a creature you have subdued/unconscious: Demon Summoning (ML=LVL or HD of sacrifice / 2)
Vampire5 5 H Pick sunlight, holy water, wood, or garlic. You are not allergic/vulnerable to this.
Vampire5 5 I Immune to ESP, Telepathy, Mind attacks, Psionic blast, etc.
Vampire5 5 J 1M, LVL/d: Know direction/distance to most powerful person on current DL.
Watcher5 5 F Gain a "0" or ("½" if using DM version of specialization) in next SL.
Watcher5 5 G Artistry: +LVL divided among Int, Wis, Chr, or CL.
Watcher5 5 H Contacts: Always have access to LVL*100 XP and less magic items, even when the current store is "limited".
Watcher5 5 I Resist demonic powers: This includes Psi6, Psi(-6), and innate abilities of evil outer-planar creatures.
Watcher5 5 J Influence: 1M, 1/d: Suggestion (save vs. Will)
White Hat5 5 F Jock: +LVL divided among Str, Dex, Con, or level for purposes of #Att (the last one is ½ a point each).
White Hat5 5 G Immune to pain. You stay conscious (but cannot be offensive) at up to -LVL hp.
White Hat5 5 H Sorcery: Gain LVL in SL's as a Wizard progression, this progression must be flat or decreasing.
White Hat5 5 I Gun Fu: +LVL to hit with guns; guns are always at least base #Att = 1; guns "open end" one better than normal.
White Hat5 5 J Turn Undead: You can turn undead as if 4 levels lower.
Witch5 5 F Addiction: If you are single classed, you do double effect with spells
Witch5 5 G Nerd: +LVL stat points to Int or Wis
Witch5 5 H Rat-ification: 1M: Target becomes a x0 rat (save)
Witch5 5 I Sorcery: Can spend ½M+½V instead of 1M to cast spells
Witch5 5 J 1F: Remove *Curse* (Heavy Curse)
Bringer5 9 K Detect/Identify Anti-Magic & Anti-Psi (as per spells)
Bringer5 9 L Strength of Caleb: +LVL Str; you get Barbarian Str
Bringer5 9 M Health of Caleb: +LVL Con; all of your classes get Barbarian Con
Bringer5 9 N Regenerate LVL hp/s (troll-like, heals vile/perm dmg), restore XP/Lvl drain, within 30'
Bringer5 9 O Know all Psi(-6)E First Hell powers; Psi(-6)E PSPs=(S+I*2+W+LVL*6); +1M/r only for Psi(-6)E
Cthulhu Investigator5 9 K Capital S Slay is treated as (lower-case) slay for you
Cthulhu Investigator5 9 L Immune Clone Insanity, Mirror of Opposition
Cthulhu Investigator5 9 M 2F, 1/t: Cure Capital C Crapped on someone.
Cthulhu Investigator5 9 N 8F, 1/d: Cure someone's Erased Truename (you Un-Erase his Truename)
Cthulhu Investigator5 9 O 1F: Restore Multiplier; Remove Multiplier damage (incl. Vile Multiplier damage)
Freak5 9 K' Add 0.4 XP Div of Racial Adjectives for free
Innovator5 (***) 9 L 1F, 1/reset per wand/staff/rod: Choose one effect the wand/staff/rod does. Roll a new effect of the same SL. You may request the new effect to have the same the same Group (Wiz/Pri/Psi), if not, the DM will roll group randomly. If the same group, you may request the new effect to also have the same School/Sphere/PsiFrequency, if not, the DM will roll this randomly (use 1d50-20 for frequency). The wand/staff/rod now permanently does the new effect instead of the old one.
Mastermind5 9 L Can have 3 groups of the same summon
Mastermind5 9 M Can have 3 of the same familiar using only 1 familiar slot
Mastermind5 9 N 0, 1/d: Immune to one [C] section effect for this day
Mercenary5 9 K Avoid Special (entire party): x1 | x2 | x3 etc. {Rogue ability: 0 / Int-16 / Int-22}
Mercenary5 9 L Backstorm (each 50%: +1 att is considered a backstab) {Rogue ability: 0 / Dex-16 / Dex-22}
Mercenary5 9 M Disjoin x2 effect ||||||||| x3 |||||||||||||||| x4 etc. {Rogue ability: 50 / Chr-18 / Chr-25}
Mercenary5 9 N +(rating)% money, use at end of run before selling {Rogue ability: 0 / Cml-9 / Cml-18}
Mercenary5 9 O 0,1/r: Get +(amount made) on next Rogue ability {Rogue ability: 0 / NA / NA}
Preacher5 9 K Turn undead at x(+1) level (stacks with other abilities like this)
Preacher5 9 L Whenever you take over 70 dmg from something, take only 70 dmg
Rebel5 9 K 1M, 1/d: Summon LVL*2 Rebel5 NPCs (lvl = LVL*2-16, max=10)
Rebel5 9 L 1P: Attack each target only once this segment (can be >1 group). Your base # attacks per weapon/fist = LVL.
Rebel5 9 M Any save DC > 100 is considered to be 100 to you
Rebel5 9 N +LVL*5% WaWR; DR LVL*5/+LVL; intertial barrier cont.; displacement cont.; people need +LVL weapon to hit you
Rebel5 9 O Immune ground-based traps; ground movement rate = (LVL^2)*2"; Sustain actions; Immune inverse pick pockets
Secret Agent5 9 N Avoid Fate: 0, 1/d: Avoid Fate at xLVL/4 multiplier
Secret Agent5 9 O Cheat Death: 1D, 1/d: Resurrect, but you're 1d20 miles away in a random direction.
Secret Agent5 9 P Flawless Search: LVL% chance of finding something not even in the DM's key for the dungeon
Secret Agent5 9 Q Guns Blazing: May use two sets of missile weapons per set of hands
Secret Agent5 9 R Immune to detection / divination effects
Secret Agent5 9 S Immune to insta-kill and slay effects
Secret Agent5 9 T Insane Stunt: 0, 1/d: Wish (only to combo with something else you're doing this segment)
Secret Agent5 9 U Intrigue: 1M: Augury (that actually works) on your proposed action, or Choose Future
Slayer5 9 K x2/xx2 TH/dmg (double the die roll, double all damage) vs. undead
Slayer5 9 L Immune to innates and touch effects of undead; immune to Lich spells of SL 0 to LVL/6 (round down)
Slayer5 9 M Detect & Identify Undead, type and number, continuous within LVL*10' through walls
Slayer5 9 N Leadership: +LVL Chr
Slayer5 9 O Contact the Animal Spirit of the Slayers: 1M, 1/reset: +LVL/4 proficiencies (weapon or nonweapon, permanent)
Smiter5 9 K Do double spell effects vs. Chaotic creatures
Smiter5 9 L Inverse Astral projection
Smiter5 9 M 1M: Shut off Concordant effect (aXR to resist)
Smiter5 9 N 1M: Target is Pawned (2 saved, 1 missed save = Dominated)
Smiter5 9 O Can turn Chaotic creatures as if they were undead
Soldier5 9 K 1M, 1/d: Summon LVL Soldier5 NPCs (lvl = LVL*2-12, max=12)
Soldier5 9 L 1P: Attack only one target this segment. Your base # attacks per weapon/fist = LVL.
Soldier5 9 M Any target with AC>100 is considered AC=100 to you
Soldier5 9 N Ignore WR, aWR, DR, aDR, ER, inertial barrier, displacement; considered extra +LVL wpn
Soldier5 9 O You & mount fly at (LVL^2)", Sustain Movement Rate, Immune terrain/slow/hold/stop/stun
Spellshaper5 9 K 180F,1/d: Create ring or staff of <= LVL*300 XP value
Spellshaper5 9 L Add up your SLs together into one "mana pool"; spell of SL=X is X mana; max SL=(LVL+1)/2
Spellshaper5 9 M Your SL=0, SL=1, and SL=2 spells have double effect (each similar instance adds x[+1] )
Spellshaper5 9 N Immune to Retributive Strikes (your's or other's), Own Effects, Ego of x(LVL-6)/3 mult.
Spellshaper5 9 O Gain an extra major familiar
Thug5 9 K +LVL-8 crit range (even beyond the 11-20 limit)
Thug5 9 L Immune parting shots
Thug5 9 M +LVL-4 feats
Thug5 9 N 1V, may borrow: Jump to other group (60'), deflect attacks to you
Thug5 9 O Can operate at any negative hp total, cannot be offensive
Vampire5 9 K If you bite a creature to death (but not beyond -10 hp), you can raise that creature as a vampire the next day under your control.
Vampire5 9 L 2F, sacrifice a creature you have subdued/unconscious: Wishoid/Miracle (SL=LVL or HD of sacrifice / 2)
Vampire5 9 M 1V, 3/d: Shapechange (as Druid) into Bat, Rat, or Wolf
Vampire5 9 N 0, you are being killed: Gaseous Form, you are not actually dead, move rate = LVL"
Vampire5 9 O Continuous Friendship effect running with all monsters of HD = your LVL or less
Watcher5 9 K Immune to Blow Your Head Off, Twilight, Curse, bad effects of reading magical books/scrolls
Watcher5 9 L Strengthen Magic: +(LVL-6)/3 MF 30' r
Watcher5 9 M Fast-Write Scrolls: 1F, lose N SL=N spells in memorization: Write a SL=N permanent spell scroll
Watcher5 9 N Scale Down: Can cast a SL=M spell emulating a SL=N spell for xM/N the effect (where M<N)
Watcher5 9 O iaNR (Irreducible Necromancy Resistance) (LVL-8)*10%; Turn Undead with turning level = LVL*2-10
White Hat5 9 K Web of Contacts: Can gain information on most things in a city; Legend Lore LVL*5%
White Hat5 9 L Better Resources: Gain LVL*Chr*10 item XP per reset, must all be spent on one item (any extra is wasted)
White Hat5 9 M Super Fu: Can take a custom martial arts style [P7.9] with A+D+N=LVL*2+12 (can improve it with level)
White Hat5 9 N Great Medic: Binding wounds is (LVL-8)*5% of max hp (can be more than 100%, current still can't go over max)
White Hat5 9 O BOMBS!: 1P, 1 charge (have LVL charges /d): LVL*(2m4) technological damage, area (no save, TechR to resist)
Bringer5 14 P Detect/Identify Spirit/Concordant & Anti-Innates (as per spells)
Bringer5 14 Q Knowledge of the First Evil: +LVL Int; 1F, 1/t: Replay of the past / Commune with dead
Bringer5 14 R Insubstantial (Physical): Immune matter
Bringer5 14 S Regenerate LVL*10 hp/s (troll-like, heals vile/perm dmg), remove stun/loss of actions, within 30' or through psi link
Bringer5 14 T Know all Psi6E First & Second Gloom powers; Psi6E PSPs=(K*2+I+W+LVL*6); +1M/r only for Psi6E
Freak5 14 P' Add 0.5 XP Div of Racial Adjectives for free
Mercenary5 14 P Avoid Spirit/Conc Effect (entire party): x1 || x2 || x3 etc. {Rogue ability: -5 / Int-22 / Int-30}
Mercenary5 14 Q Get save vs effects w/ no save, base=+0+items, each 5% is +1 {Rogue ability: 0 / Wis-20 / Wis-25}
Mercenary5 14 R Psi(-12)C effect SL=0 | SL=1 || SL=2 ||| SL=3 etc. {Rogue ability: 30 / Str-22 / Str-40}
Mercenary5 14 S Shield: Add a hp=(%rating) temporary shield, only 1 at a time {Rogue ability: 0 / Con-18 / Con-25}
Mercenary5 14 T Speed: Each 50% is +1A action || B's instead || C's instead {Rogue ability: 0 / Dex-18 / Dex-20}
Preacher5 14 P Turn undead at x(+1) level (stacks with other abilities like this)
Preacher5 14 Q Whenever you take over 50 dmg from something, take only 50 dmg
Slayer5 14 P x2/xx2 TH/dmg (double the die roll, double all damage) vs. evil outer-planar (demons, devils, daemons, etc.)
Slayer5 14 Q Immune to innates and touch effects of evil outer-planar; immune to Psi6E & Psi(-6)E effects of SL 1 to LVL/4
Slayer5 14 R Detect & Identify Evil Outer-Planar, type and number, continuous within LVL*10' through walls
Slayer5 14 S Ignore the effects of high multiplier when you attempt to affect things (e.g. people defend as only your multiplier)
Slayer5 14 T Invoke the First Slayer: 1M, 1/reset: Precognition (that works) & Ask the DM a question
Smiter5 14 P Resist all things done to you by Chaotic creatures
Smiter5 14 Q Can project to any plane (pick 3 stats to copy to other stats)
Smiter5 14 R Anti-Concordant Shell 0th to (LVL-10)/4; iER LVL*3%
Smiter5 14 S Immune Moo
Smiter5 14 T Can turn anyone not of your Religion as if they were undead
Soldier5 14 P 1M, 1/d: Summon LVL^2 Soldier5 NPCs (lvl = LVL-9, max=18)
Soldier5 14 Q Use "Mixed Classing" (even if illegal) to mix one (legal) Warrior class into this class
Soldier5 14 R Always roll max to hit & damage with physical attacks
Soldier5 14 S Ignore iWR, iaWR, iDR, iaDR, iER, "-blah/attack", damaging shields; considered +8 wpn
Soldier5 14 T Immune to Time Stop, Opposition, Imprisonment (spell or mirror or iron flask)
Spellshaper5 14 P 240F,1/d: Create weapon or armor flag of <= LVL*400 XP value
Spellshaper5 14 Q +1QM action per round, only for Spellshaper spells
Spellshaper5 14 R Your SL=0 through SL=4 spells have double effect (each similar instance adds x[+1] )
Spellshaper5 14 S Time/Reality Stability; whenever a drastic event allows you 1 action to respond to it, you get 2 actions instead
Spellshaper5 14 T Gain an extra major familiar [this was grand in Summer 2004 campaign]
Thug5 14 P +LVL-13 crit multiplier
Vampire5 14 Q +(LVL-12)/2 second tier Martial Arts maneuvers
Watcher5 14 P 1M, 1V (can borrow): Cast the reverse of an effect (do N times to reverse a xN effect) (can use as counterspell)
Watcher5 14 Q Fast-Create Potions: 1F, lose N SL=N spells in memorization: Make a potion of a SL=N effect
Watcher5 14 R Scale Up: Can cast a SL=M spell emulating a SL=N spell for xM/N the effect (where M>N)
Watcher5 14 S Indirect casting: 1M, 1V, use N of a spell, where (2^N)*10' is distance to target: Can cast without seeing target
Watcher5 14 T Train Slayer5: N resets of actions: A Slayer5 of LVL=N is raised by one level permanently.
White Hat5 14 P Kung Fu Hustle: Can have (LVL-6)/4 martial arts styles running at the same time, they all fully stack
White Hat5 14 Q Really Immune to pain. You stay conscious (but cannot be offensive) at any finite negative hit point total.
White Hat5 14 R The Man for the Job: 1F, 1/reset: Create a temporary (1 turn) x1 non-artifact item that is needed for a task
White Hat5 14 S Smooth Talker: As long as you and your friends are not hostile, enemies will not attack you 90% (1 check /min)
White Hat5 14 T Your BOMBS! (Level ability O above) can hit two groups or can be set on a time delay, you have 3*LVL charges
Bringer5 20 U Detect/Identify Godly & Anti-Spirit/Concordant (as per spells)
Bringer5 20 V +LVL CL with Priest spells
Bringer5 20 W Insubstantial (Force): Immune energy
Bringer5 20 X Regenerate LVL*100 hp/s (troll-like, heals vile/perm dmg), restore mult./truename, to anyone known across planes
Bringer5 20 Y Use "Mixed Classing" (even if illegal) to mix one (legal) class with an evil alignment requirement into this class
Freak5 20 U' Add 0.6 XP Div of Racial Adjectives for free
Mercenary5 20 U Avoid Artifact Effect (entire party): x1 ||| x2 ||| x3 etc. {Rogue ability: -10 / Int-30 / Int-46}
Mercenary5 20 V Backstave (N/2% of your dmg is vile) || Stun (save=N-100) {Rogue ability: 0 / Wis-26 / Wis-32}
Mercenary5 20 W Instantaneous x0 effect | x1 || x2 ||| x3 |||| x4 etc. {Rogue ability: 50 / Dex-24 / Dex-32}
Mercenary5 20 X Can Dim Door away in combat during your actions | Teleport {Rogue ability: -15 / Dex-18 / Dex-24}
Mercenary5 20 Y 0,1/r: Unspend (amount made by) Rogue points {Rogue ability: 0 / NA / NA}
Preacher5 20 U Turn undead at x(+1) level (stacks with other abilities like this)
Preacher5 20 V Whenever you take over 40 dmg from something, take only 40 dmg
Smiter5 20 U Immune all things done to you by Chaotic creatures
Smiter5 20 V You have no home plane; your truename cannot be erased; immune incursion
Smiter5 20 W Anti-Godly shell: Immune to one G action effect /s, even in [X] section
Smiter5 20 X Immune Pixelation
Smiter5 20 Y xLVL to CL for Turn Undead; Ignore Immune Turning
Soldier5 20 U 1M, 1/d: Summon LVL^3 Soldier5 NPCs (lvl = LVL-9, max=24)
Soldier5 20 V Use "Mixed Classing" (even if illegal) to mix one (legal) class with a Str requirement into this class
Soldier5 20 W For each 10 points of physical damage, you lower a random stat by 1. (no save)
Soldier5 20 X Ignore planar displacement & immunity to weapons / matter / physical attacks
Soldier5 20 Y Immune to Put Down a Hole, As You Are, Truename Erased, DNA Scrambled
Spellshaper5 20 U 300F,1/d: Create any magic item (of a type not listed in A,F,K,P above) of <= LVL*500 XP value
Spellshaper5 20 V You may "channel" spells by spending 2 spell slots each on them
Spellshaper5 20 W Your SL=0 through SL=6 spells have double effect (each similar instance adds x[+1] )
Spellshaper5 20 X You may cast anti-magical spells by spending 2 spell slots each, these are resisted used aMR instead of MR
Spellshaper5 20 Y Gain an extra grand familiar
White Hat5 20 U Master Fu: LVL*2 slots in Martial Arts maneuvers; 2nd tier costs 2 maneuvers each, even if Banhammered
White Hat5 20 V Super Resources: Get a xCL/18 random Artifact each reset, it will be useful (not crap)
White Hat5 20 W Tinkerer: 1/reset: Make a Psi8 item of TechL=LVL; your effects ignore TechR
White Hat5 20 X Not Noticed: You take 1/10 dmg (physical and energy) vs. monsters that are at least x10 your current hp
White Hat5 20 Y BOMBS!!!: Your BOMBS! have unlimited charges; LVL*(3m6) dmg to 1 group or LVL*(2m8) dmg to 2 groups
White Hat5 20 Z +LVL to LVL in another White Hat (or Black Hat) pick

[PC6] Custom Group Classes


Barney Emissary

Level KXP Priest
123 456 789
1 0 1-- --- ---
2 3 3a- --- ---
3 6 42b --- ---
4 12 441 c-- ---
5 24 744 0d- ---
6 48 764 3ae ---
7 96 775 42b f--
8 192 777 441 cg-
9 384 777 744 0dh
10 750 777 744 1cg
11 1500 777 754 2bf
12 2000 777 764 3ae
13 2500 777 774 40d
14 3000 777 774 41c
15 3500 777 775 42b
16 4000 777 776 43a
17 4500 777 777 440
18 5000 777 777 441
19 5500 777 777 542
20 6000 777 777 643
21 6500 777 777 744
22 7000 777 777 754
23 7500 777 777 755
24 8000 777 777 765
25 8500 777 777 766
26 9000 777 777 776
27 9500 777 777 777
28 10000 777 777 777
29 10500 777 777 777
30 11000 777 777 777
31 11500 777 777 777
32 12000 777 777 777
33 12500 777 777 777
34 13000 777 777 777
35 13500 777 777 777
36 14000 777 777 777
TH Saves
PD RS PP BW Sp Fo Re Wi
+1  8  4  6  3  4  0  0  3
+3  9  5  6  4  4  1  1  4
+5 10  6  7  5  5  2  2  5
+7 11  7  9  6  6  2  2  6
+9 12  8  9  6  7  3  3  7
+11 13  9 10  7  8  4  4  8
+13 14  9 11  8  9  5  4  9
+15 14 10 11  9  9  6  5 10
+17 15 11 12 10 11  6  6 11
+19 16 12 13 11 12  7  6 12
+21 16 13 14 12 12  8  7 13
+23 16 14 14 13 13  9  8 14
+25 16 14 15 14 14 10  8 15
+27 17 15 16 14 14 10  9 16
+29 17 15 16 15 15 11 10 17
+31 17 16 16 15 16 12 10 18
+33 17 16 16 16 16 13 11 19
+35 17 16 16 16 16 14 12 20
Requisites: Int 16, Wis 18, Chr 17
Alignment: any
HD/level: 2d2
Weapon Prof.: 4+level/2
To Hit Table: Pri
Save Table: 2xPri
Reference: DM {Lost Divine Emissary}
Groups: Priest, Custom, Lost
 
Level N (every level): +1 Specialty God pick per level, in a Barneyed God. You may pick the same Barneyed God more than once.
Each reset, the DM will give you access to 3 new Barneyed gods. If at any time you have fewer than your LVL in Barneyed god choices (even in the dungeon), ask the DM and he will generate 3 more for you.
For each Barneyed god, you can pick a sphere:
All, Animal, Anti-Magic, Astral/Planar, Cataclysms, Chaos, Charity, Charm, Combat, Community, Cosmos, Creation, Darkness, Death, Destruction, Disease, Divination, Elemental, Elf, Entropy, Evil, Fear, Fertility, Fire, Good, Guardian, Healing, Incantatrix, Innates, Knowledge, Labour, Law, Love, Luck, Luck/Fate/Fortune, Madness, Magic, Metalworking, Meta-Magic, Moon, Mountain, Music, Nature, Necromantic, Numbers, Peace, Plant, Protection, Psionics, Radiation, Revenge, Science, Sea, Secrets, Skill, Sky, Stoicism, Strength, Summoning, Sun, Sword, Technology, Thievery, Thought, Thunder, Time, Travel, Travelers, Undead, War, Wards, Wealth, Weather, Wild Magic, Winter, Wisdom
And you can pick an alignment of the Barneyed God if desired.

[PC6] Custom Group Classes


Biostatistician

Level KXP
S=1
KXP
S=2
KXP
S=3
Spells
1 0 0 0 (none)
2 7.5 10 12.5 (none)
3 15 20 25 (none)
4 30 40 50 (none)
5 60 80 100 (none)
6 120 160 200 (none)
7 240 320 400 (none)
8 480 640 800 (none)
9 960 1280 1600 (none)
10 1500 2000 2500 (none)
11 2200 2900 3625 (none)
12 2900 3800 4750 (none)
13 3600 4700 5875 (none)
14 4300 5600 7000 (none)
15 5000 6500 8125 (none)
16 5700 7400 9250 (none)
17 6400 8300 10375 (none)
18 7100 9200 11500 (none)
19 7800 10100 12625 (none)
20 8500 11000 13750 (none)
21 9200 11900 14875 (none)
22 9900 12800 16000 (none)
23 10600 13700 17125 (none)
24 11300 14600 18250 (none)
25 12000 15500 19375 (none)
26 12700 16400 20500 (none)
27 13400 17300 21625 (none)
28 14100 18200 22750 (none)
29 14800 19100 23875 (none)
30 15500 20000 25000 (none)
31 16200 20900 26125 (none)
32 16900 21800 27250 (none)
33 17600 22700 28375 (none)
34 18300 23600 29500 (none)
35 19000 24500 30625 (none)
36 19700 25400 31750 (none)
TH Saves
PD RS PP BW Sp Fo Re Wi
+0 &0 &0 &0 &0 &0 &0 &0 &0
+1 &1 &1 &1 &1 &1 &1 &1 &1
+2 &1 &1 &1 &1 &1 &1 &1 &1
+3 &2 &2 &2 &2 &2 &2 &2 &2
+4 &2 &2 &2 &2 &2 &2 &2 &2
+5 &3 &3 &3 &3 &3 &3 &3 &3
+6 &3 &3 &3 &3 &3 &3 &3 &3
+7 &4 &4 &4 &4 &4 &4 &4 &4
+8 &4 &4 &4 &4 &4 &4 &4 &4
+8 &5 &5 &5 &5 &5 &5 &5 &5
+9 &5 &5 &5 &5 &5 &5 &5 &5
+9 &6 &6 &6 &6 &6 &6 &6 &6
+10 &6 &6 &6 &6 &6 &6 &6 &6
+10 &7 &7 &7 &7 &7 &7 &7 &7
+11 &7 &7 &7 &7 &7 &7 &7 &7
+11 &8 &8 &8 &8 &8 &8 &8 &8
+12 &8 &8 &8 &8 &8 &8 &8 &8
+12 &9 &9 &9 &9 &9 &9 &9 &9
Requisites: Str+Dex+Con >= 40+15*S
Alignment: any
HD/level: d8
Weapon Prof.: 0+level
To Hit Table: Cust
Save Table: & Mon
Reference: DM {Planeshifted Statistician}
Groups: Custom, Alternate
 
For abilities, see next page.

[PC6] Custom Group Classes


Biostatistician Abilities

If you have the Biostatistician class, ability scores cost this number of stat points: Str=0.6, Dex=0.8, Con=0.4, Int=1.6, Wis=1.4, Chr=1.2.
Example 1: You gain 2 stat points (e.g. by going up in level). You could buy 5 Con, or 1 Wis + 1 Str, etc.
Example 2: You could trade in a point of Int (for half it's value = 0.8), then buy a point of Str, and have 0.2 left over.
Leftover fractional stat points can be saved for later.
Must always use 2 for 1 trading (lose 2 stat points to gain 1 stat point elsewhere), using the translation given above.
 
The "&" on Saves means to add these saves to your highest other class in that category.
 
Pick an S factor for this class, which must be an integer and at is at least 1.
Every Level: +S ability score points. This is in addition to the normal +1 stat you get per level. See above for stat costs.
Every Level: Pick a stat. You have "Hold" of that stat (it cannot be lowered, and you are immune to stat damage of that stat). When you get other stats at levels 12 and 24, use the number of points to indicate how many times you need to pick that stat before you have "Hold" in it (e.g. you need to pick Luck twice before having Hold Luck).
Every Level: Pick a stat. Increase the level of "Exceptionalness" in that stat by one category (Normal -> Exceptional -> Barbarian -> Extra Barbarian, etc.). The exotic stats at higher levels are the same cost here; you do not need to spend extra (e.g. "Exceptional HCL" would be only 1 pick).
Every Level: 0.1*S in [P3.4] Racial Adjectives per level.
Level 1: Limit for "sleazing" stats (subability scores) is double level instead of level.
Level 3: You may treat your Movement Rate (in inches) as a stat, and may spend points to it. Movement Rate costs the same as any other stat. You start with a 12 (unless your race entry says otherwise). Since Movement Rate is a stat for you, you may 3 for 2 trade either to or away from Movement Rate. You may pick "Hold Movement Rate" using a Hold pick. "Exceptional Movement Rate" is Levitation, "Barbarian Movement Rate" is Flying.
Level 6: You may treat your Personality Score (used to resist Ego) as a stat, and may spend points to it. Personality costs the same as any other stat. You start with a +0, which is applied as an adjustment to Int+Chr+level or Wis+Con+level. Since Personality is a stat for you, you may 3 for 2 trade either to or away from Personality (but you cannot be below -level in Personality). You may pick "Hold Personality" using a Hold pick. "Exceptional Personality" is x1½ to the entire calculation [ so your Personality Score would be (Int+Chr+Level-Personality)*3/2 ], "Barbarian Personality" is x2, and so forth.
Level 9: 1P, lose 2*N stat points: +N physical stat points (Str, Dex, Con, or Movement Rate). You may spend temporary stat points (due to a running effect), but the resultant stat points will disappear when the effect ends.
Level 9: 1M, lose 2*N stat points: +N mental stat points (Int, Wis, Chr, or Personality). You may spend temporary stat points (due to a running effect), but the resultant stat points will disappear when the effect ends.
Level 12: You may treat Cml, Luck, HNCL, or CL as stats for this class. You can raise them with stat points. Cml costs 1 point each. Luck costs 2 points each. HNCL costs 3 points each. CL costs 4 points each.
Level 15: 1F, lose 2*N stat points: +N "exotic" stat points (Cml, Luck, HNCL, or CL, using the extra costs above, so you would have to lose 8 stat points to gain +1 CL). You may spend temporary stat points (due to a running effect), but the resultant stat points will disappear when the effect ends. You may use some of these stat points for physical or mental stats.
Level 18: You may treat your Number of Class Slots and Maximum Number of Psionic Frequencies as stats. They are "exotic", with Class Slots costing 5 and Psionic Frequencies costing 6.
Level 21: You may "sleaze" your Multiplier into separate attack/defense ratings, which average to your real multiplier. There is no limit to the sleaze, but you must be at least x0 in each. Change this with an F action.
Level 24: You may treat HCL, CCL, Multiplier, and ML (in one class only) as stats for this class. You can raise them with stat points. HCL costs 7 point each. CCL costs 8 points each. ML costs 9 points each. Multiplier costs 10 points each. You may buy "half" a multiplier (x1 on attack or defense) for 5.
Level 27: 1X, lose 2*N stat points: +N "very exotic" stat points (HCL, CCL, Multiplier, or ML, using the extra costs above, so you would have to lose 16 stat points to gain +1 CCL). You may spend temporary stat points (due to a running effect), but the resultant stat points will disappear when the effect ends. You may use some of these stat points for physical, mental, or exotic stats.

[PC6] Custom Group Classes


BlockCustom5

Level KXP Wiz/Pri/Psi+-5
123 456 789
1 0 1-- --- ---
2 6 2-- --- ---
3 12 3-- --- ---
4 24 31- --- ---
5 60 32- --- ---
6 120 33- --- ---
7 240 331 --- ---
8 450 332 --- ---
9 840 333 --- ---
10 1740 333 1-- ---
11 2640 333 2-- ---
12 3540 333 3-- ---
13 4440 333 31- ---
14 5340 333 32- ---
15 6240 333 33- ---
16 7140 333 331 ---
17 8040 333 332 ---
18 8940 333 333 ---
19 9840 333 333 1--
20 10740 333 333 2--
21 11640 333 333 3--
22 12540 333 333 31-
23 13440 333 333 32-
24 14340 333 333 33-
25 15240 333 333 331
26 16140 333 333 332
27 17040 333 333 333
28 17940 444 333 333
29 18840 444 444 333
30 19740 444 444 444
31 20640 555 444 444
32 21540 555 555 444
33 22440 555 555 555
34 23340 666 555 555
35 24240 666 666 555
36 25140 666 666 666
TH Saves
PD RS PP BW Sp Fo Re Wi
+0 (total = 27, max = 9)
+2 (total = 33, max = 11)
+3 (total = 36, max = 12)
+5 (total = 42, max = 14)
+6 (total = 45, max = 15)
+8 (total = 51, max = 17)
+8 (total = 54, max = 18)
+9 (total = 60, max = 20)
+10 (total = 63, max = 21)
+11 (total = 69, max = 23)
+11 (total = 72, max = 24)
+12 (total = 78, max = 26)
+13 (total = 81, max = 27)
+14 (total = 87, max = 29)
+14 (total = 90, max = 30)
+15 (total = 96, max = 32)
+16 (total = 99, max = 33)
+17 (total = 105, max = 35)
Requisites: Four 20's
Alignment: any
HD/level: 3d3
Weapon Prof.: & 3+level
To Hit Table: 1½xCust
Save Table: 1½xCust
Reference: DM {Planeshifted ArchCustom5}
Groups: Custom, Alternate
 
Has a spell progression (unlike Custom5), but does not have a stat bonus to begin with. Can cast Wizard, Priest, Psi-5, or Psi5 powers out of progression. Your PSP pool = Str + Con + Int + Chr - 48 + 3*Level.
Each level, pick a 5th edition class. You get all the abilities of that class for the "block" this level is in (e.g. if you pick Soldier5 at level 1, you would get Soldier5's A-E abilities). If the current level is a "Pick whatever" type level (like level 4 in many classes), you get the lower level block (levels 1-3 in this case), plus 1 instance of each pick type listed (if they aren't redundant).
Due to their large size, the Occultist5 and Secret Agent5 classes count as 2 picks. If you pick Occultist5 or Secret Agent5 once, you can choose 5 of the picks of that block. When you pick the same class a second time (within the same block), you get the rest of the powers.
Has access to all 5th edition classes from previous Collectives (up to Collective 4.1), even if using "Sheets" or Background Points. This class does not automatically know Arcane5, which was introduced in this packet (Collective 4.2). DM Note: Fallen Angel5 and Rakshasa5 were introduced in Collective 3.9, so you know them, but their abilities are not in the current ArchCustom5 list.
Gets 40 Rogue points per level.
Level 12 ¶: You may pick 6th edition (Quintessential) classes (including your lower level picks if you want to reassign them).
 
For Custom5 picks, see ArchCustom5 class.
A list of 4th/8th/etc. "Choose" picks (not normally available to ArchCustom5) is given on the next page.

[PC6] Custom Group Classes


BlockCustom5 Picks

All of these picks are in addition to the normal ArchCustom5 list. You can pick off of the ArchCustom5 list.
You get only one of these picks below in each of the relevant levels. For example, at level 4, pick one line below, you get the entire 1-3 block for one of the listed classes, and 1 instance of every pick listed (the "or" is treated as an "and").
 
Level 4: Pick any Monster5 class level 1-3 (Vampire)
Level 4: Pick any Warrior5 class level 1-3 (Thug)
Level 4: Pick any Wizard5 class level 1-3 (Mastermind)
Level 4: Pick one from: Bringer5 Level 1-3, one Spellshaper5 Level 1-3, or Watcher5 Level 1-3 (Witch)
Level 4: Pick one Slayer5 1-3 (Smiter)
Level 4: Pick two BlackHat5 Level 1-3, one Mercenary5 Level 1-3, or one Psi-5 minor
Level 4: Pick two Cthulhoid Horror5 Level 1-3, one Shapeshifter Level 1-3, or one Psi(-12)C minor
Level 4: Pick two Cthulhoid Investigator5 Level 1-3, one Occultist5 Level 1-3, or one Alien Cultist5 Level 1-3
Level 4: Pick two Dweomershaper5 Level 1-3, one Bringer5 Level 1-3, or one Rogue5 Level 1-3
Level 4: Pick two from: Angel5 Level 1-3, Slayer5 Level 1-3, or Psi-6G/Psi6G minor
Level 4: Pick two from: Bringer5 Level 1-3, one Spellshaper5 Level 1-3, or one Psi(-5) minor
Level 4: Pick two from: Charonodaemon5 Level 1-3, Bringer5 Level 1-3, or Psi-6E/Psi6E minor
Level 4: Pick two from: Fallen Angel5 Level 1-3, Bringer5 Level 1-3, or Psi-6E/Psi6E minor
Level 4: Pick two from: Pharmacist5 Level 1-3, Witch Level 1-3, or Psi30 minor
Level 4: Pick two from: Rebel Level 1-3, White/Black Hat Level 1-3, or one Psi(-12)C minor
Level 4: Pick two level 1-3 Secret Agent5 or one level 1-3 Black Hat5 ability
Level 4: Pick two Mercenary5 Level 1-3, one Soldier5 Level 1-3, or one Spellshaper5 Level 1-3
Level 4: Pick two Rakshasa5 Level 1-3, one Cthulhoid Horror5 Level 1-3, or one Vampire5 Level 1-3
Level 4: Pick two Soldier5 Level 1-3, one Mercenary5 Level 1-3, or one Psi(-5) minor
Level 4: Pick two Soldier5 Level 1-3, one Watcher5 Level 1-3, one Psi(-18) minor, or two Slayer5 Level 1-3 (Slayer)
Level 4: Pick two Spellshaper5 Level 1-3, one Bringer5 Level 1-3, or one Rogue5 Level 1-3
Level 4: Pick two Watcher5 Level 1-3, one Spellshaper5 Level 1-3, or one WhiteHat5 Level 1-3
Level 4: Pick two WhiteHat5 Level 1-3, one Rebel5 Level 1-3, or one Psi5 minor
Level 8: Pick any Monster5 class level 5-7 (Vampire)
Level 8: Pick any Warrior5 class level 5-7 (Thug)
Level 8: Pick any Wizard5 class level 5-7 (Mastermind)
Level 8: Pick one from: Bringer5 Level 5-7, Spellshaper5 Level 5-7, or Watcher5 Level 1-3 (Witch)
Level 8: Pick one Soldier5 Level 5-7, one Watcher5 Level 1-3, one Psi(-18) minor, or two Slayer5 Level 5-7 (Slayer)
Level 8: Pick one: Slayer5 5-7, Atheist 1-5, Psi(-6)S minor (Smiter)
Level 8: Pick two BlackHat5 Level 5-7, one Mercenary5 Level 1-3, or one Psi-5 minor
Level 8: Pick two Cthulhoid Horror5 Level 5-7, one Shapeshifter Level 5-7, or one Psi(-12)C major
Level 8: Pick two Cthulhu Investigator5 Level 5-7, one Occultist5 Level 5-7, or one Alien Cultist5 Level 5-7
Level 8: Pick two from: Angel5 Level 5-7, Slayer5 Level 5-7, or Psi-6G/Psi6G major
Level 8: Pick two from: Bringer5 Level 5-7, Spellshaper5 Level 1-3, Psi(-5) minor
Level 8: Pick two from: Charonodaemon5 Level 5-7, Bringer Level 5-7, or Psi-6E/Psi6E major
Level 8: Pick two from: Dweomershaper5 Level 5-7, Bringer5 Level 1-3, Rogue5 Level 1-3
Level 8: Pick two from: Fallen Angel5 Level 5-7, Bringer5 Level 5-7, or Psi-6E/Psi6E major
Level 8: Pick two from: Mercenary5 Level 5-7, Soldier5 Level 1-3, Spellshaper5 Level 1-3
Level 8: Pick two from: Pharmacist5 Level 5-7, Witch Level 5-7, or Psi30 major
Level 8: Pick two from: Rebel Level 5-7, White/Black Hat Level 5-7, or one Psi(-12)C minor
Level 8: Pick two from: Soldier5 Level 5-7, Mercenary5 Level 1-3, Psi(-5) minor
Level 8: Pick two from: Spellshaper5 Level 5-7, Bringer5 Level 1-3, Rogue5 Level 1-3
Level 8: Pick two level 5-7 Secret Agent5 or one level 5-7 Black Hat5 ability
Level 8: Pick two Rakshasa5 Level 5-7, one Cthulhoid Horror5 Level 5-7, or one Vampire5 Level 5-7
Level 8: Pick two Watcher5 Level 5-7, one Spellshaper5 Level 1-3, or one WhiteHat5 Level 1-3
Level 8: Pick two WhiteHat5 Level 5-7, one Rebel5 Level 1-3, or one Psi5 minor
Level 12: Pick two Cthulhu Investigator5 Level 9-11, one Occultist5 Level 9-11, or one Alien Cultist5 Level 9-11
Level 13: Pick 2: Bringer5 Level 9-12, Spellshaper5 Level 5-7, Psi(-5) major, other5 Level 1-3
Level 13: Pick 2: Dweomershaper5 Level 9-12, Bringer5 Level 5-7, Rogue5 Level 5-7, other5 Level 1-3
Level 13: Pick 2: Mercenary5 Level 9-12, Soldier5 or Spellshaper5 Level 5-7, other5 Level 1-3
Level 13: Pick 2: Soldier5 Level 9-12, Mercenary5 Level 5-7, Psi(-5) major, other5 Level 1-3
Level 13: Pick 2: Spellshaper5 Level 9-12, Bringer5 Level 5-7, Rogue5 Level 5-7, other5 Level 1-3
Level 13: Pick any Monster5 class level 9-12 (Vampire)
Level 13: Pick any Warrior5 class level 9-12 (Thug)
Level 13: Pick any Wizard5 class level 9-12 (Mastermind)
Level 13: Pick one from Bringer5 Level 9-12, Spellshaper5 Level 9-12, Watcher5 Level 5-7, other5 Level 1-3 (Witch)
Level 13: Pick one Soldier5 Level 9-12, one Watcher5 Level 5-7, one Psi(-18) major, or two Slayer5 Level 9-12 (Slayer)
Level 13: Pick one: Slayer5 9-12, Atheist 6-10, Psi(-6)S major (Smiter)
Level 13: Pick two from: Angel5 Level 9-12, Slayer5 Level 9-12, or Psi-6G/Psi6G grand
Level 13: Pick two from: Charonodaemon5 Level 9-12, Bringer5 Level 9-12, or Psi-6E/Psi6E grand
Level 13: Pick two from: Fallen Angel5 Level 9-12, Bringer5 Level 9-12, or Psi-6E/Psi6E grand
Level 13: Pick two from: Pharmacist5 Level 9-12, Witch Level 9-12, or Psi30 grand
Level 13: Pick two from: Rebel Level 9-12, White/Black Hat Level 9-12, one Psi(-12)C major, or one other5 Level 1-3
Level 13: Pick two level 9-12 Secret Agent5 or one level 9-12 Black Hat5 ability
Level 13: Pick two Rakshasa5 Level 9-12, one Charanodaemon5 Level 9-12, or one Vampire5 Level 9-12
Level 13: Pick two Watcher5 Level 9-12, one Spellshaper5 Level 5-7, or one WhiteHat5 Level 5-7
Level 13: Pick two WhiteHat5 Level 9-12, one Rebel5 Level 5-7, or one Psi5 major
Level 18: Pick 2: Bringer5 Level 9-12, Rogue5 Level 9-12, other5 level 5-7 (Dweomershaper)
Level 18: Pick 2: Bringer5 Level 9-12, Rogue5 Level 9-12, other5 level 5-7 (Spellshaper)
Level 18: Pick 2: Soldeier5 Level 9-12, Spellshaper5 Level 9-12, other5 level 5-7
Level 18: Pick 2: Spellshaper5 Level 9-12, Psi(-5) grand, other5 level 5-7 (Bringer)
Level 18: Pick any Monster5 class level 14-18 (Vampire)
Level 18: Pick any Wizard5 class level 14-18 (Mastermind)
Level 18: Pick one from Bringer5 Level 14-18, Spellshaper5 Level 14-18, Watcher5 Level 9-12, other5 Level 5-7 (Witch)
Level 18: Pick one: Slayer5 14-18, Atheist 11-15, Psi(-6)S grand (Smiter)
Level 18: Pick two level 14-18 Secret Agent5 or one level 14-18 Black Hat5 ability
Level 18: Pick two Rakshasa5 Level 14-18, one Bringer5 Level 14-18, or one Vampire5 Level 14-18
Level 18: Pick two WhiteHat5 Level 14-18, one Rebel5 Level 9-12, or one Psi5 grand
Level 19: Pick 2: Mercenary5 Level 9-12, Psi(-5) grand, other5 level 5-7 (Soldier)
Level 19: Pick any Warrior5 class level 14-18 (Thug)
Level 19: Pick one Soldier5 Level 14-18, one Watcher5 Level 9-12, one Psi(-18) grand, or two Slayer5 Level 14-18 (Slayer)
Level 19: Pick two Watcher5 Level 14-18, one Spellshaper5 Level 9-12, or one WhiteHat5 Level 9-12
Level 27-36: Pick one: Slayer5 20-26, Atheist 16-20, Psi(-6)S super (Smiter)

[PC6] Custom Group Classes


Collectivizer3

Level KXP
Spells
1 0 (none)
2 2 (none)
3 4 (none)
4 8 (none)
5 16 (none)
6 32 (none)
7 64 (none)
8 128 (none)
9 180 (none)
10 225 (none)
11 275 (none)
12 330 (none)
13 390 (none)
14 455 (none)
15 525 (none)
16 600 (none)
17 680 (none)
18 765 (none)
19 855 (none)
20 950 (none)
21 1050 (none)
22 1155 (none)
23 1265 (none)
24 1380 (none)
25 1500 (none)
26 1625 (none)
27 1755 (none)
28 1890 (none)
29 2030 (none)
30 2175 (none)
31 2325 (none)
32 2480 (none)
33 2640 (none)
34 2805 (none)
35 2975 (none)
36 3150 (none)
TH Saves
PD RS PP BW Sp Fo Re Wi
+0 (total = 27, max = 9)
+1 (total = 30, max = 10)
+2 (total = 33, max = 11)
+3 (total = 36, max = 12)
+4 (total = 39, max = 13)
+5 (total = 42, max = 14)
+6 (total = 45, max = 15)
+7 (total = 48, max = 16)
+8 (total = 51, max = 17)
+8 (total = 54, max = 18)
+9 (total = 57, max = 19)
+9 (total = 60, max = 20)
+10 (total = 63, max = 21)
+10 (total = 66, max = 22)
+11 (total = 69, max = 23)
+11 (total = 72, max = 24)
+12 (total = 75, max = 25)
+12 (total = 78, max = 26)
Requisites: Chr 9 (also see description)
Alignment: any
HD/level: d7
Weapon Prof.: 2+level/2
To Hit Table: Cust
Save Table: Cust
Reference: DM {Planeshifted Uncommoner3}
Groups: Custom
 
Each Level: The DM rolls a random class from the full Collective. You get the following:
1. One of the (non-"Level:") lines of text that defines the class. If there is none, the DM will make up something (like an Exceptional stat or something). If the ability references LVL or CL, it improves with your Collectivizer3 level.
2. All "Level:" abilties of that exact level from that class (even if non-pickable). If there are none, you get one lower level ability chosen by the DM (usually one of the better ones). If it references LVL or CL, it improves with your Collectivizer3 level.
3. The difference in spell progression from the previous level to this level (e.g. if the previous level was 322 and the new level is 3321, you would get 0101 as your progression). This progression does not improve with level; it's a one time deal (you will probably collect a lot of different progressions tho!). If the progression has a stat bonus, you may use it, but you get only one bonus for each stat (for all of your progressions). If multiple progressions use the same stat, you can split your bonus amongst them as you see fit.
4. Take the class's highest Requisite and add LVL in that stat to this class's Requisites. (For example, if your first pick was Fighter1, this class now requires Str 1 and Chr 9). This has a maximum equal to the actual Requisite for the class (e.g. if you get Fighter1 at level 20, you'll add 9 to the Str requirement, not 20). This may cause you to "owe" quite a few stat points. You may spend your stat point for going up in level before the DM checks which class to add.
Other notes about this class:
N1. If you are picking up Collectivizer3 class beyond level 1, all you have to meet is the Chr 9 requirement. Then the DM will do all the class stuff and you'll have higher requirements from now on.
N2. If you get a Rogue group class, you get (level of this pick)*2*LVL Rogue points. The "level of this pick" doesn't go up with level, but LVL does. (e.g. if you got Rogue group classes at levels 4, 5, and 7, you get 32*LVL Rogue points per level). It is possible the Rogue class you pick may increase this, for example, a reasonable non-"Level:" line of text for one of the "-eer" classes would be 20*LVL Rogue points, since they give 60*LVL Rogue points instead of 40*LVL.
N3. If you get a Psionicist group class, you get the PSP difference from previous level to this level (e.g. calculate your pool as if one level lower, and subtract it from your calculated pool for this level). Your pool does not increase in size. If you get an Ioun Stone of PSPs you can transfer PSPs between pools.

[PC6] Custom Group Classes


Companion3

Level KXP War/Wiz/Pri
123 456 789
1 0 1-- --- ---
2 10 2-- --- ---
3 30 3-- --- ---
4 60 31- --- ---
5 100 32- --- ---
6 150 33- --- ---
7 210 331 --- ---
8 280 332 --- ---
9 360 333 --- ---
10 450 333 1-- ---
11 550 333 2-- ---
12 660 333 3-- ---
13 780 333 31- ---
14 910 333 32- ---
15 1050 333 33- ---
16 1200 333 331 ---
17 1360 333 332 ---
18 1530 333 333 ---
19 1710 333 333 1--
20 1900 333 333 2--
21 2100 333 333 3--
22 2310 333 333 31-
23 2530 333 333 32-
24 2760 333 333 33-
25 3000 333 333 331
26 3250 333 333 332
27 3510 333 333 333
28 3780 444 333 333
29 4060 444 444 333
30 4350 444 444 444
31 4650 555 444 444
32 4960 555 555 444
33 5280 555 555 555
34 5610 666 555 555
35 5950 666 666 555
36 6300 666 666 666
TH Saves
PD RS PP BW Sp Fo Re Wi
+1 14 12 13 14 11  8  6  5
+2 14 12 14 14 11  8  7  5
+3 14 13 14 14 12  9  7  5
+5 15 13 14 14 12  9  8  6
+6 15 14 14 14 13 10  8  6
+7 15 14 15 15 13 10  8  6
+8 15 14 15 15 14 11  9  7
+10 15 14 15 15 14 11  9  7
+11 15 14 15 15 15 12 10  7
+12 15 14 15 15 15 12 10  8
+13 15 15 15 15 15 13 10  8
+15 15 15 15 15 15 13 11  8
+16 16 15 15 15 15 14 11  9
+17 16 15 15 15 15 14 12  9
+18 16 15 16 15 15 15 12  9
+20 16 15 16 15 15 15 12 10
+21 16 16 16 15 15 16 13 10
+22 16 16 16 15 15 16 13 10
Requisites: Str 15, Dex 10, Int 10, Wis 10
Alignment: any
HD/level: ++++++++++++++d0 (see below)
Weapon Prof.: 5+level/9
To Hit Table: +level*5/4
Save Table: War +14 levels
Reference: DM {Planeshifted Uncommoner3}
Groups: Warrior, Custom
 
This XP table is the "10 times 3rd edition" version, and cannot be downgraded (to the Fighter2 XP overwrite rule).
 
You get 15 instances of normal Con bonus at level 1 (with nothing from the hit dice themselves, since they are d0's). You cannot get better than normal Con bonus to hit points with this class. If you have no Con bonus, give yourself 6 hp instead. This class does not give any more hit dice until level 15. Starting at level 15, the class gives 1d0 HD per level (again, with only normal Con bonus allowed).
 
Gets Barbarian Str and Exceptional Dex.
 
May specialize just like any other Warrior, but you read 14 levels higher on the number of attacks chart (confirmed: *fourteen* levels; this is not a typo). Effects that add to your level for number of attacks (e.g. Speed proficiency) do not function for you.
 
May cast Warrior, Wizard, or Priest spells. Can never have a stat bonus to this progression. Has access to all schools and spheres, but can never be specialized in a school or Grand in a sphere.
You have a set Caster Level (CL) with spells of 14+LVL (e.g. at level 1 your CL is 15, not 1). Since this is a set CL, effects that add to CL do not function for you (unless it adds to "set CL", which is extraordinarily rare).
 
Level 1: +3 Nonweapon proficiencies or +1 Feat per level.
Level 1: May have an Animal Companion.
Level 1: One free slot in Weapon Mastery (a half plus to hit or damage with a particular weapon) per level; which stacks with specialization and/or Martial Arts.
Level 3 (and every level divisible by 3): Gain an "Any Rogue" pick of this level minus 2 (e.g. at Level 6 you get an "Any Rogue 4" pick). You have LVL*2+28 points in that Rogue ability (beyond stat and base).
Level 15: +12 to HNCL for purposes of qualifying for Concordant classes.
Level 15: This is a reminder that you start getting Hit Dice from this class again (see above).

[PC6] Custom Group Classes


Compounder

Level KXP
Spells
1 1 * original (1 * original)
2 1.5 * original (2 * original)
3 2 * original (3 * original)
4 2.5 * original (4 * original)
5 3 * original (5 * original)
6 3.5 * original (6 * original)
7 4 * original (7 * original)
8 4.5 * original (8 * original)
9 5 * original (9 * original)
10 5.5 * original (10 * original)
11 6 * original (11 * original)
12 6.5 * original (12 * original)
13 7 * original (13 * original)
14 7.5 * original (14 * original)
15 8 * original (15 * original)
16 8.5 * original (16 * original)
17 9 * original (17 * original)
18 9.5 * original (18 * original)
19 10 * original (19 * original)
20 10.5 * original (20 * original)
21 11 * original (21 * original)
22 11.5 * original (22 * original)
23 12 * original (23 * original)
24 12.5 * original (24 * original)
25 13 * original (25 * original)
26 13.5 * original (26 * original)
27 14 * original (27 * original)
28 14.5 * original (28 * original)
29 15 * original (29 * original)
30 15.5 * original (30 * original)
31 16 * original (31 * original)
32 16.5 * original (32 * original)
33 17 * original (33 * original)
34 17.5 * original (34 * original)
35 18 * original (35 * original)
36 18.5 * original (36 * original)
TH Saves
PD RS PP BW Sp Fo Re Wi
(as orig. *2) (as original *2)
(as orig. *2) (as original *2)
(as orig. *2) (as original *2)
(as orig. *2) (as original *2)
(as orig. *2) (as original *2)
(as orig. *2) (as original *2)
(as orig. *2) (as original *2)
(as orig. *2) (as original *2)
(as orig. *2) (as original *2)
(as orig. *2) (as original *2)
(as orig. *2) (as original *2)
(as orig. *2) (as original *2)
(as orig. *2) (as original *2)
(as orig. *2) (as original *2)
(as orig. *2) (as original *2)
(as orig. *2) (as original *2)
(as orig. *2) (as original *2)
(as orig. *2) (as original *2)
Requisites: Original +9 each; +2 class slots
Alignment: As original
HD/level: (*2)d(*2) original (no &'s)
Weapon Prof.: As original +1 base, -1 rate
To Hit Table: As original *2
Save Table: As original *2
Reference: DM {Planeshifted Emulator}
Groups: Custom, Alternate
 
Pick another class you know. The class chosen cannot be Custom group, or itself have subclasses (e.g. Master Thief). You get 1 instance of that class per level of Compounder class.
Things that normally would not stack do stack with Compounder. Some examples:
You get one instance of stat bonus for your spell progression per level (e.g. if you pick "Cleric2", when you're level 4, you'll have 4 Cleric2 Level 4 spell progressions, each with a Wis bonus).
For Rogue abilities, you get the Rogue points per class (as expected), but multiple instances of the same rogue ability stack. This includes base and stat bonus. For example, if you have 150% Pick Pockets in each of your 10 Thief1 classes (from being a level 10 Compounder), your Pick Pockets is 1500%.
You get a full psionic pool per class, and you may transfer points between pools freely.
For XP, this class costs the indicated amount times your base class. This does require you to write down your own little XP table.
This class has the same requisites as the original class, plus 9 in each stat. It also costs 2 more class slots than the original class.
The Hit Dice is double the number of dice and double the die size (e.g. 2d3 would become 4d6).
The Weapon Proficiencies has +1 to the base, and -1 to the divisor for the divisor rate. If the rate is multiplicative instead, add 1. (e.g. 1+level/4 becomes 2+level/3; 3+level becomes 4+level*2; 0+level*2 becomes 1+level*3.)

[PC6] Custom Group Classes


Conjugator

Level KXP
Spells
1 1 * orig. (ML=1, ML=1)
2 1.5 * orig. (ML=4, ML=2)
3 2 * orig. (ML=9, ML=3)
4 2.5 * orig. (ML=16, ML=4)
5 3 * orig. (ML=25, ML=5)
6 3.5 * orig. (ML=36, ML=6)
7 4 * orig. (ML=49, ML=7)
8 4.5 * orig. (ML=64, ML=8)
9 5 * orig. (ML=81, ML=9)
10 5.5 * orig. (ML=100, ML=10)
11 6 * orig. (ML=121, ML=11)
12 6.5 * orig. (ML=144, ML=12)
13 7 * orig. (ML=169, ML=13)
14 7.5 * orig. (ML=196, ML=14)
15 8 * orig. (ML=225, ML=15)
16 8.5 * orig. (ML=256, ML=16)
17 9 * orig. (ML=289, ML=17)
18 9.5 * orig. (ML=324, ML=18)
19 10 * orig. (ML=361, ML=19)
20 10.5 * orig. (ML=400, ML=20)
21 11 * orig. (ML=441, ML=21)
22 11.5 * orig. (ML=484, ML=22)
23 12 * orig. (ML=529, ML=23)
24 12.5 * orig. (ML=576, ML=24)
25 13 * orig. (ML=625, ML=25)
26 13.5 * orig. (ML=676, ML=26)
27 14 * orig. (ML=729, ML=27)
28 14.5 * orig. (ML=784, ML=28)
29 15 * orig. (ML=841, ML=29)
30 15.5 * orig. (ML=900, ML=30)
31 16 * orig. (ML=961, ML=31)
32 16.5 * orig. (ML=1024, ML=32)
33 17 * orig. (ML=1089, ML=33)
34 17.5 * orig. (ML=1156, ML=34)
35 18 * orig. (ML=1225, ML=35)
36 18.5 * orig. (ML=1296, ML=36)
TH Saves
(all)
(orig. *2) (orig. *2)
(orig. *2) (orig. *2)
(orig. *2) (orig. *2)
(orig. *2) (orig. *2)
(orig. *2) (orig. *2)
(orig. *2) (orig. *2)
(orig. *2) (orig. *2)
(orig. *2) (orig. *2)
(orig. *2) (orig. *2)
(orig. *2) (orig. *2)
(orig. *2) (orig. *2)
(orig. *2) (orig. *2)
(orig. *2) (orig. *2)
(orig. *2) (orig. *2)
(orig. *2) (orig. *2)
(orig. *2) (orig. *2)
(orig. *2) (orig. *2)
(orig. *2) (orig. *2)
Requisites: Original +9 each; +2 class slots
Alignment: As original
HD/level: (*2)d(*2) original (no &'s)
Weapon Prof.: As original +1 base, -1 rate
To Hit Table: As original *2
Save Table: As original *2
Reference: DM {Planeshifted Compounder}
Groups: Custom, Alternate
 
Pick another class you know. The class chosen cannot be Custom, Concordant, or Demigod group, or itself have subclasses (e.g. Master Thief).
For XP, this class costs the indicated amount times your base class. This does require you to write down your own little XP table.
This class has the same requisites as the original class, plus 9 in each stat. It also costs 2 more class slots than the original class.
The Hit Dice is double the number of dice and double the die size (e.g. 2d3 would become 4d6).
The Weapon Proficiencies has +1 to the base, and -1 to the divisor for the divisor rate. If the rate is multiplicative instead, add 1. (e.g. 1+level/4 becomes 2+level/3; 3+level becomes 4+level*2; 0+level*2 becomes 1+level*3.)
Your "CL" and "LVL" for abilities is equal to your level squared instead of your level. However, you get "Level:" abilities (and "picks") only up to your level as normal (it is *not* squared).
Warriors: Your base number of attacks is based on your level squared instead of your level. However, you cannot go beyond the bottom of the number of attacks chart.
Spell casters: Read on the ML=(level squared) line, but your max SL is based only on ML=(level). For example, a level 4 Conjugator emulating a Mage2 reads on the ML=16 line, but has only 1st and 2nd level spells (the max SL that a normal Mage2 has).
Priests: You turn undead using level squared. GGL powers that are LVL based use level squared, but you get Level: picks only up to your level.
Rogues: You get rogue points as if you were LVL=(level squared), but you read the rogue chart only down to your level (not squared).
Psionicists: Your LVL in PSP calculations is your level squared. Your CL is level squared, of course.
DM Note: In certain cases a formula is given for a class ability which is actually meant to abbreviate a "stack" of Level: abilities, such as "+LVL GGL picks". In these cases, the DM may rule you do not square that LVL number, you just use level. The ruling here is somewhat dependent on what else the class does, if the class gets almost no other benefits from Conjugator, the DM is more likely to let you use level squared. A good example of this is Pet Mage, which *does* use level squared for number of familiars, because otherwise a Conjugated Pet Mage does almost nothing extra.

[PC6] Custom Group Classes


Custom0

Level KXP
Spells
1 0 (special)
2 4 (special)
3 8 (special)
4 16 (special)
5 32 (special)
6 64 (special)
7 120 (special)
8 250 (special)
9 400 (special)
10 600 (special)
11 850 (special)
12 1100 (special)
13 1350 (special)
14 1600 (special)
15 1850 (special)
16 2100 (special)
17 2350 (special)
18 2600 (special)
19 2850 (special)
20 3100 (special)
21 3350 (special)
22 3600 (special)
23 3850 (special)
24 4100 (special)
25 4350 (special)
26 4600 (special)
27 4850 (special)
28 5100 (special)
29 5350 (special)
30 5600 (special)
31 5850 (special)
32 6100 (special)
33 6350 (special)
34 6600 (special)
35 6850 (special)
36 7100 (special)
TH Saves
PD RS PP BW Sp Fo Re Wi
+0 (total = 27, max = 9)
+1 (total = 30, max = 10)
+2 (total = 33, max = 11)
+3 (total = 36, max = 12)
+4 (total = 39, max = 13)
+5 (total = 42, max = 14)
+6 (total = 45, max = 15)
+7 (total = 48, max = 16)
+8 (total = 51, max = 17)
+8 (total = 54, max = 18)
+9 (total = 57, max = 19)
+9 (total = 60, max = 20)
+10 (total = 63, max = 21)
+10 (total = 66, max = 22)
+11 (total = 69, max = 23)
+11 (total = 72, max = 24)
+12 (total = 75, max = 25)
+12 (total = 78, max = 26)
Requisites: Any 18
Alignment: any
HD/level: d6
Weapon Prof.: 3+level/3
To Hit Table: Cust
Save Table: Cust
Reference: DM
Groups: Custom
 
Choose three from the choices below. You can pick the same thing more than once; the effect of this is given.
1. Can weapon specialize using the Warrior line. If you pick this twice, use the Barbarian line instead. If you pick this three times, use Swashbuckler number of attacks = (LVL+2)/2 with one weapon.
2. Wizard spells as per Bard2. If you pick this twice, use Mage2 instead. If you pick this three times, use Arch-Mage instead.
3. Priest spells as per Cleric0. If you pick this twice, use Cleric3 instead. If you pick this three times, use Arch-Priest instead.
4. Rogue abilities as per Thief0. If you pick this twice, use Dungeoneer (or any other -eer) instead. If you pick this three times, use TANB1 instead.
5. Psionics in one frequency you know, using Psi1A progression. If you pick this twice, use Psi1 progression. If you pick this three times, use ArchPsi1 progression.

[PC6] Custom Group Classes


Custom1

Level KXP
Spells
1 0 (varies)
2 0.4*F (varies)
3 0.8*F (varies)
4 1.6*F (varies)
5 3.2*F (varies)
6 6.4*F (varies)
7 12.8*F (varies)
8 25*F (varies)
9 50*F (varies)
10 75*F (varies)
11 100*F (varies)
12 125*F (varies)
13 150*F (varies)
14 175*F (varies)
15 200*F (varies)
16 225*F (varies)
17 250*F (varies)
18 275*F (varies)
19 300*F (varies)
20 325*F (varies)
21 350*F (varies)
22 375*F (varies)
23 400*F (varies)
24 425*F (varies)
25 450*F (varies)
26 475*F (varies)
27 500*F (varies)
28 525*F (varies)
29 550*F (varies)
30 575*F (varies)
31 600*F (varies)
32 625*F (varies)
33 650*F (varies)
34 675*F (varies)
35 700*F (varies)
36 725*F (varies)
TH Saves
PD RS PP BW Sp Fo Re Wi
+0 (total = 27, max = 9)
+1 (total = 30, max = 10)
+2 (total = 33, max = 11)
+3 (total = 36, max = 12)
+4 (total = 39, max = 13)
+5 (total = 42, max = 14)
+6 (total = 45, max = 15)
+7 (total = 48, max = 16)
+8 (total = 51, max = 17)
+8 (total = 54, max = 18)
+9 (total = 57, max = 19)
+9 (total = 60, max = 20)
+10 (total = 63, max = 21)
+10 (total = 66, max = 22)
+11 (total = 69, max = 23)
+11 (total = 72, max = 24)
+12 (total = 75, max = 25)
+12 (total = 78, max = 26)
Requisites: one F*2, one F
Alignment: any
HD/level: varies
Weapon Prof.: 3+level/3
To Hit Table: Cust
Save Table: Cust
Reference: Dragon #109 {Planeshifted Custom2}
Groups: Custom
 
For abilities, see next page.

[PC6] Custom Group Classes


Custom1 Abilities

Sum up your F factors as follows. The minimum F factor is 3.
DM Note: Obviously there is a lot of expansion that can be done to this system. I present what was in the original system here (in the same way I originally did Custom2), omitting the parts that do nothing (like Armor and Weapons allowed). Presumably more things will be added to this as the class sees play.
Hit dice:
d3 {F=0}, d4 {F=0.25}, d6 {F=0.5}, d8 {F=1}, d10 {F=2}
To Hit:
+0 always {F=0}, +level/5 {F=0.1}, +level/4 {F=0.3}, +level/3 {F=0.5}, +level/2 {F=1}, Custom {F=1}
Save as:
War {F=0.25}, Wiz {F=0.05}, Pri {F=0.15}, Rog {F=0.1}, Dwarf0 {F=0.4}, Elf0 {F=0.3}, Halfling0 {F=0.4}, Custom {F=0}
Racial abilities {optional}:
As Halfling {F=0.1}, Dwarf {F=0.2}, Elf {F=0.3}
Special abilities {just the Level: stuff}:
Alchemist {F=0.5}, Engineer {F=0.5}, Sage {F=1}
DM Note: There are a bunch more here from Dragon #109 that aren't really defined, like Spy {F=0.4}
Spell progression (pick Wizard or Priest, you can have one of each):
Max SL=1; #spells=ML {F=0.5}
Max SL=2; #spells=(ML+3-SL*2)/2 {F=0.7}
Max SL=3; #spells=(ML+3-SL*2)/2 {F=0.9}
Max SL=4; #spells=(ML+4-SL*2)/3 {F=1.1}
Max SL=5; #spells=(ML+4-SL*2)/3 {F=1.3}
Max SL=6; #spells=(ML+5-SL*2)/4 {F=1.5}
Max SL=6; #spells=(ML+6-SL*2)/3 {F=1.75}
Miscellaneous:
Level N: Any Rogue N ability (if you take at least one of these you get 40 pts/level) {F=0.1*N}
Turn Undead {F=0.5}
Flying at 2*N" rate {F=0.2+0.05*N}
Swimming at 2*N" rate {F=0.1+0.05*N}
Troll-like Regen 1 hp/r {F=1}
Infravision {F=0.2}
1P: Assume animal form (only 1 form is known to the character) {F=0.5*DL}

[PC6] Custom Group Classes


Custom2 (XP tables: F=6 to F=15)

Level Custom2
F=6
Custom2
F=7
Custom2
F=8
Custom2
F=9
Custom2
F=10
Custom2
F=11
Custom2
F=12
Custom2
F=13
Custom2
F=14
Custom2
F=15
1 0 0 0 0 0 0 0 0 0 0
2 1.2 1.4 1.6 1.8 2 2.2 2.4 2.6 2.8 3
3 2.4 2.8 3.2 3.6 4 4.4 4.8 5.2 5.6 6
4 4.8 5.6 6.4 7.2 8 8.8 9.6 10.4 11.2 12
5 12 14 16 18 20 22 24 26 28 30
6 24 28 32 36 40 44 48 52 56 60
7 48 56 64 72 80 88 96 104 112 120
8 90 105 120 135 150 165 180 195 210 225
9 168 196 224 252 280 308 336 364 392 420
10 348 406 464 522 580 638 696 754 812 870
11 528 616 704 792 880 968 1056 1144 1232 1320
12 708 826 944 1062 1180 1298 1416 1534 1652 1770
13 888 1036 1184 1332 1480 1628 1776 1924 2072 2220
14 1068 1246 1424 1602 1780 1958 2136 2314 2492 2670
15 1248 1456 1664 1872 2080 2288 2496 2704 2912 3120
16 1428 1666 1904 2142 2380 2618 2856 3094 3332 3570
17 1608 1876 2144 2412 2680 2948 3216 3484 3752 4020
18 1788 2086 2384 2682 2980 3278 3576 3874 4172 4470
19 1968 2296 2624 2952 3280 3608 3936 4264 4592 4920
20 2148 2506 2864 3222 3580 3938 4296 4654 5012 5370
21 2328 2716 3104 3492 3880 4268 4656 5044 5432 5820
22 2508 2926 3344 3762 4180 4598 5016 5434 5852 6270
23 2688 3136 3584 4032 4480 4928 5376 5824 6272 6720
24 2868 3346 3824 4302 4780 5258 5736 6214 6692 7170
25 3048 3556 4064 4572 5080 5588 6096 6604 7112 7620
26 3228 3766 4304 4842 5380 5918 6456 6994 7532 8070
27 3408 3976 4544 5112 5680 6248 6816 7384 7952 8520
28 3588 4186 4784 5382 5980 6578 7176 7774 8372 8970
29 3768 4396 5024 5652 6280 6908 7536 8164 8792 9420
30 3948 4606 5264 5922 6580 7238 7896 8554 9212 9870
31 4128 4816 5504 6192 6880 7568 8256 8944 9632 10320
32 4308 5026 5744 6462 7180 7898 8616 9334 10052 10770
33 4488 5236 5984 6732 7480 8228 8976 9724 10472 11220
34 4668 5446 6224 7002 7780 8558 9336 10114 10892 11670
35 4848 5656 6464 7272 8080 8888 9696 10504 11312 12120
36 5028 5866 6704 7542 8380 9218 10056 10894 11732 12570

[PC6] Custom Group Classes


Custom2 (XP tables: F=16 to F=25)

Level Custom2
F=16
Custom2
F=17
Custom2
F=18
Custom2
F=19
Custom2
F=20
Custom2
F=21
Custom2
F=22
Custom2
F=23
Custom2
F=24
Custom2
F=25
1 0 0 0 0 0 0 0 0 0 0
2 3.2 3.4 3.6 3.8 4 4.2 4.4 4.6 4.8 5
3 6.4 6.8 7.2 7.6 8 8.4 8.8 9.2 9.6 10
4 12.8 13.6 14.4 15.2 16 16.8 17.6 18.4 19.2 20
5 32 34 36 38 40 42 44 46 48 50
6 64 68 72 76 80 84 88 92 96 100
7 128 136 144 152 160 168 176 184 192 200
8 240 255 270 285 300 315 330 345 360 375
9 448 476 504 532 560 588 616 644 672 700
10 928 986 1044 1102 1160 1218 1276 1334 1392 1450
11 1408 1496 1584 1672 1760 1848 1936 2024 2112 2200
12 1888 2006 2124 2242 2360 2478 2596 2714 2832 2950
13 2368 2516 2664 2812 2960 3108 3256 3404 3552 3700
14 2848 3026 3204 3382 3560 3738 3916 4094 4272 4450
15 3328 3536 3744 3952 4160 4368 4576 4784 4992 5200
16 3808 4046 4284 4522 4760 4998 5236 5474 5712 5950
17 4288 4556 4824 5092 5360 5628 5896 6164 6432 6700
18 4768 5066 5364 5662 5960 6258 6556 6854 7152 7450
19 5248 5576 5904 6232 6560 6888 7216 7544 7872 8200
20 5728 6086 6444 6802 7160 7518 7876 8234 8592 8950
21 6208 6596 6984 7372 7760 8148 8536 8924 9312 9700
22 6688 7106 7524 7942 8360 8778 9196 9614 10032 10450
23 7168 7616 8064 8512 8960 9408 9856 10304 10752 11200
24 7648 8126 8604 9082 9560 10038 10516 10994 11472 11950
25 8128 8636 9144 9652 10160 10668 11176 11684 12192 12700
26 8608 9146 9684 10222 10760 11298 11836 12374 12912 13450
27 9088 9656 10224 10792 11360 11928 12496 13064 13632 14200
28 9568 10166 10764 11362 11960 12558 13156 13754 14352 14950
29 10048 10676 11304 11932 12560 13188 13816 14444 15072 15700
30 10528 11186 11844 12502 13160 13818 14476 15134 15792 16450
31 11008 11696 12384 13072 13760 14448 15136 15824 16512 17200
32 11488 12206 12924 13642 14360 15078 15796 16514 17232 17950
33 11968 12716 13464 14212 14960 15708 16456 17204 17952 18700
34 12448 13226 14004 14782 15560 16338 17116 17894 18672 19450
35 12928 13736 14544 15352 16160 16968 17776 18584 19392 20200
36 13408 14246 15084 15922 16760 17598 18436 19274 20112 20950

[PC6] Custom Group Classes


Custom2 (XP tables: F=26 to F=35)

Level Custom2
F=26
Custom2
F=27
Custom2
F=28
Custom2
F=29
Custom2
F=30
Custom2
F=31
Custom2
F=32
Custom2
F=33
Custom2
F=34
Custom2
F=35
1 0 0 0 0 0 0 0 0 0 0
2 5.2 5.4 5.6 5.8 6 6.2 6.4 6.6 6.8 7
3 10.4 10.8 11.2 11.6 12 12.4 12.8 13.2 13.6 14
4 20.8 21.6 22.4 23.2 24 24.8 25.6 26.4 27.2 28
5 52 54 56 58 60 62 64 66 68 70
6 104 108 112 116 120 124 128 132 136 140
7 208 216 224 232 240 248 256 264 272 280
8 390 405 420 435 450 465 480 495 510 525
9 728 756 784 812 840 868 896 924 952 980
10 1508 1566 1624 1682 1740 1798 1856 1914 1972 2030
11 2288 2376 2464 2552 2640 2728 2816 2904 2992 3080
12 3068 3186 3304 3422 3540 3658 3776 3894 4012 4130
13 3848 3996 4144 4292 4440 4588 4736 4884 5032 5180
14 4628 4806 4984 5162 5340 5518 5696 5874 6052 6230
15 5408 5616 5824 6032 6240 6448 6656 6864 7072 7280
16 6188 6426 6664 6902 7140 7378 7616 7854 8092 8330
17 6968 7236 7504 7772 8040 8308 8576 8844 9112 9380
18 7748 8046 8344 8642 8940 9238 9536 9834 10132 10430
19 8528 8856 9184 9512 9840 10168 10496 10824 11152 11480
20 9308 9666 10024 10382 10740 11098 11456 11814 12172 12530
21 10088 10476 10864 11252 11640 12028 12416 12804 13192 13580
22 10868 11286 11704 12122 12540 12958 13376 13794 14212 14630
23 11648 12096 12544 12992 13440 13888 14336 14784 15232 15680
24 12428 12906 13384 13862 14340 14818 15296 15774 16252 16730
25 13208 13716 14224 14732 15240 15748 16256 16764 17272 17780
26 13988 14526 15064 15602 16140 16678 17216 17754 18292 18830
27 14768 15336 15904 16472 17040 17608 18176 18744 19312 19880
28 15548 16146 16744 17342 17940 18538 19136 19734 20332 20930
29 16328 16956 17584 18212 18840 19468 20096 20724 21352 21980
30 17108 17766 18424 19082 19740 20398 21056 21714 22372 23030
31 17888 18576 19264 19952 20640 21328 22016 22704 23392 24080
32 18668 19386 20104 20822 21540 22258 22976 23694 24412 25130
33 19448 20196 20944 21692 22440 23188 23936 24684 25432 26180
34 20228 21006 21784 22562 23340 24118 24896 25674 26452 27230
35 21008 21816 22624 23432 24240 25048 25856 26664 27472 28280
36 21788 22626 23464 24302 25140 25978 26816 27654 28492 29330

[PC6] Custom Group Classes


Custom2

Requisites: Any 1 stat = F*2, Any 2 stats = F, Any 2 stats = F/2
Alignment: any
HD/level: varies
Weapon Prof.: 0+level/3
To Hit Table: varies
Save Table: varies
Reference: DMG2
Groups: Custom
 
Choose an "F" factor for your class. Your ability score requisites and your XP requirement both go up with "F".
Choose abilities below:
 
Category Ability F cost
To Hit To Hit as Warrior +2
To Hit as Wizard -1.5
To Hit as Priest 0
To Hit as Rogue -1
To Hit as Custom +1
To Hit as Monster +3
To Hit is always +0 -2
To Hit as 1½xWarrior +3
To Hit as 2xWarrior +6
To Hit as 2xMonster +7
Saves Saves as War, Wiz, Pri, Rog, or Psi +0
Saves as Custom +1
Saves as Monster +1
Saves as Dwarf0, Elf0, Halfling0 +2
Saves are always +0 -2
Saves as 1½x(War, Wiz, Pri, Rog, or Psi) +2
Saves as 2x(War, Wiz, Pri, Rog, or Psi) +4
Each extra category added +1
HD/level 1d1 -0.5
1d2 -0.25
1d3 0
1d4 +0.5
1d6 +0.75
1d8 +1
1d10 +2.5
2d1 +3
2d2 +3.5
1d12 +4
2d3 +4
2d4 +5
3d1 +6.5
1d20 +7
NdS (not listed above) +(N-1)*3+S/4
2m0 (normal Con bonus squared) +20
2m1 (normal Con bonus +1 squared) +22
HD cumulative with other classes (&) +10
-1 hp/level (e.g. d6-1) -0.25
+1 hp/level (e.g. d6+1) +0.25
+2 hp/level (e.g. d6+2) +0.5
-1 HD at first level (e.g. -d6) -1
+1 HD at first level (e.g. +d6) +1
+2 HD at first level (e.g. ++d6) +3
Category Ability F cost
War stuff Aura of Protection (as per Paladin) +2
Barbarian1 Constitution bonus +3
Barbarian1 Dexterity bonus +3
Barbarian1 Strength bonus +4
Lay on Hands (as Paladin or Monk) +2
Specialization, Weapon +1
+LVL TH or dmg vs. a creature type +1
Warrior # Attacks +1
Wiz stuff Wizard spells, full Mage2 prog. +16
Wizard spells, half level prog. +8
Wizard spells, full prog., only 1 school +3
Wizard spells, half prog., only 1 school +1.5
Kits (extra), cost each +1.25
Proficiencies (extra), cost each +0.25
Specialization, School (pick opposite) +1
Specialization, School (no opposite) +2
Pri stuff Priest spells, full Cleric2 progression +8
Priest spells, half level prog. +4
Priest spells, full prog., only 1 sphere +2
Priest spells, half prog., only 1 sphere +1
Animal empathy +1.5
Druid Shapechange (at level 7) +3
Specialization, Sphere +1
Specialty Priest pick +2
Turn Undead +3
Rog stuff Read Languages LVL*10% +0.5
Rogue Abilities, as per Thief2 +6
Rogue Abilities, as per Bard2 +6
Rogue Abilities, as per any other "2nd edition" class +7
Rogue Abilities, any other "unnumbered edition" class +8
Rogue Abilities, any other class +9
Rogue Ability, only one, LVL*10 points +1
X rogue points per level (instead of 40) +(X-40)/4
Psi stuff Psi2 powers, full Psi2 PSPs & progression +12
Psi2 powers, half level PSPs +6
Psi2 powers, full PSPs, only 1 discipline +2.5
Psi2 powers, half PSPs, only 1 discipline +1.25
xN PSPs over normal calculation (N>1) +(N-1)*4
Can use Psi(-2) powers as if they were Psi2 +1
Can use Psi1 powers as if they were Psi2 +2
Can use Psi3 powers as if they were Psi2 +3
Can use powers of any one frequency as if Psi2 +4
Other "Level:" ability from a "2nd edition" class, cost each +1
"Level:" ability from a "unnumbered edition" class, cost each +2
"Level:" ability from any other class, cost each +3
Duplicate any "2nd edition" class (X=KXP @ 2nd level) +X*6
Duplicate any "unnumbered edition" class (X=KXP @ 2nd level) +X*7
Duplicate any other class (X=KXP @ 2nd level) +X*8

[PC6] Custom Group Classes


Custom5

Level KXP
Spells
1 0 (none)
2 4 (none)
3 8 (none)
4 16 (none)
5 40 (none)
6 80 (none)
7 160 (none)
8 300 (none)
9 560 (none)
10 1160 (none)
11 1760 (none)
12 2360 (none)
13 2960 (none)
14 3560 (none)
15 4160 (none)
16 4760 (none)
17 5360 (none)
18 5960 (none)
19 6560 (none)
20 7160 (none)
21 7760 (none)
22 8360 (none)
23 8960 (none)
24 9560 (none)
25 10160 (none)
26 10760 (none)
27 11360 (none)
28 11960 (none)
29 12560 (none)
30 13160 (none)
31 13760 (none)
32 14360 (none)
33 14960 (none)
34 15560 (none)
35 16160 (none)
36 16760 (none)
TH Saves
PD RS PP BW Sp Fo Re Wi
Requisites: Five 10's
+0 (total = 27, max = 9) Alignment: any
+1 (total = 30, max = 10) HD/level: d5
+2 (total = 33, max = 11) Weapon Prof.: 5+level/5
+3 (total = 36, max = 12) To Hit Table: Cust
+4 (total = 39, max = 13) Save Table: Cust
+5 (total = 42, max = 14) Reference: DM
+6 (total = 45, max = 15) Groups: Custom
+7 (total = 48, max = 16)  
+8 (total = 51, max = 17)    
+8 (total = 54, max = 18)    
+9 (total = 57, max = 19)    
+9 (total = 60, max = 20)    
+10 (total = 63, max = 21)    
+10 (total = 66, max = 22)    
+11 (total = 69, max = 23)    
+11 (total = 72, max = 24)    
+12 (total = 75, max = 25)    
+12 (total = 78, max = 26)    
Each level, get two "5th edition" picks (see ArchCustom5 per list).
Has access to all 5th edition classes, even if using "Sheets" or Background Points.
Gets 40 Rogue points per level.
 

[PC6] Custom Group Classes


Custom Race

Level KXP Race abil.
÷1 ÷2 ÷3
1 0 1 - -
2 2.25 2 - -
3 4.5 3 - -
4 9 4 - -
5 18 5 - -
6 36 6 - -
7 75 7 - -
8 150 8 - -
9 300 8 1 -
10 600 8 2 -
11 1000 8 3 -
12 1500 8 4 -
13 2100 8 5 -
14 2800 8 6 -
15 3600 8 7 -
16 4500 8 8 -
17 5500 9 8 -
18 6600 9 9 -
19 7800 A 9 -
20 9100 A A -
21 10500 B A -
22 12000 B B -
23 13600 C B -
24 15300 C C -
25 17100 D C -
26 19000 D D -
27 21000 D D 1
28 23100 E D 1
29 25300 E E 1
30 27600 E E 2
31 30000 F E 2
32 32500 F F 2
33 35100 F F 3
34 37800 G F 3
35 40600 G G 3
36 43500 G G 4
TH Saves
PD RS PP BW Sp Fo Re Wi
& +1  0  0  0  0  0  0  0  0
& +2  1  1  1  1  1  1  1  1
& +3  1  1  1  1  1  1  1  1
& +4  2  2  2  2  2  2  2  2
& +5  2  2  2  2  2  2  2  2
& +6  3  3  3  3  3  3  3  3
& +7  3  3  3  3  3  3  3  3
& +8  4  4  4  4  4  4  4  4
& +9  4  4  4  4  4  4  4  4
& +10  5  5  5  5  5  5  5  5
& +11  5  5  5  5  5  5  5  5
& +12  6  6  6  6  6  6  6  6
& +13  6  6  6  6  6  6  6  6
& +14  7  7  7  7  7  7  7  7
& +15  7  7  7  7  7  7  7  7
& +16  8  8  8  8  8  8  8  8
& +17  8  8  8  8  8  8  8  8
& +18  9  9  9  9  9  9  9  9
Requisites: Str 2*LVL, Dex 2*LVL, Con 2*LVL,
  Int 2*LVL, Wis 2*LVL, Chr 2*LVL
Alignment: any
HD/level: & d8
Weapon Prof.: 0+level
To Hit Table: & Mon
Save Table: & Mon
Reference: DM
Groups: Custom, Monster
 
See tables for Custom Race abilities. Your "level" in abilities is your HNCL. Your "CL" in abilities is your highest CL. Racial abilities are resisted using IR (InnateR) unless noted.
The same ability cannot be taken more than once, but very similar abilities that are listed do stack.
ML adders do not work with this class at all (the "progression" given isn't really a progression, it just saves me typing a bunch of "Level: ¶" abilities).
You cannot use ÷2 powers unless you have at least 300 KXP (single classedness multiplier can be used).
You cannot use ÷3 powers unless you have at least 21000 KXP (single classedness multiplier can be used).

[PC6] Custom Group Classes


Custom Race Abilities (÷1)

Custom Race Abilities (÷1)
# Attacks with one arm +1
+0 weapon to hit you
+1 weapon to hit you
0, 1 attack: Dispel a magic/psionic effect
0, 1 attack: Dispel a magic/psionic item
0, 1/d: Cosmic Awareness for 1r
0, 1/r: Controlled Blink
0, 1/r: Recharge one of your magic items by 1 charge (even a potion)
0, 1/r: Reroll any die roll (yourself or friend)
0, 1/s: For this segment, ignore a non-racial defense on someone
0, 1/t: Feather Fall
0, 1/t: Ventriloquism
0, eat an item: +XPV/50 TH, dmg, AC, saves (all for 1t) and +XPV/5 to temp hp (lasts until used)
0, Lose 1 SL in memorization: +LVL dmg/saves for 1 round
0, sacrifice a DL N summon: +N*2 TH/dmg for 1 round and +N*N*10 current hp
0, spend 4 spell levels, 1/r: Lend an action (you lose that action)
0, take 10 dmg, 1/r: +1P action this round
0, take 15 dmg, 1/r: +1M action this round
0, take 5 dmg, 1/r: +1V action this round
0: Halve your melee damage this segment, but your damage is Vile and causes Lycanthropy
0: Levitation
1bM, 1/d: Capital E Escape
1bM, 1/t: Fork an effect (caster makes LVL/3+1 saves)
1bM: Blink Wounding (can blink away after first melee hit on you)
1bM: Target gains +LVL AC/saves this segment
1bV: Catch missiles fired at you 30% this segment
1bV: Catch one missile fired at you 90%
1bV: Intensify Fire: Doubles the damage of an existing fire effect
1bV: Interpose yourself in front of an attacking creature
1D: Magic Jar into another creature (Magic Jar save)
1D: Resurrect self, but you are back at home
1D: You Reincarnate upon death, inactive and Feign Death for the rest of this combat
1F, 1/d: Holy Bolt
1F, 1/d: Shapechange (lasts for LVL segments)
1F, 1/d: Uberskins (10), self
1F, 1/d: Wind Walk
1F, 1/t: Create a LVL*10' Wall of Stone with random orientation in the room
1F, 1/t: Heal (self or other)
1F, 2/d: Time Travel up to LVL^6 minutes
1F: Automaton: Animate LVL objects as DL I Golems (count as your summon)
1F: Effect, weapon, or person is resisted using NR for 1 turn
1F: Find/Remove Specials at 20+LVL*20%
1F: Find/Remove Terrain Features at LVL*15%
1F: Find/Remove Traps at 40+LVL*20%
1F: Find/Remove Tricks at 30+LVL*20%
Custom Race Abilities (÷1)
1F: Restoration
1F: Storm Cloud: Rain/thunder, all in group take 1dLVL mini 1-pt. lightning bolts per segment
1M or (Mouth's P + Consume 2 dead bodies): +LVL AC/dmg until end of round
1M, 1/d: Air Walk
1M, 1/d: Commune
1M, 1/d: Create a DL I Golem (AC=3*LVL, hp=10*LVL, Str=2*LVL, doesn't use summon slot)
1M, 1/d: Create a DL I Technological Monster (AC=4*LVL, hp=8*LVL, Str=2*LVL, doesn't use summon slot)
1M, 1/d: Ironskins (20), self
1M, 1/d: Locate Object
1M, 1/d: Neutralize Poison
1M, 1/d: Remove Curse
1M, 1/d: Stoneskins (30), self
1M, 1/d: Wraithform
1M, 1/r: Duplication: Create 1 Mirror Image (max = LVL)
1M, 1/r: Feeblemind
1M, 1/r: Feeblemind (save)
1M, 1/r: High Frequency Sample or Wild Surge
1M, 1/r: Psi1 Psionic Blast
1M, 1/r: Removes possession, domination, charm, etc.; Does not have to be evil source
1M, 1/t: Body Coating: 5*LVL hp Armor spell, self only, stacks with Armor spell
1M, 1/t: Chaos Ball your group (incl. yourself) for LVLd6 dmg
1M, 1/t: Charm Monster
1M, 1/t: Cold Generation: LVL*LVL Cold damage (1 group, no save)
1M, 1/t: Cthulhoid Swarm I: Summon LVL Monsters using ML I "Weird" chart (random)
1M, 1/t: Dimension Door
1M, 1/t: Dispel Magic/Psi/Innate/Radioactive
1M, 1/t: Double [C]: Doubles a harmful [C] section effect; Becomes capital lettered
1M, 1/t: Force Shape & Wrench: Force Shapechange & Wrench (no save, get ER & aNR)
1M, 1/t: Gravity Decrease: Increase gravity in room or object/person by LVL/2 G's (x1 Special)
1M, 1/t: Gravity Increase: Decrease gravity in room or object/person by LVL/2 G's (x1 Special)
1M, 1/t: Half Pain: Take half damage from one person for 1t
1M, 1/t: High-Frequency Sample: Generate a High-Frequency Sampler minor effect
1M, 1/t: Inertial Barrier
1M, 1/t: Innate Trigger: Contingency for 1 innate power
1M, 1/t: Mirror Image
1M, 1/t: Pass Wall
1M, 1/t: Psi Bolt: 1 target: LVLd10 telekinetic dmg (save:½)
1M, 1/t: Psi Shield: Pick Physical, Magic, or Psi: 10*LVL hp shield
1M, 1/t: Summon a Wood Elemental: AC 40, hp 80, #Att 2/1, TH +30, dmg 30
1M, 1/t: Summon an Astral Construct II
1M, 1/t: Telekinesis Shield: 10*LVL hp shield vs. physical,energy,TK
1M, 1/t: Teleport Without Error
1M, 1/t: Tenser's Transformation
1M, 1/w: Add 1 to your multiplier (see [X] section) for LVL s.
1M, 1/w: Limited Wish

[PC6] Custom Group Classes


Custom Race Abilities (÷1) 

Custom Race Abilities (÷1)
1M, 1V: Tree
1M, 2/d: Plane Shift
1M, 2/d: Polymorph Self
1M, 2/h: Teleport
1M, 3/d: Cure Disease
1M, 3/d: Dispel Evil
1M, 3/d: Raise Dead
1M, 3/d: True Seeing
1M, 7/d: Dispel Illusion
1M, LVL/d: Remove Fear
1M, LVL/d: Telekinesis
1M, once per 3r: 10*LVL wood dmg to one target (no save)
1M: Airy Water
1M: Anti-Magic Shell (SL=0-LVL/2)
1M: Berserk (+LVL/+LVL TH/dmg, -LVL/-LVL AC/save) for 1t
1M: Blindness
1M: Cast a cantrip (SL=0 Wizard spell)
1M: Cast a Psi3 cantrip (SL=0 Psi3 power)
1M: Cast an orison (SL=0 Priest spell)
1M: Charm Person
1M: Clairaudience
1M: Clairvoyance
1M: Confusion
1M: Contagion/Enervation: One target is hit by Contagion & Enervation (PPD for each)
1M: Create Food and Water
1M: Darkness
1M: Detect Lie
1M: Detect Traps
1M: Dismiss Elemental
1M: Dispel Magic
1M: Dispel Radiation/Tech: Dispels one Radioactive, Wild/Chaos, or Technological effect
1M: Domination (save) (only one Domination effect running at a time)
1M: Double Pain
1M: Drain: Target loses -LVL to a stat (choose stat, no save)
1M: Faerie Fire
1M: Fear
1M: Fear (save vs. spell at -LVL/3); Fumble (save vs. spell)
1M: Fear I (Scare): Target saves or loses 1P+1M action
1M: Fire Generation: LVL*LVL Fire damage (1 group, no save)
1M: Hard Radiation: LVL*LVL/3+2 Radiation damage and LVL+1 Con damage (1 group, no save)
1M: Ice Production: LVL*(LVL+2) ice dmg to one target (no save)
1M: Improved Invisibility
1M: Intellect Annihilation: 1 target: -3d6 Int (save) and insane (save)
1M: Know Alignment
1M: Levitate
Custom Race Abilities (÷1)
1M: Light Emission: LVL*LVL/2 Light damage (no save) and LVL/3+1 instances of blindness (save)
1M: LVL*LVL Vibration damage (1 group, no save)
1M: LVL^2 psionic dmg to one target (no save)
1M: LVLdLVL cold dmg (area, save:½, IR)
1M: LVLdLVL fire dmg (area, save:½, IR)
1M: Magic Missile
1M: Maze (Spell save)
1M: Mind Blast: 2*LVL Int dmg to one target (no save)
1M: Mind Control: Control V actions (Will save), P actions (Will save at +5), or M actions (Will save at +10)
1M: Paralyze one target (PPD save)
1M: Reflecting Pool
1M: Sleep
1M: Sonic Generation: LVL*LVL Sound damage (no save) and LVL/3+1 instances of deafness (save)
1M: Spiritual Drain: Target loses LVL*LVL hp (necromantic, no save), you gain it (above max goes away after 1r)
1M: Suggestion
1M: Summon a DL=(LVL+1)/2 Alien
1M: Summon a DL=(LVL+1)/2 Animal
1M: Summon a DL=(LVL+1)/2 Arctic
1M: Summon a DL=(LVL+1)/2 Beholder
1M: Summon a DL=(LVL+1)/2 Cloud
1M: Summon a DL=(LVL+1)/2 Cthulhoid Horror
1M: Summon a DL=(LVL+1)/2 Dragon
1M: Summon a DL=(LVL+1)/2 Eelemental
1M: Summon a DL=(LVL+1)/2 Elemental
1M: Summon a DL=(LVL+1)/2 Faerie
1M: Summon a DL=(LVL+1)/2 Far Realm
1M: Summon a DL=(LVL+1)/2 Giant
1M: Summon a DL=(LVL+1)/2 Golem
1M: Summon a DL=(LVL+1)/2 Hound
1M: Summon a DL=(LVL+1)/2 Humanoid
1M: Summon a DL=(LVL+1)/2 Immortal
1M: Summon a DL=(LVL+1)/2 Inner Planar
1M: Summon a DL=(LVL+1)/2 Insect
1M: Summon a DL=(LVL+1)/2 Leech
1M: Summon a DL=(LVL+1)/2 Lycanthrope
1M: Summon a DL=(LVL+1)/2 Mind Flayer World
1M: Summon a DL=(LVL+1)/2 Mutant
1M: Summon a DL=(LVL+1)/2 Nightmare Dimension
1M: Summon a DL=(LVL+1)/2 NPC
1M: Summon a DL=(LVL+1)/2 Ooze
1M: Summon a DL=(LVL+1)/2 Outer
1M: Summon a DL=(LVL+1)/2 Plant
1M: Summon a DL=(LVL+1)/2 Psionic
1M: Summon a DL=(LVL+1)/2 Rakshasa World
1M: Summon a DL=(LVL+1)/2 Reptile

[PC6] Custom Group Classes


Custom Race Abilities (÷1)

Custom Race Abilities (÷1)
1M: Summon a DL=(LVL+1)/2 Space
1M: Summon a DL=(LVL+1)/2 Spirit of the Land
1M: Summon a DL=(LVL+1)/2 Tarrasque World
1M: Summon a DL=(LVL+1)/2 Technological
1M: Summon a DL=(LVL+1)/2 Undead
1M: Summon a DL=(LVL+1)/2 Unlive
1M: Summon a DL=(LVL+1)/2 Virus
1M: Summon a DL=(LVL+1)/2 Water
1M: Summon a DL=(LVL+1)/2 Weird
1M: Summon a DL=(LVL+1)/2 Wurm
1M: Summon a Plant Elemental: AC 20, hp 20, #Att 1/1, TH +10, dmg 10
1M: Summon an Astral Construct I
1M: Target takes LVLd4 Chr dmg (no save)
1M: Target takes LVLd4 Int dmg (no save)
1M: Target takes LVLd4 Wis dmg (no save)
1M: Target takes LVLd6 Chr dmg (save:½)
1M: Target takes LVLd6 Int dmg (save:½)
1M: Target takes LVLd6 Wis dmg (save:½)
1M+1V: Move an effect from target to yourself
1N, 1/r: Resume Animation: Remove one instance of Paralysis, Stun, Hold, etc. on yourself
1N, 1/w: Self-Sacrifice: All others can Escape but you are left behind
1P, take 2*LVL damage: Deal 15*LVL dmg to one target (IR, no save)
1P, take 3*LVL damage: Deal 20*LVL dmg to one target (IR, no save)
1P, take LVL damage: Deal 10*LVL dmg to one target (IR, no save)
1P: Bomb: LVL*LVL/2 explosion dmg to your group (hole in the middle, no save)
1P: Destroy a Wall (magical or normal up to LVL' thick) or a door
1P: Loss of Limb: Target is sharped (save)
1P: Target takes LVLd4 Con dmg (no save)
1P: Target takes LVLd4 Dex dmg (no save)
1P: Target takes LVLd4 Str dmg (no save)
1P: Target takes LVLd6 Con dmg (save:½)
1P: Target takes LVLd6 Dex dmg (save:½)
1P: Target takes LVLd6 Str dmg (save:½)
1QM, 1/d: Tempus F-U
1S, 1/t: Slay Living (one target, PPD save, 10 dmg if make save)
1V, 1/r: Dimension Swap: You and ally or two allies switch positions.
1V, 1/r: Dispel Exhaustion: Target heals 25% of damage taken
1V, 1/r: Premature Trigger: Set off someone else's trigger prematurely (no save, ER resists)
1V, 1/t: Avenge: Choose a target, you deal double weapon damage to that target this combat
1V, 1/t: Create a random trap (only enemies trigger it)
1V, 1/t: Curse (Spell save)
1V, 1/t: People's Bless: One die roll within 1 round is adjusted as you wish (max of +/-LVL).
1V, 1/t: Taunt a group
1V, 3/d: Druid Shapechange
1V, eat N gp: Cure self N hp (can eat off of your gp count on chalkboard, keep track)
Custom Race Abilities (÷1)
1V, LVL/t: Split target away from group of monsters into its own group
1V: Cure Blindness, Deafness, Disease, or Light Wounds
1V: Dig
1V: Drain LVL Magic Item Charges from an item, you gain LVL*XPV/1000 hp
1V: Find/Remove Specials at LVL*20%
1V: Find/Remove Traps at 20+LVL*20%
1V: Find/Remove Tricks at 10+LVL*20%
1V: Flash: Blind a sense (Spell save)
1V: Gaseous Form
1V: Identify
1V: Invisibility
1V: Jump
1V: Meld into Shadows
1V: Phase in or out. Phased out is +20 AC, +2 wpn to hit you, cannot do things physically
1V: Taunt (one target)
1V: Web
2 attacks: Whirl (do 1 attack on each monster in your group)
2F, 1/d: Control Weather
2M, 1/w: Wish
2P: Polymorph Object
2V: Entangle
2V: Transport via Plants
3P: Wall of Force (non-solid version)
AC and TH +1 vs. "giant-class"
AC and TH +2 vs. "giant-class"
AC and TH +3 vs. "giant-class"
AC and TH +4 vs. "giant-class"
Actions +1A
Actions +1M
Actions +1P
Actions +1QV
Actions +1QZ
Actions +1S
Actions +1V
Actions +2A
Actions +2P
Actions +2V
Actions +3A
Actions +3V
Adaptive shield (2nd time you take dmg from an effect = 1/2 dmg, etc.)
Adaptive shield (DR and SR 5*N/-, N=# times hit by an effect)
Add Chr bonus to any one progression
Add Int bonus to any one progression
Add Wis bonus to any one progression
aER 11*LVL%

[PC6] Custom Group Classes


Custom Race Abilities (÷1) 

Custom Race Abilities (÷1)
aER 55%
aIR 13*LVL%
aIR 65%
All Priest classes use Templar XP table
All Psionicist classes use Psi18 XP table
All Rogue classes use Monk1 XP table
All Warrior classes use Paladin XP table
All Wizard classes use Elf0 XP table
aMR 15*LVL%
aMR 75%
Animal Friendship continuous
aNR 11*LVL%
aNR 55%
Any level 1 Rogue ability (10*LVL pts.)
Arms +1, it is in a new "group" of arms
Arquebus and tech guns cost 1/10 normal cost
aRR 16*LVL%
aRR 80%
Astral Perception
Astral Projection (copy Int->Str, Wis->Dex, Chr->Con)
aWR 12*LVL%
aWR 60%
Backstab x2
Bite 1d10 dmg
Bite 1d12 dmg
Bite 1d2 dmg + Lycanthropy
Bite 1d3 dmg + poison (death/0)
Bite 1d4 dmg (Vampiric Regen.)
Bite 1d4 dmg + disease (PPD save)
Bite 1d6 dmg + slow 1d8 r (save)
Bite 1d8 dmg (Vile)
Blindfighting
Breath Weapon: Acid (Fire+Water) (1/3r or 3/d, =½*hp)
Breath Weapon: Air (1/3r or 3/d, =½*hp)
Breath Weapon: Alcohol (Air+Fire+Water) (1/3r or 3/d, =½*hp)
Breath Weapon: Ash / Cinder (Fire+Negative) (1/3r or 3/d, =½*hp)
Breath Weapon: Bark (Thorns+Negative) (1/3r or 3/d, =½*hp)
Breath Weapon: Blizzard (Cold+Positive) (1/3r or 3/d, =½*hp)
Breath Weapon: Blood (Glass+Positive) (1/3r or 3/d, =½*hp)
Breath Weapon: Bone (Flesh+Negative) (1/3r or 3/d, =½*hp)
Breath Weapon: Cold (Air+Water) (1/3r or 3/d, =½*hp)
Breath Weapon: Composite (Air+Ear+Fir+Wat) (1/3r or 3/d, =½*hp)
Breath Weapon: Dust (Earth+Negative) (1/3r or 3/d, =½*hp)
Breath Weapon: Earth (1/3r or 3/d, =½*hp)
Breath Weapon: Fire (1/3r or 3/d, =½*hp)
Custom Race Abilities (÷1)
Breath Weapon: Firestorm (Magma+Positive) (1/3r or 3/d, =½*hp)
Breath Weapon: Flesh (1/3r or 3/d, =½*hp)
Breath Weapon: Fog (Cold+Shadow) (1/3r or 3/d, =½*hp)
Breath Weapon: Fungus/Seaweed(Wood+Wat) (1/3r or 3/d, =½*hp)
Breath Weapon: Glass (Air+Earth+Water) (1/3r or 3/d, =½*hp)
Breath Weapon: Heat / Warmth (Air+Fire) (1/3r or 3/d, =½*hp)
Breath Weapon: Ice / Snow (Cold+Negative) (1/3r or 3/d, =½*hp)
Breath Weapon: Impact (Water+Shadow) (1/3r or 3/d, =½*hp)
Breath Weapon: Inertia (Earth+Shadow) (1/3r or 3/d, =½*hp)
Breath Weapon: Lightning (Air+Positive) (1/3r or 3/d, =½*hp)
Breath Weapon: Magma / Lava (Earth+Fire) (1/3r or 3/d, =½*hp)
Breath Weapon: Magnetism (Metal+Positive) (1/3r or 3/d, =½*hp)
Breath Weapon: Metal (Earth+Fire+Water) (1/3r or 3/d, =½*hp)
Breath Weapon: Minerals (Earth+Positive) (1/3r or 3/d, =½*hp)
Breath Weapon: Mist (Heat+Shadow) (1/3r or 3/d, =½*hp)
Breath Weapon: Napalm (Heat+Positive) (1/3r or 3/d, =½*hp)
Breath Weapon: Ooze / Mud (Earth+Water) (1/3r or 3/d, =½*hp)
Breath Weapon: Original Time (1/3r or 3/d, =½*hp)
Breath Weapon: Plasma (Fire+Shadow) (1/3r or 3/d, =½*hp)
Breath Weapon: Poison (Alcohol+Negative) (1/3r or 3/d, =½*hp)
Breath Weapon: Quicksand (Ooze+Negative) (1/3r or 3/d, =½*hp)
Breath Weapon: Radiance (Fire+Positive) (1/3r or 3/d, =½*hp)
Breath Weapon: Rainbow (Composite+Pos.) (1/3r or 3/d, =½*hp)
Breath Weapon: Rot (Wood+Negative) (1/3r or 3/d, =½*hp)
Breath Weapon: Rust (Metal+Negative) (1/3r or 3/d, =½*hp)
Breath Weapon: Salt (Water+Negative) (1/3r or 3/d, =½*hp)
Breath Weapon: Sand (Glass+Negative) (1/3r or 3/d, =½*hp)
Breath Weapon: Shards (Air+Earth) (1/3r or 3/d, =½*hp)
Breath Weapon: Silence (Sound+Negative) (1/3r or 3/d, =½*hp)
Breath Weapon: Silt (Ooze+Negative) (1/3r or 3/d, =½*hp)
Breath Weapon: Silverglade (Thorns+Positive) (1/3r or 3/d, =½*hp)
Breath Weapon: Slag / Tar (Magma+Negative) (1/3r or 3/d, =½*hp)
Breath Weapon: Smoke (Heat+Negative) (1/3r or 3/d, =½*hp)
Breath Weapon: Sound (Air+Earth+Fire) (1/3r or 3/d, =½*hp)
Breath Weapon: Splinters (Wood+Air+Shadow) (1/3r or 3/d, =½*hp)
Breath Weapon: Steam (Water+Negative) (1/3r or 3/d, =½*hp)
Breath Weapon: Storm (Ooze+Positive) (1/3r or 3/d, =½*hp)
Breath Weapon: Sugar (Alcohol+Positive) (1/3r or 3/d, =½*hp)
Breath Weapon: Thorns/Thicket (Wood+Earth) (1/3r or 3/d, =½*hp)
Breath Weapon: Thunder (Sound+Positive) (1/3r or 3/d, =½*hp)
Breath Weapon: Vacid / Umbra (Comp.+Neg.) (1/3r or 3/d, =½*hp)
Breath Weapon: Vacuum (Air+Negative) (1/3r or 3/d, =½*hp)
Breath Weapon: Verdant (Wood+Positive) (1/3r or 3/d, =½*hp)
Breath Weapon: Vibration (Air+Shadow) (1/3r or 3/d, =½*hp)
Breath Weapon: Water (1/3r or 3/d, =½*hp)

[PC6] Custom Group Classes


Custom Race Abilities (÷1)

Custom Race Abilities (÷1)
Breath Weapon: Wood (1/3r or 3/d, =½*hp)
Can "narrow salvo" attacks (one 1d20 result for all attacks against one enemy)
Can "see" without the ability to see
Can always wield one size H weapon, regardless of Str score
Can always wield one size L and one size M weapon, regardless of Str score
Can always wield two size L weapons, regardless of Str score
Can buy guns off of the Demolitionist/Musketeer tables at ÷LVL
Can do 1 attack on segment 0
Can do 2 for 1 trading for ability scores (instead of 3 for 1)
Can drink potions or eat goodberries without spending 1V (must be conscious)
Can go ethereal (AC +10, cannot affect things physically)
Can have 2 "Armor" spells on self
Can have 2 "Haste" spells on self
Can have LVL/2 Psi8 items with TechL=LVL/2
Can have two of the same summon
Can have wild talent, no effect on XP bonus from classedness
Can use (but doesn't get) an additional V action per segment
Can use/make Tech items as if 2 TL lower
Catfall: Land on feet, get a Dex check versus each die of the falling damage
CL +1 with psionics
CL +1 with spells
CL +2 with psionics
CL +2 with spells
CL +3 with spells
CL/ML toggle 1: +1 ML, -2 CL
Class VI/Esper-Blind
Claw natural "18"+ TH: Hug +2d6 dmg
Claw natural "18"+ TH: Hug +3d6 dmg
Claw/Claw 1d3/1d3
Claw/Claw 1d4/1d4
Claw/Claw/Horn/Tail 1d4/1d4/2d6/2d4
Claw/Claw/Tail 1d3/1d3/1d2
Claw/Claw/Tail 1d4/1d4/1d6
Claws 1d4 dmg + Str loss (1d4+2, save)
Claws 1d6 + paralyzation 2d6 r (PPD save)
Claws 1d6 dmg (Vile)
Claws 2d4 dmg
Claws/Bite 1d4 dmg
Claws/Bite 1d8 dmg
Claws/Bite 2d6 dmg
Cloak of Oblivion: Pick any one specific spell or psionic power. You are immune to it.
ColdR 5
Commotion Resistance: +CL*5% RR; Resist own effects; Resist Wild Surges
Considered additional +1 weapon to hit
Control Pain: 1bV, can use while stunned: Immune to pain, stun (not capital "S"), torture
Custom Race Abilities (÷1)
CR 19*LVL%
CR 45+10*LVL%
CR 95%
Cthulhoid Aura: You look like a cthulhoid beast, gaze to fear (save vs. Will)
Detect Evil, Illusion, Invisibility, Lie, Magic, Traps
Detect Hidden
Detect Hidden/Evil/Good
Detect Invis/Hidden
Detect Invisibility
Detect Magic
Detect Metal
Detect New and Unusual Construction, Sloping Passages
Detect New Construction, Sloping Passages, Shifting Walls
Detect Secret Doors
Dex-based Rogue abilities +30%
Dex-based Rogue abilities +40%
Dex-based Rogue abilities +50%
Direction Sense
Displaced (1st attack misses, +2 AC)
dmg +LVL with 1 weapon type
Do not die until below -600 hp (still unconscious at -1 hp though)
Does not check for "?" marks or Wandering Monsters in dungeon
Don't age naturally
Double Resist Acid (Fire+Water)
Double Resist Air
Double Resist Alcohol (Air+Fire+Water)
Double Resist Cold (Air+Water)
Double Resist Composite (Air+Ear+Fir+Wat)
Double Resist Earth
Double Resist Fire
Double Resist Flesh
Double Resist Fungus/Seaweed(Wood+Wat)
Double Resist Glass (Air+Earth+Water)
Double Resist Heat / Warmth (Air+Fire)
Double Resist Magma / Lava (Earth+Fire)
Double Resist Metal (Earth+Fire+Water)
Double Resist Ooze / Mud (Earth+Water)
Double Resist Original Time
Double Resist Poison
Double Resist Shards (Air+Earth)
Double Resist Sound (Air+Earth+Fire)
Double Resist Thorns/Thicket (Wood+Earth)
Double Resist Water
Double Resist Wood
DR (10*lvl)/+lvl

[PC6] Custom Group Classes


Custom Race Abilities (÷1) 

Custom Race Abilities (÷1)
DR (LVL*2)/(+LVL/2)
DR 1/-
DR 10/+2
DR 20/+1
DR 40/+0
DR 5/+3
DR LVL/–
DT 100 (Damage Threshold)
DT 130-LVL*3 (Damage Threshold)
Dust Aura: Enemies in your group takes LVL dust dmg /s (no save)
Each level can get +1 Str, -1 Dex, +1 Con
Each time a creature dies in your group, gain 1 temporary hp (not beyond max)
Each time you hit with a melee attack, target loses LVL SL's in memorization
Each time you kill someone, get their DL^2 in current hp (can go beyond max, lasts only 1r)
Eagle Eye Vision
Ego Shield: Immune to Mental Attacks; Undetect. Lie
ElectricityR 5
Enemies get --1 to hit vs. you
Energy Adaptation, Specified: Gain resistance 10 against one energy type.
Energy Conversion: 0, LVL/t: Convert an element in an effect to another element (max E = LVL/3+1)
ER 13*LVL%
ER 65%
ESP
Ethereal Perception
Ethereal Projection (copy Str->Dex, Int->Con, Wis->Chr)
Eye's M: Evil Eye: Target's AC becomes 66-LVL^2 (Petrif save at -LVL) for 1r
Far Sight
Feats +1
Feats +2
Feats +3
Fire Shield (cont.)
Fists 1d10 dmg
Fists 1d6 dmg
Fists 1d8 dmg
Flash Defense: Resist getting your senses blinded
Flash: Light (can blind a person, make LVL saves)
Flying 12" (A)
Flying 12" (B)
Flying 12" (C)
Flying 18" (B)
Flying 24" (C)
Flying 30" (D)
Flying 36" (E)
Flying 6" (AA)
Flying LVL*3" (B)
Custom Race Abilities (÷1)
Free Action
Free Action, Immune Disease
Free wild talent in Psi1, Psi2, or Psi3
Free Wild Talent in Psi23
Free wild talent in Psi7 (Undead psi.)
Free Wild Talent in Psi8
Free Wild Talents in Psi5 and Psi10
Gaze Reflection
Gaze: blind (save)
Gaze: charm (save)
Gaze: Fear (area, save)
Gaze: petrify (save)
Get +1 DL whenever you summon a Golem
Get +1 monster whenever you summon an Insect
Get an attack of opportunity whenever someone joins your group
Get compensated items like the NPC
Golem Form: Caryatid Column: +4 saves; Weapons 25% shatter when hitting you; 1M: Feign Death
Golem Form: Flesh: Resist fire and cold; Cured by lightning (1 hp per die of dmg)
Golem Form: Mud: Resist blunt weapons; Both punches hit: Hug 2d6+(Str bonus)+paralyzation (PPD save)
Golem Form: Necrophidius: 1V: Hypnosis (1 target, Will save); Bite is paralysis branded (PPD save)
Golem Form: Scarecrow: 1M, gaze: Fascinate (1 target, Will save); Punches are Fascinate branded
Golem Form: Skeletal: +2 arms (new group of limbs), but all your arms get -10/-10 TH/dmg
Golem Form: Stone Guardian: Double Resist edged weapons; Resist cold, fire, lightning; Halve your move rate
Golem Form: Wood: Immune Wood; 1M: Transmute Metal to Wood (owner PP saves)
gp +10*3^S per reset
gp +25*2^S per reset
gp +4^S per reset
gp +70*S per reset
GR 30%
GR 5+5*LVL%
Hair's P, 1/r: 1d2 dmg + Poison (save, death/20) + Petrification (save)
Half of dmg you do (physical or magic) is Vile
Hard Resistance to Radiation: Double resist radiation (1/4, save for 1/10), Ignore Psi9/18/27 RS
HD type: Add +0d+2: Add 2 to HD type per level
Head butt 2d6 dmg
Heads +1
Hear Noise 50%
Heat Vision: 1M to start: Every segment for 1 round, as a 0 action, deal LVL heat dmg to one target (no save)
Hide in Natural Surroundings (30+level*5)%
Hide in Natural Surroundings 90%
Hold All Stats
Hold Life
Hold Life, All Stats
Hold Life: Immune to XP/Stat Drain; Immune Aging
Hold M Actions, M actions cannot be locked down for you

[PC6] Custom Group Classes


Custom Race Abilities (÷1)

Custom Race Abilities (÷1)
Hold P Actions, P actions cannot be locked down for you
Hold V Actions, V actions cannot be locked down for you
iCR 90%
Ignore effects that do less than LVL*4 dmg
Ignore Stoneskins/Ironskins (but not Uberskins)
iGR LVL*3%
Immune Acid, Poison
Immune Acid, Slimes
Immune Aging
Immune Aging, Disease
Immune Air
Immune Annihilation, Clone-Insane, Set, Truename Erased
Immune Annihilation, Time
Immune Anti-Technological effects
Immune Black Ice, Bug spells, Chaos, Cold, Ice, Wild Magic
Immune Blindness
Immune Chaos & Unholy
Immune Charm
Immune Charm, Sharpness, Sleep, Vorpal
Immune Cold, Ice, Frost, Gust of Wind, Grease, Black Ice
Immune Colorless Fire
Immune Coma, Dominate, Ego, Enrage, Hold, Insanity
Immune Darkness
Immune Earth
Immune Extract, Silver Cord Cut, Truename Erased
Immune Fear
Immune Fire
Immune Fire, Hell Fire, Holy Fire, Eldritch Fire, Colorless Fire
Immune Flesh
Immune Imprisonment, Life Trapping, Lost in Maelstrom, Maze, Temporal Stasis
Immune Incursion, Pixelation, Truename Erased, Written Out of Time
Immune Insanity
Immune Invisibility and Illusions w/o solid component
Immune level loss, Imprisonment, Death spells
Immune Life Drain, Death spells, Disintegrate, positive energy
Immune Lightning
Immune Maze, Binding, Imprisonment
Immune Natural effects, Wood
Immune Ooze/Slime/Mold
Immune Original Time
Immune Overbear
Immune Paralysis
Immune Poison
Immune Punomancy, Vorpal
Immune Sleep
Custom Race Abilities (÷1)
ML +1 with Wizard prog.
Money *1.25: How much money you get in dungeon is multiplied by 1.25 (only affects you, not whole party)
Mouth's P: Spit poison 1 target (death/0)
Mouth's P: Spit poison LVL*10 dmg (1 target in your group, no save)
Immune Snares/Traps
Immune Sound
Immune spells SL≤1
Immune spells SL≤2
Immune to Plants, Death spells, level loss, negative/positive energy
Immune to shifts in gravity, reverse gravity, telekinesis
Immune to Summoning Sickness
Immune Vampiric
Immune Water
Immune webs
Immune Wild Magic, Chaos, Black Ice, Conf.
Immune Wood
Infravision
Int-based Rogue abilities +20%
Int-based Rogue abilities +30%
IR 15*LVL%
IR 45+6*LVL%
IR 75%
Iron Will: 1bM: One effect that's hitting you is delayed for LVL s (it will still resolve even if the caster is dropped)
Iron Will: Can fully act up to -10 hp; Can act up to -15 hp
iWER LVL*8%
Kits +1
Kits +2
Knockback Resistance: Take -10*LVL' less from TK/Push effects
Languages +LVL
Larva Life: Consume 1 larva to Cureall and restore PSPs
Laser Vision: Can see in dark; 1M: Laser Beam LVLd8 dmg (save)
Legend Lore LVL*15%
Legs +1, it is in a new "group" of legs
Life Support, Resist Heat/Cold: Resist Heat/Cold
Life Support, Resist Vacuum: Resist Vacuum and High Pressure
Limited Exceptional Chr bonus: bonus = stat-12, max = +6
Limited Exceptional Con bonus: bonus = stat-12, max = +6
Limited Exceptional Dex bonus: bonus = stat-12, max = +6
Limited Exceptional Int bonus: bonus = stat-12, max = +6
Limited Exceptional Str bonus: bonus = stat-12, max = +6
Limited Exceptional Wis bonus: bonus = stat-12, max = +6
Loop Lore
Luckstone
MDeflection 75% (on 30% or less it Reflects)
Mimic: 1bM: Fork a spell level 0 to LVL/2 effect

[PC6] Custom Group Classes


Custom Race Abilities (÷1) 

Custom Race Abilities (÷1)
Mind Over Matter: Stay conscious (and offensive) for up to LVL/3 segments after being reduced below -10 hp
Missile Deflection: Deflect 1 missile per P attack
ML +1 with Priest prog.
ML +1 with Psi. prog.
Move rate +12"
Move rate +3"
Move rate +6"
Move rate +9"
Movement rate x2
MR 17*LVL%
MR 50+7*LVL%
MR 85%
MReflection (LVL*5)%
Multiply your TH and dmg rolls by enemy's multiplier
Natural Attacks +d(+LVL) dmg
Natural Healing: 1P or 1M: Target is cured equal to his Con score in hp
Need not breathe
Need not eat
Non-Detection cont.
Non-weapon Proficiencies +LVL
NR 15*LVL%
NR 75%
Null Field 10: All spells of SL 10 or higher don't work in 100'r (can turn this off)
Operate at up to -12 hp (even offensive)
Operate at up to -20 hp (even offensive)
Operate at up to -8 hp (even offensive)
Personality score x10
Personality score x2
Personality score x3
Personality score x4
Pick Pockets (50+level*5)%
Poison bite (+LVL^2 dmg)
PowR 16 (SR vs. psionics)
PR 16*LVL%
PR 50+6*LVL%
PR 80%
Priest prog. +1 spell per SL
Priest prog. gets additional Wis bonus
Pro. from Evil cont.
Psi. Freq. +1
Psionic prog. +1 spell per SL
Psionic prog. gets additional Chr bonus
Psionic Regen 1 PSP/r
Psionic Regen 1 PSP/s
Punch 1d12 dmg + 1Con + Mummy Rot (-2 Chr /s, save)
Custom Race Abilities (÷1)
Regenerate 1 hp /s
Regenerate 2 hp /s
Regenerate 3 hp /s
Regenerate 4 hp /s
Renewal: 1bM: One target at negative hp is cured to 0 hp
Replacement: Ignore displacement; Ignore mirror images
Resist (pick a normal element)
Resist Acid (Fire+Water)
Resist Acid, Immune Withering
Resist Acid, Resist Rust
Resist Air
Resist Alcohol (Air+Fire+Water)
Resist Anti-Time, Loop
Resist Ash / Cinder (Fire+Negative)
Resist Bark (Thorns+Negative)
Resist Blizzard (Cold+Positive)
Resist Blood (Glass+Positive)
Resist Bone (Flesh+Negative)
Resist Chaos
Resist Charm, Mental
Resist Chemical Elements
Resist Cold (Air+Water)
Resist Cold, Resist Dust
Resist Cold, Resist Frost
Resist Composite (Air+Ear+Fir+Wat)
Resist Disenchantment
Resist Disintegration, Resist Ice
Resist Dust (Earth+Negative)
Resist Earth
Resist Faerie Magic
Resist Falling Damage
Resist Fire
Resist Firestorm (Magma+Positive)
Resist Flesh
Resist Fog (Cold+Shadow)
Resist Fungus/Seaweed(Wood+Wat)
Resist Glass (Air+Earth+Water)
Resist Golems, magic item effects
Resist Heat / Warmth (Air+Fire)
Resist Ice / Snow (Cold+Negative)
Resist Impact (Water+Shadow)
Resist Inertia (Earth+Shadow)
Resist Innates
Resist Light, Mercury, Poison
Resist Lightning (Air+Positive)

[PC6] Custom Group Classes


Custom Race Abilities (÷1)

Custom Race Abilities (÷1)
Resist Lightning, Repulsion, Telekinesis
Resist Magma / Lava (Earth+Fire)
Resist Magnetism (Metal+Positive)
Resist Mental
Resist Metal (Earth+Fire+Water)
Resist Minerals (Earth+Positive)
Resist Mist (Heat+Shadow)
Resist Napalm (Heat+Positive)
Resist Necromancy, Fire
Resist necromantic effects
Resist Negative
Resist Nether
Resist Ooze / Mud (Earth+Water)
Resist Original Time
Resist Piercing weapons
Resist Pixelation
Resist Plasma (Fire+Shadow)
Resist Poison
Resist Poison (Alcohol+Negative)
Resist Poison/Drugs
Resist Prismatic, Chromatic
Resist Psionics
Resist Quicksand (Ooze+Negative)
Resist Radiance (Fire+Positive)
Resist Rainbow (Composite+Pos.)
Resist Rot (Wood+Negative)
Resist Rust (Metal+Negative)
Resist Salt (Water+Negative)
Resist Sand (Glass+Negative)
Resist Shards (Air+Earth)
Resist Silence (Sound+Negative)
Resist Silt (Ooze+Negative)
Resist Silverglade (Thorns+Positive)
Resist Slag / Tar (Magma+Negative)
Resist Smoke (Heat+Negative)
Resist some elements (choose, total E factor = LVL)
Resist Sound (Air+Earth+Fire)
Resist Splinters (Wood+Air+Shadow)
Resist Steam (Water+Negative)
Resist Storm (Ooze+Positive)
Resist Sugar (Alcohol+Positive)
Resist Thorns/Thicket (Wood+Earth)
Resist Thunder (Sound+Positive)
Resist Time, Resist Aging
Resist Tricks/Specials
Custom Race Abilities (÷1)
Resist Vacid / Umbra (Comp.+Neg.)
Resist Vacuum (Air+Negative)
Resist Vapor, Mist, Cloud, Fog
Resist Verdant (Wood+Positive)
Resist Vibration (Air+Shadow)
Resist Water
Resist Wood
Reverse ESP: 0, 1/r: Target hears your thoughts and must save or insane.
Rogue points +10*LVL
Rogue points +20*LVL
Rogue points +5*LVL%
RR 18*LVL%
RR 90%
Saves +(Dex score)/3
Saves ++1
Saves +1
Saves +2
Saves +3
Saves +4
Shroud (Can't be targetted)
Simulacrum: 1bM: Redirect an effect targetting you to one of your summons
Size +1
Size +1/3
Size +2/3
Speak with Animals
Speak with Insects
Speak with Plants
Special enemy (as Ranger)
Specialty Schools +1
Specialty Spheres +1
Spectral Natural Fighting: Spectral Hand; no ill effects from punching/kicking things
Spell levels in one prog. +2*LVL
SR 17
Stay Conscious: You stay conscious up to -10-LVLxLVL hp (defensive acts only)
Steadiness: Immune Telekinsesis, Falling Damage, Teleport Away, Gates/DimDoors
Str-based Rogue abilities +20%
Str-based Rogue abilities +30%
Stretching: Can attack (LVL+3)/4 groups per segment without actually entering them
Stretching: Can melee up to LVL people per round that aren't in your group
Sustain Chr
Sustain Con
Sustain Dex
Sustain Int
Sustain Str
Sustain Wis

[PC6] Custom Group Classes


Custom Race Abilities (÷1) 

Custom Race Abilities (÷1)
Swim at full movement rate
Tail 1d6
Tails +1
Tail's P, 4/d: Fire 1d6 spikes, each does 1d6 dmg (roll TH for each)
Take 1 dmg, 1/attack: Do +LVL dmg with an attack
TechL +1 with Psi8/16/24
TechR 12*LVL%
TechR 60%
Telepathy cont.
Tentacles +1
Tentacles +2
TH +1 with 1 weapon type
TH +2 with 1 weapon type
TH +3 with 1 weapon type
TH +4 with 1 weapon type
Time/Reality Stability
Time/Reality/Loop Stability
Time/Space Anchor: Cannot be teleported
Touch 1d4+1 dmg + 1 Str
Touch ages 10d4 years (save)
Touch drains 1 Wis (no save)
Troll-like regen 1 hp/s
Custom Race Abilities (÷1)
Troll-like regen Con-10 hp/s
Troll-like regeneration 2 hp /s
True Sight
Turn Undead
Ultravision
Underwater Action
Visibility: Everything within 30'r is visible (counters hidden and Disappearance too)
Water Breathing
Weapon Proficiencies +LVL
Wings +2 (Fly at Str")
Wizard prog. +1 spell per SL
Wizard prog. gets additional Int bonus
WR 14*LVL%
WR 70%
XR 30+5*LVL%
XR 55%
Yeek, Bleah languages
You have the hindquarters of an animal (Horse, Lion, Giant Spider, Dinosaur, Snake, etc.)
Your actions cannot be locked down
Your effects save @ -13
Your effects save @ -6
Zombie Animation: +1 Revive slot; 1M: Animate a dead body as a Zombie with -1 DL

[PC6] Custom Group Classes


Custom Race Abilities (÷2)

Custom Race Abilities (÷2)
# Attacks +1 (all attack forms)
|AC| 21 (or) Enemies get --2 to hit vs. you
+1M action
+1P action
+1V action
+2 weapon to hit you
+3 weapon to hit you
+LVL AC/dmg
+LVL AC/saves
+LVL dmg/saves
0, 1/d: Capital E Escape
0, 1/r: Cast a cantrip (SL=0 Wizard spell)
0, 1/r: Cast a Psi3 cantrip (SL=0 Psi3 power)
0, 1/r: Cast an orison (SL=0 Priest spell)
0, 1/r: Fork an effect
0, 1/r: Intensify: Doubles the damage of an existing effect
0, 1/r: Lend an action (you lose that action)
0, 1/s: Identify
0, 2/d: Commune
0, eat an item: +XPV/25 TH, dmg, AC, saves (all for 1t) and +XPV/2 to temp hp (lasts until used)
0, eat N gp: Cure self 2*N hp (can eat off of your gp count on chalkboard, keep track)
0, sacrifice a DL N summon: +N*2 TH/dmg for 1 turn and +N*N*N*10 current hp
0,1/r: Second Chance: Gain a reroll.
0: Catch missiles fired at you 50% this segment
0: Catch one missile fired at you
0: Controlled Blink
0: For this round, ignore a non-racial defense on someone
0: Interpose yourself in front of an attacking creature
0: Reroll any die roll (yourself or friend)
½M: Charm Person
½M: Cure Blindness, Deafness, Disease, or Light Wounds
½M: Cure Disease
½M: Dismiss Elemental
½M: Dispel Illusion
½M: Dispel Magic
½M: Dispel Radiation/Tech: Dispels one Radioactive, Wild/Chaos, or Technological effect
½M: Domination (save) (max two Domination effects running at a time)
½M: Double Pain (can do this twice to get Triple Pain)
½M: Drain: Target loses -LVL to a stat (choose stat, no save)
½M: Duplication: Create 1 Mirror Image (max = LVL*2)
½M: Faerie Fire (-7 AC, can be done repeatedly)
½M: Fear
½M: Feeblemind
½M: Flash: Light (can blind a person, make LVL saves)
½M: Force Shape & Wrench: Force Shapechange & Wrench (no save, get ER & aNR)
Custom Race Abilities (÷2)
½M: Life Field: All in party all healed for 2*LVL hp
½M: Magic Missile
½M: Mirror Image
½M: Neutralize Poison
½M: Paralyze one target (PPD save)
½M: Psi1 Psionic Blast (group)
½M: Put Out of Misery
½M: Remove Curse
½M: Removes possession, domination, charm, etc.; Does not have to be evil source
½M: Sleep
½M: Suggestion
½P or 1V: Destroy a Wall (magical or normal up to LVL' thick) or a door
½P: Destroy Clone: Kills a Clone, Simulacrum, or Shapechanger (conscious target gets a PPD save)
½V: Create Food and Water
½V: Curse (Spell save)
½V: Dig
½V: Drain LVL Magic Item Charges from an item, you gain LVL*XPV/500 hp
½V: Druid Shapechange
½V: Flash: Blind a sense (Spell save)
½V: Gaseous Form
½V: Remove Fear
½V: Split target away from group of monsters into its own group
½V: Taunt (one target)
½V: Tree
½V: Web
½V: Wraithform
1 attack, take N dmg: Whirl (do 1 attack on each monster in your group, N=# monsters)
1 attack: Dispel a magic/psionic/innate effect
1 attack: Dispel a magic/psionic/tech item
1bM: Energy Containment: Absorb max 1 die/lvl; glow (-2 AC) for #dice turns
1D: Magic Jar into another creature (aNR; no save)
1D: Resurrect self
1D: You Reincarnate upon death
1F, 1/d: Wish
1F, 3/d: Time Travel up to LVL^7 minutes
1F: Automaton: Animate LVL objects as DL II Golems (count as your summon)
1F: Control Weather
1F: Holy Bolt
1F: Shapechange (lasts for 1t)
1F: Uberskins (20), self
1M, 1/d: Add 1 to your multiplier (see [X] section) for LVL s.
1M, 1/d: Create a DL II Golem (AC=4*LVL, hp=20*LVL, Str=3*LVL, doesn't use summon slot)
1M, 1/d: Create a DL II Technological Monster (AC=5*LVL, hp=16*LVL, Str=3*LVL, doesn't use summon slot)
1M, 1/d: Force of Nature V: Summon a Fungus Elemental: AC 100, hp 500, #Att 5/1, TH +90, dmg 90
1M, 1/d: Infernal Spawn of Evil: Summon a Demon Beast: AC 70, hp 700, #Att 7/1, TH +70, dmg 70, 1M: 10 dmg to target

[PC6] Custom Group Classes


Custom Race Abilities (÷2) 

Custom Race Abilities (÷2)
1M, 1/d: Limited Wish
1M, 1/d: Summon an Astral Construct IV
1M, 1/d: Summon an Astral Destruct IV
1M, 1/d: Summon Planar Creature (DL IV Outer)
1M, 1/r: Heal (self or other)
1M, 1/t: Magnetic Ctrl: Shield: Shield vs. Energy/Physical, 100*LVL hp
1M, lose a racial ability for 1t: Dispel one racial ability
1M, take 50*LVL dmg: Death Field: All in group take 100*LVL dmg (PPD save:½)
1M: 2*LVL*LVL psionic dmg to one target (no save)
1M: 2*LVL*LVL Vibration damage (1 group, no save)
1M: 20*LVL wood dmg to one target (no save)
1M: Anti-Magic Shell (SL=0 to LVL-1)
1M: Berserk (+LVL*2/+LVL*2 TH/dmg, -LVL/-LVL AC/save) for 1t
1M: Blindness (no save)
1M: Body Coating: 10*LVL hp Armor spell, self only, stacks with Armor spell
1M: Chaos Ball your group (except yourself) for LVLd8 dmg (no save)
1M: Charm Monster
1M: Cold Generation: 2*LVL*LVL Cold damage (1 group, no save)
1M: Confusion a group
1M: Contagion/Enervation: One target is hit by Contagion & Enervation (PPD for each)
1M: Create a LVL*10' Wall of Stone
1M: Create a random Trick (only enemies trigger it)
1M: Cthulhoid Swarm I: Summon LVL Monsters using ML II "Weird" chart (random)
1M: Dimension Door
1M: Dispel Evil
1M: Dispel Magic/Psi/Innate/Radioactive
1M: Double [C]: Doubles a harmful [C] section effect; Becomes capital lettered
1M: Fear (save vs. spell at -LVL); Fumble (save vs. spell at -LVL)
1M: Fear I+ (Scare+): Target loses 1P+1M action (no save)
1M: Fire Generation: 2*LVL*LVL Fire damage (1 group, no save)
1M: Fire Maze (Spell save)
1M: Gravity Decrease: Increase gravity in room or object/person by LVL G's (x1 Special)
1M: Gravity Increase: Decrease gravity in room or object/person by LVL G's (x1 Special)
1M: Half Pain: Take half damage from one person for 1t
1M: Hard Radiation: LVL*LVL+2 Radiation damage and LVL+2 Con damage (1 group, no save)
1M: High Frequency Sample or Wild Surge
1M: High-Frequency Sample: Generate a High-Frequency Sampler major effect
1M: Ice Production: (LVL+2)*(LVL+2) ice dmg to one target (no save)
1M: Inertial Barrier
1M: Innate Trigger: Contingency for 2 innate powers
1M: Intellect Annihilation: 1 target: -4d6 Int (no save) and insane (save at -LVL)
1M: Ironskins (20), self
1M: Light Emission: LVL*LVL Light damage (no save) and LVL instances of blindness (save)
1M: Locate Object or Person
1M: LVLd(2*LVL) cold dmg (area, save:½, IR)
Custom Race Abilities (÷2)
1M: LVLd(2*LVL) fire dmg (area, save:½, IR)
1M: Magnetic Ctrl: Force Bolt: 1 target: LVLd100 dmg (save:0)
1M: Mind Blast: 3*LVL Int dmg to one target (no save)
1M: Mind Control: Control V actions (Will save at -10), P actions (Will save at -5), or M actions (Will save)
1M: Pass Wall
1M: Plane Shift
1M: Psi Bolt: 1 target: LVLd12 telekinetic dmg (no save)
1M: Psi Shield: Pick Physical, Magic, or Psi: 20*LVL hp shield
1M: Rainbow Silver effect
1M: Raise Dead
1M: Rust Metal
1M: Sonic Generation: 2*LVL*LVL Sound damage (no save) and LVL instances of deafness (save)
1M: Spiritual Drain: Target loses 2*LVL*LVL hp (necromantic, no save), you gain it (above max goes away after 1r)
1M: Stoneskins (30), self
1M: Storm Cloud: Rain/thunder, all in group take 3dLVL mini 1-pt. lightning bolts per segment
1M: Summon a DL=LVL/2+2 Alien
1M: Summon a DL=LVL/2+2 Animal
1M: Summon a DL=LVL/2+2 Arctic
1M: Summon a DL=LVL/2+2 Beholder
1M: Summon a DL=LVL/2+2 Cloud
1M: Summon a DL=LVL/2+2 Cthulhoid Horror
1M: Summon a DL=LVL/2+2 Dragon
1M: Summon a DL=LVL/2+2 Eelemental
1M: Summon a DL=LVL/2+2 Elemental
1M: Summon a DL=LVL/2+2 Faerie
1M: Summon a DL=LVL/2+2 Far Realm
1M: Summon a DL=LVL/2+2 Giant
1M: Summon a DL=LVL/2+2 Golem
1M: Summon a DL=LVL/2+2 Hound
1M: Summon a DL=LVL/2+2 Humanoid
1M: Summon a DL=LVL/2+2 Immortal
1M: Summon a DL=LVL/2+2 Inner Planar
1M: Summon a DL=LVL/2+2 Insect
1M: Summon a DL=LVL/2+2 Leech
1M: Summon a DL=LVL/2+2 Lycanthrope
1M: Summon a DL=LVL/2+2 Mind Flayer World
1M: Summon a DL=LVL/2+2 Mutant
1M: Summon a DL=LVL/2+2 Nightmare Dimension
1M: Summon a DL=LVL/2+2 NPC
1M: Summon a DL=LVL/2+2 Ooze
1M: Summon a DL=LVL/2+2 Outer
1M: Summon a DL=LVL/2+2 Plant
1M: Summon a DL=LVL/2+2 Psionic
1M: Summon a DL=LVL/2+2 Rakshasa World
1M: Summon a DL=LVL/2+2 Reptile

[PC6] Custom Group Classes


Custom Race Abilities (÷2)

Custom Race Abilities (÷2)
1M: Summon a DL=LVL/2+2 Space
1M: Summon a DL=LVL/2+2 Spirit of the Land
1M: Summon a DL=LVL/2+2 Tarrasque World
1M: Summon a DL=LVL/2+2 Technological
1M: Summon a DL=LVL/2+2 Undead
1M: Summon a DL=LVL/2+2 Unlive
1M: Summon a DL=LVL/2+2 Virus
1M: Summon a DL=LVL/2+2 Water
1M: Summon a DL=LVL/2+2 Weird
1M: Summon a DL=LVL/2+2 Wurm
1M: Summon a Wood Elemental: AC 50, hp 160, #Att 3/1, TH +40, dmg 40
1M: Summon an Astral Construct III
1M: Summon an Astral Construct of DL=1d4
1M: Summon two Plant Elementals: AC 30, hp 30, #Att 2/1, TH +20, dmg 20
1M: Target takes LVLd6 Chr dmg (no save)
1M: Target takes LVLd6 Int dmg (no save)
1M: Target takes LVLd6 Wis dmg (no save)
1M: Target takes LVLd8 Chr dmg (save:½)
1M: Target takes LVLd8 Int dmg (save:½)
1M: Target takes LVLd8 Wis dmg (save:½)
1M: Telekinesis Shield: 20*LVL hp shield vs. physical,energy,TK
1M: Teleport Other Away (RSW save)
1M: Teleport Without Error
1M: Tenser's Transformation
1M: Trirestoration: Fix 1 effect that was dispelled within last r
1N, 1/d: Self-Sacrifice: All others can Escape but you are left behind
1N, 1/r: Tempus F-U
1P, take 2*LVL damage: Deal 30*LVL dmg to one target (IR, no save)
1P, take LVL damage: Deal 25*LVL dmg to one target (IR, no save)
1P: Bomb: LVL*LVL explosion dmg to your group (hole in the middle, no save)
1P: Deal 20*LVL dmg to one target (IR, no save)
1P: Degenerator: Remove all regeneration sources on target (no save)
1P: Loss of Limb: Target is sharped (no save)
1P: Polymorph Object
1P: Target takes LVLd6 Con dmg (no save)
1P: Target takes LVLd6 Dex dmg (no save)
1P: Target takes LVLd6 Str dmg (no save)
1P: Target takes LVLd8 Con dmg (save:½)
1P: Target takes LVLd8 Dex dmg (save:½)
1P: Target takes LVLd8 Str dmg (save:½)
1P: Wall of Force (non-solid version)
1S: Slay Living (one target, PPD save, 10 dmg if make save)
1V: Avenge: Choose a target, you deal double weapon damage to that target this combat
1V: Create a random trap (only enemies trigger it)
1V: Dimension Swap: You and ally or two allies switch positions.
Custom Race Abilities (÷2)
1V: Dispel Exhaustion: Target heals 50% of damage taken
1V: Effect, weapon, or person is resisted using NR for 1 turn
1V: Entangle
1V: Find/Remove Specials at LVL*30%
1V: Find/Remove Traps at 30+LVL*30%
1V: Find/Remove Tricks at 20+LVL*30%
1V: Meld into Shadows or Mirrors
1V: Move an effect from target to yourself
1V: People's Bless: One die roll within 1 round is adjusted as you wish (max of +/-LVL).
1V: Phase in or out. Phased out is +30 AC, +3 wpn to hit you, cannot do things physically
1V: Polymorph Self
1V: Premature Trigger: Set off someone else's trigger prematurely (no save, ER resists)
1V: Restoration
1V: Taunt a group
1V: Telekinesis (LVL*20' falling dmg, assuming size M)
1V: Teleport
1V: Transport via Plants
2F: Mordenkainen's Disjunction (as spell)
2V: Become Energy: Move at light speed, immune phys.attack
2V: Find/Remove Specials at 30+LVL*30%
2V: Find/Remove Terrain Features at LVL*25%
2V: Find/Remove Traps at 50+LVL*30%
2V: Find/Remove Tricks at 40+LVL*30%
AC and TH +5 vs. "giant-class" or one broad monster type
AC and TH +6 vs. "giant-class" or one broad monster type
AC and TH +7 vs. "giant-class" or one broad monster type
AC and TH +8 vs. "giant-class" or one broad monster type
Actions +1F
Actions +1QM
Actions +1QP
Actions +1QS
Actions +2M
Actions +2P
Actions +2QV
Actions +2QZ
Actions +2S
Actions +3A
Actions +3V
Actions +4V
Adaptive shield (2nd time you take dmg from an effect = 1/2 dmg, etc.)
Adaptive shield (DR and SR 6*N/-, N=# times hit by an effect)
Add 1 to your offense or defense multiplier
Add Chr bonus to any one progression; Can use simplified Wis bonus with it
Add Con bonus to any one progression; Can use simplified Wis bonus with it
Add Dex bonus to any one progression; Can use simplified Wis bonus with it

[PC6] Custom Group Classes


Custom Race Abilities (÷2) 

Custom Race Abilities (÷2)
Add Immunity (LVL times): Immune to one normal (E=1) element, this can be taken twice for an E=2, thrice for an E=3, etc.
Add Int bonus to any one progression; Can use simplified Wis bonus with it
Add Str bonus to any one progression; Can use simplified Wis bonus with it
Add Wis bonus to any one progression; Can use simplified Wis bonus with it
aER 21*LVL%
aER 65%
aIR 23*LVL%
aIR 85%
Air Walk cont.
Airy Water 10'r cont.
All Priest classes use Templar XP table
All Psionicist classes use Psi18 XP table
All Rogue classes use Monk1 XP table
All Warrior classes use Paladin XP table
All Wizard classes use Elf0 XP table
aMR 25*LVL%
aMR 95%
Animal Friendship and Anti-Animal Shell continuous
aNR 21*LVL%
aNR 75%
Any level 1-2 Rogue ability (20*LVL pts.)
Arms +1, it is in a new "group" of arms
Arquebus and tech guns cost 1/10 normal cost
aRR 100%
aRR 26*LVL%
Astral Perception; 1M: Astral Projection for 1t
Astral Projection (copy Int->Str, Wis->Dex, Chr->Con)
aWR 22*LVL%
aWR 80%
Backstab x3
Bite 1d12 dmg
Bite 1d12 dmg + slow 1d10 r (save)
Bite 1d16 dmg (Vile)
Bite 1d20 dmg
Bite 1d4 dmg + Lycanthropy
Bite 1d6 dmg + poison (death/0)
Bite 1d8 dmg (Vampiric Regen.)
Bite 1d8 dmg + disease (PPD save)
Blindfighting; Cannot be backstabbed
Blink Wounding cont. (can blink away after first melee hit on you)
Breath: Abyssal Water [Water+Chaos+Imprison.] (1/3r or 3/d, =hp); Immune Abyssal Water
Breath: Adamantite [Mithril+Positive] (1/3r or 3/d, =hp); Immune Adamantite
Breath: Aether [Composite+Holy] (1/3r or 3/d, =hp); Immune Aether
Breath: Aexus [Chaos+Anti-Time] (1/3r or 3/d, =hp); Immune Aexus
Breath: Animation [Force+Positive] (1/3r or 3/d, =hp); Immune Animation
Custom Race Abilities (÷2)
Breath: Annihilation (1/3r or 3/d, =hp); Immune Annihilation
Breath: Anti-Ice (1/3r or 3/d, =hp); Immune Anti-Ice
Breath: Anti-Loop (1/3r or 3/d, =hp); Immune Anti-Loop
Breath: Anti-Time (1/3r or 3/d, =hp); Immune Anti-Time
Breath: Black Pudding (1/3r or 3/d, =hp); Immune Black Pudding
Breath: Bose-Einstein Condensate (1/3r or 3/d, =hp); Immune Bose-Einstein Condensate
Breath: Chromatic [Tempest+Neg.] (1/3r or 3/d, =hp); Immune Chromatic
Breath: Colorpool [Water+Magic+Conduit] (1/3r or 3/d, =hp); Immune Colorpool
Breath: Conduit (1/3r or 3/d, =hp); Immune Conduit
Breath: Coral (1/3r or 3/d, =hp); Immune Coral
Breath: Creation (1/3r or 3/d, =hp); Immune Creation
Breath: Crystal Ooze (1/3r or 3/d, =hp); Immune Crystal Ooze
Breath: Dark Matter (1/3r or 3/d, =hp); Immune Dark Matter
Breath: Degenerate Matter (1/3r or 3/d, =hp); Immune Degenerate Matter
Breath: Diamond [Earth+Gravity] (1/3r or 3/d, =hp); Immune Diamond
Breath: Disintegration [Force+Neg.] (1/3r or 3/d, =hp); Immune Disintegration
Breath: Eelectricity (1/3r or 3/d, =hp); Immune Eelectricity
Breath: Eldritchiron [Iron+Holy+Shad.] (1/3r or 3/d, =hp); Immune Eldritchiron
Breath: Electric / Electricity (1/3r or 3/d, =hp); Immune Electric / Electricity
Breath: Explodium (1/3r or 3/d, =hp); Immune Explodium
Breath: Fermionic Condensate (1/3r or 3/d, =hp); Immune Fermionic Condensate
Breath: Flubber (1/3r or 3/d, =hp); Immune Flubber
Breath: Fluffiness (1/3r or 3/d, =hp); Immune Fluffiness
Breath: Forbiddance [Air+Holy] (1/3r or 3/d, =hp); Immune Forbiddance
Breath: Force [Air+Magic] (1/3r or 3/d, =hp); Immune Force
Breath: Gluon Ball (1/3r or 3/d, =hp); Immune Gluon Ball
Breath: Grape Jelly (1/3r or 3/d, =hp); Immune Grape Jelly
Breath: Grave [Earth+Holy] (1/3r or 3/d, =hp); Immune Grave
Breath: Grave Ooze (1/3r or 3/d, =hp); Immune Grave Ooze
Breath: Gravity (1/3r or 3/d, =hp); Immune Gravity
Breath: Gray Goo (1/3r or 3/d, =hp); Immune Gray Goo
Breath: Green Slime (1/3r or 3/d, =hp); Immune Green Slime
Breath: Harming [Magic+Negative] (1/3r or 3/d, =hp); Immune Harming
Breath: Healing [Magic+Positive] (1/3r or 3/d, *HEALING*=hp); Immune Healing (or reverse)
Breath: Heaveniron [Iron+Holy+Pos.] (1/3r or 3/d, =hp); Immune Heaveniron
Breath: Helliron [Iron+Holy+Neg.] (1/3r or 3/d, =hp); Immune Helliron
Breath: Higgs Boson Ball (1/3r or 3/d, =hp); Immune Higgs Boson Ball
Breath: Hole / Anti-Hole (1/3r or 3/d, =hp); Immune Hole / Anti-Hole
Breath: Holy Water [Water+Holy] (1/3r or 3/d, =hp); Immune Holy Water
Breath: Ice-9 (1/3r or 3/d, =hp); Immune Ice-9
Breath: Imprisonment, Freedom (1/3r or 3/d, =hp); Immune Imprisonment, Freedom
Breath: Lava Ooze (1/3r or 3/d, =hp); Immune Lava Ooze
Breath: Loop / Looporal (1/3r or 3/d, =hp); Immune Loop / Looporal
Breath: Maggot Ooze (1/3r or 3/d, =hp); Immune Maggot Ooze
Breath: Marble Pudding (1/3r or 3/d, =hp); Immune Marble Pudding

[PC6] Custom Group Classes


Custom Race Abilities (÷2)

Custom Race Abilities (÷2)
Breath: Mercurial Slime (1/3r or 3/d, =hp); Immune Mercurial Slime
Breath: Mithril [Metal+Magic] (1/3r or 3/d, =hp); Immune Mithril
Breath: Moray (1/3r or 3/d, =hp); Immune Moray
Breath: Mustard Jelly (1/3r or 3/d, =hp); Immune Mustard Jelly
Breath: Nether [Holy+Magic+Neg.] (1/3r or 3/d, =hp); Immune Nether
Breath: Nexus [Chaos+Time] (1/3r or 3/d, =hp); Immune Nexus
Breath: Olive Slime (1/3r or 3/d, =hp); Immune Olive Slime
Breath: Pink (1/3r or 3/d, =hp); Immune Pink
Breath: Prismatic [Tempest+Pos.] (1/3r or 3/d, =hp); Immune Prismatic
Breath: Pyre [Fire+Holy] (1/3r or 3/d, =hp); Immune Pyre
Breath: Quark Matter (1/3r or 3/d, =hp); Immune Quark Matter
Breath: Quark-Gluon Plasma (1/3r or 3/d, =hp); Immune Quark-Gluon Plasma
Breath: Rainbow Silver [Rainbow+Silver+Anti-Psi] (1/3r or 3/d, =hp); Immune Rainbow Silver
Breath: Russet Mold (1/3r or 3/d, =hp); Immune Russet Mold
Breath: Shadow Ooze (1/3r or 3/d, =hp); Immune Shadow Ooze
Breath: Silver Slime (1/3r or 3/d, =hp); Immune Silver Slime
Breath: Solid Neutronium [Gravity+Any Chem+Conduit] (1/3r or 3/d, =hp); Immune Solid Neutronium
Breath: Spirit [Holy+Magic+Pos.] (1/3r or 3/d, =hp); Immune Spirit
Breath: Strange Matter (1/3r or 3/d, =hp); Immune Strange Matter
Breath: Stun Jelly (1/3r or 3/d, =hp); Immune Stun Jelly
Breath: Symbiotic Jelly (1/3r or 3/d, =hp); Immune Symbiotic Jelly
Breath: Tempest [Composite+Magic] (1/3r or 3/d, =hp); Immune Tempest
Breath: The Nothing [Anti-Psi+Void] (1/3r or 3/d, =hp); Immune The Nothing
Breath: Time / Temporal (1/3r or 3/d, =hp); Immune Time / Temporal
Breath: Uru (1/3r or 3/d, =hp); Immune Uru
Breath: Vibranium [Vibration+Disintegration] (1/3r or 3/d, =hp); Immune Vibranium
Breath: Void (1/3r or 3/d, =hp); Immune Void
Breath: Voidstone (1/3r or 3/d, =hp); Immune Voidstone
Breath: Volatile Promethium (1/3r or 3/d, =hp); Immune Volatile Promethium
Can "narrow salvo" attacks (one 1d20 result for all attacks, even against different enemies in same P action)
Can always wield one size G weapon, regardless of Str score
Can always wield one size H and one size L weapon, regardless of Str score
Can always wield two size H weapons, regardless of Str score
Can buy guns off of the Demolitionist/Musketeer tables at ÷(LVL+2)
Can do 1 attack on segment 0
Can do 2 for 1 trading for ability scores (instead of 3 for 1)
Can drink potions or eat goodberries without spending 1V (must be conscious)
Can go ethereal (AC +20, cannot affect things physically)
Can have 3 "Armor" spells on self
Can have 3 "Haste" spells on self
Can have LVL Psi8 items with TechL=LVL
Can have three of the same summon
Can have wild talent, no effect on XP bonus from classedness
Can use (but doesn't get) an additional M action per segment
Can use (but doesn't get) an additional P action per segment
Custom Race Abilities (÷2)
Can use (but doesn't get) an additional V action per segment
Can use/make Tech items as if 3 TL lower
Cannot have any senses blinded
CL +3 with psionics
CL +3 with spells
CL +4 with psionics
CL +4 with spells
CL +5 with spells
CL/ML toggle: +1 ML, -2 CL (unlimited)
Clairaudience cont.
Clairvoyance cont.
Class VI/Esper-Blind; iPR 100%
Claw natural "16"+ TH: Hug +3d12 dmg
Claw natural "17"+ TH: Hug +6d12 dmg
Claw/Claw 1d6/1d6
Claw/Claw 1d8/1d8
Claw/Claw/Horn/Tail 1d8/1d8/2d12/2d8
Claw/Claw/Tail 1d6/1d6/1d4
Claw/Claw/Tail 1d8/1d8/1d12
Claws 1d12 + paralyzation 2d10 r (PPD save)
Claws 1d12 dmg (Vile)
Claws 1d8 dmg + Str loss (1d4+2, no save)
Claws 2d8 dmg
Claws/Bite 1d12/1d20 dmg
Claws/Bite 1d8 dmg
Claws/Bite 2d12 dmg
Cloak of Oblivion: Pick any two specific spell or psionic powers. You are immune to them.
ColdR 25
Commotion Resistance: +CL*15% RR; Immune own effects; Immune Wild Surges
Confusion shield (whoever hits you saves or is Confused)
Considered additional +3 weapon to hit
Cosmic Awareness cont.
CR 115%
CR 29*LVL%
CR 55+20*LVL%
Cthulhoid Aura: You look like a cthulhoid beast, gaze to fear (save vs. Will)
Darkness 10'r cont.
Detect Evil, Illusion, Invisibility, Lie, Magic, Traps
Detect Invis/Hidden/Evil/Good cont.
Detect Lie cont.
Detect Magic/Psi cont.
Detect Metal/Gems
Detect Traps cont.
Dex-based Rogue abilities +50%
Dex-based Rogue abilities +60%

[PC6] Custom Group Classes


Custom Race Abilities (÷2) 

Custom Race Abilities (÷2)
Dex-based Rogue abilities +70%
Dial-a-Breath Element (<): You can use any element with E factor less than your normal breath.
dmg +LVL*2 with 1 weapon type
Do not die until below -1000 hp (still unconscious at -1 hp though)
Does not check for "?" marks or Wandering Monsters in dungeon
Double Displaced (1st and 2nd attacks miss, +4 AC)
Double resist chemical elements (1/4, save for 1/10), Immune to gas & poison
DR (LVL*15)/(+LVL)
DR (LVL*2)/–
DR (LVL*5)/(+LVL*2)
DR 15/+4
DR 2/-
DR 20/+3
DR 30/+2
DR 50/+1
DT 120-LVL*4 (Damage Threshold)
DT 50 (Damage Threshold)
Dust Aura: Enemies in your group takes LVL*2 dust dmg /s (no save)
Each level can get +2 Str, -1 Dex, +2 Con, -1 Int
Each time a creature dies in your group, gain 2 temporary hp (not beyond max)
Each time you hit with a melee attack, target loses LVL*2 SL's in memorization
Each time you kill someone, get their DL*DL*2 in current hp (can go beyond max, lasts only 1r)
Eagle Eye Vision
Effects Resistance: +level*5% ER; others you target -level*5% ER; no selective targetting penalties
Ego Shield: Immune to Mental Attacks; Undetect. Lie
ElectricityR 25
Energy Adaptation, Specified: Gain resistance 20 against one energy type.
Energy Command: Pick an element, you double resist it
Energy Conversion: 0: Convert an element in an effect to another element (max E = LVL/2+1)
ER 23*LVL%
ER 85%
Ethereal Perception; 1M: Ethereal Projection for 1t
Ethereal Projection (copy Str->Dex, Int->Con, Wis->Chr)
Eye's M: Evil Eye: Target's AC becomes 66-LVL^2 (no save) for 1r
Far Sight
Feather Fall cont.
Feats +4
Feats +5
Feats +6
Fists 1d12 dmg
Fists 1d16 dmg
Fists 1d20 dmg
Flash Defense: Immune to getting your senses blinded
Flying 12" (zero)
Flying 24" (A)
Custom Race Abilities (÷2)
Flying 24" (AA)
Flying 24" (B)
Flying 36" (A)
Flying 48" (B)
Flying 60" (C)
Flying 72" (D)
Flying LVL*6" (A)
Force Field vs. Power Manipulation: ER 50%
Force Field vs. Vampirism: aNR 50% (including energy and stat drains)
Free Action
Free Action, Immune Disease
Free wild talent in Psi1, Psi2, or Psi3
Free Wild Talent in Psi23
Free wild talent in Psi7 (Undead psi.)
Free Wild Talent in Psi8
Free Wild Talents in Psi5 and Psi10
Gaze Reflection
Gaze: blind (save)
Gaze: charm (save)
Gaze: Fear (area, save)
Gaze: petrify (save)
Get +2 DL whenever you summon a Golem
Get +2 monsters whenever you summon an Insect
Get a "Level 9:" ability in one class at Level 4 instead
Get compensated items like the NPC
Get two attacks of opportunity whenever someone joins your group
Gets +LVL segments per round
Golem Form: Amber: Tracking/Trailing prof.; Clairnasience; Detect Invis. cont.
Golem Form: Clay: Unarmed damage you deal can be cured only by a CL=17+ Heal spell (or better)
Golem Form: Doll: Resist fire; Mend spell acts as a Heal on you; Bite is Tasha's Laughter branded
Golem Form: Emerald: Immune acid; iNR 50%; 1M: Lightning Bolt
Golem Form: Glass: Improved Invis.; 1M: Prismatic Spray your group (hole in the middle)
Golem Form: Juggernaut: +12" move rate; 1V, charging: 10d10 dmg to one target
Golem Form: Maggot: Immune insects, edged weapons, piercing weapons; Cannot hold weapons
Golem Form: Magic: MArmoring LVL*10; Disenchant any magical effect you touch; 1M: Wild Surge
Golem Form: Metagolem: Immune lightning; 1M: Fireball; 1M: Major Missile
Golem Form: Mithral: Immune innates; +1Q0 action /r
Golem Form: Phantom Flyer: Fly 24" (C); Immune darkness; Darkvision; +2 tentacles (2d8 dmg each)
Golem Form: Rock: Resist earth; Any weapon that hits you saves vs. crushing blow or destroyed
Golem Form: Ruby: set Str 20+LVL; Immune Priest magic
Golem Form: Shaboath: Immune water; 1P: Drown a group; 1M: Wall of Ice
Golem Form: Silver: +1 to # attacks with each weapon; +LVL" move rate
Golem Form: Spiderstone: Resist magic; Mouth's P: Web (1 group); FRT LVL*10%
Golem Form: Stone: Immune earth; set Str 22+LVL; 1V: Slow
gp +140*S per reset

[PC6] Custom Group Classes


Custom Race Abilities (÷2)

Custom Race Abilities (÷2)
gp +2*4^S per reset
gp +20*3^S per reset
gp +35*2^S per reset
GR 15+15*LVL%
GR 50%
Hair's P: 1d4 dmg + Poison (save, death/20) + Petrification (save)
Half of dmg you do (physical or magic) is Vile
Hand-to-Hand Resistance: +level*5% aWR; others you target -level*5% aWR; no selective targetting penalties
Hard Resistance to Radiation: Immune radiation and psi frequencies divisible by 9
HD type: Add +0d+4: Add 4 to HD types
HD type: Add +1d+0: Add 1 to number of HD per level
Head butt 2d12 dmg
Heads +2
Hear Noise 200%
Heat Vision: 1M to start: Every segment for 1 round, as a 0 action, deal 2*LVL heat dmg to one target (no save)
Hide in Natural Surroundings 100%
Hold All Stats
Hold Life, All Stats
Hold Life: Immune to XP/Stat Drain; Immune Aging
Hold M Actions, M actions cannot be locked down for you
Hold P Actions, P actions cannot be locked down for you
Hold V Actions, V actions cannot be locked down for you
Holy Fire Shield (cont.; 100% back)
hp *1.5: Multiply hp by 1.5
Hyperflight: +LVL AC, Fly at 100*LVL" rate, Pro.Vacuum
Hyper-Invention: nM: Create a TechL=n object (max n=7) (see [Q8], can have at most LVL of these objects)
iCR 110%
Ignore effects that do less than LVL*5 dmg
Ignore skins of all kinds
iGR LVL*13%
Immune Acid (Fire+Water)
Immune Acid, Poison
Immune Acid, Slimes
Immune Aging, Disease
Immune Air
Immune Air (and Holy/Unholy variants)
Immune Alcohol (Air+Fire+Water)
Immune Annihilation, Clone-Insane, Set, Truename Erased
Immune Annihilation, Time
Immune Anti-Technological effects
Immune Black Ice, Bug spells, Chaos, Cold, Ice, Wild Magic
Immune Chaos & Unholy
Immune Charm, Sharpness, Sleep, Vorpal
Immune Cold (Air+Water)
Immune Cold, Ice, Frost, Gust of Wind, Grease, Black Ice
Custom Race Abilities (÷2)
Immune Colorless Fire
Immune Coma, Dominate, Ego, Enrage, Hold, Insanity
Immune Composite (Air+Ear+Fir+Wat)
Immune Earth
Immune Earth (and Holy/Unholy variants)
Immune Extract, Silver Cord Cut, Truename Erased
Immune falling damage, TK
Immune Fear
Immune Fire
Immune Fire (and Holy/Unholy variants)
Immune Fire, Hell Fire, Holy Fire, Eldritch Fire, Colorless Fire
Immune Flesh
Immune Flesh
Immune Fungus/Seaweed(Wood+Wat)
Immune Glass (Air+Earth+Water)
Immune Heat / Warmth (Air+Fire)
Immune Imprisonment, Life Trapping, Lost in Maelstrom, Maze, Temporal Stasis
Immune Incursion, Pixelation, Truename Erased, Written Out of Time
Immune Insanity
Immune Invisibility and Illusions w/o solid component
Immune level loss, Imprisonment, Death spells
Immune Life Drain, Death spells, Disintegrate, positive energy
Immune Lightning
Immune Magma / Lava (Earth+Fire)
Immune Maze, Binding, Imprisonment
Immune Metal (Earth+Fire+Water)
Immune Natural effects, Wood
Immune Ooze / Mud (Earth+Water)
Immune Ooze/Slime/Mold
Immune Original Time
Immune Original Time
Immune Overbear
Immune Paralysis
Immune Paralysis, Stun, Hold, etc.
Immune Poison
Immune Poison
Immune Poison/Drugs
Immune Punomancy, Vorpal
Immune Shards (Air+Earth)
Immune Sleep
Immune Snares/Traps
Immune Sound
Immune Sound (Air+Earth+Fire)
Immune spells SL≤3
Immune spells SL≤4

[PC6] Custom Group Classes


Custom Race Abilities (÷2) 

Custom Race Abilities (÷2)
Immune Thorns/Thicket (Wood+Earth)
Immune to Alley Effect
Immune to Annihilated
Immune to Anti-stats (Negative stat zones)
Immune to As You Are
Immune to Clone-Insanity
Immune to Coma
Immune to Confusion
Immune to Crapped
Immune to Crapulence
Immune to Destructed (reverse Resurrected)
Immune to DNA Scrambled
Immune to Domination
Immune to Down a Hole (unless you do a Down a Hole offense yourself)
Immune to Draining the MF
Immune to Draining the PF
Immune to Draining the TF or LoopF
Immune to Dust of Disappearance
Immune to Ego-Domination
Immune to Erased Forwards and Backwards in Time
Immune to Extract
Immune to Familiars' immunities
Immune to Feebleminded
Immune to Head Blown Off
Immune to Imprisonment
Immune to Lycanthropy
Immune to Magic Jar/Possessed
Immune to pain, stun (not capital "S"), torture
Immune to Pawned
Immune to Pixelated
Immune to Plants, Death spells, level loss, negative/positive energy
Immune to Quest/Geas
Immune to Set
Immune to shifts in gravity, reverse gravity, telekinesis
Immune to Summoning Sickness
Immune to Summoning Sickness
Immune to Taunt
Immune to Time Stop/Temporal Stasis
Immune to Truename Dominated
Immune to Truename Erased
Immune to Twilight
Immune to Your effects being Countered
Immune Vampiric
Immune Water
Immune Water (and Holy/Unholy variants)
Custom Race Abilities (÷2)
Immune Wild Magic, Chaos, Black Ice, Conf.
Immune Wood
Immune Wood
Immunity to critical hits
Improved Invisibility cont.
Insens. to Psychic Imp.: Resist Psionics; Resist Anti-Psionics
Int-based Rogue abilities +40%
Int-based Rogue abilities +50%
Intermediate Chr bonus: bonus = (stat-13)*3/2, no max
Intermediate Con bonus: bonus = (stat-13)*3/2, no max
Intermediate Dex bonus: bonus = (stat-13)*3/2, no max
Intermediate Int bonus: bonus = (stat-13)*3/2, no max
Intermediate Str bonus: bonus = (stat-13)*3/2, no max
Intermediate Wis bonus: bonus = (stat-13)*3/2, no max
Invisibility cont.
IR 25*LVL%
IR 35+16*LVL%
IR 95%
Iron Will: 0, 1/s: One effect that's hitting you is delayed for LVL s (it will still resolve even if the caster is dropped)
Iron Will: Can fully act up to -20 hp; Can act up to -30 hp
iWER LVL*18%
Jump at will
Kits +3
Kits +4
Knockback Resistance: Take -20*LVL' less from TK/Push effects
Know Alignment cont.
Languages +LVL*3
Larva Fix: Consume 1 larva to Capital F Fix and restore PSPs
Laser Vision: Can see in dark; ½M: Laser Beam LVLd8 dmg (no save)
Legend Lore LVL*25%
Legs +2, it is in a new "group" of legs
Life Support, Immune Heat/Cold: Immune Heat/Cold
Life Support, Immune Vacuum: Immune Vacuum and High Pressure
Limited Barbarian Chr bonus: bonus = (stat-14)*2, max = +22
Limited Barbarian Con bonus: bonus = (stat-14)*2, max = +22
Limited Barbarian Dex bonus: bonus = (stat-14)*2, max = +22
Limited Barbarian Int bonus: bonus = (stat-14)*2, max = +22
Limited Barbarian Str bonus: bonus = (stat-14)*2, max = +22
Limited Barbarian Wis bonus: bonus = (stat-14)*2, max = +22
Loop Lore
Luckstone
MDeflection 95% (on 50% or less it Reflects)
Mimic: 0, 1/r: Fork a spell level 0 to LVL/2 effect
Mind Block: Can't be mentally targetted; auto make Will/Mental saves; can't be scryed
Mind Over Matter: Stay conscious (and offensive) for up to LVL/2 segments after being reduced below -10 hp

[PC6] Custom Group Classes


Custom Race Abilities (÷2)

Custom Race Abilities (÷2)
Missile Deflection: Deflect 2 missiles per P attack
ML +2 with one Priest prog.
ML +2 with one Psi. prog.
ML +2 with one Wizard prog.
Money *1.5: How much money you get in dungeon is multiplied by 1.5 (only affects you, not whole party)
Mouth's P: Spit poison 1 target (death/40)
Mouth's P: Spit poison LVL*20 dmg (1 target in your group, no save)
Move rate +12"; Improve turn mode letter by 1
Move rate +18"; +1V action
Move rate +24"
Move rate +6"; +1QZ action
Movement rate x3
MR 105%
MR 27*LVL%
MR 60+17*LVL%
MReflection (LVL*15)%
Multiply your TH and dmg rolls by enemy's multiplier; any AC>100 is 100 for you
Natural Attacks +d(+LVL*2) dmg
Natural Healing: 1V: Target is cured equal to his Con score in hp
Need not eat, drink, or breathe
Non-Detection cont.
Non-weapon Proficiencies +LVL*2
NR 25*LVL%
NR 95%
Null Field 9: All spells of SL 9 or higher don't work in 90'r (can turn this off)
Operate at up to -18 hp (even offensive)
Operate at up to -24 hp (even offensive)
Operate at up to -30 hp (even offensive)
Pass-Way: Can pass through any material or Wall spell (no harm)
Personality score x20; Immune to ego of x1 multiplier
Personality score x5; Immune to ego of x1 to x4 multiplier
Personality score x6; Immune to ego of x1 to x3 multiplier
Personality score x7; Immune to ego of x1 to x2 multiplier
Physical Manifestation: Have a spare body, 0: switch from one to the other
Pick LVL unusual materials to be immune to.
Pick Pockets (60+level*15)%
Platinum Angel: Immune to slay and Capital S Slay; do not die at any negative hp total (still unconscious)
Poison bite (+2*LVL^2 dmg)
PowR 36 (SR vs. psionics)
PR 100%
PR 26*LVL%
PR 60+16*LVL%
Priest progressions get +2 spells per SL
Priest progressions get additional Wis bonus; Can use Simplified Wis bonus
Psi. Freq. +2
Custom Race Abilities (÷2)
Psionic progressions get +2 powers per SL
Psionic progressions get additional Chr bonus; Can use Simplified Wis bonus
Psionic Regen 2 PSP/s
Psionic Regen all PSP/t
Punch 1d24 dmg + 2Con + Mummy Rot (-4 Chr /s, save)
Reflecting Pool cont.
Regenerate 5 hp /s
Regenerate 6 hp /s
Regenerate 7 hp /s
Regenerate 8 hp /s
Renewal: 0, 1/r: One target at negative hp is cured to 0 hp
Replacement: Ignore displacement; Ignore mirror images
Resistance Shift: Your psionic powers are resisted using a different resistance (MR, IR, etc., but not anti's or GR/XR)
Reverse ESP: 0, 1/r: Target hears your thoughts and must save or insane.
Rogue points +10*LVL%
Rogue points +30*LVL
Rogue points +40*LVL
RR 110%
RR 28*LVL%
Saves +(Dex score)/2
Saves ++2
Saves +5
Saves +6
Saves +7
Saves +8
Shroud (Can't be targetted)
Simulacrum: 0: Redirect an effect targetting you to one of your summons
Size +1+1/3
Size +1+2/3
Size +2 full categories
Spare Silver Cord: Have an extra Silver Cord
Speak with Anyone
Special enemy (as Ranger)
Specialty Schools +2
Specialty Spheres (Grands) +2
Spectral Natural Fighting: Spectral Hand; no ill effects from punching/kicking things
Spell levels in one prog. +3*LVL
SR 37
Stay Conscious: You stay conscious up to -10-2*LVL*LVL hp (defensive acts only)
Steadiness: Immune Telekinsesis, Falling Damage, Teleport Away, Gates/DimDoors
Str-based Rogue abilities +40%
Str-based Rogue abilities +50%
Stretching: Can attack (LVL+2)/3 groups per segment without actually entering their group
Stretching: Can melee up to 2*LVL people per round that aren't in your group
Sustain Chr

[PC6] Custom Group Classes


Custom Race Abilities (÷2) 

Custom Race Abilities (÷2)
Sustain Con
Sustain Dex
Sustain Int
Sustain Str
Sustain Wis
Tail 1d12
Tails +2
Tail's P: Fire 1d8 spikes, each does 1d8 dmg (roll TH for each)
Take 1 dmg, 2/attack: Do +LVL dmg with an attack
TechL +2 with Psi8/16/24
TechR 22*LVL%
TechR 80%
Techskin: Get TechL "Techskins", each absorbs one technological attack (can't use with Stoneskin)
Tentacles +3
Tentacles +4
TH +5 with 1 weapon type
TH +6 with 1 weapon type
TH +7 with 1 weapon type
TH +8 with 1 weapon type
Time/Reality/Loop Stability
Time/Space Anchor: Cannot be teleported
Touch 1d8+2 dmg + 2 Str
Touch ages 10d4 years (no save)
Touch drains 2 Wis (no save)
Troll regen 1/10 of max hp (round down) /s; Immune to Put Out of Misery / Coup de Grace
Troll-like regen 3 hp/s
Custom Race Abilities (÷2)
Troll-like regen Con-5 hp/s
Troll-like regen LVL hp/s
Troll-like regeneration 4 hp /s
True Seeing cont.
True Sight
Turn Undead
Ultravision
Underwater Action
Visibility: Everything within 30'r is visible (counters hidden and Disappearance too)
Weapon Proficiencies +LVL*2
Wind Walk cont.
Wings +2 (Fly at Str*2")
Wizard progressions get +2 spells per SL
Wizard progressions get additional Int bonus; Can use Simplified Wis bonus
WR 24*LVL%
WR 90%
XR 40+15*LVL%
XR 75%
You do not use up charges on magic items (even potions)
You have the hindquarters of an animal (Horse, Lion, Giant Spider, Dinosaur, Snake, etc.)
Your actions cannot be locked down
Your effects save @ -16; You shift blahR's using -LVL*5% instead of -(LVL-12)*5%
Your effects save @ -23
Your physical attack damage is Vile and causes Lycanthropy
Zombie Animation: +1 Revive slot; 1M: Animate a dead body as a Zombie with -1 DL

[PC6] Custom Group Classes


Custom Race Abilities (÷3)

Custom Race Abilities (÷3)
#M: Dispel a x(#+1) effect (ignores ER/iER). # may be 0 (use a zero action)
[Aligned] Messiah: Same aligned beings will not attack you
[Energy] Absorption: One type of energy heals you
[Energy] Immunity: You are immune to one type of energy
+(LVL+1)/3 iAC
+(LVL+1)/3 ihp
+1 [X7] major
+1 [X7] minor
+1 11th in memorization in a Wizard group class (even if off right side of chart)
+1 action of any action type you possess, it has the "s" prefix ("Slow", can be used only on segment 10).
+1 CML (Concordant Memorization Level) and -2 LVL in one class {can reverse this}
+1 equip slot in every position
+1 ihp; +2 #Att; 1M: Cast any Ench/Charm spell of SL 1-10
+1 Luck (the ability score)
+1 CCL (Concordant Caster Level) in one class
+1 MF 30' r
+1 Psi frequency
+1 QOpp0 only for Atheist powers
+1 QX action
+1 size; Pro Evil
+1 Speciality Priest god (if you qualify)
+1 to Limit of # classes
+1 XP or +1 item XP /r
+10% XP in all your non-Concordant classes.
+10% XP in one class (Non-Concordant or Concordant). Other powers like this one cannot be same class.
+10*LVL iaMR that can't be ignored
+10*LVL iER & iaER that can't be ignored
+10*LVL iIR that can't be ignored
+10*LVL iMR that can't be ignored
+10*LVL iPR that can't be ignored
+10*LVL% iRR that can't be ignored
+10*LVL% iWR that can't be ignored
+100% XP; another +100% XP in Legend
+15' (half a "pencil length") reach with melee
+1F Action
+1QQX action
Custom Race Abilities (÷3)
+1QX action
+1X action
+2 Size; 6M,3P,4V,15 Psi11B mana: Target becomes a familiar of yours (!)
+2*LVL all non-Concordant memorization charts
+2*LVL to max # of actions
+20% XP in one class (Non-Concordant or Concordant). Other powers like this one cannot be same class.
+25*LVL set Con. Hold Con.
+25*LVL set Dex. Hold Dex.
+25*LVL set Str. Hold Str.
+2P; +2V; +2M; +2 Opp; +2F; Sustain Actions; +level segments/r
+30% XP in one class (Non-Concordant or Concordant). Other powers like this one cannot be same class.
+5 levels in Psi6E or Demonologist; 1V: Remove an Immunity
+50% XP in one non-Concordant class
+6 levels in Lich; +3 levels in Villain; Attack as x9 creature
+6 levels in Psi6E or Demonologist; +4 limbs
+7 levels in Psi6E or Demonologist; x2 Nonweapons
+LVL "Bug" actions per round, only for technological effects, convert a "Bug" action to a QQS or an OppS
+LVL "Level:" picks from Priest group of your HNLVL+LVL or lower.
+LVL 10th in memorization in a Wizard group class
+LVL C or QQZ actions
+LVL Full actions
+LVL infinitely Quick Opposing 0 (Zero) actions
+LVL MSaves (using the [X] section saving throw rules)
+LVL OppM or QQM actions
+LVL Opposing actions
+LVL Opposing actions.
+LVL OppV or QM actions
+LVL PSaves (using the [X] section saving throw rules)
+LVL QA actions (1QA=1QV, 2QA=1QP, 3QA=1QM)
+LVL QM actions
+LVL QOpp actions
+LVL QOppM or QQQM or X actions
+LVL QOppX actions or # segments per round
+LVL QP actions
+LVL QV actions
+LVL QZ actions, can transfer 1QZ -> 1hZ or 1QZ -> 1bZ

[PC6] Custom Group Classes


Custom Race Abilities (÷3) 

Custom Race Abilities (÷3)
+LVL Research Points per reset (see [P12])
+LVL S actions
+LVL set Int. You may add LVL instances of the "Elemental" Racial Adjective for no cost. Free wild talent in Psi15.
+LVL set Wis. You may rewrite your Racial Stat Modifiers as you wish, so they sum up to +LVL.
+LVL Summon slots for Elementals. 1X: Summon a DL=10+LVL Elemental that you can comprehend and control.
+LVL to all stats
+LVL to HNCL (this counts for qualifying for Concordant classes)
+LVL to Str, Dex, Con, Int, Wis, Chr, Cml, Luck
+LVL*2 Minors in Psi15 or Psi(-15). Can convert 2 Minor -> 1 Major, 2 Major -> 1 Grand, 2 Grand -> 1 Super.
+LVL*2 to your natural AT; your natural AT stacks with your armor's AT.
+LVL*2 weapon needed to hit you, this cannot be ignored.
+LVL*20% distributed among irrRMPIWR
+LVL^2 unarmed TH and damage, +LVL to # attacks unarmed, it is of an unusual element (can change with each punch)
+LVL-19 lines of text from Priest group class descriptions, these are non-Level: picks or things that are normally non-pickable.
+LVL-9 Specialty Priest picks. Can pick from any pantheon.
+Str Int; +Dex Wis; +Con Chr; Str=Dex=Con=0; Astral Projection
+CCL/2 isaves
+CCL/2 iTH
+CCL/2 X actions
+LVL/2 iAC
+LVL/2 idmg
+LVL/2 ihp
+LVL/2 QP actions (infinitely quick P actions)
+LVL/2 QV actions (infinitely quick V actions) (this is an obvious spell that can be downgraded from a 4th or wished for)
0 action, 1/r: Cureall
0 action, 1/r: Reset
0, 1/r: Any 0th-4th level Wizard or Priest spell
0, 1/r: Any 0th-6th level Warrior or Monster spell
0, 1/r: Any 0th-8th level Warrior, Rogue, or Monster spell
0, 1/r: Any 1st-5th level Priest spell
0, 1/r: Any 1st-6th level Wizard spell
0, 1/r: Any 2nd-6th level Priest spell
0, 1/r: Any 2nd-7th level Wizard spell
0, 1/r: Any 3rd-7th level Priest spell
0, 1/r: Any 3rd-8th level Wizard spell
0, 1/r: Any 4th-8th level Priest spell
Custom Race Abilities (÷3)
0, 1/r: Any 4th-9th level Wizard spell
0, 1/r: Any 5th-10th level Wizard spell
0, 1/r: Any 5th-9th level Priest spell
0, 1/r: Any 6th-10th level Priest spell
0, 1/r: Any 6th-11th level Wizard spell
0, 1/r: Any 7th-11th level Priest spell
0, 1/r: Any 7th-12th level Wizard spell
0, 1/r: Any psionic grand
0, 1/r: Any psionic major
0, 1/r: Any psionic minor
0, 1/r: Any psionic super
0, 1/r: Causeall up to LVL creatures.
0, 1/r: Drop Time-Reality Stability on one target for 1 round
0, 1/r: Set up to LVL creatures.
0, 1/s: Choose LVL creatures. They cannot use Zero or Opposing actions this segment. This cannot be responded to.
0, 1/s: Choose one creature. He cannot use any F or S actions on his next segment.
0, 1/s: Choose one creature. He cannot use any M actions on his next segment.
0, 1/s: Choose one creature. He cannot use any P actions on his next segment.
0, 1/s: Choose one creature. He cannot use any V actions on his next segment.
0, 1/s: Choose one creature. He cannot use Zero or Opposing actions this segment. This cannot be responded to.
0, 1/t: Counter an effect that targets you
0, 2*LVL/d: Dispel a Concordant effect
0, 2/reset: 1 minor familiar pick, use until next reset
0, LVL/d: Anti-Concordant Shell (0th-1st)
0, LVL/d: Anti-Concordant Shell (0th-3rd)
0, LVL/d: Anti-Concordant Shell (0th-5th)
0, LVL/d: Both you and a target get no actions; if you go below 0 hp this effect ends
0, LVL/d: Deal 1 idmg to a creature with at least 1 ihp
0, LVL/d: Halve hp on a creature with at least 1000 hp
0, LVL/d: Ignore an immunity gained from a Concordant/Godly effect for 1 turn.
0, LVL/d: Target creature is not Time/Reality Stable
0, LVL/d: Target defeated creature is put in the hole, no escape for M years (M=Mult)
0, sacrifice a potion, while casting a spell: This potion is considered an element of E=(XP value)/100 for the purposes of this spell.
0,1/d: Lady's Smile or Remove Lady's Smile 800'r
0,1/r,even if Crapped: Remove Crapped
0,1/r: Lower all effects on you

[PC6] Custom Group Classes


Custom Race Abilities (÷3)

Custom Race Abilities (÷3)
0,1/r: lvl*10 hp vs. Energy/Phys; 0,1/s: Dim Door; 0,1/s: TK lvl^3 lbs.
0,1/s: Be Immune to an Effect and *not* go down a hole; +1000 Rogue pts
0,1/s: TWE no summ sickness no parting shot; Immune Dimensional Effects
0,Lower Mult by 1: Target's Mult lowers by LVL
0,LVL/d: Avoid Fate of multiplier = LVL/3
0,LVL/d: Ignore someone's Immunity to something
0,LVL/d: Mental Fury or Counter a Mental Fury
0,LVL/d: One target gets -10*LVL% irrAllR
0,LVL/d: One target gets -10*LVL% irrBlahR (MPIRR)
0,LVL/d: Reset or Set (latter has No Resistance)
-0.5 to XP divisor (minimum 1)
0: 3*LVLd10 Colorless Fire dmg, vile, does indestructible hp dmg
0: Can trade a Legend SL N for N Legend SLs.
0: Counter an Limited Wish, Alter Reality, Wish, Change Reality, or Miracle (it doesn't work on Unlimited Wish or higher).
0: Create Specials 5*LVL%
0: Create Traps 15*LVL%
0: Create Tricks 10*LVL%
0: Dispel Innate or Racial ability effect
0: Dispel Permanent Lady's Smile on one target
0: Duplicate any 0th level Concordant spell until next reset. You can have up to 2 spell levels total running (0 level spells count as 1/4).
0: Duplicate any 0th-2nd level Concordant spell until next reset. You can have up to 6 spell levels total running.
0: Duplicate any 0th-4th level Concordant spell until next reset. You can have up to 18 spell levels total running.
0: Lower all x1 effects on LVL^2 targets
0: Target gains a vulnerability to that element
0: Zero & Opposing actions cannot be used 800'r
½0 (half of a zero action): Shift composition of a spell, power, or existing effect (that has an element/eelement) to any element/eelement.
½bX: Cureall and Shapechange (self or other).
½X: Cureall self and Shapechange self.
-1 to XP divisor due to race (minimum 1).
1/d: Create a GIANT ROBOT (a DL 10 Golem, you may make requests but exact statistics are determined by the DM).
1/r: May convert 1M -> 2M only for spells & wands
1/r: You MYSTERIOUSLY ESCAPE (even past all barriers) from enemies, one of the enemies must be a Hero.
10*LVL% uaMR (unadjustable AntiMagicR, does shift, can't be lowered/halved)
10*LVL% uIR (unadjustable InnateR, does shift, can't be lowered/halved)
10*LVL% uMR (unadjustable MR, does shift, can't be lowered/halved)
10*LVL% uPR (unadjustable PsiR, does shift, can't be lowered/halved)
Custom Race Abilities (÷3)
10*LVL% uWR (unadjustable WR, does shift, can't be lowered/halved)
10*LVL% uXR (unadjustable XR, does shift, can't be lowered/halved)
10F, tell an enemy Hero your MASTER PLAN: Your Master Plan (no matter how bizarre) will actually do what you say.
10F: Destroy Plane you're in
10X, 30F, LVL/month: Invent a new E=4+LVL (or higher) element. Until the following reset, only you can generate effects of this element, and all effects of this element are "No Resistance". (At the end of the day the element becomes common knowledge and the benefits are lost.)
15% RR; Dex becomes 18 (unless already better); Cannot be surprised; +2 saves
1F or 1X: Duplicate any level 0 Concordant spell
1F or 1X: Duplicate any level 1 Concordant spell
1F or 1X: Duplicate any level 2 Concordant spell
1F or 1X: Duplicate any level 3 Concordant spell
1F or 1X: Duplicate any level 4 Concordant spell
1F or 1X: Duplicate any level 5 Concordant spell
1F or 1X: Duplicate any level 6 Concordant spell
1F or 1X: Mental Fury
1F or 1X: Step Out of It
1F, 1/year: +LVL to your multiplier for 1 turn (once this is used this slot cannot be dropped for a year)
1F, 1/year: Multiply all your effects by LVL for 1 turn (once this is used this slot cannot be dropped for a year)
1F,1/h: Locate Person/Obj at any point in time
1F,1/h: Speak with Person at any point in time
1F: Pawn LVL target x0, x1, or x2 creatures. x2 creatures get a saving throw.
1F: Pawn target x0, x1, or x2 creature. x2 creatures get a saving throw.
1F: Sever Sentinel/Bug/Lich's power connection
1M (can borrow): Counter a Divine Intervention
1M (can borrow): Counter an Avoid Fate
1M (can borrow): Resist (1/2 effect) the effects of a material form of a god for 1 turn
1M (may borrow): New priest effects do nothing within sight (maintained) (may be used as a counterspell)
1M, (lich level)/d: Gain +10 XP
1M, can borrow from future: Capital I Insist an effect (an effect that was Objected to still resolves)
1M, can borrow from future: Capital O Object an effect (it is countered completely unless Insisted)
1M, can borrow from future: Counter a Concordant or XR-based effect
1M, LVL/d: Avoid Fate at x(LVL/2)
1M, LVL/d: Capital O Object at x(LVL/2)
1M, LVL/d: Deal 1 idmg to a creature without ihp
1M, LVL/d: Deal LVL lifedmg to a creature with lifep (life points) (no resistance; a creature at negative lifep is Capital S Slain instantly.)
1M, LVL/d: Divine Intervention
1M, LVL/d: Gate in a DL=LVL (max 10) Outer planar creature; your choice of AL; it is not under your control (not your summon).

[PC6] Custom Group Classes


Custom Race Abilities (÷3) 

Custom Race Abilities (÷3)
1M,1/d: Cast 10th lvl Wiz or 8th lvl Pri spell
1M,1/d: Cast 11th lvl Wiz or 9th lvl Pri spell
1M,1/d: Cast 12th lvl Wiz or 10th lvl Pri spell
1M,1/d: Use Psi1/2/9/18 Super, PSPs=LVL*100
1M,1/reset: Reset
1M: A group gets -25*LVL set Con that ignores Sustain Con
1M: A group gets -25*LVL set Dex that ignores Sustain Dex
1M: A group gets -25*LVL set Str that ignores Sustain Str
1M: A group gets -LVL iAC
1M: A group gets -LVL idmg
1M: A group gets -LVL ihp
1M: A group gets -LVL isaves
1M: A group gets -LVL iTH
1M: A group gets -LVL QP actions (infinitely quick P actions)
1M: A group gets -LVL QV actions (infinitely quick V actions)
1M: A group gets -LVL X actions
1M: All x2 and lower effects on LVL targets are dropped, even if they can't normally be dispelled/instantaneous/disjuncted.
1M: All x2 and lower effects on one target are dropped, even if they can't normally be dispelled/instantaneous/disjuncted.
1M: Annihilation 30' radius (save vs. PPD at -LVL*10), from 30' to 60' radius take a Destruction (save vs. PPD)
1M: Annoy/Taunt a god (no resistance)
1M: Ask a God a Question (each god 1/reset)
1M: Banish Undead
1M: But wait, the other Villain over there FORGOT ONE SMALVL THING and he is Crapped and Slain. (only vs. Villains)
1M: Capital E Extract, or steal actions of one type (no save, use XR to resist)
1M: Contact Alternate Reality
1M: Contact Ultra Plane
1M: Control Undead
1M: Create Any x2 Monster
1M: Destroy up to LVL effects with Protection, Circle, or Ward in their name
1M: Disable all non-Conc classes 800'r
1M: Disable any # of Psi Freq 800'r (exc. 7/14)
1M: Dispel Concordant effect (or) reduce the multiplier of a Godly effect by x1 (no resistance, no ER, no aXR/aGR)
1M: Dispel Concordant Spell, 100% success
1M: Drop all effects that can be dispelled/instantaneous/disjuncted on one target, including effects "inside" others.
1M: Drop the Anti-Dispel Magic Shell spell (this effect is specifically designed to drop it and nothing else, so it works).
1M: Duplicate a Psi8 or Psi16 minor, major, grand, super, or ultra ability. (This is resisted using XR, not TechR)
Custom Race Abilities (÷3)
1M: Duplicate a Psi8 or Psi16 minor, major, or grand ability. (This is resisted using XR, not TechR)
1M: Duplicate magic/psi effect in area
1M: Grant Undead Status
1M: Lower Multiplier by 2 in 30' radius (no save, can use XR); from 30' to 60' radius lose only 1 multiplier
1M: LVLd60 dmg, E=LVL element, one target (no save, use XR to resist)
1M: Project Image Across Planes
1M: Raise or lower the Physical Factor (PF) of the area by LVL (min PF = 0, max PF = 10+LVL), even if current PF=0
1M: Raise or lower the Tech Level of an object by LVL (max Tech Level = 20+LVL*2)
1M: Reset
1M: Reverse Concordant (can cast a Concordant effect's reverse within 1 round, even if the reverse is not known)
1M: Summon 1 DL IX Dragon or 6 DL VIII Undead
1M: Target is Capital P Paralyzed (no save, use XR to resist)
1M: Target loses this segment's actions
1M: Target takes an Ego Domination attack with Ego=20*LVL (if he fails he is Dominated by you)
1M: Teleport to Alternate Reality
1M: Teleport to Ultra Plane
1M: Turn off all specialty priest abilities on target for 1 turn
1M: Unlimited Wish with no MF defiling; Attract Monsters
1M: You ONE-UP a LEGEND and LIE THROUGH YOUR TEETH, all Legend abilities in 100 yards do not function for 1r.
1N, 1/r: Counterspell a non-Concordant effect.
1N, 1/s: Pick any ÷18 or less race, or a DL IX or less creature you know of. You Shapechange into it. Your stats don't change, but you can use racial/innate abilities from it.
1P, touch: Gain intrinsic abilities & hp of slain monster permanently
1P: Target cannot use F, S, M, or Opp actions
1P: Target loses next segment of actions (No Resistance)
1V, 1/d: You CACKLE EVILLY as a defense/immunity on an object/person doesn't function. This cannot be resisted.
1V, Eat a plant: Gain plant's max hp until next reset
1V: Lower all x1 effects on 1 target
1V: Lower all x2 effects on 1 target
1V: Lower one x2 effect. 1X: Lower all x2 effects on 1 target.
1V: Retroactively stop an action within last r
1V: Successfully chase someone who Escaped (using Psi6G or whatever) or is Gone (to pocket dimension)
1V: Swap bodies with target permanently
1X, may borrow (i.e. 1bX action): Add a [C] section effect on someone.
1X, may borrow (i.e. 1bX action): Remove a [C] section effect from someone.
1X, may borrow: Capital I Insist
1X, may borrow: Capital O Object

[PC6] Custom Group Classes


Custom Race Abilities (÷3)

Custom Race Abilities (÷3)
1X: +2QQQQQQQQM this segment (that's eight Q's for the record)
1X: Capital I Insist (this can in turn be "Really Objected To").
1X: Capital O Object.
1X: Loop port to a destination in the multiverse that doesn't match your quantum signature, defiling LVL' r of that multiverse to match yours.
1X: Loop port to a destination in the multiverse that matches your quantum signature, restoring LVL' r of that multiverse to its original state if that multiverse is suffering ill effects.
1X: Natural Reset one target.
1X+1F, may borrow: Capital I Insist (this can in turn be "Really Objected To").
25% IR; Detect Good; Detect Magic; Regenerate 1 hp/r; 1/t: Invisibility; 1/d: Suggestion
25% PsiR; Detect Chaos; Detect Psi; 1/t: Poly Self to animal; 1/t: Invisibility; +4 saves
2F actions to cast, 1/d: Duplicate a 1st level Dragon of Tyr2 spell
2F: Lower the "Time Reality Stability" ability on another person (iER to resist as if reducible ER)
2P, 1/d: You (Capital S) SLAY the HERO'S SIDEKICK, which is any person with a Hero in his group.
2X: Cast a Wis-based [X] section power, with SL=3 (or SL=13 in the older copies of [X] that were SL=11 based).
2Z (two zero actions), 1/t: You attack as a x3 being and defend as a x0 being this segment.
2Z (two zero actions), 1/t: You attack as a x4 being and defend as a x0 being this segment.
2Z (two zero actions), LVL/d: Counter a Priest spell from someone who doesn't worship one of your gods.
3*LVL% inIR (irreducible, non-ignorable)
35% MR; +4 TH; Your attacks are poisoned (sleep 1d6 d); Detect Invisible; Camouflage
3M, 1/d: You suddenly see the FALVLACY in your MASTER PLAN and can ask the DM a question.
5F, Marry the HERO'S SWEETHEART: The Hero in question is (Capital R) Removed from the Multiverse permanently.
8/lifetime, even when dead: Resurrect Self
A bonus of LVL in Class Adjectives. You can replace the phrase "in your group" with "in any group" in descriptions of class adjectives.
A bonus of LVL in Racial Adjectives. You may pick more than one adjective per grouping.
Abilities as per Anti-Druid of half level
Abnormality (S): +2 arms, +2 legs, +2 wings, or +1 head
Accidently raise Pawn XP: 1 in 6 chance per reset of spending all your XP to Pawn class
Action Accel.: +1 OppM only for Psi(-7)
Adamantine Body: Your body turns to living adamantine; +40 Str; DR 20/-; +20 AC; -8 Dex
Add 1 to number of HD per level in one Concordant class (+1d+0)
Add 2 to HD type per level in one Concordant class (+0d+2)
Add 2 to HD type per level in one Concordant class (+0d+2)
Add a "-" off the chart on the right side of your Priest progressions. (It is a "0" if you have the "dashes" power on SL=2 of this chart)
Add you or your mount's current hp (if it's a dragon) to your damaging spell effects
Adjuration (S): Can summon a DL=LVL monster and control and understand it
All of your items are Indestructible.
All psi cost 0 action (limit = level/r)
Custom Race Abilities (÷3)
All psionic progressions get +1 in each category (minor, major, grand, etc.) if you have at least a "0" there.
All Rogue Abilities at 10*LVL%
All spell levels +1 in all memorizations
All spells cost 0 action (limit = level/r)
All spells cost 0 P actions; Material componenting does not cost 1 V action
All spells cost no P action to cast. No saves versus your effects
All the "-" (dashes) in your Priest progressions are 0's. (You may also upgrade lower-case letters to 0's).
All your effects have no save (incl. Scarab/Pro)
All your innate abilities can be used twice as often (e.g. 3/d becomes 6/d). Your Innates do not allow a Saving Throw.
All your innates cost 0 actions (limit = LVL/r).
All your Psi are range = same plane
All your psi cost 0 actions (limit = LVL/r).
All your Psionics cost only 1/2 the normal number of Mental Actions to use. Your Psionics do not allow a Saving Throw.
All your Spells are range = same plane. Your Spells do not allow a Saving Throw.
All your spells cost 0 actions (limit = LVL/r).
Alley effect LVL*10' r
Alter Reality: 0: Wish
Anaretic: Your attacks are Mordenkainen's Disjunction branded
Annihilation by touch (cannot be Avoid Fated)
Anti-Alley effect shell LVL*10' r
Anti-Concordant Shell: Immune to and cannot use 0th and 1st level Concordant effects
Anti-Hero shell SL 0-3 (Hero effects of SL 0-3 cannot be used within 200'r)
Anti-Matter [Effect]: One of your effects can do antimatter based damage; or +1d100 antimatter dmg / physical attack
Anti-Villain Shell SL 0-3 (Villain effects of SL 0-3 cannot be used within 200')
Apostasy: You are unaffected by alignment based effects
Apport: All of your items have Instant Returning
Artifacts divide their ego by their multiplier when picked up by you
Asomatous: Astral, Inverse Astral, Ethereal, or Inverse Ethereal Projection
Astro [Effect]: One of your effects have a LVL% chance to erase the being from history
Automake saves on natural 18-20
Automatically hit all targets (you rolled a natural 40 on a 20-sided die if it matters)
Automatically make saves (you rolled a natural 40 on a 20-sided die if it matters)
Avoid Fate @ x6 multiplier, LVL/d
Backstorm +1 (you can Backstab twice per opportunity)
Become NPC: You become an NPC immediately.
Blood Strike: You can expend hit points to increase damage (max=LVL*LVL)

[PC6] Custom Group Classes


Custom Race Abilities (÷3) 

Custom Race Abilities (÷3)
Breathe Crapulence; Immune all Ele incl. Crapulence; 3M: Target Crapped.
Burn (SL+1)^2 hp: Cast a level SL spell you know
Can 1 for 1 ability score trade in dungeon
Can attack familiars normally (even if immune)
Can combine Martial Arts & Specialization
Can convert Wiz <-> Pri spells (2 SL shift: Wiz5=Pri3)
Can create custom class with no upper CXP limit
Can do these action conversions: 1M -> 1P, 2P -> 1QP, 2 QP -> 1 QQP, 2 QQP -> 1 QQQP, etc.
Can do these action conversions: 1P -> 1M, 2M -> 1QM, 2 QM -> 1 QQM, 2 QQM -> 1 QQQM, etc.
Can instead use LVL/2 (round up) F actions /s
Can operate at negative hp (still dies normally)
Can spend N Priest spells in memorization to get N times the resultant effect.
Can target yourself N times for N times effect
Can trade 10000 hp into 1 ihp (as many times as you like)
Can trade 2V -> 1M action
Can trade M -> P actions
Can turn Elementals. Automatically "T" or "D" any x0-x1 Golems or Elementals. Roll 1d12 *groups* affected instead of individuals.
Capital O Object @ x7 multiplier, LVL/d
Carapace: +HNCL AC
Casting multiple Wishes/Miracles doesn't harm MF
Change "Save" category of your Concordant class to 1½xConc
Change "Save" category of your Concordant class to 2xConc
Change "Save" category of your Concordant class to Conc
Change "To Hit" category of your Concordant class to 1½xConc
Change "To Hit" category of your Concordant class to 2xConc
Change "To Hit" category of your Concordant class to Conc
Chimerical: You can shapechange into two creatures simultaneously
Command: Can lie even under Detect Lie / Truthear / Ring of Truth; 1M: Force someone to roll a (100-Wis)% chance they will believe what you say, no matter how outrageous.
Concordant-Based Anti-Spirit Resistance (caXR) = LVL*10% (shift downwards by 5% per Concordant LVL over 12)
Concordant-Based Spirit Resistance (cXR) = LVL*15% (shift downwards by 5% per Concordant LVL over 12)
Conduct effects through psi link
Conduct M actions through psi link
Considered x2 creature; Resist Weapon/Holy; +level AC; +level*3 dmg
Continuous Lady's Smile (you choose all your die rolls)
Convergent Effect: Can combine LVLs with other Concordant characters to increase an effect
Cosmic Consciousness: You sense everything (immune Dust, Mirage Arcana, Displacement, etc.)
Custom Race Abilities (÷3)
Cosmic Inspiration (S): 1X: Duplicate a 0th-4th level Divine3 spell
Cosmic Toughness: Hit Die become d100s (all classes)
Counter-strike: Gain an extra retaliatory attack for every time you are injured
Cunning Mind: +(Int bonus) TH
Cunning Soul: +(Int bonus) saves
Damage Reduction 100/+10
Dead Zone: You can create a zone of dead-magic (MF 0) that does not impede you
Death (capital S Slay) by touch
Defender 11: You defend as a x11 being (this effect cannot be dispelled/twisted)
Defender 5: You defend as a x5 being (this effect cannot be dispelled/twisted)
Defender 8: You defend as a x8 being (this effect cannot be dispelled/twisted)
Defense: 0, 1/t: One of your BlahR's can be used as another BlahR type, you can't use X or G, but any number of a's in front are allowed.
Detect Artifacts; 1M: Legend Lore Artifact
Detect Divine Beings; 1M: Legend Lore Divine Being
Dispel Conc.: Dispel a Concordant effect
Distance Vision; Increase missile and spell ranges by 50%
Distant Gaze: Your gaze can expel targets from the plane
Divine Champion: Borrow an abilty from another deity (must be willing)
Divine Inspiration (S): 1X: Duplicate a 0th-2nd level Divine3 spell
Divine Sorcery: You can cast twice as many spells per day (non-Concordant)
Divine Toughness: Hit Dice becomes d20 (all classes)
DNA Stable (cannot be scrambled/erased/et al.); Immune to Clone Insanity, Pawned, Home Plane Change
Do 1P instead of 1 att when doing parting shot
Dominance: Foes with less than 1/4 your HNCL automatically fail their saves
Doppelganger: Shapechange into individuals, duplicating their innate/racial powers
Double School Robe in Wacky Balls
Double the memorization of 1 SL (one non-Concordant progression)
Double Wis bonus spells for Priest
Dragon Companion: Gain a dragon companion (Animal Companion with 1/5 your XP instead of 1/10)
Drugs are considered elements for you; with E=(SL of the drug).
Duplicate a Level: ability of a non-Concordant class
Duplicate a Level: ability of a non-Concordant class
Duplicate the effects of one Psi7 power (Ultra or lower)
Dust/Disappearance; True Sight; Pass Wall; Hyperflight
Edifying Presence: Your presence forces an alignment change (save)
Ego Prot.: Artifacts divide their ego by their multiplier when picked up by you

[PC6] Custom Group Classes


Custom Race Abilities (÷3)

Custom Race Abilities (÷3)
Enchanted Damage Induction: You are only affected by a weapons enchantment bonus
Engineering: Resist damage, Resist all [C] section effects, Resist beneficial healing effects (can't choose to "not use" this resistance, you can drop this entire effect with 1F action)
Equilibrium: All ability scores match your highest ability score (among the basic 6 stats)
Erase Truename by touch
Eternal Freedom: You are immune to spells and effects which impede movement
Eternal Night: x2 Terrain Feature: No new Summonings; No Divine Intervention; Proof vs. Teleport.
Evenhanded: Your unarmed attacks deal maximum damage
Everyone else within 100 yards (friendly or not) loses LVL to their number of segments per round, this may be "turned off".
Everyone has a SENSE OF IMPENDING DOOM, they waste 1 action (any type) per segment marvelling at your evilness.
Everyone in your party may use D actions, even if D actions are Banhammered or Pixelated.
Excellent Vision; Detect Illusions and Traps 50% continuous (don't need to ask to use)
Extra Level (S): You gain an extra class level (non-Concordant)
Fire Shield; Ice Shield; Shock Shield; Holy Shield; all even vs. ranged
Force Field (S): You are protected by 50 hit point force field (re-raises every segment)
Fortuity (S): You gain a +1 Luck Bonus on all rolls
Free material componenting of Concordant spells, once per round.
Free wild talent in Psi72, PPs=200*LVL
Free wild talent in Psi81, PSPs=40*LVL, use ML=9+LVL in the Psi81 class.
Gaze: Life Trapping (as per Mirror)
Genocide: Kills all of a race on a single plane (can reduce area)
Get a (non-adjustable) saving throw of 21-LVL vs. Concordant spells
Get a mirrored set of XP (no modifiers, what's on the chalkboard) for Mini classes
Get double effect on your specialty priest abilities
Get LVL Resets per Reset (doesn't stack w/self)
Get normal resistance to things with "No Resist"
Get stat bonus to a Concordant spell progression (Concordant SLs = 10+NonConcordant)
Go Away: Target defeated creature is put in the hole, no escape for M years (M=Mult)
Greater Dominance: Foes with less than 1/3 your hit die automatically fail their saves
Heavenly Mind: +(Chr bonus) TH
Heavenly Soul: +(Chr bonus) saves
Heavy-handed: You gain double your strength bonus to damage
Helm/Nav.: ¼V: Move from one group to another group within LVL feet
Hyperostosis: +HNCL*2 AC
Iatric [Effect]: The effect heals rather than injures (borrow an X action to cast this)
iaXR LVL*10% (iXR is irreducible anti-Spirit Resistance)
If spend an extra spell: Spell is x2 multiplier
Custom Race Abilities (÷3)
If spend double PSPs: Psi power is x2 multiplier
Ignore all forms of XP divisors.
Ignore non-racial immunity to fear, suggestion, possession, charm
Ignore x1 effects (assuming you are at least true x2 <- NOTE THE MULTIPLIER HERE)
Ignore x1 effects (assuming you are at least true x3 <- NOTE THE MULTIPLIER HERE)
Ignore x2 effects (assuming you are at least true x5 <- NOTE THE MULTIPLIER HERE)
Imm Charm/Negative/Holy/Mental/Disease; divide unusual material cost by 1000
Immune Air/Earth/Fire/Water
Immune all inner elements
Immune AntiTime; 1V: Enter Alternate Reality; 1M: Time Stop no Resist
Immune Chemical Elements & Aging & Time
Immune Cold; 1P: Find the Path
Immune Cold; Immune Fire
Immune detrimental effects potions/liquids
Immune Down a Hole, Clone Insanity, Kill @ Birth
Immune Earth; Can trade 2V -> 1P action
Immune ego domination
Immune Ego/Domination of mult = to LVL or less
Immune Fire/Heat
Immune Fire; Double all dmg dealt and received
Immune Fire; True Sight; Flying
Immune Head Blown Off, slain, crapped, Extract
Immune Holy Fire
Immune Lightning
Immune Oozes/Slimes/Jellies
Immune Pixelation
Immune Poison
Immune Poison
Immune Slow/Stop
Immune Time; Time-Reality Stability; 1V: Time Travel; 1M: Duplicate Self
Immune to "Colorless" and "Wild" elements/effects (Colorless Fire, Colorless Time, Black Ice, Wild Magic Zones, etc.)
Immune to 1st-3rd level Conc spells (except Bug)
Immune to Action/Memory/Other Stealing
Immune to all x1 defenses (you affecting other people)
Immune to all x1 effects (things that affect you)
Immune to anything that gives a PP save

[PC6] Custom Group Classes


Custom Race Abilities (÷3) 

Custom Race Abilities (÷3)
Immune to being put down a hole (this does not put you down the deeper hole)
Immune to Forbiddance Zones, Alignment Change, Opposition
Immune to Going Down a Hole, which does not harm you in any way (you don't go down the Deeper Hole)
Immune to Hero level number of [C] section effects
Immune to Hold/Stun/Para/Summ.Sickness
Immune to Inner Elements
Immune to Loop; Loop/Reality Stability (does not include Time/Reality Stability)
Immune to LVL [C] section effects, even major ones are only 1 pick each
Immune to one effect in the [C] section.
Immune to Outer Elements
Immune to Pixelation LVL*10' radius (can selectively drop it or not affect some people)
Immune to Set, Slain, Crapped, As You Are
Immune to SL 0 to SL (LVL/3, round down) effects.
Immune to Twilighting and draining the MF/PF/TF (unless you want to be twilighted or drain the factors, of course!)
Immune to x0 effects. Immune to x1 effects of SL 0 to LVL/2. Immune to x2 effects of SL 0 to LVL/5, round down.
Immune to x0 to x3 Traps, x0 to x2 Tricks, x0 to x1 Specials
Immune to x0 to x4 Traps, x0 to x3 Tricks, x0 to x2 Specials
Immune to your actions being locked down
Immune Ultraplanar Beings; Defend as x9 creature
Immune Water; +F*4 TH vs. Psi-using (F=#Freq.)
Immune Water; x2 EPs (Psi10)
Immune x1 Insects
Immune x1-x2 Ego Domination; Resist Tech items
Immune x2 Insects and Bug spells
Imprisonment by touch
Improved Invis
Incursion by touch (2 successful touches = Loop Incursion)
Infinite Mini Class slots
Inner Eye: You always use the best possible dice roll (Lady's Smile)
Instability: Target creature is not Time/Reality Stable
Interdimensional: You have a 75% chance of avoiding any attack or spell
Iron Body: Your manifestation turns to iron; +26 Str; DR 10/-; +10 AC; -5 Dex
iuEaXR LVL*5%; ixGR LVL%
iunWaWR LVL*5%
iunXR 5*LVL%
iXaXR LVL*5%
Custom Race Abilities (÷3)
iXR LVL*10% (iXR is irreducible Spirit Resistance)
Karmic [Effect]: An effect you do causes damage direct to experience points
L segments of talking: Hijack the level L follower of someone else, he becomes your follower
Learned Spell Immunity: Adapt to an opponents spells (immune to it after first time)
Legendary [Ability Score]: Single ability score doubled
Legendary Companion: Animal Companion gains Legendary Animal template
Lernaean on limbs (Max = double)
Lesser Apocalypse: Earthquake up to an entire continent (can reduce area), LVLd60 vile dmg (no save)
Limit of # classes = 6
Limit of 8 classes.
Lockdown All: Both you and a target get no actions; if you go below 0 hp this effect ends
Lockdown G actions continuous
Loop Stability. You may pick this ability twice; the second time gives you Time/Reality Stability.
Loop-Reality Stability
Lord of Blood: You gain the Vampire template
Lord of Bone: You gain the Lich template
Lord of Perfection: You gain the Paragon Template
Lord of the Skull: You gain the Demilich Template
Lose LVLd4 stat pts by touch
Luckstone; x2 P15Ps (Psi15)
-LVL actions of all types to everyone within LVL*10' r (no resistance)
LVL instances of the "Uncommoner3" class Level 1 ability (at DL X)
LVL instances of the same Class Adjective. It stacks with itself, even if it normally doesn't.
LVL of your non-Conc classes are put to level 36
LVL*2% iGR; works even in section [X].
LVL/d: You may use a 0 action to pay for the "1M" cost of an Atheist "Level:" ability.
Mask Alignment: You appear to be no alignment at all, not subject to special effects determined by alignment
Mask Undead status; Can't be turned
Match Alignment: Your alignment becomes equal to Pawner's, can't be changed, this can't be dropped
May "Mental Fury" or "Step Out of It" without being "Crapped" at the end.
May use 2 missile weapons per set of arms
May use 2 sets natural attacks per set of arms
May use Psi2 Psionic Enchantments even if "Banhammered".
May use Psi2 Psionic Enchantments on your Concordant progressions (a Concordant 1st is considered a 11th, a Concordant 2nd is considered a 12th, ...)
May use Psi2 Psionic Enchantments, these cost no PSPs to use.
May use Psi-2 Reverse Psionic Enchantments even if "Banhammered".

[PC6] Custom Group Classes


Custom Race Abilities (÷3)

Custom Race Abilities (÷3)
May use Psi-2 Reverse Psionic Enchantments on your Concordant progressions (a Concordant 1st is considered an 11th, a Concordant 2nd is considered an 12th, ...)
May use Psi-2 Reverse Psionic Enchantments, these cost no PSPs to use.
May wear any number of items, your AT sources fully stack
Medic: 0, 1/r: Cureall
Mercurial: You cumulatively gain one extra attack per P action
MF Stability 10' r
MF/PF/TF cannot be lowered within sight of you. 1X: Restore MF/PF/TF in the area.
MF/PF/TF cannot be raised within sight of you. 1X, defile MF/PF/TF in the area by 1: Capital F Fix on self.
MF/PF/TF Stability; 1M: Talk to Ultraplanar Cow
Mime Ability Score: You can copy one single ability score of an opponent
Mime Ability: You can copy one x0-x2 ability used against you per reset
Mime Spell: You can copy any non-Concordant spell used against you per reset
Miracle Progression: For each n from 1 to LVL, gain "1X, (LVL-n+1)/d: Miracle n" (so at LVL=3 you have 3,2,1)
Molymorph: You are immune to the attacks of any form you assume
Mouth's P: Breathe (any type); 1V: Escape; 1M: Divine Intervention 100%
Mouth's P: Mass Erase Truename; Immune Set/As You Are; Ignore irr BlahR
Mouth's X: Pixelate a target (XR to resist)
Multidimensional (S): You can exist in two places at once
Multiply your hp by your multiplier
Need +LVL weapon to hit you
need +LVL/3 (round up) weapon to hit you
Negative Cold LVLd10 dmg by touch
NF, may borrow: Counter a level N Concordant ability.
Night Vision; Superior Hearing; +2 Wis
Night Vision; Superior Hearing; Detect Noise 100%
No action, LVL/d: Unlock actions that are locked down
No limit on sub-ability score "sleazing"
No time paradox/oddities while time travelling
Numinous: Anti-magic aura that does not impede your own magic
nuXR LVL*20% (non-ignorable unadjustable XR)
Omega [Effect]: One of your effects causes permanent hp damage
One "Level 36:" ability from a class (no downgrade)
One 0th-1st lvl Hero or Lich or Villain spell
One 1st-2nd lvl Hero or Lich or Villain spell
One 3rd-4th level Hero or Lich or Villain spell
One weak "Level 1:" ability from a class
Custom Race Abilities (÷3)
Opposing actions cannot be used within sight. (Drop this only at reset)
Overwrite your base race to have +4 to all stats, AC, saves, hp, TH, and have the abilities of four [P3] races/adjectives.
Overwrite your base race to have +5 to all stats, AC, saves, hp, TH, and have the abilities of five [P3] races/adjectives.
Overwrite your base race to have +6 to all stats, AC, saves, hp, TH, and have the abilities of six [P3] races/adjectives.
Pawner lending you actions: +LVL A actions (1A?1V, 2A?1P, 3A?1M)
Pawner lending you psionics: 0, 1/r: +LVL
Pawner lending you spells: 0, 1/r: +LVL SLs in memorization
Pawner lending you XP: +LVL*5% XP (or) +LVL*10% XP only for Priest group (both retroactive); +1 class slot
Perfect Critical Multiplier: Your critical multiplier is quintipled
Perfect Critical: Your critical threat range is quintupled
Perfect Defence: iAC LVL
Perfect Disarm: Successful attacks deal damage and a disarm attempt
Perfect Summoning: Hit Dice of summoned creatures increases by 200%
Perfect Weapon Specialization: Always deal maximum damage with selected weapon
Pers.Combat: 1M, 1/d: Call a level=LVL/2 Beast Rider mount for yourself.
Pick a CSL (Concordant Spell Level). Lose 2 spells of that CSL and gain 1 spell of CSL+1 (even if off chart)
Pick a plane, your home plane switches to that.
Pick a single spell from any Concordant class. You may cast that spell as if it was on your Concordant class spell list.
Pick a single spell from any Concordant class. You may cast that spell as if it was on your Concordant class spell list.
Planar Stable (immune to effects of being on another plane).
Polymath: Your non-Concordant class levels can be changed at will (you can shift XP around)
Priest spells (and material componenting) cost half the number of actions in LVL spheres.
Protection from Turning 100'r
Psi1 has no limit of 1 attack/r, Psi2 has double points, auto Power Score
Psionic: 1M: Clairvoyance+Clairaudience+Clairnasience, same plane, doesn't cause "ears burning"
Quivering Skin: Anyone touching you suffers the effects of the Quivering Palm
Quixotic: You can re-roll any dice roll (yours or friend's) 1/s
QX Haste: You get +1QX action.
Read all spell & psi progressions backwards and double them
Rectify: Anyone slain by you is completely erased from ever existing
Redivivus: You can revive your opponents greatest enemy
Regeneration: You gain regeneration HNLVL/2 /s
Resist Everything; Scarab of Protection @ 2
Rotating Truename
Rotating Truename. Rotating Home Plane. Rotating Quantum Signature. Your Silver Cord rotates color, and can't be targetted or attacked.
Sanctity: Your turning affects any being

[PC6] Custom Group Classes


Custom Race Abilities (÷3) 

Custom Race Abilities (÷3)
Saviour: You can take damage for any or all allies in your presence
Science: You can physically attack even while under Sanctuary / Pro. Evil / Astral Projection / etc., the effect doesn't "see" that you attacked (and isn't reduced)
Seeking Shot: You can make one shot per round that is guaranteed to hit
Self Mastery: Your body parts can operate independently
Set Int = LVL^2.
Set Wis = LVL^2.
Shapechange: You can shapechange at will
Shell 3: Anti-Concordant Shell (0th-3rd)
Shell 5: Anti-Concordant Shell (0th-5th)
Shell 7: Anti-Concordant Shell (0th-7th)
Shroud of Death: Anyone attacking you must save versus death
Slipstream: You are unaffected by temporal disturbances
Snake; Immune Plasma & Sun & AntiMatter & Fusion & Radiation & Gravity
Soniferous (S): You double the power of any single magic item you use
Speak with Dead & Undead (cont.); 1M: Capital E Extract from Dead & Undead
Specials of x2 or greater have their effect's multiplier dropped to x1
Spell Abatement: You ignore the effects of a non-Concordant spell the first time it is used upon you
Spell Immunity (S): You are immune to non-Concordant spells of a certain level
Spell Reflection: Spells that do not penetrate your spell resistance are reflected
Sphere robe in LVL spheres. If you pick Elemental, you are double Sphere robed (-2 SL).
Spirited Away: You are saved from destruction (Avoid Fate once per day)
Spiritual Ancestry: Gain the traits of any Outsider sub-type
Squamous: Your divine natural armor bonus is trebled
Steal all powers by touch
Steal all psionics by touch
Steal all spells by touch
Summon all creatures from all Alleys within LVL*100 feet of current location; Alley Effect extends to where you are
Super Charge: Deal x6 damage on a charge, or x8 with a lance
Superior Combat Casting: You cast all spells as spell-like abilities (they use InnR)
Superior Critical Multiplier: Your critical multiplier is quadrupled
Superior Critical: Your critical threat range is quadrupled
Superior Hearing; Superior Olfactory power; Detect Danger 50% continuous
Superior Summoning: Hit Dice of summoned creatures increases by 50%
Superluminal: You can move at the speed of light
Take only 1 damage per hit from weapons
Talismanic Effect: Channel effects through artifacts
Custom Race Abilities (÷3)
Telluric Effect: The effect damage is multiplied each time same target is struck
The "Avoid Fate" ability cannot be used by any other creature (friendly or not) within 100 yards of you.
The "Lady's Smile" ability does not function within sight
The "Lady's Smile" effect doesn't work for anyone within sight
The "Unusual Materials" table is considered Semi-Elements for you; you can be composed of up to LVL-9 of those materials at the same time
Time Dilation: Can use 2X actions per segment (if you have them)
Time/Reality Stability
Time/Reality Stability 10' r
Time/Reality Stability. You may pick this ability twice; the second time gives you Loop Stability.
Time/Reality/Loop Stable
Time-Reality Stability
Time-Reality Stability
Time-Reality Stability; 1M: Talk to Time-Ele
Touch: Energy Drain 2xLVL levels
Trade 12 of an action type for 1 Instantaneous (I) of that action type.
Trade 2 of an action type for 1 Borrowed (b) or Held (h) of that action type.
Trade 3 of an action type for 1 Borrowed (b) or Held (h) of that action type.
Trade 4 of an action type for 1 Borrowed (b) or Held (h) of that action type.
Trade 4F to 1X
Trade 6F to 1X
Trade 7 of an action type for 1 Instantaneous (I) of that action type.
Trade 8F to 1X
Trade 9 of an action type for 1 Instantaneous (I) of that action type.
Transattack Period: Your attacks double each round
Transcendental Toughness: Hit Die become d1000s (all classes)
Transilient Fortitude: You always succeed in Fortitude saves (+1 PSave)
Transilient Reflexes: You always succeed in Reflex saves (+1 PSave)
Transilient Will: You always succeed in Will saves (+1 MSave)
Transmortality: You cannot be permanently destroyed
Transtemporal: You can travel freely in time
Transversal: You can attack any target you can perceive
Troll-like regen all hp (including vile) every s
Troll-like Regen all hp every r
True Strike: You gain a +20 attack bonus with one weapon
Truename is unreadable to mult = to LVL or less
Ultimate Weapon Focus: +LVL iTH

[PC6] Custom Group Classes


Custom Race Abilities (÷3)

Custom Race Abilities (÷3)
Undead divide their HD by your LVL when calculating what they turn as
Underhanded: You sneak attack (Backstab) with every hit, even while in melee
Unyielding Damage Reduction: Any corporeal opponent striking you in melee but not penetrating your damage reduction suffers the difference in damage.
Vanguard Fortitude: Allies within in your group can use your fortitude saving throw
Vanguard Reflexes: Allies within in your group can use your reflex saving throw
Vanguard Will: Allies within in your group can use your will saving throw
Wands cost only ½M to use
Weapon Breaking: Weapons that strike you, but do not injure you, shatter
Weapons are Crapulence Branded; Immune to being Crapped; 1M: Domination
Weapons: Ignore WR, iWR, aWR, iaWR, +needed to hit, DR, iDR, displacement, planar displacement, pro. weapons, immunity to matter, skins of all types, inertial barrier
When you are comprised of only a single element, you generate a x2 Terrain Feature that turns all other Elementals of that element into x2 beings, with +2 DL and x(LVL+1) rhp.
Wide Angle Vision (you can't be backstabbed); Water Breathing
With unarmed attacks: ignore stoneskins, ironskins, uberskins, WR, iWR, DR, +blah weapon needed, displaced, inertial barrier
X Haste: All in your party gets +1X action.
x+1 XP when single classed
x+4 Mirrored XP to Concordant and Demigod (doesn't stack with lower versions of this in X21)
x+5 Mirrored XP to Concordant and Demigod (doesn't stack with lower versions of this in X21)
x+6 Mirrored XP to Concordant and Demigod (doesn't stack with lower versions of this in X21)
x1 creatures cannot attack you unless attacked
x1.5 (round down) # of psi powers
x1.5 ML (Memorization Level) in one class.
x10 hp.
x2 all Psionic pools
x2 CL
x2 hp.
x2 levels for #Att calculation
x2 ML (Memorization Level) in one class.
x2 physical dmg; /2 all physical damage you take
x2.5 ML (Memorization Level) in one class.
x3 CL
x4 CL
x50 hp.
XCell Adjust. 2: Deal 1 idmg to a creature with at least 1 ihp
xLVL number of henchmen, followers, summons, familiars
XR 3*LVL%. Pick one prefix for this: "i"=irreducible, "u"=unadjustable, "n"=non-ignorable.
XR 4*LVL%. Pick two prefixes for this: "i"=irreducible, "u"=unadjustable, "n"=non-ignorable.
Custom Race Abilities (÷3)
X-Ray Vision: See through solid objects
xx1.1 ML in one class.
xx1.2 ML in one class. (doesn't stack with lower versions of this in X21)
xx1.3 LVL (doesn't stack with lower versions of this in X21)
xx1.3 ML in one class. (doesn't stack with lower versions of this in X21)
xx1.5 hp (doesn't stack with lower versions of this in X21)
xx1.5 LVL (doesn't stack with lower versions of this in X21)
xx1.7 LVL (doesn't stack with lower versions of this in X21)
xx2 AC (true double AC, no shift from 10)
xx2 hp (doesn't stack with lower versions of this in X21)
xx3 hp (doesn't stack with lower versions of this in X21)
You adjust all irreducible BlahR by -5*level% and all reducible BlahR to 0%.
You are considered a x2 being.
You are immune to all area effects. However, this power is incompatible with any "You can't be targetted" effects you have running (they shut off).
You are the MASTER ENEMY, and can't be targetted until your ENDLESS HORDE OF CANNON FODDER is destroyed.
You attack as a x1 being, but defend as a x3 being.
You attack as a x2 being
You attack as a x3 being
You attack as a x3 being, but defend as a x1 being.
You attack as a xN being, but defend as a x(6-N) being, where N is between 1 and 4.
You attack as a xN being, but defend as a x(6-N) being, where N is between 1 and 5.
You can assume the form of any known dead/incursed/pixelated person or creature (this is like the First Evil's ability). You don't have the person's abilities, but you do have their memories.
You can attack Familiars even if they're immune
You can convert 1X -> 1deadX actions. 1deadX: Capital F Fix Self.
You can have 6 Specialty God picks instead of 3, if they are all from the same pantheon.
You can summon, control, and comprehend Elementals of any DL, even past DL X. (Assuming you have sufficient spells to do so.)
You can trade 2 of an action type for 1 Opposing version of that action type.
You can trade 2 of an action type for 1 Quick version of that action type.
You can trade 3 of an action type for 1 Opposing version of that action type.
You can trade 4 of an action type for 1 Opposing version of that action type.
You can treat this spell slot as if it was an SL=10 Priest spell slot.
You can use +LVL segments /r
You defend as a x11 being (this effect cannot be dispelled/twisted)
You defend as a x2 being (this effect cannot be dispelled/twisted)
You defend as a x5 being (this effect cannot be dispelled/twisted)
You defend as a x8 being (this effect cannot be dispelled/twisted)

[PC6] Custom Group Classes


Custom Race Abilities (÷3) 

Custom Race Abilities (÷3)
You get and can use 2D Actions per death per segment. You are limited to LVL+1 D Actions you can use per reset (instead of 1).
You have +1 HNLVL or +0.1 LVL for purposes of qualifying for classes, kits, and feats.
You have a free "H" for purposes of qualifying for classes, kits, and feats.
You have a MOST ANNOYING CONSULTANT, you take 2 sets of actions each segment and pick the better result.
You have an ANNOYING HENCHMAN of half your Villain Level who always ESCAPES and causes trouble for the enemy.
You have AN EVEN BIGGER BOSS THAN YOU, which is any same-aligned god, you Automatic Divine Intervention 1/d.
You have an EVEN MORE ANNOYING FAMILIAR which functions as your LVL in Ultra Familiars.
You ignore other people's immunities and resistances
You ignore other people's Immunity to Action/Memory/Other Stealing (unless it comes from a x3 or greater source)
You ignore other people's Immunity to Hold/Stun/Para (unless it comes from a x3 or greater source)
You ignore other people's Immunity to Inner Elements (unless it comes from a x3 or greater source)
You ignore other people's Immunity to Outer Elements (unless it comes from a x3 or greater source).
You ignore other people's Immunity to Ultraplanar Things, even if it comes from a x3 or greater source.
You may "borrow" actions of any type (assuming you have them).
You may "hold" actions of any type (assuming you have them).
You may "material component" Concordant spells by spending an F action (in addition to the normal X action).
You may "material component" Martial Arts Maneuvers, Innate/Racial Abilities, Magic Item activations (non-Artifact) by spending an S action (in addition to normal costs)
You may double material component Priest spells by using +1V action.
You may have LVL-8 Artificial Resets per Natural Reset.
You may material component Concordant spells, it costs an extra X action to do this.
You may material component the Lich powers that duplicate Priest spells (spend 1V)
You may material component the Lich powers that duplicate Psionic powers (spend 1V)
You may material component the Lich powers that duplicate Wizard spells (spend 1V)
Custom Race Abilities (÷3)
You may use borrowed or held actions to activate SL 0-11 (CSL 0-1) effects you have.
You may use borrowed or held actions to activate SL 0-14 (CSL 0-4) effects you have.
You may use borrowed or held actions to activate SL 0-8 effects you have.
You see the ERROR OF YOUR WAYS, drop Villain class (and can never return), gain Hero with double your Villain XP.
Your Atheist(-7) spells have a (M-1)*100 save penalty, where M is the target's multiplier
Your concordant effects do not allow XR (including irreducible XR), GR can still be used
Your effects have a -LVL*5% GR (Godly Resistance) shift. (This does not work if [X] section rules are being used.)
Your effects have no BlahR (except GR)
Your ENDLESS HORDE OF CANNON FODDER (x1 creatures) ignore "Immune to x1 effects" (unless from x3 source).
Your familiars can attack and still be immune
Your Int items may lend their E action to you (as 1QS)
Your multiplicative sources of damage fully stack (instead of using the sum and subtract 1 formula)
Your natural attacks ignore WR/aWR
Your non-Conc classes' spells/psi cost only ¼M
Your non-Conc classes' spells/psi cost only ½M
Your phys att do full dmg regardless of immunity
Your Priest spells are resisted using GR instead of MR (or XR).
Your Priest spells are resisted using XR instead of MR.
Your Priest spells of SL 0-7 cost only ½M to cast
Your race unique; imm Genocide; Wear any # items
Your racial abilities and magic items cost half the normal number of actions to use.
Your Wizard spells and Psi2 powers (and their material componenting) cost half the normal number of actions to use.
Your Wizard spells of SL 0-9 cost only ½M to cast

[PC6] Custom Group Classes


d20izer3.5

Level KXP
Spells
1 0 (none)
2 2 (none)
3 4 (none)
4 8 (none)
5 16 (none)
6 32 (none)
7 64 (none)
8 128 (none)
9 256 (none)
10 450 (none)
11 550 (none)
12 660 (none)
13 780 (none)
14 910 (none)
15 1050 (none)
16 1200 (none)
17 1360 (none)
18 1530 (none)
19 1710 (none)
20 1900 (none)
21 2100 (none)
22 2310 (none)
23 2530 (none)
24 2760 (none)
25 3000 (none)
26 3250 (none)
27 3510 (none)
28 3780 (none)
29 4060 (none)
30 4350 (none)
31 4650 (none)
32 4960 (none)
33 5280 (none)
34 5610 (none)
35 5950 (none)
36 6300 (none)
TH Saves
PD RS PP BW Sp Fo Re Wi
+0 (total = 27, max = 9)
+1 (total = 30, max = 10)
+2 (total = 33, max = 11)
+3 (total = 36, max = 12)
+4 (total = 39, max = 13)
+5 (total = 42, max = 14)
+6 (total = 45, max = 15)
+7 (total = 48, max = 16)
+8 (total = 51, max = 17)
+8 (total = 54, max = 18)
+9 (total = 57, max = 19)
+9 (total = 60, max = 20)
+10 (total = 63, max = 21)
+10 (total = 66, max = 22)
+11 (total = 69, max = 23)
+11 (total = 72, max = 24)
+12 (total = 75, max = 25)
+12 (total = 78, max = 26)
Requisites: Con 9 (also see description)
Alignment: any
HD/level: d9
Weapon Prof.: 3+level/3
To Hit Table: Cust
Save Table: Cust
Reference: DM {Planeshifted Collectivizer3}
Groups: Custom
 
Each Level: The DM rolls a random class from Collective 3.5. You get the abilities of that class. You do not need to meet the requirements of the class.
See the following pages for the 3.5 list of classes.
The page numbers are for the Crystal Keep PDFs. (Ba=base, Pr=prestige)

[PC6] Custom Group Classes


d20izer3.5 Class Determination (page 1)

d730 Class Source
1 Artificer Ba4
2 Artificer, Warforged Ba4
3 Warforged Artificer Ba4
4 Ape Totem Barbarian Ba6
5 Barbarian Ba6
6 Barbarian, Ape Totem Ba6
7 Barbarian, Bear Totem Ba6
8 Barbarian, Boar Totem Ba6
9 Barbarian, Jaguar Totem Ba6
10 Bear Totem Barbarian Ba6
11 Boar Totem Barbarian Ba6
12 Jaguar Totem Barbarian Ba6
13 Barbarian, Dragon Totem Ba7
14 Barbarian, Eagle Totem Ba7
15 Barbarian, Horse Totem Ba7
16 Dragon Totem Barbarian Ba7
17 Eagle Totem Barbarian Ba7
18 Horse Totem Barbarian Ba7
19 Barbarian, Lion Totem Ba8
20 Horselord Ba8
21 Implacable Ba8
22 Lion Totem Barbarian Ba8
23 Barbarian, Serpent Totem Ba9
24 Barbarian, Wolf Totem Ba9
25 Serpent Totem Barbarian Ba9
26 Wolf Totem Barbarian Ba9
27 Barbarian, Berserker Strength Ba10
28 Barbarian, City Brawler Ba10
29 Barbarian, Dashing Step Ba10
30 Barbarian, FearsomeGaze Ba11
31 Barbarian, RelentlessSmash Ba11
32 Barbarian, Unshakable Ba11
33 Barbarian, Goliath Ba12
34 Goliath Barbarian Ba12
35 Barbarian, Halfling Ba14
36 Halfling Barbarian Ba14
37 Barbarian, Half-Orc Ba15
38 Half-Orc Barbarian Ba15
39 Bard Ba16
40 Bard, Divine Ba16
41 Bard, Savage Ba16
42 Divine Bard Ba16
43 Harbinger Ba16
44 Savage Bard Ba16
45 Bard, Bardic Knack Ba18
d730 Class Source
46 Bard, Gnome Ba19
47 Gnome Bard Ba19
48 Bard, Half-Elf Ba21
49 Half-Elf Bard Ba21
50 Ancestral Speaker Ba23
51 Arcane Disciple Ba23
52 Aspirant Ba23
53 Cleric Ba23
54 Benevolent Ba25
55 Cleric, Cloistered Ba25
56 Cloistered Cleric Ba25
57 Crusader Ba25
58 Cleric, Rage Ba26
59 Evangelist Ba26
60 Rage Cleric Ba26
61 Cleric, Domain Focus Ba27
62 Cleric, Spontaneous Domain Casting Ba27
63 Cleric, Dwarven Ba28
64 Dwarven Cleric Ba28
65 Cleric, Raptoran Ba29
66 Raptoran Cleric Ba29
67 Druid Ba33
68 Druidic Avenger Ba33
69 Metal Master Ba33
70 Sidhe Scholar Ba33
71 Druid, Storm Ba35
72 Druid, Totem Ba35
73 Druid, Urban Ba35
74 Storm Druid Ba35
75 Totem Druid Ba35
76 Urban Druid Ba35
77 Wild Reaper Ba37
78 Wind Walker Ba37
79 Winter Warden Ba37
80 Druid, Focused Animal Ba39
81 Druid, Shapeshift Ba39
82 Druid, Spontaneous Rejuvenation Ba39
83 Druid, Goliath Ba41
84 Goliath Druid Ba41
85 Druid, Halfling Ba42
86 Halfling Druid Ba42
87 Druid, Half-Orc Ba44
88 Half-Orc Druid Ba44
89 Druid, Shifter Ba45
90 Shifter Druid Ba45
d730 Class Source
91 Bodyguard Ba48
92 Commander Ba48
93 Corsair Ba48
94 Fighter Ba48
95 Exoticist Ba49
96 Fencer Ba49
97 Horseman Ba49
98 Janissary Ba50
99 Kensai Ba50
100 Knight' Ba50
101 Pugilist Ba51
102 Shield Bearer Ba51
103 Survivalist Ba51
104 Targetteer Ba52
105 Thane Ba52
106 Thug Ba52
107 Fighter, Counterattack Ba53
108 Fighter, Elusive Attack Ba53
109 Fighter, Overpowering Attack Ba53
110 Dwarven Fighter Ba54
111 Fighter, Dwarven Ba54
112 Fighter, Half-Elf Ba55
113 Half-Elf Fighter Ba55
114 Fighter, Raptoran Ba56
115 Raptoran Fighter Ba56
116 Fighter, Warforged Ba57
117 Warforged Fighter Ba57
118 Chaos Monk Ba58
119 Holy Monk Ba58
120 Hunting Monk Ba58
121 Monk Ba58
122 Monk, Chaos Ba58
123 Monk, Holy Ba58
124 Monk, Hunting Ba58
125 Martial Monk Ba60
126 Monk, Martial Ba60
127 Monk, Raging Ba60
128 Monk, Sidewinder Ba60
129 Raging Monk Ba60
130 Sidewinder Monk Ba60
131 Monk, Steadfast Ba62
132 Monk, Vigilant Ba62
133 Monk, Wild Ba62
134 Steadfast Monk Ba62
135 Vigilant Monk Ba62

[PC6] Custom Group Classes


d20izer3.5 Class Determination (page 2)

d730 Class Source
136 Wild Monk Ba62
137 Monk, Bane of the Clockwork Ba64
138 Monk, Decisive Strike Ba64
139 Monk, Sacred Strike Ba64
140 Monk, Sacred Strike' Ba66
141 Monk, Unwavering Dedication Ba66
142 Monk, Wholeness of Others Ba66
143 Halfling Monk Ba68
144 Monk, Halfling Ba68
145 Illuminated Monk Ba69
146 Monk, Illuminated Ba69
147 Anarch Ba73
148 Anti-Paladin Ba73
149 Avenger Ba73
150 Paladin Ba73
151 Corrupter Ba75
152 Despot Ba75
153 Enforcer Ba75
154 Gnome Paladin Ba77
155 Incarnate Ba77
156 Non-Spellcasting Paladin Ba77
157 Paladin, Gnome Ba77
158 Paladin, Non-Spellcasting Ba77
159 Paladin of Freedom Ba79
160 Paladin of Honor Ba79
161 Paladin of Slaughter Ba79
162 Paladin of Tyranny Ba79
163 Sentinel Ba81
164 Wyrmslayer Ba81
165 Paladin, Angel's Sight Ba82
166 Paladin, Aura of Banishment Ba82
167 Paladin, Aura of Sanctity Ba82
168 Paladin, Charging Smite Ba83
169 Paladin, Gaze of Truth Ba83
170 Paladin, Hunter of Fiends Ba83
171 Paladin, Power of Self Ba84
172 Paladin, Smiting Arrow Ba84
173 Paladin, Sword of Celestia Ba84
174 Elf Paladin Ba85
175 Paladin, Elf Ba85
176 Half-Orc Paladin Ba86
177 Paladin, Half-Orc Ba86
178 Paladin, Warforged Ba87
179 Warforged Paladin Ba87
180 Paladin of Light Ba88
d730 Class Source
181 Solstice Knight Ba89
182 Mystic Ranger Ba91
183 Non-Spellcasting Ranger Ba91
184 Planar Ranger Ba91
185 Ranger Ba91
186 Ranger, Mystic Ba91
187 Ranger, Non-Spellcasting Ba91
188 Ranger, Planar Ba91
189 Ranger, Urban Ba93
190 Urban Ranger Ba93
191 Wild Defender Ba93
192 Ranger, Distracting Attack Ba94
193 Ranger, Solitary Hunter Ba94
194 Elf Ranger Ba95
195 Ranger, Elf Ba95
196 Gnome Ranger Ba96
197 Ranger, Gnome Ba96
198 Half-Elf Ranger Ba97
199 Ranger, Half-Elf Ba97
200 Ranger, Shifter Ba98
201 Shifter Ranger Ba98
202 Moon-Warded Ranger Ba99
203 Ranger, Moon-Warded Ba99
204 Rogue Ba101
205 Rogue, Wilderness Ba101
206 Wilderness Rogue Ba101
207 Rogue, Disruptive Attack Ba102
208 Changeling Rogue Ba103
209 Rogue, Changeling Ba103
210 Dwarven Rogue Ba105
211 Rogue, Dwarf Ba105
212 Goliath Rogue Ba107
213 Rogue, Goliath Ba107
214 Halfling Rogue Ba109
215 Rogue, Halfling Ba109
216 Lunar Rogue Ba111
217 Rogue, Lunar Ba111
218 Battle Sorcerer Ba114
219 Poltergeist Ba114
220 Sorcerer Ba114
221 Sorcerer, Battle Ba114
222 Witch Ba114
223 Sorcerer, Arcane Reabsorbtion Ba116
224 Sorcerer, Draconic Ray Ba116
225 Sorcerer, Focus Caster Ba116
d730 Class Source
226 Sorcerer, Blood of Eberron Ba118
227 Sorcerer, Blood of Khyber Ba118
228 Sorcerer, Blood of Siberys Ba118
229 Sorcerer, Metamagic Specialist Ba119
230 Dwarven Sorcerer Ba120
231 Sorcerer, Dwarven Ba120
232 Raptoran Sorcerer Ba121
233 Sorcerer, Raptoran Ba121
234 Anagakok Ba123
235 Deathwalker Ba123
236 Filidh Ba123
237 Wizard Ba123
238 Fleshcrafter Ba125
239 Soul Reaper Ba125
240 Wizard, Arcane Reabsorbtion Ba126
241 Wizard, Focus Caster Ba126
242 Abjurer Ba128
243 Abjurer, Focus Caster Ba128
244 Abjurer, Resistance to Energy Ba128
245 Abjurer, Urgent Shield Ba128
246 Abjurer, Aura of Protection Ba129
247 Abjurer, Spontaneous Dispelling Ba129
248 Conjurer Ba130
249 Conjurer, Abrupt Jaunt Ba130
250 Conjurer, Focus Caster Ba130
251 Conjurer, Rapid Summoning Ba130
252 Conjurer, Enhanced Summoning Ba131
253 Conjurer, Spontaneous Summoning Ba131
254 Diviner Ba132
255 Diviner, Enhanced Awareness Ba132
256 Diviner, Focus Caster Ba132
257 Diviner, Glimpse Peril Ba132
258 Diviner, Bonus Diviner Feat Ba133
259 Diviner, Prescience Ba133
260 Enchanter Ba134
261 Enchanter, Cohort Ba134
262 Enchanter, Focus Caster Ba134
263 Enchanter, Instant Daze Ba134
264 Enchanter, Extended Enchantments Ba135
265 Enchanter, Social Proficiency Ba135
266 Evoker Ba136
267 Evoker, Counterfire Ba136
268 Evoker, Energy Affinity Ba136
269 Evoker, Focus Caster Ba136
270 Evoker, Energy Substitution Ba137

[PC6] Custom Group Classes


d20izer3.5 Class Determination (page 3)

d730 Class Source
271 Evoker, Overcome Resistance Ba137
272 Illusionist Ba138
273 Illusionist, Brief Figment Ba138
274 Illusionist, Chain of Disbelief Ba138
275 Illusionist, Focus Caster Ba138
276 Illusionist, Illusion Master Ba139
277 Illusionist, Shadow Shaper Ba139
278 Necromancer Ba140
279 Necromancer, Cursed Glance Ba140
280 Necromancer, Focus Caster Ba140
281 Necromancer, Skeletal Minion Ba140
282 Necromancer, Enhance Undead Ba141
283 Necromancer, Undead Apotheosis Ba141
284 Transmuter Ba142
285 Transmuter, Enhance Attribute Ba142
286 Transmuter, Focus Caster Ba142
287 Transmuter, Sudden Shift Ba142
288 Transmuter, Spell Versatility Ba143
289 Transmuter, Transmutable Memory Ba143
290 Changeling Wizard Ba144
291 Wizard, Changeling Ba144
292 Elf Wizard Ba145
293 Wizard, Elf Ba145
294 Gnome Illusionist Ba146
295 Illusionist, Gnome Ba146
296 Halfling Wizard Ba147
297 Wizard, Halfling Ba147
298 Beguiler Ba148
299 Duskblade Ba149
300 Black Dragon Shaman Ba150
301 Blue Dragon Shaman Ba150
302 Brass Dragon Shaman Ba150
303 Bronze Dragon Shaman Ba150
304 Copper Dragon Shaman Ba150
305 Dragon Shaman, Black Ba150
306 Dragon Shaman, Blue Ba150
307 Dragon Shaman, Brass Ba150
308 Dragon Shaman, Bronze Ba150
309 Dragon Shaman, Copper Ba150
310 Dragon Shaman, Gold Ba151
311 Dragon Shaman, Green Ba151
312 Dragon Shaman, Red Ba151
313 Dragon Shaman, Silver Ba151
314 Dragon Shaman, White Ba151
315 Gold Dragon Shaman Ba151
d730 Class Source
316 Green Dragon Shaman Ba151
317 Red Dragon Shaman Ba151
318 Silver Dragon Shaman Ba151
319 White Dragon Shaman Ba151
320 Favored Soul Ba153
321 Favored Soul, Deity's Favor Ba153
322 Hexblade Ba154
323 Hexblade, Dark Companion Ba154
324 Hexblade, Focus Caster Ba154
325 Knight Ba156
326 Marshal Ba157
327 Marshal, Adrenaline Boost Ba157
328 Ninja Ba158
329 Samurai Ba159
330 Scout Ba160
331 Scout, Dungeon Specialist Ba160
332 Scout, Light Cavalry160 Ba160
333 Scout, Sniper Ba160
334 Spellthief Ba162
335 Spirit Shaman Ba163
336 Swashbuckler Ba164
337 Swashbuckler, Shield of Blades Ba164
338 Warlock Ba165
339 Warlock, Fiendish Flamewreath Ba165
340 Warmage Ba166
341 Warmage, Eclectic Learning Ba166
342 Adept Ba167
343 Adept, Urban Ba167
344 Aristocrat Ba167
345 Changeling Egoist Ba167
346 Commoner Ba167
347 Egoist, Changeling Ba167
348 Erudite Ba167
349 Expert Ba167
350 Kalashtar Monk Ba167
351 Kalashtar Soulknife Ba167
352 Kalashtar Telepath Ba167
353 Magewright Ba167
354 Monk, Kalashtar Ba167
355 Religious Adept Ba167
356 Sha'ir Ba167
357 Shifter Wilder Ba167
358 Shugenja Ba167
359 Soulknife, Kalashtar Ba167
360 Soulknife, Umbragen Ba167
d730 Class Source
361 Telepath, Kalashtar Ba167
362 Umbragen Soulknife Ba167
363 Urban Adept Ba167
364 Warrior Ba167
365 Wilder, Shifter Ba167
366 Wu Jen Ba167
367 Acolyte of the Skin Pr19
368 Aerial Avenger Pr19
369 Alchemist Savant Pr19
370 Alienist Pr19
371 Anointed Knight Pr20
372 Apelord Pr20
373 Apostle of Peace Pr20
374 Anarchnomancer Pr21
375 Arcane Archer Pr21
376 Arcane Devotee Pr21
377 Arcane Hierophant Pr21
378 Arcane Trickster Pr22
379 Archmage Pr22
380 Argent Savant Pr22
381 Assassin Pr23
382 Battesmith Pr23
383 Bearlord Pr23
384 Beloved of Valarian Pr23
385 Battle Howler of Gruumsh Pr24
386 Bear Warrior Pr24
387 Beastmaster Pr24
388 Birdlord Pr24
389 Black Flame Zealot Pr24
390 Blackguard Pr25
391 Blade Bravo Pr25
392 Bladesinger Pr25
393 Blighter Pr25
394 Blood Magus Pr25
395 Bloodhount Pr26
396 Bowman Charger Pr26
397 Branch Dancer Pr26
398 Cabinet Trickster Pr26
399 Cannith Wand Adept Pr27
400 Catlord Pr27
401 Cavalier Pr27
402 Cavelord Pr27
403 Celebrant of Sharess Pr28
404 Celestial Mystic Pr28
405 Chameleon Pr28

[PC6] Custom Group Classes


d20izer3.5 Class Determination (page 4)

d730 Class Source
406 Champion of Corellon Larethian Pr29
407 Champion of Gwynharwyf Pr29
408 Charlatan Pr29
409 Chimeric Champion of Garl Glittergold Pr30
410 Church Inquisitor Pr30
411 Citadel Elite Pr30
412 Consecrated Harrier Pr30
413 Contemplative Pr30
414 Cragtop Archer Pr30
415 Crane Shen Pr31
416 Daggerspell Mage Pr31
417 Daggerspell Shaper Pr31
418 Dark Hunter Pr31
419 Darkwater Knight Pr31
420 Darkwood Stalker Pr32
421 Deadgrim Pr32
422 Deep Diviner Pr32
423 Deepwarden Pr32
424 Defender of Sealtiel Pr33
425 Dervish Pr33
426 Divine Champion Pr33
427 Divine Crusader Pr33
428 Divine Disciple Pr33
429 Divine Oracle Pr34
430 Divine Prankster Pr34
431 Divine Seeker Pr34
432 Dragon Disciple Pr34
433 Dragon Shen Pr34
434 Dragonmark Heir Pr35
435 Dread Pirate Pr35
436 Drow Judicator Pr35
437 Drunken Master Pr35
438 Duelist Pr35
439 Dungeon Delver Pr36
440 Dwarven Defender Pr36
441 Earth Dreamer Pr36
442 Earthshaker Pr36
443 Effigy Master Pr37
444 Eldeen Ranger, Ashbound Pr37
445 Eldeen Ranger, Children of Winter Pr37
446 Eldeen Ranger, Gatekeepers Pr37
447 Eldeen Ranger, Green Singers Pr37
448 Eldeen Ranger, Wardens of the Woods Pr38
449 Eldritch Knight Pr38
450 Elemental Savant Pr38
d730 Class Source
451 Emissary of Barachiel Pr38
452 Enlightened Fist Pr39
453 Entropomancer Pr39
454 Evangelist Pr39
455 Evereskan Tomb Guardian Pr39
456 Exalted Arcanist Pr40
457 Exemplar Pr40
458 Exorcist of the Silver Flame Pr40
459 Exotic Weapon Master Pr41
460 Extreme Explorer Pr41
461 Eye of Gruumsh Pr42
462 Eye of Horus-Re Pr42
463 Firestorm Berserker Pr42
464 Fist of Raziel Pr42
465 Fochlucan Lyrist Pr43
466 Force Missile Mage Pr43
467 Frenzied Berserker Pr43
468 Geomancer Pr44
469 Geometer Pr44
470 Ghost-Faced Killer Pr44
471 Gnome Giant-Slayer Pr44
472 Green Star Adept Pr45
473 Green Whisperer Pr45
474 Halfling Outrider Pr45
475 Hammer of Moradin Pr45
476 Harper Agent Pr46
477 Harper Paragon Pr46
478 Hathran Pr46
479 Heartfire Fanner Pr47
480 Heir of Siberys Pr47
481 Hierophant Pr48
482 High Handcrafter Pr48
483 Highland Stalker Pr48
484 Holy Liberator Pr49
485 Horizon Walker Pr49
486 Horselord Pr49
487 Hospitaler Pr50
488 Hunter of the Dead Pr50
489 Icesinger Pr50
490 Imaskari Vengeance Taker Pr50
491 Incantatrix Pr51
492 Incantifier Pr51
493 Infused Spellcater Pr51
494 Infused Warrior Pr51
495 Initiate of Pistis Sophia Pr52
d730 Class Source
496 Invisible Blade Pr52
497 Itinerant Warder of Yondala Pr52
498 Initiate of the Sevenfold Veil Pr53
499 Jester Pr53
500 Jobber Pr54
501 Justicar Pr54
502 Justice Hammer of Moradin Pr54
503 Justiciar of Tyr Pr54
504 Kensai Pr54
505 Knight of Holy Shielding Pr55
506 Knight of the Chalice Pr55
507 Knight Protector Pr55
508 Lion of Talisid Pr55
509 Loremaster Pr56
510 Luckstealer Pr56
511 Maester Pr56
512 Mage of the Arcane Order Pr56
513 Magic Filcher Pr57
514 Maiden of Pain Pr57
515 Mantis Shen Pr57
516 Martyred Champion of Ilmater Pr57
517 Master Astrologer Pr58
518 Master Inquisitive Pr58
519 Master of Many Forms Pr58
520 Master of the East Wind Pr59
521 Master Thrower Pr59
522 Master of the North Wind Pr60
523 Master of the South Wind Pr60
524 Master of the Unseen Hand Pr60
525 Master of the West Wind Pr60
526 Master Transmogrifist Pr60
527 Memory Smith Pr61
528 Menacing Brute Pr61
529 Mindbender Pr61
530 Mindspy Pr61
531 Monk of the Long Death Pr62
532 Monkey Shen Pr62
533 Moonspeaker Pr62
534 Morninglord of Lathander Pr62
535 Mourner Pr62
536 Mole Pr63
537 Mystic Keeper of Corellon Larethian Pr63
538 Mystic Theurge Pr63
539 Nature's Warrior Pr63
540 Nightsong Enforcer Pr64

[PC6] Custom Group Classes


d20izer3.5 Class Determination (page 5)

d730 Class Source
541 Nightsong Infiltrator Pr64
542 Occult Slayer Pr64
543 Ollam Pr64
544 Oppressor Pr64
545 Order of the Bow Initiate Pr65
546 Outcast Champion Pr65
547 Panther Shen Pr65
548 Pious Templar Pr65
549 Poisoner Pr65
550 Prime Underdark Guide Pr66
551 Prophet of Erathaol Pr66
552 Purebreath Devotee Pr66
553 Purple Dragon Knight Pr66
554 Purple Dragon Knight' Pr67
555 Radiant Servant of Pelor Pr67
556 Rage Mage Pr67
557 Rainbow Servant Pr67
558 Ravager Pr68
559 Reachrunner Pr68
560 Reaping Mauler Pr68
561 Recaster Pr68
562 Red Wizard Pr68
563 Reforged Pr69
564 Replacement Killer Pr69
565 Ronin Pr69
566 Ruathar Pr69
567 Runecaster Pr70
568 Runesmith Pr70
569 Sacred Exorcist Pr70
570 Sacred Fist Pr70
571 Scar Enforcer Pr70
572 Seeker of the Misty Isle Pr71
573 Seeker of the Song Pr71
574 Sentinel of Bharrai Pr71
575 Shaaryan Hunter Pr71
576 Shadow Adept Pr72
577 Shadow Dancer Pr72
578 Shadow Thief of Amn Pr72
579 Shadowbane Inquisitor Pr72
580 Shadowbane Stalker Pr73
581 Shadowcraft Mage Pr73
582 Shadowcrafter Pr73
583 Shaper of Form Pr73
584 Sharklord Pr74
585 Sharn Skymage Pr74
d730 Class Source
586 Shinning Blade of Heironeous Pr74
587 Skylord Pr74
588 Slayer of Domiel Pr75
589 Slime Lord Pr75
590 Snake Shen Pr75
591 Snakelord Pr75
592 Son of Mercy Pr75
593 Spellcarved Soldier Pr76
594 Spellguard of Silverymoon Pr76
595 Spellsword Pr76
596 Spirit Speaker Pr76
597 Spymaster Pr77
598 Stalker of Kharash Pr77
599 Stoneblessed, Dwarf Pr77
600 Stoneblessed, Gnome Pr77
601 Stoneblessed, Goliath Pr78
602 Stonedeath Assassin Pr78
603 Stoneface Pr78
604 Stonelord Pr78
605 Stormlord Pr79
606 Streetfighter Pr79
607 Sublime Chord Pr79
608 Suel Arcanamach Pr79
609 Swanmay Pr79
610 Sword of Righteousness Pr80
611 Sworn Slayer Pr80
612 Tattooed Monk Pr81
613 Tempest Pr82
614 Temple Raider of Olidammara Pr82
615 Thaumaturgist Pr82
616 Thayan Knight Pr82
617 Thief-Acrobat Pr83
618 Thrall of Baphomet Pr83
619 Thrall of Dagon Pr83
620 Thrall of Fraz-Urb'luu Pr84
621 Thrall of Kostchtchie Pr84
622 Thrall of Pazuzu Pr85
623 Thrall of Zuggtomy Pr85
624 Tiger Shen Pr85
625 Troubadour of Stars Pr86
626 Urban Soul Pr86
627 Ur-Priest Pr86
628 Vassal of Bahamut Pr87
629 Vermin Keeper Pr87
630 Vigilante Pr87
d730 Class Source
631 Virtuoso Pr87
632 Void Disciple Pr88
633 War Chanter Pr88
634 Warforged Juggernaut Pr88
635 Warpriest Pr88
636 Warshaper Pr88
637 Wayfarer Guide Pr89
638 Weretouched Master Pr89
639 Whisperknife Pr89
640 Wild Mage Pr90
641 Wild Plains Outrider Pr90
642 Wildrunner Pr90
643 Wolflord Pr90
644 Wonderworker Pr90
645 World Speaker Pr91
646 Wormhunter Pr91
647 Yathchol Webrider Pr91
648 Yathrinshee Pr92
649 Zhentarim Spy Pr92
650 Avantist Pr93
651 Black Blood Hunter Pr93
652 Cognition Thief Pr93
653 Dawncaller Pr93
654 Ephemeral Exemplar Pr93
655 Epic Artificer Pr93
656 Epic Barbaran Pr93
657 Epic Bard Pr93
658 Epic Cleric Pr93
659 Epic Druid Pr93
660 Epic Fighter Pr93
661 Epic Monk Pr93
662 Epic Paladin Pr93
663 Epic Ranger Pr93
664 Epic Rogue Pr93
665 Epic Sorcerer Pr93
666 Epic Warlock Pr93
667 Epic Warmage Pr93
668 Epic Wizard Pr93
669 Epic Wu Jen Pr93
670 Goliath Liberator Pr93
671 Hulking Hurler Pr93
672 Illithid Body Tamer Pr93
673 Inquisitor of the Drowning Goddess Pr93
674 Iron Mind Pr93
675 Loredelver Pr93

[PC6] Custom Group Classes


d20izer3.5 Class Determination (page 6)

d730 Class Source
676 Lurking Terror Pr93
677 Master Vampire Pr93
678 Mind Mage Pr93
679 Netherese Arcanist Pr93
680 Ocular Master Pr93
681 Peregrine Runner Pr93
682 Quori Nightmare Pr93
683 Risen Martyr Pr93
684 Sea Mother Whip Pr93
685 Shadow Sentinel Pr93
686 Shadowmind Pr93
687 Skypledged Pr93
688 Spellfire Hierophant Pr93
689 Stonespeaker Guardian Pr93
690 Stormtalon Pr93
691 Tainted Sorcerer Pr93
692 Tainted Warrior Pr93
693 Tomb Warden Pr93
694 Unholy Abomination Pr93
695 Aberrant Paragon Pr94
696 Ararchomancer Pr94
d730 Class Source
697 Arvoreen's Keeper Pr94
698 Arvoreen's Warder Pr94
699 Barber Pr94
700 Battleguard of Tempus Pr94
701 Boge of Nomog-Geaya Pr94
702 Cerebrex Pr94
703 Companion of the Dead Pr94
704 Corsair Pr94
705 Deathstalker of Bhaal Pr94
706 Drow Paragon Pr94
707 Dwarf Paragon Pr94
708 Eagle Knight Pr94
709 Elf Paragon Pr94
710 Flux Adept Pr94
711 Gnome Paragon Pr94
712 Half-Dragon Paragon Pr94
713 Half-Elf Paragon Pr94
714 Halfling Paragon Pr94
715 Half-Orc Paragon Pr94
716 Harnmonium Peacekeeper Pr94
717 Holy Slayer Pr94
d730 Class Source
718 Human Paragon Pr94
719 Jaguar Knight Pr94
720 Kobold Paragon Pr94
721 Luminaire Pr94
722 Mamluk Pr94
723 Omatu Master Pr94
724 Orc Paragon Pr94
725 Osteomancer Pr94
726 Ranger Knight of Furyondy Pr94
727 Shadow Apostle Pr94
728 Shark Cultist Pr94
729 Silverhair Knight Pr94
730 Tiefling Paragon Pr94

[PC6] Custom Group Classes


Dilettante

Level KXP
Spells
1 0 (none)
2 8 (none)
3 16 (none)
4 32 (none)
5 80 (none)
6 160 (none)
7 320 (none)
8 600 (none)
9 1120 (none)
10 1920 (none)
11 2720 (none)
12 3520 (none)
13 4320 (none)
14 5120 (none)
15 5920 (none)
16 6720 (none)
17 7520 (none)
18 8320 (none)
19 9120 (none)
20 9920 (none)
21 10720 (none)
22 11520 (none)
23 12320 (none)
24 13120 (none)
25 13920 (none)
26 14720 (none)
27 15520 (none)
28 16320 (none)
29 17120 (none)
30 17920 (none)
31 18720 (none)
32 19520 (none)
33 20320 (none)
34 21120 (none)
35 21920 (none)
36 22720 (none)
TH Saves
PD RS PP BW Sp Fo Re Wi
+0 (total = 27, max = 9)
+1 (total = 30, max = 10)
+2 (total = 33, max = 11)
+3 (total = 36, max = 12)
+4 (total = 39, max = 13)
+5 (total = 42, max = 14)
+6 (total = 45, max = 15)
+7 (total = 48, max = 16)
+8 (total = 51, max = 17)
+8 (total = 54, max = 18)
+9 (total = 57, max = 19)
+9 (total = 60, max = 20)
+10 (total = 63, max = 21)
+10 (total = 66, max = 22)
+11 (total = 69, max = 23)
+11 (total = 72, max = 24)
+12 (total = 75, max = 25)
+12 (total = 78, max = 26)
Requisites: Chr 17
Alignment: any
HD/level: & d4
Weapon Prof.: 3+level/4
To Hit Table: Cust
Save Table: Cust
Reference: DM
Groups: Custom
 
Each level, choose one:
A. ÷0.2 in Class Adjectives for this class, or ÷0.1 in Class Adjectives for one of your other classes. (see [P4.8])
B. F=1 in Custom2 picks for this class, or F=0.5 in Custom2 picks for one of your other classes. (see [PC6])
C. 1 X24 score (P24S) for this class, or 0.5 P24S for another class. A X24 minor costs 2 P24S, a major costs 5 P24S, a grand costs 8 P24S, and a super costs 11 P24S. You can spend 9 P24S to get a Psi48 pick. (see [X24] and Innovator48 class)

[PC6] Custom Group Classes


Duplicator

Level KXP
Spells
1 0 (none)
2 2 (none)
3 4 (none)
4 8 (none)
5 20 (none)
6 40 (none)
7 80 (none)
8 150 (none)
9 280 (none)
10 580 (none)
11 880 (none)
12 1180 (none)
13 1480 (none)
14 1780 (none)
15 2080 (none)
16 2380 (none)
17 2680 (none)
18 2980 (none)
19 3280 (none)
20 3580 (none)
21 3880 (none)
22 4180 (none)
23 4480 (none)
24 4780 (none)
25 5080 (none)
26 5380 (none)
27 5680 (none)
28 5980 (none)
29 6280 (none)
30 6580 (none)
31 6880 (none)
32 7180 (none)
33 7480 (none)
34 7780 (none)
35 8080 (none)
36 8380 (none)
TH Saves
PD RS PP BW Sp Fo Re Wi
(same) (same)
(same) (same)
(same) (same)
(same) (same)
(same) (same)
(same) (same)
(same) (same)
(same) (same)
(same) (same)
(same) (same)
(same) (same)
(same) (same)
(same) (same)
(same) (same)
(same) (same)
(same) (same)
(same) (same)
(same) (same)
Requisites: Class Slots 1, Mini-Class Slots 1
Alignment: (as original)
HD/level: (as original)
Weapon Prof.: (as original)
To Hit Table: (as original)
Save Table: (as original)
Reference: DM
Groups: Custom
 
This class requires a Mini-Class slot in addition to the normal Class slot. This class exactly duplicates another class you have, which includes the name, XP table, etc. This class may be of different level than the duplicated class (it can be higher level).
Level 9: Choose one:
A. This requires an extra Mini-class slot. Replace the original class you're duplicating with another Duplicator class (so you have 2 Duplicator classes and no original). They both act as the original class but use the Duplicator XP chart.
B. You may duplicate a Mixed-class combination of classes instead of an individual class.
C. You may instead duplicate a class on another character you are playing. In this case, you may play the Duplicator class by itself, and don't need to have any original classes on your character at all.

[PC6] Custom Group Classes


Emulator

Level KXP
Spells
1 0 (varies)
2 0.5e (varies)
3 1e (varies)
4 2e (varies)
5 4e (varies)
6 8e (varies)
7 16e (varies)
8 30e (varies)
9 60e (varies)
10 100e (varies)
11 150e (varies)
12 200e (varies)
13 250e (varies)
14 300e (varies)
15 350e (varies)
16 400e (varies)
17 450e (varies)
18 500e (varies)
19 550e (varies)
20 600e (varies)
21 650e (varies)
22 700e (varies)
23 750e (varies)
24 800e (varies)
25 850e (varies)
26 900e (varies)
27 950e (varies)
28 1000e (varies)
29 1050e (varies)
30 1100e (varies)
31 1150e (varies)
32 1200e (varies)
33 1250e (varies)
34 1300e (varies)
35 1350e (varies)
36 1400e (varies)
TH Saves
PD RS PP BW Sp Fo Re Wi
+0 (total = 27, max = 9)
+1 (total = 30, max = 10)
+2 (total = 33, max = 11)
+3 (total = 36, max = 12)
+4 (total = 39, max = 13)
+5 (total = 42, max = 14)
+6 (total = 45, max = 15)
+7 (total = 48, max = 16)
+8 (total = 51, max = 17)
+8 (total = 54, max = 18)
+9 (total = 57, max = 19)
+9 (total = 60, max = 20)
+10 (total = 63, max = 21)
+10 (total = 66, max = 22)
+11 (total = 69, max = 23)
+11 (total = 72, max = 24)
+12 (total = 75, max = 25)
+12 (total = 78, max = 26)
Requisites: Str 3+e, Dex 3+e, Con 3+e, Int 3+e, Wis 3+e, Chr 3+e
Alignment: any
HD/level: d8
Weapon Prof.: 3+level/3
To Hit Table: Cust
Save Table: Cust
Reference: DM
Groups: Custom
 
Pick an "e" (emulation) factor. This must be at least 3 and be an integer. You may change "e" during a reset, but you must meet the new stat requirement (you cannot "owe" stat points). Note this class cannot be added at all unless you have straight 6's in stats.
 
You duplicate the powers of up to LVL classes. You get half your total XP in EmulatorDM to spend on each of these classes to see what level you are in each class. You must meet the stat and level requirements of each class you duplicate, but these requirements do not add to each other. You get the spell/psi progression, "Level:" abilities, and rogue-like abilities of each class. You do not get the HD, weapon proficiency progression, TH chart, or saves of the classes.
 
Your duplicated level must be equal to or less than "e". If it is above that, it is lowered to "e". Note that your duplicated level may exceed your true EmulatorDM level. Your CL is always your EmulatorDM level, unless a "Level:" ability changes this.
 
This class cannot duplicate classes from the Custom, Concordant, or Monster groups.

[PC6] Custom Group Classes


Exponenter


Level

KXP
Spells
TH
1 [ ((N-1)*0.5+1)*orig. ] (orig.^N) (orig.*N)
2 [ ((N-1)*1.5+1)*orig. ] (orig.^N) (orig.*N)
3 [ ((N-1)*2.5+1)*orig. ] (orig.^N) (orig.*N)
4 [ ((N-1)*3.5+1)*orig. ] (orig.^N) (orig.*N)
5 [ ((N-1)*4.5+1)*orig. ] (orig.^N) (orig.*N)
6 [ ((N-1)*5.5+1)*orig. ] (orig.^N) (orig.*N)
7 [ ((N-1)*6.5+1)*orig. ] (orig.^N) (orig.*N)
8 [ ((N-1)*7.5+1)*orig. ] (orig.^N) (orig.*N)
9 [ ((N-1)*8.5+1)*orig. ] (orig.^N) (orig.*N)
10 [ ((N-1)*9.5+1)*orig. ] (orig.^N) (orig.*N)
11 [ ((N-1)*10.5+1)*orig. ] (orig.^N) (orig.*N)
12 [ ((N-1)*11.5+1)*orig. ] (orig.^N) (orig.*N)
13 [ ((N-1)*12.5+1)*orig. ] (orig.^N) (orig.*N)
14 [ ((N-1)*13.5+1)*orig. ] (orig.^N) (orig.*N)
15 [ ((N-1)*14.5+1)*orig. ] (orig.^N) (orig.*N)
16 [ ((N-1)*15.5+1)*orig. ] (orig.^N) (orig.*N)
17 [ ((N-1)*16.5+1)*orig. ] (orig.^N) (orig.*N)
18 [ ((N-1)*17.5+1)*orig. ] (orig.^N) (orig.*N)
19 [ ((N-1)*18.5+1)*orig. ] (orig.^N) (orig.*N)
20 [ ((N-1)*19.5+1)*orig. ] (orig.^N) (orig.*N)
21 [ ((N-1)*20.5+1)*orig. ] (orig.^N) (orig.*N)
22 [ ((N-1)*21.5+1)*orig. ] (orig.^N) (orig.*N)
23 [ ((N-1)*22.5+1)*orig. ] (orig.^N) (orig.*N)
24 [ ((N-1)*23.5+1)*orig. ] (orig.^N) (orig.*N)
25 [ ((N-1)*24.5+1)*orig. ] (orig.^N) (orig.*N)
26 [ ((N-1)*25.5+1)*orig. ] (orig.^N) (orig.*N)
27 [ ((N-1)*26.5+1)*orig. ] (orig.^N) (orig.*N)
28 [ ((N-1)*27.5+1)*orig. ] (orig.^N) (orig.*N)
29 [ ((N-1)*28.5+1)*orig. ] (orig.^N) (orig.*N)
30 [ ((N-1)*29.5+1)*orig. ] (orig.^N) (orig.*N)
31 [ ((N-1)*30.5+1)*orig. ] (orig.^N) (orig.*N)
32 [ ((N-1)*31.5+1)*orig. ] (orig.^N) (orig.*N)
33 [ ((N-1)*32.5+1)*orig. ] (orig.^N) (orig.*N)
34 [ ((N-1)*33.5+1)*orig. ] (orig.^N) (orig.*N)
35 [ ((N-1)*34.5+1)*orig. ] (orig.^N) (orig.*N)
36 [ ((N-1)*35.5+1)*orig. ] (orig.^N) (orig.*N)
37 [ ((N-1)*36.5+1)*orig. ] (orig.^N) (orig.*N)
38 [ ((N-1)*37.5+1)*orig. ] (orig.^N) (orig.*N)
39 [ ((N-1)*38.5+1)*orig. ] (orig.^N) (orig.*N)
45 [ ((N-1)*44.5+1)*orig. ] (orig.^N) (orig.*N)
54 [ ((N-1)*53.5+1)*orig. ] (orig.^N) (orig.*N)
63 [ ((N-1)*62.5+1)*orig. ] (orig.^N) (orig.*N)
72 [ ((N-1)*71.5+1)*orig. ] (orig.^N) (orig.*N)
Requisites: Original +9*N each,
  Class Slots xN
Alignment: as original
HD/level: (*N)d(*N) original (no &'s)
Weapon Prof.: As original base *N
To Hit Table: As original base *N
Reference: RM {Futureshifted Conjugator}
Groups: Custom, Futureshifted, PC Designed
Complexity: CF=5
   
Saving Throws:
PPD: (as original *N)
RSW: (as original *N)
PP: (as original *N)
BW: (as original *N)
Spell: (as original *N)
Fort: (as original *N)
Reflex: (as original *N)
Will: (as original *N)
 
For abilities, see next page.

[PC6] Custom Group Classes


Exponenter Abilities

Pick an N for this class. N must be positive and cannot be greater than LVL.
Pick another class you know. The class chosen cannot be Custom group, and must be a x1 multiplier class.
This class does not benefit from "Min Level" in the current campaign. (Conjugator does not have this restriction; this is an important difference between Conjugator and Exponenter).
The Hit Dice is *N the number of dice and *N the die size (e.g. 2d3 would become 4d6 at N=2).
Your "CL" and "LVL" for abilities is equal to your level to the Nth power instead of your level. However, you get "Level:" abilities (and "picks") only up to your level as normal (it is *not* squared).
Warriors: Your base number of attacks is based on your level ^N instead of your level. However, you cannot go beyond the bottom of the number of attacks chart.
Spell casters: Read on the ML=(level ^N) line, but your max SL is based only on ML=(level). For example, a level 4 Exponenter (N=2) emulating a Mage2 reads on the ML=16 line, but has only 1st and 2nd level spells (the max SL that a normal Mage2 has).
Priests: You turn undead using level ^N. GGL powers that are LVL based use level ^N, but you get Level: picks only up to your level.
Rogues: You get rogue points as if you were LVL=(level ^N), but you read the rogue chart only down to your level (not squared).
Psionicists: Your LVL in PSP calculations is your level ^N.
DM Note: In certain cases a formula is given for a class ability which is actually meant to abbreviate a "stack" of Level: abilities, such as "+LVL GGL picks". In these cases, the DM may rule you do not square that LVL number, you just use level. The ruling here is somewhat dependent on what else the class does, if the class gets almost no other benefits from Conjugator, the DM is more likely to let you use level squared. A good example of this is Pet Mage, which *does* use level squared for number of familiars, because otherwise a Conjugated Pet Mage does almost nothing extra.

[PC6] Custom Group Classes


Ferret

Level KXP
Spells
1 0 (none)
2 4.8 (none)
3 9.6 (none)
4 19.2 (none)
5 38.4 (none)
6 80 (none)
7 160 (none)
8 320 (none)
9 640 (none)
10 1120 (none)
11 1600 (none)
12 2080 (none)
13 2560 (none)
14 3040 (none)
15 3520 (none)
16 4000 (none)
17 4480 (none)
18 4960 (none)
19 5440 (none)
20 5920 (none)
21 6400 (none)
22 6880 (none)
23 7360 (none)
24 7840 (none)
25 8320 (none)
26 8800 (none)
27 9280 (none)
28 9760 (none)
29 10240 (none)
30 10720 (none)
31 11200 (none)
32 11680 (none)
33 12160 (none)
34 12640 (none)
35 13120 (none)
36 13600 (none)
TH Saves
PD RS PP BW Sp Fo Re Wi
+0 (total = 27, max = 9)
+1 (total = 30, max = 10)
+2 (total = 33, max = 11)
+3 (total = 36, max = 12)
+4 (total = 39, max = 13)
+5 (total = 42, max = 14)
+6 (total = 45, max = 15)
+7 (total = 48, max = 16)
+8 (total = 51, max = 17)
+8 (total = 54, max = 18)
+9 (total = 57, max = 19)
+9 (total = 60, max = 20)
+10 (total = 63, max = 21)
+10 (total = 66, max = 22)
+11 (total = 69, max = 23)
+11 (total = 72, max = 24)
+12 (total = 75, max = 25)
+12 (total = 78, max = 26)
Requisites: Dex 20, Chr 20
Alignment: any
HD/level: d6
Weapon Prof.: 4+level/4
To Hit Table: Cust
Save Table: Cust
Reference: DM {Planeshifted Weasel}
Groups: Rogue, Custom, Alternate
 
Gets 80 Rogue points per level.
Level N (every level): Get one "Level:" pick from any class you know as a player. It must be a "simple" pick (no entire spell progressions, subclasses, etc.)
Level 9: This "Level:" pick may be non-simple.
Level 18: This "Level:" pick may be non-simple, or something that normally cannot be picked (e.g. a Swashbuckler ability).
Level 27: This "Level:" pick may be non-simple, something that normally cannot be picked (e.g. a Swashbuckler ability), or a line of text at the top of a class description that isn't a "Level:" ability at all.
Lvl Wilderneer Ability | -50% | -100% | -150% Act Base Penalty Bonus
1 Astral Spell MMM 40 Int-18 Int-24
1 Body Freedom (transfer P <-> M action types freely; Str <-> Int, Dex <-> Wis, Con <-> Chr) FFF 0 Chr-36 Chr-54
1 Destruction/Mordenkainen's Disjunction PMM 0 Int-18 Int-24
1 Limited Wish (#=1) [limited to SL=LVL-1 or less effects] #F 0 Int-20 Int-25
1 Otto's Irresistance Dance | Control Physicals MPV 0 Chr-16 Chr-22
1 Shift a racial innate power you have to a random power (determined by DM) F 0 Con-20 Con-25
1 Time Shift VMM 20 Int-16 Int-24
3 Destruction/Mordenkainen's Disjunction ||| Put Target Down a Hole PMM 0 Int-19 Int-25
4 Limited Wish (#=1) | Alter Reality (#=2) [limited to SL=LVL-1 or less effects] #F 0 Int-20 Int-25
6 Shadow Magic | Shadow Walk | Shadow Flight | Become Shadow-form VM 0 Int-17 Int-20
7 0,1/r: Unspend (amount made by) Rogue points - 0 NA NA
7 Avoid Artifact Effect (entire party): x1 ||| x2 ||| x3 etc. - -10 Int-30 Int-46
7 Backstave (N/2% of your dmg is vile) || Stun (save=N-100) - 0 Wis-26 Wis-32
7 Can Dim Door away in combat during your actions | Teleport - -15 Dex-18 Dex-24
7 Instantaneous x0 effect | x1 || x2 ||| x3 |||| x4 etc. - 50 Dex-24 Dex-32
9 All die rolls within 240' are min (50%) or max (50%) (duration 1s per 10% made) FV 50 Dex-25 Dex-50
9 Aura of Ill Omen (all in area at -1 on all rolls per 10% made for 1t) MV 0 Chr-9 Chr-18
9 Contact Other Plane | Foresight MM 0 Chr-15 Chr-18
9 Control Movements | Control Physicals | Control Mentals MM 0 Chr-18 Chr-20
9 Elemental Form | Para-Ele Form | Quasi-Ele Form ||| Semi-Ele Form PP 40 Con-24 Con-24
9 Limited Wish (#=1) | Alter Reality (#=2) | Wish (#=3) #F 0 Int-20 Int-25
9 Reverse Gravity | Adjust Gravity VM 0 Dex-13 Dex-17
9 Shape Alteration/Polymorph Object | Shapechange MM 5 Con-13 Con-20
9 Time Shift ||| Time Travel VMM 15 Int-17 Int-25
16 Limited Wish (#=1) | Alter Reality (#=2) | Wish (#=3) | Change Reality (#=4) #F 0 Int-20 Int-25

[PC6] Custom Group Classes


FMCTP1/2

Level KXP
Spells
1 0 (varies)
2 3.225 (varies)
3 6.45 (varies)
4 12.9 (varies)
5 28.1 (varies)
6 50.75 (varies)
7 90.75 (varies)
8 159.5 (varies)
9 307 (varies)
10 598.5 (varies)
11 892 (varies)
12 1239 (varies)
13 1586 (varies)
14 1948 (varies)
15 2417.5 (varies)
16 2892 (varies)
17 3366.5 (varies)
18 3851 (varies)
19 4345.5 (varies)
20 4840 (varies)
21 5334.5 (varies)
22 5829 (varies)
23 6323.5 (varies)
24 6818 (varies)
25 7312.5 (varies)
26 7807 (varies)
27 8414 (varies)
28 9021 (varies)
29 9628 (varies)
30 10235 (varies)
31 10842 (varies)
32 11449 (varies)
33 12056 (varies)
34 12663 (varies)
35 13270 (varies)
36 13877 (varies)
TH Saves
PD RS PP BW Sp Fo Re Wi
+0  8  7  6  3  6  1  2  2
+1  8  7  6  3  7  1  3  3
+2  9  8  6  4  7  2  3  3
+3  9  8  7  4  7  2  4  4
+4 10  9  7  5  8  3  4  4
+5 10  9  7  6  8  3  5  5
+6 11 10  8  7  9  4  5  5
+7 11 10  9  8  9  4  6  6
+8 12 10  9  9  9  5  6  6
+9 12 11 10 10 10  5  7  7
+10 13 11 10 11 10  6  7  7
+11 13 12 11 12 11  6  8  8
+12 13 12 12 13 11  7  8  8
+13 14 13 13 14 11  7  9  9
+14 14 13 13 14 12  8  9  9
+15 14 13 14 14 12  8 10 10
+16 15 14 14 14 13  9 10 10
+17 15 14 14 14 13  9 11 11
Requisites: Str 9, Dex 9, Int 14, Wis 14, Either Con 9 or Chr 9
Alignment: any
HD/level: d10
Weapon Prof.: 4+level/2
To Hit Table: War
Save Table: War/Wiz/Pri/Rog/Psi
Reference: DM / PH1 / PH2
Groups: Custom
 
This is a mixed class Fighter+Magic-User+Cleric+Thief+Psionicist. You may pick 1st or 2nd edition for each of the classes. Regardless of what classes comprise the FMCTP mix, you can ignore alignment restrictions for those classes.
 
The saves are "pick the best of War, Wiz, Pri, Rog, Psi saves for each category".
 
This class can mix with itself, TANB, Archer-Ranger, Cavalier-Paladin, Barbarian-Cleric, or ArchPsi1. It cannot mix with with more than one of these, and cannot mix with any other class.
 
Level 2: You may replace one of the classes with another class from the 5 given (e.g. you can drop Fighter and add Psionicist to be a Magic-User+Cleric+Thief+Psionicist+Psionicist). The XP and other data does not change.
Level 4: You may replace another class, as per Level 2.
Level 6: You may pick "0th edition" for classes. This does give you Psi0 (Martial Arts psionicisit) if you pick 0 for Psi.
Level 7: You may replace another class, as per Level 2.
Level 8: You may pick "3rd edition" for classes.
Level 9: You may replace instances of Fighter with Paladin or Ranger; Magic-User with one of the standard 8 specialist types; Cleric with Druid or Healer; Thief with Acrobat, Assassin, Monk, or Bard; Psionicist with Psi(-1), Psi1Blaster, Psi5, or Psi9A. You can do this for any number of classes in the mix, the XP and other data does not change.
Level 10: You may replace another class, as per Level 2. Starting with this replacement, if another mixed-class combination is mixed with FMCTP1/2, you can replace one of the classes in that mix instead.
Level 12: You may add another (6th) class with one of the five standard classes. This extra class cannot be changed using the Level 9 ability. Again, the XP and other data does not change.
Level 14: You may replace another class, as per Level 10. If you replace the 6th class from the Level 12 ability, it still cannot be changed using the Level 9 ability.
Level 18: You may pick "30th edition" for classes (currently, this does nothing except for Fighter30).
Level 24: Add a 7th class, in Monster or Custom group, must be of editions 0-4. Classes that cannot be mixed cannot be added here. Another FMCTP1/2 or WWPRP2/3 cannot be added here.
Level 27: Can replace one class with any class in it's group with XP < FMCTP's XP.
Level 28: You may pick "5th edition" for classes.
Level 36: Add an 8th class, any group, of editions 0-5.

[PC6] Custom Group Classes


Generic Priest (page 1)

Overall
Level
KXP
1 0
2 1.5
3 3
4 6
5 13
6 27.5
7 55
8 110
9 225
10 450
11 675
12 900
13 1125
14 1350
15 1575
16 1800
17 2025
18 2250
19 2475
20 2700
21 2925
22 3150
23 3375
24 3600
25 3825
26 4050
27 4275
28 4500
29 4725
30 4950
31 5175
32 5400
33 5625
34 5850
35 6075
36 6300
ML Priest
123 456 789
KXP
1 2-- --- --- 0
2 30- --- --- 0.6
3 32- --- --- 1.2
4 430 --- --- 2.4
5 432 --- --- 5.2
6 443 0-- --- 11
7 543 2-- --- 22
8 544 30- --- 44
9 554 32- --- 90
10 554 430 --- 180
11 655 432 --- 270
12 655 443 0-- 360
13 665 543 2-- 450
14 665 544 30- 540
15 666 554 32- 630
16 666 554 430 720
17 666 655 432 810
18 666 655 443 900
19 666 665 544 990
20 666 665 555 1080
21 666 666 555 1170
22 666 666 655 1260
23 666 666 665 1350
24 666 666 666 1440
25 766 666 666 1530
26 776 666 666 1620
27 777 666 666 1710
28 777 766 666 1800
29 777 776 666 1890
30 777 777 666 1980
31 777 777 766 2070
32 777 777 776 2160
33 777 777 777 2250
34 877 777 777 2340
35 887 777 777 2430
36 888 777 777 2520
 
CL
KXP
1 0
2 0.45
3 0.9
4 1.8
5 3.9
6 8.25
7 16.5
8 33
9 67.5
10 135
11 202.5
12 270
13 337.5
14 405
15 472.5
16 540
17 607.5
18 675
19 742.5
20 810
21 877.5
22 945
23 1012.5
24 1080
25 1147.5
26 1215
27 1282.5
28 1350
29 1417.5
30 1485
31 1552.5
32 1620
33 1687.5
34 1755
35 1822.5
36 1890
Stat
Pts
HD KXP
1 1d8 0
2 2d8 0.3
3 3d8 0.6
4 4d8 1.2
5 5d8 2.6
6 6d8 5.5
7 7d8 11
8 8d8 22
9 9d8 45
10 10d8 90
11 11d8 135
12 12d8 180
13 13d8 225
14 14d8 270
15 15d8 315
16 16d8 360
17 17d8 405
18 18d8 450
19 19d8 495
20 20d8 540
21 21d8 585
22 22d8 630
23 23d8 675
24 24d8 720
25 25d8 765
26 26d8 810
27 27d8 855
28 28d8 900
29 29d8 945
30 30d8 990
31 31d8 1035
32 32d8 1080
33 33d8 1125
34 34d8 1170
35 35d8 1215
36 36d8 1260

[PC6] Custom Group Classes


Generic Priest (page 2)

Turn
Lvl
TH Wpn / NW
Prof.
Saves
PD RS PP BW Sp Fo Re Wi
KXP
1 +0 2+0 / 1  8  4  5  2  3  0  0  2 0
2 +1 2+0 / 2  8  4  6  3  4  0  0  3 0.15
3 +1 2+0 / 3  9  5  6  3  4  0  1  3 0.3
4 +2 2+1 / 4  9  5  6  4  4  1  1  4 0.6
5 +3 2+1 / 5 10  6  7  4  5  1  1  4 1.3
6 +3 2+1 / 6 10  6  7  5  5  2  2  5 2.75
7 +4 2+1 / 7 11  7  8  5  6  2  2  5 5.5
8 +5 2+2 / 8 11  7  9  6  6  2  2  6 11
9 +5 2+2 / 9 12  7  9  6  7  3  3  6 22.5
10 +6 2+2 / 10 12  8  9  6  7  3  3  7 45
11 +7 2+2 / 11 13  8 10  7  8  4  3  7 67.5
12 +7 2+3 / 12 13  9 10  7  8  4  4  8 90
13 +8 2+3 / 13 13  9 10  7  8  4  4  8 112.5
14 +9 2+3 / 14 14  9 11  8  9  5  4  9 135
15 +9 2+3 / 15 14 10 11  8  9  5  5  9 157.5
16 +10 2+4 / 16 14 10 11  9  9  6  5 10 180
17 +11 2+4 / 17 15 11 12  9 10  6  5 10 202.5
18 +11 2+4 / 18 15 11 12 10 11  6  6 11 225
19 +12 2+4 / 19 16 12 13 10 11  7  6 11 247.5
20 +13 2+5 / 20 16 12 13 11 12  7  6 12 270
21 +13 2+5 / 21 16 13 13 11 12  8  7 12 292.5
22 +14 2+5 / 22 16 13 14 12 12  8  7 13 315
23 +15 2+5 / 23 16 13 14 12 13  8  7 13 337.5
24 +15 2+6 / 24 16 14 14 13 13  9  8 14 360
25 +16 2+6 / 25 16 14 15 13 13  9  8 14 382.5
26 +17 2+6 / 26 16 14 15 14 14 10  8 15 405
27 +17 2+6 / 27 16 15 15 14 14 10  9 15 427.5
28 +18 2+7 / 28 17 15 16 14 14 10  9 16 450
29 +19 2+7 / 29 17 15 16 15 15 11  9 16 472.5
30 +19 2+7 / 30 17 15 16 15 15 11 10 17 495
31 +20 2+7 / 31 17 16 16 15 15 12 10 17 517.5
32 +21 2+8 / 32 17 16 16 15 16 12 10 18 540
33 +21 2+8 / 33 17 16 16 16 16 12 11 18 562.5
34 +22 2+8 / 34 17 16 16 16 16 13 11 19 585
35 +23 2+8 / 35 17 16 16 16 16 13 11 19 607.5
36 +23 2+9 / 36 17 16 16 16 16 14 12 20 630
Requisites: Wis 9
Alignment: any
HD/level: d8
Weapon Prof.: 2+level/4
To Hit Table: Pri
Save Table: Pri
Reference: DM
Groups: Priest, Custom
 
You may spend your XP in 8 categories for this class. You may spend XP unevenly (e.g. all towards ML). Note that level 1 in all categories costs 0 XP.
40% category: ML
30% category: CL
20% categories: Stat Points *, Hit Dice **
10% categories: Turn Level, To Hit *, Proficiencies *, Saves
* These categories are not cumulative with other classes; you treat this as any other class. For example, if you are level 8 in ML and level 1 in Stat Pts, and level 4 in another (normal) class, you have 4 stat points (your highest level), not 4+1=5. (Using the "highest class" rule, the Generic Cleric class here counts as only level 1 for Stat Pts.)
** If multi-classed, you still need to divide by number of classes, even if all this class gives is 1 hit die. Hit Dice listed is the total.
 
The "Overall Level" is given so you know what level you are for purposes of energy drain and HNCL.
Note that it costs 150% (2.25 KXP for 2nd level) to actually raise all of these categories at the same time, so this class is less "efficient" than a normal Cleric class.

[PC6] Custom Group Classes


Generic Psionicist (page 1)

Overall
Level
KXP
1 0
2 2.5
3 5
4 10
5 15
6 25
7 50
8 75
9 100
10 125
11 150
12 300
13 450
14 750
15 1000
16 1300
17 1600
18 2000
19 2500
20 3000
21 3500
22 4000
23 4500
24 5000
25 5500
26 6000
27 6500
28 7000
29 7500
30 8000
31 8500
32 9000
33 9500
34 10000
35 10500
36 11000
ML Psi(any1)
mMG S
KXP
1 1-- - 0
2 2-- - 1.25
3 3-- - 2.5
4 4-- - 5
5 41- - 7.5
6 51- - 12.5
7 52- - 25
8 62- - 37.5
9 63- - 50
10 73- - 62.5
11 74- - 75
12 741 - 150
13 841 - 225
14 851 - 375
15 852 - 500
16 952 - 650
17 962 - 800
18 A62 1 1000
19 A72 1 1250
20 A73 1 1500
21 B83 2 1750
22 C84 2 2000
23 D94 2 2250
24 E95 3 2500
25 FA5 3 2750
26 GA6 3 3000
27 HB6 4 3250
28 IB7 4 3500
29 JC7 4 3750
30 KC8 5 4000
31 LD8 5 4250
32 MD9 5 4500
33 NE9 6 4750
34 OEA 6 5000
35 PFA 6 5250
36 QFB 7 5500
 
CL
KXP
1 0
2 1
3 2
4 4
5 6
6 10
7 20
8 30
9 40
10 50
11 60
12 120
13 180
14 300
15 400
16 520
17 640
18 800
19 1000
20 1200
21 1400
22 1600
23 1800
24 2000
25 2200
26 2400
27 2600
28 2800
29 3000
30 3200
31 3400
32 3600
33 3800
34 4000
35 4200
36 4400
Stat
Pts
KXP
1 0
2 0.5
3 1
4 2
5 3
6 5
7 10
8 15
9 20
10 25
11 30
12 60
13 90
14 150
15 200
16 260
17 320
18 400
19 500
20 600
21 700
22 800
23 900
24 1000
25 1100
26 1200
27 1300
28 1400
29 1500
30 1600
31 1700
32 1800
33 1900
34 2000
35 2100
36 2200

[PC6] Custom Group Classes


Generic Psionicist (page 2)


Lvl
HD TH Wpn / NW
Prof.
Saves
PD RS PP BW Sp Fo Re Wi
KXP
1 1d4 +0 1+0 / 1  5  3  8  2  3  1  0  1 0
2 2d4 +0 1+0 / 2  5  4  8  2  3  1  0  2 0.25
3 3d4 +0 1+0 / 3  6  4  8  3  4  2  0  2 0.5
4 4d4 +1 1+0 / 4  6  5  8  3  4  2  1  3 1
5 5d4 +1 1+1 / 5  6  5  9  3  4  2  1  3 1.5
6 6d4 +1 1+1 / 6  6  6  9  4  5  3  1  4 2.5
7 7d4 +2 1+1 / 7  7  6  9  4  5  3  2  4 5
8 8d4 +2 1+1 / 8  7  7  9  4  5  4  2  5 7.5
9 9d4 +2 1+1 / 9  7  7 10  5  6  4  2  5 10
10 10d4 +3 1+2 / 10  7  8 10  5  6  4  3  6 12.5
11 11d4 +3 1+2 / 11  8  8 10  5  6  5  3  6 15
12 12d4 +3 1+2 / 12  8  9 10  6  7  5  3  7 30
13 13d4 +4 1+2 / 13  8  9 11  6  7  6  4  7 45
14 14d4 +4 1+2 / 14  8 10 11  6  7  6  4  8 75
15 15d4 +4 1+3 / 15  9 10 11  7  8  6  4  8 100
16 16d4 +5 1+3 / 16  9 11 11  7  8  7  5  9 130
17 17d4 +5 1+3 / 17  9 11 12  7  9  7  5  9 160
18 18d4 +5 1+3 / 18  9 12 12  8  9  8  5 10 200
19 19d4 +6 1+3 / 19 10 12 12  8 10  8  6 10 250
20 20d4 +6 1+4 / 20 10 13 12  8 10  8  6 11 300
21 21d4 +6 1+4 / 21 10 13 13  9 11  9  6 11 350
22 22d4 +7 1+4 / 22 11 14 13  9 11  9  7 12 400
23 23d4 +7 1+4 / 23 11 14 13  9 12 10  7 12 450
24 24d4 +7 1+4 / 24 11 14 13 10 12 10  7 13 500
25 25d4 +8 1+5 / 25 12 14 14 11 13 10  8 13 550
26 26d4 +8 1+5 / 26 13 15 14 12 13 11  8 14 600
27 27d4 +8 1+5 / 27 14 15 14 13 14 11  8 14 650
28 28d4 +9 1+5 / 28 15 15 15 14 14 12  9 15 700
29 29d4 +9 1+5 / 29 15 16 16 15 15 12  9 15 750
30 30d4 +9 1+6 / 30 15 16 16 15 15 12  9 16 800
31 31d4 +10 1+6 / 31 16 16 16 15 16 13 10 16 850
32 32d4 +10 1+6 / 32 16 16 16 15 16 13 10 17 900
33 33d4 +10 1+6 / 33 16 16 16 16 16 14 10 17 950
34 34d4 +11 1+6 / 34 16 16 16 16 16 14 11 18 1000
35 35d4 +11 1+7 / 35 16 16 16 16 16 14 11 18 1050
36 36d4 +11 1+7 / 36 16 16 16 16 16 15 11 19 1100
Requisites: Chr 9
Alignment: any
HD/level: d4
Weapon Prof.: 1+level/5
To Hit Table: Wiz
Save Table: Psi
Reference: DM
Groups: Psionicist, Custom
 
Choose any one frequency. Psionic Strength = (Int+Wis+Chr)/3*(Level+9), this is in Psi1 scale.
You may spend your XP in 8 categories for this class. You may spend XP unevenly (e.g. all towards ML). Note that level 1 in all categories costs 0 XP.
50% category: ML
40% category: CL
20% category: Stat Points *
10% categories: Hit Dice **, To Hit *, Proficiencies *, Saves
* These categories are not cumulative with other classes; you treat this as any other class. For example, if you are level 8 in ML and level 1 in Stat Pts, and level 4 in another (normal) class, you have 4 stat points (your highest level), not 4+1=5. (Using the "highest class" rule, the Generic Wizard class here counts as only level 1 for Stat Pts.)
** If multi-classed, you still need to divide by number of classes, even if all this class gives is 1 hit die. Hit Dice listed is the total.
 
The "Overall Level" is given so you know what level you are for purposes of energy drain and HNCL.
Note that it costs 150% (2.25 KXP for 2nd level) to actually raise all of these categories at the same time, so this class is less "efficient" than a normal Wizard class.

[PC6] Custom Group Classes


Generic Rogue


Level

KXP
Wiz/Pri/Rog
123 456 789

TH
1 0 1-- --- +0
2 1.5 2-- --- +0
3 3 21- --- +1
4 6 31- --- +1
5 12 32- --- +2
6 24 321 --- +2
7 48 331 --- +3
8 96 332 --- +3
9 192 332 1-- +4
10 492 333 1-- +4
11 792 333 2-- +5
12 1092 333 21- +5
13 1392 333 31- +6
14 1692 333 32- +6
15 1992 433 321 +7
16 2292 443 331 +7
17 2592 444 332 +8
18 2892 444 432 +8
19 3192 444 443 +9
20 3492 444 444 +9
21 3792 554 444 +10
22 4092 555 444 +10
23 4392 555 544 +11
24 4692 555 554 +11
25 4992 555 555 +12
26 5292 665 555 +12
27 5592 666 555 +13
28 5892 666 655 +13
29 6192 666 665 +14
30 6492 666 666 +14
31 6792 776 666 +15
32 7092 777 666 +15
33 7392 777 766 +16
34 7692 777 776 +16
35 7992 777 777 +17
36 8292 777 777 1 +17
37 16584 777 777 2 +18
38 24876 777 777 3 +18
39 33168 777 777 4 +19
45 82920 888 777 7 +22
54 157548 999 988 81 +26
63 232176 999 999 88 +31
72 306804 AAA AAA 991 +35
Requisites: Dex 18
Alignment: any
HD/level: d6
Weapon Prof.: 2+level/2
To Hit Table: Rog
Reference: DM
Groups: Rogue, Custom
Complexity: CF=2
   
Saving Throws:  
PPD: level+4
RSW: level+3
PP: level+5
BW: level+1
Spell: level+2
Fort: level+0
Reflex: level+6
Will: level+0
   
Does not get the normal 40 Rogue points per level.
Does not automatically get the spell progression listed.
Level N (every level) ¶: Choose two:
A. 40 Rogue points
B. N levels of Rogue picks; if you pick this twice within a single level, you may combine these (e.g. at level 3 you could get a "Level 6:" pick).
C. Spell progression: You get the difference from ML=N and ML=N-1. (e.g. at Level 6 you get one 3rd). This can be used as Wizard, Priest, or Rogue spells.
D. +1V action, or add a "Q" to one of your existing V actions.
E. +1 Hit Die (it's a d6).
F. +1 Dex.
G. Counts as two picks: One level of Exceptional Dex.
H. Counts as two picks: A "Level N:" (or less) Rogue ability from a class you know.
Level 9, 18, 27, etc.: Instead of the "Any Rogue" ability you get from being in Rogue group, you may have another choice (above) instead.

[PC6] Custom Group Classes


Generic Wizard (page 1)

Overall
Level
KXP
1 0
2 2.5
3 5
4 10
5 20
6 40
7 60
8 90
9 135
10 250
11 375
12 750
13 1125
14 1500
15 1875
16 2250
17 2625
18 3000
19 3375
20 3750
21 4125
22 4500
23 4875
24 5250
25 5625
26 6000
27 6375
28 6750
29 7125
30 7500
31 7875
32 8250
33 8625
34 9000
35 9375
36 9750
ML Wizard
123 456 789
KXP
1 1-- --- --- 0
2 2-- --- --- 1.25
3 21- --- --- 2.5
4 32- --- --- 5
5 321 --- --- 10
6 332 --- --- 20
7 432 1-- --- 30
8 433 2-- --- 45
9 443 21- --- 67.5
10 443 32- --- 125
11 444 321 --- 187.5
12 444 332 --- 375
13 444 432 1-- 562.5
14 444 433 2-- 750
15 444 443 21- 937.5
16 444 443 32- 1125
17 444 444 321 1312.5
18 444 444 332 1500
19 444 444 433 1687.5
20 444 444 444 1875
21 544 444 444 2062.5
22 554 444 444 2250
23 555 444 444 2437.5
24 555 544 444 2625
25 555 554 444 2812.5
26 555 555 444 3000
27 555 555 544 3187.5
28 555 555 554 3375
29 555 555 555 3562.5
30 655 555 555 3750
31 665 555 555 3937.5
32 666 555 555 4125
33 666 655 555 4312.5
34 666 665 555 4500
35 666 666 555 4687.5
36 666 666 655 4875
 
CL
KXP
1 0
2 1
3 2
4 4
5 8
6 16
7 24
8 36
9 54
10 100
11 150
12 300
13 450
14 600
15 750
16 900
17 1050
18 1200
19 1350
20 1500
21 1650
22 1800
23 1950
24 2100
25 2250
26 2400
27 2550
28 2700
29 2850
30 3000
31 3150
32 3300
33 3450
34 3600
35 3750
36 3900
Stat
Pts
KXP
1 0
2 0.5
3 1
4 2
5 4
6 8
7 12
8 18
9 27
10 50
11 75
12 150
13 225
14 300
15 375
16 450
17 525
18 600
19 675
20 750
21 825
22 900
23 975
24 1050
25 1125
26 1200
27 1275
28 1350
29 1425
30 1500
31 1575
32 1650
33 1725
34 1800
35 1875
36 1950

[PC6] Custom Group Classes


Generic Wizard (page 2)

Turn
Lvl
HD TH Wpn / NW
Prof.
Saves
PD RS PP BW Sp Fo Re Wi
KXP
1 1d4 +0 1+0 / 1  4  7  5  3  6  0  1  1 0
2 2d4 +0 1+0 / 2  4  7  5  3  7  0  1  1 0.25
3 3d4 +0 1+0 / 3  4  8  5  4  7  0  1  2 0.5
4 4d4 +1 1+0 / 4  4  8  6  4  7  1  2  2 1
5 5d4 +1 1+1 / 5  5  9  6  4  8  1  2  3 2
6 6d4 +1 1+1 / 6  5  9  7  5  8  2  3  3 4
7 7d4 +2 1+1 / 7  5 10  7  5  9  2  3  4 6
8 8d4 +2 1+1 / 8  6 10  7  6  9  2  3  4 9
9 9d4 +2 1+1 / 9  6 10  8  6  9  3  4  5 13.5
10 10d4 +3 1+2 / 10  6 11  8  6 10  3  4  5 25
11 11d4 +3 1+2 / 11  7 11  9  7 10  4  5  6 37.5
12 12d4 +3 1+2 / 12  7 12  9  7 11  4  5  6 75
13 13d4 +4 1+2 / 13  7 12  9  8 11  4  5  7 112.5
14 14d4 +4 1+2 / 14  7 13 10  8 11  5  6  7 150
15 15d4 +4 1+3 / 15  8 13 10  8 12  5  6  8 187.5
16 16d4 +5 1+3 / 16  8 13 11  9 12  6  7  8 225
17 17d4 +5 1+3 / 17  8 14 11  9 13  6  7  9 262.5
18 18d4 +5 1+3 / 18  9 14 11 10 13  6  7  9 300
19 19d4 +6 1+3 / 19  9 14 12 10 13  7  8 10 337.5
20 20d4 +6 1+4 / 20  9 15 12 10 14  7  8 10 375
21 21d4 +6 1+4 / 21 10 15 13 11 14  8  9 11 412.5
22 22d4 +7 1+4 / 22 10 15 13 11 15  8  9 11 450
23 23d4 +7 1+4 / 23 10 15 13 12 15  8  9 12 487.5
24 24d4 +7 1+4 / 24 11 16 13 12 15  9 10 12 525
25 25d4 +8 1+5 / 25 11 16 14 12 15  9 10 13 562.5
26 26d4 +8 1+5 / 26 12 16 14 13 15 10 11 13 600
27 27d4 +8 1+5 / 27 12 16 14 13 16 10 11 14 637.5
28 28d4 +9 1+5 / 28 12 16 14 14 16 10 11 14 675
29 29d4 +9 1+5 / 29 13 16 15 14 16 11 12 15 712.5
30 30d4 +9 1+6 / 30 13 16 15 14 16 11 12 15 750
31 31d4 +10 1+6 / 31 14 16 15 15 16 12 13 16 787.5
32 32d4 +10 1+6 / 32 14 16 15 15 16 12 13 16 825
33 33d4 +10 1+6 / 33 14 17 16 15 16 12 13 17 862.5
34 34d4 +11 1+6 / 34 15 17 16 16 16 13 14 17 900
35 35d4 +11 1+7 / 35 15 17 16 16 16 13 14 18 937.5
36 36d4 +11 1+7 / 36 16 17 16 16 17 14 15 18 975
Requisites: Int 9
Alignment: any
HD/level: d4
Weapon Prof.: 1+level/5
To Hit Table: Wiz
Save Table: Wiz
Reference: DM
Groups: Wizard, Custom
 
Gets Int bonus to spell progression.
You may spend your XP in 8 categories for this class. You may spend XP unevenly (e.g. all towards ML). Note that level 1 in all categories costs 0 XP.
50% category: ML
40% category: CL
20% category: Stat Points *
10% categories: Hit Dice **, To Hit *, Proficiencies *, Saves
* These categories are not cumulative with other classes; you treat this as any other class. For example, if you are level 8 in ML and level 1 in Stat Pts, and level 4 in another (normal) class, you have 4 stat points (your highest level), not 4+1=5. (Using the "highest class" rule, the Generic Wizard class here counts as only level 1 for Stat Pts.)
** If multi-classed, you still need to divide by number of classes, even if all this class gives is 1 hit die. Hit Dice listed is the total.
 
The "Overall Level" is given so you know what level you are for purposes of energy drain and HNCL.
Note that it costs 150% (2.25 KXP for 2nd level) to actually raise all of these categories at the same time, so this class is less "efficient" than a normal Wizard class.

[PC6] Custom Group Classes


GWSSP9A


Level

KXP
Wizard
123 456 789 ABC
Priest
123 456 789 A
Psi9
mMG SUV

TH
1 0 1-- --- --- 1-- --- - 1-- - +1
2 1.6 2-- --- --- 20- --- - 2-- - +1
3 3.2 21- --- --- 31- --- - 21- - +2
4 6.5 22- --- --- 320 --- - 31- - +3
5 13 221 --- --- 321 --- - 32- - +3
6 26 222 --- --- 332 0-- - 321 - +4
7 50 222 1-- --- 332 1-- - 421 - +5
8 100 222 2-- --- 333 20- - 431 - +5
9 200 222 21- --- 333 21- - 432 - +6
10 400 222 22- --- 333 32- - 532 - +7
11 725 322 22- --- 333 33- - 542 - +7
12 1050 332 221 --- 433 330 - 543 - +8
13 1375 333 222 --- 443 331 - 643 - +9
14 1700 333 322 --- 444 332 - 653 - +9
15 2025 333 332 --- 444 433 - 654 - +10
16 2350 433 333 1-- 444 443 - 754 - +11
17 2675 443 333 2-- 444 444 - 764 - +11
18 3000 444 333 3-- 544 444 0 765 - +12
19 3325 444 433 3-- 554 444 1 766 1 +13
20 3650 444 443 3-- 555 444 2 776 1 +13
21 3975 444 444 31- 555 544 3 777 1 +14
22 4300 444 444 42- 555 554 4 877 1 +15
23 4625 444 444 43- 555 555 4 887 1 +15
24 4950 444 444 44- 555 555 5 888 2 +16
25 5275 544 444 44- 655 555 5 988 2 +17
26 5600 554 444 44- 665 555 5 998 2 +17
27 5925 555 444 441 666 555 5 999 2 +18
28 6250 555 544 442 666 655 5 999 3 +19
29 6575 555 554 443 666 665 5 999 4 +19
30 6900 555 555 444 666 666 5 999 5 +20
31 7225 555 555 544 666 666 6 999 6 +21
32 7550 555 555 554 766 666 6 999 7 +21
33 7875 555 555 555 776 666 6 999 8 +22
34 8200 666 555 555 777 666 6 999 9 +23
35 8525 666 666 555 777 766 6 AAA A +23
36 8850 666 666 666 1 777 776 61 BBB B1 +24
37 17700 666 666 666 2 777 776 62 BBB B2 +25
38 26550 666 666 666 3 777 776 63 BBB B3 +25
39 35400 666 666 666 4 777 776 64 BBB B4 +26
45 88500 777 766 666 6 877 777 77 BBB BA +30
54 168150 888 777 777 61 998 888 881 DDD CC +36
63 247800 888 887 777 77 999 988 888 FFE EE +42
72 327450 998 888 888 881 AAA 999 999 1 GGG GG1 +48
Requisites: Str 9, Dex 7, Con 6, Int 6, Wis 6
Alignment: any
HD/level: d12
Weapon Prof.: 5+level/2
To Hit Table: Ftr0
Reference: DM
Groups: Custom
Complexity: CF=2
   
Saving Throws:  
PPD: level+6
RSW: level+5
PP: level+7
BW: level+2
Spell: level+2
Fort: level+2
Reflex: level+3
Will: level+2
   
This is a mixed Guard - Witch Doctor - Shaman - Scout - Psi9A.
Gets Exceptional Str & Con. Can take Super Str & Con for 2 weapon proficiencies each.
Can specialize in a school, but pick 2 opposites.
You get 1 Grand, 2 Major, and 5 Minor spheres. Your god may alter this amount.
Gets 30 Rogue points per level. Still gets the "Any Rogue" picks at 9th, 18th, 27th, and 36th.
See [Q9] for rules and powers.
This functions like a normal Psi9 class, except you do NOT get +1 to each track for each level, instead you get +1 to a single track each level (the track chosen may be different each level). This bonus would stack with the normal Psi9 class and Psi18.
You get the normal "track-length" for each stat; this does not stack with the Psi9 track-length. (i.e. if you have Psi9 and Psi9A, you get track-length only once).
Level 1: 1V: Deflect 1P action worth of attacks from any target within (5*level)' to yourself. You cannot then deflect these attacks away; you must actually be hittable by the attacks.
Level 1: Can read scrolls of any spell level without "blowing your head off".
Level 1: Can turn lycanthropes as if they were undead (DM will assign turning values).
Level 2: 1M: Incite Berserker or Enraged status on your troops (not too useful for PCs).
Level 3: 1M: Swap 1 physical subability with one willing target for 1t. At level 9, swap your stat with up to 10 others (so all 10 of them get your old stat); you get back your choice of their 10.
Level 3: Pick a mental stat. Psi9 abilities that use the corresponding physical stat may use the track of the mental stat instead (i.e. if you pick "Int", you may use either your "Str" or your "Int" track for powers involving "Str").
Level 5: Great Swing as per Fighter.
Level 6: Get another Psi9 pick just like Level 3.
Level 8: Can create potions as per an Alchemist of ½ the Witch Doctor's level.
Level 9: Get the last pPsi9 ick just like Level 3.
Level 27: Pick one species (as per Ranger species enemy). You can turn that species as if it was undead (DM will assign turning values).
Lvl Scout Ability | -50% | -100% | -150% Act Base Penalty Bonus
1 Open/Close Locks: (-5% per TechLvl of the Lock) (-10% per SL of the Lock) V 0 Dex-13 Dex-17
1 Move Silently || Immovability | Avoid Clairnasience V 5 Dex-14 Dex-17
1 Hide in Shadows | Hide amongst People or Trees | Meld in Shadows/Mirrors V 0 Dex-12 Dex-17
1 Spying || Reflecting Pool - || F 5 Int-12 Int-15
1 Climb Walls | Climb Overhangs | Climb Upside-Down | Climb in Mid-Air V 55 Str-10 Str-14
1 Any Rogue 1 ability - - - -
2 Evasion (0, make by 5% per amount hit: no dmg from weapon) V 10 Dex-11 Dex-15
3 Disguise | Alter Appearance M 25 Chr-11 Chr-13
4 Invisibility | Improved Invisibility M 0 Int-13 Int-18
4 Distraction | Mislead | Forget | Mirage Arcana M 15 Wis-13 Wis-16
5 Legend Lore | Identify 0 | M 0 Int-13 Int-15
6 Read Languages | Decipher Code M 0 Int-9 Int-14
7 Identity Penetration | False Seeing | True Seeing MM 5 Wis-11 Wis-19
8 Free Action / Remove Paralysis / Remove Domination P 5 Con-8 Con-16
6 All-Around Sight | Locate Object | Treasure Finding M 25 Wis-15 Wis-19
10 Sending | Demand M 10 Int-9 Int-12
12 Teleport | Teleport without Error || Teleport Other to Self (no save) M 5 Int-16 Int-17
18 Psychic Impersonation || Soul/Spirit Impersonation - 15 Wis-9 Wis-14
27 Astral Spell MMM 40 Int-18 Int-24

[PC6] Custom Group Classes


Innovator48

Level KXP
Spells
1 6 (owe) (none)
2 12 (none)
3 24 (none)
4 60 (none)
5 120 (none)
6 240 (none)
7 450 (none)
8 840 (none)
9 1300 (none)
10 1900 (none)
11 2500 (none)
12 3100 (none)
13 3700 (none)
14 4300 (none)
15 4900 (none)
16 5500 (none)
17 6100 (none)
18 6700 (none)
19 7300 (none)
20 7900 (none)
21 8500 (none)
22 9100 (none)
23 9700 (none)
24 10300 (none)
25 10900 (none)
26 11500 (none)
27 12100 (none)
28 12700 (none)
29 13300 (none)
30 13900 (none)
31 14500 (none)
32 15100 (none)
33 15700 (none)
34 16300 (none)
35 16900 (none)
36 17500 (none)
TH Saves
PD RS PP BW Sp Fo Re Wi
+1 (total = 27, max = 9)
+3 (total = 33, max = 11)
+5 (total = 39, max = 13)
+7 (total = 45, max = 15)
+8 (total = 51, max = 17)
+9 (total = 57, max = 19)
+10 (total = 63, max = 21)
+11 (total = 69, max = 23)
+12 (total = 75, max = 25)
+13 (total = 81, max = 27)
+14 (total = 87, max = 29)
+15 (total = 93, max = 31)
+16 (total = 99, max = 33)
+17 (total = 105, max = 35)
+18 (total = 111, max = 37)
+19 (total = 117, max = 39)
+20 (total = 123, max = 41)
+21 (total = 129, max = 43)
Requisites: Chr 22
Alignment: any
HD/level: & d8
Weapon Prof.: & 3+level/3
To Hit Table: 2xCust
Save Table: 2xCust
Reference: DM
Groups: Custom
 
Pick one "Psi48" ability per level (see below). You do not need to pick them in any particular order; they are numbered only for reference. If it is a class or progression modification, you may have it affect one class on your character; not necessarily this class. Your "LVL" in these Psi48 abilities always refers to your Innovator48 level, not to the class you're affecting.
A {War 1}. You may throw any item as a weapon without suffering a penalty because the item wasn't meant to be thrown. It has instant returning if you want it to.
B {War 2}. Can narrow salvo attacks (roll same die roll TH for all attacks on one person). Level 9: You may roll attacks against someone one at a time until you get a result you like. The rest of your attack rolls this P action are that same result.
C {Wiz 1}. 1V, while drinking a potion or using a charge on an item (such as a wand): "Material Component" the effect.
D {Wiz 2}. 1F, 1/reset per wand/staff/rod: Choose one effect the wand/staff/rod does. Roll a new effect of the same SL. You may request the new effect to have the same the same Group (Wiz/Pri/Psi), if not, the DM will roll group randomly. If the same group, you may request the new effect to also have the same School/Sphere/PsiFrequency, if not, the DM will roll this randomly (use 1d50-20 for frequency). The wand/staff/rod now permanently does the new effect instead of the old one.
E {Pri 1}. 0, while drinking a potion: Do a "sip" on the potion, which might identify it. Then the rest of the potion resolves. You may reverse the effect of the entire potion of yourself (Harm -> Heal, Poison -> Neutralize Poison or Sweet Water, etc.). This works even if the sip was lethal.
F {Pri 2}. 0, 1/reset: Choose 1 specific race or monster. You may Turn that race/monster as if it was undead for the rest of this reset.
G {Rog 1}. Pick up to LVL Rogue abilities you have (may leave as "open slots"). You may material component them.
H {Rog 2}. Treat "pipes" on Rogue abilities as -50+LVL instead of -50.
I {Psi 1}. You may pick powers in a psionic progression using a frequency that is 1 higher, 1 lower, double, or the negative of the one you have. You must "know" the frequency in order to be able to do this.
J {Psi 2}. If you spend two picks on a psionic power, it is "Channeling" and you don't need to spend PSPs on it anymore. If the PSP cost is variable, it uses the maximum possible amount, or 1/2 of your psionic pool, whichever is smaller.
K {Cust 1}. 0.2 in Class Adj. Level 9: +0.3 in Class Adj. Level 18: +0.3 in Class Adj. Level 27: +0.3 in Class Adj.
L {Cust 2}. +1 X24 minor. Level 9: +1 X24 major. Level 18: +1 X24 grand. Level 27: +1 X24 super.
M {Conc 1}. +LVL HNCL.
N {Conc 2}. +1 X7 minor. Level 9: +1 X7 major. Level 18: +1 X7 grand. Level 27: +1 X7 super.
O {Mon 1}. 0.2 in Race Adj. Level 9: +0.3 in Race Adj. Level 18: +0.3 in Race Adj. Level 27: +0.3 in Race Adj.
P {Mon 2}. 1F, 1/t, LVL/d: Change your race (to a legal race of your racial XP divisor or less) until this ability is used again. You do not need to adjust your stats (you can treat all of these as "Vanilla").
Q {Alt 1}. 1 reset of actions, 1/campaign: Your "Player Pick" (cheat code) is changed to a code that is not currently in use. You may pick from the "Older/Inactive Codes" in [X3].
R {Alt 2}. You may "trade in" three magic items from the last dungeon run to copy another (x1 non-unique) item from the last dungeon run (sort of like NPC "compensated items"). Level 18: Goes down to two magic items needed.
S {Mini 1}. Get 1/4 your Innovator48 XP to spend on a Mini class, which does not actually occupy a Mini class slot.
T {Mini 2}. You may "mix" two Mini classes together (using the +50% rule). You may mix the Normal and Alternate version of the same Mini class together (an exception to the rule that you can't take the Normal and Alternate form).
U {Mirr 1}. You may cast the "reverse" of your race abilities or your class abilities in one class.
V {Mirr 2}. Give yourself the "All of this group" abilities and LVL worth of "Level:" abilities (a "Level 3:" ability would cost 3), in a class in the opposite group of your group. Opposite groups: War <-> Wiz, Pri <-> Rog, Psi <-> Mon, Cust <-> Mirr, Conc <-> Mini, Alt <-> Lost. Demigod group has no written reverse yet.
W {Lost 1}. +1 Research point per reset, for researching one Magic the Gathering spell per reset.
X {Lost 2}. +1 Research point per reset, for researching one Rolemaster spell list per reset.
Y {Demi 1}. 1N, LVL/d: You attack or defend as a x2 being this segment. Use this ability 9 times in one segment: You attack or defend as a x3 being this segment.
Z {Demi 2}. Beings that are more than double your multiplier are considered to be only double your multiplier when attacking or defending against you.

[PC6] Custom Group Classes


Internetizer3.5

Level KXP
Spells
1 0 (none)
2 2 (none)
3 4 (none)
4 8 (none)
5 16 (none)
6 32 (none)
7 64 (none)
8 128 (none)
9 256 (none)
10 450 (none)
11 550 (none)
12 660 (none)
13 780 (none)
14 910 (none)
15 1050 (none)
16 1200 (none)
17 1360 (none)
18 1530 (none)
19 1710 (none)
20 1900 (none)
21 2100 (none)
22 2310 (none)
23 2530 (none)
24 2760 (none)
25 3000 (none)
26 3250 (none)
27 3510 (none)
28 3780 (none)
29 4060 (none)
30 4350 (none)
31 4650 (none)
32 4960 (none)
33 5280 (none)
34 5610 (none)
35 5950 (none)
36 6300 (none)
TH Saves
PD RS PP BW Sp Fo Re Wi
+0 (total = 27, max = 9)
+1 (total = 30, max = 10)
+2 (total = 33, max = 11)
+3 (total = 36, max = 12)
+4 (total = 39, max = 13)
+5 (total = 42, max = 14)
+6 (total = 45, max = 15)
+7 (total = 48, max = 16)
+8 (total = 51, max = 17)
+8 (total = 54, max = 18)
+9 (total = 57, max = 19)
+9 (total = 60, max = 20)
+10 (total = 63, max = 21)
+10 (total = 66, max = 22)
+11 (total = 69, max = 23)
+11 (total = 72, max = 24)
+12 (total = 75, max = 25)
+12 (total = 78, max = 26)
Requisites: Str 9 (also see description)
Alignment: any
HD/level: d8
Weapon Prof.: 2+level/3
To Hit Table: Cust
Save Table: Cust
Reference: DM
Groups: Custom, Random, Internet
 
Each Level: The DM rolls a random class from the internet (he has a big directory of files). You get the some (or all) of the abilities of that class; you will at least get the effect of a "line of text" and the "level:" of your level; you will probably get more. You do not need to meet the requirements of the class.
See the following pages for the list of internet classes. This list will be expanded if necessary.

[PC6] Custom Group Classes


Internetizer3.5 Class Determination

d414 Class Description (not mine!) Source
1 Aberration`s Nightmare Special training has made these few highly skilled vs. aberrations, yet leaves them at a disadvantage to other creatures. aberrationsnightmare.rtf
2 Abhorsen The Abhorsen is in essence the ultimate undead hunter. Abhorsen.pdf
3 Acrobat Warrior Monks that wish to use melee weapons as well as bare hands. AcrobatWarrior.pdf
4 Acrobat, The Graceful and agile roguish adventurer. Pretty much well done. TheAcrobat.pdf
5 Adrenergic Energic Fighters! adrenergic.zip
6 Advanced Spellfire Wielder Spellfire is the raw energy of the Weave. Most who bear this gift never have the time or opportunity to develop these skills. spellfire_wielder.doc
7 Adventurer, The Another very nice adventurer class. adventurer_0724.rtf
8 Alchemist Magical item creation and potion brewing specialized magic user. class_alchemist.doc
9 Alchemist Nice take on this well known fantasy class. alchemist.pdf
10 Alternate Witch Pretty good alternate, with original class powers and a complete variant spell list. AlternateWitch.pdf
11 Aman Monk`s of the Tree Monks that follow an ancient elven order known as The Path of the Trees. AmanMonksoftheTree.pdf
12 Amazon With so many strating feats, every archer will pick this class... amazon.doc
13 Angelic Hunter A nice prestige class for those who seek to purge the world from evil. Angelic_Hunter.doc
14 Arcane Assassin The deadliest and yet the least known of the killers stalking in the shadows. (Updated Jan`03!) arcaneassassin.doc
15 Arcane Blade A merging of a fighter and mage class. Arcane_blade.doc
16 Arcane Bow Initiate A mix of all major archer prestige classes from TSR books. Might need a bump on requirements for balancing out, but it´s fair as it is. arcane_bow_initiate.doc
17 Arcane Channeler A spellcaster who has no limit to how many times he can cast, though casting becomes increasingly more difficult. Channeler_classic.doc
18 Arcane Channeler A sorcerer who forgoes virtually all weapons and becomes a true and pure spellcaster. Arcanechanneler_classic.doc
19 Arcane Crafter A specialist in creating magical items. ArcaneCrafter_classic.doc
20 Arcane Duelist A nice prestige class for mages. Arcaneduelist.rtf
21 Arcane Magistrate (Updated), The A very nice Prestige class. ArcaneMagistrate.doc
22 Arcane Musician Wandering minstrels who craved great arcane powers. ArcaneMusician.pdf
23 Arcane Swordsman (Epic) Arcane students who also focus on swordmanwhip. Comes with epic progression. ArcaneSwordsman.pdf
24 Arcane Warrior A powerful warrior/sorcerer class. ArcaneWarrior_unbalanced.doc
25 Arcane Warrior Elven sorcerers and warriors developed methods of combining magic and weaponry in order to defend their lands. arcane_warrior03.doc
26 Arcanist II, The Pretty much the same concept of the previous Arcanist, but with different rules. We decided to post this because it`s also a relic. Arcanist.pdf
27 Arcanist, The A new breed of magic users, with new rules for arcane casting and extensive details on the background of the order. 3th in a row. arcanist3e.doc
28 Archer A variant of the Ranger, similar to Baldur's Gate 2 kit of same name. Archer.doc
29 Archer, The A mixture of ranger and fighter, focused on archery. TheArcher.pdf
30 Athlete Athletes hone their bodies through natural means to become pinnacles of form. athlete.doc
31 Athlete, The Strong build folks who focus on physical skills. Comes with a bunch of new feats and it is really a flawless class, though not usually indicated for fantasy campaigns. TheAthlete.pdf
32 Athlete, The Master of muscles and physical feats! Comes with new feats as well. TheAthlete.pdf
33 Aural Lord A spellcaster who is fascinated by acoustics and the effects it has on the Art and Weave. Aural_Lord.rtf
34 Auron A channeler of divine energy. Very detailed prestige for using with the Aura Feats (check our feats section please). auron.doc
35 Awakened Ones A cleric prestige class, very nicely written, includes 20 prestige class levels. awakenedones.doc
36 Barbarian Anti-Magi Your typical sorcerer killer. Barbarianantimagi_classic.doc
37 Battle Mage Name says it all... battlemage.doc
38 Battle Magus Quite original abilities on this excellent prestige class, despite the name. BattleMagus.pdf
39 Battlecaster Another class that makes the mixture between fighter and wizard. This one is well balanced out. Battlecaster.pdf
40 Battler A master of combat awareness... Some very cool abilities in here. battler.zip
41 Beast Rider Based off of the Beast Rider in the old Fighters Handbook. Beast-rider_classic.doc
42 Berserker The name says it all: a ferocious warrior. berserker.doc
43 Black Knight More powerful than the baneguard, another servant of bane. Black_Knight_Classic.doc
44 Blade This is a cross between a monk and a fighter. Blade_classic.ZIP
45 Blade Dancer A nicely detailed class. bladedancer.htm
46 Blade Magus Warrior-mages that use the Weave to power their combat abilities. BladeMagus.pdf
47 Blade Master (Draft) Prestige class that is in draft, Nikolaos is looking for comments and suggestions. blade_master_draft.doc
48 Blade Master (Final Version) Prestige class that is now fully completed. blade_master_final.doc
49 Blademaster A master of blade finesse! blademaster.doc
50 Blades of Corellon Elite troop of forest defending elves! pclass_corellon.doc
51 Bladesinger Elven swordsmen that mastered the art of fencing and casting spells at the same time. Very nicely designed. Comes with the description of the Elven Slimblade, a new weapon. TheBladesinger.pdf
52 Bladestormer One who seeks to master dual weapons using the Ki inside himself. Bladestormer.doc
53 Blood Knight, The Angry warriors who seek their revenge against those who commit injustice. Bloodknight.pdf
54 Blood Magus The Blood Magus is a special type of mage that utilizes the blood of others to cast special spells. bloodmagus.zip
55 Bloodshade Magic users that specializes with necromantic magic and rites. bloodshade.doc
56 Bone Singer Bards that heals with music. May sound weird but we really liked the idea. Of course the description is also well done. bonesinger.pdf
57 Bounty Hunter Since we have many bounty hunters, each time we post a new one we tend to be more demanding on review. Bounty.pdf
58 Bounty Hunter Well this is a bounty hunter prestige, nothing really special but it`s rules-ok. BountyHunter.pdf
59 Bounty Hunter, The The Hunters of Men. bountyhunter.doc
60 Bow Master A specialist in the bow, loosely based off of Legolas in the LOTR movie. Created by Fendrin. bowmaster_classic.htm
61 Brawler (Dwarven Monk) Rules for dwarven monks. class_brawler.doc
62 Brawler, The An unarmed fighter that specilizes in dirty fighting and pure brute force. TheBrawler.pdf
63 Brothers Malleus, The The Brothers Malleus are a loose knit group of warriors who follow the ideals of Malleus Darkhammer. brothers_malleus.doc
64 Brothers of the stews Members of an underground rogues association, based in city stews. bots.htm
65 Buccaneer The ultimate swashbuckler d20buccaneer.pdf
66 Buccaneer (Updated!) An excellent swashbuckler class. Buccaneer.pdf
67 Buccaneer, The A very nice swashbuckler type class. Buccaneer.doc
68 Cabalist, The Summoners that can use demoniac abilities common to demons through the use of Pacts. Cabalist.pdf
69 Caller of Storms, The A very powerful magician that can cause natural disasters if well experienced. It`s a really nice class, but it`s impossible to not rate it as powerful/unbalanced. CallerofStorms.pdf
70 Caller of the Hunt A nature warrior who summons nature allies. callerofthehunt.doc
71 Channeler A well thought out class that is similar to a cleric version of sorcerers. Channeler.doc
72 Charmer Bards and sorceres who focus their arcane powers on enchantment and charm. Migth have too many bonuses stacking for Diplomacy. Charmer.pdf
73 Charmer Very well balanced out prestige for bards and sorcerers who specialize in charming magic... Would fit well for Saruman from Lord of the Rings. charmer.doc
74 Chi Mage Extremly well designed prestige class. ChiMage.pdf
75 Chosen of Mask A very nice prestige class based on the Chosen of Mystra. TheChosenofMask_classic.doc
76 Chronomancer A nice prestige class for the time wielding mage. Chronomancer.doc
77 Claw Fighter A unique specialist barbarian class. Clawfighter.rtf
78 Cliff Raiders of Aba Mal Ali, The Nomadic hunters that excels on climbing and exotic attacks. CliffRaider.pdf
79 Clod For the unlucky character who just happens to be lucky d20clod.pdf
80 CLOD (Updated!) A clumsy, but lucky character class. CLOD.pdf
81 Combat Artist Warriors who imbue their weapons with magical enchantments. combat_artist.doc
82 Combat Artist Great new warrior class, though I suggest you to add more requirements since it´s slight unbalanced. combat_artist.doc
83 Core Class Knights 3 excellent variants of a Knight class. Since there is no knight class on the Core Rulebooks, I suppose at least one of them can fit well into your camapign... CoreClassKnights.pdf
84 Cossack Hardy warriors from the outlands. Rather simple class that just got everything balanced out. Cossack.pdf
85 Cossak A mounted warrior. cossak.doc
86 Countermage A specialist in countering other wizards spells. CounterMage.doc
87 Courtier This one is very good, a kind of improved duelist. Some cool original combat abilities. Updated 03/20/03! courtier.doc
88 Crusher When one wants to bludgeon ones enemy's to death. TheCrusher_Classic.doc
89 Crying Freeman Based on the movie of same name (Anime). crying_freeman.pdf
90 Crystal Fist, The An impressive Psionic / Monk based prestige class. CrystalFist.doc
91 Dark Dancer Prestige class of an earthen god. dark_dancer.doc
92 Dark Hunter, The Servers of the Queen of Air and Darkness that joined the Wild Hunt. Nice class for a NPC, I bet your PCs won´t like them... DarkHunter.pdf
93 Dark Knight Ferocious knights with weird code of honor. dark_knight.txt
94 Dark Knight An evil Paladin. Darkknight.doc
95 Dark Poet, The The Dark Poet is the master of tragedy and dark farce. TheDarkPoet.pdf
96 Death Lord Neutral but scary necromancers. death_lord.doc
97 Death Stalker Enraged warriors who have lost loved ones and now throw themselves into battles without caring for their own safety. DeathStalker.pdf
98 Death`s Hand Aasimars and Tieflings that had contacted the universal essence of Death! DeathsHand.pdf
99 Death`s Reaper Warriors wielding scythes and faithful to the God of Death. Cannot be better suited for a villain :) DeathsReaper.pdf
100 Demi Undead Part living, part undead with some of the best of both worlds. demi_undead.doc
101 Demon Hunter Based on the Demon Hunter from Warcraft 3... Updated 03/20/03 demonhunter.doc
102 Demon Master (Epic) A master demon summoner. This class was revised as an epic class and now is much more balanced! demon_master.doc
103 Desert Mage, The A new prestige class from the upcoming Karanblade d20 Campaign Setting. It's unrated because our webmasters are participating on it. desertmage.pdf
104 Devoted Band Knigths who defend the king and royal family at all costs. DevotedBand.pdf
105 Devoted Knight Honorable knight who focus on protecting those who are on their charge. DevotedKnight.pdf
106 Disciple of the Dagger Powerful dagger fighters. Suggest restricting all his abilities to the use of a dagger (which after all do minor damage). disciple_of_the_dagger.txt
107 Disciple of Umbra Deep the darkest regions of the world where sunlight is all but a memory, lie the monastic strongholds of the Disciples of Umbra. pclass_umbra.txt
108 Doll Master A vodoo mage? dollmaster.doc
109 Dominarian Sorcerer This looks very nice, its a sorcerer which uses Magic the Gathering cards as spells! There are some conversion rules (not yet extensively play tested though). If you like Magic card game try this... dominarian_sorcerer.pdf
110 Draco Knight A nice prestige class for those characters who wish to be the chosen of dragons. draco_knight.doc
111 Dragon Cleric Humanoids with dragon`s blood within their veins that also pray for dragon deities. DragonCleric.pdf
112 Dragon Knight A prestige class for Half-Dragons only! dragonknight.doc
113 Dragon Slayer Needs no Explanation! DragonSlayer.doc
114 Dragoon One of the best dragoon classes I have seen, definately worth looking at. Kdragoon.doc
115 Dragoon Really, another Dragoon. We just posted this one because its really well thought out and detailed. Maybe the best C3E Dragoon so far... Dragoon.pdf
116 Dragoon A nice variation on the Dragoon Prestige Class. braddragoon.rtf
117 Dragoon The famous Dragoon from Final Fantasy game series gained an excellent conversion to a 3e prestige class. pclass_dragoon.html
118 Dragoon, The Another version for the Final Fantasy Dragoon. This one is very well done (that´s why I posted) and, like most others, a bit overpowering... But hey, that´s FF! the_dragoon.pdf
119 Drake Brother The ones who worship dragons and become their kin. Drakebrother_classic.pdf
120 Dreamer Arcane masters of reality and consiousness. dreamer.doc
121 Dreamwalker Someone who dwells and interferes with your dreams. dreamwalker_classic.doc
122 Drider Unique guardian of nature. (Not Drider like the spider/drow race!) drider.txt
123 Drow Swordmaster Simple and yet quite well thought out prestige class for Drows specialized in Twin Sword fighting style... drowswordmaster.txt
124 Duelist A nice swashbuckler type class. Duelist.ZIP
125 Dwarven Battlerager Fearless dwarves whose enraged charges are feared among all armies. Very nice translation from AD&D version. DwarvenBattlerager.pdf
126 Dwarven Dervish An elite group of dwarven berserkers... Looks nasty. DwarvenDervish.pdf
127 Dwarven Janissary What can be worst than a dwarven killing machine? Possibly, a drunken one. DwarvenJanissary.pdf
128 Dwarven Stonefist A dwarven defender who followed the path of the monk. DwarvenStonefist.pdf
129 Dwarven Stonethrower A dwarf who throws stone shurikens! dwarven_thrower.txt
130 Dweomercrafter A spellcaster who specializes in crafting items. Dweomercrafter.rtf
131 Edge Dancer Nimble fighters who use dancing and rapiers to confuse and hurt their opponents. edgedancer.pdf
132 Edge Dancer A gypsy performer who welds dancing movements and cold steel with deadly accuracy. edge_dancer.rtf
133 Elder Bard, The A brave attempt to bring back the Bard from first edition to modern 3E days! elder_bard.doc
134 Elemental Crusader A nice battle-mage class, but too powerful... elementalcrusader.doc
135 Elemental Knight, The The Elemental Knight imbues his weapon, body, and even his mind with the elemental powers of the world. elemental_knight.doc
136 Elemental Sorcerer A sorcerer who becomes attuned to the elements. Elementalsorcerer_classic.doc
137 Elementalist Nature warriors that channel elemental powers and spells. Elementalist.pdf
138 Elementalist A warrior that also likes to destruct things with his elemental spells. elementalist.txt
139 Elite Arcane Archer (Epic) Our first Epic Level prestige class is an elite version of DMG Arcane Archer. elitearcanearcher.doc
140 Elven Battledancer A very nice elven Knight class elvenbattledancer.pdf
141 Elven Bladedancer A master of dual wield fighting. Don`t care about the name, it is an original class indeed. elven_bladedancer.doc
142 Elven Dancer of Blades This one is very well detailed, but it`s abilities are well overpowered. ElvenDancerofBlades.pdf
143 Elven Forester A variant of the Ranger Class. elvenforester.htm
144 Elven Scout, The A great new class! Elven_Scout.doc
145 Elven Scout, version 2, The A more balanced version of the Elven Scout class below! Elven_Scout2.doc
146 Elven Spellblade The Spellblade seamlessly meld arcane mastery with weapon prowess, all wrapped up in a graceful elven dancing form. ElvenSpellblade.pdf
147 Elven Wardancer A powerful warrior who dances death with blades. Elvenwardancer_unbalanced.doc
148 Elven Warrior Poet They deal death and ecstasy with the same frightening beauty... warrior_poet.doc
149 Elven Woodland Defender Could be a prestige class as well... wood_defender.doc
150 Emissary of Death Drow elves who judge who should live and who should die. emissaryofdeath.pdf
151 Emmisary of Evil A core class very similar to what would be an evil Paladin. EmissaryofEvil.doc
152 Epic Shifter Rules for playing the Shifter, from Masters of the Wild, beyond 20th lvl. epic_shifter.doc
153 Escapologist, The A street mage that combines roguish skills and some limited spellcasting ability. Escapologist.pdf
154 Ethore Masters of bare hands and lightning fast snakelike attacks. TheEthore.pdf
155 Exalted Zealot The Exalted Zealot has tasted true evil, and is disgusted by its corruption. They are the warriors of Pure Good, and will stop at nothing to spread hope throughout the lands. ExaltedZealot.pdf
156 Exoticist A fighter who specializes in exotic weapons. Exoticist.doc
157 Expert, The A nice warrior type class balanced by the class construction engine. The_Expert_classic.doc
158 Eyes of the Evening Servants of Selune. eyesoftheevening.doc
159 Fairgrounds Wrestler Someone whose brute strength and talent for showing off can chose this career. fairgrounds_classic.doc
160 Faith Avenger, The Nice fighter cleric hybrid prestige. faith_avenger.pdf
161 Falconer, The Very impressive, well detailed and illustrated new prestige class. Comes with descriptions of Falconer society and myths. Long Download (630Kb) falconer.pdf
162 Feint Master A master of feint who is always looking for hiting the following blows! FeintMaster.pdf
163 Fensal Hunter Elite Elven prestige class (mixes some great abilities) fensal_hunter.doc
164 Fighter Mage A class that combines the two classes into one. Fighter_Mage.doc
165 Fighter of Elements, The Sorcerers and/or psionics that shape elemental powers on their bodies and weapons... FighterofElements.pdf
166 Filth Master Someone who takes pride in being the unclean shadow on the streets, uses it to his/her advantage. FilthMaster_classic.pdf
167 Firemage A prestige class of spellcaster who is adept with fire magic. This is a 5 level prestige class. Firemage.doc
168 Fist of the Weave A Monk attuned to the Weave from the Forgotten Realms campaign setting. FistofWeave.doc
169 Flagellant Priests that inflict wounds on themselves to atone for their sins, nad empower their spells. Flagellant.pdf
170 Flashing Blade Showmen that focus more on weapon skill display than actually warrior training. Very nice concept to throw into your campaigns. FlashingBlade.pdf
171 Fleet of Foot The Fleet of Foot are fast; really fast. fleet_of_foot.doc
172 Force, The High-powered monks. force.pdf
173 Freedom Fighter Those who fight for a cause. freedom_fighter_classic.doc
174 Frigid Storm A nice prestige class for elves or half-elves frigidstorm.rtf
175 Frost Lord A great prestige class for characters who traverse the frozen lands. frostlord.doc
176 Gambit Mysterious and lone warriors who can read thoughts and predict the near future. (Long Download: 830Kb) gambit.pdf
177 Geomancer Check out the Geomancer, a sorcerer variant that specializes in earth manipulation. geomancer.doc
178 Geomancer Impressive, detailed and well-balanced class. Comes with a bunch of equally good earth related spells. TheGeomancer.pdf
179 Ghost Mage A very nice prestige class for those who delve into the supernatural. ghostmage.doc
180 Gladiator In almost every major city, and several minor ones, there exists a form of entertainment based on arena combat... Check the file for the rest, its a pro class! gladiator.doc
181 Gnome Bolter A kind of arcane archer class for gnomes and their crossbows. It`s very well done. GnomeBolter.pdf
182 Gnomish Champion, The A humorous approach the gnomish racial paragon. TheGnomeChampion.pdf
183 Gnomish Dreamweaver Illusions who alter the way others see reality. Gnomish_Dreamweaver.doc
184 Gohan Suppose its Dragon Ball Z based. gohan.doc
185 Golden Monk A master of the elements around him. golden_monk.doc
186 Guerilla A warrior who specializes in stealth and traps guerillaclass.doc
187 Guild Pugilist A city thug that excels on bare handed combat and urban stealth. GuildPugilist.pdf
188 Gun Blazer A nice steampunk type class for those who use firearms in their settings. GunBlazer_unbalanced.doc
189 Gunner, The Well this is not d20 modern yet, it is a class for Musket users! thegunner.doc
190 Gunslinger A renascence warrior who is a master of Gun-fu. Comes with archaic firearms statistic tables. GunSlinger.pdf
191 Halfling Burglar A very well designed prestige class for the Halfling who wishes to pursue cutpursing. HalflingBurglar.doc
192 Hammer of Karaz-a-Karak These folks are above dwarven defenders and, of course, their abilities are a bit overpowered here. But the whole idea sounds good. HammerofKarazaKarak.pdf
193 Hammer, The A master of bludgeon two handed weapons, preferably a hammer! Very fun. TheHammer.pdf
194 Harlequin A femme fatale that makes her ways trough deceit, humor and quick wits. The 10th level ability might be unbalanced. Harlequine.pdf
195 Harper Knight, The Harpers are members of a secret society dedicated to holding back evil and preserving knowledge. harper_knight.doc
196 Healer A more unique and specific healing class. Healer.ZIP
197 Hippocrates Unbound Healers that use mundane skills and herbs for healing, instead of magic or clerical powers. Comes with 4 different prestige classes. Recommended for low-magic campaigns. hippocratesunbound.pdf
198 Holy Midwife, The Healers that take care of pregnant women and newborn babies. Nice class for a NPC, exotic class for a PC (though can be interesting!) HolyMidwife.pdf
199 Holy Roller, The An holy enemy of undead and lycanthropes. This one is worth reading just because of the 10 riddles test requirement alone. HolyRoller.pdf
200 Houri (Revised) Mistress of seduction. Houri_classic.doc
201 Houri, The A seductress prestige class, very well created, many new spells. Houri.doc
202 Hunter, The Name says it all, a master animal tracker... the_hunter.doc
203 Ice Lord A very nice prestige class for specialists of ice magic. icelord.doc
204 Ikon A type of Psionic Knight, very well done. ikon.doc
205 Inquisitor A law based prestige class. inquisitor.doc
206 Iron Fist An order of monks who focus on physical damage over meditation. IronFistMonk.pdf
207 Iron Fist of the North, The Interesting mix of barbarian and monk classes. Was our first submitted prestige class with notes on class balance. TheIronFistoftheNorth.pdf
208 Ishbalan Crusader Ishbalan crusaders exist for one purpose: the removal of arcane magic from the world. ishbalan_crusader.pdf
209 Jedi A nice port of Jedi, but unbalancing and only for those whose campaigns would allow lightsabers. Jedi_unbalanced.doc
210 Jin Another Dragon Ball Z based class, we will soon have an entire Dragon Ball Z campaign here :) J.pdf
211 Jiu-Jitso Master A five levels prestige class about the Jiu-Jitso fighting style. The rules are perfect in describing this style, so it made a relic. JiuJitsuMaster.pdf
212 Juggernaut A powerhouse who can take what he can dish. juggernaut_classic.doc
213 Juggernaut The sturdy swordmaster who can take a beating and not even slow down. juggernaut.doc
214 Justicar A peacekeeper prestige class, that has a blend of psionic ability. justicar.doc
215 Justicars of Tyr, The A great new class for the Forgotten Realms! UPDATED! justicar.doc
216 Kensai Katana masters. Suggest reducing the ammount of bonus feats to balance it more. kensai.txt
217 Ki Warrior A monk that uses Ki... Fonts are hard to read. ki_warrior.doc
218 Knife Specialist A prestige class for Rogues or Assassins. TheKnifespecialist_classic.doc
219 Knight of King´s Royal Brigade Just a knight the way a knight should be, simply a relic. Suggest changing Knowledge (law) for Knowledge (nobility) at requirements. knight_of_klb.pdf
220 Knight of Principle A defender of weak and law, this is not a standard prestige class and has 15 levels. KnightofPrinciple.doc
221 Knight of Sun As the power of the Shining One expends, he needs more and more warriors to fight by his side... knightofsun.doc
222 Knight of the World The Divine Knight of the World is a man who takes three words to heart. These words are Honor, Duty, and Justice. knight_world.doc
223 Knight ofthe Mind Similar to a Psionic Paladin. Knightofthemind_classic.doc
224 Knights of Hieroneous A knightly prestige class with nice background but not so original abilities. KnightofHieroneous.pdf
225 Kuma A monk like prestige class that teaches the bear's nature. Kuma.doc
226 Light Bringer Devoted Priests of Pelor LightBringer.doc
227 Lindorn, The Students of the old elvish ways of nature magic, these folks work their spells through and from trees. Very nice detailed class! Lindorn.pdf
228 Living Legend Natural born heroes destined to excel among warriors. LivingLegend.pdf
229 Longstrider of Kari, The The Kari Longstriders excel at fast travel, survival and archery. They are tough, resilient to the environment and capable in a fight. LongstriderofKari.pdf
230 Maelgrissa, The A warrior who excels on intimidation rather than actually fighting skills. Maegrissa.pdf
231 Mage Bound, The Warriors who serves as arcane users´ familiars, or such... pclass_cmcanally2.doc
232 Mage Slayer A specialist in killing those who wield magic. MageSlayer.doc
233 Mage Warder Interesting class about warriors that undergo magical rituals to get some special abilities while near their mage patrons. MageWarder.pdf
234 Magos Incarnadine A spellcaster who continues on the path of the Archmage Magos_Incarnadine.rtf
235 Magus A great new class, a sorcerer/cleric mix! The_Magus.doc
236 Magus Best suited for Prodigy race found on New Races. Dark prophesies surround these powerful few. Is there truth in the words, or is it inspired by the fear of their great powers? magus.doc
237 Maiden of the Vine Nice original and detailed prestige class for those who want to became plant-bound creatures. MaidenoftheVine.pdf
238 Malhavoc Follower (Epic) Arcane casters who can turn into shadows... malhavoc_follower.doc
239 Mana Mage A mage who chooses colors as if they were schools of magic. Comes with a new list of arcane spells based on each color. Could be less complex though. ManaMage.pdf
240 Mancer A warrior priest of a specific domain. Mancer.zip
241 Martial Artist Alternative to the monk. This class uses feat based techniques instead of class level feats. Very customizable! martialartist.zip
242 Master Diplomat A master of negotiations. Master_Diplomat.doc
243 Master of Duels, The Whoa another relic here, a very nicely designed swashbuckler class. BABs are wrong to me, should start at +1 (not +0). masterofduels.doc
244 Master of the Void Prestige class made for monks. masterofthevoid.rtf
245 Master Ranger When every ranger advances to become superior at what he does. Masterranger_classic.doc
246 Medium Summoner based on Final Fantasy X video game. medium.doc
247 Memory Mage Wizards with powerful memory that was developed by years of spellcraft study. MemoryMage.pdf
248 Mental Overlord A modified version of the Mind Knight prestige class. Mental_Overlord.doc
249 Messanger Nice thought out, maybe best suited for a prestige class. messanger.txt
250 Messianic Avatar The Messiah's, truly god touched individuals. messianic_avatar.doc
251 Meteo Monk A complex, though very well done, monk variant. meteo_monk.doc
252 Midnight Minstrel A Midnight Minstrel is tasked with promoting the learning and practice of weave magic for its proper use. midnight_bard.doc
253 Mimic, The Warriors that have the supernatural power of mimicking their opponents abilities. Probably based on the class from Final Fantasy Tatics games. TheMimic.pdf
254 Mind Knight Psionic who specializes at combating other psionics. Mind_Knight.doc
255 Mind of the Cabal (Epic) An epic prestige class for psionics! mindofthecabal.txt
256 Monk of Pelor Devoted Monks of Pelor MonkofPelor.doc
257 Monks of the Mind A very nice swashbuckler type class. Monks_of_mind.doc
258 Morde Messenger Ones who specialize in Life and Death, including Undeath. morde_messenger.doc
259 Myrmidom, The Blade fighters with unusual and powerful mystical abilities. TheMyrmidon.pdf
260 Mystic, The Divine spellcasters that receive their spells from their divine connection to sacred places. Mystic.pdf
261 Mysticist The one listed here is called the Houshi, a Buddhist Mysticist who relies on the combination of the staff and the fuda to weaken the spirit. Mysticist.pdf
262 Naturalist Naturalists are those who seek harmony in themselves to find harmony with nature. naturalist.doc
263 Naturalist Herbalists who don`t believe in magic. naturalist.doc
264 Necroscoundrel Roguish necromancers with well thought out abilities. I think the +2d6 sneak attack at 1st level should be +1d6, stacking with previous bonuses. necroscoundrel.doc
265 Nightblade Nice mix of rogues and sorcerers using CCE. Suggest Rogue`s BAB progression instead. It has nothing to do with Karanblade`s Nightblade. nightblade.doc
266 Nightstalker A rogue/sorcerer who specializes in stealth and jumping. Nightstalker_classic.doc
267 Ninja of the Dark Cloud Ninja assassins! NinjaoftheDarkCloud.pdf
268 Ninja, The Dangerous master assassins, the ninja are sworn enemies of samurai. TheNinja.pdf
269 Orc Grunt A particularly nicely created class for Orcs or Half-orcs, very dangerous and highly skilled melee class. OrcGrunt_classic.doc
270 Ordamt Ordamti are an odd mix of paladins, monks, and rogues. ordamt.txt
271 Oros A BeastMaster/BeastFriend core class variation. class_oros.doc
272 Oros (Animal Friend), The New Class that specializes in dealing with animals and nature. oros.doc
273 Pacifist, The Maybe hard to include on your campaign. Bush didn`t liked it... the_pacifist.doc
274 Paladin of Lloth Drow elves anti-paladins. paladinoflloth.doc
275 Peace Keeper An very well constructed prestige class. Peacekeeper.rtf
276 Pegasus Knight, The Very well-balanced class about knights that excels on riding and mounted combat. ThePegasusKnight.pdf
277 Physical Adept Advanced Monks that are even more capable physical combatants. physical_adept.doc
278 Planeswarrior A very rare class that is devoted to the arts of fencing and planar travel. Planeswarrior.pdf
279 Poison Blade Masters of poisons, who utilizes them to kill, debilitate or disable their opponents. PoisonBlade.pdf
280 Poisoner, The Simply a specialist in poison use and creation... It`s a relic because it`s well done and fit to use into any campaign! ThePoisoner.pdf
281 Poisonist A specialist of poisons, who is immune to his own craft. poisonist.doc
282 Priest (Cleric Variant) This new take on Cleric by Piratespice is close to perfection, congratulations to him. I would just take the 0s from Spells per Day table. priest_clericvar.doc
283 Prophet Those with insight granted by the gods. Prophet_classic.doc
284 Protectors of the Great Oak, The A very well constructed Druid or ranger prestige class. protectors_great_oak.doc
285 Psi Spider Those who are obsessed with Arachnids, can train to become this very well done class. psi_spider.doc
286 Psion, The An interesting remake of the class, converts 2e psionicists to 3e psions. Psion1.doc
287 Psionic Sneak A nice variation of Psionic and Rogue, giving up some of both skills to become proficient at both. Psionic_sneak_classic.doc
288 Psychic A variant on the Psion/Psychic warrior, potentially unbalancing. Psychic_unbalanced.doc
289 Psychic Rogue Great new psionic class that makes use of the best of both worlds (Psionics & Rogues) psychic_rogue.rtf
290 Psychomancer A Psychomancer harnesses the power of mind and magic and weaves them into one to perform his abilities. ThePsychomancer.pdf
291 Pugilist Very dangerous monk-like class, with some original abilities. Correct Ref/Will saves and Pressure Chests ability (which is too powerful) and you are ready to go! pugilist.zip
292 Puppet Master A spellcaster who specializes in creation. Puppet_Master.rtf
293 Pyro For the mage that likes fire a little too much. PYRO.doc
294 Rake, The Bloody berserkers who fight with two axes. TheRake.pdf
295 Ranger Variant A unique version of a ranger that does not cast spells. RANGER-variant.DOC
296 Ranger Variant The Class Construction Engine noticed that the Ranger were the most weaker of all classes... Fortunately, for the ranger players, Ted Garland created this flawless variant, which just adds a few more free feats to make it all balanced. ranger_variants.zip
297 Rath`s Bounty Hunter Another bounty hunter class, this one is also well balanced out. BountyHunter.pdf
298 Rebel, The Warriors of free-spirit that refuse being controlled by all means. therebel.doc
299 Red Mage, The More like an everything class, the class that can mimick all other classes, albeit not as well. RedMage_classic.doc
300 Relic Hunter An indiana jones type prestige class. relichunter.rtf
301 Riders of the Savanna, The A nice prestige class for barbarians or other classes. riders_savanna.doc
302 Ritual Warrior Tribal defenders whose faith on spirits power supernatural abilities. TheRitualWarrior.pdf
303 Rogue Scholar For the rogue, wizard or sorcerer just has to pursue the neverending quest for knowledge. RogueScholar.doc
304 Rope Master, The A master of ropes and whips... Or, in other words, a d20 cowboy! Ropemaster.pdf
305 Runic Blade Abnormally powerful mystic warriors. runic_blade.doc
306 Sacred Fist, The A good monk prestige class. SacredFist.doc
307 Saeros Witch A very nice take on the witch concept by Saeros. The class abilities makes sense and the spell list is well balanced out. SaerosWitch.pdf
308 Samurai, The A very well constructed class, looks professional. Samauri_class.doc
309 Sarcastic Swordsman Spider-man taunting with swords. SarcasticSwordsman.pdf
310 Savage, The An nice barbarian based prestige class. The_Savage.doc
311 Savant of the Brand At first, this one may read like another Duelist-like prestige class... Though if you check out it`s amazing original acrobatic abilities, you might agree that it`s a relic. SavantoftheBrand.pdf
312 Scarred One Barbarians who inflict wounds on themselves, becoming ferocious melee combatants who ignore pain. ScarredOnes.pdf
313 Scout The Scout is a soldier who is very fast and highly skilled in the art of intrusion. Ranger/Rogue variant sent by Alias Worg. scout.doc
314 Scout, The Wanderers of the lands that developed a keen sense for dangers and mishaps, and also a natural ability of finding the right path on their travels. Nice broad concept here. TheScout.pdf
315 Sentinel, The The true masters of observation and alertness. These adventurers look forward to develop their keen senses above anything else. Very nice class suited for almost any campaign... Sentinel.pdf
316 Serial Killer After Book of Vile Darkness we are receiving some classes like this one. serial_killer.doc
317 Serpent Mage Mages that begin their careers summoning reptiles, and end it summoning dragons! SerpentMage.pdf
318 Shadow An assassin like prestige class ShadowPclass.doc
319 Shadow Assassin Sounded boring at start, but after reading throught all abilities, it made a relic easily. Very well developed. Combat timing might be unbalancing though. ShadowAssassin.pdf
320 Shadow Chaser of Urlmar, The Shadow chasers are drawn to areas where the Undead are thickest. Whether it is the chance of putting some restless soul to peace, or quieting the keen of a banshee a shadow chaser will take up the challenge. ShadowChaserofUrlmar.pdf
321 Shadow Eye Arcane roguish spies that hide in the sahdows. shadoweye.html
322 Shadow Khan This is a roguish spellcaster with Aura abilities. shadow_khan.doc
323 Shadow Knight A heart of ice and a devotion stronger than steel-these are at the core of the Shadow Knight. shadow_knight.doc
324 Shadow Knight An evil knight, dangerous and skilled. Shadow_Knight.doc
325 Shadow Sniper Roguish archers are always deadly. ShadowSniper.pdf
326 Shadow Witch A witch that keeps to herself, though can be good or evil. Shadow_Witch.doc
327 Shadowolf Apparently another Anime/Mangá based class. shadowolf.doc
328 Shaman An adept like class, cross between barbarian and druid. Shaman.doc
329 Shaolin Master A monk who specializes in harnessing the elements. ShaolinMaster.doc
330 Shield Maiden New class devoted to healing and protective techniques. shield_maiden.doc
331 Shinobi Masters of stealth and martial arts, they came from distant mystical lands... Shinobi.pdf
332 Ship Mage Wizards specializing in faring aboard ocean crossing vessels. ship_mage.rtf
333 Shotokan Warrior, The A monk that have some very unusual abilities, like the Hadoken bolt or the Shoryuken uppercut. Some long time gamers may have seen them... ShotokanWarrior.pdf
334 Sicarii, The Sneaky assassins that specializes in killing specific targets without being noticed. Some nasty sneaking abilities within. Sicarii.pdf
335 Silent Fist A deadly monk prestige class. Silentfistclan.doc
336 Silver Order, The An order of monks dedicated to the protection fo the Weave. SilverOrder.pdf
337 Singer, The Powerful elven bards. Comes with lots of special songs TheSinger.pdf
338 Siphoner, The A master burglar who can even steal spells and hit points! TheSiphoner.pdf
339 Sisters of Mercy A well crafted and very well written prestige class for female characters. Sisters_of_mercy.doc
340 Skald A seeker of tales, wanderer of the adventure stories, master of poetry. Skald.pdf
341 Slum Lord A fantasy medieval junkie with unusual abilities. SlumLord.pdf
342 Sneak, The The best burglar of them all. Sneak.doc
343 Sniper One who specializes in taking out targets from a distance. Sniper.doc
344 Sniper, The A scouting sniper. TheSniper.pdf
345 Sogo Monk A master of quarterstaff and incredible vaulting leaps! SogoMonk.pdf
346 Solar Collection 3 new and very nice classes: The Guardians, Darksoul and Deathmaster. SolarCollection.pdf
347 Solonor's Bowhunters Exceptional archer prestige class. SolonorsBowhunters.doc
348 Sorcerer Variant Another class variant that tries to make the Sorcerer a bit more balanced. sorcerer_variant.doc
349 Sortier Master of hit and run. sortier-x.doc
350 Soul Master Clerics who made a pact with the devil, or such... soul_master.doc
351 Spirit Archer Free-spirited archers whose ultimate goal is to craft a spiritual bow. spirit_archer.doc
352 Spirit Warrior, The This is a new class for the D&D 3rd edition that is based on the TV show Dragon Ball-Z. I used a monk as a template, so this is really a variant on the monk. spititwarrior.doc
353 Spy, The Here is the spy, a class made using the Class Construction Engine (above) class_spy1.doc
354 Spymaster Specializes in gathering information and infiltration, is quite capable of doubling up as an assassin as well. spymaster.doc
355 Spymaster Subterfuge devoted prestige class. pclass_spymaster.doc
356 Stalker This is a paladin derived prestige class who specialize in fighting the undead. pclass_stalker.html
357 Stalker in Shadows Overly detailed roguish prestige, comes with a long description of their organization. StalkerinShadows.pdf
358 Star, The When Popularity, Fame and Talent take your Bard to a new level. TheStar_classic.doc
359 Starmaster Starmasters are Mages who have tapped into their inner power and concentrated it into a cloak of energy. starmaster_class.rtf
360 Steel Fury Blade Glauntet specialists with weird martial abilities. SteelFury.pdf
361 Street Fighter One who specializies in fighting with dirty tactics and brawling. StreetFighter.doc
362 Summoner A very nice prestige class, loosely based on the Summoner game. Summoner.doc
363 Summoner, The A master of summoning magic. Comes with detailed summoning tables and some new rules. TheSummoner.pdf
364 Sumo Warrior Cool this is a sumo wrestler! Blubber armour is nice but the bonus advancement might be too high... sumo.doc
365 Sun Dragon Monks, The An elvish monk clan of disciples from the Sun Dragon. SunDragonMonk.pdf
366 Swanmay, The Another relic from Rob: well illustrated, detailed and quite balanced. Long Download (690Kb) swanmay.pdf
367 Swarm Master/Mistress, The Nice prestige class for characters from the swamps, or those who spend time with lizardfolk. SwarmMasterMistress.rtf
368 Swashbuckler, The An agile, nimble and quick-witted warrior! swashbuckler.doc
369 Sword Master For the one who wishes to be a master of blades. Based loosely off of the Sword Dancer Class. SwordMaster3E.doc
370 Sword Master A specialist at wielding two weapons and can perform special abilities with the blade. swordmaster.doc
371 Sword Sorcerer A great new class that mixes combat and magic! Sword_Sorcerer.doc
372 Swordman of the Sightless Eye Monks that learned how to fight without the need of visual aid. They use their personal weapon, the Zaitochi. SwordsmanoftheSightlessEye.pdf
373 Tamer A class that trains and works with animals. Tamer.doc
374 Tarot Mage Based on Sakura Card Captor. For me it´s too complex for a prestige class but if you are a fan that´s for you. tarot_mage.rtf
375 Tauren (Monster Class) Minotaur warriors that received spiritual powers from their ancestors and became elite fighters. This class is intended for monsters, it would be alot unbalanced for PCs. Tauren.pdf
376 Tempered Ones, The Paladins who undertake rituals of purification to empower their combat abilities and resistance. TheTemperedOnes.pdf
377 Templar, The A very nice paladin variation. TheTemplar.pdf
378 Thaumaturge Specialists of Lore and the mysterious art. Thaumaturge.rtf
379 Time Master Someone who can manipulate the fabric of time around them. time_master.doc
380 Torchbearer, The Priests of the God of Light who preach the flashing flames of Truth. Torchbearer.pdf
381 Town Drunk, The Prestige class similar to the drunken master TownDrunk.doc
382 Traveler of the Silken Road This prestige class focuses on warriors who use naught but the sword. A great class and organization to add to any campaign. traveler.pdf
383 Treesinger Closer to a Kit rather than a prestige class, characters retain all basic class info and add more statistics for this prestige class. Treesinger.doc
384 Tribesman A mix of Barbarian and Ranger... This was close to unbalanced rating though. tribesman.doc
385 Trickster These characters seek to spread mischief throughout the world. trickster.doc
386 Triune A knight blessed with enchantments and power Triune_classic.doc
387 Trophy Hunter, The Fierce hunters that use the badges of fallen opponents as trophies of honor. TheTrophyHunter.pdf
388 Troubleshooter For the rogue who wants to help solve any problems adventurers face while questing. Troubleshooter.doc
389 True Caster A variant of the polemic Mystic Theurge from D&D 3.5; This one is also gains both arcane and divine spell progressions, but not on every level. Truecaster.pdf
390 True Summoner A magic user who deals with unique summoned creatures, who function more like allies than summons. Very well balanced out. Yet simple, it is a really good class. TrueSummoner.pdf
391 Tunnel Master A prestige class for Kobolds, the masters of tunnel traps!. TunnelMaster.pdf
392 Unarmed Warrior Warriors that focus on unarmed combat. Though not developing supernatural powers like the monks, they hit harder than them... UnarmedWarrior.pdf
393 Undead Hunter A nice prestige class for those who wish to be the bane of the undead. Undeadhunter.doc
394 Underworld Scourge A prestige class for those who wish to build an evil guild or empire. UnderworldScourge.doc
395 Updated Valkyrie The Virgin Warrior Maiden. ValkyrieClass_classic.rtf
396 Valkyrie The infallible virgin warrior maidens of the deities. Those who search for souls whom are worthy enough to join the deity in their home plane. Valkyrie.pdf
397 Vlaude`s Track of Immortality Surely a powerful prestige, which comes with very high requirements though. vlaudes_track.doc
398 Voromancers Ritualistic power stealers... This one is tough to balance, but I think its pretty balanced here. voromancers.html
399 Wandering Blade An expert sword warrior. WanderingBlade.doc
400 War Priest of Heironeous A specialized priest whose focus is combat. WarPriestofHeironeous_classic.doc
401 War Wizard A specialist at fighting in the trenches at battles. War_Wizard.rtf
402 Warbringer The champions of Tempus! warbringer.doc
403 Warchief, The A leader in the battle field! This class is very generic and suitable to any campaign. TheWarchief.pdf
404 Warlock This is the Wild Mage template to be added to other sorcerer classes. Warlock_classic.doc
405 Warlock, The A 3rd Edition version of the Wild Mage. Warlock1.doc
406 Warrior of Underdark Very powerful class suited for the Duergar and Derro, a race of evil dwarves that dwells in the deep caves of Underdark. WarriorofUnderdark.pdf
407 Wilderness Warrior A specialist in the bladed gauntlets. TheWildernessWarrior_classic.doc
408 Wind Dancer, The The first free peak at Karanblade´s prestige classes. The barbarians from Rain Islands whose dances are a mixture of beauty and bloodly fury! Don´t miss the illustration inside... winddancer.pdf
409 Winter Warrior, The A class based on those who traverse in the arctic lands. Winter_Warrior.doc
410 Witch Collection, The 4 different takes on the Witch Class. All of them are very well done. TheWitchCollection.pdf
411 Witching Seductress The beguiling woman who uses her enchanting ways to get what she wants. WitchingSeductress_classic.pdf
412 Wizard Slayer Barbarian who lives for destroying all there is magical. BarbarianWizardSlayer.doc
413 Wyrmslayer Those who specialize in hunting dragons. wyrmslayer_classic.doc
414 Zealot Very nice prestige that describes the most pure among the defenders of goodness. zealot.doc

[PC6] Custom Group Classes


Knowledgizer3

Level KXP
Spells
1 0 (possibly owe XP) (varies)
2 (varies) *1.1 (varies)
3 (varies) *1.1 (varies)
4 (varies) *1.1 (varies)
5 (varies) *1.1 (varies)
6 (varies) *1.1 (varies)
7 (varies) *1.1 (varies)
8 (varies) *1.1 (varies)
9 (varies) *1.1 (varies)
10 (varies) *1.1 (varies)
11 (varies) *1.1 (varies)
12 (varies) *1.1 (varies)
13 (varies) *1.1 (varies)
14 (varies) *1.1 (varies)
15 (varies) *1.1 (varies)
16 (varies) *1.1 (varies)
17 (varies) *1.1 (varies)
18 (varies) *1.1 (varies)
19 (varies) *1.1 (varies)
20 (varies) *1.1 (varies)
21 (varies) *1.1 (varies)
22 (varies) *1.1 (varies)
23 (varies) *1.1 (varies)
24 (varies) *1.1 (varies)
25 (varies) *1.1 (varies)
26 (varies) *1.1 (varies)
27 (varies) *1.1 (varies)
28 (varies) *1.1 (varies)
29 (varies) *1.1 (varies)
30 (varies) *1.1 (varies)
31 (varies) *1.1 (varies)
32 (varies) *1.1 (varies)
33 (varies) *1.1 (varies)
34 (varies) *1.1 (varies)
35 (varies) *1.1 (varies)
36 (varies) *1.1 (varies)
TH Saves
PD RS PP BW Sp Fo Re Wi
+0 (total = 27, max = 9)
+1 (total = 30, max = 10)
+2 (total = 33, max = 11)
+3 (total = 36, max = 12)
+4 (total = 39, max = 13)
+5 (total = 42, max = 14)
+6 (total = 45, max = 15)
+7 (total = 48, max = 16)
+8 (total = 51, max = 17)
+8 (total = 54, max = 18)
+9 (total = 57, max = 19)
+9 (total = 60, max = 20)
+10 (total = 63, max = 21)
+10 (total = 66, max = 22)
+11 (total = 69, max = 23)
+11 (total = 72, max = 24)
+12 (total = 75, max = 25)
+12 (total = 78, max = 26)
Requisites: Chr 16 (also see description)
Alignment: any
HD/level: d7
Weapon Prof.: 2+level/2
To Hit Table: Cust
Save Table: Cust
Reference: DM {Planeshifted Collectivizer3}
Groups: Custom, Alternate
 
Each Level: Pick a class that you know. You get the following:
1. (Check with the DM) You might get one of the (non-"Level:") lines of text that defines the class. If the ability references LVL or CL, it improves with your Knowledgizer3 level.
2. All "Level:" abilties of that exact level from that class (even if non-pickable). If there are none, you can pick one lower level abilities. If it references LVL or CL, it improves with your Knowledgizer3 level.
3. The difference in spell progression from the previous level to this level (e.g. if the previous level was 322 and the new level is 3321, you would get 0101 as your progression). This progression does not improve with level; it's a one time deal (you will probably collect a lot of different progressions tho!). If the progression has a stat bonus, you may use it, but you get only one bonus for each stat (for all of your progressions). If multiple progressions use the same stat, you can split your bonus amongst them as you see fit.
4. Take the class's highest Requisite and add LVL in that stat to this class's Requisites. (For example, if your first pick was Fighter1, this class now requires Str 1 and Chr 9). This has a maximum equal to the actual Requisite for the class (e.g. if you get Fighter1 at level 20, you'll add 9 to the Str requirement, not 20). This may cause you to "owe" quite a few stat points.
 
XP cost: Your XP cost is the difference for the next level, using the class you're copying for the next level. This is multiplied by 1.1. For example, if you take Fighter as your 2nd level class, you need 2.2 (2*1.1) KXP to be 2nd level. If you then pick Mage as your 3rd level class, the XP for Mage at 3rd is 5, the XP for Mage at 2nd is 2.5, so you need 2.75 ((5-2.5)*1.1) additional KXP to be 3rd, for a total of 4.95. Yes, you'll need to write out your XP table. Note that your choice of 1st level class is irrelevant (feel free to pick an expensive class!), but if it owes XP at level 1, you owe too, at times 1.1.
 
Other notes about this class:
N1. If you are picking up Knowledgizer3 class beyond level 1, you have to meet all the requirements of the final "blob" put together. If you can't, pick easier classes to qualify for!
N2. If you get a Rogue group class, you get (level of this pick)*2*LVL Rogue points. The "level of this pick" doesn't go up with level, but LVL does. (e.g. if you got Rogue group classes at levels 4, 5, and 7, you get 32*LVL Rogue points per level). It is possible the Rogue class you pick may increase this, for example, a reasonable non-"Level:" line of text for one of the "-eer" classes would be 20*LVL Rogue points, since they give 60*LVL Rogue points instead of 40*LVL.
N3. If you get a Psionicist group class, you get the PSP difference from previous level to this level (e.g. calculate your pool as if one level lower, and subtract it from your calculated pool for this level). Your pool does not increase in size. If you get an Ioun Stone of PSPs you can transfer PSPs between pools.

[PC6] Custom Group Classes


Life Machine

Level KXP
Spells
1 0 (special)
2 6.25 (special)
3 12.5 (special)
4 25 (special)
5 50 (special)
6 100 (special)
7 175 (special)
8 300 (special)
9 450 (special)
10 625 (special)
11 1000 (special)
12 1500 (special)
13 3300 (special)
14 4400 (special)
15 5500 (special)
16 6600 (special)
17 7700 (special)
18 8800 (special)
19 9900 (special)
20 11000 (special)
21 12100 (special)
22 13200 (special)
23 14300 (special)
24 15400 (special)
25 16500 (special)
26 17600 (special)
27 18700 (special)
28 19800 (special)
29 20900 (special)
30 22000 (special)
31 23100 (special)
32 24200 (special)
33 25300 (special)
34 26400 (special)
35 27500 (special)
36 28600 (special)
TH Saves
PD RS PP BW Sp Fo Re Wi
+0  8  7  8  3  6  1  2  2
+1  8  7  8  3  7  1  3  3
+2  9  8  8  4  7  2  3  3
+3  9  8  8  4  7  2  4  4
+4 10  9  9  5  8  3  4  4
+5 10  9  9  6  8  3  5  5
+6 11 10  9  7  9  4  5  5
+7 11 10  9  8  9  4  6  6
+8 12 10 10  9  9  5  6  6
+9 12 11 10 10 10  5  7  7
+10 13 11 10 11 10  6  7  7
+11 13 12 11 12 11  6  8  8
+12 13 12 12 13 11  7  8  8
+13 14 13 13 14 11  7  9  9
+14 14 13 13 14 12  8  9  9
+15 14 13 14 14 12  8 10 10
+16 15 14 14 14 13  9 10 10
+17 15 14 14 14 13  9 11 11
Requisites: Str 18, Dex 18, Con 18, Int 18, Wis 18, Chr 18
Alignment: any
HD/level: 3d8
Weapon Prof.: 2+level/6
To Hit Table: War
Save Table: War/Wiz/Pri/Rog/Psi
Reference: DM {Planeshifted Death Machine}
Groups: Warrior, Custom, Alternate
 
Has abilities (and spell/psi progressions) as per Guard, Smith, Abjurer, Sage, Cloistered Cleric, Healer, Bard1, Psi10, Psi23. You cannot "owe stat points" to qualify for this class.
Level 1: Can buy Healing proficiency multiple times that stack, the Nth time you buy it costs N slots (e.g. having 10 slots in Healing lets you bind wounds for 4d3, or 4d4 if you also have 1 slot in Herbalism.)
Level 1: Immune to negative energy.
Level 1: One free Kit per level. You cannot pick the same kit more than once.
Level 1: Gets Dex bonus twice to AC.

[PC6] Custom Group Classes


Master Custom3.5

Level KXP
Spells
1 0 (none)
2 4 (none)
3 8 (none)
4 16 (none)
5 32 (none)
6 64 (none)
7 128 (none)
8 256 (none)
9 512 (none)
10 800 (none)
11 1200 (none)
12 1600 (none)
13 2000 (none)
14 2400 (none)
15 2800 (none)
16 3200 (none)
17 3600 (none)
18 4000 (none)
19 4400 (none)
20 4800 (none)
21 5200 (none)
22 5600 (none)
23 6000 (none)
24 6400 (none)
25 6800 (none)
26 7200 (none)
27 7600 (none)
28 8000 (none)
29 8400 (none)
30 8800 (none)
31 9200 (none)
32 9600 (none)
33 10000 (none)
34 10400 (none)
35 10800 (none)
36 11200 (none)
TH Saves
PD RS PP BW Sp Fo Re Wi
+0 (total = 27, max = 9)
+1 (total = 30, max = 10)
+2 (total = 33, max = 11)
+3 (total = 36, max = 12)
+4 (total = 39, max = 13)
+5 (total = 42, max = 14)
+6 (total = 45, max = 15)
+7 (total = 48, max = 16)
+8 (total = 51, max = 17)
+8 (total = 54, max = 18)
+9 (total = 57, max = 19)
+9 (total = 60, max = 20)
+10 (total = 63, max = 21)
+10 (total = 66, max = 22)
+11 (total = 69, max = 23)
+11 (total = 72, max = 24)
+12 (total = 75, max = 25)
+12 (total = 78, max = 26)
Requisites: Str 10, Dex 10, Con 10, Int 10, Wis 10, Chr 10
Alignment: any
HD/level: ++‡‡d20
Weapon Prof.: 2+level*2
To Hit Table: Cust
Save Table: Cust
Reference: DM {Reduced Supreme/GrandMaster}
Groups: Custom, Concordant (x1)
 
For HD, "‡" means an additional HD at level 2 (i.e. this class gets 4 HD at level 2).
Each level, add a known 3.5 edition class's abilities (see below). You do not need to meet the requirements of the class. The only ways to add more classes to the list below is either to use Research Points, or to use the d20izer3.5 class.
The page numbers are for the Crystal Keep PDFs. (Ba=base, Pr=prestige)
DM Note: If you know this class sheet, all the classes below are legal to take alone if you want to. They use the 3rd edition XP table times 10 (e.g. 10 KXP to be 2nd level). See the DM for Hit Dice and the like.
Known 3.5E Classes:
191. Wild Defender (Ba93): Ranger3 spell prog.; Animal Companion; 0, 2/d: Evil Slaying (+4 TH, x2 dmg) this segment
262. Focus Caster (Ba134): Channeling; Level N: Add a SL=N/2 spell to memorization.
273. Brief Figment (Ba138): Wizard3 spell prog. with Dex bonus; Spec. Illusion; Mirror Image costs 1N action to cast; All your illusions have "Mirage Arcana" flags.
314. White Dragon Shaman (Ba151): Immune cold; AC +LVL; 1M: Summon DL=LVL/2 Dragon; Level 14: Commune w/ Dragon Spirit
416. Daggerspell Mage (Pr31): oMR LVL*10% (offensive MR, reduces other MR, if below 0 you get that much bonus effect); 1S: Can attack with daggers and cast a spell with this action.
434. Dragonmark Heir (Pr35): Resist 1 element per level; +LVL Chr; Level 2: Breath Weapon (1/10 current hp); Level 2: +2A actions
436. Drow Judicator (Pr35): Cleric3 spell prog. with Str bonus; +3 all saves; Turn Spiders as if Undead; 0: +2d6 Con dmg with one attack; 1M: Summon DL I spiders, #=(Chr mod)*CL
445. Children of Winter (Pr37): Level 1: Resist Poison; Level 2: Pick a species enemy (as per Ranger): x2 dmg; Level 3: Resist Mental, Immune Disease; Level 4: Pick a species enemy (as per Ranger): xx2 TH (not the d20 roll); Level 5: Contagion brand all your weapons
508. Lion of Talisid (Pr55): +LVL ML Priest; Animal Companion (10+LVL% of your XP); Immune fear; Resist mental; Clairnasience
557. Rainbow Servant (Pr67): Couatl racial abilities; +1 speciality school in Wizard; Detect evil cont.
567. Runecaster (Pr70): +LVL ML Priest; Your glyphs and symbols hit a group
579. Shadowbane Inquisitor (Pr72): If you switch to LG alignment, can keep your current classes regardless of AL restrictions, but can't raise their level; Turn Undead; If you fail a Turn roll, 1d12 of them still take 10*LVL dmg; 0, 1/d: Get Chr bonus TH/dmg this P action.
631. Virtuoso (Pr87): Bard rogue chart; 30*LVL rogue points; Magic-User0 spell prog. with Chr bonus; +LVL*2 nonweapon prof.
652. Contagion Thief (Pr93): Any rogue ability per level; 30*LVL rogue points; 1M: stun one target (PPD save)
718. Human Paragon (Pr94): +LVL with checks; +LVL/2 CL
722. Mamluk (Pr94): Immune sand, heat; +LVL Nonweapon prof.; +1 Sage Area of Knowledge (see DMG1); +1 Research Point per reset

[PC6] Custom Group Classes


Maxulator

Level KXP
Spells
1 0 (varies)
2 5 (varies)
3 10 (varies)
4 20 (varies)
5 40 (varies)
6 80 (varies)
7 160 (varies)
8 300 (varies)
9 600 (varies)
10 1000 (varies)
11 1500 (varies)
12 2000 (varies)
13 2500 (varies)
14 3000 (varies)
15 3500 (varies)
16 4000 (varies)
17 4500 (varies)
18 5000 (varies)
19 5500 (varies)
20 6000 (varies)
21 6500 (varies)
22 7000 (varies)
23 7500 (varies)
24 8000 (varies)
25 8500 (varies)
26 9000 (varies)
27 9500 (varies)
28 10000 (varies)
29 10500 (varies)
30 11000 (varies)
31 11500 (varies)
32 12000 (varies)
33 12500 (varies)
34 13000 (varies)
35 13500 (varies)
36 14000 (varies)
TH Saves
PD RS PP BW Sp Fo Re Wi
+0 (total = 27, max = 9)
+1 (total = 30, max = 10)
+2 (total = 33, max = 11)
+3 (total = 36, max = 12)
+4 (total = 39, max = 13)
+5 (total = 42, max = 14)
+6 (total = 45, max = 15)
+7 (total = 48, max = 16)
+8 (total = 51, max = 17)
+8 (total = 54, max = 18)
+9 (total = 57, max = 19)
+9 (total = 60, max = 20)
+10 (total = 63, max = 21)
+10 (total = 66, max = 22)
+11 (total = 69, max = 23)
+11 (total = 72, max = 24)
+12 (total = 75, max = 25)
+12 (total = 78, max = 26)
Requisites: Class Slots 2, Mini-Class Slots 1
Alignment: any
HD/level: d8
Weapon Prof.: 3+level/3
To Hit Table: Cust
Save Table: Cust
Reference: DM {Mirror Minulator}
Groups: Custom, Mirror
 
You duplicate the powers of up to LVL+1 Mini-classes (see [PC10]). You get your full XP (in Maxulator class) for each of these Mini-classes to see what level you are. There is no minimum or maximum level for these classes, meaning some of your emulated Mini classes may be above your Maxulator level, or may be level 0.
 
You can take each Mini-class only once, however, you are allowed to take both the Normal and the Alternate form for the same Mini-class at the same time (this is a violation of the normal Mini-class rules).
 
You are allowed to take actual Mini-classes themselves for your character normally, and can even select Mini-classes that you have as part of your Minulator class. (You are not considered to "have" a particular Mini-class, even if it's part of a Minulator class).
 
Level 6: You may choose three instances of a given Mini-class, in one of these combinations: Normal-Normal-Alternate or Normal-Alternate-Alternate. This can be done for multiple Mini-classes. Some Mini-classes (such as Jobber) allow the Normal and Alternate form to be taken, in these cases, you may have Normal-Normal-Normal or Alternate-Alternate-Alternate.
Level 12: You may choose four instances of a given Mini-class in any combination. This can be done for multiple Mini-classes.
Level 18: You may choose five instances of a given Mini-class in any combination. This can be done for multiple Mini-classes.
Level 24: You may choose six instances of a given Mini-class in any combination. This can be done for multiple Mini-classes.

[PC6] Custom Group Classes


Minimizer

Level KXP
Spells
1 0 (varies)
2 2.5 (varies)
3 5 (varies)
4 10 (varies)
5 20 (varies)
6 40 (varies)
7 80 (varies)
8 150 (varies)
9 300 (varies)
10 500 (varies)
11 750 (varies)
12 1000 (varies)
13 1250 (varies)
14 1500 (varies)
15 1750 (varies)
16 2000 (varies)
17 2250 (varies)
18 2500 (varies)
19 2750 (varies)
20 3000 (varies)
21 3250 (varies)
22 3500 (varies)
23 3750 (varies)
24 4000 (varies)
25 4250 (varies)
26 4500 (varies)
27 4750 (varies)
28 5000 (varies)
29 5250 (varies)
30 5500 (varies)
31 5750 (varies)
32 6000 (varies)
33 6250 (varies)
34 6500 (varies)
35 6750 (varies)
36 7000 (varies)
TH Saves
PD RS PP BW Sp Fo Re Wi
+0 (total = 27, max = 9)
+1 (total = 30, max = 10)
+2 (total = 33, max = 11)
+3 (total = 36, max = 12)
+4 (total = 39, max = 13)
+5 (total = 42, max = 14)
+6 (total = 45, max = 15)
+7 (total = 48, max = 16)
+8 (total = 51, max = 17)
+8 (total = 54, max = 18)
+9 (total = 57, max = 19)
+9 (total = 60, max = 20)
+10 (total = 63, max = 21)
+10 (total = 66, max = 22)
+11 (total = 69, max = 23)
+11 (total = 72, max = 24)
+12 (total = 75, max = 25)
+12 (total = 78, max = 26)
Requisites: (none)
Alignment: any
HD/level: d6
Weapon Prof.: 2+level/4
To Hit Table: Cust
Save Table: Cust
Reference: DM
Groups: Custom, Random
 
Each level, the DM rolls 2 Mini classes. You get that level of each of those Mini classes' abilities. You can choose which form (Normal, Alternate, or Alternate 2) of the Mini class you use.
1F, 1/reset: Reroll up to LVL Mini class results you have.

[PC6] Custom Group Classes


Minulator

Level KXP
Spells
1 0 (varies)
2 5 (varies)
3 10 (varies)
4 20 (varies)
5 40 (varies)
6 80 (varies)
7 160 (varies)
8 300 (varies)
9 600 (varies)
10 1000 (varies)
11 1500 (varies)
12 2000 (varies)
13 2500 (varies)
14 3000 (varies)
15 3500 (varies)
16 4000 (varies)
17 4500 (varies)
18 5000 (varies)
19 5500 (varies)
20 6000 (varies)
21 6500 (varies)
22 7000 (varies)
23 7500 (varies)
24 8000 (varies)
25 8500 (varies)
26 9000 (varies)
27 9500 (varies)
28 10000 (varies)
29 10500 (varies)
30 11000 (varies)
31 11500 (varies)
32 12000 (varies)
33 12500 (varies)
34 13000 (varies)
35 13500 (varies)
36 14000 (varies)
TH Saves
PD RS PP BW Sp Fo Re Wi
+0 (total = 27, max = 9)
+1 (total = 30, max = 10)
+2 (total = 33, max = 11)
+3 (total = 36, max = 12)
+4 (total = 39, max = 13)
+5 (total = 42, max = 14)
+6 (total = 45, max = 15)
+7 (total = 48, max = 16)
+8 (total = 51, max = 17)
+8 (total = 54, max = 18)
+9 (total = 57, max = 19)
+9 (total = 60, max = 20)
+10 (total = 63, max = 21)
+10 (total = 66, max = 22)
+11 (total = 69, max = 23)
+11 (total = 72, max = 24)
+12 (total = 75, max = 25)
+12 (total = 78, max = 26)
Requisites: (none)
Alignment: any
HD/level: d8
Weapon Prof.: 3+level/3
To Hit Table: Cust
Save Table: Cust
Reference: DM {Planeshifted Emulator}
Groups: Custom, Alternate
 
You duplicate the powers of up to LVL+3 Mini-classes (see [PC10]). You get your full XP (in Minulator class) for each of these Mini-classes to see what level you are. The minimum level is 1 and the maximum level is LVL.
 
You can take each Mini-class only once, however, you are allowed to take both the Normal and the Alternate form for the same Mini-class at the same time (this is a violation of the normal Mini-class rules).
 
You are allowed to take actual Mini-classes themselves for your character normally, and can even select Mini-classes that you have as part of your Minulator class. (You are not considered to "have" a particular Mini-class, even if it's part of a Minulator class).
 
Level 9: You may choose three instances of a given Mini-class, in one of these combinations: Normal-Normal-Alternate or Normal-Alternate-Alternate. This can be done for multiple Mini-classes. Some Mini-classes (such as Jobber) allow the Normal and Alternate form to be taken, in these cases, you may have Normal-Normal-Normal or Alternate-Alternate-Alternate.
Level 18: You may choose four instances of a given Mini-class in any combination. This can be done for multiple Mini-classes.
Level 27: You may choose five instances of a given Mini-class in any combination. This can be done for multiple Mini-classes.
Level 36: You may choose six instances of a given Mini-class in any combination. This can be done for multiple Mini-classes.

[PC6] Custom Group Classes


Mixer

Level KXP
Spells
1 0 (varies)
2 3 (varies)
3 7 (varies)
4 17 (varies)
5 42 (varies)
6 105 (varies)
7 262 (varies)
8 655 (varies)
9 1100 (varies)
10 1600 (varies)
11 2200 (varies)
12 2900 (varies)
13 3700 (varies)
14 4600 (varies)
15 5600 (varies)
16 6700 (varies)
17 7900 (varies)
18 9200 (varies)
19 10600 (varies)
20 12100 (varies)
21 13700 (varies)
22 15400 (varies)
23 17200 (varies)
24 19100 (varies)
25 21100 (varies)
26 23200 (varies)
27 25400 (varies)
28 27700 (varies)
29 30100 (varies)
30 32600 (varies)
31 35200 (varies)
32 37900 (varies)
33 40700 (varies)
34 43600 (varies)
35 46600 (varies)
36 49700 (varies)
TH Saves
PD RS PP BW Sp Fo Re Wi
varies varies
varies varies
varies varies
varies varies
varies varies
varies varies
varies varies
varies varies
varies varies
varies varies
varies varies
varies varies
varies varies
varies varies
varies varies
varies varies
varies varies
varies varies
Requisites: Each stat = Highest among classes, +1 for each other requirement
Alignment: any
HD/level: varies
Weapon Prof.: varies
To Hit Table: varies
Save Table: varies
Reference: DM
Groups: Custom
 
This class mixes several classes together. Let N be the number of classes and the G be the number of groups among your classes. N+G must be equal to LVL+1 or less. So at level 1 you are single-classed, and at level 2 you may mix 2 classes of the same group together. At level 3 you can be 3 classes in the same group, or 2 classes in 2 groups.
 
You may mix together normally illegal combinations, but you must be a possible alignment (from levels 1 to 8, see below).
 
The XP chart given for MixerDM is used, instead of the calculated mix. You do calculate the HD, TH, and saves of the mix.
 
The stat requirements is the highest number for each stat, plus 1 for each additional requirement from other classes in that stat. HNCL/Level is considered a "stat requirement" and is calculated the same way.
 
Normally, don't mix in classes that are higher XP than the MixerDM class at that level. You can, but then you must calculate the normal mixed XP for that level, but divide by 5 instead of the normal 10 for the extra classes.
 
This class cannot mix in classes from the Custom, Concordant, or Monster groups, and cannot be mixed into other classes.
 
Level 9: You are considered two "adjacent" alignments for fulfilling alignment restrictions for the MixerDM class. They must share the first or second alignment component, and one of these must be your real alignment.
Level 12: All classes no longer have an alignment restriction for the MixerDM class.
Level 18: You may now mix in classes from the Monster group. Remember to add 1 to the "G" factor above if you do this.

[PC6] Custom Group Classes


Mortal0

Level KXP Mortal0 Imm0
 9      {9}
1 0  2      {-}
2 3.5  4      {-}
3 7  6      {-}
4 14  8      {-}
5 28 10      {-}
6 56 12      {-}
7 112 14      {-}
8 224 16      {-}
9 448 18      {-}
10 996 20      {-}
11 1600 22      {-}
12 2300 24      {-}
13 3000 26      {-}
14 3700 28      {-}
15 4400 30      {-}
16 5100 32      {-}
17 5800 34      {-}
18 6500 36      {-}
19 7200 38      {-}
20 7900 40      {-}
21 8600 42      {-}
22 9300 44      {-}
23 10000 46      {-}
24 10700 48      {-}
25 11400 50      {-}
26 12100 52      {-}
27 12800 54      {1}
28 13500 56      {1}
29 14200 58      {2}
30 14900 60      {2}
31 15600 62      {3}
32 16300 64      {3}
33 17000 66      {4}
34 17700 68      {4}
35 18400 70      {5}
36 19100 72      {5}
TH Saves
PD RS PP BW Sp Fo Re Wi
+0 (total = 27, max = 9)
+1 (total = 30, max = 10)
+2 (total = 33, max = 11)
+3 (total = 36, max = 12)
+4 (total = 39, max = 13)
+5 (total = 42, max = 14)
+6 (total = 45, max = 15)
+7 (total = 48, max = 16)
+8 (total = 51, max = 17)
+9 (total = 54, max = 18)
+10 (total = 57, max = 19)
+11 (total = 60, max = 20)
+12 (total = 63, max = 21)
+13 (total = 66, max = 22)
+14 (total = 69, max = 23)
+15 (total = 72, max = 24)
+16 (total = 75, max = 25)
+17 (total = 78, max = 26)
Requisites: Two 18's
Alignment: any
HD/level: & d10
Weapon Prof.: 5+level/2
To Hit Table: War
Save Table: Cust
Reference: MTG {Reduced Immortal0}
Groups: Custom, Concordant (x1)
 
Mortal0 class gets 9th level spells (nothing lower level).
Mortal0 also gets Immortal0 spells starting at level 27. These spells are not copied into the Mortal0 spell list (unlike other reduced Concordant classes) because the list is rather long. See [PC7] Immortal0 for the list. The Immortal0 spells are 9th spell level Concordant (making them 19th spell level non-Concordant).

[PC6] Custom Group Classes


Mortal0 Spells

Level # Spell Name Spell Description
9 1 Armor Class +LVL*5 AC
9 2 Artifact Creation 10F, 1/reset: Create a random x1 item of XP value LVL*1000
9 3 Aura Attack 1V: All within 60' make Will save or Fascinated
9 4 Bestow 1F: Raise target's ability score by CL for 1 turn; 1M: Do a SL 0 to (CL+2)/3 effect (Wiz/Pri/Psi)
9 5 Call Other 1M: Summon a DL=CL/2 (round up) monster, of the Human subtype
9 6 Combat Abilities x(1+CL/10) dmg with attacks
9 7 Communication Tongues and Comprehend Languages cont.
9 8 Conceal Nature Non-Detection and Misdirection cont.
9 9 Control Undead Turn Undead (control or turn) at LVL=CL
9 10 Create Magic Items 60F, 1/reset: Create CL*CL*100 XP of magic items (all x1 items, your choice)
9 11 Create Species One Racial Adjective, or you can mix in a race (it's free, but the max XP divisor increase = CL/10)
9 12 Detect Immortal Detect Concordant/Immortal effects cont.
9 13 Detection Suite 1M: Cast your CL in SL's of Divination effects (Wiz/Pri/Psi)
9 14 Dragon Breath Mouth's P, CL/d: Breathe an E=CL/2 (round up) element for current hp in dmg, BW save for 1/2
9 15 Dragon Form 1P: Polymorph into any known dragon type, max age category = CL/2 (round up)
9 16 Enhanced Reflexes +CL initiative
9 17 Extra Attacks +CL/2 (round up) to number of attacks (total, not with each weapon)
9 18 Fighter Options Get your CL in "Level:" picks (e.g. at level 9 you could have a Level 9: pick, or a Level 4: and a Level 5:, etc.)
9 19 Grant Power Points Target is imbued with one 9th level Mortal0 spell (this slot stays spent as long as he has it)
9 20 Groan Mouth's P: All targets in a group are paralyzed (PP save)
9 21 Hear Supplicants Know if someone is mentally asking for your help (within CL^3 miles)
9 22 Height Change 1V: Change size up or down by 1, max difference from original is CL/3 (round up) categories
9 23 Howl Mouth's P: Fear all targets in a group (Will save)
9 24 Immortal Eye Wizard Eye with Detect Invisibility/Illusion, no "ears burning"
9 25 Improve Ability Scores +CL stat points
9 26 Improved Saving Throws +CL saves to one category
9 27 Incorporeal Form Cannot have anything hostile done to you, but cannot be hostile to others
9 28 Increased Damage Pick weapons, spells, or psionics. Do +(CL/2, round up) dice of dmg with those effects
9 29 Increased Move Rate +CL*3" Move Rate; +1V action
9 30 Infinite Spell Duration 1M, CL/d: Next magic, psionic, innate effect you do has infinite duration (treat as a Permanency)
9 31 Leech Whenever you touch, attack, or are touched or attacked, they are drained CL levels
9 32 Magic Resistance 45+5*CL% MR
9 33 Manifestation Form You have a spare body (Clone) and are not really "killed" if it is destroyed (you appear back where the Clone is)
9 34 Mortal Immunity Immune to CL/3 (round up) specific magic, psionic, or innate effects (by name)
9 35 Mystic Abilities Abilities as per a Mystic0 of level = CL/2 (round up) or as a Psionic Mystic0/10 of level = CL/3 (round up)
9 36 Poison Bite/Sting Once per round can bite or sting for poison (death or CL*10 smg if they make the save)
9 37 Poison Spit Mouth's P, CL/d: Spit Poison on a group (death or 10*LVL)
9 38 Power Attack 1M: CLd6 dmg (no save, no blahR, energy damage) to a target
9 39 Probe 1M, CL/d: Capital E Extract, Know Truename, or Know a Weakness of Target
9 40 Probe-Shield Stops one "Probe" effect (above)
9 41 Reduce Saving Throw 1M: For 1 turn, target must roll an extra save against effects, if he fails any save roll he fails the save
9 42 Regeneration Regenerate CL hp per segment
9 43 Shape Reality, Alt. Char. 25F, 1/reset: Change appearance, physical/magical law, MF, TF, or PF in local area (CL*100 yard radius)
9 44 Shape Reality, Cr. Body 20F, 1/reset: Create an asteroid or island (CL sq. miles)
9 45 Shape Reality, Cr. Plane 30F, 1/reset: Create a pocket plane in the astral (functions as a Deeppocket or a Rope Trick)
9 46 Shape Reality, Mv. Body 10F, 1/reset: Move an asteroid or planet (maximum size is CL*4 sq. miles, is moved CL miles)
9 47 Shape Reality, Mv. Plane 15F, 1/reset: Redirect a color pool or gate to go somewhere else on one end (either move this end away or make the far end somewhere else)
9 48 Snap 1 attack: Grab a target and pull him in, it becomes part of your group (Str contest)
9 49 Summon Item 1M: Produce an item that you've lost (not sold), works within CL^2 miles
9 50 Swoop Can transfer 4V -> 1P, 7V -> 1QP, or 11V -> 1QQP
9 51 Thief Abilities Abilities as per a Thief0 of level = CL/2 (round up)
9 52 Transform 1M: Polymorph Other (save) and Forget (save) on one target
9 53 Travel Powers 1M, CL/d: Teleport without Error (same plane only)
9 54 Weapon Mastery +LVL slots in Weapon Mastery, can go beyond max of # slots = level
9 55 Weapon Needed Need a +CL-1 weapon to hit you

[PC6] Custom Group Classes


Paragon3

Level KXP
Spells
1 0 (none)
2 10 (none)
3 30 (none)
4 60 (none)
5 100 (none)
6 150 (none)
7 210 (none)
8 280 (none)
9 360 (none)
10 450 (none)
11 550 (none)
12 660 (none)
13 780 (none)
14 910 (none)
15 1050 (none)
16 1200 (none)
17 1360 (none)
18 1530 (none)
19 1710 (none)
20 1900 (none)
21 2100 (none)
22 2310 (none)
23 2530 (none)
24 2760 (none)
25 3000 (none)
26 3250 (none)
27 3510 (none)
28 3780 (none)
29 4060 (none)
30 4350 (none)
31 4650 (none)
32 4960 (none)
33 5280 (none)
34 5610 (none)
35 5950 (none)
36 6300 (none)
TH Saves
PD RS PP BW Sp Fo Re Wi
+2  2  2  2  2  2  2  2  2
+4  4  4  4  4  4  4  4  4
+6  6  6  6  6  6  6  6  6
+8  8  8  8  8  8  8  8  8
+10 10 10 10 10 10 10 10 10
+12 12 12 12 12 12 12 12 12
+14 14 14 14 14 14 14 14 14
+16 16 16 16 16 16 16 16 16
+18 18 18 18 18 18 18 18 18
+20 20 20 20 20 20 20 20 20
+22 22 22 22 22 22 22 22 22
+24 24 24 24 24 24 24 24 24
+26 26 26 26 26 26 26 26 26
+28 28 28 28 28 28 28 28 28
+30 30 30 30 30 30 30 30 30
+32 32 32 32 32 32 32 32 32
+34 34 34 34 34 34 34 34 34
+36 36 36 36 36 36 36 36 36
Requisites: Str 18, Dex 18, Con 18,
Int 18, Wis 18, Chr 18
Alignment: any
HD/level: d20
Weapon Prof.: 0+level*2
To Hit Table: 2xMon
Save Table: 4xMon
Reference: DM
Groups: Custom, Monster, Concordant (x1)
 
Gets all Exceptional stats. Can weapon specialize using the "non-Warrior" line for number of attacks.
Level N (each level) ¶: +1 Str, Dex, Con, Int, Wis, and Chr. You can't trade these stats away.
Level 1: Double movement rate.
Level 1: Enemies have -LVL saves vs. your effects.
Level 1: DR 2*LVL / +LVL.
Level 1: Regenerate LVL hp /s.
Level 4: Triple movement rate (replaces the Double at level 1)
Level 9: Quadruple movement rate (replaces the Triple at level 4)

[PC6] Custom Group Classes


Piper0


Level

KXP

Spells

TH
1 0 (none) +1
2 2.4 (none) +1
3 4.8 (none) +1
4 9.6 (none) +2
5 19.2 (none) +3
6 40 (none) +3
7 80 (none) +3
8 160 (none) +4
9 320 (none) +5
10 560 (none) +5
11 800 (none) +5
12 1040 (none) +6
13 1280 (none) +7
14 1520 (none) +7
15 1760 (none) +7
16 2000 (none) +8
17 2240 (none) +9
18 2480 (none) +9
19 2720 (none) +9
20 2960 (none) +10
21 3200 (none) +11
22 3440 (none) +11
23 3680 (none) +11
24 3920 (none) +12
25 4160 (none) +13
26 4400 (none) +13
27 4640 (none) +13
28 4880 (none) +14
29 5120 (none) +15
30 5360 (none) +15
31 5600 (none) +15
32 5840 (none) +16
33 6080 (none) +17
34 6320 (none) +17
35 6560 (none) +17
36 6800 (none) +18
37 13600 (none) +19
38 20400 (none) +19
39 27200 (none) +19
45 68000 (none) +23
54 129200 (none) +27
63 190400 (none) +31
72 251600 (none) +36
Requisites: Dex 19
Alignment: any
HD/level: d5
Weapon Prof.: 3+level/2
To Hit Table: CTD0
Reference: DM {Planeshifted Pointer0}
Groups: Rogue, Custom, Alternate
Complexity: CF=2
   
Saving Throws:  
PPD: 0; always makes PPD saves of DC ≤ LVL*10
RSW: 0; always makes RSW saves of DC ≤ LVL*7
PP: 0; always makes PP saves of DC ≤ LVL*9
BW: 0; always makes BW saves of DC ≤ LVL*11
Spell: 0; always makes Spell saves of DC ≤ LVL*6
Fort: 0; always makes Fort saves of DC ≤ LVL*8
Reflex: 0; always makes Reflex saves of DC ≤ LVL*12
Will: 0; always makes Will saves of DC ≤ LVL*5
   
Does not get any Rogue points.
Automatically succeeds at the un-Piped ( "|" ) version of any Rogue ability it has. You "made the roll by 10*LVL points", if that matters.
Level N (every level): Get one "Any Rogue level N" pick. This is in addition to the normal levels 9, 18, 27, 36 picks that all Rogues get.
Level N (every level): Get one "Pipe" to allocate to a Rogue ability. This increases what you automatically succeed at, to include one Pipe. This also increases the "amount you made by" to 20*LVL, for the Rogue abilities that care about that. You may pick the same Rogue ability multiple times. Third pick would be: two pipes and made by 30*LVL, etc.
 
CF=3:
You may spend two "Pipe" picks to add a new ability (with a Pipe) to an existing Rogue ability. Each Pipe is +1 SL of effect, similar to Meta-Magic / Meta-Psionic feats.
Example 1: "Heal self" is a Rogue ability. For +1 SL (2 Pipe picks) you could add "Cureall self" to it; to make it "Heal self | Cureall self". Or you could increase it's range from 0 to Touch, making it "Heal self | Heal (touch)". (DM Note: In reality it would be "Heal self | Heal", since we rarely enforce Touch effects in the game.)
Example 2: You could add "Area" to a Rogue ability for +2 SL, or two Pipes (so this would be four Pipe picks total). So "Slap || Slap (1 group)" would work.
This two Pipe pick cost gives you effectively one pick towards that Rogue ability, by the way (so you do automatically make the ability you just created.)
 
CF=4:
Level 4 ¶: Instead of spending two Pipe picks to add a new ability (the CF=3 text), you may alternatively spend one Pipe pick + one Research Point.
Level 9 ¶: When you pick a new Rogue ability, you may "splice" it onto the end of an existing Rogue ability by putting a Pipe on it. Example: "Legend Lore | Identify" + "Blink | Controlled Blink" would become ""Legend Lore | Identify | Blink | Controlled Blink". Note that Rogue abilities with long Pipe chains are inefficient for this. Rogue abilities with an ellipsis ("...") at the end don't work properly with this at all.
 
CF=5:
1/game, at end of game: You may permanently add a modified Rogue ability (using the CF=3 note above) to the "All Rogue Abilities" chart.

[PC6] Custom Group Classes


Putz

Level KXP Putz [Pawn/Spawn]
234 567 [01]
TH
1 0 1-- --- [--] & +1
2 6 2-- --- [--] & +2
3 12 3-- --- [--] & +3
4 25 31- --- [--] & +4
5 50 32- --- [--] & +5
6 150 33- --- [--] & +6
7 250 331 --- [--] & +7
8 350 332 --- [--] & +8
9 450 333 --- [--] & +9
10 650 333 1-- [--] & +10
11 850 333 2-- [--] & +11
12 1050 333 3-- [--] & +12
13 1250 333 31- [--] & +13
14 1450 333 32- [--] & +14
15 1650 333 33- [--] & +15
16 1850 333 331 [--] & +16
17 2050 333 332 [--] & +17
18 2250 333 333 [--] & +18
19 2550 333 333 [1-] & +19
20 2850 433 333 [1-] & +20
21 3150 443 333 [1-] & +21
22 3450 444 333 [1-] & +22
23 3750 444 433 [1-] & +23
24 4050 444 443 [1-] & +24
25 4350 444 444 [1-] & +25
26 4650 444 444 [2-] & +26
27 4950 554 444 [2-] & +27
28 5350 555 544 [2-] & +28
29 5750 555 555 [2-] & +29
30 6150 555 555 [3-] & +30
31 6550 666 555 [3-] & +31
32 6950 666 666 [3-] & +32
33 7350 666 666 [31] & +33
34 7750 666 666 [32] & +34
35 8150 666 666 [33] & +35
36 8550 777 766 [33] & +36
37 17100 777 766 [43] & +37
38 25650 777 766 [44] & +38
39 34200 777 766 [54] & +39
45 85500 887 777 [77] & +45
54 162450 998 888 [881] & +54
63 239400 999 988 [888] & +63
72 316350 AAA 999 [999 1] & +72
Race Adjustments:
Str Dex Con Int Wis Chr Cml AT hp TH Div
+4 +4 +4 +4 -4 -4 +0 +0 +0 +0 ÷1
 
Requisites: Str 16, Dex 14, Con 16, Int 13,
  Race Slots 1, Class Slots 2
Alignment: C any
HD/level: & 2d1
Weapon Prof.: & level*2
To Hit Table: & Mon
Save Table: 4xMon
Reference: DM {Reduced Pawn/Spawn}
Groups: Custom, Concordant (x1), Archetype
Complexity: CF=3
   
Saving Throws:  
PPD: level*2+0
RSW: level*2+0
PP: level*2+0
BW: level*2+0
Spell: level*2+0
Fort: level*2+0
Reflex: level*2+0
Will: level*2+0
   
Gets Exceptional Str, Dex, Con, and Int.
Can weapon specialize using the Non-Warrior line.
Level N (every level): +1 proficiency of any type.
Level 1 ¶: Rotating Truename.
Level 1 ¶: Gets +1F action per round.
Level 1 ¶: Gets F=LVL rating in Custom2 picks. The entire Custom2 chart is given further down, but negative F cost things cannot be picked. ArchCustom2 things can be picked if you research them.

[PC6] Custom Group Classes


Putz Spells

SL # Spell Effect (can pick more than once, each additional is +1 to LVL)
2 1 Ability Score Points +LVL Ability score points and +1 Sustained stat
2 2 BlahR +10*LVL% among any BlahR's; anti-BlahR's cost double; XR and better cannot be picked
2 3 Hit Points x(1+LVL/10) hp
3 1 A Acceleration +LVL A actions, counts as your Haste
3 2 CL +LVL CL
3 3 Miracle Progression For each n from 1 to LVL/2, gain "1F, (LVL/2+1-n)/d: Miracle n" (so at LVL=4 you have 2,1)
3 4 Status Resistance Resist LVL [C] section effects, major ones cost 3 picks each (can use three to become Immune)
4 1 B Acceleration +LVL B actions, counts as your Haste, can be stacked with other Acceleration powers
4 2 Mini Class +1 Mini class slot
4 3 Research Points +1 Research Point per Reset
4 4 Regeneration 4 Troll-like Regen. LVL hp /s; can heal Vile and Permanent hp at x3 cost
4 5 Spawner lending you spells 0, 1/r: +LVL SLs in memorization in spells (cannot be used for Putz progression itself)
5 1 C Acceleration +LVL C actions, counts as your Haste, can be stacked with other Acceleration powers
5 2 Spawner lending you psionics 0, 1/r: +LVL SLs in memorization in psionics
5 3 Saves +LVL to saves
5 4 Subordinates +LVL/4 distributed among defensive DL, offensive DL, or rhp for your subodinates
5 5 To Hit +LVL to TH
6 1 Concordant Mini Classes Get a times 1 mirrored set of base XP for Concordant Mini group classes
6 2 Regeneration 5 Regenerate 1/10 of max hp /s, on segment 10 removes one [C] section effect
6 3 Spawner lending you XP +10% XP
6 4 X Acceleration +1X action, counts as your Haste, can be stacked with other Acceleration powers
7 1 Demigod Mini Classes Get a times 1 mirrored set of base XP for Demigod Mini group classes
7 2 H Acceleration +1H action, counts as your Haste, can be stacked with other Acceleration powers
7 3 Hold Multiplier Hold Multiplier
10 (Spawn 0) 1 Ability Score Points +CCL*2 Ability score points and +CCL Sustained stats
10 (Spawn 0) 2 BlahR +20*LVL% among any iBlahR; XR and GR (and their variants) cost double
10 (Spawn 0) 3 Hit Points x(CCL+1) hp
11 (Spawn 1) 1 A Acceleration +CCL A actions, does not count as your Haste, and can be used with other similar Spawn powers
11 (Spawn 1) 2 CCL +LVL CCL
11 (Spawn 1) 3 Miracle Progression For each n from 1 to CCL, gain "1X, (CCL-n+1)/d: Miracle n" (so at LVL=3 you have 3,2,1)
11 (Spawn 1) 4 Status Immunity Immune to CCL [C] section effects, major ones cost 3 picks each

[PC6] Custom Group Classes


Putz (Custom2 picks)

Category Ability F cost
To Hit To Hit as Warrior +2
To Hit as Wizard -1.5
To Hit as Priest 0
To Hit as Rogue -1
To Hit as Custom +1
To Hit as Monster +3
To Hit is always +0 -2
To Hit as 1½xWarrior +3
To Hit as 2xWarrior +6
To Hit as 2xMonster +7
Saves Saves as War, Wiz, Pri, Rog, or Psi +0
Saves as Custom +1
Saves as Monster +1
Saves as Dwarf0, Elf0, Halfling0 +2
Saves are always +0 -2
Saves as 1½x(War, Wiz, Pri, Rog, or Psi) +2
Saves as 2x(War, Wiz, Pri, Rog, or Psi) +4
Each extra category added +1
HD/level 1d1 -0.5
1d2 -0.25
1d3 0
1d4 +0.5
1d6 +0.75
1d8 +1
1d10 +2.5
2d1 +3
2d2 +3.5
1d12 +4
2d3 +4
2d4 +5
3d1 +6.5
1d20 +7
NdS (not listed above) +(N-1)*3+S/4
2m0 (normal Con bonus squared) +20
2m1 (normal Con bonus +1 squared) +22
HD cumulative with other classes (&) +10
-1 hp/level (e.g. d6-1) -0.25
+1 hp/level (e.g. d6+1) +0.25
+2 hp/level (e.g. d6+2) +0.5
-1 HD at first level (e.g. -d6) -1
+1 HD at first level (e.g. +d6) +1
+2 HD at first level (e.g. ++d6) +3
Category Ability F cost
War stuff Aura of Protection (as per Paladin) +2
Barbarian1 Constitution bonus +3
Barbarian1 Dexterity bonus +3
Barbarian1 Strength bonus +4
Lay on Hands (as Paladin or Monk) +2
Specialization, Weapon +1
+LVL TH or dmg vs. a creature type +1
Warrior # Attacks +1
Wiz stuff Wizard spells, full Mage2 prog. +16
Wizard spells, half level prog. +8
Wizard spells, full prog., only 1 school +3
Wizard spells, half prog., only 1 school +1.5
Kits (extra), cost each +1.25
Proficiencies (extra), cost each +0.25
Specialization, School (pick opposite) +1
Specialization, School (no opposite) +2
Pri stuff Priest spells, full Cleric2 progression +8
Priest spells, half level prog. +4
Priest spells, full prog., only 1 sphere +2
Priest spells, half prog., only 1 sphere +1
Animal empathy +1.5
Druid Shapechange (at level 7) +3
Specialization, Sphere +1
Specialty Priest pick +2
Turn Undead +3
Rog stuff Read Languages LVL*10% +0.5
Rogue Abilities, as per Thief2 +6
Rogue Abilities, as per Bard2 +6
Rogue Abilities, as per any other "2nd edition" class +7
Rogue Abilities, any other "unnumbered edition" class +8
Rogue Abilities, any other class +9
Rogue Ability, only one, LVL*10 points +1
X rogue points per level (instead of 40) +(X-40)/4
Psi stuff Psi2 powers, full Psi2 PSPs & progression +12
Psi2 powers, half level PSPs +6
Psi2 powers, full PSPs, only 1 discipline +2.5
Psi2 powers, half PSPs, only 1 discipline +1.25
xN PSPs over normal calculation (N>1) +(N-1)*4
Can use Psi(-2) powers as if they were Psi2 +1
Can use Psi1 powers as if they were Psi2 +2
Can use Psi3 powers as if they were Psi2 +3
Can use powers of any one frequency as if Psi2 +4
Other "Level:" ability from a "2nd edition" class, cost each +1
"Level:" ability from a "unnumbered edition" class, cost each +2
"Level:" ability from any other class, cost each +3
Duplicate any "2nd edition" class (X=KXP @ 2nd level) +X*6
Duplicate any "unnumbered edition" class (X=KXP @ 2nd level) +X*7
Duplicate any other class (X=KXP @ 2nd level) +X*8

[PC6] Custom Group Classes


Quintessential Custom6

Level KXP Wiz/Pri/Psi3
123 456 789
1 0 1-- --- ---
2 6 20- --- ---
3 18 21- --- ---
4 36 31- --- ---
5 60 32- --- ---
6 90 320 --- ---
7 126 321 --- ---
8 168 431 --- ---
9 216 432 --- ---
10 486.4 432 0-- ---
11 729.6 432 1-- ---
12 972.8 443 1-- ---
13 1216 443 2-- ---
14 1459.2 543 20- ---
15 1702.4 543 21- ---
16 1945.6 544 31- ---
17 2188.8 544 32- ---
18 2432 554 320 ---
19 2675.2 554 321 ---
20 2918.4 654 431 ---
21 3161.6 654 432 ---
22 3404.8 655 432 0--
23 3648 655 432 1--
24 3891.2 665 443 1--
25 4134.4 665 443 2--
26 4377.6 765 543 20-
27 4620.8 765 543 21-
28 4864 766 544 31-
29 5107.2 766 544 32-
30 5350.4 776 554 32-
31 5593.6 776 554 33-
32 5836.8 876 654 430
33 6080 876 654 431
34 6323.2 877 655 431
35 6566.4 877 655 432
36 6809.6 887 665 442
TH Saves
PD RS PP BW Sp Fo Re Wi
+0 (total = 27, max = 9)
+1 (total = 30, max = 10)
+2 (total = 33, max = 11)
+3 (total = 36, max = 12)
+4 (total = 39, max = 13)
+5 (total = 42, max = 14)
+6 (total = 45, max = 15)
+7 (total = 48, max = 16)
+8 (total = 51, max = 17)
+8 (total = 54, max = 18)
+9 (total = 57, max = 19)
+9 (total = 60, max = 20)
+10 (total = 63, max = 21)
+10 (total = 66, max = 22)
+11 (total = 69, max = 23)
+11 (total = 72, max = 24)
+12 (total = 75, max = 25)
+12 (total = 78, max = 26)
Requisites: Str 10, Dex 10, Int 10, Wis 10
Alignment: any
HD/level: d15
Weapon Prof.: 5+level/6
To Hit Table: Cust
Save Table: Cust
Reference: DM
Groups: Custom
Gets one Quintessential or Custom5 pick per level, among classes you know.
DM Note: In Collective 3.7, "Quintessential Fighter6" is always known.
Can cast Wizard, Priest, or use Psi3 (alternatively Psi3.5) powers (the Psi3 powers do not cost PSPs).
Can specialize in one school or get one Grand sphere, or both, but in this case must pick a School and a Sphere to be Opposite in.

[PC6] Custom Group Classes


Quintessential FMCTP6

Level KXP Wizard
123 456 789 A.:
Priest
123 456 789 jk L
Psi
mMG SU
1 0 20- --- --- --- 20- --- --- -- - 2-- --
2 9 31- --- --- --- 31- --- --- -- - 3-- --
3 27 320 --- --- --- 320 --- --- -- - 30- --
4 54 431 --- --- --- 431 --- --- -- - 41- --
5 90 432 0-- --- --- 432 0-- --- -- - 42- --
6 135 443 1-- --- --- 443 1-- --- -- - 43- --
7 189 543 20- --- --- 543 20- --- -- - 53- --
8 252 544 31- --- --- 544 31- --- -- - 54- --
9 324 554 320 --- --- 554 320 --- -- - 540 --
10 729.6 654 431 --- --- 654 431 --- -- - 641 --
11 1094.4 655 432 0-- --- 655 432 0-- -- - 652 --
12 1459.2 665 443 1-- --- 665 443 1-- -- - 653 --
13 1824 765 543 20- --- 765 543 20- -- - 753 --
14 2188.8 766 544 31- --- 766 544 31- -- - 764 --
15 2553.6 776 554 32- --- 776 554 32- -- - 764 --
16 2918.4 876 654 430 --- 876 654 430 -- - 864 0-
17 3283.2 877 655 431 --- 877 655 431 -- - 875 1-
18 3648 887 665 442 --- 887 665 442 -- - 875 2-
19 4012.8 987 765 543 --- 987 765 543 -- - 975 3-
20 4377.6 988 766 543 0-- 988 766 543 0- - 986 3-
21 4742.4 998 776 554 1-- 998 776 554 1- - 986 4-
22 5107.2 A98 876 654 2-- A98 876 654 2- - A86 4-
23 5472 A99 877 654 3-- A99 877 654 3- - A97 4-
24 5836.8 AA9 887 665 3-- AA9 887 665 3- - A97 5-
25 6201.6 BA9 987 765 40- BA9 987 765 40 - B97 5-
26 6566.4 BAA 988 765 41- BAA 988 765 41 - BA8 5-
27 6931.2 BBA 998 776 42- BBA 998 776 42 - BA8 6-
28 7296 CBA A98 876 53- CBA A98 876 53 - CA8 6-
29 7660.8 CBB A99 876 53- CBB A99 876 53 - CB9 6-
30 8025.6 CCB AA9 887 54- CCB AA9 887 54 - CB9 7-
31 8390.4 DCB BA9 987 640 DCB BA9 987 64 0 DB9 70
32 8755.2 DCC BAA 987 641 DCC BAA 987 64 1 DCA 71
33 9120 DDC BBA 998 652 DDC BBA 998 65 2 DCA 82
34 9484.8 EDC CBA A98 753 EDC CBA A98 75 3 ECA 83
35 9849.6 EDD CBB A98 753 EDD CBB A98 75 3 EDB 83
36 10214.4 EDD CBB A98 764 EDD CBB A98 76 4 EDB 84
TH Saves
PD RS PP BW Sp Fo Re Wi
+0  8  7  6  3  6  1  2  2
+1  8  7  6  3  7  1  3  3
+2  9  8  6  4  7  2  3  3
+3  9  8  7  4  7  2  4  4
+4 10  9  7  5  8  3  4  4
+5 10  9  7  6  8  3  5  5
+6 11 10  8  7  9  4  5  5
+7 11 10  9  8  9  4  6  6
+8 12 10  9  9  9  5  6  6
+9 12 11 10 10 10  5  7  7
+10 13 11 10 11 10  6  7  7
+11 13 12 11 12 11  6  8  8
+12 13 12 12 13 11  7  8  8
+13 14 13 13 14 11  7  9  9
+14 14 13 13 14 12  8  9  9
+15 14 13 14 14 12  8 10 10
+16 15 14 14 14 13  9 10 10
+17 15 14 14 14 13  9 11 11
 
Requisites: Str 20, Dex 20, Int 20,
Wis 20, Chr 20,
Class Slots 4
Alignment: any
HD/level: d20
Weapon Prof.: 9+level/6
To Hit Table: War
Save Table: War/Wiz/Pri/Rog/Psi
Reference: DM
Groups: Custom
 
Gets 4 picks per level below.
Gets Int bonus to Wizard spell progession.
In the Wizard spell progression, "." means SL=10+1 (level 10 plus 1 level of feats) and ":" means 10+2 (level 10 plus 2 levels of feats).
Gets Wis bonus to Priest spells.
In the Priest spell progression, "j" means SL=9+1, "k" means SL=9+2, and "L" means SL=10+2 (not 9+3; I put in an extra space to make it more noticeable).
Gets Exceptional Dex.
Gets any "Any Rogue" pick and 80 Rogue points per level.
"¶" means this ability cannot itself be picked with a "Level:" or Rogue pick.
Gains access to one psionic frequency per level.
Gets Chr bonus to psionic progression.
PSPs = Chr*(Level+10).
(This is in Psi1 PSPs.)
 
Levels 1-5:
Warrior
A. 0, 1/t: Ignore all damage from one source. {Berserker}
B. Backstab x(LVL+7)/4. {Brawler}
C. Can operate at negative hit points. {Knight of the Griffin}
D. Choose one specific weapon type. +LVL TH with that weapon. {Living Blade}
E. 1V: +LVL TH/dmg with one shot with a missile weapon {Master Bowman}
F. 1M, 1/effect: Target gets another save vs. a bad effect that's effecting him {Officer of War}
G. +1 TH in a specific weapon per level (can choose different weapons each level) {Peasant Hero}
H. 1M, 1/t: Summon Chr 1st level fighters, all of them together use 1 summon slot {Peasant Hero}
I. Additional +(LVL+1)/2 AC (round down) when using Armor Optimization {feats}
J. Barbarian Str bonus {DM}
Levels 1-5:
Wizard
A. Add your Chr bonus to your saves, or to the DC of your spells' saves {Knight of the Staff}
B. All magic items cost x0.9 normal price for you {Arcane Craftsman}
C. Can cast Priest Animal and Plant sphere spells {Hedge Wizard}
D. Can cast Priest Divination sphere spells {Investigator}
E. Detect possession, magic jar, ego domination, etc. {Exorcist}
F. 1F: Duplicate a 1st level Rogue ability at LVL*10% {Entertainer}
G. Extra summon slot only for Air Elementals; "Summon Air Elemental N" is a spell. {Wind Mage}
H. Legend Lore / Sage Knowledge LVL*10% {Academic}
I. 0: Shift the elemental composition of a spell you're casting to Earth {Geomancer}
J. +1 spell per SL, only for fire-based spells {Pyromancer}
K. 1 attack that hits: Steal a spell from memorization, add to yours (Spell save, aMR) {Spelleater}
L. Water Breathing, freedom of movement in water, cast spells in water normally {Sea Mage}
Levels 1-5:
Priest
A. Always know exact location; cannot get lost in woods {Anchorite}
B. Buy potions and general equipment at half cost {Church Provisioner}
C. Can weapon specialize as a Warrior; count as a +LVL weapon {Divine Hammer}
D. Creatures you Charm and Undead you Turn are still charmed/turned even if attacked
E. Deal x2 damage vs. structures (physical or spells) {Proselyte}
F. Detect [C] Section Effect (SL=1): Detects that effect, each is a separate spell {Investigator}
G. Gather Information in cities quickly; 0,1/d: "Jobber" at a Job {Reformed Criminal}
H. Get a level=LVL Rogue ability and 20*LVL rogue points {Divine Revolutionary}
I. 1D or 1F, 1/t: Heal self {Redeemer}
J. Immune Curse; *Curse* becomes Curse; **Curse** becomes *Curse* {Pariah}
K. +LVL saves {Vengeful Survivor}
L. Your party gets +LVL/2 TH and +LVL" movement rate
Levels 1-5:
Rogue
A. Can specialize in weapons as a Warrior. {Assassin}
B. 1 hour of walking around a city: Gain LVL^3 gp (picking up things off street) {Beggar}
C. Improve Exceptional Dex to Barbarian Dex bonus. {Barbarian}
D. ¶ Two "Level 1:" abilities from any class you know {Dilettente}
E. Always make Chr checks. {Diplomat}
F. Detect Lie cont.; Detect Hidden cont. {Inspector}
G. ¶ Get an extra "Any Rogue" pick per level. {Scout}
H. Bag of Holding; 1M: Locate Black Market in city {Smuggler}
I. Can backstab every attack (1N action) vs. Panicked person; 1M: Panic (Will save) {Spy}
J. +LVL TH {Thug} or +LVL TH and dmg with unarmed attacks {Brawler}
K. +LVL*5% money {Treasure Hunter}
L. Species Enemy as per Ranger1 {Avenger}
Levels 1-5:
Psionicist
A. 1N, take 1 dmg: Gain 1 PSP {Living Power}
B. Access to all frequencies, lose LVL powers per type (minor, major, etc.)
C. +LVL Chr, -LVL Wis {Imbalanced}
D. Ethereal Perception; Can cast psi effects into Ethereal {Ectoplasmic}
E. Gain +LVL SL's in a psionic progression {Fragmount}
F. Have access to Psi0 Quintessential Psion6 class {Hand of Thought}
G. Have access to Psi3 or Psi3.5 with Quintessential Psion6 class.
H. Immune disease, mental damage; Sustain Int, Wis, Chr {Healthy Mind}
I. -LVL dmg / energy effect {Traumatised}
J. Regain PSPs like the Psi10 class (people around you) {Infector}
K. Replace Chr bonus with Int bonus to progression {Touched}
L. +LVL Will saves; cannot generate Psionic links {Introvert}
Level 6: Pick from: Quintessential level 1-5 or 5th edition level 1-3
Levels 7-11:
Warrior
K. 0, 1/t: Reroll a die, and choose the result. {Legend}
L. 1 borrowed P, 1/r: Deny N attacks from occuring, where N is your #Att. {Living Blade}
M. All in party get +LVL*2 AC/saves/TH/dmg while at home {Noble Defender}
N. All in party gets +LVL" movement rate. {Officer of War}
O. +LVL AC/saves if you haven't used a V action on your last segment {Swashbuckler}
P. "Save for ½" and "Save for a set amount of damage" becomes "Save for 0" for you. {Swashbuckler}
Q. Held P: Make 1 attack in response to a cast spell. They RSW save (DC=your dmg) or spell disrupted {feat}
R. 1M: Switch places with someone in sight (unwilling PP save) {feat}
S. +LVL*2 AC, -LVL*2 TH (toggle using 1V) {feat}
Levels 7-11:
(2/level)
M. Brew Potions: 10F, 1/reset: Create 100*LVL XP value in potions. {Alchemist}
N. Choose species enemy (see Strider1), your spells do x2 effect vs. them {Arcane Avenger}
O. Contingency is a SL=4 spell for you; can have 2 Contingencies at same time {Tattoo Mage}
P. 1F: Duplicate a Psi10 1st-3rd level ability {Fortune Teller}
Q. Dust of Disappearance cont. {Gutter Mage}
R. Get a Specialty Priest pick {Theologian}
S. +1 Research Point per day; 0,1/r: Add +1 SL metamagic to a spell for free {Theoretician}
T. Resist Priest spells {Society of Atheists}
U. Write Scrolls: 10F, 1/reset: Create 100*LVL XP value in scrolls. {normal ability}
Levels 7-11:
Priest
M. Can cast a spell through another person of same faith in your psionic link
N. Detect Lie, Know Real Truth cont. {Judge}
O. Get 2 instances of one of your GGL picks, they stack {Abandoned Child}
P. +LVL max hp; 1N, 1/d: Get 1G action this segment {Godslave}
Q. On the Turn Undead table, replace -'s with 20's. (You Turn any type of undead on a 20.)
R. Replace d12's with 3d6+LVL when determined number of creatures turned
S. 1P, sacrifice a held/bound creature: Get N SL's back in memorization (N=DL of creature)
T. XR LVL*5; 0, talking action, 1/h: Holy Word {Divine Emissary}
U. You have a Clone; +1QD action; +LVL TH {Twice-Born}
Levels 7-11:
Rogue
M. +LVL Int; Legend Lore LVL*10% {Explorer}
N. Immune to terrain, hostile environments {Outlaw}
O. 1M: Find the Path; 1M: Locate Object; 1M: Locate Person {Pathfinder}
P. 1F, 1/reset: Create an item of any E=LVL/2 material, do not need to pay cost {Outcast}
Q. 1F, 1/reset: Create a Psi8 item with TechL=LVL; can have LVL of these items {Tinker}
R. Can buy property or businesses at half cost {Businessman}
S. Always get special treatment and respect from Local Ruler {Agent of the Crown}
T. Can attack with missiles in a way that people don't know where it's from {Commando}
U. 0, 1/d: +LVL TH and +LVL*2 damage this turn {Shadow Avenger}
Levels 7-11:
Psionicist
M. Can psionically affect Undead as if they weren't Undead {Necropath}
N. 1bM: Can use +1P action this segment {Invisible Friends}
O. Gain PSPs back at x2 rate; Mummy Racial Adj. {Psychic Mummy}
P. "High Frequency Sample" is a legal frequency to pick {Psi. Investigator}
Q. +1M action for psi; +LVL Nonweapon proficiencies {Personality Shard}
R. One psi frequency has half PSP costs, others double {Specialized Mind}
S. 1M: Summon a DL=LVL/2 Psionic monster.
T. When using a psi power, can spend an extra 1M: x2 effect {Obsessive}
U. You will not die at any negative hp total, still can't act {Left for Dead}
Level 12: Pick from: Quintessential level 1-11 or 5th edition level 1-7
Levels 13-17:
Warrior
T. Putting on, taking off, or picking up items does not cost 1V {feat}
U. All of your attacks are Called Shots at no penalty {feat}
V. 1M: Target group gets -LVL AC/saves/TH/dmg {feat}
W. No limit to encumbrance. No armor penalties to rogue abilities {feat}
X. Immune Overbearing {feat}
Y. Your base # attacks is never worse than 1/1 {feat}
Z. No penalties in off-hand use, no matter how many arms {feat}
Levels 13-17:
Wizard
V. Affect +1 group with area damaging spells; Material componenting is ½V {War Mage}
W. Create Monster VI (SL=6): Create a DL=1 monster, it's loyal, it's not a summon slot {Soulforger}
X. Eldritch Fire Shield (SL=6): Eldritch Fire damaging Shield (200% back) {Sun Mage}
Y. iMR LVL*5%; 1bM: Counter a Wizard spell {Wizard Hunter}
Z. "Power Word" spells have double hp range and affect an entire group {Wordbearer}
AA. Spells on "weird lists" are only 1 spell slot each (still need to know them) {Arcane Avatar}
Levels 13-17:
Priest
V. 1F, talk for 1s: Do a Legendary Officer Captain's Bluff (SFB) {Missionary}
W. Know which gods people worship by sight; 0, 1/d: Counter a Divine Intervention.
X. ½0, take SL^2 damage: Material Component a spell, may do more than once {Bloodchild}
Y. +1 summon slot.
Z. Your area effects only affect people you want them to (selective targetting)
AA. Your poisonous effects give no save.
Levels 13-17:
Rogue
V. +LVL Luck; Luckstone effect {Gambler}
W. Free Specialty Priest pick in Flying Spaghetti Monster {Pirate}
X. Gain a Divine Companion (both a Familiar and an Animal Companion) {Divine Footpad}
Y. 1M: Learn a fact (e.g. a weakness) about a monster never seen before {Deep Tracker}
Z. Get xLVL dmg on someone who's at negative hp immediately (no delay) {Executioner}
AA. 0, when creating a Trap/Trick/Special: An additional -LVL*10% penalty to remove it.
Levels 13-17:
Psionicist
V. Can material component psionic powers (spend 1V)
W. Gain a Rogue chart at half your LVL, 30*LVL Rogue pts {Pspy)
X. +1QM action for psi
Y. +1 summon slot; 1M: Summon a DL=LVL/2 Golem. {Puppet Master}
Z. X7 is a legal "frequency" to pick, each power costs 4 slots
AA. X-7 is a legal "frequency" to pick, each power costs 5 slots
Level 18: Pick from: Quintessential level 1-17 or 5th edition level 1-11

[PC6] Custom Group Classes


RandomCustom5

Level KXP Wiz/Pri/Psi+-5
123 456 789
1 0 1-- --- ---
2 4 2-- --- ---
3 8 3-- --- ---
4 16 31- --- ---
5 40 32- --- ---
6 80 33- --- ---
7 160 331 --- ---
8 300 332 --- ---
9 560 333 --- ---
10 1160 333 1-- ---
11 1760 333 2-- ---
12 2360 333 3-- ---
13 2960 333 31- ---
14 3560 333 32- ---
15 4160 333 33- ---
16 4760 333 331 ---
17 5360 333 332 ---
18 5960 333 333 ---
19 6560 333 333 1--
20 7160 333 333 2--
21 7760 333 333 3--
22 8360 333 333 31-
23 8960 333 333 32-
24 9560 333 333 33-
25 10160 333 333 331
26 10760 333 333 332
27 11360 333 333 333
28 11960 444 333 333
29 12560 444 444 333
30 13160 444 444 444
31 13760 555 444 444
32 14360 555 555 444
33 14960 555 555 555
34 15560 666 555 555
35 16160 666 666 555
36 16760 666 666 666
TH Saves
PD RS PP BW Sp Fo Re Wi
Requisites: Five 10's
+0 (total = 27, max = 9) Alignment: any
+1 (total = 30, max = 10) HD/level: d5
+2 (total = 33, max = 11) Weapon Prof.: 5+level/5
+3 (total = 36, max = 12) To Hit Table: Cust
+4 (total = 39, max = 13) Save Table: Cust
+5 (total = 42, max = 14) Reference: DM
+6 (total = 45, max = 15) Groups: Custom, Random
+7 (total = 48, max = 16)  
+8 (total = 51, max = 17)    
+8 (total = 54, max = 18)    
+9 (total = 57, max = 19)    
+9 (total = 60, max = 20)    
+10 (total = 63, max = 21)    
+10 (total = 66, max = 22)    
+11 (total = 69, max = 23)    
+11 (total = 72, max = 24)    
+12 (total = 75, max = 25)    
+12 (total = 78, max = 26)    
Each level, get three "5th edition" picks chosen at random (see ArchCustom5 per list). The DM will have these pregenerated for you.
Has a spell progression (unlike Custom5), but does not have a stat bonus to begin with. Can cast Wizard, Priest, Psi-5, or Psi5 powers out of progression. Your PSP pool = Str + Con + Int + Chr - 48 + 3*Level.
Gets 40 Rogue points per level.
 

[PC6] Custom Group Classes


Randomizer3

Level KXP
Spells
1 0 (none)
2 2 (none)
3 4 (none)
4 8 (none)
5 16 (none)
6 32 (none)
7 64 (none)
8 128 (none)
9 180 (none)
10 225 (none)
11 275 (none)
12 330 (none)
13 390 (none)
14 455 (none)
15 525 (none)
16 600 (none)
17 680 (none)
18 765 (none)
19 855 (none)
20 950 (none)
21 1050 (none)
22 1155 (none)
23 1265 (none)
24 1380 (none)
25 1500 (none)
26 1625 (none)
27 1755 (none)
28 1890 (none)
29 2030 (none)
30 2175 (none)
31 2325 (none)
32 2480 (none)
33 2640 (none)
34 2805 (none)
35 2975 (none)
36 3150 (none)
TH Saves
PD RS PP BW Sp Fo Re Wi
+1d2-1 (total = 1d50+1d6, max = 9)
+2d2-2 (total = 1d50+2d6, max = 9)
+3d2-3 (total = 1d50+3d6, max = 9)
+4d2-4 (total = 1d50+4d6, max = 9)
+5d2-5 (total = 1d50+5d6, max = 9)
+6d2-6 (total = 1d50+6d6, max = 9)
+7d2-7 (total = 1d50+7d6, max = 9)
+8d2-8 (total = 1d50+8d6, max = 9)
+9d2-9 (total = 1d50+9d6, max = 9)
+10d2-10 (total = 1d50+10d6, max = 9)
+11d2-11 (total = 1d50+11d6, max = 9)
+12d2-12 (total = 1d50+12d6, max = 9)
+13d2-13 (total = 1d50+13d6, max = 9)
+14d2-14 (total = 1d50+14d6, max = 9)
+15d2-15 (total = 1d50+15d6, max = 9)
+16d2-16 (total = 1d50+16d6, max = 9)
+17d2-17 (total = 1d50+17d6, max = 9)
+18d2-18 (total = 1d50+18d6, max = 9)
Requisites: Con 9 (also see description)
Alignment: any
HD/level: d14-7
Weapon Prof.: 1d4 + (1d2-1) /level
To Hit Table: +1d2-1 /level
Save Table: (total=1d50+(level)d6, max=L+8)
Reference: DM {Mirror Collectivizer3}
Groups: Custom, Mirror, Random
 
Each Level: The DM pulls a class from the [PC19] Random group of classes. You may pick a "Warrior", "Wizard", "Priest", or "Rogue" Random class. You get the following:
1. One of the (non-"Level:") lines of text that defines the class. If there is none, the DM will make up something (like an Exceptional stat or something). If the ability references LVL or CL, it improves with your Randomizer3 level.
2. All "Level:" abilties of that exact level from that class (even if non-pickable). If there are none, you get one lower level ability chosen by the DM (usually one of the better ones). If it references LVL or CL, it improves with your Randomizer3 level.
3. The difference in spell progression from the previous level to this level (e.g. if the previous level was 322 and the new level is 3321, you would get 0101 as your progression). This progression does not improve with level; it's a one time deal (you will probably collect a lot of different progressions tho!). If the progression has a stat bonus, you may use it, but you get only one bonus for each stat (for all of your progressions). If multiple progressions use the same stat, you can split your bonus amongst them as you see fit.
4. Take the class's highest Requisite and add LVL in that stat to this class's Requisites. (For example, if your first pick was Fighter1, this class now requires Str 1 and Con 9). This has a maximum equal to the actual Requisite for the class (e.g. if you get Fighter1 at level 20, you'll add 9 to the Str requirement, not 20). This may cause you to "owe" quite a few stat points. You may spend your stat point for going up in level before the DM checks which class to add.
Other notes about this class:
N1. If you are picking up Randomizer3 class beyond level 1, all you have to meet is the Con 9 requirement. Then the DM will do all the class stuff and you'll have higher requirements from now on.
N2. If you get a Rogue group class, you get (level of this pick)*2*LVL Rogue points. The "level of this pick" doesn't go up with level, but LVL does. (e.g. if you got Rogue group classes at levels 4, 5, and 7, you get 32*LVL Rogue points per level). It is possible the Rogue class you pick may increase this, for example, a reasonable non-"Level:" line of text for one of the "-eer" classes would be 20*LVL Rogue points, since they give 60*LVL Rogue points instead of 40*LVL.
N3. If you get a Psionicist group class, you get the PSP difference from previous level to this level (e.g. calculate your pool as if one level lower, and subtract it from your calculated pool for this level). Your pool does not increase in size. If you get an Ioun Stone of PSPs you can transfer PSPs between pools.
N4. At the end of the campaign, you may take one (only one!) of the Random classes that were referenced for your Randomizer3 class, and add it permanently to the Collective.
N5. Yes, the Weapon Proficiencies, To Hit, and Saves are random. You roll only once per level, when you level. You do not reroll old results.

[PC6] Custom Group Classes


Scripter


Level

KXP

Spells

TH
1 0 (none) & +1
2 4.75 (none) & +2
3 9.5 (none) & +3
4 19 (none) & +4
5 38 (none) & +5
6 76 (none) & +6
7 152 (none) & +7
8 304 (none) & +8
9 551 (none) & +9
10 950 (none) & +10
11 1400 (none) & +11
12 1850 (none) & +12
13 2300 (none) & +13
14 2750 (none) & +14
15 3200 (none) & +15
16 3650 (none) & +16
17 4100 (none) & +17
18 4550 (none) & +18
19 5000 (none) & +19
20 5450 (none) & +20
21 5900 (none) & +21
22 6350 (none) & +22
23 6800 (none) & +23
24 7250 (none) & +24
25 7700 (none) & +25
26 8150 (none) & +26
27 8600 (none) & +27
28 9050 (none) & +28
29 9500 (none) & +29
30 9950 (none) & +30
31 10400 (none) & +31
32 10850 (none) & +32
33 11300 (none) & +33
34 11750 (none) & +34
35 12200 (none) & +35
36 12650 (none) & +36
37 25300 (none) & +37
38 37950 (none) & +38
39 50600 (none) & +39
45 126500 (none) & +45
54 240350 (none) & +54
63 354200 (none) & +63
72 468050 (none) & +72
Requisites: Str 12, Dex 21, Class Slots 2
Alignment: C any (or) any J
HD/level: & d10
Weapon Prof.: & 0+level
To Hit Table: & Mon
Reference: DM
Groups: Custom, Monster, Concordant (x1)
Complexity: CF=4
   
Saving Throws:  
PPD: & level+3
RSW: & level+7
PP: & level+1
BW: & level+1
Spell: & level+2
Fort: & level+0
Reflex: & level+7
Will: & level+0
   
You may use 1V+1S plus 1 script action (any type) per segment ("scr"="Script"). Note you cannot do 1V+1S+1scrV+1scrS in a single segment.
scrV actions can be downgraded to an OppV or a QV action. scrP can be downgraded to P (not QP). scrM can be downgraded to M.
Level N (every level) ¶: +1scrA action
Level 1: Hold script actions.
Level 1: 1scrV: Put someone's brain or soul on your Plate (Psionic Blast save, but the effect is not psionic)
Level 2: 1scrP: Do one physical attack that does xLVL dmg
Level 3: 1scrM: Summon a DL=LVL/2 Ooze, Demon, or Weird
Level 3: 1scrM: Do a High Frequency Sample (SL=LVL/2, round up)
Level 3: You may convert 3scr_ -> 1Qscr_ (where "_" is any action type)
Level 4, 8, 12, etc.: Gets one Any Rogue LVL-3 ability. This class has as a total of 30*LVL-90 rogue points.
Level 4: 1scrV: Do LVL/2 instances of one rogue ability. Abilities that are LVL based add only +1 to LVL per additional instance.
Level 4: 1scrP, spend a soul on the Plate: You get +1X action.
Level 9: 1scrM, spend a brain on the Plate: Reset.
Level 16: 1scrF: Scoop up a group of brains or souls off the floor.
Level 18: 1scrP: Do 1 idmg to one target.

[PC6] Custom Group Classes


Statistician

Level KXP
S=1
KXP
S=2
KXP
S=3
Spells
1 0 0 0 (none)
2 5 7.5 10 (none)
3 10 15 20 (none)
4 20 30 40 (none)
5 40 60 80 (none)
6 80 120 160 (none)
7 160 240 320 (none)
8 320 480 640 (none)
9 640 960 1280 (none)
10 1000 1500 2000 (none)
11 1500 2200 2900 (none)
12 2000 2900 3800 (none)
13 2500 3600 4700 (none)
14 3000 4300 5600 (none)
15 3500 5000 6500 (none)
16 4000 5700 7400 (none)
17 4500 6400 8300 (none)
18 5000 7100 9200 (none)
19 5500 7800 10100 (none)
20 6000 8500 11000 (none)
21 6500 9200 11900 (none)
22 7000 9900 12800 (none)
23 7500 10600 13700 (none)
24 8000 11300 14600 (none)
25 8500 12000 15500 (none)
26 9000 12700 16400 (none)
27 9500 13400 17300 (none)
28 10000 14100 18200 (none)
29 10500 14800 19100 (none)
30 11000 15500 20000 (none)
31 11500 16200 20900 (none)
32 12000 16900 21800 (none)
33 12500 17600 22700 (none)
34 13000 18300 23600 (none)
35 13500 19000 24500 (none)
36 14000 19700 25400 (none)
TH Saves
PD RS PP BW Sp Fo Re Wi
+0 (total = 27, max = 9)
+1 (total = 30, max = 10)
+2 (total = 33, max = 11)
+3 (total = 36, max = 12)
+4 (total = 39, max = 13)
+5 (total = 42, max = 14)
+6 (total = 45, max = 15)
+7 (total = 48, max = 16)
+8 (total = 51, max = 17)
+8 (total = 54, max = 18)
+9 (total = 57, max = 19)
+9 (total = 60, max = 20)
+10 (total = 63, max = 21)
+10 (total = 66, max = 22)
+11 (total = 69, max = 23)
+11 (total = 72, max = 24)
+12 (total = 75, max = 25)
+12 (total = 78, max = 26)
Requisites: Str+Dex+Con+Int+Wis+Chr >= 75+25*S
Alignment: any
HD/level: d6
Weapon Prof.: 0+level
To Hit Table: Cust
Save Table: Cust
Reference: DM
Groups: Custom
 
Pick an S factor for this class, which must be an integer and at is at least 1.
Every Level: +S ability score points. This is in addition to the normal +1 stat you get per level.
Every Level: Pick a stat. You have "Hold" of that stat (it cannot be lowered, and you are immune to stat damage of that stat). When you get other stats at levels 12 and 24, use the number of points to indicate how many times you need to pick that stat before you have "Hold" in it (e.g. you need to pick Luck twice before having Hold Luck).
Every Level: Pick a stat. Increase the level of "Exceptionalness" in that stat by one category (Normal -> Exceptional -> Barbarian -> Extra Barbarian, etc.). The exotic stats at higher levels are the same cost here; you do not need to spend extra (e.g. "Exceptional HCL" would be only 1 pick).
Level 1: May use 3 for 2 trading (lose 3 stat points to gain 2 stat points elsewhere).
Level 1: Limit for "sleazing" stats (subability scores) is double level instead of level.
Level 3: You may treat your Movement Rate (in inches) as a stat, and may spend points to it. Movement Rate costs the same as any other stat. You start with a 12 (unless your race entry says otherwise). Since Movement Rate is a stat for you, you may 3 for 2 trade either to or away from Movement Rate. You may pick "Hold Movement Rate" using a Hold pick. "Exceptional Movement Rate" is Levitation, "Barbarian Movement Rate" is Flying.
Level 6: You may treat your Personality Score (used to resist Ego) as a stat, and may spend points to it. Personality costs the same as any other stat. You start with a +0, which is applied as an adjustment to Int+Chr+level or Wis+Con+level. Since Personality is a stat for you, you may 3 for 2 trade either to or away from Personality (but you cannot be below -level in Personality). You may pick "Hold Personality" using a Hold pick. "Exceptional Personality" is x1½ to the entire calculation [ so your Personality Score would be (Int+Chr+Level-Personality)*3/2 ], "Barbarian Personality" is x2, and so forth.
Level 9: 1P, lose 2*N stat points: +N physical stat points (Str, Dex, Con, or Movement Rate). You may spend temporary stat points (due to a running effect), but the resultant stat points will disappear when the effect ends.
Level 9: 1M, lose 2*N stat points: +N mental stat points (Int, Wis, Chr, or Personality). You may spend temporary stat points (due to a running effect), but the resultant stat points will disappear when the effect ends.
Level 12: You may treat Cml, Luck, HNCL, or CL as stats for this class. You can raise them with stat points. Cml costs 1 point each. Luck costs 2 points each. HNCL costs 3 points each. CL costs 4 points each.
Level 15: 1F, lose 2*N stat points: +N "exotic" stat points (Cml, Luck, HNCL, or CL, using the extra costs above, so you would have to lose 8 stat points to gain +1 CL). You may spend temporary stat points (due to a running effect), but the resultant stat points will disappear when the effect ends. You may use some of these stat points for physical or mental stats.
Level 18: You may treat your Number of Class Slots and Maximum Number of Psionic Frequencies as stats. They are "exotic", with Class Slots costing 5 and Psionic Frequencies costing 6.
Level 21: You may "sleaze" your Multiplier into separate attack/defense ratings, which average to your real multiplier. There is no limit to the sleaze, but you must be at least x0 in each. Change this with an F action.
Level 24: You may treat HCL, CCL, Multiplier, and ML (in one class only) as stats for this class. You can raise them with stat points. HCL costs 7 point each. CCL costs 8 points each. ML costs 9 points each. Multiplier costs 10 points each. You may buy "half" a multiplier (x1 on attack or defense) for 5.
Level 27: 1X, lose 2*N stat points: +N "very exotic" stat points (HCL, CCL, Multiplier, or ML, using the extra costs above, so you would have to lose 16 stat points to gain +1 CCL). You may spend temporary stat points (due to a running effect), but the resultant stat points will disappear when the effect ends. You may use some of these stat points for physical, mental, or exotic stats.

[PC6] Custom Group Classes


Tourist

Level KXP Wiz/Pri
123 456 789
1 0 1-- --- ---
2 0.2 2-- --- ---
3 0.4 3-- --- ---
4 0.75 4-- --- ---
5 1.5 41- --- ---
6 3 42- --- ---
7 6.25 43- --- ---
8 12.5 44- --- ---
9 25 441 --- ---
10 50 442 --- ---
11 100 443 --- ---
12 200 444 --- ---
13 300 444 1-- ---
14 400 444 2-- ---
15 500 444 3-- ---
16 600 444 4-- ---
17 700 444 41- ---
18 800 444 42- ---
19 900 444 43- ---
20 1000 444 44- ---
21 1100 444 441 ---
22 1200 444 442 ---
23 1300 444 443 ---
24 1400 444 444 ---
25 1500 444 444 1--
26 1600 444 444 2--
27 1700 444 444 3--
28 1800 444 444 4--
29 1900 444 444 41-
30 2000 444 444 42-
31 2100 444 444 43-
32 2200 444 444 44-
33 2300 444 444 441
34 2400 444 444 442
35 2500 444 444 443
36 2600 444 444 444
TH Saves
PD RS PP BW Sp Fo Re Wi
+0 (total = 27, max = 9)
+1 (total = 30, max = 10)
+2 (total = 33, max = 11)
+3 (total = 36, max = 12)
+4 (total = 39, max = 13)
+5 (total = 42, max = 14)
+6 (total = 45, max = 15)
+7 (total = 48, max = 16)
+8 (total = 51, max = 17)
+8 (total = 54, max = 18)
+9 (total = 57, max = 19)
+9 (total = 60, max = 20)
+10 (total = 63, max = 21)
+10 (total = 66, max = 22)
+11 (total = 69, max = 23)
+11 (total = 72, max = 24)
+12 (total = 75, max = 25)
+12 (total = 78, max = 26)
Requisites: (none)
Alignment: any
HD/level: d4
Weapon Prof.: 0+level
To Hit Table: Cust
Save Table: Cust
Reference: Nethack
Groups: Custom
 
Each level, you gain access to one school or sphere (an unusual/minor school or sphere is 2 picks).
Level 1: Can weapon specialize using the "Non-War" line.
Level 1: No penalty using weapons in off-hands.
Level 1: +1 to number of attacks with darts.
Level 1: Expensive Camera: 1M: Blindness (RSW save), if blinded then gets Feared (Will save)
Level 1: 1V, 1M, write "Elbereth" on the floor: Monsters must save vs. Will to attack you
Level 1: Credit Card: Open Locks (2*Dex+20)%
Level 1: Always have Capital E Enough food and water.
Level 1: 1M, 1/d: Magic Map the dungeon level out to LVL*50' radius
Level 1: Hawaiian Shirt (AC +0 cloak) +0/+0: 1V: Write a message on it for others to read; 1M, spend 5000 gp: Give it +1/+0 or +0/+1
Level 5: Find Snares, Traps, Tricks, Specials (automatic regardless of multiplier or penalty)
Level 5: Detect Invisibility/Hidden cont.; You can see monster's true form
Level 5: 1V: Looting (the room); 1P: Looting (the dungeon)
Level 9: If you pick the Wizard "Enchantment/Charm" school, you may have a familiar, but it is one category behind in familiar powers (you don't get the level 9 powers until you're level 18).
Level 9: If you pick the Priest "All" sphere, you may have a Specialty Priest (GGL) pick, but your effective level for this is LVL-8.
Level 9: Platinum Yendorian Express Card: Resist Magic; Telepathy cont.; 1M, 1/r: Add 1 charge (any type) to an item
Level 10: Immune Poison

[PC6] Custom Group Classes


Unholy Order of Stars Jerry1

Level KXP Priest
123 456 7
1 1.75 1a- --- -
2 3.5 20- --- -
3 7 21a --- -
4 14 220 --- -
5 28 331 a-- -
6 56 332 0-- -
7 112 332 1a- -
8 224 333 20- -
9 450 443 21a -
10 900 443 320 -
11 1300 544 321 -
12 1700 655 321 a
13 2100 666 422 0
14 2500 666 432 1
15 2900 666 532 1
16 3300 666 542 1
17 3700 666 643 2
18 4100 666 654 3
19 4500 666 664 3
20 4900 666 665 3
21 5300 666 666 3
22 5700 666 666 4
23 6100 666 666 5
24 6500 666 666 6
25 6900 777 766 6
26 7300 777 777 6
27 7700 777 777 7
28 8100 888 877 7
29 8500 888 888 7
30 8900 888 888 8
31 9300 999 988 8
32 9700 999 999 8
33 10100 999 999 9
34 10500 AAA A99 9
35 10900 AAA AAA 9
36 11300 AAA AAA A
TH Saves
PD RS PP BW Sp Fo Re Wi
+0  8  4  5  2  3  0  0  2
+1  8  4  6  3  4  0  0  3
+1  9  5  6  3  4  0  1  3
+2  9  5  6  4  4  1  1  4
+3 10  6  7  4  5  1  1  4
+3 10  6  7  5  5  2  2  5
+4 11  7  8  5  6  2  2  5
+5 11  7  9  6  6  2  2  6
+5 12  7  9  6  7  3  3  6
+6 12  8  9  6  7  3  3  7
+7 13  8 10  7  8  4  3  7
+7 13  9 10  7  8  4  4  8
+8 13  9 10  7  8  4  4  8
+9 14  9 11  8  9  5  4  9
+9 14 10 11  8  9  5  5  9
+10 14 10 11  9  9  6  5 10
+11 15 11 12  9 10  6  5 10
+11 15 11 12 10 11  6  6 11
Requisites: Wis 13, Int 13
Alignment: any J
HD/level: d8
Weapon Prof.: 4+level/2
To Hit Table: Pri
Save Table: Pri
Reference: DM {Planeshifted HOSE1}
Groups: Priest, Custom, Alternate
 
This class sets the second component of your alignment to "J" (Jerry). This J can be used to qualify for G, N, or E in other classes (but not S). You do not need to be level 9 to have this (normally you need to be level 9 in order to take J).
Material componenting for spells costs a 0 action.
Commands undead; does not turn.
Level 9: Set the first component of your alignment to "W" (White). This W can be used to qualify for L, T, or C in other classes (but not A or Nil).

[PC6] Custom Group Classes


Vanguard

Level KXP Warrior
123 456 78
1 0 0-- --- --
2 8 1-- --- --
3 12 2a- --- --
4 17.6 30- --- --
5 26.4 41b --- --
6 39.2 52a --- --
7 58.4 630 c-- --
8 87.2 741 b-- --
9 130.4 852 a-- --
10 195.2 963 0-- --
11 292.8 974 1-- --
12 439.2 985 2d- --
13 658.4 996 3c- --
14 987.2 997 4b- --
15 1480.8 998 5a- --
16 2220.8 999 60- --
17 3331.2 999 71e --
18 5120 999 81d --
19 5440 999 92c --
20 5760 999 92b --
21 6080 999 93a --
22 6400 999 930 f-
23 6720 999 941 e-
24 7040 999 941 d-
25 7360 999 952 c-
26 7680 999 952 b-
27 8000 999 963 a-
28 8320 999 963 0-
29 8640 999 974 1-
30 8960 A99 974 1-
31 9280 AA9 985 1-
32 9600 AAA 985 2-
33 9920 AAA A96 2-
34 10240 AAA AA6 2-
35 10560 BBB AA7 3-
36 10880 BBB BB7 31
TH Saves
PD RS PP BW Sp Fo Re Wi
+1  5  2  4  2  1  1  1  0
+3  6  4  5  4  3  2  2  1
+5  8  5  7  6  4  3  3  2
+7  9  7  8  8  6  4  4  2
+8 11  8 10 10  7  5  4  3
+9 12 10 11 12  9  6  5  4
+10 14 11 13 14 10  7  6  4
+11 14 12 14 14 11  8  7  5
+12 15 13 14 14 12  9  8  6
+13 15 14 15 15 13 10  8  6
+14 15 14 15 15 14 11  9  7
+15 15 14 15 15 15 12 10  8
+16 15 15 15 15 15 13 11  8
+17 16 15 15 15 15 14 12  9
+18 16 15 16 15 15 15 12 10
+19 16 16 16 15 15 16 13 10
+20 16 16 16 16 16 17 14 11
+21 17 16 16 16 16 18 15 12
Requisites: Str 15, Con 9, Chr 19
Alignment: any
HD/level: 2d10
Weapon Prof.: 0+2*level
To Hit Table: 2xCust
Save Table: 2xWar
Reference: MTG / DM
Groups: Warrior, Custom, Demigod (x1)
 
Gets Barbarian Str and Exceptional Con. Uses "Cavalier" line for number of attacks.
Str score is considered +5*LVL higher for purposes of size of weapons that can be wielded. Never has a Dex requirement for weapon size.
 
Gets Chr bonus to spell progression. Specialized in Warrior Paladin school. Can cast Priest All sphere spells as if they were Warrior spells.
 
You have 1 Vanguard Avatar per level. You cannot pick the same Vanguard Avatar more than once. Vanguard Avatars may be changed during reset.
Vanguard Avatars affect the ML for this class only. These ML adjustments are artificial and you will Twilight if you cast a spell with SL above your LVL. If your adjusted ML is 0 or less, your ML is considered to be 0 (and you have no spells). If your ML is greater than 36, gain 1 spell per level, keeping the progression decreasing, you get your first 9th level spell at ML=54.
Vanguard Avatars also affect your maximum hit points. If you somehow gain a Vanguard Avatar during combat, your current hp will increase by the same amount.
The Vanguard Avatar list is not complete. You may spend 1 research point to add an Avatar from the Magic Online list.
 
Some Vanguard Avatar abilities refer to spending spell slots. You may spend a spell slot which is already assigned to channel a spell, but then of course the spell is no longer being channeled. You could spend 1/2 of a 6th level spell to get 3 SL's, or 1/2 of a 1st and a 1/2 of a 5th, etc. (Please keep fractions to 1/2 only.)
 
New Warrior Spell:
Morningtide Summoning (SL=N, Paladin school): Summon 11-SL (choose one of these:) Soldiers, Shamans, Wizards, Warriors, or Rogues of DL=N

[PC6] Custom Group Classes


Vanguard Avatars

Source # Vanguard Avatar Effect ML max hp
MTG-VG4 1 Ashnod Damaging shield vs. melee or missile weapons (effect is lower case s slain, RSW save per attack) +1 -8*level
MTG-VG2 2 Barrin 0, sacrifice a summon: Dismiss a summon, or force a creature back to it's home plane (RSW save if your summon's DL is less than their DL) 0 +6*level
MTG-VG2 3 Crovax Whenever you or your summons attack and deal damage, gain 1 hp per attack. (You can go to at most triple max hp) +2 0
MTG-VG3 4 Eladamri 0: Redirect to yourself any amount of damage dealt to your summons. -1 +15*level
MTG-VG1 5 Ertai You and your summons can't be the target of enemies' spells or abilities. -1 +4*level
MTG-VG1 6 Gerrard +1F action per round. -4 0
MTG-VG4 7 Gix 1M, use 3 SLs of spell slots: Bring back one of your summons that was just killed in the past round. It is Capital F Fixed. -2 +18*level
MTG-VG2 8 Greven il-Vec You and your summons can Slay brand on one attack per P action (RSW save, lower case s slain) -1 +2*level
MTG-VG2 9 Hanna Your spells (from your Vanguard progression) cost 1 SL less (you are School Robed in everything). +1 -5*level
MTG-VG1 10 Karn You have an extra "Animated Objects" slot, with at most LVL objects in it. 1M: Animate Object as a DL=(LVL+1)/2 Golem. +1 +6*level
MTG-VG3 11 Lyna You and your summons gain phasing (they can pass though solid objects and walls). +2 -4*level
MTG-VG1 12 Maraxus Your summons get +1 offensive DL. +1 +2*level
MTG-VG1 13 Mirri You may cast Wizard, Priest, or Rogue spells as if they were Warrior spells. 0 +5*level
MTG-VG4 14 Mishra You and your summons deal double melee damage. 0 -3*level
MTG-VG3 15 Multani 0, use a spell slot of SL=N, 1/t: Your summons get +N to offensive DL for 1 turn. This does not stack with itself. -3 -2*level
MTG-VG3 16 Oracle 0, 1/r: Remove yourself and any number of your summons from a group (no parting shots; they move LVL*10' away) +1 +9*level
MTG-VG2 17 Orim You and your summons have +LVL*3' reach upwards. 0 +12*level
MTG-VG3 18 Rofellos Whenever one of your summons is killed, gain it's DL/10 of an A' action. (1A' -> 1V; 2A' -> 1P; 3A' -> 1M or 1QZ) -2 +4*level
MTG-VG2 19 Selenia Your summons can interpose in front of you to absorb attacks. +1 +7*level
MTG-VG4 20 Serra All creatures you control get +1 defensive DL or +2 rhp (choose one). +1 +level
MTG-VG3 21 Sidar Kondo 0, use 3 SLs of spell slots: Target gets +3 TH, dmg, AC, and saves for 1r. This ability does stack with itself. -1 +12*level
MTG-VG1 22 Sisay Double your spell progression (number of spells per level, including the Chr stat bonus) -2 -3*level
MTG-VG3 23 Sliver Queen, Brood Mother Extra summon slot, only for at most LVL*5 Slivers. 0, use N SLs of spell slots: Summon a DL N Sliver. It has no special abilities (it is "Vanilla"). 0 +8*level
MTG-VG1 24 Squee You have continuous ESP. 1M: Sense Motive or Detect Lie (no failure). 1M: Tap Psionic Link. +3 -4*level
MTG-VG2 25 Starke Whenever you lower (drop) one of your spells, you can get the spell slot back (it becomes an unassigned spell slot if you were channeling it). 0 -2*level
MTG-VG1 26 Tahngarth You and your summons are unaffected by summoning sickness. -1 +7*level
MTG-VG3 27 Takara 1N, sacrifice a summon: Deal X damage to one target (no save), where X is the DL of the summon. +3 -8*level
MTG-VG4 28 Tawnos You may convert 1M -> 1OppM only for casting spells. +3 -4*level
MTG-VG4 29 Titania 0, 1/r: An area effect spell you are casting affects an extra group. +2 -5*level
MTG-VG4 30 Urza 1M, use 3 SLs of spell slots: 10*LVL dmg to one target (no save). -1 +10*level
MTG-VG2 31 Volrath When summoning, you can get back the exact same subtype of summon that you last summoned. +2 -3*level
MTG-VG4 32 Xantcha 0, sacrifice a summon or magic item: Target is cured N hp, where N=(DL^2)*10 of summon, or N=XPV of item. +1 +3*level

[PC6] Custom Group Classes


Weasel

Level KXP
Spells
1 0 (none)
2 2.4 (none)
3 4.8 (none)
4 9.6 (none)
5 19.2 (none)
6 40 (none)
7 80 (none)
8 160 (none)
9 320 (none)
10 560 (none)
11 800 (none)
12 1040 (none)
13 1280 (none)
14 1520 (none)
15 1760 (none)
16 2000 (none)
17 2240 (none)
18 2480 (none)
19 2720 (none)
20 2960 (none)
21 3200 (none)
22 3440 (none)
23 3680 (none)
24 3920 (none)
25 4160 (none)
26 4400 (none)
27 4640 (none)
28 4880 (none)
29 5120 (none)
30 5360 (none)
31 5600 (none)
32 5840 (none)
33 6080 (none)
34 6320 (none)
35 6560 (none)
36 6800 (none)
TH Saves
PD RS PP BW Sp Fo Re Wi
+0 (total = 27, max = 9)
+1 (total = 30, max = 10)
+2 (total = 33, max = 11)
+3 (total = 36, max = 12)
+4 (total = 39, max = 13)
+5 (total = 42, max = 14)
+6 (total = 45, max = 15)
+7 (total = 48, max = 16)
+8 (total = 51, max = 17)
+8 (total = 54, max = 18)
+9 (total = 57, max = 19)
+9 (total = 60, max = 20)
+10 (total = 63, max = 21)
+10 (total = 66, max = 22)
+11 (total = 69, max = 23)
+11 (total = 72, max = 24)
+12 (total = 75, max = 25)
+12 (total = 78, max = 26)
Requisites: Dex 10, Int 10
Alignment: any
HD/level: d6
Weapon Prof.: 3+level/3
To Hit Table: Cust
Save Table: Cust
Reference: DM
Groups: Rogue, Custom
 
Level N (every level): Get one "Any Rogue level N" pick. This is in addition to the normal levels 9, 18, 27, 36 picks that all Rogues get.
Level N (every level): Get one "Level:" pick from any class you know as a player. It must be a "simple" pick (no entire spell progressions, subclasses, etc.)
Level 9: This "Level:" pick may be non-simple.
Level 18: This "Level:" pick may be non-simple, or something that normally cannot be picked (e.g. a Swashbuckler ability).
Level 27: This "Level:" pick may be non-simple, something that normally cannot be picked (e.g. a Swashbuckler ability), or a line of text at the top of a class description that isn't a "Level:" ability at all.

[PC6] Custom Group Classes


WWPRP2/3

Level KXP
Spells
1 0 (varies)
2 14 (varies)
3 42 (varies)
4 84 (varies)
5 140 (varies)
6 210 (varies)
7 294 (varies)
8 392 (varies)
9 504 (varies)
10 630 (varies)
11 770 (varies)
12 924 (varies)
13 1092 (varies)
14 1274 (varies)
15 1470 (varies)
16 1680 (varies)
17 1904 (varies)
18 2142 (varies)
19 2394 (varies)
20 2660 (varies)
21 2940 (varies)
22 3234 (varies)
23 3542 (varies)
24 3864 (varies)
25 4200 (varies)
26 4550 (varies)
27 4914 (varies)
28 5292 (varies)
29 5684 (varies)
30 6090 (varies)
31 6510 (varies)
32 6944 (varies)
33 7392 (varies)
34 7854 (varies)
35 8330 (varies)
36 8820 (varies)
TH Saves
PD RS PP BW Sp Fo Re Wi
+0  8  8  8  5  8  4  7  3
+1  8  9  8  5  8  4  7  3
+2  9  9  9  5  9  5  8  3
+3  9 10  9  5  9  5  8  4
+4 10 10  9  6 10  5  9  4
+5 10 11  9  6 10  6  9  5
+6 11 11 10  7 11  6 10  5
+7 11 12 10  8 11  7 10  6
+8 12 12 10  9 12  7 11  6
+9 12 11 10 10 10  5  7  7
+10 13 11 10 11 10  6  7  7
+11 13 12 11 12 11  6  8  8
+12 13 12 12 13 11  7  8  8
+13 14 13 13 14 11  7  9  9
+14 14 13 13 14 12  8  9  9
+15 14 13 14 14 12  8 10 10
+16 15 14 14 14 13  9 10 10
+17 15 14 14 14 13  9 11 11
Requisites: Str 9, Dex 9, Con 9, Int 14, Wis 14
Alignment: any
HD/level: d10
Weapon Prof.: 4+level/2
To Hit Table: War
Save Table: War/Wiz/Pri/Rog/Psi
Reference: DM {Planeshifted FMCTP1/2}
Groups: Custom, Alternate
 
This is a mixed class Warrior+Wizard+Priest+Rogue+Psionicist. You may pick 2nd or 3rd edition for each of the classes. Regardless of what classes comprise the FMCTP mix, you can ignore alignment restrictions for those classes.
Warrior is Fighter2, Fighter3, or Warrior3.
Wizard is Mage2, Sorcerer3, or Wizard3.
Priest is Cleric2 or Priest3.
Rogue is Thief2 or Rogue3.
Psionicist is Psi2, Psi3, or Psi3½ (AKA Psi3.5).
 
The saves are "pick the best of War, Wiz, Pri, Rog, Psi saves for each category".
 
Level 2: You may replace one of the classes with another class from the 5 given (e.g. you can drop Fighter and add Psionicist to be a Magic-User+Cleric+Thief+Psionicist+Psionicist). The XP and other data does not change.
Level 4: You may replace another class, as per Level 2.
Level 6: You may pick "30th edition" for classes.
Level 7: You may replace another class, as per Level 2.
Level 8: You may pick "1st edition" for classes.
Level 9: You may replace instances of Fighter with Paladin or Ranger; Magic-User with one of the standard 8 specialist types; Cleric with Druid or Healer; Thief with Acrobat, Assassin, Monk, or Bard; Psionicist with Psi(-2), Psi6, or Psi18. You can do this for any number of classes in the mix, the XP and other data does not change.
Level 10: You may replace another class, as per Level 2. Starting with this replacement, if another mixed-class combination is mixed with WWPRP2/3, you can replace one of the classes in that mix instead.
Level 12: You may add another (6th) class with one of the five standard classes. This extra class cannot be changed using the Level 9 ability. Again, the XP and other data does not change.
Level 14: You may replace another class, as per Level 10. If you replace the 6th class from the Level 12 ability, it still cannot be changed using the Level 9 ability.
Level 18: You may pick "0th edition" for classes.

[PC7] Concordant Group Classes


All Concordant Classes

These are ultra-prestige classes. Concordant classes generally have high level requirements (level 18, 21, 27, sometimes higher).
"HNCL" in the Requisites is "Highest Non-Concordant Level", e.g. a HNCL 18 requirement requires you to be 18th level or higher in a class.
Concordant classes do not count against the limit of 4 classes per character, and do not affect "single-classedness".
Non-Concordant classes and effects cannot pick from classes and effects in this section or in section [X].
 
You are considered a x2 being. (There are some exceptions to this in Pawn, Sentinel, and Psi7).
You have 20 segments per round instead of 10 and can use up to 20 actions of each type. These extra segments occur at the end of the round (after segment 10).
Not all Concordant classes give an X (Spirit/Concordant) action. See the class description.
Add your highest Concordant level (HCL) to all of your other classes' caster level for effects.
 
Concordant spells have no saving throw. Concordant spells are resisted using XR (Spirit Resistance), not MR. The XR shift for high-level Concordant characters is (HCL-12)*5% (e.g. if your 20th level, your XR shift is -40%).
The "Spell Level" for Concordant spells is the SL given +9 (i.e. a 1st level Concordant spell is considered a 10th level effect).
Concordant progressions are "Channeling": You pick a spell with each slot. You can cast the spell as much as you want that day. You can change your slots during reset.
Many Concordant spells are cast only once and are permanent, so being able to cast it all day isn't all that useful (except for re-raising effects that have been dispelled). If you switch the spell slot away during reset, the older spell effect from that slot is dropped.
 
Mirrored XP (optional rule)
This is an optional rule which is usually in effect (but ask the DM to make sure).
You get your total XP to apply to Concordant classes, in addition to your normal Non-Concordant classes.
This rule allows easier advancement in Concordant classes (which is usually not done because they are so expensive).
 

[PC7] Concordant Group Classes


Accomplice

Level KXP Accomp A-H
123 45 [1]
1 0 1-- -- [-]
2 3.3 2-- -- [-]
3 6.6 3-- -- [-]
4 13.2 4-- -- [-]
5 26.4 41- -- [-]
6 52.8 42- -- [-]
7 105.6 43- -- [-]
8 213 44- -- [-]
9 430 441 -- [-]
10 860 442 -- [-]
11 1290 443 -- [-]
12 1720 443 1- [-]
13 2150 444 1- [-]
14 2580 444 2- [-]
15 3010 444 3- [-]
16 3440 444 4- [-]
17 3870 544 4- [-]
18 4300 554 4- [-]
19 4730 555 4- [-]
20 5160 555 41 [-]
21 5590 555 51 [-]
22 6020 655 51 [-]
23 6450 655 52 [-]
24 6880 665 52 [-]
25 7310 666 52 [-]
26 7740 666 53 [-]
27 8170 666 63 [1]
28 8600 766 63 [1]
29 9030 766 64 [2]
30 9460 776 64 [2]
31 9890 777 64 [3]
32 10320 777 65 [3]
33 10750 777 75 [4]
34 11180 877 75 [4]
35 11610 887 76 [5]
36 12040 888 76 [5]
TH Saves
PD RS PP BW Sp Fo Re Wi
+4  4  2  3  1  1  1  1  0
+5  5  2  4  2  1  1  1  0
+5  5  3  4  3  2  2  2  1
+6  6  4  5  4  3  2  2  1
+6  7  5  6  5  4  3  2  1
+7  8  5  7  6  4  3  3  2
+7  8  6  7  7  5  4  3  2
+8  9  7  8  8  6  4  4  2
+8 10  8  9  9  7  5  4  3
+9 11  8 10 10  7  5  4  3
+9 11  9 10 11  8  6  5  3
+10 12 10 11 12  9  6  5  4
+10 13 11 12 13 10  7  6  4
+11 14 11 13 14 10  7  6  4
+11 14 12 13 14 11  8  6  5
+12 14 12 14 14 11  8  7  5
+12 14 13 14 14 12  9  7  5
+13 15 13 14 14 12  9  8  6
Requisites: Str 16, Int 18, Logic 7
Alignment: any E
HD/level: ++d13
Weapon Prof.: 6+level/2
To Hit Table: 4+level/2
Save Table: War
Reference: DM {Reduced Anti-Hero}
Groups: Rogue, Concordant (x1), Mirror
 
Logic is an ability score based off of Int. It is equal to 2+(Int bonus) base. Note that you will "owe" one stat point to Logic with an 18 Int (since your Logic will be only 6), unless you have Exceptional Int bonus somehow.
Gets Exc Str. Can purchase Exc Dex for 1 weapon slot and Exc Con for 4 weapon slots.
Can weapon specialize and uses the "Ranger" line for number of attacks.
Gets 80 Rogue points per level.
On the Rogue Ability table, cannot use picks to get other picks (no "chaining" of picks).
Your CCL with Anti-Hero spells is CL-26.
Lvl Ability
1 Any Bandit1 level 2 ability
1 Any Bounty Hunter1 level 2 ability
1 Any Executioner1 level 1 ability
1 Any Mercenary5 level 1 ability
1 Any Scarlet Assassin level 1 ability
1 Any The Hidden level 1 ability
5 Any Bandit1 level 6 ability
5 Any Bounty Hunter1 level 6 ability
5 Any Executioner1 level 5 ability
5 Any Mercenary5 level 5 ability
5 Any Scarlet Assassin level 5 ability
5 Any The Hidden level 5 ability
9 Any Bandit1 level 10 ability
9 Any Bounty Hunter1 level 10 ability
9 Any Executioner1 level 9 ability
9 Any Mercenary5 level 9 ability
9 Any Scarlet Assassin level 9 ability
9 Any The Hidden level 9 ability
13 Any Bandit1 level 16 ability
13 Any Bounty Hunter1 level 15 ability
13 Any Executioner1 level 13 ability
13 Any Mercenary5 level 14 ability
13 Any Scarlet Assassin level 13 ability
13 Any The Hidden level 13 ability

[PC7] Concordant Group Classes


Accomplice Spells

Level # Spell
1 1 10*CL% iaIR
1 2 +10% XP in Accomplice, if this is your only class (if you are single classed and getting x2 XP, you'll get x2.1 XP now)
1 3 1M: LVLd6 dmg, E=1 element, one target, no save
1 4 1M: Target is paralyzed (PPD save)
1 5 1M: Steal an action or memory (Will save)
1 6 +CL/2 QV actions
1 7 +LVL SL's in one spell progression (Wizard or Priest)
1 8 +2 CL with psionics
1 9 +1 Str, Dex, Con, Int, Wis, and Chr
2 1 10*CL% iaMR
2 2 1M, 2/d: Causeall
2 3 +CL/3 QP actions
2 4 Pick a psionic power you have. It does not give a saving throw.
2 5 1M: Remove one Resist to something (no save, use ER)
2 6 10*CL% ER
2 7 0, 3/d: Counter a counterspell
2 8 0, 2/r: Force an extra saving throw an effect (doesn't have to be your effect; choose the worst)
2 9 0, 2/r: Force an extra to hit roll on someone is attacking (choose the worst)
3 1 10*CL% iaPR
3 2 +1 per damage die on your physical attacks; Enemies get --1 to hit you
3 3 0, 2/d: Set one target (Fort save, if they make it their hit points halve)
3 4 1M: LVLd12 dmg, E=3 element, one target, no save
3 5 0, 2/d: Incurse one target (Will save, if they make it they lose 3M actions)
3 6 +CL/4 QM actions
3 7 1M: Sporacle a group (a random [C] section effect)
3 8 1V: Lend a V action to someone
4 1 Pick a spell you have. It costs half the number of actions it normally requires.
4 2 Pick a psionic power you have. It costs half the number of actions it normally requires.
4 3 +1 to number of segments per round (i.e. you get a segment 11)]
4 4 +1 Opp action (remember you can trade 1Opp -> 1F, if Opposing actions aren't useful for you)
5 1 10*CL% aER
5 2 +CL/5 Q0 actions
5 3 Pick an action type. You are immune to actions of that type being locked down.
Anti-Hero 1 (11) 1 10*CCL% uWR (unadjustable WR, does shift, can't be lowered/halved)
Anti-Hero 1 (11) 2 1M: LVLd60 dmg, E=CCL element, one target (no save, use XR to resist)
Anti-Hero 1 (11) 3 1M: Target is Capital P Paralyzed (no save, use XR to resist)
Anti-Hero 1 (11) 4 1M: Capital E Extract, or steal actions of one type (no save, use XR to resist)
Anti-Hero 1 (11) 5 +1 QX action
Anti-Hero 1 (11) 6 +CCL to Str, Dex, Con, Int, Wis, Chr, Cml, Luck
Anti-Hero 1 (11) 7 1M: Target takes an Ego Domination attack with Ego=20*CCL (if he fails he is Dominated by you)
Anti-Hero 1 (11) 8 Duplicate a Level: ability of a non-Concordant class
Anti-Hero 1 (11) 9 Free wild talent in Psi81, PSPs=40*CCL, use ML=9+CCL in the Psi81 class.

[PC7] Concordant Group Classes


Admiral (SFB)

Level KXP Captain [LO]
123 45 [1]
1 0 1-- -- [-]
2 6 2-- -- [-]
3 12 21- -- [-]
4 24 22- -- [-]
5 48 32- -- [-]
6 96 321 -- [-]
7 192 322 -- [-]
8 384 332 -- [-]
9 768 332 1- [-]
10 1536 332 2- [-]
11 3000 333 2- [-]
12 3360 333 21 [-]
13 3720 333 22 [-]
14 4080 333 32 [-]
15 4440 333 33 [-]
16 4800 433 33 [-]
17 5160 443 33 [-]
18 5520 444 33 [-]
19 5880 444 43 [-]
20 6240 444 44 [-]
21 6600 544 44 [-]
22 6960 554 44 [-]
23 7320 555 44 [-]
24 7680 555 54 [-]
25 8040 555 55 [-]
26 8400 555 55 [1]
27 8760 555 55 [2]
28 9120 555 55 [3]
29 9480 555 55 [4]
30 9840 555 55 [5]
31 10200 655 55 [5]
32 10560 665 55 [5]
33 10920 666 55 [5]
34 11280 666 65 [5]
35 11640 666 66 [5]
36 12000 666 66 [6]
TH Saves
PD RS PP BW Sp Fo Re Wi
+0  4  2  3  1  1  1  1  0
+2  5  3  4  3  2  2  2  1
+3  6  4  5  4  3  2  2  1
+5  8  5  7  6  4  3  3  2
+6  8  6  7  7  5  4  3  2
+8 10  8  9  9  7  5  4  3
+9 11  8 10 10  7  5  4  3
+11 12 10 11 12  9  6  5  4
+12 13 11 12 13 10  7  6  4
+14 14 12 13 14 11  8  6  5
+15 14 12 14 14 11  8  7  5
+17 15 13 14 14 12  9  8  6
+18 15 14 14 14 13 10  8  6
+20 15 14 15 15 14 11  9  7
+21 15 14 15 15 14 11  9  7
+23 15 14 15 15 15 12 10  8
+24 15 15 15 15 15 13 10  8
+26 16 15 15 15 15 14 11  9
Requisites: Str 8, Dex 8, Con 13,
Int 17, Wis 15, Chr 18
Alignment: any
HD/level: d12
Weapon Prof.: 7+level
To Hit Table: 1½xWar
Save Table: 1½xWar
Reference: SFB {Planeshifted Captain}
Groups: Warrior, Concordant (x1),
Technology
See next page for spells. Can cast Legendary Officer spells (of 20 Captain Points) starting at level 26. For now, you can think of these as 1st level x2 Concordant spells, and I have listed them as such.
Some of these abilities don't do much unless you have another class. For example, several deal with your summons, to use them you need a way of summoning something.
This class (of course) gets "All Warrior" abilities, such as the ability to weapon specialize (as a Warrior).

[PC7] Concordant Group Classes


Angel5

Level KXP Pri:Healing
123 456 789
1 7 (owe) 1-- --- ---
2 10.5 2-- --- ---
3 14 21- --- ---
4 21 22- --- ---
5 35 221 --- ---
6 63 222 --- ---
7 119 322 1-- ---
8 231 332 2-- ---
9 343 333 21- ---
10 567 333 32- ---
11 791 433 321 ---
12 1000 444 321 ---
13 1250 444 322 ---
14 1500 444 432 ---
15 1750 544 432 1--
16 2000 555 432 2--
17 2250 655 443 2--
18 2500 655 443 21-
19 2750 655 543 22-
20 3000 655 544 32-
21 3250 655 544 321
22 3500 665 554 322
23 3750 666 654 332
24 4000 776 655 432
25 4250 776 655 443
26 4500 777 665 543
27 4750 777 665 554
28 5000 887 666 654
29 5250 887 776 655
30 5500 888 777 665
31 5750 888 777 766
32 6000 988 887 776
33 6250 999 888 777
34 6500 999 988 887
35 6750 999 999 888
36 7000 999 999 999
TH Saves
PD RS PP BW Sp Fo Re Wi
+2  2  2  2  2  2  2  2  2
+3  2  2  2  2  2  2  2  2
+4  3  3  3  3  3  3  3  3
+5  3  3  3  3  3  3  3  3
+6  4  4  4  4  4  4  4  4
+7  4  4  4  4  4  4  4  4
+8  5  5  5  5  5  5  5  5
+9  5  5  5  5  5  5  5  5
+10  6  6  6  6  6  6  6  6
+11  6  6  6  6  6  6  6  6
+12  7  7  7  7  7  7  7  7
+13  7  7  7  7  7  7  7  7
+14  8  8  8  8  8  8  8  8
+15  8  8  8  8  8  8  8  8
+16  9  9  9  9  9  9  9  9
+17  9  9  9  9  9  9  9  9
+18 10 10 10 10 10 10 10 10
+19 10 10 10 10 10 10 10 10
Requisites: Str 12, Int 12, Con 6, Wis 14, Chr 19
Alignment: LG
HD/level: & +++d7
Weapon Prof.: 7+/3
To Hit Table: Mon +1 level
Save Table: Mon +3 levels
Reference: DM
Groups: Monster, Concordant (x1)
 
Can cast Priest Healing spells. Doesn't get a stat bonus to progression.
Can weapon specialize using Non-War column.
"rhp" is "relative hit points", what the DM uses for summons to indicate their health (usually listed as 10/10).  
Levels Pick Description
Level 1-3: A Flying LVL*2+5" (B)
B 1M: Target can't be directly targetted; effects on him (including this) can still be targetted
C 1V: Summon a good DL 1d4-1 Outer planar creature (treat DL=0 as DL=1 with only 5/5 rhp)
D 1M: Cure Ego Domination (can use on self even if currently ego dominated, item is dropped)
E DR (7*LVL)/+LVL
Level 4: Pick two from: Angel5 Level 1-3, Slayer5 Level 1-3, or Psi-6G/Psi6G minor
Level 5-7: F 1V: Choose an N between -LVL*2 and LVL*2. A group gets +N AC, you get +N AC, for 1r.
G 1N, 1/reset: Escape the party back to home (except for you)
H 1V: Summon a good DL 1d7 Outer planar creature
I Immune Fire (all variants), Positive, Prismatic, Chromatic, Light, Radiance, Blindness
J iIR LVL*10%
Level 8: Pick two from: Angel5 Level 5-7, Slayer5 Level 5-7, or Psi-6G/Psi6G major
Level 9-12: K 14bM, 7bP, 21bV (can borrow into next round): Capital O Object or Capital I Insist
L 1F: Holy Bolt
M 1V: Summon a good DL 1d10+1 Outer creature (treat DL=11 as DL=10 with 20/20 rhp)
N Pick a Sphere. Can cast Priest spells of that Sphere.
O iXR LVL*5%
Level 13: Pick two from: Angel5 Level 9-12, Slayer5 Level 9-12, or Psi-6G/Psi6G grand

[PC7] Concordant Group Classes


Antemortal0

Level KXP Mortal0 Imm0
 9      {9}
1 0  2      {-}
2 3.5  4      {-}
3 7  6      {-}
4 14  8      {-}
5 28 10      {-}
6 56 12      {-}
7 112 14      {-}
8 224 16      {-}
9 448 18      {-}
10 996 20      {-}
11 1600 22      {-}
12 2300 24      {-}
13 3000 26      {-}
14 3700 28      {-}
15 4400 30      {-}
16 5100 32      {-}
17 5800 34      {-}
18 6500 36      {-}
19 7200 38      {-}
20 7900 40      {-}
21 8600 42      {-}
22 9300 44      {-}
23 10000 46      {-}
24 10700 48      {-}
25 11400 50      {-}
26 12100 52      {-}
27 12800 54      {1}
28 13500 56      {1}
29 14200 58      {2}
30 14900 60      {2}
31 15600 62      {3}
32 16300 64      {3}
33 17000 66      {4}
34 17700 68      {4}
35 18400 70      {5}
36 19100 72      {5}
TH Saves
PD RS PP BW Sp Fo Re Wi
+0 (total = 27, max = 9)
+1 (total = 30, max = 10)
+2 (total = 33, max = 11)
+3 (total = 36, max = 12)
+4 (total = 39, max = 13)
+5 (total = 42, max = 14)
+6 (total = 45, max = 15)
+7 (total = 48, max = 16)
+8 (total = 51, max = 17)
+9 (total = 54, max = 18)
+10 (total = 57, max = 19)
+11 (total = 60, max = 20)
+12 (total = 63, max = 21)
+13 (total = 66, max = 22)
+14 (total = 69, max = 23)
+15 (total = 72, max = 24)
+16 (total = 75, max = 25)
+17 (total = 78, max = 26)
Requisites: Two 18's
Alignment: any
HD/level: & d10
Weapon Prof.: 5+level/2
To Hit Table: War
Save Table: Cust
Reference: MTG {Mirror Mortal0}
Groups: Custom, Concordant (x1), Mirror
 
Antemortal0 class gets 9th level spells (nothing lower level).
Antemortal0 also gets Immortal0 spells starting at level 27. These spells are not copied into the Antemortal0 spell list (unlike other reduced Concordant classes) because the list is rather long. See [PC7] Immortal0 for the list. The Immortal0 spells are 9th spell level Concordant (making them 19th spell level non-Concordant).

[PC7] Concordant Group Classes


Antemortal0 Spells

Level # Spell Name Spell Description
9 1 Acidic Bite/Sting Once per round can bite or sting for acid damage (CL*20 acid dmg)
9 2 Acrobat Abilities Abilities as per an Acrobat0 of level = LVL/2 (round up) [Note: Acrobat0 is a Collective 3.7 class]
9 3 Call Strange 1M: Summon a DL=CL/2 (round up) monster, of the Weird subtype
9 4 Conceal Location You can't be targetted
9 5 Create Psionic Items 40F, 1/reset: Create CL*CL*100 XP of psionic items (DM rolls a random Psi frequency)
9 6 Create Variant One Class Adjective (it's free, but the max XP divisor increase = CL/10)
9 7 Degeneration A group degenerates CL hp per segment
9 8 Destroy Undead Turn Undead (turn/destroy only) at LVL=CL+2
9 9 Eel Breath Mouth's P, CL/d: Breathe an EE=CL/3 (round up) eelement for 1/2 current hp dmg, BW save for 1/4
9 10 Eel Form 1P: Polymorph into any known Eel type, max age category = CL/2 (round up)
9 11 Extra Attacks +1 number of attacks with each weapon
9 12 Grant Effect Points Target is imbued with one 9th level Antemortal0 spell (this slot stays spent as long as he has it)
9 13 Growl Mouth's P: All targets in a group lose half current hp (no save)
9 14 Improve Ability Score +CL*2 to one stat
9 15 Increase Group Pick a spells or psionic power that hits a group. Affect +1 group of creatures with that effect.
9 16 Increased Movement +CL" Move Rate; +2V actions
9 17 Innate Resistance 35+3*CL% IR
9 18 Lab 1M, CL/d: Legend Lore
9 19 Lightning Spit Mouth's P, CL/d: Spit Lightning on a group (20*LVL dmg)
9 20 Luch Whenever you touch, attack, or are touched or attacked, they are intoxicated/drunk (Fort save)
9 21 Manifestation Short The death of target person will not cause his next clone to stand up
9 22 Mortal Vulnerability 1M: Target becomes vulnerable to a specific magic, psionic, or innate effect (by name)
9 23 Necromantic Suite 1M: Cast your CL/2 in SL's of Necromantic effects (Wiz/Pri)
9 24 Nonweapon Mastery +LVL*2 Nonweapon proficiencies
9 25 Psionic Resistance 40+4*CL% PR
9 26 Reduce 1F: Lower target's ability score by CL for 1 turn; 1M: Dispel a SL 0 to (CL+3)/2 effect
9 27 Relic Creation 10F, 1/reset: Create a random x2 item of XP value LVL*500
9 28 Saves +LVL*3 Saves
9 29 Second Life 1D: Resurrect self back in town (1 turn delay)
9 30 Shape Reality, Alt. Loop 25F, 1/reset: Loop Travel (shift LF by 1)
9 31 Shape Reality, Cr. Building 20F, 1/reset: Create a building (CL*10000 cubic ft.)
9 32 Shape Reality, Cr. Pocket 30F, 1/reset: Create a pocket plane in the ethereal (functions as a phased out zone)
9 33 Shape Reality, Mv. Building 10F, 1/reset: Move a building (maximum size is CL*10000 cubic ft., is moved CL miles)
9 34 Shape Reality, Mv. Door 15F, 1/reset: Redirect a dimension door or plant door to go somewhere else on one end
9 35 Shift Powers 1M, CL/d: Plane Shift (CL/3 planes, round up)
9 36 Slap 0 action or 1 attack: A target is ejected from your group (Str contest, no parting shots)
9 37 Swipe Can transfer 5V -> 1M, 8V -> 1QM, or 12V -> 1QQM
9 38 To Hit +LVL*2 To Hit
9 39 Transmute 1M: Polymorph Any Object
9 40 Weapon Counted Count as an additional +CL-1 weapon to hit others
9 41 Wizard Options Get your CL in "Level:" picks (e.g. at level 9 you could have a Level 9: pick, or a Level 4: and a Level 5:, etc.)
9 42 Zero Spell Duration 1M: A magic, psi, or innate effect has zero duration (treat as an Instantaneous)

[PC7] Concordant Group Classes


Arch-Villain

Level KXP Villain
123 456
1 1000 11- ---
2 3000 221 ---
3 5000 332 1--
4 7000 443 21-
5 9000 543 22-
6 11000 543 32-
7 17000 543 33-
8 23000 544 33-
9 29000 544 43-
10 35000 544 44-
11 41000 554 44-
12 47000 555 44-
13 53000 555 541
14 59000 555 551
15 65000 655 551
16 71000 665 551
17 77000 666 551
18 83000 666 651
19 89000 666 661
20 95000 766 661
21 101000 776 661
22 107000 777 661
23 113000 777 761
24 119000 777 771
25 125000 877 771
26 131000 887 772
27 137000 888 772
28 143000 888 872
29 149000 888 882
30 155000 988 882
31 161000 998 882
32 167000 999 882
33 173000 999 982
34 179000 999 992
35 185000 AAA AA2
36 191000 BBB BB2
TH Saves
PD RS PP BW Sp Fo Re Wi
+2  1  1  1  1  1  1  1  1
+4  2  2  2  2  2  2  2  2
+6  3  3  3  3  3  3  3  3
+8  4  4  4  4  4  4  4  4
+10  5  5  5  5  5  5  5  5
+12  6  6  6  6  6  6  6  6
+14  7  7  7  7  7  7  7  7
+16  8  8  8  8  8  8  8  8
+18  9  9  9  9  9  9  9  9
+20 10 10 10 10 10 10 10 10
+22 11 11 11 11 11 11 11 11
+24 12 12 12 12 12 12 12 12
+26 13 13 13 13 13 13 13 13
+28 14 14 14 14 14 14 14 14
+30 15 15 15 15 15 15 15 15
+32 16 16 16 16 16 16 16 16
+34 17 17 17 17 17 17 17 17
+36 18 18 18 18 18 18 18 18
Requisites: HNCL 27, Dex 27, Int 27
Alignment: any E
HD/level: 19d6 (no Con bonus)
Weapon Prof.: 13+level
To Hit Table: 2xMon
Save Table: 2xMon
Reference: DM
Groups: Concordant (x2)
 
[X] Section stats
ihp -2
iTH +30
P Save +0
M Save -3
War -2
Rog +2
PPsi -1
Wiz +1
Pri -2
MPsi +2
   
Does not get any Con bonus at all on it's Hit Dice, and Con bonuses cannot be bought for this class in any way.
+1 Feat per level.
Gets 1X action per round.
See Villain class for spells.
"VL" in the spells is "Arch-Villain level".

[PC7] Concordant Group Classes


Aspirant

Level KXP Wizard
123 456 789 AB
1 75 2½- --- --- --
2 550 31½ --- --- --
3 1025 421 --- --- --
4 1500 532 ½-- --- --
5 1975 643 1½- --- --
6 2450 754 21- --- --
7 2925 865 32½ --- --
8 3400 976 43½ --- --
9 3875 A87 541 ½-- --
10 4350 A98 652 1-- --
11 4825 AA9 763 2½- --
12 5300 AAA 874 3½- --
13 5775 AAA 985 4½- --
14 6250 AAA A96 51½ --
15 6725 AAA AA7 621 --
16 7200 AAA AA8 732 --
17 7675 AAA AA9 843 --
18 8150 AAA AAA 954 ½-
19 8625 AAA AAA A65 ½-
20 9100 AAA AAA A76 1-
21 9575 AAA AAA A87 1-
22 10050 AAA AAA A98 2-
23 10525 AAA AAA AA9 2-
24 11000 AAA AAA AAA 3-
25 11475 BBB BBB BBB 3-
26 11950 BBB BBB BBB 4-
27 12425 CCC CCC CCC 4½
28 12900 CCC CCC CCC 5½
29 13375 DDD DDD DDD 5½
30 13850 DDD DDD DDD 51
31 14325 DDD DDD DDD 61
32 14800 EEE EEE EEE 61
33 15275 EEE EEE EEE 71
34 15750 FFF FFF FFF 71
35 16225 FFF FFF FFF 81
36 16700 FFF FFF FFF 82
TH Saves
PD RS PP BW Sp Fo Re Wi
Mon  0  0  0  0  0  0  0  0
+1  1  1  1  1  1  1  1  1
+1  1  1  1  1  1  1  1  1
+2  2  2  2  2  2  2  2  2
+2  2  2  2  2  2  2  2  2
+3  3  3  3  3  3  3  3  3
+3  3  3  3  3  3  3  3  3
+4  4  4  4  4  4  4  4  4
+4  4  4  4  4  4  4  4  4
+5  5  5  5  5  5  5  5  5
+5  5  5  5  5  5  5  5  5
+6  6  6  6  6  6  6  6  6
+6  6  6  6  6  6  6  6  6
+7  7  7  7  7  7  7  7  7
+7  7  7  7  7  7  7  7  7
+8  8  8  8  8  8  8  8  8
+8  8  8  8  8  8  8  8  8
+9  9  9  9  9  9  9  9  9
Requisites: Int 20, Wis 12, Chr 8
Alignment: any E
HD/level: +&d6
Weapon Prof.: 0+level/2
To Hit Table: ½xMon
Save Table: Mon
Reference: DM
Groups: Wizard, Concordant (x1)
 
This gets the abilities (and spell progression) of Death Master1 and ArchMage.
In addition, each level Aspirant gains 1 spell level for Lich spells. This spell level may be spent immediately (for a 1st level Lich spell) or saved for a larger spell. The Aspirant's Lich "progression" must be decreasing, so the soonest the Aspirant could gain a 6th level Lich spell would be level 21 (progression = 111111).
DM Note: Note that Aspirant is cheaper than ArchMage at high levels.
Level 1: Each level, pick one spell. That spell requires only ½ of a spell to cast. This isn't cumulative with school specialization.
Level 1: All spells do not have the 1P action requirement. If the spell would not have required 1P action to cast in the first place, one instance of Material Componenting is gained. Does NOT get free Material Componenting for all spells as per Mage/Robe classes, this is used instead. If you have Arch-Mage and another Wizard class, this rule has priority.
Level 1: MR adjustment is -5*level% instead of +60-5*level%.
Level 1: Can specialize in 1 school for free. Can specialize in another school, but then must pick an opposite. Specialization may be either "Collective type" (1/2 cost on spells) or "2nd edition type" (+1 spell of the school each level).
Level 1: Does not suffer ill effects of casting a spell above his normal casting ability due to the Arch-Mage being too low level. If the Arch-Mage's Knowledge score isn't high enough to cast the spell, he suffers the normal effects as per a normal Wizard.
Level 1: Have their own language called "The Language of Death".
Level 1: +1 XP for each grave dug; +2 XP for each stolen body.
Level 1: Potion of Undead Control and Ring of Regeneration has double effect.
Level 1: Undead must save vs. (8+DM's level) to attack the Death Master.
Level 1: 5% per level resistance to Charm spells.
Level 2: +2 XP for putting a body to rest.
Level 3: +3 XP for a properly embalmed body.
Level 4: All of your spells that offer a saving throw now require 2 saving throws, if either is failed, the target is treated as having not saved.
Level 4: Speak with Undead at will.
Level 7: Speak with Dead 1/d.
Level 9: Immune to Paralysis, Hold, and any undead touch effect.
Level 9: When modifying an existing spell using spell research [S5], the base time is in days instead of weeks, and CL (Caster level) is 2 times Arch-Mage's level (for this rule only).
Level 9: All of your spells that offer a saving throw now require 3 saving throws, if any are failed, the target is treated as having not saved.
Level 11: Each level starting at 11th, pick one spell. That spell requires only ½ the number of Mental actions to cast.
Level 11: Immune to all Energy/Stat drains.
Level 16: All of your spells that offer a saving throw now require 4 saving throws, if any are failed, the target is treated as having not saved.
Level 21: Each level starting at 21st, pick one spell. That spell offers no saving throw (even with Scarab of Protection) and MR cannot be used against it, even irreducible MR. If the target is immune to a spell's effect (Fireball vs. a Red Dragon), the spell still has no effect.
Level 25: All of your spells that offer a saving throw now require 5 saving throws, if any are failed, the target is treated as having not saved.
Level 31: Each level starting at 31st, pick one spell. That spell can be cast as a 0 action.
Level 36: All of your spells that offer a saving throw now require 6 saving throws, if any are failed, the target is treated as having not saved.

[PC7] Concordant Group Classes


Atheist(-7)

Level KXP Priest       X(-7)
123 456 78  mMG S
1 7 --- a-- --  1-- -
2 17 --0 0a- --  1-- -
3 27 -a1 00- --  1-- -
4 40 -01 10- --  2-- -
5 61 a01 10a --  2-- -
6 97 011 110 --  21- -
7 159 111 111 --  31- -
8 276 111 111 a-  31- -
9 513 111 111 0-  31- -
10 970 111 111 1-  42- -
11 1427 222 211 1-  42- -
12 1884 222 222 1-  42- -
13 2341 222 222 2-  521 -
14 2798 333 322 2-  531 -
15 3255 333 333 2-  531 -
16 3712 333 333 3-  631 -
17 4169 444 433 3-  631 -
18 4626 444 444 3-  642 -
19 5083 444 444 4-  742 -
20 5540 555 544 4-  742 -
21 5997 555 555 4-  742 -
22 6454 555 555 5-  852 -
23 6911 666 655 5-  853 -
24 7368 666 666 5-  853 1
25 7825 666 666 6-  953 1
26 8282 777 766 6-  963 1
27 8739 777 777 6-  963 1
28 9196 777 777 7-  A64 1
29 9653 777 777 70  A64 1
30 10110 777 777 71  A74 2
31 10567 777 777 72  B74 2
32 11024 777 777 73  B74 2
33 11481 777 777 74  B75 2
34 11938 777 777 75  C85 2
35 12395 777 777 76  C85 2
36 12852 777 777 77  C85 3
TH Saves
PD RS PP BW Sp Fo Re Wi
+1  8  4  6  3  4  0  0  3
+2  9  5  6  4  4  1  1  4
+3 10  6  7  5  5  2  2  5
+5 11  7  9  6  6  2  2  6
+6 12  8  9  6  7  3  3  7
+7 13  9 10  7  8  4  4  8
+9 14  9 11  8  9  5  4  9
+10 14 10 11  9  9  6  5 10
+11 15 11 12 10 11  6  6 11
+13 16 12 13 11 12  7  6 12
+14 16 13 14 12 12  8  7 13
+15 16 14 14 13 13  9  8 14
+17 16 14 15 14 14 10  8 15
+18 17 15 16 14 14 10  9 16
+19 17 15 16 15 15 11 10 17
+21 17 16 16 15 16 12 10 18
+22 17 16 16 16 16 13 11 19
+23 17 16 16 16 16 14 12 20
Requisites: Con 19, Wis 26
Alignment: non-S
HD/level: 0d0+13
Weapon Prof.: -1+level*2
To Hit Table: 2xPri
Save Table: 2xPri
Reference: DM
Groups: Priest, Concordant (x1)
 
Cannot have a specialty priest choice in any classes.
Gets Con bonus to spells.
The [X(-7)] progression is not automatically provided. Each power you choose costs you one "pick" below (minor=a-l, major=m-v, grand=w-aa, super=bb-ii). The [X(-7)] progression cannot have any kind of bonus (stat or magic item).
 
Levels Pick Description
Level 1-5: a 1M (can borrow): Counter a Divine Intervention
b Your Atheist(-7) spells have a (M-1)*100 save penalty, where M is the target's multiplier
c 1M: Turn off all specialty priest abilities on target for 1 turn
d LVL/d: You may use a 0 action to pay for the "1M" cost of an Atheist "Level:" ability.
e You defend as a x2 being (this effect cannot be dispelled/twisted)
f 0, LVL/d: Ignore an immunity gained from a Concordant/Godly effect for 1 turn.
g The "Lady's Smile" ability does not function within sight
h Opposing actions cannot be used within sight. (Drop this only at reset)
i 0, LVL/d: Anti-Concordant Shell (0th-1st)
j Specials of x2 or greater have their effect's multiplier dropped to x1
k iXR CL*10% (iXR is irreducible Spirit Resistance)
l 0, LVL/d: Halve hp on a creature with at least 1000 hp
Level 6-10: m Undead divide their HD by your LVL when calculating what they turn as
n 1M (can borrow): Resist (1/2 effect) the effects of a material form of a god for 1 turn
o 1M (can borrow): Counter an Avoid Fate
p +1 QOpp0 only for Atheist powers
q You defend as a x5 being (this effect cannot be dispelled/twisted)
r 0, 2*LVL/d: Dispel a Concordant effect
s Artifacts divide their ego by their multiplier when picked up by you
t 0, LVL/d: Target creature is not Time/Reality Stable
u 0, LVL/d: Anti-Concordant Shell (0th-3rd)
v 0, LVL/d: Deal 1 idmg to a creature with at least 1 ihp
Level 11-15: w Mask Alignment: You appear to be no alignment at all, not subject to special effects determined by alignment
x You defend as a x8 being (this effect cannot be dispelled/twisted)
y 0, LVL/d: Target defeated creature is put in the hole, no escape for M years (M=Mult)
z 0, LVL/d: Both you and a target get no actions; if you go below 0 hp this effect ends
aa 0, LVL/d: Anti-Concordant Shell (0th-5th)
Level 16-20: bb 1M: Destroy up to LVL effects with Protection, Circle, or Ward in their name
cc Immune to Forbiddance Zones, Alignment Change, Opposition
dd Abilities as per Anti-Druid of half level
ee Ignore non-racial immunity to fear, suggestion, possession, charm
ff L segments of talking: Hijack the level L follower of someone else, he becomes your follower
gg 1M (may borrow): New priest effects do nothing within sight (maintained) (may be used as a counterspell)
hh You defend as a x11 being (this effect cannot be dispelled/twisted)
ii 0, LVL/d: Anti-Concordant Shell (0th-7th)

[PC7] Concordant Group Classes


Avangion2

Level KXP Avangion2
123
1 3500 1--
2 4000 2--
3 4500 3--
4 5000 4--
5 5500 5--
6 6000 6--
7 6500 7--
8 7000 8--
9 7500 9--
10 8000 91-
11 8500 92-
12 9000 93-
13 9500 94-
14 10000 95-
15 10500 96-
16 11000 97-
17 12000 98-
18 14000 99-
19 17000 AA-
20 21000 AA1
21 26000 AA2
22 32000 AA3
23 39000 AA4
24 47000 AA5
25 56000 AA6
26 66000 AA7
27 77000 AA8
28 89000 AA9
29 102000 AAA
30 116000 AAA
31 131000 AAA
32 147000 AAA
33 164000 AAA
34 182000 AAA
35 201000 AAA
36 221000 AAA
TH Saves
PD RS PP BW Sp Fo Re Wi
+22 20 20 20 20 20 20 20 20
+24 22 22 22 22 22 22 22 22
+26 24 24 24 24 24 24 24 24
+28 26 26 26 26 26 26 26 26
+30 28 28 28 28 28 28 28 28
+32 30 30 30 30 30 30 30 30
+34 32 32 32 32 32 32 32 32
+36 34 34 34 34 34 34 34 34
+38 36 36 36 36 36 36 36 36
+40 38 38 38 38 38 38 38 38
+42 40 40 40 40 40 40 40 40
+44 42 42 42 42 42 42 42 42
+46 44 44 44 44 44 44 44 44
+48 46 46 46 46 46 46 46 46
+50 48 48 48 48 48 48 48 48
+52 50 50 50 50 50 50 50 50
+54 52 52 52 52 52 52 52 52
+56 54 54 54 54 54 54 54 54
Requisites: Preserver level 21 or HNCL 30, Con 16, Int 20, Wis 20, Chr 12
Alignment: any
HD/level: & +++++++2d7
Weapon Prof.: 7+level
To Hit Table: Conc
Save Table: 2xConc
Reference: DSDK2
Groups: Concordant (x2)
 
[X] Section stats
ihp +2
iTH -10
P Save +2
M Save +2
War -1
Rog -1
PPsi +1
Wiz +1
Pri +1
MPsi +0
   
Gets Barbarian Wis and Con bonus.
Gets an X action.
You stop aging mentally and physically, and are immune to aging.
Fly at CCL*24" (A) move rate. Immune to falling damage, telekinesis, and gravity effects.
If you have a Wizard progression, add (Super) Wis bonus to it. This is in addition to any other bonuses you may have (i.e. you might end up with Wis bonus twice, or Wis and Int bonus).
If you have Psi2 powers, you may "Material Component" them for 1V action.
CCL is Concordant Caster Level; i.e. your Avangion Level plus any Concordant Caster Level shifts. If you do not have the Avangion class (presumably you're "wishing" for the powers), your CCL=(highest Concordant Level + Concordant Caster Level shifts) / 2.

[PC7] Concordant Group Classes


Avangion2 Spells

Level # Spell
1 1 +CCL*2 to your natural AT; your natural AT stacks with your armor's AT.
1 2 +CCL*2 weapon needed to hit you, this cannot be ignored.
1 3 May use Psi2 Psionic Enchantments, these cost no PSPs to use.
1 4 iXaXR CCL*5%
1 5 Immune to x0 effects. Immune to x1 effects of SL 0 to ACL. Immune to x2 effects of SL 0 to ACL/5, round down.
1 6 +CCL set Wis. You may rewrite your Racial Stat Modifiers as you wish, so they sum up to +CCL.
1 7 +CCL 10th in memorization in a Wizard group class
1 8 MF/PF/TF cannot be lowered within sight of you. 1X: Restore MF/PF/TF in the area.
1 9 Time/Reality Stability. You may pick this ability twice; the second time gives you Loop Stability.
1 10 1X, may borrow (i.e. 1bX action): Remove a [C] section effect from someone.
2 1 Immune to Pixelation CCL*10' radius (can selectively drop it or not affect some people)
2 2 1X: Capital O Object.
2 3 May use Psi2 Psionic Enchantments even if "Banhammered".
2 4 Anti-Alley effect shell CCL*10' r
2 5 A bonus of CCL in Racial Adjectives. You may pick more than one adjective per grouping.
2 6 Set Wis = CCL^2.
2 7 Your Wizard spells and Psi2 powers (and their material componenting) cost half the normal number of actions to use.
2 8 Can do these action conversions: 1P -> 1M, 2M -> 1QM, 2 QM -> 1 QQM, 2 QQM -> 1 QQQM, etc.
3 1 1X: Loop port to a destination in the multiverse that matches your quantum signature, restoring CCL' r of that multiverse to its original state if that multiverse is suffering ill effects.
3 2 X Haste: All in your party gets +1X action.
3 3 May use Psi2 Psionic Enchantments on your Concordant progressions (a Concordant 1st is considered a 11th, a Concordant 2nd is considered a 12th, ...)
3 4 A bonus of CCL in Class Adjectives. You can replace the phrase "in your group" with "in any group" in descriptions of class adjectives.
3 5 You may material component Concordant spells, it costs an extra X action to do this.
3 6 1X: Capital I Insist (this can in turn be "Really Objected To").

[PC7] Concordant Group Classes


Baron

Level KXP Baron     Duke
123 456 789 [1]
1 0 1-- --- --- [-]
2 3.3 2-- --- --- [-]
3 6.6 21- --- --- [-]
4 13 32- --- --- [-]
5 33 421 --- --- [-]
6 66 422 --- --- [-]
7 99 432 1-- --- [-]
8 166 433 2-- --- [-]
9 266 433 21- --- [-]
10 666 443 22- --- [-]
11 966 444 33- --- [-]
12 1366 444 441 --- [-]
13 1666 555 442 --- [-]
14 2066 555 442 1-- [-]
15 2466 555 552 1-- [-]
16 2666 555 553 21- [-]
17 2866 555 553 32- [-]
18 3066 555 553 321 [-]
19 3266 555 553 331 [-]
20 3466 555 554 332 [-]
21 3666 555 554 442 [-]
22 3866 555 555 443 [-]
23 4066 555 555 553 [-]
24 4266 555 555 554 [-]
25 4466 555 555 555 [-]
26 4666 666 655 555 [-]
27 4866 666 666 655 [1]
28 5066 666 666 666 [1]
29 5266 777 766 666 [1]
30 5466 777 777 766 [1]
31 5666 777 777 777 [1]
32 5866 888 877 777 [1]
33 6066 888 888 877 [2]
34 6266 888 888 888 [2]
35 6466 999 988 888 [2]
36 6666 999 999 999 [3]
TH Saves
PD RS PP BW Sp Fo Re Wi
+0  5  3  8  2  3  1  0  1
+1  5  4  8  2  3  1  0  2
+2  6  4  8  3  4  2  0  2
+3  6  5  8  3  4  2  1  3
+4  6  5  9  3  4  2  1  3
+5  6  6  9  4  5  3  1  4
+6  7  6  9  4  5  3  2  4
+7  7  7  9  4  5  4  2  5
+8  7  7 10  5  6  4  2  5
+9  7  8 10  5  6  4  3  6
+10  8  8 10  5  6  5  3  6
+11  8  9 10  6  7  5  3  7
+12  8  9 11  6  7  6  4  7
+13  8 10 11  6  7  6  4  8
+14  9 10 11  7  8  6  4  8
+15  9 11 11  7  8  7  5  9
+16  9 11 12  7  9  7  5  9
+17  9 12 12  8  9  8  5 10
Requisites: Con 13, Int 13, Wis 13
Alignment: any E
HD/level: 3d2
Weapon Prof.: 4+level/2
To Hit Table: War
Save Table: Psi
Reference: DM {Reduced Duke / ArchDuke}
Groups: Concordant (x1), Planar
 
This class refers to lesser lords of the evil planes. The Nine Hells version is called "Baron"; the other planes have other titles. This class is not specific to Hell (AL LE); it is for all lower planes. I refer to "Demons" and "Devils" in the powers, use the type of lower being appropriate to your alignment.
Gets Exceptional Con. Can weapon specialize, using the Non-Warrior line for number of attacks.
Level 1: RMR level*13% .
Level 1 ¶: Each level, pick an Element or (non-"gross") [C] section effect. You resist it.
Level 3: Your unarmed attacks cause 1d6 stat damage (random stats, no save, aNR to resist)
Level 6: Troll-like regen LVL hp/s
Level 9: +1S action per round.
Level 9: Pick one Charanodaemon5 Level 9 ability or less (letters A-O).
Level 18: +1QF action per round.
Level 27: +1X action per round.

[PC7] Concordant Group Classes


Baron Spells

Level # Name Effect Source
1 1 Ashes Half of your weapon dmg is vile dmg (perm hp) Psi-6E
1 2 Darkbolt Target takes CLd4 darkness dmg (no save) and stun 1 segment (Para save) Psi-6E
1 3 Detect Demons Detect Evil Outer (reverse is Good) RADemons-28
1 4 Dismiss Minion Dismiss an Evil Outer of DL=(LVL+1)/2 or less (no save) (reverse is Good) RADemons-29
1 5 Drain Life Target takes N unholy negative vile grave dmg (no save); gain N hp (can go above max) Psi-6E
1 6 Immunity I Immune to poison, non-silver weapons Psi6E
1 7 Intimidate Fear a group (Will save) RADemonsII-87
1 8 Larva Life Mouth's bP: Consume 1 larva to Cureall (incl. DPPs) Psi6E
1 9 Lesser Invocation Use an innate ability of an Evil Outer you've summoned RADemons-29
1 10 Minor Personal Ward Evil Outer cannot attack you unless you're offensive (reverse is Good) RADemons-29
1 11 Protection from Demons Immune to Evil Outer innates (reverse is Good) RADemons-29
1 12 Summon Minion Summons a DL II Evil Outer RADemons-30
1 13 Taint / Dispel Taint Curse (no save, IR), DM rolls in [C] section for effect RADemonsII-87
2 1 Call Minion Summons a DL III Evil Outer RADemons-31
2 2 Charm Demon Charm an Evil Outer (Will save, no BlahR) (reverse is Good) RADemons-31
2 3 Darkbeam 60' line takes CLd6 darkness dmg (no save) and stun 2 segments (Para save at -CL) Psi-6E
2 4 Detect Demonic Influence Detect Evil Charm/Domination/Possession/etc. RADemons-31
2 5 Dismiss Denizen Dismiss an Evil Outer of any DL (Fort save) (reverse is Good) RADemons-31
2 6 Evil Eye Target's AC becomes 66-CL^2 (Petrif save at -CL) Psi-6E
2 7 Immunity II Immune to fire or cold, +1 weapon to hit Psi6E
2 8 Lesser Pact Summons a DL IV Evil Outer, with a programmed task (is free afterwards, doesn't disappear) RADemons-31
2 9 Minor Ward 10' r As Minor Personal Ward (SL=1) except 10'r RADemons-32
2 10 Summon Demon Warriors Summons CL/3 DL II Evil Outer RADemons-32
2 11 Summon Soul Hounds Summons CL DL I Soul Hounds (they energy drain 1 level) RADemons-33
2 12 Temptation 3 Will saves, 1 fail=Command, 2 fail=Suggestion, 3 fail=Dominated RADemonsII-88
2 13 Torment Body Target degenerates at CL hp/s RADemonsII-88
3 1 Banish Minions Dismiss a group of Evil Outer of any DL (Fort save) (reverse is Good) RADemons-33
3 2 Call Soul Hounds Summons CL DL II Soul Hounds (they energy drain 2 levels) RADemons-33
3 3 Call Demon Warriors Summons CL/4 DL III Evil Outer RADemons-33
3 4 Darkcone 60' cone takes CLd8 darkness dmg (no save) and stun 3 segments (Para save at -CL*2) Psi-6E
3 5 Dismiss Demon Dismiss an Evil Outer of any DL (no save, IR) (reverse is Good) RADemons-33
3 6 Gaze of Ice PP Save (for 13*CL damage) or petrified to ice Psi6E
3 7 Hold Demon Hold Monster vs. Evil Outer, ignores immunity (Fort save) (reverse is Good) RADemons-34
3 8 Infernal Communion Contact Other Plane (Evil), or Commune (to Evil god) RADemons-34
3 9 Major Personal Ward Evil Outer cannot attack you until this is dispelled (reverse is Good) RADemons-34
3 10 Possession Similar to wizard spell "Magic Jar" Psi6E
3 11 Protection from Demons 10'r As Protection from Demons (SL=1) except 10'r RADemons-34
3 12 Summon Minion Summons a DL IV Evil Outer RADemons-34
3 13 Summon Nightmare Summons a DL IV Nightmare, can be used as a Mount (has 30*CL hp) RADemons-34

[PC7] Concordant Group Classes


Baron Spells (cont.)

Level # Name Effect Source
4 1 Banish Denizen Dismiss a group of Evil Outer of any DL (no save, IR) (reverse is Good) RADemons-35
4 2 Bind Minion Gates in a DL IV Evil Outer, it is not a summon (it's just here) RADemons-36
4 3 Call Minions Summons CL/5 DL IV Evil Outer RADemons-36
4 4 Call Nightmare Beast Summons a DL V Nightmare Beast, can be used as a Mount (has 60*CL hp) RADemons-36
4 5 Cloak of Darkness Imp.Invis., Immune to Detection/Location Psi6E
4 6 Major Ward 10'r As Major Personal Ward (SL=3) but 10'r RADemons-36
4 7 Multi-Twist Twist (dispel) CL effects Psi-6E
4 8 Power Word Blind 200 hp of creatures blinded (no save) Psi6E
4 9 Summon Demon Summons a DL V Evil Outer RADemons-36
4 10 Summon Gatekeeper Summons a DL IV Evil Outer with the Hell's Caretaker class RADemons-37
4 11 Summon Scourge Summons a DL IV Evil Outer with the Scarlet Torturer class RADemons-37
4 12 Summon Succubus/Incubus Summons a DL IV Succubus/Incubus with the Slut1 class RADemons-38
4 13 Teleport Without Error Teleport Without Error Psi6E
5 1 Banish Demon Dismiss an Evil Outer of any DL (no save, no BlahR) (reverse is Good) RADemons-38
5 2 Beacon of Unrest Bring a defeated monster back to life under your control (counts as a "Revive") Psi-6E
5 3 Defile Consecrated Ground Destroys one good-aligned area's Aura Psi6E
5 4 Evil Haste +level B actions Psi-6E
5 5 Gate Gate Psi6E
5 6 Immunity III Immune:lightning/acid, +2 weapon to hit Psi6E
5 7 Infernal Spawn of Evil Summon a Demon Beast: AC 70, hp 700, #Att 7/1, TH +70, dmg 70, 1M: 10 dmg to target Psi-6E
5 8 Planeport As TWE but up to 6 planes removed Psi6E
5 9 Summon Minion Horde Summons CL DL II Evil Outer RADemons-38
6 1 Bringer Immune Illusions; Immune Disease; Immune Reverse Healing Psi-6E
6 2 Immunity IV Globe/Invuln., Immune:1st-2nd Dominions Psi6E
6 3 Infernal Spawn of I.S. of Evil Summon a Demon Child: AC 80, hp 800, #Att 8/1, TH +80, dmg 80, 1M: 20 dmg to target Psi-6E
6 4 Reveal Sin Target must Atone or lose a Specialty God pick (RSW Save) RADemonsII-89
6 5 Steal Soul III Transforms unwilling target to a larva (no save, IR) Psi6E
6 6 Summon Shapeless Horror Sumons a DL VI Shapeless Horror RADemons-39
7 1 Hellfire Storm (5*CL)d6 Unholy Brimstone dmg to a group (no save) BoVD-81
7 2 Summon Leviathan Summons a DL VIII Leviathan RADemons-39
7 3 Trap the Soul Trap the Soul (no save) BoVD-80
8 1 Summon Demon Lord Summons a DL IX Demon Lord (low level Duke) RADemons-40
8 2 Summon Diabolical Wyrm Summons a DL IX Demonic Dragon RADemons-40
8 3 Utterdark Capital D Darkness (even to Cosmic Awareness, True Sight) BoVD3-81
9 1 Eternity of Torture Target is helpless, all ability scores except Con drop to 0 (Fort save) BoVD3-81
9 2 Mindrape Capital E Extract, Forget (no save) BoVD3-83
Duke 1 (11) 1 Eternal Night x2 Terrain Feature: No new Summonings; No Divine Intervention; Proof vs. Teleport. RADemons-41
Duke 1 (11) 2 Genocide Kills all of a race on a single plane (can reduce area) RADemons-41
Duke 1 (11) 3 Lesser Apocalypse Earthquake up to an entire continent (can reduce area), CLd60 vile dmg (no save) RADemons-42

[PC7] Concordant Group Classes


Battlelord

Level KXP Battlelord Warlord
123 456 78 [24]
1 0 --- 1-- -- [--]
2 1 --- 2-- -- [--]
3 3 --- 3-- -- [--]
4 9 --- 4-- -- [--]
5 27 --- 5-- -- [--]
6 81 --- 6-- -- [--]
7 243 --- 7-- -- [--]
8 500 --- 8-- -- [--]
9 900 --- 8-- -1 [--]
10 1300 --- 8-- -2 [--]
11 1700 --- 8-- -3 [--]
12 2100 --- 8-- -4 [--]
13 2500 --- 8-- -5 [--]
14 2900 --- 8-- -6 [--]
15 3300 --- 8-- -7 [--]
16 3700 --- 8-- -8 [--]
17 4100 --- 9-- -8 [--]
18 4500 --- 9-- -9 [--]
19 4900 --- A-- -9 [--]
20 5300 --- A-- -A [--]
21 5700 --- A-- -A [--]
22 6100 --- A-- -A [--]
23 6500 --- A-- -A [--]
24 6900 --- A-- -A [--]
25 7300 --- A-- -A [--]
26 7700 --- A-- -A [--]
27 8100 --- A-- -A [1-]
28 8500 --- A-- -A [11]
29 8900 --- A-- -A [11]
30 9300 --- A-- -A [-2]
31 9700 --- A-- -A [-2]
32 10100 --- A-- -A [-3]
33 10500 --- A-- -A [-3]
34 10900 --- A-- -A [-4]
35 11300 --- A-- -A [-4]
36 11700 --- A-- -A [-5]
TH Saves
PD RS PP BW Sp Fo Re Wi
+1  4  2  3  1  1  1  1  0
+3  5  2  4  2  1  1  1  0
+5  5  3  4  3  2  2  2  1
+7  6  4  5  4  3  2  2  1
+9  7  5  6  5  4  3  2  1
+11  8  5  7  6  4  3  3  2
+13  8  6  7  7  5  4  3  2
+15  9  7  8  8  6  4  4  2
+17 10  8  9  9  7  5  4  3
+19 11  8 10 10  7  5  4  3
+21 11  9 10 11  8  6  5  3
+23 12 10 11 12  9  6  5  4
+25 13 11 12 13 10  7  6  4
+27 14 11 13 14 10  7  6  4
+29 14 12 13 14 11  8  6  5
+31 14 12 14 14 11  8  7  5
+33 14 13 14 14 12  9  7  5
+35 15 13 14 14 12  9  8  6
Requisites: Str 23, Dex 17, Con 19
Alignment: any
HD/level: & 2d4
Weapon Prof.: 7+level
To Hit Table: 2xWar
Save Table: War
Reference: DM {Reduced Warlord}
Groups: Warrior, Concordant (x1)
 
Gets Barbarian Str, Dex, or Con.
Battlelords get 4th level and 8th level spells, but not other level numbers. (This is done to make Battlelord spells be of the proper SL when other classes use a "Wish" type effect to emulate a Battlelord spell.). They also get Warlord spells starting at level 27.
Exception: There is one 2nd level spell which can be picked by downgrading a 4th.
Battlelord spells are selected once. You pick them, cast them (using 1M) and they do their effect permanently, using up that spell slot permanently. You can change your Battlelord spells during reset.
Level 3: Get another Barbarian Stat.
Level 9: Get another Barbarian Stat.

[PC7] Concordant Group Classes


Battlelord Spells

Level # Spell
2 * 1 * +LVL V actions (this is an obvious spell that can be downgraded from a 4th or wished for)
4 1 +LVL TH
4 2 +CL dmg
4 3 +CL AC
4 4 +LVL saves
4 5 +LVL P actions
4 6 +CL*2 max hp
4 7 +CL B actions
4 8 +LVL set Str. Hold Str.
4 9 +LVL set Dex. Hold Dex.
4 10 +LVL set Con. Hold Con.
8 1 +1 iTH with one attack per P action, if your Battlelord level is at least 6 (24 wishes if non-Battlelord)
8 2 +1 idmg with one attack per P action, if your Battlelord level is at least 4 (16 wishes if non-Battlelord)
8 3 +LVL to CL for 4th level Warlord spells
8 4 +CL% iBR (irreducible BlahR = iRMPIR)
8 5 +LVL M actions
8 6 +1 max ihp, if your Battlelord is at least 5 (20 wishes if non-Battlelord)
8 7 +CL C actions
Warlord 2 (12) 1 * +WCL QV actions (infinitely quick V actions) (this is an obvious spell that can be downgraded from a 4th or wished for)
Warlord 4 (14) 1 +WL iTH
Warlord 4 (14) 2 +WCL idmg
Warlord 4 (14) 3 +WCL iAC
Warlord 4 (14) 4 +WL isaves
Warlord 4 (14) 5 +WCL QP actions (infinitely quick P actions)
Warlord 4 (14) 6 +WCL ihp
Warlord 4 (14) 7 +WL X actions
Warlord 4 (14) 8 +25*WCL set Str. Hold Str.
Warlord 4 (14) 9 +25*WCL set Dex. Hold Dex.
Warlord 4 (14) 10 +25*WCL set Con. Hold Con.

[PC7] Concordant Group Classes


Big Bug

Level KXP Bug
123 456 789 ABC
1 0 --1 --1 --- ---
2 8000 --2 --1 --- ---
3 16000 --3 --2 --- ---
4 24000 --4 --2 --- ---
5 32000 --5 --3 --- ---
6 40000 --6 --3 --- ---
7 48000 --7 --4 --- ---
8 56000 --7 --4 --- ---
9 64000 --7 --5 --- ---
10 72000 --7 --5 --- ---
11 80000 --7 --6 --- ---
12 88000 --7 --6 --- ---
13 96000 --7 --7 --- ---
14 104000 --7 --7 --- ---
15 112000 --8 --8 --- ---
16 120000 --8 --8 --- ---
17 128000 --9 --9 --- ---
18 136000 --9 --9 --1 ---
19 144000 --A --A --1 ---
20 152000 --A --A --2 ---
21 160000 --B --B --2 ---
22 168000 --B --B --3 ---
23 176000 --C --C --3 ---
24 184000 --C --C --4 ---
25 192000 --D --D --4 ---
26 200000 --D --D --5 ---
27 208000 --D --D --5 --1
28 216000 --D --D --6 --1
29 224000 --D --D --6 --2
30 232000 --D --D --7 --2
31 240000 --D --D --7 --3
32 248000 --D --D --8 --3
33 256000 --D --D --8 --4
34 264000 --D --D --9 --4
35 272000 --D --D --9 --5
36 280000 --D --D --A --5
TH Saves
PD RS PP BW Sp Fo Re Wi
+2  2  2  2  2  2  2  2  2
+4  4  4  4  4  4  4  4  4
+6  6  6  6  6  6  6  6  6
+8  8  8  8  8  8  8  8  8
+10 10 10 10 10 10 10 10 10
+12 12 12 12 12 12 12 12 12
+14 14 14 14 14 14 14 14 14
+16 16 16 16 16 16 16 16 16
+18 18 18 18 18 18 18 18 18
+20 20 20 20 20 20 20 20 20
+22 22 22 22 22 22 22 22 22
+24 24 24 24 24 24 24 24 24
+26 26 26 26 26 26 26 26 26
+28 28 28 28 28 28 28 28 28
+30 30 30 30 30 30 30 30 30
+32 32 32 32 32 32 32 32 32
+34 34 34 34 34 34 34 34 34
+36 36 36 36 36 36 36 36 36
Requisites: HNCL 36, Str 36, Dex 18, Con 27
Alignment: any
HD/level: &++d20
Weapon Prof.: level
To Hit Table: 2xMon
Save Table: 4xMon
Reference: DM
Groups: Concordant (x2), Technology
 
[X] Section stats
ihp +0
iTH +15
P Save +3
M Save -1
War +2
Rog +0
PPsi +2
Wiz -2
Pri -2
MPsi -1
   
In my universe, Bugs are bizarre alien insect beings, with advanced technology. They have a settlement far north in the Land of Black Ice (Oerth/Greyhawk).
Big Bugs get iTechR (Irreducible Technological Resistance) and iaTechR (Irreducible Anti-Technological Resistance) = 30*level%.
Bugs get 3rd level, 6th level, 9th, and 12th level spells, but not other level numbers. (This is done to make Bug spells be of the proper SL when other classes use a "Wish" type effect to emulate a Bug spell.).
BL = Bug Level (your true level in Bug)
BCL = Bug Caster Level (your level in Bug, plus any Concordant Caster Level shifts).
Gets 2X actions per round.

[PC7] Concordant Group Classes


Brain in a Jar / Living Brain


Level

KXP
Psi
mMG SU

TH
1 0.3 6-- -- --1
2 14.1 7-- -- --1
3 59.2 83- -- --1
4 65.3 94- -- --1
5 589.7 A5- -- --1
6 932.4 B62 -- --1
7 1275.1 C73 -- --1
8 1617.8 D84 -- --1
9 1960.5 E95 -- --1
10 2303.2 FA6 1- --1
11 2645.9 GB7 2- --1
12 2988.6 HC8 3- --1
13 3331.3 ID9 4- --1
14 3674 JEA 5- --1
15 4016.7 KFB 61 --1
16 4359.4 LGC 72 --1
17 4702.1 MHD 83 --1
18 5044.8 NIE 94 --1
19 5387.5 OJF A5 --1
20 5730.2 PKG B6 --1
21 6072.9 QLH C7 --1
22 6415.6 RMI D8 --1
23 6758.3 SNJ E9 --1
24 7101 TOK FA --1
25 7443.7 UPL GB --1
26 7786.4 VQM HC --1
27 8129.1 WRN ID --1
28 8471.8 XSO JE --1
29 8814.5 YTP KF --1
30 9157.2 ZUQ LG --1
31 9499.9 [VR MH --1
32 9842.6 \WS NI --1
33 10185.3 ]XT OJ --1
34 10528 ^YU PK --1
35 10870.7 _ZV QL --1
36 11213.4 `[W RM1 --1
37 22426.8 `[W RM2 --1
38 33640.2 `[W RM3 --1
39 44853.6 `[W RM4 --1
45 112134 `[W RMA --1
54 213054.6 `[W RMJ 1 --1
63 313975.2 `[W RMJ A --1
72 414895.8 `[W RMJ J1 --1
Requisites: Con 19, Int 22, Wis 25, Chr 19
Alignment: L any
HD/level: ½d1
Weapon Prof.: 0
To Hit Table: --1
Reference: DM {Reduced Brain ina a Box}
Groups: Psionicist, Concordant (x1)
Complexity: CF=4
   
Saving Throws:  
PPD: level-2
RSW: level+6
PP: level-2
BW: level-2
Spell: level+6
Fort: level+7
Reflex: level-2
Will: level+9
   
Gets +1M action. You cannot use P actions at all. You have no limbs. You Fly at LVL*3" (D).
Gets Exc Con, Barb Int, Barb Wis, Barb Chr.
Brain a Jar PSPs = LVL*100
Enemies require a +LVL*2 or better weapon to hit you.
You may "material component" psionic powers, by spending 1V action.
Level N (every level): +1 psionic frequency this class can pick from. You do not need to spend research points to learn a frequency.
Level 1 ¶: Can use High Frequency Sampling, treat this as one category higher (if you use a minor, you get a major ability.)
Level 1 ¶: Can use High SL Sampling, treat this as one category higher (if you use a minor, you get a major ability.)

[PC7] Concordant Group Classes


Brass Gnat

Level KXP BrassGnat  [Bug]
123 456 789 [3]
1 0 --2 --- --- [-]
2 6 --3 --- --- [-]
3 12 --4 --- --- [-]
4 24 --5 --- --- [-]
5 48 --6 --- --- [-]
6 96 --7 --- --- [-]
7 192 --8 --- --- [-]
8 384 --9 --1 --- [-]
9 768 --A --2 --- [-]
10 1200 --B --3 --- [-]
11 1800 --C --4 --- [-]
12 2400 --D --5 --- [-]
13 3000 --E --6 --- [-]
14 3600 --F --7 --- [-]
15 4200 --G --8 --- [-]
16 4800 --H --8 --1 [-]
17 5400 --I --9 --2 [-]
18 6000 --J --9 --3 [-]
19 6600 --K --A --4 [-]
20 7200 --L --A --4 [-]
21 7800 --M --B --4 [-]
22 8400 --N --B --5 [-]
23 9000 --O --C --5 [-]
24 9600 --P --C --5 [-]
25 10200 --Q --D --6 [-]
26 10800 --R --D --6 [-]
27 11400 --S --E --6 [1]
28 12000 --T --E --7 [1]
29 12600 --U --F --7 [2]
30 13200 --V --F --7 [2]
31 13800 --W --G --8 [3]
32 14400 --X --G --8 [3]
33 15000 --Y --H --8 [4]
34 15600 --Z --H --9 [4]
35 16200 --[ --I --9 [5]
36 16800 --\ --I --9 [5]
TH Saves
PD RS PP BW Sp Fo Re Wi
+1  1  1  1  1  1  1  1  1
+2  2  2  2  2  2  2  2  2
+3  3  3  3  3  3  3  3  3
+4  4  4  4  4  4  4  4  4
+5  5  5  5  5  5  5  5  5
+6  6  6  6  6  6  6  6  6
+7  7  7  7  7  7  7  7  7
+8  8  8  8  8  8  8  8  8
+9  9  9  9  9  9  9  9  9
+10 10 10 10 10 10 10 10 10
+11 11 11 11 11 11 11 11 11
+12 12 12 12 12 12 12 12 12
+13 13 13 13 13 13 13 13 13
+14 14 14 14 14 14 14 14 14
+15 15 15 15 15 15 15 15 15
+16 16 16 16 16 16 16 16 16
+17 17 17 17 17 17 17 17 17
+18 18 18 18 18 18 18 18 18
Requisites: Str 17, Dex 17, Con 6
Alignment: any
HD/level: & d12
Weapon Prof.: level/2
To Hit Table: Mon
Save Table: 2xMon
Reference: MTG {Reduced Bug}
Groups: Monster, Concordant (x1), Technology
 
In my universe, Brass Gnats are bizarre alien insect beings, with advanced technology. They have a settlement far north in the Land of Black Ice (Oerth/Greyhawk).
 
Gets Brass Gnat spells, see Brass Gnat spell table (next page). Gets Bug spells starting at level 27, see [PC7].
Brass Gnats get 3rd level, 6th level, and 9th level spells, but not other level numbers. (This is done to make Brass Gnat spells be of the proper SL when other classes use a "Wish" type effect to emulate a Brass Gnat spell.).
Brass Gnat spells are resisted using TechR (Technological resistance).
 
Some effects refer to "T" actions. These are "Technological actions". If you somehow have an "E" action, you can convert an E action to a T action.
 
Level 1: TechR (Technological Resistance) and aTechR (Anti-Technological Resistance) = 10*level%.
Level 1: +1T action per round. This can be used for Brass Gnat spells, or technological items (i.e. convert 1T -> 1S only to be used on Tech items).
Level 27: You attack or defend as a x2 being. (toggle this using 1M or 1T action.)

[PC7] Concordant Group Classes


Brass Gnat Spells

Level # Spell
3 1 1M or 1T: 10 dmg 15' radius (Annihilation, centered on you, hole in the middle, no save). Taking this power more than once increases the damage by 10 each time.
3 2 +(LVL+1)/2 T actions per round, only for technological effects (including Brass Gnat spells). This cannot be picked more than once, but different SL versions of this same effect exist, which can be picked (once each).
3 3 1bV+1bP or 1bT+1bP: Get a full P action of attacks against someone you are getting a parting shot against (or) Get a parting shot against someone who is immune to parting shots, or who is blinking away / leaving the group instantaneously. This cannot be picked more than once.
3 4 Charm Resistance (CR) = CL*15%. Picking this a second time gives aCR or NR, a third time gives aCR or NR (the other that you didn't pick), and the fourth time gives aNR.
3 5 When you take this power, pick Radiation, Magic, Psi, or Innate. 1M or 1T: Dispel an effect of the type chosen. Picking this more than once gives you another pick.
3 6 Resist "Chaos", "Colorless", "Wild", and "Wonder" elements/effects (Colorless Fire, Colorless Time, Black Ice, Wild Magic Zones, etc.). Picking this twice gives Double Resist, but third and further picks do nothing.
3 7 Resist Polymorph, Clone, Domination, Teleport Other. Picking this a second time gives Immunity.
3 8 1M or 1T: Duplicate a Psi8 minor ability. (This is resisted using TechR, not PsiR). Picking this twice lets you duplicate Psi16 minors.
3 9 1M or 1T, LVL/d: Raise or lower the Physical Factor (PF) of the area by 1 (min PF = 0, max PF = 11), even if current PF=0. This cannot be picked more than once.
3 10 1M or 1T: Raise or lower the Tech Level of an object by 1 (max Tech Level = N+LVL, where N is the number of times you pick this power).
3 11 When you take this power, pick Radiation, Magic, Psi, or Innate. 1bM or 1bT: Counter an effect of the type chosen. Picking this more than once gives you another pick.
3 12 "Luck" effects doesn't work for anyone within sight. This cannot be picked more than once.
3 13 1N, 1/t: Immune to Head Blown Off or Summoning Sickness. Picking this more than once lets you use this power an additional time per turn.
3 14 When you take this power, pick Radiation, Magic, Psi, or Innate. 1M or 1T: Reverse an effect of the type chosen. (Can cast the effect's reverse within 1 round, even if the reverse is not known.) Picking this more than once gives you another pick.
3 15 1M or 1T: Summon a DL=CL (max DL=6) Alley creature, it has a DL% chance of becoming uncontrolled per segment. Picking this more than once increases the max DL by 1, but never beyond DL=9 in any case.
6 1 1M or 1T: Lower the CL on all effects by 2 in 30' radius (no save, can use ER). Picking this more than once increases the reduction by 2.
6 2 +(LVL+1)/2 T actions per round, only for technological effects (including Brass Gnat spells). This cannot be picked more than once, but different SL versions of this same effect exist, which can be picked (once each).
6 3 Anti-x0/x1 Shell, SL 0-1: Immune to and cannot use 0th-1st SL x0-x1 effects.
6 4 Effects Resistance (ER) = CL*10%. Picking this a second time gives you aER.
6 5 Every other "Going Down a Hole" offense you do not actually go down the Hole. This cannot be picked more than once. (If you somehow get this effect twice, you immediately do down the Deeper Hole.)
6 6 1N, 1/t: Immune to Twilight or draining the MF/PF/TF. Picking this more than once lets you use this an additional time per turn.
6 7 1M or 1T: Duplicate a Psi8 major or Psi16 minor ability. (This is resisted using TechR, not PsiR). Picking this twice lets you duplicate Psi16 majors.
6 8 1bM or 1bT: Counter a x0 or x1 effect. This cannot be picked more than once.
6 9 1bM or 1bT: Counter a counterspell. Picking this a second time gives you "2bM or 2bT: Insist an effect.". This cannot be picked more than twice.
6 10 You shift TechR by CL*5%, not (CL-12)*5%. Your SL=3 Brass Gnat spells do not give TechR at all (but iTechR can be used at half percentage). This cannot be picked more than once.
9 1 1M or 1T: 100 dmg 15' radius (UltraBlack damage, centered on you, hole in the middle, no save), followed by a Put Out of Misery. Taking this power more than once increases the damage by 100 each time, (or) you can use a pick to have the effect followed by Really Put Out of Misery (and again for Beast of Xvim).
9 2 1M, 1/t: Do the T-Bear "Randomly pull an item from 20th century Earth" effect. Each time you use this power, previously pulled items disappear. Picking this more than once lets you do it an extra time per turn (and lets you have an additional item kept at the same time).
9 3 Immune to NPC status. 1M or 1T: Dust of Disappearance or Dust of Appearance.
9 4 1Z, eat a Larva, TechL 18+ item you control, or a DL 9+ item you control: Reset.
9 5 When you take this power, pick Radiation, Magic, Psi, or Innate. 1bM or 1bT: Capital O Object an effect of the type chosen. Picking this more than once gives you another pick.
9 6 You may convert 2T -> 1QT as much a you like. Picking this more than once lets you convert to quicker types (second pick: 2QT -> 1QQT; third pick: 2QQT -> 1QQQT; etc.).
9 7 1M or 1T: Duplicate a Psi8 grand or Psi16 major ability. (This is resisted using TechR, not PsiR). Picking this twice lets you duplicate Psi16 grands.
Bug 3 (13) 1 1M: Annihilation 30' radius (save vs. PPD at -BL*10), from 30' to 60' radius take a Destruction (save vs. PPD)
Bug 3 (13) 2 +BCL "Bug" actions per round, only for technological effects, convert a "Bug" action to a QQS or an OppS
Bug 3 (13) 3 1V: Successfully chase someone who Escaped (using Psi6G or whatever) or is Gone (to pocket dimension)
Bug 3 (13) 4 Concordant-Based Spirit Resistance (cXR) = BL*15% (shift downwards by 5% per Concordant CL over 12)
Bug 3 (13) 5 1M: Dispel Concordant effect (or) reduce the multiplier of a Godly effect by x1 (no resistance, no ER, no aXR/aGR)
Bug 3 (13) 6 Immune to "Colorless" and "Wild" elements/effects (Colorless Fire, Colorless Time, Black Ice, Wild Magic Zones, etc.)
Bug 3 (13) 7 DNA Stable (cannot be scrambled/erased/et al.); Immune to Clone Insanity, Pawned, Home Plane Change
Bug 3 (13) 8 1M: Duplicate a Psi8 or Psi16 minor, major, or grand ability. (This is resisted using XR, not TechR)
Bug 3 (13) 9 1M: Raise or lower the Physical Factor (PF) of the area by BCL (min PF = 0, max PF = 10+BL), even if current PF=0
Bug 3 (13) 10 1M: Raise or lower the Tech Level of an object by BCL (max Tech Level = 20+BL*2)
Bug 3 (13) 11 1M, can borrow from future: Counter a Concordant or XR-based effect
Bug 3 (13) 12 The "Lady's Smile" effect doesn't work for anyone within sight
Bug 3 (13) 13 May "Mental Fury" or "Step Out of It" without being "Crapped" at the end.
Bug 3 (13) 14 1M: Reverse Concordant (can cast a Concordant effect's reverse within 1 round, even if the reverse is not known)
Bug 3 (13) 15 Summon all creatures from all Alleys within BL*100 feet of current location; Alley Effect extends to where you are

[PC7] Concordant Group Classes


Bug

Level KXP Bug
123 456 789
1 0 --1 --- ---
2 6000 --2 --- ---
3 12000 --3 --- ---
4 18000 --4 --- ---
5 24000 --5 --- ---
6 30000 --6 --- ---
7 36000 --7 --- ---
8 42000 --7 --1 ---
9 48000 --7 --2 ---
10 54000 --7 --3 ---
11 60000 --7 --4 ---
12 66000 --7 --5 ---
13 72000 --7 --6 ---
14 78000 --7 --7 ---
15 84000 --8 --7 ---
16 90000 --8 --8 ---
17 96000 --9 --8 ---
18 102000 --9 --9 ---
19 108000 --A --9 ---
20 114000 --A --A ---
21 120000 --B --A ---
22 126000 --B --B ---
23 132000 --C --B ---
24 138000 --C --C ---
25 144000 --D --C ---
26 150000 --D --D ---
27 156000 --D --D --1
28 162000 --D --D --2
29 168000 --D --D --3
30 174000 --D --D --4
31 180000 --D --D --5
32 186000 --D --D --6
33 192000 --D --D --7
34 198000 --D --D --8
35 204000 --D --D --9
36 210000 --D --D --A
TH Saves
PD RS PP BW Sp Fo Re Wi
+1  1  1  1  1  1  1  1  1
+2  3  3  3  3  3  3  3  3
+3  4  4  4  4  4  4  4  4
+4  6  6  6  6  6  6  6  6
+5  7  7  7  7  7  7  7  7
+6  9  9  9  9  9  9  9  9
+7 10 10 10 10 10 10 10 10
+8 12 12 12 12 12 12 12 12
+9 13 13 13 13 13 13 13 13
+10 15 15 15 15 15 15 15 15
+11 16 16 16 16 16 16 16 16
+12 18 18 18 18 18 18 18 18
+13 19 19 19 19 19 19 19 19
+14 21 21 21 21 21 21 21 21
+15 22 22 22 22 22 22 22 22
+16 24 24 24 24 24 24 24 24
+17 25 25 25 25 25 25 25 25
+18 27 27 27 27 27 27 27 27
Requisites: HNCL 27, Str 18, Dex 18, Con 9
Alignment: any
HD/level: &+d12
Weapon Prof.: level/2
To Hit Table: Mon
Save Table: 3xMon
Reference: DM
Groups: Concordant (x2), Technology
 
[X] Section stats
ihp -1
iTH +10
P Save +2
M Save -1
War +1
Rog +1
PPsi +1
Wiz -1
Pri -1
MPsi +0
   
In my universe, Bugs are bizarre alien insect beings, with advanced technology. They have a settlement far north in the Land of Black Ice (Oerth/Greyhawk).
Bugs get iTechR (Irreducible Technological Resistance) and iaTechR (Irreducible Anti-Technological Resistance) = 20*level%.
Bugs get 3rd level, 6th level, and 9th level spells, but not other level numbers. (This is done to make Bug spells be of the proper SL when other classes use a "Wish" type effect to emulate a Bug spell.).
BL = Bug Level (your true level in Bug)
BCL = Bug Caster Level (your level in Bug, plus any Concordant Caster Level shifts).
Gets 1X action per round.

[PC7] Concordant Group Classes


Bug Spells

Level # Spell
3 1 1M: Annihilation 30' radius (save vs. PPD at -BL*10), from 30' to 60' radius take a Destruction (save vs. PPD)
3 2 +BCL "Bug" actions per round, only for technological effects, convert a "Bug" action to a QQS or an OppS
3 3 1V: Successfully chase someone who Escaped (using Psi6G or whatever) or is Gone (to pocket dimension)
3 4 Concordant-Based Spirit Resistance (cXR) = BL*15% (shift downwards by 5% per Concordant CL over 12)
3 5 1M: Dispel Concordant effect (or) reduce the multiplier of a Godly effect by x1 (no resistance, no ER, no aXR/aGR)
3 6 Immune to "Colorless" and "Wild" elements/effects (Colorless Fire, Colorless Time, Black Ice, Wild Magic Zones, etc.)
3 7 DNA Stable (cannot be scrambled/erased/et al.); Immune to Clone Insanity, Pawned, Home Plane Change
3 8 1M: Duplicate a Psi8 or Psi16 minor, major, or grand ability. (This is resisted using XR, not TechR)
3 9 1M: Raise or lower the Physical Factor (PF) of the area by BCL (min PF = 0, max PF = 10+BL), even if current PF=0
3 10 1M: Raise or lower the Tech Level of an object by BCL (max Tech Level = 20+BL*2)
3 11 1M, can borrow from future: Counter a Concordant or XR-based effect
3 12 The "Lady's Smile" effect doesn't work for anyone within sight
3 13 May "Mental Fury" or "Step Out of It" without being "Crapped" at the end.
3 14 1M: Reverse Concordant (can cast a Concordant effect's reverse within 1 round, even if the reverse is not known)
3 15 Summon all creatures from all Alleys within BL*100 feet of current location; Alley Effect extends to where you are
6 1 1M: Lower Multiplier by 2 in 30' radius (no save, can use XR); from 30' to 60' radius lose only 1 multiplier
6 2 Anti-Concordant Shell: Immune to and cannot use 0th and 1st level Concordant effects
6 3 Concordant-Based Anti-Spirit Resistance (caXR) = BL*10% (shift downwards by 5% per Concordant CL over 12)
6 4 Immune to Going Down a Hole, which does not harm you in any way (you don't go down the Deeper Hole)
6 5 Immune to Twilighting and draining the MF/PF/TF (unless you want to be twilighted or drain the factors, of course!)
6 6 1M: Duplicate a Psi8 or Psi16 minor, major, grand, super, or ultra ability. (This is resisted using XR, not TechR)
6 7 1M, can borrow from future: Capital O Object an effect (it is countered completely unless Insisted)
6 8 1M, can borrow from future: Capital I Insist an effect (an effect that was Objected to still resolves)
6 9 Your concordant effects do not allow XR (including irreducible XR), GR can still be used
9 1 1M: Pixelate 30' radius (no resistance); from 30' to 60' are removed from multiverse (not quite as bad as pixelated!)
9 2 Get a random TechF=BL*2 item off the Capital S Shelf (treat as a x[1d8+2] Artifact)
9 3 Immune Pixelation, Inverse Pixelation; Completely undetectable to Originators & PreAscended Ones (unless attack)
9 4 1Z, eat a Barney'd god within sight: Get a true (natural) Reset
9 5 1M: Capital R Really Object to an Insisted effect (an Insisted effect is countered, there is no further response to this)
9 6 Action Fury: 1/d: All your action types are fully Quick and Opposing (infinite number of "Q" and "Opp" modifiers) for 1r
12 1 (73-BL) X actions: Banhammer or Un-Banhammer an effect in the area
12 2 Erase yourself from the chalkboard, pixelate your PC/NPC/MPC cod piece, remove your character slot from the campaign: Really Capital I Insist a non-Concordant effect of SL 0-2 (no School/Sphere Robe effects)
12 3 1X: Ultrablack Gate

[PC7] Concordant Group Classes


Captain (SFB)

Level KXP Captain [LO]
123 45 [1]
1 0 1-- -- [-]
2 5 2-- -- [-]
3 10 3-- -- [-]
4 20 31- -- [-]
5 40 32- -- [-]
6 80 42- -- [-]
7 160 421 -- [-]
8 320 431 -- [-]
9 640 432 -- [-]
10 1280 432 1- [-]
11 2500 542 1- [-]
12 2800 543 2- [-]
13 3100 543 21 [-]
14 3400 543 22 [-]
15 3700 543 32 [-]
16 4000 543 33 [-]
17 4300 544 33 [-]
18 4600 544 43 [-]
19 4900 544 44 [-]
20 5200 554 44 [-]
21 5500 555 44 [-]
22 5800 555 54 [-]
23 6100 555 55 [-]
24 6400 655 55 [-]
25 6700 665 55 [-]
26 7000 666 55 [-]
27 7300 666 65 [1]
28 7600 666 66 [1]
29 7900 766 66 [2]
30 8200 776 66 [2]
31 8500 777 66 [3]
32 8800 777 76 [3]
33 9100 777 77 [4]
34 9400 877 77 [4]
35 9700 887 77 [5]
36 10000 888 77 [5]
TH Saves
PD RS PP BW Sp Fo Re Wi
+0  4  2  3  1  1  1  1  0
+1  5  2  4  2  1  1  1  0
+2  5  3  4  3  2  2  2  1
+3  6  4  5  4  3  2  2  1
+4  7  5  6  5  4  3  2  1
+5  8  5  7  6  4  3  3  2
+6  8  6  7  7  5  4  3  2
+7  9  7  8  8  6  4  4  2
+8 10  8  9  9  7  5  4  3
+9 11  8 10 10  7  5  4  3
+10 11  9 10 11  8  6  5  3
+11 12 10 11 12  9  6  5  4
+12 13 11 12 13 10  7  6  4
+13 14 11 13 14 10  7  6  4
+14 14 12 13 14 11  8  6  5
+15 14 12 14 14 11  8  7  5
+16 14 13 14 14 12  9  7  5
+17 15 13 14 14 12  9  8  6
Requisites: Str 9, Dex 9, Con 13, Int 16,
Wis 13, Chr 16
Alignment: any
HD/level: d10
Weapon Prof.: 6+level/2
To Hit Table: War
Save Table: War
Reference: SFB {Reduced Legendary Officer}
Groups: Warrior, Concordant (x1), Technology
 
See next page for spells. Can cast Legendary Officer spells (of 20 Captain Points) starting at level 27. For now, you can think of these as 1st level x2 Concordant spells, and I have listed them as such.
Some of these abilities don't do much unless you have another class. For example, several deal with your summons, to use them you need a way of summoning something.
This class (of course) gets "All Warrior" abilities, such as the ability to weapon specialize (as a Warrior).

[PC7] Concordant Group Classes


Captain (SFB) Spells

Level Field Spell
1 Command Can identify and operate any TechL=LVL or lower technological device.
1 Defense Can interpose self in front of any and everyone in your group, you take double damage though
1 Engineering Your items that use charges use only half the number of charges (retain fractions)
1 Helm/Nav. 0, while moving: Leave a group without generating any parting shots.
1 Medic 1P, 1/d: Deal 1 idmg to a target with at least 1 max ihp (his current hp total can be lower)
1 Pers.Combat Your summons gain XP (possibly levels) in the dungeon.
1 Psionic 1M, 1/t: Target charmed creature is a friend and will not betray you, don't need the charm effect.
1 Science Eidetic Memory, can "download" your thoughts/memories to computers
1 Weapons No range penalties; Can shoot bows in your group without penalty
2 Command Your summons and familiars can never betray you, regardless of what happens.
2 Defense If you set off a Trap or Trick, there is a 50% chance it will fizzle and do nothing (and is removed)
2 Engineering You can trade spells between your spell progressions and PSPs between psionic pools.
2 Helm/Nav. Can move in reverse as fast as you can move forward.
2 Medic 0, 1/r: Cure or Cause 1d6 hp to one target
2 Pers.Combat Need not breathe; Fly LVL" (C)
2 Psionic 1M, 1V, 1/t: Move to another group. You are simultaneously in 2 groups (your old and your new)
2 Science Troll-like regen 1 hp/s; True Seeing; Far Seeing (Eagle Eye Vision)
2 Weapons 0, 2 attacks with a weapon: Do 1 attack, it is Permanent hp of damage
3 Command 1N, 1/d: Remove a Hold, Stun, Paralysis, Domination, or Magic Jar effect on yourself.
3 Defense 1N, 1/t: Put an effect back up that you just dropped for a 0 action (has to be done within 1r).
3 Engineering 0 or 1D, 1/t: Ignore a Sharpness or Vorpal effect.
3 Helm/Nav. Roll 1d6+6 for initiative instead of 1d12.
3 Medic 0, 2 attacks with a weapon: Do 1 attack, if hits, causes 1d3 negative levels (no save)
3 Pers.Combat Your summons have "1S: 10*LVL damage (random element) to 1 target." (LVL=your level)
3 Psionic You are allowed to have 2 of the same familiar or Specialty God pick, they fully stack
3 Science You get the opportunity to use an extra action in response to a nasty effect; Resist Time
3 Weapons 0: Ignore the phrase "Cannot be targetted" for someone.
4 Command Charm spells cannot be used by enemies in the room (x1 Special)
4 Defense Immune Telekinesis
4 Engineering You can sell items anywhere, divide price by 1d6. You can buy normal items anywhere.
4 Helm/Nav. You have a 50% chance of taking only half damage from gross effects (like fireballs)
4 Medic Grant a person one Captain spell slot you have (any SL).
4 Pers.Combat 1V, 1/d: Counter an effect that would cause someone to kill themself.
4 Psionic You have two hit point totals, your second hp total is 10, need both to drop before dropping
4 Science 1M, 1/d: Research a new spell using the spell research rules (doesn't cost Background Pts.)
4 Weapons Roll 1d30-5 or 1d10+5 to hit (your choice; <=1 is auto-miss, >=20 is auto-hit)
5 Command Wishoid for two SL 1-4 Concordant (x1) spells.
5 Defense Your shields (items) protect you all-around (this lets you effectively wear a shield on the back).
5 Engineering 1N, 1/reset: Retroactively buy a magic item from the magic shop.
5 Helm/Nav. Immune Boulders, Gas, Space-Time Discontinuities
5 Medic 0, 1/d: Mass Heal
5 Pers.Combat 0, 1/t: Set a trap that does 35 damage to a group if anyone tries to enter or leave
5 Psionic Immune to the weird psionic effects of the T'kan Energy Barrier
5 Science Considered 1 multiplier higher with one specific effect (by name)
5 Weapons You are allowed to backstab a target twice, backstabbing costs ½0 action to use.
L.O. 1 (11) Command Can lie even under Detect Lie / Truthear / Ring of Truth; 1M: Force someone to roll a (100-Wis)% chance they will believe what you say, no matter how outrageous.
L.O. 1 (11) Defense 0, 1/t: One of your BlahR's can be used as another BlahR type, you can't use X or G, but any number of a's in front are allowed.
L.O. 1 (11) Engineering Resist damage, Resist all [C] section effects, Resist beneficial healing effects (can't choose to "not use" this resistance, you can drop this entire effect with 1F action)
L.O. 1 (11) Helm/Nav. ¼V: Move from one group to another group within LVL feet
L.O. 1 (11) Medic 0, 1/r: Cureall
L.O. 1 (11) Pers.Combat 1M, 1/d: Call a level=LVL/2 Beast Rider mount for yourself.
L.O. 1 (11) Psionic 1M: Clairvoyance+Clairaudience+Clairnasience, same plane, doesn't cause "ears burning"
L.O. 1 (11) Science You can physically attack even while under Sanctuary / Pro. Evil / Astral Projection / etc., the effect doesn't "see" that you attacked (and isn't reduced)
L.O. 1 (11) Weapons Ignore WR, iWR, aWR, iaWR, +needed to hit, DR, iDR, displacement, planar displacement, pro. weapons, immunity to matter, skins of all types, inertial barrier

[PC7] Concordant Group Classes


Champion5

Level KXP Bug
123 456 789
1 0 --1 --- ---
2 1000 --2 --- ---
3 2000 --3 --- ---
4 3000 --4 --- ---
5 4000 --5 --- ---
6 5000 --6 --- ---
7 6000 --7 --- ---
8 7000 --7 --1 ---
9 8000 --7 --2 ---
10 9000 --7 --3 ---
11 10000 --7 --4 ---
12 11000 --7 --5 ---
13 12000 --7 --6 ---
14 13000 --7 --7 ---
15 14000 --8 --7 ---
16 15000 --8 --8 ---
17 16000 --9 --8 ---
18 17000 --9 --9 ---
19 18000 --A --9 ---
20 19000 --A --A ---
21 20000 --B --A ---
22 21000 --B --B ---
23 22000 --C --B ---
24 23000 --C --C ---
25 24000 --D --C ---
26 25000 --D --D ---
27 26000 --D --D --1
28 27000 --D --D --2
29 28000 --D --D --3
30 29000 --D --D --4
31 30000 --D --D --5
32 31000 --D --D --6
33 32000 --D --D --7
34 33000 --D --D --8
35 34000 --D --D --9
36 35000 --D --D --A
TH Saves
PD RS PP BW Sp Fo Re Wi
+4 19 19 19 19 19 19 19 19
+9 20 20 20 20 20 20 20 20
+14 21 21 21 21 21 21 21 21
+19 22 22 22 22 22 22 22 22
+24 23 23 23 23 23 23 23 23
+29 24 24 24 24 24 24 24 24
+34 25 25 25 25 25 25 25 25
+39 26 26 26 26 26 26 26 26
+44 27 27 27 27 27 27 27 27
+49 28 28 28 28 28 28 28 28
+54 29 29 29 29 29 29 29 29
+59 30 30 30 30 30 30 30 30
+64 31 31 31 31 31 31 31 31
+69 32 32 32 32 32 32 32 32
+74 33 33 33 33 33 33 33 33
+79 34 34 34 34 34 34 34 34
+84 35 35 35 35 35 35 35 35
+89 36 36 36 36 36 36 36 36
Requisites: Chr 24, HNCL 18
Alignment: any
HD/level: &d100
Weapon Prof.: level*2
To Hit Table: 5xWar
Save Table: Conc
Reference: DM
Groups: Concordant (x2)
 
[X] Section stats
ihp  
iTH  
P Save  
M Save  
War  
Rog  
PPsi  
Wiz  
Pri  
MPsi  
   
(Abilities unknown)

[PC7] Concordant Group Classes


Charonodaemon5

Level KXP Wiz:Enc/Cha
123 456 789
1 6.6 (owe) 1-- --- ---
2 9.9 2-- --- ---
3 13.2 21- --- ---
4 19.8 22- --- ---
5 33 221 --- ---
6 59.4 222 --- ---
7 112.2 322 1-- ---
8 217.8 332 2-- ---
9 323.4 333 21- ---
10 429 333 32- ---
11 633.6 433 321 ---
12 1000 444 321 ---
13 1250 444 322 ---
14 1500 444 432 ---
15 1750 544 432 1--
16 2000 555 432 2--
17 2250 655 443 2--
18 2500 655 443 21-
19 2750 655 543 22-
20 3000 655 544 32-
21 3250 655 544 321
22 3500 665 554 322
23 3750 666 654 332
24 4000 776 655 432
25 4250 776 655 443
26 4500 777 665 543
27 4750 777 665 554
28 5000 887 666 654
29 5250 887 776 655
30 5500 888 777 665
31 5750 888 777 766
32 6000 988 887 776
33 6250 999 888 777
34 6500 999 988 887
35 6750 999 999 888
36 7000 999 999 999
TH Saves
PD RS PP BW Sp Fo Re Wi
+3  1  1  1  1  1  1  1  1
+4  2  2  2  2  2  2  2  2
+5  2  2  2  2  2  2  2  2
+6  3  3  3  3  3  3  3  3
+7  3  3  3  3  3  3  3  3
+8  4  4  4  4  4  4  4  4
+9  4  4  4  4  4  4  4  4
+10  5  5  5  5  5  5  5  5
+11  5  5  5  5  5  5  5  5
+12  6  6  6  6  6  6  6  6
+13  6  6  6  6  6  6  6  6
+14  7  7  7  7  7  7  7  7
+15  7  7  7  7  7  7  7  7
+16  8  8  8  8  8  8  8  8
+17  8  8  8  8  8  8  8  8
+18  9  9  9  9  9  9  9  9
+19  9  9  9  9  9  9  9  9
+20 10 10 10 10 10 10 10 10
Requisites: Str 7, Dex 5, Con 12, Int 19, Wis 19
Alignment: NE
HD/level: & ++d12
Weapon Prof.: 6+/2
To Hit Table: Mon +2 levels
Save Table: Mon +2 levels
Reference: DM
Groups: Monster, Concordant (x1), Planar
 
Can cast Wizard Enchantment/Charm spells. Doesn't get a stat bonus to progression.
Can weapon specialize using Non-War column.
Levels Pick Description
Level 1-3: A Half of your weapon dmg is vile dmg (perm hp)
B Immune to Forget / Mental Surgery / Feeblemind / Insanity / *Forget* (River Styx)
C Pass Without Trace; 1M: Do not generate "?" in dungeon; 1M: Find the Path
D Your unarmed attacks cause 1d4 stat damage (random stats, no save, aNR to resist)
E Double Resist Fire, Unholy Fire, Water, Unholy Water, Wood, Cold
Level 4: Pick two from: Charonodaemon5 Level 1-3, Bringer5 Level 1-3, or Psi-6E/Psi6E minor
Level 5-7: F Troll-like regen LVL hp/s
G 1M: Remove forbiddance zone, holy status of area, spoil holy water & good shrines
H Eye's M, Gaze: Target saves or is petrified to ice (PP save for LVL^2 ice dmg, IR to resist)
I Your unarmed attacks cause 1 level of energy drain (no save, aNR to resist)
J 1M: Power Word Blind (hp limit = LVL^2, includes a stun)
Level 8: Pick two from: Charonodaemon5 Level 5-7, Bringer Level 5-7, or Psi-6E/Psi6E major
Level 9-12: K 1bM: "Phased out" this r, pass through obj, no affecting real things
L 1M: Plane Shift or Plane Shift Other (Spell save)
M 1M: Summon Evil Outer Planar DL=LVL/2
N 66F, 1/reset, spend 33 energy drains you've absorbed, eat a larva: +1 level in this class
O Double Resist Acid, Lightning, Poison, Salt, Shards, Steam
Level 13: Pick two from: Charonodaemon5 Level 9-12, Bringer5 Level 9-12, or Psi-6E/Psi6E grand

[PC7] Concordant Group Classes


Clerical Elemental2

Level KXP ClrEle2
123
1 2925 1--
2 3150 2--
3 3375 3--
4 3600 4--
5 3825 5--
6 4050 6--
7 4275 7--
8 4500 8--
9 4725 9--
10 4950 91-
11 5175 92-
12 5400 93-
13 5625 94-
14 5850 95-
15 6075 96-
16 6300 97-
17 8000 98-
18 10000 99-
19 13000 AA-
20 17000 AA1
21 22000 AA2
22 28000 AA3
23 35000 AA4
24 43000 AA5
25 52000 AA6
26 62000 AA7
27 73000 AA8
28 85000 AA9
29 98000 AAA
30 112000 AAA
31 127000 AAA
32 143000 AAA
33 160000 AAA
34 178000 AAA
35 197000 AAA
36 217000 AAA
TH Saves
PD RS PP BW Sp Fo Re Wi
+1 19 19 19 19 19 19 19 19
+2 20 20 20 20 20 20 20 20
+3 21 21 21 21 21 21 21 21
+4 22 22 22 22 22 22 22 22
+5 23 23 23 23 23 23 23 23
+6 24 24 24 24 24 24 24 24
+7 25 25 25 25 25 25 25 25
+8 26 26 26 26 26 26 26 26
+9 27 27 27 27 27 27 27 27
+10 28 28 28 28 28 28 28 28
+11 29 29 29 29 29 29 29 29
+12 30 30 30 30 30 30 30 30
+13 31 31 31 31 31 31 31 31
+14 32 32 32 32 32 32 32 32
+15 33 33 33 33 33 33 33 33
+16 34 34 34 34 34 34 34 34
+17 35 35 35 35 35 35 35 35
+18 36 36 36 36 36 36 36 36
Requisites: Priest level 21 or HNCL 30, Str 20, Con 16, Wis 20, Chr 12
Alignment: any
HD/level: & 8d8
Weapon Prof.: 0+level/3
To Hit Table: Mon
Save Table: Conc
Reference: DSDK2
Groups: Concordant (x2)
 
[X] Section stats
ihp +4
iTH +10
P Save +1
M Save +2
War +0
Rog +0
PPsi +1
Wiz +0
Pri +1
MPsi -1
   
Gets Barbarian Wis and Con bonus.
Gets an X action.
You stop aging mentally and physically, and are immune to aging.
Immune to all Elements and Eelements of any E / EE factor.
Can move through solid objects made of any element as if it was air.
0: Switch elemental composition of yourself to another element or a mix of up to LVL elements.
Sphere robe (-1 SL) in Elemental sphere.
If you have a Priest progression, add (Super) Str bonus to it. This is in addition to any other bonuses you may have (e.g. you might end up with Wis and Str bonus).
If you have Psi2 powers, you may "Material Component" them for 1V action.
CCL is Concordant Caster Level; i.e. your Clerical Elemental Level plus any Concordant Caster Level shifts. If you do not have the Clerical Elemental class (presumably you're "wishing" for the powers), your CCL=(highest Concordant Level + Concordant Caster Level shifts) / 2.

[PC7] Concordant Group Classes


Clerical Elemental2 Spells

Level # Spell
1 1 Sphere robe in CCL spheres. If you pick Elemental, you are double Sphere robed (-2 SL).
1 2 Priest spells (and material componenting) cost half the number of actions in CCL spheres.
1 3 Your Priest spells are resisted using XR instead of MR.
1 4 You may double material component Priest spells by using +1V action.
1 5 ½0 (half of a zero action): Shift composition of a spell, power, or existing effect (that has an element/eelement) to any element/eelement.
1 6 +CCL "Level:" picks from Priest group of your HNCL+CCL or lower.
1 7 +CCL*2 Minors in Psi15 or Psi(-15). Can convert 2 Minor -> 1 Major, 2 Major -> 1 Grand, 2 Grand -> 1 Super.
1 8 +CCL^2 unarmed TH and damage, +CCL to # attacks unarmed, it is of an unusual element (can change with each punch)
1 9 With unarmed attacks: ignore stoneskins, ironskins, uberskins, WR, iWR, DR, +blah weapon needed, displaced, inertial barrier
1 10 ½X: Cureall self and Shapechange self.
2 1 Can spend N Priest spells in memorization to get N times the resultant effect.
2 2 All the "-" (dashes) in your Priest progressions are 0's. (You may also upgrade lower-case letters to 0's).
2 3 +CCL-9 Specialty Priest picks. Can pick from any pantheon.
2 4 You may have CCL-8 Artificial Resets per Natural Reset.
2 5 Can turn Elementals. Automatically "T" or "D" any x0-x1 Golems or Elementals. Roll 1d12 *groups* affected instead of individuals.
2 6 1X: +2QQQQQQQQM this segment (that's eight Q's for the record)
2 7 The "Unusual Materials" table is considered Semi-Elements for you; you can be composed of up to CCL-9 of those materials at the same time
2 8 ½bX: Cureall and Shapechange (self or other).
3 1 Add a "-" off the chart on the right side of your Priest progressions. (It is a "0" if you have the "dashes" power on SL=2 of this chart)
3 2 Everyone in your party may use D actions, even if D actions are Banhammered or Pixelated.
3 3 2X: Cast a Wis-based [X] section power, with SL=3 (or SL=13 in the older copies of [X] that were SL=11 based).
3 4 Your Priest spells are resisted using GR instead of MR (or XR).
3 5 +CCL-19 lines of text from Priest group class descriptions, these are non-Level: picks or things that are normally non-pickable.
3 6 You can summon, control, and comprehend Elementals of any DL, even past DL X. (Assuming you have sufficient spells to do so.)
3 7 1X: Natural Reset one target.

[PC7] Concordant Group Classes


Combatlord

Level KXP Battlelord Warlord
123 456 78 [24]
1 0 -1- --- -- [--]
2 1.5 --- 1-- -- [--]
3 4.5 --- 2-- -- [--]
4 13.5 --- 3-- -- [--]
5 40.5 --- 3-- -½ [--]
6 121.5 --- 3-- -1 [--]
7 364.5 --- 4-- -1 [--]
8 750 --- 4-- -2 [--]
9 1350 --- 5-- -2 [--]
10 1950 --- 5-- -3 [--]
11 2550 --- 6-- -3 [--]
12 3150 --- 6-- -4 [--]
13 3750 --- 7-- -4 [--]
14 4350 --- 7-- -5 [--]
15 4950 --- 8-- -5 [--]
16 5550 --- 8-- -6 [--]
17 6150 --- 9-- -6 [--]
18 6750 --- 9-- -6 [½-]
19 7350 --- 9-- -6 [1-]
20 7950 --- A-- -6 [1-]
21 8550 --- A-- -7 [1-]
22 9150 --- A-- -7 [1½]
23 9750 --- A-- -7 [11]
24 10350 --- A-- -8 [11]
25 10950 --- A-- -8 [12]
26 11550 --- A-- -9 [12]
27 12150 --- A-- -9 [13]
28 12750 --- A-- -A [13]
29 13350 --- A-- -A [14]
30 13950 --- A-- -A [-2]
31 14550 --- A-- -A [-2]
32 15150 --- A-- -A [-3]
33 15750 --- A-- -A [-3]
34 16350 --- A-- -A [-4]
35 16950 --- A-- -A [-4]
36 17550 --- A-- -A [-5]
TH Saves
PD RS PP BW Sp Fo Re Wi
+1  4  2  3  1  1  1  1  0
+3  5  2  4  2  1  1  1  0
+5  5  3  4  3  2  2  2  1
+7  6  4  5  4  3  2  2  1
+9  7  5  6  5  4  3  2  1
+11  8  5  7  6  4  3  3  2
+13  8  6  7  7  5  4  3  2
+15  9  7  8  8  6  4  4  2
+17 10  8  9  9  7  5  4  3
+19 11  8 10 10  7  5  4  3
+21 11  9 10 11  8  6  5  3
+23 12 10 11 12  9  6  5  4
+25 13 11 12 13 10  7  6  4
+27 14 11 13 14 10  7  6  4
+29 14 12 13 14 11  8  6  5
+31 14 12 14 14 11  8  7  5
+33 14 13 14 14 12  9  7  5
+35 15 13 14 14 12  9  8  6
Requisites: Str 23, Dex 17, Con 19,
Class slots 3
Alignment: any
HD/level: & 2d4
Weapon Prof.: 7+level
To Hit Table: 2xWar
Save Table: War
Reference: DM {Reduced Warlord}
Groups: Warrior, Concordant (x1)
 
Gets Extra-Barbarian Str, Dex, or Con. [ bonus = (Stat-16)*5/2 ]
Combatlords get 2nd, 4th, and 8th level spells, but not other level numbers. (This is done to make Battlelord spells be of the proper SL when other classes use a "Wish" type effect to emulate a Battlelord spell.). They also get Warlord spells starting at level 18.
There are three places where the spell progression is listed as "½". This is not half a spell, this is a spell at 1/2 your CL or LVL for effectiveness (round down).
Battlelord spells are selected once. You pick them, cast them (using 1M) and they do their effect permanently, using up that spell slot permanently. You can change your Battlelord spells during reset.
Level 2: Get another Extra-Barbarian Stat.
Level 7: Get another Extra-Barbarian Stat.

[PC7] Concordant Group Classes


Battlelord Spells

Level # Spell
2 * 1 * +LVL V actions (this is an obvious spell that can be downgraded from a 4th or wished for)
4 1 +LVL TH
4 2 +CL dmg
4 3 +CL AC
4 4 +LVL saves
4 5 +LVL P actions
4 6 +CL*2 max hp
4 7 +CL B actions
4 8 +LVL set Str. Hold Str.
4 9 +LVL set Dex. Hold Dex.
4 10 +LVL set Con. Hold Con.
8 1 +1 iTH with one attack per P action, if your Battlelord level is at least 6 (24 wishes if non-Battlelord)
8 2 +1 idmg with one attack per P action, if your Battlelord level is at least 4 (16 wishes if non-Battlelord)
8 3 +LVL to CL for 4th level Warlord spells
8 4 +CL% iBR (irreducible BlahR = iRMPIR)
8 5 +LVL M actions
8 6 +1 max ihp, if your Battlelord is at least 5 (20 wishes if non-Battlelord)
8 7 +CL C actions
Warlord 2 (12) 1 * +WCL QV actions (infinitely quick V actions) (this is an obvious spell that can be downgraded from a 4th or wished for)
Warlord 4 (14) 1 +WL iTH
Warlord 4 (14) 2 +WCL idmg
Warlord 4 (14) 3 +WCL iAC
Warlord 4 (14) 4 +WL isaves
Warlord 4 (14) 5 +WCL QP actions (infinitely quick P actions)
Warlord 4 (14) 6 +WCL ihp
Warlord 4 (14) 7 +WL X actions
Warlord 4 (14) 8 +25*WCL set Str. Hold Str.
Warlord 4 (14) 9 +25*WCL set Dex. Hold Dex.
Warlord 4 (14) 10 +25*WCL set Con. Hold Con.

[PC7] Concordant Group Classes


Concordant Dabbler

Level KXP Conc
1
1 0 2
2 3 4
3 9 6
4 21 8
5 45 10
6 93 12
7 141 14
8 189 16
9 285 18
10 400 20
11 700 22
12 1000 24
13 1300 26
14 1600 28
15 1900 30
16 2200 32
17 2500 34
18 2800 36
19 3100 38
20 3400 40
21 3700 42
22 4000 44
23 4300 46
24 4600 48
25 4900 50
26 5200 52
27 5500 54
28 5800 56
29 6100 58
30 6400 60
31 6700 62
32 7000 64
33 7300 66
34 7600 68
35 7900 70
36 8200 72
TH Saves
PD RS PP BW Sp Fo Re Wi
+1 & +1 (all)
+2 & +2 (all)
+3 & +3 (all)
+4 & +4 (all)
+5 & +5 (all)
+6 & +6 (all)
+7 & +7 (all)
+8 & +8 (all)
+9 & +9 (all)
+10 & +10 (all)
+11 & +11 (all)
+12 & +12 (all)
+13 & +13 (all)
+14 & +14 (all)
+15 & +15 (all)
+16 & +16 (all)
+17 & +17 (all)
+18 & +18 (all)
Requisites: Chr 20
Alignment: any
HD/level: d7
Weapon Prof.: 2+level/2
To Hit Table: Mon
Save Table: & 2xMon
Reference: DM {Reduced Demigod Dabbler}
Groups: Concordant (x1)
 
Gets two 1st level x1 Concordant spells per level. Knows all x1 Concordant spells.
Spells that refer to a class's name (e.g. "+10% in Henchman class") uses this class's name instead.
Level 9 ¶: +1X action (total +1)
Level 18 ¶: +1X action (total +2)
Level 27 ¶: +1X action (total +3)
Level 36 ¶: +1X action (total +4)

[PC7] Concordant Group Classes


Concordant Dabbler Spells

Class # Spell
Accomplice 1 10*CL% iaIR
Accomplice 2 +10% XP in Accomplice, if this is your only class (if you are single classed and getting x2 XP, you'll get x2.1 XP now)
Accomplice 3 1M: LVLd6 dmg, E=1 element, one target, no save
Accomplice 4 1M: Target is paralyzed (PPD save)
Accomplice 5 1M: Steal an action or memory (Will save)
Accomplice 6 +CL/2 QV actions
Accomplice 7 +LVL SL's in one spell progression (Wizard or Priest)
Accomplice 8 +2 CL with psionics
Accomplice 9 +1 Str, Dex, Con, Int, Wis, and Chr
Baron 10 Ashes: Half of your weapon dmg is vile dmg (perm hp)
Baron 11 Darkbolt: Target takes CLd4 darkness dmg (no save) and stun 1 segment (Para save)
Baron 12 Detect Demons: Detect Evil Outer (reverse is Good)
Baron 13 Dismiss Minion: Dismiss an Evil Outer of DL=(LVL+1)/2 or less (no save) (reverse is Good)
Baron 14 Drain Life: Target takes N unholy negative vile grave dmg (no save); gain N hp (can go above max)
Baron 15 Immunity I: Immune to poison, non-silver weapons
Baron 16 Intimidate: Fear a group (Will save)
Baron 17 Larva Life: Mouth's bP: Consume 1 larva to Cureall (incl. DPPs)
Baron 18 Lesser Invocation: Use an innate ability of an Evil Outer you've summoned
Baron 19 Minor Personal Ward: Evil Outer cannot attack you unless you're offensive (reverse is Good)
Baron 20 Protection from Demons: Immune to Evil Outer innates (reverse is Good)
Baron 21 Summon Minion: Summons a DL II Evil Outer
Baron 22 Taint / Dispel Taint: Curse (no save, IR), DM rolls in [C] section for effect
Captain (SFB) 23 Command: Can identify and operate any TechL=LVL or lower technological device.
Captain (SFB) 24 Defense: Can interpose self in front of any and everyone in your group, you take double damage though
Captain (SFB) 25 Engineering: Your items that use charges use only half the number of charges (retain fractions)
Captain (SFB) 26 Helm/Nav.: 0, while moving: Leave a group without generating any parting shots.
Captain (SFB) 27 Medic: 1P, 1/d: Deal 1 idmg to a target with at least 1 max ihp (his current hp total can be lower)
Captain (SFB) 28 Pers.Combat: Your summons gain XP (possibly levels) in the dungeon.
Captain (SFB) 29 Psionic: 1M, 1/t: Target charmed creature is a friend and will not betray you, don't need the charm effect.
Captain (SFB) 30 Science: Eidetic Memory, can "download" your thoughts/memories to computers
Captain (SFB) 31 Weapons: No range penalties; Can shoot bows in your group without penalty
Fallen Angel5 32 Cause Fear: One creature of 5 HD or less flees for 1d4 rounds.
Fallen Angel5 33 Disguise Self: Changes your appearance.
Fallen Angel5 34 Inflict Light Wounds: Touch deals 1d8 damage +1/level (max +5).
Fallen Angel5 35 Obscuring Mist: Fog surrounds you.
Fallen Angel5 36 Protection from Good: +2 to AC and saves, counter mind control, hedge out elementals and outsiders.
Fallen Angel5 37 Shield of Faith: Aura grants +2 or higher deflection bonus.
Giant Robot8 38 1P, LVL/d: Create (LVL+1)/2 MINIATURE GIANT ROBOTS, which are DL=(LVL+1)/2 Golems (treat as a summon)
Giant Robot8 39 MPIRR 5*LVL%
Giant Robot8 40 +10% XP in Giant Robot8, if this is your only class (if you are single classed and getting x2 XP, you'll get x2.1 XP now)
Giant Robot8 41 Resist all Elements
Giant Robot8 42 Resist Hold/Stun/Para. (you become -5 / -25% on all actions if "half" stunned/held/paralyzed)
Giant Robot8 43 Resist Action/Memory/Ability Stealing
Henchman 44 1P, 1/d: Create a MINIATURE GIANT ROBOT, a DL (CL+3)/2 Golem or Technological monster (treat as a summon)
Henchman 45 0, 1/d: You MYSTERIOUSLY ESCAPE (even past all barriers) from enemies, one of the enemies must be a Hero or Sidekick.
Henchman 46 1M: Monster Summoning (CL+1)/2
Henchman 47 You adjust all BlahR by -5*level%
Henchman 48 +10% XP in Henchman, if this is your only class (if you are single classed and getting x2 XP, you'll get x2.1 XP now)
Henchman 49 You ignore one level of Resist Elements on other people (Immune -> Double Resist, Double Resist -> Resist, Resist -> nothing)
Henchman 50 You ignore one level of Resist Hold/Stun/Para. on other people
Henchman 51 You ignore one level of Resist Action/Memory/Other Stealing on other people
Henchman 52 1V, 1/r: Choose one creature. He cannot use any V actions on his next segment.
Henchman 53 1bM: Counter an Avoid Fate or Energy Control (Psi1/Psi2)
Henchman 54 1bF: Counter a counterspell effect.
Henchman 55 You can have two summons (same group).
Myth 56 All your effects with saves require two saves (pick worst result)
Myth 57 Can use 3V /s instead of standard actions per segment
Myth 58 1M, 1/d: Cast 3rd lvl Wiz or 1st lvl Pri spell (does not Twilight you)
Myth 59 Your Personality score = Con+Int+Wis+Chr+Level.
Myth 60 Immune to Coup de grace and Mind Reading / ESP
Myth 61 1P: Lower all x0 and x1 effects on you and 1 target in your group
Myth 62 +1 V action
Myth 63 Immune to Rainbow Silver effect
Myth 64 0, LVL/d: One target gets -10*LVL% MR, PR, IR, or RR
ProtoDracoLich 65 1M, 1/r: Any 0th level Warrior or Monster spell
ProtoDracoLich 66 5*LVL% iWaWR
ProtoDracoLich 67 +LVL V actions, or +LVL P actions that can be used only for unarmed attacks
ProtoDracoLich 68 Your claw damage is CLd4
ProtoDracoLich 69 1M: Summon 1 DL I Dragon or 6 DL 0 Undead
ProtoDracoLich 70 Immunity to disease
ProtoDracoLich 71 Fear aura (anyone who enters your group) (Will save)
ProtoDracoLich 72 Natural AT source = +CL*2
ProtoDracoLich 73 Breath weapon: 3/d or 1/3r. Choose a normal (E=1) element. Dmg = 50% of current hp total. (save:½)
SemiDivine3 74 Combat Defense: -2 TH; +CL AC
SemiDivine3 75 Finesse: Use your dexterity bonus for damage instead of strength
SemiDivine3 76 Improve Crit Multiplier: +2 critical multiplier
SemiDivine3 77 Improve Crit Range: +2 critical threat range
SemiDivine3 78 Metamagic Capacity: Pick a spell you know. Get +1 SL effect or free material componenting this day.
SemiDivine3 79 Resist Fall: Resist falling and TK damage
SemiDivine3 80 Star Miracle: 1M, 1/reset: Duplicate a SL 0-1 Priest or Wizard effect
SemiDivine3 81 Toughness: +CL max hp
SemiDivine3 82 Weapon Resistance: You resist the first successful blow dealt from a weapon
Sidekick 83 10*CL% IR (Innate resistance)
Sidekick 84 +10% XP in Sidekick, if this is your only class (if you are single classed and getting x2 XP, you'll get x2.1 XP now)
Sidekick 85 Resist all Elements
Sidekick 86 Resist Hold, Stun, Paralyzation, Summ. Sickness (two of these effects must affect you in order for it to work)
Sidekick 87 Resist Action/Memory/Other Stealing (take half effect, if that's meaningless, you are immune unless you are hit by 2 of them)
Sidekick 88 +CL V actions
Sidekick 89 +1 CL in one class
Sidekick 90 x1.5 max PSPs in one psionic frequency
Sidekick 91 0, 1/d: Avoid Fate @ x5 multiplier, you cannot act for 1 round afterwards
Sidekick 92 Pick a Level 1 Rogue Ability, you have 10*LVL points in it
Sidekick 93 Can combine Martial Arts & Specialization
Sidekick 94 +LVL to one ability score
Sidekick 95 xLVL Personality score (for Ego checks)
Sidekick 96 Duplicate a "Level 1:" ability of a Warrior class
Sidekick 97 Free wild talent in Psi72
Warden 98 Chaos SL=1: You cast chaos spells at +1 caster level.
Warden 99 Charity SL=1: You cast magical boons upon others at +2 caster level.
Warden 100 Community SL=1: Use calm emotions as a spell-like ability 1/day.
Warden 101 Darkness SL=1: You gain blind-fight as a bonus feat.
Warden 102 Death SL=1: You cast necromancy spells at +1 caster level.
Warden 103 Destruction SL=1: You can make one smite attempt/day, gaining a +4 bonus on TH and a damage bonus equal to your level.
Warden 104 Disease SL=1: You cast necromancy spells at +1 caster level.
Warden 105 Elf SL=1: You gain point blank shot as a bonus feat.
Warden 106 Entropy SL=1: You cast necromancy spells at +1 caster level.
Warden 107 Evil SL=1: You cast evil spells at +1 caster level.
Warden 108 Fear SL=1: You cast necromancy spells at +1 caster level.
Warden 109 Fertility SL=1: You automatically know when a baby is due. You cast conjuration spells at +1 caster level.
Warden 110 Fire SL=1: Similar to a stone tell spell except that it works with fire. Turn or destroy water creatures. Rebuke, command or bolster fire creatures.
Warden 111 Good SL=1: You cast good spells at +1 caster level.
Warden 112 Healing SL=1: You cast healing spells at +1 caster level.
Warden 113 Knowledge SL=1: +LVL Knowledge proficiencies. You cast divination spells at +1 caster level.
Warden 114 Labour SL=1: You gain a +10 bonus to Endurance skill checks (+10 Con checks).
Warden 115 Law SL=1: You cast law spells at +1 caster level.
Warden 116 Love SL=1: You cast enchantment spells at +1 caster level.
Warden 117 Luck SL=1: You gain a +1 luck bonus on all saving throws.
Warden 118 Madness SL=1: You cast enchantment spells at +1 caster level.
Warden 119 Magic SL=1: Use scrolls as a wizard at one half your cleric level.
Warden 120 Metalworking SL=1: Divide the cost of unusual materials by CL.
Warden 121 Moon SL=1: You can turn or destroy lycanthropes.
Warden 122 Mountain SL=1: You can turn or destroy air creatures. Rebuke, command or bolster earth creatures.
Warden 123 Music SL=1: Communicate with songbirds (or sonic based creatures) and learn what they know. You cast sound-based spells at +1 caster level.
Warden 124 Nature SL=1: You can rebuke or command plant creatures as an evil cleric destroys undead.
Warden 125 Peace SL=1: You gain a +2 Charisma bonus.
Warden 126 Revenge SL=1: 1D: Cast a priest spell against an enemy.
Warden 127 Science SL=1: You gain a +2 bonus to Intelligence.
Warden 128 Sea SL=1: You can turn or destroy fire creatures. Rebuke, command or bolster sea creatures.
Warden 129 Secrets SL=1: Add Bluff, Disguise and Hide to your list of cleric class skills.
Warden 130 Skill SL=1: You gain a +2 bonus to Dexterity.
Warden 131 Sky SL=1: Turn or destroy earth creatures as a good cleric turns undead. Rebuke, command or bolster air creatures.
Warden 132 Stoicism SL=1: You gain a +2 bonus to Constitution.
Warden 133 Strength SL=1: You gain a +2 bonus to Strength.
Warden 134 Sun SL=1: Once per day, you can perform a greater turning against undead. Undead creatures that would be turned are instead destroyed.
Warden 135 Sword SL=1: Free Martial Weapon Proficiency and Weapon Focus for any type of sword.
Warden 136 Thievery SL=1: Add Bluff, Disguise and Hide to your list of cleric class skills.
Warden 137 Thunder SL=1: Turn or destroy cold creatures as a good cleric turns undead. Rebuke, command or bolster air creatures.
Warden 138 Time SL=1: You act as if hasted for a number of rounds per day equal to your cleric level.
Warden 139 Travel SL=1: Increase movement by 3". Add survival to your list of cleric class skills.
Warden 140 War SL=1: Free martial weapon proficiency and weapon focus with the deity's favored weapon.
Warden 141 Wealth SL=1: You cast conjuration spells at +1 caster level.
Warden 142 Winter SL=1: You can turn or destroy fire creatures. Rebuke, command or bolster cold creatures.
Warden 143 Wisdom SL=1: You gain a +2 Wisdom bonus.

[PC7] Concordant Group Classes


Concordant Opposer / Outlander / Rilmani

Level KXP ConcOpp
246 8AC
1 4 (owe) 2-- ---
2 8 4-- ---
3 12 6-- ---
4 20 8-- ---
5 36 81- ---
6 68 83- ---
7 132 85- ---
8 260 87- ---
9 388 871 ---
10 644 872 ---
11 900 873 ---
12 1184 874 ---
13 1468 874 1--
14 1752 874 2--
15 2036 874 3--
16 2320 874 4--
17 2604 874 41-
18 2888 874 42-
19 3172 874 43-
20 3456 874 44-
21 3740 874 441
22 4024 874 442
23 4308 874 443
24 4592 874 444
25 4876 974 444
26 5160 984 444
27 5444 985 444
28 5728 985 544
29 6012 985 554
30 6296 985 555
31 6580 A85 555
32 6864 A95 555
33 7148 A96 555
34 7432 A96 655
35 7716 A96 665
36 8000 A96 666
TH Saves
PD RS PP BW Sp Fo Re Wi
+1  1  1  1  1  1  1  1  1
+2  3  3  3  3  3  3  3  3
+3  4  4  4  4  4  4  4  4
+4  6  6  6  6  6  6  6  6
+5  7  7  7  7  7  7  7  7
+6  9  9  9  9  9  9  9  9
+7 10 10 10 10 10 10 10 10
+8 12 12 12 12 12 12 12 12
+9 13 13 13 13 13 13 13 13
+10 15 15 15 15 15 15 15 15
+11 16 16 16 16 16 16 16 16
+12 18 18 18 18 18 18 18 18
+13 19 19 19 19 19 19 19 19
+14 21 21 21 21 21 21 21 21
+15 22 22 22 22 22 22 22 22
+16 24 24 24 24 24 24 24 24
+17 25 25 25 25 25 25 25 25
+18 27 27 27 27 27 27 27 27
Requisites: Dex 26, Con 18, Int 12, Wis 29
Alignment: TN
HD/level: 2d8
Weapon Prof.: 4+level/4
To Hit Table: Mon
Save Table: 3xMon
Reference: DM
Groups: Concordant (x1), Planar
 
Level 1: Enemies need a +1 weapon to hit you.
Level 1: Resist Acid, Gas, Poison; Immune Lightning
Level 1: aMR (LVL*10+40)%
Level 1: 1M: Know Alignment (or Obscure Alignment)
Level 2: 1M: Continual Light or Continual Darkness
Level 3: 1M: Polymorph Self
Level 4: 1M: Hold Monster (Spell save) or Remove Paralysis
Level 5: 1M: Telepathy that allows communication with any intelligent creature
Level 6: 1M: Dismissal (dismisses any summon or elemental, no save)
Level 7: 1M: Teleport without Error
Level 8: 1M: Dispel a psionic effect up to x4 multiplier
Level 9: 1M: Gate or Summon a DL=(LVL-7)/2 Rilmani

[PC7] Concordant Group Classes


Concordant Opposer Spells

SL # Spell Effect
2 1 Bring Animals II Summon CL Animals using ML II chart, you pick the result
2 2 Dispel Anti-Magic Dispels one anti-Magic effect (or) Halve ER (no ER or save)
2 3 Dust Aura Enemies in your group takes CL dust dmg /s (no save)
2 4 Earth Bolt Deal Nd10 Eldritch Earth dmg to one target (no save); max N=CL
2 5 Effects Preservation +10*CL% aMR; +4*CL% ER
2 6 Forget/Remember Forget/Remember
2 7 Hold Blast One group is held (Will save)
2 8 Locate Scrying You know location where someone is scrying for you
2 9 Stay Conscious You stay conscious up to -10-CLxCL hp (defensive acts only)
4 1 Adaptation NaNR +CL*10%; Immune to Hostile Environment; Need not breathe
4 2 Bring Animals IV Summon CL Animals using ML IV chart, you pick the result
4 3 Earth Storm Deal Nd12 Eldritch Earth dmg 40' radius (no save); max N = CL
4 4 Effect Familiarity Pick any spell/power. You resist it; and at +50% when using it.
4 5 Erase Question Mark Erases one "question mark" (hostile/wandering encounter)
4 6 Feeblemind Blast One group is feebleminded (Will save)
4 7 Globe of Mid Resistance Immune to SL 2-4 (all types), Resist SL 1 & 5 (all types)
4 8 Tenser's Transformation Tenser's Transformation
4 9 Wall of Element Wall of a normal/para/quasi element. Dmg is CLxCL.
6 1 Bring Animals VI Summon CL*3 Animals using ML VI chart, you pick the result
6 2 Contact Other Plane Contact Other Plane, no insanity
6 3 Gaea’s Herald When your summoned creatures go below -10 hp, they don't disappear (you can cure)
6 4 Null Field I All spells of SL 12 or higher don't work in 100'r
6 5 Telekinesis Telekinesis CL*30' (assuming size M target)
6 6 True Seeing True Seeing
8 1 Bring Animals VIII Summon CL*4 Animals using ML VIII chart, you pick the result
8 2 Dispel Technology Dispel one Technological item or effect
8 3 Dual Nature Whenever you summon or create creatures, you get twice as many of them
8 4 Freedom [0 action to use] Reverse Imprisonment (can be used on self)
8 5 Mass Energy Drain One group is energy drained CL levels (no save)
8 6 Null Field II All spells of SL 10 or higher don't work in 100'r
10 1 Bring Animals X Summon CL*5 Animals using ML X chart, you pick the result
10 2 Crapulence Aura Enemies in sight takes CL*3 crapulence dmg /s (no resistance)
10 3 Create/Destroy Conduit Creates or Destroys 1 Conduit, Wormhole, Gate, Color Pool
12 1 Bring Animal XII Summons 1 DL XII Animal that you can comprehend
12 2 Null Field II All spells of SL 8 or higher don't work in 100'r
12 3 Spirit Preservation +5*CL% aXR

[PC7] Concordant Group Classes


Concordant Sampler

Level KXP x2 Conc
123 456
1 0 1-- ---
2 3.25 2-- ---
3 6.5 3-- ---
4 13 4-- ---
5 26 41- ---
6 52 42- ---
7 104 43- ---
8 208 44- ---
9 416 441 ---
10 741 442 ---
11 1066 443 ---
12 1391 444 ---
13 1716 544 ---
14 2041 554 ---
15 2366 555 ---
16 3016 655 ---
17 3341 665 ---
18 3991 665 1--
19 4641 665 2--
20 5291 665 3--
21 5941 665 4--
22 6591 665 5--
23 7241 666 5--
24 7891 666 6--
25 8541 766 6--
26 9191 776 6--
27 10491 776 61-
28 11791 776 62-
29 13091 776 63-
30 14391 776 64-
31 15691 776 65-
32 16991 776 66-
33 18291 777 66-
34 19591 777 76-
35 20891 777 77-
36 23491 777 771
TH Saves
PD RS PP BW Sp Fo Re Wi
+0  9  9  9  9  9  9  9  9
+2 10 10 10 10 10 10 10 10
+4 10 10 10 10 10 10 10 10
+6 11 11 11 11 11 11 11 11
+8 11 11 11 11 11 11 11 11
+10 12 12 12 12 12 12 12 12
+12 12 12 12 12 12 12 12 12
+14 13 13 13 13 13 13 13 13
+16 13 13 13 13 13 13 13 13
+18 14 14 14 14 14 14 14 14
+20 14 14 14 14 14 14 14 14
+22 15 15 15 15 15 15 15 15
+24 15 15 15 15 15 15 15 15
+26 16 16 16 16 16 16 16 16
+28 16 16 16 16 16 16 16 16
+30 17 17 17 17 17 17 17 17
+32 17 17 17 17 17 17 17 17
+34 18 18 18 18 18 18 18 18
Requisites: Wis 12, Chr 18, Class Slots 2
Alignment: any
HD/level: 2d7
Weapon Prof.: 7+level/3
To Hit Table: 2xWar -1 level
Save Table: Conc÷2 (halve the numbers)
Reference: DM {Reduced Demigod Sampler}
Groups: Concordant (x1), Futureshifted
 
Each level this class gets one x2 Concordant spell. The progression is in Concordant Spell Levels. The DM rolls two spells at random, and you select one to keep.
This class can never get a stat bonus to it's spell progression, a bonus to ML, an extra "0" (or "1") on the progression, or an overwrite to its spell progression.
Your CCL (Concordant Caster Level) (or BugL) is your CL divided by 2 (round down). Your WCL (Warlord CL) is your CL divided by 4 (rounded down).
Remember that you are still a x1 being, some of the Concordant powers may not be all that great because of this.
Level 1: You may raise Luck with your ability score points from level.
Level 1: 1/reset: The DM rolls a new choice for up to LVL CSL's of your Concordant spell slots. For each spell slot, you can choose to keep what you had, or switch over to the new spell.
 
Concordant Spells from CSL 1 to 7 are provided on the following pages.

[PC7] Concordant Group Classes


Concordant Sampler Spells

Class CSL # Spell
X7 1 1 (your level)*2% iGR; works even in section [X].
Unbreakable 1 2 +(CCL+1)/3 iAC
Unbreakable 1 3 +(CCL+1)/3 ihp
Hero 1 4 +(Hero level) QV actions
Hero 1 5 +(Hero level) to all stats
Lich 1 6 +(Lich level) OppV or QM actions
Lich 1 7 +(Lich level) Research Points per reset (see [P12])
Theist7 1 8 +1 [X7] minor
Dragon of Tyr2 1 9 +1 11th in memorization in a Wizard group class (even if off right side of chart)
X14 1 10 +1 CCL (Concordant Caster Level) in one spell in one class
Anti-Hero 1 11 +1 QX action
Villain 1 12 +10% XP in all your non-Concordant classes.
X14 1 13 +10% XP in one class (Non-Concordant or Concordant). Other powers like this one cannot be same class.
Lich 1 14 +10*(Lich level)% iWR that can't be ignored
X14 1 15 +1X action
Hero 1 16 +2*(Hero level) all non-Concordant memorization charts
Hero 1 17 +50% XP in one non-Concordant class
Clerical Elemental2 1 18 +CCL "Level:" picks from Priest group of your HNCL+CCL or lower.
Avangion2 1 19 +CCL 10th in memorization in a Wizard group class
Afterliver 1 20 +CCL MSaves (using the [X] section saving throw rules)
Unbreakable 1 21 +CCL PSaves (using the [X] section saving throw rules)
Dragon of Tyr2 1 22 +CCL set Int. You may add CCL instances of the "Elemental" Racial Adjective for no cost. Free wild talent in Psi15.
Avangion2 1 23 +CCL set Wis. You may rewrite your Racial Stat Modifiers as you wish, so they sum up to +CCL.
Clerical Elemental2 1 24 +CCL Summon slots for Elementals. 1X: Summon a DL=10+CCL Elemental that you can comprehend and control.
Anti-Hero 1 25 +CCL to Str, Dex, Con, Int, Wis, Chr, Cml, Luck
Clerical Elemental2 1 26 +CCL*2 Minors in Psi15 or Psi(-15). Can convert 2 Minor -> 1 Major, 2 Major -> 1 Grand, 2 Grand -> 1 Super.
Avangion2 1 27 +CCL*2 to your natural AT; your natural AT stacks with your armor's AT.
Avangion2 1 28 +CCL*2 weapon needed to hit you, this cannot be ignored.
Clerical Elemental2 1 29 +CCL^2 unarmed TH and damage, +CCL to # attacks unarmed, it is of an unusual element (can change with each punch)
Legend 1 30 +LL S actions
Theist14 1 31 +LVL QZ actions, can transfer 1QZ -> 1hZ or 1QZ -> 1bZ
Theist14 1 32 +LVL to HNCL (this counts for qualifying for Concordant classes)
DracoLich 1 33 0, 1/r: Any 0th-4th level Wizard or Priest spell
DracoLich 1 34 0, 1/r: Any 0th-6th level Warrior or Monster spell
Lich 1 35 0, 1/r: Any 1st-5th level Priest spell
Lich 1 36 0, 1/r: Any 1st-6th level Wizard spell
Lich 1 37 0, 1/r: Any psionic minor
Villain 1 38 0, 1/s: Choose one creature. He cannot use any V actions on his next segment.
Atheist(-7) 1 39 0, LVL/d: Anti-Concordant Shell (0th-1st)
Atheist(-7) 1 40 0, LVL/d: Halve hp on a creature with at least 1000 hp
Atheist(-7) 1 41 0, LVL/d: Ignore an immunity gained from a Concordant/Godly effect for 1 turn.
Clerical Elemental2 1 42 0, sacrifice a potion, while casting a spell: This potion is considered an element of E=(XP value)/100 for the purposes of this spell.
Legend 1 43 0,LL/d: One target gets -10*LL% irrBlahR (MPIRR)
Lich 1 44 0: Create Traps 15*(Lich level)%
X7 1 45 0: Duplicate any 0th level Concordant spell until next reset. You can have up to 2 spell levels total running (0 level spells count as 1/4).
Clerical Elemental2 1 46 ½0 (half of a zero action): Shift composition of a spell, power, or existing effect (that has an element/eelement) to any element/eelement.
Clerical Elemental2 1 47 ½X: Cureall self and Shapechange self.
X7 1 48 -1 to XP divisor due to race (minimum 1).
Villain 1 49 1/d: Create a GIANT ROBOT (a DL 10 Golem, you may make requests but exact statistics are determined by the DM).
Villain 1 50 1/r: You MYSTERIOUSLY ESCAPE (even past all barriers) from enemies, one of the enemies must be a Hero.
Hero 1 51 10*(Hero level)% uIR (unadjustable InnateR, does shift, can't be lowered/halved)
Anti-Hero 1 52 10*CCL% uWR (unadjustable WR, does shift, can't be lowered/halved)
Clerical Elemental2 1 53 10X, 30F, CCL/month: Invent a new E=4+CCL (or higher) element. Until the following reset, only you can generate effects of this element, and all effects of this element are "No Resistance". (At the end of the day the element becomes common knowledge and the benefits are lost.)
Lich 1 54 1F or 1X: Duplicate any level 0 Concordant spell
Atheist(-7) 1 55 1M (can borrow): Counter a Divine Intervention
Lich 1 56 1M, (lich level)/d: Gain +10 XP
Theist7 1 57 1M, LVL/d: Divine Intervention
Theist14 1 58 1M, LVL/d: Gate in a DL=LVL (max 10) Outer planar creature; your choice of AL; it is not under your control (not your summon).
Legend 1 59 1M,1/d: Cast 10th lvl Wiz or 8th lvl Pri spell
Lich 1 60 1M: Banish Undead
Anti-Hero 1 61 1M: Capital E Extract, or steal actions of one type (no save, use XR to resist)
Anti-Hero 1 62 1M: LVLd60 dmg, E=CCL element, one target (no save, use XR to resist)
DracoLich 1 63 1M: Summon 1 DL IX Dragon or 6 DL VIII Undead
Anti-Hero 1 64 1M: Target is Capital P Paralyzed (no save, use XR to resist)
Anti-Hero 1 65 1M: Target takes an Ego Domination attack with Ego=20*CCL (if he fails he is Dominated by you)
Atheist(-7) 1 66 1M: Turn off all specialty priest abilities on target for 1 turn
Afterliver 1 67 1N, 1/s: Pick any ÷18 or less race, or a DL IX or less creature you know of. You Shapechange into it. Your stats don't change, but you can use racial/innate abilities from it.
Legend 1 68 1V: Lower all x1 effects on 1 target
Dragon of Tyr2 1 69 1X, may borrow (i.e. 1bX action): Add a [C] section effect on someone.
Avangion2 1 70 1X, may borrow (i.e. 1bX action): Remove a [C] section effect from someone.
DracoLich 1 71 2F actions to cast, 1/d: Duplicate a 1st level Dragon of Tyr2 spell
Theist14 1 72 2Z (two zero actions), 1/t: You attack as a x3 being and defend as a x0 being this segment.
Theist14 1 73 2Z (two zero actions), LVL/d: Counter a Priest spell from someone who doesn't worship one of your gods.
DracoLich 1 74 3*LVL% inIR (irreducible, non-ignorable)
X(-7) 1 75 Action Accel.: +1 OppM only for Psi(-7)
X14 1 76 Add 2 to HD type per level in one Concordant class (+0d+2)
DracoLich 1 77 Add you or your mount's current hp (if it's a dragon) to your damaging spell effects
Unbreakable 1 78 All of your items are Indestructible.
Hero 1 79 All Rogue Abilities at 10*(Hero level)%
Lich 1 80 All spells cost 0 P actions; Material componenting does not cost 1 V action
Legend 1 81 All your effects have no save (incl. Scarab/Pro)
Hero 1 82 Avoid Fate @ x6 multiplier, (Hero level)/d
Hero 1 83 Can combine Martial Arts & Specialization
Legend 1 84 Can instead use LL/2 (round up) F actions /s
X14 1 85 Change "Save" category of your Concordant class to Conc
X14 1 86 Change "To Hit" category of your Concordant class to Conc
Legendary Officer (SFB) 1 87 Command: Can lie even under Detect Lie / Truthear / Ring of Truth; 1M: Force someone to roll a (100-Wis)% chance they will believe what you say, no matter how outrageous.
X(-7) 1 88 Defender 5: You defend as a x5 being (this effect cannot be dispelled/twisted)
Legendary Officer (SFB) 1 89 Defense: 0, 1/t: One of your BlahR's can be used as another BlahR type, you can't use X or G, but any number of a's in front are allowed.
Lich 1 90 Detect Artifacts; 1M: Legend Lore Artifact
X(-7) 1 91 Dispel Conc.: Dispel a Concordant effect
Clerical Elemental2 1 92 Drugs are considered elements for you; with E=(SL of the drug).
Hero 1 93 Duplicate a Level: ability of a non-Concordant class
Anti-Hero 1 94 Duplicate a Level: ability of a non-Concordant class
X(-7) 1 95 Ego Prot.: Artifacts divide their ego by their multiplier when picked up by you
Legendary Officer (SFB) 1 96 Engineering: Resist damage, Resist all [C] section effects, Resist beneficial healing effects (can't choose to "not use" this resistance, you can drop this entire effect with 1F action)
Duke 1 97 Eternal Night: x2 Terrain Feature: No new Summonings; No Divine Intervention; Proof vs. Teleport.
Hero 1 98 Free wild talent in Psi72, PPs=200*(Hero level)
Anti-Hero 1 99 Free wild talent in Psi81, PSPs=40*CCL, use ML=9+CCL in the Psi81 class.
Duke 1 100 Genocide: Kills all of a race on a single plane (can reduce area)
Dragon of Tyr2 1 101 Get a (non-adjustable) saving throw of 21-HCL vs. Concordant spells
Theist7 1 102 Get double effect on your specialty priest abilities
Legendary Officer (SFB) 1 103 Helm/Nav.: ¼V: Move from one group to another group within LVL feet
Theist7 1 104 iaXR CL*10% (iXR is irreducible anti-Spirit Resistance)
X21 1 105 Ignore x1 effects (assuming you are at least true x3 <- NOTE THE MULTIPLIER HERE)
Hero 1 106 Immune ego domination
Legend 1 107 Immune Ego/Domination of mult = to LL or less
Legend 1 108 Immune Head Blown Off, slain, crapped, Extract
Hero 1 109 Immune to Action/Memory/Other Stealing
Unbreakable 1 110 Immune to CCL [C] section effects, even major ones are only 1 pick each
Hero 1 111 Immune to Hold/Stun/Para/Summ.Sickness
Hero 1 112 Immune to Inner Elements
X7 1 113 Immune to one effect in the [C] section.
X7 1 114 Immune to SL 0 to SL ((your level)/3, round down) effects.
Avangion2 1 115 Immune to x0 effects. Immune to x1 effects of SL 0 to ACL. Immune to x2 effects of SL 0 to ACL/5, round down.
X(-7) 1 116 Instability: Target creature is not Time/Reality Stable
Dragon of Tyr2 1 117 iuEaXR CCL*5%; ixGR CCL%
Dragon of Tyr2 1 118 iunWaWR CCL*5%
Avangion2 1 119 iXaXR CCL*5%
Atheist(-7) 1 120 iXR CL*10% (iXR is irreducible Spirit Resistance)
Duke 1 121 Lesser Apocalypse: Earthquake up to an entire continent (can reduce area), CLd60 vile dmg (no save)
X7 1 122 Limit of 8 classes.
Dragon of Tyr2 1 123 Loop Stability. You may pick this ability twice; the second time gives you Time/Reality Stability.
Atheist(-7) 1 124 LVL/d: You may use a 0 action to pay for the "1M" cost of an Atheist "Level:" ability.
Lich 1 125 Mask Undead status; Can't be turned
Pawn 1 126 Match Alignment: Your alignment becomes equal to Pawner's, can't be changed, this can't be dropped
Avangion2 1 127 May use Psi2 Psionic Enchantments, these cost no PSPs to use.
Dragon of Tyr2 1 128 May use Psi-2 Reverse Psionic Enchantments, these cost no PSPs to use.
Legendary Officer (SFB) 1 129 Medic: 0, 1/r: Cureall
Avangion2 1 130 MF/PF/TF cannot be lowered within sight of you. 1X: Restore MF/PF/TF in the area.
Dragon of Tyr2 1 131 MF/PF/TF cannot be raised within sight of you. 1X, defile MF/PF/TF in the area by 1: Capital F Fix on self.
Pawn 1 132 Miracle Progression: For each n from 1 to LVL, gain "1X, (LVL-n+1)/d: Miracle n" (so at LVL=3 you have 3,2,1)
Theist7 1 133 Multiply your hp by your multiplier
Lich 1 134 Negative Cold (Lich level)d10 dmg by touch
Villain 1 135 NF, may borrow: Counter a level N Concordant ability.
Theist7 1 136 No action, LVL/d: Unlock actions that are locked down
Theist14 1 137 nuXR CL*20% (non-ignorable unadjustable XR)
Atheist(-7) 1 138 Opposing actions cannot be used within sight. (Drop this only at reset)
X21 1 139 Overwrite your base race to have +4 to all stats, AC, saves, hp, TH, and have the abilities of four [P3] races/adjectives.
Pawn 1 140 Pawner lending you actions: +LVL A actions (1A?1V, 2A?1P, 3A?1M)
Legendary Officer (SFB) 1 141 Pers.Combat: 1M, 1/d: Call a level=LVL/2 Beast Rider mount for yourself.
X14 1 142 Pick a CSL (Concordant Spell Level). Lose 2 spells of that CSL and gain 1 spell of CSL+1 (even if off chart)
X14 1 143 Pick a single spell from any Concordant class. You may cast that spell as if it was on your Concordant class spell list.
X7 1 144 Planar Stable (immune to effects of being on another plane).
Clerical Elemental2 1 145 Priest spells (and material componenting) cost half the number of actions in CCL spheres.
Hero 1 146 Psi1 has no limit of 1 attack/r, Psi2 has double points, auto Power Score
Legendary Officer (SFB) 1 147 Psionic: 1M: Clairvoyance+Clairaudience+Clairnasience, same plane, doesn't cause "ears burning"
Afterliver 1 148 Rotating Truename. Rotating Home Plane. Rotating Quantum Signature. Your Silver Cord rotates color, and can't be targetted or attacked.
Legendary Officer (SFB) 1 149 Science: You can physically attack even while under Sanctuary / Pro. Evil / Astral Projection / etc., the effect doesn't "see" that you attacked (and isn't reduced)
X(-7) 1 150 Shell 3: Anti-Concordant Shell (0th-3rd)
Lich 1 151 Speak with Dead & Undead (cont.); 1M: Capital E Extract from Dead & Undead
Atheist(-7) 1 152 Specials of x2 or greater have their effect's multiplier dropped to x1
Clerical Elemental2 1 153 Sphere robe in CCL spheres. If you pick Elemental, you are double Sphere robed (-2 SL).
Villain 1 154 The "Avoid Fate" ability cannot be used by any other creature (friendly or not) within 100 yards of you.
Atheist(-7) 1 155 The "Lady's Smile" ability does not function within sight
Avangion2 1 156 Time/Reality Stability. You may pick this ability twice; the second time gives you Loop Stability.
X21 1 157 Time/Reality/Loop Stable
X21 1 158 Trade 12 of an action type for 1 Instantaneous (I) of that action type.
X21 1 159 Trade 4 of an action type for 1 Borrowed (b) or Held (h) of that action type.
X21 1 160 Trade 8F to 1X
Legend 1 161 Truename is unreadable to mult = to LL or less
Legendary Officer (SFB) 1 162 Weapons: Ignore WR, iWR, aWR, iaWR, +needed to hit, DR, iDR, displacement, planar displacement, pro. weapons, immunity to matter, skins of all types, inertial barrier
Clerical Elemental2 1 163 When you are comprised of only a single element, you generate a x2 Terrain Feature that turns all other Elementals of that element into x2 beings, with +2 DL and x(CCL+1) rhp.
Clerical Elemental2 1 164 With unarmed attacks: ignore stoneskins, ironskins, uberskins, WR, iWR, DR, +blah weapon needed, displaced, inertial barrier
X21 1 165 x+4 Mirrored XP to Concordant and Demigod (doesn't stack with lower versions of this in X21)
X7 1 166 x1.5 ML (Memorization Level) in one class.
X7 1 167 x2 CL.
X7 1 168 x2 hp.
X(-7) 1 169 XCell Adjust. 2: Deal 1 idmg to a creature with at least 1 ihp
X14 1 170 XR 3*CCL%. Pick one prefix for this: "i"=irreducible, "u"=unadjustable, "n"=non-ignorable.
Villain 1 171 xVL number of henchmen, followers, summons, familiars
X21 1 172 xx1.1 ML in one class.
X21 1 173 xx1.3 CL (doesn't stack with lower versions of this in X21)
X21 1 174 xx1.5 hp (doesn't stack with lower versions of this in X21)
Dragon of Tyr2 1 175 xx2 AC (true double AC, no shift from 10)
Villain 1 176 You adjust all irreducible BlahR by -5*level% and all reducible BlahR to 0%.
X7 1 177 You are considered a x2 being.
Unbreakable 1 178 You are immune to all area effects. However, this power is incompatible with any "You can't be targetted" effects you have running (they shut off).
X7 1 179 You attack as a x1 being, but defend as a x3 being.
Theist7 1 180 You attack as a x2 being
X7 1 181 You attack as a x3 being, but defend as a x1 being.
Afterliver 1 182 You can assume the form of any known dead/incursed/pixelated person or creature (this is like the First Evil's ability). You don't have the person's abilities, but you do have their memories.
Afterliver 1 183 You can convert 1X -> 1deadX actions. 1deadX: Capital F Fix Self.
Theist14 1 184 You can have 6 Specialty God picks instead of 3, if they are all from the same pantheon.
X7 1 185 You can trade 2 of an action type for 1 Quick version of that action type.
X7 1 186 You can trade 4 of an action type for 1 Opposing version of that action type.
Clerical Elemental2 1 187 You can treat this spell slot as if it was an SL=10 Priest spell slot.
Atheist(-7) 1 188 You defend as a x2 being (this effect cannot be dispelled/twisted)
Afterliver 1 189 You get and can use 2D Actions per death per segment. You are limited to CCL+1 D Actions you can use per reset (instead of 1).
X21 1 190 You have +1 HNCL or +0.1 HCL for purposes of qualifying for classes, kits, and feats.
X7 1 191 You have a free "H" for purposes of qualifying for classes, kits, and feats.
Villain 1 192 You have an ANNOYING HENCHMAN of half your Villain Level who always ESCAPES and causes trouble for the enemy.
Villain 1 193 You ignore other people's Immunity to Action/Memory/Other Stealing (unless it comes from a x3 or greater source)
Villain 1 194 You ignore other people's Immunity to Hold/Stun/Para (unless it comes from a x3 or greater source)
Villain 1 195 You ignore other people's Immunity to Inner Elements (unless it comes from a x3 or greater source)
Clerical Elemental2 1 196 You may double material component Priest spells by using +1V action.
X21 1 197 You may use borrowed or held actions to activate SL 0-8 effects you have.
Atheist(-7) 1 198 Your Atheist(-7) spells have a (M-1)*100 save penalty, where M is the target's multiplier
Clerical Elemental2 1 199 Your Priest spells are resisted using XR instead of MR.
Divine3 2 1 [Energy] Absorption: One type of energy heals you
Divine3 2 2 [Energy] Immunity: You are immune to one type of energy
Hero 2 3 +(Hero level) QP actions
Lich 2 4 +(Lich level) OppM or QQM actions
Theist7 2 5 +1 [X7] major
Theist14 2 6 +1 action of any action type you possess, it has the "s" prefix ("Slow", can be used only on segment 10).
Theist14 2 7 +1 Luck (the ability score)
Atheist(-7) 2 8 +1 QOpp0 only for Atheist powers
Legend 2 9 +1 XP or +1 item XP /r
Lich 2 10 +10*(Lich level)% iRR that can't be ignored
Clerical Elemental2 2 11 +CCL-9 Specialty Priest picks. Can pick from any pantheon.
Legend 2 12 +LL QA actions (1QA=1QV, 2QA=1QP, 3QA=1QM)
Theist14 2 13 +LVL C or QQZ actions
Hero 2 14 0 action, 1/r: Cureall
Lich 2 15 0, 1/r: Any 2nd-6th level Priest spell
Lich 2 16 0, 1/r: Any 2nd-7th level Wizard spell
Lich 2 17 0, 1/r: Any psionic major
Villain 2 18 0, 1/r: Causeall up to VL creatures.
Warlord 2 19 +WCL QV actions (infinitely quick V actions) (this is an obvious spell that can be downgraded from a 4th or wished for)
Villain 2 20 0, 1/s: Choose one creature. He cannot use any P actions on his next segment.
Atheist(-7) 2 21 0, 2*LVL/d: Dispel a Concordant effect
Atheist(-7) 2 22 0, LVL/d: Anti-Concordant Shell (0th-3rd)
Atheist(-7) 2 23 0, LVL/d: Deal 1 idmg to a creature with at least 1 ihp
Atheist(-7) 2 24 0, LVL/d: Target creature is not Time/Reality Stable
Legend 2 25 0,1/d: Lady's Smile or Remove Lady's Smile 800'r
Legend 2 26 0,LL/d: One target gets -10*LL% irrAllR
Lich 2 27 0: Create Tricks 10*(Lich level)%
Clerical Elemental2 2 28 ½bX: Cureall and Shapechange (self or other).
Hero 2 29 10*(Hero level)% uaMR (unadjustable AntiMagicR, does shift, can't be lowered/halved)
Lich 2 30 1F or 1X: Duplicate any level 1 Concordant spell
Atheist(-7) 2 31 1M (can borrow): Counter an Avoid Fate
Atheist(-7) 2 32 1M (can borrow): Resist (1/2 effect) the effects of a material form of a god for 1 turn
Theist7 2 33 1M, LVL/d: Avoid Fate at x(LVL/2)
Theist14 2 34 1M, LVL/d: Capital O Object at x(LVL/2)
Theist7 2 35 1M, LVL/d: Deal 1 idmg to a creature without ihp
Theist14 2 36 1M, LVL/d: Deal LVL lifedmg to a creature with lifep (life points) (no resistance; a creature at negative lifep is Capital S Slain instantly.)
Legend 2 37 1M,1/d: Use Psi1/2/9/18 Super, PSPs=LL*100
Peacelord 2 38 1M: A group gets -PCL QV actions (infinitely quick V actions)
Lich 2 39 1M: Control Undead
Villain 2 40 1M: Drop all effects that can be dispelled/instantaneous/disjuncted on one target, including effects "inside" others.
Villain 2 41 1V, 1/d: You CACKLE EVILLY as a defense/immunity on an object/person doesn't function. This cannot be resisted.
Clerical Elemental2 2 42 1X: +2QQQQQQQQM this segment (that's eight Q's for the record)
Avangion2 2 43 1X: Capital O Object.
Dragon of Tyr2 2 44 1X+1F, may borrow: Capital I Insist (this can in turn be "Really Objected To").
Villain 2 45 2F: Lower the "Time Reality Stability" ability on another person (iER to resist as if reducible ER)
Villain 2 46 2P, 1/d: You (Capital S) SLAY the HERO'S SIDEKICK, which is any person with a Hero in his group.
Theist14 2 47 2Z (two zero actions), 1/t: You attack as a x4 being and defend as a x0 being this segment.
Villain 2 48 3M, 1/d: You suddenly see the FALLACY in your MASTER PLAN and can ask the DM a question.
Avangion2 2 49 A bonus of CCL in Racial Adjectives. You may pick more than one adjective per grouping.
Divine3 2 50 Abnormality (S): +2 arms, +2 legs, +2 wings, or +1 head
Divine3 2 51 Adamantine Body: Your body turns to living adamantine; +40 Str; DR 20/-; +20 AC; -8 Dex
Divine3 2 52 Adjuration (S): Can summon a DL=CCL monster and control and understand it
Villain 2 53 All psionic progressions get +1 in each category (minor, major, grand, etc.) if you have at least a "0" there.
Hero 2 54 All spell levels +1 in all memorizations
Hero 2 55 All spells cost no P action to cast. No saves versus your effects
Clerical Elemental2 2 56 All the "-" (dashes) in your Priest progressions are 0's. (You may also upgrade lower-case letters to 0's).
Villain 2 57 All your innate abilities can be used twice as often (e.g. 3/d becomes 6/d). Your Innates do not allow a Saving Throw.
Hero 2 58 All your Psi are range = same plane
Villain 2 59 All your Psionics cost only 1/2 the normal number of Mental Actions to use. Your Psionics do not allow a Saving Throw.
Villain 2 60 All your Spells are range = same plane. Your Spells do not allow a Saving Throw.
Dragon of Tyr2 2 61 Alley effect CCL*10' r
Avangion2 2 62 Anti-Alley effect shell CCL*10' r
Divine3 2 63 Apport: All of your items have Instant Returning
Atheist(-7) 2 64 Artifacts divide their ego by their multiplier when picked up by you
Divine3 2 65 Asomatous: Astral, Inverse Astral, Ethereal, or Inverse Ethereal Projection
Hero 2 66 Automatically hit all targets (you rolled a natural 40 on a 20-sided die if it matters)
Hero 2 67 Automatically make saves (you rolled a natural 40 on a 20-sided die if it matters)
Divine3 2 68 Blood Strike: You can expend hit points to increase damage (max=CCL*CCL)
Lich 2 69 Can convert Wiz <-> Pri spells (2 SL shift: Wiz5=Pri3)
Dragon of Tyr2 2 70 Can do these action conversions: 1M -> 1P, 2P -> 1QP, 2 QP -> 1 QQP, 2 QQP -> 1 QQQP, etc.
Avangion2 2 71 Can do these action conversions: 1P -> 1M, 2M -> 1QM, 2 QM -> 1 QQM, 2 QQM -> 1 QQQM, etc.
Clerical Elemental2 2 72 Can spend N Priest spells in memorization to get N times the resultant effect.
Legend 2 73 Can target yourself N times for N times effect
Clerical Elemental2 2 74 Can turn Elementals. Automatically "T" or "D" any x0-x1 Golems or Elementals. Roll 1d12 *groups* affected instead of individuals.
Hero 2 75 Capital O Object @ x7 multiplier, (Hero level)/d
Divine3 2 76 Carapace: +HNCL AC
Dragon of Tyr2 2 77 CCL instances of the "Uncommoner3" class Level 1 ability (at DL X)
Divine3 2 78 Convergent Effect: Can combine CCLs with other Concordant characters to increase an effect
Divine3 2 79 Cunning Mind: +(Int bonus) TH
Divine3 2 80 Cunning Soul: +(Int bonus) saves
Lich 2 81 Detect Divine Beings; 1M: Legend Lore Divine Being
Divine3 2 82 Distant Gaze: Your gaze can expel targets from the plane
Divine3 2 83 Divine Champion: Borrow an abilty from another deity (must be willing)
Divine3 2 84 Divine Sorcery: You can cast twice as many spells per day (non-Concordant)
Divine3 2 85 Divine Toughness: Hit Dice becomes d20 (all classes)
Divine3 2 86 Dragon Companion: Gain a dragon companion (Animal Companion with 1/5 your XP instead of 1/10)
Divine3 2 87 Eternal Freedom: You are immune to spells and effects which impede movement
Divine3 2 88 Evenhanded: Your unarmed attacks deal maximum damage
Divine3 2 89 Extra Level (S): You gain an extra class level (non-Concordant)
Divine3 2 90 Force Field (S): You are protected by 50 hit point force field (re-raises every segment)
Divine3 2 91 Fortuity (S): You gain a +1 Luck Bonus on all rolls
Divine3 2 92 Heavenly Mind: +(Chr bonus) TH
Divine3 2 93 Heavenly Soul: +(Chr bonus) saves
Divine3 2 94 Heavy-handed: You gain double your strength bonus to damage
Divine3 2 95 Iatric [Effect]: The effect heals rather than injures (borrow an X action to cast this)
Hero 2 96 Immune to all x1 defenses (you affecting other people)
Hero 2 97 Immune to all x1 effects (things that affect you)
Theist14 2 98 Immune to Loop; Loop/Reality Stability (does not include Time/Reality Stability)
Avangion2 2 99 Immune to Pixelation CCL*10' radius (can selectively drop it or not affect some people)
Legend 2 100 Immune to Set, Slain, Crapped, As You Are
Divine3 2 101 Iron Body: Your manifestation turns to iron; +26 Str; DR 10/-; +10 AC; -5 Dex
Divine3 2 102 Learned Spell Immunity: Adapt to an opponents spells (immune to it after first time)
Divine3 2 103 Legendary Companion: Animal Companion gains Legendary Animal template
Divine3 2 104 Lord of Blood: You gain the Vampire template
Divine3 2 105 Lord of Bone: You gain the Lich template
Avangion2 2 106 May use Psi2 Psionic Enchantments even if "Banhammered".
Dragon of Tyr2 2 107 May use Psi-2 Reverse Psionic Enchantments even if "Banhammered".
Villain 2 108 May wear any number of items, your AT sources fully stack
Divine3 2 109 Mercurial: You cumulatively gain one extra attack per P action
Divine3 2 110 Mime Ability Score: You can copy one single ability score of an opponent
Divine3 2 111 Mime Ability: You can copy one x0-x2 ability used against you per reset
Divine3 2 112 Mime Spell: You can copy any non-Concordant spell used against you per reset
Dragon of Tyr2 2 113 Mouth's X: Pixelate a target (XR to resist)
Pawn 2 114 Pawner lending you spells: 0, 1/r: +LVL SLs in memorization
Divine3 2 115 Perfect Disarm: Successful attacks deal damage and a disarm attempt
Divine3 2 116 Perfect Weapon Specialization: Always deal maximum damage with selected weapon
Lich 2 117 Protection from Turning 100'r
Divine3 2 118 Regeneration: You gain regeneration HNCL/2 /s
Divine3 2 119 Saviour: You can take damage for any or all allies in your presence
Divine3 2 120 Seeking Shot: You can make one shot per round that is guaranteed to hit
Divine3 2 121 Self Mastery: Your body parts can operate independently
Dragon of Tyr2 2 122 Set Int = CCL^2.
Avangion2 2 123 Set Wis = CCL^2.
Divine3 2 124 Shapechange: You can shapechange at will
Divine3 2 125 Spell Abatement: You ignore the effects of a non-Concordant spell the first time it is used upon you
Divine3 2 126 Spell Immunity (S): You are immune to non-Concordant spells of a certain level
Divine3 2 127 Spell Reflection: Spells that do not penetrate your spell resistance are reflected
Divine3 2 128 Spiritual Ancestry: Gain the traits of any Outsider sub-type
Divine3 2 129 Squamous: Your divine natural armor bonus is trebled
Divine3 2 130 Super Charge: Deal x6 damage on a charge, or x8 with a lance
Divine3 2 131 Superior Combat Casting: You cast all spells as spell-like abilities (they use InnR)
Divine3 2 132 Superior Critical Multiplier: Your critical multiplier is quadrupled
Divine3 2 133 Superior Critical: Your critical threat range is quadrupled
Divine3 2 134 Superior Summoning: Hit Dice of summoned creatures increases by 50%
Divine3 2 135 Telluric Effect: The effect damage is multiplied each time same target is struck
Clerical Elemental2 2 136 The "Unusual Materials" table is considered Semi-Elements for you; you can be composed of up to CCL-9 of those materials at the same time
Theist7 2 137 Time/Reality Stability
Legend 2 138 Time-Reality Stability; 1M: Talk to Time-Ele
Lich 2 139 Touch: Energy Drain 2x(Lich level) levels
Divine3 2 140 True Strike: You gain a +20 attack bonus with one weapon
Atheist(-7) 2 141 Undead divide their HD by your LVL when calculating what they turn as
Divine3 2 142 Unyielding Damage Reduction: Any corporeal opponent striking you in melee but not penetrating your damage reduction suffers the difference in damage.
Divine3 2 143 Vanguard Fortitude: Allies within in your group can use your fortitude saving throw
Divine3 2 144 Vanguard Reflexes: Allies within in your group can use your reflex saving throw
Divine3 2 145 Vanguard Will: Allies within in your group can use your will saving throw
Divine3 2 146 Weapon Breaking: Weapons that strike you, but do not injure you, shatter
Divine3 2 147 X-Ray Vision: See through solid objects
Theist7 2 148 You attack as a x3 being
Atheist(-7) 2 149 You defend as a x5 being (this effect cannot be dispelled/twisted)
Clerical Elemental2 2 150 You may have CCL-8 Artificial Resets per Natural Reset.
Lich 2 151 You may material component the Lich powers that duplicate Priest spells (spend 1V)
Lich 2 152 You may material component the Lich powers that duplicate Psionic powers (spend 1V)
Lich 2 153 You may material component the Lich powers that duplicate Wizard spells (spend 1V)
Hero 2 154 Your multiplicative sources of damage fully stack (instead of using the sum and subtract 1 formula)
Legend 2 155 Your non-Conc classes' spells/psi cost only ½M
Dragon of Tyr2 2 156 Your racial abilities and magic items cost half the normal number of actions to use.
Avangion2 2 157 Your Wizard spells and Psi2 powers (and their material componenting) cost half the normal number of actions to use.
Hero 3 1 #M: Dispel a x(#+1) effect (ignores ER/iER). # may be 0 (use a zero action)
Hero 3 2 +(Hero level) QM actions
Lich 3 3 +10*(Lich level) iMR that can't be ignored
Bug 3 4 +BCL "Bug" actions per round, only for technological effects, convert a "Bug" action to a QQS or an OppS
Clerical Elemental2 3 5 +CCL-19 lines of text from Priest group class descriptions, these are non-Level: picks or things that are normally non-pickable.
Legend 3 6 +LL Full actions
Hero 3 7 0 action, 1/r: Reset
Lich 3 8 0, 1/r: Any 3rd-7th level Priest spell
Lich 3 9 0, 1/r: Any 3rd-8th level Wizard spell
Villain 3 10 0, 1/r: Drop Time-Reality Stability on one target for 1 round
Villain 3 11 0, 1/r: Set up to VL creatures.
Villain 3 12 0, 1/s: Choose one creature. He cannot use any M actions on his next segment.
Atheist(-7) 3 13 0, LVL/d: Anti-Concordant Shell (0th-5th)
Atheist(-7) 3 14 0, LVL/d: Both you and a target get no actions; if you go below 0 hp this effect ends
Atheist(-7) 3 15 0, LVL/d: Target defeated creature is put in the hole, no escape for M years (M=Mult)
Legend 3 16 0,LL/d: Ignore someone's Immunity to something
Legend 3 17 0,LL/d: Mental Fury or Counter a Mental Fury
Legend 3 18 0,LL/d: Reset or Set (latter has No Resistance)
Legend 3 19 0,Lower Mult by 1: Target's Mult lowers by LL
Lich 3 20 0: 3*(Lich level)d10 Colorless Fire dmg, vile, does indestructible hp dmg
Lich 3 21 0: Create Specials 5*(Lich level)%
Villain 3 22 0: Dispel Permanent Lady's Smile on one target
Hero 3 23 10*(Hero level)% uPR (unadjustable PsiR, does shift, can't be lowered/halved)
Lich 3 24 1F or 1X: Duplicate any level 2 Concordant spell
Villain 3 25 1F, 1/year: Multiply all your effects by VL for 1 turn (once this is used this slot cannot be dropped for a year)
Bug 3 26 1M, can borrow from future: Counter a Concordant or XR-based effect
Legend 3 27 1M,1/d: Cast 11th lvl Wiz or 9th lvl Pri spell
Bug 3 28 1M: Annihilation 30' radius (save vs. PPD at -BL*10), from 30' to 60' radius take a Destruction (save vs. PPD)
Bug 3 29 1M: Dispel Concordant effect (or) reduce the multiplier of a Godly effect by x1 (no resistance, no ER, no aXR/aGR)
Legend 3 30 1M: Dispel Concordant Spell, 100% success
Villain 3 31 1M: Drop the Anti-Dispel Magic Shell spell (this effect is specifically designed to drop it and nothing else, so it works).
Bug 3 32 1M: Duplicate a Psi8 or Psi16 minor, major, or grand ability. (This is resisted using XR, not TechR)
Lich 3 33 1M: Grant Undead Status
Bug 3 34 1M: Raise or lower the Physical Factor (PF) of the area by BCL (min PF = 0, max PF = 10+BL), even if current PF=0
Bug 3 35 1M: Raise or lower the Tech Level of an object by BCL (max Tech Level = 20+BL*2)
Bug 3 36 1M: Reverse Concordant (can cast a Concordant effect's reverse within 1 round, even if the reverse is not known)
Dragon of Tyr2 3 37 1N, 1/r: Counterspell a non-Concordant effect.
Bug 3 38 1V: Successfully chase someone who Escaped (using Psi6G or whatever) or is Gone (to pocket dimension)
Avangion2 3 39 1X: Capital I Insist (this can in turn be "Really Objected To").
Dragon of Tyr2 3 40 1X: Loop port to a destination in the multiverse that doesn't match your quantum signature, defiling CCL' r of that multiverse to match yours.
Avangion2 3 41 1X: Loop port to a destination in the multiverse that matches your quantum signature, restoring CCL' r of that multiverse to its original state if that multiverse is suffering ill effects.
Clerical Elemental2 3 42 1X: Natural Reset one target.
Clerical Elemental2 3 43 2X: Cast a Wis-based [X] section power, with SL=3 (or SL=13 in the older copies of [X] that were SL=11 based).
Avangion2 3 44 A bonus of CCL in Class Adjectives. You can replace the phrase "in your group" with "in any group" in descriptions of class adjectives.
Clerical Elemental2 3 45 Add a "-" off the chart on the right side of your Priest progressions. (It is a "0" if you have the "dashes" power on SL=2 of this chart)
Villain 3 46 Anti-Hero shell SL 0-3 (Hero effects of SL 0-3 cannot be used within 200'r)
Hero 3 47 Anti-Villain Shell SL 0-3 (Villain effects of SL 0-3 cannot be used within 200')
Legend 3 48 Can create custom class with no upper CXP limit
Dragon of Tyr2 3 49 CCL instances of the same Class Adjective. It stacks with itself, even if it normally doesn't.
Bug 3 50 Concordant-Based Spirit Resistance (cXR) = BL*15% (shift downwards by 5% per Concordant CL over 12)
Hero 3 51 Continuous Lady's Smile (you choose all your die rolls)
Bug 3 52 DNA Stable (cannot be scrambled/erased/et al.); Immune to Clone Insanity, Pawned, Home Plane Change
Lich 3 53 Double the memorization of 1 SL (one non-Concordant progression)
Villain 3 54 Everyone has a SENSE OF IMPENDING DOOM, they waste 1 action (any type) per segment marvelling at your evilness.
Clerical Elemental2 3 55 Everyone in your party may use D actions, even if D actions are Banhammered or Pixelated.
Dragon of Tyr2 3 56 Free material componenting of Concordant spells, once per round.
Lich 3 57 Gaze: Life Trapping (as per Mirror)
Bug 3 58 Immune to "Colorless" and "Wild" elements/effects (Colorless Fire, Colorless Time, Black Ice, Wild Magic Zones, etc.)
Lich 3 59 Immune to being put down a hole (this does not put you down the deeper hole)
Hero 3 60 Immune to Hero level number of [C] section effects
Hero 3 61 Immune to Outer Elements
Lich 3 62 Imprisonment by touch
Atheist(-7) 3 63 Mask Alignment: You appear to be no alignment at all, not subject to special effects determined by alignment
Bug 3 64 May "Mental Fury" or "Step Out of It" without being "Crapped" at the end.
Avangion2 3 65 May use Psi2 Psionic Enchantments on your Concordant progressions (a Concordant 1st is considered a 11th, a Concordant 2nd is considered a 12th, ...)
Dragon of Tyr2 3 66 May use Psi-2 Reverse Psionic Enchantments on your Concordant progressions (a Concordant 1st is considered an 11th, a Concordant 2nd is considered an 12th, ...)
Legend 3 67 One 0th-1st lvl Hero or Lich or Villain spell
Pawn 3 68 Pawner lending you psionics: 0, 1/r: +LVL
Dragon of Tyr2 3 69 QX Haste: You get +1QX action.
Bug 3 70 Summon all creatures from all Alleys within BL*100 feet of current location; Alley Effect extends to where you are
Bug 3 71 The "Lady's Smile" effect doesn't work for anyone within sight
Hero 3 72 Time-Reality Stability
Villain 3 73 Time-Reality Stability
Lich 3 74 Troll-like Regen all hp every r
Avangion2 3 75 X Haste: All in your party gets +1X action.
Clerical Elemental2 3 76 You can summon, control, and comprehend Elementals of any DL, even past DL X. (Assuming you have sufficient spells to do so.)
Atheist(-7) 3 77 You defend as a x8 being (this effect cannot be dispelled/twisted)
Villain 3 78 You have an EVEN MORE ANNOYING FAMILIAR which functions as your VL in Ultra Familiars.
Villain 3 79 You ignore other people's Immunity to Outer Elements (unless it comes from a x3 or greater source).
Avangion2 3 80 You may material component Concordant spells, it costs an extra X action to do this.
Villain 3 81 Your ENDLESS HORDE OF CANNON FODDER (x1 creatures) ignore "Immune to x1 effects" (unless from x3 source).
Clerical Elemental2 3 82 Your Priest spells are resisted using GR instead of MR (or XR).
Divine3 4 1 [Aligned] Messiah: Same aligned beings will not attack you
Hero 4 2 +(Hero level) QOpp actions
X14 4 3 +1 CCL (Concordant Caster Level) in one class
Lich 4 4 +10*(Lich level) iPR that can't be ignored
X14 4 5 +1QX action
Hero 4 6 +2*(Hero level) to max # of actions
X14 4 7 +20% XP in one class (Non-Concordant or Concordant). Other powers like this one cannot be same class.
Warlord 4 8 +25*WCL set Con. Hold Con.
Warlord 4 9 +25*WCL set Dex. Hold Dex.
Warlord 4 10 +25*WCL set Str. Hold Str.
Legend 4 11 +LL*20% distributed among irrRMPIWR
Villain 4 12 +VL Opposing actions.
Warlord 4 13 +WCL iAC
Warlord 4 14 +WCL idmg
Warlord 4 15 +WCL ihp
Warlord 4 16 +WCL QP actions (infinitely quick P actions)
Warlord 4 17 +WL isaves
Warlord 4 18 +WL iTH
Warlord 4 19 +WL X actions
Lich 4 20 0, 1/r: Any 4th-8th level Priest spell
Lich 4 21 0, 1/r: Any 4th-9th level Wizard spell
Lich 4 22 0, 1/r: Any psionic grand
Villain 4 23 0, 1/s: Choose one creature. He cannot use any F or S actions on his next segment.
Villain 4 24 0: Counter an Limited Wish, Alter Reality, Wish, Change Reality, or Miracle (it doesn't work on Unlimited Wish or higher).
Lich 4 25 0: Dispel Innate or Racial ability effect
X7 4 26 0: Duplicate any 0th-2nd level Concordant spell until next reset. You can have up to 6 spell levels total running.
Hero 4 27 10*(Hero level)% uMR (unadjustable MR, does shift, can't be lowered/halved)
Lich 4 28 1F or 1X: Duplicate any level 3 Concordant spell
Lich 4 29 1F or 1X: Step Out of It
Villain 4 30 1F, 1/year: +VL to your multiplier for 1 turn (once this is used this slot cannot be dropped for a year)
Legend 4 31 1F,1/h: Locate Person/Obj at any point in time
Legend 4 32 1F,1/h: Speak with Person at any point in time
Atheist(-7) 4 33 1M (may borrow): New priest effects do nothing within sight (maintained) (may be used as a counterspell)
Peacelord 4 34 1M: A group gets -25*PCL set Con that ignores Sustain Con
Peacelord 4 35 1M: A group gets -25*PCL set Dex that ignores Sustain Dex
Peacelord 4 36 1M: A group gets -25*PCL set Str that ignores Sustain Str
Peacelord 4 37 1M: A group gets -PCL iAC
Peacelord 4 38 1M: A group gets -PCL idmg
Peacelord 4 39 1M: A group gets -PCL ihp
Peacelord 4 40 1M: A group gets -PCL QP actions (infinitely quick P actions)
Peacelord 4 41 1M: A group gets -PL isaves
Peacelord 4 42 1M: A group gets -PL iTH
Peacelord 4 43 1M: A group gets -PL X actions
Villain 4 44 1M: But wait, the other Villain over there FORGOT ONE SMALL THING and he is Crapped and Slain. (only vs. Villains)
Lich 4 45 1M: Contact Alternate Reality
Lich 4 46 1M: Create Any x2 Monster
Atheist(-7) 4 47 1M: Destroy up to LVL effects with Protection, Circle, or Ward in their name
Lich 4 48 1M: Reset
Legend 4 49 1V: Lower one x2 effect. 1X: Lower all x2 effects on 1 target.
Legend 4 50 1V: Swap bodies with target permanently
Villain 4 51 5F, Marry the HERO'S SWEETHEART: The Hero in question is (Capital R) Removed from the Multiverse permanently.
Atheist(-7) 4 52 Abilities as per Anti-Druid of half level
Pawn 4 53 Accidently raise Pawn XP: 1 in 6 chance per reset of spending all your XP to Pawn class
X14 4 54 Add 2 to HD type per level in one Concordant class (+0d+2)
Hero 4 55 All psi cost 0 action (limit = level/r)
Hero 4 56 All spells cost 0 action (limit = level/r)
Villain 4 57 All your innates cost 0 actions (limit = VL/r).
Villain 4 58 All your psi cost 0 actions (limit = VL/r).
Villain 4 59 All your spells cost 0 actions (limit = VL/r).
Divine3 4 60 Alter Reality: 0: Wish
Divine3 4 61 Anaretic: Your attacks are Mordenkainen's Disjunction branded
Divine3 4 62 Apostasy: You are unaffected by alignment based effects
X21 4 63 Can trade 10000 hp into 1 ihp (as many times as you like)
X14 4 64 Change "Save" category of your Concordant class to 1½xConc
X14 4 65 Change "To Hit" category of your Concordant class to 1½xConc
Divine3 4 66 Chimerical: You can shapechange into two creatures simultaneously
Divine3 4 67 Cosmic Consciousness: You sense everything (immune Dust, Mirage Arcana, Displacement, etc.)
Divine3 4 68 Cosmic Toughness: Hit Die become d100s (all classes)
Divine3 4 69 Counter-strike: Gain an extra retaliatory attack for every time you are injured
X(-7) 4 70 Defender 8: You defend as a x8 being (this effect cannot be dispelled/twisted)
Divine3 4 71 Divine Inspiration (S): 1X: Duplicate a 0th-2nd level Divine3 spell
Divine3 4 72 Dominance: Foes with less than 1/4 your HNCL automatically fail their saves
Divine3 4 73 Doppelganger: Shapechange into individuals, duplicating their innate/racial powers
Villain 4 74 Everyone else within 100 yards (friendly or not) loses VL to their number of segments per round, this may be "turned off".
Legend 4 75 Get LL Resets per Reset (doesn't stack w/self)
X14 4 76 Get stat bonus to a Concordant spell progression (Concordant SLs = 10+NonConcordant)
X(-7) 4 77 Go Away: Target defeated creature is put in the hole, no escape for M years (M=Mult)
Divine3 4 78 Hyperostosis: +HNCL*2 AC
X7 4 79 Ignore all forms of XP divisors.
Atheist(-7) 4 80 Ignore non-racial immunity to fear, suggestion, possession, charm
X21 4 81 Ignore x1 effects (assuming you are at least true x2 <- NOTE THE MULTIPLIER HERE)
X21 4 82 Immune Pixelation
Atheist(-7) 4 83 Immune to Forbiddance Zones, Alignment Change, Opposition
X21 4 84 Immune to x0 to x3 Traps, x0 to x2 Tricks, x0 to x1 Specials
Divine3 4 85 Inner Eye: You always use the best possible dice roll (Lady's Smile)
Divine3 4 86 Karmic [Effect]: An effect you do causes damage direct to experience points
Atheist(-7) 4 87 L segments of talking: Hijack the level L follower of someone else, he becomes your follower
Divine3 4 88 Legendary [Ability Score]: Single ability score doubled
X(-7) 4 89 Lockdown All: Both you and a target get no actions; if you go below 0 hp this effect ends
Hero 4 90 Loop-Reality Stability
Divine3 4 91 Lord of Perfection: You gain the Paragon Template
Divine3 4 92 Lord of the Skull: You gain the Demilich Template
Lich 4 93 Lose (Lich level)d4 stat pts by touch
Divine3 4 94 Molymorph: You are immune to the attacks of any form you assume
Divine3 4 95 Numinous: Anti-magic aura that does not impede your own magic
Legend 4 96 One 1st-2nd lvl Hero or Lich or Villain spell
X21 4 97 Overwrite your base race to have +5 to all stats, AC, saves, hp, TH, and have the abilities of five [P3] races/adjectives.
Pawn 4 98 Pawner lending you XP: +LVL*5% XP (or) +LVL*10% XP only for Priest group (both retroactive); +1 class slot
Divine3 4 99 Perfect Critical Multiplier: Your critical multiplier is quintipled
Divine3 4 100 Perfect Critical: Your critical threat range is quintupled
Divine3 4 101 Perfect Summoning: Hit Dice of summoned creatures increases by 200%
X14 4 102 Pick a single spell from any Concordant class. You may cast that spell as if it was on your Concordant class spell list.
Divine3 4 103 Quivering Skin: Anyone touching you suffers the effects of the Quivering Palm
Divine3 4 104 Quixotic: You can re-roll any dice roll (yours or friend's) 1/s
Divine3 4 105 Redivivus: You can revive your opponents greatest enemy
Divine3 4 106 Sanctity: Your turning affects any being
X(-7) 4 107 Shell 5: Anti-Concordant Shell (0th-5th)
Divine3 4 108 Shroud of Death: Anyone attacking you must save versus death
Divine3 4 109 Slipstream: You are unaffected by temporal disturbances
Divine3 4 110 Soniferous (S): You double the power of any single magic item you use
Divine3 4 111 Spirited Away: You are saved from destruction (Avoid Fate once per day)
Lich 4 112 Steal all spells by touch
Divine3 4 113 Talismanic Effect: Channel effects through artifacts
Divine3 4 114 Time Dilation: Can use 2X actions per segment (if you have them)
X21 4 115 Trade 3 of an action type for 1 Borrowed (b) or Held (h) of that action type.
X21 4 116 Trade 6F to 1X
X21 4 117 Trade 9 of an action type for 1 Instantaneous (I) of that action type.
Divine3 4 118 Underhanded: You sneak attack (Backstab) with every hit, even while in melee
Villain 4 119 -VL actions of all types to everyone within VL*10' r (no resistance)
X21 4 120 x+5 Mirrored XP to Concordant and Demigod (doesn't stack with lower versions of this in X21)
X7 4 121 x10 hp.
X7 4 122 x2 ML (Memorization Level) in one class.
X7 4 123 x3 CL.
X14 4 124 XR 4*CCL%. Pick two prefixes for this: "i"=irreducible, "u"=unadjustable, "n"=non-ignorable.
X21 4 125 xx1.2 ML in one class. (doesn't stack with lower versions of this in X21)
X21 4 126 xx1.5 CL (doesn't stack with lower versions of this in X21)
X21 4 127 xx2 hp (doesn't stack with lower versions of this in X21)
Villain 4 128 You are the MASTER ENEMY, and can't be targetted until your ENDLESS HORDE OF CANNON FODDER is destroyed.
X7 4 129 You attack as a xN being, but defend as a x(6-N) being, where N is between 1 and 4.
X7 4 130 You can trade 3 of an action type for 1 Opposing version of that action type.
Atheist(-7) 4 131 You defend as a x11 being (this effect cannot be dispelled/twisted)
X7 4 132 You may "borrow" actions of any type (assuming you have them).
X7 4 133 You may "hold" actions of any type (assuming you have them).
X21 4 134 You may "material component" Martial Arts Maneuvers, Innate/Racial Abilities, Magic Item activations (non-Artifact) by spending an S action (in addition to normal costs)
X21 4 135 You may use borrowed or held actions to activate SL 0-11 (CSL 0-1) effects you have.
Legend 4 136 Your phys att do full dmg regardless of immunity
Legend 4 137 Your race unique; imm Genocide; Wear any # items
Hero 5 1 +(Hero level) infinitely Quick Opposing 0 (Zero) actions
Lich 5 2 +(Lich level) QOppM or QQQM or X actions
Lich 5 3 +10*(Lich level) iaMR that can't be ignored
Legend 5 4 +LL Opposing actions
Lich 5 5 0, 1/r: Any 5th-10th level Wizard spell
Lich 5 6 0, 1/r: Any 5th-9th level Priest spell
Villain 5 7 0, 1/s: Choose one creature. He cannot use Zero or Opposing actions this segment. This cannot be responded to.
Legend 5 8 0: Can trade a Legend SL N for N Legend SLs.
Legend 5 9 0: Lower all x1 effects on LL^2 targets
Hero 5 10 10*(Hero level)% uXR (unadjustable XR, does shift, can't be lowered/halved)
Villain 5 11 10F, tell an enemy Hero your MASTER PLAN: Your Master Plan (no matter how bizarre) will actually do what you say.
Lich 5 12 1F or 1X: Duplicate any level 4 Concordant spell
Lich 5 13 1F or 1X: Mental Fury
Villain 5 14 1F: Pawn target x0, x1, or x2 creature. x2 creatures get a saving throw.
Villain 5 15 1M: All x2 and lower effects on one target are dropped, even if they can't normally be dispelled/instantaneous/disjuncted.
Lich 5 16 1M: Contact Ultra Plane
Legend 5 17 1M: Disable any # of Psi Freq 800'r (exc. 7/14)
Lich 5 18 1M: Project Image Across Planes
Lich 5 19 1M: Teleport to Alternate Reality
Villain 5 20 1M: You ONE-UP a LEGEND and LIE THROUGH YOUR TEETH, all Legend abilities in 100 yards do not function for 1r.
Legend 5 21 1V: Lower all x2 effects on 1 target
Pawn 5 22 Become NPC: You become an NPC immediately.
Lich 5 23 Conduct M actions through psi link
Lich 5 24 Death (capital S Slay) by touch
Legend 5 25 Immune Down a Hole, Clone Insanity, Kill @ Birth
Hero 5 26 Immune to your actions being locked down
Villain 5 27 Lockdown G actions continuous
Legend 5 28 MF/PF/TF Stability; 1M: Talk to Ultraplanar Cow
Lich 5 29 Steal all psionics by touch
Legend 5 30 You can attack Familiars even if they're immune
Villain 5 31 You have a MOST ANNOYING CONSULTANT, you take 2 sets of actions each segment and pick the better result.
Villain 5 32 You have AN EVEN BIGGER BOSS THAN YOU, which is any same-aligned god, you Automatic Divine Intervention 1/d.
Villain 5 33 You ignore other people's immunities and resistances
Villain 5 34 You ignore other people's Immunity to Ultraplanar Things, even if it comes from a x3 or greater source.
Villain 5 35 You see the ERROR OF YOUR WAYS, drop Villain class (and can never return), gain Hero with double your Villain XP.
Villain 5 36 Your effects have a -VL*5% GR (Godly Resistance) shift. (This does not work if [X] section rules are being used.)
Legend 5 37 Your effects have no BlahR (except GR)
Lich 6 1 +(Lich level) QOppX actions or # segments per round
Lich 6 2 +10*(Lich level) iIR that can't be ignored
Lich 6 3 0, 1/r: Any 0th-8th level Warrior, Rogue, or Monster spell
Lich 6 4 0, 1/r: Any 6th-10th level Priest spell
Lich 6 5 0, 1/r: Any 6th-11th level Wizard spell
Lich 6 6 0, 1/r: Any psionic super
Villain 6 7 0, 1/s: Choose VL creatures. They cannot use Zero or Opposing actions this segment. This cannot be responded to.
Legend 6 8 0: Zero & Opposing actions cannot be used 800'r
Lich 6 9 1F or 1X: Duplicate any level 5 Concordant spell
Villain 6 10 1F: Pawn VL target x0, x1, or x2 creatures. x2 creatures get a saving throw.
Bug 6 11 1M, can borrow from future: Capital I Insist an effect (an effect that was Objected to still resolves)
Bug 6 12 1M, can borrow from future: Capital O Object an effect (it is countered completely unless Insisted)
Legend 6 13 1M,1/d: Cast 12th lvl Wiz or 10th lvl Pri spell
Villain 6 14 1M: All x2 and lower effects on VL targets are dropped, even if they can't normally be dispelled/instantaneous/disjuncted.
Legend 6 15 1M: Disable all non-Conc classes 800'r
Bug 6 16 1M: Duplicate a Psi8 or Psi16 minor, major, grand, super, or ultra ability. (This is resisted using XR, not TechR)
Bug 6 17 1M: Lower Multiplier by 2 in 30' radius (no save, can use XR); from 30' to 60' radius lose only 1 multiplier
Lich 6 18 1M: Teleport to Ultra Plane
Legend 6 19 1X, may borrow: Capital O Object
Bug 6 20 Anti-Concordant Shell: Immune to and cannot use 0th and 1st level Concordant effects
Divine3 6 21 Anti-Matter [Effect]: One of your effects can do antimatter based damage; or +1d100 antimatter dmg / physical attack
Divine3 6 22 Astro [Effect]: One of your effects have a CCL% chance to erase the being from history
Legend 6 23 Casting multiple Wishes/Miracles doesn't harm MF
Bug 6 24 Concordant-Based Anti-Spirit Resistance (caXR) = BL*10% (shift downwards by 5% per Concordant CL over 12)
Lich 6 25 Conduct effects through psi link
Divine3 6 26 Cosmic Inspiration (S): 1X: Duplicate a 0th-4th level Divine3 spell
Divine3 6 27 Dead Zone: You can create a zone of dead-magic (MF 0) that does not impede you
Divine3 6 28 Edifying Presence: Your presence forces an alignment change (save)
Divine3 6 29 Enchanted Damage Induction: You are only affected by a weapons enchantment bonus
Divine3 6 30 Equilibrium: All ability scores match your highest ability score (among the basic 6 stats)
Lich 6 31 Erase Truename by touch
Legend 6 32 Get normal resistance to things with "No Resist"
Divine3 6 33 Greater Dominance: Foes with less than 1/3 your hit die automatically fail their saves
Legend 6 34 Immune to 1st-3rd level Conc spells (except Bug)
Bug 6 35 Immune to Going Down a Hole, which does not harm you in any way (you don't go down the Deeper Hole)
Bug 6 36 Immune to Twilighting and draining the MF/PF/TF (unless you want to be twilighted or drain the factors, of course!)
Divine3 6 37 Interdimensional: You have a 75% chance of avoiding any attack or spell
Legend 6 38 LL of your non-Conc classes are put to level 36
Divine3 6 39 Multidimensional (S): You can exist in two places at once
Divine3 6 40 Omega [Effect]: One of your effects causes permanent hp damage
Divine3 6 41 Perfect Defence: iAC CCL
Divine3 6 42 Polymath: Your non-Concordant class levels can be changed at will (you can shift XP around)
Divine3 6 43 Rectify: Anyone slain by you is completely erased from ever existing
Lich 6 44 Steal all powers by touch
Divine3 6 45 Superluminal: You can move at the speed of light
Divine3 6 46 Transattack Period: Your attacks double each round
Divine3 6 47 Transcendental Toughness: Hit Die become d1000s (all classes)
Divine3 6 48 Transilient Fortitude: You always succeed in Fortitude saves (+1 PSave)
Divine3 6 49 Transilient Reflexes: You always succeed in Reflex saves (+1 PSave)
Divine3 6 50 Transilient Will: You always succeed in Will saves (+1 MSave)
Divine3 6 51 Transmortality: You cannot be permanently destroyed
Divine3 6 52 Transtemporal: You can travel freely in time
Divine3 6 53 Transversal: You can attack any target you can perceive
Lich 6 54 Troll-like regen all hp (including vile) every s
Divine3 6 55 Ultimate Weapon Focus: +CCL iTH
Bug 6 56 Your concordant effects do not allow XR (including irreducible XR), GR can still be used
Legend 6 57 Your non-Conc classes' spells/psi cost only ¼M
X14 7 1 +1 CCL (Concordant Caster Level) in one class
X14 7 2 +1 CML (Concordant Memorization Level) and -2 CCL in one class {can reverse this}
Lich 7 3 +10*(Lich level) iER & iaER that can't be ignored
X14 7 4 +1QQX action
X14 7 5 +30% XP in one class (Non-Concordant or Concordant). Other powers like this one cannot be same class.
Lich 7 6 0, 1/r: Any 7th-11th level Priest spell
Lich 7 7 0, 1/r: Any 7th-12th level Wizard spell
Legend 7 8 0,LL/d: Avoid Fate of multiplier = LL/3
X7 7 9 0: Duplicate any 0th-4th level Concordant spell until next reset. You can have up to 18 spell levels total running.
Lich 7 10 1F or 1X: Duplicate any level 6 Concordant spell
Legend 7 11 1F: Sever Sentinel/Bug/Lich's power connection
Legend 7 12 1M: Target loses this segment's actions
Legend 7 13 1P: Target cannot use F, S, M, or Opp actions
Legend 7 14 1V: Retroactively stop an action within last r
Legend 7 15 1X, may borrow: Capital I Insist
X14 7 16 Add 1 to number of HD per level in one Concordant class (+1d+0)
Lich 7 17 Annihilation by touch (cannot be Avoid Fated)
X14 7 18 Change "Save" category of your Concordant class to 2xConc
X14 7 19 Change "To Hit" category of your Concordant class to 2xConc
X(-7) 7 20 Defender 11: You defend as a x11 being (this effect cannot be dispelled/twisted)
X14 7 21 Duplicate the effects of one Psi7 power (Ultra or lower)
X21 7 22 Ignore x2 effects (assuming you are at least true x5 <- NOTE THE MULTIPLIER HERE)
X21 7 23 Immune to x0 to x4 Traps, x0 to x3 Tricks, x0 to x2 Specials
Lich 7 24 Incursion by touch (2 successful touches = Loop Incursion)
X14 7 25 iunXR 5*CCL%
Legend 7 26 No time paradox/oddities while time travelling
Legend 7 27 One 3rd-4th level Hero or Lich or Villain spell
X21 7 28 Overwrite your base race to have +6 to all stats, AC, saves, hp, TH, and have the abilities of six [P3] races/adjectives.
X(-7) 7 29 Shell 7: Anti-Concordant Shell (0th-7th)
X21 7 30 Trade 2 of an action type for 1 Borrowed (b) or Held (h) of that action type.
X21 7 31 Trade 4F to 1X
X21 7 32 Trade 7 of an action type for 1 Instantaneous (I) of that action type.
X21 7 33 x+6 Mirrored XP to Concordant and Demigod (doesn't stack with lower versions of this in X21)
X7 7 34 x2.5 ML (Memorization Level) in one class.
X7 7 35 x4 CL.
X7 7 36 x50 hp.
X21 7 37 xx1.3 ML in one class. (doesn't stack with lower versions of this in X21)
X21 7 38 xx1.7 CL (doesn't stack with lower versions of this in X21)
X21 7 39 xx3 hp (doesn't stack with lower versions of this in X21)
X7 7 40 You attack as a xN being, but defend as a x(6-N) being, where N is between 1 and 5.
X7 7 41 You can trade 2 of an action type for 1 Opposing version of that action type.
Legend 7 42 You can use +LL segments /r
X21 7 43 You may "material component" Concordant spells by spending an F action (in addition to the normal X action).
X21 7 44 You may use borrowed or held actions to activate SL 0-14 (CSL 0-4) effects you have.

[PC7] Concordant Group Classes


Custom Concordant

Level KXP Concordant
Spells
1 10x (unknown)
2 30x (unknown)
3 60x (unknown)
4 100x (unknown)
5 150x (unknown)
6 210x (unknown)
7 280x (unknown)
8 360x (unknown)
9 450x (unknown)
10 550x (unknown)
11 660x (unknown)
12 780x (unknown)
13 910x (unknown)
14 1050x (unknown)
15 1200x (unknown)
16 1360x (unknown)
17 1530x (unknown)
18 1710x (unknown)
19 1900x (unknown)
20 2100x (unknown)
21 2310x (unknown)
22 2530x (unknown)
23 2760x (unknown)
24 3000x (unknown)
25 3250x (unknown)
26 3510x (unknown)
27 3780x (unknown)
28 4060x (unknown)
29 4350x (unknown)
30 4650x (unknown)
31 4960x (unknown)
32 5280x (unknown)
33 5610x (unknown)
34 5950x (unknown)
35 6300x (unknown)
36 7000x (unknown)
TH Saves
PD RS PP BW Sp Fo Re Wi
varies varies
varies varies
varies varies
varies varies
varies varies
varies varies
varies varies
varies varies
varies varies
varies varies
varies varies
varies varies
varies varies
varies varies
varies varies
varies varies
varies varies
varies varies
Requisites: Str 2x, Dex 2x, Con 2x, Int 2x, Wis 2x, Chr 2x
Alignment: any
HD/level: varies
Weapon Prof.: varies
To Hit Table: varies
Save Table: varies
Reference: DM
Groups: Concordant (x2)
 
[X] Section stats
ihp  
iTH  
P Save  
M Save  
War  
Rog  
PPsi  
Wiz  
Pri  
MPsi  
   
Category Ability x cost
HD/Level & NdS (minimum N=1, S=1) N*S/100
+ (each) 0.1
Weapon Prof. & A+level*B A/20+B/5

[PC7] Concordant Group Classes


Darkling2

Level KXP Darkling
124 6 [1]
1 0 1-- - [-]
2 4 2-- - [-]
3 8 3-- - [-]
4 16 31- - [-]
5 32 32- - [-]
6 64 33- - [-]
7 128 43- - [-]
8 256 44- - [-]
9 500 441 - [-]
10 1000 442 - [-]
11 1500 443 - [-]
12 2000 444 - [-]
13 2500 544 - [-]
14 3000 554 - [-]
15 3500 555 - [-]
16 4000 655 - [-]
17 4500 665 - [-]
18 5000 666 - [-]
19 5500 666 1 [-]
20 6000 666 2 [-]
21 6500 666 3 [-]
22 7000 666 4 [-]
23 7500 666 5 [-]
24 8000 666 6 [-]
25 8500 766 6 [-]
26 9000 776 6 [-]
27 9500 777 6 [-]
28 10000 777 7 [-]
29 10500 877 7 [1]
30 11000 887 7 [1]
31 11500 888 7 [1]
32 12000 888 8 [1]
33 12500 988 8 [1]
34 13000 998 8 [1]
35 13500 999 8 [1]
36 14000 999 9 [21]
37 28000 999 9 [22]
38 42000 999 9 [32]
39 56000 999 9 [33]
45 140000 999 9 [66]
54 266000 AAA 9 [99]
63 392000 BBB B [BB]
72 518000 DDD C [CC1]
TH Requisites:
+1 Alignment:
+3 HD/level:
+5 Weapon Prof.:
+7 To Hit Table:
+9 Reference:
+11 Groups:
+13 Complexity:
+15  
+17 Saving Throws:
+19 PPD:
+21 RSW:
+23 PP:
+25 BW:
+27 Spell:
+29 Fort:
+31 Reflex:
+33 Will:
+35  
+37 ]
+39
+41
+43
+45
+47
+49
+51
+53
+55
+57 1
+59 2
+61 3
+63 4
+65 5
+67 6
+69 7
+71
+73
+75
+77
+89
+107
+125
+143
Str 13, Con 15, Wis 15, Chr 16 Barbarian Str, Con, and Chr.
any You may replace the base number of attacks you get with each weapon with CCL/2.
3d5 You may roll 1d30 to hit like a 30th edition class. Automatically hits on a natural 29-30. Automatically misses on a 1.
6+level Level N (every level): +1 Kit.
2xWar Level 1: +1 Limb.
DM {Reduced Dark Lord2} Level 9, 18, 27, 36: +1 Limb.
Warrior, Concordant (x1)
CF=5
 
4+level*2
2+level*2  
3+level*2  
1+level*2  
1+level*2  
4+level*2  
2+level*2  
0+level*2  

[PC7] Concordant Group Classes


Darkling2 Spells (SL=1)

# Spell Effect
1 Damage Threshold DT 108-CL*3 (Damage Threshold; if you take more than 143-CL*3 dmg from a source, you take nothing)
2 Dark Platoon Summon an army of 2^CL DL=(CL+4)/5 Humanoids, Undead, or Henchmen (your choice)
3 Dark Helm +1 Henchmen slot; can have LVL^2 Henchmen in it; divide cost of Henchmen by LVL
4 Evil Dominion Create a x1 Terrain Feature (Continuous any effect of SL 0 to CL/2, or you can Banhammer something that's x1)
5 Physical Enhancement Get +1 additional level of Exceptionalness in Str, Dex, or Con
6 Domination Dominate one target (Will save, CR to resist)

Darkling2 Spells (SL=2)

# Spell Effect
1 Dark Legion Get +1 summon slot (yes, this works with the Dark Army power above)
2 Infuse Can "Barbarian Smash" Artifacts
3 Mind Scanner Capital E Extract (Will save, CR to resist)
4 Misdirect 0, 1/r: Redirect damage from any effect (or attack) to one of your subordinates.
5 Multi Domination Dominate CL/2 targets (Will save, CR to resist)

Darkling2 Spells (SL=4)

# Spell Effect
1 Dark Mount You have a DL=CL/4 Mount
2 Fast Attack +1 IP (Instantaneous P) Action
3 I am somewhat EVIL Wishoid (non-Channeling) for a SL 1-3 Evil Underling spell (force the DM to write one if Evil Underling not written)
4 Battlelord 4 Choose one Battlelord SL=4 spell (this can be taken only once)

Darkling2 Spells (SL=6)

# Spell Effect
1 House of Darkness (cast 1/d) Adds 10'x10' to your House of Darkness, which has a DL=CL/4 Monster Generator.
2 Improved Redirect 0, 1/s: Redirect damage from any effect (or attack) to one of your subordinates.
3 Mass Domination Dominate 1 group (Will save, CR to resist)

Dark Lord2 Spells (SL=11 / CSL=1)

# Spell Effect
1 Damage Threshold DT 72-CCL*2 (Damage Threshold; if you take more than 72-CCL*2 dmg from a source, you take nothing)
2 Dark Army Summon an army of 10^CCL DL=(CCL+3)/4 Humanoids, Undead, or Henchmen (your choice)
3 Dark Helmet :) Get a x1 mirroring of the base XP (with no mods) in the Meat Helm class (costs no class slots)
4 Evil Dominion Create a x2 Terrain Feature (Continuous any effect of SL 0 to CCL, or you can Banhammer something)
5 Physical Enhancement Get +CCL additional levels of Exceptionalness in Str, Dex, or Con (may distribute as you like)
6 Super Domination Dominate one target (no resistance, do not need to actually target him)

[PC7] Concordant Group Classes


Dejuvenator

Level KXP Dejuv  Bre End
357 9  [1] [1]
1 0 1-- -  [-] [-]
2 4.5 2-- -  [-] [-]
3 9 3-- -  [-] [-]
4 18 4-- -  [-] [-]
5 36 41- -  [-] [-]
6 72 42- -  [-] [-]
7 144 43- -  [-] [-]
8 288 44- -  [-] [-]
9 500 441 -  [-] [-]
10 900 442 -  [-] [-]
11 1350 443 -  [-] [-]
12 1800 444 -  [-] [-]
13 2250 444 1  [-] [-]
14 2700 444 2  [-] [-]
15 3150 444 3  [-] [-]
16 3600 444 4  [-] [-]
17 4050 544 4  [-] [-]
18 4500 554 4  [-] [-]
19 4950 555 4  [-] [-]
20 5400 555 5  [-] [-]
21 5850 655 5  [-] [-]
22 6300 665 5  [-] [-]
23 6750 666 5  [-] [-]
24 7200 666 5  [1] [-]
25 7650 666 6  [1] [-]
26 8100 666 6  [2] [-]
27 8550 766 6  [2] [-]
28 9000 766 6  [3] [-]
29 9450 776 6  [3] [-]
30 9900 776 6  [3] [1]
31 10350 776 6  [4] [1]
32 10800 777 6  [4] [1]
33 11250 777 6  [4] [2]
34 11700 777 6  [5] [2]
35 12150 777 7  [5] [2]
36 12600 777 7  [5] [3]
TH Saves
PD RS PP BW Sp Fo Re Wi
+0 11 11 11 11 11 11 11 11
+1 12 12 12 12 12 12 12 12
+2 13 13 13 13 13 13 13 13
+3 14 14 14 14 14 14 14 14
+4 15 15 15 15 15 15 15 15
+5 16 16 16 16 16 16 16 16
+6 17 17 17 17 17 17 17 17
+7 18 18 18 18 18 18 18 18
+8 19 19 19 19 19 19 19 19
+9 20 20 20 20 20 20 20 20
+10 21 21 21 21 21 21 21 21
+11 22 22 22 22 22 22 22 22
+12 23 23 23 23 23 23 23 23
+13 24 24 24 24 24 24 24 24
+14 25 25 25 25 25 25 25 25
+15 26 26 26 26 26 26 26 26
+16 27 27 27 27 27 27 27 27
+17 28 28 28 28 28 28 28 28
Requisites: Chr 28, Str 23, Class Slots 3
Alignment: any
HD/level: d30
Weapon Prof.: 0+level
To Hit Table: War
Save Table: level+10
Reference: DM { Reduced Breaker / Ender }
Groups: Concordant (x1), Technology, Mirror
 
Gets Super Barbarian Chr bonus, which is +(Chr-18)*3.
This class is dedicated to the ending of life at all costs, using all technological and magical methods possible.
This is the reduced form of two different x2 Concordant classes: Breaker and Ender. The idea here is by the time a character has reached 36th level in Dejuvenator, he will know which path he will take.
Enemies get --LVL on the natural die roll for saves against your effects, which means they cannot auto-make against your saves, even when you're level 1 (unless they have a ++ to saves).
Level 24 Note: Your "CCL" is your CL-23 for Breaker and CL-29 for Ender.

[PC7] Concordant Group Classes


Dejuvenator Spells

Level # Spell
3 1 1V: Harm (1 target, PPD save)
3 2 1V: Charm or Domination (1 target, Will save)
3 3 1P: Paralysis, Stun, or Hold (1 target, PPD save)
3 4 1M: Stop, Slow, or Web (1 target, no save)
3 5 1M: Target's next Clone will not trigger upon his death (no save)
3 6 1M: Troll-like degeneration 10*CL hp /s (1 target, no save)
5 1 1P: Place a (non-major) [C] section effect (1 target, RSW save)
5 2 1M: Harm (1 target, no save)
5 3 Lockdown D Actions in the room continuous (does not affect "dead" Actions).
5 4 Enemy's mounts (if they have one) are considered part of them, so an effect targetting the enemy hits the mount too.
5 5 1M: Troll-like degeneration 20*CL hp /s, it is Vile dmg and Permanent hp of dmg. (1 target, no save)
5 6 1M: Super Slow: Target loses next LVL A Actions (no save)
7 1 1V: Choose a target. Everyone else in his group can do one parting shot on him (he's not actually leaving the group though).
7 2 1F: Turn Undead with CL=LVL*2.
7 3 1P: Causeall (1 target, no save)
7 4 1M: Destruction (1 target, no save)
7 5 Can "material component" Dejuvenator powers (spend +1V) to allow you to affect two targets with a power.
7 6 1M: Troll-like degeneration 30*CL hp /s, plus CL ability score dmg to each stat /s. (1 target, no save)
9 1 1V or 1D: Move a nasty flag on yourself (such as Capital S Slain) to someone else in your group.
9 2 1X: Lockdown unconscious actions (see Rejuvenator), even if they cannot normally be locked down.
9 3 1M: True Destruction (1 target, no save)
9 4 1M, 1/d: Capital I Insist something. You can pick this more than once to use it more than once per day.
9 5 Have the DM copy your PC's status on the chalkboard to somewhere else as a backup. 1N, 1/reset: Switch your current status with your backup. This cannot be taken more than once.
9 6 1M: Troll-like degeneration 40*CL hp /s, plus CL negative levels /s. (1 target, no save)
Breaker 1 (11) 1 1V: Target gets -CCL PSaves (using the [X] section saving throw rules)
Breaker 1 (11) 2 1V: Target takes (CCL+1)/3 idmg
Breaker 1 (11) 3 1V: Target loses (CCL+1)/3 iAC
Breaker 1 (11) 4 1V: Target is Severe Allergy to CCL [C] section effects, even major ones are only 1 pick each (will counter an Immunity)
Breaker 1 (11) 5 You may destroy Indestructible items as if they weren't Indestructible.
Breaker 1 (11) 6 You can target people who can't be targetted. You can target the floor of people whose floor cannot be targetted.
Ender 1 (11) 1 1V: Target gets -CCL MSaves (using the [X] section saving throw rules)
Ender 1 (11) 2 1N, 1/s: Force Shapechange, Dispel Illusion, and Dust of Appearance (no resistance)
Ender 1 (11) 3 You can assume the form of any known dead/incursed/pixelated person or creature (this is like the First Evil's ability). You don't have the person's abilities, but you do have their memories.
Ender 1 (11) 4 1X: Capital B Break (1 target, XR to resist)
Ender 1 (11) 5 You get and can use 2D Actions per death per segment. You are limited to CCL+1 D Actions you can use per reset (instead of 1).
Ender 1 (11) 6 1M: Erase Truename, Change Home Plane to this plane, Erase Quantum Signature, Sever Silver Cord (all of these on 1 target, XR to resist)

[PC7] Concordant Group Classes


Divine3 (HeroDeity3)

Level KXP Divine3
024 68A
1 0 1-- ---
2 200 2-- ---
3 600 3-- ---
4 1200 4-- ---
5 2000 5-- ---
6 3000 6-- ---
7 4200 7-- ---
8 5600 8-- ---
9 7200 81- ---
10 9000 82- ---
11 11000 83- ---
12 13200 831 ---
13 15600 832 ---
14 18200 843 ---
15 21000 843 1--
16 24000 843 2--
17 27200 854 3--
18 30600 854 31-
19 34200 854 32-
20 38000 854 33-
21 42000 854 43-
22 46200 854 44-
23 50600 855 44-
24 55200 855 54-
25 60000 855 55-
26 65000 865 55-
27 70200 865 551
28 75600 865 552
29 81200 865 553
30 87000 865 554
31 93000 865 555
32 99200 866 555
33 105600 866 655
34 112200 866 665
35 119000 866 666
36 126000 877 777
TH Saves
PD RS PP BW Sp Fo Re Wi
+22 19 19 19 19 19 19 19 19
+24 20 20 20 20 20 20 20 20
+26 21 21 21 21 21 21 21 21
+28 22 22 22 22 22 22 22 22
+30 23 23 23 23 23 23 23 23
+32 24 24 24 24 24 24 24 24
+34 25 25 25 25 25 25 25 25
+36 26 26 26 26 26 26 26 26
+38 27 27 27 27 27 27 27 27
+40 28 28 28 28 28 28 28 28
+42 29 29 29 29 29 29 29 29
+44 30 30 30 30 30 30 30 30
+46 31 31 31 31 31 31 31 31
+48 32 32 32 32 32 32 32 32
+50 33 33 33 33 33 33 33 33
+52 34 34 34 34 34 34 34 34
+54 35 35 35 35 35 35 35 35
+56 36 36 36 36 36 36 36 36
Requisites: HNCL 21 or 3rd edition class 15; six 18's or three 22's
Alignment: any
HD/level: & 1d6+14
Weapon Prof.: & 9+/9
To Hit Table: Conc
Save Table: Conc
Reference: ImmHBAsc3
Groups: Concordant (x2)
 
[X] Section stats
ihp -2+LVL/9
iTH -2+LVL/9
P Save -2+LVL/9
M Save -2+LVL/9
War -2+LVL/9
Rog -2+LVL/9
PPsi -2+LVL/9
Wiz -2+LVL/9
Pri -2+LVL/9
MPsi -2+LVL/9
   
Usage note: This class is to be OFFLINE only, to protect copyright.
 
(Abilities omitted)

[PC7] Concordant Group Classes


Dragon of Tyr2

Level KXP Dragon of Tyr2
123
1 3300 1--
2 3600 2--
3 3900 3--
4 4200 4--
5 4500 5--
6 4800 6--
7 5100 7--
8 5400 8--
9 5700 9--
10 6000 91-
11 6300 92-
12 6600 93-
13 6900 94-
14 7200 95-
15 7500 96-
16 7800 97-
17 9000 98-
18 11000 99-
19 14000 AA-
20 18000 AA1
21 23000 AA2
22 29000 AA3
23 36000 AA4
24 44000 AA5
25 53000 AA6
26 63000 AA7
27 74000 AA8
28 86000 AA9
29 99000 AAA
30 113000 AAA
31 128000 AAA
32 144000 AAA
33 161000 AAA
34 179000 AAA
35 198000 AAA
36 218000 AAA
TH Saves
PD RS PP BW Sp Fo Re Wi
+2  1  1  1  1  1  1  1  1
+4  2  2  2  2  2  2  2  2
+6  3  3  3  3  3  3  3  3
+8  4  4  4  4  4  4  4  4
+10  5  5  5  5  5  5  5  5
+12  6  6  6  6  6  6  6  6
+14  7  7  7  7  7  7  7  7
+16  8  8  8  8  8  8  8  8
+18  9  9  9  9  9  9  9  9
+20 10 10 10 10 10 10 10 10
+22 11 11 11 11 11 11 11 11
+24 12 12 12 12 12 12 12 12
+26 13 13 13 13 13 13 13 13
+28 14 14 14 14 14 14 14 14
+30 15 15 15 15 15 15 15 15
+32 16 16 16 16 16 16 16 16
+34 17 17 17 17 17 17 17 17
+36 18 18 18 18 18 18 18 18
Requisites: Defiler level 21 or HNCL 30, Str 16, Con 20, Int 16
Alignment: any
HD/level: & 6d4
Weapon Prof.: 0+level*2
To Hit Table: 2xMon
Save Table: 2xMon
Reference: DSDK2
Groups: Concordant (x2)
 
[X] Section stats
ihp +3
iTH +20
P Save +1
M Save +0
War +1
Rog -1
PPsi +1
Wiz +1
Pri -1
MPsi +0
   
Gets Super-Barbarian Str, Con, and Int bonus.
Gets an X action.
You stop aging mentally and physically, and are immune to aging.
Fly at CCL*24" (A) move rate. Immune to falling damage, telekinesis, and gravity effects.
If you have a Wizard progression, add (Super) Wis bonus to it. This is in addition to any other bonuses you may have (i.e. you might end up with Wis bonus twice, or Wis and Int bonus).
If you have Psi2 powers, you may "Material Component" them for 1V action.
CCL is Concordant Caster Level; i.e. your Dragon of Tyr Level plus any Concordant Caster Level shifts. If you do not have the Dragon of Tyr class (presumably you're "wishing" for the powers), your CCL=(highest Concordant Level + Concordant Caster Level shifts) / 2.

[PC7] Concordant Group Classes


Dragon of Tyr2 Spells

Level # Spell
1 1 xx2 AC (true double AC, no shift from 10)
1 2 iunWaWR CCL*5%
1 3 May use Psi-2 Reverse Psionic Enchantments, these cost no PSPs to use.
1 4 iuEaXR CCL*5%; ixGR CCL%
1 5 Get a (non-adjustable) saving throw of 21-HCL vs. Concordant spells
1 6 +CCL set Int. You may add CCL instances of the "Elemental" Racial Adjective for no cost. Free wild talent in Psi15.
1 7 +1 11th in memorization in a Wizard group class (even if off right side of chart)
1 8 MF/PF/TF cannot be raised within sight of you. 1X, defile MF/PF/TF in the area by 1: Capital F Fix on self.
1 9 Loop Stability. You may pick this ability twice; the second time gives you Time/Reality Stability.
1 10 1X, may borrow (i.e. 1bX action): Add a [C] section effect on someone.
2 1 Mouth's X: Pixelate a target (XR to resist)
2 2 1X+1F, may borrow: Capital I Insist (this can in turn be "Really Objected To").
2 3 May use Psi-2 Reverse Psionic Enchantments even if "Banhammered".
2 4 Alley effect CCL*10' r
2 5 CCL instances of the "Uncommoner3" class Level 1 ability (at DL X)
2 6 Set Int = CCL^2.
2 7 Your racial abilities and magic items cost half the normal number of actions to use.
2 8 Can do these action conversions: 1M -> 1P, 2P -> 1QP, 2 QP -> 1 QQP, 2 QQP -> 1 QQQP, etc.
3 1 1X: Loop port to a destination in the multiverse that doesn't match your quantum signature, defiling CCL' r of that multiverse to match yours.
3 2 QX Haste: You get +1QX action.
3 3 May use Psi-2 Reverse Psionic Enchantments on your Concordant progressions (a Concordant 1st is considered an 11th, a Concordant 2nd is considered an 12th, ...)
3 4 CCL instances of the same Class Adjective. It stacks with itself, even if it normally doesn't.
3 5 Free material componenting of Concordant spells, once per round.
3 6 1N, 1/r: Counterspell a non-Concordant effect.

[PC7] Concordant Group Classes


Elemental Cleric2

Level KXP Priest     [ClrEle]
123 456 789 [1]
1 0 1a- --- --- [-]
2 3 20- --- --- [-]
3 6 21a --- --- [-]
4 12 320 --- --- [-]
5 26 421 a-- --- [-]
6 55 422 0-- --- [-]
7 110 432 1a- --- [-]
8 220 433 20- --- [-]
9 450 443 21a --- [-]
10 900 444 320 --- [-]
11 1350 444 431 a-- [-]
12 1800 555 442 0-- [-]
13 2250 555 442 1a- [-]
14 2700 555 552 10- [-]
15 3150 555 553 21a [-]
16 3600 555 553 320 [-]
17 4050 555 553 321 [-]
18 4500 555 553 331 [1]
19 4950 555 554 332 [1]
20 5400 555 554 442 [1]
21 5850 555 555 443 [1]
22 6300 555 555 553 [2]
23 6750 555 555 554 [2]
24 7200 555 555 555 [2]
25 7650 666 655 555 [2]
26 8100 666 666 655 [3]
27 8550 666 666 666 [3]
28 9000 777 766 666 [3]
29 9450 777 777 766 [3]
30 9900 777 777 777 [4]
31 10350 888 877 777 [4]
32 10800 888 888 877 [4]
33 11250 888 888 888 [4]
34 11700 999 988 888 [5]
35 12150 999 999 988 [5]
36 12600 999 999 999 [5]
TH Saves
PD RS PP BW Sp Fo Re Wi
+0  8  4  5  2  3  0  0  2
+1  8  4  6  3  4  0  0  3
+1  9  5  6  3  4  0  1  3
+2  9  5  6  4  4  1  1  4
+3 10  6  7  4  5  1  1  4
+3 10  6  7  5  5  2  2  5
+4 11  7  8  5  6  2  2  5
+5 11  7  9  6  6  2  2  6
+5 12  7  9  6  7  3  3  6
+6 12  8  9  6  7  3  3  7
+7 13  8 10  7  8  4  3  7
+7 13  9 10  7  8  4  4  8
+8 13  9 10  7  8  4  4  8
+9 14  9 11  8  9  5  4  9
+9 14 10 11  8  9  5  5  9
+10 14 10 11  9  9  6  5 10
+11 15 11 12  9 10  6  5 10
+11 15 11 12 10 11  6  6 11
Requisites: Str 10, Con 8, Wis 10, Chr 6
Alignment: any
HD/level: d8
Weapon Prof.: 3+level/3
To Hit Table: Pri
Save Table: Pri
Reference: DM {Reduced Clerical Elemental2}
Groups: Priest, Concordant (x1)
 
Gets your choice of Str, Con, or Wis bonus to spell progression.
Gets Exceptional Wis and Con bonus.
Grand and Sphere robed (-1 SL) in Elemental sphere; you can also cast Wizard Elemental school spells (these are not sphere robed and cost a full spell slot though).
You do not age physically.
Level N (every level): Pick an E=2+LVL/4 or lower element, you are immune to it. You can cast "Wall of Element" and "Wacky Ball" spells of that element, as if it was E=1. (These spells exist at every SL.)
Level 2: You may cast Psi2 minor powers as if they were SL=2 spells. You still need to make the stat check. You do not need to spend PSPs. If it requires a variable amount of PSPs, you have 10*SL PSPs to spend into the power.
Level 8: You may cast Psi2 major powers as if they were SL=5 spells.
Level 16: You may cast Psi2 grand powers as if they were SL=8 spells.
Level 18: Gets 1X action per round. Gets Clerical Elemental2 spells, which require X actions to cast. Your CCL=(CL-16)/2.
Level 24: You may cast Psi2 super powers as if they were SL=8 spells.
Clerical Elemental2 SL=1 spells (#1-9 are old, #10-15 are new, the Clerical Elemental2 class is errated to have the new spells):
1. Sphere robe in CCL spheres. If you pick Elemental, you are double Sphere robed (-2 SL).
2. Priest spells (and material componenting) cost half the number of actions in CCL spheres.
3. Your Priest spells are resisted using XR instead of MR.
4. You may double material component Priest spells by using +1V action.
5. ½0 (half of a zero action): Shift composition of a spell, power, or existing effect (that has an element/eelement) to any element/eelement.
6. +CCL "Level:" picks from Priest group of your HNCL+CCL or lower.
7. +CCL*2 Minors in Psi15 or Psi(-15). Can convert 2 Minor -> 1 Major, 2 Major -> 1 Grand, 2 Grand -> 1 Super.
8. +CCL^2 unarmed TH and damage, +CCL to # attacks unarmed, it is of an unusual element (can change with each punch)
9. With unarmed attacks: ignore stoneskins, ironskins, uberskins, WR, iWR, DR, +blah weapon needed, displaced, inertial barrier
10 (new). You can treat this spell slot as if it was an SL=10 Priest spell slot.
11 (new). +CCL Summon slots for Elementals. 1X: Summon a DL=10+CCL Elemental that you can comprehend and control.
12 (new). Drugs are considered elements for you; with E=(SL of the drug).
13 (new). 0, sacrifice a potion, while casting a spell: This potion is considered an element of E=(XP value)/100 for the purposes of this spell.
14 (new). 10X, 30F, CCL/month: Invent a new E=4+CCL (or higher) element. Until the following reset, only you can generate effects of this element, and all effects of this element are "No Resistance". (At the end of the day the element becomes common knowledge and the benefits are lost.)
15 (new). When you are comprised of only a single element, you generate a x2 Terrain Feature that turns all other Elementals of that element into x2 beings, with +2 DL and x(CCL+1) rhp.

[PC7] Concordant Group Classes


Evil Overlord

Level KXP Evil Overlord
Spells
1 500 (unknown)
2 1000 (unknown)
3 1500 (unknown)
4 2500 (unknown)
5 4000 (unknown)
6 6500 (unknown)
7 9000 (unknown)
8 11500 (unknown)
9 14000 (unknown)
10 16500 (unknown)
11 19000 (unknown)
12 21500 (unknown)
13 24000 (unknown)
14 26500 (unknown)
15 29000 (unknown)
16 31500 (unknown)
17 34000 (unknown)
18 36500 (unknown)
19 39000 (unknown)
20 41500 (unknown)
21 44000 (unknown)
22 46500 (unknown)
23 49000 (unknown)
24 51500 (unknown)
25 54000 (unknown)
26 56500 (unknown)
27 59000 (unknown)
28 61500 (unknown)
29 64000 (unknown)
30 66500 (unknown)
31 69000 (unknown)
32 71500 (unknown)
33 74000 (unknown)
34 76500 (unknown)
35 79000 (unknown)
36 35000 (unknown)
TH Saves
PD RS PP BW Sp Fo Re Wi
+22 19 19 19 19 19 19 19 19
+24 20 20 20 20 20 20 20 20
+26 21 21 21 21 21 21 21 21
+28 22 22 22 22 22 22 22 22
+30 23 23 23 23 23 23 23 23
+32 24 24 24 24 24 24 24 24
+34 25 25 25 25 25 25 25 25
+36 26 26 26 26 26 26 26 26
+38 27 27 27 27 27 27 27 27
+40 28 28 28 28 28 28 28 28
+42 29 29 29 29 29 29 29 29
+44 30 30 30 30 30 30 30 30
+46 31 31 31 31 31 31 31 31
+48 32 32 32 32 32 32 32 32
+50 33 33 33 33 33 33 33 33
+52 34 34 34 34 34 34 34 34
+54 35 35 35 35 35 35 35 35
+56 36 36 36 36 36 36 36 36
Requisites: Str 24, Con 18, Int 18, Chr 24
Alignment: any E
HD/level: & 6d6
Weapon Prof.: & 0+level*2
To Hit Table: Conc
Save Table: Conc
Reference: DM
Groups: Concordant (x2)
 
[X] Section stats
ihp  
iTH  
P Save  
M Save  
War  
Rog  
PPsi  
Wiz  
Pri  
MPsi  
   
(Abilities unknown)

[PC7] Concordant Group Classes


Exacter0 (X-acter0)

Level KXP X7/X14
mMG SU
1 10 (owe) 1-- --
2 20 2-- --
3 30 3-- --
4 50 31- --
5 90 32- --
6 170 33- --
7 330 43- --
8 650 44- --
9 1290 441 --
10 2090 442 --
11 2890 443 --
12 3690 444 --
13 4490 544 --
14 5290 554 --
15 6090 555 --
16 6890 655 --
17 7690 665 --
18 8490 665 1-
19 9290 665 2-
20 10090 665 3-
21 10890 665 4-
22 11690 665 5-
23 12490 666 5-
24 13290 666 6-
25 14090 766 6-
26 14890 776 6-
27 15690 776 61
28 16490 776 62
29 17290 776 63
30 18090 776 64
31 18890 776 65
32 19690 776 66
33 20490 777 66
34 21290 777 76
35 22090 777 77
36 22890 877 77
TH Saves
PD RS PP BW Sp Fo Re Wi
& ++0  5  4  5  3  4  0  1  2
& ++0  7  6  7  4  6  2  3  3
& ++0  7  7  7  5  7  3  4  5
& ++1  9  8  9  7  9  4  5  6
& ++1 10  9 10  7  9  5  6  8
& ++1 11 11 11  9 12  6  7  9
& ++2 13 12 13 10 14  8  9 11
& ++2 14 13 13 11 14  9 10 12
& ++2 15 14 14 13 15 10 11 14
& ++3 15 15 15 15 16 11 12 15
& ++3 16 16 16 16 16 12 13 17
& ++3 16 16 16 16 16 14 15 18
& ++4 16 16 16 16 16 16 16 18
& ++4 17 17 17 16 16 16 16 18
& ++4 17 17 17 17 17 16 17 18
& ++5 18 17 18 17 17 17 17 18
& ++5 18 18 18 18 18 17 17 18
& ++5 19 18 18 18 18 18 18 18
Requisites: Dex 10, Con 10, Chr 20, Class slots 2
Alignment: any
HD/level: & 2d4
Weapon Prof.: & 4+level/2
To Hit Table: & ++Wiz
Save Table: 3xM-U0
Reference: DM
Groups: Concordant (x1)
 
Hold X actions. You may use 1S+1V+1X per segment. You may convert 1X -> 1F.
Level N (every level): +1X action
Can use X7 or X14 powers. X7 or X14 powers that modify CL, ML, level, or XP cannot be applied to the Arch-Exacter0 class.

[PC7] Concordant Group Classes


X7/X14 Minor Powers (SL=2, Concordant SL=0)

# Power
X7-1 Trade 5 of an action type for 1 Quick of that action type.
X7-2 Trade 7 of an action type for 1 Opposing of that action type.
X7-3 Limit of 5 classes
X7-4 -0.25 to XP divisor due to race (minimum 1).
X14-1 +1% XP in one class (Non-Concordant or Concordant). Other powers like this one cannot be same class.
X14-2 +CCL Cml
X14-3 +CCL QZ (Quick Zero) actions

X7/X14 Major Powers (SL=5, Concordant SL=0)

# Power
X7-1 Trade 4 of an action type for 1 Quick of that action type.
X7-2 Trade 6 of an action type for 1 Opposing of that action type.
X7-3 Limit of 6 classes
X7-4 -0.5 to XP divisor due to race (minimum 1).
X7-5 x1.1 hp
X7-6 x1.1 CL
X14-1 +2% XP in one class (Non-Concordant or Concordant). Other powers like this one cannot be same class.
X14-2 +CCL HNCL (for qualifying for classes, kits, etc.)
X14-3 +CCL C actions

X7/X14 Grand Powers (SL=8, Concordant SL=0)

# Power
X7-1 Trade 3 of an action type for 1 Quick of that action type.
X7-2 Trade 5 of an action type for 1 Opposing of that action type.
X7-3 Limit of 7 classes
X7-4 -0.75 to XP divisor due to race (minimum 1).
X7-5 Considered a x2 being on either attack or defense (change at reset)
X7-6 x1.5 hp
X7-7 x1.5 CL
X14-1 +5% XP in one class (Non-Concordant or Concordant). Other powers like this one cannot be same class.
X14-2 +CCL Luck
X14-3 +1 action of any type you already possess (except X, G, Bug, and their variants)

[PC7] Concordant Group Classes


X7/X14 Super Powers (SL=11, Concordant SL=1)

# Power
X7-1 You are considered a x2 being.
X7-2 You attack as a x1 being, but defend as a x3 being.
X7-3 You attack as a x3 being, but defend as a x1 being.
X7-4 You can trade 2 of an action type for 1 Quick version of that action type.
X7-5 You can trade 4 of an action type for 1 Opposing version of that action type.
X7-6 x2 hp.
X7-7 x2 CL.
X7-8 Limit of 8 classes.
X7-9 You have a free "H" for purposes of qualifying for classes, kits, and feats.
X7-10 Planar Stable (immune to effects of being on another plane).
X7-11 -1 to XP divisor due to race (minimum 1).
X7-12 Immune to SL 0 to SL ((your level)/3, round down) effects.
X7-13 (your level)*2% iGR; works even in section [X].
X7-14 Immune to one effect in the [C] section.
X7-15 0: Duplicate any 0th level Concordant spell until next reset. You can have up to 2 spell levels total running (0 level spells count as 1/4).
X7-16 x1.5 ML (Memorization Level) in one class.
X14-1 +10% XP in one class (Non-Concordant or Concordant). Other powers like this one cannot be same class.
X14-2 Pick a CSL (Concordant Spell Level). Lose 2 spells of that CSL and gain 1 spell of CSL+1 (even if off chart)
X14-3 +1 CCL (Concordant Caster Level) in one spell in one class
X14-4 Pick a single spell from any Concordant class. You may cast that spell as if it was on your Concordant class spell list.
X14-5 Add 2 to HD type per level in one Concordant class (+0d+2)
X14-6 Change "Save" category of your Concordant class to Conc
X14-7 Change "To Hit" category of your Concordant class to Conc
X14-8 +1X action
X14-9 XR 3*CCL%. Pick one prefix for this: "i"=irreducible, "u"=unadjustable, "n"=non-ignorable.

[PC7] Concordant Group Classes


X7/X14 Ultra Powers (SL=14, Concordant SL=4)

# Power
X7-1 0: Duplicate any 0th-2nd level Concordant spell until next reset. You can have up to 6 spell levels total running.
X7-2 You attack as a xN being, but defend as a x(6-N) being, where N is between 1 and 4.
X7-3 You can trade 3 of an action type for 1 Opposing version of that action type.
X7-4 You may "borrow" actions of any type (assuming you have them).
X7-5 You may "hold" actions of any type (assuming you have them).
X7-6 x10 hp.
X7-7 x3 CL.
X7-8 x2 ML (Memorization Level) in one class.
X7-9 Ignore all forms of XP divisors.
X14-1 +20% XP in one class (Non-Concordant or Concordant). Other powers like this one cannot be same class.
X14-2 Get stat bonus to a Concordant spell progression (Concordant SLs = 10+NonConcordant)
X14-3 +1 CCL (Concordant Caster Level) in one class
X14-4 Pick a single spell from any Concordant class. You may cast that spell as if it was on your Concordant class spell list.
X14-5 Add 2 to HD type per level in one Concordant class (+0d+2)
X14-6 Change "Save" category of your Concordant class to 1½xConc
X14-7 Change "To Hit" category of your Concordant class to 1½xConc
X14-8 +1QX action
X14-9 XR 4*CCL%. Pick two prefixes for this: "i"=irreducible, "u"=unadjustable, "n"=non-ignorable.

[PC7] Concordant Group Classes


Fallen Angel5

Level KXP Pri Fallen
123 456 789
1 6 (owe) 1-- --- ---
2 9 2-- --- ---
3 12 21- --- ---
4 18 22- --- ---
5 30 221 --- ---
6 54 222 --- ---
7 102 322 1-- ---
8 198 332 2-- ---
9 294 333 21- ---
10 486 333 32- ---
11 678 433 321 ---
12 900 444 321 ---
13 1130 444 322 ---
14 1360 444 432 ---
15 1590 544 432 1--
16 1820 555 432 2--
17 2050 655 443 2--
18 2280 655 443 21-
19 2510 655 543 22-
20 2740 655 544 32-
21 2970 655 544 321
22 3200 665 554 322
23 3430 666 654 332
24 3660 776 655 432
25 3890 776 655 443
26 4120 777 665 543
27 4350 777 665 554
28 4580 887 666 654
29 4810 887 776 655
30 5040 888 777 665
31 5270 888 777 766
32 5500 988 887 776
33 5730 999 888 777
34 5960 999 988 887
35 6190 999 999 888
36 6420 999 999 999
TH Saves
PD RS PP BW Sp Fo Re Wi
+4  1  1  1  1  1  1  1  1
+5  1  1  1  1  1  1  1  1
+6  2  2  2  2  2  2  2  2
+7  2  2  2  2  2  2  2  2
+8  3  3  3  3  3  3  3  3
+9  3  3  3  3  3  3  3  3
+10  4  4  4  4  4  4  4  4
+11  4  4  4  4  4  4  4  4
+12  5  5  5  5  5  5  5  5
+13  5  5  5  5  5  5  5  5
+14  6  6  6  6  6  6  6  6
+15  6  6  6  6  6  6  6  6
+16  7  7  7  7  7  7  7  7
+17  7  7  7  7  7  7  7  7
+18  8  8  8  8  8  8  8  8
+19  8  8  8  8  8  8  8  8
+20  9  9  9  9  9  9  9  9
+21  9  9  9  9  9  9  9  9
Requisites: Str 12, Dex 14, Con 19, Int 12, Chr 6
Alignment: LE
HD/level: & ++++d6
Weapon Prof.: 6+/3
To Hit Table: Mon +3 levels
Save Table: Mon +1 level
Reference: DM
Groups: Priest, Concordant (x1), Mirror
 
Can cast Priest spells of the Necromantic sphere. Can also cast Priest spells of the following minor spheres: Darkness, Death, Destruction, Disease, Evil, Fear, Revenge, Secrets, Thievery. Since these schools aren't well defined in the Collective, I've included the Warden spells of these minor spheres on the following pages. You "know" all of these spells. Necromantic spells are *not* listed on this spell chart; you'll have to troll through [S3] to find those.
Doesn't get a stat bonus to progression.
Can weapon specialize using Non-War column.  
"rhp" is "relative hit points", what the DM uses for summons to indicate their health (usually listed as 10/10).  
Levels Pick Description
Level 1-3: A Flying LVL*3/2+8" (C)
B 1N, eat a summon: +DL*2 TH and dmg this segment, where DL is the DL of the summon
C 1V: Summon an evil DL 1d4 Outer planar creature
D 1M: Pick Pockets 70+LVL*30% (reduced downwards by LVL*10 of target)
E SR 6*LVL
Level 4: Pick two from: Fallen Angel5 Level 1-3, Bringer5 Level 1-3, or Psi-6E/Psi6E minor
Level 5-7: F 1V: Choose an N between -LVL*2 and LVL*2. A group gets +N TH, you get +N TH, for 1r.
G 1N, 1/reset: Follow a teleport or Escape (you arrive the following segment)
H 1V: Summon an evil DL 1d6+2 Outer planar creature
I Immune Fire (all variants), Negative, Prismatic, Chromatic, Darkness, Radiation, Deafness
J iER LVL*10%
Level 8: Pick two from: Fallen Angel5 Level 5-7, Bringer5 Level 5-7, or Psi-6E/Psi6E major
Level 9-12: K 13bM, 6bP, 26bV (can borrow into next round): Capital O Object or Capital I Insist
L 1F: Unholy Bolt
M 1V: Summon an evil DL 1d8+5 Outer creature (treat each DL above DL=10 as having +10 max and current rhp)
N Pick a Sphere. Can cast Priest spells of that Sphere.
O iGoodR LVL*5% (Resistance vs. Good aligned beings)
Level 13: Pick two from: Fallen Angel5 Level 9-12, Bringer5 Level 9-12, or Psi-6E/Psi6E grand

[PC7] Concordant Group Classes


Fallen Angel5 Spells

SL # Spell Spheres Effect
1 1 Cause Fear Death, Fear One creature of 5 HD or less flees for 1d4 rounds.
1 2 Disguise Self Secrets, Thievery Changes your appearance.
1 3 Inflict Light Wounds Destruction, Disease Touch deals 1d8 damage +1/level (max +5).
1 4 Obscuring Mist Darkness, Sea, Sky Fog surrounds you.
1 5 Protection from Good Evil +2 to AC and saves, counter mind control, hedge out elementals and outsiders.
1 6 Shield of Faith Revenge Aura grants +2 or higher deflection bonus.
2 1 Bear's Endurance Labour, Revenge, Stoicism Subject gains +4 to Con for 1 min./level.
2 2 Blindness/Deafness Darkness Makes subject blinded or confused.
2 3 Death Knell Death Kill dying creature and gain 1d8 temporary hp, +2 to Str and +1 caster level..
2 4 Desecrate Evil Fills area with negative energy making undead stronger.
2 5 Inflict Moderate Wounds Disease Touch attack, 1d8 damage +1/level (max +10).
2 6 Invisibility Entropy, Thievery Subject invisible 1 min./level or until it attacks.
2 7 Mirror Image Secrets Creates decoy duplicates of you (1d4 +1 per three levels, max 8).
2 8 Scare Fear Panics creatures of less than 6 HD.
2 9 Shatter Chaos, Destruction Sonic vibration damages objects or crystalline creatures.
3 1 Animate Dead Death Creates undead skeletons and zombies.
3 2 Contagion Destruction, Disease Affect subjects with chosen disease.
3 3 Deeper Darkness Darkness Object sheds supernatural shadow in 60 ft. radius.
3 4 Fear Fear Subjects within cone flee for 1 round/level.
3 5 Magic Circle against Good Evil As protection spells, but 10 ft. radius and 10 min./level.
3 6 Nondetection Secrets, Thievery Hides subject from divination, scrying.
3 7 Speak with Dead Revenge, Wisdom Corpse answers one question/two levels.
4 1 Black Tentacles Darkness Tentacles grapple all within 15 ft. spread.
4 2 Confusion Madness, Thievery Subjects behave oddly for 1 round/level.
4 3 Crushing Despair Fear Subjects take -2 on attack rolls, damage rolls and save checks.
4 4 Death Ward Death, Fertility Grants immunity to death spells and negative energy effects.
4 5 Fire Shield Revenge, Sun Creatures attacking you take fire damage while you are protected against cold.
4 6 Inflict Critical Wonds Destruction Touch attack, 4d8 damage +1/level (max 20).
4 7 Invisibility, Greater Secrets As invisibility, but subject can attack and stay invisible.
4 8 Unholy Blight Evil Damages and sickens good creatures.
4 9 Waves of Fatigue Disease Several targets become fatigued.
5 1 Dispel Good Evil +4 bonus against attacks by good creatures.
5 2 False Vision Secrets, Thievery Fools scrying with an illusion.
5 3 Inflict Light Wounds, Mass Destruction Deals 1d8 damage +1/level to many creatures.
5 4 Insect Plague Disease Locust swarms attack creatures
5 5 Mark of Justice Revenge Designates action that will trigger curse on subject.
5 6 Nightmare Darkness, Fear Sends vision dealing 1d10 damage, fatigue.
5 7 Slay Living Death Touch attack kills subject.
6 1 Banishment Revenge Banishes 2 HD/level of extraplanar creatures.
6 2 Create Undead Death, Evil Create ghouls, ghasts, mummies or mohrgs.
6 3 Harm Destruction, Disease Deals 10 points/level damage to target.
6 4 Mislead Luck, Secrets, Thievery Turns you invisible and creates illusory double.
6 5 Shadow Walk Darkness, Travel Step into shadows to travel rapidly.
6 6 Symbol of Fear Fear Triggered rune panics nearby creatures.
7 1 Blasphemy Evil Kills, paralyzes, weakens, or dazes nonevil subjects.
7 2 Destruction Death Kills subject and destroys remains.
7 3 Disintegrate Destruction Makes one creature or object vanish.
7 4 Eyebite Fear Target becomes panicked, sickened and comatose.
7 5 Power Word Blind Darkness, Love, War Blinds creature with 200 hp or less.
7 6 Screen Secrets, Thievery Illusion hides area from vision, scrying.
7 7 Spell Turning Luck, Magic, Revenge, Stoicism Reflect 1d4+6 spell levels back at the caster.
7 8 Waves of Exhaustion Disease, Entropy Several targets become exhausted.
8 1 Create Greater Undead Darkness, Death Create shadows, wraiths, spectres or devourers.
8 2 Discern Location Knowledge, Revenge Reveals exact location of creature or object.
8 3 Earthquake Destruction Intense tremor shakes 5-ft./level radius.
8 4 Horrid Wilting Disease, Entropy, Sea Deals 1d6/level damage within 30 ft.
8 5 Mind Blank Secrets, Stoicism Subject is immune to mental/emotional magic and scrying.
8 6 Polymorph Any Object Thievery Changes any subject into anything else.
8 7 Trap the Soul Fear, Wealth Imprisons subject within gem.
8 8 Unholy Aura Evil +4 to AC, +4 resistance, SR 25 against good spells.
9 1 Energy Drain Disease Subject gains 2d4 negative levels.
9 2 Implosion Destruction Kills one creature/round.
9 3 Imprisonment Secrets Entombs subject beneath the earth.
9 4 Power Word Kill Darkness, War Kills creatures with 100 hp or less.
9 5 Storm of Vengeance Revenge, Thunder Storm rains acid, lightning and hail.
9 6 Summon Monster IX Chaos, Evil, Good, Labour, Law Calls extraplanar creatures to fight for you.
9 7 Time Stop Thievery, Time You act freely for 1d4+1 rounds.
9 8 Wail of the Banshee Death, Entropy Kills one creatre/level.
9 9 Weird Fear, Madness As phantasmal killer, but affecst all within 30 ft.
10 1 Damnation Evil Send your foe to hell.
10 2 Eclipse Darkness A solar eclipse follows you.
10 3 Hellball Evil You deal 10d6 each of acid, cold, electricity and fire damage, you take 10d6 damage.
10 4 Lord of Nightmares Fear You are possessed by a dream larva for 20 rounds and take 12d6 damage.
10 5 Pestilence Disease Inflict slimy doom on all creatures and plants within a half mile diameter area.
10 6 Tempest of Vengeance Revenge, Thunder Tempest rains acid, lightning and hail.

[PC7] Concordant Group Classes


Giant Robot8

Level KXP Psi8   GRobot Vill
mMG SU 123 45 [1]
1 0 1-- -- 1-- -- [-]
2 8 2-- -- 2-- -- [-]
3 16 3-- -- 3-- -- [-]
4 32 41- -- 31- -- [-]
5 64 51- -- 32- -- [-]
6 128 62- -- 42- -- [-]
7 256 72- -- 421 -- [-]
8 512 831 -- 431 -- [-]
9 1024 931 -- 432 -- [-]
10 1536 A41 -- 432 1- [-]
11 2048 B42 -- 542 1- [-]
12 2560 C52 -- 543 2- [-]
13 3072 D52 -- 543 21 [-]
14 3584 E63 -- 543 22 [-]
15 4096 F63 -- 543 32 [-]
16 4608 G73 1- 543 33 [-]
17 5120 H74 1- 544 33 [-]
18 5632 I84 1- 544 43 [-]
19 6144 J84 1- 544 44 [-]
20 6656 K95 2- 554 44 [-]
21 7168 L95 2- 555 44 [-]
22 7680 MA5 2- 555 54 [-]
23 8192 NA6 2- 555 55 [-]
24 8704 OB6 3- 655 55 [-]
25 9216 PB6 3- 665 55 [-]
26 9728 QC7 3- 666 55 [-]
27 10240 RC7 3- 666 65 [1]
28 10752 SD7 4- 666 66 [1]
29 11264 TD8 4- 766 66 [2]
30 11776 UE8 4- 776 66 [2]
31 12288 VE8 4- 777 66 [3]
32 12800 WF9 51 777 76 [3]
33 13312 XF9 51 777 77 [4]
34 13824 YG9 51 877 77 [4]
35 14336 ZGA 51 887 77 [5]
36 14848 [GA 51 888 77 [5]
TH Saves
PD RS PP BW Sp Fo Re Wi
+1  1  1  1  1  1  1  1  1
+2  2  2  2  2  2  2  2  2
+3  3  3  3  3  3  3  3  3
+4  4  4  4  4  4  4  4  4
+5  5  5  5  5  5  5  5  5
+6  6  6  6  6  6  6  6  6
+7  7  7  7  7  7  7  7  7
+8  8  8  8  8  8  8  8  8
+9  9  9  9  9  9  9  9  9
+10 10 10 10 10 10 10 10 10
+11 11 11 11 11 11 11 11 11
+12 12 12 12 12 12 12 12 12
+13 13 13 13 13 13 13 13 13
+14 14 14 14 14 14 14 14 14
+15 15 15 15 15 15 15 15 15
+16 16 16 16 16 16 16 16 16
+17 17 17 17 17 17 17 17 17
+18 18 18 18 18 18 18 18 18
Requisites: Str 19, Con 17
Alignment: any
HD/level: 4d8 (no Con bonus)
Weapon Prof.: 8+level/2
To Hit Table: Mon
Save Table: 2xMon
Reference: MTG {Reduced Villain}
Groups: Monster, Concordant (x1), Technology
 
Does not get any Con bonus at all on it's Hit Dice, and Con bonuses cannot be bought for this class in any way.
See [Q8] for Psi8 rules and powers.
Can manipulate an object with TechF equal to your level or less.
Level 1: +1 Technological proficiency slot per level (see [P8.8]).
Level 1: +1 size.
Level 9: +1 size.
Level 18: +1 size.
Level 27: +1 size.
Level 36: +1 size.
 
Special Note on Giant Robot8 spells: Unlike Henchman spells (and most other Concordant spells), Giant Robot8 spells may be taken more than once. (Resist Elements twice would give you Double Resist Elements, MPIRR 5*LVL% twice would give you MPIRR 7.5*LVL% because of the MR calculation, etc.)

[PC7] Concordant Group Classes


Giant Robot8 Spells

Level # Spell
1 1 1P, LVL/d: Create (LVL+1)/2 MINIATURE GIANT ROBOTS, which are DL=(LVL+1)/2 Golems (treat as a summon)
1 2 MPIRR 5*LVL%
1 3 +10% XP in Giant Robot8, if this is your only class (if you are single classed and getting x2 XP, you'll get x2.1 XP now)
1 4 Resist all Elements
1 5 Resist Hold/Stun/Para. (you become -5 / -25% on all actions if "half" stunned/held/paralyzed)
1 6 Resist Action/Memory/Ability Stealing
2 1 ER 5*LVL%
2 2 1M, 1/t: Cureall one Robot or Golem target (can use on yourself).
2 3 Pick a psionic power you have. It has double effect. [Pick a different power each time you pick this]
2 4 All your innate abilities can be used twice as many times per unit time (e.g. 3/d becomes 6/d).
2 5 +1 minor in a psionic progression you have.
2 6 +1 limb (in a new set of limbs) [if this is taken more than once they are all in the same set]
3 1 1M: Hypnotize a group (Will save)
3 2 0, 1/t: Reroll a die roll
3 3 1F, 1/d: Reset one Golem or Robot target (can use on yourself).
3 4 Resist all Eelements and Unusual Materials
3 5 +LVL C Actions
3 6 You get +1 segment per round (starting at segment 11).
4 1 Your summons can't be targetted.
4 2 1M: But wait, the other Robot or Golem over there FORGOT ONE SMALL THING and he is Crapped and Slain. (save for each)
4 3 You can convert 1M -> 1QM only for psionic powers.
4 4 +1 Bug action. (1QQS or 1OppS only for technological effects)
4 5 1F: Choose one creature. He is Stopped, and cannot use any 0 or V actions on his next segment.
4 6 1F, 1/t: Target loses 1 to his multiplier for 1 round (no save, TechR)
5 1 You have a MOST ANNOYING CONSULTANT: 0, 1/t: Fork one of your actions.
5 2 You see the ERROR OF YOUR WAYS, drop Giant Robot8 class (and can never return), gain Brass Gnat with x1.5 your Giant Robot8 XP.
5 3 1F: Remove Charm, Domination, Ego Domination, Control Actions, or Magic Jar on one target.
5 4 AllR 5*LVL%
5 5 0, 1/d: Gain an Immunity to something for the rest of the day (must be a narrow effect like a spell/psi power name)
5 6 You have and may use 2Z actions per half-segment.
Villain 1 (11) 1 1/d: Create a GIANT ROBOT (a DL 10 Golem, you may make requests but exact statistics are determined by the DM).
Villain 1 (11) 2 1/r: You MYSTERIOUSLY ESCAPE (even past all barriers) from enemies, one of the enemies must be a Hero.
Villain 1 (11) 3 You have an ANNOYING HENCHMAN of half your Villain Level who always ESCAPES and causes trouble for the enemy.
Villain 1 (11) 4 You adjust all irreducible BlahR by -5*level% and all reducible BlahR to 0%.
Villain 1 (11) 5 +10% XP in all your non-Concordant classes.
Villain 1 (11) 6 You ignore other people's Immunity to Inner Elements (unless it comes from a x3 or greater source)
Villain 1 (11) 7 You ignore other people's Immunity to Hold/Stun/Para (unless it comes from a x3 or greater source)
Villain 1 (11) 8 You ignore other people's Immunity to Action/Memory/Other Stealing (unless it comes from a x3 or greater source)
Villain 1 (11) 9 0, 1/s: Choose one creature. He cannot use any V actions on his next segment.
Villain 1 (11) 10 The "Avoid Fate" ability cannot be used by any other creature (friendly or not) within 100 yards of you.
Villain 1 (11) 11 NF, may borrow: Counter a level N Concordant ability.
Villain 1 (11) 12 xVL number of henchmen, followers, summons, familiars

[PC7] Concordant Group Classes


Henchman

Level KXP Hench. Villain
123 45 [1]
1 0 1-- -- [-]
2 6.5 2-- -- [-]
3 13 3-- -- [-]
4 26 31- -- [-]
5 52 32- -- [-]
6 104 42- -- [-]
7 208 421 -- [-]
8 416 431 -- [-]
9 825 432 -- [-]
10 1650 432 1- [-]
11 3300 542 1- [-]
12 3800 543 2- [-]
13 4300 543 21 [-]
14 4800 543 22 [-]
15 5300 543 32 [-]
16 5800 543 33 [-]
17 6300 544 33 [-]
18 6800 544 43 [-]
19 7300 544 44 [-]
20 7800 554 44 [-]
21 8300 555 44 [-]
22 8800 555 54 [-]
23 9300 555 55 [-]
24 9800 655 55 [-]
25 10300 665 55 [-]
26 10800 666 55 [-]
27 11300 666 65 [1]
28 11800 666 66 [1]
29 12300 766 66 [2]
30 12800 776 66 [2]
31 13300 777 66 [3]
32 13800 777 76 [3]
33 14300 777 77 [4]
34 14800 877 77 [4]
35 15300 887 77 [5]
36 15800 888 77 [5]
TH Saves
PD RS PP BW Sp Fo Re Wi
+1  0  0  0  0  0  0  0  0
+2  1  1  1  1  1  1  1  1
+3  1  1  1  1  1  1  1  1
+4  2  2  2  2  2  2  2  2
+5  2  2  2  2  2  2  2  2
+6  3  3  3  3  3  3  3  3
+7  3  3  3  3  3  3  3  3
+8  4  4  4  4  4  4  4  4
+9  4  4  4  4  4  4  4  4
+10  5  5  5  5  5  5  5  5
+11  5  5  5  5  5  5  5  5
+12  6  6  6  6  6  6  6  6
+13  6  6  6  6  6  6  6  6
+14  7  7  7  7  7  7  7  7
+15  7  7  7  7  7  7  7  7
+16  8  8  8  8  8  8  8  8
+17  8  8  8  8  8  8  8  8
+18  9  9  9  9  9  9  9  9
Requisites: Dex 19, Int 17
Alignment: any E
HD/level: 3d6 (no Con bonus)
Weapon Prof.: 6+level/2
To Hit Table: Mon
Save Table: Mon
Reference: MTG {Reduced Villain}
Groups: Wizard, Concordant (x1)
 
Does not get any Con bonus at all on it's Hit Dice, and Con bonuses cannot be bought for this class in any way.

[PC7] Concordant Group Classes


Henchman Spells

Level # Spell
1 1 1P, 1/d: Create a MINIATURE GIANT ROBOT, a DL (CL+3)/2 Golem or Technological monster (treat as a summon)
1 2 0, 1/d: You MYSTERIOUSLY ESCAPE (even past all barriers) from enemies, one of the enemies must be a Hero or Sidekick.
1 3 1M: Monster Summoning (CL+1)/2
1 4 You adjust all BlahR by -5*level%
1 5 +10% XP in Henchman, if this is your only class (if you are single classed and getting x2 XP, you'll get x2.1 XP now)
1 6 You ignore one level of Resist Elements on other people (Immune -> Double Resist, Double Resist -> Resist, Resist -> nothing)
1 7 You ignore one level of Resist Hold/Stun/Para. on other people
1 8 You ignore one level of Resist Action/Memory/Other Stealing on other people
1 9 1V, 1/r: Choose one creature. He cannot use any V actions on his next segment.
1 10 1bM: Counter an Avoid Fate or Energy Control (Psi1/Psi2)
1 11 1bF: Counter a counterspell effect.
1 12 You can have two summons (same group).
2 1 1V: Twist (Remove an effect on a person)
2 2 1P, 1/d: Slay someone with the Sidekick class (PPD save)
2 3 1M, 1/d: Contact Other Plane, Ask the Local Lord a question, or reverse Tempus Lawfulness
2 4 1M, 1/r: Causeall one target.
2 5 Pick a psionic power you have. +1M a round only for that psionic power, and it requires 2 saves to avoid.
2 6 Pick a spell you have. It is "material componented" for range for free, and it requires 2 saves to avoid.
2 7 All your innate abilities can be used one extra time per day (e.g. 3/d becomes 4/d). Your Innates require 2 saves to avoid.
2 8 +1 minor in a psionic progression you have.
2 9 1P, 1/r: Choose one creature. He cannot use any P actions on his next segment.
2 10 1M, #bM, only on your segment: Dispel # effects on one target (max #=LVL, you can borrow a lot here)
2 11 1F, 1/d: Lower the "Time Reality Stability" ability on another person (PP save)
2 12 May wear two suits of armor, your AT sources fully stack
3 1 You can have three summons (same group).
3 2 You can have one familiar. This spell does the "Find Familiar" effect when you take it.
3 3 1M: Fascinate a group (Will save)
3 4 0, 1/t: Counter a chosen die roll (they have to roll it now) or rerolled die roll
3 5 1M, 1/d: Set (reverse Reset) one target.
3 6 You ignore one level of Resist Elements and Eelements on other people (stacks with the lower level version of this)
3 7 1M, 1/r: Dispel a Haste effect. New Haste effects cannot be used in the room (this counts as a x1 Special).
3 8 1M, 1/d: Segment 10 will not occur this round (beings with Time/Reality Stability can ignore this effect).
3 9 1M, 1/r: Choose one creature. He cannot use any M actions on his next segment.
3 10 1M: Drop an Anti-Magic Shell, Anti-Psionic Shell, or Anti-Innate Shell
3 11 Anti-Sidekick shell SL 0-3 (Sidekick effects of SL 0-3 cannot be used within 20'r)
3 12 1F, 1/d: Multiply an effect you do by x1+LVL/10.
4 1 5F, Marry the SIDEKICK'S SWEETHEART: The Sidekick in question is Pixelated.
4 2 You can't be targetted until your summons are destroyed.
4 3 1M: But wait, the other Henchman over there FORGOT ONE SMALL THING and he is Crapped and Slain. (save for each)
4 4 Pick a spell you have. It costs ½M to use.
4 5 Pick a psionic power you have. It costs ½M to use.
4 6 Pick an innate ability you have. It costs ½M to use.
4 7 1M, 1/d: Segments 9 and 10 will not occur this round (beings with Time/Reality Stability can ignore this effect).
4 8 +1 Opposing action. (Remember you can translate 1Opp -> 1F, so this still does something even if Opposings aren't available)
4 9 1F, 1/s: Choose one creature. He cannot use any F or S actions on his next segment.
4 10 1bM: Counter a Limited Wish, Alter Reality, or Miracle 0-7
4 11 -1 actions of all types to everyone in the room (x1 Special)
4 12 1F, 1/d: +1 to your multiplier for 1 round
5 1 You have AN EVEN BIGGER BOSS THAN YOU, which is any same-aligned god, you Automatic Divine Intervention 1/d.
5 2 You have a MOST ANNOYING CONSULTANT, you can "take back" an action once per round and try something else.
5 3 10F, tell an enemy Sidekick your MASTER PLAN: Components of your Master Plan is affected by a X4 Grand (x2 effect)
5 4 You see the ERROR OF YOUR WAYS, drop Henchman class (and can never return), gain Sidekick with x1.5 your Sidekick XP.
5 5 1M: You ONE-UP a MYTH and LIE THROUGH YOUR TEETH, all Myth abilities in your group do not function for 1t.
5 6 1F: Charm or Dominate target x0 or x1 creature (save)
5 7 You adjust all AllR by -5*level% (this stacks with the lower level version of this)
5 8 1V, 1/d: Ignore an Immunity to something.
5 9 0, 1/r: Choose one creature. He cannot use Zero or Opposing actions this segment.
5 10 1M: All x1 and lower effects on one target are dispelled.
5 11 Lockdown X actions continuous in your group
5 12 1V, LVL/d: You ignore one level of Resist to something
Villain 1 (11) 1 1/d: Create a GIANT ROBOT (a DL 10 Golem, you may make requests but exact statistics are determined by the DM).
Villain 1 (11) 2 1/r: You MYSTERIOUSLY ESCAPE (even past all barriers) from enemies, one of the enemies must be a Hero.
Villain 1 (11) 3 You have an ANNOYING HENCHMAN of half your Villain Level who always ESCAPES and causes trouble for the enemy.
Villain 1 (11) 4 You adjust all irreducible BlahR by -5*level% and all reducible BlahR to 0%.
Villain 1 (11) 5 +10% XP in all your non-Concordant classes.
Villain 1 (11) 6 You ignore other people's Immunity to Inner Elements (unless it comes from a x3 or greater source)
Villain 1 (11) 7 You ignore other people's Immunity to Hold/Stun/Para (unless it comes from a x3 or greater source)
Villain 1 (11) 8 You ignore other people's Immunity to Action/Memory/Other Stealing (unless it comes from a x3 or greater source)
Villain 1 (11) 9 0, 1/s: Choose one creature. He cannot use any V actions on his next segment.
Villain 1 (11) 10 The "Avoid Fate" ability cannot be used by any other creature (friendly or not) within 100 yards of you.
Villain 1 (11) 11 NF, may borrow: Counter a level N Concordant ability.
Villain 1 (11) 12 xVL number of henchmen, followers, summons, familiars

[PC7] Concordant Group Classes


Hero

Level KXP Hero
123 45
1 0 1-- --
2 1000 21- --
3 2000 221 --
4 4000 322 1-
5 8000 332 2-
6 12000 333 2-
7 16000 333 3-
8 20000 333 31
9 24000 433 31
10 28000 443 31
11 32000 444 31
12 36000 444 41
13 40000 444 42
14 44000 544 42
15 48000 554 42
16 52000 555 42
17 56000 555 52
18 60000 555 53
19 64000 655 53
20 68000 665 53
21 72000 666 53
22 76000 666 63
23 80000 666 64
24 84000 766 64
25 88000 776 64
26 92000 777 64
27 96000 777 74
28 100000 777 75
29 104000 777 76
30 108000 777 77
31 112000 877 77
32 116000 887 77
33 120000 888 77
34 124000 888 87
35 128000 888 88
36 132000 988 88
TH Saves
PD RS PP BW Sp Fo Re Wi
+1 19 19 19 19 19 19 19 19
+2 20 20 20 20 20 20 20 20
+3 21 21 21 21 21 21 21 21
+4 22 22 22 22 22 22 22 22
+5 23 23 23 23 23 23 23 23
+6 24 24 24 24 24 24 24 24
+7 25 25 25 25 25 25 25 25
+8 26 26 26 26 26 26 26 26
+9 27 27 27 27 27 27 27 27
+10 28 28 28 28 28 28 28 28
+11 29 29 29 29 29 29 29 29
+12 30 30 30 30 30 30 30 30
+13 31 31 31 31 31 31 31 31
+14 32 32 32 32 32 32 32 32
+15 33 33 33 33 33 33 33 33
+16 34 34 34 34 34 34 34 34
+17 35 35 35 35 35 35 35 35
+18 36 36 36 36 36 36 36 36
Requisites: HNCL 18, Str 20, Int 18, Cml 9
Alignment: any G
HD/level: &++++2d16
Weapon Prof.: 4+level
To Hit Table: Mon
Save Table: Conc
Reference: DM
Groups: Concordant (x2)
 
[X] Section stats
ihp +3
iTH +0
P Save +1
M Save +1
War +0
Rog +0
PPsi -1
Wiz +0
Pri +1
MPsi +0
   
Gets Exc Str, Exc Dex, Exc Con.
+1 extra Nonweapon Prof per level.
You stop aging mentally and physically.

[PC7] Concordant Group Classes


Hero Spells

Level # Spell
1 1 10*(Hero level)% uIR (unadjustable InnateR, does shift, can't be lowered/halved)
1 2 +50% XP in one non-Concordant class
1 3 Immune to Inner Elements
1 4 Immune to Hold/Stun/Para/Summ.Sickness
1 5 Immune to Action/Memory/Other Stealing
1 6 +(Hero level) QV actions
1 7 +2*(Hero level) all non-Concordant memorization charts
1 8 Psi1 has no limit of 1 attack/r, Psi2 has double points, auto Power Score
1 9 Avoid Fate @ x6 multiplier, (Hero level)/d
1 10 All Rogue Abilities at 10*(Hero level)%
1 11 Can combine Martial Arts & Specialization
1 12 +(Hero level) to all stats
1 13 Immune ego domination
1 14 Duplicate a Level: ability of a non-Concordant class
1 15 Free wild talent in Psi72, PPs=200*(Hero level)
2 1 10*(Hero level)% uaMR (unadjustable AntiMagicR, does shift, can't be lowered/halved)
2 2 0 action, 1/r: Cureall
2 3 +(Hero level) QP actions
2 4 All spells cost no P action to cast. No saves versus your effects
2 5 All spell levels +1 in all memorizations
2 6 All your Psi are range = same plane
2 7 Immune to all x1 effects (things that affect you)
2 8 Immune to all x1 defenses (you affecting other people)
2 9 Capital O Object @ x7 multiplier, (Hero level)/d
2 10 Automatically hit all targets (you rolled a natural 40 on a 20-sided die if it matters)
2 11 Automatically make saves (you rolled a natural 40 on a 20-sided die if it matters)
2 12 Your multiplicative sources of damage fully stack (instead of using the sum and subtract 1 formula)
3 1 10*(Hero level)% uPR (unadjustable PsiR, does shift, can't be lowered/halved)
3 2 Continuous Lady's Smile (you choose all your die rolls)
3 3 0 action, 1/r: Reset
3 4 Immune to Outer Elements
3 5 Time-Reality Stability
3 6 +(Hero level) QM actions
3 7 #M: Dispel a x(#+1) effect (ignores ER/iER). # may be 0 (use a zero action)
3 8 Anti-Villain Shell SL 0-3 (Villain effects of SL 0-3 cannot be used within 200')
3 9 Immune to Hero level number of [C] section effects
4 1 10*(Hero level)% uMR (unadjustable MR, does shift, can't be lowered/halved)
4 2 All spells cost 0 action (limit = level/r)
4 3 All psi cost 0 action (limit = level/r)
4 4 +2*(Hero level) to max # of actions
4 5 +(Hero level) QOpp actions
4 6 Loop-Reality Stability
5 1 10*(Hero level)% uXR (unadjustable XR, does shift, can't be lowered/halved)
5 2 +(Hero level) infinitely Quick Opposing 0 (Zero) actions
5 3 Immune to your actions being locked down

[PC7] Concordant Group Classes


Immortal0

Level KXP Immortal0
9
-2 1500 1 (CL=1/4)
-1 2000 1 (CL=1/2)
0 2500 2 (CL=1/2)
1 3000 2
2 3250 4
3 3500 6
4 3750 8
5 4000 10
6 4500 12
7 5000 14
8 6000 16
9 7000 18
10 8000 20
11 9000 22
12 10000 24
13 12000 26
14 14000 28
15 16000 30
16 18000 32
17 20000 34
18 22000 36
19 25000 38
20 30000 40
21 35000 42
22 40000 44
23 45000 46
24 50000 48
25 55000 50
26 60000 52
27 70000 54
28 80000 56
29 90000 58
30 100000 60
31 110000 62
32 120000 64
33 130000 66
34 140000 68
35 150000 70
36 160000 72
TH Saves
PD RS PP BW Sp Fo Re Wi
+22 19 19 19 19 19 19 19 19
+24 20 20 20 20 20 20 20 20
+26 21 21 21 21 21 21 21 21
+28 22 22 22 22 22 22 22 22
+30 23 23 23 23 23 23 23 23
+32 24 24 24 24 24 24 24 24
+34 25 25 25 25 25 25 25 25
+36 26 26 26 26 26 26 26 26
+38 27 27 27 27 27 27 27 27
+40 28 28 28 28 28 28 28 28
+42 29 29 29 29 29 29 29 29
+44 30 30 30 30 30 30 30 30
+46 31 31 31 31 31 31 31 31
+48 32 32 32 32 32 32 32 32
+50 33 33 33 33 33 33 33 33
+52 34 34 34 34 34 34 34 34
+54 35 35 35 35 35 35 35 35
+56 36 36 36 36 36 36 36 36
Requisites: HNCL 27 (15) for negative levels; HNCL 36 (26) for level 1
Alignment: any
HD/level: &d100
Weapon Prof.: 10+level
To Hit Table: Conc
Save Table: Conc
Reference: DM
Groups: Concordant (x2), Demigod (x2)
 
[X] Section stats
ihp +0
iTH +0
P Save +0
M Save +0
War +0
Rog +0
PPsi +0
Wiz +0
Pri +0
MPsi +0
   
Note the XP table starts at level -2, not 1. This class does not give the "All Concordant Classes" abilities until level 1. The levels below level 1 have a fractional CL (CL=1/4 for level -2, and CL=1/2 for levels -1 and 0).
See the table below for HNCL requirements for Immortal0. The 0-edition classes (Fighter0, Magic-User0, etc.) have lower requirements than non-0-edition classes. Classes that emulate 0-edition classes or can put any edition number at the end of their class name do not count as 0-edition classes for this.
Immortal0 class gets 9th level Concordant spells (nothing lower level). The spell progression is normal numbers, not the one-digit codes I use for progressions (e.g. the class does get 30 spells at level 15). Even though they are high level, these spells are still resisted using XR, not GR.
Imm0
Level
Requisite
(any class)
Requisite
Halfling0
Requisite
Elf0
Requisite
Dwarf0
Requisite
(other 0-edition class)
-2 HNCL 27 HNCL 8 HNCL 10 HNCL 12 HNCL 15
-1 HNCL 30 HNCL 17 HNCL 18 HNCL 19 HNCL 21
0 HNCL 33 HNCL 23 HNCL 23 HNCL 23 HNCL 24
1 HNCL 36 HNCL 26 HNCL 26 HNCL 26 HNCL 26
2 HNCL 36 HNCL 27 HNCL 27 HNCL 27 HNCL 27
3 HNCL 36 HNCL 28 HNCL 28 HNCL 28 HNCL 28
4 HNCL 36 HNCL 29 HNCL 29 HNCL 29 HNCL 29
5 HNCL 36 HNCL 30 HNCL 30 HNCL 30 HNCL 30
6 HNCL 36 HNCL 31 HNCL 31 HNCL 31 HNCL 31
7 HNCL 36 HNCL 32 HNCL 32 HNCL 32 HNCL 32
8 HNCL 36 HNCL 33 HNCL 33 HNCL 33 HNCL 33
9 HNCL 36 HNCL 34 HNCL 34 HNCL 34 HNCL 34
10 HNCL 36 HNCL 35 HNCL 35 HNCL 35 HNCL 35
11+ HNCL 36 HNCL 36 HNCL 36 HNCL 36 HNCL 36

[PC7] Concordant Group Classes


Immortal0 Spells

Level # Spell Name Spell Description
9 1 Armor Class +LVL*100 AC
9 2 Artifact Creation 20F, 1/reset: Create a x2 artifact
9 3 Aura Attack 1V: All within 60' make Will save (with no bonuses) or Awed
9 4 Bestow 1F, 1/reset: Raise target's ability score by CL, or a perm. 1st-7th SL (Wiz/Pri/Psi) effect
9 5 Call Other 1M, LVL/d: Get the assistance of another Imm0 character (treat like a summon)
9 6 Combat Abilities xx(LVL+1) dmg with attacks
9 7 Communication 0: Communicate with any known being in the plane, ignores most barriers
9 8 Conceal Nature Target (person or item) is obscured from detection of multiplier, alignment, etc.
9 9 Control Undead Turn Undead (control or turn), automatically get a "D" result regardless of HD of targets
9 10 Create Magic Items 1/reset: Create 10*CL KXP of magic items (all x1 items)
9 11 Create Species Create a new race; merge two races together or use Custom Races rules
9 12 Detect Immortal Detects/Identifies Concordant/Immortal effects
9 13 Detection Suite Have all Wiz and Pri Divination effects running
9 14 Dragon Breath Mouth's P: Breathe an E=(LVL+3) element for current hp in dmg, no save, use XR
9 15 Dragon Form 1V: Shapechange to any known dragon type
9 16 Effects Resistance iER +30+2*LVL% (this power may be taken more than once)
9 17 Enhanced Reflexes Always roll max on initiative, cannot be surprised
9 18 Extra Attacks xx(LVL+2)/2 number of attacks
9 19 Fighter Options Have all "Level:" abilities of up to LVL Warrior classes
9 20 Godly Resistance iGR +LVL% (this power may be taken more than once)
9 21 Grant Power Points Target is imbued with one 1st level Imm0 spell (this power may be taken more than once)
9 22 Groan Mouth's P: All targets in LVL groups are paralyzed (no save, no immunity)
9 23 Hear Supplicants Know if someone is mentally asking for your help
9 24 Height Change 0: Change size to any size up to LVL classes past size G
9 25 Howl Mouth's P: Fear all targets in LVL groups (no save, no immunity)
9 26 Immortal Eye Wizard Eye with Cosmic Awareness, undetectable, no "ears burning", teleport at will
9 27 Improve Ability Scores +25*LVL stat points
9 28 Improved Saving Throws Automatically make saves in LVL categories
9 29 Incorporeal Form Cannot have anything hostile done to you, but cannot be hostile to others
9 30 Increased Damage +LVLd+0 dmg with all effects you do (weapons, spells, psionics, etc.)
9 31 Increased Move Rate +LVL*100" Move Rate, all your V actions are infinitely Quick
9 32 Infinite Spell Duration Next magic, psionic, innate effect you do has infinite duration (treat as a Permanency)
9 33 Innate Resistance iIR +35+3*LVL% (this power may be taken more than once)
9 34 Leech Whenever you touch, attack, or are touched or attacked, they are drained LVL+2 levels
9 35 Magic Resistance iMR +45+5*LVL% (this power may be taken more than once)
9 36 Manifestation Form You have a material form and are not really "killed" if it is destroyed (this power may be taken more than once)
9 37 Mortal Immunity Immune to magic, psionic, innate effects of x1 multiplier
9 38 Mystic Abilities Abilities as per a Mystic0 of level = LVL*3+13
9 39 Poison Bite/Sting Can bite or sting for poison (Capital S Slain, save for normal slain)
9 40 Poison Spit Mouth's P: Spit Poison on a group (death or 40*LVL)
9 41 Power Attack (LVLd6)*10 dmg (No Resistance) to a target on same plane, or adjacent plane @ ½ dmg
9 42 Probe Capital E Extract, Know Truename, Know a Weakness of Target (XR roll for each)
9 43 Probe-Shield Stops one "Probe" effect (above) (this power may be taken more than once)
9 44 Psionic Resistance iPR +40+4*LVL% (this power may be taken more than once)
9 45 Reduce Saving Throw 1M: Target cannot make saving throws
9 46 Regeneration Regenerate all hp per segment
9 47 Shape Reality, Alt. Char. 25F, 1/reset: Change appearance, physical/magical law, MF, TF, PF of a plane (this power may be taken more than once)
9 48 Shape Reality, Cr. Body 20F, 1/reset: Create a moon or planet (this power may be taken more than once)
9 49 Shape Reality, Cr. Plane 30F, 1/reset: Create a plane one plane removed from current plane (this power may be taken more than once)
9 50 Shape Reality, Mv. Body 10F, 1/reset: Move a moon or planet (this power may be taken more than once)
9 51 Shape Reality, Mv. Plane 15F, 1/reset: Move a plane's connection from one plane to another (this power may be taken more than once)
9 52 Snap 1 attack: Grab a target and pull him in, it becomes part of your group
9 53 Spirit Resistance iXR +5+2*LVL% (this power may be taken more than once)
9 54 Summon Item Produce an item that you've lost, works across planes
9 55 Swoop 7V (may borrow), 1/r: +1 OppP, +1 OppV this round
9 56 Thief Abilities Abilities as per a Thief0 of level = LVL*3+13
9 57 Transform Shapechange Other, can change target's character classes and memories too
9 58 Travel Powers 1M: Travel to anywhere on this plane or adjacent plane, no delay
9 59 Weapon Mastery +100*LVL slots in Weapon Mastery, can go beyond max of # slots = level
9 60 Weapon Needed Need a +5*LVL weapon to hit you, this cannot be ignored with class abilities

[PC7] Concordant Group Classes


Infinite Rogue

Level KXP
Spells
TH
1 0 (none) +1
2 6 (none) +1
3 12 (none) +1
4 24 (none) +2
5 48 (none) +3
6 100 (none) +3
7 200 (none) +3
8 400 (none) +4
9 800 (none) +5
10 1400 (none) +5
11 2000 (none) +5
12 2600 (none) +6
13 3200 (none) +7
14 3800 (none) +7
15 4400 (none) +7
16 5000 (none) +8
17 5600 (none) +9
18 6200 (none) +9
19 6800 (none) +9
20 7400 (none) +10
21 8000 (none) +11
22 8600 (none) +11
23 9200 (none) +11
24 9800 (none) +12
25 10400 (none) +13
26 11000 (none) +13
27 11600 (none) +13
28 12200 (none) +14
29 12800 (none) +15
30 13400 (none) +15
31 14000 (none) +15
32 14600 (none) +16
33 15200 (none) +17
34 15800 (none) +17
35 16400 (none) +17
36 17000 (none) +18
37 34000 (none) +19
38 51000 (none) +19
39 68000 (none) +19
45 170000 (none) +23
54 323000 (none) +27
63 476000 (none) +32
72 629000 (none) +36
Requisites: Dex 45
Alignment: any
HD/level: d4
Weapon Prof.: 2+level/3
To Hit Table: CTD0
Reference: DM
Groups: Rogue, Concordant (x1)
Complexity: CF=5
 
Saving Throws:  
PPD: 5+level
RSW: 4+level
PP: 5+level
BW: 2+level
Spell: 3+level
Fort: 0+level
Reflex: 12+level
Will: 0+level
   
Has "infinite" Rogue points. Certain abilities may be limited to a finite amount, due to Multiverse Project limits.
Level N (every level): Get one "Any Rogue level N" pick. This is in addition to the normal levels 9, 18, 27, 36 picks that all Rogues get.

[PC7] Concordant Group Classes


Instantaneous Chaining Wizard

Level KXP Wizard
123 456 789 A
1 0 ½c- --- --- -
2 7 10e --- --- -
3 14 2½c g-- --- -
4 28 310 ei- --- -
5 56 42½ cgk --- -
6 112 531 0ei m-- -
7 168 642 ½cg ko- -
8 252 753 10e imq -
9 378 864 2½c gko -
10 700 975 310 eim -
11 1050 986 42½ cgk -
12 2100 997 531 0ei -
13 3150 998 642 ½cg z
14 4200 999 753 10e x
15 5250 999 864 2½c v
16 6300 999 975 310 t
17 7350 A99 986 42½ r
18 8400 A99 997 531 p
19 9450 AA9 998 642 n
20 10500 AA9 999 753 l
21 11550 AAA 999 864 j
22 12600 AAA 999 975 h
23 13650 AAA A99 986 f
24 14700 BAA A99 997 d
25 15750 BAA AA9 998 b
26 16800 BBA AA9 999 ½
27 17850 BBA AAA 999 1
28 18900 BBB AAA 999 2
29 19950 BBB AAA A99 3
30 21000 BBB BAA A99 4
31 22050 CBB BAA AA9 5
32 23100 CBB BBA AA9 6
33 24150 CCB BBA AAA 7
34 25200 CCB BBB AAA 8
35 26250 CCC BBB AAA 9
36 27300 CCC BBB BAA 9
TH Saves
PD RS PP BW Sp Fo Re Wi
-1  4  7  5  3  7  0  1  1
-1  4  8  6  4  7  1  2  2
-1  5  9  7  5  8  2  3  3
+0  6 10  7  6  9  2  3  4
+0  6 11  8  6 10  3  4  5
+0  7 12  9  7 11  4  5  6
+0  7 13 10  8 11  5  6  7
+0  8 13 11  9 12  6  7  8
+0  9 14 11 10 13  6  7  9
+0  9 15 12 10 14  7  8 10
+0 10 15 13 11 15  8  9 11
+0 11 16 13 12 15  9 10 12
+0 12 16 14 13 15 10 11 13
+0 12 16 14 14 16 10 11 14
+0 13 16 15 14 16 11 12 15
+1 14 16 15 15 16 12 13 16
+1 15 17 16 16 16 13 14 17
+1 16 17 16 16 17 14 15 18
Requisites: Dex 20, Int 35, Wis 20
Alignment: any
HD/level: d2
Weapon Prof.: 1+level/8
To Hit Table: ¼xWiz
Save Table: 2xWiz
Reference: DM {Planeshifted Quick Chaining Wizard}
Groups: Wizard, Concordant (x1)
 
Never has Channeling (or Semi-Channeling), and can never gain Channeling (or Semi-Channeling). This uses old style D&D spellcasting, once you cast a spell slot, it's gone until you reset.
Int bonus to spell progression.
This class has "Instantaneous Chaining": Whenever you cast a spell, you get 1IM (Instantaneous Mental) action to use before the end of the round. Exceptions: If you spent 1Z to cast the spell, you don't get any action back. If you spent ½M to cast the spell, you get ½IM back.
DM Note: IM actions are not "Quick"; if you use an IM in a segment, you cannot use an M in the same segment. If you material component a spell using 1IM+1V as your actions, the resultant spell is not Instantaneous and can be responded to.
Level 1: You may specialize in Red, and you "know" the Red Wizard class spells. If you do this, pick a major opposite school.
Level 3: You can convert 1IM -> 1IV action, as often as you like.
Level 4: Whenever you use 1M action to activate a wand, you get 1M action (not 1IM) to use before the end of the round.
Level 5: 0, lose 1 of your remaining IM actions, 1/t: Fork.
Level 9: +LVL-8 IZ actions.
Level 9: 1F, 1/reset: Reset Self (Artificial of course).
Level 21: 1F, 1/reset: Step Out of It.
Level 24: You can benefit from LVL-22 Artificial Resets per Natural Reset.
Level 27: Instantaneous Instantaneous Chaining: For SL=1 to (LVL-27)/2 spells, you get 1JM back instead of 1IM. J actions are instantaneous even to I, X, and G actions (they are the "same level" as H actions).
New spell:
Lend Instantaneous Mental (SL=7): You lose 1IM action, target gains 1IM for this round.
MTG Red spells from Red Wizard class:
Earthbind (SL=1): Target loses flying and takes double normal falling damage (no save).
False Orders (SL=1): (1bM to cast) Force a monster to attack someone else (he will only attack his enemies)
Raging River (SL=2): Create a (water based) moat that is CL*30' long and CL*10' feet wide, which lasts for CL r.
Shatter (SL=2): Destroy or turn off one magic item for CL turns (no save) (if turned off, you can drop the turned off effect).
Stone Rain (SL=3): Deal CL Hull dmg to one inanimate object (no save)
Orcish Oriflamme (SL=4): All your subordinates get +1 offensive DL.
Old MTG Red spells from Wizard of the Coast class (you can use these):
Lightning Bolt (SL=1): Target takes 30 lightning dmg (Spell save for 0)
Echoing Ruin (SL=2): Destroy all magic items of the same exact type (Disint. save each)
Fervor (SL=3): You and your summons are not summoning sick.
AEther Flash (SL=4): Whenever a creature appears in room, takes 20 AEther dmg (x1 Special)
Fissure (SL=5): Slay target creature (RSW save), or Earthquake the floor
Dragon Roost (SL=6): Once per round, get a DL V Dragon as a summon (limit=LVL/3)
Flame Wave (SL=7): CL/3 groups each take 40 eldritch fire dmg (no save)
Insurrection (SL=8): Charm a group (Will save, ignores immunity to Charm effects)

[PC7] Concordant Group Classes


Invigorator (Alljevunator)

Level KXP Invig  U/B A/E
357 9  [1] [1]
1 0 1-- -  [-] [-]
2 6 2-- -  [-] [-]
3 12 3-- -  [-] [-]
4 24 4-- -  [-] [-]
5 48 41- -  [-] [-]
6 96 42- -  [-] [-]
7 192 43- -  [-] [-]
8 384 44- -  [-] [-]
9 768 441 -  [-] [-]
10 1200 442 -  [-] [-]
11 1800 443 -  [-] [-]
12 2400 444 -  [-] [-]
13 3000 444 1  [-] [-]
14 3600 444 2  [-] [-]
15 4200 444 3  [-] [-]
16 4800 444 4  [-] [-]
17 5400 544 4  [-] [-]
18 6000 554 4  [-] [-]
19 6600 555 4  [-] [-]
20 7200 555 5  [-] [-]
21 7800 655 5  [-] [-]
22 8400 665 5  [1] [-]
23 9000 666 5  [1] [-]
24 9600 666 5  [2] [-]
25 10200 666 6  [2] [-]
26 10800 766 6  [3] [-]
27 11400 776 6  [3] [1]
28 12000 777 6  [4] [1]
29 12600 777 7  [4] [1]
30 13200 877 7  [5] [2]
31 13800 887 7  [5] [2]
32 14400 888 7  [6] [2]
33 15000 888 8  [6] [3]
34 15600 988 8  [7] [3]
35 16200 998 8  [7] [3]
36 16800 999 8  [8] [4]
TH Saves
PD RS PP BW Sp Fo Re Wi
+0 10 (all) [++1]
+1 20 (all) [++2]
+2 30 (all) [++3]
+3 40 (all) [++4]
+4 50 (all) [++5]
+5 60 (all) [++6]
+6 70 (all) [++7]
+7 80 (all) [++8]
+8 90 (all) [++9]
+9 100 (all) [++10]
+10 110 (all) [++11]
+11 120 (all) [++12]
+12 130 (all) [++13]
+13 140 (all) [++14]
+14 150 (all) [++15]
+15 160 (all) [++16]
+16 170 (all) [++17]
+17 180 (all) [++18]
Requisites: Str 23, Con 28, Int 23, Chr 46,
  Class Slots 3
Alignment: any
HD/level: 2d20
Weapon Prof.: 0+level
To Hit Table: War
Save Table: 10*level [++level]
Reference: DM
Groups: Concordant (x1), Technology, Mirror
 
Gets Super Barbarian Con, Wis, and Chr bonus, which is +(stat-18)*3.
This class is dedicated to the ending of life at all costs, using all technological and magical methods possible.
This is the reduced form of four different x2 Concordant classes: Unbreakable, Breaker, Afterliver, and Ender. The idea here is by the time a character has reached 36th level in Invigorator, he will know which path he will take.
The saves are 10*LVL in all categories. You also get ++LVL on the natural die roll for saves, meaning even at level 1 you cannot auto-miss a save (you auto-make on 19-20).
Enemies get --LVL on the natural die roll for saves against your effects, which means they cannot auto-make against your saves, even when you're level 1 (unless they have a ++ to saves).
Level 1 ¶: May convert 1V -> 1uncV, 1P -> 1uncP, 1M -> 1uncM, and 1F -> 1uncF. The "unc" prefix is for "Unconscious actions"; these actions can be used even if you're unconscious, stunned, unaware, paralyzed, etc. (but not dead, annihilated, incursed, truename erased, or worse such as pixelated or loop incursed). You may use 1 Unconscious action as your action for the segment, instead of your normal 1S for the segment. You may use Unconscious actions while conscious.
Level 9 ¶: May convert 1V -> 1deadV, 1P -> 1deadP, 1M -> 1deadM, and 1F -> 1deadF. The "dead" prefix is for "Dead actions"; these actions can be used even if you're dead, incursed, etc., pretty much any state except for pixelated. You may use 1 Dead action as your action for the segment, instead of your normal 1S for the segment. Note these are not D actions and use different rules. If you somehow generate a D action, you may convert 1D -> 1deadS if you like. You may use Dead actions while conscious or not dead.
Level 19 ¶: Note that at this level you auto-make all saves, due to your save bonus (a natural 1-20 becomes a 20).
Level 22 Note: Your "CCL" is your CL-23 for Unbreakable/Breaker and CL-29 for Afterliver/Ender. At level 22 you get 1 power to choose from between the Unbreakable or Ender lists. You do not get 1 in both. When you get a second power (at level 24), it does not need to be from the same class.
 
DM Note: The Troll-like regeneration powers may all be run at the same time; the higher level versions are not "upgrades".

[PC7] Concordant Group Classes


Invigorator Spells (SL=3)

SL Class # Spell
3 Dejuvenator 1 1V: Harm (1 target, PPD save)
3 Dejuvenator 2 1V: Charm or Domination (1 target, Will save)
3 Dejuvenator 3 1P: Paralysis, Stun, or Hold (1 target, PPD save)
3 Dejuvenator 4 1M: Stop, Slow, or Web (1 target, no save)
3 Dejuvenator 5 1M: Target's next Clone will not trigger upon his death (no save)
3 Dejuvenator 6 1M: Troll-like degeneration 10*CL hp /s (1 target, no save)
3 Martyr 7 1V: Death's Door Other (they go to 0 current hp)
3 Martyr 8 1V: Remove Charm/Domination on Other.
3 Martyr 9 1P: Remove Paralysis, Stun, or Held on Other.
3 Martyr 10 1M: Remove an effect that's stopping someone else from using actions, like Stop, Slow, Web, etc. Lockdown, Time Stop, and Temporal Stasis can be done, but they require 10 uses of this power.
3 Martyr 11 1M: Clone Other (as spell, must be willing). You may have CL Clones in storage at a time.
3 Martyr 12 1N, 1/s: Troll-like regenerate Other 10*CL% of their max hp (note this might not get them up immediately even at level 10)
3 Rejuvenator 13 1uncV: Death's Door Self (you go to 0 current hp)
3 Rejuvenator 14 1uncV, can use while Charmed/Dominated: Remove Charm/Domination on self, you can still act on the opposing segment (presumably to do something nasty to the person that charmed you.)
3 Rejuvenator 15 1uncP: Remove Paralysis, Stun, or Held on Self.
3 Rejuvenator 16 1uncM: Remove an effect that's stopping you from using actions, like Stop, Slow, Web, etc. Lockdown, Time Stop, and Temporal Stasis can be done, but they require 10 uses of this power.
3 Rejuvenator 17 1M: Clone (as spell). You may have CL Clones in storage at a time.
3 Rejuvenator 18 Troll-like regeneration 10*CL% of max hp /s (note this might not get you up immediately even at level 10)
3 Self-Destructor 19 1S (1M or 1P): Random effect on your group (roll 1d4 for each target): 1=Harm (no save), 2=Stun (PPD save), 3=Stop (Reflex save), 4=Random dispel 1 effect (no save)
3 Invigorator 20 +1S action only for Dejuvenator/Martyr/Rejuvenator/Self-Destructor/Invigorator effects

[PC7] Concordant Group Classes


Invigorator Spells (SL=5)

SL Class # Spell
5 Dejuvenator 1 1P: Place a (non-major) [C] section effect (1 target, RSW save)
5 Dejuvenator 2 1M: Harm (1 target, no save)
5 Dejuvenator 3 Lockdown D Actions in the room continuous (does not affect "dead" Actions).
5 Dejuvenator 4 Enemy's mounts (if they have one) are considered part of them, so an effect targetting the enemy hits the mount too.
5 Dejuvenator 5 1M: Troll-like degeneration 20*CL hp /s, it is Vile dmg and Permanent hp of dmg. (1 target, no save)
5 Dejuvenator 6 1M: Super Slow: Target loses next LVL A Actions (no save)
5 Martyr 7 1P: Remove a (non-major) [C] section effect on someone else. This may be repeated to build up to a major [C] section effect.
5 Martyr 8 1M: Heal Other.
5 Martyr 9 +1D Actions in the room continuous (does not affect "dead" Actions).
5 Martyr 10 Your mount (if you have one) gets affected by every Martyr spell you do on someone else, unless you don't want it to.
5 Martyr 11 1N, 1/s: Troll-like regenerate Other 20*CL% of their max hp, this can also cure Vile dmg and Permanent hp of dmg.
5 Martyr 12 Borrowed Haste: +LVL bA Actions; does not count as your Haste; You may use Borrowed actions for any Martyr effect on this list.
5 Rejuvenator 13 1uncP: Remove a (non-major) [C] section effect from yourself. This may be repeated to build up to a major [C] section effect.
5 Rejuvenator 14 1uncM: Heal Self.
5 Rejuvenator 15 Lockdown D Actions in the room continuous (does not affect "dead" Actions).
5 Rejuvenator 16 Your mount (if you have one) is considered "Self" for you, so if you Heal yourself, your mount gets Healed too.
5 Rejuvenator 17 Troll-like regeneration 20*CL% of max hp /s, this can also cure Vile dmg and Permanent hp of dmg.
5 Rejuvenator 18 Unconscious Haste: +LVL uncA Actions; does not count as your Haste
5 Self-Destructor 19 1S (1M or 1P): Random effect on your group (roll 1d4 for each target): 1=Harm (no save), 2=Random [C] effect (RSW save), 3=Lose next CL A actions (no save), 4=Dispel all effects (no save)
5 Invigorator 20 "Unmemorize" all Invigorator spells you currently are channeling (so your spells are "open slots" again), lose 1 spell per SL (this is cumulative each time you do this today)

[PC7] Concordant Group Classes


Invigorator Spells (SL=7)

SL Class # Spell
7 Dejuvenator 1 1V: Choose a target. Everyone else in his group can do one parting shot on him (he's not actually leaving the group though).
7 Dejuvenator 2 1F: Turn Undead with CL=LVL*2.
7 Dejuvenator 3 1P: Causeall (1 target, no save)
7 Dejuvenator 4 1M: Destruction (1 target, no save)
7 Dejuvenator 5 Can "material component" Dejuvenator powers (spend +1V) to allow you to affect two targets with a power.
7 Dejuvenator 6 1M: Troll-like degeneration 30*CL hp /s, plus CL ability score dmg to each stat /s. (1 target, no save)
7 Martyr 7 1V: Target does a normal movement at half their movement rate, if they want to. Parting shots do apply.
7 Martyr 8 1F: Animate Other as an Undead. Pick an Undead Racial Adjective (it's free). Only 1 adjective at a time. Target must be willing.
7 Martyr 9 1P: Cureall Other.
7 Martyr 10 1M: Resurrect Other.
7 Martyr 11 Can "material component" Martyr powers (spend +1V; you must be conscious) to allow you to affect another target with a power. You can affect yourself as the second target with this.
7 Martyr 12 1N, 1/s: Troll-like regenerate Other 30*CL% of their max hp, this can also cure ability score dmg (at 10 hp each).
7 Rejuvenator 13 1deadV: Do a normal movement at half your movement rate. Be warned, parting shots treat your body as an object (using Item Saving Throws) if you're dead while moving away.
7 Rejuvenator 14 1deadF: Animate Self as an Undead. Pick an Undead Racial Adjective (it's free). Only 1 adjective at a time.
7 Rejuvenator 15 1deadP: Cureall Self.
7 Rejuvenator 16 1deadM: Resurrect Self.
7 Rejuvenator 17 Can "material component" Rejuvenator powers (spend +1V; you must be conscious) to allow you to affect another person with a power.
7 Rejuvenator 18 Troll-like regeneration 30*CL% of max hp /s, this can also cure ability score dmg (at 10 hp each).
7 Self-Destructor 19 1S (1M or 1P): Random effect on your group (roll 1d4 for each target): 1=Causeall (no save), 2=Destruction (no save), 3=Lose next CL segments (no save), 4=Dispel all effects including racial and class picks (no save)
7 Invigorator 20 You can benefit from LVL-7 Artificial Resets per Natural Reset, instead of just 1.

[PC7] Concordant Group Classes


Invigorator Spells (SL=9)

SL Class # Spell
9 Dejuvenator 1 1V or 1D: Move a nasty flag on yourself (such as Capital S Slain) to someone else in your group.
9 Dejuvenator 2 1X: Lockdown unconscious actions (see Rejuvenator), even if they cannot normally be locked down.
9 Dejuvenator 3 1M: True Destruction (1 target, no save)
9 Dejuvenator 4 1M, 1/d: Capital I Insist something. You can pick this more than once to use it more than once per day.
9 Dejuvenator 5 Have the DM copy your PC's status on the chalkboard to somewhere else as a backup. 1N, 1/reset: Switch your current status with your backup. This cannot be taken more than once.
9 Dejuvenator 6 1M: Troll-like degeneration 40*CL hp /s, plus CL negative levels /s. (1 target, no save)
9 Martyr 7 1F: Move a nasty flag on someone else (such as Capital S Slain) to someone else in their group.
9 Martyr 8 You can convert 1X -> 1bX actions. 2F or 1bX: Target can use a normal 1P action this segment, even though they're unconscious or dead.
9 Martyr 9 1M: True Resurrect Other.
9 Martyr 10 1M, 1/d: Capital I Insist something. You can pick this more than once to use it more than once per day.
9 Martyr 11 Have the DM copy another PC's status on the chalkboard to somewhere else as a backup. 1N, 1/reset: Switch their current status with the backup. This cannot be taken more than once. The PC must be willing.
9 Martyr 12 1N, 1/s: Troll-like regenerate Other 40*CL% of max hp, this can also cure negative levels (at 100 hp each).
9 Rejuvenator 13 1deadF: Move a nasty flag on yourself (such as Capital S Slain) to someone else in your group. Note if you have power #7.1, you can creep up to someone to deliver the flag first.
9 Rejuvenator 14 You can convert 1X -> 1uncX actions. 2deadF or 1uncX: You can use a normal 1P action this segment, even though you're unconscious or dead.
9 Rejuvenator 15 1deadM: True Resurrect Self.
9 Rejuvenator 16 1M, 1/d: Capital O Object to something. You can pick this more than once to use it more than once per day.
9 Rejuvenator 17 Have the DM copy your PC's status on the chalkboard to somewhere else as a backup. 1N, 1/reset: Switch your current status with your backup. This cannot be taken more than once.
9 Rejuvenator 18 Troll-like regeneration 40*CL% of max hp /s, this can also cure negative levels (at 100 hp each).
9 Self-Destructor 19 1S (1M or 1P): Random effect on your group (roll 1d4 for each target): 1=Loop Incursion (no save), 2=Beast of Xvim CL/3 times (no save), 3=CL random [C] section effects (no save), 4=As You Are CL times (no save)
9 Invigorator 20 You may use dead/unc actions with any Dejuvenator/Martyr/Rejuvenator/Self-Destructor/Invigorator effects (if it's listed as "1M:", you can use "1deadM:" or "1uncM:" instead).

[PC7] Concordant Group Classes


Invigorator Spells (SL=11, CSL=1)

SL Class # Spell
11 (CSL 1) Unbreakable 1 +CCL PSaves (using the [X] section saving throw rules)
11 (CSL 1) Unbreakable 2 +(CCL+1)/3 ihp
11 (CSL 1) Unbreakable 3 +(CCL+1)/3 iAC
11 (CSL 1) Unbreakable 4 Immune to CCL [C] section effects, even major ones are only 1 pick each
11 (CSL 1) Unbreakable 5 All of your items are Indestructible.
11 (CSL 1) Unbreakable 6 You are immune to all area effects. However, this power is incompatible with any "You can't be targetted" effects you have running (they shut off).
11 (CSL 1) Breaker 7 1V: Target gets -CCL PSaves (using the [X] section saving throw rules)
11 (CSL 1) Breaker 8 1V: Target takes (CCL+1)/3 idmg
11 (CSL 1) Breaker 9 1V: Target loses (CCL+1)/3 iAC
11 (CSL 1) Breaker 10 1V: Target is Severe Allergy to CCL [C] section effects, even major ones are only 1 pick each (will counter an Immunity)
11 (CSL 1) Breaker 11 You may destroy Indestructible items as if they weren't Indestructible.
11 (CSL 1) Breaker 12 You can target people who can't be targetted. You can target the floor of people whose floor cannot be targetted.
11 (CSL 1) Afterliver 1 +CCL MSaves (using the [X] section saving throw rules)
11 (CSL 1) Afterliver 2 1N, 1/s: Pick any ÷18 or less race, or a DL IX or less creature you know of. You Shapechange into it. Your stats don't change, but you can use racial/innate abilities from it.
11 (CSL 1) Afterliver 3 You can assume the form of any known dead/incursed/pixelated person or creature (this is like the First Evil's ability). You don't have the person's abilities, but you do have their memories.
11 (CSL 1) Afterliver 4 You can convert 1X -> 1deadX actions. 1deadX: Capital F Fix Self.
11 (CSL 1) Afterliver 5 You get and can use 2D Actions per death per segment. You are limited to CCL+1 D Actions you can use per reset (instead of 1).
11 (CSL 1) Afterliver 6 Rotating Truename. Rotating Home Plane. Rotating Quantum Signature. Your Silver Cord rotates color, and can't be targetted or attacked.
11 (CSL 1) Ender 7 1V: Target gets -CCL MSaves (using the [X] section saving throw rules)
11 (CSL 1) Ender 8 1N, 1/s: Force Shapechange, Dispel Illusion, and Dust of Appearance (no resistance)
11 (CSL 1) Ender 9 You can assume the form of any known dead/incursed/pixelated person or creature (this is like the First Evil's ability). You don't have the person's abilities, but you do have their memories.
11 (CSL 1) Ender 10 1X: Capital B Break (1 target, XR to resist)
11 (CSL 1) Ender 11 You get and can use 2D Actions per death per segment. You are limited to CCL+1 D Actions you can use per reset (instead of 1).
11 (CSL 1) Ender 12 1M: Erase Truename, Change Home Plane to this plane, Erase Quantum Signature, Sever Silver Cord (all of these on 1 target, XR to resist)

[PC7] Concordant Group Classes


Legend

Level KXP Legend
123 456 78
1 0 1-- --- --
2 1000 11- --- --
3 3000 111 --- --
4 6000 111 1-- --
5 10000 111 11- --
6 15000 111 111 --
7 21000 111 111 1-
8 28000 111 111 11
9 36000 221 111 11
10 44000 222 211 11
11 52000 222 222 11
12 60000 222 222 22
13 68000 333 222 22
14 76000 333 333 22
15 84000 333 333 33
16 92000 444 433 33
17 100000 444 444 44
18 108000 555 554 44
19 116000 555 555 55
20 124000 666 666 55
21 132000 666 666 66
22 140000 777 777 76
23 148000 777 777 77
24 156000 888 888 88
25 164000 999 999 99
26 172000 AAA AAA AA
27 180000 BBB BBB BB
28 186000 CCC CCC CC
29 192000 DDD DDD DD
30 198000 EEE EEE EE
31 204000 FFF FFF FF
32 212000 GGG GGG GG
33 220000 HHH HHH HH
34 228000 III III II
35 236000 JJJ JJJ JJ
36 244000 KKK KKK KK
TH Saves
PD RS PP BW Sp Fo Re Wi
+22 19 19 19 19 19 19 19 19
+24 20 20 20 20 20 20 20 20
+26 21 21 21 21 21 21 21 21
+28 22 22 22 22 22 22 22 22
+30 23 23 23 23 23 23 23 23
+32 24 24 24 24 24 24 24 24
+34 25 25 25 25 25 25 25 25
+36 26 26 26 26 26 26 26 26
+38 27 27 27 27 27 27 27 27
+40 28 28 28 28 28 28 28 28
+42 29 29 29 29 29 29 29 29
+44 30 30 30 30 30 30 30 30
+46 31 31 31 31 31 31 31 31
+48 32 32 32 32 32 32 32 32
+50 33 33 33 33 33 33 33 33
+52 34 34 34 34 34 34 34 34
+54 35 35 35 35 35 35 35 35
+56 36 36 36 36 36 36 36 36
Requisites: HNCL 27, Str 18, Dex 9, Con 18, Int 9, Wis 18
Alignment: any
HD/level: &+++++3d4
Weapon Prof.: 8+level
To Hit Table: Conc
Save Table: Conc
Reference: DM
Groups: Concordant (x2)
 
[X] Section stats
ihp +2
iTH +10
P Save +0
M Save +0
War +1
Rog +1
PPsi +0
Wiz +1
Pri +0
MPsi -1
   
Gets Barbarian Str, Dex, and Con.
Gets 1X action per round.
"LL" in the spells is "Legend level".
Legend gets a Rogue Ability -like chart. It gets 50 "Concordant" points per level; these are not Rogue points.
Lvl Legend Ability | -50% | -100% | -150% Act Base Penalty Bonus
1 Don't generate "?" in Dungeons | Always has initiative | Teleport No Delay V 20 Dex-25 Dex-27
1 Instantaneous an effect | all effects on 1 target | all effects in 800' V 10 Int-26 Int-29
1 Any 27th level Rogue ability (1 Concordant point = 2 Rogue points) - - - -
2 Monster Summoning for DL X (full ctrl) || Summon another Legend (no ctrl) M 50 Wis-33 Wis-33
3 Escape | Escape to Elemental Plane of Time | Escape to Ultraplanes 0 0 Con-45 Con-50
4 THAC0 becomes -infinity | AC -infinity | hp infinity P 0 Str-64 Str-65
8 Create/Destroy Conduit/Wormhole | to Alternate Reality | to Ultraplanes F 0 Chr-80 Chr-90
16 Can use +N extra actions if get only 1 action to respond to something nasty (N=number of pipes made) 0 0 Wis-99 Wis-99
24 Concordant Deflection | Reflection ( |||| Godly) ( ||||||||| Ultraplanar) X 0 Con-90 Con-100

[PC7] Concordant Group Classes


Legend Spells

Level # Spell
1 1 All your effects have no save (incl. Scarab/Pro)
1 2 Can instead use LL/2 (round up) F actions /s
1 3 1M,1/d: Cast 10th lvl Wiz or 8th lvl Pri spell
1 4 Immune Ego/Domination of mult = to LL or less
1 5 Immune Head Blown Off, slain, crapped, Extract
1 6 1V: Lower all x1 effects on 1 target
1 7 +LL S actions
1 8 Truename is unreadable to mult = to LL or less
1 9 0,LL/d: One target gets -10*LL% irrBlahR (MPIRR)
2 1 Your non-Conc classes' spells/psi cost only ½M
2 2 0,LL/d: One target gets -10*LL% irrAllR
2 3 Immune to Set, Slain, Crapped, As You Are
2 4 0,1/d: Lady's Smile or Remove Lady's Smile 800'r
2 5 1M,1/d: Use Psi1/2/9/18 Super, PSPs=LL*100
2 6 Can target yourself N times for N times effect
2 7 Time-Reality Stability; 1M: Talk to Time-Ele
2 8 +1 XP or +1 item XP /r
2 9 +LL QA actions (1QA=1QV, 2QA=1QP, 3QA=1QM)
3 1 Can create custom class with no upper CXP limit
3 2 1M,1/d: Cast 11th lvl Wiz or 9th lvl Pri spell
3 3 1M: Dispel Concordant Spell, 100% success
3 4 +LL Full actions
3 5 0,LL/d: Ignore someone's Immunity to something
3 6 0,Lower Mult by 1: Target's Mult lowers by LL
3 7 0,LL/d: Mental Fury or Counter a Mental Fury
3 8 0,LL/d: Reset or Set (latter has No Resistance)
3 9 One 0th-1st lvl Hero or Lich or Villain spell
4 1 One 1st-2nd lvl Hero or Lich or Villain spell
4 2 Get LL Resets per Reset (doesn't stack w/self)
4 3 +LL*20% distributed among irrRMPIWR
4 4 1F,1/h: Locate Person/Obj at any point in time
4 5 1F,1/h: Speak with Person at any point in time
4 6 1V: Swap bodies with target permanently
4 7 Your race unique; imm Genocide; Wear any # items
4 8 Your phys att do full dmg regardless of immunity
4 9 1V: Lower one x2 effect. 1X: Lower all x2 effects on 1 target.
5 1 Your effects have no BlahR (except GR)
5 2 You can attack Familiars even if they're immune
5 3 Immune Down a Hole, Clone Insanity, Kill @ Birth
5 4 1V: Lower all x2 effects on 1 target
5 5 1M: Disable any # of Psi Freq 800'r (exc. 7/14)
5 6 MF/PF/TF Stability; 1M: Talk to Ultraplanar Cow
5 7 +LL Opposing actions
5 8 0: Can trade a Legend SL N for N Legend SLs.
5 9 0: Lower all x1 effects on LL^2 targets
6 1 Your non-Conc classes' spells/psi cost only ¼M
6 2 Casting multiple Wishes/Miracles doesn't harm MF
6 3 1M,1/d: Cast 12th lvl Wiz or 10th lvl Pri spell
6 4 1M: Disable all non-Conc classes 800'r
6 5 Get normal resistance to things with "No Resist"
6 6 Immune to 1st-3rd level Conc spells (except Bug)
6 7 LL of your non-Conc classes are put to level 36
6 8 0: Zero & Opposing actions cannot be used 800'r
6 9 1X, may borrow: Capital O Object
7 1 0,LL/d: Avoid Fate of multiplier = LL/3
7 2 One 3rd-4th level Hero or Lich or Villain spell
7 3 1F: Sever Sentinel/Bug/Lich's power connection
7 4 1M: Target loses this segment's actions
7 5 1P: Target cannot use F, S, M, or Opp actions
7 6 1V: Retroactively stop an action within last r
7 7 You can use +LL segments /r
7 8 No time paradox/oddities while time travelling
7 9 1X, may borrow: Capital I Insist
8 1 20 Resets of F actions,1/y: Create a x2 Artifact
8 2 Can ascend without Body of Followers requirement
8 3 Can ascend without Patron Diety requirement
8 4 1 Reset: Create Demi-Plane; your new home plane
8 5 One 1st level God spell, Worship Points = LL^2
8 6 +LL*5% GR (Godly Resistance vs.Conc/x2+ effects)
8 7 0: Target Legend loses Legend class & all spells
8 8 1 Reset: Pawn target creature (save)
8 9 1X, may borrow: Capital R Really Object

[PC7] Concordant Group Classes


Lex Luthor

Level KXP Hen/GR Villain
123 45 [1]
TH
1 0 1-- -- [-] +1
2 3.3 2-- -- [-] +2
3 6.6 21- -- [-] +3
4 13.2 31- -- [-] +4
5 26.4 32- -- [-] +5
6 52.8 321 -- [-] +6
7 106 322 -- [-] +7
8 212 332 -- [-] +8
9 424 332 1- [-] +9
10 660 432 1- [-] +10
11 990 532 2- [-] +11
12 1320 542 21 [-] +12
13 1650 543 21 [-] +13
14 1980 543 22 [-] +14
15 2310 543 32 [-] +15
16 2640 543 33 [-] +16
17 2970 544 33 [-] +17
18 3300 544 43 [-] +18
19 3630 544 44 [-] +19
20 3960 554 44 [-] +20
21 4290 555 44 [-] +21
22 4620 555 54 [-] +22
23 4950 555 55 [-] +23
24 5280 655 55 [-] +24
25 5610 665 55 [-] +25
26 5940 666 55 [1] +26
27 6270 666 65 [1] +27
28 6600 666 66 [1] +28
29 6930 766 66 [2] +29
30 7260 776 66 [2] +30
31 7590 777 66 [3] +31
32 7920 777 76 [3] +32
33 8250 777 77 [4] +33
34 8580 877 77 [4] +34
35 8910 887 77 [5] +35
36 9240 888 77 [51] +36
37 18480 888 77 [52] +37
38 27720 888 77 [53] +38
39 36960 888 77 [54] +39
45 92400 888 87 [77] +45
54 175560 999 99 [881] +54
63 258720 999 99 [998] +63
72 341880 AAA AA [AA9 1] +72
Race Adjustments:
Str Dex Con Int Wis Chr Cml AT hp TH Div
-1 -1 +3 +8 +0 +3 +0 +0 +0 +0 ÷1
 
Requisites: Con 10, Int 24, Chr 10,
  Race Slots 1, Class Slots 2
Alignment: any E
HD/level: 4d6 (no Con bonus)
Weapon Prof.: 6+level/2
To Hit Table: Mon
Save Table: 4xMon
Reference: DM {Reduced Villain}
Groups: Wizard, Concordant (x1), Archetype
Complexity: CF=3
   
Saving Throws:  
PPD: level*2+0
RSW: level*2+0
PP: level*2+0
BW: level*2+0
Spell: level*2+0
Fort: level*2+0
Reflex: level*2+0
Will: level*2+0
   
Considered a "Human" race.
Does not get any Con bonus at all on it's Hit Dice, and Con bonuses cannot be bought for this class in any way.
Can manipulate an object with TechF equal to your level or less.
Level 1 ¶: Can use "2 for 1" ability score trading.
Level 1: +1 Technological proficiency slot per level (see [P8.8]).

[PC7] Concordant Group Classes


Lex Luthor (Henchman / Giant Robot Spells)

Level # Spell
1 1 +10% XP in Lex Luthor, if this is your only class (if you are single classed and getting x2 XP, you'll get x2.1 XP now)
1 2 +10% XP in Lex Luthor, if this is your only class [Yes there are two of the same spell here]
1 3 0, 1/d: You MYSTERIOUSLY ESCAPE (even past all barriers) from enemies, one of the enemies must be a Hero or Sidekick.
1 4 1bF: Counter a counterspell effect.
1 5 1bM: Counter an Avoid Fate or Energy Control (Psi1/Psi2)
1 6 1M: Monster Summoning (CL+1)/2
1 7 1P, 1/d: Create a MINIATURE GIANT ROBOT, a DL (CL+3)/2 Golem or Technological monster (treat as a summon)
1 8 1P, LVL/d: Create (LVL+1)/2 MINIATURE GIANT ROBOTS, which are DL=(LVL+1)/2 Golems (treat as a summon)
1 9 1V, 1/r: Choose one creature. He cannot use any V actions on his next segment.
1 10 MPIRR 5*LVL%
1 11 Resist Action/Memory/Ability Stealing
1 12 Resist all Elements
1 13 Resist Hold/Stun/Para. (you become -5 / -25% on all actions if "half" stunned/held/paralyzed)
1 14 You adjust all BlahR by -5*level%
1 15 You can have two summons (same group).
1 16 You ignore one level of Resist Action/Memory/Other Stealing on other people
1 17 You ignore one level of Resist Elements on other people (Immune -> Double Resist, Double Resist -> Resist, Resist -> nothing)
1 18 You ignore one level of Resist Hold/Stun/Para. on other people
2 1 +1 limb (in a new set of limbs) [if this is taken more than once they are all in the same set]
2 2 +1 minor in a psionic progression you have.
2 3 +1 minor in a psionic progression you have.
2 4 1F, 1/d: Lower the "Time Reality Stability" ability on another person (PP save)
2 5 1M, #bM, only on your segment: Dispel # effects on one target (max #=LVL, you can borrow a lot here)
2 6 1M, 1/d: Contact Other Plane, Ask the Local Lord a question, or reverse Tempus Lawfulness
2 7 1M, 1/r: Causeall one target.
2 8 1M, 1/t: Cureall one Robot or Golem target (can use on yourself).
2 9 1P, 1/d: Slay someone with the Sidekick class (PPD save)
2 10 1P, 1/r: Choose one creature. He cannot use any P actions on his next segment.
2 11 1V: Twist (Remove an effect on a person)
2 12 All your innate abilities can be used one extra time per day (e.g. 3/d becomes 4/d). Your Innates require 2 saves to avoid.
2 13 All your innate abilities can be used twice as many times per unit time (e.g. 3/d becomes 6/d).
2 14 ER 5*LVL%
2 15 May wear two suits of armor, your AT sources fully stack
2 16 Pick a psionic power you have. +1M a round only for that psionic power, and it requires 2 saves to avoid.
2 17 Pick a psionic power you have. It has double effect. [Pick a different power each time you pick this]
2 18 Pick a spell you have. It is "material componented" for range for free, and it requires 2 saves to avoid.
3 1 +LVL C Actions
3 2 0, 1/t: Counter a chosen die roll (they have to roll it now) or rerolled die roll
3 3 0, 1/t: Reroll a die roll
3 4 1F, 1/d: Multiply an effect you do by x1+LVL/10.
3 5 1F, 1/d: Reset one Golem or Robot target (can use on yourself).
3 6 1M, 1/d: Segment 10 will not occur this round (beings with Time/Reality Stability can ignore this effect).
3 7 1M, 1/d: Set (reverse Reset) one target.
3 8 1M, 1/r: Choose one creature. He cannot use any M actions on his next segment.
3 9 1M, 1/r: Dispel a Haste effect. New Haste effects cannot be used in the room (this counts as a x1 Special).
3 10 1M: Drop an Anti-Magic Shell, Anti-Psionic Shell, or Anti-Innate Shell
3 11 1M: Fascinate a group (Will save)
3 12 1M: Hypnotize a group (Will save)
3 13 Anti-Sidekick shell SL 0-3 (Sidekick effects of SL 0-3 cannot be used within 20'r)
3 14 Resist all Eelements and Unusual Materials
3 15 You can have one familiar. This spell does the "Find Familiar" effect when you take it.
3 16 You can have three summons (same group).
3 17 You get +1 segment per round (starting at segment 11).
3 18 You ignore one level of Resist Elements and Eelements on other people (stacks with the lower level version of this)
4 1 +1 Bug action. (1QQS or 1OppS only for technological effects)
4 2 +1 Opposing action. (Remember you can translate 1Opp -> 1F, so this still does something even if Opposings aren't available)
4 3 -1 actions of all types to everyone in the room (x1 Special)
4 4 1bM: Counter a Limited Wish, Alter Reality, or Miracle 0-7
4 5 1F, 1/d: +1 to your multiplier for 1 round
4 6 1F, 1/s: Choose one creature. He cannot use any F or S actions on his next segment.
4 7 1F, 1/t: Target loses 1 to his multiplier for 1 round (no save, TechR)
4 8 1F: Choose one creature. He is Stopped, and cannot use any 0 or V actions on his next segment.
4 9 1M, 1/d: Segments 9 and 10 will not occur this round (beings with Time/Reality Stability can ignore this effect).
4 10 1M: But wait, the other Henchman over there FORGOT ONE SMALL THING and he is Crapped and Slain. (save for each)
4 11 1M: But wait, the other Robot or Golem over there FORGOT ONE SMALL THING and he is Crapped and Slain. (save for each)
4 12 5F, Marry the SIDEKICK'S SWEETHEART: The Sidekick in question is Pixelated.
4 13 Pick a psionic power you have. It costs ½M to use.
4 14 Pick a spell you have. It costs ½M to use.
4 15 Pick an innate ability you have. It costs ½M to use.
4 16 You can convert 1M -> 1QM only for psionic powers.
4 17 You can't be targetted until your summons are destroyed.
4 18 Your summons can't be targetted.
5 1 0, 1/d: Gain an Immunity to something for the rest of the day (must be a narrow effect like a spell/psi power name)
5 2 0, 1/r: Choose one creature. He cannot use Zero or Opposing actions this segment.
5 3 10F, tell an enemy Sidekick your MASTER PLAN: Components of your Master Plan is affected by a X4 Grand (x2 effect)
5 4 1F: Charm or Dominate target x0 or x1 creature (save)
5 5 1F: Remove Charm, Domination, Ego Domination, Control Actions, or Magic Jar on one target.
5 6 1M: All x1 and lower effects on one target are dispelled.
5 7 1M: You ONE-UP a MYTH and LIE THROUGH YOUR TEETH, all Myth abilities in your group do not function for 1t.
5 8 1V, 1/d: Ignore an Immunity to something.
5 9 1V, LVL/d: You ignore one level of Resist to something
5 10 AllR 5*LVL%
5 11 Lockdown X actions continuous in your group
5 12 You adjust all AllR by -5*level% (this stacks with the lower level version of this)
5 13 You have a MOST ANNOYING CONSULTANT, you can "take back" an action once per round and try something else.
5 14 You have a MOST ANNOYING CONSULTANT: 0, 1/t: Fork one of your actions.
5 15 You have AN EVEN BIGGER BOSS THAN YOU, which is any same-aligned god, you Automatic Divine Intervention 1/d.
5 16 You have and may use 2Z actions per half-segment.
5 17 You see the ERROR OF YOUR WAYS, drop Lex Luthor class (and can never return), gain Brass Gnat with x1.5 your Lex Luthor XP.
5 18 You see the ERROR OF YOUR WAYS, drop Lex Luthor class (and can never return), gain Sidekick with x1.5 your Lex Luthor XP.
Villain 1 (11) 1 1/d: Create a GIANT ROBOT (a DL 10 Golem, you may make requests but exact statistics are determined by the DM).
Villain 1 (11) 2 1/r: You MYSTERIOUSLY ESCAPE (even past all barriers) from enemies, one of the enemies must be a Hero.
Villain 1 (11) 3 You have an ANNOYING HENCHMAN of half your Villain Level who always ESCAPES and causes trouble for the enemy.
Villain 1 (11) 4 You adjust all irreducible BlahR by -5*level% and all reducible BlahR to 0%.
Villain 1 (11) 5 +10% XP in all your non-Concordant classes.
Villain 1 (11) 6 You ignore other people's Immunity to Inner Elements (unless it comes from a x3 or greater source)
Villain 1 (11) 7 You ignore other people's Immunity to Hold/Stun/Para (unless it comes from a x3 or greater source)
Villain 1 (11) 8 You ignore other people's Immunity to Action/Memory/Other Stealing (unless it comes from a x3 or greater source)
Villain 1 (11) 9 0, 1/s: Choose one creature. He cannot use any V actions on his next segment.
Villain 1 (11) 10 The "Avoid Fate" ability cannot be used by any other creature (friendly or not) within 100 yards of you.
Villain 1 (11) 11 NF, may borrow: Counter a level N Concordant ability.
Villain 1 (11) 12 xVL number of henchmen, followers, summons, familiars

[PC7] Concordant Group Classes


Lich

Level KXP Lich
123 456 7
1 0 1-- --- -
2 600 21- --- -
3 1800 321 --- -
4 4200 432 1-- -
5 9000 543 21- -
6 18600 654 321 -
7 28200 654 322 -
8 37800 654 332 -
9 57000 654 333 -
10 63000 654 433 -
11 69000 654 443 -
12 75000 654 444 -
13 81000 655 444 1
14 87000 655 544 1
15 93000 655 554 1
16 99000 655 555 1
17 105000 665 555 1
18 111000 666 555 1
19 117000 666 655 2
20 123000 666 665 2
21 129000 666 666 2
22 135000 766 666 2
23 141000 777 666 2
24 147000 777 776 3
25 153000 777 777 3
26 159000 888 777 3
27 165000 888 888 3
28 171000 999 999 4
29 177000 AAA AAA 4
30 183000 BBB BBB 4
31 189000 CCC CCC 5
32 195000 DDD DDD 5
33 201000 EEE EEE 6
34 207000 FFF FFF 7
35 213000 GGG GGG 8
36 219000 HHH HHH 9
TH Saves
PD RS PP BW Sp Fo Re Wi
+1 19 19 19 19 19 19 19 19
+2 20 20 20 20 20 20 20 20
+3 21 21 21 21 21 21 21 21
+4 22 22 22 22 22 22 22 22
+5 23 23 23 23 23 23 23 23
+6 24 24 24 24 24 24 24 24
+7 25 25 25 25 25 25 25 25
+8 26 26 26 26 26 26 26 26
+9 27 27 27 27 27 27 27 27
+10 28 28 28 28 28 28 28 28
+11 29 29 29 29 29 29 29 29
+12 30 30 30 30 30 30 30 30
+13 31 31 31 31 31 31 31 31
+14 32 32 32 32 32 32 32 32
+15 33 33 33 33 33 33 33 33
+16 34 34 34 34 34 34 34 34
+17 35 35 35 35 35 35 35 35
+18 36 36 36 36 36 36 36 36
Requisites: HNCL 18, Int 20, Wis 18, Chr 9
Alignment: any E
HD/level: &++d10
Weapon Prof.: level
To Hit Table: Mon
Save Table: Conc
Reference: DM
Groups: Concordant (x2)
 
[X] Section stats
ihp -1
iTH -10
P Save -1
M Save +1
War -1
Rog +1
PPsi -1
Wiz +2
Pri +1
MPsi -1
   
You must find and consume a Potion of Lichdom in order to become a Lich.
+1 extra Nonweapon Prof per level.
+(Lich level) or better weapon needed to hit you.
 
Level 0 Lich spells (cantrips) are not on the progression; these are 1/4 of a 1st level spell each.
The Aspirant class (Wizard group) and the Spectre class (Monster group) do get Level 0 Lich spells on their progressions.
Level 8 Lich spells are provided, as Liches are more likely than other Concordant classes (due to their nature) to be able to figure out a way to "School Robe" (-1 SL) their effects.
 
Several Lich spells trigger by touch. They all trigger whenever someone is touched (or whenever someone touches you), and can be conducted through weapons (spend 2 Feats to be able to do this). You may pick the same touch spell more than once to allow it to trigger more than once per touch.
 
The "wish" type abilities ("0, 1/r: Any …") can be taken more than once to allow them to be used more than once per round.

[PC7] Concordant Group Classes


Lich Spells

Level # Spell
0 1 0, 1/r: Any 0th-5th level Wizard spell
0 2 0, 1/r: Any 0th-4th level Priest spell
0 3 0, 1/r: Any psionic cantrip
0 4 +5*(Lich level)% WR (not irreducible) that can't be ignored
0 5 Resist Turning (you are double the rating)
0 6 0: Create Snare 20*(Lich level)% (obvious trap, auto detected, needs to be removed to bypass)
1 1 0, 1/r: Any 1st-6th level Wizard spell
1 2 0, 1/r: Any 1st-5th level Priest spell
1 3 0, 1/r: Any psionic minor
1 4 1M: Banish Undead
1 5 Speak with Dead & Undead (cont.); 1M: Capital E Extract from Dead & Undead
1 6 +10*(Lich level)% iWR that can't be ignored
1 7 Mask Undead status; Can't be turned
1 8 Detect Artifacts; 1M: Legend Lore Artifact
1 9 1M, (lich level)/d: Gain +10 XP
1 10 0: Create Traps 15*(Lich level)%
1 11 All spells cost 0 P actions; Material componenting does not cost 1 V action
1 12 +(Lich level) OppV or QM actions
1 13 Negative Cold (Lich level)d10 dmg by touch
1 14 +(Lich level) Research Points per reset (see [P12])
1 15 1F or 1X: Duplicate any level 0 Concordant spell
2 1 0, 1/r: Any 2nd-7th level Wizard spell
2 2 0, 1/r: Any 2nd-6th level Priest spell
2 3 0, 1/r: Any psionic major
2 4 Protection from Turning 100'r
2 5 1M: Control Undead
2 6 +10*(Lich level)% iRR that can't be ignored
2 7 Detect Divine Beings; 1M: Legend Lore Divine Being
2 8 0: Create Tricks 10*(Lich level)%
2 9 Can convert Wiz <-> Pri spells (2 SL shift: Wiz5=Pri3)
2 10 +(Lich level) OppM or QQM actions
2 11 Touch: Energy Drain 2x(Lich level) levels
2 12 1F or 1X: Duplicate any level 1 Concordant spell
2 13 You may material component the Lich powers that duplicate Wizard spells (spend 1V)
2 14 You may material component the Lich powers that duplicate Priest spells (spend 1V)
2 15 You may material component the Lich powers that duplicate Psionic powers (spend 1V)
3 1 0, 1/r: Any 3rd-8th level Wizard spell
3 2 0, 1/r: Any 3rd-7th level Priest spell
3 3 1M: Grant Undead Status
3 4 +10*(Lich level) iMR that can't be ignored
3 5 0: Create Specials 5*(Lich level)%
3 6 Gaze: Life Trapping (as per Mirror)
3 7 Immune to being put down a hole (this does not put you down the deeper hole)
3 8 Imprisonment by touch
3 9 0: 3*(Lich level)d10 Colorless Fire dmg, vile, does indestructible hp dmg
3 10 Troll-like Regen all hp every r
3 11 Double the memorization of 1 SL (one non-Concordant progression)
3 12 1F or 1X: Duplicate any level 2 Concordant spell
4 1 0, 1/r: Any 4th-9th level Wizard spell
4 2 0, 1/r: Any 4th-8th level Priest spell
4 3 0, 1/r: Any psionic grand
4 4 +10*(Lich level) iPR that can't be ignored
4 5 0: Dispel Innate or Racial ability effect
4 6 1M: Reset
4 7 1M: Contact Alternate Reality
4 8 1M: Create Any x2 Monster
4 9 Steal all spells by touch
4 10 Lose (Lich level)d4 stat pts by touch
4 11 1F or 1X: Step Out of It
4 12 1F or 1X: Duplicate any level 3 Concordant spell
5 1 0, 1/r: Any 5th-10th level Wizard spell
5 2 0, 1/r: Any 5th-9th level Priest spell
5 3 +10*(Lich level) iaMR that can't be ignored
5 4 1M: Project Image Across Planes
5 5 1M: Teleport to Alternate Reality
5 6 1M: Contact Ultra Plane
5 7 Conduct M actions through psi link
5 8 Steal all psionics by touch
5 9 Death (capital S Slay) by touch
5 10 1F or 1X: Mental Fury
5 11 +(Lich level) QOppM or QQQM or X actions
5 12 1F or 1X: Duplicate any level 4 Concordant spell
6 1 0, 1/r: Any 6th-11th level Wizard spell
6 2 0, 1/r: Any 6th-10th level Priest spell
6 3 0, 1/r: Any psionic super
6 4 0, 1/r: Any 0th-8th level Warrior, Rogue, or Monster spell
6 5 1M: Teleport to Ultra Plane
6 6 +10*(Lich level) iIR that can't be ignored
6 7 Steal all powers by touch
6 8 Erase Truename by touch
6 9 Troll-like regen all hp (including vile) every s
6 10 Conduct effects through psi link
6 11 +(Lich level) QOppX actions or # segments per round
6 12 1F or 1X: Duplicate any level 5 Concordant spell
7 1 0, 1/r: Any 7th-12th level Wizard spell
7 2 0, 1/r: Any 7th-11th level Priest spell
7 3 +10*(Lich level) iER & iaER that can't be ignored
7 4 Annihilation by touch (cannot be Avoid Fated)
7 5 Incursion by touch (2 successful touches = Loop Incursion)
7 6 1F or 1X: Duplicate any level 6 Concordant spell
8 1 0, 1/r: Any 8th-13th level Wizard spell
8 2 0, 1/r: Any 8th-12th level Priest spell
8 3 0, 1/r: Any psionic ultra
8 4 +10*(Lich level) iXR & iaXR that can't be ignored
8 5 Pixelation by touch (cannot be Objected to, but can be Really Objected to)
8 6 1F or 1X: Duplicate any level 7 Concordant spell

[PC7] Concordant Group Classes


Martyr (Rejuvenate-Other)

Level KXP Martyr Unb Aft
357 9  [1] [1]
1 0 1-- -  [-] [-]
2 3 2-- -  [-] [-]
3 6 3-- -  [-] [-]
4 12 4-- -  [-] [-]
5 24 41- -  [-] [-]
6 48 42- -  [-] [-]
7 96 43- -  [-] [-]
8 192 44- -  [-] [-]
9 330 441 -  [-] [-]
10 600 442 -  [-] [-]
11 900 443 -  [-] [-]
12 1200 444 -  [-] [-]
13 1500 444 1  [-] [-]
14 1800 444 2  [-] [-]
15 2100 444 3  [-] [-]
16 2400 444 4  [-] [-]
17 2700 544 4  [-] [-]
18 3000 554 4  [-] [-]
19 3300 555 4  [-] [-]
20 3600 555 5  [-] [-]
21 3900 655 5  [-] [-]
22 4200 665 5  [-] [-]
23 4500 666 5  [-] [-]
24 4800 666 5  [1] [-]
25 5100 666 6  [1] [-]
26 5400 666 6  [2] [-]
27 5700 766 6  [2] [-]
28 6000 766 6  [3] [-]
29 6300 776 6  [3] [-]
30 6600 776 6  [3] [1]
31 6900 776 6  [4] [1]
32 7200 777 6  [4] [1]
33 7500 777 6  [4] [2]
34 7800 777 6  [5] [2]
35 8100 777 7  [5] [2]
36 8400 777 7  [5] [3]
TH Saves
PD RS PP BW Sp Fo Re Wi
+0 5 (all) [++0]
+1 10 (all) [++1]
+2 15 (all) [++1]
+3 20 (all) [++2]
+4 25 (all) [++2]
+5 30 (all) [++3]
+6 35 (all) [++3]
+7 40 (all) [++4]
+8 45 (all) [++4]
+9 50 (all) [++5]
+10 55 (all) [++5]
+11 60 (all) [++6]
+12 65 (all) [++6]
+13 70 (all) [++7]
+14 75 (all) [++7]
+15 80 (all) [++8]
+16 85 (all) [++8]
+17 90 (all) [++9]
Requisites: Wis 23, Chr 28, Class Slots 2
Alignment: any
HD/level: d20
Weapon Prof.: 0+level
To Hit Table: War
Save Table: 5*level [++level/2]
Reference: DM { Alternate Rejuvenator }
Groups: Priest, Concordant (x1), Technology
 
Gets Super Barbarian Wis bonus, which is +(Wis-18)*3.
This class is dedicated to the continuation of other people's lives at all costs, using all technological and magical methods possible.
This is the reduced form of two different x2 Concordant classes: Unbreakable (brick-style with lots of immunities) and Afterliver (constantly being reborn into new forms). The idea here is by the time a character has reached 36th level in Rejuvenator, they will know which path they will take.
The saves are 5*LVL in all categories. You also get ++LVL/2 on the natural die roll for saves, meaning even at level 1 you cannot auto-miss a save (you auto-make on 19-20).
Level 24 Note: Your "CCL" is your CL-23 for Unbreakable and CL-29 for Afterliver.
Level 38 ¶: Note that at this level you auto-make all saves, due to your save bonus (a natural 1-20 becomes a 20).
 
DM Note: The Troll-like regeneration powers may all be run at the same time; the higher level versions are not "upgrades".

[PC7] Concordant Group Classes


Martyr Spells

Level # Spell
3 1 1V: Death's Door Other (they go to 0 current hp)
3 2 1V: Remove Charm/Domination on Other.
3 3 1P: Remove Paralysis, Stun, or Held on Other.
3 4 1M: Remove an effect that's stopping someone else from using actions, like Stop, Slow, Web, etc. Lockdown, Time Stop, and Temporal Stasis can be done, but they require 10 uses of this power.
3 5 1M: Clone Other (as spell, must be willing). You may have CL Clones in storage at a time.
3 6 1N, 1/s: Troll-like regenerate Other 10*CL% of their max hp (note this might not get them up immediately even at level 10)
5 1 1P: Remove a (non-major) [C] section effect on someone else. This may be repeated to build up to a major [C] section effect.
5 2 1M: Heal Other.
5 3 +1D Actions in the room continuous (does not affect "dead" Actions).
5 4 Your mount (if you have one) gets affected by every Martyr spell you do on someone else, unless you don't want it to.
5 5 1N, 1/s: Troll-like regenerate Other 20*CL% of their max hp, this can also cure Vile dmg and Permanent hp of dmg.
5 6 Borrowed Haste: +LVL bA Actions; does not count as your Haste; You may use Borrowed actions for any Martyr effect on this list.
7 1 1V: Target does a normal movement at half their movement rate, if they want to. Parting shots do apply.
7 2 1F: Animate Other as an Undead. Pick an Undead Racial Adjective (it's free). Only 1 adjective at a time. Target must be willing.
7 3 1P: Cureall Other.
7 4 1M: Resurrect Other.
7 5 Can "material component" Martyr powers (spend +1V; you must be conscious) to allow you to affect another target with a power. You can affect yourself as the second target with this.
7 6 1N, 1/s: Troll-like regenerate Other 30*CL% of their max hp, this can also cure ability score dmg (at 10 hp each).
9 1 1F: Move a nasty flag on someone else (such as Capital S Slain) to someone else in their group.
9 2 You can convert 1X -> 1bX actions. 2F or 1bX: Target can use a normal 1P action this segment, even though they're unconscious or dead.
9 3 1M: True Resurrect Other.
9 4 1M, 1/d: Capital I Insist something. You can pick this more than once to use it more than once per day.
9 5 Have the DM copy another PC's status on the chalkboard to somewhere else as a backup. 1N, 1/reset: Switch their current status with the backup. This cannot be taken more than once. The PC must be willing.
9 6 1N, 1/s: Troll-like regenerate Other 40*CL% of max hp, this can also cure negative levels (at 100 hp each).
Unbreakable 1 (11) 1 +CCL PSaves (using the [X] section saving throw rules)
Unbreakable 1 (11) 2 +(CCL+1)/3 ihp
Unbreakable 1 (11) 3 +(CCL+1)/3 iAC
Unbreakable 1 (11) 4 Immune to CCL [C] section effects, even major ones are only 1 pick each
Unbreakable 1 (11) 5 All of your items are Indestructible.
Unbreakable 1 (11) 6 You are immune to all area effects. However, this power is incompatible with any "You can't be targetted" effects you have running (they shut off).
Afterliver 1 (11) 1 +CCL MSaves (using the [X] section saving throw rules)
Afterliver 1 (11) 2 1N, 1/s: Pick any ÷18 or less race, or a DL IX or less creature you know of. You Shapechange into it. Your stats don't change, but you can use racial/innate abilities from it.
Afterliver 1 (11) 3 You can assume the form of any known dead/incursed/pixelated person or creature (this is like the First Evil's ability). You don't have the person's abilities, but you do have their memories.
Afterliver 1 (11) 4 You can convert 1X -> 1deadX actions. 1deadX: Capital F Fix Self.
Afterliver 1 (11) 5 You get and can use 2D Actions per death per segment. You are limited to CCL+1 D Actions you can use per reset (instead of 1).
Afterliver 1 (11) 6 Rotating Truename. Rotating Home Plane. Rotating Quantum Signature. Your Silver Cord rotates color, and can't be targetted or attacked.

[PC7] Concordant Group Classes


Master Custom3.5

Level KXP
Spells
1 0 (none)
2 4 (none)
3 8 (none)
4 16 (none)
5 32 (none)
6 64 (none)
7 128 (none)
8 256 (none)
9 512 (none)
10 800 (none)
11 1200 (none)
12 1600 (none)
13 2000 (none)
14 2400 (none)
15 2800 (none)
16 3200 (none)
17 3600 (none)
18 4000 (none)
19 4400 (none)
20 4800 (none)
21 5200 (none)
22 5600 (none)
23 6000 (none)
24 6400 (none)
25 6800 (none)
26 7200 (none)
27 7600 (none)
28 8000 (none)
29 8400 (none)
30 8800 (none)
31 9200 (none)
32 9600 (none)
33 10000 (none)
34 10400 (none)
35 10800 (none)
36 11200 (none)
TH Saves
PD RS PP BW Sp Fo Re Wi
+0 (total = 27, max = 9)
+1 (total = 30, max = 10)
+2 (total = 33, max = 11)
+3 (total = 36, max = 12)
+4 (total = 39, max = 13)
+5 (total = 42, max = 14)
+6 (total = 45, max = 15)
+7 (total = 48, max = 16)
+8 (total = 51, max = 17)
+8 (total = 54, max = 18)
+9 (total = 57, max = 19)
+9 (total = 60, max = 20)
+10 (total = 63, max = 21)
+10 (total = 66, max = 22)
+11 (total = 69, max = 23)
+11 (total = 72, max = 24)
+12 (total = 75, max = 25)
+12 (total = 78, max = 26)
Requisites: Str 10, Dex 10, Con 10, Int 10, Wis 10, Chr 10
Alignment: any
HD/level: ++‡‡d20
Weapon Prof.: 2+level*2
To Hit Table: Cust
Save Table: Cust
Reference: DM {Reduced Supreme/GrandMaster}
Groups: Custom, Concordant (x1)
 
For HD, "‡" means an additional HD at level 2 (i.e. this class gets 4 HD at level 2).
Each level, add a known 3.5 edition class's abilities (see below). You do not need to meet the requirements of the class. The only ways to add more classes to the list below is either to use Research Points, or to use the d20izer3.5 class.
The page numbers are for the Crystal Keep PDFs. (Ba=base, Pr=prestige)
DM Note: If you know this class sheet, all the classes below are legal to take alone if you want to. They use the 3rd edition XP table times 10 (e.g. 10 KXP to be 2nd level). See the DM for Hit Dice and the like.
Known 3.5E Classes:
191. Wild Defender (Ba93): Ranger3 spell prog.; Animal Companion; 0, 2/d: Evil Slaying (+4 TH, x2 dmg) this segment
262. Focus Caster (Ba134): Channeling; Level N: Add a SL=N/2 spell to memorization.
273. Brief Figment (Ba138): Wizard3 spell prog. with Dex bonus; Spec. Illusion; Mirror Image costs 1N action to cast; All your illusions have "Mirage Arcana" flags.
314. White Dragon Shaman (Ba151): Immune cold; AC +LVL; 1M: Summon DL=LVL/2 Dragon; Level 14: Commune w/ Dragon Spirit
416. Daggerspell Mage (Pr31): oMR LVL*10% (offensive MR, reduces other MR, if below 0 you get that much bonus effect); 1S: Can attack with daggers and cast a spell with this action.
434. Dragonmark Heir (Pr35): Resist 1 element per level; +LVL Chr; Level 2: Breath Weapon (1/10 current hp); Level 2: +2A actions
436. Drow Judicator (Pr35): Cleric3 spell prog. with Str bonus; +3 all saves; Turn Spiders as if Undead; 0: +2d6 Con dmg with one attack; 1M: Summon DL I spiders, #=(Chr mod)*CL
445. Children of Winter (Pr37): Level 1: Resist Poison; Level 2: Pick a species enemy (as per Ranger): x2 dmg; Level 3: Resist Mental, Immune Disease; Level 4: Pick a species enemy (as per Ranger): xx2 TH (not the d20 roll); Level 5: Contagion brand all your weapons
508. Lion of Talisid (Pr55): +LVL ML Priest; Animal Companion (10+LVL% of your XP); Immune fear; Resist mental; Clairnasience
557. Rainbow Servant (Pr67): Couatl racial abilities; +1 speciality school in Wizard; Detect evil cont.
567. Runecaster (Pr70): +LVL ML Priest; Your glyphs and symbols hit a group
579. Shadowbane Inquisitor (Pr72): If you switch to LG alignment, can keep your current classes regardless of AL restrictions, but can't raise their level; Turn Undead; If you fail a Turn roll, 1d12 of them still take 10*LVL dmg; 0, 1/d: Get Chr bonus TH/dmg this P action.
631. Virtuoso (Pr87): Bard rogue chart; 30*LVL rogue points; Magic-User0 spell prog. with Chr bonus; +LVL*2 nonweapon prof.
652. Contagion Thief (Pr93): Any rogue ability per level; 30*LVL rogue points; 1M: stun one target (PPD save)
718. Human Paragon (Pr94): +LVL with checks; +LVL/2 CL
722. Mamluk (Pr94): Immune sand, heat; +LVL Nonweapon prof.; +1 Sage Area of Knowledge (see DMG1); +1 Research Point per reset

[PC7] Concordant Group Classes


Master Lich

Level KXP Lich
123 456 78
1 0 1b- --- --
2 1300 11c --- --
3 3900 111 d-- --
4 9100 111 1e- --
5 19500 111 11f --
6 29900 111 111 --
7 40300 221 111 g-
8 50700 222 211 e-
9 71500 222 221 1-
10 78000 222 222 2-
11 84500 332 222 2h
12 91000 333 322 2f
13 97500 333 333 2d
14 104000 333 333 3b
15 110500 333 333 31
16 117000 443 333 31
17 123500 444 433 31
18 130000 444 444 31
19 136500 444 444 42
20 143000 554 444 42
21 149500 555 544 42
22 156000 555 555 42
23 162500 555 555 53
24 169000 665 555 53
25 175500 666 655 53
26 182000 666 666 53
27 188500 666 666 64
28 195000 776 666 64
29 201500 777 766 64
30 208000 777 777 64
31 214500 777 777 75
32 221000 887 777 75
33 227500 888 877 75
34 234000 888 888 75
35 240500 888 888 86
36 247000 999 999 96
TH Saves
PD RS PP BW Sp Fo Re Wi
+22 19 19 19 19 19 19 19 19
+24 21 21 21 21 21 21 21 21
+26 22 22 22 22 22 22 22 22
+28 24 24 24 24 24 24 24 24
+30 25 25 25 25 25 25 25 25
+32 27 27 27 27 27 27 27 27
+34 28 28 28 28 28 28 28 28
+36 30 30 30 30 30 30 30 30
+38 31 31 31 31 31 31 31 31
+40 33 33 33 33 33 33 33 33
+42 34 34 34 34 34 34 34 34
+44 36 36 36 36 36 36 36 36
+46 37 37 37 37 37 37 37 37
+48 39 39 39 39 39 39 39 39
+50 40 40 40 40 40 40 40 40
+52 42 42 42 42 42 42 42 42
+54 43 43 43 43 43 43 43 43
+56 45 45 45 45 45 45 45 45
Requisites: HNCL 27, Int 30, Wis 27
Alignment: any E
HD/level: & +++d12
Weapon Prof.: level
To Hit Table: Conc
Save Table: 1½xConc
Reference: DM
Groups: Concordant (x2)
 
[X] Section stats
ihp +0
iTH -5
P Save +0
M Save +2
War -1
Rog +1
PPsi -1
Wiz +3
Pri +2
MPsi +0
   
You must find and consume a Potion of Master Lichdom in order to become a Master Lich.
Gets an X action.
 
Gets Int bonus to Master Lich Concordant spell progression. Concordant SLs are 10 higher than non-Concordant SLs, so you need to use your bonus 11th's to get bonus 1st's here. As usual, you need to spend a feat for every SL past SL 9 (i.e. one feat plus another feat for every Lich SL) in order to qualify for the stat bonus.
If using the normal stat table, the bonus spells are as follows (round down):
SL=1 bonus: (Int-32)/18
SL=2 bonus: (Int-50)/18
SL=3 bonus: (Int-72)/18
SL=4 bonus: (Int-98)/18
SL=5 bonus: (Int-128)/18
SL=6 bonus: (Int-162)/18
SL=7 bonus: (Int-200)/18
SL=8 bonus: (Int-242)/18
It turns out that "Simplified Wisdom Bonus" is never really better than the above, so you should just use the normal bonus.
 
+1 extra Kit per level.
+(Lich level)*2 or better weapon needed to hit you. This cannot be ignored.
 
Level 0 Lich spells (cantrips) are not on the progression; these are 1/4 of a 1st level spell each.
 
Several Lich spells trigger by touch. They all trigger whenever someone is touched (or whenever someone touches you), and can be conducted through weapons (spend 2 Feats to be able to do this). You may pick the same touch spell more than once to allow it to trigger more than once per touch.
 
The "wish" type abilities ("0, 1/r: Any …") can be taken more than once to allow them to be used more than once per round.

[PC7] Concordant Group Classes


Minion (Arch-Henchman)

Level KXP Hench./Acc.
123 45 [1]
1 0 1-- -- [-]
2 7.5 2-- -- [-]
3 15 21- -- [-]
4 30 31- -- [-]
5 60 32- -- [-]
6 120 321 -- [-]
7 240 421 -- [-]
8 480 431 -- [-]
9 960 431 1- [-]
10 1560 432 1- [-]
11 2160 542 1- [-]
12 2760 542 21 [-]
13 3360 543 21 [-]
14 3960 543 22 [-]
15 4560 543 32 [-]
16 5160 543 33 [-]
17 5760 544 33 [-]
18 6360 544 43 [-]
19 6960 544 44 [-]
20 7560 554 44 [-]
21 8160 555 44 [-]
22 8760 555 54 [-]
23 9360 555 55 [-]
24 9960 655 55 [-]
25 10560 665 55 [1]
26 11160 666 55 [1]
27 11760 666 65 [2]
28 12360 666 66 [2]
29 12960 766 66 [3]
30 13560 776 66 [3]
31 14160 777 66 [4]
32 14760 777 76 [4]
33 15360 777 77 [5]
34 15960 877 77 [5]
35 16560 887 77 [6]
36 17160 888 77 [6]
TH Saves
PD RS PP BW Sp Fo Re Wi
+5  1  1  1  1  1  1  1  1
+6  2  2  2  2  2  2  2  2
+7  3  3  3  3  3  3  3  3
+8  4  4  4  4  4  4  4  4
+9  5  5  5  5  5  5  5  5
+10  6  6  6  6  6  6  6  6
+11  7  7  7  7  7  7  7  7
+12  8  8  8  8  8  8  8  8
+13  9  9  9  9  9  9  9  9
+14 10 10 10 10 10 10 10 10
+15 11 11 11 11 11 11 11 11
+16 12 12 12 12 12 12 12 12
+17 13 13 13 13 13 13 13 13
+18 14 14 14 14 14 14 14 14
+19 15 15 15 15 15 15 15 15
+20 16 16 16 16 16 16 16 16
+21 17 17 17 17 17 17 17 17
+22 18 18 18 18 18 18 18 18
Requisites: Str 16, Dex 19, Int 25, Logic 7; Class slots 3
Alignment: any E
HD/level: 2d13 (no Con bonus)
Weapon Prof.: 6+level
To Hit Table: 4+level
Save Table: 2xMon
Reference: DM {Reduced Villain/Anti-Hero}
Groups: Wizard, Rogue, Concordant (x1)
 
Does not get any Con bonus at all on it's Hit Dice, and Con bonuses cannot be bought for this class in any way.
Can cast Henchman or Accomplice spells.
Gets Exc Str, Dex, and Int.
Can weapon specialize and uses the "Ranger" line for number of attacks.
Gets 80 Rogue points per level. Gets an "Any Rogue" pick each level.
Level 25: Can cast Villain or Anti-Hero spells. Your CCL is your (CL-23)/2.

[PC7] Concordant Group Classes


Minion (Arch-Henchman) Spells

Class Level # Spell
Henchman 1 1 1P, 1/d: Create a MINIATURE GIANT ROBOT, a DL (CL+3)/2 Golem or Technological monster (treat as a summon)
Henchman 1 2 0, 1/d: You MYSTERIOUSLY ESCAPE (even past all barriers) from enemies, one of the enemies must be a Hero or Sidekick.
Henchman 1 3 1M: Monster Summoning (CL+1)/2
Henchman 1 4 You adjust all BlahR by -5*level%
Henchman 1 5 +10% XP in Henchman, if this is your only class (if you are single classed and getting x2 XP, you'll get x2.1 XP now)
Henchman 1 6 You ignore one level of Resist Elements on other people (Immune -> Double Resist, Double Resist -> Resist, Resist -> nothing)
Henchman 1 7 You ignore one level of Resist Hold/Stun/Para. on other people
Henchman 1 8 You ignore one level of Resist Action/Memory/Other Stealing on other people
Henchman 1 9 1V, 1/r: Choose one creature. He cannot use any V actions on his next segment.
Henchman 1 10 1bM: Counter an Avoid Fate or Energy Control (Psi1/Psi2)
Henchman 1 11 1bF: Counter a counterspell effect.
Henchman 1 12 You can have two summons (same group).
Accomplice 1 13 10*CL% iaIR
Accomplice 1 14 +10% XP in Accomplice, if this is your only class (if you are single classed and getting x2 XP, you'll get x2.1 XP now)
Accomplice 1 15 1M: LVLd6 dmg, E=1 element, one target, no save
Accomplice 1 16 1M: Target is paralyzed (PPD save)
Accomplice 1 17 1M: Steal an action or memory (Will save)
Accomplice 1 18 +CL/2 QV actions
Accomplice 1 19 +LVL SL's in one spell progression (Wizard or Priest)
Accomplice 1 20 +2 CL with psionics
Accomplice 1 21 +1 Str, Dex, Con, Int, Wis, and Chr
Henchman 2 1 1V: Twist (Remove an effect on a person)
Henchman 2 2 1P, 1/d: Slay someone with the Sidekick class (PPD save)
Henchman 2 3 1M, 1/d: Contact Other Plane, Ask the Local Lord a question, or reverse Tempus Lawfulness
Henchman 2 4 1M, 1/r: Causeall one target.
Henchman 2 5 Pick a psionic power you have. +1M a round only for that psionic power, and it requires 2 saves to avoid.
Henchman 2 6 Pick a spell you have. It is "material componented" for range for free, and it requires 2 saves to avoid.
Henchman 2 7 All your innate abilities can be used one extra time per day (e.g. 3/d becomes 4/d). Your Innates require 2 saves to avoid.
Henchman 2 8 +1 minor in a psionic progression you have.
Henchman 2 9 1P, 1/r: Choose one creature. He cannot use any P actions on his next segment.
Henchman 2 10 1M, #bM, only on your segment: Dispel # effects on one target (max #=LVL, you can borrow a lot here)
Henchman 2 11 1F, 1/d: Lower the "Time Reality Stability" ability on another person (PP save)
Henchman 2 12 May wear two suits of armor, your AT sources fully stack
Accomplice 2 13 10*CL% iaMR
Accomplice 2 14 1M, 2/d: Causeall
Accomplice 2 15 +CL/3 QP actions
Accomplice 2 16 Pick a psionic power you have. It does not give a saving throw.
Accomplice 2 17 1M: Remove one Resist to something (no save, use ER)
Accomplice 2 18 10*CL% ER
Accomplice 2 19 0, 3/d: Counter a counterspell
Accomplice 2 20 0, 2/r: Force an extra saving throw an effect (doesn't have to be your effect; choose the worst)
Accomplice 2 21 0, 2/r: Force an extra to hit roll on someone is attacking (choose the worst)
Henchman 3 1 You can have three summons (same group).
Henchman 3 2 You can have one familiar. This spell does the "Find Familiar" effect when you take it.
Henchman 3 3 1M: Fascinate a group (Will save)
Henchman 3 4 0, 1/t: Counter a chosen die roll (they have to roll it now) or rerolled die roll
Henchman 3 5 1M, 1/d: Set (reverse Reset) one target.
Henchman 3 6 You ignore one level of Resist Elements and Eelements on other people (stacks with the lower level version of this)
Henchman 3 7 1M, 1/r: Dispel a Haste effect. New Haste effects cannot be used in the room (this counts as a x1 Special).
Henchman 3 8 1M, 1/d: Segment 10 will not occur this round (beings with Time/Reality Stability can ignore this effect).
Henchman 3 9 1M, 1/r: Choose one creature. He cannot use any M actions on his next segment.
Henchman 3 10 1M: Drop an Anti-Magic Shell, Anti-Psionic Shell, or Anti-Innate Shell
Henchman 3 11 Anti-Sidekick shell SL 0-3 (Sidekick effects of SL 0-3 cannot be used within 20'r)
Henchman 3 12 1F, 1/d: Multiply an effect you do by x1+LVL/10.
Accomplice 3 13 10*CL% iaPR
Accomplice 3 14 +1 per damage die on your physical attacks; Enemies get --1 to hit you
Accomplice 3 15 0, 2/d: Set one target (Fort save, if they make it their hit points halve)
Accomplice 3 16 1M: LVLd12 dmg, E=3 element, one target, no save
Accomplice 3 17 0, 2/d: Incurse one target (Will save, if they make it they lose 3M actions)
Accomplice 3 18 +CL/4 QM actions
Accomplice 3 19 1M: Sporacle a group (a random [C] section effect)
Accomplice 3 20 1V: Lend a V action to someone
Henchman 4 1 5F, Marry the SIDEKICK'S SWEETHEART: The Sidekick in question is Pixelated.
Henchman 4 2 You can't be targetted until your summons are destroyed.
Henchman 4 3 1M: But wait, the other Henchman over there FORGOT ONE SMALL THING and he is Crapped and Slain. (save for each)
Henchman 4 4 Pick a spell you have. It costs ½M to use.
Henchman 4 5 Pick a psionic power you have. It costs ½M to use.
Henchman 4 6 Pick an innate ability you have. It costs ½M to use.
Henchman 4 7 1M, 1/d: Segments 9 and 10 will not occur this round (beings with Time/Reality Stability can ignore this effect).
Henchman 4 8 +1 Opposing action. (Remember you can translate 1Opp -> 1F, so this still does something even if Opposings aren't available)
Henchman 4 9 1F, 1/s: Choose one creature. He cannot use any F or S actions on his next segment.
Henchman 4 10 1bM: Counter a Limited Wish, Alter Reality, or Miracle 0-7
Henchman 4 11 -1 actions of all types to everyone in the room (x1 Special)
Henchman 4 12 1F, 1/d: +1 to your multiplier for 1 round
Accomplice 4 13 Pick a spell you have. It costs half the number of actions it normally requires.
Accomplice 4 14 Pick a psionic power you have. It costs half the number of actions it normally requires.
Accomplice 4 15 +1 to number of segments per round (i.e. you get a segment 11)]
Accomplice 4 16 +1 Opp action (remember you can trade 1Opp -> 1F, if Opposing actions aren't useful for you)
Henchman 5 1 You have AN EVEN BIGGER BOSS THAN YOU, which is any same-aligned god, you Automatic Divine Intervention 1/d.
Henchman 5 2 You have a MOST ANNOYING CONSULTANT, you can "take back" an action once per round and try something else.
Henchman 5 3 10F, tell an enemy Sidekick your MASTER PLAN: Components of your Master Plan is affected by a X4 Grand (x2 effect)
Henchman 5 4 You see the ERROR OF YOUR WAYS, drop Henchman class (and can never return), gain Sidekick with x1.5 your Sidekick XP.
Henchman 5 5 1M: You ONE-UP a MYTH and LIE THROUGH YOUR TEETH, all Myth abilities in your group do not function for 1t.
Henchman 5 6 1F: Charm or Dominate target x0 or x1 creature (save)
Henchman 5 7 You adjust all AllR by -5*level% (this stacks with the lower level version of this)
Henchman 5 8 1V, 1/d: Ignore an Immunity to something.
Henchman 5 9 0, 1/r: Choose one creature. He cannot use Zero or Opposing actions this segment.
Henchman 5 10 1M: All x1 and lower effects on one target are dispelled.
Henchman 5 11 Lockdown X actions continuous in your group
Henchman 5 12 1V, LVL/d: You ignore one level of Resist to something
Accomplice 5 13 10*CL% aER
Accomplice 5 14 +CL/5 Q0 actions
Accomplice 5 15 Pick an action type. You are immune to actions of that type being locked down.
Villain CSL 1 (11) 1 1/d: Create a GIANT ROBOT (a DL 10 Golem, you may make requests but exact statistics are determined by the DM).
Villain CSL 1 (11) 2 1/r: You MYSTERIOUSLY ESCAPE (even past all barriers) from enemies, one of the enemies must be a Hero.
Villain CSL 1 (11) 3 You have an ANNOYING HENCHMAN of half your Villain Level who always ESCAPES and causes trouble for the enemy.
Villain CSL 1 (11) 4 You adjust all irreducible BlahR by -5*level% and all reducible BlahR to 0%.
Villain CSL 1 (11) 5 +10% XP in all your non-Concordant classes.
Villain CSL 1 (11) 6 You ignore other people's Immunity to Inner Elements (unless it comes from a x3 or greater source)
Villain CSL 1 (11) 7 You ignore other people's Immunity to Hold/Stun/Para (unless it comes from a x3 or greater source)
Villain CSL 1 (11) 8 You ignore other people's Immunity to Action/Memory/Other Stealing (unless it comes from a x3 or greater source)
Villain CSL 1 (11) 9 0, 1/s: Choose one creature. He cannot use any V actions on his next segment.
Villain CSL 1 (11) 10 The "Avoid Fate" ability cannot be used by any other creature (friendly or not) within 100 yards of you.
Villain CSL 1 (11) 11 NF, may borrow: Counter a level N Concordant ability.
Villain CSL 1 (11) 12 xVL number of henchmen, followers, summons, familiars
Anti-Hero CSL 1 (11) 13 10*CCL% uWR (unadjustable WR, does shift, can't be lowered/halved)
Anti-Hero CSL 1 (11) 14 1M: LVLd60 dmg, E=CCL element, one target (no save, use XR to resist)
Anti-Hero CSL 1 (11) 15 1M: Target is Capital P Paralyzed (no save, use XR to resist)
Anti-Hero CSL 1 (11) 16 1M: Capital E Extract, or steal actions of one type (no save, use XR to resist)
Anti-Hero CSL 1 (11) 17 +1 QX action
Anti-Hero CSL 1 (11) 18 +CCL to Str, Dex, Con, Int, Wis, Chr, Cml, Luck
Anti-Hero CSL 1 (11) 19 1M: Target takes an Ego Domination attack with Ego=20*CCL (if he fails he is Dominated by you)
Anti-Hero CSL 1 (11) 20 Duplicate a Level: ability of a non-Concordant class
Anti-Hero CSL 1 (11) 21 Free wild talent in Psi81, PSPs=40*CCL, use ML=9+CCL in the Psi81 class.

[PC7] Concordant Group Classes


Mortal0

Level KXP Mortal0 Imm0
 9      {9}
1 0  2      {-}
2 3.5  4      {-}
3 7  6      {-}
4 14  8      {-}
5 28 10      {-}
6 56 12      {-}
7 112 14      {-}
8 224 16      {-}
9 448 18      {-}
10 996 20      {-}
11 1600 22      {-}
12 2300 24      {-}
13 3000 26      {-}
14 3700 28      {-}
15 4400 30      {-}
16 5100 32      {-}
17 5800 34      {-}
18 6500 36      {-}
19 7200 38      {-}
20 7900 40      {-}
21 8600 42      {-}
22 9300 44      {-}
23 10000 46      {-}
24 10700 48      {-}
25 11400 50      {-}
26 12100 52      {-}
27 12800 54      {1}
28 13500 56      {1}
29 14200 58      {2}
30 14900 60      {2}
31 15600 62      {3}
32 16300 64      {3}
33 17000 66      {4}
34 17700 68      {4}
35 18400 70      {5}
36 19100 72      {5}
TH Saves
PD RS PP BW Sp Fo Re Wi
+0 (total = 27, max = 9)
+1 (total = 30, max = 10)
+2 (total = 33, max = 11)
+3 (total = 36, max = 12)
+4 (total = 39, max = 13)
+5 (total = 42, max = 14)
+6 (total = 45, max = 15)
+7 (total = 48, max = 16)
+8 (total = 51, max = 17)
+9 (total = 54, max = 18)
+10 (total = 57, max = 19)
+11 (total = 60, max = 20)
+12 (total = 63, max = 21)
+13 (total = 66, max = 22)
+14 (total = 69, max = 23)
+15 (total = 72, max = 24)
+16 (total = 75, max = 25)
+17 (total = 78, max = 26)
Requisites: Two 18's
Alignment: any
HD/level: & d10
Weapon Prof.: 5+level/2
To Hit Table: War
Save Table: Cust
Reference: MTG {Reduced Immortal0}
Groups: Custom, Concordant (x1)
 
Mortal0 class gets 9th level spells (nothing lower level).
Mortal0 also gets Immortal0 spells starting at level 27. These spells are not copied into the Mortal0 spell list (unlike other reduced Concordant classes) because the list is rather long. See [PC7] Immortal0 for the list. The Immortal0 spells are 9th spell level Concordant (making them 19th spell level non-Concordant).

[PC7] Concordant Group Classes


Mortal0 Spells

Level # Spell Name Spell Description
9 1 Armor Class +LVL*5 AC
9 2 Artifact Creation 10F, 1/reset: Create a random x1 item of XP value LVL*1000
9 3 Aura Attack 1V: All within 60' make Will save or Fascinated
9 4 Bestow 1F: Raise target's ability score by CL for 1 turn; 1M: Do a SL 0 to (CL+2)/3 effect (Wiz/Pri/Psi)
9 5 Call Other 1M: Summon a DL=CL/2 (round up) monster, of the Human subtype
9 6 Combat Abilities x(1+CL/10) dmg with attacks
9 7 Communication Tongues and Comprehend Languages cont.
9 8 Conceal Nature Non-Detection and Misdirection cont.
9 9 Control Undead Turn Undead (control or turn) at LVL=CL
9 10 Create Magic Items 60F, 1/reset: Create CL*CL*100 XP of magic items (all x1 items, your choice)
9 11 Create Species One Racial Adjective, or you can mix in a race (it's free, but the max XP divisor increase = CL/10)
9 12 Detect Immortal Detect Concordant/Immortal effects cont.
9 13 Detection Suite 1M: Cast your CL in SL's of Divination effects (Wiz/Pri/Psi)
9 14 Dragon Breath Mouth's P, CL/d: Breathe an E=CL/2 (round up) element for current hp in dmg, BW save for 1/2
9 15 Dragon Form 1P: Polymorph into any known dragon type, max age category = CL/2 (round up)
9 16 Enhanced Reflexes +CL initiative
9 17 Extra Attacks +CL/2 (round up) to number of attacks (total, not with each weapon)
9 18 Fighter Options Get your CL in "Level:" picks (e.g. at level 9 you could have a Level 9: pick, or a Level 4: and a Level 5:, etc.)
9 19 Grant Power Points Target is imbued with one 9th level Mortal0 spell (this slot stays spent as long as he has it)
9 20 Groan Mouth's P: All targets in a group are paralyzed (PP save)
9 21 Hear Supplicants Know if someone is mentally asking for your help (within CL^3 miles)
9 22 Height Change 1V: Change size up or down by 1, max difference from original is CL/3 (round up) categories
9 23 Howl Mouth's P: Fear all targets in a group (Will save)
9 24 Immortal Eye Wizard Eye with Detect Invisibility/Illusion, no "ears burning"
9 25 Improve Ability Scores +CL stat points
9 26 Improved Saving Throws +CL saves to one category
9 27 Incorporeal Form Cannot have anything hostile done to you, but cannot be hostile to others
9 28 Increased Damage Pick weapons, spells, or psionics. Do +(CL/2, round up) dice of dmg with those effects
9 29 Increased Move Rate +CL*3" Move Rate; +1V action
9 30 Infinite Spell Duration 1M, CL/d: Next magic, psionic, innate effect you do has infinite duration (treat as a Permanency)
9 31 Leech Whenever you touch, attack, or are touched or attacked, they are drained CL levels
9 32 Magic Resistance 45+5*CL% MR
9 33 Manifestation Form You have a spare body (Clone) and are not really "killed" if it is destroyed (you appear back where the Clone is)
9 34 Mortal Immunity Immune to CL/3 (round up) specific magic, psionic, or innate effects (by name)
9 35 Mystic Abilities Abilities as per a Mystic0 of level = CL/2 (round up) or as a Psionic Mystic0/10 of level = CL/3 (round up)
9 36 Poison Bite/Sting Once per round can bite or sting for poison (death or CL*10 smg if they make the save)
9 37 Poison Spit Mouth's P, CL/d: Spit Poison on a group (death or 10*LVL)
9 38 Power Attack 1M: CLd6 dmg (no save, no blahR, energy damage) to a target
9 39 Probe 1M, CL/d: Capital E Extract, Know Truename, or Know a Weakness of Target
9 40 Probe-Shield Stops one "Probe" effect (above)
9 41 Reduce Saving Throw 1M: For 1 turn, target must roll an extra save against effects, if he fails any save roll he fails the save
9 42 Regeneration Regenerate CL hp per segment
9 43 Shape Reality, Alt. Char. 25F, 1/reset: Change appearance, physical/magical law, MF, TF, or PF in local area (CL*100 yard radius)
9 44 Shape Reality, Cr. Body 20F, 1/reset: Create an asteroid or island (CL sq. miles)
9 45 Shape Reality, Cr. Plane 30F, 1/reset: Create a pocket plane in the astral (functions as a Deeppocket or a Rope Trick)
9 46 Shape Reality, Mv. Body 10F, 1/reset: Move an asteroid or planet (maximum size is CL*4 sq. miles, is moved CL miles)
9 47 Shape Reality, Mv. Plane 15F, 1/reset: Redirect a color pool or gate to go somewhere else on one end (either move this end away or make the far end somewhere else)
9 48 Snap 1 attack: Grab a target and pull him in, it becomes part of your group (Str contest)
9 49 Summon Item 1M: Produce an item that you've lost (not sold), works within CL^2 miles
9 50 Swoop Can transfer 4V -> 1P, 7V -> 1QP, or 11V -> 1QQP
9 51 Thief Abilities Abilities as per a Thief0 of level = CL/2 (round up)
9 52 Transform 1M: Polymorph Other (save) and Forget (save) on one target
9 53 Travel Powers 1M, CL/d: Teleport without Error (same plane only)
9 54 Weapon Mastery +LVL slots in Weapon Mastery, can go beyond max of # slots = level
9 55 Weapon Needed Need a +CL-1 weapon to hit you

[PC7] Concordant Group Classes


Munchkin

Level KXP Wiz/Pri
123 456 789 ABC DEF GHI
1 0.01 ∞-- --- --- --- --- ---
2 0.1 ∞-- --- --- --- --- ---
3 1 ∞∞- --- --- --- --- ---
4 10 ∞∞- --- --- --- --- ---
5 100 ∞∞∞ --- --- --- --- ---
6 1000 ∞∞∞ --- --- --- --- ---
7 10000 ∞∞∞ ∞-- --- --- --- ---
8 100000 ∞∞∞ ∞-- --- --- --- ---
9 1000000 ∞∞∞ ∞∞- --- --- --- ---
10 2000000 ∞∞∞ ∞∞- --- --- --- ---
11 3000000 ∞∞∞ ∞∞∞ --- --- --- ---
12 4000000 ∞∞∞ ∞∞∞ --- --- --- ---
13 5000000 ∞∞∞ ∞∞∞ ∞-- --- --- ---
14 6000000 ∞∞∞ ∞∞∞ ∞-- --- --- ---
15 7000000 ∞∞∞ ∞∞∞ ∞∞- --- --- ---
16 8000000 ∞∞∞ ∞∞∞ ∞∞- --- --- ---
17 9000000 ∞∞∞ ∞∞∞ ∞∞∞ --- --- ---
18 10000000 ∞∞∞ ∞∞∞ ∞∞∞ --- --- ---
19 11000000 ∞∞∞ ∞∞∞ ∞∞∞ ∞-- --- ---
20 12000000 ∞∞∞ ∞∞∞ ∞∞∞ ∞-- --- ---
21 13000000 ∞∞∞ ∞∞∞ ∞∞∞ ∞∞- --- ---
22 14000000 ∞∞∞ ∞∞∞ ∞∞∞ ∞∞- --- ---
23 15000000 ∞∞∞ ∞∞∞ ∞∞∞ ∞∞∞ --- ---
24 16000000 ∞∞∞ ∞∞∞ ∞∞∞ ∞∞∞ --- ---
25 17000000 ∞∞∞ ∞∞∞ ∞∞∞ ∞∞∞ ∞-- ---
26 18000000 ∞∞∞ ∞∞∞ ∞∞∞ ∞∞∞ ∞-- ---
27 19000000 ∞∞∞ ∞∞∞ ∞∞∞ ∞∞∞ ∞∞- ---
28 20000000 ∞∞∞ ∞∞∞ ∞∞∞ ∞∞∞ ∞∞- ---
29 21000000 ∞∞∞ ∞∞∞ ∞∞∞ ∞∞∞ ∞∞∞ ---
30 22000000 ∞∞∞ ∞∞∞ ∞∞∞ ∞∞∞ ∞∞∞ ---
31 23000000 ∞∞∞ ∞∞∞ ∞∞∞ ∞∞∞ ∞∞∞ ∞--
32 24000000 ∞∞∞ ∞∞∞ ∞∞∞ ∞∞∞ ∞∞∞ ∞--
33 25000000 ∞∞∞ ∞∞∞ ∞∞∞ ∞∞∞ ∞∞∞ ∞∞-
34 26000000 ∞∞∞ ∞∞∞ ∞∞∞ ∞∞∞ ∞∞∞ ∞∞-
35 27000000 ∞∞∞ ∞∞∞ ∞∞∞ ∞∞∞ ∞∞∞ ∞∞∞
36 28000000 ∞∞∞ ∞∞∞ ∞∞∞ ∞∞∞ ∞∞∞ ∞∞∞
TH Saves
PD RS PP BW Sp Fo Re Wi
+0  8  7  6  3  6  1  2  2
+1  8  7  6  3  7  1  3  3
+2  9  8  6  4  7  2  3  3
+3  9  8  7  4  7  2  4  4
+4 10  9  7  5  8  3  4  4
+5 10  9  7  6  8  3  5  5
+6 11 10  8  7  9  4  5  5
+7 11 10  9  8  9  4  6  6
+8 12 10  9  9  9  5  6  6
+9 12 11 10 10 10  5  7  7
+10 13 11 10 11 10  6  7  7
+11 13 12 11 12 11  6  8  8
+12 13 12 12 13 11  7  8  8
+13 14 13 13 14 11  7  9  9
+14 14 13 13 14 12  8  9  9
+15 14 13 14 14 12  8 10 10
+16 15 14 14 14 13  9 10 10
+17 15 14 14 14 13  9 11 11
Requisites: HNCL 18, Str 27, Dex 27, Con 27, Int 27, Wis 27, Chr 27, Cml 18
Alignment: C any
HD/level: special
Weapon Prof.: level
To Hit Table: War
Save Table: War/Wiz/Pri/Rog
Reference: Internet
Groups: Concordant (x2)
 
[X] Section stats
ihp .
iTH .
P Save .
M Save .
War .
Rog .
PPsi .
Wiz .
Pri .
MPsi .
   
On the spell progression, "8" means "Infinity", i.e. the Munchkin can cast any number of those spells.
Level 1: Quadruple specialized (6 half-plusses plus two slots of "buffering" for off-handedness) in every weapon.
Level 1: Can combine ACs from different sources.
Level 1: The Munchkin character automatically knows everything about any monster that attacks it. This includes what type of weapons to use, what special precautions to take, and the weaknesses of the monster.
Level 1: The Munchkin gains ranger, druid, thief, monk, barbarian, psionicist, and paladin abilities equal to his level.
Level 1: Munchkins can't be fumbled, tripped, slept, or cantripped.
Level 1: Munchkins are not affected by encumberance.
Level 1: Can use any bag, sack, or backpack as an infinite portable hole.
Level 1: All Munchkins know a language called the Munchkins' Can.
Level 1: Effective caster level is 6.
Level 1: Total HD is 6d12.
Level 1: Munchkins get a holy avenger (or unholy, their choice) at first level.
Level 1: Receive the Munchkin equivalent of a Paladin's warhorse. This is usually an adult dragon, but the Munchkin can ask for something different.
Level 2: Effective caster level is 10.
Level 2: Total HD is 10d12.
Level 3: Ability to re-roll unfavorable rolls (only once per roll). This applies to hit point gains, damage rolls, 'to-hit' rolls, everything.
Level 3: Effective caster level is 15.
Level 3: Total HD is 15d12.
Level 4: Automatically does maximum damage with offensive spells and weapon attacks.
Level 4: Effective caster level is 21.
Level 4: Total HD is 21d12.
Level 5: Ability to summon a horde of 100-400 first level Munchkins. This summoning takes 24 hours
Level 5: Effective caster level is 91.
Level 5: Total HD is 91d12.
Level 6: Effective caster level is 157.
Level 6: Total HD is 171d12. (This is the only level where HD does not equal CL).
Level 7: Effective caster level is 261.
Level 7: Total HD is 261d12.
Level 8: Effective caster level is 361.
Level 8: Total HD is 361d12.
Level 9: Effective caster level is 462+level.
Level 9: Total HD is (462+level)d12.

[PC7] Concordant Group Classes


Myth

Level KXP Myth     Legend
123 456 78 [1]
1 0 1-- --- -- [-]
2 5 2-- --- -- [-]
3 15 21- --- -- [-]
4 30 22- --- -- [-]
5 50 221 --- -- [-]
6 75 222 --- -- [-]
7 150 222 1-- -- [-]
8 300 222 2-- -- [-]
9 600 222 21- -- [-]
10 1000 222 22- -- [-]
11 1400 222 221 -- [-]
12 1800 222 222 -- [-]
13 2200 222 222 1- [-]
14 2600 222 222 2- [-]
15 3000 222 222 21 [-]
16 3400 222 222 22 [-]
17 3800 332 222 22 [-]
18 4200 333 322 22 [-]
19 4600 333 333 22 [-]
20 5000 333 333 33 [-]
21 5400 443 333 33 [-]
22 5800 444 433 33 [-]
23 6200 444 444 33 [-]
24 6600 444 444 44 [-]
25 7000 554 444 44 [-]
26 7400 555 544 44 [-]
27 7800 555 555 44 [1]
28 8200 555 555 55 [1]
29 8600 665 555 55 [2]
30 9000 666 655 55 [2]
31 9400 666 666 55 [3]
32 9800 666 666 66 [3]
33 10200 776 666 66 [4]
34 10600 777 766 66 [4]
35 11000 777 777 66 [5]
36 11400 777 777 77 [5]
TH Saves
PD RS PP BW Sp Fo Re Wi
+0  6  4  6  3  4  1  3  0
+0  6  5  7  3  5  1  4  1
+1  7  6  7  4  6  2  5  1
+1  7  7  8  4  7  3  6  2
+2  8  8  8  5  8  4  7  3
+2  8  9  9  5  9  5  8  3
+3  9 10  9  6 10  5  9  4
+3  9 11 10  6 11  6 10  5
+4 10 12 10  7 12  7 11  5
+4 10 13 11  7 13  8 12  6
+5 11 14 11  8 14  9 13  7
+5 12 15 12  9 14  9 14  7
+6 13 16 13 11 15 10 15  8
+6 14 16 14 13 15 11 16  9
+7 15 16 15 14 16 12 17  9
+7 16 16 16 16 16 13 18 10
+8 16 16 16 16 16 13 19 11
+8 16 17 16 16 16 14 20 11
Requisites: Str 17, Dex 8, Con 17, Int 8, Wis 17
Alignment: any
HD/level: & 2d4
Weapon Prof.: 8+level
To Hit Table: Rog
Save Table: 2xRog
Reference: DM {Reduced Legend}
Groups: Rogue, Concordant (x1)
 
Gets Exceptional Str, Dex, and Con.
Gets 50 Rogue points per level.
Gets Myth spells, see Myth spell table (next page). Gets Legend spells starting at level 27, see [PC7].
Level 27: You attack or defend as a x2 being. (toggle this using 1M or 1T action.)
 
Lvl Myth Ability | -50% | -100% | -150% Act Base Penalty Bonus
1 Move Silently + Hide In Shadows together | Can backstab to someone's flank | Dimension Door V 20 Dex-12 Dex-14
1 Find/Remove Abjuration/Protection ("Twist") | All of the same effect on 1 target | All of the same effect in your group V 10 Int-13 Int-15
1 Any 2nd level Rogue ability (This is not a typo.) - - - -
2 Monster Summoning DL I || DL II || DL III || DL IV || etc. (2 pipes each) M 50 Wis-16 Wis-17
2 Any 2nd level Rogue ability - - - -
3 Blink | Blink Away Randomly (no parting shots) | Teleport (no delay) to random place within 10 miles 0 0 Con-22 Con-25
3 Any 2nd level Rogue ability (This is not a typo.) - - - -
4 +rating/25 TH | +rating/20 AC | +rating/15 max hp (lasts 1 turn) P 0 Str-32 Str-33
8 Dimension Fold or x1 Special of Proof vs. Teleportation | Find/Remove Teleport Redirection/Protection (borrow the F action as you are grabbed/stopped) | Create/Destroy Gate F or bF 0 Chr-40 Chr-45
16 (Use 1/turn max) Can convert 1V->1IV or 1Z->1IZ (instantaneous actions), one time per 50% made this turn. 0 0 Wis-49 Wis-50
20 Any 1st level Legend ability (see [PC7]) - - - -
24 Innate Deflection | Radiation | Magic | Psionic ||||||| Concordant (extra | for Reflection) bS 0 Con-45 Con-50
32 Any 1st level Unique ability (see [PC7]) - - - -

[PC7] Concordant Group Classes


Myth Spells

Level # Spell
1 1 All your effects with saves require two saves (pick worst result)
1 2 Can use 3V /s instead of standard actions per segment
1 3 1M, 1/d: Cast 3rd lvl Wiz or 1st lvl Pri spell (does not Twilight you)
1 4 Your Personality score = Con+Int+Wis+Chr+Level.
1 5 Immune to Coup de grace and Mind Reading / ESP
1 6 1P: Lower all x0 and x1 effects on you and 1 target in your group
1 7 +1 V action
1 8 Immune to Rainbow Silver effect
1 9 0, LVL/d: One target gets -10*LVL% MR, PR, IR, or RR
2 1 Material componenting spells (Wizard or Priest) costs you only ½V action
2 2 0, LVL/d: One target gets -10*LVL% to any one resistance other than GR, aGR, XR, or aXR
2 3 Immune to Harm and Causeall
2 4 0, 1/d: Choose a die roll you make.
2 5 1M, 1/d: Use Psi1, 2, 9, or 18 Minor, PSPs=LVL*10
2 6 Can target yourself two times for twice the effect (magic or psi)
2 7 Resist Time
2 8 (LVL)F, 1/d: Create an item worth LVL*100 item XP or less.
2 9 +LVL A actions
3 1 +1 to F factor in Custom2 without paying for it (see [PC6])
3 2 1M, 1/d: Cast 4th lvl Wiz or 3rd lvl Pri spell (does not Twilight you)
3 3 1M: Dispel Innate
3 4 +1 F action
3 5 0, 1/d: Ignore someone's resistance or double resistance to something
3 6 1F, 1/d: Target effect, with multiplier of x2 or greater, is lowered by 1 multiplier (Effects of x9 or greater ignore this.)
3 7 1M, 1/d: Mini Fury (Do LVL QM actions only for magic or psi, at the end of the effect, you are Crapped and Set)
3 8 0, 1/d: Reset self, you will not get your next Natural Reset.
3 9 Duplicate one 1st level Boss or Sidekick spell
4 1 Duplicate one 1st-2nd level Boss or Sidekick spell
4 2 Get 2 Resets per Reset (doesn't stack w/self, one of them is an Artificial Reset)
4 3 +LVL*20% distributed among RMPIWR
4 4 1F, 1/h: Locate Person/Object
4 5 1F, 1/h: Speak with Person (Tongues)
4 6 1V: Magic Jar
4 7 Immune to effects that specifically affect your race (Arrow of Slaying, etc.)
4 8 Always do at least 1 damage as long as you hit, regardless of immunities / WR / pro weapons / etc.
4 9 1V: Lower one x0 effect. 1P: Lower one x1 effect.
5 1 Pick magic, psi, radiation, or innate. Your effects of that type give half blahR (normal and irreducible; unadjustable blahR's are not affected)
5 2 0, 1/s: Have a LVL% chance per segment of being able to attack a Familiar even if it's immune (the Familiar will know you're doing this even if you fail)
5 3 Time/Reality Stability
5 4 1V: Lower all x0 effects on 1 target. 1P: Lower LVL x1 effects on 1 target.
5 5 1M: Roll 1d50-20. After rolling and seeing the result, you may disable that Psionic frequency in the area for 1 turn (treat as a x1 Special).
5 6 1M, 1/d: Contact Higher Plane (not Other; this is the version that has a chance of insanity)
5 7 +1 Opp action (if Opposing actions are pixelated, gives +1QS instead)
5 8 Can trade a Myth SL N for N Myth SLs. This effect also gives you 2 SLs of Myth spells.
5 9 1S: Lower LVL x1 effects in the same group.
6 1 Material componenting spells (Wizard or Priest) costs you only ¼V action
6 2 0, 1/d: For 1 turn, casting multiple Wishes/Miracles doesn't harm MF in the area
6 3 1M, 1/d: Cast 5th lvl Wiz or Pri spell
6 4 1M: Disable all non-Rogue classes in your group (RSW save for each class)
6 5 Resist one element of E=LVL or less (change at reset)
6 6 Immune to 0th-3rd level spells of one school or sphere
6 7 You may mix this class with any other single class, that is itself not in a mix. Uses the 50% version of mixed classing.
6 8 0: Zero & Opposing actions cannot be used in your group.
6 9 1bF: Counterspell
7 1 0, 1/d: Avoid Fate of x2 multiplier
7 2 Duplicate one 1st-4th level Boss or Sidekick spell
7 3 1F: Sever Warden / Brass Gnat / ProtoLich's power connection (Will save)
7 4 1M: Target loses this segment's actions (RSW save)
7 5 1P: You and target cannot use F, S, M, or Opp actions (target gets RSW save)
7 6 1V, 1/t: Choose Future
7 7 You can use +1 segment /r (i.e. you get a segment 11)
7 8 Reduced time paradox/oddities while time travelling
7 9 0, 1/t: Counter a Counterspell
8 1 1 Reset of F actions, 1/w: Create a LVL*1000 item XP magic item
8 2 +3 HNCL for purposes of qualifying for Concordant classes
8 3 1V, 2/d: Drop or add a class (even during combat)
8 4 1 Reset: Mordenkainen's Magnificient Mansion (permanent)
8 5 Duplicate 4 SL's of Mortal0 spells
8 6 +LVL*5% XR
8 7 1F, 1/d: Target Myth loses Myth class & all spells (Will save)
8 8 1F: Dominate target creature (Will save)
8 9 1bF, 1/d: Capital O Object
Legend 1 (11) 1 All your effects have no save (incl. Scarab/Pro)
Legend 1 (11) 2 Can instead use LL/2 (round up) F actions /s
Legend 1 (11) 3 1M,1/d: Cast 10th lvl Wiz or 8th lvl Pri spell
Legend 1 (11) 4 Immune Ego/Domination of mult = to LL or less
Legend 1 (11) 5 Immune Head Blown Off, slain, crapped, Extract
Legend 1 (11) 6 1V: Lower all x1 effects on 1 target
Legend 1 (11) 7 +LL S actions
Legend 1 (11) 8 Truename is unreadable to mult = to LL or less
Legend 1 (11) 9 0,LL/d: One target gets -10*LL% irrBlahR (MPIRR)

[PC7] Concordant Group Classes


Overt Rogue

Level KXP
Spells
1 0 (none)
2 4.5 (none)
3 9 (none)
4 18 (none)
5 36 (none)
6 72 (none)
7 144 (none)
8 288 (none)
9 500 (none)
10 850 (none)
11 1200 (none)
12 1550 (none)
13 1900 (none)
14 2250 (none)
15 2600 (none)
16 2950 (none)
17 3300 (none)
18 3650 (none)
19 4000 (none)
20 4350 (none)
21 4700 (none)
22 5050 (none)
23 5400 (none)
24 5750 (none)
25 6100 (none)
26 6450 (none)
27 6800 (none)
28 7150 (none)
29 7500 (none)
30 7850 (none)
31 8200 (none)
32 8550 (none)
33 8900 (none)
34 9250 (none)
35 9600 (none)
36 9950 (none)
TH Saves
PD RS PP BW Sp Fo Re Wi
+0  6  5  6  3  4  1  3  0
+0  7  6  7  4  6  2  5  1
+1  7  8  8  4  7  3  6  2
+1  8  9  9  5  9  5  8  3
+2  9 11  9  6 10  6  9  4
+2 10 12 10  7 12  7 11  5
+3 10 14 11  8 13  8 12  6
+3 12 15 12  9 14  9 14  7
+4 13 16 14 12 15 11 15  8
+4 15 16 15 14 16 12 17  9
+5 16 16 16 16 16 13 18 10
+5 16 17 16 16 16 14 20 11
+6 16 17 16 16 16 14 20 11
+6 16 17 16 16 16 14 20 11
+7 16 17 16 16 16 14 20 11
+7 16 17 16 16 16 14 20 11
+8 16 17 16 16 16 14 20 11
+8 16 17 16 16 16 14 20 11
Requisites: Dex 21, Chr 13
Alignment: L*
HD/level: d3
Weapon Prof.: & 10+level/9
To Hit Table: 3xRog
Save Table: Rog
Reference: DM {Mirror Stealth Rogue} {Reduced Overt Master}
Groups: Rogue, Concordant (x1), Mirror
 
Gets 50 rogue points per level.
Level 1: Thieves' Cant.
BlahR's are offensive (o). This means you reduce BlahR's that you face by this amount. Irreducible BlahR's are reduced at 1 per 5% of oBlahR. Unadjustable BlahR's cannot be adjusted this way. If you have unspent oBlahR left over, roll it, if you make it, you multiply your effect by x2 (or x+1).
You pick one ability per level.
Level 9: 1M, 1/t: Go On the Mound. You are 1 plane removed, your effects are x2 multiplier and x2 effect (or x+1). You are considered Planar Displaced and can't be targetted. Someone else On the Mound can attack you normally, if you are dropped, you are returned to the plane you came from (Went Off the Mound).
 
Lvl Appraiser2 Ability | -50% | -100% | -150% Act Base Penalty Bonus
1-6 oRR || oaRR || oaaRR 0 30 Chr-13 Chr-18
1-6 oMR || oaMR || oaaMR 0 20 Str-14 Str-19
1-6 oPR || oaPR || oaaPR 0 10 Con-15 Con-20
1-6 oIR || oaIR || oaaIR 0 0 Int-16 Int-21
1-6 Fork Innate | Psionic | Magic | Radioactive 1M (may borrow) -10 Chr-22 Chr-22
1-6 Any Rogue ability (= level you took this at) na na na na
7-12 oCR || oaCR || oaaCR 0 20 Dex+Con-28 Dex+Con-38
7-12 oNR || oaNR || oaaNR 0 10 Dex+Chr-31 Dex+Chr-41
7-12 oWR || oaWR || oaaWR 0 0 Int+Chr-34 Int+Chr-44
7-12 oER || oaER || oaaER 0 -10 Str+Wis-37 Str+Wis-47
7-12 Seal Fate (counter a counter) x1 | x2 | x3 | etc. 2M (may borrow) -20 Dex*2-50 Dex*2-50
7-12 Any Rogue ability (= level you took this at) na na na na

[PC7] Concordant Group Classes


Paragon3

Level KXP
Spells
1 0 (none)
2 10 (none)
3 30 (none)
4 60 (none)
5 100 (none)
6 150 (none)
7 210 (none)
8 280 (none)
9 360 (none)
10 450 (none)
11 550 (none)
12 660 (none)
13 780 (none)
14 910 (none)
15 1050 (none)
16 1200 (none)
17 1360 (none)
18 1530 (none)
19 1710 (none)
20 1900 (none)
21 2100 (none)
22 2310 (none)
23 2530 (none)
24 2760 (none)
25 3000 (none)
26 3250 (none)
27 3510 (none)
28 3780 (none)
29 4060 (none)
30 4350 (none)
31 4650 (none)
32 4960 (none)
33 5280 (none)
34 5610 (none)
35 5950 (none)
36 6300 (none)
TH Saves
PD RS PP BW Sp Fo Re Wi
+2  2  2  2  2  2  2  2  2
+4  4  4  4  4  4  4  4  4
+6  6  6  6  6  6  6  6  6
+8  8  8  8  8  8  8  8  8
+10 10 10 10 10 10 10 10 10
+12 12 12 12 12 12 12 12 12
+14 14 14 14 14 14 14 14 14
+16 16 16 16 16 16 16 16 16
+18 18 18 18 18 18 18 18 18
+20 20 20 20 20 20 20 20 20
+22 22 22 22 22 22 22 22 22
+24 24 24 24 24 24 24 24 24
+26 26 26 26 26 26 26 26 26
+28 28 28 28 28 28 28 28 28
+30 30 30 30 30 30 30 30 30
+32 32 32 32 32 32 32 32 32
+34 34 34 34 34 34 34 34 34
+36 36 36 36 36 36 36 36 36
Requisites: Str 18, Dex 18, Con 18,
Int 18, Wis 18, Chr 18
Alignment: any
HD/level: d20
Weapon Prof.: 0+level*2
To Hit Table: 2xMon
Save Table: 4xMon
Reference: DM
Groups: Custom, Monster, Concordant (x1)
 
Gets all Exceptional stats. Can weapon specialize using the "non-Warrior" line for number of attacks.
Level N (each level) ¶: +1 Str, Dex, Con, Int, Wis, and Chr. You can't trade these stats away.
Level 1: Double movement rate.
Level 1: Enemies have -LVL saves vs. your effects.
Level 1: DR 2*LVL / +LVL.
Level 1: Regenerate LVL hp /s.
Level 4: Triple movement rate (replaces the Double at level 1)
Level 9: Quadruple movement rate (replaces the Triple at level 4)

[PC7] Concordant Group Classes


Pawn

Level KXP Pawn
Spells
1 0
2 250
3 500
4 750
5 1000
6 1250
7 1500
8 1750
9 2000
10 2250
11 2500
12 2750
13 3000
14 3250
15 3500
16 3750
17 4000
18 4250
19 4500
20 4750
21 5000
22 5250
23 5500
24 5750
25 6000
26 6250
27 6500
28 6750
29 7000
30 7250
31 7500
32 7750
33 8000
34 8250
35 8500
36 8750
TH Saves
PD RS PP BW Sp Fo Re Wi
+0  5  4  6  2  3  0  2  0
+0  6  4  6  3  4  1  3  0
+1  6  5  6  3  4  1  3  0
+1  6  5  7  3  5  1  4  1
+2  6  6  7  3  5  2  4  1
+2  7  6  7  4  6  2  5  1
+3  7  7  7  4  6  3  5  2
+3  7  7  8  4  7  3  6  2
+4  7  8  8  4  7  3  6  2
+4  8  8  8  5  8  4  7  3
+5  8  9  8  5  8  4  7  3
+5  8  9  9  5  9  5  8  3
+6  8 10  9  5  9  5  8  4
+6  9 10  9  6 10  5  9  4
+7  9 11  9  6 10  6  9  4
+7  9 11 10  6 11  6 10  5
+8  9 12 10  6 11  7 10  5
+8 10 12 10  7 12  7 11  5
Requisites: HNCL 9
Alignment: any
HD/level: &2d0
Weapon Prof.: level
To Hit Table: Rog
Save Table: Rog
Reference: DM
Groups: Concordant (x2)
 
[X] Section stats
ihp -2
iTH -10
P Save -2
M Save -3
War +0
Rog +0
PPsi +0
Wiz -1
Pri +1
MPsi -1
   
When you gain the Pawn class, pick another being to be a pawn of (he is the "Pawner").
If the Pawner is at least x2 multiplier, you become a x2 being (unless your multiplier is already higher).
If the Pawner is x0 or x1, your multiplier does not change.
Pawn adds its level to your CL (but not your ML or HNCL).
Pawn gives 1X action per round. Pawn powers are resisted using "Spirit Resistance" (XR).
As you gain Pawn levels, you *must* fill the spell slots immediately (you cannot have "open spell slots"). You cannot take the same spell more than once. The Pawn spell list shown is complete; there are no other Pawn spells possible.

[PC7] Concordant Group Classes


Pawn Spells

Level # Spell Description
1 1 Match Alignment Your alignment becomes equal to Pawner's, can't be changed, this can't be dropped
1 2 Pawner lending you actions +LVL A actions (1A?1V, 2A?1P, 3A?1M)
1 3
1 4
1 5 Miracle Progression For each n from 1 to LVL, gain "1X, (LVL-n+1)/d: Miracle n" (so at LVL=3 you have 3,2,1)
2 1
2 2 Pawner lending you spells 0, 1/r: +LVL SLs in memorization
2 3
2 4
3 1
3 2 Pawner lending you psionics 0, 1/r: +LVL
3 3
4 1 Accidently raise Pawn XP 1 in 6 chance per reset of spending all your XP to Pawn class
4 2 Pawner lending you XP +LVL*5% XP (or) +LVL*10% XP only for Priest group (both retroactive); +1 class slot
5 1 Become NPC You become an NPC immediately.

[PC7] Concordant Group Classes


Peacemonger

Level KXP Peacemonger[PL]
123 456 78 [24]
1 0 --- 1-- -- [--]
2 1 --- 2-- -- [--]
3 3 --- 3-- -- [--]
4 9 --- 4-- -- [--]
5 27 --- 5-- -- [--]
6 81 --- 6-- -- [--]
7 243 --- 7-- -- [--]
8 500 --- 8-- -- [--]
9 900 --- 8-- -1 [--]
10 1300 --- 8-- -2 [--]
11 1700 --- 8-- -3 [--]
12 2100 --- 8-- -4 [--]
13 2500 --- 8-- -5 [--]
14 2900 --- 8-- -6 [--]
15 3300 --- 8-- -7 [--]
16 3700 --- 8-- -8 [--]
17 4100 --- 9-- -8 [--]
18 4500 --- 9-- -9 [--]
19 4900 --- A-- -9 [--]
20 5300 --- A-- -A [--]
21 5700 --- A-- -A [--]
22 6100 --- A-- -A [--]
23 6500 --- A-- -A [--]
24 6900 --- A-- -A [--]
25 7300 --- A-- -A [--]
26 7700 --- A-- -A [--]
27 8100 --- A-- -A [1-]
28 8500 --- A-- -A [11]
29 8900 --- A-- -A [11]
30 9300 --- A-- -A [-2]
31 9700 --- A-- -A [-2]
32 10100 --- A-- -A [-3]
33 10500 --- A-- -A [-3]
34 10900 --- A-- -A [-4]
35 11300 --- A-- -A [-4]
36 11700 --- A-- -A [-5]
TH Saves
PD RS PP BW Sp Fo Re Wi
+0  5  2  4  2  1  1  1  0
+1  6  4  5  4  3  2  2  1
+2  8  5  7  6  4  3  3  2
+3  9  7  8  8  6  4  4  2
+4 11  8 10 10  7  5  4  3
+5 12 10 11 12  9  6  5  4
+6 14 11 13 14 10  7  6  4
+7 14 12 14 14 11  8  7  5
+8 15 13 14 14 12  9  8  6
+9 15 14 15 15 13 10  8  6
+10 15 14 15 15 14 11  9  7
+11 15 14 15 15 15 12 10  8
+12 15 15 15 15 15 13 11  8
+13 16 15 15 15 15 14 12  9
+14 16 15 16 15 15 15 12 10
+15 16 16 16 15 15 16 13 10
+16 16 16 16 16 16 17 14 11
+17 17 16 16 16 16 18 15 12
Requisites: Int 23, Wis 17, Chr 19
Alignment: any
HD/level: & 2d4
Weapon Prof.: 4+level/2
To Hit Table: War
Save Table: 2xWar
Reference: DM {Planeshifted Battlelord}
Groups: Warrior, Concordant (x1), Alternate
 
Gets Barbarian Int, Wis, or Chr.
Peacemongers get 4th level and 8th level spells, but not other level numbers. (This is done to make Peacemonger spells be of the proper SL when other classes use a "Wish" type effect to emulate a Peacemonger spell.). They also get "Peacelord" (a x2 class) spells starting at level 27.
Exception: There is one 2nd level spell which can be picked by downgrading a 4th.
Peacemonger spells are selected once. You pick them, cast them (using 1M) and they do their effect permanently, using up that spell slot permanently. You can change your Peacemonger spells during reset.
Level 3: Get another Barbarian Stat.
Level 9: Get another Barbarian Stat.

[PC7] Concordant Group Classes


Peacemonger Spells

Level # Spell
2 * 1 * 1M: A group gets -LVL V actions (no save)
4 1 1M: A group gets -LVL TH (no save)
4 2 1M: A group gets -CL dmg (no save)
4 3 1M: A group gets -CL AC (no save)
4 4 1M: A group gets -LVL saves (no save)
4 5 1M: A group gets -LVL P actions (no save)
4 6 1M: A group gets -CL*2 current and max hp (no save)
4 7 1M: A group gets -CL B actions (no save)
4 8 1M: A group gets -LVL set Str which ignores Sustain Str (no save)
4 9 1M: A group gets -LVL set Dex which ignores Sustain Dex (no save)
4 10 1M: A group gets -LVL set Con which ignores Sustain Con (no save)
8 1 1M: A group gets -1 iTH with their next attack (no save)
8 2 1M: A group gets -1 idmg with their next attack (no save)
8 3 +LVL to CL for 4th level Peacemonger spells
8 4 1M: A group gets -CL% iBR (irreducible BlahR = iRMPIR) (no save)
8 5 1M: A group gets -LVL M actions (no save)
8 6 1M: A group gets -1 max ihp or -1 max+current ihp if they have at least 1 ihp (no save)
8 7 1M: A group gets -CL C actions (no save)
Peacelord 2 (12) 1 * 1M: A group gets -PCL QV actions (infinitely quick V actions)
Peacelord 4 (14) 1 1M: A group gets -PL iTH
Peacelord 4 (14) 2 1M: A group gets -PCL idmg
Peacelord 4 (14) 3 1M: A group gets -PCL iAC
Peacelord 4 (14) 4 1M: A group gets -PL isaves
Peacelord 4 (14) 5 1M: A group gets -PCL QP actions (infinitely quick P actions)
Peacelord 4 (14) 6 1M: A group gets -PCL ihp
Peacelord 4 (14) 7 1M: A group gets -PL X actions
Peacelord 4 (14) 8 1M: A group gets -25*PCL set Str that ignores Sustain Str
Peacelord 4 (14) 9 1M: A group gets -25*PCL set Dex that ignores Sustain Dex
Peacelord 4 (14) 10 1M: A group gets -25*PCL set Con that ignores Sustain Con

[PC7] Concordant Group Classes


ProtoDracoLich

Level KXP ProtoDracoLich
123 456 7 [01]
1 1 (owe) 1-- --- - [--]
2 10 2-- --- - [--]
3 27 21- --- - [--]
4 58 32- --- - [--]
5 115 321 --- - [--]
6 222 432 --- - [--]
7 331 432 1-- - [--]
8 442 543 2-- - [--]
9 651 543 21- - [--]
10 900 653 21- - [--]
11 1521 654 32- - [--]
12 2144 654 321 - [--]
13 2769 654 322 - [--]
14 3396 654 333 - [--]
15 4025 654 433 - [--]
16 4656 654 444 - [--]
17 5289 655 444 1 [--]
18 5924 665 555 1 [1-]
19 6561 666 555 1 [2-]
20 7200 666 655 2 [3-]
21 7841 666 665 2 [21]
22 8484 666 666 2 [21]
23 9129 766 666 2 [12]
24 9776 777 666 2 [12]
25 10425 777 776 3 [-3]
26 11076 777 777 3 [-3]
27 11729 888 777 4 [-4]
28 12384 888 888 4 [-4]
29 13041 999 999 5 [-5]
30 13700 AAA AAA 5 [-5]
31 14361 AAA AAA 6 [-5]
32 15024 AAA AAA 6 [-6]
33 15689 AAA AAA 7 [-6]
34 16356 AAA AAA 8 [-7]
35 17025 AAA AAA 9 [-7]
36 17696 AAA AAA A [-8]
TH Saves
PD RS PP BW Sp Fo Re Wi
+2 11 11 11 11 11 11 11 11
+4 12 12 12 12 12 12 12 12
+6 13 13 13 13 13 13 13 13
+8 14 14 14 14 14 14 14 14
+10 15 15 15 15 15 15 15 15
+12 16 16 16 16 16 16 16 16
+14 17 17 17 17 17 17 17 17
+16 18 18 18 18 18 18 18 18
+18 19 19 19 19 19 19 19 19
+20 20 20 20 20 20 20 20 20
+22 21 21 21 21 21 21 21 21
+24 22 22 22 22 22 22 22 22
+26 23 23 23 23 23 23 23 23
+28 24 24 24 24 24 24 24 24
+30 25 25 25 25 25 25 25 25
+32 26 26 26 26 26 26 26 26
+34 27 27 27 27 27 27 27 27
+36 28 28 28 28 28 28 28 28
Requisites: Str 13, Int 18, Wis 13
Alignment: any E
HD/level: ++d12
Weapon Prof.: level*2
To Hit Table: 2xMon
Save Table: level+10 (all categories)
Reference: DM {Reduced DracoLich / DemiDracoLich}
Groups: Concordant (x1), Monster
 
You are considered an extra +LVL-2 weapon needed to hit (at level 1 this is "silver or better").
 
The "wish" type abilities ("1M, 1/r: Any …") can be taken more than once to allow them to be used more than once per round.

[PC7] Concordant Group Classes


ProtoDracoLich Spells

Level # Spell
1 1 1M, 1/r: Any 0th level Warrior or Monster spell
1 2 5*LVL% iWaWR
1 3 +LVL V actions, or +LVL P actions that can be used only for unarmed attacks
1 4 Your claw damage is CLd4
1 5 1M: Summon 1 DL I Dragon or 6 DL 0 Undead
1 6 Immunity to disease
1 7 Fear aura (anyone who enters your group) (Will save)
1 8 Natural AT source = +CL*2
1 9 Breath weapon: 3/d or 1/3r. Choose a normal (E=1) element. Dmg = 50% of current hp total. (save:½)
2 1 1M, 1/r: Any 0th-1st level Warrior or Monster spell
2 2 5*LVL% iIaIR
2 3 +LVL/2 P actions
2 4 Your bite damage is CLd6
2 5 1M: Summon 1 DL II Dragon or 6 DL I Undead
2 6 Pick a stat. Whenever you touch someone, they take (CL+1)/2 ability damage to that stat (PPD save)
2 7 Eye's P or M action: Gaze to Charm (save)
2 8 Immune to three E=1 elements, two E=2 elements, or one E=3 element (doesn't "spread")
2 9 Breath weapon: 4/d or 1/2r. Choose a para (E=2) element. Dmg = 75% of current hp total. (save:½)
3 1 1M, 1/r: Any 0th-2nd level Warrior or Monster spell
3 2 5*LVL% iMaMR
3 3 Troll-like Regen LVL hp /s
3 4 Fly at CL*6" (D)
3 5 1M: Summon 1 DL III Dragon or 6 DL II Undead
3 6 Immunity to poison
3 7 You emit a stench like a ghast
3 8 Immune to three EE=1 eelements, two EE=2 eelements, or one EE=3 eelement (doesn't "spread")
3 9 Breath weapon: 5/d or 1/r. Choose a quasi (E=3) element. Dmg = current hp total. (save:½)
4 1 1M, 1/r: Any 0th-3rd level Warrior or Monster spell
4 2 5*LVL% iPaPR
4 3 1M (can borrow), 1/d: Reset
4 4 Grow a tail, damage is CLd5
4 5 1M: Summon 1 DL IV Dragon or 6 DL III Undead
4 6 Immunity to ability drain
4 7 Vampiric Regen (CL-3)*10% of damage you deal
4 8 1M: Detect Gems, kind and number
4 9 Breath weapon: 6/d or 2/r. Choose an E=4 (or less) element. Dmg = current hp total. Save for 60%.
5 1 1M, 1/r: Any 0th-4th level Warrior or Monster spell
5 2 5*LVL% iTechCNaCNR
5 3 1F: Get 2P you can use this segment
5 4 Resist NPC parties (take half damage from all NPC party attacks and effects)
5 5 1M: Summon 1 DL V Dragon or 6 DL IV Undead
5 6 Immunity to all mind-affecting effects
5 7 1M: Slay Living (save)
5 8 Your claw damage is CLd10+CL
5 9 Breath weapon: 7/d or 3/r. Choose an E=5 (or less) element. Dmg = current hp total. Save for 70%.
6 1 1M, 1/r: Any 0th-5th level Warrior or Monster spell
6 2 4*LVL% iEaER
6 3 +LVL/10 number of segments per round
6 4 +1 Revive slot; 1F: Raise a dead dragon as a DL=Age/2+4 Drolem (Undead Golem)
6 5 1M: Summon 1 DL VI Dragon or 6 DL V Undead
6 6 Whenever you touch someone, they get Mummy Rot (no save)
6 7 Immunity to any effect that requires a Fortitude save (unless the effect also works on objects)
6 8 Your bite damage is (2*CL)d12
6 9 Breath weapon: 8/d or 4/r. Choose an E=6 (or less) element. Dmg = current hp total. Save for 80%.
7 1 1M, 1/r: Any 0th-6th level Warrior or Monster spell
7 2 2*LVL% iXaXR
7 3 +LVL-13 QQP actions per round
7 4 1M: Get 8+CL/3 Dragonskins, each Dragonskin ignores a limb's worth of attacks (no leak)
7 5 1M: Summon 1 DL VII Dragon or 6 DL VI Undead
7 6 Immunity to death or slay effects
7 7 1M: Target is energy drained CL/2 levels (no save)
7 8 Luckstone effect
7 9 Breath weapon: 9/d or 5/r. Choose an E=7 (or less) element. Dmg = current hp total. Save for 90%.
DracoLich 0 (10) 1 0, 1/r: Any 0th-5th level Warrior or Monster spell
DracoLich 0 (10) 2 0, 1/r: Any 0th-3rd level Wizard or Priest spell
DracoLich 0 (10) 3 3*LVL% inWR (irreducible, non-ignorable)
DracoLich 0 (10) 4 Add you or your mount's current hp (if it's a dragon) to your melee dmg
DracoLich 0 (10) 5 1M: Summon 1 DL VIII Dragon or 6 DL VII Undead
DracoLich 0 (10) 6 Choose one of your limbs (or your head), it is Lernaean
DracoLich 1 (11) 1 0, 1/r: Any 0th-6th level Warrior or Monster spell
DracoLich 1 (11) 2 0, 1/r: Any 0th-4th level Wizard or Priest spell
DracoLich 1 (11) 3 3*LVL% inIR (irreducible, non-ignorable)
DracoLich 1 (11) 4 Add you or your mount's current hp (if it's a dragon) to your damaging spell effects
DracoLich 1 (11) 5 1M: Summon 1 DL IX Dragon or 6 DL VIII Undead
DracoLich 1 (11) 6 2F actions to cast, 1/d: Duplicate a 1st level Dragon of Tyr2 spell

[PC7] Concordant Group Classes


Proto-Lich

Level KXP ProtoLich Lich
123 456 7 [01]
1 0 1-- --- - [--]
2 6 2-- --- - [--]
3 18 21- --- - [--]
4 42 32- --- - [--]
5 90 321 --- - [--]
6 186 432 --- - [--]
7 282 432 1-- - [--]
8 378 543 2-- - [--]
9 570 543 21- - [--]
10 800 653 21- - [--]
11 1400 654 31- - [--]
12 2000 654 32- - [--]
13 2600 654 321 - [--]
14 3200 654 322 - [--]
15 3800 654 332 - [--]
16 4400 654 333 - [--]
17 5000 654 433 - [--]
18 5600 654 443 - [--]
19 6200 654 444 - [--]
20 6800 655 444 1 [--]
21 7400 655 544 1 [--]
22 8000 655 554 1 [--]
23 8600 655 555 1 [--]
24 9200 665 555 1 [1-]
25 9800 666 555 1 [2-]
26 10400 666 655 2 [3-]
27 11000 666 665 2 [21]
28 11600 666 666 2 [21]
29 12200 766 666 2 [12]
30 12800 777 666 2 [12]
31 13400 777 776 3 [-3]
32 14000 777 777 3 [-3]
33 14600 888 777 3 [-4]
34 15200 888 888 3 [-4]
35 15800 999 999 4 [-5]
36 16400 AAA AAA 4 [-5]
TH Saves
PD RS PP BW Sp Fo Re Wi
+1  8  4  5  2  3  0  0  2
+2  8  4  6  3  4  0  0  3
+3  9  5  6  3  4  0  1  3
+4  9  5  6  4  4  1  1  4
+5 10  6  7  4  5  1  1  4
+6 10  6  7  5  5  2  2  5
+7 11  7  8  5  6  2  2  5
+8 11  7  9  6  6  2  2  6
+9 12  7  9  6  7  3  3  6
+10 12  8  9  6  7  3  3  7
+11 13  8 10  7  8  4  3  7
+12 13  9 10  7  8  4  4  8
+13 13  9 10  7  8  4  4  8
+14 14  9 11  8  9  5  4  9
+15 14 10 11  8  9  5  5  9
+16 14 10 11  9  9  6  5 10
+17 15 11 12  9 10  6  5 10
+18 15 11 12 10 11  6  6 11
Requisites: Int 19, Wis 14, Chr 5
Alignment: any E
HD/level: +d10
Weapon Prof.: level
To Hit Table: Mon
Save Table: Pri
Reference: DM {Reduced Lich}
Groups: Priest, Concordant (x1)
 
+1 Nonweapon proficiency per level.
+LVL-2 or better weapon needed to hit you (at level 1 this is "silver or better").
 
Level 0 Proto-Lich spells (cantrips) are not on the progression; these are 1/4 of a 1st level spell each.
Level 8 Proto-Lich spells are provided, as Proto-Liches are more likely than other classes (due to their nature) to be able to figure out a way to "School Robe" (-1 SL) their effects.
 
Several Proto-Lich spells trigger by touch. They all trigger whenever someone is touched (or whenever someone touches you), and can be conducted through weapons (spend 2 Feats to be able to do this). You may pick the same touch spell more than once to allow it to trigger more than once per touch.
 
The "wish" type abilities ("1M, 1/r: Any …") can be taken more than once to allow them to be used more than once per round.

[PC7] Concordant Group Classes


Proto-Lich Spells

Level # Spell
1 1 1M, 1/r: Any 0th level Wizard spell
1 2 1M, 1/r: Any 0th level Priest spell
1 3 1M, 1/r: Any 0th level psionic effect
1 4 1M: Turn Undead at CL=LVL
1 5 1M: Speak with Dead or Undead; 1M: Capital E Explain to Dead or Undead
1 6 +10*LVL% WR
1 7 Mask Undead status; Turn as if double HD
1 8 Detect Magic Items; 1M: Identify Magic Item
1 9 1M, 1/d: Gain +1 XP
1 10 1P: Create x1 Trap 15*LVL%
1 11 Material componenting costs ½V action
1 12 +LVL V actions, or +LVL M actions that can be used only for Proto-Lich spells
1 13 Cold LVL dmg by touch
1 14 +1 Research Point (or drawn sheet) per reset (see [P12])
1 15 1F or 1X, 1/d: Duplicate any level 1 Proto-Lich spell, it has (at most) duration LVL turns
2 1 1M, 1/r: Any 0th-1st level Wizard spell
2 2 1M, 1/r: Any 0th-1st level Priest spell
2 3 1M, 1/r: Any 0th-1st level psionic effect
2 4 Immune Turning
2 5 1M: Control Undead (as per Turn Undead)
2 6 +10*LVL% RaRR
2 7 Detect Concordant Beings; 1M: Legend Lore Concordant Being
2 8 1M: Create x1 Trick 15*LVL%
2 9 Can convert Wiz <-> Pri spells (2 SL shift: Wiz5=Pri3)
2 10 +LVL/3 M actions
2 11 1M, Touch: Energy Drain 2 levels
2 12 Duplicate any SL 1 Concordant group spell (i.e. non-Concordant SL 1)
3 1 1M, 1/r: Any 0th-2nd level Wizard spell
3 2 1M, 1/r: Any 0th-2nd level Priest spell
3 3 1M, LVL/d: Grant Undead Status
3 4 +10*LVL MR
3 5 1F: Create x1 Special 5*LVL%
3 6 0, Gaze: Life Trapping (as per Mirror) (save)
3 7 Immune to Twilight
3 8 1M, touch: Imprisonment (save)
3 9 1M: LVLd10 Colorless Fire dmg to one target (no save)
3 10 Troll-like Regen LVL hp /s
3 11 Double the memorization of 1 SL (Wizard or Priest)
3 12 Duplicate any SL 2 Concordant group spell (i.e. non-Concordant SL 2)
4 1 1M, 1/r: Any 0th-3rd level Wizard spell
4 2 1M, 1/r: Any 0th-3rd level Priest spell
4 3 1M, 1/r: Any psionic minor
4 4 +10*LVL PaPR
4 5 1M: Dispel Innate or Racial ability effect
4 6 1M, 1/d: Reset
4 7 1M, 1/d: Contact Alternate Reality
4 8 1M, 1/d: Create Any DL 4 Monster
4 9 1M, touch: Steal all spells (save)
4 10 1M, touch: Lose LVLd4 stat pts
4 11 1bF: Fork
4 12 Duplicate any SL 3 Concordant group spell (i.e. non-Concordant SL 3)
5 1 1M, 1/r: Any 0th-4th level Wizard spell
5 2 1M, 1/r: Any 0th-4th level Priest spell
5 3 +10*LVL aMR
5 4 1M: Project Image
5 5 1M: Teleport
5 6 1M: Contact Other Plane
5 7 Conduct M actions through psi link (range sight)
5 8 1M, touch: Drain all psionic pools (save)
5 9 1M, touch: Slay Living (save)
5 10 1F: Get 2M you can use this segment
5 11 +LVL/5 QM actions
5 12 Duplicate any SL 4 Concordant group spell (i.e. non-Concordant SL 3)
6 1 1M, 1/r: Any 0th-5th level Wizard spell
6 2 1M, 1/r: Any 0th-5th level Priest spell
6 3 1M, 1/r: Any psionic major
6 4 1M, 1/r: Any 0th-4th level Warrior, Rogue, or Monster spell
6 5 1M: Teleport without Error
6 6 +10*LVL IR
6 7 1M, touch: Steal a random powers for 1 round (no save)
6 8 1M, touch: Erase Truename (must know their Truename first)
6 9 Troll-like regen LVL hp (including vile) /s
6 10 Conduct effects through psi link (within sight)
6 11 +LVL/10 number of segments per round
6 12 Duplicate any SL 5 Concordant group spell (i.e. non-Concordant SL 3)
7 1 1M, 1/r: Any 0th-6th level Wizard spell
7 2 1M, 1/r: Any 0th-6th level Wizard spell
7 3 +10*LVL EaER
7 4 1M, touch: Annihilation (save)
7 5 1M, touch: Incursion (save)
7 6 Duplicate any SL 6 Concordant group spell (i.e. non-Concordant SL 3)
Lich 0 (10) 1 0, 1/r: Any 0th-5th level Wizard spell
Lich 0 (10) 2 0, 1/r: Any 0th-4th level Priest spell
Lich 0 (10) 3 0, 1/r: Any psionic cantrip
Lich 0 (10) 4 +5*(Lich level)% WR (not irreducible) that can't be ignored
Lich 0 (10) 5 Resist Turning (you are double the rating)
Lich 0 (10) 6 0: Create Snare 20*(Lich level)% (obvious trap, auto detected, needs to be removed to bypass)
Lich 1 (11) 1 0, 1/r: Any 1st-6th level Wizard spell
Lich 1 (11) 2 0, 1/r: Any 1st-5th level Priest spell
Lich 1 (11) 3 0, 1/r: Any psionic minor
Lich 1 (11) 4 1M: Banish Undead
Lich 1 (11) 5 Speak with Dead & Undead (cont.); 1M: Capital E Extract from Dead & Undead
Lich 1 (11) 6 +10*(Lich level)% iWR that can't be ignored
Lich 1 (11) 7 Mask Undead status; Can't be turned
Lich 1 (11) 8 Detect Artifacts; 1M: Legend Lore Artifact
Lich 1 (11) 9 1M, (lich level)/d: Gain +10 XP
Lich 1 (11) 10 0: Create Traps 15*(Lich level)%
Lich 1 (11) 11 All spells cost 0 P actions; Material componenting does not cost 1 V action
Lich 1 (11) 12 +(Lich level) OppV or QM actions
Lich 1 (11) 13 Negative Cold (Lich level)d10 dmg by touch
Lich 1 (11) 14 +(Lich level) Research Points per reset (see [P12])
Lich 1 (11) 15 1F or 1X: Duplicate any level 0 Concordant spell

[PC7] Concordant Group Classes


Psi∞ (Infinity) / PsiÀ0 (Aleph sub 0)

Level KXP Psi∞
mMG S
1 0 1-- -
2 10 2-- -
3 25 3-- -
4 50 31- -
5 100 32- -
6 250 33- -
7 500 43- -
8 750 44- -
9 1000 441 -
10 1500 442 -
11 2000 443 -
12 2500 544 -
13 3000 554 -
14 3500 555 -
15 4000 655 -
16 4500 665 -
17 5000 666 -
18 5500 666 1
19 6000 666 2
20 6500 666 3
21 7000 666 4
22 7500 666 5
23 8000 666 6
24 8500 766 6
25 9000 776 6
26 9500 777 6
27 10000 777 7
28 10500 877 7
29 11000 887 7
30 11500 888 7
31 12000 888 8
32 12500 988 8
33 13000 998 8
34 13500 999 8
35 14000 999 9
36 14500 999 9
TH Saves
PD RS PP BW Sp Fo Re Wi
-1  6  4  8  3  4  2  0  2
+0  6  6  9  4  5  3  1  4
+1  7  7 10  5  6  4  2  5
+1  8  9 10  6  7  5  3  7
+2  9 10 11  7  8  6  4  8
+3  9 12 12  8  9  8  5 10
+4 10 13 13  9 11  9  6 11
+4 11 14 13 10 12 10  7 13
+5 14 15 14 13 14 11  8 14
+6 15 16 16 15 15 12  9 16
+7 16 16 16 16 16 14 10 17
+7 16 16 16 16 16 15 11 19
+8 16 16 16 16 16 15 14 19
+9 16 16 16 16 16 16 16 19
+10 16 17 17 16 17 16 16 19
+10 17 17 17 17 17 17 16 19
+11 17 18 18 17 17 17 17 19
+12 18 18 18 18 18 17 17 19
Requisites: Int 15, Wis 15, Chr 15 (one 20)
Alignment: any
HD/level: d14
Weapon Prof.: 3+level/3
To Hit Table: 3xPsi
Save Table: 3xPsi
Reference: DM {Reduced PsiÀ1 (Aleph sub 1)}
Groups: Psionicist, Concordant (x1)
 
See [Q∞] for rules and powers. DM Note: I am temporarily putting the powers on this page.
All Psi∞ effects have 0 duration.
Psionic Strength = (Int+Wis+Chr)/3*(Level)
   
Psi∞ Minors (PSP cost = 1):
Break (one item is destroyed, item save vs. disintegration)
Dispel (one effect is dispelled)
Disruption (group, 50 dmg, RSW save for 10)
Enhance (1bM to use, add your CL to the CL of an effect for this segment)
Flash Summon Minor (summon a DL IV monster, it attacks once now, then disappears)
Random Teleport (one target, 1dCL miles in random direction, RSW save)
Reroll die (1bM to use, reroll a die roll you just made)
Telekinetic Damage (group, CLd4, no save)
Sporacle (random [C8] section effect, one target, RSW save)
Psi∞ Majors (PSP cost = 10):
Disintegrate (group, RSW save for 25 dmg)
Effect Immunity (1bM to use, immune to an effect for this segment)
Flash Summon Major (summon a DL VII monster, it attacks once now, then disappears)
Instantaneous (reverse Permanency)
Random Planeport (one target, 1d(CL-3) planes in a random direction, RSW save)
Sharp (group is Sharped, no save)
Sporacle-ize (random [C8] section effect, group, RSW save)
Psi∞ Grands (PSP cost = 100):
Annihilate (group, RSW save for 100 dmg)
Flash Summon Grand (summon a DL X monster, it attacks once now, then disappears)
Discontinuous (reverse Continuous)
Time Start (can be used while Time Stopped, dispels it or creates a time bubble)

[PC7] Concordant Group Classes


Psi∞*100 (Infinity*100)

Level KXP Psi∞*100
mMG S
1 0 1-- -
2 10 2-- -
3 25 3-- -
4 50 31- -
5 100 32- -
6 250 33- -
7 500 43- -
8 750 44- -
9 1000 441 -
10 1500 442 -
11 2000 443 -
12 2500 544 -
13 3000 554 -
14 3500 555 -
15 4000 655 -
16 4500 665 -
17 5000 666 -
18 5500 666 1
19 6000 666 2
20 6500 666 3
21 7000 666 4
22 7500 666 5
23 8000 666 6
24 8500 766 6
25 9000 776 6
26 9500 777 6
27 10000 777 7
28 10500 877 7
29 11000 887 7
30 11500 888 7
31 12000 888 8
32 12500 988 8
33 13000 998 8
34 13500 999 8
35 14000 999 9
36 14500 999 9
TH Saves
PD RS PP BW Sp Fo Re Wi
-1  6  4  8  3  4  2  0  2
+0  6  6  9  4  5  3  1  4
+1  7  7 10  5  6  4  2  5
+1  8  9 10  6  7  5  3  7
+2  9 10 11  7  8  6  4  8
+3  9 12 12  8  9  8  5 10
+4 10 13 13  9 11  9  6 11
+4 11 14 13 10 12 10  7 13
+5 14 15 14 13 14 11  8 14
+6 15 16 16 15 15 12  9 16
+7 16 16 16 16 16 14 10 17
+7 16 16 16 16 16 15 11 19
+8 16 16 16 16 16 15 14 19
+9 16 16 16 16 16 16 16 19
+10 16 17 17 16 17 16 16 19
+10 17 17 17 17 17 17 16 19
+11 17 18 18 17 17 17 17 19
+12 18 18 18 18 18 17 17 19
Requisites: Int 20, Wis 20, Chr 20 (one 25)
Alignment: any
HD/level: d21
Weapon Prof.: 2+level/2
To Hit Table: 3xPsi
Save Table: 3xPsi
Reference: DM {Alternate Psi∞}
Groups: Psionicist, Concordant (x1), Alternate
 
See [Q∞*100] for rules and powers. DM Note: I am temporarily putting the powers on this page.
All Psi∞*100 effects have 0 duration.
Psionic Strength = (Int+Wis+Chr)/3*(Level)
   
Psi∞*100 Minors (PSP cost = 2):
Break (CL items are destroyed, item save vs. crushing blow)
Dispel (CL effects is dispelled, use Dispel Magic check for each)
Disruption (2 groups, 25 dmg, RSW save for 5)
Enhance (1bM to use, add your CL to the CL of an effect for this segment)
Flash Swarm Minor (summon CL DL II monsters, they attack once now, then disappear)
Random Dim Door (one group, 1dCL*30' in same random direction, RSW save)
Reroll die (1bM to use, reroll a die roll you just made)
Telekinetic Damage (2 groups, CLd2, no save)
Sporacle (random minor [C8] section effect, one group, RSW save)
Psi∞*100 Majors (PSP cost = 20):
Disintegrate (2 groups, RSW saveg)
Effect Immunity (1bM to use, immune to an effect for this segment)
Flash Swarm Major (summon CL DL IV monsters, they attack once now, then disappear)
Instantaneous (reverse Permanency)
Random Teleport (one group, 1dCL miles in the same random direction, RSW save)
Sharp (2 groups is Sharped, Fort save)
Sporacle-ize (random minor [C8] section effect, 2 groups, RSW save)
Psi∞*100 Grands (PSP cost = 200):
Annihilate (2 groups, RSW save)
Flash Swarm Grand (summon CL DL VI monsters, they attack once now, then disappear)
Discontinuous (reverse Continuous)
Time Start (can be used while Time Stopped, dispels it or creates a time bubble)

[PC7] Concordant Group Classes


Putz

Level KXP Putz [Pawn/Spawn]
234 567 [01]
TH
1 0 1-- --- [--] & +1
2 6 2-- --- [--] & +2
3 12 3-- --- [--] & +3
4 25 31- --- [--] & +4
5 50 32- --- [--] & +5
6 150 33- --- [--] & +6
7 250 331 --- [--] & +7
8 350 332 --- [--] & +8
9 450 333 --- [--] & +9
10 650 333 1-- [--] & +10
11 850 333 2-- [--] & +11
12 1050 333 3-- [--] & +12
13 1250 333 31- [--] & +13
14 1450 333 32- [--] & +14
15 1650 333 33- [--] & +15
16 1850 333 331 [--] & +16
17 2050 333 332 [--] & +17
18 2250 333 333 [--] & +18
19 2550 333 333 [1-] & +19
20 2850 433 333 [1-] & +20
21 3150 443 333 [1-] & +21
22 3450 444 333 [1-] & +22
23 3750 444 433 [1-] & +23
24 4050 444 443 [1-] & +24
25 4350 444 444 [1-] & +25
26 4650 444 444 [2-] & +26
27 4950 554 444 [2-] & +27
28 5350 555 544 [2-] & +28
29 5750 555 555 [2-] & +29
30 6150 555 555 [3-] & +30
31 6550 666 555 [3-] & +31
32 6950 666 666 [3-] & +32
33 7350 666 666 [31] & +33
34 7750 666 666 [32] & +34
35 8150 666 666 [33] & +35
36 8550 777 766 [33] & +36
37 17100 777 766 [43] & +37
38 25650 777 766 [44] & +38
39 34200 777 766 [54] & +39
45 85500 887 777 [77] & +45
54 162450 998 888 [881] & +54
63 239400 999 988 [888] & +63
72 316350 AAA 999 [999 1] & +72
Race Adjustments:
Str Dex Con Int Wis Chr Cml AT hp TH Div
+4 +4 +4 +4 -4 -4 +0 +0 +0 +0 ÷1
 
Requisites: Str 16, Dex 14, Con 16, Int 13,
  Race Slots 1, Class Slots 2
Alignment: C any
HD/level: & 2d1
Weapon Prof.: & level*2
To Hit Table: & Mon
Save Table: 4xMon
Reference: DM {Reduced Pawn/Spawn}
Groups: Custom, Concordant (x1), Archetype
Complexity: CF=3
   
Saving Throws:  
PPD: level*2+0
RSW: level*2+0
PP: level*2+0
BW: level*2+0
Spell: level*2+0
Fort: level*2+0
Reflex: level*2+0
Will: level*2+0
   
Gets Exceptional Str, Dex, Con, and Int.
Can weapon specialize using the Non-Warrior line.
Level N (every level): +1 proficiency of any type.
Level 1 ¶: Rotating Truename.
Level 1 ¶: Gets +1F action per round.
Level 1 ¶: Gets F=LVL rating in Custom2 picks. The entire Custom2 chart is given further down, but negative F cost things cannot be picked. ArchCustom2 things can be picked if you research them.

[PC7] Concordant Group Classes


Putz Spells

SL # Spell Effect (can pick more than once, each additional is +1 to LVL)
2 1 Ability Score Points +LVL Ability score points and +1 Sustained stat
2 2 BlahR +10*LVL% among any BlahR's; anti-BlahR's cost double; XR and better cannot be picked
2 3 Hit Points x(1+LVL/10) hp
3 1 A Acceleration +LVL A actions, counts as your Haste
3 2 CL +LVL CL
3 3 Miracle Progression For each n from 1 to LVL/2, gain "1F, (LVL/2+1-n)/d: Miracle n" (so at LVL=4 you have 2,1)
3 4 Status Resistance Resist LVL [C] section effects, major ones cost 3 picks each (can use three to become Immune)
4 1 B Acceleration +LVL B actions, counts as your Haste, can be stacked with other Acceleration powers
4 2 Mini Class +1 Mini class slot
4 3 Research Points +1 Research Point per Reset
4 4 Regeneration 4 Troll-like Regen. LVL hp /s; can heal Vile and Permanent hp at x3 cost
4 5 Spawner lending you spells 0, 1/r: +LVL SLs in memorization in spells (cannot be used for Putz progression itself)
5 1 C Acceleration +LVL C actions, counts as your Haste, can be stacked with other Acceleration powers
5 2 Spawner lending you psionics 0, 1/r: +LVL SLs in memorization in psionics
5 3 Saves +LVL to saves
5 4 Subordinates +LVL/4 distributed among defensive DL, offensive DL, or rhp for your subodinates
5 5 To Hit +LVL to TH
6 1 Concordant Mini Classes Get a times 1 mirrored set of base XP for Concordant Mini group classes
6 2 Regeneration 5 Regenerate 1/10 of max hp /s, on segment 10 removes one [C] section effect
6 3 Spawner lending you XP +10% XP
6 4 X Acceleration +1X action, counts as your Haste, can be stacked with other Acceleration powers
7 1 Demigod Mini Classes Get a times 1 mirrored set of base XP for Demigod Mini group classes
7 2 H Acceleration +1H action, counts as your Haste, can be stacked with other Acceleration powers
7 3 Hold Multiplier Hold Multiplier
10 (Spawn 0) 1 Ability Score Points +CCL*2 Ability score points and +CCL Sustained stats
10 (Spawn 0) 2 BlahR +20*LVL% among any iBlahR; XR and GR (and their variants) cost double
10 (Spawn 0) 3 Hit Points x(CCL+1) hp
11 (Spawn 1) 1 A Acceleration +CCL A actions, does not count as your Haste, and can be used with other similar Spawn powers
11 (Spawn 1) 2 CCL +LVL CCL
11 (Spawn 1) 3 Miracle Progression For each n from 1 to CCL, gain "1X, (CCL-n+1)/d: Miracle n" (so at LVL=3 you have 3,2,1)
11 (Spawn 1) 4 Status Immunity Immune to CCL [C] section effects, major ones cost 3 picks each

[PC7] Concordant Group Classes


Putz (Custom2 picks)

Category Ability F cost
To Hit To Hit as Warrior +2
To Hit as Wizard -1.5
To Hit as Priest 0
To Hit as Rogue -1
To Hit as Custom +1
To Hit as Monster +3
To Hit is always +0 -2
To Hit as 1½xWarrior +3
To Hit as 2xWarrior +6
To Hit as 2xMonster +7
Saves Saves as War, Wiz, Pri, Rog, or Psi +0
Saves as Custom +1
Saves as Monster +1
Saves as Dwarf0, Elf0, Halfling0 +2
Saves are always +0 -2
Saves as 1½x(War, Wiz, Pri, Rog, or Psi) +2
Saves as 2x(War, Wiz, Pri, Rog, or Psi) +4
Each extra category added +1
HD/level 1d1 -0.5
1d2 -0.25
1d3 0
1d4 +0.5
1d6 +0.75
1d8 +1
1d10 +2.5
2d1 +3
2d2 +3.5
1d12 +4
2d3 +4
2d4 +5
3d1 +6.5
1d20 +7
NdS (not listed above) +(N-1)*3+S/4
2m0 (normal Con bonus squared) +20
2m1 (normal Con bonus +1 squared) +22
HD cumulative with other classes (&) +10
-1 hp/level (e.g. d6-1) -0.25
+1 hp/level (e.g. d6+1) +0.25
+2 hp/level (e.g. d6+2) +0.5
-1 HD at first level (e.g. -d6) -1
+1 HD at first level (e.g. +d6) +1
+2 HD at first level (e.g. ++d6) +3
Category Ability F cost
War stuff Aura of Protection (as per Paladin) +2
Barbarian1 Constitution bonus +3
Barbarian1 Dexterity bonus +3
Barbarian1 Strength bonus +4
Lay on Hands (as Paladin or Monk) +2
Specialization, Weapon +1
+LVL TH or dmg vs. a creature type +1
Warrior # Attacks +1
Wiz stuff Wizard spells, full Mage2 prog. +16
Wizard spells, half level prog. +8
Wizard spells, full prog., only 1 school +3
Wizard spells, half prog., only 1 school +1.5
Kits (extra), cost each +1.25
Proficiencies (extra), cost each +0.25
Specialization, School (pick opposite) +1
Specialization, School (no opposite) +2
Pri stuff Priest spells, full Cleric2 progression +8
Priest spells, half level prog. +4
Priest spells, full prog., only 1 sphere +2
Priest spells, half prog., only 1 sphere +1
Animal empathy +1.5
Druid Shapechange (at level 7) +3
Specialization, Sphere +1
Specialty Priest pick +2
Turn Undead +3
Rog stuff Read Languages LVL*10% +0.5
Rogue Abilities, as per Thief2 +6
Rogue Abilities, as per Bard2 +6
Rogue Abilities, as per any other "2nd edition" class +7
Rogue Abilities, any other "unnumbered edition" class +8
Rogue Abilities, any other class +9
Rogue Ability, only one, LVL*10 points +1
X rogue points per level (instead of 40) +(X-40)/4
Psi stuff Psi2 powers, full Psi2 PSPs & progression +12
Psi2 powers, half level PSPs +6
Psi2 powers, full PSPs, only 1 discipline +2.5
Psi2 powers, half PSPs, only 1 discipline +1.25
xN PSPs over normal calculation (N>1) +(N-1)*4
Can use Psi(-2) powers as if they were Psi2 +1
Can use Psi1 powers as if they were Psi2 +2
Can use Psi3 powers as if they were Psi2 +3
Can use powers of any one frequency as if Psi2 +4
Other "Level:" ability from a "2nd edition" class, cost each +1
"Level:" ability from a "unnumbered edition" class, cost each +2
"Level:" ability from any other class, cost each +3
Duplicate any "2nd edition" class (X=KXP @ 2nd level) +X*6
Duplicate any "unnumbered edition" class (X=KXP @ 2nd level) +X*7
Duplicate any other class (X=KXP @ 2nd level) +X*8

[PC7] Concordant Group Classes


Rakshasa5

Level KXP Wizard
123 456 7
1 0 1-- --- -
2 3 2-- --- -
3 6 21- --- -
4 12 32- --- -
5 24 421 --- -
6 48 431 --- -
7 72 432 --- -
8 108 432 1-- -
9 162 533 2-- -
10 300 543 21- -
11 450 543 32- -
12 900 554 321 -
13 1350 554 322 -
14 1800 554 322 1
15 2250 554 422 2
16 2700 555 432 2
17 3150 555 532 2
18 3600 555 533 2
19 4050 555 543 2
20 4500 555 543 3
21 4950 555 554 3
22 5400 555 555 4
23 5850 555 555 5
24 6300 666 655 5
25 6750 666 666 6
26 7200 777 766 6
27 7650 777 777 7
28 8100 888 877 7
29 8550 888 888 8
30 9000 999 988 8
31 9450 999 999 9
32 9900 AAA A99 9
33 10350 AAA AAA A
34 10800 BBB BAA A
35 11250 BBB BBB B
36 11700 CCC CCC C
TH Saves
PD RS PP BW Sp Fo Re Wi
+1  4  7  5  3  6  0  1  1
+2  4  7  5  3  7  0  1  1
+3  4  8  5  4  7  0  1  2
+4  4  8  6  4  7  1  2  2
+5  5  9  6  4  8  1  2  3
+6  5  9  7  5  8  2  3  3
+7  5 10  7  5  9  2  3  4
+8  6 10  7  6  9  2  3  4
+9  6 10  8  6  9  3  4  5
+10  6 11  8  6 10  3  4  5
+11  7 11  9  7 10  4  5  6
+12  7 12  9  7 11  4  5  6
+13  7 12  9  8 11  4  5  7
+14  7 13 10  8 11  5  6  7
+15  8 13 10  8 12  5  6  8
+16  8 13 11  9 12  6  7  8
+17  8 14 11  9 13  6  7  9
+18  9 14 11 10 13  6  7  9
Requisites: Int 16
Alignment: any
HD/level: d10
Weapon Prof.: 2+level/2
To Hit Table: Mon
Save Table: Wiz
Reference: DM
Groups: Monster, Concordant (x1)
 
Specialized in Necromancy.
Each level, get one "5th edition" pick from the choices below.
You are not slain by blessed crossbow bolts; that is a function of the Rakshasa race, not class.
 
Levels Pick Description
Level 1-3: A AT +14 source
B Enemies need a +LVL weapon to hit you
C 1M, 1/t: Magic Jar (Magic Jar save); you may keep the new body permanently if you like
D Immune to 0th-2nd level spells
E Immune Aging (natural and artificial)
Level 4: Pick two Rakshasa5 Level 1-3, one Cthulhoid Horror5 Level 1-3, or one Vampire5 Level 1-3
Level 5-7: F +1 head
G 0, when casting a spell from this class: Your spell is resisted using MR, aNR, or IR (your choice)
H +1M action
I Immune to 3rd-4th level spells
J +LVL TH and dmg unarmed
Level 8: Pick two Rakshasa5 Level 5-7, one Cthulhoid Horror5 Level 5-7, or one Vampire5 Level 5-7
Level 9-12: K Get 4 minors, 2 minors + 1 major, or 2 majors chosen from Psi7 or Psi14
L Replace this class's spell progression with another Wizard class you know, using <= amount of XP
M 1D, 8/lifetime: Resurrect self
N Immune to 5th-6th level spells
O Immune to minor psionic powers
Level 13: Pick two Rakshasa5 Level 9-12, one Charanodaemon5 Level 9-12, or one Vampire5 Level 9-12
Level 14-18: P +2 limbs of any kind (incl. more heads)
Q 1M, 1/t: Trap the Soul (no save); body is still here for you to take over
R +1QM action
S Immune to 7th-8th level spells
T Immune to major psionic powers
Level 18: Pick two Rakshasa5 Level 14-18, one Bringer5 Level 14-18, or one Vampire5 Level 14-18

[PC7] Concordant Group Classes


Rejuvenator

Level KXP Rejuv  Unb Aft
357 9  [1] [1]
1 0 1-- -  [-] [-]
2 4.5 2-- -  [-] [-]
3 9 3-- -  [-] [-]
4 18 4-- -  [-] [-]
5 36 41- -  [-] [-]
6 72 42- -  [-] [-]
7 144 43- -  [-] [-]
8 288 44- -  [-] [-]
9 500 441 -  [-] [-]
10 900 442 -  [-] [-]
11 1350 443 -  [-] [-]
12 1800 444 -  [-] [-]
13 2250 444 1  [-] [-]
14 2700 444 2  [-] [-]
15 3150 444 3  [-] [-]
16 3600 444 4  [-] [-]
17 4050 544 4  [-] [-]
18 4500 554 4  [-] [-]
19 4950 555 4  [-] [-]
20 5400 555 5  [-] [-]
21 5850 655 5  [-] [-]
22 6300 665 5  [-] [-]
23 6750 666 5  [-] [-]
24 7200 666 5  [1] [-]
25 7650 666 6  [1] [-]
26 8100 666 6  [2] [-]
27 8550 766 6  [2] [-]
28 9000 766 6  [3] [-]
29 9450 776 6  [3] [-]
30 9900 776 6  [3] [1]
31 10350 776 6  [4] [1]
32 10800 777 6  [4] [1]
33 11250 777 6  [4] [2]
34 11700 777 6  [5] [2]
35 12150 777 7  [5] [2]
36 12600 777 7  [5] [3]
TH Saves
PD RS PP BW Sp Fo Re Wi
+0 10 (all) [++1]
+1 20 (all) [++2]
+2 30 (all) [++3]
+3 40 (all) [++4]
+4 50 (all) [++5]
+5 60 (all) [++6]
+6 70 (all) [++7]
+7 80 (all) [++8]
+8 90 (all) [++9]
+9 100 (all) [++10]
+10 110 (all) [++11]
+11 120 (all) [++12]
+12 130 (all) [++13]
+13 140 (all) [++14]
+14 150 (all) [++15]
+15 160 (all) [++16]
+16 170 (all) [++17]
+17 180 (all) [++18]
Requisites: Con 28, Int 23, Class Slots 3
Alignment: any
HD/level: 2d12
Weapon Prof.: 0+level
To Hit Table: War
Save Table: 10*level [++level]
Reference: DM { Reduced Unbreakable / Afterliver }
Groups: Concordant (x1), Technology, Futureshifted
 
Gets Super Barbarian Con bonus, which is +(Con-18)*3.
This class is dedicated to the continuation of your life at all costs, using all technological and magical methods possible.
This is the reduced form of two different x2 Concordant classes: Unbreakable (brick-style with lots of immunities) and Afterliver (constantly being reborn into new forms). The idea here is by the time a character has reached 36th level in Rejuvenator, they will know which path they will take.
The saves are 10*LVL in all categories. You also get ++LVL on the natural die roll for saves, meaning even at level 1 you cannot auto-miss a save (you auto-make on 19-20).
Level 1 ¶: May convert 1V -> 1uncV, 1P -> 1uncP, 1M -> 1uncM, and 1F -> 1uncF. The "unc" prefix is for "Unconscious actions"; these actions can be used even if you're unconscious, stunned, unaware, paralyzed, etc. (but not dead, annihilated, incursed, truename erased, or worse such as pixelated or loop incursed). You may use 1 Unconscious action as your action for the segment, instead of your normal 1S for the segment. You may use Unconscious actions while conscious.
Level 9 ¶: May convert 1V -> 1deadV, 1P -> 1deadP, 1M -> 1deadM, and 1F -> 1deadF. The "dead" prefix is for "Dead actions"; these actions can be used even if you're dead, incursed, etc., pretty much any state except for pixelated. You may use 1 Dead action as your action for the segment, instead of your normal 1S for the segment. Note these are not D actions and use different rules. If you somehow generate a D action, you may convert 1D -> 1deadS if you like. You may use Dead actions while conscious or not dead.
Level 19 ¶: Note that at this level you auto-make all saves, due to your save bonus (a natural 1-20 becomes a 20).
Level 24 Note: Your "CCL" is your CL-23 for Unbreakable and CL-29 for Afterliver.
 
DM Note: The Troll-like regeneration powers may all be run at the same time; the higher level versions are not "upgrades".

[PC7] Concordant Group Classes


Rejuvenator Spells

Level # Spell
3 1 1uncV: Death's Door Self (you go to 0 current hp)
3 2 1uncV, can use while Charmed/Dominated: Remove Charm/Domination on self, you can still act on the opposing segment (presumably to do something nasty to the person that charmed you.)
3 3 1uncP: Remove Paralysis, Stun, or Held on Self.
3 4 1uncM: Remove an effect that's stopping you from using actions, like Stop, Slow, Web, etc. Lockdown, Time Stop, and Temporal Stasis can be done, but they require 10 uses of this power.
3 5 1M: Clone (as spell). You may have CL Clones in storage at a time.
3 6 Troll-like regeneration 10*CL% of max hp /s (note this might not get you up immediately even at level 10)
5 1 1uncP: Remove a (non-major) [C] section effect from yourself. This may be repeated to build up to a major [C] section effect.
5 2 1uncM: Heal Self.
5 3 Lockdown D Actions in the room continuous (does not affect "dead" Actions).
5 4 Your mount (if you have one) is considered "Self" for you, so if you Heal yourself, your mount gets Healed too.
5 5 Troll-like regeneration 20*CL% of max hp /s, this can also cure Vile dmg and Permanent hp of dmg.
5 6 Unconscious Haste: +LVL uncA Actions; does not count as your Haste
7 1 1deadV: Do a normal movement at half your movement rate. Be warned, parting shots treat your body as an object (using Item Saving Throws) if you're dead while moving away.
7 2 1deadF: Animate Self as an Undead. Pick an Undead Racial Adjective (it's free). Only 1 adjective at a time.
7 3 1deadP: Cureall Self.
7 4 1deadM: Resurrect Self.
7 5 Can "material component" Rejuvenator powers (spend +1V; you must be conscious) to allow you to affect another person with a power.
7 6 Troll-like regeneration 30*CL% of max hp /s, this can also cure ability score dmg (at 10 hp each).
9 1 1deadF: Move a nasty flag on yourself (such as Capital S Slain) to someone else in your group. Note if you have power #7.1, you can creep up to someone to deliver the flag first.
9 2 You can convert 1X -> 1uncX actions. 2deadF or 1uncX: You can use a normal 1P action this segment, even though you're unconscious or dead.
9 3 1deadM: True Resurrect Self.
9 4 1M, 1/d: Capital O Object to something. You can pick this more than once to use it more than once per day.
9 5 Have the DM copy your PC's status on the chalkboard to somewhere else as a backup. 1N, 1/reset: Switch your current status with your backup. This cannot be taken more than once.
9 6 Troll-like regeneration 40*CL% of max hp /s, this can also cure negative levels (at 100 hp each).
Unbreakable 1 (11) 1 +CCL PSaves (using the [X] section saving throw rules)
Unbreakable 1 (11) 2 +(CCL+1)/3 ihp
Unbreakable 1 (11) 3 +(CCL+1)/3 iAC
Unbreakable 1 (11) 4 Immune to CCL [C] section effects, even major ones are only 1 pick each
Unbreakable 1 (11) 5 All of your items are Indestructible.
Unbreakable 1 (11) 6 You are immune to all area effects. However, this power is incompatible with any "You can't be targetted" effects you have running (they shut off).
Afterliver 1 (11) 1 +CCL MSaves (using the [X] section saving throw rules)
Afterliver 1 (11) 2 1N, 1/s: Pick any ÷18 or less race, or a DL IX or less creature you know of. You Shapechange into it. Your stats don't change, but you can use racial/innate abilities from it.
Afterliver 1 (11) 3 You can assume the form of any known dead/incursed/pixelated person or creature (this is like the First Evil's ability). You don't have the person's abilities, but you do have their memories.
Afterliver 1 (11) 4 You can convert 1X -> 1deadX actions. 1deadX: Capital F Fix Self.
Afterliver 1 (11) 5 You get and can use 2D Actions per death per segment. You are limited to CCL+1 D Actions you can use per reset (instead of 1).
Afterliver 1 (11) 6 Rotating Truename. Rotating Home Plane. Rotating Quantum Signature. Your Silver Cord rotates color, and can't be targetted or attacked.

[PC7] Concordant Group Classes


Scripter


Level

KXP

Spells

TH
1 0 (none) & +1
2 4.75 (none) & +2
3 9.5 (none) & +3
4 19 (none) & +4
5 38 (none) & +5
6 76 (none) & +6
7 152 (none) & +7
8 304 (none) & +8
9 551 (none) & +9
10 950 (none) & +10
11 1400 (none) & +11
12 1850 (none) & +12
13 2300 (none) & +13
14 2750 (none) & +14
15 3200 (none) & +15
16 3650 (none) & +16
17 4100 (none) & +17
18 4550 (none) & +18
19 5000 (none) & +19
20 5450 (none) & +20
21 5900 (none) & +21
22 6350 (none) & +22
23 6800 (none) & +23
24 7250 (none) & +24
25 7700 (none) & +25
26 8150 (none) & +26
27 8600 (none) & +27
28 9050 (none) & +28
29 9500 (none) & +29
30 9950 (none) & +30
31 10400 (none) & +31
32 10850 (none) & +32
33 11300 (none) & +33
34 11750 (none) & +34
35 12200 (none) & +35
36 12650 (none) & +36
37 25300 (none) & +37
38 37950 (none) & +38
39 50600 (none) & +39
45 126500 (none) & +45
54 240350 (none) & +54
63 354200 (none) & +63
72 468050 (none) & +72
Requisites: Str 12, Dex 21, Class Slots 2
Alignment: C any (or) any J
HD/level: & d10
Weapon Prof.: & 0+level
To Hit Table: & Mon
Reference: DM
Groups: Custom, Monster, Concordant (x1)
Complexity: CF=4
   
Saving Throws:  
PPD: & level+3
RSW: & level+7
PP: & level+1
BW: & level+1
Spell: & level+2
Fort: & level+0
Reflex: & level+7
Will: & level+0
   
You may use 1V+1S plus 1 script action (any type) per segment ("scr"="Script"). Note you cannot do 1V+1S+1scrV+1scrS in a single segment.
scrV actions can be downgraded to an OppV or a QV action. scrP can be downgraded to P (not QP). scrM can be downgraded to M.
Level N (every level) ¶: +1scrA action
Level 1: Hold script actions.
Level 1: 1scrV: Put someone's brain or soul on your Plate (Psionic Blast save, but the effect is not psionic)
Level 2: 1scrP: Do one physical attack that does xLVL dmg
Level 3: 1scrM: Summon a DL=LVL/2 Ooze, Demon, or Weird
Level 3: 1scrM: Do a High Frequency Sample (SL=LVL/2, round up)
Level 3: You may convert 3scr_ -> 1Qscr_ (where "_" is any action type)
Level 4, 8, 12, etc.: Gets one Any Rogue LVL-3 ability. This class has as a total of 30*LVL-90 rogue points.
Level 4: 1scrV: Do LVL/2 instances of one rogue ability. Abilities that are LVL based add only +1 to LVL per additional instance.
Level 4: 1scrP, spend a soul on the Plate: You get +1X action.
Level 9: 1scrM, spend a brain on the Plate: Reset.
Level 16: 1scrF: Scoop up a group of brains or souls off the floor.
Level 18: 1scrP: Do 1 idmg to one target.

[PC7] Concordant Group Classes


SemiDivine3

Level KXP SemiDivine3
124 68 [A]
1 0 1-- -- [-]
2 10 2b- -- [-]
3 30 3a- -- [-]
4 60 40- -- [-]
5 100 41c -- [-]
6 150 42b -- [-]
7 210 52a -- [-]
8 280 630 -- [-]
9 360 631 e- [-]
10 450 632 d- [-]
11 550 642 c- [-]
12 660 742 b- [-]
13 780 743 a- [-]
14 910 843 0- [-]
15 1050 843 1b [-]
16 1200 843 2a [-]
17 1360 854 30 [-]
18 1530 854 31 [-]
19 1710 854 32 [-]
20 1900 854 33 [-]
21 2100 854 43 [-]
22 2310 854 44 [-]
23 2530 855 44 [-]
24 2760 855 54 [-]
25 3000 855 55 [-]
26 3250 865 55 [-]
27 3510 865 55 [1]
28 3780 865 55 [2]
29 4060 865 55 [3]
30 4350 865 55 [4]
31 4650 865 55 [5]
32 4960 866 55 [5]
33 5280 866 65 [5]
34 5610 866 66 [5]
35 5950 866 66 [6]
36 6300 877 77 [7]
TH Saves
PD RS PP BW Sp Fo Re Wi
+0  8  4  5  2  3  0  0  2
+1  8  4  6  3  4  0  0  3
+1  9  5  6  3  4  0  1  3
+2  9  5  6  4  4  1  1  4
+3 10  6  7  4  5  1  1  4
+3 10  6  7  5  5  2  2  5
+4 11  7  8  5  6  2  2  5
+5 11  7  9  6  6  2  2  6
+5 12  7  9  6  7  3  3  6
+6 12  8  9  6  7  3  3  7
+7 13  8 10  7  8  4  3  7
+7 13  9 10  7  8  4  4  8
+8 13  9 10  7  8  4  4  8
+9 14  9 11  8  9  5  4  9
+9 14 10 11  8  9  5  5  9
+10 14 10 11  9  9  6  5 10
+11 15 11 12  9 10  6  5 10
+11 15 11 12 10 11  6  6 11
Requisites: Six 9's or three 11's
Alignment: any
HD/level: d3+7
Weapon Prof.: 5+level/5
To Hit Table: Pri
Save Table: Pri
Reference: ImmHBAsc3 {Reduced Divine3}
Groups: Priest, Concordant (x1)
   
Gets 1 Feat per level.
Gets Wisdom bonus twice. Can cast normal Priest spells. Can downgrade spell levels to the odd spell levels (a 4th can be downgraded to a 3rd, even though 3rd level spells don't appear on the progression).

[PC7] Concordant Group Classes


SemiDivine3 Spells

SL # Spell Effect
1 1 Combat Defense -2 TH; +CL AC
1 2 Finesse Use your dexterity bonus for damage instead of strength
1 3 Improve Crit Multiplier +2 critical multiplier
1 4 Improve Crit Range +2 critical threat range
1 5 Metamagic Capacity Pick a spell you know. Get +1 SL effect or free material componenting this day.
1 6 Resist Fall Resist falling and TK damage
1 7 Star Miracle 1M, 1/reset: Duplicate a SL 0-1 Priest or Wizard effect
1 8 Toughness +CL max hp
1 9 Weapon Resistance You resist the first successful blow dealt from a weapon
2 1 Lesser Abnormality +1 limb (it is not a new set of limbs)
2 2 Mithral Body Your body turns to living adamantine; +4 Str; DR 10/-; +10 AC; -4 Dex
2 3 Apport All of your weapons have End-of-Segment Returning
2 4 Cunning Saves +Int/3 saves
2 5 Drake Companion Gain a drake companion (Animal Companion with 1/10 your XP)
2 6 Element Absorb Pick an element. You resist that element.
2 7 Force Field 1M: 25 hit point force field (lasts until destroyed or dropped)
2 8 Lord of Undead You gain an Undead racial adjective of ÷(CL/10) or less
2 9 Mercurial Haste +1 attack per weapon (counts as your haste)
2 10 Lesser Saviour 1bM: Interpose self in front of a spell effect (someone in same group only)
2 11 Improved Charge Deal x3 damage on a charge, or x4 with a lance
2 12 X-Ray Vision See through solid objects
4 1 Aligned Friend Same aligned beings must save (vs. Will) to attack you
4 2 Anaretic 1 attack: Dispel Magic, Radiation, or Innate
4 3 Cosmic Insight 0, 1/r: Dispel Invisibility or Illusion
4 4 Counter-attack +1 to number of parting shots you are allowed
4 5 Improve Ability Score +CL to one ability score
4 6 Improve Summoning Your summons get twice as many hit points (DM will write "20/10" instead of "10/10")
4 7 Semi-Quixotic 0,1/r: You can re-roll any dice roll (yours or friend's)
4 8 Semi-Slipstream Resist time
4 9 Semi-Soniferous 0, when using a magic item spend 4 times the charges: double the effect
4 10 Shroud of Harm Anyone attacking you loses 50% of their current hp (for each attack)
4 11 Time Dilate Can use 2M (no P's or V's) instead of 1S+1V actions per segment
4 12 Underhand Backstab x(CL/3), round up
6 1 Magic Dead Zone Drain the MF by 1 in the area (except to you; you are unaffected)
6 2 Edifying Beam Target's alignment changes (save)
6 3 Induction Skins Gain infinite Stoneskins
6 4 Interdimension MWaWR 75%
6 5 Omega Effect Pick a spell you know. It does vile damage (or vile harming).
6 6 Rectify Misery Anyone slain by you is Capital S Slain instead
6 7 Luminal xCL movement rate
6 8 Transilient Get 2 saves for each save, choose better result
6 9 Transmortal Your body cannot be destroyed (e.g. immune disintegrate)

[PC7] Concordant Group Classes


SemiDivine3 Spells (continued)

SL # Spell Effect
8 1 Akashic Lower Multiplier target by 1 (no save)
8 2 Nullification Pick an N<=6. Immune to Nth level spell effects
8 3 Indissolve Regeneration CL hp/s
8 4 Oblivi-Permanency 0, 1/r: Make a spell you're casting permanent.
8 5 Omnific Tough +1 ihp
8 6 Omnispectacles Your sight can go around corners
10 (Divine3 0) 1 Automatic Metamagic Capacity (S) Gain a free spell level of metamagic
10 (Divine3 0) 2 Automatic Writing Any spells you witness are automatically added to your spellbook
10 (Divine3 0) 3 Cats Fall You can fall from any distance without injury
10 (Divine3 0) 4 Combat Mastery Trade any amount of BAB to AC
10 (Divine3 0) 5 Divine Retribution [Divine] You gain one additional action after your death
10 (Divine3 0) 6 Eclectic Shot You can fire irregular objects as if they were missiles
10 (Divine3 0) 7 Epic Potency (S) Your damage increases by +2
10 (Divine3 0) 8 Epic Shield Focus Your shield protects yourself and one adjacent ally
10 (Divine3 0) 9 Ether Goer You can become ethereal at will
10 (Divine3 0) 10 Expert Strike Gain a cumulative +1 to attacks against the same target
10 (Divine3 0) 11 Fire Baptism Gain a cumulative +1 to AC against the same target
10 (Divine3 0) 12 Greater Critical Your critical threat range is trebled
10 (Divine3 0) 13 Greater Critical Multiplier Your critical multiplier is trebled
10 (Divine3 0) 14 Improved Finesse Use your dexterity bonus for damage
10 (Divine3 0) 15 Improved Spellcasting (S) Gain two new spell slots (any non-Concordant SL you have)
10 (Divine3 0) 16 Improved Toughness (S) You gain an additional hit point per hit die
10 (Divine3 0) 17 Legendary Archer Opponents cannot deflect your missiles
10 (Divine3 0) 18 Pre-emptive Strike You can make one attack in segment 0 (before segment 1)
10 (Divine3 0) 19 Soothsayer You always hear the truth
10 (Divine3 0) 20 Star Child (S) You gain a wish 1/reset
10 (Divine3 0) 21 Superior Quivering Palm Use the quivering palm attack once per round
10 (Divine3 0) 22 Superior Whirlwind Attack Make a 5 ft. step as part of a whirlwind attack
10 (Divine3 0) 23 Three-Weapon Fighting You fight three-weapon style, juggling a third weapon
10 (Divine3 0) 24 Weapon Abatement You are immune to the first successful blow dealt from a weapon

[PC7] Concordant Group Classes


Sentinel

Level KXP Sentinel
Spheres
-2 0 1
-1 1000 1
0 2000 1
1 3000 1
2 6000 2
3 9000 3
4 12000 4
5 15000 5
6 18000 6
7 21000 7
8 24000 8
9 27000 9
10 30000 10
11 33000 11
12 36000 12
13 39000 13
14 42000 14
15 45000 15
16 48000 16
17 51000 17
18 54000 18
19 57000 19
20 60000 20
21 63000 21
22 66000 22
23 69000 23
24 72000 24
25 75000 25
26 78000 26
27 81000 27
28 84000 28
29 87000 29
30 90000 30
31 93000 31
32 96000 32
33 99000 33
34 102000 34
35 105000 35
36 108000 36
TH Saves
PD RS PP BW Sp Fo Re Wi
+1 19 19 19 19 19 19 19 19
+2 20 20 20 20 20 20 20 20
+3 21 21 21 21 21 21 21 21
+4 22 22 22 22 22 22 22 22
+5 23 23 23 23 23 23 23 23
+6 24 24 24 24 24 24 24 24
+7 25 25 25 25 25 25 25 25
+8 26 26 26 26 26 26 26 26
+9 27 27 27 27 27 27 27 27
+10 28 28 28 28 28 28 28 28
+11 29 29 29 29 29 29 29 29
+12 30 30 30 30 30 30 30 30
+13 31 31 31 31 31 31 31 31
+14 32 32 32 32 32 32 32 32
+15 33 33 33 33 33 33 33 33
+16 34 34 34 34 34 34 34 34
+17 35 35 35 35 35 35 35 35
+18 36 36 36 36 36 36 36 36
Requisites: HNCL varies, Wis 20, Chr 18
Alignment: any
HD/level: &+++d20
Weapon Prof.: 6+level
To Hit Table: Mon
Save Table: Conc
Reference: RA:Sentinels
Groups: Concordant (x2)
 
[X] Section stats
ihp +0
iTH +0
P Save +1
M Save +1
War +0
Rog -1
PPsi -1
Wiz +0
Pri +1
MPsi +0
   
Note the XP table starts at level -2, not 1. This class does not give the "All Concordant Classes" abilities until level 1.
Level -2: Requires HNCL 0. Considered x0 Being. You are the pawn of a god, and may have the Pawn class as well.
Level -1: Requires HNCL 9. Considered x1 Being. You get 11 segments per round.
Level 0: Requires HNCL 18. Considered x1 Being. You get 15 segments per round.
Level 1: Requires HNCL 18+(Sentinel level), max of HNCL 27 at Sentinel level 9. Considered x2 Being. You get 20 segments per round.
Level 9: Gets 1X action per round.
 
"Spheres" is how many spheres of powers you get (see Sentinel spells, not completed as of this writing).
Spheres of powers are not regular Concordant spells and cannot be removed unless the Sentinel Class is removed.
 
List of Spheres to be developed into powers (probably not complete):
All, Animal, Anti-Magic, Astral/Planar, Cataclysms, Chaos, Charm, Combat, Cosmos, Creation, Divination, Elemental, Guardian, Healing, Incantatrix, Innates, Law, Luck/Fate/Fortune, Meta-Magic, Necromantic, Numbers, Plant, Protection, Psionics, Radiation, Summoning, Sun, Technology, Thought, Time, Travelers, Undead, War, Wards, Weather, Wild Magic

[PC7] Concordant Group Classes


Serra Angel5

Level KXP Pri/Psi11W
123 456 789
1 5 (owe) 0-- --- ---
2 10 1-- --- ---
3 15 10- --- ---
4 22 11- --- ---
5 37 110 --- ---
6 67 111 --- ---
7 127 211 0-- ---
8 247 221 1-- ---
9 367 222 10- ---
10 607 222 21- ---
11 847 322 210 ---
12 1071 333 210 ---
13 1339 333 211 ---
14 1607 333 321 ---
15 1875 433 321 0--
16 2142 444 321 1--
17 2410 544 332 1--
18 2678 544 332 10-
19 2946 544 432 11-
20 3214 544 433 21-
21 3482 544 433 210
22 3750 554 443 211
23 4017 555 543 221
24 4285 665 544 321
25 4553 665 544 332
26 4821 666 554 432
27 5089 666 554 443
28 5357 776 555 543
29 5625 776 665 544
30 5892 777 666 554
31 6160 777 666 655
32 6428 877 776 665
33 6696 888 777 666
34 6964 888 877 776
35 7232 888 888 777
36 7500 888 888 888
TH Saves
PD RS PP BW Sp Fo Re Wi
+4  2  2  2  2  2  2  2  2
+5  2  2  2  2  2  2  2  2
+6  3  3  3  3  3  3  3  3
+7  3  3  3  3  3  3  3  3
+8  4  4  4  4  4  4  4  4
+9  4  4  4  4  4  4  4  4
+10  5  5  5  5  5  5  5  5
+11  5  5  5  5  5  5  5  5
+12  6  6  6  6  6  6  6  6
+13  6  6  6  6  6  6  6  6
+14  7  7  7  7  7  7  7  7
+15  7  7  7  7  7  7  7  7
+16  8  8  8  8  8  8  8  8
+17  8  8  8  8  8  8  8  8
+18  9  9  9  9  9  9  9  9
+19  9  9  9  9  9  9  9  9
+20 10 10 10 10 10 10 10 10
+21 10 10 10 10 10 10 10 10
Requisites: Str 10, Int 10, Con 5, Wis 15, Chr 20
Alignment: LG or LN
HD/level: & +++d4
Weapon Prof.: 4+/4
To Hit Table: Mon +3 levels
Save Table: Mon +3 levels
Reference: DM {Planeshifted Angel5}
Groups: Monster, Concordant (x1)
 
Can cast Priest spells or Psi11W spells. Gets Chr bonus to progression.
Can weapon specialize using Non-War column.
"rhp" is "relative hit points", what the DM uses for summons to indicate their health (usually listed as 10/10).
 
MTG White spells from White Priest class:
Death Ward (SL=1): 1bM, cannot act next segment: Avoid a slay effect on someone.
Healing Salve (SL=1): One target is cured 30 hp, or (1bM action) prevent the next 30 dmg to a target.
Circle of Protection (SL=2): When cast, name a school/sphere/psi freq. Lose 1 spell slot: Immune to 1 effect of that school/sphere/psi freq.
Disenchant (SL=2): Dispel an effect.
Reverse Damage (SL=3): 1bM: One effect that's damaging you heals you for that amount instead.
Resurrection (SL=4): Resurrect someone who's been killed within the past CL s.
 
Old MTG White spells from Wizard of the Coast class (you can use these):
Angel's Grace (SL=1): 1bM: Damage that would put you below 1 hp this segment puts you at 1 hp
Abeyance (SL=2): Target cannot use M actions this segment (Will save)
Arenson's Aura (SL=3): 0, sacrifice a maintained effect: Dispel a maintained effect.
Congregate (SL=4): Target gains 10*N hp, where N is the number of people in the party+summons
Angelic Chorus (SL=5): Whenever you summon a creature, cure it's hp on yourself
Beacon of Immortality (SL=6): Double current hp (like a Tenser's, but a different source)
Look at Me, I'm the DCI (SL=7): An effect is banned from the room (x1 Special)
Reverse the Sands (SL=8): Switch current hp totals with someone (no save)
Blessed Wind (SL=9): Target's current hp becomes 200.
Levels Pick Description
Level 1-4: A Flying LVL*2+5" (B)
B 1M: Target can't be directly targetted; effects on him (including this) can still be targetted
C 1V: Summon a good DL 1d4-1 Outer planar creature (treat DL=0 as DL=1 with only 5/5 rhp)
D 1M: Cure Ego Domination (can use on self even if currently ego dominated, item is dropped)
E DR (7*LVL)/+LVL
Level 6-8: F 1V: Choose an N between -LVL*2 and LVL*2. A group gets +N AC, you get +N AC, for 1r.
G 1N, 1/reset: Escape the party back to home (except for you)
H 1V: Summon a good DL 1d7 Outer planar creature
I Immune Fire (all variants), Positive, Prismatic, Chromatic, Light, Radiance, Blindness
J iIR LVL*10%
Level 9-12: K 14bM, 7bP, 21bV (can borrow into next round): Capital O Object or Capital I Insist
L 1F: Holy Bolt
M 1V: Summon a good DL 1d10+1 Outer creature (treat DL=11 as DL=10 with 20/20 rhp)
N Pick a Sphere. Can cast Priest spells of that Sphere.
O iXR LVL*5%

[PC7] Concordant Group Classes


Sidekick

Level KXP Sidek. Hero
123 45 [1]
1 0 1-- -- [-]
2 3.5 2-- -- [-]
3 7 3-- -- [-]
4 14 4-- -- [-]
5 28 41- -- [-]
6 56 42- -- [-]
7 112 43- -- [-]
8 225 44- -- [-]
9 450 441 -- [-]
10 900 442 -- [-]
11 1800 443 -- [-]
12 3600 443 1- [-]
13 4000 444 1- [-]
14 4400 444 2- [-]
15 4800 444 3- [-]
16 5200 444 4- [-]
17 5600 544 4- [-]
18 6000 554 4- [-]
19 6400 555 4- [-]
20 6800 555 41 [-]
21 7200 555 51 [-]
22 7600 655 51 [-]
23 8000 655 52 [-]
24 8400 665 52 [-]
25 8800 666 52 [-]
26 9200 666 53 [-]
27 9600 666 63 [1]
28 10000 766 63 [1]
29 10400 766 64 [2]
30 10800 776 64 [2]
31 11200 777 64 [3]
32 11600 777 65 [3]
33 12000 777 75 [4]
34 12400 877 75 [4]
35 12800 887 76 [5]
36 13200 888 76 [5]
TH Saves
PD RS PP BW Sp Fo Re Wi
+1  4  2  3  1  1  1  1  0
+2  5  2  4  2  1  1  1  0
+3  5  3  4  3  2  2  2  1
+4  6  4  5  4  3  2  2  1
+5  7  5  6  5  4  3  2  1
+6  8  5  7  6  4  3  3  2
+7  8  6  7  7  5  4  3  2
+8  9  7  8  8  6  4  4  2
+9 10  8  9  9  7  5  4  3
+10 11  8 10 10  7  5  4  3
+11 11  9 10 11  8  6  5  3
+12 12 10 11 12  9  6  5  4
+13 13 11 12 13 10  7  6  4
+14 14 11 13 14 10  7  6  4
+15 14 12 13 14 11  8  6  5
+16 14 12 14 14 11  8  7  5
+17 14 13 14 14 12  9  7  5
+18 15 13 14 14 12  9  8  6
Requisites: Str 18, Int 16, Cml 7
Alignment: any G
HD/level: d16
Weapon Prof.: 4+level
To Hit Table: Mon
Save Table: War
Reference: DM {Reduced Hero}
Groups: Warrior, Concordant (x1)
 
Gets Exc Str. Can purchase Exc Dex for 3 weapon slots and Exc Con for 2 weapon slots.u
+1 extra Nonweapon Prof per level.
Uses the "Spec. Barbarian" line for number of attacks.
Has Overhit (like a 0th edition class) and Full number of attacks on off hand (like a 1st edition class).

[PC7] Concordant Group Classes


Sidekick Spells

Level # Spell
1 1 10*CL% IR (Innate resistance)
1 2 +10% XP in Sidekick, if this is your only class (if you are single classed and getting x2 XP, you'll get x2.1 XP now)
1 3 Resist all Elements
1 4 Resist Hold, Stun, Paralyzation, Summ. Sickness (two of these effects must affect you in order for it to work)
1 5 Resist Action/Memory/Other Stealing (take half effect, if that's meaningless, you are immune unless you are hit by 2 of them)
1 6 +CL V actions
1 7 +1 CL in one class
1 8 x1.5 max PSPs in one psionic frequency
1 9 0, 1/d: Avoid Fate @ x5 multiplier, you cannot act for 1 round afterwards
1 10 Pick a Level 1 Rogue Ability, you have 10*LVL points in it
1 11 Can combine Martial Arts & Specialization
1 12 +LVL to one ability score
1 13 xLVL Personality score (for Ego checks)
1 14 Duplicate a "Level 1:" ability of a Warrior class
1 15 Free wild talent in Psi72
2 1 10*CL% MR
2 2 1M, 1/d: Cureall
2 3 +CL-3 P actions
2 4 Pick a spell you have. It does not give a saving throw.
2 5 +1 spell in a spell progression (Wizard or Priest)
2 6 Free material componenting for range for your psionic powers
2 7 Resist effects that directly target you
2 8 10*CL% aER (anti-Effects resistance, defenses that hurt you when you hit someone)
2 9 0, 1/d: Counterspell
2 10 0, 1/r: Roll 2d20 choose the better for one saving throw.
2 11 0, 1/r: Roll 2d20 choose the better for one attack roll.
2 12 Two of your multiplicative sources of damage fully stack (instead of using the sum and subtract 1 formula)
3 1 10*CL% PR (PsiR)
3 2 ++1 on to hit and save rolls.
3 3 0, 1/d: Reset
3 4 Resist all Elements (if you take this and the first level version, you are Double Resist all Elements)
3 5 Immune Incursion
3 6 +CL-7 M actions
3 7 1M: Dispel a x1 effect. 4M: Dispel a x2 effect.
3 8 Anti-Henchman Shell SL 0-3 (Henchman effects of SL 0-3 cannot be used within 20')
3 9 Immune to a [C] section effect
4 1 10*CL% aMR (anti-Magic resistance)
4 2 10*CL% IR (Innate resistance)
4 3 Pick a spell you have. It costs half the number of actions it normally requires.Y
4 4 Pick a psionic power you have. It costs half the number of actions it normally requires.>
4 5 +1 to number of segments per round (i.e. you get a segment 11)]
4 6 +1 Opp action (remember you can trade 1Opp -> 1F, if Opposing actions aren't useful for you)
5 1 10*CL% ER (Effects resistance)
5 2 +CL-19 Q0 (Infinitely Quick Zero) actions, one of them can be saved to use on opponent's half of segment
5 3 Pick an action type. You are immune to actions of that type being locked down.
Hero 1 (11) 1 10*(Hero level)% uIR (unadjustable InnateR, does shift, can't be lowered/halved)
Hero 1 (11) 2 +50% XP in one non-Concordant class
Hero 1 (11) 3 Immune to Inner Elements
Hero 1 (11) 4 Immune to Hold/Stun/Para/Summ.Sickness
Hero 1 (11) 5 Immune to Action/Memory/Other Stealing
Hero 1 (11) 6 +(Hero level) QV actions
Hero 1 (11) 7 +2*(Hero level) all non-Concordant memorization charts
Hero 1 (11) 8 Psi1 has no limit of 1 attack/r, Psi2 has double points, auto Power Score
Hero 1 (11) 9 Avoid Fate @ x6 multiplier, (Hero level)/d
Hero 1 (11) 10 All Rogue Abilities at 10*(Hero level)%
Hero 1 (11) 11 Can combine Martial Arts & Specialization
Hero 1 (11) 12 +(Hero level) to all stats
Hero 1 (11) 13 Immune ego domination
Hero 1 (11) 14 Duplicate a Level: ability of a non-Concordant class
Hero 1 (11) 15 Free wild talent in Psi72, PPs=200*(Hero level)

[PC7] Concordant Group Classes


Stealth Rogue

Level KXP
Spells
1 0 (none)
2 4.5 (none)
3 9 (none)
4 18 (none)
5 36 (none)
6 72 (none)
7 144 (none)
8 288 (none)
9 500 (none)
10 850 (none)
11 1200 (none)
12 1550 (none)
13 1900 (none)
14 2250 (none)
15 2600 (none)
16 2950 (none)
17 3300 (none)
18 3650 (none)
19 4000 (none)
20 4350 (none)
21 4700 (none)
22 5050 (none)
23 5400 (none)
24 5750 (none)
25 6100 (none)
26 6450 (none)
27 6800 (none)
28 7150 (none)
29 7500 (none)
30 7850 (none)
31 8200 (none)
32 8550 (none)
33 8900 (none)
34 9250 (none)
35 9600 (none)
36 9950 (none)
TH Saves
PD RS PP BW Sp Fo Re Wi
+0  6  5  6  3  4  1  3  0
+0  7  6  7  4  6  2  5  1
+1  7  8  8  4  7  3  6  2
+1  8  9  9  5  9  5  8  3
+2  9 11  9  6 10  6  9  4
+2 10 12 10  7 12  7 11  5
+3 10 14 11  8 13  8 12  6
+3 12 15 12  9 14  9 14  7
+4 13 16 14 12 15 11 15  8
+4 15 16 15 14 16 12 17  9
+5 16 16 16 16 16 13 18 10
+5 16 17 16 16 16 14 20 11
+6 16 17 16 16 16 14 20 11
+6 16 17 16 16 16 14 20 11
+7 16 17 16 16 16 14 20 11
+7 16 17 16 16 16 14 20 11
+8 16 17 16 16 16 14 20 11
+8 16 17 16 16 16 14 20 11
Requisites: Dex 21, Con 13
Alignment: C*
HD/level: 3d1
Weapon Prof.: 0+level
To Hit Table: Rog
Save Table: 3xRog
Reference: DM
Groups: Rogue, Concordant (x1)
 
Gets 50 rogue points per level.
Level 1: Thieves' Cant.
BlahR's are irreducible (i), unadjustible (u), and non-ignore-able by effects of your multiplier or less (n).
You pick one ability per level.
 
Lvl Appraiser2 Ability | -50% | -100% | -150% Act Base Penalty Bonus
1-6 iunRR || iunaRR || iunaaRR 0 30 Con-13 Con-18
1-6 iunMR || iunaMR || iunaaMR 0 20 Int-14 Int-19
1-6 iunPR || iunaPR || iunaaPR 0 10 Chr-15 Chr-20
1-6 iunIR || iunaIR || iunaaIR 0 0 Str-16 Str-21
1-6 Counter Innate | Psionic | Magic | Radioactive 1M (may borrow) -10 Dex-22 Dex-22
1-6 Any Rogue ability (= level you took this at) na na na na
7-12 iunCR || iunaCR || iunaaCR 0 20 Wis+Chr-28 Wis+Chr-38
7-12 iunNR || iunaNR || iunaaNR 0 10 Con+Wis-31 Con+Wis-41
7-12 iunWR || iunaWR || iunaaWR 0 0 Str+Con-34 Str+Con-44
7-12 iunER || iunaER || iunaaER 0 -10 Dex+Int-37 Dex+Int-47
7-12 Avoid Fate x1 | x2 | x3 | x4 | x5 | etc. 2M (may borrow) -20 Wis*2-50 Wis*2-50
7-12 Any Rogue ability (= level you took this at) na na na na

[PC7] Concordant Group Classes


SuperHero

Level KXP Hero
123 456
1 0 11- ---
2 2000 211 ---
3 4000 321 1--
4 8000 443 21-
5 16000 444 21-
6 32000 444 31-
7 64000 444 32-
8 70000 444 42-
9 76000 444 421
10 82000 444 431
11 88000 444 441
12 94000 544 441
13 100000 544 442
14 106000 554 442
15 112000 555 442
16 118000 555 542
17 124000 555 543
18 130000 555 553
19 136000 555 554
20 142000 555 555
21 148000 655 555
22 154000 665 555
23 160000 666 555
24 166000 666 655
25 172000 666 665
26 178000 666 666
27 184000 766 666
28 190000 776 666
29 196000 777 666
30 202000 777 766
31 208000 777 776
32 214000 777 777
33 220000 877 777
34 226000 887 777
35 232000 888 777
36 238000 888 877
TH Saves
PD RS PP BW Sp Fo Re Wi
+2 20 20 20 20 20 20 20 20
+4 22 22 22 22 22 22 22 22
+6 24 24 24 24 24 24 24 24
+8 26 26 26 26 26 26 26 26
+10 28 28 28 28 28 28 28 28
+12 30 30 30 30 30 30 30 30
+14 32 32 32 32 32 32 32 32
+16 34 34 34 34 34 34 34 34
+18 36 36 36 36 36 36 36 36
+20 38 38 38 38 38 38 38 38
+22 40 40 40 40 40 40 40 40
+24 42 42 42 42 42 42 42 42
+26 44 44 44 44 44 44 44 44
+28 46 46 46 46 46 46 46 46
+30 48 48 48 48 48 48 48 48
+32 50 50 50 50 50 50 50 50
+34 52 52 52 52 52 52 52 52
+36 54 54 54 54 54 54 54 54
Requisites: HNCL 27, Str 30, Int 27, Cml 18
Alignment: any G
HD/level: & +++++3d16
Weapon Prof.: 5+2*level
To Hit Table: 2xMon
Save Table: 2xConc
Reference: DM
Groups: Concordant (x2)
 
[X] Section stats
ihp +4
iTH +30
P Save +2
M Save +2
War +1
Rog -1
PPsi -1
Wiz +0
Pri +1
MPsi +0
   
Gets Barbarian Str, Dex, and Con.
+1 extra proficiency (weapon or non-weapon) per level.
Gets an X action.
You stop aging mentally and physically, and are immune to aging.

[PC7] Concordant Group Classes


Supreme / GrandMaster

Level KXP Concordant
Spells
1 750 (unknown)
2 2250 (unknown)
3 4500 (unknown)
4 7500 (unknown)
5 11250 (unknown)
6 15750 (unknown)
7 21000 (unknown)
8 27000 (unknown)
9 33000 (unknown)
10 39000 (unknown)
11 45000 (unknown)
12 51000 (unknown)
13 57000 (unknown)
14 63000 (unknown)
15 69000 (unknown)
16 75000 (unknown)
17 81000 (unknown)
18 87000 (unknown)
19 93000 (unknown)
20 99000 (unknown)
21 105000 (unknown)
22 111000 (unknown)
23 117000 (unknown)
24 123000 (unknown)
25 129000 (unknown)
26 135000 (unknown)
27 139500 (unknown)
28 144000 (unknown)
29 148500 (unknown)
30 153000 (unknown)
31 159000 (unknown)
32 165000 (unknown)
33 171000 (unknown)
34 177000 (unknown)
35 183000 (unknown)
36 189000 (unknown)
TH Saves
PD RS PP BW Sp Fo Re Wi
+22 19 19 19 19 19 19 19 19
+24 20 20 20 20 20 20 20 20
+26 21 21 21 21 21 21 21 21
+28 22 22 22 22 22 22 22 22
+30 23 23 23 23 23 23 23 23
+32 24 24 24 24 24 24 24 24
+34 25 25 25 25 25 25 25 25
+36 26 26 26 26 26 26 26 26
+38 27 27 27 27 27 27 27 27
+40 28 28 28 28 28 28 28 28
+42 29 29 29 29 29 29 29 29
+44 30 30 30 30 30 30 30 30
+46 31 31 31 31 31 31 31 31
+48 32 32 32 32 32 32 32 32
+50 33 33 33 33 33 33 33 33
+52 34 34 34 34 34 34 34 34
+54 35 35 35 35 35 35 35 35
+56 36 36 36 36 36 36 36 36
Requisites: Str 20, Dex 20, Con 20, Int 20, Wis 20, Chr 20
Alignment: any
HD/level: & +++‡‡‡d20
Weapon Prof.: & 2+level*8
To Hit Table: Conc
Save Table: Conc
Reference: DM
Groups: Concordant (x2)
 
[X] Section stats
ihp  
iTH  
P Save  
M Save  
War  
Rog  
PPsi  
Wiz  
Pri  
MPsi  
   
(Abilities unknown)
Presumably similar to Lord (Warrior group) or Master Wizard (Wizard group) but for Concordant classes.
For HD, "‡" means an additional HD at level 2 (i.e. this class gets 4 HD at level 2).

[PC7] Concordant Group Classes


Theist7

Level KXP Priest
123 456 78
1 7 --- a-- --
2 17.5 --0 0a- --
3 28 -a1 00- --
4 42 -01 10- --
5 63 a01 10a --
6 98 011 110 --
7 161 111 111 --
8 280 111 111 a-
9 513 111 111 0-
10 970 111 111 1-
11 1427 222 211 1-
12 1884 222 222 1-
13 2341 222 222 2-
14 2798 333 322 2-
15 3255 333 333 2-
16 3712 333 333 3-
17 4169 444 433 3-
18 4626 444 444 3-
19 5083 444 444 4-
20 5540 555 544 4-
21 5997 555 555 4-
22 6454 555 555 5-
23 6911 666 655 5-
24 7368 666 666 5-
25 7825 666 666 6-
26 8282 777 766 6-
27 8739 777 777 6-
28 9196 777 777 7-
29 9653 777 777 70
30 10110 777 777 71
31 10567 777 777 72
32 11024 777 777 73
33 11481 777 777 74
34 11938 777 777 75
35 12395 777 777 76
36 12852 777 777 77
TH Saves
PD RS PP BW Sp Fo Re Wi
Pri  0  0  0  0  0  0  0  0
+0  1  1  1  1  1  1  1  1
+0  1  1  1  1  1  1  1  1
+1  2  2  2  2  2  2  2  2
+1  2  2  2  2  2  2  2  2
+1  3  3  3  3  3  3  3  3
+1  3  3  3  3  3  3  3  3
+2  4  4  4  4  4  4  4  4
+2  4  4  4  4  4  4  4  4
+3  5  5  5  5  5  5  5  5
+3  5  5  5  5  5  5  5  5
+3  6  6  6  6  6  6  6  6
+3  6  6  6  6  6  6  6  6
+4  7  7  7  7  7  7  7  7
+4  7  7  7  7  7  7  7  7
+5  8  8  8  8  8  8  8  8
+5  8  8  8  8  8  8  8  8
+5  9  9  9  9  9  9  9  9
Requisites: Wis 26, Chr 19
Alignment: S*
HD/level: dCON
Weapon Prof.: 1+level/2
To Hit Table: ½xPri
Save Table: Mon
Reference: BoD3
Groups: Priest, Concordant (x1)
 
Gets two specialty god picks. Gets Chr bonus to spells.
Each level, get one "7th edition" pick from the choices below.
 
Levels Pick Description
Level 1-5: a 1M, LVL/d: Divine Intervention
b Get double effect on your specialty priest abilities
c You attack as a x2 being
d No action, LVL/d: Unlock actions that are locked down
e +1 [X7] minor
f iaXR CL*10% (iXR is irreducible anti-Spirit Resistance)
g Multiply your hp by your multiplier
Level 6-10: h
i 1M, LVL/d: Avoid Fate at x(LVL/2)
j You attack as a x3 being
k
l +1 [X7] major
m Time/Reality Stability
n 1M, LVL/d: Deal 1 idmg to a creature without ihp
Level 11-15: o
p
q
r
s
t
u
Level 16-20: v
w
x
y
z
aa
bb

[PC7] Concordant Group Classes


Theist14

Level KXP Priest
123 456 78
1 14 (owe) --- -c- --
2 21 --0 ab- --
3 28 -a1 0a- --
4 42 -01 10c --
5 63 -11 10a --
6 98 a11 110 --
7 161 011 110 c-
8 280 111 111 a-
9 513 111 111 0-
10 970 111 111 1-
11 1427 222 211 1-
12 1884 222 222 1-
13 2341 222 222 2-
14 2798 333 322 2-
15 3255 333 333 2-
16 3712 333 333 3-
17 4169 444 433 3-
18 4626 444 444 3-
19 5083 444 444 4-
20 5540 555 544 4-
21 5997 555 555 4-
22 6454 555 555 5-
23 6911 666 655 5-
24 7368 666 666 5-
25 7825 666 666 6-
26 8282 777 766 6-
27 8739 777 777 6c
28 9196 777 777 6a
29 9653 777 777 70
30 10110 777 777 71
31 10567 777 777 72
32 11024 777 777 73
33 11481 777 777 74
34 11938 777 777 75
35 12395 777 777 76
36 12852 777 777 77
TH Saves
PD RS PP BW Sp Fo Re Wi
Pri  0  0  0  0  0  0  0  0
+0  1  1  1  1  1  1  1  1
+0  1  1  1  1  1  1  1  1
+1  2  2  2  2  2  2  2  2
+1  2  2  2  2  2  2  2  2
+1  3  3  3  3  3  3  3  3
+1  3  3  3  3  3  3  3  3
+2  4  4  4  4  4  4  4  4
+2  4  4  4  4  4  4  4  4
+3  5  5  5  5  5  5  5  5
+3  5  5  5  5  5  5  5  5
+3  6  6  6  6  6  6  6  6
+3  6  6  6  6  6  6  6  6
+4  7  7  7  7  7  7  7  7
+4  7  7  7  7  7  7  7  7
+5  8  8  8  8  8  8  8  8
+5  8  8  8  8  8  8  8  8
+5  9  9  9  9  9  9  9  9
Requisites: Wis 34, Chr 23, 2 class slots
Alignment: W*
HD/level: dCON
Weapon Prof.: 2+level
To Hit Table: ½xPri
Save Table: Mon
Reference: DM
Groups: Priest, Concordant (x1)
 
This class sets the first component of your alignment to "W" (White). You do not need to qualify for W. W counts as the other first letters (L, N, C, S, A, Nil).
Gets 3 Specialty God picks. Gets Wis+Chr-10 bonus to spells. DM Note: The spell progression is not the same as Theist7, there are small differences.
Each level, get one "14th edition" pick from the choices below.
 
Levels Pick Description
Level 1-5: a 1M, LVL/d: Gate in a DL=LVL (max 10) Outer planar creature; your choice of AL; it is not under your control (not your summon).
b You can have 6 Specialty God picks instead of 3, if they are all from the same pantheon.
c 2Z (two zero actions), 1/t: You attack as a x3 being and defend as a x0 being this segment.
d 2Z (two zero actions), LVL/d: Counter a Priest spell from someone who doesn't worship one of your gods.
e +LVL QZ actions, can transfer 1QZ -> 1hZ or 1QZ -> 1bZ
f nuXR CL*20% (non-ignorable unadjustable XR)
g +LVL to HNCL (this counts for qualifying for Concordant classes)
Level 6-10: h +1 action of any action type you possess, it has the "s" prefix ("Slow", can be used only on segment 10).
i 1M, LVL/d: Capital O Object at x(LVL/2)
j 2Z (two zero actions), 1/t: You attack as a x4 being and defend as a x0 being this segment.
k +1 Luck (the ability score)
l +LVL C or QQZ actions
m Immune to Loop; Loop/Reality Stability (does not include Time/Reality Stability)
n 1M, LVL/d: Deal LVL lifedmg to a creature with lifep (life points) (no resistance; a creature at negative lifep is Capital S Slain instantly.)

[PC7] Concordant Group Classes


Unique (ArchLegend)

Level KXP Legend
123 456 789
1 0 11- --- ---
2 2000 111 --- ---
3 4000 211 1-- ---
4 8000 221 11- ---
5 16000 222 111 ---
6 32000 322 211 1--
7 64000 332 221 1--
8 72000 333 222 11-
9 80000 433 322 21-
10 88000 443 332 22-
11 96000 444 333 22-
12 104000 444 433 32-
13 112000 444 443 33-
14 120000 444 444 33-
15 128000 444 444 43-
16 136000 444 444 441
17 144000 444 444 442
18 152000 444 444 443
19 160000 444 444 444
20 168000 555 444 444
21 176000 555 555 444
22 184000 555 555 555
23 192000 666 555 555
24 200000 666 666 555
25 208000 666 666 666
26 216000 777 666 666
27 224000 777 777 666
28 232000 777 777 777
29 240000 888 777 777
30 248000 888 888 777
31 256000 888 888 888
32 264000 999 888 888
33 272000 999 999 888
34 280000 999 999 999
35 288000 AAA 999 999
36 296000 AAA AAA 999
TH Saves
PD RS PP BW Sp Fo Re Wi
+22 19 19 19 19 19 19 19 19
+26 21 21 21 21 21 21 21 21
+28 22 22 22 22 22 22 22 22
+32 24 24 24 24 24 24 24 24
+34 25 25 25 25 25 25 25 25
+38 27 27 27 27 27 27 27 27
+40 28 28 28 28 28 28 28 28
+44 30 30 30 30 30 30 30 30
+46 31 31 31 31 31 31 31 31
+50 33 33 33 33 33 33 33 33
+52 34 34 34 34 34 34 34 34
+56 36 36 36 36 36 36 36 36
+58 37 37 37 37 37 37 37 37
+62 39 39 39 39 39 39 39 39
+64 40 40 40 40 40 40 40 40
+68 42 42 42 42 42 42 42 42
+70 43 43 43 43 43 43 43 43
+74 45 45 45 45 45 45 45 45
Requisites: HNCL 36, Str 27, Dex 15, Con 27, Int 15, Wis 27
Alignment: any
HD/level: & ++++++4d6
Weapon Prof.: 9+2*level
To Hit Table: 1½xConc
Save Table: 1½xConc
Reference: DM
Groups: Concordant (x2)
 
[X] Section stats
ihp +3
iTH +15
P Save +1
M Save +1
War +2
Rog +1
PPsi +1
Wiz +0
Pri +0
MPsi -1
   
Gets Extra-Barbarian Str, Dex, and Con; bonus = +(Stat-16)*5/2
Gets 2X actions per round.
"LL" in the spells is "Unique level".
Gets a Rogue Ability -like chart. It gets 60 "Concordant" points per level; these are not Rogue points.
Lvl Unique Ability | -50% | -100% | -150% Act Base Penalty Bonus
1 Don't generate "?" in Dungeons | Always has initiative | Teleport No Delay | Between | No "!" in Dungeons V 10 Dex-25 Dex-30
1 Instantaneous an effect | all effects on 1 target | all effects in 800' | no aXR, no ER vs. this V 0 Int-26 Int-32
1 Any 36th level Rogue ability (1 Concordant point = 2 Rogue points) - - - -
1 BackSteal: Steal an effect off of target for yourself per 60% (aXR to avoid) 0 50+10*L NA NA
2 Monster Summoning for DL X (full ctrl) || Summon another Legend (no ctrl) || DL XI or Legend (full ctrl) M 30 Wis-33 Wis-38
3 Escape | Escape to Elemental Plane of Time | Escape to Ultraplanes | I'm Gone 0 -30 Con-45 Con-57
3 +1 iTH | +1 iAC | +1 ihp ( | +1 more per pipe) P -40 Str-64 Str-74
4 Concordant Wish: 0th | 1st || 2nd ||| 3rd |||| 4th etc. X 0 HNCL-36 HNCL-36
6 Create/Destroy Conduit/Wormhole | to Alternate Reality | to Ultraplanes F -50 Chr-80 Chr-107
9 Speed: Each 50% is 1X action (100% for 1QX) 0 0 NA Your Multiplier
12 Can use +N extra actions if get only 1 action to respond to something nasty (N=number of pipes made) 0 -60 Wis-99 Wis-132
18 Concordant Deflection | Reflection ( |||| Godly) ( ||||||||| Ultraplanar) bX -70 Con-90 Con-149

[PC7] Concordant Group Classes


Villain

Level KXP Villain
123 45
1 0 1-- --
2 1000 21- --
3 2000 321 --
4 3000 432 1-
5 5000 543 21
6 8000 543 22
7 13000 543 32
8 18000 543 33
9 23000 544 33
10 28000 544 43
11 33000 544 44
12 38000 554 44
13 43000 555 44
14 48000 555 54
15 53000 555 55
16 58000 655 55
17 63000 665 55
18 68000 666 55
19 73000 666 65
20 78000 666 66
21 83000 766 66
22 88000 776 66
23 93000 777 66
24 98000 777 76
25 103000 777 77
26 108000 877 77
27 113000 887 77
28 118000 888 77
29 123000 888 87
30 128000 888 88
31 133000 988 88
32 138000 998 88
33 143000 999 88
34 148000 999 98
35 153000 999 99
36 158000 AAA AA
TH Saves
PD RS PP BW Sp Fo Re Wi
+1  0  0  0  0  0  0  0  0
+2  1  1  1  1  1  1  1  1
+3  1  1  1  1  1  1  1  1
+4  2  2  2  2  2  2  2  2
+5  2  2  2  2  2  2  2  2
+6  3  3  3  3  3  3  3  3
+7  3  3  3  3  3  3  3  3
+8  4  4  4  4  4  4  4  4
+9  4  4  4  4  4  4  4  4
+10  5  5  5  5  5  5  5  5
+11  5  5  5  5  5  5  5  5
+12  6  6  6  6  6  6  6  6
+13  6  6  6  6  6  6  6  6
+14  7  7  7  7  7  7  7  7
+15  7  7  7  7  7  7  7  7
+16  8  8  8  8  8  8  8  8
+17  8  8  8  8  8  8  8  8
+18  9  9  9  9  9  9  9  9
Requisites: HNCL 18, Dex 20, Int 18
Alignment: any E
HD/level: 13d6 (no Con bonus)
Weapon Prof.: 12+level/2
To Hit Table: Mon
Save Table: Mon
Reference: DM
Groups: Concordant (x2)
 
[X] Section stats
ihp -3
iTH +20
P Save -1
M Save -2
War -1
Rog +1
PPsi +0
Wiz +0
Pri -1
MPsi +1
   
Does not get any Con bonus at all on it's Hit Dice, and Con bonuses cannot be bought for this class in any way.
+1 Weapon proficiency per level.
"VL" in the spells is "Villain level".
6th level Villain spells are described but are not on the Villain progression. These are needed for Arch-Villain class (which does get Villain level 6 spells). If a Villain is somehow able to generate a Concordant "School robe" (-1 SL) effect, he can also use these spells.

[PC7] Concordant Group Classes


Villain Spells

Level # Spell
1 1 1/d: Create a GIANT ROBOT (a DL 10 Golem, you may make requests but exact statistics are determined by the DM).
1 2 1/r: You MYSTERIOUSLY ESCAPE (even past all barriers) from enemies, one of the enemies must be a Hero.
1 3 You have an ANNOYING HENCHMAN of half your Villain Level who always ESCAPES and causes trouble for the enemy.
1 4 You adjust all irreducible BlahR by -5*level% and all reducible BlahR to 0%.
1 5 +10% XP in all your non-Concordant classes.
1 6 You ignore other people's Immunity to Inner Elements (unless it comes from a x3 or greater source)
1 7 You ignore other people's Immunity to Hold/Stun/Para (unless it comes from a x3 or greater source)
1 8 You ignore other people's Immunity to Action/Memory/Other Stealing (unless it comes from a x3 or greater source)
1 9 0, 1/s: Choose one creature. He cannot use any V actions on his next segment.
1 10 The "Avoid Fate" ability cannot be used by any other creature (friendly or not) within 100 yards of you.
1 11 NF, may borrow: Counter a level N Concordant ability.
1 12 xVL number of henchmen, followers, summons, familiars
2 1 1V, 1/d: You CACKLE EVILLY as a defense/immunity on an object/person doesn't function. This cannot be resisted.
2 2 2P, 1/d: You (Capital S) SLAY the HERO'S SIDEKICK, which is any person with a Hero in his group.
2 3 3M, 1/d: You suddenly see the FALLACY in your MASTER PLAN and can ask the DM a question.
2 4 0, 1/r: Causeall up to VL creatures.
2 5 All your Psionics cost only 1/2 the normal number of Mental Actions to use. Your Psionics do not allow a Saving Throw.
2 6 All your Spells are range = same plane. Your Spells do not allow a Saving Throw.
2 7 All your innate abilities can be used twice as often (e.g. 3/d becomes 6/d). Your Innates do not allow a Saving Throw.
2 8 All psionic progressions get +1 in each category (minor, major, grand, etc.) if you have at least a "0" there.
2 9 0, 1/s: Choose one creature. He cannot use any P actions on his next segment.
2 10 1M: Drop all effects that can be dispelled/instantaneous/disjuncted on one target, including effects "inside" others.
2 11 2F: Lower the "Time Reality Stability" ability on another person (iER to resist as if reducible ER)
2 12 May wear any number of items, your AT sources fully stack
3 1 Your ENDLESS HORDE OF CANNON FODDER (x1 creatures) ignore "Immune to x1 effects" (unless from x3 source).
3 2 You have an EVEN MORE ANNOYING FAMILIAR which functions as your VL in Ultra Familiars.
3 3 Everyone has a SENSE OF IMPENDING DOOM, they waste 1 action (any type) per segment marvelling at your evilness.
3 4 0: Dispel Permanent Lady's Smile on one target
3 5 0, 1/r: Set up to VL creatures.
3 6 You ignore other people's Immunity to Outer Elements (unless it comes from a x3 or greater source).
3 7 Time-Reality Stability
3 8 0, 1/r: Drop Time-Reality Stability on one target for 1 round
3 9 0, 1/s: Choose one creature. He cannot use any M actions on his next segment.
3 10 1M: Drop the Anti-Dispel Magic Shell spell (this effect is specifically designed to drop it and nothing else, so it works).
3 11 Anti-Hero shell SL 0-3 (Hero effects of SL 0-3 cannot be used within 200'r)
3 12 1F, 1/year: Multiply all your effects by VL for 1 turn (once this is used this slot cannot be dropped for a year)
4 1 5F, Marry the HERO'S SWEETHEART: The Hero in question is (Capital R) Removed from the Multiverse permanently.
4 2 You are the MASTER ENEMY, and can't be targetted until your ENDLESS HORDE OF CANNON FODDER is destroyed.
4 3 1M: But wait, the other Villain over there FORGOT ONE SMALL THING and he is Crapped and Slain. (only vs. Villains)
4 4 All your spells cost 0 actions (limit = VL/r).
4 5 All your psi cost 0 actions (limit = VL/r).
4 6 All your innates cost 0 actions (limit = VL/r).
4 7 Everyone else within 100 yards (friendly or not) loses VL to their number of segments per round, this may be "turned off".
4 8 +VL Opposing actions.
4 9 0, 1/s: Choose one creature. He cannot use any F or S actions on his next segment.
4 10 0: Counter an Limited Wish, Alter Reality, Wish, Change Reality, or Miracle (it doesn't work on Unlimited Wish or higher).
4 11 -VL actions of all types to everyone within VL*10' r (no resistance)
4 12 1F, 1/year: +VL to your multiplier for 1 turn (once this is used this slot cannot be dropped for a year)
5 1 You have AN EVEN BIGGER BOSS THAN YOU, which is any same-aligned god, you Automatic Divine Intervention 1/d.
5 2 You have a MOST ANNOYING CONSULTANT, you take 2 sets of actions each segment and pick the better result.
5 3 10F, tell an enemy Hero your MASTER PLAN: Your Master Plan (no matter how bizarre) will actually do what you say.
5 4 You see the ERROR OF YOUR WAYS, drop Villain class (and can never return), gain Hero with double your Villain XP.
5 5 1M: You ONE-UP a LEGEND and LIE THROUGH YOUR TEETH, all Legend abilities in 100 yards do not function for 1r.
5 6 1F: Pawn target x0, x1, or x2 creature. x2 creatures get a saving throw.
5 7 Your effects have a -VL*5% GR (Godly Resistance) shift. (This does not work if [X] section rules are being used.)
5 8 You ignore other people's Immunity to Ultraplanar Things, even if it comes from a x3 or greater source.
5 9 0, 1/s: Choose one creature. He cannot use Zero or Opposing actions this segment. This cannot be responded to.
5 10 1M: All x2 and lower effects on one target are dropped, even if they can't normally be dispelled/instantaneous/disjuncted.
5 11 Lockdown G actions continuous
5 12 You ignore other people's immunities and resistances
6 1 1F: Pawn VL target x0, x1, or x2 creatures. x2 creatures get a saving throw.
6 2 0, 1/s: Choose VL creatures. They cannot use Zero or Opposing actions this segment. This cannot be responded to.
6 3 1M: All x2 and lower effects on VL targets are dropped, even if they can't normally be dispelled/instantaneous/disjuncted.

[PC7] Concordant Group Classes


Warden

Level KXP Priest
123 456 789 A
1 0 1-- --- --- -
2 3 20- --- --- -
3 6 21- --- --- -
4 12 320 --- --- -
5 36 321 --- --- -
6 100 432 0-- --- -
7 300 432 1-- --- -
8 900 543 20- --- -
9 2700 543 21- --- -
10 3000 654 320 --- -
11 3300 654 321 --- -
12 3600 765 432 0-- -
13 3900 765 432 1-- -
14 4200 776 543 20- -
15 4500 776 543 21- -
16 4800 777 654 320 -
17 5100 777 654 321 -
18 5400 777 765 432 -
19 5700 777 776 543 -
20 6000 777 777 654 -
21 6300 777 777 765 -
22 6600 777 777 776 -
23 6900 777 777 777 -
24 7200 888 877 777 -
25 7500 888 888 877 -
26 7800 888 888 888 -
27 8100 888 888 888 b
28 8400 888 888 888 0
29 8700 888 888 888 1
30 9000 888 888 888 2
31 9300 888 888 888 3
32 9600 888 888 888 4
33 9900 888 888 888 5
34 10200 888 888 888 6
35 10500 888 888 888 7
36 10800 888 888 888 8
TH Saves
PD RS PP BW Sp Fo Re Wi
+0  8  4  6  3  4  0  0  3
+1  9  5  6  4  4  1  1  4
+1 10  6  7  5  5  2  2  5
+2 11  7  9  6  6  2  2  6
+3 12  8  9  6  7  3  3  7
+3 13  9 10  7  8  4  4  8
+4 14  9 11  8  9  5  4  9
+5 14 10 11  9  9  6  5 10
+5 15 11 12 10 11  6  6 11
+6 16 12 13 11 12  7  6 12
+7 16 13 14 12 12  8  7 13
+7 16 14 14 13 13  9  8 14
+8 16 14 15 14 14 10  8 15
+9 17 15 16 14 14 10  9 16
+9 17 15 16 15 15 11 10 17
+10 17 16 16 15 16 12 10 18
+11 17 16 16 16 16 13 11 19
+11 17 16 16 16 16 14 12 20
Requisites: Wis 18, Chr 16
Alignment: any
HD/level: d20
Weapon Prof.: 3+level/2
To Hit Table: Pri
Save Table: 2xPri
Reference: DM / Imm Handbook {Reduced Sentinel}
Groups: Priest, Concordant (x1)
 
Has Major access to all "normal" Priest spells. Yes, this class gets normal Priest 10th's in it's progression; this is not a typo.
Level N: Get N Warden picks (e.g. at level 9 you would have 1+2+3+4+5+6+7+8+9 = 45 Warden picks). You must choose powers within a sphere in order (1 first, 2 second, etc.). The "3" (third listed) power in a sphere costs 3 Warden picks, so in order to have the 1, 2, and 3 powers of a sphere, you need 6 Warden picks total. You could do this at 3rd level if all you did was pick from that sphere.
A list of Warden powers that use these picks follows. These powers are heavily modified and paraphrased versions of powers from the "Immortals Handbook" by Craig Cochrane; that book has a LOT more powers than what I give here, and they do different things from what I list.
Beyond the list of Warden powers is an Alternate list of Priest spells, using the Warden's spheres. The maximum SL you can access in a Warden sphere is equal to 2 plus double the highest pick you have in the sphere (e.g. if you have a "3" pick in "Good" sphere, you can access Good spells of SL 1-8). Note that Warden can access any SL 1-2 spell on the list. If you have the "5" pick in a Warden sphere, you have Grand access (SL 1-10 and each spell is half a spell slot).
 
NOTE: The Warden powers and spells are in the [PC3] Priest section, to save space.

[PC7] Concordant Group Classes


Warlord

Level KXP Warlord
123 456 78
1 1000 --- 1-- --
2 3000 --- 2-- --
3 5000 --- 3-- --
4 7000 --- 4-- --
5 9000 --- 5-- --
6 11000 --- 6-- --
7 13000 --- 7-- --
8 15000 --- 8-- --
9 19000 --- 8-- -1
10 23000 --- 8-- -2
11 27000 --- 8-- -3
12 31000 --- 8-- -4
13 35000 --- 8-- -5
14 39000 --- 8-- -6
15 43000 --- 8-- -7
16 47000 --- 8-- -8
17 51000 --- 9-- -8
18 55000 --- 9-- -9
19 59000 --- A-- -9
20 63000 --- A-- -A
21 67000 --- A-- -A
22 71000 --- A-- -A
23 75000 --- A-- -A
24 79000 --- A-- -A
25 83000 --- A-- -A
26 87000 --- A-- -A
27 91000 --- A-- -A
28 95000 --- A-- -A
29 99000 --- A-- -A
30 103000 --- A-- -A
31 107000 --- A-- -A
32 111000 --- A-- -A
33 115000 --- A-- -A
34 119000 --- A-- -A
35 123000 --- A-- -A
36 127000 --- A-- -A
TH Saves
PD RS PP BW Sp Fo Re Wi
+24 19 19 19 19 19 19 19 19
+28 20 20 20 20 20 20 20 20
+32 21 21 21 21 21 21 21 21
+36 22 22 22 22 22 22 22 22
+40 23 23 23 23 23 23 23 23
+44 24 24 24 24 24 24 24 24
+48 25 25 25 25 25 25 25 25
+52 26 26 26 26 26 26 26 26
+56 27 27 27 27 27 27 27 27
+60 28 28 28 28 28 28 28 28
+64 29 29 29 29 29 29 29 29
+68 30 30 30 30 30 30 30 30
+72 31 31 31 31 31 31 31 31
+76 32 32 32 32 32 32 32 32
+80 33 33 33 33 33 33 33 33
+84 34 34 34 34 34 34 34 34
+88 35 35 35 35 35 35 35 35
+92 36 36 36 36 36 36 36 36
Requisites: Warrior level 24 or HNCL 33, Str 36, Dex 18, Con 27
Alignment: any
HD/level: & 4d4
Weapon Prof.: 70+10*level
To Hit Table: 2xConc
Save Table: Conc
Reference: DM
Groups: Concordant (x2)
 
[X] Section stats
ihp (unknown)
iTH (unknown)
P Save (unknown)
M Save (unknown)
War (unknown)
Rog (unknown)
PPsi (unknown)
Wiz (unknown)
Pri (unknown)
MPsi (unknown)
 
Gets Ultra Barbarian Str, Dex, Con; bonus = +(stat-22)*4. Ultra Barbarian Str, Dex, and Con are applied to all of your classes.
Warlords get 4th level and 8th level spells, but not other level numbers. (This is done to make Warlord spells be of the proper SL when other classes use a "Wish" type effect to emulate a Warlord spell.).
Exception: There is one 2nd level spell which can be picked by downgrading a 4th.
WL = Your true level in Warlord. If you do not have the Warlord class, WL=1/4 (even if you have another Concordant class). "+1/4 i" of an attribute is +100 (i.e. +1/4 iTH means +100 TH). You need four wishes to get up to WL=1 and actually get an infinite effect. "+1/2 i" of an attribute is +1000 and "+3/4 i" is +10000.
WCL = Warlord Caster Level (your WL, plus any Concordant Caster Level shifts). If you do not have the Warlord class, WCL=½ (and you ignore any CL shifts), as WL above.

[PC7] Concordant Group Classes


Warlord Spells

Level # Spell
2 * 1 * +WCL QV actions (infinitely quick V actions) (this is an obvious spell that can be downgraded from a 4th or wished for)
4 1 +WL iTH
4 2 +WCL idmg
4 3 +WCL iAC
4 4 +WL isaves
4 5 +WCL QP actions (infinitely quick P actions)
4 6 +WCL ihp
4 7 +WL X actions
4 8 +25*WCL set Str. Hold Str.
4 9 +25*WCL set Dex. Hold Dex.
4 10 +25*WCL set Con. Hold Con.
8 1 +1 iiTH, if your WL is at least 6 (24 wishes if non-Warlord)
8 2 +1 iidmg, if your WL is at least 4 (16 wishes if non-Warlord)
8 3 +WL to WCL for 4th level Warlord spells
8 4 +WL% xXR (infinite XR)
8 5 +WL QM actions (infinitely quick M actions)
8 6 +1 iihp, if your WL is at least 5 (20 wishes if non-Warlord)
8 7 +WCL QX actions

[PC7] Concordant Group Classes


X4A

Level KXP X4
mMG S
1 0 1-- -
2 1.2 2-- -
3 2.4 11- -
4 4.8 21- -
5 9.6 12- -
6 19.2 111 -
7 38.4 211 -
8 76.8 121 -
9 153.6 112 -
10 307.2 111 1
11 540 211 1
12 780 121 1
13 1020 112 1
14 1260 111 2
15 1500 211 2
16 1740 121 2
17 1980 112 2
18 2220 222 2
19 2460 322 2
20 2700 232 2
21 2940 223 2
22 3180 222 3
23 3420 322 3
24 3660 232 3
25 3900 223 3
26 4140 333 3
27 4380 433 3
28 4620 343 3
29 4860 334 3
30 5100 333 4
31 5340 433 4
32 5580 343 4
33 5820 334 4
34 6060 444 4
35 6300 554 4
36 6540 555 5
TH Saves
PD RS PP BW Sp Fo Re Wi
+1  5  3  8  2  3  1  0  1
+2  5  4  8  2  3  1  0  2
+3  6  4  8  3  4  2  0  2
+4  6  5  8  3  4  2  1  3
+5  6  5  9  3  4  2  1  3
+6  6  6  9  4  5  3  1  4
+7  7  6  9  4  5  3  2  4
+8  7  7  9  4  5  4  2  5
+9  7  7 10  5  6  4  2  5
+10  7  8 10  5  6  4  3  6
+11  8  8 10  5  6  5  3  6
+12  8  9 10  6  7  5  3  7
+13  8  9 11  6  7  6  4  7
+14  8 10 11  6  7  6  4  8
+15  9 10 11  7  8  6  4  8
+16  9 11 11  7  8  7  5  9
+17  9 11 12  7  9  7  5  9
+18  9 12 12  8  9  8  5 10
Requisites: Wis 0, Chr 0, Cml 6
Alignment: any
HD/level: d8
Weapon Prof.: 1+level/4
To Hit Table: Mon
Save Table: Psi
Reference: DM
Groups: Psionicist, Concordant [x1]
 
See [X4] for rules and powers.
P4Ps = Level - Wis +20.
1 P4P = 100 PSPs (Psi1 or Psi2) for conversion.
Minor = x1.25 in one effect (chosen from the list in the original X4 writeup or in X4A writeup)
Major = x1.5 in one effect ( " )
Grand = x2 in one effect ( " )
Super = x2.5 in one effect ( " )
When you get a Major, it must be converted from a Minor you already have (see progression).
There's only one power in X4:
1M, 1 P4P: Multiply the chosen effect by the power's multiplier (x1.25, x1.5, x2, or x2.5).

[PC7] Concordant Group Classes


X7A

Level KXP [X7]
mMG SUV W
1 70 1-- --- -
2 140 2-- --- -
3 210 3-- --- -
4 280 4-- --- -
5 350 5-- --- -
6 700 6-- --- -
7 1400 7-- --- -
8 2100 8-- --- -
9 2800 81- --- -
10 3500 82- --- -
11 7000 83- --- -
12 10500 84- --- -
13 14000 85- --- -
14 17500 86- --- -
15 21000 87- --- -
16 24500 88- --- -
17 28000 98- --- -
18 31500 981 --- -
19 35000 982 --- -
20 38500 983 --- -
21 42000 984 --- -
22 45500 985 --- -
23 49000 986 --- -
24 52500 986 1-- -
25 56000 986 2-- -
26 59500 986 3-- -
27 63000 986 31- -
28 66500 986 32- -
29 70000 986 33- -
30 73500 986 43- -
31 77000 986 44- -
32 80500 986 54- -
33 84000 986 541 -
34 87500 986 542 -
35 91000 986 543 -
36 94500 986 543 1
TH Saves
PD RS PP BW Sp Fo Re Wi
Conc 18 18 18 18 18 18 18 18
+22 19 19 19 19 19 19 19 19
+22 19 19 19 19 19 19 19 19
+24 20 20 20 20 20 20 20 20
+24 20 20 20 20 20 20 20 20
+26 21 21 21 21 21 21 21 21
+26 21 21 21 21 21 21 21 21
+28 22 22 22 22 22 22 22 22
+28 22 22 22 22 22 22 22 22
+30 23 23 23 23 23 23 23 23
+30 23 23 23 23 23 23 23 23
+32 24 24 24 24 24 24 24 24
+32 24 24 24 24 24 24 24 24
+34 25 25 25 25 25 25 25 25
+34 25 25 25 25 25 25 25 25
+36 26 26 26 26 26 26 26 26
+36 26 26 26 26 26 26 26 26
+38 27 27 27 27 27 27 27 27
Requisites: HNCL 9, Str 0, Dex 0, Con 0, Int 0, Wis 0, Chr 0
Alignment: any
HD/level: & d7
Weapon Prof.: 7+level/2
To Hit Table: ½xConc
Save Table: ½xConc
Reference: DM
Groups: Psionicist, Concordant (x1)
 
See [X7] for rules and powers.

[PC7] Concordant Group Classes


X7M

Level KXP [X7]
mMG SUV W
1 0 --- 1-- -
2 7000 --- 2-- -
3 14000 --- 3-- -
4 21000 --- 31- -
5 28000 --- 22- -
6 35000 --- 32- -
7 41000 --- 321 -
8 47000 --- 231 -
9 53000 --- 331 -
10 59000 --- 322 -
11 65000 --- 322 1
12 70000 --- 232 1
13 75000 --- 332 1
14 80000 --- 323 1
15 85000 --- 333 1
16 90000 --- 332 2
17 94000 --- 323 2
18 98000 --- 333 2
19 102000 --- 332 3
20 106000 --- 333 3
21 110000 --1 333 3
22 113000 --1 433 3
23 116000 --1 343 3
24 119000 --1 443 3
25 122000 --1 434 3
26 125000 --1 444 3
27 127000 --1 443 4
28 129000 --1 444 4
29 131000 --2 444 4
30 133000 --2 544 4
31 135000 --2 454 4
32 136000 --2 554 4
33 137000 --2 545 4
34 138000 --2 555 4
35 139000 --2 554 5
36 140000 --2 555 5
TH Saves
PD RS PP BW Sp Fo Re Wi
Conc  7  6  9  4  5  3  2  4
+22  8 10 11  6  7  6  4  8
+22 10 13 13  9 11  9  6 11
+24 15 15 15 14 14 12  9 15
+24 16 16 16 16 16 14 11 18
+26 16 16 16 16 16 15 11 19
+26 16 16 16 16 16 15 11 19
+28 16 16 16 16 16 15 11 19
+28 16 16 16 16 16 15 11 19
+30 16 16 16 16 16 15 11 19
+30 16 16 16 16 16 15 11 19
+32 16 16 16 16 16 15 11 19
+32 16 16 16 16 16 15 11 19
+34 16 16 16 16 16 15 11 19
+34 16 16 16 16 16 15 11 19
+36 16 16 16 16 16 15 11 19
+36 16 16 16 16 16 15 11 19
+38 16 16 16 16 16 15 11 19
Requisites: Psionicist 18 or HNCL 27, Int 18, Wis 18, Chr 25
Alignment: any
HD/level: & ---4d6
Weapon Prof.: 1+level/2
To Hit Table: ½xConc
Save Table: 7xPsi
Reference: DM
Groups: Concordant (x2)
 
[X] Section stats
ihp -1
iTH -10
P Save -2
M Save +2
War -1
Rog -1
PPsi +0
Wiz +0
Pri +0
MPsi +2
   
Exceptional Int and Wis, Barbarian Chr.
Can use 2M actions per segment.
Level 9: Can use 3M actions per segment.
See [X7] for powers.
"G" powers (and below) are Concordant SL=0. They can picked as 1/4 of an "S" power.
"S" powers are Concordant SL=1.
"U" powers are Concordant SL=4.
"V" powers are Concordant SL=7.
"W" powers are Concordant SL=10.
"X" powers are Concordant SL=13.

[PC7] Concordant Group Classes


X7P

Level KXP [X7]
mMG SUV W
1 0 --- 1-- -
2 700 --1 1-- -
3 2100 --1 2-- -
4 4200 --2 2-- -
5 7000 --2 3-- -
6 14000 --3 3-- -
7 21000 --3 4-- -
8 28000 --4 41- -
9 35000 --4 51- -
10 42000 --4 52- -
11 49000 --4 62- -
12 56000 --4 63- -
13 63000 --4 73- -
14 70000 --4 731 -
15 77000 --4 741 -
16 84000 --4 742 -
17 91000 --4 752 -
18 98000 --4 753 -
19 105000 --4 763 -
20 112000 --4 764 -
21 119000 --4 774 -
22 126000 --4 774 1
23 133000 --4 775 1
24 140000 --4 776 1
25 147000 --4 776 2
26 154000 --4 777 2
27 161000 --5 777 2
28 168000 --5 777 3
29 175000 --6 777 3
30 182000 --6 777 4
31 189000 --7 777 4
32 196000 --7 777 5
33 203000 --8 777 5
34 210000 --8 777 6
35 217000 --9 777 6
36 224000 --9 777 7
TH Saves
PD RS PP BW Sp Fo Re Wi
+24  7  6  9  4  5  3  2  4
+28  8 10 11  6  7  6  4  8
+32 10 13 13  9 11  9  6 11
+36 15 15 15 14 14 12  9 15
+40 16 16 16 16 16 14 11 18
+44 16 16 16 16 16 15 11 19
+48 16 16 16 16 16 15 11 19
+52 16 16 16 16 16 15 11 19
+56 16 16 16 16 16 15 11 19
+60 16 16 16 16 16 15 11 19
+64 16 16 16 16 16 15 11 19
+68 16 16 16 16 16 15 11 19
+72 16 16 16 16 16 15 11 19
+76 16 16 16 16 16 15 11 19
+80 16 16 16 16 16 15 11 19
+84 16 16 16 16 16 15 11 19
+88 16 16 16 16 16 15 11 19
+92 16 16 16 16 16 15 11 19
Requisites: Monster 18 or HNCL 27, Str 18, Dex 18, Con 25
Alignment: any
HD/level: & ++2d12
Weapon Prof.: 6+2*level
To Hit Table: 2xConc
Save Table: 7xPsi
Reference: DM
Groups: Concordant (x2)
 
[X] Section stats
ihp +1
iTH +10
P Save +2
M Save -2
War +0
Rog +0
PPsi +2
Wiz -1
Pri -1
0 0
   
Exceptional Str and Dex, Barbarian Con.
Can use 2P actions per segment.
Level 9: Can use 3P actions per segment.
See [X7] for powers.
"G" powers (and below) are Concordant SL=0. They can picked as 1/4 of an "S" power.
"S" powers are Concordant SL=1.
"U" powers are Concordant SL=4.
"V" powers are Concordant SL=7.
"W" powers are Concordant SL=10.
"X" powers are Concordant SL=13.

[PC7] Concordant Group Classes


X14

Level KXP [X14]
mMG SUV WX
1 0 --- 1-- --
2 1400 --1 1-- --
3 2800 --1 2-- --
4 5600 --1 21- --
5 11200 --1 31- --
6 22400 --1 32- --
7 36000 --1 321 --
8 50000 --1 421 --
9 64000 --1 431 --
10 78000 --1 432 --
11 92000 --1 432 1-
12 106000 --1 532 1-
13 120000 --1 542 1-
14 134000 --1 543 1-
15 148000 --1 543 2-
16 162000 --1 543 21
17 176000 --1 643 21
18 190000 --1 653 21
19 204000 --1 654 21
20 218000 --1 654 31
21 232000 --1 654 32
22 246000 --1 754 32
23 260000 --1 764 32
24 274000 --1 765 32
25 288000 --1 765 33
26 302000 --1 865 33
27 316000 --1 875 33
28 330000 --1 876 33
29 344000 --1 976 33
30 358000 --1 986 33
31 372000 --1 987 33
32 386000 --1 997 33
33 400000 --1 998 33
34 414000 --1 999 33
35 428000 --1 999 33
36 442000 --1 999 33
TH Saves
PD RS PP BW Sp Fo Re Wi
+22  8 10 11  6  7  6  4  8
+24 15 15 15 14 14 12  9 15
+26 16 16 16 16 16 15 11 19
+28 16 16 16 16 16 15 11 19
+30 16 16 16 16 16 15 11 19
+32 16 16 16 16 16 15 11 19
+34 16 16 16 16 16 15 11 19
+36 16 16 16 16 16 15 11 19
+38 16 16 16 16 16 15 11 19
+40 16 16 16 16 16 15 11 19
+42 16 16 16 16 16 15 11 19
+44 16 16 16 16 16 15 11 19
+46 16 16 16 16 16 15 11 19
+48 16 16 16 16 16 15 11 19
+50 16 16 16 16 16 15 11 19
+52 16 16 16 16 16 15 11 19
+54 16 16 16 16 16 15 11 19
+56 16 16 16 16 16 15 11 19
Requisites: Luck 36, HNCL 27 (but it doesn't "use up" HNCL)
Alignment: any
HD/level: & d50
Weapon Prof.: & level
To Hit Table: Conc
Save Table: 14xPsi
Reference: DM
Groups: Concordant (x2)
 
[X] Section stats
ihp +0
iTH +0
P Save +0
M Save +3
War +0
Rog +0
PPsi +3
Wiz +0
Pri +0
MPsi +3
   
See [X14] for powers.
"G" powers (and below) are Concordant SL=0. They can picked as 1/4 of an "S" power.
"S" powers are Concordant SL=1.
"U" powers are Concordant SL=4.
"V" powers are Concordant SL=7.
"W" powers are Concordant SL=10.
"X" powers are Concordant SL=13.

[PC8] Monster Group Classes


Angel5

Level KXP Pri:Healing
123 456 789
1 7 (owe) 1-- --- ---
2 10.5 2-- --- ---
3 14 21- --- ---
4 21 22- --- ---
5 35 221 --- ---
6 63 222 --- ---
7 119 322 1-- ---
8 231 332 2-- ---
9 343 333 21- ---
10 567 333 32- ---
11 791 433 321 ---
12 1000 444 321 ---
13 1250 444 322 ---
14 1500 444 432 ---
15 1750 544 432 1--
16 2000 555 432 2--
17 2250 655 443 2--
18 2500 655 443 21-
19 2750 655 543 22-
20 3000 655 544 32-
21 3250 655 544 321
22 3500 665 554 322
23 3750 666 654 332
24 4000 776 655 432
25 4250 776 655 443
26 4500 777 665 543
27 4750 777 665 554
28 5000 887 666 654
29 5250 887 776 655
30 5500 888 777 665
31 5750 888 777 766
32 6000 988 887 776
33 6250 999 888 777
34 6500 999 988 887
35 6750 999 999 888
36 7000 999 999 999
TH Saves
PD RS PP BW Sp Fo Re Wi
+2  2  2  2  2  2  2  2  2
+3  2  2  2  2  2  2  2  2
+4  3  3  3  3  3  3  3  3
+5  3  3  3  3  3  3  3  3
+6  4  4  4  4  4  4  4  4
+7  4  4  4  4  4  4  4  4
+8  5  5  5  5  5  5  5  5
+9  5  5  5  5  5  5  5  5
+10  6  6  6  6  6  6  6  6
+11  6  6  6  6  6  6  6  6
+12  7  7  7  7  7  7  7  7
+13  7  7  7  7  7  7  7  7
+14  8  8  8  8  8  8  8  8
+15  8  8  8  8  8  8  8  8
+16  9  9  9  9  9  9  9  9
+17  9  9  9  9  9  9  9  9
+18 10 10 10 10 10 10 10 10
+19 10 10 10 10 10 10 10 10
Requisites: Str 12, Int 12, Con 6, Wis 14, Chr 19
Alignment: LG
HD/level: & +++d7
Weapon Prof.: 7+/3
To Hit Table: Mon +1 level
Save Table: Mon +3 levels
Reference: DM
Groups: Monster, Concordant (x1)
 
Can cast Priest Healing spells. Doesn't get a stat bonus to progression.
Can weapon specialize using Non-War column.
"rhp" is "relative hit points", what the DM uses for summons to indicate their health (usually listed as 10/10).  
Levels Pick Description
Level 1-3: A Flying LVL*2+5" (B)
B 1M: Target can't be directly targetted; effects on him (including this) can still be targetted
C 1V: Summon a good DL 1d4-1 Outer planar creature (treat DL=0 as DL=1 with only 5/5 rhp)
D 1M: Cure Ego Domination (can use on self even if currently ego dominated, item is dropped)
E DR (7*LVL)/+LVL
Level 4: Pick two from: Angel5 Level 1-3, Slayer5 Level 1-3, or Psi-6G/Psi6G minor
Level 5-7: F 1V: Choose an N between -LVL*2 and LVL*2. A group gets +N AC, you get +N AC, for 1r.
G 1N, 1/reset: Escape the party back to home (except for you)
H 1V: Summon a good DL 1d7 Outer planar creature
I Immune Fire (all variants), Positive, Prismatic, Chromatic, Light, Radiance, Blindness
J iIR LVL*10%
Level 8: Pick two from: Angel5 Level 5-7, Slayer5 Level 5-7, or Psi-6G/Psi6G major
Level 9-12: K 14bM, 7bP, 21bV (can borrow into next round): Capital O Object or Capital I Insist
L 1F: Holy Bolt
M 1V: Summon a good DL 1d10+1 Outer creature (treat DL=11 as DL=10 with 20/20 rhp)
N Pick a Sphere. Can cast Priest spells of that Sphere.
O iXR LVL*5%
Level 13: Pick two from: Angel5 Level 9-12, Slayer5 Level 9-12, or Psi-6G/Psi6G grand

[PC8] Monster Group Classes


Animal0

Level KXP War/Ani
123 456
1 0.5 (owe) *-- ---
2 1 1-- ---
3 2 2-- ---
4 4 21- ---
5 8 31- ---
6 16 32- ---
7 30 321 ---
8 60 331 ---
9 120 332 ---
10 220 332 1--
11 320 333 1--
12 420 333 2--
13 520 333 21-
14 620 333 31-
15 720 333 32-
16 820 433 321
17 920 443 331
18 1020 444 332
19 1120 444 432
20 1220 444 443
21 1320 444 444
22 1420 554 444
23 1520 555 444
24 1620 555 544
25 1720 555 554
26 1820 555 555
27 1920 665 555
28 2020 666 555
29 2120 666 655
30 2220 666 665
31 2320 666 666
32 2420 776 666
33 2520 777 666
34 2620 777 766
35 2720 777 776
36 2820 777 777
TH Saves
PD RS PP BW Sp Fo Re Wi
+1 10  9  8  5  6  2  1  0
+1 10  9  8  6  6  2  1  0
+1 10  9  8  6  7  3  2  0
+2 12 11 10  8  9  3  2  1
+3 12 11 10  9  9  4  2  1
+3 12 11 10  9 10  4  3  1
+3 14 13 12 11 12  5  3  2
+4 14 13 12 12 12  5  4  2
+5 14 13 13 12 12  6  4  2
+5 16 15 14 14 15  6  4  3
+5 16 15 15 14 15  7  5  3
+6 16 15 15 15 15  7  5  3
+7 16 15 15 15 15  7  5  3
+7 16 15 15 15 15  7  5  3
+7 16 15 15 15 15  7  5  3
+8 16 15 15 15 15  7  5  3
+9 16 15 15 15 15  7  5  3
+9 16 15 15 15 15  7  5  3
Requisites: Str 13
Alignment: any
HD/level: & d4
Weapon Prof.: & 2+level/3
To Hit Table: CTD0
Save Table: Half0
Reference: DM
Groups: Monster, Warrior
 
Can cast Warrior spells, or Priest Animal sphere spells. At level 1 can cast one 1st level Priest Animal spell.
Level 4 ¶: Can use Psi14 minors as if they were 2nd level spells.
Level 10 ¶: Can use Psi14 majors as if they were 4th level spells.
Level 16 ¶: Can use Psi14 grands as if they were 6th level spells.
New Animal spells for Animal0 class:
Animal Grove (all SL's): [x1 Special] All Animals in the room get +SL rhp (this cures them that amount when you cast the spell)
Animal Horde (SL=3): This uses up the spell slot completely while running. You have +1 summon slot only for Animals. This may be picked more than once.
Selective Animal Summoning N (all SL's): Summon a DL=SL Animal, you can pick it off the chart directly.

[PC8] Monster Group Classes


Arch-Animal0

Level KXP War/Ani
123 456 789
1 1 (owe) 1-- --- ---
2 2 2-- --- ---
3 4 21- --- ---
4 8 31- --- ---
5 16 321 --- ---
6 32 331 --- ---
7 60 332 1-- ---
8 120 333 1-- ---
9 240 333 21- ---
10 440 333 31- ---
11 640 433 321 ---
12 840 443 331 ---
13 1040 444 332 ---
14 1240 444 432 ---
15 1440 444 443 1--
16 1640 444 444 1--
17 1840 554 444 1--
18 2040 555 444 21-
19 2240 555 544 21-
20 2440 555 554 22-
21 2640 555 555 32-
22 2840 665 555 33-
23 3040 666 555 43-
24 3240 666 655 44-
25 3440 666 665 54-
26 3640 666 666 55-
27 3840 776 666 551
28 4040 777 666 552
29 4240 777 766 553
30 4440 777 776 554
31 4640 777 777 555
32 4840 777 777 655
33 5040 777 777 665
34 5240 777 777 666
35 5440 777 777 766
36 5640 777 777 776
TH Saves
PD RS PP BW Sp Fo Re Wi
+2  1  1  1  1  1  1  1  1
+4  2  2  2  2  2  2  2  2
+6  3  3  3  3  3  3  3  3
+8  4  4  4  4  4  4  4  4
+10  5  5  5  5  5  5  5  5
+12  6  6  6  6  6  6  6  6
+14  7  7  7  7  7  7  7  7
+16  8  8  8  8  8  8  8  8
+18  9  9  9  9  9  9  9  9
+20 10 10 10 10 10 10 10 10
+22 11 11 11 11 11 11 11 11
+24 12 12 12 12 12 12 12 12
+26 13 13 13 13 13 13 13 13
+28 14 14 14 14 14 14 14 14
+30 15 15 15 15 15 15 15 15
+32 16 16 16 16 16 16 16 16
+34 17 17 17 17 17 17 17 17
+36 18 18 18 18 18 18 18 18
Requisites: Str 16
Alignment: any
HD/level: & d8
Weapon Prof.: & 3+level/2
To Hit Table: 2xMon
Save Table: Half0
Reference: DM
Groups: Monster, Warrior
 
Can cast Warrior spells, or Priest Animal sphere spells.
Can have LVL summon slots in Animals instead of the usual 1 summon slot.
Level 1 ¶: Can use Psi14 minors as if they were 1st level spells.
Level 5 ¶: Can use Psi14 majors as if they were 3rd level spells.
Level 9 ¶: Can use Psi14 grands as if they were 5th level spells.
Level 15 ¶: Can use Psi14 supers as if they were 7th level spells.
New Animal spells for Animal0 class:
Animal Grove (all SL's): [x1 Special] All Animals in the room get +SL rhp (this cures them that amount when you cast the spell)
Animal Horde (SL=3): This uses up the spell slot completely while running. You have +1 summon slot only for Animals. This may be picked more than once.
Selective Animal Summoning N (all SL's): Summon a DL=SL Animal, you can pick it off the chart directly.

[PC8] Monster Group Classes


Astral Construct3

Level KXP Psi3
123 456 789
1 1 (owe) c-- --- ---
2 8 0-- --- ---
3 27 1-- --- ---
4 64 2-- --- ---
5 125 3c- --- ---
6 216 30- --- ---
7 343 31- --- ---
8 512 32- --- ---
9 729 33c --- ---
10 1000 330 --- ---
11 1300 331 --- ---
12 1600 332 --- ---
13 1900 333 c-- ---
14 2200 333 0-- ---
15 2500 333 1-- ---
16 2800 333 2-- ---
17 3100 333 3c- ---
18 3400 333 30- ---
19 3700 333 31- ---
20 4000 333 32- ---
21 4300 333 33c ---
22 4600 333 330 ---
23 4900 333 331 ---
24 5200 333 332 ---
25 5500 333 333 c--
26 5800 333 333 0--
27 6100 333 333 1--
28 6400 333 333 2--
29 6700 333 333 3c-
30 7000 333 333 30-
31 7300 333 333 31-
32 7600 333 333 32-
33 7900 333 333 33c
34 8200 333 333 330
35 8500 333 333 331
36 8800 333 333 332
TH Saves
PD RS PP BW Sp Fo Re Wi
+1  5  3  8  2  3  1  0  1
+2  5  4  8  2  3  1  0  2
+3  6  4  8  3  4  2  0  2
+4  6  5  8  3  4  2  1  3
+5  6  5  9  3  4  2  1  3
+6  6  6  9  4  5  3  1  4
+7  7  6  9  4  5  3  2  4
+8  7  7  9  4  5  4  2  5
+9  7  7 10  5  6  4  2  5
+10  7  8 10  5  6  4  3  6
+11  8  8 10  5  6  5  3  6
+12  8  9 10  6  7  5  3  7
+13  8  9 11  6  7  6  4  7
+14  8 10 11  6  7  6  4  8
+15  9 10 11  7  8  6  4  8
+16  9 11 11  7  8  7  5  9
+17  9 11 12  7  9  7  5  9
+18  9 12 12  8  9  8  5 10
Requisites: Str 6+level, Dex 4+level, Con 5+level, Int 2+level, Wis 3+level, Chr 1+level
Alignment: any
HD/level: & 1d0+level
Weapon Prof.: & 1+level/3
To Hit Table: Mon
Save Table: Psi
Reference: DM / PsiHB3
Groups: Psionicist, Monster
 
Gets Psi3 powers (at a rather slow rate). Gets a stat bonus of your choice to the progression.
Psi3 PSPs = (LVL*LVL+LVL*10+Stat-14)/4. Example: Level 1 character with a Stat=18 has (1*1+1*10+18-14)/4 = 3 PSPs.
Also gets 1 ACP (Astral Construct Point) per level. These ACPs return at a rate of LVL/4+1 per turn, round down.
Level 1: Enemies need a +2 weapon to hit you.
Level 1: You may use Astral Projection; but in this case, you cannot use P actions or physically attack at all.
Level 1: Pick an ability below. Even though these mechanics are "5th edition"-like, these are not "5th edition" picks for Custom5.
   I. ½M, 1 ACP: Twist an effect on a target (use ER to resist)
   II. 1M, 1 ACP: Combine two groups of enemies into one group (no save).
   III. 1M, 1 ACP: Lock a door; it requires an Open Locks roll at -25*LVL, a combined Str (using the MR calculation) check at -10*LVL, or LVL Knock spells to open the door. If using "?" (Question Marks) in the dungeon for wandering encounters, you can alternatively simply erase a "?".
Level 3: Pick another ability from I-III above. If you pick an ability more than once, M action costs go to V, V costs go to 0 (zero
Level 5: Pick another ability from I-III above. See Level 3 for repeated picks note.
Level 9: Pick an ability below:
   IV. ½M, 2 ACP: Remove a BlahR from 1 target, Halve the irrBlahR from 1 target, or Halve the BlahR from a group (no ER)
   V. 1M, 3 ACP: Become Insubstantial for 1 turn; you can pass through objects/walls (including Wall spells, but not Wards)
   VI. 1M, 3 ACP: One group Stopped (cannot move or use V actions) (InnR to resist). If used against 1 target, gets no InnR.
Level 11: Pick another ability from I-VI above. See Level 3 for repeated picks note.
Level 13: Pick another ability from I-VI above. See Level 3 for repeated picks note.
Level 18: Pick an ability below:
   VII. ½M, 4 ACP: Remove a racial ability or immunity from a group (ER to resist). If used against 1 target, gets no ER.
   VIII. 1M, 5 ACP: Time Stop (as spell, use InnR to resist). If used against 1 target, gets no InnR.
   IX. 1M, 6 ACP: Restore the MF/PF/TF/PsiF/TechF in area, Tempus Lawfulness, repair other forms of discontinuities/tears
Level 20: Pick another ability from I-IX above. See Level 3 for repeated picks note.
Level 22: Pick another ability from I-IX above. See Level 3 for repeated picks note.
Level 27: Pick an ability below (you will get only one pick from this chart):
   X. ½M, 8 ACP:
   XI. 1M, 9 ACP: Become Immaterial for 1 turn: Insubstantial (see V above), immune to matter & energy, can't be targetted.
   XII. 1M, 10 ACP:

[PC8] Monster Group Classes


Astral Destruct-3

Level KXP Psi-3
123 456 789
1 1 (owe) c-- --- ---
2 8 0-- --- ---
3 27 1-- --- ---
4 64 2c- --- ---
5 125 30- --- ---
6 216 31- --- ---
7 343 33c --- ---
8 512 330 --- ---
9 729 331 --- ---
10 1000 332 c-- ---
11 1300 333 0-- ---
12 1600 333 1-- ---
13 1900 333 2c- ---
14 2200 333 30- ---
15 2500 333 31- ---
16 2800 333 32c ---
17 3100 333 330 ---
18 3400 333 331 ---
19 3700 333 332 c--
20 4000 333 333 0--
21 4300 333 333 1--
22 4600 333 333 2c-
23 4900 333 333 30-
24 5200 333 333 31-
25 5500 333 333 32-
26 5800 333 333 32c
27 6100 333 333 330
28 6400 333 333 331
29 6700 333 333 332
30 7000 333 333 333
31 7300 333 333 333
32 7600 333 333 333
33 7900 333 333 333
34 8200 333 333 333
35 8500 333 333 333
36 8800 333 333 333
TH Saves
PD RS PP BW Sp Fo Re Wi
+1  5  3  8  2  3  1  0  1
+2  5  4  8  2  3  1  0  2
+3  6  4  8  3  4  2  0  2
+4  6  5  8  3  4  2  1  3
+5  6  5  9  3  4  2  1  3
+6  6  6  9  4  5  3  1  4
+7  7  6  9  4  5  3  2  4
+8  7  7  9  4  5  4  2  5
+9  7  7 10  5  6  4  2  5
+10  7  8 10  5  6  4  3  6
+11  8  8 10  5  6  5  3  6
+12  8  9 10  6  7  5  3  7
+13  8  9 11  6  7  6  4  7
+14  8 10 11  6  7  6  4  8
+15  9 10 11  7  8  6  4  8
+16  9 11 11  7  8  7  5  9
+17  9 11 12  7  9  7  5  9
+18  9 12 12  8  9  8  5 10
Requisites: Str 6+level, Dex 5+level, Con 4+level,
Int 3+level, Wis 2+level, Chr 1+level
Alignment: any
HD/level: & d10
Weapon Prof.: & 3+level
To Hit Table: Mon
Save Table: Psi
Reference: DM {Planeshifted Astral Construct3}
Groups: Psionicist, Monster, Alternate
 
Gets Psi-3 powers, see [Q-3]. Gets a stat bonus of your choice to the progression.
Psi-3 PSPs = (LVL*LVL+LVL*10+Stat-14)/4. Example: Level 1 character with a Stat=18 has (1*1+1*10+18-14)/4 = 3 PSPs.
Also gets 1 ACP (Astral Construct Point) per level. These ACPs return at a rate of LVL/4+1 per turn, round down.
Level 1: You count as an additional +2 weapon to hit others.
Level 1: You may use Anti-Astral Projection; but in this case, you cannot use M actions.
Level 1: Pick an ability below. Even though these mechanics are "5th edition"-like, these are not "5th edition" picks for Custom5.
   I. ½P, 1 ACP: Deal 50*LVL Anti-Astral dmg to one target (no save, IR to resist)
   II. 1P, 1 ACP: Destroy a x0 or x1 magic item.
   III. 1P, 1 ACP: Unsummon a summon.
Level 2: Pick another ability from I-III above. If you pick an ability more than once, P action costs go to V, V costs go to 0 (zero action).
Level 3: Pick another ability from I-III above. If you pick an ability more than once, P action costs go to V, V costs go to 0 (zero action).
Level 5: Pick an ability below:
   IV. ½P, 2 ACP: Deal 25*LVL Anti-Astral dmg to a group (no save, IR to resist)
   V. 1P, 2 ACP: Destroy a Wall or Ward (e.g. Forbiddance zone) effect, or cast Passwall.
   VI. 1P, 2 ACP: Target gains +1QP action this segment
Level 6: Pick another ability from I-VI above. If you pick an ability more than once, P action costs go to V, V costs go to 0 (zero action).
Level 7: Pick another ability from I-VI above. If you pick an ability more than once, P action costs go to V, V costs go to 0 (zero action).
Level 9: Pick an ability below:
   VII. ½P, 3 ACP: Remove a class ability or immunity from an element (affects 1 group). If used against 1 target, gets no ER.
   VIII. 1P, may borrow, 3 ACP: Fork
   IX. 1P, 3 ACP: Defile the MF/PF/TF/PsiF/TechF in area, Tempus Chaos, cause other forms of discontinuities/tears
Level 10: Pick another ability from I-IX above. If you pick an ability more than once, P action costs go to V, V costs go to 0 (zero action).
Level 11: Pick another ability from I-IX above. If you pick an ability more than once, P action costs go to V, V costs go to 0 (zero action).
Level 13: Pick an ability below:
   X. ½M, 4 ACP: Halve the hp on up to (LVL-7)/3 targets (no save, IR to resist)
   XI. 1M, 4 ACP: Whenever someone targets a spell or psi effect in the room, it is redirected to you (treat as a x1 Special).
   XII. 1M, 4 ACP: Cause all triggers on target to trigger prematurely, and target cannot use his next Clone (no save, ER to resist)
Level 14: Pick another ability from I-XII above. If you pick an ability more than once, P action costs go to V, V costs go to 0 (zero action).
Level 15: Pick another ability from I-XII above. If you pick an ability more than once, P action costs go to V, V costs go to 0 (zero action).

[PC8] Monster Group Classes


Astraler3

Level KXP Psi3/-3/30/60
123 456 789 AB
1 4 (owe) 11- --- --- --
2 10.4 12- --- --- --
3 35.1 131 --- --- --
4 83.2 131 1-- --- --
5 162.5 131 11- --- --
6 280.8 132 12- --- --
7 445.9 132 121 --- --
8 665.6 132 221 1-- --
9 947.7 232 221 11- --
10 1300 233 222 12- --
11 1690 233 222 121 --
12 2080 233 222 121 1-
13 2470 233 222 121 11
14 2860 233 222 122 12
15 3250 233 333 222 12
16 3640 233 333 332 22
17 4030 333 333 333 33
18 4420 343 343 333 33
19 4810 343 343 343 33
20 5200 343 343 343 34
21 5590 444 444 444 44
22 5980 454 454 454 44
23 6370 454 454 454 45
24 6760 555 555 555 55
25 7150 565 565 565 55
26 7540 565 565 565 56
27 7930 666 666 666 66
28 8320 676 676 676 66
29 8710 676 676 676 67
30 9100 777 777 777 77
31 9490 787 787 787 77
32 9880 787 787 787 78
33 10270 888 888 888 88
34 10660 898 898 898 88
35 11050 898 898 898 89
36 11440 999 999 999 99
TH Saves
PD RS PP BW Sp Fo Re Wi
+2  5  4  8  2  3  1  1  2
+4  6  5  8  3  4  2  2  3
+6  6  6  9  4  5  3  3  4
+8  7  7  9  4  5  4  4  5
+10  7  8 10  5  6  5  5  6
+12  8  9 10  6  7  6  6  7
+14  8 10 11  7  7  7  7  8
+16  9 11 11  8  8  8  8  9
+18  9 12 12  9  9  9  9 10
+20 10 13 12 10 10 10 10 11
+22 11 14 13 11 11 11 11 12
+24 12 14 13 12 12 12 12 13
+26 13 15 14 13 13 13 13 14
+28 15 15 15 14 14 14 14 15
+30 15 16 16 15 15 15 15 16
+32 16 16 16 16 16 16 16 17
+34 17 17 17 17 17 17 17 18
+36 18 18 18 18 18 18 18 19
Requisites: Int 2*level, Wis 2*level,
Chr 2*level, Class Slots 2
Alignment: any
HD/level: & 2d4 (Exc. Chr bonus)
Weapon Prof.: 3+level
To Hit Table: 2xMon
Save Table: (2xPsi)/(2xMon)
Reference: DM
Groups: Psionicist, Monster, Futureshifted
 
Gets Chr bonus to HD/level. Gets Exceptional Int, Wis, and Chr (which applies to the HD as well).
Has access to Psi3, Psi(-3), Psi30, and Psi60. Gets Int or Wis bonus (your choice) to psionic progression. For Psi30 and Psi60, minors are SL=2, majors are SL=5, grands are SL=8, and supers are SL=11.
Does not use PSPs for psionic powers. They are free as long as you have the action to use them. If something asks for a variable amount of PSPs, you have LVL*3 PSPs in it (using Psi3 scale here).
Does not use ACP (Astral Construct Points) to use Astral Construct powers (and their variants). They are free as long as you have the action to use them.
   
Level 1: Enemies need a +LVL weapon to hit you.
Level 1: You count as an additional +LVL weapon to hit others.
Level 1: You may use Astral Projection; but in this case, you cannot use P actions or physically attack at all. [ Int->Str, Wis->Dex, Chr->Con ]
 
Levels 1-4: Pick two abilities below per level. If you pick an ability more than once, M (or P) action costs go to V, V costs go to 0 (zero action). Even though these mechanics are "5th edition"-like, these are not "5th edition" picks for Custom5.
Construct I. ½M: Twist an effect on a target (use ER to resist)
Construct II. 1M: Combine two groups of enemies into one group (no save).
Construct III. 1M: Lock a door; it requires an Open Locks roll at -25*LVL, a combined Str (using the MR calculation) check at -10*LVL, or LVL Knock spells to open the door. If using "?" (Question Marks) in the dungeon for wandering encounters, you can alternatively simply erase a "?".
Destruct I. ½P: Deal 50*LVL Anti-Astral dmg to one target (no save, IR to resist)
Destruct II. 1P: Destroy a x0 or x1 magic item.
Destruct III. 1P: Unsummon a summon.
Fabricator I. ½P: Cast a Wall spell of any E=LVL or less element.
Fabricator II. 1P: Create one dose/charge of a potion/oil, dust, or scroll of XPV=LVL*100 or less. This item fades in 1 turn. You can build 1 item of this type per reset that is permanent, however.
Repair I. ½M: Cure 10*LVL hp to one target.
Repair II. 1M: Repair a x0 or x1 magic item.
Repair III. 1M: Remove a Trap (100+25*LVL%) (-100% per multiplier beyond x1).
 
Level 3: You may use Anti-Astral Projection; but in this case, you cannot use M actions. [ Str->Int, Dex->Wis, Con->Chr ]
 
Levels 5-8: Pick two abilities below per level:
Construct IV. ½M: Remove a BlahR from 1 target, Halve the irrBlahR from 1 target, or Halve the BlahR from a group (no ER)
Construct V. 1M: Become Insubstantial for 1 turn; you can pass through objects/walls (including Wall spells, but not Wards)
Construct VI. 1M: One group Stopped (cannot move or use V actions) (InnR to resist). If used against 1 target, gets no InnR.
Destruct IV. ½P: Deal 25*LVL Anti-Astral dmg to a group (no save, IR to resist)
Destruct V. 1P: Destroy a Wall or Ward (e.g. Forbiddance zone) effect, or cast Passwall.
Destruct VI. 1P: Target gains +1QP action this segment
Fabricator V. 1P: Create a ring, ioun stone, or weapon/armor flag of XPV=(LVL-4)*300 or less. This item fades in 1 turn. You can build 1 item of this type per reset that is permanent, however.
Repair IV. ½M: Cure 10*LVL hp to one group.
Repair V. 1M: Add a charge to an item.
Repair VI. 1M: Remove a Trick (25*LVL%) (-100% per multiplier beyond x1).
 
Level 6: You may use Ethereal or Anti-Ethereal Projection. [ Str->Dex, Int->Con, Wis->Chr, or the reverse ]
 
Levels 9-12: Pick two abilities below per level:
Construct VII. ½M: Remove a racial ability or immunity from a group (ER to resist). If used against 1 target, gets no ER.
Construct VIII. 1M: Time Stop (as spell, use InnR to resist). If used against 1 target, gets no InnR.
Construct IX. 1M: Restore the MF/PF/TF/PsiF/TechF in area, Tempus Lawfulness, repair other forms of discontinuities/tears
Destruct VII. ½P: Remove a class ability or immunity from an element (affects 1 group). If used against 1 target, gets no ER.
Destruct VIII. 1P, may borrow: Fork
Destruct IX. 1P: Defile the MF/PF/TF/PsiF/TechF in area, Tempus Chaos, cause other forms of discontinuities/tears
Fabricator VIII. 1P: Create any magic item of XPV=(LVL-8)*900 or less. This item fades in 1 turn. You can build 1 item of this type per reset that is permanent, however.
Repair VII. ½M: Restore an effect that was dispelled within the last round.
Repair VIII. 1M or 1bM: Heal a summon or animal companion
Repair IX. 1M: Remove a Special (-100+25*LVL%) (-100% per multiplier beyond x1).
 
Level 12: You may use Phlogiston Projection. [ Str->Con, Int->Chr, Wis->Dex ]
 
Level 13-16: Pick two abilities below per level:
Construct X. ½M or 1bM: Lock down one action type in the room.
Construct XI. 1M: Become Immaterial for 1 turn: Insubstantial (see V above), immune to matter & energy, can't be targetted.
Destruct X. ½M: Halve the hp on up to (LVL-7)/3 targets (no save, IR to resist)
Destruct XI. 1M: Whenever someone targets a spell or psi effect in the room, it is redirected to you (treat as a x1 Special).
Destruct XII. 1M: Cause all triggers on target to trigger prematurely, and target cannot use his next Clone (no save, ER to resist)
Fabricator XI. 1P: Create a temporary artifact as if an Artificer of equal level, or create a Casting Cost LVL/3 or less MTG Artifact that lasts for 1 turn (see Planeswalker Artificer).
Repair XII. 1M: 1M: Remove a Terrain Feature (-275+25*LVL%) (-100% per multiplier beyond x1).

[PC8] Monster Group Classes


Block

Level KXP
Spells
1 7 (none)
2 14 (none)
3 28 (none)
4 56 (none)
5 112 (none)
6 224 (none)
7 448 (none)
8 560 (none)
9 700 (none)
10 1400 (none)
11 2100 (none)
12 2800 (none)
13 3500 (none)
14 4200 (none)
15 4900 (none)
16 5600 (none)
17 6300 (none)
18 7000 (none)
19 7700 (none)
20 8400 (none)
21 9100 (none)
22 9800 (none)
23 10500 (none)
24 11200 (none)
25 11900 (none)
26 12600 (none)
27 13300 (none)
28 14000 (none)
29 14700 (none)
30 15400 (none)
31 16100 (none)
32 16800 (none)
33 17500 (none)
34 18200 (none)
35 18900 (none)
36 19600 (none)
TH Saves
PD RS PP BW Sp Fo Re Wi
+0  5  3  4  3  2  2  2  1
+1  8  5  7  6  4  3  3  2
+2 10  8  9  9  7  5  4  3
+3 12 10 11 12  9  6  5  4
+4 14 12 13 14 11  8  6  5
+5 15 13 14 14 12  9  8  6
+6 15 14 15 15 14 11  9  7
+7 15 14 15 15 15 12 10  8
+8 16 15 15 15 15 14 11  9
+9 16 15 16 15 15 15 12 10
+10 16 16 16 15 16 17 14 11
+11 17 16 16 16 16 18 15 12
+12 20 19 19 19 19 21 18 15
+13 23 22 22 22 22 24 21 18
+14 26 25 25 25 25 27 24 21
+15 29 28 28 28 28 30 27 24
+16 32 31 31 31 31 33 30 27
+17 35 34 34 34 34 36 33 30
Requisites: Con 0
Alignment: any
HD/level: 6d4
Weapon Prof.: 6+level
To Hit Table: War
Save Table: 3xWar
Reference: DM {Planeshifted Brick}
Groups: Warrior, Monster, Alternate
 
Level 1: Regenerate (not Troll-like) Con score in hp per segment.
Level 1: +LVL*3 AC.
Level 1: 0, LVL/d: Be immune to a [C] section effect for the rest of the day.

[PC8] Monster Group Classes


Brass Gnat

Level KXP BrassGnat  [Bug]
123 456 789 [3]
1 0 --2 --- --- [-]
2 6 --3 --- --- [-]
3 12 --4 --- --- [-]
4 24 --5 --- --- [-]
5 48 --6 --- --- [-]
6 96 --7 --- --- [-]
7 192 --8 --- --- [-]
8 384 --9 --1 --- [-]
9 768 --A --2 --- [-]
10 1200 --B --3 --- [-]
11 1800 --C --4 --- [-]
12 2400 --D --5 --- [-]
13 3000 --E --6 --- [-]
14 3600 --F --7 --- [-]
15 4200 --G --8 --- [-]
16 4800 --H --8 --1 [-]
17 5400 --I --9 --2 [-]
18 6000 --J --9 --3 [-]
19 6600 --K --A --4 [-]
20 7200 --L --A --4 [-]
21 7800 --M --B --4 [-]
22 8400 --N --B --5 [-]
23 9000 --O --C --5 [-]
24 9600 --P --C --5 [-]
25 10200 --Q --D --6 [-]
26 10800 --R --D --6 [-]
27 11400 --S --E --6 [1]
28 12000 --T --E --7 [1]
29 12600 --U --F --7 [2]
30 13200 --V --F --7 [2]
31 13800 --W --G --8 [3]
32 14400 --X --G --8 [3]
33 15000 --Y --H --8 [4]
34 15600 --Z --H --9 [4]
35 16200 --[ --I --9 [5]
36 16800 --\ --I --9 [5]
TH Saves
PD RS PP BW Sp Fo Re Wi
+1  1  1  1  1  1  1  1  1
+2  2  2  2  2  2  2  2  2
+3  3  3  3  3  3  3  3  3
+4  4  4  4  4  4  4  4  4
+5  5  5  5  5  5  5  5  5
+6  6  6  6  6  6  6  6  6
+7  7  7  7  7  7  7  7  7
+8  8  8  8  8  8  8  8  8
+9  9  9  9  9  9  9  9  9
+10 10 10 10 10 10 10 10 10
+11 11 11 11 11 11 11 11 11
+12 12 12 12 12 12 12 12 12
+13 13 13 13 13 13 13 13 13
+14 14 14 14 14 14 14 14 14
+15 15 15 15 15 15 15 15 15
+16 16 16 16 16 16 16 16 16
+17 17 17 17 17 17 17 17 17
+18 18 18 18 18 18 18 18 18
Requisites: Str 17, Dex 17, Con 6
Alignment: any
HD/level: & d12
Weapon Prof.: level/2
To Hit Table: Mon
Save Table: 2xMon
Reference: MTG {Reduced Bug}
Groups: Monster, Concordant (x1), Technology
 
In my universe, Brass Gnats are bizarre alien insect beings, with advanced technology. They have a settlement far north in the Land of Black Ice (Oerth/Greyhawk).
 
Gets Brass Gnat spells, see Brass Gnat spell table (next page). Gets Bug spells starting at level 27, see [PC7].
Brass Gnats get 3rd level, 6th level, and 9th level spells, but not other level numbers. (This is done to make Brass Gnat spells be of the proper SL when other classes use a "Wish" type effect to emulate a Brass Gnat spell.).
Brass Gnat spells are resisted using TechR (Technological resistance).
 
Some effects refer to "T" actions. These are "Technological actions". If you somehow have an "E" action, you can convert an E action to a T action.
 
Level 1: TechR (Technological Resistance) and aTechR (Anti-Technological Resistance) = 10*level%.
Level 1: +1T action per round. This can be used for Brass Gnat spells, or technological items (i.e. convert 1T -> 1S only to be used on Tech items).
Level 27: You attack or defend as a x2 being. (toggle this using 1M or 1T action.)

[PC8] Monster Group Classes


Brass Gnat Spells

Level # Spell
3 1 1M or 1T: 10 dmg 15' radius (Annihilation, centered on you, hole in the middle, no save). Taking this power more than once increases the damage by 10 each time.
3 2 +(LVL+1)/2 T actions per round, only for technological effects (including Brass Gnat spells). This cannot be picked more than once, but different SL versions of this same effect exist, which can be picked (once each).
3 3 1bV+1bP or 1bT+1bP: Get a full P action of attacks against someone you are getting a parting shot against (or) Get a parting shot against someone who is immune to parting shots, or who is blinking away / leaving the group instantaneously. This cannot be picked more than once.
3 4 Charm Resistance (CR) = CL*15%. Picking this a second time gives aCR or NR, a third time gives aCR or NR (the other that you didn't pick), and the fourth time gives aNR.
3 5 When you take this power, pick Radiation, Magic, Psi, or Innate. 1M or 1T: Dispel an effect of the type chosen. Picking this more than once gives you another pick.
3 6 Resist "Chaos", "Colorless", "Wild", and "Wonder" elements/effects (Colorless Fire, Colorless Time, Black Ice, Wild Magic Zones, etc.). Picking this twice gives Double Resist, but third and further picks do nothing.
3 7 Resist Polymorph, Clone, Domination, Teleport Other. Picking this a second time gives Immunity.
3 8 1M or 1T: Duplicate a Psi8 minor ability. (This is resisted using TechR, not PsiR). Picking this twice lets you duplicate Psi16 minors.
3 9 1M or 1T, LVL/d: Raise or lower the Physical Factor (PF) of the area by 1 (min PF = 0, max PF = 11), even if current PF=0. This cannot be picked more than once.
3 10 1M or 1T: Raise or lower the Tech Level of an object by 1 (max Tech Level = N+LVL, where N is the number of times you pick this power).
3 11 When you take this power, pick Radiation, Magic, Psi, or Innate. 1bM or 1bT: Counter an effect of the type chosen. Picking this more than once gives you another pick.
3 12 "Luck" effects doesn't work for anyone within sight. This cannot be picked more than once.
3 13 1N, 1/t: Immune to Head Blown Off or Summoning Sickness. Picking this more than once lets you use this power an additional time per turn.
3 14 When you take this power, pick Radiation, Magic, Psi, or Innate. 1M or 1T: Reverse an effect of the type chosen. (Can cast the effect's reverse within 1 round, even if the reverse is not known.) Picking this more than once gives you another pick.
3 15 1M or 1T: Summon a DL=CL (max DL=6) Alley creature, it has a DL% chance of becoming uncontrolled per segment. Picking this more than once increases the max DL by 1, but never beyond DL=9 in any case.
6 1 1M or 1T: Lower the CL on all effects by 2 in 30' radius (no save, can use ER). Picking this more than once increases the reduction by 2.
6 2 +(LVL+1)/2 T actions per round, only for technological effects (including Brass Gnat spells). This cannot be picked more than once, but different SL versions of this same effect exist, which can be picked (once each).
6 3 Anti-x0/x1 Shell, SL 0-1: Immune to and cannot use 0th-1st SL x0-x1 effects.
6 4 Effects Resistance (ER) = CL*10%. Picking this a second time gives you aER.
6 5 Every other "Going Down a Hole" offense you do not actually go down the Hole. This cannot be picked more than once. (If you somehow get this effect twice, you immediately do down the Deeper Hole.)
6 6 1N, 1/t: Immune to Twilight or draining the MF/PF/TF. Picking this more than once lets you use this an additional time per turn.
6 7 1M or 1T: Duplicate a Psi8 major or Psi16 minor ability. (This is resisted using TechR, not PsiR). Picking this twice lets you duplicate Psi16 majors.
6 8 1bM or 1bT: Counter a x0 or x1 effect. This cannot be picked more than once.
6 9 1bM or 1bT: Counter a counterspell. Picking this a second time gives you "2bM or 2bT: Insist an effect.". This cannot be picked more than twice.
6 10 You shift TechR by CL*5%, not (CL-12)*5%. Your SL=3 Brass Gnat spells do not give TechR at all (but iTechR can be used at half percentage). This cannot be picked more than once.
9 1 1M or 1T: 100 dmg 15' radius (UltraBlack damage, centered on you, hole in the middle, no save), followed by a Put Out of Misery. Taking this power more than once increases the damage by 100 each time, (or) you can use a pick to have the effect followed by Really Put Out of Misery (and again for Beast of Xvim).
9 2 1M, 1/t: Do the T-Bear "Randomly pull an item from 20th century Earth" effect. Each time you use this power, previously pulled items disappear. Picking this more than once lets you do it an extra time per turn (and lets you have an additional item kept at the same time).
9 3 Immune to NPC status. 1M or 1T: Dust of Disappearance or Dust of Appearance.
9 4 1Z, eat a Larva, TechL 18+ item you control, or a DL 9+ item you control: Reset.
9 5 When you take this power, pick Radiation, Magic, Psi, or Innate. 1bM or 1bT: Capital O Object an effect of the type chosen. Picking this more than once gives you another pick.
9 6 You may convert 2T -> 1QT as much a you like. Picking this more than once lets you convert to quicker types (second pick: 2QT -> 1QQT; third pick: 2QQT -> 1QQQT; etc.).
9 7 1M or 1T: Duplicate a Psi8 grand or Psi16 major ability. (This is resisted using TechR, not PsiR). Picking this twice lets you duplicate Psi16 grands.
Bug 3 (13) 1 1M: Annihilation 30' radius (save vs. PPD at -BL*10), from 30' to 60' radius take a Destruction (save vs. PPD)
Bug 3 (13) 2 +BCL "Bug" actions per round, only for technological effects, convert a "Bug" action to a QQS or an OppS
Bug 3 (13) 3 1V: Successfully chase someone who Escaped (using Psi6G or whatever) or is Gone (to pocket dimension)
Bug 3 (13) 4 Concordant-Based Spirit Resistance (cXR) = BL*15% (shift downwards by 5% per Concordant CL over 12)
Bug 3 (13) 5 1M: Dispel Concordant effect (or) reduce the multiplier of a Godly effect by x1 (no resistance, no ER, no aXR/aGR)
Bug 3 (13) 6 Immune to "Colorless" and "Wild" elements/effects (Colorless Fire, Colorless Time, Black Ice, Wild Magic Zones, etc.)
Bug 3 (13) 7 DNA Stable (cannot be scrambled/erased/et al.); Immune to Clone Insanity, Pawned, Home Plane Change
Bug 3 (13) 8 1M: Duplicate a Psi8 or Psi16 minor, major, or grand ability. (This is resisted using XR, not TechR)
Bug 3 (13) 9 1M: Raise or lower the Physical Factor (PF) of the area by BCL (min PF = 0, max PF = 10+BL), even if current PF=0
Bug 3 (13) 10 1M: Raise or lower the Tech Level of an object by BCL (max Tech Level = 20+BL*2)
Bug 3 (13) 11 1M, can borrow from future: Counter a Concordant or XR-based effect
Bug 3 (13) 12 The "Lady's Smile" effect doesn't work for anyone within sight
Bug 3 (13) 13 May "Mental Fury" or "Step Out of It" without being "Crapped" at the end.
Bug 3 (13) 14 1M: Reverse Concordant (can cast a Concordant effect's reverse within 1 round, even if the reverse is not known)
Bug 3 (13) 15 Summon all creatures from all Alleys within BL*100 feet of current location; Alley Effect extends to where you are

[PC8] Monster Group Classes


Carasting

Level KXP DragonMage,Pri
123 456 789 AB
TH
1 0 0-- --- -- +5
2 5 1-- --- -- +6
3 10 20- --- -- +7
4 15 21- --- -- +8
5 25 320 --- -- +9
6 45 321 --- -- +10
7 85 432 0-- -- +11
8 165 432 1-- -- +12
9 325 543 20- -- +13
10 575 543 21- -- +14
11 825 654 320 -- +15
12 1075 654 321 -- +16
13 1325 765 432 0- +17
14 1575 765 432 1- +18
15 1825 776 543 2- +19
16 2075 776 543 20 +20
17 2325 776 543 21 +21
18 2575 777 654 32 +22
19 2825 777 654 32 +23
20 3075 777 765 43 +24
21 3325 777 776 54 +25
22 3575 777 777 65 +26
23 3825 777 777 76 +27
24 4075 777 777 77 +28
25 4325 777 777 77 +29
26 4575 888 877 77 +30
27 4825 888 888 87 +31
28 5075 888 888 88 +32
29 5325 988 888 88 +33
30 5575 998 888 88 +34
31 5825 999 888 88 +35
32 6075 999 988 88 +36
33 6325 999 998 88 +37
34 6575 999 999 88 +38
35 6825 999 999 98 +39
36 7075 999 999 991 +40
37 14150 999 999 992 +41
38 21225 999 999 993 +42
39 28300 999 999 994 +43
45 70750 A99 999 999 +49
54 134425 AAA AAA AAA 1 +58
63 198100 AAA AAA AAA A +67
72 261775 BBB BBB BBA A1 +76
Race Adjustments:
Str Dex Con Int Wis Chr Cml AT hp TH Div
+5 +4 +3 +4 +4 -6 -6 +5 +0 +0 ÷1
 
Requisites: Str 17, Dex 16, Con 12, Int 14, Wis 13,
  Race Slots 1, Class Slots 2
Alignment: not LG
HD/level: & ++++d5
Weapon Prof.: & 5+level/4
To Hit Table: Mon+4
Save Table: Wiz / (2xMon)
Reference: DM
Groups: Rogue, Monster, Archetype
Complexity: CF=3
   
Saving Throws:  
PPD: level+3
RSW: level+6
PP: level+4
BW: level+2
Spell: level+5
Fort: level+0
Reflex: level+0
Will: level+0
   
Considered a "Wyvern" race.
Gets Int bonus to spell progression. Can cast Wizard or Priest spells. Specialized in Dragon school (no opposite).
Exc Str, Exc Dex, and Exc Con bonus.
Gets 100 Rogue points per level.
Can weapon specialize using the Non-Warrior line.
Level 1: Fly at (LVL+4)*5" (D).
Level 1: Immune Poison. Tail's P: Do an attack at 1d2 dmg plus poison (LVL*10 dmg, save for 0)
Level 1: Choose an E=1, E=2, or E=3 element. Immune to that element. Mouth's P, LVL/d: Breath Weapon of that element, dmg = (current hp) / (breath's E factor), BW save for ½
Level 1: Poison Use proficiency (1 slot per 2 levels, round up).
Level 1: Can Assassinate Undead (even if they are normally immune to this).
Level 1: 1 attack that hits: Coup de grace.
Level 3: +LVL/3 Q0 actions per round.
Level 5: Can speak Level-4 additional languages from the following list: LG,LN,LE,NG,TN,NE,CG,CN,CE,Druid,Thieves' Cant. Can never learn more than Int-12 alignment languages.
Level 7: Has 8-48 guild members. 50% chance a guild member will leave if guildmasters change.
Level 9: Ignore immunity to Assassination. Can assassinate things not normally affected by Assassination (such as Golems).
Level 9: 1 attack that hits: Really Put Out of Misery
 
Lvl Carasting Ability | -50% | -100% | -150% Act Base Penalty Bonus
1 ("Twist") Find/Remove Wizard Abjurations/Priest Protections | Psionic Protections VM 0 Dex-14 Dex-19
1 +rating/50 A actions /r this turn || B actions || C actions F 0 Dex-20 Dex-25
1 Assassination (-3% per HD/level of target) ½0 0 Wis-15 Wis-25
1 Attack (+1 TH per 10% made this segment; or roll +1d20 per 100%, choose best) V 0 Dex-13 Dex-16
1 Backstab (each 30% = x1) (increases 10/level) ½0 50 Int-6 Int-20
1 Backstrike (each 30% = x1 TH) (increases 10/lvl) ½0 50 Wis-6 Wis-20
1 Charm/Influence Reaction | Taunt M 10 Chr-12 Chr-14
1 Damage (+1 dmg per 10% made this segment; or multiply dmg by x(1+rating/200)) V 0 Str-15 Str-18
1 Detect Noise | Clairaudience M 15 Wis-8 Wis-20
1 Find/Remove Traps: Mech. | Magic/Psi | OutPhase | Pro. (amount made = #' away) M 0 Dex-14 Dex-19
1 Move Silently | Passwall | Immovability V 0 Dex-15 Dex-18
1 Open/Close Locks: Mech. | Magic/Psi | OutPhase (amount made = #' away) VM 5 Dex-12 Dex-16
1 Read Languages | Decipher Code M 0 Int-9 Int-14
1 Slap (does dmg to one target = % made by) P 20 Str-0 Str-12
1 Take ½ dmg from an Attack | Spell | Psi Power | Innate (|| Take 0 damage) V 5 Con-16 Con-20
2 Backdrain (do rating/10 random stat dmg) (increases 10/level) ½0 0 Con-6 Con-20
2 Controlled Blink | Controlled Blink 10'r (unwilling get PP save) ½V 50 Wis-14 Wis-14
2 Empathy | ESP M 15 Wis-10 Wis-18
2 X-ray vision | Use innate ability through wall (amount made/10 is #' through wall) M 0 Str-10 Str-20
3 Considered extra +(rating/25) weapon to hit V 0 Str-5 Str-15
3 Deeppockets | Vanish | Rope Trick ||| I'm Gone (to my own Pocket Plane) M 0 Int-8 Int-20
3 Lower/Ignore WaWR (reduce or ignore WaWR by rating) || iWaWR V/N 0 Dex-10 Dex-20
4 Distraction | Mislead | Forget | Mirage Arcana M 15 Wis-13 Wis-16
4 Erase a "?" in dungeon (loses track of party) - 0 Dex-13 Dex-19
4 Find/Remove Tricks: x1 multiplier || x2 multiplier ||| x3 mult. (amount made=#' away) M 5 Dex-18 Dex-25
4 Song of Battle (+1 TH,dmg,or saves per 10% made) V,*M 10 Str-15 Str-20
5 Identity Penetration | False Seeing | True Seeing ||| Know Truename MM 0 Wis-12 Wis-20
5 Jock: +LVL divided among Str, Dex, Con, or level for purposes of #Att (the last one is ½ a point each).
6 All-Around Sight | Locate Object | Treasure Finding M 25 Wis-15 Wis-19
6 Suggestion | Domination | Eyebite M 10 Int-10 Int-14
6 Touch : Chill/Pain | Para/Vampiric | Energy Drain 0 20 Str-9 Str-15
7 Disembodied Hands | Unseen Servant | Invisible Stalker P 30 Chr-10 Chr-20
8 Backstorm (each 50%: +1 att is considered a backstab) - 0 Dex-16 Dex-22
8 Teleport | Teleport without Error || Teleport Other to Self (no save) M 5 Int-16 Int-17
8 Wraithform | Dream Travel V 25 Con-15 Con-17
9 Find/Remove Specials: x1 multiplier | x2 mult. | x3 mult. (amount made = #' away) VV 20 Dex-18 Dex-22
10 Disjoin x2 effect ||||||||| x3 |||||||||||||||| x4 etc. - 50 Chr-18 Chr-25
10 Telekinesis (5 lb. per 1% made) M 10 Int-13 Int-17
15 Reverse Gravity | Adjust Gravity VM 0 Dex-13 Dex-17
18 Backstave (N/2% of your dmg is vile) || Stun (save=N-100) - 0 Wis-26 Wis-32
18 Time Shift ||| Time Travel VMM 15 Int-17 Int-25
24 Backsteal (Steal an effect off of target for yourself per 120%) (aXR to avoid) ½0 30 NA NA
27 Shift a racial innate power you have to a random power (determined by DM) F 0 Con-20 Con-25

[PC8] Monster Group Classes


Carasting (Dragon Mage Spells)

SL # Spell School Effect
1 1 Charm Dragon Dragon, Cha. Charm a Dragon (Will save, Wis bonus, missed save by 10 = "Subdued" and no more saves)
2 Claws Dragon, Alt. Your claw damage is CLd4
3 Resist Dragon Breath Dragon, Abj. Resist Dragon Breath
4 Summon Dragon I Dragon, Summ. Summons a DL I Dragon
2 1 Bite Dragon, Alt. Your bite damage is CLd6
2 Immune Fear Dragon, Abj. Immune Fear
3 Scales Dragon, Abj. AT +CL*4; MR +CL*10%
4 Summon Dragon II Dragon, Summ. Summons a DL II Dragon
3 1 Double Resist Dragon Breath Dragon, Abj. Double Resist Dragon Breath
2 Locate Dragon Dragon, Div. Locate nearest dragon (may specify type or an individual dragon)
3 Summon Dragon III Dragon, Summ. Summons a DL III Dragon
4 Wings Dragon, Alt. Fly at CL*6" (D)
4 1 Breath Weapon Dragon, Alt. You have a breath weapon, pick a E=CL/4 element, 3/d or 1/3r, =current hp (BW save:½)
2 Clairnasience Dragon, Div. You gain Clairnasience
3 Summon Dragon IV Dragon, Summ. Summons a DL IV Dragon
4 Tail Dragon, Alt. Grow a tail, damage is CLd5
5 1 Dragon Slaying Dragon, Enc. Your party does x2 damage (of all types) against dragons
2 Immune Dragon Breath Dragon, Abj. Immune Dragon Breath
3 Polymorph Dragon Armor Dragon, Alt. Turn a dragon armor into another type (<= gp value)
4 Summon Dragon V Dragon, Summ. Summons a DL V Dragon
6 1 Anti-Psi15 Shell Dragon, Abj. Immune to Psi15 and Psi-15 effects; Resist all Elements/Eelements
2 Drolem Dragon, Enc. Raise a dead dragon as a DL=Age/2+4 Drolem (Undead Golem), +1 Revive slot
3 Gravity Sphere Dragon, MTG R No one can fly or levitate in the area (x1 Special) (fliers in room take falling dmg when cast)
4 Summon Dragon VI Dragon, Summ. Summons a DL VI Dragon
7 1 Dragonskin Dragon, Abj. Get 8+CL/3 Dragonskins, each Dragonskin ignores a limb's worth of attacks (no leak)
2 Harm Dragon Dragon, Nec. This is a Harm that actually works on Dragons (puts a dragon to 1 hp, no halving of hp)
3 Immune Breath Weapons Dragon, Abj. Immune Breath Weapons (even non-dragon)
4 Summon Dragon VII Dragon, Summ. Summons a DL VII Dragon
8 1 Dragonlancing Dragon, Enc. Add you or your mount's current hp (if it's a dragon) to your melee dmg
2 Lernaean Dragon, Nec. Choose one of your limbs (or your head), it is Lernaean
3 Shapechange Dragon Dragon, Alt. You Shapechange into a dragon (or) Shapechange Other on a dragon
4 Summon Dragon VIII Dragon, Summ. Summons a DL VIII Dragon
9 1 Control Dragon Dragon, Cha. *Charm* (Subdue) a Dragon (no save, use CR at 1/10 rating, no MR)
2 Dragoncasting Dragon, Meta-Magic Add you or your mount's current hp (if it's a dragon) to your damaging spell effects
3 Immune Area Innates Dragon, Abj. Immune to area Innate abilities unless directly targetted
4 Summon Dragon IX Dragon, Summ. Summons a DL IX Dragon
10 1 Anti-Dragon Shell Dragon, Abj. Hedges out all Dragons in your group; Immune to all Dragon damage and effects
2 Dispel Innates Zone Dragon, Anti-Magic Creates a DIZ (Dispel Innates Zone) (x1 Special)
3 Dragon of Tyr Dragon, Defil. 2F actions to cast, 1/d: Duplicate a 1st level Dragon of Tyr2 spell
4 Summon Dragon X Dragon, Summ. Summons a DL X Dragon

[PC8] Monster Group Classes


Charonodaemon5

Level KXP Wiz:Enc/Cha
123 456 789
1 6.6 (owe) 1-- --- ---
2 9.9 2-- --- ---
3 13.2 21- --- ---
4 19.8 22- --- ---
5 33 221 --- ---
6 59.4 222 --- ---
7 112.2 322 1-- ---
8 217.8 332 2-- ---
9 323.4 333 21- ---
10 429 333 32- ---
11 633.6 433 321 ---
12 1000 444 321 ---
13 1250 444 322 ---
14 1500 444 432 ---
15 1750 544 432 1--
16 2000 555 432 2--
17 2250 655 443 2--
18 2500 655 443 21-
19 2750 655 543 22-
20 3000 655 544 32-
21 3250 655 544 321
22 3500 665 554 322
23 3750 666 654 332
24 4000 776 655 432
25 4250 776 655 443
26 4500 777 665 543
27 4750 777 665 554
28 5000 887 666 654
29 5250 887 776 655
30 5500 888 777 665
31 5750 888 777 766
32 6000 988 887 776
33 6250 999 888 777
34 6500 999 988 887
35 6750 999 999 888
36 7000 999 999 999
TH Saves
PD RS PP BW Sp Fo Re Wi
+3  1  1  1  1  1  1  1  1
+4  2  2  2  2  2  2  2  2
+5  2  2  2  2  2  2  2  2
+6  3  3  3  3  3  3  3  3
+7  3  3  3  3  3  3  3  3
+8  4  4  4  4  4  4  4  4
+9  4  4  4  4  4  4  4  4
+10  5  5  5  5  5  5  5  5
+11  5  5  5  5  5  5  5  5
+12  6  6  6  6  6  6  6  6
+13  6  6  6  6  6  6  6  6
+14  7  7  7  7  7  7  7  7
+15  7  7  7  7  7  7  7  7
+16  8  8  8  8  8  8  8  8
+17  8  8  8  8  8  8  8  8
+18  9  9  9  9  9  9  9  9
+19  9  9  9  9  9  9  9  9
+20 10 10 10 10 10 10 10 10
Requisites: Str 7, Dex 5, Con 12, Int 19, Wis 19
Alignment: NE
HD/level: & ++d12
Weapon Prof.: 6+/2
To Hit Table: Mon +2 levels
Save Table: Mon +2 levels
Reference: DM
Groups: Monster, Concordant (x1), Planar
 
Can cast Wizard Enchantment/Charm spells. Doesn't get a stat bonus to progression.
Can weapon specialize using Non-War column.
Levels Pick Description
Level 1-3: A Half of your weapon dmg is vile dmg (perm hp)
B Immune to Forget / Mental Surgery / Feeblemind / Insanity / *Forget* (River Styx)
C Pass Without Trace; 1M: Do not generate "?" in dungeon; 1M: Find the Path
D Your unarmed attacks cause 1d4 stat damage (random stats, no save, aNR to resist)
E Double Resist Fire, Unholy Fire, Water, Unholy Water, Wood, Cold
Level 4: Pick two from: Charonodaemon5 Level 1-3, Bringer5 Level 1-3, or Psi-6E/Psi6E minor
Level 5-7: F Troll-like regen LVL hp/s
G 1M: Remove forbiddance zone, holy status of area, spoil holy water & good shrines
H Eye's M, Gaze: Target saves or is petrified to ice (PP save for LVL^2 ice dmg, IR to resist)
I Your unarmed attacks cause 1 level of energy drain (no save, aNR to resist)
J 1M: Power Word Blind (hp limit = LVL^2, includes a stun)
Level 8: Pick two from: Charonodaemon5 Level 5-7, Bringer Level 5-7, or Psi-6E/Psi6E major
Level 9-12: K 1bM: "Phased out" this r, pass through obj, no affecting real things
L 1M: Plane Shift or Plane Shift Other (Spell save)
M 1M: Summon Evil Outer Planar DL=LVL/2
N 66F, 1/reset, spend 33 energy drains you've absorbed, eat a larva: +1 level in this class
O Double Resist Acid, Lightning, Poison, Salt, Shards, Steam
Level 13: Pick two from: Charonodaemon5 Level 9-12, Bringer5 Level 9-12, or Psi-6E/Psi6E grand

[PC8] Monster Group Classes


Companion Mage

Level KXP Wizard
123 456 789
1 0 1-- --- ---
2 3 2-- --- ---
3 6 3-- --- ---
4 12 4½- --- ---
5 24 41- --- ---
6 48 42- --- ---
7 96 43- --- ---
8 192 44½ --- ---
9 384 441 --- ---
10 750 542 --- ---
11 1500 643 --- ---
12 2000 744 ½-- ---
13 2500 744 1-- ---
14 3000 754 2-- ---
15 3500 764 3-- ---
16 4000 774 4½- ---
17 4500 774 41- ---
18 5000 775 42- ---
19 5500 776 43- ---
20 6000 777 44½ ---
21 6500 777 441 ---
22 7000 777 542 ---
23 7500 777 643 ---
24 8000 777 744 ½--
25 8500 777 744 1--
26 9000 777 754 2--
27 9500 777 764 3--
28 10000 777 774 4½-
29 10500 777 774 41-
30 11000 777 775 42-
31 11500 777 776 43-
32 12000 777 777 44½
33 12500 777 777 441
34 13000 777 777 542
35 13500 777 777 643
36 14000 777 777 744
TH Saves
PD RS PP BW Sp Fo Re Wi
+0  4  7  5  3  6  0  1  1
+0  4  7  5  3  7  0  1  1
+0  4  8  5  4  7  0  1  2
+1  4  8  6  4  7  1  2  2
+1  5  9  6  4  8  1  2  3
+1  5  9  7  5  8  2  3  3
+2  5 10  7  5  9  2  3  4
+2  6 10  7  6  9  2  3  4
+2  6 10  8  6  9  3  4  5
+3  6 11  8  6 10  3  4  5
+3  7 11  9  7 10  4  5  6
+3  7 12  9  7 11  4  5  6
+4  7 12  9  8 11  4  5  7
+4  7 13 10  8 11  5  6  7
+4  8 13 10  8 12  5  6  8
+5  8 13 11  9 12  6  7  8
+5  8 14 11  9 13  6  7  9
+5  9 14 11 10 13  6  7  9
Requisites: Int 9, Chr 19, Cml 9
Alignment: any
HD/level: d6
Weapon Prof.: 2+level/4
To Hit Table: Wiz
Save Table: Wiz
Reference: DM {Planeshifted Pet Mage}
Groups: Wizard, Monster, Alternate
 
Specialized in Enchantment; Normal in Abjuration; all other schools are Opposite.
Can have 1 animal companion per level.
Your animal companions have (10+LVL)% of your base XP.

[PC8] Monster Group Classes


Cthulhoid Horror5

Level KXP
Spells
1 6 (owe) (none)
2 13 (none)
3 27 (none)
4 55 (none)
5 111 (none)
6 223 (none)
7 447 (none)
8 895 (none)
9 1508 (none)
10 2121 (none)
11 2734 (none)
12 3347 (none)
13 3960 (none)
14 4573 (none)
15 5186 (none)
16 5799 (none)
17 6412 (none)
18 7025 (none)
19 7638 (none)
20 8251 (none)
21 8864 (none)
22 9477 (none)
23 10090 (none)
24 10703 (none)
25 11316 (none)
26 11929 (none)
27 12542 (none)
28 13155 (none)
29 13768 (none)
30 14381 (none)
31 14994 (none)
32 15607 (none)
33 16220 (none)
34 16833 (none)
35 17446 (none)
36 18059 (none)
TH Saves
PD RS PP BW Sp Fo Re Wi
+2  1  1  1  1  1  1  1  1
+5  3  3  3  3  3  3  3  3
+7  5  5  5  5  5  5  5  5
+10  7  7  7  7  7  7  7  7
+12  8  8  8  8  8  8  8  8
+15 10 10 10 10 10 10 10 10
+17 12 12 12 12 12 12 12 12
+20 14 14 14 14 14 14 14 14
+22 15 15 15 15 15 15 15 15
+25 17 17 17 17 17 17 17 17
+27 19 19 19 19 19 19 19 19
+30 21 21 21 21 21 21 21 21
+32 22 22 22 22 22 22 22 22
+35 24 24 24 24 24 24 24 24
+37 26 26 26 26 26 26 26 26
+40 28 28 28 28 28 28 28 28
+42 29 29 29 29 29 29 29 29
+45 31 31 31 31 31 31 31 31
Requisites: Str 12+level, Con 4+2*level
Alignment: C any (or) any J (or) Nil
HD/level: & 2m0
Weapon Prof.: & 6+level/6
To Hit Table: 2½xMon
Save Table: 3½xMon
Reference: Call of Cthulhu
Groups: Monster
 
The stat requirements for this class is Str 12+LVL and Con 4+2*LVL. If you gain enough XP to raise in level and do not have the stat requirement, you still go up in level, but you "owe" stat points (can spend stat points only to Str or Con until you fill the requirements). You cannot add this class unless you have Str 13 and Con 6 (what you need to be level 1).
 
The HD means to multiply your Con bonus by itself for each level. This class cannot get Barbarian Con bonus.
 
Each Level: Gets one Psi9 minor at random per level. During reset you may reroll the ones you wish to reroll.
Level 1: May weapon specialize with unarmed attacks as if they were weapons.
Levels 1-3: Pick one of these per level:
   A. 1M: Summon a DL=(LVL+1)/2 Ooze or Demon
   B. 1M: Target gets (LVL+1)/2 insanities (RSW save) (see [C] section)
   C. Mouth's P: Spit Goo LVLd6 dmg (no save; one target)
   D. 1F: Wild Surge or High-Frequency Sample (the result is not "kept in memory" like High-Frequency Sampler class)
   E. +LVL/2 tentacles (treat as arm with no hand), each tentacle is a separate set of limbs, can wield weapon at ½Str
Level 4: Pick two Cthulhoid Horror5 Level 1-3, one Shapeshifter Level 1-3, or one Psi(-12)C minor
Levels 5-7: Pick one of these per level:
   F. 1M, 1/r: +1QP next segment.
   G. Immune insanity, drowning (i.e. you have Water Breathing), falling (i.e. you levitate / feather fall at will)
   H. 1M+1P: Brew Space-Mead, a potion that when drank does Astral Spell and an Abyssal Water effect.
   I. 1M+1P: Contact Other Plane, with no chance of insanity, must be chaotic plane.
   J. 2M: Create a Gate to a random chaotic plane, no choice or control over what comes through
Level 8: Pick two Cthulhoid Horror5 Level 5-7, one Shapeshifter Level 5-7, or one Psi(-12)C major
Level 9: Gain 1 "Put Brain on a Plate" ( Λ ) action. Λ actions can be used once per day. Λ actions can be downgraded to OppV actions.
Level 9: 1Λ, 1 Mouth's P: Target creature makes a Will save. If he fails, he is Insane (40%, roll 1d4 insanities), Feebleminded (30%), Confused (20%), or Crapped (10%). His Brain is Put on your Plate. Keep track of these; you'll eventually be able to put them to good use. You can Put someone's Brain on a Plate more than once to hammer them more (the negative effects are cumulative), but you still have only one Brain from him on your Plate.
Level 13: 1 Mouth's V (can borrow), Eat a Brain on your Plate, 1/t: Heal self.
Level 18: Gain 1d2 "Get Brain from another Plate" ( Π ) actions (roll the 1d2 each day). Π actions can be used once per day. Π actions can be downgraded to Λ or OppP actions.
Level 27: Gain 1d3 "Consume Brain on a Plate" ( μ ) actions (roll the 1d3 each day). μ actions can be used once per day. μ actions can be downgraded to OppM actions. Note that "Consuming" a Brain isn't the same as "Eating" a Brain; Consuming is better.
Level 27: 1μ, 1Λ, 1 Mouth's P, 1/t: Target creature makes a Will save or is Capital E Eaten and you Reset. This does not count against the 1 artificial reset per natural reset limit.
Level 29: 1μ, 1Π, 1 Mouth's V, 1/t: Target Cthulhoid Horror makes a Reflex save or you steal a Brain from his Plate (which you consume) and you Reset. This does not count against the 1 artificial reset per natural reset limit, but you cannot use this and the similar Level 27 ability in the same turn.
Level 33: (no action at all to do this), Eat a Brain on your Plate, Eat a Psi6E Larva, and Eat a Pawn you control: Remove all negative [C] section effects that are currently bothering you. This includes things like Pixelation, folks! If you throw in a μ action as you do this, this effect cannot be Objected to. Note you will likely need an Oppμaction in reality, as you will probably do this during someone else's segment. If you throw in an X action, you can add N positive [C] effects to yourself, where N is your multiplier (use defensive multiplier if you have split ratings).
Level 36: Gain 1d4 "All Brains on Plates Must Be Eaten" ( £ ) actions (roll the 1d4 each day). £ actions can be used once per day. £ actions can be downgraded to OppF actions.
Level 36: N£, 3μ, 2QΠ, 1QQΛ, 1 Mouth's QQQF, Eat Capital E Enough Brains (on Plates) within sight: Get a Continuous Reset (i.e. you are Resetting all the time), with duration 1 round (N=1), 1 turn (N=2), 1 hour (N=3), or the rest of the day (N=4). If you can somehow manage to get N=6, the effect is permanent. If you get N=13, you are Stepping Out of Resets Continuously permanently (this effect doesn't cause you to go down a hole, not that you really care at this point).

[PC8] Monster Group Classes


Custom Race

Level KXP Race abil.
÷1 ÷2 ÷3
1 0 1 - -
2 2.25 2 - -
3 4.5 3 - -
4 9 4 - -
5 18 5 - -
6 36 6 - -
7 75 7 - -
8 150 8 - -
9 300 8 1 -
10 600 8 2 -
11 1000 8 3 -
12 1500 8 4 -
13 2100 8 5 -
14 2800 8 6 -
15 3600 8 7 -
16 4500 8 8 -
17 5500 9 8 -
18 6600 9 9 -
19 7800 A 9 -
20 9100 A A -
21 10500 B A -
22 12000 B B -
23 13600 C B -
24 15300 C C -
25 17100 D C -
26 19000 D D -
27 21000 D D 1
28 23100 E D 1
29 25300 E E 1
30 27600 E E 2
31 30000 F E 2
32 32500 F F 2
33 35100 F F 3
34 37800 G F 3
35 40600 G G 3
36 43500 G G 4
TH Saves
PD RS PP BW Sp Fo Re Wi
& +1  0  0  0  0  0  0  0  0
& +2  1  1  1  1  1  1  1  1
& +3  1  1  1  1  1  1  1  1
& +4  2  2  2  2  2  2  2  2
& +5  2  2  2  2  2  2  2  2
& +6  3  3  3  3  3  3  3  3
& +7  3  3  3  3  3  3  3  3
& +8  4  4  4  4  4  4  4  4
& +9  4  4  4  4  4  4  4  4
& +10  5  5  5  5  5  5  5  5
& +11  5  5  5  5  5  5  5  5
& +12  6  6  6  6  6  6  6  6
& +13  6  6  6  6  6  6  6  6
& +14  7  7  7  7  7  7  7  7
& +15  7  7  7  7  7  7  7  7
& +16  8  8  8  8  8  8  8  8
& +17  8  8  8  8  8  8  8  8
& +18  9  9  9  9  9  9  9  9
Requisites: Str 2*LVL, Dex 2*LVL, Con 2*LVL,
  Int 2*LVL, Wis 2*LVL, Chr 2*LVL
Alignment: any
HD/level: & d8
Weapon Prof.: 0+level
To Hit Table: & Mon
Save Table: & Mon
Reference: DM
Groups: Custom, Monster
 
See tables for Custom Race abilities. Your "level" in abilities is your HNCL. Your "CL" in abilities is your highest CL. Racial abilities are resisted using IR (InnateR) unless noted.
The same ability cannot be taken more than once, but very similar abilities that are listed do stack.
ML adders do not work with this class at all (the "progression" given isn't really a progression, it just saves me typing a bunch of "Level: ¶" abilities).
You cannot use ÷2 powers unless you have at least 300 KXP (single classedness multiplier can be used).
You cannot use ÷3 powers unless you have at least 21000 KXP (single classedness multiplier can be used).

[PC8] Monster Group Classes


Custom Race Abilities (÷1)

Custom Race Abilities (÷1)
# Attacks with one arm +1
+0 weapon to hit you
+1 weapon to hit you
0, 1 attack: Dispel a magic/psionic effect
0, 1 attack: Dispel a magic/psionic item
0, 1/d: Cosmic Awareness for 1r
0, 1/r: Controlled Blink
0, 1/r: Recharge one of your magic items by 1 charge (even a potion)
0, 1/r: Reroll any die roll (yourself or friend)
0, 1/s: For this segment, ignore a non-racial defense on someone
0, 1/t: Feather Fall
0, 1/t: Ventriloquism
0, eat an item: +XPV/50 TH, dmg, AC, saves (all for 1t) and +XPV/5 to temp hp (lasts until used)
0, Lose 1 SL in memorization: +LVL dmg/saves for 1 round
0, sacrifice a DL N summon: +N*2 TH/dmg for 1 round and +N*N*10 current hp
0, spend 4 spell levels, 1/r: Lend an action (you lose that action)
0, take 10 dmg, 1/r: +1P action this round
0, take 15 dmg, 1/r: +1M action this round
0, take 5 dmg, 1/r: +1V action this round
0: Halve your melee damage this segment, but your damage is Vile and causes Lycanthropy
0: Levitation
1bM, 1/d: Capital E Escape
1bM, 1/t: Fork an effect (caster makes LVL/3+1 saves)
1bM: Blink Wounding (can blink away after first melee hit on you)
1bM: Target gains +LVL AC/saves this segment
1bV: Catch missiles fired at you 30% this segment
1bV: Catch one missile fired at you 90%
1bV: Intensify Fire: Doubles the damage of an existing fire effect
1bV: Interpose yourself in front of an attacking creature
1D: Magic Jar into another creature (Magic Jar save)
1D: Resurrect self, but you are back at home
1D: You Reincarnate upon death, inactive and Feign Death for the rest of this combat
1F, 1/d: Holy Bolt
1F, 1/d: Shapechange (lasts for LVL segments)
1F, 1/d: Uberskins (10), self
1F, 1/d: Wind Walk
1F, 1/t: Create a LVL*10' Wall of Stone with random orientation in the room
1F, 1/t: Heal (self or other)
1F, 2/d: Time Travel up to LVL^6 minutes
1F: Automaton: Animate LVL objects as DL I Golems (count as your summon)
1F: Effect, weapon, or person is resisted using NR for 1 turn
1F: Find/Remove Specials at 20+LVL*20%
1F: Find/Remove Terrain Features at LVL*15%
1F: Find/Remove Traps at 40+LVL*20%
1F: Find/Remove Tricks at 30+LVL*20%
Custom Race Abilities (÷1)
1F: Restoration
1F: Storm Cloud: Rain/thunder, all in group take 1dLVL mini 1-pt. lightning bolts per segment
1M or (Mouth's P + Consume 2 dead bodies): +LVL AC/dmg until end of round
1M, 1/d: Air Walk
1M, 1/d: Commune
1M, 1/d: Create a DL I Golem (AC=3*LVL, hp=10*LVL, Str=2*LVL, doesn't use summon slot)
1M, 1/d: Create a DL I Technological Monster (AC=4*LVL, hp=8*LVL, Str=2*LVL, doesn't use summon slot)
1M, 1/d: Ironskins (20), self
1M, 1/d: Locate Object
1M, 1/d: Neutralize Poison
1M, 1/d: Remove Curse
1M, 1/d: Stoneskins (30), self
1M, 1/d: Wraithform
1M, 1/r: Duplication: Create 1 Mirror Image (max = LVL)
1M, 1/r: Feeblemind
1M, 1/r: Feeblemind (save)
1M, 1/r: High Frequency Sample or Wild Surge
1M, 1/r: Psi1 Psionic Blast
1M, 1/r: Removes possession, domination, charm, etc.; Does not have to be evil source
1M, 1/t: Body Coating: 5*LVL hp Armor spell, self only, stacks with Armor spell
1M, 1/t: Chaos Ball your group (incl. yourself) for LVLd6 dmg
1M, 1/t: Charm Monster
1M, 1/t: Cold Generation: LVL*LVL Cold damage (1 group, no save)
1M, 1/t: Cthulhoid Swarm I: Summon LVL Monsters using ML I "Weird" chart (random)
1M, 1/t: Dimension Door
1M, 1/t: Dispel Magic/Psi/Innate/Radioactive
1M, 1/t: Double [C]: Doubles a harmful [C] section effect; Becomes capital lettered
1M, 1/t: Force Shape & Wrench: Force Shapechange & Wrench (no save, get ER & aNR)
1M, 1/t: Gravity Decrease: Increase gravity in room or object/person by LVL/2 G's (x1 Special)
1M, 1/t: Gravity Increase: Decrease gravity in room or object/person by LVL/2 G's (x1 Special)
1M, 1/t: Half Pain: Take half damage from one person for 1t
1M, 1/t: High-Frequency Sample: Generate a High-Frequency Sampler minor effect
1M, 1/t: Inertial Barrier
1M, 1/t: Innate Trigger: Contingency for 1 innate power
1M, 1/t: Mirror Image
1M, 1/t: Pass Wall
1M, 1/t: Psi Bolt: 1 target: LVLd10 telekinetic dmg (save:½)
1M, 1/t: Psi Shield: Pick Physical, Magic, or Psi: 10*LVL hp shield
1M, 1/t: Summon a Wood Elemental: AC 40, hp 80, #Att 2/1, TH +30, dmg 30
1M, 1/t: Summon an Astral Construct II
1M, 1/t: Telekinesis Shield: 10*LVL hp shield vs. physical,energy,TK
1M, 1/t: Teleport Without Error
1M, 1/t: Tenser's Transformation
1M, 1/w: Add 1 to your multiplier (see [X] section) for LVL s.
1M, 1/w: Limited Wish

[PC8] Monster Group Classes


Custom Race Abilities (÷1) 

Custom Race Abilities (÷1)
1M, 1V: Tree
1M, 2/d: Plane Shift
1M, 2/d: Polymorph Self
1M, 2/h: Teleport
1M, 3/d: Cure Disease
1M, 3/d: Dispel Evil
1M, 3/d: Raise Dead
1M, 3/d: True Seeing
1M, 7/d: Dispel Illusion
1M, LVL/d: Remove Fear
1M, LVL/d: Telekinesis
1M, once per 3r: 10*LVL wood dmg to one target (no save)
1M: Airy Water
1M: Anti-Magic Shell (SL=0-LVL/2)
1M: Berserk (+LVL/+LVL TH/dmg, -LVL/-LVL AC/save) for 1t
1M: Blindness
1M: Cast a cantrip (SL=0 Wizard spell)
1M: Cast a Psi3 cantrip (SL=0 Psi3 power)
1M: Cast an orison (SL=0 Priest spell)
1M: Charm Person
1M: Clairaudience
1M: Clairvoyance
1M: Confusion
1M: Contagion/Enervation: One target is hit by Contagion & Enervation (PPD for each)
1M: Create Food and Water
1M: Darkness
1M: Detect Lie
1M: Detect Traps
1M: Dismiss Elemental
1M: Dispel Magic
1M: Dispel Radiation/Tech: Dispels one Radioactive, Wild/Chaos, or Technological effect
1M: Domination (save) (only one Domination effect running at a time)
1M: Double Pain
1M: Drain: Target loses -LVL to a stat (choose stat, no save)
1M: Faerie Fire
1M: Fear
1M: Fear (save vs. spell at -LVL/3); Fumble (save vs. spell)
1M: Fear I (Scare): Target saves or loses 1P+1M action
1M: Fire Generation: LVL*LVL Fire damage (1 group, no save)
1M: Hard Radiation: LVL*LVL/3+2 Radiation damage and LVL+1 Con damage (1 group, no save)
1M: Ice Production: LVL*(LVL+2) ice dmg to one target (no save)
1M: Improved Invisibility
1M: Intellect Annihilation: 1 target: -3d6 Int (save) and insane (save)
1M: Know Alignment
1M: Levitate
Custom Race Abilities (÷1)
1M: Light Emission: LVL*LVL/2 Light damage (no save) and LVL/3+1 instances of blindness (save)
1M: LVL*LVL Vibration damage (1 group, no save)
1M: LVL^2 psionic dmg to one target (no save)
1M: LVLdLVL cold dmg (area, save:½, IR)
1M: LVLdLVL fire dmg (area, save:½, IR)
1M: Magic Missile
1M: Maze (Spell save)
1M: Mind Blast: 2*LVL Int dmg to one target (no save)
1M: Mind Control: Control V actions (Will save), P actions (Will save at +5), or M actions (Will save at +10)
1M: Paralyze one target (PPD save)
1M: Reflecting Pool
1M: Sleep
1M: Sonic Generation: LVL*LVL Sound damage (no save) and LVL/3+1 instances of deafness (save)
1M: Spiritual Drain: Target loses LVL*LVL hp (necromantic, no save), you gain it (above max goes away after 1r)
1M: Suggestion
1M: Summon a DL=(LVL+1)/2 Alien
1M: Summon a DL=(LVL+1)/2 Animal
1M: Summon a DL=(LVL+1)/2 Arctic
1M: Summon a DL=(LVL+1)/2 Beholder
1M: Summon a DL=(LVL+1)/2 Cloud
1M: Summon a DL=(LVL+1)/2 Cthulhoid Horror
1M: Summon a DL=(LVL+1)/2 Dragon
1M: Summon a DL=(LVL+1)/2 Eelemental
1M: Summon a DL=(LVL+1)/2 Elemental
1M: Summon a DL=(LVL+1)/2 Faerie
1M: Summon a DL=(LVL+1)/2 Far Realm
1M: Summon a DL=(LVL+1)/2 Giant
1M: Summon a DL=(LVL+1)/2 Golem
1M: Summon a DL=(LVL+1)/2 Hound
1M: Summon a DL=(LVL+1)/2 Humanoid
1M: Summon a DL=(LVL+1)/2 Immortal
1M: Summon a DL=(LVL+1)/2 Inner Planar
1M: Summon a DL=(LVL+1)/2 Insect
1M: Summon a DL=(LVL+1)/2 Leech
1M: Summon a DL=(LVL+1)/2 Lycanthrope
1M: Summon a DL=(LVL+1)/2 Mind Flayer World
1M: Summon a DL=(LVL+1)/2 Mutant
1M: Summon a DL=(LVL+1)/2 Nightmare Dimension
1M: Summon a DL=(LVL+1)/2 NPC
1M: Summon a DL=(LVL+1)/2 Ooze
1M: Summon a DL=(LVL+1)/2 Outer
1M: Summon a DL=(LVL+1)/2 Plant
1M: Summon a DL=(LVL+1)/2 Psionic
1M: Summon a DL=(LVL+1)/2 Rakshasa World
1M: Summon a DL=(LVL+1)/2 Reptile

[PC8] Monster Group Classes


Custom Race Abilities (÷1)

Custom Race Abilities (÷1)
1M: Summon a DL=(LVL+1)/2 Space
1M: Summon a DL=(LVL+1)/2 Spirit of the Land
1M: Summon a DL=(LVL+1)/2 Tarrasque World
1M: Summon a DL=(LVL+1)/2 Technological
1M: Summon a DL=(LVL+1)/2 Undead
1M: Summon a DL=(LVL+1)/2 Unlive
1M: Summon a DL=(LVL+1)/2 Virus
1M: Summon a DL=(LVL+1)/2 Water
1M: Summon a DL=(LVL+1)/2 Weird
1M: Summon a DL=(LVL+1)/2 Wurm
1M: Summon a Plant Elemental: AC 20, hp 20, #Att 1/1, TH +10, dmg 10
1M: Summon an Astral Construct I
1M: Target takes LVLd4 Chr dmg (no save)
1M: Target takes LVLd4 Int dmg (no save)
1M: Target takes LVLd4 Wis dmg (no save)
1M: Target takes LVLd6 Chr dmg (save:½)
1M: Target takes LVLd6 Int dmg (save:½)
1M: Target takes LVLd6 Wis dmg (save:½)
1M+1V: Move an effect from target to yourself
1N, 1/r: Resume Animation: Remove one instance of Paralysis, Stun, Hold, etc. on yourself
1N, 1/w: Self-Sacrifice: All others can Escape but you are left behind
1P, take 2*LVL damage: Deal 15*LVL dmg to one target (IR, no save)
1P, take 3*LVL damage: Deal 20*LVL dmg to one target (IR, no save)
1P, take LVL damage: Deal 10*LVL dmg to one target (IR, no save)
1P: Bomb: LVL*LVL/2 explosion dmg to your group (hole in the middle, no save)
1P: Destroy a Wall (magical or normal up to LVL' thick) or a door
1P: Loss of Limb: Target is sharped (save)
1P: Target takes LVLd4 Con dmg (no save)
1P: Target takes LVLd4 Dex dmg (no save)
1P: Target takes LVLd4 Str dmg (no save)
1P: Target takes LVLd6 Con dmg (save:½)
1P: Target takes LVLd6 Dex dmg (save:½)
1P: Target takes LVLd6 Str dmg (save:½)
1QM, 1/d: Tempus F-U
1S, 1/t: Slay Living (one target, PPD save, 10 dmg if make save)
1V, 1/r: Dimension Swap: You and ally or two allies switch positions.
1V, 1/r: Dispel Exhaustion: Target heals 25% of damage taken
1V, 1/r: Premature Trigger: Set off someone else's trigger prematurely (no save, ER resists)
1V, 1/t: Avenge: Choose a target, you deal double weapon damage to that target this combat
1V, 1/t: Create a random trap (only enemies trigger it)
1V, 1/t: Curse (Spell save)
1V, 1/t: People's Bless: One die roll within 1 round is adjusted as you wish (max of +/-LVL).
1V, 1/t: Taunt a group
1V, 3/d: Druid Shapechange
1V, eat N gp: Cure self N hp (can eat off of your gp count on chalkboard, keep track)
Custom Race Abilities (÷1)
1V, LVL/t: Split target away from group of monsters into its own group
1V: Cure Blindness, Deafness, Disease, or Light Wounds
1V: Dig
1V: Drain LVL Magic Item Charges from an item, you gain LVL*XPV/1000 hp
1V: Find/Remove Specials at LVL*20%
1V: Find/Remove Traps at 20+LVL*20%
1V: Find/Remove Tricks at 10+LVL*20%
1V: Flash: Blind a sense (Spell save)
1V: Gaseous Form
1V: Identify
1V: Invisibility
1V: Jump
1V: Meld into Shadows
1V: Phase in or out. Phased out is +20 AC, +2 wpn to hit you, cannot do things physically
1V: Taunt (one target)
1V: Web
2 attacks: Whirl (do 1 attack on each monster in your group)
2F, 1/d: Control Weather
2M, 1/w: Wish
2P: Polymorph Object
2V: Entangle
2V: Transport via Plants
3P: Wall of Force (non-solid version)
AC and TH +1 vs. "giant-class"
AC and TH +2 vs. "giant-class"
AC and TH +3 vs. "giant-class"
AC and TH +4 vs. "giant-class"
Actions +1A
Actions +1M
Actions +1P
Actions +1QV
Actions +1QZ
Actions +1S
Actions +1V
Actions +2A
Actions +2P
Actions +2V
Actions +3A
Actions +3V
Adaptive shield (2nd time you take dmg from an effect = 1/2 dmg, etc.)
Adaptive shield (DR and SR 5*N/-, N=# times hit by an effect)
Add Chr bonus to any one progression
Add Int bonus to any one progression
Add Wis bonus to any one progression
aER 11*LVL%

[PC8] Monster Group Classes


Custom Race Abilities (÷1) 

Custom Race Abilities (÷1)
aER 55%
aIR 13*LVL%
aIR 65%
All Priest classes use Templar XP table
All Psionicist classes use Psi18 XP table
All Rogue classes use Monk1 XP table
All Warrior classes use Paladin XP table
All Wizard classes use Elf0 XP table
aMR 15*LVL%
aMR 75%
Animal Friendship continuous
aNR 11*LVL%
aNR 55%
Any level 1 Rogue ability (10*LVL pts.)
Arms +1, it is in a new "group" of arms
Arquebus and tech guns cost 1/10 normal cost
aRR 16*LVL%
aRR 80%
Astral Perception
Astral Projection (copy Int->Str, Wis->Dex, Chr->Con)
aWR 12*LVL%
aWR 60%
Backstab x2
Bite 1d10 dmg
Bite 1d12 dmg
Bite 1d2 dmg + Lycanthropy
Bite 1d3 dmg + poison (death/0)
Bite 1d4 dmg (Vampiric Regen.)
Bite 1d4 dmg + disease (PPD save)
Bite 1d6 dmg + slow 1d8 r (save)
Bite 1d8 dmg (Vile)
Blindfighting
Breath Weapon: Acid (Fire+Water) (1/3r or 3/d, =½*hp)
Breath Weapon: Air (1/3r or 3/d, =½*hp)
Breath Weapon: Alcohol (Air+Fire+Water) (1/3r or 3/d, =½*hp)
Breath Weapon: Ash / Cinder (Fire+Negative) (1/3r or 3/d, =½*hp)
Breath Weapon: Bark (Thorns+Negative) (1/3r or 3/d, =½*hp)
Breath Weapon: Blizzard (Cold+Positive) (1/3r or 3/d, =½*hp)
Breath Weapon: Blood (Glass+Positive) (1/3r or 3/d, =½*hp)
Breath Weapon: Bone (Flesh+Negative) (1/3r or 3/d, =½*hp)
Breath Weapon: Cold (Air+Water) (1/3r or 3/d, =½*hp)
Breath Weapon: Composite (Air+Ear+Fir+Wat) (1/3r or 3/d, =½*hp)
Breath Weapon: Dust (Earth+Negative) (1/3r or 3/d, =½*hp)
Breath Weapon: Earth (1/3r or 3/d, =½*hp)
Breath Weapon: Fire (1/3r or 3/d, =½*hp)
Custom Race Abilities (÷1)
Breath Weapon: Firestorm (Magma+Positive) (1/3r or 3/d, =½*hp)
Breath Weapon: Flesh (1/3r or 3/d, =½*hp)
Breath Weapon: Fog (Cold+Shadow) (1/3r or 3/d, =½*hp)
Breath Weapon: Fungus/Seaweed(Wood+Wat) (1/3r or 3/d, =½*hp)
Breath Weapon: Glass (Air+Earth+Water) (1/3r or 3/d, =½*hp)
Breath Weapon: Heat / Warmth (Air+Fire) (1/3r or 3/d, =½*hp)
Breath Weapon: Ice / Snow (Cold+Negative) (1/3r or 3/d, =½*hp)
Breath Weapon: Impact (Water+Shadow) (1/3r or 3/d, =½*hp)
Breath Weapon: Inertia (Earth+Shadow) (1/3r or 3/d, =½*hp)
Breath Weapon: Lightning (Air+Positive) (1/3r or 3/d, =½*hp)
Breath Weapon: Magma / Lava (Earth+Fire) (1/3r or 3/d, =½*hp)
Breath Weapon: Magnetism (Metal+Positive) (1/3r or 3/d, =½*hp)
Breath Weapon: Metal (Earth+Fire+Water) (1/3r or 3/d, =½*hp)
Breath Weapon: Minerals (Earth+Positive) (1/3r or 3/d, =½*hp)
Breath Weapon: Mist (Heat+Shadow) (1/3r or 3/d, =½*hp)
Breath Weapon: Napalm (Heat+Positive) (1/3r or 3/d, =½*hp)
Breath Weapon: Ooze / Mud (Earth+Water) (1/3r or 3/d, =½*hp)
Breath Weapon: Original Time (1/3r or 3/d, =½*hp)
Breath Weapon: Plasma (Fire+Shadow) (1/3r or 3/d, =½*hp)
Breath Weapon: Poison (Alcohol+Negative) (1/3r or 3/d, =½*hp)
Breath Weapon: Quicksand (Ooze+Negative) (1/3r or 3/d, =½*hp)
Breath Weapon: Radiance (Fire+Positive) (1/3r or 3/d, =½*hp)
Breath Weapon: Rainbow (Composite+Pos.) (1/3r or 3/d, =½*hp)
Breath Weapon: Rot (Wood+Negative) (1/3r or 3/d, =½*hp)
Breath Weapon: Rust (Metal+Negative) (1/3r or 3/d, =½*hp)
Breath Weapon: Salt (Water+Negative) (1/3r or 3/d, =½*hp)
Breath Weapon: Sand (Glass+Negative) (1/3r or 3/d, =½*hp)
Breath Weapon: Shards (Air+Earth) (1/3r or 3/d, =½*hp)
Breath Weapon: Silence (Sound+Negative) (1/3r or 3/d, =½*hp)
Breath Weapon: Silt (Ooze+Negative) (1/3r or 3/d, =½*hp)
Breath Weapon: Silverglade (Thorns+Positive) (1/3r or 3/d, =½*hp)
Breath Weapon: Slag / Tar (Magma+Negative) (1/3r or 3/d, =½*hp)
Breath Weapon: Smoke (Heat+Negative) (1/3r or 3/d, =½*hp)
Breath Weapon: Sound (Air+Earth+Fire) (1/3r or 3/d, =½*hp)
Breath Weapon: Splinters (Wood+Air+Shadow) (1/3r or 3/d, =½*hp)
Breath Weapon: Steam (Water+Negative) (1/3r or 3/d, =½*hp)
Breath Weapon: Storm (Ooze+Positive) (1/3r or 3/d, =½*hp)
Breath Weapon: Sugar (Alcohol+Positive) (1/3r or 3/d, =½*hp)
Breath Weapon: Thorns/Thicket (Wood+Earth) (1/3r or 3/d, =½*hp)
Breath Weapon: Thunder (Sound+Positive) (1/3r or 3/d, =½*hp)
Breath Weapon: Vacid / Umbra (Comp.+Neg.) (1/3r or 3/d, =½*hp)
Breath Weapon: Vacuum (Air+Negative) (1/3r or 3/d, =½*hp)
Breath Weapon: Verdant (Wood+Positive) (1/3r or 3/d, =½*hp)
Breath Weapon: Vibration (Air+Shadow) (1/3r or 3/d, =½*hp)
Breath Weapon: Water (1/3r or 3/d, =½*hp)

[PC8] Monster Group Classes


Custom Race Abilities (÷1)

Custom Race Abilities (÷1)
Breath Weapon: Wood (1/3r or 3/d, =½*hp)
Can "narrow salvo" attacks (one 1d20 result for all attacks against one enemy)
Can "see" without the ability to see
Can always wield one size H weapon, regardless of Str score
Can always wield one size L and one size M weapon, regardless of Str score
Can always wield two size L weapons, regardless of Str score
Can buy guns off of the Demolitionist/Musketeer tables at ÷LVL
Can do 1 attack on segment 0
Can do 2 for 1 trading for ability scores (instead of 3 for 1)
Can drink potions or eat goodberries without spending 1V (must be conscious)
Can go ethereal (AC +10, cannot affect things physically)
Can have 2 "Armor" spells on self
Can have 2 "Haste" spells on self
Can have LVL/2 Psi8 items with TechL=LVL/2
Can have two of the same summon
Can have wild talent, no effect on XP bonus from classedness
Can use (but doesn't get) an additional V action per segment
Can use/make Tech items as if 2 TL lower
Catfall: Land on feet, get a Dex check versus each die of the falling damage
CL +1 with psionics
CL +1 with spells
CL +2 with psionics
CL +2 with spells
CL +3 with spells
CL/ML toggle 1: +1 ML, -2 CL
Class VI/Esper-Blind
Claw natural "18"+ TH: Hug +2d6 dmg
Claw natural "18"+ TH: Hug +3d6 dmg
Claw/Claw 1d3/1d3
Claw/Claw 1d4/1d4
Claw/Claw/Horn/Tail 1d4/1d4/2d6/2d4
Claw/Claw/Tail 1d3/1d3/1d2
Claw/Claw/Tail 1d4/1d4/1d6
Claws 1d4 dmg + Str loss (1d4+2, save)
Claws 1d6 + paralyzation 2d6 r (PPD save)
Claws 1d6 dmg (Vile)
Claws 2d4 dmg
Claws/Bite 1d4 dmg
Claws/Bite 1d8 dmg
Claws/Bite 2d6 dmg
Cloak of Oblivion: Pick any one specific spell or psionic power. You are immune to it.
ColdR 5
Commotion Resistance: +CL*5% RR; Resist own effects; Resist Wild Surges
Considered additional +1 weapon to hit
Control Pain: 1bV, can use while stunned: Immune to pain, stun (not capital "S"), torture
Custom Race Abilities (÷1)
CR 19*LVL%
CR 45+10*LVL%
CR 95%
Cthulhoid Aura: You look like a cthulhoid beast, gaze to fear (save vs. Will)
Detect Evil, Illusion, Invisibility, Lie, Magic, Traps
Detect Hidden
Detect Hidden/Evil/Good
Detect Invis/Hidden
Detect Invisibility
Detect Magic
Detect Metal
Detect New and Unusual Construction, Sloping Passages
Detect New Construction, Sloping Passages, Shifting Walls
Detect Secret Doors
Dex-based Rogue abilities +30%
Dex-based Rogue abilities +40%
Dex-based Rogue abilities +50%
Direction Sense
Displaced (1st attack misses, +2 AC)
dmg +LVL with 1 weapon type
Do not die until below -600 hp (still unconscious at -1 hp though)
Does not check for "?" marks or Wandering Monsters in dungeon
Don't age naturally
Double Resist Acid (Fire+Water)
Double Resist Air
Double Resist Alcohol (Air+Fire+Water)
Double Resist Cold (Air+Water)
Double Resist Composite (Air+Ear+Fir+Wat)
Double Resist Earth
Double Resist Fire
Double Resist Flesh
Double Resist Fungus/Seaweed(Wood+Wat)
Double Resist Glass (Air+Earth+Water)
Double Resist Heat / Warmth (Air+Fire)
Double Resist Magma / Lava (Earth+Fire)
Double Resist Metal (Earth+Fire+Water)
Double Resist Ooze / Mud (Earth+Water)
Double Resist Original Time
Double Resist Poison
Double Resist Shards (Air+Earth)
Double Resist Sound (Air+Earth+Fire)
Double Resist Thorns/Thicket (Wood+Earth)
Double Resist Water
Double Resist Wood
DR (10*lvl)/+lvl

[PC8] Monster Group Classes


Custom Race Abilities (÷1) 

Custom Race Abilities (÷1)
DR (LVL*2)/(+LVL/2)
DR 1/-
DR 10/+2
DR 20/+1
DR 40/+0
DR 5/+3
DR LVL/–
DT 100 (Damage Threshold)
DT 130-LVL*3 (Damage Threshold)
Dust Aura: Enemies in your group takes LVL dust dmg /s (no save)
Each level can get +1 Str, -1 Dex, +1 Con
Each time a creature dies in your group, gain 1 temporary hp (not beyond max)
Each time you hit with a melee attack, target loses LVL SL's in memorization
Each time you kill someone, get their DL^2 in current hp (can go beyond max, lasts only 1r)
Eagle Eye Vision
Ego Shield: Immune to Mental Attacks; Undetect. Lie
ElectricityR 5
Enemies get --1 to hit vs. you
Energy Adaptation, Specified: Gain resistance 10 against one energy type.
Energy Conversion: 0, LVL/t: Convert an element in an effect to another element (max E = LVL/3+1)
ER 13*LVL%
ER 65%
ESP
Ethereal Perception
Ethereal Projection (copy Str->Dex, Int->Con, Wis->Chr)
Eye's M: Evil Eye: Target's AC becomes 66-LVL^2 (Petrif save at -LVL) for 1r
Far Sight
Feats +1
Feats +2
Feats +3
Fire Shield (cont.)
Fists 1d10 dmg
Fists 1d6 dmg
Fists 1d8 dmg
Flash Defense: Resist getting your senses blinded
Flash: Light (can blind a person, make LVL saves)
Flying 12" (A)
Flying 12" (B)
Flying 12" (C)
Flying 18" (B)
Flying 24" (C)
Flying 30" (D)
Flying 36" (E)
Flying 6" (AA)
Flying LVL*3" (B)
Custom Race Abilities (÷1)
Free Action
Free Action, Immune Disease
Free wild talent in Psi1, Psi2, or Psi3
Free Wild Talent in Psi23
Free wild talent in Psi7 (Undead psi.)
Free Wild Talent in Psi8
Free Wild Talents in Psi5 and Psi10
Gaze Reflection
Gaze: blind (save)
Gaze: charm (save)
Gaze: Fear (area, save)
Gaze: petrify (save)
Get +1 DL whenever you summon a Golem
Get +1 monster whenever you summon an Insect
Get an attack of opportunity whenever someone joins your group
Get compensated items like the NPC
Golem Form: Caryatid Column: +4 saves; Weapons 25% shatter when hitting you; 1M: Feign Death
Golem Form: Flesh: Resist fire and cold; Cured by lightning (1 hp per die of dmg)
Golem Form: Mud: Resist blunt weapons; Both punches hit: Hug 2d6+(Str bonus)+paralyzation (PPD save)
Golem Form: Necrophidius: 1V: Hypnosis (1 target, Will save); Bite is paralysis branded (PPD save)
Golem Form: Scarecrow: 1M, gaze: Fascinate (1 target, Will save); Punches are Fascinate branded
Golem Form: Skeletal: +2 arms (new group of limbs), but all your arms get -10/-10 TH/dmg
Golem Form: Stone Guardian: Double Resist edged weapons; Resist cold, fire, lightning; Halve your move rate
Golem Form: Wood: Immune Wood; 1M: Transmute Metal to Wood (owner PP saves)
gp +10*3^S per reset
gp +25*2^S per reset
gp +4^S per reset
gp +70*S per reset
GR 30%
GR 5+5*LVL%
Hair's P, 1/r: 1d2 dmg + Poison (save, death/20) + Petrification (save)
Half of dmg you do (physical or magic) is Vile
Hard Resistance to Radiation: Double resist radiation (1/4, save for 1/10), Ignore Psi9/18/27 RS
HD type: Add +0d+2: Add 2 to HD type per level
Head butt 2d6 dmg
Heads +1
Hear Noise 50%
Heat Vision: 1M to start: Every segment for 1 round, as a 0 action, deal LVL heat dmg to one target (no save)
Hide in Natural Surroundings (30+level*5)%
Hide in Natural Surroundings 90%
Hold All Stats
Hold Life
Hold Life, All Stats
Hold Life: Immune to XP/Stat Drain; Immune Aging
Hold M Actions, M actions cannot be locked down for you

[PC8] Monster Group Classes


Custom Race Abilities (÷1)

Custom Race Abilities (÷1)
Hold P Actions, P actions cannot be locked down for you
Hold V Actions, V actions cannot be locked down for you
iCR 90%
Ignore effects that do less than LVL*4 dmg
Ignore Stoneskins/Ironskins (but not Uberskins)
iGR LVL*3%
Immune Acid, Poison
Immune Acid, Slimes
Immune Aging
Immune Aging, Disease
Immune Air
Immune Annihilation, Clone-Insane, Set, Truename Erased
Immune Annihilation, Time
Immune Anti-Technological effects
Immune Black Ice, Bug spells, Chaos, Cold, Ice, Wild Magic
Immune Blindness
Immune Chaos & Unholy
Immune Charm
Immune Charm, Sharpness, Sleep, Vorpal
Immune Cold, Ice, Frost, Gust of Wind, Grease, Black Ice
Immune Colorless Fire
Immune Coma, Dominate, Ego, Enrage, Hold, Insanity
Immune Darkness
Immune Earth
Immune Extract, Silver Cord Cut, Truename Erased
Immune Fear
Immune Fire
Immune Fire, Hell Fire, Holy Fire, Eldritch Fire, Colorless Fire
Immune Flesh
Immune Imprisonment, Life Trapping, Lost in Maelstrom, Maze, Temporal Stasis
Immune Incursion, Pixelation, Truename Erased, Written Out of Time
Immune Insanity
Immune Invisibility and Illusions w/o solid component
Immune level loss, Imprisonment, Death spells
Immune Life Drain, Death spells, Disintegrate, positive energy
Immune Lightning
Immune Maze, Binding, Imprisonment
Immune Natural effects, Wood
Immune Ooze/Slime/Mold
Immune Original Time
Immune Overbear
Immune Paralysis
Immune Poison
Immune Punomancy, Vorpal
Immune Sleep
Custom Race Abilities (÷1)
ML +1 with Wizard prog.
Money *1.25: How much money you get in dungeon is multiplied by 1.25 (only affects you, not whole party)
Mouth's P: Spit poison 1 target (death/0)
Mouth's P: Spit poison LVL*10 dmg (1 target in your group, no save)
Immune Snares/Traps
Immune Sound
Immune spells SL≤1
Immune spells SL≤2
Immune to Plants, Death spells, level loss, negative/positive energy
Immune to shifts in gravity, reverse gravity, telekinesis
Immune to Summoning Sickness
Immune Vampiric
Immune Water
Immune webs
Immune Wild Magic, Chaos, Black Ice, Conf.
Immune Wood
Infravision
Int-based Rogue abilities +20%
Int-based Rogue abilities +30%
IR 15*LVL%
IR 45+6*LVL%
IR 75%
Iron Will: 1bM: One effect that's hitting you is delayed for LVL s (it will still resolve even if the caster is dropped)
Iron Will: Can fully act up to -10 hp; Can act up to -15 hp
iWER LVL*8%
Kits +1
Kits +2
Knockback Resistance: Take -10*LVL' less from TK/Push effects
Languages +LVL
Larva Life: Consume 1 larva to Cureall and restore PSPs
Laser Vision: Can see in dark; 1M: Laser Beam LVLd8 dmg (save)
Legend Lore LVL*15%
Legs +1, it is in a new "group" of legs
Life Support, Resist Heat/Cold: Resist Heat/Cold
Life Support, Resist Vacuum: Resist Vacuum and High Pressure
Limited Exceptional Chr bonus: bonus = stat-12, max = +6
Limited Exceptional Con bonus: bonus = stat-12, max = +6
Limited Exceptional Dex bonus: bonus = stat-12, max = +6
Limited Exceptional Int bonus: bonus = stat-12, max = +6
Limited Exceptional Str bonus: bonus = stat-12, max = +6
Limited Exceptional Wis bonus: bonus = stat-12, max = +6
Loop Lore
Luckstone
MDeflection 75% (on 30% or less it Reflects)
Mimic: 1bM: Fork a spell level 0 to LVL/2 effect

[PC8] Monster Group Classes


Custom Race Abilities (÷1) 

Custom Race Abilities (÷1)
Mind Over Matter: Stay conscious (and offensive) for up to LVL/3 segments after being reduced below -10 hp
Missile Deflection: Deflect 1 missile per P attack
ML +1 with Priest prog.
ML +1 with Psi. prog.
Move rate +12"
Move rate +3"
Move rate +6"
Move rate +9"
Movement rate x2
MR 17*LVL%
MR 50+7*LVL%
MR 85%
MReflection (LVL*5)%
Multiply your TH and dmg rolls by enemy's multiplier
Natural Attacks +d(+LVL) dmg
Natural Healing: 1P or 1M: Target is cured equal to his Con score in hp
Need not breathe
Need not eat
Non-Detection cont.
Non-weapon Proficiencies +LVL
NR 15*LVL%
NR 75%
Null Field 10: All spells of SL 10 or higher don't work in 100'r (can turn this off)
Operate at up to -12 hp (even offensive)
Operate at up to -20 hp (even offensive)
Operate at up to -8 hp (even offensive)
Personality score x10
Personality score x2
Personality score x3
Personality score x4
Pick Pockets (50+level*5)%
Poison bite (+LVL^2 dmg)
PowR 16 (SR vs. psionics)
PR 16*LVL%
PR 50+6*LVL%
PR 80%
Priest prog. +1 spell per SL
Priest prog. gets additional Wis bonus
Pro. from Evil cont.
Psi. Freq. +1
Psionic prog. +1 spell per SL
Psionic prog. gets additional Chr bonus
Psionic Regen 1 PSP/r
Psionic Regen 1 PSP/s
Punch 1d12 dmg + 1Con + Mummy Rot (-2 Chr /s, save)
Custom Race Abilities (÷1)
Regenerate 1 hp /s
Regenerate 2 hp /s
Regenerate 3 hp /s
Regenerate 4 hp /s
Renewal: 1bM: One target at negative hp is cured to 0 hp
Replacement: Ignore displacement; Ignore mirror images
Resist (pick a normal element)
Resist Acid (Fire+Water)
Resist Acid, Immune Withering
Resist Acid, Resist Rust
Resist Air
Resist Alcohol (Air+Fire+Water)
Resist Anti-Time, Loop
Resist Ash / Cinder (Fire+Negative)
Resist Bark (Thorns+Negative)
Resist Blizzard (Cold+Positive)
Resist Blood (Glass+Positive)
Resist Bone (Flesh+Negative)
Resist Chaos
Resist Charm, Mental
Resist Chemical Elements
Resist Cold (Air+Water)
Resist Cold, Resist Dust
Resist Cold, Resist Frost
Resist Composite (Air+Ear+Fir+Wat)
Resist Disenchantment
Resist Disintegration, Resist Ice
Resist Dust (Earth+Negative)
Resist Earth
Resist Faerie Magic
Resist Falling Damage
Resist Fire
Resist Firestorm (Magma+Positive)
Resist Flesh
Resist Fog (Cold+Shadow)
Resist Fungus/Seaweed(Wood+Wat)
Resist Glass (Air+Earth+Water)
Resist Golems, magic item effects
Resist Heat / Warmth (Air+Fire)
Resist Ice / Snow (Cold+Negative)
Resist Impact (Water+Shadow)
Resist Inertia (Earth+Shadow)
Resist Innates
Resist Light, Mercury, Poison
Resist Lightning (Air+Positive)

[PC8] Monster Group Classes


Custom Race Abilities (÷1)

Custom Race Abilities (÷1)
Resist Lightning, Repulsion, Telekinesis
Resist Magma / Lava (Earth+Fire)
Resist Magnetism (Metal+Positive)
Resist Mental
Resist Metal (Earth+Fire+Water)
Resist Minerals (Earth+Positive)
Resist Mist (Heat+Shadow)
Resist Napalm (Heat+Positive)
Resist Necromancy, Fire
Resist necromantic effects
Resist Negative
Resist Nether
Resist Ooze / Mud (Earth+Water)
Resist Original Time
Resist Piercing weapons
Resist Pixelation
Resist Plasma (Fire+Shadow)
Resist Poison
Resist Poison (Alcohol+Negative)
Resist Poison/Drugs
Resist Prismatic, Chromatic
Resist Psionics
Resist Quicksand (Ooze+Negative)
Resist Radiance (Fire+Positive)
Resist Rainbow (Composite+Pos.)
Resist Rot (Wood+Negative)
Resist Rust (Metal+Negative)
Resist Salt (Water+Negative)
Resist Sand (Glass+Negative)
Resist Shards (Air+Earth)
Resist Silence (Sound+Negative)
Resist Silt (Ooze+Negative)
Resist Silverglade (Thorns+Positive)
Resist Slag / Tar (Magma+Negative)
Resist Smoke (Heat+Negative)
Resist some elements (choose, total E factor = LVL)
Resist Sound (Air+Earth+Fire)
Resist Splinters (Wood+Air+Shadow)
Resist Steam (Water+Negative)
Resist Storm (Ooze+Positive)
Resist Sugar (Alcohol+Positive)
Resist Thorns/Thicket (Wood+Earth)
Resist Thunder (Sound+Positive)
Resist Time, Resist Aging
Resist Tricks/Specials
Custom Race Abilities (÷1)
Resist Vacid / Umbra (Comp.+Neg.)
Resist Vacuum (Air+Negative)
Resist Vapor, Mist, Cloud, Fog
Resist Verdant (Wood+Positive)
Resist Vibration (Air+Shadow)
Resist Water
Resist Wood
Reverse ESP: 0, 1/r: Target hears your thoughts and must save or insane.
Rogue points +10*LVL
Rogue points +20*LVL
Rogue points +5*LVL%
RR 18*LVL%
RR 90%
Saves +(Dex score)/3
Saves ++1
Saves +1
Saves +2
Saves +3
Saves +4
Shroud (Can't be targetted)
Simulacrum: 1bM: Redirect an effect targetting you to one of your summons
Size +1
Size +1/3
Size +2/3
Speak with Animals
Speak with Insects
Speak with Plants
Special enemy (as Ranger)
Specialty Schools +1
Specialty Spheres +1
Spectral Natural Fighting: Spectral Hand; no ill effects from punching/kicking things
Spell levels in one prog. +2*LVL
SR 17
Stay Conscious: You stay conscious up to -10-LVLxLVL hp (defensive acts only)
Steadiness: Immune Telekinsesis, Falling Damage, Teleport Away, Gates/DimDoors
Str-based Rogue abilities +20%
Str-based Rogue abilities +30%
Stretching: Can attack (LVL+3)/4 groups per segment without actually entering them
Stretching: Can melee up to LVL people per round that aren't in your group
Sustain Chr
Sustain Con
Sustain Dex
Sustain Int
Sustain Str
Sustain Wis

[PC8] Monster Group Classes


Custom Race Abilities (÷1) 

Custom Race Abilities (÷1)
Swim at full movement rate
Tail 1d6
Tails +1
Tail's P, 4/d: Fire 1d6 spikes, each does 1d6 dmg (roll TH for each)
Take 1 dmg, 1/attack: Do +LVL dmg with an attack
TechL +1 with Psi8/16/24
TechR 12*LVL%
TechR 60%
Telepathy cont.
Tentacles +1
Tentacles +2
TH +1 with 1 weapon type
TH +2 with 1 weapon type
TH +3 with 1 weapon type
TH +4 with 1 weapon type
Time/Reality Stability
Time/Reality/Loop Stability
Time/Space Anchor: Cannot be teleported
Touch 1d4+1 dmg + 1 Str
Touch ages 10d4 years (save)
Touch drains 1 Wis (no save)
Troll-like regen 1 hp/s
Custom Race Abilities (÷1)
Troll-like regen Con-10 hp/s
Troll-like regeneration 2 hp /s
True Sight
Turn Undead
Ultravision
Underwater Action
Visibility: Everything within 30'r is visible (counters hidden and Disappearance too)
Water Breathing
Weapon Proficiencies +LVL
Wings +2 (Fly at Str")
Wizard prog. +1 spell per SL
Wizard prog. gets additional Int bonus
WR 14*LVL%
WR 70%
XR 30+5*LVL%
XR 55%
Yeek, Bleah languages
You have the hindquarters of an animal (Horse, Lion, Giant Spider, Dinosaur, Snake, etc.)
Your actions cannot be locked down
Your effects save @ -13
Your effects save @ -6
Zombie Animation: +1 Revive slot; 1M: Animate a dead body as a Zombie with -1 DL

[PC8] Monster Group Classes


Custom Race Abilities (÷2)

Custom Race Abilities (÷2)
# Attacks +1 (all attack forms)
|AC| 21 (or) Enemies get --2 to hit vs. you
+1M action
+1P action
+1V action
+2 weapon to hit you
+3 weapon to hit you
+LVL AC/dmg
+LVL AC/saves
+LVL dmg/saves
0, 1/d: Capital E Escape
0, 1/r: Cast a cantrip (SL=0 Wizard spell)
0, 1/r: Cast a Psi3 cantrip (SL=0 Psi3 power)
0, 1/r: Cast an orison (SL=0 Priest spell)
0, 1/r: Fork an effect
0, 1/r: Intensify: Doubles the damage of an existing effect
0, 1/r: Lend an action (you lose that action)
0, 1/s: Identify
0, 2/d: Commune
0, eat an item: +XPV/25 TH, dmg, AC, saves (all for 1t) and +XPV/2 to temp hp (lasts until used)
0, eat N gp: Cure self 2*N hp (can eat off of your gp count on chalkboard, keep track)
0, sacrifice a DL N summon: +N*2 TH/dmg for 1 turn and +N*N*N*10 current hp
0,1/r: Second Chance: Gain a reroll.
0: Catch missiles fired at you 50% this segment
0: Catch one missile fired at you
0: Controlled Blink
0: For this round, ignore a non-racial defense on someone
0: Interpose yourself in front of an attacking creature
0: Reroll any die roll (yourself or friend)
½M: Charm Person
½M: Cure Blindness, Deafness, Disease, or Light Wounds
½M: Cure Disease
½M: Dismiss Elemental
½M: Dispel Illusion
½M: Dispel Magic
½M: Dispel Radiation/Tech: Dispels one Radioactive, Wild/Chaos, or Technological effect
½M: Domination (save) (max two Domination effects running at a time)
½M: Double Pain (can do this twice to get Triple Pain)
½M: Drain: Target loses -LVL to a stat (choose stat, no save)
½M: Duplication: Create 1 Mirror Image (max = LVL*2)
½M: Faerie Fire (-7 AC, can be done repeatedly)
½M: Fear
½M: Feeblemind
½M: Flash: Light (can blind a person, make LVL saves)
½M: Force Shape & Wrench: Force Shapechange & Wrench (no save, get ER & aNR)
Custom Race Abilities (÷2)
½M: Life Field: All in party all healed for 2*LVL hp
½M: Magic Missile
½M: Mirror Image
½M: Neutralize Poison
½M: Paralyze one target (PPD save)
½M: Psi1 Psionic Blast (group)
½M: Put Out of Misery
½M: Remove Curse
½M: Removes possession, domination, charm, etc.; Does not have to be evil source
½M: Sleep
½M: Suggestion
½P or 1V: Destroy a Wall (magical or normal up to LVL' thick) or a door
½P: Destroy Clone: Kills a Clone, Simulacrum, or Shapechanger (conscious target gets a PPD save)
½V: Create Food and Water
½V: Curse (Spell save)
½V: Dig
½V: Drain LVL Magic Item Charges from an item, you gain LVL*XPV/500 hp
½V: Druid Shapechange
½V: Flash: Blind a sense (Spell save)
½V: Gaseous Form
½V: Remove Fear
½V: Split target away from group of monsters into its own group
½V: Taunt (one target)
½V: Tree
½V: Web
½V: Wraithform
1 attack, take N dmg: Whirl (do 1 attack on each monster in your group, N=# monsters)
1 attack: Dispel a magic/psionic/innate effect
1 attack: Dispel a magic/psionic/tech item
1bM: Energy Containment: Absorb max 1 die/lvl; glow (-2 AC) for #dice turns
1D: Magic Jar into another creature (aNR; no save)
1D: Resurrect self
1D: You Reincarnate upon death
1F, 1/d: Wish
1F, 3/d: Time Travel up to LVL^7 minutes
1F: Automaton: Animate LVL objects as DL II Golems (count as your summon)
1F: Control Weather
1F: Holy Bolt
1F: Shapechange (lasts for 1t)
1F: Uberskins (20), self
1M, 1/d: Add 1 to your multiplier (see [X] section) for LVL s.
1M, 1/d: Create a DL II Golem (AC=4*LVL, hp=20*LVL, Str=3*LVL, doesn't use summon slot)
1M, 1/d: Create a DL II Technological Monster (AC=5*LVL, hp=16*LVL, Str=3*LVL, doesn't use summon slot)
1M, 1/d: Force of Nature V: Summon a Fungus Elemental: AC 100, hp 500, #Att 5/1, TH +90, dmg 90
1M, 1/d: Infernal Spawn of Evil: Summon a Demon Beast: AC 70, hp 700, #Att 7/1, TH +70, dmg 70, 1M: 10 dmg to target

[PC8] Monster Group Classes


Custom Race Abilities (÷2) 

Custom Race Abilities (÷2)
1M, 1/d: Limited Wish
1M, 1/d: Summon an Astral Construct IV
1M, 1/d: Summon an Astral Destruct IV
1M, 1/d: Summon Planar Creature (DL IV Outer)
1M, 1/r: Heal (self or other)
1M, 1/t: Magnetic Ctrl: Shield: Shield vs. Energy/Physical, 100*LVL hp
1M, lose a racial ability for 1t: Dispel one racial ability
1M, take 50*LVL dmg: Death Field: All in group take 100*LVL dmg (PPD save:½)
1M: 2*LVL*LVL psionic dmg to one target (no save)
1M: 2*LVL*LVL Vibration damage (1 group, no save)
1M: 20*LVL wood dmg to one target (no save)
1M: Anti-Magic Shell (SL=0 to LVL-1)
1M: Berserk (+LVL*2/+LVL*2 TH/dmg, -LVL/-LVL AC/save) for 1t
1M: Blindness (no save)
1M: Body Coating: 10*LVL hp Armor spell, self only, stacks with Armor spell
1M: Chaos Ball your group (except yourself) for LVLd8 dmg (no save)
1M: Charm Monster
1M: Cold Generation: 2*LVL*LVL Cold damage (1 group, no save)
1M: Confusion a group
1M: Contagion/Enervation: One target is hit by Contagion & Enervation (PPD for each)
1M: Create a LVL*10' Wall of Stone
1M: Create a random Trick (only enemies trigger it)
1M: Cthulhoid Swarm I: Summon LVL Monsters using ML II "Weird" chart (random)
1M: Dimension Door
1M: Dispel Evil
1M: Dispel Magic/Psi/Innate/Radioactive
1M: Double [C]: Doubles a harmful [C] section effect; Becomes capital lettered
1M: Fear (save vs. spell at -LVL); Fumble (save vs. spell at -LVL)
1M: Fear I+ (Scare+): Target loses 1P+1M action (no save)
1M: Fire Generation: 2*LVL*LVL Fire damage (1 group, no save)
1M: Fire Maze (Spell save)
1M: Gravity Decrease: Increase gravity in room or object/person by LVL G's (x1 Special)
1M: Gravity Increase: Decrease gravity in room or object/person by LVL G's (x1 Special)
1M: Half Pain: Take half damage from one person for 1t
1M: Hard Radiation: LVL*LVL+2 Radiation damage and LVL+2 Con damage (1 group, no save)
1M: High Frequency Sample or Wild Surge
1M: High-Frequency Sample: Generate a High-Frequency Sampler major effect
1M: Ice Production: (LVL+2)*(LVL+2) ice dmg to one target (no save)
1M: Inertial Barrier
1M: Innate Trigger: Contingency for 2 innate powers
1M: Intellect Annihilation: 1 target: -4d6 Int (no save) and insane (save at -LVL)
1M: Ironskins (20), self
1M: Light Emission: LVL*LVL Light damage (no save) and LVL instances of blindness (save)
1M: Locate Object or Person
1M: LVLd(2*LVL) cold dmg (area, save:½, IR)
Custom Race Abilities (÷2)
1M: LVLd(2*LVL) fire dmg (area, save:½, IR)
1M: Magnetic Ctrl: Force Bolt: 1 target: LVLd100 dmg (save:0)
1M: Mind Blast: 3*LVL Int dmg to one target (no save)
1M: Mind Control: Control V actions (Will save at -10), P actions (Will save at -5), or M actions (Will save)
1M: Pass Wall
1M: Plane Shift
1M: Psi Bolt: 1 target: LVLd12 telekinetic dmg (no save)
1M: Psi Shield: Pick Physical, Magic, or Psi: 20*LVL hp shield
1M: Rainbow Silver effect
1M: Raise Dead
1M: Rust Metal
1M: Sonic Generation: 2*LVL*LVL Sound damage (no save) and LVL instances of deafness (save)
1M: Spiritual Drain: Target loses 2*LVL*LVL hp (necromantic, no save), you gain it (above max goes away after 1r)
1M: Stoneskins (30), self
1M: Storm Cloud: Rain/thunder, all in group take 3dLVL mini 1-pt. lightning bolts per segment
1M: Summon a DL=LVL/2+2 Alien
1M: Summon a DL=LVL/2+2 Animal
1M: Summon a DL=LVL/2+2 Arctic
1M: Summon a DL=LVL/2+2 Beholder
1M: Summon a DL=LVL/2+2 Cloud
1M: Summon a DL=LVL/2+2 Cthulhoid Horror
1M: Summon a DL=LVL/2+2 Dragon
1M: Summon a DL=LVL/2+2 Eelemental
1M: Summon a DL=LVL/2+2 Elemental
1M: Summon a DL=LVL/2+2 Faerie
1M: Summon a DL=LVL/2+2 Far Realm
1M: Summon a DL=LVL/2+2 Giant
1M: Summon a DL=LVL/2+2 Golem
1M: Summon a DL=LVL/2+2 Hound
1M: Summon a DL=LVL/2+2 Humanoid
1M: Summon a DL=LVL/2+2 Immortal
1M: Summon a DL=LVL/2+2 Inner Planar
1M: Summon a DL=LVL/2+2 Insect
1M: Summon a DL=LVL/2+2 Leech
1M: Summon a DL=LVL/2+2 Lycanthrope
1M: Summon a DL=LVL/2+2 Mind Flayer World
1M: Summon a DL=LVL/2+2 Mutant
1M: Summon a DL=LVL/2+2 Nightmare Dimension
1M: Summon a DL=LVL/2+2 NPC
1M: Summon a DL=LVL/2+2 Ooze
1M: Summon a DL=LVL/2+2 Outer
1M: Summon a DL=LVL/2+2 Plant
1M: Summon a DL=LVL/2+2 Psionic
1M: Summon a DL=LVL/2+2 Rakshasa World
1M: Summon a DL=LVL/2+2 Reptile

[PC8] Monster Group Classes


Custom Race Abilities (÷2)

Custom Race Abilities (÷2)
1M: Summon a DL=LVL/2+2 Space
1M: Summon a DL=LVL/2+2 Spirit of the Land
1M: Summon a DL=LVL/2+2 Tarrasque World
1M: Summon a DL=LVL/2+2 Technological
1M: Summon a DL=LVL/2+2 Undead
1M: Summon a DL=LVL/2+2 Unlive
1M: Summon a DL=LVL/2+2 Virus
1M: Summon a DL=LVL/2+2 Water
1M: Summon a DL=LVL/2+2 Weird
1M: Summon a DL=LVL/2+2 Wurm
1M: Summon a Wood Elemental: AC 50, hp 160, #Att 3/1, TH +40, dmg 40
1M: Summon an Astral Construct III
1M: Summon an Astral Construct of DL=1d4
1M: Summon two Plant Elementals: AC 30, hp 30, #Att 2/1, TH +20, dmg 20
1M: Target takes LVLd6 Chr dmg (no save)
1M: Target takes LVLd6 Int dmg (no save)
1M: Target takes LVLd6 Wis dmg (no save)
1M: Target takes LVLd8 Chr dmg (save:½)
1M: Target takes LVLd8 Int dmg (save:½)
1M: Target takes LVLd8 Wis dmg (save:½)
1M: Telekinesis Shield: 20*LVL hp shield vs. physical,energy,TK
1M: Teleport Other Away (RSW save)
1M: Teleport Without Error
1M: Tenser's Transformation
1M: Trirestoration: Fix 1 effect that was dispelled within last r
1N, 1/d: Self-Sacrifice: All others can Escape but you are left behind
1N, 1/r: Tempus F-U
1P, take 2*LVL damage: Deal 30*LVL dmg to one target (IR, no save)
1P, take LVL damage: Deal 25*LVL dmg to one target (IR, no save)
1P: Bomb: LVL*LVL explosion dmg to your group (hole in the middle, no save)
1P: Deal 20*LVL dmg to one target (IR, no save)
1P: Degenerator: Remove all regeneration sources on target (no save)
1P: Loss of Limb: Target is sharped (no save)
1P: Polymorph Object
1P: Target takes LVLd6 Con dmg (no save)
1P: Target takes LVLd6 Dex dmg (no save)
1P: Target takes LVLd6 Str dmg (no save)
1P: Target takes LVLd8 Con dmg (save:½)
1P: Target takes LVLd8 Dex dmg (save:½)
1P: Target takes LVLd8 Str dmg (save:½)
1P: Wall of Force (non-solid version)
1S: Slay Living (one target, PPD save, 10 dmg if make save)
1V: Avenge: Choose a target, you deal double weapon damage to that target this combat
1V: Create a random trap (only enemies trigger it)
1V: Dimension Swap: You and ally or two allies switch positions.
Custom Race Abilities (÷2)
1V: Dispel Exhaustion: Target heals 50% of damage taken
1V: Effect, weapon, or person is resisted using NR for 1 turn
1V: Entangle
1V: Find/Remove Specials at LVL*30%
1V: Find/Remove Traps at 30+LVL*30%
1V: Find/Remove Tricks at 20+LVL*30%
1V: Meld into Shadows or Mirrors
1V: Move an effect from target to yourself
1V: People's Bless: One die roll within 1 round is adjusted as you wish (max of +/-LVL).
1V: Phase in or out. Phased out is +30 AC, +3 wpn to hit you, cannot do things physically
1V: Polymorph Self
1V: Premature Trigger: Set off someone else's trigger prematurely (no save, ER resists)
1V: Restoration
1V: Taunt a group
1V: Telekinesis (LVL*20' falling dmg, assuming size M)
1V: Teleport
1V: Transport via Plants
2F: Mordenkainen's Disjunction (as spell)
2V: Become Energy: Move at light speed, immune phys.attack
2V: Find/Remove Specials at 30+LVL*30%
2V: Find/Remove Terrain Features at LVL*25%
2V: Find/Remove Traps at 50+LVL*30%
2V: Find/Remove Tricks at 40+LVL*30%
AC and TH +5 vs. "giant-class" or one broad monster type
AC and TH +6 vs. "giant-class" or one broad monster type
AC and TH +7 vs. "giant-class" or one broad monster type
AC and TH +8 vs. "giant-class" or one broad monster type
Actions +1F
Actions +1QM
Actions +1QP
Actions +1QS
Actions +2M
Actions +2P
Actions +2QV
Actions +2QZ
Actions +2S
Actions +3A
Actions +3V
Actions +4V
Adaptive shield (2nd time you take dmg from an effect = 1/2 dmg, etc.)
Adaptive shield (DR and SR 6*N/-, N=# times hit by an effect)
Add 1 to your offense or defense multiplier
Add Chr bonus to any one progression; Can use simplified Wis bonus with it
Add Con bonus to any one progression; Can use simplified Wis bonus with it
Add Dex bonus to any one progression; Can use simplified Wis bonus with it

[PC8] Monster Group Classes


Custom Race Abilities (÷2) 

Custom Race Abilities (÷2)
Add Immunity (LVL times): Immune to one normal (E=1) element, this can be taken twice for an E=2, thrice for an E=3, etc.
Add Int bonus to any one progression; Can use simplified Wis bonus with it
Add Str bonus to any one progression; Can use simplified Wis bonus with it
Add Wis bonus to any one progression; Can use simplified Wis bonus with it
aER 21*LVL%
aER 65%
aIR 23*LVL%
aIR 85%
Air Walk cont.
Airy Water 10'r cont.
All Priest classes use Templar XP table
All Psionicist classes use Psi18 XP table
All Rogue classes use Monk1 XP table
All Warrior classes use Paladin XP table
All Wizard classes use Elf0 XP table
aMR 25*LVL%
aMR 95%
Animal Friendship and Anti-Animal Shell continuous
aNR 21*LVL%
aNR 75%
Any level 1-2 Rogue ability (20*LVL pts.)
Arms +1, it is in a new "group" of arms
Arquebus and tech guns cost 1/10 normal cost
aRR 100%
aRR 26*LVL%
Astral Perception; 1M: Astral Projection for 1t
Astral Projection (copy Int->Str, Wis->Dex, Chr->Con)
aWR 22*LVL%
aWR 80%
Backstab x3
Bite 1d12 dmg
Bite 1d12 dmg + slow 1d10 r (save)
Bite 1d16 dmg (Vile)
Bite 1d20 dmg
Bite 1d4 dmg + Lycanthropy
Bite 1d6 dmg + poison (death/0)
Bite 1d8 dmg (Vampiric Regen.)
Bite 1d8 dmg + disease (PPD save)
Blindfighting; Cannot be backstabbed
Blink Wounding cont. (can blink away after first melee hit on you)
Breath: Abyssal Water [Water+Chaos+Imprison.] (1/3r or 3/d, =hp); Immune Abyssal Water
Breath: Adamantite [Mithril+Positive] (1/3r or 3/d, =hp); Immune Adamantite
Breath: Aether [Composite+Holy] (1/3r or 3/d, =hp); Immune Aether
Breath: Aexus [Chaos+Anti-Time] (1/3r or 3/d, =hp); Immune Aexus
Breath: Animation [Force+Positive] (1/3r or 3/d, =hp); Immune Animation
Custom Race Abilities (÷2)
Breath: Annihilation (1/3r or 3/d, =hp); Immune Annihilation
Breath: Anti-Ice (1/3r or 3/d, =hp); Immune Anti-Ice
Breath: Anti-Loop (1/3r or 3/d, =hp); Immune Anti-Loop
Breath: Anti-Time (1/3r or 3/d, =hp); Immune Anti-Time
Breath: Black Pudding (1/3r or 3/d, =hp); Immune Black Pudding
Breath: Bose-Einstein Condensate (1/3r or 3/d, =hp); Immune Bose-Einstein Condensate
Breath: Chromatic [Tempest+Neg.] (1/3r or 3/d, =hp); Immune Chromatic
Breath: Colorpool [Water+Magic+Conduit] (1/3r or 3/d, =hp); Immune Colorpool
Breath: Conduit (1/3r or 3/d, =hp); Immune Conduit
Breath: Coral (1/3r or 3/d, =hp); Immune Coral
Breath: Creation (1/3r or 3/d, =hp); Immune Creation
Breath: Crystal Ooze (1/3r or 3/d, =hp); Immune Crystal Ooze
Breath: Dark Matter (1/3r or 3/d, =hp); Immune Dark Matter
Breath: Degenerate Matter (1/3r or 3/d, =hp); Immune Degenerate Matter
Breath: Diamond [Earth+Gravity] (1/3r or 3/d, =hp); Immune Diamond
Breath: Disintegration [Force+Neg.] (1/3r or 3/d, =hp); Immune Disintegration
Breath: Eelectricity (1/3r or 3/d, =hp); Immune Eelectricity
Breath: Eldritchiron [Iron+Holy+Shad.] (1/3r or 3/d, =hp); Immune Eldritchiron
Breath: Electric / Electricity (1/3r or 3/d, =hp); Immune Electric / Electricity
Breath: Explodium (1/3r or 3/d, =hp); Immune Explodium
Breath: Fermionic Condensate (1/3r or 3/d, =hp); Immune Fermionic Condensate
Breath: Flubber (1/3r or 3/d, =hp); Immune Flubber
Breath: Fluffiness (1/3r or 3/d, =hp); Immune Fluffiness
Breath: Forbiddance [Air+Holy] (1/3r or 3/d, =hp); Immune Forbiddance
Breath: Force [Air+Magic] (1/3r or 3/d, =hp); Immune Force
Breath: Gluon Ball (1/3r or 3/d, =hp); Immune Gluon Ball
Breath: Grape Jelly (1/3r or 3/d, =hp); Immune Grape Jelly
Breath: Grave [Earth+Holy] (1/3r or 3/d, =hp); Immune Grave
Breath: Grave Ooze (1/3r or 3/d, =hp); Immune Grave Ooze
Breath: Gravity (1/3r or 3/d, =hp); Immune Gravity
Breath: Gray Goo (1/3r or 3/d, =hp); Immune Gray Goo
Breath: Green Slime (1/3r or 3/d, =hp); Immune Green Slime
Breath: Harming [Magic+Negative] (1/3r or 3/d, =hp); Immune Harming
Breath: Healing [Magic+Positive] (1/3r or 3/d, *HEALING*=hp); Immune Healing (or reverse)
Breath: Heaveniron [Iron+Holy+Pos.] (1/3r or 3/d, =hp); Immune Heaveniron
Breath: Helliron [Iron+Holy+Neg.] (1/3r or 3/d, =hp); Immune Helliron
Breath: Higgs Boson Ball (1/3r or 3/d, =hp); Immune Higgs Boson Ball
Breath: Hole / Anti-Hole (1/3r or 3/d, =hp); Immune Hole / Anti-Hole
Breath: Holy Water [Water+Holy] (1/3r or 3/d, =hp); Immune Holy Water
Breath: Ice-9 (1/3r or 3/d, =hp); Immune Ice-9
Breath: Imprisonment, Freedom (1/3r or 3/d, =hp); Immune Imprisonment, Freedom
Breath: Lava Ooze (1/3r or 3/d, =hp); Immune Lava Ooze
Breath: Loop / Looporal (1/3r or 3/d, =hp); Immune Loop / Looporal
Breath: Maggot Ooze (1/3r or 3/d, =hp); Immune Maggot Ooze
Breath: Marble Pudding (1/3r or 3/d, =hp); Immune Marble Pudding

[PC8] Monster Group Classes


Custom Race Abilities (÷2)

Custom Race Abilities (÷2)
Breath: Mercurial Slime (1/3r or 3/d, =hp); Immune Mercurial Slime
Breath: Mithril [Metal+Magic] (1/3r or 3/d, =hp); Immune Mithril
Breath: Moray (1/3r or 3/d, =hp); Immune Moray
Breath: Mustard Jelly (1/3r or 3/d, =hp); Immune Mustard Jelly
Breath: Nether [Holy+Magic+Neg.] (1/3r or 3/d, =hp); Immune Nether
Breath: Nexus [Chaos+Time] (1/3r or 3/d, =hp); Immune Nexus
Breath: Olive Slime (1/3r or 3/d, =hp); Immune Olive Slime
Breath: Pink (1/3r or 3/d, =hp); Immune Pink
Breath: Prismatic [Tempest+Pos.] (1/3r or 3/d, =hp); Immune Prismatic
Breath: Pyre [Fire+Holy] (1/3r or 3/d, =hp); Immune Pyre
Breath: Quark Matter (1/3r or 3/d, =hp); Immune Quark Matter
Breath: Quark-Gluon Plasma (1/3r or 3/d, =hp); Immune Quark-Gluon Plasma
Breath: Rainbow Silver [Rainbow+Silver+Anti-Psi] (1/3r or 3/d, =hp); Immune Rainbow Silver
Breath: Russet Mold (1/3r or 3/d, =hp); Immune Russet Mold
Breath: Shadow Ooze (1/3r or 3/d, =hp); Immune Shadow Ooze
Breath: Silver Slime (1/3r or 3/d, =hp); Immune Silver Slime
Breath: Solid Neutronium [Gravity+Any Chem+Conduit] (1/3r or 3/d, =hp); Immune Solid Neutronium
Breath: Spirit [Holy+Magic+Pos.] (1/3r or 3/d, =hp); Immune Spirit
Breath: Strange Matter (1/3r or 3/d, =hp); Immune Strange Matter
Breath: Stun Jelly (1/3r or 3/d, =hp); Immune Stun Jelly
Breath: Symbiotic Jelly (1/3r or 3/d, =hp); Immune Symbiotic Jelly
Breath: Tempest [Composite+Magic] (1/3r or 3/d, =hp); Immune Tempest
Breath: The Nothing [Anti-Psi+Void] (1/3r or 3/d, =hp); Immune The Nothing
Breath: Time / Temporal (1/3r or 3/d, =hp); Immune Time / Temporal
Breath: Uru (1/3r or 3/d, =hp); Immune Uru
Breath: Vibranium [Vibration+Disintegration] (1/3r or 3/d, =hp); Immune Vibranium
Breath: Void (1/3r or 3/d, =hp); Immune Void
Breath: Voidstone (1/3r or 3/d, =hp); Immune Voidstone
Breath: Volatile Promethium (1/3r or 3/d, =hp); Immune Volatile Promethium
Can "narrow salvo" attacks (one 1d20 result for all attacks, even against different enemies in same P action)
Can always wield one size G weapon, regardless of Str score
Can always wield one size H and one size L weapon, regardless of Str score
Can always wield two size H weapons, regardless of Str score
Can buy guns off of the Demolitionist/Musketeer tables at ÷(LVL+2)
Can do 1 attack on segment 0
Can do 2 for 1 trading for ability scores (instead of 3 for 1)
Can drink potions or eat goodberries without spending 1V (must be conscious)
Can go ethereal (AC +20, cannot affect things physically)
Can have 3 "Armor" spells on self
Can have 3 "Haste" spells on self
Can have LVL Psi8 items with TechL=LVL
Can have three of the same summon
Can have wild talent, no effect on XP bonus from classedness
Can use (but doesn't get) an additional M action per segment
Can use (but doesn't get) an additional P action per segment
Custom Race Abilities (÷2)
Can use (but doesn't get) an additional V action per segment
Can use/make Tech items as if 3 TL lower
Cannot have any senses blinded
CL +3 with psionics
CL +3 with spells
CL +4 with psionics
CL +4 with spells
CL +5 with spells
CL/ML toggle: +1 ML, -2 CL (unlimited)
Clairaudience cont.
Clairvoyance cont.
Class VI/Esper-Blind; iPR 100%
Claw natural "16"+ TH: Hug +3d12 dmg
Claw natural "17"+ TH: Hug +6d12 dmg
Claw/Claw 1d6/1d6
Claw/Claw 1d8/1d8
Claw/Claw/Horn/Tail 1d8/1d8/2d12/2d8
Claw/Claw/Tail 1d6/1d6/1d4
Claw/Claw/Tail 1d8/1d8/1d12
Claws 1d12 + paralyzation 2d10 r (PPD save)
Claws 1d12 dmg (Vile)
Claws 1d8 dmg + Str loss (1d4+2, no save)
Claws 2d8 dmg
Claws/Bite 1d12/1d20 dmg
Claws/Bite 1d8 dmg
Claws/Bite 2d12 dmg
Cloak of Oblivion: Pick any two specific spell or psionic powers. You are immune to them.
ColdR 25
Commotion Resistance: +CL*15% RR; Immune own effects; Immune Wild Surges
Confusion shield (whoever hits you saves or is Confused)
Considered additional +3 weapon to hit
Cosmic Awareness cont.
CR 115%
CR 29*LVL%
CR 55+20*LVL%
Cthulhoid Aura: You look like a cthulhoid beast, gaze to fear (save vs. Will)
Darkness 10'r cont.
Detect Evil, Illusion, Invisibility, Lie, Magic, Traps
Detect Invis/Hidden/Evil/Good cont.
Detect Lie cont.
Detect Magic/Psi cont.
Detect Metal/Gems
Detect Traps cont.
Dex-based Rogue abilities +50%
Dex-based Rogue abilities +60%

[PC8] Monster Group Classes


Custom Race Abilities (÷2) 

Custom Race Abilities (÷2)
Dex-based Rogue abilities +70%
Dial-a-Breath Element (<): You can use any element with E factor less than your normal breath.
dmg +LVL*2 with 1 weapon type
Do not die until below -1000 hp (still unconscious at -1 hp though)
Does not check for "?" marks or Wandering Monsters in dungeon
Double Displaced (1st and 2nd attacks miss, +4 AC)
Double resist chemical elements (1/4, save for 1/10), Immune to gas & poison
DR (LVL*15)/(+LVL)
DR (LVL*2)/–
DR (LVL*5)/(+LVL*2)
DR 15/+4
DR 2/-
DR 20/+3
DR 30/+2
DR 50/+1
DT 120-LVL*4 (Damage Threshold)
DT 50 (Damage Threshold)
Dust Aura: Enemies in your group takes LVL*2 dust dmg /s (no save)
Each level can get +2 Str, -1 Dex, +2 Con, -1 Int
Each time a creature dies in your group, gain 2 temporary hp (not beyond max)
Each time you hit with a melee attack, target loses LVL*2 SL's in memorization
Each time you kill someone, get their DL*DL*2 in current hp (can go beyond max, lasts only 1r)
Eagle Eye Vision
Effects Resistance: +level*5% ER; others you target -level*5% ER; no selective targetting penalties
Ego Shield: Immune to Mental Attacks; Undetect. Lie
ElectricityR 25
Energy Adaptation, Specified: Gain resistance 20 against one energy type.
Energy Command: Pick an element, you double resist it
Energy Conversion: 0: Convert an element in an effect to another element (max E = LVL/2+1)
ER 23*LVL%
ER 85%
Ethereal Perception; 1M: Ethereal Projection for 1t
Ethereal Projection (copy Str->Dex, Int->Con, Wis->Chr)
Eye's M: Evil Eye: Target's AC becomes 66-LVL^2 (no save) for 1r
Far Sight
Feather Fall cont.
Feats +4
Feats +5
Feats +6
Fists 1d12 dmg
Fists 1d16 dmg
Fists 1d20 dmg
Flash Defense: Immune to getting your senses blinded
Flying 12" (zero)
Flying 24" (A)
Custom Race Abilities (÷2)
Flying 24" (AA)
Flying 24" (B)
Flying 36" (A)
Flying 48" (B)
Flying 60" (C)
Flying 72" (D)
Flying LVL*6" (A)
Force Field vs. Power Manipulation: ER 50%
Force Field vs. Vampirism: aNR 50% (including energy and stat drains)
Free Action
Free Action, Immune Disease
Free wild talent in Psi1, Psi2, or Psi3
Free Wild Talent in Psi23
Free wild talent in Psi7 (Undead psi.)
Free Wild Talent in Psi8
Free Wild Talents in Psi5 and Psi10
Gaze Reflection
Gaze: blind (save)
Gaze: charm (save)
Gaze: Fear (area, save)
Gaze: petrify (save)
Get +2 DL whenever you summon a Golem
Get +2 monsters whenever you summon an Insect
Get a "Level 9:" ability in one class at Level 4 instead
Get compensated items like the NPC
Get two attacks of opportunity whenever someone joins your group
Gets +LVL segments per round
Golem Form: Amber: Tracking/Trailing prof.; Clairnasience; Detect Invis. cont.
Golem Form: Clay: Unarmed damage you deal can be cured only by a CL=17+ Heal spell (or better)
Golem Form: Doll: Resist fire; Mend spell acts as a Heal on you; Bite is Tasha's Laughter branded
Golem Form: Emerald: Immune acid; iNR 50%; 1M: Lightning Bolt
Golem Form: Glass: Improved Invis.; 1M: Prismatic Spray your group (hole in the middle)
Golem Form: Juggernaut: +12" move rate; 1V, charging: 10d10 dmg to one target
Golem Form: Maggot: Immune insects, edged weapons, piercing weapons; Cannot hold weapons
Golem Form: Magic: MArmoring LVL*10; Disenchant any magical effect you touch; 1M: Wild Surge
Golem Form: Metagolem: Immune lightning; 1M: Fireball; 1M: Major Missile
Golem Form: Mithral: Immune innates; +1Q0 action /r
Golem Form: Phantom Flyer: Fly 24" (C); Immune darkness; Darkvision; +2 tentacles (2d8 dmg each)
Golem Form: Rock: Resist earth; Any weapon that hits you saves vs. crushing blow or destroyed
Golem Form: Ruby: set Str 20+LVL; Immune Priest magic
Golem Form: Shaboath: Immune water; 1P: Drown a group; 1M: Wall of Ice
Golem Form: Silver: +1 to # attacks with each weapon; +LVL" move rate
Golem Form: Spiderstone: Resist magic; Mouth's P: Web (1 group); FRT LVL*10%
Golem Form: Stone: Immune earth; set Str 22+LVL; 1V: Slow
gp +140*S per reset

[PC8] Monster Group Classes


Custom Race Abilities (÷2)

Custom Race Abilities (÷2)
gp +2*4^S per reset
gp +20*3^S per reset
gp +35*2^S per reset
GR 15+15*LVL%
GR 50%
Hair's P: 1d4 dmg + Poison (save, death/20) + Petrification (save)
Half of dmg you do (physical or magic) is Vile
Hand-to-Hand Resistance: +level*5% aWR; others you target -level*5% aWR; no selective targetting penalties
Hard Resistance to Radiation: Immune radiation and psi frequencies divisible by 9
HD type: Add +0d+4: Add 4 to HD types
HD type: Add +1d+0: Add 1 to number of HD per level
Head butt 2d12 dmg
Heads +2
Hear Noise 200%
Heat Vision: 1M to start: Every segment for 1 round, as a 0 action, deal 2*LVL heat dmg to one target (no save)
Hide in Natural Surroundings 100%
Hold All Stats
Hold Life, All Stats
Hold Life: Immune to XP/Stat Drain; Immune Aging
Hold M Actions, M actions cannot be locked down for you
Hold P Actions, P actions cannot be locked down for you
Hold V Actions, V actions cannot be locked down for you
Holy Fire Shield (cont.; 100% back)
hp *1.5: Multiply hp by 1.5
Hyperflight: +LVL AC, Fly at 100*LVL" rate, Pro.Vacuum
Hyper-Invention: nM: Create a TechL=n object (max n=7) (see [Q8], can have at most LVL of these objects)
iCR 110%
Ignore effects that do less than LVL*5 dmg
Ignore skins of all kinds
iGR LVL*13%
Immune Acid (Fire+Water)
Immune Acid, Poison
Immune Acid, Slimes
Immune Aging, Disease
Immune Air
Immune Air (and Holy/Unholy variants)
Immune Alcohol (Air+Fire+Water)
Immune Annihilation, Clone-Insane, Set, Truename Erased
Immune Annihilation, Time
Immune Anti-Technological effects
Immune Black Ice, Bug spells, Chaos, Cold, Ice, Wild Magic
Immune Chaos & Unholy
Immune Charm, Sharpness, Sleep, Vorpal
Immune Cold (Air+Water)
Immune Cold, Ice, Frost, Gust of Wind, Grease, Black Ice
Custom Race Abilities (÷2)
Immune Colorless Fire
Immune Coma, Dominate, Ego, Enrage, Hold, Insanity
Immune Composite (Air+Ear+Fir+Wat)
Immune Earth
Immune Earth (and Holy/Unholy variants)
Immune Extract, Silver Cord Cut, Truename Erased
Immune falling damage, TK
Immune Fear
Immune Fire
Immune Fire (and Holy/Unholy variants)
Immune Fire, Hell Fire, Holy Fire, Eldritch Fire, Colorless Fire
Immune Flesh
Immune Flesh
Immune Fungus/Seaweed(Wood+Wat)
Immune Glass (Air+Earth+Water)
Immune Heat / Warmth (Air+Fire)
Immune Imprisonment, Life Trapping, Lost in Maelstrom, Maze, Temporal Stasis
Immune Incursion, Pixelation, Truename Erased, Written Out of Time
Immune Insanity
Immune Invisibility and Illusions w/o solid component
Immune level loss, Imprisonment, Death spells
Immune Life Drain, Death spells, Disintegrate, positive energy
Immune Lightning
Immune Magma / Lava (Earth+Fire)
Immune Maze, Binding, Imprisonment
Immune Metal (Earth+Fire+Water)
Immune Natural effects, Wood
Immune Ooze / Mud (Earth+Water)
Immune Ooze/Slime/Mold
Immune Original Time
Immune Original Time
Immune Overbear
Immune Paralysis
Immune Paralysis, Stun, Hold, etc.
Immune Poison
Immune Poison
Immune Poison/Drugs
Immune Punomancy, Vorpal
Immune Shards (Air+Earth)
Immune Sleep
Immune Snares/Traps
Immune Sound
Immune Sound (Air+Earth+Fire)
Immune spells SL≤3
Immune spells SL≤4

[PC8] Monster Group Classes


Custom Race Abilities (÷2) 

Custom Race Abilities (÷2)
Immune Thorns/Thicket (Wood+Earth)
Immune to Alley Effect
Immune to Annihilated
Immune to Anti-stats (Negative stat zones)
Immune to As You Are
Immune to Clone-Insanity
Immune to Coma
Immune to Confusion
Immune to Crapped
Immune to Crapulence
Immune to Destructed (reverse Resurrected)
Immune to DNA Scrambled
Immune to Domination
Immune to Down a Hole (unless you do a Down a Hole offense yourself)
Immune to Draining the MF
Immune to Draining the PF
Immune to Draining the TF or LoopF
Immune to Dust of Disappearance
Immune to Ego-Domination
Immune to Erased Forwards and Backwards in Time
Immune to Extract
Immune to Familiars' immunities
Immune to Feebleminded
Immune to Head Blown Off
Immune to Imprisonment
Immune to Lycanthropy
Immune to Magic Jar/Possessed
Immune to pain, stun (not capital "S"), torture
Immune to Pawned
Immune to Pixelated
Immune to Plants, Death spells, level loss, negative/positive energy
Immune to Quest/Geas
Immune to Set
Immune to shifts in gravity, reverse gravity, telekinesis
Immune to Summoning Sickness
Immune to Summoning Sickness
Immune to Taunt
Immune to Time Stop/Temporal Stasis
Immune to Truename Dominated
Immune to Truename Erased
Immune to Twilight
Immune to Your effects being Countered
Immune Vampiric
Immune Water
Immune Water (and Holy/Unholy variants)
Custom Race Abilities (÷2)
Immune Wild Magic, Chaos, Black Ice, Conf.
Immune Wood
Immune Wood
Immunity to critical hits
Improved Invisibility cont.
Insens. to Psychic Imp.: Resist Psionics; Resist Anti-Psionics
Int-based Rogue abilities +40%
Int-based Rogue abilities +50%
Intermediate Chr bonus: bonus = (stat-13)*3/2, no max
Intermediate Con bonus: bonus = (stat-13)*3/2, no max
Intermediate Dex bonus: bonus = (stat-13)*3/2, no max
Intermediate Int bonus: bonus = (stat-13)*3/2, no max
Intermediate Str bonus: bonus = (stat-13)*3/2, no max
Intermediate Wis bonus: bonus = (stat-13)*3/2, no max
Invisibility cont.
IR 25*LVL%
IR 35+16*LVL%
IR 95%
Iron Will: 0, 1/s: One effect that's hitting you is delayed for LVL s (it will still resolve even if the caster is dropped)
Iron Will: Can fully act up to -20 hp; Can act up to -30 hp
iWER LVL*18%
Jump at will
Kits +3
Kits +4
Knockback Resistance: Take -20*LVL' less from TK/Push effects
Know Alignment cont.
Languages +LVL*3
Larva Fix: Consume 1 larva to Capital F Fix and restore PSPs
Laser Vision: Can see in dark; ½M: Laser Beam LVLd8 dmg (no save)
Legend Lore LVL*25%
Legs +2, it is in a new "group" of legs
Life Support, Immune Heat/Cold: Immune Heat/Cold
Life Support, Immune Vacuum: Immune Vacuum and High Pressure
Limited Barbarian Chr bonus: bonus = (stat-14)*2, max = +22
Limited Barbarian Con bonus: bonus = (stat-14)*2, max = +22
Limited Barbarian Dex bonus: bonus = (stat-14)*2, max = +22
Limited Barbarian Int bonus: bonus = (stat-14)*2, max = +22
Limited Barbarian Str bonus: bonus = (stat-14)*2, max = +22
Limited Barbarian Wis bonus: bonus = (stat-14)*2, max = +22
Loop Lore
Luckstone
MDeflection 95% (on 50% or less it Reflects)
Mimic: 0, 1/r: Fork a spell level 0 to LVL/2 effect
Mind Block: Can't be mentally targetted; auto make Will/Mental saves; can't be scryed
Mind Over Matter: Stay conscious (and offensive) for up to LVL/2 segments after being reduced below -10 hp

[PC8] Monster Group Classes


Custom Race Abilities (÷2)

Custom Race Abilities (÷2)
Missile Deflection: Deflect 2 missiles per P attack
ML +2 with one Priest prog.
ML +2 with one Psi. prog.
ML +2 with one Wizard prog.
Money *1.5: How much money you get in dungeon is multiplied by 1.5 (only affects you, not whole party)
Mouth's P: Spit poison 1 target (death/40)
Mouth's P: Spit poison LVL*20 dmg (1 target in your group, no save)
Move rate +12"; Improve turn mode letter by 1
Move rate +18"; +1V action
Move rate +24"
Move rate +6"; +1QZ action
Movement rate x3
MR 105%
MR 27*LVL%
MR 60+17*LVL%
MReflection (LVL*15)%
Multiply your TH and dmg rolls by enemy's multiplier; any AC>100 is 100 for you
Natural Attacks +d(+LVL*2) dmg
Natural Healing: 1V: Target is cured equal to his Con score in hp
Need not eat, drink, or breathe
Non-Detection cont.
Non-weapon Proficiencies +LVL*2
NR 25*LVL%
NR 95%
Null Field 9: All spells of SL 9 or higher don't work in 90'r (can turn this off)
Operate at up to -18 hp (even offensive)
Operate at up to -24 hp (even offensive)
Operate at up to -30 hp (even offensive)
Pass-Way: Can pass through any material or Wall spell (no harm)
Personality score x20; Immune to ego of x1 multiplier
Personality score x5; Immune to ego of x1 to x4 multiplier
Personality score x6; Immune to ego of x1 to x3 multiplier
Personality score x7; Immune to ego of x1 to x2 multiplier
Physical Manifestation: Have a spare body, 0: switch from one to the other
Pick LVL unusual materials to be immune to.
Pick Pockets (60+level*15)%
Platinum Angel: Immune to slay and Capital S Slay; do not die at any negative hp total (still unconscious)
Poison bite (+2*LVL^2 dmg)
PowR 36 (SR vs. psionics)
PR 100%
PR 26*LVL%
PR 60+16*LVL%
Priest progressions get +2 spells per SL
Priest progressions get additional Wis bonus; Can use Simplified Wis bonus
Psi. Freq. +2
Custom Race Abilities (÷2)
Psionic progressions get +2 powers per SL
Psionic progressions get additional Chr bonus; Can use Simplified Wis bonus
Psionic Regen 2 PSP/s
Psionic Regen all PSP/t
Punch 1d24 dmg + 2Con + Mummy Rot (-4 Chr /s, save)
Reflecting Pool cont.
Regenerate 5 hp /s
Regenerate 6 hp /s
Regenerate 7 hp /s
Regenerate 8 hp /s
Renewal: 0, 1/r: One target at negative hp is cured to 0 hp
Replacement: Ignore displacement; Ignore mirror images
Resistance Shift: Your psionic powers are resisted using a different resistance (MR, IR, etc., but not anti's or GR/XR)
Reverse ESP: 0, 1/r: Target hears your thoughts and must save or insane.
Rogue points +10*LVL%
Rogue points +30*LVL
Rogue points +40*LVL
RR 110%
RR 28*LVL%
Saves +(Dex score)/2
Saves ++2
Saves +5
Saves +6
Saves +7
Saves +8
Shroud (Can't be targetted)
Simulacrum: 0: Redirect an effect targetting you to one of your summons
Size +1+1/3
Size +1+2/3
Size +2 full categories
Spare Silver Cord: Have an extra Silver Cord
Speak with Anyone
Special enemy (as Ranger)
Specialty Schools +2
Specialty Spheres (Grands) +2
Spectral Natural Fighting: Spectral Hand; no ill effects from punching/kicking things
Spell levels in one prog. +3*LVL
SR 37
Stay Conscious: You stay conscious up to -10-2*LVL*LVL hp (defensive acts only)
Steadiness: Immune Telekinsesis, Falling Damage, Teleport Away, Gates/DimDoors
Str-based Rogue abilities +40%
Str-based Rogue abilities +50%
Stretching: Can attack (LVL+2)/3 groups per segment without actually entering their group
Stretching: Can melee up to 2*LVL people per round that aren't in your group
Sustain Chr

[PC8] Monster Group Classes


Custom Race Abilities (÷2) 

Custom Race Abilities (÷2)
Sustain Con
Sustain Dex
Sustain Int
Sustain Str
Sustain Wis
Tail 1d12
Tails +2
Tail's P: Fire 1d8 spikes, each does 1d8 dmg (roll TH for each)
Take 1 dmg, 2/attack: Do +LVL dmg with an attack
TechL +2 with Psi8/16/24
TechR 22*LVL%
TechR 80%
Techskin: Get TechL "Techskins", each absorbs one technological attack (can't use with Stoneskin)
Tentacles +3
Tentacles +4
TH +5 with 1 weapon type
TH +6 with 1 weapon type
TH +7 with 1 weapon type
TH +8 with 1 weapon type
Time/Reality/Loop Stability
Time/Space Anchor: Cannot be teleported
Touch 1d8+2 dmg + 2 Str
Touch ages 10d4 years (no save)
Touch drains 2 Wis (no save)
Troll regen 1/10 of max hp (round down) /s; Immune to Put Out of Misery / Coup de Grace
Troll-like regen 3 hp/s
Custom Race Abilities (÷2)
Troll-like regen Con-5 hp/s
Troll-like regen LVL hp/s
Troll-like regeneration 4 hp /s
True Seeing cont.
True Sight
Turn Undead
Ultravision
Underwater Action
Visibility: Everything within 30'r is visible (counters hidden and Disappearance too)
Weapon Proficiencies +LVL*2
Wind Walk cont.
Wings +2 (Fly at Str*2")
Wizard progressions get +2 spells per SL
Wizard progressions get additional Int bonus; Can use Simplified Wis bonus
WR 24*LVL%
WR 90%
XR 40+15*LVL%
XR 75%
You do not use up charges on magic items (even potions)
You have the hindquarters of an animal (Horse, Lion, Giant Spider, Dinosaur, Snake, etc.)
Your actions cannot be locked down
Your effects save @ -16; You shift blahR's using -LVL*5% instead of -(LVL-12)*5%
Your effects save @ -23
Your physical attack damage is Vile and causes Lycanthropy
Zombie Animation: +1 Revive slot; 1M: Animate a dead body as a Zombie with -1 DL

[PC8] Monster Group Classes


Custom Race Abilities (÷3)

Custom Race Abilities (÷3)
#M: Dispel a x(#+1) effect (ignores ER/iER). # may be 0 (use a zero action)
[Aligned] Messiah: Same aligned beings will not attack you
[Energy] Absorption: One type of energy heals you
[Energy] Immunity: You are immune to one type of energy
+(LVL+1)/3 iAC
+(LVL+1)/3 ihp
+1 [X7] major
+1 [X7] minor
+1 11th in memorization in a Wizard group class (even if off right side of chart)
+1 action of any action type you possess, it has the "s" prefix ("Slow", can be used only on segment 10).
+1 CML (Concordant Memorization Level) and -2 LVL in one class {can reverse this}
+1 equip slot in every position
+1 ihp; +2 #Att; 1M: Cast any Ench/Charm spell of SL 1-10
+1 Luck (the ability score)
+1 CCL (Concordant Caster Level) in one class
+1 MF 30' r
+1 Psi frequency
+1 QOpp0 only for Atheist powers
+1 QX action
+1 size; Pro Evil
+1 Speciality Priest god (if you qualify)
+1 to Limit of # classes
+1 XP or +1 item XP /r
+10% XP in all your non-Concordant classes.
+10% XP in one class (Non-Concordant or Concordant). Other powers like this one cannot be same class.
+10*LVL iaMR that can't be ignored
+10*LVL iER & iaER that can't be ignored
+10*LVL iIR that can't be ignored
+10*LVL iMR that can't be ignored
+10*LVL iPR that can't be ignored
+10*LVL% iRR that can't be ignored
+10*LVL% iWR that can't be ignored
+100% XP; another +100% XP in Legend
+15' (half a "pencil length") reach with melee
+1F Action
+1QQX action
Custom Race Abilities (÷3)
+1QX action
+1X action
+2 Size; 6M,3P,4V,15 Psi11B mana: Target becomes a familiar of yours (!)
+2*LVL all non-Concordant memorization charts
+2*LVL to max # of actions
+20% XP in one class (Non-Concordant or Concordant). Other powers like this one cannot be same class.
+25*LVL set Con. Hold Con.
+25*LVL set Dex. Hold Dex.
+25*LVL set Str. Hold Str.
+2P; +2V; +2M; +2 Opp; +2F; Sustain Actions; +level segments/r
+30% XP in one class (Non-Concordant or Concordant). Other powers like this one cannot be same class.
+5 levels in Psi6E or Demonologist; 1V: Remove an Immunity
+50% XP in one non-Concordant class
+6 levels in Lich; +3 levels in Villain; Attack as x9 creature
+6 levels in Psi6E or Demonologist; +4 limbs
+7 levels in Psi6E or Demonologist; x2 Nonweapons
+LVL "Bug" actions per round, only for technological effects, convert a "Bug" action to a QQS or an OppS
+LVL "Level:" picks from Priest group of your HNLVL+LVL or lower.
+LVL 10th in memorization in a Wizard group class
+LVL C or QQZ actions
+LVL Full actions
+LVL infinitely Quick Opposing 0 (Zero) actions
+LVL MSaves (using the [X] section saving throw rules)
+LVL OppM or QQM actions
+LVL Opposing actions
+LVL Opposing actions.
+LVL OppV or QM actions
+LVL PSaves (using the [X] section saving throw rules)
+LVL QA actions (1QA=1QV, 2QA=1QP, 3QA=1QM)
+LVL QM actions
+LVL QOpp actions
+LVL QOppM or QQQM or X actions
+LVL QOppX actions or # segments per round
+LVL QP actions
+LVL QV actions
+LVL QZ actions, can transfer 1QZ -> 1hZ or 1QZ -> 1bZ

[PC8] Monster Group Classes


Custom Race Abilities (÷3) 

Custom Race Abilities (÷3)
+LVL Research Points per reset (see [P12])
+LVL S actions
+LVL set Int. You may add LVL instances of the "Elemental" Racial Adjective for no cost. Free wild talent in Psi15.
+LVL set Wis. You may rewrite your Racial Stat Modifiers as you wish, so they sum up to +LVL.
+LVL Summon slots for Elementals. 1X: Summon a DL=10+LVL Elemental that you can comprehend and control.
+LVL to all stats
+LVL to HNCL (this counts for qualifying for Concordant classes)
+LVL to Str, Dex, Con, Int, Wis, Chr, Cml, Luck
+LVL*2 Minors in Psi15 or Psi(-15). Can convert 2 Minor -> 1 Major, 2 Major -> 1 Grand, 2 Grand -> 1 Super.
+LVL*2 to your natural AT; your natural AT stacks with your armor's AT.
+LVL*2 weapon needed to hit you, this cannot be ignored.
+LVL*20% distributed among irrRMPIWR
+LVL^2 unarmed TH and damage, +LVL to # attacks unarmed, it is of an unusual element (can change with each punch)
+LVL-19 lines of text from Priest group class descriptions, these are non-Level: picks or things that are normally non-pickable.
+LVL-9 Specialty Priest picks. Can pick from any pantheon.
+Str Int; +Dex Wis; +Con Chr; Str=Dex=Con=0; Astral Projection
+CCL/2 isaves
+CCL/2 iTH
+CCL/2 X actions
+LVL/2 iAC
+LVL/2 idmg
+LVL/2 ihp
+LVL/2 QP actions (infinitely quick P actions)
+LVL/2 QV actions (infinitely quick V actions) (this is an obvious spell that can be downgraded from a 4th or wished for)
0 action, 1/r: Cureall
0 action, 1/r: Reset
0, 1/r: Any 0th-4th level Wizard or Priest spell
0, 1/r: Any 0th-6th level Warrior or Monster spell
0, 1/r: Any 0th-8th level Warrior, Rogue, or Monster spell
0, 1/r: Any 1st-5th level Priest spell
0, 1/r: Any 1st-6th level Wizard spell
0, 1/r: Any 2nd-6th level Priest spell
0, 1/r: Any 2nd-7th level Wizard spell
0, 1/r: Any 3rd-7th level Priest spell
0, 1/r: Any 3rd-8th level Wizard spell
0, 1/r: Any 4th-8th level Priest spell
Custom Race Abilities (÷3)
0, 1/r: Any 4th-9th level Wizard spell
0, 1/r: Any 5th-10th level Wizard spell
0, 1/r: Any 5th-9th level Priest spell
0, 1/r: Any 6th-10th level Priest spell
0, 1/r: Any 6th-11th level Wizard spell
0, 1/r: Any 7th-11th level Priest spell
0, 1/r: Any 7th-12th level Wizard spell
0, 1/r: Any psionic grand
0, 1/r: Any psionic major
0, 1/r: Any psionic minor
0, 1/r: Any psionic super
0, 1/r: Causeall up to LVL creatures.
0, 1/r: Drop Time-Reality Stability on one target for 1 round
0, 1/r: Set up to LVL creatures.
0, 1/s: Choose LVL creatures. They cannot use Zero or Opposing actions this segment. This cannot be responded to.
0, 1/s: Choose one creature. He cannot use any F or S actions on his next segment.
0, 1/s: Choose one creature. He cannot use any M actions on his next segment.
0, 1/s: Choose one creature. He cannot use any P actions on his next segment.
0, 1/s: Choose one creature. He cannot use any V actions on his next segment.
0, 1/s: Choose one creature. He cannot use Zero or Opposing actions this segment. This cannot be responded to.
0, 1/t: Counter an effect that targets you
0, 2*LVL/d: Dispel a Concordant effect
0, 2/reset: 1 minor familiar pick, use until next reset
0, LVL/d: Anti-Concordant Shell (0th-1st)
0, LVL/d: Anti-Concordant Shell (0th-3rd)
0, LVL/d: Anti-Concordant Shell (0th-5th)
0, LVL/d: Both you and a target get no actions; if you go below 0 hp this effect ends
0, LVL/d: Deal 1 idmg to a creature with at least 1 ihp
0, LVL/d: Halve hp on a creature with at least 1000 hp
0, LVL/d: Ignore an immunity gained from a Concordant/Godly effect for 1 turn.
0, LVL/d: Target creature is not Time/Reality Stable
0, LVL/d: Target defeated creature is put in the hole, no escape for M years (M=Mult)
0, sacrifice a potion, while casting a spell: This potion is considered an element of E=(XP value)/100 for the purposes of this spell.
0,1/d: Lady's Smile or Remove Lady's Smile 800'r
0,1/r,even if Crapped: Remove Crapped
0,1/r: Lower all effects on you

[PC8] Monster Group Classes


Custom Race Abilities (÷3)

Custom Race Abilities (÷3)
0,1/r: lvl*10 hp vs. Energy/Phys; 0,1/s: Dim Door; 0,1/s: TK lvl^3 lbs.
0,1/s: Be Immune to an Effect and *not* go down a hole; +1000 Rogue pts
0,1/s: TWE no summ sickness no parting shot; Immune Dimensional Effects
0,Lower Mult by 1: Target's Mult lowers by LVL
0,LVL/d: Avoid Fate of multiplier = LVL/3
0,LVL/d: Ignore someone's Immunity to something
0,LVL/d: Mental Fury or Counter a Mental Fury
0,LVL/d: One target gets -10*LVL% irrAllR
0,LVL/d: One target gets -10*LVL% irrBlahR (MPIRR)
0,LVL/d: Reset or Set (latter has No Resistance)
-0.5 to XP divisor (minimum 1)
0: 3*LVLd10 Colorless Fire dmg, vile, does indestructible hp dmg
0: Can trade a Legend SL N for N Legend SLs.
0: Counter an Limited Wish, Alter Reality, Wish, Change Reality, or Miracle (it doesn't work on Unlimited Wish or higher).
0: Create Specials 5*LVL%
0: Create Traps 15*LVL%
0: Create Tricks 10*LVL%
0: Dispel Innate or Racial ability effect
0: Dispel Permanent Lady's Smile on one target
0: Duplicate any 0th level Concordant spell until next reset. You can have up to 2 spell levels total running (0 level spells count as 1/4).
0: Duplicate any 0th-2nd level Concordant spell until next reset. You can have up to 6 spell levels total running.
0: Duplicate any 0th-4th level Concordant spell until next reset. You can have up to 18 spell levels total running.
0: Lower all x1 effects on LVL^2 targets
0: Target gains a vulnerability to that element
0: Zero & Opposing actions cannot be used 800'r
½0 (half of a zero action): Shift composition of a spell, power, or existing effect (that has an element/eelement) to any element/eelement.
½bX: Cureall and Shapechange (self or other).
½X: Cureall self and Shapechange self.
-1 to XP divisor due to race (minimum 1).
1/d: Create a GIANT ROBOT (a DL 10 Golem, you may make requests but exact statistics are determined by the DM).
1/r: May convert 1M -> 2M only for spells & wands
1/r: You MYSTERIOUSLY ESCAPE (even past all barriers) from enemies, one of the enemies must be a Hero.
10*LVL% uaMR (unadjustable AntiMagicR, does shift, can't be lowered/halved)
10*LVL% uIR (unadjustable InnateR, does shift, can't be lowered/halved)
10*LVL% uMR (unadjustable MR, does shift, can't be lowered/halved)
10*LVL% uPR (unadjustable PsiR, does shift, can't be lowered/halved)
Custom Race Abilities (÷3)
10*LVL% uWR (unadjustable WR, does shift, can't be lowered/halved)
10*LVL% uXR (unadjustable XR, does shift, can't be lowered/halved)
10F, tell an enemy Hero your MASTER PLAN: Your Master Plan (no matter how bizarre) will actually do what you say.
10F: Destroy Plane you're in
10X, 30F, LVL/month: Invent a new E=4+LVL (or higher) element. Until the following reset, only you can generate effects of this element, and all effects of this element are "No Resistance". (At the end of the day the element becomes common knowledge and the benefits are lost.)
15% RR; Dex becomes 18 (unless already better); Cannot be surprised; +2 saves
1F or 1X: Duplicate any level 0 Concordant spell
1F or 1X: Duplicate any level 1 Concordant spell
1F or 1X: Duplicate any level 2 Concordant spell
1F or 1X: Duplicate any level 3 Concordant spell
1F or 1X: Duplicate any level 4 Concordant spell
1F or 1X: Duplicate any level 5 Concordant spell
1F or 1X: Duplicate any level 6 Concordant spell
1F or 1X: Mental Fury
1F or 1X: Step Out of It
1F, 1/year: +LVL to your multiplier for 1 turn (once this is used this slot cannot be dropped for a year)
1F, 1/year: Multiply all your effects by LVL for 1 turn (once this is used this slot cannot be dropped for a year)
1F,1/h: Locate Person/Obj at any point in time
1F,1/h: Speak with Person at any point in time
1F: Pawn LVL target x0, x1, or x2 creatures. x2 creatures get a saving throw.
1F: Pawn target x0, x1, or x2 creature. x2 creatures get a saving throw.
1F: Sever Sentinel/Bug/Lich's power connection
1M (can borrow): Counter a Divine Intervention
1M (can borrow): Counter an Avoid Fate
1M (can borrow): Resist (1/2 effect) the effects of a material form of a god for 1 turn
1M (may borrow): New priest effects do nothing within sight (maintained) (may be used as a counterspell)
1M, (lich level)/d: Gain +10 XP
1M, can borrow from future: Capital I Insist an effect (an effect that was Objected to still resolves)
1M, can borrow from future: Capital O Object an effect (it is countered completely unless Insisted)
1M, can borrow from future: Counter a Concordant or XR-based effect
1M, LVL/d: Avoid Fate at x(LVL/2)
1M, LVL/d: Capital O Object at x(LVL/2)
1M, LVL/d: Deal 1 idmg to a creature without ihp
1M, LVL/d: Deal LVL lifedmg to a creature with lifep (life points) (no resistance; a creature at negative lifep is Capital S Slain instantly.)
1M, LVL/d: Divine Intervention
1M, LVL/d: Gate in a DL=LVL (max 10) Outer planar creature; your choice of AL; it is not under your control (not your summon).

[PC8] Monster Group Classes


Custom Race Abilities (÷3) 

Custom Race Abilities (÷3)
1M,1/d: Cast 10th lvl Wiz or 8th lvl Pri spell
1M,1/d: Cast 11th lvl Wiz or 9th lvl Pri spell
1M,1/d: Cast 12th lvl Wiz or 10th lvl Pri spell
1M,1/d: Use Psi1/2/9/18 Super, PSPs=LVL*100
1M,1/reset: Reset
1M: A group gets -25*LVL set Con that ignores Sustain Con
1M: A group gets -25*LVL set Dex that ignores Sustain Dex
1M: A group gets -25*LVL set Str that ignores Sustain Str
1M: A group gets -LVL iAC
1M: A group gets -LVL idmg
1M: A group gets -LVL ihp
1M: A group gets -LVL isaves
1M: A group gets -LVL iTH
1M: A group gets -LVL QP actions (infinitely quick P actions)
1M: A group gets -LVL QV actions (infinitely quick V actions)
1M: A group gets -LVL X actions
1M: All x2 and lower effects on LVL targets are dropped, even if they can't normally be dispelled/instantaneous/disjuncted.
1M: All x2 and lower effects on one target are dropped, even if they can't normally be dispelled/instantaneous/disjuncted.
1M: Annihilation 30' radius (save vs. PPD at -LVL*10), from 30' to 60' radius take a Destruction (save vs. PPD)
1M: Annoy/Taunt a god (no resistance)
1M: Ask a God a Question (each god 1/reset)
1M: Banish Undead
1M: But wait, the other Villain over there FORGOT ONE SMALVL THING and he is Crapped and Slain. (only vs. Villains)
1M: Capital E Extract, or steal actions of one type (no save, use XR to resist)
1M: Contact Alternate Reality
1M: Contact Ultra Plane
1M: Control Undead
1M: Create Any x2 Monster
1M: Destroy up to LVL effects with Protection, Circle, or Ward in their name
1M: Disable all non-Conc classes 800'r
1M: Disable any # of Psi Freq 800'r (exc. 7/14)
1M: Dispel Concordant effect (or) reduce the multiplier of a Godly effect by x1 (no resistance, no ER, no aXR/aGR)
1M: Dispel Concordant Spell, 100% success
1M: Drop all effects that can be dispelled/instantaneous/disjuncted on one target, including effects "inside" others.
1M: Drop the Anti-Dispel Magic Shell spell (this effect is specifically designed to drop it and nothing else, so it works).
1M: Duplicate a Psi8 or Psi16 minor, major, grand, super, or ultra ability. (This is resisted using XR, not TechR)
Custom Race Abilities (÷3)
1M: Duplicate a Psi8 or Psi16 minor, major, or grand ability. (This is resisted using XR, not TechR)
1M: Duplicate magic/psi effect in area
1M: Grant Undead Status
1M: Lower Multiplier by 2 in 30' radius (no save, can use XR); from 30' to 60' radius lose only 1 multiplier
1M: LVLd60 dmg, E=LVL element, one target (no save, use XR to resist)
1M: Project Image Across Planes
1M: Raise or lower the Physical Factor (PF) of the area by LVL (min PF = 0, max PF = 10+LVL), even if current PF=0
1M: Raise or lower the Tech Level of an object by LVL (max Tech Level = 20+LVL*2)
1M: Reset
1M: Reverse Concordant (can cast a Concordant effect's reverse within 1 round, even if the reverse is not known)
1M: Summon 1 DL IX Dragon or 6 DL VIII Undead
1M: Target is Capital P Paralyzed (no save, use XR to resist)
1M: Target loses this segment's actions
1M: Target takes an Ego Domination attack with Ego=20*LVL (if he fails he is Dominated by you)
1M: Teleport to Alternate Reality
1M: Teleport to Ultra Plane
1M: Turn off all specialty priest abilities on target for 1 turn
1M: Unlimited Wish with no MF defiling; Attract Monsters
1M: You ONE-UP a LEGEND and LIE THROUGH YOUR TEETH, all Legend abilities in 100 yards do not function for 1r.
1N, 1/r: Counterspell a non-Concordant effect.
1N, 1/s: Pick any ÷18 or less race, or a DL IX or less creature you know of. You Shapechange into it. Your stats don't change, but you can use racial/innate abilities from it.
1P, touch: Gain intrinsic abilities & hp of slain monster permanently
1P: Target cannot use F, S, M, or Opp actions
1P: Target loses next segment of actions (No Resistance)
1V, 1/d: You CACKLE EVILLY as a defense/immunity on an object/person doesn't function. This cannot be resisted.
1V, Eat a plant: Gain plant's max hp until next reset
1V: Lower all x1 effects on 1 target
1V: Lower all x2 effects on 1 target
1V: Lower one x2 effect. 1X: Lower all x2 effects on 1 target.
1V: Retroactively stop an action within last r
1V: Successfully chase someone who Escaped (using Psi6G or whatever) or is Gone (to pocket dimension)
1V: Swap bodies with target permanently
1X, may borrow (i.e. 1bX action): Add a [C] section effect on someone.
1X, may borrow (i.e. 1bX action): Remove a [C] section effect from someone.
1X, may borrow: Capital I Insist
1X, may borrow: Capital O Object

[PC8] Monster Group Classes


Custom Race Abilities (÷3)

Custom Race Abilities (÷3)
1X: +2QQQQQQQQM this segment (that's eight Q's for the record)
1X: Capital I Insist (this can in turn be "Really Objected To").
1X: Capital O Object.
1X: Loop port to a destination in the multiverse that doesn't match your quantum signature, defiling LVL' r of that multiverse to match yours.
1X: Loop port to a destination in the multiverse that matches your quantum signature, restoring LVL' r of that multiverse to its original state if that multiverse is suffering ill effects.
1X: Natural Reset one target.
1X+1F, may borrow: Capital I Insist (this can in turn be "Really Objected To").
25% IR; Detect Good; Detect Magic; Regenerate 1 hp/r; 1/t: Invisibility; 1/d: Suggestion
25% PsiR; Detect Chaos; Detect Psi; 1/t: Poly Self to animal; 1/t: Invisibility; +4 saves
2F actions to cast, 1/d: Duplicate a 1st level Dragon of Tyr2 spell
2F: Lower the "Time Reality Stability" ability on another person (iER to resist as if reducible ER)
2P, 1/d: You (Capital S) SLAY the HERO'S SIDEKICK, which is any person with a Hero in his group.
2X: Cast a Wis-based [X] section power, with SL=3 (or SL=13 in the older copies of [X] that were SL=11 based).
2Z (two zero actions), 1/t: You attack as a x3 being and defend as a x0 being this segment.
2Z (two zero actions), 1/t: You attack as a x4 being and defend as a x0 being this segment.
2Z (two zero actions), LVL/d: Counter a Priest spell from someone who doesn't worship one of your gods.
3*LVL% inIR (irreducible, non-ignorable)
35% MR; +4 TH; Your attacks are poisoned (sleep 1d6 d); Detect Invisible; Camouflage
3M, 1/d: You suddenly see the FALVLACY in your MASTER PLAN and can ask the DM a question.
5F, Marry the HERO'S SWEETHEART: The Hero in question is (Capital R) Removed from the Multiverse permanently.
8/lifetime, even when dead: Resurrect Self
A bonus of LVL in Class Adjectives. You can replace the phrase "in your group" with "in any group" in descriptions of class adjectives.
A bonus of LVL in Racial Adjectives. You may pick more than one adjective per grouping.
Abilities as per Anti-Druid of half level
Abnormality (S): +2 arms, +2 legs, +2 wings, or +1 head
Accidently raise Pawn XP: 1 in 6 chance per reset of spending all your XP to Pawn class
Action Accel.: +1 OppM only for Psi(-7)
Adamantine Body: Your body turns to living adamantine; +40 Str; DR 20/-; +20 AC; -8 Dex
Add 1 to number of HD per level in one Concordant class (+1d+0)
Add 2 to HD type per level in one Concordant class (+0d+2)
Add 2 to HD type per level in one Concordant class (+0d+2)
Add a "-" off the chart on the right side of your Priest progressions. (It is a "0" if you have the "dashes" power on SL=2 of this chart)
Add you or your mount's current hp (if it's a dragon) to your damaging spell effects
Adjuration (S): Can summon a DL=LVL monster and control and understand it
All of your items are Indestructible.
All psi cost 0 action (limit = level/r)
Custom Race Abilities (÷3)
All psionic progressions get +1 in each category (minor, major, grand, etc.) if you have at least a "0" there.
All Rogue Abilities at 10*LVL%
All spell levels +1 in all memorizations
All spells cost 0 action (limit = level/r)
All spells cost 0 P actions; Material componenting does not cost 1 V action
All spells cost no P action to cast. No saves versus your effects
All the "-" (dashes) in your Priest progressions are 0's. (You may also upgrade lower-case letters to 0's).
All your effects have no save (incl. Scarab/Pro)
All your innate abilities can be used twice as often (e.g. 3/d becomes 6/d). Your Innates do not allow a Saving Throw.
All your innates cost 0 actions (limit = LVL/r).
All your Psi are range = same plane
All your psi cost 0 actions (limit = LVL/r).
All your Psionics cost only 1/2 the normal number of Mental Actions to use. Your Psionics do not allow a Saving Throw.
All your Spells are range = same plane. Your Spells do not allow a Saving Throw.
All your spells cost 0 actions (limit = LVL/r).
Alley effect LVL*10' r
Alter Reality: 0: Wish
Anaretic: Your attacks are Mordenkainen's Disjunction branded
Annihilation by touch (cannot be Avoid Fated)
Anti-Alley effect shell LVL*10' r
Anti-Concordant Shell: Immune to and cannot use 0th and 1st level Concordant effects
Anti-Hero shell SL 0-3 (Hero effects of SL 0-3 cannot be used within 200'r)
Anti-Matter [Effect]: One of your effects can do antimatter based damage; or +1d100 antimatter dmg / physical attack
Anti-Villain Shell SL 0-3 (Villain effects of SL 0-3 cannot be used within 200')
Apostasy: You are unaffected by alignment based effects
Apport: All of your items have Instant Returning
Artifacts divide their ego by their multiplier when picked up by you
Asomatous: Astral, Inverse Astral, Ethereal, or Inverse Ethereal Projection
Astro [Effect]: One of your effects have a LVL% chance to erase the being from history
Automake saves on natural 18-20
Automatically hit all targets (you rolled a natural 40 on a 20-sided die if it matters)
Automatically make saves (you rolled a natural 40 on a 20-sided die if it matters)
Avoid Fate @ x6 multiplier, LVL/d
Backstorm +1 (you can Backstab twice per opportunity)
Become NPC: You become an NPC immediately.
Blood Strike: You can expend hit points to increase damage (max=LVL*LVL)

[PC8] Monster Group Classes


Custom Race Abilities (÷3) 

Custom Race Abilities (÷3)
Breathe Crapulence; Immune all Ele incl. Crapulence; 3M: Target Crapped.
Burn (SL+1)^2 hp: Cast a level SL spell you know
Can 1 for 1 ability score trade in dungeon
Can attack familiars normally (even if immune)
Can combine Martial Arts & Specialization
Can convert Wiz <-> Pri spells (2 SL shift: Wiz5=Pri3)
Can create custom class with no upper CXP limit
Can do these action conversions: 1M -> 1P, 2P -> 1QP, 2 QP -> 1 QQP, 2 QQP -> 1 QQQP, etc.
Can do these action conversions: 1P -> 1M, 2M -> 1QM, 2 QM -> 1 QQM, 2 QQM -> 1 QQQM, etc.
Can instead use LVL/2 (round up) F actions /s
Can operate at negative hp (still dies normally)
Can spend N Priest spells in memorization to get N times the resultant effect.
Can target yourself N times for N times effect
Can trade 10000 hp into 1 ihp (as many times as you like)
Can trade 2V -> 1M action
Can trade M -> P actions
Can turn Elementals. Automatically "T" or "D" any x0-x1 Golems or Elementals. Roll 1d12 *groups* affected instead of individuals.
Capital O Object @ x7 multiplier, LVL/d
Carapace: +HNCL AC
Casting multiple Wishes/Miracles doesn't harm MF
Change "Save" category of your Concordant class to 1½xConc
Change "Save" category of your Concordant class to 2xConc
Change "Save" category of your Concordant class to Conc
Change "To Hit" category of your Concordant class to 1½xConc
Change "To Hit" category of your Concordant class to 2xConc
Change "To Hit" category of your Concordant class to Conc
Chimerical: You can shapechange into two creatures simultaneously
Command: Can lie even under Detect Lie / Truthear / Ring of Truth; 1M: Force someone to roll a (100-Wis)% chance they will believe what you say, no matter how outrageous.
Concordant-Based Anti-Spirit Resistance (caXR) = LVL*10% (shift downwards by 5% per Concordant LVL over 12)
Concordant-Based Spirit Resistance (cXR) = LVL*15% (shift downwards by 5% per Concordant LVL over 12)
Conduct effects through psi link
Conduct M actions through psi link
Considered x2 creature; Resist Weapon/Holy; +level AC; +level*3 dmg
Continuous Lady's Smile (you choose all your die rolls)
Convergent Effect: Can combine LVLs with other Concordant characters to increase an effect
Cosmic Consciousness: You sense everything (immune Dust, Mirage Arcana, Displacement, etc.)
Custom Race Abilities (÷3)
Cosmic Inspiration (S): 1X: Duplicate a 0th-4th level Divine3 spell
Cosmic Toughness: Hit Die become d100s (all classes)
Counter-strike: Gain an extra retaliatory attack for every time you are injured
Cunning Mind: +(Int bonus) TH
Cunning Soul: +(Int bonus) saves
Damage Reduction 100/+10
Dead Zone: You can create a zone of dead-magic (MF 0) that does not impede you
Death (capital S Slay) by touch
Defender 11: You defend as a x11 being (this effect cannot be dispelled/twisted)
Defender 5: You defend as a x5 being (this effect cannot be dispelled/twisted)
Defender 8: You defend as a x8 being (this effect cannot be dispelled/twisted)
Defense: 0, 1/t: One of your BlahR's can be used as another BlahR type, you can't use X or G, but any number of a's in front are allowed.
Detect Artifacts; 1M: Legend Lore Artifact
Detect Divine Beings; 1M: Legend Lore Divine Being
Dispel Conc.: Dispel a Concordant effect
Distance Vision; Increase missile and spell ranges by 50%
Distant Gaze: Your gaze can expel targets from the plane
Divine Champion: Borrow an abilty from another deity (must be willing)
Divine Inspiration (S): 1X: Duplicate a 0th-2nd level Divine3 spell
Divine Sorcery: You can cast twice as many spells per day (non-Concordant)
Divine Toughness: Hit Dice becomes d20 (all classes)
DNA Stable (cannot be scrambled/erased/et al.); Immune to Clone Insanity, Pawned, Home Plane Change
Do 1P instead of 1 att when doing parting shot
Dominance: Foes with less than 1/4 your HNCL automatically fail their saves
Doppelganger: Shapechange into individuals, duplicating their innate/racial powers
Double School Robe in Wacky Balls
Double the memorization of 1 SL (one non-Concordant progression)
Double Wis bonus spells for Priest
Dragon Companion: Gain a dragon companion (Animal Companion with 1/5 your XP instead of 1/10)
Drugs are considered elements for you; with E=(SL of the drug).
Duplicate a Level: ability of a non-Concordant class
Duplicate a Level: ability of a non-Concordant class
Duplicate the effects of one Psi7 power (Ultra or lower)
Dust/Disappearance; True Sight; Pass Wall; Hyperflight
Edifying Presence: Your presence forces an alignment change (save)
Ego Prot.: Artifacts divide their ego by their multiplier when picked up by you

[PC8] Monster Group Classes


Custom Race Abilities (÷3)

Custom Race Abilities (÷3)
Enchanted Damage Induction: You are only affected by a weapons enchantment bonus
Engineering: Resist damage, Resist all [C] section effects, Resist beneficial healing effects (can't choose to "not use" this resistance, you can drop this entire effect with 1F action)
Equilibrium: All ability scores match your highest ability score (among the basic 6 stats)
Erase Truename by touch
Eternal Freedom: You are immune to spells and effects which impede movement
Eternal Night: x2 Terrain Feature: No new Summonings; No Divine Intervention; Proof vs. Teleport.
Evenhanded: Your unarmed attacks deal maximum damage
Everyone else within 100 yards (friendly or not) loses LVL to their number of segments per round, this may be "turned off".
Everyone has a SENSE OF IMPENDING DOOM, they waste 1 action (any type) per segment marvelling at your evilness.
Everyone in your party may use D actions, even if D actions are Banhammered or Pixelated.
Excellent Vision; Detect Illusions and Traps 50% continuous (don't need to ask to use)
Extra Level (S): You gain an extra class level (non-Concordant)
Fire Shield; Ice Shield; Shock Shield; Holy Shield; all even vs. ranged
Force Field (S): You are protected by 50 hit point force field (re-raises every segment)
Fortuity (S): You gain a +1 Luck Bonus on all rolls
Free material componenting of Concordant spells, once per round.
Free wild talent in Psi72, PPs=200*LVL
Free wild talent in Psi81, PSPs=40*LVL, use ML=9+LVL in the Psi81 class.
Gaze: Life Trapping (as per Mirror)
Genocide: Kills all of a race on a single plane (can reduce area)
Get a (non-adjustable) saving throw of 21-LVL vs. Concordant spells
Get a mirrored set of XP (no modifiers, what's on the chalkboard) for Mini classes
Get double effect on your specialty priest abilities
Get LVL Resets per Reset (doesn't stack w/self)
Get normal resistance to things with "No Resist"
Get stat bonus to a Concordant spell progression (Concordant SLs = 10+NonConcordant)
Go Away: Target defeated creature is put in the hole, no escape for M years (M=Mult)
Greater Dominance: Foes with less than 1/3 your hit die automatically fail their saves
Heavenly Mind: +(Chr bonus) TH
Heavenly Soul: +(Chr bonus) saves
Heavy-handed: You gain double your strength bonus to damage
Helm/Nav.: ¼V: Move from one group to another group within LVL feet
Hyperostosis: +HNCL*2 AC
Iatric [Effect]: The effect heals rather than injures (borrow an X action to cast this)
iaXR LVL*10% (iXR is irreducible anti-Spirit Resistance)
If spend an extra spell: Spell is x2 multiplier
Custom Race Abilities (÷3)
If spend double PSPs: Psi power is x2 multiplier
Ignore all forms of XP divisors.
Ignore non-racial immunity to fear, suggestion, possession, charm
Ignore x1 effects (assuming you are at least true x2 <- NOTE THE MULTIPLIER HERE)
Ignore x1 effects (assuming you are at least true x3 <- NOTE THE MULTIPLIER HERE)
Ignore x2 effects (assuming you are at least true x5 <- NOTE THE MULTIPLIER HERE)
Imm Charm/Negative/Holy/Mental/Disease; divide unusual material cost by 1000
Immune Air/Earth/Fire/Water
Immune all inner elements
Immune AntiTime; 1V: Enter Alternate Reality; 1M: Time Stop no Resist
Immune Chemical Elements & Aging & Time
Immune Cold; 1P: Find the Path
Immune Cold; Immune Fire
Immune detrimental effects potions/liquids
Immune Down a Hole, Clone Insanity, Kill @ Birth
Immune Earth; Can trade 2V -> 1P action
Immune ego domination
Immune Ego/Domination of mult = to LVL or less
Immune Fire/Heat
Immune Fire; Double all dmg dealt and received
Immune Fire; True Sight; Flying
Immune Head Blown Off, slain, crapped, Extract
Immune Holy Fire
Immune Lightning
Immune Oozes/Slimes/Jellies
Immune Pixelation
Immune Poison
Immune Poison
Immune Slow/Stop
Immune Time; Time-Reality Stability; 1V: Time Travel; 1M: Duplicate Self
Immune to "Colorless" and "Wild" elements/effects (Colorless Fire, Colorless Time, Black Ice, Wild Magic Zones, etc.)
Immune to 1st-3rd level Conc spells (except Bug)
Immune to Action/Memory/Other Stealing
Immune to all x1 defenses (you affecting other people)
Immune to all x1 effects (things that affect you)
Immune to anything that gives a PP save

[PC8] Monster Group Classes


Custom Race Abilities (÷3) 

Custom Race Abilities (÷3)
Immune to being put down a hole (this does not put you down the deeper hole)
Immune to Forbiddance Zones, Alignment Change, Opposition
Immune to Going Down a Hole, which does not harm you in any way (you don't go down the Deeper Hole)
Immune to Hero level number of [C] section effects
Immune to Hold/Stun/Para/Summ.Sickness
Immune to Inner Elements
Immune to Loop; Loop/Reality Stability (does not include Time/Reality Stability)
Immune to LVL [C] section effects, even major ones are only 1 pick each
Immune to one effect in the [C] section.
Immune to Outer Elements
Immune to Pixelation LVL*10' radius (can selectively drop it or not affect some people)
Immune to Set, Slain, Crapped, As You Are
Immune to SL 0 to SL (LVL/3, round down) effects.
Immune to Twilighting and draining the MF/PF/TF (unless you want to be twilighted or drain the factors, of course!)
Immune to x0 effects. Immune to x1 effects of SL 0 to LVL/2. Immune to x2 effects of SL 0 to LVL/5, round down.
Immune to x0 to x3 Traps, x0 to x2 Tricks, x0 to x1 Specials
Immune to x0 to x4 Traps, x0 to x3 Tricks, x0 to x2 Specials
Immune to your actions being locked down
Immune Ultraplanar Beings; Defend as x9 creature
Immune Water; +F*4 TH vs. Psi-using (F=#Freq.)
Immune Water; x2 EPs (Psi10)
Immune x1 Insects
Immune x1-x2 Ego Domination; Resist Tech items
Immune x2 Insects and Bug spells
Imprisonment by touch
Improved Invis
Incursion by touch (2 successful touches = Loop Incursion)
Infinite Mini Class slots
Inner Eye: You always use the best possible dice roll (Lady's Smile)
Instability: Target creature is not Time/Reality Stable
Interdimensional: You have a 75% chance of avoiding any attack or spell
Iron Body: Your manifestation turns to iron; +26 Str; DR 10/-; +10 AC; -5 Dex
iuEaXR LVL*5%; ixGR LVL%
iunWaWR LVL*5%
iunXR 5*LVL%
iXaXR LVL*5%
Custom Race Abilities (÷3)
iXR LVL*10% (iXR is irreducible Spirit Resistance)
Karmic [Effect]: An effect you do causes damage direct to experience points
L segments of talking: Hijack the level L follower of someone else, he becomes your follower
Learned Spell Immunity: Adapt to an opponents spells (immune to it after first time)
Legendary [Ability Score]: Single ability score doubled
Legendary Companion: Animal Companion gains Legendary Animal template
Lernaean on limbs (Max = double)
Lesser Apocalypse: Earthquake up to an entire continent (can reduce area), LVLd60 vile dmg (no save)
Limit of # classes = 6
Limit of 8 classes.
Lockdown All: Both you and a target get no actions; if you go below 0 hp this effect ends
Lockdown G actions continuous
Loop Stability. You may pick this ability twice; the second time gives you Time/Reality Stability.
Loop-Reality Stability
Lord of Blood: You gain the Vampire template
Lord of Bone: You gain the Lich template
Lord of Perfection: You gain the Paragon Template
Lord of the Skull: You gain the Demilich Template
Lose LVLd4 stat pts by touch
Luckstone; x2 P15Ps (Psi15)
-LVL actions of all types to everyone within LVL*10' r (no resistance)
LVL instances of the "Uncommoner3" class Level 1 ability (at DL X)
LVL instances of the same Class Adjective. It stacks with itself, even if it normally doesn't.
LVL of your non-Conc classes are put to level 36
LVL*2% iGR; works even in section [X].
LVL/d: You may use a 0 action to pay for the "1M" cost of an Atheist "Level:" ability.
Mask Alignment: You appear to be no alignment at all, not subject to special effects determined by alignment
Mask Undead status; Can't be turned
Match Alignment: Your alignment becomes equal to Pawner's, can't be changed, this can't be dropped
May "Mental Fury" or "Step Out of It" without being "Crapped" at the end.
May use 2 missile weapons per set of arms
May use 2 sets natural attacks per set of arms
May use Psi2 Psionic Enchantments even if "Banhammered".
May use Psi2 Psionic Enchantments on your Concordant progressions (a Concordant 1st is considered a 11th, a Concordant 2nd is considered a 12th, ...)
May use Psi2 Psionic Enchantments, these cost no PSPs to use.
May use Psi-2 Reverse Psionic Enchantments even if "Banhammered".

[PC8] Monster Group Classes


Custom Race Abilities (÷3)

Custom Race Abilities (÷3)
May use Psi-2 Reverse Psionic Enchantments on your Concordant progressions (a Concordant 1st is considered an 11th, a Concordant 2nd is considered an 12th, ...)
May use Psi-2 Reverse Psionic Enchantments, these cost no PSPs to use.
May wear any number of items, your AT sources fully stack
Medic: 0, 1/r: Cureall
Mercurial: You cumulatively gain one extra attack per P action
MF Stability 10' r
MF/PF/TF cannot be lowered within sight of you. 1X: Restore MF/PF/TF in the area.
MF/PF/TF cannot be raised within sight of you. 1X, defile MF/PF/TF in the area by 1: Capital F Fix on self.
MF/PF/TF Stability; 1M: Talk to Ultraplanar Cow
Mime Ability Score: You can copy one single ability score of an opponent
Mime Ability: You can copy one x0-x2 ability used against you per reset
Mime Spell: You can copy any non-Concordant spell used against you per reset
Miracle Progression: For each n from 1 to LVL, gain "1X, (LVL-n+1)/d: Miracle n" (so at LVL=3 you have 3,2,1)
Molymorph: You are immune to the attacks of any form you assume
Mouth's P: Breathe (any type); 1V: Escape; 1M: Divine Intervention 100%
Mouth's P: Mass Erase Truename; Immune Set/As You Are; Ignore irr BlahR
Mouth's X: Pixelate a target (XR to resist)
Multidimensional (S): You can exist in two places at once
Multiply your hp by your multiplier
Need +LVL weapon to hit you
need +LVL/3 (round up) weapon to hit you
Negative Cold LVLd10 dmg by touch
NF, may borrow: Counter a level N Concordant ability.
Night Vision; Superior Hearing; +2 Wis
Night Vision; Superior Hearing; Detect Noise 100%
No action, LVL/d: Unlock actions that are locked down
No limit on sub-ability score "sleazing"
No time paradox/oddities while time travelling
Numinous: Anti-magic aura that does not impede your own magic
nuXR LVL*20% (non-ignorable unadjustable XR)
Omega [Effect]: One of your effects causes permanent hp damage
One "Level 36:" ability from a class (no downgrade)
One 0th-1st lvl Hero or Lich or Villain spell
One 1st-2nd lvl Hero or Lich or Villain spell
One 3rd-4th level Hero or Lich or Villain spell
One weak "Level 1:" ability from a class
Custom Race Abilities (÷3)
Opposing actions cannot be used within sight. (Drop this only at reset)
Overwrite your base race to have +4 to all stats, AC, saves, hp, TH, and have the abilities of four [P3] races/adjectives.
Overwrite your base race to have +5 to all stats, AC, saves, hp, TH, and have the abilities of five [P3] races/adjectives.
Overwrite your base race to have +6 to all stats, AC, saves, hp, TH, and have the abilities of six [P3] races/adjectives.
Pawner lending you actions: +LVL A actions (1A?1V, 2A?1P, 3A?1M)
Pawner lending you psionics: 0, 1/r: +LVL
Pawner lending you spells: 0, 1/r: +LVL SLs in memorization
Pawner lending you XP: +LVL*5% XP (or) +LVL*10% XP only for Priest group (both retroactive); +1 class slot
Perfect Critical Multiplier: Your critical multiplier is quintipled
Perfect Critical: Your critical threat range is quintupled
Perfect Defence: iAC LVL
Perfect Disarm: Successful attacks deal damage and a disarm attempt
Perfect Summoning: Hit Dice of summoned creatures increases by 200%
Perfect Weapon Specialization: Always deal maximum damage with selected weapon
Pers.Combat: 1M, 1/d: Call a level=LVL/2 Beast Rider mount for yourself.
Pick a CSL (Concordant Spell Level). Lose 2 spells of that CSL and gain 1 spell of CSL+1 (even if off chart)
Pick a plane, your home plane switches to that.
Pick a single spell from any Concordant class. You may cast that spell as if it was on your Concordant class spell list.
Pick a single spell from any Concordant class. You may cast that spell as if it was on your Concordant class spell list.
Planar Stable (immune to effects of being on another plane).
Polymath: Your non-Concordant class levels can be changed at will (you can shift XP around)
Priest spells (and material componenting) cost half the number of actions in LVL spheres.
Protection from Turning 100'r
Psi1 has no limit of 1 attack/r, Psi2 has double points, auto Power Score
Psionic: 1M: Clairvoyance+Clairaudience+Clairnasience, same plane, doesn't cause "ears burning"
Quivering Skin: Anyone touching you suffers the effects of the Quivering Palm
Quixotic: You can re-roll any dice roll (yours or friend's) 1/s
QX Haste: You get +1QX action.
Read all spell & psi progressions backwards and double them
Rectify: Anyone slain by you is completely erased from ever existing
Redivivus: You can revive your opponents greatest enemy
Regeneration: You gain regeneration HNLVL/2 /s
Resist Everything; Scarab of Protection @ 2
Rotating Truename
Rotating Truename. Rotating Home Plane. Rotating Quantum Signature. Your Silver Cord rotates color, and can't be targetted or attacked.
Sanctity: Your turning affects any being

[PC8] Monster Group Classes


Custom Race Abilities (÷3) 

Custom Race Abilities (÷3)
Saviour: You can take damage for any or all allies in your presence
Science: You can physically attack even while under Sanctuary / Pro. Evil / Astral Projection / etc., the effect doesn't "see" that you attacked (and isn't reduced)
Seeking Shot: You can make one shot per round that is guaranteed to hit
Self Mastery: Your body parts can operate independently
Set Int = LVL^2.
Set Wis = LVL^2.
Shapechange: You can shapechange at will
Shell 3: Anti-Concordant Shell (0th-3rd)
Shell 5: Anti-Concordant Shell (0th-5th)
Shell 7: Anti-Concordant Shell (0th-7th)
Shroud of Death: Anyone attacking you must save versus death
Slipstream: You are unaffected by temporal disturbances
Snake; Immune Plasma & Sun & AntiMatter & Fusion & Radiation & Gravity
Soniferous (S): You double the power of any single magic item you use
Speak with Dead & Undead (cont.); 1M: Capital E Extract from Dead & Undead
Specials of x2 or greater have their effect's multiplier dropped to x1
Spell Abatement: You ignore the effects of a non-Concordant spell the first time it is used upon you
Spell Immunity (S): You are immune to non-Concordant spells of a certain level
Spell Reflection: Spells that do not penetrate your spell resistance are reflected
Sphere robe in LVL spheres. If you pick Elemental, you are double Sphere robed (-2 SL).
Spirited Away: You are saved from destruction (Avoid Fate once per day)
Spiritual Ancestry: Gain the traits of any Outsider sub-type
Squamous: Your divine natural armor bonus is trebled
Steal all powers by touch
Steal all psionics by touch
Steal all spells by touch
Summon all creatures from all Alleys within LVL*100 feet of current location; Alley Effect extends to where you are
Super Charge: Deal x6 damage on a charge, or x8 with a lance
Superior Combat Casting: You cast all spells as spell-like abilities (they use InnR)
Superior Critical Multiplier: Your critical multiplier is quadrupled
Superior Critical: Your critical threat range is quadrupled
Superior Hearing; Superior Olfactory power; Detect Danger 50% continuous
Superior Summoning: Hit Dice of summoned creatures increases by 50%
Superluminal: You can move at the speed of light
Take only 1 damage per hit from weapons
Talismanic Effect: Channel effects through artifacts
Custom Race Abilities (÷3)
Telluric Effect: The effect damage is multiplied each time same target is struck
The "Avoid Fate" ability cannot be used by any other creature (friendly or not) within 100 yards of you.
The "Lady's Smile" ability does not function within sight
The "Lady's Smile" effect doesn't work for anyone within sight
The "Unusual Materials" table is considered Semi-Elements for you; you can be composed of up to LVL-9 of those materials at the same time
Time Dilation: Can use 2X actions per segment (if you have them)
Time/Reality Stability
Time/Reality Stability 10' r
Time/Reality Stability. You may pick this ability twice; the second time gives you Loop Stability.
Time/Reality/Loop Stable
Time-Reality Stability
Time-Reality Stability
Time-Reality Stability; 1M: Talk to Time-Ele
Touch: Energy Drain 2xLVL levels
Trade 12 of an action type for 1 Instantaneous (I) of that action type.
Trade 2 of an action type for 1 Borrowed (b) or Held (h) of that action type.
Trade 3 of an action type for 1 Borrowed (b) or Held (h) of that action type.
Trade 4 of an action type for 1 Borrowed (b) or Held (h) of that action type.
Trade 4F to 1X
Trade 6F to 1X
Trade 7 of an action type for 1 Instantaneous (I) of that action type.
Trade 8F to 1X
Trade 9 of an action type for 1 Instantaneous (I) of that action type.
Transattack Period: Your attacks double each round
Transcendental Toughness: Hit Die become d1000s (all classes)
Transilient Fortitude: You always succeed in Fortitude saves (+1 PSave)
Transilient Reflexes: You always succeed in Reflex saves (+1 PSave)
Transilient Will: You always succeed in Will saves (+1 MSave)
Transmortality: You cannot be permanently destroyed
Transtemporal: You can travel freely in time
Transversal: You can attack any target you can perceive
Troll-like regen all hp (including vile) every s
Troll-like Regen all hp every r
True Strike: You gain a +20 attack bonus with one weapon
Truename is unreadable to mult = to LVL or less
Ultimate Weapon Focus: +LVL iTH

[PC8] Monster Group Classes


Custom Race Abilities (÷3)

Custom Race Abilities (÷3)
Undead divide their HD by your LVL when calculating what they turn as
Underhanded: You sneak attack (Backstab) with every hit, even while in melee
Unyielding Damage Reduction: Any corporeal opponent striking you in melee but not penetrating your damage reduction suffers the difference in damage.
Vanguard Fortitude: Allies within in your group can use your fortitude saving throw
Vanguard Reflexes: Allies within in your group can use your reflex saving throw
Vanguard Will: Allies within in your group can use your will saving throw
Wands cost only ½M to use
Weapon Breaking: Weapons that strike you, but do not injure you, shatter
Weapons are Crapulence Branded; Immune to being Crapped; 1M: Domination
Weapons: Ignore WR, iWR, aWR, iaWR, +needed to hit, DR, iDR, displacement, planar displacement, pro. weapons, immunity to matter, skins of all types, inertial barrier
When you are comprised of only a single element, you generate a x2 Terrain Feature that turns all other Elementals of that element into x2 beings, with +2 DL and x(LVL+1) rhp.
Wide Angle Vision (you can't be backstabbed); Water Breathing
With unarmed attacks: ignore stoneskins, ironskins, uberskins, WR, iWR, DR, +blah weapon needed, displaced, inertial barrier
X Haste: All in your party gets +1X action.
x+1 XP when single classed
x+4 Mirrored XP to Concordant and Demigod (doesn't stack with lower versions of this in X21)
x+5 Mirrored XP to Concordant and Demigod (doesn't stack with lower versions of this in X21)
x+6 Mirrored XP to Concordant and Demigod (doesn't stack with lower versions of this in X21)
x1 creatures cannot attack you unless attacked
x1.5 (round down) # of psi powers
x1.5 ML (Memorization Level) in one class.
x10 hp.
x2 all Psionic pools
x2 CL
x2 hp.
x2 levels for #Att calculation
x2 ML (Memorization Level) in one class.
x2 physical dmg; /2 all physical damage you take
x2.5 ML (Memorization Level) in one class.
x3 CL
x4 CL
x50 hp.
XCell Adjust. 2: Deal 1 idmg to a creature with at least 1 ihp
xLVL number of henchmen, followers, summons, familiars
XR 3*LVL%. Pick one prefix for this: "i"=irreducible, "u"=unadjustable, "n"=non-ignorable.
XR 4*LVL%. Pick two prefixes for this: "i"=irreducible, "u"=unadjustable, "n"=non-ignorable.
Custom Race Abilities (÷3)
X-Ray Vision: See through solid objects
xx1.1 ML in one class.
xx1.2 ML in one class. (doesn't stack with lower versions of this in X21)
xx1.3 LVL (doesn't stack with lower versions of this in X21)
xx1.3 ML in one class. (doesn't stack with lower versions of this in X21)
xx1.5 hp (doesn't stack with lower versions of this in X21)
xx1.5 LVL (doesn't stack with lower versions of this in X21)
xx1.7 LVL (doesn't stack with lower versions of this in X21)
xx2 AC (true double AC, no shift from 10)
xx2 hp (doesn't stack with lower versions of this in X21)
xx3 hp (doesn't stack with lower versions of this in X21)
You adjust all irreducible BlahR by -5*level% and all reducible BlahR to 0%.
You are considered a x2 being.
You are immune to all area effects. However, this power is incompatible with any "You can't be targetted" effects you have running (they shut off).
You are the MASTER ENEMY, and can't be targetted until your ENDLESS HORDE OF CANNON FODDER is destroyed.
You attack as a x1 being, but defend as a x3 being.
You attack as a x2 being
You attack as a x3 being
You attack as a x3 being, but defend as a x1 being.
You attack as a xN being, but defend as a x(6-N) being, where N is between 1 and 4.
You attack as a xN being, but defend as a x(6-N) being, where N is between 1 and 5.
You can assume the form of any known dead/incursed/pixelated person or creature (this is like the First Evil's ability). You don't have the person's abilities, but you do have their memories.
You can attack Familiars even if they're immune
You can convert 1X -> 1deadX actions. 1deadX: Capital F Fix Self.
You can have 6 Specialty God picks instead of 3, if they are all from the same pantheon.
You can summon, control, and comprehend Elementals of any DL, even past DL X. (Assuming you have sufficient spells to do so.)
You can trade 2 of an action type for 1 Opposing version of that action type.
You can trade 2 of an action type for 1 Quick version of that action type.
You can trade 3 of an action type for 1 Opposing version of that action type.
You can trade 4 of an action type for 1 Opposing version of that action type.
You can treat this spell slot as if it was an SL=10 Priest spell slot.
You can use +LVL segments /r
You defend as a x11 being (this effect cannot be dispelled/twisted)
You defend as a x2 being (this effect cannot be dispelled/twisted)
You defend as a x5 being (this effect cannot be dispelled/twisted)
You defend as a x8 being (this effect cannot be dispelled/twisted)

[PC8] Monster Group Classes


Custom Race Abilities (÷3) 

Custom Race Abilities (÷3)
You get and can use 2D Actions per death per segment. You are limited to LVL+1 D Actions you can use per reset (instead of 1).
You have +1 HNLVL or +0.1 LVL for purposes of qualifying for classes, kits, and feats.
You have a free "H" for purposes of qualifying for classes, kits, and feats.
You have a MOST ANNOYING CONSULTANT, you take 2 sets of actions each segment and pick the better result.
You have an ANNOYING HENCHMAN of half your Villain Level who always ESCAPES and causes trouble for the enemy.
You have AN EVEN BIGGER BOSS THAN YOU, which is any same-aligned god, you Automatic Divine Intervention 1/d.
You have an EVEN MORE ANNOYING FAMILIAR which functions as your LVL in Ultra Familiars.
You ignore other people's immunities and resistances
You ignore other people's Immunity to Action/Memory/Other Stealing (unless it comes from a x3 or greater source)
You ignore other people's Immunity to Hold/Stun/Para (unless it comes from a x3 or greater source)
You ignore other people's Immunity to Inner Elements (unless it comes from a x3 or greater source)
You ignore other people's Immunity to Outer Elements (unless it comes from a x3 or greater source).
You ignore other people's Immunity to Ultraplanar Things, even if it comes from a x3 or greater source.
You may "borrow" actions of any type (assuming you have them).
You may "hold" actions of any type (assuming you have them).
You may "material component" Concordant spells by spending an F action (in addition to the normal X action).
You may "material component" Martial Arts Maneuvers, Innate/Racial Abilities, Magic Item activations (non-Artifact) by spending an S action (in addition to normal costs)
You may double material component Priest spells by using +1V action.
You may have LVL-8 Artificial Resets per Natural Reset.
You may material component Concordant spells, it costs an extra X action to do this.
You may material component the Lich powers that duplicate Priest spells (spend 1V)
You may material component the Lich powers that duplicate Psionic powers (spend 1V)
You may material component the Lich powers that duplicate Wizard spells (spend 1V)
Custom Race Abilities (÷3)
You may use borrowed or held actions to activate SL 0-11 (CSL 0-1) effects you have.
You may use borrowed or held actions to activate SL 0-14 (CSL 0-4) effects you have.
You may use borrowed or held actions to activate SL 0-8 effects you have.
You see the ERROR OF YOUR WAYS, drop Villain class (and can never return), gain Hero with double your Villain XP.
Your Atheist(-7) spells have a (M-1)*100 save penalty, where M is the target's multiplier
Your concordant effects do not allow XR (including irreducible XR), GR can still be used
Your effects have a -LVL*5% GR (Godly Resistance) shift. (This does not work if [X] section rules are being used.)
Your effects have no BlahR (except GR)
Your ENDLESS HORDE OF CANNON FODDER (x1 creatures) ignore "Immune to x1 effects" (unless from x3 source).
Your familiars can attack and still be immune
Your Int items may lend their E action to you (as 1QS)
Your multiplicative sources of damage fully stack (instead of using the sum and subtract 1 formula)
Your natural attacks ignore WR/aWR
Your non-Conc classes' spells/psi cost only ¼M
Your non-Conc classes' spells/psi cost only ½M
Your phys att do full dmg regardless of immunity
Your Priest spells are resisted using GR instead of MR (or XR).
Your Priest spells are resisted using XR instead of MR.
Your Priest spells of SL 0-7 cost only ½M to cast
Your race unique; imm Genocide; Wear any # items
Your racial abilities and magic items cost half the normal number of actions to use.
Your Wizard spells and Psi2 powers (and their material componenting) cost half the normal number of actions to use.
Your Wizard spells of SL 0-9 cost only ½M to cast

[PC8] Monster Group Classes


Dancing Potion Bottle1


Level

KXP
Psi24
mMG SU

TH
1 0 1-- --
2 2.8 2-- --
3 5.6 2-- --
4 11.2 3-- --
5 22.4 3-- --
6 44.8 31- --
7 89.6 32- --
8 179.2 32- --
9 350 33- --
10 520 33- --
11 690 331 --
12 860 332 --
13 1030 332 --
14 1200 432 --
15 1370 433 --
16 1540 433 --
17 1710 443 --
18 1880 443 1-
19 2050 443 2-
20 2220 443 3-
21 2390 443 3-
22 2560 444 3-
23 2730 444 3-
24 2900 444 4-
25 3070 444 4-
26 3240 444 4-
27 3410 544 4-
28 3580 544 4-
29 3750 554 41
30 3920 554 42
31 4090 555 43
32 4260 555 44
33 4430 555 54
34 4600 555 54
35 4770 555 55
36 4940 665 551
37 5110 665 552
38 5280 665 553
39 5450 665 554
45 6470 766 666
54 8000 888 877
63 9530 A99 999
72 11060 BBB AAA 1
Requisites: Int 10, Wis 12
Alignment: non-L
HD/level: d6
Weapon Prof.: 2+level/5
To Hit Table: Wiz
Reference: Wiz
Groups: Psionicist, Wizard, Monster, PC Designed
Complexity: CF=5
   
Saving Throws:  
PPD: level+3
RSW: level+6
PP: level+4
BW: level+2
Spell: level+5
Fort: level-1
Reflex: level+0
Will: level+0
   
You count as a potion for effects that refer to potions.
Divide the cost of potions by LVL.
Gets +1E action, can use 1S+1E+1V per segment.
Level 1: Identify potions by sight.
Level 1: For a potion, can increase duration by 100% or effect by 50%. Each potion may be improved only once.
Level 1: 1M: Otto's Irresistable Dance (1 creature, no save)
Level 1: 0, while drinking a potion: Do a "sip" on the potion, which might identify it. Then the rest of the potion resolves. You may reverse the effect of the entire potion of yourself (Harm -> Heal, Poison -> Neutralize Poison or Sweet Water, etc.). This works even if the sip was lethal.
Level 3: 1V, while drinking a potion: "Material Component" a potion's effect, so it does double effect on you.
Level 4: Can create potions in 1/(level-3) the normal time.
Level 5: Brew Potions: 10F, 1/reset: Create 100*LVL XP value in potions.
Level 5: Can "Frugal" potions (+50% to number of uses).
Level 5: 1M: Otto's Irresistable Dance (1 group, no save)
Level 5: 1M+1P: Brew Space-Mead, a potion that when drank does Astral Spell and an Abyssal Water effect.
Level 5: 1M+1P: Cure a Potion effect that occured within the last round.
Level 5: 1M: Potion ball (of a potion you have, the potion is used)
Level 7: 0, 1/r: Recharge one of your magic items by 1 charge (even a potion)
Level 10: 1F, while drinking two potions, 1/reset: The mixing of the potions creates a special effect -- one of the potions chosen at random fails to work, but the other has its effects made permanent on the drinker. The potions's effect becomes a spell-like abilitiy that is always on for the drinker.

[PC8] Monster Group Classes


Ethereal Repair60

Level KXP Psi60
mMG SU
1 0.5 (owe) 1-- --
2 6 2-- --
3 18 2-- --
4 54 3-- --
5 108 3-- --
6 216 31- --
7 343 32- --
8 512 32- --
9 729 33- --
10 1000 33- --
11 1300 331 --
12 1600 332 --
13 1900 332 --
14 2200 432 --
15 2500 433 --
16 2800 433 --
17 3100 443 --
18 3400 443 1-
19 3700 443 2-
20 4000 443 3-
21 4300 443 3-
22 4600 444 3-
23 4900 444 3-
24 5200 444 4-
25 5500 444 4-
26 5800 444 4-
27 6100 544 4-
28 6400 544 4-
29 6700 554 41
30 7000 554 42
31 7300 555 43
32 7600 555 44
33 7900 555 54
34 8200 555 54
35 8500 555 55
36 8800 665 55
TH Saves
PD RS PP BW Sp Fo Re Wi
+1  5  3  8  2  3  1  0  1
+2  5  4  8  2  3  1  0  2
+3  6  4  8  3  4  2  0  2
+4  6  5  8  3  4  2  1  3
+5  6  5  9  3  4  2  1  3
+6  6  6  9  4  5  3  1  4
+7  7  6  9  4  5  3  2  4
+8  7  7  9  4  5  4  2  5
+9  7  7 10  5  6  4  2  5
+10  7  8 10  5  6  4  3  6
+11  8  8 10  5  6  5  3  6
+12  8  9 10  6  7  5  3  7
+13  8  9 11  6  7  6  4  7
+14  8 10 11  6  7  6  4  8
+15  9 10 11  7  8  6  4  8
+16  9 11 11  7  8  7  5  9
+17  9 11 12  7  9  7  5  9
+18  9 12 12  8  9  8  5 10
Requisites: Str 6+level, Dex 3+level, Con 2+level,
Int 5+level, Wis 4+level, Chr 1+level
Alignment: any
HD/level: & 2d3
Weapon Prof.: & 6+level/6
To Hit Table: Mon
Save Table: Psi
Reference: DM {Double Planeshifted Astral Construct3}
Groups: Priest, Psionicist, Monster, Alternate
 
Gets Psi60 powers, see [Q60]. Gets Str or Wis bonus to the progression.
P60Ps = Str + Int + Wis - 36 +level*5.
Also gets 1 ERP (Ethereal Repair Point) per level. These ERPs return at a rate of LVL/4+1 per turn, round down.
Level 1: Everyone in your group (including yourself and enemies) needs a +1 weapon to hit them.
Level 1: You may use Ethereal Projection.
Level 1: Pick an ability below. Even though these mechanics are "5th edition"-like, these are not "5th edition" picks for Custom5.
   I. ½M, 1 ERP: Cure 10*LVL hp to one target.
   II. 1M, 1 ERP: Repair a x0 or x1 magic item.
   III. 1M, 1 ERP: Remove a Trap (100+25*LVL%) (-100% per multiplier beyond x1).
Level 2: Pick another ability from I-III above. If you pick an ability more than once, M action costs go to V, V costs go to 0 (zero action).
Level 3: Pick another ability from I-III above. If you pick an ability more than once, M action costs go to V, V costs go to 0 (zero action).
Level 5: Pick an ability below:
   IV. ½M, 2 ERP: Cure 10*LVL hp to one group.
   V. 1M, 2 ERP: Add a charge to an item.
   VI. 1M, 2 ERP: Remove a Trick (25*LVL%) (-100% per multiplier beyond x1).
Level 6: Pick another ability from I-VI above. If you pick an ability more than once, P action costs go to V, V costs go to 0 (zero action).
Level 7: Pick another ability from I-VI above. If you pick an ability more than once, P action costs go to V, V costs go to 0 (zero action).
Level 9: Pick an ability below:
   VII. ½M, 3 ERP: Restore an effect that was dispelled within the last round.
   VIII. 1M or 1bM, 3 ERP: Heal a summon or animal companion
   IX. 1M, 3 ERP: Remove a Special (-100+25*LVL%) (-100% per multiplier beyond x1).
Level 10: Pick another ability from I-IX above. If you pick an ability more than once, P action costs go to V, V costs go to 0 (zero action).
Level 11: Pick another ability from I-IX above. If you pick an ability more than once, P action costs go to V, V costs go to 0 (zero action).

[PC8] Monster Group Classes


Faerie

Level KXP Faerie
0½1 1½ 2 2½ 3 3½ 4
1 0 1-- - - - - - -
2 0.1 2-- - - - - - -
3 0.2 3-- - - - - - -
4 0.4 31- - - - - - -
5 0.8 32- - - - - - -
6 1.6 33- - - - - - -
7 3.2 331 - - - - - -
8 6.4 332 - - - - - -
9 12.8 333 - - - - - -
10 25.6 333 1 - - - - -
11 51.2 333 2 - - - - -
12 102.4 333 3 - - - - -
13 204.8 333 3 1 - - - -
14 409.6 333 3 2 - - - -
15 819.2 333 3 3 - - - -
16 1638 333 3 3 1 - - -
17 3276 333 3 3 2 - - -
18 6552 333 3 3 3 - - -
19 16500 333 3 3 3 1 - -
20 26500 333 3 3 3 2 - -
21 36500 333 3 3 3 3 - -
22 46500 333 3 3 3 3 1 -
23 56500 333 3 3 3 3 2 -
24 66500 333 3 3 3 3 3 -
25 76500 333 3 3 3 3 3 1
26 86500 333 3 3 3 3 3 2
27 96500 333 3 3 3 3 3 3
28 106500 444 3 3 3 3 3 3
29 116500 444 4 4 4 3 3 3
30 126500 444 4 4 4 4 4 4
31 136500 555 4 4 4 4 4 4
32 146500 555 5 5 5 4 4 4
33 156500 555 5 5 5 5 5 5
34 166500 666 5 5 5 5 5 5
35 176500 666 6 6 6 5 5 5
36 186500 666 6 6 6 6 6 6
TH Saves
PD RS PP BW Sp Fo Re Wi
Requisites: Dex 13, Wis 10, Chr 15, Cml 18
-2  5  4  4  2  3  0  2  0 Alignment: any
-1  5  4  5  2  3  0  2  0 HD/level: d1
-1  5  4  5  2  3  0  2  0 Weapon Prof.: 1+level/16
-1  5  4  5  3  3  1  3  0 To Hit Table: ½xThf0
-1  5  4  5  3  3  1  3  0 Save Table: ½xElf0
-1  5  4  5  3  4  1  3  0 Reference: DM
-1  5  4  5  3  4  1  3  0 Groups: Monster
-1  5  5  5  3  4  1  4  1  
-1  5  5  5  3  4  1  4  1
+0  7  6  7  4  5  2  4  1
+0  7  6  7  4  5  2  4  1
+0  7  6  7  5  5  2  5  1
+0  7  6  7  5  5  2  5  1
+0  7  6  7  5  6  3  5  2
+0  7  6  7  5  6  3  5  2
+0  7  7  7  5  6  3  6  2
+0  7  7  7  5  6  3  6  2
+1  9  8  9  6  7  3  6  2
Yes, this class gets fractional SLs.
Level 5 (and every level divisible by 5): Gain an "Any Rogue" pick of this level minus 4 (e.g. at Level 10 you get an "Any Rogue 6" pick). You have LVL+15 points in that Rogue ability (beyond stat and base).

[PC8] Monster Group Classes


Faerie Spells

SL # Name Effect
0 1 Detect Fey Detect Faeries
0 2 Protection from Fey Protection from Faeries (for an individual)
0 3 Speak with Animals and Plants Speak with Animals and Plants
½ 1 Animal Friendship Animal Friendship
½ 2 Fey Bane +2d6 dmg vs. Faeries
½ 3 Sense Fey Portal Detect Plant Door, Tree, Magical Grove
1 1 Dancing Lights Dancing Lights
1 2 Greater Sleep Sleep to a group, 4d4 HD, max HD=8 (save)
1 3 Magic Circle against Fey Protection from Faeries (for a group)
1 Cloak of the Trickster Invisibility as long as you're motionless
2 Nymph's Blessing Lasts for 1 turn. 0, 1/r: Charm Person (save)
3 Plant Growth Plant Growth
2 1 Kiss of the Selkie Underwater action; Water Breathing
2 2 Misdirection Misdirection
2 3 Rainbow / Rainbow Pattern Rainbow / Rainbow Pattern
1 Curse Curse (save)
2 Displacement Displaced
3 Erase Memory Forget (save)
3 1 Blinding Beauty Blindness to a group (save)
3 2 Suggestion Suggestion (save)
3 3 Summon Fey Summons a DL 1d4+1 Faerie
1 Commune with Nature Commune with Nature
2 Otto's Irresistible Dance Otto's Irresistible Dance
3 Unearthly Beauty Lasts for 1 turn. 0, 1/r: Slay Living (save)
4 1 Gift of the Leprechaun Duplicate a SL 0-8 Healing, Animal, or Plant spell
4 2 Mirage Arcana Mirage Arcana
4 3 Power Word Blind Power Word Blind (240 hp, includes Stun)

[PC8] Monster Group Classes


Falco

Level KXP Wiz/Pri/Psi7
123 456 789 AB
TH
1 0 1-- --- -- +1
2 3.3 2-- --- -- +2
3 6.6 30- --- -- +3
4 13.2 41- --- -- +4
5 26.4 420 --- -- +5
6 52.8 430 --- -- +6
7 105.6 440 --- -- +7
8 211.2 541 0-- -- +8
9 422.4 542 0-- -- +9
10 750 543 0-- -- +10
11 1100 544 0-- -- +11
12 1450 554 10- -- +12
13 1800 554 20- -- +13
14 2150 554 30- -- +14
15 2500 554 40- -- +15
16 2850 655 410 -- +16
17 3200 655 420 -- +17
18 3550 655 430 -- +18
19 3900 655 440 -- +19
20 4250 665 541 0- +20
21 4600 665 542 0- +21
22 4950 665 543 0- +22
23 5300 665 544 0- +23
24 5650 666 554 10 +24
25 6000 666 554 20 +25
26 6350 666 554 30 +26
27 6700 666 554 40 +27
28 7050 666 655 41 +28
29 7400 666 655 42 +29
30 7750 666 655 43 +30
31 8100 666 655 44 +31
32 8450 666 655 54 +32
33 8800 666 655 55 +33
34 9150 666 666 55 +34
35 9500 666 666 65 +35
36 9850 666 666 661 +36
37 19700 666 666 662 +37
38 29550 666 666 663 +38
39 39400 666 666 664 +39
45 98500 777 766 666 +45
54 187150 888 777 777 1 +54
63 275800 888 777 777 7 +63
72 364450 999 988 888 81 +72
Race Adjustments:
Str Dex Con Int Wis Chr Cml AT hp TH Div
+4 +3 +4 -1 -1 -2 -3 +8 +20 +5 ÷1
 
Requisites: Str 13, Dex 9, Con 13,
  Race Slots 1, Class Slots 2
Alignment: any (usually E)
HD/level: & d10
Weapon Prof.: & 6+level/2
To Hit Table: Mon
Save Table: Mon
Reference: DM
Groups: Warrior, Monster, Archetype
Complexity: CF=3
   
Saving Throws:  
PPD: level+5
RSW: level+5
PP: level+5
BW: level+5
Spell: level+5
Fort: level+5
Reflex: level+5
Will: level+5
   
Considered a "Vampire" race.
Can cast Wizard or Priest spells. Gets your choice of Int or Wis bonus to spell progression. Gets access to 1 school or sphere per level.
Can also use Psi7 powers from progression, Minor: SL=1; Major: SL=3; Grand: SL=5; Super: SL=7.
Has none of the vulnerabilities of Vampires (You cannot be turned, can operate normally in daylight, etc.)
Level 1: +2 or better weapon needed to hit you.
Level 1: Troll-like regeneration 3 hp/s.
Level 1: Immune Sleep, Charm, Hold, Poison, Paralysis. Resist Cold and Electricity.
Level 1 ¶: All of your weapons are Vorpal (Natural 18+: Sever head of target).
Level 1 ¶: All of your attacks Energy Drain 2 levels per attack.
Level 1 ¶: Each time you kill someone, get their DL^2 in current hp (can go beyond max, lasts only 1r).
Level 2: 1M, Gaze: Charm Person (Will save)
Level 3: 1V: Shapechange into a Bat, healing yourself 10-40% of damage taken.
Level 4: 1F: Summon 10d10 DL I Rats, 10d10 DL I Bats, or 3d6 DL II Wolves.
Level 5: 1M: Gaseous Form
Each level, get one "5th edition" pick from the choices below.
 

[PC8] Monster Group Classes


Falco (5th ed. picks)

Levels Pick Description
Level 1-3: A +LVL Str and Exceptional Str
B +LVL Martial Arts maneuvers and Exceptional Dex
C Bite is vampiric regen (full) and Exceptional Con
D Immune to fear, emotion, lack of morale
E 1M, LVL/d: Know direction/distance to most powerful magic item on current DL.
Level 4: Pick any Monster5 class level 1-3
Level 5-7: F Any Rogue level X ability, with Y*LVL points to spend on it, X+Y=8
G 1F, sacrifice a creature you have subdued/unconscious: Demon Summoning (ML=LVL or HD of sacrifice / 2)
H Pick sunlight, holy water, wood, or garlic. You are not allergic/vulnerable to this.
I Immune to ESP, Telepathy, Mind attacks, Psionic blast, etc.
J 1M, LVL/d: Know direction/distance to most powerful person on current DL.
Level 8: Pick any Monster5 class level 5-7
Level 9-12: K If you bite a creature to death (but not beyond -10 hp), you can raise that creature as a vampire the next day under your control.
L 2F, sacrifice a creature you have subdued/unconscious: Wishoid/Miracle (SL=LVL or HD of sacrifice / 2)
M 1V, 3/d: Shapechange (as Druid) into Bat, Rat, or Wolf
N 0, you are being killed: Gaseous Form, you are not actually dead, move rate = LVL"
O Continuous Friendship effect running with all monsters of HD = your LVL or less
Level 13: Pick any Monster5 class level 9-12
Level 14-18: P
Q +(LVL-12)/2 second tier Martial Arts maneuvers
R
S
T
Level 18: Pick any Monster5 class level 14-18
Level 20-26: U
V
W
X
Y
Level 27-36: Pick any Monster5 class level 20-26

[PC8] Monster Group Classes


Ghost

Level KXP ProtoLich/Psi7
123 456   mMG S
1 10 (owe) 1-- --- / 1-- -
2 12 2-- --- / 2-- -
3 16 3-- --- / 3-- -
4 22 31- --- / 4-- -
5 30 32- --- / 41- -
6 60 33- --- / 42- -
7 120 43- --- / 43- -
8 240 44- --- / 44- -
9 480 441 --- / 54- -
10 960 442 --- / 55- -
11 1460 443 --- / 551 -
12 1960 444 --- / 552 -
13 2460 544 --- / 553 -
14 2960 554 --- / 554 -
15 3460 554 1-- / 555 -
16 3960 554 2-- / 655 -
17 4460 554 3-- / 665 -
18 4960 554 4-- / 666 -
19 5460 555 4-- / 766 -
20 5960 555 5-- / 776 -
21 6460 655 5-- / 777 -
22 6960 665 5-- / 877 -
23 7460 666 5-- / 877 1
24 7960 666 6-- / 877 2
25 8460 666 61- / 877 3
26 8960 666 62- / 877 4
27 9460 666 63- / 877 5
28 9960 666 64- / 877 6
29 10460 666 65- / 877 7
30 10960 666 66- / 887 7
31 11460 766 66- / 888 7
32 11960 776 66- / 888 8
33 12460 777 66- / 988 8
34 12960 777 76- / 998 8
35 13460 777 77- / 999 8
36 13960 777 771 / 999 9
TH Saves
PD RS PP BW Sp Fo Re Wi
+6  3  3  3  3  3  3  3  3
+7  3  3  3  3  3  3  3  3
+8  4  4  4  4  4  4  4  4
+9  4  4  4  4  4  4  4  4
+10  5  5  5  5  5  5  5  5
+11  5  5  5  5  5  5  5  5
+12  6  6  6  6  6  6  6  6
+13  6  6  6  6  6  6  6  6
+14  7  7  7  7  7  7  7  7
+15  7  7  7  7  7  7  7  7
+16  8  8  8  8  8  8  8  8
+17  8  8  8  8  8  8  8  8
+18  9  9  9  9  9  9  9  9
+19  9  9  9  9  9  9  9  9
+20 10 10 10 10 10 10 10 10
+21 10 10 10 10 10 10 10 10
+22 11 11 11 11 11 11 11 11
+23 11 11 11 11 11 11 11 11
Requisites: Dex 10, Con 13, Int 13, Wis 12
Alignment: any N (or) any E
HD/level: & ++++d10
Weapon Prof.: & 5+level/5
To Hit Table: Mon +5 levels
Save Table: Mon +5 levels
Reference: DM
Groups: Monster
 
Ghost gets Protolich spells and Psi7 powers.
Level 1: Immune to Turn Undead.
Level 1: Enemies need a +LVL*3/2 weapon to hit you. To ignore this restriction, monsters divide their HD by (LVL+4), not 4.
Level 1: AC +9+LVL*3/2
Level 1: Considered +LVL*3/2 weapon to hit with unarmed attacks

[PC8] Monster Group Classes


Giant Robot8

Level KXP Psi8   GRobot Vill
mMG SU 123 45 [1]
1 0 1-- -- 1-- -- [-]
2 8 2-- -- 2-- -- [-]
3 16 3-- -- 3-- -- [-]
4 32 41- -- 31- -- [-]
5 64 51- -- 32- -- [-]
6 128 62- -- 42- -- [-]
7 256 72- -- 421 -- [-]
8 512 831 -- 431 -- [-]
9 1024 931 -- 432 -- [-]
10 1536 A41 -- 432 1- [-]
11 2048 B42 -- 542 1- [-]
12 2560 C52 -- 543 2- [-]
13 3072 D52 -- 543 21 [-]
14 3584 E63 -- 543 22 [-]
15 4096 F63 -- 543 32 [-]
16 4608 G73 1- 543 33 [-]
17 5120 H74 1- 544 33 [-]
18 5632 I84 1- 544 43 [-]
19 6144 J84 1- 544 44 [-]
20 6656 K95 2- 554 44 [-]
21 7168 L95 2- 555 44 [-]
22 7680 MA5 2- 555 54 [-]
23 8192 NA6 2- 555 55 [-]
24 8704 OB6 3- 655 55 [-]
25 9216 PB6 3- 665 55 [-]
26 9728 QC7 3- 666 55 [-]
27 10240 RC7 3- 666 65 [1]
28 10752 SD7 4- 666 66 [1]
29 11264 TD8 4- 766 66 [2]
30 11776 UE8 4- 776 66 [2]
31 12288 VE8 4- 777 66 [3]
32 12800 WF9 51 777 76 [3]
33 13312 XF9 51 777 77 [4]
34 13824 YG9 51 877 77 [4]
35 14336 ZGA 51 887 77 [5]
36 14848 [GA 51 888 77 [5]
TH Saves
PD RS PP BW Sp Fo Re Wi
+1  1  1  1  1  1  1  1  1
+2  2  2  2  2  2  2  2  2
+3  3  3  3  3  3  3  3  3
+4  4  4  4  4  4  4  4  4
+5  5  5  5  5  5  5  5  5
+6  6  6  6  6  6  6  6  6
+7  7  7  7  7  7  7  7  7
+8  8  8  8  8  8  8  8  8
+9  9  9  9  9  9  9  9  9
+10 10 10 10 10 10 10 10 10
+11 11 11 11 11 11 11 11 11
+12 12 12 12 12 12 12 12 12
+13 13 13 13 13 13 13 13 13
+14 14 14 14 14 14 14 14 14
+15 15 15 15 15 15 15 15 15
+16 16 16 16 16 16 16 16 16
+17 17 17 17 17 17 17 17 17
+18 18 18 18 18 18 18 18 18
Requisites: Str 19, Con 17
Alignment: any
HD/level: 4d8 (no Con bonus)
Weapon Prof.: 8+level/2
To Hit Table: Mon
Save Table: 2xMon
Reference: MTG {Reduced Villain}
Groups: Monster, Concordant (x1), Technology
 
Does not get any Con bonus at all on it's Hit Dice, and Con bonuses cannot be bought for this class in any way.
See [Q8] for Psi8 rules and powers.
Can manipulate an object with TechF equal to your level or less.
Level 1: +1 Technological proficiency slot per level (see [P8.8]).
Level 1: +1 size.
Level 9: +1 size.
Level 18: +1 size.
Level 27: +1 size.
Level 36: +1 size.
 
Special Note on Giant Robot8 spells: Unlike Henchman spells (and most other Concordant spells), Giant Robot8 spells may be taken more than once. (Resist Elements twice would give you Double Resist Elements, MPIRR 5*LVL% twice would give you MPIRR 7.5*LVL% because of the MR calculation, etc.)

[PC8] Monster Group Classes


Giant Robot8 Spells

Level # Spell
1 1 1P, LVL/d: Create (LVL+1)/2 MINIATURE GIANT ROBOTS, which are DL=(LVL+1)/2 Golems (treat as a summon)
1 2 MPIRR 5*LVL%
1 3 +10% XP in Giant Robot8, if this is your only class (if you are single classed and getting x2 XP, you'll get x2.1 XP now)
1 4 Resist all Elements
1 5 Resist Hold/Stun/Para. (you become -5 / -25% on all actions if "half" stunned/held/paralyzed)
1 6 Resist Action/Memory/Ability Stealing
2 1 ER 5*LVL%
2 2 1M, 1/t: Cureall one Robot or Golem target (can use on yourself).
2 3 Pick a psionic power you have. It has double effect. [Pick a different power each time you pick this]
2 4 All your innate abilities can be used twice as many times per unit time (e.g. 3/d becomes 6/d).
2 5 +1 minor in a psionic progression you have.
2 6 +1 limb (in a new set of limbs) [if this is taken more than once they are all in the same set]
3 1 1M: Hypnotize a group (Will save)
3 2 0, 1/t: Reroll a die roll
3 3 1F, 1/d: Reset one Golem or Robot target (can use on yourself).
3 4 Resist all Eelements and Unusual Materials
3 5 +LVL C Actions
3 6 You get +1 segment per round (starting at segment 11).
4 1 Your summons can't be targetted.
4 2 1M: But wait, the other Robot or Golem over there FORGOT ONE SMALL THING and he is Crapped and Slain. (save for each)
4 3 You can convert 1M -> 1QM only for psionic powers.
4 4 +1 Bug action. (1QQS or 1OppS only for technological effects)
4 5 1F: Choose one creature. He is Stopped, and cannot use any 0 or V actions on his next segment.
4 6 1F, 1/t: Target loses 1 to his multiplier for 1 round (no save, TechR)
5 1 You have a MOST ANNOYING CONSULTANT: 0, 1/t: Fork one of your actions.
5 2 You see the ERROR OF YOUR WAYS, drop Giant Robot8 class (and can never return), gain Brass Gnat with x1.5 your Giant Robot8 XP.
5 3 1F: Remove Charm, Domination, Ego Domination, Control Actions, or Magic Jar on one target.
5 4 AllR 5*LVL%
5 5 0, 1/d: Gain an Immunity to something for the rest of the day (must be a narrow effect like a spell/psi power name)
5 6 You have and may use 2Z actions per half-segment.
Villain 1 (11) 1 1/d: Create a GIANT ROBOT (a DL 10 Golem, you may make requests but exact statistics are determined by the DM).
Villain 1 (11) 2 1/r: You MYSTERIOUSLY ESCAPE (even past all barriers) from enemies, one of the enemies must be a Hero.
Villain 1 (11) 3 You have an ANNOYING HENCHMAN of half your Villain Level who always ESCAPES and causes trouble for the enemy.
Villain 1 (11) 4 You adjust all irreducible BlahR by -5*level% and all reducible BlahR to 0%.
Villain 1 (11) 5 +10% XP in all your non-Concordant classes.
Villain 1 (11) 6 You ignore other people's Immunity to Inner Elements (unless it comes from a x3 or greater source)
Villain 1 (11) 7 You ignore other people's Immunity to Hold/Stun/Para (unless it comes from a x3 or greater source)
Villain 1 (11) 8 You ignore other people's Immunity to Action/Memory/Other Stealing (unless it comes from a x3 or greater source)
Villain 1 (11) 9 0, 1/s: Choose one creature. He cannot use any V actions on his next segment.
Villain 1 (11) 10 The "Avoid Fate" ability cannot be used by any other creature (friendly or not) within 100 yards of you.
Villain 1 (11) 11 NF, may borrow: Counter a level N Concordant ability.
Villain 1 (11) 12 xVL number of henchmen, followers, summons, familiars

[PC8] Monster Group Classes


Githyanki Knight

Level KXP Psi1/2/3/30
mMG SU
1 0 4-- --
2 10.25 5-- --
3 20.5 61- --
4 31 72- --
5 41.5 83- --
6 52.5 94- --
7 65 A51 --
8 107.5 B61 --
9 210 C72 --
10 312.5 D82 --
11 415 E93 --
12 530 FA3 1-
13 645 GB4 1-
14 1075 HC4 1-
15 1700 ID5 2-
16 2330 JE5 2-
17 2960 KF6 21
18 3600 LG6 31
19 4250 MH7 31
20 4900 NI7 31
21 5550 OJ8 42
22 6200 PK8 42
23 6850 QL9 42
24 7500 RM9 52
25 8150 SNA 53
26 8800 TOA 53
27 9450 UPB 63
28 10100 VQB 63
29 10750 WRC 64
30 11400 XSC 74
31 12050 YTD 74
32 12700 ZUD 74
33 13350 ZVE 85
34 14000 ZWE 85
35 14650 ZXF 85
36 15300 ZYF 95
TH Saves
PD RS PP BW Sp Fo Re Wi
+1  5  3  8  2  3  1  0  1
+2  5  4  8  2  3  1  0  2
+3  6  4  8  3  4  2  0  2
+4  6  5  8  3  4  2  1  3
+5  6  5  9  3  4  2  1  3
+6  6  6  9  4  5  3  1  4
+7  7  6  9  4  5  3  2  4
+8  7  7  9  4  5  4  2  5
+9  7  7 10  5  6  4  2  5
+10  7  8 10  5  6  4  3  6
+11  8  8 10  5  6  5  3  6
+12  8  9 10  6  7  5  3  7
+13  8  9 11  6  7  6  4  7
+14  8 10 11  6  7  6  4  8
+15  9 10 11  7  8  6  4  8
+16  9 11 11  7  8  7  5  9
+17  9 11 12  7  9  7  5  9
+18  9 12 12  8  9  8  5 10
Requisites: Int 16, Wis 16, Chr 16
Alignment: any
HD/level: d8
Weapon Prof.: 3+level/4
To Hit Table: Mon
Save Table: Psi
Reference: DM
Groups: Warrior, Psionicist, Monster
 
Gets your choice of Psi1, Psi2, or Psi3. Gets Psi30 in addition.
See ( [Q1], [Q2], or [Q3] ), and [Q30] for rules and powers.
PSPs = (Int+Wis+Chr-36)*10 + level*60
These are in Psi1/Psi2 PSPs. Psi3 and Psi30 powers cost 10 times the listed amount.
Level 1: Astral Perception and Astral Projection.
Level 1: Enemies need a +2 weapon to hit you.
Level 1: Knowledge / Legend Lore (Astral Plane), Navigation (Astral Plane)
Level 1: All your weapons have LVL half-plusses (if your actual weapon is better, ignore this, this is a minimum amount)
Level 1: Turn (Command) Undead as if 2 levels lower.
Level 1: 1M, 1/d: Plane Shift
Level 3: Knowledge / Legend Lore (Phlogiston), Navigation (Phlogiston)
Level 5: 1 attack that hits: Coup de grace (slay someone who's down)
Level 7: Add Psi1, Psi2, or Psi3 to known frequencies for this class.
Level 9: 1 attack that hits: Capital S Slay (severs silver cord)
Level 13: Add Psi1, Psi2, or Psi3 to known frequencies for this class. (You have all three now.)

[PC8] Monster Group Classes


Golem16

Level KXP Psi16
mMG S
1 0 1-- -
2 4 2-- -
3 8 3-- -
4 16 4-- -
5 32 5-- -
6 64 6-- -
7 128 7-- -
8 256 8-- -
9 512 81- -
10 900 82- -
11 1300 83- -
12 1700 84- -
13 2100 85- -
14 2500 86- -
15 2900 87- -
16 3300 88- -
17 3700 98- -
18 4100 981 -
19 4500 982 -
20 4900 983 -
21 5300 984 -
22 5700 985 -
23 6100 986 -
24 6500 987 -
25 6900 988 -
26 7300 998 -
27 7700 998 1
28 8100 998 2
29 8500 998 3
30 8900 998 4
31 9300 998 5
32 9700 998 6
33 10100 998 7
34 10500 998 8
35 10900 999 8
36 11300 999 9
TH Saves
PD RS PP BW Sp Fo Re Wi
+1  1  1  1  1  1  1  1  1
+2  2  2  2  2  2  2  2  2
+3  3  3  3  3  3  3  3  3
+4  4  4  4  4  4  4  4  4
+5  5  5  5  5  5  5  5  5
+6  6  6  6  6  6  6  6  6
+7  7  7  7  7  7  7  7  7
+8  8  8  8  8  8  8  8  8
+9  9  9  9  9  9  9  9  9
+10 10 10 10 10 10 10 10 10
+11 11 11 11 11 11 11 11 11
+12 12 12 12 12 12 12 12 12
+13 13 13 13 13 13 13 13 13
+14 14 14 14 14 14 14 14 14
+15 15 15 15 15 15 15 15 15
+16 16 16 16 16 16 16 16 16
+17 17 17 17 17 17 17 17 17
+18 18 18 18 18 18 18 18 18
Requisites: Str 16, Con 19
Alignment: any
HD/level: & d10
Weapon Prof.: & 0+level
To Hit Table: Mon
Save Table: 2xMon
Reference: DM
Groups: Monster, Technology
 
See [Q16] for Psi16 rules and powers.
Can manipulate an object with TechF equal to your level or less.
Level 1: +1 Technological proficiency slot per level (see [P8.8]).
Level 1: Immune Poison
Level 1: Immune Hold, Charm, Fear
Level 1: You may choose to be Class VI/Esper-blind if you like. This does not cover Psi8, Psi16, and X24, but it covers all other frequencies.

[PC8] Monster Group Classes


Gorilla Shaman (Mox Monkey)

Level KXP Priest
123 456 7
1 0 1-- --- -
2 1.8 20- --- -
3 3.6 31- --- -
4 7.2 320 --- -
5 14.4 321 --- -
6 28.8 332 0-- -
7 57.6 332 1-- -
8 115.2 333 20- -
9 230.4 333 21- -
10 410 333 32- -
11 590 333 33- -
12 770 433 330 -
13 950 443 331 -
14 1130 444 332 -
15 1310 444 433 -
16 1490 444 443 -
17 1670 444 444 -
18 1850 544 444 0
19 2030 554 444 1
20 2210 555 444 2
21 2390 555 544 3
22 2570 555 554 4
23 2750 555 555 4
24 2930 555 555 5
25 3110 655 555 5
26 3290 665 555 5
27 3470 666 555 5
28 3650 666 655 5
29 3830 666 665 5
30 4010 666 666 5
31 4190 666 666 6
32 4370 766 666 6
33 4550 776 666 6
34 4730 777 666 6
35 4910 777 766 6
36 5090 777 776 6
TH Saves
PD RS PP BW Sp Fo Re Wi
+0  8  4  5  2  3  0  0  2
+1  8  4  6  3  4  0  0  3
+2  9  5  6  3  4  0  1  3
+3  9  5  6  4  4  1  1  4
+4 10  6  7  4  5  1  1  4
+5 10  6  7  5  5  2  2  5
+6 11  7  8  5  6  2  2  5
+7 11  7  9  6  6  2  2  6
+8 12  7  9  6  7  3  3  6
+9 12  8  9  6  7  3  3  7
+10 13  8 10  7  8  4  3  7
+11 13  9 10  7  8  4  4  8
+12 13  9 10  7  8  4  4  8
+13 14  9 11  8  9  5  4  9
+14 14 10 11  8  9  5  5  9
+15 14 10 11  9  9  6  5 10
+16 15 11 12  9 10  6  5 10
+17 15 11 12 10 11  6  6 11
Requisites: Str 6, Wis 7
Alignment: any
HD/level: d8
Weapon Prof.: 5+level/2
To Hit Table: War
Save Table: Pri
Reference: DM {Planeshifted Shaman}
Groups: Priest, Monster, Alternate
 
Exceptional Str bonus.
You get 1 Grand, 2 Major, and 5 Minor spheres. Your god may alter this amount.
Level 1: Can turn undead.
Level 1: Can turn lycanthropes as if they were undead (DM will assign turning values).
Level 1: 1M: Shatter a magic item (save)
Level 2: 1M: Incite Berserker or Enraged status on your troops (not too useful for PCs).
Level 3: 1M: Swap 1 physical subability with one willing target for 1t. At level 9, swap your stat with up to 10 others (so all 10 of them get your old stat); you get back your choice of their 10.
Level 9: 1M: Shatter a magic item (no save)
Level 18: 1M: Mordenkainen's Disjunction
Level 27: Pick one species (as per Ranger species enemy). You can turn that species as if it was undead (DM will assign turning values).

[PC8] Monster Group Classes


Gruul Grave-Troll (MTG G/R)

Level KXP Wizard
123 456 7
1 0 1-- --- ---
2 3 2-- --- ---
3 7 3-- --- ---
4 15 31- --- ---
5 31 32- --- ---
6 63 43- --- ---
7 127 431 --- ---
8 255 432 --- ---
9 510 543 --- ---
10 1020 543 1-- ---
11 1531 543 2-- ---
12 2041 654 3-- ---
13 2552 654 31- ---
14 3062 654 32- ---
15 3572 765 43- ---
16 4083 765 431 ---
17 4593 765 432 ---
18 5104 876 543 ---
19 5614 876 543 1--
20 6124 876 543 2--
21 6635 987 654 3--
22 7145 987 654 31-
23 7656 987 654 32-
24 8166 A98 765 43-
25 8676 A98 765 431
26 9187 A98 765 432
27 9697 A98 765 433
28 10208 A98 765 444
29 10718 A98 765 555
30 11228 A98 766 666
31 11739 A98 777 777
32 12249 A98 888 888
33 12760 A99 999 999
34 13270 AAA AAA AAA
35 13780 BBB BBB BBB
36 14291 CCC CCC CCC
TH Saves
PD RS PP BW Sp Fo Re Wi
+4  4  7  5  3  6  0  1  1
+5  4  7  5  3  7  1  1  1
+6  4  8  5  4  7  1  1  2
+7  4  8  6  4  7  2  2  2
+8  5  9  6  4  8  2  2  3
+9  5  9  7  5  8  3  3  3
+10  5 10  7  5  9  3  3  4
+11  6 10  7  6  9  4  4  4
+12  6 10  8  6  9  4  4  5
+13  6 11  8  6 10  5  5  5
+14  7 11  9  7 10  5  5  6
+15  7 12  9  7 11  6  6  6
+16  7 12  9  8 11  6  6  7
+17  7 13 10  8 11  7  7  7
+18  8 13 10  8 12  7  7  8
+19  8 13 11  9 12  8  8  8
+20  8 14 11  9 13  8  8  9
+21  9 14 11 10 13  9  9  9
Requisites: Str 14, Con 16, Int 14
Alignment: CG, CN, CE, or TN
HD/level: 1e6  (see note)
Weapon Prof.: 3+level/6
To Hit Table: Mon+3
Save Table: Wiz/Mon
Reference: DM {Planeshifted Golgari Brute22 / Troll}
Groups: Wizard, Monster, Alternate
 
Hit Dice: "1e6" is an open-ended d6's. If using "Max hp per HD" rule: You automatically roll a "6" once, then get the average (3.5) on the second roll (the max hp rule is not "deep"). So you get 9.5 hp per level (plus Con bonus).
Exceptional Con bonus.
Each time you kill a monster, you get +1 TH and +1 dmg for the rest of the fight (1 turn).
Level 1: You are immune to "summoning sickness" and "teleport sickness".
Level 1: +1 Con per level. This bonus cannot be used to qualify for this class, and you can't 2 for 1 trade it away.
Level 3: Barbarian Con bonus.
Level 5: 1M: Target takes 3*LVL*LVL fire dmg (BW save for 1/2; MR to avoid). The floor at your feet takes LVL Hull dmg.
Level 10: Your "fire dmg" ability at level 5 gives no saving throw.
Level 11: Free Action cont.
Level 12: Extra Barbarian Con bonus; i.e. bonus is (Con-16)*5/2, round down.
Level 24: Super Barbarian Con bonus; i.e. bonus is (Con-18)*3.

[PC8] Monster Group Classes


Hag0

Level KXP Wizard++Priest
123 456 789
1 3.6 (owe) 1-- --- ---
2 7.2 20- --- ---
3 10.8 21- --- ---
4 14.4 220 --- ---
5 28.8 221 --- ---
6 57.6 222 0-- ---
7 115.2 322 1-- ---
8 216 332 20- ---
9 432 333 21- ---
10 648 333 320 ---
11 864 433 321 ---
12 1080 444 321 ---
13 1296 444 322 ---
14 1512 444 432 0--
15 1728 544 432 1--
16 1944 555 432 2--
17 2160 655 443 20-
18 2376 655 443 21-
19 2592 655 543 22-
20 2808 655 544 320
21 3024 655 544 321
22 3240 665 554 322
23 3456 666 654 332
24 3672 776 655 432
25 3888 776 655 443
26 4104 777 665 543
27 4320 777 665 554
28 4536 887 666 654
29 4752 887 776 655
30 4968 888 777 665
31 5184 888 777 766
32 5400 988 887 776
33 5616 999 888 777
34 5832 999 988 887
35 6048 999 999 888
36 6264 999 999 999
TH Saves
PD RS PP BW Sp Fo Re Wi
+1  2  2  2  2  2  2  2  2
+2  2  2  2  2  2  2  2  2
+3  3  3  3  3  3  3  3  3
+4  3  3  3  3  3  3  3  3
+5  4  4  4  4  4  4  4  4
+6  4  4  4  4  4  4  4  4
+7  5  5  5  5  5  5  5  5
+8  5  5  5  5  5  5  5  5
+9  6  6  6  6  6  6  6  6
+10  6  6  6  6  6  6  6  6
+11  7  7  7  7  7  7  7  7
+12  7  7  7  7  7  7  7  7
+13  8  8  8  8  8  8  8  8
+14  8  8  8  8  8  8  8  8
+15  9  9  9  9  9  9  9  9
+16  9  9  9  9  9  9  9  9
+17 10 10 10 10 10 10 10 10
+18 10 10 10 10 10 10 10 10
Requisites: Int 12, Wis 16
Alignment: any E
HD/level: ++d6
Weapon Prof.: 3+level/2
To Hit Table: Mon
Save Table: Mon +3 levels
Reference: DM
Groups: Wizard, Priest, Monster
 
Gets Barbarian Int and Wis.
Level N (each level) ¶: +1 Int and +1 Wis. This bonus cannot be used to qualify for the Hag0 class itself, and you can't 2 for 1 trade it away.
Casts Wizard and Priest spells. Gets the listed progression twice, once for Wizard (with Int bonus), and once for Priest (with Wis bonus).
Level 1 ¶: All items that cost <= LVL*3 gp cost 0 gp for you. This means you can have "Enough" or "Plenty" of those items.
Level 1: Occult Knowledge: Legend Lore 45+5*LVL%
Level 1: Sorcery: Can spend ½M+½V instead of 1M to cast spells
Level 1: (Green Hag) MPIRR LVL*10%.
Level 2: (Brine Hag) Can lose Green Hag, you gain: Curse shield (enemies take a curse each time they hit you; Spell save)
Level 3: (Scarwood Hag) Can lose Green or Brine Hag, gain: 1M: Unsummon a group of summons, or cause a group of henchmen to check morale.
Level 4: (Night Hag) Can lose Green, Brine, or Scarwood Hag, gain: 1M: Contact Outer Plane; and 1F, LVL/d: You Gate in a Larva, and it is under your control.
Ogre/Hag Clans:
Choose one Ogre/Hag Clan at levels 1, 9, 18, 27, and 36. [The names of these clans come from World of Warcraft.] Note that these differ from their Ogre0 class descriptions.
Bladespire: Specify a species enemy (broad monster type such as Dragons). Get x2 CL vs. that enemy.
Bloodmaul: The "LVL*3 gp costing 0" power becomes LVL*12 gp instead.
Boulderfist: MPIRR +LVL*5%.
Crushridge: +1/3 Size; +1 Int; +2 Wis; If you become a Scarwood Hag the Unsummon ability costs 1V instead of 1M.
Deadwind: +2 Int; 1M: Summon a DL=(LVL+1)/2 creature of Monster Type = 1d20+20.
Dreadmaul: Extra-Barbarian Int bonus.
Dunemaul: Immune Fire, Heat, Sand, Colorless Fire.
Duskbelch: Mouth's P or Mouth's M, 3/d: Breathe Darkness (1 group, dmg = half current hp, no save)
Dustbelcher: Mouth's P or Mouth's M, 1/h: Breathe Dust (1 group, dmg = half current hp, no save)
Firegut: +1 Henchman slot that you can fill will 3 DL=(LVL+3)/2 Ogres during reset time for free.
Gordok: +3 Int; Sustain Int.
Gordunni: Resist Priest Magic, Resist Negative
Laughing Skull: +1 Henchman slot that you can fill will 30 DL=(LVL+4)/3 Ogres during reset time for free.
Mo'grosh: You can't be targetted by NPC Parties. You ignore MR, SR, MReflection.
Mok'Nathal: +3 HNCL.
Mosh'ogg: +1 Chr; If you are an Brine Hag you get +1M action.
Spirestone: +(LVL+2)/3 Normal Ioun Stones for free.
Splinter Fist: +3 saves; You do not generate "?" in underground caves/dungeons.
Stonemaul: x2 CL with Invocation spells.
Stonegullet: Resist Acid; 1M: Summon a (DL+1)/2 Black Dragon or Drake.
Torchbelcher: When you read a scroll, if it has more than one spell on it, they all resolve at once.
Urok: Use d10's instead of d6's for Hit Dice.
Warmaul: +1 Henchman slot, can use War Priest/Meat Helm's Henchmen table, no reduction in cost though

[PC8] Monster Group Classes


Internet Troll8

Level KXP Psi8
mMG SU
1 8.8 1-- --
2 17.8 2-- --
3 35.6 3-- --
4 71.2 41- --
5 107.2 51- --
6 249.6 62- --
7 534.4 72- --
8 840.8 831 --
9 1153.6 931 --
10 1473 A41 --
11 1783 B42 --
12 2094 C52 --
13 2406 D52 --
14 2719 E63 --
15 3033 F63 --
16 3348 G73 1-
17 3664 H74 1-
18 3981 I84 1-
19 4299 J84 1-
20 4618 K95 2-
21 4938 L95 2-
22 5259 MA5 2-
23 5581 NA6 2-
24 5904 OB6 3-
25 6228 PB6 3-
26 6553 QC7 3-
27 6879 RC7 3-
28 7206 SD7 4-
29 7534 TD8 4-
30 7863 UE8 4-
31 8193 VE8 4-
32 8524 WF9 51
33 8856 XF9 51
34 9189 YG9 51
35 9523 ZGA 51
36 9858 [GA 51
TH Saves
PD RS PP BW Sp Fo Re Wi
+3 (total = 27, max = 9)
+4 (total = 30, max = 10)
+5 (total = 33, max = 11)
+6 (total = 36, max = 12)
+7 (total = 39, max = 13)
+8 (total = 42, max = 14)
+9 (total = 45, max = 15)
+10 (total = 48, max = 16)
+11 (total = 51, max = 17)
+12 (total = 54, max = 18)
+13 (total = 57, max = 19)
+14 (total = 60, max = 20)
+15 (total = 63, max = 21)
+16 (total = 66, max = 22)
+17 (total = 69, max = 23)
+18 (total = 72, max = 24)
+19 (total = 75, max = 25)
+20 (total = 78, max = 26)
Requisites: Str 16, Con 18, Int 16
Alignment: L any (or) any N (or) any E
HD/level: & ++2d6
Weapon Prof.: & 4+level/4
To Hit Table: War +3 levels
Save Table: Cust
Reference: DM {Variant Troll / Internetizer}
Groups: Monster, Technology,
Random, Internet
 
See [Q8] for Psi8 rules and powers.
Can manipulate an object with TechF equal to your level or less.
Each Level: The DM rolls a random class from the internet (he has a big directory of files). You get the some (or all) of the abilities of that class; you will at least get the effect of a "line of text" and the "level:" of your level; you will probably get more. You do not need to meet the requirements of the class.
See the following pages for the list of internet classes. This list will be expanded if necessary.
Level 1: Exceptional Str bonus; i.e. bonus is (Str-12).
Level 1: +2 Con per level. This bonus cannot be used to qualify for the Troll0 class itself, and you can't 2 for 1 trade it away.
Level 1: Barbarian Con bonus; i.e. bonus is (Con-14)*2.
Level 1: Regeneration rate is (Con-12) per segment, troll-like.
Level 1: +1 Technological proficiency slot per level (see [P8.8]).
Level 4: 1M, (LVL-3)/d: Taunt a group (Will save)
Level 9: Extra Barbarian Con bonus; i.e. bonus is (Con-16)*5/2, round down.
Level 14: +4 HNCL (this can't be picked)
Level 18: Super Barbarian Con bonus; i.e. bonus is (Con-18)*3.

[PC8] Monster Group Classes


Kobold0

Level KXP
Spells
1 0.5 (owe) (none)
2 1 (none)
3 2 (none)
4 4 (none)
5 8 (none)
6 16 (none)
7 30 (none)
8 60 (none)
9 120 (none)
10 220 (none)
11 320 (none)
12 420 (none)
13 520 (none)
14 620 (none)
15 720 (none)
16 820 (none)
17 920 (none)
18 1020 (none)
19 1120 (none)
20 1220 (none)
21 1320 (none)
22 1420 (none)
23 1520 (none)
24 1620 (none)
25 1720 (none)
26 1820 (none)
27 1920 (none)
28 2020 (none)
29 2120 (none)
30 2220 (none)
31 2320 (none)
32 2420 (none)
33 2520 (none)
34 2620 (none)
35 2720 (none)
36 2820 (none)
TH Saves
PD RS PP BW Sp Fo Re Wi
+1 10  9  8  5  6  2  1  0
+1 10  9  8  6  6  2  1  0
+1 10  9  8  6  7  3  2  0
+2 12 11 10  8  9  3  2  1
+3 12 11 10  9  9  4  2  1
+3 12 11 10  9 10  4  3  1
+3 14 13 12 11 12  5  3  2
+4 14 13 12 12 12  5  4  2
+5 14 13 13 12 12  6  4  2
+5 16 15 14 14 15  6  4  3
+5 16 15 15 14 15  7  5  3
+6 16 15 15 15 15  7  5  3
+7 16 15 15 15 15  7  5  3
+7 16 15 15 15 15  7  5  3
+7 16 15 15 15 15  7  5  3
+8 16 15 15 15 15  7  5  3
+9 16 15 15 15 15  7  5  3
+9 16 15 15 15 15  7  5  3
Requisites: Dex 13
Alignment: any E (or) any S
HD/level: & d4
Weapon Prof.: & 4+level/4
To Hit Table: CTD0
Save Table: Half0
Reference: 0D&D
Groups: Rogue, Monster
 
(Some sort of Rogue chart, temporary rule is to use Scout or Halfling0, your choice)

[PC8] Monster Group Classes


Living Wall


Level

KXP

Spells

TH
1 0 (none) +10
2 3 (none) +10
3 6 (none) +10
4 12 (none) +10
5 24 (none) +10
6 48 (none) +10
7 96 (none) +10
8 192 (none) +10
9 270 (none) +10
10 337.5 (none) +10
11 412.5 (none) +10
12 495 (none) +10
13 585 (none) +10
14 682.5 (none) +10
15 787.5 (none) +10
16 900 (none) +10
17 1020 (none) +10
18 1147.5 (none) +10
19 1282.5 (none) +10
20 1425 (none) +10
21 1575 (none) +10
22 1732.5 (none) +10
23 1897.5 (none) +10
24 2070 (none) +10
25 2250 (none) +10
26 2437.5 (none) +10
27 2632.5 (none) +10
28 2835 (none) +10
29 3045 (none) +10
30 3262.5 (none) +10
31 3487.5 (none) +10
32 3720 (none) +10
33 3960 (none) +10
34 4207.5 (none) +10
35 4462.5 (none) +10
36 4725 (none) +10
37 9450 (none) +10
38 14175 (none) +10
39 18900 (none) +10
45 47250 (none) +10
54 89775 (none) +10
63 132300 (none) +10
72 174825 (none) +10
Requisites: Con 40, Class Slots 2
Alignment: any
HD/level: d10 Hull points
Weapon Prof.: 10+level/10
To Hit Table: +10
Reference: MM2
Groups: Monster
Complexity: CF=3
   
Saving Throws:  
PPD: level+10
RSW: level+5
PP: level+10
BW: level-5
Spell: level-5
Fort: level+15
Reflex: level-5
Will: level-5
   
You have Hull points instead of hit points. Other sources of hp on your character are converted to Hp (at 10 to 1, round down).
1V, 1/r, Eat a slain or helpless target: They are Erased from the chalkboard; you gain one of their abilities permanently (this will be similar mechanics to how Uncommoner3 works).

[PC8] Monster Group Classes


Master Monster

Level KXP
Spells
TH
1 0 (none) +1
2 4 (none) +2
3 8 (none) +3
4 16 (none) +4
5 32 (none) +5
6 64 (none) +6
7 128 (none) +7
8 256 (none) +8
9 512 (none) +9
10 800 (none) +10
11 1200 (none) +11
12 1600 (none) +12
13 2000 (none) +13
14 2400 (none) +14
15 2800 (none) +15
16 3200 (none) +16
17 3600 (none) +17
18 4000 (none) +18
19 4400 (none) +19
20 4800 (none) +20
21 5200 (none) +21
22 5600 (none) +22
23 6000 (none) +23
24 6400 (none) +24
25 6800 (none) +25
26 7200 (none) +26
27 7600 (none) +27
28 8000 (none) +28
29 8400 (none) +29
30 8800 (none) +30
31 9200 (none) +31
32 9600 (none) +32
33 10000 (none) +33
34 10400 (none) +34
35 10800 (none) +35
36 11200 (none) +36
37 22400 (none) +37
38 33600 (none) +38
39 44800 (none) +39
45 112000 (none) +45
54 212800 (none) +54
63 313600 (none) +63
72 414400 (none) +72
Requisites: Str 9, Dex 9, Con 12, Wis 9,
  Class Slots 2
Alignment: C any [or] any E
HD/level: d20
Weapon Prof.: 11+level/4
To Hit Table: Mon
Reference: DM
Groups: Monster
Complexity: CF=5
   
Saving Throws:  
PPD: 0+level*3/2
RSW: 0+level*3/2
PP: 0+level*3/2
BW: 0+level*3/2
Spell: 0+level*3/2
Fort: 0+level*3/2
Reflex: 0+level*3/2
Will: 0+level*3/2
   
Every Level: This class gets a "Level:" pick from other Monster classes. Abilities listed as "Level N" may be picked more than once.

[PC8] Monster Group Classes


Master Monster Picks

Level N: +1 Int and +1 Wis. This bonus cannot be used to qualify for the Hag0 class itself, and you can't 2 for 1 trade it away.
Level N: +1 Str and +1 Con. This bonus cannot be used to qualify for the Ogre0 class itself, and you can't 2 for 1 trade it away.
Level N: +1 Str, Dex, Con, Int, Wis, and Chr. You can't trade these stats away.
Level N: +1scrA action
Level N: +2 Cml. You can't 2 for 1 trade this away.
Level N: +2 Con. This bonus cannot be used to qualify for the Troll0 class itself, and you can't 2 for 1 trade it away.
Level N: +2 Dex. This bonus cannot be used to qualify for the Quickling0 class itself, and you can't 2 for 1 trade it away.
Level N: +2 Int. This bonus cannot be used to qualify for the Mind Flayer0 class itself, and you can't 2 for 1 trade it away.
Level N: +2 Luck. You can't 2 for 1 trade this away.
Level N: +2 Str. This bonus cannot be used to qualify for the Minotaur0 class itself, and you can't 2 for 1 trade it away.
Level N: Get an "Any Rogue N" pick. You split this into smaller picks; e.g. a Level 6 pick could be split into a Level 2 and a Level 4 pick, or six Level 1 picks, etc. You cannot combine picks to create a higher level pick.
Level N: Get your LVL in Sliver picks (see next page). Most Slivers cost more than one pick. You have the abilities of the Sliver types you pick. You may save picks to get a bigger Sliver type later.
Level N: Gets one Psi9 minor at random per level. During reset you may reroll the ones you wish to reroll.
Level N: Gets one Rarer3 pick with DL=(LVL+3)/4. For monster type, the DM rolls 1d13+27 and consults the [M40] monster types, treating 28 as Weird (instead of Wurm).
Level N: The DM rolls a Monster Summoning result of DL=2*LVL/5 (round up). The result will be a Unique (or Legend). You gain 1-3 of the racial abilities of what the DM rolls. (You don't actually summon anything, the roll is just to determine what you get.)
Level N: The DM rolls a Monster Summoning result of DL=2*LVL/5 (round up). The result will be of the "Weird" group, with a random [M2] Monster Template added to it. You gain the racial abilities of what the DM rolls. (You don't actually summon anything, the roll is just to determine what you get.)
Level N: The DM rolls a Monster Summoning result of DL=LVL/3 (round up). You gain the racial abilities of what the DM rolls. (You don't actually summon anything, the roll is just to determine what you get.)
Level N: The DM rolls a random class from the internet (he has a big directory of files). You get the some (or all) of the abilities of that class; you will at least get the effect of a "line of text" and the "level:" of your level; you will probably get more. You do not need to meet the requirements of the class.
Level 0: Metallic Sliver: Immune to Charm, Domination, Life Drain; You get only half effect from healing spells
Level 1: (Gray Ogre) +LVL TH and dmg with clubs and boulders.
Level 1: (Green Hag) MPIRR LVL*10%.
Level 1: |AC| 10+LVL (Absolute AC; people need a natural 10+LVL or greater to hit you)
Level 1: +1 additional Specialty Priest (GGL) pick.
Level 1: +1 borrowed M action per round.
Level 1: +1 Con per level. This bonus cannot be used to qualify for this class, and you can't 2 for 1 trade it away.
Level 1: +1 size.
Level 1: +1 tail.
Level 1: +1 Technological proficiency slot per level (see [P8.8]).
Level 1: +1M action only for psionics.
Level 1: +1T action per round. This can be used for Brass Gnat spells, or technological items (i.e. convert 1T -> 1S only to be used on Tech items).
Level 1: +4 Con, -2 Int.
Level 1: +LVL AC.
Level 1: +LVL dmg with natural attacks.
Level 1: +LVL dmg.
Level 1: +LVL Martial Arts maneuvers and Exceptional Dex
Level 1: +LVL Str and Exceptional Str
Level 1: +LVL TH with natural attacks.
Level 1: +LVL*2 AC.
Level 1: +LVL*3 AC.
Level 1: 0, 1/r, gaze: Charm Person or Reptile (Will save)
Level 1: 0, LVL/d: Be immune to a [C] section effect for the rest of the day.
Level 1: 0, while drinking a potion: Do a "sip" on the potion, which might identify it. Then the rest of the potion resolves. You may reverse the effect of the entire potion of yourself (Harm -> Heal, Poison -> Neutralize Poison or Sweet Water, etc.). This works even if the sip was lethal.
Level 1: 10F, 1/reset: Brew 10 doses of a random potion of DL=LVL/2 (round up). The DM will determine what it is.
Level 1: 1M, 1/d: Plane Shift
Level 1: 1M, 1/t: Magic Jar (Magic Jar save); you may keep the new body permanently if you like
Level 1: 1M, LVL/d: Know direction/distance to most powerful magic item on current DL.
Level 1: 1M: Cure Ego Domination (can use on self even if currently ego dominated, item is dropped)
Level 1: 1M: Otto's Irresistable Dance (1 creature, no save)
Level 1: 1M: Shatter a magic item (save)
Level 1: 1M: Summon a DL=(LVL+1)/2 monster (type Insect). If you get a Sliver, you gain the abilities that Sliver type grants as long as you have that summon.
Level 1: 1M: Summon a DL=(LVL+2)/3 monster (type Pokemon). You gain the abilities that Pokemon type grants as long as you have that summon.
Level 1: 1M: Summon a DL=(LVL+2)/3 monster (type Smurf). You gain the abilities that Smurf type grants as long as you have that summon.
Level 1: 1M: Summon a kobold (AC 10, hp 10, TH +1, dmg 1). It is a summon but does not use a summon slot. It does not have summoning sickness. At end of round, it is automatically unsummoned.
Level 1: 1M: Target can't be directly targetted; effects on him (including this) can still be targetted
Level 1: 1M: Target takes 10*LVL dmg (TechR to resist).
Level 1: 1P, 1/t: Refill the Smurfberry pool, to a max of 10*LVL Smurfberries. Smurfberries are eaten like Goodberries; each Smurfberry cures 2 hp, or gives a new saving throw against an effect. If the effect had no previous save, use RSW; the target number = 10+CL of the effect.
Level 1: 1scrV: Put someone's brain or soul on your Plate (Psionic Blast save, but the effect is not psionic)
Level 1: 1V: Summon a good DL 1d4-1 Outer planar creature (treat DL=0 as DL=1 with only 5/5 rhp)
Level 1: AC +9+LVL*3/2
Level 1: All items that cost <= LVL gp cost 0 gp for you. This means you can have "Enough" or "Plenty" of those items.
Level 1: All items that cost <= LVL*3 gp cost 0 gp for you. This means you can have "Enough" or "Plenty" of those items.
Level 1: All items that cost <= LVL*4 gp cost 0 gp for you. This means you can have "Enough" or "Plenty" of those items.
Level 1: All your weapons have LVL half-plusses (if your actual weapon is better, ignore this, this is a minimum amount)
Level 1: Any Rogue 1 ability, or two Rogue 1 abilities based on Dex. This class gets 20*LVL Rogue points.
Level 1: Astral Perception and Astral Projection.
Level 1: AT +14 source
Level 1: Auto roll max on the first die of open-ended dice ("e" dice).
Level 1: Barbarian Con bonus; i.e. bonus is (Con-14)*2.
Level 1: Barbarian Dex bonus; i.e. bonus is (Dex-14)*2.
Level 1: Barbarian Int bonus; i.e. bonus is (Int-14)*2. Your Nonweapon Proficiencies = Int*2 +level.
Level 1: Barbarian Luck and Cml bonus. Barbarian Cml: If your Cml is above 20, you can use 1M action and make a Cml-20 check to "Awe" a group. They make Wis checks, if they fail, they are Fascinated by you and will take no offensive action against you or your party (unless attacked).
Level 1: Barbarian Str bonus; i.e. bonus is (Str-14)*2.
Level 1: Base AT is +4+LVL.
Level 1: Base movement rate is 96".
Level 1: Base punch damage is d(4+LVL)
Level 1: Bite is vampiric regen (full) and Exceptional Con
Level 1: Can claw with both paws; base number of attacks is (LVL/3+2)/1 (before Natural Fighting proficiency).
Level 1: Can operate and be offensive at up to -10-LVL^2 hp.
Level 1: Can turn lycanthropes as if they were undead (DM will assign turning values).
Level 1: Can turn undead.
Level 1: Choose an E=1, E=2, or E=3 element. Immune to that element. Mouth's P, LVL/d: Breath Weapon of that element, dmg = (current hp) / (breath's E factor), BW save for ½
Level 1: Class VI and Esper-Blind (i.e. Immune Psionics), if you want it.
Level 1: Clefairy: 1M: Sleep (as spell); 1bM: Fork
Level 1: Clockwork Smurf: +5 TH with physical attacks; Communicate with Golems; Immune Wood
Level 1: Clumsy Smurf: 1M: Target drops one item he's holding/wielding (Will save); 1M: Trip (Reflex save)
Level 1: Considered +LVL*3/2 weapon to hit with unarmed attacks
Level 1: Considered one size larger for purposes of what weapons can be wielded.
Level 1: Construct I. ½M: Twist an effect on a target (use ER to resist)
Level 1: Construct II. 1M: Combine two groups of enemies into one group (no save).
Level 1: Construct III. 1M: Lock a door; it requires an Open Locks roll at -25*LVL, a combined Str (using the MR calculation) check at -10*LVL, or LVL Knock spells to open the door. If using "?" (Question Marks) in the dungeon for wandering encounters, you can alternatively simply erase a "?".
Level 1: Counts as an (LVL/4+1) weapon to hit.
Level 1: Destruct I. ½P: Deal 50*LVL Anti-Astral dmg to one target (no save, IR to resist)
Level 1: Destruct II. 1P: Destroy a x0 or x1 magic item.
Level 1: Destruct III. 1P: Unsummon a summon.
Level 1: Detect Lie cont.
Level 1: Diglett: Resist Earth; 1V: Dig; 1M: Transmute Rock to Mud
Level 1: Double movement rate.
Level 1: Double Resist Fire, Unholy Fire, Water, Unholy Water, Wood, Cold
Level 1: DR (7*LVL)/+LVL
Level 1: DR 2*LVL / +LVL.
Level 1: Drowzee: Immune Confusion; 1M: Confusion (1 target, Will save)
Level 1: Enemies have -LVL saves vs. your effects.
Level 1: Enemies need a +2 weapon to hit you.
Level 1: Enemies need a +LVL weapon to hit you
Level 1: Enemies need a +LVL weapon to hit you. To ignore this restriction, monsters divide their HD by (LVL+4), not 4.
Level 1: Enemies need a +LVL*3/2 weapon to hit you. To ignore this restriction, monsters divide their HD by (LVL+4), not 4.
Level 1: Enemies need a +LVL-1 weapon to hit you. To ignore this restriction, monsters divide their HD by your LVL (with a minimum of 4), not the usual 4.
Level 1: Exceptional Con bonus; i.e. bonus is (Con-12).
Level 1: Exceptional Dex bonus; i.e. bonus is (Dex-12).
Level 1: Exceptional Luck and Cml bonus. This doesn't mean a whole lot.
Level 1: Exceptional Str bonus; i.e. bonus is (Str-12).
Level 1: Eye's P: Shoot laser beams at one target for LVLd10 light dmg (no save, RR to resist).
Level 1: Fabricator I. ½P: Cast a Wall spell of any E=LVL or less element.
Level 1: Fabricator II. 1P: Create one dose/charge of a potion/oil, dust, or scroll of XPV=LVL*100 or less. This item fades in 1 turn. You can build 1 item of this type per reset that is permanent, however.
Level 1: Fly at (LVL+4)*5" (D).
Level 1: Flying 18" (C)
Level 1: Flying at CL*3" (D)
Level 1: Flying LVL*2+5" (B)
Level 1: Flying LVL*3"; 1M: Give someone Flying LVL*3" for LVL rounds.
Level 1: For a potion, can increase duration by 100% or effect by 50%. Each potion may be improved only once.
Level 1: Free instance of the Smurf Familiar. It's abilities are: Level 1: +50% base Non-Weapon Proficiencies; Level 9: +LVL*10% MR; Level 18: +50% base Non-Weapons; 1M: Psi6G Escape. It is a "vanilla" Smurf and doesn't give any of the Smurf pick powers on the next page.
Level 1: Free Martial Arts style, plus one maneuver per level.
Level 1: Gaze charms animals of the same type as your lycanthropy. Can control 2*LVL in HD of these animals at a time. The effect is permanent, but you can drop control as a 0 action. If you make a Control Animals check of 35+LVL*5%, the effect has no saving throw (the animal may still roll Charm Resistance).
Level 1: Grouchy Smurf: +5 dmg with physical attacks; 1M: Dispel an X4 (Superstition) effect
Level 1: Half of your weapon dmg is vile dmg (perm hp)
Level 1: Hold script actions.
Level 1: Identify potions by sight.
Level 1: If you kill someone by energy draining them, you can raise him as a Wraith0/7 with their previous stats. He becomes available next segment. You have LVL-1 "Revive" slots, each one can hold one Wraith0/7. You still have your regular Summon slot in addition, which can be used as an additional Revive slot if desired. You get the raise even if you used a energy drain source other than the Wraith0/7 ability (you cast an Energy Drain spell, for example). You can dismiss a Revive with a 0 action. If you raise a Wraith0/7 and don't have a Revive slot available, they become free-roaming undead, but they cannot harm you (as you are his master).
Level 1: Immune Aging (natural and artificial)
Level 1: Immune Cold.
Level 1: Immune Hold, Charm, Fear
Level 1: Immune Poison
Level 1: Immune Poison and Charm.
Level 1: Immune Poison. Tail's P: Do an attack at 1d2 dmg plus poison (LVL*10 dmg, save for 0)
Level 1: Immune to 0th-2nd level spells
Level 1: Immune to Disintegrate and other effects that would destroy your body (but not Annihilation, Incursion, or Pixelation).
Level 1: Immune to fear, emotion, lack of morale
Level 1: Immune to Forget / Mental Surgery / Feeblemind / Insanity / *Forget* (River Styx)
Level 1: Immune to Maze and variants (e.g. Fire Maze)
Level 1: Immune to Turn Undead.
Level 1: Improved Invis. cont.
Level 1: Infravision and Infrared Sight (Heat Vision).
Level 1: Know normal animal abilities and weaknesses, and how to trap them.
Level 1: Knowledge / Legend Lore (Astral Plane), Navigation (Astral Plane)
Level 1: Magikarp: Water Breathing; Do x4 dmg with 1 attack when charging (instead of the normal x2 or x3)
Level 1: May buy unusual materials for claws, bite, and tail (and other limbs). The "base gp cost" of the limb is 13 gp. The "weight" of the limb is 13 pounds. If you pick Drow Steel and your limb rots off, don't blame me.
Level 1: May cast Priest Healing sphere spells as if they were Wizard spells of the same level.
Level 1: May weapon specialize with unarmed attacks as if they were weapons.
Level 1: Mindlash Sliver: 1M: Target loses LVL A actions from remaining actions (convert these to the type you want him to lose)
Level 1: MR 45+LVL*5%.
Level 1: Obscure Trail 70+LVL*15% (reduce tracking on you by % made)
Level 1: Occult Knowledge: Legend Lore 45+5*LVL%
Level 1: Over Hit: If you hit someone by more than 20, add +1 damage for each number over what you needed to hit.
Level 1: Pass Without Trace; 1M: Do not generate "?" in dungeon; 1M: Find the Path
Level 1: Pikachu: 1M: 30 lightning dmg to one target (Reflex save for 10 dmg)
Level 1: Plated Sliver: +LVL AC; +LVL max hp
Level 1: Ponyta: +1 mount that has 40 hp; Your tail attack does +3*CL fire dmg
Level 1: Porygon: 1M: Add a vulnerability to an element to a creature (no save, makes an immunity a double resist, etc.); 1M: Resist an element for 1t
Level 1: Rage: 1V, 1/t: Get +LVL*2 TH, +LVL*2 dmg, -LVL*2 AC, -LVL*2 mental saves, +LVL*2 Fort/PPD saves until end of turn. Use this ability on segment 3 or later of a round that you've been fighting.
Level 1: Regenerate (not Troll-like) Con score in hp per segment.
Level 1: Regenerate Con score in hp per segment.
Level 1: Regenerate LVL hp /s.
Level 1: Regeneration rate is (Con-12) per segment, troll-like.
Level 1: Repair I. ½M: Cure 10*LVL hp to one target.
Level 1: Repair II. 1M: Repair a x0 or x1 magic item.
Level 1: Repair III. 1M: Remove a Trap (100+25*LVL%) (-100% per multiplier beyond x1).
Level 1: Scaredy Smurf: 1M: Fear; 0, 1/r: Reroll a missed saving throw.
Level 1: Screeching Sliver: 1M: Target loses LVL spells or psi powers in memorization
Level 1: Sidewinder Sliver: 0: Get behind someone in your group (in backstab position)
Level 1: Sorcery: Can spend ½M+½V instead of 1M to cast spells
Level 1: Speak Druid language
Level 1: Sustain Int.
Level 1: Technology Damaging Shield vs. Melee or Missile attacks (100% damage back; TechR or aER to resist)
Level 1: TechR (Technological Resistance) and aTechR (Anti-Technological Resistance) = 10*level%.
Level 1: Tracking as per a Ranger1.
Level 1: Turn (Command) Undead as if 2 levels lower.
Level 1: Vampiric Regeneration (for every 2 damage you deal in melee: regen 1 hp, cannot go above max).
Level 1: Vanity Smurf: +5 Cml; Gaze Reflection; Immune harmful Mirror effects (Opposition, etc.)
Level 1: You always have a (free) Smurfy Hat as a helmet, it is AC +LVL with no Rogue adjustments. You can remove it and wear a different cap/hat/helmet if you like.
Level 1: You are immune to "summoning sickness" and "teleport sickness".
Level 1: You can hit targets that need a +LVL or better weapon to hit.
Level 1: You can use missile weapons in each hand (no limit of 1 per set of hands).
Level 1: You count as an additional +LVL weapon to hit others.
Level 1: You energy drain 1 level with every attack (even through weapons).
Level 1: You have 4 mouth-tentacles that do 1dLVL dmg. It uses your Mouth's P to attack with them. If all 4 hit on one target, you have drawn the enemy's brain forth (RSW save). You cannot wield weapons or other objects with these mouth-tentacles.
Level 1: You have two horns, and can attack with them as natural weapons. They are 1d(2*LVL) dmg.
Level 1: You may choose to be Class VI/Esper-blind if you like. This does not cover Psi8, Psi16, and X24, but it covers all other frequencies.
Level 1: You may have your spells (from this class) resisted using CR (Charm Resistance) instead of MR. Spend 1F action to switch this.
Level 1: You may use Astral Projection; but in this case, you cannot use P actions or physically attack at all. [ Int->Str, Wis->Dex, Chr->Con ]
Level 1: Your bite is poisonous; it deals an extra LVL*5 poison dmg. Alternatively, you can make the poison deadly (they get a save vs. poison).
Level 1: Your unarmed attacks cause 1d4 stat damage (random stats, no save, aNR to resist)
Level 2: (Brine Hag) Can lose Green Hag, you gain: Curse shield (enemies take a curse each time they hit you; Spell save)
Level 2: (Merrow) You may lose your bonus to clubs and boulders, and gain the bonus to nets instead, plus Water Breathing and Underwater Action.
Level 2: 1M: Incite Berserker or Enraged status on your troops (not too useful for PCs).
Level 2: 1M: Move an effect on 1 person to another in same party (no save; both targets aMR to avoid.) The original owner still controls the effect, so if it must be activated in order to function (e.g. Psi9 Extra Limb), this doesn't work as expected.
Level 2: 1M: Remove "summoning sickness" and/or "teleport sickness" from target.
Level 2: 1M: Target person gets +LVL TH, dmg, AC, and saves, but another target person in the same party gets -LVL (no save; both targets must make aIR to avoid).
Level 2: 1M: You will win initiative next segment.
Level 2: 1scrP: Do one physical attack that does xLVL dmg
Level 2: 1V, 3/d: Enlarge/Reduce
Level 2: Clot Sliver: Regenerate LVL hp/s
Level 2: Crypt Sliver: 1bV: Cure 20+LVL*2 hp (self only)
Level 2: Dopey Smurf: -2 Int; 1V: Produce (teleport one your items back); 1V, 1/d: Create any item of < 100*LVL gp value
Level 2: Enamored Smurf: Have an X4 (Superstition) belief in one thing for x1.25. If you also have Smurfette, it's x1.5 instead.
Level 2: Fisher Smurf: Water Walking; Lower Water; 1M: Summon a DL=LVL/3 Water creature.
Level 2: Gemhide Sliver: 1F: Restore 10 PSPs or 1 SL in a progression (not beyond max)
Level 2: Harmony Smurf: 1M, 1V: Do a Bard Song at 50+LVL*10% (Song of Battle is +1 TH, dmg, or saves per 10% made)
Level 2: Haunter: 1M: Hypnosis (Will save); 1M: Sleep (one target, no limit to HD, Will save); 1M: Slay a sleeping target (no save)
Level 2: Heart Sliver: Free Action; Immune to Summoning Sickness
Level 2: Hunter Sliver: 0, 1/r: Taunt
Level 2: Jynx: +1 attack per P action; 1M: 20+10*CL psionic dmg (Will save: 0)
Level 2: Kakuna: DR A/+B, where A*B=40 (both must be at least 1); 1M: Poison one target (PPD save: death or 0)
Level 2: Koga's Ditto: +1 size; extra instances of this Pokemon add +1/3 size each
Level 2: Magmar: Your unarmed attacks do +CL*3 dmg; 1S, lose an additional n S remaining actions: Do 50*(n+1) fire dmg to one target (no save)
Level 2: Mistform Sliver: Add 0.1*LVL in Racial Adjectives for free
Level 2: Muscle Sliver: +LVL AC; +LVL dmg; +LVL max hp
Level 2: Quick Sliver: +1M /r only for Sliver activated abilities
Level 2: Sinew Sliver: +LVL saves; +LVL TH; +LVL max hp
Level 2: Sloppy Smurf: -5 Cml; Have a "Fly" Familiar (Level 1: Flying 12"; Level 9: Resist Disease; Bite causes Disease; Level 18: Bite causes DNA Scramble)
Level 2: Spinneret Sliver: Levitation at LVL*3"
Level 2: Talon Sliver: You deal damage in melee before damaging shields affect you back (if enemy drops you take nothing)
Level 2: Two-Headed Sliver: Immune to every other parting shot from a group (you are immune to the first one)
Level 2: Winged Sliver: Flying LVL*6"
Level 3: (Scarwood Hag) Can lose Green or Brine Hag, gain: 1M: Unsummon a group of summons, or cause a group of henchmen to check morale.
Level 3: (Villainous Ogre) If not a Merrow, you may lose your bonus to clubs and boulders, and gain Regenerate LVL hp/s and 1M: Summon a DL=LVL/2 Demon.
Level 3: +LVL/3 AC.
Level 3: ½M: Cure LVL hp.
Level 3: ½M: Deal LVL negative energy dmg to one target (no save; aNR to avoid).
Level 3: -1 to number of remaining M or borrowed M actions remaining this round: Copy a spell you cast this segment.
Level 3: 1M: Counter an effect from an item.
Level 3: 1M: Swap 1 physical subability with one willing target for 1t. At level 9, swap your stat with up to 10 others (so all 10 of them get your old stat); you get back your choice of their 10.
Level 3: 1M: Target loses LVL worth of C actions from his remaining number of actions. (e.g. if he has 2P+1V+1M remaining, and you're level 3, he can choose to lose 1P+1V or 1M.)
Level 3: 1scrM: Do a High Frequency Sample (SL=LVL/2, round up)
Level 3: 1scrM: Summon a DL=LVL/2 Ooze, Demon, or Weird
Level 3: 1V, 2/d: Spider Climb
Level 3: 1V, while drinking a potion: "Material Component" a potion's effect, so it does double effect on you.
Level 3: Barbarian Con bonus.
Level 3: Basal Sliver: 0, sacrifice a summon: Restore 20 PSPs or 2 SL in a progression (not beyond max)
Level 3: Doctor Smurf: +5 Int; 1M: Cure 50 hp, or can remove a [C] section effect
Level 3: Flying/Aviator Smurf: +5 Dex; Flying LVL*3" (D); Immune falling dmg (but not TK); 1M, 1/d: Teleport without Error
Level 3: Greedy Smurf: +10% money; 1/reset: +1 compensated magic item
Level 3: Knowledge / Legend Lore (Phlogiston), Navigation (Phlogiston)
Level 3: Nidorino: Your kick dmg is 1d30; 1V: Kick with base #Att = 2/1
Level 3: Poet Smurf: Resist Tricks (Immune if you have Painter Smurf too); 1M: Remove Charm, Domination, Ego Domination, Hypnosis
Level 3: Poliwhirl: 1P: Whirl (1 attack on everyone in group); 1P+1V: Whirl twice (2 attacks on everyone in group); 1M: Forget
Level 3: Poultice Sliver: Regenerate LVL hp/s; 1bV: Cure 20+LVL*2 hp (self only)
Level 3: Quilled Sliver: 1M: Target gets +10+LVL dmg this segment; 1bM: Target gains a 10+LVL Light dmg shield this segment
Level 3: Shadow Sliver: Hide in Shadows LVL*10%; Meld into Shadows; 1M: Passwall
Level 3: Starmie: 1M: Heal self; 1M: Paralysis (1 target, PP save)
Level 3: Tracker Smurf: Tracking (LVL slots); 1M, 1/h: Locate Object/Person; 1M, 1/d: Find the Path
Level 3: You may convert 3scr_ -> 1Qscr_ (where "_" is any action type)
Level 3: You may use Anti-Astral Projection; but in this case, you cannot use M actions. [ Str->Int, Dex->Wis, Con->Chr ]
Level 4, 8, 12, etc.: Choose a Priest sphere. May cast spells of that sphere as if they were Wizard spells of the same level.
Level 4, 8, 12, etc.: Gets one Any Rogue LVL-3 ability. This class has as a total of 30*LVL-90 rogue points.
Level 4: (Night Hag) Can lose Green, Brine, or Scarwood Hag, gain: 1M: Contact Outer Plane; and 1F, LVL/d: You Gate in a Larva, and it is under your control.
Level 4: (Ogre Mage) If not a Merrow or Villainous Ogre, you may lose your bonus to clubs and boulders, and gain Flying and 1M: Cone of Cold (1 group, LVLd8, Reflex save for ½)
Level 4: +1 to number of psionic frequencies; meaning you can use powers from another psionic frequency that you know.
Level 4: 1bM, (LVL-3)/d: Target creature rolls all natural 1's "to hit" against you this segment.
Level 4: 1M, (LVL-3)/d: Maze (you can reverse this ability to get Find the Path)
Level 4: 1M, (LVL-3)/d: Taunt a group (Will save)
Level 4: 1M, 1/r: Your party gets +LVL TH, dmg, AC, and saves until end of round.
Level 4: 1M, 10/t: Summon a saproling (AC 20, hp 10, TH +10, dmg 10). Any number of saprolings count as only one summon slot, but all of them stay together in a group.
Level 4: 1M: Summon a goblin (AC 20, hp 10, TH +20, dmg 20). It is a summon but does not use a summon slot. It does not have summoning sickness. At end of round, it is automatically unsummoned.
Level 4: 1M: Target takes 5*LVL*LVL fire dmg (BW save for 1/2; MR to avoid). The floor at your feet takes LVL Hull dmg.
Level 4: 1scrP, spend a soul on the Plate: You get +1X action.
Level 4: 1scrV: Do LVL/2 instances of one rogue ability. Abilities that are LVL based add only +1 to LVL per additional instance.
Level 4: 1V, 3/d: Alter Self; 1V, can borrow, 1/w: Cure Disease
Level 4: 1V: +1 QV next segment.
Level 4: 1V: Target cannot use V actions next segment (no save; aIR to avoid).
Level 4: 2M+½V: Target gets -4*LVL TH, dmg, AC, and saves until end of round.
Level 4: Acidic Sliver: 1M: 20+LVL*2 dmg (unholy fire) to one target (no save)
Level 4: Alakazam: 0: Move any amount of damage between you and your summons; 1M: Confusion (Will save)
Level 4: Any Rogue 4 ability, or two Rogue 4 abilities based on Dex.
Level 4: Architect Smurf: 1P, 1/r: Create a door (with a -50% lock if you like); 1P, 1/r: Wall of Mushroom (like a Wall of Stone)
Level 4: Armor Sliver: +LVL AC; +LVL saves; +LVL max hp
Level 4: Barbed Sliver: +LVL TH; +LVL dmg; ignore WR, aWR
Level 4: Blade Sliver: +LVL TH; +LVL dmg; considered +LVL weapon
Level 4: Bonesplitter Sliver: +LVL*2 dmg
Level 4: Can create potions in 1/(level-3) the normal time.
Level 4: Cautery Sliver: 1M: 10+LVL dmg (holy fire) to one target (no save); 1M: Cure 10+LVL hp to one target
Level 4: Crystalline Sliver: You can't be targetted
Level 4: Dabbler Smurf: +5 Wis; +5 saves; 1M: Charm Person (Will save)
Level 4: Darkheart Sliver: 1M: Cure 30+LVL*3 hp to one target
Level 4: Electrode: 0, 1/d: +1QS action this segment; 1V: 10 lightning dmg to one target (no save)
Level 4: Farmer Smurf: Double # of Smurfberries; 1P, 1/h: Plant Growth; 1M, 1/d: The party will get +50% XP from this fight.
Level 4: Ghostflame Sliver: Your elemental forms of damage become untyped (ignores Immune to Elements or Crapulence)
Level 4: Gyarados: +CL TH and dmg; 1M: Paralysis (CL/3 targets, PP save)
Level 4: Has access to another psionic frequency (pick one).
Level 4: Hibernation Sliver: 0: Avoid Fate (for something affecting you), but you are returned home and inactive for rest of day
Level 4: Horned Sliver: Great Cleave
Level 4: If you are AL N (on the G-E axis), can use Psi-6N First Grove powers as if they were SL=2 spells.
Level 4: Kadabra: 0, 1/t: +1S action this round; 1M: High Frequency Sample a minor power
Level 4: Machoke: +CL Martial Arts maneuvers; +1 Martial Arts style
Level 4: Mindwhip Sliver: 1M: Target loses LVL*2 C actions from remaining actions (convert these to the type you want him to lose)
Level 4: Mnemonic Sliver: 0, sacrifice a summon: +1S action this round
Level 4: Painter Smurf: Resist Tricks (Immune if you have Poet Smurf too); 1V: Blink; 1P: Dimension Door
Level 4: Pick two Cthulhoid Horror5 Level 1-3, one Shapeshifter Level 1-3, or one Psi(-12)C minor
Level 4: Pidgeotto: 1P+1V: Do CL physical attacks; 1bM: Eye for an Eye (deal dmg you take from an attack or effect back to the other person)
Level 4: Raticate: Your bite dmg is 1d20; Mouth's P: Bite someone for half your hp (must still hit the target)
Level 4: Reflex Sliver: Free Action; Immune to Summoning Sickness (you and your summons)
Level 4: Spectral Sliver: 1M: +LVL TH/dmg/AC/saves for 1 round
Level 4: Spined Sliver: Get +LVL TH and dmg for each enemy in the group you're attacking
Level 4: Timid/Actor Smurf: Resist Dragons; 1M: Charm Dragon (make LVL Will saves, choose worst)
Level 4: Triple movement rate (replaces the Double at level 1)
Level 4: Venser's Sliver: Immune to Charm, Domination, Life Drain, Stat Drain
Level 4: Victual Sliver: 1M: Cure 40+LVL*4 hp to one target
Level 4: Watcher Sliver: +LVL*2 AC
Level 4: You energy drain 1 level whenever someone hits you (for each hit, if you have stoneskins or were immune to the attack, the level drain doesn't occur).
Level 5 (and every level divisible by 5): Gain an "Any Rogue" pick of this level minus 4 (e.g. at Level 10 you get an "Any Rogue 6" pick). You have LVL+15 points in that Rogue ability (beyond stat and base).
Level 5: +1 borrowed M action per round.
Level 5: +1 head
Level 5: +1M action
Level 5: +LVL TH and dmg unarmed
Level 5: 0, when casting a spell from this class: Your spell is resisted using MR, aNR, or IR (your choice)
Level 5: 1 attack that hits: Coup de grace (slay someone who's down)
Level 5: 1F, sacrifice a creature you have subdued/unconscious: Demon Summoning (ML=LVL or HD of sacrifice / 2)
Level 5: 1M, LVL/d: Know direction/distance to most powerful person on current DL.
Level 5: 1M: Otto's Irresistable Dance (1 group, no save)
Level 5: 1M: Potion ball (of a potion you have, the potion is used)
Level 5: 1M: Power Word Blind (hp limit = LVL^2, includes a stun)
Level 5: 1M: Raise Dead.
Level 5: 1M: Remove forbiddance zone, holy status of area, spoil holy water & good shrines
Level 5: 1M: Target person gets +2*LVL TH, dmg, AC, and saves until end of round.
Level 5: 1M: Target person gets +LVL TH, dmg, AC, and saves until end of turn.
Level 5: 1M: Target takes 3*LVL*LVL fire dmg (BW save for 1/2; MR to avoid). The floor at your feet takes LVL Hull dmg.
Level 5: 1M+1P: Brew Space-Mead, a potion that when drank does Astral Spell and an Abyssal Water effect.
Level 5: 1M+1P: Cure a Potion effect that occured within the last round.
Level 5: 1N, 1/reset: Escape the party back to home (except for you)
Level 5: 1V: Choose an N between -LVL*2 and LVL*2. A group gets +N AC, you get +N AC, for 1r.
Level 5: 1V: Summon a good DL 1d7 Outer planar creature
Level 5: Any Rogue level X ability, with Y*LVL points to spend on it, X+Y=8
Level 5: Blastoise: Your summons can lend you their S actions for free; 1M: 40+10*CL water dmg to 1 target (no save)
Level 5: Brew Potions: 10F, 1/reset: Create 100*LVL XP value in potions.
Level 5: Can "Frugal" potions (+50% to number of uses).
Level 5: Construct IV. ½M: Remove a BlahR from 1 target, Halve the irrBlahR from 1 target, or Halve the BlahR from a group (no ER)
Level 5: Construct V. 1M: Become Insubstantial for 1 turn; you can pass through objects/walls (including Wall spells, but not Wards)
Level 5: Construct VI. 1M: One group Stopped (cannot move or use V actions) (InnR to resist). If used against 1 target, gets no InnR.
Level 5: Dark Slowbro: 1M: Your next use of the Pokemon "Level 1:" summon ability summons 3 Pokemon instead of 1; 1bV: Counter 1 physical attack.
Level 5: Destruct IV. ½P: Deal 25*LVL Anti-Astral dmg to a group (no save, IR to resist)
Level 5: Destruct V. 1P: Destroy a Wall or Ward (e.g. Forbiddance zone) effect, or cast Passwall.
Level 5: Destruct VI. 1P: Target gains +1QP action this segment
Level 5: Dreamy Smurf: CaCR 50%; 1M, 1/t: Use a SL=LVL/4 Psi10 power
Level 5: Essence Sliver: Vampiric Regeneration (100%)
Level 5: Eye's M, Gaze: Target saves or is petrified to ice (PP save for LVL^2 ice dmg, IR to resist)
Level 5: Fabricator V. 1P: Create a ring, ioun stone, or weapon/armor flag of XPV=(LVL-4)*300 or less. This item fades in 1 turn. You can build 1 item of this type per reset that is permanent, however.
Level 5: Firewake Sliver: Free Action; Immune to Summoning Sickness; 0, sacrifice a summon: +LVL AC/saves/TH/dmg for 1 r
Level 5: Fly cont.; 1V, can borrow, 2/d: Cure Serious
Level 5: Frenetic Sliver: 0, 1/r: Avoid Fate (50% chance, if you fail you are slain)
Level 5: Harmonic Sliver: 0, 1/r: Dispel Magic/Psionic/Innate
Level 5: iIR LVL*10%
Level 5: Immune Fire (all variants), Positive, Prismatic, Chromatic, Light, Radiance, Blindness
Level 5: Immune to 3rd-4th level spells
Level 5: Immune to ESP, Telepathy, Mind attacks, Psionic blast, etc.
Level 5: Jokey Smurf: 1P: "Give someone a present": LVLd6 Delayed Blast Fireball (1 group, LVLd6+LVL fire dmg, Spell save: ½)
Level 5: Mewtwo: 1M: Psi1 Psionic Blast; 1bM: Prevent all damage to one target from one source this segment
Level 5: Miner Smurf: +5 Str; Unusual Materials cost the square root of the cost multiplier (x10000 -> x100)
Level 5: Necrotic Sliver: 0, sacrifice a summon: Disintegrate (save)
Level 5: Nidoking: +1 tail that does 1d30 dmg; 1M: Poison one target (PPD save: death or 20)
Level 5: Nosy Smurf: +5 Non-Weapon proficiencies; +5 Kits; 1M: Legend Lore; 1M, 1/d: Ask the DM a question
Level 5: Opaline Sliver: Whenever you are targetted by an enemy, gain 1B action this round
Level 5: Pick sunlight, holy water, wood, or garlic. You are not allergic/vulnerable to this.
Level 5: Poliwrath: 1M: Group takes 30+10*CL dmg (BW save: ½) and lose 1 action (BW save)
Level 5: Repair IV. ½M: Cure 10*LVL hp to one group.
Level 5: Repair V. 1M: Add a charge to an item.
Level 5: Repair VI. 1M: Remove a Trick (25*LVL%) (-100% per multiplier beyond x1).
Level 5: Root Sliver: Your summoning effects can't be countered (but they can be Objected to)
Level 5: Sassette Smurfling: +5 Chr; Sense Danger; 1M: Remove a "?" mark from the dungeon; 1bF, 1/d: Remove a Wandering Monster effect
Level 5: Sedge Sliver: If you have a Rogue group class: +LVL TH/dmg/AC/saves and 1M: Cure 10+LVL hp (self only)
Level 5: Shifting Sliver: Phased (you can pass through any object as if it was air)
Level 5: Spitting Sliver: Talon Sliver ability; You may make one attack on segment 0
Level 5: Synchronous Sliver: Whenever an enemy joins your group, you get one attack of opportunity
Level 5: Troll-like regen LVL hp/s
Level 5: Vampiric Sliver: Whenever you kill a creature, gain 10+DL current hp (lose 1% of this, round up, per segment)
Level 5: Your unarmed attacks cause 1 level of energy drain (no save, aNR to resist)
Level 6: +LVL/2 tentacles (treat as arm with no hand), each tentacle is a separate set of limbs, can wield weapon at ½Str
Level 6: 1F: Wild Surge or High-Frequency Sample (the result is not "kept in memory" like High-Frequency Sampler class)
Level 6: 1M, 1/r: +1QP next segment.
Level 6: 1M: Summon a DL=(LVL+1)/2 Ooze or Demon
Level 6: 1M: Target gets (LVL+1)/2 insanities (RSW save) (see [C] section)
Level 6: 1M+1P: Brew Space-Mead, a potion that when drank does Astral Spell and an Abyssal Water effect.
Level 6: 1M+1P: Contact Other Plane, with no chance of insanity, must be chaotic plane.
Level 6: 1V, 4/d: Polymorph Self; 1V, can borrow (even while being poisoned), 2/w: Remove Poison
Level 6: 2M: Create a Gate to a random chaotic plane, no choice or control over what comes through
Level 6: Baby Smurf: -1/3 Size; -1 age category; 1M: Cast a SL=LVL/4 Priest spell
Level 6: Baker Smurf: 1P: "Bake a Smurfberry Pie": Cure 250 hp, can remove [C] section effects for 50 less curing each
Level 6: Battering Sliver: Great Cleave; You may do "half attacks" (you roll only 1d10 to hit, and do half damage with each)
Level 6: Can cast one 0th level Lich spell (or any ProtoLich spell)
Level 6: Chansey: 1M: You will take no damage from any source the rest of this segment; 1V: Your group takes 80 dmg (no save)
Level 6: Dormant Sliver: +LVL A actions per round, but you can't be offensive
Level 6: Fungus Sliver: Each time you're hit by an enemy, you get +LVL AC for 1 round
Level 6: Grandpa Smurf: -2 Str; -2 Dex; -2 Con; +5 Int; +5 Wis; Immune Aging
Level 6: Immune insanity, drowning (i.e. you have Water Breathing), falling (i.e. you levitate / feather fall at will)
Level 6: Magma Sliver: 1M: +LVL*N TH/dmg for 1 round; N=1+(number of Sliver summons you control)
Level 6: Might Sliver: +LVL*2 to TH or dmg; +LVL*2 to AC or saves
Level 6: Mouth's P: Spit Goo LVLd6 dmg (no save; one target)
Level 6: Mr. Mime: DT 66-CL (Damage Threshold; if an effect does more than 66-CL dmg to you, you take only 66-CL dmg; does not affect idmg)
Level 6: Tailor Smurf: Divide the cost of Armor (including Shields, Helms, etc.) and Armor Adjectives by LVL
Level 6: Telekinetic Sliver: 1M: Target cannot use M or P actions next segment (no save, IR to avoid)
Level 6: Toxin Sliver: Slay Living brand (save, if they make the save they are immune to Slay Livings from you this segment)
Level 6: Ward Sliver: Immune to a school, sphere, or element
Level 6: You may use Ethereal or Anti-Ethereal Projection. [ Str->Dex, Int->Con, Wis->Chr, or the reverse ]
Level 7: 0, 1/r: Recharge one of your magic items by 1 charge (even a potion)
Level 7: 1V, 1/d: Stoneskin
Level 7: Add Psi1, Psi2, or Psi3 to known frequencies for this class.
Level 7: Brainy Smurf: +5 Int; 1M: Cast a SL=LVL/4 Wizard spell
Level 7: Brood Sliver: Whenever you kill a creature, summon a DL I Sliver (AC 20, hp 10, TH 10, dmg 10, no special abilities)
Level 7: Dementia Sliver: 1M: Target cannot use a named effect for 1 turn
Level 7: Erika's Clefable: Immune Faerie Magic; Ignore |AC| (absolute AC); 1M: Cast a Faerie spell of SL=0 to LVL/4
Level 7: Fury Sliver: Ninja Speed on one arm
Level 7: Handy Smurf: +5 Con; 2P, 1/t: Build a TechL=LVL/2 Tech item; you can have LVL/2 Tech items
Level 7: If you are AL N (on the G-E axis), can use Psi-6N Second Grove powers as if they were SL=3 spells.
Level 7: Machamp: Damaging shield (10*CL dmg per melee or missile attack on you); 1M: Telekinesis 80' (regardless of size, no save)
Level 7: Plague Sliver: All Sliver enemies and enemies that have Sliver summons degenerate at 10+LVL hp/s
Level 7: Psionic Sliver: 1M: Target takes 20*LVL mental dmg (no save), you take 30+LVL*3 mental dmg (no save)
Level 7: Smurfette: +5 Chr; +3 Luck; Get the Slut1 chart with LVL*20 Rogue pts.
Level 7: Synapse Sliver: Whenever you kill a creature, gain 1/10th of an A action this round
Level 8: 1bM, (LVL-3)/d: Target creature rolls a natural 1 on a saving throw against you this segment.
Level 8: 1V, can borrow, 3/w: Heal
Level 8: Charizard: Can convert 2V to 1P; Immune Fire and all of it's variants; Can breathe fire for 100*CL dmg (no save)
Level 8: Hefty Smurf: +5 Str; +5*LVL max hp; +5 weapon proficiencies
Level 8: Lazy Smurf: -5 Initiative; +5 QQQQslowS actions (these can be used only on segment 10, and not before combat starts)
Level 8: Pick two Cthulhoid Horror5 Level 5-7, one Shapeshifter Level 5-7, or one Psi(-12)C major
Level 8: Pulmonic Sliver: Flying LVL*6"; Whenever one of your summons die, you may resummon that exact monster type within 1 r
Level 8: Slowking: Your effects need to be countered twice; 1bM: Counterspell; 1M: Psi2 Id Insinuation one target CL/3 times
Level 8: Your "fire dmg" ability at level 4 gives no saving throw.
Level 9: +1 Q borrowed M action per round.
Level 9: +1 size.
Level 9: +1QM action only for psionics.
Level 9: 0, you are being killed: Gaseous Form, you are not actually dead, move rate = LVL"
Level 9: ½M: Cure LVL*(LVL-8) hp to a group or to 6 targets.
Level 9: ½M: Deal LVL*(LVL-8) negative energy dmg to a group or 6 targets (no save; aNR to avoid).
Level 9: 1 attack that hits: Capital S Slay (severs silver cord)
Level 9: -1 to number of remaining M or borrowed M actions remaining this round: Copy a spell someone else cast.
Level 9: 1Λ, 1 Mouth's P: Target creature makes a Will save. If he fails, he is Insane (40%, roll 1d4 insanities), Feebleminded (30%), Confused (20%), or Crapped (10%). His Brain is Put on your Plate. Keep track of these; you'll eventually be able to put them to good use. You can Put someone's Brain on a Plate more than once to hammer them more (the negative effects are cumulative), but you still have only one Brain from him on your Plate.
Level 9: 14bM, 7bP, 21bV (can borrow into next round): Capital O Object or Capital I Insist
Level 9: 1bM: "Phased out" this r, pass through obj, no affecting real things
Level 9: 1D, 8/lifetime: Resurrect self
Level 9: 1F: Holy Bolt
Level 9: 1M: Plane Shift or Plane Shift Other (Spell save)
Level 9: 1M: Shatter a magic item (no save)
Level 9: 1M: Summon a ball lightning (AC 20, hp 10, TH +60, dmg 60). It is a summon but does not use a summon slot. It does not have summoning sickness. At end of round, it is automatically unsummoned.
Level 9: 1M: Summon Evil Outer Planar DL=LVL/2
Level 9: 1M: Target gains Free Action until end of turn.
Level 9: 1M: Target person gets +LVL*3 distributed among TH, dmg, AC, and saves, but another target person in the same party gets negative the same amount (no save; both targets must make aIR to avoid).
Level 9: 1M: Your party gets +LVL*2 distributed among TH, dmg, AC, and saves until end of round. (Everyone in the party gets the same bonus, you don't distribute for each person.)
Level 9: 1P: +1 QP next segment.
Level 9: 1P: Target cannot use P actions next segment (no save; aIR to avoid).
Level 9: 1scrM, spend a brain on the Plate: Reset.
Level 9: 1V, 3/d: Shapechange (as Druid) into Bat, Rat, or Wolf
Level 9: 1V, can borrow, 1/d: Cure Critical
Level 9: 1V: Summon a good DL 1d10+1 Outer creature (treat DL=11 as DL=10 with 20/20 rhp)
Level 9: 2F, sacrifice a creature you have subdued/unconscious: Wishoid/Miracle (SL=LVL or HD of sacrifice / 2)
Level 9: 66F, 1/reset, spend 33 energy drains you've absorbed, eat a larva: +1 level in this class
Level 9: Any Rogue 9 ability, or two Rogue 9 abilities based on Dex. (This is in addition to the normal "Any Rogue 9" ability you get for being a Rogue.)
Level 9: Barbarian Con.
Level 9: Barbarian Str.
Level 9: Can cast one 1st level Lich spell or four 0th level Lich spells.
Level 9: Construct IX. 1M: Restore the MF/PF/TF/PsiF/TechF in area, Tempus Lawfulness, repair other forms of discontinuities/tears
Level 9: Construct VII. ½M: Remove a racial ability or immunity from a group (ER to resist). If used against 1 target, gets no ER.
Level 9: Construct VIII. 1M: Time Stop (as spell, use InnR to resist). If used against 1 target, gets no InnR.
Level 9: Continuous Friendship effect running with all monsters of HD = your LVL or less
Level 9: Destruct IX. 1P: Defile the MF/PF/TF/PsiF/TechF in area, Tempus Chaos, cause other forms of discontinuities/tears
Level 9: Destruct VII. ½P: Remove a class ability or immunity from an element (affects 1 group). If used against 1 target, gets no ER.
Level 9: Destruct VIII. 1P, may borrow: Fork
Level 9: Divide the cost of Intelligent Magic Items (from [E7]) by (LVL-7).
Level 9: Double Resist Acid, Lightning, Poison, Salt, Shards, Steam
Level 9: Double Vampiric Regeneration (for every 1 damage you deal in melee: regen 1 hp, cannot go above max).
Level 9: Dragonite: 1V: Switch places with another PC or a summon; 1P: Deal CLm4 physical dmg to one target (multiply CL d4's together).
Level 9: Dust of Disappearance cont.
Level 9: Extra Barbarian Con bonus; i.e. bonus is (Con-16)*5/2, round down.
Level 9: Extra Barbarian Dex bonus; i.e. bonus is (Dex-16)*5/2, round down.
Level 9: Extra Barbarian Int bonus; i.e. bonus is (Int-16)*5/2, round down. Your Nonweapon Proficiencies = Int*3 +level.
Level 9: Extra Barbarian Luck and Cml bonus. Extra Barbarian Cml: If your Cml is above 40, you can use 1M action and make a Cml-40 check to "Capital S Stun" a group. They make Wis-20 checks, if they fail, they are Capital S Stunned as long as you are in their sight.
Level 9: Extra Barbarian Str bonus; i.e. bonus is (Str-16)*5/2, round down.
Level 9: Fabricator VIII. 1P: Create any magic item of XPV=(LVL-8)*900 or less. This item fades in 1 turn. You can build 1 item of this type per reset that is permanent, however.
Level 9: For HD/level, this class copies the cumulative (&) modifier (if it's there on the class you're copying). This applies to all dice (even those below level 9).
Level 9: For HD/level, this class gains the cumulative (&) modifier. This applies to all dice (even those below level 9).
Level 9: Free Action cont.
Level 9: Gain 1 "Plate". You store brains and souls on your Plate. It's an object, but it's not really there. Your Plate has 1α (script-A) action. It can move around with it and pick up brains and souls for you. Your Plate can't be attacked or targetted, unless it wants to be. DM Note: "script" is a prefix for action types. α (script-A) actions could be used as Λ (script-V) actions, since A actions can be used as V actions.
Level 9: Gain 1 "Put Brain on a Plate" ( Λ ) action. Λ actions can be used once per day. Λ actions can be downgraded to OppV actions.
Level 9: Gains a Specialty Priest pick. May replace "sphere" with "school" in the effect if desired.
Level 9: Get 4 minors, 2 minors + 1 major, or 2 majors chosen from Psi7 or Psi14
Level 9: If you bite a creature to death (but not beyond -10 hp), you can raise that creature as a vampire the next day under your control.
Level 9: Immune to 5th-6th level spells
Level 9: Immune to minor psionic powers
Level 9: iXR LVL*5%
Level 9: NM: Counter an effect from a xN item. This is a xN effect.
Level 9: Papa Smurf: +5 Wis; +3 HNCL; 1M: Cast a SL=LVL/3 Wizard or Priest spell
Level 9: Pick a Sphere. Can cast Priest spells of that Sphere.
Level 9: Quadruple movement rate (replaces the Triple at level 4)
Level 9: Repair IX. 1M: Remove a Special (-100+25*LVL%) (-100% per multiplier beyond x1).
Level 9: Repair VII. ½M: Restore an effect that was dispelled within the last round.
Level 9: Repair VIII. 1M or 1bM: Heal a summon or animal companion
Level 9: Replace this class's spell progression with another Wizard class you know, using <= amount of XP
Level 9: Specialized in Priest Healing sphere spells.
Level 9: Your Frank Cheat Code uses Dagger number of attacks.
Level 10: 1F, while drinking two potions, 1/reset: The mixing of the potions creates a special effect -- one of the potions chosen at random fails to work, but the other has its effects made permanent on the drinker. The potions's effect becomes a spell-like abilitiy that is always on for the drinker.
Level 10: 1M: Raise Dead Fully.
Level 10: If you are AL N (on the G-E axis), can use Psi-6N Third Grove powers as if they were SL=4 spells.
Level 10: Troll-like regen 1 hp/r
Level 10: Your "fire dmg" ability at level 5 gives no saving throw.
Level 11: Free Action cont.
Level 11: Sliver Overlord: Whenever you summon an Insect, the DM rolls twice and you pick the result; 1M: Charm target Sliver (no save)
Level 11: Sliver Queen: 1M: Summon a DL I Sliver (AC 20, hp 10, TH 10, dmg 10, no special abilities); You can control LVL^2 Slivers
Level 11: Typhlosion: +1S action; 1M: One target: 60 dmg evaportation and he loses his next action (no save)
Level 12: Divide the cost of Artifacts by (LVL-10) or it's multiplier, whichever is higher.
Level 12: Extra Barbarian Con bonus; i.e. bonus is (Con-16)*5/2, round down.
Level 12: Wailord: Water Breathing; Underwater movement; Mouth's P: Make an attack, if you hit, Swallow them (they take CL^2 dmg /s)
Level 12: You may use Phlogiston Projection. [ Str->Con, Int->Chr, Wis->Dex ]
Level 13: +(LVL+1)/2 wear locations, see the "Wear Locations" Mini-Class for rules. More stuff to drop in Angband like fashion!
Level 13: +(LVL+3)/4 IS actions per turn (Instantaneous S actions; you get to use each of these only once per turn).
Level 13: ½bhX, 1/natural set, hit someone with your PC cod piece that you're wielding as a weapon: You Capital U Understand. You get a random player cheat code permanently added.
Level 13: 1 Mouth's P (can borrow), Throw your Plate as a weapon, 1/t: Roll to hit, if you hit, the target is Trap the Souled into the plate (no save, aaaNR to resist, Hold Life doesn't cut it).
Level 13: 1 Mouth's V (can borrow), Eat a Brain on your Plate, 1/t: Heal self.
Level 13: 1F: Do a random [PC2] Monster Collective Psionics combat (c) power of SL=1dLVL. Any attempt to counter it will fork it instead.
Level 13: 1M, 1/r: Shapechange Other into a random DL=(LVL+2)/3 monster of [M40] monster type 41-2e6. (LVL saves vs. PP; aHR to resist)
Level 13: 1M, 1/r: Shapechange Self into a random DL=(LVL+2)/3 monster of [M40] monster type 3d13+1. It's permanent, unless you don't like it.
Level 13: 1M: Summon a DL=(LVL+1)/2 monster of [M40] monster type 2d13+14. There is a 13% chance it will fight for you without bothering to use a summon slot. Sure, you could spam this ability and make an army, but you might want to consider this plan very carefully.
Level 13: 1M+1P: Contact Higher Plane, with 130% chance of insanity, not that you would notice. You can Twilight afterwards if you want to.
Level 13: 1P: Draw target's brain forth (LVL saves vs. RSW; aCReflection to resist). You can eat it now (Heal self) or put it on your Plate. The target died, by the way, unless it's undead or something.
Level 13: 1P+1V, LVL/h: Draw your own brain forth and consume it. This Heals you (Cureall at level 8, Fix at level 17). All in your group who see this must save vs. Psionic Blast or lose 1d13 San points (aGazeR to resist).
Level 13: 3M, 1/h: Successfully Divine Intervention to a random x(LVL+14)/5 god (not yours!), and one segment of xLVL multiplier Fast Talking. You'll need it.
Level 13: Add Psi1, Psi2, or Psi3 to known frequencies for this class. (You have all three now.)
Level 13: Construct X. ½M or 1bM: Lock down one action type in the room.
Level 13: Construct XI. 1M: Become Immaterial for 1 turn: Insubstantial (see V above), immune to matter & energy, can't be targetted.
Level 13: Destruct X. ½M: Halve the hp on up to (LVL-7)/3 targets (no save, IR to resist)
Level 13: Destruct XI. 1M: Whenever someone targets a spell or psi effect in the room, it is redirected to you (treat as a x1 Special).
Level 13: Destruct XII. 1M: Cause all triggers on target to trigger prematurely, and target cannot use his next Clone (no save, ER to resist)
Level 13: Fabricator XI. 1P: Create a temporary artifact as if an Artificer of equal level, or create a Casting Cost LVL/3 or less MTG Artifact that lasts for 1 turn (see Planeswalker Artificer).
Level 13: If you are AL N (on the G-E axis), can use Psi-6N Fourth Grove powers as if they were SL=5 spells.
Level 13: Immune sanity, beneficial effects you don't want, the floor (you can pass through the floor at will, but not the walls or the ceiling, so this is a one-way trip)
Level 13: Mouth's P, LVL/d: Breathe a random EE=1e4 Eelement (½*hp; group; no save; aDReflection to resist). If the DM rolls a really high EE factor, the area has a 13% chance of an Inverse Pixelation zone appearing (as the new Eelement gets invented). Take a snapshot for eelemental posterity!
Level 13: Purple/"Gnap!" Smurf: AL becomes E; Your Bite attack is Curse and Helm of Opposite Alignment branded; 1M: Dispel LVL effects (halve ER/iER); 1P, take 5 dmg: Fire Storm at double CL (so it's 4*CLd8 Unholy Fire dmg to 2 groups, no save); 1V, sacrifice a Smurf: Destruction (reverse Resurrection) or Invoke a Raw Logrus
Level 13: Repair XII. 1M: 1M: Remove a Terrain Feature (-275+25*LVL%) (-100% per multiplier beyond x1).
Level 14: +(LVL-12)/2 second tier Martial Arts maneuvers
Level 14: +1 Animal Companion slot.
Level 14: +1QM action
Level 14: +2 limbs of any kind (incl. more heads)
Level 14: 1M, 1/t: Trap the Soul (no save); body is still here for you to take over
Level 14: Divide the cost of Artifacts by (LVL-12) or it's multiplier, whichever is higher.
Level 14: Immune to 7th-8th level spells
Level 14: Immune to major psionic powers
Level 15: 1V, 3/d: Shapechange
Level 15: Gets an "Any Rogue Level = LVL-14" pick per level; 40 Rogue points per level (starting at level 15)
Level 16: 1scrF: Scoop up a group of brains or souls off the floor.
Level 16: If you are AL N (on the G-E axis), can use Psi-6N Fifth Grove powers as if they were SL=6 spells.
Level 16: Your Vampiric Regeneration affects your missile weapons too.
Level 18: (replaces Level 9 ability) Can cast 2 SLs of Lich spells (e.g. two 1st or one 2nd).
Level 18: +1 size.
Level 18: +1QQM action only for psionics.
Level 18: 1M: Mordenkainen's Disjunction
Level 18: 1scrP: Do 1 idmg to one target.
Level 18: Any Rogue 18 ability, or two Rogue 18 abilities based on Dex. (This is in addition to the normal "Any Rogue 18" ability you get for being a Rogue.)
Level 18: Free instance of the "Pikachu, the Cutest Pokeman" Familiar. It's abilities are: +2P; +2V; +2M; +2 Opp; +2F; Sustain Actions; +level segments/r. It is a "vanilla" Pokemon and doesn't give any of the Pokemon pick powers on the next page.
Level 18: Gain 1d2 "Get Brain from another Plate" ( Π ) actions (roll the 1d2 each day). Π actions can be used once per day. Π actions can be downgraded to Λ or OppP actions.
Level 18: Super Barbarian Con bonus; i.e. bonus is (Con-18)*3.
Level 18: Super Barbarian Dex bonus; i.e. bonus is (Dex-18)*3.
Level 18: Super Barbarian Int bonus; i.e. bonus is (Int-18)*3. Your Nonweapon Proficiencies = Int*4 +level.
Level 18: Super Barbarian Luck and Cml bonus. Super Barbarian Cml: If your Cml is above 60, you can use 1M action and make a Cml-60 check to "Capital S Slay" a group. They make Wis-30 checks, if they fail, they are Capital S Slain.
Level 18: Super Barbarian Str bonus; i.e. bonus is (Str-18)*3.
Level 18: Your Frank Cheat Code uses Dart number of attacks. (This is the best this gets; there is no Shuriken version later.)
Level 18: Your Plate has 1ε (script-E) action. 1ε, spend a soul on the Plate: You get +1X action. 1ε, spend a brain on the Plate: Reset.
Level 24: Super Barbarian Con bonus; i.e. bonus is (Con-18)*3.
Level 27: (replaces Level 18 ability) Can cast 3 SLs of Lich spells (e.g. three 1st or one 1st + one 2nd or one 3rd).
Level 27: +1 size.
Level 27: 1μ, 1Λ, 1 Mouth's P, 1/t: Target creature makes a Will save or is Capital E Eaten and you Reset. This does not count against the 1 artificial reset per natural reset limit.
Level 27: Gain 1d3 "Consume Brain on a Plate" ( μ ) actions (roll the 1d3 each day). μ actions can be used once per day. μ actions can be downgraded to OppM actions. Note that "Consuming" a Brain isn't the same as "Eating" a Brain; Consuming is better.
Level 27: Pick one species (as per Ranger species enemy). You can turn that species as if it was undead (DM will assign turning values).
Level 27: You attack or defend as a x2 being. (toggle this using 1M or 1T action.)
Level 27: Your Plate has 1 IQEε (script-IQE) action. It also has this ability now: 1ε: Scoop up a group of brains or souls off the floor.
Level 29: 1μ, 1Π, 1 Mouth's V, 1/t: Target Cthulhoid Horror makes a Reflex save or you steal a Brain from his Plate (which you consume) and you Reset. This does not count against the 1 artificial reset per natural reset limit, but you cannot use this and the similar Level 27 ability in the same turn.
Level 33: (no action at all to do this), Eat a Brain on your Plate, Eat a Psi6E Larva, and Eat a Pawn you control: Remove all negative [C] section effects that are currently bothering you. This includes things like Pixelation, folks! If you throw in a μ action as you do this, this effect cannot be Objected to. Note you will likely need an Oppμaction in reality, as you will probably do this during someone else's segment. If you throw in an X action, you can add N positive [C] effects to yourself, where N is your multiplier (use defensive multiplier if you have split ratings).
Level 36: (replaces Level 27 ability) Can cast 4 SLs of Lich spells.
Level 36: +1 size.
Level 36: 3 IISlowOppC', 1bbbD, 1 Mouth's ξ (script-X), 13 Research Points, Capital F Fold 1 being that counts as an Ultra Familiar and a Mount and an Animal Companion, Pixelate Capital P Plenty of Souls or Packages (on Plates) within sight: Get one randomly chosen x5 ICL=13 Intermediate God0 power per round until you reach 13 powers. After the 13th round, the first power on the list is removed, and a new power is added to the end of the list (so you "cycle" between powers). You can "freeze" this process when you like your selection.
Level 36: Gain 1d4 "All Brains on Plates Must Be Eaten" ( £ ) actions (roll the 1d4 each day). £ actions can be used once per day. £ actions can be downgraded to OppF actions.
Level 36: N£, 3μ, 2QΠ, 1QQΛ, 1 Mouth's QQQF, Eat Capital E Enough Brains (on Plates) within sight: Get a Continuous Reset (i.e. you are Resetting all the time), with duration 1 round (N=1), 1 turn (N=2), 1 hour (N=3), or the rest of the day (N=4). If you can somehow manage to get N=6, the effect is permanent. If you get N=13, you are Stepping Out of Resets Continuously permanently (this effect doesn't cause you to go down a hole, not that you really care at this point).

[PC8] Monster Group Classes


Mind Flayer0

Level KXP Psi1&2
mMG SU
1 2.9 (owe) 1-- --
2 9.9 2-- --
3 26.4 3-- --
4 66 40- --
5 124.2 51- --
6 211.5 52- --
7 357 62- --
8 648 63- --
9 873 740 --
10 1098 841 --
11 1323 851 --
12 1548 852 --
13 1773 952 --
14 1998 962 --
15 2223 A62 c-
16 2448 A72 b-
17 2673 A73 a-
18 2898 B83 0-
19 3123 C84 1-
20 3348 D94 2-
21 3573 E95 3f
22 3798 FA5 3e
23 4023 GA6 3d
24 4248 HB6 4c
25 4473 IB7 4b
26 4698 JC7 4a
27 4923 KC8 50
28 5148 LD8 51
29 5373 MD9 52
30 5598 NE9 62
31 5823 OEA 63
32 6048 PFA 63
33 6273 QFB 73
34 6498 QFB 84
35 6723 QFB 94
36 6948 QFB A4
TH Saves
PD RS PP BW Sp Fo Re Wi
+0  2  2  2  2  2  2  2  2
+0  3  3  3  3  3  3  3  3
+0  3  3  3  3  3  3  3  3
+0  4  4  4  4  4  4  4  4
+1  4  4  4  4  4  4  4  4
+1  5  5  5  5  5  5  5  5
+1  5  5  5  5  5  5  5  5
+1  6  6  6  6  6  6  6  6
+2  6  6  6  6  6  6  6  6
+2  7  7  7  7  7  7  7  7
+2  7  7  7  7  7  7  7  7
+2  8  8  8  8  8  8  8  8
+3  8  8  8  8  8  8  8  8
+3  9  9  9  9  9  9  9  9
+3  9  9  9  9  9  9  9  9
+3 10 10 10 10 10 10 10 10
+4 10 10 10 10 10 10 10 10
+4 11 11 11 11 11 11 11 11
Requisites: Int 18, Wis 16
Alignment: L any (or) any E
HD/level: & ++++d10
Weapon Prof.: & 2+level/5
To Hit Table: Psi +4 levels
Save Table: Mon +4 levels
Reference: DM
Groups: Psionicist, Monster
 
Has a psionic progression in Psi1 and Psi2. Gets Int bonus to psionic progression. PSPs = (Con+Int*2+Wis*2+Chr)/5*(Level+9). Gets one attack or defense per level, with defense F (Mind Blank) in Psi1 being free.
Level N (each level): +2 Int. This bonus cannot be used to qualify for the Mind Flayer0 class itself, and you can't 2 for 1 trade it away.
Level 1: Barbarian Int bonus; i.e. bonus is (Int-14)*2. Your Nonweapon Proficiencies = Int*2 +level.
Level 1: Sustain Int.
Level 1: +1M action only for psionics.
Level 1: You have 4 mouth-tentacles that do 1dLVL dmg. It uses your Mouth's P to attack with them. If all 4 hit on one target, you have drawn the enemy's brain forth (RSW save). You cannot wield weapons or other objects with these mouth-tentacles.
Level 1: MR 45+LVL*5%.
Level 4: +1 to number of psionic frequencies; meaning you can use powers from another psionic frequency that you know.
Level 9: Extra Barbarian Int bonus; i.e. bonus is (Int-16)*5/2, round down. Your Nonweapon Proficiencies = Int*3 +level.
Level 9: +1QM action only for psionics.
Level 14 ¶: +4 HNCL
Level 18: Super Barbarian Int bonus; i.e. bonus is (Int-18)*3. Your Nonweapon Proficiencies = Int*4 +level.
Level 18: +1QQM action only for psionics.

[PC8] Monster Group Classes


Minotaur0

Level KXP Wizard
123 456 789
1 26.4 (owe) --- --- ---
2 79.2 1-- --- ---
3 184.8 1-- --- ---
4 396 2-- --- ---
5 621 2-- --- ---
6 846 21- --- ---
7 1071 31- --- ---
8 1296 32- --- ---
9 1521 42- --- ---
10 1746 421 --- ---
11 1971 421 --- ---
12 2196 422 --- ---
13 2421 432 --- ---
14 2646 432 1-- ---
15 2871 433 1-- ---
16 3096 433 2-- ---
17 3321 433 2-- ---
18 3546 433 21- ---
19 3771 443 21- ---
20 3996 443 22- ---
21 4221 444 22- ---
22 4446 444 33- ---
23 4671 444 43- ---
24 4896 444 441 ---
25 5121 544 441 ---
26 5346 555 442 ---
27 5571 555 442 ---
28 5796 555 442 1--
29 6021 555 542 1--
30 6246 555 552 1--
31 6471 555 553 1--
32 6696 555 553 21-
33 6921 555 553 31-
34 7146 555 553 32-
35 7371 555 553 32-
36 7596 555 553 321
TH Saves
PD RS PP BW Sp Fo Re Wi
+6  3  3  3  3  3  3  3  3
+7  3  3  3  3  3  3  3  3
+8  4  4  4  4  4  4  4  4
+9  4  4  4  4  4  4  4  4
+10  5  5  5  5  5  5  5  5
+11  5  5  5  5  5  5  5  5
+12  6  6  6  6  6  6  6  6
+13  6  6  6  6  6  6  6  6
+14  7  7  7  7  7  7  7  7
+15  7  7  7  7  7  7  7  7
+16  8  8  8  8  8  8  8  8
+17  8  8  8  8  8  8  8  8
+18  9  9  9  9  9  9  9  9
+19  9  9  9  9  9  9  9  9
+20 10 10 10 10 10 10 10 10
+21 10 10 10 10 10 10 10 10
+22 11 11 11 11 11 11 11 11
+23 11 11 11 11 11 11 11 11
Requisites: Str 18, Int 16
Alignment: C any (or) any E
HD/level: & +++2d8
Weapon Prof.: & 5+level/3
To Hit Table: War +5 levels
Save Table: Mon +5 levels
Reference: 0D&D {Planeshifted Troll0}
Groups: Warrior, Monster, Alternate
 
Has a Wizard progression (no stat bonus). Specialized in Illusion. Has normal access to Alteration, Divination, Enchantment/Charm. Has lesser (SL 0-4) access to Conjuration/Summoning. Other schools are opposite.
Level 1: Immune to Maze and variants (e.g. Fire Maze)
Level 1: Exceptional Con bonus; i.e. bonus is (Con-12).
Level N (each level): +2 Str. This bonus cannot be used to qualify for the Minotaur0 class itself, and you can't 2 for 1 trade it away.
Level 1: Barbarian Str bonus; i.e. bonus is (Str-14)*2.
Level 1: You have two horns, and can attack with them as natural weapons. They are 1d(2*LVL) dmg.
Level 1 ¶: You get (a slightly weaker version of) the "Frank" Cheat Code [X3]: Can throw any weapon without penalty, using the "Bow" line (assuming specialization).
Level 4: 1M, (LVL-3)/d: Maze (you can reverse this ability to get Find the Path)
Level 9: Extra Barbarian Str bonus; i.e. bonus is (Str-16)*5/2, round down.
Level 9: Your Frank Cheat Code uses Dagger number of attacks.
Level 15 ¶: +3 HNCL
Level 18: Super Barbarian Str bonus; i.e. bonus is (Str-18)*3.
Level 18: Your Frank Cheat Code uses Dart number of attacks. (This is the best this gets; there is no Shuriken version later.)

[PC8] Monster Group Classes


Nicol Bolas (MTG B/U/R) (Dimir/Izzet/Rakdos)

Level KXP Wizard
123 456 789 AB
1 0 2½- --- --- --
2 5.625 31½ --- --- --
3 11.25 421 --- --- --
4 22.5 532 ½-- --- --
5 45 643 1½- --- --
6 90 754 21- --- --
7 180 865 32½ --- --
8 360 976 43½ --- --
9 720 A87 541 ½-- --
10 1440 A98 652 1-- --
11 2160 AA9 763 2½- --
12 2880 AAA 874 3½- --
13 3600 AAA 985 4½- --
14 4320 AAA A96 51½ --
15 5040 AAA AA7 621 --
16 5760 AAA AA8 732 --
17 6480 AAA AA9 843 --
18 7200 AAA AAA 954 ½-
19 7920 AAA AAA A65 ½-
20 8640 AAA AAA A76 1-
21 9360 AAA AAA A87 1-
22 10080 AAA AAA A98 2-
23 10800 AAA AAA AA9 2-
24 11520 AAA AAA AAA 3-
25 12240 BBB BBB BBB 3-
26 12960 BBB BBB BBB 4-
27 13680 CCC CCC CCC 4½
28 14400 CCC CCC CCC 5½
29 15120 DDD DDD DDD 5½
30 15840 DDD DDD DDD 51
31 16560 DDD DDD DDD 61
32 17280 EEE EEE EEE 61
33 18000 EEE EEE EEE 71
34 18720 FFF FFF FFF 71
35 19440 FFF FFF FFF 81
36 20160 FFF FFF FFF 82
TH Saves
PD RS PP BW Sp Fo Re Wi
+2 10 14 16  6 12  2  4  2
+3 12 14 16  6 14  2  6  4
+3 12 16 16  8 14  4  6  4
+4 12 16 16  8 14  4  8  6
+4 12 18 18  8 16  4  8  6
+5 14 18 18 10 16  6 10  8
+5 14 20 18 10 18  6 10  8
+6 14 20 18 12 18  8 12 10
+6 14 20 20 12 18  8 12 10
+7 16 22 20 12 20  8 14 12
+7 16 22 20 14 20 10 14 12
+8 16 24 20 14 22 10 16 14
+8 16 24 22 16 22 12 16 14
+9 18 26 22 16 22 12 18 16
+9 18 26 22 16 24 12 18 16
+10 18 26 22 18 24 14 20 18
+10 18 28 24 18 26 14 20 18
+11 20 28 24 20 26 16 22 20
Requisites: Dex 28, Int 26, Wis 17, 4 class slots
Alignment: LN
HD/level: d40
Weapon Prof.: 8+level
To Hit Table: Rog +5 levels
Save Table: (Wiz/Rog/Psi)*2
Reference: DM {Arch- Crosis Purger}
Groups: Wizard, Rogue, Monster
 
Super Barbarian Dex bonus [bonus = (Dex-18)*3]. Extra-Barbarian Int bonus.
Has 155+65*LVL Rogue points.
Some of this class's rogue abilities duplicate psionic powers. The number of PSPs being used (if this is needed, for effects like Cell Adjustment) is equal to the amount the roll is made by. The limit on how many PSPs can be spent is still obeyed. This class counts as 1 level higher for purposes of twilighting. You will twilight if you use a psionic power that is too high SL for you.
Channeling. Int bonus to spells. Specialized in Wizard Metamagic school.
Moving costs you only ½V action. (This effectively doubles your movement rate.)
Level 1: +1 borrowed M action per round.
Level 1: 1M: Summon a kobold (AC 10, hp 10, TH +1, dmg 1). It is a summon but does not use a summon slot. It does not have summoning sickness. At end of round, it is automatically unsummoned.
Level 3: -1 to number of remaining M or borrowed M actions remaining this round: Copy a spell you cast this segment.
Level 4: 1V: +1 QV next segment.
Level 4: 1V: Target cannot use V actions next segment (no save; aIR to avoid).
Level 4: 2M+½V: Target gets -4*LVL TH, dmg, AC, and saves until end of round.
Level 4: 1M: Summon a goblin (AC 20, hp 10, TH +20, dmg 20). It is a summon but does not use a summon slot. It does not have summoning sickness. At end of round, it is automatically unsummoned.
Level 5: +1 borrowed M action per round.
Level 9: 1P: +1 QP next segment.
Level 9: 1P: Target cannot use P actions next segment (no save; aIR to avoid).
Level 9: For HD/level, this class copies the cumulative (&) modifier (if it's there on the class you're copying). This applies to all dice (even those below level 9).
Level 9: -1 to number of remaining M or borrowed M actions remaining this round: Copy a spell someone else cast.
Level 9: +1 Q borrowed M action per round.
Level 9: 1M: Summon a ball lightning (AC 20, hp 10, TH +60, dmg 60). It is a summon but does not use a summon slot. It does not have summoning sickness. At end of round, it is automatically unsummoned.
New spells:
Force Spike (Metamagic, SL 2): 1 borrowed M or 1 OppM: Counter target magical/psionic effect unless its user devotes another spell/psionic slot to it.
Mana Leak (Metamagic, SL 3): 1 borrowed M or 1 OppM: Counter target magical/psionic effect unless its user devotes another 3 spell/psionic slots to it.
Counterspell (Metamagic, SL 4): 1 borrowed M or 1 OppM: Counter target magical/psionic effect.
Fork (Metamagic, SL 4): 1 borrowed M or 1 OppM: Copy target magical/psionic effect.
Deflection (Metamagic, SL 5): 1 borrowed M or 1 OppM: Redirect target magical/psionic effect to another target.
Quash (Metamagic, SL 6): 1 borrowed M or 1 OppM: Counter target magical/psionic effect. That person cannot use that effect for the rest of the day.
Lvl Ability | -50% | -100% | -150% Act Base Penalty Bonus
1 +rating/50 A actions /r this turn || B actions || C actions 1F 0 Dex-20 Dex-25
1 Controlled Blink | Controlled Blink 10'r (unwilling get PP save) ½V 50 Wis-14 Wis-14
1 Do rating/50 physical attacks with one weapon ½P 50 Str-10 Str-18
1 Duplicate a Psi1 minor ||| major ||| grand ||| super 1M 0 Chr-9 Chr-12
1 Duplicate a Psi2 minor ||| major ||| grand ||| super 1M 0 Con-9 Con-12
1 Duplicate a Psi3 SL=1 | SL=2 | SL=3 | etc. 1M 0 Any-18 Any-24
1 Any Rogue Level 1 ability - - - -
1 Any Rogue Level 1 ability - - - -
1 Any Rogue Level 1 ability - - - -
1 Any Rogue Level 1 ability - - - -
2 Duplicate a Psi10 minor ||| major ||| grand ||| super 1M 0 Int+Wis-24 Int+Wis-32
2 Any Rogue Level 2 ability - - - -
3 Duplicate a Psi5 minor ||| major ||| grand ||| super 1M 0 Chr-15 Chr-20
3 Any Rogue Level 3 ability - - - -
4 Any Rogue Level 4 ability - - - -
4 Any Rogue Level 4 ability - - - -
5 Any Rogue Level 5 ability - - - -
5 Any Rogue Level 5 ability - - - -
6 Any Rogue Level 6 ability - - - -
6 Any Rogue Level 6 ability - - - -
7 Any Rogue Level 7 ability - - - -
7 Any Rogue Level 7 ability - - - -
8 Any Rogue Level 8 ability - - - -
8 Any Rogue Level 8 ability - - - -
9 Any Rogue Level 9 ability - - - -
9 Any Rogue Level 9 ability - - - -
9 Any Rogue Level 9 ability - - - -
9 Any Rogue Level 9 ability - - - -
9 Any Rogue Level 9 ability - - - -
9 Any Rogue Level 9 ability - - - -

[PC8] Monster Group Classes


Numot Devastator (MTG U/R/W) (Azorius/Boros/Izzet)

Level KXP Wizard      / Psi
123 456 789 / mMGS
1 0 2½- --- --- / 2---
2 5.175 32- --- --- / 3---
3 10.35 43½ --- --- / 40--
4 20.7 442 --- --- / 41--
5 41.4 543 ½-- --- / 42--
6 82.8 654 2-- --- / 43--
7 165.6 764 3½- --- / 53a-
8 331.2 776 42- --- / 540-
9 662.4 876 53½ --- / 541-
10 1324.8 987 642 --- / 542-
11 1987.2 A98 642 ½-- / 543-
12 2649.6 AA9 754 1-- / 544-
13 3312 BA9 864 1½- / 554-
14 3974.4 CBA 975 31- / 555-
15 4636.8 DCB 975 41½ / 655b
16 5299.2 ECB 986 411 / 665a
17 5961.6 ECB 986 431 / 6660
18 6624 ECB A86 541 / 6661
19 7286.4 ECB A88 641 / 6662
20 7948.8 ECB A98 642 / 6663
21 8611.2 EDB BA8 643 / 6664
22 9273.6 EDD CA8 653 / 6665
23 9936 FFD CA9 753 / 6666
24 10598.4 GFD CA9 764 / 7666
25 11260.8 GFE CB9 865 / 7766
26 11923.2 GFE CB9 886 / 7776
27 12585.6 HGE CBA A86 / 7777
28 13248 HGE DCB A87 / 8777
29 13910.4 HGF DDC A97 / 8877
30 14572.8 HGF EDC B98 / 8887
31 15235.2 IGG FEC BA8 / 8888
32 15897.6 IIH FED BA9 / 9888
33 16560 IIH GED CBA / 9988
34 17222.4 IIH GFE CCB / 9998
35 17884.8 IIH GFE EDB / 9999
36 18547.2 IIH GFF EDC / A999
TH Saves
PD RS PP BW Sp Fo Re Wi
+0  8  7  8  3  6  1  1  2
+1  8  7  8  3  7  1  1  3
+1  9  8  8  4  7  2  1  3
+2  9  8  8  4  7  2  2  4
+3 10  9  9  4  8  2  2  4
+3 10  9  9  5  8  3  3  5
+4 11 10  9  5  9  3  3  5
+5 11 10  9  6  9  4  3  6
+5 12 10 10  6  9  4  4  6
+6 12 11 10  6 10  4  4  7
+7 13 11 10  7 10  5  5  7
+7 13 12 10  7 11  5  5  8
+8 13 12 11  8 11  6  5  8
+9 14 13 11  8 11  6  6  9
+9 14 13 11  8 12  6  6  9
+10 14 13 11  9 12  7  7 10
+11 15 14 12  9 13  7  7 10
+11 15 14 12 10 13  8  7 11
Requisites: Dex 18, Int 30, Chr 24,
Class Slots 3
Alignment: LN, NG, CG, or CN
HD/level: 3d4 (Normal Chr bonus)
Weapon Prof.: 4+level
To Hit Table: Pri
Save Table: Wiz/Pri/Psi
Reference: DM
Groups: Wizard, Psionicist, Monster
 
Extra-Barbarian Int bonus; stat bonus=(Int-16)*5/2. Barbarian Chr bonus (except for hit points, which uses Normal Chr bonus).
Channeling.
Int bonus to spell progression. Chr bonus to psionic progression, with their SLs shifted down by 1 (m=1, M=4, G=7, S=10).
Specialized in Wizard Invocation and Wizard Metamagic schools.
Has access to any 2 psionic frequencies.
PSPs = (Chr*2+Int)*LVL
Any psionic power that cures hp or removes baneful effects costs only ½M to use, costs ½ the number of PSPs, and is only ½ a memorization slot.
Turn Undead as a Priest of 3 levels lower.
   
Level 1: +1 borrowed M action per round.
Level 1: May cast Priest Healing sphere spells as if they were Wizard spells of the same level.
Level 2: 1M: Remove "summoning sickness" and/or "teleport sickness" from target.
Level 2: 1M: You will win initiative next segment.
Level 3: -1 to number of remaining M or borrowed M actions remaining this round: Copy a spell you cast this segment.
Level 3: 1M: Target loses LVL worth of C actions from his remaining number of actions. (e.g. if he has 2P+1V+1M remaining, and you're level 3, he can choose to lose 1P+1V or 1M.)
Level 3: 1M: Counter an effect from an item.
Level 4: Has access to another psionic frequency (pick one).
Level 4, 8, 12, etc.: Choose a Priest sphere. May cast spells of that sphere as if they were Wizard spells of the same level.
Level 5: +1 borrowed M action per round.
Level 9: For HD/level, this class gains the cumulative (&) modifier. This applies to all dice (even those below level 9).
Level 9: -1 to number of remaining M or borrowed M actions remaining this round: Copy a spell someone else cast.
Level 9: +1 Q borrowed M action per round.
Level 9: NM: Counter an effect from a xN item. This is a xN effect.
Level 9: Specialized in Priest Healing sphere spells.
Level 9: 1M: Target gains Free Action until end of turn.
Level 9: Gains a Specialty Priest pick. May replace "sphere" with "school" in the effect if desired.
Izzet Metamagic spells:
Force Spike (Metamagic, SL 2): 1 borrowed M or 1 OppM: Counter target magical/psionic effect unless its user devotes another spell/psionic slot to it.
Mana Leak (Metamagic, SL 3): 1 borrowed M or 1 OppM: Counter target magical/psionic effect unless its user devotes another 3 spell/psionic slots to it.
Counterspell (Metamagic, SL 4): 1 borrowed M or 1 OppM: Counter target magical/psionic effect.
Fork (Metamagic, SL 4): 1 borrowed M or 1 OppM: Copy target magical/psionic effect.
Deflection (Metamagic, SL 5): 1 borrowed M or 1 OppM: Redirect target magical/psionic effect to another target.
Quash (Metamagic, SL 6): 1 borrowed M or 1 OppM: Counter target magical/psionic effect. That person cannot use that effect for the rest of the day.

[PC8] Monster Group Classes


Odessa0

Level KXP
Spells
1 0 (none)
2 20.5 (none)
3 41 (none)
4 82 (none)
5 164 (none)
6 246 (none)
7 410 (none)
8 574 (none)
9 749 (none)
10 924 (none)
11 1274 (none)
12 1624 (none)
13 1974 (none)
14 2324 (none)
15 2674 (none)
16 3024 (none)
17 3374 (none)
18 3724 (none)
19 4074 (none)
20 4424 (none)
21 4774 (none)
22 5124 (none)
23 5474 (none)
24 5824 (none)
25 6174 (none)
26 6524 (none)
27 6874 (none)
28 7224 (none)
29 7574 (none)
30 7924 (none)
31 8274 (none)
32 8624 (none)
33 8974 (none)
34 9324 (none)
35 9674 (none)
36 10024 (none)
TH Saves
PD RS PP BW Sp Fo Re Wi
+1  4  4  4  4  4  4  4  4
+2  4  4  4  4  4  4  4  4
+3  5  5  5  5  5  5  5  5
+4  5  5  5  5  5  5  5  5
+5  6  6  6  6  6  6  6  6
+6  6  6  6  6  6  6  6  6
+7  7  7  7  7  7  7  7  7
+8  7  7  7  7  7  7  7  7
+9  8  8  8  8  8  8  8  8
+10  8  8  8  8  8  8  8  8
+11  9  9  9  9  9  9  9  9
+12  9  9  9  9  9  9  9  9
+13 10 10 10 10 10 10 10 10
+14 10 10 10 10 10 10 10 10
+15 11 11 11 11 11 11 11 11
+16 11 11 11 11 11 11 11 11
+17 12 12 12 12 12 12 12 12
+18 12 12 12 12 12 12 12 12
Requisites: Dex 16, Chr 18
Alignment: C any (or) any G
HD/level: d(2*LVL)
Weapon Prof.: 6+level
To Hit Table: Mon
Save Table: Mon +7 levels
Reference: DM
Groups: Monster, Futureshifted
 
Can weapon specialize in guns, using the "Barbarian" line for attacks.
Remember that Cml is assumed to any set number from 3 to 18 at start (most people pick 18!). Cml also gets your Chr bonus (Exceptional or Barbarian Chr is helpful here). Luck is normally equal to HCL (your Highest x2 Concordant Level, usually 0 for most people).
Level 1: Exceptional Luck and Cml bonus. This doesn't mean a whole lot.
Level 1 ¶: +2 Luck per level. You can't 2 for 1 trade this away.
Level 1 ¶: +2 Cml per level. You can't 2 for 1 trade this away.
Level 1 ¶: Barbarian Luck and Cml bonus. Barbarian Cml: If your Cml is above 20, you can use 1M action and make a Cml-20 check to "Awe" a group. They make Wis checks, if they fail, they are Fascinated by you and will take no offensive action against you or your party (unless attacked).
Level 1 ¶: Auto roll max on the first die of open-ended dice ("e" dice).
Level 4 ¶: 1bM, (LVL-3)/d: Target creature rolls all natural 1's "to hit" against you this segment.
Level 8 ¶: 1bM, (LVL-3)/d: Target creature rolls a natural 1 on a saving throw against you this segment.
Level 9 ¶: Extra Barbarian Luck and Cml bonus. Extra Barbarian Cml: If your Cml is above 40, you can use 1M action and make a Cml-40 check to "Capital S Stun" a group. They make Wis-20 checks, if they fail, they are Capital S Stunned as long as you are in their sight.
Level 12 ¶: +LVL/2 HNCL
Level 18 ¶: Super Barbarian Luck and Cml bonus. Super Barbarian Cml: If your Cml is above 60, you can use 1M action and make a Cml-60 check to "Capital S Slay" a group. They make Wis-30 checks, if they fail, they are Capital S Slain.

[PC8] Monster Group Classes


Ogre0

Level KXP
Spells
1 3.6 (owe) (none)
2 7.2 (none)
3 10.8 (none)
4 14.4 (none)
5 28.8 (none)
6 57.6 (none)
7 115.2 (none)
8 216 (none)
9 432 (none)
10 648 (none)
11 864 (none)
12 1080 (none)
13 1296 (none)
14 1512 (none)
15 1728 (none)
16 1944 (none)
17 2160 (none)
18 2376 (none)
19 2592 (none)
20 2808 (none)
21 3024 (none)
22 3240 (none)
23 3456 (none)
24 3672 (none)
25 3888 (none)
26 4104 (none)
27 4320 (none)
28 4536 (none)
29 4752 (none)
30 4968 (none)
31 5184 (none)
32 5400 (none)
33 5616 (none)
34 5832 (none)
35 6048 (none)
36 6264 (none)
TH Saves
PD RS PP BW Sp Fo Re Wi
+4  2  2  2  2  2  2  2  2
+5  2  2  2  2  2  2  2  2
+6  3  3  3  3  3  3  3  3
+7  3  3  3  3  3  3  3  3
+8  4  4  4  4  4  4  4  4
+9  4  4  4  4  4  4  4  4
+10  5  5  5  5  5  5  5  5
+11  5  5  5  5  5  5  5  5
+12  6  6  6  6  6  6  6  6
+13  6  6  6  6  6  6  6  6
+14  7  7  7  7  7  7  7  7
+15  7  7  7  7  7  7  7  7
+16  8  8  8  8  8  8  8  8
+17  8  8  8  8  8  8  8  8
+18  9  9  9  9  9  9  9  9
+19  9  9  9  9  9  9  9  9
+20 10 10 10 10 10 10 10 10
+21 10 10 10 10 10 10 10 10
Requisites: Str 16, Con 12
Alignment: any E
HD/level: +++d12
Weapon Prof.: 6+level
To Hit Table: Mon +3 levels
Save Table: Mon +3 levels
Reference: DM
Groups: Warrior, Monster
 
Gets Barbarian Str and Con. Weapon specialization uses the "Barbarian" line for number of attacks.
Level N (each level) ¶: +1 Str and +1 Con. This bonus cannot be used to qualify for the Ogre0 class itself, and you can't 2 for 1 trade it away.
Level 1: Class VI and Esper-Blind (i.e. Immune Psionics), if you want it.
Level 1 ¶: All items that cost <= LVL*4 gp cost 0 gp for you. This means you can have "Enough" or "Plenty" of those items.
Level 1 ¶: Considered one size larger for purposes of what weapons can be wielded.
Level 1: You can hit targets that need a +LVL or better weapon to hit.
Level 1: (Gray Ogre) +LVL TH and dmg with clubs and boulders.
Level 2: (Merrow) You may lose your bonus to clubs and boulders, and gain the bonus to nets instead, plus Water Breathing and Underwater Action.
Level 3: (Villainous Ogre) If not a Merrow, you may lose your bonus to clubs and boulders, and gain Regenerate LVL hp/s and 1M: Summon a DL=LVL/2 Demon.
Level 4: (Ogre Mage) If not a Merrow or Villainous Ogre, you may lose your bonus to clubs and boulders, and gain Flying and 1M: Cone of Cold (1 group, LVLd8, Reflex save for ½)
Ogre/Hag Clans:
Choose one Ogre/Hag Clan at levels 1, 9, 18, 27, and 36. [The names of these clans come from World of Warcraft.] Note that these differ from their Hag0 class descriptions.
Bladespire: Specify a species enemy (broad monster type such as Dragons). Get +LVL TH and dmg vs. that enemy.
Bloodmaul: The "LVL*4 gp costing 0" power becomes LVL*10 gp instead.
Boulderfist: Another +LVL dmg with boulders.
Crushridge: +1/3 Size; +1 Int; +2 Wis; If you become an Ogre Mage your Cone of Cold is d10's.
Deadwind: +2 Int; 1M: Summon a DL=(LVL+1)/2 creature of Monster Type = 1d20+20.
Dreadmaul: Extra-Barbarian Str bonus.
Dunemaul: Immune Fire, Heat, Sand, Colorless Fire.
Duskbelch: Tactical Movement (+1 group you can melee with per segment); Another +LVL TH with clubs.
Dustbelcher: Mouth's P, 1/t: Breathe Dust (1 group, dmg = half current hit points, no save)
Firegut: +1 Henchman slot that you can fill will 10 DL=(LVL+2)/3 Orcs during reset time for free.
Gordok: +3 Str; Sustain Str.
Gordunni: Resist Priest Magic, Resist Negative
Laughing Skull: +1 Henchman slot that you can fill will 100 DL=(LVL+3)/4 Orcs during reset time for free.
Mo'grosh: You can't be targetted by NPC Parties. You ignore all skins, WR, + needed to hit on NPC Parties.
Mok'Nathal: +3 HNCL.
Mosh'ogg: +1 Chr; If you are an Ogre Mage you get +1M action.
Spirestone: +(LVL+2)/3 Normal Ioun Stones for free.
Splinter Fist: +3 saves; You do not generate "?" in underground caves/dungeons.
Stonemaul: +LVL TH and dmg with Axes.
Stonegullet: Resist Acid; 1M: Summon a (DL+1)/2 Black Dragon or Drake.
Torchbelcher: You can throw boulders with every limb (instead of the usual 1 missile weapon per set of limbs rule).
Urok: Use d16's instead of d12's for Hit Dice.
Warmaul: +1 Henchman slot, can use War Priest/Meat Helm's Henchmen table, no reduction in cost though

[PC8] Monster Group Classes


Orc0

Level KXP
Spells
1 0 (none)
2 2.4 (none)
3 4.8 (none)
4 9.6 (none)
5 19.2 (none)
6 38.4 (none)
7 76.8 (none)
8 144 (none)
9 288 (none)
10 432 (none)
11 576 (none)
12 720 (none)
13 864 (none)
14 1008 (none)
15 1152 (none)
16 1296 (none)
17 1440 (none)
18 1584 (none)
19 1728 (none)
20 1872 (none)
21 2016 (none)
22 2160 (none)
23 2304 (none)
24 2448 (none)
25 2592 (none)
26 2736 (none)
27 2880 (none)
28 3024 (none)
29 3168 (none)
30 3312 (none)
31 3456 (none)
32 3600 (none)
33 3744 (none)
34 3888 (none)
35 4032 (none)
36 4176 (none)
TH Saves
PD RS PP BW Sp Fo Re Wi
+1  0  0  0  0  0  0  0  0
+2  1  1  1  1  1  1  1  1
+3  1  1  1  1  1  1  1  1
+4  2  2  2  2  2  2  2  2
+5  2  2  2  2  2  2  2  2
+6  3  3  3  3  3  3  3  3
+7  3  3  3  3  3  3  3  3
+8  4  4  4  4  4  4  4  4
+9  4  4  4  4  4  4  4  4
+10  5  5  5  5  5  5  5  5
+11  5  5  5  5  5  5  5  5
+12  6  6  6  6  6  6  6  6
+13  6  6  6  6  6  6  6  6
+14  7  7  7  7  7  7  7  7
+15  7  7  7  7  7  7  7  7
+16  8  8  8  8  8  8  8  8
+17  8  8  8  8  8  8  8  8
+18  9  9  9  9  9  9  9  9
Requisites: Str 8, Con 6
Alignment: any E
HD/level: d8
Weapon Prof.: 3+level/2
To Hit Table: Mon
Save Table: Mon
Reference: DM
Groups: Warrior, Monster
 
Gets Exceptional Str, Dex, and Con.
Level 1: Over Hit: If you hit someone by more than 20, add +1 damage for each number over what you needed to hit.
Example: You need a -15 to hit someone, and you roll a 12. Damage bonus = Roll - Needed - 20 = 12 - -15 -20 = 7.
Level 1: All items that cost <= LVL gp cost 0 gp for you. This means you can have "Enough" or "Plenty" of those items.

[PC8] Monster Group Classes


Paragon3

Level KXP
Spells
1 0 (none)
2 10 (none)
3 30 (none)
4 60 (none)
5 100 (none)
6 150 (none)
7 210 (none)
8 280 (none)
9 360 (none)
10 450 (none)
11 550 (none)
12 660 (none)
13 780 (none)
14 910 (none)
15 1050 (none)
16 1200 (none)
17 1360 (none)
18 1530 (none)
19 1710 (none)
20 1900 (none)
21 2100 (none)
22 2310 (none)
23 2530 (none)
24 2760 (none)
25 3000 (none)
26 3250 (none)
27 3510 (none)
28 3780 (none)
29 4060 (none)
30 4350 (none)
31 4650 (none)
32 4960 (none)
33 5280 (none)
34 5610 (none)
35 5950 (none)
36 6300 (none)
TH Saves
PD RS PP BW Sp Fo Re Wi
+2  2  2  2  2  2  2  2  2
+4  4  4  4  4  4  4  4  4
+6  6  6  6  6  6  6  6  6
+8  8  8  8  8  8  8  8  8
+10 10 10 10 10 10 10 10 10
+12 12 12 12 12 12 12 12 12
+14 14 14 14 14 14 14 14 14
+16 16 16 16 16 16 16 16 16
+18 18 18 18 18 18 18 18 18
+20 20 20 20 20 20 20 20 20
+22 22 22 22 22 22 22 22 22
+24 24 24 24 24 24 24 24 24
+26 26 26 26 26 26 26 26 26
+28 28 28 28 28 28 28 28 28
+30 30 30 30 30 30 30 30 30
+32 32 32 32 32 32 32 32 32
+34 34 34 34 34 34 34 34 34
+36 36 36 36 36 36 36 36 36
Requisites: Str 18, Dex 18, Con 18,
Int 18, Wis 18, Chr 18
Alignment: any
HD/level: d20
Weapon Prof.: 0+level*2
To Hit Table: 2xMon
Save Table: 4xMon
Reference: DM
Groups: Custom, Monster, Concordant (x1)
 
Gets all Exceptional stats. Can weapon specialize using the "non-Warrior" line for number of attacks.
Level N (each level) ¶: +1 Str, Dex, Con, Int, Wis, and Chr. You can't trade these stats away.
Level 1: Double movement rate.
Level 1: Enemies have -LVL saves vs. your effects.
Level 1: DR 2*LVL / +LVL.
Level 1: Regenerate LVL hp /s.
Level 4: Triple movement rate (replaces the Double at level 1)
Level 9: Quadruple movement rate (replaces the Triple at level 4)

[PC8] Monster Group Classes


Pixie Queen


Level

KXP
Priest
123 456 78
Faerie
0½1 1½ 2 2½ 3 3½ 4 4½ 5 5½ 6 6½

TH
1 0 0-- --- -- 1-- -  - -  - -  - -2
2 3.125 10- --- -- 21- -  - -  - -  - -1
3 6.25 210 --- -- 221 -  - -  - -  - -1
4 12.5 321 --- -- 222 1  - -  - -  - -1
5 25 321 0-- -- 222 2  1 -  - -  - -1
6 50 432 1-- -- 222 2  2 1  - -  - -1
7 100 432 10- -- 222 2  2 2  - -  - -1
8 200 543 21- -- 222 2  2 2  1 -  - -1
9 400 543 210 -- 222 2  2 2  2 -  - -1
10 800 654 321 -- 222 2  2 2  2 1  - +0
11 1200 654 321 0- 222 2  2 2  2 2  - +0
12 1600 665 432 1- 222 2  2 2  2 2  - +0
13 2000 666 543 2- 222 2  2 2  2 2  1 +0
14 2400 666 543 20 222 2  2 2  2 2  2 +0
15 2800 666 543 21 222 2  2 2  2 2  2 +0
16 3200 666 654 32 333 2  2 2  2 2  2 +0
17 3600 666 665 43 333 3  3 3  2 2  2 +0
18 4000 666 666 54 333 3  3 3  3 3  3 +1
19 4400 666 666 65 444 3  3 3  3 3  3 +1
20 4800 666 666 66 444 4  4 4  3 3  3 +1
21 5200 666 666 66 444 4  4 4  4 4  4 +1
22 5600 766 666 66 555 4  4 4  4 4  4 +1
23 6000 766 666 66 555 5  5 5  4 4  4 +1
24 6400 776 666 66 555 5  5 5  5 5  5 +1
25 6800 776 666 66 655 5  5 5  5 5  5 +1
26 7200 777 666 66 665 5  5 5  5 5  5 +2
27 7600 777 666 66 666 5  5 5  5 5  5 +2
28 8000 777 766 66 666 6  5 5  5 5  5 +2
29 8400 777 766 66 666 6  6 5  5 5  5 +2
30 8800 777 776 66 666 6  6 6  5 5  5 +2
31 9200 777 776 66 666 6  6 6  6 5  5 +2
32 9600 777 777 66 666 6  6 6  6 6  5 +2
33 10000 777 777 66 666 6  6 6  6 6  6 +2
34 10400 777 777 76 766 6  6 6  6 6  6 +3
35 10800 777 777 76 776 6  6 6  6 6  6 +3
36 11200 777 777 771 777 6  6 6  6 6  6 1 +3
37 22400 777 777 772 777 6  6 6  6 6  6 2 +3
38 33600 777 777 773 777 6  6 6  6 6  6 3 +3
39 44800 777 777 774 777 6  6 6  6 6  6 4 +3
45 112000 888 777 777 777 7  7 7  6 6  6 6  1 +4
54 212800 998 888 888 1 777 7  7 7  7 7  7 6  6 1 +5
63 313600 999 988 888 8 777 7  7 7  7 7  7 7  7 7  1 +6
72 414400 AA9 999 999 91 887 7  7 7  7 7  7 7  7 7  7 1 +7
Requisites: Dex 12, Wis 12, Chr 18, Cml 21
Alignment: T any (or) any N
HD/level: d1+2
Weapon Prof.: 2+level/14
To Hit Table: ½xThf0
Reference: MTG
Groups: Priest, Monster
Complexity: CF=2
   
Saving Throws:  
PPD: level+5
RSW: level+4
PP: level+4
BW: level+2
Spell: level+3
Fort: level+6
Reflex: level+4
Will: level+4
   
Can cast "Green" spells (out of either progression); see next page.
Gets Barbarian Chr and Cml.
Level 1 ¶: +4 Con, -2 Int.
Level 1 ¶: |AC| 10+LVL (Absolute AC; people need a natural 10+LVL or greater to hit you)
Level 1: Flying LVL*3"; 1M: Give someone Flying LVL*3" for LVL rounds.

[PC8] Monster Group Classes


Plant0

Level KXP Priest
123 456
1 0.5 (owe) ½-- ---
2 1 1-- ---
3 2 2-- ---
4 4 21- ---
5 8 31- ---
6 16 32- ---
7 30 321 ---
8 60 331 ---
9 120 332 ---
10 220 332 1--
11 320 333 1--
12 420 333 2--
13 520 333 21-
14 620 333 31-
15 720 333 32-
16 820 433 321
17 920 443 331
18 1020 444 332
19 1120 444 432
20 1220 444 443
21 1320 444 444
22 1420 554 444
23 1520 555 444
24 1620 555 544
25 1720 555 554
26 1820 555 555
27 1920 665 555
28 2020 666 555
29 2120 666 655
30 2220 666 665
31 2320 666 666
32 2420 776 666
33 2520 777 666
34 2620 777 766
35 2720 777 776
36 2820 777 777
TH Saves
PD RS PP BW Sp Fo Re Wi
+1 10  9  8  5  6  2  1  0
+1 10  9  8  6  6  2  1  0
+1 10  9  8  6  7  3  2  0
+2 12 11 10  8  9  3  2  1
+3 12 11 10  9  9  4  2  1
+3 12 11 10  9 10  4  3  1
+3 14 13 12 11 12  5  3  2
+4 14 13 12 12 12  5  4  2
+5 14 13 13 12 12  6  4  2
+5 16 15 14 14 15  6  4  3
+5 16 15 15 14 15  7  5  3
+6 16 15 15 15 15  7  5  3
+7 16 15 15 15 15  7  5  3
+7 16 15 15 15 15  7  5  3
+7 16 15 15 15 15  7  5  3
+8 16 15 15 15 15  7  5  3
+9 16 15 15 15 15  7  5  3
+9 16 15 15 15 15  7  5  3
Requisites: Wis 13
Alignment: any (*N is helpful)
HD/level: & d5
Weapon Prof.: & 1+level/3
To Hit Table: CTD0
Save Table: Half0
Reference: DM
Groups: Monster, Priest
 
Can cast Priest spells. No stat bonus to progression. Gets Grand in Plant sphere, 1 Major, and 2 Minor spheres.
Level 1: Speak Druid language
Level 4 ¶: If you are AL N (on the G-E axis), can use Psi-6N First Grove powers as if they were SL=2 spells.
Level 7 ¶: If you are AL N (on the G-E axis), can use Psi-6N Second Grove powers as if they were SL=3 spells.
Level 10 ¶: If you are AL N (on the G-E axis), can use Psi-6N Third Grove powers as if they were SL=4 spells.
Level 13 ¶: If you are AL N (on the G-E axis), can use Psi-6N Fourth Grove powers as if they were SL=5 spells.
Level 16 ¶: If you are AL N (on the G-E axis), can use Psi-6N Fifth Grove powers as if they were SL=6 spells.
New Plant spells for Plant0 class:
Goodberry Golem (all SL's): Summon a DL=SL Goodberry Golem.
Thornskin (all SL's): AC +CL; Saves +SL; Wood damaging shield 25*SL%
Verdant Force (SL=4): Summon a DL IV Verdant Force; +1 summon slot for Saprolings; the Verdant Force summons 1 Saproling per segment as a 0 action.

[PC8] Monster Group Classes


Pokemon

Level KXP
Spells
1 0 (none)
2 2.5 (none)
3 5 (none)
4 10 (none)
5 20 (none)
6 40 (none)
7 80 (none)
8 160 (none)
9 320 (none)
10 500 (none)
11 750 (none)
12 1000 (none)
13 1250 (none)
14 1500 (none)
15 1750 (none)
16 2000 (none)
17 2250 (none)
18 2500 (none)
19 2750 (none)
20 3000 (none)
21 3250 (none)
22 3500 (none)
23 3750 (none)
24 4000 (none)
25 4250 (none)
26 4500 (none)
27 4750 (none)
28 5000 (none)
29 5250 (none)
30 5500 (none)
31 5750 (none)
32 6000 (none)
33 6250 (none)
34 6500 (none)
35 6750 (none)
36 7000 (none)
TH Saves
PD RS PP BW Sp Fo Re Wi
+0 9  8  7  4  5  1  0  0
+1 10  9  8  5  6  2  1  0
+1 10  9  8  5  6  2  1  0
+2 10  9  8  6  6  2  1  0
+2 10  9  8  6  6  2  1  0
+3 10  9  8  6  7  3  2  0
+3 10  9  8  6  7  3  2  0
+4 12 11 10  8  9  3  2  1
+4 12 11 10  8  9  3  2  1
+5 12 11 10  9  9  4  2  1
+5 12 11 10  9  9  4  2  1
+6 12 11 10  9 10  4  3  1
+6 12 11 10  9 10  4  3  1
+7 14 13 12 11 12  5  3  2
+7 14 13 12 11 12  5  3  2
+8 14 13 12 12 12  5  4  2
+8 14 13 12 12 12  5  4  2
+9 14 13 13 12 12  6  4  2
Requisites: Con 15, Dex 15
Alignment: any
HD/level: d5
Weapon Prof.: 0+level/2
To Hit Table: ½xMon
Save Table: ½xHalf0
Reference: Pokemon
Groups: Monster, Joke
 
Each Level: Get your LVL in Pokemon picks (see next page). Most Pokemon cost more than one pick. You have the abilities of the Pokemon types you pick. You may save picks to get a bigger Pokemon type later. Pokemon can be taken more than once, each "+" based ability gives only +1 more per additional Pokemon. Non-"+" based abilities may or may not stack; check with the DM.
Level 1 ¶: 1M: Summon a DL=(LVL+2)/3 monster (type Pokemon). You gain the abilities that Pokemon type grants as long as you have that summon.
Level 18: Free instance of the "Pikachu, the Cutest Pokeman" Familiar. It's abilities are: +2P; +2V; +2M; +2 Opp; +2F; Sustain Actions; +level segments/r. It is a "vanilla" Pokemon and doesn't give any of the Pokemon pick powers on the next page.

[PC8] Monster Group Classes


Pokemon Types

# Picks Pokemon Type Effect Source
1 Clefairy 1M: Sleep (as spell); 1bM: Fork Base
1 Diglett Resist Earth; 1V: Dig; 1M: Transmute Rock to Mud Base
1 Drowzee Immune Confusion; 1M: Confusion (1 target, Will save) Base
1 Magikarp Water Breathing; Do x4 dmg with 1 attack when charging (instead of the normal x2 or x3) Base
1 Pikachu 1M: 30 lightning dmg to one target (Reflex save for 10 dmg) Base
1 Ponyta +1 mount that has 40 hp; Your tail attack does +3*CL fire dmg Base
1 Porygon 1M: Add a vulnerability to an element to a creature (no save, makes an immunity a double resist, etc.); 1M: Resist an element for 1t Base
2 Haunter 1M: Hypnosis (Will save); 1M: Sleep (one target, no limit to HD, Will save); 1M: Slay a sleeping target (no save) Base
2 Jynx +1 attack per P action; 1M: 20+10*CL psionic dmg (Will save: 0) Base
2 Kakuna DR A/+B, where A*B=40 (both must be at least 1); 1M: Poison one target (PPD save: death or 0) Base
2 Koga's Ditto +1 size; extra instances of this Pokemon add +1/3 size each Gym Challenge
2 Magmar Your unarmed attacks do +CL*3 dmg; 1S, lose an additional n S remaining actions: Do 50*(n+1) fire dmg to one target (no save) Base
3 Nidorino Your kick dmg is 1d30; 1V: Kick with base #Att = 2/1 Base
3 Poliwhirl 1P: Whirl (1 attack on everyone in group); 1P+1V: Whirl twice (2 attacks on everyone in group); 1M: Forget Base
3 Starmie 1M: Heal self; 1M: Paralysis (1 target, PP save) Base
4 Alakazam 0: Move any amount of damage between you and your summons; 1M: Confusion (Will save) Base
4 Electrode 0, 1/d: +1QS action this segment; 1V: 10 lightning dmg to one target (no save) Base
4 Gyarados +CL TH and dmg; 1M: Paralysis (CL/3 targets, PP save) Base
4 Kadabra 0, 1/t: +1S action this round; 1M: High Frequency Sample a minor power Base
4 Machoke +CL Martial Arts maneuvers; +1 Martial Arts style Base
4 Pidgeotto 1P+1V: Do CL physical attacks; 1bM: Eye for an Eye (deal dmg you take from an attack or effect back to the other person) Base
4 Raticate Your bite dmg is 1d20; Mouth's P: Bite someone for half your hp (must still hit the target) Base
5 Blastoise Your summons can lend you their S actions for free; 1M: 40+10*CL water dmg to 1 target (no save) Base
5 Dark Slowbro 1M: Your next use of the Pokemon "Level 1:" summon ability summons 3 Pokemon instead of 1; 1bV: Counter 1 physical attack. Team Rocket
5 Mewtwo 1M: Psi1 Psionic Blast; 1bM: Prevent all damage to one target from one source this segment Base
5 Nidoking +1 tail that does 1d30 dmg; 1M: Poison one target (PPD save: death or 20) Base
5 Poliwrath 1M: Group takes 30+10*CL dmg (BW save: ½) and lose 1 action (BW save) Base
6 Chansey 1M: You will take no damage from any source the rest of this segment; 1V: Your group takes 80 dmg (no save) Base
6 Mr. Mime DT 66-CL (Damage Threshold; if an effect does more than 66-CL dmg to you, you take only 66-CL dmg; does not affect idmg) Jungle
7 Erika's Clefable Immune Faerie Magic; Ignore |AC| (absolute AC); 1M: Cast a Faerie spell of SL=0 to LVL/4 Gym Heroes
7 Machamp Damaging shield (10*CL dmg per melee or missile attack on you); 1M: Telekinesis 80' (regardless of size, no save) Base
8 Charizard Can convert 2V to 1P; Immune Fire and all of it's variants; Can breathe fire for 100*CL dmg (no save) Base
8 Slowking Your effects need to be countered twice; 1bM: Counterspell; 1M: Psi2 Id Insinuation one target CL/3 times Neo Genesis
9 Dragonite 1V: Switch places with another PC or a summon; 1P: Deal CLm4 physical dmg to one target (multiply CL d4's together). Fossil
11 Typhlosion +1S action; 1M: One target: 60 dmg evaportation and he loses his next action (no save) Mysterious Tr.
12 Wailord Water Breathing; Underwater movement; Mouth's P: Make an attack, if you hit, Swallow them (they take CL^2 dmg /s) Ruby/Sapphire

[PC8] Monster Group Classes


Polar Bear9

Level KXP Psi9/90
mMG S
1 4 (owe) 1-- -
2 7 2-- -
3 10 21- -
4 16 31- -
5 28 32- -
6 52 321 -
7 100 421 -
8 196 431 -
9 388 432 -
10 700 532 -
11 1050 542 -
12 1400 543 -
13 1750 643 -
14 2100 653 -
15 2450 654 -
16 2800 754 -
17 3150 764 -
18 3500 765 -
19 3850 766 1
20 4200 776 1
21 4550 777 1
22 4900 877 1
23 5250 887 1
24 5600 888 2
25 5950 988 2
26 6300 998 2
27 6650 999 2
28 7000 999 3
29 7350 999 4
30 7700 999 5
31 8050 999 6
32 8400 999 7
33 8750 999 8
34 9100 999 9
35 9450 AAA A
36 9800 BBB B
TH Saves
PD RS PP BW Sp Fo Re Wi
+5  2  2  2  2  2  2  2  2
+6  3  3  3  3  3  3  3  3
+7  3  3  3  3  3  3  3  3
+8  4  4  4  4  4  4  4  4
+9  4  4  4  4  4  4  4  4
+10  5  5  5  5  5  5  5  5
+11  5  5  5  5  5  5  5  5
+12  6  6  6  6  6  6  6  6
+13  6  6  6  6  6  6  6  6
+14  7  7  7  7  7  7  7  7
+15  7  7  7  7  7  7  7  7
+16  8  8  8  8  8  8  8  8
+17  8  8  8  8  8  8  8  8
+18  9  9  9  9  9  9  9  9
+19  9  9  9  9  9  9  9  9
+20 10 10 10 10 10 10 10 10
+21 10 10 10 10 10 10 10 10
+22 11 11 11 11 11 11 11 11
Requisites: Str 14, Con 14
Alignment: non-L
HD/level: & +++d12
Weapon Prof.: & 4+level/2
To Hit Table: War +4 levels
Save Table: Mon +4 levels
Reference: DM
Groups: Monster
 
Gets Exceptional Str and Con.
See [Q9] for Psi9 rules and powers. If and when [Q90] Thrash Psionics (Psi90) gets written, Polar Bear0 will be able to choose powers from Psi9 and Psi90.
For Psi9 tracks, each level this class gets +1 to Str track, +1 to Con track, and +1 to a single track of your choice (the track chosen may be different each level, and can be Str or Con). This bonus would stack with the normal Psi9 class and Psi18.
You get the normal "track-length" for each stat; this does not stack with the Psi9 track-length.
Level 1: Free Martial Arts style, plus one maneuver per level.
Level 1: +LVL TH with natural attacks.
Level 1: +LVL dmg with natural attacks.
Level 1: Can claw with both paws; base number of attacks is (LVL/3+2)/1 (before Natural Fighting proficiency).
Level 1: Flying at CL*3" (D)
Level 1: Eye's P: Shoot laser beams at one target for LVLd10 light dmg (no save, RR to resist).
Level 1: Improved Invis. cont.
Level 1: Immune Cold.
Level 1: Can operate and be offensive at up to -10-LVL^2 hp.
Level 1: Rage: 1V, 1/t: Get +LVL*2 TH, +LVL*2 dmg, -LVL*2 AC, -LVL*2 mental saves, +LVL*2 Fort/PPD saves until end of turn. Use this ability on segment 3 or later of a round that you've been fighting.
Level 9: Barbarian Str.
Level 9: Barbarian Con.
Level 9: Dust of Disappearance cont.

[PC8] Monster Group Classes


Polymorpher

Level KXP
Spells
1 10 (owe) (none)
2 15 (none)
3 22 (none)
4 33 (none)
5 49 (none)
6 73 (none)
7 109 (none)
8 163 (none)
9 244 (none)
10 366 (none)
11 549 (none)
12 823 (none)
13 1234 (none)
14 1851 (none)
15 2776 (none)
16 4164 (none)
17 6246 (none)
18 9000 (none)
19 10000 (none)
20 11000 (none)
21 12000 (none)
22 13000 (none)
23 14000 (none)
24 15000 (none)
25 16000 (none)
26 17000 (none)
27 18000 (none)
28 19000 (none)
29 20000 (none)
30 21000 (none)
31 22000 (none)
32 23000 (none)
33 24000 (none)
34 25000 (none)
35 26000 (none)
36 27000 (none)
TH Saves
PD RS PP BW Sp Fo Re Wi
+1 (total = 27, max = 9)
+2 (total = 30, max = 10)
+3 (total = 33, max = 11)
+4 (total = 36, max = 12)
+5 (total = 39, max = 13)
+6 (total = 42, max = 14)
+7 (total = 45, max = 15)
+8 (total = 48, max = 16)
+9 (total = 51, max = 17)
+10 (total = 54, max = 18)
+11 (total = 57, max = 19)
+12 (total = 60, max = 20)
+13 (total = 63, max = 21)
+14 (total = 66, max = 22)
+15 (total = 69, max = 23)
+16 (total = 72, max = 24)
+17 (total = 75, max = 25)
+18 (total = 78, max = 26)
Requisites: Str 9, Dex 9, Con 16
Alignment: any
HD/level: & 1d0+4
Weapon Prof.: & 0+level
To Hit Table: Mon
Save Table: Cust
Reference: DM
Groups: Monster
 
(Abilities unknown)
Level 1: Counts as an (LVL/4+1) weapon to hit.
Level 4: +5 HNCL (this can't be picked)
Level 17: another +5 HNCL (this can't be picked)

[PC8] Monster Group Classes


ProtoDracoLich

Level KXP ProtoDracoLich
123 456 7 [01]
1 1 (owe) 1-- --- - [--]
2 10 2-- --- - [--]
3 27 21- --- - [--]
4 58 32- --- - [--]
5 115 321 --- - [--]
6 222 432 --- - [--]
7 331 432 1-- - [--]
8 442 543 2-- - [--]
9 651 543 21- - [--]
10 900 653 21- - [--]
11 1521 654 32- - [--]
12 2144 654 321 - [--]
13 2769 654 322 - [--]
14 3396 654 333 - [--]
15 4025 654 433 - [--]
16 4656 654 444 - [--]
17 5289 655 444 1 [--]
18 5924 665 555 1 [1-]
19 6561 666 555 1 [2-]
20 7200 666 655 2 [3-]
21 7841 666 665 2 [21]
22 8484 666 666 2 [21]
23 9129 766 666 2 [12]
24 9776 777 666 2 [12]
25 10425 777 776 3 [-3]
26 11076 777 777 3 [-3]
27 11729 888 777 4 [-4]
28 12384 888 888 4 [-4]
29 13041 999 999 5 [-5]
30 13700 AAA AAA 5 [-5]
31 14361 AAA AAA 6 [-5]
32 15024 AAA AAA 6 [-6]
33 15689 AAA AAA 7 [-6]
34 16356 AAA AAA 8 [-7]
35 17025 AAA AAA 9 [-7]
36 17696 AAA AAA A [-8]
TH Saves
PD RS PP BW Sp Fo Re Wi
+2 11 11 11 11 11 11 11 11
+4 12 12 12 12 12 12 12 12
+6 13 13 13 13 13 13 13 13
+8 14 14 14 14 14 14 14 14
+10 15 15 15 15 15 15 15 15
+12 16 16 16 16 16 16 16 16
+14 17 17 17 17 17 17 17 17
+16 18 18 18 18 18 18 18 18
+18 19 19 19 19 19 19 19 19
+20 20 20 20 20 20 20 20 20
+22 21 21 21 21 21 21 21 21
+24 22 22 22 22 22 22 22 22
+26 23 23 23 23 23 23 23 23
+28 24 24 24 24 24 24 24 24
+30 25 25 25 25 25 25 25 25
+32 26 26 26 26 26 26 26 26
+34 27 27 27 27 27 27 27 27
+36 28 28 28 28 28 28 28 28
Requisites: Str 13, Int 18, Wis 13
Alignment: any E
HD/level: ++d12
Weapon Prof.: level*2
To Hit Table: 2xMon
Save Table: level+10 (all categories)
Reference: DM {Reduced DracoLich / DemiDracoLich}
Groups: Concordant (x1), Monster
 
You are considered an extra +LVL-2 weapon needed to hit (at level 1 this is "silver or better").
 
The "wish" type abilities ("1M, 1/r: Any …") can be taken more than once to allow them to be used more than once per round.

[PC8] Monster Group Classes


ProtoDracoLich Spells

Level # Spell
1 1 1M, 1/r: Any 0th level Warrior or Monster spell
1 2 5*LVL% iWaWR
1 3 +LVL V actions, or +LVL P actions that can be used only for unarmed attacks
1 4 Your claw damage is CLd4
1 5 1M: Summon 1 DL I Dragon or 6 DL 0 Undead
1 6 Immunity to disease
1 7 Fear aura (anyone who enters your group) (Will save)
1 8 Natural AT source = +CL*2
1 9 Breath weapon: 3/d or 1/3r. Choose a normal (E=1) element. Dmg = 50% of current hp total. (save:½)
2 1 1M, 1/r: Any 0th-1st level Warrior or Monster spell
2 2 5*LVL% iIaIR
2 3 +LVL/2 P actions
2 4 Your bite damage is CLd6
2 5 1M: Summon 1 DL II Dragon or 6 DL I Undead
2 6 Pick a stat. Whenever you touch someone, they take (CL+1)/2 ability damage to that stat (PPD save)
2 7 Eye's P or M action: Gaze to Charm (save)
2 8 Immune to three E=1 elements, two E=2 elements, or one E=3 element (doesn't "spread")
2 9 Breath weapon: 4/d or 1/2r. Choose a para (E=2) element. Dmg = 75% of current hp total. (save:½)
3 1 1M, 1/r: Any 0th-2nd level Warrior or Monster spell
3 2 5*LVL% iMaMR
3 3 Troll-like Regen LVL hp /s
3 4 Fly at CL*6" (D)
3 5 1M: Summon 1 DL III Dragon or 6 DL II Undead
3 6 Immunity to poison
3 7 You emit a stench like a ghast
3 8 Immune to three EE=1 eelements, two EE=2 eelements, or one EE=3 eelement (doesn't "spread")
3 9 Breath weapon: 5/d or 1/r. Choose a quasi (E=3) element. Dmg = current hp total. (save:½)
4 1 1M, 1/r: Any 0th-3rd level Warrior or Monster spell
4 2 5*LVL% iPaPR
4 3 1M (can borrow), 1/d: Reset
4 4 Grow a tail, damage is CLd5
4 5 1M: Summon 1 DL IV Dragon or 6 DL III Undead
4 6 Immunity to ability drain
4 7 Vampiric Regen (CL-3)*10% of damage you deal
4 8 1M: Detect Gems, kind and number
4 9 Breath weapon: 6/d or 2/r. Choose an E=4 (or less) element. Dmg = current hp total. Save for 60%.
5 1 1M, 1/r: Any 0th-4th level Warrior or Monster spell
5 2 5*LVL% iTechCNaCNR
5 3 1F: Get 2P you can use this segment
5 4 Resist NPC parties (take half damage from all NPC party attacks and effects)
5 5 1M: Summon 1 DL V Dragon or 6 DL IV Undead
5 6 Immunity to all mind-affecting effects
5 7 1M: Slay Living (save)
5 8 Your claw damage is CLd10+CL
5 9 Breath weapon: 7/d or 3/r. Choose an E=5 (or less) element. Dmg = current hp total. Save for 70%.
6 1 1M, 1/r: Any 0th-5th level Warrior or Monster spell
6 2 4*LVL% iEaER
6 3 +LVL/10 number of segments per round
6 4 +1 Revive slot; 1F: Raise a dead dragon as a DL=Age/2+4 Drolem (Undead Golem)
6 5 1M: Summon 1 DL VI Dragon or 6 DL V Undead
6 6 Whenever you touch someone, they get Mummy Rot (no save)
6 7 Immunity to any effect that requires a Fortitude save (unless the effect also works on objects)
6 8 Your bite damage is (2*CL)d12
6 9 Breath weapon: 8/d or 4/r. Choose an E=6 (or less) element. Dmg = current hp total. Save for 80%.
7 1 1M, 1/r: Any 0th-6th level Warrior or Monster spell
7 2 2*LVL% iXaXR
7 3 +LVL-13 QQP actions per round
7 4 1M: Get 8+CL/3 Dragonskins, each Dragonskin ignores a limb's worth of attacks (no leak)
7 5 1M: Summon 1 DL VII Dragon or 6 DL VI Undead
7 6 Immunity to death or slay effects
7 7 1M: Target is energy drained CL/2 levels (no save)
7 8 Luckstone effect
7 9 Breath weapon: 9/d or 5/r. Choose an E=7 (or less) element. Dmg = current hp total. Save for 90%.
DracoLich 0 (10) 1 0, 1/r: Any 0th-5th level Warrior or Monster spell
DracoLich 0 (10) 2 0, 1/r: Any 0th-3rd level Wizard or Priest spell
DracoLich 0 (10) 3 3*LVL% inWR (irreducible, non-ignorable)
DracoLich 0 (10) 4 Add you or your mount's current hp (if it's a dragon) to your melee dmg
DracoLich 0 (10) 5 1M: Summon 1 DL VIII Dragon or 6 DL VII Undead
DracoLich 0 (10) 6 Choose one of your limbs (or your head), it is Lernaean
DracoLich 1 (11) 1 0, 1/r: Any 0th-6th level Warrior or Monster spell
DracoLich 1 (11) 2 0, 1/r: Any 0th-4th level Wizard or Priest spell
DracoLich 1 (11) 3 3*LVL% inIR (irreducible, non-ignorable)
DracoLich 1 (11) 4 Add you or your mount's current hp (if it's a dragon) to your damaging spell effects
DracoLich 1 (11) 5 1M: Summon 1 DL IX Dragon or 6 DL VIII Undead
DracoLich 1 (11) 6 2F actions to cast, 1/d: Duplicate a 1st level Dragon of Tyr2 spell

[PC8] Monster Group Classes


Psi14 (Lycanthrope)

Level KXP Psi14
mMG S
1 0 2-- -
2 3.3 4-- -
3 6.6 6-- -
4 13.2 71- -
5 24.75 73- -
6 45 75- -
7 82.5 77- -
8 150 88- -
9 300 981 -
10 600 983 -
11 900 985 -
12 1200 987 -
13 1500 998 -
14 2100 A99 -
15 2700 AAA -
16 3300 BBA -
17 3900 CBB -
18 4500 CCB 1
19 5100 CCC 2
20 5700 DCC 3
21 6300 DDC 4
22 6900 DDD 5
23 7500 EDD 6
24 8100 EED 7
25 8700 EEE 8
26 9300 FEE 9
27 9900 FFE A
28 10500 FFF B
29 11100 GFF C
30 11700 GGF D
31 12300 GGG E
32 12900 HGG F
33 13500 HHG G
34 14100 HHH H
35 14700 IIH H
36 15300 III I
TH Saves
PD RS PP BW Sp Fo Re Wi
+1  5  3  8  2  3  1  1  1
+2  5  4  8  2  3  2  2  2
+3  6  4  8  3  4  3  3  3
+4  6  5  8  4  4  4  4  4
+5  6  5  9  5  5  5  5  5
+6  6  6  9  6  6  6  6  6
+7  7  7  9  7  7  7  7  7
+8  8  8  9  8  8  8  8  8
+9  9  9 10  9  9  9  9  9
+10 10 10 10 10 10 10 10 10
+11 11 11 11 11 11 11 11 11
+12 12 12 12 12 12 12 12 12
+13 13 13 13 13 13 13 13 13
+14 14 14 14 14 14 14 14 14
+15 15 15 15 15 15 15 15 15
+16 16 16 16 16 16 16 16 16
+17 17 17 17 17 17 17 17 17
+18 18 18 18 18 18 18 18 18
Requisites: Str 10, Wis 10
Alignment: any
HD/level: d14
Weapon Prof.: 4+level/3
To Hit Table: Mon
Save Table: Psi | 2xMon
Reference: DM
Groups: Psionicist, Monster
 
The new Psi14 is Lycanthrope psionics. The previous Psi14 (Concordant/Godly Psi) has been moved to [X14] and is no longer a psionic frequency.
See [Q14] for rules and powers.
PSPs (Psi14) = (LVL+3)*30.
The DM will give you a few choices over which type of Lycanthrope you are. It doesn't give you any special abilities or stata; this simply lets you know what you can turn into. The choices the DM gives will depend on what level you are starting the Psi14 class at (campaigns that are high level will offer better Lycanthrope types).

[PC8] Monster Group Classes


Psi29 (Beholder)

Level KXP Psi29
mMG SUV
1 0 1-- ---
2 3 2-- ---
3 6 3-- ---
4 12 31- ---
5 24 41- ---
6 48 42- ---
7 96 52- ---
8 192 53- ---
9 384 531 ---
10 684 631 ---
11 984 641 ---
12 1284 642 ---
13 1584 742 ---
14 1884 752 ---
15 2184 753 ---
16 2784 753 1--
17 3084 853 1--
18 3684 863 1--
19 4284 864 1--
20 4884 864 2--
21 5484 964 2--
22 6084 974 2--
23 6684 975 2--
24 7284 975 3--
25 7884 975 31-
26 8484 A75 31-
27 9684 A85 31-
28 10884 A86 31-
29 12084 A86 41-
30 13284 A86 42-
31 14484 B86 42-
32 15684 B96 42-
33 16884 B97 42-
34 18084 B97 52-
35 19284 B97 53-
36 21684 B97 531
TH Saves
PD RS PP BW Sp Fo Re Wi
+0  5  3  8  2  3  1  0  1
+0  5  4  8  2  3  1  0  2
+0  6  4  8  3  4  2  0  2
+1  6  5  8  3  4  2  1  3
+1  6  5  9  3  4  2  1  3
+1  6  6  9  4  5  3  1  4
+2  7  6  9  4  5  3  2  4
+2  7  7  9  4  5  4  2  5
+2  7  7 10  5  6  4  2  5
+3  7  8 10  5  6  4  3  6
+3  8  8 10  5  6  5  3  6
+3  8  9 10  6  7  5  3  7
+4  8  9 11  6  7  6  4  7
+4  8 10 11  6  7  6  4  8
+4  9 10 11  7  8  6  4  8
+5  9 11 11  7  8  7  5  9
+5  9 11 12  7  9  7  5  9
+5  9 12 12  8  9  8  5 10
Requisites: Dex 11, Chr 7
Alignment: any
HD/level: d2
Weapon Prof.: 1+level/5
To Hit Table: Wiz
Save Table: Psi
Reference: DM
Groups: Psionicist, Monster
 
See [Q29] for rules and powers.

[PC8] Monster Group Classes


Quickling0

Level KXP Faerie
0½1 1½ 2 2½ 3 3½ 4
1 17.6 (owe) 1-- - - - - - -
2 52.8 11- - - - - - -
3 123.2 111 - - - - - -
4 264 211 - - - - - -
5 414 221 - - - - - -
6 564 221 1 - - - - -
7 714 222 1 - - - - -
8 864 222 2 - - - - -
9 1014 222 2 1 - - - -
10 1164 222 2 2 - - - -
11 1314 322 2 2 - - - -
12 1464 332 2 2 - - - -
13 1614 333 2 2 - - - -
14 1764 333 3 2 - - - -
15 1914 333 3 3 - - - -
16 2064 333 3 3 1 - - -
17 2214 333 3 3 2 - - -
18 2364 333 3 3 3 - - -
19 2514 333 3 3 3 1 - -
20 2664 333 3 3 3 2 - -
21 2814 333 3 3 3 3 - -
22 2964 333 3 3 3 3 1 -
23 3114 333 3 3 3 3 2 -
24 3264 333 3 3 3 3 3 -
25 3414 333 3 3 3 3 3 1
26 3564 333 3 3 3 3 3 2
27 3714 333 3 3 3 3 3 3
28 3864 444 3 3 3 3 3 3
29 4014 444 4 4 4 3 3 3
30 4164 444 4 4 4 4 4 4
31 4314 555 4 4 4 4 4 4
32 4464 555 5 5 5 4 4 4
33 4614 555 5 5 5 5 5 5
34 4764 666 5 5 5 5 5 5
35 4914 666 6 6 6 5 5 5
36 5064 666 6 6 6 6 6 6
TH Saves
PD RS PP BW Sp Fo Re Wi
+5  2  2  2  2  2  2  2  2
+6  3  3  3  3  3  3  3  3
+7  3  3  3  3  3  3  3  3
+8  4  4  4  4  4  4  4  4
+9  4  4  4  4  4  4  4  4
+10  5  5  5  5  5  5  5  5
+11  5  5  5  5  5  5  5  5
+12  6  6  6  6  6  6  6  6
+13  6  6  6  6  6  6  6  6
+14  7  7  7  7  7  7  7  7
+15  7  7  7  7  7  7  7  7
+16  8  8  8  8  8  8  8  8
+17  8  8  8  8  8  8  8  8
+18  9  9  9  9  9  9  9  9
+19  9  9  9  9  9  9  9  9
+20 10 10 10 10 10 10 10 10
+21 10 10 10 10 10 10 10 10
+22 11 11 11 11 11 11 11 11
Requisites: Dex 18, Wis 16
Alignment: C any (or) any E
HD/level: & +++d8
Weapon Prof.: & 4+level/3
To Hit Table: War +4 levels
Save Table: Mon +4 levels
Reference: 0D&D {Planeshifted Troll0}
Groups: Rogue, Monster, Alternate
 
Has a Faerie progression (no stat bonus).
Level 1: Base movement rate is 96".
Level 1: Exceptional Dex bonus; i.e. bonus is (Dex-12).
Level N (each level): +2 Dex. This bonus cannot be used to qualify for the Quickling0 class itself, and you can't 2 for 1 trade it away.
Level 1: Barbarian Dex bonus; i.e. bonus is (Dex-14)*2.
Level 1: You can use missile weapons in each hand (no limit of 1 per set of hands).
Level 1 ¶: Any Rogue 1 ability, or two Rogue 1 abilities based on Dex. This class gets 20*LVL Rogue points.
Level 4 ¶: Any Rogue 4 ability, or two Rogue 4 abilities based on Dex.
Level 9: Extra Barbarian Dex bonus; i.e. bonus is (Dex-16)*5/2, round down.
Level 9 ¶: Any Rogue 9 ability, or two Rogue 9 abilities based on Dex. (This is in addition to the normal "Any Rogue 9" ability you get for being a Rogue.)
Level 16 ¶: +2 HNCL
Level 18: Super Barbarian Dex bonus; i.e. bonus is (Dex-18)*3.
Level 18 ¶: Any Rogue 18 ability, or two Rogue 18 abilities based on Dex. (This is in addition to the normal "Any Rogue 18" ability you get for being a Rogue.)

[PC8] Monster Group Classes


Rakshasa5

Level KXP Wizard
123 456 7
1 0 1-- --- -
2 3 2-- --- -
3 6 21- --- -
4 12 32- --- -
5 24 421 --- -
6 48 431 --- -
7 72 432 --- -
8 108 432 1-- -
9 162 533 2-- -
10 300 543 21- -
11 450 543 32- -
12 900 554 321 -
13 1350 554 322 -
14 1800 554 322 1
15 2250 554 422 2
16 2700 555 432 2
17 3150 555 532 2
18 3600 555 533 2
19 4050 555 543 2
20 4500 555 543 3
21 4950 555 554 3
22 5400 555 555 4
23 5850 555 555 5
24 6300 666 655 5
25 6750 666 666 6
26 7200 777 766 6
27 7650 777 777 7
28 8100 888 877 7
29 8550 888 888 8
30 9000 999 988 8
31 9450 999 999 9
32 9900 AAA A99 9
33 10350 AAA AAA A
34 10800 BBB BAA A
35 11250 BBB BBB B
36 11700 CCC CCC C
TH Saves
PD RS PP BW Sp Fo Re Wi
+1  4  7  5  3  6  0  1  1
+2  4  7  5  3  7  0  1  1
+3  4  8  5  4  7  0  1  2
+4  4  8  6  4  7  1  2  2
+5  5  9  6  4  8  1  2  3
+6  5  9  7  5  8  2  3  3
+7  5 10  7  5  9  2  3  4
+8  6 10  7  6  9  2  3  4
+9  6 10  8  6  9  3  4  5
+10  6 11  8  6 10  3  4  5
+11  7 11  9  7 10  4  5  6
+12  7 12  9  7 11  4  5  6
+13  7 12  9  8 11  4  5  7
+14  7 13 10  8 11  5  6  7
+15  8 13 10  8 12  5  6  8
+16  8 13 11  9 12  6  7  8
+17  8 14 11  9 13  6  7  9
+18  9 14 11 10 13  6  7  9
Requisites: Int 16
Alignment: any
HD/level: d10
Weapon Prof.: 2+level/2
To Hit Table: Mon
Save Table: Wiz
Reference: DM
Groups: Monster, Concordant (x1)
 
Specialized in Necromancy.
Each level, get one "5th edition" pick from the choices below.
You are not slain by blessed crossbow bolts; that is a function of the Rakshasa race, not class.
 
Levels Pick Description
Level 1-3: A AT +14 source
B Enemies need a +LVL weapon to hit you
C 1M, 1/t: Magic Jar (Magic Jar save); you may keep the new body permanently if you like
D Immune to 0th-2nd level spells
E Immune Aging (natural and artificial)
Level 4: Pick two Rakshasa5 Level 1-3, one Cthulhoid Horror5 Level 1-3, or one Vampire5 Level 1-3
Level 5-7: F +1 head
G 0, when casting a spell from this class: Your spell is resisted using MR, aNR, or IR (your choice)
H +1M action
I Immune to 3rd-4th level spells
J +LVL TH and dmg unarmed
Level 8: Pick two Rakshasa5 Level 5-7, one Cthulhoid Horror5 Level 5-7, or one Vampire5 Level 5-7
Level 9-12: K Get 4 minors, 2 minors + 1 major, or 2 majors chosen from Psi7 or Psi14
L Replace this class's spell progression with another Wizard class you know, using <= amount of XP
M 1D, 8/lifetime: Resurrect self
N Immune to 5th-6th level spells
O Immune to minor psionic powers
Level 13: Pick two Rakshasa5 Level 9-12, one Charanodaemon5 Level 9-12, or one Vampire5 Level 9-12
Level 14-18: P +2 limbs of any kind (incl. more heads)
Q 1M, 1/t: Trap the Soul (no save); body is still here for you to take over
R +1QM action
S Immune to 7th-8th level spells
T Immune to major psionic powers
Level 18: Pick two Rakshasa5 Level 14-18, one Bringer5 Level 14-18, or one Vampire5 Level 14-18

[PC8] Monster Group Classes


Rarer3

Level KXP
Spells
1 0 (none)
2 3 (none)
3 6 (none)
4 12 (none)
5 24 (none)
6 48 (none)
7 96 (none)
8 192 (none)
9 270 (none)
10 337.5 (none)
11 412.5 (none)
12 495 (none)
13 585 (none)
14 682.5 (none)
15 787.5 (none)
16 900 (none)
17 1020 (none)
18 1147.5 (none)
19 1282.5 (none)
20 1425 (none)
21 1575 (none)
22 1732.5 (none)
23 1897.5 (none)
24 2070 (none)
25 2250 (none)
26 2437.5 (none)
27 2632.5 (none)
28 2835 (none)
29 3045 (none)
30 3262.5 (none)
31 3487.5 (none)
32 3720 (none)
33 3960 (none)
34 4207.5 (none)
35 4462.5 (none)
36 4725 (none)
TH Saves
PD RS PP BW Sp Fo Re Wi
& +1  5  3  8  2  3  1  0  1
& +2  6  4  8  3  4  2  0  2
& +3  6  5  8  3  4  2  1  3
& +4  6  6  9  4  5  3  1  4
& +5  7  6  9  4  5  3  2  4
& +6  7  7 10  5  6  4  2  5
& +7  7  8 10  5  6  4  3  6
& +8  8  9 10  6  7  5  3  7
& +9  8  9 11  6  7  6  4  7
& +10  9 10 11  7  8  6  4  8
& +11  9 11 11  7  8  7  5  9
& +12  9 12 12  8  9  8  5 10
& +13 10 12 12  8 10  8  6 10
& +14 10 13 13  9 11  9  6 11
& +15 11 14 13  9 11  9  7 12
& +16 11 14 13 10 12 10  7 13
& +17 12 14 14 11 13 10  8 13
& +18 14 15 14 13 14 11  8 14
Requisites: Chr 20
Alignment: any
HD/level: +++d4
Weapon Prof.: & 3+level*2
To Hit Table: & +level
Save Table: 1½xPsi
Reference: DM {Planeshifted Uncommoner3}
Groups: Warrior, Monster, Alternate
 
Each Level: The DM rolls a Monster Summoning result of DL=2*LVL/5 (round up). The result will be of the "Weird" group, with a random [M2] Monster Template added to it. You gain the racial abilities of what the DM rolls. (You don't actually summon anything, the roll is just to determine what you get.)
The progression for the DLs is as follows:
Levels 1-9 = 1, 1, 2, 2, 2, 3, 3, 4, 4
Levels 10-18 = 4, 5, 5, 6, 6, 6, 7, 7, 8
Levels 19-27 = 8, 8, 9, 9, 10, 10, 10, 11, 11
Levels 28-36 = 12, 12, 12, 13, 13, 14, 14, 14, 15
 
The "&" on the To Hit means this class adds it's to hit bonus to your highest other class.
 
Level 14: Divide the cost of Artifacts by (LVL-12) or it's multiplier, whichever is higher.

[PC8] Monster Group Classes


Rith Awakener (MTG G/R/W) (Boros/Gruul/Selesnya)

Level KXP Wiz/Pri
123 456 789
1 0 2-- --- ---
2 4.8 31- --- ---
3 9.6 430 --- ---
4 19.2 542 --- ---
5 38.4 543 0-- ---
6 76.8 754 2-- ---
7 153.6 764 30- ---
8 307.2 876 42- ---
9 614.4 876 530 ---
10 1228.8 A87 642 ---
11 1843.2 A98 642 0--
12 2457.6 AA9 754 1--
13 3072 AAA 975 2--
14 3686.4 BAA 975 30-
15 4300.8 BBB 975 41-
16 4915.2 CBB A97 52-
17 5529.6 CBB AA8 64-
18 6144 CBB BA9 76-
19 6758.4 CBB BAA 97-
20 7372.8 CBB BAA 981
21 7987.2 CCB BBA 982
22 8601.6 DCC CBA 992
23 9216 EDC CBB A92
24 9830.4 EEC CBB AA3
25 10444.8 EED CCB BA3
26 11059.2 EEE CCB BB4
27 11673.6 FFE CCC CB4
28 12288 FFE EDC CB5
29 12902.4 FFF EDD CC5
30 13516.8 FFF EED DC6
31 14131.2 GFF FFD DD6
32 14745.6 GGG FFF DD7
33 15360 GGG GFF EE7
34 15974.4 GGG GGG FE8
35 16588.8 GGG GGG GF8
36 17203.2 GGG GGG GG9
TH Saves
PD RS PP BW Sp Fo Re Wi
+2  8  7  5  3  6  1  1  2
+3  8  7  6  3  7  1  1  3
+4  9  8  6  4  7  2  2  3
+5  9  8  6  4  7  2  2  4
+6 10  9  7  5  8  3  2  4
+7 10  9  7  6  8  3  3  5
+8 11 10  8  7  9  4  3  5
+9 11 10  9  8  9  4  4  6
+10 12 10  9  9  9  5  4  6
+11 12 11 10 10 10  5  4  7
+12 13 11 10 11 10  6  5  7
+13 13 12 11 12 11  6  5  8
+14 13 12 12 13 11  7  6  8
+15 14 13 13 14 11  7  6  9
+16 14 13 13 14 12  8  6  9
+17 14 13 14 14 12  8  7 10
+18 15 14 14 14 13  9  7 10
+19 15 14 14 14 13  9  8 11
Requisites: Str 16, Dex 18, Con 18, Int 16,
  Wis 16, Chr 18, Class Slots 3
Alignment: CG or CN
HD/level: 3d8
Weapon Prof.: 6+level
To Hit Table: War +3 levels
Save Table: War/Wiz/Pri
Reference: DM
Groups: Warrior, Priest, Monster
 
Exceptional Str, Int, Wis bonus.
Channeling. Casts Wizard and Priest spells (same SL for both). Gets Wis bonus to spells.
Specialized in Wizard Invocation school.
Specialized in Animal, Plant, and Charm spheres. Spells of these spheres cost ½M to cast.
Attacking costs you only ½P action. This means you can do two attack sequences in one segment using 1P.
Has an "Animal Companion" slot. This is a monster who is allied to you and stays with you even between resets. It has 1/10 your XP and may be single classed. It may use items. Unlike a familiar it may be damaged. You play the Animal Companion.
Animal Companions may be dismissed during reset. Animal Companions don't disappear when dismissed (or killed), they leave a corpse. Anyone can convert Familiar slots to Animal Companion slots.
Has a "Familiar" slot.
Level 1: You are immune to "summoning sickness" and "teleport sickness".
Level 1: You may have your spells (from this class) resisted using CR (Charm Resistance) instead of MR. Spend 1F action to switch this.
Level 2: 1M: Remove "summoning sickness" and/or "teleport sickness" from target.
Level 2: 1M: You will win initiative next segment.
Level 4: 1M: Target takes 5*LVL*LVL fire dmg (BW save for 1/2; MR to avoid). The floor at your feet takes LVL Hull dmg.
Level 4: 1M, 10/t: Summon a saproling (AC 20, hp 10, TH +10, dmg 10). Any number of saprolings count as only one summon slot, but all of them stay together in a group.
Level 4: 1M, 1/r: Your party gets +LVL TH, dmg, AC, and saves until end of round.
Level 5: 1M: Target person gets +2*LVL TH, dmg, AC, and saves until end of round.
Level 8: Your "fire dmg" ability at level 4 gives no saving throw.
Level 9: Specialized in Priest Healing sphere spells.
Level 9: 1M: Target gains Free Action until end of turn.
Level 9: Gains a Specialty Priest pick. May replace "sphere" with "school" in the effect if desired.
Level 9: Free Action cont.
Level 9: 1M: Your party gets +LVL*2 distributed among TH, dmg, AC, and saves until end of round. (Everyone in the party gets the same bonus, you don't distribute for each person.)
Level 14: +1 Animal Companion slot.
New spells:
Find Animal Companion (Animal/Charm, SL 1): Summons an Animal Companion with DL=CL/2 (round up).
Find Familiar (Summoning/Charm, SL 1): Like the Wizard spell. Only certain Priest classes gain a Familiar slot.

[PC8] Monster Group Classes


Rixthaxth

Level KXP Wizard/Psi1&2
123 456 789 ABC
TH
1 0 1-- --- --- +1
2 3.5 20- --- --- +2
3 7 21- --- --- +3
4 14 32a --- --- +4
5 28 421 --- --- +5
6 56 422 b-- --- +6
7 112 432 1-- --- +7
8 224 433 2c- --- +8
9 448 433 21- --- +9
10 896 443 22- --- +10
11 1323 444 33d --- +11
12 1548 444 441 --- +12
13 1773 555 442 e-- +13
14 1998 555 442 1-- +14
15 2223 555 552 1f- +15
16 2448 555 553 21- +16
17 2673 555 553 32g +17
18 2898 555 553 321 +18
19 3123 555 553 331 +19
20 3348 555 554 332 +20
21 3573 555 554 442 +21
22 3798 555 555 443 +22
23 4023 555 555 553 +23
24 4248 555 555 554 +24
25 4473 555 555 555 +25
26 4698 666 655 555 +26
27 4923 666 666 655 +27
28 5148 666 666 666 +28
29 5373 777 766 666 +29
30 5598 777 777 766 +30
31 5823 777 777 777 +31
32 6048 888 877 777 +32
33 6273 888 888 877 +33
34 6498 888 888 888 +34
35 6723 999 988 888 +35
36 6948 999 999 999 1 +36
37 13896 999 999 999 2 +37
38 20844 999 999 999 3 +38
39 27792 999 999 999 4 +39
45 69480 A99 999 999 9 +45
54 132012 AAA AAA AAA 91 +54
63 194544 AAA AAA AAA A9 +63
72 257076 BBB BBB BAA AA1 +72
Race Adjustments:
Str Dex Con Int Wis Chr Cml AT hp TH Div
+0 +0 +0 +5 +4 -4 -6 +10 +0 +4 ÷1
 
Requisites: Int 19, Wis 16,
  Race Slots 1, Class Slots 2
Alignment: L any (or) any E
HD/level: & ++++d10
Weapon Prof.: 2+level/2
To Hit Table: Mon
Save Table: Mon +4 levels
Reference: DM
Groups: Psionicist, Monster, Archetype
Complexity: CF=3
   
Saving Throws:  
PPD: level+2
RSW: level+2
PP: level+2
BW: level+2
Spell: level+2
Fort: level+2
Reflex: level+2
Will: level+2
   
Considered a "Mind Flayer" and a "Rakshasa" race.
Gets Int bonus to progression. Can cast Wizard spells, Psi1 powers, and/or Psi2 powers. For this class, psionic powers use the following SL's: Minor=1, Major=3, Grand=6, Super=9.
Specialized in Necromancy (no opposite).
You are not slain by blessed crossbow bolts; that is a function of the Rakshasa race, not class.
PSPs = (Con+Int*2+Wis*2+Chr)/5*(Level+9). Gets one attack or defense per level, with defense F (Mind Blank) in Psi1 being free.
Level N (each level): +1 Int.
Level 1: CF=4: Barbarian Int bonus; i.e. bonus is (Int-14)*2. Your Nonweapon Proficiencies = Int*2 +level.
Level 1: Sustain Int.
Level 1: +1M action only for psionics.
Level 1: You have 4 mouth-tentacles that do 1dLVL dmg. It uses your Mouth's P to attack with them. If all 4 hit on one target, you have drawn the enemy's brain forth (RSW save). You cannot wield weapons or other objects with these mouth-tentacles.
Level 1: MR 45+LVL*5%.
Level 4: +1 to number of psionic frequencies; meaning you can use powers from another psionic frequency that you know.
Level 9: CF=5: Extra Barbarian Int bonus; i.e. bonus is (Int-16)*5/2, round down. Your Nonweapon Proficiencies = Int*3 +level.
Level 9: +1QM action only for psionics.
Level 18: CF=6: Super Barbarian Int bonus; i.e. bonus is (Int-18)*3. Your Nonweapon Proficiencies = Int*4 +level.
Level 18: +1QQM action only for psionics.
Each level, get one "5th edition" pick from the choices below.
 
Levels Pick Description
Level 1-3: A AT +14 source
B Enemies need a +LVL weapon to hit you
C 1M, 1/t: Magic Jar (Magic Jar save); you may keep the new body permanently if you like
D Immune to 0th-2nd level spells
E Immune Aging (natural and artificial)
Level 4: Pick two Rakshasa5 Level 1-3, one Cthulhoid Horror5 Level 1-3, or one Vampire5 Level 1-3
Level 5-7: F +1 head
G 0, when casting a spell from this class: Your spell is resisted using MR, aNR, or IR (your choice)
H +1M action
I Immune to 3rd-4th level spells
J +LVL TH and dmg unarmed
Level 8: Pick two Rakshasa5 Level 5-7, one Cthulhoid Horror5 Level 5-7, or one Vampire5 Level 5-7
Level 9-12: K Get 4 minors, 2 minors + 1 major, or 2 majors chosen from Psi7 or Psi14
L Replace this class's spell progression with another Wizard class you know, using <= amount of XP
M 1D, 8/lifetime: Resurrect self
N Immune to 5th-6th level spells
O Immune to minor psionic powers
Level 13: Pick two Rakshasa5 Level 9-12, one Charanodaemon5 Level 9-12, or one Vampire5 Level 9-12
Level 14-18: P +2 limbs of any kind (incl. more heads)
Q 1M, 1/t: Trap the Soul (no save); body is still here for you to take over
R +1QM action
S Immune to 7th-8th level spells
T Immune to major psionic powers
Level 18: Pick two Rakshasa5 Level 14-18, one Bringer5 Level 14-18, or one Vampire5 Level 14-18

[PC8] Monster Group Classes


Scripter


Level

KXP

Spells

TH
1 0 (none) & +1
2 4.75 (none) & +2
3 9.5 (none) & +3
4 19 (none) & +4
5 38 (none) & +5
6 76 (none) & +6
7 152 (none) & +7
8 304 (none) & +8
9 551 (none) & +9
10 950 (none) & +10
11 1400 (none) & +11
12 1850 (none) & +12
13 2300 (none) & +13
14 2750 (none) & +14
15 3200 (none) & +15
16 3650 (none) & +16
17 4100 (none) & +17
18 4550 (none) & +18
19 5000 (none) & +19
20 5450 (none) & +20
21 5900 (none) & +21
22 6350 (none) & +22
23 6800 (none) & +23
24 7250 (none) & +24
25 7700 (none) & +25
26 8150 (none) & +26
27 8600 (none) & +27
28 9050 (none) & +28
29 9500 (none) & +29
30 9950 (none) & +30
31 10400 (none) & +31
32 10850 (none) & +32
33 11300 (none) & +33
34 11750 (none) & +34
35 12200 (none) & +35
36 12650 (none) & +36
37 25300 (none) & +37
38 37950 (none) & +38
39 50600 (none) & +39
45 126500 (none) & +45
54 240350 (none) & +54
63 354200 (none) & +63
72 468050 (none) & +72
Requisites: Str 12, Dex 21, Class Slots 2
Alignment: C any (or) any J
HD/level: & d10
Weapon Prof.: & 0+level
To Hit Table: & Mon
Reference: DM
Groups: Custom, Monster, Concordant (x1)
Complexity: CF=4
   
Saving Throws:  
PPD: & level+3
RSW: & level+7
PP: & level+1
BW: & level+1
Spell: & level+2
Fort: & level+0
Reflex: & level+7
Will: & level+0
   
You may use 1V+1S plus 1 script action (any type) per segment ("scr"="Script"). Note you cannot do 1V+1S+1scrV+1scrS in a single segment.
scrV actions can be downgraded to an OppV or a QV action. scrP can be downgraded to P (not QP). scrM can be downgraded to M.
Level N (every level) ¶: +1scrA action
Level 1: Hold script actions.
Level 1: 1scrV: Put someone's brain or soul on your Plate (Psionic Blast save, but the effect is not psionic)
Level 2: 1scrP: Do one physical attack that does xLVL dmg
Level 3: 1scrM: Summon a DL=LVL/2 Ooze, Demon, or Weird
Level 3: 1scrM: Do a High Frequency Sample (SL=LVL/2, round up)
Level 3: You may convert 3scr_ -> 1Qscr_ (where "_" is any action type)
Level 4, 8, 12, etc.: Gets one Any Rogue LVL-3 ability. This class has as a total of 30*LVL-90 rogue points.
Level 4: 1scrV: Do LVL/2 instances of one rogue ability. Abilities that are LVL based add only +1 to LVL per additional instance.
Level 4: 1scrP, spend a soul on the Plate: You get +1X action.
Level 9: 1scrM, spend a brain on the Plate: Reset.
Level 16: 1scrF: Scoop up a group of brains or souls off the floor.
Level 18: 1scrP: Do 1 idmg to one target.

[PC8] Monster Group Classes


Serra Angel5

Level KXP Pri/Psi11W
123 456 789
1 5 (owe) 0-- --- ---
2 10 1-- --- ---
3 15 10- --- ---
4 22 11- --- ---
5 37 110 --- ---
6 67 111 --- ---
7 127 211 0-- ---
8 247 221 1-- ---
9 367 222 10- ---
10 607 222 21- ---
11 847 322 210 ---
12 1071 333 210 ---
13 1339 333 211 ---
14 1607 333 321 ---
15 1875 433 321 0--
16 2142 444 321 1--
17 2410 544 332 1--
18 2678 544 332 10-
19 2946 544 432 11-
20 3214 544 433 21-
21 3482 544 433 210
22 3750 554 443 211
23 4017 555 543 221
24 4285 665 544 321
25 4553 665 544 332
26 4821 666 554 432
27 5089 666 554 443
28 5357 776 555 543
29 5625 776 665 544
30 5892 777 666 554
31 6160 777 666 655
32 6428 877 776 665
33 6696 888 777 666
34 6964 888 877 776
35 7232 888 888 777
36 7500 888 888 888
TH Saves
PD RS PP BW Sp Fo Re Wi
+4  2  2  2  2  2  2  2  2
+5  2  2  2  2  2  2  2  2
+6  3  3  3  3  3  3  3  3
+7  3  3  3  3  3  3  3  3
+8  4  4  4  4  4  4  4  4
+9  4  4  4  4  4  4  4  4
+10  5  5  5  5  5  5  5  5
+11  5  5  5  5  5  5  5  5
+12  6  6  6  6  6  6  6  6
+13  6  6  6  6  6  6  6  6
+14  7  7  7  7  7  7  7  7
+15  7  7  7  7  7  7  7  7
+16  8  8  8  8  8  8  8  8
+17  8  8  8  8  8  8  8  8
+18  9  9  9  9  9  9  9  9
+19  9  9  9  9  9  9  9  9
+20 10 10 10 10 10 10 10 10
+21 10 10 10 10 10 10 10 10
Requisites: Str 10, Int 10, Con 5, Wis 15, Chr 20
Alignment: LG or LN
HD/level: & +++d4
Weapon Prof.: 4+/4
To Hit Table: Mon +3 levels
Save Table: Mon +3 levels
Reference: DM {Planeshifted Angel5}
Groups: Monster, Concordant (x1)
 
Can cast Priest spells or Psi11W spells. Gets Chr bonus to progression.
Can weapon specialize using Non-War column.
"rhp" is "relative hit points", what the DM uses for summons to indicate their health (usually listed as 10/10).
 
MTG White spells from White Priest class:
Death Ward (SL=1): 1bM, cannot act next segment: Avoid a slay effect on someone.
Healing Salve (SL=1): One target is cured 30 hp, or (1bM action) prevent the next 30 dmg to a target.
Circle of Protection (SL=2): When cast, name a school/sphere/psi freq. Lose 1 spell slot: Immune to 1 effect of that school/sphere/psi freq.
Disenchant (SL=2): Dispel an effect.
Reverse Damage (SL=3): 1bM: One effect that's damaging you heals you for that amount instead.
Resurrection (SL=4): Resurrect someone who's been killed within the past CL s.
 
Old MTG White spells from Wizard of the Coast class (you can use these):
Angel's Grace (SL=1): 1bM: Damage that would put you below 1 hp this segment puts you at 1 hp
Abeyance (SL=2): Target cannot use M actions this segment (Will save)
Arenson's Aura (SL=3): 0, sacrifice a maintained effect: Dispel a maintained effect.
Congregate (SL=4): Target gains 10*N hp, where N is the number of people in the party+summons
Angelic Chorus (SL=5): Whenever you summon a creature, cure it's hp on yourself
Beacon of Immortality (SL=6): Double current hp (like a Tenser's, but a different source)
Look at Me, I'm the DCI (SL=7): An effect is banned from the room (x1 Special)
Reverse the Sands (SL=8): Switch current hp totals with someone (no save)
Blessed Wind (SL=9): Target's current hp becomes 200.
Levels Pick Description
Level 1-4: A Flying LVL*2+5" (B)
B 1M: Target can't be directly targetted; effects on him (including this) can still be targetted
C 1V: Summon a good DL 1d4-1 Outer planar creature (treat DL=0 as DL=1 with only 5/5 rhp)
D 1M: Cure Ego Domination (can use on self even if currently ego dominated, item is dropped)
E DR (7*LVL)/+LVL
Level 6-8: F 1V: Choose an N between -LVL*2 and LVL*2. A group gets +N AC, you get +N AC, for 1r.
G 1N, 1/reset: Escape the party back to home (except for you)
H 1V: Summon a good DL 1d7 Outer planar creature
I Immune Fire (all variants), Positive, Prismatic, Chromatic, Light, Radiance, Blindness
J iIR LVL*10%
Level 9-12: K 14bM, 7bP, 21bV (can borrow into next round): Capital O Object or Capital I Insist
L 1F: Holy Bolt
M 1V: Summon a good DL 1d10+1 Outer creature (treat DL=11 as DL=10 with 20/20 rhp)
N Pick a Sphere. Can cast Priest spells of that Sphere.
O iXR LVL*5%

[PC8] Monster Group Classes


Shapeshifter2

Level KXP Priest
123 456 7
1 0 1-- --- -
2 2.25 2-- --- -
3 4.5 21- --- -
4 9 32- --- -
5 18 331 --- -
6 36 332 --- -
7 75 332 1-- -
8 150 333 2-- -
9 300 443 21- -
10 600 443 32- -
11 900 544 321 -
12 1200 655 322 -
13 1500 666 422 -
14 1800 666 532 1
15 2100 666 642 1
16 2400 777 643 1
17 2700 777 753 2
18 3000 888 864 2
19 3300 998 864 2
20 3600 999 875 2
21 3900 999 986 2
22 4200 999 996 3
23 4500 999 997 3
24 4800 999 998 3
25 5100 999 998 4
26 5400 999 999 4
27 5700 999 999 5
28 6000 999 999 6
29 6300 999 999 7
30 6600 999 999 8
31 6900 999 999 9
32 7200 AAA A99 9
33 7500 AAA AAA 9
34 7800 AAA AAA A
35 8100 BBB BAA A
36 8400 BBB BBB B
TH Saves
PD RS PP BW Sp Fo Re Wi
+0  4  2  3  1  1  1  1  0
+1  5  2  4  2  1  1  1  0
+2  5  3  4  3  2  2  2  1
+3  6  4  5  4  3  2  2  1
+4  7  5  6  5  4  3  2  1
+5  8  5  7  6  4  3  3  2
+6  8  6  7  7  5  4  3  2
+7  9  7  8  8  6  4  4  2
+8 10  8  9  9  7  5  4  3
+9 11  8 10 10  7  5  4  3
+10 11  9 10 11  8  6  5  3
+11 12 10 11 12  9  6  5  4
+12 13 11 12 13 10  7  6  4
+13 14 11 13 14 10  7  6  4
+14 14 12 13 14 11  8  6  5
+15 14 12 14 14 11  8  7  5
+16 14 13 14 14 12  9  7  5
+17 15 13 14 14 12  9  8  6
Requisites: Str 15, Dex 14, Con 14, Chr 10
Alignment: any
HD/level: d12
Weapon Prof.: 1+level/2
To Hit Table: War
Save Table: Pri
Reference: ?
Groups: Priest, Monster
 
Free Martial Arts style, plus 1 maneuver per level.
Can weapon specialize in unarmed attacks
Level 1: Base punch damage is d(4+LVL)
Level 2: 1V, 3/d: Enlarge/Reduce
Level 3: 1V, 2/d: Spider Climb
Level 4: 1V, 3/d: Alter Self; 1V, can borrow, 1/w: Cure Disease
Level 5: Fly cont.; 1V, can borrow, 2/d: Cure Serious
Level 6: 1V, 4/d: Polymorph Self; 1V, can borrow (even while being poisoned), 2/w: Remove Poison
Level 7: 1V, 1/d: Stoneskin
Level 8: 1V, can borrow, 3/w: Heal
Level 9: 1V, can borrow, 1/d: Cure Critical
Level 10: Troll-like regen 1 hp/r
Level 15: 1V, 3/d: Shapechange
Level 15: Gets an "Any Rogue Level = LVL-14" pick per level; 40 Rogue points per level (starting at level 15)

[PC8] Monster Group Classes


Shifter1JG

Level KXP Psi14
mMG S
1 0 1-- -
2 1.8 2-- -
3 3.6 3-- -
4 7.2 4-- -
5 14.4 41- -
6 28.8 42- -
7 57.6 43- -
8 115.2 44- -
9 230.4 54- -
10 590.4 541 -
11 950.4 542 -
12 1310.4 543 -
13 1670.4 544 -
14 2030.4 554 -
15 2390.4 555 -
16 2750.4 655 -
17 3110.4 665 -
18 3470.4 666 -
19 3830.4 766 -
20 4190.4 766 1
21 4550.4 766 2
22 4910.4 766 3
23 5270.4 766 4
24 5630.4 766 5
25 5990.4 766 6
26 6350.4 776 6
27 6710.4 777 6
28 7070.4 777 7
29 7430.4 877 7
30 7790.4 887 7
31 8150.4 888 7
32 8510.4 888 8
33 8870.4 988 8
34 9230.4 998 8
35 9590.4 999 8
36 9950.4 999 9
TH Saves
PD RS PP BW Sp Fo Re Wi
+0  4  2  3  1  1  1  1  0
+1  5  2  4  2  1  1  1  0
+2  5  3  4  3  2  2  2  1
+3  6  4  5  4  3  2  2  1
+4  7  5  6  5  4  3  2  1
+5  8  5  7  6  4  3  3  2
+6  8  6  7  7  5  4  3  2
+7  9  7  8  8  6  4  4  2
+8 10  8  9  9  7  5  4  3
+9 11  8 10 10  7  5  4  3
+10 11  9 10 11  8  6  5  3
+11 12 10 11 12  9  6  5  4
+12 13 11 12 13 10  7  6  4
+13 14 11 13 14 10  7  6  4
+14 14 12 13 14 11  8  6  5
+15 14 12 14 14 11  8  7  5
+16 14 13 14 14 12  9  7  5
+17 15 13 14 14 12  9  8  6
Requisites: Str 12, Dex 12
Alignment: any
HD/level: 2d4
Weapon Prof.: 4+level/2
To Hit Table: War
Save Table: War
Reference: FGE1JG
Groups: Warrior, Monster
 
Considered a Lycanthrope (pick a type, some are included in the Racial Adjective rules in [P3.5]). You can choose to not suffer the XP divisor penalty, but you also do not gain the lycanthrope's racial modifiers.
Has a Psi14 progression.
Level 1: Know normal animal abilities and weaknesses, and how to trap them.
Level 1: Gaze charms animals of the same type as your lycanthropy. Can control 2*LVL in HD of these animals at a time. The effect is permanent, but you can drop control as a 0 action. If you make a Control Animals check of 35+LVL*5%, the effect has no saving throw (the animal may still roll Charm Resistance).
Level 1: +LVL dmg.
Level 1: Tracking as per a Ranger1.
Level 1: Obscure Trail 70+LVL*15% (reduce tracking on you by % made)
Level 3: +LVL/3 AC.

[PC8] Monster Group Classes


Sliver

Level KXP
Spells
1 0 (none)
2 5 (none)
3 10 (none)
4 20 (none)
5 40 (none)
6 80 (none)
7 160 (none)
8 320 (none)
9 640 (none)
10 1000 (none)
11 1500 (none)
12 2000 (none)
13 2500 (none)
14 3000 (none)
15 3500 (none)
16 4000 (none)
17 4500 (none)
18 5000 (none)
19 5500 (none)
20 6000 (none)
21 6500 (none)
22 7000 (none)
23 7500 (none)
24 8000 (none)
25 8500 (none)
26 9000 (none)
27 9500 (none)
28 10000 (none)
29 10500 (none)
30 11000 (none)
31 11500 (none)
32 12000 (none)
33 12500 (none)
34 13000 (none)
35 13500 (none)
36 14000 (none)
TH Saves
PD RS PP BW Sp Fo Re Wi
+1  0  0  0  0  0  0  0  0
+2  1  1  1  1  1  1  1  1
+3  1  1  1  1  1  1  1  1
+4  2  2  2  2  2  2  2  2
+5  2  2  2  2  2  2  2  2
+6  3  3  3  3  3  3  3  3
+7  3  3  3  3  3  3  3  3
+8  4  4  4  4  4  4  4  4
+9  4  4  4  4  4  4  4  4
+10  5  5  5  5  5  5  5  5
+11  5  5  5  5  5  5  5  5
+12  6  6  6  6  6  6  6  6
+13  6  6  6  6  6  6  6  6
+14  7  7  7  7  7  7  7  7
+15  7  7  7  7  7  7  7  7
+16  8  8  8  8  8  8  8  8
+17  8  8  8  8  8  8  8  8
+18  9  9  9  9  9  9  9  9
Requisites: Str 15, Dex 15
Alignment: any
HD/level: d10
Weapon Prof.: level
To Hit Table: Mon
Save Table: Mon
Reference: MTG
Groups: Monster
 
Each Level: Get your LVL in Sliver picks (see next page). Most Slivers cost more than one pick. You have the abilities of the Sliver types you pick. You may save picks to get a bigger Sliver type later.
Level 1: 1M: Summon a DL=(LVL+1)/2 monster (type Insect). If you get a Sliver, you gain the abilities that Sliver type grants as long as you have that summon.

[PC8] Monster Group Classes


Sliver Types

# Picks Sliver Type Effect
0 Metallic Sliver Immune to Charm, Domination, Life Drain; You get only half effect from healing spells
1 Mindlash Sliver 1M: Target loses LVL A actions from remaining actions (convert these to the type you want him to lose)
1 Plated Sliver +LVL AC; +LVL max hp
1 Screeching Sliver 1M: Target loses LVL spells or psi powers in memorization
1 Sidewinder Sliver 0: Get behind someone in your group (in backstab position)
2 Clot Sliver Regenerate LVL hp/s
2 Crypt Sliver 1bV: Cure 20+LVL*2 hp (self only)
2 Gemhide Sliver 1F: Restore 10 PSPs or 1 SL in a progression (not beyond max)
2 Heart Sliver Free Action; Immune to Summoning Sickness
2 Hunter Sliver 0, 1/r: Taunt
2 Mistform Sliver Add 0.1*LVL in Racial Adjectives for free
2 Muscle Sliver +LVL AC; +LVL dmg; +LVL max hp
2 Quick Sliver +1M /r only for Sliver activated abilities
2 Sinew Sliver +LVL saves; +LVL TH; +LVL max hp
2 Spinneret Sliver Levitation at LVL*3"
2 Talon Sliver You deal damage in melee before damaging shields affect you back (if enemy drops you take nothing)
2 Two-Headed Sliver Immune to every other parting shot from a group (you are immune to the first one)
2 Winged Sliver Flying LVL*6"
3 Basal Sliver 0, sacrifice a summon: Restore 20 PSPs or 2 SL in a progression (not beyond max)
3 Poultice Sliver Regenerate LVL hp/s; 1bV: Cure 20+LVL*2 hp (self only)
3 Quilled Sliver 1M: Target gets +10+LVL dmg this segment; 1bM: Target gains a 10+LVL Light dmg shield this segment
3 Shadow Sliver Hide in Shadows LVL*10%; Meld into Shadows; 1M: Passwall
4 Acidic Sliver 1M: 20+LVL*2 dmg (unholy fire) to one target (no save)
4 Armor Sliver +LVL AC; +LVL saves; +LVL max hp
4 Barbed Sliver +LVL TH; +LVL dmg; ignore WR, aWR
4 Blade Sliver +LVL TH; +LVL dmg; considered +LVL weapon
4 Bonesplitter Sliver +LVL*2 dmg
4 Cautery Sliver 1M: 10+LVL dmg (holy fire) to one target (no save); 1M: Cure 10+LVL hp to one target
4 Crystalline Sliver You can't be targetted
4 Darkheart Sliver 1M: Cure 30+LVL*3 hp to one target
4 Ghostflame Sliver Your elemental forms of damage become untyped (ignores Immune to Elements or Crapulence)
4 Hibernation Sliver 0: Avoid Fate (for something affecting you), but you are returned home and inactive for rest of day
4 Horned Sliver Great Cleave
4 Mindwhip Sliver 1M: Target loses LVL*2 C actions from remaining actions (convert these to the type you want him to lose)
4 Mnemonic Sliver 0, sacrifice a summon: +1S action this round
4 Reflex Sliver Free Action; Immune to Summoning Sickness (you and your summons)
4 Spectral Sliver 1M: +LVL TH/dmg/AC/saves for 1 round
4 Spined Sliver Get +LVL TH and dmg for each enemy in the group you're attacking
4 Venser's Sliver Immune to Charm, Domination, Life Drain, Stat Drain
4 Victual Sliver 1M: Cure 40+LVL*4 hp to one target
4 Watcher Sliver +LVL*2 AC
5 Essence Sliver Vampiric Regeneration (100%)
5 Firewake Sliver Free Action; Immune to Summoning Sickness; 0, sacrifice a summon: +LVL AC/saves/TH/dmg for 1 r
5 Frenetic Sliver 0, 1/r: Avoid Fate (50% chance, if you fail you are slain)
5 Harmonic Sliver 0, 1/r: Dispel Magic/Psionic/Innate
5 Necrotic Sliver 0, sacrifice a summon: Disintegrate (save)
5 Opaline Sliver Whenever you are targetted by an enemy, gain 1B action this round
5 Root Sliver Your summoning effects can't be countered (but they can be Objected to)
5 Sedge Sliver If you have a Rogue group class: +LVL TH/dmg/AC/saves and 1M: Cure 10+LVL hp (self only)
5 Shifting Sliver Phased (you can pass through any object as if it was air)
5 Spitting Sliver Talon Sliver ability; You may make one attack on segment 0
5 Synchronous Sliver Whenever an enemy joins your group, you get one attack of opportunity
5 Vampiric Sliver Whenever you kill a creature, gain 10+DL current hp (lose 1% of this, round up, per segment)
6 Battering Sliver Great Cleave; You may do "half attacks" (you roll only 1d10 to hit, and do half damage with each)
6 Dormant Sliver +LVL A actions per round, but you can't be offensive
6 Fungus Sliver Each time you're hit by an enemy, you get +LVL AC for 1 round
6 Magma Sliver 1M: +LVL*N TH/dmg for 1 round; N=1+(number of Sliver summons you control)
6 Might Sliver +LVL*2 to TH or dmg; +LVL*2 to AC or saves
6 Telekinetic Sliver 1M: Target cannot use M or P actions next segment (no save, IR to avoid)
6 Toxin Sliver Slay Living brand (save, if they make the save they are immune to Slay Livings from you this segment)
6 Ward Sliver Immune to a school, sphere, or element
7 Brood Sliver Whenever you kill a creature, summon a DL I Sliver (AC 20, hp 10, TH 10, dmg 10, no special abilities)
7 Dementia Sliver 1M: Target cannot use a named effect for 1 turn
7 Fury Sliver Ninja Speed on one arm
7 Plague Sliver All Sliver enemies and enemies that have Sliver summons degenerate at 10+LVL hp/s
7 Psionic Sliver 1M: Target takes 20*LVL mental dmg (no save), you take 30+LVL*3 mental dmg (no save)
7 Synapse Sliver Whenever you kill a creature, gain 1/10th of an A action this round
8 Pulmonic Sliver Flying LVL*6"; Whenever one of your summons die, you may resummon that exact monster type within 1 r
11 Sliver Overlord Whenever you summon an Insect, the DM rolls twice and you pick the result; 1M: Charm target Sliver (no save)
11 Sliver Queen 1M: Summon a DL I Sliver (AC 20, hp 10, TH 10, dmg 10, no special abilities); You can control LVL^2 Slivers

[PC8] Monster Group Classes


Smurf

Level KXP
Spells
1 0 (none)
2 2.5 (none)
3 5 (none)
4 10 (none)
5 20 (none)
6 40 (none)
7 80 (none)
8 160 (none)
9 320 (none)
10 500 (none)
11 750 (none)
12 1000 (none)
13 1250 (none)
14 1500 (none)
15 1750 (none)
16 2000 (none)
17 2250 (none)
18 2500 (none)
19 2750 (none)
20 3000 (none)
21 3250 (none)
22 3500 (none)
23 3750 (none)
24 4000 (none)
25 4250 (none)
26 4500 (none)
27 4750 (none)
28 5000 (none)
29 5250 (none)
30 5500 (none)
31 5750 (none)
32 6000 (none)
33 6250 (none)
34 6500 (none)
35 6750 (none)
36 7000 (none)
TH Saves
PD RS PP BW Sp Fo Re Wi
+0 9  8  7  4  5  1  0  0
+1 10  9  8  5  6  2  1  0
+1 10  9  8  5  6  2  1  0
+2 10  9  8  6  6  2  1  0
+2 10  9  8  6  6  2  1  0
+3 10  9  8  6  7  3  2  0
+3 10  9  8  6  7  3  2  0
+4 12 11 10  8  9  3  2  1
+4 12 11 10  8  9  3  2  1
+5 12 11 10  9  9  4  2  1
+5 12 11 10  9  9  4  2  1
+6 12 11 10  9 10  4  3  1
+6 12 11 10  9 10  4  3  1
+7 14 13 12 11 12  5  3  2
+7 14 13 12 11 12  5  3  2
+8 14 13 12 12 12  5  4  2
+8 14 13 12 12 12  5  4  2
+9 14 13 13 12 12  6  4  2
Requisites: Dex 15, Chr 15
Alignment: any G
HD/level: d5
Weapon Prof.: 0+level/2
To Hit Table: ½xMon
Save Table: ½xHalf0
Reference: Smurfs
Groups: Monster, Joke, NonCombatant
 
Each Level: Get your LVL in Smurf picks (see next page). Most Smurfs cost more than one pick. You have the abilities of the Smurf types you pick. You may save picks to get a bigger Smurf type later. Smurfs can be taken more than once, each "+" based ability gives only +1 more per additional Smurf. (e.g. Vanity Smurf gives +5 Cml. Two Vanity Smurfs gives +6 Cml, not +10.) Non-"+" based abilities may or may not stack; check with the DM.
Level 1 ¶: 1M: Summon a DL=(LVL+2)/3 monster (type Smurf). You gain the abilities that Smurf type grants as long as you have that summon.
Level 1 ¶: 1P, 1/t: Refill the Smurfberry pool, to a max of 10*LVL Smurfberries. Smurfberries are eaten like Goodberries; each Smurfberry cures 2 hp, or gives a new saving throw against an effect. If the effect had no previous save, use RSW; the target number = 10+CL of the effect.
Level 1: You always have a (free) Smurfy Hat as a helmet, it is AC +LVL with no Rogue adjustments. You can remove it and wear a different cap/hat/helmet if you like.
Level 1: +LVL AC.
Level 1: Free instance of the Smurf Familiar. It's abilities are: Level 1: +50% base Non-Weapon Proficiencies; Level 9: +LVL*10% MR; Level 18: +50% base Non-Weapons; 1M: Psi6G Escape. It is a "vanilla" Smurf and doesn't give any of the Smurf pick powers on the next page.

[PC8] Monster Group Classes


Smurf Types

# Picks Smurf Type Effect
1 Clockwork Smurf +5 TH with physical attacks; Communicate with Golems; Immune Wood
Clumsy Smurf 1M: Target drops one item he's holding/wielding (Will save); 1M: Trip (Reflex save)
Grouchy Smurf +5 dmg with physical attacks; 1M: Dispel an X4 (Superstition) effect
Scaredy Smurf 1M: Fear; 0, 1/r: Reroll a missed saving throw.
Vanity Smurf +5 Cml; Gaze Reflection; Immune harmful Mirror effects (Opposition, etc.)
2 Dopey Smurf -2 Int; 1V: Produce (teleport one your items back); 1V, 1/d: Create any item of < 100*LVL gp value
Enamored Smurf Have an X4 (Superstition) belief in one thing for x1.25. If you also have Smurfette, it's x1.5 instead.
Fisher Smurf Water Walking; Lower Water; 1M: Summon a DL=LVL/3 Water creature.
Harmony Smurf 1M, 1V: Do a Bard Song at 50+LVL*10% (Song of Battle is +1 TH, dmg, or saves per 10% made)
Sloppy Smurf -5 Cml; Have a "Fly" Familiar (Level 1: Flying 12"; Level 9: Resist Disease; Bite causes Disease; Level 18: Bite causes DNA Scramble)
3 Doctor Smurf +5 Int; 1M: Cure 50 hp, or can remove a [C] section effect
Flying/Aviator Smurf +5 Dex; Flying LVL*3" (D); Immune falling dmg (but not TK); 1M, 1/d: Teleport without Error
Greedy Smurf +10% money; 1/reset: +1 compensated magic item
Poet Smurf Resist Tricks (Immune if you have Painter Smurf too); 1M: Remove Charm, Domination, Ego Domination, Hypnosis
Tracker Smurf Tracking (LVL slots); 1M, 1/h: Locate Object/Person; 1M, 1/d: Find the Path
4 Architect Smurf 1P, 1/r: Create a door (with a -50% lock if you like); 1P, 1/r: Wall of Mushroom (like a Wall of Stone)
Dabbler Smurf +5 Wis; +5 saves; 1M: Charm Person (Will save)
Farmer Smurf Double # of Smurfberries; 1P, 1/h: Plant Growth; 1M, 1/d: The party will get +50% XP from this fight.
Painter Smurf Resist Tricks (Immune if you have Poet Smurf too); 1V: Blink; 1P: Dimension Door
Timid/Actor Smurf Resist Dragons; 1M: Charm Dragon (make LVL Will saves, choose worst)
5 Dreamy Smurf CaCR 50%; 1M, 1/t: Use a SL=LVL/4 Psi10 power
Jokey Smurf 1P: "Give someone a present": LVLd6 Delayed Blast Fireball (1 group, LVLd6+LVL fire dmg, Spell save: ½)
Miner Smurf +5 Str; Unusual Materials cost the square root of the cost multiplier (x10000 -> x100)
Nosy Smurf +5 Non-Weapon proficiencies; +5 Kits; 1M: Legend Lore; 1M, 1/d: Ask the DM a question
Sassette Smurfling +5 Chr; Sense Danger; 1M: Remove a "?" mark from the dungeon; 1bF, 1/d: Remove a Wandering Monster effect
6 Baby Smurf -1/3 Size; -1 age category; 1M: Cast a SL=LVL/4 Priest spell
Baker Smurf 1P: "Bake a Smurfberry Pie": Cure 250 hp, can remove [C] section effects for 50 less curing each
Grandpa Smurf -2 Str; -2 Dex; -2 Con; +5 Int; +5 Wis; Immune Aging
Tailor Smurf Divide the cost of Armor (including Shields, Helms, etc.) and Armor Adjectives by LVL
7 Brainy Smurf +5 Int; 1M: Cast a SL=LVL/4 Wizard spell
Handy Smurf +5 Con; 2P, 1/t: Build a TechL=LVL/2 Tech item; you can have LVL/2 Tech items
Smurfette +5 Chr; +3 Luck; Get the Slut1 chart with LVL*20 Rogue pts.
8 Hefty Smurf +5 Str; +5*LVL max hp; +5 weapon proficiencies
Lazy Smurf -5 Initiative; +5 QQQQslowS actions (these can be used only on segment 10, and not before combat starts)
9 Papa Smurf +5 Wis; +3 HNCL; 1M: Cast a SL=LVL/3 Wizard or Priest spell
13 Purple/"Gnap!" Smurf AL becomes E; Your Bite attack is Curse and Helm of Opposite Alignment branded; 1M: Dispel LVL effects (halve ER/iER); 1P, take 5 dmg: Fire Storm at double CL (so it's 4*CLd8 Unholy Fire dmg to 2 groups, no save); 1V, sacrifice a Smurf: Destruction (reverse Resurrection) or Invoke a Raw Logrus

[PC8] Monster Group Classes


Spectre

Level KXP Lich
Spells
ProtoLich
123 456
Psi7
mMG S
1 5 (owe) (none) 1-- --- 1-- -
2 6 (none) 2-- --- 2-- -
3 8 (none) 3-- --- 3-- -
4 11 (none) 31- --- 4-- -
5 15 (none) 32- --- 41- -
6 30 0.25 SL 33- --- 42- -
7 60 0.25 SL 43- --- 43- -
8 120 0.25 SL 44- --- 44- -
9 240 1 SL 441 --- 54- -
10 480 1 SL 442 --- 55- -
11 730 1 SL 443 --- 551 -
12 980 1 SL 444 --- 552 -
13 1230 1 SL 544 --- 553 -
14 1480 1 SL 554 --- 554 -
15 1730 1 SL 554 1-- 555 -
16 1980 1 SL 554 2-- 655 -
17 2230 1 SL 554 3-- 665 -
18 2480 2 SL 554 4-- 666 -
19 2730 2 SL 555 4-- 766 -
20 2980 2 SL 555 5-- 776 -
21 3230 2 SL 655 5-- 777 -
22 3480 2 SL 665 5-- 877 -
23 3730 2 SL 666 5-- 877 1
24 3980 2 SL 666 6-- 877 2
25 4230 2 SL 666 61- 877 3
26 4480 2 SL 666 62- 877 4
27 4730 3 SL 666 63- 877 5
28 4980 3 SL 666 64- 877 6
29 5230 3 SL 666 65- 877 7
30 5480 3 SL 666 66- 887 7
31 5730 3 SL 766 66- 888 7
32 5980 3 SL 776 66- 888 8
33 6230 3 SL 777 66- 988 8
34 6480 3 SL 777 76- 998 8
35 6730 3 SL 777 77- 999 8
36 6980 4 SL 777 771 999 9
TH Saves
PD RS PP BW Sp Fo Re Wi
+5  2  2  2  2  2  2  2  2
+6  3  3  3  3  3  3  3  3
+7  3  3  3  3  3  3  3  3
+8  4  4  4  4  4  4  4  4
+9  4  4  4  4  4  4  4  4
+10  5  5  5  5  5  5  5  5
+11  5  5  5  5  5  5  5  5
+12  6  6  6  6  6  6  6  6
+13  6  6  6  6  6  6  6  6
+14  7  7  7  7  7  7  7  7
+15  7  7  7  7  7  7  7  7
+16  8  8  8  8  8  8  8  8
+17  8  8  8  8  8  8  8  8
+18  9  9  9  9  9  9  9  9
+19  9  9  9  9  9  9  9  9
+20 10 10 10 10 10 10 10 10
+21 10 10 10 10 10 10 10 10
+22 11 11 11 11 11 11 11 11
Requisites: Dex 6, Con 9, Int 9, Wis 6
Alignment: any N (or) any E
HD/level: & +++d8
Weapon Prof.: & 4+level/9
To Hit Table: Mon +4 levels
Save Table: Mon +4 levels
Reference: DM / MM1
Groups: Monster
 
Spectre has three possible progressions: Lich, Protolich, or Psi7. Choose one. Some campaigns might not allow the Lich progression.
Level 1: Immune to Turn Undead.
Level 1: Enemies need a +LVL weapon to hit you. To ignore this restriction, monsters divide their HD by (LVL+4), not 4.
Level 1: Base AT is +9+LVL.
Level 1: Considered +LVL weapon to hit with unarmed attacks
Lich Variant only:
Level 6: Can cast one 0th level Lich spell (or any ProtoLich spell)
Level 9: Can cast one 1st level Lich spell or four 0th level Lich spells.
Level 18: (replaces Level 9 ability) Can cast 2 SLs of Lich spells (e.g. two 1st or one 2nd).
Level 27: (replaces Level 18 ability) Can cast 3 SLs of Lich spells (e.g. three 1st or one 1st + one 2nd or one 3rd).
Level 36: (replaces Level 27 ability) Can cast 4 SLs of Lich spells.

[PC8] Monster Group Classes


Stuffy Doll16

Level KXP Psi16
mMG S {items / CC}
1 0 1-- - {1 / 1}
2 5 2-- - {1 / 1}
3 10 3-- - {2 / 1}
4 20 4-- - {2 / 1}
5 40 5-- - {3 / 2}
6 80 6-- - {3 / 2}
7 160 7-- - {4 / 2}
8 320 8-- - {4 / 2}
9 640 9-- - {5 / 3}
10 1125 91- - {5 / 3}
11 1625 92- - {6 / 3}
12 2125 93- - {6 / 3}
13 2625 94- - {7 / 4}
14 3125 95- - {7 / 4}
15 3625 96- - {8 / 4}
16 4125 97- - {8 / 4}
17 4625 98- - {9 / 5}
18 5125 99- - {9 / 5}
19 5625 A9- - {10 / 5}
20 6125 A91 - {10 / 5}
21 6625 A92 - {11 / 6}
22 7125 A93 - {11 / 6}
23 7625 A94 - {12 / 6}
24 8125 A95 - {12 / 6}
25 8625 A96 - {13 / 7}
26 9125 A97 - {13 / 7}
27 9625 A98 - {14 / 7}
28 10125 A99 - {14 / 7}
29 10625 AA9 - {15 / 8}
30 11125 AA9 1 {15 / 8}
31 11625 AA9 2 {16 / 8}
32 12125 AA9 3 {16 / 8}
33 12625 AA9 4 {17 / 9}
34 13125 AA9 5 {17 / 9}
35 13625 AA9 6 {18 / 9}
36 14125 AA9 7 {18 / 9}
TH Saves
PD RS PP BW Sp Fo Re Wi
+0  1  1  1  1  1  1  1  1
+0  3  3  3  3  3  3  3  3
+0  4  4  4  4  4  4  4  4
+0  6  6  6  6  6  6  6  6
+0  7  7  7  7  7  7  7  7
+0  9  9  9  9  9  9  9  9
+0 10 10 10 10 10 10 10 10
+0 12 12 12 12 12 12 12 12
+0 13 13 13 13 13 13 13 13
+0 15 15 15 15 15 15 15 15
+0 16 16 16 16 16 16 16 16
+0 18 18 18 18 18 18 18 18
+0 19 19 19 19 19 19 19 19
+0 21 21 21 21 21 21 21 21
+0 22 22 22 22 22 22 22 22
+0 24 24 24 24 24 24 24 24
+0 25 25 25 25 25 25 25 25
+0 27 27 27 27 27 27 27 27
Requisites: Con 35
Alignment: any
HD/level: & d30
Weapon Prof.: & 0+level
To Hit Table: Normal Man (+0)
Save Table: 3xMon
Reference: MTG
Groups: Monster
 
See [Q16] for Psi16 rules and powers.
Can manipulate an object with Psi16 TechF equal to your level or less.
Can have up to LVL/2 (round up) MTG magic items (see the Planeswalker Artificer class for list of MTG items). The maximum CC (Casting Cost, treat as SL) for each is (LVL+3)/4.
How many items you get and what CC they are is shown on the progression in braces.
Level 1: Immune to Disintegrate and other effects that would destroy your body (but not Annihilation, Incursion, or Pixelation).
Level 1 ¶: Technology Damaging Shield vs. Melee or Missile attacks (100% damage back; TechR or aER to resist)
Level 1: 1M: Target takes 10*LVL dmg (TechR to resist).

[PC8] Monster Group Classes


Sub-Block

Level KXP Abj/Pro
123 456
1 0 --- ---
2 3.5 1-- ---
3 7 2-- ---
4 14 21- ---
5 28 31- ---
6 56 32- ---
7 112 321 ---
8 224 331 ---
9 280 332 ---
10 350 332 1--
11 700 333 1--
12 1050 333 2--
13 1400 333 21-
14 1750 333 31-
15 2100 333 32-
16 2450 433 321
17 2800 443 331
18 3150 444 332
19 3500 444 432
20 3850 444 443
21 4200 444 444
22 4550 554 444
23 4900 555 444
24 5250 555 544
25 5600 555 554
26 5950 555 555
27 6300 665 555
28 6650 666 555
29 7000 666 655
30 7350 666 665
31 7700 666 666
32 8050 776 666
33 8400 777 666
34 8750 777 766
35 9100 777 776
36 9450 777 777
TH Saves
PD RS PP BW Sp Fo Re Wi
+0  5  3  4  3  2  2  2  1
+1  8  5  7  6  4  3  3  2
+2 10  8  9  9  7  5  4  3
+3 12 10 11 12  9  6  5  4
+4 14 12 13 14 11  8  6  5
+5 15 13 14 14 12  9  8  6
+6 15 14 15 15 14 11  9  7
+7 15 14 15 15 15 12 10  8
+8 16 15 15 15 15 14 11  9
+9 16 15 16 15 15 15 12 10
+10 16 16 16 15 16 17 14 11
+11 17 16 16 16 16 18 15 12
+12 20 19 19 19 19 21 18 15
+13 23 22 22 22 22 24 21 18
+14 26 25 25 25 25 27 24 21
+15 29 28 28 28 28 30 27 24
+16 32 31 31 31 31 33 30 27
+17 35 34 34 34 34 36 33 30
Requisites: Con 20
Alignment: any
HD/level: 5d3
Weapon Prof.: 5+level/2
To Hit Table: War
Save Table: 3xWar
Reference: DM {Planeshifted Block}
Groups: Warrior, Monster
 
Can cast Wizard Abjuration or Priest Protection spells, only on self.
Level 1: Regenerate Con score in hp per segment.
Level 1: +LVL*2 AC.
Level 1: 0, LVL/d: Be immune to a [C] section effect for the rest of the day.

[PC8] Monster Group Classes


T-Bear

Level KXP Psi16
mMG S {items / CC}
TH
1 0 1-- - {1 / 1} +1
2 3.5 2-- - {1 / 1} +2
3 7 3-- - {2 / 1} +3
4 14 4-- - {2 / 1} +4
5 28 5-- - {3 / 2} +5
6 56 6-- - {3 / 2} +6
7 112 7-- - {4 / 2} +7
8 224 8-- - {4 / 2} +8
9 448 81- - {5 / 3} +9
10 787.5 82- - {5 / 3} +10
11 1137.5 83- - {6 / 3} +11
12 1487.5 84- - {6 / 3} +12
13 1837.5 85- - {7 / 4} +13
14 2187.5 86- - {7 / 4} +14
15 2537.5 87- - {8 / 4} +15
16 2887.5 88- - {8 / 4} +16
17 3237.5 98- - {9 / 5} +17
18 3587.5 981 - {9 / 5} +18
19 3937.5 982 - {10 / 5} +19
20 4287.5 983 - {10 / 5} +20
21 4637.5 984 - {11 / 6} +21
22 4987.5 985 - {11 / 6} +22
23 5337.5 986 - {12 / 6} +23
24 5687.5 987 - {12 / 6} +24
25 6037.5 988 - {13 / 7} +25
26 6387.5 998 - {13 / 7} +26
27 6737.5 998 1 {14 / 7} +27
28 7087.5 998 2 {14 / 7} +28
29 7437.5 998 3 {15 / 8} +29
30 7787.5 998 4 {15 / 8} +30
31 8137.5 998 5 {16 / 8} +31
32 8487.5 998 6 {16 / 8} +32
33 8837.5 998 7 {17 / 9} +33
34 9187.5 998 8 {17 / 9} +34
35 9537.5 999 8 {18 / 9} +35
36 9887.5 999 91 {18 / 9} +36
37 19775 999 92 {19 / 10} +37
38 29662.5 999 93 {19 / 10} +38
39 39550 999 94 {20 / 10} +39
45 98875 A99 99 {22 / 11} +45
54 187862.5 BBB BB {27 / 14} +54
63 276850 DDD DC {32 / 16} +63
72 365837.5 FFE EE1 {36 / 18} +72
Race Adjustments:
Str Dex Con Int Wis Chr Cml AT hp TH Div
+4 +0 +9 -3 -5 +0 +1 +0 +1 ihp +0 ÷1
 
Requisites: Str 16, Con 36,
  Race Slots 1, Class Slots 2
Alignment: any
HD/level: & d30
Weapon Prof.: & 0+level
To Hit Table: Mon
Save Table: 4xMon
Reference: DM
Groups: Monster, Archetype
Complexity: CF=3
   
Saving Throws:  
PPD: level*2+0
RSW: level*2+0
PP: level*2+0
BW: level*2+0
Spell: level*2+0
Fort: level*2+0
Reflex: level*2+0
Will: level*2+0
   
See [Q16] for Psi16 rules and powers.
Can manipulate an object with Psi16 TechF equal to your level or less.
Can have up to LVL/2 (round up) MTG magic items (see the Plator class for list of MTG artifacts). The maximum CC (Casting Cost, treat as SL) for each is (LVL+3)/4.
How many items you get and what CC they are is shown on the progression in braces.
Level 1: Immune to Disintegrate and other effects that would destroy your body (but not Annihilation, Incursion, or Pixelation).
Level 1: Immune Poison
Level 1: Immune Hold, Charm, Fear
Level 1: You may choose to be Class VI/Esper-blind if you like. This does not cover Psi8, Psi16, and X24, but it covers all other frequencies.
Level 1: 1M: Target takes 10*LVL dmg (TechR to resist).
Level 1 ¶: +1 max ihp (this is the +1 ihp you see from race).
Level 1 ¶: Technology Damaging Shield vs. Melee or Missile attacks (100% damage back; TechR or aER to resist)
Level 1 ¶: 1V, N charges: Pull an item out of a bag which reaches into 20th century Earth. Table follows of some sample items. You roll N times on the chart, and take the desired result. You get S+3 charges per day, where S is the session #.

[PC8] Monster Group Classes


T-Bear's Bag

 
d? Roll Item Notes
1 14 Mile Walkie-Talkies A pair of 2-way radios that have settings up to 14 miles. Also picks up weather repots and Amber Alerts.
2 3.5 inch M20 bazooka 3.5 inch M20 bazooka
3 35 mm Camera The best choice for the professional photographer, this camera can accept different lenses and takes the highest-quality picture. A camera is needed to use the photography aspect of the Craft (visual art) skill. The film used in a camera must be developed.
4 5-color Camo Paint Kit A compact that has tan, olive, brown, white and black oil facial paints and non-break mirror.
5 9mm Magazine Pouch Belt pouch holds 3 9mm magazines.
6 AA-10 air-to-air missile AA-10 air-to-air missile
7 Ab machine Ab machine
8 Acura 3.2 TL The 3.2 TL is a four-door luxury sedan. It is two squares wide and four squares long.
9 AKM/AK-47 This assault rifle of the old Soviet Union is one of the most popular firearms in the world, having found common use in scores of bush wars and insurrections-on all sides of such conflicts. The AKM is a slightly more modern version of the AK-47, but functions essentially the same.
10 All-weather Pen A black ink pen that can write in all situations- even upside down!
11 AM General Hummer The four-door Hummer is a civilian version of the military's all-terrain "humvee" utility vehicle. It comes equipped with a powerful 6.5-liter, 195-horsepower V8 turbo diesel engine. The hummer is decked out like a luxury vehicle inside, but this vehicle is every bit as rugged as the military version.
12 Ambulance Ambulance
13 Amish clothing Amish clothing
14 Ammonium nitrate and fuel oil bomb Ammonium nitrate and fuel oil bomb
15 Anthrax spore-based weapon Anthrax spore-based weapon
16 Anti tank rocket Anti tank rocket
17 Anti-aircraft gun Anti-aircraft gun
18 Anti-fog Gel Coat goggles and glasses to prevent fogging for 4-5 days. 80 applications per bottle.
19 Anti-personnel mine Anti-personnel mine
20 Armor Fresh Non-perfume spray eliminates foul odors from gear. May provide Hide bonus from scent using creatures.
21 Armored Truck Used to transport money between businesses and financial institutions, armored trucks are designed to deter would-be thieves. The truck has three doors and firing ports that allow the crew to use their firearms without leaving the vehicle. The armored truck is two squares wide and four squares long. It provides nine-tenths cover for its occupants. It is equipped with puncture-resistant tires.
22 Army Duct Tape 60 yd roll of 2 inch matte olive tape that can stick to damn near anything.
23 Assault Backpack Large backpack with built-in 2 qt canteen and drink hose. Has outside pockets and straps for sleeping bag.
24 Assault Gloves Gloves with guards and plates on the knuckles and fingers. Gives +2 damage in unarmed combat.
25 Aston-Martin Vanquish The Vanquish is a two-door luxury sports car powered by a 5.9-liter, 460-horsepower V12 engine. A six-speed manual transmission with overdrive is standard. The Vanquish is two squares wide and four squares long.
26 Athletic supporter Athletic supporter
27 B-2 stealth bomber B-2 stealth bomber
28 Bacteria-based biological weapon Bacteria-based biological weapon
29 Ballistic Helmet Uses nylon and kevlar to keep the head protected. +6 EB to head only.
30 Ballistic Vest Provides more protection than the light vest, but still maintains easy movement. +4 EB, -1 DEX
31 Barn Barn
32 Baseball Baseball
33 Basketball Basketball
34 Bayliner 1802 Capri This is a large runabout-a powerboat with an outboard engine and an open cockpit with a tiny cabin (about the size of the interior of an economy car) forward. It comes with a trailer; loading or unloading it requires a paved boat ramp and 10 minutes of work. The Capri provides one-half cover to occupants in the cockpit or stern, full cover to occupants in the cabin, and no cover to those forward of the cockpit. The Capri is two squares wide and four squares long.
35 BBQ food BBQ food
36 bed pan a stainless steel bed pan.
37 Beer can Beer can
38 Bell Jet Ranger This is perhaps the most common civilian helicopter worldwide; it has also been adopted by many military forces as a light utility helicopter. The Jet Ranger is two squares wide and seven squares long. It provides three-quarters cover for crew and passengers.
39 Bell Model 212 This is the twin-engine, civilian version of the ubiquitous Huey helicopter. As a civilian aircraft, it is a sturdy, reliable helicopter used for passenger and cargo work all over the world. Military versions are still in use in many countries. The Bell 212 is three squares wide and seven squares long. It provides three-quarters cover for crew and passengers (one-quarter cover for passengers if the cargo doors are open).
40 Bible A Bible, New and Old Testaments.
41 Binoculars Binoculars are useful for watching opponents, wild game, and sporting events from a long distance.
42 Biochemical warhead Biochemical warhead
43 Biological bomb Biological bomb
44 BMP-2 A Soviet-era armored personnel carrier, the BMP is used by the Russian army and more than twenty ex-Soviet states or clients. It is crewed by a driver, a gunner, and a commander. It has three top hatches, one above each crew position, and a large door in back for infantry soldiers to load or disembark. It takes a full-round action to enter the vehicle through a top hatch and another full-round action to start it moving. The BMP-2 is three squares wide and four squares long. It provides full cover to its occupants.
45 BMW M3 The M3 is a two-door luxury sports car equipped with a standard 3.2-liter, 333-horsepower engine. The M3 is two squares wide and three squares long.
46 Body armor Body armor
47 Bolt Cutter An exceptionally heavy wire cutter, a bolt cutter can snip through padlocks or chain-link fences. Using a bolt cutter requires a Strength check (DC 10).
48 Bottle of Olive Oil Bottle of Olive Oil
49 Bowling ball Bowling ball
50 Box of Cereal Box of Cereal
51 Box of circuit board / electrical parts Box of circuit board / electrical parts
52 Box of matches Box of matches
53 Box of Tall Kitchen Trash Bags Box of Tall Kitchen Trash Bags
54 Bridge Bridge
55 Budget Motel An entire budget motel. It's big.
56 C4/Semtex So-called "plastic" explosives resemble slabs of wax. Hard and translucent when cold, these explosives warm up when kneaded, and then can be coaxed to take various shapes. The information on the table represents a 1-pound block. Additional blocks can be wired together, increasing the damage and burst radius; each additional block increases the damage by +2d6 and the burst radius by 2 feet, and requires a Demolitions check (DC 15) to link them.
57 Caffeine Gum Each piece contains 100ml of caffeine. Each pack has 5 pieces; case of 24 packs.
58 Camo Backpack Cover Slip over your largest pack to provide instant camoflage and some water protection.
59 Can of Spam A can of spam.
60 Canned Heat and Stove Small aluminum single-can stove and 2 cans of canned heat.
61 Canned Heat Pack 12 can pack of canned heat; an odorless and smokeless gel that when ignited burns up to 10 hours.
62 Car Battery A car battery.
63 Carpet A big, expensive carpet.
64 Cell Phone A digital communications device that comes in a hand-held model or as a headset, a cell phone uses a battery that lasts for 24 hours before it must be recharged. It works in any area covered by cellular service.
65 Cessna 172 Skyhawk This common single-engine propeller plane is relatively inexpensive. A Cessna 172 is seven squares wide (including wings; fuselage is one square wide) and six squares long. It provides three-quarters cover for crew and passengers.
66 Chain Saw Military and police units use powered saws to cut through fences and open doors rapidly. They are sometimes pressed into service as weapons, often by people who watch too many movies.
67 Chair a plastic wicker chair
68 Chemical weapon Chemical weapon
69 Chevrolet Cavalier A two-door family coupe, the Cavalier is two squares wide and four squares long.
70 Chevrolet Corvette The Corvette is a two-door sports car equipped with a 5.7-liter, 350-horsepower V8 engine. The Corvette is two squares wide and three squares long.
71 Chevrolet Suburban One of the largest sport utility vans on the market, the Suburban is a four-door truck equipped with a standard 6.0-liter, 320-horsepower V8 engine. It is two squares wide and four squares long.
72 Chocolates a heart-shaped box of chocolates
73 Christmas Tree A Christmas tree, fully decorated.
74 Cigarette lighter Cigarette lighter
75 Cigarettes a packet of Winston cigarettes
76 Circus Peanuts A bag of circus peanuts candy.
77 Civilian Motorcycles Unlike getting into a car, mounting a motorcycle is a free action. Motorcycles tend to perform better than automobiles, but they provide no cover to their occupants.
78 Cluster bomb Cluster bomb
79 Compressed gas tank Compressed gas tank
80 Computer Protector Case Holds laptop, phone, pens and notebook. Crushproof, watertight and dustproof!
81 Condoms a pack of condoms
82 Congratulations flower arrangement Congratulations flower arrangement
83 Container of Pesticide Container of Pesticide
84 Cowboy hat Cowboy hat
85 CS tear gas CS tear gas
86 Dental drill Dental drill
87 Depth charge Depth charge
88 Det Cord Det cord is an explosive in a ropelike form. Technically, det cord doesn't explode-but it burns so fast (4,000 yards per second) that it might as well be exploding. Normally used to string multiple explosive charges together for simultaneous detonation (allowing a single detonator to set them all off), det cord can also be looped around a tree or post or other object to cut it neatly in half.
89 Diaper Diaper
90 Dirty bomb Dirty bomb
91 Dodge Caravan The Caravan is a minivan with two conventional doors up front, sliding doors on the side, and a rear hatch-style door. It is two squares wide and four squares long.
92 Dodge Neon The Neon is an inexpensive four-door family sedan. It is two squares wide and three squares long.
93 Dog Tags Stainless steel I.D. tags, military style.
94 Donut A yummy Donut with gooey chocolate icing and coconut sprinkles.
95 Drug Cabinet a large stainless steel cabinet with glass front doors hold an assortment of medications.
96 Dry Shampoo Cap A disposable cap that when rubbed on head refreshes and cleans short hair.
97 Ducati 998R This is a top-of-the-line street bike with a strong heritage of winning races. The 998R is one square wide and two squares long.
98 Duct Tape The usefulness of duct tape is limited only by a character's imagination. Duct tape can support up to 200 pounds indefinitely, or up to 300 pounds for 1d6 rounds. Characters bound with duct tape must make a Strength or Escape Artist check (DC 20) to free themselves.
99 Electric Shaver an electric shaver
100 Emergency Rations Pack of 9 bars of emergency food loaded with vitamins and calories. Fits guidelines for all religious diets.
101 Expandable Baton Pouch Pouch provides easy access to collapsible baton.
102 F-16A fighter jet F-16A fighter jet
103 Face mask for hockey Face mask for hockey
104 Fairline Targa 30 This cabin cruiser is a motor yacht with two internal diesel engines. It comes equipped with four berths and a fully equipped galley. It provides one-half cover to occupants in the cockpit or stern, full cover to occupants below deck, and no cover to those forward of the cockpit. The Targa is three squares wide and six squares long.
105 Family Restaurant An entire family restaurant. It's big.
106 Feta cheese Feta cheese
107 Field Deodorant All natural scentless deodorant works fantastically to keep you dry.
108 Field Spade Collapsible shovel has a small band saw concealed in a screw-top handle.
109 Field Towels Moist hand towels that are stronger and more durable than regular wipes. Pack of 20 towels.
110 File cabinet File cabinet
111 Fire Extinguisher This portable apparatus uses a chemical spray to extinguish small fires. The typical fire extinguisher ejects enough extinguishing chemicals to put out a fire in a 10-foot-by-10-foot area as a move action. It contains enough material for two such uses.
112 Fire fighter's coat Fire fighter's coat
113 Fireworks Fireworks
114 Flamethrower A flamethrower consists of a pressurized backpack containing fuel, connected to a tube with a nozzle. It shoots a 5-foot-wide, 30-foot-long line of flame that deals 3d6 points of fire damage to all creatures and objects in its path. No attack roll is necessary, and thus no feat is needed to operate the weapon effectively. Any creature caught in the line of flame can make a Reflex save (DC 15) to take half damage. Creatures with cover get a bonus on their Reflex save.
115 Flechettes projectile shell Flechettes projectile shell
116 Folding Basin A waterproof nylon fabric basin contains up to 2 gallons of water to wash up or water animals with.
117 Ford Crown Victoria The Crown Victoria is a large four-door family sedan equipped with a 4.6-liter, 220-horsepower V8 engine. Large and durable, it is a favorite of police forces (police cruisers are commonly Crown Victorias). The Crown Victoria is two squares wide and four squares long.
118 Ford Escape XLT The Escape is a four-door SUV with a 3.0-liter, 201-horsepower V6 engine. It is two squares wide and three squares long.
119 Ford F-150 XL This two-door pickup truck has a 4.2-liter, 202-horsepower V6 engine. The F-150 is two squares wide and four squares long.
120 Forklift Forklift
121 Formula 1 race car Formula 1 race car
122 Fragmentation Grenade The most common military grenade, this is a small explosive device that sprays shrapnel in all directions when it explodes.
123 Freon canister Freon canister
124 Fruit basket Fruit basket
125 Full-gas mask Covers whole head and offers protection from many airborn agents.
126 Furniture A piece of furniture.
127 Fuzzy Bunny Slippers Cute little fuzzy pink slippers with a bunny head and big floppy ears.
128 Garbage container Garbage container
129 Gas Mask This apparatus covers the face and connects to a chemical air filter canister to protect the lungs and eyes from toxic gases. It provides total protection from eye and lung irritants. The filter canister lasts for 12 hours of use. Changing a filter is a move action. The purchase DC for one extra filter canister is 6.
130 Gas Tank A 3000 gallon tank filled with gasoline.
131 Gear Straps A set of 16 various straps and stretch bands that can secure any number of things.
132 Genetically engineered biological weapon Genetically engineered biological weapon
133 Genetically engineered virus-based weapon Genetically engineered virus-based weapon
134 Giant Spool of Wire A large (5' across) spool of wire.
135 Glock 17 The Glock is typical of 9mm self-loading pistols carried by many police officers and military personnel.
136 Golf bag Golf bag
137 Handcuffs Handcuffs are restraints designed to lock two limbs-normally the wrists-of a prisoner together. They fit any Medium-size or Small human or other creature that has an appropriate body structure.
138 Harley-Davidson FLSTF Fat Boy This huge motorcycle sports a 1,450cc engine. It's designed to look cool and compete for space on the roads with automobiles. It is one square wide and two squares long.
139 Hay Bailer machine Hay Bailer machine
140 Heavy Duty Belt Nylon belt used in military and law enforcement. Useful for nearly all pouches and holsters.
141 Helmet Cover Cover your new helmet in camo prints, also has strapping for additional concealment items.
142 Herr's Potato Chips A bag of Herr's potato chips.
143 High-heeled shoe High-heeled shoe
144 Honda TRX400FW This all-terrain vehicle is something like a four-wheeled motorcycle. It is one square wide and two squares long. It provides no cover for its riders.
145 Hotpants a pair of black leather hotpants
146 HQ-61A surface-to-air missile HQ-61A surface-to-air missile
147 hypodermic needle a small glass syringe with a clear liquid inside it
148 I.D. Neck Pouch Small clear pouch and cord that hangs around the neck. Can hold any number of flat items.
149 Incendiary bomb Incendiary bomb
150 Insect Repellant Spray bottle repels a host of bothersome insects. No scent.
151 Instrument, Keyboard A portable keyboard, necessary in order to use the Perform (keyboard instrument) skill.
152 Jaguar XJ Sedan The XJ is a four-door luxury sedan. It is two squares wide and four squares long.
153 Jewelry box Jewelry box
154 Key Lime Pie a Key Lime Pie
155 Lamborghini Diablo The Diablo is a top-of-the-line exotic sports car-a two-door coupe equipped with a standard 6.0-liter, 550-horsepower V12 engine. The Diablo is two squares wide and three squares long.
156 Large House A large house.
157 Large Protector Case Same as previous case; but can hold 1 large item, 2 medium, 4 small, 8 tiny sized items- and so on.
158 Laser Sight This small laser mounts on a firearm, and projects a tiny red dot on the weapon's target. A laser sight grants a +1 equipment bonus on all attack rolls made against targets no farther than 30 feet away. However, a laser sight can't be used outdoors during the daytime.
159 Laundry basket Laundry basket
160 Learjet Model 45 This is a sleek business jet introduced in the late 90s. Two turbofans, set on the fuselage above and behind the wings, provide the power. The interior includes luxury accommodations and a lavatory. A Learjet is ten squares wide (including wings; fuselage is two squares wide) and twelve squares long. It provides three-quarters cover for crew and nine-tenths cover for passengers.
161 Light Armored Vest Protects the chest and back from knives and needles. Limited ballistic protection. +3 EB, -1 DEX
162 Limousine A limousine is a big, comfortable car. The statistics given are for a moderate-sized vehicle, rather than a stretch limo or a conventional car with a professional driver. Limousines feature virtually every available luxury feature, often including televisions and small refrigerators. A partition divides the front seat from the rest of the vehicle. A limousine is two squares wide and five squares long. It provides three-quarters cover for its occupants.
163 Lingerie Lingerie
164 Los Angeles class Submarine A Los Angeles class Submarine.
165 Lottery Tickets Lottery Tickets
166 M113A1 Gavin Introduced in 1960s and for many years a mainstay of the U.S. Army, this tracked armored personnel carrier is now in use by more than fifty countries. It is crewed by a driver and a commander, and features a top hatch above each position as well as a rear door. It takes a full-round action to enter the vehicle through a top hatch and another full-round action to start it moving. The Gavin is three squares wide and four squares long. It provides full cover to its occupants.
167 M-16 Magazine Pouch Pouch holds 6 M-16 magazine clips.
168 M1A2 Abrams This is the U.S. Army's main battle tank, probably the most advanced and powerful tank in the world. It is crewed by a driver, a gunner, a gun loader, and a commander. It has three top hatches, one for the driver and two on the turret. (The driver's position cannot be reached from the other positions, which are all in the turret.) It takes a full-round action to enter a tank and another full-round action to start it moving. The Abrams is three squares wide and six squares long. It provides full cover to its occupants.
169 M2A2 Bradley This is the U.S. Army's principal armored personnel carrier. It is crewed by a driver, a gunner, and a commander. It has three top hatches, one above each crew position, and a large door in back for infantry soldiers to load or disembark. It takes a full-round action to enter the vehicle through a top hatch, and another full-round action to start it moving. In addition to its own armament, the Bradley's passenger compartment has ports that allow passengers to fire their personal weapons from within the vehicle. The Bradley is three squares wide and four squares long. It provides full cover to its occupants.
170 M-4 Magazine Pouch Pouch holds 2 M-4 magazines.
171 M-60 Introduced in the Vietnam War era, this medium machine gun is still in widespread use with the U.S. military and that of several other armies.
172 M72A3 LAW The LAW (light antitank weapon) is a disposable, one-shot rocket launcher. It comes as a short, telescoped fiberglass and aluminum tube. Before using the weapon, the firer must first arm and extend the tube, which is a move action.
173 Mailbox Mailbox
174 Measuring cup Measuring cup
175 Medium House A medium house.
176 Medium Protector Case Same as small case; but can hold 1 medium, 2 small, 4 tiny, 8 diminuative or 16 fine sized items.
177 Mercedes E55 AMG The E-Class is a four-door luxury sedan equipped with a powerful 5.5-liter, 349-horsepower V8 engine. It is two squares wide and four squares long.
178 Metal Detector This handheld device provides a +10 equipment bonus on all Search checks involving metal objects.
179 Micro Protector Case Keeps a cell phone and a GPS unit from crushing and water damage. No foam padding.
180 Military Fuel Can High impact container that can hold up to 20L of fuel.
181 Military Protector Case X-Large case with a pull handle and wheels for easy transport. Holds twice as much as large case.
182 Military Vehicles Several military vehicles are covered here. In addition, a number of the civilian vehicles covered above, such as the AM General Hummer and the Bell Model 212 helicopter, are commonly seen in military service.
183 Military Water Can High impact container that holds up to 20L of water.
184 Milk A gallon bottle of milk.
185 Molotov cocktail Molotov cocktail
186 Motorboat Motorboat
187 Motorcycle helmet Motorcycle helmet
188 Moving Truck This is a large cargo truck used to move furniture or deliver freight. Trucks of this sort are often available as rentals. A moving truck is two squares wide and five squares long. It provides three-quarters cover for occupants in the cab and full cover for any in the back.
189 MRE Ration Heater 12 flameless chemical heaters that warms your food in minutes.
190 MREs 12 pack case of ready-to-eat meals; containing various entrees with packets of salt, pepper, sugar & coffee.
191 Multi-tool Pouch Pouch holds one pair of a variety of commonly found multi-tools.
192 NABI Model 40LFW This is a typical city bus. It has a door at the front and a second door about halfway down the right-hand side. This vehicle is two squares wide and eight squares long. It provides three-quarters cover for crew and passengers.
193 Nail bomb Nail bomb
194 Nail clipper Nail clipper
195 Napalm Napalm
196 newspaper paper hat A silly hat made out of newspaper.
197 Notebook Computer Slim, lightweight, and portable, notebook computers have most of the functions available on desktop computers.
198 Nuclear Missile A nuclear missile.
199 Office Desk An office desk.
200 Outdoor swimming pool Outdoor swimming pool
201 Overhead projector Overhead projector
202 Oxygen mask Oxygen mask
203 Pac-Man Arcade Game Pac-Man Arcade Game
204 Pantyhose Pantyhose
205 Parachute Parachute
206 PDA Personal data assistants are handy tools for storing data. They can be linked to a notebook or desktop computer to move files back and forth, but can't be used for Computer Use or Research checks.
207 peanut butter M&Ms a packet of peanut butter M&Ms
208 Penis Pump A penis pump.
209 Pepper Spray A chemical irritant that can temporarily blind a target, pepper spray comes in a single-shot container. To use it, make a ranged touch attack against the target. The target must make a Fortitude saving throw (DC 15) or be blinded for 1d4 rounds. Pepper spray is limited to 5 range increments.
210 Pepto Bismol A bottle of Pepto Bismol.
211 Photocopier A photocopier.
212 Pistol Laser Sight Attaches to Barettas, Glocks and more! Pinpoint sight up to 75' in low light, 350 yd in total darkness.
213 Pistol Tactical Light Attaches a flashlight (treat as standard flashlight) to weapon. Runs for 1 hour on 2 AAA batteries.
214 plate of filet mignon a plate of filet mignon with mange tou
215 Player's Handbook A D&D Player's Handbook of edition # = 1d5-1
216 Pocket Chainsaw This linked chain can fell a 3 inch branch in 10 seconds. Folds up into a tiny pocket.
217 Poly Knife A polycarbonate knife that contains no metal. Restricted in some areas, cannot be thrown.
218 Pommel horse Pommel horse
219 Portable Radio A portable radio.
220 Portable Shower 4-ply plastic bag holds 4 gal of water that heats up to over 100 degrees on a warm summer day in 3 hours!
221 Postcard A postcard, showing a picture of the Florida Keys.
222 Power line tower Power line tower
223 Prom dress Prom dress
224 Radioactive Waste It says "Nuclear Waste Facility" on it.
225 Railroad switch Railroad switch
226 Red wine Red wine
227 Refrigerator A refrigerator full of food.
228 Rope Clamps Set of 4 nylon quick-clamps useful for tying loads and setting up tents.
229 Rotary Holster Handgun holster swivels 360 degrees so you can wear it anywhere; even mount it discreetly in a car!
230 Rotary Mag Holster Magazine holster that holds many semi-automatic handgun magazines.
231 Rotary Shoulder Holster Shoulder holster only for rotary gear. Holds one mag or gun holster under each arm (purchased separately)
232 Salt Lick A salt lick.
233 Salt shaker Salt shaker
234 Sawed-Off Shotgun This is a 12-gauge, double-barreled shotgun with the stock and barrels sawed short. All that's left of the stock is a pistol grip, and the barrels are roughly 12 inches long. Sawed-off shotguns are generally illegal; most are homemade by cutting down a standard shotgun.
235 Scuba gear Scuba gear
236 Sea-Doo XP This is a two-seat jet ski that propels itself with a powerful jet of water. The Sea-Doo XP is one square wide and two squares long, and provides no cover for its riders.
237 Septic tank Septic tank
238 Shampoo a bottle of shampoo
239 Shoes elegant Gucci shoes
240 shopping basket a shopping basket
241 Shot put Shot put
242 Shotgun Ammo Pouch Belt pouch holds 12 shells.
243 Shotgun Shell Bandoleer Nylon and elastic bandoleer holds 56 shotgun shells across the chest and back.
244 Signal Mirror A 3"x5" unbreakable mirror in a pouch.
245 Silo Silo
246 Single Handcuff Pouch Pouch holds one pair of standard handcuffs.
247 Sink a sink
248 Slot Machine Slot Machine
249 Small House A small house.
250 Small Protector Case Small fiberglass case that opens to an eggshell foam interior. Keeps equipment safe from virtually anything.
251 Smoke Hood Plastic disposable hood and filter protects against carbon monoxide.
252 Sofa an old beaten-up sofa
253 Spindle of blank DVDs Spindle of blank DVDs
254 Spray Pouch Pouch holds one standard bottle of pepper spray.
255 stethascope A silver stethascope
256 stir fried chow mein stir fried chow mein
257 STOP sign STOP sign
258 Storage Bags 4 Heavy duty storage bags of assorted sizes. Sizes of bags are tiny, small, medium and large.
259 Stroller A baby stroller. There isn't a baby inside.
260 Stuffed Moosehead Stuffed Moosehead
261 Stuffed Teddy Bear Stuffed Teddy Bear
262 Switchblade Switchblade
263 Tactical Goggles Protects eyes from sun (UV filter), wind, gasses and dust. Wrap around design keeps 'tunnel vision' at bay.
264 Tactical Vest The standard body armor for police tactical units, this vest provides full-torso protection in the toughest flexible protective materials available.
265 Taser A taser uses springs or compressed air to fire a pair of darts at a target. On impact, the darts release a powerful electrical current. On a successful hit, the darts deal 1d4 points of electricity damage and the target must make a Fortitude saving throw (DC 15) or be paralyzed for 1d6 rounds. Reloading a taser is a full-round action that provokes attacks of opportunity.
266 Taxi Taxi
267 Telescope Telescope
268 Television Television
269 Temporary military bridge Temporary military bridge
270 Tennis Racket a tennis racket
271 Thong underwear Thong underwear
272 Tickle Me Elmo Doll Tickle Me Elmo Doll
273 Toilet brush Toilet brush
274 Tool Roll Urethane coated roll that holds up to 11 small tools including screwdrivers, wrenches, pliars and more.
275 Toolbox of tools Toolbox of tools
276 Toyota Tacoma Xtracab The Tacoma is a two-door pickup with a back seat in its extended cab. It is two squares wide and four squares long.
277 Tractor A farming tractor.
278 Trading Card A Magic the Gathering card: "Hurloon Minotaur", Revised edition.
279 Traffic light Traffic light
280 TV Dinner A TV dinner, uncooked.
281 Twinkies A box of twinkies.
282 UH-60 Black Hawk Introduced in the 1980s to replace the aging UH-1, the Black Hawk is the U.S. Army's primary utility helicopter. The UH-60 is three squares wide and twelve squares long. It provides three-quarters cover to crew and passengers (one-quarter cover to passengers if the cargo doors are open).
283 Uzi Designed in the 1950s for the Israeli army, the Uzi has become the most popular submachine gun in the world. It features a collapsible stock, making it extremely compact.
284 Vehicle barrier Vehicle barrier
285 Viagra A bottle of Viagra.
286 Volkswagen Jetta The Jetta is a four-door station wagon. It is two squares wide and three squares long.
287 Walther PPK The PPK is a small, simple, and reliable autoloader with a design that dates back to the 1930s. It remains in widespread service among European police, military, and government agencies.
288 Watch a digital watch
289 Water Purification Tablets Iodine based tablets that kill microorganisms in water. 2 tablets purify 1 quart of water. 50 tablet jar.
290 Water tower Water tower
291 Waterproof Memo 60 sheets of waterproof paper in a spiral bound memo style pad.
292 Waterproof Notebook 78 sheets of lined waterproof paper in a composition style book. Use all-weather pen or regular pencil.
293 Waxed paper Waxed paper
294 White Phosphorus Grenade White phosphorus grenades use an explosive charge to distribute burning phosphorus across the burst radius. Any target that takes damage from a White Phosphorus grenade is dealt an additional 1d6 points of fire damage in the following round and risks catching on fire.
295 Wind Goggles Protects eyes from wind and dust. Vents on the sides allow for some air flow.
296 Wire fence Wire fence
297 Woodchipper machine Woodchipper machine
298 Wrist GPS Small unit attaches to wrist with Velcro. Provides location and a 10,000 track point capability.
299 Wristwatch with Compass A military style activewear watch with compass.
300 Yamaha YZ250F A classic dirt bike, this is very similar to the motorcycle used by United States Army cavalry scouts. The YZ250F is one square wide and two squares long.

[PC8] Monster Group Classes


Teneb Harvester (MTG B/G/W) (Golgari/Orzhov/Selesnya)

Level KXP Priest
123 456 789
1 0 1-g --- ---
2 3.975 11- f-- ---
3 7.95 210 e-- ---
4 15.9 321 -e- ---
5 31.8 321 0d- ---
6 63.6 432 1-d ---
7 127.2 432 10c ---
8 254.4 543 21- c--
9 508.8 543 210 b--
10 1017.6 654 321 a--
11 1526.4 654 321 0--
12 2035.2 665 432 1--
13 2544 666 543 2--
14 3052.8 666 543 20-
15 3561.6 666 543 21-
16 4070.4 666 654 32-
17 4579.2 666 665 43-
18 5088 666 666 54-
19 5596.8 666 666 65-
20 6105.6 666 666 66-
21 6614.4 666 666 66c
22 7123.2 766 666 66b
23 7632 766 666 66a
24 8140.8 776 666 660
25 8649.6 776 666 661
26 9158.4 777 666 661
27 9667.2 777 666 661
28 10176 777 766 661
29 10684.8 777 766 662
30 11193.6 777 776 662
31 11702.4 777 776 662
32 12211.2 777 777 662
33 12720 777 777 662
34 13228.8 777 777 762
35 13737.6 777 777 762
36 14246.4 777 777 772
TH Saves
PD RS PP BW Sp Fo Re Wi
+5  8  4  5  2  3  1  1  2
+6  8  4  6  3  4  1  1  3
+7  9  5  6  3  4  2  2  3
+8  9  5  6  4  4  2  2  4
+9 10  6  7  5  5  3  2  4
+10 10  6  7  6  5  3  3  5
+11 11  7  8  7  6  4  3  5
+12 11  7  9  8  6  4  4  6
+13 12  8  9  9  7  5  4  6
+14 12  8 10 10  7  5  5  7
+15 13  9 10 11  8  6  5  7
+16 13 10 11 12  9  6  6  8
+17 13 11 12 13 10  7  6  8
+18 14 11 13 14 10  7  7  9
+19 14 12 13 14 11  8  7  9
+20 14 12 14 14 11  8  8 10
+21 15 13 14 14 12  9  8 10
+22 15 13 14 14 12  9  9 11
Requisites: Str 16, Con 15, Wis 22, Chr 15, 3 class slots
Alignment: T any (or) LE
HD/level: d30
Weapon Prof.: 7+level/2
To Hit Table: War +4 levels
Save Table: War/Pri/Mon
Reference: DM
Groups: Warrior, Priest, Monster
 
Exceptional Str and Barbarian Wis bonus.
Gets Wis bonus to physical attacks in addition to Str and/or Dex.
Channeling.
Grand in Animal, Charm, Healing, Necromancy, and Plant spheres. Spells in Animal, Charm, and Plant cost ½M to cast.
May have 3+LVL "Revive slots" instead of the usual one "Summon slot".
Has an "Animal Companion" slot. (1/10 of your XP)
Has a "Familiar" slot.
Gets Rogue abilities: 1 at Level 1, plus 1 on every level divisible by 3. Doesn't get the level 9 pick (this class isn't a Rogue). Has 30+10*LVL Rogue points.
Level 1: Vampiric Regeneration (for every 2 damage you deal in melee: regen 1 hp, cannot go above max).
Level 1: You may have your spells (from this class) resisted using CR (Charm Resistance) instead of MR. Spend 1F action to switch this.
Level 3: ½M: Cure LVL hp.
Level 3: ½M: Deal LVL negative energy dmg to one target (no save; aNR to avoid).
Level 4: 1M, 10/t: Summon a saproling (AC 20, hp 10, TH +10, dmg 10). Any number of saprolings count as only one summon slot, but all of them stay together in a group.
Level 4: 1M, 1/r: Your party gets +LVL TH, dmg, AC, and saves until end of round.
Level 5: 1M: Raise Dead.
Level 5: 1M: Target person gets +LVL TH, dmg, AC, and saves until end of turn.
Level 9: Double Vampiric Regeneration (for every 1 damage you deal in melee: regen 1 hp, cannot go above max).
Level 9: ½M: Cure LVL*(LVL-8) hp to a group or to 6 targets.
Level 9: ½M: Deal LVL*(LVL-8) negative energy dmg to a group or 6 targets (no save; aNR to avoid).
Level 9: 1M: Your party gets +LVL*2 distributed among TH, dmg, AC, and saves until end of round. (Everyone in the party gets the same bonus, you don't distribute for each person.)
Level 10: 1M: Raise Dead Fully.
Level 14: +1 Animal Companion slot.
Level 16: Your Vampiric Regeneration affects your missile weapons too.
New spells:
Find Animal Companion (Animal/Charm, SL 1): Summons an Animal Companion with DL=CL/2 (round up).
Find Familiar (Summoning/Charm, SL 1): Like the Wizard spell. Only certain Priest classes gain a Familiar slot.
Revive N (Necromancy, SL N): Revive a DL=N monster.

[PC8] Monster Group Classes


Theradin

Level KXP Druid       Wiz
123 456     123 456 789
TH
1 0 0-- ---     --- --- --- +5
2 3.3 1-- ---     1-- --- --- +6
3 6.6 2-- ---     1-- --- --- +7
4 13.2 30- ---     2-- --- --- +8
5 26.4 41- ---     2-- --- --- +9
6 52.8 51- ---     21- --- --- +10
7 105.6 620 ---     31- --- --- +11
8 211.2 730 ---     32- --- --- +12
9 422.4 831 ---     42- --- --- +13
10 700 941 0--     421 --- --- +14
11 1030 A52 0--     421 --- --- +15
12 1360 B52 1--     422 --- --- +16
13 1690 C63 10-     432 --- --- +17
14 2020 D73 10-     432 1-- --- +18
15 2350 E74 20-     433 1-- --- +19
16 2680 F84 210     433 2-- --- +20
17 3010 G95 310     433 2-- --- +21
18 3340 H95 310     433 21- --- +22
19 3670 IA6 321     443 21- --- +23
20 3996 JB6 421     443 22- --- +24
21 4221 KB7 421     444 22- --- +25
22 4446 LC7 531     444 33- --- +26
23 4671 MD8 532     444 43- --- +27
24 4896 ND8 532     444 441 --- +28
25 5121 OE9 642     544 441 --- +29
26 5346 PF9 643     555 442 --- +30
27 5571 QFA 743     555 442 --- +31
28 5796 RGA 753     555 442 1-- +32
29 6021 SHB 753     555 542 1-- +33
30 6246 THB 854     555 552 1-- +34
31 6471 UIC 864     555 553 1-- +35
32 6696 VJC 964     555 553 21- +36
33 6921 WJD 965     555 553 31- +37
34 7146 XKD 975     555 553 32- +38
35 7371 YLE A75     555 553 32- +39
36 7596 ZLE A75 1   555 553 321 +40
37 15192 ZLE A75 2   555 553 321 +41
38 22788 ZLE A75 2   555 553 322 +42
39 30384 ZLE A75 3   555 553 322 +43
45 75960 ZLE A75 41  555 554 433 +49
54 144324 ZLE A75 54  555 555 444 1 +58
63 212688 ZLE A75 551 555 555 555 5 +67
72 281052 ZLE A75 555 666 655 555 51 +76
Race Adjustments:
Str Dex Con Int Wis Chr Cml AT hp TH Div
+5 +4 +3 +5 +4 +3 -3 +4 +16 +0 ÷1
 
Requisites: Str 19, Dex 13, Con 9, Int 17, Wis 13, Chr 9,
  Race Slots 1, Class Slots 2
Alignment: C any
HD/level: & ++‡‡d10
Weapon Prof.: & 5+level/2
To Hit Table: War +5 levels
Save Table: War +5 levels
Reference: DM
Groups: Warrior, Monster, Archetype
Complexity: CF=3
   
Saving Throws:  
PPD: level+7
RSW: level+5
PP: level+6
BW: level+5
Spell: level+4
Fort: level+3
Reflex: level+3
Will: level+2
   
Considered a "Minotaur" race.
For HD, "‡" means an additional HD at level 2 (i.e. this class gets 3 HD at level 2).
Gets Wisdom bonus for Druid spells. Grand in Animal, Healing, Plant, Travellers.
Gets one specialty school; no opposite. Gets x2 CL with Illusion spells.
Gets one "Any Rogue" pick per level. 35 Rogue points per level.
Level 1: Free Tracking proficiency, number of free slots = Strider's level * 2.
Level 1: Trailing, Wilderness Survival, Two-Weapon Fighting proficiencies. No off-hand penalty with any number of weapons.
Level 1: Immune to Maze and variants (e.g. Fire Maze)
Level 1: Exceptional Str bonus. CF=4: Barbarian Str bonus; i.e. bonus is (Str-14)*2.
Level 1: Exceptional Con bonus; i.e. bonus is (Con-12).
Level 1: You have two horns, and can attack with them as natural weapons. They are 1d(2*LVL) dmg.
Level 1 ¶: You get the "Frank" Cheat Code [X3]: Can throw any weapon without penalty, using the "Dart" line (assuming specialization).
Level 1: Surprise 75% of time, is surprised only 1 in 12.
Level 1: Can have an Animal Companion (1/10th your XP)
Level 1: May have a Beast Rider Mount (see Beast Rider class) of DL=LVL/2.
Level 1: May use crossbows one-handed. May use two crossbows in one set of arms.
Level N (every level): Choose a species enemy type (see list below). You get +4 TH and +LVL dmg vs. that enemy type. You may pick the same enemy type more than once; each pick is cumulative.
Species enemy choices: Alternate Reality creatures, Animals, Avians, Beholders, Cold-Using, Concordant group, Creatures of 1 alignment, Creatures of 1 plane, Demons/Devils, Dragons/Reptiles, Elementals, Fire-Using, Giant-Class, Golems (& Constructs), Group of Classes, Humans (& Demihumans), Insects, Lycanthropes, Magic-Using, Other Timeline/Multiverse, Plants, Psionic-Using, Regenerating, Size Class L+, Size Class S-, Slimes (& Oozes/Jellies), Undead, Water-dwelling creatures.
Level N (each level): +1 Str.
Level 2: 1M: Locate Object/Animal/Plant
Level 3: NR (LVL-2)*20%
Level 4: 1M: Plant Door; 1F: Transport via Plants
Level 4: 1M, (LVL-3)/d: Maze (you can reverse this ability to get Find the Path)
Level 5: Can read priest/wizard scrolls of SL 0-5 with no chance of blowing head off. This increases to SL 0-6 at level 10 and SL 0-7 at level 15.
Level 6: Attract 3-30 followers, usually Rangers or DL VI+ Animals.
Level 7: True Sight cont.
Level 8: Immune to Maze, Distance Distortion, Mirage Arcana, and Massmorph.
Level 9: 1M: Find the Path
Level 9: CF=5: Extra Barbarian Str bonus; i.e. bonus is (Str-16)*5/2, round down.
Level 9: Your Frank Cheat Code uses Small Shuriken number of attacks.
Level 10: You and your party do not leave a trail and cannot be tracked or trailed, except by a Strider of double your level or a Ranger of triple your level. If out of visual sight, your party cannot be Located or Find the Pathed to.
Level 11: Cosmic Awareness cont.
Level 15 ¶: +3 HNCL
Level 18: CF=6: Super Barbarian Str bonus; i.e. bonus is (Str-18)*3.
Level 18: Your Frank Cheat Code uses Needle number of attacks.

[PC8] Monster Group Classes


Theradin (Beast Rider Mounts)

DL Mount AC hp #Att TH dmg Special
1 Light Horse 15 50 3 +6 5 Increase stats by 50% each time you level
1 Camel 14 60 2 +5 7 Spits for 1d20 dmg
1 Pegasus 17 40 2 +4 4 Flying; Regenerate LVL hp/s (self and rider)
2 Medium Horse 32 120 3 +16 12 Increase stats by 50% each time you level
2 Giant Eagle 30 140 3 +17 17 Flying; Eagle Eye Vision; Immune Blindness
2 Unicorn 40 60 2 +8 6 Luckstone (self and rider)
3 Heavy Horse 51 210 3 +30 21 Increase stats by 50% each time you level
3 Dragon Horse 60 240 2 +25 15 Pick a type of dragon. Breath weapon (half hp).
3 Brontosaurus 20 1600 1 +80 80 Lernaean; can carry a lot of weight (Str 200)
4 Heavy War Horse 72 320 3 +48 32 Increase stats by 50% each time you level
4 Dragon, Lesser 80 400 2 +40 30 Pick a type of dragon. Breath weapon (full hp).
4 Dog, Beast of Xvim 60 200 1 +65 85 Beast of Xvim; Ignores aWR / +wpn needed to hit
5 Elite War Horse 95 450 3 +70 45 Increase stats by 50% each time you level
5 Polar Bear 100 500 3 +70 50 Immune Cold (self and rider)
5 Juggernaut 350 300 1 +120 120 Resist Technological damage (self and rider)
6 Greater War Horse 120 600 3 +96 60 Increase stats by 50% each time you level
6 Nightmare 133 666 3 +66 66 Unholy fire shield; Breath weapon (half hp); Plane Shift 1/r
6 Hydra 160 800 5 +80 80 5 Breath Weapons (each is 1/10 current hp)
7 Ultra War Horse 147 770 3 +126 77 Increase stats by 50% each time you level
7 Opinicus 140 800 2 +120 60 Heal 1/r (self or rider). iMPIRR 50% (self and rider).
7 Scaled Wurm 490 600 1 +300 100 Attack swallows whole (100 dmg /s)
8 Gargantuan War Horse 176 960 3 +160 96 Increase stats by 50% each time you level
8 Dragon, Greater 180 1000 2 +140 90 Breath weapon (full hp); Dragonlancing (add mount's hp to rider's dmg)
8 Time Elemental 170 700 1 +170 Inc Attack is Incursion (5 RSW saves); Time/Reality Stability (self and rider)
9 Chosen One Horse 207 1170 3 +198 117 Increase stats by 50% each time you level
9 Ki-Rin 210 1500 2 +150 150 Wish 1/r; Immune to Traps and Tricks (self and rider)
9 Ethereal Weebie 156 600 3 +120 120 Ethereal Projection; +2*LVL weapon to hit (both are self and rider)
10 Paragon War Horse 240 1400 3 +240 140 Increase stats by 50% each time you level
10 Tarrasque 280 3000 5 +400 210 iMReflection 50%; Regenerate 6*LVL hp/s (both self and rider)
10 Ultraplanar Calf iAC 1 ihp 1 1 +500 500 Capital M Moo 1/r; Immune Annihilation (self and rider)

[PC8] Monster Group Classes


Thirteen Letter Horror

Level KXP
Spells
1 13 (owe) (none)
2 20 (none)
3 34 (none)
4 62 (none)
5 118 (none)
6 230 (none)
7 454 (none)
8 902 (none)
9 1515 (none)
10 2128 (none)
11 2741 (none)
12 3354 (none)
13 3967 (none)
14 4580 (none)
15 5193 (none)
16 5806 (none)
17 6419 (none)
18 7032 (none)
19 7645 (none)
20 8258 (none)
21 8871 (none)
22 9484 (none)
23 10097 (none)
24 10710 (none)
25 11323 (none)
26 11936 (none)
27 12549 (none)
28 13162 (none)
29 13775 (none)
30 14388 (none)
31 15001 (none)
32 15614 (none)
33 16227 (none)
34 16840 (none)
35 17453 (none)
36 18066 (none)
TH Saves
PD RS PP BW Sp Fo Re Wi
+3  1  1  1  1  1  1  1  1
+7  2  2  2  2  2  2  2  2
+10  3  3  3  3  3  3  3  3
+14  5  5  5  5  5  5  5  5
+17  6  6  6  6  6  6  6  6
+21  7  7  7  7  7  7  7  7
+24  8  8  8  8  8  8  8  8
+28 10 10 10 10 10 10 10 10
+31 11 11 11 11 11 11 11 11
+35 12 12 12 12 12 12 12 12
+38 13 13 13 13 13 13 13 13
+42 15 15 15 15 15 15 15 15
+45 16 16 16 16 16 16 16 16
+49 17 17 17 17 17 17 17 17
+52 18 18 18 18 18 18 18 18
+56 20 20 20 20 20 20 20 20
+59 21 21 21 21 21 21 21 21
+63 22 22 22 22 22 22 22 22
Requisites: Str+Dex+Con-Int-Wis-Chr 13
Alignment: AE or AS or Nil
HD/level: & 2d13
Weapon Prof.: & 13+level
To Hit Table: 3½xMon (d30)
Save Table: 2½xMon (d30)
Reference: DM {Reduced Infinite Letter Horror}
Groups: Monster, Lost, Demigod (x1)
 
The stat requirements for this class means the sum of your Str+Dex+Con must be at least 13 higher than your Int+Wis+Chr. If you don't meet this requirement, you "owe" to Str, Dex, or Con. Be more stupid already!
Gets Ancillary Barbarian Str [bonus=(Str-24)*9/2], Mega Barbarian Dex [bonus=(Dex-20)*7/2], Ultra Barbarian Con [bonus=(Con-22)*4], however, the bonus from these stats cannot be greater than 13*S, where S is the S number. These bonus types can all be reduced to Barbarian bonus, if your stats suck, but you have to reduce all three at the same time.
This class is all edition numbers. Because of this, you roll 1d30 to hit and saves (due to the 30th edition component). You get Overhit, a kit, and LVL feats too. You could try to shoehorn this class's abilities to the various Custom5/Custom6 type classes, but you're probably better off not trying.
This class matches class name with any other class in the Collective that is exactly 13 letters long (not counting spaces or edition numbers). No, I'm not going to write a script to check. Note this class is not the same name as itself ("Thirteen Letter Horror" is 20 letters), so you don't get x1.5 XP if you take this class twice.
 
Each Level: Gets one Rarer3 pick with DL=(LVL+3)/4. For monster type, the DM rolls 1d13+27 and consults the [M40] monster types, treating 28 as Weird (instead of Wurm).
Level 1: May buy unusual materials for claws, bite, and tail (and other limbs). The "base gp cost" of the limb is 13 gp. The "weight" of the limb is 13 pounds. If you pick Drow Steel and your limb rots off, don't blame me.
Levels 1-13: Roll 1d13 per level. If you roll a duplicate, just pick off the table, or you can pick the thing you rolled to see if it stacks, if it would make sense.
   1. 1M: Summon a DL=(LVL+1)/2 monster of [M40] monster type 2d13+14. There is a 13% chance it will fight for you without bothering to use a summon slot. Sure, you could spam this ability and make an army, but you might want to consider this plan very carefully.
   2. 1P: Draw target's brain forth (LVL saves vs. RSW; aCReflection to resist). You can eat it now (Heal self) or put it on your Plate. The target died, by the way, unless it's undead or something.
   3. Mouth's P, LVL/d: Breathe a random EE=1e4 Eelement (½*hp; group; no save; aDReflection to resist). If the DM rolls a really high EE factor, the area has a 13% chance of an Inverse Pixelation zone appearing (as the new Eelement gets invented). Take a snapshot for eelemental posterity!
   4. 1F: Do a random [PC2] Monster Collective Psionics combat (c) power of SL=1dLVL. Any attempt to counter it will fork it instead.
   5. +(LVL+1)/2 wear locations, see the "Wear Locations" Mini-Class for rules. More stuff to drop in Angband like fashion!
   6. 1M, 1/r: Shapechange Self into a random DL=(LVL+2)/3 monster of [M40] monster type 3d13+1. It's permanent, unless you don't like it.
   7. 1M, 1/r: Shapechange Other into a random DL=(LVL+2)/3 monster of [M40] monster type 41-2e6. (LVL saves vs. PP; aHR to resist)
   8. +(LVL+3)/4 IS actions per turn (Instantaneous S actions; you get to use each of these only once per turn).
   9. Immune sanity, beneficial effects you don't want, the floor (you can pass through the floor at will, but not the walls or the ceiling, so this is a one-way trip)
  10. 1P+1V, LVL/h: Draw your own brain forth and consume it. This Heals you (Cureall at level 8, Fix at level 17). All in your group who see this must save vs. Psionic Blast or lose 1d13 San points (aGazeR to resist).
  11. 1M+1P: Contact Higher Plane, with 130% chance of insanity, not that you would notice. You can Twilight afterwards if you want to.
  12. 3M, 1/h: Successfully Divine Intervention to a random x(LVL+14)/5 god (not yours!), and one segment of xLVL multiplier Fast Talking. You'll need it.
  13. ½bhX, 1/natural set, hit someone with your PC cod piece that you're wielding as a weapon: You Capital U Understand. You get a random player cheat code permanently added.
Level 9: Gain 1 "Plate". You store brains and souls on your Plate. It's an object, but it's not really there. Your Plate has 1α (script-A) action. It can move around with it and pick up brains and souls for you. Your Plate can't be attacked or targetted, unless it wants to be. DM Note: "script" is a prefix for action types. α (script-A) actions could be used as Λ (script-V) actions, since A actions can be used as V actions.
Level 13: 1 Mouth's P (can borrow), Throw your Plate as a weapon, 1/t: Roll to hit, if you hit, the target is Trap the Souled into the plate (no save, aaaNR to resist, Hold Life doesn't cut it).
Level 18: Your Plate has 1ε (script-E) action. 1ε, spend a soul on the Plate: You get +1X action. 1ε, spend a brain on the Plate: Reset.
Level 27: Your Plate has 1 IQEε (script-IQE) action. It also has this ability now: 1ε: Scoop up a group of brains or souls off the floor.
Level 36: 3 IISlowOppC', 1bbbD, 1 Mouth's ξ (script-X), 13 Research Points, Capital F Fold 1 being that counts as an Ultra Familiar and a Mount and an Animal Companion, Pixelate Capital P Plenty of Souls or Packages (on Plates) within sight: Get one randomly chosen x5 ICL=13 Intermediate God0 power per round until you reach 13 powers. After the 13th round, the first power on the list is removed, and a new power is added to the end of the list (so you "cycle" between powers). You can "freeze" this process when you like your selection.

[PC8] Monster Group Classes


Treva Renewer (MTG U/G/W)

Level KXP Priest
123 456 789 AB
Psi
mMG SUV
TH
1 0 0-- --- -- 6-- - +0
2 5.375 10- --- -- 8-- - +1
3 10.75 210 --- -- A0- - +2
4 21.5 321 --- -- A2- - +3
5 43 321 0-- -- A4- - +4
6 86 432 1-- -- A6- - +5
7 172 432 10- -- B7a - +6
8 344 543 21- -- B90 - +7
9 688 543 210 -- B92 - +8
10 1376 654 321 -- B94 - +9
11 2064 654 321 0- B96 - +10
12 2752 665 432 1- B98 - +11
13 3440 666 543 2- BB8 - +12
14 4128 666 543 20 BBA - +13
15 4816 666 543 21 CBB b +14
16 5504 666 654 32 DCB a +15
17 6192 666 665 43 DDC 0 +16
18 6880 666 666 54 DDC 2 +17
19 7568 666 666 65 DDD 3 +18
20 8256 666 666 66 DDD 5 +19
21 8944 666 666 66 EDD 6 +20
22 9632 766 666 66 EDD 8 +21
23 10320 766 666 66 EED 9 +22
24 11008 776 666 66 FED A +23
25 11696 776 666 66 FFE A +24
26 12384 777 666 66 FFF B +25
27 13072 777 666 66 GFF C +26
28 13760 777 766 66 HFF D +27
29 14448 777 766 66 HHF D +28
30 15136 777 776 66 HHG E +29
31 15824 777 776 66 HHH F +30
32 16512 777 777 66 IHH G +31
33 17200 777 777 66 JIH G +32
34 17888 777 777 76 JII H +33
35 18576 777 777 76 JJI I +34
36 19264 777 777 771 KJJ I1 +35
37 38528 777 777 772 KJJ I2 +36
38 57792 777 777 773 KJJ I3 +37
39 77056 777 777 774 KJJ I4 +38
45 192640 888 888 777 KJJ IA +44
54 366016 999 998 888 1 KJJ JI +53
63 539392 999 999 988 8 LLL LK +62
72 712768 AAA AA9 999 91 NNM MM1 +71
Requisites: Con 21, Int 21, Wis 16, Chr 35,
  Class Slots 2
Alignment: LG
HD/level: d20
Weapon Prof.: 4+level*3/2
To Hit Table: War
Reference: DM
Groups: Priest, Psionicist, Monster
Complexity: CF=4
   
Saving Throws:  
PPD: 7+level*3/2
RSW: 7+level*3/2
PP: 7+level*3/2
BW: 7+level*3/2
Spell: 7+level*3/2
Fort: 6+level*3/2
Reflex: 0+level*3/2
Will: 4+level*3/2
   
Barbarian Chr bonus. Exceptional Wis bonus.
Grand in Animal, Plant, and Charm spheres. Spells of these spheres cost ½M to cast.
 
Gets Chr bonus to psionic progression, with their SLs shifted down by 1 (m=1, M=4, G=7, S=10).
Has access to Psi11U/W, plus one psionic frequency per level (including level 1).
PSPs = (Con+Int+Chr*2)*LVL
Note that Psi11U/W uses no PSPs; these powers work like "Channeling" for spellcasters.
May use ½P instead of 1M to use psionic powers, but only one psionic power can be used in this way per 1P action. The other ½P action can be used to make 1 attack (or converted to ½V to do a half movement).
Any psionic power that cures hp or removes baneful effects costs only ½M to use, costs ½ the number of PSPs, and is only ½ a memorization slot.
 
Has an "Animal Companion" slot. This is a monster who is allied to you and stays with you even between resets. It has 1/10 your XP and may be single classed. It may use items. Unlike a familiar it may be damaged. You play the Animal Companion.
Has a "Familiar" slot.
Level 1: You may have your spells (from this class) resisted using CR (Charm Resistance) instead of MR. Spend 1F action to switch this.
Level 2: 1M: Target person gets +LVL TH, dmg, AC, and saves, but another target person in the same party gets -LVL (no save; both targets must make aIR to avoid).
Level 2: 1M: Move an effect on 1 person to another in same party (no save; both targets aMR to avoid.) The original owner still controls the effect, so if it must be activated in order to function (e.g. Psi9 Extra Limb), this doesn't work as expected.
Level 3: 1M: Target loses LVL worth of C actions from his remaining number of actions. (e.g. if he has 2P+1V+1M remaining, and you're level 3, he can choose to lose 1P+1V or 1M.)
Level 3: 1M: Counter an effect from an item.
Level 4: 1M, 10/t: Summon a saproling (AC 20, hp 10, TH +10, dmg 10). Any number of saprolings count as only one summon slot, but all of them stay together in a group.
Level 4: 1M, 1/r: Your party gets +LVL TH, dmg, AC, and saves until end of round.
Level 9: 1M: Target person gets +LVL*3 distributed among TH, dmg, AC, and saves, but another target person in the same party gets negative the same amount (no save; both targets must make aIR to avoid).
Level 9: (n)M: Counter an effect from a x(n) item. This is a x(n) effect.
Level 9: 1M: Your party gets +LVL*2 distributed among TH, dmg, AC, and saves until end of round. (Everyone in the party gets the same bonus, you don't distribute for each person.)
Level 14: +1 Animal Companion slot.

[PC8] Monster Group Classes


[Q11U/W] Psi11U/W Powers

Level # Power Effect
2 (minor) 1 Angelic Shield All your summons get +1 rhp. You get 10 current hp. 0, sacrifice this effect: Unsummon (no save).
2 (minor) 2 Azorius First-Wing Summon a DL II Griffin, it flies, and can remove bad effects on people.
2 (minor) 3 Azorius Guildmage Summon a DL II Vedalken Wizard, it can Stop someone, and can dispel Contingency effects.
2 (minor) 4 Crystalline Sliver Summon a DL II Sliver, it can't be targetted.
2 (minor) 5 Energy Arc 1bM: In your group, weapon damage does not occur this half-segment and your next half-segment.
2 (minor) 6 Galina's Knight Summon a DL II Merfolk Knight, it is immune to area effect damaging spells/psi.
2 (minor) 7 Meddling Mage Summon a DL II Human Wizard, he Banhammers one spell or psi effect of SL 0-3 in the room [x1 Special]
2 (minor) 8 Overrule 1bM, spend N additional SL's: Counterspell, unless they spend 10*N SL's, and you are cured 10*N hp.
2 (minor) 9 Pride of the Clouds Summon a DL II Elemental Cat, he flies, he has rhp = number of flying summons you control.
2 (minor) 10 Prismatic Boon Choose a school, sphere, or psionic frequency. A group is immune to that for 1s.
2 (minor) 11 Sygg, River Guide Summon a DL II Merfolk Wizard, he can give someone Water Breathing, and can counter one effect.
2 (minor) 12 Wings of Aesthir Target gets +CL TH/dmg and flying 12" for 1t.
2 (minor) 13 Wings of Hope Target gets +1 TH/dmg, +3 AC/saves, and flying 12" for 1t.
3 (major) 1 Absorb 1bM: Counterspell, and be cured 30 hp.
3 (major) 2 Azorius AEthermage Summon a DL III Human Wizard, it can refresh some of your spell/psi progressions.
3 (major) 3 Chromatic Armor Choose a school, sphere, or psionic frequency. Target is immune to that for 1t.
3 (major) 4 Daring Leap One creature flies and gets +10 TH/dmg/AC/saves this segment.
3 (major) 5 Demand (Supply/Demand) Wishoid for a SL 2 Psi11U/W spell
3 (major) 6 Guiding Spirit Summon a DL III Angel, it flies, and makes your Summon Psi11U/W powers cost only ½M each.
3 (major) 7 Hanna, Ship's Navigator Summon a DL III Human Artificer, he can rebuild dispelled effects or magic items.
3 (major) 8 Leering Gargoyle Summon a DL III Gargoyle, it flies, and it can become very tough (+20 rhp) but then cannot physically attack.
3 (major) 9 Minister of Impediments Summon a DL III Human Advisor, he can lockdown one enemy's actions (Bosses and the like get a Will save).
3 (major) 10 Opaline Sliver Summon a DL III Sliver, if this Sliver dies due to enemy combat, you get one SL=2 spell added to your progression for 1t.
3 (major) 11 Phantatog Summon a DL III Atog, it dispels spell/psi effects, you can spend spell slots to increase it's DL.
3 (major) 12 Plumes of Peace Target creature is Slowed (Reflex save) and prevent his next P action (Will save)
3 (major) 13 Reparations Whenever an enemy targets you, gain 2 SL's back in Psi11U/W progression.
3 (major) 14 Riptide Crab Summon a DL III Crab, when he dies, you get ½M you can use before the end of the round.
3 (major) 15 Samite Archer Summon a DL III Human Cleric Archer, he cures 30 hp to one target and causes 30 hp to another target per action.
3 (major) 16 Silver Drake When casting, sacrifice a summon: Summon a DL IV Drake, it flies.
3 (major) 17 Sky Spirit Summon a DL III Spirit, it flies.
3 (major) 18 Spectral Shield Target gets a 20 hp Armor spell (stacks with other Armor spells), and he can't be targetted.
3 (major) 19 Tempest Drake Summon a DL III Drake, he flies and can Interpose to protect someone from being attacked.
4 (major) 1 AEthermage's Touch Get a temporary extra Summon slot this segment, summon a DL=1d4 creature, it disappears at end of segment.
4 (major) 2 Ayesha Tanaka Summon a DL IV Human Artificer, it can group monsters together, and counter magic item abilities.
4 (major) 3 Azorius Ploy One creature deals no damage on his next P action; and one creature has all melee damage prevented to him for 1s.
4 (major) 4 Cloud Cover Whenever someone dispels one of your spell/psi effects, you can recast that effect for ½M within the next round.
4 (major) 5 Glaciers x1 Special on room: Wacky balls cure instead of damage people. Spend a SL=2 spell slot each round to upkeep this.
4 (major) 6 Grand Arbiter Augustin IV Summon a DL IV Human Advisor, he spell robes for you one Psi11U/W power for -1 SL, he also casts Psi11U/W powers.
4 (major) 7 Harbor Guardian Summon a DL IV Gargoyle, he has near-infinite reach upwards.
4 (major) 8 Hazerider Drake Summon a DL IV Drake, it is immune to area effect damaging spells/psi.
4 (major) 9 Kangee, Aerie Keeper Summon a DL IV Bird Soldier, he flies, and makes your other Bird summons +3 DL's higher.
4 (major) 10 Meddling Kids Summon a DL IV Human Child, he Banhammers one spell or psi effect of SL 4-5 (not lower) in the room [x1 Special]
4 (major) 11 Reviving Vapors Up to 3 targets are cured (1d10+CL)*10 hp
4 (major) 12 Sawtooth Loon When summoning, sacrifice a summon: Summon a DL V Bird, he isn't sick and can cast Psi11U/W powers.
4 (major) 13 Stand // Deliver Unsummon a summon or dispel one effect, and cure one target 80 hp.
4 (major) 14 Trial (Trial/Error) Unsummon all creatures in a group, at least one of your summons must be in that group.
4 (major) 15 Vanish into Memory Unsummon a creature. You gain 2*N-R SL's in your Psi11U/W progression, where N is it's DL and R is it's remaining rhp's.
5 (major) 1 Armored Guardian Summon a DL V Cat Warrior, it can make people untargetable, and prevent damage.
5 (major) 2 Hunding Gjornersen Summon a DL V Human Warrior, he is good at attacking single groups with lots of monsters in it.
5 (major) 3 Isperia the Inscrutable Summon a DL V Sphinx, it flies and it gives you an extra summon slot for itself (max=1 of these at a time).
5 (major) 4 Ordered Migration Summon CL/6 DL I Birds
5 (major) 5 Palliation Accord Whenever one of your summons physically attacks, you are cured N hp, where N is their DL.
5 (major) 6 Sky Hussar Summon a DL V Human Knight, he hastes you and all your summons by +1S action.
5 (major) 7 Swift Silence The entire "stack" of spells is countered. You get +1sM action (Slow Mental, you can use it on segment 10)
5 (major) 8 Teferi's Moat Specify a summon type. Creature of that type can't attack you unless they fly. You can't fly while running this.
5 (major) 9 Tobias Andrion Summon a DL V Human, he beats things.
5 (major) 10 Windreaver Summon a DL V Elemental, it flies, can interpose, if it doesn't attack it gets +10 rhp, and it can blink.
6 (grand) 1 Dovescape x1 Special on room: Everyone has +1 summon slot for Birds; All spells and psi are countered, get N DL I Bird summons instead, where N=SL.
6 (grand) 2 Kasimir the Lone Wolf Summon a DL VI Human Warrior, he beats things down.
6 (grand) 3 Rasputin Dreamweaver Summon a DL VI Human Wizard, he can restore up to 6 SL's of your Psi11U/W progression, he also casts Psi11U/W powers.
7 (grand) 1 Gosta Dirk Summon a DL VII Human Warrior, he is not sick, and can Part/Lower Water.
7 (grand) 2 Iridescent Angel Summon a DL VII Angel, it is immune to magic, psi, innates, and radiation.
7 (grand) 3 Ith, High Arcanist Summon a DL VII Human Wizard, he can save/rescue a creature from being in a nasty group of monsters.
7 (grand) 4 Jedit Ojanen Summon a DL VII Cat Warrior, he really beats things down.

[PC8] Monster Group Classes


Troll0

Level KXP
Spells
1 35.2 (owe) (none)
2 105.6 (none)
3 246.4 (none)
4 528 (none)
5 828 (none)
6 1128 (none)
7 1428 (none)
8 1728 (none)
9 2028 (none)
10 2328 (none)
11 2628 (none)
12 2928 (none)
13 3228 (none)
14 3528 (none)
15 3828 (none)
16 4128 (none)
17 4428 (none)
18 4728 (none)
19 5028 (none)
20 5328 (none)
21 5628 (none)
22 5928 (none)
23 6228 (none)
24 6528 (none)
25 6828 (none)
26 7128 (none)
27 7428 (none)
28 7728 (none)
29 8028 (none)
30 8328 (none)
31 8628 (none)
32 8928 (none)
33 9228 (none)
34 9528 (none)
35 9828 (none)
36 10128 (none)
TH Saves
PD RS PP BW Sp Fo Re Wi
+7  3  3  3  3  3  3  3  3
+8  4  4  4  4  4  4  4  4
+9  4  4  4  4  4  4  4  4
+10  5  5  5  5  5  5  5  5
+11  5  5  5  5  5  5  5  5
+12  6  6  6  6  6  6  6  6
+13  6  6  6  6  6  6  6  6
+14  7  7  7  7  7  7  7  7
+15  7  7  7  7  7  7  7  7
+16  8  8  8  8  8  8  8  8
+17  8  8  8  8  8  8  8  8
+18  9  9  9  9  9  9  9  9
+19  9  9  9  9  9  9  9  9
+20 10 10 10 10 10 10 10 10
+21 10 10 10 10 10 10 10 10
+22 11 11 11 11 11 11 11 11
+23 11 11 11 11 11 11 11 11
+24 12 12 12 12 12 12 12 12
Requisites: Str 16, Con 18
Alignment: T any (or) any N (or) any E
HD/level: & +++3d8
Weapon Prof.: & 6+level/3
To Hit Table: War +6 levels
Save Table: Mon +6 levels
Reference: 0D&D
Groups: Warrior, Monster
 
Level 1: Exceptional Str bonus; i.e. bonus is (Str-12).
Level 1: +2 Con per level. This bonus cannot be used to qualify for the Troll0 class itself, and you can't 2 for 1 trade it away.
Level 1: Barbarian Con bonus; i.e. bonus is (Con-14)*2.
Level 1: Regeneration rate is (Con-12) per segment, troll-like.
Level 4: 1M, (LVL-3)/d: Taunt a group (Will save)
Level 9: Extra Barbarian Con bonus; i.e. bonus is (Con-16)*5/2, round down.
Level 14: +4 HNCL (this can't be picked)
Level 18: Super Barbarian Con bonus; i.e. bonus is (Con-18)*3.

[PC8] Monster Group Classes


Uncommoner3

Level KXP
Spells
1 0 (none)
2 2 (none)
3 4 (none)
4 8 (none)
5 16 (none)
6 32 (none)
7 64 (none)
8 128 (none)
9 180 (none)
10 225 (none)
11 275 (none)
12 330 (none)
13 390 (none)
14 455 (none)
15 525 (none)
16 600 (none)
17 680 (none)
18 765 (none)
19 855 (none)
20 950 (none)
21 1050 (none)
22 1155 (none)
23 1265 (none)
24 1380 (none)
25 1500 (none)
26 1625 (none)
27 1755 (none)
28 1890 (none)
29 2030 (none)
30 2175 (none)
31 2325 (none)
32 2480 (none)
33 2640 (none)
34 2805 (none)
35 2975 (none)
36 3150 (none)
TH Saves
PD RS PP BW Sp Fo Re Wi
+2  5  3  8  2  3  1  0  1
+4  5  4  8  2  3  1  0  2
+6  6  4  8  3  4  2  0  2
+8  6  5  8  3  4  2  1  3
+10  6  5  9  3  4  2  1  3
+12  6  6  9  4  5  3  1  4
+14  7  6  9  4  5  3  2  4
+16  7  7  9  4  5  4  2  5
+18  7  7 10  5  6  4  2  5
+20  7  8 10  5  6  4  3  6
+22  8  8 10  5  6  5  3  6
+24  8  9 10  6  7  5  3  7
+26  8  9 11  6  7  6  4  7
+28  8 10 11  6  7  6  4  8
+30  9 10 11  7  8  6  4  8
+32  9 11 11  7  8  7  5  9
+34  9 11 12  7  9  7  5  9
+36  9 12 12  8  9  8  5 10
Requisites: Chr 0
Alignment: any
HD/level: ++d4
Weapon Prof.: 9+level
To Hit Table: +level*2
Save Table: Psi
Reference: DM {Planeshifted Commoner3}
Groups: Warrior, Monster, Alternate
 
Each Level: The DM rolls a Monster Summoning result of DL=LVL/3 (round up). You gain the racial abilities of what the DM rolls. (You don't actually summon anything, the roll is just to determine what you get.)
Level 9: Divide the cost of Intelligent Magic Items (from [E7]) by (LVL-7).

[PC8] Monster Group Classes


Uniquer3

Level KXP Myth     Legend
123 456 78 [1]
1 0 1-- --- -- [-]
2 4.5 2-- --- -- [-]
3 9 3-- --- -- [-]
4 18 31- --- -- [-]
5 36 32- --- -- [-]
6 72 33- --- -- [-]
7 144 331 --- -- [-]
8 288 332 --- -- [-]
9 405 333 --- -- [-]
10 506.25 333 1-- -- [-]
11 618.75 333 2-- -- [-]
12 742.5 333 3-- -- [-]
13 877.5 333 31- -- [-]
14 1023.75 333 32- -- [-]
15 1181.25 333 33- -- [-]
16 1350 333 331 -- [-]
17 1530 333 332 -- [-]
18 1721.25 333 333 -- [-]
19 1923.75 333 333 1- [-]
20 2137.5 333 333 2- [-]
21 2362.5 333 333 3- [-]
22 2598.75 333 333 31 [-]
23 2846.25 333 333 32 [-]
24 3105 333 333 33 [-]
25 3375 433 333 33 [-]
26 3656.25 443 333 33 [-]
27 3948.75 444 333 33 [-]
28 4252.5 444 433 33 [-]
29 4567.5 444 443 33 [-]
30 4893.75 444 443 33 [1]
31 5231.25 444 444 33 [1]
32 5580 444 444 33 [2]
33 5940 444 444 43 [2]
34 6311.25 444 444 43 [3]
35 6693.75 444 444 44 [3]
36 7087.5 444 444 44 [4]
TH Saves
PD RS PP BW Sp Fo Re Wi
& +1  5  3  8  2  3  1  0  1
& +2  6  4  8  3  4  2  0  2
& +3  6  5  8  3  4  2  1  3
& +4  6  6  9  4  5  3  1  4
& +5  7  6  9  4  5  3  2  4
& +6  7  7 10  5  6  4  2  5
& +7  7  8 10  5  6  4  3  6
& +8  8  9 10  6  7  5  3  7
& +9  8  9 11  6  7  6  4  7
& +10  9 10 11  7  8  6  4  8
& +11  9 11 11  7  8  7  5  9
& +12  9 12 12  8  9  8  5 10
& +13 10 12 12  8 10  8  6 10
& +14 10 13 13  9 11  9  6 11
& +15 11 14 13  9 11  9  7 12
& +16 11 14 13 10 12 10  7 13
& +17 12 14 14 11 13 10  8 13
& +18 14 15 14 13 14 11  8 14
Requisites: Chr 25
Alignment: any
HD/level: ++++d6
Weapon Prof.: & level*3
To Hit Table: & +level
Save Table: 1½xPsi
Reference: DM {Planeshifted Rarer3}
Groups: Monster, Alternate
 
Each Level: The DM rolls a Monster Summoning result of DL=2*LVL/5 (round up). The result will be a Unique (or Legend). You gain 1-3 of the racial abilities of what the DM rolls. (You don't actually summon anything, the roll is just to determine what you get.)
The progression for the DLs is as follows:
Levels 1-9 = 1, 1, 2, 2, 2, 3, 3, 4, 4
Levels 10-18 = 4, 5, 5, 6, 6, 6, 7, 7, 8
Levels 19-27 = 8, 8, 9, 9, 10, 10, 10, 11, 11
Levels 28-36 = 12, 12, 12, 13, 13, 14, 14, 14, 15
 
Gets a Myth spell progression.
 
The "&" on the To Hit means this class adds it's to hit bonus to your highest other class.
 
Level 12: Divide the cost of Artifacts by (LVL-10) or it's multiplier, whichever is higher.

[PC8] Monster Group Classes


Urd0

Level KXP
Spells
1 0.75 (owe) (none)
2 1.5 (none)
3 3 (none)
4 6 (none)
5 12 (none)
6 24 (none)
7 45 (none)
8 90 (none)
9 180 (none)
10 330 (none)
11 480 (none)
12 630 (none)
13 780 (none)
14 930 (none)
15 1080 (none)
16 1230 (none)
17 1380 (none)
18 1530 (none)
19 1680 (none)
20 1830 (none)
21 1980 (none)
22 2130 (none)
23 2280 (none)
24 2430 (none)
25 2580 (none)
26 2730 (none)
27 2880 (none)
28 3030 (none)
29 3180 (none)
30 3330 (none)
31 3480 (none)
32 3630 (none)
33 3780 (none)
34 3930 (none)
35 4080 (none)
36 4230 (none)
TH Saves
PD RS PP BW Sp Fo Re Wi
+1 10  9  8  5  6  2  1  0
+1 10  9  8  6  7  3  2  0
+2 12 11 10  8  9  3  2  1
+3 12 11 10  9 10  4  3  1
+3 14 13 12 11 12  5  3  2
+5 14 13 13 12 12  6  4  2
+5 16 15 14 14 15  6  4  3
+6 16 15 15 15 15  7  5  3
+7 16 15 15 15 15  7  5  3
+7 16 15 15 15 15  7  5  3
+8 16 15 15 15 15  7  5  3
+9 16 15 15 15 15  7  5  3
+9 16 15 15 15 15  7  5  4
+11 16 15 15 15 15  8  6  4
+11 16 15 15 15 15  8  6  4
+12 16 15 15 15 15  8  6  4
+13 16 15 15 15 15  8  6  4
+13 16 15 15 15 15  8  6  4
Requisites: Dex 18
Alignment: any E (or) any S
HD/level: & d6
Weapon Prof.: & 6+level/3
To Hit Table: 1½xCTD0
Save Table: 1½xHalf0
Reference: DM {Planeshifted Kobold0}
Groups: Rogue, Monster, Alternate
 
Gets 40 Rogue points per level.
Level 1: Flying 18" (C)
Level N: Get an "Any Rogue N" pick. You split this into smaller picks; e.g. a Level 6 pick could be split into a Level 2 and a Level 4 pick, or six Level 1 picks, etc. You cannot combine picks to create a higher level pick.

[PC8] Monster Group Classes


Vampire5

Level KXP Wizard/Priest
123 456 78
1 0 1-- --- --
2 6.3 2-- --- --
3 12.6 3-- --- --
4 25.2 41- --- --
5 50.4 42- --- --
6 100.8 43- --- --
7 201.6 44- --- --
8 403.2 541 --- --
9 800 542 --- --
10 1250 543 --- --
11 1700 544 --- --
12 2150 554 1-- --
13 2600 554 2-- --
14 3050 554 3-- --
15 3500 554 4-- --
16 3950 655 41- --
17 4400 655 42- --
18 4850 655 43- --
19 5300 655 44- --
20 5750 665 541 --
21 6200 665 542 --
22 6650 665 543 --
23 7100 665 544 --
24 7550 666 554 1-
25 8000 666 554 2-
26 8450 666 554 3-
27 8900 666 554 4-
28 9350 666 655 41
29 9800 666 655 42
30 10250 666 655 43
31 10700 666 655 44
32 11150 666 655 54
33 11600 666 655 55
34 12050 666 666 55
35 12500 666 666 65
36 12950 666 666 66
TH Saves
PD RS PP BW Sp Fo Re Wi
+1  0  0  0  0  0  0  0  0
+2  1  1  1  1  1  1  1  1
+3  1  1  1  1  1  1  1  1
+4  2  2  2  2  2  2  2  2
+5  2  2  2  2  2  2  2  2
+6  3  3  3  3  3  3  3  3
+7  3  3  3  3  3  3  3  3
+8  4  4  4  4  4  4  4  4
+9  4  4  4  4  4  4  4  4
+10  5  5  5  5  5  5  5  5
+11  5  5  5  5  5  5  5  5
+12  6  6  6  6  6  6  6  6
+13  6  6  6  6  6  6  6  6
+14  7  7  7  7  7  7  7  7
+15  7  7  7  7  7  7  7  7
+16  8  8  8  8  8  8  8  8
+17  8  8  8  8  8  8  8  8
+18  9  9  9  9  9  9  9  9
Requisites: Str 13, Dex 9, Con 13
Alignment: any (usually E)
HD/level: &d10
Weapon Prof.: &6+level/2
To Hit Table: Mon
Save Table: Mon
Reference: Buffyverse
Groups: Monster
 
Can cast Wizard or Priest spells. No stat bonus. Gets access to 1 school or sphere per level.
You can be turned as a Vampire.
Severe allergy to sunlight, holy water. Severe allergy to wood if attacker uses selective targeting on your chest. Vulnerable to garlic.
Each level, get one "5th edition" pick from the choices below.
 
Levels Pick Description
Level 1-3: A +LVL Str and Exceptional Str
B +LVL Martial Arts maneuvers and Exceptional Dex
C Bite is vampiric regen (full) and Exceptional Con
D Immune to fear, emotion, lack of morale
E 1M, LVL/d: Know direction/distance to most powerful magic item on current DL.
Level 4: Pick any Monster5 class level 1-3
Level 5-7: F Any Rogue level X ability, with Y*LVL points to spend on it, X+Y=8
G 1F, sacrifice a creature you have subdued/unconscious: Demon Summoning (ML=LVL or HD of sacrifice / 2)
H Pick sunlight, holy water, wood, or garlic. You are not allergic/vulnerable to this.
I Immune to ESP, Telepathy, Mind attacks, Psionic blast, etc.
J 1M, LVL/d: Know direction/distance to most powerful person on current DL.
Level 8: Pick any Monster5 class level 5-7
Level 9-12: K If you bite a creature to death (but not beyond -10 hp), you can raise that creature as a vampire the next day under your control.
L 2F, sacrifice a creature you have subdued/unconscious: Wishoid/Miracle (SL=LVL or HD of sacrifice / 2)
M 1V, 3/d: Shapechange (as Druid) into Bat, Rat, or Wolf
N 0, you are being killed: Gaseous Form, you are not actually dead, move rate = LVL"
O Continuous Friendship effect running with all monsters of HD = your LVL or less
Level 13: Pick any Monster5 class level 9-12
Level 14-18: P
Q +(LVL-12)/2 second tier Martial Arts maneuvers
R
S
T
Level 18: Pick any Monster5 class level 14-18
Level 20-26: U
V
W
X
Y
Level 27-36: Pick any Monster5 class level 20-26

[PC8] Monster Group Classes


Vorosh Hunter (MTG B/U/G)

Level KXP Psi
mMG S
1 0 4-- -
2 5.225 5-- -
3 10.45 6-- -
4 20.9 61- -
5 41.8 62- -
6 83.6 63- -
7 167.2 64- -
8 334.4 65- -
9 668.8 651 -
10 1337.6 652 -
11 2006.4 653 -
12 2675.2 654 -
13 3344 664 -
14 4012.8 665 -
15 4681.6 666 -
16 5350.4 766 -
17 6019.2 776 -
18 6688 776 1
19 7356.8 777 1
20 8025.6 777 2
21 8694.4 877 2
22 9363.2 877 3
23 10032 887 3
24 10700.8 887 4
25 11369.6 888 4
26 12038.4 888 5
27 12707.2 988 5
28 13376 988 6
29 14044.8 998 6
30 14713.6 998 7
31 15382.4 999 7
32 16051.2 999 8
33 16720 A99 8
34 17388.8 A99 9
35 18057.6 AA9 9
36 18726.4 AAA 9
TH Saves
PD RS PP BW Sp Fo Re Wi
+4  5  3  8  2  3  1  1  1
+5  5  4  8  2  3  1  1  2
+6  6  4  8  3  4  2  2  2
+7  6  5  8  4  4  2  2  3
+8  7  5  9  5  4  3  2  3
+9  8  6  9  6  5  3  3  4
+10  8  6  9  7  5  4  3  4
+11  9  7  9  8  6  4  4  5
+12 10  8 10  9  7  5  4  5
+13 11  8 10 10  7  5  4  6
+14 11  9 10 11  8  6  5  6
+15 12 10 11 12  9  6  5  7
+16 13 11 12 13 10  7  6  7
+17 14 11 13 14 10  7  6  8
+18 14 12 13 14 11  8  6  8
+19 14 12 14 14 11  8  7  9
+20 14 13 14 14 12  9  7  9
+21 15 13 14 14 12  9  8 10
Requisites: Str 16, Dex 16, Con 18,
  Int 18, Wis 18, Chr 16,
  Class slots 2
Alignment: LE or TN
HD/level: 2½d0+13  (see note)
Weapon Prof.: 5+level*3/2
To Hit Table: Mon +3 levels
Save Table: War/Rog/Psi
Reference: DM
Groups: Rogue, Psionicist, Monster
 
Hit Dice: "2½d0+13" means you get 2½ times your Con bonus, plus an additional 13 (not multiplied by 2½), per level (round down).
Exceptional Str, Dex, and Chr bonus.
Gets Wis bonus to physical attacks in addition to Str and/or Dex.
Can weapon specialize and uses the "Ranger" line for number of attacks.
Has 60+40*LVL Rogue points.
Some of this class's rogue abilities duplicate psionic powers. The number of PSPs being used (if this is needed, for effects like Cell Adjustment) is equal to the amount the roll is made by. The limit on how many PSPs can be spent is still obeyed.
This class counts as 1 level higher for purposes of twilighting. You will twilight if you use a psionic power that is too high SL for you.
Has access to the following psionic frequencies: -1, -5, -6N, 9. DM Note: A list of -1, -5, -6N powers follows, but I didn't list Psi9 because it's so long.
PSPs = (Con+Int+Chr)*LVL
May use ½P instead of 1M to use psionic powers, but only one psionic power can be used in this way per 1P action. The other ½P action can be used to make 1 attack (or converted to ½V to do a half movement).
Level 1: Vampiric Regeneration (for every 2 damage you deal in melee: regen 1 hp, cannot go above max).
Level 2: 1M: Target person gets +LVL TH, dmg, AC, and saves, but another target person in the same party gets -LVL (no save; both targets must make aIR to avoid).
Level 2: 1M: Move an effect on 1 person to another in same party (no save; both targets aMR to avoid.) The original owner still controls the effect, so if it must be activated in order to function (e.g. Psi9 Extra Limb), this doesn't work as expected.
Level 4: 1V: +1 QV next segment.
Level 4: 1V: Target cannot use V actions next segment (no save; aIR to avoid).
Level 5: 1M: Raise Dead.
Level 5: 1M: Target person gets +LVL TH, dmg, AC, and saves until end of turn.
Level 9: 1M: Target person gets +LVL*3 distributed among TH, dmg, AC, and saves, but another target person in the same party gets negative the same amount (no save; both targets must make aIR to avoid).
Level 9: 1P: +1 QP next segment.
Level 9: 1P: Target cannot use P actions next segment (no save; aIR to avoid).
Level 9: Double Vampiric Regeneration (for every 1 damage you deal in melee: regen 1 hp, cannot go above max).
Level 10: 1M: Raise Dead Fully.
Level 16: Your Vampiric Regeneration affects your missile weapons too.
Lvl Ability | -50% | -100% | -150% Act Base Penalty Bonus
1 Duplicate a Psi1 minor ||| major ||| grand ||| super 1M 0 Chr-9 Chr-12
1 Duplicate a Psi2 minor ||| major ||| grand ||| super 1M 0 Con-9 Con-12
1 Duplicate a Psi3 SL=1 | SL=2 | SL=3 | etc. 1M 0 Any-18 Any-24
1 Any Rogue Level 1 ability - - - -
1 Any Rogue Level 1 ability - - - -
1 Any Rogue Level 1 ability - - - -
2 Duplicate a Psi10 minor ||| major ||| grand ||| super 1M 0 Int+Wis-24 Int+Wis-32
3 Duplicate a Psi5 minor ||| major ||| grand ||| super 1M 0 Chr-15 Chr-20
3 Any Rogue Level 3 ability - - - -
4 Any Rogue Level 4 ability - - - -
5 Any Rogue Level 5 ability - - - -
6 Any Rogue Level 6 ability - - - -
6 Any Rogue Level 6 ability - - - -
7 Any Rogue Level 7 ability - - - -
8 Any Rogue Level 8 ability - - - -
9 Any Rogue Level 9 ability - - - -
9 Any Rogue Level 9 ability - - - -
9 Any Rogue Level 9 ability - - - -
9 Any Rogue Level 9 ability - - - -
12 Any Rogue Level 12 ability - - - -
15 Any Rogue Level 15 ability - - - -
18 Any Rogue Level 18 ability - - - -
21 Any Rogue Level 21 ability - - - -
24 Any Rogue Level 24 ability - - - -
27 Any Rogue Level 27 ability - - - -
30 Any Rogue Level 30 ability - - - -
33 Any Rogue Level 33 ability - - - -
36 Any Rogue Level 36 ability - - - -

[PC8] Monster Group Classes


Psi -1, -5, -6N Minor Powers

Freq Minor Powers Cost Notes
Psi-1 Body Fluidity 1/r +level saves; +level TH with weapons
Psi-1 Body Over Mind 5/d Lose LVL mental ability score points, distribute among physical ability scores
Psi-1 Brainwave Adjustment 1 Change your Truename; You are knocked out of Contact, PsiLinks, etc.
Psi-1 Cell Rearrangement N Heals/Harms N% of max hp; Max N = level*5; Cure/Cause Curse = 20/70
Psi-1 Clairnasience 5/r 40' range per level
Psi-1 Clearcognition 1/r Can use all 5 senses normally, even if some outside effect is blinding them
Psi-1 Darknesses 1 Target has -2 saves, deafness (save) for 1 turn
Psi-1 Detection of Anti-Magic 3/r Detect Anti-Magic
Psi-1 Expediation 5/r Weight Allow. = Str of level+12; +level TH; Elasticity
Psi-1 Object Writing 1/r Item must make item saving throw or destroyed
Psi-1 Premature Trigger 10 Set off someone else's trigger prematurely (no save, ER resists)
Psi-1 Resume Animation 6 Remove one instance of Paralysis, Stun, Hold, etc. on yourself
Psi-1 Reverse ESP 2/r 0, 1/r: Target hears your thoughts and must save or insane.
Psi-1 Steadiness 3/t Immune Telekinsesis, Falling Damage, Teleport Away, Gates/DimDoors
Psi-1 Visibility 3/t Everything within 30'r is visible (counters hidden and Disappearance too)
Psi-5 Aging 1 Target is aged CL*CL years (no save)
Psi-5 Bolt of Nothing 1 CL dmg to one target (no save); that targets loses next M action (save)
Psi-5 Forget 1 Target forgets last minute (or) Target loses CL spells in memorization
Psi-5 Immobilize 1 -3xCL" move rate (no save); loses Dex bonus to saves & AC (save)
Psi-5 Immune to Charm 1+1/h Target is immune to charm & hypnosis
Psi-5 Immune to Fear 1+1/h Target is immune to fear & beguiling
Psi-5 Immune to Hold 1+1/h Target is immune to hold & stop
Psi-5 Immune to Sleep 1+1/h Target is immune to sleep & exhaustion
Psi-5 Nullcancel 1 Dispel one x1 effect (no save, gets ER)
Psi-5 Unspirit 1 Target gets -CL each to Cml, Luck, and CL (save for each point)
Psi-6N Awaken 2*N Removes sleep/fatigue effect on up to N targets
Psi-6N Earth Bolt N Deal Nd10 Eldritch Earth dmg to one target (no save); max N=CL
Psi-6N Force of Nature I 1 Summon a Plant Elemental: AC 20, hp 20, #Att 1/1, TH +10, dmg 10
Psi-6N Gaea’s Bounty 24 Add one first-level Plant/Animal spell to memorization (only have one of these at one time)
Psi-6N Gaea’s Cradle ~ 0 One of your summoned creatures is dispelled; Add it's hp in Psi(-6)N PSPs to your pool
Psi-6N Gaea’s Might ~ 10/h Target gains +N AC/saves/TH/dmg; N is number of groups of classes you have
Psi-6N Natural Healing ~ 8 Target is cured equal to his Con score in hp
Psi-6N Naturalize 11 Dispel one non-natural effect (or) Turn off one non-natural item for 1 turn
Psi-6N Nature’s Lore 11/h Know direction & distance to an object or person (if they are touching the ground)
Psi-6N Soothing Word 2*N Removes fear/horror effect on up to N targets
Psi-6N Spiritual Energy 4*N/h +N Con; max N=CL
Psi-6N Adaptation ~ 3/h NaNR +CL*10%; Immune to Hostile Environment; Need not breathe
Psi-6N Earth Storm 4*N Deal Nd12 Eldritch Earth dmg 40' radius (no save); max N = CL
Psi-6N Force of Nature II 4 Summon a Wood Elemental: AC 40, hp 80, #Att 2/1, TH +30, dmg 30
Psi-6N Gaea’s Balance 13 You may transfer SLs & PSPs between your magic & psi pools; use [Q11] type conversion
Psi-6N Gaea’s Blessing 11 Reconstruct up to three effects which were dispelled/twisted within the last turn
Psi-6N Gaea’s Skyfolk ~ 21/h Winged flight CL^2"
Psi-6N Gaea’s Touch 20/r +1QM only for Psi(-6)N/Psi6N/Bard/Druid/HOSN/Limbologist/RedRobe powers/spells
Psi-6N Harmony of Nature 12/r 0, 1/s, one of your summoned critters loses & can't use 1P this segment: You gain +1QP
Psi-6N Nature’s Blessing ~ N/h +N distributed among AC/saves/TH/dmg as you like; max N=CL
Psi-6N Nature’s Chosen 10/r +1S action

[PC8] Monster Group Classes


Psi -1, -5, -6N Major Powers

Freq Major Powers Cost Notes
Psi-1 Dimensional Folding 25 Dimensional Folding (as spell)
Psi-1 Effects Resistance 10/h +level*5% ER; others you target -level*5% ER; no selective targetting penalties
Psi-1 Energy Amplification 1/HD Add dice to a damaging effect which is resolving (Max = level) only on 1 target
Psi-1 Hand-to-Hand Resistance 10/h +level*5% aWR; others you target -level*5% aWR; no selective targetting penalties
Psi-1 Imp. Cell Rearrangement N As Cell Rearrangement but range=10*level'; Max N = level*10
Psi-1 Inverse Astral Projection 10/t Inverse Astral Projection
Psi-1 Inverse Magic Jar 20/r Another being can use your body
Psi-1 Mass Mental Freedom 10+HD Max = 5 creatures; Removes charm, hypnosis, sleep, dominate, etc.
Psi-1 Mental Paralysis Bolt 15+HD Save -6; 1 creature cannot use M actions for CL rounds; Max HD = 2*level
Psi-1 Moving Concentration 5/d Can convert 1M -> 1P+1V each round if desired
Psi-1 Physical Surgery N*10 Pick 1: Halve hp & slow (N=1), Ray/Enfeeblement (N=5), Insanity (N=6); all have save
Psi-1 Shape Alteration Other 3+W W=weight/100; Polymorph Other (save)
Psi-5 Beam of Nothing 2 CL*CL dmg in a 30' line (no save); they lose next F action (save)
Psi-5 Energy Drain 2 Target is energy drained CL levels in every class (1 save for each level)
Psi-5 Fade Away 2 30' radius area is teleported (unwilling get save), selective, 1r delay
Psi-5 Immune to Poison 2+2/h Target is immune to poison & disease
Psi-5 Zombify 2 Target gets -CL each to Int, Wis, and Chr (save for each point)
Psi-6N Brute ~ 24 For the next turn, you get: -1M, +1P, -CL Int, +CL Str, -CL saves, +CL dmg; can't drop this
Psi-6N Call of the Wild 7 Summon any real-world animal (your choice), you get CL/ML of them (round up)
Psi-6N Force of Nature III 9 Summon a Root Elemental: AC 60, hp 180, #Att 3/1, TH +50, dmg 50
Psi-6N Gaea’s Embrace ~ 22/h Target gains +3 AC/saves/TH/dmg and Troll-like regen CL hp/r
Psi-6N Gaea’s Herald ~ 11/t When your summoned creatures go below -10 hp, they don't disappear (you can cure)
Psi-6N Life Essence N If target has less than N*CL current hp, it is cured so it has N*CL hp; minimum N = 1
Psi-6N Nature’s Cloak 12/m +CL*10 Rogue points; Any Level=CL/2 (or less) Rogue pick
Psi-6N Dual Nature ~ 24/m Whenever you summon or create creatures, you get twice as many of them
Psi-6N Force of Nature IV 16 Summon a Thicket Elemental: AC 80, hp 320, #Att 4/1, TH +70, dmg 70
Psi-6N Gaea’s Avenger ~ 4*N/s Immune to xN and lower artifact effects that you (or your party) do not control; max N=5
Psi-6N Nature’s Wrath 24 Turn all undead/outer-planar creatures within 80' (no turn roll, instead make Will saves)
Psi-6N One with Nature 10/r For each point of damage you deal in unarmed combat, add 1 to your Psi(-6)N pool
Psi-6N Seeds of Life 10 1 sq. mile area is restored, CL trees grow instantly, removes Defiled status

[PC8] Monster Group Classes


Psi -1, -5, -6N Grand Powers

Freq Grand Powers Cost Notes
Psi-1 Anti-Psionic Disruption 40/r No Anti-Psi powers (any freq.) can be used in 50' r
Psi-1 Decay 50 1=Decay (item save), 2=Freedom, 5=Instantaneous, 7=Tempus Lawfulness
Psi-1 Endowment 100 Give someone else (who is insane) Psi-1
Psi-1 Energy Solidity 3/HD As per Energy Amplification but entire effect is amplified
Psi-1 Power Transfer 100*N N: Minor=1, Major=2, Grand=3, Super=4; Object's Anti-Psi Strength = ½ of caster's
Psi-1 Quick Physical Acceleration 35/r +1 QP action
Psi-1 Quick Anti-Psi Acceleration 35/r +1 QM action which can be used only for anti-psionics
Psi-1 Reattachment 20*SL One effect that someone/something can per unit of time is considered "not used" yet
Psi-1 Swing Acceleration 35/r +1 S action
Psi-5 Cone of Nothing 3 CL*CL*CL dmg in a 30' cone (no save); they lose next Opp action (save)
Psi-5 Spectrify 3 Target gets -CL each to Str, Dex, and Con (save for each point)
Psi-6N Child of Gaea 33 Target becomes Int=3, Wis=3, Chr=3, CL=0 (no save) for CL days
Psi-6N Everhome 16/d Your home plane is every plane; when this effect ends, your home plane = current plane
Psi-6N Force of Nature V 25 Summon a Fungus Elemental: AC 100, hp 500, #Att 5/1, TH +90, dmg 90
Psi-6N Gaea’s Liege ~ 33/h Your max hp is CL^3 (and/or) Your TH bonus is +CL^2 (no other adj. can be added)
Psi-6N Force of Nature VI 36 Summon a Thorn Elemental: AC 120, hp 720, #Att 6/1, TH +110, dmg 110

[PC8] Monster Group Classes


Psi -1, -5, -6N Super Powers

Freq Super Powers Cost Notes
Psi-1 Cellular Cure / Cause X Up to X targets: Heal or Harm X hp; You may target someone more than once (!)
Psi-1 Insist 40 [0 action] Counters a counterspell; that same type of counterspell can't be used again
Psi-1 Limitation 1000 1 target: -CL/9 to max # of classes or # psi.freq. (no resistance)
Psi-1 No Resistance (Physical) 400 1 target: Lowers all physical immunites; lowers all WR, aWR; halves iWR, iaWR
Psi-1 Rapid Swing 80/r All your weapons are Ninja Speeded (x2 #Att), add one to multiplier if already have it
Psi-1 Villain Element 600 Casts any one 1st level Villain spell

[PC8] Monster Group Classes


Werewolf5


Level

KXP
Psi14
mMG S

TH
1 0 1-- - +1
2 4.2 2-- - +2
3 8.4 3-- - +3
4 16.8 31- - +4
5 33.6 32- - +5
6 67.2 33- - +6
7 134.4 43- - +7
8 268.8 44- - +8
9 500 441 - +9
10 800 442 - +10
11 1100 443 - +11
12 1400 444 - +12
13 1700 544 - +13
14 2000 554 - +14
15 2300 555 - +15
16 2600 655 - +16
17 2900 665 - +17
18 3200 665 1 +18
19 3500 665 2 +19
20 3800 665 3 +20
21 4100 665 4 +21
22 4400 665 5 +22
23 4700 666 5 +23
24 5000 666 6 +24
25 5300 766 6 +25
26 5600 776 6 +26
27 5900 777 6 +27
28 6200 777 7 +28
29 6500 877 7 +29
30 6800 887 7 +30
31 7100 888 7 +31
32 7400 888 8 +32
33 7700 988 8 +33
34 8000 998 8 +34
35 8300 999 8 +35
36 8600 999 91 +36
37 17200 999 92 +37
38 25800 999 93 +38
39 34400 999 94 +39
45 86000 A99 99 +45
54 163400 BBB BB +54
63 240800 DDD DC +63
72 318200 FFE EE1 +72
Requisites: Str 9, Dex 13, Con 13
Alignment: any (usually CN, CE, or NE)
HD/level: & ++d8
Weapon Prof.: & 4+level/2
To Hit Table: Mon
Reference: DM
Groups: Rogue, Monster
Complexity: CF=2
   
Saving Throws:  
PPD: level+12
RSW: level+2
PP: level-4
BW: level+3
Spell: level+0
Fort: level+4
Reflex: level+4
Will: level-3
   
Can use Psi14 powers.
PSPs (Psi14) = (LVL+2)*20.
Severe allergy to Wolfsbane. Vulnerable to Silver.
Gets 30 Rogue points per level, and a Rogue level N pick every odd level.
2V: Change form into a Wolf, or back to Humanoid (or whatever your normal race is).
Each level, get one "5th edition" pick from the choices below.
 
Levels Pick Description
Level 1-3: A +LVL Dex and Exceptional Dex
B +LVL slots in Weapon Mastery (can be used on natural attacks); CF=3: Exceptional Str
C Any Rogue level 1 ability (this may be picked multiple times)
D +1 Psi14 minor power (this may be picked multiple times)
E 1M, LVL/d: Know direction/distance to Boss and NPC party on current DL.
Level 4: Pick any Monster5 class level 1-3
Level 5-7: F Aggressive: -1 Wis, +50 Rogue points
G Great Slayer: 1N, 1/s: Touch/Claw deals +4*LVL dmg; 0: Add Vile and Wounding (LVL hp /s).
H Tracking as a Ranger; Trailing proficiency; 1F: Find the Path
I Can do natural attacks with every arm
J +LVL*200 item XP in Weapon flags per day, only for your claws or bite
Level 8: Pick any Monster5 class level 5-7
Level 9-12: K The space you're standing at can't be targetted; You don't trigger the "Blink Wounding" effect.
L Immune to terrain, hostile environments, x1 Terrain Features
M x2 Feats (whenever you get a feat, get a bonus feat)
N Can operate at negative hp total up to your max hp, can be offensive
O Wolf Reborn: 1D, 1/d: Reincarnate Self
Level 13: Pick any Monster5 class level 9-12
Level 14-18: P 1M: Commune with The Beast or Nanna-Sin [or] Summon a DL VII Moon Dog
Q Ignore aWR and skins of all types with your natural attacks; iaER 100%
R Immune to attacks of opportunity; Astral Construct "Grouping" ability
S +LVL Luck; Luckstone effect
T 1M: Learn a fact (e.g. a weakness) about a monster never seen before
Level 18: Pick any Monster5 class level 14-18
Level 20-26: U ?
V ?
W ?
X ?
Y ?
Level 27-36: Pick any Monster5 class level 20-26

[PC8] Monster Group Classes


Wraith0/7

Level KXP Psi7
mMG
1 2.5 (owe) 1--
2 4 2--
3 7 3--
4 10 4--
5 15 5--
6 30 51-
7 60 52-
8 120 53-
9 240 54-
10 480 55-
11 730 65-
12 980 66-
13 1230 661
14 1480 662
15 1730 663
16 1980 664
17 2230 665
18 2480 666
19 2730 666
20 2980 666
21 3230 666
22 3480 666
23 3730 666
24 3980 666
25 4230 666
26 4480 666
27 4730 666
28 4980 666
29 5230 666
30 5480 666
31 5730 666
32 5980 666
33 6230 666
34 6480 666
35 6730 666
36 6980 666
TH Saves
PD RS PP BW Sp Fo Re Wi
+3  1  1  1  1  1  1  1  1
+4  2  2  2  2  2  2  2  2
+5  2  2  2  2  2  2  2  2
+6  3  3  3  3  3  3  3  3
+7  3  3  3  3  3  3  3  3
+8  4  4  4  4  4  4  4  4
+9  4  4  4  4  4  4  4  4
+10  5  5  5  5  5  5  5  5
+11  5  5  5  5  5  5  5  5
+12  6  6  6  6  6  6  6  6
+13  6  6  6  6  6  6  6  6
+14  7  7  7  7  7  7  7  7
+15  7  7  7  7  7  7  7  7
+16  8  8  8  8  8  8  8  8
+17  8  8  8  8  8  8  8  8
+18  9  9  9  9  9  9  9  9
+19  9  9  9  9  9  9  9  9
+20 10 10 10 10 10 10 10 10
Requisites: Dex 12, Con 9, Wis 9
Alignment: any N (or) any E
HD/level: & +d8
Weapon Prof.: & 3+level/6
To Hit Table: Mon +2 levels
Save Table: Mon +2 levels
Reference: DM {Planeshifted Spectre0}
Groups: Monster
 
These are Wraiths of the (Barney'd) goddess Velonya (goddess of Fertility and Death). They have the unusual property that beings life drained by them immediately rise up as Wraiths, with hardly any delay.b
Gets a Psi7 (Undead psionics) progression. PSPs (Psi7) = (LVL+2)*20.
Level 1: Immune to Turn Undead.
Level 1: Enemies need a +LVL-1 weapon to hit you. To ignore this restriction, monsters divide their HD by your LVL (with a minimum of 4), not the usual 4.
Level 1: Base AT is +4+LVL.
Level 1: You energy drain 1 level with every attack (even through weapons).
Level 1: If you kill someone by energy draining them, you can raise him as a Wraith0/7 with their previous stats. He becomes available next segment. You have LVL-1 "Revive" slots, each one can hold one Wraith0/7. You still have your regular Summon slot in addition, which can be used as an additional Revive slot if desired. You get the raise even if you used a energy drain source other than the Wraith0/7 ability (you cast an Energy Drain spell, for example). You can dismiss a Revive with a 0 action. If you raise a Wraith0/7 and don't have a Revive slot available, they become free-roaming undead, but they cannot harm you (as you are his master).
Level 4: You energy drain 1 level whenever someone hits you (for each hit, if you have stoneskins or were immune to the attack, the level drain doesn't occur).

[PC8] Monster Group Classes


Wyvern1

Level KXP Dragon Mage
123 456 78
1 2.5 (owe) 0-- --- --
2 5 1-- --- --
3 10 20- --- --
4 15 21- --- --
5 25 320 --- --
6 45 321 --- --
7 85 432 0-- --
8 165 432 1-- --
9 325 543 20- --
10 575 543 21- --
11 825 654 320 --
12 1075 654 321 --
13 1325 765 432 0-
14 1575 765 432 1-
15 1825 776 543 2-
16 2075 776 543 20
17 2325 776 543 21
18 2575 777 654 32
19 2825 777 654 32
20 3075 777 765 43
21 3325 777 776 54
22 3575 777 777 65
23 3825 777 777 76
24 4075 777 777 77
25 4325 777 777 77
26 4575 888 877 77
27 4825 888 888 87
28 5075 888 888 88
29 5325 988 888 88
30 5575 998 888 88
31 5825 999 888 88
32 6075 999 988 88
33 6325 999 998 88
34 6575 999 999 88
35 6825 999 999 98
36 7075 999 999 99
TH Saves
PD RS PP BW Sp Fo Re Wi
+5  4  7  5  3  6  1  1  1
+6  4  7  5  3  7  2  2  2
+7  4  8  5  4  7  3  3  3
+8  4  8  6  4  7  4  4  4
+9  5  9  6  5  8  5  5  5
+10  6  9  7  6  8  6  6  6
+11  7 10  7  7  9  7  7  7
+12  8 10  8  8  9  8  8  8
+13  9 10  9  9  9  9  9  9
+14 10 11 10 10 10 10 10 10
+15 11 11 11 11 11 11 11 11
+16 12 12 12 12 12 12 12 12
+17 13 13 13 13 13 13 13 13
+18 14 14 14 14 14 14 14 14
+19 15 15 15 15 15 15 15 15
+20 16 16 16 16 16 16 16 16
+21 17 17 17 17 17 17 17 17
+22 18 18 18 18 18 18 18 18
Requisites: Str 15, Dex 9, Con 12, Int 9
Alignment: not LG
HD/level: & ++++d5
Weapon Prof.: & 5+level/4
To Hit Table: Mon+4
Save Table: Wiz / (2xMon)
Reference: DM
Groups: Warrior, Rogue, Monster
 
Gets Int bonus to spells.
Gets Exc Str and Exc Con bonus.
Level 1: Fly at (LVL+4)*5" (D).
Level 1: Immune Poison. Tail's P: Do an attack at 1d2 dmg plus poison (LVL*10 dmg, save for 0)
Level 1: Choose an E=1, E=2, or E=3 element. Immune to that element. Mouth's P, LVL/d: Breath Weapon of that element, dmg = (current hp) / (breath's E factor), BW save for ½
Lvl Wyvern1 Ability | -50% | -100% | -150% Act Base Penalty Bonus
1 Take ½ dmg from an Attack | Spell | Psi Power | Innate (|| Take 0 damage) V 5 Con-16 Con-20
1 Charm/Influence Reaction | Taunt M 10 Chr-12 Chr-14
1 Detect Noise | Clairaudience M 15 Wis-8 Wis-20
1 Find/Remove Traps: Mech. | Magic/Psi | OutPhase | Pro. (amount made = #' away) M 0 Dex-14 Dex-19
1 ("Twist") Find/Remove Wizard Abjurations/Priest Protections | Psionic Protections VM 0 Dex-14 Dex-19
1 Move Silently | Passwall | Immovability V 0 Dex-15 Dex-18
1 Open/Close Locks: Mech. | Magic/Psi | OutPhase (amount made = #' away) VM 5 Dex-12 Dex-16
1 Read Languages | Decipher Code M 0 Int-9 Int-14
2 Empathy | ESP M 15 Wis-10 Wis-18
2 X-ray vision | Use innate ability through wall (amount made/10 is #' through wall) M 0 Str-10 Str-20
3 Deeppockets | Vanish | Rope Trick ||| I'm Gone (to my own Pocket Plane) M 0 Int-8 Int-20
4 Find/Remove Tricks: x1 multiplier || x2 multiplier ||| x3 mult. (amount made=#' away) M 5 Dex-18 Dex-25
4 Distraction | Mislead | Forget | Mirage Arcana M 15 Wis-13 Wis-16
5 Identity Penetration | False Seeing | True Seeing ||| Know Truename MM 0 Wis-12 Wis-20
6 All-Around Sight | Locate Object | Treasure Finding M 25 Wis-15 Wis-19
6 Suggestion | Domination | Eyebite M 10 Int-10 Int-14
7 Disembodied Hands | Unseen Servant | Invisible Stalker P 30 Chr-10 Chr-20
8 Teleport | Teleport without Error || Teleport Other to Self (no save) M 5 Int-16 Int-17
8 Wraithform | Dream Travel V 25 Con-15 Con-17
9 Find/Remove Specials: x1 multiplier | x2 mult. | x3 mult. (amount made = #' away) VV 20 Dex-18 Dex-22
10 Telekinesis (5 lb. per 1% made) M 10 Int-13 Int-17
12 Mass Weird / Mass Chaos / Mass Maze MP 0 Chr-23 Chr-25
15 Reverse Gravity | Adjust Gravity VM 0 Dex-13 Dex-17
18 Time Shift ||| Time Travel VMM 15 Int-17 Int-25
27 Shift a racial innate power you have to a random power (determined by DM) F 0 Con-20 Con-25

[PC8] Monster Group Classes


Dragon Mage Spells

SL # Spell School Effect
1 1 Charm Dragon Dragon, Cha. Charm a Dragon (Will save, Wis bonus, missed save by 10 = "Subdued" and no more saves)
2 Claws Dragon, Alt. Your claw damage is CLd4
3 Resist Dragon Breath Dragon, Abj. Resist Dragon Breath
4 Summon Dragon I Dragon, Summ. Summons a DL I Dragon
2 1 Bite Dragon, Alt. Your bite damage is CLd6
2 Immune Fear Dragon, Abj. Immune Fear
3 Scales Dragon, Abj. AT +CL*4; MR +CL*10%
4 Summon Dragon II Dragon, Summ. Summons a DL II Dragon
3 1 Double Resist Dragon Breath Dragon, Abj. Double Resist Dragon Breath
2 Locate Dragon Dragon, Div. Locate nearest dragon (may specify type or an individual dragon)
3 Summon Dragon III Dragon, Summ. Summons a DL III Dragon
4 Wings Dragon, Alt. Fly at CL*6" (D)
4 1 Breath Weapon Dragon, Alt. You have a breath weapon, pick a E=CL/4 element, 3/d or 1/3r, =current hp (BW save:½)
2 Clairnasience Dragon, Div. You gain Clairnasience
3 Summon Dragon IV Dragon, Summ. Summons a DL IV Dragon
4 Tail Dragon, Alt. Grow a tail, damage is CLd5
5 1 Dragon Slaying Dragon, Enc. Your party does x2 damage (of all types) against dragons
2 Immune Dragon Breath Dragon, Abj. Immune Dragon Breath
3 Polymorph Dragon Armor Dragon, Alt. Turn a dragon armor into another type (<= gp value)
4 Summon Dragon V Dragon, Summ. Summons a DL V Dragon
6 1 Anti-Psi15 Shell Dragon, Abj. Immune to Psi15 and Psi-15 effects; Resist all Elements/Eelements
2 Drolem Dragon, Enc. Raise a dead dragon as a DL=Age/2+4 Drolem (Undead Golem), +1 Revive slot
3 Gravity Sphere Dragon, MTG R No one can fly or levitate in the area (x1 Special) (fliers in room take falling dmg when cast)
4 Summon Dragon VI Dragon, Summ. Summons a DL VI Dragon
7 1 Dragonskin Dragon, Abj. Get 8+CL/3 Dragonskins, each Dragonskin ignores a limb's worth of attacks (no leak)
2 Harm Dragon Dragon, Nec. This is a Harm that actually works on Dragons (puts a dragon to 1 hp, no halving of hp)
3 Immune Breath Weapons Dragon, Abj. Immune Breath Weapons (even non-dragon)
4 Summon Dragon VII Dragon, Summ. Summons a DL VII Dragon
8 1 Dragonlancing Dragon, Enc. Add you or your mount's current hp (if it's a dragon) to your melee dmg
2 Lernaean Dragon, Nec. Choose one of your limbs (or your head), it is Lernaean
3 Shapechange Dragon Dragon, Alt. You Shapechange into a dragon (or) Shapechange Other on a dragon
4 Summon Dragon VIII Dragon, Summ. Summons a DL VIII Dragon
9 1 Control Dragon Dragon, Cha. *Charm* (Subdue) a Dragon (no save, use CR at 1/10 rating, no MR)
2 Dragoncasting Dragon, Meta-Magic Add you or your mount's current hp (if it's a dragon) to your damaging spell effects
3 Immune Area Innates Dragon, Abj. Immune to area Innate abilities unless directly targetted
4 Summon Dragon IX Dragon, Summ. Summons a DL IX Dragon
10 1 Anti-Dragon Shell Dragon, Abj. Hedges out all Dragons in your group; Immune to all Dragon damage and effects
2 Dispel Innates Zone Dragon, Anti-Magic Creates a DIZ (Dispel Innates Zone) (x1 Special)
3 Dragon of Tyr Dragon, Defil. 2F actions to cast, 1/d: Duplicate a 1st level Dragon of Tyr2 spell
4 Summon Dragon X Dragon, Summ. Summons a DL X Dragon

[PC8] Monster Group Classes


Yuan-Ti / Snake Worshiper

Level KXP Priest
123 456 78
1 3.3 (owe) 0-- --- --
2 5.25 00- --- --
3 7.2 000 --- --
4 11.1 000 0-- --
5 20.2 000 00- --
6 39.05 000 000 --
7 74.8 000 000 0-
8 146.3 100 000 0-
9 295.8 110 000 0-
10 588.3 111 000 0-
11 880.8 111 100 0-
12 1173.3 111 110 0-
13 1465.8 111 111 0-
14 1758.3 111 111 1-
15 2050.8 221 111 1-
16 2343.3 222 211 1-
17 2635.8 222 222 1-
18 2928.3 222 222 2-
19 3220.8 333 222 2-
20 3513.3 333 333 2-
21 3805.8 333 333 3h
22 4098.3 444 433 3g
23 4390.8 444 444 4f
24 4683.3 555 554 4e
25 4975.8 555 555 5d
26 5268.3 666 666 5c
27 5560.8 666 666 6b
28 5853.3 777 777 7a
29 6145.8 888 888 80
30 6438.3 999 999 91
31 6730.8 AAA AAA A2
32 7023.3 BBB BBB B3
33 7315.8 CCC CCC C4
34 7608.3 DDD DDD D5
35 7900.8 EEE EEE E6
36 8193.3 FFF FFF F7
TH Saves
PD RS PP BW Sp Fo Re Wi
+1  8  4  5  2  3  0  0  2
+2  8  4  6  3  4  0  0  3
+3  9  5  6  3  4  0  1  3
+4  9  5  6  4  4  1  1  4
+5 10  6  7  4  5  1  1  4
+6 10  6  7  5  5  2  2  5
+7 11  7  8  5  6  2  2  5
+8 11  7  9  6  6  2  2  6
+9 12  7  9  6  7  3  3  6
+10 12  8  9  6  7  3  3  7
+11 13  8 10  7  8  4  3  7
+12 13  9 10  7  8  4  4  8
+13 13  9 10  7  8  4  4  8
+14 14  9 11  8  9  5  4  9
+15 14 10 11  8  9  5  5  9
+16 14 10 11  9  9  6  5 10
+17 15 11 12  9 10  6  5 10
+18 15 11 12 10 11  6  6 11
Requisites: Con 12, Wis 15
Alignment: LN, LE, NE, or CE
HD/level: & +d9
Weapon Prof.: 4+level/2
To Hit Table: Mon
Save Table: Pri
Reference: DM
Groups: Priest, Monster
 
Gets Wis or Con bonus to spells.
Gets Exc Con bonus.
Level 1: Immune Poison and Charm.
Level 1: Infravision and Infrared Sight (Heat Vision).
Level 1: Detect Lie cont.
Level 1: Your bite is poisonous; it deals an extra LVL*5 poison dmg. Alternatively, you can make the poison deadly (they get a save vs. poison).
Level 1: 0, 1/r, gaze: Charm Person or Reptile (Will save)
Level 1: +1 additional Specialty Priest (GGL) pick.
Level 1: +1 tail.
Level 1: 10F, 1/reset: Brew 10 doses of a random potion of DL=LVL/2 (round up). The DM will determine what it is.
 
New Spells:
Poison Spittle N (one for each SL=N): Breathe poison: one group, dmg=(current hp)/(9-N), no save
Reptile Summoning N (one for each SL=N): Summons a DL=N+1 Reptile.
Sticks to Snakes N (one for each SL=N): Reptile Swarm Summoning for CL*(9-N)/3 reptiles of DL=N-1.

[PC8] Monster Group Classes


Zantriss

Level KXP Wizard
123 456 789 ABC DE
TH
1 0 2½- --- --- -- +1
2 4 31½ --- --- -- +2
3 8 421 --- --- -- +3
4 16 532 ½-- --- -- +4
5 32 643 1½- --- -- +5
6 64 754 21- --- -- +6
7 96 865 32½ --- -- +7
8 144 976 43½ --- -- +8
9 216 A87 541 ½-- -- +9
10 400 A98 652 1-- -- +10
11 600 AA9 763 2½- -- +11
12 1000 AAA 874 3½- -- +12
13 1400 AAA 985 4½- -- +13
14 1800 AAA A96 51½ -- +14
15 2200 AAA AA7 621 -- +15
16 2600 AAA AA8 732 -- +16
17 3000 AAA AA9 843 -- +17
18 3400 AAA AAA 954 ½- +18
19 3800 AAA AAA A65 ½- +19
20 4200 AAA AAA A76 1- +20
21 4600 AAA AAA A87 1- +21
22 5000 AAA AAA A98 2- +22
23 5400 AAA AAA AA9 2- +23
24 5800 AAA AAA AAA 3- +24
25 6200 BBB BBB BBB 3- +25
26 6600 BBB BBB BBB 4- +26
27 7000 CCC CCC CCC 4½ +27
28 7400 CCC CCC CCC 5½ +28
29 7800 DDD DDD DDD 5½ +29
30 8200 DDD DDD DDD 51 +30
31 8600 DDD DDD DDD 61 +31
32 9000 EEE EEE EEE 61 +32
33 9400 EEE EEE EEE 71 +33
34 9800 FFF FFF FFF 71 +34
35 10200 FFF FFF FFF 81 +35
36 10600 FFF FFF FFF 821 +36
37 21200 FFF FFF FFF 822 +37
38 31800 FFF FFF FFF 832 +38
39 42400 FFF FFF FFF 833 +39
45 106000 FFF FFF FFF 866 +45
54 201400 FFF FFF FFF A99 1 +54
63 296800 FFF FFF FFF AA9 9 +63
72 392200 FFF FFF FFF CCB B1 +72
Race Adjustments:
Str Dex Con Int Wis Chr Cml AT hp TH Div
+3 +3 +4 +6 -4 +3 +2 +4 +10 +2 ÷1
 
Requisites: Str 10, Dex 10, Con 12, Int 18, Chr 10,
  Race Slots 1, Class Slots 2
Alignment: any G
HD/level: & d5
Weapon Prof.: 1+level/4
To Hit Table: Mon
Save Table: Wiz+1
Reference: DM
Groups: Wizard, Monster, Archetype
Complexity: CF=3
   
Saving Throws:  
PPD: level+4
RSW: level+7
PP: level+5
BW: level+3
Spell: level+6
Fort: level+0
Reflex: level+1
Will: level+1
   
Considered a "Pocket Dragon" race.
Level 1 ¶: Get one instance of each of the Psi15 Minor Alterations, as follows. You get 1 extra Psi15 pick per even level.
Add Breath Weapon [1st] Breath weapon is 3/d. Choose a normal (E=1) element. Breath = 50% of current hp total.
Add Breath Weapon [2nd] Breath weapon is once per 3 rounds. Choose a normal (E=1) element. Breath = (CL+1)d(CL*2+2).
Add Resistance Resist one normal (E=1) element, this can be taken twice for an E=2, thrice for an E=3, etc.
Add Scales Natural AT source = +CL
Add Tail Tail does 1d(CL*2) damage
Add Wings Flight at (CL+1)*3" rate
Alter Resistances Alter two resistances (or one immunity) to be of different element(s) (Pick an E factor = original)
Improve Breath Freq. Can use breath 4/d or once per 2 rounds (Pick again: 5/d or every r.) (Pick 3rd time: 6/d or per 5 s.)
Improve Breath Element Add 1 to the E factor of your breath weapon element. (Choose a new element when you pick this.)
Increase Bite Damage (+1)d(+2) with bite attacks
Increase Breath Damage +10% of current hp total to breath dmg [or (+1)d(+2) breath dmg if using set breath dice]
Increase Claw Damage (+2)d(+0) with claw/hand attacks
Increase Tail Damage (+0)d(+4) with tail attacks
Versatile Breath Element Your can alternatively use a second element, with E factor equal or less than your normal breath.
Level 1: Pink Bow: 0, 1/t: Alter the breath weapon you breathe to an element of the same E or less, until you use this ability again. You are immune to that element, until you use this ability again.
Level 1: Each level, pick one spell. That spell requires only ½ of a spell to cast. This isn't cumulative with school specialization.
Level 1: MR adjustment is -5*level% instead of +60-5*level%.
Level 1: Can specialize in 1 school for free. Can specialize in another school, but then must pick an opposite.
Level 3: All of your spells that offer a saving throw now require 2 saving throws, if either is failed, the target is treated as having not saved.

[PC9] Alternate Universe Group Classes


Amulet Destroyer1JG

Level KXP Wizard
123 456 789
1 0 1-- --- ---
2 2.25 2-- --- ---
3 4.5 3-- --- ---
4 9 41- --- ---
5 18 421 --- ---
6 36 432 --- ---
7 72 433 1-- ---
8 144 443 21- ---
9 288 444 22- ---
10 576 444 221 ---
11 1076 444 332 ---
12 1576 444 443 ---
13 2076 444 444 ---
14 2576 544 444 1--
15 3076 554 444 2--
16 3576 555 444 3--
17 4076 555 544 4--
18 4576 555 554 41-
19 5076 555 555 42-
20 5576 555 555 53-
21 6076 555 555 54-
22 6576 555 555 55-
23 7076 655 555 551
24 7576 665 555 552
25 8076 666 555 553
26 8576 666 655 554
27 9076 666 665 555
28 9576 666 666 555
29 10076 666 666 655
30 10576 666 666 665
31 11076 666 666 666
32 11576 777 666 666
33 12076 777 777 666
34 12576 777 777 777
35 13076 888 777 777
36 13576 888 888 777
TH Saves
PD RS PP BW Sp Fo Re Wi
+0  4  7  5  3  6  0  1  1
+1  4  8  5  4  7  0  1  2
+2  4  8  6  4  7  1  2  2
+3  5  9  7  5  8  2  3  3
+4  5 10  7  5  9  2  3  4
+5  6 10  8  6  9  3  4  5
+6  6 11  8  6 10  3  4  5
+7  7 12  9  7 11  4  5  6
+8  7 12  9  8 11  4  5  7
+9  8 13 10  8 12  5  6  8
+10  8 13 11  9 12  6  7  8
+11  9 14 11 10 13  6  7  9
+12  9 14 12 10 13  7  8 10
+13 10 15 13 11 14  8  9 11
+14 10 15 13 11 15  8  9 11
+15 11 16 13 12 15  9 10 12
+16 11 16 14 12 15  9 10 13
+17 12 16 14 13 16 10 11 14
Requisites: Str 16
Alignment: any
HD/level: d6
Weapon Prof.: 1+level/2
To Hit Table: War
Save Table: 1½xWiz
Reference: DM {Planeshifted Amulet Maker1JG}
Groups: Warrior, Wizard, Alternate
 
Level 1: Irreducible Pick Pockets LVL*5% (not shifted by target's HD/Level)
Level 1: 0, 1 attack: Destroy a magic item.
Level 1: 1P: Dispel a spell/psionic effect.
Level 1: Your Personality Score = Con+Int+Wis+Chr+2*LVL.
Level 1: +LVL distributed among AC, TH, or dmg.
Level 2: 1M, heavy concentration (lose 1M each round): Lockdown E actions.
Level 18: Immune to the effects of ego from any item of your multiplier or less.

[PC9] Alternate Universe Group Classes


Anti-Magic-User1

Level KXP Wizard
123 456 789
1 0 1-- --- ---
2 3.75 2-- --- ---
3 7.5 21- --- ---
4 15 32- --- ---
5 33.75 421 --- ---
6 60 422 --- ---
7 90 432 1-- ---
8 135 433 2-- ---
9 202.5 433 21- ---
10 375 443 22- ---
11 562.5 444 33- ---
12 1125 444 441 ---
13 1687.5 555 442 ---
14 2250 555 442 1--
15 2812.5 555 552 1--
16 3375 555 553 21-
17 3937.5 555 553 32-
18 4500 555 553 321
19 5062.5 555 553 331
20 5625 555 554 332
21 6187.5 555 554 442
22 6750 555 555 443
23 7312.5 555 555 553
24 7875 555 555 554
25 8437.5 555 555 555
26 9000 666 655 555
27 9562.5 666 666 655
28 10125 666 666 666
29 10687.5 777 766 666
30 11250 777 777 766
31 11812.5 777 777 777
32 12375 888 877 777
33 12937.5 888 888 877
34 13500 888 888 888
35 14062.5 999 988 888
36 14625 999 999 999
TH Saves
PD RS PP BW Sp Fo Re Wi
+0  4  7  5  3  6  0  1  1
+0  4  7  5  3  7  0  1  1
+0  4  8  5  4  7  0  1  2
+1  4  8  6  4  7  1  2  2
+1  5  9  6  4  8  1  2  3
+1  5  9  7  5  8  2  3  3
+2  5 10  7  5  9  2  3  4
+2  6 10  7  6  9  2  3  4
+2  6 10  8  6  9  3  4  5
+3  6 11  8  6 10  3  4  5
+3  7 11  9  7 10  4  5  6
+3  7 12  9  7 11  4  5  6
+4  7 12  9  8 11  4  5  7
+4  7 13 10  8 11  5  6  7
+4  8 13 10  8 12  5  6  8
+5  8 13 11  9 12  6  7  8
+5  8 14 11  9 13  6  7  9
+5  9 14 11 10 13  6  7  9
Requisites: Int 14, Wis 9
Alignment: any
HD/level: d4
Weapon Prof.: 1+level/6
To Hit Table: Wiz
Save Table: Wiz
Reference: DM {Planeshifted Magic-User1}
Groups: Wizard, Alternate
 
Specialization in Anti-Magic; no opposite.
Level 1: May use 1 material component effect per spell as a zero action.

[PC9] Alternate Universe Group Classes


Anti-Magic Spells

Level # Spell Effect
1 1 Anti-Magic Armor Armor has +1/+1 AC/saves for 1t
1 2 Anti-Magic Missile (L+1)/2 missiles; 1d4+1 dmg gravity (no save)
1 3 Anti-Magic Mouth Mouth that moves around (like Wizard Eye), can speak through it
1 4 Detect/Identify Anti-Magic Detect/Identify Anti-Magic
1 5 Foul Potions Foul (Destroy) 10*CL doses of magical Potions in someone's inventory (no save), the potions can be fixed out of combat if done within the hour
1 6 Nystul's Anti-Magic Aura Makes an object radiate anti-magic; considered a +0 weapon on the damage side
2 1 Anti-Magic Resistance aMR 50+CL*5% [duration 2 hours]
2 2 Blank [1Z to cast] Counter a Blink effect
2 3 Dispel Magic (one effect) Dispels one magic effect (no option to dispel an area like normal Dispel Magic)
2 4 Drain Charges Target magic item loses 10*CL charges (no save)
2 5 Rope Trap Create a x1 magical trap of Maze
2 6 Spectral Mouth Can have a breath effect start from a remote location
3 1 Anti-Magic Circle Against T/N/S/J/A/Nil As "Protection from [alignment]" spells, against one of T/N/S/J/A/Nil
3 2 Delay Life [1bM to cast] Counter a Raise effect (Resurrection still works), or Turn off someone's Regen Buffer
3 3 Flowform Enter the nearby border Phlogiston plane
3 4 Greater Anti-Magic Armor Armor has +CL/3 AC and +CL/3 saves for 1t
3 5 Pro. from Magic Armor You ignore the AC plusses from magic armor for 1t
3 6 Pro. from Shields Ignore damaging shield effects
4 1 Airskin 4+CL/2 Airskins. Each Airskin halves the damage from an energy-based attack. Can use 1Z to have a second Airskin halve it again.
4 2 Anti-Magic Mirror Like crystal ball but with sound and scent instead of sight
4 3 Create Exhaustion Target takes 50% more damage than the damage he's taken so far (RSW save for 25%)
5 1 Anti-Magic Jar Exorcism and Remove Domination/Charm/Magic Jar on 1 target, or the target drops an item that's Ego Dominating him (no resistance)
5 2 Anti-Magic Shell (one SL) Pick one SL. Turns off magical spells and effects of exactly that SL (lower or higher is not affected)
5 3 Shadow Anti-Magic CLd6 dmg (pick a normal or para element) to a group, Int check for half damage
6 1 Anti-Anti-Magic Shell Turns off anti-magical spells and effects of spell levels 0-5
6 2 Demi-Shadow Anti-Magic CLd8 dmg (pick a normal, para, or quasi element) to a group, Int check for half damage
6 3 Create DMZ Create a DMZ (Dispel Magic Zone), a x1 Special on the room
7 1 First Level Anti-Magic-User Spells (DM1) Cast any four 1st level Anti-Magic spells simultaneously when it is cast.
7 2 First Level Anti-Magic-User Spells (DM2) Can cast one 1st Level Anti-Magic spell per round as Z action
7 3
8 1
8 2
8 3
9 1 Megaskin CL/4 Megaskins. Each Megaskin lets you ignore one energy based attack.
9 2 Round Stop The current round will end after the end of this segment (the rest of the segments this round will not occur)
9 3
10 1 Anti-Anti-Dispel Magic Shell Lower an Anti-Dispel Magic Shell
10 2 Anti-Dispel Anti-Magic Shell Your effects are immune to low MF, Instantaneous, Look at Me I'm the DCI
10 3

[PC9] Alternate Universe Group Classes


Astral Destruct-3

Level KXP Psi-3
123 456 789
1 1 (owe) c-- --- ---
2 8 0-- --- ---
3 27 1-- --- ---
4 64 2c- --- ---
5 125 30- --- ---
6 216 31- --- ---
7 343 33c --- ---
8 512 330 --- ---
9 729 331 --- ---
10 1000 332 c-- ---
11 1300 333 0-- ---
12 1600 333 1-- ---
13 1900 333 2c- ---
14 2200 333 30- ---
15 2500 333 31- ---
16 2800 333 32c ---
17 3100 333 330 ---
18 3400 333 331 ---
19 3700 333 332 c--
20 4000 333 333 0--
21 4300 333 333 1--
22 4600 333 333 2c-
23 4900 333 333 30-
24 5200 333 333 31-
25 5500 333 333 32-
26 5800 333 333 32c
27 6100 333 333 330
28 6400 333 333 331
29 6700 333 333 332
30 7000 333 333 333
31 7300 333 333 333
32 7600 333 333 333
33 7900 333 333 333
34 8200 333 333 333
35 8500 333 333 333
36 8800 333 333 333
TH Saves
PD RS PP BW Sp Fo Re Wi
+1  5  3  8  2  3  1  0  1
+2  5  4  8  2  3  1  0  2
+3  6  4  8  3  4  2  0  2
+4  6  5  8  3  4  2  1  3
+5  6  5  9  3  4  2  1  3
+6  6  6  9  4  5  3  1  4
+7  7  6  9  4  5  3  2  4
+8  7  7  9  4  5  4  2  5
+9  7  7 10  5  6  4  2  5
+10  7  8 10  5  6  4  3  6
+11  8  8 10  5  6  5  3  6
+12  8  9 10  6  7  5  3  7
+13  8  9 11  6  7  6  4  7
+14  8 10 11  6  7  6  4  8
+15  9 10 11  7  8  6  4  8
+16  9 11 11  7  8  7  5  9
+17  9 11 12  7  9  7  5  9
+18  9 12 12  8  9  8  5 10
Requisites: Str 6+level, Dex 5+level, Con 4+level,
Int 3+level, Wis 2+level, Chr 1+level
Alignment: any
HD/level: & d10
Weapon Prof.: & 3+level
To Hit Table: Mon
Save Table: Psi
Reference: DM {Planeshifted Astral Construct3}
Groups: Psionicist, Monster, Alternate
 
Gets Psi-3 powers, see [Q-3]. Gets a stat bonus of your choice to the progression.
Psi-3 PSPs = (LVL*LVL+LVL*10+Stat-14)/4. Example: Level 1 character with a Stat=18 has (1*1+1*10+18-14)/4 = 3 PSPs.
Also gets 1 ACP (Astral Construct Point) per level. These ACPs return at a rate of LVL/4+1 per turn, round down.
Level 1: You count as an additional +2 weapon to hit others.
Level 1: You may use Anti-Astral Projection; but in this case, you cannot use M actions.
Level 1: Pick an ability below. Even though these mechanics are "5th edition"-like, these are not "5th edition" picks for Custom5.
   I. ½P, 1 ACP: Deal 50*LVL Anti-Astral dmg to one target (no save, IR to resist)
   II. 1P, 1 ACP: Destroy a x0 or x1 magic item.
   III. 1P, 1 ACP: Unsummon a summon.
Level 2: Pick another ability from I-III above. If you pick an ability more than once, P action costs go to V, V costs go to 0 (zero action).
Level 3: Pick another ability from I-III above. If you pick an ability more than once, P action costs go to V, V costs go to 0 (zero action).
Level 5: Pick an ability below:
   IV. ½P, 2 ACP: Deal 25*LVL Anti-Astral dmg to a group (no save, IR to resist)
   V. 1P, 2 ACP: Destroy a Wall or Ward (e.g. Forbiddance zone) effect, or cast Passwall.
   VI. 1P, 2 ACP: Target gains +1QP action this segment
Level 6: Pick another ability from I-VI above. If you pick an ability more than once, P action costs go to V, V costs go to 0 (zero action).
Level 7: Pick another ability from I-VI above. If you pick an ability more than once, P action costs go to V, V costs go to 0 (zero action).
Level 9: Pick an ability below:
   VII. ½P, 3 ACP: Remove a class ability or immunity from an element (affects 1 group). If used against 1 target, gets no ER.
   VIII. 1P, may borrow, 3 ACP: Fork
   IX. 1P, 3 ACP: Defile the MF/PF/TF/PsiF/TechF in area, Tempus Chaos, cause other forms of discontinuities/tears
Level 10: Pick another ability from I-IX above. If you pick an ability more than once, P action costs go to V, V costs go to 0 (zero action).
Level 11: Pick another ability from I-IX above. If you pick an ability more than once, P action costs go to V, V costs go to 0 (zero action).
Level 13: Pick an ability below:
   X. ½M, 4 ACP: Halve the hp on up to (LVL-7)/3 targets (no save, IR to resist)
   XI. 1M, 4 ACP: Whenever someone targets a spell or psi effect in the room, it is redirected to you (treat as a x1 Special).
   XII. 1M, 4 ACP: Cause all triggers on target to trigger prematurely, and target cannot use his next Clone (no save, ER to resist)
Level 14: Pick another ability from I-XII above. If you pick an ability more than once, P action costs go to V, V costs go to 0 (zero action).
Level 15: Pick another ability from I-XII above. If you pick an ability more than once, P action costs go to V, V costs go to 0 (zero action).

[PC9] Alternate Universe Group Classes


Beast Rider

Level KXP Priest
123 4
1 0 b-- -
2 2.475 a-- -
3 4.95 a-- -
4 9.9 0-- -
5 19.8 0b- -
6 39.6 1a- -
7 79.2 1a- -
8 158.4 10b -
9 350 10a -
10 700 11a -
11 1050 110 b
12 1400 111 a
13 1750 111 a
14 2100 211 0
15 2450 211 1
16 2800 221 1
17 3150 222 1
18 3500 322 1
19 3850 333 2
20 4200 333 3
21 4550 433 3
22 4900 443 3
23 5250 444 3
24 5600 444 4
25 5950 544 4
26 6300 554 4
27 6650 555 4
28 7000 555 5
29 7350 655 5
30 7700 665 5
31 8050 666 5
32 8400 666 6
33 8750 766 6
34 9100 776 6
35 9450 777 6
36 9800 777 7
TH Saves
PD RS PP BW Sp Fo Re Wi
+0  8  4  5  2  3  0  0  2
+1  8  4  6  3  4  0  0  3
+2  9  5  6  3  4  0  1  3
+3  9  5  6  4  4  1  1  4
+4 10  6  7  4  5  1  1  4
+5 10  6  7  5  5  2  2  5
+6 11  7  8  5  6  2  2  5
+7 11  7  9  6  6  2  2  6
+8 12  7  9  6  7  3  3  6
+9 12  8  9  6  7  3  3  7
+10 13  8 10  7  8  4  3  7
+11 13  9 10  7  8  4  4  8
+12 13  9 10  7  8  4  4  8
+13 14  9 11  8  9  5  4  9
+14 14 10 11  8  9  5  5  9
+15 14 10 11  9  9  6  5 10
+16 15 11 12  9 10  6  5 10
+17 15 11 12 10 11  6  6 11
Requisites: Str 11, Chr 13
Alignment: non-E
HD/level: ++d8
Weapon Prof.: 1+level
To Hit Table: War
Save Table: Pri
Reference: DM {Planeshifted Beastmaster}
Groups: Warrior, Alternate
 
Gets priest spells, with Chr bonus. Grand access in Animal and Charm. Cannot cast Necromancy spells at all.
Level 1: 1M: Summon a DL=(LVL+1)/2 mount of your choice. A table of mounts is on the following page.
Level 1: Get 1 normal familiar, which must be a mount and a natural animal. You don't actually ride your familiar to get it's bonus; you ride your summoned mount (the ability above).
Level 1: 1M: Animal Friendship
Level 1: 1M: Speak with Animals
Level 1: 0: You may take a damaging effect or attack for your mount, or vice versa.
Level 2: Your mount takes 1/LVL damage from energy attacks.
Level 4: All animals that you ride gain +2 Int.
Level 6: Your mount may fly at it's ground speed rate. (Note that Flying isn't listed on the Mount table for DL 4+ mounts, but most already have it.)

[PC9] Alternate Universe Group Classes


Beast Rider Mounts

DL Mount AC hp #Att TH dmg Special
1 Light Horse 15 50 3 +6 5 Increase stats by 50% each time you level
1 Camel 14 60 2 +5 7 Spits for 1d20 dmg
1 Pegasus 17 40 2 +4 4 Flying; Regenerate LVL hp/s (self and rider)
2 Medium Horse 32 120 3 +16 12 Increase stats by 50% each time you level
2 Giant Eagle 30 140 3 +17 17 Flying; Eagle Eye Vision; Immune Blindness
2 Unicorn 40 60 2 +8 6 Luckstone (self and rider)
3 Heavy Horse 51 210 3 +30 21 Increase stats by 50% each time you level
3 Dragon Horse 60 240 2 +25 15 Pick a type of dragon. Breath weapon (half hp).
3 Brontosaurus 20 1600 1 +80 80 Lernaean; can carry a lot of weight (Str 200)
4 Heavy War Horse 72 320 3 +48 32 Increase stats by 50% each time you level
4 Dragon, Lesser 80 400 2 +40 30 Pick a type of dragon. Breath weapon (full hp).
4 Dog, Beast of Xvim 60 200 1 +65 85 Beast of Xvim; Ignores aWR / +wpn needed to hit
5 Elite War Horse 95 450 3 +70 45 Increase stats by 50% each time you level
5 Polar Bear 100 500 3 +70 50 Immune Cold (self and rider)
5 Juggernaut 350 300 1 +120 120 Resist Technological damage (self and rider)
6 Greater War Horse 120 600 3 +96 60 Increase stats by 50% each time you level
6 Nightmare 133 666 3 +66 66 Unholy fire shield; Breath weapon (half hp); Plane Shift 1/r
6 Hydra 160 800 5 +80 80 5 Breath Weapons (each is 1/10 current hp)
7 Ultra War Horse 147 770 3 +126 77 Increase stats by 50% each time you level
7 Opinicus 140 800 2 +120 60 Heal 1/r (self or rider). iMPIRR 50% (self and rider).
7 Scaled Wurm 490 600 1 +300 100 Attack swallows whole (100 dmg /s)
8 Gargantuan War Horse 176 960 3 +160 96 Increase stats by 50% each time you level
8 Dragon, Greater 180 1000 2 +140 90 Breath weapon (full hp); Dragonlancing (add mount's hp to rider's dmg)
8 Time Elemental 170 700 1 +170 Inc Attack is Incursion (5 RSW saves); Time/Reality Stability (self and rider)
9 Chosen One Horse 207 1170 3 +198 117 Increase stats by 50% each time you level
9 Ki-Rin 210 1500 2 +150 150 Wish 1/r; Immune to Traps and Tricks (self and rider)
9 Ethereal Weebie 156 600 3 +120 120 Ethereal Projection; +2*LVL weapon to hit (both are self and rider)
10 Paragon War Horse 240 1400 3 +240 140 Increase stats by 50% each time you level
10 Tarrasque 280 3000 5 +400 210 iMReflection 50%; Regenerate 6*LVL hp/s (both self and rider)
10 Ultraplanar Calf iAC 1 ihp 1 1 +500 500 Capital M Moo 1/r; Immune Annihilation (self and rider)

[PC9] Alternate Universe Group Classes


Biostatistician

Level KXP
S=1
KXP
S=2
KXP
S=3
Spells
1 0 0 0 (none)
2 7.5 10 12.5 (none)
3 15 20 25 (none)
4 30 40 50 (none)
5 60 80 100 (none)
6 120 160 200 (none)
7 240 320 400 (none)
8 480 640 800 (none)
9 960 1280 1600 (none)
10 1500 2000 2500 (none)
11 2200 2900 3625 (none)
12 2900 3800 4750 (none)
13 3600 4700 5875 (none)
14 4300 5600 7000 (none)
15 5000 6500 8125 (none)
16 5700 7400 9250 (none)
17 6400 8300 10375 (none)
18 7100 9200 11500 (none)
19 7800 10100 12625 (none)
20 8500 11000 13750 (none)
21 9200 11900 14875 (none)
22 9900 12800 16000 (none)
23 10600 13700 17125 (none)
24 11300 14600 18250 (none)
25 12000 15500 19375 (none)
26 12700 16400 20500 (none)
27 13400 17300 21625 (none)
28 14100 18200 22750 (none)
29 14800 19100 23875 (none)
30 15500 20000 25000 (none)
31 16200 20900 26125 (none)
32 16900 21800 27250 (none)
33 17600 22700 28375 (none)
34 18300 23600 29500 (none)
35 19000 24500 30625 (none)
36 19700 25400 31750 (none)
TH Saves
PD RS PP BW Sp Fo Re Wi
+0 &0 &0 &0 &0 &0 &0 &0 &0
+1 &1 &1 &1 &1 &1 &1 &1 &1
+2 &1 &1 &1 &1 &1 &1 &1 &1
+3 &2 &2 &2 &2 &2 &2 &2 &2
+4 &2 &2 &2 &2 &2 &2 &2 &2
+5 &3 &3 &3 &3 &3 &3 &3 &3
+6 &3 &3 &3 &3 &3 &3 &3 &3
+7 &4 &4 &4 &4 &4 &4 &4 &4
+8 &4 &4 &4 &4 &4 &4 &4 &4
+8 &5 &5 &5 &5 &5 &5 &5 &5
+9 &5 &5 &5 &5 &5 &5 &5 &5
+9 &6 &6 &6 &6 &6 &6 &6 &6
+10 &6 &6 &6 &6 &6 &6 &6 &6
+10 &7 &7 &7 &7 &7 &7 &7 &7
+11 &7 &7 &7 &7 &7 &7 &7 &7
+11 &8 &8 &8 &8 &8 &8 &8 &8
+12 &8 &8 &8 &8 &8 &8 &8 &8
+12 &9 &9 &9 &9 &9 &9 &9 &9
Requisites: Str+Dex+Con >= 40+15*S
Alignment: any
HD/level: d8
Weapon Prof.: 0+level
To Hit Table: Cust
Save Table: & Mon
Reference: DM {Planeshifted Statistician}
Groups: Custom, Alternate
 
For abilities, see next page.

[PC9] Alternate Universe Group Classes


Biostatistician Abilities

If you have the Biostatistician class, ability scores cost this number of stat points: Str=0.6, Dex=0.8, Con=0.4, Int=1.6, Wis=1.4, Chr=1.2.
Example 1: You gain 2 stat points (e.g. by going up in level). You could buy 5 Con, or 1 Wis + 1 Str, etc.
Example 2: You could trade in a point of Int (for half it's value = 0.8), then buy a point of Str, and have 0.2 left over.
Leftover fractional stat points can be saved for later.
Must always use 2 for 1 trading (lose 2 stat points to gain 1 stat point elsewhere), using the translation given above.
 
The "&" on Saves means to add these saves to your highest other class in that category.
 
Pick an S factor for this class, which must be an integer and at is at least 1.
Every Level: +S ability score points. This is in addition to the normal +1 stat you get per level. See above for stat costs.
Every Level: Pick a stat. You have "Hold" of that stat (it cannot be lowered, and you are immune to stat damage of that stat). When you get other stats at levels 12 and 24, use the number of points to indicate how many times you need to pick that stat before you have "Hold" in it (e.g. you need to pick Luck twice before having Hold Luck).
Every Level: Pick a stat. Increase the level of "Exceptionalness" in that stat by one category (Normal -> Exceptional -> Barbarian -> Extra Barbarian, etc.). The exotic stats at higher levels are the same cost here; you do not need to spend extra (e.g. "Exceptional HCL" would be only 1 pick).
Every Level: 0.1*S in [P3.4] Racial Adjectives per level.
Level 1: Limit for "sleazing" stats (subability scores) is double level instead of level.
Level 3: You may treat your Movement Rate (in inches) as a stat, and may spend points to it. Movement Rate costs the same as any other stat. You start with a 12 (unless your race entry says otherwise). Since Movement Rate is a stat for you, you may 3 for 2 trade either to or away from Movement Rate. You may pick "Hold Movement Rate" using a Hold pick. "Exceptional Movement Rate" is Levitation, "Barbarian Movement Rate" is Flying.
Level 6: You may treat your Personality Score (used to resist Ego) as a stat, and may spend points to it. Personality costs the same as any other stat. You start with a +0, which is applied as an adjustment to Int+Chr+level or Wis+Con+level. Since Personality is a stat for you, you may 3 for 2 trade either to or away from Personality (but you cannot be below -level in Personality). You may pick "Hold Personality" using a Hold pick. "Exceptional Personality" is x1½ to the entire calculation [ so your Personality Score would be (Int+Chr+Level-Personality)*3/2 ], "Barbarian Personality" is x2, and so forth.
Level 9: 1P, lose 2*N stat points: +N physical stat points (Str, Dex, Con, or Movement Rate). You may spend temporary stat points (due to a running effect), but the resultant stat points will disappear when the effect ends.
Level 9: 1M, lose 2*N stat points: +N mental stat points (Int, Wis, Chr, or Personality). You may spend temporary stat points (due to a running effect), but the resultant stat points will disappear when the effect ends.
Level 12: You may treat Cml, Luck, HNCL, or CL as stats for this class. You can raise them with stat points. Cml costs 1 point each. Luck costs 2 points each. HNCL costs 3 points each. CL costs 4 points each.
Level 15: 1F, lose 2*N stat points: +N "exotic" stat points (Cml, Luck, HNCL, or CL, using the extra costs above, so you would have to lose 8 stat points to gain +1 CL). You may spend temporary stat points (due to a running effect), but the resultant stat points will disappear when the effect ends. You may use some of these stat points for physical or mental stats.
Level 18: You may treat your Number of Class Slots and Maximum Number of Psionic Frequencies as stats. They are "exotic", with Class Slots costing 5 and Psionic Frequencies costing 6.
Level 21: You may "sleaze" your Multiplier into separate attack/defense ratings, which average to your real multiplier. There is no limit to the sleaze, but you must be at least x0 in each. Change this with an F action.
Level 24: You may treat HCL, CCL, Multiplier, and ML (in one class only) as stats for this class. You can raise them with stat points. HCL costs 7 point each. CCL costs 8 points each. ML costs 9 points each. Multiplier costs 10 points each. You may buy "half" a multiplier (x1 on attack or defense) for 5.
Level 27: 1X, lose 2*N stat points: +N "very exotic" stat points (HCL, CCL, Multiplier, or ML, using the extra costs above, so you would have to lose 16 stat points to gain +1 CCL). You may spend temporary stat points (due to a running effect), but the resultant stat points will disappear when the effect ends. You may use some of these stat points for physical, mental, or exotic stats.

[PC9] Alternate Universe Group Classes


Black Hat5

Level KXP
Spells
1 0 (none)
2 2.7 (none)
3 5.4 (none)
4 10.8 (none)
5 21.6 (none)
6 43.2 (none)
7 86.4 (none)
8 172.8 (none)
9 300 (none)
10 530 (none)
11 760 (none)
12 990 (none)
13 1220 (none)
14 1450 (none)
15 1680 (none)
16 1910 (none)
17 2140 (none)
18 2370 (none)
19 2600 (none)
20 2830 (none)
21 3060 (none)
22 3290 (none)
23 3520 (none)
24 3750 (none)
25 3980 (none)
26 4210 (none)
27 4440 (none)
28 4670 (none)
29 4900 (none)
30 5130 (none)
31 5360 (none)
32 5590 (none)
33 5820 (none)
34 6050 (none)
35 6280 (none)
36 6510 (none)
TH Saves
PD RS PP BW Sp Fo Re Wi
+0 10  9  8  5  6  2  1  0
+2 10  9  8  6  6  2  1  0
+3 10  9  8  6  7  3  2  0
+5 12 11 10  8  9  3  2  1
+6 12 11 10  9  9  4  2  1
+8 12 11 10  9 10  4  3  1
+9 14 13 12 11 12  5  3  2
+11 14 13 12 12 12  5  4  2
+12 14 13 13 12 12  6  4  2
+14 16 15 14 14 15  6  4  3
+15 16 15 15 14 15  7  5  3
+17 16 15 15 15 15  7  5  3
+18 16 15 15 15 15  7  5  3
+20 16 15 15 15 15  7  5  3
+21 16 15 15 15 15  7  5  3
+23 16 15 15 15 15  7  5  3
+24 16 15 15 15 15  7  5  3
+26 16 15 15 15 15  7  5  3
Requisites: Dex 9, Chr 6
Alignment: any (most E)
HD/level: +2d6
Weapon Prof.: 3+level
To Hit Table: 1½xWar
Save Table: Half0
Reference: DM {Planeshifted White Hat5}
Groups: Rogue, Alternate
 
This class gets 1 "Any Rogue LVL/2 (round up) pick" per level. This class gets only 30 rogue points per level.
 
Levels Pick Description
Level 1-3: A Fool: -1 Int, +50 Rogue points
B Training: Gain 1 stat point per reset.
C Situational advantage: 1M: Surprise; increase Backstab/Backstrike by 1 multiplier.
D Slayer: Touch deals 4+LVL dmg. 1M: Add the "wounding" effect (LVL hp /s).
E Kung Fat: Ability to take professional wrestling, plus a kit slot to take a professional wrestling style.
Level 4: Pick two BlackHat5 Level 1-3, one Mercenary5 Level 1-3, or one Psi-5 minor
Level 5-7: F Jack: +LVL divided among Chr, Cml, or level for purposes of how many kits and feats you can have.
G Immune to paralysis (but not hold). People do not multiply their damage by their level when you're held.
H Divinity: Gain LVL in SL's as a Priest progression, this progression must be flat or decreasing.
I Thrown Fu: +LVL to hit with thrown objects; thrown objects are always at least base #Att = 1 and range 60'.
J Gain a Specialty God pick, ignoring the "Turn" column (unless you have turning from another source and want a bonus).
Level 8: Pick two BlackHat5 Level 5-7, one Mercenary5 Level 1-3, or one Psi-5 minor
Level 9-12: K
L
M
N
O
Level 13:
Level 14-18: P
Q
R
S
T
Level 18:
Level 20-26: U  
V  
W  
X  
Y  
Z  
Level 27-36:  

[PC9] Alternate Universe Group Classes


Block

Level KXP
Spells
1 7 (none)
2 14 (none)
3 28 (none)
4 56 (none)
5 112 (none)
6 224 (none)
7 448 (none)
8 560 (none)
9 700 (none)
10 1400 (none)
11 2100 (none)
12 2800 (none)
13 3500 (none)
14 4200 (none)
15 4900 (none)
16 5600 (none)
17 6300 (none)
18 7000 (none)
19 7700 (none)
20 8400 (none)
21 9100 (none)
22 9800 (none)
23 10500 (none)
24 11200 (none)
25 11900 (none)
26 12600 (none)
27 13300 (none)
28 14000 (none)
29 14700 (none)
30 15400 (none)
31 16100 (none)
32 16800 (none)
33 17500 (none)
34 18200 (none)
35 18900 (none)
36 19600 (none)
TH Saves
PD RS PP BW Sp Fo Re Wi
+0  5  3  4  3  2  2  2  1
+1  8  5  7  6  4  3  3  2
+2 10  8  9  9  7  5  4  3
+3 12 10 11 12  9  6  5  4
+4 14 12 13 14 11  8  6  5
+5 15 13 14 14 12  9  8  6
+6 15 14 15 15 14 11  9  7
+7 15 14 15 15 15 12 10  8
+8 16 15 15 15 15 14 11  9
+9 16 15 16 15 15 15 12 10
+10 16 16 16 15 16 17 14 11
+11 17 16 16 16 16 18 15 12
+12 20 19 19 19 19 21 18 15
+13 23 22 22 22 22 24 21 18
+14 26 25 25 25 25 27 24 21
+15 29 28 28 28 28 30 27 24
+16 32 31 31 31 31 33 30 27
+17 35 34 34 34 34 36 33 30
Requisites: Con 0
Alignment: any
HD/level: 6d4
Weapon Prof.: 6+level
To Hit Table: War
Save Table: 3xWar
Reference: DM {Planeshifted Brick}
Groups: Warrior, Monster, Alternate
 
Level 1: Regenerate (not Troll-like) Con score in hp per segment.
Level 1: +LVL*3 AC.
Level 1: 0, LVL/d: Be immune to a [C] section effect for the rest of the day.

[PC9] Alternate Universe Group Classes


BlockCustom5

Level KXP Wiz/Pri/Psi+-5
123 456 789
1 0 1-- --- ---
2 6 2-- --- ---
3 12 3-- --- ---
4 24 31- --- ---
5 60 32- --- ---
6 120 33- --- ---
7 240 331 --- ---
8 450 332 --- ---
9 840 333 --- ---
10 1740 333 1-- ---
11 2640 333 2-- ---
12 3540 333 3-- ---
13 4440 333 31- ---
14 5340 333 32- ---
15 6240 333 33- ---
16 7140 333 331 ---
17 8040 333 332 ---
18 8940 333 333 ---
19 9840 333 333 1--
20 10740 333 333 2--
21 11640 333 333 3--
22 12540 333 333 31-
23 13440 333 333 32-
24 14340 333 333 33-
25 15240 333 333 331
26 16140 333 333 332
27 17040 333 333 333
28 17940 444 333 333
29 18840 444 444 333
30 19740 444 444 444
31 20640 555 444 444
32 21540 555 555 444
33 22440 555 555 555
34 23340 666 555 555
35 24240 666 666 555
36 25140 666 666 666
TH Saves
PD RS PP BW Sp Fo Re Wi
+0 (total = 27, max = 9)
+2 (total = 33, max = 11)
+3 (total = 36, max = 12)
+5 (total = 42, max = 14)
+6 (total = 45, max = 15)
+8 (total = 51, max = 17)
+8 (total = 54, max = 18)
+9 (total = 60, max = 20)
+10 (total = 63, max = 21)
+11 (total = 69, max = 23)
+11 (total = 72, max = 24)
+12 (total = 78, max = 26)
+13 (total = 81, max = 27)
+14 (total = 87, max = 29)
+14 (total = 90, max = 30)
+15 (total = 96, max = 32)
+16 (total = 99, max = 33)
+17 (total = 105, max = 35)
Requisites: Four 20's
Alignment: any
HD/level: 3d3
Weapon Prof.: & 3+level
To Hit Table: 1½xCust
Save Table: 1½xCust
Reference: DM {Planeshifted ArchCustom5}
Groups: Custom, Alternate
 
Has a spell progression (unlike Custom5), but does not have a stat bonus to begin with. Can cast Wizard, Priest, Psi-5, or Psi5 powers out of progression. Your PSP pool = Str + Con + Int + Chr - 48 + 3*Level.
Each level, pick a 5th edition class. You get all the abilities of that class for the "block" this level is in (e.g. if you pick Soldier5 at level 1, you would get Soldier5's A-E abilities). If the current level is a "Pick whatever" type level (like level 4 in many classes), you get the lower level block (levels 1-3 in this case), plus 1 instance of each pick type listed (if they aren't redundant).
Due to their large size, the Occultist5 and Secret Agent5 classes count as 2 picks. If you pick Occultist5 or Secret Agent5 once, you can choose 5 of the picks of that block. When you pick the same class a second time (within the same block), you get the rest of the powers.
Has access to all 5th edition classes from previous Collectives (up to Collective 4.1), even if using "Sheets" or Background Points. This class does not automatically know Arcane5, which was introduced in this packet (Collective 4.2). DM Note: Fallen Angel5 and Rakshasa5 were introduced in Collective 3.9, so you know them, but their abilities are not in the current ArchCustom5 list.
Gets 40 Rogue points per level.
Level 12 ¶: You may pick 6th edition (Quintessential) classes (including your lower level picks if you want to reassign them).
 
For picks, see [PC6] Custom group.

[PC9] Alternate Universe Group Classes


Companion Mage

Level KXP Wizard
123 456 789
1 0 1-- --- ---
2 3 2-- --- ---
3 6 3-- --- ---
4 12 4½- --- ---
5 24 41- --- ---
6 48 42- --- ---
7 96 43- --- ---
8 192 44½ --- ---
9 384 441 --- ---
10 750 542 --- ---
11 1500 643 --- ---
12 2000 744 ½-- ---
13 2500 744 1-- ---
14 3000 754 2-- ---
15 3500 764 3-- ---
16 4000 774 4½- ---
17 4500 774 41- ---
18 5000 775 42- ---
19 5500 776 43- ---
20 6000 777 44½ ---
21 6500 777 441 ---
22 7000 777 542 ---
23 7500 777 643 ---
24 8000 777 744 ½--
25 8500 777 744 1--
26 9000 777 754 2--
27 9500 777 764 3--
28 10000 777 774 4½-
29 10500 777 774 41-
30 11000 777 775 42-
31 11500 777 776 43-
32 12000 777 777 44½
33 12500 777 777 441
34 13000 777 777 542
35 13500 777 777 643
36 14000 777 777 744
TH Saves
PD RS PP BW Sp Fo Re Wi
+0  4  7  5  3  6  0  1  1
+0  4  7  5  3  7  0  1  1
+0  4  8  5  4  7  0  1  2
+1  4  8  6  4  7  1  2  2
+1  5  9  6  4  8  1  2  3
+1  5  9  7  5  8  2  3  3
+2  5 10  7  5  9  2  3  4
+2  6 10  7  6  9  2  3  4
+2  6 10  8  6  9  3  4  5
+3  6 11  8  6 10  3  4  5
+3  7 11  9  7 10  4  5  6
+3  7 12  9  7 11  4  5  6
+4  7 12  9  8 11  4  5  7
+4  7 13 10  8 11  5  6  7
+4  8 13 10  8 12  5  6  8
+5  8 13 11  9 12  6  7  8
+5  8 14 11  9 13  6  7  9
+5  9 14 11 10 13  6  7  9
Requisites: Int 9, Chr 19, Cml 9
Alignment: any
HD/level: d6
Weapon Prof.: 2+level/4
To Hit Table: Wiz
Save Table: Wiz
Reference: DM {Planeshifted Pet Mage}
Groups: Wizard, Monster, Alternate
 
Specialized in Enchantment; Normal in Abjuration; all other schools are Opposite.
Can have 1 animal companion per level.
Your animal companions have (10+LVL)% of your base XP.

[PC9] Alternate Universe Group Classes


Conjugator

Level KXP
Spells
1 1 * orig. (ML=1, ML=1)
2 1.5 * orig. (ML=4, ML=2)
3 2 * orig. (ML=9, ML=3)
4 2.5 * orig. (ML=16, ML=4)
5 3 * orig. (ML=25, ML=5)
6 3.5 * orig. (ML=36, ML=6)
7 4 * orig. (ML=49, ML=7)
8 4.5 * orig. (ML=64, ML=8)
9 5 * orig. (ML=81, ML=9)
10 5.5 * orig. (ML=100, ML=10)
11 6 * orig. (ML=121, ML=11)
12 6.5 * orig. (ML=144, ML=12)
13 7 * orig. (ML=169, ML=13)
14 7.5 * orig. (ML=196, ML=14)
15 8 * orig. (ML=225, ML=15)
16 8.5 * orig. (ML=256, ML=16)
17 9 * orig. (ML=289, ML=17)
18 9.5 * orig. (ML=324, ML=18)
19 10 * orig. (ML=361, ML=19)
20 10.5 * orig. (ML=400, ML=20)
21 11 * orig. (ML=441, ML=21)
22 11.5 * orig. (ML=484, ML=22)
23 12 * orig. (ML=529, ML=23)
24 12.5 * orig. (ML=576, ML=24)
25 13 * orig. (ML=625, ML=25)
26 13.5 * orig. (ML=676, ML=26)
27 14 * orig. (ML=729, ML=27)
28 14.5 * orig. (ML=784, ML=28)
29 15 * orig. (ML=841, ML=29)
30 15.5 * orig. (ML=900, ML=30)
31 16 * orig. (ML=961, ML=31)
32 16.5 * orig. (ML=1024, ML=32)
33 17 * orig. (ML=1089, ML=33)
34 17.5 * orig. (ML=1156, ML=34)
35 18 * orig. (ML=1225, ML=35)
36 18.5 * orig. (ML=1296, ML=36)
TH Saves
(all)
(orig. *2) (orig. *2)
(orig. *2) (orig. *2)
(orig. *2) (orig. *2)
(orig. *2) (orig. *2)
(orig. *2) (orig. *2)
(orig. *2) (orig. *2)
(orig. *2) (orig. *2)
(orig. *2) (orig. *2)
(orig. *2) (orig. *2)
(orig. *2) (orig. *2)
(orig. *2) (orig. *2)
(orig. *2) (orig. *2)
(orig. *2) (orig. *2)
(orig. *2) (orig. *2)
(orig. *2) (orig. *2)
(orig. *2) (orig. *2)
(orig. *2) (orig. *2)
(orig. *2) (orig. *2)
Requisites: Original +9 each; +2 class slots
Alignment: As original
HD/level: (*2)d(*2) original (no &'s)
Weapon Prof.: As original +1 base, -1 rate
To Hit Table: As original *2
Save Table: As original *2
Reference: DM {Planeshifted Compounder}
Groups: Custom, Alternate
 
Pick another class you know. The class chosen cannot be Custom, Concordant, or Demigod group, or itself have subclasses (e.g. Master Thief).
For XP, this class costs the indicated amount times your base class. This does require you to write down your own little XP table.
This class has the same requisites as the original class, plus 9 in each stat. It also costs 2 more class slots than the original class.
The Hit Dice is double the number of dice and double the die size (e.g. 2d3 would become 4d6).
The Weapon Proficiencies has +1 to the base, and -1 to the divisor for the divisor rate. If the rate is multiplicative instead, add 1. (e.g. 1+level/4 becomes 2+level/3; 3+level becomes 4+level*2; 0+level*2 becomes 1+level*3.)
Your "CL" and "LVL" for abilities is equal to your level squared instead of your level. However, you get "Level:" abilities (and "picks") only up to your level as normal (it is *not* squared).
Warriors: Your base number of attacks is based on your level squared instead of your level. However, you cannot go beyond the bottom of the number of attacks chart.
Spell casters: Read on the ML=(level squared) line, but your max SL is based only on ML=(level). For example, a level 4 Conjugator emulating a Mage2 reads on the ML=16 line, but has only 1st and 2nd level spells (the max SL that a normal Mage2 has).
Priests: You turn undead using level squared. GGL powers that are LVL based use level squared, but you get Level: picks only up to your level.
Rogues: You get rogue points as if you were LVL=(level squared), but you read the rogue chart only down to your level (not squared).
Psionicists: Your LVL in PSP calculations is your level squared. Your CL is level squared, of course.
DM Note: In certain cases a formula is given for a class ability which is actually meant to abbreviate a "stack" of Level: abilities, such as "+LVL GGL picks". In these cases, the DM may rule you do not square that LVL number, you just use level. The ruling here is somewhat dependent on what else the class does, if the class gets almost no other benefits from Conjugator, the DM is more likely to let you use level squared. A good example of this is Pet Mage, which *does* use level squared for number of familiars, because otherwise a Conjugated Pet Mage does almost nothing extra.

[PC9] Alternate Universe Group Classes


Cthulhu Investigator5

Level KXP Wizard
123 456 789 AB
1 0 2½- --- --- --
2 4.5 31½ --- --- --
3 14 421 --- --- --
4 33 532 ½-- --- --
5 70 643 1½- --- --
6 145 754 21- --- --
7 294 865 32½ --- --
8 593 976 43½ --- --
9 1001 A87 541 ½-- --
10 1410 A98 652 1-- --
11 1819 AA9 763 2½- --
12 2228 AAA 874 3½- --
13 2637 AAA 985 4½- --
14 3046 AAA A96 51½ --
15 3455 AAA AA7 621 --
16 3864 AAA AA8 732 --
17 4273 AAA AA9 843 --
18 4682 AAA AAA 954 ½-
19 5091 AAA AAA A65 ½-
20 5500 AAA AAA A76 1-
21 5909 AAA AAA A87 1-
22 6318 AAA AAA A98 2-
23 6727 AAA AAA AA9 2-
24 7136 AAA AAA AAA 3-
25 7545 BBB BBB BBB 3-
26 7954 BBB BBB BBB 4-
27 8363 CCC CCC CCC 4½
28 8772 CCC CCC CCC 5½
29 9181 DDD DDD DDD 5½
30 9590 DDD DDD DDD 51
31 9999 DDD DDD DDD 61
32 10408 EEE EEE EEE 61
33 10817 EEE EEE EEE 71
34 11226 FFF FFF FFF 71
35 11635 FFF FFF FFF 81
36 12044 FFF FFF FFF 82
TH Saves
PD RS PP BW Sp Fo Re Wi
+0  4  7  5  3  7  0  1  1
+1  5  9  6  4  8  1  2  3
+2  5 10  7  5  9  2  3  4
+3  6 11  8  6 10  3  4  5
+3  7 12  9  7 11  4  5  6
+4  8 13 10  8 12  5  6  8
+5  8 14 11  9 13  6  7  9
+6  9 15 12 10 14  7  8 10
+7 10 15 13 11 15  8  9 11
+8 11 16 14 12 15  9 10 13
+8 12 16 14 13 16 10 11 14
+9 13 16 15 14 16 11 12 15
+10 14 16 15 15 16 12 13 16
+11 15 17 16 16 16 13 14 18
+11 16 17 16 16 17 15 15 18
+12 16 17 16 16 17 17 16 18
+13 17 17 17 17 17 17 16 18
+14 18 18 17 17 17 17 17 18
Requisites: Dex 12+level, Int 4+2*level
Alignment: L any (or) W any
HD/level: d10
Weapon Prof.: 6+level/6
To Hit Table: 2½xWiz
Save Table: 2½xWiz
Reference: CoC3 {Planeshifted Cthulhoid Horror5)
Groups: Wizard, Alternate, Planar
 
For abilities, see next page.

[PC9] Alternate Universe Group Classes


Cthulhu Investigator5 Abilities

The stat requirements for this class is Dex 12+LVL and Int 4+2*LVL. If you gain enough XP to raise in level and do not have the stat requirement, you still go up in level, but you "owe" stat points (can spend stat points only to Dex or Int until you fill the requirements). You cannot add this class unless you have Dex 13 and Int 6 (what you need to be level 1).
Specialized in Cthulhu school, pick an opposite. Other Wizards cannot access Cthulhu school at all unless they "know" your class; even then, they need to spend 2 slots each for them.
May weapon specialize using the "Spec Non-War" column for number of attacks.
 
Levels 1-3: Pick one of these per level:
   A. 1M: Dismiss a Ooze or Demon 10*LVL%
   B. 1M: LVL instances of Resist Insanity
   C. Immune Goo and Gray Goo
   D. 1bM, 1/r: Counter a Wild Surge or High-Frequency Sample
   E. Immune to tentacle damage.
Level 4: Pick two Cthulhoid Investigator5 Level 1-3, one Occultist5 Level 1-3, or one Alien Cultist5 Level 1-3
Levels 5-7: Pick one of these per level:
   F. 1P, 1/r: +1QM next segment.
   G. Immune head blown off, drowning (i.e. you have Water Breathing), falling (i.e. you levitate / feather fall at will)
   H. 1M+1P: Cure a Potion or Magical Pool effect that occured within the last round.
   I. 1M+1P: Contact Higher Plane
   J. 2M: Close a Gate or Dimension Door. Your room has a x1 Special of Proof against Teleportation.
Level 8: Pick two Cthulhu Investigator5 Level 5-7, one Occultist5 Level 5-7, or one Alien Cultist5 Level 5-7
Levels 9-11: Pick one of these per level:
   K. Capital S Slay is treated as (lower-case) slay for you
   L. Immune Clone Insanity, Mirror of Opposition
   M. 2F, 1/t: Cure Capital C Crapped on someone.
   N. 8F, 1/d: Cure someone's Erased Truename (you Un-Erase his Truename)
   O. 1F: Restore Multiplier; Remove Multiplier damage (incl. Vile Multiplier damage)
Level 12: Pick two Cthulhu Investigator5 Level 9-11, one Occultist5 Level 9-11, or one Alien Cultist5 Level 9-11

[PC9] Alternate Universe Group Classes


Cthulhu School Spells

Name SL Effect
Candle Communication 0 Can communicate to someone you know (across planes) if they are running this spell too
Detect Life 0 Detect Life
Elder Sign 0 Outer planar creatures cannot cross the line
Message 0 Message
Augury 1 Augury
Bind Enemy 1 Choose a target. You can't attack or target him, and vice versa.
Chant of Thoth 1 +CL Int checks
Cloud Memory 1 Forget (Will save)
Contact Human 1 Contact a specific person
Control Weather 1 Control Weather
Create Bad-Corpse Dust 1 Create a line that Undead cannot cross
Deflect Harm 1 Deflect next CL physical attacks on you, but each causes 2 Int dmg to you
Detect Magic 1 Detect Magic
Dominate Animal 1 Dominate Animal (save)
Eibon’s Wheel of Mist 1 Your group is Invisible
Invisibility Purge 1 Dispel Invisibility
Mirror of Tarkhun Atep 1 Creates a mirror
Nightmare 1 Target sleeping person has a nightmare
Pose Mundane 1 Illusion: Room appears to be normal/ordinary (x1 Trick)
Power of Nyambe 1 +2d6 SL's added to your current progression for today; -1 Con (permanent)
Seal of Isis 1 Object will make it's next item saving throw
Snare Dreamer 1 Dispel a Somniomancy effect
True Strike 1 Next attack at +20 TH
Unmask Demon 1 Dispel a Change Self or Alter Appearance effect
View Gate 1 Can see through a Gate to other side clearly
Voice of Ra 1 +1d6+1 Chr
Warding the Eye 1 Immune to the "Evil Eye" spell (on this list)
Bring Pestilence 2 Disease (1d4 stat dmg to Str, Dex, or Con) (Fort save)
Cast Out Shan 2 Dismiss a DL I-II Insect or Undead
Cause Fear 2 Fear (Will save)
Circle of Nausea 2 Nausea to one group (Fort save)
Contact Creature 2 Contact a specific creature type
Darkness 2 Darkness
Dismissal 2 Dismiss an outer planar creature (save)
Dominate Person 2 Dominate Person (save)
Dread Curse of Azathoth 2 1d3 Chr dmg
Enchant Item 2 Add a half plus to an item (for 1 hour)
Evil Eye 2 Curse: -4 TH, checks, saves (save)
Find Gate 2 Detect Gates
Fist of Yog-Sothoth 2 CLd6 force dmg to one target (no save)
Flesh Ward 2 DR 10/+1
Frozen Tracks 2 Stop (save)
Grasp of Cthulhu 2 Target takes 2d6 dmg /r (save)
Healing Touch 2 Touch to cure 1d8+CL hp and 1 stat point dmg
Hide from the Eye 2 Invisibility
Hypnotism 2 Hypnosis (save)
Identify Spirit 2 Detect Possession
Insect Plague 2 Area effect 1 dmg /s insects
Levitate 2 Levitate
Locate Object 2 Locate Object
Magic Weapon 2 Weapon gets +1/+1 for 1 turn
Obscuring Mist 2 Wall of Fog
Sekhmenkenhep's Words 2 Convince people that what you're saying is true (save)
Skin of Sedefkar 2 +CL/5 AC
Song of Hastur 2 Target takes 2d6 dmg /r (save)
Soul Trap 2 Speak with Dead but you had to be the one who killed him
Spectral Razor 2 Magical blade that's 2d6 dmg and counts as a +5 weapon
Suggestion 2 Suggestion (save)
Voorish Sign 2 The next spell you cast will be at +3 CL
Wandering Soul 2 Dream Travel
Ward against Pyschics 2 Psionic Feats cannot be used in the room (x1 Special)
Black Binding 3 Animate a dead corpse as a DL III Undead
Breath of the Deep 3 Target is drowning (Fort save per segment or 2d6 dmg)
Contact Deity 3 Contact a specific deity 50+CL%; caster becomes insane (Will save)
Curse of the Stone 3 Target cannot act (save) as long as you heavy concentrate (can't use M actions)
Divination 3 Divination
Imprison Mind 3 Target spirit / life essence cannot leave the body it's in (save)
Mindblast 3 Insanity (save)
Raise Night Fog 3 Fog
Red Sign of Shudde M'ell 3 Group takes 1d6+LVL dmg (no save)
Shriveling 3 CLd4 dark energy dmg to one target (no save)
Siren's Song 3 Charm 2*CL HD of creatures (save)
Summon/Bind Creature 3 Summons a DL 1d4 Outer creature
Wave of Oblivion 3 If near a body of water, creates a large wave (CLd4 water dmg, no save)
Wither Limb 3 Sharpness a random limb (save)
Wrack 3 Pain (-2 all rolls) (save)
Animal Form 4 Polymorph Self into a specific animal
Bind Loup-Garou 4 Force Shapechange and Dispel a Psi14 effect
Bind Soul 4 Put someone's soul in a receptacle (Will save)
Cloak of Fire 4 +1d4+1 Dex; +3" move rate; Fire damaging shield (1d8 fire dmg /hit); You take 1 dmg /r
Create Scrying Window 4 Postcognition
Curse of the Putrid Husk 4 Curse: Insanity (save)
Curse of the Rat-thing 4 Animate a dead corpse as a DL IV Undead
Dark Resurrection 4 Raise Dead
Hands of Colubra 4 Your arms turn into snakes that deal 1d6 dmg + 1d6 Str dmg
Locate Creature 4 Locate a specific creature
Look to the Future 4 Can see into the future
Mind Transfer 4 Switch bodies with someone (save)
Pipes of Madness 4 Insanity to a group (save)
Return to Rest 4 Destroy an undead (save)
Soul Singing 4 Illusion: Target sees and hears what you wish, no one else affected (save)
Speak with Dead 4 Speak with Dead
Unspeakable Oath 4 Get a random minor magic item (50%) or +1 Int (50%) for 1 turn
Banishment of Yde Etad 5 Banish an outer planar creature to home plane (Will save)
Blind/Deafen 5 Blind and Deafen target (Fort save on each)
Cast Out Devil 5 Exorcise
Create Barrier of Naach-Tith 5 Wall: Spells cannot pass, Str check (DC 40) to pass
Magic Jar 5 Magic Jar
Become Spectral Hunter 6 You take on the stats of a random DL VII Weird monster, will be Crapped in CL rounds
Body Warping of Gorgoroth 6 Polymorph Self into a creature of +/- 1 size, you get it's Str/Dex/Con
Clutch of Nyogtha 6 Paralysis (Will save) for as long as you heavy concentrate (can't use M actions)
Create Gate 6 Gate
Curse of the Chaugnar Faugn 6 *Curse* (subject loses 1d4 Chr per day and cannot Reset) (save)
Eyes of the Zombie 6 See through the eyes of a zombie (that you control)
Power Drain 6 Target loses 1d6 stat points (save), you temporarily gain the amount he lost
Create Self-Ward 7 DR 10/+1; Resist Aging
Create Time Gate 7 Create a Time Gate 10^(N-4) years
Steal Life 7 Drain 1 stat point per segment from target and add to you temporarily (save per segment)
Word of Recall 7 Word of Recall
Consume Likeness 8 Alter Appearance to someone specific who recently died (it's very convincing)
Death by Flames 8 Target takes 1d10 fire dmg /s (no save)
Eye of Light & Darkness 8 All outer planar creatures take 1 Wis dmg per segment (x1 Special)
Call Deity 11 Summons the material form of the god of your choice (remember this is only a x1 effect by itself)
Dismiss Deity 11 Dismisses the material form of a god (remember this is only a x1 effect by itself)

[PC9] Alternate Universe Group Classes


Divine Elf0

Level KXP Priest
123 456 7
1 0 0-- --- -
2 3 1-- --- -
3 6 20- --- -
4 12 21- --- -
5 24 220 --- -
6 48 221 --- -
7 90 322 0-- -
8 187.5 332 1-- -
9 300 333 20- -
10 450 443 21- -
11 637.5 443 320 -
12 825 444 321 -
13 1012.5 554 322 -
14 1200 555 332 -
15 1387.5 655 333 -
16 1575 655 443 0
17 1762.5 665 443 1
18 1950 665 443 2
19 2137.5 765 444 2
20 2325 765 444 3
21 2512.5 765 554 3
22 2700 765 554 4
23 2887.5 776 654 4
24 3075 876 655 4
25 3262.5 876 655 5
26 3450 877 665 5
27 3637.5 887 666 5
28 3825 887 776 5
29 4012.5 887 776 6
30 4200 888 777 6
31 4387.5 888 887 6
32 4575 988 887 6
33 4762.5 998 888 7
34 4950 999 888 8
35 5137.5 999 998 8
36 5325 999 999 9
TH Saves
PD RS PP BW Sp Fo Re Wi
+1  6  5  5  3  3  0  1  1
+1  6  5  5  4  3  0  1  1
+2  6  5  5  4  4  0  2  1
+3 10  8  8  7  7  1  2  2
+3 10  8  8  8  7  1  2  2
+4 10  8  8  8  8  2  3  2
+5 14 11 11 11 11  2  3  3
+5 14 12 11 11 11  2  4  3
+6 14 12 12 11 11  3  4  3
+7 16 14 14 15 15  3  4  4
+7 16 14 14 15 15  3  4  4
+8 16 14 14 15 15  3  4  4
+9 16 14 14 15 15  3  4  4
+9 16 14 14 15 15  3  4  4
+10 16 14 14 15 15  3  4  4
+11 16 14 14 15 15  3  4  4
+11 16 14 14 15 15  3  5  4
+12 16 14 14 15 15  4  5  4
Requisites: Str 9, Wis 9
Alignment: any
HD/level: d7
Weapon Prof.: 3+level/3
To Hit Table: Ftr0
Save Table: Elf0
Reference: DM {Planeshifted Elf0}
Groups: Priest, Warrior, Alternate
 
Priest Spells: Get 1 Grand, 3 Major, 6 Minor spheres.
Level 1: Turn Undead, see [S3]
Level 1: May use 1 instance of material componenting per spell as a 0 action. You lose this ability if you are a Specialty Priest.
Level 1: Over Hit: If you hit someone and needed a negative number to hit them (i.e. your TH bonus was greater than his AC), do x1.5 dmg.
Level 1: +1 slot in Weapon Mastery per level.
Level 1: Fighting Withdrawal: 2V: Disengage melee combat without receiving a parting shot.
Level 9: Can construct religious stronghold, cost is ½ due to religious help. Must contain temple/cathedral/church at least 2500 sq.ft. If cleric clears area, gains 9 sp/inhabitant from trade/taxes/tithes
Level 9: Detect Deception: can sense lies and see through all illusions with 1M.
Level 9: Loan: Can transfer hit points from self to any creature or group of creatures within sight (1M action). Cannot raise above max hp.
Level 9: Smash: 0: Get -5 to hit, but add an additional Str bonus to damage.
Level 9: Parry: +N AC for each weapon you are wielding (N=0 for small, N=1 for medium, N=4 for large).
Level 9: Disarm: 0: An attack you do does no damage, roll 1d20+(your Dex)-(target's Dex)*2, if greater than 0 he is disarmed.
Level 10 ¶: +8 HNCL
Level 12: If you need a 2 or less to hit a target, you may attack it twice for each attack.
Level 15: Divine Voice: 1M+1P+1V action: all within 180' save vs. spell or Entralled (as spell). Cleric can issue a Mass Suggestion as well.
Level 18: Divine Strength: Can adjust Wis, Str, and Chr as follows: 1M action: one stat raised to equal the cleric's level or +1; the two other stats are reduced by 2; lasts for 1 r/level; maintained effect.
Level 24: If you need a 2 or less to hit a target, you may attack it three times for each attack.
Level 27: Divine Will: Can throw off any one non-godly effect per day; the effect simply does not function on the cleric.
Level 36: If you need a 2 or less to hit a target, you may attack it four times for each attack.

[PC9] Alternate Universe Group Classes


Doomdoctor3

Level KXP
Spells
1 0 (none)
2 10 +1 ML to one class
3 30 +1 ML to one class
4 60 +2 ML to one class
5 100 +2 ML to one class
6 150 +3 ML to one class
7 210 +3 ML to one class
8 280 +4 ML to one class
9 360 +4 ML to one class
10 450 +5 ML to one class
11 550 +5 ML to one class
12 660 +6 ML to one class
13 780 +6 ML to one class
14 910 +7 ML to one class
15 1050 +7 ML to one class
16 1200 +8 ML to one class
17 1360 +8 ML to one class
18 1530 +9 ML to one class
19 1710 +9 ML to one class
20 1900 +10 ML to one class
21 2100 +10 ML to one class
22 2310 +11 ML to one class
23 2530 +11 ML to one class
24 2760 +12 ML to one class
25 3000 +12 ML to one class
26 3250 +13 ML to one class
27 3510 +13 ML to one class
28 3780 +14 ML to one class
29 4060 +14 ML to one class
30 4350 +15 ML to one class
31 4650 +15 ML to one class
32 4960 +16 ML to one class
33 5280 +16 ML to one class
34 5610 +17 ML to one class
35 5950 +17 ML to one class
36 6300 +18 ML to one class
TH Saves
PD RS PP BW Sp Fo Re Wi
& +1 & +1 (all)
& +1 & +2 (all)
& +1 & +3 (all)
& +1 & +4 (all)
& +2 & +5 (all)
& +2 & +6 (all)
& +2 & +7 (all)
& +2 & +8 (all)
& +3 & +9 (all)
& +3 & +10 (all)
& +3 & +11 (all)
& +3 & +12 (all)
& +4 & +13 (all)
& +4 & +14 (all)
& +4 & +15 (all)
& +4 & +16 (all)
& +5 & +17 (all)
& +5 & +18 (all)
Requisites: Int 0, (Wizard 7)
Alignment: any
HD/level: & d5
Weapon Prof.: & (3+level)/4
To Hit Table: & +(3+level)/4
Save Table: & +level
Reference: DM {Planeshifted Doomguard3}
Groups: Wizard, Planar, Alternate
 
Gets Exceptional Int.
Level 1 ¶: +1 Research point per Reset for new spells.
Level 1 ¶: +1 Specialty school.
Level 1 ¶: +LVL to your Wizard CL (in your other Wizard classes)
Level 1: Blasting: x2 effect with Invocation spells and effects (this becomes x3 total when material componenting).
Level 2: Arcane Expertise: LVL-1 slots in Spellcraft proficiency; 1M, 1/d: Legend Lore
Level 3: Shadow Adaptation: Immune Shadow. (You can pick Positive or Negative instead if you prefer.)
Level 4: Snap or Reply: +LVL-3 stat points distributed among Dex or Int.
Level 7: Unmaking Natural: 1 attack or ½M: Dispel Natural
Level 9: Spell Gate: 1M: Spell Gate
Planar Feats:
Your 1 feat per level from this class can be used on these Planar feats, or can be used as regular feats.
Air Heritage: Immune Air; Flying 12"; +2 Dex checks
Discern Planar Location: You know what plane you're on at all times. You also know the MF, PF, TF, PsiF, TechF, and LoopF.
Earth Heritage: Immune Earth; Immune Overbear, Trip; +1 dmg w/ attacks
Elemental Spellcasting: Can shift spells you know to a lower E rating element. +1 CL with Elemental spells.
Fire Heritage: Immune Fire; Fire Shield (50%); +2 dmg with unarmed attacks
Hide in Plane [plane]: Specify a whole plane (not a layer). You do not generate "?" marks in that plane; monsters generally don't initiate combat with you (even if they see you).
Hold Plane: You are immune to any effect which would change which plane you're on (can lower this at will).
Hold Sanity: Sustain Sanity; Resist Raw Logrus; Immune to ESP, Insanity, Capital E Extract
Natural Heavyweight: Immune Gravity
Natural Lightweight: Immune TK or falling dmg (choose one per instance of this feat)
Negative Heritage: Immune Negative; Sustain Chr; (Take this feat twice: Hold XP, Life)
Outer Summoning Specialist: +1 summon slot for Outer; 1M: Summon a DL=(LVL+2)/3 Outer creature.
Planar Coloring: 0, 1/r: Add "Holy", "Eldritch" or "Unholy" as an adjective to one your Elemental spells or effects.
Planar Survival [plane]: Specify a whole plane (not a layer). You are immune to the environment of that plane.
Planar Touchstone: Gain a Psi-12, Psi-6, Psi6, or Psi12 minor (must match alignment)
Portal Feel: LVL*10% chance to know where a portal/gate/dim-door/painting/etc. goes to.
Shadow Heritage: Immune Shadow; Sustain Str; Hide in Shadows 75%
Water Heritage: Immune Water; Water Breathing; Swim 18"

[PC9] Alternate Universe Group Classes


Doomscout3

Level KXP
Rogue Abilities
TH
1 0 (none) & +1
2 10 +1 LVL to one class's Rogue abilities & +1
3 30 +1 LVL to one class's Rogue abilities & +1
4 60 +2 LVL to one class's Rogue abilities & +2
5 100 +2 LVL to one class's Rogue abilities & +2
6 150 +3 LVL to one class's Rogue abilities & +2
7 210 +3 LVL to one class's Rogue abilities & +3
8 280 +4 LVL to one class's Rogue abilities & +3
9 360 +4 LVL to one class's Rogue abilities & +3
10 450 +5 LVL to one class's Rogue abilities & +4
11 550 +5 LVL to one class's Rogue abilities & +4
12 660 +6 LVL to one class's Rogue abilities & +4
13 780 +6 LVL to one class's Rogue abilities & +5
14 910 +7 LVL to one class's Rogue abilities & +5
15 1050 +7 LVL to one class's Rogue abilities & +5
16 1200 +8 LVL to one class's Rogue abilities & +6
17 1360 +8 LVL to one class's Rogue abilities & +6
18 1530 +9 LVL to one class's Rogue abilities & +6
19 1710 +9 LVL to one class's Rogue abilities & +7
20 1900 +10 LVL to one class's Rogue abilities & +7
21 2100 +10 LVL to one class's Rogue abilities & +7
22 2310 +11 LVL to one class's Rogue abilities & +8
23 2530 +11 LVL to one class's Rogue abilities & +8
24 2760 +12 LVL to one class's Rogue abilities & +8
25 3000 +12 LVL to one class's Rogue abilities & +9
26 3250 +13 LVL to one class's Rogue abilities & +9
27 3510 +13 LVL to one class's Rogue abilities & +9
28 3780 +14 LVL to one class's Rogue abilities & +10
29 4060 +14 LVL to one class's Rogue abilities & +10
30 4350 +15 LVL to one class's Rogue abilities & +10
31 4650 +15 LVL to one class's Rogue abilities & +11
32 4960 +16 LVL to one class's Rogue abilities & +11
33 5280 +16 LVL to one class's Rogue abilities & +11
34 5610 +17 LVL to one class's Rogue abilities & +12
35 5950 +17 LVL to one class's Rogue abilities & +12
36 6300 +18 LVL to one class's Rogue abilities & +12
37 12600 +18 LVL to one class's Rogue abilities & +13
38 18900 +19 LVL to one class's Rogue abilities & +13
39 25200 +19 LVL to one class's Rogue abilities & +13
45 63000 +22 LVL to one class's Rogue abilities & +15
54 119700 +27 LVL to one class's Rogue abilities & +18
63 176400 +31 LVL to one class's Rogue abilities & +21
72 233100 +36 LVL to one class's Rogue abilities & +24
Requisites: Dex 0, (Rogue 7)
Alignment: any
HD/level: & d7
Weapon Prof.: & (2+level)/3
To Hit Table: & +(2+level)/3
Reference: DM {Planeshifted Doomguard3}
Groups: Rogue, Planar, Alternate
Complexity: CF=3
 
Saving Throws:  
PPD: & 0+level
RSW: & 0+level
PP: & 0+level
BW: & 0+level
Spell: & 0+level
Fort: & 0+level
Reflex: & 0+level
Will: & 0+level
   
Gets Exceptional Dex.
Add this class's level adjustment to the LVL of one of your other classes' Rogue abilities. This affects how far down the chart you read (for which Rogue abilities you have), and the number of points you have. It also affects your CL (or effective level) if that is needed for anything. It does not affect "Level:" abilities, lines of text, or spellcasting.
Level 1 ¶: +1 "Any Rogue N" pick per Reset, where N is your current level. This is added to this (Doomscout3) class, not to the class you are adding the LVL adjustment to. This class does get the normal 40 Rogue points per level.
Level 1 ¶: +LVL to your CL when casting Rogue spells.
Level 2: Rogue Expertise: LVL-1 extra skill points in 3rd edition Rogue skills; 1M, 1/d: Legend Lore
Level 3: Innate Adaptation: Double Resist Innate abilities (or anything resisted using IR).
Level 4: Snap or Crash: +LVL-3 stat points distributed among Dex or Str.
Level 7: Unmaking Weapon: 1 attack or ½V: Dispel Weapon or anti-Weapon (includes damaging Shields; anything that uses WR or aWR to resist)
Level 9: Innate Gate: 1M: Innate Gate
Planar Feats:
Your 1 feat per level from this class can be used on these Planar feats, or can be used as regular feats.
Air Heritage: Immune Air; Flying 12"; +2 Dex checks
Discern Planar Location: You know what plane you're on at all times. You also know the MF, PF, TF, PsiF, TechF, and LoopF.
Earth Heritage: Immune Earth; Immune Overbear, Trip; +1 dmg w/ attacks
Elemental Spellcasting: Can shift spells you know to a lower E rating element. +1 CL with Elemental spells.
Fire Heritage: Immune Fire; Fire Shield (50%); +2 dmg with unarmed attacks
Hide in Plane [plane]: Specify a whole plane (not a layer). You do not generate "?" marks in that plane; monsters generally don't initiate combat with you (even if they see you).
Hold Plane: You are immune to any effect which would change which plane you're on (can lower this at will).
Hold Sanity: Sustain Sanity; Resist Raw Logrus; Immune to ESP, Insanity, Capital E Extract
Natural Heavyweight: Immune Gravity
Natural Lightweight: Immune TK or falling dmg (choose one per instance of this feat)
Negative Heritage: Immune Negative; Sustain Chr; (Take this feat twice: Hold XP, Life)
Outer Summoning Specialist: +1 summon slot for Outer; 1M: Summon a DL=(LVL+2)/3 Outer creature.
Planar Coloring: 0, 1/r: Add "Holy", "Eldritch" or "Unholy" as an adjective to one your Elemental spells or effects.
Planar Survival [plane]: Specify a whole plane (not a layer). You are immune to the environment of that plane.
Planar Touchstone: Gain a Psi-12, Psi-6, Psi6, or Psi12 minor (must match alignment)
Portal Feel: LVL*10% chance to know where a portal/gate/dim-door/painting/etc. goes to.
Shadow Heritage: Immune Shadow; Sustain Str; Hide in Shadows 75%
Water Heritage: Immune Water; Water Breathing; Swim 18"

[PC9] Alternate Universe Group Classes


Doomshaman3

Level KXP
Spells
1 0 (none)
2 10 +1 ML to one class
3 30 +1 ML to one class
4 60 +2 ML to one class
5 100 +2 ML to one class
6 150 +3 ML to one class
7 210 +3 ML to one class
8 280 +4 ML to one class
9 360 +4 ML to one class
10 450 +5 ML to one class
11 550 +5 ML to one class
12 660 +6 ML to one class
13 780 +6 ML to one class
14 910 +7 ML to one class
15 1050 +7 ML to one class
16 1200 +8 ML to one class
17 1360 +8 ML to one class
18 1530 +9 ML to one class
19 1710 +9 ML to one class
20 1900 +10 ML to one class
21 2100 +10 ML to one class
22 2310 +11 ML to one class
23 2530 +11 ML to one class
24 2760 +12 ML to one class
25 3000 +12 ML to one class
26 3250 +13 ML to one class
27 3510 +13 ML to one class
28 3780 +14 ML to one class
29 4060 +14 ML to one class
30 4350 +15 ML to one class
31 4650 +15 ML to one class
32 4960 +16 ML to one class
33 5280 +16 ML to one class
34 5610 +17 ML to one class
35 5950 +17 ML to one class
36 6300 +18 ML to one class
TH Saves
PD RS PP BW Sp Fo Re Wi
& +1 & +1 (all)
& +1 & +2 (all)
& +2 & +3 (all)
& +2 & +4 (all)
& +3 & +5 (all)
& +3 & +6 (all)
& +4 & +7 (all)
& +4 & +8 (all)
& +5 & +9 (all)
& +5 & +10 (all)
& +6 & +11 (all)
& +6 & +12 (all)
& +7 & +13 (all)
& +7 & +14 (all)
& +8 & +15 (all)
& +8 & +16 (all)
& +9 & +17 (all)
& +9 & +18 (all)
Requisites: Wis 0, (Priest 7)
Alignment: any
HD/level: & d9
Weapon Prof.: & (1+level)/2
To Hit Table: & +(1+level)/2
Save Table: & +level
Reference: DM {Planeshifted Doomguard3}
Groups: Priest, Planar, Alternate
 
Gets Exceptional Wis.
Level 1 ¶: +LVL to Turn Undead level (if you don't have Turn Undead at all, your Turn Undead level is -4).
Level 1 ¶: +1 Specialty Priest (GGL) pick
Level 1 ¶: +LVL to your Priest CL (in your other Priest classes)
Level 1: Veluna Healing: x2 effect with Curing spells and effects (not when reversed though). You can cure/cause to beings that are not normally affected (incorporeal undead, golems, etc.).
Level 2: Godly Expertise: LVL-1 slots in Religion proficiency; 1M, 1/d: Commune (to any god, not necessarily yours)
Level 3: Unholy Adaptation: Immune Unholy. (You can pick Holy or Eldritch instead if you prefer.)
Level 4: Snap or Retort: +LVL-3 stat points distributed among Dex or Wis.
Level 7: Unmaking Innates: 1 attack or ½M: Dispel Innate
Level 9: Gate: 1M: Gate
Planar Feats:
Your 1 feat per level from this class can be used on these Planar feats, or can be used as regular feats.
* DM Note: Feats marked with an asterisk (*) are new and did not appear in the Doomguard3 class. Doomguard3 can use these.
Air Heritage: Immune Air; Flying 12"; +2 Dex checks
* Discern Planar Location: You know what plane you're on at all times. You also know the MF, PF, TF, PsiF, TechF, and LoopF.
Earth Heritage: Immune Earth; Immune Overbear, Trip; +1 dmg w/ attacks
Elemental Spellcasting: Can shift spells you know to a lower E rating element. +1 CL with Elemental spells.
Fire Heritage: Immune Fire; Fire Shield (50%); +2 dmg with unarmed attacks
* Hide in Plane [plane]: Specify a whole plane (not a layer). You do not generate "?" marks in that plane; monsters generally don't initiate combat with you (even if they see you).
* Hold Plane: You are immune to any effect which would change which plane you're on (can lower this at will).
* Hold Sanity: Sustain Sanity; Resist Raw Logrus; Immune to ESP, Insanity, Capital E Extract
Natural Heavyweight: Immune Gravity
* Natural Lightweight: Immune TK or falling dmg (choose one per instance of this feat)
* Negative Heritage: Immune Negative; Sustain Chr; (Take this feat twice: Hold XP, Life)
Outer Summoning Specialist: +1 summon slot for Outer; 1M: Summon a DL=(LVL+2)/3 Outer creature.
* Planar Coloring: 0, 1/r: Add "Holy", "Eldritch" or "Unholy" as an adjective to one your Elemental spells or effects.
* Planar Survival [plane]: Specify a whole plane (not a layer). You are immune to the environment of that plane.
Planar Touchstone: Gain a Psi-12, Psi-6, Psi6, or Psi12 minor (must match alignment)
* Portal Feel: LVL*10% chance to know where a portal/gate/dim-door/painting/etc. goes to.
Shadow Heritage: Immune Shadow; Sustain Str; Hide in Shadows 75%
Water Heritage: Immune Water; Water Breathing; Swim 18"

[PC9] Alternate Universe Group Classes


Dwarven Offender3

Level KXP
Spells
1 0 (none)
2 2 (none)
3 4 (none)
4 8 (none)
5 16 (none)
6 32 (none)
7 64 (none)
8 128 (none)
9 256 (none)
10 450 (none)
11 550 (none)
12 660 (none)
13 780 (none)
14 910 (none)
15 1050 (none)
16 1200 (none)
17 1360 (none)
18 1530 (none)
19 1710 (none)
20 1900 (none)
21 2100 (none)
22 2310 (none)
23 2530 (none)
24 2760 (none)
25 3000 (none)
26 3250 (none)
27 3510 (none)
28 3780 (none)
29 4060 (none)
30 4350 (none)
31 4650 (none)
32 4960 (none)
33 5280 (none)
34 5610 (none)
35 5950 (none)
36 6300 (none)
TH Saves
PD RS PP BW Sp Fo Re Wi
+1 10  9  8  5  6  2  1  0
+2 10  9  8  6  6  2  1  0
+3 10  9  8  6  7  3  2  0
+4 12 11 10  8  9  3  2  1
+5 12 11 10  9  9  4  2  1
+6 12 11 10  9 10  4  3  1
+7 14 13 12 11 12  5  3  2
+8 14 13 12 12 12  5  4  2
+9 14 13 13 12 12  6  4  2
+10 16 15 14 14 15  6  4  3
+11 16 15 15 14 15  7  5  3
+12 16 15 15 15 15  7  5  3
+13 16 15 15 15 15  7  5  3
+14 16 15 15 15 15  7  5  3
+15 16 15 15 15 15  7  5  3
+16 16 15 15 15 15  7  5  3
+17 16 15 15 15 15  7  5  3
+18 16 15 15 15 15  7  5  3
Requisites: Chr 0, Rogue 4
Alignment: C any
HD/level: d12
Weapon Prof.: 0+level
To Hit Table: +level
Save Table: Dwarf0
Reference: DM {Planeshifted Dwarven Defender3}
Groups: Warrior, Rogue, Alternate
 
Gets 20 Rogue points per level. Gets an "Any Rogue" pick every odd level.
Level 1: Offensive Stance: 0, [(LVL+1)/2] /d: +2 Str, +2 Con, -2 all saves, -4 AC, lasts for 3+(Con bonus) rounds.
Level 1: Get +LVL parting shots whenever the opportunity for parting shots arise.
Level 2: Offensive Awareness: Gets Dex bonus to TH with melee weapons.
Level 5: When you flank someone, get +LVL to hit. When you're behind someone, get +LVL*2 to hit.
Level 6: Ignore DR.
Level 10: Your traps (and your traps that you've captured) do double effect.
Level 10: Ignore WR, aWR.

[PC9] Alternate Universe Group Classes


Engineer

Level KXP Ench/Psi8/16
mMG S
1 0 1-- -
2 3 2-- -
3 6 3-- -
4 12 31- -
5 24 41- -
6 48 42- -
7 96 52- -
8 192 53- -
9 350 531 -
10 600 541 -
11 850 641 -
12 1100 642 -
13 1350 652 -
14 1600 752 -
15 1850 753 -
16 2100 763 -
17 2350 863 -
18 2600 863 1
19 2850 864 1
20 3100 874 1
21 3350 974 1
22 3600 974 2
23 3850 975 2
24 4100 985 2
25 4350 985 3
26 4600 986 3
27 4850 996 3
28 5100 996 4
29 5350 997 4
30 5600 997 5
31 5850 998 5
32 6100 998 6
33 6350 999 6
34 6600 999 7
35 6850 999 8
36 7100 999 9
TH Saves
PD RS PP BW Sp Fo Re Wi
+0  6  4  6  3  4  1  3  0
+0  6  5  7  3  5  1  4  1
+1  7  6  7  4  6  2  5  1
+1  7  7  8  4  7  3  6  2
+2  8  8  8  5  8  4  7  3
+2  8  9  9  5  9  5  8  3
+3  9 10  9  6 10  5  9  4
+3  9 11 10  6 11  6 10  5
+4 10 12 10  7 12  7 11  5
+4 10 13 11  7 13  8 12  6
+5 11 14 11  8 14  9 13  7
+5 12 15 12  9 14  9 14  7
+6 13 16 13 11 15 10 15  8
+6 14 16 14 13 15 11 16  9
+7 15 16 15 14 16 12 17  9
+7 16 16 16 16 16 13 18 10
+8 16 16 16 16 16 13 19 11
+8 16 17 16 16 16 14 20 11
Requisites: Dex 18, Con 12
Alignment: any
HD/level: +d6
Weapon Prof.: 4+level/3
To Hit Table: Rog
Save Table: 2xRog
Reference: DM {Planeshifted Wilderneer}
Groups: Rogue, Alternate, Technology
 
Gets 60 Rogue points per level.
For powers (see progression), you can pick from Psi8 or Psi16, or from the Enchantment/Charm School (Wizard) at a 1 SL penalty, so "m"=SL 1, "M"=SL 4, "G"=SL 7, and "S"=SL 10.
May material component spells, but not psionic powers.
May have up to LVL Psi8/Psi16 items (combined, this is not for each frequency).
Level 1: Can weapon specialize (as per "Non-Warrior" in the Number of Attacks table).
Level 1: +1 Technological proficiency per level, see [P8.8] for list.
Level 9 (and every further level divisible by 9): Has access to another School, at the same 1 SL penalty.
Lvl Engineer Ability | -50% | -100% | -150% Act Base Penalty Bonus
1 Appraisal: Monetary Value | XP Value | Multiplier & Ego & Alignment | Know History M 10 Int-13 Int-15
1 Clown: -1 Wis, +50 Rogue points
1 Find/Remove x1 Traps/Tricks | Magic/Psi | OutPhase ( | 30' away) V 10 Dex-4 Dex-8
1 Identify | Legend Lore M | 0 5 Int-13 Int-15
1 inRR || inaRR || inaaRR ( | TechR in addition to RR) 0 30 Con-13 Con-18
1 Open/Close Locks: Mech. | Magic/Psi | OutPhase (| do this 30' away) VM 5 Dex-12 Dex-16
1 Resources: Gain LVL*Chr*10 gp per reset.
1 Unbutton/Untie (one item is de-equipped) |||| Power Word Strip (hits everything) V 10 Wis-0 Wis-12
1 Understand how a tech item works (-5%/tech level) V 25 Con-10 Con-12
1 Any Rogue 1 ability - - - -
2 Lower Encumbrance | Zero Encumbrance | No Armor Penalty | AC types fully add P 5 Str-14 Str-19
2 Item Speed: One of your items gets +1E action || two items |||| one gets +1QE V 0 Con-10 Con-15
3 +(rating/50) wear locations (any body location you want) V 0 Str-10 Str-15
3 Any Rogue 3 ability - - - -
4 Find/Remove x2 Traps/Tricks | Magic/Psi | OutPhase ( | 30') ( | x1 Special) V 20 Dex-9 Dex-12
4 Gun Fu: +LVL to hit with guns; guns are always at least base #Att = 1; guns "open end" one better than normal.
5 Sorcery: Gain LVL in SL's as a Wizard progression, this progression must be flat or decreasing.
5 Any Rogue 5 ability - - - -
6 Disembodied Hands | Unseen Servant | Invisible Stalker P 30 Chr-10 Chr-20
6 Telekinesis (5 lb. per 1% made) M 10 Int-13 Int-17
7 inWR || inaWR || inaaWR ( | CR in addition to WR) 0 0 Str+Con-34 Str+Con-44
7 Any Rogue 7 ability - - - -
8 BOMBS!: 1P, 1 charge (have LVL charges /d): LVL*(2m4) technological damage, area (no save, TechR to resist)
8 Find/Remove x3 Traps/Tricks | Magic/Psi | OutPhase( | 30') ( | x2 Special) M 20 Int-13 Int-15
9 +(rating)% money, use at end of run before selling - 0 Cml-9 Cml-18
9 Better Resources: Gain LVL*Chr*10 item XP per reset, must all be spent on one item (any extra is wasted)
10 Locate (anything unique) Across Planes | Clairvoyance there | TWE there M 0 Int-12 Int-15
12 Your BOMBS! can hit two groups or can be set on a time delay, you have 3*LVL charges
15 The Man for the Job: 1F, 1/reset: Create a temporary (1 turn) x1 non-artifact item that is needed for a task
18 Speak with Technology (giving it Pseudo-Intelligence) V 0 Con-15 Con-23
21 You act as a Spelljamming helm, 1X tech, (rating/10) SFB boxes V 0 Con-20 Con-28
24 Destruction/Mordenkainen's Disjunction ||| Put Target Down a Hole V 0 Int-19 Int-25
27 Duplicate a SL=1 Captain spell (x1 Conc. class) || SL=2 || SL=3 || etc. M 0 Con-25 Con-33

[PC9] Alternate Universe Group Classes


Ethereal Repair60

Level KXP Psi60
mMG SU
1 0.5 (owe) 1-- --
2 6 2-- --
3 18 2-- --
4 54 3-- --
5 108 3-- --
6 216 31- --
7 343 32- --
8 512 32- --
9 729 33- --
10 1000 33- --
11 1300 331 --
12 1600 332 --
13 1900 332 --
14 2200 432 --
15 2500 433 --
16 2800 433 --
17 3100 443 --
18 3400 443 1-
19 3700 443 2-
20 4000 443 3-
21 4300 443 3-
22 4600 444 3-
23 4900 444 3-
24 5200 444 4-
25 5500 444 4-
26 5800 444 4-
27 6100 544 4-
28 6400 544 4-
29 6700 554 41
30 7000 554 42
31 7300 555 43
32 7600 555 44
33 7900 555 54
34 8200 555 54
35 8500 555 55
36 8800 665 55
TH Saves
PD RS PP BW Sp Fo Re Wi
+1  5  3  8  2  3  1  0  1
+2  5  4  8  2  3  1  0  2
+3  6  4  8  3  4  2  0  2
+4  6  5  8  3  4  2  1  3
+5  6  5  9  3  4  2  1  3
+6  6  6  9  4  5  3  1  4
+7  7  6  9  4  5  3  2  4
+8  7  7  9  4  5  4  2  5
+9  7  7 10  5  6  4  2  5
+10  7  8 10  5  6  4  3  6
+11  8  8 10  5  6  5  3  6
+12  8  9 10  6  7  5  3  7
+13  8  9 11  6  7  6  4  7
+14  8 10 11  6  7  6  4  8
+15  9 10 11  7  8  6  4  8
+16  9 11 11  7  8  7  5  9
+17  9 11 12  7  9  7  5  9
+18  9 12 12  8  9  8  5 10
Requisites: Str 6+level, Dex 3+level, Con 2+level,
Int 5+level, Wis 4+level, Chr 1+level
Alignment: any
HD/level: & 2d3
Weapon Prof.: & 6+level/6
To Hit Table: Mon
Save Table: Psi
Reference: DM {Double Planeshifted Astral Construct3}
Groups: Priest, Psionicist, Monster, Alternate
 
Gets Psi60 powers, see [Q60]. Gets Str or Wis bonus to the progression.
P60Ps = Str + Int + Wis - 36 +level*5.
Also gets 1 ERP (Ethereal Repair Point) per level. These ERPs return at a rate of LVL/4+1 per turn, round down.
Level 1: Everyone in your group (including yourself and enemies) needs a +1 weapon to hit them.
Level 1: You may use Ethereal Projection.
Level 1: Pick an ability below. Even though these mechanics are "5th edition"-like, these are not "5th edition" picks for Custom5.
   I. ½M, 1 ERP: Cure 10*LVL hp to one target.
   II. 1M, 1 ERP: Repair a x0 or x1 magic item.
   III. 1M, 1 ERP: Remove a Trap (100+25*LVL%) (-100% per multiplier beyond x1).
Level 2: Pick another ability from I-III above. If you pick an ability more than once, M action costs go to V, V costs go to 0 (zero action).
Level 3: Pick another ability from I-III above. If you pick an ability more than once, M action costs go to V, V costs go to 0 (zero action).
Level 5: Pick an ability below:
   IV. ½M, 2 ERP: Cure 10*LVL hp to one group.
   V. 1M, 2 ERP: Add a charge to an item.
   VI. 1M, 2 ERP: Remove a Trick (25*LVL%) (-100% per multiplier beyond x1).
Level 6: Pick another ability from I-VI above. If you pick an ability more than once, P action costs go to V, V costs go to 0 (zero action).
Level 7: Pick another ability from I-VI above. If you pick an ability more than once, P action costs go to V, V costs go to 0 (zero action).
Level 9: Pick an ability below:
   VII. ½M, 3 ERP: Restore an effect that was dispelled within the last round.
   VIII. 1M or 1bM, 3 ERP: Heal a summon or animal companion
   IX. 1M, 3 ERP: Remove a Special (-100+25*LVL%) (-100% per multiplier beyond x1).
Level 10: Pick another ability from I-IX above. If you pick an ability more than once, P action costs go to V, V costs go to 0 (zero action).
Level 11: Pick another ability from I-IX above. If you pick an ability more than once, P action costs go to V, V costs go to 0 (zero action).

[PC9] Alternate Universe Group Classes


Ethereal Shaman60

Level KXP Psi60
mMG SU
1 0 1-- --
2 10 2-- --
3 20 2-- --
4 30 2-- --
5 40 21- --
6 50 22- --
7 60 22- --
8 100 22- --
9 200 221 --
10 300 222 --
11 400 322 --
12 500 322 --
13 600 332 --
14 1000 332 --
15 1600 333 --
16 2200 433 1-
17 2800 433 2-
18 3400 443 3-
19 4000 443 3-
20 4600 444 3-
21 5200 444 3-
22 5800 444 4-
23 6400 444 4-
24 7000 444 4-
25 7600 544 4-
26 8200 544 4-
27 8800 554 41
28 9400 554 42
29 10000 555 43
30 10600 555 44
31 11200 555 54
32 11800 555 54
33 12400 555 55
34 13000 665 55
35 13600 666 55
36 14200 666 66
TH Saves
PD RS PP BW Sp Fo Re Wi
+0  5  3  8  2  3  1  0  1
+1  5  4  8  2  3  1  0  2
+1  6  4  8  3  4  2  0  2
+2  6  5  8  3  4  2  1  3
+3  6  5  9  3  4  2  1  3
+3  6  6  9  4  5  3  1  4
+4  7  6  9  4  5  3  2  4
+5  7  7  9  4  5  4  2  5
+5  7  7 10  5  6  4  2  5
+6  7  8 10  5  6  4  3  6
+7  8  8 10  5  6  5  3  6
+7  8  9 10  6  7  5  3  7
+8  8  9 11  6  7  6  4  7
+9  8 10 11  6  7  6  4  8
+9  9 10 11  7  8  6  4  8
+10  9 11 11  7  8  7  5  9
+11  9 11 12  7  9  7  5  9
+11  9 12 12  8  9  8  5 10
Requisites: Str 9, Int 9, Wis 9
Alignment: any
HD/level: d6
Weapon Prof.: 4+level/2
To Hit Table: Pri
Save Table: Psi
Reference: DM {Planeshifted Astral Shaman30}
Groups: Wizard, Psionicist, Alternate
 
Gets Psi60 powers, see [Q60]
Level 1: 1M, level/d: Summon a (normal element) elemental of 4*level HD.
Level 1: 1V, sacrifice an elemental you control: Add (the elemental's HD)/4 spell levels to your memorization, or add (the elemental's HD)/2 to the caster level of your next spell.
Level 7: You may summon para elementals using the summon ability (Level 1).
Level 13: You may summon quasi elementals using the summon ability (Level 1).
Level 19: You may summon semi elementals using the summon ability (Level 1).
Level 25: You may summon chemical elementals using the summon ability (Level 1).

[PC9] Alternate Universe Group Classes


Executioner1 / ArchAssassin1

Level KXP
Spells
1 0 (none)
2 2.25 (none)
3 4.5 (none)
4 9 (none)
5 18 (none)
6 37.5 (none)
7 75 (none)
8 150 (none)
9 300 (none)
10 450 (none)
11 637.5 (none)
12 862.5 (none)
13 1125 (none)
14 1500 (none)
15 2000 (none)
16 2500 (none)
17 3000 (none)
18 3500 (none)
19 4000 (none)
20 4500 (none)
21 5000 (none)
22 5500 (none)
23 6000 (none)
24 6500 (none)
25 7000 (none)
26 7500 (none)
27 8000 (none)
28 8500 (none)
29 9000 (none)
30 9500 (none)
31 10000 (none)
32 10500 (none)
33 11000 (none)
34 11500 (none)
35 12000 (none)
36 12500 (none)
TH Saves
PD RS PP BW Sp Fo Re Wi
+0  5  4  6  2  3  0  2  0
+1  6  5  6  3  4  1  3  0
+2  6  5  7  3  5  1  4  1
+3  7  6  7  4  6  2  5  1
+4  7  7  7  4  6  3  5  2
+5  7  8  8  4  7  3  6  2
+6  8  8  8  5  8  4  7  3
+7  8  9  9  5  9  5  8  3
+8  8 10  9  5  9  5  8  4
+9  9 11  9  6 10  6  9  4
+10  9 11 10  6 11  6 10  5
+11 10 12 10  7 12  7 11  5
+12 10 13 10  7 12  7 11  6
+13 10 14 11  8 13  8 12  6
+14 11 14 11  8 14  9 13  7
+15 12 15 12  9 14  9 14  7
+16 12 15 13 10 14 10 14  8
+17 13 16 14 12 15 11 15  8
Requisites: Str 15, Dex 14, Int 13
Alignment: any E
HD/level: d8
Weapon Prof.: 3+level
To Hit Table: War
Save Table: 1½xRog
Reference: DM
Groups: Warrior, Rogue, Alternate
 
Gets "All Warrior" and "All Rogue" abilities (so can weapon specialize as a warrior, etc.).
Gets Exc Str.
Gets 50 Rogue points per level.
Level 1: Poison Use proficiency (1 slot per 2 levels, round up).
Level 1: 1 attack that hits: Coup de grace.
Level 5: Can speak Level-4 additional languages from the following list: LG,LN,LE,NG,TN,NE,CG,CN,CE,Druid,Thieves' Cant. Can never learn more than Int-12 alignment languages.
Level 7: Has 8-48 guild members. 50% chance a guild member will leave if guildmasters change.
Level 9: 1 attack that hits: Really Put Out of Misery
Lvl Executioner Ability | -50% | -100% | -150% Act Base Penalty Bonus
1 +rating/50 A actions /r this turn || B actions || C actions F 0 Dex-20 Dex-25
1 Assassination (-3% per HD/level of target) ½0 0 Wis-15 Wis-25
1 Attack (+1 TH per 10% made this segment; or roll +1d20 per 100%, choose best) V 0 Dex-13 Dex-16
1 Backstab (each 30% = x1) (increases 10/level) ½0 50 Int-6 Int-20
1 Backstrike (each 30% = x1 TH) (increases 10/lvl) ½0 50 Wis-6 Wis-20
1 Damage (+1 dmg per 10% made this segment; or multiply dmg by x(1+rating/200)) V 0 Str-15 Str-18
1 Find/Remove Wizard Abjurations/Priest Protections V 0 Dex-13 Dex-18
1 Slap (does dmg to one target = % made by) P 20 Str-0 Str-12
1 any 1st level Rogue ability - - - -
1 any 1st level Rogue ability - - - -
2 Controlled Blink | Controlled Blink 10'r (unwilling get PP save) ½V 50 Wis-14 Wis-14
2 any 2nd level Rogue ability - - - -
3 Considered extra +(rating/25) weapon to hit V 0 Str-5 Str-15
3 Lower/Ignore WaWR (reduce or ignore WaWR by rating) || iWaWR V/N 0 Dex-10 Dex-20
4 Erase a "?" in dungeon (loses track of party) - 0 Dex-13 Dex-19
4 Song of Battle (+1 TH,dmg,or saves per 10% made) V,*M 10 Str-15 Str-20
5 Jock: +LVL divided among Str, Dex, Con, or level for purposes of #Att (the last one is ½ a point each).
5 any 5th level Rogue ability - - - -
6 Touch : Chill/Pain | Para/Vampiric | Energy Drain 0 20 Str-9 Str-15
6 any 6th level Rogue ability - - - -
7 Ki Power (cast a Wiz Invocation spell) (penalty = -SL*50%) (#=SL) | Pri Invocation #V 0 Int-14 Int-38
7 Slay (target that you hit saves at +4, -1 per 10% made; or dies) V 0 Wis-13 Wis-19
8 Backstorm (each 50%: +1 att is considered a backstab) - 0 Dex-16 Dex-22
8 Finger of Death | Slay Living | Power Word Kill V 0 Int-14 Int-17
9 Any target with AC>(150-rating/5) is considered AC=(150-rating/5) to you V 0 Dex-17 Dex-28
9 +LVL*rating/2 item XP in Weapon flags per day F 0 NA NA
10 Disjoin x2 effect ||||||||| x3 |||||||||||||||| x4 etc. - 50 Chr-18 Chr-25
12 Disharmonic Blast (1 dmg per 1% made) V 10 Con-16 Con-22
15
18 Backstave (N/2% of your dmg is vile) || Stun (save=N-100) - 0 Wis-26 Wis-32
27 Destruction/Mordenkainen's Disjunction ||| Put Target Down a Hole V 0 Int-19 Int-25

[PC9] Alternate Universe Group Classes


Ferret

Level KXP
Spells
1 0 (none)
2 4.8 (none)
3 9.6 (none)
4 19.2 (none)
5 38.4 (none)
6 80 (none)
7 160 (none)
8 320 (none)
9 640 (none)
10 1120 (none)
11 1600 (none)
12 2080 (none)
13 2560 (none)
14 3040 (none)
15 3520 (none)
16 4000 (none)
17 4480 (none)
18 4960 (none)
19 5440 (none)
20 5920 (none)
21 6400 (none)
22 6880 (none)
23 7360 (none)
24 7840 (none)
25 8320 (none)
26 8800 (none)
27 9280 (none)
28 9760 (none)
29 10240 (none)
30 10720 (none)
31 11200 (none)
32 11680 (none)
33 12160 (none)
34 12640 (none)
35 13120 (none)
36 13600 (none)
TH Saves
PD RS PP BW Sp Fo Re Wi
+0 (total = 27, max = 9)
+1 (total = 30, max = 10)
+2 (total = 33, max = 11)
+3 (total = 36, max = 12)
+4 (total = 39, max = 13)
+5 (total = 42, max = 14)
+6 (total = 45, max = 15)
+7 (total = 48, max = 16)
+8 (total = 51, max = 17)
+8 (total = 54, max = 18)
+9 (total = 57, max = 19)
+9 (total = 60, max = 20)
+10 (total = 63, max = 21)
+10 (total = 66, max = 22)
+11 (total = 69, max = 23)
+11 (total = 72, max = 24)
+12 (total = 75, max = 25)
+12 (total = 78, max = 26)
Requisites: Dex 20, Chr 20
Alignment: any
HD/level: d6
Weapon Prof.: 4+level/4
To Hit Table: Cust
Save Table: Cust
Reference: DM {Planeshifted Weasel}
Groups: Rogue, Custom, Alternate
 
Gets 80 Rogue points per level.
Level N (every level): Get one "Level:" pick from any class you know as a player. It must be a "simple" pick (no entire spell progressions, subclasses, etc.)
Level 9: This "Level:" pick may be non-simple.
Level 18: This "Level:" pick may be non-simple, or something that normally cannot be picked (e.g. a Swashbuckler ability).
Level 27: This "Level:" pick may be non-simple, something that normally cannot be picked (e.g. a Swashbuckler ability), or a line of text at the top of a class description that isn't a "Level:" ability at all.
Lvl Wilderneer Ability | -50% | -100% | -150% Act Base Penalty Bonus
1 Astral Spell MMM 40 Int-18 Int-24
1 Body Freedom (transfer P <-> M action types freely; Str <-> Int, Dex <-> Wis, Con <-> Chr) FFF 0 Chr-36 Chr-54
1 Destruction/Mordenkainen's Disjunction PMM 0 Int-18 Int-24
1 Limited Wish (#=1) [limited to SL=LVL-1 or less effects] #F 0 Int-20 Int-25
1 Otto's Irresistance Dance | Control Physicals MPV 0 Chr-16 Chr-22
1 Shift a racial innate power you have to a random power (determined by DM) F 0 Con-20 Con-25
1 Time Shift VMM 20 Int-16 Int-24
3 Destruction/Mordenkainen's Disjunction ||| Put Target Down a Hole PMM 0 Int-19 Int-25
4 Limited Wish (#=1) | Alter Reality (#=2) [limited to SL=LVL-1 or less effects] #F 0 Int-20 Int-25
6 Shadow Magic | Shadow Walk | Shadow Flight | Become Shadow-form VM 0 Int-17 Int-20
7 0,1/r: Unspend (amount made by) Rogue points - 0 NA NA
7 Avoid Artifact Effect (entire party): x1 ||| x2 ||| x3 etc. - -10 Int-30 Int-46
7 Backstave (N/2% of your dmg is vile) || Stun (save=N-100) - 0 Wis-26 Wis-32
7 Can Dim Door away in combat during your actions | Teleport - -15 Dex-18 Dex-24
7 Instantaneous x0 effect | x1 || x2 ||| x3 |||| x4 etc. - 50 Dex-24 Dex-32
9 All die rolls within 240' are min (50%) or max (50%) (duration 1s per 10% made) FV 50 Dex-25 Dex-50
9 Aura of Ill Omen (all in area at -1 on all rolls per 10% made for 1t) MV 0 Chr-9 Chr-18
9 Contact Other Plane | Foresight MM 0 Chr-15 Chr-18
9 Control Movements | Control Physicals | Control Mentals MM 0 Chr-18 Chr-20
9 Elemental Form | Para-Ele Form | Quasi-Ele Form ||| Semi-Ele Form PP 40 Con-24 Con-24
9 Limited Wish (#=1) | Alter Reality (#=2) | Wish (#=3) #F 0 Int-20 Int-25
9 Reverse Gravity | Adjust Gravity VM 0 Dex-13 Dex-17
9 Shape Alteration/Polymorph Object | Shapechange MM 5 Con-13 Con-20
9 Time Shift ||| Time Travel VMM 15 Int-17 Int-25
16 Limited Wish (#=1) | Alter Reality (#=2) | Wish (#=3) | Change Reality (#=4) #F 0 Int-20 Int-25

[PC9] Alternate Universe Group Classes


Gorilla Shaman (Mox Monkey)

Level KXP Priest
123 456 7
1 0 1-- --- -
2 1.8 20- --- -
3 3.6 31- --- -
4 7.2 320 --- -
5 14.4 321 --- -
6 28.8 332 0-- -
7 57.6 332 1-- -
8 115.2 333 20- -
9 230.4 333 21- -
10 410 333 32- -
11 590 333 33- -
12 770 433 330 -
13 950 443 331 -
14 1130 444 332 -
15 1310 444 433 -
16 1490 444 443 -
17 1670 444 444 -
18 1850 544 444 0
19 2030 554 444 1
20 2210 555 444 2
21 2390 555 544 3
22 2570 555 554 4
23 2750 555 555 4
24 2930 555 555 5
25 3110 655 555 5
26 3290 665 555 5
27 3470 666 555 5
28 3650 666 655 5
29 3830 666 665 5
30 4010 666 666 5
31 4190 666 666 6
32 4370 766 666 6
33 4550 776 666 6
34 4730 777 666 6
35 4910 777 766 6
36 5090 777 776 6
TH Saves
PD RS PP BW Sp Fo Re Wi
+0  8  4  5  2  3  0  0  2
+1  8  4  6  3  4  0  0  3
+2  9  5  6  3  4  0  1  3
+3  9  5  6  4  4  1  1  4
+4 10  6  7  4  5  1  1  4
+5 10  6  7  5  5  2  2  5
+6 11  7  8  5  6  2  2  5
+7 11  7  9  6  6  2  2  6
+8 12  7  9  6  7  3  3  6
+9 12  8  9  6  7  3  3  7
+10 13  8 10  7  8  4  3  7
+11 13  9 10  7  8  4  4  8
+12 13  9 10  7  8  4  4  8
+13 14  9 11  8  9  5  4  9
+14 14 10 11  8  9  5  5  9
+15 14 10 11  9  9  6  5 10
+16 15 11 12  9 10  6  5 10
+17 15 11 12 10 11  6  6 11
Requisites: Str 6, Wis 7
Alignment: any
HD/level: d8
Weapon Prof.: 5+level/2
To Hit Table: War
Save Table: Pri
Reference: DM {Planeshifted Shaman}
Groups: Priest, Monster, Alternate
 
Exceptional Str bonus.
You get 1 Grand, 2 Major, and 5 Minor spheres. Your god may alter this amount.
Level 1: Can turn undead.
Level 1: Can turn lycanthropes as if they were undead (DM will assign turning values).
Level 1: 1M: Shatter a magic item (save)
Level 2: 1M: Incite Berserker or Enraged status on your troops (not too useful for PCs).
Level 3: 1M: Swap 1 physical subability with one willing target for 1t. At level 9, swap your stat with up to 10 others (so all 10 of them get your old stat); you get back your choice of their 10.
Level 9: 1M: Shatter a magic item (no save)
Level 18: 1M: Mordenkainen's Disjunction
Level 27: Pick one species (as per Ranger species enemy). You can turn that species as if it was undead (DM will assign turning values).

[PC9] Alternate Universe Group Classes


Gruul Grave-Troll (MTG G/R)

Level KXP Wizard
123 456 7
1 0 1-- --- ---
2 3 2-- --- ---
3 7 3-- --- ---
4 15 31- --- ---
5 31 32- --- ---
6 63 43- --- ---
7 127 431 --- ---
8 255 432 --- ---
9 510 543 --- ---
10 1020 543 1-- ---
11 1531 543 2-- ---
12 2041 654 3-- ---
13 2552 654 31- ---
14 3062 654 32- ---
15 3572 765 43- ---
16 4083 765 431 ---
17 4593 765 432 ---
18 5104 876 543 ---
19 5614 876 543 1--
20 6124 876 543 2--
21 6635 987 654 3--
22 7145 987 654 31-
23 7656 987 654 32-
24 8166 A98 765 43-
25 8676 A98 765 431
26 9187 A98 765 432
27 9697 A98 765 433
28 10208 A98 765 444
29 10718 A98 765 555
30 11228 A98 766 666
31 11739 A98 777 777
32 12249 A98 888 888
33 12760 A99 999 999
34 13270 AAA AAA AAA
35 13780 BBB BBB BBB
36 14291 CCC CCC CCC
TH Saves
PD RS PP BW Sp Fo Re Wi
+4  4  7  5  3  6  0  1  1
+5  4  7  5  3  7  1  1  1
+6  4  8  5  4  7  1  1  2
+7  4  8  6  4  7  2  2  2
+8  5  9  6  4  8  2  2  3
+9  5  9  7  5  8  3  3  3
+10  5 10  7  5  9  3  3  4
+11  6 10  7  6  9  4  4  4
+12  6 10  8  6  9  4  4  5
+13  6 11  8  6 10  5  5  5
+14  7 11  9  7 10  5  5  6
+15  7 12  9  7 11  6  6  6
+16  7 12  9  8 11  6  6  7
+17  7 13 10  8 11  7  7  7
+18  8 13 10  8 12  7  7  8
+19  8 13 11  9 12  8  8  8
+20  8 14 11  9 13  8  8  9
+21  9 14 11 10 13  9  9  9
Requisites: Str 14, Con 16, Int 14
Alignment: CG, CN, CE, or TN
HD/level: 1e6  (see note)
Weapon Prof.: 3+level/6
To Hit Table: Mon+3
Save Table: Wiz/Mon
Reference: DM {Planeshifted Golgari Brute22 / Troll}
Groups: Wizard, Monster, Alternate
 
Hit Dice: "1e6" is an open-ended d6's. If using "Max hp per HD" rule: You automatically roll a "6" once, then get the average (3.5) on the second roll (the max hp rule is not "deep"). So you get 9.5 hp per level (plus Con bonus).
Exceptional Con bonus.
Each time you kill a monster, you get +1 TH and +1 dmg for the rest of the fight (1 turn).
Level 1: You are immune to "summoning sickness" and "teleport sickness".
Level 1: +1 Con per level. This bonus cannot be used to qualify for this class, and you can't 2 for 1 trade it away.
Level 3: Barbarian Con bonus.
Level 5: 1M: Target takes 3*LVL*LVL fire dmg (BW save for 1/2; MR to avoid). The floor at your feet takes LVL Hull dmg.
Level 10: Your "fire dmg" ability at level 5 gives no saving throw.
Level 11: Free Action cont.
Level 12: Extra Barbarian Con bonus; i.e. bonus is (Con-16)*5/2, round down.
Level 24: Super Barbarian Con bonus; i.e. bonus is (Con-18)*3.

[PC9] Alternate Universe Group Classes


Grand Meleer1

Level KXP
Spells
1 0 (none)
2 2.5 (none)
3 5 (none)
4 10 (none)
5 20 (none)
6 40 (none)
7 80 (none)
8 160 (none)
9 320 (none)
10 640 (none)
11 960 (none)
12 1290 (none)
13 1600 (none)
14 1920 (none)
15 2220 (none)
16 2820 (none)
17 3420 (none)
18 4020 (none)
19 4620 (none)
20 5220 (none)
21 5820 (none)
22 6420 (none)
23 7020 (none)
24 7620 (none)
25 8220 (none)
26 8820 (none)
27 9420 (none)
28 10020 (none)
29 10620 (none)
30 11220 (none)
31 11820 (none)
32 12420 (none)
33 13020 (none)
34 13620 (none)
35 14220 (none)
36 14820 (none)
TH Saves
PD RS PP BW Sp Fo Re Wi
+0  5  4  6  2  3  0  2  0
+1  6  4  6  3  4  1  3  0
+2  6  5  6  3  4  1  3  0
+3  6  5  7  3  5  1  4  1
+4  6  6  7  3  5  2  4  1
+5  7  6  7  4  6  2  5  1
+6  7  7  7  4  6  3  5  2
+7  7  7  8  4  7  3  6  2
+8  7  8  8  4  7  3  6  2
+9  8  8  8  5  8  4  7  3
+10  8  9  8  5  8  4  7  3
+11  8  9  9  5  9  5  8  3
+12  8 10  9  5  9  5  8  4
+13  9 10  9  6 10  5  9  4
+14  9 11  9  6 10  6  9  4
+15  9 11 10  6 11  6 10  5
+16  9 12 10  6 11  7 10  5
+17 10 12 10  7 12  7 11  5
Requisites: Str 10, Dex 6, Con 6, Int 9, Wis 15, Chr 9
Alignment: non-L
HD/level: d12
Weapon Prof.: 3+level
To Hit Table: War
Save Table: Rog
Reference: DM {Planeshifted Duelist1}
Groups: Warrior, Alternate
 
Gets 20 Rogue points per level. Gets an "Any Rogue" pick every odd level.
Level 1: ½P: Move to another group.
Level 1: +X to hit or damage, where X is the number of monsters in your group. This X is checked and assigned once each segment, before you do any attacks (but you can check it either before or after moving). If you switch groups you can recheck it.
Level 1: Choose a broad monster type (Animal, Beholder, Dragon, etc.): +LVL among TH/dmg/AC when facing this monster. This bonus is gained again at every third level plus 1 (4,7,10,etc). You may combine the bonus on the same monster or select a different one.
Level 1: Whirling Parry: 1bV: Parry one attack from each monster in your group this segment.
Level 1: +(level/2, round up) slots in Speed proficiency.
Level 1: Identify monsters 5% per level.
Level 2: Cleave
Level 3: Great Cleave

[PC9] Alternate Universe Group Classes


High SL Sampler

Level KXP Psi(random)
mMG SUV W
1 0 --1 --- -
2 3.25 --2 --- -
3 6.5 --3 --- -
4 13 --4 --- -
5 26 --5 --- -
6 52 --6 --- -
7 104 --7 --- -
8 208 --7 1-- -
9 416 --7 2-- -
10 741 --7 3-- -
11 1066 --7 4-- -
12 1391 --7 5-- -
13 1716 --7 6-- -
14 2041 --7 7-- -
15 2366 --7 71- -
16 3016 --7 72- -
17 3341 --7 73- -
18 3991 --7 74- -
19 4641 --7 75- -
20 5291 --7 76- -
21 5941 --7 77- -
22 6591 --7 771 -
23 7241 --7 772 -
24 7891 --7 773 -
25 8541 --7 774 -
26 9191 --7 775 -
27 10491 --7 776 -
28 11791 --7 777 -
29 13091 --7 777 1
30 14391 --7 777 2
31 15691 --7 777 3
32 16991 --7 777 4
33 18291 --7 777 5
34 19591 --7 777 6
35 20891 --7 777 7
36 23491 --7 777 7
TH Saves
PD RS PP BW Sp Fo Re Wi
-1  5  4  8  2  3  1  0  2
-1  6  5  8  3  4  2  1  3
-1  6  6  9  4  5  3  1  4
-1  7  7  9  4  5  4  2  5
+0  7  8 10  5  6  4  3  6
+0  8  9 10  6  7  5  3  7
+0  8 10 11  6  7  6  4  8
+0  9 11 11  7  8  7  5  9
+1  9 12 12  8  9  8  5 10
+1 10 13 12  8 10  8  6 11
+1 11 14 13  9 11  9  7 12
+1 11 14 13 10 12 10  7 13
+2 13 15 14 12 13 11  8 14
+2 15 15 15 14 14 12  9 15
+2 15 16 16 15 15 12  9 16
+2 16 16 16 15 16 13 10 17
+3 16 16 16 16 16 14 11 18
+3 16 16 16 16 16 15 11 19
Requisites: Con 13, Int 16, Chr 18, Cml 9
Alignment: non-L
HD/level: 2d8
Weapon Prof.: 1+level/6
To Hit Table: Psi
Save Table: 2xPsi
Reference: DM
Groups: Psionicist, Alternate
 
HiSLSamp PSP calculation: (LVL)*(Con+Int*2+Chr*3)
You start with "open slots". Open slots can be used once per reset. When used, you choose "Defensive" or "Offensive", and a random power is rolled. The power is assigned to that slot (you cannot choose to leave the slot "open"). You may choose targets after seeing resolving what the effect is.
The power cost is variable, but generally Grand is 1-100, Super is 2-200, Ultra is 3-300, V is 4-400, and W is 5-500.
If you assign a slot and find you don't have enough PSPs to cover the cost, you "burn hp" (1 per 1) per PSP you are short. You cannot burn hp when using a known slot.
During reset, you may unassign any slots you see fit, but slots can (again) only be filled once per reset.
DM Note: Grand and Super tables are provided, Ultra/V/W/X powers will use the [X] section with U SL=11, V SL=14, W SL=17, X SL=20. "Defensive" is Con/Wis/Chr powers, "Offensive" is Str/Dex/Int powers.

[PC9] Alternate Universe Group Classes


High SL Sampler Powers (Grand Defensive, d236)

 
# Effect
1 Ability Score *2: Choose one ability score. New score = (old score - 10) * 2 + 10
2 Ablating: You are buffered from one Negate Psionics effect.
3 Absorption Field: Stops SL/2 mental attacks or mental-affecting powers on you
4 AC *2: Your new AC = (old AC - 10) * 2 + 10
5 Acid Breath: Breathe Acid (as per dragon)
6 Acrobatics: Any Acrobat SL-1 pick; 5*CL Rogue points in it
7 Actions *2: Pick one action type (M, P, V). Your number of actions of that type is multiplied by 2
8 Add Global Resistance: Resist all E=1 elements, this can be taken twice for E=2 (doesn't include E=1), thrice for E=3, etc.
9 Add Global Resistance: Resist all EE=1 eelements, this can be taken twice for EE=2 (doesn't include EE=1), thrice for EE=3, etc.
10 Aid Deva: You lose 1 multiplier, target gains 1 multiplier
11 Amplify Power: +N to CL (or) +N*10% effect to next Psi1 power (max N=CL)
12 Animate Objects: Animate Objects as if they were a DL=SL Golem summon
13 Anti-Psionic Disruption: No Anti-Psi powers (any freq.) can be used in 50' r
14 Anti-Technological Shell: Reduce all technological objects within 30' by -CL TechL (min TechL=0)
15 Armageddon †: 1bM: Can use +1M/s this round; Immune Cold; Immune Shadow
16 Assassin Lore: Abilities as per an Assassin of half level (round up)
17 Astral Eyes: Can see through alterations/illusions/possession; Astral Perception
18 Aura of Fear: Fear by sight (SL saves)
19 Bard or Sage Abilities, LVL 9: Get bard or sage abilities of level 9 (max = your level)
20 Body Coating: 5*SL hp Armor spell, self only, stacks with the (Wizard) Armor spell
21 Body Resistance: Physical attacks that do less than SL*2 dmg to you do nothing
22 Body Transformation: Change your body to be of an E=SL/2 element
23 Breath of the Black Dragon: Breathe acid for 11d6 damage.
24 Breath of the Dragon: Breath fire for 11d4 damage.
25 Breath of the Drake: Breath water for 11d4 damage.
26 Breath Weapon Cloud: Forms into a breath weapon if triggered
27 Bring Animals VII: Summon CL*4 Animals using ML VII chart, you pick the result
28 Bringer: Immune Illusions; Immune Disease; Immune Reverse Healing
29 Chaos Cloud: Does random effects every round
30 Chemical Mimicry: Change your body to be of an TechL=SL chemical
31 Cobra Charm: Gaze, target must save vs. RSW or he cannot use any actions next segment, maintain 1M
32 Construct Control Item 4: Create a "Control" type item (see next page) of TechL=CL, each 4 TechL takes 1S action
33 Construct Generic Item 4: Create a "Generic" type item (see next page) of TechL=CL, each 4 TechL takes 1S action
34 Construct Power/Defensive Item 4: Create a "Power" type item (see next page) of TechL=CL, each 4 TechL takes 1S action
35 Construct Psi16 Item 4: Create a Psi16 item (see next page) of TechL=CL, each 4 TechL takes 1S action
36 Construct Weapon Item 4: Create a "Weapon" type item (see next page) of TechL=CL, each 4 TechL takes 1S action
37 Construction: Builds 1 machine up to level+1 complexity
38 Contingency, Psionic: Sets trigger condition for another power.
39 Contingency: Sets trigger condition for another power.
40 Contingency: Sets trigger condition for another power.
41 Control Air: Armor: +CH Saves, Armor has 10*CH hp
42 Control Earth: Armor: +CH AC, Armor has 10*CH hp
43 Cosmic Awareness: Detect "Everything" CL*30'; Range is sight
44 Cosmic Awareness: Grand: Cosmic Awareness
45 Create Golem III: Create a DL VII Golem (AC=12*CL, hp=10*(CL^3), Str=6*CL)
46 Create Technological Monster III: Create a DL VIII Technological Monster (AC=16*CL, hp=8*(CL^3), Str=6*CL)
47 Cron Job: Contingency or Delayed Blast for one Psi8 power
48 Damage *2: Damage with one physical weapon is multiplied by 2
49 Damage Reduction, Energy, 75%: Take x0.25 damage from energy
50 Damage Reduction, Physical, 75%: Take x0.25 damage from physical attacks
51 Density Increase 8: x256 mass; +8 Str; -8/attack (physical or energy)
52 Desolidification: You pass through objects as if they weren't there
53 Dial-a-Breath Element (=): You can use any eelement with E factor equal to or less than your normal breath.
54 Dial-a-Breath Element (=): You can use any element with E factor equal to or less than your normal breath.
55 Discontinuity Immunity: Immune to Annihilation, Being Put Down a Hole
56 Dispelling Buffer: Subject is buffered from one dispel psionics effect.
57 Diversify: Your next Psi27 power that has one target has LVL targets instead
58 Druid Spells, LVL 9: Get a druid progression of level 9 (max = your level)
59 Duplicate Magic Item (x1)
60 Duplicate Mechanism (x1)
61 Duplicate Monster (Clone) (x1)
62 Eeelemental Composition: Can be any Normal/Para/Quasi Eeele ; Can be Semi Eeele
63 Eelemental Composition: Can be any Normal/Para/Quasi Eele ; Can be Semi Eele
64 Electrical Control: SL/2 (round down) instances of Resist lightning; +SL*10% damage with lightning effects
65 Elemental Composition: Can be any Normal/Para/Quasi Ele ; Can be Semi Ele
66 Endurance of the World: +9 TH; +9 dmg; IECNR +25% ; Lasts 5r after maint.
67 Energy Absorption: CL*SL*3 hp ablative Force Field (vs. energy attacks)
68 Energy Body: Major: You are made of energy; cannot use P actions; resist physical damage
69 Energy Doppelganger: Mirror Image (1 image), it has SL^3 hp; it flies at SL*3"; you can cast Psi45 effects through it
70 Energy Kinetic: Amplify: Add 3*CH dice to your next energy attack
71 Energy Kinetic: Shield: Stops CH dice per Energy attack
72 Energy Reflection: As Arrow Cutting (above), except vs. magical missiles (even vs. Meteor Swarms & such)
73 Energy Sheath: SL^2 hp Armor spell, self only, stacks with the (Wizard) Armor spell
74 Extendable Limbs: Your limbs can extend an extra KiL'
75 Field of Peace: Everyone within 30' (incl. Deva) can use only V and Z actions
76 Fire Control: SL/2 (round down) instances of Resist fire; +SL*10% damage with fire effects
77 Flame Being: Fire Shield (SL*10% damage back to attacker); Deal +SL fire dmg with melee attacks
78 Flame Immunity: SL/2 instances of Resist Fire
79 Flame Shield: Protection from Fire
80 Forbiddance: As the 6th level Priest spell
81 Force Field vs. Emotion: Immune to spell level 0 to SL-1 enchantment/charm effects
82 Force Field vs. Energy: Immune to spell level 0 to SL-1 energy attacks
83 Force Field vs. Hostiles: Enemies must make SL/2 saves to attack you
84 Force Field vs. Magic: Immune to spell level 0 to SL-1 magic
85 Force Field vs. Mental: Immune to spell level 0 to SL-1 mental attacks
86 Force Field vs. Physical: -SL per physical attack
87 Force Field vs. Power Manipulation: ER 10*SL%
88 Force Field vs. Vampirism: aNR 10*SL% (including energy and stat drains)
89 Force Field: CL*SL*2 hp ablative Force Field (vs. physical or energy attacks)
90 Force Field: Immune to spell level 0 to SL-2 effects; -(SL-1) per physical attack; ER 5*SL%
91 Force Shield: CL*SL*3 hp ablative Force Field (vs. physical or energy attacks, only one enemy /s)
92 Form of Doom: You transform into a frightening tentacled beast.
93 Gadgetry: 1M, 1/d: Build a TechL=SL Psi8 item
94 Get a Rogue chart (and 20*LVL Rogue points) up to level=LVL/2
95 Golem Form: Doll: Resist fire; Mend spell acts as a Heal on you; Bite is Tasha's Laughter branded
96 Golem Form: Emerald: Immune acid; iNR 50%; 1M: Lightning Bolt
97 Golem Form: Magic: MArmoring LVL*10; Disenchant any magical effect you touch; 1M: Wild Surge
98 Golem Form: Mithral: Immune innates; +1Q0 action /r
99 Golem Form: Phantom Flyer: Fly 24" (C); Immune darkness; Darkvision; +2 tentacles (2d8 dmg each)
100 Golem Form: S=6,7,8: Unusual Material of S=6,7,8 (cannot exceed real S number)
101 Golem Form: Shaboath: Immune water; 1P: Drown a group; 1M: Wall of Ice
102 Golem Form: Silver: +1 to # attacks with each weapon; +LVL" move rate
103 Golem Form: Spiderstone: Resist magic; Mouth's P: Web (1 group); FRT LVL*10%
104 Golem Form: Stone: Immune earth; set Str 22+LVL; 1V: Slow
105 Gravity Decrease: Increase gravity in room or object/person by SL G's (x1 Special)
106 Gravity Increase: Decrease gravity in room or object/person by SL G's (x1 Special)
107 Gravity Kin.: Shield: Stops 4*CH hp per physical attack
108 Gravity Manipulation: SL/2 (round down) instances of Resist gravity/falling damage; +SL*10% damage with gravity/falling effects
109 Greater Force Shield: AT +CL*3 source; -CL/attack (physical or energy)
110 Growth 8: +3 size; +6 Str; +6*CL max hp
111 Hard Radiation Control: SL/2 (round down) instances of Resist radiation damage; +SL*10% damage with radiation (specific, not all of Psi9/18/27) effects
112 Hard Resistance to Anti-Matter: Double resist anti-matter (1/4, save for 1/10), Can survive in anti-matter based prime
113 HD type: Add +1d+2: Add 1 to number of HD and 2 to the HD type per level
114 hp *2: Multiply hp by 2
115 Hyper-Invention: (12-SL)M: Create a TechL=SL*2-3 object (see [Q8], can have at most LVL of these objects)
116 Icing: SL/2 instances of Resist Cold/Ice
117 Illusory Duplication: Mirror Image (SL images)
118 Illusory Invisibility: Minor: Invis.; Major: Improved Invis.; Grand: Dust of Disappearance
119 Immunity III: Immune:lightning/acid, +2 weapon to hit
120 Immunity to any effect that requires a Fortitude save (unless the effect also works on objects)
121 Immunity to death or slay effects
122 Immunity to energy drain and negative levels
123 Immunity to Turn Undead
124 Improved Vigor: You gain 13 temporary hit points.
125 Invisibility: Improved Invis.
126 Invisibility: Minor: Invisibility; Major: Improved Invisibility; Grand: Dust of Disappearance
127 Invulnerability: -CL*SL/2 dmg per attack
128 Ionization: Lightning shield (xSL/10 damage back)
129 Item *2: How many of an item exists is multiplied by 2 (you need a Grand to duplicate a x2 item)
130 Killing Attack, Hand-to-Hand: +CL*2 dmg and +CL Con dmg with unarmed attack
131 Kinetic Control: SL/2 (round down) instances of Resist telekinesis; +SL*10% damage with telekinesis effects
132 Level: early 16: Get a "Level:" ability in your class 16 levels early (this can be taken multiple times)
133 Light Control: SL/2 (round down) instances of Resist light; +SL*10% damage with light effects
134 Luck: +1 Luck point (as per Luckstone)
135 Luck: Gains +1(+5%)*LVL on 1 action
136 Luck: Gains +1(+5%)/succ on 1 action
137 Magic Control: +SL/2 (round down) to SL of next Psi45 power
138 Magic Shield: Stops SL/2 magical attacks on you
139 Magnetic Manipulation: SL/2 (round down) instances of Resist magnetism; +SL*10% damage with magnetism effects
140 Memorization Level Increase 3: +1 Memorization Level (this is next level of picks for rogues)
141 Mental Defense: Resist mental attacks
142 Mental Invisibility: Improved Invis.: it's +SL AC instead of +4
143 Metal Body: AC +CL, saves +CL, unarmed dmg +CL, DR CL/-
144 Mind Blank, Personal: You are immune to scrying and mental effects.
145 Mind Blank, Psionic: Subject immune to mental/emotional effects, scrying, and remote viewing.
146 Mind Over Matter: Stay conscious (and offensive) for up to SL segments after being reduced below -10 hp
147 Molecular Chameleon: Polymorph your body into an unusual material that you're touching (max S factor = SL)
148 Money *2: How much money you get in dungeon is multiplied by 2 (only affects you, not whole party)
149 Move Rate *2: Multiply Move Rate by 2
150 Multiform: Shapechange Self
151 Multiplier *2: Add 2-1 to your multiplier (see [X]). Using a Minor does nothing. Using a Major: +1 mult. in offense or defense (not both).
152 Mystic Shield: SR SL*CL
153 Null Field 4: All spells of SL 4 or higher don't work in 100'r
154 Null Psionics Field: Create a field where psionic power does not function.
155 Null Psionics Field: Negates psionics within 10 ft.
156 Null Void: Null Field: Caster immune to and cannot use magic
157 Paladin Lore: Abilities as per a Paladin of half level (round up); your light-saber is a "holy avenger"
158 People's Area: Forbiddance, Guards and Wards, Proof vs. Teleportation/Scrying LVL*10' radius
159 Plasma Control: SL/2 (round down) instances of Resist plasma; +SL*10% damage with plasma effects
160 Poison Touch: Your next attack is poisonous (Death or (SL-1)*10 dmg if they make the save)
161 Power Simulation: The next Psi45 power you use will be resisted using MR instead of PR
162 Prehensile Hair: Your hair has controlled movement; can do a "Hair attack" (using your hair's P action) for 1dSL dmg
163 Preservation: 1=Preserve,2=Trap Soul,5=Permanency,7=Stasis; affects 2+CL/9 groups
164 Prison Cloud: Captures one creature and holds there
165 Psi: Slayer: Sword: 1V to swing: LVLd100 dmg, always hits
166 Psi: Web: 100'r, any flying creature is Imprisoned
167 Psionic Amplification: Multiplies a power; Max.=level/4+1
168 Psionic Amplification: Multiplies a power; Max.=level/4+1
169 Psionic Disruption: No psi powers (any freq.) can be used in 50'r
170 Psionic Disruption: No psi powers (any freq.) can be used in 50'r
171 Reality Alteration: + or - SL to your next die roll
172 Rebound: MPaPReflection CL*15%
173 Reddopsi: Powers targeting you rebound on manifester.
174 Reflection: MPIWReflection 5*SL%
175 Regeneration: Regenerate KiL hp per round (given as KiL/10 hp per segment)
176 Regeneration: Regenerate SL hp/s
177 Remove a vulnerability on yourself (reduce Severe Allergy -> Vulnerable)
178 Resist Allergy: Remove -1 penalty/succ
179 Resist: Emotion: SL/2 (round down) instances of Resist enchantment/charm
180 Resist: Energy: SL/3 (round down) instances of Resist energy attacks
181 Resist: Magic: SL/4 (round down) instances of Resist magic
182 Resist: Mental: SL/2 (round down) instances of Resist mental attacks
183 Resist: Physical: SL/4 (round down) instances of Resist physical attacks
184 Resist: Power Manipulation: SL/3 (round down) instances of Resist disenchantment
185 Resist: Vampirism: SL/3 (round down) instances of Resist necromancy, energy and stat drains
186 Rogue points 30: This class gives an extra +30 Rogue points per level.
187 Saves *2: Multiply your save rolls by 2, you automake saves on natural 21-2 or better (Minor is 19).
188 Scty: Confined Defender: Shield vs. magic/psionics 1000*LVL hp
189 Scty: Flight Blockade: [permanent] No flying in area
190 Scty: Invisibile Defender: Shield vs. physical/energy 1000*LVL hp
191 Scty: MagnificientDefender: No magic & psi of SL 7 or lower in area
192 Scty: Peripheral Defender: -7*LVL dmg on all physical & energy attacks
193 Scty: Spell Trap: Contingency for any 1 power (Magic/Psi/Innate)
194 Self-Control: Immune to next Ego / Domination / Command-like effect
195 Shade: Creates a ghost/shade of person who died here, half powers
196 Shadow Cloud: Causes weakness, fear, ability loss
197 Shape Change: As the 9th level Wizard spell
198 Shapechange (Personal): Polymorph to any monster
199 Shock Treatment: Immune Lightning; 1 P0P, 1V: Deal KiL damage to one target (save: ½)
200 Smiley Face Cloud: All in area drop their weapons and dance
201 Snow Cloud: Multicolored snow (can damage/heal)
202 Spell *2: One spell that you know has it's effect multiplied by 2, or costs only 1/(2*2-1) of a spell slot
203 Spell Reflection
204 Spell Turning: Spell Turning (as spell)
205 Spiritual Body: Planar Displaced, Immune Matter, you can't physically attack
206 Split: You are two beings (two places at once); it costs 3 actions to have each body do 1 action
207 Strength of Soul: Immune to Misguidance, Alignment or Persona change; Immune to Truename spell
208 Strength of the World: +9/+9 AC/saves, +25% RR/MR/PsiR; Lasts 5r after maint.
209 Stretching: Can melee up to SL people per round that aren't in your group
210 Suppression: Cannot use or be affected by psionics, all psi effects drop
211 Suppression: Cannot use or be affected by psionics, all psi effects drop
212 Suspend Death: It takes CL rounds for you to die due to being at negative hp
213 Symbol
214 Systematic Antidote: SL/2 instances of Resist Poison/Drugs
215 Telepathic Sphere: Mobile force globe protects group from mental attacks
216 The Call: Choose a creature type: summons (LVL-DL)^2 of them. (DL is creature’s DL).
217 The Sorting: Shapechange, but can merge and assume qualities of LVL creature types.
218 Thief Abilities, LVL 9: Get thief abilities of level 9 (max = your level)
219 Thief: Any Thief SL-1 pick; 5*CL Rogue points in it
220 To Hit *2: Multiply your to hit rolls by 2, you autohit on natural 21-2 or better (Minor is 19).
221 True Invulnerability: SL instances of Resist distributed as you like (medium categories: a school, an element, etc.)
222 True Metabolism: You regenerate 10 hit points/round.
223 True Seeing: True Seeing (as spell)
224 Truesight: Minor: Detect Invis./Illusion; Major: True Seeing; Grand: Cosmic Awareness
225 UltraArmor [--X]: iunPaPaaPaaaPR CL*2%; CL*4 instead
226 Ultrashield [X]: Cannot attack / be attacked w/ Psi; Can still attack
227 Ultrasword [-X]: Ignore non-racial immunity to psionics; --
228 Vibration Control: SL/2 (round down) instances of Resist vibration; +SL*10% damage with vibration effects
229 Wand of the Mind: All your effects from one class are at double CL (for effect and BlahR adj.)
230 Warding: Create a Trap (x1 Psionic) for SL/2 Psi45 powers
231 Whenever you touch someone, they get Mummy Rot (no save)
232 Worship: Immune Opposition (as in Mirror), Truename Erased, Annihilation
233 Wrath †: 1bM: Can use an extra 1P each segment this round; Immune to Fire and Negative
234 Yoga Flame: Breathe Fire (as per dragon)
235 You have a breath weapon, half hp (pick acid, poison, skunk; pick 3/d or 1/3r)
236 Your gaze causes Charm (no save, IR)

[PC9] Alternate Universe Group Classes


High SL Sampler Powers (Grand Offensive, d305)

 
# Effect
1 Absorption Power: bM: Absorb energy, gain 100/(12-SL)% of it in temporary hp
2 Acid Bolt LVLd10
3 Acid Bolt: Acid damage, Con resists
4 Acid: CL*(SL+2) acid dmg to one target (no save)
5 AEther Bolt: LVL*10 dmg AEther, ignores PsiR
6 Air Animation: Summon a DL=SL Air Elemental
7 Air Bolt LVLd12
8 Air Bolt: Ele.Air damage, Dex resists
9 Air Control: Gust of Wind / Wall of Air
10 Alter Reality (greater): Alter Reality (as spell)
11 Alter Reality: Alter Reality or Psi1 major; Double CL effect
12 Alter Reality: Alter Reality or Psi-1 major; Double CL effect
13 Alter your Lycanthrope form, DM rolls on LVL/2 Lycanthrope or Animal table
14 Animal Summoning: Summon a DL=SL-1 Animal
15 Animate Fire: Turn fire into 2^(X+1) HD fire elemental, where X is the # sizes beyond size T
16 Animate Image: Summon a DL=SL creature based on an picture/painting you have (the image is consumed)
17 Anti-Technology Ray
18 Anti-Time Aura: Enemies in your room takes CL*2 anti-time dmg /s (no save)
19 Astral Construct VI: Astral construct fights for you.
20 Astral Construct VII: Astral construct fights for you.
21 Astral Construct VIII: Astral construct fights for you.
22 Astral Destruct VI: Astral destruct fights for you.
23 Astral Destruct VII: Astral destruct fights for you.
24 Astral Destruct VIII: Astral destruct fights for you.
25 Banishment, Psionic: Banishes extraplanar creatures.
26 Banishment: Banishes extraplanar creatures.
27 Bind: Stopped & -½ Str/succ
28 Bio-Energy Blast: CL*(SL+2) force dmg to one target (no save)
29 Bomb: CL*SL explosion dmg to your group (no save, hole in the middle)
30 Bring Animals VI: Summon CL*3 Animals using ML VI chart, you pick the result
31 Call Chaos: LVL random groups take 75 Chaos dmg (include PC in possibilities)
32 Cell Rot: Cell Adjustment (reversed) CL*SL*2 dmg (no save)
33 Change Reality (lesser): 1st-7th level Alt,Cnj,Cre,Ele,Hea,Sum
34 Chemical Touch: Chemical effect of TechL=SL*2 or less (range touch)
35 Chi Kung Healing: Cure X*KiL hp to one target
36 Choose Summoning VI: Monster Summoning using ML VI chart, you pick the result
37 Choose Summoning VII: Monster Summoning using ML VII chart, you pick the result
38 Cold Generation: SL*CL Cold damage (1 group, no save)
39 Combustion: An object explodes (item save), the person carrying it takes CL*SL/2 damage (save)
40 Cone of Nothing: CL*CL*CL dmg in a 30' cone (no save); they lose next Opp action (save)
41 Confusion: Confusion (as spell)
42 Control Actions: Caster controls ½P action/succ
43 Control Movement: Caster controls ½V action/succ
44 Control: 1bM: Redirect an effect (caster makes SL/4 saves)
45 Control: Domination one target (SL/2 saves)
46 Co-opt Concentration: Take control of foe’s concentration power.
47 Counterspell †: 1bM: Counter an effect
48 Create a random special (only enemies trigger it)
49 Crisis of Life: Stop subject’s heart.
50 Crystallize: Turn subject permanently to crystal.
51 Cthulhoid Swarm VI: Summon CL*4 Monsters using ML VI "Weird" chart (random)
52 Cthulhoid Swarm VII: Summon CL*6 Monsters using ML VII "Weird" chart (random)
53 Cure Serious Wounds: Cure 6d8+6*LVL hp
54 Cureall/Causeall
55 Damage Transference: Cell Adjustment CL*SL*2 hp
56 Dark Light: 30' radius: Emotion, Darkness, Weird (as spells)
57 Dark Thunderbolt: 1 dmg/DPP (darkness & sound) (no save)
58 Darkness: Darkness (can blind a person, make SL saves)
59 Death Beam: Necromantic damage
60 Death Bolt (save or dead)
61 Death Bolt: Necromantic damage
62 Death Spell a group (total CL*CL HD, max HD affected = CL)
63 Death Stare: Death or Stun 2d4r (if over 2*level HD) (Fort save); affects 2+CL/9 groups
64 Death Stare: Save-6; Death; Stun 2d4r if over 2*level HD
65 Death: Target is slain (save)
66 Decay: 1=Decay (item save), 2=Freedom, 5=Instantaneous, 7=Tempus Lawfulness
67 Destroy Matter: Disintegrate (save), if save made takes half max hp
68 Disintegrate, Psionic: Turn one creature or object to dust.
69 Disintegrate: Disintegrate (save)
70 Disintegrate: One creature or object vanishes.
71 Disintegration: Major: Disintegrate (save)
72 Disk of White Originator: One evil target "Capital S" Slain (no resistance, except he can use GR), x7 effect
73 Dispel 8: Dispel a SL 0-8 effect
74 Disruption: Minor: Target takes CL*SL disruption damage (no save); Grand: The damage given plus a Disintegrate effect (save)
75 Divert Teleport: Choose destination for another’s teleport.
76 Divert Teleport: Choose destination for another's Teleport.
77 Domination: Dominate all actions (SL/5 saves)
78 Dream of Death: Death Spell 5d20 HD (save vs. Death Magic), sleeping targets get no save
79 Druid Shapechange: Druid Shapechange (to Reptile/Fish, Bird, or Mammal)
80 Duplication: 1bM: Fork an effect (caster makes SL/3 saves)
81 Earth Animation: Summon a DL=SL Earth Elemental
82 Earth Bolt LVLd12
83 Earth Bolt: Ele.Earth damage,Con resist
84 Earthquake your group (incl. yourself) for LVLd20 dmg, flying doesn't help
85 Ectoplasmic Cocoon, Mass: You encapsulate all foes in a 20-ft. radius.
86 Electrical Generation: SL*CL Lightning damage (1 group, no save)
87 Energy Absorption: 1bM: Absorb up to CL HD of an energy attack, affects everyone in your group
88 Energy Blast III: [Pick an element] CLd20 dmg of that element (one group, no save)
89 Energy Cancel: As Energy Control but removes entire area effect
90 Energy Cancel: Cancels entire energy effect; Autocancel all this s
91 Energy Cancel: Max.=CL/2 in HD damage, cancels whole effect, you don't need to be in that group
92 Energy Conversion: 0, SL/t: Convert an element in an effect to another element (max E factor = SL/2, round down)
93 Energy Jar: As Energy Control, can throw affect yourself once for 1M
94 Energy Kinetic: Blast: 4*CH' rad, 2*(CHd10) Energy dmg (save:½)
95 Energy Kinetic: Drain: Absorb 3*CH dice as per Energy Control
96 Energy Kinetic: L.Blast: 8*CH' rad, CHd10 Energy dmg (save:½)
97 Energy Kinetic: Manipulate: +-CH dice to existing energy effect
98 Energy Quench: Death Spell 4d20 HD (save vs. Death Magic), works on undead and golems
99 Energy Solidification: Minor: Web; Major: Iron Bands of Bilarro; Grand: Solid Wall of Force; Super: Forcecage
100 Energy Solidity: As per Energy Amplification but entire effect is amplified
101 Energy Sponge: bM: SL*10% chance to absorb an entire energy attack
102 Energy Wave: Deal 13d4 damage of your chosen energy type in 120-ft. cone.
103 Eridor's Ebony Bolt: 4 perm. hp loss/lvl, no MR, cannot be resisted
104 Escape
105 Fate of One: Reroll any roll you just failed.
106 Fear V (Vision of Weakness): Lose 1d6 levels, -6 Str/Dex/Con (save)
107 Fire Bolt LVLd12
108 Fire Bolt: Ele.Fire damage,Con resist
109 Fire Generation: SL*CL Fire damage (1 group, no save)
110 Fireball: KiLd6 dmg, KiL' radius (fire damage) (save:½, if made save again for 0)
111 Flame Animation: Summon a DL=SL Fire Elemental
112 Flame Project: CL*(SL+2) fire dmg to one target (no save)
113 Flash: Light (can blind a person, make SL saves)
114 Focus: Do SL instances of another Psi45 power you know; you are Spent and Harmed at the end of effect
115 Force of Nature VI: Summon a Thorn Elemental: AC 120, hp 720, #Att 6/1, TH +110, dmg 110
116 Fourth Level Priest Spell: Cast one 4th level Priest spell at CL = 60
117 Freedom: [0 action to use] Reverse Imprisonment
118 Gate: As spell
119 Gate: As the 9th level Wizard spell
120 Geoforce: 1bM: Stop or Create an Earthquake, Landslide, etc. Damage would be CL*SL Earth to a group (save for 0)
121 Gestalt: Major: 1M: Do 2 Minor powers that you know; Grand: 1M: Do 2 Major powers that you know; etc.
122 Grand Acidify: CLd20 acid damage; Use d30's
123 Grand Acidify: CLd20 acid damage; Use d30's
124 Grand Detonate (Psi2)
125 Grand Detonate: CLd20 shards damage; Use d30's
126 Grand Domination: Save at penalty equal to level; no HD limit
127 Gravity Kin.: Incr.Weight: Target weight x100*CH (save or crushed)
128 Grease Bolt LVLd8
129 Hard Radiation: SL*CL/2 Radiation damage and SL Con damage (1 group, no save)
130 Heat Vision: 1M to start: Every segment for 1 round, as a 0 action, deal SL heat dmg to one target (no save)
131 Heat: Target takes SL*CL Fire damage per segment for 1 round (no save)
132 Hold Person: Hold Person
133 Holy Beam: Holy Bolt (1 group)
134 Hyperkinetic: Decr.Attacks: -CH P actions (yuck!) (no save)
135 Hyperkinetic:Hyper Inaction: -CH V actions, -CH AC (no save)
136 Hypnotic Control: Hypnosis (SL/2 saves)
137 Hypnotism: Hypnosis (SL saves)
138 Ice Animation: Summon a DL=SL Ice Elemental
139 Ice Bolt LVLd10
140 Ice Bolt: Ice damage, Con resists
141 Ice Control: Wall of Ice
142 Ice Production: CL*(SL+2) ice dmg to one target (no save)
143 Iceblast: KiLd4 dmg in a KiL*5' line (ice damage) (save:½)
144 Imprisonment
145 Imprisonment/Freedom: Imprisonment (as spell) or its reverse
146 Improved Fireball: KiLd8 dmg, KiL' radius (fire damage) (save:½, if made save again for 0)
147 Improved Health: 1M, 1V: Heal hp of damage and/or restore stats; C=number of stat pts restored
148 Improved Phantasmal Killer: As the 4th level Wizard spell (no save)
149 Improved Telekinesis: Lift or move 50 lb./level at long range.
150 Incr./Decr. Movements: ±1 V action /r per 2 successes
151 Infernal Spawn of Infernal Spawn of Evil: Summon a Demon Child: AC 80, hp 800, #Att 8/1, TH +80, dmg 80, 1M: 20 dmg to target
152 Insanity: Cause Insanity (save)
153 Insanity: Subject is permanently confused.
154 Insanity: Subject is permanently wacky.
155 Instantaneous (reverse Permanency)
156 Internal Fire
157 Iron Will: 1bM: One effect that's hitting you is delayed for SL segments (it will still resolve even if the caster is dropped)
158 Kinetic Bolt: SL*CL/2 Telekinesis dmg and knock back SL*10' (1 target, no save, Str-SL*2 check to avoid knock back)
159 Law Quadruple Beam: CLxCLx2 mental dmg in 4 lines (no save); C-align x3 dmg
160 Lifeform Creation: Summon a DL=SL-1 monster
161 Light Emission: SL*CL/2 Light damage (no save) and SL/2 instances of blindness (save)
162 Lightning Bolt LVLd10
163 Lightning Bolt: Lightning damage, Dex resists
164 Lightning: 1M: Shoots lightning from fingertips, LVLd10 dmg (no save, no PsiR, no immune psi)
165 Lightning: CL*SL lightning dmg to one group (no save)
166 Limited Wish: Limited Wish (as spell)
167 Limited Wish: Limited Wish (as spell)
168 Limited Wish: Limited Wish (as spell)
169 Limited Wish: Limited Wish (as spell), CL = 25
170 Magic Blast: CL*SL force dmg to one group (no save)
171 Magic Domination: Control M Actions (SL/2 saves)
172 Magic Jar: Magic Jar (as spell)
173 Mana Beam: Astral damage
174 Mana Bolt LVLd8
175 Mana Bolt: Astral damage
176 Mass Charm: As the 8th level Wizard spell
177 Mass Confusion: Confusion a group (Will save)
178 Mass Domination: Many targets subject to your will.
179 Mass Heal: LVL targets: Heal
180 Mass Suggestion: Many targets follow suggested action.
181 Mass Suggestion: Suggestion (as spell) in 90'r area, but all commands must be the same
182 Mass Telekinesis: LVL tons, each lb. can do 1 dmg
183 Matter Manipulation: CL*(SL+2) explosion dmg to one target (no save)
184 Maze
185 Mechanical Creation: Summon a DL=SL-2 Golem or Technological monster
186 Megakinesis: TK, X=(lbs.)*(speed in ")/lvl^2; PSP cost halved
187 Melf's Minute Meteors: Melf's Minute Meteors
188 Mental Ball 8: 80'r; take 8*level*(# of freq.) damage; no save
189 Meteor Swarm
190 Mimic: 1bM: Fork a spell level 0 to SL effect
191 Mind Blast: SL Int dmg to one target (no save)
192 Mind Blast: SL*CL Mental damage (1 group, no save)
193 Mind Control: Control M actions (Will save)
194 Mind Control: Minor: Command (save); Major: Domination (SL/3 saves)
195 Mind Quench: Death Spell 3d20 HD (save vs. Death Magic), creatures w/ Int 1-8 get no save
196 Mind Transferral: Minor: Empathy (save); Major: Magic Jar (SL/3 saves)
197 Missile Creation: Do SL missile attacks, must roll to hit, each hit does 10 dmg (no save) and a stun (save)
198 Mob Rush: Control Movement Blast
199 Mob Scene: Control Actions Blast
200 Mordenkainen's Disjunction
201 Musical Accomplishment: Allies can reroll (choose one:) missed to hit, missed saves, missed BlahR rolls (for 1m)
202 Nether Bolt: LVL*10 dmg Nether, vile damage
203 Neural Manipulation: Minor: Seizure (-2 all rolls, save); Major: Paralysis (SL/3 saves)
204 Order Reality: Alter Reality, but effect must be Lawful intent
205 Personality Transfer: Magic Jar (SL/2 saves)
206 Petrify: Target is held (no save)
207 Phobia: Fear (SL saves)
208 Photon Kin.: Laser Beam: 10*(CHd8) Light damage (save)
209 Photon Kinetic: Laser Beam (Psi 9): 10*(CHd8) Light damage (save)
210 Plague Carrier: Disease (SL saves)
211 Plane Shift: Up to eight subjects travel to another plane.
212 Plasma Generation: SL*CL Plasma damage (1 group, no save)
213 Possession: Magic Jar (as spell)
214 Power Beam: Astral damage
215 Power Bolt LVLd8
216 Power Bolt: Astral damage
217 Prismatic Beam (Spray)
218 Psi Sword II: Roll TH (+succ), dmg=ä(succ), can hit nonliving
219 Psi Sword: Roll TH (+succ), dmg=ä(succ)
220 Psi: Enhanced Spray: Casts LVL Psi: Bolts (LVLd10 telekinetic dmg) (no save)
221 Psychic Will: Wall of Force
222 Psychokinesis: Telekinese N^2 lbs. at movement rate N/10, lasts for concentration (no DPPs)
223 Radiowave Generation: SL*CL/2 Radiowave damage (1 group, no save, the effect can go through a SL' wall)
224 Raise Dead Fully/Slay Living Fully
225 Ram Beam /Wrecker: 1 hull point damage/succ
226 Ram Bolt: 1 hull point damage/succ
227 Recall Birth: Foe vividly recalls its birth, and gains CL negative levels (no save)
228 Recall Death: Foe vividly recalls its future death, and dies.
229 Recall Death: Subject dies or takes 5d6 damage.
230 Reddopsi: Foe's power rebounds on her.
231 Repair Massive Damage: Cures 640 hp (64 Hull points) to a technological item, fixes Crashed/Hung status
232 Replace: Put an object into someone's inventory (Reflex save)
233 Restoration/Energy Drain
234 Resurrection/Destruction
235 Retrieve: Teleport to your hand an item you can see.
236 Retrieve: You teleport to your hand an item you can see.
237 Ritual of Assimilation: Touch: Target loses all of his current hp’s, you are healed that amount (no save)
238 Scty: Metamorph Blockade: [permanent] Force Shapechange, no polymorph
239 Self-Revival: 0, (SL-1)/d: Heal self
240 Serial Immortality: 0, 1/d: Resurrection, self only, there is a delay of (11-SL) rounds
241 Severance: Save; stops use of any 1 ability in creature
242 Severance: Save; stops use of any 1 ability in creature; affects 2+CL/9 groups
243 Sleep-Induced: Sleep (SL/2 saves)
244 Sonic Beam: CL*(SL+2) sound dmg to one target (no save)
245 Sonic Boom: KiLd4 dmg, KiL' radius (sound damage) (save:½, if made save again for 0)
246 Sonic Generation: SL*CL/2 Sound damage (no save) and SL/2 instances of deafness (save)
247 Spectrify: Target gets -CL each to Str, Dex, and Con (save for each point)
248 Spinning Foot Sweep: One kicking attack on each target within KiL'r: Normal damage, targets are knocked down
249 Spiritual Drain: Target loses CL*SL hp (necromantic, no save), you gain CL*SL hp (not above max)
250 Sporacle-ize (random [C8] section effect)
251 Spray: SL choking dmg to a group per segment (can leave the area)
252 Starbolt: CL*(SL+2) plasma dmg to one target (no save)
253 Steal Actions: Steal an action (save); --
254 Steal Item: Target saves or demon gets 1 random item
255 Storm Hammer: One attack: Target takes KiL*10' falling damage
256 Storm of Vengeance: As the Quest level Priest spell
257 Stun Blast /Sleep: Astral stunning
258 Stunning Shout: Target must save vs. PP or stunned 1d(KiL) segments
259 Suggestion: Suggestion
260 Suggestion: Suggestion (up to CL targets)
261 Summon a DL VII Undead
262 Summon a DL=VII Lycanthrope
263 Summon Angel: Summons a DL VIII Angel (good aligned Outer-planar creature)
264 Summon Chaotic Creature: Gate (as spell) for Chaotic creature or for an Earth or Fire Elemental
265 Summon Fire Elemental: Summons a 12 HD Fire Elemental, or gain control of someone's Fire Ele.
266 Summon Greater Deva: Summons a x2 Angel or Greater Deva
267 Summon Lawful Creature: Gate (as spell) for Lawful creature or for a Water or Air Elemental
268 Summon Planar Creature
269 Summon True Creature: Gate (as spell) for True creature or for a Time Elemental
270 Summoning: Summon a DL=SL Outer
271 Suneagle: Summons a Phoenix (see Monstrous Compendium)
272 Super Breath: CL*SL air dmg to one group (no save)
273 Suppress: Target cannot use a particular power (no save)
274 Target is energy drained CL/2 levels (no save)
275 Telekinesis: Telekinesis CL*SL*10 lbs.
276 Temporal Stasis
277 Temporal: Stop Time: CH*3' radius Time Stop
278 Temporal: Time Bolt (Psi 9): Ages target 10*(CHd4) years (save:½)
279 Temporal: Time Bolt: Ages target 10*(CHd4) years (save:½)
280 Third Level Priest Spell: Cast one 3rd level Priest spell at CL = 50
281 Time Hop, Mass: Willing subjects hop forward in time.
282 Time Shift
283 Time Shift Other: Time Shift other S r (no save); -CL*5% to PsiR roll
284 Time Stop
285 Time Stop: Time Stop (as spell, maintained 3/r)
286 Transferer: Steal one power from target (save)
287 Treat Serious Wounds: Heals 60% max hp (3 succ)
288 True Domination: Dominated subjects less likely to defy your will.
289 Turn to Goo: Polymorphs target to sludge
290 Undead Control: Turn Undead at CL=(SL-2)*2
291 Unholy Word: As the 7th level Priest spell (doubled)
292 Vampirism: Target gets SL/2 negative levels (energy drain, no save), you gain CL*SL hp (not above max)
293 Vibration: SL*CL Vibration damage (1 group, no save)
294 Water Animation: Summon a DL=SL Water Elemental
295 Water Bolt LVLd12
296 Water Bolt: Ele.Water damage,Str resist
297 Water Control: Wall of Water / Part Water / Lower Water
298 Weakness Creation: Add SL/2 instances of a Vulnerability to something (medium scale: a school, an element, etc.) on the target (no save)
299 Weakness of the World: -9/-9 AC/saves, -25% RR/MR/PsiR; Lasts 5r after maint.
300 White Hurricane: All Evil in sight Gated to their home (no save)
301 Wild Invocation V: Random 8 (90%) or 1d4+8 (10%) SL Wizard Invocation spell
302 Wild Magic Surge: Generate (level) Wild Surges within 60' each round for 1h
303 Wild Surge
304 Worm: 1 target: Mental & Physical Domination (save)
305 Zombie Animation: Animate a dead body as a Zombie with DL=SL

[PC9] Alternate Universe Group Classes


High SL Sampler Powers (Super Defensive, d190)

 
# Effect
1 Ability Score *2.5: Choose one ability score. New score = (old score - 10) * 2.5 + 10
2 Absorption Field: Stops SL/2 mental attacks or mental-affecting powers on you
3 AC *2.5: Your new AC = (old AC - 10) * 2.5 + 10
4 Acrobatics: Any Acrobat SL-1 pick; 5*CL Rogue points in it
5 Actions *2.5: Pick one action type (M, P, V). Your number of actions of that type is multiplied by 2.5
6 Add Global Immunity: Immune to all E=1 elements, this can be taken twice for E=2 (doesn't include E=1), thrice for E=3, etc.
7 Add Global Immunity: Immune to all EE=1 eelements, this can be taken twice for EE=2 (doesn't include E=1), thrice for EE=3, etc.
8 Affinity Field: Effects that affect you also affect others.
9 Affinity Field: Effects that affect you also affect others.
10 Alter Probabilities: ±20% all die rolls
11 Amplification: xCH on next Psi9 power's effect
12 Angelic Lore: You gain x2 multiplier; Angel's powers of level = (CL-21)/7
13 Animate Objects: Animate Objects as if they were a DL=SL Golem summon
14 AntiBio Force: Inaccuracy: People need a 20+CH to Autohit you
15 Anti-Commotion Resist.: +CL*5% aaAllR (Anti-Anti R vs. everything)
16 Anti-Godly Ray
17 Anti-Innate Ray
18 Astral Form Blockade Field: Stops Astral Psi./Proj., Dim.Doors
19 Aura of Fear: Fear by sight (SL saves)
20 Bard or Sage Abilities, LVL 12: Get bard or sage abilities of level 11 (max = your level)
21 Bio Force: Maintain Health: +CH Con, regen all hit points each r
22 Bio Force: Super Accuracy: Roll 1d4+16 instead of 1d20 for to hit
23 Body Coating: 5*SL hp Armor spell, self only, stacks with the (Wizard) Armor spell
24 Body Resistance: Physical attacks that do less than SL*2 dmg to you do nothing
25 Body Transformation: Change your body to be of an E=SL/2 element
26 Caprenium Silence: 100'r, 100% irreducible InnateR,PsiR,or MR
27 Chemical Mimicry: Change your body to be of an TechL=SL chemical
28 Clone/Simulacrum: Clone (or) Simulacrum (as the MU spells)
29 Construct Control Item 8: Create a "Control" type item (see next page) of TechL=CL, each 8 TechL takes 1S action
30 Construct Generic Item 8: Create a "Generic" type item (see next page) of TechL=CL, each 8 TechL takes 1S action
31 Construct Power/Defensive Item 8: Create a "Power" type item (see next page) of TechL=CL, each 8 TechL takes 1S action
32 Construct Psi16 Item 8: Create a Psi16 item (see next page) of TechL=CL, each 8 TechL takes 1S action
33 Construct Weapon Item 8: Create a "Weapon" type item (see next page) of TechL=CL, each 8 TechL takes 1S action
34 Contingency: Contingency for one Psi9 power
35 Control Air: Less Damage: x10 hp
36 Control Earth: Mass Damage: Your physicals do Hp instead of hp
37 Cosmic Awareness: Grand: Cosmic Awareness
38 Create Golem IV: Create a DL X Golem (iAC=CL/12, ihp=CL/5, Str=8*CL)
39 Create Technological Monster IV: Create a DL XII Technological Monster (iAC=CL/8, ihp=CL/8, Str=8*CL)
40 Create/Destroy Conduit: Creates or Destroys 1 Conduit, Wormhole, Gate, Color Pool
41 Damage *2.5: Damage with one physical weapon is multiplied by 2.5
42 Damage Reduction, Energy, 90%: Take x0.1 damage from energy
43 Damage Reduction, Physical, 90%: Take x0.1 damage from physical attacks
44 Druid Spells, LVL 12: Get a druid progression of level 12 (max = your level)
45 Duplication: There are two of you
46 Electrical Control: SL/2 (round down) instances of Resist lightning; +SL*10% damage with lightning effects
47 Energy Absorption: CL*SL*3 hp ablative Force Field (vs. energy attacks)
48 Energy Body: Major: You are made of energy; cannot use P actions; resist physical damage
49 Energy Dampen: Permanent Energy Cancel on self or 100'cu area
50 Energy Dampen: Permanent Energy Cancel on self or 100'cu area
51 Energy Doppelganger: Mirror Image (1 image), it has SL^3 hp; it flies at SL*3"; you can cast Psi45 effects through it
52 Energy Sheath: SL^2 hp Armor spell, self only, stacks with the (Wizard) Armor spell
53 Environ.: Familiar Locale: CH mile r, atmosphere same as home
54 Expanded Spectrum: You are affected by up to CL Priest or Wizard Divination spells of spell level 1-7
55 Fire Control: SL/2 (round down) instances of Resist fire; +SL*10% damage with fire effects
56 Flame Being: Fire Shield (SL*10% damage back to attacker); Deal +SL fire dmg with melee attacks
57 Flame Immunity: SL/2 instances of Resist Fire
58 Focus: Resist Death: Stay Alive (but probably unconscious) past -10 hp; X = -(current hp)/2, round down
59 Force Field vs. Emotion: Immune to spell level 0 to SL-1 enchantment/charm effects
60 Force Field vs. Energy: Immune to spell level 0 to SL-1 energy attacks
61 Force Field vs. Hostiles: Enemies must make SL/2 saves to attack you
62 Force Field vs. Magic: Immune to spell level 0 to SL-1 magic
63 Force Field vs. Mental: Immune to spell level 0 to SL-1 mental attacks
64 Force Field vs. Physical: -SL per physical attack
65 Force Field vs. Power Manipulation: ER 10*SL%
66 Force Field vs. Vampirism: aNR 10*SL% (including energy and stat drains)
67 Force Field: CL*SL*2 hp ablative Force Field (vs. physical or energy attacks)
68 Force Field: Immune to spell level 0 to SL-2 effects; -(SL-1) per physical attack; ER 5*SL%
69 Force Shield: CL*SL*3 hp ablative Force Field (vs. physical or energy attacks, only one enemy /s)
70 Gadgetry: 1M, 1/d: Build a TechL=SL Psi8 item
71 Golem Form: Adamantite: Immune magic; 1V: Trample for 8d10+(Str bonus) dmg
72 Golem Form: Bone: Undead immunities; Can't be Turned; 1M: Paralyze a group
73 Golem Form: Brain: +1QM action; 1M: Psi1 Psionic Blast; iPR +70%
74 Golem Form: Brass Minotaur: Immune Maze (and variants); Slaying +3/+3 +wounding; 1M: Trap the Soul; 1M: Maze
75 Golem Form: Burning Man: Immune fire (and variants); Eldritch Fire Shield (100% dmg back); 1M: Fear (1 group)
76 Golem Form: Diamond: Immune lightning, acid; iNR 75%; 1M: Diamond wacky ball (LVLd8, no save); 1M: Sunray
77 Golem Form: Drolem: [Pick an E=1 to E=3 element] Immune to that element; Mouth's P, 1/3r: Breathe that element
78 Golem Form: Gargoyle: +LVL weapon needed to hit you; You punches are petrification branded
79 Golem Form: Hammer: Immune magic; +4d6 dmg per physical attack
80 Golem Form: Iron: set Str 24+LVL; Cured by fire dmg; Mouth's P: Breathe poison (group, half hp, BW save:1/2)
81 Golem Form: S=9,10,11: Unusual Material of S=9,10,11 (cannot exceed real S number)
82 Good Fortune I: +CL Luck (the Concordant ability score)
83 Grand Chaos: All die rolls by all creatures within 240' of caster become either minimum (50%) or maximum (50%), check for each grouping of dice rolled
84 Gravity Decrease: Increase gravity in room or object/person by SL G's (x1 Special)
85 Gravity Increase: Decrease gravity in room or object/person by SL G's (x1 Special)
86 Gravity Manipulation: SL/2 (round down) instances of Resist gravity/falling damage; +SL*10% damage with gravity/falling effects
87 Growth 11: +4 size; +8 Str; +8*CL max hp
88 Hard Radiation Control: SL/2 (round down) instances of Resist radiation damage; +SL*10% damage with radiation (specific, not all of Psi9/18/27) effects
89 Hard Resistance to Time: Double resist time (1/4, save for 1/10), Immune to Time Stop / Temporal Stasis
90 HD type: Add +2d+2: Add 2 to number of HD and 2 to the HD type per level
91 Hero Element: Casts any one 1st level Hero spell
92 Hero Lore: You gain x2 multiplier; Hero's powers of level = (CL-21)/7
93 hp *2.5: Multiply hp by 2.5
94 Hyper-Invention: (12-SL)M: Create a TechL=SL*2-3 object (see [Q8], can have at most LVL of these objects)
95 Icing: SL/2 instances of Resist Cold/Ice
96 Illusory Duplication: Mirror Image (SL images)
97 Illusory Invisibility: Minor: Invis.; Major: Improved Invis.; Grand: Dust of Disappearance
98 Immunity IV: Globe/Invuln., Immune:1st-2nd Dominions
99 Inconvenience Immunity: Immune to Set, Truename, Crapped, Slain, As You Are
100 Invisibility: Improved Invis.
101 Invisibility: Minor: Invisibility; Major: Improved Invisibility; Grand: Dust of Disappearance
102 Invulnerability: -CL*SL/2 dmg per attack
103 Ionization: Lightning shield (xSL/10 damage back)
104 Item *2.5: How many of an item exists is multiplied by 2.5 (you need a Grand to duplicate a x2 item)
105 Kinetic Control: SL/2 (round down) instances of Resist telekinesis; +SL*10% damage with telekinesis effects
106 Legend Element: Casts any one 1st level Legend spell
107 Level: early 25: Get a "Level:" ability in your class 25 levels early (this can be taken multiple times)
108 Lich Lore: Lich powers of ½ level
109 Light Control: SL/2 (round down) instances of Resist light; +SL*10% damage with light effects
110 Luckscale: (Must have scales to use) Luckstone effect for 1 day
111 Magic Control: +SL/2 (round down) to SL of next Psi45 power
112 Magic Defense: Resist magic
113 Magic Inertial Barrier: Spell delayed 1 s if hitting you; Delayed 2 s
114 Magic Inertial Improver: Spells give no save in your group; --
115 Magic Shield: Stops SL/2 magical attacks on you
116 Magnetic Manipulation: SL/2 (round down) instances of Resist magnetism; +SL*10% damage with magnetism effects
117 Memorization Level Increase 4: +1 Memorization Level (this is next level of picks for rogues)
118 Mental Invisibility: Improved Invis.: it's +SL AC instead of +4
119 Metamorphosis, Greater: Assume shape of any nonunique creature or object each round.
120 Mind Over Matter: Stay conscious (and offensive) for up to SL segments after being reduced below -10 hp
121 Molecular Chameleon: Polymorph your body into an unusual material that you're touching (max S factor = SL)
122 Money *2.5: How much money you get in dungeon is multiplied by 2.5 (only affects you, not whole party)
123 Move Rate *2.5: Multiply Move Rate by 2.5
124 Multiplier *2.5: Add 2.5-1 to your multiplier (see [X]). Using a Minor does nothing. Using a Major: +1 mult. in offense or defense (not both).
125 Mystic Shield: SR SL*CL
126 Null Field 1: All spells of SL 1 or higher don't work in 100'r
127 Null Void: Null Bolt: Targets gets 5*LVL% offensive MR,PsiR,InnateR
128 Null Void: Null Dome: 3*LVL% irreducible PsiR
129 Null Void: Null Field: 3*LVL% irreducible MR
130 Null Void: Null Innates: Caster immune to and cannot use innates
131 Permanency: Makes a Demon psi power permanent
132 Plasma Control: SL/2 (round down) instances of Resist plasma; +SL*10% damage with plasma effects
133 Poison Touch: Your next attack is poisonous (Death or (SL-1)*10 dmg if they make the save)
134 Power Simulation: The next Psi45 power you use will be resisted using MR instead of PR
135 Prehensile Hair: Your hair has controlled movement; can do a "Hair attack" (using your hair's P action) for 1dSL dmg
136 Prince: Your "caster level" (CL) for all purposes (even non-Psi27) is raised by LVL
137 Psi Inertial Improver: Psi gives no save in your group; --
138 Psi: Trap: Chain Contingency, up to LVL powers any type
139 Psionic Permanency: (freq.5/other)Perm.psi power,no maint.cost
140 Psionic Turning: Spell Turning but affects Psionic effects
141 Public Access Lock: Your truename is unknowable; Thoughts unknowable too
142 Reality Alteration: + or - SL to your next die roll
143 Reduplication: Duplicates one (non-magical, non-psionic) item; max TechL = CL
144 Reflection: MPIWReflection 5*SL%
145 Reflector: As Spell Turning, also Innates and Psi
146 Regeneration: Regenerate SL hp/s
147 Resist: Emotion: SL/2 (round down) instances of Resist enchantment/charm
148 Resist: Energy: SL/3 (round down) instances of Resist energy attacks
149 Resist: Magic: SL/4 (round down) instances of Resist magic
150 Resist: Mental: SL/2 (round down) instances of Resist mental attacks
151 Resist: Physical: SL/4 (round down) instances of Resist physical attacks
152 Resist: Power Manipulation: SL/3 (round down) instances of Resist disenchantment
153 Resist: Vampirism: SL/3 (round down) instances of Resist necromancy, energy and stat drains
154 Rogue points 40: This class gives an extra +40 Rogue points per level.
155 Saves *2.5: Multiply your save rolls by 2.5, you automake saves on natural 21-2.5 or better (Minor is 19).
156 Sentinel Lore: You gain x2 multiplier; Sentinel's powers of level = (CL-21)/7
157 Shapechange: Shapechange (as spell,phys.innates gained)
158 Shapechange: You become any creature, change one/round.
159 Shielder: Shield: Non-ablative 1000 hp, up to 40'sq.
160 Shotokan Spirit: Know and can use all Psi0 minor/major/grand powers
161 Sinanju Spirit: Know and can use all Martial Arts powers
162 Spell *2.5: One spell that you know has it's effect multiplied by 2.5, or costs only 1/(2.5*2-1) of a spell slot
163 Spirit in the Sky: No physical body, can use 2 M /s; Can use 3 M /s
164 Spirit Preservation: +5*CL% aXR
165 Spirit Resistance: +5*CL% XR
166 Split: You are two beings (two places at once); it costs 3 actions to have each body do 1 action
167 Stretching: Can melee up to SL people per round that aren't in your group
168 Symbol of Wizardry
169 Systematic Antidote: SL/2 instances of Resist Poison/Drugs
170 Thermal Kinetic: Plasma Beam (Psi 9): ±CHx100°, save at -CHxCH or dead
171 Thief Abilities, LVL 12: Get thief abilities of level 12 (max = your level)
172 Thief: Any Thief SL-1 pick; 5*CL Rogue points in it
173 Thought: Incr.Charisma: +CH Chr, considered X2 in highest class
174 Thought: Incr.Wisdom: +CH Wis, all rolls are 2 dice (choose)
175 Thought: No Body: You no longer have/need a physical body
176 To Hit *2.5: Multiply your to hit rolls by 2.5, you autohit on natural 21-2.5 or better (Minor is 19).
177 True Invulnerability: CH*2% irreducible RR,MR,PsiR,InnateR
178 True Invulnerability: SL instances of Resist distributed as you like (medium categories: a school, an element, etc.)
179 Truesight: Minor: Detect Invis./Illusion; Major: True Seeing; Grand: Cosmic Awareness
180 Vibration Control: SL/2 (round down) instances of Resist vibration; +SL*10% damage with vibration effects
181 Villain Element: Casts any one 1st level Villain spell
182 Warding: Create a Trap (x1 Psionic) for SL/2 Psi45 powers
183 When you die, you go to the Negative Energy Plane, and will reform on the Prime the next day
184 Wrestling Spirit: Know and can use all Professional Wrestling powers
185 X7 Element: Casts any one X7 grand
186 You do not go unconscious and stay offensive at any hp total (will still die)
187 You do not go unconscious and stay offensive at any negative hp total (but will still die)
188 Your unarmed attacks are Permanent hp of damage
189 Your unarmed attacks are Vile damage and hard to heal (healing effects are divided by CL-16)
190 Z Acceleration: +CL Q0 actions /r (self); Cast Psi using 0 actions

[PC9] Alternate Universe Group Classes


High SL Sampler Powers (Super Offensive, d239)

 
# Effect
1 1D: Reincarnate as an animal of your animal form
2 1V, while attacking: Your natural attacks Cascade Rams one group
3 Absorption Power: bM: Absorb energy, gain 100/(12-SL)% of it in temporary hp
4 Acid Blast /Toxic Wave: Acid damage, Con resists
5 Acid: CL*(SL+2) acid dmg to one target (no save)
6 Air Animation: Summon a DL=SL Air Elemental
7 Air Blast: Ele.Air damage, Dex resists
8 Air Control: Gust of Wind / Wall of Air
9 Alter Reality (each target max 1/turn)
10 Animal Summoning: Summon a DL=SL-1 Animal
11 Animate Image: Summon a DL=SL creature based on an picture/painting you have (the image is consumed)
12 Annihilation Bolt LVLd20
13 AntiBio Force: Lose Health: -CH Con, degen all hit points each r (no save)
14 Apopsi: You delete target’s psionic powers.
15 Apopsi: You delete the psionic power of another.
16 Armageddon: Destroy a demiplane (will probably get Objected to unless it's empty)
17 As You Are
18 As You Are
19 Assimilate: Incorporate creature into your own body.
20 Astral Construct IX: Astral construct fights for you.
21 Astral Destruct IX: Astral destruct fights for you.
22 Aura of Non-Sentience: All creatures within 120' of caster (incl. the caster) lose all levels of experience, have a combined Int+Wis of 0-5, and get no actions of any type as long as Aura is maintained
23 Avoid Fate: Avoid Fate (as spell)
24 Barrier: Solid Wall of Force (as spell)
25 Barrier: Wall that blocks psionics (1 way)
26 Bio-Energy Blast: CL*(SL+2) force dmg to one target (no save)
27 Bodily Restoration IV: Troll-like Regeneration ¬ of max hp/r
28 Bomb: CL*SL explosion dmg to your group (no save, hole in the middle)
29 Bring Animals VIII: Summon CL*5 Animals using ML VIII chart, you pick the result
30 Cell Rot: Cell Adjustment (reversed) CL*SL*2 dmg (no save)
31 Cellular Cure / Cause: Up to X targets: Heal or Harm X hp; You may target someone more than once (!)
32 Cellular Heal/Harm: up to X targets: Heal or Harm X% of max hp
33 Cellular Heal/Harm: up to X targets: Heal or Harm X% of max hp
34 Cellular Heal/Harm: X targets: Heal/Harm X% of max; X*2% of max
35 Change Reality (greater): As the 10th level spell, non-phys.things
36 Change Reality: Change Reality (any Psi grand); Double CL effect
37 Change Reality: Change Reality or Psi1 grand; Double CL effect
38 Change Reality: Change Reality or Psi-1 grand; Double CL effect
39 Chaos Storm: All in 120'r area are affected by Weird, Maze, and Chaos (as spells) every round
40 Chaotic World: Chaos Blast
41 Chemical Touch: Chemical effect of TechL=SL*2 or less (range touch)
42 Choose Summoning VIII: Monster Summoning using ML VIII chart, you pick the result
43 Cold Generation: SL*CL Cold damage (1 group, no save)
44 Combustion: An object explodes (item save), the person carrying it takes CL*SL/2 damage (save)
45 Control Thoughts: Caster controls ½M action/succ
46 Control: 1bM: Redirect an effect (caster makes SL/4 saves)
47 Control: Domination one target (SL/2 saves)
48 Counterspell: [0 action to use] Counters a Magic/Psi/Innate
49 Counterspell: [0 action to use] Counters a Magic/Psi/Innate
50 Crapulence Aura: Enemies in sight takes CL*3 crapulence dmg /s (no resistance)
51 Cthulhoid Swarm VIII: Summon CL*9 Monsters using ML VIII "Weird" chart (random)
52 Cureall: Cureall
53 Damage Transference: Cell Adjustment CL*SL*2 hp
54 Dark Storm: 6 Dark Thunderbolts (pay DPP cost once)
55 Darkness: Darkness (can blind a person, make SL saves)
56 DeAmplification: (can borrow 1M) ÷CH effect on any effect
57 Death Blast: Necromantic damage
58 Decrease Charisma: -1 Chr/succ
59 Decrease Constitution: -1 Con/succ
60 Decrease Dexterity: -1 Dex/succ
61 Decrease Intelligence: -1 Int/succ
62 Decrease Strength: -1 Str/succ
63 Decrease Wisdom: -1 Wis/succ
64 DeShielder: DeShield: 1000 dmg
65 Destroy Evil Spirit: Evil creature loses N stat points and N^2 permanent hp (no resistance, can use GR)
66 Disintegration: Major: Disintegrate (save)
67 Dispel 11: Dispel a SL 0-11 effect
68 Disruption: Minor: Target takes CL*SL disruption damage (no save); Grand: The damage given plus a Disintegrate effect (save)
69 Dissolution: You Disintegrate really large objects or creatures.
70 Domination: Dominate all actions (SL/5 saves)
71 Duplication: 1bM: Fork an effect (caster makes SL/3 saves)
72 Earth Animation: Summon a DL=SL Earth Elemental
73 Earth Blast: Ele.Earth damage,Con resist
74 Electrical Generation: SL*CL Lightning damage (1 group, no save)
75 Empyreal Guards: Summons CL Pers or Astral Devas ("Per" is described in Monstrous Compendium)
76 Energy Blast IV: [Pick an element] CLd30 dmg of that element (one group, no save)
77 Energy Conversion: 0, SL/t: Convert an element in an effect to another element (max E factor = SL/2, round down)
78 Energy Kin.: Super Blast: 100*CH'r, CHxCHxCH Energy dmg (no save)
79 Energy Solidification: Minor: Web; Major: Iron Bands of Bilarro; Grand: Solid Wall of Force; Super: Forcecage
80 Energy Sponge: bM: SL*10% chance to absorb an entire energy attack
81 Enslave: Target creature's AL switches to L, all of it's actions under control of caster (no save)
82 Eye for an Eye (Psi 11W) (fork an eye back on someone)
83 Fear VI (Fear Contagion): As the Quest level Priest spell
84 Fifth Level Priest Spell: Cast one 5th level Priest spell at CL = 70
85 Fire Blast /Hellblast: Ele.Fire damage,Con resist
86 Fire Generation: SL*CL Fire damage (1 group, no save)
87 Flame Animation: Summon a DL=SL Fire Elemental
88 Flame Project: CL*(SL+2) fire dmg to one target (no save)
89 Flash: Light (can blind a person, make SL saves)
90 Flying Fireball: KiLd8 dmg in a KiL' radius (fire damage) (save:½)
91 Focus: Do SL instances of another Psi45 power you know; you are Spent and Harmed at the end of effect
92 Force Wind: Creates a tornado, CLd12 air dmg per segment (save: ½), moves at CL" rate
93 Geoforce: 1bM: Stop or Create an Earthquake, Landslide, etc. Damage would be CL*SL Earth to a group (save for 0)
94 Gestalt: Major: 1M: Do 2 Minor powers that you know; Grand: 1M: Do 2 Major powers that you know; etc.
95 Godly Protection: (Z action) iGR = CL% for 1s, works on up to xCL beings
96 Hard Radiation: SL*CL/2 Radiation damage and SL Con damage (1 group, no save)
97 Heal: Cures 1=10%,2=30%,3=60%,4=100%
98 Heat Vision: 1M to start: Every segment for 1 round, as a 0 action, deal SL heat dmg to one target (no save)
99 Heat: Target takes SL*CL Fire damage per segment for 1 round (no save)
100 Hell Pit: 2 saves:fail 1=goto hell, fail 2=impris
101 Holy/Eldritch/Unholy Bolt
102 Hyperkinetic: Decr.Mentals: -CH Mental actions (no save)
103 Hypnotic Control: Hypnosis (SL/2 saves)
104 Hypnotism: Hypnosis (SL saves)
105 Hypnotism: Hypnotism, up to CL targets
106 Ice Animation: Summon a DL=SL Ice Elemental
107 Ice Blast: Ice damage, Con resists
108 Ice Control: Wall of Ice
109 Ice Production: CL*(SL+2) ice dmg to one target (no save)
110 Ice Sheet: Wall:Ice damage, Con resists
111 Imprisonment: Imprisonment (as spell)
112 In the Eye of Chaos (Psi 11R) (target needs double actions to do things)
113 Inferno Strike: KiLd20 dmg, KiL*3' radius (fire damage) (save:½), center at caster (who doesn't take dmg)
114 Insist: [0 action] Counters a counterspell; that same type of counterspell can't be used again
115 Invoke Logrus: 66*LVL Vile Eldritch Chaos to a group (no save)
116 Iron Will: 1bM: One effect that's hitting you is delayed for SL segments (it will still resolve even if the caster is dropped)
117 Kinetic Bolt: SL*CL/2 Telekinesis dmg and knock back SL*10' (1 target, no save, Str-SL*2 check to avoid knock back)
118 Know Truename: As the 9th level Diviner spell
119 Law Quintruple Beam: CLxCLx3 mental dmg in 5 lines (no save); C-align x4 dmg
120 Lifeform Creation: Summon a DL=SL-1 monster
121 Light Emission: SL*CL/2 Light damage (no save) and SL/2 instances of blindness (save)
122 Lightning Blast: Lightning damage, Dex resists
123 Lightning: CL*SL lightning dmg to one group (no save)
124 Limitation: 1 target: -CL/9 to max # of classes or # psi.freq. (no resistance)
125 Liturgy of Armageddon: All creatures within 1 mile radius are slain (no save) or Slain (save) [choose]
126 Magic Blast: CL*SL force dmg to one group (no save)
127 Magic Domination: Control M Actions (SL/2 saves)
128 Mana Blast: Astral damage
129 Mass Energy Drain: Energy Drain (as spell) in 90'r area
130 Mass Feeblemind: Feeblemind (as spell) in 90'r area
131 Mass Mind Control: 250'r, all are Hypnotised (no save)
132 MassTelepathicCommand: Suggestion (no save) up to CL targets
133 Master Ritual of Summ.: Summons any one unique creature in the Multiverse to you (no resistance)
134 Matter Manipulation: CL*(SL+2) explosion dmg to one target (no save)
135 Mechanical Creation: Summon a DL=SL-2 Golem or Technological monster
136 Mental Ball 11: 110'r; take 11*level*(# of freq.) damage; no save
137 Mental Deceleration: Target loses next N mental actions (no save)
138 Mental Deceleration: Target loses next N mental actions (no save); affects 1+CL/9 groups
139 Mimic: 1bM: Fork a spell level 0 to SL effect
140 Mind Blast: SL Int dmg to one target (no save)
141 Mind Blast: SL*CL Mental damage (1 group, no save)
142 Mind Control: Minor: Command (save); Major: Domination (SL/3 saves)
143 Mind Transferral: Minor: Empathy (save); Major: Magic Jar (SL/3 saves)
144 Missile Creation: Do SL missile attacks, must roll to hit, each hit does 10 dmg (no save) and a stun (save)
145 Mob Mind: Control Thoughts Blast (yuck!)
146 Monster Domination: Dominates any creature for less time.
147 Negation Blast
148 Neural Manipulation: Minor: Seizure (-2 all rolls, save); Major: Paralysis (SL/3 saves)
149 Nightmare: Improver Beam: +CH/6 to being's multiplier (will be Set in 1r)
150 Nightmare: Mental Blast: CHxCH'r,lose CHd4 mental stats (save:½)
151 Nightmare: Physical Blast: CHxCH'r,lose CHd4 physical stats (save:½)
152 Nightmare: Removal Beam (Psi 9): -CH/6 to being's multiplier (save:½)
153 Nightmare: Removal Beam: -CH/6 to being's multiplier (save:½)
154 No Resistance (Physical): 1 target: Lowers all physical immunites; lowers all WR, aWR; halves iWR, iaWR
155 No Resistance: 1 target: Lowers Class VI,PsiR,Defense X for 1t
156 Pawn: Pawn someone (gets a Will and a Spell save, making either is a make)
157 People's Army: Mass Charm Person up to LVL^3 people (no save)
158 Personality Transfer: Magic Jar (SL/2 saves)
159 Phobia: Fear (SL saves)
160 Photon Kin.: Phaser Beam: 100*(CHd20) Light damage (no save/PsiR)
161 Photon Kinetic: Phaser Beam (Psi 9): 100*(CHd20) Light damage (no save/PsiR)
162 Physical Deceleration: Target loses next N physical actions (no save)
163 Physical Deceleration: Target loses next N physical actions (no save); affects 1+CL/9 groups
164 Plague Carrier: Disease (SL saves)
165 Planet Swarm
166 Planetary Acidify: Acidifies 1 planet or moon (!); 2 planets or moons!
167 Planetary Demolish: 1 idmg in any E=CL/6 element; 2 idmg; CL/3 instead
168 Planetary Detonate (Psi2)
169 Planetary Detonate: Detonates 1 planet or moon (!); 2 planets or moons!
170 Plasma Generation: SL*CL Plasma damage (1 group, no save)
171 Polycancellation: Tricancellation CH targets
172 Polyrestoration: Trirestoration CH targets
173 Possession: Magic Jar (no save) (no PsiR) (no immunity)
174 Power Blast: Astral damage
175 Power Transfer: Drain all spells & psi points (no save)
176 Psychic Will: Wall of Force
177 Public Access Key: Target's Truename is visual (!); Thoughts visible too
178 Radiowave Generation: SL*CL/2 Radiowave damage (1 group, no save, the effect can go through a SL' wall)
179 Ram Blast /Urban Renewal: 1 hull point damage/succ
180 Reconstruct
181 Repeating Fireball: Throw X Fireballs (see above)
182 Reset (each target max 1/day)
183 Reset: Resets one target in sight (max = 1 reset per real reset)
184 Resurrection: [0 action, even when dead]: Resurrection
185 Reverse Contingency: Dispel a Contingency and everything in it
186 Self-Revival: 0, (SL-1)/d: Heal self
187 Serial Immortality: 0, 1/d: Resurrection, self only, there is a delay of (11-SL) rounds
188 Set
189 Shielder: Bolt (Psi 9): CHxCHd8 Force damage, ignores defenses
190 Shielder: Bolt: CHxCHd8 Force damage, ignores defenses
191 Sixth Level Priest Spell: Cast one 6th level Priest spell at CL = 80
192 Sleep-Induced: Sleep (SL/2 saves)
193 Solid Stun Bolt (-LVL all actions)
194 Sonic Beam: CL*(SL+2) sound dmg to one target (no save)
195 Sonic Generation: SL*CL/2 Sound damage (no save) and SL/2 instances of deafness (save)
196 Spell Barrier: Wall:Dead Magic (all types)
197 Spiritual Drain: Target loses CL*SL hp (necromantic, no save), you gain CL*SL hp (not above max)
198 Spray: SL choking dmg to a group per segment (can leave the area)
199 Starbolt: CL*(SL+2) plasma dmg to one target (no save)
200 Stasis: Touch: Target is Temporal Stasised (no save); you control the duration with DPPs
201 Steal Attunement: Allow another to have & use one of the technological objects *anyone* made using Psi16
202 Steal Attunement: Allow another to have & use one of the technological objects *anyone* made using Psi8
203 Steal Soul III: Transforms unwilling target to a larva
204 Summon a DL X Undead
205 Summon a DL=X Lycanthrope
206 Summon Insects: Summon Insects
207 Summoning: Summon a DL=SL Outer
208 Super Breath: CL*SL air dmg to one group (no save)
209 Super Domination: Dominate one target (no save, no PsiR, no Wis)
210 Superblast [V]: All in 1 mile insane (no PsiR); 2 mile radius
211 Telekinesis: Telekinesis CL*SL*10 lbs.
212 Telekinesis: TK LVL*10' falling damage area
213 Telekinetic Crush: 1 target: X*X*X telekinetic damage (no save)
214 Telekinetic Crush: X*X*X telekinetic damage (no save); affects 1+CL/9 groups
215 Temporal Distortion: Target gains another half-segment of actions after the current half-segment
216 Temporary Insanity: 1 insanity [DMG1]/succ
217 Thermal Kin.: Plasma Beam: ±CHx100°, save at -CHxCH or dead
218 Thrall: Target is your slave forever.
219 Thunderclap: Blast:Sound damage, Con resists
220 Thunderclap: KiLd12 dmg, KiL' radius (sound damage) (save:½, if made save again for 0)
221 Timeless Body: Ignore all harmful, and helpful, effects for 1 round.
222 Tornado Blast: Vortex of air subjects your foes to 17d6 damage and moves them.
223 Treat Deadly Wounds: Heals 100% max hp (4 succ)
224 True Telekinesis: Lift or move 500 lb./level at long range.
225 True Vulnerability: -CH*2% irreducible RR,MR,PsiR,InnateR,aPsiR (no ER)
226 Undead Control: Turn Undead at CL=(SL-2)*2
227 Vampirism: Target gets SL/2 negative levels (energy drain, no save), you gain CL*SL hp (not above max)
228 Vibration: SL*CL Vibration damage (1 group, no save)
229 Water Animation: Summon a DL=SL Water Elemental
230 Water Blast: Ele.Water damage,Str resist
231 Water Control: Wall of Water / Part Water / Lower Water
232 Weakness Creation: Add SL/2 instances of a Vulnerability to something (medium scale: a school, an element, etc.) on the target (no save)
233 Wild Invocation VI: Random 10 (95%) or 2m4+10 (5%) SL Wizard Invocation spell
234 Wish: Wish (as spell)
235 Wish: Wish (as spell), CL = 35
236 Wish: Wish (as spell), or any Psi2 Dev/Sci/High Sci
237 Wish: Wish (as spell), or any Psi200 Dev/Sci/High Sci
238 Word of Destruction: Room shape is rearranged, everyone in room (incl. PCs) take a slay (save) and a blind (no save), each object in room has 50% chance of shattering
239 Zombie Animation: Animate a dead body as a Zombie with DL=SL

[PC9] Alternate Universe Group Classes


Hit Man5

Level KXP
Spells
1 0 (none)
2 3.1 (none)
3 6.2 (none)
4 12.3 (none)
5 24.6 (none)
6 49 (none)
7 98 (none)
8 196 (none)
9 392 (none)
10 766 (none)
11 1129 (none)
12 1492 (none)
13 1855 (none)
14 2218 (none)
15 2581 (none)
16 2944 (none)
17 3307 (none)
18 3670 (none)
19 4033 (none)
20 4396 (none)
21 4759 (none)
22 5122 (none)
23 5485 (none)
24 5848 (none)
25 6211 (none)
26 6574 (none)
27 6937 (none)
28 7300 (none)
29 7663 (none)
30 8026 (none)
31 8389 (none)
32 8752 (none)
33 9115 (none)
34 9478 (none)
35 9841 (none)
36 10204 (none)
TH Saves
PD RS PP BW Sp Fo Re Wi
+1  5  4  6  2  3  0  2  0
+3  6  4  6  3  4  1  3  0
+5  6  5  6  3  4  1  3  0
+7  6  5  7  3  5  1  4  1
+9  6  6  7  3  5  2  4  1
+11  7  6  7  4  6  2  5  1
+13  7  7  7  4  6  3  5  2
+15  7  7  8  4  7  3  6  2
+17  7  8  8  4  7  3  6  2
+19  8  8  8  5  8  4  7  3
+21  8  9  8  5  8  4  7  3
+23  8  9  9  5  9  5  8  3
+25  8 10  9  5  9  5  8  4
+27  9 10  9  6 10  5  9  4
+29  9 11  9  6 10  6  9  4
+31  9 11 10  6 11  6 10  5
+33  9 12 10  6 11  7 10  5
+35 10 12 10  7 12  7 11  5
Requisites: Str 19, Dex 13, Con 11
Alignment: any
HD/level: d10
Weapon Prof.: 5+level
To Hit Table: 2xWar
Save Table: Rog
Reference: DM {Planeshifted Sniper}
Groups: Warrior, Rogue, Alternate
 
This is a mixed Smasher-Thug5. (where "Smasher" is the Str version of "Sneak")
Gains all Str-based Rogue abilities.
May specialize a number of times equal to LVL. Each level of specialization is LVL*3 half-plusses.
Has Barbarian Str and Exceptional Con.
Levels Pick Description
Level 1-3: A +LVL damage
B +1 to # of attacks with all attack forms (weapon, natural, etc.)
C #Attacks = level if creatures being fought are less than LVL HD
D x2 Str bonus instead of x3/2 when wielding weapon 2-handed
E Backstab = x(LVL+2)/2
Level 4: Pick any Warrior5 class level 1-3
Level 5-7: F Considered 1 size larger for what size weapons you can wield
G +LVL*100 item XP in Weapon flags per day
H +LVL to hit
I +LVL weapon proficiencies
J Can affect creatures that require a +LVL-1 weapon to hit
Level 8: Pick any Warrior5 class level 5-7
Level 9-12: K +LVL-8 crit range (even beyond the 11-20 limit)
L Immune parting shots
M +LVL-4 feats
N 1V, may borrow: Jump to other group (60'), deflect attacks to you
O Can operate at any negative hp total, cannot be offensive
Level 13: Pick any Warrior5 class level 9-12
Level 14-18: P +LVL-13 crit multiplier

[PC9] Alternate Universe Group Classes


Holy Monk1

Level KXP
Spells
1 0 (none)
2 2.7 (none)
3 5.7 (none)
4 12 (none)
5 27 (none)
6 57 (none)
7 117.6 (none)
8 240 (none)
9 420 (none)
10 600 (none)
11 840 (none)
12 1140 (none)
13 1500 (none)
14 2100 (none)
15 2700 (none)
16 3300 (none)
17 3900 (none)
18 4500 (none)
19 5100 (none)
20 5700 (none)
21 6300 (none)
22 6900 (none)
23 7500 (none)
24 8100 (none)
25 8700 (none)
26 9300 (none)
27 9900 (none)
28 10500 (none)
29 11100 (none)
30 11700 (none)
31 12300 (none)
32 12900 (none)
33 13500 (none)
34 14100 (none)
35 14700 (none)
36 15300 (none)
TH Saves
PD RS PP BW Sp Fo Re Wi
+0  8  4  5  2  3  0  0  2
+0  8  4  6  3  4  0  0  3
+1  9  5  6  3  4  0  1  3
+1  9  5  6  4  4  1  1  4
+2 10  6  7  4  5  1  1  4
+2 10  6  7  5  5  2  2  5
+3 11  7  8  5  6  2  2  5
+3 11  7  9  6  6  2  2  6
+4 12  7  9  6  7  3  3  6
+4 12  8  9  6  7  3  3  7
+5 13  8 10  7  8  4  3  7
+5 13  9 10  7  8  4  4  8
+6 13  9 10  7  8  4  4  8
+6 14  9 11  8  9  5  4  9
+7 14 10 11  8  9  5  5  9
+7 14 10 11  9  9  6  5 10
+8 15 11 12  9 10  6  5 10
+8 15 11 12 10 11  6  6 11
Requisites: Str 14, Dex 14, Con 11, Wis 16
Alignment: LG, LN, or NG
HD/level: & +d8
Weapon Prof.: 2+level
To Hit Table: Rog
Save Table: Pri
Reference: DM {Planeshifted Monk1}
Groups: Priest, Rogue, Alternate
 
Level 1: Open hand to hit bonus is (Dex bonus)+(Str bonus)+2. Open hand damage bonus is (Str bonus).
Level 1: If Open Hands hit exceeds what is needed by 5, target is stunned for 1d6 r (save vs. para)
Level 1: If Open Hands stuns, chance to kill is (level)*3+(target's AC)% (no save)
Level 1: Natural AT is 10+level
Level 1: Base movement rate is (14+level)"
Level 1: Against area effects that give a save for ½: the monk takes no damage if he makes his save. This is not used for non-(hp) damaging effects.
Level 1: 1V (may borrow from next segment): Knock away missile weapons. The missile weapons must be size M or less and must be directed at the monk or a target within 10'. The monk makes a save vs. paralyzation with a penalty equal to the number of magical plusses the weapon has, if successful, the weapon is deflected. The monk can knock away a maximum of 10 missiles, plus 1/level.
Level 1: One Martial Arts style; +1 Martial Arts maneuver slot /level (even if Banhammered)
Level 2: Mask the mind from ESP and similar effects: chance is 66%+2%/level.
Level 3: Speak with animals (continuous).
Level 4: Immunity to disease and slow effects (continuous).
Level 4: Self healing (laying on hands): LVL*LVL hp, can be done once per day.
Level 4: The monk may fall 30' without taking damage if within 1' of a wall.
Level 5: +1V action.
Level 5: Open hands are considered a +1 weapon to hit.
Level 6: The monk may fall 40' without taking damage if within 4' of a wall.
Level 6: Empathy once per day.
Level 7: Invisibility (psi freq. 0) level times per day.
Level 8: Resistamce to Charm, +4 (or 18 Int) vs. psionic attacks
Level 8: Retarded Aging, Immunity to Poison, Immunity to Geas/Quest
Level 8: Body Control, level/2 turns/day.
Level 9: Quivering Palm 1/d: If target's HD/level is equal to or less than monk's level, if hp of target is equal to or less than 2 times monk's hp, if target is not undead, if an open hand attack hits, then monk can command target to die at any time within 1 day per level (no save).
Level 9: HyperMental: +1M for 1 round, -1M for next 2 rounds.
Lvl Holy Monk Ability | -50% | -100% | -150% Act Base Penalty Bonus
1 Move Silently | Passwall | Immovability V 0 Dex-15 Dex-18
1 Curing (1 hp per 1%), self or others V 0 Wis-9 Wis-12
1 Restore stat damage (1 per 5%), self or others V 0 Wis-9 Wis-12
1 Detect Noise | Clairaudience M 15 Wis-8 Wis-20
1 Climb Walls | Climb Overhangs | Climb Upside Down V 60 Str-9 Str-13
1 Open/Close Locks: Mech. | Magic/Psi | OutPhase VM 10 Dex-11 Dex-15
1 Find/Remove Traps: Mech. | Magic/Psi | OutPhase | Pro. M 5 Dex-12 Dex-17
1 Hide in Shadows || Meld in Shadows/Mirrors V 5 Dex-11 Dex-16
2 Remove Slow/Sleep | Disease | Poison/Blindness | Paralysis/Hold | Curse V 0 Wis-9 Wis-12
2 Concealment/Blending | Misdirection | Non-Detection M 20 Wis-12 Wis-14
3 Tightrope Walking | Water Walking | Shadow Walking | Dimension Walking V 75 Dex-11 Dex-15
4 Restore level drains (1 per 10%), self or other V 0 Wis-9 Wis-12
4 Clearness of Thought (get a 2nd die roll on any 1 effect /r) MM 0 Wis-18 Wis-25
5 Escape Bonds | Escape Binding | Escape Imprisonment/Time Stop P 50 Str-12 Str-14
6 Hold Breath | Hold Life P 15 Con-15 Con-17
6 Identity Penetration | False Seeing | True Seeing MM 5 Wis-11 Wis-19
7 Blink | Controlled Blink M 20 Wis-12 Wis-17
8 Intuition (+1 per 20% made to Intuition) M 0 Chr-9 Chr-12
8 Willpower (+1 per 20% made to Willpower) M 0 Chr-9 Chr-12
9 Inner Focus (+1 Str/Dex/Con for 1r per 10% made) M 5 Wis-10 Wis-20
10 Chi Power (cast a Shukenja spell of spell level SL) (penalty = -SL*50%) (#=SL) #M 0 Wis-12 Wis-36
12 Speed (x2 move) | Speed (+1 V) | Speed (+1 P) | Speed (+1 M) VV 15 Dex-12 Dex-15
15 Energy Control | Adaptation | Immune to Hostile Environments PV 30 Con-9 Con-12
18 Elemental Form | Para-Ele Form | Quasi-Ele Form ||| Semi-Ele Form PP 40 Con-24 Con-24
27 Body Freedom (transfer action types freely; Str Int, Dex Wis, Con Chr) FFF 0 Chr-36 Chr-54
 
Exp Level: 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17+
Open Hand Dmg: 1d3 1d4 1d6 1d6 1d6+1 2d4 2d4+1 2d6 3d4 2d6+1 3d4+1 4d4 4d4+1 5d4 6d4 5d6 8d4
Open Hand #Att: 1/1 1/1 1/1 5/4 5/4 3/2 3/2 3/2 2/1 2/1 5/2 5/2 5/2 3/1 3/1 4/1 4/1

[PC9] Alternate Universe Group Classes


Holy Order of Stars Stupid1

Level KXP Priest
123 456 789
1 1.75 1a- --- ---
2 3.5 20- --- ---
3 7 21a --- ---
4 14 320 --- ---
5 28 421 a-- ---
6 56 422 0-- ---
7 112 432 1a- ---
8 224 433 20- ---
9 450 433 21a ---
10 900 443 220 ---
11 1300 444 331 ---
12 1700 444 441 a--
13 2100 555 442 0--
14 2500 555 442 1a-
15 2900 555 552 10-
16 3300 555 553 21a
17 3700 555 553 320
18 4100 555 553 321
19 4500 555 553 331
20 4900 555 554 332
21 5300 555 554 442
22 5700 555 555 443
23 6100 555 555 553
24 6500 555 555 554
25 6900 555 555 555
26 7300 666 655 555
27 7700 666 666 655
28 8100 666 666 666
29 8500 777 766 666
30 8900 777 777 766
31 9300 777 777 777
32 9700 888 877 777
33 10100 888 888 877
34 10500 888 888 888
35 10900 999 988 888
36 11300 999 999 999
TH Saves
PD RS PP BW Sp Fo Re Wi
+0  8  4  5  2  3  0  0  2
+1  8  4  6  3  4  0  0  3
+2  9  5  6  3  4  0  1  3
+3  9  5  6  4  4  1  1  4
+4 10  6  7  4  5  1  1  4
+5 10  6  7  5  5  2  2  5
+6 11  7  8  5  6  2  2  5
+7 11  7  9  6  6  2  2  6
+8 12  7  9  6  7  3  3  6
+9 12  8  9  6  7  3  3  7
+10 13  8 10  7  8  4  3  7
+11 13  9 10  7  8  4  4  8
+12 13  9 10  7  8  4  4  8
+13 14  9 11  8  9  5  4  9
+14 14 10 11  8  9  5  5  9
+15 14 10 11  9  9  6  5 10
+16 15 11 12  9 10  6  5 10
+17 15 11 12 10 11  6  6 11
Requisites: Str 13, Wis 13
Alignment: any S (overwrite)
HD/level: d9
Weapon Prof.: 5+level/2
To Hit Table: War
Save Table: Pri
Reference: DM {Planeshifted HOSE1}
Groups: Priest, Alternate
 
This class sets the second component of your alignment to "S" (Stupid). This overwrites the G-E axis requirement on all of your classes to "S".
Casting spells costs 1P instead of 1M.
Material componenting for spells costs a 0 action. If you use 1V in addition, you get double material componenting (triple effect total).
Turn undead; cannot command.
Cannot use M actions at all; if you get an M action somehow, it is immediately converted into 1P+1V.
Cannot make Intelligence checks or "disbelieve".
Has a Personality score of 0 vs. intelligent items.
Every ODD level: Gets a Smiter5 pick; see below.
 
Levels Pick Description
Levels 1, 3, 5: A 1/reset: Choose an alignment. You do x2 dmg (spells & attacks) vs. that alignment
B 1M: Target gets alignment changed to yours & target confused (Will save for each effect)
C 1M: Shut off target familiar or specialty priest power
D 0, 1/d: Divine Intervention (automatic), usually resolved as a ML=LVL Outer-planar summon
E +1 grand sphere
Levels 7, 9, 11: F Do double damage with weapon attacks vs. Chaotic creatures
G Can convert P -> M actions
H 0, 1/d: Counter a Divine Intervention
I Emulate the abilities of (LVL-3)/2 specialty priest powers
J Can turn undead using just 1V action
Levels 13, 15, 17: K Do double spell effects vs. Chaotic creatures
L Inverse Astral projection
M 1M: Shut off Concordant effect (aXR to resist)
N 1M: Target is Pawned (2 saved, 1 missed save = Dominated)
O Can turn Chaotic creatures as if they were undead
Levels 19, 21, 23: P Resist all things done to you by Chaotic creatures
Q Can project to any plane (pick 3 stats to copy to other stats)
R Anti-Concordant Shell 0th to (LVL-10)/4; iER LVL*3%
S Immune Moo
T Can turn anyone not of your Religion as if they were undead
Levels 25, 27, 29: U Immune all things done to you by Chaotic creatures
V You have no home plane; your truename cannot be erased; immune incursion
W Anti-Godly shell: Immune to one G action effect /s, even in [X] section
X Immune Pixelation
Y xLVL to CL for Turn Undead; Ignore Immune Turning
Z  

[PC9] Alternate Universe Group Classes


Holy Warrior3

Level KXP Priest
123 456 789
1 0 0-- --- ---
2 2 1-- --- ---
3 4 2a- --- ---
4 8 30- --- ---
5 16 32a --- ---
6 32 430 --- ---
7 64 432 a-- ---
8 128 443 0-- ---
9 180 543 2a- ---
10 225 544 30- ---
11 275 554 32- ---
12 330 554 43a ---
13 390 655 432 a--
14 455 655 443 0--
15 525 665 543 2a-
16 600 665 544 30-
17 680 666 554 32a
18 765 666 554 430
19 855 666 655 432
20 950 666 655 443
21 1050 666 665 544
22 1155 666 665 555
23 1265 666 666 555
24 1380 666 666 655
25 1500 666 666 665
26 1625 666 666 666
27 1755 766 666 666
28 1890 776 666 666
29 2030 777 666 666
30 2175 777 766 666
31 2325 777 776 666
32 2480 777 777 666
33 2640 777 777 766
34 2805 777 777 776
35 2975 777 777 777
36 3150 877 777 777
TH Saves
PD RS PP BW Sp Fo Re Wi
+1  8  4  5  2  3  0  0  2
+2  8  4  6  3  4  0  0  3
+3  9  5  6  3  4  0  1  3
+4  9  5  6  4  4  1  1  4
+5 10  6  7  4  5  1  1  4
+6 10  6  7  5  5  2  2  5
+7 11  7  8  5  6  2  2  5
+8 11  7  9  6  6  2  2  6
+9 12  7  9  6  7  3  3  6
+10 12  8  9  6  7  3  3  7
+11 13  8 10  7  8  4  3  7
+12 13  9 10  7  8  4  4  8
+13 13  9 10  7  8  4  4  8
+14 14  9 11  8  9  5  4  9
+15 14 10 11  8  9  5  5  9
+16 14 10 11  9  9  6  5 10
+17 15 11 12  9 10  6  5 10
+18 15 11 12 10 11  6  6 11
Requisites: Wis 0
Alignment: any
HD/level: d8
Weapon Prof.: 9+level/10
To Hit Table: +level
Save Table: Pri
Reference: DM {Planeshifted Warrior3}
Groups: Warrior, Priest, Alternate
 
Level 9: Pick any other Priest class you could qualify for. You gain all abilities of that class as if you were 8 levels lower.

[PC9] Alternate Universe Group Classes


Illogician-17

Level KXP Wizard       Psi-17
123 456 789  mMG S
1 0 1-- --- ---  1-- -
2 2 2-- --- ---  2-- -
3 14 21- --- ---  3-- -
4 36 32- --- ---  4-- -
5 68 421 --- ---  5-- -
6 110 422 --- ---  51- -
7 162 432 1-- ---  52- -
8 224 433 2-- ---  53- -
9 296 433 21- ---  54- -
10 378 443 22- ---  55- -
11 470 444 33- ---  65- -
12 572 444 441 ---  651 -
13 684 555 442 ---  652 -
14 806 555 442 1--  653 -
15 938 555 552 1--  654 -
16 1080 555 553 21-  655 -
17 1232 555 553 32-  665 -
18 1394 555 553 321  666 -
19 1566 555 553 331  766 -
20 1748 555 554 332  776 -
21 1940 555 554 442  777 -
22 2142 555 555 443  877 -
23 2354 555 555 553  887 -
24 2576 555 555 554  887 1
25 2808 555 555 555  887 2
26 3050 666 655 555  887 3
27 3302 666 666 655  887 4
28 3564 666 666 666  887 5
29 3836 777 766 666  887 6
30 4118 777 777 766  887 7
31 4410 777 777 777  888 7
32 4712 888 877 777  888 8
33 5024 888 888 877  988 8
34 5346 888 888 888  998 8
35 5678 999 988 888  999 8
36 6020 999 999 999  999 9
TH Saves
PD RS PP BW Sp Fo Re Wi
-12 -10-10-10-10-10-10-10-10
-11 -9 -9 -9 -9 -9 -9 -9 -9
-10 -8 -8 -8 -8 -8 -8 -8 -8
-9 -7 -7 -7 -7 -7 -7 -7 -7
-8 -6 -6 -6 -6 -6 -6 -6 -6
-7 -5 -5 -5 -5 -5 -5 -5 -5
-6 -4 -4 -4 -4 -4 -4 -4 -4
-5 -3 -3 -3 -3 -3 -3 -3 -3
-4 -2 -2 -2 -2 -2 -2 -2 -2
-3 -1 -1 -1 -1 -1 -1 -1 -1
-2  0  0  0  0  0  0  0  0
-1  1  1  1  1  1  1  1  1
+0  2  2  2  2  2  2  2  2
+1  3  3  3  3  3  3  3  3
+2  4  4  4  4  4  4  4  4
+3  5  5  5  5  5  5  5  5
+4  6  6  6  6  6  6  6  6
+5  7  7  7  7  7  7  7  7
Requisites: Wis 18
Alignment: C*
HD/level: d10
Weapon Prof.: 5+level
To Hit Table: +level-13 (d30)
Save Table: +level-11 (d30)
Reference: DM {Planeshifted Logician17}
Groups: Wizard, Psionicist, Alternate
 
Rolls d30's to hit and saves. Automakes (autohits) on 27-30. Automisses on 1-3.
Spec. Schools: Invocation, Reversed Logic (see below)
Opp. Schools: Abjuration, Divination
Can cast spells from Priest Chaos and Priest Astral Spheres
Level 1: +½M Action
Level 1: +1 extra Knowledge Prof/level
Level 1: Specialized spells cost only ½M to cast
Level 1: Can "burn" 1 hp/spell level to cast extra spells
Here's some sample "Logic" spells, until a better version is added to the Collective.
This class would cast the opposite of these.
Logic Spells, Level 1:
Communication: Allows communication with any creature with Int 1+
Detect Chaos: Detects all Chaotic creatures within 360'
Determine Operation of Mechanism: Can use a tech level object of less than or equal to Logician's level
Order Objects: Arrange group of small objects by some order (or) count a group of objects (or) weigh an object
Logic Spells, Level 2:
Command: As per priest spell but can use 2 words
Fast-Talking: All targets must save vs. spell at a penalty equal to double of Logician's level or believe what he is saying as true
Protection from Chaos: As per Pro.Evil but against Chaotic creatures
Logic Spells, Level 3:
Hold Monster: As per Enc/Cha spell, save at -(2*Logician's level)
Personal Illusion: Makes an exact illusion (all senses) of a creature
Logic Spells, Level 4:
Charm Lawful Creature: Target Lawful creature is charmed (no save)

[PC9] Alternate Universe Group Classes


Inept-2

Level KXP Priest   Psi-2
123 456  mMG
1 0 1-- ---  1--
2 2 1-- ---  2--
3 4 2-- ---  3--
4 8 20- ---  4--
5 16 21- ---  41-
6 32 21- ---  42-
7 64 32- ---  43-
8 128 320 ---  44-
9 180 321 ---  441
10 225 321 ---  442
11 275 332 ---  443
12 330 332 0--  444
13 390 332 1--  544
14 455 332 1--  554
15 525 333 2--  555
16 600 333 20-  655
17 680 333 21-  665
18 765 333 21-  666
19 855 333 32-  766
20 950 333 32-  776
21 1050 333 33-  777
22 1155 433 33-  877
23 1265 443 33-  887
24 1380 444 33-  888
25 1500 444 43-  988
26 1625 444 44-  998
27 1755 444 440  999
28 1890 444 441  A99
29 2030 444 442  AA9
30 2175 444 443  AAA
31 2325 444 444  BAA
32 2480 544 444  BBA
33 2640 554 444  BBB
34 2805 555 444  CBB
35 2975 555 544  CCB
36 3150 555 554  CCC
TH Saves
PD RS PP BW Sp Fo Re Wi
+0  8  4  5  2  3  0  0  2
+1  8  4  6  3  4  0  0  3
+1  9  5  6  3  4  0  1  3
+2  9  5  6  4  4  1  1  4
+2 10  6  7  4  5  1  1  4
+3 10  6  7  5  5  2  2  5
+3 11  7  8  5  6  2  2  5
+4 11  7  9  6  6  2  2  6
+4 12  7  9  6  7  3  3  6
+5 12  8  9  6  7  3  3  7
+5 13  8 10  7  8  4  3  7
+6 13  9 10  7  8  4  4  8
+6 13  9 10  7  8  4  4  8
+7 14  9 11  8  9  5  4  9
+7 14 10 11  8  9  5  5  9
+8 14 10 11  9  9  6  5 10
+8 15 11 12  9 10  6  5 10
+9 15 11 12 10 11  6  6 11
Requisites: Str 6, Dex 8, Chr 6
Alignment: any
HD/level: d6
Weapon Prof.: 5+level/9
To Hit Table: +level/2
Save Table: Pri
Reference: DM {Planeshifted Adept3}
Groups: Priest, Psionicist, Alternate
 
Considered 3rd edition (gets a Feat at 1st level).
Gets Wisdom bonus for spell progression.
PSPs = Dex*2+Str+Chr-40+(Dex-5)*(level-1)/2
Has "cotangents" instead of "tangents". 3 cotangents is a "Detract".
If you are Detracted to someone, you are considered Dust of Disappearanced to them, and they cannot directly target you or your effects.

[PC9] Alternate Universe Group Classes


Knight of Quantity1

Level KXP Warrior
123 456 7
1 0 1-- --- -
2 7 2-- --- -
3 17 31- --- -
4 41 42- --- -
5 75 531 --- -
6 125 642 --- -
7 200 753 1-- -
8 318 864 2-- -
9 525 975 31- -
10 950 A86 42- -
11 1600 B97 531 -
12 2250 CA8 642 -
13 2900 DB9 753 1
14 3550 ECA 864 2
15 4200 FDB 975 3
16 4850 GEC A86 4
17 5500 GFD B97 5
18 6150 GFE CA8 6
19 6800 GFE DB9 7
20 7450 GFE DCA 8
21 8100 GFE DCB 9
22 8750 GFE DCB A
23 9400 GFE DCB B
24 10050 GFE DCC B
25 10700 GFE DCC C
26 11350 GFE DDC C
27 12000 GFE DDD C
28 12650 GFE DDD D
29 13300 GFE EDD D
30 13950 GFE EED D
31 14600 GFE EEE D
32 15250 GFE EEE E
33 15900 GFF EEE E
34 16550 GFF FEE E
35 17200 GFF FFE E
36 17850 GFF FFF E
TH Saves
PD RS PP BW Sp Fo Re Wi
+0  8  4  6  2  2  2  2  0
+1 10  4  8  4  2  2  2  0
+2 10  6  8  6  4  4  4  2
+3 12  8 10  8  6  4  4  2
+4 14 10 12 10  8  6  4  2
+5 16 10 14 12  8  6  6  4
+6 16 12 14 14 10  8  6  4
+7 18 14 16 16 12  8  8  4
+8 20 16 18 18 14 10  8  6
+9 22 16 20 20 14 10  8  6
+10 22 18 20 22 16 12 10  6
+11 24 20 22 24 18 12 10  8
+12 26 22 24 26 20 14 12  8
+13 28 22 26 28 20 14 12  8
+14 28 24 26 28 22 16 12 10
+15 28 24 28 28 22 16 14 10
+16 28 26 28 28 24 18 14 10
+17 30 26 28 28 24 18 16 12
Requisites: Str 12, Dex 14, Chr 20, Cml 13
Alignment: any
HD/level: 5d3 (not a typo: it's five dice.)
Weapon Prof.: 3*level
To Hit Table: War
Save Table: War*2 (see note)
Reference: DM {Planeshifted Knight of Quality1}
Groups: Warrior, Alternate
 
The Saves of "War*2" means to read the Warrior table at your level, and multiply the results by 2 (this is different from "2xWar", where you multiply your level by 2 before reading).
Gets one level of Exceptional stat per level, among Str, Dex, Con, or Chr.
Can cast Wizard Conjuration/Summoning spells as if they were Warrior spells.
Gets +(LVL+2)/3 Henchmen slots. Can use the special types of Henchmen introduced in the Meat Helm and War Priest classes. Divide the cost of Henchmen by LVL.
Level 1 ¶: Pick weapon of choice; your number of attacks with that weapon = (LVL+2)/2.
Level 1: May shatter a magical, psionic, or innate effect that is currently running. It requires 10 dmg per spell level of the effect to shatter it. This doesn't require a Holy Avenger.
Level 1: Regenerate LVL hp/s.
Level 1: Can operate at negative hit points equal to -10*level. While in this state, you cannot make any type of attack (magic, psionic, physical, or otherwise).
Level 1 ¶: +1 extra ability score point per level, can be spent on Str, Dex, Con, or Chr.
Level 3: Free Action cont.
Level 3: Gets LVL/3 Mounts (see Beast Rider class), DL=(LVL+2)/3.
Level 3: Can build a freehold and attract LVLd1000 Followers. Automatically gains 1 XP per year per follower if you set up a stronghold. Each follower is (roll 1d100:) 01-45=level 0, 46-95=level 1, 96-99=level 2, 00=level 3. Assuming no other activity, any given follower has a LVL-2 in 20 chance of going up in level each year (where LVL is your level).
Level 3: Mental link with a number of lieutenants (followers that are Warriors of at least 3rd level) equal to your level (this operates on its own unique psionic frequency).
Level 4: Gain "Whirl" (slightly improved in area of effect). 1P: Do 1 attack on every target within 15'r (one group usually).
Level 5: +(LVL-3)/2 QP actions.
Level 9: Starting this level, get one "Level:" pick from any Warrior class you know, at 8 levels lower (so at level 9 you get a "Level 1:", at level 10 you get a "Level 2:", and so forth.)

[PC9] Alternate Universe Group Classes


Knowledgizer3

Level KXP
Spells
1 0 (possibly owe XP) (varies)
2 (varies) *1.1 (varies)
3 (varies) *1.1 (varies)
4 (varies) *1.1 (varies)
5 (varies) *1.1 (varies)
6 (varies) *1.1 (varies)
7 (varies) *1.1 (varies)
8 (varies) *1.1 (varies)
9 (varies) *1.1 (varies)
10 (varies) *1.1 (varies)
11 (varies) *1.1 (varies)
12 (varies) *1.1 (varies)
13 (varies) *1.1 (varies)
14 (varies) *1.1 (varies)
15 (varies) *1.1 (varies)
16 (varies) *1.1 (varies)
17 (varies) *1.1 (varies)
18 (varies) *1.1 (varies)
19 (varies) *1.1 (varies)
20 (varies) *1.1 (varies)
21 (varies) *1.1 (varies)
22 (varies) *1.1 (varies)
23 (varies) *1.1 (varies)
24 (varies) *1.1 (varies)
25 (varies) *1.1 (varies)
26 (varies) *1.1 (varies)
27 (varies) *1.1 (varies)
28 (varies) *1.1 (varies)
29 (varies) *1.1 (varies)
30 (varies) *1.1 (varies)
31 (varies) *1.1 (varies)
32 (varies) *1.1 (varies)
33 (varies) *1.1 (varies)
34 (varies) *1.1 (varies)
35 (varies) *1.1 (varies)
36 (varies) *1.1 (varies)
TH Saves
PD RS PP BW Sp Fo Re Wi
+0 (total = 27, max = 9)
+1 (total = 30, max = 10)
+2 (total = 33, max = 11)
+3 (total = 36, max = 12)
+4 (total = 39, max = 13)
+5 (total = 42, max = 14)
+6 (total = 45, max = 15)
+7 (total = 48, max = 16)
+8 (total = 51, max = 17)
+8 (total = 54, max = 18)
+9 (total = 57, max = 19)
+9 (total = 60, max = 20)
+10 (total = 63, max = 21)
+10 (total = 66, max = 22)
+11 (total = 69, max = 23)
+11 (total = 72, max = 24)
+12 (total = 75, max = 25)
+12 (total = 78, max = 26)
Requisites: Chr 16 (also see description)
Alignment: any
HD/level: d7
Weapon Prof.: 2+level/2
To Hit Table: Cust
Save Table: Cust
Reference: DM {Planeshifted Collectivizer3}
Groups: Custom, Alternate
 
Each Level: Pick a class that you know. You get the following:
1. (Check with the DM) You might get one of the (non-"Level:") lines of text that defines the class. If the ability references LVL or CL, it improves with your Knowledgizer3 level.
2. All "Level:" abilties of that exact level from that class (even if non-pickable). If there are none, you can pick one lower level abilities. If it references LVL or CL, it improves with your Knowledgizer3 level.
3. The difference in spell progression from the previous level to this level (e.g. if the previous level was 322 and the new level is 3321, you would get 0101 as your progression). This progression does not improve with level; it's a one time deal (you will probably collect a lot of different progressions tho!). If the progression has a stat bonus, you may use it, but you get only one bonus for each stat (for all of your progressions). If multiple progressions use the same stat, you can split your bonus amongst them as you see fit.
4. Take the class's highest Requisite and add LVL in that stat to this class's Requisites. (For example, if your first pick was Fighter1, this class now requires Str 1 and Chr 9). This has a maximum equal to the actual Requisite for the class (e.g. if you get Fighter1 at level 20, you'll add 9 to the Str requirement, not 20). This may cause you to "owe" quite a few stat points.
 
XP cost: Your XP cost is the difference for the next level, using the class you're copying for the next level. This is multiplied by 1.1. For example, if you take Fighter as your 2nd level class, you need 2.2 (2*1.1) KXP to be 2nd level. If you then pick Mage as your 3rd level class, the XP for Mage at 3rd is 5, the XP for Mage at 2nd is 2.5, so you need 2.75 ((5-2.5)*1.1) additional KXP to be 3rd, for a total of 4.95. Yes, you'll need to write out your XP table. Note that your choice of 1st level class is irrelevant (feel free to pick an expensive class!), but if it owes XP at level 1, you owe too, at times 1.1.
 
Other notes about this class:
N1. If you are picking up Knowledgizer3 class beyond level 1, you have to meet all the requirements of the final "blob" put together. If you can't, pick easier classes to qualify for!
N2. If you get a Rogue group class, you get (level of this pick)*2*LVL Rogue points. The "level of this pick" doesn't go up with level, but LVL does. (e.g. if you got Rogue group classes at levels 4, 5, and 7, you get 32*LVL Rogue points per level). It is possible the Rogue class you pick may increase this, for example, a reasonable non-"Level:" line of text for one of the "-eer" classes would be 20*LVL Rogue points, since they give 60*LVL Rogue points instead of 40*LVL.
N3. If you get a Psionicist group class, you get the PSP difference from previous level to this level (e.g. calculate your pool as if one level lower, and subtract it from your calculated pool for this level). Your pool does not increase in size. If you get an Ioun Stone of PSPs you can transfer PSPs between pools.

[PC9] Alternate Universe Group Classes


Life Machine

Level KXP
Spells
1 0 (special)
2 6.25 (special)
3 12.5 (special)
4 25 (special)
5 50 (special)
6 100 (special)
7 175 (special)
8 300 (special)
9 450 (special)
10 625 (special)
11 1000 (special)
12 1500 (special)
13 3300 (special)
14 4400 (special)
15 5500 (special)
16 6600 (special)
17 7700 (special)
18 8800 (special)
19 9900 (special)
20 11000 (special)
21 12100 (special)
22 13200 (special)
23 14300 (special)
24 15400 (special)
25 16500 (special)
26 17600 (special)
27 18700 (special)
28 19800 (special)
29 20900 (special)
30 22000 (special)
31 23100 (special)
32 24200 (special)
33 25300 (special)
34 26400 (special)
35 27500 (special)
36 28600 (special)
TH Saves
PD RS PP BW Sp Fo Re Wi
+0  8  7  8  3  6  1  2  2
+1  8  7  8  3  7  1  3  3
+2  9  8  8  4  7  2  3  3
+3  9  8  8  4  7  2  4  4
+4 10  9  9  5  8  3  4  4
+5 10  9  9  6  8  3  5  5
+6 11 10  9  7  9  4  5  5
+7 11 10  9  8  9  4  6  6
+8 12 10 10  9  9  5  6  6
+9 12 11 10 10 10  5  7  7
+10 13 11 10 11 10  6  7  7
+11 13 12 11 12 11  6  8  8
+12 13 12 12 13 11  7  8  8
+13 14 13 13 14 11  7  9  9
+14 14 13 13 14 12  8  9  9
+15 14 13 14 14 12  8 10 10
+16 15 14 14 14 13  9 10 10
+17 15 14 14 14 13  9 11 11
Requisites: Str 18, Dex 18, Con 18, Int 18, Wis 18, Chr 18
Alignment: any
HD/level: 3d8
Weapon Prof.: 2+level/6
To Hit Table: War
Save Table: War/Wiz/Pri/Rog/Psi
Reference: DM {Planeshifted Death Machine}
Groups: Warrior, Custom, Alternate
 
Has abilities (and spell/psi progressions) as per Guard, Smith, Abjurer, Sage, Cloistered Cleric, Healer, Bard1, Psi10, Psi23. You cannot "owe stat points" to qualify for this class.
Level 1: Can buy Healing proficiency multiple times that stack, the Nth time you buy it costs N slots (e.g. having 10 slots in Healing lets you bind wounds for 4d3, or 4d4 if you also have 1 slot in Herbalism.)
Level 1: Immune to negative energy.
Level 1: One free Kit per level. You cannot pick the same kit more than once.
Level 1: Gets Dex bonus twice to AC.

[PC9] Alternate Universe Group Classes


Life Master1

Level KXP Wizard/Priest
123 456 789
1 0 1-- --- ---
2 1.77 2-- --- ---
3 3.54 21- --- ---
4 7 211 --- ---
5 14 221 1-- ---
6 28 222 2-- ---
7 56 333 2-- ---
8 112 333 31- ---
9 224 443 32- ---
10 448 444 431 ---
11 896 444 432 ---
12 1792 444 433 ---
13 3584 444 444 ---
14 3777 555 444 1--
15 4111 555 554 2--
16 4444 555 555 3--
17 4777 666 555 31-
18 5111 666 665 32-
19 5444 666 666 43-
20 5777 777 666 431
21 6111 777 776 432
22 6444 777 777 443
23 6777 888 777 444
24 7111 888 887 544
25 7444 888 888 554
26 7777 999 888 555
27 8111 999 998 655
28 8444 999 999 665
29 8777 AAA 999 666
30 9111 AAA AA9 766
31 9444 AAA AAA 776
32 9777 BBB AAA 777
33 10111 BBB BBB 877
34 10444 CCC BBB 887
35 10777 CCC CCC 888
36 11111 CCC CCC 999
TH Saves
PD RS PP BW Sp Fo Re Wi
+0  8  4  5  2  3  0  0  2
+0  8  4  6  3  4  0  0  3
+0  9  5  6  3  4  0  1  3
+1  9  5  6  4  4  1  1  4
+1 10  6  7  4  5  1  1  4
+1 10  6  7  5  5  2  2  5
+2 11  7  8  5  6  2  2  5
+2 11  7  9  6  6  2  2  6
+2 12  7  9  6  7  3  3  6
+3 12  8  9  6  7  3  3  7
+3 13  8 10  7  8  4  3  7
+3 13  9 10  7  8  4  4  8
+4 13  9 10  7  8  4  4  8
+4 14  9 11  8  9  5  4  9
+4 14 10 11  8  9  5  5  9
+5 14 10 11  9  9  6  5 10
+5 15 11 12  9 10  6  5 10
+5 15 11 12 10 11  6  6 11
Requisites: Str 9, Dex 12, Int 15, Wis 13, Chr 14
Alignment: any G
HD/level: d1+4
Weapon Prof.: 1+level/4
To Hit Table: Wiz
Save Table: Pri
Reference: DM {Planeshifted Death Master1}
Groups: Wizard, Priest, Alternate
 
Does not get Wis bonus to spells.
Limited spell selection: Gets access to one School and one Sphere per level. The School at level 1 must be Abjuration and the Sphere at level 1 must be Healing.
Level 1: Have their own language called "The Language of Life".
Level 1: +1 XP for each grave blessed; +2 XP for each buried body.
Level 1: +1d12 undead turned when successfully roll Turn Undead.
Level 1: Immune Unlive.
Level 1: 5% per level resistance to Necromancy spells.
Level 2: +2 XP for assisting in a child birth.
Level 4: Speak with anyone with Int > 10 at will.
Level 7: Locate Person 1/d.
Level 9: Immune to Stun, reversed healing, and any undead touch effect.
Level 11: Immune to all Energy/Stat drains.

[PC9] Alternate Universe Group Classes


Meat Head

Level KXP Wizard
123 456 789 ABC
1 0 0b- --- --- ---
2 9 00c --- --- ---
3 18 000 d-- --- ---
4 36 000 0e- --- ---
5 72 000 00f --- ---
6 144 000 000 g-- ---
7 288 000 000 0h- ---
8 576 111 111 1f- ---
9 1000 111 111 10i ---
10 1450 111 111 100 j--
11 1900 222 222 211 h--
12 2350 222 222 211 0k-
13 2800 333 333 322 1i-
14 3250 444 444 433 2g-
15 3700 444 444 433 20l
16 4150 555 555 544 31j
17 4600 666 666 655 42h
18 5050 666 666 655 420
19 5500 777 777 766 531
20 5950 777 777 777 652
21 6400 777 777 777 763
22 6850 777 777 777 774
23 7300 777 777 777 775
24 7750 777 777 777 776
25 8200 777 777 777 777
26 8650 877 777 777 777
27 9100 887 777 777 777
28 9550 888 777 777 777
29 10000 888 877 777 777
30 10450 888 887 777 777
31 10900 888 888 777 777
32 11350 888 888 877 777
33 11800 888 888 887 777
34 12250 888 888 888 777
35 12700 888 888 888 877
36 13150 888 888 888 887
TH Saves
PD RS PP BW Sp Fo Re Wi
& +0  8  7  5  3  6  0  1  2
& +1  8  7  6  3  7  0  1  3
& +1  9  8  6  4  7  0  1  3
& +2  9  8  6  4  7  1  2  4
& +3 10  9  7  4  8  1  2  4
& +3 10  9  7  5  8  2  3  5
& +4 11 10  8  5  9  2  3  5
& +5 11 10  9  6  9  2  3  6
& +5 12 10  9  6  9  3  4  6
& +6 12 11  9  6 10  3  4  7
& +7 13 11 10  7 10  4  5  7
& +7 13 12 10  7 11  4  5  8
& +8 13 12 10  8 11  4  5  8
& +9 14 13 11  8 11  5  6  9
& +9 14 13 11  8 12  5  6  9
& +10 14 13 11  9 12  6  7 10
& +11 15 14 12  9 13  6  7 10
& +11 15 14 12 10 13  6  7 11
Requisites: Int 30, Class Slots 3
Alignment: any
HD/level: d5
Weapon Prof.: & 2+level/3
To Hit Table: & Wiz
Save Table: 2xWiz
Reference: DM
Groups: Wizard, Alternate
 
This class may multi-class (or dual-class) with the other Meat classes, the combined two classes are only 4 class slots (total).
You get your (Int bonus)*LVL for bonus number of SL's in progression. For example, if you are level 6, have Ultra Bar Int, with an Int of 30, you would have 32*6 = 192 bonus SL's. If you spent all of it on SL=7 spells, you would have 192/7 = 27 bonus 7th's. Since you start with "g" (-7) 7th's, you actually get 27-7 = 20 of them.
Level 1: Sustain Int
Level 1: When casting (or choosing to channel) a spell, you may spend N spells of that SL to get N times the effect, with a maximum multiplier of LVL. Halve the N in cost if you are specialized in the school.
Level N (every level): +1 instance of Exc Int for this class. This is not optional, you must take this, even if your Int bonus would go down. Bonuses for Int levels are in the table below. Your number of Nonweapon proficiencies is (Int score)*((# Exc Int instances)+2)/2.
 
# Name Bonus Int 20 Int 30 Int 40 Int 50 Int 60 Int 70 Int 80 Int 90 Int 100
1 Exc (Int-12) +8 +18 +28 +38 +48 +58 +68 +78 +88
2 Bar (Int-14)*2 +12 +32 +52 +72 +92 +112 +132 +152 +172
3 Extra Bar (Int-16)*5/2 +10 +35 +60 +85 +110 +135 +160 +185 +210
4 Super Bar (Int-18)*3 +6 +36 +66 +96 +126 +156 +186 +216 +246
5 Mega Bar (Int-20)*7/2 +0 +35 +70 +105 +140 +175 +210 +245 +280
6 Ultra Bar (Int-22)*4 -8 +32 +72 +112 +152 +192 +232 +272 +312
7 Ancillary Bar (Int-24)*9/2 -18 +27 +72 +117 +162 +207 +252 +297 +342
8 Massive Bar (Int-26)*5 -30 +20 +70 +120 +170 +220 +270 +320 +370
9 Giga Bar (Int-28)*11/2 -44 +11 +66 +121 +176 +231 +286 +341 +396
10 Extreme Bar (Int-30)*6 -60 +0 +60 +120 +180 +240 +300 +360 +420
11 Tera Bar (Int-32)*13/2 -78 -13 +52 +117 +182 +247 +312 +377 +442
12 Utmost Bar (Int-34)*7 -98 -28 +42 +112 +182 +252 +322 +392 +462
13 Excessive Bar (Int-36)*15/2 -120 -45 +30 +105 +180 +255 +330 +405 +480
14 Exorbitant Bar (Int-38)*8 -144 -64 +16 +96 +176 +256 +336 +416 +496
15 Outlandish Bar (Int-40)*17/2 -170 -85 +0 +85 +170 +255 +340 +425 +510
16 Ultimate Bar (Int-42)*9 -198 -108 -18 +72 +162 +252 +342 +432 +522
17 Inordinate Bar (Int-44)*19/2 -228 -133 -38 +57 +152 +247 +342 +437 +532
18 Uber Bar (Int-46)*10 -260 -160 -60 +40 +140 +240 +340 +440 +540
+ ? (Int-N*2-10)*(N/2+1)

[PC9] Alternate Universe Group Classes


Meat Sword

Level KXP
Spells
1 0 (none)
2 9 (none)
3 18 (none)
4 36 (none)
5 72 (none)
6 144 (none)
7 288 (none)
8 576 (none)
9 1000 (none)
10 1450 (none)
11 1900 (none)
12 2350 (none)
13 2800 (none)
14 3250 (none)
15 3700 (none)
16 4150 (none)
17 4600 (none)
18 5050 (none)
19 5500 (none)
20 5950 (none)
21 6400 (none)
22 6850 (none)
23 7300 (none)
24 7750 (none)
25 8200 (none)
26 8650 (none)
27 9100 (none)
28 9550 (none)
29 10000 (none)
30 10450 (none)
31 10900 (none)
32 11350 (none)
33 11800 (none)
34 12250 (none)
35 12700 (none)
36 13150 (none)
TH Saves
PD RS PP BW Sp Fo Re Wi
& +3  5  2  4  2  1  1  1  0
& +7  6  4  5  4  3  2  2  1
& +11  8  5  7  6  4  3  3  2
& +15  9  7  8  8  6  4  4  2
& +19 11  8 10 10  7  5  4  3
& +23 12 10 11 12  9  6  5  4
& +27 14 11 13 14 10  7  6  4
& +31 14 12 14 14 11  8  7  5
& +35 15 13 14 14 12  9  8  6
& +39 15 14 15 15 13 10  8  6
& +43 15 14 15 15 14 11  9  7
& +47 15 14 15 15 15 12 10  8
& +51 15 15 15 15 15 13 11  8
& +55 16 15 15 15 15 14 12  9
& +59 16 15 16 15 15 15 12 10
& +63 16 16 16 15 15 16 13 10
& +67 16 16 16 16 16 17 14 11
& +71 17 16 16 16 16 18 15 12
Requisites: Str 30, Class Slots 4
Alignment: any
HD/level: d10
Weapon Prof.: & 9+level*3
To Hit Table: & 4xWar
Save Table: 2xWar
Reference: DM
Groups: Warrior, Alternate
 
This class costs 4 class slots (or 3 class slots in campaigns where there are only 3 slots).
Mini classes and x2 (and above) classes may be used in combination with this class, and the hit points combine normally.
This class may multi-class (or dual-class) with Meat Shield, the combined two classes are only 4 class slots (total).
Level 1: Sustain Str
Level 1 ¶: Base number of attacks with all specialized weapons is 2+LVL/4.
Level 1 ¶: Dragonlancing / Inverse Dragonlancing: 1V: Get +X to hit and +Y damage (on every attack) until you use this ability again, where X+Y = your max hp. X and Y cannot be negative. These plusses count as magical plusses for purposes of overcoming "+ needed to hit" and DR. This ability does not automatically go up as you level; you need to spend 1V action each time.
Level 1 ¶: 1 attack: Dispel ("Twist") an effect running on someone
Level 1 ¶: iaER LVL*10%
Level N (every level): +1 instance of Exc Str for this class. This is not optional, you must take this, even if your Str bonus would go down. Bonuses for Str levels follows:
 
# Exc Str Name Bonus Str 20 Str 30 Str 40 Str 50 Str 60 Str 70 Str 80 Str 90 Str 100
1 Exc (Str-12) +8 +18 +28 +38 +48 +58 +68 +78 +88
2 Bar (Str-14)*2 +12 +32 +52 +72 +92 +112 +132 +152 +172
3 Extra Bar (Str-16)*5/2 +10 +35 +60 +85 +110 +135 +160 +185 +210
4 Super Bar (Str-18)*3 +6 +36 +66 +96 +126 +156 +186 +216 +246
5 Mega Bar (Str-20)*7/2 +0 +35 +70 +105 +140 +175 +210 +245 +280
6 Ultra Bar (Str-22)*4 -8 +32 +72 +112 +152 +192 +232 +272 +312
7 Ancillary Bar (Str-24)*9/2 -18 +27 +72 +117 +162 +207 +252 +297 +342
8 Massive Bar (Str-26)*5 -30 +20 +70 +120 +170 +220 +270 +320 +370
9 Giga Bar (Str-28)*11/2 -44 +11 +66 +121 +176 +231 +286 +341 +396
10 Extreme Bar (Str-30)*6 -60 +0 +60 +120 +180 +240 +300 +360 +420
11 Tera Bar (Str-32)*13/2 -78 -13 +52 +117 +182 +247 +312 +377 +442
12 Utmost Bar (Str-34)*7 -98 -28 +42 +112 +182 +252 +322 +392 +462
13 Excessive Bar (Str-36)*15/2 -120 -45 +30 +105 +180 +255 +330 +405 +480
14 Exorbitant Bar (Str-38)*8 -144 -64 +16 +96 +176 +256 +336 +416 +496
15 Outlandish Bar (Str-40)*17/2 -170 -85 +0 +85 +170 +255 +340 +425 +510
16 Ultimate Bar (Str-42)*9 -198 -108 -18 +72 +162 +252 +342 +432 +522
17 Inordinate Bar (Str-44)*19/2 -228 -133 -38 +57 +152 +247 +342 +437 +532
18 Uber Bar (Str-46)*10 -260 -160 -60 +40 +140 +240 +340 +440 +540
(beyond) ? (Str-N*2-10)*(N/2+1)

[PC9] Alternate Universe Group Classes


Minotaur0

Level KXP Wizard
123 456 789
1 26.4 (owe) --- --- ---
2 79.2 1-- --- ---
3 184.8 1-- --- ---
4 396 2-- --- ---
5 621 2-- --- ---
6 846 21- --- ---
7 1071 31- --- ---
8 1296 32- --- ---
9 1521 42- --- ---
10 1746 421 --- ---
11 1971 421 --- ---
12 2196 422 --- ---
13 2421 432 --- ---
14 2646 432 1-- ---
15 2871 433 1-- ---
16 3096 433 2-- ---
17 3321 433 2-- ---
18 3546 433 21- ---
19 3771 443 21- ---
20 3996 443 22- ---
21 4221 444 22- ---
22 4446 444 33- ---
23 4671 444 43- ---
24 4896 444 441 ---
25 5121 544 441 ---
26 5346 555 442 ---
27 5571 555 442 ---
28 5796 555 442 1--
29 6021 555 542 1--
30 6246 555 552 1--
31 6471 555 553 1--
32 6696 555 553 21-
33 6921 555 553 31-
34 7146 555 553 32-
35 7371 555 553 32-
36 7596 555 553 321
TH Saves
PD RS PP BW Sp Fo Re Wi
+6  3  3  3  3  3  3  3  3
+7  3  3  3  3  3  3  3  3
+8  4  4  4  4  4  4  4  4
+9  4  4  4  4  4  4  4  4
+10  5  5  5  5  5  5  5  5
+11  5  5  5  5  5  5  5  5
+12  6  6  6  6  6  6  6  6
+13  6  6  6  6  6  6  6  6
+14  7  7  7  7  7  7  7  7
+15  7  7  7  7  7  7  7  7
+16  8  8  8  8  8  8  8  8
+17  8  8  8  8  8  8  8  8
+18  9  9  9  9  9  9  9  9
+19  9  9  9  9  9  9  9  9
+20 10 10 10 10 10 10 10 10
+21 10 10 10 10 10 10 10 10
+22 11 11 11 11 11 11 11 11
+23 11 11 11 11 11 11 11 11
Requisites: Str 18, Int 16
Alignment: C any (or) any E
HD/level: & +++2d8
Weapon Prof.: & 5+level/3
To Hit Table: War +5 levels
Save Table: Mon +5 levels
Reference: 0D&D {Planeshifted Troll0}
Groups: Warrior, Monster, Alternate
 
Has a Wizard progression (no stat bonus). Specialized in Illusion. Has normal access to Alteration, Divination, Enchantment/Charm. Has lesser (SL 0-4) access to Conjuration/Summoning. Other schools are opposite.
Level 1: Immune to Maze and variants (e.g. Fire Maze)
Level 1: Exceptional Con bonus; i.e. bonus is (Con-12).
Level N (each level): +2 Str. This bonus cannot be used to qualify for the Minotaur0 class itself, and you can't 2 for 1 trade it away.
Level 1: Barbarian Str bonus; i.e. bonus is (Str-14)*2.
Level 1: You have two horns, and can attack with them as natural weapons. They are 1d(2*LVL) dmg.
Level 1 ¶: You get (a slightly weaker version of) the "Frank" Cheat Code [X3]: Can throw any weapon without penalty, using the "Bow" line (assuming specialization).
Level 4: 1M, (LVL-3)/d: Maze (you can reverse this ability to get Find the Path)
Level 9: Extra Barbarian Str bonus; i.e. bonus is (Str-16)*5/2, round down.
Level 9: Your Frank Cheat Code uses Dagger number of attacks.
Level 15 ¶: +3 HNCL
Level 18: Super Barbarian Str bonus; i.e. bonus is (Str-18)*3.
Level 18: Your Frank Cheat Code uses Dart number of attacks. (This is the best this gets; there is no Shuriken version later.)

[PC9] Alternate Universe Group Classes


Minulator

Level KXP
Spells
1 0 (varies)
2 5 (varies)
3 10 (varies)
4 20 (varies)
5 40 (varies)
6 80 (varies)
7 160 (varies)
8 300 (varies)
9 600 (varies)
10 1000 (varies)
11 1500 (varies)
12 2000 (varies)
13 2500 (varies)
14 3000 (varies)
15 3500 (varies)
16 4000 (varies)
17 4500 (varies)
18 5000 (varies)
19 5500 (varies)
20 6000 (varies)
21 6500 (varies)
22 7000 (varies)
23 7500 (varies)
24 8000 (varies)
25 8500 (varies)
26 9000 (varies)
27 9500 (varies)
28 10000 (varies)
29 10500 (varies)
30 11000 (varies)
31 11500 (varies)
32 12000 (varies)
33 12500 (varies)
34 13000 (varies)
35 13500 (varies)
36 14000 (varies)
TH Saves
PD RS PP BW Sp Fo Re Wi
+0 (total = 27, max = 9)
+1 (total = 30, max = 10)
+2 (total = 33, max = 11)
+3 (total = 36, max = 12)
+4 (total = 39, max = 13)
+5 (total = 42, max = 14)
+6 (total = 45, max = 15)
+7 (total = 48, max = 16)
+8 (total = 51, max = 17)
+8 (total = 54, max = 18)
+9 (total = 57, max = 19)
+9 (total = 60, max = 20)
+10 (total = 63, max = 21)
+10 (total = 66, max = 22)
+11 (total = 69, max = 23)
+11 (total = 72, max = 24)
+12 (total = 75, max = 25)
+12 (total = 78, max = 26)
Requisites: (none)
Alignment: any
HD/level: d8
Weapon Prof.: 3+level/3
To Hit Table: Cust
Save Table: Cust
Reference: DM {Planeshifted Emulator}
Groups: Custom, Alternate
 
You duplicate the powers of up to LVL+3 Mini-classes (see [PC10]). You get your full XP (in Minulator class) for each of these Mini-classes to see what level you are. The minimum level is 1 and the maximum level is LVL.
 
You can take each Mini-class only once, however, you are allowed to take both the Normal and the Alternate form for the same Mini-class at the same time (this is a violation of the normal Mini-class rules).
 
You are allowed to take actual Mini-classes themselves for your character normally, and can even select Mini-classes that you have as part of your Minulator class. (You are not considered to "have" a particular Mini-class, even if it's part of a Minulator class).
 
Level 9: You may choose three instances of a given Mini-class, in one of these combinations: Normal-Normal-Alternate or Normal-Alternate-Alternate. This can be done for multiple Mini-classes. Some Mini-classes (such as Jobber) allow the Normal and Alternate form to be taken, in these cases, you may have Normal-Normal-Normal or Alternate-Alternate-Alternate.
Level 18: You may choose four instances of a given Mini-class in any combination. This can be done for multiple Mini-classes.
Level 27: You may choose five instances of a given Mini-class in any combination. This can be done for multiple Mini-classes.
Level 36: You may choose six instances of a given Mini-class in any combination. This can be done for multiple Mini-classes.

[PC9] Alternate Universe Group Classes


Mixed Freq. Sampler

Level KXP Psi(mixed)
mMG S
1 0 1-- -
2 5.25 2-- -
3 10.5 3-- -
4 21 31- -
5 42 41- -
6 84 42- -
7 168 52- -
8 336 53- -
9 672 531 -
10 1344 631 -
11 2244 641 -
12 3144 642 -
13 4044 742 -
14 4944 752 -
15 5844 753 -
16 6744 753 1
17 7644 853 1
18 8544 863 1
19 9444 864 1
20 10344 864 2
21 11244 864 3
22 12144 864 4
23 13044 865 4
24 13944 865 5
25 14844 866 5
26 15744 866 6
27 16644 876 6
28 17544 877 6
29 18444 877 7
30 19344 887 7
31 20244 888 7
32 21144 888 8
33 22044 988 8
34 22944 998 8
35 23844 999 8
36 24744 999 9
TH Saves
PD RS PP BW Sp Fo Re Wi
+0  6  4  8  3  4  2  0  2
+0  6  6  9  4  5  3  1  4
+1  7  7 10  5  6  4  2  5
+1  8  9 10  6  7  5  3  7
+2  9 10 11  7  8  6  4  8
+2  9 12 12  8  9  8  5 10
+3 10 13 13  9 11  9  6 11
+3 11 14 13 10 12 10  7 13
+4 14 15 14 13 14 11  8 14
+4 15 16 16 15 15 12  9 16
+5 16 16 16 16 16 14 10 17
+5 16 16 16 16 16 15 11 19
+6 16 16 16 16 16 15 11 19
+6 16 16 16 16 16 15 11 19
+7 16 16 16 16 16 15 11 19
+7 16 16 16 16 16 15 11 19
+8 16 16 16 16 16 15 11 19
+8 16 16 16 16 16 15 11 19
Requisites: Str 8, Dex 10, Con 12, Int 14, Wis 16, Chr 18
Alignment: any
HD/level: 2d9
Weapon Prof.: 2+level/6
To Hit Table: Rog
Save Table: 3xPsi
Groups: Psionicist, Alternate
Groups: Monster
 
MixedFreqSamp power calculation: (level)*(Str/6+Dex/5+Con/4+Int/3+Wis/2+Chr)
You start with "open slots". Open slots can be used once per reset, then are reverted to blank next reset.
When you use a slot, the DM rolls two random powers, each from a random frequency = 1d50-20. The resultant Mixed Frequency power does both effects when it is used. The combined effect has only one target. The combined effect takes up only one maintained slot. If you manage to get two effects that wouldn't normally stack, they do under this system.
The power cost is the sum of the powers that make it up.
You may permanently assign a slot to be a certain power, then it uses that power forever at the cost you gave.
Minors are SL=3, Majors are SL=6, Grands are SL=9, and Supers are SL=12, when they are 2 combined powers.
Level 4: Minor powers do 3 powers instead of 2. SL=4.
Level 8: Major powers do 3 powers instead of 2. SL=7.
Level 10: Minor powers do 4 powers instead of 3. SL=5.
Level 16: Grand powers do 3 powers instead of 2. SL=10.
Level 20: Major powers do 4 powers instead of 3. SL=8.
Level 32: Super powers do 3 powers instead of 2. SL=13.

[PC9] Alternate Universe Group Classes


Mounty


Level

KXP
Warrior
123 4

TH
1 0 b-- - +0
2 2.475 a-- - +1
3 4.95 0-- - +2
4 9.9 0b- - +3
5 19.8 1a- - +4
6 39.6 10b - +5
7 79.2 10a - +6
8 158.4 11a - +7
9 350 110 b +8
10 700 111 a +9
11 1050 111 a +10
12 1400 211 0 +11
13 1750 211 1 +12
14 2100 221 1 +13
15 2450 222 1 +14
16 2800 322 1 +15
17 3150 333 2 +16
18 3500 333 3 +17
19 3850 433 3 +18
20 4200 443 3 +19
21 4550 444 3 +20
22 4900 444 4 +21
23 5250 544 4 +22
24 5600 554 4 +23
25 5950 555 4 +24
26 6300 555 5 +25
27 6650 655 5 +26
28 7000 665 5 +27
29 7350 666 5 +28
30 7700 666 6 +29
31 8050 766 6 +30
32 8400 776 6 +31
33 8750 777 6 +32
34 9100 777 7 +33
35 9450 877 7 +34
36 9800 887 71 +35
37 19600 887 72 +36
38 29400 887 73 +37
39 39200 887 74 +38
45 98000 888 88 +44
54 186200 AAA 991 +53
63 274400 AAA A99 +62
72 362600 BBB BBB 1 +71
Requisites: Str 15, Chr 11
Alignment: L any
HD/level: +d8
Weapon Prof.: 2+level
To Hit Table: War
Reference: DM {Planeshifted Beast Rider}
Groups: Warrior, Alternate
Complexity: CF=2
   
Saving Throws:  
PPD: level+7
RSW: level+3
PP: level+4
BW: level+1
Spell: level+2
Fort: level+0
Reflex: level+0
Will: level+1
   
Gets Str bonus to spell progression.
Level 1: 1M: Summon a DL=(LVL+1)/2 mount of your choice. A table of mounts is on the following page. You may summon a mount smaller in DL that what you qualify for; in this case, the mount has x3 hp for each DL difference. Example: A DL=5 Baby Elephant (normally DL=1) has 40*3^(5-1) = 3240 hp.
Level 1: 1M: Animal Friendship
Level 1: 1M: Speak with Animals
Level 1: 0: You may take a damaging effect or attack for your mount, or vice versa.
Level 2: If mounted, you do not use V actions to move (your mount moves for you).
Level 4: All animals that you ride gain +4 Str.
Level 6: Your mount moves at x(LVL-4) it's normal movement rate.
 
To simplify the mounts somewhat, "#Att", "TH", and "dmg" ratings are no longer given. Instead, the mounts attack as if a summon of their DL.
Hit point ratings are still given for mounts, since damage can be redirected to them.
The old Beast Rider Mounts table may be used; it is provided below. In cases where a Beast Rider Mount and a Mounty Mount have identical names, I put an "[F]" on the Mounty Mount list (for "Familiar"; where these powers came from originally).
 
CF=3:
Level 9: May have 2 mounts.
Level 18: May have 3 mounts.
Level 27: May have 4 mounts.
Level 36: May have 5 mounts.

[PC9] Alternate Universe Group Classes


Mounty Mounts

DL Mount hp Special (affects Mount and Rider)
1 Baby Elephant 40 +1+LVL/9 spells or psi powers in a progression (that you have)
1 Black Panther 30 Resist Darkness; Level 9: Resist Nether
1 Camel [F] 30 Immune Thirst/Sand; Level 9: Immune Fire/Heat
1 Horse 30 +1V action; x2 movement rate; +2 Con
1 Large Loyal Rotweiller 20 0, 1/r: Material component a spell; Level 9: 0, 1/s: Material component a spell
1 Lizard 10 Breathe fire 3/d (CL*2 dmg); Level 9: Breathe normal element 3/d (dmg=hp)
1 Panther 30 Resist Light; Level 9: Resist Holy
1 Tame Lion 40 1M, 1/d: Remove a berserk/engrage effect; Level 9: Immune Lightning
1 War Horse 40 +1+LVL/9 TH/dmg/AC/saves
1 Wolf 30 Disguise prof.; 1M, 1/d: Nondetection (1 turn)
2 Blink Dog 80 1V: Blink (uncontrolled); Level 9, CF=3: Your Warrior spells of SL 0-6 cost only ½M to cast
2 Large Faithful Lion 200 1V: Command; Level 9: +1 Chr; 1P: Force a Morale roll
2 My Little Pony 80 +LVL" movement rate; Level 9: Pony can interject itself (rescue you)
2 Ox 160 +2 Str; Level 9: +2 Str; Triple carrying capacity; Immune Weakness
2 Polar Bear [F] 240 Resist Water; Level 9: Immune Cold; 1P: Find the Path
3 Griffin 360 Don't use 1V on segment 1: +1V this r; Level 9: Flying; Don't use 1P on segment 1: +1P this r
3 Hell Hound 270 Immune to Hell-fire; Level 9: Mouth's P: Breathe Hell-fire = current hp
3 Lamia 270 0, 1/r: Command; Level 9: 1V: Command no save
3 Large Black Wolf 360 May wear 2 suits of armor; Level 9: May use 2 missile weapons per set of arms
3 Large Trained Wolf 360 May "levitate" a shield (no arm needed); Level 9: May use 2 sets natural attacks per set of arms
3 Little Lamb 90 1 spell per SL is 1 SL lower; Level 9: Another spell per SL is 1 SL lower
3 Pale Bear 540 Resist Cold; Level 9: Immune Water; +F*4 TH vs. Psi-using (F=#Freq.)
3 Targ 450 +1 Str; Armor costs half price for you
4 Aerial Servant 960 Flying; Resist Air; Level 9: Pass Wall; Immune Air
4 Blink Woolly Mammoth 1280 0, 1/r: Blink (uncontrolled); Level 9: Your Warrior spells of SL 0-5 cost only ½M to cast
4 Deadly Hydra 1920 Resist Cold; +d(+LVL) dmg on bite attacks; Level 9: +LVL Mouth's P actions
4 Hell Cat 960 Immune to Hell-fire; Level 18: 1M,1/reset: Artificial Reset
4 Kyscu Drake 640 Flying; Level 9: Burn 10 hp, 1/r: +10 dmg this r
4 Lhee 640 You regain spells at three times normal rate; Flying
4 Margoyle 1280 Can conduct spell/psi/item effects through Familiar; Level 9: +LVL TH
4 Pegasus [F] 800 Flying; Level 9: x2 physical dmg; ÷2 all physical damage you take
4 Unicorn [F] 480 Immune Death Magic; Level 9: +LVL to hit; +LVL saves; 0,1/r: Teleport (no sick)
5 Bath Tub 1500 irr(Own Effects)R (LVL*5)%; Level 9: 0, 1/r, even if Crapped: Remove Crapped
5 Deadly Kraken 3000 +LVL AC; Level 9: 1V: Summon a Camarid (HD=CL) to fight for you
5 Ethereal Panther 1500 Resist Light; Level 9: Improved Invis
5 Gargoyle 2000 Need +LVL/3 (round up) weapon to hit you; Level 9: Damage Reduction LVL*10/+LVL
5 Pegasus [Phoenix] 1250 x2 PSPs (Psi6G); Level 18: #M: Summon DL # Deva (max #=LVL/2)
6 Clockwork Horror 3600 +LVL to all Psi8 Tech items TechL
6 Fearsome Java Beast 4680 Resist Liquids; Level 9: Vampiric Regen
6 Giant Cat Devours London 5760 +1 size; Pro Evil; Level 9: 1V: Earthquake; 1P: Fire Storm; 1M: Meteor Swarm
6 Hovercraft Full of Eels 5400 Resist Quasi-Elements; Level 9: Body Control; Hyperflight
6 Miniature Brontosaurus 7200 x2 hp; Level 9: x2 dmg
6 Silver Lynx 2520 LVL% iRR; Level 9: LVL% iMR, iaMR; Level 18: LVL% iPR, iWR, iIR
6 Vicious Black Cougar 2160 +1 to Backstab multiplier; Level 9: Immune Fire; Double all dmg dealt and received
7 Bleah Bear 4410 1P: Target loses next segment of actions (No Resistance)
7 Ethereal Weebie [F] 4900 Dust/Disappearance; True Sight; Pass Wall; Hyperflight
7 Peter Pan 5880 Flying; x2 PSPs (Psi5); Level 9: Immune Water; x2 PSPs (Psi10)
8 B.F.M. (Big Furry Monster) 63360 +2 Size; 6M, 3P, 4V, 15 Psi11B mana: Target becomes a familiar of yours (!)
8 Ravan's Pet Dragon 16000 Get extra Mage progression of ML=LVL-4; Resist Weapon
8 Sunshine Superman 25600 Resist Light; Flying; Level 9: Set Str 25; Sustain Str; Resist Gravity
8 Zodar 12800 -LVL dmg with physical attacks; Level 9: +LVL AC; +LVL dmg
9 Blank Short Desc Field 16200 Considered x2 creature; Resist Weapon/Holy; +level AC; +level*3 dmg
9 Living Wall 24300 1P, touch: Gain intrinsic abilities & hp of slain monster permanently
9 Sun Snake 81000 Free GGL pick; Immune Plasma & Sun & AntiMatter & Fusion & Radiation & Gravity
10 Canth, Fnor's Pet Dragon ihp 4 Mouth's P: Breathe (any type); 1V: Escape; 1M: Divine Intervention 100%
10 Mieu, Alys's Pet Kitten ihp 1 Rotating Truename; Resist Magic; Immune Oozes/Slimes/Jellies; Resist Acid; Immune Disease
10 Sharik, Kira's Pet Tiger ihp 3 Fire Shield; Ice Shield; Shock Shield; Holy Shield; all even vs. ranged
10 Skylar, Ronni's Pet Eagle ihp 2 Resist Everything; Scarab of Protection @ 2
11 Ultraplanar Cow ihp 10 Mouth's P: Mass Erase Truename; Immune Set/As You Are; Ignore irr BlahR

Beast Rider Mounts (older table)

DL Mount AC hp #Att TH dmg Special
1 Light Horse 15 50 3 +6 5 Increase stats by 50% each time you level
1 Camel 14 60 2 +5 7 Spits for 1d20 dmg
1 Pegasus 17 40 2 +4 4 Flying; Regenerate LVL hp/s (self and rider)
2 Medium Horse 32 120 3 +16 12 Increase stats by 50% each time you level
2 Giant Eagle 30 140 3 +17 17 Flying; Eagle Eye Vision; Immune Blindness
2 Unicorn 40 60 2 +8 6 Luckstone (self and rider)
3 Heavy Horse 51 210 3 +30 21 Increase stats by 50% each time you level
3 Dragon Horse 60 240 2 +25 15 Pick a type of dragon. Breath weapon (half hp).
3 Brontosaurus 20 1600 1 +80 80 Lernaean; can carry a lot of weight (Str 200)
4 Heavy War Horse 72 320 3 +48 32 Increase stats by 50% each time you level
4 Dragon, Lesser 80 400 2 +40 30 Pick a type of dragon. Breath weapon (full hp).
4 Dog, Beast of Xvim 60 200 1 +65 85 Beast of Xvim; Ignores aWR / +wpn needed to hit
5 Elite War Horse 95 450 3 +70 45 Increase stats by 50% each time you level
5 Polar Bear 100 500 3 +70 50 Immune Cold (self and rider)
5 Juggernaut 350 300 1 +120 120 Resist Technological damage (self and rider)
6 Greater War Horse 120 600 3 +96 60 Increase stats by 50% each time you level
6 Nightmare 133 666 3 +66 66 Unholy fire shield; Breath weapon (half hp); Plane Shift 1/r
6 Hydra 160 800 5 +80 80 5 Breath Weapons (each is 1/10 current hp)
7 Ultra War Horse 147 770 3 +126 77 Increase stats by 50% each time you level
7 Opinicus 140 800 2 +120 60 Heal 1/r (self or rider). iMPIRR 50% (self and rider).
7 Scaled Wurm 490 600 1 +300 100 Attack swallows whole (100 dmg /s)
8 Gargantuan War Horse 176 960 3 +160 96 Increase stats by 50% each time you level
8 Dragon, Greater 180 1000 2 +140 90 Breath weapon (full hp); Dragonlancing (add mount's hp to rider's dmg)
8 Time Elemental 170 700 1 +170 Inc Attack is Incursion (5 RSW saves); Time/Reality Stability (self and rider)
9 Chosen One Horse 207 1170 3 +198 117 Increase stats by 50% each time you level
9 Ki-Rin 210 1500 2 +150 150 Wish 1/r; Immune to Traps and Tricks (self and rider)
9 Ethereal Weebie 156 600 3 +120 120 Ethereal Projection; +2*LVL weapon to hit (both are self and rider)
10 Paragon War Horse 240 1400 3 +240 140 Increase stats by 50% each time you level
10 Tarrasque 280 3000 5 +400 210 iMReflection 50%; Regenerate 6*LVL hp/s (both self and rider)
10 Ultraplanar Calf iAC 1 ihp 1 1 +500 500 Capital M Moo 1/r; Immune Annihilation (self and rider)

[PC9] Alternate Universe Group Classes


Orzhov Euthanist (MTG B/W)

Level KXP Priest
123 456 789
1 0 0-h --- ---
2 2.125 1-g --- ---
3 4.25 11- f-- ---
4 8.5 21- e-- ---
5 17 211 -e- ---
6 34 321 -d- ---
7 68 321 1-d ---
8 136 432 1-c ---
9 272 432 11- c--
10 544 543 21- b--
11 816 543 211 a--
12 1088 654 321 0--
13 1360 654 321 1--
14 1632 654 322 1--
15 1904 654 322 2--
16 2176 654 332 2c-
17 2448 654 333 2b-
18 2720 654 333 3a-
19 2992 654 433 30-
20 3264 654 433 31-
21 3536 654 443 31-
22 3808 654 444 31c
23 4080 654 444 32b
24 4352 654 444 42a
25 4624 655 444 420
26 4896 655 544 421
27 5168 655 554 421
28 5440 655 555 421
29 5712 655 555 431
30 5984 655 555 532
31 6256 665 555 532
32 6528 666 555 532
33 6800 666 655 532
34 7072 666 665 532
35 7344 666 666 532
36 7616 666 666 542
TH Saves
PD RS PP BW Sp Fo Re Wi
+0  8  7  6  3  6  1  2  2
+1  8  7  6  3  7  1  3  3
+1  9  8  6  4  7  2  3  3
+2  9  8  7  4  7  2  4  4
+3 10  9  7  5  8  3  4  4
+3 10  9  7  6  8  3  5  5
+4 11 10  8  7  9  4  5  5
+5 11 10  9  8  9  4  6  6
+5 12 10  9  9  9  5  6  6
+6 12 11 10 10 10  5  7  7
+7 13 11 10 11 10  6  7  7
+7 13 12 11 12 11  6  8  8
+8 13 12 12 13 11  7  8  8
+9 14 13 13 14 11  7  9  9
+9 14 13 13 14 12  8  9  9
+10 14 13 14 14 12  8 10 10
+11 15 14 14 14 13  9 10 10
+11 15 14 14 14 13  9 11 11
Requisites: Wis 18, Dex 14
Alignment: LE, NE, NG, or CN
HD/level: 2d2 {Wis}  (see note)
Weapon Prof.: 4+level/2
To Hit Table: Pri
Save Table: Pri/Rog
Reference: DM {Planeshifted Orzhov Necromancer22}
Groups: Priest, Rogue, Alternate
 
Hit Dice: "2d2 {Wis}" means you get Wis bonus to the HD for this class, not Con bonus. You may apply Exceptional or Barbarian Wis if you have it. You cannot choose to apply Con anyway.
Exceptional Dex bonus.
Channeling.
Grand in Priest Necromancy spells.
May have 1+LVL "Revive slots" instead of the usual one "Summon slot". An animated xM (multiplier M) being uses up M*M Revive slots.
A Revive is an animated (undead) monster with half the original monster's stats. It also has half the original monster's special abilities. It cannot be healed, but it regenerates at N hp/r (where N is it's DL rating).
A Revive of a Revive has 1/4 the original stats, and so on. Round stats down. If the resultant creature has 0 max hp, the Revive fails.
Level 1: Your weapons are Wounding (for each hit, it does an extra 1 point of damage per segment).
Level 1: 1D (even if D actions aren't being used): Slay the person that killed you (save)
 
New spell:
Revive N (Necromancy, SL N): Revive a DL=N monster.
 
Lvl Euthanist Ability | -50% | -100% | -150% Act Base Penalty Bonus
1 Assassination (-5% per HD/level of target) 0 0 Wis-13 Wis-15
1 any Assassin 1 ability - - - -
2 Song of Harming (1 dmg per 5% roll made) P*M 10 Wis-12 Wis-17
2 any Assassin 2 ability - - - -
3 any Rogue 3 ability - - - -
5 Detect Invisibility | Force Shapechange | Wrench ||| See through Dust of Disappearance 2M 0 Wis-12 Wis-20
7 Blink | Controlled Blink | Teleport | Teleport without Error M 15 Wis-12 Wis-14
7 Misdirection | Aura Alteration | Non-Detection M 20 Wis-10 Wis-18
8 Slay (target that you hit saves at +4, -1 per 10% made; or dies) M 0 Wis-13 Wis-19
12 Find the Path MV 0 Wis-9 Wis-13
15 Ethereal Spell | Ethereal Projection | Elemental Spell (project to an Elemental plane) 3M 35 Wis-19 Wis-25
24 Energy Drain+Destruction+Degenerate target ||| Put target in the Hole 1P+2M 0 Wis-19 Wis-25

[PC9] Alternate Universe Group Classes


Paleontologist


Level

KXP
Wizard
123 456 789

TH
1 0 1-- --- --- +0
2 2.5 2½- --- --- +0
3 5 21- --- --- +0
4 10 32½ --- --- +1
5 20 421 --- --- +1
6 40 422 ½-- --- +1
7 60 432 1-- --- +2
8 90 433 2½- --- +2
9 135 433 21- --- +2
10 250 443 22- --- +3
11 375 444 33½ --- +3
12 750 444 441 --- +3
13 1125 555 442 ½-- +4
14 1500 555 442 1-- +4
15 1875 555 552 1½- +4
16 2250 555 553 21- +5
17 2625 555 553 32½ +5
18 3000 555 553 321 +5
19 3375 555 553 331 +6
20 3750 555 554 332 +6
21 4125 555 554 442 +6
22 4500 555 555 443 +7
23 4875 555 555 553 +7
24 5250 555 555 554 +7
25 5625 555 555 555 +8
26 6000 666 655 555 +8
27 6375 666 666 655 +8
28 6750 666 666 666 +9
29 7125 777 766 666 +9
30 7500 777 777 766 +9
31 7875 777 777 777 +10
32 8250 888 877 777 +10
33 8625 888 888 877 +10
34 9000 888 888 888 +11
35 9375 999 988 888 +11
36 9750 999 999 999 1 +11
37 19500 999 999 999 2 +12
38 29250 999 999 999 3 +12
39 39000 999 999 999 4 +12
45 97500 A99 999 999 9 +14
54 185250 AAA AAA AAA 91 +17
63 273000 AAA AAA AAA A9 +20
72 360750 BBB BBB BAA AA1 +23
Requisites: Str 14, Con 12, Int 9
Alignment: any N
HD/level: d12
Weapon Prof.: 4+level/4
To Hit Table: Wiz
Reference: DM {Planeshifted Myrmecologist}
Groups: Wizard, Alternate, Lost
Complexity: CF=2
   
Saving Throws:  
PPD: level+4
RSW: level+7
PP: level+5
BW: level+3
Spell: level+6
Fort: level+3
Reflex: level-1
Will: level-1
   
Specialized and School Robed (-1 SL) in Paleontology (Dinosaurs).
Level 1: May use 1 material component effect per spell as a zero action.
Level 1: +1+(LVL/3) summon slots, only for Dinosaurs.
Level 4: +1 Brontosaurus Familiar (gives x2 hp; Level 9: x2 dmg), Animal Companion, or Mount (DL I; 200 hp; +1 DL and x3 hp every odd level thereafter)
Level 8: You are considered a WereDinosaur and may polymorph yourself into a Dinosaur for 1V action. You are Size F.
Paleontology Spells:
Flatten N (SL=N): Drops a Dinosaur on one target (material component for two), target takes 5^SL dmg, Dinosaur disappears afterwards
Dino Scale Armor N (SL=N): +CL*N AC; +CL*N saves; +CL*N*10 hp Armor spell
Trog Chili Pepper N (SL=N): You and your Dinosaurs breathe fire (increase offensive DL by +N-1).
Summon Dinosaur N (SL=N): Summon a DL=SL+2 Dinosaur
Summon Reptile N (SL=N): Summon a DL=SL+1 Reptile. It counts as a Dinosaur for other spells.
Summon Dragon N (SL=N): Summon a DL=SL Dragon. It does not count as a Dinosaur.
Wall of Dinosaur (SL=N): Creates a Wall of Dinosaur, anyone passing through takes (SL*2)d(SL*2) dmg.
Dino Egg (SL=0): Summons a DL 0 Dino Egg. It has a 1% chance per reset of hatching into a DL I Dinosaur.
Speak with Dinosaurs (SL=1): You can speak with Dinosaurs and ask them questions, which they will give reasonable answers to.
Pterodactyl (SL=2): Your Dinosaur summons Fly at CL".
Stampede (SL=3): Earthquake (as spell)
Deconstruction (SL=3): Your Dinosaur summons can destroy large building/structures in a short amount of time. Each Dinosaur does 4^DL Hull dmg per S action.
Polymorph into Dinosaur (SL=3): Polymorphs target into a Dinosaur (PP save). It is now Size F and its AC and movement rate halves.
Trog Red Root (SL=4): Your Dinosaur summons get a +2S+2V action Haste.
Magmasaur (SL=4): 0 action, whenever one of your Dinosaur summons is killed by damage: Deal 10*(DL^3) magma dmg to one target.
Dino Generator (SL=6): Creates a DL VI Monster Generator for Dinosaurs (one DL VI per segment). These are not summons, but they will only attack enemies.
Megasaur (SL=9): Summons a DL X Dinosaur with 2^CL rhp.
Trog Golden Pineapple (SL=9): One of your Dinosaur summons has irhp instead of rhp (at 1 irhp to 10 rhp).
Megasaur Generator (SL=10): Creates a DL X Monster Generator for Megasaurs (see above).

[PC9] Alternate Universe Group Classes


Peacemonger

Level KXP Peacemonger[PL]
123 456 78 [24]
1 0 --- 1-- -- [--]
2 1 --- 2-- -- [--]
3 3 --- 3-- -- [--]
4 9 --- 4-- -- [--]
5 27 --- 5-- -- [--]
6 81 --- 6-- -- [--]
7 243 --- 7-- -- [--]
8 500 --- 8-- -- [--]
9 900 --- 8-- -1 [--]
10 1300 --- 8-- -2 [--]
11 1700 --- 8-- -3 [--]
12 2100 --- 8-- -4 [--]
13 2500 --- 8-- -5 [--]
14 2900 --- 8-- -6 [--]
15 3300 --- 8-- -7 [--]
16 3700 --- 8-- -8 [--]
17 4100 --- 9-- -8 [--]
18 4500 --- 9-- -9 [--]
19 4900 --- A-- -9 [--]
20 5300 --- A-- -A [--]
21 5700 --- A-- -A [--]
22 6100 --- A-- -A [--]
23 6500 --- A-- -A [--]
24 6900 --- A-- -A [--]
25 7300 --- A-- -A [--]
26 7700 --- A-- -A [--]
27 8100 --- A-- -A [1-]
28 8500 --- A-- -A [11]
29 8900 --- A-- -A [11]
30 9300 --- A-- -A [-2]
31 9700 --- A-- -A [-2]
32 10100 --- A-- -A [-3]
33 10500 --- A-- -A [-3]
34 10900 --- A-- -A [-4]
35 11300 --- A-- -A [-4]
36 11700 --- A-- -A [-5]
TH Saves
PD RS PP BW Sp Fo Re Wi
+0  5  2  4  2  1  1  1  0
+1  6  4  5  4  3  2  2  1
+2  8  5  7  6  4  3  3  2
+3  9  7  8  8  6  4  4  2
+4 11  8 10 10  7  5  4  3
+5 12 10 11 12  9  6  5  4
+6 14 11 13 14 10  7  6  4
+7 14 12 14 14 11  8  7  5
+8 15 13 14 14 12  9  8  6
+9 15 14 15 15 13 10  8  6
+10 15 14 15 15 14 11  9  7
+11 15 14 15 15 15 12 10  8
+12 15 15 15 15 15 13 11  8
+13 16 15 15 15 15 14 12  9
+14 16 15 16 15 15 15 12 10
+15 16 16 16 15 15 16 13 10
+16 16 16 16 16 16 17 14 11
+17 17 16 16 16 16 18 15 12
Requisites: Int 23, Wis 17, Chr 19
Alignment: any
HD/level: & 2d4
Weapon Prof.: 4+level/2
To Hit Table: War
Save Table: 2xWar
Reference: DM {Planeshifted Battlelord}
Groups: Warrior, Concordant (x1), Alternate
 
Gets Barbarian Int, Wis, or Chr.
Peacemongers get 4th level and 8th level spells, but not other level numbers. (This is done to make Peacemonger spells be of the proper SL when other classes use a "Wish" type effect to emulate a Peacemonger spell.). They also get "Peacelord" (a x2 class) spells starting at level 27.
Exception: There is one 2nd level spell which can be picked by downgrading a 4th.
Peacemonger spells are selected once. You pick them, cast them (using 1M) and they do their effect permanently, using up that spell slot permanently. You can change your Peacemonger spells during reset.
Level 3: Get another Barbarian Stat.
Level 9: Get another Barbarian Stat.

[PC9] Alternate Universe Group Classes


Peacemonger Spells

Level # Spell
2 * 1 * 1M: A group gets -LVL V actions (no save)
4 1 1M: A group gets -LVL TH (no save)
4 2 1M: A group gets -CL dmg (no save)
4 3 1M: A group gets -CL AC (no save)
4 4 1M: A group gets -LVL saves (no save)
4 5 1M: A group gets -LVL P actions (no save)
4 6 1M: A group gets -CL*2 current and max hp (no save)
4 7 1M: A group gets -CL B actions (no save)
4 8 1M: A group gets -LVL set Str which ignores Sustain Str (no save)
4 9 1M: A group gets -LVL set Dex which ignores Sustain Dex (no save)
4 10 1M: A group gets -LVL set Con which ignores Sustain Con (no save)
8 1 1M: A group gets -1 iTH with their next attack (no save)
8 2 1M: A group gets -1 idmg with their next attack (no save)
8 3 +LVL to CL for 4th level Peacemonger spells
8 4 1M: A group gets -CL% iBR (irreducible BlahR = iRMPIR) (no save)
8 5 1M: A group gets -LVL M actions (no save)
8 6 1M: A group gets -1 max ihp or -1 max+current ihp if they have at least 1 ihp (no save)
8 7 1M: A group gets -CL C actions (no save)
Peacelord 2 (12) 1 * 1M: A group gets -PCL QV actions (infinitely quick V actions)
Peacelord 4 (14) 1 1M: A group gets -PL iTH
Peacelord 4 (14) 2 1M: A group gets -PCL idmg
Peacelord 4 (14) 3 1M: A group gets -PCL iAC
Peacelord 4 (14) 4 1M: A group gets -PL isaves
Peacelord 4 (14) 5 1M: A group gets -PCL QP actions (infinitely quick P actions)
Peacelord 4 (14) 6 1M: A group gets -PCL ihp
Peacelord 4 (14) 7 1M: A group gets -PL X actions
Peacelord 4 (14) 8 1M: A group gets -25*PCL set Str that ignores Sustain Str
Peacelord 4 (14) 9 1M: A group gets -25*PCL set Dex that ignores Sustain Dex
Peacelord 4 (14) 10 1M: A group gets -25*PCL set Con that ignores Sustain Con

[PC9] Alternate Universe Group Classes


Physicalist

Level KXP Psi
mMG S
1 0 3-- -
2 10 4-- -
3 15 51- -
4 23 52- -
5 35 53- -
6 53 54- -
7 80 65- -
8 120 751 -
9 180 852 -
10 270 953 -
11 400 A54 -
12 600 A65 -
13 850 A75 -
14 1150 A85 -
15 1500 A95 -
16 1900 BA5 -
17 2350 CA6 1
18 2850 DA7 2
19 3400 EA8 3
20 4000 FA9 4
21 4650 FBA 5
22 5350 FCA 5
23 6100 FDA 5
24 6900 FEA 5
25 7750 GFA 5
26 8650 HFB 6
27 9600 IFC 7
28 10600 JFD 8
29 11650 KFE 9
30 12750 KGF A
31 13900 KHF A
32 15100 KIF A
33 16350 KJF A
34 17650 LKF A
35 19000 MKF B
36 20400 NKG C
TH Saves
PD RS PP BW Sp Fo Re Wi
+1  5  4  8  2  3  1  0  2
+3  6  5  8  3  4  2  1  3
+5  6  6  9  4  5  3  1  4
+7  7  7  9  4  5  4  2  5
+9  7  8 10  5  6  4  3  6
+11  8  9 10  6  7  5  3  7
+13  8 10 11  6  7  6  4  8
+15  9 11 11  7  8  7  5  9
+17  9 12 12  8  9  8  5 10
+19 10 13 12  8 10  8  6 11
+21 11 14 13  9 11  9  7 12
+23 11 14 13 10 12 10  7 13
+25 13 15 14 12 13 11  8 14
+27 15 15 15 14 14 12  9 15
+29 15 16 16 15 15 12  9 16
+31 16 16 16 15 16 13 10 17
+33 16 16 16 16 16 14 11 18
+35 16 16 16 16 16 15 11 19
Requisites: Str 11, Dex 18, Con 11, Chr 11
Alignment: any
HD/level: 2d6
Weapon Prof.: 9+level/4
To Hit Table: 2xWar
Save Table: 2xPsi
Reference: DM {Planeshifted Mentalist}
Groups: Warrior, Psionicist, Alternate
 
Gets Exceptional Str, Dex, and Con. Uses "Barbarian" line for number of attacks.
You get a Martial Arts style and +LVL Martial Arts maneuvers, and a Professional Wrestling style and +LVL Professional Wrestling maneuvers.
Physicalist Psionic Pool (PPPs) = (Str*2+Dex*2+Con+Int+Chr)*level/2.
The following frequencies are included in Physicalist: Psi0, Psi(-2), Psi7, Psi14, and Psi15.
When you get a power on the Physicalist progression, pick any power from those 5 frequencies.
PPPs are recovered at your level in points every round. Rejuvenation and the like may improve this point recovery rate.
PPPs are the same scale as Psi1 PSPs.
10 PPPs is 1 "track point" for Psi36. You do not have actual tracks, however, and cannot "burn" anything after you have 0 PPPs.
Level 9: Pick another frequency to add to Mentalist availability. The frequencies allowed are: Psi(-5), Psi(-6) & Psi(-12)(as a combo), Psi16, Psi36.
Level 18: Pick another frequency to add, as per Level 9. You can pick Psi8 at this level.
Level 27: Pick another frequency to add, but it can be ANY frequency.

[PC9] Alternate Universe Group Classes


Physicist

Level KXP Wizard
123 456 789
1 0 1-- --- ---
2 1 2-- --- ---
3 3 2½- --- ---
4 6 21- --- ---
5 10 22- --- ---
6 20 33- --- ---
7 30 33½ --- ---
8 50 331 --- ---
9 100 332 --- ---
10 150 332 ½-- ---
11 200 332 1-- ---
12 400 332 2-- ---
13 600 333 3-- ---
14 800 333 3½- ---
15 1000 333 31- ---
16 1200 333 32- ---
17 1400 333 32½ ---
18 1600 333 321 ---
19 1800 333 322 ---
20 2000 333 333 ---
21 2200 333 333 ½--
22 2400 333 333 1--
23 2600 333 333 2--
24 2800 333 333 2½-
25 3000 333 333 21-
26 3200 333 333 22-
27 3400 333 333 33-
28 3600 333 333 33½
29 3800 333 333 331
30 4000 333 333 332
31 4200 333 333 333
32 4400 444 443 333
33 4600 444 444 444
34 4800 555 554 444
35 5000 555 555 555
36 5200 666 666 666
TH Saves
PD RS PP BW Sp Fo Re Wi
+0  4  7  5  3  6  0  1  1
+0  4  7  5  3  7  0  1  1
+0  4  8  5  4  7  0  1  2
+1  4  8  6  4  7  1  2  2
+1  5  9  6  4  8  1  2  3
+1  5  9  7  5  8  2  3  3
+2  5 10  7  5  9  2  3  4
+2  6 10  7  6  9  2  3  4
+2  6 10  8  6  9  3  4  5
+3  6 11  8  6 10  3  4  5
+3  7 11  9  7 10  4  5  6
+3  7 12  9  7 11  4  5  6
+4  7 12  9  8 11  4  5  7
+4  7 13 10  8 11  5  6  7
+4  8 13 10  8 12  5  6  8
+5  8 13 11  9 12  6  7  8
+5  8 14 11  9 13  6  7  9
+5  9 14 11 10 13  6  7  9
Requisites: Con 10, Int 17
Alignment: any
HD/level: d5
Weapon Prof.: 1+level/3
To Hit Table: Wiz
Save Table: Wiz
Reference: DM {Planeshifted Chemist}
Groups: Wizard, Alternate, Technology
 
Level 1: Identify Technological Items and how to use them (level*10)%
Level 1: +1 Knowledge proficiency per level.
Level 1: Resist Gravity, Telekinesis, falling damage
Level 2: Identify Object/Person's weight, home plane, home multiverse (quantum signature) by sight.
Level 3: Specialization in Enchantment gained.
Level 3: Immune distance distortion, teleport/plane-shifting traps/tricks/specials
Level 4: 1/d: Create Technological item of TechL=LVL
Level 5: Unusual materials are considered elements of E=S for your spells.
Level 6: Can create ioun stones as a GeoSage of 5 levels lower.
Level 7: Specialization in Alteration gained.
Level 8: Identify Alchemical/Chemical item and (at a -50% penalty) function (level-7)*10%
Level 9: Identify plane and multiverse by sight.
 
Sample Technology Levels (copied from [A10]):
 
TechF SFB
TechL
Examples
0 -10X No basic tools
1 -9X Basic tools; Basic shelter; Basic herbal medicine; Cultivation of plants; Recognition of seasons
2 -8Xe Wheel; Use of fire; Star recognition; Constellations; Basic metallurgy; Pulleys; Levers; Basic anatomy; Alchemy
3 -8Xs Basic astronomy and navigation; Windmills; Water wheels; Microscope/Magnifying Lens; Animal husbandry
4 -8Xl Recognition of other planets; Basic mechanics; Flood control; Cell theory; Classification of compounds
5 -7X Solar system mechanics; Steam power; Crude weather prediction; Geologic history; Fossils
6 -6Xe Detailed anatomy; Crude surgery (leeches!)
7 -6Xs Simple chemistry
8 -6Xl Simple atomic theory; Organic chemistry
9 -5X Hydroelectric power; Light-bulbs; Radio; X-rays
10 -4Xe Celestial mechanics; Heating and cooling systems; Heavy machinery; Tanks; Basic genetics/microbiology
11 -4Xs Stellar evolution; Transistors and Basic electronics; Theory of diseases (bacteriology); Earthquake prediction
12 -4Xl Radio astronomy; Solid state electronics; Telephones; Basic artificial limbs; Microwave theory
13 -3X Relativity; Internal combustion; Simple Computers; DNA/gene research; Basic artificial organs; Organ transplants
14 -2Xe Basic astronautics (planet to moon); Unmanned space probes; Simple internet; Fission; Lasers
15 -2Xs Manned spaceflight (planet to planet); Environmental suits; Simple cyberware/bioware; Fusion
16 -2Xl Unmanned interstellar probes; Advanced cyberware/bioware; Clones; Cold fusion
17 -1X Impulse; Manner interstellar travel; Gene surgery; Weather modification; Antimatter reactors
18 0Xe SemiWarp; Basic subspace mechanics; Micromolecular circuitry; Gravity control; Replicators; Phasers
19 0Xs Warp; Dilithium; Deflector shields; Transporters; Tractor beams; Tricorders; Positional Stabilizer
20 0Xl MicroWarp; Automation control systems; SFG; Cloaking Device; Temporal / alternate timeline theory

[PC9] Alternate Universe Group Classes


Pioneer (Outland Pioneer)

Level KXP
Spells
1 0 (none)
2 3 (none)
3 6 (none)
4 12 (none)
5 24 (none)
6 48 (none)
7 96 (none)
8 192 (none)
9 350 (none)
10 600 (none)
11 850 (none)
12 1100 (none)
13 1350 (none)
14 1600 (none)
15 1850 (none)
16 2100 (none)
17 2350 (none)
18 2600 (none)
19 2850 (none)
20 3100 (none)
21 3350 (none)
22 3600 (none)
23 3850 (none)
24 4100 (none)
25 4350 (none)
26 4600 (none)
27 4850 (none)
28 5100 (none)
29 5350 (none)
30 5600 (none)
31 5850 (none)
32 6100 (none)
33 6350 (none)
34 6600 (none)
35 6850 (none)
36 7100 (none)
TH Saves
PD RS PP BW Sp Fo Re Wi
+0  6  4  6  3  4  1  3  0
+0  6  5  7  3  5  1  4  1
+1  7  6  7  4  6  2  5  1
+1  7  7  8  4  7  3  6  2
+2  8  8  8  5  8  4  7  3
+2  8  9  9  5  9  5  8  3
+3  9 10  9  6 10  5  9  4
+3  9 11 10  6 11  6 10  5
+4 10 12 10  7 12  7 11  5
+4 10 13 11  7 13  8 12  6
+5 11 14 11  8 14  9 13  7
+5 12 15 12  9 14  9 14  7
+6 13 16 13 11 15 10 15  8
+6 14 16 14 13 15 11 16  9
+7 15 16 15 14 16 12 17  9
+7 16 16 16 16 16 13 18 10
+8 16 16 16 16 16 13 19 11
+8 16 17 16 16 16 14 20 11
Requisites: Dex 18, Con 12
Alignment: any
HD/level: +d6
Weapon Prof.: 4+level/3
To Hit Table: Rog
Save Table: 2xRog
Reference: DM {Planeshifted Dungeoneer}
Groups: Rogue, Alternate, Planar
 
Gets 60 Rogue points per level
Level 1: Can weapon specialize (as per "Non-Warrior" in the Number of Attacks table).
 
For Rogue Chart, see next page.

[PC9] Alternate Universe Group Classes


Pioneer (Outland Pioneer) Rogue chart

Lvl Pioneer Ability | -50% | -100% | -150% Act Base Penalty Bonus
1 Blend in (everyone believes OK that you're here) - 50 Chr-12 Chr-14
1 Comprehend Languages | Tongues | Message ( | per plane) 0 50 Int-9 Int-12
1 Ethereal Window | Astral | Phlogiston | Any Inner | Any Outer | UltraBlack MV 0 Con-12 Con-15
1 Find/Remove Specials: x1 multiplier | x2 mult. | x3 mult. (amount made = #' away) VV 20 Dex-18 Dex-22
1 Know Visual History | Object Reading | Identify | Legend Lore 0 | M 0 Wis-15 Wis-17
1 Locate Staircases on current DL || Out of Depth Monsters || Most Valuable Object MM 0 Chr-20 Chr-25
1 Pass without Trace || Etherealness || Probability Travel MV 0 Chr-15 Chr-21
1 Spying || Reflecting Pool || untraceable & without his "ears burning" - || F 10 Int-12 Int-17
1 Tightrope Walking | Water Walking | Shadow Walking | Dimension Walking V 75 Dex-11 Dex-15
1 Any Rogue 1 ability - - - -
2 Blink | Controlled Blink | Dimension Door with no Summoning Sickness M 15 Wis-13 Wis-18
2 Deeppockets | Vanish | Rope Trick ||| I'm Gone (to my own Pocket Plane) M 0 Int-8 Int-20
3 Summon a DL 1 Outer creature ( || per extra DL) M 100 Con-12 Con-16
3 Any Rogue 3 ability - - - -
4 Escape Bonds | Binding | Imprisonment/Time Stop || Get out of Put Down a Hole P 10 Str-14 Str-16
4 Wraithform | Dream Travel V 25 Con-15 Con-17
5 Dimensional Folding || Proof against Teleportation M 40 Int-7 Int-20
5 Any Rogue 5 ability - - - -
6 Ethereal Spell / Ethereal Projection | Shadow Spell (project to Plane of Shadow) MM 35 Wis-16 Wis-21
6 Locate (anything unique) Across Planes | Clairvoyance there | TWE there M 0 Int-12 Int-15
7 Energy Control | Adaptation | Immune to Hostile Environments PV 30 Con-9 Con-12
7 Any Rogue 7 ability - - - -
8 Astral Spell / Astral Projection | Concordant Spell (project to Concordant Opposition) MMM 35 Int-19 Int-25
8 Find the Path ( | for each plane removed) MM 20 Wis-10 Wis-15
9 Ask the Local Lord | Highest Lvl in Plane | Chosen God | Ultraplanar | DM a question VM 0 Chr-11 Chr-21
9 Elemental Form | Para-Ele Form | Quasi-Ele Form ||| Semi-Ele Form PP 40 Con-24 Con-24
10 Contact Other Plane | Foresight MM 0 Chr-15 Chr-18
12 Dismiss Elemental | Banishment | Dispel Evil/Good M 60 Con-12 Con-17
15 Phlogiston Spell / Phlogiston Projection | Time of Legends Spell (project to Time of Legends) MMMM 35 Cml-22 Cml-29
18 Duplicate a Psi6, 12, or 30 minor || major ||||| grand ( | -6 or -12) M 0 Con-15 Con-22
21 Be a x2 being on defense ||||| x3 ||||||| x4 ||||||||| x5 etc. 0 -150 Luck-5 Luck-10
24 Snap Silver Cord |||||| Put Target Down Deeper Hole |||||| Erase Truename M -30 HNCL-24 HNCL-24
27 Gate | Spell Gate for Innates ||||||||||||||||||||||||||||| (29 pipes) UltraBlack Gate MMMMM 50 HCL-9 HCL-18

[PC9] Alternate Universe Group Classes


Piper0


Level

KXP

Spells

TH
1 0 (none) +1
2 2.4 (none) +1
3 4.8 (none) +1
4 9.6 (none) +2
5 19.2 (none) +3
6 40 (none) +3
7 80 (none) +3
8 160 (none) +4
9 320 (none) +5
10 560 (none) +5
11 800 (none) +5
12 1040 (none) +6
13 1280 (none) +7
14 1520 (none) +7
15 1760 (none) +7
16 2000 (none) +8
17 2240 (none) +9
18 2480 (none) +9
19 2720 (none) +9
20 2960 (none) +10
21 3200 (none) +11
22 3440 (none) +11
23 3680 (none) +11
24 3920 (none) +12
25 4160 (none) +13
26 4400 (none) +13
27 4640 (none) +13
28 4880 (none) +14
29 5120 (none) +15
30 5360 (none) +15
31 5600 (none) +15
32 5840 (none) +16
33 6080 (none) +17
34 6320 (none) +17
35 6560 (none) +17
36 6800 (none) +18
37 13600 (none) +19
38 20400 (none) +19
39 27200 (none) +19
45 68000 (none) +23
54 129200 (none) +27
63 190400 (none) +31
72 251600 (none) +36
Requisites: Dex 19
Alignment: any
HD/level: d5
Weapon Prof.: 3+level/2
To Hit Table: CTD0
Reference: DM {Planeshifted Pointer0}
Groups: Rogue, Custom, Alternate
Complexity: CF=2
   
Saving Throws:  
PPD: 0; always makes PPD saves of DC ≤ LVL*10
RSW: 0; always makes RSW saves of DC ≤ LVL*7
PP: 0; always makes PP saves of DC ≤ LVL*9
BW: 0; always makes BW saves of DC ≤ LVL*11
Spell: 0; always makes Spell saves of DC ≤ LVL*6
Fort: 0; always makes Fort saves of DC ≤ LVL*8
Reflex: 0; always makes Reflex saves of DC ≤ LVL*12
Will: 0; always makes Will saves of DC ≤ LVL*5
   
Does not get any Rogue points.
Automatically succeeds at the un-Piped ( "|" ) version of any Rogue ability it has. You "made the roll by 10*LVL points", if that matters.
Level N (every level): Get one "Any Rogue level N" pick. This is in addition to the normal levels 9, 18, 27, 36 picks that all Rogues get.
Level N (every level): Get one "Pipe" to allocate to a Rogue ability. This increases what you automatically succeed at, to include one Pipe. This also increases the "amount you made by" to 20*LVL, for the Rogue abilities that care about that. You may pick the same Rogue ability multiple times. Third pick would be: two pipes and made by 30*LVL, etc.
 
CF=3:
You may spend two "Pipe" picks to add a new ability (with a Pipe) to an existing Rogue ability. Each Pipe is +1 SL of effect, similar to Meta-Magic / Meta-Psionic feats.
Example 1: "Heal self" is a Rogue ability. For +1 SL (2 Pipe picks) you could add "Cureall self" to it; to make it "Heal self | Cureall self". Or you could increase it's range from 0 to Touch, making it "Heal self | Heal (touch)". (DM Note: In reality it would be "Heal self | Heal", since we rarely enforce Touch effects in the game.)
Example 2: You could add "Area" to a Rogue ability for +2 SL, or two Pipes (so this would be four Pipe picks total). So "Slap || Slap (1 group)" would work.
This two Pipe pick cost gives you effectively one pick towards that Rogue ability, by the way (so you do automatically make the ability you just created.)
 
CF=4:
Level 4 ¶: Instead of spending two Pipe picks to add a new ability (the CF=3 text), you may alternatively spend one Pipe pick + one Research Point.
Level 9 ¶: When you pick a new Rogue ability, you may "splice" it onto the end of an existing Rogue ability by putting a Pipe on it. Example: "Legend Lore | Identify" + "Blink | Controlled Blink" would become ""Legend Lore | Identify | Blink | Controlled Blink". Note that Rogue abilities with long Pipe chains are inefficient for this. Rogue abilities with an ellipsis ("...") at the end don't work properly with this at all.
 
CF=5:
1/game, at end of game: You may permanently add a modified Rogue ability (using the CF=3 note above) to the "All Rogue Abilities" chart.

[PC9] Alternate Universe Group Classes


Pit Fighter2


Level

KXP
Spells
TH
1 0 (none) +2
2 3 (none) +5
3 6 (none) +7
4 12 (none) +10
5 24 (none) +12
6 48 (none) +15
7 100 (none) +17
8 200 (none) +20
9 400 (none) +22
10 800 (none) +25
11 1200 (none) +27
12 1600 (none) +30
13 2000 (none) +32
14 2400 (none) +35
15 2800 (none) +37
16 3200 (none) +40
17 3600 (none) +42
18 4000 (none) +45
19 4400 (none) +47
20 4800 (none) +50
21 5200 (none) +52
22 5600 (none) +55
23 6000 (none) +57
24 6400 (none) +60
25 6800 (none) +62
26 7200 (none) +65
27 7600 (none) +67
28 8000 (none) +70
29 8400 (none) +72
30 8800 (none) +75
31 9200 (none) +77
32 9600 (none) +80
33 10000 (none) +82
34 10400 (none) +85
35 10800 (none) +87
36 11200 (none) +90
37 22400 (none) +92
38 33600 (none) +95
39 44800 (none) +97
45 112000 (none) +112
54 212800 (none) +135
63 313600 (none) +157
72 414400 (none) +180
Requisites: Str 16, Dex 14, Con 13
Alignment: C any
HD/level: 2d4
Weapon Prof.: 3+level*3
To Hit Table: 2.5xLevel (round down)
Reference: DM {Planeshifted Gladiator2}
Groups: Warrior, Alternate
Complexity: CF=2
   
Saving Throws:  
PPD: level*2+5
RSW: level*2
PP: level*2
BW: level*2+5
Spell: level*2
Fort: level*2
Reflex: level*2+5
Will: level*2
   
Gets Exceptional Str and Dex.
Level N (every level): +1 instance of Tactical Movement.
Level 1: Can "1 for 1 trade" attacks between your melee weapons (so you can do all your attacks with one physical weapon). You may trade attacks from your natural attacks (Bite/Tail) if you have them (due to race).
Level 1: Can wear two suits of armor.
Level 1: For effects that give a save for half damage, take no damage if save made.
Level 1: Can use Dex to hit instead of Str with melee weapons.
Level 1: Class VI / Esper-Blind (i.e. Immune to Psionics) (if you want it)
Level 2: +1 armor slot in any location other than body armor (helmet, etc.)
Level 3: Can armor optimize (+1 AT) each body armor twice instead of once. Each +1 AT costs 1 nonweapon proficiency to use.
Level 4: Triple Specialization is 9 half-plusses if selected for a melee weapon.
Level 5: Can replace the number of attacks of any melee weapon with "Fast Weapon" (#Att=2/1 if specialized at level 1).
Level 6: Spend 1 attack: Your next attack rolls a natural 11+LVL on the to hit roll.
Level 9: Spend 1 attack: Your next attack is "Cascade Ramming" (hits the whole group).
Level 12: Quadruple Specialization is 12 half-plusses if selected for a melee weapon.
Level 23: Quintruple Specialization is 15 half-plusses if selected for a melee weapon.
Level 34: Sextuple Specialization is 18 half-plusses if selected for a melee weapon.
 
CF=3:
Gets Barbarian Str and Dex. Gets Exceptional Con.
Uses "Barbarian" line for number of attacks.
 
CF=4:
Gets Super-Barbarian Str and Dex. Gets Barbarian Con.
Uses "Extra Barbarian" line for number of attacks.

[PC9] Alternate Universe Group Classes


Protector Mage

Level KXP Wizard
123 456 789
1 0 1-- --- ---
2 3.5 2-- --- ---
3 7 21- --- ---
4 14 32- --- ---
5 28 421 --- ---
6 56 422 --- ---
7 84 432 1-- ---
8 126 433 2-- ---
9 189 433 21- ---
10 350 443 22- ---
11 525 444 33- ---
12 1050 444 441 ---
13 1575 555 442 ---
14 2100 555 442 1--
15 2625 555 552 1--
16 3150 555 553 21-
17 3675 555 553 32-
18 4200 555 553 321
19 4725 555 553 331
20 5250 555 554 332
21 5775 555 554 442
22 6300 555 555 443
23 6825 555 555 553
24 7350 555 555 554
25 7875 555 555 555
26 8400 666 655 555
27 8925 666 666 655
28 9450 666 666 666
29 9975 777 766 666
30 10500 777 777 766
31 11025 777 777 777
32 11550 888 877 777
33 12075 888 888 877
34 12600 888 888 888
35 13125 999 988 888
36 13650 999 999 999
TH Saves
PD RS PP BW Sp Fo Re Wi
+0  8  7  5  3  6  0  1  2
+1  8  7  6  3  7  0  1  3
+1  9  8  6  4  7  0  1  3
+2  9  8  6  4  7  1  2  4
+3 10  9  7  4  8  1  2  4
+3 10  9  7  5  8  2  3  5
+4 11 10  8  5  9  2  3  5
+5 11 10  9  6  9  2  3  6
+5 12 10  9  6  9  3  4  6
+6 12 11  9  6 10  3  4  7
+7 13 11 10  7 10  4  5  7
+7 13 12 10  7 11  4  5  8
+8 13 12 10  8 11  4  5  8
+9 14 13 11  8 11  5  6  9
+9 14 13 11  8 12  5  6  9
+10 14 13 11  9 12  6  7 10
+11 15 14 12  9 13  6  7 10
+11 15 14 12 10 13  6  7 11
Requisites: Con 12, Int 12, Wis 15
Alignment: any
HD/level: d8
Weapon Prof.: 1+level/3
To Hit Table: Pri
Save Table: Wiz/Pri
Reference: DM {Planeshifted Summoner Mage}
Groups: Wizard, Alternate
 
Multiply your maximum number of maintained effects by (LVL+1)/2.
Level 1: May have 2 instances of abjuration spells running on others, that stack (so you can give people 2 Armor spells, 2 Stoneskin spells, etc.)
Level 1: May material component abjuration spells for 2 effects of the same type, and at the same time increase range 0 to range touch.
Level 1: Specialized in abjuration with no opposite school.
Level 1: School robed in abjuration (each abjuration spell is 1 SL lower for you)
Level 1: 0, LVL/d: An abjuration effect does not require a maintenance slot (it can still be dropped with a 0 action).
Level 3: Your abjurations can't be dispelled or twisted.
Level 5: (Single) material componenting for abjuration spells is free.
Level 9: May have 3 instances of abjuration spells running on others, that stack.
Level 9: May double material component abjuration spells (costing a total of 1M+1V) for 3 effects of the same type (range 0 -> 30').
Level 9: Can hold abjuration effects across resets between sessions.
Level 12: 1bM: If a monster randomly rolls to attack someone, you can have it attack you instead.
Level 13: May have 4 instances of abjuration spells running on others, that stack.
Level 13: May triple material component abjuration spells (costing a total of 1M+2V) for 4 effects of the same type (range 0 -> sight).
Level 13: 1M: Steal someone else's abjuration effect. The other spellcaster (the person who created the effect, not necessarily the target) makes a Reflex save to resist this.
Level 21: May have 5 instances of abjuration spells running on others, that stack.
Level 21: May quadruple material component abjuration spells (costing a total of 1M+3V) for 5 effects of the same type (range 0 -> same plane in psi link).
Level 27: Your abjurations cannot be disjoined or instantaneous-ed.

[PC9] Alternate Universe Group Classes


Psi0.01

Level KXP Psi0.01
mMG S
1 0 1-- -
2 3.75 2-- -
3 7.5 3-- -
4 15 4-- -
5 22.5 41- -
6 37.5 51- -
7 75 52- -
8 112.5 62- -
9 150 63- -
10 187.5 73- -
11 225 74- -
12 450 741 -
13 675 841 -
14 1125 851 -
15 1500 852 -
16 1950 952 -
17 2400 962 -
18 2900 A62 1
19 3400 A72 1
20 3900 A73 1
21 4400 B83 2
22 4900 C84 2
23 5400 D94 2
24 5900 E95 3
25 6400 FA5 3
26 6900 GA6 3
27 7400 HB6 4
28 7900 IB7 4
29 8400 JC7 4
30 8900 KC8 5
31 9400 LD8 5
32 9900 MD9 5
33 10400 NE9 6
34 10900 OEA 6
35 11400 PFA 6
36 11900 QFB 7
TH Saves
PD RS PP BW Sp Fo Re Wi
-1  5  3  8  2  3  1  0  1
+0  5  4  8  2  3  1  0  2
+1  6  4  8  3  4  2  0  2
+1  6  5  8  3  4  2  1  3
+2  6  5  9  3  4  2  1  3
+3  6  6  9  4  5  3  1  4
+4  7  6  9  4  5  3  2  4
+4  7  7  9  4  5  4  2  5
+5  7  7 10  5  6  4  2  5
+6  7  8 10  5  6  4  3  6
+7  8  8 10  5  6  5  3  6
+7  8  9 10  6  7  5  3  7
+8  8  9 11  6  7  6  4  7
+9  8 10 11  6  7  6  4  8
+10  9 10 11  7  8  6  4  8
+10  9 11 11  7  8  7  5  9
+11  9 11 12  7  9  7  5  9
+12  9 12 12  8  9  8  5 10
Requisites: Str 10, Int 10, Wis 10, Chr 10, 1 of these must be 19
Alignment: any
HD/level: d15 for the first five levels, then d1 thereafter
Weapon Prof.: 4+level/3
To Hit Table: 3xPsi
Save Table: Psi
Reference: DM {Planeshifted Psi1}
Groups: Psionicist, Alternate
 
See [Q0.01] for rules and powers.
Psionic Strength = (Str+Int+Wis+Chr)/4*(Level+9)
Level 1: Spend 1 Non-Weapon proficiency: Permanently raise two abilities' CL by 1 (or +2 CL to one ability). You may not more than double your level doing this.

[PC9] Alternate Universe Group Classes


Psi100

Level KXP Psi100
mMG S
1 0 1-- -
2 3.75 2-- -
3 7.5 3-- -
4 15 4-- -
5 22.5 41- -
6 37.5 51- -
7 75 52- -
8 112.5 62- -
9 150 63- -
10 187.5 73- -
11 225 74- -
12 450 741 -
13 675 841 -
14 1125 851 -
15 1500 852 -
16 1950 952 -
17 2400 962 -
18 2900 A62 1
19 3400 A72 1
20 3900 A73 1
21 4400 B83 2
22 4900 C84 2
23 5400 D94 2
24 5900 E95 3
25 6400 FA5 3
26 6900 GA6 3
27 7400 HB6 4
28 7900 IB7 4
29 8400 JC7 4
30 8900 KC8 5
31 9400 LD8 5
32 9900 MD9 5
33 10400 NE9 6
34 10900 OEA 6
35 11400 PFA 6
36 11900 QFB 7
TH Saves
PD RS PP BW Sp Fo Re Wi
-1  5  4  8  2  3  1  0  2
-1  6  5  8  3  4  2  1  3
-1  6  6  9  4  5  3  1  4
-1  7  7  9  4  5  4  2  5
+0  7  8 10  5  6  4  3  6
+0  8  9 10  6  7  5  3  7
+0  8 10 11  6  7  6  4  8
+0  9 11 11  7  8  7  5  9
+1  9 12 12  8  9  8  5 10
+1 10 13 12  8 10  8  6 11
+1 11 14 13  9 11  9  7 12
+1 11 14 13 10 12 10  7 13
+2 13 15 14 12 13 11  8 14
+2 15 15 15 14 14 12  9 15
+2 15 16 16 15 15 12  9 16
+2 16 16 16 15 16 13 10 17
+3 16 16 16 16 16 14 11 18
+3 16 16 16 16 16 15 11 19
Requisites: Dex 10, Con 10, Wis 10, Chr 10, 2 of these must be 16
Alignment: any
HD/level: d10
Weapon Prof.: 3+level/4
To Hit Table: Psi
Save Table: 2xPsi
Reference: DM {Planeshifted Psi1}
Groups: Psionicist, Alternate
 
See [Q100] for rules and powers.
Psionic Strength = (Dex+Con+Wis+Chr)/4*(Level+9)
Level 1: Spend 1 Non-Weapon proficiency: Permanently raise two abilities' CL by 1 (or +2 CL to one ability). You may not more than double your level doing this.

[PC9] Alternate Universe Group Classes


Psi∞*100 (Infinity*100)

Level KXP Psi∞*100
mMG S
1 0 1-- -
2 10 2-- -
3 25 3-- -
4 50 31- -
5 100 32- -
6 250 33- -
7 500 43- -
8 750 44- -
9 1000 441 -
10 1500 442 -
11 2000 443 -
12 2500 544 -
13 3000 554 -
14 3500 555 -
15 4000 655 -
16 4500 665 -
17 5000 666 -
18 5500 666 1
19 6000 666 2
20 6500 666 3
21 7000 666 4
22 7500 666 5
23 8000 666 6
24 8500 766 6
25 9000 776 6
26 9500 777 6
27 10000 777 7
28 10500 877 7
29 11000 887 7
30 11500 888 7
31 12000 888 8
32 12500 988 8
33 13000 998 8
34 13500 999 8
35 14000 999 9
36 14500 999 9
TH Saves
PD RS PP BW Sp Fo Re Wi
-1  6  4  8  3  4  2  0  2
+0  6  6  9  4  5  3  1  4
+1  7  7 10  5  6  4  2  5
+1  8  9 10  6  7  5  3  7
+2  9 10 11  7  8  6  4  8
+3  9 12 12  8  9  8  5 10
+4 10 13 13  9 11  9  6 11
+4 11 14 13 10 12 10  7 13
+5 14 15 14 13 14 11  8 14
+6 15 16 16 15 15 12  9 16
+7 16 16 16 16 16 14 10 17
+7 16 16 16 16 16 15 11 19
+8 16 16 16 16 16 15 14 19
+9 16 16 16 16 16 16 16 19
+10 16 17 17 16 17 16 16 19
+10 17 17 17 17 17 17 16 19
+11 17 18 18 17 17 17 17 19
+12 18 18 18 18 18 17 17 19
Requisites: Int 20, Wis 20, Chr 20 (one 25)
Alignment: any
HD/level: d21
Weapon Prof.: 2+level/2
To Hit Table: 3xPsi
Save Table: 3xPsi
Reference: DM {Alternate Psi∞}
Groups: Psionicist, Concordant (x1), Alternate
 
See [Q∞*100] for rules and powers. DM Note: I am temporarily putting the powers on this page.
All Psi∞*100 effects have 0 duration.
Psionic Strength = (Int+Wis+Chr)/3*(Level)
   
Psi∞*100 Minors (PSP cost = 2):
Break (CL items are destroyed, item save vs. crushing blow)
Dispel (CL effects is dispelled, use Dispel Magic check for each)
Disruption (2 groups, 25 dmg, RSW save for 5)
Enhance (1bM to use, add your CL to the CL of an effect for this segment)
Flash Swarm Minor (summon CL DL II monsters, they attack once now, then disappear)
Random Dim Door (one group, 1dCL*30' in same random direction, RSW save)
Reroll die (1bM to use, reroll a die roll you just made)
Telekinetic Damage (2 groups, CLd2, no save)
Sporacle (random minor [C8] section effect, one group, RSW save)
Psi∞*100 Majors (PSP cost = 20):
Disintegrate (2 groups, RSW saveg)
Effect Immunity (1bM to use, immune to an effect for this segment)
Flash Swarm Major (summon CL DL IV monsters, they attack once now, then disappear)
Instantaneous (reverse Permanency)
Random Teleport (one group, 1dCL miles in the same random direction, RSW save)
Sharp (2 groups is Sharped, Fort save)
Sporacle-ize (random minor [C8] section effect, 2 groups, RSW save)
Psi∞*100 Grands (PSP cost = 200):
Annihilate (2 groups, RSW save)
Flash Swarm Grand (summon CL DL VI monsters, they attack once now, then disappear)
Discontinuous (reverse Continuous)
Time Start (can be used while Time Stopped, dispels it or creates a time bubble)

[PC9] Alternate Universe Group Classes


Psionic Mystic0/10

Level KXP Psi0/Psi10
123 456 789
1 0 1-- --- ---
2 3 2-- --- ---
3 6 21- --- ---
4 12 32- --- ---
5 24 43- --- ---
6 48 431 --- ---
7 96 542 --- ---
8 180 653 --- ---
9 360 653 1-- ---
10 540 764 2-- ---
11 720 875 3-- ---
12 900 986 4-- ---
13 1080 986 41- ---
14 1260 A97 52- ---
15 1440 AA8 63- ---
16 1620 AA9 74- ---
17 1800 AAA 851 ---
18 1980 AAA 962 ---
19 2160 AAA A73 ---
20 2340 AAA A84 ---
21 2520 AAA A95 ---
22 2700 AAA AA6 1--
23 2880 AAA AA7 2--
24 3060 AAA AA8 3--
25 3240 AAA AA9 4--
26 3420 AAA AAA 5--
27 3600 AAA AAA 6--
28 3780 AAA AAA 71-
29 3960 AAA AAA 82-
30 4140 AAA AAA 93-
31 4320 AAA AAA A4-
32 4500 AAA AAA A5-
33 4680 AAA AAA A6-
34 4860 AAA AAA A7-
35 5040 AAA AAA A81
36 5220 AAA AAA A92
TH Saves
PD RS PP BW Sp Fo Re Wi
+1  5  3  8  2  3  1  0  1
+1  5  4  8  2  3  1  0  2
+2  6  4  8  3  4  2  0  2
+3  6  5  8  3  4  2  1  3
+3  6  5  9  3  4  2  1  3
+4  6  6  9  4  5  3  1  4
+5  7  6  9  4  5  3  2  4
+5  7  7  9  4  5  4  2  5
+6  7  7 10  5  6  4  2  5
+7  7  8 10  5  6  4  3  6
+7  8  8 10  5  6  5  3  6
+8  8  9 10  6  7  5  3  7
+9  8  9 11  6  7  6  4  7
+9  8 10 11  6  7  6  4  8
+10  9 10 11  7  8  6  4  8
+11  9 11 11  7  8  7  5  9
+11  9 11 12  7  9  7  5  9
+12  9 12 12  8  9  8  5 10
Requisites: Str 9, Dex 13, Int 10, Wis 18, Chr 10
Alignment: any
HD/level: d6
Weapon Prof.: 2+level/3
To Hit Table: Ftr0
Save Table: Psi
Reference: DM {Planeshifted Mystic0}
Groups: Rogue, Psionicist, Alternate
 
For abilities, see next page.

[PC9] Alternate Universe Group Classes


Psionic Mystic0/10 Abilities

Can access Psi0 and Psi10 powers. See [Q10] for rules and powers.
PSPs = (LVL+Str+Dex+Con+Int+Wis-60)*3.
These are in Psi0 or Psi10 points. Note that the Psi0 powers will appear to be quite cheap, since Psi0 and Psi10 points are normally not 1 to 1 compatible.
These PSPs are each 2 Psi1 PSPs for conversion purposes.
 
Psi10 powers marked with a asterisk ( * ) can be used as a 0 action.
Your "KiL" is 2 times your CL (i.e. you count as a "Monk" in [Q0]).
 
The progression given is for Psi10. You can also pick Psi0 powers, in the following (somewhat non-standard) way:
SL=1, 2, 3 can be used for Psi0 minors.
SL=4, 5, 6 can be used for Psi0 majors.
SL=7, 8, 9 can be used for Psi0 grands.
 
This class also gets the standard Mystic0 abilities: (DM note: These are unchanged from the normal Mystic0 class.)
Level 1: One Martial Arts style (may not be custom).
Level 1: +1 Martial Arts maneuver slot per level.
Level 1: +1 AC per level if not wearing armor.
Level 1: +1" to movement rate per level.
Level 1: +1 dmg with open hand attacks per level. Base number of open hand attacks = (level+3)/4.
Level 1: Gets 1 "Any Monk or Acrobat" pick per level. Gets 40 rogue points per level.
Level 2: Cannot be surprised. Always attack first even if party loses initiative.
Level 4: 1V, 1/d: Cure Con*level hp of damage. This may be broken up into smaller amounts over the day if desired.
Level 6: Speak with Animals continuous.
Level 8: Resist Magic and Breath Weapons.
Level 9: Gets another Martial Arts style. It may be custom, even if you already have a custom style.
Level 9: Smash: 0: Get -5 to hit, but add an additional Str bonus to damage.
Level 9: Parry: +N AC for each weapon you are wielding (N=0 for small, N=1 for medium, N=4 for large).
Level 9: Disarm: 0: An attack you do does no damage, roll 1d20+(your Dex)-(target's Dex)*2, if greater than 0 he is disarmed.
Level 10: Speak with Anyone continuous.
Level 12: Immune to Enchantment/Charm spells, Resist Psionics.
Level 12: (level-11)*4% iPR
Level 14: 2V: Leave the Multiverse, physically travel up to 1V action relative distance (even through objects), then reappear.
Level 14: 0, touch, 5/d: Gentle Touch. Choose an effect: Charm, Cureall, Death, Quest, Paralysis. You get one of each per day. None of these effects have a saving throw.

[PC9] Alternate Universe Group Classes


Quickling0

Level KXP Faerie
0½1 1½ 2 2½ 3 3½ 4
1 17.6 (owe) 1-- - - - - - -
2 52.8 11- - - - - - -
3 123.2 111 - - - - - -
4 264 211 - - - - - -
5 414 221 - - - - - -
6 564 221 1 - - - - -
7 714 222 1 - - - - -
8 864 222 2 - - - - -
9 1014 222 2 1 - - - -
10 1164 222 2 2 - - - -
11 1314 322 2 2 - - - -
12 1464 332 2 2 - - - -
13 1614 333 2 2 - - - -
14 1764 333 3 2 - - - -
15 1914 333 3 3 - - - -
16 2064 333 3 3 1 - - -
17 2214 333 3 3 2 - - -
18 2364 333 3 3 3 - - -
19 2514 333 3 3 3 1 - -
20 2664 333 3 3 3 2 - -
21 2814 333 3 3 3 3 - -
22 2964 333 3 3 3 3 1 -
23 3114 333 3 3 3 3 2 -
24 3264 333 3 3 3 3 3 -
25 3414 333 3 3 3 3 3 1
26 3564 333 3 3 3 3 3 2
27 3714 333 3 3 3 3 3 3
28 3864 444 3 3 3 3 3 3
29 4014 444 4 4 4 3 3 3
30 4164 444 4 4 4 4 4 4
31 4314 555 4 4 4 4 4 4
32 4464 555 5 5 5 4 4 4
33 4614 555 5 5 5 5 5 5
34 4764 666 5 5 5 5 5 5
35 4914 666 6 6 6 5 5 5
36 5064 666 6 6 6 6 6 6
TH Saves
PD RS PP BW Sp Fo Re Wi
+5  2  2  2  2  2  2  2  2
+6  3  3  3  3  3  3  3  3
+7  3  3  3  3  3  3  3  3
+8  4  4  4  4  4  4  4  4
+9  4  4  4  4  4  4  4  4
+10  5  5  5  5  5  5  5  5
+11  5  5  5  5  5  5  5  5
+12  6  6  6  6  6  6  6  6
+13  6  6  6  6  6  6  6  6
+14  7  7  7  7  7  7  7  7
+15  7  7  7  7  7  7  7  7
+16  8  8  8  8  8  8  8  8
+17  8  8  8  8  8  8  8  8
+18  9  9  9  9  9  9  9  9
+19  9  9  9  9  9  9  9  9
+20 10 10 10 10 10 10 10 10
+21 10 10 10 10 10 10 10 10
+22 11 11 11 11 11 11 11 11
Requisites: Dex 18, Wis 16
Alignment: C any (or) any E
HD/level: & +++d8
Weapon Prof.: & 4+level/3
To Hit Table: War +4 levels
Save Table: Mon +4 levels
Reference: 0D&D {Planeshifted Troll0}
Groups: Rogue, Monster, Alternate
 
Has a Faerie progression (no stat bonus).
Level 1: Base movement rate is 96".
Level 1: Exceptional Dex bonus; i.e. bonus is (Dex-12).
Level N (each level): +2 Dex. This bonus cannot be used to qualify for the Quickling0 class itself, and you can't 2 for 1 trade it away.
Level 1: Barbarian Dex bonus; i.e. bonus is (Dex-14)*2.
Level 1: You can use missile weapons in each hand (no limit of 1 per set of hands).
Level 1 ¶: Any Rogue 1 ability, or two Rogue 1 abilities based on Dex. This class gets 20*LVL Rogue points.
Level 4 ¶: Any Rogue 4 ability, or two Rogue 4 abilities based on Dex.
Level 9: Extra Barbarian Dex bonus; i.e. bonus is (Dex-16)*5/2, round down.
Level 9 ¶: Any Rogue 9 ability, or two Rogue 9 abilities based on Dex. (This is in addition to the normal "Any Rogue 9" ability you get for being a Rogue.)
Level 16 ¶: +2 HNCL
Level 18: Super Barbarian Dex bonus; i.e. bonus is (Dex-18)*3.
Level 18 ¶: Any Rogue 18 ability, or two Rogue 18 abilities based on Dex. (This is in addition to the normal "Any Rogue 18" ability you get for being a Rogue.)

[PC9] Alternate Universe Group Classes


Rarer3

Level KXP
Spells
1 0 (none)
2 3 (none)
3 6 (none)
4 12 (none)
5 24 (none)
6 48 (none)
7 96 (none)
8 192 (none)
9 270 (none)
10 337.5 (none)
11 412.5 (none)
12 495 (none)
13 585 (none)
14 682.5 (none)
15 787.5 (none)
16 900 (none)
17 1020 (none)
18 1147.5 (none)
19 1282.5 (none)
20 1425 (none)
21 1575 (none)
22 1732.5 (none)
23 1897.5 (none)
24 2070 (none)
25 2250 (none)
26 2437.5 (none)
27 2632.5 (none)
28 2835 (none)
29 3045 (none)
30 3262.5 (none)
31 3487.5 (none)
32 3720 (none)
33 3960 (none)
34 4207.5 (none)
35 4462.5 (none)
36 4725 (none)
TH Saves
PD RS PP BW Sp Fo Re Wi
& +1  5  3  8  2  3  1  0  1
& +2  6  4  8  3  4  2  0  2
& +3  6  5  8  3  4  2  1  3
& +4  6  6  9  4  5  3  1  4
& +5  7  6  9  4  5  3  2  4
& +6  7  7 10  5  6  4  2  5
& +7  7  8 10  5  6  4  3  6
& +8  8  9 10  6  7  5  3  7
& +9  8  9 11  6  7  6  4  7
& +10  9 10 11  7  8  6  4  8
& +11  9 11 11  7  8  7  5  9
& +12  9 12 12  8  9  8  5 10
& +13 10 12 12  8 10  8  6 10
& +14 10 13 13  9 11  9  6 11
& +15 11 14 13  9 11  9  7 12
& +16 11 14 13 10 12 10  7 13
& +17 12 14 14 11 13 10  8 13
& +18 14 15 14 13 14 11  8 14
Requisites: Chr 20
Alignment: any
HD/level: +++d4
Weapon Prof.: & 3+level*2
To Hit Table: & +level
Save Table: 1½xPsi
Reference: DM {Planeshifted Uncommoner3}
Groups: Warrior, Monster, Alternate
 
Each Level: The DM rolls a Monster Summoning result of DL=2*LVL/5 (round up). The result will be of the "Weird" group, with a random [M2] Monster Template added to it. You gain the racial abilities of what the DM rolls. (You don't actually summon anything, the roll is just to determine what you get.)
The progression for the DLs is as follows:
Levels 1-9 = 1, 1, 2, 2, 2, 3, 3, 4, 4
Levels 10-18 = 4, 5, 5, 6, 6, 6, 7, 7, 8
Levels 19-27 = 8, 8, 9, 9, 10, 10, 10, 11, 11
Levels 28-36 = 12, 12, 12, 13, 13, 14, 14, 14, 15
 
The "&" on the To Hit means this class adds it's to hit bonus to your highest other class.
 
Level 14: Divide the cost of Artifacts by (LVL-12) or it's multiplier, whichever is higher.

[PC9] Alternate Universe Group Classes


Scarlet Chirurgeon

Level KXP Priest
123 456 789
1 0 1-- --- ---
2 2.8 20- --- ---
3 5.6 210 --- ---
4 11.2 211 0-- ---
5 22.4 221 1-- ---
6 44.8 222 2-- ---
7 89.6 333 20- ---
8 179.2 333 31- ---
9 358.4 443 320 ---
10 918.4 444 431 ---
11 1478.4 444 432 ---
12 2038.4 444 433 ---
13 2598.4 444 444 0--
14 3158.4 555 444 1--
15 3718.4 555 554 2--
16 4278.4 555 555 30-
17 4838.4 666 555 31-
18 5398.4 666 665 32-
19 5958.4 666 666 430
20 6518.4 777 666 431
21 7078.4 777 776 432
22 7638.4 777 777 443
23 8198.4 888 777 444
24 8758.4 888 887 544
25 9318.4 888 888 554
26 9878.4 999 888 555
27 10438.4 999 998 655
28 10998.4 999 999 665
29 11558.4 AAA 999 666
30 12118.4 AAA AA9 766
31 12678.4 AAA AAA 776
32 13238.4 BBB AAA 777
33 13798.4 BBB BBB 877
34 14358.4 CCC BBB 887
35 14918.4 CCC CCC 888
36 15478.4 CCC CCC 999
TH Saves
PD RS PP BW Sp Fo Re Wi
+2  8  4  5  2  3  0  0  2
+3  8  4  6  3  4  0  0  3
+4  9  5  6  3  4  0  1  3
+5  9  5  6  4  4  1  1  4
+6 10  6  7  4  5  1  1  4
+7 10  6  7  5  5  2  2  5
+8 11  7  8  5  6  2  2  5
+9 11  7  9  6  6  2  2  6
+10 12  7  9  6  7  3  3  6
+11 12  8  9  6  7  3  3  7
+12 13  8 10  7  8  4  3  7
+13 13  9 10  7  8  4  4  8
+14 13  9 10  7  8  4  4  8
+15 14  9 11  8  9  5  4  9
+16 14 10 11  8  9  5  5  9
+17 14 10 11  9  9  6  5 10
+18 15 11 12  9 10  6  5 10
+19 15 11 12 10 11  6  6 11
Requisites: Str 11, Con 13, Int 14, Wis 14
Alignment: LE (overwrite)
HD/level: d8
Weapon Prof.: 4+level
To Hit Table: War +2 levels
Save Table: Pri
Reference: DM {Planeshifted Scarlet Torturer}
Groups: Priest, Alternate, Lost
 
For Alignment, "(overwrite)" means this class requires LE alignment, but it overwrites all of your other alignment restrictions to be LE as well.
   
Has Exceptional Int bonus. Gets Int bonus to spell progression (instead of Wis).
Has Exceptional Wis bonus. Gets (Exceptional) Wis bonus to this class's Caster Level (CL). This cannot be improved to Barbarian (or higher).
Surgical Tools are treated as weapons. You may use them as normal weapons, and do normal damage (with no extra effect). You may weapon specialize in Surgical Tools, using the "Non-Warrior" line for number of attacks.
If you wish to Surgically Experiment on someone, you spend 1P on one attack. If you hit; you do one instance of your surgical tool damage to a target (you may apply Str bonus if you wish). Surgical Experimentation generally does not work on Boss-type (or Sub-Boss-type) creatures, uniques, or creatures not killed by loss of limbs (such as undead).
Surgical Experimentation generally does not cause Summons to become unfaithful. If you're doing something really creepy, you can check with the DM before doing it.
Each type of Surgical Experimentation below generally can be used on a creature only once.
Level 1 ¶: 0, Surgically Experiment on a creature: Sharpness (no save, WR to resist). Roll 1d100. If the result is your LVL or less, you can do a Vorpal (Sharp their head) if you like. If the result is LVL*5 or less, you can pick which limb gets Sharped (except head).
Level 1 ¶: 1F, Surgically Experiment on a creature: Add an extra (artificial) limb to the creature. The creature loses 1d100-LVL*5 max hp (can't be repaired except by a Regenerate spell, which would remove the extra limb). Each day, the limb has a (37-LVL)% chance of shrivelling and becoming useless, after that 1 max hp of the loss is regained per day. At level 4 you can alternatively add an extra internal organ instead.
Level 2 ¶: 0, Surgically Experiment on a creature: Roll two random Monster Templates, the creature gains one of them (your choice). Roll two random Psi9 minor powers, the creature gains one of them (your choice). DM Note: Quite a few Monster Templates and Psi9 minors are actually penalties, so this might be an effective attack.
Level 3 ¶: 0, Surgically Experiment on a creature: The creature takes LVLd6 stat dmg to one stat (your choice) (RSW save for ½). Roll 1d100. If you roll LVL or less and wish to spend an extra 1F action, you can have the creature gain half that amount to the stat instead, but it will become egotistical and unruly (it will no longer be your summon or under your control).
Level 6 ¶: 2F, Surgically Experiment on yourself and another creature: Transfer your brain to the other creature. This is like a Magic Jar, but can't be dispelled, and is absolutely permanent. There is a (16-LVL)% chance the brain will be rejected by the host body, in this case, you lose 1 max hp per segment (non-curable) until another solution can be found (such as quickly doing this procedure again on another host).
Surgical Tool gp lbs. Size Size -M Size L+ Critical Special
Amputation Saw / Bone Cutter 247 8 L 2d6 1d12 16+ / x2 Sharpness ability: +20 to 1d100 roll
Chisel and Hammer 78 4 M 1d6 1d8 20+ / x4 (none)
Drill / Cranial Drill / Trephine 108 3 M 1d8 1d6 18+ / x3 Stat Dmg ability: roll d8's; +10 to 1d100 roll
Hemostat / Forceps / Scissors Clamp 52 1 S 1d2 1d2 20+ / x2 Successful hit: You are Overbearing him
Hypodermic Syringe 93 1 S 1d2+3 1d2+1 20+ / x3 Venom weapon flag (6 doses)
Metzenbaum Scissors 210 1 S 1d4 1d3 19+ / x2 +2 TH
Nippers 3 1 S 1d3 1d2 20+ / x2 (none)
Pliers 17 2 M 1d6 1d4 19+ / x2 (none)
Scalpel 335 1 S 1d2+2 1d4 17+ / x2 +1Q0 per 1P action for Surgical Experimentation

[PC9] Alternate Universe Group Classes


Selesnya Sagittar (MTG G/W)

Level KXP Priest
123 456 78
1 0 a-- --- --
2 3.125 0-- --- --
3 6.25 0a- --- --
4 12.5 10- --- --
5 25 20a --- --
6 50 210 --- --
7 100 320 --- --
8 200 321 --- --
9 400 321 a-- --
10 800 321 0-- --
11 1200 432 0-- --
12 1600 432 1-- --
13 2000 432 1a- --
14 2400 432 10- --
15 2800 543 20- --
16 3200 543 21- --
17 3600 543 21a --
18 4000 543 210 --
19 4400 654 320 --
20 4800 654 321 --
21 5200 654 321 a-
22 5600 654 321 0-
23 6000 665 432 0-
24 6400 665 432 1-
25 6800 666 543 1-
26 7200 666 543 2-
27 7600 666 543 2a
28 8000 666 543 20
29 8400 666 543 21
30 8800 666 543 22
31 9200 666 543 32
32 9600 666 654 32
33 10000 666 654 33
34 10400 666 665 43
35 10800 666 665 44
36 11200 666 666 54
TH Saves
PD RS PP BW Sp Fo Re Wi
+0  8  4  5  2  3  1  1  2
+1  8  4  6  3  4  1  1  3
+2  9  5  6  3  4  2  2  3
+3  9  5  6  4  4  2  2  4
+4 10  6  7  5  5  3  2  4
+5 10  6  7  6  5  3  3  5
+6 11  7  8  7  6  4  3  5
+7 11  7  9  8  6  4  4  6
+8 12  8  9  9  7  5  4  6
+9 12  8 10 10  7  5  4  7
+10 13  9 10 11  8  6  5  7
+11 13 10 11 12  9  6  5  8
+12 13 11 12 13 10  7  6  8
+13 14 11 13 14 10  7  6  9
+14 14 12 13 14 11  8  6  9
+15 14 12 14 14 11  8  7 10
+16 15 13 14 14 12  9  7 10
+17 15 13 14 14 12  9  8 11
Requisites: Str 14, Dex 14, Wis 16
Alignment: LG, NG, CG, or TN
HD/level: others +1d+0  (see note)
Weapon Prof.: 5+level/2
To Hit Table: War
Save Table: War/Pri
Reference: DM {Planeshifted Selesnya Druid22}
Groups: Warrior, Priest, Alternate
 
Hit Dice: "&+1d+0" means you add 1 to all your other classes' number of HD per level. This class directly gives 0 hp. Exception: If this is your only class, you get 2d0 per level. (You cannot take this option if you have more than one class.)
For "m" based classes (e.g. HD=2m0), just add 1d0 (so your HD becomes 2m0+1d0).
Example: Multiclassed Fighter1 level 1 / Selesnya Sagittar level 1, with +2 Con bonus. The fighter gives 24 hp (2d10+2*2). The Sagittar gives 0 hp. The character has 12 hp (24+0 divided by 2).
Exceptional Wis bonus.
Channeling.
Has an "Animal Companion" slot. This is a monster who is allied to you and stays with you even between resets. It has 1/10 your XP and may be single classed. It may use items. Unlike a familiar it may be damaged. You play the Animal Companion.
Animal Companions may be dismissed during reset. Animal Companions don't disappear when dismissed (or killed), they leave a corpse. Anyone can convert Familiar slots to Animal Companion slots.
Specialized in Animal, Plant, and War spheres. Spells of these spheres cost ½M to cast.
Level 1: You may have your spells (from the Selesnya Sagittar class) resisted using CR (Charm Resistance) instead of MR. Spend 1F action to switch this.
Level 1: Do double damage to creatures in your group when using a bow (this doubles everything, not just the arrow base damage).
Level 1: +LVL*2 TH with bows.
Level 1: Your bow attacks use the "Dagger" line for number of attacks.
Level 2: xLVL range with bows.
Level 14: +1 Animal Companion slot.
New spell:
Find Animal Companion (Animal/Charm, SL 1): Summons an Animal Companion with DL=CL/2 (round up).

[PC9] Alternate Universe Group Classes


Shadow Elf0

Level KXP Wizard
123 456 789
1 0 1-- --- ---
2 4 2-- --- ---
3 8 21- --- ---
4 16 22- --- ---
5 32 221 --- ---
6 64 322 --- ---
7 120 332 1-- ---
8 250 432 2-- ---
9 400 443 2-- ---
10 600 543 21- ---
11 850 653 32- ---
12 1100 654 321 ---
13 1350 764 432 ---
14 1600 765 432 1--
15 1850 875 543 2--
16 2100 876 543 21-
17 2350 886 654 32-
18 2600 887 654 321
19 2850 887 765 432
20 3100 888 765 443
21 3350 888 765 444
22 3600 888 765 544
23 3850 888 765 554
24 4100 888 765 555
25 4350 888 766 555
26 4600 888 766 655
27 4850 888 766 665
28 5100 888 766 666
29 5350 888 776 666
30 5600 888 777 666
31 5850 888 777 766
32 6100 888 777 776
33 6350 888 777 777
34 6600 888 887 777
35 6850 888 888 877
36 7100 888 888 888
TH Saves
PD RS PP BW Sp Fo Re Wi
+1  6  5  5  3  3  0  1  1
+1  6  5  5  4  3  0  1  1
+2  6  5  5  4  4  0  2  1
+3 10  8  8  7  7  1  2  2
+3 10  8  8  8  7  1  2  2
+4 10  8  8  8  8  2  3  2
+5 14 11 11 11 11  2  3  3
+5 14 12 11 11 11  2  4  3
+6 14 12 12 11 11  3  4  3
+7 16 14 14 15 15  3  4  4
+7 16 14 14 15 15  3  4  4
+8 16 14 14 15 15  3  4  4
+9 16 14 14 15 15  3  4  4
+9 16 14 14 15 15  3  4  4
+10 16 14 14 15 15  3  4  4
+11 16 14 14 15 15  3  4  4
+11 16 14 14 15 15  3  5  4
+12 16 14 14 15 15  4  5  4
Requisites: Dex 9, Int 9
Alignment: any
HD/level: d6
Weapon Prof.: 2+level/3
To Hit Table: Ftr0
Save Table: Elf0
Reference: DM {Planeshifted Elf0}, GAZ13
Groups: Wizard, Rogue, Alternate
 
Level 1: May use 1 material component effect per spell as a zero action.
Level 1: Over Hit: If you hit someone by more than 20, add +1 damage for each number over what you needed to hit.
Example: You need a -15 to hit someone, and you roll a 12. Damage bonus = Roll - Needed - 20 = 12 - -15 -20 = 7.
Lvl Ability
1 Any Rogue 1 ability
2 Any Rogue 1 ability
3 Any Rogue 2 ability
4 Any Rogue 3 ability
5 Any Rogue 4 ability
6 Any Rogue 5 ability
7 Any Rogue 6 ability
8 Any Rogue 7 ability
16 Any Rogue 10 ability
24 Any Rogue 15 ability
32 Any Rogue 27 ability

[PC9] Alternate Universe Group Classes


Snark


Level

KXP
Rogue
123 456 7

TH
1 0 0-- --- - +0
2 1.3 2-- --- - +0
3 2.6 30- --- - +1
4 5.2 32- --- - +1
5 10.4 43- --- - +2
6 20.8 430 --- - +2
7 41.6 442 --- - +3
8 83.2 443 --- - +3
9 166.4 443 0-- - +4
10 320 444 2-- - +4
11 580 444 3-- - +5
12 840 444 30- - +5
13 1100 444 42- - +6
14 1360 444 43- - +6
15 1620 444 430 - +7
16 1880 544 442 - +7
17 2140 554 443 - +8
18 2400 555 443 - +8
19 2660 555 554 - +9
20 2920 555 554 - +9
21 3180 555 554 0 +10
22 3440 555 554 1 +10
23 3700 555 554 2 +11
24 3960 555 554 3 +11
25 4220 555 554 4 +12
26 4480 555 555 4 +12
27 4740 555 555 5 +13
28 5000 655 555 5 +13
29 5260 665 555 5 +14
30 5520 666 555 5 +14
31 5780 666 655 5 +15
32 6040 666 665 5 +15
33 6300 666 666 5 +16
34 6560 666 666 6 +16
35 6820 766 666 6 +17
36 7080 776 666 61 +17
37 14160 776 666 62 +18
38 21240 776 666 63 +18
39 28320 776 666 64 +19
45 70800 777 777 66 +22
54 134520 888 888 771 +26
63 198240 888 888 888 +31
72 261960 999 999 998 1 +35
Requisites: Dex 10, Int 10
Alignment: any
HD/level: d4
Weapon Prof.: 2+level/3
To Hit Table: Rog
Reference: DM {Planeshifted Sneak}
Groups: Rogue, Alternate
Complexity: CF=2
   
Saving Throws:  
PPD: level+5
RSW: level+5
PP: level+5
BW: level+2
Spell: level+5
Fort: level+0
Reflex: level+3
Will: level+0
   
Has all Int-based Rogue abilities.
Exceptional Int bonus.
Gets (Int bonus)*5 Rogue points per level instead of 40.
Gets Int bonus to spell progression.
Level 4 (and every level divisible by 4): Choose a Wizard school. May cast spells from that Wizard school.
 
Two Mixed-classed options are available:
CF=3:
Snarker:
This class is a Mixed-classed Snark - Archer. You may use the +10% XP Mixed Classing rule for this, but the class does cost 2 class slots.
You may use Archer1, ArchArcher, ArchArchArcher, or Er0.
CF=4:
Smark:
This class is a Mixed-classed Snark - Professional Wrestler. You may use the +10% XP Mixed Classing rule for this, but the class does cost 2 class slots.
You may alternatively use Athlete.
You get the Jobber Mini class sheet and a free Mini class slot for it.

[PC9] Alternate Universe Group Classes


Snark Abilities

Lvl Snark Ability | -50% | -100% | -150% Act Base Penalty Bonus
1 Appraisal: Monetary Value | XP Value | Multiplier & Ego & Alignment | Know History M 10 Int-13 Int-15
1 Avoid Trap (entire party): Mech. | Magic/Psi | OutPhase V 10 Int-10 Int-16
1 Backstab (each 30% = x1) (increases 10/level) 0 50 Int-6 Int-20
1 Bard3 spell SL=0 | SL=1 || SL=2 ||| SL=3 etc. - 60 Int-11 Int-20
1 Duplicate a Psi3 SL=1 | SL=2 | SL=3 | etc. 1M 0 Any-18 Any-24
1 Fascinate | Mislead | Misdirection | Innate Turning | Confusion | Taunt M 0 Int-0 Int-12
1 iunMR || iunaMR || iunaaMR 0 20 Int-14 Int-19
1 Legend Lore | Identify | Object Reading | Know Visual History 0 | M 0 Int-15 Int-17
1 Read Languages | Decipher Code M 10 Int-9 Int-14
1 Spying || Reflecting Pool || untraceable & without his "ears burning" - || F 10 Int-12 Int-17
2 Deeppockets | Vanish | Rope Trick ||| I'm Gone (to my own Pocket Plane) M 0 Int-8 Int-20
2 Duplicate a Psi10 minor ||| major ||| grand ||| super 1M 0 Int+Wis-24 Int+Wis-32
3 Identify | Legend Lore (yes this is backwards compared to the Bard ability) M | 0 5 Int-13 Int-15
4 Alter Self | Change Self | Veil VM 10 Int-13 Int-18
4 Invisibility | Improved Invisibility M 0 Int-13 Int-18
4 Leadership (+1 per 20% made to Leadership) M 0 Int-9 Int-12
4 Presence (+1 per 20% made to Presence) M 0 Int-9 Int-12
5 Avoid Trick (entire party): Mech.|Magic/Psi|OutPhase - 5 Int-12 Int-18
5 Mislead | Disappearance M 15 Int-12 Int-16
6 Detect Illusion | Magic | Psi/Anti-Magic | Godly M 30 Int-12 Int-15
6 Invisibility | Improved Invisibility | Dust of Disappearance M 20 Int-12 Int-14
6 Read Magic (Wizard/Priest) ||| Read Magic (Concordant) M 15 Int-13 Int-15
6 Suggestion | Domination | Eyebite M 10 Int-10 Int-14
7 iunER || iunaER || iunaaER 0 -10 Dex+Int-37 Dex+Int-47
7 Ki Power (cast a Wiz Invocation spell) (penalty = -SL*50%) (#=SL) | Pri Invocation #M 0 Int-14 Int-38
7 Suggestion | Domination | Eyebite VM 10 Int-13 Int-14
8 Any Subability (+1 per 25% made to that subability) M 0 Int-14 Int-17
8 Efficiency (+1 per 20% made to Efficiency) M 0 Int-9 Int-12
8 Muscle (+1 and +1 per 20% made to Muscle for 1t) M 0 Int-9 Int-12
8 Read Magic (Wizard/Priest) ||| Read Magic (Concordant) M 20 Int-13 Int-15
8 Sending | Demand M 10 Int-9 Int-12
8 Teleport | Teleport without Error || Teleport Other to Self (no save) M 5 Int-16 Int-17
9 Avoid Special (entire party): x1 | x2 | x3 etc. - 0 Int-16 Int-22
9 Finger of Death | Slay Living | Power Word Kill MM 0 Int-14 Int-17
9 Generate Wild Magic Surge MMM 0 Int-20 Int-21
9 Object Reading VM 0 Int-12 Int-20
10 Locate (anything unique) Across Planes | Clairvoyance there | TWE there M 0 Int-12 Int-15
10 Telekinesis (5 lb. per 1% made) M 10 Int-13 Int-17
12 Dimensional Folding M 40 Int-7 Int-20
12 Phase Door | Dimension Door M 5 Int-9 Int-20
14 Avoid Spirit/Conc Effect (entire party): x1 || x2 || x3 etc. - -5 Int-22 Int-30
15 any Metab minor Psi2 is used +1 PSP/10% to maintain | Telep | Clair | Port ( | major) MM 20 Int-21 Int-24
15 Astral Spell / Astral Projection | Concordant Spell (project to Concordant Opposition) MMM 35 Int-19 Int-25
15 Probability Travel MM 20 Int-13 Int-20
18 Shadow Magic | Shadow Walk | Shadow Flight VM 0 Int-16 Int-19
18 Time Shift ||| Time Travel VMM 15 Int-17 Int-25
20 Avoid Artifact Effect (entire party): x1 ||| x2 ||| x3 etc. - -10 Int-30 Int-46
21 Shadow Magic | Shadow Walk | Shadow Flight | Become Shadow-form VM 0 Int-17 Int-20
24 Destruction/Mordenkainen's Disjunction ||| Put Target Down a Hole PMM 0 Int-19 Int-25
27 Limited Wish (#=1) | Alter Reality (#=2) | Wish (#=3) | Change Reality (#=4) #F 0 Int-20 Int-25
37 Instantaneous an effect | all effects on 1 target | all effects in 800' | no aXR, no ER vs. this V 0 Int-26 Int-32
38 Construct a Tech item (1 TechL per 10% made) 2P or 3V 20 Int-20 Int-25
40 Distribute (amount made) in iunBlahR's 2X+1V 0 Int-22 Int-35
42 Adjust your next die roll by (amount made) | Lady's Smile ½X or 2V -20 Int-24 Int-45

[PC9] Alternate Universe Group Classes


Sustainer2


Level

KXP
Priest
123 456 789

TH
1 0 20- --- --- +0
2 2.5 21- --- --- +1
3 5 220 --- --- +1
4 10 321 --- --- +2
5 15 432 0-- --- +3
6 25 432 1-- --- +3
7 50 543 20- --- +4
8 75 543 21- --- +5
9 100 654 320 --- +5
10 150 654 321 --- +6
11 200 665 432 0-- +7
12 300 665 432 1-- +7
13 750 666 543 2-- +8
14 1000 666 654 3-- +9
15 1250 666 665 4-- +9
16 1500 666 666 5-- +10
17 1750 666 666 60- +11
18 2000 666 666 61- +11
19 2500 666 666 62- +12
20 3000 666 666 63- +13
21 3500 666 666 640 +13
22 4000 666 666 651 +14
23 4500 666 666 662 +15
24 5000 666 666 663 +15
25 5500 666 666 664 +16
26 6000 666 666 665 +17
27 6500 666 666 666 +17
28 7000 766 666 666 +18
29 7500 776 666 666 +19
30 8000 777 666 666 +19
31 8500 777 766 666 +20
32 9000 777 776 666 +21
33 9500 777 777 666 +21
34 10000 777 777 766 +22
35 10500 777 777 776 +23
36 11000 777 777 777 1 +23
37 22000 777 777 777 2 +24
38 33000 777 777 777 3 +25
39 44000 777 777 777 4 +25
45 110000 888 777 777 7 +29
54 209000 988 888 888 81 +35
63 308000 999 888 888 88 +41
72 407000 999 999 999 991 +47
Requisites: Wis 11, Chr 11
Alignment: any G
HD/level: d7
Weapon Prof.: 2+level/5
To Hit Table: Pri
Reference: DM {Planeshifted Preserver2}
Groups: Priest, Alternate
Complexity: CF=2
   
Saving Throws:  
PPD: level+7
RSW: level+3
PP: level+14
BW: level+1
Spell: level+2
Fort: level+10
Reflex: level+0
Will: level+8
   
Level N (each level): Choose one: Str, Dex, Con, Int, Wis, Chr, Cml, Sanity, Logic, AC, Movement rate, Actions of a type (V, M, P, etc.). You Sustain that attribute. You may instead choose from these for two picks each: Luck, Level/XP, Multiplier, Race (Physical Form). DM Note: Sustaining an Action does not make you immune to Lock Down, it just means you can't lose those actions.
Level 1: 2V: Remove Terrain Feature LVL*20%, if the Terrain Feature is not a natural effect from this area (i.e. it was created by someone else artificially).
Level 1: 1M,1P: Give Strength to a Land (level/6 mile radius). This allows Druids to recover their spells, animals to live there, etc. It may take several uses of this ability if the local land is particularly hostile or has been completely drained.
Level 3: May cast Wizard spells of Necromancy & Abjuration schools as if they are 2 spell levels higher.
Level 4: 3M,3P: Restore the PF of the local area by 1 to a maximum of 10.
Level 9: 6M,6P: Restore the MF of the local area by 1 to a maximum of 10.
Level 9: May cast Wizard spells of Necromancy & Abjuration schools as if they are 1 spell level higher.
Level 16: 10M,10P: Restore the TF of the local area by 1 to a maximum of 10.
Level 27: May cast Wizard spells of Necromancy & Abjuration schools at the same spell level.
 
CF=3:
For two "Sustain" picks (the Level N ability), you may choose "hit points", which means your maximum hit points cannot be reduced (due to vile or permanent dmg).
 
CF=4:
For three "Sustain" picks (the Level N ability), you may choose the normal or alternate form of any Mini class (even one you don't "know"). You Sustain that Mini Class concept. (Example: If you pick "Summon Slots", you "Sustain Summon Slots".) You don't actually get to know that Mini class sheet though.
 
CF=5 (this may be used in lower CF games if the current CF < max CF):
Level 792: 70hJD, 80bKH, 90scrOppLQW, ½/artificial set: Restore the CF of the local area.
 
CF=6:
For five "Sustain" picks (the Level N ability), choose a phrase of one or two words. You Sustain whatever that phrase is. Collective acronyms count as a single word each (e.g. "HNCL" counts as one word). You may put the word "my" in front of it for free if it makes it read easier. Go ahead, be absurd if you want to. (Examples: Sustain Player Picks, Sustain Player Slots, Sustain Cod Piece, Sustain my Multiverse Code, Sustain Current hp, etc.)

[PC9] Alternate Universe Group Classes


Time Lord13

Level KXP TimeLord
345 678 9
1 0 1-- --- -
2 6 2-- --- -
3 12 21- --- -
4 24 32- --- -
5 48 321 --- -
6 96 332 --- -
7 144 432 1-- -
8 210 433 2-- -
9 320 443 21- -
10 570 443 32- -
11 850 544 321 -
12 1700 544 332 -
13 2470 554 432 1
14 3220 554 433 2
15 3970 555 443 2
16 4740 655 443 3
17 5510 655 544 3
18 6280 665 544 3
19 7050 665 554 4
20 7820 666 554 4
21 8590 666 555 4
22 9360 766 655 4
23 10130 766 655 5
24 10900 776 665 5
25 11670 776 665 5
26 12440 777 666 5
27 13210 777 666 5
28 13980 777 766 6
29 14750 877 766 6
30 15520 877 776 6
31 16290 887 776 6
32 17060 887 777 6
33 17830 888 777 6
34 18600 888 777 7
35 19370 888 877 7
36 20140 888 887 7
TH Saves
PD RS PP BW Sp Fo Re Wi
+10 10 10 10 10 10 10 10 10
+10 12 12 12 12 12 12 12 12
+10 14 14 14 14 14 14 14 14
+10 16 16 16 16 16 16 16 16
+10 18 18 18 18 18 18 18 18
+10 20 20 20 20 20 20 20 20
+10 22 22 22 22 22 22 22 22
+10 24 24 24 24 24 24 24 24
+11 26 26 26 26 26 26 26 26
+11 28 28 28 28 28 28 28 28
+11 30 30 30 30 30 30 30 30
+11 32 32 32 32 32 32 32 32
+11 34 34 34 34 34 34 34 34
+11 36 36 36 36 36 36 36 36
+11 38 38 38 38 38 38 38 38
+11 40 40 40 40 40 40 40 40
+11 42 42 42 42 42 42 42 42
+12 44 44 44 44 44 44 44 44
Requisites: Int 24, Wis 17
Alignment: any
HD/level: 2d6
Weapon Prof.: 1+level/4
To Hit Table: 10+level/9
Save Table: 8+level*2
Reference: Doctor Who
Groups: Alternate, Technology
 
Time Lord Powers are given on the following page. They work like channeled spells, can't be material componented, and are resisted using TechR.
Level 1: Loop/Time/Reality Stability.
Level 1: Immune to haste and slow (this immunity may be lowered).
Level 1: Immune to aging. Have 2 Hearts. Can't be stangled or choked. Immune to Vacuum (including vacuum of space).
Level 1: 1M: Detect Temporal Anomaly.
Level 1: 1M: Know date, TF, LoopF.
Level 1: Know target's age and how many years of natural lifespan is left
Level 1 ¶: Upon death, 12/lifetime, 1 round delay: Reincarnate Self to same race, with different appearance.
Level 1 ¶: Can have up to LVL Technological items created for yourself (if you have the Create Tech Item powers).
Level 4 ¶: 0, 1/reset, go into a frozen coma-like state: Cureall Self. You cannot act until you reset.
Level 9: +LVL-8 segments per round. Thus a level 25 Time Lord has 27 segments.

[PC9] Alternate Universe Group Classes


Time Lord13 Powers

Level # Spell Effect Source
3 1 Construct/Improve Tech Item Create/Modify a Psi 8 item (any type) of TechL=CL, each TechL takes 1S action DM
3 2 Hack into Technological Object Hack (gain control) of a technological object with TechL<=CL (monsters get save) Psi8
3 3 Life Tether You know when in time the target is at all times, when time travelling can use the target as anchor Chronomancer SL=3
3 4 Minor Paradox Counter an effect that just occured last segment (it is undone) Chronomancer SL=3
3 5 Slow Slow (CL RSW saves, each missed save is a Slow effect) DM
3 6 Time Snare Target will do the same actions it did last time it acted (Spell save each round until made) Chronomancer SL=3
4 1 Dispel Technology Dispels a technological effect Psi8
4 2 Haste A3 +3A, +2B, or +1C actions Chronomancer SL=3
4 3 Summon Time Elemental Summons a normal (non-special) DL IV Time Elemental Chronomancer SL=4
4 4 Telepathy/ESP Telepathy and ESP DM
4 5 Temporal Push Target is thrown CL+1 rounds into the future (Will save) Chronomancer SL=4
4 6 Time Travel Time travel, up to CL*10 years, can cross 1 Barrier at a time DM
5 1 Create Slipgate Create a temporal gate Chronomancer SL=5
5 2 Extradimensional Space Create an extradimensional space (like a Portable Hole) DM
5 3 Haste A4 +4A, +3B, or +2C actions Chronomancer SL=4
5 4 Temporal Wall Anyone touching wall is double slowed and Wesley's Temporal Disjunction Chronomancer SL=5
5 5 Tempus Lawfulness Fixes temporal anomolies in area Chronomancer SL=6
5 6 Time Comm Communicate with someone in a different time (same location) DM / SFB
6 1 Conceal Temporal Anomaly Hides an Anomaly and reduces it's effects Chronomancer SL=6
6 2 Haste A5 +5A, +4B, or +3C actions Chronomancer SL=5
6 3 Sands of Time Reverse the effect of time on objects. Chronomancer SL=7
6 4 Temporal Eye Can scry into other times at this location Chronomancer SL=7
6 5 Time Halt Can usefully attack a Time/Loop Elemental or other Time Traveller DM
6 6 Wesley's Delayed Damage Whenever you take damage, you take only half, the rest is delayed until the spell ends (in 10+1d10 rounds) Chronomancer SL=7
7 1 Commune with Time of Legends Commune with Time of Legends Chronomancer SL=7
7 2 Haste A6 +6A, +5B, or +4C actions Chronomancer SL=6
7 3 Incurse Target being or object is Rewritten out of time (i.e. Incursed) (RSW save) Chronomancer SL=7
7 4 Temporal Shell Immune time Chronomancer SL=9
7 5 Temporal Stasis The flow of time stops for the subject, he ceases to grow older, he is in suspended animation. The reverse can free the creature. Chronomancer SL=9
7 6 Timereaver Time Travel Other +/- 5*CL years (Spell save) Chronomancer SL=8
8 1 Accelerate Lifeline Target ages CL years (Spell save) Chronomancer SL=8
8 2 Haste A7 +7A, +6B, or +5C actions Chronomancer SL=7
8 3 Item Supercharger A magic item can be used twice as often (per turn or day) or it's effects has twice duration Chronomancer SL=8
8 4 Loop Travel Travel up to CL LoopF's (Alternate Timelines) distant DM
8 5 Time Stop Stops time for 1d4 rounds Chronomancer SL=9
8 6 Immediate Tech Item Create/Modify a Psi 8 item (any type) of TechL=CL DM
9 1 Haste A8 +8A, +7B, or +6C actions Chronomancer SL=8
9 2 Temporal Incursion Beam (TIB) Target is Incursed (no save); is Loop Incursed if already Incursed DM / SFB
9 3 Time/Reality Stability Time/Reality Stability on target, reverse removes it (Spell save) Chronomancer SL=8

[PC9] Alternate Universe Group Classes


Uncommoner3

Level KXP
Spells
1 0 (none)
2 2 (none)
3 4 (none)
4 8 (none)
5 16 (none)
6 32 (none)
7 64 (none)
8 128 (none)
9 180 (none)
10 225 (none)
11 275 (none)
12 330 (none)
13 390 (none)
14 455 (none)
15 525 (none)
16 600 (none)
17 680 (none)
18 765 (none)
19 855 (none)
20 950 (none)
21 1050 (none)
22 1155 (none)
23 1265 (none)
24 1380 (none)
25 1500 (none)
26 1625 (none)
27 1755 (none)
28 1890 (none)
29 2030 (none)
30 2175 (none)
31 2325 (none)
32 2480 (none)
33 2640 (none)
34 2805 (none)
35 2975 (none)
36 3150 (none)
TH Saves
PD RS PP BW Sp Fo Re Wi
+2  5  3  8  2  3  1  0  1
+4  5  4  8  2  3  1  0  2
+6  6  4  8  3  4  2  0  2
+8  6  5  8  3  4  2  1  3
+10  6  5  9  3  4  2  1  3
+12  6  6  9  4  5  3  1  4
+14  7  6  9  4  5  3  2  4
+16  7  7  9  4  5  4  2  5
+18  7  7 10  5  6  4  2  5
+20  7  8 10  5  6  4  3  6
+22  8  8 10  5  6  5  3  6
+24  8  9 10  6  7  5  3  7
+26  8  9 11  6  7  6  4  7
+28  8 10 11  6  7  6  4  8
+30  9 10 11  7  8  6  4  8
+32  9 11 11  7  8  7  5  9
+34  9 11 12  7  9  7  5  9
+36  9 12 12  8  9  8  5 10
Requisites: Chr 0
Alignment: any
HD/level: ++d4
Weapon Prof.: 9+level
To Hit Table: +level*2
Save Table: Psi
Reference: DM {Planeshifted Commoner3}
Groups: Warrior, Monster, Alternate
 
Each Level: The DM rolls a Monster Summoning result of DL=LVL/3 (round up). You gain the racial abilities of what the DM rolls. (You don't actually summon anything, the roll is just to determine what you get.)
Level 9: Divide the cost of Intelligent Magic Items (from [E7]) by (LVL-7).

[PC9] Alternate Universe Group Classes


UnDeath Machine1


Level

KXP
Wizard
123 456 789
Priest
123 456 7
Psi7
mMG S

TH
1 0 1-- --- --- 10- --- - 2-- - +2
2 12.5 2-- --- --- 210 --- - 4-- - +3
3 25 21- --- --- 321 0-- - 6-- - +4
4 50 32- --- --- 432 1-- - 71- - +5
5 100 421 --- --- 543 20- - 73- - +6
6 200 422 --- --- 543 21a - 75- - +7
7 350 432 1-- --- 554 320 - 77- - +8
8 600 433 2-- --- 555 431 - 88- - +9
9 900 433 21- --- 555 555 - 981 - +10
10 1250 443 22- --- 555 555 b 983 - +11
11 1850 444 33- --- 555 555 a 985 - +12
12 2450 444 441 --- 555 555 0 987 - +13
13 3050 555 442 --- 555 555 1 998 - +14
14 3650 555 442 1-- 555 555 2 A99 - +15
15 4250 555 552 1-- 555 555 3 AAA - +16
16 4850 555 553 21- 555 555 4 BBA - +17
17 5450 555 553 32- 555 555 5 CBB - +18
18 6050 555 553 321 655 555 5 CCB 1 +19
19 6650 555 553 331 665 555 5 CCC 2 +20
20 7250 555 554 332 666 555 5 DCC 3 +21
21 7850 555 554 442 666 655 5 DDC 4 +22
22 8450 555 555 443 666 665 5 DDD 5 +23
23 9050 555 555 553 666 666 5 EDD 6 +24
24 9650 555 555 554 766 666 5 EED 7 +25
25 10250 555 555 555 776 666 5 EEE 8 +26
26 10850 666 655 555 777 666 5 FEE 9 +27
27 11450 666 666 655 777 766 5 FFE A +28
28 12050 666 666 666 777 776 5 FFF B +29
29 12650 777 766 666 777 777 5 GFF C +30
30 13250 777 777 766 777 777 6 GGF D +31
31 13850 777 777 777 877 777 6 GGG E +32
32 14450 888 877 777 887 777 6 HGG F +33
33 15050 888 888 877 888 777 6 HHG G +34
34 15650 888 888 888 888 877 6 HHH H +35
35 16250 999 988 888 888 887 6 IIH H +36
36 16850 999 999 999 1 888 888 61 III I1 +37
37 17450 999 999 999 2 888 888 62 III I2 +38
38 18050 999 999 999 3 888 888 63 III I3 +39
39 18650 999 999 999 4 888 888 64 III I4 +40
45 22250 A99 999 999 9 888 888 88 III IA +46
54 27650 AAA AAA AAA 91 999 999 991 III II1 +55
63 33050 AAA AAA AAA A9 A99 999 999 III IIA +64
72 38450 BBB BBB BAA AA1 AAA AAA AAA 1 III III1 +73
Requisites: Str 20, Dex 20, Con 20, Int 20, Wis 20,
  Class Slots 3
Alignment: any E
HD/level: 2d12
Weapon Prof.: 6+level/2
To Hit Table: War+2
Reference: DM {Planeshifted Death Machine}
Groups: Custom, Alternate
Complexity: CF=2
   
Saving Throws:  
PPD: level+10
RSW: level+10
PP: level+10
BW: level+10
Spell: level+10
Fort: level+10
Reflex: level+10
Will: level+10
   
For abilities, see next pages.

[PC9] Alternate Universe Group Classes


UnDeath Machine1 Abilities (page 1)

This is a combined Anti-Paladin / Anti-Magic-User / Anti-Druid / Anti-Thief / Psi7 / Anti-Custom.
Gets "All Warrior", "All Wizard", "All Priest", "All Rogue", and "All Psionicist" abilities.
Specialization in Anti-Magic; no opposite.
Gets no Rogue abilities.
As a Psi7 character, you are still alive, but are imbuing yourself with undead-type powers. Psi7 by itself does not make you vulnerable to Turn Undead.
PSPs (Psi7) = (LVL+3)*30.
 
Pick one ability per level:
1. 1M: Dispel a racial ability for 1 turn.
2. 1M: Dispel a class ability for 1 turn.
3. 1M: Dispel or remove a feat or kit from someone for 1 turn.
4. 1M: Dispel a familiar ability for 1 turn.
5. 1M: Drop all ER, iER, xER, and ixER on target (no resistance).
6. Lockdown all Opposing (Opp) actions within sight.
7. Lockdown all Quick (Q) actions within sight. (This includes QQ, QQQ, etc.)
8. Lockdown all Instantaneous (I) actions within sight.
9. Lockdown all Borrowed (b) actions within sight.
10. Lockdown all Held (h) actions within sight.
11. Within sight, any spell that is higher SL than it's caster's level is countered, and causes the caster to be Capital C Crapped (no resistance, no immunity).
12. Within sight, any psionic ability that is higher SL than it's caster's level is countered, and causes the caster to be Capital C Crapped (no resistance, no immunity). (Note this will affect 1st level characters throwing a minor.)
13. When attacking someone, multiply your to hit rolls by the number of classes he has (max=LVL).
14. When attacking someone, multiply your damage by the number of classes he has (max=LVL).
15. When casting a spell at someone, multiply your damage by the number of classes he has (max=LVL).
16. Within sight, all counterspells are automatically countered.
17. Within sight, all "Capital I Insist" effects automatically get "Really Objected" to.
18. 1M: Dispel LVL magic, psionic, or innate effects on one target.

[PC9] Alternate Universe Group Classes


UnDeath Machine1 Abilities (page 2)

Level 1: +level Cml or -level Cml (your choice, you may switch sign during a reset).
Level 1: Immunity to disease.
Level 1: 1M, 1/d: Cause 2*level hp damage by touch (no save) or cure same amount to self.
Level 1: Protection from Good cont.
Level 1: Backstab x(level/9+2), round down.
Level 1: Poison Use proficiency.
Level 1: Control Undead as if a Cleric 2 levels lower.
Level 1: May use 1 material component effect per spell as a zero action.
Level 1: iIR (Irreducible Innate Resistance) = level*4% up to level 10. After level 10, it becomes 25+level*2%.
Level 1: Immune to Pick Pockets.
Level 3: Attract undead followers.
Level 3: Identify Fungus/Mold type; Identify Outer-Planar creature type; Identify potions.
Level 3: 1M: Passwall.
Level 3: Gain 1 outer-planar language per level starting at 3rd. (demon, deva, modron, etc.) Yes, you can use these as nonweapon proficiencies instead.
Level 4: Summon Warhorse: usually a demonic beast or a Nightmare.
Level 4: 1M, can borrow from next segment: Counter a Rogue ability that was just used.
Level 4: 1V: Target loses 1V action.
Level 7: Immunity to Psionic Domination.
Level 7: Shape Change to Mold/Slime/Jelly, Para-Elemental, Minor Demon (each 1/day) 1M action, must be size T-L, heal 10%-60% hp
Level 9: All Rogue abilities within 30' of you are lowered by 100%.
Level 9: 1V: Lower a Rogue ability effect on someone (such as Invisibility).
Level 15: 6 bonus spell levels, lost when advance to Level 16.
Level 16: Alter Appearance to appear to be another undead type. Cannot be detected by True Seeing or the like.
Level 17: Hibernate; Suspend Animation up to level*10 years.
Level 17: Enter Elemental plane of Imprisonment; Conjure Imprisonment Elemental at will; Immune to all imprisonment and magnetism based effects.
Level 18: Enter Elemental plane of Time; Conjure Time Elemental at will; Immune to all time and wood based effects.
Level 19: Enter Elemental plane of Magnetism; Conjure Vacuum/Radiance Quasi-Elemental.
Level 20: Enter Elemental plane of Wood; Conjure Minerals/Dust Quasi-Elemental.
Level 21: Enter alternate Prime planes.
Level 22: Enter plane of Phlogiston; immune to Phlogiston-based effects.
Level 23: Enter any Inner plane; Roam Inner Plane Probability Lines (7th dim.); Enter Concordant Opposition; immune to Semi-Elemental effects and Positive and Negative energy.

[PC9] Alternate Universe Group Classes


Anti-Magic Spells

Level # Spell Effect
1 1 Anti-Magic Armor Armor has +1/+1 AC/saves for 1t
1 2 Anti-Magic Missile (L+1)/2 missiles; 1d4+1 dmg gravity (no save)
1 3 Anti-Magic Mouth Mouth that moves around (like Wizard Eye), can speak through it
1 4 Detect/Identify Anti-Magic Detect/Identify Anti-Magic
1 5 Foul Potions Foul (Destroy) 10*CL doses of magical Potions in someone's inventory (no save), the potions can be fixed out of combat if done within the hour
1 6 Nystul's Anti-Magic Aura Makes an object radiate anti-magic; considered a +0 weapon on the damage side
2 1 Anti-Magic Resistance aMR 50+CL*5% [duration 2 hours]
2 2 Blank [1Z to cast] Counter a Blink effect
2 3 Dispel Magic (one effect) Dispels one magic effect (no option to dispel an area like normal Dispel Magic)
2 4 Drain Charges Target magic item loses 10*CL charges (no save)
2 5 Rope Trap Create a x1 magical trap of Maze
2 6 Spectral Mouth Can have a breath effect start from a remote location
3 1 Anti-Magic Circle Against T/N/S/J/A/Nil As "Protection from [alignment]" spells, against one of T/N/S/J/A/Nil
3 2 Delay Life [1bM to cast] Counter a Raise effect (Resurrection still works), or Turn off someone's Regen Buffer
3 3 Flowform Enter the nearby border Phlogiston plane
3 4 Greater Anti-Magic Armor Armor has +CL/3 AC and +CL/3 saves for 1t
3 5 Pro. from Magic Armor You ignore the AC plusses from magic armor for 1t
3 6 Pro. from Shields Ignore damaging shield effects
4 1 Airskin 4+CL/2 Airskins. Each Airskin halves the damage from an energy-based attack. Can use 1Z to have a second Airskin halve it again.
4 2 Anti-Magic Mirror Like crystal ball but with sound and scent instead of sight
4 3 Create Exhaustion Target takes 50% more damage than the damage he's taken so far (RSW save for 25%)
5 1 Anti-Magic Jar Exorcism and Remove Domination/Charm/Magic Jar on 1 target, or the target drops an item that's Ego Dominating him (no resistance)
5 2 Anti-Magic Shell (one SL) Pick one SL. Turns off magical spells and effects of exactly that SL (lower or higher is not affected)
5 3 Shadow Anti-Magic CLd6 dmg (pick a normal or para element) to a group, Int check for half damage
6 1 Anti-Anti-Magic Shell Turns off anti-magical spells and effects of spell levels 0-5
6 2 Demi-Shadow Anti-Magic CLd8 dmg (pick a normal, para, or quasi element) to a group, Int check for half damage
6 3 Create DMZ Create a DMZ (Dispel Magic Zone), a x1 Special on the room
7 1 First Level Anti-Magic-User Spells (DM1) Cast any four 1st level Anti-Magic spells simultaneously when it is cast.
7 2 First Level Anti-Magic-User Spells (DM2) Can cast one 1st Level Anti-Magic spell per round as Z action
9 1 Megaskin CL/4 Megaskins. Each Megaskin lets you ignore one energy based attack.
9 2 Round Stop The current round will end after the end of this segment (the rest of the segments this round will not occur)
10 1 Anti-Anti-Dispel Magic Shell Lower an Anti-Dispel Magic Shell
10 2 Anti-Dispel Anti-Magic Shell Your effects are immune to low MF, Instantaneous, Look at Me I'm the DCI

[PC9] Alternate Universe Group Classes


Unholy Order of Stars Jerry1

Level KXP Priest
123 456 7
1 1.75 1a- --- -
2 3.5 20- --- -
3 7 21a --- -
4 14 220 --- -
5 28 331 a-- -
6 56 332 0-- -
7 112 332 1a- -
8 224 333 20- -
9 450 443 21a -
10 900 443 320 -
11 1300 544 321 -
12 1700 655 321 a
13 2100 666 422 0
14 2500 666 432 1
15 2900 666 532 1
16 3300 666 542 1
17 3700 666 643 2
18 4100 666 654 3
19 4500 666 664 3
20 4900 666 665 3
21 5300 666 666 3
22 5700 666 666 4
23 6100 666 666 5
24 6500 666 666 6
25 6900 777 766 6
26 7300 777 777 6
27 7700 777 777 7
28 8100 888 877 7
29 8500 888 888 7
30 8900 888 888 8
31 9300 999 988 8
32 9700 999 999 8
33 10100 999 999 9
34 10500 AAA A99 9
35 10900 AAA AAA 9
36 11300 AAA AAA A
TH Saves
PD RS PP BW Sp Fo Re Wi
+0  8  4  5  2  3  0  0  2
+1  8  4  6  3  4  0  0  3
+1  9  5  6  3  4  0  1  3
+2  9  5  6  4  4  1  1  4
+3 10  6  7  4  5  1  1  4
+3 10  6  7  5  5  2  2  5
+4 11  7  8  5  6  2  2  5
+5 11  7  9  6  6  2  2  6
+5 12  7  9  6  7  3  3  6
+6 12  8  9  6  7  3  3  7
+7 13  8 10  7  8  4  3  7
+7 13  9 10  7  8  4  4  8
+8 13  9 10  7  8  4  4  8
+9 14  9 11  8  9  5  4  9
+9 14 10 11  8  9  5  5  9
+10 14 10 11  9  9  6  5 10
+11 15 11 12  9 10  6  5 10
+11 15 11 12 10 11  6  6 11
Requisites: Wis 13, Int 13
Alignment: any J
HD/level: d8
Weapon Prof.: 4+level/2
To Hit Table: Pri
Save Table: Pri
Reference: DM {Planeshifted HOSE1}
Groups: Priest, Custom, Alternate
 
This class sets the second component of your alignment to "J" (Jerry). This J can be used to qualify for G, N, or E in other classes (but not S). You do not need to be level 9 to have this (normally you need to be level 9 in order to take J).
Material componenting for spells costs a 0 action.
Commands undead; does not turn.
Level 9: Set the first component of your alignment to "W" (White). This W can be used to qualify for L, T, or C in other classes (but not A or Nil).

[PC9] Alternate Universe Group Classes


Uniquer3

Level KXP Myth     Legend
123 456 78 [1]
1 0 1-- --- -- [-]
2 4.5 2-- --- -- [-]
3 9 3-- --- -- [-]
4 18 31- --- -- [-]
5 36 32- --- -- [-]
6 72 33- --- -- [-]
7 144 331 --- -- [-]
8 288 332 --- -- [-]
9 405 333 --- -- [-]
10 506.25 333 1-- -- [-]
11 618.75 333 2-- -- [-]
12 742.5 333 3-- -- [-]
13 877.5 333 31- -- [-]
14 1023.75 333 32- -- [-]
15 1181.25 333 33- -- [-]
16 1350 333 331 -- [-]
17 1530 333 332 -- [-]
18 1721.25 333 333 -- [-]
19 1923.75 333 333 1- [-]
20 2137.5 333 333 2- [-]
21 2362.5 333 333 3- [-]
22 2598.75 333 333 31 [-]
23 2846.25 333 333 32 [-]
24 3105 333 333 33 [-]
25 3375 433 333 33 [-]
26 3656.25 443 333 33 [-]
27 3948.75 444 333 33 [-]
28 4252.5 444 433 33 [-]
29 4567.5 444 443 33 [-]
30 4893.75 444 443 33 [1]
31 5231.25 444 444 33 [1]
32 5580 444 444 33 [2]
33 5940 444 444 43 [2]
34 6311.25 444 444 43 [3]
35 6693.75 444 444 44 [3]
36 7087.5 444 444 44 [4]
TH Saves
PD RS PP BW Sp Fo Re Wi
& +1  5  3  8  2  3  1  0  1
& +2  6  4  8  3  4  2  0  2
& +3  6  5  8  3  4  2  1  3
& +4  6  6  9  4  5  3  1  4
& +5  7  6  9  4  5  3  2  4
& +6  7  7 10  5  6  4  2  5
& +7  7  8 10  5  6  4  3  6
& +8  8  9 10  6  7  5  3  7
& +9  8  9 11  6  7  6  4  7
& +10  9 10 11  7  8  6  4  8
& +11  9 11 11  7  8  7  5  9
& +12  9 12 12  8  9  8  5 10
& +13 10 12 12  8 10  8  6 10
& +14 10 13 13  9 11  9  6 11
& +15 11 14 13  9 11  9  7 12
& +16 11 14 13 10 12 10  7 13
& +17 12 14 14 11 13 10  8 13
& +18 14 15 14 13 14 11  8 14
Requisites: Chr 25
Alignment: any
HD/level: ++++d6
Weapon Prof.: & level*3
To Hit Table: & +level
Save Table: 1½xPsi
Reference: DM {Planeshifted Rarer3}
Groups: Monster, Alternate
 
Each Level: The DM rolls a Monster Summoning result of DL=2*LVL/5 (round up). The result will be a Unique (or Legend). You gain 1-3 of the racial abilities of what the DM rolls. (You don't actually summon anything, the roll is just to determine what you get.)
The progression for the DLs is as follows:
Levels 1-9 = 1, 1, 2, 2, 2, 3, 3, 4, 4
Levels 10-18 = 4, 5, 5, 6, 6, 6, 7, 7, 8
Levels 19-27 = 8, 8, 9, 9, 10, 10, 10, 11, 11
Levels 28-36 = 12, 12, 12, 13, 13, 14, 14, 14, 15
 
Gets a Myth spell progression.
 
The "&" on the To Hit means this class adds it's to hit bonus to your highest other class.
 
Level 12: Divide the cost of Artifacts by (LVL-10) or it's multiplier, whichever is higher.

[PC9] Alternate Universe Group Classes


Urbaneer (Cityneer)

Level KXP
Spells
1 0 (none)
2 3 (none)
3 6 (none)
4 12 (none)
5 24 (none)
6 48 (none)
7 96 (none)
8 192 (none)
9 350 (none)
10 600 (none)
11 850 (none)
12 1100 (none)
13 1350 (none)
14 1600 (none)
15 1850 (none)
16 2100 (none)
17 2350 (none)
18 2600 (none)
19 2850 (none)
20 3100 (none)
21 3350 (none)
22 3600 (none)
23 3850 (none)
24 4100 (none)
25 4350 (none)
26 4600 (none)
27 4850 (none)
28 5100 (none)
29 5350 (none)
30 5600 (none)
31 5850 (none)
32 6100 (none)
33 6350 (none)
34 6600 (none)
35 6850 (none)
36 7100 (none)
TH Saves
PD RS PP BW Sp Fo Re Wi
+0  6  4  6  3  4  1  3  0
+0  6  5  7  3  5  1  4  1
+1  7  6  7  4  6  2  5  1
+1  7  7  8  4  7  3  6  2
+2  8  8  8  5  8  4  7  3
+2  8  9  9  5  9  5  8  3
+3  9 10  9  6 10  5  9  4
+3  9 11 10  6 11  6 10  5
+4 10 12 10  7 12  7 11  5
+4 10 13 11  7 13  8 12  6
+5 11 14 11  8 14  9 13  7
+5 12 15 12  9 14  9 14  7
+6 13 16 13 11 15 10 15  8
+6 14 16 14 13 15 11 16  9
+7 15 16 15 14 16 12 17  9
+7 16 16 16 16 16 13 18 10
+8 16 16 16 16 16 13 19 11
+8 16 17 16 16 16 14 20 11
Requisites: Dex 18, Chr 12
Alignment: any
HD/level: +d6
Weapon Prof.: 4+level/3
To Hit Table: Rog
Save Table: 2xRog
Reference: DM {Planeshifted Wilderneer}
Groups: Rogue, Alternate
 
Gets 60 Rogue points per level
Level 1: Can weapon specialize (as per "Non-Warrior" in the Number of Attacks table).
 
Lvl Urbaneer Ability | -50% | -100% | -150% Act Base Penalty Bonus
1 Pick Pockets/Shoplifting | Palm | Present | Immune PP P 15 Dex-12 Dex-16
1 Tracking | Trailing | Stalking V 0 Int-12 Int-15
1 Open/Close Locks: Mech. | Magic/Psi | OutPhase (| do this 30' away) VM 5 Dex-12 Dex-16
1 Read Languages | Decipher Code M 5 Int-9 Int-14
1 Find/Remove x1 Traps/Tricks | Magic/Psi | OutPhase ( | 30' away) V 10 Dex-4 Dex-8
1 Spying | ESP (without him knowing) || Capital E Extract - 10 Int-11 Int-14
1 Appraisal: Monetary Value | XP Value | Multiplier & Ego & Alignment | Know History M 10 Int-13 Int-15
1 Any 0th level Ench/Charm spell is cast | any 1st || any 2nd ||| any 3rd etc. M 100 Chr-3 Chr-12
1 Disguise | Alter Appearance M 25 Chr-11 Chr-13
1 Any Rogue 1 ability - - - -
2 Feign Weakness (everyone thinks you're a x0 putz, unless you're hostile) 0 0 Chr-15 Chr-18
2 Locate nearest dungeon within rating/5 miles | with deepest DL | with most valuable item 2M 0 Chr-20 Chr-25
3 ("Twirl") Find/Remove Guardian/Warding/Forbiddence effect on area M 20 Dex-18 Dex-28
3 Any Rogue 3 ability - - - -
4 Don't generate Alley encounters | Sewer/Attic | Old City at Night M 10 Wis-15 Wis-20
4 Identity Penetration | False Seeing | True Seeing MM 5 Wis-11 Wis-19
5 Find/Remove Specials: x1 multiplier | x2 mult. | x3 mult. (amount made = #' away)
5 Any Rogue 5 ability - - - -
6 Meld into Shadows/Mirrors/Crowds || Disperse VM 25 Str-9 Str-14
6 Locate Object in City || Country MM
7 Dimension Door | Blink | Controlled Blink M 20 Int-13 Int-18
7 Any Rogue 7 ability - - - -
8
8 Read Magic (Wizard/Priest) ||| Read Magic (Concordant) M 20 Int-13 Int-15
9
9
10 Doppleganger | Spirit Doppleganger | Polymorph Self | Shapechange MV 0 Chr-16 Chr-16
12
15
18
21
24
27
36

[PC9] Alternate Universe Group Classes


Urd0

Level KXP
Spells
1 0.75 (owe) (none)
2 1.5 (none)
3 3 (none)
4 6 (none)
5 12 (none)
6 24 (none)
7 45 (none)
8 90 (none)
9 180 (none)
10 330 (none)
11 480 (none)
12 630 (none)
13 780 (none)
14 930 (none)
15 1080 (none)
16 1230 (none)
17 1380 (none)
18 1530 (none)
19 1680 (none)
20 1830 (none)
21 1980 (none)
22 2130 (none)
23 2280 (none)
24 2430 (none)
25 2580 (none)
26 2730 (none)
27 2880 (none)
28 3030 (none)
29 3180 (none)
30 3330 (none)
31 3480 (none)
32 3630 (none)
33 3780 (none)
34 3930 (none)
35 4080 (none)
36 4230 (none)
TH Saves
PD RS PP BW Sp Fo Re Wi
+1 10  9  8  5  6  2  1  0
+1 10  9  8  6  7  3  2  0
+2 12 11 10  8  9  3  2  1
+3 12 11 10  9 10  4  3  1
+3 14 13 12 11 12  5  3  2
+5 14 13 13 12 12  6  4  2
+5 16 15 14 14 15  6  4  3
+6 16 15 15 15 15  7  5  3
+7 16 15 15 15 15  7  5  3
+7 16 15 15 15 15  7  5  3
+8 16 15 15 15 15  7  5  3
+9 16 15 15 15 15  7  5  3
+9 16 15 15 15 15  7  5  4
+11 16 15 15 15 15  8  6  4
+11 16 15 15 15 15  8  6  4
+12 16 15 15 15 15  8  6  4
+13 16 15 15 15 15  8  6  4
+13 16 15 15 15 15  8  6  4
Requisites: Dex 18
Alignment: any E (or) any S
HD/level: & d6
Weapon Prof.: & 6+level/3
To Hit Table: 1½xCTD0
Save Table: 1½xHalf0
Reference: DM {Planeshifted Kobold0}
Groups: Rogue, Monster, Alternate
 
Gets 40 Rogue points per level.
Level 1: Flying 18" (C)
Level N: Get an "Any Rogue N" pick. You split this into smaller picks; e.g. a Level 6 pick could be split into a Level 2 and a Level 4 pick, or six Level 1 picks, etc. You cannot combine picks to create a higher level pick.

[PC9] Alternate Universe Group Classes


Witch5

Level KXP Wizard/Priest
123 456 789
1 0 1-- --- ---
2 4.5 20- --- ---
3 9 21- --- ---
4 18 220 --- ---
5 24 221 --- ---
6 48 222 0-- ---
7 96 322 1-- ---
8 192 332 20- ---
9 384 333 21- ---
10 750 333 320 ---
11 1125 433 321 ---
12 1500 444 321 ---
13 1875 444 322 ---
14 2250 444 432 0--
15 2625 544 432 1--
16 3000 555 432 2--
17 3375 655 443 20-
18 3750 655 443 21-
19 4125 655 543 22-
20 4500 655 544 320
21 4875 655 544 321
22 5250 665 554 322
23 5625 666 654 332
24 6000 776 655 432
25 6375 776 655 443
26 6750 777 665 543
27 7125 777 665 554
28 7500 887 666 654
29 7875 887 776 655
30 8250 888 777 665
31 8625 888 777 766
32 9000 988 887 776
33 9375 999 888 777
34 9750 999 988 887
35 10125 999 999 888
36 10500 999 999 999
TH Saves
PD RS PP BW Sp Fo Re Wi
+0  8  7  5  3  6  0  1  2
+0  8  7  6  3  7  0  1  3
+0  9  8  6  4  7  0  1  3
+1  9  8  6  4  7  1  2  4
+1 10  9  7  4  8  1  2  4
+1 10  9  7  5  8  2  3  5
+2 11 10  8  5  9  2  3  5
+2 11 10  9  6  9  2  3  6
+2 12 10  9  6  9  3  4  6
+3 12 11  9  6 10  3  4  7
+3 13 11 10  7 10  4  5  7
+3 13 12 10  7 11  4  5  8
+4 13 12 10  8 11  4  5  8
+4 14 13 11  8 11  5  6  9
+4 14 13 11  8 12  5  6  9
+5 14 13 11  9 12  6  7 10
+5 15 14 12  9 13  6  7 10
+5 15 14 12 10 13  6  7 11
Requisites: Int 17, Wis 17
Alignment: any
HD/level: d4
Weapon Prof.: 1+level/4
To Hit Table: Wiz
Save Table: Wiz/Pri
Reference: DM {Planeshifted Bringer5}, Buffyverse
Groups: Wizard, Priest, Alternate
 
Exceptional Int bonus to spells.
Gets two schools or spheres per level. If you pick the same school/sphere twice, you are specialized in it.
Each level, get one "5th edition" pick from the choices below.
 
Levels Pick Description
Level 1-3: A Languages: +LVL Languages (can convert each to ½ a Nonweapon prof.)
B Misfit: -N Chr, +N SL's in progression (max N=LVL)
C Occult Knowledge: Legend Lore 45+5*LVL%
D Telekinesis: 1M: Target takes (LVL+2)*10' falling damage
E 1F: Dispel Magic
Level 4: Pick one from: Bringer5 Level 1-3, one Spellshaper5 Level 1-3, or Watcher5 Level 1-3
Level 5-7: F Addiction: If you are single classed, you do double effect with spells
G Nerd: +LVL stat points to Int or Wis
H Rat-ification: 1M: Target becomes a x0 rat (save)
I Sorcery: Can spend ½M+½V instead of 1M to cast spells
J 1F: Remove *Curse* (Heavy Curse)
Level 8: Pick one from: Bringer5 Level 5-7, Spellshaper5 Level 5-7, or Watcher5 Level 1-3
Level 9-12: K
L
M
N
O
Level 13: Pick one from Bringer5 Level 9-12, Spellshaper5 Level 9-12, Watcher5 Level 5-7, other5 Level 1-3
Level 14-18: P
Q
R
S
T
Level 18: Pick one from Bringer5 Level 14-18, Spellshaper5 Level 14-18, Watcher5 Level 9-12, other5 Level 5-7
Level 20-26: U
V
W
X
Y
Z Pick 1 Level 14-18 (or lower) pick from any "5th Edition" class (this may be picked multiple times)
Level 27-36: Pick one from Bringer5 Level 20-26, Spellshaper5 Level 20-26, Watcher5 Level 14-18, other5 Level 9-12

[PC9] Alternate Universe Group Classes


WWPRP2/3

Level KXP
Spells
1 0 (varies)
2 14 (varies)
3 42 (varies)
4 84 (varies)
5 140 (varies)
6 210 (varies)
7 294 (varies)
8 392 (varies)
9 504 (varies)
10 630 (varies)
11 770 (varies)
12 924 (varies)
13 1092 (varies)
14 1274 (varies)
15 1470 (varies)
16 1680 (varies)
17 1904 (varies)
18 2142 (varies)
19 2394 (varies)
20 2660 (varies)
21 2940 (varies)
22 3234 (varies)
23 3542 (varies)
24 3864 (varies)
25 4200 (varies)
26 4550 (varies)
27 4914 (varies)
28 5292 (varies)
29 5684 (varies)
30 6090 (varies)
31 6510 (varies)
32 6944 (varies)
33 7392 (varies)
34 7854 (varies)
35 8330 (varies)
36 8820 (varies)
TH Saves
PD RS PP BW Sp Fo Re Wi
+0  8  8  8  5  8  4  7  3
+1  8  9  8  5  8  4  7  3
+2  9  9  9  5  9  5  8  3
+3  9 10  9  5  9  5  8  4
+4 10 10  9  6 10  5  9  4
+5 10 11  9  6 10  6  9  5
+6 11 11 10  7 11  6 10  5
+7 11 12 10  8 11  7 10  6
+8 12 12 10  9 12  7 11  6
+9 12 11 10 10 10  5  7  7
+10 13 11 10 11 10  6  7  7
+11 13 12 11 12 11  6  8  8
+12 13 12 12 13 11  7  8  8
+13 14 13 13 14 11  7  9  9
+14 14 13 13 14 12  8  9  9
+15 14 13 14 14 12  8 10 10
+16 15 14 14 14 13  9 10 10
+17 15 14 14 14 13  9 11 11
Requisites: Str 9, Dex 9, Con 9, Int 14, Wis 14
Alignment: any
HD/level: d10
Weapon Prof.: 4+level/2
To Hit Table: War
Save Table: War/Wiz/Pri/Rog/Psi
Reference: DM {Planeshifted FMCTP1/2}
Groups: Custom, Alternate
 
This is a mixed class Warrior+Wizard+Priest+Rogue+Psionicist. You may pick 2nd or 3rd edition for each of the classes. Regardless of what classes comprise the FMCTP mix, you can ignore alignment restrictions for those classes.
Warrior is Fighter2, Fighter3, or Warrior3.
Wizard is Mage2, Sorcerer3, or Wizard3.
Priest is Cleric2 or Priest3.
Rogue is Thief2 or Rogue3.
Psionicist is Psi2, Psi3, or Psi3½ (AKA Psi3.5).
 
The saves are "pick the best of War, Wiz, Pri, Rog, Psi saves for each category".
 
Level 2: You may replace one of the classes with another class from the 5 given (e.g. you can drop Fighter and add Psionicist to be a Magic-User+Cleric+Thief+Psionicist+Psionicist). The XP and other data does not change.
Level 4: You may replace another class, as per Level 2.
Level 6: You may pick "30th edition" for classes.
Level 7: You may replace another class, as per Level 2.
Level 8: You may pick "1st edition" for classes.
Level 9: You may replace instances of Fighter with Paladin or Ranger; Magic-User with one of the standard 8 specialist types; Cleric with Druid or Healer; Thief with Acrobat, Assassin, Monk, or Bard; Psionicist with Psi(-2), Psi6, or Psi18. You can do this for any number of classes in the mix, the XP and other data does not change.
Level 10: You may replace another class, as per Level 2. Starting with this replacement, if another mixed-class combination is mixed with WWPRP2/3, you can replace one of the classes in that mix instead.
Level 12: You may add another (6th) class with one of the five standard classes. This extra class cannot be changed using the Level 9 ability. Again, the XP and other data does not change.
Level 14: You may replace another class, as per Level 10. If you replace the 6th class from the Level 12 ability, it still cannot be changed using the Level 9 ability.
Level 18: You may pick "0th edition" for classes.

[PC10] Mini-Classes Group


All Mini-Classes

"Mini-Classes" are a way for PCs to spend XP on things other than classes. Mini-Classes are not actually classes, but do use some of the mechanics of normal classes.
 
1. Each PC has 2 Mini-Class slots, which are different than (and in addition to) normal Class slots. You cannot pick the same Mini-Class twice. Mini-Classes do not affect "single classedness". Your character cannot consist solely of Mini-Classes; you must have at least one real class (x0 beings and "Normal Men" can ignore this rule).
2. Each Mini-Class has an XP cost and a level, like a normal class. The highest level you can have in a Mini-Class is HNCL (with no modifiers whatsover; it's your actual highest level).
3. Mini-Classes give nothing other than what they indicate. Unless noted, they do not give stat points, hit dice, or anything else that levels normally give. They cannot absorb negative level drain.
4. Mini-Classes do not have pre-requisites, but some abilities might be useless if you have low stats in the wrong place.
5. Mini-Classes with progressions do not get stat bonus innately, but a bonus could be added by some other means.
6. You may use Class Adjectives and "Level Books" on Mini-Classes. DM note: This seems rather inefficient though.
7. There are "Alternate" forms of every Mini-Class listed to the right of the normal Mini-Class; so effectively there are two Mini-Classes per page. However, you cannot take a Mini-Class and it's Alternate form at the same time. DM note: This was done primarily to fill white space (otherwise these sheets would be rather narrow with lots of empty space).

[PC10] Mini-Classes Group


Ability Score Points

Level KXP Effect Total
1 1 +1 ability score point (+1)
2 2 +1 ability score point (+2)
3 4 +1 ability score point (+3)
4 8 +1 ability score point (+4)
5 16 +1 ability score point (+5)
6 32 +1 ability score point (+6)
7 64 +1 ability score point (+7)
8 128 +1 ability score point (+8)
9 200 +1 ability score point (+9)
10 300 +1 ability score point (+10)
11 400 +1 ability score point (+11)
12 500 +1 ability score point (+12)
13 600 +1 ability score point (+13)
14 700 +1 ability score point (+14)
15 800 +1 ability score point (+15)
16 900 +1 ability score point (+16)
17 1000 +1 ability score point (+17)
18 1100 +1 ability score point (+18)
19 1200 +1 ability score point (+19)
20 1300 +1 ability score point (+20)
21 1400 +1 ability score point (+21)
22 1500 +1 ability score point (+22)
23 1600 +1 ability score point (+23)
24 1700 +1 ability score point (+24)
25 1800 +1 ability score point (+25)
26 1900 +1 ability score point (+26)
27 2000 +1 ability score point (+27)
28 2100 +1 ability score point (+28)
29 2200 +1 ability score point (+29)
30 2300 +1 ability score point (+30)
31 2400 +1 ability score point (+31)
32 2500 +1 ability score point (+32)
33 2600 +1 ability score point (+33)
34 2700 +1 ability score point (+34)
35 2800 +1 ability score point (+35)
36 2900 +1 ability score point (+36)
Alternate Effect Alt Total
One "held/sustained" stat (+0 and 1 held)
+1 ability score point (+1 and 1 held)
+1 ability score point (+2 and 1 held)
+1 ability score point (+3 and 1 held)
One "held/sustained" stat (+3 and 2 held)
+1 ability score point (+4 and 2 held)
+1 ability score point (+5 and 2 held)
+1 ability score point (+6 and 2 held)
One "held/sustained" stat (+6 and 3 held)
+1 ability score point (+7 and 3 held)
+1 ability score point (+8 and 3 held)
+1 ability score point (+9 and 3 held)
One "held/sustained" stat (+9 and 4 held)
+1 ability score point (+10 and 4 held)
+1 ability score point (+11 and 4 held)
+1 ability score point (+12 and 4 held)
One "held/sustained" stat (+12 and 5 held)
+1 ability score point (+13 and 5 held)
+1 ability score point (+14 and 5 held)
+1 ability score point (+15 and 5 held)
One "held/sustained" stat (+15 and 6 held)
+1 ability score point (+16 and 6 held)
+1 ability score point (+17 and 6 held)
+1 ability score point (+18 and 6 held)
One "held/sustained" stat (+18 and 7 held)
+1 ability score point (+19 and 7 held)
+1 ability score point (+20 and 7 held)
+1 ability score point (+21 and 7 held)
One "held/sustained" stat (+21 and 8 held)
+1 ability score point (+22 and 8 held)
+1 ability score point (+23 and 8 held)
+1 ability score point (+24 and 8 held)
One "held/sustained" stat (+24 and 9 held)
+1 ability score point (+25 and 9 held)
+1 ability score point (+26 and 9 held)
+1 ability score point (+27 and 9 held)

[PC10] Mini-Classes Group


Absolute Armor Class

Level KXP Effect
1 0.9 |AC| 3
2 1.8 |AC| 4
3 3.6 |AC| 5
4 7.2 |AC| 6
5 14.4 |AC| 7
6 28.8 |AC| 8
7 57.6 |AC| 9
8 115.2 |AC| 10
9 180 |AC| 11
10 270 |AC| 12
11 360 |AC| 13
12 450 |AC| 14
13 540 |AC| 15
14 630 |AC| 16
15 720 |AC| 17
16 810 |AC| 18
17 900 |AC| 19
18 990 |AC| 20
19 1080 |AC| 21
20 1170 |AC| 22
21 1260 |AC| 23
22 1350 |AC| 24
23 1440 |AC| 25
24 1530 |AC| 26
25 1620 |AC| 27
26 1710 |AC| 28
27 1800 |AC| 29
28 1890 |AC| 30
29 1980 |AC| 31
30 2070 |AC| 32
31 2160 |AC| 33
32 2250 |AC| 34
33 2340 |AC| 35
34 2430 |AC| 36
35 2520 |AC| 37
36 2610 |AC| 38
Alternate Effect
set AC 30
set AC 40
set AC 50
set AC 60
set AC 70
set AC 80
set AC 90
set AC 100
set AC 110
set AC 120
set AC 130
set AC 140
set AC 150
set AC 160
set AC 170
set AC 180
set AC 190
set AC 200
set AC 210
set AC 220
set AC 230
set AC 240
set AC 250
set AC 260
set AC 270
set AC 280
set AC 290
set AC 300
set AC 310
set AC 320
set AC 330
set AC 340
set AC 350
set AC 360
set AC 370
set AC 380

[PC10] Mini-Classes Group


Alignments

Level KXP Effect
1 10 +1 alignment
2 20 +1 alignment
3 30 +1 alignment
4 40 +1 alignment
5 50 +1 alignment
6 60 +1 alignment
7 70 +1 alignment
8 80 +1 alignment
9 90 +1 alignment
10 100 +1 alignment
11 110 +1 alignment
12 120 +1 alignment
13 130 +1 alignment
14 140 +1 alignment
15 150 +1 alignment
16 160 +1 alignment
17 170 +1 alignment
18 180 +1 alignment
19 190 +1 alignment
20 200 +1 alignment
21 210 +1 alignment
22 220 +1 alignment
23 230 +1 alignment
24 240 +1 alignment
25 250 +1 alignment
26 260 +1 alignment
27 270 +1 alignment
28 280 +1 alignment
29 290 +1 alignment
30 300 +1 alignment
31 310 +1 alignment
32 320 +1 alignment
33 330 +1 alignment
34 340 +1 alignment
35 350 +1 alignment
36 360 +1 alignment
 
This class affects how many alignments you are. You choose from your alignments which alignment you are against each effect.
Each level, choose from LG, LN, LE, TG, TN, TE, CG, CN, CE, or Nil.
If you are LX, TX, and CX (for any "X"), you may then choose AX or WX.
If you are XG, XN, and XE (for any "X"), you may then choose XJ or XS.

[PC10] Mini-Classes Group


Armor Class

Level KXP Effect Total
1 0.3 +1 AC (+1)
2 0.6 +1 AC (+2)
3 1.2 +1 AC (+3)
4 2.4 +1 AC (+4)
5 4.8 +1 AC (+5)
6 9.6 +1 AC (+6)
7 19.2 +1 AC (+7)
8 38.4 +1 AC (+8)
9 60 +1 AC (+9)
10 90 +1 AC (+10)
11 120 +1 AC (+11)
12 150 +1 AC (+12)
13 180 +1 AC (+13)
14 210 +1 AC (+14)
15 240 +1 AC (+15)
16 270 +1 AC (+16)
17 300 +1 AC (+17)
18 330 +1 AC (+18)
19 360 +1 AC (+19)
20 390 +1 AC (+20)
21 420 +1 AC (+21)
22 450 +1 AC (+22)
23 480 +1 AC (+23)
24 510 +1 AC (+24)
25 540 +1 AC (+25)
26 570 +1 AC (+26)
27 600 +1 AC (+27)
28 630 +1 AC (+28)
29 660 +1 AC (+29)
30 690 +1 AC (+30)
31 720 +1 AC (+31)
32 750 +1 AC (+32)
33 780 +1 AC (+33)
34 810 +1 AC (+34)
35 840 +1 AC (+35)
36 870 +1 AC (+36)
Alternate Effect Alt Total
+2 AT; you don't get AT from armor (+2)
+2 AT; you don't get AT from armor (+4)
+2 AT; you don't get AT from armor (+6)
+2 AT; you don't get AT from armor (+8)
+2 AT; you don't get AT from armor (+10)
+2 AT; you don't get AT from armor (+12)
+2 AT; you don't get AT from armor (+14)
+2 AT; you don't get AT from armor (+16)
+2 AT; you don't get AT from armor (+18)
+2 AT; you don't get AT from armor (+20)
+2 AT; you don't get AT from armor (+22)
+2 AT; you don't get AT from armor (+24)
+2 AT; you don't get AT from armor (+26)
+2 AT; you don't get AT from armor (+28)
+2 AT; you don't get AT from armor (+30)
+2 AT; you don't get AT from armor (+32)
+2 AT; you don't get AT from armor (+34)
+2 AT; you don't get AT from armor (+36)
+2 AT; you don't get AT from armor (+38)
+2 AT; you don't get AT from armor (+40)
+2 AT; you don't get AT from armor (+42)
+2 AT; you don't get AT from armor (+44)
+2 AT; you don't get AT from armor (+46)
+2 AT; you don't get AT from armor (+48)
+2 AT; you don't get AT from armor (+50)
+2 AT; you don't get AT from armor (+52)
+2 AT; you don't get AT from armor (+54)
+2 AT; you don't get AT from armor (+56)
+2 AT; you don't get AT from armor (+58)
+2 AT; you don't get AT from armor (+60)
+2 AT; you don't get AT from armor (+62)
+2 AT; you don't get AT from armor (+64)
+2 AT; you don't get AT from armor (+66)
+2 AT; you don't get AT from armor (+68)
+2 AT; you don't get AT from armor (+70)
+2 AT; you don't get AT from armor (+72)

[PC10] Mini-Classes Group


B Actions

Level KXP Effect Total
1 1 +1 B Action /r (+1)
2 2 +1 B Action /r (+2)
3 4 +1 B Action /r (+3)
4 8 +1 B Action /r (+4)
5 16 +1 B Action /r (+5)
6 32 +1 B Action /r (+6)
7 64 +1 B Action /r (+7)
8 128 +1 B Action /r (+8)
9 200 +1 B Action /r (+9)
10 300 +1 B Action /r (+10)
11 400 +1 B Action /r (+11)
12 500 +1 B Action /r (+12)
13 600 +1 B Action /r (+13)
14 700 +1 B Action /r (+14)
15 800 +1 B Action /r (+15)
16 900 +1 B Action /r (+16)
17 1000 +1 B Action /r (+17)
18 1100 +1 B Action /r (+18)
19 1200 +1 B Action /r (+19)
20 1300 +1 B Action /r (+20)
21 1400 +1 B Action /r (+21)
22 1500 +1 B Action /r (+22)
23 1600 +1 B Action /r (+23)
24 1700 +1 B Action /r (+24)
25 1800 +1 B Action /r (+25)
26 1900 +1 B Action /r (+26)
27 2000 +1 B Action /r (+27)
28 2100 +1 B Action /r (+28)
29 2200 +1 B Action /r (+29)
30 2300 +1 B Action /r (+30)
31 2400 +1 B Action /r (+31)
32 2500 +1 B Action /r (+32)
33 2600 +1 B Action /r (+33)
34 2700 +1 B Action /r (+34)
35 2800 +1 B Action /r (+35)
36 2900 +1 B Action /r (+36)
Alternate Effect Alt Total
+1 A' action /r (3A' -> 1QZ) (+1)
+1 A' action /r (3A' -> 1QZ) (+2)
+1 A' action /r (3A' -> 1QZ) (+3)
+1 A' action /r (3A' -> 1QZ) (+4)
+1 A' action /r (3A' -> 1QZ) (+5)
+1 A' action /r (3A' -> 1QZ) (+6)
+1 A' action /r (3A' -> 1QZ) (+7)
+1 A' action /r (3A' -> 1QZ) (+8)
+1 A' action /r (3A' -> 1QZ) (+9)
+1 A' action /r (3A' -> 1QZ) (+10)
+1 A' action /r (3A' -> 1QZ) (+11)
+1 A' action /r (3A' -> 1QZ) (+12)
+1 A' action /r (3A' -> 1QZ) (+13)
+1 A' action /r (3A' -> 1QZ) (+14)
+1 A' action /r (3A' -> 1QZ) (+15)
+1 A' action /r (3A' -> 1QZ) (+16)
+1 A' action /r (3A' -> 1QZ) (+17)
+1 A' action /r (3A' -> 1QZ) (+18)
+1 A' action /r (3A' -> 1QZ) (+19)
+1 A' action /r (3A' -> 1QZ) (+20)
+1 A' action /r (3A' -> 1QZ) (+21)
+1 A' action /r (3A' -> 1QZ) (+22)
+1 A' action /r (3A' -> 1QZ) (+23)
+1 A' action /r (3A' -> 1QZ) (+24)
+1 A' action /r (3A' -> 1QZ) (+25)
+1 A' action /r (3A' -> 1QZ) (+26)
+1 A' action /r (3A' -> 1QZ) (+27)
+1 A' action /r (3A' -> 1QZ) (+28)
+1 A' action /r (3A' -> 1QZ) (+29)
+1 A' action /r (3A' -> 1QZ) (+30)
+1 A' action /r (3A' -> 1QZ) (+31)
+1 A' action /r (3A' -> 1QZ) (+32)
+1 A' action /r (3A' -> 1QZ) (+33)
+1 A' action /r (3A' -> 1QZ) (+34)
+1 A' action /r (3A' -> 1QZ) (+35)
+1 A' action /r (3A' -> 1QZ) (+36)

[PC10] Mini-Classes Group


BlahR

Level KXP Effect Total
1 0.625 BlahR (RMPIR) +10% (+10%)
2 1.25 BlahR (RMPIR) +10% (+20%)
3 2.5 BlahR (RMPIR) +10% (+30%)
4 5 BlahR (RMPIR) +10% (+40%)
5 10 BlahR (RMPIR) +10% (+50%)
6 20 BlahR (RMPIR) +10% (+60%)
7 40 BlahR (RMPIR) +10% (+70%)
8 80 BlahR (RMPIR) +10% (+80%)
9 125 BlahR (RMPIR) +10% (+90%)
10 187.5 BlahR (RMPIR) +10% (+100%)
11 250 BlahR (RMPIR) +10% (+110%)
12 312.5 BlahR (RMPIR) +10% (+120%)
13 375 BlahR (RMPIR) +10% (+130%)
14 437.5 BlahR (RMPIR) +10% (+140%)
15 500 BlahR (RMPIR) +10% (+150%)
16 562.5 BlahR (RMPIR) +10% (+160%)
17 625 BlahR (RMPIR) +10% (+170%)
18 687.5 BlahR (RMPIR) +10% (+180%)
19 750 BlahR (RMPIR) +10% (+190%)
20 812.5 BlahR (RMPIR) +10% (+200%)
21 875 BlahR (RMPIR) +10% (+210%)
22 937.5 BlahR (RMPIR) +10% (+220%)
23 1000 BlahR (RMPIR) +10% (+230%)
24 1062.5 BlahR (RMPIR) +10% (+240%)
25 1125 BlahR (RMPIR) +10% (+250%)
26 1187.5 BlahR (RMPIR) +10% (+260%)
27 1250 BlahR (RMPIR) +10% (+270%)
28 1312.5 BlahR (RMPIR) +10% (+280%)
29 1375 BlahR (RMPIR) +10% (+290%)
30 1437.5 BlahR (RMPIR) +10% (+300%)
31 1500 BlahR (RMPIR) +10% (+310%)
32 1562.5 BlahR (RMPIR) +10% (+320%)
33 1625 BlahR (RMPIR) +10% (+330%)
34 1687.5 BlahR (RMPIR) +10% (+340%)
35 1750 BlahR (RMPIR) +10% (+350%)
36 1812.5 BlahR (RMPIR) +10% (+360%)
Alternate Effect Alt Total
aBlahR (aRaMaPaIR) +10% (+10%)
aBlahR (aRaMaPaIR) +10% (+20%)
aBlahR (aRaMaPaIR) +10% (+30%)
aBlahR (aRaMaPaIR) +10% (+40%)
aBlahR (aRaMaPaIR) +10% (+50%)
aBlahR (aRaMaPaIR) +10% (+60%)
aBlahR (aRaMaPaIR) +10% (+70%)
aBlahR (aRaMaPaIR) +10% (+80%)
aBlahR (aRaMaPaIR) +10% (+90%)
aBlahR (aRaMaPaIR) +10% (+100%)
aBlahR (aRaMaPaIR) +10% (+110%)
aBlahR (aRaMaPaIR) +10% (+120%)
aBlahR (aRaMaPaIR) +10% (+130%)
aBlahR (aRaMaPaIR) +10% (+140%)
aBlahR (aRaMaPaIR) +10% (+150%)
aBlahR (aRaMaPaIR) +10% (+160%)
aBlahR (aRaMaPaIR) +10% (+170%)
aBlahR (aRaMaPaIR) +10% (+180%)
aBlahR (aRaMaPaIR) +10% (+190%)
aBlahR (aRaMaPaIR) +10% (+200%)
aBlahR (aRaMaPaIR) +10% (+210%)
aBlahR (aRaMaPaIR) +10% (+220%)
aBlahR (aRaMaPaIR) +10% (+230%)
aBlahR (aRaMaPaIR) +10% (+240%)
aBlahR (aRaMaPaIR) +10% (+250%)
aBlahR (aRaMaPaIR) +10% (+260%)
aBlahR (aRaMaPaIR) +10% (+270%)
aBlahR (aRaMaPaIR) +10% (+280%)
aBlahR (aRaMaPaIR) +10% (+290%)
aBlahR (aRaMaPaIR) +10% (+300%)
aBlahR (aRaMaPaIR) +10% (+310%)
aBlahR (aRaMaPaIR) +10% (+320%)
aBlahR (aRaMaPaIR) +10% (+330%)
aBlahR (aRaMaPaIR) +10% (+340%)
aBlahR (aRaMaPaIR) +10% (+350%)
aBlahR (aRaMaPaIR) +10% (+360%)
 
You may take both forms of this Mini-class. Each still costs 1 Mini-class slot.

[PC10] Mini-Classes Group


BlahR Evasion

Level KXP Effect Total
1 1 25% of one BlahR Evasion (25%)
2 2 25% of one BlahR Evasion (50%)
3 4 25% of one BlahR Evasion (75%)
4 8 25% of one BlahR Evasion (100%)
5 16 25% of one BlahR Evasion (125%)
6 32 25% of one BlahR Evasion (150%)
7 64 25% of one BlahR Evasion (175%)
8 100 25% of one BlahR Evasion (200%)
9 150 25% of one BlahR Evasion (225%)
10 200 25% of one BlahR Evasion (250%)
11 250 25% of one BlahR Evasion (275%)
12 300 25% of one BlahR Evasion (300%)
13 350 25% of one BlahR Evasion (325%)
14 400 25% of one BlahR Evasion (350%)
15 450 25% of one BlahR Evasion (375%)
16 500 25% of one BlahR Evasion (400%)
17 550 25% of one BlahR Evasion (425%)
18 600 25% of one BlahR Evasion (450%)
19 650 25% of one BlahR Evasion (475%)
20 700 25% of one BlahR Evasion (500%)
21 750 25% of one BlahR Evasion (525%)
22 800 25% of one BlahR Evasion (550%)
23 850 25% of one BlahR Evasion (575%)
24 900 25% of one BlahR Evasion (600%)
25 950 25% of one BlahR Evasion (625%)
26 1000 25% of one BlahR Evasion (650%)
27 1050 25% of one BlahR Evasion (675%)
28 1100 25% of one BlahR Evasion (700%)
29 1150 25% of one BlahR Evasion (725%)
30 1200 25% of one BlahR Evasion (750%)
31 1250 25% of one BlahR Evasion (775%)
32 1300 25% of one BlahR Evasion (800%)
33 1350 25% of one BlahR Evasion (825%)
34 1400 25% of one BlahR Evasion (850%)
35 1450 25% of one BlahR Evasion (875%)
36 1500 25% of one BlahR Evasion (900%)
Alternate Effect Alt Total
10% to one oBlahR (10%)
10% to one oBlahR (20%)
10% to one oBlahR (30%)
10% to one oBlahR (40%)
10% to one oBlahR (50%)
10% to one oBlahR (60%)
10% to one oBlahR (70%)
10% to one oBlahR (80%)
10% to one oBlahR (90%)
10% to one oBlahR (100%)
10% to one oBlahR (110%)
10% to one oBlahR (120%)
10% to one oBlahR (130%)
10% to one oBlahR (140%)
10% to one oBlahR (150%)
10% to one oBlahR (160%)
10% to one oBlahR (170%)
10% to one oBlahR (180%)
10% to one oBlahR (190%)
10% to one oBlahR (200%)
10% to one oBlahR (210%)
10% to one oBlahR (220%)
10% to one oBlahR (230%)
10% to one oBlahR (240%)
10% to one oBlahR (250%)
10% to one oBlahR (260%)
10% to one oBlahR (270%)
10% to one oBlahR (280%)
10% to one oBlahR (290%)
10% to one oBlahR (300%)
10% to one oBlahR (310%)
10% to one oBlahR (320%)
10% to one oBlahR (330%)
10% to one oBlahR (340%)
10% to one oBlahR (350%)
10% to one oBlahR (360%)
 
Each level, pick a BlahR. You automatically Evade 25% of that BlahR.
For the Alternate version, instead you get oBlahR 10% (Offensive BlahR). This reduces their BlahR if they have it. If they don't have it (or if you have oBlahR left over), roll your oBlahR, if you make it, they take x2 effect.

[PC10] Mini-Classes Group


Capital Immuner

Level KXP Effect Total
1 6 Immune to a [C] section effect and it's Capital version (1)
2 12 Immune to a [C] section effect and it's Capital version (2)
3 24 Immune to a [C] section effect and it's Capital version (3)
4 48 Immune to a [C] section effect and it's Capital version (4)
5 96 Immune to a [C] section effect and it's Capital version (5)
6 192 Immune to a [C] section effect and it's Capital version (6)
7 384 Immune to a [C] section effect and it's Capital version (7)
8 600 Immune to a [C] section effect and it's Capital version (8)
9 900 Immune to a [C] section effect and it's Capital version (9)
10 1200 Immune to a [C] section effect and it's Capital version (10)
11 1500 Immune to a [C] section effect and it's Capital version (11)
12 1800 Immune to a [C] section effect and it's Capital version (12)
13 2100 Immune to a [C] section effect and it's Capital version (13)
14 2400 Immune to a [C] section effect and it's Capital version (14)
15 2700 Immune to a [C] section effect and it's Capital version (15)
16 3000 Immune to a [C] section effect and it's Capital version (16)
17 3300 Immune to a [C] section effect and it's Capital version (17)
18 3600 Immune to a [C] section effect and it's Capital version (18)
19 3900 Immune to a [C] section effect and it's Capital version (19)
20 4200 Immune to a [C] section effect and it's Capital version (20)
21 4500 Immune to a [C] section effect and it's Capital version (21)
22 4800 Immune to a [C] section effect and it's Capital version (22)
23 5100 Immune to a [C] section effect and it's Capital version (23)
24 5400 Immune to a [C] section effect and it's Capital version (24)
25 5700 Immune to a [C] section effect and it's Capital version (25)
26 6000 Immune to a [C] section effect and it's Capital version (26)
27 6300 Immune to a [C] section effect and it's Capital version (27)
28 6600 Immune to a [C] section effect and it's Capital version (28)
29 6900 Immune to a [C] section effect and it's Capital version (29)
30 7200 Immune to a [C] section effect and it's Capital version (30)
31 7500 Immune to a [C] section effect and it's Capital version (31)
32 7800 Immune to a [C] section effect and it's Capital version (32)
33 8100 Immune to a [C] section effect and it's Capital version (33)
34 8400 Immune to a [C] section effect and it's Capital version (34)
35 8700 Immune to a [C] section effect and it's Capital version (35)
36 9000 Immune to a [C] section effect and it's Capital version (36)
Alternate Effect Alt Total
Immune to an element; does "spread" (1)
Immune to an element; does "spread" (2)
Immune to an element; does "spread" (3)
Immune to an element; does "spread" (4)
Immune to an element; does "spread" (5)
Immune to an element; does "spread" (6)
Immune to an element; does "spread" (7)
Immune to an element; does "spread" (8)
Immune to an element; does "spread" (9)
Immune to an element; does "spread" (10)
Immune to an element; does "spread" (11)
Immune to an element; does "spread" (12)
Immune to an element; does "spread" (13)
Immune to an element; does "spread" (14)
Immune to an element; does "spread" (15)
Immune to an element; does "spread" (16)
Immune to an element; does "spread" (17)
Immune to an element; does "spread" (18)
Immune to an element; does "spread" (19)
Immune to an element; does "spread" (20)
Immune to an element; does "spread" (21)
Immune to an element; does "spread" (22)
Immune to an element; does "spread" (23)
Immune to an element; does "spread" (24)
Immune to an element; does "spread" (25)
Immune to an element; does "spread" (26)
Immune to an element; does "spread" (27)
Immune to an element; does "spread" (28)
Immune to an element; does "spread" (29)
Immune to an element; does "spread" (30)
Immune to an element; does "spread" (31)
Immune to an element; does "spread" (32)
Immune to an element; does "spread" (33)
Immune to an element; does "spread" (34)
Immune to an element; does "spread" (35)
Immune to an element; does "spread" (36)
 
"Hard to get to" [C] section effects (that do not have a lower case version, like Set and As You Are) cost this class 3 picks each.
Being immune to slay and Capital S Slay, or stun and Capital S Stun, with 1 pick is perfectly fine.

[PC10] Mini-Classes Group


Caster Level

Level KXP Effect Total
1 1.5 +1 CL in one class (+1)
2 3 +1 CL in one class (+2)
3 6 +1 CL in one class (+3)
4 12 +1 CL in one class (+4)
5 24 +1 CL in one class (+5)
6 48 +1 CL in one class (+6)
7 96 +1 CL in one class (+7)
8 192 +1 CL in one class (+8)
9 300 +1 CL in one class (+9)
10 450 +1 CL in one class (+10)
11 600 +1 CL in one class (+11)
12 750 +1 CL in one class (+12)
13 900 +1 CL in one class (+13)
14 1050 +1 CL in one class (+14)
15 1200 +1 CL in one class (+15)
16 1350 +1 CL in one class (+16)
17 1500 +1 CL in one class (+17)
18 1650 +1 CL in one class (+18)
19 1800 +1 CL in one class (+19)
20 1950 +1 CL in one class (+20)
21 2100 +1 CL in one class (+21)
22 2250 +1 CL in one class (+22)
23 2400 +1 CL in one class (+23)
24 2550 +1 CL in one class (+24)
25 2700 +1 CL in one class (+25)
26 2850 +1 CL in one class (+26)
27 3000 +1 CL in one class (+27)
28 3150 +1 CL in one class (+28)
29 3300 +1 CL in one class (+29)
30 3450 +1 CL in one class (+30)
31 3600 +1 CL in one class (+31)
32 3750 +1 CL in one class (+32)
33 3900 +1 CL in one class (+33)
34 4050 +1 CL in one class (+34)
35 4200 +1 CL in one class (+35)
36 4350 +1 CL in one class (+36)
Alternate Effect Alt Total
Your spells/psi shift blahR by -25% (-25%)
Your spells/psi shift blahR by -25% (-50%)
Your spells/psi shift blahR by -25% (-75%)
Your spells/psi shift blahR by -25% (-100%)
Your spells/psi shift blahR by -25% (-125%)
Your spells/psi shift blahR by -25% (-150%)
Your spells/psi shift blahR by -25% (-175%)
Your spells/psi shift blahR by -25% (-200%)
Your spells/psi shift blahR by -25% (-225%)
Your spells/psi shift blahR by -25% (-250%)
Your spells/psi shift blahR by -25% (-275%)
Your spells/psi shift blahR by -25% (-300%)
Your spells/psi shift blahR by -25% (-325%)
Your spells/psi shift blahR by -25% (-350%)
Your spells/psi shift blahR by -25% (-375%)
Your spells/psi shift blahR by -25% (-400%)
Your spells/psi shift blahR by -25% (-425%)
Your spells/psi shift blahR by -25% (-450%)
Your spells/psi shift blahR by -25% (-475%)
Your spells/psi shift blahR by -25% (-500%)
Your spells/psi shift blahR by -25% (-525%)
Your spells/psi shift blahR by -25% (-550%)
Your spells/psi shift blahR by -25% (-575%)
Your spells/psi shift blahR by -25% (-600%)
Your spells/psi shift blahR by -25% (-625%)
Your spells/psi shift blahR by -25% (-650%)
Your spells/psi shift blahR by -25% (-675%)
Your spells/psi shift blahR by -25% (-700%)
Your spells/psi shift blahR by -25% (-725%)
Your spells/psi shift blahR by -25% (-750%)
Your spells/psi shift blahR by -25% (-775%)
Your spells/psi shift blahR by -25% (-800%)
Your spells/psi shift blahR by -25% (-825%)
Your spells/psi shift blahR by -25% (-850%)
Your spells/psi shift blahR by -25% (-875%)
Your spells/psi shift blahR by -25% (-900%)

[PC10] Mini-Classes Group


Chr

Level KXP Effect Total
1 2 +2 set Chr; +10% Money * (+2; x1.1)
2 4 +2 set Chr; +10% Money * (+4; x1.2)
3 8 +2 set Chr; +10% Money * (+6; x1.3)
4 16 +2 set Chr; +10% Money * (+8; x1.4)
5 32 +2 set Chr; +10% Money * (+10; x1.5)
6 64 +2 set Chr; +10% Money * (+12; x1.6)
7 128 +2 set Chr; +10% Money * (+14; x1.7)
8 200 +2 set Chr; +10% Money * (+16; x1.8)
9 300 +2 set Chr; +10% Money * (+18; x1.9)
10 400 +2 set Chr; +10% Money * (+20; x2)
11 500 +2 set Chr; +10% Money * (+22; x2.1)
12 600 +2 set Chr; +10% Money * (+24; x2.2)
13 700 +2 set Chr; +10% Money * (+26; x2.3)
14 800 +2 set Chr; +10% Money * (+28; x2.4)
15 900 +2 set Chr; +10% Money * (+30; x2.5)
16 1000 +2 set Chr; +10% Money * (+32; x2.6)
17 1100 +2 set Chr; +10% Money * (+34; x2.7)
18 1200 +2 set Chr; +10% Money * (+36; x2.8)
19 1300 +2 set Chr; +10% Money * (+38; x2.9)
20 1400 +2 set Chr; +10% Money * (+40; x3)
21 1500 +2 set Chr; +10% Money * (+42; x3.1)
22 1600 +2 set Chr; +10% Money * (+44; x3.2)
23 1700 +2 set Chr; +10% Money * (+46; x3.3)
24 1800 +2 set Chr; +10% Money * (+48; x3.4)
25 1900 +2 set Chr; +10% Money * (+50; x3.5)
26 2000 +2 set Chr; +10% Money * (+52; x3.6)
27 2100 +2 set Chr; +10% Money * (+54; x3.7)
28 2200 +2 set Chr; +10% Money * (+56; x3.8)
29 2300 +2 set Chr; +10% Money * (+58; x3.9)
30 2400 +2 set Chr; +10% Money * (+60; x4)
31 2500 +2 set Chr; +10% Money * (+62; x4.1)
32 2600 +2 set Chr; +10% Money * (+64; x4.2)
33 2700 +2 set Chr; +10% Money * (+66; x4.3)
34 2800 +2 set Chr; +10% Money * (+68; x4.4)
35 2900 +2 set Chr; +10% Money * (+70; x4.5)
36 3000 +2 set Chr; +10% Money * (+72; x4.6)
Alt1 Effect Alt2 Effect Alt Total
+4 set Presence (prog. bonus); * +4 set Leadership (followers); * (+4)
+4 set Presence (prog. bonus); * +4 set Leadership (followers); * (+8)
+4 set Presence (prog. bonus); * +4 set Leadership (followers); * (+12)
+4 set Presence (prog. bonus); * +4 set Leadership (followers); * (+16)
+4 set Presence (prog. bonus); * +4 set Leadership (followers); * (+20)
+4 set Presence (prog. bonus); * +4 set Leadership (followers); * (+24)
+4 set Presence (prog. bonus); * +4 set Leadership (followers); * (+28)
+4 set Presence (prog. bonus); * +4 set Leadership (followers); * (+32)
+4 set Presence (prog. bonus); * +4 set Leadership (followers); * (+36)
+4 set Presence (prog. bonus); * +4 set Leadership (followers); * (+40)
+4 set Presence (prog. bonus); * +4 set Leadership (followers); * (+44)
+4 set Presence (prog. bonus); * +4 set Leadership (followers); * (+48)
+4 set Presence (prog. bonus); * +4 set Leadership (followers); * (+52)
+4 set Presence (prog. bonus); * +4 set Leadership (followers); * (+56)
+4 set Presence (prog. bonus); * +4 set Leadership (followers); * (+60)
+4 set Presence (prog. bonus); * +4 set Leadership (followers); * (+64)
+4 set Presence (prog. bonus); * +4 set Leadership (followers); * (+68)
+4 set Presence (prog. bonus); * +4 set Leadership (followers); * (+72)
+4 set Presence (prog. bonus); * +4 set Leadership (followers); * (+76)
+4 set Presence (prog. bonus); * +4 set Leadership (followers); * (+80)
+4 set Presence (prog. bonus); * +4 set Leadership (followers); * (+84)
+4 set Presence (prog. bonus); * +4 set Leadership (followers); * (+88)
+4 set Presence (prog. bonus); * +4 set Leadership (followers); * (+92)
+4 set Presence (prog. bonus); * +4 set Leadership (followers); * (+96)
+4 set Presence (prog. bonus); * +4 set Leadership (followers); * (+100)
+4 set Presence (prog. bonus); * +4 set Leadership (followers); * (+104)
+4 set Presence (prog. bonus); * +4 set Leadership (followers); * (+108)
+4 set Presence (prog. bonus); * +4 set Leadership (followers); * (+112)
+4 set Presence (prog. bonus); * +4 set Leadership (followers); * (+116)
+4 set Presence (prog. bonus); * +4 set Leadership (followers); * (+120)
+4 set Presence (prog. bonus); * +4 set Leadership (followers); * (+124)
+4 set Presence (prog. bonus); * +4 set Leadership (followers); * (+128)
+4 set Presence (prog. bonus); * +4 set Leadership (followers); * (+132)
+4 set Presence (prog. bonus); * +4 set Leadership (followers); * (+136)
+4 set Presence (prog. bonus); * +4 set Leadership (followers); * (+140)
+4 set Presence (prog. bonus); * +4 set Leadership (followers); * (+144)
 
This class gives +1 rank of Exceptional Chr which stacks on top on what you already have (unless the source says it can't be improved).
Sustain Chr, Cml.
All three forms of the class gives +10% Money per level.
The Alternate versions cannot use ability score sleazing for Chr.

[PC10] Mini-Classes Group


Con

Level KXP Effect Total
1 2 +2 set Con; Regen +1 hp/s * (+2; +1/s)
2 4 +2 set Con; Regen +2 hp/s * (+4; +3/s)
3 8 +2 set Con; Regen +3 hp/s * (+6; +6/s)
4 16 +2 set Con; Regen +4 hp/s * (+8; +10/s)
5 32 +2 set Con; Regen +5 hp/s * (+10; +15/s)
6 64 +2 set Con; Regen +6 hp/s * (+12; +21/s)
7 128 +2 set Con; Regen +7 hp/s * (+14; +28/s)
8 200 +2 set Con; Regen +8 hp/s * (+16; +36/s)
9 300 +2 set Con; Regen +9 hp/s * (+18; +45/s)
10 400 +2 set Con; Regen +10 hp/s * (+20; +55/s)
11 500 +2 set Con; Regen +11 hp/s * (+22; +66/s)
12 600 +2 set Con; Regen +12 hp/s * (+24; +78/s)
13 700 +2 set Con; Regen +13 hp/s * (+26; +91/s)
14 800 +2 set Con; Regen +14 hp/s * (+28; +105/s)
15 900 +2 set Con; Regen +15 hp/s * (+30; +120/s)
16 1000 +2 set Con; Regen +16 hp/s * (+32; +136/s)
17 1100 +2 set Con; Regen +17 hp/s * (+34; +153/s)
18 1200 +2 set Con; Regen +18 hp/s * (+36; +171/s)
19 1300 +2 set Con; Regen +19 hp/s * (+38; +190/s)
20 1400 +2 set Con; Regen +20 hp/s * (+40; +210/s)
21 1500 +2 set Con; Regen +21 hp/s * (+42; +231/s)
22 1600 +2 set Con; Regen +22 hp/s * (+44; +253/s)
23 1700 +2 set Con; Regen +23 hp/s * (+46; +276/s)
24 1800 +2 set Con; Regen +24 hp/s * (+48; +300/s)
25 1900 +2 set Con; Regen +25 hp/s * (+50; +325/s)
26 2000 +2 set Con; Regen +26 hp/s * (+52; +351/s)
27 2100 +2 set Con; Regen +27 hp/s * (+54; +378/s)
28 2200 +2 set Con; Regen +28 hp/s * (+56; +406/s)
29 2300 +2 set Con; Regen +29 hp/s * (+58; +435/s)
30 2400 +2 set Con; Regen +30 hp/s * (+60; +465/s)
31 2500 +2 set Con; Regen +31 hp/s * (+62; +496/s)
32 2600 +2 set Con; Regen +32 hp/s * (+64; +528/s)
33 2700 +2 set Con; Regen +33 hp/s * (+66; +561/s)
34 2800 +2 set Con; Regen +34 hp/s * (+68; +595/s)
35 2900 +2 set Con; Regen +35 hp/s * (+70; +630/s)
36 3000 +2 set Con; Regen +36 hp/s * (+72; +666/s)
Alt1 Effect Alt2 Effect Alt Total
+4 set Fitness (hp bonus) +4 set Health (Fort saves); * (+4)
+4 set Fitness (hp bonus) +4 set Health (Fort saves); * (+8)
+4 set Fitness (hp bonus) +4 set Health (Fort saves); * (+12)
+4 set Fitness (hp bonus) +4 set Health (Fort saves); * (+16)
+4 set Fitness (hp bonus) +4 set Health (Fort saves); * (+20)
+4 set Fitness (hp bonus) +4 set Health (Fort saves); * (+24)
+4 set Fitness (hp bonus) +4 set Health (Fort saves); * (+28)
+4 set Fitness (hp bonus) +4 set Health (Fort saves); * (+32)
+4 set Fitness (hp bonus) +4 set Health (Fort saves); * (+36)
+4 set Fitness (hp bonus) +4 set Health (Fort saves); * (+40)
+4 set Fitness (hp bonus) +4 set Health (Fort saves); * (+44)
+4 set Fitness (hp bonus) +4 set Health (Fort saves); * (+48)
+4 set Fitness (hp bonus) +4 set Health (Fort saves); * (+52)
+4 set Fitness (hp bonus) +4 set Health (Fort saves); * (+56)
+4 set Fitness (hp bonus) +4 set Health (Fort saves); * (+60)
+4 set Fitness (hp bonus) +4 set Health (Fort saves); * (+64)
+4 set Fitness (hp bonus) +4 set Health (Fort saves); * (+68)
+4 set Fitness (hp bonus) +4 set Health (Fort saves); * (+72)
+4 set Fitness (hp bonus) +4 set Health (Fort saves); * (+76)
+4 set Fitness (hp bonus) +4 set Health (Fort saves); * (+80)
+4 set Fitness (hp bonus) +4 set Health (Fort saves); * (+84)
+4 set Fitness (hp bonus) +4 set Health (Fort saves); * (+88)
+4 set Fitness (hp bonus) +4 set Health (Fort saves); * (+92)
+4 set Fitness (hp bonus) +4 set Health (Fort saves); * (+96)
+4 set Fitness (hp bonus) +4 set Health (Fort saves); * (+100)
+4 set Fitness (hp bonus) +4 set Health (Fort saves); * (+104)
+4 set Fitness (hp bonus) +4 set Health (Fort saves); * (+108)
+4 set Fitness (hp bonus) +4 set Health (Fort saves); * (+112)
+4 set Fitness (hp bonus) +4 set Health (Fort saves); * (+116)
+4 set Fitness (hp bonus) +4 set Health (Fort saves); * (+120)
+4 set Fitness (hp bonus) +4 set Health (Fort saves); * (+124)
+4 set Fitness (hp bonus) +4 set Health (Fort saves); * (+128)
+4 set Fitness (hp bonus) +4 set Health (Fort saves); * (+132)
+4 set Fitness (hp bonus) +4 set Health (Fort saves); * (+136)
+4 set Fitness (hp bonus) +4 set Health (Fort saves); * (+140)
+4 set Fitness (hp bonus) +4 set Health (Fort saves); * (+144)
 
This class gives +1 rank of Exceptional Con which stacks on top on what you already have (unless the source says it can't be improved).
Sustain Con.
The Regen is not Troll-like. You will die in 1 round if you exceed your "regen buffer" of -10-(Regen rate/s)*10.
The Alternate versions cannot use ability score sleazing for Con.
The Alt2 side (Health) gets the Regen rare. The Alt1 side (Fitness) does not.

[PC10] Mini-Classes Group


Concordant Spell Progression

Level KXP Concordant
123 456 789 [ABC]
1 4 1-- --- --- [---]
2 8 2-- --- --- [---]
3 16 3-- --- --- [---]
4 32 31- --- --- [---]
5 64 32- --- --- [---]
6 128 33- --- --- [---]
7 256 431 --- --- [---]
8 512 432 --- --- [---]
9 800 433 --- --- [---]
10 1200 443 1-- --- [---]
11 1600 543 2-- --- [---]
12 2000 543 3-- --- [---]
13 2400 544 31- --- [---]
14 2800 554 32- --- [---]
15 3200 654 33- --- [---]
16 3600 654 431 --- [---]
17 4000 655 432 --- [---]
18 4400 665 433 --- [---]
19 4800 765 443 1-- [---]
20 5200 765 543 2-- [---]
21 5600 766 543 3-- [---]
22 6000 776 544 31- [---]
23 6400 876 554 32- [---]
24 6800 876 654 33- [---]
25 7200 877 654 431 [---]
26 7600 887 655 432 [---]
27 8000 987 665 433 [---]
28 8400 987 765 443 [1--]
29 8800 988 765 543 [2--]
30 9200 998 766 543 [3--]
31 9600 A98 776 544 [31-]
32 10000 A98 876 554 [32-]
33 10400 A99 876 654 [33-]
34 10800 AA9 877 654 [431]
35 11200 BA9 887 655 [432]
36 11600 BA9 987 665 [433]
Alternate
123 456 789 [ABC DE]
1-- --- --- [--- --]
11- --- --- [--- --]
21- --- --- [--- --]
22- --- --- [--- --]
221 --- --- [--- --]
321 --- --- [--- --]
322 --- --- [--- --]
322 1-- --- [--- --]
322 2-- --- [--- --]
332 2-- --- [--- --]
332 21- --- [--- --]
332 22- --- [--- --]
332 221 --- [--- --]
332 222 --- [--- --]
333 222 --- [--- --]
333 222 1-- [--- --]
333 222 2-- [--- --]
333 222 21- [--- --]
333 222 22- [--- --]
333 322 22- [--- --]
333 322 221 [--- --]
333 322 222 [--- --]
333 322 222 [1-- --]
333 322 222 [2-- --]
333 332 222 [2-- --]
333 332 222 [21- --]
333 332 222 [22- --]
333 333 222 [22- --]
333 333 222 [221 --]
333 333 222 [222 --]
333 333 322 [222 --]
333 333 322 [222 1-]
333 333 322 [222 2-]
333 333 332 [222 2-]
333 333 332 [222 21]
333 333 332 [222 22]
 
SL 1-9: Choose spells from any x1 Concordant spell charts you know. Each such spell is only 1 spell slot on this progression. This is an exception to the rule that unusual spell charts require 2 spell slots each per slot. The "Mortal0" spell chart is automatically known. Other charts may be gained by spending a Research Point during a reset, or by learning the class.
SL 10+: Choose spells from any x1 or x2 Concordant spell charts you know. This is a x1 class so the resultant spells will be considered x1 effects (unless you yourself is x2 or better).

[PC10] Mini-Classes Group


Custom Mini9.1

Level KXP
1 4
2 8
3 12
4 20
5 40
6 60
7 120
8 240
9 400
10 800
11 1200
12 1600
13 2000
14 2400
15 2800
16 3200
17 3600
18 4000
19 4400
20 4800
21 5200
22 5600
23 6000
24 6400
25 6800
26 7200
27 7600
28 8000
29 8400
30 8800
31 9200
32 9600
33 10000
34 10400
35 10800
36 11200
 
Gets two picks per level.
 
These are one pick each:
+1 Ability Score Point
+1V action and +3" move rate
Armor Class +5
BlahR: +20% among RMPIR
BlahR Evasion: +25% among RMPIR Evasion
Caster Level +1 in one class
Damage +4 with physical attacks
Hit Points +15
Immune: One specific spell/psionic ability (by name)
Plus Needed: +1 weapon needed to hit you (stacks with itself)
Resist one [C] section effect
Resist one element (any E factor, doesn't spread)
Saving Throws +3
Saving Throws +10 distributed among save categories
Secondary (Non-Professional) Skill +1
Subordinates: +1 to rhp
To Hit +3
 
These are two picks each:
1 Ability Score Held or Sustained
+1α action (1α -> 1V; 2α -> 1S; 3α -> 1F; 1α+1V -> 1S)
Immune: One [C] section effect
Immune: One Element (any E factor, doesn't spread)
Research Points +1 (not per reset, just once)
Subordinates: +1 to offensive or defensive DL

[PC10] Mini-Classes Group


Damage

Level KXP Effect Total
1 0.3 +1 damage (with weapons) (+1)
2 0.6 +1 damage (with weapons) (+2)
3 1.2 +1 damage (with weapons) (+3)
4 2.4 +1 damage (with weapons) (+4)
5 4.8 +1 damage (with weapons) (+5)
6 9.6 +1 damage (with weapons) (+6)
7 19.2 +1 damage (with weapons) (+7)
8 38.4 +1 damage (with weapons) (+8)
9 60 +1 damage (with weapons) (+9)
10 90 +1 damage (with weapons) (+10)
11 120 +1 damage (with weapons) (+11)
12 150 +1 damage (with weapons) (+12)
13 180 +1 damage (with weapons) (+13)
14 210 +1 damage (with weapons) (+14)
15 240 +1 damage (with weapons) (+15)
16 270 +1 damage (with weapons) (+16)
17 300 +1 damage (with weapons) (+17)
18 330 +1 damage (with weapons) (+18)
19 360 +1 damage (with weapons) (+19)
20 390 +1 damage (with weapons) (+20)
21 420 +1 damage (with weapons) (+21)
22 450 +1 damage (with weapons) (+22)
23 480 +1 damage (with weapons) (+23)
24 510 +1 damage (with weapons) (+24)
25 540 +1 damage (with weapons) (+25)
26 570 +1 damage (with weapons) (+26)
27 600 +1 damage (with weapons) (+27)
28 630 +1 damage (with weapons) (+28)
29 660 +1 damage (with weapons) (+29)
30 690 +1 damage (with weapons) (+30)
31 720 +1 damage (with weapons) (+31)
32 750 +1 damage (with weapons) (+32)
33 780 +1 damage (with weapons) (+33)
34 810 +1 damage (with weapons) (+34)
35 840 +1 damage (with weapons) (+35)
36 870 +1 damage (with weapons) (+36)
Alternate Effect Alt Total
+1 damage per die (with spells / psi) (+1)
+1 damage per die (with spells / psi) (+2)
+1 damage per die (with spells / psi) (+3)
+1 damage per die (with spells / psi) (+4)
+1 damage per die (with spells / psi) (+5)
+1 damage per die (with spells / psi) (+6)
+1 damage per die (with spells / psi) (+7)
+1 damage per die (with spells / psi) (+8)
+1 damage per die (with spells / psi) (+9)
+1 damage per die (with spells / psi) (+10)
+1 damage per die (with spells / psi) (+11)
+1 damage per die (with spells / psi) (+12)
+1 damage per die (with spells / psi) (+13)
+1 damage per die (with spells / psi) (+14)
+1 damage per die (with spells / psi) (+15)
+1 damage per die (with spells / psi) (+16)
+1 damage per die (with spells / psi) (+17)
+1 damage per die (with spells / psi) (+18)
+1 damage per die (with spells / psi) (+19)
+1 damage per die (with spells / psi) (+20)
+1 damage per die (with spells / psi) (+21)
+1 damage per die (with spells / psi) (+22)
+1 damage per die (with spells / psi) (+23)
+1 damage per die (with spells / psi) (+24)
+1 damage per die (with spells / psi) (+25)
+1 damage per die (with spells / psi) (+26)
+1 damage per die (with spells / psi) (+27)
+1 damage per die (with spells / psi) (+28)
+1 damage per die (with spells / psi) (+29)
+1 damage per die (with spells / psi) (+30)
+1 damage per die (with spells / psi) (+31)
+1 damage per die (with spells / psi) (+32)
+1 damage per die (with spells / psi) (+33)
+1 damage per die (with spells / psi) (+34)
+1 damage per die (with spells / psi) (+35)
+1 damage per die (with spells / psi) (+36)

[PC10] Mini-Classes Group


Damage Resistance

Level KXP Version1 Effect
1 0.8 inDR 2/+1
2 1.6 inDR 4/+2
3 3.2 inDR 6/+3
4 6.4 inDR 8/+4
5 12.8 inDR 10/+5
6 25.6 inDR 12/+6
7 51.2 inDR 14/+7
8 102.4 inDR 16/+8
9 160 inDR 18/+9
10 240 inDR 20/+10
11 320 inDR 22/+11
12 400 inDR 24/+12
13 480 inDR 26/+13
14 560 inDR 28/+14
15 640 inDR 30/+15
16 720 inDR 32/+16
17 800 inDR 34/+17
18 880 inDR 36/+18
19 960 inDR 38/+19
20 1040 inDR 40/+20
21 1120 inDR 42/+21
22 1200 inDR 44/+22
23 1280 inDR 46/+23
24 1360 inDR 48/+24
25 1440 inDR 50/+25
26 1520 inDR 52/+26
27 1600 inDR 54/+27
28 1680 inDR 56/+28
29 1760 inDR 58/+29
30 1840 inDR 60/+30
31 1920 inDR 62/+31
32 2000 inDR 64/+32
33 2080 inDR 66/+33
34 2160 inDR 68/+34
35 2240 inDR 70/+35
36 2320 inDR 72/+36
Version2 Effect
-1 per physical attack
-2 per physical attack
-3 per physical attack
-4 per physical attack
-5 per physical attack
-6 per physical attack
-7 per physical attack
-8 per physical attack
-9 per physical attack
-10 per physical attack
-11 per physical attack
-12 per physical attack
-13 per physical attack
-14 per physical attack
-15 per physical attack
-16 per physical attack
-17 per physical attack
-18 per physical attack
-19 per physical attack
-20 per physical attack
-21 per physical attack
-22 per physical attack
-23 per physical attack
-24 per physical attack
-25 per physical attack
-26 per physical attack
-27 per physical attack
-28 per physical attack
-29 per physical attack
-30 per physical attack
-31 per physical attack
-32 per physical attack
-33 per physical attack
-34 per physical attack
-35 per physical attack
-36 per physical attack
Version3 Effect
silver or magic weapon needed to hit you
+0 weapon needed to hit you
+1 weapon needed to hit you
+2 weapon needed to hit you
+3 weapon needed to hit you
+4 weapon needed to hit you
+5 weapon needed to hit you
+6 weapon needed to hit you
+7 weapon needed to hit you
+8 weapon needed to hit you
+9 weapon needed to hit you
+10 weapon needed to hit you
+11 weapon needed to hit you
+12 weapon needed to hit you
+13 weapon needed to hit you
+14 weapon needed to hit you
+15 weapon needed to hit you
+16 weapon needed to hit you
+17 weapon needed to hit you
+18 weapon needed to hit you
+19 weapon needed to hit you
+20 weapon needed to hit you
+21 weapon needed to hit you
+22 weapon needed to hit you
+23 weapon needed to hit you
+24 weapon needed to hit you
+25 weapon needed to hit you
+26 weapon needed to hit you
+27 weapon needed to hit you
+28 weapon needed to hit you
+29 weapon needed to hit you
+30 weapon needed to hit you
+31 weapon needed to hit you
+32 weapon needed to hit you
+33 weapon needed to hit you
+34 weapon needed to hit you
This class has two alternate versions (so it has three versions total). "Version1" is the "Normal" version; the others are "Alternates".
inDR is "irreducible, non-ignorable" DR.

[PC10] Mini-Classes Group


Dex

Level KXP Effect Total
1 2 +2 set Dex (+2)
2 4 +2 set Dex (+4)
3 8 +2 set Dex (+6)
4 16 +2 set Dex (+8)
5 32 +2 set Dex (+10)
6 64 +2 set Dex (+12)
7 128 +2 set Dex (+14)
8 200 +2 set Dex (+16)
9 300 +2 set Dex (+18)
10 400 +2 set Dex (+20)
11 500 +2 set Dex (+22)
12 600 +2 set Dex (+24)
13 700 +2 set Dex (+26)
14 800 +2 set Dex (+28)
15 900 +2 set Dex (+30)
16 1000 +2 set Dex (+32)
17 1100 +2 set Dex (+34)
18 1200 +2 set Dex (+36)
19 1300 +2 set Dex (+38)
20 1400 +2 set Dex (+40)
21 1500 +2 set Dex (+42)
22 1600 +2 set Dex (+44)
23 1700 +2 set Dex (+46)
24 1800 +2 set Dex (+48)
25 1900 +2 set Dex (+50)
26 2000 +2 set Dex (+52)
27 2100 +2 set Dex (+54)
28 2200 +2 set Dex (+56)
29 2300 +2 set Dex (+58)
30 2400 +2 set Dex (+60)
31 2500 +2 set Dex (+62)
32 2600 +2 set Dex (+64)
33 2700 +2 set Dex (+66)
34 2800 +2 set Dex (+68)
35 2900 +2 set Dex (+70)
36 3000 +2 set Dex (+72)
Alt1 Effect Alt2 Effect Alt Total
+4 set Coordination (TH) +4 set Balance/Reflex (AC) (+4)
+4 set Coordination (TH) +4 set Balance/Reflex (AC) (+8)
+4 set Coordination (TH) +4 set Balance/Reflex (AC) (+12)
+4 set Coordination (TH) +4 set Balance/Reflex (AC) (+16)
+4 set Coordination (TH) +4 set Balance/Reflex (AC) (+20)
+4 set Coordination (TH) +4 set Balance/Reflex (AC) (+24)
+4 set Coordination (TH) +4 set Balance/Reflex (AC) (+28)
+4 set Coordination (TH) +4 set Balance/Reflex (AC) (+32)
+4 set Coordination (TH) +4 set Balance/Reflex (AC) (+36)
+4 set Coordination (TH) +4 set Balance/Reflex (AC) (+40)
+4 set Coordination (TH) +4 set Balance/Reflex (AC) (+44)
+4 set Coordination (TH) +4 set Balance/Reflex (AC) (+48)
+4 set Coordination (TH) +4 set Balance/Reflex (AC) (+52)
+4 set Coordination (TH) +4 set Balance/Reflex (AC) (+56)
+4 set Coordination (TH) +4 set Balance/Reflex (AC) (+60)
+4 set Coordination (TH) +4 set Balance/Reflex (AC) (+64)
+4 set Coordination (TH) +4 set Balance/Reflex (AC) (+68)
+4 set Coordination (TH) +4 set Balance/Reflex (AC) (+72)
+4 set Coordination (TH) +4 set Balance/Reflex (AC) (+76)
+4 set Coordination (TH) +4 set Balance/Reflex (AC) (+80)
+4 set Coordination (TH) +4 set Balance/Reflex (AC) (+84)
+4 set Coordination (TH) +4 set Balance/Reflex (AC) (+88)
+4 set Coordination (TH) +4 set Balance/Reflex (AC) (+92)
+4 set Coordination (TH) +4 set Balance/Reflex (AC) (+96)
+4 set Coordination (TH) +4 set Balance/Reflex (AC) (+100)
+4 set Coordination (TH) +4 set Balance/Reflex (AC) (+104)
+4 set Coordination (TH) +4 set Balance/Reflex (AC) (+108)
+4 set Coordination (TH) +4 set Balance/Reflex (AC) (+112)
+4 set Coordination (TH) +4 set Balance/Reflex (AC) (+116)
+4 set Coordination (TH) +4 set Balance/Reflex (AC) (+120)
+4 set Coordination (TH) +4 set Balance/Reflex (AC) (+124)
+4 set Coordination (TH) +4 set Balance/Reflex (AC) (+128)
+4 set Coordination (TH) +4 set Balance/Reflex (AC) (+132)
+4 set Coordination (TH) +4 set Balance/Reflex (AC) (+136)
+4 set Coordination (TH) +4 set Balance/Reflex (AC) (+140)
+4 set Coordination (TH) +4 set Balance/Reflex (AC) (+144)
 
This class gives +1 rank of Exceptional Dex which stacks on top on what you already have (unless the source says it can't be improved).
Sustain Dex.
You get the bonus P,V actions based on high Dex used in earlier versions of the Collective.
Take N=Dex-14 (this can't be improved), spend N=4 for +1V, spend N=8 for +1P (so at Dex 22 you can have either +2V or +1P).
The Alternate versions cannot use ability score sleazing for Dex.

[PC10] Mini-Classes Group


Divisor Saves

Level KXP Effect
1 0 What you need when saving = (save DC)÷1
2 1 What you need when saving = (save DC)÷2
3 2 What you need when saving = (save DC)÷3
4 4 What you need when saving = (save DC)÷4
5 8 What you need when saving = (save DC)÷5
6 16 What you need when saving = (save DC)÷6
7 32 What you need when saving = (save DC)÷7
8 64 What you need when saving = (save DC)÷8
9 128 What you need when saving = (save DC)÷9
10 200 What you need when saving = (save DC)÷10
11 300 What you need when saving = (save DC)÷11
12 400 What you need when saving = (save DC)÷12
13 500 What you need when saving = (save DC)÷13
14 600 What you need when saving = (save DC)÷14
15 700 What you need when saving = (save DC)÷15
16 800 What you need when saving = (save DC)÷16
17 900 What you need when saving = (save DC)÷17
18 1000 What you need when saving = (save DC)÷18
19 1100 What you need when saving = (save DC)÷19
20 1200 What you need when saving = (save DC)÷20
21 1300 What you need when saving = (save DC)÷21
22 1400 What you need when saving = (save DC)÷22
23 1500 What you need when saving = (save DC)÷23
24 1600 What you need when saving = (save DC)÷24
25 1700 What you need when saving = (save DC)÷25
26 1800 What you need when saving = (save DC)÷26
27 1900 What you need when saving = (save DC)÷27
28 2000 What you need when saving = (save DC)÷28
29 2100 What you need when saving = (save DC)÷29
30 2200 What you need when saving = (save DC)÷30
31 2300 What you need when saving = (save DC)÷31
32 2400 What you need when saving = (save DC)÷32
33 2500 What you need when saving = (save DC)÷33
34 2600 What you need when saving = (save DC)÷34
35 2700 What you need when saving = (save DC)÷35
36 2800 What you need when saving = (save DC)÷36
 
You operate like a monster when rolling saving throws: Divide the save's DC by your LVL (in this class), rounded up, and this is what you need to save.
A natural 1 still fails and a natural 20 still succeeds.
Your actual save bonuses from all sources (classes, items, effects) is ignored. True Saves shifts and Luckstones still work, however.

[PC10] Mini-Classes Group


Divisor To Hit

Level KXP Effect
1 0 What you need to hit = (target's AC)÷1
2 1 What you need to hit = (target's AC)÷2
3 2 What you need to hit = (target's AC)÷3
4 4 What you need to hit = (target's AC)÷4
5 8 What you need to hit = (target's AC)÷5
6 16 What you need to hit = (target's AC)÷6
7 32 What you need to hit = (target's AC)÷7
8 64 What you need to hit = (target's AC)÷8
9 128 What you need to hit = (target's AC)÷9
10 200 What you need to hit = (target's AC)÷10
11 300 What you need to hit = (target's AC)÷11
12 400 What you need to hit = (target's AC)÷12
13 500 What you need to hit = (target's AC)÷13
14 600 What you need to hit = (target's AC)÷14
15 700 What you need to hit = (target's AC)÷15
16 800 What you need to hit = (target's AC)÷16
17 900 What you need to hit = (target's AC)÷17
18 1000 What you need to hit = (target's AC)÷18
19 1100 What you need to hit = (target's AC)÷19
20 1200 What you need to hit = (target's AC)÷20
21 1300 What you need to hit = (target's AC)÷21
22 1400 What you need to hit = (target's AC)÷22
23 1500 What you need to hit = (target's AC)÷23
24 1600 What you need to hit = (target's AC)÷24
25 1700 What you need to hit = (target's AC)÷25
26 1800 What you need to hit = (target's AC)÷26
27 1900 What you need to hit = (target's AC)÷27
28 2000 What you need to hit = (target's AC)÷28
29 2100 What you need to hit = (target's AC)÷29
30 2200 What you need to hit = (target's AC)÷30
31 2300 What you need to hit = (target's AC)÷31
32 2400 What you need to hit = (target's AC)÷32
33 2500 What you need to hit = (target's AC)÷33
34 2600 What you need to hit = (target's AC)÷34
35 2700 What you need to hit = (target's AC)÷35
36 2800 What you need to hit = (target's AC)÷36
 
You operate like a monster when attacking: Divide the target's AC by your LVL (in this class), rounded up, and this is what you need to hit.
A natural 1 still misses and a natural 20 still hits.
Your actual TH bonuses from all sources (classes, items, effects) is ignored. True To Hit shifts and Luckstones still work, however.

[PC10] Mini-Classes Group


Edition Numbers

Level KXP Effect Total
1 1 +1 Edition Number to this class (1)
2 2 +1 Edition Number to this class (2)
3 4 +1 Edition Number to this class (3)
4 8 +1 Edition Number to this class (4)
5 16 +1 Edition Number to this class (5)
6 32 +1 Edition Number to this class (6)
7 64 +1 Edition Number to this class (7)
8 128 +1 Edition Number to this class (8)
9 200 +1 Edition Number to this class (9)
10 300 +1 Edition Number to this class (10)
11 400 +1 Edition Number to this class (11)
12 500 +1 Edition Number to this class (12)
13 600 +1 Edition Number to this class (13)
14 700 +1 Edition Number to this class (14)
15 800 +1 Edition Number to this class (15)
16 900 +1 Edition Number to this class (16)
17 1000 +1 Edition Number to this class (17)
18 1100 +1 Edition Number to this class (18)
19 1200 +1 Edition Number to this class (19)
20 1300 +1 Edition Number to this class (20)
21 1400 +1 Edition Number to this class (21)
22 1500 +1 Edition Number to this class (22)
23 1600 +1 Edition Number to this class (23)
24 1700 +1 Edition Number to this class (24)
25 1800 +1 Edition Number to this class (25)
26 1900 +1 Edition Number to this class (26)
27 2000 +1 Edition Number to this class (27)
28 2100 +1 Edition Number to this class (28)
29 2200 +1 Edition Number to this class (29)
30 2300 +1 Edition Number to this class (30)
31 2400 +1 Edition Number to this class (31)
32 2500 +1 Edition Number to this class (32)
33 2600 +1 Edition Number to this class (33)
34 2700 +1 Edition Number to this class (34)
35 2800 +1 Edition Number to this class (35)
36 2900 +1 Edition Number to this class (36)
 
This class, unlike other Mini classes, can have Edition Numbers and gets the benefits from them.
0th edition: Overhit. 1st edition: +1 Secondary Skill, and no XP doubling past level 36.
2nd edition: +1 Kit. 3rd edition: +1 Feat. 4th edition: +1 4th edition power (pick A, E, D, or U).
You may choose Edition Numbers outside the 0 to 4 range if you have some bizarre need for it.
You may spend two picks to add an Edition Number to one of your other classes instead.

[PC10] Mini-Classes Group


GGL Picks

Level KXP Normal Effect Total
1 7 +1 GGL pick (+1)
2 14 +1 GGL pick (+2)
3 28 +1 GGL pick (+3)
4 56 +1 GGL pick (+4)
5 112 +1 GGL pick (+5)
6 224 +1 GGL pick (+6)
7 448 +1 GGL pick (+7)
8 896 +1 GGL pick (+8)
9 1400 +1 GGL pick (+9)
10 2100 +1 GGL pick (+10)
11 2800 +1 GGL pick (+11)
12 3500 +1 GGL pick (+12)
13 4200 +1 GGL pick (+13)
14 4900 +1 GGL pick (+14)
15 5600 +1 GGL pick (+15)
16 6300 +1 GGL pick (+16)
17 7000 +1 GGL pick (+17)
18 7700 +1 GGL pick (+18)
19 8400 +1 GGL pick (+19)
20 9100 +1 GGL pick (+20)
21 9800 +1 GGL pick (+21)
22 10500 +1 GGL pick (+22)
23 11200 +1 GGL pick (+23)
24 11900 +1 GGL pick (+24)
25 12600 +1 GGL pick (+25)
26 13300 +1 GGL pick (+26)
27 14000 +1 GGL pick (+27)
28 14700 +1 GGL pick (+28)
29 15400 +1 GGL pick (+29)
30 16100 +1 GGL pick (+30)
31 16800 +1 GGL pick (+31)
32 17500 +1 GGL pick (+32)
33 18200 +1 GGL pick (+33)
34 18900 +1 GGL pick (+34)
35 19600 +1 GGL pick (+35)
36 20300 +1 GGL pick (+36)
You do not need to be a Priest to use this Mini-class.
You must meet the GGL picks' stat requirements; they add together to a "phantom" base class that has 0 requirements everywhere. (If you have a Priest class, you do not add these GGL picks requirements to your Priest class.)
The picks must be from the same pantheon; however, you may spend a pick to access another pantheon. (This is similar to how the Race Slots Mini works.)
You duplicate GGL picks, even from sources outside this Mini-class (unless your class specifically says you can).

[PC10] Mini-Classes Group


Goodberries

Level KXP Total Effect Alt1 Effect Alt2 Effect Alt3 Effect
1 1 +100 goodberries +50 leeches +1 eels +30 smurfberries
2 2 +400 goodberries +200 leeches +4 eels +120 smurfberries
3 4 +900 goodberries +450 leeches +9 eels +270 smurfberries
4 8 +1600 goodberries +800 leeches +16 eels +480 smurfberries
5 16 +2500 goodberries +1250 leeches +25 eels +750 smurfberries
6 32 +3600 goodberries +1800 leeches +36 eels +1080 smurfberries
7 64 +4900 goodberries +2450 leeches +49 eels +1470 smurfberries
8 128 +6400 goodberries +3200 leeches +64 eels +1920 smurfberries
9 200 +8100 goodberries +4050 leeches +81 eels +2430 smurfberries
10 300 +10000 goodberries +5000 leeches +100 eels +3000 smurfberries
11 400 +12100 goodberries +6050 leeches +121 eels +3630 smurfberries
12 500 +14400 goodberries +7200 leeches +144 eels +4320 smurfberries
13 600 +16900 goodberries +8450 leeches +169 eels +5070 smurfberries
14 700 +19600 goodberries +9800 leeches +196 eels +5880 smurfberries
15 800 +22500 goodberries +11250 leeches +225 eels +6750 smurfberries
16 900 +25600 goodberries +12800 leeches +256 eels +7680 smurfberries
17 1000 +28900 goodberries +14450 leeches +289 eels +8670 smurfberries
18 1100 +32400 goodberries +16200 leeches +324 eels +9720 smurfberries
19 1200 +36100 goodberries +18050 leeches +361 eels +10830 smurfberries
20 1300 +40000 goodberries +20000 leeches +400 eels +12000 smurfberries
21 1400 +44100 goodberries +22050 leeches +441 eels +13230 smurfberries
22 1500 +48400 goodberries +24200 leeches +484 eels +14520 smurfberries
23 1600 +52900 goodberries +26450 leeches +529 eels +15870 smurfberries
24 1700 +57600 goodberries +28800 leeches +576 eels +17280 smurfberries
25 1800 +62500 goodberries +31250 leeches +625 eels +18750 smurfberries
26 1900 +67600 goodberries +33800 leeches +676 eels +20280 smurfberries
27 2000 +72900 goodberries +36450 leeches +729 eels +21870 smurfberries
28 2100 +78400 goodberries +39200 leeches +784 eels +23520 smurfberries
29 2200 +84100 goodberries +42050 leeches +841 eels +25230 smurfberries
30 2300 +90000 goodberries +45000 leeches +900 eels +27000 smurfberries
31 2400 +96100 goodberries +48050 leeches +961 eels +28830 smurfberries
32 2500 +102400 goodberries +51200 leeches +1024 eels +30720 smurfberries
33 2600 +108900 goodberries +54450 leeches +1089 eels +32670 smurfberries
34 2700 +115600 goodberries +57800 leeches +1156 eels +34680 smurfberries
35 2800 +122500 goodberries +61250 leeches +1225 eels +36750 smurfberries
36 2900 +129600 goodberries +64800 leeches +1296 eels +38880 smurfberries
 
This class adds to the goodberry pool. Being Grand in Healing sphere does nothing here, but a Healing Cap of Veluna would double the count.
The goodberry count is given as a total (the table isn't cumulative, you get 400 goodberries at level 2, not 500).
1F, during reset: Refill your portion of the goodberry pool.
1M: Cast a variant Goodberry spell (8*LVL goodberries, 4*LVL leeches, LVL eels, or 3*LVL smurfberries).
10000 goodberries can be converted into one "i" goodberry (which cures 1 idmg).
Leeches are goodberries that move on their own (no V action needed). Eels remove one [C] section effect.
Smurfberries cure 2 hp, or gives a new saving throw against an effect. If the effect had no previous save, use RSW; the target number = 10+CL of the effect.

[PC10] Mini-Classes Group


Group XP

Level KXP Normal Effect Total
1 0 x2 XP if all classes in same group (+0)
2 10 +1 class slot in chosen group (+1)
3 20 +1 class slot in chosen group (+2)
4 40 +1 class slot in chosen group (+3)
5 80 +1 class slot in chosen group (+4)
6 160 +1 class slot in chosen group (+5)
7 320 +1 class slot in chosen group (+6)
8 640 +1 class slot in chosen group (+7)
9 1280 +1 class slot in chosen group (+8)
10 2000 +1 class slot in chosen group (+9)
11 3000 +1 class slot in chosen group (+10)
12 4000 +1 class slot in chosen group (+11)
13 5000 +1 class slot in chosen group (+12)
14 6000 +1 class slot in chosen group (+13)
15 7000 +1 class slot in chosen group (+14)
16 8000 +1 class slot in chosen group (+15)
17 9000 +1 class slot in chosen group (+16)
18 10000 +1 class slot in chosen group (+17)
19 11000 +1 class slot in chosen group (+18)
20 12000 +1 class slot in chosen group (+19)
21 13000 +1 class slot in chosen group (+20)
22 14000 +1 class slot in chosen group (+21)
23 15000 +1 class slot in chosen group (+22)
24 16000 +1 class slot in chosen group (+23)
25 17000 +1 class slot in chosen group (+24)
26 18000 +1 class slot in chosen group (+25)
27 19000 +1 class slot in chosen group (+26)
28 20000 +1 class slot in chosen group (+27)
29 21000 +1 class slot in chosen group (+28)
30 22000 +1 class slot in chosen group (+29)
31 23000 +1 class slot in chosen group (+30)
32 24000 +1 class slot in chosen group (+31)
33 25000 +1 class slot in chosen group (+32)
34 26000 +1 class slot in chosen group (+33)
35 27000 +1 class slot in chosen group (+34)
36 28000 +1 class slot in chosen group (+35)
Alternate Effect Total
Race XP div. starts reducing at level 4 (0)
+0.2 in mixed race abilities (0.2)
+0.2 in mixed race abilities (0.4)
+0.2 in mixed race abilities (0.6)
+0.2 in mixed race abilities (0.8)
+0.2 in mixed race abilities (1)
+0.2 in mixed race abilities (1.2)
+0.2 in mixed race abilities (1.4)
+0.2 in mixed race abilities (1.6)
+0.2 in mixed race abilities (1.8)
+0.2 in mixed race abilities (2)
+0.2 in mixed race abilities (2.2)
+0.2 in mixed race abilities (2.4)
+0.2 in mixed race abilities (2.6)
+0.2 in mixed race abilities (2.8)
+0.2 in mixed race abilities (3)
+0.2 in mixed race abilities (3.2)
+0.2 in mixed race abilities (3.4)
+0.2 in mixed race abilities (3.6)
+0.2 in mixed race abilities (3.8)
+0.2 in mixed race abilities (4)
+0.2 in mixed race abilities (4.2)
+0.2 in mixed race abilities (4.4)
+0.2 in mixed race abilities (4.6)
+0.2 in mixed race abilities (4.8)
+0.2 in mixed race abilities (5)
+0.2 in mixed race abilities (5.2)
+0.2 in mixed race abilities (5.4)
+0.2 in mixed race abilities (5.6)
+0.2 in mixed race abilities (5.8)
+0.2 in mixed race abilities (6)
+0.2 in mixed race abilities (6.2)
+0.2 in mixed race abilities (6.4)
+0.2 in mixed race abilities (6.6)
+0.2 in mixed race abilities (6.8)
+0.2 in mixed race abilities (7)
Note this Mini-class requires 0 XP to be 1st level. Many times there is no reason to raise the level of this class.
Normal: Choose a group of classes. Get x2 XP if all of your (non-Mini, non-Concordant) classes all have that group in common. This does not stack with the x2 XP for single-classedness. Further levels give class slots in that group.
Alternate: Your racial XP divisor starts to be reduced by 0.5 per level starting at level 4 instead of (the normal) level 9. Further levels give you mixed race abilities; you may have the abilities of another race of divisor N by spending N-0.8. (So each level you could take a ÷1 race's abilities)

[PC10] Mini-Classes Group


Heals

Level KXP Effect
1 1.5 1M, 1/t: Death's Door
2 3 1M, 1/t: Death's Door
3 6 1M, 1/t: Dispel Exhaustion
4 12 1M, 1/t: Dispel Exhaustion
5 24 1M, 1/t: Heal
6 48 1M, 1/t: Heal
7 96 1M, 1/t: Cureall
8 150 1M, 1/t: Cureall
9 225 1M, 1/t: Cureall+Remove 1 [C] effect
10 300 1M, 1/t: Cureall+Remove 1 [C] effect
11 375 1M, 1/t: Cureall+Remove 1 [C] effect
12 450 1M, 1/t: Cureall+Remove 1 [C] effect
13 525 1M, 1/t: Cureall+Remove 1 [C] effect
14 600 1M, 1/t: Cureall+Remove 1 [C] effect
15 675 1M, 1/t: Cureall+Remove 1 [C] effect
16 750 1M, 1/t: Cureall+Remove 1 [C] effect
17 825 1M, 1/t: Cureall+Remove 1 [C] effect
18 900 1M, 1/t: Fix
19 975 1M, 1/t: Fix
20 1050 1M, 1/t: Fix
21 1125 1M, 1/t: Fix
22 1200 1M, 1/t: Fix
23 1275 1M, 1/t: Fix
24 1350 1M, 1/t: Fix
25 1425 1M, 1/t: Fix
26 1500 1M, 1/t: Fix
27 1575 1M, 1/t: Fix
28 1650 1M, 1/t: Fix
29 1725 1M, 1/t: Fix
30 1800 1M, 1/t: Fix
31 1875 1M, 1/t: Fix
32 1950 1M, 1/t: Fix
33 2025 1M, 1/t: Fix
34 2100 1M, 1/t: Fix
35 2175 1M, 1/t: Fix
36 2250 1M, 1/t: Fix
Alternate Effect
1M, 1/d: Protection from Death
1M, 1/d: Protection from Death
1M, 1/d: Raise Dead
1M, 1/d: Raise Dead
1M, 1/d: Raise Dead
1M, 1/d: Resurrection
1M, 1/d: Resurrection
1M, 1/d: Resurrection
1M, 1/d: True Resurrection
1M, 1/d: True Resurrection
1M, 1/d: True Resurrection
1M, 1/d: True Resurrection
1M, 1/d: True Resurrection
1M, 1/d: True Resurrection
1M, 1/d: True Resurrection
1M, 1/d: True Resurrection
1M, 1/d: True Resurrection
1M, 1/d: Reverse Pixelation
1M, 1/d: Reverse Pixelation
1M, 1/d: Reverse Pixelation
1M, 1/d: Reverse Pixelation
1M, 1/d: Reverse Pixelation
1M, 1/d: Reverse Pixelation
1M, 1/d: Reverse Pixelation
1M, 1/d: Reverse Pixelation
1M, 1/d: Reverse Pixelation
1M, 1/d: Reverse Pixelation
1M, 1/d: Reverse Pixelation
1M, 1/d: Reverse Pixelation
1M, 1/d: Reverse Pixelation
1M, 1/d: Reverse Pixelation
1M, 1/d: Reverse Pixelation
1M, 1/d: Reverse Pixelation
1M, 1/d: Reverse Pixelation
1M, 1/d: Reverse Pixelation
1M, 1/d: Reverse Pixelation
 
You can take both versions of this mini class.
These are cumulative; at level 2 you can Death's Door 3 per day (1 from Level 1, 2 from level 2).
"Protection from Death" makes someone immune to slay effects for 1 turn.

[PC10] Mini-Classes Group


Hit Dice / Hit Points (Mini-Classes)

Level KXP Effect Total
1 0.5 Hit Dice & 1d4 (total HD = & 1d4)
2 1 Hit Dice & 1d4 (total HD = & 2d4)
3 2 Hit Dice & 1d4 (total HD = & 3d4)
4 4 Hit Dice & 1d4 (total HD = & 4d4)
5 8 Hit Dice & 1d4 (total HD = & 5d4)
6 16 Hit Dice & 1d4 (total HD = & 6d4)
7 32 Hit Dice & 1d4 (total HD = & 7d4)
8 64 Hit Dice & 1d4 (total HD = & 8d4)
9 100 Hit Dice & 1d4 (total HD = & 9d4)
10 150 Hit Dice & 1d4 (total HD = & 10d4)
11 200 Hit Dice & 1d4 (total HD = & 11d4)
12 250 Hit Dice & 1d4 (total HD = & 12d4)
13 300 Hit Dice & 1d4 (total HD = & 13d4)
14 350 Hit Dice & 1d4 (total HD = & 14d4)
15 400 Hit Dice & 1d4 (total HD = & 15d4)
16 450 Hit Dice & 1d4 (total HD = & 16d4)
17 500 Hit Dice & 1d4 (total HD = & 17d4)
18 550 Hit Dice & 1d4 (total HD = & 18d4)
19 600 Hit Dice & 1d4 (total HD = & 19d4)
20 650 Hit Dice & 1d4 (total HD = & 20d4)
21 700 Hit Dice & 1d4 (total HD = & 21d4)
22 750 Hit Dice & 1d4 (total HD = & 22d4)
23 800 Hit Dice & 1d4 (total HD = & 23d4)
24 850 Hit Dice & 1d4 (total HD = & 24d4)
25 900 Hit Dice & 1d4 (total HD = & 25d4)
26 950 Hit Dice & 1d4 (total HD = & 26d4)
27 1000 Hit Dice & 1d4 (total HD = & 27d4)
28 1050 Hit Dice & 1d4 (total HD = & 28d4)
29 1100 Hit Dice & 1d4 (total HD = & 29d4)
30 1150 Hit Dice & 1d4 (total HD = & 30d4)
31 1200 Hit Dice & 1d4 (total HD = & 31d4)
32 1250 Hit Dice & 1d4 (total HD = & 32d4)
33 1300 Hit Dice & 1d4 (total HD = & 33d4)
34 1350 Hit Dice & 1d4 (total HD = & 34d4)
35 1400 Hit Dice & 1d4 (total HD = & 35d4)
36 1450 Hit Dice & 1d4 (total HD = & 36d4)
Alternate Effect Alt Total
Hit Points +6 (total hp = +6)
Hit Points +6 (total hp = +12)
Hit Points +6 (total hp = +18)
Hit Points +6 (total hp = +24)
Hit Points +6 (total hp = +30)
Hit Points +6 (total hp = +36)
Hit Points +6 (total hp = +42)
Hit Points +6 (total hp = +48)
Hit Points +6 (total hp = +54)
Hit Points +6 (total hp = +60)
Hit Points +6 (total hp = +66)
Hit Points +6 (total hp = +72)
Hit Points +6 (total hp = +78)
Hit Points +6 (total hp = +84)
Hit Points +6 (total hp = +90)
Hit Points +6 (total hp = +96)
Hit Points +6 (total hp = +102)
Hit Points +6 (total hp = +108)
Hit Points +6 (total hp = +114)
Hit Points +6 (total hp = +120)
Hit Points +6 (total hp = +126)
Hit Points +6 (total hp = +132)
Hit Points +6 (total hp = +138)
Hit Points +6 (total hp = +144)
Hit Points +6 (total hp = +150)
Hit Points +6 (total hp = +156)
Hit Points +6 (total hp = +162)
Hit Points +6 (total hp = +168)
Hit Points +6 (total hp = +174)
Hit Points +6 (total hp = +180)
Hit Points +6 (total hp = +186)
Hit Points +6 (total hp = +192)
Hit Points +6 (total hp = +198)
Hit Points +6 (total hp = +204)
Hit Points +6 (total hp = +210)
Hit Points +6 (total hp = +216)

[PC10] Mini-Classes Group


Ignore BlahR

Level KXP Effect Total
1 2 Ignore one BlahR (1)
2 4 Ignore one BlahR (2)
3 8 Ignore one BlahR (3)
4 16 Ignore one BlahR (4)
5 32 Ignore one BlahR (5)
6 64 Ignore one BlahR (6)
7 100 Ignore one BlahR (7)
8 200 Ignore one BlahR (8)
9 300 Ignore one BlahR (9)
10 400 Ignore one BlahR (10)
11 500 Ignore one BlahR (11)
12 600 Ignore one BlahR (12)
13 700 Ignore one BlahR (13)
14 800 Ignore one BlahR (14)
15 900 Ignore one BlahR (15)
16 1000 Ignore one BlahR (16)
17 1100 Ignore one BlahR (17)
18 1200 Ignore one BlahR (18)
19 1300 Ignore one BlahR (19)
20 1400 Ignore one BlahR (20)
21 1500 Ignore one BlahR (21)
22 1600 Ignore one BlahR (22)
23 1700 Ignore one BlahR (23)
24 1800 Ignore one BlahR (24)
25 1900 Ignore one BlahR (25)
26 2000 Ignore one BlahR (26)
27 2100 Ignore one BlahR (27)
28 2200 Ignore one BlahR (28)
29 2300 Ignore one BlahR (29)
30 2400 Ignore one BlahR (30)
31 2500 Ignore one BlahR (31)
32 2600 Ignore one BlahR (32)
33 2700 Ignore one BlahR (33)
34 2800 Ignore one BlahR (34)
35 2900 Ignore one BlahR (35)
36 3000 Ignore one BlahR (36)
Requisites: (none)
Alignment: any
HD/level: (none)
Weapon Prof.: (none)
To Hit Table: (none)
Reference: DM
Groups: Mini
Complexity: CF=2
   
Each level, pick any BlahR. You ignore that BlahR.
You may spend 1 extra pick to ignore a little letter prefix ("i", "u", "n").
So for 4 picks you can ignore iunMR.
The "Anti-" version of a BlahR is a separate pick: so aMR is a different pick from MR.
XR, aXR, HR and aHR cost 2 picks each (and each of their prefixes are 2 picks each).
GR and aGR cost 10 picks each (and each of their prefixes are 10 picks each).
 
Alternate version: Ignore BlahReflection or BlahDeflection.

[PC10] Mini-Classes Group


Immuner

Level KXP Effect Total
1 3 Immune to a [C] section effect (1)
2 6 Immune to a [C] section effect (2)
3 12 Immune to a [C] section effect (3)
4 24 Immune to a [C] section effect (4)
5 48 Immune to a [C] section effect (5)
6 96 Immune to a [C] section effect (6)
7 192 Immune to a [C] section effect (7)
8 384 Immune to a [C] section effect (8)
9 600 Immune to a [C] section effect (9)
10 900 Immune to a [C] section effect (10)
11 1200 Immune to a [C] section effect (11)
12 1500 Immune to a [C] section effect (12)
13 1800 Immune to a [C] section effect (13)
14 2100 Immune to a [C] section effect (14)
15 2400 Immune to a [C] section effect (15)
16 2700 Immune to a [C] section effect (16)
17 3000 Immune to a [C] section effect (17)
18 3300 Immune to a [C] section effect (18)
19 3600 Immune to a [C] section effect (19)
20 3900 Immune to a [C] section effect (20)
21 4200 Immune to a [C] section effect (21)
22 4500 Immune to a [C] section effect (22)
23 4800 Immune to a [C] section effect (23)
24 5100 Immune to a [C] section effect (24)
25 5400 Immune to a [C] section effect (25)
26 5700 Immune to a [C] section effect (26)
27 6000 Immune to a [C] section effect (27)
28 6300 Immune to a [C] section effect (28)
29 6600 Immune to a [C] section effect (29)
30 6900 Immune to a [C] section effect (30)
31 7200 Immune to a [C] section effect (31)
32 7500 Immune to a [C] section effect (32)
33 7800 Immune to a [C] section effect (33)
34 8100 Immune to a [C] section effect (34)
35 8400 Immune to a [C] section effect (35)
36 8700 Immune to a [C] section effect (36)
Alternate Effect Alt Total
Immune to an element; doesn't "spread" (1)
Immune to an element; doesn't "spread" (2)
Immune to an element; doesn't "spread" (3)
Immune to an element; doesn't "spread" (4)
Immune to an element; doesn't "spread" (5)
Immune to an element; doesn't "spread" (6)
Immune to an element; doesn't "spread" (7)
Immune to an element; doesn't "spread" (8)
Immune to an element; doesn't "spread" (9)
Immune to an element; doesn't "spread" (10)
Immune to an element; doesn't "spread" (11)
Immune to an element; doesn't "spread" (12)
Immune to an element; doesn't "spread" (13)
Immune to an element; doesn't "spread" (14)
Immune to an element; doesn't "spread" (15)
Immune to an element; doesn't "spread" (16)
Immune to an element; doesn't "spread" (17)
Immune to an element; doesn't "spread" (18)
Immune to an element; doesn't "spread" (19)
Immune to an element; doesn't "spread" (20)
Immune to an element; doesn't "spread" (21)
Immune to an element; doesn't "spread" (22)
Immune to an element; doesn't "spread" (23)
Immune to an element; doesn't "spread" (24)
Immune to an element; doesn't "spread" (25)
Immune to an element; doesn't "spread" (26)
Immune to an element; doesn't "spread" (27)
Immune to an element; doesn't "spread" (28)
Immune to an element; doesn't "spread" (29)
Immune to an element; doesn't "spread" (30)
Immune to an element; doesn't "spread" (31)
Immune to an element; doesn't "spread" (32)
Immune to an element; doesn't "spread" (33)
Immune to an element; doesn't "spread" (34)
Immune to an element; doesn't "spread" (35)
Immune to an element; doesn't "spread" (36)

[PC10] Mini-Classes Group


Improved Armor Class

Level KXP Effect Total
1 0.5 +10 AC (+10)
2 1 +10 AC (+20)
3 2 +10 AC (+30)
4 4 +10 AC (+40)
5 8 +10 AC (+50)
6 16 +10 AC (+60)
7 32 +10 AC (+70)
8 64 +10 AC (+80)
9 100 +10 AC (+90)
10 150 +10 AC (+100)
11 200 +10 AC (+110)
12 250 +10 AC (+120)
13 300 +10 AC (+130)
14 350 +10 AC (+140)
15 400 +10 AC (+150)
16 450 +10 AC (+160)
17 500 +10 AC (+170)
18 550 +10 AC (+180)
19 600 +10 AC (+190)
20 650 +10 AC (+200)
21 700 +10 AC (+210)
22 750 +10 AC (+220)
23 800 +10 AC (+230)
24 850 +10 AC (+240)
25 900 +10 AC (+250)
26 950 +10 AC (+260)
27 1000 +10 AC (+270)
28 1050 +10 AC (+280)
29 1100 +10 AC (+290)
30 1150 +10 AC (+300)
31 1200 +10 AC (+310)
32 1250 +10 AC (+320)
33 1300 +10 AC (+330)
34 1350 +10 AC (+340)
35 1400 +10 AC (+350)
36 1450 +10 AC (+360)
Requisites: (none)
Alignment: any
HD/level: (none)
Weapon Prof.: (none)
To Hit Table: (none)
Reference: DM
Groups: Mini
Complexity: CF=2
   
Alternate version: Gives +20 AT instead of +10 AC per level; you get no benefits from armor (including shields, helmets, etc.) or other AT ratings.

[PC10] Mini-Classes Group


Improved Damage

Level KXP Effect Total
1 0.5 +5 damage (with weapons) (+5)
2 1 +5 damage (with weapons) (+10)
3 2 +5 damage (with weapons) (+15)
4 4 +5 damage (with weapons) (+20)
5 8 +5 damage (with weapons) (+25)
6 16 +5 damage (with weapons) (+30)
7 32 +5 damage (with weapons) (+35)
8 64 +5 damage (with weapons) (+40)
9 100 +5 damage (with weapons) (+45)
10 150 +5 damage (with weapons) (+50)
11 200 +5 damage (with weapons) (+55)
12 250 +5 damage (with weapons) (+60)
13 300 +5 damage (with weapons) (+65)
14 350 +5 damage (with weapons) (+70)
15 400 +5 damage (with weapons) (+75)
16 450 +5 damage (with weapons) (+80)
17 500 +5 damage (with weapons) (+85)
18 550 +5 damage (with weapons) (+90)
19 600 +5 damage (with weapons) (+95)
20 650 +5 damage (with weapons) (+100)
21 700 +5 damage (with weapons) (+105)
22 750 +5 damage (with weapons) (+110)
23 800 +5 damage (with weapons) (+115)
24 850 +5 damage (with weapons) (+120)
25 900 +5 damage (with weapons) (+125)
26 950 +5 damage (with weapons) (+130)
27 1000 +5 damage (with weapons) (+135)
28 1050 +5 damage (with weapons) (+140)
29 1100 +5 damage (with weapons) (+145)
30 1150 +5 damage (with weapons) (+150)
31 1200 +5 damage (with weapons) (+155)
32 1250 +5 damage (with weapons) (+160)
33 1300 +5 damage (with weapons) (+165)
34 1350 +5 damage (with weapons) (+170)
35 1400 +5 damage (with weapons) (+175)
36 1450 +5 damage (with weapons) (+180)
Requisites: (none)
Alignment: any
HD/level: (none)
Weapon Prof.: (none)
To Hit Table: (none)
Reference: DM
Groups: Mini
Complexity: CF=2
   
Alternate version: Gives +2 damage per die with spells or psionics, per level.

[PC10] Mini-Classes Group


Improved Hit Points

Level KXP Effect Total
1 1 +100 max hp (+100)
2 2 +100 max hp (+200)
3 4 +100 max hp (+300)
4 8 +100 max hp (+400)
5 16 +100 max hp (+500)
6 32 +100 max hp (+600)
7 64 +100 max hp (+700)
8 100 +100 max hp (+800)
9 200 +100 max hp (+900)
10 300 +100 max hp (+1000)
11 400 +100 max hp (+1100)
12 500 +100 max hp (+1200)
13 600 +100 max hp (+1300)
14 700 +100 max hp (+1400)
15 800 +100 max hp (+1500)
16 900 +100 max hp (+1600)
17 1000 +100 max hp (+1700)
18 1100 +100 max hp (+1800)
19 1200 +100 max hp (+1900)
20 1300 +100 max hp (+2000)
21 1400 +100 max hp (+2100)
22 1500 +100 max hp (+2200)
23 1600 +100 max hp (+2300)
24 1700 +100 max hp (+2400)
25 1800 +100 max hp (+2500)
26 1900 +100 max hp (+2600)
27 2000 +100 max hp (+2700)
28 2100 +100 max hp (+2800)
29 2200 +100 max hp (+2900)
30 2300 +100 max hp (+3000)
31 2400 +100 max hp (+3100)
32 2500 +100 max hp (+3200)
33 2600 +100 max hp (+3300)
34 2700 +100 max hp (+3400)
35 2800 +100 max hp (+3500)
36 2900 +100 max hp (+3600)
Requisites: (none)
Alignment: any
HD/level: (none)
Weapon Prof.: (none)
To Hit Table: (none)
Reference: DM
Groups: Mini
Complexity: CF=2
   
Note that if you raise this class's level during combat, your current hp do not change (it only affects max hp). You could then be cured, of course.
 
Alternate version: Gives x(level+1) max hp. This includes race but not magic items.

[PC10] Mini-Classes Group


Improved Proficiencies

Level KXP Effect Total
1 0.5 +5 proficiencies (+5)
2 1 +5 proficiencies (+10)
3 2 +5 proficiencies (+15)
4 4 +5 proficiencies (+20)
5 8 +5 proficiencies (+25)
6 16 +5 proficiencies (+30)
7 32 +5 proficiencies (+35)
8 64 +5 proficiencies (+40)
9 100 +5 proficiencies (+45)
10 150 +5 proficiencies (+50)
11 200 +5 proficiencies (+55)
12 250 +5 proficiencies (+60)
13 300 +5 proficiencies (+65)
14 350 +5 proficiencies (+70)
15 400 +5 proficiencies (+75)
16 450 +5 proficiencies (+80)
17 500 +5 proficiencies (+85)
18 550 +5 proficiencies (+90)
19 600 +5 proficiencies (+95)
20 650 +5 proficiencies (+100)
21 700 +5 proficiencies (+105)
22 750 +5 proficiencies (+110)
23 800 +5 proficiencies (+115)
24 850 +5 proficiencies (+120)
25 900 +5 proficiencies (+125)
26 950 +5 proficiencies (+130)
27 1000 +5 proficiencies (+135)
28 1050 +5 proficiencies (+140)
29 1100 +5 proficiencies (+145)
30 1150 +5 proficiencies (+150)
31 1200 +5 proficiencies (+155)
32 1250 +5 proficiencies (+160)
33 1300 +5 proficiencies (+165)
34 1350 +5 proficiencies (+170)
35 1400 +5 proficiencies (+175)
36 1450 +5 proficiencies (+180)
Requisites: (none)
Alignment: any
HD/level: (none)
Weapon Prof.: (none)
To Hit Table: (none)
Reference: DM
Groups: Mini
Complexity: CF=2
   
Alternate version: Gives 3rd edition skill points instead of proficiencies.

[PC10] Mini-Classes Group


Improved Saving Throws

Level KXP Effect Total
1 0.7 +10 all saves (+10)
2 1.4 +10 all saves (+20)
3 2.8 +10 all saves (+30)
4 5.6 +10 all saves (+40)
5 11.2 +10 all saves (+50)
6 22.4 +10 all saves (+60)
7 44.8 +10 all saves (+70)
8 89.6 +10 all saves (+80)
9 140 +10 all saves (+90)
10 210 +10 all saves (+100)
11 280 +10 all saves (+110)
12 350 +10 all saves (+120)
13 420 +10 all saves (+130)
14 490 +10 all saves (+140)
15 560 +10 all saves (+150)
16 630 +10 all saves (+160)
17 700 +10 all saves (+170)
18 770 +10 all saves (+180)
19 840 +10 all saves (+190)
20 910 +10 all saves (+200)
21 980 +10 all saves (+210)
22 1050 +10 all saves (+220)
23 1120 +10 all saves (+230)
24 1190 +10 all saves (+240)
25 1260 +10 all saves (+250)
26 1330 +10 all saves (+260)
27 1400 +10 all saves (+270)
28 1470 +10 all saves (+280)
29 1540 +10 all saves (+290)
30 1610 +10 all saves (+300)
31 1680 +10 all saves (+310)
32 1750 +10 all saves (+320)
33 1820 +10 all saves (+330)
34 1890 +10 all saves (+340)
35 1960 +10 all saves (+350)
36 2030 +10 all saves (+360)
Requisites: (none)
Alignment: any
HD/level: (none)
Weapon Prof.: (none)
To Hit Table: (none)
Reference: DM
Groups: Mini
Complexity: CF=2
   
Alternate version: Gives +30 saving throws that you distribute among the save categories, per level.

[PC10] Mini-Classes Group


Int

Level KXP Effect Total
1 2 +2 set Int (+2)
2 4 +2 set Int (+4)
3 8 +2 set Int (+6)
4 16 +2 set Int (+8)
5 32 +2 set Int (+10)
6 64 +2 set Int (+12)
7 128 +2 set Int (+14)
8 200 +2 set Int (+16)
9 300 +2 set Int (+18)
10 400 +2 set Int (+20)
11 500 +2 set Int (+22)
12 600 +2 set Int (+24)
13 700 +2 set Int (+26)
14 800 +2 set Int (+28)
15 900 +2 set Int (+30)
16 1000 +2 set Int (+32)
17 1100 +2 set Int (+34)
18 1200 +2 set Int (+36)
19 1300 +2 set Int (+38)
20 1400 +2 set Int (+40)
21 1500 +2 set Int (+42)
22 1600 +2 set Int (+44)
23 1700 +2 set Int (+46)
24 1800 +2 set Int (+48)
25 1900 +2 set Int (+50)
26 2000 +2 set Int (+52)
27 2100 +2 set Int (+54)
28 2200 +2 set Int (+56)
29 2300 +2 set Int (+58)
30 2400 +2 set Int (+60)
31 2500 +2 set Int (+62)
32 2600 +2 set Int (+64)
33 2700 +2 set Int (+66)
34 2800 +2 set Int (+68)
35 2900 +2 set Int (+70)
36 3000 +2 set Int (+72)
Alt1 Effect Alt2 Effect Alt Total
+4 set Knowledge (prof.) +4 set Reason (prog. bonus) (+4)
+4 set Knowledge (prof.) +4 set Reason (prog. bonus) (+8)
+4 set Knowledge (prof.) +4 set Reason (prog. bonus) (+12)
+4 set Knowledge (prof.) +4 set Reason (prog. bonus) (+16)
+4 set Knowledge (prof.) +4 set Reason (prog. bonus) (+20)
+4 set Knowledge (prof.) +4 set Reason (prog. bonus) (+24)
+4 set Knowledge (prof.) +4 set Reason (prog. bonus) (+28)
+4 set Knowledge (prof.) +4 set Reason (prog. bonus) (+32)
+4 set Knowledge (prof.) +4 set Reason (prog. bonus) (+36)
+4 set Knowledge (prof.) +4 set Reason (prog. bonus) (+40)
+4 set Knowledge (prof.) +4 set Reason (prog. bonus) (+44)
+4 set Knowledge (prof.) +4 set Reason (prog. bonus) (+48)
+4 set Knowledge (prof.) +4 set Reason (prog. bonus) (+52)
+4 set Knowledge (prof.) +4 set Reason (prog. bonus) (+56)
+4 set Knowledge (prof.) +4 set Reason (prog. bonus) (+60)
+4 set Knowledge (prof.) +4 set Reason (prog. bonus) (+64)
+4 set Knowledge (prof.) +4 set Reason (prog. bonus) (+68)
+4 set Knowledge (prof.) +4 set Reason (prog. bonus) (+72)
+4 set Knowledge (prof.) +4 set Reason (prog. bonus) (+76)
+4 set Knowledge (prof.) +4 set Reason (prog. bonus) (+80)
+4 set Knowledge (prof.) +4 set Reason (prog. bonus) (+84)
+4 set Knowledge (prof.) +4 set Reason (prog. bonus) (+88)
+4 set Knowledge (prof.) +4 set Reason (prog. bonus) (+92)
+4 set Knowledge (prof.) +4 set Reason (prog. bonus) (+96)
+4 set Knowledge (prof.) +4 set Reason (prog. bonus) (+100)
+4 set Knowledge (prof.) +4 set Reason (prog. bonus) (+104)
+4 set Knowledge (prof.) +4 set Reason (prog. bonus) (+108)
+4 set Knowledge (prof.) +4 set Reason (prog. bonus) (+112)
+4 set Knowledge (prof.) +4 set Reason (prog. bonus) (+116)
+4 set Knowledge (prof.) +4 set Reason (prog. bonus) (+120)
+4 set Knowledge (prof.) +4 set Reason (prog. bonus) (+124)
+4 set Knowledge (prof.) +4 set Reason (prog. bonus) (+128)
+4 set Knowledge (prof.) +4 set Reason (prog. bonus) (+132)
+4 set Knowledge (prof.) +4 set Reason (prog. bonus) (+136)
+4 set Knowledge (prof.) +4 set Reason (prog. bonus) (+140)
+4 set Knowledge (prof.) +4 set Reason (prog. bonus) (+144)
 
This class gives +1 rank of Exceptional Int which stacks on top on what you already have (unless the source says it can't be improved).
Sustain Int, Logic.
You get the bonus M actions based on high Int+Wis+Chr used in earlier versions of the Collective (you can alternatively use Reason+Wis+Presence if you want).
Int+Wis+Chr: 44=+½M; 50=+1M; 70=+1½M; 75=+2M; 95=+2½M; 100=+3M; and this continues.
The Alternate versions cannot use ability score sleazing for Int.

[PC10] Mini-Classes Group


Invisibility Levels

Level KXP Effect AC Total
1 0.5 Invisibility (+4 AC) (+4)
2 1 Improved Invisibility (+4)
3 2 Inaubile (Move Silently) (+4)
4 4 Dust of Disappearance (+4 AC) (+8)
5 8 Mirror Images +4 (+8)
6 16 No scent (Immune Clairnasience) (+8)
7 32 Displaced (+2 AC) (+10)
8 64 Non-detection/location (+10)
9 100 Can't be targetted (+10)
10 150 Double Displaced (+2 AC) (+12)
11 200 Avoid all Traps (don't trigger them) (+12)
12 250 +4 saves (+12)
13 300 Triple Displaced (+2 AC) (+14)
14 350 +4 saves (+14)
15 400 Don't generate "?" in dungeon (+14)
16 450 Planar Displaced (+2 AC) (+16)
17 500 +4 saves (+16)
18 550 Floor can't be targetted (+16)
19 600 +2 AC (+18)
20 650 Avoid all Tricks (don't trigger them) (+18)
21 700 Immune Imprisonment (+18)
22 750 +4 AC (+20)
23 800 iaER +50% (+20)
24 850 Group can't be targetted (+20)
25 900 +4 AC (+24)
26 950 Don't generate "!" in dungeon (+24)
27 1000 Avoid all Specials (immune to them) (+24)
28 1050 +4 AC (+28)
29 1100 iaER +50% (+28)
30 1150 Can't be overborne (+28)
31 1200 +4 AC (+32)
32 1250 Avoid all Terrain Features (immune to them) (+32)
33 1300 Can't be moved (+32)
34 1350 +4 AC (+36)
35 1400 Immune gravity (+36)
36 1450 Can't be physically attacked (+36)
 
If one of these effects are dispelled, it can be raised again with 1M action.

[PC10] Mini-Classes Group


Jobber

You may take both halves of this class; together they take only one class slot (you still need to spend XP for both, tho).
The Normal Jobber class: Level 1: A free Professional Wrestling style.
The Alternate Jobber class: Level 1: 0, 1/reset: When jobs are posted on the board, you can get more detail on one of them before committing to it.
If more than one person has the Alternate Jobber class, the money bonus is cumulative.
 
Level KXP Effect Total
1 1.5 +1 professional wrestling maneuver (+1)
2 3 +1 professional wrestling maneuver (+2)
3 6 +1 professional wrestling maneuver (+3)
4 12 +1 professional wrestling maneuver (+4)
5 24 +1 professional wrestling maneuver (+5)
6 48 +1 professional wrestling maneuver (+6)
7 96 +1 professional wrestling maneuver (+7)
8 192 +1 professional wrestling maneuver (+8)
9 300 +1 professional wrestling maneuver (+9)
10 450 +1 professional wrestling maneuver (+10)
11 600 +1 professional wrestling maneuver (+11)
12 750 +1 professional wrestling maneuver (+12)
13 900 +1 professional wrestling maneuver (+13)
14 1050 +1 professional wrestling maneuver (+14)
15 1200 +1 professional wrestling maneuver (+15)
16 1350 +1 professional wrestling maneuver (+16)
17 1500 +1 professional wrestling maneuver (+17)
18 1650 +1 professional wrestling maneuver (+18)
19 1800 +1 professional wrestling maneuver (+19)
20 1950 +1 professional wrestling maneuver (+20)
21 2100 +1 professional wrestling maneuver (+21)
22 2250 +1 professional wrestling maneuver (+22)
23 2400 +1 professional wrestling maneuver (+23)
24 2550 +1 professional wrestling maneuver (+24)
25 2700 +1 professional wrestling maneuver (+25)
26 2850 +1 professional wrestling maneuver (+26)
27 3000 +1 professional wrestling maneuver (+27)
28 3150 +1 professional wrestling maneuver (+28)
29 3300 +1 professional wrestling maneuver (+29)
30 3450 +1 professional wrestling maneuver (+30)
31 3600 +1 professional wrestling maneuver (+31)
32 3750 +1 professional wrestling maneuver (+32)
33 3900 +1 professional wrestling maneuver (+33)
34 4050 +1 professional wrestling maneuver (+34)
35 4200 +1 professional wrestling maneuver (+35)
36 4350 +1 professional wrestling maneuver (+36)
Alternate Effect Alt Total
+5% party money with jobs (+5%)
+5% party money with jobs (+10%)
+5% party money with jobs (+15%)
+5% party money with jobs (+20%)
+5% party money with jobs (+25%)
+5% party money with jobs (+30%)
+5% party money with jobs (+35%)
+5% party money with jobs (+40%)
+5% party money with jobs (+45%)
+5% party money with jobs (+50%)
+5% party money with jobs (+55%)
+5% party money with jobs (+60%)
+5% party money with jobs (+65%)
+5% party money with jobs (+70%)
+5% party money with jobs (+75%)
+5% party money with jobs (+80%)
+5% party money with jobs (+85%)
+5% party money with jobs (+90%)
+5% party money with jobs (+95%)
+5% party money with jobs (+100%)
+5% party money with jobs (+105%)
+5% party money with jobs (+110%)
+5% party money with jobs (+115%)
+5% party money with jobs (+120%)
+5% party money with jobs (+125%)
+5% party money with jobs (+130%)
+5% party money with jobs (+135%)
+5% party money with jobs (+140%)
+5% party money with jobs (+145%)
+5% party money with jobs (+150%)
+5% party money with jobs (+155%)
+5% party money with jobs (+160%)
+5% party money with jobs (+165%)
+5% party money with jobs (+170%)
+5% party money with jobs (+175%)
+5% party money with jobs (+180%)

[PC10] Mini-Classes Group


Kits / Feats

Level KXP Effect Total
1 0.8 +1 kit (still limited to total kits = LVL) (+1)
2 1.6 +1 kit (still limited to total kits = LVL) (+2)
3 3.2 +1 kit (still limited to total kits = LVL) (+3)
4 6.4 +1 kit (still limited to total kits = LVL) (+4)
5 12.8 +1 kit (still limited to total kits = LVL) (+5)
6 25.6 +1 kit (still limited to total kits = LVL) (+6)
7 51.2 +1 kit (still limited to total kits = LVL) (+7)
8 102.4 +1 kit (still limited to total kits = LVL) (+8)
9 160 +1 kit (still limited to total kits = LVL) (+9)
10 240 +1 kit (still limited to total kits = LVL) (+10)
11 320 +1 kit (still limited to total kits = LVL) (+11)
12 400 +1 kit (still limited to total kits = LVL) (+12)
13 480 +1 kit (still limited to total kits = LVL) (+13)
14 560 +1 kit (still limited to total kits = LVL) (+14)
15 640 +1 kit (still limited to total kits = LVL) (+15)
16 720 +1 kit (still limited to total kits = LVL) (+16)
17 800 +1 kit (still limited to total kits = LVL) (+17)
18 880 +1 kit (still limited to total kits = LVL) (+18)
19 960 +1 kit (still limited to total kits = LVL) (+19)
20 1040 +1 kit (still limited to total kits = LVL) (+20)
21 1120 +1 kit (still limited to total kits = LVL) (+21)
22 1200 +1 kit (still limited to total kits = LVL) (+22)
23 1280 +1 kit (still limited to total kits = LVL) (+23)
24 1360 +1 kit (still limited to total kits = LVL) (+24)
25 1440 +1 kit (still limited to total kits = LVL) (+25)
26 1520 +1 kit (still limited to total kits = LVL) (+26)
27 1600 +1 kit (still limited to total kits = LVL) (+27)
28 1680 +1 kit (still limited to total kits = LVL) (+28)
29 1760 +1 kit (still limited to total kits = LVL) (+29)
30 1840 +1 kit (still limited to total kits = LVL) (+30)
31 1920 +1 kit (still limited to total kits = LVL) (+31)
32 2000 +1 kit (still limited to total kits = LVL) (+32)
33 2080 +1 kit (still limited to total kits = LVL) (+33)
34 2160 +1 kit (still limited to total kits = LVL) (+34)
35 2240 +1 kit (still limited to total kits = LVL) (+35)
36 2320 +1 kit (still limited to total kits = LVL) (+36)
Alternate Effect Alt Total
+1 feat (can go beyond limit with this) (+1)
+1 feat (can go beyond limit with this) (+2)
+1 feat (can go beyond limit with this) (+3)
+1 feat (can go beyond limit with this) (+4)
+1 feat (can go beyond limit with this) (+5)
+1 feat (can go beyond limit with this) (+6)
+1 feat (can go beyond limit with this) (+7)
+1 feat (can go beyond limit with this) (+8)
+1 feat (can go beyond limit with this) (+9)
+1 feat (can go beyond limit with this) (+10)
+1 feat (can go beyond limit with this) (+11)
+1 feat (can go beyond limit with this) (+12)
+1 feat (can go beyond limit with this) (+13)
+1 feat (can go beyond limit with this) (+14)
+1 feat (can go beyond limit with this) (+15)
+1 feat (can go beyond limit with this) (+16)
+1 feat (can go beyond limit with this) (+17)
+1 feat (can go beyond limit with this) (+18)
+1 feat (can go beyond limit with this) (+19)
+1 feat (can go beyond limit with this) (+20)
+1 feat (can go beyond limit with this) (+21)
+1 feat (can go beyond limit with this) (+22)
+1 feat (can go beyond limit with this) (+23)
+1 feat (can go beyond limit with this) (+24)
+1 feat (can go beyond limit with this) (+25)
+1 feat (can go beyond limit with this) (+26)
+1 feat (can go beyond limit with this) (+27)
+1 feat (can go beyond limit with this) (+28)
+1 feat (can go beyond limit with this) (+29)
+1 feat (can go beyond limit with this) (+30)
+1 feat (can go beyond limit with this) (+31)
+1 feat (can go beyond limit with this) (+32)
+1 feat (can go beyond limit with this) (+33)
+1 feat (can go beyond limit with this) (+34)
+1 feat (can go beyond limit with this) (+35)
+1 feat (can go beyond limit with this) (+36)

[PC10] Mini-Classes Group


Magic Items

Level KXP Effect Total
1 5 1 DL worth of magic items /reset (1)
2 10 1 DL worth of magic items /reset (2)
3 20 1 DL worth of magic items /reset (3)
4 40 1 DL worth of magic items /reset (4)
5 80 1 DL worth of magic items /reset (5)
6 160 1 DL worth of magic items /reset (6)
7 320 1 DL worth of magic items /reset (7)
8 500 1 DL worth of magic items /reset (8)
9 750 1 DL worth of magic items /reset (9)
10 1000 1 DL worth of magic items /reset (10)
11 1250 1 DL worth of magic items /reset (11)
12 1500 1 DL worth of magic items /reset (12)
13 1750 1 DL worth of magic items /reset (13)
14 2000 1 DL worth of magic items /reset (14)
15 2250 1 DL worth of magic items /reset (15)
16 2500 1 DL worth of magic items /reset (16)
17 2750 1 DL worth of magic items /reset (17)
18 3000 1 DL worth of magic items /reset (18)
19 3250 1 DL worth of magic items /reset (19)
20 3500 1 DL worth of magic items /reset (20)
21 3750 1 DL worth of magic items /reset (21)
22 4000 1 DL worth of magic items /reset (22)
23 4250 1 DL worth of magic items /reset (23)
24 4500 1 DL worth of magic items /reset (24)
25 4750 1 DL worth of magic items /reset (25)
26 5000 1 DL worth of magic items /reset (26)
27 5250 1 DL worth of magic items /reset (27)
28 5500 1 DL worth of magic items /reset (28)
29 5750 1 DL worth of magic items /reset (29)
30 6000 1 DL worth of magic items /reset (30)
31 6250 1 DL worth of magic items /reset (31)
32 6500 1 DL worth of magic items /reset (32)
33 6750 1 DL worth of magic items /reset (33)
34 7000 1 DL worth of magic items /reset (34)
35 7250 1 DL worth of magic items /reset (35)
36 7500 1 DL worth of magic items /reset (36)
Alternate Effect Alt Total
+2 half plusses /reset (2)
+2 half plusses /reset (4)
+2 half plusses /reset (6)
+2 half plusses /reset (8)
+2 half plusses /reset (10)
+2 half plusses /reset (12)
+2 half plusses /reset (14)
+2 half plusses /reset (16)
+2 half plusses /reset (18)
+2 half plusses /reset (20)
+2 half plusses /reset (22)
+2 half plusses /reset (24)
+2 half plusses /reset (26)
+2 half plusses /reset (28)
+2 half plusses /reset (30)
+2 half plusses /reset (32)
+2 half plusses /reset (34)
+2 half plusses /reset (36)
+2 half plusses /reset (38)
+2 half plusses /reset (40)
+2 half plusses /reset (42)
+2 half plusses /reset (44)
+2 half plusses /reset (46)
+2 half plusses /reset (48)
+2 half plusses /reset (50)
+2 half plusses /reset (52)
+2 half plusses /reset (54)
+2 half plusses /reset (56)
+2 half plusses /reset (58)
+2 half plusses /reset (60)
+2 half plusses /reset (62)
+2 half plusses /reset (64)
+2 half plusses /reset (66)
+2 half plusses /reset (68)
+2 half plusses /reset (70)
+2 half plusses /reset (72)
 
Gives 1 DL worth of magic items per reset. They will be random, unless doing them as compensated (copied) items would be easier for the DM (depends on the campaign). So, at level 5 you could choose to get 5 DL=1 items or 1 DL=5 item (the latter is probably better). This version "checks" for what items to copy before the reset (giving out XP), using the lower level.
The Alternate version gives 2 half plusses (AC, saves, TH, or dmg) per level per reset (so at level 5, you would distribute 10 half-plusses among your items). This version "checks" for what items to copy after the reset (giving out XP), using the higher level.

[PC10] Mini-Classes Group


Memorization Level

Level KXP Version1 Effect Total
1 3 +1 limited ML * (+1)
2 6 +1 limited ML * (+2)
3 12 +1 limited ML * (+3)
4 24 +1 limited ML * (+4)
5 48 +1 limited ML * (+5)
6 96 +1 limited ML * (+6)
7 192 +1 limited ML * (+7)
8 384 +1 limited ML * (+8)
9 600 +1 limited ML * (+9)
10 900 +1 limited ML * (+10)
11 1200 +1 limited ML * (+11)
12 1500 +1 limited ML * (+12)
13 1800 +1 limited ML * (+13)
14 2100 +1 limited ML * (+14)
15 2400 +1 limited ML * (+15)
16 2700 +1 limited ML * (+16)
17 3000 +1 limited ML * (+17)
18 3300 +1 limited ML * (+18)
19 3600 +1 limited ML * (+19)
20 3900 +1 limited ML * (+20)
21 4200 +1 limited ML * (+21)
22 4500 +1 limited ML * (+22)
23 4800 +1 limited ML * (+23)
24 5100 +1 limited ML * (+24)
25 5400 +1 limited ML * (+25)
26 5700 +1 limited ML * (+26)
27 6000 +1 limited ML * (+27)
28 6300 +1 limited ML * (+28)
29 6600 +1 limited ML * (+29)
30 6900 +1 limited ML * (+30)
31 7200 +1 limited ML * (+31)
32 7500 +1 limited ML * (+32)
33 7800 +1 limited ML * (+33)
34 8100 +1 limited ML * (+34)
35 8400 +1 limited ML * (+35)
36 8700 +1 limited ML * (+36)
Version2 Effect Total
+1 SL (+1)
+2 SLs (+3)
+3 SLs (+6)
+4 SLs (+10)
+5 SLs (+15)
+6 SLs (+21)
+7 SLs (+28)
+8 SLs (+36)
+9 SLs (+45)
+10 SLs (+55)
+11 SLs (+66)
+12 SLs (+78)
+13 SLs (+91)
+14 SLs (+105)
+15 SLs (+120)
+16 SLs (+136)
+17 SLs (+153)
+18 SLs (+171)
+19 SLs (+190)
+20 SLs (+210)
+21 SLs (+231)
+22 SLs (+253)
+23 SLs (+276)
+24 SLs (+300)
+25 SLs (+325)
+26 SLs (+351)
+27 SLs (+378)
+28 SLs (+406)
+29 SLs (+435)
+30 SLs (+465)
+31 SLs (+496)
+32 SLs (+528)
+33 SLs (+561)
+34 SLs (+595)
+35 SLs (+630)
+36 SLs (+666)
Version3 Effect Total
Wizardry +1 SL (+1)
Wizardry +1 SL (+2)
Wizardry +1 SL (+3)
Wizardry +1 SL (+4)
Wizardry +1 SL (+5)
Wizardry +1 SL (+6)
Wizardry +1 SL (+7)
Wizardry +1 SL (+8)
Wizardry +1 SL (+9)
Wizardry +1 SL (+10)
Wizardry +1 SL (+11)
Wizardry +1 SL (+12)
Wizardry +1 SL (+13)
Wizardry +1 SL (+14)
Wizardry +1 SL (+15)
Wizardry +1 SL (+16)
Wizardry +1 SL (+17)
Wizardry +1 SL (+18)
Wizardry +1 SL (+19)
Wizardry +1 SL (+20)
Wizardry +1 SL (+21)
Wizardry +1 SL (+22)
Wizardry +1 SL (+23)
Wizardry +1 SL (+24)
Wizardry +1 SL (+25)
Wizardry +1 SL (+26)
Wizardry +1 SL (+27)
Wizardry +1 SL (+28)
Wizardry +1 SL (+29)
Wizardry +1 SL (+30)
Wizardry +1 SL (+31)
Wizardry +1 SL (+32)
Wizardry +1 SL (+33)
Wizardry +1 SL (+34)
Wizardry +1 SL (+35)
Wizardry +1 SL (+36)
This class has two alternate versions (so it has three versions total). "Version1" is the "Normal" version; the others are "Alternates".
Version 1: * The increase in ML does not give you extra SL's, only extra spells in the SL's you already have. If your progression goes from "21" to "422", your progression is actually only "42".
Version 2: These bonus SL's are distributed among the SL's you have.
Version 3: "Wizardry" is doubling a SL. If you pick a SL more than once, the multiplier goes up by 1. So, at level 5, you could Double 5ths, or Double 2nds and 3rds, or Sextuple (x6) 1sts. Stat bonuses are affected.

[PC10] Mini-Classes Group


Meta-Stats

Level KXP
1 3
2 6
3 12
4 24
5 48
6 96
7 192
8 384
9 600
10 750
11 900
12 1050
13 1200
14 1350
15 1500
16 1650
17 1800
18 1950
19 2100
20 2250
21 2400
22 2550
23 2700
24 2850
25 3000
26 3150
27 3300
28 3450
29 3600
30 3750
31 3900
32 4050
33 4200
34 4350
35 4500
36 4650
Source Ability (Gets one pick per level)
Str (Mini-Class) +1 rank of Exceptional Str which stacks on top on what you already have
Str (Mini-Class) Sustain Str.
Str (Mini-Class) Your Strength for purposes of weapons is increased by +2*LVL.
Set Str (Mini-Class) You can use an unlimited amount of shifting of Subability scores ("sleazing") for Str.
Set Str (Mini-Class) Automatically make Str checks, PP saves, Bend Bars and Lift Gates rolls.
Set Str (Mini-Class) You get x3 effect with these [C7] Combat Maneuvers: Bash, Bypassing Armor, Charge, Cleave, Disarm, Kick, Parry, Sap, Shield Bash, Subdue.
Set Str (Mini-Class) With an attack, you can Throw a Size M target Str*10', doing (Str)d6 falling dmg. This autohits and removes him from your group.
Dex (Mini-Class) +1 rank of Exceptional Dex which stacks on top on what you already have
Dex (Mini-Class) Sustain Dex.
Dex (Mini-Class) You get the bonus P,V actions based on high Dex used in earlier versions of the Collective.
Set Dex (Mini-Class) You can use an unlimited amount of shifting of Subability scores ("sleazing") for Dex.
Set Dex (Mini-Class) Automatically make Dex checks and Reflex saves.
Set Dex (Mini-Class) +1 instance of tactical movement. Double movement rate.
Set Dex (Mini-Class) Resist falling damage.
Con (Mini-Class) +1 rank of Exceptional Con which stacks on top on what you already have
Con (Mini-Class) Sustain Con.
Con (Mini-Class) Regenerate LVL*(LVL+1)/2 hp /s
Set Con (Mini-Class) You can use an unlimited amount of shifting of Subability scores ("sleazing") for Con.
Set Con (Mini-Class) Automatically make Con checks, Fort saves, System Shock and Resurrection survival rolls.
Set Con (Mini-Class) Get +1d+0 hit dice in each class.
Set Con (Mini-Class) Sustain hp and immune to Vile and Permanent dmg.
Int (Mini-Class) +1 rank of Exceptional Int which stacks on top on what you already have
Int (Mini-Class) Sustain Int, Logic.
Int (Mini-Class) You get the bonus M actions based on high Int+Wis+Chr used in earlier versions of the Collective (you can alternatively use Reason+Wis+Presence if you want).
Set Int (Mini-Class) You can use an unlimited amount of shifting of Subability scores ("sleazing") for Int.
Set Int (Mini-Class) Automatically make Int checks and category=Spell saves.
Set Int (Mini-Class) Get Int bonus to CL; you can no more than double the original CL of a class.
Set Int (Mini-Class) +2 Kit slots.
Wis (Mini-Class) +1 rank of Exceptional Wis which stacks on top on what you already have
Wis (Mini-Class) Sustain Wis, San (Sanity).
Wis (Mini-Class) When using Wisdom for bonus spells, can use Simplified Wis Bonus, or convert all the SLs in the standard chart into one pool, and redistribute SLs as you like.
Set Wis (Mini-Class) You can use an unlimited amount of shifting of Subability scores ("sleazing") for Wis.
Set Wis (Mini-Class) Automatically make Wis checks and Will saves.
Set Wis (Mini-Class) Get an instance of Wis bonus to one spell progression.
Set Wis (Mini-Class) You can Turn Undead using the level of this Mini class. If you can already Turn Undead, you can do it as 1V action.
Chr (Mini-Class) +1 rank of Exceptional Chr which stacks on top on what you already have
Chr (Mini-Class) Sustain Chr, Cml.
Chr (Mini-Class) +10*LVL% Money
Set Chr (Mini-Class) You can use an unlimited amount of shifting of Subability scores ("sleazing") for Chr.
Set Chr (Mini-Class) Automatically make Chr checks, Psionic Blast saves, and Leadership (Morale) checks.
Set Chr (Mini-Class) +1 summon slot.
Set Chr (Mini-Class) Double your Personality score.

[PC10] Mini-Classes Group


Mini Custom2

Level KXP Effect Note
1 0.2*F Custom2 picks (Max F=0.5)
2 0.4*F Custom2 picks (Max F=1)
3 0.8*F Custom2 picks (Max F=1.5)
4 2*F Custom2 picks (Max F=2)
5 4*F Custom2 picks (Max F=2.5)
6 8*F Custom2 picks (Max F=3)
7 15*F Custom2 picks (Max F=3.5)
8 28*F Custom2 picks (Max F=4)
9 58*F Custom2 picks (Max F=4.5)
10 88*F Custom2 picks (Max F=5)
11 118*F Custom2 picks (Max F=5.5)
12 148*F Custom2 picks (Max F=6)
13 178*F Custom2 picks (Max F=6.5)
14 208*F Custom2 picks (Max F=7)
15 238*F Custom2 picks (Max F=7.5)
16 268*F Custom2 picks (Max F=8)
17 298*F Custom2 picks (Max F=8.5)
18 328*F Custom2 picks (Max F=9)
19 358*F Custom2 picks (Max F=9.5)
20 388*F Custom2 picks (Max F=10)
21 418*F Custom2 picks (Max F=10.5)
22 448*F Custom2 picks (Max F=11)
23 478*F Custom2 picks (Max F=11.5)
24 508*F Custom2 picks (Max F=12)
25 538*F Custom2 picks (Max F=12.5)
26 568*F Custom2 picks (Max F=13)
27 598*F Custom2 picks (Max F=13.5)
28 628*F Custom2 picks (Max F=14)
29 658*F Custom2 picks (Max F=14.5)
30 688*F Custom2 picks (Max F=15)
31 718*F Custom2 picks (Max F=15.5)
32 748*F Custom2 picks (Max F=16)
33 778*F Custom2 picks (Max F=16.5)
34 808*F Custom2 picks (Max F=17)
35 838*F Custom2 picks (Max F=17.5)
36 868*F Custom2 picks (Max F=18)
Alternate Effect
Halve the F in Custom1 picks
Halve the F in Custom1 picks
Halve the F in Custom1 picks
Halve the F in Custom1 picks
Halve the F in Custom1 picks
Halve the F in Custom1 picks
Halve the F in Custom1 picks
Halve the F in Custom1 picks
Halve the F in Custom1 picks
Halve the F in Custom1 picks
Halve the F in Custom1 picks
Halve the F in Custom1 picks
Halve the F in Custom1 picks
Halve the F in Custom1 picks
Halve the F in Custom1 picks
Halve the F in Custom1 picks
Halve the F in Custom1 picks
Halve the F in Custom1 picks
Halve the F in Custom1 picks
Halve the F in Custom1 picks
Halve the F in Custom1 picks
Halve the F in Custom1 picks
Halve the F in Custom1 picks
Halve the F in Custom1 picks
Halve the F in Custom1 picks
Halve the F in Custom1 picks
Halve the F in Custom1 picks
Halve the F in Custom1 picks
Halve the F in Custom1 picks
Halve the F in Custom1 picks
Halve the F in Custom1 picks
Halve the F in Custom1 picks
Halve the F in Custom1 picks
Halve the F in Custom1 picks
Halve the F in Custom1 picks
Halve the F in Custom1 picks
 
This gives you Custom2 picks (see [PC6]). Pick an F factor, which is limited to half your Mini Custom2 class. (This class has the weird property that it's XP goes up very rapidly if you keep it at the F limit).
You use your Mini Custom2 class for your level for these picks. You can generate a Mini class that gives hit points, spells, etc. If you make hit dice, note the hit dice are NOT amperanded (&) unless you pay for it, making you count this class into the divisor for your hp calculations.
You cannot pick zero or negative F factor items from Custom2 (or Custom1 for Alternate).

[PC10] Mini-Classes Group


Mini Custom5

Level KXP Effect Total
1 2.5 Level 1 Custom5 pick (1 pick)
2 5 Level 2 Custom5 pick (2 picks)
3 10 Level 3 Custom5 pick (3 picks)
4 20 Level 4 Custom5 pick (4 picks)
5 40 Level 5 Custom5 pick (5 picks)
6 80 Level 6 Custom5 pick (6 picks)
7 160 Level 7 Custom5 pick (7 picks)
8 320 Level 8 Custom5 pick (8 picks)
9 500 Level 9 Custom5 pick (9 picks)
10 750 Level 10 Custom5 pick (10 picks)
11 1000 Level 11 Custom5 pick (11 picks)
12 1250 Level 12 Custom5 pick (12 picks)
13 1500 Level 13 Custom5 pick (13 picks)
14 1750 Level 14 Custom5 pick (14 picks)
15 2000 Level 15 Custom5 pick (15 picks)
16 2250 Level 16 Custom5 pick (16 picks)
17 2500 Level 17 Custom5 pick (17 picks)
18 2750 Level 18 Custom5 pick (18 picks)
19 3000 Level 19 Custom5 pick (19 picks)
20 3250 Level 20 Custom5 pick (20 picks)
21 3500 Level 21 Custom5 pick (21 picks)
22 3750 Level 22 Custom5 pick (22 picks)
23 4000 Level 23 Custom5 pick (23 picks)
24 4250 Level 24 Custom5 pick (24 picks)
25 4500 Level 25 Custom5 pick (25 picks)
26 4750 Level 26 Custom5 pick (26 picks)
27 5000 Level 27 Custom5 pick (27 picks)
28 5250 Level 28 Custom5 pick (28 picks)
29 5500 Level 29 Custom5 pick (29 picks)
30 5750 Level 30 Custom5 pick (30 picks)
31 6000 Level 31 Custom5 pick (31 picks)
32 6250 Level 32 Custom5 pick (32 picks)
33 6500 Level 33 Custom5 pick (33 picks)
34 6750 Level 34 Custom5 pick (34 picks)
35 7000 Level 35 Custom5 pick (35 picks)
36 7250 Level 36 Custom5 pick (Max F=18)
Alternate Effect
Level 1 Quintessential Custom6 pick
Level 2 Quintessential Custom6 pick
Level 3 Quintessential Custom6 pick
Level 4 Quintessential Custom6 pick
Level 5 Quintessential Custom6 pick
Level 6 Quintessential Custom6 pick
Level 7 Quintessential Custom6 pick
Level 8 Quintessential Custom6 pick
Level 9 Quintessential Custom6 pick
Level 10 Quintessential Custom6 pick
Level 11 Quintessential Custom6 pick
Level 12 Quintessential Custom6 pick
Level 13 Quintessential Custom6 pick
Level 14 Quintessential Custom6 pick
Level 15 Quintessential Custom6 pick
Level 16 Quintessential Custom6 pick
Level 17 Quintessential Custom6 pick
Level 18 Quintessential Custom6 pick
Level 19 Quintessential Custom6 pick
Level 20 Quintessential Custom6 pick
Level 21 Quintessential Custom6 pick
Level 22 Quintessential Custom6 pick
Level 23 Quintessential Custom6 pick
Level 24 Quintessential Custom6 pick
Level 25 Quintessential Custom6 pick
Level 26 Quintessential Custom6 pick
Level 27 Quintessential Custom6 pick
Level 28 Quintessential Custom6 pick
Level 29 Quintessential Custom6 pick
Level 30 Quintessential Custom6 pick
Level 31 Quintessential Custom6 pick
Level 32 Quintessential Custom6 pick
Level 33 Quintessential Custom6 pick
Level 34 Quintessential Custom6 pick
Level 35 Quintessential Custom6 pick
Level 36 Quintessential Custom6 pick
 
This gives you picks from 5th edition classes (or 6th edition for the Alternate class). Unlike Custom5, you do not "know" all the 5th edition classes innately, you need to learn the 5th edition classes.

[PC10] Mini-Classes Group


Mini Custom Race

Level KXP Effect Total
1 2.5 +1 Race Ability (÷1) (1)
2 5 +1 Race Ability (÷1) (2)
3 10 +1 Race Ability (÷1) (3)
4 20 +1 Race Ability (÷1) (4)
5 40 +1 Race Ability (÷1) (5)
6 80 +1 Race Ability (÷1) (6)
7 160 +1 Race Ability (÷1) (7)
8 320 +1 Race Ability (÷1) (8)
9 500 +1 Race Ability (÷1) (9)
10 750 +1 Race Ability (÷1) (10)
11 1000 +1 Race Ability (÷1) (11)
12 1250 +1 Race Ability (÷1) (12)
13 1500 +1 Race Ability (÷1) (13)
14 1750 +1 Race Ability (÷1) (14)
15 2000 +1 Race Ability (÷1) (15)
16 2250 +1 Race Ability (÷1) (16)
17 2500 +1 Race Ability (÷1) (17)
18 2750 +1 Race Ability (÷1) (18)
19 3000 +1 Race Ability (÷1) (19)
20 3250 +1 Race Ability (÷1) (20)
21 3500 +1 Race Ability (÷1) (21)
22 3750 +1 Race Ability (÷1) (22)
23 4000 +1 Race Ability (÷1) (23)
24 4250 +1 Race Ability (÷1) (24)
25 4500 +1 Race Ability (÷1) (25)
26 4750 +1 Race Ability (÷1) (26)
27 5000 +1 Race Ability (÷1) (27)
28 5250 +1 Race Ability (÷1) (28)
29 5500 +1 Race Ability (÷1) (29)
30 5750 +1 Race Ability (÷1) (30)
31 6000 +1 Race Ability (÷1) (31)
32 6250 +1 Race Ability (÷1) (32)
33 6500 +1 Race Ability (÷1) (33)
34 6750 +1 Race Ability (÷1) (34)
35 7000 +1 Race Ability (÷1) (35)
36 7250 +1 Race Ability (÷1) (36)
 
See the following pages for the Custom Race ÷1 list.
This class is too weak to generate ÷2 or ÷3 picks; use the normal Custom Race class to do this.

[PC10] Mini-Classes Group


Mini Custom Race Abilities (÷1)

Custom Race Abilities (÷1)
# Attacks with one arm +1
+0 weapon to hit you
+1 weapon to hit you
0, 1 attack: Dispel a magic/psionic effect
0, 1 attack: Dispel a magic/psionic item
0, 1/d: Cosmic Awareness for 1r
0, 1/r: Controlled Blink
0, 1/r: Recharge one of your magic items by 1 charge (even a potion)
0, 1/r: Reroll any die roll (yourself or friend)
0, 1/s: For this segment, ignore a non-racial defense on someone
0, 1/t: Feather Fall
0, 1/t: Ventriloquism
0, eat an item: +XPV/50 TH, dmg, AC, saves (all for 1t) and +XPV/5 to temp hp (lasts until used)
0, Lose 1 SL in memorization: +LVL dmg/saves for 1 round
0, sacrifice a DL N summon: +N*2 TH/dmg for 1 round and +N*N*10 current hp
0, spend 4 spell levels, 1/r: Lend an action (you lose that action)
0, take 10 dmg, 1/r: +1P action this round
0, take 15 dmg, 1/r: +1M action this round
0, take 5 dmg, 1/r: +1V action this round
0: Halve your melee damage this segment, but your damage is Vile and causes Lycanthropy
0: Levitation
1bM, 1/d: Capital E Escape
1bM, 1/t: Fork an effect (caster makes LVL/3+1 saves)
1bM: Blink Wounding (can blink away after first melee hit on you)
1bM: Target gains +LVL AC/saves this segment
1bV: Catch missiles fired at you 30% this segment
1bV: Catch one missile fired at you 90%
1bV: Intensify Fire: Doubles the damage of an existing fire effect
1bV: Interpose yourself in front of an attacking creature
1D: Magic Jar into another creature (Magic Jar save)
1D: Resurrect self, but you are back at home
1D: You Reincarnate upon death, inactive and Feign Death for the rest of this combat
1F, 1/d: Holy Bolt
1F, 1/d: Shapechange (lasts for LVL segments)
1F, 1/d: Uberskins (10), self
1F, 1/d: Wind Walk
1F, 1/t: Create a LVL*10' Wall of Stone with random orientation in the room
1F, 1/t: Heal (self or other)
1F, 2/d: Time Travel up to LVL^6 minutes
1F: Automaton: Animate LVL objects as DL I Golems (count as your summon)
1F: Effect, weapon, or person is resisted using NR for 1 turn
1F: Find/Remove Specials at 20+LVL*20%
1F: Find/Remove Terrain Features at LVL*15%
1F: Find/Remove Traps at 40+LVL*20%
1F: Find/Remove Tricks at 30+LVL*20%
Custom Race Abilities (÷1)
1F: Restoration
1F: Storm Cloud: Rain/thunder, all in group take 1dLVL mini 1-pt. lightning bolts per segment
1M or (Mouth's P + Consume 2 dead bodies): +LVL AC/dmg until end of round
1M, 1/d: Air Walk
1M, 1/d: Commune
1M, 1/d: Create a DL I Golem (AC=3*LVL, hp=10*LVL, Str=2*LVL, doesn't use summon slot)
1M, 1/d: Create a DL I Technological Monster (AC=4*LVL, hp=8*LVL, Str=2*LVL, doesn't use summon slot)
1M, 1/d: Ironskins (20), self
1M, 1/d: Locate Object
1M, 1/d: Neutralize Poison
1M, 1/d: Remove Curse
1M, 1/d: Stoneskins (30), self
1M, 1/d: Wraithform
1M, 1/r: Duplication: Create 1 Mirror Image (max = LVL)
1M, 1/r: Feeblemind
1M, 1/r: Feeblemind (save)
1M, 1/r: High Frequency Sample or Wild Surge
1M, 1/r: Psi1 Psionic Blast
1M, 1/r: Removes possession, domination, charm, etc.; Does not have to be evil source
1M, 1/t: Body Coating: 5*LVL hp Armor spell, self only, stacks with Armor spell
1M, 1/t: Chaos Ball your group (incl. yourself) for LVLd6 dmg
1M, 1/t: Charm Monster
1M, 1/t: Cold Generation: LVL*LVL Cold damage (1 group, no save)
1M, 1/t: Cthulhoid Swarm I: Summon LVL Monsters using ML I "Weird" chart (random)
1M, 1/t: Dimension Door
1M, 1/t: Dispel Magic/Psi/Innate/Radioactive
1M, 1/t: Double [C]: Doubles a harmful [C] section effect; Becomes capital lettered
1M, 1/t: Force Shape & Wrench: Force Shapechange & Wrench (no save, get ER & aNR)
1M, 1/t: Gravity Decrease: Increase gravity in room or object/person by LVL/2 G's (x1 Special)
1M, 1/t: Gravity Increase: Decrease gravity in room or object/person by LVL/2 G's (x1 Special)
1M, 1/t: Half Pain: Take half damage from one person for 1t
1M, 1/t: High-Frequency Sample: Generate a High-Frequency Sampler minor effect
1M, 1/t: Inertial Barrier
1M, 1/t: Innate Trigger: Contingency for 1 innate power
1M, 1/t: Mirror Image
1M, 1/t: Pass Wall
1M, 1/t: Psi Bolt: 1 target: LVLd10 telekinetic dmg (save:½)
1M, 1/t: Psi Shield: Pick Physical, Magic, or Psi: 10*LVL hp shield
1M, 1/t: Summon a Wood Elemental: AC 40, hp 80, #Att 2/1, TH +30, dmg 30
1M, 1/t: Summon an Astral Construct II
1M, 1/t: Telekinesis Shield: 10*LVL hp shield vs. physical,energy,TK
1M, 1/t: Teleport Without Error
1M, 1/t: Tenser's Transformation
1M, 1/w: Add 1 to your multiplier (see [X] section) for LVL s.
1M, 1/w: Limited Wish

[PC10] Mini-Classes Group


Mini Custom Race Abilities (÷1) 

Custom Race Abilities (÷1)
1M, 1V: Tree
1M, 2/d: Plane Shift
1M, 2/d: Polymorph Self
1M, 2/h: Teleport
1M, 3/d: Cure Disease
1M, 3/d: Dispel Evil
1M, 3/d: Raise Dead
1M, 3/d: True Seeing
1M, 7/d: Dispel Illusion
1M, LVL/d: Remove Fear
1M, LVL/d: Telekinesis
1M, once per 3r: 10*LVL wood dmg to one target (no save)
1M: Airy Water
1M: Anti-Magic Shell (SL=0-LVL/2)
1M: Berserk (+LVL/+LVL TH/dmg, -LVL/-LVL AC/save) for 1t
1M: Blindness
1M: Cast a cantrip (SL=0 Wizard spell)
1M: Cast a Psi3 cantrip (SL=0 Psi3 power)
1M: Cast an orison (SL=0 Priest spell)
1M: Charm Person
1M: Clairaudience
1M: Clairvoyance
1M: Confusion
1M: Contagion/Enervation: One target is hit by Contagion & Enervation (PPD for each)
1M: Create Food and Water
1M: Darkness
1M: Detect Lie
1M: Detect Traps
1M: Dismiss Elemental
1M: Dispel Magic
1M: Dispel Radiation/Tech: Dispels one Radioactive, Wild/Chaos, or Technological effect
1M: Domination (save) (only one Domination effect running at a time)
1M: Double Pain
1M: Drain: Target loses -LVL to a stat (choose stat, no save)
1M: Faerie Fire
1M: Fear
1M: Fear (save vs. spell at -LVL/3); Fumble (save vs. spell)
1M: Fear I (Scare): Target saves or loses 1P+1M action
1M: Fire Generation: LVL*LVL Fire damage (1 group, no save)
1M: Hard Radiation: LVL*LVL/3+2 Radiation damage and LVL+1 Con damage (1 group, no save)
1M: Ice Production: LVL*(LVL+2) ice dmg to one target (no save)
1M: Improved Invisibility
1M: Intellect Annihilation: 1 target: -3d6 Int (save) and insane (save)
1M: Know Alignment
1M: Levitate
Custom Race Abilities (÷1)
1M: Light Emission: LVL*LVL/2 Light damage (no save) and LVL/3+1 instances of blindness (save)
1M: LVL*LVL Vibration damage (1 group, no save)
1M: LVL^2 psionic dmg to one target (no save)
1M: LVLdLVL cold dmg (area, save:½, IR)
1M: LVLdLVL fire dmg (area, save:½, IR)
1M: Magic Missile
1M: Maze (Spell save)
1M: Mind Blast: 2*LVL Int dmg to one target (no save)
1M: Mind Control: Control V actions (Will save), P actions (Will save at +5), or M actions (Will save at +10)
1M: Paralyze one target (PPD save)
1M: Reflecting Pool
1M: Sleep
1M: Sonic Generation: LVL*LVL Sound damage (no save) and LVL/3+1 instances of deafness (save)
1M: Spiritual Drain: Target loses LVL*LVL hp (necromantic, no save), you gain it (above max goes away after 1r)
1M: Suggestion
1M: Summon a DL=(LVL+1)/2 Alien
1M: Summon a DL=(LVL+1)/2 Animal
1M: Summon a DL=(LVL+1)/2 Arctic
1M: Summon a DL=(LVL+1)/2 Beholder
1M: Summon a DL=(LVL+1)/2 Cloud
1M: Summon a DL=(LVL+1)/2 Cthulhoid Horror
1M: Summon a DL=(LVL+1)/2 Dragon
1M: Summon a DL=(LVL+1)/2 Eelemental
1M: Summon a DL=(LVL+1)/2 Elemental
1M: Summon a DL=(LVL+1)/2 Faerie
1M: Summon a DL=(LVL+1)/2 Far Realm
1M: Summon a DL=(LVL+1)/2 Giant
1M: Summon a DL=(LVL+1)/2 Golem
1M: Summon a DL=(LVL+1)/2 Hound
1M: Summon a DL=(LVL+1)/2 Humanoid
1M: Summon a DL=(LVL+1)/2 Immortal
1M: Summon a DL=(LVL+1)/2 Inner Planar
1M: Summon a DL=(LVL+1)/2 Insect
1M: Summon a DL=(LVL+1)/2 Leech
1M: Summon a DL=(LVL+1)/2 Lycanthrope
1M: Summon a DL=(LVL+1)/2 Mind Flayer World
1M: Summon a DL=(LVL+1)/2 Mutant
1M: Summon a DL=(LVL+1)/2 Nightmare Dimension
1M: Summon a DL=(LVL+1)/2 NPC
1M: Summon a DL=(LVL+1)/2 Ooze
1M: Summon a DL=(LVL+1)/2 Outer
1M: Summon a DL=(LVL+1)/2 Plant
1M: Summon a DL=(LVL+1)/2 Psionic
1M: Summon a DL=(LVL+1)/2 Rakshasa World
1M: Summon a DL=(LVL+1)/2 Reptile

[PC10] Mini-Classes Group


Mini Custom Race Abilities (÷1)

Custom Race Abilities (÷1)
1M: Summon a DL=(LVL+1)/2 Space
1M: Summon a DL=(LVL+1)/2 Spirit of the Land
1M: Summon a DL=(LVL+1)/2 Tarrasque World
1M: Summon a DL=(LVL+1)/2 Technological
1M: Summon a DL=(LVL+1)/2 Undead
1M: Summon a DL=(LVL+1)/2 Unlive
1M: Summon a DL=(LVL+1)/2 Virus
1M: Summon a DL=(LVL+1)/2 Water
1M: Summon a DL=(LVL+1)/2 Weird
1M: Summon a DL=(LVL+1)/2 Wurm
1M: Summon a Plant Elemental: AC 20, hp 20, #Att 1/1, TH +10, dmg 10
1M: Summon an Astral Construct I
1M: Target takes LVLd4 Chr dmg (no save)
1M: Target takes LVLd4 Int dmg (no save)
1M: Target takes LVLd4 Wis dmg (no save)
1M: Target takes LVLd6 Chr dmg (save:½)
1M: Target takes LVLd6 Int dmg (save:½)
1M: Target takes LVLd6 Wis dmg (save:½)
1M+1V: Move an effect from target to yourself
1N, 1/r: Resume Animation: Remove one instance of Paralysis, Stun, Hold, etc. on yourself
1N, 1/w: Self-Sacrifice: All others can Escape but you are left behind
1P, take 2*LVL damage: Deal 15*LVL dmg to one target (IR, no save)
1P, take 3*LVL damage: Deal 20*LVL dmg to one target (IR, no save)
1P, take LVL damage: Deal 10*LVL dmg to one target (IR, no save)
1P: Bomb: LVL*LVL/2 explosion dmg to your group (hole in the middle, no save)
1P: Destroy a Wall (magical or normal up to LVL' thick) or a door
1P: Loss of Limb: Target is sharped (save)
1P: Target takes LVLd4 Con dmg (no save)
1P: Target takes LVLd4 Dex dmg (no save)
1P: Target takes LVLd4 Str dmg (no save)
1P: Target takes LVLd6 Con dmg (save:½)
1P: Target takes LVLd6 Dex dmg (save:½)
1P: Target takes LVLd6 Str dmg (save:½)
1QM, 1/d: Tempus F-U
1S, 1/t: Slay Living (one target, PPD save, 10 dmg if make save)
1V, 1/r: Dimension Swap: You and ally or two allies switch positions.
1V, 1/r: Dispel Exhaustion: Target heals 25% of damage taken
1V, 1/r: Premature Trigger: Set off someone else's trigger prematurely (no save, ER resists)
1V, 1/t: Avenge: Choose a target, you deal double weapon damage to that target this combat
1V, 1/t: Create a random trap (only enemies trigger it)
1V, 1/t: Curse (Spell save)
1V, 1/t: People's Bless: One die roll within 1 round is adjusted as you wish (max of +/-LVL).
1V, 1/t: Taunt a group
1V, 3/d: Druid Shapechange
1V, eat N gp: Cure self N hp (can eat off of your gp count on chalkboard, keep track)
Custom Race Abilities (÷1)
1V, LVL/t: Split target away from group of monsters into its own group
1V: Cure Blindness, Deafness, Disease, or Light Wounds
1V: Dig
1V: Drain LVL Magic Item Charges from an item, you gain LVL*XPV/1000 hp
1V: Find/Remove Specials at LVL*20%
1V: Find/Remove Traps at 20+LVL*20%
1V: Find/Remove Tricks at 10+LVL*20%
1V: Flash: Blind a sense (Spell save)
1V: Gaseous Form
1V: Identify
1V: Invisibility
1V: Jump
1V: Meld into Shadows
1V: Phase in or out. Phased out is +20 AC, +2 wpn to hit you, cannot do things physically
1V: Taunt (one target)
1V: Web
2 attacks: Whirl (do 1 attack on each monster in your group)
2F, 1/d: Control Weather
2M, 1/w: Wish
2P: Polymorph Object
2V: Entangle
2V: Transport via Plants
3P: Wall of Force (non-solid version)
AC and TH +1 vs. "giant-class"
AC and TH +2 vs. "giant-class"
AC and TH +3 vs. "giant-class"
AC and TH +4 vs. "giant-class"
Actions +1A
Actions +1M
Actions +1P
Actions +1QV
Actions +1QZ
Actions +1S
Actions +1V
Actions +2A
Actions +2P
Actions +2V
Actions +3A
Actions +3V
Adaptive shield (2nd time you take dmg from an effect = 1/2 dmg, etc.)
Adaptive shield (DR and SR 5*N/-, N=# times hit by an effect)
Add Chr bonus to any one progression
Add Int bonus to any one progression
Add Wis bonus to any one progression
aER 11*LVL%

[PC10] Mini-Classes Group


Mini Custom Race Abilities (÷1) 

Custom Race Abilities (÷1)
aER 55%
aIR 13*LVL%
aIR 65%
All Priest classes use Templar XP table
All Psionicist classes use Psi18 XP table
All Rogue classes use Monk1 XP table
All Warrior classes use Paladin XP table
All Wizard classes use Elf0 XP table
aMR 15*LVL%
aMR 75%
Animal Friendship continuous
aNR 11*LVL%
aNR 55%
Any level 1 Rogue ability (10*LVL pts.)
Arms +1, it is in a new "group" of arms
Arquebus and tech guns cost 1/10 normal cost
aRR 16*LVL%
aRR 80%
Astral Perception
Astral Projection (copy Int->Str, Wis->Dex, Chr->Con)
aWR 12*LVL%
aWR 60%
Backstab x2
Bite 1d10 dmg
Bite 1d12 dmg
Bite 1d2 dmg + Lycanthropy
Bite 1d3 dmg + poison (death/0)
Bite 1d4 dmg (Vampiric Regen.)
Bite 1d4 dmg + disease (PPD save)
Bite 1d6 dmg + slow 1d8 r (save)
Bite 1d8 dmg (Vile)
Blindfighting
Breath Weapon: Acid (Fire+Water) (1/3r or 3/d, =½*hp)
Breath Weapon: Air (1/3r or 3/d, =½*hp)
Breath Weapon: Alcohol (Air+Fire+Water) (1/3r or 3/d, =½*hp)
Breath Weapon: Ash / Cinder (Fire+Negative) (1/3r or 3/d, =½*hp)
Breath Weapon: Bark (Thorns+Negative) (1/3r or 3/d, =½*hp)
Breath Weapon: Blizzard (Cold+Positive) (1/3r or 3/d, =½*hp)
Breath Weapon: Blood (Glass+Positive) (1/3r or 3/d, =½*hp)
Breath Weapon: Bone (Flesh+Negative) (1/3r or 3/d, =½*hp)
Breath Weapon: Cold (Air+Water) (1/3r or 3/d, =½*hp)
Breath Weapon: Composite (Air+Ear+Fir+Wat) (1/3r or 3/d, =½*hp)
Breath Weapon: Dust (Earth+Negative) (1/3r or 3/d, =½*hp)
Breath Weapon: Earth (1/3r or 3/d, =½*hp)
Breath Weapon: Fire (1/3r or 3/d, =½*hp)
Custom Race Abilities (÷1)
Breath Weapon: Firestorm (Magma+Positive) (1/3r or 3/d, =½*hp)
Breath Weapon: Flesh (1/3r or 3/d, =½*hp)
Breath Weapon: Fog (Cold+Shadow) (1/3r or 3/d, =½*hp)
Breath Weapon: Fungus/Seaweed(Wood+Wat) (1/3r or 3/d, =½*hp)
Breath Weapon: Glass (Air+Earth+Water) (1/3r or 3/d, =½*hp)
Breath Weapon: Heat / Warmth (Air+Fire) (1/3r or 3/d, =½*hp)
Breath Weapon: Ice / Snow (Cold+Negative) (1/3r or 3/d, =½*hp)
Breath Weapon: Impact (Water+Shadow) (1/3r or 3/d, =½*hp)
Breath Weapon: Inertia (Earth+Shadow) (1/3r or 3/d, =½*hp)
Breath Weapon: Lightning (Air+Positive) (1/3r or 3/d, =½*hp)
Breath Weapon: Magma / Lava (Earth+Fire) (1/3r or 3/d, =½*hp)
Breath Weapon: Magnetism (Metal+Positive) (1/3r or 3/d, =½*hp)
Breath Weapon: Metal (Earth+Fire+Water) (1/3r or 3/d, =½*hp)
Breath Weapon: Minerals (Earth+Positive) (1/3r or 3/d, =½*hp)
Breath Weapon: Mist (Heat+Shadow) (1/3r or 3/d, =½*hp)
Breath Weapon: Napalm (Heat+Positive) (1/3r or 3/d, =½*hp)
Breath Weapon: Ooze / Mud (Earth+Water) (1/3r or 3/d, =½*hp)
Breath Weapon: Original Time (1/3r or 3/d, =½*hp)
Breath Weapon: Plasma (Fire+Shadow) (1/3r or 3/d, =½*hp)
Breath Weapon: Poison (Alcohol+Negative) (1/3r or 3/d, =½*hp)
Breath Weapon: Quicksand (Ooze+Negative) (1/3r or 3/d, =½*hp)
Breath Weapon: Radiance (Fire+Positive) (1/3r or 3/d, =½*hp)
Breath Weapon: Rainbow (Composite+Pos.) (1/3r or 3/d, =½*hp)
Breath Weapon: Rot (Wood+Negative) (1/3r or 3/d, =½*hp)
Breath Weapon: Rust (Metal+Negative) (1/3r or 3/d, =½*hp)
Breath Weapon: Salt (Water+Negative) (1/3r or 3/d, =½*hp)
Breath Weapon: Sand (Glass+Negative) (1/3r or 3/d, =½*hp)
Breath Weapon: Shards (Air+Earth) (1/3r or 3/d, =½*hp)
Breath Weapon: Silence (Sound+Negative) (1/3r or 3/d, =½*hp)
Breath Weapon: Silt (Ooze+Negative) (1/3r or 3/d, =½*hp)
Breath Weapon: Silverglade (Thorns+Positive) (1/3r or 3/d, =½*hp)
Breath Weapon: Slag / Tar (Magma+Negative) (1/3r or 3/d, =½*hp)
Breath Weapon: Smoke (Heat+Negative) (1/3r or 3/d, =½*hp)
Breath Weapon: Sound (Air+Earth+Fire) (1/3r or 3/d, =½*hp)
Breath Weapon: Splinters (Wood+Air+Shadow) (1/3r or 3/d, =½*hp)
Breath Weapon: Steam (Water+Negative) (1/3r or 3/d, =½*hp)
Breath Weapon: Storm (Ooze+Positive) (1/3r or 3/d, =½*hp)
Breath Weapon: Sugar (Alcohol+Positive) (1/3r or 3/d, =½*hp)
Breath Weapon: Thorns/Thicket (Wood+Earth) (1/3r or 3/d, =½*hp)
Breath Weapon: Thunder (Sound+Positive) (1/3r or 3/d, =½*hp)
Breath Weapon: Vacid / Umbra (Comp.+Neg.) (1/3r or 3/d, =½*hp)
Breath Weapon: Vacuum (Air+Negative) (1/3r or 3/d, =½*hp)
Breath Weapon: Verdant (Wood+Positive) (1/3r or 3/d, =½*hp)
Breath Weapon: Vibration (Air+Shadow) (1/3r or 3/d, =½*hp)
Breath Weapon: Water (1/3r or 3/d, =½*hp)

[PC10] Mini-Classes Group


Mini Custom Race Abilities (÷1)

Custom Race Abilities (÷1)
Breath Weapon: Wood (1/3r or 3/d, =½*hp)
Can "narrow salvo" attacks (one 1d20 result for all attacks against one enemy)
Can "see" without the ability to see
Can always wield one size H weapon, regardless of Str score
Can always wield one size L and one size M weapon, regardless of Str score
Can always wield two size L weapons, regardless of Str score
Can buy guns off of the Demolitionist/Musketeer tables at ÷LVL
Can do 1 attack on segment 0
Can do 2 for 1 trading for ability scores (instead of 3 for 1)
Can drink potions or eat goodberries without spending 1V (must be conscious)
Can go ethereal (AC +10, cannot affect things physically)
Can have 2 "Armor" spells on self
Can have 2 "Haste" spells on self
Can have LVL/2 Psi8 items with TechL=LVL/2
Can have two of the same summon
Can have wild talent, no effect on XP bonus from classedness
Can use (but doesn't get) an additional V action per segment
Can use/make Tech items as if 2 TL lower
Catfall: Land on feet, get a Dex check versus each die of the falling damage
CL +1 with psionics
CL +1 with spells
CL +2 with psionics
CL +2 with spells
CL +3 with spells
CL/ML toggle 1: +1 ML, -2 CL
Class VI/Esper-Blind
Claw natural "18"+ TH: Hug +2d6 dmg
Claw natural "18"+ TH: Hug +3d6 dmg
Claw/Claw 1d3/1d3
Claw/Claw 1d4/1d4
Claw/Claw/Horn/Tail 1d4/1d4/2d6/2d4
Claw/Claw/Tail 1d3/1d3/1d2
Claw/Claw/Tail 1d4/1d4/1d6
Claws 1d4 dmg + Str loss (1d4+2, save)
Claws 1d6 + paralyzation 2d6 r (PPD save)
Claws 1d6 dmg (Vile)
Claws 2d4 dmg
Claws/Bite 1d4 dmg
Claws/Bite 1d8 dmg
Claws/Bite 2d6 dmg
Cloak of Oblivion: Pick any one specific spell or psionic power. You are immune to it.
ColdR 5
Commotion Resistance: +CL*5% RR; Resist own effects; Resist Wild Surges
Considered additional +1 weapon to hit
Control Pain: 1bV, can use while stunned: Immune to pain, stun (not capital "S"), torture
Custom Race Abilities (÷1)
CR 19*LVL%
CR 45+10*LVL%
CR 95%
Cthulhoid Aura: You look like a cthulhoid beast, gaze to fear (save vs. Will)
Detect Evil, Illusion, Invisibility, Lie, Magic, Traps
Detect Hidden
Detect Hidden/Evil/Good
Detect Invis/Hidden
Detect Invisibility
Detect Magic
Detect Metal
Detect New and Unusual Construction, Sloping Passages
Detect New Construction, Sloping Passages, Shifting Walls
Detect Secret Doors
Dex-based Rogue abilities +30%
Dex-based Rogue abilities +40%
Dex-based Rogue abilities +50%
Direction Sense
Displaced (1st attack misses, +2 AC)
dmg +LVL with 1 weapon type
Do not die until below -600 hp (still unconscious at -1 hp though)
Does not check for "?" marks or Wandering Monsters in dungeon
Don't age naturally
Double Resist Acid (Fire+Water)
Double Resist Air
Double Resist Alcohol (Air+Fire+Water)
Double Resist Cold (Air+Water)
Double Resist Composite (Air+Ear+Fir+Wat)
Double Resist Earth
Double Resist Fire
Double Resist Flesh
Double Resist Fungus/Seaweed(Wood+Wat)
Double Resist Glass (Air+Earth+Water)
Double Resist Heat / Warmth (Air+Fire)
Double Resist Magma / Lava (Earth+Fire)
Double Resist Metal (Earth+Fire+Water)
Double Resist Ooze / Mud (Earth+Water)
Double Resist Original Time
Double Resist Poison
Double Resist Shards (Air+Earth)
Double Resist Sound (Air+Earth+Fire)
Double Resist Thorns/Thicket (Wood+Earth)
Double Resist Water
Double Resist Wood
DR (10*lvl)/+lvl

[PC10] Mini-Classes Group


Mini Custom Race Abilities (÷1) 

Custom Race Abilities (÷1)
DR (LVL*2)/(+LVL/2)
DR 1/-
DR 10/+2
DR 20/+1
DR 40/+0
DR 5/+3
DR LVL/–
DT 100 (Damage Threshold)
DT 130-LVL*3 (Damage Threshold)
Dust Aura: Enemies in your group takes LVL dust dmg /s (no save)
Each level can get +1 Str, -1 Dex, +1 Con
Each time a creature dies in your group, gain 1 temporary hp (not beyond max)
Each time you hit with a melee attack, target loses LVL SL's in memorization
Each time you kill someone, get their DL^2 in current hp (can go beyond max, lasts only 1r)
Eagle Eye Vision
Ego Shield: Immune to Mental Attacks; Undetect. Lie
ElectricityR 5
Enemies get --1 to hit vs. you
Energy Adaptation, Specified: Gain resistance 10 against one energy type.
Energy Conversion: 0, LVL/t: Convert an element in an effect to another element (max E = LVL/3+1)
ER 13*LVL%
ER 65%
ESP
Ethereal Perception
Ethereal Projection (copy Str->Dex, Int->Con, Wis->Chr)
Eye's M: Evil Eye: Target's AC becomes 66-LVL^2 (Petrif save at -LVL) for 1r
Far Sight
Feats +1
Feats +2
Feats +3
Fire Shield (cont.)
Fists 1d10 dmg
Fists 1d6 dmg
Fists 1d8 dmg
Flash Defense: Resist getting your senses blinded
Flash: Light (can blind a person, make LVL saves)
Flying 12" (A)
Flying 12" (B)
Flying 12" (C)
Flying 18" (B)
Flying 24" (C)
Flying 30" (D)
Flying 36" (E)
Flying 6" (AA)
Flying LVL*3" (B)
Custom Race Abilities (÷1)
Free Action
Free Action, Immune Disease
Free wild talent in Psi1, Psi2, or Psi3
Free Wild Talent in Psi23
Free wild talent in Psi7 (Undead psi.)
Free Wild Talent in Psi8
Free Wild Talents in Psi5 and Psi10
Gaze Reflection
Gaze: blind (save)
Gaze: charm (save)
Gaze: Fear (area, save)
Gaze: petrify (save)
Get +1 DL whenever you summon a Golem
Get +1 monster whenever you summon an Insect
Get an attack of opportunity whenever someone joins your group
Get compensated items like the NPC
Golem Form: Caryatid Column: +4 saves; Weapons 25% shatter when hitting you; 1M: Feign Death
Golem Form: Flesh: Resist fire and cold; Cured by lightning (1 hp per die of dmg)
Golem Form: Mud: Resist blunt weapons; Both punches hit: Hug 2d6+(Str bonus)+paralyzation (PPD save)
Golem Form: Necrophidius: 1V: Hypnosis (1 target, Will save); Bite is paralysis branded (PPD save)
Golem Form: Scarecrow: 1M, gaze: Fascinate (1 target, Will save); Punches are Fascinate branded
Golem Form: Skeletal: +2 arms (new group of limbs), but all your arms get -10/-10 TH/dmg
Golem Form: Stone Guardian: Double Resist edged weapons; Resist cold, fire, lightning; Halve your move rate
Golem Form: Wood: Immune Wood; 1M: Transmute Metal to Wood (owner PP saves)
gp +10*3^S per reset
gp +25*2^S per reset
gp +4^S per reset
gp +70*S per reset
GR 30%
GR 5+5*LVL%
Hair's P, 1/r: 1d2 dmg + Poison (save, death/20) + Petrification (save)
Half of dmg you do (physical or magic) is Vile
Hard Resistance to Radiation: Double resist radiation (1/4, save for 1/10), Ignore Psi9/18/27 RS
HD type: Add +0d+2: Add 2 to HD type per level
Head butt 2d6 dmg
Heads +1
Hear Noise 50%
Heat Vision: 1M to start: Every segment for 1 round, as a 0 action, deal LVL heat dmg to one target (no save)
Hide in Natural Surroundings (30+level*5)%
Hide in Natural Surroundings 90%
Hold All Stats
Hold Life
Hold Life, All Stats
Hold Life: Immune to XP/Stat Drain; Immune Aging
Hold M Actions, M actions cannot be locked down for you

[PC10] Mini-Classes Group


Mini Custom Race Abilities (÷1)

Custom Race Abilities (÷1)
Hold P Actions, P actions cannot be locked down for you
Hold V Actions, V actions cannot be locked down for you
iCR 90%
Ignore effects that do less than LVL*4 dmg
Ignore Stoneskins/Ironskins (but not Uberskins)
iGR LVL*3%
Immune Acid, Poison
Immune Acid, Slimes
Immune Aging
Immune Aging, Disease
Immune Air
Immune Annihilation, Clone-Insane, Set, Truename Erased
Immune Annihilation, Time
Immune Anti-Technological effects
Immune Black Ice, Bug spells, Chaos, Cold, Ice, Wild Magic
Immune Blindness
Immune Chaos & Unholy
Immune Charm
Immune Charm, Sharpness, Sleep, Vorpal
Immune Cold, Ice, Frost, Gust of Wind, Grease, Black Ice
Immune Colorless Fire
Immune Coma, Dominate, Ego, Enrage, Hold, Insanity
Immune Darkness
Immune Earth
Immune Extract, Silver Cord Cut, Truename Erased
Immune Fear
Immune Fire
Immune Fire, Hell Fire, Holy Fire, Eldritch Fire, Colorless Fire
Immune Flesh
Immune Imprisonment, Life Trapping, Lost in Maelstrom, Maze, Temporal Stasis
Immune Incursion, Pixelation, Truename Erased, Written Out of Time
Immune Insanity
Immune Invisibility and Illusions w/o solid component
Immune level loss, Imprisonment, Death spells
Immune Life Drain, Death spells, Disintegrate, positive energy
Immune Lightning
Immune Maze, Binding, Imprisonment
Immune Natural effects, Wood
Immune Ooze/Slime/Mold
Immune Original Time
Immune Overbear
Immune Paralysis
Immune Poison
Immune Punomancy, Vorpal
Immune Sleep
Custom Race Abilities (÷1)
ML +1 with Wizard prog.
Money *1.25: How much money you get in dungeon is multiplied by 1.25 (only affects you, not whole party)
Mouth's P: Spit poison 1 target (death/0)
Mouth's P: Spit poison LVL*10 dmg (1 target in your group, no save)
Immune Snares/Traps
Immune Sound
Immune spells SL≤1
Immune spells SL≤2
Immune to Plants, Death spells, level loss, negative/positive energy
Immune to shifts in gravity, reverse gravity, telekinesis
Immune to Summoning Sickness
Immune Vampiric
Immune Water
Immune webs
Immune Wild Magic, Chaos, Black Ice, Conf.
Immune Wood
Infravision
Int-based Rogue abilities +20%
Int-based Rogue abilities +30%
IR 15*LVL%
IR 45+6*LVL%
IR 75%
Iron Will: 1bM: One effect that's hitting you is delayed for LVL s (it will still resolve even if the caster is dropped)
Iron Will: Can fully act up to -10 hp; Can act up to -15 hp
iWER LVL*8%
Kits +1
Kits +2
Knockback Resistance: Take -10*LVL' less from TK/Push effects
Languages +LVL
Larva Life: Consume 1 larva to Cureall and restore PSPs
Laser Vision: Can see in dark; 1M: Laser Beam LVLd8 dmg (save)
Legend Lore LVL*15%
Legs +1, it is in a new "group" of legs
Life Support, Resist Heat/Cold: Resist Heat/Cold
Life Support, Resist Vacuum: Resist Vacuum and High Pressure
Limited Exceptional Chr bonus: bonus = stat-12, max = +6
Limited Exceptional Con bonus: bonus = stat-12, max = +6
Limited Exceptional Dex bonus: bonus = stat-12, max = +6
Limited Exceptional Int bonus: bonus = stat-12, max = +6
Limited Exceptional Str bonus: bonus = stat-12, max = +6
Limited Exceptional Wis bonus: bonus = stat-12, max = +6
Loop Lore
Luckstone
MDeflection 75% (on 30% or less it Reflects)
Mimic: 1bM: Fork a spell level 0 to LVL/2 effect

[PC10] Mini-Classes Group


Mini Custom Race Abilities (÷1) 

Custom Race Abilities (÷1)
Mind Over Matter: Stay conscious (and offensive) for up to LVL/3 segments after being reduced below -10 hp
Missile Deflection: Deflect 1 missile per P attack
ML +1 with Priest prog.
ML +1 with Psi. prog.
Move rate +12"
Move rate +3"
Move rate +6"
Move rate +9"
Movement rate x2
MR 17*LVL%
MR 50+7*LVL%
MR 85%
MReflection (LVL*5)%
Multiply your TH and dmg rolls by enemy's multiplier
Natural Attacks +d(+LVL) dmg
Natural Healing: 1P or 1M: Target is cured equal to his Con score in hp
Need not breathe
Need not eat
Non-Detection cont.
Non-weapon Proficiencies +LVL
NR 15*LVL%
NR 75%
Null Field 10: All spells of SL 10 or higher don't work in 100'r (can turn this off)
Operate at up to -12 hp (even offensive)
Operate at up to -20 hp (even offensive)
Operate at up to -8 hp (even offensive)
Personality score x10
Personality score x2
Personality score x3
Personality score x4
Pick Pockets (50+level*5)%
Poison bite (+LVL^2 dmg)
PowR 16 (SR vs. psionics)
PR 16*LVL%
PR 50+6*LVL%
PR 80%
Priest prog. +1 spell per SL
Priest prog. gets additional Wis bonus
Pro. from Evil cont.
Psi. Freq. +1
Psionic prog. +1 spell per SL
Psionic prog. gets additional Chr bonus
Psionic Regen 1 PSP/r
Psionic Regen 1 PSP/s
Punch 1d12 dmg + 1Con + Mummy Rot (-2 Chr /s, save)
Custom Race Abilities (÷1)
Regenerate 1 hp /s
Regenerate 2 hp /s
Regenerate 3 hp /s
Regenerate 4 hp /s
Renewal: 1bM: One target at negative hp is cured to 0 hp
Replacement: Ignore displacement; Ignore mirror images
Resist (pick a normal element)
Resist Acid (Fire+Water)
Resist Acid, Immune Withering
Resist Acid, Resist Rust
Resist Air
Resist Alcohol (Air+Fire+Water)
Resist Anti-Time, Loop
Resist Ash / Cinder (Fire+Negative)
Resist Bark (Thorns+Negative)
Resist Blizzard (Cold+Positive)
Resist Blood (Glass+Positive)
Resist Bone (Flesh+Negative)
Resist Chaos
Resist Charm, Mental
Resist Chemical Elements
Resist Cold (Air+Water)
Resist Cold, Resist Dust
Resist Cold, Resist Frost
Resist Composite (Air+Ear+Fir+Wat)
Resist Disenchantment
Resist Disintegration, Resist Ice
Resist Dust (Earth+Negative)
Resist Earth
Resist Faerie Magic
Resist Falling Damage
Resist Fire
Resist Firestorm (Magma+Positive)
Resist Flesh
Resist Fog (Cold+Shadow)
Resist Fungus/Seaweed(Wood+Wat)
Resist Glass (Air+Earth+Water)
Resist Golems, magic item effects
Resist Heat / Warmth (Air+Fire)
Resist Ice / Snow (Cold+Negative)
Resist Impact (Water+Shadow)
Resist Inertia (Earth+Shadow)
Resist Innates
Resist Light, Mercury, Poison
Resist Lightning (Air+Positive)

[PC10] Mini-Classes Group


Mini Custom Race Abilities (÷1)

Custom Race Abilities (÷1)
Resist Lightning, Repulsion, Telekinesis
Resist Magma / Lava (Earth+Fire)
Resist Magnetism (Metal+Positive)
Resist Mental
Resist Metal (Earth+Fire+Water)
Resist Minerals (Earth+Positive)
Resist Mist (Heat+Shadow)
Resist Napalm (Heat+Positive)
Resist Necromancy, Fire
Resist necromantic effects
Resist Negative
Resist Nether
Resist Ooze / Mud (Earth+Water)
Resist Original Time
Resist Piercing weapons
Resist Pixelation
Resist Plasma (Fire+Shadow)
Resist Poison
Resist Poison (Alcohol+Negative)
Resist Poison/Drugs
Resist Prismatic, Chromatic
Resist Psionics
Resist Quicksand (Ooze+Negative)
Resist Radiance (Fire+Positive)
Resist Rainbow (Composite+Pos.)
Resist Rot (Wood+Negative)
Resist Rust (Metal+Negative)
Resist Salt (Water+Negative)
Resist Sand (Glass+Negative)
Resist Shards (Air+Earth)
Resist Silence (Sound+Negative)
Resist Silt (Ooze+Negative)
Resist Silverglade (Thorns+Positive)
Resist Slag / Tar (Magma+Negative)
Resist Smoke (Heat+Negative)
Resist some elements (choose, total E factor = LVL)
Resist Sound (Air+Earth+Fire)
Resist Splinters (Wood+Air+Shadow)
Resist Steam (Water+Negative)
Resist Storm (Ooze+Positive)
Resist Sugar (Alcohol+Positive)
Resist Thorns/Thicket (Wood+Earth)
Resist Thunder (Sound+Positive)
Resist Time, Resist Aging
Resist Tricks/Specials
Custom Race Abilities (÷1)
Resist Vacid / Umbra (Comp.+Neg.)
Resist Vacuum (Air+Negative)
Resist Vapor, Mist, Cloud, Fog
Resist Verdant (Wood+Positive)
Resist Vibration (Air+Shadow)
Resist Water
Resist Wood
Reverse ESP: 0, 1/r: Target hears your thoughts and must save or insane.
Rogue points +10*LVL
Rogue points +20*LVL
Rogue points +5*LVL%
RR 18*LVL%
RR 90%
Saves +(Dex score)/3
Saves ++1
Saves +1
Saves +2
Saves +3
Saves +4
Shroud (Can't be targetted)
Simulacrum: 1bM: Redirect an effect targetting you to one of your summons
Size +1
Size +1/3
Size +2/3
Speak with Animals
Speak with Insects
Speak with Plants
Special enemy (as Ranger)
Specialty Schools +1
Specialty Spheres +1
Spectral Natural Fighting: Spectral Hand; no ill effects from punching/kicking things
Spell levels in one prog. +2*LVL
SR 17
Stay Conscious: You stay conscious up to -10-LVLxLVL hp (defensive acts only)
Steadiness: Immune Telekinsesis, Falling Damage, Teleport Away, Gates/DimDoors
Str-based Rogue abilities +20%
Str-based Rogue abilities +30%
Stretching: Can attack (LVL+3)/4 groups per segment without actually entering them
Stretching: Can melee up to LVL people per round that aren't in your group
Sustain Chr
Sustain Con
Sustain Dex
Sustain Int
Sustain Str
Sustain Wis

[PC10] Mini-Classes Group


Mini Custom Race Abilities (÷1) 

Custom Race Abilities (÷1)
Swim at full movement rate
Tail 1d6
Tails +1
Tail's P, 4/d: Fire 1d6 spikes, each does 1d6 dmg (roll TH for each)
Take 1 dmg, 1/attack: Do +LVL dmg with an attack
TechL +1 with Psi8/16/24
TechR 12*LVL%
TechR 60%
Telepathy cont.
Tentacles +1
Tentacles +2
TH +1 with 1 weapon type
TH +2 with 1 weapon type
TH +3 with 1 weapon type
TH +4 with 1 weapon type
Time/Reality Stability
Time/Reality/Loop Stability
Time/Space Anchor: Cannot be teleported
Touch 1d4+1 dmg + 1 Str
Touch ages 10d4 years (save)
Touch drains 1 Wis (no save)
Troll-like regen 1 hp/s
Custom Race Abilities (÷1)
Troll-like regen Con-10 hp/s
Troll-like regeneration 2 hp /s
True Sight
Turn Undead
Ultravision
Underwater Action
Visibility: Everything within 30'r is visible (counters hidden and Disappearance too)
Water Breathing
Weapon Proficiencies +LVL
Wings +2 (Fly at Str")
Wizard prog. +1 spell per SL
Wizard prog. gets additional Int bonus
WR 14*LVL%
WR 70%
XR 30+5*LVL%
XR 55%
Yeek, Bleah languages
You have the hindquarters of an animal (Horse, Lion, Giant Spider, Dinosaur, Snake, etc.)
Your actions cannot be locked down
Your effects save @ -13
Your effects save @ -6
Zombie Animation: +1 Revive slot; 1M: Animate a dead body as a Zombie with -1 DL

[PC10] Mini-Classes Group


Money

Level KXP Effect Total
1 1 +5% money (incl. sold items) (+5%)
2 2 +5% money (incl. sold items) (+10%)
3 4 +5% money (incl. sold items) (+15%)
4 8 +5% money (incl. sold items) (+20%)
5 16 +5% money (incl. sold items) (+25%)
6 32 +5% money (incl. sold items) (+30%)
7 64 +5% money (incl. sold items) (+35%)
8 128 +5% money (incl. sold items) (+40%)
9 200 +5% money (incl. sold items) (+45%)
10 300 +5% money (incl. sold items) (+50%)
11 400 +5% money (incl. sold items) (+55%)
12 500 +5% money (incl. sold items) (+60%)
13 600 +5% money (incl. sold items) (+65%)
14 700 +5% money (incl. sold items) (+70%)
15 800 +5% money (incl. sold items) (+75%)
16 900 +5% money (incl. sold items) (+80%)
17 1000 +5% money (incl. sold items) (+85%)
18 1100 +5% money (incl. sold items) (+90%)
19 1200 +5% money (incl. sold items) (+95%)
20 1300 +5% money (incl. sold items) (+100%)
21 1400 +5% money (incl. sold items) (+105%)
22 1500 +5% money (incl. sold items) (+110%)
23 1600 +5% money (incl. sold items) (+115%)
24 1700 +5% money (incl. sold items) (+120%)
25 1800 +5% money (incl. sold items) (+125%)
26 1900 +5% money (incl. sold items) (+130%)
27 2000 +5% money (incl. sold items) (+135%)
28 2100 +5% money (incl. sold items) (+140%)
29 2200 +5% money (incl. sold items) (+145%)
30 2300 +5% money (incl. sold items) (+150%)
31 2400 +5% money (incl. sold items) (+155%)
32 2500 +5% money (incl. sold items) (+160%)
33 2600 +5% money (incl. sold items) (+165%)
34 2700 +5% money (incl. sold items) (+170%)
35 2800 +5% money (incl. sold items) (+175%)
36 2900 +5% money (incl. sold items) (+180%)
Alternate Effect Alt Total
+10 gp per reset (+10)
+70 gp per reset (+80)
+190 gp per reset (+270)
+370 gp per reset (+640)
+610 gp per reset (+1250)
+910 gp per reset (+2160)
+1270 gp per reset (+3430)
+1690 gp per reset (+5120)
+2170 gp per reset (+7290)
+2710 gp per reset (+10000)
+3310 gp per reset (+13310)
+3970 gp per reset (+17280)
+4690 gp per reset (+21970)
+5470 gp per reset (+27440)
+6310 gp per reset (+33750)
+7210 gp per reset (+40960)
+8170 gp per reset (+49130)
+9190 gp per reset (+58320)
+10270 gp per reset (+68590)
+11410 gp per reset (+80000)
+12610 gp per reset (+92610)
+13870 gp per reset (+106480)
+15190 gp per reset (+121670)
+16570 gp per reset (+138240)
+18010 gp per reset (+156250)
+19510 gp per reset (+175760)
+21070 gp per reset (+196830)
+22690 gp per reset (+219520)
+24370 gp per reset (+243890)
+26110 gp per reset (+270000)
+27910 gp per reset (+297910)
+29770 gp per reset (+327680)
+31690 gp per reset (+359370)
+33670 gp per reset (+393040)
+35710 gp per reset (+428750)
+37810 gp per reset (+466560)

[PC10] Mini-Classes Group


Monster Picks

Level KXP
1 2
2 4
3 8
4 16
5 32
6 64
7 128
8 256
9 400
10 500
11 600
12 700
13 800
14 900
15 1000
16 1100
17 1200
18 1300
19 1400
20 1500
21 1600
22 1700
23 1800
24 1900
25 2000
26 2100
27 2200
28 2300
29 2400
30 2500
31 2600
32 2700
33 2800
34 2900
35 3000
36 3100
Gets one pick per level:
# picks Ability
1 +LVL dmg with natural attacks.
1 +LVL TH with natural attacks.
1 +LVL*3 AC.
1 +LVL/2 tentacles (treat as arm with no hand), each tentacle is a separate set of limbs, can wield weapon at ½Str
1 1M: Cure Ego Domination (can use on self even if currently ego dominated, item is dropped)
1 1M: Target can't be directly targetted; effects on him (including this) can still be targetted
1 aER LVL*25%; immune to miscellaneous "bad effects" of touching someone
1 Class VI/Esper-blind
1 Considered +LVL weapon to hit with unarmed attacks
1 Double movement rate.
1 Double Resist Fire, Unholy Fire, Water, Unholy Water, Wood, Cold
1 DR (4*LVL)/+LVL
1 Flying LVL*2+5" (B)
1 Half of your weapon dmg is vile dmg (perm hp)
1 Immune Hold, Charm, Fear
1 Immune Poison
1 Immune to Forget / Mental Surgery / Feeblemind / Insanity / *Forget* (River Styx)
1 Pass Without Trace; 1M: Do not generate "?" in dungeon; 1M: Find the Path
1 Regenerate (not Troll-like) Con score in hp per segment.
1 You are immune to "summoning sickness" and "teleport sickness".
1 You can use missile weapons in each hand (no limit of 1 per set of hands).
1 Your unarmed attacks cause 1d4 stat damage (random stats, no save, aNR to resist)
2 +1 head
2 +1 size
2 0, 1/d: Be immune to a [C] section effect for the rest of the day.
2 1M: Remove forbiddance zone, holy status of area, spoil holy water & good shrines
2 Enemies need a +LVL weapon to hit you.
2 iIR LVL*10%
2 Immune Fire (all variants), Positive, Prismatic, Chromatic, Light, Radiance, Blindness
2 Immune insanity, drowning (i.e. you have Water Breathing), falling (i.e. you levitate / feather fall at will)
2 Troll-like regen LVL hp/s
2 Your unarmed attacks cause 1 level of energy drain (no save, aNR to resist)
3 Double Resist Acid, Lightning, Poison, Salt, Shards, Steam
3 iXR LVL*5%
5 Add an "&" to HD, saves, TH, or weapon proficiencies on a class you have

[PC10] Mini-Classes Group


Movement Rate

Level KXP Effect Total
1 0.6 +3" move rate (+3" / +0)
2 1.2 +3" move rate (+6" / +0)
3 2.4 +3" move rate (+9" / +0)
4 4.8 +3" move rate (+12" / +0)
5 9.6 Tactical move: 1N: +1 group (+12" / +1)
6 19.2 +3" move rate (+15" / +1)
7 38.4 +3" move rate (+18" / +1)
8 76.8 +3" move rate (+21" / +1)
9 120 +3" move rate (+24" / +1)
10 180 Tactical move: 1N: +1 group (+24" / +2)
11 240 +3" move rate (+27" / +2)
12 300 +3" move rate (+30" / +2)
13 360 +3" move rate (+33" / +2)
14 420 +3" move rate (+36" / +2)
15 480 Tactical move: 1N: +1 group (+36" / +3)
16 540 +3" move rate (+39" / +3)
17 600 +3" move rate (+42" / +3)
18 660 +3" move rate (+45" / +3)
19 720 +3" move rate (+48" / +3)
20 780 Tactical move: 1N: +1 group (+48" / +4)
21 840 +3" move rate (+51" / +4)
22 900 +3" move rate (+54" / +4)
23 960 +3" move rate (+57" / +4)
24 1020 +3" move rate (+60" / +4)
25 1080 Tactical move: 1N: +1 group (+60" / +5)
26 1140 +3" move rate (+63" / +5)
27 1200 +3" move rate (+66" / +5)
28 1260 +3" move rate (+69" / +5)
29 1320 +3" move rate (+72" / +5)
30 1380 Tactical move: 1N: +1 group (+72" / +6)
31 1440 +6" move rate (+78" / +6)
32 1500 +6" move rate (+84" / +6)
33 1560 +6" move rate (+90" / +6)
34 1620 +6" move rate (+96" / +6)
35 1680 Tactical move: 1N: +1 group (+96" / +7)
36 1740 Tactical move: 1N: +1 group (+96" / +8)
Alternate Effect Alt Total
+1V action (1; 0 0 0 0; 0 0 0 0)
+1V action (2; 0 0 0 0; 0 0 0 0)
+1V action (3; 0 0 0 0; 0 0 0 0)
+1V action (4; 0 0 0 0; 0 0 0 0)
+1QV action (4; 1 0 0 0; 0 0 0 0)
+1V action (5; 1 0 0 0; 0 0 0 0)
+1V action (6; 1 0 0 0; 0 0 0 0)
+1QV action (6; 2 0 0 0; 0 0 0 0)
+1QZ action (6; 2 0 0 0; 1 0 0 0)
+1V action (7; 2 0 0 0; 1 0 0 0)
+1V action (8; 2 0 0 0; 1 0 0 0)
+1QV action (8; 3 0 0 0; 1 0 0 0)
+1QZ action (8; 3 0 0 0; 2 0 0 0)
+1QQV action (8; 3 1 0 0; 2 0 0 0)
+1V action (9; 3 1 0 0; 2 0 0 0)
+1QV action (9; 4 1 0 0; 2 0 0 0)
+1QZ action (9; 4 1 0 0; 3 0 0 0)
+1QQV action (9; 4 2 0 0; 3 0 0 0)
+1QQZ action (9; 4 2 0 0; 3 1 0 0)
+1QV action (9; 5 2 0 0; 3 1 0 0)
+1QZ action (9; 5 2 0 0; 4 1 0 0)
+1QQV action (9; 5 3 0 0; 4 1 0 0)
+1QQZ action (9; 5 3 0 0; 4 2 0 0)
+1QQQV action (9; 5 3 1 0; 4 2 0 0)
+1QZ action (9; 5 3 1 0; 5 2 0 0)
+1QQV action (9; 5 4 1 0; 5 2 0 0)
+1QQZ action (9; 5 4 1 0; 5 3 0 0)
+1QQQV action (9; 5 4 2 0; 5 3 0 0)
+1QQQZ action (9; 5 4 2 0; 5 3 1 0)
+1QQV action (9; 5 5 2 0; 5 3 1 0)
+1QQZ action (9; 5 5 2 0; 5 4 1 0)
+1QQQV action (9; 5 5 3 0; 5 4 1 0)
+1QQQZ action (9; 5 5 3 0; 5 4 2 0)
+1QQQQV action (9; 5 5 3 1; 5 4 2 0)
+1QQQQZ action (9; 5 5 3 1; 5 4 2 1)
+1QQQQV action (9; 5 5 3 2; 5 4 2 1)
 
Both halves of this Mini-class may be taken.

[PC10] Mini-Classes Group


Number of Attacks

Level KXP Effect Total
1 4 +1/4 to all "number of attacks" rates (+1/4)
2 8 +1/4 to all "number of attacks" rates (+1/2)
3 16 +1/4 to all "number of attacks" rates (+3/4)
4 32 +1/4 to all "number of attacks" rates (+1)
5 64 +1/4 to all "number of attacks" rates (+1+1/4)
6 128 +1/4 to all "number of attacks" rates (+1+1/2)
7 256 +1/4 to all "number of attacks" rates (+1+3/4)
8 512 +1/4 to all "number of attacks" rates (+2)
9 800 +1/4 to all "number of attacks" rates (+2+1/4)
10 1200 +1/4 to all "number of attacks" rates (+2+1/2)
11 1600 +1/4 to all "number of attacks" rates (+2+3/4)
12 2000 +1/4 to all "number of attacks" rates (+3)
13 2400 +1/4 to all "number of attacks" rates (+3+1/4)
14 2800 +1/4 to all "number of attacks" rates (+3+1/2)
15 3200 +1/4 to all "number of attacks" rates (+3+3/4)
16 3600 +1/4 to all "number of attacks" rates (+4)
17 4000 +1/4 to all "number of attacks" rates (+4+1/4)
18 4400 +1/4 to all "number of attacks" rates (+4+1/2)
19 4800 +1/4 to all "number of attacks" rates (+4+3/4)
20 5200 +1/4 to all "number of attacks" rates (+5)
21 5600 +1/4 to all "number of attacks" rates (+5+1/4)
22 6000 +1/4 to all "number of attacks" rates (+5+1/2)
23 6400 +1/4 to all "number of attacks" rates (+5+3/4)
24 6800 +1/4 to all "number of attacks" rates (+6)
25 7200 +1/4 to all "number of attacks" rates (+6+1/4)
26 7600 +1/4 to all "number of attacks" rates (+6+1/2)
27 8000 +1/4 to all "number of attacks" rates (+6+3/4)
28 8400 +1/4 to all "number of attacks" rates (+7)
29 8800 +1/4 to all "number of attacks" rates (+7+1/4)
30 9200 +1/4 to all "number of attacks" rates (+7+1/2)
31 9600 +1/4 to all "number of attacks" rates (+7+3/4)
32 10000 +1/4 to all "number of attacks" rates (+8)
33 10400 +1/4 to all "number of attacks" rates (+8+1/4)
34 10800 +1/4 to all "number of attacks" rates (+8+1/2)
35 11200 +1/4 to all "number of attacks" rates (+8+3/4)
36 11600 +1/4 to all "number of attacks" rates (+9)
Alternate Effect Alt Total
+1 attack per P action with one weapon (+1)
+1 attack per P action with one weapon (+2)
+1 attack per P action with one weapon (+3)
+1 attack per P action with one weapon (+4)
+1 attack per P action with one weapon (+5)
+1 attack per P action with one weapon (+6)
+1 attack per P action with one weapon (+7)
+1 attack per P action with one weapon (+8)
+1 attack per P action with one weapon (+9)
+1 attack per P action with one weapon (+10)
+1 attack per P action with one weapon (+11)
+1 attack per P action with one weapon (+12)
+1 attack per P action with one weapon (+13)
+1 attack per P action with one weapon (+14)
+1 attack per P action with one weapon (+15)
+1 attack per P action with one weapon (+16)
+1 attack per P action with one weapon (+17)
+1 attack per P action with one weapon (+18)
+1 attack per P action with one weapon (+19)
+1 attack per P action with one weapon (+20)
+1 attack per P action with one weapon (+21)
+1 attack per P action with one weapon (+22)
+1 attack per P action with one weapon (+23)
+1 attack per P action with one weapon (+24)
+1 attack per P action with one weapon (+25)
+1 attack per P action with one weapon (+26)
+1 attack per P action with one weapon (+27)
+1 attack per P action with one weapon (+28)
+1 attack per P action with one weapon (+29)
+1 attack per P action with one weapon (+30)
+1 attack per P action with one weapon (+31)
+1 attack per P action with one weapon (+32)
+1 attack per P action with one weapon (+33)
+1 attack per P action with one weapon (+34)
+1 attack per P action with one weapon (+35)
+1 attack per P action with one weapon (+36)

[PC10] Mini-Classes Group


OtherR

Level KXP Version1 Effect Total
1 1.25 +20% irreducible among * (+20%)
2 2.5 +20% irreducible among * (+40%)
3 5 +20% irreducible among * (+60%)
4 10 +20% irreducible among * (+80%)
5 20 +20% irreducible among * (+100%)
6 40 +20% irreducible among * (+120%)
7 80 +20% irreducible among * (+140%)
8 160 +20% irreducible among * (+160%)
9 250 +20% irreducible among * (+180%)
10 375 +20% irreducible among * (+200%)
11 500 +20% irreducible among * (+220%)
12 625 +20% irreducible among * (+240%)
13 750 +20% irreducible among * (+260%)
14 875 +20% irreducible among * (+280%)
15 1000 +20% irreducible among * (+300%)
16 1125 +20% irreducible among * (+320%)
17 1250 +20% irreducible among * (+340%)
18 1375 +20% irreducible among * (+360%)
19 1500 +20% irreducible among * (+380%)
20 1625 +20% irreducible among * (+400%)
21 1750 +20% irreducible among * (+420%)
22 1875 +20% irreducible among * (+440%)
23 2000 +20% irreducible among * (+460%)
24 2125 +20% irreducible among * (+480%)
25 2250 +20% irreducible among * (+500%)
26 2375 +20% irreducible among * (+520%)
27 2500 +20% irreducible among * (+540%)
28 2625 +20% irreducible among * (+560%)
29 2750 +20% irreducible among * (+580%)
30 2875 +20% irreducible among * (+600%)
31 3000 +20% irreducible among * (+620%)
32 3125 +20% irreducible among * (+640%)
33 3250 +20% irreducible among * (+660%)
34 3375 +20% irreducible among * (+680%)
35 3500 +20% irreducible among * (+700%)
36 3625 +20% irreducible among * (+720%)
Version2 Effect Total
+15% irreducible among ** (+15%)
+15% irreducible among ** (+30%)
+15% irreducible among ** (+45%)
+15% irreducible among ** (+60%)
+15% irreducible among ** (+75%)
+15% irreducible among ** (+90%)
+15% irreducible among ** (+105%)
+15% irreducible among ** (+120%)
+15% irreducible among ** (+135%)
+15% irreducible among ** (+150%)
+15% irreducible among ** (+165%)
+15% irreducible among ** (+180%)
+15% irreducible among ** (+195%)
+15% irreducible among ** (+210%)
+15% irreducible among ** (+225%)
+15% irreducible among ** (+240%)
+15% irreducible among ** (+255%)
+15% irreducible among ** (+270%)
+15% irreducible among ** (+285%)
+15% irreducible among ** (+300%)
+15% irreducible among ** (+315%)
+15% irreducible among ** (+330%)
+15% irreducible among ** (+345%)
+15% irreducible among ** (+360%)
+15% irreducible among ** (+375%)
+15% irreducible among ** (+390%)
+15% irreducible among ** (+405%)
+15% irreducible among ** (+420%)
+15% irreducible among ** (+435%)
+15% irreducible among ** (+450%)
+15% irreducible among ** (+465%)
+15% irreducible among ** (+480%)
+15% irreducible among ** (+495%)
+15% irreducible among ** (+510%)
+15% irreducible among ** (+525%)
+15% irreducible among ** (+540%)
Version3 Effect Total
+10% irreducible among *** (+10%)
+10% irreducible among *** (+20%)
+10% irreducible among *** (+30%)
+10% irreducible among *** (+40%)
+10% irreducible among *** (+50%)
+10% irreducible among *** (+60%)
+10% irreducible among *** (+70%)
+10% irreducible among *** (+80%)
+10% irreducible among *** (+90%)
+10% irreducible among *** (+100%)
+10% irreducible among *** (+110%)
+10% irreducible among *** (+120%)
+10% irreducible among *** (+130%)
+10% irreducible among *** (+140%)
+10% irreducible among *** (+150%)
+10% irreducible among *** (+160%)
+10% irreducible among *** (+170%)
+10% irreducible among *** (+180%)
+10% irreducible among *** (+190%)
+10% irreducible among *** (+200%)
+10% irreducible among *** (+210%)
+10% irreducible among *** (+220%)
+10% irreducible among *** (+230%)
+10% irreducible among *** (+240%)
+10% irreducible among *** (+250%)
+10% irreducible among *** (+260%)
+10% irreducible among *** (+270%)
+10% irreducible among *** (+280%)
+10% irreducible among *** (+290%)
+10% irreducible among *** (+300%)
+10% irreducible among *** (+310%)
+10% irreducible among *** (+320%)
+10% irreducible among *** (+330%)
+10% irreducible among *** (+340%)
+10% irreducible among *** (+350%)
+10% irreducible among *** (+360%)
This class has two alternate versions (so it has three versions total). "Version1" is the "Normal" version; the others are "Alternates".
You may take more than one form of this Mini-class. Each still costs 1 Mini-class slot.
All of these R's are irreducible.
Version 1: * Distribute among: CR, aCR, NR, aNR, TechR, WR, aaRR, aaMR, RDeflection, MDeflection
Version 2: ** Distribute among: ER, aER, aTechR, aWR, aaPR, aaIR, PDeflection, IDeflection, RReflection, MReflection
Version 3: *** Distribute among: XR, aXR, aaNR, aaWR, oRR, oMR, oPR, oIR, PReflection, IReflection
Where "o" prefix is "offensive" BlahR: You reduce their BlahR by your oBlahR. If you still have some oBlahR left over (or if they don't have that BlahR): Roll your oBlahR, if you make it, you do x2 effect.

[PC10] Mini-Classes Group


Overwrite Progression

Level KXP Effect Total
1 1.25 Overwrite a spell/psi progression with ML=1 (1)
2 2.5 Overwrite a spell/psi progression with ML=2 (2)
3 5 Overwrite a spell/psi progression with ML=3 (3)
4 10 Overwrite a spell/psi progression with ML=4 (4)
5 20 Overwrite a spell/psi progression with ML=5 (5)
6 40 Overwrite a spell/psi progression with ML=6 (6)
7 80 Overwrite a spell/psi progression with ML=7 (7)
8 125 Overwrite a spell/psi progression with ML=8 (8)
9 187.5 Overwrite a spell/psi progression with ML=9 (9)
10 250 Overwrite a spell/psi progression with ML=10 (10)
11 312.5 Overwrite a spell/psi progression with ML=11 (11)
12 375 Overwrite a spell/psi progression with ML=12 (12)
13 437.5 Overwrite a spell/psi progression with ML=13 (13)
14 500 Overwrite a spell/psi progression with ML=14 (14)
15 562.5 Overwrite a spell/psi progression with ML=15 (15)
16 625 Overwrite a spell/psi progression with ML=16 (16)
17 687.5 Overwrite a spell/psi progression with ML=17 (17)
18 750 Overwrite a spell/psi progression with ML=18 (18)
19 812.5 Overwrite a spell/psi progression with ML=19 (19)
20 875 Overwrite a spell/psi progression with ML=20 (20)
21 937.5 Overwrite a spell/psi progression with ML=21 (21)
22 1000 Overwrite a spell/psi progression with ML=22 (22)
23 1062.5 Overwrite a spell/psi progression with ML=23 (23)
24 1125 Overwrite a spell/psi progression with ML=24 (24)
25 1187.5 Overwrite a spell/psi progression with ML=25 (25)
26 1250 Overwrite a spell/psi progression with ML=26 (26)
27 1312.5 Overwrite a spell/psi progression with ML=27 (27)
28 1375 Overwrite a spell/psi progression with ML=28 (28)
29 1437.5 Overwrite a spell/psi progression with ML=29 (29)
30 1500 Overwrite a spell/psi progression with ML=30 (30)
31 1562.5 Overwrite a spell/psi progression with ML=31 (31)
32 1625 Overwrite a spell/psi progression with ML=32 (32)
33 1687.5 Overwrite a spell/psi progression with ML=33 (33)
34 1750 Overwrite a spell/psi progression with ML=34 (34)
35 1812.5 Overwrite a spell/psi progression with ML=35 (35)
36 1875 Overwrite a spell/psi progression with ML=36 (36)
Alternate Effect Alt Total
Merge Rogue chart up to LVL=1 (1)
Merge Rogue chart up to LVL=2 (2)
Merge Rogue chart up to LVL=3 (3)
Merge Rogue chart up to LVL=4 (4)
Merge Rogue chart up to LVL=5 (5)
Merge Rogue chart up to LVL=6 (6)
Merge Rogue chart up to LVL=7 (7)
Merge Rogue chart up to LVL=8 (8)
Merge Rogue chart up to LVL=9 (9)
Merge Rogue chart up to LVL=10 (10)
Merge Rogue chart up to LVL=11 (11)
Merge Rogue chart up to LVL=12 (12)
Merge Rogue chart up to LVL=13 (13)
Merge Rogue chart up to LVL=14 (14)
Merge Rogue chart up to LVL=15 (15)
Merge Rogue chart up to LVL=16 (16)
Merge Rogue chart up to LVL=17 (17)
Merge Rogue chart up to LVL=18 (18)
Merge Rogue chart up to LVL=19 (19)
Merge Rogue chart up to LVL=20 (20)
Merge Rogue chart up to LVL=21 (21)
Merge Rogue chart up to LVL=22 (22)
Merge Rogue chart up to LVL=23 (23)
Merge Rogue chart up to LVL=24 (24)
Merge Rogue chart up to LVL=25 (25)
Merge Rogue chart up to LVL=26 (26)
Merge Rogue chart up to LVL=27 (27)
Merge Rogue chart up to LVL=28 (28)
Merge Rogue chart up to LVL=29 (29)
Merge Rogue chart up to LVL=30 (30)
Merge Rogue chart up to LVL=31 (31)
Merge Rogue chart up to LVL=32 (32)
Merge Rogue chart up to LVL=33 (33)
Merge Rogue chart up to LVL=34 (34)
Merge Rogue chart up to LVL=35 (35)
Merge Rogue chart up to LVL=36 (36)
 
The Normal version allows you to overwrite one of your spell or psi progressions with any other class's progression that you know (in the same group). The ML used is the lower (smaller) of your Mini class level and the ML of the other class. Certain exotic progressions (e.g. High Frequency Sampler) will not be allowed.
The Alternate version merges in one Rogue chart up to your LVL. You have both Rogue charts, old and new.

[PC10] Mini-Classes Group


Prerequisite XP

Level KXP Effect
1 0 (S=1) x(Stat)/(Prereq.) XP, Max = x1.5 XP
2 0 (S=2) x(Stat)/(Prereq.) XP, Max = x2 XP
3 0 (S=3) x(Stat)/(Prereq.) XP, Max = x2.5 XP
4 0 (S=4) x(Stat)/(Prereq.) XP, Max = x3 XP
5 0 (S=5) x(Stat)/(Prereq.) XP, Max = x3.5 XP
6 0 (S=6) x(Stat)/(Prereq.) XP, Max = x4 XP
7 0 (S=7) x(Stat)/(Prereq.) XP, Max = x4.5 XP
8 0 (S=8) x(Stat)/(Prereq.) XP, Max = x5 XP
9 0 (S=9) x(Stat)/(Prereq.) XP, Max = x5.5 XP
10 0 (S=10) x(Stat)/(Prereq.) XP, Max = x6 XP
11 0 (S=11) x(Stat)/(Prereq.) XP, Max = x6.5 XP
12 0 (S=12) x(Stat)/(Prereq.) XP, Max = x7 XP
13 0 (S=13) x(Stat)/(Prereq.) XP, Max = x7.5 XP
14 0 (S=14) x(Stat)/(Prereq.) XP, Max = x8 XP
15 0 (S=15) x(Stat)/(Prereq.) XP, Max = x8.5 XP
16 0 (S=16) x(Stat)/(Prereq.) XP, Max = x9 XP
17 0 (S=17) x(Stat)/(Prereq.) XP, Max = x9.5 XP
18 0 (S=18) x(Stat)/(Prereq.) XP, Max = x10 XP
19 0 (S=19) x(Stat)/(Prereq.) XP, Max = x10.5 XP
20 0 (S=20) x(Stat)/(Prereq.) XP, Max = x11 XP
21 0 (S=21) x(Stat)/(Prereq.) XP, Max = x11.5 XP
22 0 (S=22) x(Stat)/(Prereq.) XP, Max = x12 XP
23 0 (S=23) x(Stat)/(Prereq.) XP, Max = x12.5 XP
24 0 (S=24) x(Stat)/(Prereq.) XP, Max = x13 XP
25 0 (S=25) x(Stat)/(Prereq.) XP, Max = x13.5 XP
26 0 (S=26) x(Stat)/(Prereq.) XP, Max = x14 XP
27 0 (S=27) x(Stat)/(Prereq.) XP, Max = x14.5 XP
28 0 (S=28) x(Stat)/(Prereq.) XP, Max = x15 XP
29 0 (S=29) x(Stat)/(Prereq.) XP, Max = x15.5 XP
30 0 (S=30) x(Stat)/(Prereq.) XP, Max = x16 XP
31 0 (S=31) x(Stat)/(Prereq.) XP, Max = x16.5 XP
32 0 (S=32) x(Stat)/(Prereq.) XP, Max = x17 XP
33 0 (S=33) x(Stat)/(Prereq.) XP, Max = x17.5 XP
34 0 (S=34) x(Stat)/(Prereq.) XP, Max = x18 XP
35 0 (S=35) x(Stat)/(Prereq.) XP, Max = x18.5 XP
36 0 (S=36) x(Stat)/(Prereq.) XP, Max = x19 XP
 
This mini-class costs zero XP to go up in level. The "S" number is the session number; so your level in the XP Mini-Class is equal to the session number.
This mini-class affects all your other classes (including other Mini classes). Divide your stat by the prerequisite for that stat, this is your XP multiplier, with a min of x1, and the max is given on the table. Example: If a class have a Int requirement of 10 and you have an 18 Int, multiply your XP by 1.8 (multiply by only 1.5 if the S=1).
If a class have multiple prerequisites, calculate them all, and take the lowest. If a class has no prerequisites (or they are all 0), just use the max given.
If you owe a stat anywhere, obviously this class doesn't do anything for that class.

[PC10] Mini-Classes Group


Priest Picks

Level KXP
1 2
2 4
3 8
4 16
5 32
6 64
7 128
8 256
9 400
10 500
11 600
12 700
13 800
14 900
15 1000
16 1100
17 1200
18 1300
19 1400
20 1500
21 1600
22 1700
23 1800
24 1900
25 2000
26 2100
27 2200
28 2300
29 2400
30 2500
31 2600
32 2700
33 2800
34 2900
35 3000
36 3100
Gets one pick per level:
# picks Ability
1 +1 grand sphere
1 0, 1/d: Divine Intervention (automatic), usually resolved as a ML=LVL Outer-planar summon
1 1/reset: Choose an alignment. You do x2 dmg (spells & attacks) vs. that alignment
1 1M: Shut off target familiar or specialty priest power
1 1M: Target gets alignment changed to yours & target confused (Will save for each effect)
1 Animal empathy
1 Can use Omens and Turn Undead
1 Combining: 1V: Add your CL to target's CL this segment.
1 Detect/Identify Anti-Radiation & Anti-Magic
1 Immune to "skins" of all types (Stoneskin, etc.)
1 Immune to deafness or paralysis.
1 Regenerate LVL hp/m (this is not troll-like), you can regenerate another if touching
1 Specialization, Sphere
1 Specialization, Sphere
1 Wis bonus to Priest progression
2 0, 1/d: Counter a Divine Intervention
2 All of your edged weapons are "Defender"
2 Can convert P -> M actions
2 Can turn undead using just 1V action
2 Clairnasience & Tongues
2 Detect/Identify Anti-Psionics & Anti-Innates
2 Emulate the abilities of (LVL-3)/2 specialty priest powers
2 Immune to curse and Necromantic sphere spells
2 Regenerate LVL hp/r (this is troll-like), restore 1 stat point or limb /m, can touch
2 Specialty Priest pick
2 Specialty Priest pick
3 1M: Shut off Concordant effect (aXR to resist)
3 1M: Target is Pawned (2 saved, 1 missed save = Dominated)
3 Can turn anyone not of your Religion as if they were undead
3 Druid Shapechange (at level 7)
3 Regenerate LVL hp/s (troll-like, heals vile/perm dmg), restore XP/Lvl drain, within 30'
3 Time/Reality Stability; whenever a drastic event allows you 1 action to respond to it, you get 2 actions instead
3 Turn Undead
5 +1 Summon slot
5 Sphere robe (-1 SL) in one sphere

[PC10] Mini-Classes Group


Priest Spell Progression

Level KXP Effect Priest
123 456 789
1 1.2 CL=(1 or HNCL); know 1 school 2-- --- ---
2 2.4 CL=(2 or HNCL); know 2 schools 3-- --- ---
3 4.8 CL=(3 or HNCL); know 3 schools 32- --- ---
4 9.6 CL=(4 or HNCL); know 4 schools 43- --- ---
5 19.2 CL=(5 or HNCL); know 5 schools 432 --- ---
6 38.4 CL=(6 or HNCL); know 6 schools 443 --- ---
7 76.8 CL=(7 or HNCL); know 7 schools 543 2-- ---
8 153.6 CL=(8 or HNCL); know 8 schools 544 3-- ---
9 240 CL=(9 or HNCL); know 9 schools 554 32- ---
10 360 CL=(10 or HNCL); know 10 schools 554 43- ---
11 480 CL=(11 or HNCL); know 11 schools 655 432 ---
12 600 CL=(12 or HNCL); know 12 schools 655 443 ---
13 720 CL=(13 or HNCL); know 13 schools 665 543 2--
14 840 CL=(14 or HNCL); know 14 schools 665 544 3--
15 960 CL=(15 or HNCL); know 15 schools 666 554 32-
16 1080 CL=(16 or HNCL); know 16 schools 666 554 43-
17 1200 CL=(17 or HNCL); know 17 schools 666 655 432
18 1320 CL=(18 or HNCL); know 18 schools 666 655 443
19 1440 CL=(19 or HNCL); know 19 schools 666 665 544
20 1560 CL=(20 or HNCL); know 20 schools 666 665 555
21 1680 CL=(21 or HNCL); know 21 schools 666 666 555
22 1800 CL=(22 or HNCL); know 22 schools 666 666 655
23 1920 CL=(23 or HNCL); know 23 schools 666 666 665
24 2040 CL=(24 or HNCL); know 24 schools 666 666 666
25 2160 CL=(25 or HNCL); know 25 schools 766 666 666
26 2280 CL=(26 or HNCL); know 26 schools 776 666 666
27 2400 CL=(27 or HNCL); know 27 schools 777 666 666
28 2520 CL=(28 or HNCL); know 28 schools 777 766 666
29 2640 CL=(29 or HNCL); know 29 schools 777 776 666
30 2760 CL=(30 or HNCL); know 30 schools 777 777 666
31 2880 CL=(31 or HNCL); know 31 schools 777 777 766
32 3000 CL=(32 or HNCL); know 32 schools 777 777 776
33 3120 CL=(33 or HNCL); know 33 schools 777 777 777
34 3240 CL=(34 or HNCL); know 34 schools 877 777 777
35 3360 CL=(35 or HNCL); know 35 schools 887 777 777
36 3480 CL=(36 or HNCL); know 36 schools 888 777 777
Alternate
123 456 7
2-- --- -
21- --- -
321 --- -
422 --- -
432 --- -
432 1-- -
443 1-- -
443 2-- -
543 21- -
543 32- -
553 321 -
554 432 1
655 543 2
666 654 3
666 666 6
666 666 6
666 666 6
666 666 6
666 666 6
666 666 6
666 666 6
666 666 6
666 666 6
766 666 6
776 666 6
777 666 6
777 766 6
777 776 6
777 777 6
777 777 7
888 777 7
888 887 7
888 888 8
999 888 8
999 998 8
999 999 9

[PC10] Mini-Classes Group


Proficiencies

Level KXP Effect Total
1 0.3 +1 proficiency (+1)
2 0.6 +1 proficiency (+2)
3 1.2 +1 proficiency (+3)
4 2.4 +1 proficiency (+4)
5 4.8 +1 proficiency (+5)
6 9.6 +1 proficiency (+6)
7 19.2 +1 proficiency (+7)
8 38.4 +1 proficiency (+8)
9 60 +1 proficiency (+9)
10 90 +1 proficiency (+10)
11 120 +1 proficiency (+11)
12 150 +1 proficiency (+12)
13 180 +1 proficiency (+13)
14 210 +1 proficiency (+14)
15 240 +1 proficiency (+15)
16 270 +1 proficiency (+16)
17 300 +1 proficiency (+17)
18 330 +1 proficiency (+18)
19 360 +1 proficiency (+19)
20 390 +1 proficiency (+20)
21 420 +1 proficiency (+21)
22 450 +1 proficiency (+22)
23 480 +1 proficiency (+23)
24 510 +1 proficiency (+24)
25 540 +1 proficiency (+25)
26 570 +1 proficiency (+26)
27 600 +1 proficiency (+27)
28 630 +1 proficiency (+28)
29 660 +1 proficiency (+29)
30 690 +1 proficiency (+30)
31 720 +1 proficiency (+31)
32 750 +1 proficiency (+32)
33 780 +1 proficiency (+33)
34 810 +1 proficiency (+34)
35 840 +1 proficiency (+35)
36 870 +1 proficiency (+36)
Alternate Effect Alt Total
+2 proficiencies (all from this class must be same) (+2)
+2 proficiencies (all from this class must be same) (+4)
+2 proficiencies (all from this class must be same) (+6)
+2 proficiencies (all from this class must be same) (+8)
+2 proficiencies (all from this class must be same) (+10)
+2 proficiencies (all from this class must be same) (+12)
+2 proficiencies (all from this class must be same) (+14)
+2 proficiencies (all from this class must be same) (+16)
+2 proficiencies (all from this class must be same) (+18)
+2 proficiencies (all from this class must be same) (+20)
+2 proficiencies (all from this class must be same) (+22)
+2 proficiencies (all from this class must be same) (+24)
+2 proficiencies (all from this class must be same) (+26)
+2 proficiencies (all from this class must be same) (+28)
+2 proficiencies (all from this class must be same) (+30)
+2 proficiencies (all from this class must be same) (+32)
+2 proficiencies (all from this class must be same) (+34)
+2 proficiencies (all from this class must be same) (+36)
+2 proficiencies (all from this class must be same) (+38)
+2 proficiencies (all from this class must be same) (+40)
+2 proficiencies (all from this class must be same) (+42)
+2 proficiencies (all from this class must be same) (+44)
+2 proficiencies (all from this class must be same) (+46)
+2 proficiencies (all from this class must be same) (+48)
+2 proficiencies (all from this class must be same) (+50)
+2 proficiencies (all from this class must be same) (+52)
+2 proficiencies (all from this class must be same) (+54)
+2 proficiencies (all from this class must be same) (+56)
+2 proficiencies (all from this class must be same) (+58)
+2 proficiencies (all from this class must be same) (+60)
+2 proficiencies (all from this class must be same) (+62)
+2 proficiencies (all from this class must be same) (+64)
+2 proficiencies (all from this class must be same) (+66)
+2 proficiencies (all from this class must be same) (+68)
+2 proficiencies (all from this class must be same) (+70)
+2 proficiencies (all from this class must be same) (+72)

[PC10] Mini-Classes Group


Psionic Progression

Level KXP Effect Psi
mMG S
1 2 CL=(1 or HNCL); PSPs = ½ of normal Psionicist 1-- -
2 4 CL=(2 or HNCL); PSPs = ½ of normal Psionicist 2-- -
3 8 CL=(3 or HNCL); PSPs = ½ of normal Psionicist 3-- -
4 16 CL=(4 or HNCL); PSPs = ½ of normal Psionicist 4-- -
5 32 CL=(5 or HNCL); PSPs = ½ of normal Psionicist 41- -
6 64 CL=(6 or HNCL); PSPs = ½ of normal Psionicist 51- -
7 128 CL=(7 or HNCL); PSPs = ½ of normal Psionicist 52- -
8 256 CL=(8 or HNCL); PSPs = ½ of normal Psionicist 62- -
9 400 CL=(9 or HNCL); PSPs = ½ of normal Psionicist 63- -
10 600 CL=(10 or HNCL); PSPs = ½ of normal Psionicist 73- -
11 800 CL=(11 or HNCL); PSPs = ½ of normal Psionicist 74- -
12 1000 CL=(12 or HNCL); PSPs = ½ of normal Psionicist 741 -
13 1200 CL=(13 or HNCL); PSPs = ½ of normal Psionicist 841 -
14 1400 CL=(14 or HNCL); PSPs = ½ of normal Psionicist 851 -
15 1600 CL=(15 or HNCL); PSPs = ½ of normal Psionicist 852 -
16 1800 CL=(16 or HNCL); PSPs = ½ of normal Psionicist 952 -
17 2000 CL=(17 or HNCL); PSPs = ½ of normal Psionicist 962 -
18 2200 CL=(18 or HNCL); PSPs = ½ of normal Psionicist A62 1
19 2400 CL=(19 or HNCL); PSPs = ½ of normal Psionicist A72 1
20 2600 CL=(20 or HNCL); PSPs = ½ of normal Psionicist A73 1
21 2800 CL=(21 or HNCL); PSPs = ½ of normal Psionicist B83 2
22 3000 CL=(22 or HNCL); PSPs = ½ of normal Psionicist C84 2
23 3200 CL=(23 or HNCL); PSPs = ½ of normal Psionicist D94 2
24 3400 CL=(24 or HNCL); PSPs = ½ of normal Psionicist E95 3
25 3600 CL=(25 or HNCL); PSPs = ½ of normal Psionicist FA5 3
26 3800 CL=(26 or HNCL); PSPs = ½ of normal Psionicist GA6 3
27 4000 CL=(27 or HNCL); PSPs = ½ of normal Psionicist HB6 4
28 4200 CL=(28 or HNCL); PSPs = ½ of normal Psionicist IB7 4
29 4400 CL=(29 or HNCL); PSPs = ½ of normal Psionicist JC7 4
30 4600 CL=(30 or HNCL); PSPs = ½ of normal Psionicist KC8 5
31 4800 CL=(31 or HNCL); PSPs = ½ of normal Psionicist LD8 5
32 5000 CL=(32 or HNCL); PSPs = ½ of normal Psionicist MD9 5
33 5200 CL=(33 or HNCL); PSPs = ½ of normal Psionicist NE9 6
34 5400 CL=(34 or HNCL); PSPs = ½ of normal Psionicist OEA 6
35 5600 CL=(35 or HNCL); PSPs = ½ of normal Psionicist PFA 6
36 5800 CL=(36 or HNCL); PSPs = ½ of normal Psionicist QFB 7
Alternate
mMG S
1-- -
2-- -
3-- -
21- -
22- -
32- -
33- -
43- -
321 -
331 -
332 -
432 -
442 -
443 -
543 -
432 1
433 1
443 2
444 2
444 3
544 3
544 4
554 4
555 4
555 5
655 5
665 5
666 5
666 6
766 6
776 6
777 6
777 7
877 7
887 7
888 7

[PC10] Mini-Classes Group


Psionicist Picks

Level KXP
1 2
2 4
3 8
4 16
5 32
6 64
7 128
8 256
9 400
10 500
11 600
12 700
13 800
14 900
15 1000
16 1100
17 1200
18 1300
19 1400
20 1500
21 1600
22 1700
23 1800
24 1900
25 2000
26 2100
27 2200
28 2300
29 2400
30 2500
31 2600
32 2700
33 2800
34 2900
35 3000
36 3100
Gets one pick per level:
# picks Ability
N Overwrite PSP progression to be 50*N*LVL.
N xNx2 Personality score.
N You may use an X frequency number=N as if it was a psionic frequency (note the lowest X frequency is X4).
N You regenerate N^2 PSPs per segment
1 +LVL Will saves; cannot generate Psionic links {Introvert}
1 ½M: Cure 10*LVL hp to one target.
1 1M: Combine two groups of enemies into one group (no save).
1 1M: Lock a door or erase a "?".
1 1M: Twist an effect on a target (use ER to resist)
1 1P: Deal 50*LVL Anti-Astral dmg to one target (no save, IR to resist)
1 1P: Destroy a x0 or x1 magic item.
1 1P: Unsummon a summon.
1 Can convert P -> M actions.
1 Can material component Minor powers
1 Gain +LVL SL's in a psionic progression {Fragmount}
1 Immune disease, mental damage; Sustain Int, Wis, Chr {Healthy Mind}
1 Pick a Minor power: takes 1/2 M to use (change at reset)
2 "High Frequency Sample" is a legal frequency to pick {Psi. Investigator}
2 +1M action for psi; +LVL Nonweapon proficiencies {Personality Shard}
2 1M: Become Insubstantial for 1 turn; you can pass through objects/walls (including Wall spells, but not Wards)
2 1M: Remove a BlahR from 1 target, Halve the irrBlahR from 1 target, or Halve the BlahR from a group (no ER)
2 1M: Summon a DL=LVL/2 Psionic monster.
2 Can material component Major powers
2 Can psionically affect Undead as if they weren't Undead {Necropath}
2 You may use Astral Projection; but in this case, you cannot use P actions or physically attack at all.
3 +1 psionic frequency to a psionic progression (still need a Research Point)
3 +1QM action for psi
3 1M: Remove a racial ability or immunity from a group (ER to resist). If used against 1 target, gets no ER.
3 1M: Remove a Special (-100+25*LVL%) (-100% per multiplier beyond x1).
3 1M: Restore the MF/PF/TF/PsiF/TechF in area, Tempus Lawfulness, repair other forms of discontinuities/tears
3 1P, may borrow: Fork
3 Can material component Grand powers
3 Pick a Major power: takes 1/2 M to use (change at reset)
4 Can material component Super powers
5 Pick a Grand power: takes 1/2 M to use (change at reset)

[PC10] Mini-Classes Group


Research Points

Level KXP Version1 Effect Total
1 5 +1 Research point / reset (+1)
2 10 +1 Research point / reset (+2)
3 20 +1 Research point / reset (+3)
4 40 +1 Research point / reset (+4)
5 80 +1 Research point / reset (+5)
6 160 +1 Research point / reset (+6)
7 320 +1 Research point / reset (+7)
8 640 +1 Research point / reset (+8)
9 1000 +1 Research point / reset (+9)
10 1500 +1 Research point / reset (+10)
11 2000 +1 Research point / reset (+11)
12 2500 +1 Research point / reset (+12)
13 3000 +1 Research point / reset (+13)
14 3500 +1 Research point / reset (+14)
15 4000 +1 Research point / reset (+15)
16 4500 +1 Research point / reset (+16)
17 5000 +1 Research point / reset (+17)
18 5500 +1 Research point / reset (+18)
19 6000 +1 Research point / reset (+19)
20 6500 +1 Research point / reset (+20)
21 7000 +1 Research point / reset (+21)
22 7500 +1 Research point / reset (+22)
23 8000 +1 Research point / reset (+23)
24 8500 +1 Research point / reset (+24)
25 9000 +1 Research point / reset (+25)
26 9500 +1 Research point / reset (+26)
27 10000 +1 Research point / reset (+27)
28 10500 +1 Research point / reset (+28)
29 11000 +1 Research point / reset (+29)
30 11500 +1 Research point / reset (+30)
31 12000 +1 Research point / reset (+31)
32 12500 +1 Research point / reset (+32)
33 13000 +1 Research point / reset (+33)
34 13500 +1 Research point / reset (+34)
35 14000 +1 Research point / reset (+35)
36 14500 +1 Research point / reset (+36)
Version2 Effect Total
+1 Class sheet / reset (+1)
+1 Class sheet / reset (+2)
+1 Class sheet / reset (+3)
+1 Class sheet / reset (+4)
+1 Class sheet / reset (+5)
+1 Class sheet / reset (+6)
+1 Class sheet / reset (+7)
+1 Class sheet / reset (+8)
+1 Class sheet / reset (+9)
+1 Class sheet / reset (+10)
+1 Class sheet / reset (+11)
+1 Class sheet / reset (+12)
+1 Class sheet / reset (+13)
+1 Class sheet / reset (+14)
+1 Class sheet / reset (+15)
+1 Class sheet / reset (+16)
+1 Class sheet / reset (+17)
+1 Class sheet / reset (+18)
+1 Class sheet / reset (+19)
+1 Class sheet / reset (+20)
+1 Class sheet / reset (+21)
+1 Class sheet / reset (+22)
+1 Class sheet / reset (+23)
+1 Class sheet / reset (+24)
+1 Class sheet / reset (+25)
+1 Class sheet / reset (+26)
+1 Class sheet / reset (+27)
+1 Class sheet / reset (+28)
+1 Class sheet / reset (+29)
+1 Class sheet / reset (+30)
+1 Class sheet / reset (+31)
+1 Class sheet / reset (+32)
+1 Class sheet / reset (+33)
+1 Class sheet / reset (+34)
+1 Class sheet / reset (+35)
+1 Class sheet / reset (+36)
Version3 Effect Total
+2 Spells or Rogue Abil. / reset (+2)
+2 Spells or Rogue Abil. / reset (+4)
+2 Spells or Rogue Abil. / reset (+6)
+2 Spells or Rogue Abil. / reset (+8)
+2 Spells or Rogue Abil. / reset (+10)
+2 Spells or Rogue Abil. / reset (+12)
+2 Spells or Rogue Abil. / reset (+14)
+2 Spells or Rogue Abil. / reset (+16)
+2 Spells or Rogue Abil. / reset (+18)
+2 Spells or Rogue Abil. / reset (+20)
+2 Spells or Rogue Abil. / reset (+22)
+2 Spells or Rogue Abil. / reset (+24)
+2 Spells or Rogue Abil. / reset (+26)
+2 Spells or Rogue Abil. / reset (+28)
+2 Spells or Rogue Abil. / reset (+30)
+2 Spells or Rogue Abil. / reset (+32)
+2 Spells or Rogue Abil. / reset (+34)
+2 Spells or Rogue Abil. / reset (+36)
+2 Spells or Rogue Abil. / reset (+38)
+2 Spells or Rogue Abil. / reset (+40)
+2 Spells or Rogue Abil. / reset (+42)
+2 Spells or Rogue Abil. / reset (+44)
+2 Spells or Rogue Abil. / reset (+46)
+2 Spells or Rogue Abil. / reset (+48)
+2 Spells or Rogue Abil. / reset (+50)
+2 Spells or Rogue Abil. / reset (+52)
+2 Spells or Rogue Abil. / reset (+54)
+2 Spells or Rogue Abil. / reset (+56)
+2 Spells or Rogue Abil. / reset (+58)
+2 Spells or Rogue Abil. / reset (+60)
+2 Spells or Rogue Abil. / reset (+62)
+2 Spells or Rogue Abil. / reset (+64)
+2 Spells or Rogue Abil. / reset (+66)
+2 Spells or Rogue Abil. / reset (+68)
+2 Spells or Rogue Abil. / reset (+70)
+2 Spells or Rogue Abil. / reset (+72)
This class has two alternate versions (so it has three versions total). "Version1" is the "Normal" version; the others are "Alternates".
Version 3: These affect your "known" spells and Rogue abilities. They can be from any sheet, even those you don't have. Minor school and Concordant spells learned this way cost you ONE spell slot each, not 2 or more. You do NOT need an "Any Rogue" pick to actually use the Rogue Abilities you learn from this class; you get them automatically (assuming you are high enough level). You may use any Rogue points you have (from any source) to add to these Rogue abilities.

[PC10] Mini-Classes Group


Resister

Level KXP Effect Total
1 2 Resist two [C] section effects (2)
2 4 Resist two [C] section effects (4)
3 8 Resist two [C] section effects (6)
4 16 Resist two [C] section effects (8)
5 32 Resist two [C] section effects (10)
6 64 Resist two [C] section effects (12)
7 128 Resist two [C] section effects (14)
8 256 Resist two [C] section effects (16)
9 400 Resist two [C] section effects (18)
10 600 Resist two [C] section effects (20)
11 800 Resist two [C] section effects (22)
12 1000 Resist two [C] section effects (24)
13 1200 Resist two [C] section effects (26)
14 1400 Resist two [C] section effects (28)
15 1600 Resist two [C] section effects (30)
16 1800 Resist two [C] section effects (32)
17 2000 Resist two [C] section effects (34)
18 2200 Resist two [C] section effects (36)
19 2400 Resist two [C] section effects (38)
20 2600 Resist two [C] section effects (40)
21 2800 Resist two [C] section effects (42)
22 3000 Resist two [C] section effects (44)
23 3200 Resist two [C] section effects (46)
24 3400 Resist two [C] section effects (48)
25 3600 Resist two [C] section effects (50)
26 3800 Resist two [C] section effects (52)
27 4000 Resist two [C] section effects (54)
28 4200 Resist two [C] section effects (56)
29 4400 Resist two [C] section effects (58)
30 4600 Resist two [C] section effects (60)
31 4800 Resist two [C] section effects (62)
32 5000 Resist two [C] section effects (64)
33 5200 Resist two [C] section effects (66)
34 5400 Resist two [C] section effects (68)
35 5600 Resist two [C] section effects (70)
36 5800 Resist two [C] section effects (72)
Alternate Effect Alt Total
Resist two elements or one eelement (2)
Resist two elements or one eelement (4)
Resist two elements or one eelement (6)
Resist two elements or one eelement (8)
Resist two elements or one eelement (10)
Resist two elements or one eelement (12)
Resist two elements or one eelement (14)
Resist two elements or one eelement (16)
Resist two elements or one eelement (18)
Resist two elements or one eelement (20)
Resist two elements or one eelement (22)
Resist two elements or one eelement (24)
Resist two elements or one eelement (26)
Resist two elements or one eelement (28)
Resist two elements or one eelement (30)
Resist two elements or one eelement (32)
Resist two elements or one eelement (34)
Resist two elements or one eelement (36)
Resist two elements or one eelement (38)
Resist two elements or one eelement (40)
Resist two elements or one eelement (42)
Resist two elements or one eelement (44)
Resist two elements or one eelement (46)
Resist two elements or one eelement (48)
Resist two elements or one eelement (50)
Resist two elements or one eelement (52)
Resist two elements or one eelement (54)
Resist two elements or one eelement (56)
Resist two elements or one eelement (58)
Resist two elements or one eelement (60)
Resist two elements or one eelement (62)
Resist two elements or one eelement (64)
Resist two elements or one eelement (66)
Resist two elements or one eelement (68)
Resist two elements or one eelement (70)
Resist two elements or one eelement (72)

[PC10] Mini-Classes Group


Rogue Abilities

Level KXP Effect Total
1 0.6 One Level 1 Rogue ability, 20 rogue points (20)
2 1.2 One Level 2 Rogue ability, 20 rogue points (40)
3 2.4 One Level 3 Rogue ability, 20 rogue points (60)
4 4.8 One Level 4 Rogue ability, 20 rogue points (80)
5 9.6 One Level 5 Rogue ability, 20 rogue points (100)
6 19.2 One Level 6 Rogue ability, 20 rogue points (120)
7 38.4 One Level 7 Rogue ability, 20 rogue points (140)
8 76.8 One Level 8 Rogue ability, 20 rogue points (160)
9 120 One Level 9 Rogue ability, 20 rogue points (180)
10 180 One Level 10 Rogue ability, 20 rogue points (200)
11 240 One Level 11 Rogue ability, 20 rogue points (220)
12 300 One Level 12 Rogue ability, 20 rogue points (240)
13 360 One Level 13 Rogue ability, 20 rogue points (260)
14 420 One Level 14 Rogue ability, 20 rogue points (280)
15 480 One Level 15 Rogue ability, 20 rogue points (300)
16 540 One Level 16 Rogue ability, 20 rogue points (320)
17 600 One Level 17 Rogue ability, 20 rogue points (340)
18 660 One Level 18 Rogue ability, 20 rogue points (360)
19 720 One Level 19 Rogue ability, 20 rogue points (380)
20 780 One Level 20 Rogue ability, 20 rogue points (400)
21 840 One Level 21 Rogue ability, 20 rogue points (420)
22 900 One Level 22 Rogue ability, 20 rogue points (440)
23 960 One Level 23 Rogue ability, 20 rogue points (460)
24 1020 One Level 24 Rogue ability, 20 rogue points (480)
25 1080 One Level 25 Rogue ability, 20 rogue points (500)
26 1140 One Level 26 Rogue ability, 20 rogue points (520)
27 1200 One Level 27 Rogue ability, 20 rogue points (540)
28 1260 One Level 28 Rogue ability, 20 rogue points (560)
29 1320 One Level 29 Rogue ability, 20 rogue points (580)
30 1380 One Level 30 Rogue ability, 20 rogue points (600)
31 1440 One Level 31 Rogue ability, 20 rogue points (620)
32 1500 One Level 32 Rogue ability, 20 rogue points (640)
33 1560 One Level 33 Rogue ability, 20 rogue points (660)
34 1620 One Level 34 Rogue ability, 20 rogue points (680)
35 1680 One Level 35 Rogue ability, 20 rogue points (700)
36 1740 One Level 36 Rogue ability, 20 rogue points (720)
Alternate Effect Alt Total
40 rogue points (40)
40 rogue points (80)
40 rogue points (120)
40 rogue points (160)
40 rogue points (200)
40 rogue points (240)
40 rogue points (280)
40 rogue points (320)
40 rogue points (360)
40 rogue points (400)
40 rogue points (440)
40 rogue points (480)
40 rogue points (520)
40 rogue points (560)
40 rogue points (600)
40 rogue points (640)
40 rogue points (680)
40 rogue points (720)
40 rogue points (760)
40 rogue points (800)
40 rogue points (840)
40 rogue points (880)
40 rogue points (920)
40 rogue points (960)
40 rogue points (1000)
40 rogue points (1040)
40 rogue points (1080)
40 rogue points (1120)
40 rogue points (1160)
40 rogue points (1200)
40 rogue points (1240)
40 rogue points (1280)
40 rogue points (1320)
40 rogue points (1360)
40 rogue points (1400)
40 rogue points (1440)

[PC10] Mini-Classes Group


Rogue Picks

Level KXP
1 2
2 4
3 8
4 16
5 32
6 64
7 128
8 256
9 400
10 500
11 600
12 700
13 800
14 900
15 1000
16 1100
17 1200
18 1300
19 1400
20 1500
21 1600
22 1700
23 1800
24 1900
25 2000
26 2100
27 2200
28 2300
29 2400
30 2500
31 2600
32 2700
33 2800
34 2900
35 3000
36 3100
Gets one pick per level:
# picks Ability
1 +(LVL+1)/2 Chr; Sustain Chr
1 Connected: You know a friend in every city, for shelter and/or locating a shop/person
1 Detect Lie or Undetectable Lie (1 at a time, cont.)
1 Detect/Identify Technology; Can operate Spelljamming Helms
1 Extra 5 rogue points per level in one class
1 Fool: -1 Int, +50 Rogue points
1 Kung Fat: Ability to take professional wrestling, plus a kit slot to take a professional wrestling style.
1 One Rogue Ability, with LVL*10 points
1 Read Languages LVL*10%
1 Sell items for 64+LVL% of value instead of 50%
1 Situational advantage: 1M: Surprise; increase Backstab/Backstrike by 1 multiplier.
1 Slayer: Touch deals 4+LVL dmg. 1M: Add the "wounding" effect (LVL hp /s).
1 Tech Belt/Bag: Bag of Holding plus every normal equipment item of LVL gp and less
1 Training: Gain 1 stat point per reset.
2 1M, 1/t: Teleport Without Error (can move up to LVL/3 planes distant)
2 Can "Frugal" potions (+50% to number of uses)
2 Divinity: Gain LVL in SL's as a Priest progression, this progression must be flat or decreasing.
2 Immune to paralysis (but not hold). People do not multiply their damage by their level when you're held.
2 Improvisation: 1V, 1/r: Create a 0 to LVL gp item, it lasts for 1 hour.
2 nM: Repair a broken magic/psi/tech item, n=(XP value)/1000 (round up)
2 Nonmagical items (all types) are one-third cost for you
2 Overkill: If you put someone below -50 hp, they are automatically slain.
2 Slimy: You and the space you're standing at can't be targetted.
2 Thrown Fu: +LVL to hit with thrown objects; thrown objects are always at least base #Att = 1 and range 60'.
3 3F, 1/t: Remove Capital B Blasted or Capital M Mauled from someone
3 Ignore MR with your Rogue spells
3 Immune to Blow Your Head Off, Twilight, Ego Domination, Retributive Strikes
3 Immune to Capital E Extract, Empathy, ESP, Forget, Mental Surgery, Telepathy
3 Moving is only ½V action
4 1bM, 1/r: Counterspell
4 1bM, 1/r: Fork
4 Get +1 IM (Instantaneous Mental) action per turn.
4 Immune to LVL elements/eelements (doesn't "spread")
4 Martial Arts, +LVL maneuvers
6 Using Rogue abilities is only ½V action each

[PC10] Mini-Classes Group


Saving Throws

Level KXP Effect Total
1 0.4 +1 all saves (+1 all saves)
2 0.8 +1 all saves (+2 all saves)
3 1.6 +1 all saves (+3 all saves)
4 3.2 +1 all saves (+4 all saves)
5 6.4 +1 all saves (+5 all saves)
6 12.8 +1 all saves (+6 all saves)
7 25.6 +1 all saves (+7 all saves)
8 51.2 +1 all saves (+8 all saves)
9 80 +1 all saves (+9 all saves)
10 120 +1 all saves (+10 all saves)
11 160 +1 all saves (+11 all saves)
12 200 +1 all saves (+12 all saves)
13 240 +1 all saves (+13 all saves)
14 280 +1 all saves (+14 all saves)
15 320 +1 all saves (+15 all saves)
16 360 +1 all saves (+16 all saves)
17 400 +1 all saves (+17 all saves)
18 440 +1 all saves (+18 all saves)
19 480 +1 all saves (+19 all saves)
20 520 +1 all saves (+20 all saves)
21 560 +1 all saves (+21 all saves)
22 600 +1 all saves (+22 all saves)
23 640 +1 all saves (+23 all saves)
24 680 +1 all saves (+24 all saves)
25 720 +1 all saves (+25 all saves)
26 760 +1 all saves (+26 all saves)
27 800 +1 all saves (+27 all saves)
28 840 +1 all saves (+28 all saves)
29 880 +1 all saves (+29 all saves)
30 920 +1 all saves (+30 all saves)
31 960 +1 all saves (+31 all saves)
32 1000 +1 all saves (+32 all saves)
33 1040 +1 all saves (+33 all saves)
34 1080 +1 all saves (+34 all saves)
35 1120 +1 all saves (+35 all saves)
36 1160 +1 all saves (+36 all saves)
Alternate Effect Alt Total
+3 distributed among save categories (+3 distributed)
+3 distributed among save categories (+6 distributed)
+3 distributed among save categories (+9 distributed)
+3 distributed among save categories (+12 distributed)
+3 distributed among save categories (+15 distributed)
+3 distributed among save categories (+18 distributed)
+3 distributed among save categories (+21 distributed)
+3 distributed among save categories (+24 distributed)
+3 distributed among save categories (+27 distributed)
+3 distributed among save categories (+30 distributed)
+3 distributed among save categories (+33 distributed)
+3 distributed among save categories (+36 distributed)
+3 distributed among save categories (+39 distributed)
+3 distributed among save categories (+42 distributed)
+3 distributed among save categories (+45 distributed)
+3 distributed among save categories (+48 distributed)
+3 distributed among save categories (+51 distributed)
+3 distributed among save categories (+54 distributed)
+3 distributed among save categories (+57 distributed)
+3 distributed among save categories (+60 distributed)
+3 distributed among save categories (+63 distributed)
+3 distributed among save categories (+66 distributed)
+3 distributed among save categories (+69 distributed)
+3 distributed among save categories (+72 distributed)
+3 distributed among save categories (+75 distributed)
+3 distributed among save categories (+78 distributed)
+3 distributed among save categories (+81 distributed)
+3 distributed among save categories (+84 distributed)
+3 distributed among save categories (+87 distributed)
+3 distributed among save categories (+90 distributed)
+3 distributed among save categories (+93 distributed)
+3 distributed among save categories (+96 distributed)
+3 distributed among save categories (+99 distributed)
+3 distributed among save categories (+102 distributed)
+3 distributed among save categories (+105 distributed)
+3 distributed among save categories (+108 distributed)

[PC10] Mini-Classes Group


Set Chr

Level KXP Effect
1 1 Set Chr = 12
2 2 Set Chr = 14
3 4 Set Chr = 16
4 8 Set Chr = 18
5 16 Set Chr = 20
6 32 Set Chr = 22
7 64 Set Chr = 24
8 100 Set Chr = 26
9 200 Set Chr = 28
10 300 Set Chr = 30
11 400 Set Chr = 32
12 500 Set Chr = 34
13 600 Set Chr = 36
14 700 Set Chr = 38
15 800 Set Chr = 40
16 900 Set Chr = 42
17 1000 Set Chr = 44
18 1100 Set Chr = 46
19 1200 Set Chr = 48
20 1300 Set Chr = 50
21 1400 Set Chr = 52
22 1500 Set Chr = 54
23 1600 Set Chr = 56
24 1700 Set Chr = 58
25 1800 Set Chr = 60
26 1900 Set Chr = 62
27 2000 Set Chr = 64
28 2100 Set Chr = 66
29 2200 Set Chr = 68
30 2300 Set Chr = 70
31 2400 Set Chr = 72
32 2500 Set Chr = 74
33 2600 Set Chr = 76
34 2700 Set Chr = 78
35 2800 Set Chr = 80
36 2900 Set Chr = 82
 
You can use an unlimited amount of shifting of Subability scores ("sleazing") for Chr.
Automatically make Chr checks, Psionic Blast saves, and Leadership (Morale) checks.
+1 summon slot.
Double your Personality score.

[PC10] Mini-Classes Group


Set Cml

Level KXP Effect Alt Effect (Alt Total)
1 1 Set Cml = 20 +1 set Cml (+1)
2 2 Set Cml = 22 +1 set Cml (+2)
3 4 Set Cml = 24 +1 set Cml (+3)
4 8 Set Cml = 26 +1 set Cml (+4)
5 16 Set Cml = 28 +1 set Cml (+5)
6 32 Set Cml = 30 +1 set Cml (+6)
7 64 Set Cml = 32 +1 set Cml (+7)
8 100 Set Cml = 34 +1 set Cml (+8)
9 200 Set Cml = 36 +1 set Cml (+9)
10 300 Set Cml = 38 +1 set Cml (+10)
11 400 Set Cml = 40 +1 set Cml (+11)
12 500 Set Cml = 42 +1 set Cml (+12)
13 600 Set Cml = 44 +1 set Cml (+13)
14 700 Set Cml = 46 +1 set Cml (+14)
15 800 Set Cml = 48 +1 set Cml (+15)
16 900 Set Cml = 50 +1 set Cml (+16)
17 1000 Set Cml = 52 +1 set Cml (+17)
18 1100 Set Cml = 54 +1 set Cml (+18)
19 1200 Set Cml = 56 +1 set Cml (+19)
20 1300 Set Cml = 58 +1 set Cml (+20)
21 1400 Set Cml = 60 +1 set Cml (+21)
22 1500 Set Cml = 62 +1 set Cml (+22)
23 1600 Set Cml = 64 +1 set Cml (+23)
24 1700 Set Cml = 66 +1 set Cml (+24)
25 1800 Set Cml = 68 +1 set Cml (+25)
26 1900 Set Cml = 70 +1 set Cml (+26)
27 2000 Set Cml = 72 +1 set Cml (+27)
28 2100 Set Cml = 74 +1 set Cml (+28)
29 2200 Set Cml = 76 +1 set Cml (+29)
30 2300 Set Cml = 78 +1 set Cml (+30)
31 2400 Set Cml = 80 +1 set Cml (+31)
32 2500 Set Cml = 82 +1 set Cml (+32)
33 2600 Set Cml = 84 +1 set Cml (+33)
34 2700 Set Cml = 86 +1 set Cml (+34)
35 2800 Set Cml = 88 +1 set Cml (+35)
36 2900 Set Cml = 90 +1 set Cml (+36)
 
You may "project" (copy) your Cml onto one other ability score. This is a constant overwrite, and does count for meeting stat requirements.
Automatically make Cml checks and Reaction checks. If you have a summon, monsters will attack it before you.
1M, Gaze at a group: Awe power: Will save at DC=10+Cml or Charmed (can use CR to resist)
You can use an unlimited amount of shifting of Subability scores ("sleazing") for Cml. (This doesn't mean much. The two halves of Comeliness are "Appearance" and "Streetwise", for the record.)

[PC10] Mini-Classes Group


Set Con

Level KXP Effect
1 1 Set Con = 12
2 2 Set Con = 14
3 4 Set Con = 16
4 8 Set Con = 18
5 16 Set Con = 20
6 32 Set Con = 22
7 64 Set Con = 24
8 100 Set Con = 26
9 200 Set Con = 28
10 300 Set Con = 30
11 400 Set Con = 32
12 500 Set Con = 34
13 600 Set Con = 36
14 700 Set Con = 38
15 800 Set Con = 40
16 900 Set Con = 42
17 1000 Set Con = 44
18 1100 Set Con = 46
19 1200 Set Con = 48
20 1300 Set Con = 50
21 1400 Set Con = 52
22 1500 Set Con = 54
23 1600 Set Con = 56
24 1700 Set Con = 58
25 1800 Set Con = 60
26 1900 Set Con = 62
27 2000 Set Con = 64
28 2100 Set Con = 66
29 2200 Set Con = 68
30 2300 Set Con = 70
31 2400 Set Con = 72
32 2500 Set Con = 74
33 2600 Set Con = 76
34 2700 Set Con = 78
35 2800 Set Con = 80
36 2900 Set Con = 82
 
You can use an unlimited amount of shifting of Subability scores ("sleazing") for Con.
Automatically make Con checks, Fort saves, System Shock and Resurrection survival rolls.
Get +1d+0 hit dice in each class.
Sustain hp and immune to Vile and Permanent dmg.

[PC10] Mini-Classes Group


Set Damage

Level KXP Effect
1 0.9 set dmg 5 per melee attack
2 1.8 set dmg 20 per melee attack
3 3.6 set dmg 45 per melee attack
4 7.2 set dmg 80 per melee attack
5 14.4 set dmg 125 per melee attack
6 28.8 set dmg 180 per melee attack
7 57.6 set dmg 245 per melee attack
8 115.2 set dmg 320 per melee attack
9 180 set dmg 405 per melee attack
10 270 set dmg 500 per melee attack
11 360 set dmg 605 per melee attack
12 450 set dmg 720 per melee attack
13 540 set dmg 845 per melee attack
14 630 set dmg 980 per melee attack
15 720 set dmg 1125 per melee attack
16 810 set dmg 1280 per melee attack
17 900 set dmg 1445 per melee attack
18 990 set dmg 1620 per melee attack
19 1080 set dmg 1805 per melee attack
20 1170 set dmg 2000 per melee attack
21 1260 set dmg 2205 per melee attack
22 1350 set dmg 2420 per melee attack
23 1440 set dmg 2645 per melee attack
24 1530 set dmg 2880 per melee attack
25 1620 set dmg 3125 per melee attack
26 1710 set dmg 3380 per melee attack
27 1800 set dmg 3645 per melee attack
28 1890 set dmg 3920 per melee attack
29 1980 set dmg 4205 per melee attack
30 2070 set dmg 4500 per melee attack
31 2160 set dmg 4805 per melee attack
32 2250 set dmg 5120 per melee attack
33 2340 set dmg 5445 per melee attack
34 2430 set dmg 5780 per melee attack
35 2520 set dmg 6125 per melee attack
36 2610 set dmg 6480 per melee attack
Alternate Effect
set dmg 2 per missile attack
set dmg 8 per missile attack
set dmg 18 per missile attack
set dmg 32 per missile attack
set dmg 50 per missile attack
set dmg 72 per missile attack
set dmg 98 per missile attack
set dmg 128 per missile attack
set dmg 162 per missile attack
set dmg 200 per missile attack
set dmg 242 per missile attack
set dmg 288 per missile attack
set dmg 338 per missile attack
set dmg 392 per missile attack
set dmg 450 per missile attack
set dmg 512 per missile attack
set dmg 578 per missile attack
set dmg 648 per missile attack
set dmg 722 per missile attack
set dmg 800 per missile attack
set dmg 882 per missile attack
set dmg 968 per missile attack
set dmg 1058 per missile attack
set dmg 1152 per missile attack
set dmg 1250 per missile attack
set dmg 1352 per missile attack
set dmg 1458 per missile attack
set dmg 1568 per missile attack
set dmg 1682 per missile attack
set dmg 1800 per missile attack
set dmg 1922 per missile attack
set dmg 2048 per missile attack
set dmg 2178 per missile attack
set dmg 2312 per missile attack
set dmg 2450 per missile attack
set dmg 2592 per missile attack

[PC10] Mini-Classes Group


Set Dex

Level KXP Effect
1 1 Set Dex = 12
2 2 Set Dex = 14
3 4 Set Dex = 16
4 8 Set Dex = 18
5 16 Set Dex = 20
6 32 Set Dex = 22
7 64 Set Dex = 24
8 100 Set Dex = 26
9 200 Set Dex = 28
10 300 Set Dex = 30
11 400 Set Dex = 32
12 500 Set Dex = 34
13 600 Set Dex = 36
14 700 Set Dex = 38
15 800 Set Dex = 40
16 900 Set Dex = 42
17 1000 Set Dex = 44
18 1100 Set Dex = 46
19 1200 Set Dex = 48
20 1300 Set Dex = 50
21 1400 Set Dex = 52
22 1500 Set Dex = 54
23 1600 Set Dex = 56
24 1700 Set Dex = 58
25 1800 Set Dex = 60
26 1900 Set Dex = 62
27 2000 Set Dex = 64
28 2100 Set Dex = 66
29 2200 Set Dex = 68
30 2300 Set Dex = 70
31 2400 Set Dex = 72
32 2500 Set Dex = 74
33 2600 Set Dex = 76
34 2700 Set Dex = 78
35 2800 Set Dex = 80
36 2900 Set Dex = 82
 
You can use an unlimited amount of shifting of Subability scores ("sleazing") for Dex.
Automatically make Dex checks and Reflex saves.
+1 instance of tactical movement. Double movement rate.
Resist falling damage.

[PC10] Mini-Classes Group


Set Hit Points

Level KXP Effect
1 1.5 set hp 10
2 3 set hp 40
3 6 set hp 90
4 12 set hp 160
5 24 set hp 250
6 48 set hp 360
7 96 set hp 490
8 192 set hp 640
9 300 set hp 810
10 450 set hp 1000
11 600 set hp 1210
12 750 set hp 1440
13 900 set hp 1690
14 1050 set hp 1960
15 1200 set hp 2250
16 1350 set hp 2560
17 1500 set hp 2890
18 1650 set hp 3240
19 1800 set hp 3610
20 1950 set hp 4000
21 2100 set hp 4410
22 2250 set hp 4840
23 2400 set hp 5290
24 2550 set hp 5760
25 2700 set hp 6250
26 2850 set hp 6760
27 3000 set hp 7290
28 3150 set hp 7840
29 3300 set hp 8410
30 3450 set hp 9000
31 3600 set hp 9610
32 3750 set hp 10240
33 3900 set hp 10890
34 4050 set hp 11560
35 4200 set hp 12250
36 4350 set hp 12960
Alternate Effect
x1.25 hp
x1.5 hp
x1.75 hp
x2 hp
x2.25 hp
x2.5 hp
x2.75 hp
x3 hp
x3.25 hp
x3.5 hp
x3.75 hp
x4 hp
x4.25 hp
x4.5 hp
x4.75 hp
x5 hp
x5.25 hp
x5.5 hp
x5.75 hp
x6 hp
x6.25 hp
x6.5 hp
x6.75 hp
x7 hp
x7.25 hp
x7.5 hp
x7.75 hp
x8 hp
x8.25 hp
x8.5 hp
x8.75 hp
x9 hp
x9.25 hp
x9.5 hp
x9.75 hp
x10 hp

[PC10] Mini-Classes Group


Set Int

Level KXP Effect
1 1 Set Int = 12
2 2 Set Int = 14
3 4 Set Int = 16
4 8 Set Int = 18
5 16 Set Int = 20
6 32 Set Int = 22
7 64 Set Int = 24
8 100 Set Int = 26
9 200 Set Int = 28
10 300 Set Int = 30
11 400 Set Int = 32
12 500 Set Int = 34
13 600 Set Int = 36
14 700 Set Int = 38
15 800 Set Int = 40
16 900 Set Int = 42
17 1000 Set Int = 44
18 1100 Set Int = 46
19 1200 Set Int = 48
20 1300 Set Int = 50
21 1400 Set Int = 52
22 1500 Set Int = 54
23 1600 Set Int = 56
24 1700 Set Int = 58
25 1800 Set Int = 60
26 1900 Set Int = 62
27 2000 Set Int = 64
28 2100 Set Int = 66
29 2200 Set Int = 68
30 2300 Set Int = 70
31 2400 Set Int = 72
32 2500 Set Int = 74
33 2600 Set Int = 76
34 2700 Set Int = 78
35 2800 Set Int = 80
36 2900 Set Int = 82
 
You can use an unlimited amount of shifting of Subability scores ("sleazing") for Int.
Automatically make Int checks and category=Spell saves.
Get Int bonus to CL; you can no more than double the original CL of a class.
+2 Kit slots.

[PC10] Mini-Classes Group


Set Str

Level KXP Effect
1 1 Set Str = 12
2 2 Set Str = 14
3 4 Set Str = 16
4 8 Set Str = 18
5 16 Set Str = 20
6 32 Set Str = 22
7 64 Set Str = 24
8 100 Set Str = 26
9 200 Set Str = 28
10 300 Set Str = 30
11 400 Set Str = 32
12 500 Set Str = 34
13 600 Set Str = 36
14 700 Set Str = 38
15 800 Set Str = 40
16 900 Set Str = 42
17 1000 Set Str = 44
18 1100 Set Str = 46
19 1200 Set Str = 48
20 1300 Set Str = 50
21 1400 Set Str = 52
22 1500 Set Str = 54
23 1600 Set Str = 56
24 1700 Set Str = 58
25 1800 Set Str = 60
26 1900 Set Str = 62
27 2000 Set Str = 64
28 2100 Set Str = 66
29 2200 Set Str = 68
30 2300 Set Str = 70
31 2400 Set Str = 72
32 2500 Set Str = 74
33 2600 Set Str = 76
34 2700 Set Str = 78
35 2800 Set Str = 80
36 2900 Set Str = 82
 
You can use an unlimited amount of shifting of Subability scores ("sleazing") for Str.
Automatically make Str checks, PP saves, Bend Bars and Lift Gates rolls.
You get x3 effect with these [C7] Combat Maneuvers: Bash, Bypassing Armor, Charge, Cleave, Disarm, Kick, Parry, Sap, Shield Bash, Subdue.
With an attack, you can Throw a Size M target Str*10', doing (Str)d6 falling dmg. This autohits and removes him from your group.

[PC10] Mini-Classes Group


Set To Hit

Level KXP Effect
1 1.2 set TH 20
2 2.4 set TH 30
3 4.8 set TH 40
4 9.6 set TH 50
5 19.2 set TH 60
6 38.4 set TH 70
7 76.8 set TH 80
8 153.6 set TH 90
9 240 set TH 100
10 360 set TH 110
11 480 set TH 120
12 600 set TH 130
13 720 set TH 140
14 840 set TH 150
15 960 set TH 160
16 1080 set TH 170
17 1200 set TH 180
18 1320 set TH 190
19 1440 set TH 200
20 1560 set TH 210
21 1680 set TH 220
22 1800 set TH 230
23 1920 set TH 240
24 2040 set TH 250
25 2160 set TH 260
26 2280 set TH 270
27 2400 set TH 280
28 2520 set TH 290
29 2640 set TH 300
30 2760 set TH 310
31 2880 set TH 320
32 3000 set TH 330
33 3120 set TH 340
34 3240 set TH 350
35 3360 set TH 360
36 3480 set TH 370
Alternate Effect
x1.5 base TH from class
x2 base TH from class
x2.5 base TH from class
x3 base TH from class
x3.5 base TH from class
x4 base TH from class
x4.5 base TH from class
x5 base TH from class
x5.5 base TH from class
x6 base TH from class
x6.5 base TH from class
x7 base TH from class
x7.5 base TH from class
x8 base TH from class
x8.5 base TH from class
x9 base TH from class
x9.5 base TH from class
x10 base TH from class
x10.5 base TH from class
x11 base TH from class
x11.5 base TH from class
x12 base TH from class
x12.5 base TH from class
x13 base TH from class
x13.5 base TH from class
x14 base TH from class
x14.5 base TH from class
x15 base TH from class
x15.5 base TH from class
x16 base TH from class
x16.5 base TH from class
x17 base TH from class
x17.5 base TH from class
x18 base TH from class
x18.5 base TH from class
x19 base TH from class

[PC10] Mini-Classes Group


Set Wis

Level KXP Effect
1 1 Set Wis = 12
2 2 Set Wis = 14
3 4 Set Wis = 16
4 8 Set Wis = 18
5 16 Set Wis = 20
6 32 Set Wis = 22
7 64 Set Wis = 24
8 100 Set Wis = 26
9 200 Set Wis = 28
10 300 Set Wis = 30
11 400 Set Wis = 32
12 500 Set Wis = 34
13 600 Set Wis = 36
14 700 Set Wis = 38
15 800 Set Wis = 40
16 900 Set Wis = 42
17 1000 Set Wis = 44
18 1100 Set Wis = 46
19 1200 Set Wis = 48
20 1300 Set Wis = 50
21 1400 Set Wis = 52
22 1500 Set Wis = 54
23 1600 Set Wis = 56
24 1700 Set Wis = 58
25 1800 Set Wis = 60
26 1900 Set Wis = 62
27 2000 Set Wis = 64
28 2100 Set Wis = 66
29 2200 Set Wis = 68
30 2300 Set Wis = 70
31 2400 Set Wis = 72
32 2500 Set Wis = 74
33 2600 Set Wis = 76
34 2700 Set Wis = 78
35 2800 Set Wis = 80
36 2900 Set Wis = 82
 
You can use an unlimited amount of shifting of Subability scores ("sleazing") for Wis.
Automatically make Wis checks and Will saves.
Get an instance of Wis bonus to one spell progression.
You can Turn Undead using the level of this Mini class. If you can already Turn Undead, you can do it as 1V action.

[PC10] Mini-Classes Group


Size Class

Level KXP Effect Total
1 3 +1/3 Size Class (+1/3)
2 6 +1/3 Size Class (+2/3)
3 12 +1/3 Size Class (+1)
4 24 +1/3 Size Class (+1 1/3)
5 48 +1/3 Size Class (+1 2/3)
6 96 +1/3 Size Class (+2)
7 192 +1/3 Size Class (+2 1/3)
8 300 +1/3 Size Class (+2 2/3)
9 450 +1/3 Size Class (+3)
10 600 +1/3 Size Class (+3 1/3)
11 750 +1/3 Size Class (+3 2/3)
12 900 +1/3 Size Class (+4)
13 1050 +1/3 Size Class (+4 1/3)
14 1200 +1/3 Size Class (+4 2/3)
15 1350 +1/3 Size Class (+5)
16 1500 +1/3 Size Class (+5 1/3)
17 1650 +1/3 Size Class (+5 2/3)
18 1800 +1/3 Size Class (+6)
19 1950 +1/3 Size Class (+6 1/3)
20 2100 +1/3 Size Class (+6 2/3)
21 2250 +1/3 Size Class (+7)
22 2400 +1/3 Size Class (+7 1/3)
23 2550 +1/3 Size Class (+7 2/3)
24 2700 +1/3 Size Class (+8)
25 2850 +1/3 Size Class (+8 1/3)
26 3000 +1/3 Size Class (+8 2/3)
27 3150 +1/3 Size Class (+9)
28 3300 +1/3 Size Class (+9 1/3)
29 3450 +1/3 Size Class (+9 2/3)
30 3600 +1/3 Size Class (+10)
31 3750 +1/3 Size Class (+10 1/3)
32 3900 +1/3 Size Class (+10 2/3)
33 4050 +1/3 Size Class (+11)
34 4200 +1/3 Size Class (+11 1/3)
35 4350 +1/3 Size Class (+11 2/3)
36 4500 +1/3 Size Class (+12)
Size Category
-2 U
-1 2/3 U/T
-1 1/3 T/U
-1 T
- 2/3 T/S
- 1/3 S/T
0 S
1/3 S/M
2/3 M/S
1 M
1 1/3 M/L
1 2/3 L/M
2 L
2 1/3 L/H
2 2/3 H/L
3 H
3 1/3 H/G
3 2/3 G/H
4 G
4 1/3 G/F
4 2/3 F/G
5 F
5 1/3 F/E
5 2/3 E/F
6 E
6 1/3 E/D
6 2/3 D/E
7 D
7 1/3 D/C
7 2/3 C/D
8 C
8 1/3 C/B
8 2/3 B/C
9 B
 
This class gives +1/3 Size per level.
There are two Alternate versions:
Alt1. You are "considered larger" for purposes of weapons and armor, but for no other purpose. This has both advantages and disadvantages.
Alt2. This makes you smaller instead of larger.
There is no Alternate version that makes you "considered smaller".

[PC10] Mini-Classes Group


Slayer

Level KXP Normal Effect Total
1 1 1 species enemy (1)
2 2 1 species enemy (2)
3 4 1 species enemy (3)
4 8 1 species enemy (4)
5 16 1 species enemy (5)
6 32 1 species enemy (6)
7 64 1 species enemy (7)
8 100 1 species enemy (8)
9 150 1 species enemy (9)
10 200 1 species enemy (10)
11 250 1 species enemy (11)
12 300 1 species enemy (12)
13 350 1 species enemy (13)
14 400 1 species enemy (14)
15 450 1 species enemy (15)
16 500 1 species enemy (16)
17 550 1 species enemy (17)
18 600 1 species enemy (18)
19 650 1 species enemy (19)
20 700 1 species enemy (20)
21 750 1 species enemy (21)
22 800 1 species enemy (22)
23 850 1 species enemy (23)
24 900 1 species enemy (24)
25 950 1 species enemy (25)
26 1000 1 species enemy (26)
27 1050 1 species enemy (27)
28 1100 1 species enemy (28)
29 1150 1 species enemy (29)
30 1200 1 species enemy (30)
31 1250 1 species enemy (31)
32 1300 1 species enemy (32)
33 1350 1 species enemy (33)
34 1400 1 species enemy (34)
35 1450 1 species enemy (35)
36 1500 1 species enemy (36)
Alternate Effect Alt Total
1 species resistance (1)
1 species resistance (2)
1 species resistance (3)
1 species resistance (4)
1 species resistance (5)
1 species resistance (6)
1 species resistance (7)
1 species resistance (8)
1 species resistance (9)
1 species resistance (10)
1 species resistance (11)
1 species resistance (12)
1 species resistance (13)
1 species resistance (14)
1 species resistance (15)
1 species resistance (16)
1 species resistance (17)
1 species resistance (18)
1 species resistance (19)
1 species resistance (20)
1 species resistance (21)
1 species resistance (22)
1 species resistance (23)
1 species resistance (24)
1 species resistance (25)
1 species resistance (26)
1 species resistance (27)
1 species resistance (28)
1 species resistance (29)
1 species resistance (30)
1 species resistance (31)
1 species resistance (32)
1 species resistance (33)
1 species resistance (34)
1 species resistance (35)
1 species resistance (36)
Normal: Each level, choose a species enemy (see list below). You get +4 TH and x+1 dmg vs. that enemy. You may pick the same species more than once.
Choices: Alien, Alternate Reality creatures, Animal, Arctic, Avian, Beholder, Cloud, Cold-Using, Concordant group, Creatures of 1 alignment, Creatures of 1 plane, Cthulhoid Horror, Dragon, Eelemental, Elemental, Faerie, Far Realm, Fire-Using, Giant, Giant-Class, Golem, Group of Classes, Hound, Humanoid, Immortal, Inner Planar, Insect, Leech, Lycanthrope, Magic-Using, Mind Flayer World, Mutant, Nightmare Dimension, NPC, Ooze, Other Timeline/Multiverse, Outer, Plant, Psionic, Rakshasa World, Regenerating, Reptile, Size Class (choose one), Space, Spirit of the Land, Tarrasque World, Technological, Undead, Unlive, Virus, Water, Weird, Wurm.
Alternate: Each level, choose a species resistance (see list above). You resist all attacks or special effects (choose one) from that species. You may take the same species multiple times; to resist both attacks and effects; and/or to get double resist, then immune. It would take 6 picks to become completely immune to all of a species' attacks and special effects.

[PC10] Mini-Classes Group


Specialty Schools

Level KXP Effect Total
1 5 +1 specialty School or Sphere (1)
2 10 +1 specialty School or Sphere (2)
3 20 +1 specialty School or Sphere (3)
4 40 +1 specialty School or Sphere (4)
5 80 +1 specialty School or Sphere (5)
6 160 +1 specialty School or Sphere (6)
7 320 +1 specialty School or Sphere (7)
8 500 +1 specialty School or Sphere (8)
9 750 +1 specialty School or Sphere (9)
10 1000 +1 specialty School or Sphere (10)
11 1250 +1 specialty School or Sphere (11)
12 1500 +1 specialty School or Sphere (12)
13 1750 +1 specialty School or Sphere (13)
14 2000 +1 specialty School or Sphere (14)
15 2250 +1 specialty School or Sphere (15)
16 2500 +1 specialty School or Sphere (16)
17 2750 +1 specialty School or Sphere (17)
18 3000 +1 specialty School or Sphere (18)
19 3250 +1 specialty School or Sphere (19)
20 3500 +1 specialty School or Sphere (20)
21 3750 +1 specialty School or Sphere (21)
22 4000 +1 specialty School or Sphere (22)
23 4250 +1 specialty School or Sphere (23)
24 4500 +1 specialty School or Sphere (24)
25 4750 +1 specialty School or Sphere (25)
26 5000 +1 specialty School or Sphere (26)
27 5250 +1 specialty School or Sphere (27)
28 5500 +1 specialty School or Sphere (28)
29 5750 +1 specialty School or Sphere (29)
30 6000 +1 specialty School or Sphere (30)
31 6250 +1 specialty School or Sphere (31)
32 6500 +1 specialty School or Sphere (32)
33 6750 +1 specialty School or Sphere (33)
34 7000 +1 specialty School or Sphere (34)
35 7250 +1 specialty School or Sphere (35)
36 7500 +1 specialty School or Sphere (36)
Alternate Effect Alt Total
+1 specialty Discipline (psionics) (2)
+1 specialty Discipline (psionics) (4)
+1 specialty Discipline (psionics) (6)
+1 specialty Discipline (psionics) (8)
+1 specialty Discipline (psionics) (10)
+1 specialty Discipline (psionics) (12)
+1 specialty Discipline (psionics) (14)
+1 specialty Discipline (psionics) (16)
+1 specialty Discipline (psionics) (18)
+1 specialty Discipline (psionics) (20)
+1 specialty Discipline (psionics) (22)
+1 specialty Discipline (psionics) (24)
+1 specialty Discipline (psionics) (26)
+1 specialty Discipline (psionics) (28)
+1 specialty Discipline (psionics) (30)
+1 specialty Discipline (psionics) (32)
+1 specialty Discipline (psionics) (34)
+1 specialty Discipline (psionics) (36)
+1 specialty Discipline (psionics) (38)
+1 specialty Discipline (psionics) (40)
+1 specialty Discipline (psionics) (42)
+1 specialty Discipline (psionics) (44)
+1 specialty Discipline (psionics) (46)
+1 specialty Discipline (psionics) (48)
+1 specialty Discipline (psionics) (50)
+1 specialty Discipline (psionics) (52)
+1 specialty Discipline (psionics) (54)
+1 specialty Discipline (psionics) (56)
+1 specialty Discipline (psionics) (58)
+1 specialty Discipline (psionics) (60)
+1 specialty Discipline (psionics) (62)
+1 specialty Discipline (psionics) (64)
+1 specialty Discipline (psionics) (66)
+1 specialty Discipline (psionics) (68)
+1 specialty Discipline (psionics) (70)
+1 specialty Discipline (psionics) (72)
 
Specialty Schools/Spheres make spells of that school/sphere cost only ½ of a spell; or alternatively, you can instead get +1 spell per SL of that school/sphere.
You may trade in 4 picks here to make a school/sphere "Robed" (-1 SL). This does not stack with other Robe effects you may have for that school/sphere.
You may trade in 4 picks here to make a school/sphere ½M to cast. Material componenting still costs 1V though.

[PC10] Mini-Classes Group


Specific Immuner

Level KXP Normal Effect Total
1 2.5 Immune to 2 specific effects (2)
2 5 Immune to 2 specific effects (4)
3 10 Immune to 2 specific effects (6)
4 20 Immune to 2 specific effects (8)
5 40 Immune to 2 specific effects (10)
6 80 Immune to 2 specific effects (12)
7 160 Immune to 2 specific effects (14)
8 320 Immune to 2 specific effects (16)
9 500 Immune to 2 specific effects (18)
10 750 Immune to 2 specific effects (20)
11 1000 Immune to 2 specific effects (22)
12 1250 Immune to 2 specific effects (24)
13 1500 Immune to 2 specific effects (26)
14 1750 Immune to 2 specific effects (28)
15 2000 Immune to 2 specific effects (30)
16 2250 Immune to 2 specific effects (32)
17 2500 Immune to 2 specific effects (34)
18 2750 Immune to 2 specific effects (36)
19 3000 Immune to 2 specific effects (38)
20 3250 Immune to 2 specific effects (40)
21 3500 Immune to 2 specific effects (42)
22 3750 Immune to 2 specific effects (44)
23 4000 Immune to 2 specific effects (46)
24 4250 Immune to 2 specific effects (48)
25 4500 Immune to 2 specific effects (50)
26 4750 Immune to 2 specific effects (52)
27 5000 Immune to 2 specific effects (54)
28 5250 Immune to 2 specific effects (56)
29 5500 Immune to 2 specific effects (58)
30 5750 Immune to 2 specific effects (60)
31 6000 Immune to 2 specific effects (62)
32 6250 Immune to 2 specific effects (64)
33 6500 Immune to 2 specific effects (66)
34 6750 Immune to 2 specific effects (68)
35 7000 Immune to 2 specific effects (70)
36 7250 Immune to 2 specific effects (72)
Alternate Effect Alt Total
0, 1/d: Immune to someone for 1t (1)
0, 1/d: Immune to someone for 1t (2)
0, 1/d: Immune to someone for 1t (3)
0, 1/d: Immune to someone for 1t (4)
0, 1/d: Immune to someone for 1t (5)
0, 1/d: Immune to someone for 1t (6)
0, 1/d: Immune to someone for 1t (7)
0, 1/d: Immune to someone for 1t (8)
0, 1/d: Immune to someone for 1t (9)
0, 1/d: Immune to someone for 1t (10)
0, 1/d: Immune to someone for 1t (11)
0, 1/d: Immune to someone for 1t (12)
0, 1/d: Immune to someone for 1t (13)
0, 1/d: Immune to someone for 1t (14)
0, 1/d: Immune to someone for 1t (15)
0, 1/d: Immune to someone for 1t (16)
0, 1/d: Immune to someone for 1t (17)
0, 1/d: Immune to someone for 1t (18)
0, 1/d: Immune to someone for 1t (19)
0, 1/d: Immune to someone for 1t (20)
0, 1/d: Immune to someone for 1t (21)
0, 1/d: Immune to someone for 1t (22)
0, 1/d: Immune to someone for 1t (23)
0, 1/d: Immune to someone for 1t (24)
0, 1/d: Immune to someone for 1t (25)
0, 1/d: Immune to someone for 1t (26)
0, 1/d: Immune to someone for 1t (27)
0, 1/d: Immune to someone for 1t (28)
0, 1/d: Immune to someone for 1t (29)
0, 1/d: Immune to someone for 1t (30)
0, 1/d: Immune to someone for 1t (31)
0, 1/d: Immune to someone for 1t (32)
0, 1/d: Immune to someone for 1t (33)
0, 1/d: Immune to someone for 1t (34)
0, 1/d: Immune to someone for 1t (35)
0, 1/d: Immune to someone for 1t (36)
 
The normal version makes you immune to 2 specific (named) effects per level. [C] section effects are not acceptable. However, you could pick "Coup de grace" (to catch the feat) and "Put Out of Misery" (for the spell) to get rid of two of the most common slay effects.
The alternate version makes you immune to everything a person would do to you for 1 turn. This does not make you immune to their summons or followers. It covers your effects too, so this immunity cannot be "twisted" by the person you're immune to (though someone else could do it).

[PC10] Mini-Classes Group


Spell Damage

Level KXP Normal Effect Total
1 1.5 +1 per die w/ damaging spells (+1)
2 3 +1 per die w/ damaging spells (+2)
3 6 +1 per die w/ damaging spells (+3)
4 12 +1 per die w/ damaging spells (+4)
5 24 +1 per die w/ damaging spells (+5)
6 48 +1 per die w/ damaging spells (+6)
7 96 +1 per die w/ damaging spells (+7)
8 192 +1 per die w/ damaging spells (+8)
9 300 +1 per die w/ damaging spells (+9)
10 450 +1 per die w/ damaging spells (+10)
11 600 +1 per die w/ damaging spells (+11)
12 750 +1 per die w/ damaging spells (+12)
13 900 +1 per die w/ damaging spells (+13)
14 1050 +1 per die w/ damaging spells (+14)
15 1200 +1 per die w/ damaging spells (+15)
16 1350 +1 per die w/ damaging spells (+16)
17 1500 +1 per die w/ damaging spells (+17)
18 1650 +1 per die w/ damaging spells (+18)
19 1800 +1 per die w/ damaging spells (+19)
20 1950 +1 per die w/ damaging spells (+20)
21 2100 +1 per die w/ damaging spells (+21)
22 2250 +1 per die w/ damaging spells (+22)
23 2400 +1 per die w/ damaging spells (+23)
24 2550 +1 per die w/ damaging spells (+24)
25 2700 +1 per die w/ damaging spells (+25)
26 2850 +1 per die w/ damaging spells (+26)
27 3000 +1 per die w/ damaging spells (+27)
28 3150 +1 per die w/ damaging spells (+28)
29 3300 +1 per die w/ damaging spells (+29)
30 3450 +1 per die w/ damaging spells (+30)
31 3600 +1 per die w/ damaging spells (+31)
32 3750 +1 per die w/ damaging spells (+32)
33 3900 +1 per die w/ damaging spells (+33)
34 4050 +1 per die w/ damaging spells (+34)
35 4200 +1 per die w/ damaging spells (+35)
36 4350 +1 per die w/ damaging spells (+36)
Alternate Effect Alt Total
+10% dmg w/ damaging spells (x1.1)
+10% dmg w/ damaging spells (x1.2)
+10% dmg w/ damaging spells (x1.3)
+10% dmg w/ damaging spells (x1.4)
+10% dmg w/ damaging spells (x1.5)
+10% dmg w/ damaging spells (x1.6)
+10% dmg w/ damaging spells (x1.7)
+10% dmg w/ damaging spells (x1.8)
+10% dmg w/ damaging spells (x1.9)
+10% dmg w/ damaging spells (x2)
+10% dmg w/ damaging spells (x2.1)
+10% dmg w/ damaging spells (x2.2)
+10% dmg w/ damaging spells (x2.3)
+10% dmg w/ damaging spells (x2.4)
+10% dmg w/ damaging spells (x2.5)
+10% dmg w/ damaging spells (x2.6)
+10% dmg w/ damaging spells (x2.7)
+10% dmg w/ damaging spells (x2.8)
+10% dmg w/ damaging spells (x2.9)
+10% dmg w/ damaging spells (x3)
+10% dmg w/ damaging spells (x3.1)
+10% dmg w/ damaging spells (x3.2)
+10% dmg w/ damaging spells (x3.3)
+10% dmg w/ damaging spells (x3.4)
+10% dmg w/ damaging spells (x3.5)
+10% dmg w/ damaging spells (x3.6)
+10% dmg w/ damaging spells (x3.7)
+10% dmg w/ damaging spells (x3.8)
+10% dmg w/ damaging spells (x3.9)
+10% dmg w/ damaging spells (x4)
+10% dmg w/ damaging spells (x4.1)
+10% dmg w/ damaging spells (x4.2)
+10% dmg w/ damaging spells (x4.3)
+10% dmg w/ damaging spells (x4.4)
+10% dmg w/ damaging spells (x4.5)
+10% dmg w/ damaging spells (x4.6)

[PC10] Mini-Classes Group


Spell Groups

Level KXP Effect Total
1 20 Area effect spell hits +1 group (1)
2 40 Area effect spell hits +1 group (2)
3 80 Area effect spell hits +1 group (3)
4 160 Area effect spell hits +1 group (4)
5 320 Area effect spell hits +1 group (5)
6 640 Area effect spell hits +1 group (6)
7 1000 Area effect spell hits +1 group (7)
8 1500 Area effect spell hits +1 group (8)
9 2000 Area effect spell hits +1 group (9)
10 2500 Area effect spell hits +1 group (10)
11 3000 Area effect spell hits +1 group (11)
12 3500 Area effect spell hits +1 group (12)
13 4000 Area effect spell hits +1 group (13)
14 4500 Area effect spell hits +1 group (14)
15 5000 Area effect spell hits +1 group (15)
16 5500 Area effect spell hits +1 group (16)
17 6000 Area effect spell hits +1 group (17)
18 6500 Area effect spell hits +1 group (18)
19 7000 Area effect spell hits +1 group (19)
20 7500 Area effect spell hits +1 group (20)
21 8000 Area effect spell hits +1 group (21)
22 8500 Area effect spell hits +1 group (22)
23 9000 Area effect spell hits +1 group (23)
24 9500 Area effect spell hits +1 group (24)
25 10000 Area effect spell hits +1 group (25)
26 10500 Area effect spell hits +1 group (26)
27 11000 Area effect spell hits +1 group (27)
28 11500 Area effect spell hits +1 group (28)
29 12000 Area effect spell hits +1 group (29)
30 12500 Area effect spell hits +1 group (30)
31 13000 Area effect spell hits +1 group (31)
32 13500 Area effect spell hits +1 group (32)
33 14000 Area effect spell hits +1 group (33)
34 14500 Area effect spell hits +1 group (34)
35 15000 Area effect spell hits +1 group (35)
36 15500 Area effect spell hits +1 group (36)
Alternate Effect Alt Total
Area effect psi power hits +1 group (1)
Area effect psi power hits +1 group (2)
Area effect psi power hits +1 group (3)
Area effect psi power hits +1 group (4)
Area effect psi power hits +1 group (5)
Area effect psi power hits +1 group (6)
Area effect psi power hits +1 group (7)
Area effect psi power hits +1 group (8)
Area effect psi power hits +1 group (9)
Area effect psi power hits +1 group (10)
Area effect psi power hits +1 group (11)
Area effect psi power hits +1 group (12)
Area effect psi power hits +1 group (13)
Area effect psi power hits +1 group (14)
Area effect psi power hits +1 group (15)
Area effect psi power hits +1 group (16)
Area effect psi power hits +1 group (17)
Area effect psi power hits +1 group (18)
Area effect psi power hits +1 group (19)
Area effect psi power hits +1 group (20)
Area effect psi power hits +1 group (21)
Area effect psi power hits +1 group (22)
Area effect psi power hits +1 group (23)
Area effect psi power hits +1 group (24)
Area effect psi power hits +1 group (25)
Area effect psi power hits +1 group (26)
Area effect psi power hits +1 group (27)
Area effect psi power hits +1 group (28)
Area effect psi power hits +1 group (29)
Area effect psi power hits +1 group (30)
Area effect psi power hits +1 group (31)
Area effect psi power hits +1 group (32)
Area effect psi power hits +1 group (33)
Area effect psi power hits +1 group (34)
Area effect psi power hits +1 group (35)
Area effect psi power hits +1 group (36)
 
For each level, specify a spell (by name). If you cast that spell and it does area effect, it affects +1 group. You can pick the same spell more than once (so it affects multiple extra groups). You can change your spells at reset.

[PC10] Mini-Classes Group


Spell Robe

Level KXP Normal Effect Total
1 1 1 spell gets -1 SL (1)
2 2 1 spell gets -1 SL (2)
3 4 1 spell gets -1 SL (3)
4 8 1 spell gets -1 SL (4)
5 16 1 spell gets -1 SL (5)
6 32 1 spell gets -1 SL (6)
7 64 1 spell gets -1 SL (7)
8 128 1 spell gets -1 SL (8)
9 200 1 spell gets -1 SL (9)
10 300 1 spell gets -1 SL (10)
11 400 1 spell gets -1 SL (11)
12 500 1 spell gets -1 SL (12)
13 600 1 spell gets -1 SL (13)
14 700 1 spell gets -1 SL (14)
15 800 1 spell gets -1 SL (15)
16 900 1 spell gets -1 SL (16)
17 1000 1 spell gets -1 SL (17)
18 1100 1 spell gets -1 SL (18)
19 1200 1 spell gets -1 SL (19)
20 1300 1 spell gets -1 SL (20)
21 1400 1 spell gets -1 SL (21)
22 1500 1 spell gets -1 SL (22)
23 1600 1 spell gets -1 SL (23)
24 1700 1 spell gets -1 SL (24)
25 1800 1 spell gets -1 SL (25)
26 1900 1 spell gets -1 SL (26)
27 2000 1 spell gets -1 SL (27)
28 2100 1 spell gets -1 SL (28)
29 2200 1 spell gets -1 SL (29)
30 2300 1 spell gets -1 SL (30)
31 2400 1 spell gets -1 SL (31)
32 2500 1 spell gets -1 SL (32)
33 2600 1 spell gets -1 SL (33)
34 2700 1 spell gets -1 SL (34)
35 2800 1 spell gets -1 SL (35)
36 2900 1 spell gets -1 SL (36)
Alternate Effect Alt Total
1 psi power gets -1 SL (1)
1 psi power gets -1 SL (2)
1 psi power gets -1 SL (3)
1 psi power gets -1 SL (4)
1 psi power gets -1 SL (5)
1 psi power gets -1 SL (6)
1 psi power gets -1 SL (7)
1 psi power gets -1 SL (8)
1 psi power gets -1 SL (9)
1 psi power gets -1 SL (10)
1 psi power gets -1 SL (11)
1 psi power gets -1 SL (12)
1 psi power gets -1 SL (13)
1 psi power gets -1 SL (14)
1 psi power gets -1 SL (15)
1 psi power gets -1 SL (16)
1 psi power gets -1 SL (17)
1 psi power gets -1 SL (18)
1 psi power gets -1 SL (19)
1 psi power gets -1 SL (20)
1 psi power gets -1 SL (21)
1 psi power gets -1 SL (22)
1 psi power gets -1 SL (23)
1 psi power gets -1 SL (24)
1 psi power gets -1 SL (25)
1 psi power gets -1 SL (26)
1 psi power gets -1 SL (27)
1 psi power gets -1 SL (28)
1 psi power gets -1 SL (29)
1 psi power gets -1 SL (30)
1 psi power gets -1 SL (31)
1 psi power gets -1 SL (32)
1 psi power gets -1 SL (33)
1 psi power gets -1 SL (34)
1 psi power gets -1 SL (35)
1 psi power gets -1 SL (36)
Normal: Each level, choose a spell by name. That spell is 1 SL lower for you. You cannot pick the same spell more than once.
Alternate: Each level, choose a psi power by name. That power is 1 SL lower for you. You cannot pick the same power more than once. This doesn't work properly for Minor/Major/Grand/Super frequencies; in a partial exception to the "multi-pick" rule, you may use 3 picks to lower one psi power by 1 category (3 SLs).

[PC10] Mini-Classes Group


Stat Requirements

Level KXP Normal Effect Total
1 0.5 -3 to stat requirements (-3)
2 1 -3 to stat requirements (-6)
3 2 -3 to stat requirements (-9)
4 4 -3 to stat requirements (-12)
5 8 -3 to stat requirements (-15)
6 16 -3 to stat requirements (-18)
7 32 -3 to stat requirements (-21)
8 64 -3 to stat requirements (-24)
9 100 -3 to stat requirements (-27)
10 150 -3 to stat requirements (-30)
11 200 -3 to stat requirements (-33)
12 250 -3 to stat requirements (-36)
13 300 -3 to stat requirements (-39)
14 350 -3 to stat requirements (-42)
15 400 -3 to stat requirements (-45)
16 450 -3 to stat requirements (-48)
17 500 -3 to stat requirements (-51)
18 550 -3 to stat requirements (-54)
19 600 -3 to stat requirements (-57)
20 650 -3 to stat requirements (-60)
21 700 -3 to stat requirements (-63)
22 750 -3 to stat requirements (-66)
23 800 -3 to stat requirements (-69)
24 850 -3 to stat requirements (-72)
25 900 -3 to stat requirements (-75)
26 950 -3 to stat requirements (-78)
27 1000 -3 to stat requirements (-81)
28 1050 -3 to stat requirements (-84)
29 1100 -3 to stat requirements (-87)
30 1150 -3 to stat requirements (-90)
31 1200 -3 to stat requirements (-93)
32 1250 -3 to stat requirements (-96)
33 1300 -3 to stat requirements (-99)
34 1350 -3 to stat requirements (-102)
35 1400 -3 to stat requirements (-105)
36 1450 -3 to stat requirements (-108)
Alternate Effect Alt Total
-1 to HNCL, Luck (-1)
-1 to HNCL, Luck (-2)
-1 to HNCL, Luck (-3)
-1 to HNCL, Luck (-4)
-1 to HNCL, Luck (-5)
-1 to HNCL, Luck (-6)
-1 to HNCL, Luck (-7)
-1 to HNCL, Luck (-8)
-1 to HNCL, Luck (-9)
-1 to HNCL, Luck (-10)
-1 to HNCL, Luck (-11)
-1 to HNCL, Luck (-12)
-1 to HNCL, Luck (-13)
-1 to HNCL, Luck (-14)
-1 to HNCL, Luck (-15)
-1 to HNCL, Luck (-16)
-1 to HNCL, Luck (-17)
-1 to HNCL, Luck (-18)
-1 to HNCL, Luck (-19)
-1 to HNCL, Luck (-20)
-1 to HNCL, Luck (-21)
-1 to HNCL, Luck (-22)
-1 to HNCL, Luck (-23)
-1 to HNCL, Luck (-24)
-1 to HNCL, Luck (-25)
-1 to HNCL, Luck (-26)
-1 to HNCL, Luck (-27)
-1 to HNCL, Luck (-28)
-1 to HNCL, Luck (-29)
-1 to HNCL, Luck (-30)
-1 to HNCL, Luck (-31)
-1 to HNCL, Luck (-32)
-1 to HNCL, Luck (-33)
-1 to HNCL, Luck (-34)
-1 to HNCL, Luck (-35)
-1 to HNCL, Luck (-36)
Normal: Each level, reduce Stat requirements (standard six plus Cml allowed) among your classes by 3. This lets you "owe" less, and makes it easier to add a class you don't have. This version works on x2 and x3 classes.
Alternate: Each level, reduce HNCL or Luck requirement by 1. For 3 picks you can set one half of an alignment restriction to "any" (e.g. LG could become "any L"). For 5 picks you can reduce the number of class slots a class takes by 1 (minimum 1). This version does not work on x2 (or higher) classes, so this is not a route to get a Concordant class early.

[PC10] Mini-Classes Group


Status Immuner

Level KXP Effect Total
1 5 iStatusR 5%
2 10 iStatusR 10%
3 20 iStatusR 15%
4 40 iStatusR 20%
5 80 iStatusR 25%
6 160 iStatusR 30%
7 320 iStatusR 35%
8 640 iStatusR 40%
9 1000 iStatusR 45%
10 1500 iStatusR 50%
11 2000 iStatusR 55%
12 2500 iStatusR 60%
13 3000 iStatusR 65%
14 3500 iStatusR 70%
15 4000 iStatusR 75%
16 4500 iStatusR 80%
17 5000 iStatusR 85%
18 5500 iStatusR 90%
19 6000 iStatusR 95%
20 6500 iStatusR 100%
21 7000 iStatusR 105%
22 7500 iStatusR 110%
23 8000 iStatusR 115%
24 8500 iStatusR 120%
25 9000 iStatusR 125%
26 9500 iStatusR 130%
27 10000 iStatusR 135%
28 10500 iStatusR 140%
29 11000 iStatusR 145%
30 11500 iStatusR 150%
31 12000 iStatusR 155%
32 12500 iStatusR 160%
33 13000 iStatusR 165%
34 13500 iStatusR 170%
35 14000 iStatusR 175%
36 14500 iStatusR 180%
Alternate Effect Total
2 charges of 1s immunity
4 charges of 1s immunity
6 charges of 1s immunity
8 charges of 1s immunity
10 charges of 1s immunity
12 charges of 1s immunity
14 charges of 1s immunity
16 charges of 1s immunity
18 charges of 1s immunity
20 charges of 1s immunity
22 charges of 1s immunity
24 charges of 1s immunity
26 charges of 1s immunity
28 charges of 1s immunity
30 charges of 1s immunity
32 charges of 1s immunity
34 charges of 1s immunity
36 charges of 1s immunity
38 charges of 1s immunity
40 charges of 1s immunity
42 charges of 1s immunity
44 charges of 1s immunity
46 charges of 1s immunity
48 charges of 1s immunity
50 charges of 1s immunity
52 charges of 1s immunity
54 charges of 1s immunity
56 charges of 1s immunity
58 charges of 1s immunity
60 charges of 1s immunity
62 charges of 1s immunity
64 charges of 1s immunity
66 charges of 1s immunity
68 charges of 1s immunity
70 charges of 1s immunity
72 charges of 1s immunity
 
"StatusR" is Status effect resistance. It does not apply to any Status effect you must absorb in order to do something else (for example, being Crapped at the end of a Step Out of It).
The Alternate version has the following ability:
1N, 1 charge: Name a Status effect, a spell, or a psionic ability. You are immune to that effect this segment.
Note that Twilighting has a duration (usually 1 round), so this doesn't work too well for Twilighting.

[PC10] Mini-Classes Group


Str

Level KXP Effect Total
1 2 +2 set Str; +2 more Str FPOW * (+2; +2)
2 4 +2 set Str; +2 more Str FPOW * (+4; +4)
3 8 +2 set Str; +2 more Str FPOW * (+6; +6)
4 16 +2 set Str; +2 more Str FPOW * (+8; +8)
5 32 +2 set Str; +2 more Str FPOW * (+10; +10)
6 64 +2 set Str; +2 more Str FPOW * (+12; +12)
7 128 +2 set Str; +2 more Str FPOW * (+14; +14)
8 200 +2 set Str; +2 more Str FPOW * (+16; +16)
9 300 +2 set Str; +2 more Str FPOW * (+18; +18)
10 400 +2 set Str; +2 more Str FPOW * (+20; +20)
11 500 +2 set Str; +2 more Str FPOW * (+22; +22)
12 600 +2 set Str; +2 more Str FPOW * (+24; +24)
13 700 +2 set Str; +2 more Str FPOW * (+26; +26)
14 800 +2 set Str; +2 more Str FPOW * (+28; +28)
15 900 +2 set Str; +2 more Str FPOW * (+30; +30)
16 1000 +2 set Str; +2 more Str FPOW * (+32; +32)
17 1100 +2 set Str; +2 more Str FPOW * (+34; +34)
18 1200 +2 set Str; +2 more Str FPOW * (+36; +36)
19 1300 +2 set Str; +2 more Str FPOW * (+38; +38)
20 1400 +2 set Str; +2 more Str FPOW * (+40; +40)
21 1500 +2 set Str; +2 more Str FPOW * (+42; +42)
22 1600 +2 set Str; +2 more Str FPOW * (+44; +44)
23 1700 +2 set Str; +2 more Str FPOW * (+46; +46)
24 1800 +2 set Str; +2 more Str FPOW * (+48; +48)
25 1900 +2 set Str; +2 more Str FPOW * (+50; +50)
26 2000 +2 set Str; +2 more Str FPOW * (+52; +52)
27 2100 +2 set Str; +2 more Str FPOW * (+54; +54)
28 2200 +2 set Str; +2 more Str FPOW * (+56; +56)
29 2300 +2 set Str; +2 more Str FPOW * (+58; +58)
30 2400 +2 set Str; +2 more Str FPOW * (+60; +60)
31 2500 +2 set Str; +2 more Str FPOW * (+62; +62)
32 2600 +2 set Str; +2 more Str FPOW * (+64; +64)
33 2700 +2 set Str; +2 more Str FPOW * (+66; +66)
34 2800 +2 set Str; +2 more Str FPOW * (+68; +68)
35 2900 +2 set Str; +2 more Str FPOW * (+70; +70)
36 3000 +2 set Str; +2 more Str FPOW * (+72; +72)
Alt1 Effect Alt2 Effect Alt Total
+4 set Efficiency (TH) +4 set Muscle (dmg); * (+4)
+4 set Efficiency (TH) +4 set Muscle (dmg); * (+8)
+4 set Efficiency (TH) +4 set Muscle (dmg); * (+12)
+4 set Efficiency (TH) +4 set Muscle (dmg); * (+16)
+4 set Efficiency (TH) +4 set Muscle (dmg); * (+20)
+4 set Efficiency (TH) +4 set Muscle (dmg); * (+24)
+4 set Efficiency (TH) +4 set Muscle (dmg); * (+28)
+4 set Efficiency (TH) +4 set Muscle (dmg); * (+32)
+4 set Efficiency (TH) +4 set Muscle (dmg); * (+36)
+4 set Efficiency (TH) +4 set Muscle (dmg); * (+40)
+4 set Efficiency (TH) +4 set Muscle (dmg); * (+44)
+4 set Efficiency (TH) +4 set Muscle (dmg); * (+48)
+4 set Efficiency (TH) +4 set Muscle (dmg); * (+52)
+4 set Efficiency (TH) +4 set Muscle (dmg); * (+56)
+4 set Efficiency (TH) +4 set Muscle (dmg); * (+60)
+4 set Efficiency (TH) +4 set Muscle (dmg); * (+64)
+4 set Efficiency (TH) +4 set Muscle (dmg); * (+68)
+4 set Efficiency (TH) +4 set Muscle (dmg); * (+72)
+4 set Efficiency (TH) +4 set Muscle (dmg); * (+76)
+4 set Efficiency (TH) +4 set Muscle (dmg); * (+80)
+4 set Efficiency (TH) +4 set Muscle (dmg); * (+84)
+4 set Efficiency (TH) +4 set Muscle (dmg); * (+88)
+4 set Efficiency (TH) +4 set Muscle (dmg); * (+92)
+4 set Efficiency (TH) +4 set Muscle (dmg); * (+96)
+4 set Efficiency (TH) +4 set Muscle (dmg); * (+100)
+4 set Efficiency (TH) +4 set Muscle (dmg); * (+104)
+4 set Efficiency (TH) +4 set Muscle (dmg); * (+108)
+4 set Efficiency (TH) +4 set Muscle (dmg); * (+112)
+4 set Efficiency (TH) +4 set Muscle (dmg); * (+116)
+4 set Efficiency (TH) +4 set Muscle (dmg); * (+120)
+4 set Efficiency (TH) +4 set Muscle (dmg); * (+124)
+4 set Efficiency (TH) +4 set Muscle (dmg); * (+128)
+4 set Efficiency (TH) +4 set Muscle (dmg); * (+132)
+4 set Efficiency (TH) +4 set Muscle (dmg); * (+136)
+4 set Efficiency (TH) +4 set Muscle (dmg); * (+140)
+4 set Efficiency (TH) +4 set Muscle (dmg); * (+144)
 
This class gives +1 rank of Exceptional Str which stacks on top on what you already have (unless the source says it can't be improved).
Sustain Str.
"Str FPOW" is "Strength For Purposes of Weapons"
The Alternate versions cannot use ability score sleazing for Str.
The Alt2 side (Muscle) gets the +2 Str FPOW per level. The Alt1 side (Efficiency) does not.

[PC10] Mini-Classes Group


Summon DL

Level KXP Effect Total
1 5 Your summons have +1 offensive DL (1)
2 10 Your summons have +1 offensive DL (2)
3 20 Your summons have +1 offensive DL (3)
4 40 Your summons have +1 offensive DL (4)
5 80 Your summons have +1 offensive DL (5)
6 160 Your summons have +1 offensive DL (6)
7 320 Your summons have +1 offensive DL (7)
8 500 Your summons have +1 offensive DL (8)
9 750 Your summons have +1 offensive DL (9)
10 1000 Your summons have +1 offensive DL (10)
11 1250 Your summons have +1 offensive DL (11)
12 1500 Your summons have +1 offensive DL (12)
13 1750 Your summons have +1 offensive DL (13)
14 2000 Your summons have +1 offensive DL (14)
15 2250 Your summons have +1 offensive DL (15)
16 2500 Your summons have +1 offensive DL (16)
17 2750 Your summons have +1 offensive DL (17)
18 3000 Your summons have +1 offensive DL (18)
19 3250 Your summons have +1 offensive DL (19)
20 3500 Your summons have +1 offensive DL (20)
21 3750 Your summons have +1 offensive DL (21)
22 4000 Your summons have +1 offensive DL (22)
23 4250 Your summons have +1 offensive DL (23)
24 4500 Your summons have +1 offensive DL (24)
25 4750 Your summons have +1 offensive DL (25)
26 5000 Your summons have +1 offensive DL (26)
27 5250 Your summons have +1 offensive DL (27)
28 5500 Your summons have +1 offensive DL (28)
29 5750 Your summons have +1 offensive DL (29)
30 6000 Your summons have +1 offensive DL (30)
31 6250 Your summons have +1 offensive DL (31)
32 6500 Your summons have +1 offensive DL (32)
33 6750 Your summons have +1 offensive DL (33)
34 7000 Your summons have +1 offensive DL (34)
35 7250 Your summons have +1 offensive DL (35)
36 7500 Your summons have +1 offensive DL (36)
Alternate Effect Alt Total
Your summons have +1 defensive DL (1)
Your summons have +1 defensive DL (2)
Your summons have +1 defensive DL (3)
Your summons have +1 defensive DL (4)
Your summons have +1 defensive DL (5)
Your summons have +1 defensive DL (6)
Your summons have +1 defensive DL (7)
Your summons have +1 defensive DL (8)
Your summons have +1 defensive DL (9)
Your summons have +1 defensive DL (10)
Your summons have +1 defensive DL (11)
Your summons have +1 defensive DL (12)
Your summons have +1 defensive DL (13)
Your summons have +1 defensive DL (14)
Your summons have +1 defensive DL (15)
Your summons have +1 defensive DL (16)
Your summons have +1 defensive DL (17)
Your summons have +1 defensive DL (18)
Your summons have +1 defensive DL (19)
Your summons have +1 defensive DL (20)
Your summons have +1 defensive DL (21)
Your summons have +1 defensive DL (22)
Your summons have +1 defensive DL (23)
Your summons have +1 defensive DL (24)
Your summons have +1 defensive DL (25)
Your summons have +1 defensive DL (26)
Your summons have +1 defensive DL (27)
Your summons have +1 defensive DL (28)
Your summons have +1 defensive DL (29)
Your summons have +1 defensive DL (30)
Your summons have +1 defensive DL (31)
Your summons have +1 defensive DL (32)
Your summons have +1 defensive DL (33)
Your summons have +1 defensive DL (34)
Your summons have +1 defensive DL (35)
Your summons have +1 defensive DL (36)
 
Both versions of this Mini class can be taken at the same time.
This Mini class (either side) increases the "Comprehensibility Depth" of summons by 1 DL per level.

[PC10] Mini-Classes Group


Summons

Level KXP Normal Effect Total
1 2.5 +1 to number of summons (same group) (+1)
2 5 +1 to number of summons (same group) (+2)
3 10 +1 to number of summons (same group) (+3)
4 20 +1 to number of summons (same group) (+4)
5 40 +1 to number of summons (same group) (+5)
6 80 +1 to number of summons (same group) (+6)
7 160 +1 to number of summons (same group) (+7)
8 320 +1 to number of summons (same group) (+8)
9 500 +1 to number of summons (same group) (+9)
10 750 +1 to number of summons (same group) (+10)
11 1000 +1 to number of summons (same group) (+11)
12 1250 +1 to number of summons (same group) (+12)
13 1500 +1 to number of summons (same group) (+13)
14 1750 +1 to number of summons (same group) (+14)
15 2000 +1 to number of summons (same group) (+15)
16 2250 +1 to number of summons (same group) (+16)
17 2500 +1 to number of summons (same group) (+17)
18 2750 +1 to number of summons (same group) (+18)
19 3000 +1 to number of summons (same group) (+19)
20 3250 +1 to number of summons (same group) (+20)
21 3500 +1 to number of summons (same group) (+21)
22 3750 +1 to number of summons (same group) (+22)
23 4000 +1 to number of summons (same group) (+23)
24 4250 +1 to number of summons (same group) (+24)
25 4500 +1 to number of summons (same group) (+25)
26 4750 +1 to number of summons (same group) (+26)
27 5000 +1 to number of summons (same group) (+27)
28 5250 +1 to number of summons (same group) (+28)
29 5500 +1 to number of summons (same group) (+29)
30 5750 +1 to number of summons (same group) (+30)
31 6000 +1 to number of summons (same group) (+31)
32 6250 +1 to number of summons (same group) (+32)
33 6500 +1 to number of summons (same group) (+33)
34 6750 +1 to number of summons (same group) (+34)
35 7000 +1 to number of summons (same group) (+35)
36 7250 +1 to number of summons (same group) (+36)
Alternate Effect Alt Total
Your summons have +1 rhp (+1)
Your summons have +1 rhp (+2)
Your summons have +1 rhp (+3)
Your summons have +1 rhp (+4)
Your summons have +1 rhp (+5)
Your summons have +1 rhp (+6)
Your summons have +1 rhp (+7)
Your summons have +1 rhp (+8)
Your summons have +1 rhp (+9)
Your summons have +1 rhp (+10)
Your summons have +1 rhp (+11)
Your summons have +1 rhp (+12)
Your summons have +1 rhp (+13)
Your summons have +1 rhp (+14)
Your summons have +1 rhp (+15)
Your summons have +1 rhp (+16)
Your summons have +1 rhp (+17)
Your summons have +1 rhp (+18)
Your summons have +1 rhp (+19)
Your summons have +1 rhp (+20)
Your summons have +1 rhp (+21)
Your summons have +1 rhp (+22)
Your summons have +1 rhp (+23)
Your summons have +1 rhp (+24)
Your summons have +1 rhp (+25)
Your summons have +1 rhp (+26)
Your summons have +1 rhp (+27)
Your summons have +1 rhp (+28)
Your summons have +1 rhp (+29)
Your summons have +1 rhp (+30)
Your summons have +1 rhp (+31)
Your summons have +1 rhp (+32)
Your summons have +1 rhp (+33)
Your summons have +1 rhp (+34)
Your summons have +1 rhp (+35)
Your summons have +1 rhp (+36)
 
"rhp" is "relative hit points", the 10/10 scale I use for summons.
The rhp adder affects both max and current rhp.

[PC10] Mini-Classes Group


To Hit

Level KXP Effect Total
1 0.4 +1 to hit (+1 to hit)
2 0.8 +1 to hit (+2 to hit)
3 1.6 +1 to hit (+3 to hit)
4 3.2 +1 to hit (+4 to hit)
5 6.4 +1 to hit (+5 to hit)
6 12.8 +1 to hit (+6 to hit)
7 25.6 +1 to hit (+7 to hit)
8 51.2 +1 to hit (+8 to hit)
9 80 +1 to hit (+9 to hit)
10 120 +1 to hit (+10 to hit)
11 160 +1 to hit (+11 to hit)
12 200 +1 to hit (+12 to hit)
13 240 +1 to hit (+13 to hit)
14 280 +1 to hit (+14 to hit)
15 320 +1 to hit (+15 to hit)
16 360 +1 to hit (+16 to hit)
17 400 +1 to hit (+17 to hit)
18 440 +1 to hit (+18 to hit)
19 480 +1 to hit (+19 to hit)
20 520 +1 to hit (+20 to hit)
21 560 +1 to hit (+21 to hit)
22 600 +1 to hit (+22 to hit)
23 640 +1 to hit (+23 to hit)
24 680 +1 to hit (+24 to hit)
25 720 +1 to hit (+25 to hit)
26 760 +1 to hit (+26 to hit)
27 800 +1 to hit (+27 to hit)
28 840 +1 to hit (+28 to hit)
29 880 +1 to hit (+29 to hit)
30 920 +1 to hit (+30 to hit)
31 960 +1 to hit (+31 to hit)
32 1000 +1 to hit (+32 to hit)
33 1040 +1 to hit (+33 to hit)
34 1080 +1 to hit (+34 to hit)
35 1120 +1 to hit (+35 to hit)
36 1160 +1 to hit (+36 to hit)
Alternate Effect Alt Total
+2 to hit with one weapon, or against one enemy type (+2)
+2 to hit with one weapon, or against one enemy type (+4)
+2 to hit with one weapon, or against one enemy type (+6)
+2 to hit with one weapon, or against one enemy type (+8)
+2 to hit with one weapon, or against one enemy type (+10)
+2 to hit with one weapon, or against one enemy type (+12)
+2 to hit with one weapon, or against one enemy type (+14)
+2 to hit with one weapon, or against one enemy type (+16)
+2 to hit with one weapon, or against one enemy type (+18)
+2 to hit with one weapon, or against one enemy type (+20)
+2 to hit with one weapon, or against one enemy type (+22)
+2 to hit with one weapon, or against one enemy type (+24)
+2 to hit with one weapon, or against one enemy type (+26)
+2 to hit with one weapon, or against one enemy type (+28)
+2 to hit with one weapon, or against one enemy type (+30)
+2 to hit with one weapon, or against one enemy type (+32)
+2 to hit with one weapon, or against one enemy type (+34)
+2 to hit with one weapon, or against one enemy type (+36)
+2 to hit with one weapon, or against one enemy type (+38)
+2 to hit with one weapon, or against one enemy type (+40)
+2 to hit with one weapon, or against one enemy type (+42)
+2 to hit with one weapon, or against one enemy type (+44)
+2 to hit with one weapon, or against one enemy type (+46)
+2 to hit with one weapon, or against one enemy type (+48)
+2 to hit with one weapon, or against one enemy type (+50)
+2 to hit with one weapon, or against one enemy type (+52)
+2 to hit with one weapon, or against one enemy type (+54)
+2 to hit with one weapon, or against one enemy type (+56)
+2 to hit with one weapon, or against one enemy type (+58)
+2 to hit with one weapon, or against one enemy type (+60)
+2 to hit with one weapon, or against one enemy type (+62)
+2 to hit with one weapon, or against one enemy type (+64)
+2 to hit with one weapon, or against one enemy type (+66)
+2 to hit with one weapon, or against one enemy type (+68)
+2 to hit with one weapon, or against one enemy type (+70)
+2 to hit with one weapon, or against one enemy type (+72)

[PC10] Mini-Classes Group


Transportation Levels

Level KXP
1 0.5
2 1
3 2
4 4
5 8
6 16
7 32
8 64
9 100
10 150
11 200
12 250
13 300
14 350
15 400
16 450
17 500
18 550
19 600
20 650
21 700
22 750
23 800
24 850
25 900
26 950
27 1000
28 1050
29 1100
30 1150
31 1200
32 1250
33 1300
34 1350
35 1400
36 1450
Gets one pick per level:
# picks Ability
1 1M: Telekinesis, Size M target moves 10*LVL' this segment (can deal falling damage)
1 Get 2 parting shots / attacks of opportunity instead of 1.
1 Immune to Traveller sphere spells.
1 Immune to Vacuum. Need not breathe.
1 Tactic Move: 1M: Move 1 target from one group to another group, no parting shots, unwilling gets Reflex save (with Dex bonus).
1 You have an infinite weight and capacity Tenser's Floating Disc.
2 1M: Tesseract (teleport to any location you can see)
2 Can get and can use 2Z actions per half segment.
2 Double movement rate, or +3*LVL" movement rate. Sustain movement rate.
2 Immune to TK and Falling Damage (but not high Gravity)
2 TK Shield: 1M: Damaging shield (50% back) of type Telekinesis. You Resist TK and Falling Damage while running this.
2 You have an infinite weight and capacity Portable Hole.
3 0, 1/r: Counter someone entering your group (either by moving or by other means).
3 1M: Teleport
3 Blink Wounder: (May cast as a 0 action): Blink. If you material component, you can blink twice this segment (you may act between the blinks)
3 Can use 2V actions per segment.
3 Exceptional Dex bonus. This may be taken more than once, each is another level of Exc Dex.
3 Free GGL (Specialty God) pick in a god that has a Dex requirement.
3 Immune to Wall, Sphere, and Forcefield effects
3 Your teleportation type effects cannot be redirected
4 1M: Plane Shift
4 1M: Teleport without Error
4 Automatically make saves that give a Dex bonus; Automatically make Reflex saves (even if no Dex bonus).
4 Space Dragon: 1M: Summons a Space Dragon (a DL VI monster). You have a Space Dragon summon slot in addition to your normal summon slot. You are allowed to have 2 Space Dragons (one in each slot).
5 1M: Plane Shift with fine tune control of where you land
5 Folding Dimensional Doom: 1M: Creates a rift of random Dim Doors and Dim Folds; All in group are slain (PPD save) or randomly teleported away (RSW save).
5 Pass Without Trace; 1M: Do not generate "?" in dungeon; 1M: Find the Path
5 Your teleportation type effects ignore Proof Against Teleportation, Forbiddance Zones, and ATFs (Anti-Transporter Fields).
6 1F: Time Travel up to +/- LVL^3 years
6 Sustain all actions; Time/Reality stability; Immune to Hold, Stop, Time Stop, Temporal Stasis
6 True Teleport: 1M: Your party teleports on your side of the segment (no delay).
7 Holy Word Shift: 1M: Target is plane shifted to a plane of your choice (no save, no MR).
8 Star Travel: 1M: You fly at CL c (CL times the speed of light). You can enter a Star and either [1] Spelljam to another Star or Crystal Sphere (as if you were an Iconian Gateway), or [2] Time Travel (as if you were an Undead Robotic Chicken).
9 Beset: 1M: Target is Set and his home plane becomes this plane (no save, no MR)
22 1X or 6F: UltraBlack Gate, or travel to Shangri-La, the Realm of the Reset/Set, Anguinum Synod, or the Time of Legends/Mundanity

[PC10] Mini-Classes Group


True Armor Class

Level KXP Effect Total
1 1.5 ++1 AC (adds your armor base AT again) (++1 AC)
2 3 ++1 AC (adds your armor base AT again) (++2 AC)
3 6 ++1 AC (adds your armor base AT again) (++3 AC)
4 12 ++1 AC (adds your armor base AT again) (++4 AC)
5 24 ++1 AC (adds your armor base AT again) (++5 AC)
6 48 ++1 AC (adds your armor base AT again) (++6 AC)
7 96 ++1 AC (adds your armor base AT again) (++7 AC)
8 192 ++1 AC (adds your armor base AT again) (++8 AC)
9 300 ++1 AC (adds your armor base AT again) (++9 AC)
10 450 ++1 AC (adds your armor base AT again) (++10 AC)
11 600 ++1 AC (adds your armor base AT again) (++11 AC)
12 750 ++1 AC (adds your armor base AT again) (++12 AC)
13 900 ++1 AC (adds your armor base AT again) (++13 AC)
14 1050 ++1 AC (adds your armor base AT again) (++14 AC)
15 1200 ++1 AC (adds your armor base AT again) (++15 AC)
16 1350 ++1 AC (adds your armor base AT again) (++16 AC)
17 1500 ++1 AC (adds your armor base AT again) (++17 AC)
18 1650 ++1 AC (adds your armor base AT again) (++18 AC)
19 1800 ++1 AC (adds your armor base AT again) (++19 AC)
20 1950 ++1 AC (adds your armor base AT again) (++20 AC)
21 2100 ++1 AC (adds your armor base AT again) (++21 AC)
22 2250 ++1 AC (adds your armor base AT again) (++22 AC)
23 2400 ++1 AC (adds your armor base AT again) (++23 AC)
24 2550 ++1 AC (adds your armor base AT again) (++24 AC)
25 2700 ++1 AC (adds your armor base AT again) (++25 AC)
26 2850 ++1 AC (adds your armor base AT again) (++26 AC)
27 3000 ++1 AC (adds your armor base AT again) (++27 AC)
28 3150 ++1 AC (adds your armor base AT again) (++28 AC)
29 3300 ++1 AC (adds your armor base AT again) (++29 AC)
30 3450 ++1 AC (adds your armor base AT again) (++30 AC)
31 3600 ++1 AC (adds your armor base AT again) (++31 AC)
32 3750 ++1 AC (adds your armor base AT again) (++32 AC)
33 3900 ++1 AC (adds your armor base AT again) (++33 AC)
34 4050 ++1 AC (adds your armor base AT again) (++34 AC)
35 4200 ++1 AC (adds your armor base AT again) (++35 AC)
36 4350 ++1 AC (adds your armor base AT again) (++36 AC)
Alternate Effect Alt Total
x1.1 AC (shift from 10) (x1.1)
x1.1 AC (shift from 10) (x1.2)
x1.1 AC (shift from 10) (x1.3)
x1.1 AC (shift from 10) (x1.4)
x1.1 AC (shift from 10) (x1.5)
x1.1 AC (shift from 10) (x1.6)
x1.1 AC (shift from 10) (x1.7)
x1.1 AC (shift from 10) (x1.8)
x1.1 AC (shift from 10) (x1.9)
x1.1 AC (shift from 10) (x2)
x1.1 AC (shift from 10) (x2.1)
x1.1 AC (shift from 10) (x2.2)
x1.1 AC (shift from 10) (x2.3)
x1.1 AC (shift from 10) (x2.4)
x1.1 AC (shift from 10) (x2.5)
x1.1 AC (shift from 10) (x2.6)
x1.1 AC (shift from 10) (x2.7)
x1.1 AC (shift from 10) (x2.8)
x1.1 AC (shift from 10) (x2.9)
x1.1 AC (shift from 10) (x3)
x1.1 AC (shift from 10) (x3.1)
x1.1 AC (shift from 10) (x3.2)
x1.1 AC (shift from 10) (x3.3)
x1.1 AC (shift from 10) (x3.4)
x1.1 AC (shift from 10) (x3.5)
x1.1 AC (shift from 10) (x3.6)
x1.1 AC (shift from 10) (x3.7)
x1.1 AC (shift from 10) (x3.8)
x1.1 AC (shift from 10) (x3.9)
x1.1 AC (shift from 10) (x4)
x1.1 AC (shift from 10) (x4.1)
x1.1 AC (shift from 10) (x4.2)
x1.1 AC (shift from 10) (x4.3)
x1.1 AC (shift from 10) (x4.4)
x1.1 AC (shift from 10) (x4.5)
x1.1 AC (shift from 10) (x4.6)

[PC10] Mini-Classes Group


True Damage

Level KXP Effect Total
1 1.5 ++1 damage (this adds +1 base die of damage) (++1 dmg)
2 3 ++1 damage (this adds +1 base die of damage) (++2 dmg)
3 6 ++1 damage (this adds +1 base die of damage) (++3 dmg)
4 12 ++1 damage (this adds +1 base die of damage) (++4 dmg)
5 24 ++1 damage (this adds +1 base die of damage) (++5 dmg)
6 48 ++1 damage (this adds +1 base die of damage) (++6 dmg)
7 96 ++1 damage (this adds +1 base die of damage) (++7 dmg)
8 192 ++1 damage (this adds +1 base die of damage) (++8 dmg)
9 300 ++1 damage (this adds +1 base die of damage) (++9 dmg)
10 450 ++1 damage (this adds +1 base die of damage) (++10 dmg)
11 600 ++1 damage (this adds +1 base die of damage) (++11 dmg)
12 750 ++1 damage (this adds +1 base die of damage) (++12 dmg)
13 900 ++1 damage (this adds +1 base die of damage) (++13 dmg)
14 1050 ++1 damage (this adds +1 base die of damage) (++14 dmg)
15 1200 ++1 damage (this adds +1 base die of damage) (++15 dmg)
16 1350 ++1 damage (this adds +1 base die of damage) (++16 dmg)
17 1500 ++1 damage (this adds +1 base die of damage) (++17 dmg)
18 1650 ++1 damage (this adds +1 base die of damage) (++18 dmg)
19 1800 ++1 damage (this adds +1 base die of damage) (++19 dmg)
20 1950 ++1 damage (this adds +1 base die of damage) (++20 dmg)
21 2100 ++1 damage (this adds +1 base die of damage) (++21 dmg)
22 2250 ++1 damage (this adds +1 base die of damage) (++22 dmg)
23 2400 ++1 damage (this adds +1 base die of damage) (++23 dmg)
24 2550 ++1 damage (this adds +1 base die of damage) (++24 dmg)
25 2700 ++1 damage (this adds +1 base die of damage) (++25 dmg)
26 2850 ++1 damage (this adds +1 base die of damage) (++26 dmg)
27 3000 ++1 damage (this adds +1 base die of damage) (++27 dmg)
28 3150 ++1 damage (this adds +1 base die of damage) (++28 dmg)
29 3300 ++1 damage (this adds +1 base die of damage) (++29 dmg)
30 3450 ++1 damage (this adds +1 base die of damage) (++30 dmg)
31 3600 ++1 damage (this adds +1 base die of damage) (++31 dmg)
32 3750 ++1 damage (this adds +1 base die of damage) (++32 dmg)
33 3900 ++1 damage (this adds +1 base die of damage) (++33 dmg)
34 4050 ++1 damage (this adds +1 base die of damage) (++34 dmg)
35 4200 ++1 damage (this adds +1 base die of damage) (++35 dmg)
36 4350 ++1 damage (this adds +1 base die of damage) (++36 dmg)
Alternate Effect Alt Total
x1.1 damage (x1.1)
x1.1 damage (x1.2)
x1.1 damage (x1.3)
x1.1 damage (x1.4)
x1.1 damage (x1.5)
x1.1 damage (x1.6)
x1.1 damage (x1.7)
x1.1 damage (x1.8)
x1.1 damage (x1.9)
x1.1 damage (x2)
x1.1 damage (x2.1)
x1.1 damage (x2.2)
x1.1 damage (x2.3)
x1.1 damage (x2.4)
x1.1 damage (x2.5)
x1.1 damage (x2.6)
x1.1 damage (x2.7)
x1.1 damage (x2.8)
x1.1 damage (x2.9)
x1.1 damage (x3)
x1.1 damage (x3.1)
x1.1 damage (x3.2)
x1.1 damage (x3.3)
x1.1 damage (x3.4)
x1.1 damage (x3.5)
x1.1 damage (x3.6)
x1.1 damage (x3.7)
x1.1 damage (x3.8)
x1.1 damage (x3.9)
x1.1 damage (x4)
x1.1 damage (x4.1)
x1.1 damage (x4.2)
x1.1 damage (x4.3)
x1.1 damage (x4.4)
x1.1 damage (x4.5)
x1.1 damage (x4.6)

[PC10] Mini-Classes Group


True Saves

Level KXP Effect Total
1 2 ++1 saves (++1 saves)
2 4 ++1 saves (++2 saves)
3 8 ++1 saves (++3 saves)
4 16 ++1 saves (++4 saves)
5 32 ++1 saves (++5 saves)
6 64 ++1 saves (++6 saves)
7 128 ++1 saves (++7 saves)
8 256 ++1 saves (++8 saves)
9 400 ++1 saves (++9 saves)
10 600 ++1 saves (++10 saves)
11 800 ++1 saves (++11 saves)
12 1000 ++1 saves (++12 saves)
13 1200 ++1 saves (++13 saves)
14 1400 ++1 saves (++14 saves)
15 1600 ++1 saves (++15 saves)
16 1800 ++1 saves (++16 saves)
17 2000 ++1 saves (++17 saves)
18 2200 ++1 saves (++18 saves)
19 2400 ++1 saves (++19 saves)
20 2600 ++1 saves (++20 saves)
21 2800 ++1 saves (++21 saves)
22 3000 ++1 saves (++22 saves)
23 3200 ++1 saves (++23 saves)
24 3400 ++1 saves (++24 saves)
25 3600 ++1 saves (++25 saves)
26 3800 ++1 saves (++26 saves)
27 4000 ++1 saves (++27 saves)
28 4200 ++1 saves (++28 saves)
29 4400 ++1 saves (++29 saves)
30 4600 ++1 saves (++30 saves)
31 4800 ++1 saves (++31 saves)
32 5000 ++1 saves (++32 saves)
33 5200 ++1 saves (++33 saves)
34 5400 ++1 saves (++34 saves)
35 5600 ++1 saves (++35 saves)
36 5800 ++1 saves (++36 saves)
Alternate Effect Alt Total
x1.1 saves bonus (x1.1)
x1.1 saves bonus (x1.2)
x1.1 saves bonus (x1.3)
x1.1 saves bonus (x1.4)
x1.1 saves bonus (x1.5)
x1.1 saves bonus (x1.6)
x1.1 saves bonus (x1.7)
x1.1 saves bonus (x1.8)
x1.1 saves bonus (x1.9)
x1.1 saves bonus (x2)
x1.1 saves bonus (x2.1)
x1.1 saves bonus (x2.2)
x1.1 saves bonus (x2.3)
x1.1 saves bonus (x2.4)
x1.1 saves bonus (x2.5)
x1.1 saves bonus (x2.6)
x1.1 saves bonus (x2.7)
x1.1 saves bonus (x2.8)
x1.1 saves bonus (x2.9)
x1.1 saves bonus (x3)
x1.1 saves bonus (x3.1)
x1.1 saves bonus (x3.2)
x1.1 saves bonus (x3.3)
x1.1 saves bonus (x3.4)
x1.1 saves bonus (x3.5)
x1.1 saves bonus (x3.6)
x1.1 saves bonus (x3.7)
x1.1 saves bonus (x3.8)
x1.1 saves bonus (x3.9)
x1.1 saves bonus (x4)
x1.1 saves bonus (x4.1)
x1.1 saves bonus (x4.2)
x1.1 saves bonus (x4.3)
x1.1 saves bonus (x4.4)
x1.1 saves bonus (x4.5)
x1.1 saves bonus (x4.6)
 
The alternate version multiplies your total save bonus by 1.1 per level. It does not affect the d20 roll. It affects each save category separately.
Example: You have a total PPD save bonus of +10 and have a 8th level True Saves Mini-Class. Your PPD save bonus is +18 (10*1.8).

[PC10] Mini-Classes Group


True To Hit

Level KXP Effect Total
1 2 ++1 to hit (++1 to hit)
2 4 ++1 to hit (++2 to hit)
3 8 ++1 to hit (++3 to hit)
4 16 ++1 to hit (++4 to hit)
5 32 ++1 to hit (++5 to hit)
6 64 ++1 to hit (++6 to hit)
7 128 ++1 to hit (++7 to hit)
8 256 ++1 to hit (++8 to hit)
9 400 ++1 to hit (++9 to hit)
10 600 ++1 to hit (++10 to hit)
11 800 ++1 to hit (++11 to hit)
12 1000 ++1 to hit (++12 to hit)
13 1200 ++1 to hit (++13 to hit)
14 1400 ++1 to hit (++14 to hit)
15 1600 ++1 to hit (++15 to hit)
16 1800 ++1 to hit (++16 to hit)
17 2000 ++1 to hit (++17 to hit)
18 2200 ++1 to hit (++18 to hit)
19 2400 ++1 to hit (++19 to hit)
20 2600 ++1 to hit (++20 to hit)
21 2800 ++1 to hit (++21 to hit)
22 3000 ++1 to hit (++22 to hit)
23 3200 ++1 to hit (++23 to hit)
24 3400 ++1 to hit (++24 to hit)
25 3600 ++1 to hit (++25 to hit)
26 3800 ++1 to hit (++26 to hit)
27 4000 ++1 to hit (++27 to hit)
28 4200 ++1 to hit (++28 to hit)
29 4400 ++1 to hit (++29 to hit)
30 4600 ++1 to hit (++30 to hit)
31 4800 ++1 to hit (++31 to hit)
32 5000 ++1 to hit (++32 to hit)
33 5200 ++1 to hit (++33 to hit)
34 5400 ++1 to hit (++34 to hit)
35 5600 ++1 to hit (++35 to hit)
36 5800 ++1 to hit (++36 to hit)
Alternate Effect Alt Total
x1.1 to hit bonus (x1.1)
x1.1 to hit bonus (x1.2)
x1.1 to hit bonus (x1.3)
x1.1 to hit bonus (x1.4)
x1.1 to hit bonus (x1.5)
x1.1 to hit bonus (x1.6)
x1.1 to hit bonus (x1.7)
x1.1 to hit bonus (x1.8)
x1.1 to hit bonus (x1.9)
x1.1 to hit bonus (x2)
x1.1 to hit bonus (x2.1)
x1.1 to hit bonus (x2.2)
x1.1 to hit bonus (x2.3)
x1.1 to hit bonus (x2.4)
x1.1 to hit bonus (x2.5)
x1.1 to hit bonus (x2.6)
x1.1 to hit bonus (x2.7)
x1.1 to hit bonus (x2.8)
x1.1 to hit bonus (x2.9)
x1.1 to hit bonus (x3)
x1.1 to hit bonus (x3.1)
x1.1 to hit bonus (x3.2)
x1.1 to hit bonus (x3.3)
x1.1 to hit bonus (x3.4)
x1.1 to hit bonus (x3.5)
x1.1 to hit bonus (x3.6)
x1.1 to hit bonus (x3.7)
x1.1 to hit bonus (x3.8)
x1.1 to hit bonus (x3.9)
x1.1 to hit bonus (x4)
x1.1 to hit bonus (x4.1)
x1.1 to hit bonus (x4.2)
x1.1 to hit bonus (x4.3)
x1.1 to hit bonus (x4.4)
x1.1 to hit bonus (x4.5)
x1.1 to hit bonus (x4.6)
 
The alternate version multiplies your total to hit bonus by 1.1 per level. It does not affect the d20 roll.
Example: You have a total to hit bonus of +40 and have a 5th level True To Hit Mini-Class. Your to hit bonus is +60 (40*1.5).

[PC10] Mini-Classes Group


True To Hit/Save Penalty

Level KXP Effect Total
1 20 Everyone has --1 TH vs. you (1)
2 40 Everyone has --1 TH vs. you (2)
3 80 Everyone has --1 TH vs. you (3)
4 160 Everyone has --1 TH vs. you (4)
5 320 Everyone has --1 TH vs. you (5)
6 640 Everyone has --1 TH vs. you (6)
7 1000 Everyone has --1 TH vs. you (7)
8 1500 Everyone has --1 TH vs. you (8)
9 2000 Everyone has --1 TH vs. you (9)
10 2500 Everyone has --1 TH vs. you (10)
11 3000 Everyone has --1 TH vs. you (11)
12 3500 Everyone has --1 TH vs. you (12)
13 4000 Everyone has --1 TH vs. you (13)
14 4500 Everyone has --1 TH vs. you (14)
15 5000 Everyone has --1 TH vs. you (15)
16 5500 Everyone has --1 TH vs. you (16)
17 6000 Everyone has --1 TH vs. you (17)
18 6500 Everyone has --1 TH vs. you (18)
19 7000 Everyone has --1 TH vs. you (19)
20 7500 Everyone has --1 TH vs. you (20)
21 8000 Everyone has --1 TH vs. you (21)
22 8500 Everyone has --1 TH vs. you (22)
23 9000 Everyone has --1 TH vs. you (23)
24 9500 Everyone has --1 TH vs. you (24)
25 10000 Everyone has --1 TH vs. you (25)
26 10500 Everyone has --1 TH vs. you (26)
27 11000 Everyone has --1 TH vs. you (27)
28 11500 Everyone has --1 TH vs. you (28)
29 12000 Everyone has --1 TH vs. you (29)
30 12500 Everyone has --1 TH vs. you (30)
31 13000 Everyone has --1 TH vs. you (31)
32 13500 Everyone has --1 TH vs. you (32)
33 14000 Everyone has --1 TH vs. you (33)
34 14500 Everyone has --1 TH vs. you (34)
35 15000 Everyone has --1 TH vs. you (35)
36 15500 Everyone has --1 TH vs. you (36)
Alternate Effect Alt Total
Everyone has --1 saves vs. your effects (1)
Everyone has --1 saves vs. your effects (2)
Everyone has --1 saves vs. your effects (3)
Everyone has --1 saves vs. your effects (4)
Everyone has --1 saves vs. your effects (5)
Everyone has --1 saves vs. your effects (6)
Everyone has --1 saves vs. your effects (7)
Everyone has --1 saves vs. your effects (8)
Everyone has --1 saves vs. your effects (9)
Everyone has --1 saves vs. your effects (10)
Everyone has --1 saves vs. your effects (11)
Everyone has --1 saves vs. your effects (12)
Everyone has --1 saves vs. your effects (13)
Everyone has --1 saves vs. your effects (14)
Everyone has --1 saves vs. your effects (15)
Everyone has --1 saves vs. your effects (16)
Everyone has --1 saves vs. your effects (17)
Everyone has --1 saves vs. your effects (18)
Everyone has --1 saves vs. your effects (19)
Everyone has --1 saves vs. your effects (20)
Everyone has --1 saves vs. your effects (21)
Everyone has --1 saves vs. your effects (22)
Everyone has --1 saves vs. your effects (23)
Everyone has --1 saves vs. your effects (24)
Everyone has --1 saves vs. your effects (25)
Everyone has --1 saves vs. your effects (26)
Everyone has --1 saves vs. your effects (27)
Everyone has --1 saves vs. your effects (28)
Everyone has --1 saves vs. your effects (29)
Everyone has --1 saves vs. your effects (30)
Everyone has --1 saves vs. your effects (31)
Everyone has --1 saves vs. your effects (32)
Everyone has --1 saves vs. your effects (33)
Everyone has --1 saves vs. your effects (34)
Everyone has --1 saves vs. your effects (35)
Everyone has --1 saves vs. your effects (36)
 
--1 TH or --1 saves means to shift the natural die roll by 1. This means a 20 is no longer an automatic success, and automatic failures occur more often.

[PC10] Mini-Classes Group


True Turning/Omens

Level KXP Effect Total
1 0.75 ++1 to d20 and +1d12 effect with Turning (1)
2 1.5 ++1 to d20 and +1d12 effect with Turning (2)
3 3 ++1 to d20 and +1d12 effect with Turning (3)
4 6 ++1 to d20 and +1d12 effect with Turning (4)
5 12 ++1 to d20 and +1d12 effect with Turning (5)
6 24 ++1 to d20 and +1d12 effect with Turning (6)
7 48 ++1 to d20 and +1d12 effect with Turning (7)
8 75 ++1 to d20 and +1d12 effect with Turning (8)
9 112.5 ++1 to d20 and +1d12 effect with Turning (9)
10 150 ++1 to d20 and +1d12 effect with Turning (10)
11 187.5 ++1 to d20 and +1d12 effect with Turning (11)
12 225 ++1 to d20 and +1d12 effect with Turning (12)
13 262.5 ++1 to d20 and +1d12 effect with Turning (13)
14 300 ++1 to d20 and +1d12 effect with Turning (14)
15 337.5 ++1 to d20 and +1d12 effect with Turning (15)
16 375 ++1 to d20 and +1d12 effect with Turning (16)
17 412.5 ++1 to d20 and +1d12 effect with Turning (17)
18 450 ++1 to d20 and +1d12 effect with Turning (18)
19 487.5 ++1 to d20 and +1d12 effect with Turning (19)
20 525 ++1 to d20 and +1d12 effect with Turning (20)
21 562.5 ++1 to d20 and +1d12 effect with Turning (21)
22 600 ++1 to d20 and +1d12 effect with Turning (22)
23 637.5 ++1 to d20 and +1d12 effect with Turning (23)
24 675 ++1 to d20 and +1d12 effect with Turning (24)
25 712.5 ++1 to d20 and +1d12 effect with Turning (25)
26 750 ++1 to d20 and +1d12 effect with Turning (26)
27 787.5 ++1 to d20 and +1d12 effect with Turning (27)
28 825 ++1 to d20 and +1d12 effect with Turning (28)
29 862.5 ++1 to d20 and +1d12 effect with Turning (29)
30 900 ++1 to d20 and +1d12 effect with Turning (30)
31 937.5 ++1 to d20 and +1d12 effect with Turning (31)
32 975 ++1 to d20 and +1d12 effect with Turning (32)
33 1012.5 ++1 to d20 and +1d12 effect with Turning (33)
34 1050 ++1 to d20 and +1d12 effect with Turning (34)
35 1087.5 ++1 to d20 and +1d12 effect with Turning (35)
36 1125 ++1 to d20 and +1d12 effect with Turning (36)
Alternate Effect Alt Total
+1 LVL with Omens (1)
+1 LVL with Omens (2)
+1 LVL with Omens (3)
+1 LVL with Omens (4)
+1 LVL with Omens (5)
+1 LVL with Omens (6)
+1 LVL with Omens (7)
+1 LVL with Omens (8)
+1 LVL with Omens (9)
+1 LVL with Omens (10)
+1 LVL with Omens (11)
+1 LVL with Omens (12)
+1 LVL with Omens (13)
+1 LVL with Omens (14)
+1 LVL with Omens (15)
+1 LVL with Omens (16)
+1 LVL with Omens (17)
+1 LVL with Omens (18)
+1 LVL with Omens (19)
+1 LVL with Omens (20)
+1 LVL with Omens (21)
+1 LVL with Omens (22)
+1 LVL with Omens (23)
+1 LVL with Omens (24)
+1 LVL with Omens (25)
+1 LVL with Omens (26)
+1 LVL with Omens (27)
+1 LVL with Omens (28)
+1 LVL with Omens (29)
+1 LVL with Omens (30)
+1 LVL with Omens (31)
+1 LVL with Omens (32)
+1 LVL with Omens (33)
+1 LVL with Omens (34)
+1 LVL with Omens (35)
+1 LVL with Omens (36)
 
The ++1 to the d20 is a natural shift. Each "-" beyond 20 on the Turn Undead Table is +1, so if "Lich" is the fourth dash down from 20 for you, you need a 24 to turn Liches.
The +1d12 effect means to add another 1d12 to the number of undead turned per level. You can lose a 1d12 die to affect an extra group; distribute the dice among the groups (e.g. if you have 5d12 of turning, you can turn 1 group at 1d12, 2 groups at 2d12 [5-1=4 dice], or 3 groups at 1d12 [5-2=3 dice]).

[PC10] Mini-Classes Group


Turn Undead

Level KXP Effect Total
1 0.3 Turn Undead at CL=1 (or +1 to existing CL) (+1)
2 0.6 Turn Undead at CL=2 (or +1 to existing CL) (+2)
3 1.2 Turn Undead at CL=3 (or +1 to existing CL) (+3)
4 2.4 Turn Undead at CL=4 (or +1 to existing CL) (+4)
5 4.8 Turn Undead at CL=5 (or +1 to existing CL) (+5)
6 9.6 Turn Undead at CL=6 (or +1 to existing CL) (+6)
7 19.2 Turn Undead at CL=7 (or +1 to existing CL) (+7)
8 38.4 Turn Undead at CL=8 (or +1 to existing CL) (+8)
9 60 Turn Undead at CL=9 (or +1 to existing CL) (+9)
10 90 Turn Undead at CL=10 (or +1 to existing CL) (+10)
11 120 Turn Undead at CL=11 (or +1 to existing CL) (+11)
12 150 Turn Undead at CL=12 (or +1 to existing CL) (+12)
13 180 Turn Undead at CL=13 (or +1 to existing CL) (+13)
14 210 Turn Undead at CL=14 (or +1 to existing CL) (+14)
15 240 Turn Undead at CL=15 (or +1 to existing CL) (+15)
16 270 Turn Undead at CL=16 (or +1 to existing CL) (+16)
17 300 Turn Undead at CL=17 (or +1 to existing CL) (+17)
18 330 Turn Undead at CL=18 (or +1 to existing CL) (+18)
19 360 Turn Undead at CL=19 (or +1 to existing CL) (+19)
20 390 Turn Undead at CL=20 (or +1 to existing CL) (+20)
21 420 Turn Undead at CL=21 (or +1 to existing CL) (+21)
22 450 Turn Undead at CL=22 (or +1 to existing CL) (+22)
23 480 Turn Undead at CL=23 (or +1 to existing CL) (+23)
24 510 Turn Undead at CL=24 (or +1 to existing CL) (+24)
25 540 Turn Undead at CL=25 (or +1 to existing CL) (+25)
26 570 Turn Undead at CL=26 (or +1 to existing CL) (+26)
27 600 Turn Undead at CL=27 (or +1 to existing CL) (+27)
28 630 Turn Undead at CL=28 (or +1 to existing CL) (+28)
29 660 Turn Undead at CL=29 (or +1 to existing CL) (+29)
30 690 Turn Undead at CL=30 (or +1 to existing CL) (+30)
31 720 Turn Undead at CL=31 (or +1 to existing CL) (+31)
32 750 Turn Undead at CL=32 (or +1 to existing CL) (+32)
33 780 Turn Undead at CL=33 (or +1 to existing CL) (+33)
34 810 Turn Undead at CL=34 (or +1 to existing CL) (+34)
35 840 Turn Undead at CL=35 (or +1 to existing CL) (+35)
36 870 Turn Undead at CL=36 (or +1 to existing CL) (+36)
Alternate Effect Alt Total
+1 to d20 & d12 rolls for Turn Undead (+1)
+1 to d20 & d12 rolls for Turn Undead (+2)
+1 to d20 & d12 rolls for Turn Undead (+3)
+1 to d20 & d12 rolls for Turn Undead (+4)
+1 to d20 & d12 rolls for Turn Undead (+5)
+1 to d20 & d12 rolls for Turn Undead (+6)
+1 to d20 & d12 rolls for Turn Undead (+7)
+1 to d20 & d12 rolls for Turn Undead (+8)
+1 to d20 & d12 rolls for Turn Undead (+9)
+1 to d20 & d12 rolls for Turn Undead (+10)
+1 to d20 & d12 rolls for Turn Undead (+11)
+1 to d20 & d12 rolls for Turn Undead (+12)
+1 to d20 & d12 rolls for Turn Undead (+13)
+1 to d20 & d12 rolls for Turn Undead (+14)
+1 to d20 & d12 rolls for Turn Undead (+15)
+1 to d20 & d12 rolls for Turn Undead (+16)
+1 to d20 & d12 rolls for Turn Undead (+17)
+1 to d20 & d12 rolls for Turn Undead (+18)
+1 to d20 & d12 rolls for Turn Undead (+19)
+1 to d20 & d12 rolls for Turn Undead (+20)
+1 to d20 & d12 rolls for Turn Undead (+21)
+1 to d20 & d12 rolls for Turn Undead (+22)
+1 to d20 & d12 rolls for Turn Undead (+23)
+1 to d20 & d12 rolls for Turn Undead (+24)
+1 to d20 & d12 rolls for Turn Undead (+25)
+1 to d20 & d12 rolls for Turn Undead (+26)
+1 to d20 & d12 rolls for Turn Undead (+27)
+1 to d20 & d12 rolls for Turn Undead (+28)
+1 to d20 & d12 rolls for Turn Undead (+29)
+1 to d20 & d12 rolls for Turn Undead (+30)
+1 to d20 & d12 rolls for Turn Undead (+31)
+1 to d20 & d12 rolls for Turn Undead (+32)
+1 to d20 & d12 rolls for Turn Undead (+33)
+1 to d20 & d12 rolls for Turn Undead (+34)
+1 to d20 & d12 rolls for Turn Undead (+35)
+1 to d20 & d12 rolls for Turn Undead (+36)

[PC10] Mini-Classes Group


Warrior Picks

Level KXP
1 2
2 4
3 8
4 16
5 32
6 64
7 128
8 256
9 400
10 500
11 600
12 700
13 800
14 900
15 1000
16 1100
17 1200
18 1300
19 1400
20 1500
21 1600
22 1700
23 1800
24 1900
25 2000
26 2100
27 2200
28 2300
29 2400
30 2500
31 2600
32 2700
33 2800
34 2900
35 3000
36 3100
Gets one pick per level:
# picks Ability
1 #Attacks = level if creatures being fought are less than LVL HD
1 +1 to # of attacks with all attack forms (weapon, natural, etc.)
1 +LVL damage
1 +LVL TH or dmg vs. a creature type
1 +LVL*3" bonus to movement rate
1 Add d+LVL to the damage dice with one weapon type
1 Backstab = x(LVL+2)/2
1 Exceptional stat bonus
1 Leave no footprints, actually 1 inch above ground when walking, immune pits/slides/etc.
1 LVL slots each in Direction Sense, Tracking, Survival
1 Nonmagical weapons and armor are at half monetary cost for you
1 Specialization, Weapon
1 Warrior # Attacks
1 x2 Str bonus instead of x3/2 when wielding weapon 2-handed
2 +LVL to hit
2 +LVL weapon proficiencies
2 +LVL*100 item XP in Weapon flags per day
2 Aura of Protection (as per Paladin)
2 Bind wounds is LVL hp (can’t bind an already bound wound)
2 Can affect creatures that require a +LVL-1 weapon to hit
2 Considered 1 size larger for what size weapons you can wield
2 Get +LVL melee TH & dmg vs. a target for every other person also meleeing that target
2 Lay on Hands (as Paladin or Monk)
2 Magical weapons and armor (including individual flags) are at half cost for you
2 Subtract 1 from what you need to roll to autohit target
2 Weapon Specialization, #Att as Barbarian
3 Barbarian1 Constitution bonus
3 Barbarian1 Dexterity bonus
3 True Point Blank as per Arch-Archer
4 +1 Feat per level
4 Barbarian1 Strength bonus
5 +1 Henchmen or Mount slot
5 Species Enemy every level as per Strider
5 Swashbuckler #Att =(LVL+2)/2 melee only
6 Extra-Bar stat bonus

[PC10] Mini-Classes Group


Warrior/Rogue Spell Progression

Level KXP Normal Effect War/Rog
123 456
1 0.8 CL=(1 or HNCL); know 1 school 1-- ---
2 1.6 CL=(2 or HNCL); know 2 schools 2-- ---
3 3.2 CL=(3 or HNCL); know 3 schools 21- ---
4 6.4 CL=(4 or HNCL); know 4 schools 32- ---
5 12.8 CL=(5 or HNCL); know 5 schools 421 ---
6 25.6 CL=(6 or HNCL); know 6 schools 422 ---
7 51.2 CL=(7 or HNCL); know 7 schools 432 1--
8 102.4 CL=(8 or HNCL); know 8 schools 433 2--
9 160 CL=(9 or HNCL); know 9 schools 433 21-
10 240 CL=(10 or HNCL); know 10 schools 443 22-
11 320 CL=(11 or HNCL); know 11 schools 444 33-
12 400 CL=(12 or HNCL); know 12 schools 444 441
13 480 CL=(13 or HNCL); know 13 schools 555 442
14 560 CL=(14 or HNCL); know 14 schools 555 443
15 640 CL=(15 or HNCL); know 15 schools 555 544
16 720 CL=(16 or HNCL); know 16 schools 555 555
17 800 CL=(17 or HNCL); know 17 schools 665 555
18 880 CL=(18 or HNCL); know 18 schools 666 655
19 960 CL=(19 or HNCL); know 19 schools 666 666
20 1040 CL=(20 or HNCL); know 20 schools 776 666
21 1120 CL=(21 or HNCL); know 21 schools 777 766
22 1200 CL=(22 or HNCL); know 22 schools 777 777
23 1280 CL=(23 or HNCL); know 23 schools 887 777
24 1360 CL=(24 or HNCL); know 24 schools 888 877
25 1440 CL=(25 or HNCL); know 25 schools 888 888
26 1520 CL=(26 or HNCL); know 26 schools 998 888
27 1600 CL=(27 or HNCL); know 27 schools 999 988
28 1680 CL=(28 or HNCL); know 28 schools 999 999
29 1760 CL=(29 or HNCL); know 29 schools AA9 999
30 1840 CL=(30 or HNCL); know 30 schools AAA A99
31 1920 CL=(31 or HNCL); know 31 schools AAA AAA
32 2000 CL=(32 or HNCL); know 32 schools BBA AAA
33 2080 CL=(33 or HNCL); know 33 schools BBB BAA
34 2160 CL=(34 or HNCL); know 34 schools BBB BBB
35 2240 CL=(35 or HNCL); know 35 schools CCB BBB
36 2320 CL=(36 or HNCL); know 36 schools CCC CBB
Alternate
123 456 7
1-- --- -
-1- --- -
-2- --- -
1-1 --- -
2-2 --- -
21- 1-- -
22- 2-- -
221 -1- -
322 -2- -
322 1-1 -
332 2-2 -
332 21- 1
333 22- 2
433 321 2
443 332 2
444 333 3
444 433 3
444 443 3
444 444 3
444 444 4
544 444 4
554 444 4
555 444 4
555 544 4
555 554 4
555 555 4
555 555 5
655 555 5
665 555 5
666 555 5
666 655 5
666 665 5
666 666 5
666 666 6
766 666 6
776 666 6
This class can cast both Warrior and Rogue spells. You pick one school per level.

[PC10] Mini-Classes Group


Weapon Specialization

Level KXP Normal Effect Total
1 1.5 Weapon Spec, +3 half plusses (+3)
2 3 Weapon Spec, +3 half plusses (+6)
3 6 Weapon Spec, +3 half plusses (+9)
4 12 Weapon Spec, +3 half plusses (+12)
5 24 Weapon Spec, +3 half plusses (+15)
6 48 Weapon Spec, +3 half plusses (+18)
7 96 Weapon Spec, +3 half plusses (+21)
8 192 Weapon Spec, +3 half plusses (+24)
9 300 Weapon Spec, +3 half plusses (+27)
10 450 Weapon Spec, +3 half plusses (+30)
11 600 Weapon Spec, +3 half plusses (+33)
12 750 Weapon Spec, +3 half plusses (+36)
13 900 Weapon Spec, +3 half plusses (+39)
14 1050 Weapon Spec, +3 half plusses (+42)
15 1200 Weapon Spec, +3 half plusses (+45)
16 1350 Weapon Spec, +3 half plusses (+48)
17 1500 Weapon Spec, +3 half plusses (+51)
18 1650 Weapon Spec, +3 half plusses (+54)
19 1800 Weapon Spec, +3 half plusses (+57)
20 1950 Weapon Spec, +3 half plusses (+60)
21 2100 Weapon Spec, +3 half plusses (+63)
22 2250 Weapon Spec, +3 half plusses (+66)
23 2400 Weapon Spec, +3 half plusses (+69)
24 2550 Weapon Spec, +3 half plusses (+72)
25 2700 Weapon Spec, +3 half plusses (+75)
26 2850 Weapon Spec, +3 half plusses (+78)
27 3000 Weapon Spec, +3 half plusses (+81)
28 3150 Weapon Spec, +3 half plusses (+84)
29 3300 Weapon Spec, +3 half plusses (+87)
30 3450 Weapon Spec, +3 half plusses (+90)
31 3600 Weapon Spec, +3 half plusses (+93)
32 3750 Weapon Spec, +3 half plusses (+96)
33 3900 Weapon Spec, +3 half plusses (+99)
34 4050 Weapon Spec, +3 half plusses (+102)
35 4200 Weapon Spec, +3 half plusses (+105)
36 4350 Weapon Spec, +3 half plusses (+108)
Alternate Effect
#Att w/ Wpn Spec is 3/2
#Att w/ Wpn Spec is 3/2
#Att w/ Wpn Spec is 3/2
#Att w/ Wpn Spec is 3/2
#Att w/ Wpn Spec is 2/1
#Att w/ Wpn Spec is 2/1
#Att w/ Wpn Spec is 2/1
#Att w/ Wpn Spec is 2/1
#Att w/ Wpn Spec is 5/2
#Att w/ Wpn Spec is 5/2
#Att w/ Wpn Spec is 5/2
#Att w/ Wpn Spec is 5/2
#Att w/ Wpn Spec is 3/1
#Att w/ Wpn Spec is 3/1
#Att w/ Wpn Spec is 3/1
#Att w/ Wpn Spec is 3/1
#Att w/ Wpn Spec is 7/2
#Att w/ Wpn Spec is 7/2
#Att w/ Wpn Spec is 7/2
#Att w/ Wpn Spec is 7/2
#Att w/ Wpn Spec is 4/1
#Att w/ Wpn Spec is 4/1
#Att w/ Wpn Spec is 4/1
#Att w/ Wpn Spec is 4/1
#Att w/ Wpn Spec is 9/2
#Att w/ Wpn Spec is 9/2
#Att w/ Wpn Spec is 9/2
#Att w/ Wpn Spec is 9/2
#Att w/ Wpn Spec is 5/1
#Att w/ Wpn Spec is 5/1
#Att w/ Wpn Spec is 5/1
#Att w/ Wpn Spec is 5/1
#Att w/ Wpn Spec is 11/2
#Att w/ Wpn Spec is 11/2
#Att w/ Wpn Spec is 11/2
#Att w/ Wpn Spec is 11/2
 
The Normal version gives #Att for specialization using Non-War column.
Alternate version:
Bow number of attacks is (amount given)+1/2
Dagger number of attacks is (amount given)*2
Dart number of attacks is (amount given)*2+1
Small Shuriken number of attacks is (amount given)*2+2

[PC10] Mini-Classes Group


Wear Locations / Limbs

Level KXP Normal Effect Total
1 3 +1 wear location (+1)
2 6 +1 wear location (+2)
3 12 +1 wear location (+3)
4 24 +1 wear location (+4)
5 48 +1 wear location (+5)
6 96 +1 wear location (+6)
7 192 +1 wear location (+7)
8 384 +1 wear location (+8)
9 600 +1 wear location (+9)
10 900 +1 wear location (+10)
11 1200 +1 wear location (+11)
12 1500 +1 wear location (+12)
13 1800 +1 wear location (+13)
14 2100 +1 wear location (+14)
15 2400 +1 wear location (+15)
16 2700 +1 wear location (+16)
17 3000 +1 wear location (+17)
18 3300 +1 wear location (+18)
19 3600 +1 wear location (+19)
20 3900 +1 wear location (+20)
21 4200 +1 wear location (+21)
22 4500 +1 wear location (+22)
23 4800 +1 wear location (+23)
24 5100 +1 wear location (+24)
25 5400 +1 wear location (+25)
26 5700 +1 wear location (+26)
27 6000 +1 wear location (+27)
28 6300 +1 wear location (+28)
29 6600 +1 wear location (+29)
30 6900 +1 wear location (+30)
31 7200 +1 wear location (+31)
32 7500 +1 wear location (+32)
33 7800 +1 wear location (+33)
34 8100 +1 wear location (+34)
35 8400 +1 wear location (+35)
36 8700 +1 wear location (+36)
Alternate Effect Alt Total
+1 tentacle (+1)
+1 tentacle (+2)
+1 tentacle (+3)
+1 tentacle (+4)
+1 tentacle (+5)
+1 tentacle (+6)
+1 tentacle (+7)
+1 tentacle (+8)
+1 tentacle (+9)
+1 tentacle (+10)
+1 tentacle (+11)
+1 tentacle (+12)
+1 tentacle (+13)
+1 tentacle (+14)
+1 tentacle (+15)
+1 tentacle (+16)
+1 tentacle (+17)
+1 tentacle (+18)
+1 tentacle (+19)
+1 tentacle (+20)
+1 tentacle (+21)
+1 tentacle (+22)
+1 tentacle (+23)
+1 tentacle (+24)
+1 tentacle (+25)
+1 tentacle (+26)
+1 tentacle (+27)
+1 tentacle (+28)
+1 tentacle (+29)
+1 tentacle (+30)
+1 tentacle (+31)
+1 tentacle (+32)
+1 tentacle (+33)
+1 tentacle (+34)
+1 tentacle (+35)
+1 tentacle (+36)
Normal (Wear Locations): You can wear an extra of the same item type per level (for example, you could wear 2 helmets instead of 1 at level 1).
These locations cost 1 each: Belt, Boots, Buckler, Finger (Ring), Gauntlets, Girdle, Gloves, Helmet/Hat/Beanie, Ioun Stone
These locations cost 2 each: Face/Mask, Glasses/Goggles, Shield
These locations cost 4 each: Body Armor, Weapon (for weapons keep track of Str requirements!)
Alternate (Limbs): Each level you get 1 tentacle. You may trade them in for another type:
These limbs cost 1 tentacle: Antenna, Hand (splitting the Str with another hand in same arm), Horn (1d2 dmg), Leg (with a Foot), Tail (1d2 dmg)
These limbs cost 2 tentacles: Arm (with a Hand), Brain (immune Brain Drawn Forth unless lose all of them), Eye, Heart
These limbs cost 4 tentacles: Head, Torso
All the extra limbs from this class are in the same "group" of limbs. You may start a new group by losing a tentacle.

[PC10] Mini-Classes Group


Wis

Level KXP Effect Total
1 2 +2 set Wis; +2 Personality * (+2; +2)
2 4 +2 set Wis; +2 Personality * (+4; +4)
3 8 +2 set Wis; +2 Personality * (+6; +6)
4 16 +2 set Wis; +2 Personality * (+8; +8)
5 32 +2 set Wis; +2 Personality * (+10; +10)
6 64 +2 set Wis; +2 Personality * (+12; +12)
7 128 +2 set Wis; +2 Personality * (+14; +14)
8 200 +2 set Wis; +2 Personality * (+16; +16)
9 300 +2 set Wis; +2 Personality * (+18; +18)
10 400 +2 set Wis; +2 Personality * (+20; +20)
11 500 +2 set Wis; +2 Personality * (+22; +22)
12 600 +2 set Wis; +2 Personality * (+24; +24)
13 700 +2 set Wis; +2 Personality * (+26; +26)
14 800 +2 set Wis; +2 Personality * (+28; +28)
15 900 +2 set Wis; +2 Personality * (+30; +30)
16 1000 +2 set Wis; +2 Personality * (+32; +32)
17 1100 +2 set Wis; +2 Personality * (+34; +34)
18 1200 +2 set Wis; +2 Personality * (+36; +36)
19 1300 +2 set Wis; +2 Personality * (+38; +38)
20 1400 +2 set Wis; +2 Personality * (+40; +40)
21 1500 +2 set Wis; +2 Personality * (+42; +42)
22 1600 +2 set Wis; +2 Personality * (+44; +44)
23 1700 +2 set Wis; +2 Personality * (+46; +46)
24 1800 +2 set Wis; +2 Personality * (+48; +48)
25 1900 +2 set Wis; +2 Personality * (+50; +50)
26 2000 +2 set Wis; +2 Personality * (+52; +52)
27 2100 +2 set Wis; +2 Personality * (+54; +54)
28 2200 +2 set Wis; +2 Personality * (+56; +56)
29 2300 +2 set Wis; +2 Personality * (+58; +58)
30 2400 +2 set Wis; +2 Personality * (+60; +60)
31 2500 +2 set Wis; +2 Personality * (+62; +62)
32 2600 +2 set Wis; +2 Personality * (+64; +64)
33 2700 +2 set Wis; +2 Personality * (+66; +66)
34 2800 +2 set Wis; +2 Personality * (+68; +68)
35 2900 +2 set Wis; +2 Personality * (+70; +70)
36 3000 +2 set Wis; +2 Personality * (+72; +72)
Alt1 Effect Alt2 Effect Alt Total
+4 set Intuition (prog. bonus) +4 set Reason (Will saves); * (+4)
+4 set Intuition (prog. bonus) +4 set Reason (Will saves); * (+8)
+4 set Intuition (prog. bonus) +4 set Reason (Will saves); * (+12)
+4 set Intuition (prog. bonus) +4 set Reason (Will saves); * (+16)
+4 set Intuition (prog. bonus) +4 set Reason (Will saves); * (+20)
+4 set Intuition (prog. bonus) +4 set Reason (Will saves); * (+24)
+4 set Intuition (prog. bonus) +4 set Reason (Will saves); * (+28)
+4 set Intuition (prog. bonus) +4 set Reason (Will saves); * (+32)
+4 set Intuition (prog. bonus) +4 set Reason (Will saves); * (+36)
+4 set Intuition (prog. bonus) +4 set Reason (Will saves); * (+40)
+4 set Intuition (prog. bonus) +4 set Reason (Will saves); * (+44)
+4 set Intuition (prog. bonus) +4 set Reason (Will saves); * (+48)
+4 set Intuition (prog. bonus) +4 set Reason (Will saves); * (+52)
+4 set Intuition (prog. bonus) +4 set Reason (Will saves); * (+56)
+4 set Intuition (prog. bonus) +4 set Reason (Will saves); * (+60)
+4 set Intuition (prog. bonus) +4 set Reason (Will saves); * (+64)
+4 set Intuition (prog. bonus) +4 set Reason (Will saves); * (+68)
+4 set Intuition (prog. bonus) +4 set Reason (Will saves); * (+72)
+4 set Intuition (prog. bonus) +4 set Reason (Will saves); * (+76)
+4 set Intuition (prog. bonus) +4 set Reason (Will saves); * (+80)
+4 set Intuition (prog. bonus) +4 set Reason (Will saves); * (+84)
+4 set Intuition (prog. bonus) +4 set Reason (Will saves); * (+88)
+4 set Intuition (prog. bonus) +4 set Reason (Will saves); * (+92)
+4 set Intuition (prog. bonus) +4 set Reason (Will saves); * (+96)
+4 set Intuition (prog. bonus) +4 set Reason (Will saves); * (+100)
+4 set Intuition (prog. bonus) +4 set Reason (Will saves); * (+104)
+4 set Intuition (prog. bonus) +4 set Reason (Will saves); * (+108)
+4 set Intuition (prog. bonus) +4 set Reason (Will saves); * (+112)
+4 set Intuition (prog. bonus) +4 set Reason (Will saves); * (+116)
+4 set Intuition (prog. bonus) +4 set Reason (Will saves); * (+120)
+4 set Intuition (prog. bonus) +4 set Reason (Will saves); * (+124)
+4 set Intuition (prog. bonus) +4 set Reason (Will saves); * (+128)
+4 set Intuition (prog. bonus) +4 set Reason (Will saves); * (+132)
+4 set Intuition (prog. bonus) +4 set Reason (Will saves); * (+136)
+4 set Intuition (prog. bonus) +4 set Reason (Will saves); * (+140)
+4 set Intuition (prog. bonus) +4 set Reason (Will saves); * (+144)
 
This class gives +1 rank of Exceptional Wis which stacks on top on what you already have (unless the source says it can't be improved).
Sustain Wis, San (Sanity).
Gives +2 Personality per level, regardless of which calculation is being used (Int+Chr+level or Wis+Con+level). The Alt2 version (Reason) gives this bonus as well; the Alt1 version (Intuition) does not.
When using Wisdom for bonus spells, can use Simplified Wis Bonus, or convert all the SLs in the standard chart into one pool, and redistribute SLs as you like.
The Alternate versions cannot use ability score sleazing for Wis.

[PC10] Mini-Classes Group


Wizard Picks

Level KXP
1 2
2 4
3 8
4 16
5 32
6 64
7 128
8 256
9 400
10 500
11 600
12 700
13 800
14 900
15 1000
16 1100
17 1200
18 1300
19 1400
20 1500
21 1600
22 1700
23 1800
24 1900
25 2000
26 2100
27 2200
28 2300
29 2400
30 2500
31 2600
32 2700
33 2800
34 2900
35 3000
36 3100
Gets one pick per level:
# picks Ability
1 +1 Kit
1 +4 Proficiencies
1 +LVL AC
1 +LVL nonweapon proficiencies
1 +LVL*2 stat points for purposes of qualifying for classes
1 Can trade nonweapon <-> weapon proficiencies 1 per 1
1 Cont. Detect Poison; 1M: Determine medicinal value of liquid; 60F,1/d: Frugal a potion
1 Has access to materials of “S” rating up to LVL; it’s cheaper: multiply cost by S/LVL
1 Legend Lore & Identify 30+LVL*10%. This is doubled when dealing with Necromany, Undead, or the Occult.
1 Mr. Fix-It: 1M, 1/d: Mend.
1 Nerd/Knowledge: +LVL non-weapon proficiencies; languages cost half a slot each.
1 Occult Library: Each reset, gain LVL in SL's of spell scrolls. You can leave these as "open scrolls" until needed.
1 Photographic Memory: You remember everything you see.
1 Specialization, School (pick opposite)
2 +LVL saves
2 Artistry: +LVL divided among Int, Wis, Chr, or CL.
2 Can convert 3M -> 1 OppM
2 Can have 2 groups of the same summon
2 Can have 2 of the same familiar using only 1 familiar slot
2 Contacts: Always have access to LVL*100 XP and less magic items, even when the current store is "limited".
2 Gain a "0" or ("½" if using DM version of specialization) in next SL.
2 Influence: 1M, 1/d: Suggestion (save vs. Will)
2 Resist demonic powers: This includes Psi6, Psi(-6), and innate abilities of evil outer-planar creatures.
2 Specialization, School (no opposite)
2 Specialization, School (no opposite)
3 Fast-Write Scrolls: 1F, lose N SL=N spells in memorization: Write a SL=N permanent spell scroll
3 iaNR (Irreducible Necromancy Resistance) (LVL-8)*10%; Turn Undead with turning level = LVL*2-10
3 Immune to Blow Your Head Off, Twilight, Curse, bad effects of reading magical books/scrolls
3 Immune to Retributive Strikes (your's or other's), Own Effects, Ego of x(LVL-6)/3 mult.
3 Int bonus to Wizard progression
3 Scale Down: Can cast a SL=M spell emulating a SL=N spell for xM/N the effect (where M<N)
3 Strengthen Magic: +(LVL-6)/3 MF 30' r
5 +1 Kit per level
5 LVL of your spells cost only ½M to cast
5 Your spells require LVL saving throws

[PC10] Mini-Classes Group


Wizard Spell Progression

Level KXP Effect Wizard
123 456 789
1 1.6 CL=(1 or HNCL); know 1 school 1-- --- ---
2 3.2 CL=(2 or HNCL); know 2 schools 2-- --- ---
3 6.4 CL=(3 or HNCL); know 3 schools 21- --- ---
4 12.8 CL=(4 or HNCL); know 4 schools 32- --- ---
5 25.6 CL=(5 or HNCL); know 5 schools 421 --- ---
6 51.2 CL=(6 or HNCL); know 6 schools 422 --- ---
7 102.4 CL=(7 or HNCL); know 7 schools 432 1-- ---
8 204.8 CL=(8 or HNCL); know 8 schools 433 2-- ---
9 320 CL=(9 or HNCL); know 9 schools 433 21- ---
10 480 CL=(10 or HNCL); know 10 schools 443 22- ---
11 640 CL=(11 or HNCL); know 11 schools 444 33- ---
12 800 CL=(12 or HNCL); know 12 schools 444 441 ---
13 960 CL=(13 or HNCL); know 13 schools 555 442 ---
14 1120 CL=(14 or HNCL); know 14 schools 555 442 1--
15 1280 CL=(15 or HNCL); know 15 schools 555 552 1--
16 1440 CL=(16 or HNCL); know 16 schools 555 553 21-
17 1600 CL=(17 or HNCL); know 17 schools 555 553 32-
18 1760 CL=(18 or HNCL); know 18 schools 555 553 321
19 1920 CL=(19 or HNCL); know 19 schools 555 553 331
20 2080 CL=(20 or HNCL); know 20 schools 555 554 332
21 2240 CL=(21 or HNCL); know 21 schools 555 554 442
22 2400 CL=(22 or HNCL); know 22 schools 555 555 443
23 2560 CL=(23 or HNCL); know 23 schools 555 555 553
24 2720 CL=(24 or HNCL); know 24 schools 555 555 554
25 2880 CL=(25 or HNCL); know 25 schools 555 555 555
26 3040 CL=(26 or HNCL); know 26 schools 666 655 555
27 3200 CL=(27 or HNCL); know 27 schools 666 666 655
28 3360 CL=(28 or HNCL); know 28 schools 666 666 666
29 3520 CL=(29 or HNCL); know 29 schools 777 766 666
30 3680 CL=(30 or HNCL); know 30 schools 777 777 766
31 3840 CL=(31 or HNCL); know 31 schools 777 777 777
32 4000 CL=(32 or HNCL); know 32 schools 888 877 777
33 4160 CL=(33 or HNCL); know 33 schools 888 888 877
34 4320 CL=(34 or HNCL); know 34 schools 888 888 888
35 4480 CL=(35 or HNCL); know 35 schools 999 988 888
36 4640 CL=(36 or HNCL); know 36 schools 999 999 999
Alternate
123 456 789
1-- --- ---
-1-- --- ---
-2- --- ---
1-1 --- ---
2-2 --- ---
21- 1-- ---
22- 2-- ---
221 -1- ---
322 -2- ---
322 1-1 ---
332 2-2 ---
332 21- 1--
333 22- 2--
433 321 -1-
443 332 -2-
444 333 1-1
444 333 2-2
444 333 312
444 433 322
544 443 323
554 444 333
555 555 443
555 555 553
555 555 554
555 555 555
666 655 555
666 666 655
666 666 666
777 766 666
777 777 766
777 777 777
888 877 777
888 888 877
888 888 888
999 988 888
999 999 999

[PC10] Mini-Classes Group


XP

Level KXP Effect Total
1 0 (S=1) x1.1 XP (x1.1 XP)
2 0 (S=2) x1.1 XP (x1.2 XP)
3 0 (S=3) x1.1 XP (x1.3 XP)
4 0 (S=4) x1.1 XP (x1.4 XP)
5 0 (S=5) x1.1 XP (x1.5 XP)
6 0 (S=6) x1.1 XP (x1.6 XP)
7 0 (S=7) x1.1 XP (x1.7 XP)
8 0 (S=8) x1.1 XP (x1.8 XP)
9 0 (S=9) x1.1 XP (x1.9 XP)
10 0 (S=10) x1.1 XP (x2 XP)
11 0 (S=11) x1.1 XP (x2.1 XP)
12 0 (S=12) x1.1 XP (x2.2 XP)
13 0 (S=13) x1.1 XP (x2.3 XP)
14 0 (S=14) x1.1 XP (x2.4 XP)
15 0 (S=15) x1.1 XP (x2.5 XP)
16 0 (S=16) x1.1 XP (x2.6 XP)
17 0 (S=17) x1.1 XP (x2.7 XP)
18 0 (S=18) x1.1 XP (x2.8 XP)
19 0 (S=19) x1.1 XP (x2.9 XP)
20 0 (S=20) x1.1 XP (x3 XP)
21 0 (S=21) x1.1 XP (x3.1 XP)
22 0 (S=22) x1.1 XP (x3.2 XP)
23 0 (S=23) x1.1 XP (x3.3 XP)
24 0 (S=24) x1.1 XP (x3.4 XP)
25 0 (S=25) x1.1 XP (x3.5 XP)
26 0 (S=26) x1.1 XP (x3.6 XP)
27 0 (S=27) x1.1 XP (x3.7 XP)
28 0 (S=28) x1.1 XP (x3.8 XP)
29 0 (S=29) x1.1 XP (x3.9 XP)
30 0 (S=30) x1.1 XP (x4 XP)
31 0 (S=31) x1.1 XP (x4.1 XP)
32 0 (S=32) x1.1 XP (x4.2 XP)
33 0 (S=33) x1.1 XP (x4.3 XP)
34 0 (S=34) x1.1 XP (x4.4 XP)
35 0 (S=35) x1.1 XP (x4.5 XP)
36 0 (S=36) x1.1 XP (x4.6 XP)
Alternate Effect Alt Total
xx1.02 XP for the whole party (xx1.02)
xx1.02 XP for the whole party (xx1.04)
xx1.02 XP for the whole party (xx1.06)
xx1.02 XP for the whole party (xx1.08)
xx1.02 XP for the whole party (xx1.1)
xx1.02 XP for the whole party (xx1.12)
xx1.02 XP for the whole party (xx1.14)
xx1.02 XP for the whole party (xx1.16)
xx1.02 XP for the whole party (xx1.18)
xx1.02 XP for the whole party (xx1.2)
xx1.02 XP for the whole party (xx1.22)
xx1.02 XP for the whole party (xx1.24)
xx1.02 XP for the whole party (xx1.26)
xx1.02 XP for the whole party (xx1.28)
xx1.02 XP for the whole party (xx1.3)
xx1.02 XP for the whole party (xx1.32)
xx1.02 XP for the whole party (xx1.34)
xx1.02 XP for the whole party (xx1.36)
xx1.02 XP for the whole party (xx1.38)
xx1.02 XP for the whole party (xx1.4)
xx1.02 XP for the whole party (xx1.42)
xx1.02 XP for the whole party (xx1.44)
xx1.02 XP for the whole party (xx1.46)
xx1.02 XP for the whole party (xx1.48)
xx1.02 XP for the whole party (xx1.5)
xx1.02 XP for the whole party (xx1.52)
xx1.02 XP for the whole party (xx1.54)
xx1.02 XP for the whole party (xx1.56)
xx1.02 XP for the whole party (xx1.58)
xx1.02 XP for the whole party (xx1.6)
xx1.02 XP for the whole party (xx1.62)
xx1.02 XP for the whole party (xx1.64)
xx1.02 XP for the whole party (xx1.66)
xx1.02 XP for the whole party (xx1.68)
xx1.02 XP for the whole party (xx1.7)
xx1.02 XP for the whole party (xx1.72)
 
This class costs zero XP to go up in level.
The "S" number is the session number; so your level in the XP Mini-Class is equal to the session number.
In the Alternate case, the DM will write the corrected XP directly on the chalkboard.

[PC11] Mirror Group Classes


Abettor5 (Anti-Bringer5)

Level KXP Priest
123 456 7
1 0 1-- --- -
2 2 20- --- -
3 4 31- --- -
4 8 42- --- -
5 16 530 --- -
6 32 541 --- -
7 64 552 --- -
8 128 553 0-- -
9 256 554 1-- -
10 500 555 2-- -
11 750 555 30- -
12 1000 555 41- -
13 1250 555 52- -
14 1500 555 530 -
15 1750 555 541 -
16 2000 555 552 -
17 2250 555 553 0
18 2500 555 554 1
19 2750 555 555 2
20 3000 555 555 3
21 3250 555 555 4
22 3500 555 555 5
23 3750 655 555 5
24 4000 665 555 5
25 4250 666 555 5
26 4500 666 655 5
27 4750 666 665 5
28 5000 666 666 5
29 5250 666 666 6
30 5500 766 666 6
31 5750 776 666 6
32 6000 777 666 6
33 6250 777 766 6
34 6500 777 776 6
35 6750 777 777 6
36 7000 777 777 7
TH Saves
PD RS PP BW Sp Fo Re Wi
+0  8  4  5  2  3  0  0  2
+1  8  4  6  3  4  0  0  3
+1  9  5  6  3  4  0  1  3
+2  9  5  6  4  4  1  1  4
+3 10  6  7  4  5  1  1  4
+3 10  6  7  5  5  2  2  5
+4 11  7  8  5  6  2  2  5
+5 11  7  9  6  6  2  2  6
+5 12  7  9  6  7  3  3  6
+6 12  8  9  6  7  3  3  7
+7 13  8 10  7  8  4  3  7
+7 13  9 10  7  8  4  4  8
+8 13  9 10  7  8  4  4  8
+9 14  9 11  8  9  5  4  9
+9 14 10 11  8  9  5  5  9
+10 14 10 11  9  9  6  5 10
+11 15 11 12  9 10  6  5 10
+11 15 11 12 10 11  6  6 11
Requisites: Int 9, Wis 17
Alignment: any G
HD/level: d7
Weapon Prof.: 3+level/2
To Hit Table: Pri
Save Table: Pri
Reference: DM {Mirror Bringer5}
Groups: Priest, Mirror
 
Exceptional Wis bonus to spells.
Anti-Bringers may command (but not turn) undead. Anti-Bringers may also command outer-planar non-evil creatures using their unadjusted HD (no adjustments due to outer-planar status, a 6 HD outer-planar is just as easy to command as a 6 HD undead). Anti-Bringers cannot turn or command golems, paladins, or other things that Turn Undead normally does.
Anti-Bringers may specialize in All, Protection, Summoning, and Wards (the "spells cost ½ a spell slot" type), if they do, they get Animal, Plant, Sun, and Weather as opposites.
Each level, get one "5th edition" pick from the choices below.
 
Levels Pick Description
Level 1-3: A Detect/Identify Anti-Radiation & Anti-Magic
B Immune to "skins" of all types (Stoneskin, etc.)
C Immune to deafness or paralysis.
D Regenerate LVL hp/m (this is not troll-like), you can regenerate another if touching
E Combining: 1V: Add your CL to target's CL this segment.
Level 4: Pick two Anti-Bringer5 Level 1-3, one Bringer5 Level 1-3, or one Psi5 minor
Level 5-7: F Detect/Identify Anti-Psionics & Anti-Innates
G All of your edged weapons are "Defender"
H Clairnasience & Tongues
I Regenerate LVL hp/r (this is troll-like), restore 1 stat point or limb /m, can touch
J Immune to curse and Necromantic sphere spells
Level 8: Pick two from: Anti-Bringer5 Level 5-7, Bringer5 Level 1-3, Psi5 minor
Level 9-12: K Detect/Identify Artifacts & Terrain Features
L Intelligence of Cemad: +LVL Int; you get Barbarian Int
M Beauty of Cemad: +LVL Chr; you get Barbarian Chr
N Regenerate LVL hp/s (troll-like, heals vile/perm dmg), restore XP/Lvl drain, within 30'
O Know all Psi6G minor powers; Psi6G PSPs=(S*2+D+I+LVL*7); +1M/r only for Psi6G
Level 13: Pick 2: Anti-Bringer5 Level 9-12, Bringer5 Level 5-7, Psi5 major, other5 Level 1-3
Level 14-18: P Detect/Identify Spirit/Concordant & Mirage Arcana (can see through these)
Q Strength of the First Good: +LVL Str; 1F, 1/t: Precognition / Message across planes
R Insubstantial (Mental): Immune mental effects, psionics, insanity; Hold all mental stats
S Regenerate LVL*10 hp/s (troll-like, heals vile/perm dmg), remove stun/loss of actions, within 30' or through psi link
T Know all Psi6G major powers; +1M/r only for Psi6G
Level 18: Pick 2: Bringer5 Level 9-12, Psi5 grand, other5 level 5-7
Level 20-26: U Detect/Identify Godly & Anti-Spirit/Concordant (as per spells)
V +LVL CL with Priest spells
W Insubstantial (Body): Immune physical attacks
X Regenerate LVL*100 hp/s (troll-like, heals vile/perm dmg), restore mult./truename, to anyone known across planes
Y Use "Mixed Classing" (even if illegal) to mix one (legal) class with a good alignment requirement into this class
Z Pick 1 Level 14-18 (or lower) pick from any "5th Edition" class (this may be picked multiple times)
Level 27-36: Pick 1 Level 20-26 (or lower) pick from any "5th Edition" class.

[PC11] Mirror Group Classes


Accomplice

Level KXP Accomp A-H
123 45 [1]
1 0 1-- -- [-]
2 3.3 2-- -- [-]
3 6.6 3-- -- [-]
4 13.2 4-- -- [-]
5 26.4 41- -- [-]
6 52.8 42- -- [-]
7 105.6 43- -- [-]
8 213 44- -- [-]
9 430 441 -- [-]
10 860 442 -- [-]
11 1290 443 -- [-]
12 1720 443 1- [-]
13 2150 444 1- [-]
14 2580 444 2- [-]
15 3010 444 3- [-]
16 3440 444 4- [-]
17 3870 544 4- [-]
18 4300 554 4- [-]
19 4730 555 4- [-]
20 5160 555 41 [-]
21 5590 555 51 [-]
22 6020 655 51 [-]
23 6450 655 52 [-]
24 6880 665 52 [-]
25 7310 666 52 [-]
26 7740 666 53 [-]
27 8170 666 63 [1]
28 8600 766 63 [1]
29 9030 766 64 [2]
30 9460 776 64 [2]
31 9890 777 64 [3]
32 10320 777 65 [3]
33 10750 777 75 [4]
34 11180 877 75 [4]
35 11610 887 76 [5]
36 12040 888 76 [5]
TH Saves
PD RS PP BW Sp Fo Re Wi
+4  4  2  3  1  1  1  1  0
+5  5  2  4  2  1  1  1  0
+5  5  3  4  3  2  2  2  1
+6  6  4  5  4  3  2  2  1
+6  7  5  6  5  4  3  2  1
+7  8  5  7  6  4  3  3  2
+7  8  6  7  7  5  4  3  2
+8  9  7  8  8  6  4  4  2
+8 10  8  9  9  7  5  4  3
+9 11  8 10 10  7  5  4  3
+9 11  9 10 11  8  6  5  3
+10 12 10 11 12  9  6  5  4
+10 13 11 12 13 10  7  6  4
+11 14 11 13 14 10  7  6  4
+11 14 12 13 14 11  8  6  5
+12 14 12 14 14 11  8  7  5
+12 14 13 14 14 12  9  7  5
+13 15 13 14 14 12  9  8  6
Requisites: Str 16, Int 18, Logic 7
Alignment: any E
HD/level: ++d13
Weapon Prof.: 6+level/2
To Hit Table: 4+level/2
Save Table: War
Reference: DM {Reduced Anti-Hero}
Groups: Rogue, Concordant (x1), Mirror
 
Logic is an ability score based off of Int. It is equal to 2+(Int bonus) base. Note that you will "owe" one stat point to Logic with an 18 Int (since your Logic will be only 6), unless you have Exceptional Int bonus somehow.
Gets Exc Str. Can purchase Exc Dex for 1 weapon slot and Exc Con for 4 weapon slots.
Can weapon specialize and uses the "Ranger" line for number of attacks.
Gets 80 Rogue points per level.
On the Rogue Ability table, cannot use picks to get other picks (no "chaining" of picks).
Your CCL with Anti-Hero spells is CL-26.
Lvl Ability
1 Any Bandit1 level 2 ability
1 Any Bounty Hunter1 level 2 ability
1 Any Executioner1 level 1 ability
1 Any Mercenary5 level 1 ability
1 Any Scarlet Assassin level 1 ability
1 Any The Hidden level 1 ability
5 Any Bandit1 level 6 ability
5 Any Bounty Hunter1 level 6 ability
5 Any Executioner1 level 5 ability
5 Any Mercenary5 level 5 ability
5 Any Scarlet Assassin level 5 ability
5 Any The Hidden level 5 ability
9 Any Bandit1 level 10 ability
9 Any Bounty Hunter1 level 10 ability
9 Any Executioner1 level 9 ability
9 Any Mercenary5 level 9 ability
9 Any Scarlet Assassin level 9 ability
9 Any The Hidden level 9 ability
13 Any Bandit1 level 16 ability
13 Any Bounty Hunter1 level 15 ability
13 Any Executioner1 level 13 ability
13 Any Mercenary5 level 14 ability
13 Any Scarlet Assassin level 13 ability
13 Any The Hidden level 13 ability

[PC11] Mirror Group Classes


Accomplice Spells

Level # Spell
1 1 10*CL% iaIR
1 2 +10% XP in Accomplice, if this is your only class (if you are single classed and getting x2 XP, you'll get x2.1 XP now)
1 3 1M: LVLd6 dmg, E=1 element, one target, no save
1 4 1M: Target is paralyzed (PPD save)
1 5 1M: Steal an action or memory (Will save)
1 6 +CL/2 QV actions
1 7 +LVL SL's in one spell progression (Wizard or Priest)
1 8 +2 CL with psionics
1 9 +1 Str, Dex, Con, Int, Wis, and Chr
2 1 10*CL% iaMR
2 2 1M, 2/d: Causeall
2 3 +CL/3 QP actions
2 4 Pick a psionic power you have. It does not give a saving throw.
2 5 1M: Remove one Resist to something (no save, use ER)
2 6 10*CL% ER
2 7 0, 3/d: Counter a counterspell
2 8 0, 2/r: Force an extra saving throw an effect (doesn't have to be your effect; choose the worst)
2 9 0, 2/r: Force an extra to hit roll on someone is attacking (choose the worst)
3 1 10*CL% iaPR
3 2 +1 per damage die on your physical attacks; Enemies get --1 to hit you
3 3 0, 2/d: Set one target (Fort save, if they make it their hit points halve)
3 4 1M: LVLd12 dmg, E=3 element, one target, no save
3 5 0, 2/d: Incurse one target (Will save, if they make it they lose 3M actions)
3 6 +CL/4 QM actions
3 7 1M: Sporacle a group (a random [C] section effect)
3 8 1V: Lend a V action to someone
4 1 Pick a spell you have. It costs half the number of actions it normally requires.
4 2 Pick a psionic power you have. It costs half the number of actions it normally requires.
4 3 +1 to number of segments per round (i.e. you get a segment 11)]
4 4 +1 Opp action (remember you can trade 1Opp -> 1F, if Opposing actions aren't useful for you)
5 1 10*CL% aER
5 2 +CL/5 Q0 actions
5 3 Pick an action type. You are immune to actions of that type being locked down.
Anti-Hero 1 (11) 1 10*CCL% uWR (unadjustable WR, does shift, can't be lowered/halved)
Anti-Hero 1 (11) 2 1M: LVLd60 dmg, E=CCL element, one target (no save, use XR to resist)
Anti-Hero 1 (11) 3 1M: Target is Capital P Paralyzed (no save, use XR to resist)
Anti-Hero 1 (11) 4 1M: Capital E Extract, or steal actions of one type (no save, use XR to resist)
Anti-Hero 1 (11) 5 +1 QX action
Anti-Hero 1 (11) 6 +CCL to Str, Dex, Con, Int, Wis, Chr, Cml, Luck
Anti-Hero 1 (11) 7 1M: Target takes an Ego Domination attack with Ego=20*CCL (if he fails he is Dominated by you)
Anti-Hero 1 (11) 8 Duplicate a Level: ability of a non-Concordant class
Anti-Hero 1 (11) 9 Free wild talent in Psi81, PSPs=40*CCL, use ML=9+CCL in the Psi81 class.

[PC11] Mirror Group Classes


Antemortal0

Level KXP Mortal0 Imm0
 9      {9}
1 0  2      {-}
2 3.5  4      {-}
3 7  6      {-}
4 14  8      {-}
5 28 10      {-}
6 56 12      {-}
7 112 14      {-}
8 224 16      {-}
9 448 18      {-}
10 996 20      {-}
11 1600 22      {-}
12 2300 24      {-}
13 3000 26      {-}
14 3700 28      {-}
15 4400 30      {-}
16 5100 32      {-}
17 5800 34      {-}
18 6500 36      {-}
19 7200 38      {-}
20 7900 40      {-}
21 8600 42      {-}
22 9300 44      {-}
23 10000 46      {-}
24 10700 48      {-}
25 11400 50      {-}
26 12100 52      {-}
27 12800 54      {1}
28 13500 56      {1}
29 14200 58      {2}
30 14900 60      {2}
31 15600 62      {3}
32 16300 64      {3}
33 17000 66      {4}
34 17700 68      {4}
35 18400 70      {5}
36 19100 72      {5}
TH Saves
PD RS PP BW Sp Fo Re Wi
+0 (total = 27, max = 9)
+1 (total = 30, max = 10)
+2 (total = 33, max = 11)
+3 (total = 36, max = 12)
+4 (total = 39, max = 13)
+5 (total = 42, max = 14)
+6 (total = 45, max = 15)
+7 (total = 48, max = 16)
+8 (total = 51, max = 17)
+9 (total = 54, max = 18)
+10 (total = 57, max = 19)
+11 (total = 60, max = 20)
+12 (total = 63, max = 21)
+13 (total = 66, max = 22)
+14 (total = 69, max = 23)
+15 (total = 72, max = 24)
+16 (total = 75, max = 25)
+17 (total = 78, max = 26)
Requisites: Two 18's
Alignment: any
HD/level: & d10
Weapon Prof.: 5+level/2
To Hit Table: War
Save Table: Cust
Reference: MTG {Mirror Mortal0}
Groups: Custom, Concordant (x1), Mirror
 
Antemortal0 class gets 9th level spells (nothing lower level).
Antemortal0 also gets Immortal0 spells starting at level 27. These spells are not copied into the Antemortal0 spell list (unlike other reduced Concordant classes) because the list is rather long. See [PC7] Immortal0 for the list. The Immortal0 spells are 9th spell level Concordant (making them 19th spell level non-Concordant).

[PC11] Mirror Group Classes


Antemortal0 Spells

Level # Spell Name Spell Description
9 1 Acidic Bite/Sting Once per round can bite or sting for acid damage (CL*20 acid dmg)
9 2 Acrobat Abilities Abilities as per an Acrobat0 of level = LVL/2 (round up) [Note: Acrobat0 is a Collective 3.7 class]
9 3 Call Strange 1M: Summon a DL=CL/2 (round up) monster, of the Weird subtype
9 4 Conceal Location You can't be targetted
9 5 Create Psionic Items 40F, 1/reset: Create CL*CL*100 XP of psionic items (DM rolls a random Psi frequency)
9 6 Create Variant One Class Adjective (it's free, but the max XP divisor increase = CL/10)
9 7 Degeneration A group degenerates CL hp per segment
9 8 Destroy Undead Turn Undead (turn/destroy only) at LVL=CL+2
9 9 Eel Breath Mouth's P, CL/d: Breathe an EE=CL/3 (round up) eelement for 1/2 current hp dmg, BW save for 1/4
9 10 Eel Form 1P: Polymorph into any known Eel type, max age category = CL/2 (round up)
9 11 Extra Attacks +1 number of attacks with each weapon
9 12 Grant Effect Points Target is imbued with one 9th level Antemortal0 spell (this slot stays spent as long as he has it)
9 13 Growl Mouth's P: All targets in a group lose half current hp (no save)
9 14 Improve Ability Score +CL*2 to one stat
9 15 Increase Group Pick a spells or psionic power that hits a group. Affect +1 group of creatures with that effect.
9 16 Increased Movement +CL" Move Rate; +2V actions
9 17 Innate Resistance 35+3*CL% IR
9 18 Lab 1M, CL/d: Legend Lore
9 19 Lightning Spit Mouth's P, CL/d: Spit Lightning on a group (20*LVL dmg)
9 20 Luch Whenever you touch, attack, or are touched or attacked, they are intoxicated/drunk (Fort save)
9 21 Manifestation Short The death of target person will not cause his next clone to stand up
9 22 Mortal Vulnerability 1M: Target becomes vulnerable to a specific magic, psionic, or innate effect (by name)
9 23 Necromantic Suite 1M: Cast your CL/2 in SL's of Necromantic effects (Wiz/Pri)
9 24 Nonweapon Mastery +LVL*2 Nonweapon proficiencies
9 25 Psionic Resistance 40+4*CL% PR
9 26 Reduce 1F: Lower target's ability score by CL for 1 turn; 1M: Dispel a SL 0 to (CL+3)/2 effect
9 27 Relic Creation 10F, 1/reset: Create a random x2 item of XP value LVL*500
9 28 Saves +LVL*3 Saves
9 29 Second Life 1D: Resurrect self back in town (1 turn delay)
9 30 Shape Reality, Alt. Loop 25F, 1/reset: Loop Travel (shift LF by 1)
9 31 Shape Reality, Cr. Building 20F, 1/reset: Create a building (CL*10000 cubic ft.)
9 32 Shape Reality, Cr. Pocket 30F, 1/reset: Create a pocket plane in the ethereal (functions as a phased out zone)
9 33 Shape Reality, Mv. Building 10F, 1/reset: Move a building (maximum size is CL*10000 cubic ft., is moved CL miles)
9 34 Shape Reality, Mv. Door 15F, 1/reset: Redirect a dimension door or plant door to go somewhere else on one end
9 35 Shift Powers 1M, CL/d: Plane Shift (CL/3 planes, round up)
9 36 Slap 0 action or 1 attack: A target is ejected from your group (Str contest, no parting shots)
9 37 Swipe Can transfer 5V -> 1M, 8V -> 1QM, or 12V -> 1QQM
9 38 To Hit +LVL*2 To Hit
9 39 Transmute 1M: Polymorph Any Object
9 40 Weapon Counted Count as an additional +CL-1 weapon to hit others
9 41 Wizard Options Get your CL in "Level:" picks (e.g. at level 9 you could have a Level 9: pick, or a Level 4: and a Level 5:, etc.)
9 42 Zero Spell Duration 1M: A magic, psi, or innate effect has zero duration (treat as an Instantaneous)

[PC11] Mirror Group Classes


Anti-Custom

Level KXP
Spells
1 0 (none)
2 4 (none)
3 8 (none)
4 16 (none)
5 40 (none)
6 80 (none)
7 160 (none)
8 300 (none)
9 560 (none)
10 1160 (none)
11 1760 (none)
12 2360 (none)
13 2960 (none)
14 3560 (none)
15 4160 (none)
16 4760 (none)
17 5360 (none)
18 5960 (none)
19 6560 (none)
20 7160 (none)
21 7760 (none)
22 8360 (none)
23 8960 (none)
24 9560 (none)
25 10160 (none)
26 10760 (none)
27 11360 (none)
28 11960 (none)
29 12560 (none)
30 13160 (none)
31 13760 (none)
32 14360 (none)
33 14960 (none)
34 15560 (none)
35 16160 (none)
36 16760 (none)
TH Saves
PD RS PP BW Sp Fo Re Wi
+0 (total = 27, max = 9)
+1 (total = 30, max = 10)
+2 (total = 33, max = 11)
+3 (total = 36, max = 12)
+4 (total = 39, max = 13)
+5 (total = 42, max = 14)
+6 (total = 45, max = 15)
+7 (total = 48, max = 16)
+8 (total = 51, max = 17)
+8 (total = 54, max = 18)
+9 (total = 57, max = 19)
+9 (total = 60, max = 20)
+10 (total = 63, max = 21)
+10 (total = 66, max = 22)
+11 (total = 69, max = 23)
+11 (total = 72, max = 24)
+12 (total = 75, max = 25)
+12 (total = 78, max = 26)
Requisites: Int 14, Wis 15
Alignment: any
HD/level: d5
Weapon Prof.: 5+level/5
To Hit Table: Cust
Save Table: Cust
Reference: DM
Groups: Custom, Mirror
 
Pick one ability per level:
1. 1M: Dispel a racial ability for 1 turn.
2. 1M: Dispel a class ability for 1 turn.
3. 1M: Dispel or remove a feat or kit from someone for 1 turn.
4. 1M: Dispel a familiar ability for 1 turn.
5. 1M: Drop all ER, iER, xER, and ixER on target (no resistance).
6. Lockdown all Opposing (Opp) actions within sight.
7. Lockdown all Quick (Q) actions within sight. (This includes QQ, QQQ, etc.)
8. Lockdown all Instantaneous (I) actions within sight.
9. Lockdown all Borrowed (b) actions within sight.
10. Lockdown all Held (h) actions within sight.
11. Within sight, any spell that is higher SL than it's caster's level is countered, and causes the caster to be Capital C Crapped (no resistance, no immunity).
12. Within sight, any psionic ability that is higher SL than it's caster's level is countered, and causes the caster to be Capital C Crapped (no resistance, no immunity). (Note this will affect 1st level characters throwing a minor.)
13. When attacking someone, multiply your to hit rolls by the number of classes he has (max=LVL).
14. When attacking someone, multiply your damage by the number of classes he has (max=LVL).
15. When casting a spell at someone, multiply your damage by the number of classes he has (max=LVL).
16. Within sight, all counterspells are automatically countered.
17. Within sight, all "Capital I Insist" effects automatically get "Really Objected" to.
18. 1M: Dispel LVL magic, psionic, or innate effects on one target.

[PC11] Mirror Group Classes


Dejuvenator

Level KXP Dejuv  Bre End
357 9  [1] [1]
1 0 1-- -  [-] [-]
2 4.5 2-- -  [-] [-]
3 9 3-- -  [-] [-]
4 18 4-- -  [-] [-]
5 36 41- -  [-] [-]
6 72 42- -  [-] [-]
7 144 43- -  [-] [-]
8 288 44- -  [-] [-]
9 500 441 -  [-] [-]
10 900 442 -  [-] [-]
11 1350 443 -  [-] [-]
12 1800 444 -  [-] [-]
13 2250 444 1  [-] [-]
14 2700 444 2  [-] [-]
15 3150 444 3  [-] [-]
16 3600 444 4  [-] [-]
17 4050 544 4  [-] [-]
18 4500 554 4  [-] [-]
19 4950 555 4  [-] [-]
20 5400 555 5  [-] [-]
21 5850 655 5  [-] [-]
22 6300 665 5  [-] [-]
23 6750 666 5  [-] [-]
24 7200 666 5  [1] [-]
25 7650 666 6  [1] [-]
26 8100 666 6  [2] [-]
27 8550 766 6  [2] [-]
28 9000 766 6  [3] [-]
29 9450 776 6  [3] [-]
30 9900 776 6  [3] [1]
31 10350 776 6  [4] [1]
32 10800 777 6  [4] [1]
33 11250 777 6  [4] [2]
34 11700 777 6  [5] [2]
35 12150 777 7  [5] [2]
36 12600 777 7  [5] [3]
TH Saves
PD RS PP BW Sp Fo Re Wi
+0 11 11 11 11 11 11 11 11
+1 12 12 12 12 12 12 12 12
+2 13 13 13 13 13 13 13 13
+3 14 14 14 14 14 14 14 14
+4 15 15 15 15 15 15 15 15
+5 16 16 16 16 16 16 16 16
+6 17 17 17 17 17 17 17 17
+7 18 18 18 18 18 18 18 18
+8 19 19 19 19 19 19 19 19
+9 20 20 20 20 20 20 20 20
+10 21 21 21 21 21 21 21 21
+11 22 22 22 22 22 22 22 22
+12 23 23 23 23 23 23 23 23
+13 24 24 24 24 24 24 24 24
+14 25 25 25 25 25 25 25 25
+15 26 26 26 26 26 26 26 26
+16 27 27 27 27 27 27 27 27
+17 28 28 28 28 28 28 28 28
Requisites: Chr 28, Str 23, Class Slots 3
Alignment: any
HD/level: d30
Weapon Prof.: 0+level
To Hit Table: War
Save Table: level+10
Reference: DM { Reduced Breaker / Ender }
Groups: Concordant (x1), Technology, Mirror
 
Gets Super Barbarian Chr bonus, which is +(Chr-18)*3.
This class is dedicated to the ending of life at all costs, using all technological and magical methods possible.
This is the reduced form of two different x2 Concordant classes: Breaker and Ender. The idea here is by the time a character has reached 36th level in Dejuvenator, he will know which path he will take.
Enemies get --LVL on the natural die roll for saves against your effects, which means they cannot auto-make against your saves, even when you're level 1 (unless they have a ++ to saves).
Level 24 Note: Your "CCL" is your CL-23 for Breaker and CL-29 for Ender.

[PC11] Mirror Group Classes


Dejuvenator Spells

Level # Spell
3 1 1V: Harm (1 target, PPD save)
3 2 1V: Charm or Domination (1 target, Will save)
3 3 1P: Paralysis, Stun, or Hold (1 target, PPD save)
3 4 1M: Stop, Slow, or Web (1 target, no save)
3 5 1M: Target's next Clone will not trigger upon his death (no save)
3 6 1M: Troll-like degeneration 10*CL hp /s (1 target, no save)
5 1 1P: Place a (non-major) [C] section effect (1 target, RSW save)
5 2 1M: Harm (1 target, no save)
5 3 Lockdown D Actions in the room continuous (does not affect "dead" Actions).
5 4 Enemy's mounts (if they have one) are considered part of them, so an effect targetting the enemy hits the mount too.
5 5 1M: Troll-like degeneration 20*CL hp /s, it is Vile dmg and Permanent hp of dmg. (1 target, no save)
5 6 1M: Super Slow: Target loses next LVL A Actions (no save)
7 1 1V: Choose a target. Everyone else in his group can do one parting shot on him (he's not actually leaving the group though).
7 2 1F: Turn Undead with CL=LVL*2.
7 3 1P: Causeall (1 target, no save)
7 4 1M: Destruction (1 target, no save)
7 5 Can "material component" Dejuvenator powers (spend +1V) to allow you to affect two targets with a power.
7 6 1M: Troll-like degeneration 30*CL hp /s, plus CL ability score dmg to each stat /s. (1 target, no save)
9 1 1V or 1D: Move a nasty flag on yourself (such as Capital S Slain) to someone else in your group.
9 2 1X: Lockdown unconscious actions (see Rejuvenator), even if they cannot normally be locked down.
9 3 1M: True Destruction (1 target, no save)
9 4 1M, 1/d: Capital I Insist something. You can pick this more than once to use it more than once per day.
9 5 Have the DM copy your PC's status on the chalkboard to somewhere else as a backup. 1N, 1/reset: Switch your current status with your backup. This cannot be taken more than once.
9 6 1M: Troll-like degeneration 40*CL hp /s, plus CL negative levels /s. (1 target, no save)
Breaker 1 (11) 1 1V: Target gets -CCL PSaves (using the [X] section saving throw rules)
Breaker 1 (11) 2 1V: Target takes (CCL+1)/3 idmg
Breaker 1 (11) 3 1V: Target loses (CCL+1)/3 iAC
Breaker 1 (11) 4 1V: Target is Severe Allergy to CCL [C] section effects, even major ones are only 1 pick each (will counter an Immunity)
Breaker 1 (11) 5 You may destroy Indestructible items as if they weren't Indestructible.
Breaker 1 (11) 6 You can target people who can't be targetted. You can target the floor of people whose floor cannot be targetted.
Ender 1 (11) 1 1V: Target gets -CCL MSaves (using the [X] section saving throw rules)
Ender 1 (11) 2 1N, 1/s: Force Shapechange, Dispel Illusion, and Dust of Appearance (no resistance)
Ender 1 (11) 3 You can assume the form of any known dead/incursed/pixelated person or creature (this is like the First Evil's ability). You don't have the person's abilities, but you do have their memories.
Ender 1 (11) 4 1X: Capital B Break (1 target, XR to resist)
Ender 1 (11) 5 You get and can use 2D Actions per death per segment. You are limited to CCL+1 D Actions you can use per reset (instead of 1).
Ender 1 (11) 6 1M: Erase Truename, Change Home Plane to this plane, Erase Quantum Signature, Sever Silver Cord (all of these on 1 target, XR to resist)

[PC11] Mirror Group Classes


Eeler1

Level KXP Priest
123 456 7
1 0 1-- --- -
2 5 10- --- -
3 10 111 --- -
4 15 211 1-- -
5 25 221 11- -
6 50 222 111 -
7 100 322 211 1
8 200 332 221 1
9 300 333 222 1
10 400 433 322 2
11 500 443 332 2
12 600 444 333 2
13 700 544 433 3
14 800 554 443 3
15 900 555 444 3
16 1000 655 544 4
17 1100 665 554 4
18 1200 666 555 4
19 1300 766 655 5
20 1400 776 665 5
21 1500 777 666 5
22 1600 877 766 6
23 1700 887 776 6
24 1800 888 777 6
25 1900 988 877 7
26 2000 998 887 7
27 2100 999 888 7
28 2200 A99 988 8
29 2300 AA9 998 8
30 2400 AAA 999 8
31 2500 BAA A99 9
32 2600 BBA AA9 9
33 2700 BBB AAA 9
34 2800 CBB BAA A
35 2900 CCB BBA A
36 3000 CCC BBB A
TH Saves
PD RS PP BW Sp Fo Re Wi
+0  8  4  5  2  3  0  0  2
+1  8  4  6  3  4  0  0  3
+2  9  5  6  3  4  0  1  3
+3  9  5  6  4  4  1  1  4
+4 10  6  7  4  5  1  1  4
+5 10  6  7  5  5  2  2  5
+6 11  7  8  5  6  2  2  5
+7 11  7  9  6  6  2  2  6
+8 12  7  9  6  7  3  3  6
+9 12  8  9  6  7  3  3  7
+10 13  8 10  7  8  4  3  7
+11 13  9 10  7  8  4  4  8
+12 13  9 10  7  8  4  4  8
+13 14  9 11  8  9  5  4  9
+14 14 10 11  8  9  5  5  9
+15 14 10 11  9  9  6  5 10
+16 15 11 12  9 10  6  5 10
+17 15 11 12 10 11  6  6 11
Requisites: Str 15, Dex 15, Wis 15
Alignment: any
HD/level: d8
Weapon Prof.: 4+level/3
To Hit Table: War
Save Table: Pri
Reference: DM {Mirror Healer1}
Groups: Priest, Mirror
 
Can cast spells only from All, Animal, Eeling, and Summoning spheres. Eeling spells cost ½ of a spell each to cast.
Other spheres cannot be cast at all, but you may pick one sphere which can be cast as if opposite (at 2 spells per spell).
Level 1: May weapon specialize using the "Non-War" column.
Level 4: Great Swing: Can choose to make 1 attack per physical action (regardless of how many weapons the PC is using) instead of normal number of attacks. This "great swing" has no extra bonus to hit but does 5 times normal damage and has a 1% per level of fighter of instantly killing any one mortal target (as per assassination). Great swing is not cumulative with Rogue's Backstab or Assassin abilities, but can be used with missile or natural weapons.
Level 4: Detect Leeches and Eels 40' cont.
Level 8: 1M: Identify Magical Pool.
Level 8: Gain four 1st level Eelemental Wizard spells in your memorization per day.
Level 9: Mental link with your Leeches and Eels.
Level 10: Gain four 2nd level Eelemental Wizard spells in your memorization per day.
Eel Sphere:
Leeches (SL=1): This acts like goodberries, each casting gives 3 Leeches. Leeches can cure or cause 1 hp, and can move on their own.
Summon Eelemental (SL=N): Summon a DL N Eelemental (DM has table)
Summon Leech (SL=N): Summon a DL N Leech (DM has table)
Call Eelectricity (SL=2): CLd6 Eelectricity dmg (no save; NR to resist) to one target
Protection from Eelements (SL=3): Resist all Eelements, or absorb 12*CL Eelemental dmg.
Eels (SL=4): This acts like goodberries, each casting gives 1 Eel. Eels can remove or cause 1 [C] section effect (PPD save, effect is random).
Reelly Put Out of Misery (SL=5): Ignore regen buffer then Put out of Misery (lower s slay). Doesn't trigger contingencies.
Heel (SL=6): Remove all hp of dmg and remove 1 [C] section effect
Hovercraft Full of Eels (SL=7): Like a Chariot of Sustarre, but it's Eels!
Multi Eel (SL=7): Summons CL Eels of DL=7, which use up 1 summon slot. They aren't summoning sick!

[PC11] Mirror Group Classes


Fallen Angel5

Level KXP Pri Fallen
123 456 789
1 6 (owe) 1-- --- ---
2 9 2-- --- ---
3 12 21- --- ---
4 18 22- --- ---
5 30 221 --- ---
6 54 222 --- ---
7 102 322 1-- ---
8 198 332 2-- ---
9 294 333 21- ---
10 486 333 32- ---
11 678 433 321 ---
12 900 444 321 ---
13 1130 444 322 ---
14 1360 444 432 ---
15 1590 544 432 1--
16 1820 555 432 2--
17 2050 655 443 2--
18 2280 655 443 21-
19 2510 655 543 22-
20 2740 655 544 32-
21 2970 655 544 321
22 3200 665 554 322
23 3430 666 654 332
24 3660 776 655 432
25 3890 776 655 443
26 4120 777 665 543
27 4350 777 665 554
28 4580 887 666 654
29 4810 887 776 655
30 5040 888 777 665
31 5270 888 777 766
32 5500 988 887 776
33 5730 999 888 777
34 5960 999 988 887
35 6190 999 999 888
36 6420 999 999 999
TH Saves
PD RS PP BW Sp Fo Re Wi
+4  1  1  1  1  1  1  1  1
+5  1  1  1  1  1  1  1  1
+6  2  2  2  2  2  2  2  2
+7  2  2  2  2  2  2  2  2
+8  3  3  3  3  3  3  3  3
+9  3  3  3  3  3  3  3  3
+10  4  4  4  4  4  4  4  4
+11  4  4  4  4  4  4  4  4
+12  5  5  5  5  5  5  5  5
+13  5  5  5  5  5  5  5  5
+14  6  6  6  6  6  6  6  6
+15  6  6  6  6  6  6  6  6
+16  7  7  7  7  7  7  7  7
+17  7  7  7  7  7  7  7  7
+18  8  8  8  8  8  8  8  8
+19  8  8  8  8  8  8  8  8
+20  9  9  9  9  9  9  9  9
+21  9  9  9  9  9  9  9  9
Requisites: Str 12, Dex 14, Con 19, Int 12, Chr 6
Alignment: LE
HD/level: & ++++d6
Weapon Prof.: 6+/3
To Hit Table: Mon +3 levels
Save Table: Mon +1 level
Reference: DM
Groups: Priest, Concordant (x1), Mirror
 
Can cast Priest spells of the Necromantic sphere. Can also cast Priest spells of the following minor spheres: Darkness, Death, Destruction, Disease, Evil, Fear, Revenge, Secrets, Thievery. Since these schools aren't well defined in the Collective, I've included the Warden spells of these minor spheres on the following pages. You "know" all of these spells. Necromantic spells are *not* listed on this spell chart; you'll have to troll through [S3] to find those.
Doesn't get a stat bonus to progression.
Can weapon specialize using Non-War column.  
"rhp" is "relative hit points", what the DM uses for summons to indicate their health (usually listed as 10/10).  
Levels Pick Description
Level 1-3: A Flying LVL*3/2+8" (C)
B 1N, eat a summon: +DL*2 TH and dmg this segment, where DL is the DL of the summon
C 1V: Summon an evil DL 1d4 Outer planar creature
D 1M: Pick Pockets 70+LVL*30% (reduced downwards by LVL*10 of target)
E SR 6*LVL
Level 4: Pick two from: Fallen Angel5 Level 1-3, Bringer5 Level 1-3, or Psi-6E/Psi6E minor
Level 5-7: F 1V: Choose an N between -LVL*2 and LVL*2. A group gets +N TH, you get +N TH, for 1r.
G 1N, 1/reset: Follow a teleport or Escape (you arrive the following segment)
H 1V: Summon an evil DL 1d6+2 Outer planar creature
I Immune Fire (all variants), Negative, Prismatic, Chromatic, Darkness, Radiation, Deafness
J iER LVL*10%
Level 8: Pick two from: Fallen Angel5 Level 5-7, Bringer5 Level 5-7, or Psi-6E/Psi6E major
Level 9-12: K 13bM, 6bP, 26bV (can borrow into next round): Capital O Object or Capital I Insist
L 1F: Unholy Bolt
M 1V: Summon an evil DL 1d8+5 Outer creature (treat each DL above DL=10 as having +10 max and current rhp)
N Pick a Sphere. Can cast Priest spells of that Sphere.
O iGoodR LVL*5% (Resistance vs. Good aligned beings)
Level 13: Pick two from: Fallen Angel5 Level 9-12, Bringer5 Level 9-12, or Psi-6E/Psi6E grand

[PC11] Mirror Group Classes


Fallen Angel5 Spells

SL # Spell Spheres Effect
1 1 Cause Fear Death, Fear One creature of 5 HD or less flees for 1d4 rounds.
1 2 Disguise Self Secrets, Thievery Changes your appearance.
1 3 Inflict Light Wounds Destruction, Disease Touch deals 1d8 damage +1/level (max +5).
1 4 Obscuring Mist Darkness, Sea, Sky Fog surrounds you.
1 5 Protection from Good Evil +2 to AC and saves, counter mind control, hedge out elementals and outsiders.
1 6 Shield of Faith Revenge Aura grants +2 or higher deflection bonus.
2 1 Bear's Endurance Labour, Revenge, Stoicism Subject gains +4 to Con for 1 min./level.
2 2 Blindness/Deafness Darkness Makes subject blinded or confused.
2 3 Death Knell Death Kill dying creature and gain 1d8 temporary hp, +2 to Str and +1 caster level..
2 4 Desecrate Evil Fills area with negative energy making undead stronger.
2 5 Inflict Moderate Wounds Disease Touch attack, 1d8 damage +1/level (max +10).
2 6 Invisibility Entropy, Thievery Subject invisible 1 min./level or until it attacks.
2 7 Mirror Image Secrets Creates decoy duplicates of you (1d4 +1 per three levels, max 8).
2 8 Scare Fear Panics creatures of less than 6 HD.
2 9 Shatter Chaos, Destruction Sonic vibration damages objects or crystalline creatures.
3 1 Animate Dead Death Creates undead skeletons and zombies.
3 2 Contagion Destruction, Disease Affect subjects with chosen disease.
3 3 Deeper Darkness Darkness Object sheds supernatural shadow in 60 ft. radius.
3 4 Fear Fear Subjects within cone flee for 1 round/level.
3 5 Magic Circle against Good Evil As protection spells, but 10 ft. radius and 10 min./level.
3 6 Nondetection Secrets, Thievery Hides subject from divination, scrying.
3 7 Speak with Dead Revenge, Wisdom Corpse answers one question/two levels.
4 1 Black Tentacles Darkness Tentacles grapple all within 15 ft. spread.
4 2 Confusion Madness, Thievery Subjects behave oddly for 1 round/level.
4 3 Crushing Despair Fear Subjects take -2 on attack rolls, damage rolls and save checks.
4 4 Death Ward Death, Fertility Grants immunity to death spells and negative energy effects.
4 5 Fire Shield Revenge, Sun Creatures attacking you take fire damage while you are protected against cold.
4 6 Inflict Critical Wonds Destruction Touch attack, 4d8 damage +1/level (max 20).
4 7 Invisibility, Greater Secrets As invisibility, but subject can attack and stay invisible.
4 8 Unholy Blight Evil Damages and sickens good creatures.
4 9 Waves of Fatigue Disease Several targets become fatigued.
5 1 Dispel Good Evil +4 bonus against attacks by good creatures.
5 2 False Vision Secrets, Thievery Fools scrying with an illusion.
5 3 Inflict Light Wounds, Mass Destruction Deals 1d8 damage +1/level to many creatures.
5 4 Insect Plague Disease Locust swarms attack creatures
5 5 Mark of Justice Revenge Designates action that will trigger curse on subject.
5 6 Nightmare Darkness, Fear Sends vision dealing 1d10 damage, fatigue.
5 7 Slay Living Death Touch attack kills subject.
6 1 Banishment Revenge Banishes 2 HD/level of extraplanar creatures.
6 2 Create Undead Death, Evil Create ghouls, ghasts, mummies or mohrgs.
6 3 Harm Destruction, Disease Deals 10 points/level damage to target.
6 4 Mislead Luck, Secrets, Thievery Turns you invisible and creates illusory double.
6 5 Shadow Walk Darkness, Travel Step into shadows to travel rapidly.
6 6 Symbol of Fear Fear Triggered rune panics nearby creatures.
7 1 Blasphemy Evil Kills, paralyzes, weakens, or dazes nonevil subjects.
7 2 Destruction Death Kills subject and destroys remains.
7 3 Disintegrate Destruction Makes one creature or object vanish.
7 4 Eyebite Fear Target becomes panicked, sickened and comatose.
7 5 Power Word Blind Darkness, Love, War Blinds creature with 200 hp or less.
7 6 Screen Secrets, Thievery Illusion hides area from vision, scrying.
7 7 Spell Turning Luck, Magic, Revenge, Stoicism Reflect 1d4+6 spell levels back at the caster.
7 8 Waves of Exhaustion Disease, Entropy Several targets become exhausted.
8 1 Create Greater Undead Darkness, Death Create shadows, wraiths, spectres or devourers.
8 2 Discern Location Knowledge, Revenge Reveals exact location of creature or object.
8 3 Earthquake Destruction Intense tremor shakes 5-ft./level radius.
8 4 Horrid Wilting Disease, Entropy, Sea Deals 1d6/level damage within 30 ft.
8 5 Mind Blank Secrets, Stoicism Subject is immune to mental/emotional magic and scrying.
8 6 Polymorph Any Object Thievery Changes any subject into anything else.
8 7 Trap the Soul Fear, Wealth Imprisons subject within gem.
8 8 Unholy Aura Evil +4 to AC, +4 resistance, SR 25 against good spells.
9 1 Energy Drain Disease Subject gains 2d4 negative levels.
9 2 Implosion Destruction Kills one creature/round.
9 3 Imprisonment Secrets Entombs subject beneath the earth.
9 4 Power Word Kill Darkness, War Kills creatures with 100 hp or less.
9 5 Storm of Vengeance Revenge, Thunder Storm rains acid, lightning and hail.
9 6 Summon Monster IX Chaos, Evil, Good, Labour, Law Calls extraplanar creatures to fight for you.
9 7 Time Stop Thievery, Time You act freely for 1d4+1 rounds.
9 8 Wail of the Banshee Death, Entropy Kills one creatre/level.
9 9 Weird Fear, Madness As phantasmal killer, but affecst all within 30 ft.
10 1 Damnation Evil Send your foe to hell.
10 2 Eclipse Darkness A solar eclipse follows you.
10 3 Hellball Evil You deal 10d6 each of acid, cold, electricity and fire damage, you take 10d6 damage.
10 4 Lord of Nightmares Fear You are possessed by a dream larva for 20 rounds and take 12d6 damage.
10 5 Pestilence Disease Inflict slimy doom on all creatures and plants within a half mile diameter area.
10 6 Tempest of Vengeance Revenge, Thunder Tempest rains acid, lightning and hail.

[PC11] Mirror Group Classes


Invigorator (Alljevunator)

Level KXP Invig  U/B A/E
357 9  [1] [1]
1 0 1-- -  [-] [-]
2 6 2-- -  [-] [-]
3 12 3-- -  [-] [-]
4 24 4-- -  [-] [-]
5 48 41- -  [-] [-]
6 96 42- -  [-] [-]
7 192 43- -  [-] [-]
8 384 44- -  [-] [-]
9 768 441 -  [-] [-]
10 1200 442 -  [-] [-]
11 1800 443 -  [-] [-]
12 2400 444 -  [-] [-]
13 3000 444 1  [-] [-]
14 3600 444 2  [-] [-]
15 4200 444 3  [-] [-]
16 4800 444 4  [-] [-]
17 5400 544 4  [-] [-]
18 6000 554 4  [-] [-]
19 6600 555 4  [-] [-]
20 7200 555 5  [-] [-]
21 7800 655 5  [-] [-]
22 8400 665 5  [1] [-]
23 9000 666 5  [1] [-]
24 9600 666 5  [2] [-]
25 10200 666 6  [2] [-]
26 10800 766 6  [3] [-]
27 11400 776 6  [3] [1]
28 12000 777 6  [4] [1]
29 12600 777 7  [4] [1]
30 13200 877 7  [5] [2]
31 13800 887 7  [5] [2]
32 14400 888 7  [6] [2]
33 15000 888 8  [6] [3]
34 15600 988 8  [7] [3]
35 16200 998 8  [7] [3]
36 16800 999 8  [8] [4]
TH Saves
PD RS PP BW Sp Fo Re Wi
+0 10 (all) [++1]
+1 20 (all) [++2]
+2 30 (all) [++3]
+3 40 (all) [++4]
+4 50 (all) [++5]
+5 60 (all) [++6]
+6 70 (all) [++7]
+7 80 (all) [++8]
+8 90 (all) [++9]
+9 100 (all) [++10]
+10 110 (all) [++11]
+11 120 (all) [++12]
+12 130 (all) [++13]
+13 140 (all) [++14]
+14 150 (all) [++15]
+15 160 (all) [++16]
+16 170 (all) [++17]
+17 180 (all) [++18]
Requisites: Str 23, Con 28, Int 23, Chr 46,
  Class Slots 3
Alignment: any
HD/level: 2d20
Weapon Prof.: 0+level
To Hit Table: War
Save Table: 10*level [++level]
Reference: DM
Groups: Concordant (x1), Technology, Mirror
 
Gets Super Barbarian Con, Wis, and Chr bonus, which is +(stat-18)*3.
This class is dedicated to the ending of life at all costs, using all technological and magical methods possible.
This is the reduced form of four different x2 Concordant classes: Unbreakable, Breaker, Afterliver, and Ender. The idea here is by the time a character has reached 36th level in Invigorator, he will know which path he will take.
The saves are 10*LVL in all categories. You also get ++LVL on the natural die roll for saves, meaning even at level 1 you cannot auto-miss a save (you auto-make on 19-20).
Enemies get --LVL on the natural die roll for saves against your effects, which means they cannot auto-make against your saves, even when you're level 1 (unless they have a ++ to saves).
Level 1 ¶: May convert 1V -> 1uncV, 1P -> 1uncP, 1M -> 1uncM, and 1F -> 1uncF. The "unc" prefix is for "Unconscious actions"; these actions can be used even if you're unconscious, stunned, unaware, paralyzed, etc. (but not dead, annihilated, incursed, truename erased, or worse such as pixelated or loop incursed). You may use 1 Unconscious action as your action for the segment, instead of your normal 1S for the segment. You may use Unconscious actions while conscious.
Level 9 ¶: May convert 1V -> 1deadV, 1P -> 1deadP, 1M -> 1deadM, and 1F -> 1deadF. The "dead" prefix is for "Dead actions"; these actions can be used even if you're dead, incursed, etc., pretty much any state except for pixelated. You may use 1 Dead action as your action for the segment, instead of your normal 1S for the segment. Note these are not D actions and use different rules. If you somehow generate a D action, you may convert 1D -> 1deadS if you like. You may use Dead actions while conscious or not dead.
Level 19 ¶: Note that at this level you auto-make all saves, due to your save bonus (a natural 1-20 becomes a 20).
Level 22 Note: Your "CCL" is your CL-23 for Unbreakable/Breaker and CL-29 for Afterliver/Ender. At level 22 you get 1 power to choose from between the Unbreakable or Ender lists. You do not get 1 in both. When you get a second power (at level 24), it does not need to be from the same class.
 
DM Note: The Troll-like regeneration powers may all be run at the same time; the higher level versions are not "upgrades".

[PC11] Mirror Group Classes


Invigorator Spells (SL=3)

SL Class # Spell
3 Dejuvenator 1 1V: Harm (1 target, PPD save)
3 Dejuvenator 2 1V: Charm or Domination (1 target, Will save)
3 Dejuvenator 3 1P: Paralysis, Stun, or Hold (1 target, PPD save)
3 Dejuvenator 4 1M: Stop, Slow, or Web (1 target, no save)
3 Dejuvenator 5 1M: Target's next Clone will not trigger upon his death (no save)
3 Dejuvenator 6 1M: Troll-like degeneration 10*CL hp /s (1 target, no save)
3 Martyr 7 1V: Death's Door Other (they go to 0 current hp)
3 Martyr 8 1V: Remove Charm/Domination on Other.
3 Martyr 9 1P: Remove Paralysis, Stun, or Held on Other.
3 Martyr 10 1M: Remove an effect that's stopping someone else from using actions, like Stop, Slow, Web, etc. Lockdown, Time Stop, and Temporal Stasis can be done, but they require 10 uses of this power.
3 Martyr 11 1M: Clone Other (as spell, must be willing). You may have CL Clones in storage at a time.
3 Martyr 12 1N, 1/s: Troll-like regenerate Other 10*CL% of their max hp (note this might not get them up immediately even at level 10)
3 Rejuvenator 13 1uncV: Death's Door Self (you go to 0 current hp)
3 Rejuvenator 14 1uncV, can use while Charmed/Dominated: Remove Charm/Domination on self, you can still act on the opposing segment (presumably to do something nasty to the person that charmed you.)
3 Rejuvenator 15 1uncP: Remove Paralysis, Stun, or Held on Self.
3 Rejuvenator 16 1uncM: Remove an effect that's stopping you from using actions, like Stop, Slow, Web, etc. Lockdown, Time Stop, and Temporal Stasis can be done, but they require 10 uses of this power.
3 Rejuvenator 17 1M: Clone (as spell). You may have CL Clones in storage at a time.
3 Rejuvenator 18 Troll-like regeneration 10*CL% of max hp /s (note this might not get you up immediately even at level 10)
3 Self-Destructor 19 1S (1M or 1P): Random effect on your group (roll 1d4 for each target): 1=Harm (no save), 2=Stun (PPD save), 3=Stop (Reflex save), 4=Random dispel 1 effect (no save)
3 Invigorator 20 +1S action only for Dejuvenator/Martyr/Rejuvenator/Self-Destructor/Invigorator effects

[PC11] Mirror Group Classes


Invigorator Spells (SL=5)

SL Class # Spell
5 Dejuvenator 1 1P: Place a (non-major) [C] section effect (1 target, RSW save)
5 Dejuvenator 2 1M: Harm (1 target, no save)
5 Dejuvenator 3 Lockdown D Actions in the room continuous (does not affect "dead" Actions).
5 Dejuvenator 4 Enemy's mounts (if they have one) are considered part of them, so an effect targetting the enemy hits the mount too.
5 Dejuvenator 5 1M: Troll-like degeneration 20*CL hp /s, it is Vile dmg and Permanent hp of dmg. (1 target, no save)
5 Dejuvenator 6 1M: Super Slow: Target loses next LVL A Actions (no save)
5 Martyr 7 1P: Remove a (non-major) [C] section effect on someone else. This may be repeated to build up to a major [C] section effect.
5 Martyr 8 1M: Heal Other.
5 Martyr 9 +1D Actions in the room continuous (does not affect "dead" Actions).
5 Martyr 10 Your mount (if you have one) gets affected by every Martyr spell you do on someone else, unless you don't want it to.
5 Martyr 11 1N, 1/s: Troll-like regenerate Other 20*CL% of their max hp, this can also cure Vile dmg and Permanent hp of dmg.
5 Martyr 12 Borrowed Haste: +LVL bA Actions; does not count as your Haste; You may use Borrowed actions for any Martyr effect on this list.
5 Rejuvenator 13 1uncP: Remove a (non-major) [C] section effect from yourself. This may be repeated to build up to a major [C] section effect.
5 Rejuvenator 14 1uncM: Heal Self.
5 Rejuvenator 15 Lockdown D Actions in the room continuous (does not affect "dead" Actions).
5 Rejuvenator 16 Your mount (if you have one) is considered "Self" for you, so if you Heal yourself, your mount gets Healed too.
5 Rejuvenator 17 Troll-like regeneration 20*CL% of max hp /s, this can also cure Vile dmg and Permanent hp of dmg.
5 Rejuvenator 18 Unconscious Haste: +LVL uncA Actions; does not count as your Haste
5 Self-Destructor 19 1S (1M or 1P): Random effect on your group (roll 1d4 for each target): 1=Harm (no save), 2=Random [C] effect (RSW save), 3=Lose next CL A actions (no save), 4=Dispel all effects (no save)
5 Invigorator 20 "Unmemorize" all Invigorator spells you currently are channeling (so your spells are "open slots" again), lose 1 spell per SL (this is cumulative each time you do this today)

[PC11] Mirror Group Classes


Invigorator Spells (SL=7)

SL Class # Spell
7 Dejuvenator 1 1V: Choose a target. Everyone else in his group can do one parting shot on him (he's not actually leaving the group though).
7 Dejuvenator 2 1F: Turn Undead with CL=LVL*2.
7 Dejuvenator 3 1P: Causeall (1 target, no save)
7 Dejuvenator 4 1M: Destruction (1 target, no save)
7 Dejuvenator 5 Can "material component" Dejuvenator powers (spend +1V) to allow you to affect two targets with a power.
7 Dejuvenator 6 1M: Troll-like degeneration 30*CL hp /s, plus CL ability score dmg to each stat /s. (1 target, no save)
7 Martyr 7 1V: Target does a normal movement at half their movement rate, if they want to. Parting shots do apply.
7 Martyr 8 1F: Animate Other as an Undead. Pick an Undead Racial Adjective (it's free). Only 1 adjective at a time. Target must be willing.
7 Martyr 9 1P: Cureall Other.
7 Martyr 10 1M: Resurrect Other.
7 Martyr 11 Can "material component" Martyr powers (spend +1V; you must be conscious) to allow you to affect another target with a power. You can affect yourself as the second target with this.
7 Martyr 12 1N, 1/s: Troll-like regenerate Other 30*CL% of their max hp, this can also cure ability score dmg (at 10 hp each).
7 Rejuvenator 13 1deadV: Do a normal movement at half your movement rate. Be warned, parting shots treat your body as an object (using Item Saving Throws) if you're dead while moving away.
7 Rejuvenator 14 1deadF: Animate Self as an Undead. Pick an Undead Racial Adjective (it's free). Only 1 adjective at a time.
7 Rejuvenator 15 1deadP: Cureall Self.
7 Rejuvenator 16 1deadM: Resurrect Self.
7 Rejuvenator 17 Can "material component" Rejuvenator powers (spend +1V; you must be conscious) to allow you to affect another person with a power.
7 Rejuvenator 18 Troll-like regeneration 30*CL% of max hp /s, this can also cure ability score dmg (at 10 hp each).
7 Self-Destructor 19 1S (1M or 1P): Random effect on your group (roll 1d4 for each target): 1=Causeall (no save), 2=Destruction (no save), 3=Lose next CL segments (no save), 4=Dispel all effects including racial and class picks (no save)
7 Invigorator 20 You can benefit from LVL-7 Artificial Resets per Natural Reset, instead of just 1.

[PC11] Mirror Group Classes


Invigorator Spells (SL=9)

SL Class # Spell
9 Dejuvenator 1 1V or 1D: Move a nasty flag on yourself (such as Capital S Slain) to someone else in your group.
9 Dejuvenator 2 1X: Lockdown unconscious actions (see Rejuvenator), even if they cannot normally be locked down.
9 Dejuvenator 3 1M: True Destruction (1 target, no save)
9 Dejuvenator 4 1M, 1/d: Capital I Insist something. You can pick this more than once to use it more than once per day.
9 Dejuvenator 5 Have the DM copy your PC's status on the chalkboard to somewhere else as a backup. 1N, 1/reset: Switch your current status with your backup. This cannot be taken more than once.
9 Dejuvenator 6 1M: Troll-like degeneration 40*CL hp /s, plus CL negative levels /s. (1 target, no save)
9 Martyr 7 1F: Move a nasty flag on someone else (such as Capital S Slain) to someone else in their group.
9 Martyr 8 You can convert 1X -> 1bX actions. 2F or 1bX: Target can use a normal 1P action this segment, even though they're unconscious or dead.
9 Martyr 9 1M: True Resurrect Other.
9 Martyr 10 1M, 1/d: Capital I Insist something. You can pick this more than once to use it more than once per day.
9 Martyr 11 Have the DM copy another PC's status on the chalkboard to somewhere else as a backup. 1N, 1/reset: Switch their current status with the backup. This cannot be taken more than once. The PC must be willing.
9 Martyr 12 1N, 1/s: Troll-like regenerate Other 40*CL% of max hp, this can also cure negative levels (at 100 hp each).
9 Rejuvenator 13 1deadF: Move a nasty flag on yourself (such as Capital S Slain) to someone else in your group. Note if you have power #7.1, you can creep up to someone to deliver the flag first.
9 Rejuvenator 14 You can convert 1X -> 1uncX actions. 2deadF or 1uncX: You can use a normal 1P action this segment, even though you're unconscious or dead.
9 Rejuvenator 15 1deadM: True Resurrect Self.
9 Rejuvenator 16 1M, 1/d: Capital O Object to something. You can pick this more than once to use it more than once per day.
9 Rejuvenator 17 Have the DM copy your PC's status on the chalkboard to somewhere else as a backup. 1N, 1/reset: Switch your current status with your backup. This cannot be taken more than once.
9 Rejuvenator 18 Troll-like regeneration 40*CL% of max hp /s, this can also cure negative levels (at 100 hp each).
9 Self-Destructor 19 1S (1M or 1P): Random effect on your group (roll 1d4 for each target): 1=Loop Incursion (no save), 2=Beast of Xvim CL/3 times (no save), 3=CL random [C] section effects (no save), 4=As You Are CL times (no save)
9 Invigorator 20 You may use dead/unc actions with any Dejuvenator/Martyr/Rejuvenator/Self-Destructor/Invigorator effects (if it's listed as "1M:", you can use "1deadM:" or "1uncM:" instead).

[PC11] Mirror Group Classes


Invigorator Spells (SL=11, CSL=1)

SL Class # Spell
11 (CSL 1) Unbreakable 1 +CCL PSaves (using the [X] section saving throw rules)
11 (CSL 1) Unbreakable 2 +(CCL+1)/3 ihp
11 (CSL 1) Unbreakable 3 +(CCL+1)/3 iAC
11 (CSL 1) Unbreakable 4 Immune to CCL [C] section effects, even major ones are only 1 pick each
11 (CSL 1) Unbreakable 5 All of your items are Indestructible.
11 (CSL 1) Unbreakable 6 You are immune to all area effects. However, this power is incompatible with any "You can't be targetted" effects you have running (they shut off).
11 (CSL 1) Breaker 7 1V: Target gets -CCL PSaves (using the [X] section saving throw rules)
11 (CSL 1) Breaker 8 1V: Target takes (CCL+1)/3 idmg
11 (CSL 1) Breaker 9 1V: Target loses (CCL+1)/3 iAC
11 (CSL 1) Breaker 10 1V: Target is Severe Allergy to CCL [C] section effects, even major ones are only 1 pick each (will counter an Immunity)
11 (CSL 1) Breaker 11 You may destroy Indestructible items as if they weren't Indestructible.
11 (CSL 1) Breaker 12 You can target people who can't be targetted. You can target the floor of people whose floor cannot be targetted.
11 (CSL 1) Afterliver 1 +CCL MSaves (using the [X] section saving throw rules)
11 (CSL 1) Afterliver 2 1N, 1/s: Pick any ÷18 or less race, or a DL IX or less creature you know of. You Shapechange into it. Your stats don't change, but you can use racial/innate abilities from it.
11 (CSL 1) Afterliver 3 You can assume the form of any known dead/incursed/pixelated person or creature (this is like the First Evil's ability). You don't have the person's abilities, but you do have their memories.
11 (CSL 1) Afterliver 4 You can convert 1X -> 1deadX actions. 1deadX: Capital F Fix Self.
11 (CSL 1) Afterliver 5 You get and can use 2D Actions per death per segment. You are limited to CCL+1 D Actions you can use per reset (instead of 1).
11 (CSL 1) Afterliver 6 Rotating Truename. Rotating Home Plane. Rotating Quantum Signature. Your Silver Cord rotates color, and can't be targetted or attacked.
11 (CSL 1) Ender 7 1V: Target gets -CCL MSaves (using the [X] section saving throw rules)
11 (CSL 1) Ender 8 1N, 1/s: Force Shapechange, Dispel Illusion, and Dust of Appearance (no resistance)
11 (CSL 1) Ender 9 You can assume the form of any known dead/incursed/pixelated person or creature (this is like the First Evil's ability). You don't have the person's abilities, but you do have their memories.
11 (CSL 1) Ender 10 1X: Capital B Break (1 target, XR to resist)
11 (CSL 1) Ender 11 You get and can use 2D Actions per death per segment. You are limited to CCL+1 D Actions you can use per reset (instead of 1).
11 (CSL 1) Ender 12 1M: Erase Truename, Change Home Plane to this plane, Erase Quantum Signature, Sever Silver Cord (all of these on 1 target, XR to resist)

[PC11] Mirror Group Classes


Leecher1

Level KXP Priest
123 456 789
1 0 1-- --- ---
2 2.5 20- --- ---
3 5 21- --- ---
4 7.5 320 --- ---
5 12.5 421 --- ---
6 25 422 0-- ---
7 50 432 1-- ---
8 100 433 20- ---
9 200 433 210 ---
10 300 443 221 ---
11 400 444 321 0--
12 500 444 421 10-
13 600 555 432 111
14 700 555 442 111
15 800 555 552 111
16 900 555 553 211
17 1000 555 554 321
18 1100 555 554 321
19 1200 555 554 322
20 1300 555 554 333
21 1400 555 554 444
22 1500 555 555 555
23 1600 666 666 666
24 1700 776 666 666
25 1800 777 766 666
26 1900 777 776 666
27 2000 777 777 666
28 2100 777 777 776
29 2200 777 777 777
30 2300 887 777 777
31 2400 888 777 777
32 2500 888 877 777
33 2600 888 887 777
34 2700 888 888 777
35 2800 888 888 877
36 2900 888 888 887
TH Saves
PD RS PP BW Sp Fo Re Wi
+0  8  4  5  2  3  0  0  2
+1  8  4  6  3  4  0  0  3
+1  9  5  6  3  4  0  1  3
+2  9  5  6  4  4  1  1  4
+3 10  6  7  4  5  1  1  4
+3 10  6  7  5  5  2  2  5
+4 11  7  8  5  6  2  2  5
+5 11  7  9  6  6  2  2  6
+5 12  7  9  6  7  3  3  6
+6 12  8  9  6  7  3  3  7
+7 13  8 10  7  8  4  3  7
+7 13  9 10  7  8  4  4  8
+8 13  9 10  7  8  4  4  8
+9 14  9 11  8  9  5  4  9
+9 14 10 11  8  9  5  5  9
+10 14 10 11  9  9  6  5 10
+11 15 11 12  9 10  6  5 10
+11 15 11 12 10 11  6  6 11
Requisites: Str 13, Dex 13, Wis 13
Alignment: any
HD/level: d6
Weapon Prof.: 3+level/4
To Hit Table: Pri
Save Table: Pri
Reference: DM {Mirror Eeler1}
Groups: Priest, Mirror
 
Can cast spells only from All, Animal, Eeling, and Summoning spheres. Eeling spells cost ½ of a spell each to cast.
Other spheres cannot be cast at all, but you may pick one sphere which can be cast as if opposite (at 2 spells per spell).
This class uses "Defiler" type magic, and drains the MF with time.
Level 5: Detect Leeches and Eels 40' cont.
Level 9: 1M: Identify Magical Pool.
Level 9: Gain four 1st level Eelemental Wizard spells in your memorization per day.
Level 9: Mental link with your Leeches and Eels.
Level 12: Gain four 2nd level Eelemental Wizard spells in your memorization per day.
Eel Sphere:
Leeches (SL=1): This acts like goodberries, each casting gives 3 Leeches. Leeches can cure or cause 1 hp, and can move on their own.
Summon Eelemental (SL=N): Summon a DL N Eelemental (DM has table)
Summon Leech (SL=N): Summon a DL N Leech (DM has table)
Call Eelectricity (SL=2): CLd6 Eelectricity dmg (no save; NR to resist) to one target
Protection from Eelements (SL=3): Resist all Eelements, or absorb 12*CL Eelemental dmg.
Eels (SL=4): This acts like goodberries, each casting gives 1 Eel. Eels can remove or cause 1 [C] section effect (PPD save, effect is random).
Reelly Put Out of Misery (SL=5): Ignore regen buffer then Put out of Misery (lower s slay). Doesn't trigger contingencies.
Heel (SL=6): Remove all hp of dmg and remove 1 [C] section effect
Hovercraft Full of Eels (SL=7): Like a Chariot of Sustarre, but it's Eels!
Multi Eel (SL=7): Summons CL Eels of DL=7, which use up 1 summon slot. They aren't summoning sick!
New Eel Sphere spells to this class:
Powerleech (SL=2): Whenever an enemy activates an item, be cured 10 hp.
Thoughtleech (SL=2): Whenever an enemy uses a psionic ability, be cured N hp, where N=SL of the effect.
Blessing of Leeches (SL=3): Target regenerates at CL hp/s.
Drainheal (SL=3, also Incantatrix): Drain the local MF by 1: Heal self.
Steal Summon (SL=4, also Incantatrix): Steal someone's summon (your summon slot needs to be open to do this)
Mindleech Mass (SL=8): Acts as a DL VII Leech summon (counts as 100 leeches); steals 1 spell (and puts in your memorization) per attack
Robe of Eeling (SL=8): Get 2d10 random SL=1d6 Eel effects (self or other) every round for 1h
iHeel (SL=9): Remove CL idmg and remove CL [C] section effects

[PC11] Mirror Group Classes


Loyalist5 / Collaborator5

Level KXP
Spells
1 0 (none)
2 4.8 (none)
3 9.6 (none)
4 19.2 (none)
5 38.4 (none)
6 76.8 (none)
7 153.6 (none)
8 307.2 (none)
9 614.4 (none)
10 1000 (none)
11 1500 (none)
12 2000 (none)
13 2500 (none)
14 3000 (none)
15 3500 (none)
16 4000 (none)
17 4500 (none)
18 5000 (none)
19 5500 (none)
20 6000 (none)
21 6500 (none)
22 7000 (none)
23 7500 (none)
24 8000 (none)
25 8500 (none)
26 9000 (none)
27 9500 (none)
28 10000 (none)
29 10500 (none)
30 11000 (none)
31 11500 (none)
32 12000 (none)
33 12500 (none)
34 13000 (none)
35 13500 (none)
36 14000 (none)
TH Saves
PD RS PP BW Sp Fo Re Wi
+0  8  4  6  3  4  0  0  3
+1  9  5  6  4  4  1  1  4
+2 10  6  7  5  5  2  2  5
+3 11  7  9  6  6  2  2  6
+4 12  8  9  6  7  3  3  7
+5 13  9 10  7  8  4  4  8
+6 14  9 11  8  9  5  4  9
+7 14 10 11  9  9  6  5 10
+8 15 11 12 10 11  6  6 11
+9 16 12 13 11 12  7  6 12
+10 16 13 14 12 12  8  7 13
+11 16 14 14 13 13  9  8 14
+12 16 14 15 14 14 10  8 15
+13 17 15 16 14 14 10  9 16
+14 17 15 16 15 15 11 10 17
+15 17 16 16 15 16 12 10 18
+16 17 16 16 16 16 13 11 19
+17 17 16 16 16 16 14 12 20
Requisites: Str 13, Con 9, Wis 13
Alignment: (L or A) any
HD/level: 3d3
Weapon Prof.: 6+level/2
To Hit Table: War
Save Table: 2xPri
Reference: DM {Mirror Rebel5}
Groups: Warrior, Mirror
 
Levels Pick Description
Level 1-3: A 0, 1/t: Reorder the "stack" of pending effects.
B LVL slots in Depth Sense, Tracking, Weight Sense
C Natural 1's do not automatically miss on saves
D Ioun stones and Gemlets are at half monetary cost
E Immune to telekinesis
Level 4: Pick two from: Loyalist5 Level 1-3, White/Black Hat Level 1-3, or one Psi(-12)L minor
Level 5-7: F +LVL punch to hit
G +1 to all crit multipliers
H Get +LVL/2 attacks vs. a target if none of your friends attack it this segment
I Clan and Guild patches are at half cost
J Ignore someone's immunity to falling dmg, telekinesis, overbearing
Level 8: Pick two from: Loyalist5 Level 5-7, White/Black Hat Level 5-7, or one Psi(-12)L minor
Level 9-12: K 1M, 1/d: Summon LVL*3 Loyalist5 NPCs (lvl = LVL*3-24, max=15)
L 1P: Attack each target only once this segment (can be >1 group). You autohit them for xLVL/2 dmg.
M Auto double power score all stat checks.
N +LVL*5% CNaCNR; SR LVL*5; dust of disappearance cont.; dust of appearance 30'r cont. (hole in middle); considered extra +LVL weapon to hit others
O Immune Tricks; Flying movement rate = (LVL^2)"; Sustain all ability scores; Immune Backstab (and it's variants)
Level 13: Pick two from: Loyalist5 Level 9-12, White/Black Hat Level 9-12, one Psi(-12)L major, or one other5 Level 1-3

[PC11] Mirror Group Classes


Maxulator

Level KXP
Spells
1 0 (varies)
2 5 (varies)
3 10 (varies)
4 20 (varies)
5 40 (varies)
6 80 (varies)
7 160 (varies)
8 300 (varies)
9 600 (varies)
10 1000 (varies)
11 1500 (varies)
12 2000 (varies)
13 2500 (varies)
14 3000 (varies)
15 3500 (varies)
16 4000 (varies)
17 4500 (varies)
18 5000 (varies)
19 5500 (varies)
20 6000 (varies)
21 6500 (varies)
22 7000 (varies)
23 7500 (varies)
24 8000 (varies)
25 8500 (varies)
26 9000 (varies)
27 9500 (varies)
28 10000 (varies)
29 10500 (varies)
30 11000 (varies)
31 11500 (varies)
32 12000 (varies)
33 12500 (varies)
34 13000 (varies)
35 13500 (varies)
36 14000 (varies)
TH Saves
PD RS PP BW Sp Fo Re Wi
+0 (total = 27, max = 9)
+1 (total = 30, max = 10)
+2 (total = 33, max = 11)
+3 (total = 36, max = 12)
+4 (total = 39, max = 13)
+5 (total = 42, max = 14)
+6 (total = 45, max = 15)
+7 (total = 48, max = 16)
+8 (total = 51, max = 17)
+8 (total = 54, max = 18)
+9 (total = 57, max = 19)
+9 (total = 60, max = 20)
+10 (total = 63, max = 21)
+10 (total = 66, max = 22)
+11 (total = 69, max = 23)
+11 (total = 72, max = 24)
+12 (total = 75, max = 25)
+12 (total = 78, max = 26)
Requisites: Class Slots 2, Mini-Class Slots 1
Alignment: any
HD/level: d8
Weapon Prof.: 3+level/3
To Hit Table: Cust
Save Table: Cust
Reference: DM {Mirror Minulator}
Groups: Custom, Mirror
 
You duplicate the powers of up to LVL+1 Mini-classes (see [PC10]). You get your full XP (in Maxulator class) for each of these Mini-classes to see what level you are. There is no minimum or maximum level for these classes, meaning some of your emulated Mini classes may be above your Maxulator level, or may be level 0.
 
You can take each Mini-class only once, however, you are allowed to take both the Normal and the Alternate form for the same Mini-class at the same time (this is a violation of the normal Mini-class rules).
 
You are allowed to take actual Mini-classes themselves for your character normally, and can even select Mini-classes that you have as part of your Minulator class. (You are not considered to "have" a particular Mini-class, even if it's part of a Minulator class).
 
Level 6: You may choose three instances of a given Mini-class, in one of these combinations: Normal-Normal-Alternate or Normal-Alternate-Alternate. This can be done for multiple Mini-classes. Some Mini-classes (such as Jobber) allow the Normal and Alternate form to be taken, in these cases, you may have Normal-Normal-Normal or Alternate-Alternate-Alternate.
Level 12: You may choose four instances of a given Mini-class in any combination. This can be done for multiple Mini-classes.
Level 18: You may choose five instances of a given Mini-class in any combination. This can be done for multiple Mini-classes.
Level 24: You may choose six instances of a given Mini-class in any combination. This can be done for multiple Mini-classes.

[PC11] Mirror Group Classes


Magical Pool Mage

Level KXP Wizard
123 456 789 A
1 0 1-- --- --- -
2 2.25 20- --- --- -
3 4.5 21- --- --- -
4 9 320 --- --- -
5 18 421 --- --- -
6 35 431 a-- --- -
7 60 432 0b- --- -
8 95 432 1ac --- -
9 145 533 20b d-- -
10 220 543 21a ce- -
11 440 543 320 bdf -
12 660 554 321 ace -
13 880 554 322 0bd -
14 1100 554 322 1ac -
15 1320 554 422 20b -
16 1540 555 432 21a -
17 1760 555 532 210 -
18 1980 555 533 211 g
19 2200 555 543 221 f
20 2420 555 543 321 e
21 2640 555 554 321 d
22 2860 555 555 432 c
23 3080 555 555 532 b
24 3300 666 655 532 a
25 3520 666 666 642 0
26 3740 777 766 643 1
27 3960 777 777 743 1
28 4180 888 877 753 1
29 4400 888 888 853 1
30 4620 999 988 854 1
31 4840 999 999 964 2
32 5060 AAA A99 964 2
33 5280 AAA AAA A64 2
34 5500 BBB BAA A75 2
35 5720 BBB BBB B75 2
36 5940 CCC CCC C75 3
TH Saves
PD RS PP BW Sp Fo Re Wi
+0  4  7  5  3  6  0  1  1
+0  4  7  5  3  7  0  1  1
+0  4  8  5  4  7  0  1  2
+1  4  8  6  4  7  1  2  2
+1  5  9  6  4  8  1  2  3
+1  5  9  7  5  8  2  3  3
+2  5 10  7  5  9  2  3  4
+2  6 10  7  6  9  2  3  4
+2  6 10  8  6  9  3  4  5
+3  6 11  8  6 10  3  4  5
+3  7 11  9  7 10  4  5  6
+3  7 12  9  7 11  4  5  6
+4  7 12  9  8 11  4  5  7
+4  7 13 10  8 11  5  6  7
+4  8 13 10  8 12  5  6  8
+5  8 13 11  9 12  6  7  8
+5  8 14 11  9 13  6  7  9
+5  9 14 11 10 13  6  7  9
Requisites: Dex 14, Con 9, Int 18
Alignment: any
HD/level: d4
Weapon Prof.: 1+level/6
To Hit Table: Wiz
Save Table: Wiz
Reference: DM
Groups: Wizard, Mirror, Planar
 
Specialized in Magical Pools, no opposite.
Gets Int bonus to spells.
Level 1: Identify Tricks and Magical Pools by sight.
Level 1: Swimming proficiency. Free Action underwater.
Level 4: 1F: Restore the local MF by 1. (This may be done multiple times.)
Level 9 ¶: When drinking from a magical pool, roll 2 results and pick the better.
Level 9: 1F: Restore the local PF by 1. (This may be done multiple times.)
Level 12: 1F, 1/reset: Make a Magical Pool permanent, infinite charges, and it's effects no longer count against your limit of maintains.
Level 16: 1F: Restore the local TF by 1. (This may be done multiple times.)
Level 25: 1F: Restore the local LoopF by 1. (This may be done multiple times.)
   
Magical Pool spells:
Note 1: Magical Pools have CL charges, each charge being a "drink" from the pool. Each person may drink from a Magical Pool only once (using 1V action). If at least one person drinks from a pool, all of that pool's effects together count as 1 effect against your limit of maintains until the next reset. If the pool effect is permanent, after the reset you no longer need to maintain the effect. Only 1 magical pool may be created in a room each reset.
Note 2: These spells are only a start. There are likely variants to these spells, such as a high level Healing Pool. Research Points may be spent here.
Abjuration Pool (SL=1): Magical Pool. The effect (when drank) is a random SL=1d4 defensive effect from [MC1] Monster Collective, Spells.
Create Water (SL=1): Creates a non-magical pool of ordinary water.
Healing Pool (SL=1): Magical Pool. The effect (when drank) is a random SL=1d4 Priest Healing spell.
Protection Pool (SL=2): Magical Pool. The effect (when drank) is a random SL=1d4 defensive effect from [MC2] Monster Collective, Psionics.
Reflecting Pool (SL=2): Magical Pool. Acts as a scrying device. Has only 1 charge, if drank, gives a random Divination effect of SL=1d6.
Wonder (SL=2): Does the Wand of Wonder effect on one target.
Acid Pool (SL=3): Creates a non-magical pool of nasty acid (1d100 dmg, no save). Can be left behind as a (-50%) Trap. Can be created "through" someone (damaging them).
Exploding Pool (SL=3): Hits a group, does a random SL=1d6+1 Invocation effect to the group. Does not count as a Magical Pool.
Remove Trick (SL=3): Removes a Trick in the room (can be reversed to create a random Trick).
Defensive Pool (SL=4): Magical Pool. The effect (when drank) is a random SL=1d8 defensive effect from [MC1] Monster Collective, Spells.
Transport via Water (SL=4): Teleport from one body of water to another.
Remove Special (SL=5): Removes a Special in the room (can be reversed to create a random Special).
Color Pool (SL=5): Creates a temporary Color Pool (treat as a Gate spell). Does not count as a Magical Pool.
Enhance Pool (SL=6): Adds CL charges to an existing Magical Pool. The reverse will destroy a Magical Pool.
Monster Pool (SL=6): Magical pool. Each segment, 1 charge is automatically used, and a DL=1d6+4 monster appears. The monster is not a summon, but will not attack the party, and will attack the party's enemies.
Enhancement Pool (SL=7): Magical Pool. Items put into the pool (using a charge) gain a small benefit (DM will roll a random 1d1000 item XP flag, or a half-plus). These effects are permanent but each item can be enhanced only once per reset.
Disjuncting Pool (SL=8): Magical Pool. An item placed in the pool is Disjuncted, with no Artifact Destruction or Retributive Strike effect. The item will absorb N*N charges from the pool, where N is it's multiplier. If the pool has insufficient charges, the item is unaffected. Can alternatively remove a x1 Terrain Feature completely.
Escape Pool (SL=9): Magical Pool. The effect (when drank) is to Escape to a safe location (home or a safe city/town). The effect is instantaneous (no delay).
Concordant Sampler Pool (SL=10): Magical Pool. The effect (when drank) is a random CSL=1d4-1 Concordant spell.

[PC11] Mirror Group Classes


Overt Rogue

Level KXP
Spells
1 0 (none)
2 4.5 (none)
3 9 (none)
4 18 (none)
5 36 (none)
6 72 (none)
7 144 (none)
8 288 (none)
9 500 (none)
10 850 (none)
11 1200 (none)
12 1550 (none)
13 1900 (none)
14 2250 (none)
15 2600 (none)
16 2950 (none)
17 3300 (none)
18 3650 (none)
19 4000 (none)
20 4350 (none)
21 4700 (none)
22 5050 (none)
23 5400 (none)
24 5750 (none)
25 6100 (none)
26 6450 (none)
27 6800 (none)
28 7150 (none)
29 7500 (none)
30 7850 (none)
31 8200 (none)
32 8550 (none)
33 8900 (none)
34 9250 (none)
35 9600 (none)
36 9950 (none)
TH Saves
PD RS PP BW Sp Fo Re Wi
+0  6  5  6  3  4  1  3  0
+0  7  6  7  4  6  2  5  1
+1  7  8  8  4  7  3  6  2
+1  8  9  9  5  9  5  8  3
+2  9 11  9  6 10  6  9  4
+2 10 12 10  7 12  7 11  5
+3 10 14 11  8 13  8 12  6
+3 12 15 12  9 14  9 14  7
+4 13 16 14 12 15 11 15  8
+4 15 16 15 14 16 12 17  9
+5 16 16 16 16 16 13 18 10
+5 16 17 16 16 16 14 20 11
+6 16 17 16 16 16 14 20 11
+6 16 17 16 16 16 14 20 11
+7 16 17 16 16 16 14 20 11
+7 16 17 16 16 16 14 20 11
+8 16 17 16 16 16 14 20 11
+8 16 17 16 16 16 14 20 11
Requisites: Dex 21, Chr 13
Alignment: L*
HD/level: d3
Weapon Prof.: & 10+level/9
To Hit Table: 3xRog
Save Table: Rog
Reference: DM {Mirror Stealth Rogue} {Reduced Overt Master}
Groups: Rogue, Concordant (x1), Mirror
 
Gets 50 rogue points per level.
Level 1: Thieves' Cant.
BlahR's are offensive (o). This means you reduce BlahR's that you face by this amount. Irreducible BlahR's are reduced at 1 per 5% of oBlahR. Unadjustable BlahR's cannot be adjusted this way. If you have unspent oBlahR left over, roll it, if you make it, you multiply your effect by x2 (or x+1).
You pick one ability per level.
Level 9: 1M, 1/t: Go On the Mound. You are 1 plane removed, your effects are x2 multiplier and x2 effect (or x+1). You are considered Planar Displaced and can't be targetted. Someone else On the Mound can attack you normally, if you are dropped, you are returned to the plane you came from (Went Off the Mound).
 
Lvl Appraiser2 Ability | -50% | -100% | -150% Act Base Penalty Bonus
1-6 oRR || oaRR || oaaRR 0 30 Chr-13 Chr-18
1-6 oMR || oaMR || oaaMR 0 20 Str-14 Str-19
1-6 oPR || oaPR || oaaPR 0 10 Con-15 Con-20
1-6 oIR || oaIR || oaaIR 0 0 Int-16 Int-21
1-6 Fork Innate | Psionic | Magic | Radioactive 1M (may borrow) -10 Chr-22 Chr-22
1-6 Any Rogue ability (= level you took this at) na na na na
7-12 oCR || oaCR || oaaCR 0 20 Dex+Con-28 Dex+Con-38
7-12 oNR || oaNR || oaaNR 0 10 Dex+Chr-31 Dex+Chr-41
7-12 oWR || oaWR || oaaWR 0 0 Int+Chr-34 Int+Chr-44
7-12 oER || oaER || oaaER 0 -10 Str+Wis-37 Str+Wis-47
7-12 Seal Fate (counter a counter) x1 | x2 | x3 | etc. 2M (may borrow) -20 Dex*2-50 Dex*2-50
7-12 Any Rogue ability (= level you took this at) na na na na

[PC11] Mirror Group Classes


Psi(--2)

Level KXP Psi--2
mMG S
1 0 3-- -
2 4.4 5-- -
3 8.8 7-- -
4 17.6 91- -
5 33 A1- -
6 60 B2- -
7 110 C2- -
8 200 D3- -
9 400 E31 -
10 800 F41 -
11 1200 G41 -
12 1600 H52 -
13 2000 I52 -
14 2400 J62 -
15 2800 K63 -
16 3200 L73 1
17 3600 M73 1
18 4000 N84 1
19 4400 O84 1
20 4800 P94 2
21 5200 Q95 2
22 5600 RA5 2
23 6000 SA5 2
24 6400 TB6 3
25 6800 UB6 3
26 7200 VC6 3
27 7600 WC7 3
28 8000 XD7 4
29 8400 YD7 4
30 8800 ZE8 4
31 9200 [E8 4
32 9600 \F8 5
33 10000 ]F9 5
34 10400 ^G9 5
35 10800 _G9 5
36 11200 `HA 6
TH Saves
PD RS PP BW Sp Fo Re Wi
+0  5  3  8  2  3  1  0  1
+1  5  4  8  2  3  1  0  2
+2  6  4  8  3  4  2  0  2
+3  6  5  8  3  4  2  1  3
+4  6  5  9  3  4  2  1  3
+5  6  6  9  4  5  3  1  4
+6  7  6  9  4  5  3  2  4
+7  7  7  9  4  5  4  2  5
+8  7  7 10  5  6  4  2  5
+9  7  8 10  5  6  4  3  6
+10  8  8 10  5  6  5  3  6
+11  8  9 10  6  7  5  3  7
+12  8  9 11  6  7  6  4  7
+13  8 10 11  6  7  6  4  8
+14  9 10 11  7  8  6  4  8
+15  9 11 11  7  8  7  5  9
+16  9 11 12  7  9  7  5  9
+17  9 12 12  8  9  8  5 10
Requisites: Con 12, Int 11, Chr 15
Alignment: non-C
HD/level: d6
Weapon Prof.: 9+level/5
To Hit Table: War
Save Table: Psi
Reference: DM {Mirror Psi-2}
Groups: Psionicist, Mirror
 
See [Q--2] for rules and powers.
PSPs = Chr*2+Int+Con-40+(Chr-5)*(level-1)
Psi--2 powers are resisted using aaPR.
Level 1: +1 Nonweapon Proficiency per level. These slots may be spent on existing Psi--2 powers (not additional ones). Each slot increases a power's check score both by 1, or you can roll an extra 1d20 (choose better result).

[PC11] Mirror Group Classes


Psi(-40) (old Psi-4)

Level KXP Psi-40
mMG SU
1 0 1-- --
2 1.2 2-- --
3 2.4 31- --
4 4.8 41- --
5 9.6 52- --
6 19.2 621 --
7 38.4 731 --
8 76.8 831 --
9 153.6 942 --
10 307.2 942 1-
11 540 952 1-
12 780 953 1-
13 1020 963 1-
14 1260 963 2-
15 1500 974 2-
16 1740 974 3-
17 1980 984 3-
18 2220 985 3-
19 2460 995 4-
20 2700 996 4-
21 2940 996 5-
22 3180 997 5-
23 3420 997 6-
24 3660 998 6-
25 3900 998 7-
26 4140 999 7-
27 4380 999 71
28 4620 999 72
29 4860 999 73
30 5100 999 74
31 5340 999 75
32 5580 999 76
33 5820 999 77
34 6060 999 87
35 6300 999 88
36 6540 999 99
TH Saves
PD RS PP BW Sp Fo Re Wi
+1  5  3  8  2  3  1  0  1
+2  5  4  8  2  3  1  0  2
+3  6  4  8  3  4  2  0  2
+4  6  5  8  3  4  2  1  3
+5  6  5  9  3  4  2  1  3
+6  6  6  9  4  5  3  1  4
+7  7  6  9  4  5  3  2  4
+8  7  7  9  4  5  4  2  5
+9  7  7 10  5  6  4  2  5
+10  7  8 10  5  6  4  3  6
+11  8  8 10  5  6  5  3  6
+12  8  9 10  6  7  5  3  7
+13  8  9 11  6  7  6  4  7
+14  8 10 11  6  7  6  4  8
+15  9 10 11  7  8  6  4  8
+16  9 11 11  7  8  7  5  9
+17  9 11 12  7  9  7  5  9
+18  9 12 12  8  9  8  5 10
Requisites: Dex 0, Con 0, San 6
Alignment: any
HD/level: d8
Weapon Prof.: 4+level
To Hit Table: Mon
Save Table: Psi
Reference: DM
Groups: Psionicist, Mirror
 
See [Q-40] Reality Psionics for rules and powers.
The PSPs of this frequency are unenforced, but P-40Ps = Level - Dex + 20.
1 P-40P = 100 PSPs (Psi1 or Psi2) for conversion.
Minor = ÷1.25 one effect
Major = ÷1.5 one effect
Grand = ÷2 one effect
Super = ÷2.5 one effect
 
There's only one power in Psi-40:
1M or 1bM, 1 P-40P: Multiply the chosen effect by the Psi-40D = power's divisor (x1.25, x1.5, x2, or x2.5). Some examples:
Ability Score: Choose one ability score. It is divided by Psi-40D (round down, no save).
AC: Divide target's AC by Psi-40D (no save)
Actions: Pick one action type (M, P, V). Target's number of actions of that type is divided by Psi-40D (PP save)
Damage: Target's physical damage is divided by Psi-40D
hp: Divide target's hp by Psi-40D (no save)
Move Rate: Divide target's Move Rate by Psi-40D (no save)
Multiplier: Subtract Psi-40D -1 to target's multiplier (Spell save). Using a Minor does nothing. Using a Major: -1 mult. in offense or defense (not both).
Saves: Divide target's save rolls by Psi-40D (no save), automisses saves on natural (Psi-40D)*2 or worse (Minor is 2 or worse).
Spell: One spell, psionic power, or innate ability has it's effect divided by Psi-40D
To Hit: Divide target's to hit rolls by Psi-40D, automisses on natural (Psi-40D)*2 or worse (Minor is 2 or worse).
 
Level 1: Can convert 1M -> 1bM only for Psi-40.

[PC11] Mirror Group Classes


Psi±2


Level

KXP
Psi2,-2,--2
mMG SUV

TH
1 0 1-- - +0
2 4.4 2-- - +0
3 8.8 3-- - +0
4 17.6 31- - +1
5 33 32- - +1
6 60 33- - +1
7 110 43- - +2
8 200 44- - +2
9 400 441 - +2
10 800 442 - +3
11 1200 443 - +3
12 1600 544 - +3
13 2000 554 - +4
14 2800 555 - +4
15 3600 655 - +4
16 4400 665 - +5
17 5200 666 - +5
18 6000 666 1 +5
19 6800 666 2 +6
20 7600 666 3 +6
21 8400 666 4 +6
22 9200 666 5 +7
23 10000 666 6 +7
24 10800 766 6 +7
25 11600 776 6 +8
26 12400 777 6 +8
27 13200 777 7 +8
28 14000 877 7 +9
29 14800 887 7 +9
30 15600 888 7 +9
31 16400 888 8 +10
32 17200 988 8 +10
33 18000 998 8 +10
34 18800 999 8 +11
35 19600 999 9 +11
36 20400 999 91 +11
37 40800 999 92 +12
38 61200 999 93 +12
39 81600 999 94 +12
45 204000 A99 99 +14
54 387600 BBB BB +17
63 571200 DDD DC +20
72 754800 FFE EE1 +23
Requisites: Str 12, Dex 15, Con 12, Int 12, Wis 15, Chr 15
Alignment: T any
HD/level: d6
Weapon Prof.: 7+level/7
To Hit Table: Wiz
Reference: DM
Groups: Psionicist, Mirror
Complexity: CF=3
   
Saving Throws:  
PPD: level+3
RSW: level+6
PP: level+4
BW: level+2
Spell: level+5
Fort: level+0
Reflex: level+0
Will: level+8
   
This class can use Psi2, Psi-2, and Psi--2 powers.
Gets Con bonus to psionic progression.
PSPs = Str+Dex*2+Con+Int+Wis*2+Chr-80+(Dex+Wis-10)*(level-1)
This class's psionic powers are resisted using PowR (Power Resistance), not PR or aPR or aaPR.
Level 1: +1 Nonweapon Proficiency per level. These slots may be spent on existing Psi2, Psi-2, Psi--2 powers (not additional ones). Each slot increases a power's check score both by 1, or you can roll an extra 1d20 (choose better result).

[PC11] Mirror Group Classes


Psionic Usher


Level

KXP
Priest/Psi
123 456 78

TH
1 0 a-- --- -- +0
2 1.75 0a- --- -- +1
3 3.5 10a --- -- +1
4 7 20a --- -- +2
5 14 310 --- -- +3
6 28 420 a-- -- +3
7 56 530 a-- -- +4
8 112 641 0a- -- +5
9 224 752 0a- -- +5
10 399 863 0a- -- +6
11 574 974 0a- -- +7
12 749 A85 10a -- +7
13 924 B96 20a -- +8
14 1099 CA7 30a -- +9
15 1274 DB8 40a -- +9
16 1624 EC9 50a -- +10
17 1799 FDA 610 a- +11
18 2149 GEB 720 a- +11
19 2499 HFC 830 a- +12
20 2849 IGD 940 a- +13
21 3199 JHE A50 a- +13
22 3549 KIF B60 a- +14
23 3899 LJG C71 0a +15
24 4249 MKH D82 0a +15
25 4599 NLI E93 0a +16
26 4949 OMJ FA4 0a +17
27 5649 PNK GB5 0a +17
28 6349 QOL HC6 0a +18
29 7049 RPM ID7 0a +19
30 7749 SQN JE8 10 +19
31 8449 TRO KF9 20 +20
32 9149 USP LGA 30 +21
33 9849 VTQ MHB 40 +21
34 10549 WUR NIC 50 +22
35 11249 XVS OJD 61 +23
36 12649 YWT PKE 711 +23
37 25298 YWT PKE 721 +24
38 37947 YWT PKE 722 +25
39 50596 YWT PKE 732 +25
45 126490 YWT PKE 765 +29
54 240331 YWT PKE 998 1 +35
63 354172 YWT PKE 999 9 +41
72 468013 YWT PKE BBB B1 +47
Requisites: Int 9, Wis 13, Con or Chr 11,
  Class Slots 2
Alignment: any
HD/level: 2d2
Weapon Prof.: 1+level/3
To Hit Table: Pri
Reference: DM {Mirror Attendant}
Groups: Priest, Psionicist, Mirror
Complexity: CF=2
   
Saving Throws:  
PPD: level+7
RSW: level+3
PP: level+4
BW: level+1
Spell: level+2
Fort: level+0
Reflex: level+0
Will: level+4
   
Free Grand spheres in Knowledge, Psionics, and Thought.
Can turn Aliens (creatures from alternate prime planes or other planets, but not outer or ultra planar) as if they were Undead.
 
Has access to one psionic frequency from the following list:
1, 2, 3, 4, 7, 8, 10, 14, 15, 16, 24, 30
Reminder: None of these are X frequencies (4=4th edition when it becomes available, 7=Undead, 14=Lycanthrope, 24=Intelligent Items)
Variants of these frequencies (0.01, 1Blaster, -2, 3.5, 100, etc.) are also legal to pick from, if they are in the Collective.
 
For the purposes of this progression, the SL's for psionics is as follows: Minor=1, Major=3, Grand=5, Super=7, Ultra=9, etc.
 
Level 9: +1 psionic frequency from the list of available choices.
Level 18: +1 psionic frequency from the list of available choices.
Level 27: +1 psionic frequency from the list of available choices.
Level 36: +1 psionic frequency from the list of available choices.
 
CF=3:
Add 12, 18, and 60 to the list of available frequencies to choose from.
 
CF=4:
Gets Psi29 at level 1 in addition to the other psionic frequencies.
Add 5, 6, and 27 to the list of available frequencies to choose from.
 
CF=5:
May choose from any psionic frequencies available in the setting.
The Level 27 and 36 picks may choose X frequencies.

[PC11] Mirror Group Classes


Randomizer3

Level KXP
Spells
1 0 (none)
2 2 (none)
3 4 (none)
4 8 (none)
5 16 (none)
6 32 (none)
7 64 (none)
8 128 (none)
9 180 (none)
10 225 (none)
11 275 (none)
12 330 (none)
13 390 (none)
14 455 (none)
15 525 (none)
16 600 (none)
17 680 (none)
18 765 (none)
19 855 (none)
20 950 (none)
21 1050 (none)
22 1155 (none)
23 1265 (none)
24 1380 (none)
25 1500 (none)
26 1625 (none)
27 1755 (none)
28 1890 (none)
29 2030 (none)
30 2175 (none)
31 2325 (none)
32 2480 (none)
33 2640 (none)
34 2805 (none)
35 2975 (none)
36 3150 (none)
TH Saves
PD RS PP BW Sp Fo Re Wi
+1d2-1 (total = 1d50+1d6, max = 9)
+2d2-2 (total = 1d50+2d6, max = 9)
+3d2-3 (total = 1d50+3d6, max = 9)
+4d2-4 (total = 1d50+4d6, max = 9)
+5d2-5 (total = 1d50+5d6, max = 9)
+6d2-6 (total = 1d50+6d6, max = 9)
+7d2-7 (total = 1d50+7d6, max = 9)
+8d2-8 (total = 1d50+8d6, max = 9)
+9d2-9 (total = 1d50+9d6, max = 9)
+10d2-10 (total = 1d50+10d6, max = 9)
+11d2-11 (total = 1d50+11d6, max = 9)
+12d2-12 (total = 1d50+12d6, max = 9)
+13d2-13 (total = 1d50+13d6, max = 9)
+14d2-14 (total = 1d50+14d6, max = 9)
+15d2-15 (total = 1d50+15d6, max = 9)
+16d2-16 (total = 1d50+16d6, max = 9)
+17d2-17 (total = 1d50+17d6, max = 9)
+18d2-18 (total = 1d50+18d6, max = 9)
Requisites: Con 9 (also see description)
Alignment: any
HD/level: d14-7
Weapon Prof.: 1d4 + (1d2-1) /level
To Hit Table: +1d2-1 /level
Save Table: (total=1d50+(level)d6, max=L+8)
Reference: DM {Mirror Collectivizer3}
Groups: Custom, Mirror, Random
 
Each Level: The DM pulls a class from the [PC19] Random group of classes. You may pick a "Warrior", "Wizard", "Priest", or "Rogue" Random class. You get the following:
1. One of the (non-"Level:") lines of text that defines the class. If there is none, the DM will make up something (like an Exceptional stat or something). If the ability references LVL or CL, it improves with your Randomizer3 level.
2. All "Level:" abilties of that exact level from that class (even if non-pickable). If there are none, you get one lower level ability chosen by the DM (usually one of the better ones). If it references LVL or CL, it improves with your Randomizer3 level.
3. The difference in spell progression from the previous level to this level (e.g. if the previous level was 322 and the new level is 3321, you would get 0101 as your progression). This progression does not improve with level; it's a one time deal (you will probably collect a lot of different progressions tho!). If the progression has a stat bonus, you may use it, but you get only one bonus for each stat (for all of your progressions). If multiple progressions use the same stat, you can split your bonus amongst them as you see fit.
4. Take the class's highest Requisite and add LVL in that stat to this class's Requisites. (For example, if your first pick was Fighter1, this class now requires Str 1 and Con 9). This has a maximum equal to the actual Requisite for the class (e.g. if you get Fighter1 at level 20, you'll add 9 to the Str requirement, not 20). This may cause you to "owe" quite a few stat points. You may spend your stat point for going up in level before the DM checks which class to add.
Other notes about this class:
N1. If you are picking up Randomizer3 class beyond level 1, all you have to meet is the Con 9 requirement. Then the DM will do all the class stuff and you'll have higher requirements from now on.
N2. If you get a Rogue group class, you get (level of this pick)*2*LVL Rogue points. The "level of this pick" doesn't go up with level, but LVL does. (e.g. if you got Rogue group classes at levels 4, 5, and 7, you get 32*LVL Rogue points per level). It is possible the Rogue class you pick may increase this, for example, a reasonable non-"Level:" line of text for one of the "-eer" classes would be 20*LVL Rogue points, since they give 60*LVL Rogue points instead of 40*LVL.
N3. If you get a Psionicist group class, you get the PSP difference from previous level to this level (e.g. calculate your pool as if one level lower, and subtract it from your calculated pool for this level). Your pool does not increase in size. If you get an Ioun Stone of PSPs you can transfer PSPs between pools.
N4. At the end of the campaign, you may take one (only one!) of the Random classes that were referenced for your Randomizer3 class, and add it permanently to the Collective.
N5. Yes, the Weapon Proficiencies, To Hit, and Saves are random. You roll only once per level, when you level. You do not reroll old results.

[PC11] Mirror Group Classes


Scarlet Pimpernel / Liberator

Level KXP Rogue   War
123 456  123 4
1 0 2-- ---  1-- -
2 3.85 31- ---  2-- -
3 7.7 41- ---  21- -
4 15.4 52- ---  31- -
5 30.8 621 ---  32- -
6 61.6 731 ---  321 -
7 123.2 832 ---  431 -
8 246.4 942 1--  432 -
9 492.8 A52 1--  432 1
10 800 B53 2--  443 1
11 1170 C63 21-  543 2
12 1540 D73 21-  544 2
13 1910 E74 32-  544 3
14 2280 F84 321  554 3
15 2650 G95 321  555 3
16 3020 H95 321  555 4
17 3390 IA6 321  655 4
18 3760 JB6 421  665 4
19 4130 KB7 421  666 4
20 4500 LC7 531  666 5
21 4870 MD8 532  766 5
22 5240 ND8 532  776 5
23 5610 OE9 642  777 5
24 5980 PF9 643  777 6
25 6350 QFA 743  777 7
26 6720 RGA 753  877 7
27 7090 SHB 753  887 7
28 7460 THB 854  888 7
29 7830 UIC 864  888 8
30 8200 VJC 964  988 8
31 8570 WJD 965  998 8
32 8940 XKD 975  999 8
33 9310 YLE A75  999 9
34 9680 ZLE A75  A99 9
35 10050 ZMF B86  AAA A
36 10420 ZNG C97  BBB B
TH Saves
PD RS PP BW Sp Fo Re Wi
+3  6  4  5  4  3  2  2  1
+4  7  5  6  5  4  3  2  1
+5  8  5  7  6  4  3  3  2
+6  8  6  7  7  5  4  3  2
+7  9  7  8  8  6  4  4  2
+8 10  8  9  9  7  5  4  3
+9 11  8 10 10  7  5  4  3
+10 11  9 10 11  8  6  5  3
+11 12 10 11 12  9  6  5  4
+12 13 11 12 13 10  7  6  4
+13 14 11 13 14 10  7  6  4
+14 14 12 13 14 11  8  6  5
+15 14 12 14 14 11  8  7  5
+16 14 13 14 14 12  9  7  5
+17 15 13 14 14 12  9  8  6
+18 15 14 14 14 13 10  8  6
+19 15 14 15 15 13 10  8  6
+20 15 14 15 15 14 11  9  7
Requisites: Dex 18, Int 16, Chr 16
Alignment: CG (overwrite)
HD/level: +‡d10
Weapon Prof.: 4+level/2
To Hit Table: War +3 levels
Save Table: War +3 levels
Reference: DM {Mirror Scarlet Huntsman}
Groups: Warrior, Rogue, Mirror
 
For Alignment, "(overwrite)" means this class requires CG alignment, but it overwrites all of your other alignment restrictions to be CG as well.
   
For HD, "‡" means an additional HD at level 2 (i.e. this class gets 2 HD at level 2).
   
Exceptional Str and Barbarian Dex bonus.
Can specialize in one Warrior or Rogue school, with no opposite.
Gets one "Any Rogue" pick per level, plus an extra "Any Rogue 1" pick at level 1. 60+40*level Rogue points.
Level 1: 1M: Alter Appearance (cannot be seen through except by immunity to Mirage Arcana)
Level 1: 1M, 1/t: Locate Person or Object.
Level 1: Trailing, City Knowledge, Spying proficiencies.
Level N (every level): Choose a species type (see list below). You resist effects (not attacks) vs. that species type. You may pick the same species type more than once; each pick is cumulative.
Species choices: Alien, Alternate Reality creatures, Animal, Arctic, Avian, Beholder, Cloud, Cold-Using, Concordant group, Creatures of 1 alignment, Creatures of 1 plane, Cthulhoid Horror, Dragon, Eelemental, Elemental, Faerie, Far Realm, Fire-Using, Giant, Giant-Class, Golem, Group of Classes, Hound, Humanoid, Immortal, Inner Planar, Insect, Leech, Lycanthrope, Magic-Using, Mind Flayer World, Mutant, Nightmare Dimension, NPC, Ooze, Other Timeline/Multiverse, Outer, Plant, Psionic, Rakshasa World, Regenerating, Reptile, Size Class (choose one), Space, Spirit of the Land, Tarrasque World, Technological, Undead, Unlive, Virus, Water, Weird, Wurm.
Level 1: Surprise 90% of time.
Level 1: 1V, spend X*Y^2 gp, make a Chr check at -Y^2: "Buy off" X Henchmen of DL=Y. They will not attack you or your allies. If you buy them off again (with another V action and gold), they join your side.
Level 1: May have a Familiar.
Level 1: May throw missile weapons with both hands.
Level 2: 1M, 1/t: Find the Path.
Level 3: NR (LVL-2)*20%
Level 4: 1M: Shadow Door (move from one shadow to another you know of within 360 yards); 1F: Shadow Gate
Level 5: Dust of Appearance 30'r cont.
Level 6: Attract 2-20 followers, usually DL V+ Humanoids.
Level 7: Ignore Non-detection cont.
Level 8: 1M, 1/t: Escape a Maze; 1M, 1/t: Ignore Distance Distortion; 1M, 1/t: Ignore Mirage Arcana; 1M, 1/t: Force Shapechange.
Level 9: 1M, 1/t: Find the Path across Planes and Time (but not Timelines/Loop).
Level 10: You and your party do not leave a trail and cannot be tracked or trailed, except by a Strider/Huntsman of double your level or a Ranger of triple your level. If out of visual sight, your party cannot be Located or Find the Pathed to.
Level 11: Cosmic Awareness cont.

[PC11] Mirror Group Classes


Worshiper of the UltraWhite

Level KXP Priest
123 456 789
1 0 1-- --- ---
2 3 11- --- ---
3 6 111 --- ---
4 12 111 1-- ---
5 24 111 11- ---
6 48 222 11- ---
7 96 222 111 ---
8 192 222 222 ---
9 384 222 222 1--
10 750 333 222 1--
11 1500 333 333 1--
12 2000 333 333 11-
13 2500 333 333 22-
14 3000 333 333 221
15 3500 333 333 222
16 4000 333 333 333
17 4500 444 333 333
18 5000 444 444 333
19 5500 444 444 444
20 6000 555 444 444
21 6500 555 555 444
22 7000 555 555 555
23 7500 666 555 555
24 8000 666 666 555
25 8500 666 666 666
26 9000 777 666 666
27 9500 777 777 666
28 10000 777 777 777
29 10500 888 777 777
30 11000 888 888 777
31 11500 888 888 888
32 12000 999 888 888
33 12500 999 999 888
34 13000 999 999 999
35 13500 AAA 999 999
36 14000 AAA AAA 999
TH Saves
PD RS PP BW Sp Fo Re Wi
+1  9  5  6  3  4  0  1  3
+3 10  6  7  5  5  2  2  5
+5 12  7  9  6  7  3  3  6
+7 13  9 10  7  8  4  4  8
+9 14 10 11  8  9  5  5  9
+11 15 11 12 10 11  6  6 11
+13 16 13 13 11 12  8  7 12
+15 16 14 14 13 13  9  8 14
+17 16 15 15 14 14 10  9 15
+19 17 15 16 15 15 11 10 17
+21 17 16 16 16 16 12 11 18
+23 17 16 16 16 16 14 12 20
+25 17 16 16 16 16 15 14 20
+27 17 16 16 16 16 16 16 20
+29 17 17 17 17 16 16 16 20
+31 17 17 17 17 17 17 17 20
+33 18 18 18 17 17 17 17 20
+35 18 18 18 18 18 18 17 20
Requisites: Wis 23, Con 4
Alignment: non-C
HD/level: 3d1
Weapon Prof.: 3+level/2
To Hit Table: Pri
Save Table: 3xPri
Reference: DM {Mirror Worshiper of the UltraBlack}
Groups: Priest, Mirror, Demigod (x1)
 
For abilities, see next page.

[PC11] Mirror Group Classes


Worshiper of the UltraWhite Abilities

For spheres, your "God" gives you 1d3-1 Grands, 1d6-1 Majors, and 1d4-1 Minors. You at least get to pick them! In addition, you always have Grand in Astral.
The "UltraWhite" is the Mirror Universe version of the Plane of the UltraBlack. It can be reached (from the normal universe) by making yourself infinitely small. It also borders the Plane of the UltraBlack, and the DemiPlane of Mirrors (in the Astral). It is home to microscopic beings who regulate the "Factors" (MF, PF, TF, see [A9]) and the transmission of psionic powers.
 
You do not choose from the GGL for your Specialty God pick. Instead, choose of these choices to get your Specialty God effect:
1. (Req: Str +9) Each day, the DM rolls a random Class or Class Adjective, you have it's special abilities that day.
2. (Req: Dex +9) You get a random 9-17th level Rogue ability at LVL*10%, you can use it as often as you like.
3. (Req: Con +9) The DM rolls a random Intelligent Item power (L1: Lesser, L4: Greater, L9:Extraordinary , L18: Awesome)
4. (Req: Int +9) The DM rolls a random Antemortal0 or Immortal0 spell (LVL*2% chance of Immortal0)
5. (Req: Wis +9) The DM resolves a random Wild Surge, which moves with you. If it is harmful, it is hole in the middle.
6. (Req: Chr +9) Each reset, you lose 1d10 randomly among TH,dmg,AC,saves,hp,CL, then gain 1d12 amongst them.
7. (Req: Cml +9) 1N, LVL/d: Dust of Disappearance yourself for 1 round.
 
For spheres, your "God" gives you 1d3-1 Grands, 1d6-1 Majors, and 1d4-1 Minors. You at least get to pick them! In addition, you always have Grand in Astral.
You may drop your God and pick up a new one at reset; you will have to re-determine it's special ability and it's spheres.
 
You Turn something, not necessarily undead. The DM rolls 1d30 twice from the following choices:
[1] Alternate Reality creatures, [2] Animals, [3] Avians, [4] Beholders, [5] Cold-Using, [6] Concordant group, [7] Creatures of 1 alignment, [8] Creatures of 1 plane, [9] Demons/Devils, [10] Dragons/Reptiles, [11] Elementals, [12] Fire-Using, [13] Giant-Class, [14] Golems (& Constructs), [15] Group of Classes, [16] Humans (& Demihumans), [17] Insects, [18] Lycanthropes, [19] Magic-Using, [20] Other Timeline/Multiverse, [21] Plants, [22] Psionic-Using, [23] Regenerating, [24] Size Class H+, [25] Size Class S-, [26] Slimes (& Oozes/Jellies), [27] Technological, [28] Undead, [29] Unlive and Spirits, [30] Water-dwelling creatures.
 
You know a "Summon UltraWhite Creatures N" spell at each spell level. The creature you summon is considered DL=SL+1, and will have the following stats:
AC = (1d20)*(SL+1d4-1)
HD = 3m(SL*2)
hp = HD*(1d(SL*4))
It will do a spell level = 2d(SL+1) effect when it acts, most likely of a random psionic frequency (DM rolls 1d100-45)
 
Level 1: 1F: Add 1 to current MF, PF, or TF in the area. The upper limit is 10+LVL.
Level 1: Each day, a random [C] section effect is rolled. 1M: Do that [C] section effect. When the DM rolls the effect, he will tell you if it affects an individual or a group, and whether they get a save.
Level 1: Each day, a random [C] section effect is rolled. 1M: Dispel (or cure) that effect on someone.
Level 2: Resist Elements of E=LVL/2 and lower.
Level 3: Immune Annihilation and Creation.
Level 5: You and your party have reduced number of encounters in the Plane of the UltraWhite. TF Beings are not attracted to you.
Level 6: Time/Reality and Loop/Reality Stability.
Level 7: Immune Mirror (the unusual material). Ignore all types of "blahReflection" and the spell "Spell Reflection".
Level 9: You know UltraWhite Gate as a 7th level Priest spell (Astral Sphere).
Level 13: You may pass through barriers in the Plane of Mirrors, if it is from your home Multiverse.
Level 18: +LVL-13 lifep (life points) to your max hp total. (Each lifep is 1 ihp that requires a slay in between each one.)

[PC12] Planar Group Classes


Astral Physical Initiate30


Level

KXP
Psi30simple
mMG SU

TH
1 0 1-- -- +0
2 10 2-- -- +1
3 20 3-- -- +2
4 30 31- -- +3
5 40 32- -- +4
6 50 33- -- +5
7 100 331 -- +6
8 200 332 -- +7
9 300 432 -- +8
10 400 433 -- +9
11 500 443 -- +10
12 1000 443 1- +11
13 1300 443 2- +12
14 1600 443 3- +13
15 1900 444 3- +14
16 2200 444 4- +15
17 2500 544 4- +16
18 2800 554 41 +17
19 3100 554 42 +18
20 3400 555 43 +19
21 3700 555 44 +20
22 4000 555 54 +21
23 4300 555 54 +22
24 4600 555 55 +23
25 4900 665 55 +24
26 5200 666 55 +25
27 5500 666 65 +26
28 5800 666 66 +27
29 6100 776 66 +28
30 6400 777 66 +29
31 6700 777 76 +30
32 7000 777 77 +31
33 7300 887 77 +32
34 7600 888 77 +33
35 7900 888 87 +34
36 8200 888 881 +35
37 16400 888 882 +36
38 24600 888 883 +37
39 32800 888 884 +38
45 82000 998 888 +44
54 155800 AAA AA9 +53
63 229600 CCB BBB +62
72 303400 DDD DCC 1 +71
Requisites: Int 13, Wis 13, Chr 13
Alignment: any
HD/level: 2d4
Weapon Prof.: 3+level
To Hit Table: War
Reference: Shadowrun
Groups: Warrior, Psionicist, Planar
Complexity: CF=2
   
Saving Throws:  
PPD:  
RSW:  
PP:  
BW:  
Spell:  
Fort:  
Reflex:  
Will:  
   
Can use Astral Perception.
Can use Astral Projection (Int->Str, Wis->Dex, Chr->Con), and can attack normally while projected.
 
Gets Exceptional Str, Dex, or Con (pick one).
 
PSPs = (Int+Wis+Chr-36)*10 + LVL*60.
This (and the powers given below) are in the normal Psi1 PSP scale. Older printings of Psi30 used an older (10 to 1) scale.
 
May "material component" Psi30 powers by using 1V action. Note there are powers that are "Touch" for 1 target, if you material component these, you can hit your group (yourself excluded), or hit 1 target at range.
 
Level 9: Gets another Exceptional stat among Str, Dex, or Con.
Level 18: Gets the last Exceptional stat among Str, Dex, or Con.
 
In the powers list, "Field" is the same as "Discipline" in Psi3. If you generate a Psi Discipline Robe, use this column. Otherwise it is ignored.
"Drain" codes are no longer used but are being maintained for reference.
The old "Target" and "Type" columns from the old Psi30 are no longer being maintained.
 
CF=3:
Replace "Exceptional" with "Barbarian" above. Or you can alternatively have all three Exceptional stats at level 1 (and don't get any more at levels 9 and 18).
 
CF=4:
Gets Barbarian Str, Dex, and Con at level 1.

[PC12] Planar Group Classes


Astral Priest

Level KXP Priest
123 456 78
1 0 20- --- --
2 2 210 --- --
3 4 321 --- --
4 7.5 422 --- --
5 12.5 432 0-- --
6 20 432 1-- --
7 35 443 1-- --
8 60 443 20- --
9 90 543 21- --
10 125 543 320 --
11 200 553 321 0-
12 300 554 432 1-
13 750 655 543 2-
14 1150 666 654 3-
15 1550 666 666 4-
16 1950 666 666 5-
17 2350 666 666 6-
18 2750 666 666 60
19 3150 666 666 61
20 3550 666 666 62
21 3950 666 666 63
22 4350 666 666 64
23 4750 666 666 65
24 5150 766 666 65
25 5550 776 666 65
26 5950 777 666 65
27 6350 777 766 65
28 6750 777 776 65
29 7150 777 777 65
30 7550 777 777 75
31 7950 777 777 76
32 8350 777 777 77
33 8750 887 777 77
34 9150 888 877 77
35 9550 888 888 77
36 9950 888 888 88
TH Saves
PD RS PP BW Sp Fo Re Wi
+0  4  2  3  1  1  1  1  0
+1  5  2  4  2  1  1  1  0
+2  5  3  4  3  2  2  2  1
+3  6  4  5  4  3  2  2  1
+4  7  5  6  5  4  3  2  1
+5  8  5  7  6  4  3  3  2
+6  8  6  7  7  5  4  3  2
+7  9  7  8  8  6  4  4  2
+8 10  8  9  9  7  5  4  3
+9 11  8 10 10  7  5  4  3
+10 11  9 10 11  8  6  5  3
+11 12 10 11 12  9  6  5  4
+12 13 11 12 13 10  7  6  4
+13 14 11 13 14 10  7  6  4
+14 14 12 13 14 11  8  6  5
+15 14 12 14 14 11  8  7  5
+16 14 13 14 14 12  9  7  5
+17 15 13 14 14 12  9  8  6
Requisites: Int 15, Wis 12
Alignment: any
HD/level: 2d3
Weapon Prof.: 1+level/6
To Hit Table: Wiz
Save Table: Pri
Reference: DM
Groups: Priest, Planar
 
Gets Int (not Wis) bonus to spells.
Gets Exceptional Int bonus.
Bonus grand in Astral sphere.
+1 summon slot that holds up to LVL Astral Constructs (or their variants).
   
Level N (every level): Using the list below, pick an ability.
A. +1M Action.
B. Barbarian Int bonus instead of Exceptional.
C. Stun touch: You can attack (unarmed only) if you are Astrally Projected; +10*LVL Astral stunning dmg with unarmed attacks (save vs. PPD or -LVL all actions for LVL r)
D. Immune to aging attacks, or effects that would damage your Silver Cord.
E. You, your party, followers, henchmen, summons, familiars, and animal companions Fly at LVL*30" (LVL*10 mph) in non-combat situations.
F. Automatically make Int checks, Disbelief checks (regardless of penalty). Immune to Mirage Arcana.
G. ½V: Controlled Blink.
H. You and your henchmen ignore Phased Out status, Displacement, and Planar Displacement.
I. Your summons do special effects (innates, spells) as if one DL better than they are.
J. Immune to Astral sphere spells, and being Astral Construct or Astral Destruct "twisted".
K. Free GGL (Specialty God) pick in a god that has an Int requirement.
L. The party's psionic link cannot be "tapped", disrupted, and works up to 2 planes removed.
M. 1F, 1/h: Create a x1 Terrain Feature (Special with 1 mile radius), with a max SL=(LVL/2) effect.
N. Your illusion spell effects have xLVL area. ½M: Dispel Illusion.
O. Choose one other pick above (that you already have), or an Astral spell you know. Replace all instances of the word "Astral" with "Anti-Astral", "Ethereal", "Phlogiston", or "Maelstrom".
New Astral Spells:
Astral Construct N (SL=N): Summon an Astral Construct of DL=N. Astral Construct 0 is legal as an Orison (Cantrip). Reverse of this spell gives an Astral Repair (not an Astral Destruct). You may material component this spell to get 2 Astral Constructs (assuming you have the slots available).
Astral Perception (SL=1): Perceive into the Astral plane; you are considered an additional +2 weapon to hit.
Astral Form Blockade Field (SL=2): x1 Enemy Special on room: Dim Doors, Blinking, Astral Perception/Projection do not work in room ("Enemy Specials" only work on enemies; your party and summons etc. are not affected. They are removed as per Specials, with a -50% penalty).
Astral Projection (SL=3): Can project into the Astral Plane; cannot physically attack; copy Int->Str, Wis->Dex, Chr->Con.
Astral Dreadnought/Deva (SL=4): Summons an Astral Dreadnought or Deva (your choice, they are DL VI monsters). You have an Astral Dreadnought/Deva summon slot in addition to your normal summon slot (and your Astral Construct slot).
Burst Astral Destruct Swarm Summoning V (SL=5): Summons LVL Astral Destruct V's, not sick, have only 3S actions, disappear after 1r. Reverse of this spell summons Astral Fabricators.
Improved Astral Projection (SL=6): As Astral Projection, but you can physically attack.
Holy Word Stun (SL=7): Target is Capital S Stunned (no save, no MR). Material componenting this spell for area gives 2 targets, not a group.
Star Travel (SL=8): You fly at CL c (CL times the speed of light). You can enter a Star and either [1] Spelljam to another Star or Crystal Sphere (as if you were an Iconian Gateway), or [2] Time Travel (as if you were an Undead Robotic Chicken).
Custom Astral Projection (SL=9): As Improved Astral Projection, but pick Int, Wis, or Chr; this stat copies to the other 5.

[PC12] Planar Group Classes


Baron

Level KXP Baron     Duke
123 456 789 [1]
1 0 1-- --- --- [-]
2 3.3 2-- --- --- [-]
3 6.6 21- --- --- [-]
4 13 32- --- --- [-]
5 33 421 --- --- [-]
6 66 422 --- --- [-]
7 99 432 1-- --- [-]
8 166 433 2-- --- [-]
9 266 433 21- --- [-]
10 666 443 22- --- [-]
11 966 444 33- --- [-]
12 1366 444 441 --- [-]
13 1666 555 442 --- [-]
14 2066 555 442 1-- [-]
15 2466 555 552 1-- [-]
16 2666 555 553 21- [-]
17 2866 555 553 32- [-]
18 3066 555 553 321 [-]
19 3266 555 553 331 [-]
20 3466 555 554 332 [-]
21 3666 555 554 442 [-]
22 3866 555 555 443 [-]
23 4066 555 555 553 [-]
24 4266 555 555 554 [-]
25 4466 555 555 555 [-]
26 4666 666 655 555 [-]
27 4866 666 666 655 [1]
28 5066 666 666 666 [1]
29 5266 777 766 666 [1]
30 5466 777 777 766 [1]
31 5666 777 777 777 [1]
32 5866 888 877 777 [1]
33 6066 888 888 877 [2]
34 6266 888 888 888 [2]
35 6466 999 988 888 [2]
36 6666 999 999 999 [3]
TH Saves
PD RS PP BW Sp Fo Re Wi
+0  5  3  8  2  3  1  0  1
+1  5  4  8  2  3  1  0  2
+2  6  4  8  3  4  2  0  2
+3  6  5  8  3  4  2  1  3
+4  6  5  9  3  4  2  1  3
+5  6  6  9  4  5  3  1  4
+6  7  6  9  4  5  3  2  4
+7  7  7  9  4  5  4  2  5
+8  7  7 10  5  6  4  2  5
+9  7  8 10  5  6  4  3  6
+10  8  8 10  5  6  5  3  6
+11  8  9 10  6  7  5  3  7
+12  8  9 11  6  7  6  4  7
+13  8 10 11  6  7  6  4  8
+14  9 10 11  7  8  6  4  8
+15  9 11 11  7  8  7  5  9
+16  9 11 12  7  9  7  5  9
+17  9 12 12  8  9  8  5 10
Requisites: Con 13, Int 13, Wis 13
Alignment: any E
HD/level: 3d2
Weapon Prof.: 4+level/2
To Hit Table: War
Save Table: Psi
Reference: DM {Reduced Duke / ArchDuke}
Groups: Concordant (x1), Planar
 
This class refers to lesser lords of the evil planes. The Nine Hells version is called "Baron"; the other planes have other titles. This class is not specific to Hell (AL LE); it is for all lower planes. I refer to "Demons" and "Devils" in the powers, use the type of lower being appropriate to your alignment.
Gets Exceptional Con. Can weapon specialize, using the Non-Warrior line for number of attacks.
Level 1: RMR level*13% .
Level 1 ¶: Each level, pick an Element or (non-"gross") [C] section effect. You resist it.
Level 3: Your unarmed attacks cause 1d6 stat damage (random stats, no save, aNR to resist)
Level 6: Troll-like regen LVL hp/s
Level 9: +1S action per round.
Level 9: Pick one Charanodaemon5 Level 9 ability or less (letters A-O).
Level 18: +1QF action per round.
Level 27: +1X action per round.

[PC12] Planar Group Classes


Baron Spells

Level # Name Effect Source
1 1 Ashes Half of your weapon dmg is vile dmg (perm hp) Psi-6E
1 2 Darkbolt Target takes CLd4 darkness dmg (no save) and stun 1 segment (Para save) Psi-6E
1 3 Detect Demons Detect Evil Outer (reverse is Good) RADemons-28
1 4 Dismiss Minion Dismiss an Evil Outer of DL=(LVL+1)/2 or less (no save) (reverse is Good) RADemons-29
1 5 Drain Life Target takes N unholy negative vile grave dmg (no save); gain N hp (can go above max) Psi-6E
1 6 Immunity I Immune to poison, non-silver weapons Psi6E
1 7 Intimidate Fear a group (Will save) RADemonsII-87
1 8 Larva Life Mouth's bP: Consume 1 larva to Cureall (incl. DPPs) Psi6E
1 9 Lesser Invocation Use an innate ability of an Evil Outer you've summoned RADemons-29
1 10 Minor Personal Ward Evil Outer cannot attack you unless you're offensive (reverse is Good) RADemons-29
1 11 Protection from Demons Immune to Evil Outer innates (reverse is Good) RADemons-29
1 12 Summon Minion Summons a DL II Evil Outer RADemons-30
1 13 Taint / Dispel Taint Curse (no save, IR), DM rolls in [C] section for effect RADemonsII-87
2 1 Call Minion Summons a DL III Evil Outer RADemons-31
2 2 Charm Demon Charm an Evil Outer (Will save, no BlahR) (reverse is Good) RADemons-31
2 3 Darkbeam 60' line takes CLd6 darkness dmg (no save) and stun 2 segments (Para save at -CL) Psi-6E
2 4 Detect Demonic Influence Detect Evil Charm/Domination/Possession/etc. RADemons-31
2 5 Dismiss Denizen Dismiss an Evil Outer of any DL (Fort save) (reverse is Good) RADemons-31
2 6 Evil Eye Target's AC becomes 66-CL^2 (Petrif save at -CL) Psi-6E
2 7 Immunity II Immune to fire or cold, +1 weapon to hit Psi6E
2 8 Lesser Pact Summons a DL IV Evil Outer, with a programmed task (is free afterwards, doesn't disappear) RADemons-31
2 9 Minor Ward 10' r As Minor Personal Ward (SL=1) except 10'r RADemons-32
2 10 Summon Demon Warriors Summons CL/3 DL II Evil Outer RADemons-32
2 11 Summon Soul Hounds Summons CL DL I Soul Hounds (they energy drain 1 level) RADemons-33
2 12 Temptation 3 Will saves, 1 fail=Command, 2 fail=Suggestion, 3 fail=Dominated RADemonsII-88
2 13 Torment Body Target degenerates at CL hp/s RADemonsII-88
3 1 Banish Minions Dismiss a group of Evil Outer of any DL (Fort save) (reverse is Good) RADemons-33
3 2 Call Soul Hounds Summons CL DL II Soul Hounds (they energy drain 2 levels) RADemons-33
3 3 Call Demon Warriors Summons CL/4 DL III Evil Outer RADemons-33
3 4 Darkcone 60' cone takes CLd8 darkness dmg (no save) and stun 3 segments (Para save at -CL*2) Psi-6E
3 5 Dismiss Demon Dismiss an Evil Outer of any DL (no save, IR) (reverse is Good) RADemons-33
3 6 Gaze of Ice PP Save (for 13*CL damage) or petrified to ice Psi6E
3 7 Hold Demon Hold Monster vs. Evil Outer, ignores immunity (Fort save) (reverse is Good) RADemons-34
3 8 Infernal Communion Contact Other Plane (Evil), or Commune (to Evil god) RADemons-34
3 9 Major Personal Ward Evil Outer cannot attack you until this is dispelled (reverse is Good) RADemons-34
3 10 Possession Similar to wizard spell "Magic Jar" Psi6E
3 11 Protection from Demons 10'r As Protection from Demons (SL=1) except 10'r RADemons-34
3 12 Summon Minion Summons a DL IV Evil Outer RADemons-34
3 13 Summon Nightmare Summons a DL IV Nightmare, can be used as a Mount (has 30*CL hp) RADemons-34

[PC12] Planar Group Classes


Baron Spells (cont.)

Level # Name Effect Source
4 1 Banish Denizen Dismiss a group of Evil Outer of any DL (no save, IR) (reverse is Good) RADemons-35
4 2 Bind Minion Gates in a DL IV Evil Outer, it is not a summon (it's just here) RADemons-36
4 3 Call Minions Summons CL/5 DL IV Evil Outer RADemons-36
4 4 Call Nightmare Beast Summons a DL V Nightmare Beast, can be used as a Mount (has 60*CL hp) RADemons-36
4 5 Cloak of Darkness Imp.Invis., Immune to Detection/Location Psi6E
4 6 Major Ward 10'r As Major Personal Ward (SL=3) but 10'r RADemons-36
4 7 Multi-Twist Twist (dispel) CL effects Psi-6E
4 8 Power Word Blind 200 hp of creatures blinded (no save) Psi6E
4 9 Summon Demon Summons a DL V Evil Outer RADemons-36
4 10 Summon Gatekeeper Summons a DL IV Evil Outer with the Hell's Caretaker class RADemons-37
4 11 Summon Scourge Summons a DL IV Evil Outer with the Scarlet Torturer class RADemons-37
4 12 Summon Succubus/Incubus Summons a DL IV Succubus/Incubus with the Slut1 class RADemons-38
4 13 Teleport Without Error Teleport Without Error Psi6E
5 1 Banish Demon Dismiss an Evil Outer of any DL (no save, no BlahR) (reverse is Good) RADemons-38
5 2 Beacon of Unrest Bring a defeated monster back to life under your control (counts as a "Revive") Psi-6E
5 3 Defile Consecrated Ground Destroys one good-aligned area's Aura Psi6E
5 4 Evil Haste +level B actions Psi-6E
5 5 Gate Gate Psi6E
5 6 Immunity III Immune:lightning/acid, +2 weapon to hit Psi6E
5 7 Infernal Spawn of Evil Summon a Demon Beast: AC 70, hp 700, #Att 7/1, TH +70, dmg 70, 1M: 10 dmg to target Psi-6E
5 8 Planeport As TWE but up to 6 planes removed Psi6E
5 9 Summon Minion Horde Summons CL DL II Evil Outer RADemons-38
6 1 Bringer Immune Illusions; Immune Disease; Immune Reverse Healing Psi-6E
6 2 Immunity IV Globe/Invuln., Immune:1st-2nd Dominions Psi6E
6 3 Infernal Spawn of I.S. of Evil Summon a Demon Child: AC 80, hp 800, #Att 8/1, TH +80, dmg 80, 1M: 20 dmg to target Psi-6E
6 4 Reveal Sin Target must Atone or lose a Specialty God pick (RSW Save) RADemonsII-89
6 5 Steal Soul III Transforms unwilling target to a larva (no save, IR) Psi6E
6 6 Summon Shapeless Horror Sumons a DL VI Shapeless Horror RADemons-39
7 1 Hellfire Storm (5*CL)d6 Unholy Brimstone dmg to a group (no save) BoVD-81
7 2 Summon Leviathan Summons a DL VIII Leviathan RADemons-39
7 3 Trap the Soul Trap the Soul (no save) BoVD-80
8 1 Summon Demon Lord Summons a DL IX Demon Lord (low level Duke) RADemons-40
8 2 Summon Diabolical Wyrm Summons a DL IX Demonic Dragon RADemons-40
8 3 Utterdark Capital D Darkness (even to Cosmic Awareness, True Sight) BoVD3-81
9 1 Eternity of Torture Target is helpless, all ability scores except Con drop to 0 (Fort save) BoVD3-81
9 2 Mindrape Capital E Extract, Forget (no save) BoVD3-83
Duke 1 (11) 1 Eternal Night x2 Terrain Feature: No new Summonings; No Divine Intervention; Proof vs. Teleport. RADemons-41
Duke 1 (11) 2 Genocide Kills all of a race on a single plane (can reduce area) RADemons-41
Duke 1 (11) 3 Lesser Apocalypse Earthquake up to an entire continent (can reduce area), CLd60 vile dmg (no save) RADemons-42

[PC12] Planar Group Classes


Charonodaemon5

Level KXP Wiz:Enc/Cha
123 456 789
1 6.6 (owe) 1-- --- ---
2 9.9 2-- --- ---
3 13.2 21- --- ---
4 19.8 22- --- ---
5 33 221 --- ---
6 59.4 222 --- ---
7 112.2 322 1-- ---
8 217.8 332 2-- ---
9 323.4 333 21- ---
10 429 333 32- ---
11 633.6 433 321 ---
12 1000 444 321 ---
13 1250 444 322 ---
14 1500 444 432 ---
15 1750 544 432 1--
16 2000 555 432 2--
17 2250 655 443 2--
18 2500 655 443 21-
19 2750 655 543 22-
20 3000 655 544 32-
21 3250 655 544 321
22 3500 665 554 322
23 3750 666 654 332
24 4000 776 655 432
25 4250 776 655 443
26 4500 777 665 543
27 4750 777 665 554
28 5000 887 666 654
29 5250 887 776 655
30 5500 888 777 665
31 5750 888 777 766
32 6000 988 887 776
33 6250 999 888 777
34 6500 999 988 887
35 6750 999 999 888
36 7000 999 999 999
TH Saves
PD RS PP BW Sp Fo Re Wi
+3  1  1  1  1  1  1  1  1
+4  2  2  2  2  2  2  2  2
+5  2  2  2  2  2  2  2  2
+6  3  3  3  3  3  3  3  3
+7  3  3  3  3  3  3  3  3
+8  4  4  4  4  4  4  4  4
+9  4  4  4  4  4  4  4  4
+10  5  5  5  5  5  5  5  5
+11  5  5  5  5  5  5  5  5
+12  6  6  6  6  6  6  6  6
+13  6  6  6  6  6  6  6  6
+14  7  7  7  7  7  7  7  7
+15  7  7  7  7  7  7  7  7
+16  8  8  8  8  8  8  8  8
+17  8  8  8  8  8  8  8  8
+18  9  9  9  9  9  9  9  9
+19  9  9  9  9  9  9  9  9
+20 10 10 10 10 10 10 10 10
Requisites: Str 7, Dex 5, Con 12, Int 19, Wis 19
Alignment: NE
HD/level: & ++d12
Weapon Prof.: 6+/2
To Hit Table: Mon +2 levels
Save Table: Mon +2 levels
Reference: DM
Groups: Monster, Concordant (x1), Planar
 
Can cast Wizard Enchantment/Charm spells. Doesn't get a stat bonus to progression.
Can weapon specialize using Non-War column.
Levels Pick Description
Level 1-3: A Half of your weapon dmg is vile dmg (perm hp)
B Immune to Forget / Mental Surgery / Feeblemind / Insanity / *Forget* (River Styx)
C Pass Without Trace; 1M: Do not generate "?" in dungeon; 1M: Find the Path
D Your unarmed attacks cause 1d4 stat damage (random stats, no save, aNR to resist)
E Double Resist Fire, Unholy Fire, Water, Unholy Water, Wood, Cold
Level 4: Pick two from: Charonodaemon5 Level 1-3, Bringer5 Level 1-3, or Psi-6E/Psi6E minor
Level 5-7: F Troll-like regen LVL hp/s
G 1M: Remove forbiddance zone, holy status of area, spoil holy water & good shrines
H Eye's M, Gaze: Target saves or is petrified to ice (PP save for LVL^2 ice dmg, IR to resist)
I Your unarmed attacks cause 1 level of energy drain (no save, aNR to resist)
J 1M: Power Word Blind (hp limit = LVL^2, includes a stun)
Level 8: Pick two from: Charonodaemon5 Level 5-7, Bringer Level 5-7, or Psi-6E/Psi6E major
Level 9-12: K 1bM: "Phased out" this r, pass through obj, no affecting real things
L 1M: Plane Shift or Plane Shift Other (Spell save)
M 1M: Summon Evil Outer Planar DL=LVL/2
N 66F, 1/reset, spend 33 energy drains you've absorbed, eat a larva: +1 level in this class
O Double Resist Acid, Lightning, Poison, Salt, Shards, Steam
Level 13: Pick two from: Charonodaemon5 Level 9-12, Bringer5 Level 9-12, or Psi-6E/Psi6E grand

[PC12] Planar Group Classes


Concordant Opposer / Outlander / Rilmani

Level KXP ConcOpp
246 8AC
1 4 (owe) 2-- ---
2 8 4-- ---
3 12 6-- ---
4 20 8-- ---
5 36 81- ---
6 68 83- ---
7 132 85- ---
8 260 87- ---
9 388 871 ---
10 644 872 ---
11 900 873 ---
12 1184 874 ---
13 1468 874 1--
14 1752 874 2--
15 2036 874 3--
16 2320 874 4--
17 2604 874 41-
18 2888 874 42-
19 3172 874 43-
20 3456 874 44-
21 3740 874 441
22 4024 874 442
23 4308 874 443
24 4592 874 444
25 4876 974 444
26 5160 984 444
27 5444 985 444
28 5728 985 544
29 6012 985 554
30 6296 985 555
31 6580 A85 555
32 6864 A95 555
33 7148 A96 555
34 7432 A96 655
35 7716 A96 665
36 8000 A96 666
TH Saves
PD RS PP BW Sp Fo Re Wi
+1  1  1  1  1  1  1  1  1
+2  3  3  3  3  3  3  3  3
+3  4  4  4  4  4  4  4  4
+4  6  6  6  6  6  6  6  6
+5  7  7  7  7  7  7  7  7
+6  9  9  9  9  9  9  9  9
+7 10 10 10 10 10 10 10 10
+8 12 12 12 12 12 12 12 12
+9 13 13 13 13 13 13 13 13
+10 15 15 15 15 15 15 15 15
+11 16 16 16 16 16 16 16 16
+12 18 18 18 18 18 18 18 18
+13 19 19 19 19 19 19 19 19
+14 21 21 21 21 21 21 21 21
+15 22 22 22 22 22 22 22 22
+16 24 24 24 24 24 24 24 24
+17 25 25 25 25 25 25 25 25
+18 27 27 27 27 27 27 27 27
Requisites: Dex 26, Con 18, Int 12, Wis 29
Alignment: TN
HD/level: 2d8
Weapon Prof.: 4+level/4
To Hit Table: Mon
Save Table: 3xMon
Reference: DM
Groups: Concordant (x1), Planar
 
Level 1: Enemies need a +1 weapon to hit you.
Level 1: Resist Acid, Gas, Poison; Immune Lightning
Level 1: aMR (LVL*10+40)%
Level 1: 1M: Know Alignment (or Obscure Alignment)
Level 2: 1M: Continual Light or Continual Darkness
Level 3: 1M: Polymorph Self
Level 4: 1M: Hold Monster (Spell save) or Remove Paralysis
Level 5: 1M: Telepathy that allows communication with any intelligent creature
Level 6: 1M: Dismissal (dismisses any summon or elemental, no save)
Level 7: 1M: Teleport without Error
Level 8: 1M: Dispel a psionic effect up to x4 multiplier
Level 9: 1M: Gate or Summon a DL=(LVL-7)/2 Rilmani

[PC12] Planar Group Classes


Concordant Opposer Spells

SL # Spell Effect
2 1 Bring Animals II Summon CL Animals using ML II chart, you pick the result
2 2 Dispel Anti-Magic Dispels one anti-Magic effect (or) Halve ER (no ER or save)
2 3 Dust Aura Enemies in your group takes CL dust dmg /s (no save)
2 4 Earth Bolt Deal Nd10 Eldritch Earth dmg to one target (no save); max N=CL
2 5 Effects Preservation +10*CL% aMR; +4*CL% ER
2 6 Forget/Remember Forget/Remember
2 7 Hold Blast One group is held (Will save)
2 8 Locate Scrying You know location where someone is scrying for you
2 9 Stay Conscious You stay conscious up to -10-CLxCL hp (defensive acts only)
4 1 Adaptation NaNR +CL*10%; Immune to Hostile Environment; Need not breathe
4 2 Bring Animals IV Summon CL Animals using ML IV chart, you pick the result
4 3 Earth Storm Deal Nd12 Eldritch Earth dmg 40' radius (no save); max N = CL
4 4 Effect Familiarity Pick any spell/power. You resist it; and at +50% when using it.
4 5 Erase Question Mark Erases one "question mark" (hostile/wandering encounter)
4 6 Feeblemind Blast One group is feebleminded (Will save)
4 7 Globe of Mid Resistance Immune to SL 2-4 (all types), Resist SL 1 & 5 (all types)
4 8 Tenser's Transformation Tenser's Transformation
4 9 Wall of Element Wall of a normal/para/quasi element. Dmg is CLxCL.
6 1 Bring Animals VI Summon CL*3 Animals using ML VI chart, you pick the result
6 2 Contact Other Plane Contact Other Plane, no insanity
6 3 Gaea’s Herald When your summoned creatures go below -10 hp, they don't disappear (you can cure)
6 4 Null Field I All spells of SL 12 or higher don't work in 100'r
6 5 Telekinesis Telekinesis CL*30' (assuming size M target)
6 6 True Seeing True Seeing
8 1 Bring Animals VIII Summon CL*4 Animals using ML VIII chart, you pick the result
8 2 Dispel Technology Dispel one Technological item or effect
8 3 Dual Nature Whenever you summon or create creatures, you get twice as many of them
8 4 Freedom [0 action to use] Reverse Imprisonment (can be used on self)
8 5 Mass Energy Drain One group is energy drained CL levels (no save)
8 6 Null Field II All spells of SL 10 or higher don't work in 100'r
10 1 Bring Animals X Summon CL*5 Animals using ML X chart, you pick the result
10 2 Crapulence Aura Enemies in sight takes CL*3 crapulence dmg /s (no resistance)
10 3 Create/Destroy Conduit Creates or Destroys 1 Conduit, Wormhole, Gate, Color Pool
12 1 Bring Animal XII Summons 1 DL XII Animal that you can comprehend
12 2 Null Field II All spells of SL 8 or higher don't work in 100'r
12 3 Spirit Preservation +5*CL% aXR

[PC12] Planar Group Classes


Cosmos Priest

Level KXP Priest
123 456 78
1 0 20- --- --
2 4 210 --- --
3 8 321 --- --
4 15 422 --- --
5 25 432 0-- --
6 40 432 1-- --
7 70 443 1-- --
8 120 443 20- --
9 180 543 21- --
10 250 543 320 --
11 400 553 321 0-
12 600 554 432 1-
13 1500 655 543 2-
14 2300 666 654 3-
15 3100 666 666 4-
16 3900 666 666 5-
17 4700 666 666 6-
18 5500 666 666 60
19 6300 666 666 61
20 7100 666 666 62
21 7900 666 666 63
22 8700 666 666 64
23 9500 666 666 65
24 10300 766 666 65
25 11100 776 666 65
26 11900 777 666 65
27 12700 777 766 65
28 13500 777 776 65
29 14300 777 777 65
30 15100 777 777 75
31 15900 777 777 76
32 16700 777 777 77
33 17500 887 777 77
34 18300 888 877 77
35 19100 888 888 77
36 19900 888 888 88
TH Saves
PD RS PP BW Sp Fo Re Wi
+0  4  2  3  1  1  1  1  0
+1  5  2  4  2  1  1  1  0
+2  5  3  4  3  2  2  2  1
+3  6  4  5  4  3  2  2  1
+4  7  5  6  5  4  3  2  1
+5  8  5  7  6  4  3  3  2
+6  8  6  7  7  5  4  3  2
+7  9  7  8  8  6  4  4  2
+8 10  8  9  9  7  5  4  3
+9 11  8 10 10  7  5  4  3
+10 11  9 10 11  8  6  5  3
+11 12 10 11 12  9  6  5  4
+12 13 11 12 13 10  7  6  4
+13 14 11 13 14 10  7  6  4
+14 14 12 13 14 11  8  6  5
+15 14 12 14 14 11  8  7  5
+16 14 13 14 14 12  9  7  5
+17 15 13 14 14 12  9  8  6
Requisites: Str 14, Dex 14, Int 14, Wis 12, Chr 14
Alignment: any
HD/level: +d9
Weapon Prof.: 3+level/3
To Hit Table: War
Save Table: Pri
Reference: DM
Groups: Priest, Planar
 
Gets an ability score of your choice as bonus to spell progression.
Replace the d20 roll for what you roll for Turn Undead with d30. Replace the d12's for number turned with d20's.
Can specialize in weapons using the "Non-War" line.
+(LVL+2)/3 slots for Henchmen.
Never loses control of Henchmen (auto-make Chr and Morale checks).
Divide the cost of Henchment by LVL.
Level N (every level): Choose Sun, or War. Bonus grand in that sphere.
Level N (every level): Choose two from the list below. If it's an immunity, you can alternatively pick the ability to ignore people's immunity to that effect.
Astral-A. +1M Action.
Astral-B. Barbarian Int bonus instead of Exceptional.
Astral-C. Stun touch: You can attack (unarmed only) if you are Astrally Projected; +10*LVL Astral stunning dmg with unarmed attacks (save vs. PPD or -LVL all actions for LVL r)
Astral-D. Immune to aging attacks, or effects that would damage your Silver Cord.
Astral-E. You, your party, followers, henchmen, summons, familiars, and animal companions Fly at LVL*30" (LVL*10 mph) in non-combat situations.
Astral-F. Automatically make Int checks, Disbelief checks (regardless of penalty). Immune to Mirage Arcana.
Astral-G. ½V: Controlled Blink.
Astral-H. You and your henchmen ignore Phased Out status, Displacement, and Planar Displacement.
Astral-I. Your summons do special effects (innates, spells) as if one DL better than they are.
Astral-J. Immune to Astral sphere spells, and being Astral Construct or Astral Destruct "twisted".
Astral-K. Free GGL (Specialty God) pick in a god that has an Int requirement.
Astral-L. The party's psionic link cannot be "tapped", disrupted, and works up to 2 planes removed.
Astral-M. 1F, 1/h: Create a x1 Terrain Feature (Special with 1 mile radius), with a max SL=(LVL/2) effect.
Astral-N. Your illusion spell effects have xLVL area. ½M: Dispel Illusion.
Astral-O. Choose one other pick above (that you already have), or an Astral spell you know. Replace all instances of the word "Astral" with "Anti-Astral", "Ethereal", "Phlogiston", or "Maelstrom".
Sun-A. Immune to Blindness
Sun-B. Immune to Chromatic and Color (e.g. Color Spray) effects.
Sun-C. Immune to Cold and Natural Cold (you Resist other variants such as Holy Cold).
Sun-D. Immune to Fire (and variants such as Holy Fire and Natural Fire). Immune to Heat.
Sun-E. Immune to Gravity (but not TK / falling damage)
Sun-F. Immune to Light (and all variants)
Sun-G. Immune to Plasma and Natural Plasma.
Sun-H. Immune to Positive Energy (includes Unlive positive energy levels).
Sun-I. Immune to Prismatic effects.
Sun-J. Immune to Sun sphere spells.
Sun-K. Immune to Sunstone and Midnight Sunstone (unusual materials)
Sun-L. Immune to Vacuum. Need not breathe.
Traveller-A. Can get and can use 2Z actions per half segment.
Traveller-B. Can use 2V actions per segment.
Traveller-C. Double movement rate, or +3*LVL" movement rate. Sustain movement rate.
Traveller-D. Immune to Wall, Sphere, and Forcefield effects
Traveller-E. Sustain all actions; Time/Reality stability; Immune to Hold, Stop, Time Stop, Temporal Stasis
Traveller-F. Automatically make saves that give a Dex bonus; Automatically make Reflex saves (even if no Dex bonus).
Traveller-G. Immune to TK and Falling Damage (but not high Gravity)
Traveller-H. Get 2 parting shots / attacks of opportunity instead of 1.
Traveller-I. Exceptional Dex bonus. This may be taken more than once, each is another level of Exc Dex.
Traveller-J. Immune to Traveller sphere spells.
Traveller-K. Free GGL (Specialty God) pick in a god that has a Dex requirement.
Traveller-L. Immune to Vacuum. Need not breathe.
Traveller-M. 0, 1/r: Counter someone entering your group (either by moving or by other means).
War-A. +1P Action.
War-B. Barbarian Str bonus instead of Exceptional.
War-C. All weapons are considered 1 size smaller for what you can wield.
War-D. Immune to attacks from siege machines.
War-E. You, your party, followers, henchmen, summons, familiars, and animal companions Fly at LVL*3".
War-F. Automatically make Str checks, Bend Bars/Lift Gates checks. Immune to Web and Stop effects.
War-G. Unmanned siege machines within LVL*10' of you can fire by themselves (using your attack bonuses).
War-H. You and your henchmen ignore plusses needed to hit, WR, and DR.
War-I. Your henchmen attack as if one DL better than they are.
War-J. Your henchmen defend as if one DL better than they are.
War-K. Free GGL (Specialty God) pick in a god that has a Str requirement.
War-L. You can communicate psionically with all of your henchmen. This link cannot be "tapped".
War-M. 1F, 1/h: Create a x1 Terrain Feature (Special with 1 mile radius), with a max SL=(LVL/2) effect.
War-N. Your Wall spell effects have xLVL area. ½M: Dispel a Wall effect.
New Astral Spells:
Astral Construct N (SL=N): Summon an Astral Construct of DL=N. Astral Construct 0 is legal as an Orison (Cantrip). Reverse of this spell gives an Astral Repair (not an Astral Destruct). You may material component this spell to get 2 Astral Constructs (assuming you have the slots available).
Astral Perception (SL=1): Perceive into the Astral plane; you are considered an additional +2 weapon to hit.
Astral Form Blockade Field (SL=2): x1 Enemy Special on room: Dim Doors, Blinking, Astral Perception/Projection do not work in room ("Enemy Specials" only work on enemies; your party and summons etc. are not affected. They are removed as per Specials, with a -50% penalty).
Astral Projection (SL=3): Can project into the Astral Plane; cannot physically attack; copy Int->Str, Wis->Dex, Chr->Con.
Astral Dreadnought/Deva (SL=4): Summons an Astral Dreadnought or Deva (your choice, they are DL VI monsters). You have an Astral Dreadnought/Deva summon slot in addition to your normal summon slot (and your Astral Construct slot).
Burst Astral Destruct Swarm Summoning V (SL=5): Summons LVL Astral Destruct V's, not sick, have only 3S actions, disappear after 1r. Reverse of this spell summons Astral Fabricators.
Improved Astral Projection (SL=6): As Astral Projection, but you can physically attack.
Holy Word Stun (SL=7): Target is Capital S Stunned (no save, no MR). Material componenting this spell for area gives 2 targets, not a group.
Star Travel (SL=8): You fly at CL c (CL times the speed of light). You can enter a Star and either [1] Spelljam to another Star or Crystal Sphere (as if you were an Iconian Gateway), or [2] Time Travel (as if you were an Undead Robotic Chicken).
Custom Astral Projection (SL=9): As Improved Astral Projection, but pick Int, Wis, or Chr; this stat copies to the other 5.
New Sun Spells:
Mini Restoration (SL=1): Removes 1 negative level or 1 stat damage, or causes 4+CL Positive Energy damage to one target (no save).
Sun Shield (SL=2): Damaging shield (50% back) of type Holy Plasma. You Resist Cold while running this.
Searing Light (SL=3): CLd8 Holy Light damage to one target (no save; x2 dmg vs. Undead)
Sun Snake (SL=4): Summons a Sun Snake (a DL VI monster). You have a Sun Snake summon slot in addition to your normal summon slot. You are allowed to have 2 Sun Snakes (one in each slot).
Prismatic Strike (SL=5): Like Prismatic Spray, but only 1 target, and on a "8", you choose the result (instead of giving 2 random results). (You could of course material component this spell to hit a group.)
Dust (SL=6): "Dusts" (D) an Undead or Negative Energy creature (no save, no limit on HD or type of undead).
Holy Word Blind (SL=7): Target is blinded, and cannot target or attack anything (no save, no MR).
Star Travel (SL=8): You fly at CL c (CL times the speed of light). You can enter a Star and either [1] Spelljam to another Star or Crystal Sphere (as if you were an Iconian Gateway), or [2] Time Travel (as if you were an Undead Robotic Chicken).
Star Swarm (SL=9): Like Planet Swarm, but 4 Stars (each does 2 idmg, no save, no MR)
New Traveller Spells:
Tactic Move (SL=1): Move 1 target from one group to another group, no parting shots, unwilling gets Reflex save (with Dex bonus).
TK Shield (SL=2): Damaging shield (50% back) of type Telekinesis. You Resist TK and Falling Damage while running this.
Blink Wounder (SL=3): (May cast as a 0 action): Blink. If you material component, you can blink twice this segment (you may act between the blinks)
Space Dragon (SL=4): Summons a Space Dragon (a DL VI monster). You have a Space Dragon summon slot in addition to your normal summon slot. You are allowed to have 2 Space Dragons (one in each slot).
Folding Dimensional Doom (SL=5): Creates a rift of random Dim Doors and Dim Folds; All in group are slain (PPD save) or randomly teleported away (RSW save).
True Teleport (SL=6): Your party teleports on your side of the segment (no delay).
Holy Word Shift (SL=7): Target is plane shifted to a plane of your choice (no save, no MR).
Star Travel (SL=8): You fly at CL c (CL times the speed of light). You can enter a Star and either [1] Spelljam to another Star or Crystal Sphere (as if you were an Iconian Gateway), or [2] Time Travel (as if you were an Undead Robotic Chicken).
Beset (SL=9): Target is Set and his home plane becomes this plane (no save, no MR)
New War Spells:
War Charge (SL=1): When charging with at least 100 Henchmen, all who see this are Feared (Will save).
Battle Shield (SL=2): Damaging shield (50% back) of type Metal. You resist weapon special effects while running this.
Dispel Charm (SL=3): Dispels Charm on a group, or on all of your Henchmen at once.
Henchman Recruit (SL=4): Teleports in one Henchman of the same type as one you have. You must pay the gp cost of the Henchman immediately.
True Storm (SL=5): Entire party (incl. summons and henchmen) get +20 TH on one attack this segment.
Army Teleport (SL=6): Teleports any number of (willing) beings within sight.
Holy Word Battle (SL=7): Entire party (incl. summons and henchmen) get +1QS action this segment.
Higher Ground (SL=8): Creates a x2 Terrain Feature that you and your henchmen get +1 to multiplier.
Mass Mass Heal (SL=9): Heals up to 100 groups of creatures. (Yes, this can be reversed.)

[PC12] Planar Group Classes


Cthulhu Investigator5

Level KXP Wizard
123 456 789 AB
1 0 2½- --- --- --
2 4.5 31½ --- --- --
3 14 421 --- --- --
4 33 532 ½-- --- --
5 70 643 1½- --- --
6 145 754 21- --- --
7 294 865 32½ --- --
8 593 976 43½ --- --
9 1001 A87 541 ½-- --
10 1410 A98 652 1-- --
11 1819 AA9 763 2½- --
12 2228 AAA 874 3½- --
13 2637 AAA 985 4½- --
14 3046 AAA A96 51½ --
15 3455 AAA AA7 621 --
16 3864 AAA AA8 732 --
17 4273 AAA AA9 843 --
18 4682 AAA AAA 954 ½-
19 5091 AAA AAA A65 ½-
20 5500 AAA AAA A76 1-
21 5909 AAA AAA A87 1-
22 6318 AAA AAA A98 2-
23 6727 AAA AAA AA9 2-
24 7136 AAA AAA AAA 3-
25 7545 BBB BBB BBB 3-
26 7954 BBB BBB BBB 4-
27 8363 CCC CCC CCC 4½
28 8772 CCC CCC CCC 5½
29 9181 DDD DDD DDD 5½
30 9590 DDD DDD DDD 51
31 9999 DDD DDD DDD 61
32 10408 EEE EEE EEE 61
33 10817 EEE EEE EEE 71
34 11226 FFF FFF FFF 71
35 11635 FFF FFF FFF 81
36 12044 FFF FFF FFF 82
TH Saves
PD RS PP BW Sp Fo Re Wi
+0  4  7  5  3  7  0  1  1
+1  5  9  6  4  8  1  2  3
+2  5 10  7  5  9  2  3  4
+3  6 11  8  6 10  3  4  5
+3  7 12  9  7 11  4  5  6
+4  8 13 10  8 12  5  6  8
+5  8 14 11  9 13  6  7  9
+6  9 15 12 10 14  7  8 10
+7 10 15 13 11 15  8  9 11
+8 11 16 14 12 15  9 10 13
+8 12 16 14 13 16 10 11 14
+9 13 16 15 14 16 11 12 15
+10 14 16 15 15 16 12 13 16
+11 15 17 16 16 16 13 14 18
+11 16 17 16 16 17 15 15 18
+12 16 17 16 16 17 17 16 18
+13 17 17 17 17 17 17 16 18
+14 18 18 17 17 17 17 17 18
Requisites: Dex 12+level, Int 4+2*level
Alignment: L any (or) W any
HD/level: d10
Weapon Prof.: 6+level/6
To Hit Table: 2½xWiz
Save Table: 2½xWiz
Reference: CoC3 {Planeshifted Cthulhoid Horror5)
Groups: Wizard, Alternate, Planar
 
For abilities, see next page.

[PC12] Planar Group Classes


Cthulhu Investigator5 Abilities

The stat requirements for this class is Dex 12+LVL and Int 4+2*LVL. If you gain enough XP to raise in level and do not have the stat requirement, you still go up in level, but you "owe" stat points (can spend stat points only to Dex or Int until you fill the requirements). You cannot add this class unless you have Dex 13 and Int 6 (what you need to be level 1).
Specialized in Cthulhu school, pick an opposite. Other Wizards cannot access Cthulhu school at all unless they "know" your class; even then, they need to spend 2 slots each for them. DM Note: These spells are listed in the [PC2] section.
May weapon specialize using the "Spec Non-War" column for number of attacks.
 
Levels 1-3: Pick one of these per level:
   A. 1M: Dismiss a Ooze or Demon 10*LVL%
   B. 1M: LVL instances of Resist Insanity
   C. Immune Goo and Gray Goo
   D. 1bM, 1/r: Counter a Wild Surge or High-Frequency Sample
   E. Immune to tentacle damage.
Level 4: Pick two Cthulhoid Investigator5 Level 1-3, one Occultist5 Level 1-3, or one Alien Cultist5 Level 1-3
Levels 5-7: Pick one of these per level:
   F. 1P, 1/r: +1QM next segment.
   G. Immune head blown off, drowning (i.e. you have Water Breathing), falling (i.e. you levitate / feather fall at will)
   H. 1M+1P: Cure a Potion or Magical Pool effect that occured within the last round.
   I. 1M+1P: Contact Higher Plane
   J. 2M: Close a Gate or Dimension Door. Your room has a x1 Special of Proof against Teleportation.
Level 8: Pick two Cthulhu Investigator5 Level 5-7, one Occultist5 Level 5-7, or one Alien Cultist5 Level 5-7
Levels 9-11: Pick one of these per level:
   K. Capital S Slay is treated as (lower-case) slay for you
   L. Immune Clone Insanity, Mirror of Opposition
   M. 2F, 1/t: Cure Capital C Crapped on someone.
   N. 8F, 1/d: Cure someone's Erased Truename (you Un-Erase his Truename)
   O. 1F: Restore Multiplier; Remove Multiplier damage (incl. Vile Multiplier damage)
Level 12: Pick two Cthulhu Investigator5 Level 9-11, one Occultist5 Level 9-11, or one Alien Cultist5 Level 9-11

[PC12] Planar Group Classes


Doomdoctor3

Level KXP
Spells
1 0 (none)
2 10 +1 ML to one class
3 30 +1 ML to one class
4 60 +2 ML to one class
5 100 +2 ML to one class
6 150 +3 ML to one class
7 210 +3 ML to one class
8 280 +4 ML to one class
9 360 +4 ML to one class
10 450 +5 ML to one class
11 550 +5 ML to one class
12 660 +6 ML to one class
13 780 +6 ML to one class
14 910 +7 ML to one class
15 1050 +7 ML to one class
16 1200 +8 ML to one class
17 1360 +8 ML to one class
18 1530 +9 ML to one class
19 1710 +9 ML to one class
20 1900 +10 ML to one class
21 2100 +10 ML to one class
22 2310 +11 ML to one class
23 2530 +11 ML to one class
24 2760 +12 ML to one class
25 3000 +12 ML to one class
26 3250 +13 ML to one class
27 3510 +13 ML to one class
28 3780 +14 ML to one class
29 4060 +14 ML to one class
30 4350 +15 ML to one class
31 4650 +15 ML to one class
32 4960 +16 ML to one class
33 5280 +16 ML to one class
34 5610 +17 ML to one class
35 5950 +17 ML to one class
36 6300 +18 ML to one class
TH Saves
PD RS PP BW Sp Fo Re Wi
& +1 & +1 (all)
& +1 & +2 (all)
& +1 & +3 (all)
& +1 & +4 (all)
& +2 & +5 (all)
& +2 & +6 (all)
& +2 & +7 (all)
& +2 & +8 (all)
& +3 & +9 (all)
& +3 & +10 (all)
& +3 & +11 (all)
& +3 & +12 (all)
& +4 & +13 (all)
& +4 & +14 (all)
& +4 & +15 (all)
& +4 & +16 (all)
& +5 & +17 (all)
& +5 & +18 (all)
Requisites: Int 0, (Wizard 7)
Alignment: any
HD/level: & d5
Weapon Prof.: & (3+level)/4
To Hit Table: & +(3+level)/4
Save Table: & +level
Reference: DM {Planeshifted Doomguard3}
Groups: Wizard, Planar, Alternate
 
Gets Exceptional Int.
Level 1 ¶: +1 Research point per Reset for new spells.
Level 1 ¶: +1 Specialty school.
Level 1 ¶: +LVL to your Wizard CL (in your other Wizard classes)
Level 1: Blasting: x2 effect with Invocation spells and effects (this becomes x3 total when material componenting).
Level 2: Arcane Expertise: LVL-1 slots in Spellcraft proficiency; 1M, 1/d: Legend Lore
Level 3: Shadow Adaptation: Immune Shadow. (You can pick Positive or Negative instead if you prefer.)
Level 4: Snap or Reply: +LVL-3 stat points distributed among Dex or Int.
Level 7: Unmaking Natural: 1 attack or ½M: Dispel Natural
Level 9: Spell Gate: 1M: Spell Gate
Planar Feats:
Your 1 feat per level from this class can be used on these Planar feats, or can be used as regular feats.
Air Heritage: Immune Air; Flying 12"; +2 Dex checks
Discern Planar Location: You know what plane you're on at all times. You also know the MF, PF, TF, PsiF, TechF, and LoopF.
Earth Heritage: Immune Earth; Immune Overbear, Trip; +1 dmg w/ attacks
Elemental Spellcasting: Can shift spells you know to a lower E rating element. +1 CL with Elemental spells.
Fire Heritage: Immune Fire; Fire Shield (50%); +2 dmg with unarmed attacks
Hide in Plane [plane]: Specify a whole plane (not a layer). You do not generate "?" marks in that plane; monsters generally don't initiate combat with you (even if they see you).
Hold Plane: You are immune to any effect which would change which plane you're on (can lower this at will).
Hold Sanity: Sustain Sanity; Resist Raw Logrus; Immune to ESP, Insanity, Capital E Extract
Natural Heavyweight: Immune Gravity
Natural Lightweight: Immune TK or falling dmg (choose one per instance of this feat)
Negative Heritage: Immune Negative; Sustain Chr; (Take this feat twice: Hold XP, Life)
Outer Summoning Specialist: +1 summon slot for Outer; 1M: Summon a DL=(LVL+2)/3 Outer creature.
Planar Coloring: 0, 1/r: Add "Holy", "Eldritch" or "Unholy" as an adjective to one your Elemental spells or effects.
Planar Survival [plane]: Specify a whole plane (not a layer). You are immune to the environment of that plane.
Planar Touchstone: Gain a Psi-12, Psi-6, Psi6, or Psi12 minor (must match alignment)
Portal Feel: LVL*10% chance to know where a portal/gate/dim-door/painting/etc. goes to.
Shadow Heritage: Immune Shadow; Sustain Str; Hide in Shadows 75%
Water Heritage: Immune Water; Water Breathing; Swim 18"

[PC12] Planar Group Classes


Doomguard3

Level KXP
Spells
1 0 (none)
2 10 +1 ML to one class
3 30 +1 ML to one class
4 60 +2 ML to one class
5 100 +2 ML to one class
6 150 +3 ML to one class
7 210 +3 ML to one class
8 280 +4 ML to one class
9 360 +4 ML to one class
10 450 +5 ML to one class
11 550 +5 ML to one class
12 660 +6 ML to one class
13 780 +6 ML to one class
14 910 +7 ML to one class
15 1050 +7 ML to one class
16 1200 +8 ML to one class
17 1360 +8 ML to one class
18 1530 +9 ML to one class
19 1710 +9 ML to one class
20 1900 +10 ML to one class
21 2100 +10 ML to one class
22 2310 +11 ML to one class
23 2530 +11 ML to one class
24 2760 +12 ML to one class
25 3000 +12 ML to one class
26 3250 +13 ML to one class
27 3510 +13 ML to one class
28 3780 +14 ML to one class
29 4060 +14 ML to one class
30 4350 +15 ML to one class
31 4650 +15 ML to one class
32 4960 +16 ML to one class
33 5280 +16 ML to one class
34 5610 +17 ML to one class
35 5950 +17 ML to one class
36 6300 +18 ML to one class
TH Saves
PD RS PP BW Sp Fo Re Wi
& +1 & +1 (all)
& +2 & +2 (all)
& +3 & +3 (all)
& +4 & +4 (all)
& +5 & +5 (all)
& +6 & +6 (all)
& +7 & +7 (all)
& +8 & +8 (all)
& +9 & +9 (all)
& +10 & +10 (all)
& +11 & +11 (all)
& +12 & +12 (all)
& +13 & +13 (all)
& +14 & +14 (all)
& +15 & +15 (all)
& +16 & +16 (all)
& +17 & +17 (all)
& +18 & +18 (all)
Requisites: Con 0, (Warrior 7)
Alignment: any
HD/level: & d12
Weapon Prof.: & 0+level
To Hit Table: & +level
Save Table: & +level
Reference: PlanarHB3-46
Groups: Warrior, Planar
 
Gets Exceptional Con.
Level 1: Entropic Blow: Gain Chr bonus TH and +2*LVL dmg per attack. Your attacks ignore hardness and DR.
Level 1: Healing Resistance: Resist Healing and Necromantic spheres (this can be lowered)
Level 2: Destructive Expertise: Find/Remove Traps/Tricks/Specials LVL*5%, ignores penalties
Level 3: Negative Adaptation: Immune Negative.
Level 4: Body or Soul: +LVL-3 stat points distributed among Con or Chr.
Level 7: Unmaking Magic: 1 attack: Dispel Magic
Level 9: Disintegrate: 1 attack: Disintegrate (PP save)
Planar Feats:
Your 1 feat per level from this class can be used on these Planar feats, or can be used as regular feats.
Air Heritage: Immune Air; Flying 12"; +2 Dex checks
Earth Heritage: Immune Earth; Immune Overbear, Trip; +1 dmg w/ attacks
Elemental Spellcasting: Can shift spells you know to a lower E rating element. +1 CL with Elemental spells.
Fire Heritage: Immune Fire; Fire Shield (50%); +2 dmg with unarmed attacks
Natural Heavyweight: Immune Gravity
Outer Summoning Specialist: +1 summon slot for Outer; 1M: Summon a DL=(LVL+2)/3 Outer creature.
Planar Touchstone: Gain a Psi-12, Psi-6, Psi6, or Psi12 minor (must match alignment)
Shadow Heritage: Immune Shadow; Sustain Str; Hide in Shadows 75%
Water Heritage: Immune Water; Water Breathing; Swim 18"

[PC12] Planar Group Classes


Doomscout3

Level KXP
Rogue Abilities
TH
1 0 (none) & +1
2 10 +1 LVL to one class's Rogue abilities & +1
3 30 +1 LVL to one class's Rogue abilities & +1
4 60 +2 LVL to one class's Rogue abilities & +2
5 100 +2 LVL to one class's Rogue abilities & +2
6 150 +3 LVL to one class's Rogue abilities & +2
7 210 +3 LVL to one class's Rogue abilities & +3
8 280 +4 LVL to one class's Rogue abilities & +3
9 360 +4 LVL to one class's Rogue abilities & +3
10 450 +5 LVL to one class's Rogue abilities & +4
11 550 +5 LVL to one class's Rogue abilities & +4
12 660 +6 LVL to one class's Rogue abilities & +4
13 780 +6 LVL to one class's Rogue abilities & +5
14 910 +7 LVL to one class's Rogue abilities & +5
15 1050 +7 LVL to one class's Rogue abilities & +5
16 1200 +8 LVL to one class's Rogue abilities & +6
17 1360 +8 LVL to one class's Rogue abilities & +6
18 1530 +9 LVL to one class's Rogue abilities & +6
19 1710 +9 LVL to one class's Rogue abilities & +7
20 1900 +10 LVL to one class's Rogue abilities & +7
21 2100 +10 LVL to one class's Rogue abilities & +7
22 2310 +11 LVL to one class's Rogue abilities & +8
23 2530 +11 LVL to one class's Rogue abilities & +8
24 2760 +12 LVL to one class's Rogue abilities & +8
25 3000 +12 LVL to one class's Rogue abilities & +9
26 3250 +13 LVL to one class's Rogue abilities & +9
27 3510 +13 LVL to one class's Rogue abilities & +9
28 3780 +14 LVL to one class's Rogue abilities & +10
29 4060 +14 LVL to one class's Rogue abilities & +10
30 4350 +15 LVL to one class's Rogue abilities & +10
31 4650 +15 LVL to one class's Rogue abilities & +11
32 4960 +16 LVL to one class's Rogue abilities & +11
33 5280 +16 LVL to one class's Rogue abilities & +11
34 5610 +17 LVL to one class's Rogue abilities & +12
35 5950 +17 LVL to one class's Rogue abilities & +12
36 6300 +18 LVL to one class's Rogue abilities & +12
37 12600 +18 LVL to one class's Rogue abilities & +13
38 18900 +19 LVL to one class's Rogue abilities & +13
39 25200 +19 LVL to one class's Rogue abilities & +13
45 63000 +22 LVL to one class's Rogue abilities & +15
54 119700 +27 LVL to one class's Rogue abilities & +18
63 176400 +31 LVL to one class's Rogue abilities & +21
72 233100 +36 LVL to one class's Rogue abilities & +24
Requisites: Dex 0, (Rogue 7)
Alignment: any
HD/level: & d7
Weapon Prof.: & (2+level)/3
To Hit Table: & +(2+level)/3
Reference: DM {Planeshifted Doomguard3}
Groups: Rogue, Planar, Alternate
Complexity: CF=3
 
Saving Throws:  
PPD: & 0+level
RSW: & 0+level
PP: & 0+level
BW: & 0+level
Spell: & 0+level
Fort: & 0+level
Reflex: & 0+level
Will: & 0+level
   
Gets Exceptional Dex.
Add this class's level adjustment to the LVL of one of your other classes' Rogue abilities. This affects how far down the chart you read (for which Rogue abilities you have), and the number of points you have. It also affects your CL (or effective level) if that is needed for anything. It does not affect "Level:" abilities, lines of text, or spellcasting.
Level 1 ¶: +1 "Any Rogue N" pick per Reset, where N is your current level. This is added to this (Doomscout3) class, not to the class you are adding the LVL adjustment to. This class does get the normal 40 Rogue points per level.
Level 1 ¶: +LVL to your CL when casting Rogue spells.
Level 2: Rogue Expertise: LVL-1 extra skill points in 3rd edition Rogue skills; 1M, 1/d: Legend Lore
Level 3: Innate Adaptation: Double Resist Innate abilities (or anything resisted using IR).
Level 4: Snap or Crash: +LVL-3 stat points distributed among Dex or Str.
Level 7: Unmaking Weapon: 1 attack or ½V: Dispel Weapon or anti-Weapon (includes damaging Shields; anything that uses WR or aWR to resist)
Level 9: Innate Gate: 1M: Innate Gate
Planar Feats:
Your 1 feat per level from this class can be used on these Planar feats, or can be used as regular feats.
Air Heritage: Immune Air; Flying 12"; +2 Dex checks
Discern Planar Location: You know what plane you're on at all times. You also know the MF, PF, TF, PsiF, TechF, and LoopF.
Earth Heritage: Immune Earth; Immune Overbear, Trip; +1 dmg w/ attacks
Elemental Spellcasting: Can shift spells you know to a lower E rating element. +1 CL with Elemental spells.
Fire Heritage: Immune Fire; Fire Shield (50%); +2 dmg with unarmed attacks
Hide in Plane [plane]: Specify a whole plane (not a layer). You do not generate "?" marks in that plane; monsters generally don't initiate combat with you (even if they see you).
Hold Plane: You are immune to any effect which would change which plane you're on (can lower this at will).
Hold Sanity: Sustain Sanity; Resist Raw Logrus; Immune to ESP, Insanity, Capital E Extract
Natural Heavyweight: Immune Gravity
Natural Lightweight: Immune TK or falling dmg (choose one per instance of this feat)
Negative Heritage: Immune Negative; Sustain Chr; (Take this feat twice: Hold XP, Life)
Outer Summoning Specialist: +1 summon slot for Outer; 1M: Summon a DL=(LVL+2)/3 Outer creature.
Planar Coloring: 0, 1/r: Add "Holy", "Eldritch" or "Unholy" as an adjective to one your Elemental spells or effects.
Planar Survival [plane]: Specify a whole plane (not a layer). You are immune to the environment of that plane.
Planar Touchstone: Gain a Psi-12, Psi-6, Psi6, or Psi12 minor (must match alignment)
Portal Feel: LVL*10% chance to know where a portal/gate/dim-door/painting/etc. goes to.
Shadow Heritage: Immune Shadow; Sustain Str; Hide in Shadows 75%
Water Heritage: Immune Water; Water Breathing; Swim 18"

[PC12] Planar Group Classes


Doomshaman3

Level KXP
Spells
1 0 (none)
2 10 +1 ML to one class
3 30 +1 ML to one class
4 60 +2 ML to one class
5 100 +2 ML to one class
6 150 +3 ML to one class
7 210 +3 ML to one class
8 280 +4 ML to one class
9 360 +4 ML to one class
10 450 +5 ML to one class
11 550 +5 ML to one class
12 660 +6 ML to one class
13 780 +6 ML to one class
14 910 +7 ML to one class
15 1050 +7 ML to one class
16 1200 +8 ML to one class
17 1360 +8 ML to one class
18 1530 +9 ML to one class
19 1710 +9 ML to one class
20 1900 +10 ML to one class
21 2100 +10 ML to one class
22 2310 +11 ML to one class
23 2530 +11 ML to one class
24 2760 +12 ML to one class
25 3000 +12 ML to one class
26 3250 +13 ML to one class
27 3510 +13 ML to one class
28 3780 +14 ML to one class
29 4060 +14 ML to one class
30 4350 +15 ML to one class
31 4650 +15 ML to one class
32 4960 +16 ML to one class
33 5280 +16 ML to one class
34 5610 +17 ML to one class
35 5950 +17 ML to one class
36 6300 +18 ML to one class
TH Saves
PD RS PP BW Sp Fo Re Wi
& +1 & +1 (all)
& +1 & +2 (all)
& +2 & +3 (all)
& +2 & +4 (all)
& +3 & +5 (all)
& +3 & +6 (all)
& +4 & +7 (all)
& +4 & +8 (all)
& +5 & +9 (all)
& +5 & +10 (all)
& +6 & +11 (all)
& +6 & +12 (all)
& +7 & +13 (all)
& +7 & +14 (all)
& +8 & +15 (all)
& +8 & +16 (all)
& +9 & +17 (all)
& +9 & +18 (all)
Requisites: Wis 0, (Priest 7)
Alignment: any
HD/level: & d9
Weapon Prof.: & (1+level)/2
To Hit Table: & +(1+level)/2
Save Table: & +level
Reference: DM {Planeshifted Doomguard3}
Groups: Priest, Planar, Alternate
 
Gets Exceptional Wis.
Level 1 ¶: +LVL to Turn Undead level (if you don't have Turn Undead at all, your Turn Undead level is -4).
Level 1 ¶: +1 Specialty Priest (GGL) pick
Level 1 ¶: +LVL to your Priest CL (in your other Priest classes)
Level 1: Veluna Healing: x2 effect with Curing spells and effects (not when reversed though). You can cure/cause to beings that are not normally affected (incorporeal undead, golems, etc.).
Level 2: Godly Expertise: LVL-1 slots in Religion proficiency; 1M, 1/d: Commune (to any god, not necessarily yours)
Level 3: Unholy Adaptation: Immune Unholy. (You can pick Holy or Eldritch instead if you prefer.)
Level 4: Snap or Retort: +LVL-3 stat points distributed among Dex or Wis.
Level 7: Unmaking Innates: 1 attack or ½M: Dispel Innate
Level 9: Gate: 1M: Gate
Planar Feats:
Your 1 feat per level from this class can be used on these Planar feats, or can be used as regular feats.
* DM Note: Feats marked with an asterisk (*) are new and did not appear in the Doomguard3 class. Doomguard3 can use these.
Air Heritage: Immune Air; Flying 12"; +2 Dex checks
* Discern Planar Location: You know what plane you're on at all times. You also know the MF, PF, TF, PsiF, TechF, and LoopF.
Earth Heritage: Immune Earth; Immune Overbear, Trip; +1 dmg w/ attacks
Elemental Spellcasting: Can shift spells you know to a lower E rating element. +1 CL with Elemental spells.
Fire Heritage: Immune Fire; Fire Shield (50%); +2 dmg with unarmed attacks
* Hide in Plane [plane]: Specify a whole plane (not a layer). You do not generate "?" marks in that plane; monsters generally don't initiate combat with you (even if they see you).
* Hold Plane: You are immune to any effect which would change which plane you're on (can lower this at will).
* Hold Sanity: Sustain Sanity; Resist Raw Logrus; Immune to ESP, Insanity, Capital E Extract
Natural Heavyweight: Immune Gravity
* Natural Lightweight: Immune TK or falling dmg (choose one per instance of this feat)
* Negative Heritage: Immune Negative; Sustain Chr; (Take this feat twice: Hold XP, Life)
Outer Summoning Specialist: +1 summon slot for Outer; 1M: Summon a DL=(LVL+2)/3 Outer creature.
* Planar Coloring: 0, 1/r: Add "Holy", "Eldritch" or "Unholy" as an adjective to one your Elemental spells or effects.
* Planar Survival [plane]: Specify a whole plane (not a layer). You are immune to the environment of that plane.
Planar Touchstone: Gain a Psi-12, Psi-6, Psi6, or Psi12 minor (must match alignment)
* Portal Feel: LVL*10% chance to know where a portal/gate/dim-door/painting/etc. goes to.
Shadow Heritage: Immune Shadow; Sustain Str; Hide in Shadows 75%
Water Heritage: Immune Water; Water Breathing; Swim 18"

[PC12] Planar Group Classes


Halo Priest

Level KXP Priest
123 456 789
1 0 100 --- ---
2 1.9 110 --- ---
3 3.8 111 0-- ---
4 7.6 222 0-- ---
5 15.2 222 10- ---
6 30.4 222 200 ---
7 60.8 222 210 0--
8 121.6 222 220 0--
9 220 222 221 00-
10 550 222 222 00-
11 880 222 222 10-
12 1210 222 222 20-
13 1540 332 222 20-
14 1870 333 322 21-
15 2200 333 332 21-
16 2530 333 333 21-
17 2860 333 333 31-
18 3190 333 333 310
19 3520 443 333 320
20 3850 444 433 321
21 4180 444 444 321
22 4510 444 444 421
23 4840 554 444 421
24 5170 555 544 431
25 5500 555 555 431
26 5830 555 555 531
27 6160 555 555 532
28 6490 665 555 532
29 6820 666 655 542
30 7150 666 666 542
31 7480 666 666 642
32 7810 776 666 642
33 8140 777 766 642
34 8470 777 777 652
35 8800 777 777 752
36 9130 777 777 753
TH Saves
PD RS PP BW Sp Fo Re Wi
& +0  0  0  0  0  0  0  0  0
& +1  1  1  1  1  1  1  1  1
& +1  1  1  1  1  1  1  1  1
& +2  2  2  2  2  2  2  2  2
& +3  2  2  2  2  2  2  2  2
& +3  3  3  3  3  3  3  3  3
& +4  3  3  3  3  3  3  3  3
& +5  4  4  4  4  4  4  4  4
& +5  4  4  4  4  4  4  4  4
& +6  5  5  5  5  5  5  5  5
& +7  5  5  5  5  5  5  5  5
& +7  6  6  6  6  6  6  6  6
& +8  6  6  6  6  6  6  6  6
& +9  7  7  7  7  7  7  7  7
& +9  7  7  7  7  7  7  7  7
& +10  8  8  8  8  8  8  8  8
& +11  8  8  8  8  8  8  8  8
& +11  9  9  9  9  9  9  9  9
Requisites: Str 13, Int 10, Wis 18, Chr 16
Alignment: any G
HD/level: & d12
Weapon Prof.: & 4+level
To Hit Table: & Pri
Save Table: & Mon
Reference: DM
Groups: Priest, Planar
 
You get 4 Grand, 2 Major, and 0 Minor spheres. Your god may alter this amount.
You have a "Halo" which is treated as a body part.
You may cast spells with your "Halo's P" action. This means with 1P you can cast a spell and physically attack at the same time.
You can still cast spells with 1M if you wish.
You may turn undead with your "Halo's M" action. This means with 1M action you can cast a spell and turn undead at the same time.
Level 1: Immune to the effects of Ego of your multiplier or less.
Level 1: Planar Stable: You and your items do not get reduced in power due to being on another plane.
Level 1: Can weapon specialize as if a Fighter2, and use the "Spec War" line in Number of Attacks table.
Level 1: You may choose "Psi6G" as a Grand sphere, which allows you to cast Psi6G powers as if they were spells.
Level 1: You may choose "Psi(-6)G" as a Grand sphere, which allows you to cast Psi(-6)G powers as if they were spells.
Level 9: MF Stable: You do not need MF at all to cast spells of any SL. You are immune to the SL cancelling effects of the funnel in Concordant Opposition.

[PC12] Planar Group Classes


Magical Pool Mage

Level KXP Wizard
123 456 789 A
1 0 1-- --- --- -
2 2.25 20- --- --- -
3 4.5 21- --- --- -
4 9 320 --- --- -
5 18 421 --- --- -
6 35 431 a-- --- -
7 60 432 0b- --- -
8 95 432 1ac --- -
9 145 533 20b d-- -
10 220 543 21a ce- -
11 440 543 320 bdf -
12 660 554 321 ace -
13 880 554 322 0bd -
14 1100 554 322 1ac -
15 1320 554 422 20b -
16 1540 555 432 21a -
17 1760 555 532 210 -
18 1980 555 533 211 g
19 2200 555 543 221 f
20 2420 555 543 321 e
21 2640 555 554 321 d
22 2860 555 555 432 c
23 3080 555 555 532 b
24 3300 666 655 532 a
25 3520 666 666 642 0
26 3740 777 766 643 1
27 3960 777 777 743 1
28 4180 888 877 753 1
29 4400 888 888 853 1
30 4620 999 988 854 1
31 4840 999 999 964 2
32 5060 AAA A99 964 2
33 5280 AAA AAA A64 2
34 5500 BBB BAA A75 2
35 5720 BBB BBB B75 2
36 5940 CCC CCC C75 3
TH Saves
PD RS PP BW Sp Fo Re Wi
+0  4  7  5  3  6  0  1  1
+0  4  7  5  3  7  0  1  1
+0  4  8  5  4  7  0  1  2
+1  4  8  6  4  7  1  2  2
+1  5  9  6  4  8  1  2  3
+1  5  9  7  5  8  2  3  3
+2  5 10  7  5  9  2  3  4
+2  6 10  7  6  9  2  3  4
+2  6 10  8  6  9  3  4  5
+3  6 11  8  6 10  3  4  5
+3  7 11  9  7 10  4  5  6
+3  7 12  9  7 11  4  5  6
+4  7 12  9  8 11  4  5  7
+4  7 13 10  8 11  5  6  7
+4  8 13 10  8 12  5  6  8
+5  8 13 11  9 12  6  7  8
+5  8 14 11  9 13  6  7  9
+5  9 14 11 10 13  6  7  9
Requisites: Dex 14, Con 9, Int 18
Alignment: any
HD/level: d4
Weapon Prof.: 1+level/6
To Hit Table: Wiz
Save Table: Wiz
Reference: DM
Groups: Wizard, Mirror, Planar
 
Specialized in Magical Pools, no opposite.
Gets Int bonus to spells.
Level 1: Identify Tricks and Magical Pools by sight.
Level 1: Swimming proficiency. Free Action underwater.
Level 4: 1F: Restore the local MF by 1. (This may be done multiple times.)
Level 9 ¶: When drinking from a magical pool, roll 2 results and pick the better.
Level 9: 1F: Restore the local PF by 1. (This may be done multiple times.)
Level 12: 1F, 1/reset: Make a Magical Pool permanent, infinite charges, and it's effects no longer count against your limit of maintains.
Level 16: 1F: Restore the local TF by 1. (This may be done multiple times.)
Level 25: 1F: Restore the local LoopF by 1. (This may be done multiple times.)
   
Magical Pool spells:
Note 1: Magical Pools have CL charges, each charge being a "drink" from the pool. Each person may drink from a Magical Pool only once (using 1V action). If at least one person drinks from a pool, all of that pool's effects together count as 1 effect against your limit of maintains until the next reset. If the pool effect is permanent, after the reset you no longer need to maintain the effect. Only 1 magical pool may be created in a room each reset.
Note 2: These spells are only a start. There are likely variants to these spells, such as a high level Healing Pool. Research Points may be spent here.
Abjuration Pool (SL=1): Magical Pool. The effect (when drank) is a random SL=1d4 defensive effect from [MC1] Monster Collective, Spells.
Create Water (SL=1): Creates a non-magical pool of ordinary water.
Healing Pool (SL=1): Magical Pool. The effect (when drank) is a random SL=1d4 Priest Healing spell.
Protection Pool (SL=2): Magical Pool. The effect (when drank) is a random SL=1d4 defensive effect from [MC2] Monster Collective, Psionics.
Reflecting Pool (SL=2): Magical Pool. Acts as a scrying device. Has only 1 charge, if drank, gives a random Divination effect of SL=1d6.
Wonder (SL=2): Does the Wand of Wonder effect on one target.
Acid Pool (SL=3): Creates a non-magical pool of nasty acid (1d100 dmg, no save). Can be left behind as a (-50%) Trap. Can be created "through" someone (damaging them).
Exploding Pool (SL=3): Hits a group, does a random SL=1d6+1 Invocation effect to the group. Does not count as a Magical Pool.
Remove Trick (SL=3): Removes a Trick in the room (can be reversed to create a random Trick).
Defensive Pool (SL=4): Magical Pool. The effect (when drank) is a random SL=1d8 defensive effect from [MC1] Monster Collective, Spells.
Transport via Water (SL=4): Teleport from one body of water to another.
Remove Special (SL=5): Removes a Special in the room (can be reversed to create a random Special).
Color Pool (SL=5): Creates a temporary Color Pool (treat as a Gate spell). Does not count as a Magical Pool.
Enhance Pool (SL=6): Adds CL charges to an existing Magical Pool. The reverse will destroy a Magical Pool.
Monster Pool (SL=6): Magical pool. Each segment, 1 charge is automatically used, and a DL=1d6+4 monster appears. The monster is not a summon, but will not attack the party, and will attack the party's enemies.
Enhancement Pool (SL=7): Magical Pool. Items put into the pool (using a charge) gain a small benefit (DM will roll a random 1d1000 item XP flag, or a half-plus). These effects are permanent but each item can be enhanced only once per reset.
Disjuncting Pool (SL=8): Magical Pool. An item placed in the pool is Disjuncted, with no Artifact Destruction or Retributive Strike effect. The item will absorb N*N charges from the pool, where N is it's multiplier. If the pool has insufficient charges, the item is unaffected. Can alternatively remove a x1 Terrain Feature completely.
Escape Pool (SL=9): Magical Pool. The effect (when drank) is to Escape to a safe location (home or a safe city/town). The effect is instantaneous (no delay).
Concordant Sampler Pool (SL=10): Magical Pool. The effect (when drank) is a random CSL=1d4-1 Concordant spell.

[PC12] Planar Group Classes


Pioneer (Outland Pioneer)

Level KXP
Spells
1 0 (none)
2 3 (none)
3 6 (none)
4 12 (none)
5 24 (none)
6 48 (none)
7 96 (none)
8 192 (none)
9 350 (none)
10 600 (none)
11 850 (none)
12 1100 (none)
13 1350 (none)
14 1600 (none)
15 1850 (none)
16 2100 (none)
17 2350 (none)
18 2600 (none)
19 2850 (none)
20 3100 (none)
21 3350 (none)
22 3600 (none)
23 3850 (none)
24 4100 (none)
25 4350 (none)
26 4600 (none)
27 4850 (none)
28 5100 (none)
29 5350 (none)
30 5600 (none)
31 5850 (none)
32 6100 (none)
33 6350 (none)
34 6600 (none)
35 6850 (none)
36 7100 (none)
TH Saves
PD RS PP BW Sp Fo Re Wi
+0  6  4  6  3  4  1  3  0
+0  6  5  7  3  5  1  4  1
+1  7  6  7  4  6  2  5  1
+1  7  7  8  4  7  3  6  2
+2  8  8  8  5  8  4  7  3
+2  8  9  9  5  9  5  8  3
+3  9 10  9  6 10  5  9  4
+3  9 11 10  6 11  6 10  5
+4 10 12 10  7 12  7 11  5
+4 10 13 11  7 13  8 12  6
+5 11 14 11  8 14  9 13  7
+5 12 15 12  9 14  9 14  7
+6 13 16 13 11 15 10 15  8
+6 14 16 14 13 15 11 16  9
+7 15 16 15 14 16 12 17  9
+7 16 16 16 16 16 13 18 10
+8 16 16 16 16 16 13 19 11
+8 16 17 16 16 16 14 20 11
Requisites: Dex 18, Con 12
Alignment: any
HD/level: +d6
Weapon Prof.: 4+level/3
To Hit Table: Rog
Save Table: 2xRog
Reference: DM {Planeshifted Dungeoneer}
Groups: Rogue, Alternate, Planar
 
Gets 60 Rogue points per level
Level 1: Can weapon specialize (as per "Non-Warrior" in the Number of Attacks table).
 
For Rogue Chart, see next page.

[PC12] Planar Group Classes


Pioneer (Outland Pioneer) Rogue chart

Lvl Pioneer Ability | -50% | -100% | -150% Act Base Penalty Bonus
1 Blend in (everyone believes OK that you're here) - 50 Chr-12 Chr-14
1 Comprehend Languages | Tongues | Message ( | per plane) 0 50 Int-9 Int-12
1 Ethereal Window | Astral | Phlogiston | Any Inner | Any Outer | UltraBlack MV 0 Con-12 Con-15
1 Find/Remove Specials: x1 multiplier | x2 mult. | x3 mult. (amount made = #' away) VV 20 Dex-18 Dex-22
1 Know Visual History | Object Reading | Identify | Legend Lore 0 | M 0 Wis-15 Wis-17
1 Locate Staircases on current DL || Out of Depth Monsters || Most Valuable Object MM 0 Chr-20 Chr-25
1 Pass without Trace || Etherealness || Probability Travel MV 0 Chr-15 Chr-21
1 Spying || Reflecting Pool || untraceable & without his "ears burning" - || F 10 Int-12 Int-17
1 Tightrope Walking | Water Walking | Shadow Walking | Dimension Walking V 75 Dex-11 Dex-15
1 Any Rogue 1 ability - - - -
2 Blink | Controlled Blink | Dimension Door with no Summoning Sickness M 15 Wis-13 Wis-18
2 Deeppockets | Vanish | Rope Trick ||| I'm Gone (to my own Pocket Plane) M 0 Int-8 Int-20
3 Summon a DL 1 Outer creature ( || per extra DL) M 100 Con-12 Con-16
3 Any Rogue 3 ability - - - -
4 Escape Bonds | Binding | Imprisonment/Time Stop || Get out of Put Down a Hole P 10 Str-14 Str-16
4 Wraithform | Dream Travel V 25 Con-15 Con-17
5 Dimensional Folding || Proof against Teleportation M 40 Int-7 Int-20
5 Any Rogue 5 ability - - - -
6 Ethereal Spell / Ethereal Projection | Shadow Spell (project to Plane of Shadow) MM 35 Wis-16 Wis-21
6 Locate (anything unique) Across Planes | Clairvoyance there | TWE there M 0 Int-12 Int-15
7 Energy Control | Adaptation | Immune to Hostile Environments PV 30 Con-9 Con-12
7 Any Rogue 7 ability - - - -
8 Astral Spell / Astral Projection | Concordant Spell (project to Concordant Opposition) MMM 35 Int-19 Int-25
8 Find the Path ( | for each plane removed) MM 20 Wis-10 Wis-15
9 Ask the Local Lord | Highest Lvl in Plane | Chosen God | Ultraplanar | DM a question VM 0 Chr-11 Chr-21
9 Elemental Form | Para-Ele Form | Quasi-Ele Form ||| Semi-Ele Form PP 40 Con-24 Con-24
10 Contact Other Plane | Foresight MM 0 Chr-15 Chr-18
12 Dismiss Elemental | Banishment | Dispel Evil/Good M 60 Con-12 Con-17
15 Phlogiston Spell / Phlogiston Projection | Time of Legends Spell (project to Time of Legends) MMMM 35 Cml-22 Cml-29
18 Duplicate a Psi6, 12, or 30 minor || major ||||| grand ( | -6 or -12) M 0 Con-15 Con-22
21 Be a x2 being on defense ||||| x3 ||||||| x4 ||||||||| x5 etc. 0 -150 Luck-5 Luck-10
24 Snap Silver Cord |||||| Put Target Down Deeper Hole |||||| Erase Truename M -30 HNCL-24 HNCL-24
27 Gate | Spell Gate for Innates ||||||||||||||||||||||||||||| (29 pipes) UltraBlack Gate MMMMM 50 HCL-9 HCL-18

[PC12] Planar Group Classes


Sightseer

Level KXP Divination
123 456 7
1 0 1-- --- -
2 3 2-- --- -
3 6 21- --- -
4 12 32- --- -
5 24 331 --- -
6 48 332 --- -
7 96 332 1-- -
8 192 333 2-- -
9 350 443 21- -
10 600 443 32- -
11 850 544 321 -
12 1100 655 322 -
13 1350 666 422 -
14 1600 666 532 1
15 1850 666 642 1
16 2100 777 643 1
17 2350 777 753 2
18 2600 888 864 2
19 2850 998 864 2
20 3100 999 875 2
21 3350 999 986 2
22 3600 999 996 3
23 3850 999 997 3
24 4100 999 998 3
25 4350 999 998 4
26 4600 999 999 4
27 4850 999 999 5
28 5100 999 999 6
29 5350 999 999 7
30 5600 999 999 8
31 5850 999 999 9
32 6100 AAA A99 9
33 6350 AAA AAA 9
34 6600 AAA AAA A
35 6850 BBB BAA A
36 7100 BBB BBB B
TH Saves
PD RS PP BW Sp Fo Re Wi
+0  6  4  6  3  4  1  3  0
+0  6  5  7  3  5  1  4  1
+1  7  6  7  4  6  2  5  1
+1  7  7  8  4  7  3  6  2
+2  8  8  8  5  8  4  7  3
+2  8  9  9  5  9  5  8  3
+3  9 10  9  6 10  5  9  4
+3  9 11 10  6 11  6 10  5
+4 10 12 10  7 12  7 11  5
+4 10 13 11  7 13  8 12  6
+5 11 14 11  8 14  9 13  7
+5 12 15 12  9 14  9 14  7
+6 13 16 13 11 15 10 15  8
+6 14 16 14 13 15 11 16  9
+7 15 16 15 14 16 12 17  9
+7 16 16 16 16 16 13 18 10
+8 16 16 16 16 16 13 19 11
+8 16 17 16 16 16 14 20 11
Requisites: Dex 18, Wis 12
Alignment: any
HD/level: +d6
Weapon Prof.: 3+level/3
To Hit Table: Rog
Save Table: 3xRog
Reference: DM
Groups: Rogue, Planar
 
Gets 60 Rogue points per level
Can cast Wizard Divination or Priest Divination spells.
Level 1: Can weapon specialize (as per "Non-Warrior" in the Number of Attacks table).
Level 1: Expensive Camera: 1M: Blindness (RSW save), if blinded then gets Feared (Will save)
 
For Rogue Chart, see next page.

[PC12] Planar Group Classes


Sightseer Rogue chart

Lvl Sightseer Ability | -50% | -100% | -150% Act Base Penalty Bonus
1 Attack/backstab around corners (each 1% rating = 1 degree of angle around corner) 0 50 Wis-11 Wis-16
1 Detect Lie or Undetectable Lie (1 at a time, cont.) - - - -
1 Extra parting shots (+1 attack per 50%) - 10 Dex-9 Dex-12
1 Find/Avoid Traps/Tricks/Specials/TerrainFeatures | Magic/Psi | OutPhase ( | whole party) ( || x2 ||| x3) V 0 Dex-20 Dex-25
1 Comprehend Languages | Tongues | Message ( | per plane) 0 50 Int-9 Int-12
1 Ethereal Window | Astral | Phlogiston | Any Inner | Any Outer | UltraBlack MV 0 Con-12 Con-15
1 Know Visual History | Object Reading | Identify | Legend Lore 0 | M 0 Wis-15 Wis-17
1 Locate Staircases on current DL || Out of Depth Monsters || Most Valuable Object MM 0 Chr-20 Chr-25
1 Spying || Reflecting Pool || untraceable & without his "ears burning" - || F 10 Int-12 Int-17
1 Any Rogue 1 ability - - - -
2 X-ray vision | Use innate ability through wall (amount made/10 is #' through wall) M 0 Str-10 Str-20
2 Deeppockets | Vanish | Rope Trick ||| I'm Gone (to my own Pocket Plane) M 0 Int-8 Int-20
2 Any Rogue 2 ability - - - -
3 Summon a DL 1 Spirit of the Land creature ( || per extra DL) M 100 Con-12 Con-16
3 Any Rogue 3 ability - - - -
4 All-Around Sight | Locate Object | Treasure Finding M 25 Wis-15 Wis-19
4 Ignore or Counter an Interpose | Rescue | Escape | I'm Gone 0 0 Wis-14 Wis-19
4 Any Rogue 4 ability (or) 2 any Rogue 1 abilities - - - -
5 Identity Penetration | False Seeing | True Seeing ||| Know Truename MM 0 Wis-12 Wis-20
5 Any Rogue 5 ability (or) 2 any Rogue 2 abilities - - - -
6 Fork Innate | Psionic | Magic | Radioactive bM -10 Chr-22 Chr-22
6 Locate (anything unique) Across Planes | Clairvoyance there | TWE there M 0 Int-12 Int-15
7 Avoid Fate x1 | x2 | x3 | x4 | x5 | etc. 2bM -20 Wis*2-50 Wis*2-50
7 Any Rogue 7 ability (or) 2 any Rogue 4 abilities - - - -
8 Immune to detection / divination effects - - - -
8 Find the Path ( | for each plane removed) MM 20 Wis-10 Wis-15
9 Intrigue: 1M: Augury (that actually works) on your proposed action, or Choose Future M - - -
9 Ask the Local Lord | Highest Lvl in Plane | Chosen God | Ultraplanar | DM a question VM 0 Chr-11 Chr-21
10 Contact Other Plane | Foresight MM 0 Chr-15 Chr-18
12 Get save vs effects w/ no save, base=+0+items, each 5% is +1 - 0 Wis-20 Wis-25
15 Avoid Spirit/Conc Effect (entire party): x1 || x2 || x3 etc. - -5 Int-22 Int-30
18 Duplicate a Psi5 or Psi10 minor || major ||||| grand ( | Psi-5) M 0 Con-15 Con-22
21 Be a x2 being on offense ||||| x3 ||||||| x4 ||||||||| x5 etc. 0 -150 Luck-5 Luck-10
24 See in Capital D Darkness - - - -
27 Summon (and control) DL XI Far Realm, Immortal, Nightmare Dimension, or Tarraque World monster ( || per extra DL) MM 0 Cml-55 Cml-70

[PC12] Planar Group Classes


Traveller Priest

Level KXP Priest
123 456 78
1 0 20- --- --
2 2 210 --- --
3 4 321 --- --
4 7.5 422 --- --
5 12.5 432 0-- --
6 20 432 1-- --
7 35 443 1-- --
8 60 443 20- --
9 90 543 21- --
10 125 543 320 --
11 200 553 321 0-
12 300 554 432 1-
13 750 655 543 2-
14 1150 666 654 3-
15 1550 666 666 4-
16 1950 666 666 5-
17 2350 666 666 6-
18 2750 666 666 60
19 3150 666 666 61
20 3550 666 666 62
21 3950 666 666 63
22 4350 666 666 64
23 4750 666 666 65
24 5150 766 666 65
25 5550 776 666 65
26 5950 777 666 65
27 6350 777 766 65
28 6750 777 776 65
29 7150 777 777 65
30 7550 777 777 75
31 7950 777 777 76
32 8350 777 777 77
33 8750 887 777 77
34 9150 888 877 77
35 9550 888 888 77
36 9950 888 888 88
TH Saves
PD RS PP BW Sp Fo Re Wi
+0  4  2  3  1  1  1  1  0
+1  5  2  4  2  1  1  1  0
+1  5  3  4  3  2  2  2  1
+2  6  4  5  4  3  2  2  1
+3  7  5  6  5  4  3  2  1
+3  8  5  7  6  4  3  3  2
+4  8  6  7  7  5  4  3  2
+5  9  7  8  8  6  4  4  2
+5 10  8  9  9  7  5  4  3
+6 11  8 10 10  7  5  4  3
+7 11  9 10 11  8  6  5  3
+7 12 10 11 12  9  6  5  4
+8 13 11 12 13 10  7  6  4
+9 14 11 13 14 10  7  6  4
+9 14 12 13 14 11  8  6  5
+10 14 12 14 14 11  8  7  5
+11 14 13 14 14 12  9  7  5
+11 15 13 14 14 12  9  8  6
Requisites: Dex 15, Wis 12
Alignment: any
HD/level: d8
Weapon Prof.: 2+level/4
To Hit Table: Pri
Save Table: Pri
Reference: DM
Groups: Priest, Planar
 
Gets Dex (not Wis) bonus to spells.
Bonus grand in Traveller sphere.
Replace the d20 roll for what you roll for Turn Undead with d30. Replace the d12's for number turned with d20's.
Level N (every level): Using the list below, pick an ability.
A. Can get and can use 2Z actions per half segment.
B. Can use 2V actions per segment.
C. Double movement rate, or +3*LVL" movement rate. Sustain movement rate.
D. Immune to Wall, Sphere, and Forcefield effects
E. Sustain all actions; Time/Reality stability; Immune to Hold, Stop, Time Stop, Temporal Stasis
F. Automatically make saves that give a Dex bonus; Automatically make Reflex saves (even if no Dex bonus).
G. Immune to TK and Falling Damage (but not high Gravity)
H. Get 2 parting shots / attacks of opportunity instead of 1.
I. Exceptional Dex bonus. This may be taken more than once, each is another level of Exc Dex.
J. Immune to Traveller sphere spells.
K. Free GGL (Specialty God) pick in a god that has a Dex requirement.
L. Immune to Vacuum. Need not breathe.
M. 0, 1/r: Counter someone entering your group (either by moving or by other means).
New Traveller Spells:
Tactic Move (SL=1): Move 1 target from one group to another group, no parting shots, unwilling gets Reflex save (with Dex bonus).
TK Shield (SL=2): Damaging shield (50% back) of type Telekinesis. You Resist TK and Falling Damage while running this.
Blink Wounder (SL=3): (May cast as a 0 action): Blink. If you material component, you can blink twice this segment (you may act between the blinks)
Space Dragon (SL=4): Summons a Space Dragon (a DL VI monster). You have a Space Dragon summon slot in addition to your normal summon slot. You are allowed to have 2 Space Dragons (one in each slot).
Folding Dimensional Doom (SL=5): Creates a rift of random Dim Doors and Dim Folds; All in group are slain (PPD save) or randomly teleported away (RSW save).
True Teleport (SL=6): Your party teleports on your side of the segment (no delay).
Holy Word Shift (SL=7): Target is plane shifted to a plane of your choice (no save, no MR).
Star Travel (SL=8): You fly at CL c (CL times the speed of light). You can enter a Star and either [1] Spelljam to another Star or Crystal Sphere (as if you were an Iconian Gateway), or [2] Time Travel (as if you were an Undead Robotic Chicken).
Beset (SL=9): Target is Set and his home plane becomes this plane (no save, no MR)

[PC13] Lost Group Classes


Barney Emissary

Level KXP Priest
123 456 789
1 0 1-- --- ---
2 3 3a- --- ---
3 6 42b --- ---
4 12 441 c-- ---
5 24 744 0d- ---
6 48 764 3ae ---
7 96 775 42b f--
8 192 777 441 cg-
9 384 777 744 0dh
10 750 777 744 1cg
11 1500 777 754 2bf
12 2000 777 764 3ae
13 2500 777 774 40d
14 3000 777 774 41c
15 3500 777 775 42b
16 4000 777 776 43a
17 4500 777 777 440
18 5000 777 777 441
19 5500 777 777 542
20 6000 777 777 643
21 6500 777 777 744
22 7000 777 777 754
23 7500 777 777 755
24 8000 777 777 765
25 8500 777 777 766
26 9000 777 777 776
27 9500 777 777 777
28 10000 777 777 777
29 10500 777 777 777
30 11000 777 777 777
31 11500 777 777 777
32 12000 777 777 777
33 12500 777 777 777
34 13000 777 777 777
35 13500 777 777 777
36 14000 777 777 777
TH Saves
PD RS PP BW Sp Fo Re Wi
+1  8  4  6  3  4  0  0  3
+3  9  5  6  4  4  1  1  4
+5 10  6  7  5  5  2  2  5
+7 11  7  9  6  6  2  2  6
+9 12  8  9  6  7  3  3  7
+11 13  9 10  7  8  4  4  8
+13 14  9 11  8  9  5  4  9
+15 14 10 11  9  9  6  5 10
+17 15 11 12 10 11  6  6 11
+19 16 12 13 11 12  7  6 12
+21 16 13 14 12 12  8  7 13
+23 16 14 14 13 13  9  8 14
+25 16 14 15 14 14 10  8 15
+27 17 15 16 14 14 10  9 16
+29 17 15 16 15 15 11 10 17
+31 17 16 16 15 16 12 10 18
+33 17 16 16 16 16 13 11 19
+35 17 16 16 16 16 14 12 20
Requisites: Int 16, Wis 18, Chr 17
Alignment: any
HD/level: 2d2
Weapon Prof.: 4+level/2
To Hit Table: Pri
Save Table: 2xPri
Reference: DM {Lost Divine Emissary}
Groups: Priest, Custom, Lost
 
Level N (every level): +1 Specialty God pick per level, in a Barneyed God. You may pick the same Barneyed God more than once.
Each reset, the DM will give you access to 3 new Barneyed gods. If at any time you have fewer than your LVL in Barneyed god choices (even in the dungeon), ask the DM and he will generate 3 more for you.
For each Barneyed god, you can pick a sphere:
All, Animal, Anti-Magic, Astral/Planar, Cataclysms, Chaos, Charity, Charm, Combat, Community, Cosmos, Creation, Darkness, Death, Destruction, Disease, Divination, Elemental, Elf, Entropy, Evil, Fear, Fertility, Fire, Good, Guardian, Healing, Incantatrix, Innates, Knowledge, Labour, Law, Love, Luck, Luck/Fate/Fortune, Madness, Magic, Metalworking, Meta-Magic, Moon, Mountain, Music, Nature, Necromantic, Numbers, Peace, Plant, Protection, Psionics, Radiation, Revenge, Science, Sea, Secrets, Skill, Sky, Stoicism, Strength, Summoning, Sun, Sword, Technology, Thievery, Thought, Thunder, Time, Travel, Travelers, Undead, War, Wards, Wealth, Weather, Wild Magic, Winter, Wisdom
And you can pick an alignment of the Barneyed God if desired.

[PC13] Lost Group Classes


Forgotten Lord13

Level KXP Spells
123 456 789
1 0 1-- --- ---
2 3 2-- --- ---
3 6 21- --- ---
4 12 22- --- ---
5 24 221 --- ---
6 48 222 --- ---
7 96 322 1-- ---
8 192 332 2-- ---
9 384 333 21- ---
10 600 333 32- ---
11 900 433 321 ---
12 1200 444 321 ---
13 1500 444 322 ---
14 1800 444 432 ---
15 2100 544 432 1--
16 2400 555 432 2--
17 2700 655 443 2--
18 3000 655 443 21-
19 3300 655 543 22-
20 3600 655 544 32-
21 3900 655 544 321
22 4200 665 554 322
23 4500 666 654 332
24 4800 776 655 432
25 5100 776 655 443
26 5400 777 665 543
27 5700 777 665 554
28 6000 887 666 654
29 6300 887 776 655
30 6600 888 777 665
31 6900 888 777 766
32 7200 988 887 776
33 7500 999 888 777
34 7800 999 988 887
35 8100 999 999 888
36 8400 999 999 999
TH Saves
PD RS PP BW Sp Fo Re Wi
+1  7  6  5  3  3  1  2  2
+1  7  6  5  3  3  1  3  3
+2  7  6  5  4  4  2  3  3
+3  8  7  6  5  4  2  4  4
+3  9  8  7  5  5  3  4  4
+4  9  8  7  6  6  3  5  5
+5 10  9  8  7  6  4  5  5
+5 10  9  8  7  7  4  6  6
+6 11 10  9  8  7  5  6  6
+7 12 11 10  9  8  5  7  7
+7 12 11 10  9  9  6  7  7
+8 12 11 10 10  9  6  8  8
+9 12 12 11 10  9  7  8  8
+9 12 12 11 10 10  7  9  9
+10 12 12 11 11 10  8  9  9
+11 13 12 12 11 12  8 10 10
+11 13 12 13 11 12  9 10 10
+12 13 12 13 12 12  9 11 11
Requisites: Int 13, Chr 13
Alignment: AL, AC, AG, or AE
HD/level: 1 HD with 10 hp (1d12 with "offer" of 10)
Weapon Prof.: = (Str score)/2 + level
To Hit Table: Ftr0
Save Table: Ftr0/M-U0/Clr0/Thf0
Reference: DM
Groups: Lost
 
You (as a character) get 1P+1M+1V as your base actions instead of 1S+1V.
Gains the use of one school or sphere (Warrior, Wizard, Priest, or Rogue) per level. Cannot cast spells from schools/spheres it doesn't have at all (they are not "Opposite", they are "Not Available"). Alternatively, can learn one psionic power (of any frequency you know) instead of a school/sphere pick. This power doesn't cost PSPs to use, but it still costs a spell slot of SL=2 (minor), 5 (major), or 8 (grand). If it costs a variable amount of PSPs to use, you have 10*LVL PSPs (Psi1 scale) per usage.
Can weapon specialize, using the Ranger1 line.
Gets one Rogue pick every odd level. Gets 30*LVL Rogue points.
Level 1 ¶: Choose one "good" unused pick and one "bad" unused pick. These sort of work like weak John picks. The list follows, feel free to suggest other possibilities:
Good-1. Overwrite the XP table for one of your classes to be the "set XP table". DM Note: This XP table is what Forgotten Lord itself uses.
Good-2. You can use the ability scores table from Collective 0.6. You do get the bonus P/V actions for high Dex and the bonus M actions for high Re+Wis+Pr. You can also use the "Simplified Wis bonus" table.
Good-3. Number of class slots = 10.
Good-4. You may use (pick one): Mixed races, Race adjectives, Mixed classing (There are limits to which classes can be Mixed together, see the DM), or Class adjectives.
Good-5. You automatically have Exceptional in any stat that has a requirement of 13 or higher in any of your classes. You automatically have Barbarian in any stat that has a requirement of 18 or higher in any of your classes.
Good-6. When researching something that's already written in the full Collective (you aren't actually researching something new), it costs only ½ of a Research Point each.
Good-7. If your race matches your class, you get x+0.5 (+50%) XP.
Good-8. You have access to the complete Kit list, including broken Kits like Adventurer and Duplicator.
Good-9. You have access to the complete Familiar list, including broken Familiars like Egg and Weasel.
Good-10. You may access X4 (old Psi4) or X24 (old Psi24) as a Wild Talent slot (Mini Class slot). X4 uses the old multipliers (x1.5/x2/x3/x4) and X24 uses the old costs (1/2/3/4).
Bad-1. You must spend 1/4 of your Nonweapon Proficiencies on Occupations or Hobbies (see [P8]).
Bad-2. You must spend a P action in addition to an M action when casting a spell, unless the spell's SL is LVL/4 or less. Spells of SL=10 or higher require 2M actions to cast. Psionic Super powers require 2M actions to use.
Bad-3. You are limited in Armor and Weapon choices by your classes (e.g. Druids must use "natural" armors and wooden shields, Wizards are very limited in Armor and Weapon selection). Armor is most restrictive, Weapons are least restrictive.
Bad-4. Your weapons cannot do more bonus damage than their base dmg plus magical plusses (so a sword +1/+1 that's 1d8 base dmg cannot do more than 18 dmg, regardless of additions).
Bad-5. Material componenting of spells costs money (for materials), equal to (SL+1)^2 gp per use. Your Wishes and Wish-like effects must be "worded properly".
Bad-6. You are required to keep track of your encumbrance, which may lower your movement rate, or make you not able to move at all.
Bad-7. You are required to keep track of your food and water.
Bad-8. You must "take the offer" on Hit Dice. (1d2=1.5, 1d3=2, 1d4=3, 1d6=5, 1d8=6, 1d10=8, 1d12=10)
Bad-9. You cannot use Exceptional, Barbarian, or better stat bonuses at all.
Bad-10. When multi-classed, you must divide XP evenly between your classes.
Level 1: 1/reset (during reset): Choose some of your ability scores. You may reroll them using 4d6 (drop the lowest die) or 3d8 (reading 7's and 8's as 6's).
Level 1: Time/Loop Reality Stability.
Level 1: Legend Lore / Knowledge of other timelines (other Loops) LVL*15%
Level 9: Immune to Incursion, Loop Incursion, and Banhammer Bombs.
Level 9, 18, 27, and 36 ¶: Choose another good unused pick and another bad unused pick, as per level 1.

[PC13] Lost Group Classes


Hermit0

Level KXP Priest
123 456 7
1 0 0-- --- -
2 1.5 1-- --- -
3 3 20- --- -
4 6 21- --- -
5 12 220 --- -
6 25 221 --- -
7 50 322 0-- -
8 100 332 1-- -
9 200 333 20- -
10 300 443 21- -
11 400 443 320 -
12 500 444 321 -
13 600 554 322 -
14 700 555 332 -
15 800 655 333 -
16 900 655 443 0
17 1000 665 443 1
18 1100 665 443 2
19 1200 765 444 2
20 1300 765 444 3
21 1400 765 554 3
22 1500 765 554 4
23 1600 776 654 4
24 1700 876 655 4
25 1800 876 655 5
26 1900 877 665 5
27 2000 887 666 5
28 2100 887 776 5
29 2200 887 776 6
30 2300 888 777 6
31 2400 888 887 6
32 2500 988 887 6
33 2600 998 888 7
34 2700 999 888 8
35 2800 999 998 8
36 2900 999 999 9
TH Saves
PD RS PP BW Sp Fo Re Wi
+1  7  6  4  2  3  0  0  2
+1  7  6  4  3  3  0  0  3
+1  7  6  4  3  4  0  1  3
+2  7  6  5  3  4  1  1  4
+3  9  8  6  4  5  1  1  4
+3  9  8  6  5  5  2  2  5
+3  9  8  6  5  6  2  2  5
+4  9  8  7  5  6  2  2  6
+5 11 10  8  6  7  3  3  6
+5 11 10  8  7  7  3  3  7
+5 11 10  8  7  8  4  3  7
+6 11 10  9  7  8  4  4  8
+7 12 11 10  8  9  4  4  8
+7 12 11 10  9  9  5  4  9
+7 12 11 10  9 10  5  5  9
+8 12 11 11  9 10  6  5 10
+9 13 12 12 10 11  6  5 10
+9 13 12 12 11 11  6  6 11
Requisites: Int 10, Wis 10, Chr 10
Alignment: any
HD/level: d5
Weapon Prof.: 1+level/4
To Hit Table: CTD0
Save Table: Clr0
Reference: DM
Groups: Priest, Lost
 
Can have Exceptional Int, Wis, or Chr bonus.
Priest Spells: Get 3 Grand, 2 Major, 1 Minor spheres.
Has "ability to take martial arts", but there is no free style built into this class.
Level 1: Turn Undead and Turn Cthulhoid Horrors.
Level N (each level): +1 to Int, Wis, or Chr. (These don't have to all be the same stat.)
Level 9+ (each level): Gain +(LVL-8)^2 followers (i.e. at level 9 get 1 follower, at level 10 get an additional 4 followers, at level 11 get an additional 9 followers, etc.).
Level 9: Detect Deception: can sense lies and see through all illusions with 1M.
Level 27: Divine Will: Can throw off any one non-godly effect per day; the effect simply does not function on the hermit.

[PC13] Lost Group Classes


Ill Omen Master

Level KXP
Spells
1 0 (none)
2 2.5 (none)
3 5 (none)
4 10 (none)
5 20 (none)
6 42.5 (none)
7 70 (none)
8 110 (none)
9 160 (none)
10 220 (none)
11 440 (none)
12 660 (none)
13 880 (none)
14 1100 (none)
15 1320 (none)
16 1540 (none)
17 1760 (none)
18 1980 (none)
19 2200 (none)
20 2420 (none)
21 2640 (none)
22 2860 (none)
23 3080 (none)
24 3300 (none)
25 3520 (none)
26 3740 (none)
27 3960 (none)
28 4180 (none)
29 4400 (none)
30 4620 (none)
31 4840 (none)
32 5060 (none)
33 5280 (none)
34 5500 (none)
35 5720 (none)
36 5940 (none)
TH Saves
PD RS PP BW Sp Fo Re Wi
+0  6  4  6  3  4  1  3  0
+1  6  5  7  3  5  1  4  1
+2  7  6  7  4  6  2  5  1
+3  7  7  8  4  7  3  6  2
+4  8  8  8  5  8  4  7  3
+5  8  9  9  5  9  5  8  3
+6  9 10  9  6 10  5  9  4
+7  9 11 10  6 11  6 10  5
+8 10 12 10  7 12  7 11  5
+9 10 13 11  7 13  8 12  6
+10 11 14 11  8 14  9 13  7
+11 12 15 12  9 14  9 14  7
+12 13 16 13 11 15 10 15  8
+13 14 16 14 13 15 11 16  9
+14 15 16 15 14 16 12 17  9
+15 16 16 16 16 16 13 18 10
+16 16 16 16 16 16 13 19 11
+17 16 17 16 16 16 14 20 11
Requisites: Dex 27, Chr 27
Alignment: any
HD/level: d8
Weapon Prof.: 3+level/3
To Hit Table: War
Save Table: 2xRog
Reference: DM {Lost Luck Master}
Groups: Rogue, Lost
 
You have LVL "Ill Omen" points per turn.
1N, spend n Ill Omen points: Target gets --n to a die roll. You can do this after seeing their die roll result.
1M: Target takes LVL Luck damage (Reflex save for half). Negative Luck causes a minus on all die rolls (it is not a "--" however, just a normal "-").
Lvl Luck Master Ability | -50% | -100% | -150% Act Base Penalty Bonus
1 Attack (+1 TH per 10% made this segment) V 5 Dex-12 Dex-15
1 Backtwist (Twist rating/30 effects) V 20+LVL*10 Dex-9 Dex-12
1 Damage (+1 dmg per 10% made this segment; or multiply dmg by x(1+rating/200)) V 0 Str-15 Str-18
1 Delay (target doesn't go next segment, save DC = amt made) {Rogue ability: 30 / Wis-11 / Wis-16 } F 30 Wis-11 Wis-13
1 Ducking (+1 saves per 10% made this segment) V 0 Wis-15 Wis-18
1 Evasion (see Acrobat) ||| Spell Evasion | Psi Evasion | Innate Evasion V 0 Dex-14 Dex-18
1 Lockdown rating/20 C actions worth F 0 DIWC-40 DIWC-60
1 Take ½ dmg from an Attack | Spell | Psi Power | Innate (|| Take 0 damage) V 5 Con-16 Con-20
1 Unequip (one item unequipped, save DC = amount made) {Rogue ability: 50 / Dex-12 / Dex-14 } V 50 Dex-12 Dex-14
1 Any Rogue 1 ability - - - -
2 Deeppockets | Vanish | Rope Trick ||| I'm Gone (to my own Pocket Plane) M 0 Int-8 Int-20
3 Duplicate a Psi5 minor ||| major ||| grand ||| super 1M 0 Chr-15 Chr-20
4 Sense Danger | Precognition | Choose Future | x1 Avoid Fate VM 25 Wis-9 Wis-12
4 Any Rogue 4 ability - - - -
5 Avoid Trick (entire party): Mech.|Magic/Psi|OutPhase - 5 Int-12 Int-18
6 Effect Evasion (each 1% = +1 saves) 1V to use - 0 Wis-9 Wis-12
7 Avoid Fate x1 | x2 | x3 | x4 | x5 | etc. 2bM -20 Wis*2-50 Wis*2-50
8 Any Subability (+1 per 25% made to that subability) M 0 Int-14 Int-17
9 0,1/r: Get +(amount made) on next Rogue ability - 0 NA NA
9 Avoid Special (entire party): x1 | x2 | x3 etc. - 0 Int-16 Int-22
14 Avoid Spirit/Conc Effect (entire party): x1 || x2 || x3 etc. - -5 Int-22 Int-30
14 Get save vs effects w/ no save, base=+0+items, each 5% is +1 - 0 Wis-20 Wis-25
16 Enhancement (add how much you made by to your next Rogue ability roll within 1r) F 0 Chr-18 Chr-22

[PC13] Lost Group Classes


Paleontologist


Level

KXP
Wizard
123 456 789

TH
1 0 1-- --- --- +0
2 2.5 2½- --- --- +0
3 5 21- --- --- +0
4 10 32½ --- --- +1
5 20 421 --- --- +1
6 40 422 ½-- --- +1
7 60 432 1-- --- +2
8 90 433 2½- --- +2
9 135 433 21- --- +2
10 250 443 22- --- +3
11 375 444 33½ --- +3
12 750 444 441 --- +3
13 1125 555 442 ½-- +4
14 1500 555 442 1-- +4
15 1875 555 552 1½- +4
16 2250 555 553 21- +5
17 2625 555 553 32½ +5
18 3000 555 553 321 +5
19 3375 555 553 331 +6
20 3750 555 554 332 +6
21 4125 555 554 442 +6
22 4500 555 555 443 +7
23 4875 555 555 553 +7
24 5250 555 555 554 +7
25 5625 555 555 555 +8
26 6000 666 655 555 +8
27 6375 666 666 655 +8
28 6750 666 666 666 +9
29 7125 777 766 666 +9
30 7500 777 777 766 +9
31 7875 777 777 777 +10
32 8250 888 877 777 +10
33 8625 888 888 877 +10
34 9000 888 888 888 +11
35 9375 999 988 888 +11
36 9750 999 999 999 1 +11
37 19500 999 999 999 2 +12
38 29250 999 999 999 3 +12
39 39000 999 999 999 4 +12
45 97500 A99 999 999 9 +14
54 185250 AAA AAA AAA 91 +17
63 273000 AAA AAA AAA A9 +20
72 360750 BBB BBB BAA AA1 +23
Requisites: Str 14, Con 12, Int 9
Alignment: any N
HD/level: d12
Weapon Prof.: 4+level/4
To Hit Table: Wiz
Reference: DM {Planeshifted Myrmecologist}
Groups: Wizard, Alternate, Lost
Complexity: CF=2
   
Saving Throws:  
PPD: level+4
RSW: level+7
PP: level+5
BW: level+3
Spell: level+6
Fort: level+3
Reflex: level-1
Will: level-1
   
Specialized and School Robed (-1 SL) in Paleontology (Dinosaurs).
Level 1: May use 1 material component effect per spell as a zero action.
Level 1: +1+(LVL/3) summon slots, only for Dinosaurs.
Level 4: +1 Brontosaurus Familiar (gives x2 hp; Level 9: x2 dmg), Animal Companion, or Mount (DL I; 200 hp; +1 DL and x3 hp every odd level thereafter)
Level 8: You are considered a WereDinosaur and may polymorph yourself into a Dinosaur for 1V action. You are Size F.
Paleontology Spells:
Flatten N (SL=N): Drops a Dinosaur on one target (material component for two), target takes 5^SL dmg, Dinosaur disappears afterwards
Dino Scale Armor N (SL=N): +CL*N AC; +CL*N saves; +CL*N*10 hp Armor spell
Trog Chili Pepper N (SL=N): You and your Dinosaurs breathe fire (increase offensive DL by +N-1).
Summon Dinosaur N (SL=N): Summon a DL=SL+2 Dinosaur
Summon Reptile N (SL=N): Summon a DL=SL+1 Reptile. It counts as a Dinosaur for other spells.
Summon Dragon N (SL=N): Summon a DL=SL Dragon. It does not count as a Dinosaur.
Wall of Dinosaur (SL=N): Creates a Wall of Dinosaur, anyone passing through takes (SL*2)d(SL*2) dmg.
Dino Egg (SL=0): Summons a DL 0 Dino Egg. It has a 1% chance per reset of hatching into a DL I Dinosaur.
Speak with Dinosaurs (SL=1): You can speak with Dinosaurs and ask them questions, which they will give reasonable answers to.
Pterodactyl (SL=2): Your Dinosaur summons Fly at CL".
Stampede (SL=3): Earthquake (as spell)
Deconstruction (SL=3): Your Dinosaur summons can destroy large building/structures in a short amount of time. Each Dinosaur does 4^DL Hull dmg per S action.
Polymorph into Dinosaur (SL=3): Polymorphs target into a Dinosaur (PP save). It is now Size F and its AC and movement rate halves.
Trog Red Root (SL=4): Your Dinosaur summons get a +2S+2V action Haste.
Magmasaur (SL=4): 0 action, whenever one of your Dinosaur summons is killed by damage: Deal 10*(DL^3) magma dmg to one target.
Dino Generator (SL=6): Creates a DL VI Monster Generator for Dinosaurs (one DL VI per segment). These are not summons, but they will only attack enemies.
Megasaur (SL=9): Summons a DL X Dinosaur with 2^CL rhp.
Trog Golden Pineapple (SL=9): One of your Dinosaur summons has irhp instead of rhp (at 1 irhp to 10 rhp).
Megasaur Generator (SL=10): Creates a DL X Monster Generator for Megasaurs (see above).

[PC13] Lost Group Classes


Planeswalker Artificer

Level KXP Wizard
123 456 789 AB
1 0 1-- --- --- --
2 10 2-- --- --- --
3 15 21- --- --- --
4 22 12- --- --- --
5 33 021 --- --- --
6 49 012 --- --- --
7 73 102 1-- --- --
8 109 201 2-- --- --
9 163 310 21- --- --
10 244 410 12- --- --
11 366 521 021 --- --
12 549 621 012 --- --
13 823 731 102 1-- --
14 1234 832 101 2-- --
15 1851 942 110 21- --
16 2776 A42 110 12- --
17 4164 B53 211 021 --
18 6400 C53 211 012 --
19 6800 D63 211 102 1-
20 7200 E64 221 101 2-
21 7600 F74 321 110 21
22 8000 G74 321 110 32
23 8400 H85 322 111 32
24 8800 I85 322 111 33
25 9200 J95 432 111 43
26 9600 K96 432 211 43
27 10000 LA6 432 211 44
28 10400 NA6 432 211 44
29 10800 OB7 533 221 54
30 11200 PB7 543 221 54
31 11600 QC7 543 221 55
32 12000 RC8 543 222 55
33 12400 SD8 643 322 55
34 12800 TD8 643 322 65
35 13200 UE9 653 322 65
36 13600 VE9 653 322 66
TH Saves
PD RS PP BW Sp Fo Re Wi
+0  8  7  5  3  6  0  1  2
+1  8  7  6  3  7  0  1  3
+1  9  8  6  4  7  0  1  3
+2  9  8  6  4  7  1  2  4
+3 10  9  7  4  8  1  2  4
+3 10  9  7  5  8  2  3  5
+4 11 10  8  5  9  2  3  5
+5 11 10  9  6  9  2  3  6
+5 12 10  9  6  9  3  4  6
+6 12 11  9  6 10  3  4  7
+7 13 11 10  7 10  4  5  7
+7 13 12 10  7 11  4  5  8
+8 13 12 10  8 11  4  5  8
+9 14 13 11  8 11  5  6  9
+9 14 13 11  8 12  5  6  9
+10 14 13 11  9 12  6  7 10
+11 15 14 12  9 13  6  7 10
+11 15 14 12 10 13  6  7 11
Requisites: Str 9, Con 12, Int 18
Alignment: any
HD/level: d10
Weapon Prof.: 4+level/2
To Hit Table: Wiz
Save Table: 2xWiz
Reference: MTG / DM
Groups: Wizard, Lost, Demigod (x1)
 
Gets Int bonus to progression. Specialized in Enchantment/Charm and Conjuration/Summoning.
Casts normal Wizard spells, not MTG spells. Could cast MTG spells at 2 slots each if they are known.
Can have up to LVL MTG magic items. The maximum CC (Casting Cost, treat as SL) for each is (LVL+2)/3.

[PC13] Lost Group Classes


Planeswalker Artificer Items

CC (SL) # Magic Item Effect
1 1 AEther Vial 0, 1/r: Cast a Conjuration/Summoning spell.
1 2 Ivory Tower Regenerate 3 hp/s.
1 3 Skullclamp Your summons get +CL TH/dmg, -CL AC/saves/rhp
1 4 Sol Ring +2 SL in progression.
1 5 Soul Net Whenever you kill someone with a spell, cure 1 hp.
1 6 Voltaic Key 1V: An item gets 1E action this segment.
2 1 Chaos Orb 1V, 1/reset: Destroy a magic item, effect, or creature (creature gets PPD save)
2 2 Helm of Awakening All spells in the room are school/sphere robed (x1 Special)
2 3 Illusionary Mask Your summons are Dust of Disappearanced
2 4 Lightning Greaves Your summons are not summoning sick
2 5 Scythe of the Wretched +1 summon slot; 1M: Animate Dead a creature you killed (it's your summon, -1 DL)
2 6 Sun Droplet Regenerate 10 hp/s.
3 1 Ashnod's Altar 0, sacrifice a summon: Get back 2 SL in progression
3 2 Blasting Station 1N, sacrifice a summon: Deal 10 dmg to one target (no save, TechR to resist)
3 3 Caltrops 10 damage damaging shield (no save, TechR to resist)
3 4 Fireshrieker One of your summons deals double damage
3 5 Forcefield Damage Threshold 10 from physical attacks
3 6 Loxodon Warhammer Vampiric Regen. (can be used on one of your summons)
4 1 Giant Fan 1V: Move an effect from one person to another (aER to resist)
4 2 Icy Manipulator 1S: Target loses his next action.
4 3 Jester's Cap Target forgets how to cast 3 spells or effects by name
5 1 Al-Abara's Carpet Immune to attackers unless they are flying
5 2 Coat of Arms Your summons get +N AC/saves/rhp/TH/dmg for each other summon of same race
5 3 Mirari 1bM, lose a SL=5 spell in memorization: Fork
6 1 Joven's Tools 1M: Target creature ignores all defenses with one attack
6 2 Mindslaver 1M, 1/reset: Domination for 1 segment (no save, TechR to resist)
6 3 Mirror Universe 1M, 1/reset: Switch current hp with target (no save, TechR to resist)
7 1 Legacy Weapon 1M: *Destroy* (or Capital S Slay) an item, effect, or creature (TechR to resist)
8 1 Aladdin's Ring 1M: 40 damage to one target (no resistance)
9 1 Darksteel Forge Your items are indestructible.

[PC13] Lost Group Classes


Scarlet Chirurgeon

Level KXP Priest
123 456 789
1 0 1-- --- ---
2 2.8 20- --- ---
3 5.6 210 --- ---
4 11.2 211 0-- ---
5 22.4 221 1-- ---
6 44.8 222 2-- ---
7 89.6 333 20- ---
8 179.2 333 31- ---
9 358.4 443 320 ---
10 918.4 444 431 ---
11 1478.4 444 432 ---
12 2038.4 444 433 ---
13 2598.4 444 444 0--
14 3158.4 555 444 1--
15 3718.4 555 554 2--
16 4278.4 555 555 30-
17 4838.4 666 555 31-
18 5398.4 666 665 32-
19 5958.4 666 666 430
20 6518.4 777 666 431
21 7078.4 777 776 432
22 7638.4 777 777 443
23 8198.4 888 777 444
24 8758.4 888 887 544
25 9318.4 888 888 554
26 9878.4 999 888 555
27 10438.4 999 998 655
28 10998.4 999 999 665
29 11558.4 AAA 999 666
30 12118.4 AAA AA9 766
31 12678.4 AAA AAA 776
32 13238.4 BBB AAA 777
33 13798.4 BBB BBB 877
34 14358.4 CCC BBB 887
35 14918.4 CCC CCC 888
36 15478.4 CCC CCC 999
TH Saves
PD RS PP BW Sp Fo Re Wi
+2  8  4  5  2  3  0  0  2
+3  8  4  6  3  4  0  0  3
+4  9  5  6  3  4  0  1  3
+5  9  5  6  4  4  1  1  4
+6 10  6  7  4  5  1  1  4
+7 10  6  7  5  5  2  2  5
+8 11  7  8  5  6  2  2  5
+9 11  7  9  6  6  2  2  6
+10 12  7  9  6  7  3  3  6
+11 12  8  9  6  7  3  3  7
+12 13  8 10  7  8  4  3  7
+13 13  9 10  7  8  4  4  8
+14 13  9 10  7  8  4  4  8
+15 14  9 11  8  9  5  4  9
+16 14 10 11  8  9  5  5  9
+17 14 10 11  9  9  6  5 10
+18 15 11 12  9 10  6  5 10
+19 15 11 12 10 11  6  6 11
Requisites: Str 11, Con 13, Int 14, Wis 14
Alignment: LE (overwrite)
HD/level: d8
Weapon Prof.: 4+level
To Hit Table: War +2 levels
Save Table: Pri
Reference: DM {Planeshifted Scarlet Torturer}
Groups: Priest, Alternate, Lost
 
For Alignment, "(overwrite)" means this class requires LE alignment, but it overwrites all of your other alignment restrictions to be LE as well.
   
Has Exceptional Int bonus. Gets Int bonus to spell progression (instead of Wis).
Has Exceptional Wis bonus. Gets (Exceptional) Wis bonus to this class's Caster Level (CL). This cannot be improved to Barbarian (or higher).
Surgical Tools are treated as weapons. You may use them as normal weapons, and do normal damage (with no extra effect). You may weapon specialize in Surgical Tools, using the "Non-Warrior" line for number of attacks.
If you wish to Surgically Experiment on someone, you spend 1P on one attack. If you hit; you do one instance of your surgical tool damage to a target (you may apply Str bonus if you wish). Surgical Experimentation generally does not work on Boss-type (or Sub-Boss-type) creatures, uniques, or creatures not killed by loss of limbs (such as undead).
Surgical Experimentation generally does not cause Summons to become unfaithful. If you're doing something really creepy, you can check with the DM before doing it.
Each type of Surgical Experimentation below generally can be used on a creature only once.
Level 1 ¶: 0, Surgically Experiment on a creature: Sharpness (no save, WR to resist). Roll 1d100. If the result is your LVL or less, you can do a Vorpal (Sharp their head) if you like. If the result is LVL*5 or less, you can pick which limb gets Sharped (except head).
Level 1 ¶: 1F, Surgically Experiment on a creature: Add an extra (artificial) limb to the creature. The creature loses 1d100-LVL*5 max hp (can't be repaired except by a Regenerate spell, which would remove the extra limb). Each day, the limb has a (37-LVL)% chance of shrivelling and becoming useless, after that 1 max hp of the loss is regained per day. At level 4 you can alternatively add an extra internal organ instead.
Level 2 ¶: 0, Surgically Experiment on a creature: Roll two random Monster Templates, the creature gains one of them (your choice). Roll two random Psi9 minor powers, the creature gains one of them (your choice). DM Note: Quite a few Monster Templates and Psi9 minors are actually penalties, so this might be an effective attack.
Level 3 ¶: 0, Surgically Experiment on a creature: The creature takes LVLd6 stat dmg to one stat (your choice) (RSW save for ½). Roll 1d100. If you roll LVL or less and wish to spend an extra 1F action, you can have the creature gain half that amount to the stat instead, but it will become egotistical and unruly (it will no longer be your summon or under your control).
Level 6 ¶: 2F, Surgically Experiment on yourself and another creature: Transfer your brain to the other creature. This is like a Magic Jar, but can't be dispelled, and is absolutely permanent. There is a (16-LVL)% chance the brain will be rejected by the host body, in this case, you lose 1 max hp per segment (non-curable) until another solution can be found (such as quickly doing this procedure again on another host).
Surgical Tool gp lbs. Size Size -M Size L+ Critical Special
Amputation Saw / Bone Cutter 247 8 L 2d6 1d12 16+ / x2 Sharpness ability: +20 to 1d100 roll
Chisel and Hammer 78 4 M 1d6 1d8 20+ / x4 (none)
Drill / Cranial Drill / Trephine 108 3 M 1d8 1d6 18+ / x3 Stat Dmg ability: roll d8's; +10 to 1d100 roll
Hemostat / Forceps / Scissors Clamp 52 1 S 1d2 1d2 20+ / x2 Successful hit: You are Overbearing him
Hypodermic Syringe 93 1 S 1d2+3 1d2+1 20+ / x3 Venom weapon flag (6 doses)
Metzenbaum Scissors 210 1 S 1d4 1d3 19+ / x2 +2 TH
Nippers 3 1 S 1d3 1d2 20+ / x2 (none)
Pliers 17 2 M 1d6 1d4 19+ / x2 (none)
Scalpel 335 1 S 1d2+2 1d4 17+ / x2 +1Q0 per 1P action for Surgical Experimentation

[PC13] Lost Group Classes


Shadowcron

Level KXP Rog/Psi7
123 456 78
TH
1 0 ½½- --- -- +1
2 2.25 1½½ --- -- +1
3 4.5 11½ --- -- +2
4 9 21½ --- -- +3
5 18 21½ ½-- -- +3
6 36 211 ½-- -- +5
7 72 211 ½½- -- +5
8 144 221 ½½- -- +6
9 288 221 1½½ -- +7
10 450 222 1½½ -- +7
11 675 222 11½ -- +8
12 900 222 11½ ½- +9
13 1125 222 111 ½- +9
14 1350 322 211 ½- +11
15 1575 322 211 1- +11
16 1800 332 221 1½ +12
17 2025 332 221 11 +13
18 2250 332 222 11 +13
19 2475 333 222 11 +14
20 2700 433 322 21 +15
21 2925 443 332 22 +15
22 3150 444 333 22 +16
23 3375 544 433 32 +17
24 3600 554 443 33 +17
25 3825 555 444 33 +18
26 4050 655 544 43 +19
27 4275 665 554 44 +19
28 4500 666 555 44 +20
29 4725 766 655 54 +21
30 4950 776 665 55 +21
31 5175 777 666 55 +22
32 5400 877 766 65 +23
33 5625 887 776 66 +23
34 5850 888 777 66 +24
35 6075 988 877 76 +25
36 6300 998 887 771 +25
37 12600 998 887 772 +26
38 18900 998 887 773 +27
39 25200 998 887 774 +27
45 63000 998 888 887 +31
54 119700 999 999 999 1 +37
63 176400 A99 999 999 9 +43
72 233100 AAA AAA AAA 91 +49
Race Adjustments:
Str Dex Con Int Wis Chr Cml AT hp TH Div
-3 +6 +3 +3 +3 +4 -7 +0 +0 +0 ÷1
 
Requisites: Dex 19, Con 9, Int 9, Wis 9, Chr 13,
  Race Slots 1, Class Slots 2
Alignment: LN or LE
HD/level: & +d8
Weapon Prof.: & 3+level/6
To Hit Table: 1½xCTD0
Save Table: 2xMon +1
Reference: DM
Groups: Rogue, Lost, Archetype
Complexity: CF=3
   
Saving Throws:  
PPD: level+1
RSW: level+1
PP: level+1
BW: level+1
Spell: level+1
Fort: level+1
Reflex: level+1
Will: level+1
   
Gets Exceptional Dex and Chr.
Can cast Rogue spells and Psi7 powers, using these SL's: 2=Minor, 4=Major, 6=Grand, 8=Super.
Can specialize in weapons using "Non-War" line.
Gets 50 Rogue points per level.
Level 1: Immune to Turn Undead.
Level 1: Enemies need a +LVL weapon to hit you. To ignore this restriction, monsters divide their HD by your LVL-1 (with a minimum of 4), not the usual 4.
Level 1: Base AT is +5+LVL.
Level 1: You energy drain 1 level with every attack (even through weapons).
Level 1: If you kill someone by energy draining them, you can raise him as a Wraith0/7 with their previous stats. He becomes available next segment. You have LVL-1 "Revive" slots, each one can hold one Wraith0/7. You still have your regular Summon slot in addition, which can be used as an additional Revive slot if desired. You get the raise even if you used a energy drain source other than the Wraith0/7 ability (you cast an Energy Drain spell, for example). You can dismiss a Revive with a 0 action. If you raise a Wraith0/7 and don't have a Revive slot available, they become free-roaming undead, but they cannot harm you (as you are his master).
Level 4: You energy drain 1 level whenever someone hits you (for each hit, if you have stoneskins or were immune to the attack, the level drain doesn't occur).
 
For Rogue abilities, see next page.

[PC13] Lost Group Classes


Shadowcron Rogue Abilities

Lvl Shadowcron Ability | -50% | -100% | -150% Act Base Penalty Bonus
1 +LVL TH {Thug} or +LVL TH and dmg with unarmed attacks {Brawler}
1 Absolute Certainty: Add your Wis bonus to all stat/proficiency/skill checks
1 Bag of Holding; 1M: Locate Black Market in city {Smuggler}
1 Charm/Influence Reaction ||| Erase a "!" mark in dungron S 10 Chr-10 Chr-13
1 Connected: You know a friend in every city, for shelter and/or locating a shop/person
1 Detect Lie or Undetectable Lie (1 at a time, cont.)
1 Legend Lore | Identify ||| Know how to defeat a god or destroy an artifact 0 | M ||| F 0 Int-15 Int-16
1 Sell items for 64+LVL% of value instead of 50%
1 Spying | ESP (without him knowing) || Capital E Extract - 10 Int-11 Int-14
4 ++rating/100 to a die roll | Reroll a die roll || Counterspell || Object bM or hM 25 Dex-16 Dex-24
4 Ignore or Counter an Interpose | Rescue | Escape | I'm Gone 0 0 Wis-14 Wis-19
5 +LVL*100 item XP in Weapon flags per day
5 Can "Frugal" potions (+50% to number of uses)
5 Nonmagical items (all types) are one-third cost for you
5 Plausible Deniability: You can never be "guilty" of a crime according to the law.
6 Locate Object in City || Country MM
7 Always get special treatment and respect from Local Ruler {Agent of the Crown}
7 Can buy property or businesses at half cost {Businessman}
7 Repair a broken magic/psi/tech item, n=(XP value)/1000 (round up) nM 100 - -
9 Flawless Search: LVL% chance of finding something not even in the DM's key for the dungeon
9 Mass Wraithform | Mass Dream Travel (whole party) V 0 Con-22 Con-25
19 Shape Alteration/Polymorph Object | Shapechange/Shapechange Other V 0 Con-19 Con-30
20 400F, 1/d: Create a magic item of <= LVL*400 XP value
20 Super Resources: Get a xCL/18 random Artifact each reset, it will be useful (not crap)

[PC13] Lost Group Classes


The Hidden

Level KXP Illusion
123 456 7
1 0 1-- --- -
2 6 2-- --- -
3 12 21- --- -
4 22.5 32- --- -
5 45 421 --- -
6 90 431 --- -
7 180 432 --- -
8 360 432 1-- -
9 750 533 2-- -
10 1500 543 21- -
11 1950 543 32- -
12 2400 554 321 -
13 2850 554 322 -
14 3300 554 322 1
15 3750 554 422 2
16 4200 555 432 2
17 4650 555 532 2
18 5100 555 533 2
19 5550 555 543 2
20 6000 555 543 3
21 6450 555 554 3
22 6900 555 555 4
23 7350 555 555 5
24 7800 666 655 5
25 8250 666 666 6
26 8700 777 766 6
27 9150 777 777 7
28 9600 888 877 7
29 10050 888 888 8
30 10500 999 988 8
31 10950 999 999 9
32 11400 AAA A99 9
33 11850 AAA AAA A
34 12300 BBB BAA A
35 12750 BBB BBB B
36 13200 CCC CCC C
TH Saves
PD RS PP BW Sp Fo Re Wi
+0 10  9  8  6  6  2  1  0
+1 12 11 10  8  9  3  2  1
+2 12 11 10  9 10  4  3  1
+3 14 13 12 12 12  5  4  2
+4 16 15 14 14 15  6  4  3
+5 16 15 15 15 15  7  5  3
+6 16 15 15 15 15  7  5  3
+7 16 15 15 15 15  7  5  3
+8 16 15 15 15 15  7  5  3
+9 16 15 15 15 15  8  6  4
+10 16 15 15 15 15  8  6  4
+11 16 15 15 15 15  8  6  4
+12 16 15 15 15 15  8  6  4
+13 16 15 15 15 15  8  6  5
+14 16 15 15 15 15  9  7  5
+15 16 15 15 15 15  9  7  5
+16 16 15 15 15 15  9  7  5
+17 16 15 15 15 15  9  7  5
Requisites: Dex 19, Int 16, Wis 15
Alignment: T any (or) any N
HD/level: & d6
Weapon Prof.: & 3+level
To Hit Table: War
Save Table: 2xHalf
Reference: DM
Groups: Rogue, Lost
 
Casts Wizard Illusion school spells. Can access 1 extra School per level, but spells in these schools cost 2 spells each (they are Opposite schools).
Gets 50 Rogue points per level.
 
Level 1: Gets +4*LVL from behind instead of the usual +4 from behind.
Level 1: Displaced (+2 AC, first attack misses)
Level 4: You can't be targetted (unless you wish it).
Level 6: Desolid: You can pass through solid objects, but are still affected by attacks. You can be solid at will.
Level 9: Planar Displaced (+4 AC, one plane removed) or Double Displaced (+4 AC, first two attacks miss)
Level 12: You and the floor at your feet can't be targetted (unless you wish it).
Level 18: You, the floor at your feet, and other beings in your group can't be targetted (unless you wish it).
Lvl Stealth Ninja Ability | -50% | -100% | -150% Act Base Penalty Bonus
1 Backstab (each 25% = x1) (increases 10/level) ½0 40 Int-16 Int-25
1 Find/Remove x1 Traps/Tricks | Magic/Psi | OutPhase ( | 30' away) V 10 Dex-4 Dex-8
1 Hide in Shadows || Meld in Shadows/Mirrors N 100 Dex-0 Dex-1
1 Invisibility | Improved Invisibility | Dust of Disappearance M 0 Int-15 Int-16
1 Move Silently || Immovability | Avoid Clairnasience V 5 Dex-14 Dex-17
1 ("Twist") Find/Remove Wizard Abjuration/Priest Protection V 0 Dex-16 Dex-20
1 Any Rogue 1 ability - - - -
2 Concealment/Blending | Misdirection | Non-Detection M 20 Wis-12 Wis-14
2 Controlled Blink | Controlled Blink 10'r (unwilling get PP save) ½V 50 Wis-14 Wis-14
3 iunPR || iunaPR || iunaaPR ( | gives iunIR [and variants] instead) 0 10 Chr-15 Chr-20
3 Backstrike (each 25% = x1 TH) (increases 10/lvl) ½0 20 Wis-16 Wis-25
4 Find/Remove x2 Traps/Tricks | Magic/Psi | OutPhase ( | 30') ( | x1 Special) V 20 Dex-9 Dex-12
4 any Rogue 4 ability - - - -
5 Erase a "?", "¿", "!", "¡", ".", ",", ":", or ";" in dungeon - 0 Dex-18 Dex-24
5 Escape Bonds | Binding | Imprisonment/Time Stop || Get out of the Hole P 0 Str-14 Str-16
6 Distraction | Mislead | Forget | Mirage Arcana M 15 Wis-13 Wis-16
7 iunER || iunaER || iunaaER 0 -10 Dex+Int-37 Dex+Int-47
8 Polymorph Self | Polymorph Other | Polymorph Object | Shapechange PP 10 Con-15 Con-18
9 Find/Remove x3 Traps/Tricks | Magic/Psi | OutPhase ( | 30') ( | x2 Special) V 0 Dex-12 Dex-15
10 Locate (anything unique) Across Planes | Clairvoyance there | TWE there M 0 Int-12 Int-15
12 Speed: Each 50% is +1A action || B's instead || C's instead - 0 Dex-18 Dex-20
15 Psychic Impersonation || Soul/Spirit Impersonation - 15 Wis-9 Wis-14
18 Shadow Magic | Shadow Walk | Shadow Flight | Become Shadow-form VM 0 Int-17 Int-20
27 Destruction/Mordenkainen's Disjunction ||| Put Target Down a Hole PMM 0 Int-19 Int-25

[PC13] Lost Group Classes


Thirteen Letter Horror

Level KXP
Spells
1 13 (owe) (none)
2 20 (none)
3 34 (none)
4 62 (none)
5 118 (none)
6 230 (none)
7 454 (none)
8 902 (none)
9 1515 (none)
10 2128 (none)
11 2741 (none)
12 3354 (none)
13 3967 (none)
14 4580 (none)
15 5193 (none)
16 5806 (none)
17 6419 (none)
18 7032 (none)
19 7645 (none)
20 8258 (none)
21 8871 (none)
22 9484 (none)
23 10097 (none)
24 10710 (none)
25 11323 (none)
26 11936 (none)
27 12549 (none)
28 13162 (none)
29 13775 (none)
30 14388 (none)
31 15001 (none)
32 15614 (none)
33 16227 (none)
34 16840 (none)
35 17453 (none)
36 18066 (none)
TH Saves
PD RS PP BW Sp Fo Re Wi
+3  1  1  1  1  1  1  1  1
+7  2  2  2  2  2  2  2  2
+10  3  3  3  3  3  3  3  3
+14  5  5  5  5  5  5  5  5
+17  6  6  6  6  6  6  6  6
+21  7  7  7  7  7  7  7  7
+24  8  8  8  8  8  8  8  8
+28 10 10 10 10 10 10 10 10
+31 11 11 11 11 11 11 11 11
+35 12 12 12 12 12 12 12 12
+38 13 13 13 13 13 13 13 13
+42 15 15 15 15 15 15 15 15
+45 16 16 16 16 16 16 16 16
+49 17 17 17 17 17 17 17 17
+52 18 18 18 18 18 18 18 18
+56 20 20 20 20 20 20 20 20
+59 21 21 21 21 21 21 21 21
+63 22 22 22 22 22 22 22 22
Requisites: Str+Dex+Con-Int-Wis-Chr 13
Alignment: AE or AS or Nil
HD/level: & 2d13
Weapon Prof.: & 13+level
To Hit Table: 3½xMon (d30)
Save Table: 2½xMon (d30)
Reference: DM {Reduced Infinite Letter Horror}
Groups: Monster, Lost, Demigod (x1)
 
The stat requirements for this class means the sum of your Str+Dex+Con must be at least 13 higher than your Int+Wis+Chr. If you don't meet this requirement, you "owe" to Str, Dex, or Con. Be more stupid already!
Gets Ancillary Barbarian Str [bonus=(Str-24)*9/2], Mega Barbarian Dex [bonus=(Dex-20)*7/2], Ultra Barbarian Con [bonus=(Con-22)*4], however, the bonus from these stats cannot be greater than 13*S, where S is the S number. These bonus types can all be reduced to Barbarian bonus, if your stats suck, but you have to reduce all three at the same time.
This class is all edition numbers. Because of this, you roll 1d30 to hit and saves (due to the 30th edition component). You get Overhit, a kit, and LVL feats too. You could try to shoehorn this class's abilities to the various Custom5/Custom6 type classes, but you're probably better off not trying.
This class matches class name with any other class in the Collective that is exactly 13 letters long (not counting spaces or edition numbers). No, I'm not going to write a script to check. Note this class is not the same name as itself ("Thirteen Letter Horror" is 20 letters), so you don't get x1.5 XP if you take this class twice.
 
Each Level: Gets one Rarer3 pick with DL=(LVL+3)/4. For monster type, the DM rolls 1d13+27 and consults the [M40] monster types, treating 28 as Weird (instead of Wurm).
Level 1: May buy unusual materials for claws, bite, and tail (and other limbs). The "base gp cost" of the limb is 13 gp. The "weight" of the limb is 13 pounds. If you pick Drow Steel and your limb rots off, don't blame me.
Levels 1-13: Roll 1d13 per level. If you roll a duplicate, just pick off the table, or you can pick the thing you rolled to see if it stacks, if it would make sense.
   1. 1M: Summon a DL=(LVL+1)/2 monster of [M40] monster type 2d13+14. There is a 13% chance it will fight for you without bothering to use a summon slot. Sure, you could spam this ability and make an army, but you might want to consider this plan very carefully.
   2. 1P: Draw target's brain forth (LVL saves vs. RSW; aCReflection to resist). You can eat it now (Heal self) or put it on your Plate. The target died, by the way, unless it's undead or something.
   3. Mouth's P, LVL/d: Breathe a random EE=1e4 Eelement (½*hp; group; no save; aDReflection to resist). If the DM rolls a really high EE factor, the area has a 13% chance of an Inverse Pixelation zone appearing (as the new Eelement gets invented). Take a snapshot for eelemental posterity!
   4. 1F: Do a random [PC2] Monster Collective Psionics combat (c) power of SL=1dLVL. Any attempt to counter it will fork it instead.
   5. +(LVL+1)/2 wear locations, see the "Wear Locations" Mini-Class for rules. More stuff to drop in Angband like fashion!
   6. 1M, 1/r: Shapechange Self into a random DL=(LVL+2)/3 monster of [M40] monster type 3d13+1. It's permanent, unless you don't like it.
   7. 1M, 1/r: Shapechange Other into a random DL=(LVL+2)/3 monster of [M40] monster type 41-2e6. (LVL saves vs. PP; aHR to resist)
   8. +(LVL+3)/4 IS actions per turn (Instantaneous S actions; you get to use each of these only once per turn).
   9. Immune sanity, beneficial effects you don't want, the floor (you can pass through the floor at will, but not the walls or the ceiling, so this is a one-way trip)
  10. 1P+1V, LVL/h: Draw your own brain forth and consume it. This Heals you (Cureall at level 8, Fix at level 17). All in your group who see this must save vs. Psionic Blast or lose 1d13 San points (aGazeR to resist).
  11. 1M+1P: Contact Higher Plane, with 130% chance of insanity, not that you would notice. You can Twilight afterwards if you want to.
  12. 3M, 1/h: Successfully Divine Intervention to a random x(LVL+14)/5 god (not yours!), and one segment of xLVL multiplier Fast Talking. You'll need it.
  13. ½bhX, 1/natural set, hit someone with your PC cod piece that you're wielding as a weapon: You Capital U Understand. You get a random player cheat code permanently added.
Level 9: Gain 1 "Plate". You store brains and souls on your Plate. It's an object, but it's not really there. Your Plate has 1α (script-A) action. It can move around with it and pick up brains and souls for you. Your Plate can't be attacked or targetted, unless it wants to be. DM Note: "script" is a prefix for action types. α (script-A) actions could be used as Λ (script-V) actions, since A actions can be used as V actions.
Level 13: 1 Mouth's P (can borrow), Throw your Plate as a weapon, 1/t: Roll to hit, if you hit, the target is Trap the Souled into the plate (no save, aaaNR to resist, Hold Life doesn't cut it).
Level 18: Your Plate has 1ε (script-E) action. 1ε, spend a soul on the Plate: You get +1X action. 1ε, spend a brain on the Plate: Reset.
Level 27: Your Plate has 1 IQEε (script-IQE) action. It also has this ability now: 1ε: Scoop up a group of brains or souls off the floor.
Level 36: 3 IISlowOppC', 1bbbD, 1 Mouth's ξ (script-X), 13 Research Points, Capital F Fold 1 being that counts as an Ultra Familiar and a Mount and an Animal Companion, Pixelate Capital P Plenty of Souls or Packages (on Plates) within sight: Get one randomly chosen x5 ICL=13 Intermediate God0 power per round until you reach 13 powers. After the 13th round, the first power on the list is removed, and a new power is added to the end of the list (so you "cycle" between powers). You can "freeze" this process when you like your selection.

[PC13] Lost Group Classes


Time Bandit

Level KXP Chrono  Myth
123 45  123 45
1 0 1-- --  1-- --
2 5 2-- --  2-- --
3 15 3-- --  3-- --
4 30 31- --  4-- --
5 50 32- --  41- --
6 75 33- --  42- --
7 150 331 --  43- --
8 300 332 --  44- --
9 600 333 --  441 --
10 1000 333 1-  442 --
11 1400 333 2-  443 --
12 1800 333 3-  444 --
13 2200 333 31  444 1-
14 2600 333 32  444 2-
15 3000 333 33  444 3-
16 3400 443 33  444 4-
17 3800 444 43  444 41
18 4200 544 44  444 42
19 4600 555 44  444 43
20 5000 555 55  444 44
21 5400 665 55  544 44
22 5800 666 65  554 44
23 6200 766 66  555 44
24 6600 777 66  555 54
25 7000 777 77  555 55
26 7400 777 77  555 55
27 7800 777 77  555 55
28 8200 777 77  555 55
29 8600 777 77  555 55
30 9000 777 77  555 55
31 9400 777 77  555 55
32 9800 777 77  555 55
33 10200 777 77  555 55
34 10600 777 77  555 55
35 11000 777 77  555 55
36 11400 777 77  555 55
TH Saves
PD RS PP BW Sp Fo Re Wi
+0  6  4  6  3  4  1  3  0
+0  6  5  7  3  5  1  4  1
+1  7  6  7  4  6  2  5  1
+1  7  7  8  4  7  3  6  2
+2  8  8  8  5  8  4  7  3
+2  8  9  9  5  9  5  8  3
+3  9 10  9  6 10  5  9  4
+3  9 11 10  6 11  6 10  5
+4 10 12 10  7 12  7 11  5
+4 10 13 11  7 13  8 12  6
+5 11 14 11  8 14  9 13  7
+5 12 15 12  9 14  9 14  7
+6 13 16 13 11 15 10 15  8
+6 14 16 14 13 15 11 16  9
+7 15 16 15 14 16 12 17  9
+7 16 16 16 16 16 13 18 10
+8 16 16 16 16 16 13 19 11
+8 16 17 16 16 16 14 20 11
Requisites: Dex 13, Int 15
Alignment: non-L
HD/level: 2d5
Weapon Prof.: 5+level/5
To Hit Table: Rog
Save Table: 2xRog
Reference: DM
Groups: Rogue, Lost
 
Gets Exceptional Dex and Int.
Gets 50 Rogue points per level.
Gets Chronomancy and Myth spells. Can cast "All Rogue" spells out of either progression.
Level 1: Time/Reality Stability.
Level 5: Detect change in TF or LF cont.
Level 9: Loop/Reality Stability.
Level 9: 1M: Restore the TF
Level 18: 1M: Restore the LF
 
Lvl Time Bandit Ability | -50% | -100% | -150% Act Base Penalty Bonus
1 +rating/50 A actions /r this turn || B actions || C actions 1F 0 Dex-20 Dex-25
1 Disorder Objects | Mass Entropy V 10 Dex-8 Dex-10
1 Legend Lore | Identify | Object Reading | Know Visual History 0 | M 0 Int-15 Int-17
1 Ethereal Window | Astral | Phlogiston | Any Inner | Any Outer | UltraBlack MV 0 Con-12 Con-15
1 Any Rogue 1 ability - - - -
2 Locate Staircases on current DL || Out of Depth Monsters || Most Valuable Object MM 0 Chr-20 Chr-25
3 Deeppockets | Vanish | Rope Trick ||| I'm Gone (to my own Pocket Plane) M 0 Int-8 Int-20
4 Sense Danger | Precognition | Choose Future | x1 Avoid Fate VM 25 Wis-9 Wis-12
5 Escape Bonds | Binding | Imprisonment/Time Stop || Get out of Put Down a Hole P 10 Str-14 Str-16
6 Read Magic (Wizard/Priest) ||| Read Magic (Concordant) M 15 Int-13 Int-15
7 Find the Path ( | for each plane removed) MM 20 Wis-10 Wis-15
8 +(rating)% money, use at end of run before selling - 0 Cml-9 Cml-18
9 Ask the Local Lord | Highest Lvl in Plane | Chosen God | Ultraplanar | DM a question VM 0 Chr-11 Chr-21
10 Locate (anything unique) Across Planes | Clairvoyance there | TWE there M 0 Int-12 Int-15
11 Phase Door | Dimension Door M 5 Int-9 Int-20
12 Probability Travel MM 20 Int-13 Int-20
13 Phlogiston Spell / Phlogiston Projection | Time of Legends Spell (project to Time of Legends) MMMM 35 Cml-22 Cml-29
14 (Use 1/turn max) Can convert 1V->1IV or 1Z->1IZ (instantaneous actions), one time per 50% made this turn. 0 0 Wis-49 Wis-50
15 Time Shift ||| Time Travel VMM 15 Int-17 Int-25
16 Can Dim Door away in combat during your actions | Teleport - -15 Dex-18 Dex-24
17 Instantaneous x0 effect | x1 || x2 ||| x3 |||| x4 etc. - 50 Dex-24 Dex-32
18 Summon (and control) Blue Time Elemental | Red | Silver | Green | Yellow | Purple | Gold M -150 Chr-1 Chr-125

[PC13] Lost Group Classes


Unfinisher3

Level KXP
Spells
1 0 (none)
2 2 (none)
3 4 (none)
4 8 (none)
5 16 (none)
6 32 (none)
7 64 (none)
8 128 (none)
9 256 (none)
10 450 (none)
11 550 (none)
12 660 (none)
13 780 (none)
14 910 (none)
15 1050 (none)
16 1200 (none)
17 1360 (none)
18 1530 (none)
19 1710 (none)
20 1900 (none)
21 2100 (none)
22 2310 (none)
23 2530 (none)
24 2760 (none)
25 3000 (none)
26 3250 (none)
27 3510 (none)
28 3780 (none)
29 4060 (none)
30 4350 (none)
31 4650 (none)
32 4960 (none)
33 5280 (none)
34 5610 (none)
35 5950 (none)
36 6300 (none)
TH Saves
PD RS PP BW Sp Fo Re Wi
+0 (total = 27, max = 9)
+1 (total = 30, max = 10)
+2 (total = 33, max = 11)
+3 (total = 36, max = 12)
+4 (total = 39, max = 13)
+5 (total = 42, max = 14)
+6 (total = 45, max = 15)
+7 (total = 48, max = 16)
+8 (total = 51, max = 17)
+8 (total = 54, max = 18)
+9 (total = 57, max = 19)
+9 (total = 60, max = 20)
+10 (total = 63, max = 21)
+10 (total = 66, max = 22)
+11 (total = 69, max = 23)
+11 (total = 72, max = 24)
+12 (total = 75, max = 25)
+12 (total = 78, max = 26)
Requisites: Int 9 (also see description)
Alignment: any
HD/level: d8
Weapon Prof.: 2+level/3
To Hit Table: Cust
Save Table: Cust
Reference: DM
Groups: Lost, Futureshifted, Random
 
Each Level: The DM rolls a random class from the unfinished classes from full Collective (section [PC99], also unfinished lists for Collective 4.3). You get the following:
1. One of the (non-"Level:") lines of text that defines the class. If there is none, the DM will make up something (like an Exceptional stat or something). If the ability references LVL or CL, it improves with your Unfinisher3 level.
2. All "Level:" abilties of that exact level from that class (even if non-pickable). If there are none, you get one lower level ability chosen by the DM (usually one of the better ones). If it references LVL or CL, it improves with your Unfinisher3 level.
3. The difference in spell progression from the previous level to this level (e.g. if the previous level was 322 and the new level is 3321, you would get 0101 as your progression). This progression does not improve with level; it's a one time deal (you will probably collect a lot of different progressions tho!). If the progression has a stat bonus, you may use it, but you get only one bonus for each stat (for all of your progressions). If multiple progressions use the same stat, you can split your bonus amongst them as you see fit.
4. Take the class's highest Requisite and add LVL in that stat to this class's Requisites. (For example, if your first pick was Fighter1, this class now requires Str 1 and Chr 9). This has a maximum equal to the actual Requisite for the class (e.g. if you get Fighter1 at level 20, you'll add 9 to the Str requirement, not 20). This may cause you to "owe" quite a few stat points. You may spend your stat point for going up in level before the DM checks which class to add.
Other notes about this class:
N1. If you are picking up Unfinisher3 class beyond level 1, all you have to meet is the Int 9 requirement. Then the DM will do all the class stuff and you'll have higher requirements from now on.
N2. If you get a Rogue group class, you get (level of this pick)*2*LVL Rogue points. The "level of this pick" doesn't go up with level, but LVL does. (e.g. if you got Rogue group classes at levels 4, 5, and 7, you get 32*LVL Rogue points per level). It is possible the Rogue class you pick may increase this, for example, a reasonable non-"Level:" line of text for one of the "-eer" classes would be 20*LVL Rogue points, since they give 60*LVL Rogue points instead of 40*LVL.
N3. If you get a Psionicist group class, you get the PSP difference from previous level to this level (e.g. calculate your pool as if one level lower, and subtract it from your calculated pool for this level). Your pool does not increase in size. If you get an Ioun Stone of PSPs you can transfer PSPs between pools.

[PC13] Lost Group Classes


Unfinisher3 Class Determination

d126 Class Groups Source
1 (Mighty Morphin) Power Ranger War, Joke Don rejected classes
2 1JG-izer / Emulator1JG Cust Voted classes not made
3 Adventurer Cust Voted classes not made
4 Alien Cultist5 Pri Voted classes not made
5 Animal0 Mon Voted classes not made
6 Anime Schoolgirl Joke, Enslaved Don rejected classes
7 AntiArchMutant Psi [PC99]
8 ArcanistDM Wiz [PC99]
9 ArchArchArcher War Don rejected classes
10 ArchPsi23 Psi Voted classes not made
11 Ars Magus Wiz, Lost Voted classes not made
12 Astral Fabricator30 Wiz, Mon, Alt Voted classes not made
13 Bard1JG Rog [PC99]
14 Battle Mage War, Wiz Don rejected classes
15 Battle Priest War, Pri Don rejected classes
16 Biologist Cust, ? Wiz Don rejected classes
17 Black Rog, ? Pri Don rejected classes
18 Book of Nine Swords ? War Voted classes not made
19 Boss Mon [PC99]
20 Bureaucrat1 NonCombatant, Lost Voted classes not made
21 Cabalist2/Theurgist1 Wiz [PC99]
22 Chaos Warrior War Voted classes not made
23 Chirurgeon3 Pri [PC99]
24 Class Designer Cust, PCDesigned Voted classes not made
25 Cleric30 Pri, Future Voted classes not made
26 Combatant2HM War Voted classes not made
27 Complete Scoundrel3.5 Rog Voted classes not made
28 Complete Warrior3 War [PC99]
29 Composite Elemental Lord Mon [PC99]
30 Custom7 Cust [PC99]
31 CustomDM Cust [PC99]
32 Cutthroat1 Rog [PC99]
d126 Class Groups Source
33 Cutthroat5 Rog Voted classes not made
34 Cyborg8 Mon, Tech Voted classes not made
35 Divine Priest Pri, Conc Voted classes not made
36 Diviner/Vision Mage Wiz, Alt Don rejected classes
37 DumDum Cust, Lesser Voted classes not made
38 Eel-15 Mon [PC99]
39 Escape Artist Rog Don rejected classes
40 Evil Underling Rog, Conc Voted classes not made
41 Familiar Mon, Enslaved Voted classes not made
42 Fanatic Pri [PC99]
43 Freak5 Mon [PC99]
44 Gate/Conduit Mage Wiz, Planar Voted classes not made
45 Golem Master Wiz [PC99]
46 Goon / Clod War [PC99]
47 Gray Hat5 Rog, Mirr, Planar Voted classes not made
48 Griefer5 Rog, Lost Voted classes not made
49 Hackmaster War [PC99]
50 Hellraiser (1/2-demon) War [PC99]
51 Herbalist2.5 Pri Voted classes not made
52 Hippie5 Pri, Lost Voted classes not made
53 Houri1JG Rog [PC99]
54 Immortal Hunter Alt [PC99]
55 InfiltratorDM Rog [PC99]
56 Inventer5 Wiz [PC99]
57 Item Crafter ? Wiz, NonCombatant Voted classes not made
58 Lamer Rog Don rejected classes
59 Luddite ( Psi(-8) ) Psi, Mirr, Tech Voted classes not made
60 Martial Artist1JG Rog [PC99]
61 Mecha Jockey32 (Psi32) Psi, Mon, Tech Voted classes not made
62 Merchant1JG Rog [PC99]
63 MetaCustom7 (Designer) Cust [PC99]
64 Meta-Mage Wiz Voted classes not made

[PC13] Lost Group Classes


Unfinisher3 Class Determination (cont.)

d126 Class Groups Source
65 MetaMonster7 Mon [PC99]
66 MetaPriest7 Pri [PC99]
67 MetaPsionicist5 or 7 Psi [PC99]
68 MetaRogue7 Rog [PC99]
69 MetaWarrior7 War [PC99]
70 MetaWizard7 Wiz [PC99]
71 Minikin (Minulator-oid) Cust, Alt Voted classes not made
72 Mirror Master Conc, Mirr Voted classes not made
73 Necromonger Pri, Overt Voted classes not made
74 Ninja Turtle Rog, Joke Don rejected classes
75 Ninja1JG Rog [PC99]
76 Occult Mage Wiz, Lost Voted classes not made
77 Occultist5 Pri [PC99]
78 Ooze Mon [PC99]
79 Opposition Conc Voted classes not made
80 ParaPsychologist5 Psi [PC99]
81 Pariah Conc, Mirr Voted classes not made
82 Preacher5 Pri [PC99]
83 Protector1 Pri [PC99]
84 Psi(-18) Psi [PC99]
85 Psi0.02 Psi Don rejected classes
86 Psi13 Psi Voted classes not made
87 Psi17 Psi [PC99]
88 Psi1Blaster Psi [PC99]
89 Psi20 Psi [PC99]
90 Psi23 Psi [PC99]
91 Psi600J Psi Don rejected classes
92 Psi63 (Synnibarr) Psi Voted classes not made
93 Psi6J Psi, Planar Voted classes not made
94 Quintessential Monk6 Rog Voted classes not made
95 Rabid Charging Beast ? Mon, RobotControlled Voted classes not made
96 SATD (Survivalist-ArchMage-
Templar-Dungeoneer)
War, Wiz, Pri, Rog Don rejected classes
d126 Class Groups Source
97 Savage5 Mon [PC99]
98 Scoundrel5 Rog [PC99]
99 Shadow-walker1JG Rog [PC99]
100 Shifter Mon [PC99]
101 Soothsayer10 Wiz [PC99]
102 Spawn Conc, Enslaved Voted classes not made
103 Speedster81 Rog, Psi Voted classes not made
104 Spellweaver Wiz, Mon Voted classes not made
105 Spiritual Healer Pri, Psi, Alt Voted classes not made
106 Swindler5 Rog [PC99]
107 Switch Classer Cust [PC99]
108 Systematic Warrior War, Cust, Random Voted classes not made
109 Tarrasque Mon Voted classes not made
110 Techie Tech Voted classes not made
111 Theist21 Pri, Demi Voted classes not made
112 Thief1JG Rog [PC99]
113 Thought/Mind Mage Wiz [PC99]
114 ThugDM Rog [PC99]
115 Tiny Game Hunter War, Demi Voted classes not made
116 Trickster Rog Voted classes not made
117 Tusken Raider(-19) War [PC99]
118 Understudy Conc, Pri Voted classes not made
119 Variable PsiN Psi [PC99]
120 Venefic1JG Rog [PC99]
121 Victor5 Conc, War Voted classes not made
122 Vindicator(-65) War [PC99]
123 Virologist ? Wiz Don rejected classes
124 Werewolf5 Mon [PC99]
125 Worshiper of the Far Realm Demi, Pri, Lost Don rejected classes
126 X24 Psi [PC99]

[PC13] Lost Group Classes


Wizard of the Coast

Level KXP MTG Wiz/Pri
123 456 789
1 0 1-- --- ---
2 5 20- --- ---
3 10 21- --- ---
4 20 320 --- ---
5 40 421 --- ---
6 80 422 0-- ---
7 160 432 1-- ---
8 250 433 20- ---
9 500 433 21- ---
10 700 443 22- ---
11 900 444 330 ---
12 1100 444 441 ---
13 1300 555 442 0--
14 1500 555 442 1--
15 1700 555 552 10-
16 1900 555 553 21-
17 2100 555 553 320
18 2300 555 553 321
19 2500 555 553 331
20 2700 555 554 332
21 2900 555 554 442
22 3100 555 555 443
23 3300 555 555 553
24 3500 555 555 554
25 3700 555 555 555
26 3900 666 655 555
27 4100 666 666 655
28 4300 666 666 666
29 4500 777 766 666
30 4700 777 777 766
31 4900 777 777 777
32 5100 888 877 777
33 5300 888 888 877
34 5500 888 888 888
35 5700 999 988 888
36 5900 999 999 999
TH Saves
PD RS PP BW Sp Fo Re Wi
+0  8  7  5  3  6  0  1  2
+1  8  7  6  3  7  0  1  3
+1  9  8  6  4  7  0  1  3
+2  9  8  6  4  7  1  2  4
+3 10  9  7  4  8  1  2  4
+3 10  9  7  5  8  2  3  5
+4 11 10  8  5  9  2  3  5
+5 11 10  9  6  9  2  3  6
+5 12 10  9  6  9  3  4  6
+6 12 11  9  6 10  3  4  7
+7 13 11 10  7 10  4  5  7
+7 13 12 10  7 11  4  5  8
+8 13 12 10  8 11  4  5  8
+9 14 13 11  8 11  5  6  9
+9 14 13 11  8 12  5  6  9
+10 14 13 11  9 12  6  7 10
+11 15 14 12  9 13  6  7 10
+11 15 14 12 10 13  6  7 11
Requisites: Int 16
Alignment: any
HD/level: d5
Weapon Prof.: 2+level/4
To Hit Table: Pri
Save Table: Wiz/Pri
Reference: MTG / DM
Groups: Wizard, Priest, Lost
 
Gets Int bonus to progression.
Has access to the following Schools/Spheres:
Black (both a Wizard School and a Priest Sphere)
Blue (Wizard School)
Green (Priest Sphere)
Red (Wizard School)
White (Priest Sphere)
Some sample spells follow on the next page. Can cast normal Wizard or Priest spells; they cost 2 spells each.
2/reset: Convert a spell not on the list from MTG to D&D.

[PC13] Lost Group Classes


Wizard of the Coast Spells

School/Sphere SL # Spell Effect
Black 1 1 Darkness 1bM: Immune to a P attack from someone
Blue 1 1 Mind Games Target loses his next action (Spell save)
Green 1 1 Berserk Attacking creature does x2 dmg and is slain this segment (not 1bM)
Red 1 1 Lightning Bolt Target takes 30 lightning dmg (Spell save for 0)
White 1 1 Angel's Grace 1bM: Damage that would put you below 1 hp this segment puts you at 1 hp
Black 2 1 Animate Dead Animates a dead monster as your summon (1 DL lower)
Blue 2 1 Aura of Dominion Target can use 2M this segment.
Green 2 1 Bind 1bM: Counter an item ability.
Red 2 1 Echoing Ruin Destroy all magic items of the same exact type (Disint. save each)
White 2 1 Abeyance Target cannot use M actions this segment (Will save)
Black 3 1 Attrition Sacrifice a summon: Target is slain (PPD save)
Blue 3 1 Charisma Your attacks are charm branded (Will save)
Green 3 1 Ancestral Mask Target gets +LVL/+LVL TH/dmg for each other of same race in room
Red 3 1 Fervor You and your summons are not summoning sick.
White 3 1 Arenson's Aura 0, sacrifice a maintained effect: Dispel a maintained effect.
Black 4 1 Breeding Pit Once per round, get a DL I Thrull as a summon (limit=LVL)
Blue 4 1 Coastal Piracy Whenever you kill a creature, restore 1 SL in memorization
Green 4 1 Aluren You may cast SL 0-3 Conjuration/Summoning spells as a 0 action.
Red 4 1 AEther Flash Whenever a creature appears in room, takes 20 AEther dmg (x1 Special)
White 4 1 Congregate Target gains 10*N hp, where N is the number of people in the party+summons
Black 5 1 Extinction Slay all creatures of one race in a group (PPD save)
Blue 5 1 Evacuation A group of summons is unsummoned
Green 5 1 Doubling Season Whenever you summon a creature, you get 2 instead (+1 slot too)
Red 5 1 Fissure Slay target creature (RSW save), or Earthquake the floor
White 5 1 Angelic Chorus Whenever you summon a creature, cure it's hp on yourself
Black 6 1 Dark Offering Slay a creature (PPD save), you gain it's hp to current hp
Blue 6 1 Mind's Desire You can cast 1d6 spells of SL=1d6 next segment as 1M
Green 6 1 Desert Twister Destroy something (PP save, like a Disintegrate spell)
Red 6 1 Dragon Roost Once per round, get a DL V Dragon as a summon (limit=LVL/3)
White 6 1 Beacon of Immortality Double current hp (like a Tenser's, but a different source)
Blue 7 1 Blatant Thievery Pick Pockets LVL*10% on each target in a group
Green 7 1 Tooth and Nail Summon DL VII, can pick type, or can pick creature within type
Red 7 1 Flame Wave CL/3 groups each take 40 eldritch fire dmg (no save)
White 7 1 Look at Me, I'm the DCI An effect is banned from the room (x1 Special)
Black 8 1 Decree of Pain Slay all creatures in two groups (PPD save) or one group (no save)
Blue 8 1 Beacon of Tomorrows You get an extra segment this round (segment 11 at end)
Green 8 1 Biorhythm Each person in a group's current hp = (Number of summons)*10
Red 8 1 Insurrection Charm a group (Will save, ignores immunity to Charm effects)
White 8 1 Reverse the Sands Switch current hp totals with someone (no save)
White 9 1 Blessed Wind Target's current hp becomes 200.

[PC14] Demigod Group Classes


All Demigod Classes

These are ultra-prestige classes. Demigod classes generally have high Concordant level requirements (level 27 or 36 in a Concordant class).
"HCL" in the Requisites is "Highest Concordant Level", e.g. a HCL 27 requirement requires you to be 27th level or higher in a Concordant class.
Demigod classes do not count against the limit of 4 classes per character, and do not affect "single-classedness".
Non-Demigod classes and effects cannot pick from classes and effects in this section or in section [X].
 
You are considered a x3 being.
You have 30 segments per round instead of 10 and can use up to 30 actions of each type. These extra segments occur at the end of the round (after segment 10).
Not all Demigod classes give a G (Godly) action. See the class description.
Add your highest Demigod level (HDL) to all of your other classes' caster level for effects. This affects Non-Concordant Caster Level (CL) and Concordant Caster Level (CCL).
 
Demigod spells have no normal saving throw. They may give "MSave" or "PSave", which requires a x3 class to have a roll against.
Demigod spells are resisted using GR (Godly Resistance), not MR. The GR shift for high-level Demigod characters is (HDL-12)*5% (e.g. if your 20th level, your GR shift is -40%).
The "Spell Level" for Demigod/Concordant spells is the SL given +9 (i.e. a 1st level Concordant spell is considered a 10th level effect).
Demigod progressions are "Channeling": You pick a spell with each slot. You can cast the spell as much as you want that day. You can change your slots during reset.
Many Demigod spells are cast only once and are permanent, so being able to cast it all day isn't all that useful (except for re-raising effects that have been dispelled). If you switch the spell slot away during reset, the older spell effect from that slot is dropped.
 
"To Hit as Demigod" means ++3*LVL to hit. This means you autohit on 17-20 at level 1.
"Saves as Demigod" means ++3*LVL to normal saves (e.g. you autosave on 17-20 at level 1). You get MSaves/PSaves; your bonus is +3*LVL in MSave and PSave.
"Saves as MDemigod" is the same except your bonus is +5*LVL in MSave and +LVL PSave.
"Saves as PDemigod" is the same except your bonus is +LVL in MSave and +5*LVL PSave.
 
"DCL" is "Demigod Caster Level", your CL in your highest demigod class.
"DML" is "Demigod Memorization Level".
 
Mirrored XP (optional rule)
This is an optional rule which is usually in effect (but ask the DM to make sure).
You get your total XP to apply to Demigod classes, in addition to your normal Non-Concordant and Concordant classes.
This rule allows easier advancement in Demigod classes (which is usually not done because they are so expensive).
 

[PC14] Demigod Group Classes


Avatar

Level KXP Priest
123 456 789
1 0 100 --- ---
2 7 200 --- ---
3 14 210 0-- ---
4 28 320 0-- ---
5 56 421 00- ---
6 112 422 00- ---
7 224 432 100 ---
8 448 433 200 ---
9 700 433 210 0--
10 1050 443 220 0--
11 1400 444 330 0--
12 1750 444 441 00-
13 2100 555 442 00-
14 2450 555 442 100
15 2800 555 552 100
16 3150 555 553 210
17 3500 555 553 320
18 3850 555 553 321
19 4200 555 553 331
20 4550 555 554 332
21 4900 555 554 442
22 5250 555 555 443
23 5600 555 555 553
24 5950 555 555 554
25 6300 555 555 555
26 6650 666 655 555
27 7000 666 666 655
28 7350 666 666 666
29 7700 777 766 666
30 8050 777 777 766
31 8400 777 777 777
32 8750 888 877 777
33 9100 888 888 877
34 9450 888 888 888
35 9800 999 988 888
36 10150 999 999 999
TH Saves
PD RS PP BW Sp Fo Re Wi
+0  8  4  5  2  3  0  0  2
+1  9  5  6  3  4  0  1  3
+2  9  5  6  4  4  1  1  4
+3 10  6  7  5  5  2  2  5
+4 11  7  8  5  6  2  2  5
+5 12  7  9  6  7  3  3  6
+6 12  8  9  6  7  3  3  7
+7 13  9 10  7  8  4  4  8
+8 13  9 10  7  8  4  4  8
+9 14 10 11  8  9  5  5  9
+10 14 10 11  9  9  6  5 10
+11 15 11 12 10 11  6  6 11
+12 16 12 13 10 11  7  6 11
+13 16 13 13 11 12  8  7 12
+14 16 13 14 12 12  8  7 13
+15 16 14 14 13 13  9  8 14
+16 16 14 15 13 13  9  8 14
+17 16 15 15 14 14 10  9 15
Requisites: Wis 20, Chr 22
Alignment: any
HD/level: d12
Weapon Prof.: 7+level/4
To Hit Table: 1½xPri
Save Table: 1½xPri; 1/9xDemigod
Reference: DM (and a little MTG)
Groups: Priest, Demigod (x1)
 
May weapon specialize using the "Non-War" line.
Gets Wis and Chr bonus to spells.
Level 1 ¶: Whatever your "Cheat Code" ("Player Pick") is, you get two of them. See section [X3] for definition of Cheat Codes / Player Picks.
Level 1 ¶: Overwrite the Alignment requirement of another class to be "any".
Level 2: Flying LVL*3".
Level 2: For any N, you may cast Monster Summoning (N) as three SL=(N-2) spells in the Animal sphere. For example, you may cast Monster Summoning V as three 3rd level spells. Note you get Monster Summoning, not Animal Summoning.
Level 3: Vampiric Regeneration 50%.
Level 3: 0, 1/r: Unspend a spell slot.
Level 4: 0, lose N current hp (max N=10*LVL): Cure N hp to one target (not above max).
Level 4: 0, sacrifice a summon: Unsummon a summoned creature.
Level 5: 0, sacrifice a summon: Heal or Harm one target.
Level 5: 1F: Restore the MF/PF/TF in a LVL*10' radius, or +1 to a factor for 1r (may run this multiple times).
Level 6: Whenever one of your summons dies, it deals 10*DL*DL holy fire dmg to one target.
Level 6: 0, lose 2 SL in memorization: +10 TH and dmg this round. You may run this effect more than once, you are limited only by 0 actions and SL's.
Level 7: 1bV: Interpose self in front of another person. This may be done against a P action of attacks, or a special effect. You must spend another 1bV action to get in the other person's group (if you aren't there already), so you would lose 2V actions from the rest of the round.
Level 7: You have one Revive slot. If you kill a creature (you put it at negative hp and/or you dealt the "slay" effect to it), you may spend 1M within 1r to revive it.
Level 8: When you cast "Slay Living" or "Slay Living Fully", they give no saving throw.
Level 8: Choose one: Your physical attacks or your spells are Vile.
Level 9 ¶: The saves of 1/9xDemigod means you actually get a P Save or an M Save against G action / [X] section effects.
Level 9 ¶: Get a third instance of your "Cheat Code" ("Player Pick").
Level 10: 1F: Cast one of your spells, but it affects three groups.
Level 10: 1F: Pick aMR, RR, PR, IR, CR, NR, or aNR. Your spells are resisted using that resistance type (instead of MR) until you change this ability again.

[PC14] Demigod Group Classes


Big Game Hunter

Level KXP BGH [[MH]]
234 [[M]]
1 0 1-- [[-]]
2 13 1-- [[-]]
3 26 2-- [[-]]
4 52 2-- [[-]]
5 104 3-- [[-]]
6 208 3-- [[-]]
7 416 31- [[-]]
8 832 31- [[-]]
9 1664 32- [[-]]
10 2900 32- [[-]]
11 4200 33- [[-]]
12 5500 33- [[-]]
13 6800 43- [[-]]
14 8100 43- [[-]]
15 9400 44- [[-]]
16 10700 44- [[-]]
17 12000 54- [[-]]
18 13300 54- [[-]]
19 14600 55- [[-]]
20 15900 55- [[-]]
21 17200 65- [[-]]
22 18500 65- [[-]]
23 19800 66- [[-]]
24 21100 66- [[-]]
25 22400 661 [[-]]
26 23700 661 [[-]]
27 25000 662 [[-]]
28 26300 662 [[-]]
29 27600 663 [[-]]
30 28900 663 [[-]]
31 30200 664 [[-]]
32 31500 664 [[-]]
33 32800 665 [[-]]
34 34100 666 [[-]]
35 35400 666 [[-]]
36 36700 666 [[1]]
TH Saves
PD RS PP BW Sp Fo Re Wi
+2  5  3  4  3  2  2  2  1
+5  8  5  7  6  4  3  3  2
+8 10  8  9  9  7  5  4  3
+11 12 10 11 12  9  6  5  4
+14 14 12 13 14 11  8  6  5
+17 15 13 14 14 12  9  8  6
+20 15 14 15 15 14 11  9  7
+23 15 14 15 15 15 12 10  8
+26 16 15 15 15 15 14 11  9
+29 16 15 16 15 15 15 12 10
+32 16 16 16 15 16 17 14 11
+35 17 16 16 16 16 18 15 12
+38 20 19 19 19 19 21 18 15
+41 23 22 22 22 22 24 21 18
+44 26 25 25 25 25 27 24 21
+47 29 28 28 28 28 30 27 24
+50 32 31 31 31 31 33 30 27
+53 35 34 34 34 34 36 33 30
Requisites: Str 61, Dex 44, Con 26, Wis 22
Alignment: any
HD/level: & 2m0
Weapon Prof.: & 8+level*2
To Hit Table: 3xWar
Save Table: 3xWar
Reference: DM {Reduced Reduced Mortal Hunter}
Groups: Warrior, Demigod (x1)
 
Gets Barbarian Str, Dex. Uses Normal Con bonus for hit dice (this can't be overwritten).
Can weapon specialize using 2*LVL on the Barbarian column.
Big Game Hunter class gets 2nd, 3rd, 4th, and 22nd level spells. The 22nd level spells are Mortal Hunter 12th's (Concordant Spell Level=12).
Several powers reference F actions as a cost. F actions are 1S+1V or 1M+1P+1V.
Gets 1G action per turn. (Once per turn you can use 1G action, it acts as an infinitely quick F action.)
Gets a "Level:" ability per level from any Warrior class you know. May pick "paragraph-symboled / unpickable" ( ¶ ) abilities at a 9 level penalty (a Level 3: would become a Level 12:). May pick "lines of text" as if they were Level 18: abilities.

[PC14] Demigod Group Classes


Big Game Hunter Spells

Level # Spell
2 1 +LVL QQP Actions. Can lock down one action type if desired.
2 2 One of your effects does not drop if you are dropped. One of your effects is not removed from the stack if you are killed/removed before the stack ends.
2 3 1F, 1/r: Slay a creature (PPD save)
2 4 1F+2bF, 1/r: Slay a group of creatures (PPD save)
2 5 1F: A group gets "Sporacled" (Hit by a random [C] section effect) (RSW save)
2 6 2bF, 1/r: Counter a x1 effect.
2 7 -LVL*9 to any number of stats (Str, Dex, Con, Int, Wis, and Chr) in your group, does not have a hole in the middle
2 8 Immune to all x0 effects. Get a save vs. x1 effects that do not offer a save.
2 9 +LVL*2 AC
3 1 +1 IF (Instantaneous F action) which can't be locked down.
3 2 You may convert 4F actions to 1X action (you may do this as many times as you like, prefixes are kept).
3 3 1F, 1/r: Incurse a group (BW save); 1F, 1/r: Annihilate a group (RSW save)
3 4 1F+3bF, 1/reset: Incurse (no save, aIR to resist) and Annihilate (no save, aPR to resist) one target
3 5 1F, 1/r: Banhammer one spell/effect/ability; this cannot be used in the room. This is a x1 Special.
3 6 +LVL*3 AC (stacks with the SL=2 ability)
4 1 1F: As You Are a group (Will save)
4 2 +LVL*4 AC (stacks with the SL=2 and SL=3 abilities)
4 3 You and the space you're standing at can't be targetted. "Blindfighting", X-ray vision, and "Seeking" (non-direct) effects cannot be used against you.
22 (M.H. 12) 1 +DCL QQQQQQX Actions. All actions other than X, G, Z, and I (and their variants) are locked down. The DM may determine that some campaign-specific unique specialty actions may be immune to this.
22 (M.H. 12) 2 Your effects do not drop if you are dropped. Your effects are not removed from the stack if you are killed/removed before the stack ends.
22 (M.H. 12) 3 All x1 (and x0 if you desire) beings who see you are Capital S Slain (GR to resist). "Blindfighting" cannot be used against you.
22 (M.H. 12) 4 1G: Capital S Slay (as the ability above this one on this list). Affects any number of x1 and x0 creatures (up to DCL groups), or DCL x2 creatures, or a single x3 (or above) creature.
22 (M.H. 12) 5 1G: Select DCL groups of creatures. Each gets "Sporacled" (Takes a random [C] section effect, they are affected by it). MSave and GR to resist.
22 (M.H. 12) 6 1N: Counter a x0 effect. 1Z: Counter a x1 effect. 1X: Counter a x2 effect. 1G: Counter a x3 effect.
22 (M.H. 12) 7 -DCL*25 to Str, Dex, Con, Int, Wis, and Chr 60' r (no resistance except "Hold Stats" abilities). Has a "Hole in the Middle".
22 (M.H. 12) 8 Immune to all x1 and x0 effects. Resist and get a PSave vs. x2 effects.
22 (M.H. 12) 9 |AC| 20+DCL (absolute AC 20+DCL). People need a natural 20+DCL to hit you, no natural roll less than 20+DCL will hit you (regardless of TH bonus). ++'s to hit and Lady's Smile does work against this ability. Luck and other die-setting effects do not.

[PC14] Demigod Group Classes


Deified Mortal0

Level KXP DeifM0
B [[D]]
1 0 1 [[-]]
2 9 2 [[-]]
3 18 3 [[-]]
4 36 4 [[-]]
5 72 5 [[-]]
6 144 6 [[-]]
7 288 7 [[-]]
8 576 8 [[-]]
9 877 9 [[-]]
10 1177 A [[-]]
11 1477 B [[-]]
12 1777 C [[-]]
13 2077 D [[-]]
14 2377 E [[-]]
15 2677 F [[-]]
16 2977 G [[-]]
17 3277 H [[-]]
18 3577 I [[-]]
19 3877 J [[-]]
20 4177 K [[-]]
21 4477 L [[-]]
22 4777 M [[-]]
23 5077 N [[-]]
24 5377 O [[-]]
25 5677 P [[-]]
26 5977 Q [[-]]
27 6277 R [[-]]
28 6577 S [[-]]
29 6877 T [[-]]
30 7177 U [[-]]
31 7477 V [[-]]
32 7777 W [[-]]
33 8077 X [[-]]
34 8377 Y [[-]]
35 8677 Z [[-]]
36 8977 Z [[1]]
TH Saves
PD RS PP BW Sp Fo Re Wi
+3  1  1  1  1  1  1  1  1
+6  3  3  3  3  3  3  3  3
+9  4  4  4  4  4  4  4  4
+12  6  6  6  6  6  6  6  6
+15  7  7  7  7  7  7  7  7
+18  9  9  9  9  9  9  9  9
+21 10 10 10 10 10 10 10 10
+24 12 12 12 12 12 12 12 12
+27 13 13 13 13 13 13 13 13
+30 15 15 15 15 15 15 15 15
+33 16 16 16 16 16 16 16 16
+36 18 18 18 18 18 18 18 18
+39 19 19 19 19 19 19 19 19
+42 21 21 21 21 21 21 21 21
+45 22 22 22 22 22 22 22 22
+48 24 24 24 24 24 24 24 24
+51 25 25 25 25 25 25 25 25
+54 27 27 27 27 27 27 27 27
Requisites: Any one stat = 22+LVL*3
Alignment: any
HD/level: d30
Weapon Prof.: 10+level
To Hit Table: 3xMon; 1/3xDemigod
Save Table: 3xMon; 1/3xDemigod
Reference: DM
Groups: Demigod (x1)
 
[X] Section stats
ihp +1
iTH +1
P Save +1
M Save +1
War +1
Rog +1
PPsi +1
Wiz +1
Pri +1
MPsi +1
 
Gets Extra-Bar bonus in the stat you're using for the Requisite. Bonus=(Stat-16)*5/2.
Gets 13th level spells (nothing lower level). These spells are resisted using GR.
Gets 1G action per 3 rounds. (Once per 3 rounds you can use 1G action, it acts as an infinitely quick F action.)
Level 3 ¶: The to hit of 1/3xDemigod means you autohit any AC on a natural 20-LVL/3, even infinite AC of iAC=LVL/3 or less.
Level 3 ¶: The saves of 1/3xDemigod means you actually get a P Save or an M Save against G action / [X] section effects.
Level 9: 0, while casting a Deified Mortal0 spell with a "(PPD save)" listed, (LVL-8) /turn: Your spell has no save.
Level 36: Gets one Demigod0 spell which functions as if you are a x3 being.

[PC14] Demigod Group Classes


Deified Mortal0 Spells

All of these spells are SL=13 and are resisted using GR. They cost 1F or 1G action to cast.
Deified Mortal0 spells cannot be material componented, but they can be reversed.
 
# Name Type Effect
1 Abjuration Int 1 ihp Armor spell (self only)
2 All Wis Clone (as spell)
3 Alteration Int 1 target rerolls Str, Dex, and Con using 1d25, lasts for 1 turn (PPD save)
4 Annihilation Blast Chr 1 target makes a PPD save or he is annihilated.
5 Anti-Magic Wis All spells of SL=CL or lower in area cannot be (choose one): Cast or Maintained (x1 Special)
6 Assassin Dex 1 target put to 0 hp (PPD save)
7 Bio Slaughter Con +12 TH or +25 dmg for 1 turn.
8 Charisma Chr +12 Chr [cont.]
9 Chronomancy Int You get 1G action per round instead of 1G action per 3 rounds.
10 Combat Wis 1 target has +25 on Saves for 1 turn
11 Constitution Con +12 Con [cont.]
12 Creation Wis Create a random DL=CL being, you can pick summon category (treat as a summon)
13 Deflection/Parry Str +25 AC [cont.]
14 Detonate Con Destroy an artifact (item save Disintegrate) or do 25 dmg to 1 target (no resistance).
15 Dexterity Dex +12 Dex [cont.]
16 Dispel I Int Dispel a currently running effect (no ER or iER)
17 Energy Drain Int Target loses 3 levels (make 3 PPD saves, each missed save is 1 level)
18 Evocation Int One group takes 50 dmg of the normal element of your choice (PPD save for ½)
19 G Resistance Str +CL% iunGR [cont.], cannot be downgraded to lower types
20 Great Attack Str Target's next melee attack is at +50 TH
21 Healing Wis 1 target cured 1 ihp (or all of finite hp) (reverse gives PPD save)
22 Illusion Int 10% chance that a melee attack automatically misses (roll per attack) [cont.]
23 Inertial Barrier Con Ignore the first melee attack from each creature for 1 turn.
24 Intelligence Int +12 Int [cont.]
25 Lady's Smile Str Choose next die roll
26 Legend Delay Con Target loses next segment of actions (PPD Save)
27 Legend Speed Con Pick a Deified Mortal0 spell. That spell costs only ½G action to use.
28 Lend Godly Int Lose a G action: Target gains 1G action
29 Monk Dex Your saves for ½ (or partial effect) are instead for 0 for 1 turn.
30 Regeneration Str You regenerate at 3 hp/s [cont.]
31 Strength Str +12 Str [cont.]
32 Summoning I Int Summon three DL=(CL+5)/2 beings to fight for you
33 Ultraplanar Blast Chr Area effect: -25 distributed among random ability scores (PPD save)
34 Wards Wis Choose a spell when cast. You are completely immune to that spell for 1 turn.
35 Wild Magic II Wis Cast two randomly rolled spells on this table
36 Wisdom Wis +12 Wis [cont.]

[PC14] Demigod Group Classes


Demigod0

Level KXP Demigod0
D
1 0 1
2 900000 2
3 1800000 3
4 2700000 4
5 3600000 5
6 4500000 6
7 5400000 7
8 6300000 8
9 7200000 9
10 8100000 10
11 9000000 11
12 9900000 12
13 10800000 13
14 11700000 14
15 12600000 15
16 13500000 16
17 14400000 17
18 15300000 18
19 16200000 19
20 17100000 20
21 18000000 21
22 18900000 22
23 19800000 23
24 20700000 24
25 21600000 25
26 22500000 26
27 23400000 27
28 24300000 28
29 25200000 29
30 26100000 30
31 27000000 31
32 27900000 32
33 28800000 33
34 29700000 34
35 30600000 35
36 31500000 36
Requisites: HCL 36
Alignment: any
HD/level: & d300
Weapon Prof.: & 30+level*3
To Hit Table: Demigod
Save Table: Demigod
Reference: DM
Groups: Demigod (x3)
 
[X] Section stats
ihp +3
iTH +3
P Save +3
M Save +3
War +3
Rog +3
PPsi +3
Wiz +3
Pri +3
MPsi +3
 
Demigod0 class gets 13th level Concordant spells (nothing lower level). The spell progression is normal numbers, not the one-digit codes I use for progressions (e.g. the class does get 30 spells at level 15). These spells are resisted using GR.
Gets 1G action per round.

[PC14] Demigod Group Classes


Demigod0 Spells

# Name Type Effect
1 Abjuration Int 9 ihp Armor spell
2 Acceleration Chr +1G actions /r for 3 turns, lose 3 MXP at end of spell.
3 Acrobat Dex Roll 3 extra d20 dice when making a PSave and choose best result [cont.]
4 aG Resistance Str +3% xaGR [cont.]
5 All Wis Create 1 Avatar of you for 3 turns, if destroyed, you are not banned from plane
6 Alteration Int 1 target rerolls Str, Dex, Con using (1d3-1)*25, lasts for 1 turn, make MSave if unwilling
7 Animal/Plant Wis Grant a non-immortal being +3 ihp for 1 turn
8 Annihilation Blast Chr 1 target makes 7 MSaves, if makes any he is not killed.
9 Annoying Hench Int You have an ANNOYING HENCHMAN of half your level who always ESCAPES, causes trouble
10 Anti-Magic Wis All spells of SL 12 or lower in area cannot be (choose one): Cast or Maintained
11 Ask DM Int You suddenly see the FALLACY in your MASTER PLAN and can ask the DM a question
12 Assassin Dex 1 target set to 0 ihp, must make 3 PSaves to avoid.
13 aX Resistance Dex +3% xaXR [cont.]
14 Bard Dex Completely Identify (including stats) up to 3 Monsters/Artifacts
15 Bio Slaughter Con +3 among iTH, idmg, or ihp for 1 turn.
16 Cell Adjustment Chr Cures or Causes 11 ihp divided among any # of targets (MSave 1/2).
17 Charisma Chr +2 to iChr [cont.]
18 Charm Wis Target must make 3 MSaves or adds a 1st level Pawn class
19 Chronomancy Int Starting next round, you get +1G action per round for 3 rounds
20 Combat Wis 1 target has +3 on Saves; +3 on iTH roll for 1 turn
21 Constitution Con +2 to iCon [cont.]
22 Contact Alternate Int Contacts an Alternate Multiverse
23 Creation Wis Create a random 1st level concordant being
24 Deflection/Parry Str +3 iAC [cont.]
25 Detonate Con Destroy an artifact or do 1 idmg to 1 target (no save).
26 Dexterity Dex +2 to iDex [cont.]
27 Disbelieve Other Chr Immune to and cannot affect 1 target (who can make 3 MSaves to ignore).
28 Dispel I Int Dispel a currently running effect
29 Dispel II Chr Dispel all effects on one target (MSave for each)
30 Ego Shield Chr +6 save points vs. MSaves, can spend after roll, use within 1 turn.
31 Endless Horde Int ENDLESS HORDE OF CANNON FODDER (mortal creatures)
32 Energy Control Con The next damaging spell of 3 or less that hits you is countered within 1 turn.
33 Energy Drain Int Target loses 3 levels (make 3 MSaves, each missed save is 1 level)
34 Escape Dex You MYSTERIOUSLY ESCAPE (even past all barriers) from enemies
35 Evocation Int Any number of targets take 4 idmg (MSave for ½)
36 Fast Cast Chr Cast 3 "Chr" based (SL=13) Demigod spells
37 G Resistance Str +3% xGR [cont.]
38 Giant Robot Int Create a GIANT ROBOT (a DL 10 Golem)
39 GR Evasion Chr -3% xGR to one target (no save)
40 Great Attack Str Do a melee attack at +6 iTH
41 Healing Wis Cures 9 ihp divided among any # of targets, can be reversed but MSave for 0.
42 Illusion Int 30% chance that a melee attack automatically misses (roll per attack) [cont.]
43 ImmuneSteal Str Immune to Action/Memory/Other Stealing
44 Incantatrix Int 1 target loses 3 of his remaining spells, you gain those spells, MSave to avoid
45 Inertial Barrier Con Ignore the first melee attack from each creature for 1 turn.
46 Infinikinetic Drain Con 1 target takes 16 idmg (PSave for 1/2, if made then PSave again for 0).
47 Innates Wis Cast an Immortal0 spell
48 Intelligence Int +2 to iInt [cont.]
49 Invocation Int 1 target takes 9 idmg (MSave for ½)
50 Jester Dex 1 target can do nothing, you can only melee attack (opponent makes 3 PSaves)
51 Lady's Smile Str Choose next die roll
52 Legend Delay Con Target loses next 3 segments of actions (MSave)
53 Legend Disable Con Disable all non-Conc classes 800'r
54 Legend Drain Con Target loses Worship Points as if he cast a SL=13 spell (no save)
55 Legend Locate Con Locate Person/Obj at any point in time
56 Legend Speed Con Pick a spell. That spell costs only ½G action to use.
57 Lend Godly Int Lose a G action: Target gains 1G action
58 Lich Touch Int +3 idmg per melee attack
59 Lich XP Int +3 KXP
60 Life Trapping Int Target makes 7 MSaves, if makes any of them he is not life trapped
61 Lowered Power Con All spell levels of SL>7 are lowered to 7 for 1 turn
62 Luck/Fate Wis Can declare an "incredible" coincidence, higher SL is higher chance of success
63 Melee Evasion Dex -3 idmg per melee attack [cont.]
64 Mesmerising Int 1 target loses his next G action, make 3 MSaves to avoid
65 Metamagic I Int Transfer 3 spells of any level from 1 base (MSave/PSave, GR/XR/aGR/aXR) to other
66 Metamagic II Wis Lose 3 spells; gain 1 spell of 1 higher spell level
67 Monk Dex Saves for ½ are instead for 0 for 1 turn.
68 Necromancy Int 1 target loses 3 ihp which cannot be healed by any means for 1 turn (no save)
69 Null Void Chr +6% xGR for 1 turn
70 Numbers Int Modify 1 Immortal die roll (doesn't have to be yours) by +/-3 per round [cont.]
71 Pawning Chr Target becomes a Pawn (must be willing)
72 Pawning Life Con 0, eat Pawn: Heal all ihp & restore 3 spells. Limit of 1 per turn.
73 Planar Change Con Target's home plane becomes this one, 3 PSaves to avoid.
74 PSave Bonus Str +3 to PSaves [cont.]
75 Psionics Wis Cast a Psi7, Psi(-7), or Psi14 super
76 Radiation Wis Cast a Bug 9th
77 Raw Logrus Chr Casts 3 random spells in area, affects all in area.
78 Regeneration Str You regenerate at 3 ihp/r and don't die until at -10-3 ihp [cont.]
79 Scty: Blockade Chr Pick a stat. All spells <SL 13 of that stat in area are countered. Lasts for 1 turn.
80 Sniper Dex Get +3 to next iTH roll
81 Speed Str Can make two melee attacks per action [cont.]
82 Stealth Master Dex +15% xGR only versus CSL=11 (and lower) effects
83 Strength Str +2 to iStr [cont.]
84 Summoning I Int Summon 3 (DL 10) beings to fight for you
85 Summoning II Wis Summon 3 (randomly rolled concordant beings) to fight for you for 1 turn
86 Sun Wis Any number of targets take 9 idmg (MSave for 0)
87 Technobauble Con Imbue 3 spells into an item (acts as Spell Storing), only 1 item per person.
88 Technology Wis Add 0.09 item MXP to an item permanently
89 Tempromancy Int Everyone now get +1G actions per round for 3 rounds, can't be dropped.
90 TH/dmg Bonus Str +3 iTH [cont.]
91 Thaumaturgy Int +15% xGR for 1 turn.
92 Thief Dex Pick (take) Artifact from 1 target's possession, must make 3 PSaves to avoid.
93 Thought I Int Your next spell (if cast within this turn) gets +3 to it's SL.
94 Thought II Wis +3i stat points distributed among Int, Wis, Chr for 1 turn
95 Thought: Lack of Con +3i among Str/Dex/Con, -3i among Int/Wis/Chr (must lower if can, min 0), for 1 turn.
96 Time Wis Cast as 0 action: Use 1 G action, lose 8 r of actions of all types (even Mortal & 0)
97 Tinker Dex Merge up to 3 artifacts together or add 0.04 MXP to an item permanently
98 Transmutation Int 1 target randomly changes race for 1 turn (will be bizarre), make 3 MSaves
99 Ultraplanar Blast Chr Area effect: All make 3 MSaves, each missed save is -1 random ability score
100 Undead Wis Effects that strike you from a Lich character lose 3 to their spell level for 1 turn
101 War Wis Cast a Hero spell of 9th level or less
102 Wards Wis Choose a spell when cast. You are completely immune to that spell for 1 turn.
103 Weather Wis 1 target takes 4 idmg, no saving throw.
104 Whirling Attack Str All opponents in area take 1 idmg (P Save for 0).
105 Wild Magic I Int Cast a randomly rolled SL=15 level spell on this table
106 Wild Magic II Wis Cast 3 randomly rolled (SL=13) level spells on this table
107 Wisdom Wis +2 to iWis [cont.]
108 X Resistance Str +3% xXR [cont.]
109 XR Evasion Dex -3% xXR to one target (no save)

[PC14] Demigod Group Classes


Divine Interventioner

Level KXP Priest
123 456 789
1 0 1-- --- ---
2 3 3a- --- ---
3 6 42b --- ---
4 12 441 c-- ---
5 24 744 0d- ---
6 48 764 3ae ---
7 96 775 42b f--
8 192 777 441 cg-
9 384 777 744 0dh
10 750 777 744 1cg
11 1500 777 754 2bf
12 2000 777 764 3ae
13 2500 777 774 40d
14 3000 777 774 41c
15 3500 777 775 42b
16 4000 777 776 43a
17 4500 777 777 440
18 5000 777 777 441
19 5500 777 777 542
20 6000 777 777 643
21 6500 777 777 744
22 7000 777 777 754
23 7500 777 777 755
24 8000 777 777 765
25 8500 777 777 766
26 9000 777 777 776
27 9500 777 777 777
28 10000 777 777 777
29 10500 777 777 777
30 11000 777 777 777
31 11500 777 777 777
32 12000 777 777 777
33 12500 777 777 777
34 13000 777 777 777
35 13500 777 777 777
36 14000 777 777 777
TH Saves
PD RS PP BW Sp Fo Re Wi
+0  8  4  5  2  3  0  0  2
+1  8  4  6  3  4  0  0  3
+1  9  5  6  3  4  0  1  3
+2  9  5  6  4  4  1  1  4
+3 10  6  7  4  5  1  1  4
+3 10  6  7  5  5  2  2  5
+4 11  7  8  5  6  2  2  5
+5 11  7  9  6  6  2  2  6
+5 12  7  9  6  7  3  3  6
+6 12  8  9  6  7  3  3  7
+7 13  8 10  7  8  4  3  7
+7 13  9 10  7  8  4  4  8
+8 13  9 10  7  8  4  4  8
+9 14  9 11  8  9  5  4  9
+9 14 10 11  8  9  5  5  9
+10 14 10 11  9  9  6  5 10
+11 15 11 12  9 10  6  5 10
+11 15 11 12 10 11  6  6 11
Requisites: Wis 28
Alignment: any
HD/level: d12
Weapon Prof.: 3+level/2
To Hit Table: Pri
Save Table: Pri
Reference: DM
Groups: Priest, Demigod (x1)
 
Gets the usual GGL (Speciality God) pick, but is considered 9 levels higher for purposes of "Level:" 's, LVL, and CL for the GGL's abilities. This does not affect Turn Undead.
Bonus Grand in "All" sphere. Sphere Robe (-1 SL per spell) in "All" sphere.
Level 1 ¶: Divine Intervention is automatic, but still can be done only once per day.
Level 1 ¶: 1F, LVL/d: Your god does 1G action into this combat. This is treated as a random SL=11+LVL/7 effect from the [X] section. Roll 1d10 for type of power: 1=Str, 2=Dex, 3=Con, 4=Int, 5-7=Wis, 8=Chr, 9-10=One of the requirements for this god's GGL pick at random. You may see what the effect is before you target the effect.
Level 1 ¶: You always regain all your Priest spells even if you are out of contact with your god, or if your god/intermediary is dead or "Barneyed".
Level 1 ¶: You may use Omens even if not otherwise available in the current campaign. If they are already available in the current campaign, you can shift the results of Omens by plus or minus 1.
Level 1: Your "Miracle" spells do not drain the MF.

[PC14] Demigod Group Classes


Immortal0

Level KXP Immortal0
9
-2 1500 1 (CL=1/4)
-1 2000 1 (CL=1/2)
0 2500 2 (CL=1/2)
1 3000 2
2 3250 4
3 3500 6
4 3750 8
5 4000 10
6 4500 12
7 5000 14
8 6000 16
9 7000 18
10 8000 20
11 9000 22
12 10000 24
13 12000 26
14 14000 28
15 16000 30
16 18000 32
17 20000 34
18 22000 36
19 25000 38
20 30000 40
21 35000 42
22 40000 44
23 45000 46
24 50000 48
25 55000 50
26 60000 52
27 70000 54
28 80000 56
29 90000 58
30 100000 60
31 110000 62
32 120000 64
33 130000 66
34 140000 68
35 150000 70
36 160000 72
TH Saves
PD RS PP BW Sp Fo Re Wi
+22 19 19 19 19 19 19 19 19
+24 20 20 20 20 20 20 20 20
+26 21 21 21 21 21 21 21 21
+28 22 22 22 22 22 22 22 22
+30 23 23 23 23 23 23 23 23
+32 24 24 24 24 24 24 24 24
+34 25 25 25 25 25 25 25 25
+36 26 26 26 26 26 26 26 26
+38 27 27 27 27 27 27 27 27
+40 28 28 28 28 28 28 28 28
+42 29 29 29 29 29 29 29 29
+44 30 30 30 30 30 30 30 30
+46 31 31 31 31 31 31 31 31
+48 32 32 32 32 32 32 32 32
+50 33 33 33 33 33 33 33 33
+52 34 34 34 34 34 34 34 34
+54 35 35 35 35 35 35 35 35
+56 36 36 36 36 36 36 36 36
Requisites: HNCL 27 (15) for negative levels; HNCL 36 (26) for level 1
Alignment: any
HD/level: &d100
Weapon Prof.: 10+level
To Hit Table: Conc
Save Table: Conc
Reference: DM
Groups: Concordant (x2), Demigod (x2)
 
[X] Section stats
ihp +0
iTH +0
P Save +0
M Save +0
War +0
Rog +0
PPsi +0
Wiz +0
Pri +0
MPsi +0
   
Note the XP table starts at level -2, not 1. This class does not give the "All Concordant Classes" abilities until level 1. The levels below level 1 have a fractional CL (CL=1/4 for level -2, and CL=1/2 for levels -1 and 0).
See the table below for HNCL requirements for Immortal0. The 0-edition classes (Fighter0, Magic-User0, etc.) have lower requirements than non-0-edition classes. Classes that emulate 0-edition classes or can put any edition number at the end of their class name do not count as 0-edition classes for this.
Immortal0 class gets 9th level Concordant spells (nothing lower level). The spell progression is normal numbers, not the one-digit codes I use for progressions (e.g. the class does get 30 spells at level 15). Even though they are high level, these spells are still resisted using XR, not GR.
Imm0
Level
Requisite
(any class)
Requisite
Halfling0
Requisite
Elf0
Requisite
Dwarf0
Requisite
(other 0-edition class)
-2 HNCL 27 HNCL 8 HNCL 10 HNCL 12 HNCL 15
-1 HNCL 30 HNCL 17 HNCL 18 HNCL 19 HNCL 21
0 HNCL 33 HNCL 23 HNCL 23 HNCL 23 HNCL 24
1 HNCL 36 HNCL 26 HNCL 26 HNCL 26 HNCL 26
2 HNCL 36 HNCL 27 HNCL 27 HNCL 27 HNCL 27
3 HNCL 36 HNCL 28 HNCL 28 HNCL 28 HNCL 28
4 HNCL 36 HNCL 29 HNCL 29 HNCL 29 HNCL 29
5 HNCL 36 HNCL 30 HNCL 30 HNCL 30 HNCL 30
6 HNCL 36 HNCL 31 HNCL 31 HNCL 31 HNCL 31
7 HNCL 36 HNCL 32 HNCL 32 HNCL 32 HNCL 32
8 HNCL 36 HNCL 33 HNCL 33 HNCL 33 HNCL 33
9 HNCL 36 HNCL 34 HNCL 34 HNCL 34 HNCL 34
10 HNCL 36 HNCL 35 HNCL 35 HNCL 35 HNCL 35
11+ HNCL 36 HNCL 36 HNCL 36 HNCL 36 HNCL 36

[PC14] Demigod Group Classes


Immortal0 Spells

Level # Spell Name Spell Description
9 1 Armor Class +LVL*100 AC
9 2 Artifact Creation 20F, 1/reset: Create a x2 artifact
9 3 Aura Attack 1V: All within 60' make Will save (with no bonuses) or Awed
9 4 Bestow 1F, 1/reset: Raise target's ability score by CL, or a perm. 1st-7th SL (Wiz/Pri/Psi) effect
9 5 Call Other Get the assistance of another Imm0 character (treat like a summon)
9 6 Combat Abilities xx(LVL+1) dmg with attacks
9 7 Communication 0: Communicate with any known being in the plane, ignores most barriers
9 8 Conceal Nature Target (person or item) is obscured from detection of multiplier, alignment, etc.
9 9 Control Undead Turn Undead (control or turn), automatically get a "D" result regardless of HD of targets
9 10 Create Magic Items 1/reset: Create 10*CL KXP of magic items (all x1 items)
9 11 Create Species Create a new race; merge two races together or use Custom Races rules
9 12 Detect Immortal Detects/Identifies Concordant/Immortal effects
9 13 Detection Suite Have all Wiz and Pri Divination effects running
9 14 Dragon Breath Mouth's P: Breathe an E=(LVL+3) element for current hp in dmg, no save, use XR
9 15 Dragon Form 1V: Shapechange to any known dragon type
9 16 Enhanced Reflexes Always roll max on initiative, cannot be surprised
9 17 Extra Attacks xx(LVL+2)/2 number of attacks
9 18 Fighter Options Have all "Level:" abilities of up to LVL Warrior classes
9 19 Grant Power Points Target is imbued with one 1st level Imm0 spell
9 20 Groan Mouth's P: All targets in LVL groups are paralyzed (no save, no immunity)
9 21 Hear Supplicants Know if someone is mentally asking for your help
9 22 Height Change 0: Change size to any size up to LVL classes past size G
9 23 Howl Mouth's P: Fear all targets in LVL groups (no save, no immunity)
9 24 Immortal Eye Wizard Eye with Cosmic Awareness, undetectable, no "ears burning", teleport at will
9 25 Improve Ability Scores +25*LVL stat points
9 26 Improved Saving Throws Automatically make saves in LVL categories
9 27 Incorporeal Form Cannot have anything hostile done to you, but cannot be hostile to others
9 28 Increased Damage +LVLd+0 dmg with all effects you do (weapons, spells, psionics, etc.)
9 29 Increased Move Rate +LVL*100" Move Rate, all your V actions are infinitely Quick
9 30 Infinite Spell Duration Next magic, psionic, innate effect you do has infinite duration (treat as a Permanency)
9 31 Leech Whenever you touch, attack, or are touched or attacked, they are drained LVL+2 levels
9 32 Magic Resistance 45+5*LVL% iMR
9 33 Manifestation Form You have a material form and are not really "killed" if it is destroyed
9 34 Mortal Immunity Immune to magic, psionic, innate effects of x1 multiplier
9 35 Mystic Abilities Abilities as per a Mystic0 of level = LVL*3+13
9 36 Poison Bite/Sting Can bite or sting for poison (Capital S Slain, save for normal slain)
9 37 Poison Spit Mouth's P: Spit Poison on a group (death or 40*LVL)
9 38 Power Attack (LVLd6)*10 dmg (No Resistance) to a target on same plane, or adjacent plane @ ½ dmg
9 39 Probe Capital E Extract, Know Truename, Know a Weakness of Target (XR roll for each)
9 40 Probe-Shield Stops one "Probe" effect (above)
9 41 Reduce Saving Throw Target cannot make saving throws
9 42 Regeneration Regenerate all hp per segment
9 43 Shape Reality, Alt. Char. 25F, 1/reset: Change appearance, physical/magical law, MF, TF, PF of a plane
9 44 Shape Reality, Cr. Body 20F, 1/reset: Create a moon or planet
9 45 Shape Reality, Cr. Plane 30F, 1/reset: Create a plane one plane removed from current plane
9 46 Shape Reality, Mv. Body 10F, 1/reset: Move a moon or planet
9 47 Shape Reality, Mv. Plane 15F, 1/reset: Move a plane's connection from one plane to another
9 48 Snap 1 attack: Grab a target and pull him in, it becomes part of your group
9 49 Summon Item Produce an item that you've lost, works across planes
9 50 Swoop 7V (may borrow), 1/r: +1 OppP, +1 OppV this round
9 51 Thief Abilities Abilities as per a Thief0 of level = LVL*3+13
9 52 Transform Shapechange Other, can change target's character classes and memories too
9 53 Travel Powers 1M: Travel to anywhere on this plane or adjacent plane, no delay
9 54 Weapon Mastery +100*LVL slots in Weapon Mastery, can go beyond max of # slots = level
9 55 Weapon Needed Need a +5*LVL weapon to hit you, this cannot be ignored with class abilities

[PC14] Demigod Group Classes


Lesser God0

Level KXP LesserGod0
E
1 0 1
2 16000000 2
3 32000000 3
4 48000000 4
5 64000000 5
6 80000000 6
7 96000000 7
8 112000000 8
9 128000000 9
10 144000000 10
11 160000000 11
12 176000000 12
13 192000000 13
14 208000000 14
15 224000000 15
16 240000000 16
17 256000000 17
18 272000000 18
19 288000000 19
20 304000000 20
21 320000000 21
22 336000000 22
23 352000000 23
24 368000000 24
25 384000000 25
26 400000000 26
27 416000000 27
28 432000000 28
29 448000000 29
30 464000000 30
31 480000000 31
32 496000000 32
33 512000000 33
34 528000000 34
35 544000000 35
36 560000000 36
Requisites: HDL 36
Alignment: any
HD/level: & d400 + id4
Weapon Prof.: & 40+level*4
To Hit Table: Lesser God
Save Table: Lesser God
Reference: DM
Groups: Lesser God (x4)
 
[X] Section stats
ihp +4
iTH +4
P Save +4
M Save +4
War +4
Rog +4
PPsi +4
Wiz +4
Pri +4
MPsi +4
 
Lesser God0 class gets 14th level Concordant spells (nothing lower level). The spell progression is normal numbers, not the one-digit codes I use for progressions (e.g. the class does get 30 spells at level 15). These spells are resisted using GR.
Gets 2G, 1H, and 1IX action per round.
The "i" hit dice get (Con score)/25 bonus per die.

[PC14] Demigod Group Classes


Mortal Hunter

Level KXP MortalH
CDE
1 0 1--
2 13000 2--
3 26000 3--
4 52000 31-
5 104000 32-
6 208000 33-
7 416000 43-
8 832000 44-
9 1664000 54-
10 2900000 55-
11 4200000 65-
12 5500000 66-
13 6800000 661
14 8100000 662
15 9400000 663
16 10700000 664
17 12000000 665
18 13300000 666
19 14600000 766
20 15900000 776
21 17200000 777
22 18500000 877
23 19800000 887
24 21100000 888
25 22400000 988
26 23700000 998
27 25000000 999
28 26300000 A99
29 27600000 AA9
30 28900000 AAA
31 30200000 BAA
32 31500000 BBA
33 32800000 BBB
34 34100000 CBB
35 35400000 CCB
36 36700000 CCC
Requisites: HCL 27, HNCL 45, Str 182, Dex 130, Con 78, Wis 65, Luck 39
Alignment: any
HD/level: & 3m0
Weapon Prof.: & 25+level*6
To Hit Table: ½xDemigod
Save Table: ½xPDemigod
Reference: DM
Groups: Demigod (x3)
 
[X] Section stats
ihp +3
iTH +3
P Save +3
M Save +3
War +3
Rog +3
PPsi +3
Wiz +3
Pri +3
MPsi +3
 
Mortal Hunter class gets 12th, 13th, and 14th level Concordant spells (nothing lower level).
Gets 1G action per round.

[PC14] Demigod Group Classes


Mortal Hunter Spells

Level # Spell
12 1 +DCL QQQQQQX Actions. All actions other than X, G, Z, and I (and their variants) are locked down. The DM may determine that some campaign-specific unique specialty actions may be immune to this.
12 2 Your effects do not drop if you are dropped. Your effects are not removed from the stack if you are killed/removed before the stack ends.
12 3 All x1 (and x0 if you desire) beings who see you are Capital S Slain (GR to resist). "Blindfighting" cannot be used against you.
12 4 1G: Capital S Slay (as the ability above this one on this list). Affects any number of x1 and x0 creatures (up to DCL groups), or DCL x2 creatures, or a single x3 (or above) creature.
12 5 1G: Select DCL groups of creatures. Each gets "Sporacled" (Takes a random [C] section effect, they are affected by it). MSave and GR to resist.
12 6 1N: Counter a x0 effect. 1Z: Counter a x1 effect. 1X: Counter a x2 effect. 1G: Counter a x3 effect.
12 7 -DCL*25 to Str, Dex, Con, Int, Wis, and Chr 60' r (no resistance except "Hold Stats" abilities). Has a "Hole in the Middle".
12 8 Immune to all x1 and x0 effects. Resist and get a PSave vs. x2 effects.
12 9 |AC| 20+DCL (absolute AC 20+DCL). People need a natural 20+DCL to hit you, no natural roll less than 20+DCL will hit you (regardless of TH bonus). ++'s to hit and Lady's Smile does work against this ability. Luck and other die-setting effects do not.
13 1 +1 IQOppX (Instantaneous Quick Opposing X action) which can't be locked down.
13 2 You may convert 10X actions to 1G action (you may do this as many times as you like, prefixes are kept).
13 3 All x1 (and x0 if you desire) beings who see you are Incursed and Annihilated (GR to resist, this ignores immunities). "Blindfighting" and X-ray vision cannot be used against you.
13 4 1G: Incurse and Annihilate (as the ability above this one on this list). Affects any number of x1 and x0 creatures (up to DCL groups), or DCL x2 creatures, or a single x3 (or above) creature.
13 5 1G: Banhammer one spell/effect/ability; this cannot be used in the room. This is a x3 Special (extra -DCL*25% to remove using Rogue abilities).
13 6 ||AC|| 20+DCL (true absolute AC 20+DCL). People need a natural 20+DCL to hit you, no natural roll less than 20+DCL will hit you (regardless of TH bonus). ++'s to hit from Demigod classes (but not items) works against this ability, but Lady's Smile, Luck, and other die-setting effects do not.
14 1 1G: Target is lowered by DCL multipliers (to a minimum x0 multiplier, aGR to resist).
14 2 ||AC|| 20+DCL.
14 3 All x1 (and x0 if you desire) beings who are within sight of you are Pixelated (non-ignorable GR to resist, this ignores immunities). "Blindfighting", X-ray vision, and "Seeking" (non-direct) effects cannot be used against you.

[PC14] Demigod Group Classes


Planeswalker Artificer

Level KXP Wizard
123 456 789 AB
1 0 1-- --- --- --
2 10 2-- --- --- --
3 15 21- --- --- --
4 22 12- --- --- --
5 33 021 --- --- --
6 49 012 --- --- --
7 73 102 1-- --- --
8 109 201 2-- --- --
9 163 310 21- --- --
10 244 410 12- --- --
11 366 521 021 --- --
12 549 621 012 --- --
13 823 731 102 1-- --
14 1234 832 101 2-- --
15 1851 942 110 21- --
16 2776 A42 110 12- --
17 4164 B53 211 021 --
18 6400 C53 211 012 --
19 6800 D63 211 102 1-
20 7200 E64 221 101 2-
21 7600 F74 321 110 21
22 8000 G74 321 110 32
23 8400 H85 322 111 32
24 8800 I85 322 111 33
25 9200 J95 432 111 43
26 9600 K96 432 211 43
27 10000 LA6 432 211 44
28 10400 NA6 432 211 44
29 10800 OB7 533 221 54
30 11200 PB7 543 221 54
31 11600 QC7 543 221 55
32 12000 RC8 543 222 55
33 12400 SD8 643 322 55
34 12800 TD8 643 322 65
35 13200 UE9 653 322 65
36 13600 VE9 653 322 66
TH Saves
PD RS PP BW Sp Fo Re Wi
+0  8  7  5  3  6  0  1  2
+1  8  7  6  3  7  0  1  3
+1  9  8  6  4  7  0  1  3
+2  9  8  6  4  7  1  2  4
+3 10  9  7  4  8  1  2  4
+3 10  9  7  5  8  2  3  5
+4 11 10  8  5  9  2  3  5
+5 11 10  9  6  9  2  3  6
+5 12 10  9  6  9  3  4  6
+6 12 11  9  6 10  3  4  7
+7 13 11 10  7 10  4  5  7
+7 13 12 10  7 11  4  5  8
+8 13 12 10  8 11  4  5  8
+9 14 13 11  8 11  5  6  9
+9 14 13 11  8 12  5  6  9
+10 14 13 11  9 12  6  7 10
+11 15 14 12  9 13  6  7 10
+11 15 14 12 10 13  6  7 11
Requisites: Str 9, Con 12, Int 18
Alignment: any
HD/level: d10
Weapon Prof.: 4+level/2
To Hit Table: Wiz
Save Table: 2xWiz
Reference: MTG / DM
Groups: Wizard, Lost, Demigod (x1)
 
Gets Int bonus to progression. Specialized in Enchantment/Charm and Conjuration/Summoning.
Casts normal Wizard spells, not MTG spells. Could cast MTG spells at 2 slots each if they are known.
Can have up to LVL MTG magic items. The maximum CC (Casting Cost, treat as SL) for each is (LVL+2)/3.

[PC14] Demigod Group Classes


Planeswalker Artificer Items

CC (SL) # Magic Item Effect
1 1 AEther Vial 0, 1/r: Cast a Conjuration/Summoning spell.
1 2 Ivory Tower Regenerate 3 hp/s.
1 3 Skullclamp Your summons get +CL TH/dmg, -CL AC/saves/rhp
1 4 Sol Ring +2 SL in progression.
1 5 Soul Net Whenever you kill someone with a spell, cure 1 hp.
1 6 Voltaic Key 1V: An item gets 1E action this segment.
2 1 Chaos Orb 1V, 1/reset: Destroy a magic item, effect, or creature (creature gets PPD save)
2 2 Helm of Awakening All spells in the room are school/sphere robed (x1 Special)
2 3 Illusionary Mask Your summons are Dust of Disappearanced
2 4 Lightning Greaves Your summons are not summoning sick
2 5 Scythe of the Wretched +1 summon slot; 1M: Animate Dead a creature you killed (it's your summon, -1 DL)
2 6 Sun Droplet Regenerate 10 hp/s.
3 1 Ashnod's Altar 0, sacrifice a summon: Get back 2 SL in progression
3 2 Blasting Station 1N, sacrifice a summon: Deal 10 dmg to one target (no save, TechR to resist)
3 3 Caltrops 10 damage damaging shield (no save, TechR to resist)
3 4 Fireshrieker One of your summons deals double damage
3 5 Forcefield Damage Threshold 10 from physical attacks
3 6 Loxodon Warhammer Vampiric Regen. (can be used on one of your summons)
4 1 Giant Fan 1V: Move an effect from one person to another (aER to resist)
4 2 Icy Manipulator 1S: Target loses his next action.
4 3 Jester's Cap Target forgets how to cast 3 spells or effects by name
5 1 Al-Abara's Carpet Immune to attackers unless they are flying
5 2 Coat of Arms Your summons get +N AC/saves/rhp/TH/dmg for each other summon of same race
5 3 Mirari 1bM, lose a SL=5 spell in memorization: Fork
6 1 Joven's Tools 1M: Target creature ignores all defenses with one attack
6 2 Mindslaver 1M, 1/reset: Domination for 1 segment (no save, TechR to resist)
6 3 Mirror Universe 1M, 1/reset: Switch current hp with target (no save, TechR to resist)
7 1 Legacy Weapon 1M: *Destroy* (or Capital S Slay) an item, effect, or creature (TechR to resist)
8 1 Aladdin's Ring 1M: 40 damage to one target (no resistance)
9 1 Darksteel Forge Your items are indestructible.

[PC14] Demigod Group Classes


Small Game Hunter

Level KXP S/BGH [[MH]]
123 4 [[M]]
1 0 2-- - [[-]]
2 6.5 3-- - [[-]]
3 13 4-- - [[-]]
4 26 41- - [[-]]
5 52 41- - [[-]]
6 104 42- - [[-]]
7 208 42- - [[-]]
8 416 43- - [[-]]
9 832 43- - [[-]]
10 1450 44- - [[-]]
11 2100 44- - [[-]]
12 2750 441 - [[-]]
13 3400 441 - [[-]]
14 4050 441 - [[-]]
15 4700 442 - [[-]]
16 5350 442 - [[-]]
17 6000 442 - [[-]]
18 6650 443 - [[-]]
19 7300 443 - [[-]]
20 7950 443 - [[-]]
21 8600 444 - [[-]]
22 9250 444 - [[-]]
23 9900 444 - [[-]]
24 10550 444 1 [[-]]
25 11200 444 1 [[-]]
26 11850 444 1 [[-]]
27 12500 444 1 [[-]]
28 13150 444 2 [[-]]
29 13800 444 2 [[-]]
30 14450 444 2 [[-]]
31 15100 444 2 [[-]]
32 15750 444 3 [[-]]
33 16400 444 3 [[-]]
34 17050 444 3 [[-]]
35 17700 444 3 [[-]]
36 18350 444 4 [[1]]
TH Saves
PD RS PP BW Sp Fo Re Wi
+1  5  2  4  2  1  1  1  0
+3  6  4  5  4  3  2  2  1
+5  8  5  7  6  4  3  3  2
+7  9  7  8  8  6  4  4  2
+9 11  8 10 10  7  5  4  3
+11 12 10 11 12  9  6  5  4
+13 14 11 13 14 10  7  6  4
+15 14 12 14 14 11  8  7  5
+17 15 13 14 14 12  9  8  6
+19 15 14 15 15 13 10  8  6
+21 15 14 15 15 14 11  9  7
+23 15 14 15 15 15 12 10  8
+25 15 15 15 15 15 13 11  8
+27 16 15 15 15 15 14 12  9
+29 16 15 16 15 15 15 12 10
+31 16 16 16 15 15 16 13 10
+33 16 16 16 16 16 17 14 11
+35 17 16 16 16 16 18 15 12
Requisites: Str 36, Dex 27, Con 18, Wis 16
Alignment: any
HD/level: & 2m0
Weapon Prof.: & 4+level
To Hit Table: 2xWar
Save Table: 2xWar
Reference: DM {Reduced Reduced Mortal Hunter}
Groups: Warrior, Demigod (x1)
 
Gets Barbarian Str. Uses Normal Con bonus for hit dice (this can't be overwritten).
Can weapon specialize using the Barbarian column.
Small Game Hunter class gets 1st, 2nd, 3rd, 4th, and 22nd level spells. The 2nd, 3rd, and 4th level spells are the same as Big Game Hunter. The 22nd level spells are Mortal Hunter 12th's (Concordant Spell Level=12).
Several powers reference F actions as a cost. F actions are 1S+1V or 1M+1P+1V.
Gets 1G action per turn. (Once per turn you can use 1G action, it acts as an infinitely quick F action.)
Gets a "Level:" ability per level from any Warrior class you know. May pick "paragraph-symboled / unpickable" ( ¶ ) abilities at a 12 level penalty (a Level 3: would become a Level 15:). May pick "lines of text" as if they were Level 27: abilities.

[PC14] Demigod Group Classes


Small Game Hunter Spells

Level # Spell
1 1 +LVL QQV Actions, or can lock down one action type that you have if desired.
1 2 You may be bound (with Healing/Herbalism proficiency) three times instead of once.
1 3 1F, 1/r: Halve a creature's current hp (PPD save)
1 4 1F+2bF, 1/r: Halve the current hp of a group of creatures (PPD save)
1 5 1F: One target gets "Sporacled" (Hit by a random [C] section effect) (RSW save)
1 6 3bF, 1/r: Counter a x1 magic or psionic effect.
1 7 -LVL*3 to one stat in your group, has a hole in the middle (you aren't affected by it)
1 8 Resist all natural (NR based) and x0 effects. Get +LVL saves.
1 9 +LVL AC (this does stack with the 2nd level version)
2 1 +LVL QQP Actions. Can lock down one action type if desired.
2 2 One of your effects does not drop if you are dropped. One of your effects is not removed from the stack if you are killed/removed before the stack ends.
2 3 1F, 1/r: Slay a creature (PPD save)
2 4 1F+2bF, 1/r: Slay a group of creatures (PPD save)
2 5 1F: A group gets "Sporacled" (Hit by a random [C] section effect) (RSW save)
2 6 2bF, 1/r: Counter a x1 effect.
2 7 -LVL*9 to any number of stats (Str, Dex, Con, Int, Wis, and Chr) in your group, does not have a hole in the middle
2 8 Immune to all x0 effects. Get a save vs. x1 effects that do not offer a save.
2 9 +LVL*2 AC
3 1 +1 IF (Instantaneous F action) which can't be locked down.
3 2 You may convert 4F actions to 1X action (you may do this as many times as you like, prefixes are kept).
3 3 1F, 1/r: Incurse a group (BW save); 1F, 1/r: Annihilate a group (RSW save)
3 4 1F+3bF, 1/reset: Incurse (no save, aIR to resist) and Annihilate (no save, aPR to resist) one target
3 5 1F, 1/r: Banhammer one spell/effect/ability; this cannot be used in the room. This is a x1 Special.
3 6 +LVL*3 AC (stacks with the SL=2 ability)
4 1 1F: As You Are a group (Will save)
4 2 +LVL*4 AC (stacks with the SL=2 and SL=3 abilities)
4 3 You and the space you're standing at can't be targetted. "Blindfighting", X-ray vision, and "Seeking" (non-direct) effects cannot be used against you.
22 (M.H. 12) 1 +DCL QQQQQQX Actions. All actions other than X, G, Z, and I (and their variants) are locked down. The DM may determine that some campaign-specific unique specialty actions may be immune to this.
22 (M.H. 12) 2 Your effects do not drop if you are dropped. Your effects are not removed from the stack if you are killed/removed before the stack ends.
22 (M.H. 12) 3 All x1 (and x0 if you desire) beings who see you are Capital S Slain (GR to resist). "Blindfighting" cannot be used against you.
22 (M.H. 12) 4 1G: Capital S Slay (as the ability above this one on this list). Affects any number of x1 and x0 creatures (up to DCL groups), or DCL x2 creatures, or a single x3 (or above) creature.
22 (M.H. 12) 5 1G: Select DCL groups of creatures. Each gets "Sporacled" (Takes a random [C] section effect, they are affected by it). MSave and GR to resist.
22 (M.H. 12) 6 1N: Counter a x0 effect. 1Z: Counter a x1 effect. 1X: Counter a x2 effect. 1G: Counter a x3 effect.
22 (M.H. 12) 7 -DCL*25 to Str, Dex, Con, Int, Wis, and Chr 60' r (no resistance except "Hold Stats" abilities). Has a "Hole in the Middle".
22 (M.H. 12) 8 Immune to all x1 and x0 effects. Resist and get a PSave vs. x2 effects.
22 (M.H. 12) 9 |AC| 20+DCL (absolute AC 20+DCL). People need a natural 20+DCL to hit you, no natural roll less than 20+DCL will hit you (regardless of TH bonus). ++'s to hit and Lady's Smile does work against this ability. Luck and other die-setting effects do not.

[PC14] Demigod Group Classes


Thirteen Letter Horror

Level KXP
Spells
1 13 (owe) (none)
2 20 (none)
3 34 (none)
4 62 (none)
5 118 (none)
6 230 (none)
7 454 (none)
8 902 (none)
9 1515 (none)
10 2128 (none)
11 2741 (none)
12 3354 (none)
13 3967 (none)
14 4580 (none)
15 5193 (none)
16 5806 (none)
17 6419 (none)
18 7032 (none)
19 7645 (none)
20 8258 (none)
21 8871 (none)
22 9484 (none)
23 10097 (none)
24 10710 (none)
25 11323 (none)
26 11936 (none)
27 12549 (none)
28 13162 (none)
29 13775 (none)
30 14388 (none)
31 15001 (none)
32 15614 (none)
33 16227 (none)
34 16840 (none)
35 17453 (none)
36 18066 (none)
TH Saves
PD RS PP BW Sp Fo Re Wi
+3  1  1  1  1  1  1  1  1
+7  2  2  2  2  2  2  2  2
+10  3  3  3  3  3  3  3  3
+14  5  5  5  5  5  5  5  5
+17  6  6  6  6  6  6  6  6
+21  7  7  7  7  7  7  7  7
+24  8  8  8  8  8  8  8  8
+28 10 10 10 10 10 10 10 10
+31 11 11 11 11 11 11 11 11
+35 12 12 12 12 12 12 12 12
+38 13 13 13 13 13 13 13 13
+42 15 15 15 15 15 15 15 15
+45 16 16 16 16 16 16 16 16
+49 17 17 17 17 17 17 17 17
+52 18 18 18 18 18 18 18 18
+56 20 20 20 20 20 20 20 20
+59 21 21 21 21 21 21 21 21
+63 22 22 22 22 22 22 22 22
Requisites: Str+Dex+Con-Int-Wis-Chr 13
Alignment: AE or AS or Nil
HD/level: & 2d13
Weapon Prof.: & 13+level
To Hit Table: 3½xMon (d30)
Save Table: 2½xMon (d30)
Reference: DM {Reduced Infinite Letter Horror}
Groups: Monster, Lost, Demigod (x1)
 
The stat requirements for this class means the sum of your Str+Dex+Con must be at least 13 higher than your Int+Wis+Chr. If you don't meet this requirement, you "owe" to Str, Dex, or Con. Be more stupid already!
Gets Ancillary Barbarian Str [bonus=(Str-24)*9/2], Mega Barbarian Dex [bonus=(Dex-20)*7/2], Ultra Barbarian Con [bonus=(Con-22)*4], however, the bonus from these stats cannot be greater than 13*S, where S is the S number. These bonus types can all be reduced to Barbarian bonus, if your stats suck, but you have to reduce all three at the same time.
This class is all edition numbers. Because of this, you roll 1d30 to hit and saves (due to the 30th edition component). You get Overhit, a kit, and LVL feats too. You could try to shoehorn this class's abilities to the various Custom5/Custom6 type classes, but you're probably better off not trying.
This class matches class name with any other class in the Collective that is exactly 13 letters long (not counting spaces or edition numbers). No, I'm not going to write a script to check. Note this class is not the same name as itself ("Thirteen Letter Horror" is 20 letters), so you don't get x1.5 XP if you take this class twice.
 
Each Level: Gets one Rarer3 pick with DL=(LVL+3)/4. For monster type, the DM rolls 1d13+27 and consults the [M40] monster types, treating 28 as Weird (instead of Wurm).
Level 1: May buy unusual materials for claws, bite, and tail (and other limbs). The "base gp cost" of the limb is 13 gp. The "weight" of the limb is 13 pounds. If you pick Drow Steel and your limb rots off, don't blame me.
Levels 1-13: Roll 1d13 per level. If you roll a duplicate, just pick off the table, or you can pick the thing you rolled to see if it stacks, if it would make sense.
   1. 1M: Summon a DL=(LVL+1)/2 monster of [M40] monster type 2d13+14. There is a 13% chance it will fight for you without bothering to use a summon slot. Sure, you could spam this ability and make an army, but you might want to consider this plan very carefully.
   2. 1P: Draw target's brain forth (LVL saves vs. RSW; aCReflection to resist). You can eat it now (Heal self) or put it on your Plate. The target died, by the way, unless it's undead or something.
   3. Mouth's P, LVL/d: Breathe a random EE=1e4 Eelement (½*hp; group; no save; aDReflection to resist). If the DM rolls a really high EE factor, the area has a 13% chance of an Inverse Pixelation zone appearing (as the new Eelement gets invented). Take a snapshot for eelemental posterity!
   4. 1F: Do a random [PC2] Monster Collective Psionics combat (c) power of SL=1dLVL. Any attempt to counter it will fork it instead.
   5. +(LVL+1)/2 wear locations, see the "Wear Locations" Mini-Class for rules. More stuff to drop in Angband like fashion!
   6. 1M, 1/r: Shapechange Self into a random DL=(LVL+2)/3 monster of [M40] monster type 3d13+1. It's permanent, unless you don't like it.
   7. 1M, 1/r: Shapechange Other into a random DL=(LVL+2)/3 monster of [M40] monster type 41-2e6. (LVL saves vs. PP; aHR to resist)
   8. +(LVL+3)/4 IS actions per turn (Instantaneous S actions; you get to use each of these only once per turn).
   9. Immune sanity, beneficial effects you don't want, the floor (you can pass through the floor at will, but not the walls or the ceiling, so this is a one-way trip)
  10. 1P+1V, LVL/h: Draw your own brain forth and consume it. This Heals you (Cureall at level 8, Fix at level 17). All in your group who see this must save vs. Psionic Blast or lose 1d13 San points (aGazeR to resist).
  11. 1M+1P: Contact Higher Plane, with 130% chance of insanity, not that you would notice. You can Twilight afterwards if you want to.
  12. 3M, 1/h: Successfully Divine Intervention to a random x(LVL+14)/5 god (not yours!), and one segment of xLVL multiplier Fast Talking. You'll need it.
  13. ½bhX, 1/natural set, hit someone with your PC cod piece that you're wielding as a weapon: You Capital U Understand. You get a random player cheat code permanently added.
Level 9: Gain 1 "Plate". You store brains and souls on your Plate. It's an object, but it's not really there. Your Plate has 1α (script-A) action. It can move around with it and pick up brains and souls for you. Your Plate can't be attacked or targetted, unless it wants to be. DM Note: "script" is a prefix for action types. α (script-A) actions could be used as Λ (script-V) actions, since A actions can be used as V actions.
Level 13: 1 Mouth's P (can borrow), Throw your Plate as a weapon, 1/t: Roll to hit, if you hit, the target is Trap the Souled into the plate (no save, aaaNR to resist, Hold Life doesn't cut it).
Level 18: Your Plate has 1ε (script-E) action. 1ε, spend a soul on the Plate: You get +1X action. 1ε, spend a brain on the Plate: Reset.
Level 27: Your Plate has 1 IQEε (script-IQE) action. It also has this ability now: 1ε: Scoop up a group of brains or souls off the floor.
Level 36: 3 IISlowOppC', 1bbbD, 1 Mouth's ξ (script-X), 13 Research Points, Capital F Fold 1 being that counts as an Ultra Familiar and a Mount and an Animal Companion, Pixelate Capital P Plenty of Souls or Packages (on Plates) within sight: Get one randomly chosen x5 ICL=13 Intermediate God0 power per round until you reach 13 powers. After the 13th round, the first power on the list is removed, and a new power is added to the end of the list (so you "cycle" between powers). You can "freeze" this process when you like your selection.

[PC14] Demigod Group Classes


Vanguard

Level KXP Warrior
123 456 78
1 0 0-- --- --
2 8 1-- --- --
3 12 2a- --- --
4 17.6 30- --- --
5 26.4 41b --- --
6 39.2 52a --- --
7 58.4 630 c-- --
8 87.2 741 b-- --
9 130.4 852 a-- --
10 195.2 963 0-- --
11 292.8 974 1-- --
12 439.2 985 2d- --
13 658.4 996 3c- --
14 987.2 997 4b- --
15 1480.8 998 5a- --
16 2220.8 999 60- --
17 3331.2 999 71e --
18 5120 999 81d --
19 5440 999 92c --
20 5760 999 92b --
21 6080 999 93a --
22 6400 999 930 f-
23 6720 999 941 e-
24 7040 999 941 d-
25 7360 999 952 c-
26 7680 999 952 b-
27 8000 999 963 a-
28 8320 999 963 0-
29 8640 999 974 1-
30 8960 A99 974 1-
31 9280 AA9 985 1-
32 9600 AAA 985 2-
33 9920 AAA A96 2-
34 10240 AAA AA6 2-
35 10560 BBB AA7 3-
36 10880 BBB BB7 31
TH Saves
PD RS PP BW Sp Fo Re Wi
+1  5  2  4  2  1  1  1  0
+3  6  4  5  4  3  2  2  1
+5  8  5  7  6  4  3  3  2
+7  9  7  8  8  6  4  4  2
+8 11  8 10 10  7  5  4  3
+9 12 10 11 12  9  6  5  4
+10 14 11 13 14 10  7  6  4
+11 14 12 14 14 11  8  7  5
+12 15 13 14 14 12  9  8  6
+13 15 14 15 15 13 10  8  6
+14 15 14 15 15 14 11  9  7
+15 15 14 15 15 15 12 10  8
+16 15 15 15 15 15 13 11  8
+17 16 15 15 15 15 14 12  9
+18 16 15 16 15 15 15 12 10
+19 16 16 16 15 15 16 13 10
+20 16 16 16 16 16 17 14 11
+21 17 16 16 16 16 18 15 12
Requisites: Str 15, Con 9, Chr 19
Alignment: any
HD/level: 2d10
Weapon Prof.: 0+2*level
To Hit Table: 2xCust
Save Table: 2xWar
Reference: MTG / DM
Groups: Warrior, Custom, Demigod (x1)
 
Gets Barbarian Str and Exceptional Con. Uses "Cavalier" line for number of attacks.
Str score is considered +5*LVL higher for purposes of size of weapons that can be wielded. Never has a Dex requirement for weapon size.
 
Gets Chr bonus to spell progression. Specialized in Warrior Paladin school. Can cast Priest All sphere spells as if they were Warrior spells.
 
You have 1 Vanguard Avatar per level. You cannot pick the same Vanguard Avatar more than once. Vanguard Avatars may be changed during reset.
Vanguard Avatars affect the ML for this class only. These ML adjustments are artificial and you will Twilight if you cast a spell with SL above your LVL. If your adjusted ML is 0 or less, your ML is considered to be 0 (and you have no spells). If your ML is greater than 36, gain 1 spell per level, keeping the progression decreasing, you get your first 9th level spell at ML=54.
Vanguard Avatars also affect your maximum hit points. If you somehow gain a Vanguard Avatar during combat, your current hp will increase by the same amount.
The Vanguard Avatar list is not complete. You may spend 1 research point to add an Avatar from the Magic Online list.
 
Some Vanguard Avatar abilities refer to spending spell slots. You may spend a spell slot which is already assigned to channel a spell, but then of course the spell is no longer being channeled. You could spend 1/2 of a 6th level spell to get 3 SL's, or 1/2 of a 1st and a 1/2 of a 5th, etc. (Please keep fractions to 1/2 only.)
 
New Warrior Spell:
Morningtide Summoning (SL=N, Paladin school): Summon 11-SL (choose one of these:) Soldiers, Shamans, Wizards, Warriors, or Rogues of DL=N

[PC14] Demigod Group Classes


Vanguard Avatars

Source # Vanguard Avatar Effect ML max hp
MTG-VG4 1 Ashnod Damaging shield vs. melee or missile weapons (effect is lower case s slain, RSW save per attack) +1 -8*level
MTG-VG2 2 Barrin 0, sacrifice a summon: Dismiss a summon, or force a creature back to it's home plane (RSW save if your summon's DL is less than their DL) 0 +6*level
MTG-VG2 3 Crovax Whenever you or your summons attack and deal damage, gain 1 hp per attack. (You can go to at most triple max hp) +2 0
MTG-VG3 4 Eladamri 0: Redirect to yourself any amount of damage dealt to your summons. -1 +15*level
MTG-VG1 5 Ertai You and your summons can't be the target of enemies' spells or abilities. -1 +4*level
MTG-VG1 6 Gerrard +1F action per round. -4 0
MTG-VG4 7 Gix 1M, use 3 SLs of spell slots: Bring back one of your summons that was just killed in the past round. It is Capital F Fixed. -2 +18*level
MTG-VG2 8 Greven il-Vec You and your summons can Slay brand on one attack per P action (RSW save, lower case s slain) -1 +2*level
MTG-VG2 9 Hanna Your spells (from your Vanguard progression) cost 1 SL less (you are School Robed in everything). +1 -5*level
MTG-VG1 10 Karn You have an extra "Animated Objects" slot, with at most LVL objects in it. 1M: Animate Object as a DL=(LVL+1)/2 Golem. +1 +6*level
MTG-VG3 11 Lyna You and your summons gain phasing (they can pass though solid objects and walls). +2 -4*level
MTG-VG1 12 Maraxus Your summons get +1 offensive DL. +1 +2*level
MTG-VG1 13 Mirri You may cast Wizard, Priest, or Rogue spells as if they were Warrior spells. 0 +5*level
MTG-VG4 14 Mishra You and your summons deal double melee damage. 0 -3*level
MTG-VG3 15 Multani 0, use a spell slot of SL=N, 1/t: Your summons get +N to offensive DL for 1 turn. This does not stack with itself. -3 -2*level
MTG-VG3 16 Oracle 0, 1/r: Remove yourself and any number of your summons from a group (no parting shots; they move LVL*10' away) +1 +9*level
MTG-VG2 17 Orim You and your summons have +LVL*3' reach upwards. 0 +12*level
MTG-VG3 18 Rofellos Whenever one of your summons is killed, gain it's DL/10 of an A' action. (1A' -> 1V; 2A' -> 1P; 3A' -> 1M or 1QZ) -2 +4*level
MTG-VG2 19 Selenia Your summons can interpose in front of you to absorb attacks. +1 +7*level
MTG-VG4 20 Serra All creatures you control get +1 defensive DL or +2 rhp (choose one). +1 +level
MTG-VG3 21 Sidar Kondo 0, use 3 SLs of spell slots: Target gets +3 TH, dmg, AC, and saves for 1r. This ability does stack with itself. -1 +12*level
MTG-VG1 22 Sisay Double your spell progression (number of spells per level, including the Chr stat bonus) -2 -3*level
MTG-VG3 23 Sliver Queen, Brood Mother Extra summon slot, only for at most LVL*5 Slivers. 0, use N SLs of spell slots: Summon a DL N Sliver. It has no special abilities (it is "Vanilla"). 0 +8*level
MTG-VG1 24 Squee You have continuous ESP. 1M: Sense Motive or Detect Lie (no failure). 1M: Tap Psionic Link. +3 -4*level
MTG-VG2 25 Starke Whenever you lower (drop) one of your spells, you can get the spell slot back (it becomes an unassigned spell slot if you were channeling it). 0 -2*level
MTG-VG1 26 Tahngarth You and your summons are unaffected by summoning sickness. -1 +7*level
MTG-VG3 27 Takara 1N, sacrifice a summon: Deal X damage to one target (no save), where X is the DL of the summon. +3 -8*level
MTG-VG4 28 Tawnos You may convert 1M -> 1OppM only for casting spells. +3 -4*level
MTG-VG4 29 Titania 0, 1/r: An area effect spell you are casting affects an extra group. +2 -5*level
MTG-VG4 30 Urza 1M, use 3 SLs of spell slots: 10*LVL dmg to one target (no save). -1 +10*level
MTG-VG2 31 Volrath When summoning, you can get back the exact same subtype of summon that you last summoned. +2 -3*level
MTG-VG4 32 Xantcha 0, sacrifice a summon or magic item: Target is cured N hp, where N=(DL^2)*10 of summon, or N=XPV of item. +1 +3*level

[PC14] Demigod Group Classes


Worshiper of the UltraBlack

Level KXP Priest
123 456 789
1 0 1-- --- ---
2 3 11- --- ---
3 6 111 --- ---
4 12 111 1-- ---
5 24 111 11- ---
6 48 222 11- ---
7 96 222 111 ---
8 192 222 222 ---
9 384 222 222 1--
10 750 333 222 1--
11 1500 333 333 1--
12 2000 333 333 11-
13 2500 333 333 22-
14 3000 333 333 221
15 3500 333 333 222
16 4000 333 333 333
17 4500 444 333 333
18 5000 444 444 333
19 5500 444 444 444
20 6000 555 444 444
21 6500 555 555 444
22 7000 555 555 555
23 7500 666 555 555
24 8000 666 666 555
25 8500 666 666 666
26 9000 777 666 666
27 9500 777 777 666
28 10000 777 777 777
29 10500 888 777 777
30 11000 888 888 777
31 11500 888 888 888
32 12000 999 888 888
33 12500 999 999 888
34 13000 999 999 999
35 13500 AAA 999 999
36 14000 AAA AAA 999
TH Saves
PD RS PP BW Sp Fo Re Wi
+1  9  5  6  3  4  0  1  3
+3 10  6  7  5  5  2  2  5
+5 12  7  9  6  7  3  3  6
+7 13  9 10  7  8  4  4  8
+9 14 10 11  8  9  5  5  9
+11 15 11 12 10 11  6  6 11
+13 16 13 13 11 12  8  7 12
+15 16 14 14 13 13  9  8 14
+17 16 15 15 14 14 10  9 15
+19 17 15 16 15 15 11 10 17
+21 17 16 16 16 16 12 11 18
+23 17 16 16 16 16 14 12 20
+25 17 16 16 16 16 15 14 20
+27 17 16 16 16 16 16 16 20
+29 17 17 17 17 16 16 16 20
+31 17 17 17 17 17 17 17 20
+33 18 18 18 17 17 17 17 20
+35 18 18 18 18 18 18 17 20
Requisites: Wis 23, Chr 4
Alignment: non-L
HD/level: 3d1
Weapon Prof.: 3+level/2
To Hit Table: Pri
Save Table: 3xPri
Reference: DM
Groups: Priest, Demigod (x1)
 
For abilities, see next page.

[PC14] Demigod Group Classes


Worshiper of the UltraBlack Abilities

The "UltraBlack" is the plane (universe?) that separates the Multiverses from each other (sort of an Ultra-Astral). It's home to a horde of bizarre creatures, which you worship.
 
You do not choose from the GGL for your Specialty God pick. Instead, choose of these choices to get your Specialty God effect:
1. (Req: Str +9) Each day, the DM rolls a random Race or Racial Adjective, you have it's special abilities that day.
2. (Req: Dex +9) You get a random 18-27th level Rogue ability at LVL*20%, you can use it only once a day.
3. (Req: Con +9) The DM rolls a random Prime power and Side Effect from the DMG1 artifact system.
4. (Req: Int +9) The DM rolls a random Brass Gnat or Bug spell (SL=1d20)
5. (Req: Wis +9) The DM resolves a random High Frequency Sample (Grand).
6. (Req: Chr +9) Each reset, you lose 1d10 stat points randomly, then gain 1d12 stat points randomly.
7. (Req: Cml +9) 1M, LVL/d: Everyone "doesn't see anything" in your entire group for 1dLVL segments.
 
For spheres, your "God" gives you 1d3-1 Grands, 1d6-1 Majors, and 1d4-1 Minors. You at least get to pick them! In addition, you always have Grand in Astral.
You may drop your God and pick up a new one at reset; you will have to re-determine it's special ability and it's spheres.
 
You Turn something, not necessarily undead. The DM rolls 1d30 twice from the following choices:
[1] Alternate Reality creatures, [2] Animals, [3] Avians, [4] Beholders, [5] Cold-Using, [6] Concordant group, [7] Creatures of 1 alignment, [8] Creatures of 1 plane, [9] Demons/Devils, [10] Dragons/Reptiles, [11] Elementals, [12] Fire-Using, [13] Giant-Class, [14] Golems (& Constructs), [15] Group of Classes, [16] Humans (& Demihumans), [17] Insects, [18] Lycanthropes, [19] Magic-Using, [20] Other Timeline/Multiverse, [21] Plants, [22] Psionic-Using, [23] Regenerating, [24] Size Class H+, [25] Size Class S-, [26] Slimes (& Oozes/Jellies), [27] Technological, [28] Undead, [29] Unlive and Spirits, [30] Water-dwelling creatures.
 
You know a "Summon UltraBlack Creatures N" spell at each spell level. The creature you summon is considered DL=SL+1, and will have the following stats:
AC = (1d20)*(SL+1d4-1)
HD = 3m(SL*2)
hp = HD*(1d(SL*4))
It will do a spell level = 2d(SL+1) effect when it acts.
 
Level 1: Immune Disintegration and Reintegration.
Level 1: Each day, a random [C] section effect is rolled. You are immune to that effect today.
Level 1: Each day, a random [C] section effect is rolled. If you somehow generate that effect on others today, they get no save, and are at half blahR's (normal and irreducible) and at 1 level of resist/immunity lower.
Level 2: Resist Eelements of EE=LVL/2 and lower.
Level 3: Immune Annihilation and Creation.
Level 5: You and your party have reduced number of encounters in the Plane of the UltraBlack.
Level 6: Time/Reality and Loop/Reality Stability.
Level 7: Immune Venderant Nelaborong.
Level 9: You know UltraBlack Gate as a 7th level Priest spell (Astral Sphere).
Level 13: You may pass through a T'kan Energy Barrier, if it is from your home Multiverse.
Level 18: +LVL-13 lifep (life points) to your max hp total. (Each lifep is 1 ihp that requires a slay in between each one.)

[PC14] Demigod Group Classes


Worshiper of the UltraWhite

Level KXP Priest
123 456 789
1 0 1-- --- ---
2 3 11- --- ---
3 6 111 --- ---
4 12 111 1-- ---
5 24 111 11- ---
6 48 222 11- ---
7 96 222 111 ---
8 192 222 222 ---
9 384 222 222 1--
10 750 333 222 1--
11 1500 333 333 1--
12 2000 333 333 11-
13 2500 333 333 22-
14 3000 333 333 221
15 3500 333 333 222
16 4000 333 333 333
17 4500 444 333 333
18 5000 444 444 333
19 5500 444 444 444
20 6000 555 444 444
21 6500 555 555 444
22 7000 555 555 555
23 7500 666 555 555
24 8000 666 666 555
25 8500 666 666 666
26 9000 777 666 666
27 9500 777 777 666
28 10000 777 777 777
29 10500 888 777 777
30 11000 888 888 777
31 11500 888 888 888
32 12000 999 888 888
33 12500 999 999 888
34 13000 999 999 999
35 13500 AAA 999 999
36 14000 AAA AAA 999
TH Saves
PD RS PP BW Sp Fo Re Wi
+1  9  5  6  3  4  0  1  3
+3 10  6  7  5  5  2  2  5
+5 12  7  9  6  7  3  3  6
+7 13  9 10  7  8  4  4  8
+9 14 10 11  8  9  5  5  9
+11 15 11 12 10 11  6  6 11
+13 16 13 13 11 12  8  7 12
+15 16 14 14 13 13  9  8 14
+17 16 15 15 14 14 10  9 15
+19 17 15 16 15 15 11 10 17
+21 17 16 16 16 16 12 11 18
+23 17 16 16 16 16 14 12 20
+25 17 16 16 16 16 15 14 20
+27 17 16 16 16 16 16 16 20
+29 17 17 17 17 16 16 16 20
+31 17 17 17 17 17 17 17 20
+33 18 18 18 17 17 17 17 20
+35 18 18 18 18 18 18 17 20
Requisites: Wis 23, Con 4
Alignment: non-C
HD/level: 3d1
Weapon Prof.: 3+level/2
To Hit Table: Pri
Save Table: 3xPri
Reference: DM {Mirror Worshiper of the UltraBlack}
Groups: Priest, Mirror, Demigod (x1)
 
For abilities, see next page.

[PC14] Demigod Group Classes


Worshiper of the UltraWhite Abilities

For spheres, your "God" gives you 1d3-1 Grands, 1d6-1 Majors, and 1d4-1 Minors. You at least get to pick them! In addition, you always have Grand in Astral.
The "UltraWhite" is the Mirror Universe version of the Plane of the UltraBlack. It can be reached (from the normal universe) by making yourself infinitely small. It also borders the Plane of the UltraBlack, and the DemiPlane of Mirrors (in the Astral). It is home to microscopic beings who regulate the "Factors" (MF, PF, TF, see [A9]) and the transmission of psionic powers.
 
You do not choose from the GGL for your Specialty God pick. Instead, choose of these choices to get your Specialty God effect:
1. (Req: Str +9) Each day, the DM rolls a random Class or Class Adjective, you have it's special abilities that day.
2. (Req: Dex +9) You get a random 9-17th level Rogue ability at LVL*10%, you can use it as often as you like.
3. (Req: Con +9) The DM rolls a random Intelligent Item power (L1: Lesser, L4: Greater, L9:Extraordinary , L18: Awesome)
4. (Req: Int +9) The DM rolls a random Antemortal0 or Immortal0 spell (LVL*2% chance of Immortal0)
5. (Req: Wis +9) The DM resolves a random Wild Surge, which moves with you. If it is harmful, it is hole in the middle.
6. (Req: Chr +9) Each reset, you lose 1d10 randomly among TH,dmg,AC,saves,hp,CL, then gain 1d12 amongst them.
7. (Req: Cml +9) 1N, LVL/d: Dust of Disappearance yourself for 1 round.
 
For spheres, your "God" gives you 1d3-1 Grands, 1d6-1 Majors, and 1d4-1 Minors. You at least get to pick them! In addition, you always have Grand in Astral.
You may drop your God and pick up a new one at reset; you will have to re-determine it's special ability and it's spheres.
 
You Turn something, not necessarily undead. The DM rolls 1d30 twice from the following choices:
[1] Alternate Reality creatures, [2] Animals, [3] Avians, [4] Beholders, [5] Cold-Using, [6] Concordant group, [7] Creatures of 1 alignment, [8] Creatures of 1 plane, [9] Demons/Devils, [10] Dragons/Reptiles, [11] Elementals, [12] Fire-Using, [13] Giant-Class, [14] Golems (& Constructs), [15] Group of Classes, [16] Humans (& Demihumans), [17] Insects, [18] Lycanthropes, [19] Magic-Using, [20] Other Timeline/Multiverse, [21] Plants, [22] Psionic-Using, [23] Regenerating, [24] Size Class H+, [25] Size Class S-, [26] Slimes (& Oozes/Jellies), [27] Technological, [28] Undead, [29] Unlive and Spirits, [30] Water-dwelling creatures.
 
You know a "Summon UltraWhite Creatures N" spell at each spell level. The creature you summon is considered DL=SL+1, and will have the following stats:
AC = (1d20)*(SL+1d4-1)
HD = 3m(SL*2)
hp = HD*(1d(SL*4))
It will do a spell level = 2d(SL+1) effect when it acts, most likely of a random psionic frequency (DM rolls 1d100-45)
 
Level 1: 1F: Add 1 to current MF, PF, or TF in the area. The upper limit is 10+LVL.
Level 1: Each day, a random [C] section effect is rolled. 1M: Do that [C] section effect. When the DM rolls the effect, he will tell you if it affects an individual or a group, and whether they get a save.
Level 1: Each day, a random [C] section effect is rolled. 1M: Dispel (or cure) that effect on someone.
Level 2: Resist Elements of E=LVL/2 and lower.
Level 3: Immune Annihilation and Creation.
Level 5: You and your party have reduced number of encounters in the Plane of the UltraWhite. TF Beings are not attracted to you.
Level 6: Time/Reality and Loop/Reality Stability.
Level 7: Immune Mirror (the unusual material). Ignore all types of "blahReflection" and the spell "Spell Reflection".
Level 9: You know UltraWhite Gate as a 7th level Priest spell (Astral Sphere).
Level 13: You may pass through barriers in the Plane of Mirrors, if it is from your home Multiverse.
Level 18: +LVL-13 lifep (life points) to your max hp total. (Each lifep is 1 ihp that requires a slay in between each one.)

[PC14] Demigod Group Classes


X21

Level KXP [X21]
mMG SUV W
1 0 --- 1-- -
2 21000 --1 1-- -
3 42000 --1 2-- -
4 63000 --2 2-- -
5 84000 --2 3-- -
6 105000 --3 3-- -
7 126000 --3 4-- -
8 147000 --4 41- -
9 168000 --4 51- -
10 189000 --4 52- -
11 210000 --4 62- -
12 231000 --4 63- -
13 252000 --4 73- -
14 273000 --4 731 -
15 294000 --4 741 -
16 315000 --4 742 -
17 336000 --4 752 -
18 357000 --4 753 -
19 378000 --4 763 -
20 399000 --4 764 -
21 420000 --4 774 -
22 441000 --4 774 1
23 462000 --4 775 1
24 483000 --4 776 1
25 504000 --4 776 2
26 525000 --4 777 2
27 546000 --5 777 2
28 567000 --5 777 3
29 588000 --6 777 3
30 609000 --6 777 4
31 630000 --7 777 4
32 651000 --7 777 5
33 672000 --8 777 5
34 693000 --8 777 6
35 714000 --9 777 6
36 735000 --9 777 7
Requisites: HCL 36, Monster 36 or HNCL 54, Str 162 / Dex 162 / Con 225 or Int 162 / Wis 162 / Chr 225
Alignment: any
HD/level: & ++++++++++++++++++6d36 (that's 18 +'s)
Weapon Prof.: & 14+7*level
To Hit Table: Demigod
Save Table: Demigod
Reference: DM
Groups: Demigod (x3)
 
[X] Section stats
ihp +1
iTH +10
P Save +2
M Save -2
War +0
Rog +0
PPsi +2
Wiz -1
Pri -1
MPsi +0
 
All Barbarian stats.
Gets 1G action per round.
Can use 2G actions per segment, if you have them.
Level 9: Can use 3G actions per segment, if you have them.
See [X21] for powers.
"G" powers (and below) are Concordant SL=0. They can picked as 1/4 of an "S" power.
"S" powers are Concordant SL=1.
"U" powers are Concordant SL=4.
"V" powers are Concordant SL=7.
"W" powers are Concordant SL=10.
"X" powers are Concordant SL=13.

[PC15] PC Designed Group Classes


Arch-Mutant

Level KXP Psi9/18
mMG SU
1 0 1-- --
2 6 2-- --
3 12 31- --
4 24 42- --
5 48 531 --
6 96 631 --
7 192 742 --
8 384 852 --
9 750 963 1-
10 1500 A63 1-
11 2250 B74 1-
12 3000 C74 1-
13 3750 D95 2-
14 4500 E95 2-
15 5250 FA6 2-
16 6000 GB6 2-
17 6750 HC7 3-
18 7500 IC7 3-
19 8250 JD8 3-
20 9000 KE8 3-
21 9750 LF9 4-
22 10500 MF9 4-
23 11250 NGA 4-
24 12000 OHA 4-
25 12750 PIB 5-
26 13500 QIB 5-
27 14250 RJC 51
28 15000 SKC 51
29 15750 TLD 61
30 16500 ULD 61
31 17250 VME 61
32 18000 WNE 61
33 18750 XOF 71
34 19500 YOF 71
35 20250 ZPG 71
36 21000 [QG 72
TH Saves
PD RS PP BW Sp Fo Re Wi
+0 (total = 30, max = 10)
+1 (total = 36, max = 12)
+2 (total = 42, max = 14)
+3 (total = 48, max = 16)
+4 (total = 54, max = 18)
+5 (total = 60, max = 20)
+6 (total = 66, max = 22)
+7 (total = 72, max = 24)
+8 (total = 78, max = 26)
+9 (total = 84, max = 28)
+10 (total = 90, max = 30)
+11 (total = 96, max = 32)
+12 (total = 102, max = 34)
+13 (total = 108, max = 36)
+14 (total = 114, max = 38)
+15 (total = 120, max = 40)
+16 (total = 126, max = 42)
+17 (total = 132, max = 44)
Requisites: Str 18, (Dex or Con) 18, Wis 9, Chr 9
Alignment: any
HD/level: 2d3+3
Weapon Prof.: 0+level/5
To Hit Table: War
Save Table: 2xCust
Reference: RKR
Groups: Psionicist, PCDesigned
 
See [Q9], [Q18], [Q27], [Q(-9)], and [Q72] for rules and powers.
Gets +LVL to each track (per Psi9) and recovers LVL track points/rd (per Psi 18)
Can buy Super Str or Con for 1 slot each
Level 1: has Freq 9 and 18
Level 1: 1V, lose 1 to a track: gain 1 to a track
Level 1: pick a minor power: track cost to use is 1/2 normal (change at reset)
Level 1: pick a minor power: takes 1/2 M to use (change at reset)
Level 4: pick a major power: track cost to use is 1/2 normal (change at reset)
Level 4: pick a major power: takes 1/2 M to use (change at reset)
Level 9: add a frequency; pick from -9, 6E, 12C, 27, 72
Level 9: pick a grand power: track cost to use is 1/2 normal (change at reset)
Level 9: pick a grand power: takes 1/2 M to use (change at reset)
Level 16: pick a super power: track cost to use is 1/2 normal (change at reset)
Level 16: pick a super power: takes 1/2 M to use (change at reset)
Level 18: pick another frequency from the L9 list
Level 27: pick another frequency from the L9 list

[PC15] PC Designed Group Classes


Beater5


Level

KXP
Warrior/Conj/Buffer
123 456 789 ABC D

TH
1 0 11- --- --- - +10 ++1
2 3.5 11- --- --- - +11 ++1
3 7 111 --- --- - +11 ++1
4 14 111 --- --- - +12 ++1
5 28 111 1-- --- - +12 ++1
6 56 111 1-- --- - +13 ++1
7 112 111 11- --- - +13 ++1
8 224 111 11- --- - +14 ++1
9 448 111 111 --- - +14 ++1
10 750 111 111 --- - +15 ++1
11 1100 111 111 1-- - +15 ++1
12 1450 111 111 1-- - +16 ++1
13 1800 111 111 11- - +16 ++1
14 2150 111 111 11- - +17 ++1
15 2500 111 111 111 - +17 ++1
16 2850 111 111 111 - +18 ++1
17 3200 111 111 111 1 +18 ++1
18 3550 211 111 111 1 +19 ++1
19 3900 221 111 111 1 +19 ++1
20 4250 222 111 111 1 +20 ++1
21 4600 222 211 111 1 +20 ++1
22 4950 222 221 111 1 +21 ++1
23 5300 222 222 111 1 +21 ++1
24 5650 222 222 211 1 +22 ++1
25 6000 222 222 221 1 +22 ++1
26 6350 222 222 222 1 +23 ++1
27 6700 222 222 222 2 +23 ++1
28 7050 322 222 222 2 +24 ++1
29 7400 332 222 222 2 +24 ++1
30 7750 333 222 222 2 +25 ++1
31 8100 333 322 222 2 +25 ++1
32 8450 333 332 222 2 +26 ++1
33 8800 333 333 222 2 +26 ++1
34 9150 333 333 322 2 +27 ++1
35 9500 333 333 332 2 +27 ++1
36 9850 333 333 333 21 +28 ++1
37 19700 333 333 333 22 +28 ++1
38 29550 333 333 333 32 +28 ++2
39 39400 333 333 333 33 +28 ++3
45 98500 444 444 333 33 +28 ++4
54 187150 555 444 444 441 +28 ++5
63 275800 555 555 555 444 +28 ++6
72 364450 666 665 555 555 1 +28 ++7
Requisites: Str 18, Dex 18, Con 18,
  Class Slots 3
Alignment: any
HD/level: 3d1
Weapon Prof.: 4+level
To Hit Table: +10+level/2 +1
Reference: RKR
Groups: Warrior, PC Designed
Complexity: CF=5
   
Saving Throws:  
PPD: level+0 ++1
RSW: level+0 ++1
PP: level*2+0 ++1
BW: level+0 ++1
Spell: level+0 ++1
Fort: level*2+0 ++1
Reflex: level*2+0 ++1
Will: level+0 ++1
   
++1 to hit or saves means to adjust true die roll by 1.
# Attacks with melee = (Level+2)/2, otherwise as Warrior.
Barbarian Str, Dex, or Con; gain another at Level 4 and the last at Level 9.
Schools/Spheres: Wizard Conjuration/Summoning, Priest Buffer
Level N (every level) ¶: Two level N (or lower) Warrior5 picks.
Level 4*N (every level divisible by 4) ¶: One 5th edition pick of lower level.
Buff Sphere spells (all of these spells are duration 1d):
Armor Class (SL=1): The party gets +LVL AC.
Damage (SL=1): The party gets +LVL dmg with attacks.
Hit Points (SL=1): The party gets +LVL*6 max hp.
Proficiencies (SL=1): The party gets +LVL proficiencies.
Saving Throws (SL=1): The party gets +LVL saving throws.
To Hit (SL=1): The party gets +LVL to hit.
BlahR (SL=1): The party gets +(LVL-2)*10% RMPIR.
Damage Resistance (SL=2): The party gets -(LVL-1) dmg per physical attack.
Kits/Feats (SL=2): The party gets LVL-1 among Kits or Feats.
Movement Rate (SL=2): The party gets +(LVL-1)*3" movement rate.
Rogue Ability (SL=2): The party gets +20*(LVL-1) Rogue points and one "Level LVL/2:" pick (round up).
Ability Scores (SL=3): The party gets +LVL-2 among ability scores.
B Actions (SL=3): The party gets +LVL-2 B actions.
BlahR Evasion (SL=3): The party evades 25*(LVL-2)% of RMPIR.
Buff Buff (SL=4): One of your Buff spells has double effect (can run LVL-3 of these).
Caster Level (SL=5): The party gets +LVL-4 CL.
Spell Damage (SL=5): The party gets +LVL-4 dmg per die with damaging spells.
Chr (SL=6): The party gets +LVL-5 Chr.
Con (SL=6): The party gets +LVL-5 Con.
Dex (SL=6): The party gets +LVL-5 Dex.
Int (SL=6): The party gets +LVL-5 Int.
Str (SL=6): The party gets +LVL-5 Str.
Wis (SL=6): The party gets +LVL-5 Wis.
True Saves (SL=7): The party gets ++LVL-6 saves.
True To Hit (SL=7): The party gets ++LVL-6 to hit.
Summon Rhp (SL=8): The party's summons get +CL-7 rhp.
Immuner (SL=9): The party gets +LVL-8 immunities to [C] section effects (as per Immuner).
Memorization (SL=9): The party gets +LVL-8 SL's in memorization.
Wear Locations (SL=10): The party gets +LVL-9 wear locations (as per the Mini class).

[PC15] PC Designed Group Classes


Beater5 5th Edition Abilities (Warrior only)

Class Level Pick Effect
Loyalist5 1 A 0, 1/t: Reorder the "stack" of pending effects.
Loyalist5 1 B LVL slots in Depth Sense, Tracking, Weight Sense
Loyalist5 1 C Natural 1's do not automatically miss on saves
Loyalist5 1 D Ioun stones and Gemlets are at half monetary cost
Loyalist5 1 E Immune to telekinesis
Rebel5 1 A +LVL Initiative (or) Roll 2d12, choose the better
Rebel5 1 B LVL slots in Danger Sense, Trailing, Weather Sense
Rebel5 1 C Natural 1's do not automatically miss to hit
Rebel5 1 D Nonmagical non-weapon, non-armors are at half cost
Rebel5 1 E Immune to falling dmg
Slayer5 1 A Attractiveness: +LVL*2 Cml.
Slayer5 1 B Fast Reaction time: +LVL initiative (or) Roll 2d12 for initiative, choose the better.
Slayer5 1 C Hard to Kill: +LVL*3 hp, LVL slots in Survival proficiency.
Slayer5 1 D Acrobatics: Gain a level 1 Acrobat pick, with 50+5*LVL% rogue points in it.
Slayer5 1 E Wooden stakes (treat as a 1d4/1d3 dagger) have +LVL/+LVL magical plusses and no penalty for called shots.
Soldier5 1 A +LVL*3" bonus to movement rate
Soldier5 1 B LVL slots each in Direction Sense, Tracking, Survival
Soldier5 1 C Add d+LVL to the damage dice with one weapon type
Soldier5 1 D Nonmagical weapons and armor are at half monetary cost for you
Soldier5 1 E Leave no footprints, actually 1 inch above ground when walking, immune pits/slides/etc.
Thug5 1 A +LVL damage
Thug5 1 B +1 to # of attacks with all attack forms (weapon, natural, etc.)
Thug5 1 C #Attacks = level if creatures being fought are less than LVL HD
Thug5 1 D x2 Str bonus instead of x3/2 when wielding weapon 2-handed
Thug5 1 E Backstab = x(LVL+2)/2
Loyalist5 5 F +LVL punch to hit
Loyalist5 5 G +1 to all crit multipliers
Loyalist5 5 H Get +LVL/2 attacks vs. a target if none of your friends attack it this segment
Loyalist5 5 I Clan and Guild patches are at half cost
Loyalist5 5 J Ignore someone's immunity to falling dmg, telekinesis, overbearing
Rebel5 5 F +LVL punch dmg
Rebel5 5 G +1 to all crit ranges
Rebel5 5 H Get +LVL/2 attacks vs. a target for each other person meleeing that target
Rebel5 5 I Magical non-weapon, non-armors are at half cost
Rebel5 5 J You and all you desire within 30' are immune to falling dmg, telekinesis, overbearing
Slayer5 5 F Acute sense: Pick one of the 5 senses, have eagle vision/hearing (if sight/sound) or can use the sense 30' away.
Slayer5 5 G Natural Toughness: -LVL per attack (physical or energy).
Slayer5 5 H Psychic Visions: You see the future in visions or dreams.
Slayer5 5 I Resist poison. Death results become half your current hit points in damage (round damage down).
Slayer5 5 J Getting Medieval: Divide AC & save bonus by 2 for next hour: Starting next segment, get x2 TH & dmg for 1 hour.
Soldier5 5 F Bind wounds is LVL hp (can’t bind an already bound wound)
Soldier5 5 G Subtract 1 from what you need to roll to autohit target
Soldier5 5 H Get +LVL melee TH & dmg vs. a target for every other person also meleeing that target
Soldier5 5 I Magical weapons and armor (including individual flags) are at half cost for you
Soldier5 5 J Your mount and everyone within 30’ you instruct have the Level 1-3 E ability
Thug5 5 F Considered 1 size larger for what size weapons you can wield
Thug5 5 G +LVL*100 item XP in Weapon flags per day
Thug5 5 H +LVL to hit
Thug5 5 I +LVL weapon proficiencies
Thug5 5 J Can affect creatures that require a +LVL-1 weapon to hit
Loyalist5 9 K 1M, 1/d: Summon LVL*3 Loyalist5 NPCs (lvl = LVL*3-24, max=15)
Loyalist5 9 L 1P: Attack each target only once this segment (can be >1 group). You autohit them for xLVL/2 dmg.
Loyalist5 9 M Auto double power score all stat checks.
Loyalist5 9 N +LVL*5% CNaCNR; SR LVL*5; dust of disappearance cont.; dust of appearance 30'r cont. (hole in middle); considered extra +LVL weapon to hit others
Loyalist5 9 O Immune Tricks; Flying movement rate = (LVL^2)"; Sustain all ability scores; Immune Backstab (and it's variants)
Rebel5 9 K 1M, 1/d: Summon LVL*2 Rebel5 NPCs (lvl = LVL*2-16, max=10)
Rebel5 9 L 1P: Attack each target only once this segment (can be >1 group). Your base # attacks per weapon/fist = LVL.
Rebel5 9 M Any save DC > 100 is considered to be 100 to you
Rebel5 9 N +LVL*5% WaWR; DR LVL*5/+LVL; intertial barrier cont.; displacement cont.; people need +LVL weapon to hit you
Rebel5 9 O Immune ground-based traps; ground movement rate = (LVL^2)*2"; Sustain actions; Immune inverse pick pockets
Slayer5 9 K x2/xx2 TH/dmg (double the die roll, double all damage) vs. undead
Slayer5 9 L Immune to innates and touch effects of undead; immune to Lich spells of SL 0 to LVL/6 (round down)
Slayer5 9 M Detect & Identify Undead, type and number, continuous within LVL*10' through walls
Slayer5 9 N Leadership: +LVL Chr
Slayer5 9 O Contact the Animal Spirit of the Slayers: 1M, 1/reset: +LVL/4 proficiencies (weapon or nonweapon, permanent)
Soldier5 9 K 1M, 1/d: Summon LVL Soldier5 NPCs (lvl = LVL*2-12, max=12)
Soldier5 9 L 1P: Attack only one target this segment. Your base # attacks per weapon/fist = LVL.
Soldier5 9 M Any target with AC>100 is considered AC=100 to you
Soldier5 9 N Ignore WR, aWR, DR, aDR, ER, inertial barrier, displacement; considered extra +LVL wpn
Soldier5 9 O You & mount fly at (LVL^2)", Sustain Movement Rate, Immune terrain/slow/hold/stop/stun
Thug5 9 K +LVL-8 crit range (even beyond the 11-20 limit)
Thug5 9 L Immune parting shots
Thug5 9 M +LVL-4 feats
Thug5 9 N 1V, may borrow: Jump to other group (60'), deflect attacks to you
Thug5 9 O Can operate at any negative hp total, cannot be offensive
Slayer5 14 P x2/xx2 TH/dmg (double the die roll, double all damage) vs. evil outer-planar (demons, devils, daemons, etc.)
Slayer5 14 Q Immune to innates and touch effects of evil outer-planar; immune to Psi6E & Psi(-6)E effects of SL 1 to LVL/4
Slayer5 14 R Detect & Identify Evil Outer-Planar, type and number, continuous within LVL*10' through walls
Slayer5 14 S Ignore the effects of high multiplier when you attempt to affect things (e.g. people defend as only your multiplier)
Slayer5 14 T Invoke the First Slayer: 1M, 1/reset: Precognition (that works) & Ask the DM a question
Soldier5 14 P 1M, 1/d: Summon LVL^2 Soldier5 NPCs (lvl = LVL-9, max=18)
Soldier5 14 Q Use "Mixed Classing" (even if illegal) to mix one (legal) Warrior class into this class
Soldier5 14 R Always roll max to hit & damage with physical attacks
Soldier5 14 S Ignore iWR, iaWR, iDR, iaDR, iER, "-blah/attack", damaging shields; considered +8 wpn
Soldier5 14 T Immune to Time Stop, Opposition, Imprisonment (spell or mirror or iron flask)
Thug5 14 P +LVL-13 crit multiplier
Soldier5 20 U 1M, 1/d: Summon LVL^3 Soldier5 NPCs (lvl = LVL-9, max=24)
Soldier5 20 V Use "Mixed Classing" (even if illegal) to mix one (legal) class with a Str requirement into this class
Soldier5 20 W For each 10 points of physical damage, you lower a random stat by 1. (no save)
Soldier5 20 X Ignore planar displacement & immunity to weapons / matter / physical attacks
Soldier5 20 Y Immune to Put Down a Hole, As You Are, Truename Erased, DNA Scrambled

[PC15] PC Designed Group Classes


Dancing Potion Bottle1


Level

KXP
Psi24
mMG SU

TH
1 0 1-- --
2 2.8 2-- --
3 5.6 2-- --
4 11.2 3-- --
5 22.4 3-- --
6 44.8 31- --
7 89.6 32- --
8 179.2 32- --
9 350 33- --
10 520 33- --
11 690 331 --
12 860 332 --
13 1030 332 --
14 1200 432 --
15 1370 433 --
16 1540 433 --
17 1710 443 --
18 1880 443 1-
19 2050 443 2-
20 2220 443 3-
21 2390 443 3-
22 2560 444 3-
23 2730 444 3-
24 2900 444 4-
25 3070 444 4-
26 3240 444 4-
27 3410 544 4-
28 3580 544 4-
29 3750 554 41
30 3920 554 42
31 4090 555 43
32 4260 555 44
33 4430 555 54
34 4600 555 54
35 4770 555 55
36 4940 665 551
37 5110 665 552
38 5280 665 553
39 5450 665 554
45 6470 766 666
54 8000 888 877
63 9530 A99 999
72 11060 BBB AAA 1
Requisites: Int 10, Wis 12
Alignment: non-L
HD/level: d6
Weapon Prof.: 2+level/5
To Hit Table: Wiz
Reference: Wiz
Groups: Psionicist, Wizard, Monster, PC Designed
Complexity: CF=5
   
Saving Throws:  
PPD: level+3
RSW: level+6
PP: level+4
BW: level+2
Spell: level+5
Fort: level-1
Reflex: level+0
Will: level+0
   
You count as a potion for effects that refer to potions.
Divide the cost of potions by LVL.
Gets +1E action, can use 1S+1E+1V per segment.
Level 1: Identify potions by sight.
Level 1: For a potion, can increase duration by 100% or effect by 50%. Each potion may be improved only once.
Level 1: 1M: Otto's Irresistable Dance (1 creature, no save)
Level 1: 0, while drinking a potion: Do a "sip" on the potion, which might identify it. Then the rest of the potion resolves. You may reverse the effect of the entire potion of yourself (Harm -> Heal, Poison -> Neutralize Poison or Sweet Water, etc.). This works even if the sip was lethal.
Level 3: 1V, while drinking a potion: "Material Component" a potion's effect, so it does double effect on you.
Level 4: Can create potions in 1/(level-3) the normal time.
Level 5: Brew Potions: 10F, 1/reset: Create 100*LVL XP value in potions.
Level 5: Can "Frugal" potions (+50% to number of uses).
Level 5: 1M: Otto's Irresistable Dance (1 group, no save)
Level 5: 1M+1P: Brew Space-Mead, a potion that when drank does Astral Spell and an Abyssal Water effect.
Level 5: 1M+1P: Cure a Potion effect that occured within the last round.
Level 5: 1M: Potion ball (of a potion you have, the potion is used)
Level 7: 0, 1/r: Recharge one of your magic items by 1 charge (even a potion)
Level 10: 1F, while drinking two potions, 1/reset: The mixing of the potions creates a special effect -- one of the potions chosen at random fails to work, but the other has its effects made permanent on the drinker. The potions's effect becomes a spell-like abilitiy that is always on for the drinker.

[PC15] PC Designed Group Classes


Disintegrator3


Level

KXP
Wizard
123 456 789 A

TH
1 9.2 (owe) 00- --0 --- - -1
2 12.8 10- --0 --- - +0
3 16.4 100 --0 --- - +0
4 23.6 110 --0 --- - +0
5 38 210 0-0 --- - +0
6 66 211 0-0 --- - +0
7 122 211 000 --- - +0
8 234 221 100 --- - +1
9 468 221 110 0-- - +1
10 920 222 111 0-- - +1
11 1380 222 111 00- - +1
12 1840 222 211 10- - +1
13 2300 222 221 100 - +1
14 2760 222 222 110 - +2
15 3220 222 222 211 - +2
16 3680 222 222 211 0 +2
17 4140 222 222 211 1 +2
18 4600 222 222 221 1 +2
19 5060 222 222 222 1 +2
20 5520 222 222 222 2 +3
21 5980 333 222 222 2 +3
22 6440 333 333 222 2 +3
23 6900 333 333 333 2 +3
24 7360 333 333 333 3 +3
25 7820 444 333 333 3 +3
26 8280 444 444 333 3 +4
27 8740 444 444 444 3 +4
28 9200 444 444 444 4 +4
29 9660 555 444 444 4 +4
30 10120 555 555 444 4 +4
31 10580 555 555 555 4 +4
32 11040 555 555 555 5 +5
33 11500 666 555 555 5 +5
34 11960 666 666 555 5 +5
35 12420 666 666 666 5 +5
36 12880 666 666 666 61 +5
37 25760 666 666 666 62 +5
38 38640 666 666 666 63 +6
39 51520 666 666 666 64 +6
45 128800 777 766 666 66 +7
54 244720 877 777 777 771 +8
63 360640 888 877 777 777 +10
72 476560 888 888 888 888 1 +11
Requisites: Int 20, Chr 14,
  Class Slots 2
Alignment: any
HD/level: 2d2
Weapon Prof.: 1+level/4
To Hit Table: ½xWiz
Reference: JF
Groups: Wizard, PC Designed
Complexity: CF=5
   
Saving Throws:  
PPD: level+3
RSW: level+5
PP: level+2
BW: level+2
Spell: level+5
Fort: level+4
Reflex: level+4
Will: level+5
 
Barbarian Int bonus.
Simplified Int bonus to spell progression.
Free (0 action) Material Componenting for spells.
Knows the original Spellshaper5 spells.
+1 summon slot for Undead.
+1 Familiar slot.
Level N (each level): Pick a spell, it costs ½M to cast.
Level N (each level): +1 Int.
New spell:
Summon Undead (SL=N): Summon an Undead of DL=N.

[PC15] PC Designed Group Classes


Disintegrator3 (Original Spellshaper spells)

SL Name School Effect
0 Charming 0 Enc Charms a monster, gets a new save every segment
0 Delayed Blast Meta You next spell has a chosen time delay (max 1 day)
0 Detect/Identify Radiation Div Detect Radiation; 1M, 1/t: Identify Radioative Item/Effect
0 Natural/Necromancy Resistance Abj NaNR 70+CL*5% [duration 15 minutes]
0 Ray of Heat {reverse: Ray of Ooze} Evo CLd2 heat {ooze} damage, area 1 target, no save
1 Charming I Enc Charms a monster, gets a new save every round
1 Create Item I Cnj Creates an item of <= CL gp value, lasts for 2 turns
1 Detect/Identify Magic Div Detect Magic; 1M, 1/t: Identify Magic Item/Effect
1 Inaudibility Ill Make no sound when walking (reduces wandering monsters)
1 Monster Swarm Summoning I Cnj Summons CL*4.5 (round down) DL 0 monsters
1 Poisonous Claws Nec Natural fighting has poison (CL*4 dmg, save for CL)
1 Prepared Blast Meta Your next spell has -CL saves, -CL*5% MR +CL/2 to CL
1 Radiation Resistance Abj RR 60+CL*5% [duration 1 hour]
1 Scales Abj DR (CL*2)/+(CL/2) [duration 1 day]
1 Shock Bolt {reverse: Grave Bolt} Evo CLd4 lightning {grave} damage, area 30' line, no save
2 Charming II Enc Charms up to 2 monsters, gets a new save every turn
2 Cone of Eldritch Shards {Acid} Evo CLd6 eldritch shards {acid} damage, area 40' cone, no save
2 Create Item II Cnj Creates an item of <= CL^2 gp value, lasts for 4 turns
2 Detect/Identify Psionics Div Detect Psionics; 1M, 1/t: Identify Psionic Item/Effect
2 Fluid Movement Abj +CL Reflex saves
2 Magic Resistance Abj MR 50+CL*5% [duration 2 hours]
2 Mask Alignment & Blend In Ill You appear to be another alignment / part of enemy's group
2 Monster Swarm Summoning II Cnj Summons CL*4 DL I monsters
2 Notched Blast Meta Your next spell is "held" (release as 0), no spells until released
2 Remove Scent Ill You (or 1 target) has no scent (reduces wandering monsters)
2 Tail Alt Grow an extra tail [lose spell slot while running]
3 Charming III Enc Charms up to 3 monsters, gets a new save every hour
3 Create Item III Cnj Creates an item of <= CL^3 gp value, lasts for 8 turns
3 Detect/Identify Innates Div Detect Innates; 1M, 1/t: Identify Innate Item/Effect
3 Monster Swarm Summoning III Cnj Summons CL*3.5 (round down) DL II monsters
3 Psionic Resistance Abj PsiR 40+CL*5% [duration 3 hours]
3 Skullcap Abj +CL Will saves; +CL*2 Personality/Ego score
3 Spellshaping I Meta Move a spell effect on target to yourself (they get save)
3 Sphere of Composition Evo CLd8 dmg, picks normal/para/quasi most vuln to, 50' sphere
3 Steal Breath Nec Target living creature loses 50% hp (save to lose 10% hp)
3 Third Arm Growth Alt Grow an extra arm or leg [lose spell slot while running]

[PC15] PC Designed Group Classes


Exponenter


Level

KXP
Spells
TH
1 [ ((N-1)*0.5+1)*orig. ] (orig.^N) (orig.*N)
2 [ ((N-1)*1.5+1)*orig. ] (orig.^N) (orig.*N)
3 [ ((N-1)*2.5+1)*orig. ] (orig.^N) (orig.*N)
4 [ ((N-1)*3.5+1)*orig. ] (orig.^N) (orig.*N)
5 [ ((N-1)*4.5+1)*orig. ] (orig.^N) (orig.*N)
6 [ ((N-1)*5.5+1)*orig. ] (orig.^N) (orig.*N)
7 [ ((N-1)*6.5+1)*orig. ] (orig.^N) (orig.*N)
8 [ ((N-1)*7.5+1)*orig. ] (orig.^N) (orig.*N)
9 [ ((N-1)*8.5+1)*orig. ] (orig.^N) (orig.*N)
10 [ ((N-1)*9.5+1)*orig. ] (orig.^N) (orig.*N)
11 [ ((N-1)*10.5+1)*orig. ] (orig.^N) (orig.*N)
12 [ ((N-1)*11.5+1)*orig. ] (orig.^N) (orig.*N)
13 [ ((N-1)*12.5+1)*orig. ] (orig.^N) (orig.*N)
14 [ ((N-1)*13.5+1)*orig. ] (orig.^N) (orig.*N)
15 [ ((N-1)*14.5+1)*orig. ] (orig.^N) (orig.*N)
16 [ ((N-1)*15.5+1)*orig. ] (orig.^N) (orig.*N)
17 [ ((N-1)*16.5+1)*orig. ] (orig.^N) (orig.*N)
18 [ ((N-1)*17.5+1)*orig. ] (orig.^N) (orig.*N)
19 [ ((N-1)*18.5+1)*orig. ] (orig.^N) (orig.*N)
20 [ ((N-1)*19.5+1)*orig. ] (orig.^N) (orig.*N)
21 [ ((N-1)*20.5+1)*orig. ] (orig.^N) (orig.*N)
22 [ ((N-1)*21.5+1)*orig. ] (orig.^N) (orig.*N)
23 [ ((N-1)*22.5+1)*orig. ] (orig.^N) (orig.*N)
24 [ ((N-1)*23.5+1)*orig. ] (orig.^N) (orig.*N)
25 [ ((N-1)*24.5+1)*orig. ] (orig.^N) (orig.*N)
26 [ ((N-1)*25.5+1)*orig. ] (orig.^N) (orig.*N)
27 [ ((N-1)*26.5+1)*orig. ] (orig.^N) (orig.*N)
28 [ ((N-1)*27.5+1)*orig. ] (orig.^N) (orig.*N)
29 [ ((N-1)*28.5+1)*orig. ] (orig.^N) (orig.*N)
30 [ ((N-1)*29.5+1)*orig. ] (orig.^N) (orig.*N)
31 [ ((N-1)*30.5+1)*orig. ] (orig.^N) (orig.*N)
32 [ ((N-1)*31.5+1)*orig. ] (orig.^N) (orig.*N)
33 [ ((N-1)*32.5+1)*orig. ] (orig.^N) (orig.*N)
34 [ ((N-1)*33.5+1)*orig. ] (orig.^N) (orig.*N)
35 [ ((N-1)*34.5+1)*orig. ] (orig.^N) (orig.*N)
36 [ ((N-1)*35.5+1)*orig. ] (orig.^N) (orig.*N)
37 [ ((N-1)*36.5+1)*orig. ] (orig.^N) (orig.*N)
38 [ ((N-1)*37.5+1)*orig. ] (orig.^N) (orig.*N)
39 [ ((N-1)*38.5+1)*orig. ] (orig.^N) (orig.*N)
45 [ ((N-1)*44.5+1)*orig. ] (orig.^N) (orig.*N)
54 [ ((N-1)*53.5+1)*orig. ] (orig.^N) (orig.*N)
63 [ ((N-1)*62.5+1)*orig. ] (orig.^N) (orig.*N)
72 [ ((N-1)*71.5+1)*orig. ] (orig.^N) (orig.*N)
Requisites: Original +9*N each,
  Class Slots xN
Alignment: as original
HD/level: (*N)d(*N) original (no &'s)
Weapon Prof.: As original base *N
To Hit Table: As original base *N
Reference: RM {Futureshifted Conjugator}
Groups: Custom, Futureshifted, PC Designed
Complexity: CF=5
   
Saving Throws:
PPD: (as original *N)
RSW: (as original *N)
PP: (as original *N)
BW: (as original *N)
Spell: (as original *N)
Fort: (as original *N)
Reflex: (as original *N)
Will: (as original *N)
 
For abilities, see next page.

[PC15] PC Designed Group Classes


Exponenter Abilities

Pick an N for this class. N must be positive and cannot be greater than LVL.
Pick another class you know. The class chosen cannot be Custom group, and must be a x1 multiplier class.
This class does not benefit from "Min Level" in the current campaign. (Conjugator does not have this restriction; this is an important difference between Conjugator and Exponenter).
The Hit Dice is *N the number of dice and *N the die size (e.g. 2d3 would become 4d6 at N=2).
Your "CL" and "LVL" for abilities is equal to your level to the Nth power instead of your level. However, you get "Level:" abilities (and "picks") only up to your level as normal (it is *not* squared).
Warriors: Your base number of attacks is based on your level ^N instead of your level. However, you cannot go beyond the bottom of the number of attacks chart.
Spell casters: Read on the ML=(level ^N) line, but your max SL is based only on ML=(level). For example, a level 4 Exponenter (N=2) emulating a Mage2 reads on the ML=16 line, but has only 1st and 2nd level spells (the max SL that a normal Mage2 has).
Priests: You turn undead using level ^N. GGL powers that are LVL based use level ^N, but you get Level: picks only up to your level.
Rogues: You get rogue points as if you were LVL=(level ^N), but you read the rogue chart only down to your level (not squared).
Psionicists: Your LVL in PSP calculations is your level ^N.
DM Note: In certain cases a formula is given for a class ability which is actually meant to abbreviate a "stack" of Level: abilities, such as "+LVL GGL picks". In these cases, the DM may rule you do not square that LVL number, you just use level. The ruling here is somewhat dependent on what else the class does, if the class gets almost no other benefits from Conjugator, the DM is more likely to let you use level squared. A good example of this is Pet Mage, which *does* use level squared for number of familiars, because otherwise a Conjugated Pet Mage does almost nothing extra.

[PC15] PC Designed Group Classes


Fortune Teller10

Level KXP Wizard++Psi10
123 456 789 A
1 0 1-- --- --- -
2 2.5 20- --- --- -
3 5 21- --- --- -
4 10 320 --- --- -
5 25 321 --- --- -
6 50 432 0-- --- -
7 100 432 1-- --- -
8 250 543 20- --- -
9 500 543 21- --- -
10 1000 654 320 --- -
11 1500 654 321 --- -
12 2000 765 432 0-- -
13 2500 765 432 1-- -
14 3000 776 543 20- -
15 3500 776 543 21- -
16 4000 777 654 320 -
17 4500 777 654 321 -
18 5000 777 765 432 0
19 5250 777 776 543 1
20 5500 777 777 654 2
21 5750 777 777 765 3
22 6000 777 777 776 4
23 6250 777 777 777 5
24 6500 777 777 777 6
25 6750 777 777 777 7
26 7000 888 877 777 7
27 7250 888 888 877 7
28 7500 888 888 888 7
29 7750 888 888 888 8
30 8000 999 988 888 8
31 8250 999 999 988 8
32 8500 999 999 999 8
33 8750 999 999 999 9
34 9000 AAA A99 999 9
35 9250 AAA AAA A99 9
36 9500 AAA AAA AAA A
TH Saves
PD RS PP BW Sp Fo Re Wi
-1  5  3  8  2  3  1  1  1
-1  5  4  8  2  3  1  1  2
-1  6  4  8  3  4  2  2  2
-1  6  5  8  4  4  2  2  3
+0  7  5  9  5  4  3  2  3
+0  8  6  9  6  5  3  3  4
+0  8  6  9  7  5  4  3  4
+0  9  7  9  8  6  4  4  5
+1 10  8 10  9  7  5  4  5
+1 11  8 10 10  7  5  4  6
+1 11  9 10 11  8  6  5  6
+1 12 10 11 12  9  6  5  7
+2 13 11 12 13 10  7  6  7
+2 14 11 13 14 10  7  6  8
+2 14 12 13 14 11  8  6  8
+2 14 12 14 14 11  8  7  9
+3 14 13 14 14 12  9  7  9
+3 15 13 14 14 12  9  8 10
Requisites: Int 15, Wis 10, Chr 15
Alignment: any
HD/level: d3
Weapon Prof.: 1+level/5
To Hit Table: Psi
Save Table: Wiz/Psi
Reference: DM, Roger
Groups: Wizard, Psionicist, PCDesigned
 
Casts Wizard spells or Psi10 powers. You get this progression twice, once for Wizard, once for Psi10. It is not one shared progression.
 
The Wizard progression gets Int bonus. Specialized in Enchantment/Charm (no opposite). Can cast Priest Numbers or Thought spells as if they were Wizard spells.
 
The Psi10 progression gets Chr bonus. Specialized in Empathy discipline. Psi10 PSPs = (LVL+Int+Wis+Chr-25)*5. Can "material component" Psi10 powers, by using 1V action.

[PC15] PC Designed Group Classes


Remover


Level

KXP
Priest
123 456 789 ABC DE

TH
1 0 000 --- --- -- +0
2 2 000 0-- --- -- +0
3 6 000 00- --- -- +0
4 15 000 000 --- -- +0
5 39 000 000 0-- -- +0
6 97 000 000 00- -- +0
7 244 111 110 000 -- +0
8 391 111 111 111 -- +0
9 750 111 111 111 0- +0
10 1100 222 221 111 0- +0
11 1450 222 222 222 1- +0
12 1800 222 222 222 10 +0
13 2150 333 332 222 10 +0
14 2500 333 333 333 20 +0
15 2850 333 333 333 21 +0
16 3200 333 333 333 22 +0
17 3550 333 333 333 32 +0
18 3900 333 333 333 33 +0
19 4250 433 333 333 33 +0
20 4600 443 333 333 33 +0
21 4950 444 333 333 33 +0
22 5300 444 433 333 33 +0
23 5650 444 443 333 33 +0
24 6000 444 444 333 33 +0
25 6350 444 444 433 33 +0
26 6700 444 444 443 33 +0
27 7050 444 444 444 33 +0
28 7400 444 444 444 43 +0
29 7750 444 444 444 44 +0
30 8100 544 444 444 44 +0
31 8450 554 444 444 44 +0
32 8800 555 444 444 44 +0
33 9150 555 544 444 44 +0
34 9500 555 554 444 44 +0
35 9850 555 555 444 44 +0
36 10200 555 555 544 441 +0
37 20400 555 555 544 442 +0
38 30600 555 555 544 443 +0
39 40800 555 555 544 444 +0
45 102000 655 555 555 555 +0
54 193800 666 666 666 555 1 +0
63 285600 766 666 666 666 6 +0
72 377400 777 777 777 666 61 +0
Requisites: Dex 18, Wis 9,
  Class Slots 3
Alignment: not LG
HD/level: d6
Weapon Prof.: 3+level/3
To Hit Table: +0
Reference: RKR
Groups: Priest, Rogue, PC Designed
Complexity: CF=5
   
Saving Throws:  
PPD: level*2+0 ++1
RSW: level*2+0 ++1
PP: level*2+0 ++1
BW: level*2+0 ++1
Spell: level*2+0 ++1
Fort: level*2+0 ++1
Reflex: level*2+0 ++1
Will: level*2+0 ++1
 
++1 to saves means to adjust the true die roll by 1.
Gets Dex bonus to spell progression.
40 Rogue points per level.
Gets 1 Rogue pick at 1st level, then 1 more every 3rd level.
Spells with SL > (LVL+1)/2 may only be used for Healing sphere spells.

[PC15] PC Designed Group Classes


Shooter0


Level

KXP
Warrior/Rogue
123 456 789 AB

TH
1 0 0-- --- -- +5 ++1
2 3 10- --- -- +5 ++1
3 6 110 --- -- +5 ++1
4 10 210 --- -- +5 ++1
5 21 211 0-- -- +5 ++1
6 42 211 1-- -- +5 ++1
7 87 221 10- -- +5 ++1
8 173 222 11- -- +5 ++1
9 346 222 21- -- +5 ++1
10 600 322 210 -- +5 ++1
11 900 322 211 -- +5 ++1
12 1200 322 221 -- +5 ++1
13 1500 332 221 -- +5 ++1
14 1800 333 221 0- +5 ++1
15 2100 433 221 1- +5 ++1
16 2400 433 222 1- +5 ++1
17 2700 433 322 1- +5 ++1
18 3000 443 322 10 +5 ++1
19 3300 443 322 11 +5 ++1
20 3600 443 322 21 +5 ++1
21 3900 443 322 22 +5 ++1
22 4200 443 332 22 +5 ++1
23 4500 443 333 22 +5 ++1
24 4800 443 333 32 +5 ++1
25 5100 443 333 33 +5 ++1
26 5400 444 333 33 +5 ++1
27 5700 444 433 33 +5 ++1
28 6000 444 443 33 +5 ++1
29 6300 444 444 33 +5 ++1
30 6600 444 444 43 +5 ++1
31 6900 444 444 44 +5 ++1
32 7200 544 444 44 +5 ++1
33 7500 554 444 44 +5 ++1
34 7800 555 444 44 +5 ++1
35 8100 555 544 44 +5 ++1
36 8400 555 554 441 +5 ++1
37 16800 555 554 442 +5 ++1
38 25200 555 554 443 +5 ++2
39 33600 555 554 444 +5 ++3
45 84000 665 555 555 +5 ++4
54 159600 766 666 666 1 +5 ++5
63 235200 777 776 666 6 +5 ++6
72 310800 888 777 777 71 +5 ++7
Requisites: Dex 20, Con 14,
nbsp; Class Slots 2
Alignment: any
HD/level: +2d6
Weapon Prof.: 0+level*3
To Hit Table: +5 ++1
Reference: JF
Groups: Warrior, Rogue, PC Designed
Complexity: CF=5
   
Saving Throws:  
PPD: level+3
RSW: level+2
PP: level+1
BW: level+4
Spell: level+2
Fort: level+4
Reflex: level+7
Will: level+3
 
++1 to hit means to adjust the true die roll by 1.
Attacking is ½P action.
Extra-Barbarian Dex bonus, Exceptional Con bonus.
Gets Dex bonus TH and dmg with missile weapons.
Gets Dex bonus to spell progression.
Gets 30 Rogue points per level.
Free double specialization in one weapon type.
Level 1: True Point Blank: If within 5' per level, double ALL of the damage for the arrow (including bonuses).
Level 1: No penalty for called shots with missile weapons.
Level 1: 1N: Generate an energy arrow to fire (instead of using a normal arrow in a bow). This arrow is 1d10 dmg, crits on 19-20 for x3, and is a +LVL/+LVL magic weapon. It dissipates after use.
Level N (every level): +1 Dex.
Level N (every level): One Dex-based Rogue ability.

[PC15] PC Designed Group Classes


Shooter0 (All Dex-based Rogue Abilities)

Lvl Acrobat Ability | -50% | -100% | -150% Act Base Penalty Bonus
1 ("Twist") Find/Remove Wizard Abjuration/Priest Protection (-1% per CL) V 0 Dex-16 Dex-20
1 ("Twist") Find/Remove Wizard Abjurations/Priest Protections | Psionic Protections VM 0 Dex-14 Dex-19
1 +rating/50 A actions /r this turn || B actions || C actions 1F 0 Dex-20 Dex-25
1 Attack (+1 TH per 10% made this segment) V 5 Dex-12 Dex-15
1 Attack (+1 TH per 10% made this segment; or roll +1d20 per 100%, choose best) V 0 Dex-13 Dex-16
1 Counter Innate | Psionic | Magic | Radioactive 1bM -10 Dex-22 Dex-22
1 Disorder Objects | Mass Entropy V 10 Dex-8 Dex-10
1 Evasion (0, make by 5% per amount hit: no dmg from weapon) V 10 Dex-11 Dex-15
1 Evasion (see Acrobat) ||| Spell Evasion | Psi Evasion | Innate Evasion V 0 Dex-14 Dex-18
1 Extra parting shots (+1 attack per 50%) - 10 Dex-9 Dex-12
1 Feather Falling || Body Control V 20 Dex-12 Dex-14
1 Find/Remove Traps: Mech. | Magic/Psi | OutPhase | Pro. M 5 Dex-12 Dex-17
1 Find/Remove Traps: Mech. | Magic/Psi | OutPhase | Pro. (| do this 30' away) M 0 Dex-14 Dex-19
1 Find/Remove Traps: Mech. | Magic/Psi | OutPhase | Pro. (amount made = #' away) M 0 Dex-14 Dex-19
1 Find/Remove Wizard Abjurations/Priest Protections VM 0 Dex-13 Dex-18
1 Find/Remove x1 Traps/Tricks | Magic/Psi | OutPhase ( | 30' away) V 10 Dex-4 Dex-8
1 Hide in Shadows | Hide amongst People or Trees | Meld in Shadows/Mirrors V 0 Dex-12 Dex-17
1 Hide in Shadows || Meld in Shadows/Mirrors V 5 Dex-11 Dex-16
1 Hide in Shadows/Crowds || Meld into Shadows/Mirrors/Crowds | Meld into the Air V 0 Dex-14 Dex-19
1 Initiative (each 10% = +1 initiative) continuous - 0 Dex-9 Dex-18
1 Jumping | Levitate | Flight V 20 Dex-11 Dex-15
1 Mount |||| Nothing Happens (you and target do nothing for next segment) V 0 Dex-9 Dex-12
1 Move Silently | Passwall | Immovability V 0 Dex-15 Dex-18
1 Move Silently | Passwall | Immovability V 0 Dex-15 Dex-18
1 Move Silently || Immovability V 10 Dex-13 Dex-16
1 Move Silently || Immovability | Avoid Clairnasience V 5 Dex-14 Dex-17
1 Open/Close Locks: (-5% per TechLvl of the Lock) (-10% per SL of the Lock) V 0 Dex-13 Dex-17
1 Open/Close Locks: Mech. | Magic/Psi | OutPhase VM 10 Dex-11 Dex-15
1 Open/Close Locks: Mech. | Magic/Psi | OutPhase (| do this 30' away) VM 5 Dex-12 Dex-16
1 Open/Close Locks: Mech. | Magic/Psi | OutPhase (amount made = #' away) VM 5 Dex-12 Dex-16
1 Pick Pockets/Shoplifting | Palm | Present P 15 Dex-12 Dex-16
1 Tumbling/Vaulting || Passwall V 40 Dex-13 Dex-17
1 Vaulting || Passwall V 45 Dex-12 Dex-16
1 Ventriloquism | Remote Spell-Casting (1' per 1% made) V 20 Dex-13 Dex-16
2 Attack (+1 TH per 10% made this segment) V 5 Dex-12 Dex-15
2 Tightrope Walking | Water Walking | Shadow Walking | Dimension Walking V 75 Dex-11 Dex-15
4 Contortion | Elasticity | Become Liquid-Form VM 10 Dex-10 Dex-14
4 Find/Remove Tricks: x1 multiplier || x2 multiplier ||| x3 mult. (amount made=#' away) M 5 Dex-18 Dex-25
4 Find/Remove Tricks: x1 multiplier || x2 multiplier ||| x3 multiplier (| do this 90' away) M 5 Dex-18 Dex-25
4 Find/Remove x2 Traps/Tricks | Magic/Psi | OutPhase ( | 30') ( | x1 Special) V 20 Dex-9 Dex-12
4 Song of Vines (save at -1/5% made or Entangled) P*M 10 Dex-14 Dex-19
4 Song of Vines (save at -1/5% made or Entangled) (see Bard for notes about Songs) P*M 10 Dex-14 Dex-19
5 Controlled Blink (max N*N feet, N is amount made) - 15 Dex-9 Dex-12
5 Dispel a x1 effect | Instantaneous | Disjunct - 50 Dex-12 Dex-18
5 Erase a "?" in dungeon (loses track of party) - 0 Dex-13 Dex-19
5 Jock: +LVL divided among Str, Dex, Con, or level for purposes of #Att (the last one is ½ a point each).
5 Missile Deflection | Missile Reflection | Spell Deflection | Volley (0: Immune to attack) V 10 Dex-12 Dex-15
7 iunER || iunaER || iunaaER 0 -10 Dex+Int-37 Dex+Int-47
9 Backstorm (each 50%: +1 att is considered a backstab) - 0 Dex-16 Dex-22
9 Find/Remove Specials: x1 multiplier | x2 mult. | x3 mult. (amount made = #' away) VV 20 Dex-18 Dex-22
9 Find/Remove x3 Traps/Tricks | Magic/Psi | OutPhase( | 30') ( | x2 Special) V 30 Dex-16 Dex-16
9 Inner Focus (+1 Str/Dex/Con for 1r per 10% made) M 5 Wis-10 Wis-20
10 Speed: (x2 move) | (+1V) | (+1P) | (+1M) | (+1 Full) | (+1 Opposing) VV 5 Dex-14 Dex-17
12 any 3rd level Illusion spell is cast | any 4th | any 5th | any 6th (#=SL-2) V#M 15 Dex-18 Dex-22
12 Speed (x2 move) | Speed (+1 V) | Speed (+1 P) | Speed (+1 M) VV 15 Dex-12 Dex-15
14 Speed: Each 50% is +1A action || B's instead || C's instead - 0 Dex-18 Dex-20
18 All die rolls within 240' are min (50%) or max (50%) (duration 1s per 10% made) FV 50 Dex-25 Dex-50
18 Reverse Gravity | Adjust Gravity VM 0 Dex-13 Dex-17
20 Can Dim Door away in combat during your actions | Teleport - -15 Dex-18 Dex-24
20 Instantaneous x0 effect | x1 || x2 ||| x3 |||| x4 etc. - 50 Dex-24 Dex-32
27 Body Freedom (transfer action types freely; Str Int, Dex Wis, Con Chr) FFF 0 Chr-36 Chr-54

[PC16] Technology Group Classes


Admiral (SFB)

Level KXP Captain [LO]
123 45 [1]
1 0 1-- -- [-]
2 6 2-- -- [-]
3 12 21- -- [-]
4 24 22- -- [-]
5 48 32- -- [-]
6 96 321 -- [-]
7 192 322 -- [-]
8 384 332 -- [-]
9 768 332 1- [-]
10 1536 332 2- [-]
11 3000 333 2- [-]
12 3360 333 21 [-]
13 3720 333 22 [-]
14 4080 333 32 [-]
15 4440 333 33 [-]
16 4800 433 33 [-]
17 5160 443 33 [-]
18 5520 444 33 [-]
19 5880 444 43 [-]
20 6240 444 44 [-]
21 6600 544 44 [-]
22 6960 554 44 [-]
23 7320 555 44 [-]
24 7680 555 54 [-]
25 8040 555 55 [-]
26 8400 555 55 [1]
27 8760 555 55 [2]
28 9120 555 55 [3]
29 9480 555 55 [4]
30 9840 555 55 [5]
31 10200 655 55 [5]
32 10560 665 55 [5]
33 10920 666 55 [5]
34 11280 666 65 [5]
35 11640 666 66 [5]
36 12000 666 66 [6]
TH Saves
PD RS PP BW Sp Fo Re Wi
+0  4  2  3  1  1  1  1  0
+2  5  3  4  3  2  2  2  1
+3  6  4  5  4  3  2  2  1
+5  8  5  7  6  4  3  3  2
+6  8  6  7  7  5  4  3  2
+8 10  8  9  9  7  5  4  3
+9 11  8 10 10  7  5  4  3
+11 12 10 11 12  9  6  5  4
+12 13 11 12 13 10  7  6  4
+14 14 12 13 14 11  8  6  5
+15 14 12 14 14 11  8  7  5
+17 15 13 14 14 12  9  8  6
+18 15 14 14 14 13 10  8  6
+20 15 14 15 15 14 11  9  7
+21 15 14 15 15 14 11  9  7
+23 15 14 15 15 15 12 10  8
+24 15 15 15 15 15 13 10  8
+26 16 15 15 15 15 14 11  9
Requisites: Str 8, Dex 8, Con 13,
Int 17, Wis 15, Chr 18
Alignment: any
HD/level: d12
Weapon Prof.: 7+level
To Hit Table: 1½xWar
Save Table: 1½xWar
Reference: SFB {Planeshifted Captain}
Groups: Warrior, Concordant (x1),
Technology
See next page for spells. Can cast Legendary Officer spells (of 20 Captain Points) starting at level 26. For now, you can think of these as 1st level x2 Concordant spells, and I have listed them as such.
Some of these abilities don't do much unless you have another class. For example, several deal with your summons, to use them you need a way of summoning something.
This class (of course) gets "All Warrior" abilities, such as the ability to weapon specialize (as a Warrior).

[PC16] Technology Group Classes


Arcane5

Level KXP Rog/Tech/Psi8
123 456 789
1 0 ½½- --- ---
2 2.25 1½½ --- ---
3 4.5 11½ --- ---
4 9 21½ --- ---
5 18 21½ ½-- ---
6 36 211 ½-- ---
7 72 211 ½½- ---
8 144 221 ½½- ---
9 288 221 1½½ ---
10 450 222 1½½ ---
11 675 222 11½ ---
12 900 222 11½ ½--
13 1125 222 111 ½--
14 1350 322 211 ½--
15 1575 322 211 1--
16 1800 332 221 1½-
17 2025 332 221 11-
18 2250 332 221 11½
19 2475 333 222 111
20 2700 433 322 211
21 2925 443 332 221
22 3150 444 333 222
23 3375 544 433 322
24 3600 554 443 332
25 3825 555 444 333
26 4050 655 544 433
27 4275 665 554 443
28 4500 666 555 444
29 4725 766 655 544
30 4950 776 665 554
31 5175 777 666 555
32 5400 877 766 655
33 5625 887 776 665
34 5850 888 777 666
35 6075 988 877 766
36 6300 998 887 776
TH Saves
PD RS PP BW Sp Fo Re Wi
+1  5  4  5  2  3  0  2  0
+1  5  4  5  3  4  1  3  0
+2  5  5  5  3  4  1  4  1
+3  7  6  7  5  5  2  5  1
+3  7  6  7  5  6  3  5  2
+5  9  8  9  6  7  3  6  2
+5  9  8  9  7  7  4  7  3
+6  9  9  9  7  8  5  8  3
+7 11 10 11  8  9  5  8  4
+7 11 10 11  9 10  6  9  4
+8 11 11 11  9 10  6 10  5
+9 13 12 13 11 11  7 11  5
+9 13 12 13 11 12  7 11  6
+11 14 13 14 12 13  8 12  6
+11 14 13 14 13 13  9 13  7
+12 14 14 14 13 14  9 14  7
+13 15 14 15 14 14 10 14  8
+13 15 15 15 15 14 11 15  8
Requisites: Dex 13, Int 9, Chr 13
Alignment: L any
HD/level: d8
Weapon Prof.: 4+level/4
To Hit Table: 1½xCTD0
Save Table: 1½xThf0
Reference: DM
Groups: Rogue, Technology
 
Gets Exceptional Dex and Chr.
Can cast Rogue spells and the Technology school (Wizard spells). Specialized in Bard school (Rogue spells) and Technology school (Wizard spells).
Can specialize in weapons using "Non-War" line.
There is a "Create Technological Item" spell of each spell level; each spell creates an item of TechL = SL (material componenting may be used to double the TL). The item cannot weigh more than level^2 pounds, or it has some flaw which requires upkeep and/or repair to keep it operating effectively. The spell effect will end in level turns unless a Permanency spell is used.
Note that creating a temporary machine which creates a real machine is perfectly legal.
Level 1: +1 technological proficiency per level, see Psi8.
Level 1: May use Psi8 minors as if they were 2nd level spells.
Level 7: May use Psi8 majors as if they were 5th level spells.
Level 16: May use Psi8 grands as if they were 8th level spells.
Level 54: May use Psi8 supers as if they were 11th level spells.
Each level, get one "5th edition" pick from the choices below.
This class does not get Rogue points unless Rogue abilities are taken off this chart.
 
Levels Pick Description
Level 1-3: A +(LVL+1)/2 Chr; Sustain Chr
B Detect/Identify Technology; Can operate Spelljamming Helms
C Detect Lie or Undetectable Lie (1 at a time, cont.)
D Sell items for 64+LVL% of value instead of 50%
E Any Rogue 1 ability; +10*LVL Rogue points (this may be taken multiple times)
Level 4: Pick two Arcane5 Level 1-3, one Secret Agent5 Level 1-3, or one Psi16 minor
Level 5-7: F Can "Frugal" potions (+50% to number of uses)
G 1M, 1/t: Teleport Without Error (can move up to LVL/3 planes distant)
H nM: Repair a broken magic/psi/tech item, n=(XP value)/1000 (round up)
I Nonmagical items (all types) are one-third cost for you
J Any Rogue 5 ability; +10*LVL Rogue points (this may be taken multiple times)
Level 8: Pick two Arcane5 Level 5-7, one Secret Agent5 Level 5-7, or two Psi16 minors
Level 9-12: K Immune to Capital E Extract, Empathy, ESP, Forget, Mental Surgery, Telepathy
L Ignore MR with your Rogue spells
M Immune to Blow Your Head Off, Twilight, Ego Domination, Retributive Strikes
N 3F, 1/t: Remove Capital B Blasted or Capital M Mauled from someone
O Any Rogue 9 ability; +10*LVL Rogue points (this may be taken multiple times)
Level 13: Pick two Arcane5 Level 9-12, one Secret Agent5 Level 9-12, or one Psi16 major
Level 14-18: P 1bM, 1/r: Counterspell
Q 1bM, 1/r: Fork
R Immune to LVL elements/eelements (doesn't "spread")
S Get +1 IM (Instantaneous Mental) action per turn.
T Any Rogue 14 ability; +10*LVL Rogue points (this may be taken multiple times)
Level 18: Pick two Arcane5 Level 14-18, one Secret Agent5 Level 14-18, or two Psi16 majors
Level 20-26: U 1M, 1/d: Summon LVL DL=10 other Arcane5 NPCs to assist you
V 400F, 1/d: Create a magic item of <= LVL*400 XP value
W 1N, 1/s: Capital O Object to a time or loop travel effect. It cannot be used again this turn
X Use "Mixed Classing" to mix one (known) class from the Lost or Technology group into this class
Y Any Rogue 20 ability; +10*LVL Rogue points (this may be taken multiple times)
Z Pick 1 Level 14-18 (or lower) pick from any "5th Edition" class (this may be picked multiple times)
Level 27-36: Pick two Arcane5 Level 20-26, one Secret Agent5 Level 20-26, or one Psi16 grand

[PC16] Technology Group Classes


Artificer24

Level KXP Wizard/Psi24
123 456 789 AB
1 0 1-- --- --- --
2 10 2-- --- --- --
3 15 21- --- --- --
4 22 12- --- --- --
5 33 021 --- --- --
6 49 012 --- --- --
7 73 102 1-- --- --
8 109 201 2-- --- --
9 163 310 21- --- --
10 244 410 12- --- --
11 366 521 021 --- --
12 549 621 012 --- --
13 823 731 102 1-- --
14 1234 832 101 2-- --
15 1851 942 110 21- --
16 2776 A42 110 12- --
17 4164 B53 211 021 --
18 6400 C53 211 012 --
19 6800 D63 211 102 1-
20 7200 E64 221 101 2-
21 7600 F74 321 110 21
22 8000 G74 321 110 32
23 8400 H85 322 111 32
24 8800 I85 322 111 33
25 9200 J95 432 111 43
26 9600 K96 432 211 43
27 10000 LA6 432 211 44
28 10400 NA6 432 211 44
29 10800 OB7 533 221 54
30 11200 PB7 543 221 54
31 11600 QC7 543 221 55
32 12000 RC8 543 222 55
33 12400 SD8 643 322 55
34 12800 TD8 643 322 65
35 13200 UE9 653 322 65
36 13600 VE9 653 322 66
TH Saves
PD RS PP BW Sp Fo Re Wi
+0  5  3  8  2  3  1  1  1
+0  5  4  8  2  3  1  1  2
+1  6  4  8  3  4  2  2  2
+1  6  5  8  4  4  2  2  3
+2  7  5  9  5  4  3  2  3
+2  8  6  9  6  5  3  3  4
+3  8  6  9  7  5  4  3  4
+3  9  7  9  8  6  4  4  5
+4 10  8 10  9  7  5  4  5
+4 11  8 10 10  7  5  4  6
+5 11  9 10 11  8  6  5  6
+5 12 10 11 12  9  6  5  7
+6 13 11 12 13 10  7  6  7
+6 14 11 13 14 10  7  6  8
+7 14 12 13 14 11  8  6  8
+7 14 12 14 14 11  8  7  9
+8 14 13 14 14 12  9  7  9
+8 15 13 14 14 12  9  8 10
Requisites: Str 8, Con 10, Int 25, Chr 8
Alignment: any
HD/level: d6
Weapon Prof.: 4+level/3
To Hit Table: Rog
Save Table: Wiz/Psi
Reference: DM
Groups: Wizard, Psionicist, Technology
 
Specialized in Enchantment; pick an opposite.
See [Q24] for rules and powers. DM Note: This is not the same as the previous Psi24 (Class-based psionics), this was moved to [X24].
For this class only, Psi24 minors are SL=1, majors are SL=3, grands are SL=5, supers are SL=8, and ultras are SL=11.
Can convert S -> E actions. You can use E actions as a person; if you do, it takes the place of your M or P action for the segment.
Psi24 powers cost 1E action to use.
Level 1: All your items are considered x2 items.
Level 1: Identify Artifacts by sight.
Level 1: Allowed to use 1st edition illusionist spells (in PH1, UA1, etc.) as if they were normal wizard spells; you don't have to be an illusionist to use them.
Level 1: 1F, (max of level times per day): Create a temporary artifact which lasts for level rounds (see table).
Level 1 ¶: You can use E actions on items that you wield for your own Psi24 powers (essentially turning every intelligent item you possess into a "Beanie of +1E Action" for you).
Level 1 ¶: 1E: Lend an E action to a magic item. At level 4, you do not need to be touching the item; it can be elsewhere in the party. At level 9, you can lend another Psi24 character an E action with this ability.
Level 1 ¶: xLVL Personality score.
Level 9: Know How to Destroy Artifacts by sight.
Caster Level
d12 1-6 7-13 14-20 21-27 28+
1 Wiz SL 1-3 Wiz SL 4-6 Wiz 7-9 Wiz 10-12 Wiz 13-15
2 Pri SL 1-2 Pri SL 3-5 Pri SL 6-7 Pri SL 8-10 Pri SL 11-12
3 Conc SL 1 Conc SL 2 Conc SL 3 Conc SL 4 Conc SL 5
4 Psi Minor * Psi Major * Psi Grand * Psi Super * Psi Ultra *
5 Psi Minor * Psi Major * Psi Grand * Psi Super * Psi Ultra *
6 Familiar Normal Familiar Super Familiar Super Familiar Ultra Familiar Ultra
7 Ioun Normal Ioun Don Ioun Don Ioun Super Ioun Super
8 DMG1 Art Minor DMG1 Art Major DMG1 Art Prime DMG1 Art Prime DMG1 Art Prime
9 DL 1-2 item DL 3-4 item DL 5-6 item DL 7-8 item DL 9-10 item
10 DL 1-2 item DL 3-4 item DL 5-6 item DL 7-8 item DL 9-10 item
11 Rog Abil 1-8 Rog Abil 9-17 Rog Abil 18-26 Rog Abil 27-35 Rog Abil 36
12 MD&D 0-25 PP MD&D 30-50 PP MD&D 55-75 PP MD&D 80-95 PP MD&D 100 PP
* For Psionics, roll 1d50 for frequency number:
[1-10:] --2, -40, -17, -15, -12, -9, -6, -5, -3, -2,
[11-20:] -1, 0, 0.01, 1, 2, 3, 3.5, 5, 6, 7,
[21-30:] 8, 9, 10, 12, 14, 15, 16, 17, 18, 19,
[31-40:] 23, 27, 29, 30, 36, 45, 48, 54, 60, 72,
[41-50:] 81, 100, ∞, X-7, X4, X7, X14, X21, X24, roll 1d100-30

[PC16] Technology Group Classes


Big Bug

Level KXP Bug
123 456 789 ABC
1 0 --1 --1 --- ---
2 8000 --2 --1 --- ---
3 16000 --3 --2 --- ---
4 24000 --4 --2 --- ---
5 32000 --5 --3 --- ---
6 40000 --6 --3 --- ---
7 48000 --7 --4 --- ---
8 56000 --7 --4 --- ---
9 64000 --7 --5 --- ---
10 72000 --7 --5 --- ---
11 80000 --7 --6 --- ---
12 88000 --7 --6 --- ---
13 96000 --7 --7 --- ---
14 104000 --7 --7 --- ---
15 112000 --8 --8 --- ---
16 120000 --8 --8 --- ---
17 128000 --9 --9 --- ---
18 136000 --9 --9 --1 ---
19 144000 --A --A --1 ---
20 152000 --A --A --2 ---
21 160000 --B --B --2 ---
22 168000 --B --B --3 ---
23 176000 --C --C --3 ---
24 184000 --C --C --4 ---
25 192000 --D --D --4 ---
26 200000 --D --D --5 ---
27 208000 --D --D --5 --1
28 216000 --D --D --6 --1
29 224000 --D --D --6 --2
30 232000 --D --D --7 --2
31 240000 --D --D --7 --3
32 248000 --D --D --8 --3
33 256000 --D --D --8 --4
34 264000 --D --D --9 --4
35 272000 --D --D --9 --5
36 280000 --D --D --A --5
TH Saves
PD RS PP BW Sp Fo Re Wi
+2  2  2  2  2  2  2  2  2
+4  4  4  4  4  4  4  4  4
+6  6  6  6  6  6  6  6  6
+8  8  8  8  8  8  8  8  8
+10 10 10 10 10 10 10 10 10
+12 12 12 12 12 12 12 12 12
+14 14 14 14 14 14 14 14 14
+16 16 16 16 16 16 16 16 16
+18 18 18 18 18 18 18 18 18
+20 20 20 20 20 20 20 20 20
+22 22 22 22 22 22 22 22 22
+24 24 24 24 24 24 24 24 24
+26 26 26 26 26 26 26 26 26
+28 28 28 28 28 28 28 28 28
+30 30 30 30 30 30 30 30 30
+32 32 32 32 32 32 32 32 32
+34 34 34 34 34 34 34 34 34
+36 36 36 36 36 36 36 36 36
Requisites: HNCL 36, Str 36, Dex 18, Con 27
Alignment: any
HD/level: &++d20
Weapon Prof.: level
To Hit Table: 2xMon
Save Table: 4xMon
Reference: DM
Groups: Concordant (x2), Technology
 
[X] Section stats
ihp +0
iTH +15
P Save +3
M Save -1
War +2
Rog +0
PPsi +2
Wiz -2
Pri -2
MPsi -1
   
In my universe, Bugs are bizarre alien insect beings, with advanced technology. They have a settlement far north in the Land of Black Ice (Oerth/Greyhawk).
Big Bugs get iTechR (Irreducible Technological Resistance) and iaTechR (Irreducible Anti-Technological Resistance) = 30*level%.
Bugs get 3rd level, 6th level, 9th, and 12th level spells, but not other level numbers. (This is done to make Bug spells be of the proper SL when other classes use a "Wish" type effect to emulate a Bug spell.).
BL = Bug Level (your true level in Bug)
BCL = Bug Caster Level (your level in Bug, plus any Concordant Caster Level shifts).
Gets 2X actions per round.

[PC16] Technology Group Classes


Brass Gnat

Level KXP BrassGnat  [Bug]
123 456 789 [3]
1 0 --2 --- --- [-]
2 6 --3 --- --- [-]
3 12 --4 --- --- [-]
4 24 --5 --- --- [-]
5 48 --6 --- --- [-]
6 96 --7 --- --- [-]
7 192 --8 --- --- [-]
8 384 --9 --1 --- [-]
9 768 --A --2 --- [-]
10 1200 --B --3 --- [-]
11 1800 --C --4 --- [-]
12 2400 --D --5 --- [-]
13 3000 --E --6 --- [-]
14 3600 --F --7 --- [-]
15 4200 --G --8 --- [-]
16 4800 --H --8 --1 [-]
17 5400 --I --9 --2 [-]
18 6000 --J --9 --3 [-]
19 6600 --K --A --4 [-]
20 7200 --L --A --4 [-]
21 7800 --M --B --4 [-]
22 8400 --N --B --5 [-]
23 9000 --O --C --5 [-]
24 9600 --P --C --5 [-]
25 10200 --Q --D --6 [-]
26 10800 --R --D --6 [-]
27 11400 --S --E --6 [1]
28 12000 --T --E --7 [1]
29 12600 --U --F --7 [2]
30 13200 --V --F --7 [2]
31 13800 --W --G --8 [3]
32 14400 --X --G --8 [3]
33 15000 --Y --H --8 [4]
34 15600 --Z --H --9 [4]
35 16200 --[ --I --9 [5]
36 16800 --\ --I --9 [5]
TH Saves
PD RS PP BW Sp Fo Re Wi
+1  1  1  1  1  1  1  1  1
+2  2  2  2  2  2  2  2  2
+3  3  3  3  3  3  3  3  3
+4  4  4  4  4  4  4  4  4
+5  5  5  5  5  5  5  5  5
+6  6  6  6  6  6  6  6  6
+7  7  7  7  7  7  7  7  7
+8  8  8  8  8  8  8  8  8
+9  9  9  9  9  9  9  9  9
+10 10 10 10 10 10 10 10 10
+11 11 11 11 11 11 11 11 11
+12 12 12 12 12 12 12 12 12
+13 13 13 13 13 13 13 13 13
+14 14 14 14 14 14 14 14 14
+15 15 15 15 15 15 15 15 15
+16 16 16 16 16 16 16 16 16
+17 17 17 17 17 17 17 17 17
+18 18 18 18 18 18 18 18 18
Requisites: Str 17, Dex 17, Con 6
Alignment: any
HD/level: & d12
Weapon Prof.: level/2
To Hit Table: Mon
Save Table: 2xMon
Reference: MTG {Reduced Bug}
Groups: Monster, Concordant (x1), Technology
 
In my universe, Brass Gnats are bizarre alien insect beings, with advanced technology. They have a settlement far north in the Land of Black Ice (Oerth/Greyhawk).
 
Gets Brass Gnat spells, see Brass Gnat spell table (next page). Gets Bug spells starting at level 27, see [PC7].
Brass Gnats get 3rd level, 6th level, and 9th level spells, but not other level numbers. (This is done to make Brass Gnat spells be of the proper SL when other classes use a "Wish" type effect to emulate a Brass Gnat spell.).
Brass Gnat spells are resisted using TechR (Technological resistance).
 
Some effects refer to "T" actions. These are "Technological actions". If you somehow have an "E" action, you can convert an E action to a T action.
 
Level 1: TechR (Technological Resistance) and aTechR (Anti-Technological Resistance) = 10*level%.
Level 1: +1T action per round. This can be used for Brass Gnat spells, or technological items (i.e. convert 1T -> 1S only to be used on Tech items).
Level 27: You attack or defend as a x2 being. (toggle this using 1M or 1T action.)

[PC16] Technology Group Classes


Brass Gnat Spells

Level # Spell
3 1 1M or 1T: 10 dmg 15' radius (Annihilation, centered on you, hole in the middle, no save). Taking this power more than once increases the damage by 10 each time.
3 2 +(LVL+1)/2 T actions per round, only for technological effects (including Brass Gnat spells). This cannot be picked more than once, but different SL versions of this same effect exist, which can be picked (once each).
3 3 1bV+1bP or 1bT+1bP: Get a full P action of attacks against someone you are getting a parting shot against (or) Get a parting shot against someone who is immune to parting shots, or who is blinking away / leaving the group instantaneously. This cannot be picked more than once.
3 4 Charm Resistance (CR) = CL*15%. Picking this a second time gives aCR or NR, a third time gives aCR or NR (the other that you didn't pick), and the fourth time gives aNR.
3 5 When you take this power, pick Radiation, Magic, Psi, or Innate. 1M or 1T: Dispel an effect of the type chosen. Picking this more than once gives you another pick.
3 6 Resist "Chaos", "Colorless", "Wild", and "Wonder" elements/effects (Colorless Fire, Colorless Time, Black Ice, Wild Magic Zones, etc.). Picking this twice gives Double Resist, but third and further picks do nothing.
3 7 Resist Polymorph, Clone, Domination, Teleport Other. Picking this a second time gives Immunity.
3 8 1M or 1T: Duplicate a Psi8 minor ability. (This is resisted using TechR, not PsiR). Picking this twice lets you duplicate Psi16 minors.
3 9 1M or 1T, LVL/d: Raise or lower the Physical Factor (PF) of the area by 1 (min PF = 0, max PF = 11), even if current PF=0. This cannot be picked more than once.
3 10 1M or 1T: Raise or lower the Tech Level of an object by 1 (max Tech Level = N+LVL, where N is the number of times you pick this power).
3 11 When you take this power, pick Radiation, Magic, Psi, or Innate. 1bM or 1bT: Counter an effect of the type chosen. Picking this more than once gives you another pick.
3 12 "Luck" effects doesn't work for anyone within sight. This cannot be picked more than once.
3 13 1N, 1/t: Immune to Head Blown Off or Summoning Sickness. Picking this more than once lets you use this power an additional time per turn.
3 14 When you take this power, pick Radiation, Magic, Psi, or Innate. 1M or 1T: Reverse an effect of the type chosen. (Can cast the effect's reverse within 1 round, even if the reverse is not known.) Picking this more than once gives you another pick.
3 15 1M or 1T: Summon a DL=CL (max DL=6) Alley creature, it has a DL% chance of becoming uncontrolled per segment. Picking this more than once increases the max DL by 1, but never beyond DL=9 in any case.
6 1 1M or 1T: Lower the CL on all effects by 2 in 30' radius (no save, can use ER). Picking this more than once increases the reduction by 2.
6 2 +(LVL+1)/2 T actions per round, only for technological effects (including Brass Gnat spells). This cannot be picked more than once, but different SL versions of this same effect exist, which can be picked (once each).
6 3 Anti-x0/x1 Shell, SL 0-1: Immune to and cannot use 0th-1st SL x0-x1 effects.
6 4 Effects Resistance (ER) = CL*10%. Picking this a second time gives you aER.
6 5 Every other "Going Down a Hole" offense you do not actually go down the Hole. This cannot be picked more than once. (If you somehow get this effect twice, you immediately do down the Deeper Hole.)
6 6 1N, 1/t: Immune to Twilight or draining the MF/PF/TF. Picking this more than once lets you use this an additional time per turn.
6 7 1M or 1T: Duplicate a Psi8 major or Psi16 minor ability. (This is resisted using TechR, not PsiR). Picking this twice lets you duplicate Psi16 majors.
6 8 1bM or 1bT: Counter a x0 or x1 effect. This cannot be picked more than once.
6 9 1bM or 1bT: Counter a counterspell. Picking this a second time gives you "2bM or 2bT: Insist an effect.". This cannot be picked more than twice.
6 10 You shift TechR by CL*5%, not (CL-12)*5%. Your SL=3 Brass Gnat spells do not give TechR at all (but iTechR can be used at half percentage). This cannot be picked more than once.
9 1 1M or 1T: 100 dmg 15' radius (UltraBlack damage, centered on you, hole in the middle, no save), followed by a Put Out of Misery. Taking this power more than once increases the damage by 100 each time, (or) you can use a pick to have the effect followed by Really Put Out of Misery (and again for Beast of Xvim).
9 2 1M, 1/t: Do the T-Bear "Randomly pull an item from 20th century Earth" effect. Each time you use this power, previously pulled items disappear. Picking this more than once lets you do it an extra time per turn (and lets you have an additional item kept at the same time).
9 3 Immune to NPC status. 1M or 1T: Dust of Disappearance or Dust of Appearance.
9 4 1Z, eat a Larva, TechL 18+ item you control, or a DL 9+ item you control: Reset.
9 5 When you take this power, pick Radiation, Magic, Psi, or Innate. 1bM or 1bT: Capital O Object an effect of the type chosen. Picking this more than once gives you another pick.
9 6 You may convert 2T -> 1QT as much a you like. Picking this more than once lets you convert to quicker types (second pick: 2QT -> 1QQT; third pick: 2QQT -> 1QQQT; etc.).
9 7 1M or 1T: Duplicate a Psi8 grand or Psi16 major ability. (This is resisted using TechR, not PsiR). Picking this twice lets you duplicate Psi16 grands.
Bug 3 (13) 1 1M: Annihilation 30' radius (save vs. PPD at -BL*10), from 30' to 60' radius take a Destruction (save vs. PPD)
Bug 3 (13) 2 +BCL "Bug" actions per round, only for technological effects, convert a "Bug" action to a QQS or an OppS
Bug 3 (13) 3 1V: Successfully chase someone who Escaped (using Psi6G or whatever) or is Gone (to pocket dimension)
Bug 3 (13) 4 Concordant-Based Spirit Resistance (cXR) = BL*15% (shift downwards by 5% per Concordant CL over 12)
Bug 3 (13) 5 1M: Dispel Concordant effect (or) reduce the multiplier of a Godly effect by x1 (no resistance, no ER, no aXR/aGR)
Bug 3 (13) 6 Immune to "Colorless" and "Wild" elements/effects (Colorless Fire, Colorless Time, Black Ice, Wild Magic Zones, etc.)
Bug 3 (13) 7 DNA Stable (cannot be scrambled/erased/et al.); Immune to Clone Insanity, Pawned, Home Plane Change
Bug 3 (13) 8 1M: Duplicate a Psi8 or Psi16 minor, major, or grand ability. (This is resisted using XR, not TechR)
Bug 3 (13) 9 1M: Raise or lower the Physical Factor (PF) of the area by BCL (min PF = 0, max PF = 10+BL), even if current PF=0
Bug 3 (13) 10 1M: Raise or lower the Tech Level of an object by BCL (max Tech Level = 20+BL*2)
Bug 3 (13) 11 1M, can borrow from future: Counter a Concordant or XR-based effect
Bug 3 (13) 12 The "Lady's Smile" effect doesn't work for anyone within sight
Bug 3 (13) 13 May "Mental Fury" or "Step Out of It" without being "Crapped" at the end.
Bug 3 (13) 14 1M: Reverse Concordant (can cast a Concordant effect's reverse within 1 round, even if the reverse is not known)
Bug 3 (13) 15 Summon all creatures from all Alleys within BL*100 feet of current location; Alley Effect extends to where you are

[PC16] Technology Group Classes


Bug

Level KXP Bug
123 456 789
1 0 --1 --- ---
2 6000 --2 --- ---
3 12000 --3 --- ---
4 18000 --4 --- ---
5 24000 --5 --- ---
6 30000 --6 --- ---
7 36000 --7 --- ---
8 42000 --7 --1 ---
9 48000 --7 --2 ---
10 54000 --7 --3 ---
11 60000 --7 --4 ---
12 66000 --7 --5 ---
13 72000 --7 --6 ---
14 78000 --7 --7 ---
15 84000 --8 --7 ---
16 90000 --8 --8 ---
17 96000 --9 --8 ---
18 102000 --9 --9 ---
19 108000 --A --9 ---
20 114000 --A --A ---
21 120000 --B --A ---
22 126000 --B --B ---
23 132000 --C --B ---
24 138000 --C --C ---
25 144000 --D --C ---
26 150000 --D --D ---
27 156000 --D --D --1
28 162000 --D --D --2
29 168000 --D --D --3
30 174000 --D --D --4
31 180000 --D --D --5
32 186000 --D --D --6
33 192000 --D --D --7
34 198000 --D --D --8
35 204000 --D --D --9
36 210000 --D --D --A
TH Saves
PD RS PP BW Sp Fo Re Wi
+1  1  1  1  1  1  1  1  1
+2  3  3  3  3  3  3  3  3
+3  4  4  4  4  4  4  4  4
+4  6  6  6  6  6  6  6  6
+5  7  7  7  7  7  7  7  7
+6  9  9  9  9  9  9  9  9
+7 10 10 10 10 10 10 10 10
+8 12 12 12 12 12 12 12 12
+9 13 13 13 13 13 13 13 13
+10 15 15 15 15 15 15 15 15
+11 16 16 16 16 16 16 16 16
+12 18 18 18 18 18 18 18 18
+13 19 19 19 19 19 19 19 19
+14 21 21 21 21 21 21 21 21
+15 22 22 22 22 22 22 22 22
+16 24 24 24 24 24 24 24 24
+17 25 25 25 25 25 25 25 25
+18 27 27 27 27 27 27 27 27
Requisites: HNCL 27, Str 18, Dex 18, Con 9
Alignment: any
HD/level: &+d12
Weapon Prof.: level/2
To Hit Table: Mon
Save Table: 3xMon
Reference: DM
Groups: Concordant (x2), Technology
 
[X] Section stats
ihp -1
iTH +10
P Save +2
M Save -1
War +1
Rog +1
PPsi +1
Wiz -1
Pri -1
MPsi +0
   
In my universe, Bugs are bizarre alien insect beings, with advanced technology. They have a settlement far north in the Land of Black Ice (Oerth/Greyhawk).
Bugs get iTechR (Irreducible Technological Resistance) and iaTechR (Irreducible Anti-Technological Resistance) = 20*level%.
Bugs get 3rd level, 6th level, and 9th level spells, but not other level numbers. (This is done to make Bug spells be of the proper SL when other classes use a "Wish" type effect to emulate a Bug spell.).
BL = Bug Level (your true level in Bug)
BCL = Bug Caster Level (your level in Bug, plus any Concordant Caster Level shifts).
Gets 1X action per round.

[PC16] Technology Group Classes


Bug Spells

Level # Spell
3 1 1M: Annihilation 30' radius (save vs. PPD at -BL*10), from 30' to 60' radius take a Destruction (save vs. PPD)
3 2 +BCL "Bug" actions per round, only for technological effects, convert a "Bug" action to a QQS or an OppS
3 3 1V: Successfully chase someone who Escaped (using Psi6G or whatever) or is Gone (to pocket dimension)
3 4 Concordant-Based Spirit Resistance (cXR) = BL*15% (shift downwards by 5% per Concordant CL over 12)
3 5 1M: Dispel Concordant effect (or) reduce the multiplier of a Godly effect by x1 (no resistance, no ER, no aXR/aGR)
3 6 Immune to "Colorless" and "Wild" elements/effects (Colorless Fire, Colorless Time, Black Ice, Wild Magic Zones, etc.)
3 7 DNA Stable (cannot be scrambled/erased/et al.); Immune to Clone Insanity, Pawned, Home Plane Change
3 8 1M: Duplicate a Psi8 or Psi16 minor, major, or grand ability. (This is resisted using XR, not TechR)
3 9 1M: Raise or lower the Physical Factor (PF) of the area by BCL (min PF = 0, max PF = 10+BL), even if current PF=0
3 10 1M: Raise or lower the Tech Level of an object by BCL (max Tech Level = 20+BL*2)
3 11 1M, can borrow from future: Counter a Concordant or XR-based effect
3 12 The "Lady's Smile" effect doesn't work for anyone within sight
3 13 May "Mental Fury" or "Step Out of It" without being "Crapped" at the end.
3 14 1M: Reverse Concordant (can cast a Concordant effect's reverse within 1 round, even if the reverse is not known)
3 15 Summon all creatures from all Alleys within BL*100 feet of current location; Alley Effect extends to where you are
6 1 1M: Lower Multiplier by 2 in 30' radius (no save, can use XR); from 30' to 60' radius lose only 1 multiplier
6 2 Anti-Concordant Shell: Immune to and cannot use 0th and 1st level Concordant effects
6 3 Concordant-Based Anti-Spirit Resistance (caXR) = BL*10% (shift downwards by 5% per Concordant CL over 12)
6 4 Immune to Going Down a Hole, which does not harm you in any way (you don't go down the Deeper Hole)
6 5 Immune to Twilighting and draining the MF/PF/TF (unless you want to be twilighted or drain the factors, of course!)
6 6 1M: Duplicate a Psi8 or Psi16 minor, major, grand, super, or ultra ability. (This is resisted using XR, not TechR)
6 7 1M, can borrow from future: Capital O Object an effect (it is countered completely unless Insisted)
6 8 1M, can borrow from future: Capital I Insist an effect (an effect that was Objected to still resolves)
6 9 Your concordant effects do not allow XR (including irreducible XR), GR can still be used
9 1 1M: Pixelate 30' radius (no resistance); from 30' to 60' are removed from multiverse (not quite as bad as pixelated!)
9 2 Get a random TechF=BL*2 item off the Capital S Shelf (treat as a x[1d8+2] Artifact)
9 3 Immune Pixelation, Inverse Pixelation; Completely undetectable to Originators & PreAscended Ones (unless attack)
9 4 1Z, eat a Barney'd god within sight: Get a true (natural) Reset
9 5 1M: Capital R Really Object to an Insisted effect (an Insisted effect is countered, there is no further response to this)
9 6 Action Fury: 1/d: All your action types are fully Quick and Opposing (infinite number of "Q" and "Opp" modifiers) for 1r
12 1 (73-BL) X actions: Banhammer or Un-Banhammer an effect in the area
12 2 Erase yourself from the chalkboard, pixelate your PC/NPC/MPC cod piece, remove your character slot from the campaign: Really Capital I Insist a non-Concordant effect of SL 0-2 (no School/Sphere Robe effects)
12 3 1X: Ultrablack Gate

[PC16] Technology Group Classes


Captain (SFB)

Level KXP Captain [LO]
123 45 [1]
1 0 1-- -- [-]
2 5 2-- -- [-]
3 10 3-- -- [-]
4 20 31- -- [-]
5 40 32- -- [-]
6 80 42- -- [-]
7 160 421 -- [-]
8 320 431 -- [-]
9 640 432 -- [-]
10 1280 432 1- [-]
11 2500 542 1- [-]
12 2800 543 2- [-]
13 3100 543 21 [-]
14 3400 543 22 [-]
15 3700 543 32 [-]
16 4000 543 33 [-]
17 4300 544 33 [-]
18 4600 544 43 [-]
19 4900 544 44 [-]
20 5200 554 44 [-]
21 5500 555 44 [-]
22 5800 555 54 [-]
23 6100 555 55 [-]
24 6400 655 55 [-]
25 6700 665 55 [-]
26 7000 666 55 [-]
27 7300 666 65 [1]
28 7600 666 66 [1]
29 7900 766 66 [2]
30 8200 776 66 [2]
31 8500 777 66 [3]
32 8800 777 76 [3]
33 9100 777 77 [4]
34 9400 877 77 [4]
35 9700 887 77 [5]
36 10000 888 77 [5]
TH Saves
PD RS PP BW Sp Fo Re Wi
+0  4  2  3  1  1  1  1  0
+1  5  2  4  2  1  1  1  0
+2  5  3  4  3  2  2  2  1
+3  6  4  5  4  3  2  2  1
+4  7  5  6  5  4  3  2  1
+5  8  5  7  6  4  3  3  2
+6  8  6  7  7  5  4  3  2
+7  9  7  8  8  6  4  4  2
+8 10  8  9  9  7  5  4  3
+9 11  8 10 10  7  5  4  3
+10 11  9 10 11  8  6  5  3
+11 12 10 11 12  9  6  5  4
+12 13 11 12 13 10  7  6  4
+13 14 11 13 14 10  7  6  4
+14 14 12 13 14 11  8  6  5
+15 14 12 14 14 11  8  7  5
+16 14 13 14 14 12  9  7  5
+17 15 13 14 14 12  9  8  6
Requisites: Str 9, Dex 9, Con 13, Int 16,
Wis 13, Chr 16
Alignment: any
HD/level: d10
Weapon Prof.: 6+level/2
To Hit Table: War
Save Table: War
Reference: SFB {Reduced Legendary Officer}
Groups: Warrior, Concordant (x1), Technology
 
See next page for spells. Can cast Legendary Officer spells (of 20 Captain Points) starting at level 27. For now, you can think of these as 1st level x2 Concordant spells, and I have listed them as such.
Some of these abilities don't do much unless you have another class. For example, several deal with your summons, to use them you need a way of summoning something.
This class (of course) gets "All Warrior" abilities, such as the ability to weapon specialize (as a Warrior).

[PC16] Technology Group Classes


Captain (SFB) Spells

Level Field Spell
1 Command Can identify and operate any TechL=LVL or lower technological device.
1 Defense Can interpose self in front of any and everyone in your group, you take double damage though
1 Engineering Your items that use charges use only half the number of charges (retain fractions)
1 Helm/Nav. 0, while moving: Leave a group without generating any parting shots.
1 Medic 1P, 1/d: Deal 1 idmg to a target with at least 1 max ihp (his current hp total can be lower)
1 Pers.Combat Your summons gain XP (possibly levels) in the dungeon.
1 Psionic 1M, 1/t: Target charmed creature is a friend and will not betray you, don't need the charm effect.
1 Science Eidetic Memory, can "download" your thoughts/memories to computers
1 Weapons No range penalties; Can shoot bows in your group without penalty
2 Command Your summons and familiars can never betray you, regardless of what happens.
2 Defense If you set off a Trap or Trick, there is a 50% chance it will fizzle and do nothing (and is removed)
2 Engineering You can trade spells between your spell progressions and PSPs between psionic pools.
2 Helm/Nav. Can move in reverse as fast as you can move forward.
2 Medic 0, 1/r: Cure or Cause 1d6 hp to one target
2 Pers.Combat Need not breathe; Fly LVL" (C)
2 Psionic 1M, 1V, 1/t: Move to another group. You are simultaneously in 2 groups (your old and your new)
2 Science Troll-like regen 1 hp/s; True Seeing; Far Seeing (Eagle Eye Vision)
2 Weapons 0, 2 attacks with a weapon: Do 1 attack, it is Permanent hp of damage
3 Command 1N, 1/d: Remove a Hold, Stun, Paralysis, Domination, or Magic Jar effect on yourself.
3 Defense 1N, 1/t: Put an effect back up that you just dropped for a 0 action (has to be done within 1r).
3 Engineering 0 or 1D, 1/t: Ignore a Sharpness or Vorpal effect.
3 Helm/Nav. Roll 1d6+6 for initiative instead of 1d12.
3 Medic 0, 2 attacks with a weapon: Do 1 attack, if hits, causes 1d3 negative levels (no save)
3 Pers.Combat Your summons have "1S: 10*LVL damage (random element) to 1 target." (LVL=your level)
3 Psionic You are allowed to have 2 of the same familiar or Specialty God pick, they fully stack
3 Science You get the opportunity to use an extra action in response to a nasty effect; Resist Time
3 Weapons 0: Ignore the phrase "Cannot be targetted" for someone.
4 Command Charm spells cannot be used by enemies in the room (x1 Special)
4 Defense Immune Telekinesis
4 Engineering You can sell items anywhere, divide price by 1d6. You can buy normal items anywhere.
4 Helm/Nav. You have a 50% chance of taking only half damage from gross effects (like fireballs)
4 Medic Grant a person one Captain spell slot you have (any SL).
4 Pers.Combat 1V, 1/d: Counter an effect that would cause someone to kill themself.
4 Psionic You have two hit point totals, your second hp total is 10, need both to drop before dropping
4 Science 1M, 1/d: Research a new spell using the spell research rules (doesn't cost Background Pts.)
4 Weapons Roll 1d30-5 or 1d10+5 to hit (your choice; <=1 is auto-miss, >=20 is auto-hit)
5 Command Wishoid for two SL 1-4 Concordant (x1) spells.
5 Defense Your shields (items) protect you all-around (this lets you effectively wear a shield on the back).
5 Engineering 1N, 1/reset: Retroactively buy a magic item from the magic shop.
5 Helm/Nav. Immune Boulders, Gas, Space-Time Discontinuities
5 Medic 0, 1/d: Mass Heal
5 Pers.Combat 0, 1/t: Set a trap that does 35 damage to a group if anyone tries to enter or leave
5 Psionic Immune to the weird psionic effects of the T'kan Energy Barrier
5 Science Considered 1 multiplier higher with one specific effect (by name)
5 Weapons You are allowed to backstab a target twice, backstabbing costs ½0 action to use.
L.O. 1 (11) Command Can lie even under Detect Lie / Truthear / Ring of Truth; 1M: Force someone to roll a (100-Wis)% chance they will believe what you say, no matter how outrageous.
L.O. 1 (11) Defense 0, 1/t: One of your BlahR's can be used as another BlahR type, you can't use X or G, but any number of a's in front are allowed.
L.O. 1 (11) Engineering Resist damage, Resist all [C] section effects, Resist beneficial healing effects (can't choose to "not use" this resistance, you can drop this entire effect with 1F action)
L.O. 1 (11) Helm/Nav. ¼V: Move from one group to another group within LVL feet
L.O. 1 (11) Medic 0, 1/r: Cureall
L.O. 1 (11) Pers.Combat 1M, 1/d: Call a level=LVL/2 Beast Rider mount for yourself.
L.O. 1 (11) Psionic 1M: Clairvoyance+Clairaudience+Clairnasience, same plane, doesn't cause "ears burning"
L.O. 1 (11) Science You can physically attack even while under Sanctuary / Pro. Evil / Astral Projection / etc., the effect doesn't "see" that you attacked (and isn't reduced)
L.O. 1 (11) Weapons Ignore WR, iWR, aWR, iaWR, +needed to hit, DR, iDR, displacement, planar displacement, pro. weapons, immunity to matter, skins of all types, inertial barrier

[PC16] Technology Group Classes


Chemist

Level KXP Wizard
123 456 789
1 0 1-- --- ---
2 1 2-- --- ---
3 3 2½- --- ---
4 6 21- --- ---
5 10 22- --- ---
6 20 33- --- ---
7 30 33½ --- ---
8 50 331 --- ---
9 100 332 --- ---
10 150 332 ½-- ---
11 200 332 1-- ---
12 400 332 2-- ---
13 600 333 3-- ---
14 800 333 3½- ---
15 1000 333 31- ---
16 1200 333 32- ---
17 1400 333 32½ ---
18 1600 333 321 ---
19 1800 333 322 ---
20 2000 333 333 ---
21 2200 333 333 ½--
22 2400 333 333 1--
23 2600 333 333 2--
24 2800 333 333 2½-
25 3000 333 333 21-
26 3200 333 333 22-
27 3400 333 333 33-
28 3600 333 333 33½
29 3800 333 333 331
30 4000 333 333 332
31 4200 333 333 333
32 4400 444 443 333
33 4600 444 444 444
34 4800 555 554 444
35 5000 555 555 555
36 5200 666 666 666
TH Saves
PD RS PP BW Sp Fo Re Wi
+0  4  7  5  3  6  0  1  1
+0  4  7  5  3  7  0  1  1
+0  4  8  5  4  7  0  1  2
+1  4  8  6  4  7  1  2  2
+1  5  9  6  4  8  1  2  3
+1  5  9  7  5  8  2  3  3
+2  5 10  7  5  9  2  3  4
+2  6 10  7  6  9  2  3  4
+2  6 10  8  6  9  3  4  5
+3  6 11  8  6 10  3  4  5
+3  7 11  9  7 10  4  5  6
+3  7 12  9  7 11  4  5  6
+4  7 12  9  8 11  4  5  7
+4  7 13 10  8 11  5  6  7
+4  8 13 10  8 12  5  6  8
+5  8 13 11  9 12  6  7  8
+5  8 14 11  9 13  6  7  9
+5  9 14 11 10 13  6  7  9
Requisites: Int 14, Wis 13
Alignment: any
HD/level: d3
Weapon Prof.: 1+level/5
To Hit Table: Wiz
Save Table: Wiz
Reference: DM
Groups: Wizard, Technology
 
Level 1: Identify Psionic Items (level*10)%
Level 1: +1 Knowledge proficiency per level.
Level 1: Decipher Code (47+level*3)%
Level 2: Identify Object's chemical makeup by sight.
Level 3: Specialization in Alteration gained.
Level 3: Periodic Table elements are considered Semi for you.
Level 4: Create Chemical Mixture of (level) Complexity Level (see next page; also Tinker Gnome).
Level 5: Periodic Table elements are considered Quasi for you.
Level 6: Can write scrolls.
Level 7: Specialization in Conjuration gained.
Level 8: Identify Technological item, function, and (at a -50% penalty) function (level-7)*10%
Level 9: Identify non-unique monsters by sight.
Level 9: Periodic Table elements are considered Para for you.
Level 17: Periodic Table elements are considered normal for you.
Sample Complexity Levels of Chemicals:
Complexity Substance
1 Smoke Bombs, Low Glues (good old Elmer's), Simple Poisons (Class A/B)
2 Stink Bombs, Medium Glues (superglue), Alcohol, Matches
3 Poison Gas Bombs, High Glues, Acetone, Poison Antidote, Food Preservatives
4 Simple Medicinal Products (aspirin), Water Purification Products
5 Slippery Physical Liquids (oil), Simple SubAttribute Boosters, Flash Powder
6 Low Acids, Basic Fire Retardants, Greek Fire
7 Medium Acids, Ultimate Fire Retardants, Smoke Powder
8 Gunpowder, Chemical Welding Agents
9 Bombs (simple explosive), Stone Dissolving Agents
10 Highly Sophisticated Poisons (Class F), Metal Burning Agents
11 Potions, Cold Bombs, High Acids, Viruses of the order of the Common Cold
12 Combination Bombs, Lightning Bombs, Stone Gas Bombs
13 Potions of x2 strength, Liquid Electronics (!)
14 Dynamite, Combination Time Bombs, Viruses of the order of AIDS/Ebola
15 Rocket Propulsion (up to ½ the speed of light)
16 Plastic Explosives, Airborne versions of previous liquids
17 Real-burning Gasoline, Tornadium D-19
18 Nuclear Fission, Metal Dissolving Agents

[PC16] Technology Group Classes


Death Grant

Level KXP Priest/Psi60
123 456 789 ABC
TH
1 0 1-g --- --- +1
2 2.875 11- f-- --- +2
3 5.75 21- e-- --- +3
4 11.5 211 -e- --- +4
5 23 321 -d- --- +5
6 46 321 1-d --- +6
7 92 432 1-c --- +7
8 184 432 11- c-- +8
9 368 543 21- b-- +9
10 736 543 211 a-- +10
11 1104 654 321 0-- +11
12 1472 654 321 1-- +12
13 1840 654 322 1-- +13
14 2208 654 322 2-- +14
15 2576 654 332 2c- +15
16 2944 654 333 2b- +16
17 3312 654 333 3a- +17
18 3680 654 433 30- +18
19 4048 654 433 31- +19
20 4416 654 443 31- +20
21 4784 654 444 31c +21
22 5152 654 444 32b +22
23 5520 654 444 42a +23
24 5888 655 444 420 +24
25 6256 655 544 421 +25
26 6624 655 554 421 +26
27 6992 655 555 421 +27
28 7360 655 555 431 +28
29 7728 655 555 532 +29
30 8096 665 555 532 +30
31 8464 666 555 532 +31
32 8832 666 655 532 +32
33 9200 666 665 532 +33
34 9568 666 666 532 +34
35 9936 666 666 542 +35
36 10304 666 666 642 1 +36
37 20608 666 666 642 2 +37
38 30912 666 666 643 2 +38
39 41216 666 666 643 3 +39
45 103040 666 666 665 5 +45
54 195776 777 777 666 61 +54
63 288512 777 777 777 76 +63
72 381248 888 888 877 771 +72
Race Adjustments:
Str Dex Con Int Wis Chr Cml AT hp TH Div
+LVL +LVL +LVL +LVL +LVL +LVL +LVL +0 +0 +0 ÷1
 
Requisites: Wis 20, Chr 14,
  Race Slots 1, Class Slots 2
Alignment: LE, NE, NG, or CN
HD/level: 2d1 {Wis}  (see note)
Weapon Prof.: 3+level/3
To Hit Table: Mon
Save Table: Pri
Reference: DM
Groups: Priest, Technology, Archetype
Complexity: CF=3
   
Saving Throws:  
PPD: level+7
RSW: level+3
PP: level+4
BW: level+1
Spell: level+2
Fort: level-1
Reflex: level-1
Will: level+1
   
Considered a "Vampire" race.
Hit Dice: "2d1 {Wis}" means you get Wis bonus to the HD for this class, not Con bonus. You may apply Exceptional or Barbarian Wis if you have it. You cannot choose to apply Con anyway.
Exceptional Wis bonus.
May specialize in weapons using the "Non-Warrior" line. Can purchase Musketeer/Cannoneer items at ÷LVL cost.
Grand in Priest Necromancy and Healing spells.
Knows Proto-Lich spells as if they were a normal Priest sphere.
May use Psi60 powers as if they were spells with the following SL's: 1=Minor, 3=Major, 5=Grand, 7=Super, 9=Ultra.
May have 3+LVL "Revive slots" instead of the usual one "Summon slot". An animated xM (multiplier M) being uses up M*M Revive slots.
A Revive is an animated (undead) monster with half the original monster's stats. It also has half the original monster's special abilities. It cannot be healed, but it regenerates at N hp/r (where N is it's DL rating).
A Revive of a Revive has 1/4 the original stats, and so on. Round stats down. If the resultant creature has 0 max hp, the Revive fails.
New spells:
Revive N (Necromancy, SL N): Revive a DL=N monster.

[PC16] Technology Group Classes


Death Grant (Musketeer/Cannoneer Weapons)

Weapon Cost [gp] Size #Att Base dmg Critical Notes
Grenade, concussion 280 (each) S 1/1 4d6 [group] none Group is also stunned for 1d4 s (PPD save)
Grenade, EMP 400 (each) S 1/1 dispel [group] none Dispels Technology/Psi8/Psi16 in a group
Grenade, fragmentation 44 (each) S 1/1 3e6 [group] none
Grenade, gravitic 180 (each) S 1/1 60' fall [group] none Group takes 60' of falling (TK/gravity) dmg
Grenade, psionic 100 (each) S 1/1 psi blast [group] none Psi1 Psionic Blast (Psi Blast save as usual)
Grenade, shrapnel 120 (each) S 1/1 5e6 [group] none Damage is of type shards
Grenade, singularity 1300 (each) S 1/1 15d6 [group] 20/x10 Creates a miniature black hole for 1s
Grenade, smoke 10 (each) S 1/1 smoke [group] none Makes smoke (group cannot see and is under cover)
Grenade, sonic pulse 54 (each) S 1/1 3d6 [group] none Group is also deaf (Fort save)
Grenade, tangler 30 (each) S 1/1 web [group] none As per a Web spell
Grenade, tear gas 20 (each) S 1/1 tear gas [group] none PPD save or nauseated (-10 all actions) for 1d20 s
Grenade, thermite 29 (each) S 1/1 2d6 [group] none x5 dmg vs. items/structures
Grenade, white phosphorus 39 (each) S 1/1 2d6 [group] none Group takes 1e6 dmg /s for 1d10 s
Grenade launcher, medium 2000 M 1/1 (grenade) (grenade) Longer range with grenades.
Grenade launcher, large 6000 L 2/1 (grenade) (grenade) Longer range and faster fire rate with grenades.
Explosive, C-4 (plastic) 78 (each) S 1/1 4e6 [group] none
Explosive, det cord 19 (each) S 1/1 2e6 [group] none Does a "line" instead of an explosion.
Explosive, dynamite 19 (each) S 1/1 2e6 [group] none
Handgun, small, semi auto (Walther PPK .32) 1200 S 2/1 2e4 20/x4
Handgun, medium, semi auto (Beretta 9mm) 2200 S 2/1 2e6 20/x4
Handgun, large, semi auto (Desert Eagle .50) 3400 M 2/1 2e8 20/x4
Handgun, small, full auto 1600 S 3/1 2e3 20/x3
Handgun, medium, full auto (Skorpion .32) 2400 M 3/1 2e4 20/x3
Handgun, large, full auto (MAC Ingrim .45) 4500 M 3/1 2e6 20/x3
Rifle, medium, semi auto 3500 L 2/1 2e8 20/x5
Rifle, large, semi auto 5100 L 2/1 2e10 20/x5
Rifle, medium, full auto (AK-47 7.62mm) 4600 L 3/1 2e6 20/x4
Rifle, large, full auto (M-60 machine gun) 7500 L 3/1 2e8 20/x4
Rifle, shotgun (12-gague) 2100 L 1/1 1e20 16-20/x3 Has a 1e4 "splash" damage in target's group.
Rifle, sniper (Barrett Light .50) 12600 L (H) 1/1 4e6 18-20/x6 On tripod (size H) has a built-in ++1 to hit.
Flamethrower 1900 L 1/1 3d6 [group] none Hits a group. Targets can save for half damage.
Laser pistol 67000 S 4/1 2m8 17-20/x5 Range is 2700' (1/2 of a mile)
Laser rifle 295000 M 4/1 3m6 17-20/x6 Range is 4000' (3/4 of a mile)
Mine, shrapnel 180 (each) M 1V act 6e6 [group] none Treat as a x1 Technological Trap (-200%)
Rocket Launcher (M72A3 LAW) 490 (each) L 1/1 10d6 [group] none Cost is per shot. Hits a group.
Taser 570 S 1/1 1d4+stun none PPD save for stunned for 1d20 s
Cannon, large (new) 4000 L 1/2 2e20 [1] + 1e20 [group] 19-20/x2 So 1 target takes 3e20, the rest in group take 1e20.
Cannon, huge (new) 10000 H 1/2 3e20 [1] + 2e20 [group] 18-20/x3 So 1 target takes 5e20, the rest in group take 2e20.
Cannon, giant (new) 25000 G 1/2 4e20 [1] + 3e20 [group] 17-20/x4 So 1 target takes 7e20, the rest in group take 3e20.
Weapon, Psi8 TechL*400 (varies) (varies) (varies) (varies) See [Q8]. TechL is limited to your LVL*2.

[PC16] Technology Group Classes


Death Grant (Proto-Lich Spells)

Level # Spell
1 1 1M, 1/r: Any 0th level Wizard spell
1 2 1M, 1/r: Any 0th level Priest spell
1 3 1M, 1/r: Any 0th level psionic effect
1 4 1M: Turn Undead at CL=LVL
1 5 1M: Speak with Dead or Undead; 1M: Capital E Explain to Dead or Undead
1 6 +10*LVL% WR
1 7 Mask Undead status; Turn as if double HD
1 8 Detect Magic Items; 1M: Identify Magic Item
1 9 1M, 1/d: Gain +1 XP
1 10 1P: Create x1 Trap 15*LVL%
1 11 Material componenting costs ½V action
1 12 +LVL V actions, or +LVL M actions that can be used only for Proto-Lich spells
1 13 Cold LVL dmg by touch
1 14 +1 Research Point (or drawn sheet) per reset (see [P12])
1 15 1F or 1X, 1/d: Duplicate any level 1 Proto-Lich spell, it has (at most) duration LVL turns
2 1 1M, 1/r: Any 0th-1st level Wizard spell
2 2 1M, 1/r: Any 0th-1st level Priest spell
2 3 1M, 1/r: Any 0th-1st level psionic effect
2 4 Immune Turning
2 5 1M: Control Undead (as per Turn Undead)
2 6 +10*LVL% RaRR
2 7 Detect Concordant Beings; 1M: Legend Lore Concordant Being
2 8 1M: Create x1 Trick 15*LVL%
2 9 Can convert Wiz <-> Pri spells (2 SL shift: Wiz5=Pri3)
2 10 +LVL/3 M actions
2 11 1M, Touch: Energy Drain 2 levels
2 12 Duplicate any SL 1 Concordant group spell (i.e. non-Concordant SL 1)
3 1 1M, 1/r: Any 0th-2nd level Wizard spell
3 2 1M, 1/r: Any 0th-2nd level Priest spell
3 3 1M, LVL/d: Grant Undead Status
3 4 +10*LVL MR
3 5 1F: Create x1 Special 5*LVL%
3 6 0, Gaze: Life Trapping (as per Mirror) (save)
3 7 Immune to Twilight
3 8 1M, touch: Imprisonment (save)
3 9 1M: LVLd10 Colorless Fire dmg to one target (no save)
3 10 Troll-like Regen LVL hp /s
3 11 Double the memorization of 1 SL (Wizard or Priest)
3 12 Duplicate any SL 2 Concordant group spell (i.e. non-Concordant SL 2)
4 1 1M, 1/r: Any 0th-3rd level Wizard spell
4 2 1M, 1/r: Any 0th-3rd level Priest spell
4 3 1M, 1/r: Any psionic minor
4 4 +10*LVL PaPR
4 5 1M: Dispel Innate or Racial ability effect
4 6 1M, 1/d: Reset
4 7 1M, 1/d: Contact Alternate Reality
4 8 1M, 1/d: Create Any DL 4 Monster
4 9 1M, touch: Steal all spells (save)
4 10 1M, touch: Lose LVLd4 stat pts
4 11 1bF: Fork
4 12 Duplicate any SL 3 Concordant group spell (i.e. non-Concordant SL 3)
5 1 1M, 1/r: Any 0th-4th level Wizard spell
5 2 1M, 1/r: Any 0th-4th level Priest spell
5 3 +10*LVL aMR
5 4 1M: Project Image
5 5 1M: Teleport
5 6 1M: Contact Other Plane
5 7 Conduct M actions through psi link (range sight)
5 8 1M, touch: Drain all psionic pools (save)
5 9 1M, touch: Slay Living (save)
5 10 1F: Get 2M you can use this segment
5 11 +LVL/5 QM actions
5 12 Duplicate any SL 4 Concordant group spell (i.e. non-Concordant SL 3)
6 1 1M, 1/r: Any 0th-5th level Wizard spell
6 2 1M, 1/r: Any 0th-5th level Priest spell
6 3 1M, 1/r: Any psionic major
6 4 1M, 1/r: Any 0th-4th level Warrior, Rogue, or Monster spell
6 5 1M: Teleport without Error
6 6 +10*LVL IR
6 7 1M, touch: Steal a random powers for 1 round (no save)
6 8 1M, touch: Erase Truename (must know their Truename first)
6 9 Troll-like regen LVL hp (including vile) /s
6 10 Conduct effects through psi link (within sight)
6 11 +LVL/10 number of segments per round
6 12 Duplicate any SL 5 Concordant group spell (i.e. non-Concordant SL 3)
7 1 1M, 1/r: Any 0th-6th level Wizard spell
7 2 1M, 1/r: Any 0th-6th level Wizard spell
7 3 +10*LVL EaER
7 4 1M, touch: Annihilation (save)
7 5 1M, touch: Incursion (save)
7 6 Duplicate any SL 6 Concordant group spell (i.e. non-Concordant SL 3)

[PC16] Technology Group Classes


Death Grant (Psi60 Minor Powers)

Name Field Targ Type Drain P60Ps Notes
Armor Manip 3 Phys L3 3 Melee:+CL AC, -CL/2 dmg per hit
Combat Sense (personal) Detect 2 Phys L2 2 +CL move rate, +CL TH
Cure Light Wounds Health Con Phys L1 1 Cure 1d8+CL hp
Detect Psionics Detect R-1 Ment L2 2 Gives freq. & field of psi
Enhanced Touching Detect 4 Ment L1 1 +CL foot reach
Ethereal Perception Detect 0 Ment L0 0 Ethereal Perception
Inaudibility Illus Int Ment L2 2 Move Silently 25*CL%
N-ray Gem Detect 3 Phys L2 2 Gem of N-ray vision (CL')
Person Mask Illus Cml Ment L2 2 Alters appearance, Chr resists
Slide Item Manip W Phys L2 2 Caster controls left+right
Stun Touch Combat Wis Ment L1 1 CL*5 dmg + stun (save)
Treat Mental Drain Health 7 Ment L34 34 regain 10*succ% Psi (all freq)

Death Grant (Psi60 Major Powers)

Name Field Targ Type Drain P60Ps Notes
Anti-Missile Barrier Manip 4 Phys M2 4 Ranged: +CL/2 AC, -CL dmg per hit/succ
Avoid Trap Manip 4 Phys M1 2 You avoid a trap (doesn't include others)
Blink Manip R-2 Phys M4 8 Blink (controlled)
Clairnasience Detect R+1 Ment M1 2 Clairnasience,can move
Combat Sense Detect 3 Phys M2 4 +CL move rate, +CL TH to group
Control Undead Manip Str Ment M4 8 Caster controls ½P action/succ
Cure Moderate Wounds Health Con Phys M1 2 Cure 3d8+3*CL hp
Detect Life Detect R+2 Ment M1 2 Chr resists,mult.targets
Ethereal Projection Health 0 Ment M0 0 Ethereal Projection
Ethereal Psi Fingers Manip 4 Phys M2 4 1 Str,1 Dex/succ
Ethereal Touch Combat Int Phys M2 4 CL random stat damage
Gaseous/Reverse Gaseous Manip Str Phys M6 12 Gaseous Form (or Hold Vapor)
Grayout Illus Int Ment M2 4 Blast:Cause Deafness(as spell)
Light/Darkness Manip 3 Phys M1 2 Modifies light in area
Passwall Manip 3 Ment M1 2 Passwall
Toxin Health Con Phys M3 6 Poison (as spell)

[PC16] Technology Group Classes


Death Grant (Psi60 Grand Powers)

Name Field Targ Type Drain P60Ps Notes
AEther Bolt Manip 4 Phys S4 12 CL*10 dmg AEther, ignores PsiR
Cure Insanity Health Con Phys S3 9 Cure Insanity
Cure Serious Wounds Health Con Phys S1 3 Cure 6d8+6*CL hp
Deathly Glow Health Cml Phys S2 6 CL Cml damage, other people think target is Undead
Detect [cr. type] (ext.) Detect R-2 Ment S3 9 Int resists,mult.targets
Detect Life (ext.) Detect R Ment S2 6 Chr resists,mult.targets
Detect Positive Energy Detect Chr Ment S1 3 Detect Positive Energy
Dimension Walk Manip 6 Phys S3 9 Ps1N "Dimension Walk"
Insanity Illus Int Phys S1 3 Cause Insanity (save)
Luck Detect 4 Ment S2 6 Gains +1(+5%)*CL on 1 action
Movement Manip Dex Phys S3 9 Gives +1V action
Nether Bolt Manip 3 Phys S3 9 CL*10 dmg Nether, vile damage
Nightvision Detect 4 Ment S1 3 Can see in magical/psi darkness
Poltergeist Manip 4 Phys S2 6 Objects fly around, CL dmg /s
Turn to Smoke Manip Con Phys S6 18 Polymorphs target to smoke (save)
Wraithform Manip Chr Phys S1 3 Wraithform

Death Grant (Psi60 Super Powers)

Name Field Targ Type Drain P60Ps Notes
Ethereal Seeing Detect 9 Ment D1 4 Clairvoyance to Ethereal Plane
Ethereal Static/Fog Manip 6 Ment D3 12 -CL to all actions in area
Barrier Manip 5 Phys D2 8 Wall that blocks psionics (1 way)
Decrease Comeliness Health Cml Ment D1 4 -CL Cml to target
Decrease Luck Health Luck Phys D3 12 -CL Luck to target, each beyond Luck=0 is -1 all actions
Decrease HNCL Health HNCL Phys D5 20 -CL HNCL to target, each beyond HNCL=0 is -0.1 to Multiplier
Detect Friends (ext.) Detect R-1 Ment D2 8 Locates closest friendly person (not in party)
Cureall Health Con Phys D2 8 Cureall
Increase Comeliness Health Cml Ment D1 4 +CL Cml to target
Increase Luck Health Luck Phys D3 12 +CL Luck to target
Increase HNCL Health HNCL Phys D5 20 +CL HNCL and +CL/2 CL to target
Phantasmagoria Illus 5 Ment D5 20 as spell
Probability Travel Manip 6+# Phys D4 16 Ps1N "Probability Travel"
Telekinesis Manip 4+# Phys D3 12 TK CL*10' falling damage area
Treat Deadly Wounds Health Con Phys D1 4 Cure 10d6+10*CL hp (can go up to 60+10*CL above max)

Death Grant (Psi60 Ultra Powers)

Name Field Targ Type Drain P60Ps Notes
Creation Bolt Combat 20 Phys X10 50 (Str+Int) resists, Creation
SpellGate Manip N*3 Phys X2 10 SpellGate (can cast spells through it, but it's 2-way)
Super Unluck Detect 5 Ment X3 15 Choose result on next die roll on enemy

[PC16] Technology Group Classes


Dejuvenator

Level KXP Dejuv  Bre End
357 9  [1] [1]
1 0 1-- -  [-] [-]
2 4.5 2-- -  [-] [-]
3 9 3-- -  [-] [-]
4 18 4-- -  [-] [-]
5 36 41- -  [-] [-]
6 72 42- -  [-] [-]
7 144 43- -  [-] [-]
8 288 44- -  [-] [-]
9 500 441 -  [-] [-]
10 900 442 -  [-] [-]
11 1350 443 -  [-] [-]
12 1800 444 -  [-] [-]
13 2250 444 1  [-] [-]
14 2700 444 2  [-] [-]
15 3150 444 3  [-] [-]
16 3600 444 4  [-] [-]
17 4050 544 4  [-] [-]
18 4500 554 4  [-] [-]
19 4950 555 4  [-] [-]
20 5400 555 5  [-] [-]
21 5850 655 5  [-] [-]
22 6300 665 5  [-] [-]
23 6750 666 5  [-] [-]
24 7200 666 5  [1] [-]
25 7650 666 6  [1] [-]
26 8100 666 6  [2] [-]
27 8550 766 6  [2] [-]
28 9000 766 6  [3] [-]
29 9450 776 6  [3] [-]
30 9900 776 6  [3] [1]
31 10350 776 6  [4] [1]
32 10800 777 6  [4] [1]
33 11250 777 6  [4] [2]
34 11700 777 6  [5] [2]
35 12150 777 7  [5] [2]
36 12600 777 7  [5] [3]
TH Saves
PD RS PP BW Sp Fo Re Wi
+0 11 11 11 11 11 11 11 11
+1 12 12 12 12 12 12 12 12
+2 13 13 13 13 13 13 13 13
+3 14 14 14 14 14 14 14 14
+4 15 15 15 15 15 15 15 15
+5 16 16 16 16 16 16 16 16
+6 17 17 17 17 17 17 17 17
+7 18 18 18 18 18 18 18 18
+8 19 19 19 19 19 19 19 19
+9 20 20 20 20 20 20 20 20
+10 21 21 21 21 21 21 21 21
+11 22 22 22 22 22 22 22 22
+12 23 23 23 23 23 23 23 23
+13 24 24 24 24 24 24 24 24
+14 25 25 25 25 25 25 25 25
+15 26 26 26 26 26 26 26 26
+16 27 27 27 27 27 27 27 27
+17 28 28 28 28 28 28 28 28
Requisites: Chr 28, Str 23, Class Slots 3
Alignment: any
HD/level: d30
Weapon Prof.: 0+level
To Hit Table: War
Save Table: level+10
Reference: DM { Reduced Breaker / Ender }
Groups: Concordant (x1), Technology, Mirror
 
Gets Super Barbarian Chr bonus, which is +(Chr-18)*3.
This class is dedicated to the ending of life at all costs, using all technological and magical methods possible.
This is the reduced form of two different x2 Concordant classes: Breaker and Ender. The idea here is by the time a character has reached 36th level in Dejuvenator, he will know which path he will take.
Enemies get --LVL on the natural die roll for saves against your effects, which means they cannot auto-make against your saves, even when you're level 1 (unless they have a ++ to saves).
Level 24 Note: Your "CCL" is your CL-23 for Breaker and CL-29 for Ender.

[PC16] Technology Group Classes


Dejuvenator Spells

Level # Spell
3 1 1V: Harm (1 target, PPD save)
3 2 1V: Charm or Domination (1 target, Will save)
3 3 1P: Paralysis, Stun, or Hold (1 target, PPD save)
3 4 1M: Stop, Slow, or Web (1 target, no save)
3 5 1M: Target's next Clone will not trigger upon his death (no save)
3 6 1M: Troll-like degeneration 10*CL hp /s (1 target, no save)
5 1 1P: Place a (non-major) [C] section effect (1 target, RSW save)
5 2 1M: Harm (1 target, no save)
5 3 Lockdown D Actions in the room continuous (does not affect "dead" Actions).
5 4 Enemy's mounts (if they have one) are considered part of them, so an effect targetting the enemy hits the mount too.
5 5 1M: Troll-like degeneration 20*CL hp /s, it is Vile dmg and Permanent hp of dmg. (1 target, no save)
5 6 1M: Super Slow: Target loses next LVL A Actions (no save)
7 1 1V: Choose a target. Everyone else in his group can do one parting shot on him (he's not actually leaving the group though).
7 2 1F: Turn Undead with CL=LVL*2.
7 3 1P: Causeall (1 target, no save)
7 4 1M: Destruction (1 target, no save)
7 5 Can "material component" Dejuvenator powers (spend +1V) to allow you to affect two targets with a power.
7 6 1M: Troll-like degeneration 30*CL hp /s, plus CL ability score dmg to each stat /s. (1 target, no save)
9 1 1V or 1D: Move a nasty flag on yourself (such as Capital S Slain) to someone else in your group.
9 2 1X: Lockdown unconscious actions (see Rejuvenator), even if they cannot normally be locked down.
9 3 1M: True Destruction (1 target, no save)
9 4 1M, 1/d: Capital I Insist something. You can pick this more than once to use it more than once per day.
9 5 Have the DM copy your PC's status on the chalkboard to somewhere else as a backup. 1N, 1/reset: Switch your current status with your backup. This cannot be taken more than once.
9 6 1M: Troll-like degeneration 40*CL hp /s, plus CL negative levels /s. (1 target, no save)
Breaker 1 (11) 1 1V: Target gets -CCL PSaves (using the [X] section saving throw rules)
Breaker 1 (11) 2 1V: Target takes (CCL+1)/3 idmg
Breaker 1 (11) 3 1V: Target loses (CCL+1)/3 iAC
Breaker 1 (11) 4 1V: Target is Severe Allergy to CCL [C] section effects, even major ones are only 1 pick each (will counter an Immunity)
Breaker 1 (11) 5 You may destroy Indestructible items as if they weren't Indestructible.
Breaker 1 (11) 6 You can target people who can't be targetted. You can target the floor of people whose floor cannot be targetted.
Ender 1 (11) 1 1V: Target gets -CCL MSaves (using the [X] section saving throw rules)
Ender 1 (11) 2 1N, 1/s: Force Shapechange, Dispel Illusion, and Dust of Appearance (no resistance)
Ender 1 (11) 3 You can assume the form of any known dead/incursed/pixelated person or creature (this is like the First Evil's ability). You don't have the person's abilities, but you do have their memories.
Ender 1 (11) 4 1X: Capital B Break (1 target, XR to resist)
Ender 1 (11) 5 You get and can use 2D Actions per death per segment. You are limited to CCL+1 D Actions you can use per reset (instead of 1).
Ender 1 (11) 6 1M: Erase Truename, Change Home Plane to this plane, Erase Quantum Signature, Sever Silver Cord (all of these on 1 target, XR to resist)

[PC16] Technology Group Classes


Demolitionist

Level KXP
Spells
1 0 (none)
2 3 (none)
3 6 (none)
4 12 (none)
5 24 (none)
6 48 (none)
7 96 (none)
8 187.5 (none)
9 375 (none)
10 750 (none)
11 1125 (none)
12 1500 (none)
13 1875 (none)
14 2250 (none)
15 2625 (none)
16 3000 (none)
17 3375 (none)
18 3750 (none)
19 4125 (none)
20 4500 (none)
21 4875 (none)
22 5250 (none)
23 5625 (none)
24 6000 (none)
25 6375 (none)
26 6750 (none)
27 7125 (none)
28 7500 (none)
29 7875 (none)
30 8250 (none)
31 8625 (none)
32 9000 (none)
33 9375 (none)
34 9750 (none)
35 10125 (none)
36 10500 (none)
TH Saves
PD RS PP BW Sp Fo Re Wi
+0  4  2  3  1  1  1  1  0
+1  5  2  4  2  1  1  1  0
+2  5  3  4  3  2  2  2  1
+3  6  4  5  4  3  2  2  1
+4  7  5  6  5  4  3  2  1
+5  8  5  7  6  4  3  3  2
+6  8  6  7  7  5  4  3  2
+7  9  7  8  8  6  4  4  2
+8 10  8  9  9  7  5  4  3
+9 11  8 10 10  7  5  4  3
+10 11  9 10 11  8  6  5  3
+11 12 10 11 12  9  6  5  4
+12 13 11 12 13 10  7  6  4
+13 14 11 13 14 10  7  6  4
+14 14 12 13 14 11  8  6  5
+15 14 12 14 14 11  8  7  5
+16 14 13 14 14 12  9  7  5
+17 15 13 14 14 12  9  8  6
Requisites: Str 10, Dex 12
Alignment: any
HD/level: 2d5
Weapon Prof.: 6+level/2
To Hit Table: War
Save Table: War
Reference: DM
Groups: Warrior, Technology
 
Can always purchase Demolitionist equipment (see below), even if above the tech level of the campaign. If no stores are available in the campaign, can create the equipment himself, but it still requires the same money, and it requires time (1 minute per 10 gp value).
Guns and grenades get Dex bonus to hit, but nothing else. Giving a gun AutoStr does nothing. Giving a gun AutoDex gives it Dex bonus to damage. Specialization and weapon mastery may be added as usual. For number of attacks, specialization uses Sword for 1/1, Dagger for 2/1, and Dart for 3/1 based weapons.
There is no ammo for guns. The cost for grenades is per grenade; if you buy 100, you have "Capital E Enough" of them and do not need to keep track of them.
For damage dice, "1e6" means an "open ended d6" (roll 1d6, if you roll a 6, roll again and add 6). "2m8" means multiply two d8's together (giving a skewed 1-64 range; the average is 20.25). "3m6" means multiply three d6's together (a skewed 1-216 range; the average is 42.875).
Level 1: Identify and operate technological devices up to TechL=LVL.
Level 1: Identify and operate technological weapons of TechL=LVL*2 or lower that are found in the dungeon. This includes Psi8 weapons. Can modify them at a cost of 400 gp per TechL difference.
Level 12: Can purchase non-weapon technological items (such as high-tech armor). This is currently undefined.

[PC16] Technology Group Classes


Demolitionist Weapons

Weapon Cost [gp] Size #Att Base dmg Critical Notes
Grenade, concussion 280 (each) S 1/1 4d6 [group] none Group is also stunned for 1d4 s (PPD save)
Grenade, EMP 400 (each) S 1/1 dispel [group] none Dispels Technology/Psi8/Psi16 in a group
Grenade, fragmentation 44 (each) S 1/1 3e6 [group] none
Grenade, gravitic 180 (each) S 1/1 60' fall [group] none Group takes 60' of falling (TK/gravity) dmg
Grenade, psionic 100 (each) S 1/1 psi blast [group] none Psi1 Psionic Blast (Psi Blast save as usual)
Grenade, shrapnel 120 (each) S 1/1 5e6 [group] none Damage is of type shards
Grenade, singularity 1300 (each) S 1/1 15d6 [group] 20/x10 Creates a miniature black hole for 1s
Grenade, smoke 10 (each) S 1/1 smoke [group] none Makes smoke (group cannot see and is under cover)
Grenade, sonic pulse 54 (each) S 1/1 3d6 [group] none Group is also deaf (Fort save)
Grenade, tangler 30 (each) S 1/1 web [group] none As per a Web spell
Grenade, tear gas 20 (each) S 1/1 tear gas [group] none PPD save or nauseated (-10 all actions) for 1d20 s
Grenade, thermite 29 (each) S 1/1 2d6 [group] none x5 dmg vs. items/structures
Grenade, white phosphorus 39 (each) S 1/1 2d6 [group] none Group takes 1e6 dmg /s for 1d10 s
Grenade launcher, medium 2000 M 1/1 (grenade) (grenade) Longer range with grenades.
Grenade launcher, large 6000 L 2/1 (grenade) (grenade) Longer range and faster fire rate with grenades.
Explosive, C-4 (plastic) 78 (each) S 1/1 4e6 [group] none
Explosive, det cord 19 (each) S 1/1 2e6 [group] none Does a "line" instead of an explosion.
Explosive, dynamite 19 (each) S 1/1 2e6 [group] none
Handgun, small, semi auto (Walther PPK .32) 1200 S 2/1 2e4 20/x4
Handgun, medium, semi auto (Beretta 9mm) 2200 S 2/1 2e6 20/x4
Handgun, large, semi auto (Desert Eagle .50) 3400 M 2/1 2e8 20/x4
Handgun, small, full auto 1600 S 3/1 2e3 20/x3
Handgun, medium, full auto (Skorpion .32) 2400 M 3/1 2e4 20/x3
Handgun, large, full auto (MAC Ingrim .45) 4500 M 3/1 2e6 20/x3
Rifle, medium, semi auto 3500 L 2/1 2e8 20/x5
Rifle, large, semi auto 5100 L 2/1 2e10 20/x5
Rifle, medium, full auto (AK-47 7.62mm) 4600 L 3/1 2e6 20/x4
Rifle, large, full auto (M-60 machine gun) 7500 L 3/1 2e8 20/x4
Rifle, shotgun (12-gague) 2100 L 1/1 1e20 16-20/x3 Has a 1e4 "splash" damage in target's group.
Rifle, sniper (Barrett Light .50) 12600 L (H) 1/1 4e6 18-20/x6 On tripod (size H) has a built-in ++1 to hit.
Flamethrower 1900 L 1/1 3d6 [group] none Hits a group. Targets can save for half damage.
Laser pistol 67000 S 4/1 2m8 17-20/x5 Range is 2700' (1/2 of a mile)
Laser rifle 295000 M 4/1 3m6 17-20/x6 Range is 4000' (3/4 of a mile)
Mine, shrapnel 180 (each) M 1V act 6e6 [group] none Treat as a x1 Technological Trap (-200%)
Rocket Launcher (M72A3 LAW) 490 (each) L 1/1 10d6 [group] none Cost is per shot. Hits a group.
Taser 570 S 1/1 1d4+stun none PPD save for stunned for 1d20 s
Weapon, Psi8 TechL*400 (varies) (varies) (varies) (varies) See [Q8]. TechL is limited to your LVL*2.

[PC16] Technology Group Classes


Giant Robot8

Level KXP Psi8   GRobot Vill
mMG SU 123 45 [1]
1 0 1-- -- 1-- -- [-]
2 8 2-- -- 2-- -- [-]
3 16 3-- -- 3-- -- [-]
4 32 41- -- 31- -- [-]
5 64 51- -- 32- -- [-]
6 128 62- -- 42- -- [-]
7 256 72- -- 421 -- [-]
8 512 831 -- 431 -- [-]
9 1024 931 -- 432 -- [-]
10 1536 A41 -- 432 1- [-]
11 2048 B42 -- 542 1- [-]
12 2560 C52 -- 543 2- [-]
13 3072 D52 -- 543 21 [-]
14 3584 E63 -- 543 22 [-]
15 4096 F63 -- 543 32 [-]
16 4608 G73 1- 543 33 [-]
17 5120 H74 1- 544 33 [-]
18 5632 I84 1- 544 43 [-]
19 6144 J84 1- 544 44 [-]
20 6656 K95 2- 554 44 [-]
21 7168 L95 2- 555 44 [-]
22 7680 MA5 2- 555 54 [-]
23 8192 NA6 2- 555 55 [-]
24 8704 OB6 3- 655 55 [-]
25 9216 PB6 3- 665 55 [-]
26 9728 QC7 3- 666 55 [-]
27 10240 RC7 3- 666 65 [1]
28 10752 SD7 4- 666 66 [1]
29 11264 TD8 4- 766 66 [2]
30 11776 UE8 4- 776 66 [2]
31 12288 VE8 4- 777 66 [3]
32 12800 WF9 51 777 76 [3]
33 13312 XF9 51 777 77 [4]
34 13824 YG9 51 877 77 [4]
35 14336 ZGA 51 887 77 [5]
36 14848 [GA 51 888 77 [5]
TH Saves
PD RS PP BW Sp Fo Re Wi
+1  1  1  1  1  1  1  1  1
+2  2  2  2  2  2  2  2  2
+3  3  3  3  3  3  3  3  3
+4  4  4  4  4  4  4  4  4
+5  5  5  5  5  5  5  5  5
+6  6  6  6  6  6  6  6  6
+7  7  7  7  7  7  7  7  7
+8  8  8  8  8  8  8  8  8
+9  9  9  9  9  9  9  9  9
+10 10 10 10 10 10 10 10 10
+11 11 11 11 11 11 11 11 11
+12 12 12 12 12 12 12 12 12
+13 13 13 13 13 13 13 13 13
+14 14 14 14 14 14 14 14 14
+15 15 15 15 15 15 15 15 15
+16 16 16 16 16 16 16 16 16
+17 17 17 17 17 17 17 17 17
+18 18 18 18 18 18 18 18 18
Requisites: Str 19, Con 17
Alignment: any
HD/level: 4d8 (no Con bonus)
Weapon Prof.: 8+level/2
To Hit Table: Mon
Save Table: 2xMon
Reference: MTG {Reduced Villain}
Groups: Monster, Concordant (x1), Technology
 
Does not get any Con bonus at all on it's Hit Dice, and Con bonuses cannot be bought for this class in any way.
See [Q8] for Psi8 rules and powers.
Can manipulate an object with TechF equal to your level or less.
Level 1: +1 Technological proficiency slot per level (see [P8.8]).
Level 1: +1 size.
Level 9: +1 size.
Level 18: +1 size.
Level 27: +1 size.
Level 36: +1 size.
 
Special Note on Giant Robot8 spells: Unlike Henchman spells (and most other Concordant spells), Giant Robot8 spells may be taken more than once. (Resist Elements twice would give you Double Resist Elements, MPIRR 5*LVL% twice would give you MPIRR 7.5*LVL% because of the MR calculation, etc.)

[PC16] Technology Group Classes


Giant Robot8 Spells

Level # Spell
1 1 1P, LVL/d: Create (LVL+1)/2 MINIATURE GIANT ROBOTS, which are DL=(LVL+1)/2 Golems (treat as a summon)
1 2 MPIRR 5*LVL%
1 3 +10% XP in Giant Robot8, if this is your only class (if you are single classed and getting x2 XP, you'll get x2.1 XP now)
1 4 Resist all Elements
1 5 Resist Hold/Stun/Para. (you become -5 / -25% on all actions if "half" stunned/held/paralyzed)
1 6 Resist Action/Memory/Ability Stealing
2 1 ER 5*LVL%
2 2 1M, 1/t: Cureall one Robot or Golem target (can use on yourself).
2 3 Pick a psionic power you have. It has double effect. [Pick a different power each time you pick this]
2 4 All your innate abilities can be used twice as many times per unit time (e.g. 3/d becomes 6/d).
2 5 +1 minor in a psionic progression you have.
2 6 +1 limb (in a new set of limbs) [if this is taken more than once they are all in the same set]
3 1 1M: Hypnotize a group (Will save)
3 2 0, 1/t: Reroll a die roll
3 3 1F, 1/d: Reset one Golem or Robot target (can use on yourself).
3 4 Resist all Eelements and Unusual Materials
3 5 +LVL C Actions
3 6 You get +1 segment per round (starting at segment 11).
4 1 Your summons can't be targetted.
4 2 1M: But wait, the other Robot or Golem over there FORGOT ONE SMALL THING and he is Crapped and Slain. (save for each)
4 3 You can convert 1M -> 1QM only for psionic powers.
4 4 +1 Bug action. (1QQS or 1OppS only for technological effects)
4 5 1F: Choose one creature. He is Stopped, and cannot use any 0 or V actions on his next segment.
4 6 1F, 1/t: Target loses 1 to his multiplier for 1 round (no save, TechR)
5 1 You have a MOST ANNOYING CONSULTANT: 0, 1/t: Fork one of your actions.
5 2 You see the ERROR OF YOUR WAYS, drop Giant Robot8 class (and can never return), gain Brass Gnat with x1.5 your Giant Robot8 XP.
5 3 1F: Remove Charm, Domination, Ego Domination, Control Actions, or Magic Jar on one target.
5 4 AllR 5*LVL%
5 5 0, 1/d: Gain an Immunity to something for the rest of the day (must be a narrow effect like a spell/psi power name)
5 6 You have and may use 2Z actions per half-segment.
Villain 1 (11) 1 1/d: Create a GIANT ROBOT (a DL 10 Golem, you may make requests but exact statistics are determined by the DM).
Villain 1 (11) 2 1/r: You MYSTERIOUSLY ESCAPE (even past all barriers) from enemies, one of the enemies must be a Hero.
Villain 1 (11) 3 You have an ANNOYING HENCHMAN of half your Villain Level who always ESCAPES and causes trouble for the enemy.
Villain 1 (11) 4 You adjust all irreducible BlahR by -5*level% and all reducible BlahR to 0%.
Villain 1 (11) 5 +10% XP in all your non-Concordant classes.
Villain 1 (11) 6 You ignore other people's Immunity to Inner Elements (unless it comes from a x3 or greater source)
Villain 1 (11) 7 You ignore other people's Immunity to Hold/Stun/Para (unless it comes from a x3 or greater source)
Villain 1 (11) 8 You ignore other people's Immunity to Action/Memory/Other Stealing (unless it comes from a x3 or greater source)
Villain 1 (11) 9 0, 1/s: Choose one creature. He cannot use any V actions on his next segment.
Villain 1 (11) 10 The "Avoid Fate" ability cannot be used by any other creature (friendly or not) within 100 yards of you.
Villain 1 (11) 11 NF, may borrow: Counter a level N Concordant ability.
Villain 1 (11) 12 xVL number of henchmen, followers, summons, familiars

[PC16] Technology Group Classes


Golem16

Level KXP Psi16
mMG S
1 0 1-- -
2 4 2-- -
3 8 3-- -
4 16 4-- -
5 32 5-- -
6 64 6-- -
7 128 7-- -
8 256 8-- -
9 512 81- -
10 900 82- -
11 1300 83- -
12 1700 84- -
13 2100 85- -
14 2500 86- -
15 2900 87- -
16 3300 88- -
17 3700 98- -
18 4100 981 -
19 4500 982 -
20 4900 983 -
21 5300 984 -
22 5700 985 -
23 6100 986 -
24 6500 987 -
25 6900 988 -
26 7300 998 -
27 7700 998 1
28 8100 998 2
29 8500 998 3
30 8900 998 4
31 9300 998 5
32 9700 998 6
33 10100 998 7
34 10500 998 8
35 10900 999 8
36 11300 999 9
TH Saves
PD RS PP BW Sp Fo Re Wi
+1  1  1  1  1  1  1  1  1
+2  2  2  2  2  2  2  2  2
+3  3  3  3  3  3  3  3  3
+4  4  4  4  4  4  4  4  4
+5  5  5  5  5  5  5  5  5
+6  6  6  6  6  6  6  6  6
+7  7  7  7  7  7  7  7  7
+8  8  8  8  8  8  8  8  8
+9  9  9  9  9  9  9  9  9
+10 10 10 10 10 10 10 10 10
+11 11 11 11 11 11 11 11 11
+12 12 12 12 12 12 12 12 12
+13 13 13 13 13 13 13 13 13
+14 14 14 14 14 14 14 14 14
+15 15 15 15 15 15 15 15 15
+16 16 16 16 16 16 16 16 16
+17 17 17 17 17 17 17 17 17
+18 18 18 18 18 18 18 18 18
Requisites: Str 16, Con 19
Alignment: any
HD/level: & d10
Weapon Prof.: & 0+level
To Hit Table: Mon
Save Table: 2xMon
Reference: DM
Groups: Monster, Technology
 
See [Q16] for Psi16 rules and powers.
Can manipulate an object with TechF equal to your level or less.
Level 1: +1 Technological proficiency slot per level (see [P8.8]).
Level 1: Immune Poison
Level 1: Immune Hold, Charm, Fear
Level 1: You may choose to be Class VI/Esper-blind if you like. This does not cover Psi8, Psi16, and X24, but it covers all other frequencies.

[PC16] Technology Group Classes


Internet Troll8

Level KXP Psi8
mMG SU
1 8.8 1-- --
2 17.8 2-- --
3 35.6 3-- --
4 71.2 41- --
5 107.2 51- --
6 249.6 62- --
7 534.4 72- --
8 840.8 831 --
9 1153.6 931 --
10 1473 A41 --
11 1783 B42 --
12 2094 C52 --
13 2406 D52 --
14 2719 E63 --
15 3033 F63 --
16 3348 G73 1-
17 3664 H74 1-
18 3981 I84 1-
19 4299 J84 1-
20 4618 K95 2-
21 4938 L95 2-
22 5259 MA5 2-
23 5581 NA6 2-
24 5904 OB6 3-
25 6228 PB6 3-
26 6553 QC7 3-
27 6879 RC7 3-
28 7206 SD7 4-
29 7534 TD8 4-
30 7863 UE8 4-
31 8193 VE8 4-
32 8524 WF9 51
33 8856 XF9 51
34 9189 YG9 51
35 9523 ZGA 51
36 9858 [GA 51
TH Saves
PD RS PP BW Sp Fo Re Wi
+3 (total = 27, max = 9)
+4 (total = 30, max = 10)
+5 (total = 33, max = 11)
+6 (total = 36, max = 12)
+7 (total = 39, max = 13)
+8 (total = 42, max = 14)
+9 (total = 45, max = 15)
+10 (total = 48, max = 16)
+11 (total = 51, max = 17)
+12 (total = 54, max = 18)
+13 (total = 57, max = 19)
+14 (total = 60, max = 20)
+15 (total = 63, max = 21)
+16 (total = 66, max = 22)
+17 (total = 69, max = 23)
+18 (total = 72, max = 24)
+19 (total = 75, max = 25)
+20 (total = 78, max = 26)
Requisites: Str 16, Con 18, Int 16
Alignment: L any (or) any N (or) any E
HD/level: & ++2d6
Weapon Prof.: & 4+level/4
To Hit Table: War +3 levels
Save Table: Cust
Reference: DM {Variant Troll / Internetizer}
Groups: Monster, Technology,
Random, Internet
 
See [Q8] for Psi8 rules and powers.
Can manipulate an object with TechF equal to your level or less.
Each Level: The DM rolls a random class from the internet (he has a big directory of files). You get the some (or all) of the abilities of that class; you will at least get the effect of a "line of text" and the "level:" of your level; you will probably get more. You do not need to meet the requirements of the class.
See the following pages for the list of internet classes. This list will be expanded if necessary.
Level 1: Exceptional Str bonus; i.e. bonus is (Str-12).
Level 1: +2 Con per level. This bonus cannot be used to qualify for the Troll0 class itself, and you can't 2 for 1 trade it away.
Level 1: Barbarian Con bonus; i.e. bonus is (Con-14)*2.
Level 1: Regeneration rate is (Con-12) per segment, troll-like.
Level 1: +1 Technological proficiency slot per level (see [P8.8]).
Level 4: 1M, (LVL-3)/d: Taunt a group (Will save)
Level 9: Extra Barbarian Con bonus; i.e. bonus is (Con-16)*5/2, round down.
Level 14: +4 HNCL (this can't be picked)
Level 18: Super Barbarian Con bonus; i.e. bonus is (Con-18)*3.

[PC16] Technology Group Classes


Invigorator (Alljevunator)

Level KXP Invig  U/B A/E
357 9  [1] [1]
1 0 1-- -  [-] [-]
2 6 2-- -  [-] [-]
3 12 3-- -  [-] [-]
4 24 4-- -  [-] [-]
5 48 41- -  [-] [-]
6 96 42- -  [-] [-]
7 192 43- -  [-] [-]
8 384 44- -  [-] [-]
9 768 441 -  [-] [-]
10 1200 442 -  [-] [-]
11 1800 443 -  [-] [-]
12 2400 444 -  [-] [-]
13 3000 444 1  [-] [-]
14 3600 444 2  [-] [-]
15 4200 444 3  [-] [-]
16 4800 444 4  [-] [-]
17 5400 544 4  [-] [-]
18 6000 554 4  [-] [-]
19 6600 555 4  [-] [-]
20 7200 555 5  [-] [-]
21 7800 655 5  [-] [-]
22 8400 665 5  [1] [-]
23 9000 666 5  [1] [-]
24 9600 666 5  [2] [-]
25 10200 666 6  [2] [-]
26 10800 766 6  [3] [-]
27 11400 776 6  [3] [1]
28 12000 777 6  [4] [1]
29 12600 777 7  [4] [1]
30 13200 877 7  [5] [2]
31 13800 887 7  [5] [2]
32 14400 888 7  [6] [2]
33 15000 888 8  [6] [3]
34 15600 988 8  [7] [3]
35 16200 998 8  [7] [3]
36 16800 999 8  [8] [4]
TH Saves
PD RS PP BW Sp Fo Re Wi
+0 10 (all) [++1]
+1 20 (all) [++2]
+2 30 (all) [++3]
+3 40 (all) [++4]
+4 50 (all) [++5]
+5 60 (all) [++6]
+6 70 (all) [++7]
+7 80 (all) [++8]
+8 90 (all) [++9]
+9 100 (all) [++10]
+10 110 (all) [++11]
+11 120 (all) [++12]
+12 130 (all) [++13]
+13 140 (all) [++14]
+14 150 (all) [++15]
+15 160 (all) [++16]
+16 170 (all) [++17]
+17 180 (all) [++18]
Requisites: Str 23, Con 28, Int 23, Chr 46,
  Class Slots 3
Alignment: any
HD/level: 2d20
Weapon Prof.: 0+level
To Hit Table: War
Save Table: 10*level [++level]
Reference: DM
Groups: Concordant (x1), Technology, Mirror
 
Gets Super Barbarian Con, Wis, and Chr bonus, which is +(stat-18)*3.
This class is dedicated to the ending of life at all costs, using all technological and magical methods possible.
This is the reduced form of four different x2 Concordant classes: Unbreakable, Breaker, Afterliver, and Ender. The idea here is by the time a character has reached 36th level in Invigorator, he will know which path he will take.
The saves are 10*LVL in all categories. You also get ++LVL on the natural die roll for saves, meaning even at level 1 you cannot auto-miss a save (you auto-make on 19-20).
Enemies get --LVL on the natural die roll for saves against your effects, which means they cannot auto-make against your saves, even when you're level 1 (unless they have a ++ to saves).
Level 1 ¶: May convert 1V -> 1uncV, 1P -> 1uncP, 1M -> 1uncM, and 1F -> 1uncF. The "unc" prefix is for "Unconscious actions"; these actions can be used even if you're unconscious, stunned, unaware, paralyzed, etc. (but not dead, annihilated, incursed, truename erased, or worse such as pixelated or loop incursed). You may use 1 Unconscious action as your action for the segment, instead of your normal 1S for the segment. You may use Unconscious actions while conscious.
Level 9 ¶: May convert 1V -> 1deadV, 1P -> 1deadP, 1M -> 1deadM, and 1F -> 1deadF. The "dead" prefix is for "Dead actions"; these actions can be used even if you're dead, incursed, etc., pretty much any state except for pixelated. You may use 1 Dead action as your action for the segment, instead of your normal 1S for the segment. Note these are not D actions and use different rules. If you somehow generate a D action, you may convert 1D -> 1deadS if you like. You may use Dead actions while conscious or not dead.
Level 19 ¶: Note that at this level you auto-make all saves, due to your save bonus (a natural 1-20 becomes a 20).
Level 22 Note: Your "CCL" is your CL-23 for Unbreakable/Breaker and CL-29 for Afterliver/Ender. At level 22 you get 1 power to choose from between the Unbreakable or Ender lists. You do not get 1 in both. When you get a second power (at level 24), it does not need to be from the same class.
 
DM Note: The Troll-like regeneration powers may all be run at the same time; the higher level versions are not "upgrades".

[PC16] Technology Group Classes


Invigorator Spells (SL=3)

SL Class # Spell
3 Dejuvenator 1 1V: Harm (1 target, PPD save)
3 Dejuvenator 2 1V: Charm or Domination (1 target, Will save)
3 Dejuvenator 3 1P: Paralysis, Stun, or Hold (1 target, PPD save)
3 Dejuvenator 4 1M: Stop, Slow, or Web (1 target, no save)
3 Dejuvenator 5 1M: Target's next Clone will not trigger upon his death (no save)
3 Dejuvenator 6 1M: Troll-like degeneration 10*CL hp /s (1 target, no save)
3 Martyr 7 1V: Death's Door Other (they go to 0 current hp)
3 Martyr 8 1V: Remove Charm/Domination on Other.
3 Martyr 9 1P: Remove Paralysis, Stun, or Held on Other.
3 Martyr 10 1M: Remove an effect that's stopping someone else from using actions, like Stop, Slow, Web, etc. Lockdown, Time Stop, and Temporal Stasis can be done, but they require 10 uses of this power.
3 Martyr 11 1M: Clone Other (as spell, must be willing). You may have CL Clones in storage at a time.
3 Martyr 12 1N, 1/s: Troll-like regenerate Other 10*CL% of their max hp (note this might not get them up immediately even at level 10)
3 Rejuvenator 13 1uncV: Death's Door Self (you go to 0 current hp)
3 Rejuvenator 14 1uncV, can use while Charmed/Dominated: Remove Charm/Domination on self, you can still act on the opposing segment (presumably to do something nasty to the person that charmed you.)
3 Rejuvenator 15 1uncP: Remove Paralysis, Stun, or Held on Self.
3 Rejuvenator 16 1uncM: Remove an effect that's stopping you from using actions, like Stop, Slow, Web, etc. Lockdown, Time Stop, and Temporal Stasis can be done, but they require 10 uses of this power.
3 Rejuvenator 17 1M: Clone (as spell). You may have CL Clones in storage at a time.
3 Rejuvenator 18 Troll-like regeneration 10*CL% of max hp /s (note this might not get you up immediately even at level 10)
3 Self-Destructor 19 1S (1M or 1P): Random effect on your group (roll 1d4 for each target): 1=Harm (no save), 2=Stun (PPD save), 3=Stop (Reflex save), 4=Random dispel 1 effect (no save)
3 Invigorator 20 +1S action only for Dejuvenator/Martyr/Rejuvenator/Self-Destructor/Invigorator effects

[PC16] Technology Group Classes


Invigorator Spells (SL=5)

SL Class # Spell
5 Dejuvenator 1 1P: Place a (non-major) [C] section effect (1 target, RSW save)
5 Dejuvenator 2 1M: Harm (1 target, no save)
5 Dejuvenator 3 Lockdown D Actions in the room continuous (does not affect "dead" Actions).
5 Dejuvenator 4 Enemy's mounts (if they have one) are considered part of them, so an effect targetting the enemy hits the mount too.
5 Dejuvenator 5 1M: Troll-like degeneration 20*CL hp /s, it is Vile dmg and Permanent hp of dmg. (1 target, no save)
5 Dejuvenator 6 1M: Super Slow: Target loses next LVL A Actions (no save)
5 Martyr 7 1P: Remove a (non-major) [C] section effect on someone else. This may be repeated to build up to a major [C] section effect.
5 Martyr 8 1M: Heal Other.
5 Martyr 9 +1D Actions in the room continuous (does not affect "dead" Actions).
5 Martyr 10 Your mount (if you have one) gets affected by every Martyr spell you do on someone else, unless you don't want it to.
5 Martyr 11 1N, 1/s: Troll-like regenerate Other 20*CL% of their max hp, this can also cure Vile dmg and Permanent hp of dmg.
5 Martyr 12 Borrowed Haste: +LVL bA Actions; does not count as your Haste; You may use Borrowed actions for any Martyr effect on this list.
5 Rejuvenator 13 1uncP: Remove a (non-major) [C] section effect from yourself. This may be repeated to build up to a major [C] section effect.
5 Rejuvenator 14 1uncM: Heal Self.
5 Rejuvenator 15 Lockdown D Actions in the room continuous (does not affect "dead" Actions).
5 Rejuvenator 16 Your mount (if you have one) is considered "Self" for you, so if you Heal yourself, your mount gets Healed too.
5 Rejuvenator 17 Troll-like regeneration 20*CL% of max hp /s, this can also cure Vile dmg and Permanent hp of dmg.
5 Rejuvenator 18 Unconscious Haste: +LVL uncA Actions; does not count as your Haste
5 Self-Destructor 19 1S (1M or 1P): Random effect on your group (roll 1d4 for each target): 1=Harm (no save), 2=Random [C] effect (RSW save), 3=Lose next CL A actions (no save), 4=Dispel all effects (no save)
5 Invigorator 20 "Unmemorize" all Invigorator spells you currently are channeling (so your spells are "open slots" again), lose 1 spell per SL (this is cumulative each time you do this today)

[PC16] Technology Group Classes


Invigorator Spells (SL=7)

SL Class # Spell
7 Dejuvenator 1 1V: Choose a target. Everyone else in his group can do one parting shot on him (he's not actually leaving the group though).
7 Dejuvenator 2 1F: Turn Undead with CL=LVL*2.
7 Dejuvenator 3 1P: Causeall (1 target, no save)
7 Dejuvenator 4 1M: Destruction (1 target, no save)
7 Dejuvenator 5 Can "material component" Dejuvenator powers (spend +1V) to allow you to affect two targets with a power.
7 Dejuvenator 6 1M: Troll-like degeneration 30*CL hp /s, plus CL ability score dmg to each stat /s. (1 target, no save)
7 Martyr 7 1V: Target does a normal movement at half their movement rate, if they want to. Parting shots do apply.
7 Martyr 8 1F: Animate Other as an Undead. Pick an Undead Racial Adjective (it's free). Only 1 adjective at a time. Target must be willing.
7 Martyr 9 1P: Cureall Other.
7 Martyr 10 1M: Resurrect Other.
7 Martyr 11 Can "material component" Martyr powers (spend +1V; you must be conscious) to allow you to affect another target with a power. You can affect yourself as the second target with this.
7 Martyr 12 1N, 1/s: Troll-like regenerate Other 30*CL% of their max hp, this can also cure ability score dmg (at 10 hp each).
7 Rejuvenator 13 1deadV: Do a normal movement at half your movement rate. Be warned, parting shots treat your body as an object (using Item Saving Throws) if you're dead while moving away.
7 Rejuvenator 14 1deadF: Animate Self as an Undead. Pick an Undead Racial Adjective (it's free). Only 1 adjective at a time.
7 Rejuvenator 15 1deadP: Cureall Self.
7 Rejuvenator 16 1deadM: Resurrect Self.
7 Rejuvenator 17 Can "material component" Rejuvenator powers (spend +1V; you must be conscious) to allow you to affect another person with a power.
7 Rejuvenator 18 Troll-like regeneration 30*CL% of max hp /s, this can also cure ability score dmg (at 10 hp each).
7 Self-Destructor 19 1S (1M or 1P): Random effect on your group (roll 1d4 for each target): 1=Causeall (no save), 2=Destruction (no save), 3=Lose next CL segments (no save), 4=Dispel all effects including racial and class picks (no save)
7 Invigorator 20 You can benefit from LVL-7 Artificial Resets per Natural Reset, instead of just 1.

[PC16] Technology Group Classes


Invigorator Spells (SL=9)

SL Class # Spell
9 Dejuvenator 1 1V or 1D: Move a nasty flag on yourself (such as Capital S Slain) to someone else in your group.
9 Dejuvenator 2 1X: Lockdown unconscious actions (see Rejuvenator), even if they cannot normally be locked down.
9 Dejuvenator 3 1M: True Destruction (1 target, no save)
9 Dejuvenator 4 1M, 1/d: Capital I Insist something. You can pick this more than once to use it more than once per day.
9 Dejuvenator 5 Have the DM copy your PC's status on the chalkboard to somewhere else as a backup. 1N, 1/reset: Switch your current status with your backup. This cannot be taken more than once.
9 Dejuvenator 6 1M: Troll-like degeneration 40*CL hp /s, plus CL negative levels /s. (1 target, no save)
9 Martyr 7 1F: Move a nasty flag on someone else (such as Capital S Slain) to someone else in their group.
9 Martyr 8 You can convert 1X -> 1bX actions. 2F or 1bX: Target can use a normal 1P action this segment, even though they're unconscious or dead.
9 Martyr 9 1M: True Resurrect Other.
9 Martyr 10 1M, 1/d: Capital I Insist something. You can pick this more than once to use it more than once per day.
9 Martyr 11 Have the DM copy another PC's status on the chalkboard to somewhere else as a backup. 1N, 1/reset: Switch their current status with the backup. This cannot be taken more than once. The PC must be willing.
9 Martyr 12 1N, 1/s: Troll-like regenerate Other 40*CL% of max hp, this can also cure negative levels (at 100 hp each).
9 Rejuvenator 13 1deadF: Move a nasty flag on yourself (such as Capital S Slain) to someone else in your group. Note if you have power #7.1, you can creep up to someone to deliver the flag first.
9 Rejuvenator 14 You can convert 1X -> 1uncX actions. 2deadF or 1uncX: You can use a normal 1P action this segment, even though you're unconscious or dead.
9 Rejuvenator 15 1deadM: True Resurrect Self.
9 Rejuvenator 16 1M, 1/d: Capital O Object to something. You can pick this more than once to use it more than once per day.
9 Rejuvenator 17 Have the DM copy your PC's status on the chalkboard to somewhere else as a backup. 1N, 1/reset: Switch your current status with your backup. This cannot be taken more than once.
9 Rejuvenator 18 Troll-like regeneration 40*CL% of max hp /s, this can also cure negative levels (at 100 hp each).
9 Self-Destructor 19 1S (1M or 1P): Random effect on your group (roll 1d4 for each target): 1=Loop Incursion (no save), 2=Beast of Xvim CL/3 times (no save), 3=CL random [C] section effects (no save), 4=As You Are CL times (no save)
9 Invigorator 20 You may use dead/unc actions with any Dejuvenator/Martyr/Rejuvenator/Self-Destructor/Invigorator effects (if it's listed as "1M:", you can use "1deadM:" or "1uncM:" instead).

[PC16] Technology Group Classes


Invigorator Spells (SL=11, CSL=1)

SL Class # Spell
11 (CSL 1) Unbreakable 1 +CCL PSaves (using the [X] section saving throw rules)
11 (CSL 1) Unbreakable 2 +(CCL+1)/3 ihp
11 (CSL 1) Unbreakable 3 +(CCL+1)/3 iAC
11 (CSL 1) Unbreakable 4 Immune to CCL [C] section effects, even major ones are only 1 pick each
11 (CSL 1) Unbreakable 5 All of your items are Indestructible.
11 (CSL 1) Unbreakable 6 You are immune to all area effects. However, this power is incompatible with any "You can't be targetted" effects you have running (they shut off).
11 (CSL 1) Breaker 7 1V: Target gets -CCL PSaves (using the [X] section saving throw rules)
11 (CSL 1) Breaker 8 1V: Target takes (CCL+1)/3 idmg
11 (CSL 1) Breaker 9 1V: Target loses (CCL+1)/3 iAC
11 (CSL 1) Breaker 10 1V: Target is Severe Allergy to CCL [C] section effects, even major ones are only 1 pick each (will counter an Immunity)
11 (CSL 1) Breaker 11 You may destroy Indestructible items as if they weren't Indestructible.
11 (CSL 1) Breaker 12 You can target people who can't be targetted. You can target the floor of people whose floor cannot be targetted.
11 (CSL 1) Afterliver 1 +CCL MSaves (using the [X] section saving throw rules)
11 (CSL 1) Afterliver 2 1N, 1/s: Pick any ÷18 or less race, or a DL IX or less creature you know of. You Shapechange into it. Your stats don't change, but you can use racial/innate abilities from it.
11 (CSL 1) Afterliver 3 You can assume the form of any known dead/incursed/pixelated person or creature (this is like the First Evil's ability). You don't have the person's abilities, but you do have their memories.
11 (CSL 1) Afterliver 4 You can convert 1X -> 1deadX actions. 1deadX: Capital F Fix Self.
11 (CSL 1) Afterliver 5 You get and can use 2D Actions per death per segment. You are limited to CCL+1 D Actions you can use per reset (instead of 1).
11 (CSL 1) Afterliver 6 Rotating Truename. Rotating Home Plane. Rotating Quantum Signature. Your Silver Cord rotates color, and can't be targetted or attacked.
11 (CSL 1) Ender 7 1V: Target gets -CCL MSaves (using the [X] section saving throw rules)
11 (CSL 1) Ender 8 1N, 1/s: Force Shapechange, Dispel Illusion, and Dust of Appearance (no resistance)
11 (CSL 1) Ender 9 You can assume the form of any known dead/incursed/pixelated person or creature (this is like the First Evil's ability). You don't have the person's abilities, but you do have their memories.
11 (CSL 1) Ender 10 1X: Capital B Break (1 target, XR to resist)
11 (CSL 1) Ender 11 You get and can use 2D Actions per death per segment. You are limited to CCL+1 D Actions you can use per reset (instead of 1).
11 (CSL 1) Ender 12 1M: Erase Truename, Change Home Plane to this plane, Erase Quantum Signature, Sever Silver Cord (all of these on 1 target, XR to resist)

[PC16] Technology Group Classes


Martyr (Rejuvenate-Other)

Level KXP Martyr Unb Aft
357 9  [1] [1]
1 0 1-- -  [-] [-]
2 3 2-- -  [-] [-]
3 6 3-- -  [-] [-]
4 12 4-- -  [-] [-]
5 24 41- -  [-] [-]
6 48 42- -  [-] [-]
7 96 43- -  [-] [-]
8 192 44- -  [-] [-]
9 330 441 -  [-] [-]
10 600 442 -  [-] [-]
11 900 443 -  [-] [-]
12 1200 444 -  [-] [-]
13 1500 444 1  [-] [-]
14 1800 444 2  [-] [-]
15 2100 444 3  [-] [-]
16 2400 444 4  [-] [-]
17 2700 544 4  [-] [-]
18 3000 554 4  [-] [-]
19 3300 555 4  [-] [-]
20 3600 555 5  [-] [-]
21 3900 655 5  [-] [-]
22 4200 665 5  [-] [-]
23 4500 666 5  [-] [-]
24 4800 666 5  [1] [-]
25 5100 666 6  [1] [-]
26 5400 666 6  [2] [-]
27 5700 766 6  [2] [-]
28 6000 766 6  [3] [-]
29 6300 776 6  [3] [-]
30 6600 776 6  [3] [1]
31 6900 776 6  [4] [1]
32 7200 777 6  [4] [1]
33 7500 777 6  [4] [2]
34 7800 777 6  [5] [2]
35 8100 777 7  [5] [2]
36 8400 777 7  [5] [3]
TH Saves
PD RS PP BW Sp Fo Re Wi
+0 5 (all) [++0]
+1 10 (all) [++1]
+2 15 (all) [++1]
+3 20 (all) [++2]
+4 25 (all) [++2]
+5 30 (all) [++3]
+6 35 (all) [++3]
+7 40 (all) [++4]
+8 45 (all) [++4]
+9 50 (all) [++5]
+10 55 (all) [++5]
+11 60 (all) [++6]
+12 65 (all) [++6]
+13 70 (all) [++7]
+14 75 (all) [++7]
+15 80 (all) [++8]
+16 85 (all) [++8]
+17 90 (all) [++9]
Requisites: Wis 23, Chr 28, Class Slots 2
Alignment: any
HD/level: d20
Weapon Prof.: 0+level
To Hit Table: War
Save Table: 5*level [++level/2]
Reference: DM { Alternate Rejuvenator }
Groups: Priest, Concordant (x1), Technology
 
Gets Super Barbarian Wis bonus, which is +(Wis-18)*3.
This class is dedicated to the continuation of other people's lives at all costs, using all technological and magical methods possible.
This is the reduced form of two different x2 Concordant classes: Unbreakable (brick-style with lots of immunities) and Afterliver (constantly being reborn into new forms). The idea here is by the time a character has reached 36th level in Rejuvenator, they will know which path they will take.
The saves are 5*LVL in all categories. You also get ++LVL/2 on the natural die roll for saves, meaning even at level 1 you cannot auto-miss a save (you auto-make on 19-20).
Level 24 Note: Your "CCL" is your CL-23 for Unbreakable and CL-29 for Afterliver.
Level 38 ¶: Note that at this level you auto-make all saves, due to your save bonus (a natural 1-20 becomes a 20).
 
DM Note: The Troll-like regeneration powers may all be run at the same time; the higher level versions are not "upgrades".

[PC16] Technology Group Classes


Martyr Spells

Level # Spell
3 1 1V: Death's Door Other (they go to 0 current hp)
3 2 1V: Remove Charm/Domination on Other.
3 3 1P: Remove Paralysis, Stun, or Held on Other.
3 4 1M: Remove an effect that's stopping someone else from using actions, like Stop, Slow, Web, etc. Lockdown, Time Stop, and Temporal Stasis can be done, but they require 10 uses of this power.
3 5 1M: Clone Other (as spell, must be willing). You may have CL Clones in storage at a time.
3 6 1N, 1/s: Troll-like regenerate Other 10*CL% of their max hp (note this might not get them up immediately even at level 10)
5 1 1P: Remove a (non-major) [C] section effect on someone else. This may be repeated to build up to a major [C] section effect.
5 2 1M: Heal Other.
5 3 +1D Actions in the room continuous (does not affect "dead" Actions).
5 4 Your mount (if you have one) gets affected by every Martyr spell you do on someone else, unless you don't want it to.
5 5 1N, 1/s: Troll-like regenerate Other 20*CL% of their max hp, this can also cure Vile dmg and Permanent hp of dmg.
5 6 Borrowed Haste: +LVL bA Actions; does not count as your Haste; You may use Borrowed actions for any Martyr effect on this list.
7 1 1V: Target does a normal movement at half their movement rate, if they want to. Parting shots do apply.
7 2 1F: Animate Other as an Undead. Pick an Undead Racial Adjective (it's free). Only 1 adjective at a time. Target must be willing.
7 3 1P: Cureall Other.
7 4 1M: Resurrect Other.
7 5 Can "material component" Martyr powers (spend +1V; you must be conscious) to allow you to affect another target with a power. You can affect yourself as the second target with this.
7 6 1N, 1/s: Troll-like regenerate Other 30*CL% of their max hp, this can also cure ability score dmg (at 10 hp each).
9 1 1F: Move a nasty flag on someone else (such as Capital S Slain) to someone else in their group.
9 2 You can convert 1X -> 1bX actions. 2F or 1bX: Target can use a normal 1P action this segment, even though they're unconscious or dead.
9 3 1M: True Resurrect Other.
9 4 1M, 1/d: Capital I Insist something. You can pick this more than once to use it more than once per day.
9 5 Have the DM copy another PC's status on the chalkboard to somewhere else as a backup. 1N, 1/reset: Switch their current status with the backup. This cannot be taken more than once. The PC must be willing.
9 6 1N, 1/s: Troll-like regenerate Other 40*CL% of max hp, this can also cure negative levels (at 100 hp each).
Unbreakable 1 (11) 1 +CCL PSaves (using the [X] section saving throw rules)
Unbreakable 1 (11) 2 +(CCL+1)/3 ihp
Unbreakable 1 (11) 3 +(CCL+1)/3 iAC
Unbreakable 1 (11) 4 Immune to CCL [C] section effects, even major ones are only 1 pick each
Unbreakable 1 (11) 5 All of your items are Indestructible.
Unbreakable 1 (11) 6 You are immune to all area effects. However, this power is incompatible with any "You can't be targetted" effects you have running (they shut off).
Afterliver 1 (11) 1 +CCL MSaves (using the [X] section saving throw rules)
Afterliver 1 (11) 2 1N, 1/s: Pick any ÷18 or less race, or a DL IX or less creature you know of. You Shapechange into it. Your stats don't change, but you can use racial/innate abilities from it.
Afterliver 1 (11) 3 You can assume the form of any known dead/incursed/pixelated person or creature (this is like the First Evil's ability). You don't have the person's abilities, but you do have their memories.
Afterliver 1 (11) 4 You can convert 1X -> 1deadX actions. 1deadX: Capital F Fix Self.
Afterliver 1 (11) 5 You get and can use 2D Actions per death per segment. You are limited to CCL+1 D Actions you can use per reset (instead of 1).
Afterliver 1 (11) 6 Rotating Truename. Rotating Home Plane. Rotating Quantum Signature. Your Silver Cord rotates color, and can't be targetted or attacked.

[PC16] Technology Group Classes


Musketeer/Cannoneer

Level KXP
Spells
1 0 (none)
2 1.8 (none)
3 3.6 (none)
4 7.2 (none)
5 14.4 (none)
6 28.8 (none)
7 57.6 (none)
8 112.5 (none)
9 225 (none)
10 450 (none)
11 675 (none)
12 900 (none)
13 1125 (none)
14 1350 (none)
15 1575 (none)
16 1800 (none)
17 2025 (none)
18 2250 (none)
19 2475 (none)
20 2700 (none)
21 2925 (none)
22 3150 (none)
23 3375 (none)
24 3600 (none)
25 3825 (none)
26 4050 (none)
27 4275 (none)
28 4500 (none)
29 4725 (none)
30 4950 (none)
31 5175 (none)
32 5400 (none)
33 5625 (none)
34 5850 (none)
35 6075 (none)
36 6300 (none)
TH Saves
PD RS PP BW Sp Fo Re Wi
+0  5  4  6  2  3  0  2  0
+0  6  4  6  3  4  1  3  0
+1  6  5  6  3  4  1  3  0
+1  6  5  7  3  5  1  4  1
+2  6  6  7  3  5  2  4  1
+2  7  6  7  4  6  2  5  1
+3  7  7  7  4  6  3  5  2
+3  7  7  8  4  7  3  6  2
+4  7  8  8  4  7  3  6  2
+4  8  8  8  5  8  4  7  3
+5  8  9  8  5  8  4  7  3
+5  8  9  9  5  9  5  8  3
+6  8 10  9  5  9  5  8  4
+6  9 10  9  6 10  5  9  4
+7  9 11  9  6 10  6  9  4
+7  9 11 10  6 11  6 10  5
+8  9 12 10  6 11  7 10  5
+8 10 12 10  7 12  7 11  5
Requisites: Str 8, Dex 14
Alignment: any
HD/level: d5
Weapon Prof.: 5+level/3
To Hit Table: Rog
Save Table: Rog
Reference: DM
Groups: Rogue, Technology
 
Can always purchase Musketeer/Cannoneer equipment (see below), even if above the tech level of the campaign. If no stores are available in the campaign, can create the equipment himself, but it still requires the same money, and it requires time (1 minute per 10 gp value).
DM Note: The Musketeer/Cannoneer equipment list is the same as Demolitionist (Warrior group), except a few Cannons have been added. Demolitionist can use these new items too.
Guns and grenades get Dex bonus to hit, but nothing else. Giving a gun AutoStr does nothing. Giving a gun AutoDex gives it Dex bonus to damage. Specialization and weapon mastery may be added as usual. For number of attacks, specialization uses Sword for 1/1, Dagger for 2/1, and Dart for 3/1 based weapons. Cannons are 1/2 of an attack behind Sword (so specialized at first level is 1/1).
There is no ammo for guns. The cost for grenades is per grenade; if you buy 100, you have "Capital E Enough" of them and do not need to keep track of them.
For damage dice, "1e6" means an "open ended d6" (roll 1d6, if you roll a 6, roll again and add 6). "2m8" means multiply two d8's together (giving a skewed 1-64 range; the average is 20.25). "3m6" means multiply three d6's together (a skewed 1-216 range; the average is 42.875).
Level 1: Identify and operate technological devices up to TechL=LVL.
Level 1: Identify and operate technological weapons of TechL=LVL*2 or lower that are found in the dungeon. This includes Psi8 weapons. Can modify them at a cost of 400 gp per TechL difference.
Level 1: May weapon specialize in technological weapons using the Non-Warrior line for number of attacks.
Level 12: Can purchase non-weapon technological items (such as high-tech armor). This is currently undefined.
Lvl Musketeer Ability | -50% | -100% | -150% Act Base Penalty Bonus
1 Attack (+1 TH per 10% made this segment) V 5 Dex-12 Dex-15
1 Damage (+1 dmg per 10% made this segment; or multiply dmg by x(1+rating/200)) V 0 Str-15 Str-18
1 Extra range on missiles (3' per 1%) - 10 Wis-13 Wis-15
1 Resources: Gain LVL*Chr*10 gp per reset.
1 any Thief 1 ability - - - -
2 Deeppockets | Vanish | Rope Trick ||| I'm Gone (to my own Pocket Plane) M 0 Int-8 Int-20
2 any Thief 2 ability - - - -
3 Considered extra +(rating/25) weapon to hit V 0 Str-5 Str-15
4 Gun Fu: +LVL to hit with guns; guns are always at least base #Att = 1; guns "open end" one better than normal.
5 Controlled Blink (max N*N feet, N is amount made) - 15 Dex-9 Dex-12
6 Lower/Ignore WaWR (reduce or ignore WaWR by rating) || iWaWR V/N 0 Dex-10 Dex-20
7 BOMBS!: 1P, 1 charge (have LVL charges /d): LVL*(2m4) technological dmg, area (no save) (TechR)
8 +(rating)% money, use at end of run before selling - 0 Cml-9 Cml-18
9 Better Resources: Gain LVL*Chr*10 item XP per reset, must all be spent on one item (any extra is wasted)
11 Your BOMBS! can hit two groups or can be set on a time delay, you have 3*LVL charges
13 Backstave (N/2% of your dmg is vile) || Stun (save=N-100) - 0 Wis-26 Wis-32

[PC16] Technology Group Classes


Musketeer/Cannoneer Weapons

Weapon Cost [gp] Size #Att Base dmg Critical Notes
Grenade, concussion 280 (each) S 1/1 4d6 [group] none Group is also stunned for 1d4 s (PPD save)
Grenade, EMP 400 (each) S 1/1 dispel [group] none Dispels Technology/Psi8/Psi16 in a group
Grenade, fragmentation 44 (each) S 1/1 3e6 [group] none
Grenade, gravitic 180 (each) S 1/1 60' fall [group] none Group takes 60' of falling (TK/gravity) dmg
Grenade, psionic 100 (each) S 1/1 psi blast [group] none Psi1 Psionic Blast (Psi Blast save as usual)
Grenade, shrapnel 120 (each) S 1/1 5e6 [group] none Damage is of type shards
Grenade, singularity 1300 (each) S 1/1 15d6 [group] 20/x10 Creates a miniature black hole for 1s
Grenade, smoke 10 (each) S 1/1 smoke [group] none Makes smoke (group cannot see and is under cover)
Grenade, sonic pulse 54 (each) S 1/1 3d6 [group] none Group is also deaf (Fort save)
Grenade, tangler 30 (each) S 1/1 web [group] none As per a Web spell
Grenade, tear gas 20 (each) S 1/1 tear gas [group] none PPD save or nauseated (-10 all actions) for 1d20 s
Grenade, thermite 29 (each) S 1/1 2d6 [group] none x5 dmg vs. items/structures
Grenade, white phosphorus 39 (each) S 1/1 2d6 [group] none Group takes 1e6 dmg /s for 1d10 s
Grenade launcher, medium 2000 M 1/1 (grenade) (grenade) Longer range with grenades.
Grenade launcher, large 6000 L 2/1 (grenade) (grenade) Longer range and faster fire rate with grenades.
Explosive, C-4 (plastic) 78 (each) S 1/1 4e6 [group] none
Explosive, det cord 19 (each) S 1/1 2e6 [group] none Does a "line" instead of an explosion.
Explosive, dynamite 19 (each) S 1/1 2e6 [group] none
Handgun, small, semi auto (Walther PPK .32) 1200 S 2/1 2e4 20/x4
Handgun, medium, semi auto (Beretta 9mm) 2200 S 2/1 2e6 20/x4
Handgun, large, semi auto (Desert Eagle .50) 3400 M 2/1 2e8 20/x4
Handgun, small, full auto 1600 S 3/1 2e3 20/x3
Handgun, medium, full auto (Skorpion .32) 2400 M 3/1 2e4 20/x3
Handgun, large, full auto (MAC Ingrim .45) 4500 M 3/1 2e6 20/x3
Rifle, medium, semi auto 3500 L 2/1 2e8 20/x5
Rifle, large, semi auto 5100 L 2/1 2e10 20/x5
Rifle, medium, full auto (AK-47 7.62mm) 4600 L 3/1 2e6 20/x4
Rifle, large, full auto (M-60 machine gun) 7500 L 3/1 2e8 20/x4
Rifle, shotgun (12-gague) 2100 L 1/1 1e20 16-20/x3 Has a 1e4 "splash" damage in target's group.
Rifle, sniper (Barrett Light .50) 12600 L (H) 1/1 4e6 18-20/x6 On tripod (size H) has a built-in ++1 to hit.
Flamethrower 1900 L 1/1 3d6 [group] none Hits a group. Targets can save for half damage.
Laser pistol 67000 S 4/1 2m8 17-20/x5 Range is 2700' (1/2 of a mile)
Laser rifle 295000 M 4/1 3m6 17-20/x6 Range is 4000' (3/4 of a mile)
Mine, shrapnel 180 (each) M 1V act 6e6 [group] none Treat as a x1 Technological Trap (-200%)
Rocket Launcher (M72A3 LAW) 490 (each) L 1/1 10d6 [group] none Cost is per shot. Hits a group.
Taser 570 S 1/1 1d4+stun none PPD save for stunned for 1d20 s
Cannon, large (new) 4000 L 1/2 2e20 [1] + 1e20 [group] 19-20/x2 So 1 target takes 3e20, the rest in group take 1e20.
Cannon, huge (new) 10000 H 1/2 3e20 [1] + 2e20 [group] 18-20/x3 So 1 target takes 5e20, the rest in group take 2e20.
Cannon, giant (new) 25000 G 1/2 4e20 [1] + 3e20 [group] 17-20/x4 So 1 target takes 7e20, the rest in group take 3e20.
Weapon, Psi8 TechL*400 (varies) (varies) (varies) (varies) See [Q8]. TechL is limited to your LVL*2.

[PC16] Technology Group Classes


Physicist

Level KXP Wizard
123 456 789
1 0 1-- --- ---
2 1 2-- --- ---
3 3 2½- --- ---
4 6 21- --- ---
5 10 22- --- ---
6 20 33- --- ---
7 30 33½ --- ---
8 50 331 --- ---
9 100 332 --- ---
10 150 332 ½-- ---
11 200 332 1-- ---
12 400 332 2-- ---
13 600 333 3-- ---
14 800 333 3½- ---
15 1000 333 31- ---
16 1200 333 32- ---
17 1400 333 32½ ---
18 1600 333 321 ---
19 1800 333 322 ---
20 2000 333 333 ---
21 2200 333 333 ½--
22 2400 333 333 1--
23 2600 333 333 2--
24 2800 333 333 2½-
25 3000 333 333 21-
26 3200 333 333 22-
27 3400 333 333 33-
28 3600 333 333 33½
29 3800 333 333 331
30 4000 333 333 332
31 4200 333 333 333
32 4400 444 443 333
33 4600 444 444 444
34 4800 555 554 444
35 5000 555 555 555
36 5200 666 666 666
TH Saves
PD RS PP BW Sp Fo Re Wi
+0  4  7  5  3  6  0  1  1
+0  4  7  5  3  7  0  1  1
+0  4  8  5  4  7  0  1  2
+1  4  8  6  4  7  1  2  2
+1  5  9  6  4  8  1  2  3
+1  5  9  7  5  8  2  3  3
+2  5 10  7  5  9  2  3  4
+2  6 10  7  6  9  2  3  4
+2  6 10  8  6  9  3  4  5
+3  6 11  8  6 10  3  4  5
+3  7 11  9  7 10  4  5  6
+3  7 12  9  7 11  4  5  6
+4  7 12  9  8 11  4  5  7
+4  7 13 10  8 11  5  6  7
+4  8 13 10  8 12  5  6  8
+5  8 13 11  9 12  6  7  8
+5  8 14 11  9 13  6  7  9
+5  9 14 11 10 13  6  7  9
Requisites: Con 10, Int 17
Alignment: any
HD/level: d5
Weapon Prof.: 1+level/3
To Hit Table: Wiz
Save Table: Wiz
Reference: DM {Planeshifted Chemist}
Groups: Wizard, Alternate, Technology
 
Level 1: Identify Technological Items and how to use them (level*10)%
Level 1: +1 Knowledge proficiency per level.
Level 1: Resist Gravity, Telekinesis, falling damage
Level 2: Identify Object/Person's weight, home plane, home multiverse (quantum signature) by sight.
Level 3: Specialization in Enchantment gained.
Level 3: Immune distance distortion, teleport/plane-shifting traps/tricks/specials
Level 4: 1/d: Create Technological item of TechL=LVL
Level 5: Unusual materials are considered elements of E=S for your spells.
Level 6: Can create ioun stones as a GeoSage of 5 levels lower.
Level 7: Specialization in Alteration gained.
Level 8: Identify Alchemical/Chemical item and (at a -50% penalty) function (level-7)*10%
Level 9: Identify plane and multiverse by sight.
 
Sample Technology Levels (copied from [A10]):
 
TechF SFB
TechL
Examples
0 -10X No basic tools
1 -9X Basic tools; Basic shelter; Basic herbal medicine; Cultivation of plants; Recognition of seasons
2 -8Xe Wheel; Use of fire; Star recognition; Constellations; Basic metallurgy; Pulleys; Levers; Basic anatomy; Alchemy
3 -8Xs Basic astronomy and navigation; Windmills; Water wheels; Microscope/Magnifying Lens; Animal husbandry
4 -8Xl Recognition of other planets; Basic mechanics; Flood control; Cell theory; Classification of compounds
5 -7X Solar system mechanics; Steam power; Crude weather prediction; Geologic history; Fossils
6 -6Xe Detailed anatomy; Crude surgery (leeches!)
7 -6Xs Simple chemistry
8 -6Xl Simple atomic theory; Organic chemistry
9 -5X Hydroelectric power; Light-bulbs; Radio; X-rays
10 -4Xe Celestial mechanics; Heating and cooling systems; Heavy machinery; Tanks; Basic genetics/microbiology
11 -4Xs Stellar evolution; Transistors and Basic electronics; Theory of diseases (bacteriology); Earthquake prediction
12 -4Xl Radio astronomy; Solid state electronics; Telephones; Basic artificial limbs; Microwave theory
13 -3X Relativity; Internal combustion; Simple Computers; DNA/gene research; Basic artificial organs; Organ transplants
14 -2Xe Basic astronautics (planet to moon); Unmanned space probes; Simple internet; Fission; Lasers
15 -2Xs Manned spaceflight (planet to planet); Environmental suits; Simple cyberware/bioware; Fusion
16 -2Xl Unmanned interstellar probes; Advanced cyberware/bioware; Clones; Cold fusion
17 -1X Impulse; Manner interstellar travel; Gene surgery; Weather modification; Antimatter reactors
18 0Xe SemiWarp; Basic subspace mechanics; Micromolecular circuitry; Gravity control; Replicators; Phasers
19 0Xs Warp; Dilithium; Deflector shields; Transporters; Tractor beams; Tricorders; Positional Stabilizer
20 0Xl MicroWarp; Automation control systems; SFG; Cloaking Device; Temporal / alternate timeline theory

[PC16] Technology Group Classes


Psi8

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

[PC16] Technology Group Classes


Psi24

Level KXP Psi24
mMG SU
1 0 1-- --
2 4 2-- --
3 8 3-- --
4 16 41- --
5 32 51- --
6 64 62- --
7 128 72- --
8 256 831 --
9 512 931 --
10 900 A41 --
11 1300 B42 --
12 1700 C52 --
13 2100 D52 --
14 2500 E63 --
15 2900 F63 --
16 3300 G73 1-
17 3700 H74 1-
18 4100 I84 1-
19 4500 J84 1-
20 4900 K95 2-
21 5300 L95 2-
22 5700 MA5 2-
23 6100 NA6 2-
24 6500 OB6 3-
25 6900 PB6 3-
26 7300 QC7 3-
27 7700 RC7 3-
28 8100 SD7 4-
29 8500 TD8 4-
30 8900 UE8 4-
31 9300 VE8 4-
32 9700 WF9 51
33 10100 XF9 51
34 10500 YG9 51
35 10900 ZGA 51
36 11300 [GA 51
TH Saves
PD RS PP BW Sp Fo Re Wi
+0  5  3  8  2  3  1  0  1
+0  5  4  8  2  3  1  0  2
+0  6  4  8  3  4  2  0  2
+1  6  5  8  3  4  2  1  3
+1  6  5  9  3  4  2  1  3
+1  6  6  9  4  5  3  1  4
+2  7  6  9  4  5  3  2  4
+2  7  7  9  4  5  4  2  5
+2  7  7 10  5  6  4  2  5
+3  7  8 10  5  6  4  3  6
+3  8  8 10  5  6  5  3  6
+3  8  9 10  6  7  5  3  7
+4  8  9 11  6  7  6  4  7
+4  8 10 11  6  7  6  4  8
+4  9 10 11  7  8  6  4  8
+5  9 11 11  7  8  7  5  9
+5  9 11 12  7  9  7  5  9
+5  9 12 12  8  9  8  5 10
Requisites: Int 24
Alignment: any
HD/level: d8
Weapon Prof.: 4+level/2
To Hit Table: Wiz
Save Table: Psi
Reference: DM
Groups: Psionicist, Technology
 
See [Q24] for rules and powers. DM Note: This is not the same as the previous Psi24 (Class-based psionics), this was moved to [X24].
Can convert S -> E actions. You can use E actions as a person; if you do, it takes the place of your M or P action for the segment.
Psi24 powers cost 1E action to use.
Level 1 ¶: You can use E actions on items that you wield for your own Psi24 powers (essentially turning every intelligent item you possess into a "Beanie of +1E Action" for you).
Level 1 ¶: 1E: Lend an E action to a magic item. At level 4, you do not need to be touching the item; it can be elsewhere in the party. At level 9, you can lend another Psi24 character an E action with this ability.
Level 1 ¶: xLVL Personality score.

[PC16] Technology Group Classes


[Q24.4] Intelligent Item Psionics - Minor

Effect gp cost (3E) Source d77
10 ranks in Bluff 5000 DMG3.5? 1
10 ranks in Decipher Script 5000 DMG3.5? 2
10 ranks in Diplomacy 5000 DMG3.5? 3
10 ranks in Intimidate 5000 DMG3.5? 4
10 ranks in Knowledge (choose category) 5000 DMG3.5? 5
10 ranks in Listen 5000 DMG3.5? 6
10 ranks in Search 5000 DMG3.5? 7
10 ranks in Sense Motive 5000 DMG3.5? 8
10 ranks in Spellcraft 5000 DMG3.5? 9
10 ranks in Spot 5000 DMG3.5? 10
1E: activate zone of truth 3/day 6500 DMG3.5? 11
1E: bless its allies 3/day 1000 DMG3.5? 12
1E: cure moderate wounds (2d8+3) on wielder 3/day 6500 DMG3.5? 13
1E: darkness 3/day 6500 DMG3.5? 14
1E: daze monster 3/day 6500 DMG3.5? 15
1E: detect magic at will 3600 DMG3.5? 16
1E: faerie fire 3/day 1100 DMG3.5? 17
1E: hold person on an enemy 3/day 6500 DMG3.5? 18
1E: locate object 3/day 6500 DMG3.5? 19
1E: major image 1/day 5400 DMG3.5? 20
1E: minor image 1/day 2200 DMG3.5? 21
Anti-Magic 10% (DR 6T) 0D&D-Master 22
Bless(R60',DR6T,EF20'sq, + 1ML/Hit/Dmg; X5) 0D&D-Master 23
Blight' (R 60', DR 6T, EF 20'sq, -1 ML/Hit/Dmg; X5) 0D&D-Master 24
Bouyancy, to 10,000 cn (DR 6T) 0D&D-Master 25
Cause Fear* (R 120', DR 2T; X5) 0D&D-Master 26
Cause Wounds, Light* (EF 7 hp; X5) 0D&D-Master 27
Change Odors (EF 30' cube) 0D&D-Master 28
Change Tastes (EF 40 meals or 20 cu.ft.) 0D&D-Master 29
Climb Walls, 70% (DR 12T) 0D&D-Master 30
ConfuseAlignment*(R Touch, DR 40T; 0D&D-Master 31
Container, to 5,000 cn (DR 6 hours) 0D&D-Master 32
Cure Wounds (EF 7 hp; B26) 0D&D-Master 33
Darkness*(R 120', DR46T, EF30' dia; X11) 0D&D-Master 34
deathwatch continually active 2700 DMG3.5? 35
detect elevator/shifting rooms/walls in a 10' radius DMG1 36
Detect Evil (DR 6T, EF R 60'; B41) 0D&D-Master 37
detect evil/good in a 10' radius DMG1 38
detect gems, kind, and number in a 10' radius DMG1 39
detect invisible objects in a 10' radius DMG1 40
Detect Magic (DR 6T, EF R 60'; B39) 0D&D-Master 41
detect magic in a 10' radius DMG1 42
Detect New Construction (R 60', DR 36T) 0D&D-Master 43
detect precious metals, kind, and amount in a 20' radius DMG1 44
detect secret doors in a 5' radius DMG1 45
Detect Slopes (R 30', DR 36T) 0D&D-Master 46
detect sloping passages in a 10' radius DMG1 47
detect traps of large size in a 10' radius DMG1 48
Find Traps, 50% (DR 6T) 0D&D-Master 49
FloatingDisc(DR 6T, EF 5,000 cn; B39) 0D&D-Master 50
HoldAnimal(R 180', DR 40T, EF one type, 4 cr; C15) 0D&D-Master 51
Levitate (DR 46T; B41) 0D&D-Master 52
locate object in a 120' radius DMG1 53
Magic Missile (EF 5 missiles, ld6 + 1D each; B40) 0D&D-Master 54
Memorize + 1 bonus spell level 0D&D-Master 55
Mindmask (R Touch, DR 12T; X11) 0D&D-Master 56
Open Locks, 60% (DR 6T) 0D&D-Master 57
Predict Weather(DR 12 hours, EF 40 miles; C 15) 0D&D-Master 58
Produce Fire (DR 2T; C15) 0D&D-Master 59
Protection from Evil (DR 6T; B40) 0D&D-Master 60
Purify Food and Water (R lo', EF 6 waterskins or 12 food; B27) 0D&D-Master 61
Read Languages (DR 6T; B40) 0D&D-Master 62
Read Magic (DR 3T; B40) 0D&D-Master 63
Remove Fear (DR 3T, EF +6 SAve; B27) 0D&D-Master 64
Repair normal objects (EF up to 1,000 0D&D-Master 65
Resist Cold (DR 12T, EF + 2ST, -l/die D, 30'; B27) 0D&D-Master 66
Resist Fire (DR 6T, EF + 2ST, -1ldie D; 0D&D-Master 67
Shield (DR 6T; B40) 0D&D-Master 68
Sleep (R 240', DR 20 T, EF up to 20 HD, 40' sq; B40) 0D&D-Master 69
Speak with Animals (R 30', DR 6T; X6) 0D&D-Master 70
Timekeeping (DR to 24 hours from 1 mark) 0D&D-Master 71
Tree movement (DR 12T) 0D&D-Master 72
Ventriloquism (R go', DR 3T; B40) 0D&D-Master 73
Warp Wood(R240', EF40 arrows; C15) 0D&D-Master 74
Water Breathing (R30', DR 1 day; X12) 0D&D-Master 75
Weapon damage bonus + 2 (DR 1T) 0D&D-Master 76
Web (R lo'cu, DR 48T; B42) 0D&D-Master 77

[PC16] Technology Group Classes


[Q24.5] Intelligent Item Psionics - Major

Effect gp cost (3E) Source d259
10 ranks in Sense Motive ELH3? 1
10 ranks in Survival ELH3? 2
1E: arcane eye 1/day 10000 DMG3.5? 3
1E: cause fear in an enemy at will 7200 DMG3.5? 4
1E: clairvoyance 3/day 16000 DMG3.5? 5
1E: create daylight 3/day 16000 DMG3.5? 6
1E: create deeper darkness 3/day 16000 DMG3.5? 7
1E: create magic circle against (opposing alignment) at will 16000 DMG3.5? 8
1E: detect (opposing alignment) at will 7200 DMG3.5? 9
1E: detect thoughts at will 44000 DMG3.5? 10
1E: detect undead at will 7200 DMG3.5? 11
1E: dimensional anchor on a foe 1/day 10000 DMG3.5? 12
1E: dismissal on a foe 1/day 10000 DMG3.5? 13
1E: fear against foes 3/day 30000 DMG3.5? 14
1E: gust of wind 3/day 11000 DMG3.5? 15
1E: haste on its owner 3/day 16000 DMG3.5? 16
1E: invisibility purge (30 ft. range) 3/day 16000 DMG3.5? 17
1E: lesser globe of invulnerability 1/day 10000 DMG3.5? 18
1E: locate creature 3/day 30000 DMG3.5? 19
1E: quench on fires 3/day 16000 DMG3.5? 20
1E: slow on its enemies 3/day 16000 DMG3.5? 21
Ability Score bonus (DR 6T, EF 1 random score) 0D&D-Master 22
Ability Score bonus (DR 6T, EF 2 random scores) 0D&D-Master 23
AC bonus -2 (DR 6T) 0D&D-Master 24
AC bonus -4 (DR 6T) 0D&D-Master 25
Adds 1 point to possessor’s maior attribute DMG1 26
Animate dead (1 figure) (by touch) - 7 times/week DMG1 27
Anti-Animal Shell (DR 40T C16) 0D&D-Master 28
Anti-Magic 20% (DR 6T) 0D&D-Master 29
Anti-Plant Shell (DR 6T; Cl6) 0D&D-Master 30
Audible glamer upon command - 3 times/day DMG1 31
Bearhug (DR 1T) 0D&D-Master 32
Bless (by touch) DMG1 33
Bug Repellant (DR 40T, + 4 ST) 0D&D-Master 34
Buoyancy, to 20,000 cn (DR 12T) 0D&D-Master 35
Buoyancy, to 40,000 cn (DR 18T) 0D&D-Master 36
Calm Others (R 120', EF up to 40 HD) 0D&D-Master 37
Cause Disease*(R 30'; X6) 0D&D-Master 38
Cause Wounds, Critical* (EF 21 hp; 0D&D-Master 39
Cause Wounds, Serious* (EF 14 hp; 0D&D-Master 40
Charm Monster(R 120', EF 18 at 3 HD or 1 at 3 + HD; X13) 0D&D-Master 41
Charm Person (R 120'; B39) 0D&D-Master 42
charm person on contact - 3 times/day DMG1 43
Charm Plant (R 120', DR 3 mon, EF 1/6/12/24 plants; C21) 0D&D-Master 44
Choose Best Option (R lT, EF 1 choice) 0D&D-Master 45
Clairaudience (when touched to the ear) DMG1 46
clairoudience, 30' range-3 times/day 1 round per use DMG1 47
Clairvoyance (when touched to the eyes) DMG1 48
Clairvoyance(R 60', DR 12T; X11) 0D&D-Master 49
clairvoyance, 30' range - 3 times/day, 1 round per use DMG1 50
Climb Walls, 100% (DR 12T) 0D&D-Master 51
Climb Walls, 80% (DR 12T) 0D&D-Master 52
Climb Walls, 90% (DR 12T) 0D&D-Master 53
Cloudkill (R l', DR 6T, EF 1 pth, 5HD or less Save vs. Poison, 30' x 20'; X14) 0D&D-Master 54
Color spray - 3 times/day DMG1 55
Communication (DR 6T) 0D&D-Master 56
Comprehend languages when held DMG1 57
Confusion (R 120', DR 12r, EF up to 18 cr in 30' rad; X13) 0D&D-Master 58
Container, to 10,000 cn (DR 6 hours) 0D&D-Master 59
Container, to 20,000 cn (DR 6 hours) 0D&D-Master 60
Container. to 15,000 cn (DR 6 hours) 0D&D-Master 61
Continual Darkness* (R 120', EF 30' rad; X6) 0D&D-Master 62
continuous detect scrying effect 10000 DMG3.5? 63
Control Plants (R all in 30' x 30', DR 20T; X61) 0D&D-Master 64
Control Temperature 10' radius (DR 40T, EF 50 degrees; C 15) 0D&D-Master 65
Create Food (R lo', EF 400 men 30 Control Winds (DR 40T, EF 400'; C16) 0D&D-Master 66
Create food and water - 1 time/day DMG1 67
Create magic aura (R 120', DR 3T, EF 40' cube) 0D&D-Master 68
Create Normal Animals (R 30', DR lOT, EF 1-6 cr; C12) 0D&D-Master 69
Create Normal Monsters (R 30', DR 2T, EF 40 HD total; C22) 0D&D-Master 70
Create Poison * (R Touch; X8) 0D&D-Master 71
Create Water (RDR 6T, EF 50 gallons; X7) 0D&D-Master 72
Cure Blindness (R Touch; X6) 0D&D-Master 73
Cure Disease (R 30 ' ; X6) 0D&D-Master 74
Cure light wounds (1d8+5) on wielder 1/day ELH3? 75
Cure light wounds- 7 times/week DMG1 76
Cure Wounds, Critical(EF 21 hp; C12) 0D&D-Master 77
Cure Wounds, Serious (EF 14 hp; X7) 0D&D-Master 78
Curse* (R Touch; EF limited, see X14) 0D&D-Master 79
Darkness (5', 10', or 15‘ radius) - 3 times/day DMG1 80
Detect [opposing alignment] at will ELH3? 81
Detect charm - 3 times/day DMG1 82
Detect Danger (R 200 ' , DR 6T; M4) 0D&D-Master 83
Detect evil/good when held or ordered DMG1 84
Detect invisibility when held and ordered DMG1 85
Detect Invisible (R 400', DR 6T; B41) 0D&D-Master 86
Detect magic - 3 times/day DMG1 87
Detect magic at will ELH3? 88
Detect secret doors at will ELH3? 89
determine directions and depth - 2 times/day DMG1 90
Dimension Door (R lo', DR lr, EF 360'; X13) 0D&D-Master 91
Disarm Attack (DR 6T) 0D&D-Master 92
Dispel Evil (R 30', DR 1T; X8) 0D&D-Master 93
Dissolve (R 120', DR 3-18 days, EF 3,000 sq.ft. x 10'; C20) 0D&D-Master 94
Dodge normal missiles (DR lT, EF Save vs. wands) 0D&D-Master 95
Elasticity (DR 12T, EF 1/2 Dmg blunt weapons) 0D&D-Master 96
ESP (30’-60' range) - 3 times/day DMG1 97
ESP(R 60', DR 12T; B41) 0D&D-Master 98
ESP, 30' range - 3 times/day 1 round per use DMG1 99
Feather fall on wielder 1/day ELH3? 100
Feather fall when grasped and ordered DMG1 101
Feeblemind (R 240', EF -4S?, INT 2; 0D&D-Master 102
Find Secret Doors (R lo', DR 6T) 0D&D-Master 103
Find traps - 3 times/day DMG1 104
Find Traps (DR 2T, EF 30' ; X5) 0D&D-Master 105
Find traps at will ELH3? 106
Find Traps, 60% (DR 6T) 0D&D-Master 107
Find Traps, 70% (DR 6T) 0D&D-Master 108
Find Traps, 80% (DR 6T) 0D&D-Master 109
Fly (DR 40 + ld6T, MV 360'; X12) 0D&D-Master 110
Fly when held and ordered - 1 time/day DMG1 111
flying, 12" - 1 hour/day DMG1 112
fnfravision when held or worn DMG1 113
Free Monster* (R 120', EF up to 4 cr; X15) 0D&D-Master 114
Free Person* (R 120', EF up to 4 cr; 0D&D-Master 115
Gaseous Form (DR 3T) 0D&D-Master 116
Growth of Animal (R 120', DR 12T, EF 0D&D-Master 117
Growth of Plants (R 120', EF 3,000 0D&D-Master 118
Hallucinatory Terrain (R 240'; X13) 0D&D-Master 119
Harden* (R 120', EF 3,000 sq.ft. X 0D&D-Master 120
Haste (R 240', DR 3T, EF 24 cr in 60'; 0D&D-Master 121
heal - 1 time/day DMG1 122
Hear Noise, 50% (DR 12T) 0D&D-Master 123
Heat Metal (R 30', DR 7r; M4) 0D&D-Master 124
Hide in Shadows, 30% (DR 6T) 0D&D-Master 125
Hide in Shadows, 50% (DR 6T) 0D&D-Master 126
Hit points bonus + 1 per Hit Die (DR 0D&D-Master 127
Hit rolls bonus + 2 (DR 1T) 0D&D-Master 128
Hit rolls bonus + 3 (DR 1T) 0D&D-Master 129
Hit rolls bonus + 4 (DR 1T) 0D&D-Master 130
Hold Monster (R 120', DR 46T, EF up to 4 cr; X15) 0D&D-Master 131
Hold Person (R 120 I , DR 40T, EF up to 4 cr; X12) 0D&D-Master 132
Hold Portal (DR 12T; B39) 0D&D-Master 133
Hypnotic pattern (when moved) - 3 times/day DMG1 134
Ice, Storm (R 120', EF 20d6 D, 20' cube; X13) 0D&D-Master 135
Ice, Wall (R 120', DR 12T, EF 1200 sq.ft.; X13) 0D&D-Master 136
illusion, 120' range - 2 times/day, as the wand DMG1 137
Immune to Disease (R Touch, DR 18T) 0D&D-Master 138
Immune to Paralysis (R Touch, DR 6T) 0D&D-Master 139
Immune to Poison (DR 18T, EF self 0D&D-Master 140
Infravision (R Touch, DR 1 day, EF see 60'; X12) 0D&D-Master 141
Invisibility (B41) 0D&D-Master 142
Invisibility (improved) - 3 times/day DMG1 143
Invisibility lO'radius(R 120'; X12) 0D&D-Master 144
Item creates wall of fire in a ring with the wielder at the center 1/day 10000 DMG3.5? 145
Jump for 20 minutes on wielder 1/day ELH3? 146
Knock (R 60'; B41) 0D&D-Master 147
Know Alignment (DR lr, EF R 30; X5) 0D&D-Master 148
Know alignment when held and ordered - 1 time/day DMG1 149
Leap to 30', + 2 Hit roll bonus (DR 1T) 0D&D-Master 150
Levitate when held and ordered - 3 times/day DMG1 151
levitation, 1 turn duration - 3 times/day ot 6th level of magic DMG1 152
Light (R 120', DR 46T, EF 30' dia; B40) 0D&D-Master 153
Light-7 time/week DMG1 154
Locate object in a 120-ft. radius ELH3? 155
Locate Object(DR 6T, EF 120'; X6) 0D&D-Master 156
Lower Water (R 240', DR lOT, EF 1/2 height; X16) 0D&D-Master 157
Magic Door (R lo', DR 7 uses; C22) 0D&D-Master 158
Massmorph (R 240', EF 100 mansize; X13) 0D&D-Master 159
Memorize + 2 bonus spell levels 0D&D-Master 160
Memorize + 3 bonus spell levels 0D&D-Master 161
Memorize + 4 bonus spell levels 0D&D-Master 162
Merging (DR 18T, EF 7 cr) 0D&D-Master 163
Mind blank - 3 times/day DMG1 164
MirrorImage(DR 6T, EF 5 false images; B42) 0D&D-Master 165
Move Silently, 50% (DR 6T) 0D&D-Master 166
Neutralize Poison (R Touch; X8) 0D&D-Master 167
Obscure (DR 40T, EF 400fsq/40'high; C15) 0D&D-Master 168
Obscurement- 1 time/day DMG1 169
Open Locks, 70% (DR 6T) 0D&D-Master 170
Open Locks, 80% (DR 6T) 0D&D-Master 171
Parry (DR 6T) 0D&D-Master 172
Pass Plant (EF 300-600 yards; C16) 0D&D-Master 173
Pass without trace - 1 time/day DMG1 174
Pass-Wall(R 60', DR 6T, EF 5' X 10'; C22) 0D&D-Master 175
Pick Pockets, 50% (DR 6T) 0D&D-Master 176
Plant Door(DR 40T; C15) 0D&D-Master 177
Polymorph Other(R 60', up to 2x HD; X13) 0D&D-Master 178
Possessor immune to disease DMG1 179
Possessor immune to fear DMG1 180
Possessor immune to gas of any type DMG1 181
Possessor need neither eat nor drink for up to 1 week DMG1 182
Protection +2 when held or worn DMG1 183
Protection from Evil IO' Radius (DR 12T, EF + 1 ST; X8) 0D&D-Master 184
Protection from Lightning (R Touch, DR 40T, EF 40 dice D; C 15) 0D&D-Master 185
Protection from many creatures (DR 6T, EF up to 15HD) 0D&D-Master 186
Protection from Normal Missiles (R 30', DR 12T X12) 0D&D-Master 187
Protection from Poison (R Touch, DR 40T, EF + 4 vs. breath; M5) 0D&D-Master 188
Protection from some creatures (DR 6T, EF up to 5 HD) 0D&D-Master 189
Remove fear by touch DMG1 190
Remove Geas* (R 30'; X16) 0D&D-Master 191
Remove Traps, 50% (DR 6T) 0D&D-Master 192
Repair temporary magical object (1 obj) 0D&D-Master 193
Sanctuary when held or worn - 1 time/day DMG1 194
Saving Throws bonus + 2 (DR 6T) 0D&D-Master 195
Security (EF Trap 5 items, alarm only) 0D&D-Master 196
Set normal Trap, 50% (DR 6T) 0D&D-Master 197
Set normal Trap, 70% (DR 6T) 0D&D-Master 198
Shelter 0D&D-Master 199
Shield, when held or worn, upon command - 3 times/day DMG1 200
Shrink Plants* (R 120', EF 3,000 sq.ft.; 0D&D-Master 201
Silence15'radius(R 180', DR 12T; X6) 0D&D-Master 202
Size Control (DR 6T, 3' to 18') 0D&D-Master 203
Slow* (R 240', DR 3T, EF up to 24 cr, 30' radius; X12) 0D&D-Master 204
Speak with animals- 3 timedday DMG1 205
Speak with dead- 1 timelday DMG1 206
Speak with plants - 7 times/week DMG1 207
Speak with Plants(R 30', DR 3T; X8) 0D&D-Master 208
Speak with the Dead (R 30', EF 3 questions; X7) 0D&D-Master 209
Spell damage bonus, + l/die (DR 1 spell) 0D&D-Master 210
Spider climb for 20 minutes on wielder 1/day ELH3? 211
status effect, usable at will 11000 DMG3.5? 212
strength - 1 time/day (upon wielder only) DMG1 213
Striking (R 30', DR lT, EF + ld6 D; 0D&D-Master 214
Summon Animals (R 360', DR 3T; M5) 0D&D-Master 215
Telekinesis (R 120', DR 6r, EF 8000 cn, MV 20'/r; C20) 0D&D-Master 216
telekinesis, 2,500 g.p. wt. maximum - 2 times/day, 1 round each DMG1 217
telepathy, 60' range - 2 times/day DMG1 218
teleportation - 1 time/day 6,000 g.p. wt. maximum, 2 segments DMG1 219
Tongues when held or worn and commanded DMG1 220
Tracking (DR 6 hours, EF 90% outdoor, 50% indoor) 0D&D-Master 221
Transport Through Plants (EF +2 cr;C16) 0D&D-Master 222
Turn Undead as Cleric L12 (DR 2T) 0D&D-Master 223
Turn Undead as Cleric L6 (DR 1T) 0D&D-Master 224
Turn undead bonus + 2 to roll, + 1d6 HD (DR 1T) 0D&D-Master 225
Turn undead bonus + 4 to roll, + 2d6 HD (DR 1T) 0D&D-Master 226
Turn Wood(R 30', DR 40T, EF 120' X 60'; M5) 0D&D-Master 227
Ultravision when held or worn DMG1 228
Ventriloquism upon command - 3 times/day DMG1 229
Wall of Stone (R 60', EF 1,000 cu.ft.; X15) 0D&D-Master 230
Wall ofFire(R 60', DRConc., EF 1200 sq.ft.; X14) 0D&D-Master 231
Water breathing upon command DMG1 232
Water walking ability DMG1 233
Weapon damage bonus + 3 (DR 1T) 0D&D-Master 234
Weapon damage bonus + 4 (DR 1T) 0D&D-Master 235
Weapon damage bonus + 5 (DR 1T) 0D&D-Master 236
Weapon strength bonus + 1 (DR 1T) 0D&D-Master 237
Weapon strength bonus + 2 (DR 1T) 0D&D-Master 238
Wearer immune ta charm or hold spells DMG1 239
Wearer immune to magic missiles DMG1 240
Web- 1 time/day DMG1 241
Web movement (DR 12T) 0D&D-Master 242
Wielder can use see invisibility at will ELH3? 243
Wielder does not need to breathe ELH3? 244
Wielder does not need to sleep ELH3? 245
Wielder has free use of Blind-Fight ELH3? 246
Wielder has free use of Combat Expertise ELH3? 247
Wielder has free use of Combat Reflexes ELH3? 248
Wielder has free use of evasion ELH3? 249
Wielder has free use of Improved Initiative ELH3? 250
Wielder has free use of Improved Sunder ELH3? 251
Wielder has free use of Mobility ELH3? 252
Wielder has free use of uncanny dodge (as a 5th-level barbarian) ELH3? 253
Wizard lock - 7 time/week DMG1 254
Wizard Lock (R 10'; B42) 0D&D-Master 255
WizardEye (R 240', DR 6I', MV 120'; X14) 0D&D-Master 256
Write - 1 time/day DMG1 257
X-ray vision, 40' range - 2 times/day 1 turn per use DMG1 258
Zombie animation - 1 time/week DMG1 259

[PC16] Technology Group Classes


[Q24.6] Intelligent Item Psionics - Grand

Effect gp cost (3E) Source d209
+2 to armor class of possessor or AC 20, whichever is better DMG1 1
1E: 10d6 fireball 60000 DMG3.5? 2
1E: 10d6 lightning bolt 60000 DMG3.5? 3
1E: 15d6 greater shout 3/day 130000 DMG3.5? 4
1E: Clairaudience/clairvoyance (100-ft. range, 1 minute per use) ELH3? 5
1E: confusion 50000 DMG3.5? 6
1E: contagion (heightened to 4th level) as touch attack 56000 DMG3.5? 7
1E: crushing despair 50000 DMG3.5? 8
1E: dimension door on itself and wielder 50000 DMG3.5? 9
1E: Finger of death (100 ft. range, DC 171) ELH3? 10
1E: Globe of invulnerability ELH3? 11
1E: Heal ELH3? 12
1E: ice storm 50000 DMG3.5? 13
1E: Lightning bolt (8d6 points of damage, 200-ft. range, DC 131) ELH3? 14
1E: Magic missile (200-ft. range, 3 missiles) ELH3? 15
1E: mass inflict light wounds 81000 DMG3.5? 16
1E: phantasmal killer 50000 DMG3.5? 17
1E: poison (heightened to 4th level) as touch attack 56000 DMG3.5? 18
1E: prying eyes 81000 DMG3.5? 19
1E: rusting grasp as touch attack 56000 DMG3.5? 20
1E: song of discord 81000 DMG3.5? 21
1E: Stoneskin (wielder only, 10 minutes per use) ELH3? 22
1E: Summon monster III ELH3? 23
1E: Summon monster VI ELH3? 24
1E: Telekinesis (250 lb. maximum, 1 minute each use) ELH3? 25
1E: Teleport, 600 lb. maximum ELH3? 26
1E: true resurrection on wielder, once per month 200000 DMG3.5? 27
1E: Wall of force ELH3? 28
1E: waves of exhaustion 164000 DMG3.5? 29
Ability Score bonus (DR 6T, EF 3 random scores) 0D&D-Master 30
AC bonus -6 (DR 6T) 0D&D-Master 31
Acid Breath (EF 30' X 5') 0D&D-Master 32
Animal summoning (II or III)-2 times/day DMG1 33
Animate object upon command- 1 time/day DMG1 34
Animate Objects (R 60', DR 6T, EF 4,000 cn; X9) 0D&D-Master 35
AnimateDead(R60', EF40 HD; X14) 0D&D-Master 36
Anti-Magic 30% (DR 6T) 0D&D-Master 37
Anti-Magic 40% (DR 6T) 0D&D-Master 38
Anti-Magic Shell (DR 12T; X15) 0D&D-Master 39
Appear+ (R 240', DR lT, EF 20'cube; 0D&D-Master 40
Babble* (R 60', DR 40T; X9) 0D&D-Master 41
Barrier (R 60', DR 12T, EF 7-70 D; 0D&D-Master 42
blindness brand (2-12 rounds) DMG1 43
Bull’s strength (wielder only) ELH3? 44
Buoyancy, any weight (DR 36T) 0D&D-Master 45
Buoyancy, to 80,000 cn (DR 24T) 0D&D-Master 46
Burrowing (DR 6T, MV lo', 30', or60 ' ) 0D&D-Master 47
Cat’s grace (wielder only) ELH3? 48
Cause serious wounds by touch DMG1 49
Charm monster-2 time/day DMG1 50
Charm person (DC 111) on contact ELH3? 51
Charm person -7 times/week DMG1 52
Climb Walls, 110% (DR 12T) 0D&D-Master 53
Climb Walls, 120% (DR 12T) 0D&D-Master 54
Cone of cold (9-12 dice) -2 times/day DMG1 55
Confusion - 1 time/day DMG1 56
confusion brand (2-12 rounds) DMG1 57
Container, to 25,000 cn (DR 6 hours) 0D&D-Master 58
Container, to 30,000 cn (DR 6 hours) + mounts; X8) 0D&D-Master 59
Container, to 35,000 cn (DR 6 hours) 0D&D-Master 60
Control Animals (DR 20T, EF up to 40HD, 20 cr) 0D&D-Master 61
Control Lesser Undead (DR 20T, EF up to 7 HD, 20 HD, 10 cr) 0D&D-Master 62
Create normal objects (EF up to 1,000 0D&D-Master 63
Cure blindness by touch DMG1 64
Cure disease by touch DMG1 65
Dance (R Touch, DR 8r, EF -4STIAC; C24) 0D&D-Master 66
Death Spell (R 240', EF 32 HD in 60' cube, to HD 7 + ; X16) 0D&D-Master 67
Defeat/slay a particular creature type (see the bane special ability for choices) DMG3.5? 68
Defeat/slay a particular race or kind of creature DMG3.5? 69
Defeat/slay all (other than the item and the wielder) DMG3.5? 70
Defeat/slay arcane spellcasters (including spellcasting monsters and those that use spell-like abilities) DMG3.5? 71
Defeat/slay diametrically opposed alignment DMG3.5? 72
Defeat/slay divine spellcasters (including divine entities and servitors) DMG3.5? 73
Defeat/slay nonspellcasters DMG3.5? 74
Defeat/slay the servants of a specific deity DMG3.5? 75
Defend a particular race or kind of creature DMG3.5? 76
Defend the servants and interests of a specific deity DMG3.5? 77
Delayed Blast Fire Ball (R 240 ' , DR 0-60r, EF 20d6 D; C22) 0D&D-Master 78
Detect thoughts (100-ft. range, 1 minute per use) ELH3? 79
Dimension door- 2 times/day DMG1 80
Disintegrate - 1 time/day DMG1 81
disintegrate brand DMG1 82
Dispel illusion upon command - 2 times/day DMG1 83
Dispel magic upon command- 2 timeslday DMG1 84
DispelMagic(R 120', EF 20'cube; X8) 0D&D-Master 85
Dodge any missiles (DR lT, EF Save vs. Wands) 0D&D-Master 86
Dodge directional attacks (DR lT, EF Save vs. Wands) 0D&D-Master 87
Double movement speed (on foot) DMG1 88
Double weapon damage (DR 1T) 0D&D-Master 89
Emotion - 2 times/day DMG1 90
Exorcise - 1 timelmonth DMG1 91
Explosive Cloud (R l', DR 6T, EF 20' x 30' x 30', 20hplr; C24) 0D&D-Master 92
fear brand (1-4 rounds) DMG1 93
Fear by touch or gaze DMG1 94
Feeblemind by touch ELH3? 95
Find Traps, 100 % (DR 6T) 0D&D-Master 96
Find Traps, 110% (DR 6T) 0D&D-Master 97
Find Traps, 90% (DR 6T) 0D&D-Master 98
Finger ofDeath*(R 60'; X9, C12) 0D&D-Master 99
Fire Ball (R 240', EF 20d6 D; X11) 0D&D-Master 100
Fire Breath (EF 30' x 10' D = hp) 0D&D-Master 101
Fire shield- 2 times/day DMG1 102
Fireball (9-12 dice) - 2 times/day DMG1 103
Flesh to Stone* (R 120', EF 1 cr or 10' cube; X16) 0D&D-Master 104
Fly (30 minutes per use) ELH3? 105
Geas Another (R 30'; X16) 0D&D-Master 106
Giant strength (determine type) for 2 turns DMG1 107
Haste - 1 time/day DMG1 108
Haste (wielder only, 10 rounds) ELH3? 109
Heal - 1 time/day DMG1 110
Hear Noise, 140% (DR 36T) 0D&D-Master 111
Hear Noise, 90% (DR 24T) 0D&D-Master 112
Hide in Shadows, 70% (DR 6T) 0D&D-Master 113
Hit points bonus + 2 per Hit Die (DR 0D&D-Master 114
Hit rolls bonus + 5 (DR 1T) 0D&D-Master 115
Hit rolls bonus + 6 (DR 1T) 0D&D-Master 116
Hold animal - 1 time/day DMG1 117
Hold monster- 1 time/day DMG1 118
Hold person - 1 time/day DMG1 119
Ice Breath (EF 30' x 10' D = hp) 0D&D-Master 120
Immune to Aging attacks (R Touch, DR 0D&D-Master 121
insanity brand (1-4 rounds) DMG1 122
Invisibility (wielder only, up to 30 minutes per use) ELH3? 123
Leap to 60', + 4 Hit roll bonus (DR 1T) 0D&D-Master 124
Leap to go', + 6 Hit roll bonus (DR 1T) 0D&D-Master 125
Levitation (wielder only, 10 minute duration) ELH3? 126
Lie Detection (R 120', DR 3T) 0D&D-Master 127
Life Drain' (R Touch; EF Drains 1 level; C13) 0D&D-Master 128
Lightning bolt (9-12 dice) -2 times/day DMG1 129
Lightning Bolt (R 180', EF 20d6 D, 0D&D-Master 130
Lore (DR 1T or 1 day; C22) 0D&D-Master 131
Magic Lock*(R lo', DR 7 uses, EF 10' 0D&D-Master 132
Mapmaking (DR lT, EF Sense 60' range) 0D&D-Master 133
Mass Charm (R 120', EF 30HD, -2 Save; C24) 0D&D-Master 134
MassInvisibility(R 240', EF 60'sq, 300 man-size; C22) 0D&D-Master 135
Memorize + 5 bonus spell levels 0D&D-Master 136
Memorize + 6 spell bonus levels 0D&D-Master 137
Memorize + 7 bonus spell levels 0D&D-Master 138
Minor globe of invulnerability - 1 time/day DMG1 139
Move Earth (R 240', DR 6T C21) 0D&D-Master 140
Move Silently, 70% (DR 6T) 0D&D-Master 141
Move Silently, 90% (DR 6T) 0D&D-Master 142
Open Locks, 100% (DR 6T) 0D&D-Master 143
Open Locks, 90% (DR 6T) 0D&D-Master 144
paralysis brand (1-4 rounds) DMG1 145
Paralyzation by touch DMG1 146
Passwall ELH3? 147
Passwall-2 times/day DMG1 148
Phantasmal killer- 1 time/day DMG1 149
PhantasmalForce(R 240', EF 40'cube; B42) 0D&D-Master 150
Pick Pockets, 75% (DR 6T) 0D&D-Master 151
Plane Travel (self only, 1 shift) 0D&D-Master 152
Poison gas breath (DR 3r, EF 20') 0D&D-Master 153
Polymorph Any Object (R 240', DR 40-240T, EF l0'cube; C25) 0D&D-Master 154
Polymorph Self (DR 46T; X14) 0D&D-Master 155
Polymorph self-7 timeslweek DMG1 156
Power Word Stun (R 120', DR up to 35hp = 12r, up to 70hp = 6r; C22) 0D&D-Master 157
Projected Image (R 240', DR 6T; X16) 0D&D-Master 158
Protection from most creatures (DR 6T, EF up to 15 HD) 0D&D-Master 159
Raise Dead (R 120', EF 132 days dead; 0D&D-Master 160
Regenerate 2 h.p./turn (but not if killed) DMG1 161
Remove Barrier*(R 60'; C12) 0D&D-Master 162
Remove Charm* (R 120', EF up to X12) 0D&D-Master 163
Remove curse by touch - 7 times/week DMG1 164
Remove Traps, 75% (DR 6T) 0D&D-Master 165
Repair permanent magical object (1 obj) 0D&D-Master 166
Reverse Gravity (R go', EF 30'cube; 0D&D-Master 167
Rulership (EF + 10 to + 50 Confidence) 0D&D-Master 168
Saving Throws bonus + 4 (DR 6T) 0D&D-Master 169
Saving Throws bonus + 6 (DR 6T) 0D&D-Master 170
Set normal Trap, 90% (DR 6T) 0D&D-Master 171
Shield on wielder ELH3? 172
Slow- 1 time/day DMG1 173
Speak with monster- 2 times/day DMG1 174
Speak with Monsters (DR 6T; X9) 0D&D-Master 175
Spell damage bonus, + 2/die (DR 1 spell) 0D&D-Master 176
Statue (DR 80T, EF + 2 Init; C23) 0D&D-Master 177
Stone to flesh - 1 time/day DMG1 178
Stone to Flesh (R 120', EF l0'cube; X16) 0D&D-Master 179
Suggestion - 2 times/day DMG1 180
Summon Weather (DR 240T, EF 30 miles; C 16) 0D&D-Master 181
Survival (DR 48 hours; M3) 0D&D-Master 182
Sword(R 30', DR 40r, EF as 2-Handed, 2 atWr; C24) 0D&D-Master 183
Telekinesis (1,000-6,000 g.p. weight) -- 2 times/day DMG1 184
Telepathy (100 ft. range) ELH3? 185
Teleport (no error) - 2 times/day DMG1 186
Teleport (R 10'; X15) 0D&D-Master 187
Tracking (DR 6 hours, EF 90% anywhere) 0D&D-Master 188
Transmute rock to mud - 2 times/day DMG1 189
Treasure Finding (DR 6T, EF 400') 0D&D-Master 190
True seeing ELH3? 191
True seeing - 1 time/day DMG1 192
Truesight (DR 5T, EF 120'; '212) 0D&D-Master 193
Turn Undead as Cleric L24 (DR 3T) 0D&D-Master 194
Turn Undead bonus +6 to roll, +3d6 HD (DR 1T) 0D&D-Master 195
Turn wood- 1 time/day DMG1 196
Victory (EF +25 CR Roll, on CRT worst 91-100) 0D&D-Master 197
Wall of fire - 2 time/day DMG1 198
Wall of ice - 2 times/day DMG1 199
Wall of Iron (R120', EF500sq. ft.;C21) 0D&D-Master 200
Wall of thorns - 2 times/day DMG1 201
Weapon damage is +2 hit points DMG1 202
Weapon strength bonus + 3 (DR 1T) 0D&D-Master 203
Weapon strength bonus + 4 (DR 1T) 0D&D-Master 204
Wielder gets +2 luck bonus on attacks, saves, and checks 80000 DMG3.5? 205
Wind walk - 1 time/day DMG1 206
Wizard eye - 2 times/day DMG1 207
Word of recall - 1 time/day DMG1 208
X-ray vision - 2 times/day DMG1 209

[PC16] Technology Group Classes


[Q24.7] Intelligent Item Psionics - Super

Effect gp cost (3E) Source d170
1E: Chain lightning (enhanced; 20d6 damage; DC 161) ELH3? 1
1E: Finger of death (heightened to 9th level; DC 191) ELH3? 2
1E: Gate ELH3? 3
1E: Greater teleport ELH3? 4
1E: Mass heal ELH3? 5
1E: Meteor Swarm (DC 191) ELH3? 6
1E: Phase Door ELH3? 7
1E: Prismatic Sphere (DC 191) ELH3? 8
1E: Summon monster IX ELH3? 9
1E: Sunburst (heightened to 9th level; DC 191) ELH3? 10
Ability Scores bonus (DR 6T, EF 4 random scores) 0D&D-Master 11
Ability Scores bonus (DR 6T, EF all scores) 0D&D-Master 12
AC bonus -10 (DR 6T) 0D&D-Master 13
AC bonus -8 (DR 6T) 0D&D-Master 14
All of possessor's ability totals permanently raised 2 points each upon pronouncement of a command word (18 maximum) DMG1 15
All of possessor's ability totals raised to 18 each upon pronouncement of a command word DMG1 16
Anti-Magic 50% (DR 6T) 0D&D-Master 17
Anti-Magic Ray (DR lT, EF 100%) 0D&D-Master 18
Astral projection ELH3? 19
Bear’s endurance (wielder only; intensified; +10 enhancement bonus to Constitution) ELH3? 20
Blasting (EF 60' x 20', 2d6 + deafen) 0D&D-Master 21
Blend with surroundings (DR 6T) 0D&D-Master 22
Bones/exoskeleton/cartilage of opponent turned to jelly - 1 time/day DMG1 23
Bull’s strength (wielder only; intensified; +10 enhancement bonus to Strength) ELH3? 24
Cacodemon-like power summons a demon lord, arch-devil, or nycadaemon - 1 time/month DMG1 25
Cat’s grace (wielder only; intensified; +10 enhancement bonus to Dexterity) ELH3? 26
Clone (R 10'; M6) 0D&D-Master 27
Close Gate*(R 30'; C26) 0D&D-Master 28
Container, to 40,000 cn (DR 6 hours) 0D&D-Master 29
Container, to 50,000 cn (DR 6 hours) 0D&D-Master 30
Control Dragons (DR ZOT, EF one type, 3 Small or 1 Large) 0D&D-Master 31
Control Giants (DR 20T, EF one type, 4 0D&D-Master 32
Control Greater Undead (DR ZOT, EF any, 40 HD, 20 cr) 0D&D-Master 33
Control Humans (DR 20T, EF up to 7 HD, 40 HD total, 20 cr) 0D&D-Master 34
Create Magical Monsters (R 60', DR 3T, EF 40 HD total; M7) 0D&D-Master 35
CreateAnyMonster(R go', DR 4T, EF 40 HD; M8) 0D&D-Master 36
Creeping doom callable- 1 time/day DMG1 37
Death spell power of 110%-200% effectiveness with respect to number of levels affected - 1 time/day DMG1 38
Deoth ray equal to a finger of death with no saving throw - 1 time/day DMG1 39
Disintegrate (R 60', EF 1 cr; X16) 0D&D-Master 40
Dominate monster (DC 191) on contact ELH3? 41
Earthquake (R 120 yards, DR lT, EF 175'sq; C13) 0D&D-Master 42
Energy drain (DC 191) on contact ELH3? 43
Find the Path (DR 46T; XU) 0D&D-Master 44
Force Field (R 120', DR 6T, EF 5000 sq.ft.; M8) 0D&D-Master 45
Foresight (wielder only) ELH3? 46
Gate (R 30', DR 1T or d%T; C26) 0D&D-Master 47
Gate spell power, 100% effective - 1 time/day DMG1 48
Greater invisibility (wielder only; extended; 40-minute duration) ELH3? 49
Haste (wielder only; extended; 40-round duration) ELH3? 50
Heal (R Touch; M9) 0D&D-Master 51
Hit points bonus +3 per Hit Die (DR 0D&D-Master 52
Immune to Breath Weapons (R Touch, DR 1T) 0D&D-Master 53
Immune to Energy Drain (R Touch, DR 0D&D-Master 54
Immunity (DR 40T, EF blocks L1 -3 spells and half effect of magic weapons + L4,L5; M9) 0D&D-Master 55
Imprisonment spell power - 1 time/week DMG1 56
Inertia control (DR 4 hours, 1 obj) 0D&D-Master 57
Legend lore, commune, or contact higher plane (7th-10th) - 1 time/week DMG1 58
Life Trapping 0D&D-Master 59
Luck (DR lT, EF Choose result of 1 roll) 0D&D-Master 60
Magical resistance of 50%-75% for possessor upon command word- 1 time/day DMG1 61
Major attribute permanently raised to 19 upon command word DMG1 62
Maze (R 60', DR 6T to 4r; C26) 0D&D-Master 63
Memorize + 10 bonus spell levels 0D&D-Master 64
Memorize + 8 bonus spell levels 0D&D-Master 65
Memorize + 9 bonus spell levels 0D&D-Master 66
Metal to Wood (R 120', EF 2,000 cn; C16) 0D&D-Master 67
Meteor Swarm (R 240', EF 4 for 8d6 + 8d6 or 8 for 4d6 + 4d6; C26) 0D&D-Master 68
Meteorswarm - 1 time/day DMG1 69
Mind Barrier (R lo', DR 48 hours, EF + 8 ST; C24) 0D&D-Master 70
Monster summoning VIII- 2 times/day DMG1 71
Obliterate* (R 60', EF kill 7 HD; to 12 HD ST at -4, 12 + HD 6d10; C13) 0D&D-Master 72
Open Locks, 110% (DR 6T) 0D&D-Master 73
Open Locks, 120% (DR 6T) 0D&D-Master 74
Open Mind' (R Touch, EF -8ST; C24) 0D&D-Master 75
Permanence (R 10'; C25) 0D&D-Master 76
Pick Pockets, 100% (DR 6T) 0D&D-Master 77
Plane shift- 1 time/day DMG1 78
Polymorph any object- 1 time/day DMG1 79
Power word blind/kill/stun - 1 time/day DMG1 80
Power Word Kill (R 120', EF kill 60 hp, stun 61-100 hp, DR 4T; C26) 0D&D-Master 81
Power WordBlind(R 120', DR up to 40 hp = 4 days, up to 80 hp = 2d4 hrs; C25) 0D&D-Master 82
Premonition of death or serious harm to possessor DMG1 83
Prismatic spray- 1 time/day DMG1 84
Prismatic Wall (R 60', DR 6T, EF 10'radius or 500 sq.ft.; M9) 0D&D-Master 85
Protection from all creatures (DR 6T) 0D&D-Master 86
Protection from Magical Detection (DR 6T, EF self + items) 0D&D-Master 87
Raise Dead Fully (R 60', EF up to 8 years dead; C 13) 0D&D-Master 88
Random Avangion2 spell, CSL=1, CCL=9 (see [PC7]) DM 89
Random Avangion2 spell, CSL=2, CCL=8 (see [PC7]) DM 90
Random Avangion2 spell, CSL=3, CCL=7 (see [PC7]) DM 91
Random Bug spell, CSL=3, CCL=7 (see [PC7]) DM 92
Random Bug spell, CSL=6, CCL=4 (see [PC7]) DM 93
Random Bug spell, CSL=9, CCL=1 (see [PC7]) DM 94
Random Clerical Elemental2 spell, CSL=1, CCL=9 (see [PC7]) DM 95
Random Clerical Elemental2 spell, CSL=2, CCL=8 (see [PC7]) DM 96
Random Clerical Elemental2 spell, CSL=3, CCL=7 (see [PC7]) DM 97
Random Hero spell, CSL=1, CCL=9 (see [PC7]) DM 98
Random Hero spell, CSL=2, CCL=8 (see [PC7]) DM 99
Random Hero spell, CSL=3, CCL=7 (see [PC7]) DM 100
Random Hero spell, CSL=4, CCL=6 (see [PC7]) DM 101
Random Hero spell, CSL=5, CCL=5 (see [PC7]) DM 102
Random Immortal0 spell, CSL=9, CCL=1 (see [PC7]) DM 103
Random Legend spell, CSL=1, CCL=9 (see [PC7]) DM 104
Random Legend spell, CSL=2, CCL=8 (see [PC7]) DM 105
Random Legend spell, CSL=3, CCL=7 (see [PC7]) DM 106
Random Legend spell, CSL=4, CCL=6 (see [PC7]) DM 107
Random Legend spell, CSL=5, CCL=5 (see [PC7]) DM 108
Random Legend spell, CSL=6, CCL=4 (see [PC7]) DM 109
Random Legend spell, CSL=7, CCL=3 (see [PC7]) DM 110
Random Legend spell, CSL=8, CCL=2 (see [PC7]) DM 111
Random Lich spell, CSL=0, CCL=10 (see [PC7]) DM 112
Random Lich spell, CSL=1, CCL=9 (see [PC7]) DM 113
Random Lich spell, CSL=2, CCL=8 (see [PC7]) DM 114
Random Lich spell, CSL=3, CCL=7 (see [PC7]) DM 115
Random Lich spell, CSL=4, CCL=6 (see [PC7]) DM 116
Random Lich spell, CSL=5, CCL=5 (see [PC7]) DM 117
Random Lich spell, CSL=6, CCL=4 (see [PC7]) DM 118
Random Lich spell, CSL=7, CCL=3 (see [PC7]) DM 119
Random Lich spell, CSL=8, CCL=2 (see [PC7]) DM 120
Random Psi14 super, CCL=9 (see [PC7]) DM 121
Random Psi14 ultra, CCL=6 (see [PC7]) DM 122
Random Psi14 ultra+1, CCL=3 (see [PC7]) DM 123
Random Psi7 super, CCL=9 (see [PC7]) DM 124
Random Psi7 ultra, CCL=6 (see [PC7]) DM 125
Random Psi7 ultra+1, CCL=3 (see [PC7]) DM 126
Random Villain spell, CSL=1, CCL=9 (see [PC7]) DM 127
Random Villain spell, CSL=2, CCL=8 (see [PC7]) DM 128
Random Villain spell, CSL=3, CCL=7 (see [PC7]) DM 129
Random Villain spell, CSL=4, CCL=6 (see [PC7]) DM 130
Random Villain spell, CSL=5, CCL=5 (see [PC7]) DM 131
Random Villain spell, CSL=6, CCL=4 (see [PC7]) DM 132
Random Warlord spell, CSL=4, CCL=6 (see [PC7]) DM 133
Random Warlord spell, CSL=8, CCL=2 (see [PC7]) DM 134
Regeneration (EF 3hP'r for IT) 0D&D-Master 135
Remove Traps, 100% (DR 6T) 0D&D-Master 136
Restoration - 1 time/day DMG1 137
Resurrection - 7 times/week DMG1 138
Shades - 2 times/day DMG1 139
Shape change - 2 times/day DMG1 140
Shapechange (DR 40T, EF any cr or obj 40'/4000cn; M9) 0D&D-Master 141
Smash attack (DR 1T) 0D&D-Master 142
Spell absorption, 19-24 levels- 1 time/week DMG1 143
Spell damage bonus, + 3/die (DR 1 spell) 0D&D-Master 144
Spell damage bonus,-+ 4/die (DR 1 spell) 0D&D-Master 145
Stoneskin (wielder only; extended; 400-minute duration) ELH3? 146
Summon 1 of each type of elemental, 16 hit dice each, no need for control - 1 time/week DMG1 147
Summon diinn or efreet lord (8 h.p./die, f 2 "to hit" and +4 damage) for 1 day of service- 1 time/week DMG1 148
Super sleep spell affects double the number of creatures plus up to 2 5th or 6th and 1 7th or 8th level creature DMG1 149
Teleport any Object (EF 1 cr/obj/lO' cube or seif safe, -2 save other; C24) 0D&D-Master 150
Temporal stasis, no saving throw, upon touch - 1 time/month DMG1 151
Time stop of twice normal duration - 1 time/week DMG1 152
Timestop (DR 1 + ld4r; M10) 0D&D-Master 153
Total fire/heat resistance for all creatures within 20' of the item DMG1 154
Total immunity from all forms of cold DMG1 155
Total immunity from all forms of mental and psionic attacks DMG1 156
Trap the soul with 90% effectiveness- 1 time/month DMG1 157
Travel(DR 40T, MV 360'/720'gaseous; 0D&D-Master 158
Triple weapon damage (DR 1T) 0D&D-Master 159
Turn Undead as Cleric L36 (DR 3T) 0D&D-Master 160
User can cast combination spells (if a spell caster) as follows (d4): DMG1 161
Vanish -2 timeslday DMG1 162
Vision - 1 time/day DMG1 163
Weapon strength bonus + 5 (DR 1T) 0D&D-Master 164
Weather Control (DR Conc., EF 240 yards; C16) 0D&D-Master 165
Wish - 1 time/day DMG1 166
Wish (M10) 0D&D-Master 167
Word of Recall (X9) 0D&D-Master 168
X-Ray Vision (R 30', DR 1T) 0D&D-Master 169
Youth restored to creature touched - 1 time/month DMG1 170

[PC16] Technology Group Classes


Rejuvenator

Level KXP Rejuv  Unb Aft
357 9  [1] [1]
1 0 1-- -  [-] [-]
2 4.5 2-- -  [-] [-]
3 9 3-- -  [-] [-]
4 18 4-- -  [-] [-]
5 36 41- -  [-] [-]
6 72 42- -  [-] [-]
7 144 43- -  [-] [-]
8 288 44- -  [-] [-]
9 500 441 -  [-] [-]
10 900 442 -  [-] [-]
11 1350 443 -  [-] [-]
12 1800 444 -  [-] [-]
13 2250 444 1  [-] [-]
14 2700 444 2  [-] [-]
15 3150 444 3  [-] [-]
16 3600 444 4  [-] [-]
17 4050 544 4  [-] [-]
18 4500 554 4  [-] [-]
19 4950 555 4  [-] [-]
20 5400 555 5  [-] [-]
21 5850 655 5  [-] [-]
22 6300 665 5  [-] [-]
23 6750 666 5  [-] [-]
24 7200 666 5  [1] [-]
25 7650 666 6  [1] [-]
26 8100 666 6  [2] [-]
27 8550 766 6  [2] [-]
28 9000 766 6  [3] [-]
29 9450 776 6  [3] [-]
30 9900 776 6  [3] [1]
31 10350 776 6  [4] [1]
32 10800 777 6  [4] [1]
33 11250 777 6  [4] [2]
34 11700 777 6  [5] [2]
35 12150 777 7  [5] [2]
36 12600 777 7  [5] [3]
TH Saves
PD RS PP BW Sp Fo Re Wi
+0 10 (all) [++1]
+1 20 (all) [++2]
+2 30 (all) [++3]
+3 40 (all) [++4]
+4 50 (all) [++5]
+5 60 (all) [++6]
+6 70 (all) [++7]
+7 80 (all) [++8]
+8 90 (all) [++9]
+9 100 (all) [++10]
+10 110 (all) [++11]
+11 120 (all) [++12]
+12 130 (all) [++13]
+13 140 (all) [++14]
+14 150 (all) [++15]
+15 160 (all) [++16]
+16 170 (all) [++17]
+17 180 (all) [++18]
Requisites: Con 28, Int 23, Class Slots 3
Alignment: any
HD/level: 2d12
Weapon Prof.: 0+level
To Hit Table: War
Save Table: 10*level [++level]
Reference: DM { Reduced Unbreakable / Afterliver }
Groups: Concordant (x1), Technology, Futureshifted
 
Gets Super Barbarian Con bonus, which is +(Con-18)*3.
This class is dedicated to the continuation of your life at all costs, using all technological and magical methods possible.
This is the reduced form of two different x2 Concordant classes: Unbreakable (brick-style with lots of immunities) and Afterliver (constantly being reborn into new forms). The idea here is by the time a character has reached 36th level in Rejuvenator, they will know which path they will take.
The saves are 10*LVL in all categories. You also get ++LVL on the natural die roll for saves, meaning even at level 1 you cannot auto-miss a save (you auto-make on 19-20).
Level 1 ¶: May convert 1V -> 1uncV, 1P -> 1uncP, 1M -> 1uncM, and 1F -> 1uncF. The "unc" prefix is for "Unconscious actions"; these actions can be used even if you're unconscious, stunned, unaware, paralyzed, etc. (but not dead, annihilated, incursed, truename erased, or worse such as pixelated or loop incursed). You may use 1 Unconscious action as your action for the segment, instead of your normal 1S for the segment. You may use Unconscious actions while conscious.
Level 9 ¶: May convert 1V -> 1deadV, 1P -> 1deadP, 1M -> 1deadM, and 1F -> 1deadF. The "dead" prefix is for "Dead actions"; these actions can be used even if you're dead, incursed, etc., pretty much any state except for pixelated. You may use 1 Dead action as your action for the segment, instead of your normal 1S for the segment. Note these are not D actions and use different rules. If you somehow generate a D action, you may convert 1D -> 1deadS if you like. You may use Dead actions while conscious or not dead.
Level 19 ¶: Note that at this level you auto-make all saves, due to your save bonus (a natural 1-20 becomes a 20).
Level 24 Note: Your "CCL" is your CL-23 for Unbreakable and CL-29 for Afterliver.
 
DM Note: The Troll-like regeneration powers may all be run at the same time; the higher level versions are not "upgrades".

[PC16] Technology Group Classes


Rejuvenator Spells

Level # Spell
3 1 1uncV: Death's Door Self (you go to 0 current hp)
3 2 1uncV, can use while Charmed/Dominated: Remove Charm/Domination on self, you can still act on the opposing segment (presumably to do something nasty to the person that charmed you.)
3 3 1uncP: Remove Paralysis, Stun, or Held on Self.
3 4 1uncM: Remove an effect that's stopping you from using actions, like Stop, Slow, Web, etc. Lockdown, Time Stop, and Temporal Stasis can be done, but they require 10 uses of this power.
3 5 1M: Clone (as spell). You may have CL Clones in storage at a time.
3 6 Troll-like regeneration 10*CL% of max hp /s (note this might not get you up immediately even at level 10)
5 1 1uncP: Remove a (non-major) [C] section effect from yourself. This may be repeated to build up to a major [C] section effect.
5 2 1uncM: Heal Self.
5 3 Lockdown D Actions in the room continuous (does not affect "dead" Actions).
5 4 Your mount (if you have one) is considered "Self" for you, so if you Heal yourself, your mount gets Healed too.
5 5 Troll-like regeneration 20*CL% of max hp /s, this can also cure Vile dmg and Permanent hp of dmg.
5 6 Unconscious Haste: +LVL uncA Actions; does not count as your Haste
7 1 1deadV: Do a normal movement at half your movement rate. Be warned, parting shots treat your body as an object (using Item Saving Throws) if you're dead while moving away.
7 2 1deadF: Animate Self as an Undead. Pick an Undead Racial Adjective (it's free). Only 1 adjective at a time.
7 3 1deadP: Cureall Self.
7 4 1deadM: Resurrect Self.
7 5 Can "material component" Rejuvenator powers (spend +1V; you must be conscious) to allow you to affect another person with a power.
7 6 Troll-like regeneration 30*CL% of max hp /s, this can also cure ability score dmg (at 10 hp each).
9 1 1deadF: Move a nasty flag on yourself (such as Capital S Slain) to someone else in your group. Note if you have power #7.1, you can creep up to someone to deliver the flag first.
9 2 You can convert 1X -> 1uncX actions. 2deadF or 1uncX: You can use a normal 1P action this segment, even though you're unconscious or dead.
9 3 1deadM: True Resurrect Self.
9 4 1M, 1/d: Capital O Object to something. You can pick this more than once to use it more than once per day.
9 5 Have the DM copy your PC's status on the chalkboard to somewhere else as a backup. 1N, 1/reset: Switch your current status with your backup. This cannot be taken more than once.
9 6 Troll-like regeneration 40*CL% of max hp /s, this can also cure negative levels (at 100 hp each).
Unbreakable 1 (11) 1 +CCL PSaves (using the [X] section saving throw rules)
Unbreakable 1 (11) 2 +(CCL+1)/3 ihp
Unbreakable 1 (11) 3 +(CCL+1)/3 iAC
Unbreakable 1 (11) 4 Immune to CCL [C] section effects, even major ones are only 1 pick each
Unbreakable 1 (11) 5 All of your items are Indestructible.
Unbreakable 1 (11) 6 You are immune to all area effects. However, this power is incompatible with any "You can't be targetted" effects you have running (they shut off).
Afterliver 1 (11) 1 +CCL MSaves (using the [X] section saving throw rules)
Afterliver 1 (11) 2 1N, 1/s: Pick any ÷18 or less race, or a DL IX or less creature you know of. You Shapechange into it. Your stats don't change, but you can use racial/innate abilities from it.
Afterliver 1 (11) 3 You can assume the form of any known dead/incursed/pixelated person or creature (this is like the First Evil's ability). You don't have the person's abilities, but you do have their memories.
Afterliver 1 (11) 4 You can convert 1X -> 1deadX actions. 1deadX: Capital F Fix Self.
Afterliver 1 (11) 5 You get and can use 2D Actions per death per segment. You are limited to CCL+1 D Actions you can use per reset (instead of 1).
Afterliver 1 (11) 6 Rotating Truename. Rotating Home Plane. Rotating Quantum Signature. Your Silver Cord rotates color, and can't be targetted or attacked.

[PC16] Technology Group Classes


Rocketeer

Level KXP Invocation
123 456 7
1 0 1-- --- -
2 3 2-- --- -
3 6 21- --- -
4 12 32- --- -
5 24 331 --- -
6 48 332 --- -
7 96 332 1-- -
8 192 333 2-- -
9 350 443 21- -
10 600 443 32- -
11 850 544 321 -
12 1100 655 322 -
13 1350 666 422 -
14 1600 666 532 1
15 1850 666 642 1
16 2100 777 643 1
17 2350 777 753 2
18 2600 888 864 2
19 2850 998 864 2
20 3100 999 875 2
21 3350 999 986 2
22 3600 999 996 3
23 3850 999 997 3
24 4100 999 998 3
25 4350 999 998 4
26 4600 999 999 4
27 4850 999 999 5
28 5100 999 999 6
29 5350 999 999 7
30 5600 999 999 8
31 5850 999 999 9
32 6100 AAA A99 9
33 6350 AAA AAA 9
34 6600 AAA AAA A
35 6850 BBB BAA A
36 7100 BBB BBB B
TH Saves
PD RS PP BW Sp Fo Re Wi
+0  6  4  6  3  4  1  3  0
+1  6  5  7  3  5  1  4  1
+2  7  6  7  4  6  2  5  1
+3  7  7  8  4  7  3  6  2
+4  8  8  8  5  8  4  7  3
+5  8  9  9  5  9  5  8  3
+6  9 10  9  6 10  5  9  4
+7  9 11 10  6 11  6 10  5
+8 10 12 10  7 12  7 11  5
+9 10 13 11  7 13  8 12  6
+10 11 14 11  8 14  9 13  7
+11 12 15 12  9 14  9 14  7
+12 13 16 13 11 15 10 15  8
+13 14 16 14 13 15 11 16  9
+14 15 16 15 14 16 12 17  9
+15 16 16 16 16 16 13 18 10
+16 16 16 16 16 16 13 19 11
+17 16 17 16 16 16 14 20 11
Requisites: Dex 18, Luck 12 (can owe)
Alignment: C any
HD/level: +d6
Weapon Prof.: 5+level
To Hit Table: 2xRog
Save Table: 2xRog
Reference: DM
Groups: Rogue, Technology
 
Gets 60 Rogue points per level.
Can spend stat points due to level to Luck (in fact you must do this in order to fill the Luck requirement).
Can cast Wizard Invocation spells.
Level 1: Flying at 6*LVL" (D) via a rocket pack on your back.
Level 1: Can weapon specialize as per Barbarian in the Number of Attacks table.
Level 1 ¶: ROCKETS!!!: You always have a (free) Missile Launcher weapon for each hand, which fires an endless supply of ROCKETS!!! Your ROCKETS!!! have a range of 30*LVL*LVL feet. You have two options when firing:
[1] You can ROCKET!!! one target, this is treated as a normal weapon attack (you need to roll to hit as usual). Base number of attacks as per Bow, dmg = 1e(LVL*10) / 1e(LVL*10), with Dex bonus and specialization for TH/dmg. Critical is 20+/x(LVL+2)/2.
[2] You can ROCKET!!! one group, this auto-hits, the entire group takes 2e(LVL*4) technological dmg, with Dex bonus (and specialization) on dmg.
Level 2: +1 Technological proficiency per even level, see [P8.8] for list.
Level 9 (and every further level divisible by 9): Has access to another School.
Lvl Rocketeer Ability | -50% | -100% | -150% Act Base Penalty Bonus
1 Rating/30 instances of Resist an element or eelement (doesn't "spread") - 30 Con-10 Con-15
1 Self Destruct: You and your group takes (Rating) tech dmg. P 30*LVL Str-1 Str-19
1 Find/Remove x1 Traps/Tricks | Magic/Psi | OutPhase ( | 30' away) V 10 Dex-4 Dex-8
1 Attack (+1 TH per 10% made this segment) V 5 Dex-12 Dex-15
1 Damage (+1 dmg per 10% made this segment; or multiply dmg by x(1+rating/200)) V 0 Str-15 Str-18
1 Open/Close Locks: Mech. | Magic/Psi | OutPhase (| do this 30' away) VM 5 Dex-12 Dex-16
1 Resources: Gain LVL*Chr*10 gp per reset.
1 Extra range on missiles (3' per 1%) - 10 Wis-13 Wis-15
1 Understand how a tech item works (-5%/tech level) V 25 Con-10 Con-12
1 Any Rogue 1 ability - - - -
2 Lower Encumbrance | Zero Encumbrance | No Armor Penalty | AC types fully add P 5 Str-14 Str-19
2 Item Speed: One of your items gets +1E action || two items |||| one gets +1QE V 0 Con-10 Con-15
3 +(rating/50) wear locations (any body location you want) V 0 Str-10 Str-15
3 Any Rogue 3 ability - - - -
4 Considered extra +(rating/25) weapon to hit V 0 Str-5 Str-15
4 Gun Fu: +LVL to hit with guns; guns are always at least base #Att = 1; guns "open end" one better than normal.
5 BOMBS!: 1P, 1 charge (have LVL charges /d): LVL*(2m4) technological damage, area (no save, TechR to resist)
5 Any Rogue 5 ability - - - -
6 Lower/Ignore WaWR (reduce or ignore WaWR by rating) || iWaWR V/N 0 Dex-10 Dex-20
6 Find/Remove x2 Traps/Tricks | Magic/Psi | OutPhase ( | 30') ( | x1 Special) V 20 Dex-9 Dex-12
7 Repair a broken magic/psi/tech item, n=(XP value)/1000 (round up) nM 100 - -
7 Any Rogue 7 ability - - - -
8 Your BOMBS! can hit two groups or can be set on a time delay, you have 3*LVL charges
8 Remove Capital B Blasted or Capital M Mauled from someone 3F 100 - -
9 +(rating)% money, use at end of run before selling - 0 Cml-9 Cml-18
9 Better Resources: Gain LVL*Chr*10 item XP per reset, must all be spent on one item (any extra is wasted)
10 Find/Remove x3 Traps/Tricks | Magic/Psi | OutPhase( | 30') ( | x2 Special) M 20 Int-13 Int-15
12 Backstave (N/2% of your dmg is vile) || Stun (save=N-100) - 0 Wis-26 Wis-32
15 The Man for the Job: 1F, 1/reset: Create a temporary (1 turn) x1 non-artifact item that is needed for a task
18 Fork 1bM 100 - -
21 Speak with Technology (giving it Pseudo-Intelligence) V 0 Con-15 Con-23
24 You act as a Spelljamming helm, 1X tech, (rating/10) SFB boxes V 0 Con-20 Con-28
27 Nuke (does a nuclear bomb; Rating/100 idmg in huge area) 2F 100 Str-2 Str-38

[PC16] Technology Group Classes


Stuffy Doll16

Level KXP Psi16
mMG S {items / CC}
1 0 1-- - {1 / 1}
2 5 2-- - {1 / 1}
3 10 3-- - {2 / 1}
4 20 4-- - {2 / 1}
5 40 5-- - {3 / 2}
6 80 6-- - {3 / 2}
7 160 7-- - {4 / 2}
8 320 8-- - {4 / 2}
9 640 9-- - {5 / 3}
10 1125 91- - {5 / 3}
11 1625 92- - {6 / 3}
12 2125 93- - {6 / 3}
13 2625 94- - {7 / 4}
14 3125 95- - {7 / 4}
15 3625 96- - {8 / 4}
16 4125 97- - {8 / 4}
17 4625 98- - {9 / 5}
18 5125 99- - {9 / 5}
19 5625 A9- - {10 / 5}
20 6125 A91 - {10 / 5}
21 6625 A92 - {11 / 6}
22 7125 A93 - {11 / 6}
23 7625 A94 - {12 / 6}
24 8125 A95 - {12 / 6}
25 8625 A96 - {13 / 7}
26 9125 A97 - {13 / 7}
27 9625 A98 - {14 / 7}
28 10125 A99 - {14 / 7}
29 10625 AA9 - {15 / 8}
30 11125 AA9 1 {15 / 8}
31 11625 AA9 2 {16 / 8}
32 12125 AA9 3 {16 / 8}
33 12625 AA9 4 {17 / 9}
34 13125 AA9 5 {17 / 9}
35 13625 AA9 6 {18 / 9}
36 14125 AA9 7 {18 / 9}
TH Saves
PD RS PP BW Sp Fo Re Wi
+0  1  1  1  1  1  1  1  1
+0  3  3  3  3  3  3  3  3
+0  4  4  4  4  4  4  4  4
+0  6  6  6  6  6  6  6  6
+0  7  7  7  7  7  7  7  7
+0  9  9  9  9  9  9  9  9
+0 10 10 10 10 10 10 10 10
+0 12 12 12 12 12 12 12 12
+0 13 13 13 13 13 13 13 13
+0 15 15 15 15 15 15 15 15
+0 16 16 16 16 16 16 16 16
+0 18 18 18 18 18 18 18 18
+0 19 19 19 19 19 19 19 19
+0 21 21 21 21 21 21 21 21
+0 22 22 22 22 22 22 22 22
+0 24 24 24 24 24 24 24 24
+0 25 25 25 25 25 25 25 25
+0 27 27 27 27 27 27 27 27
Requisites: Con 35
Alignment: any
HD/level: & d30
Weapon Prof.: & 0+level
To Hit Table: Normal Man (+0)
Save Table: 3xMon
Reference: MTG
Groups: Monster, Technology
 
See [Q16] for Psi16 rules and powers.
Can manipulate an object with Psi16 TechF equal to your level or less.
Can have up to LVL/2 (round up) MTG magic items (see the Planeswalker Artificer class for list of MTG items). The maximum CC (Casting Cost, treat as SL) for each is (LVL+3)/4.
How many items you get and what CC they are is shown on the progression in braces.
Level 1: Immune to Disintegrate and other effects that would destroy your body (but not Annihilation, Incursion, or Pixelation).
Level 1 ¶: Technology Damaging Shield vs. Melee or Missile attacks (100% damage back; TechR or aER to resist)
Level 1: 1M: Target takes 10*LVL dmg (TechR to resist).

[PC16] Technology Group Classes


Technologist

Level KXP Wizard/Psi8
123 456 789
1 0 ½½½ --- ---
2 8 1½½ --- ---
3 12 1½½ ½-- ---
4 18 2½½ ½-- ---
5 27 21½ ½-- ---
6 41 21½ ½½- ---
7 61 211 ½½- ---
8 92 221 ½½- ---
9 137 221 1½½ ---
10 206 222 1½½ ---
11 308 222 11½ ---
12 462 222 11½ ½--
13 692 222 111 ½--
14 1038 322 211 ½--
15 1557 322 211 1½-
16 2336 332 221 1½-
17 3000 332 221 11-
18 4000 332 221 11½
19 5000 333 222 111
20 6000 433 322 211
21 7000 443 332 221
22 8000 444 333 222
23 9000 544 433 322
24 10000 554 443 332
25 11000 555 444 333
26 12000 655 544 433
27 13000 665 554 443
28 14000 666 555 444
29 15000 766 655 544
30 16000 776 665 554
31 17000 777 666 555
32 18000 877 766 655
33 19000 887 776 665
34 20000 888 777 666
35 21000 988 877 766
36 22000 998 887 776
TH Saves
PD RS PP BW Sp Fo Re Wi
+0  4  7  5  3  6  0  1  1
+0  4  7  5  3  7  0  1  1
+0  4  8  5  4  7  0  1  2
+1  4  8  6  4  7  1  2  2
+1  5  9  6  4  8  1  2  3
+1  5  9  7  5  8  2  3  3
+2  5 10  7  5  9  2  3  4
+2  6 10  7  6  9  2  3  4
+2  6 10  8  6  9  3  4  5
+3  6 11  8  6 10  3  4  5
+3  7 11  9  7 10  4  5  6
+3  7 12  9  7 11  4  5  6
+4  7 12  9  8 11  4  5  7
+4  7 13 10  8 11  5  6  7
+4  8 13 10  8 12  5  6  8
+5  8 13 11  9 12  6  7  8
+5  8 14 11  9 13  6  7  9
+5  9 14 11 10 13  6  7  9
Requisites: Dex 10, Int 10
Alignment: any
HD/level: d6
Weapon Prof.: 7+level
To Hit Table: Wiz
Save Table: Wiz
Reference: DM
Groups: Wizard, Technology
 
Specialized in Technology school; pick an opposite.
There is a "Create Technological Item" spell of each spell level; each spell creates an item of TechL = SL (material componenting may be used to double the TL). The item cannot weigh more than level^2 pounds, or it has some flaw which requires upkeep and/or repair to keep it operating effectively. The spell effect will end in level turns unless a Permanency spell is used.
Note that creating a temporary machine which creates a real machine is perfectly legal.
Level 1: +1 technological proficiency per level, see Psi8.
Level 1: May use Psi8 minors as if they were 2nd level spells.
Level 6: May use Psi8 majors as if they were 5th level spells.
Level 15: May use Psi8 grands as if they were 8th level spells.
Level 54: May use Psi8 supers as if they were 11th level spells.

[PC16] Technology Group Classes


Thanatos

Level KXP Priest/Psi8
123 456 78
TH
1 0 20- --- -- +0
2 2 210 --- -- +1
3 4 321 --- -- +1
4 7.5 422 --- -- +2
5 12.5 432 0-- -- +3
6 20 432 1-- -- +3
7 35 443 1-- -- +4
8 60 443 20- -- +5
9 90 543 21- -- +5
10 125 543 320 -- +6
11 200 553 321 0- +7
12 300 554 432 1- +7
13 750 655 543 2- +8
14 1150 666 654 3- +9
15 1550 666 666 4- +9
16 1950 666 666 5- +10
17 2350 666 666 6- +11
18 2750 666 666 60 +11
19 3150 666 666 61 +12
20 3550 666 666 62 +13
21 3950 666 666 63 +13
22 4350 666 666 64 +14
23 4750 666 666 65 +15
24 5150 766 666 65 +15
25 5550 776 666 65 +16
26 5950 777 666 65 +17
27 6350 777 766 65 +17
28 6750 777 776 65 +18
29 7150 777 777 65 +19
30 7550 777 777 75 +19
31 7950 777 777 76 +20
32 8350 777 777 77 +21
33 8750 887 777 77 +21
34 9150 888 877 77 +22
35 9550 888 888 77 +23
36 9950 888 888 881 +23
37 19900 888 888 882 +24
38 29850 888 888 883 +25
39 39800 888 888 884 +25
45 99500 998 888 888 +29
54 189050 A99 999 999 1 +35
63 278600 AA9 999 999 9 +41
72 368150 AAA AAA AAA A1 +47
Race Adjustments:
Str Dex Con Int Wis Chr Cml AT hp TH Div
+0 +0 +0 +4 +3 +0 +0 +4 +10 +0 ÷1
 
Requisites: Int 15, Wis 12,
  Race Slots 1, Class Slots 2
Alignment: any
HD/level: d8
Weapon Prof.: 2+level/2
To Hit Table: Pri
Save Table: Pri
Reference: DM
Groups: Priest, Technology, Archetype
Complexity: CF=3
   
Saving Throws:  
PPD: level+7
RSW: level+3
PP: level+4
BW: level+1
Spell: level+2
Fort: level-1
Reflex: level-1
Will: level+1
   
Gets Int (not Wis) bonus to spells.
Gets Exceptional Int bonus.
Bonus grand in Technology sphere.
Can use Psi8 powers from progression. For this class, psionic powers use the following SL's: Minor=1; Major=3; Grand=6; Super=8.
Can have up to LVL Psi8 items.
+1 summon slot for Technological monsters.
Level N (every level): Using the list below, pick an ability.
A. +1M Action.
B. CF=4: Barbarian Int bonus instead of Exceptional.
C. All weapons are considered 1 size smaller for what you can wield.
D. Immune to Wall, Sphere, and Forcefield effects
E. Immune to Gravity (but not TK / falling damage)
F. Immune to Light (and all variants)
G. Unmanned siege machines within LVL*10' of you can fire by themselves (using your attack bonuses).
H. Immune to Positive Energy (includes Unlive positive energy levels).
I. Your summons do special effects (innates, spells) as if one DL better than they are.
J. Immune to Guardian sphere spells, and Forbiddance/Security Zones in general.
K. Free GGL (Specialty God) pick in a god that has an Int requirement.
L. You act as a TechL=LVL Computer (+LVL/2 Int, +LVL*2 Nonweapons).
M. Your area affects always only hit those you want them to.
N. Your Wall spell effects have xLVL area. 1M: Duplicate (make another) Wall effect.
O. 1bV, an ally within LVL*10' is rolling a save: He autorolls a 20
P. 0, 1/t: Distribute LVL instances of tactical movement to other allies.
Q. Immune to Vacuum. Need not breathe.
R. Sustain all actions; Time/Reality stability; Immune to Hold, Stop, Time Stop, Temporal Stasis

[PC16] Technology Group Classes


Time Lord13

Level KXP TimeLord
345 678 9
1 0 1-- --- -
2 6 2-- --- -
3 12 21- --- -
4 24 32- --- -
5 48 321 --- -
6 96 332 --- -
7 144 432 1-- -
8 210 433 2-- -
9 320 443 21- -
10 570 443 32- -
11 850 544 321 -
12 1700 544 332 -
13 2470 554 432 1
14 3220 554 433 2
15 3970 555 443 2
16 4740 655 443 3
17 5510 655 544 3
18 6280 665 544 3
19 7050 665 554 4
20 7820 666 554 4
21 8590 666 555 4
22 9360 766 655 4
23 10130 766 655 5
24 10900 776 665 5
25 11670 776 665 5
26 12440 777 666 5
27 13210 777 666 5
28 13980 777 766 6
29 14750 877 766 6
30 15520 877 776 6
31 16290 887 776 6
32 17060 887 777 6
33 17830 888 777 6
34 18600 888 777 7
35 19370 888 877 7
36 20140 888 887 7
TH Saves
PD RS PP BW Sp Fo Re Wi
+10 10 10 10 10 10 10 10 10
+10 12 12 12 12 12 12 12 12
+10 14 14 14 14 14 14 14 14
+10 16 16 16 16 16 16 16 16
+10 18 18 18 18 18 18 18 18
+10 20 20 20 20 20 20 20 20
+10 22 22 22 22 22 22 22 22
+10 24 24 24 24 24 24 24 24
+11 26 26 26 26 26 26 26 26
+11 28 28 28 28 28 28 28 28
+11 30 30 30 30 30 30 30 30
+11 32 32 32 32 32 32 32 32
+11 34 34 34 34 34 34 34 34
+11 36 36 36 36 36 36 36 36
+11 38 38 38 38 38 38 38 38
+11 40 40 40 40 40 40 40 40
+11 42 42 42 42 42 42 42 42
+12 44 44 44 44 44 44 44 44
Requisites: Int 24, Wis 17
Alignment: any
HD/level: 2d6
Weapon Prof.: 1+level/4
To Hit Table: 10+level/9
Save Table: 8+level*2
Reference: Doctor Who
Groups: Alternate, Technology
 
Time Lord Powers are given on the following page. They work like channeled spells, can't be material componented, and are resisted using TechR.
Level 1: Loop/Time/Reality Stability.
Level 1: Immune to haste and slow (this immunity may be lowered).
Level 1: Immune to aging. Have 2 Hearts. Can't be stangled or choked. Immune to Vacuum (including vacuum of space).
Level 1: 1M: Detect Temporal Anomaly.
Level 1: 1M: Know date, TF, LoopF.
Level 1: Know target's age and how many years of natural lifespan is left
Level 1 ¶: Upon death, 12/lifetime, 1 round delay: Reincarnate Self to same race, with different appearance.
Level 1 ¶: Can have up to LVL Technological items created for yourself (if you have the Create Tech Item powers).
Level 4 ¶: 0, 1/reset, go into a frozen coma-like state: Cureall Self. You cannot act until you reset.
Level 9: +LVL-8 segments per round. Thus a level 25 Time Lord has 27 segments.

[PC16] Technology Group Classes


Time Lord13 Powers

Level # Spell Effect Source
3 1 Construct/Improve Tech Item Create/Modify a Psi 8 item (any type) of TechL=CL, each TechL takes 1S action DM
3 2 Hack into Technological Object Hack (gain control) of a technological object with TechL<=CL (monsters get save) Psi8
3 3 Life Tether You know when in time the target is at all times, when time travelling can use the target as anchor Chronomancer SL=3
3 4 Minor Paradox Counter an effect that just occured last segment (it is undone) Chronomancer SL=3
3 5 Slow Slow (CL RSW saves, each missed save is a Slow effect) DM
3 6 Time Snare Target will do the same actions it did last time it acted (Spell save each round until made) Chronomancer SL=3
4 1 Dispel Technology Dispels a technological effect Psi8
4 2 Haste A3 +3A, +2B, or +1C actions Chronomancer SL=3
4 3 Summon Time Elemental Summons a normal (non-special) DL IV Time Elemental Chronomancer SL=4
4 4 Telepathy/ESP Telepathy and ESP DM
4 5 Temporal Push Target is thrown CL+1 rounds into the future (Will save) Chronomancer SL=4
4 6 Time Travel Time travel, up to CL*10 years, can cross 1 Barrier at a time DM
5 1 Create Slipgate Create a temporal gate Chronomancer SL=5
5 2 Extradimensional Space Create an extradimensional space (like a Portable Hole) DM
5 3 Haste A4 +4A, +3B, or +2C actions Chronomancer SL=4
5 4 Temporal Wall Anyone touching wall is double slowed and Wesley's Temporal Disjunction Chronomancer SL=5
5 5 Tempus Lawfulness Fixes temporal anomolies in area Chronomancer SL=6
5 6 Time Comm Communicate with someone in a different time (same location) DM / SFB
6 1 Conceal Temporal Anomaly Hides an Anomaly and reduces it's effects Chronomancer SL=6
6 2 Haste A5 +5A, +4B, or +3C actions Chronomancer SL=5
6 3 Sands of Time Reverse the effect of time on objects. Chronomancer SL=7
6 4 Temporal Eye Can scry into other times at this location Chronomancer SL=7
6 5 Time Halt Can usefully attack a Time/Loop Elemental or other Time Traveller DM
6 6 Wesley's Delayed Damage Whenever you take damage, you take only half, the rest is delayed until the spell ends (in 10+1d10 rounds) Chronomancer SL=7
7 1 Commune with Time of Legends Commune with Time of Legends Chronomancer SL=7
7 2 Haste A6 +6A, +5B, or +4C actions Chronomancer SL=6
7 3 Incurse Target being or object is Rewritten out of time (i.e. Incursed) (RSW save) Chronomancer SL=7
7 4 Temporal Shell Immune time Chronomancer SL=9
7 5 Temporal Stasis The flow of time stops for the subject, he ceases to grow older, he is in suspended animation. The reverse can free the creature. Chronomancer SL=9
7 6 Timereaver Time Travel Other +/- 5*CL years (Spell save) Chronomancer SL=8
8 1 Accelerate Lifeline Target ages CL years (Spell save) Chronomancer SL=8
8 2 Haste A7 +7A, +6B, or +5C actions Chronomancer SL=7
8 3 Item Supercharger A magic item can be used twice as often (per turn or day) or it's effects has twice duration Chronomancer SL=8
8 4 Loop Travel Travel up to CL LoopF's (Alternate Timelines) distant DM
8 5 Time Stop Stops time for 1d4 rounds Chronomancer SL=9
8 6 Immediate Tech Item Create/Modify a Psi 8 item (any type) of TechL=CL DM
9 1 Haste A8 +8A, +7B, or +6C actions Chronomancer SL=8
9 2 Temporal Incursion Beam (TIB) Target is Incursed (no save); is Loop Incursed if already Incursed DM / SFB
9 3 Time/Reality Stability Time/Reality Stability on target, reverse removes it (Spell save) Chronomancer SL=8

[PC16] Technology Group Classes


Tinker1

Level KXP Psi8
mMG S
1 1.25 1-- -
2 2.5 2-- -
3 5 3-- -
4 10 4-- -
5 20 41- -
6 40 42- -
7 60 43- -
8 100 44- -
9 140 441 -
10 270 442 -
11 450 443 -
12 600 444 -
13 800 544 -
14 1000 554 -
15 1200 555 -
16 1400 655 -
17 1600 665 -
18 1800 665 1
19 2000 665 2
20 2200 665 3
21 2400 665 4
22 2600 665 5
23 2800 666 5
24 3000 666 6
25 3200 766 6
26 3400 776 6
27 3600 777 6
28 3800 777 7
29 4000 877 7
30 4200 887 7
31 4400 888 7
32 4600 888 8
33 4800 988 8
34 5000 998 8
35 5200 999 8
36 5400 999 9
TH Saves
PD RS PP BW Sp Fo Re Wi
+0  5  4  6  2  3  0  2  0
+0  6  4  6  3  4  1  3  0
+0  6  5  6  3  4  1  3  0
+1  6  5  7  3  5  1  4  1
+1  6  6  7  3  5  2  4  1
+1  7  6  7  4  6  2  5  1
+2  7  7  7  4  6  3  5  2
+2  7  7  8  4  7  3  6  2
+2  7  8  8  4  7  3  6  2
+3  8  8  8  5  8  4  7  3
+3  8  9  8  5  8  4  7  3
+3  8  9  9  5  9  5  8  3
+4  8 10  9  5  9  5  8  4
+4  9 10  9  6 10  5  9  4
+4  9 11  9  6 10  6  9  4
+5  9 11 10  6 11  6 10  5
+5  9 12 10  6 11  7 10  5
+5 10 12 10  7 12  7 11  5
Requisites: Dex 9, Int 9
Alignment: any
HD/level: +d4
Weapon Prof.: 1+level/2
To Hit Table: Wiz
Save Table: Rog
Reference: DLA1
Groups: Rogue, Technology
 
Gets only 20 Rogue points per level.
Gets "Any Rogue" picks at the following levels: 1, 3, 6, 10, 15, 21, 28, 36 (in addition to the normal 9, 18, 27, 36 picks).
Level 1: Attempt to build a single-function device of TechL = N. Add 1 to N if the item is size H, 2 if size G, 4 if size F, etc.
Chance of success = 50+(level-N)*5%. If N exceeds level, then the device has some restriction or flaw which restricts its function (it needs to recharge frequently, it makes a lot of noise, whatever). It takes N^2/level days to build the object.
Level 1: +1 technological proficiency per level, see Psi8.
Level 1: Psi8 powers, see progression and [Q8].
Lvl Ability
1 Any Rogue 1 ability
3 Any Rogue 3 ability
6 Any Rogue 6 ability
10 Any Rogue 10 ability
15 Any Rogue 15 ability
21 Any Rogue 21 ability
28 Any Rogue 28 ability
36 Any Rogue 36 ability

[PC17] Joke Group Classes


Bureaucrat1 / Politician1


Level

KXP

Spells

TH
1 0 (none) +0
2 1.2 (none) +0
3 2.4 (none) +1
4 4.8 (none) +1
5 9.6 (none) +2
6 20 (none) +2
7 60 (none) +3
8 120 (none) +3
9 240 (none) +4
10 360 (none) +4
11 480 (none) +5
12 600 (none) +5
13 720 (none) +6
14 840 (none) +6
15 960 (none) +7
16 1080 (none) +7
17 1200 (none) +8
18 1320 (none) +8
19 1440 (none) +9
20 1560 (none) +9
21 1680 (none) +10
22 1800 (none) +10
23 1920 (none) +11
24 2040 (none) +11
25 2160 (none) +12
26 2280 (none) +12
27 2400 (none) +13
28 2520 (none) +13
29 2640 (none) +14
30 2760 (none) +14
31 2880 (none) +15
32 3000 (none) +15
33 3120 (none) +16
34 3240 (none) +16
35 3360 (none) +17
36 3480 (none) +17
37 3600 (none) +18
38 3720 (none) +18
39 3840 (none) +19
45 4560 (none) +22
54 5640 (none) +26
63 6720 (none) +31
72 7800 (none) +35
Requisites: Int 15 or Wis 15 or Chr 15
Alignment: L any
HD/level: d4+2
Weapon Prof.: 2+level/5
To Hit Table: Rog
Reference: Dragon 74
Groups: Rogue, Joke, Robot Controlled
Complexity: CF=2
   
Saving Throws:  
PPD: level+7
RSW: level+3
PP: level+5
BW: level+4
Spell: level+2
Fort: level+0
Reflex: level+0
Will: level+4
   
Level 1: Speak Bullroar language.
Level 1: CR 60+LVL*5%.
Level 1: 1/reset: You accept a bribe for (1d10)*100 gp. (Has no game effect other than money)
Level 1 ¶: Only during reset: Spend 20*N gp: +N XP.
Level N (every level): Choose one Sage knowledge in one of these areas:
A. Specifics on any town business: income, taxes, prices, profit, etc.
B. Specifics on any town proprietor: class and level
C. Ownership of magic items in town: limit one item per person
D. Specifics on any other town bureau or board: inner workings, procedures, purpose, effectiveness, accomplishments, problems, etc.
E. Specifics on the town nobility, if any: know the names and titles of all nobles in his town
F. Specifics on town officials, mayor, aldermen, sheriff, etc.
G. Specifics on shady town occupants: assassins. guild, thieves guild, bully gangs, protection rackets, press gangs, waterfront bars, etc.
H. Local heraldry
I. Signs and sigils
J. Cryptography
K. Demography of humans, demihumans, and humanoids in town
L. History of town or city
M. History of county or country
N. Legends and folklore of area
O. Local laws
P. Town customs
Q. Genealogy of prominent citizens
R. Source of maps of town showing sewers, old construction, proposed construction, etc.
S. Maps of buildings in town . not necessarily depicting the interior, or all the rooms, of a structure
T. Information on monsters in the locale
U. Timetables for ships, barges, wagons, coaches, etc.
V. Knowledge of town tariffs, taxes and levies
W. Knowledge of local dialects and languages; the ability to translate them
X. Specific facts on local temples and their occupants
Y. Information on local magic-users and illusionists
Z. Information on rangers or paladins in the area
AA. Knowledge, of one of the above sorts, of another town or city in the area
Lvl Scout Ability | -50% | -100% | -150% Act Base Penalty Bonus
1 Produce Trance (Entranced, Will save) 1M 15 Wis-10 Wis-10
1 Lose Paperwork (it's gone until you want it) 1V 25 Dex-10 Dex-10
1 Infuriate (Taunt) | Enrage 1V 20 Int-10 Int-10
1 Always make Chr checks. {Diplomat}
1 Any 0th level Ench/Charm spell is cast | any 1st || any 2nd ||| any 3rd etc. M 100 Chr-3 Chr-12
1 Any Rogue level 1 ability - - - -
1 Spying | ESP (without him knowing) || Capital E Extract - 10 Int-11 Int-14
2 Captivate (Fascinated, RSW save) 1M 5 Chr-10 Chr-10
3 ("Twirl") Find/Remove Guardian/Warding/Forbiddance effect on area || x1 Special M 20 Dex-18 Dex-28
4 Confusion (Spell save) 1M 10 Int-10 Int-10
4 Don't generate Alley encounters | Sewer/Attic | Old City at Night M 10 Wis-15 Wis-20
5 Mass Suggestion (one group) ( || +1 group) 1M 0 Chr-10 Chr-10
6 Sixth Sense (Precognition, be in right place at right time) | X-ray vision 1F 0 Wis-10 Wis-10
7 Can buy property or businesses at half cost {Businessman}
8 All-Around Sight | Locate Object/Person | Cosmic Awareness V 0 Wis-22 Wis-28
9 Stuff the Ballot Box (you win a voted on result) 2V 0 Dex-10 Dex-10

[PC17] Joke Group Classes


Jester1

Level KXP Wiz/Pri
123 456 78
1 0 --- --- --
2 1.1 1-- --- --
3 2.2 2-- --- --
4 4.5 21- --- --
5 9 32- --- --
6 18 321 --- --
7 36 432 --- --
8 66 432 1-- --
9 106 443 2-- --
10 160 443 21- --
11 250 444 32- --
12 450 444 321 --
13 650 444 432 --
14 850 444 432 1-
15 1050 444 443 2-
16 1250 444 443 21
17 1450 444 444 32
18 1650 444 444 33
19 1850 444 444 44
20 2050 544 444 44
21 2250 554 444 44
22 2450 555 444 44
23 2650 555 544 44
24 2850 555 554 44
25 3050 555 555 44
26 3250 555 555 54
27 3450 555 555 55
28 3650 655 555 55
29 3850 665 555 55
30 4050 666 555 55
31 4250 666 655 55
32 4450 666 665 55
33 4650 666 666 55
34 4850 666 666 65
35 5050 666 666 66
36 5250 777 777 77
TH Saves
PD RS PP BW Sp Fo Re Wi
+0  5  4  6  2  3  0  2  0
+0  6  4  6  3  4  1  3  0
+0  6  5  6  3  4  1  3  0
+1  6  5  7  3  5  1  4  1
+1  6  6  7  3  5  2  4  1
+1  7  6  7  4  6  2  5  1
+2  7  7  7  4  6  3  5  2
+2  7  7  8  4  7  3  6  2
+2  7  8  8  4  7  3  6  2
+3  8  8  8  5  8  4  7  3
+3  8  9  8  5  8  4  7  3
+3  8  9  9  5  9  5  8  3
+4  8 10  9  5  9  5  8  4
+4  9 10  9  6 10  5  9  4
+4  9 11  9  6 10  6  9  4
+5  9 11 10  6 11  6 10  5
+5  9 12 10  6 11  7 10  5
+5 10 12 10  7 12  7 11  5
Requisites: Dex 9, Int 12, Wis 12, Chr 13
Alignment: C any
HD/level: d5+1
Weapon Prof.: 1+level/2
To Hit Table: Wiz
Save Table: Rog
Reference: BoD4
Groups: Rogue, Joke
 
Wizard Schools Allowed: Ench/Charm, Wild Magic, Conj/Summ, Ill/Pha, Punomancy
Priest Spheres Allowed: Chaos, Charm (these spells are considered 1 level higher)
Level 1: +1 Hobby or Occupation prof/level
Level 1: +1 to all saves
Level 1: Immune to Insanity, Ench/Charm, Wild Magic, Punomancy
Level 1: All die rolls at +4 on die type but -2 on result ("1d6" ® "1d10-2")
Level 1: Can choose results from Wand of Wonder
Lvl Jester Ability | -50% | -100% | -150% Act Base Penalty Bonus
1 Climb Walls | Climb Overhangs | Climb Upside Down V 60 Str-9 Str-13
1 Pick Pockets/Shoplifting | Palm | Present P 15 Dex-12 Dex-16
1 Charm/Influence Reaction | Taunt M 10 Chr-12 Chr-14
1 Read Languages | Decipher Code M 0 Int-9 Int-14
1 Ventriloquism | Remote Spell-Casting (1' per 1% made) V 20 Dex-13 Dex-16
1 Tumbling/Vaulting || Passwall V 40 Dex-13 Dex-17
1 Evasion (0, make by 5% per amount hit: no dmg from weapon) V 10 Dex-11 Dex-15
1 Disorder Objects | Mass Entropy V 10 Dex-8 Dex-10
2 Disguise | Alter Appearance M 25 Chr-11 Chr-13
2 Friends (no save, affects anything) F 5 Chr-17 Chr-20
3 Feather Falling || Body Control V 20 Dex-12 Dex-14
4 Missile Deflection | Missile Reflection | Spell Deflection | Volley (0: Immune to attack) V 10 Dex-12 Dex-15
4 Legend Lore | Identify 0 | M 0 Int-13 Int-15
5 Distraction | Mislead | Forget | Mirage Arcana M 15 Wis-13 Wis-16
6 Read Magic (Wizard/Priest) ||| Read Magic (Concordant) M 15 Int-13 Int-15
6 Suggestion | Domination | Eyebite M 10 Int-10 Int-14
7 Free Action / Remove Paralysis / Remove Domination P 5 Con-8 Con-16
8 Random Telekinesis (10 lbs per 1% made) P 15 Con-6 Con-13
8 Uncontrolled Weather (1 mi r per 5% made) M 0 Wis-16 Wis-20
9 Generate Wild Magic Surge MMM 0 Int-20 Int-21
10 Song of Laughter (all other creatures at -1 all rolls per 10% made) P*M 10 Chr-3 Chr-5
12 Mass Weird / Mass Chaos / Mass Maze MP 0 Chr-23 Chr-25
15 Reverse Gravity | Adjust Gravity VM 0 Dex-13 Dex-17
18 All die rolls within 240' are min (50%) or max (50%) (duration 1s per 10% made) FV 50 Dex-25 Dex-50
27 Otto's Irresistance Dance | Control Physicals MPV 0 Chr-16 Chr-22

[PC17] Joke Group Classes


Jock1


Level

KXP

Spells

TH
1 0 (none) +0
2 2.25 (none) +1
3 4.5 (none) +2
4 10 (none) +3
5 20 (none) +4
6 40 (none) +5
7 80 (none) +6
8 140 (none) +7
9 250 (none) +8
10 500 (none) +9
11 750 (none) +10
12 1000 (none) +11
13 1250 (none) +12
14 1500 (none) +13
15 1750 (none) +14
16 2000 (none) +15
17 2250 (none) +16
18 2500 (none) +17
19 2750 (none) +18
20 3000 (none) +19
21 3250 (none) +20
22 3500 (none) +21
23 3750 (none) +22
24 4000 (none) +23
25 4250 (none) +24
26 4500 (none) +25
27 4750 (none) +26
28 5000 (none) +27
29 5250 (none) +28
30 5500 (none) +29
31 5750 (none) +30
32 6000 (none) +31
33 6250 (none) +32
34 6500 (none) +33
35 6750 (none) +34
36 7000 (none) +35
37 7250 (none) +36
38 7500 (none) +37
39 7750 (none) +38
45 9250 (none) +44
54 11500 (none) +53
63 13750 (none) +62
72 16000 (none) +71
Requisites: Str 10, Con 12
Alignment: any
HD/level: d12
Weapon Prof.: 4+level/2
To Hit Table: War
Reference: Dragon 72
Groups: Warrior, Joke
Complexity: CF=2
   
Saving Throws:  
PPD: level*3+3
RSW: level*3+1
PP: level*3+2
BW: level*3+0
Spell: level*3+0
Fort: level*3+4
Reflex: level*3+0
Will: level*3+0
   
Exceptional Str and Con.
Level 1: +LVL" move rate
Level 1: Choose one (move rate increases are cumulative with class ability above):
A. Football Padding: +3+LVL AC (may be combined with armor)
B. Jogging Suit: +LVL AC; +LVL" move rate (may be combined with armor)
C. Jogging Shorts: +LVL*2" move rate (may be combined with armor)
Level 1: Can have the following weapons for free:
1. Baseball Bat: (Size M; 2d6/2d4; 19+/x2; attack as Melee)
2. Footballs (thrown; Size S; 1d4/1d3; 20/x2; attack as Dart)
3. Hockey Stick: (Size L; 3d6/3d6; 19+/x2; attack as Melee)
4. Tennis Racket: (Size M; 1d8/1d6; 17+/x2; attack as FastWpn)
Level 1: Sports Lore: 1M: Area effect, Int check, if made have Boredom (as if failed a Morale check), if missed have Admiration (treat as Fascination)
Level 1: Protection from Junk Food: Immune poison, bad effects from potions/food (incl. miscibility)
Level N (every level) ¶: +1 to Str, Dex, or Con.
Level 2: Health Food: 1V, display your food: Nausea (area; PPD save)
Level 3: +1QV action each segment for +LVL-2 segments, then Feign Death (can't drop) for 1 round.
Level 3: Diet: 1/reset: Lose 2-20 pounds weight
Level 4: Mind Over Body: Immune to local terrain
Level 5: +N-4 Con, -N+4 Chr, where N is any number from 4 to LVL.
Level 6: 1M, 1/d: +8 set Str for 1 turn.
Level 7: Boredom w/ Heroic Tales: 1M, 3/d: Sleep (Area effect, PP save)
Level 8: 1M: Friends
Level 9: Money: +1d10000 gp per reset.
Level 10: Fear/Intimidation: 1M: Fear (Area, PP save at -4)

[PC17] Joke Group Classes


Pokemon

Level KXP
Spells
1 0 (none)
2 2.5 (none)
3 5 (none)
4 10 (none)
5 20 (none)
6 40 (none)
7 80 (none)
8 160 (none)
9 320 (none)
10 500 (none)
11 750 (none)
12 1000 (none)
13 1250 (none)
14 1500 (none)
15 1750 (none)
16 2000 (none)
17 2250 (none)
18 2500 (none)
19 2750 (none)
20 3000 (none)
21 3250 (none)
22 3500 (none)
23 3750 (none)
24 4000 (none)
25 4250 (none)
26 4500 (none)
27 4750 (none)
28 5000 (none)
29 5250 (none)
30 5500 (none)
31 5750 (none)
32 6000 (none)
33 6250 (none)
34 6500 (none)
35 6750 (none)
36 7000 (none)
TH Saves
PD RS PP BW Sp Fo Re Wi
+0 9  8  7  4  5  1  0  0
+1 10  9  8  5  6  2  1  0
+1 10  9  8  5  6  2  1  0
+2 10  9  8  6  6  2  1  0
+2 10  9  8  6  6  2  1  0
+3 10  9  8  6  7  3  2  0
+3 10  9  8  6  7  3  2  0
+4 12 11 10  8  9  3  2  1
+4 12 11 10  8  9  3  2  1
+5 12 11 10  9  9  4  2  1
+5 12 11 10  9  9  4  2  1
+6 12 11 10  9 10  4  3  1
+6 12 11 10  9 10  4  3  1
+7 14 13 12 11 12  5  3  2
+7 14 13 12 11 12  5  3  2
+8 14 13 12 12 12  5  4  2
+8 14 13 12 12 12  5  4  2
+9 14 13 13 12 12  6  4  2
Requisites: Con 15, Dex 15
Alignment: any
HD/level: d5
Weapon Prof.: 0+level/2
To Hit Table: ½xMon
Save Table: ½xHalf0
Reference: Pokemon
Groups: Monster, Joke
 
Each Level: Get your LVL in Pokemon picks (see next page). Most Pokemon cost more than one pick. You have the abilities of the Pokemon types you pick. You may save picks to get a bigger Pokemon type later. Pokemon can be taken more than once, each "+" based ability gives only +1 more per additional Pokemon. Non-"+" based abilities may or may not stack; check with the DM.
Level 1 ¶: 1M: Summon a DL=(LVL+2)/3 monster (type Pokemon). You gain the abilities that Pokemon type grants as long as you have that summon.
Level 18: Free instance of the "Pikachu, the Cutest Pokeman" Familiar. It's abilities are: +2P; +2V; +2M; +2 Opp; +2F; Sustain Actions; +level segments/r. It is a "vanilla" Pokemon and doesn't give any of the Pokemon pick powers on the next page.

[PC17] Joke Group Classes


Pokemon Types

# Picks Pokemon Type Effect Source
1 Clefairy 1M: Sleep (as spell); 1bM: Fork Base
1 Diglett Resist Earth; 1V: Dig; 1M: Transmute Rock to Mud Base
1 Drowzee Immune Confusion; 1M: Confusion (1 target, Will save) Base
1 Magikarp Water Breathing; Do x4 dmg with 1 attack when charging (instead of the normal x2 or x3) Base
1 Pikachu 1M: 30 lightning dmg to one target (Reflex save for 10 dmg) Base
1 Ponyta +1 mount that has 40 hp; Your tail attack does +3*CL fire dmg Base
1 Porygon 1M: Add a vulnerability to an element to a creature (no save, makes an immunity a double resist, etc.); 1M: Resist an element for 1t Base
2 Haunter 1M: Hypnosis (Will save); 1M: Sleep (one target, no limit to HD, Will save); 1M: Slay a sleeping target (no save) Base
2 Jynx +1 attack per P action; 1M: 20+10*CL psionic dmg (Will save: 0) Base
2 Kakuna DR A/+B, where A*B=40 (both must be at least 1); 1M: Poison one target (PPD save: death or 0) Base
2 Koga's Ditto +1 size; extra instances of this Pokemon add +1/3 size each Gym Challenge
2 Magmar Your unarmed attacks do +CL*3 dmg; 1S, lose an additional n S remaining actions: Do 50*(n+1) fire dmg to one target (no save) Base
3 Nidorino Your kick dmg is 1d30; 1V: Kick with base #Att = 2/1 Base
3 Poliwhirl 1P: Whirl (1 attack on everyone in group); 1P+1V: Whirl twice (2 attacks on everyone in group); 1M: Forget Base
3 Starmie 1M: Heal self; 1M: Paralysis (1 target, PP save) Base
4 Alakazam 0: Move any amount of damage between you and your summons; 1M: Confusion (Will save) Base
4 Electrode 0, 1/d: +1QS action this segment; 1V: 10 lightning dmg to one target (no save) Base
4 Gyarados +CL TH and dmg; 1M: Paralysis (CL/3 targets, PP save) Base
4 Kadabra 0, 1/t: +1S action this round; 1M: High Frequency Sample a minor power Base
4 Machoke +CL Martial Arts maneuvers; +1 Martial Arts style Base
4 Pidgeotto 1P+1V: Do CL physical attacks; 1bM: Eye for an Eye (deal dmg you take from an attack or effect back to the other person) Base
4 Raticate Your bite dmg is 1d20; Mouth's P: Bite someone for half your hp (must still hit the target) Base
5 Blastoise Your summons can lend you their S actions for free; 1M: 40+10*CL water dmg to 1 target (no save) Base
5 Dark Slowbro 1M: Your next use of the Pokemon "Level 1:" summon ability summons 3 Pokemon instead of 1; 1bV: Counter 1 physical attack. Team Rocket
5 Mewtwo 1M: Psi1 Psionic Blast; 1bM: Prevent all damage to one target from one source this segment Base
5 Nidoking +1 tail that does 1d30 dmg; 1M: Poison one target (PPD save: death or 20) Base
5 Poliwrath 1M: Group takes 30+10*CL dmg (BW save: ½) and lose 1 action (BW save) Base
6 Chansey 1M: You will take no damage from any source the rest of this segment; 1V: Your group takes 80 dmg (no save) Base
6 Mr. Mime DT 66-CL (Damage Threshold; if an effect does more than 66-CL dmg to you, you take only 66-CL dmg; does not affect idmg) Jungle
7 Erika's Clefable Immune Faerie Magic; Ignore |AC| (absolute AC); 1M: Cast a Faerie spell of SL=0 to LVL/4 Gym Heroes
7 Machamp Damaging shield (10*CL dmg per melee or missile attack on you); 1M: Telekinesis 80' (regardless of size, no save) Base
8 Charizard Can convert 2V to 1P; Immune Fire and all of it's variants; Can breathe fire for 100*CL dmg (no save) Base
8 Slowking Your effects need to be countered twice; 1bM: Counterspell; 1M: Psi2 Id Insinuation one target CL/3 times Neo Genesis
9 Dragonite 1V: Switch places with another PC or a summon; 1P: Deal CLm4 physical dmg to one target (multiply CL d4's together). Fossil
11 Typhlosion +1S action; 1M: One target: 60 dmg evaportation and he loses his next action (no save) Mysterious Tr.
12 Wailord Water Breathing; Underwater movement; Mouth's P: Make an attack, if you hit, Swallow them (they take CL^2 dmg /s) Ruby/Sapphire

[PC17] Joke Group Classes


Smurf

Level KXP
Spells
1 0 (none)
2 2.5 (none)
3 5 (none)
4 10 (none)
5 20 (none)
6 40 (none)
7 80 (none)
8 160 (none)
9 320 (none)
10 500 (none)
11 750 (none)
12 1000 (none)
13 1250 (none)
14 1500 (none)
15 1750 (none)
16 2000 (none)
17 2250 (none)
18 2500 (none)
19 2750 (none)
20 3000 (none)
21 3250 (none)
22 3500 (none)
23 3750 (none)
24 4000 (none)
25 4250 (none)
26 4500 (none)
27 4750 (none)
28 5000 (none)
29 5250 (none)
30 5500 (none)
31 5750 (none)
32 6000 (none)
33 6250 (none)
34 6500 (none)
35 6750 (none)
36 7000 (none)
TH Saves
PD RS PP BW Sp Fo Re Wi
+0 9  8  7  4  5  1  0  0
+1 10  9  8  5  6  2  1  0
+1 10  9  8  5  6  2  1  0
+2 10  9  8  6  6  2  1  0
+2 10  9  8  6  6  2  1  0
+3 10  9  8  6  7  3  2  0
+3 10  9  8  6  7  3  2  0
+4 12 11 10  8  9  3  2  1
+4 12 11 10  8  9  3  2  1
+5 12 11 10  9  9  4  2  1
+5 12 11 10  9  9  4  2  1
+6 12 11 10  9 10  4  3  1
+6 12 11 10  9 10  4  3  1
+7 14 13 12 11 12  5  3  2
+7 14 13 12 11 12  5  3  2
+8 14 13 12 12 12  5  4  2
+8 14 13 12 12 12  5  4  2
+9 14 13 13 12 12  6  4  2
Requisites: Dex 15, Chr 15
Alignment: any G
HD/level: d5
Weapon Prof.: 0+level/2
To Hit Table: ½xMon
Save Table: ½xHalf0
Reference: Smurfs
Groups: Monster, Joke, NonCombatant
 
Each Level: Get your LVL in Smurf picks (see next page). Most Smurfs cost more than one pick. You have the abilities of the Smurf types you pick. You may save picks to get a bigger Smurf type later. Smurfs can be taken more than once, each "+" based ability gives only +1 more per additional Smurf. (e.g. Vanity Smurf gives +5 Cml. Two Vanity Smurfs gives +6 Cml, not +10.) Non-"+" based abilities may or may not stack; check with the DM.
Level 1 ¶: 1M: Summon a DL=(LVL+2)/3 monster (type Smurf). You gain the abilities that Smurf type grants as long as you have that summon.
Level 1 ¶: 1P, 1/t: Refill the Smurfberry pool, to a max of 10*LVL Smurfberries. Smurfberries are eaten like Goodberries; each Smurfberry cures 2 hp, or gives a new saving throw against an effect. If the effect had no previous save, use RSW; the target number = 10+CL of the effect.
Level 1: You always have a (free) Smurfy Hat as a helmet, it is AC +LVL with no Rogue adjustments. You can remove it and wear a different cap/hat/helmet if you like.
Level 1: +LVL AC.
Level 1: Free instance of the Smurf Familiar. It's abilities are: Level 1: +50% base Non-Weapon Proficiencies; Level 9: +LVL*10% MR; Level 18: +50% base Non-Weapons; 1M: Psi6G Escape. It is a "vanilla" Smurf and doesn't give any of the Smurf pick powers on the next page.

[PC17] Joke Group Classes


Smurf Types

# Picks Smurf Type Effect
1 Clockwork Smurf +5 TH with physical attacks; Communicate with Golems; Immune Wood
Clumsy Smurf 1M: Target drops one item he's holding/wielding (Will save); 1M: Trip (Reflex save)
Grouchy Smurf +5 dmg with physical attacks; 1M: Dispel an X4 (Superstition) effect
Scaredy Smurf 1M: Fear; 0, 1/r: Reroll a missed saving throw.
Vanity Smurf +5 Cml; Gaze Reflection; Immune harmful Mirror effects (Opposition, etc.)
2 Dopey Smurf -2 Int; 1V: Produce (teleport one your items back); 1V, 1/d: Create any item of < 100*LVL gp value
Enamored Smurf Have an X4 (Superstition) belief in one thing for x1.25. If you also have Smurfette, it's x1.5 instead.
Fisher Smurf Water Walking; Lower Water; 1M: Summon a DL=LVL/3 Water creature.
Harmony Smurf 1M, 1V: Do a Bard Song at 50+LVL*10% (Song of Battle is +1 TH, dmg, or saves per 10% made)
Sloppy Smurf -5 Cml; Have a "Fly" Familiar (Level 1: Flying 12"; Level 9: Resist Disease; Bite causes Disease; Level 18: Bite causes DNA Scramble)
3 Doctor Smurf +5 Int; 1M: Cure 50 hp, or can remove a [C] section effect
Flying/Aviator Smurf +5 Dex; Flying LVL*3" (D); Immune falling dmg (but not TK); 1M, 1/d: Teleport without Error
Greedy Smurf +10% money; 1/reset: +1 compensated magic item
Poet Smurf Resist Tricks (Immune if you have Painter Smurf too); 1M: Remove Charm, Domination, Ego Domination, Hypnosis
Tracker Smurf Tracking (LVL slots); 1M, 1/h: Locate Object/Person; 1M, 1/d: Find the Path
4 Architect Smurf 1P, 1/r: Create a door (with a -50% lock if you like); 1P, 1/r: Wall of Mushroom (like a Wall of Stone)
Dabbler Smurf +5 Wis; +5 saves; 1M: Charm Person (Will save)
Farmer Smurf Double # of Smurfberries; 1P, 1/h: Plant Growth; 1M, 1/d: The party will get +50% XP from this fight.
Painter Smurf Resist Tricks (Immune if you have Poet Smurf too); 1V: Blink; 1P: Dimension Door
Timid/Actor Smurf Resist Dragons; 1M: Charm Dragon (make LVL Will saves, choose worst)
5 Dreamy Smurf CaCR 50%; 1M, 1/t: Use a SL=LVL/4 Psi10 power
Jokey Smurf 1P: "Give someone a present": LVLd6 Delayed Blast Fireball (1 group, LVLd6+LVL fire dmg, Spell save: ½)
Miner Smurf +5 Str; Unusual Materials cost the square root of the cost multiplier (x10000 -> x100)
Nosy Smurf +5 Non-Weapon proficiencies; +5 Kits; 1M: Legend Lore; 1M, 1/d: Ask the DM a question
Sassette Smurfling +5 Chr; Sense Danger; 1M: Remove a "?" mark from the dungeon; 1bF, 1/d: Remove a Wandering Monster effect
6 Baby Smurf -1/3 Size; -1 age category; 1M: Cast a SL=LVL/4 Priest spell
Baker Smurf 1P: "Bake a Smurfberry Pie": Cure 250 hp, can remove [C] section effects for 50 less curing each
Grandpa Smurf -2 Str; -2 Dex; -2 Con; +5 Int; +5 Wis; Immune Aging
Tailor Smurf Divide the cost of Armor (including Shields, Helms, etc.) and Armor Adjectives by LVL
7 Brainy Smurf +5 Int; 1M: Cast a SL=LVL/4 Wizard spell
Handy Smurf +5 Con; 2P, 1/t: Build a TechL=LVL/2 Tech item; you can have LVL/2 Tech items
Smurfette +5 Chr; +3 Luck; Get the Slut1 chart with LVL*20 Rogue pts.
8 Hefty Smurf +5 Str; +5*LVL max hp; +5 weapon proficiencies
Lazy Smurf -5 Initiative; +5 QQQQslowS actions (these can be used only on segment 10, and not before combat starts)
9 Papa Smurf +5 Wis; +3 HNCL; 1M: Cast a SL=LVL/3 Wizard or Priest spell
13 Purple/"Gnap!" Smurf AL becomes E; Your Bite attack is Curse and Helm of Opposite Alignment branded; 1M: Dispel LVL effects (halve ER/iER); 1P, take 5 dmg: Fire Storm at double CL (so it's 4*CLd8 Unholy Fire dmg to 2 groups, no save); 1V, sacrifice a Smurf: Destruction (reverse Resurrection) or Invoke a Raw Logrus

[PC18] Futureshifted Group Classes


Anti-Barbarian100

Level KXP Warrior
123 456 789
1 0 1-- --- ---
2 6 2-- --- ---
3 12 21- --- ---
4 24 32- --- ---
5 48 421 --- ---
6 80 422 --- ---
7 150 432 1-- ---
8 275 433 2-- ---
9 500 433 21- ---
10 1000 443 22- ---
11 1500 444 33- ---
12 2000 444 441 ---
13 2500 555 442 ---
14 3000 555 442 1--
15 3500 555 552 1--
16 4000 555 553 21-
17 4500 555 553 32-
18 5000 555 553 321
19 5500 555 553 331
20 6000 555 554 332
21 6500 555 554 442
22 7000 555 555 443
23 7500 555 555 553
24 8000 555 555 554
25 8500 555 555 555
26 9000 666 655 555
27 9500 666 666 655
28 10000 666 666 666
29 10500 777 766 666
30 11000 777 777 766
31 11500 777 777 777
32 12000 888 877 777
33 12500 888 888 877
34 13000 888 888 888
35 13500 999 988 888
36 14000 999 999 999
TH Saves
PD RS PP BW Sp Fo Re Wi
+0 20 10 15  5  5  5  5  0
+10 25 10 20 10  5  5  5  0
+20 25 15 20 15 10 10 10  5
+30 30 20 25 20 15 10 10  5
+40 35 25 30 25 20 15 10  5
+50 40 25 35 30 20 15 15 10
+60 40 30 35 35 25 20 15 10
+70 45 35 40 40 30 20 20 10
+80 50 40 45 45 35 25 20 15
+90 55 40 50 50 35 25 20 15
+100 55 45 50 55 40 30 25 15
+110 60 50 55 60 45 30 25 20
+120 65 55 60 65 50 35 30 20
+130 70 55 65 70 50 35 30 20
+140 70 60 65 70 55 40 30 25
+150 70 60 70 70 55 40 35 25
+160 70 65 70 70 60 45 35 25
+170 75 65 70 70 60 45 40 30
Requisites: Str 100, Con 50, Class Slots 3
Alignment: any
HD/level: & d100 (no Con bonus)
Weapon Prof.: & level*10
To Hit Table: War*10 (see note)
Save Table: War*5 (see note)
Reference: DM
Groups: Warrior, Futureshifted
 
Gets no stat bonuses from any ability score. This affects your entire character, even class abilities outside of Anti-Barbarian100. No effect will allow you to gain a stat bonus from any ability score (adding "Exc Str" doesn't work, the "Auto-Str" weapon flag doesn't work, etc.). This also affects stat bonuses to spell/psi progressions. Note you do not get stat penalties either, if your stat is low.
The "To Hit" of "Mon*10" means to read the Monster table at your level, and multiply the result by 10 (this is different from "10xMon", where you multiply your level by 10 before reading). Similarly Saves of "War*5" means to multiply the result of Warrior by 5 (not the level). The correct values are given in the TH/Saves table above.
Uses the "Barbarian" line for number of attacks.
Level 1 ¶: Rolls 1d100 to hit and for saves. Automatically hits (succeeds) on a natural 90-100. Automatically misses on a 01-09. Critical ranges for weapons are 4 times listed values (so 20+/x2 becomes 80+/x2, and 16+/x4 becomes 64+/x4). DM Note: When rolling to hit, I recommend you roll d10's (for the first digit) first, as most likely you either hit by a lot or missed by a lot.
Level 1 ¶: Rolls 1d100-40 for ability score, proficiency and skill checks.
Level 1 ¶: You may have up to LVL+2 instances of Weapon Specialization for each weapon, where each instance gives 3 half-plusses in the weapon. (e.g. at level 1 you can be Triple Specialized in Long Sword, giving +0/+9 TH/dmg).
Level 1 ¶: You are not limited to LVL when purchasing the Weapon Proficiency "Weapon Mastery"; you have no limit at all.
Level 3: You may cast Psi9 powers as if they were Warrior spells. Minor is SL=2, Major is SL=5, Grand is SL=8, and Super is SL=11. You do not have Psi9 "tracks"; the spell slot covers the cost.

[PC18] Futureshifted Group Classes


Astraler3

Level KXP Psi3/-3/30/60
123 456 789 AB
1 4 (owe) 11- --- --- --
2 10.4 12- --- --- --
3 35.1 131 --- --- --
4 83.2 131 1-- --- --
5 162.5 131 11- --- --
6 280.8 132 12- --- --
7 445.9 132 121 --- --
8 665.6 132 221 1-- --
9 947.7 232 221 11- --
10 1300 233 222 12- --
11 1690 233 222 121 --
12 2080 233 222 121 1-
13 2470 233 222 121 11
14 2860 233 222 122 12
15 3250 233 333 222 12
16 3640 233 333 332 22
17 4030 333 333 333 33
18 4420 343 343 333 33
19 4810 343 343 343 33
20 5200 343 343 343 34
21 5590 444 444 444 44
22 5980 454 454 454 44
23 6370 454 454 454 45
24 6760 555 555 555 55
25 7150 565 565 565 55
26 7540 565 565 565 56
27 7930 666 666 666 66
28 8320 676 676 676 66
29 8710 676 676 676 67
30 9100 777 777 777 77
31 9490 787 787 787 77
32 9880 787 787 787 78
33 10270 888 888 888 88
34 10660 898 898 898 88
35 11050 898 898 898 89
36 11440 999 999 999 99
TH Saves
PD RS PP BW Sp Fo Re Wi
+2  5  4  8  2  3  1  1  2
+4  6  5  8  3  4  2  2  3
+6  6  6  9  4  5  3  3  4
+8  7  7  9  4  5  4  4  5
+10  7  8 10  5  6  5  5  6
+12  8  9 10  6  7  6  6  7
+14  8 10 11  7  7  7  7  8
+16  9 11 11  8  8  8  8  9
+18  9 12 12  9  9  9  9 10
+20 10 13 12 10 10 10 10 11
+22 11 14 13 11 11 11 11 12
+24 12 14 13 12 12 12 12 13
+26 13 15 14 13 13 13 13 14
+28 15 15 15 14 14 14 14 15
+30 15 16 16 15 15 15 15 16
+32 16 16 16 16 16 16 16 17
+34 17 17 17 17 17 17 17 18
+36 18 18 18 18 18 18 18 19
Requisites: Int 2*level, Wis 2*level,
Chr 2*level, Class Slots 2
Alignment: any
HD/level: & 2d4 (Exc. Chr bonus)
Weapon Prof.: 3+level
To Hit Table: 2xMon
Save Table: (2xPsi)/(2xMon)
Reference: DM
Groups: Psionicist, Monster, Futureshifted
 
Gets Chr bonus to HD/level. Gets Exceptional Int, Wis, and Chr (which applies to the HD as well).
Has access to Psi3, Psi(-3), Psi30, and Psi60. Gets Int or Wis bonus (your choice) to psionic progression. For Psi30 and Psi60, minors are SL=2, majors are SL=5, grands are SL=8, and supers are SL=11.
Does not use PSPs for psionic powers. They are free as long as you have the action to use them. If something asks for a variable amount of PSPs, you have LVL*3 PSPs in it (using Psi3 scale here).
Does not use ACP (Astral Construct Points) to use Astral Construct powers (and their variants). They are free as long as you have the action to use them.
   
Level 1: Enemies need a +LVL weapon to hit you.
Level 1: You count as an additional +LVL weapon to hit others.
Level 1: You may use Astral Projection; but in this case, you cannot use P actions or physically attack at all. [ Int->Str, Wis->Dex, Chr->Con ]
 
Levels 1-4: Pick two abilities below per level. If you pick an ability more than once, M (or P) action costs go to V, V costs go to 0 (zero action). Even though these mechanics are "5th edition"-like, these are not "5th edition" picks for Custom5.
Construct I. ½M: Twist an effect on a target (use ER to resist)
Construct II. 1M: Combine two groups of enemies into one group (no save).
Construct III. 1M: Lock a door; it requires an Open Locks roll at -25*LVL, a combined Str (using the MR calculation) check at -10*LVL, or LVL Knock spells to open the door. If using "?" (Question Marks) in the dungeon for wandering encounters, you can alternatively simply erase a "?".
Destruct I. ½P: Deal 50*LVL Anti-Astral dmg to one target (no save, IR to resist)
Destruct II. 1P: Destroy a x0 or x1 magic item.
Destruct III. 1P: Unsummon a summon.
Fabricator I. ½P: Cast a Wall spell of any E=LVL or less element.
Fabricator II. 1P: Create one dose/charge of a potion/oil, dust, or scroll of XPV=LVL*100 or less. This item fades in 1 turn. You can build 1 item of this type per reset that is permanent, however.
Repair I. ½M: Cure 10*LVL hp to one target.
Repair II. 1M: Repair a x0 or x1 magic item.
Repair III. 1M: Remove a Trap (100+25*LVL%) (-100% per multiplier beyond x1).
 
Level 3: You may use Anti-Astral Projection; but in this case, you cannot use M actions. [ Str->Int, Dex->Wis, Con->Chr ]
 
Levels 5-8: Pick two abilities below per level:
Construct IV. ½M: Remove a BlahR from 1 target, Halve the irrBlahR from 1 target, or Halve the BlahR from a group (no ER)
Construct V. 1M: Become Insubstantial for 1 turn; you can pass through objects/walls (including Wall spells, but not Wards)
Construct VI. 1M: One group Stopped (cannot move or use V actions) (InnR to resist). If used against 1 target, gets no InnR.
Destruct IV. ½P: Deal 25*LVL Anti-Astral dmg to a group (no save, IR to resist)
Destruct V. 1P: Destroy a Wall or Ward (e.g. Forbiddance zone) effect, or cast Passwall.
Destruct VI. 1P: Target gains +1QP action this segment
Fabricator V. 1P: Create a ring, ioun stone, or weapon/armor flag of XPV=(LVL-4)*300 or less. This item fades in 1 turn. You can build 1 item of this type per reset that is permanent, however.
Repair IV. ½M: Cure 10*LVL hp to one group.
Repair V. 1M: Add a charge to an item.
Repair VI. 1M: Remove a Trick (25*LVL%) (-100% per multiplier beyond x1).
 
Level 6: You may use Ethereal or Anti-Ethereal Projection. [ Str->Dex, Int->Con, Wis->Chr, or the reverse ]
 
Levels 9-12: Pick two abilities below per level:
Construct VII. ½M: Remove a racial ability or immunity from a group (ER to resist). If used against 1 target, gets no ER.
Construct VIII. 1M: Time Stop (as spell, use InnR to resist). If used against 1 target, gets no InnR.
Construct IX. 1M: Restore the MF/PF/TF/PsiF/TechF in area, Tempus Lawfulness, repair other forms of discontinuities/tears
Destruct VII. ½P: Remove a class ability or immunity from an element (affects 1 group). If used against 1 target, gets no ER.
Destruct VIII. 1P, may borrow: Fork
Destruct IX. 1P: Defile the MF/PF/TF/PsiF/TechF in area, Tempus Chaos, cause other forms of discontinuities/tears
Fabricator VIII. 1P: Create any magic item of XPV=(LVL-8)*900 or less. This item fades in 1 turn. You can build 1 item of this type per reset that is permanent, however.
Repair VII. ½M: Restore an effect that was dispelled within the last round.
Repair VIII. 1M or 1bM: Heal a summon or animal companion
Repair IX. 1M: Remove a Special (-100+25*LVL%) (-100% per multiplier beyond x1).
 
Level 12: You may use Phlogiston Projection. [ Str->Con, Int->Chr, Wis->Dex ]
 
Level 13-16: Pick two abilities below per level:
Construct X. ½M or 1bM: Lock down one action type in the room.
Construct XI. 1M: Become Immaterial for 1 turn: Insubstantial (see V above), immune to matter & energy, can't be targetted.
Destruct X. ½M: Halve the hp on up to (LVL-7)/3 targets (no save, IR to resist)
Destruct XI. 1M: Whenever someone targets a spell or psi effect in the room, it is redirected to you (treat as a x1 Special).
Destruct XII. 1M: Cause all triggers on target to trigger prematurely, and target cannot use his next Clone (no save, ER to resist)
Fabricator XI. 1P: Create a temporary artifact as if an Artificer of equal level, or create a Casting Cost LVL/3 or less MTG Artifact that lasts for 1 turn (see Planeswalker Artificer).
Repair XII. 1M: 1M: Remove a Terrain Feature (-275+25*LVL%) (-100% per multiplier beyond x1).

[PC18] Futureshifted Group Classes


Cleric30

Level KXP Priest
123 456 789 ABC D

TH
1 0 10a c-- --- - +0 (d30)
2 3.6 200 b-- --- - +1 (d30)
3 14.4 210 ac- --- - +1 (d30)
4 36 320 0b- --- - +2 (d30)
5 72 421 0ac --- - +3 (d30)
6 126 422 00b --- - +3 (d30)
7 201.6 432 10a c-- - +4 (d30)
8 302.4 433 200 b-- - +5 (d30)
9 432 433 210 ac- - +5 (d30)
10 594 443 220 0b- - +6 (d30)
11 792 444 330 0a- - +7 (d30)
12 1029.6 444 441 0ac - +7 (d30)
13 1310.4 555 442 00b - +8 (d30)
14 1638 555 442 100 - +9 (d30)
15 2016 555 552 100 - +9 (d30)
16 2448 555 553 210 - +10 (d30)
17 2928 555 553 320 - +11 (d30)
18 3408 555 553 321 c +11 (d30)
19 3888 555 553 331 c +12 (d30)
20 4368 555 554 332 b +13 (d30)
21 4848 555 554 442 b +13 (d30)
22 5328 555 555 443 a +14 (d30)
23 5808 555 555 553 a +15 (d30)
24 6288 555 555 554 0 +15 (d30)
25 6768 555 555 555 0 +16 (d30)
26 7248 666 655 555 1 +17 (d30)
27 7728 666 666 655 1 +17 (d30)
28 8208 666 666 666 2 +18 (d30)
29 8688 777 766 666 2 +19 (d30)
30 9168 777 777 766 3 +19 (d30)
31 9648 777 777 777 3 +20 (d30)
32 10128 888 877 777 4 +21 (d30)
33 10608 888 888 877 4 +21 (d30)
34 11088 888 888 888 5 +22 (d30)
35 11568 999 988 888 5 +23 (d30)
36 12048 999 999 999 61 +23 (d30)
37 24096 999 999 999 62 +24 (d30)
38 36144 999 999 999 63 +25 (d30)
39 48192 999 999 999 64 +25 (d30)
45 120480 999 999 999 88 +29 (d30)
54 228912 AAA AAA 999 991 +35 (d30)
63 337344 AAA AAA A99 999 +41 (d30)
72 445776 BBB AAA AAA AAA 1 +47 (d30)
Requisites: Con 10, Wis 20, Chr 10
Alignment: any
HD/level: ½d30
Weapon Prof.: 3+level*2
To Hit Table: Pri (d30)
Reference: DM
Groups: Priest, Futureshifted
Complexity: CF=4
   
Saving Throws:  
PPD: 7+level (d30)
RSW: 3+level (d30)
PP: 4+level (d30)
BW: 1+level (d30)
Spell: 2+level (d30)
Fort: 3+level (d30)
Reflex: 0+level (d30)
Will: 5+level (d30)
   
Gets only 1/2 of a HD per level, so you get only 1/2 your Con bonus. Best way to calculate this is (30+Con bonus)*LVL/2, round up.
Rolls 1d30 to hit and for saves. Automatically hits (succeeds) on a natural 29-30. Automatically misses on a 1.
Gets free material componenting, and can do double material componenting (x3 effect in one category or x2 in two categories) if 1V is spent.
All dice in all spells is replaced by d30 (so Cure Light Wounds is 1d30+LVL, Blade Barrier is 8d30, etc.)
Rolls 1d30-10 for proficiency checks.
Replaces all dice with d30's for Turn Undead (both the turning roll and the result), and for Omens.
Level N (every level): +1 Grand sphere.

[PC18] Futureshifted Group Classes


Concordant Sampler

Level KXP x2 Conc
123 456
1 0 1-- ---
2 3.25 2-- ---
3 6.5 3-- ---
4 13 4-- ---
5 26 41- ---
6 52 42- ---
7 104 43- ---
8 208 44- ---
9 416 441 ---
10 741 442 ---
11 1066 443 ---
12 1391 444 ---
13 1716 544 ---
14 2041 554 ---
15 2366 555 ---
16 3016 655 ---
17 3341 665 ---
18 3991 665 1--
19 4641 665 2--
20 5291 665 3--
21 5941 665 4--
22 6591 665 5--
23 7241 666 5--
24 7891 666 6--
25 8541 766 6--
26 9191 776 6--
27 10491 776 61-
28 11791 776 62-
29 13091 776 63-
30 14391 776 64-
31 15691 776 65-
32 16991 776 66-
33 18291 777 66-
34 19591 777 76-
35 20891 777 77-
36 23491 777 771
TH Saves
PD RS PP BW Sp Fo Re Wi
+0  9  9  9  9  9  9  9  9
+2 10 10 10 10 10 10 10 10
+4 10 10 10 10 10 10 10 10
+6 11 11 11 11 11 11 11 11
+8 11 11 11 11 11 11 11 11
+10 12 12 12 12 12 12 12 12
+12 12 12 12 12 12 12 12 12
+14 13 13 13 13 13 13 13 13
+16 13 13 13 13 13 13 13 13
+18 14 14 14 14 14 14 14 14
+20 14 14 14 14 14 14 14 14
+22 15 15 15 15 15 15 15 15
+24 15 15 15 15 15 15 15 15
+26 16 16 16 16 16 16 16 16
+28 16 16 16 16 16 16 16 16
+30 17 17 17 17 17 17 17 17
+32 17 17 17 17 17 17 17 17
+34 18 18 18 18 18 18 18 18
Requisites: Wis 12, Chr 18, Class Slots 2
Alignment: any
HD/level: 2d7
Weapon Prof.: 7+level/3
To Hit Table: 2xWar -1 level
Save Table: Conc÷2 (halve the numbers)
Reference: DM {Reduced Demigod Sampler}
Groups: Concordant (x1), Futureshifted
 
Each level this class gets one x2 Concordant spell. The progression is in Concordant Spell Levels. The DM rolls two spells at random, and you select one to keep.
This class can never get a stat bonus to it's spell progression, a bonus to ML, an extra "0" (or "1") on the progression, or an overwrite to its spell progression.
Your CCL (Concordant Caster Level) (or BugL) is your CL divided by 2 (round down). Your WCL (Warlord CL) is your CL divided by 4 (rounded down).
Remember that you are still a x1 being, some of the Concordant powers may not be all that great because of this.
Level 1: You may raise Luck with your ability score points from level.
Level 1: 1/reset: The DM rolls a new choice for up to LVL CSL's of your Concordant spell slots. For each spell slot, you can choose to keep what you had, or switch over to the new spell.
 
Concordant Spells from CSL 1 to 7 are provided in the [PC7] section.

[PC18] Futureshifted Group Classes


Exponenter


Level

KXP
Spells
TH
1 [ ((N-1)*0.5+1)*orig. ] (orig.^N) (orig.*N)
2 [ ((N-1)*1.5+1)*orig. ] (orig.^N) (orig.*N)
3 [ ((N-1)*2.5+1)*orig. ] (orig.^N) (orig.*N)
4 [ ((N-1)*3.5+1)*orig. ] (orig.^N) (orig.*N)
5 [ ((N-1)*4.5+1)*orig. ] (orig.^N) (orig.*N)
6 [ ((N-1)*5.5+1)*orig. ] (orig.^N) (orig.*N)
7 [ ((N-1)*6.5+1)*orig. ] (orig.^N) (orig.*N)
8 [ ((N-1)*7.5+1)*orig. ] (orig.^N) (orig.*N)
9 [ ((N-1)*8.5+1)*orig. ] (orig.^N) (orig.*N)
10 [ ((N-1)*9.5+1)*orig. ] (orig.^N) (orig.*N)
11 [ ((N-1)*10.5+1)*orig. ] (orig.^N) (orig.*N)
12 [ ((N-1)*11.5+1)*orig. ] (orig.^N) (orig.*N)
13 [ ((N-1)*12.5+1)*orig. ] (orig.^N) (orig.*N)
14 [ ((N-1)*13.5+1)*orig. ] (orig.^N) (orig.*N)
15 [ ((N-1)*14.5+1)*orig. ] (orig.^N) (orig.*N)
16 [ ((N-1)*15.5+1)*orig. ] (orig.^N) (orig.*N)
17 [ ((N-1)*16.5+1)*orig. ] (orig.^N) (orig.*N)
18 [ ((N-1)*17.5+1)*orig. ] (orig.^N) (orig.*N)
19 [ ((N-1)*18.5+1)*orig. ] (orig.^N) (orig.*N)
20 [ ((N-1)*19.5+1)*orig. ] (orig.^N) (orig.*N)
21 [ ((N-1)*20.5+1)*orig. ] (orig.^N) (orig.*N)
22 [ ((N-1)*21.5+1)*orig. ] (orig.^N) (orig.*N)
23 [ ((N-1)*22.5+1)*orig. ] (orig.^N) (orig.*N)
24 [ ((N-1)*23.5+1)*orig. ] (orig.^N) (orig.*N)
25 [ ((N-1)*24.5+1)*orig. ] (orig.^N) (orig.*N)
26 [ ((N-1)*25.5+1)*orig. ] (orig.^N) (orig.*N)
27 [ ((N-1)*26.5+1)*orig. ] (orig.^N) (orig.*N)
28 [ ((N-1)*27.5+1)*orig. ] (orig.^N) (orig.*N)
29 [ ((N-1)*28.5+1)*orig. ] (orig.^N) (orig.*N)
30 [ ((N-1)*29.5+1)*orig. ] (orig.^N) (orig.*N)
31 [ ((N-1)*30.5+1)*orig. ] (orig.^N) (orig.*N)
32 [ ((N-1)*31.5+1)*orig. ] (orig.^N) (orig.*N)
33 [ ((N-1)*32.5+1)*orig. ] (orig.^N) (orig.*N)
34 [ ((N-1)*33.5+1)*orig. ] (orig.^N) (orig.*N)
35 [ ((N-1)*34.5+1)*orig. ] (orig.^N) (orig.*N)
36 [ ((N-1)*35.5+1)*orig. ] (orig.^N) (orig.*N)
37 [ ((N-1)*36.5+1)*orig. ] (orig.^N) (orig.*N)
38 [ ((N-1)*37.5+1)*orig. ] (orig.^N) (orig.*N)
39 [ ((N-1)*38.5+1)*orig. ] (orig.^N) (orig.*N)
45 [ ((N-1)*44.5+1)*orig. ] (orig.^N) (orig.*N)
54 [ ((N-1)*53.5+1)*orig. ] (orig.^N) (orig.*N)
63 [ ((N-1)*62.5+1)*orig. ] (orig.^N) (orig.*N)
72 [ ((N-1)*71.5+1)*orig. ] (orig.^N) (orig.*N)
Requisites: Original +9*N each,
  Class Slots xN
Alignment: as original
HD/level: (*N)d(*N) original (no &'s)
Weapon Prof.: As original base *N
To Hit Table: As original base *N
Reference: RM {Futureshifted Conjugator}
Groups: Custom, Futureshifted, PC Designed
Complexity: CF=5
   
Saving Throws:
PPD: (as original *N)
RSW: (as original *N)
PP: (as original *N)
BW: (as original *N)
Spell: (as original *N)
Fort: (as original *N)
Reflex: (as original *N)
Will: (as original *N)
 
For abilities, see next page.

[PC18] Futureshifted Group Classes


Exponenter Abilities

Pick an N for this class. N must be positive and cannot be greater than LVL.
Pick another class you know. The class chosen cannot be Custom group, and must be a x1 multiplier class.
This class does not benefit from "Min Level" in the current campaign. (Conjugator does not have this restriction; this is an important difference between Conjugator and Exponenter).
The Hit Dice is *N the number of dice and *N the die size (e.g. 2d3 would become 4d6 at N=2).
Your "CL" and "LVL" for abilities is equal to your level to the Nth power instead of your level. However, you get "Level:" abilities (and "picks") only up to your level as normal (it is *not* squared).
Warriors: Your base number of attacks is based on your level ^N instead of your level. However, you cannot go beyond the bottom of the number of attacks chart.
Spell casters: Read on the ML=(level ^N) line, but your max SL is based only on ML=(level). For example, a level 4 Exponenter (N=2) emulating a Mage2 reads on the ML=16 line, but has only 1st and 2nd level spells (the max SL that a normal Mage2 has).
Priests: You turn undead using level ^N. GGL powers that are LVL based use level ^N, but you get Level: picks only up to your level.
Rogues: You get rogue points as if you were LVL=(level ^N), but you read the rogue chart only down to your level (not squared).
Psionicists: Your LVL in PSP calculations is your level ^N.
DM Note: In certain cases a formula is given for a class ability which is actually meant to abbreviate a "stack" of Level: abilities, such as "+LVL GGL picks". In these cases, the DM may rule you do not square that LVL number, you just use level. The ruling here is somewhat dependent on what else the class does, if the class gets almost no other benefits from Conjugator, the DM is more likely to let you use level squared. A good example of this is Pet Mage, which *does* use level squared for number of familiars, because otherwise a Conjugated Pet Mage does almost nothing extra.

[PC18] Futureshifted Group Classes


Fighter30

Level KXP Psi9
mMG S
1 0 1-- -
2 7 2-- -
3 28 3-- -
4 70 4-- -
5 140 5-- -
6 245 6-- -
7 392 7-- -
8 588 8-- -
9 840 9-- -
10 1155 A-- -
11 1540 B-- -
12 2002 B1- -
13 2548 B2- -
14 3185 B3- -
15 3920 B4- -
16 4760 B5- -
17 5712 B6- -
18 6783 B7- -
19 7980 B8- -
20 9310 B9- -
21 10780 BA- -
22 12397 BB- -
23 14168 BB1 -
24 16100 BB2 -
25 18200 BB3 -
26 20475 BB4 -
27 22932 BB5 -
28 25578 BB6 -
29 28420 BB7 -
30 31465 BB8 -
31 34720 BB9 -
32 38192 BBA -
33 41888 BBB -
34 45815 BBB 1
35 49980 BBB 2
36 54390 BBB 3
TH Saves
PD RS PP BW Sp Fo Re Wi
+0  4  2  3  1  1  1  1  0
+1  5  2  4  2  1  1  1  0
+2  5  3  4  3  2  2  2  1
+3  6  4  5  4  3  2  2  1
+4  7  5  6  5  4  3  2  1
+5  8  5  7  6  4  3  3  2
+6  8  6  7  7  5  4  3  2
+7  9  7  8  8  6  4  4  2
+8 10  8  9  9  7  5  4  3
+9 11  8 10 10  7  5  4  3
+10 11  9 10 11  8  6  5  3
+11 12 10 11 12  9  6  5  4
+12 13 11 12 13 10  7  6  4
+13 14 11 13 14 10  7  6  4
+14 14 12 13 14 11  8  6  5
+15 14 12 14 14 11  8  7  5
+16 14 13 14 14 12  9  7  5
+17 15 13 14 14 12  9  8  6
Requisites: Str 20, Dex 10, Con 10
Alignment: any
HD/level: d30
Weapon Prof.: 4+level*2
To Hit Table: War(d30)
Save Table: War(d30)
Reference: wizards
Groups: Warrior, Futureshifted
 
Has Psi9 powers.
Level 1: Rolls 1d30 to hit and for saves. Automatically hits (succeeds) on a natural 29-30. Automatically misses on a 1.
Level 1: Rolls 1d30-10 for proficiency checks.

[PC18] Futureshifted Group Classes


Magic-User30

Level KXP Wizard
123 456 789 AB
1 0 20a c-- --- --
2 6 310 bc- --- --
3 24 421 ab- --- --
4 60 532 0ac --- --
5 120 643 10b --- --
6 210 754 21a c-- --
7 336 865 320 b-- --
8 504 976 430 ac- --
9 720 A87 541 0b- --
10 990 A98 652 1a- --
11 1320 AA9 763 20c --
12 1716 AAA 874 30b --
13 2184 AAA 985 40a --
14 2730 AAA A96 510 --
15 3360 AAA AA7 621 c-
16 4080 AAA AA8 732 b-
17 4880 AAA AA9 843 a-
18 5680 AAA AAA 954 0-
19 6480 AAA AAA A65 0-
20 7280 AAA AAA A76 1-
21 8080 AAA AAA A87 1-
22 8880 AAA AAA A98 2-
23 9680 AAA AAA AA9 2-
24 10480 AAA AAA AAA 3c
25 11280 BBB BBB BBB 3b
26 12080 BBB BBB BBB 4a
27 12880 CCC CCC CCC 40
28 13680 CCC CCC CCC 50
29 14480 DDD DDD DDD 50
30 15280 DDD DDD DDD 51
31 16080 DDD DDD DDD 61
32 16880 EEE EEE EEE 61
33 17680 EEE EEE EEE 71
34 18480 FFF FFF FFF 71
35 19280 FFF FFF FFF 81
36 20080 FFF FFF FFF 82
TH Saves
PD RS PP BW Sp Fo Re Wi
+0  4  7  5  3  6  0  1  1
+0  4  7  5  3  7  0  1  1
+0  4  8  5  4  7  0  1  2
+1  4  8  6  4  7  1  2  2
+1  5  9  6  4  8  1  2  3
+1  5  9  7  5  8  2  3  3
+2  5 10  7  5  9  2  3  4
+2  6 10  7  6  9  2  3  4
+2  6 10  8  6  9  3  4  5
+3  6 11  8  6 10  3  4  5
+3  7 11  9  7 10  4  5  6
+3  7 12  9  7 11  4  5  6
+4  7 12  9  8 11  4  5  7
+4  7 13 10  8 11  5  6  7
+4  8 13 10  8 12  5  6  8
+5  8 13 11  9 12  6  7  8
+5  8 14 11  9 13  6  7  9
+5  9 14 11 10 13  6  7  9
Requisites: Dex 10, Int 20, Wis 10
Alignment: any
HD/level: d30/4
Weapon Prof.: 0+level*2
To Hit Table: Wiz(d30)
Save Table: Wiz(d30)
Reference: (wizards)
Groups: Wizard, Futureshifted
 
Gets only 1/4 of a HD per level, so you get only 1/4 your Con bonus. Best way to calculate this is (30+Con bonus)*LVL/4, round up.
Rolls 1d30 to hit and for saves. Automatically hits (succeeds) on a natural 29-30. Automatically misses on a 1.
Gets Int bonus to spell progression.
Gets free material componenting, and can do double material componenting (x3 effect in one category or x2 in two categories) if 1V is spent.
All dice in all spells is replaced by d30 (so Magic Missile is 1d30+1, wacky balls are always d30 regardless of SL, etc.)
Rolls 1d30-10 for proficiency checks.
Level N (every level): +1 school of specialization (no opposite)

[PC18] Futureshifted Group Classes


Odessa0

Level KXP
Spells
1 0 (none)
2 20.5 (none)
3 41 (none)
4 82 (none)
5 164 (none)
6 246 (none)
7 410 (none)
8 574 (none)
9 749 (none)
10 924 (none)
11 1274 (none)
12 1624 (none)
13 1974 (none)
14 2324 (none)
15 2674 (none)
16 3024 (none)
17 3374 (none)
18 3724 (none)
19 4074 (none)
20 4424 (none)
21 4774 (none)
22 5124 (none)
23 5474 (none)
24 5824 (none)
25 6174 (none)
26 6524 (none)
27 6874 (none)
28 7224 (none)
29 7574 (none)
30 7924 (none)
31 8274 (none)
32 8624 (none)
33 8974 (none)
34 9324 (none)
35 9674 (none)
36 10024 (none)
TH Saves
PD RS PP BW Sp Fo Re Wi
+1  4  4  4  4  4  4  4  4
+2  4  4  4  4  4  4  4  4
+3  5  5  5  5  5  5  5  5
+4  5  5  5  5  5  5  5  5
+5  6  6  6  6  6  6  6  6
+6  6  6  6  6  6  6  6  6
+7  7  7  7  7  7  7  7  7
+8  7  7  7  7  7  7  7  7
+9  8  8  8  8  8  8  8  8
+10  8  8  8  8  8  8  8  8
+11  9  9  9  9  9  9  9  9
+12  9  9  9  9  9  9  9  9
+13 10 10 10 10 10 10 10 10
+14 10 10 10 10 10 10 10 10
+15 11 11 11 11 11 11 11 11
+16 11 11 11 11 11 11 11 11
+17 12 12 12 12 12 12 12 12
+18 12 12 12 12 12 12 12 12
Requisites: Dex 16, Chr 18
Alignment: C any (or) any G
HD/level: d(2*LVL)
Weapon Prof.: 6+level
To Hit Table: Mon
Save Table: Mon +7 levels
Reference: DM
Groups: Monster, Futureshifted
 
Can weapon specialize in guns, using the "Barbarian" line for attacks.
Remember that Cml is assumed to any set number from 3 to 18 at start (most people pick 18!). Cml also gets your Chr bonus (Exceptional or Barbarian Chr is helpful here). Luck is normally equal to HCL (your Highest x2 Concordant Level, usually 0 for most people).
Level 1: Exceptional Luck and Cml bonus. This doesn't mean a whole lot.
Level 1 ¶: +2 Luck per level. You can't 2 for 1 trade this away.
Level 1 ¶: +2 Cml per level. You can't 2 for 1 trade this away.
Level 1 ¶: Barbarian Luck and Cml bonus. Barbarian Cml: If your Cml is above 20, you can use 1M action and make a Cml-20 check to "Awe" a group. They make Wis checks, if they fail, they are Fascinated by you and will take no offensive action against you or your party (unless attacked).
Level 1 ¶: Auto roll max on the first die of open-ended dice ("e" dice).
Level 4 ¶: 1bM, (LVL-3)/d: Target creature rolls all natural 1's "to hit" against you this segment.
Level 8 ¶: 1bM, (LVL-3)/d: Target creature rolls a natural 1 on a saving throw against you this segment.
Level 9 ¶: Extra Barbarian Luck and Cml bonus. Extra Barbarian Cml: If your Cml is above 40, you can use 1M action and make a Cml-40 check to "Capital S Stun" a group. They make Wis-20 checks, if they fail, they are Capital S Stunned as long as you are in their sight.
Level 12 ¶: +LVL/2 HNCL
Level 18 ¶: Super Barbarian Luck and Cml bonus. Super Barbarian Cml: If your Cml is above 60, you can use 1M action and make a Cml-60 check to "Capital S Slay" a group. They make Wis-30 checks, if they fail, they are Capital S Slain.

[PC18] Futureshifted Group Classes


Rejuvenator

Level KXP Rejuv  Unb Aft
357 9  [1] [1]
1 0 1-- -  [-] [-]
2 4.5 2-- -  [-] [-]
3 9 3-- -  [-] [-]
4 18 4-- -  [-] [-]
5 36 41- -  [-] [-]
6 72 42- -  [-] [-]
7 144 43- -  [-] [-]
8 288 44- -  [-] [-]
9 500 441 -  [-] [-]
10 900 442 -  [-] [-]
11 1350 443 -  [-] [-]
12 1800 444 -  [-] [-]
13 2250 444 1  [-] [-]
14 2700 444 2  [-] [-]
15 3150 444 3  [-] [-]
16 3600 444 4  [-] [-]
17 4050 544 4  [-] [-]
18 4500 554 4  [-] [-]
19 4950 555 4  [-] [-]
20 5400 555 5  [-] [-]
21 5850 655 5  [-] [-]
22 6300 665 5  [-] [-]
23 6750 666 5  [-] [-]
24 7200 666 5  [1] [-]
25 7650 666 6  [1] [-]
26 8100 666 6  [2] [-]
27 8550 766 6  [2] [-]
28 9000 766 6  [3] [-]
29 9450 776 6  [3] [-]
30 9900 776 6  [3] [1]
31 10350 776 6  [4] [1]
32 10800 777 6  [4] [1]
33 11250 777 6  [4] [2]
34 11700 777 6  [5] [2]
35 12150 777 7  [5] [2]
36 12600 777 7  [5] [3]
TH Saves
PD RS PP BW Sp Fo Re Wi
+0 10 (all) [++1]
+1 20 (all) [++2]
+2 30 (all) [++3]
+3 40 (all) [++4]
+4 50 (all) [++5]
+5 60 (all) [++6]
+6 70 (all) [++7]
+7 80 (all) [++8]
+8 90 (all) [++9]
+9 100 (all) [++10]
+10 110 (all) [++11]
+11 120 (all) [++12]
+12 130 (all) [++13]
+13 140 (all) [++14]
+14 150 (all) [++15]
+15 160 (all) [++16]
+16 170 (all) [++17]
+17 180 (all) [++18]
Requisites: Con 28, Int 23, Class Slots 3
Alignment: any
HD/level: 2d12
Weapon Prof.: 0+level
To Hit Table: War
Save Table: 10*level [++level]
Reference: DM { Reduced Unbreakable / Afterliver }
Groups: Concordant (x1), Technology, Futureshifted
 
Gets Super Barbarian Con bonus, which is +(Con-18)*3.
This class is dedicated to the continuation of your life at all costs, using all technological and magical methods possible.
This is the reduced form of two different x2 Concordant classes: Unbreakable (brick-style with lots of immunities) and Afterliver (constantly being reborn into new forms). The idea here is by the time a character has reached 36th level in Rejuvenator, they will know which path they will take.
The saves are 10*LVL in all categories. You also get ++LVL on the natural die roll for saves, meaning even at level 1 you cannot auto-miss a save (you auto-make on 19-20).
Level 1 ¶: May convert 1V -> 1uncV, 1P -> 1uncP, 1M -> 1uncM, and 1F -> 1uncF. The "unc" prefix is for "Unconscious actions"; these actions can be used even if you're unconscious, stunned, unaware, paralyzed, etc. (but not dead, annihilated, incursed, truename erased, or worse such as pixelated or loop incursed). You may use 1 Unconscious action as your action for the segment, instead of your normal 1S for the segment. You may use Unconscious actions while conscious.
Level 9 ¶: May convert 1V -> 1deadV, 1P -> 1deadP, 1M -> 1deadM, and 1F -> 1deadF. The "dead" prefix is for "Dead actions"; these actions can be used even if you're dead, incursed, etc., pretty much any state except for pixelated. You may use 1 Dead action as your action for the segment, instead of your normal 1S for the segment. Note these are not D actions and use different rules. If you somehow generate a D action, you may convert 1D -> 1deadS if you like. You may use Dead actions while conscious or not dead.
Level 19 ¶: Note that at this level you auto-make all saves, due to your save bonus (a natural 1-20 becomes a 20).
Level 24 Note: Your "CCL" is your CL-23 for Unbreakable and CL-29 for Afterliver.
 
DM Note: The Troll-like regeneration powers may all be run at the same time; the higher level versions are not "upgrades".

[PC18] Futureshifted Group Classes


Rejuvenator Spells

Level # Spell
3 1 1uncV: Death's Door Self (you go to 0 current hp)
3 2 1uncV, can use while Charmed/Dominated: Remove Charm/Domination on self, you can still act on the opposing segment (presumably to do something nasty to the person that charmed you.)
3 3 1uncP: Remove Paralysis, Stun, or Held on Self.
3 4 1uncM: Remove an effect that's stopping you from using actions, like Stop, Slow, Web, etc. Lockdown, Time Stop, and Temporal Stasis can be done, but they require 10 uses of this power.
3 5 1M: Clone (as spell). You may have CL Clones in storage at a time.
3 6 Troll-like regeneration 10*CL% of max hp /s (note this might not get you up immediately even at level 10)
5 1 1uncP: Remove a (non-major) [C] section effect from yourself. This may be repeated to build up to a major [C] section effect.
5 2 1uncM: Heal Self.
5 3 Lockdown D Actions in the room continuous (does not affect "dead" Actions).
5 4 Your mount (if you have one) is considered "Self" for you, so if you Heal yourself, your mount gets Healed too.
5 5 Troll-like regeneration 20*CL% of max hp /s, this can also cure Vile dmg and Permanent hp of dmg.
5 6 Unconscious Haste: +LVL uncA Actions; does not count as your Haste
7 1 1deadV: Do a normal movement at half your movement rate. Be warned, parting shots treat your body as an object (using Item Saving Throws) if you're dead while moving away.
7 2 1deadF: Animate Self as an Undead. Pick an Undead Racial Adjective (it's free). Only 1 adjective at a time.
7 3 1deadP: Cureall Self.
7 4 1deadM: Resurrect Self.
7 5 Can "material component" Rejuvenator powers (spend +1V; you must be conscious) to allow you to affect another person with a power.
7 6 Troll-like regeneration 30*CL% of max hp /s, this can also cure ability score dmg (at 10 hp each).
9 1 1deadF: Move a nasty flag on yourself (such as Capital S Slain) to someone else in your group. Note if you have power #7.1, you can creep up to someone to deliver the flag first.
9 2 You can convert 1X -> 1uncX actions. 2deadF or 1uncX: You can use a normal 1P action this segment, even though you're unconscious or dead.
9 3 1deadM: True Resurrect Self.
9 4 1M, 1/d: Capital O Object to something. You can pick this more than once to use it more than once per day.
9 5 Have the DM copy your PC's status on the chalkboard to somewhere else as a backup. 1N, 1/reset: Switch your current status with your backup. This cannot be taken more than once.
9 6 Troll-like regeneration 40*CL% of max hp /s, this can also cure negative levels (at 100 hp each).
Unbreakable 1 (11) 1 +CCL PSaves (using the [X] section saving throw rules)
Unbreakable 1 (11) 2 +(CCL+1)/3 ihp
Unbreakable 1 (11) 3 +(CCL+1)/3 iAC
Unbreakable 1 (11) 4 Immune to CCL [C] section effects, even major ones are only 1 pick each
Unbreakable 1 (11) 5 All of your items are Indestructible.
Unbreakable 1 (11) 6 You are immune to all area effects. However, this power is incompatible with any "You can't be targetted" effects you have running (they shut off).
Afterliver 1 (11) 1 +CCL MSaves (using the [X] section saving throw rules)
Afterliver 1 (11) 2 1N, 1/s: Pick any ÷18 or less race, or a DL IX or less creature you know of. You Shapechange into it. Your stats don't change, but you can use racial/innate abilities from it.
Afterliver 1 (11) 3 You can assume the form of any known dead/incursed/pixelated person or creature (this is like the First Evil's ability). You don't have the person's abilities, but you do have their memories.
Afterliver 1 (11) 4 You can convert 1X -> 1deadX actions. 1deadX: Capital F Fix Self.
Afterliver 1 (11) 5 You get and can use 2D Actions per death per segment. You are limited to CCL+1 D Actions you can use per reset (instead of 1).
Afterliver 1 (11) 6 Rotating Truename. Rotating Home Plane. Rotating Quantum Signature. Your Silver Cord rotates color, and can't be targetted or attacked.

[PC18] Futureshifted Group Classes


Thief30

Level KXP
Spells
1 0 (none)
2 4 (none)
3 16 (none)
4 40 (none)
5 80 (none)
6 140 (none)
7 224 (none)
8 336 (none)
9 480 (none)
10 660 (none)
11 880 (none)
12 1144 (none)
13 1456 (none)
14 1820 (none)
15 2240 (none)
16 2720 (none)
17 3264 (none)
18 3876 (none)
19 4560 (none)
20 5320 (none)
21 6160 (none)
22 7084 (none)
23 8096 (none)
24 9200 (none)
25 10400 (none)
26 11700 (none)
27 13104 (none)
28 14616 (none)
29 16240 (none)
30 17980 (none)
31 19840 (none)
32 21824 (none)
33 23936 (none)
34 26180 (none)
35 28560 (none)
36 31080 (none)
TH Saves
PD RS PP BW Sp Fo Re Wi
+0  5  4  6  2  3  0  2  0
+0  6  4  6  3  4  1  3  0
+1  6  5  6  3  4  1  3  0
+1  6  5  7  3  5  1  4  1
+2  6  6  7  3  5  2  4  1
+2  7  6  7  4  6  2  5  1
+3  7  7  7  4  6  3  5  2
+3  7  7  8  4  7  3  6  2
+4  7  8  8  4  7  3  6  2
+4  8  8  8  5  8  4  7  3
+5  8  9  8  5  8  4  7  3
+5  8  9  9  5  9  5  8  3
+6  8 10  9  5  9  5  8  4
+6  9 10  9  6 10  5  9  4
+7  9 11  9  6 10  6  9  4
+7  9 11 10  6 11  6 10  5
+8  9 12 10  6 11  7 10  5
+8 10 12 10  7 12  7 11  5
Requisites: Str 10, Dex 20, Int 10
Alignment: any
HD/level: d30/3
Weapon Prof.: 2+level*2
To Hit Table: Rog(d30)
Save Table: Rog(d30)
Reference: wizards
Groups: Rogue, Futureshifted
 
Has all rogue abilities on all charts. Gets 90 Rogue points per level.
Level 1: Rolls 1d30 to hit and for saves. Automatically hits (succeeds) on a natural 29-30. Automatically misses on a 1.
Level 1: Rolls 1d30-10 for proficiency checks.
Level 1: 1V: Use a rogue ability (This effectively allows you to overwrite action costs on rogue abilities to 1V if you want)
Level 1: +LVL QZ actions /r; Can convert 2 QZ -> 1 OppQZ
Level 9: 0: Use a rogue ability (This effectively allows you to overwrite action costs on rogue abilities to 0 actions if you want)

[PC18] Futureshifted Group Classes


Unfinisher3

Level KXP
Spells
1 0 (none)
2 2 (none)
3 4 (none)
4 8 (none)
5 16 (none)
6 32 (none)
7 64 (none)
8 128 (none)
9 256 (none)
10 450 (none)
11 550 (none)
12 660 (none)
13 780 (none)
14 910 (none)
15 1050 (none)
16 1200 (none)
17 1360 (none)
18 1530 (none)
19 1710 (none)
20 1900 (none)
21 2100 (none)
22 2310 (none)
23 2530 (none)
24 2760 (none)
25 3000 (none)
26 3250 (none)
27 3510 (none)
28 3780 (none)
29 4060 (none)
30 4350 (none)
31 4650 (none)
32 4960 (none)
33 5280 (none)
34 5610 (none)
35 5950 (none)
36 6300 (none)
TH Saves
PD RS PP BW Sp Fo Re Wi
+0 (total = 27, max = 9)
+1 (total = 30, max = 10)
+2 (total = 33, max = 11)
+3 (total = 36, max = 12)
+4 (total = 39, max = 13)
+5 (total = 42, max = 14)
+6 (total = 45, max = 15)
+7 (total = 48, max = 16)
+8 (total = 51, max = 17)
+8 (total = 54, max = 18)
+9 (total = 57, max = 19)
+9 (total = 60, max = 20)
+10 (total = 63, max = 21)
+10 (total = 66, max = 22)
+11 (total = 69, max = 23)
+11 (total = 72, max = 24)
+12 (total = 75, max = 25)
+12 (total = 78, max = 26)
Requisites: Int 9 (also see description)
Alignment: any
HD/level: d8
Weapon Prof.: 2+level/3
To Hit Table: Cust
Save Table: Cust
Reference: DM
Groups: Lost, Futureshifted, Random
 
Each Level: The DM rolls a random class from the unfinished classes from full Collective (section [PC99], also unfinished lists for Collective 4.3). You get the following:
1. One of the (non-"Level:") lines of text that defines the class. If there is none, the DM will make up something (like an Exceptional stat or something). If the ability references LVL or CL, it improves with your Unfinisher3 level.
2. All "Level:" abilties of that exact level from that class (even if non-pickable). If there are none, you get one lower level ability chosen by the DM (usually one of the better ones). If it references LVL or CL, it improves with your Unfinisher3 level.
3. The difference in spell progression from the previous level to this level (e.g. if the previous level was 322 and the new level is 3321, you would get 0101 as your progression). This progression does not improve with level; it's a one time deal (you will probably collect a lot of different progressions tho!). If the progression has a stat bonus, you may use it, but you get only one bonus for each stat (for all of your progressions). If multiple progressions use the same stat, you can split your bonus amongst them as you see fit.
4. Take the class's highest Requisite and add LVL in that stat to this class's Requisites. (For example, if your first pick was Fighter1, this class now requires Str 1 and Chr 9). This has a maximum equal to the actual Requisite for the class (e.g. if you get Fighter1 at level 20, you'll add 9 to the Str requirement, not 20). This may cause you to "owe" quite a few stat points. You may spend your stat point for going up in level before the DM checks which class to add.
Other notes about this class:
N1. If you are picking up Unfinisher3 class beyond level 1, all you have to meet is the Int 9 requirement. Then the DM will do all the class stuff and you'll have higher requirements from now on.
N2. If you get a Rogue group class, you get (level of this pick)*2*LVL Rogue points. The "level of this pick" doesn't go up with level, but LVL does. (e.g. if you got Rogue group classes at levels 4, 5, and 7, you get 32*LVL Rogue points per level). It is possible the Rogue class you pick may increase this, for example, a reasonable non-"Level:" line of text for one of the "-eer" classes would be 20*LVL Rogue points, since they give 60*LVL Rogue points instead of 40*LVL.
N3. If you get a Psionicist group class, you get the PSP difference from previous level to this level (e.g. calculate your pool as if one level lower, and subtract it from your calculated pool for this level). Your pool does not increase in size. If you get an Ioun Stone of PSPs you can transfer PSPs between pools.

[PC18] Futureshifted Group Classes


Unfinisher3 Class Determination

d126 Class Groups Source
1 (Mighty Morphin) Power Ranger War, Joke Don rejected classes
2 1JG-izer / Emulator1JG Cust Voted classes not made
3 Adventurer Cust Voted classes not made
4 Alien Cultist5 Pri Voted classes not made
5 Animal0 Mon Voted classes not made
6 Anime Schoolgirl Joke, Enslaved Don rejected classes
7 AntiArchMutant Psi [PC99]
8 ArcanistDM Wiz [PC99]
9 ArchArchArcher War Don rejected classes
10 ArchPsi23 Psi Voted classes not made
11 Ars Magus Wiz, Lost Voted classes not made
12 Astral Fabricator30 Wiz, Mon, Alt Voted classes not made
13 Bard1JG Rog [PC99]
14 Battle Mage War, Wiz Don rejected classes
15 Battle Priest War, Pri Don rejected classes
16 Biologist Cust, ? Wiz Don rejected classes
17 Black Rog, ? Pri Don rejected classes
18 Book of Nine Swords ? War Voted classes not made
19 Boss Mon [PC99]
20 Bureaucrat1 NonCombatant, Lost Voted classes not made
21 Cabalist2/Theurgist1 Wiz [PC99]
22 Chaos Warrior War Voted classes not made
23 Chirurgeon3 Pri [PC99]
24 Class Designer Cust, PCDesigned Voted classes not made
25 Cleric30 Pri, Future Voted classes not made
26 Combatant2HM War Voted classes not made
27 Complete Scoundrel3.5 Rog Voted classes not made
28 Complete Warrior3 War [PC99]
29 Composite Elemental Lord Mon [PC99]
30 Custom7 Cust [PC99]
31 CustomDM Cust [PC99]
32 Cutthroat1 Rog [PC99]
d126 Class Groups Source
33 Cutthroat5 Rog Voted classes not made
34 Cyborg8 Mon, Tech Voted classes not made
35 Divine Priest Pri, Conc Voted classes not made
36 Diviner/Vision Mage Wiz, Alt Don rejected classes
37 DumDum Cust, Lesser Voted classes not made
38 Eel-15 Mon [PC99]
39 Escape Artist Rog Don rejected classes
40 Evil Underling Rog, Conc Voted classes not made
41 Familiar Mon, Enslaved Voted classes not made
42 Fanatic Pri [PC99]
43 Freak5 Mon [PC99]
44 Gate/Conduit Mage Wiz, Planar Voted classes not made
45 Golem Master Wiz [PC99]
46 Goon / Clod War [PC99]
47 Gray Hat5 Rog, Mirr, Planar Voted classes not made
48 Griefer5 Rog, Lost Voted classes not made
49 Hackmaster War [PC99]
50 Hellraiser (1/2-demon) War [PC99]
51 Herbalist2.5 Pri Voted classes not made
52 Hippie5 Pri, Lost Voted classes not made
53 Houri1JG Rog [PC99]
54 Immortal Hunter Alt [PC99]
55 InfiltratorDM Rog [PC99]
56 Inventer5 Wiz [PC99]
57 Item Crafter ? Wiz, NonCombatant Voted classes not made
58 Lamer Rog Don rejected classes
59 Luddite ( Psi(-8) ) Psi, Mirr, Tech Voted classes not made
60 Martial Artist1JG Rog [PC99]
61 Mecha Jockey32 (Psi32) Psi, Mon, Tech Voted classes not made
62 Merchant1JG Rog [PC99]
63 MetaCustom7 (Designer) Cust [PC99]
64 Meta-Mage Wiz Voted classes not made

[PC18] Futureshifted Group Classes


Unfinisher3 Class Determination (cont.)

d126 Class Groups Source
65 MetaMonster7 Mon [PC99]
66 MetaPriest7 Pri [PC99]
67 MetaPsionicist5 or 7 Psi [PC99]
68 MetaRogue7 Rog [PC99]
69 MetaWarrior7 War [PC99]
70 MetaWizard7 Wiz [PC99]
71 Minikin (Minulator-oid) Cust, Alt Voted classes not made
72 Mirror Master Conc, Mirr Voted classes not made
73 Necromonger Pri, Overt Voted classes not made
74 Ninja Turtle Rog, Joke Don rejected classes
75 Ninja1JG Rog [PC99]
76 Occult Mage Wiz, Lost Voted classes not made
77 Occultist5 Pri [PC99]
78 Ooze Mon [PC99]
79 Opposition Conc Voted classes not made
80 ParaPsychologist5 Psi [PC99]
81 Pariah Conc, Mirr Voted classes not made
82 Preacher5 Pri [PC99]
83 Protector1 Pri [PC99]
84 Psi(-18) Psi [PC99]
85 Psi0.02 Psi Don rejected classes
86 Psi13 Psi Voted classes not made
87 Psi17 Psi [PC99]
88 Psi1Blaster Psi [PC99]
89 Psi20 Psi [PC99]
90 Psi23 Psi [PC99]
91 Psi600J Psi Don rejected classes
92 Psi63 (Synnibarr) Psi Voted classes not made
93 Psi6J Psi, Planar Voted classes not made
94 Quintessential Monk6 Rog Voted classes not made
95 Rabid Charging Beast ? Mon, RobotControlled Voted classes not made
96 SATD (Survivalist-ArchMage-
Templar-Dungeoneer)
War, Wiz, Pri, Rog Don rejected classes
d126 Class Groups Source
97 Savage5 Mon [PC99]
98 Scoundrel5 Rog [PC99]
99 Shadow-walker1JG Rog [PC99]
100 Shifter Mon [PC99]
101 Soothsayer10 Wiz [PC99]
102 Spawn Conc, Enslaved Voted classes not made
103 Speedster81 Rog, Psi Voted classes not made
104 Spellweaver Wiz, Mon Voted classes not made
105 Spiritual Healer Pri, Psi, Alt Voted classes not made
106 Swindler5 Rog [PC99]
107 Switch Classer Cust [PC99]
108 Systematic Warrior War, Cust, Random Voted classes not made
109 Tarrasque Mon Voted classes not made
110 Techie Tech Voted classes not made
111 Theist21 Pri, Demi Voted classes not made
112 Thief1JG Rog [PC99]
113 Thought/Mind Mage Wiz [PC99]
114 ThugDM Rog [PC99]
115 Tiny Game Hunter War, Demi Voted classes not made
116 Trickster Rog Voted classes not made
117 Tusken Raider(-19) War [PC99]
118 Understudy Conc, Pri Voted classes not made
119 Variable PsiN Psi [PC99]
120 Venefic1JG Rog [PC99]
121 Victor5 Conc, War Voted classes not made
122 Vindicator(-65) War [PC99]
123 Virologist ? Wiz Don rejected classes
124 Werewolf5 Mon [PC99]
125 Worshiper of the Far Realm Demi, Pri, Lost Don rejected classes
126 X24 Psi [PC99]

[PC19] Random Group Classes


Builder (Random Warrior #420746)

Level KXP
Spells
1 0 (none)
2 3 (none)
3 8 (none)
4 17 (none)
5 29 (none)
6 49 (none)
7 78 (none)
8 128 (none)
9 212 (none)
10 359 (none)
11 520 (none)
12 698 (none)
13 865 (none)
14 1037 (none)
15 1215 (none)
16 1395 (none)
17 1578 (none)
18 1762 (none)
19 1949 (none)
20 2138 (none)
21 2329 (none)
22 2523 (none)
23 2718 (none)
24 2916 (none)
25 3116 (none)
26 3318 (none)
27 3522 (none)
28 3728 (none)
29 3937 (none)
30 4148 (none)
31 4360 (none)
32 4575 (none)
33 4793 (none)
34 5012 (none)
35 5233 (none)
36 5457 (none)
TH Saves
PD RS PP BW Sp Fo Re Wi
+5  8  4  5  2  3  1  1  2
+6  8  4  6  3  4  1  1  3
+7  9  5  6  3  4  2  2  3
+8  9  5  6  4  4  2  2  4
+9 10  6  7  5  5  3  2  4
+10 10  6  7  6  5  3  3  5
+11 11  7  8  7  6  4  3  5
+12 11  7  9  8  6  4  4  6
+13 12  8  9  9  7  5  4  6
+14 12  8 10 10  7  5  5  7
+15 13  9 10 11  8  6  5  7
+16 13 10 11 12  9  6  6  8
+17 13 11 12 13 10  7  6  8
+18 14 11 13 14 10  7  7  9
+19 14 12 13 14 11  8  7  9
+20 14 12 14 14 11  8  8 10
+21 15 13 14 14 12  9  8 10
+22 15 13 14 14 12  9  9 11
Requisites: Con 0, Warrior 4
Alignment: any
HD/level: ++++++++++++++d0 (see below)
Weapon Prof.: & 6+level/2
To Hit Table: War +4 levels
Save Table: War/Pri/Mon
Reference: DM Random, Rick 12/08/07
Groups: Warrior, Random
 
Level 1: +2 saving throws.
Level 1: Construct a designed engineering task.
Level 1: Construct a designed engineering task.
Level 1: Divide the cost of buying or making an object of unusual materials by LVL.
Level 1: Evaluate the design or construction of some engineering task already done (building, bridge, etc.).
Level 2: You may be bound (with Healing/Herbalism proficiency) three times instead of once.
Level 4: +LVL QQP Actions. Can lock down one action type if desired.
Level 4: +LVL*2 AC
Level 4: Seeker Arrow: 0, 1/d: An arrow you shoot can move around corners to strike a known enemy.
Level 6: Anti-Henchman Shell SL 0-3 (Henchman effects of SL 0-3 cannot be used within 20')
Level 22: 0, 1/t: One of your BlahR's can be used as another BlahR type, you can't use X or G, but any number of a's in front are allowed.

Gets 10 Rogue points per level, see table below:
Lvl Rogue Ability | -50% | -100% | -150% Act Base Penalty Bonus
7 Ki Power (cast a Wiz Invocation spell) (penalty = -SL*50%) (#=SL) | Pri Invocation #V 0 Int-14 Int-38

[PC19] Random Group Classes


Choicer (Random Warrior #474063)

Level KXP
Spells
1 0 (none)
2 2 (none)
3 6 (none)
4 13 (none)
5 26 (none)
6 48 (none)
7 84 (none)
8 148 (none)
9 261 (none)
10 473 (none)
11 690 (none)
12 911 (none)
13 1137 (none)
14 1367 (none)
15 1601 (none)
16 1839 (none)
17 2082 (none)
18 2346 (none)
19 2615 (none)
20 2890 (none)
21 3170 (none)
22 3456 (none)
23 3747 (none)
24 4045 (none)
25 4350 (none)
26 4661 (none)
27 4979 (none)
28 5304 (none)
29 5636 (none)
30 5976 (none)
31 6324 (none)
32 6680 (none)
33 7044 (none)
34 7417 (none)
35 7798 (none)
36 8189 (none)
TH Saves
PD RS PP BW Sp Fo Re Wi
+1  4  2  3  1  1  1  1  0
+1  5  2  4  2  1  1  1  0
+2  5  3  4  3  2  2  2  1
+3  6  4  5  4  3  2  2  1
+3  7  5  6  5  4  3  2  1
+4  8  5  7  6  4  3  3  2
+5  8  6  7  7  5  4  3  2
+5  9  7  8  8  6  4  4  2
+6 10  8  9  9  7  5  4  3
+7 11  8 10 10  7  5  4  3
+7 11  9 10 11  8  6  5  3
+8 12 10 11 12  9  6  5  4
+9 13 11 12 13 10  7  6  4
+9 14 11 13 14 10  7  6  4
+10 14 12 13 14 11  8  6  5
+11 14 12 14 14 11  8  7  5
+11 14 13 14 14 12  9  7  5
+12 15 13 14 14 12  9  8  6
Requisites: Str 14, Dex 14, Wis 16
Alignment: L any
HD/level: d6
Weapon Prof.: 10+level/9
To Hit Table: Ftr0
Save Table: War
Reference: DM Random, Rian 12/08/07
Groups: Warrior, Random
 
Each Level : The DM rolls a Monster Summoning result of DL=LVL/3 (round up). You gain the racial abilities of what the DM rolls. (You don't actually summon anything, the roll is just to determine what you get.)
Level 1: +1 weapon proficiency per level, which can only be used to become proficient (not specialized) in a weapon.
Level 1: A knight may request any other knight, paladin, or cavalier to give him sanctuary in their castle or stronghold. Unless the Good-Evil axis of the two warriors are in opposition, the castle/stronghold owner must agree to give the knight food, drink, clothing, and shelter for at least 3 days, and cannot challenge him for that period of time. If the knight challenges the owner or has attacked him in the past, this benefit is lost.
Level 1: Can take Improved Two-Weapon Fighting feat even if doesn't have prerequisites.
Level 1: Pick weapon of choice; are considered 5 levels higher for # of Attacks purposes.
Level 1: Rolls 1d30-10 for proficiency checks.
Level 2: Your items that use charges use only half the number of charges (retain fractions)
Level 4: Effective Charisma with warriors of lesser level than the knight is increased by 1 per 4 levels of the knight (round down, limit=9 at 36th). The fighter bonus is used instead for those levels where it is higher.
Level 4: Weapon of Choice: The PC selects one weapon (which he does not have to specialize in), and the Cavalier is considered 3 levels higher for purposes of number of attacks per round. This must be a melee weapon.
Level 6: Gain one 1st level apprentice per level.
Level 6: Roll 1d6+6 for initiative instead of 1d12.
Level 6: Your mount may fly at it's ground speed rate. (Note that Flying isn't listed on the Mount table for DL 4+ mounts, but most already have it.)
Level 9: Can build a freehold and attract followers.
Level 9: Can make existing items into Items of Quality, it takes 1 hour per item.
Level 12: Can transfer 1/10 of total XP to one of the fighter's children upon natural (mental aging) death.
Level 12: If you need a 2 or less to hit a target, you may attack it twice for each attack.
Level 15: Get another normal familiar (total 5).

[PC19] Random Group Classes


Hammerer (Random Warrior #811263)

Level KXP
Spells
1 0 (none)
2 3 (none)
3 9 (none)
4 19 (none)
5 35 (none)
6 61 (none)
7 106 (none)
8 180 (none)
9 308 (none)
10 506 (none)
11 749 (none)
12 1042 (none)
13 1275 (none)
14 1509 (none)
15 1745 (none)
16 1983 (none)
17 2223 (none)
18 2464 (none)
19 2708 (none)
20 2954 (none)
21 3202 (none)
22 3452 (none)
23 3704 (none)
24 3958 (none)
25 4214 (none)
26 4472 (none)
27 4732 (none)
28 4994 (none)
29 5258 (none)
30 5524 (none)
31 5792 (none)
32 6061 (none)
33 6333 (none)
34 6607 (none)
35 6883 (none)
36 7161 (none)
TH Saves
PD RS PP BW Sp Fo Re Wi
+3  4  2  3  1  1  1  1  0
+4  5  2  4  2  1  1  1  0
+5  5  3  4  3  2  2  2  1
+6  6  4  5  4  3  2  2  1
+7  7  5  6  5  4  3  2  1
+8  8  5  7  6  4  3  3  2
+9  8  6  7  7  5  4  3  2
+10  9  7  8  8  6  4  4  2
+11 10  8  9  9  7  5  4  3
+12 11  8 10 10  7  5  4  3
+13 11  9 10 11  8  6  5  3
+14 12 10 11 12  9  6  5  4
+15 13 11 12 13 10  7  6  4
+16 14 11 13 14 10  7  6  4
+17 14 12 13 14 11  8  6  5
+18 14 12 14 14 11  8  7  5
+19 14 13 14 14 12  9  7  5
+20 15 13 14 14 12  9  8  6
Requisites: Str 18, Int 16, Cml 7
Alignment: L any
HD/level: d8
Weapon Prof.: 0+level
To Hit Table: War +3 levels
Save Table: War
Reference: DM Random, Manny 11/11/07
Groups: Warrior, Random
 
+1 extra Nonweapon Prof per level.
Attacking costs you only ½P action. This means you can do two attack sequences in one segment using 1P.
Gets Barbarian Str, Dex, or Con.
Level N (every level): +N saves (e.g. at level 10 you are +1+2+3+4+5+6+7+8+9+10 = +55 saves)
Level 1: +1 TH and +2 dmg with hammers.
Level 1: Can have an Animal Companion (1/10th your XP)
Level 1: Can operate at negative hit points. {Knight of the Griffin}
Level 2: Open hand damage is (LVL/2)d2.
Level 2: Pick a Level 1 Rogue Ability, you have 10*LVL points in it
Level 2: Resist Action/Memory/Other Stealing (take half effect, if that's meaningless, you are immune unless you are hit by 2 of them)
Level 2: Resist Hold, Stun, Paralyzation, Summ. Sickness (two of these effects must affect you in order for it to work)
Level 9: All non-offensive animals within 100' of you take 1/5 damage from all effects.
Level 9: Great Kiai (Paralyzing Shout): Mouth's V, 1/d: Str becomes 18 for 2 rounds; all enemies within 10' must save or be paralyzed for 1 round.
Level 9: Parry: +N AC for each weapon you are wielding (N=0 for small, N=1 for medium, N=4 for large).
Level 10: Can use Priest and Wizard items that are not written.
Level 27: Can create a "black" light-saber instead of "red". This has a crit range of 20 for x5; +LVL TH (round down) and +LVL*3/2 dmg (round down). It is vorpal instead of sharpness, with one less range than the sharpness flag.

[PC19] Random Group Classes


Internet Troll8

Level KXP Psi8
mMG SU
1 8.8 1-- --
2 17.8 2-- --
3 35.6 3-- --
4 71.2 41- --
5 107.2 51- --
6 249.6 62- --
7 534.4 72- --
8 840.8 831 --
9 1153.6 931 --
10 1473 A41 --
11 1783 B42 --
12 2094 C52 --
13 2406 D52 --
14 2719 E63 --
15 3033 F63 --
16 3348 G73 1-
17 3664 H74 1-
18 3981 I84 1-
19 4299 J84 1-
20 4618 K95 2-
21 4938 L95 2-
22 5259 MA5 2-
23 5581 NA6 2-
24 5904 OB6 3-
25 6228 PB6 3-
26 6553 QC7 3-
27 6879 RC7 3-
28 7206 SD7 4-
29 7534 TD8 4-
30 7863 UE8 4-
31 8193 VE8 4-
32 8524 WF9 51
33 8856 XF9 51
34 9189 YG9 51
35 9523 ZGA 51
36 9858 [GA 51
TH Saves
PD RS PP BW Sp Fo Re Wi
+3 (total = 27, max = 9)
+4 (total = 30, max = 10)
+5 (total = 33, max = 11)
+6 (total = 36, max = 12)
+7 (total = 39, max = 13)
+8 (total = 42, max = 14)
+9 (total = 45, max = 15)
+10 (total = 48, max = 16)
+11 (total = 51, max = 17)
+12 (total = 54, max = 18)
+13 (total = 57, max = 19)
+14 (total = 60, max = 20)
+15 (total = 63, max = 21)
+16 (total = 66, max = 22)
+17 (total = 69, max = 23)
+18 (total = 72, max = 24)
+19 (total = 75, max = 25)
+20 (total = 78, max = 26)
Requisites: Str 16, Con 18, Int 16
Alignment: L any (or) any N (or) any E
HD/level: & ++2d6
Weapon Prof.: & 4+level/4
To Hit Table: War +3 levels
Save Table: Cust
Reference: DM {Variant Troll / Internetizer}
Groups: Monster, Technology,
Random, Internet
 
See [Q8] for Psi8 rules and powers.
Can manipulate an object with TechF equal to your level or less.
Each Level: The DM rolls a random class from the internet (he has a big directory of files). You get the some (or all) of the abilities of that class; you will at least get the effect of a "line of text" and the "level:" of your level; you will probably get more. You do not need to meet the requirements of the class.
See the following pages for the list of internet classes. This list will be expanded if necessary.
Level 1: Exceptional Str bonus; i.e. bonus is (Str-12).
Level 1: +2 Con per level. This bonus cannot be used to qualify for the Troll0 class itself, and you can't 2 for 1 trade it away.
Level 1: Barbarian Con bonus; i.e. bonus is (Con-14)*2.
Level 1: Regeneration rate is (Con-12) per segment, troll-like.
Level 1: +1 Technological proficiency slot per level (see [P8.8]).
Level 4: 1M, (LVL-3)/d: Taunt a group (Will save)
Level 9: Extra Barbarian Con bonus; i.e. bonus is (Con-16)*5/2, round down.
Level 14: +4 HNCL (this can't be picked)
Level 18: Super Barbarian Con bonus; i.e. bonus is (Con-18)*3.

[PC19] Random Group Classes


Internetizer3.5

Level KXP
Spells
1 0 (none)
2 2 (none)
3 4 (none)
4 8 (none)
5 16 (none)
6 32 (none)
7 64 (none)
8 128 (none)
9 256 (none)
10 450 (none)
11 550 (none)
12 660 (none)
13 780 (none)
14 910 (none)
15 1050 (none)
16 1200 (none)
17 1360 (none)
18 1530 (none)
19 1710 (none)
20 1900 (none)
21 2100 (none)
22 2310 (none)
23 2530 (none)
24 2760 (none)
25 3000 (none)
26 3250 (none)
27 3510 (none)
28 3780 (none)
29 4060 (none)
30 4350 (none)
31 4650 (none)
32 4960 (none)
33 5280 (none)
34 5610 (none)
35 5950 (none)
36 6300 (none)
TH Saves
PD RS PP BW Sp Fo Re Wi
+0 (total = 27, max = 9)
+1 (total = 30, max = 10)
+2 (total = 33, max = 11)
+3 (total = 36, max = 12)
+4 (total = 39, max = 13)
+5 (total = 42, max = 14)
+6 (total = 45, max = 15)
+7 (total = 48, max = 16)
+8 (total = 51, max = 17)
+8 (total = 54, max = 18)
+9 (total = 57, max = 19)
+9 (total = 60, max = 20)
+10 (total = 63, max = 21)
+10 (total = 66, max = 22)
+11 (total = 69, max = 23)
+11 (total = 72, max = 24)
+12 (total = 75, max = 25)
+12 (total = 78, max = 26)
Requisites: Str 9 (also see description)
Alignment: any
HD/level: d8
Weapon Prof.: 2+level/3
To Hit Table: Cust
Save Table: Cust
Reference: DM
Groups: Custom, Random, Internet
 
Each Level: The DM rolls a random class from the internet (he has a big directory of files). You get the some (or all) of the abilities of that class; you will at least get the effect of a "line of text" and the "level:" of your level; you will probably get more. You do not need to meet the requirements of the class.
See the following pages for the list of internet classes. This list will be expanded if necessary.

[PC19] Random Group Classes


Internetizer3.5 Class Determination

d414 Class Description (not mine!) Source
1 Aberration`s Nightmare Special training has made these few highly skilled vs. aberrations, yet leaves them at a disadvantage to other creatures. aberrationsnightmare.rtf
2 Abhorsen The Abhorsen is in essence the ultimate undead hunter. Abhorsen.pdf
3 Acrobat Warrior Monks that wish to use melee weapons as well as bare hands. AcrobatWarrior.pdf
4 Acrobat, The Graceful and agile roguish adventurer. Pretty much well done. TheAcrobat.pdf
5 Adrenergic Energic Fighters! adrenergic.zip
6 Advanced Spellfire Wielder Spellfire is the raw energy of the Weave. Most who bear this gift never have the time or opportunity to develop these skills. spellfire_wielder.doc
7 Adventurer, The Another very nice adventurer class. adventurer_0724.rtf
8 Alchemist Magical item creation and potion brewing specialized magic user. class_alchemist.doc
9 Alchemist Nice take on this well known fantasy class. alchemist.pdf
10 Alternate Witch Pretty good alternate, with original class powers and a complete variant spell list. AlternateWitch.pdf
11 Aman Monk`s of the Tree Monks that follow an ancient elven order known as The Path of the Trees. AmanMonksoftheTree.pdf
12 Amazon With so many strating feats, every archer will pick this class... amazon.doc
13 Angelic Hunter A nice prestige class for those who seek to purge the world from evil. Angelic_Hunter.doc
14 Arcane Assassin The deadliest and yet the least known of the killers stalking in the shadows. (Updated Jan`03!) arcaneassassin.doc
15 Arcane Blade A merging of a fighter and mage class. Arcane_blade.doc
16 Arcane Bow Initiate A mix of all major archer prestige classes from TSR books. Might need a bump on requirements for balancing out, but it´s fair as it is. arcane_bow_initiate.doc
17 Arcane Channeler A spellcaster who has no limit to how many times he can cast, though casting becomes increasingly more difficult. Channeler_classic.doc
18 Arcane Channeler A sorcerer who forgoes virtually all weapons and becomes a true and pure spellcaster. Arcanechanneler_classic.doc
19 Arcane Crafter A specialist in creating magical items. ArcaneCrafter_classic.doc
20 Arcane Duelist A nice prestige class for mages. Arcaneduelist.rtf
21 Arcane Magistrate (Updated), The A very nice Prestige class. ArcaneMagistrate.doc
22 Arcane Musician Wandering minstrels who craved great arcane powers. ArcaneMusician.pdf
23 Arcane Swordsman (Epic) Arcane students who also focus on swordmanwhip. Comes with epic progression. ArcaneSwordsman.pdf
24 Arcane Warrior A powerful warrior/sorcerer class. ArcaneWarrior_unbalanced.doc
25 Arcane Warrior Elven sorcerers and warriors developed methods of combining magic and weaponry in order to defend their lands. arcane_warrior03.doc
26 Arcanist II, The Pretty much the same concept of the previous Arcanist, but with different rules. We decided to post this because it`s also a relic. Arcanist.pdf
27 Arcanist, The A new breed of magic users, with new rules for arcane casting and extensive details on the background of the order. 3th in a row. arcanist3e.doc
28 Archer A variant of the Ranger, similar to Baldur's Gate 2 kit of same name. Archer.doc
29 Archer, The A mixture of ranger and fighter, focused on archery. TheArcher.pdf
30 Athlete Athletes hone their bodies through natural means to become pinnacles of form. athlete.doc
31 Athlete, The Strong build folks who focus on physical skills. Comes with a bunch of new feats and it is really a flawless class, though not usually indicated for fantasy campaigns. TheAthlete.pdf
32 Athlete, The Master of muscles and physical feats! Comes with new feats as well. TheAthlete.pdf
33 Aural Lord A spellcaster who is fascinated by acoustics and the effects it has on the Art and Weave. Aural_Lord.rtf
34 Auron A channeler of divine energy. Very detailed prestige for using with the Aura Feats (check our feats section please). auron.doc
35 Awakened Ones A cleric prestige class, very nicely written, includes 20 prestige class levels. awakenedones.doc
36 Barbarian Anti-Magi Your typical sorcerer killer. Barbarianantimagi_classic.doc
37 Battle Mage Name says it all... battlemage.doc
38 Battle Magus Quite original abilities on this excellent prestige class, despite the name. BattleMagus.pdf
39 Battlecaster Another class that makes the mixture between fighter and wizard. This one is well balanced out. Battlecaster.pdf
40 Battler A master of combat awareness... Some very cool abilities in here. battler.zip
41 Beast Rider Based off of the Beast Rider in the old Fighters Handbook. Beast-rider_classic.doc
42 Berserker The name says it all: a ferocious warrior. berserker.doc
43 Black Knight More powerful than the baneguard, another servant of bane. Black_Knight_Classic.doc
44 Blade This is a cross between a monk and a fighter. Blade_classic.ZIP
45 Blade Dancer A nicely detailed class. bladedancer.htm
46 Blade Magus Warrior-mages that use the Weave to power their combat abilities. BladeMagus.pdf
47 Blade Master (Draft) Prestige class that is in draft, Nikolaos is looking for comments and suggestions. blade_master_draft.doc
48 Blade Master (Final Version) Prestige class that is now fully completed. blade_master_final.doc
49 Blademaster A master of blade finesse! blademaster.doc
50 Blades of Corellon Elite troop of forest defending elves! pclass_corellon.doc
51 Bladesinger Elven swordsmen that mastered the art of fencing and casting spells at the same time. Very nicely designed. Comes with the description of the Elven Slimblade, a new weapon. TheBladesinger.pdf
52 Bladestormer One who seeks to master dual weapons using the Ki inside himself. Bladestormer.doc
53 Blood Knight, The Angry warriors who seek their revenge against those who commit injustice. Bloodknight.pdf
54 Blood Magus The Blood Magus is a special type of mage that utilizes the blood of others to cast special spells. bloodmagus.zip
55 Bloodshade Magic users that specializes with necromantic magic and rites. bloodshade.doc
56 Bone Singer Bards that heals with music. May sound weird but we really liked the idea. Of course the description is also well done. bonesinger.pdf
57 Bounty Hunter Since we have many bounty hunters, each time we post a new one we tend to be more demanding on review. Bounty.pdf
58 Bounty Hunter Well this is a bounty hunter prestige, nothing really special but it`s rules-ok. BountyHunter.pdf
59 Bounty Hunter, The The Hunters of Men. bountyhunter.doc
60 Bow Master A specialist in the bow, loosely based off of Legolas in the LOTR movie. Created by Fendrin. bowmaster_classic.htm
61 Brawler (Dwarven Monk) Rules for dwarven monks. class_brawler.doc
62 Brawler, The An unarmed fighter that specilizes in dirty fighting and pure brute force. TheBrawler.pdf
63 Brothers Malleus, The The Brothers Malleus are a loose knit group of warriors who follow the ideals of Malleus Darkhammer. brothers_malleus.doc
64 Brothers of the stews Members of an underground rogues association, based in city stews. bots.htm
65 Buccaneer The ultimate swashbuckler d20buccaneer.pdf
66 Buccaneer (Updated!) An excellent swashbuckler class. Buccaneer.pdf
67 Buccaneer, The A very nice swashbuckler type class. Buccaneer.doc
68 Cabalist, The Summoners that can use demoniac abilities common to demons through the use of Pacts. Cabalist.pdf
69 Caller of Storms, The A very powerful magician that can cause natural disasters if well experienced. It`s a really nice class, but it`s impossible to not rate it as powerful/unbalanced. CallerofStorms.pdf
70 Caller of the Hunt A nature warrior who summons nature allies. callerofthehunt.doc
71 Channeler A well thought out class that is similar to a cleric version of sorcerers. Channeler.doc
72 Charmer Bards and sorceres who focus their arcane powers on enchantment and charm. Migth have too many bonuses stacking for Diplomacy. Charmer.pdf
73 Charmer Very well balanced out prestige for bards and sorcerers who specialize in charming magic... Would fit well for Saruman from Lord of the Rings. charmer.doc
74 Chi Mage Extremly well designed prestige class. ChiMage.pdf
75 Chosen of Mask A very nice prestige class based on the Chosen of Mystra. TheChosenofMask_classic.doc
76 Chronomancer A nice prestige class for the time wielding mage. Chronomancer.doc
77 Claw Fighter A unique specialist barbarian class. Clawfighter.rtf
78 Cliff Raiders of Aba Mal Ali, The Nomadic hunters that excels on climbing and exotic attacks. CliffRaider.pdf
79 Clod For the unlucky character who just happens to be lucky d20clod.pdf
80 CLOD (Updated!) A clumsy, but lucky character class. CLOD.pdf
81 Combat Artist Warriors who imbue their weapons with magical enchantments. combat_artist.doc
82 Combat Artist Great new warrior class, though I suggest you to add more requirements since it´s slight unbalanced. combat_artist.doc
83 Core Class Knights 3 excellent variants of a Knight class. Since there is no knight class on the Core Rulebooks, I suppose at least one of them can fit well into your camapign... CoreClassKnights.pdf
84 Cossack Hardy warriors from the outlands. Rather simple class that just got everything balanced out. Cossack.pdf
85 Cossak A mounted warrior. cossak.doc
86 Countermage A specialist in countering other wizards spells. CounterMage.doc
87 Courtier This one is very good, a kind of improved duelist. Some cool original combat abilities. Updated 03/20/03! courtier.doc
88 Crusher When one wants to bludgeon ones enemy's to death. TheCrusher_Classic.doc
89 Crying Freeman Based on the movie of same name (Anime). crying_freeman.pdf
90 Crystal Fist, The An impressive Psionic / Monk based prestige class. CrystalFist.doc
91 Dark Dancer Prestige class of an earthen god. dark_dancer.doc
92 Dark Hunter, The Servers of the Queen of Air and Darkness that joined the Wild Hunt. Nice class for a NPC, I bet your PCs won´t like them... DarkHunter.pdf
93 Dark Knight Ferocious knights with weird code of honor. dark_knight.txt
94 Dark Knight An evil Paladin. Darkknight.doc
95 Dark Poet, The The Dark Poet is the master of tragedy and dark farce. TheDarkPoet.pdf
96 Death Lord Neutral but scary necromancers. death_lord.doc
97 Death Stalker Enraged warriors who have lost loved ones and now throw themselves into battles without caring for their own safety. DeathStalker.pdf
98 Death`s Hand Aasimars and Tieflings that had contacted the universal essence of Death! DeathsHand.pdf
99 Death`s Reaper Warriors wielding scythes and faithful to the God of Death. Cannot be better suited for a villain :) DeathsReaper.pdf
100 Demi Undead Part living, part undead with some of the best of both worlds. demi_undead.doc
101 Demon Hunter Based on the Demon Hunter from Warcraft 3... Updated 03/20/03 demonhunter.doc
102 Demon Master (Epic) A master demon summoner. This class was revised as an epic class and now is much more balanced! demon_master.doc
103 Desert Mage, The A new prestige class from the upcoming Karanblade d20 Campaign Setting. It's unrated because our webmasters are participating on it. desertmage.pdf
104 Devoted Band Knigths who defend the king and royal family at all costs. DevotedBand.pdf
105 Devoted Knight Honorable knight who focus on protecting those who are on their charge. DevotedKnight.pdf
106 Disciple of the Dagger Powerful dagger fighters. Suggest restricting all his abilities to the use of a dagger (which after all do minor damage). disciple_of_the_dagger.txt
107 Disciple of Umbra Deep the darkest regions of the world where sunlight is all but a memory, lie the monastic strongholds of the Disciples of Umbra. pclass_umbra.txt
108 Doll Master A vodoo mage? dollmaster.doc
109 Dominarian Sorcerer This looks very nice, its a sorcerer which uses Magic the Gathering cards as spells! There are some conversion rules (not yet extensively play tested though). If you like Magic card game try this... dominarian_sorcerer.pdf
110 Draco Knight A nice prestige class for those characters who wish to be the chosen of dragons. draco_knight.doc
111 Dragon Cleric Humanoids with dragon`s blood within their veins that also pray for dragon deities. DragonCleric.pdf
112 Dragon Knight A prestige class for Half-Dragons only! dragonknight.doc
113 Dragon Slayer Needs no Explanation! DragonSlayer.doc
114 Dragoon One of the best dragoon classes I have seen, definately worth looking at. Kdragoon.doc
115 Dragoon Really, another Dragoon. We just posted this one because its really well thought out and detailed. Maybe the best C3E Dragoon so far... Dragoon.pdf
116 Dragoon A nice variation on the Dragoon Prestige Class. braddragoon.rtf
117 Dragoon The famous Dragoon from Final Fantasy game series gained an excellent conversion to a 3e prestige class. pclass_dragoon.html
118 Dragoon, The Another version for the Final Fantasy Dragoon. This one is very well done (that´s why I posted) and, like most others, a bit overpowering... But hey, that´s FF! the_dragoon.pdf
119 Drake Brother The ones who worship dragons and become their kin. Drakebrother_classic.pdf
120 Dreamer Arcane masters of reality and consiousness. dreamer.doc
121 Dreamwalker Someone who dwells and interferes with your dreams. dreamwalker_classic.doc
122 Drider Unique guardian of nature. (Not Drider like the spider/drow race!) drider.txt
123 Drow Swordmaster Simple and yet quite well thought out prestige class for Drows specialized in Twin Sword fighting style... drowswordmaster.txt
124 Duelist A nice swashbuckler type class. Duelist.ZIP
125 Dwarven Battlerager Fearless dwarves whose enraged charges are feared among all armies. Very nice translation from AD&D version. DwarvenBattlerager.pdf
126 Dwarven Dervish An elite group of dwarven berserkers... Looks nasty. DwarvenDervish.pdf
127 Dwarven Janissary What can be worst than a dwarven killing machine? Possibly, a drunken one. DwarvenJanissary.pdf
128 Dwarven Stonefist A dwarven defender who followed the path of the monk. DwarvenStonefist.pdf
129 Dwarven Stonethrower A dwarf who throws stone shurikens! dwarven_thrower.txt
130 Dweomercrafter A spellcaster who specializes in crafting items. Dweomercrafter.rtf
131 Edge Dancer Nimble fighters who use dancing and rapiers to confuse and hurt their opponents. edgedancer.pdf
132 Edge Dancer A gypsy performer who welds dancing movements and cold steel with deadly accuracy. edge_dancer.rtf
133 Elder Bard, The A brave attempt to bring back the Bard from first edition to modern 3E days! elder_bard.doc
134 Elemental Crusader A nice battle-mage class, but too powerful... elementalcrusader.doc
135 Elemental Knight, The The Elemental Knight imbues his weapon, body, and even his mind with the elemental powers of the world. elemental_knight.doc
136 Elemental Sorcerer A sorcerer who becomes attuned to the elements. Elementalsorcerer_classic.doc
137 Elementalist Nature warriors that channel elemental powers and spells. Elementalist.pdf
138 Elementalist A warrior that also likes to destruct things with his elemental spells. elementalist.txt
139 Elite Arcane Archer (Epic) Our first Epic Level prestige class is an elite version of DMG Arcane Archer. elitearcanearcher.doc
140 Elven Battledancer A very nice elven Knight class elvenbattledancer.pdf
141 Elven Bladedancer A master of dual wield fighting. Don`t care about the name, it is an original class indeed. elven_bladedancer.doc
142 Elven Dancer of Blades This one is very well detailed, but it`s abilities are well overpowered. ElvenDancerofBlades.pdf
143 Elven Forester A variant of the Ranger Class. elvenforester.htm
144 Elven Scout, The A great new class! Elven_Scout.doc
145 Elven Scout, version 2, The A more balanced version of the Elven Scout class below! Elven_Scout2.doc
146 Elven Spellblade The Spellblade seamlessly meld arcane mastery with weapon prowess, all wrapped up in a graceful elven dancing form. ElvenSpellblade.pdf
147 Elven Wardancer A powerful warrior who dances death with blades. Elvenwardancer_unbalanced.doc
148 Elven Warrior Poet They deal death and ecstasy with the same frightening beauty... warrior_poet.doc
149 Elven Woodland Defender Could be a prestige class as well... wood_defender.doc
150 Emissary of Death Drow elves who judge who should live and who should die. emissaryofdeath.pdf
151 Emmisary of Evil A core class very similar to what would be an evil Paladin. EmissaryofEvil.doc
152 Epic Shifter Rules for playing the Shifter, from Masters of the Wild, beyond 20th lvl. epic_shifter.doc
153 Escapologist, The A street mage that combines roguish skills and some limited spellcasting ability. Escapologist.pdf
154 Ethore Masters of bare hands and lightning fast snakelike attacks. TheEthore.pdf
155 Exalted Zealot The Exalted Zealot has tasted true evil, and is disgusted by its corruption. They are the warriors of Pure Good, and will stop at nothing to spread hope throughout the lands. ExaltedZealot.pdf
156 Exoticist A fighter who specializes in exotic weapons. Exoticist.doc
157 Expert, The A nice warrior type class balanced by the class construction engine. The_Expert_classic.doc
158 Eyes of the Evening Servants of Selune. eyesoftheevening.doc
159 Fairgrounds Wrestler Someone whose brute strength and talent for showing off can chose this career. fairgrounds_classic.doc
160 Faith Avenger, The Nice fighter cleric hybrid prestige. faith_avenger.pdf
161 Falconer, The Very impressive, well detailed and illustrated new prestige class. Comes with descriptions of Falconer society and myths. Long Download (630Kb) falconer.pdf
162 Feint Master A master of feint who is always looking for hiting the following blows! FeintMaster.pdf
163 Fensal Hunter Elite Elven prestige class (mixes some great abilities) fensal_hunter.doc
164 Fighter Mage A class that combines the two classes into one. Fighter_Mage.doc
165 Fighter of Elements, The Sorcerers and/or psionics that shape elemental powers on their bodies and weapons... FighterofElements.pdf
166 Filth Master Someone who takes pride in being the unclean shadow on the streets, uses it to his/her advantage. FilthMaster_classic.pdf
167 Firemage A prestige class of spellcaster who is adept with fire magic. This is a 5 level prestige class. Firemage.doc
168 Fist of the Weave A Monk attuned to the Weave from the Forgotten Realms campaign setting. FistofWeave.doc
169 Flagellant Priests that inflict wounds on themselves to atone for their sins, nad empower their spells. Flagellant.pdf
170 Flashing Blade Showmen that focus more on weapon skill display than actually warrior training. Very nice concept to throw into your campaigns. FlashingBlade.pdf
171 Fleet of Foot The Fleet of Foot are fast; really fast. fleet_of_foot.doc
172 Force, The High-powered monks. force.pdf
173 Freedom Fighter Those who fight for a cause. freedom_fighter_classic.doc
174 Frigid Storm A nice prestige class for elves or half-elves frigidstorm.rtf
175 Frost Lord A great prestige class for characters who traverse the frozen lands. frostlord.doc
176 Gambit Mysterious and lone warriors who can read thoughts and predict the near future. (Long Download: 830Kb) gambit.pdf
177 Geomancer Check out the Geomancer, a sorcerer variant that specializes in earth manipulation. geomancer.doc
178 Geomancer Impressive, detailed and well-balanced class. Comes with a bunch of equally good earth related spells. TheGeomancer.pdf
179 Ghost Mage A very nice prestige class for those who delve into the supernatural. ghostmage.doc
180 Gladiator In almost every major city, and several minor ones, there exists a form of entertainment based on arena combat... Check the file for the rest, its a pro class! gladiator.doc
181 Gnome Bolter A kind of arcane archer class for gnomes and their crossbows. It`s very well done. GnomeBolter.pdf
182 Gnomish Champion, The A humorous approach the gnomish racial paragon. TheGnomeChampion.pdf
183 Gnomish Dreamweaver Illusions who alter the way others see reality. Gnomish_Dreamweaver.doc
184 Gohan Suppose its Dragon Ball Z based. gohan.doc
185 Golden Monk A master of the elements around him. golden_monk.doc
186 Guerilla A warrior who specializes in stealth and traps guerillaclass.doc
187 Guild Pugilist A city thug that excels on bare handed combat and urban stealth. GuildPugilist.pdf
188 Gun Blazer A nice steampunk type class for those who use firearms in their settings. GunBlazer_unbalanced.doc
189 Gunner, The Well this is not d20 modern yet, it is a class for Musket users! thegunner.doc
190 Gunslinger A renascence warrior who is a master of Gun-fu. Comes with archaic firearms statistic tables. GunSlinger.pdf
191 Halfling Burglar A very well designed prestige class for the Halfling who wishes to pursue cutpursing. HalflingBurglar.doc
192 Hammer of Karaz-a-Karak These folks are above dwarven defenders and, of course, their abilities are a bit overpowered here. But the whole idea sounds good. HammerofKarazaKarak.pdf
193 Hammer, The A master of bludgeon two handed weapons, preferably a hammer! Very fun. TheHammer.pdf
194 Harlequin A femme fatale that makes her ways trough deceit, humor and quick wits. The 10th level ability might be unbalanced. Harlequine.pdf
195 Harper Knight, The Harpers are members of a secret society dedicated to holding back evil and preserving knowledge. harper_knight.doc
196 Healer A more unique and specific healing class. Healer.ZIP
197 Hippocrates Unbound Healers that use mundane skills and herbs for healing, instead of magic or clerical powers. Comes with 4 different prestige classes. Recommended for low-magic campaigns. hippocratesunbound.pdf
198 Holy Midwife, The Healers that take care of pregnant women and newborn babies. Nice class for a NPC, exotic class for a PC (though can be interesting!) HolyMidwife.pdf
199 Holy Roller, The An holy enemy of undead and lycanthropes. This one is worth reading just because of the 10 riddles test requirement alone. HolyRoller.pdf
200 Houri (Revised) Mistress of seduction. Houri_classic.doc
201 Houri, The A seductress prestige class, very well created, many new spells. Houri.doc
202 Hunter, The Name says it all, a master animal tracker... the_hunter.doc
203 Ice Lord A very nice prestige class for specialists of ice magic. icelord.doc
204 Ikon A type of Psionic Knight, very well done. ikon.doc
205 Inquisitor A law based prestige class. inquisitor.doc
206 Iron Fist An order of monks who focus on physical damage over meditation. IronFistMonk.pdf
207 Iron Fist of the North, The Interesting mix of barbarian and monk classes. Was our first submitted prestige class with notes on class balance. TheIronFistoftheNorth.pdf
208 Ishbalan Crusader Ishbalan crusaders exist for one purpose: the removal of arcane magic from the world. ishbalan_crusader.pdf
209 Jedi A nice port of Jedi, but unbalancing and only for those whose campaigns would allow lightsabers. Jedi_unbalanced.doc
210 Jin Another Dragon Ball Z based class, we will soon have an entire Dragon Ball Z campaign here :) J.pdf
211 Jiu-Jitso Master A five levels prestige class about the Jiu-Jitso fighting style. The rules are perfect in describing this style, so it made a relic. JiuJitsuMaster.pdf
212 Juggernaut A powerhouse who can take what he can dish. juggernaut_classic.doc
213 Juggernaut The sturdy swordmaster who can take a beating and not even slow down. juggernaut.doc
214 Justicar A peacekeeper prestige class, that has a blend of psionic ability. justicar.doc
215 Justicars of Tyr, The A great new class for the Forgotten Realms! UPDATED! justicar.doc
216 Kensai Katana masters. Suggest reducing the ammount of bonus feats to balance it more. kensai.txt
217 Ki Warrior A monk that uses Ki... Fonts are hard to read. ki_warrior.doc
218 Knife Specialist A prestige class for Rogues or Assassins. TheKnifespecialist_classic.doc
219 Knight of King´s Royal Brigade Just a knight the way a knight should be, simply a relic. Suggest changing Knowledge (law) for Knowledge (nobility) at requirements. knight_of_klb.pdf
220 Knight of Principle A defender of weak and law, this is not a standard prestige class and has 15 levels. KnightofPrinciple.doc
221 Knight of Sun As the power of the Shining One expends, he needs more and more warriors to fight by his side... knightofsun.doc
222 Knight of the World The Divine Knight of the World is a man who takes three words to heart. These words are Honor, Duty, and Justice. knight_world.doc
223 Knight ofthe Mind Similar to a Psionic Paladin. Knightofthemind_classic.doc
224 Knights of Hieroneous A knightly prestige class with nice background but not so original abilities. KnightofHieroneous.pdf
225 Kuma A monk like prestige class that teaches the bear's nature. Kuma.doc
226 Light Bringer Devoted Priests of Pelor LightBringer.doc
227 Lindorn, The Students of the old elvish ways of nature magic, these folks work their spells through and from trees. Very nice detailed class! Lindorn.pdf
228 Living Legend Natural born heroes destined to excel among warriors. LivingLegend.pdf
229 Longstrider of Kari, The The Kari Longstriders excel at fast travel, survival and archery. They are tough, resilient to the environment and capable in a fight. LongstriderofKari.pdf
230 Maelgrissa, The A warrior who excels on intimidation rather than actually fighting skills. Maegrissa.pdf
231 Mage Bound, The Warriors who serves as arcane users´ familiars, or such... pclass_cmcanally2.doc
232 Mage Slayer A specialist in killing those who wield magic. MageSlayer.doc
233 Mage Warder Interesting class about warriors that undergo magical rituals to get some special abilities while near their mage patrons. MageWarder.pdf
234 Magos Incarnadine A spellcaster who continues on the path of the Archmage Magos_Incarnadine.rtf
235 Magus A great new class, a sorcerer/cleric mix! The_Magus.doc
236 Magus Best suited for Prodigy race found on New Races. Dark prophesies surround these powerful few. Is there truth in the words, or is it inspired by the fear of their great powers? magus.doc
237 Maiden of the Vine Nice original and detailed prestige class for those who want to became plant-bound creatures. MaidenoftheVine.pdf
238 Malhavoc Follower (Epic) Arcane casters who can turn into shadows... malhavoc_follower.doc
239 Mana Mage A mage who chooses colors as if they were schools of magic. Comes with a new list of arcane spells based on each color. Could be less complex though. ManaMage.pdf
240 Mancer A warrior priest of a specific domain. Mancer.zip
241 Martial Artist Alternative to the monk. This class uses feat based techniques instead of class level feats. Very customizable! martialartist.zip
242 Master Diplomat A master of negotiations. Master_Diplomat.doc
243 Master of Duels, The Whoa another relic here, a very nicely designed swashbuckler class. BABs are wrong to me, should start at +1 (not +0). masterofduels.doc
244 Master of the Void Prestige class made for monks. masterofthevoid.rtf
245 Master Ranger When every ranger advances to become superior at what he does. Masterranger_classic.doc
246 Medium Summoner based on Final Fantasy X video game. medium.doc
247 Memory Mage Wizards with powerful memory that was developed by years of spellcraft study. MemoryMage.pdf
248 Mental Overlord A modified version of the Mind Knight prestige class. Mental_Overlord.doc
249 Messanger Nice thought out, maybe best suited for a prestige class. messanger.txt
250 Messianic Avatar The Messiah's, truly god touched individuals. messianic_avatar.doc
251 Meteo Monk A complex, though very well done, monk variant. meteo_monk.doc
252 Midnight Minstrel A Midnight Minstrel is tasked with promoting the learning and practice of weave magic for its proper use. midnight_bard.doc
253 Mimic, The Warriors that have the supernatural power of mimicking their opponents abilities. Probably based on the class from Final Fantasy Tatics games. TheMimic.pdf
254 Mind Knight Psionic who specializes at combating other psionics. Mind_Knight.doc
255 Mind of the Cabal (Epic) An epic prestige class for psionics! mindofthecabal.txt
256 Monk of Pelor Devoted Monks of Pelor MonkofPelor.doc
257 Monks of the Mind A very nice swashbuckler type class. Monks_of_mind.doc
258 Morde Messenger Ones who specialize in Life and Death, including Undeath. morde_messenger.doc
259 Myrmidom, The Blade fighters with unusual and powerful mystical abilities. TheMyrmidon.pdf
260 Mystic, The Divine spellcasters that receive their spells from their divine connection to sacred places. Mystic.pdf
261 Mysticist The one listed here is called the Houshi, a Buddhist Mysticist who relies on the combination of the staff and the fuda to weaken the spirit. Mysticist.pdf
262 Naturalist Naturalists are those who seek harmony in themselves to find harmony with nature. naturalist.doc
263 Naturalist Herbalists who don`t believe in magic. naturalist.doc
264 Necroscoundrel Roguish necromancers with well thought out abilities. I think the +2d6 sneak attack at 1st level should be +1d6, stacking with previous bonuses. necroscoundrel.doc
265 Nightblade Nice mix of rogues and sorcerers using CCE. Suggest Rogue`s BAB progression instead. It has nothing to do with Karanblade`s Nightblade. nightblade.doc
266 Nightstalker A rogue/sorcerer who specializes in stealth and jumping. Nightstalker_classic.doc
267 Ninja of the Dark Cloud Ninja assassins! NinjaoftheDarkCloud.pdf
268 Ninja, The Dangerous master assassins, the ninja are sworn enemies of samurai. TheNinja.pdf
269 Orc Grunt A particularly nicely created class for Orcs or Half-orcs, very dangerous and highly skilled melee class. OrcGrunt_classic.doc
270 Ordamt Ordamti are an odd mix of paladins, monks, and rogues. ordamt.txt
271 Oros A BeastMaster/BeastFriend core class variation. class_oros.doc
272 Oros (Animal Friend), The New Class that specializes in dealing with animals and nature. oros.doc
273 Pacifist, The Maybe hard to include on your campaign. Bush didn`t liked it... the_pacifist.doc
274 Paladin of Lloth Drow elves anti-paladins. paladinoflloth.doc
275 Peace Keeper An very well constructed prestige class. Peacekeeper.rtf
276 Pegasus Knight, The Very well-balanced class about knights that excels on riding and mounted combat. ThePegasusKnight.pdf
277 Physical Adept Advanced Monks that are even more capable physical combatants. physical_adept.doc
278 Planeswarrior A very rare class that is devoted to the arts of fencing and planar travel. Planeswarrior.pdf
279 Poison Blade Masters of poisons, who utilizes them to kill, debilitate or disable their opponents. PoisonBlade.pdf
280 Poisoner, The Simply a specialist in poison use and creation... It`s a relic because it`s well done and fit to use into any campaign! ThePoisoner.pdf
281 Poisonist A specialist of poisons, who is immune to his own craft. poisonist.doc
282 Priest (Cleric Variant) This new take on Cleric by Piratespice is close to perfection, congratulations to him. I would just take the 0s from Spells per Day table. priest_clericvar.doc
283 Prophet Those with insight granted by the gods. Prophet_classic.doc
284 Protectors of the Great Oak, The A very well constructed Druid or ranger prestige class. protectors_great_oak.doc
285 Psi Spider Those who are obsessed with Arachnids, can train to become this very well done class. psi_spider.doc
286 Psion, The An interesting remake of the class, converts 2e psionicists to 3e psions. Psion1.doc
287 Psionic Sneak A nice variation of Psionic and Rogue, giving up some of both skills to become proficient at both. Psionic_sneak_classic.doc
288 Psychic A variant on the Psion/Psychic warrior, potentially unbalancing. Psychic_unbalanced.doc
289 Psychic Rogue Great new psionic class that makes use of the best of both worlds (Psionics & Rogues) psychic_rogue.rtf
290 Psychomancer A Psychomancer harnesses the power of mind and magic and weaves them into one to perform his abilities. ThePsychomancer.pdf
291 Pugilist Very dangerous monk-like class, with some original abilities. Correct Ref/Will saves and Pressure Chests ability (which is too powerful) and you are ready to go! pugilist.zip
292 Puppet Master A spellcaster who specializes in creation. Puppet_Master.rtf
293 Pyro For the mage that likes fire a little too much. PYRO.doc
294 Rake, The Bloody berserkers who fight with two axes. TheRake.pdf
295 Ranger Variant A unique version of a ranger that does not cast spells. RANGER-variant.DOC
296 Ranger Variant The Class Construction Engine noticed that the Ranger were the most weaker of all classes... Fortunately, for the ranger players, Ted Garland created this flawless variant, which just adds a few more free feats to make it all balanced. ranger_variants.zip
297 Rath`s Bounty Hunter Another bounty hunter class, this one is also well balanced out. BountyHunter.pdf
298 Rebel, The Warriors of free-spirit that refuse being controlled by all means. therebel.doc
299 Red Mage, The More like an everything class, the class that can mimick all other classes, albeit not as well. RedMage_classic.doc
300 Relic Hunter An indiana jones type prestige class. relichunter.rtf
301 Riders of the Savanna, The A nice prestige class for barbarians or other classes. riders_savanna.doc
302 Ritual Warrior Tribal defenders whose faith on spirits power supernatural abilities. TheRitualWarrior.pdf
303 Rogue Scholar For the rogue, wizard or sorcerer just has to pursue the neverending quest for knowledge. RogueScholar.doc
304 Rope Master, The A master of ropes and whips... Or, in other words, a d20 cowboy! Ropemaster.pdf
305 Runic Blade Abnormally powerful mystic warriors. runic_blade.doc
306 Sacred Fist, The A good monk prestige class. SacredFist.doc
307 Saeros Witch A very nice take on the witch concept by Saeros. The class abilities makes sense and the spell list is well balanced out. SaerosWitch.pdf
308 Samurai, The A very well constructed class, looks professional. Samauri_class.doc
309 Sarcastic Swordsman Spider-man taunting with swords. SarcasticSwordsman.pdf
310 Savage, The An nice barbarian based prestige class. The_Savage.doc
311 Savant of the Brand At first, this one may read like another Duelist-like prestige class... Though if you check out it`s amazing original acrobatic abilities, you might agree that it`s a relic. SavantoftheBrand.pdf
312 Scarred One Barbarians who inflict wounds on themselves, becoming ferocious melee combatants who ignore pain. ScarredOnes.pdf
313 Scout The Scout is a soldier who is very fast and highly skilled in the art of intrusion. Ranger/Rogue variant sent by Alias Worg. scout.doc
314 Scout, The Wanderers of the lands that developed a keen sense for dangers and mishaps, and also a natural ability of finding the right path on their travels. Nice broad concept here. TheScout.pdf
315 Sentinel, The The true masters of observation and alertness. These adventurers look forward to develop their keen senses above anything else. Very nice class suited for almost any campaign... Sentinel.pdf
316 Serial Killer After Book of Vile Darkness we are receiving some classes like this one. serial_killer.doc
317 Serpent Mage Mages that begin their careers summoning reptiles, and end it summoning dragons! SerpentMage.pdf
318 Shadow An assassin like prestige class ShadowPclass.doc
319 Shadow Assassin Sounded boring at start, but after reading throught all abilities, it made a relic easily. Very well developed. Combat timing might be unbalancing though. ShadowAssassin.pdf
320 Shadow Chaser of Urlmar, The Shadow chasers are drawn to areas where the Undead are thickest. Whether it is the chance of putting some restless soul to peace, or quieting the keen of a banshee a shadow chaser will take up the challenge. ShadowChaserofUrlmar.pdf
321 Shadow Eye Arcane roguish spies that hide in the sahdows. shadoweye.html
322 Shadow Khan This is a roguish spellcaster with Aura abilities. shadow_khan.doc
323 Shadow Knight A heart of ice and a devotion stronger than steel-these are at the core of the Shadow Knight. shadow_knight.doc
324 Shadow Knight An evil knight, dangerous and skilled. Shadow_Knight.doc
325 Shadow Sniper Roguish archers are always deadly. ShadowSniper.pdf
326 Shadow Witch A witch that keeps to herself, though can be good or evil. Shadow_Witch.doc
327 Shadowolf Apparently another Anime/Mangá based class. shadowolf.doc
328 Shaman An adept like class, cross between barbarian and druid. Shaman.doc
329 Shaolin Master A monk who specializes in harnessing the elements. ShaolinMaster.doc
330 Shield Maiden New class devoted to healing and protective techniques. shield_maiden.doc
331 Shinobi Masters of stealth and martial arts, they came from distant mystical lands... Shinobi.pdf
332 Ship Mage Wizards specializing in faring aboard ocean crossing vessels. ship_mage.rtf
333 Shotokan Warrior, The A monk that have some very unusual abilities, like the Hadoken bolt or the Shoryuken uppercut. Some long time gamers may have seen them... ShotokanWarrior.pdf
334 Sicarii, The Sneaky assassins that specializes in killing specific targets without being noticed. Some nasty sneaking abilities within. Sicarii.pdf
335 Silent Fist A deadly monk prestige class. Silentfistclan.doc
336 Silver Order, The An order of monks dedicated to the protection fo the Weave. SilverOrder.pdf
337 Singer, The Powerful elven bards. Comes with lots of special songs TheSinger.pdf
338 Siphoner, The A master burglar who can even steal spells and hit points! TheSiphoner.pdf
339 Sisters of Mercy A well crafted and very well written prestige class for female characters. Sisters_of_mercy.doc
340 Skald A seeker of tales, wanderer of the adventure stories, master of poetry. Skald.pdf
341 Slum Lord A fantasy medieval junkie with unusual abilities. SlumLord.pdf
342 Sneak, The The best burglar of them all. Sneak.doc
343 Sniper One who specializes in taking out targets from a distance. Sniper.doc
344 Sniper, The A scouting sniper. TheSniper.pdf
345 Sogo Monk A master of quarterstaff and incredible vaulting leaps! SogoMonk.pdf
346 Solar Collection 3 new and very nice classes: The Guardians, Darksoul and Deathmaster. SolarCollection.pdf
347 Solonor's Bowhunters Exceptional archer prestige class. SolonorsBowhunters.doc
348 Sorcerer Variant Another class variant that tries to make the Sorcerer a bit more balanced. sorcerer_variant.doc
349 Sortier Master of hit and run. sortier-x.doc
350 Soul Master Clerics who made a pact with the devil, or such... soul_master.doc
351 Spirit Archer Free-spirited archers whose ultimate goal is to craft a spiritual bow. spirit_archer.doc
352 Spirit Warrior, The This is a new class for the D&D 3rd edition that is based on the TV show Dragon Ball-Z. I used a monk as a template, so this is really a variant on the monk. spititwarrior.doc
353 Spy, The Here is the spy, a class made using the Class Construction Engine (above) class_spy1.doc
354 Spymaster Specializes in gathering information and infiltration, is quite capable of doubling up as an assassin as well. spymaster.doc
355 Spymaster Subterfuge devoted prestige class. pclass_spymaster.doc
356 Stalker This is a paladin derived prestige class who specialize in fighting the undead. pclass_stalker.html
357 Stalker in Shadows Overly detailed roguish prestige, comes with a long description of their organization. StalkerinShadows.pdf
358 Star, The When Popularity, Fame and Talent take your Bard to a new level. TheStar_classic.doc
359 Starmaster Starmasters are Mages who have tapped into their inner power and concentrated it into a cloak of energy. starmaster_class.rtf
360 Steel Fury Blade Glauntet specialists with weird martial abilities. SteelFury.pdf
361 Street Fighter One who specializies in fighting with dirty tactics and brawling. StreetFighter.doc
362 Summoner A very nice prestige class, loosely based on the Summoner game. Summoner.doc
363 Summoner, The A master of summoning magic. Comes with detailed summoning tables and some new rules. TheSummoner.pdf
364 Sumo Warrior Cool this is a sumo wrestler! Blubber armour is nice but the bonus advancement might be too high... sumo.doc
365 Sun Dragon Monks, The An elvish monk clan of disciples from the Sun Dragon. SunDragonMonk.pdf
366 Swanmay, The Another relic from Rob: well illustrated, detailed and quite balanced. Long Download (690Kb) swanmay.pdf
367 Swarm Master/Mistress, The Nice prestige class for characters from the swamps, or those who spend time with lizardfolk. SwarmMasterMistress.rtf
368 Swashbuckler, The An agile, nimble and quick-witted warrior! swashbuckler.doc
369 Sword Master For the one who wishes to be a master of blades. Based loosely off of the Sword Dancer Class. SwordMaster3E.doc
370 Sword Master A specialist at wielding two weapons and can perform special abilities with the blade. swordmaster.doc
371 Sword Sorcerer A great new class that mixes combat and magic! Sword_Sorcerer.doc
372 Swordman of the Sightless Eye Monks that learned how to fight without the need of visual aid. They use their personal weapon, the Zaitochi. SwordsmanoftheSightlessEye.pdf
373 Tamer A class that trains and works with animals. Tamer.doc
374 Tarot Mage Based on Sakura Card Captor. For me it´s too complex for a prestige class but if you are a fan that´s for you. tarot_mage.rtf
375 Tauren (Monster Class) Minotaur warriors that received spiritual powers from their ancestors and became elite fighters. This class is intended for monsters, it would be alot unbalanced for PCs. Tauren.pdf
376 Tempered Ones, The Paladins who undertake rituals of purification to empower their combat abilities and resistance. TheTemperedOnes.pdf
377 Templar, The A very nice paladin variation. TheTemplar.pdf
378 Thaumaturge Specialists of Lore and the mysterious art. Thaumaturge.rtf
379 Time Master Someone who can manipulate the fabric of time around them. time_master.doc
380 Torchbearer, The Priests of the God of Light who preach the flashing flames of Truth. Torchbearer.pdf
381 Town Drunk, The Prestige class similar to the drunken master TownDrunk.doc
382 Traveler of the Silken Road This prestige class focuses on warriors who use naught but the sword. A great class and organization to add to any campaign. traveler.pdf
383 Treesinger Closer to a Kit rather than a prestige class, characters retain all basic class info and add more statistics for this prestige class. Treesinger.doc
384 Tribesman A mix of Barbarian and Ranger... This was close to unbalanced rating though. tribesman.doc
385 Trickster These characters seek to spread mischief throughout the world. trickster.doc
386 Triune A knight blessed with enchantments and power Triune_classic.doc
387 Trophy Hunter, The Fierce hunters that use the badges of fallen opponents as trophies of honor. TheTrophyHunter.pdf
388 Troubleshooter For the rogue who wants to help solve any problems adventurers face while questing. Troubleshooter.doc
389 True Caster A variant of the polemic Mystic Theurge from D&D 3.5; This one is also gains both arcane and divine spell progressions, but not on every level. Truecaster.pdf
390 True Summoner A magic user who deals with unique summoned creatures, who function more like allies than summons. Very well balanced out. Yet simple, it is a really good class. TrueSummoner.pdf
391 Tunnel Master A prestige class for Kobolds, the masters of tunnel traps!. TunnelMaster.pdf
392 Unarmed Warrior Warriors that focus on unarmed combat. Though not developing supernatural powers like the monks, they hit harder than them... UnarmedWarrior.pdf
393 Undead Hunter A nice prestige class for those who wish to be the bane of the undead. Undeadhunter.doc
394 Underworld Scourge A prestige class for those who wish to build an evil guild or empire. UnderworldScourge.doc
395 Updated Valkyrie The Virgin Warrior Maiden. ValkyrieClass_classic.rtf
396 Valkyrie The infallible virgin warrior maidens of the deities. Those who search for souls whom are worthy enough to join the deity in their home plane. Valkyrie.pdf
397 Vlaude`s Track of Immortality Surely a powerful prestige, which comes with very high requirements though. vlaudes_track.doc
398 Voromancers Ritualistic power stealers... This one is tough to balance, but I think its pretty balanced here. voromancers.html
399 Wandering Blade An expert sword warrior. WanderingBlade.doc
400 War Priest of Heironeous A specialized priest whose focus is combat. WarPriestofHeironeous_classic.doc
401 War Wizard A specialist at fighting in the trenches at battles. War_Wizard.rtf
402 Warbringer The champions of Tempus! warbringer.doc
403 Warchief, The A leader in the battle field! This class is very generic and suitable to any campaign. TheWarchief.pdf
404 Warlock This is the Wild Mage template to be added to other sorcerer classes. Warlock_classic.doc
405 Warlock, The A 3rd Edition version of the Wild Mage. Warlock1.doc
406 Warrior of Underdark Very powerful class suited for the Duergar and Derro, a race of evil dwarves that dwells in the deep caves of Underdark. WarriorofUnderdark.pdf
407 Wilderness Warrior A specialist in the bladed gauntlets. TheWildernessWarrior_classic.doc
408 Wind Dancer, The The first free peak at Karanblade´s prestige classes. The barbarians from Rain Islands whose dances are a mixture of beauty and bloodly fury! Don´t miss the illustration inside... winddancer.pdf
409 Winter Warrior, The A class based on those who traverse in the arctic lands. Winter_Warrior.doc
410 Witch Collection, The 4 different takes on the Witch Class. All of them are very well done. TheWitchCollection.pdf
411 Witching Seductress The beguiling woman who uses her enchanting ways to get what she wants. WitchingSeductress_classic.pdf
412 Wizard Slayer Barbarian who lives for destroying all there is magical. BarbarianWizardSlayer.doc
413 Wyrmslayer Those who specialize in hunting dragons. wyrmslayer_classic.doc
414 Zealot Very nice prestige that describes the most pure among the defenders of goodness. zealot.doc

[PC19] Random Group Classes


Lancer (Random Warrior #199267)

Level KXP
Spells
1 7 (none)
2 36 (none)
3 82 (none)
4 164 (none)
5 258 (none)
6 364 (none)
7 490 (none)
8 647 (none)
9 841 (none)
10 1095 (none)
11 1412 (none)
12 1760 (none)
13 2411 (none)
14 2898 (none)
15 3386 (none)
16 3884 (none)
17 4382 (none)
18 4880 (none)
19 5380 (none)
20 5879 (none)
21 6378 (none)
22 6878 (none)
23 7378 (none)
24 7879 (none)
25 8380 (none)
26 8881 (none)
27 9382 (none)
28 9884 (none)
29 10387 (none)
30 10889 (none)
31 11392 (none)
32 11895 (none)
33 12399 (none)
34 12903 (none)
35 13407 (none)
36 13912 (none)
TH Saves
PD RS PP BW Sp Fo Re Wi
+0  6  5  4  3  2  1  1  0
+1  6  5  4  3  3  1  1  0
+2  6  5  4  4  3  2  2  1
+3  8  7  6  5  4  2  2  1
+4  8  7  6  5  5  3  2  1
+5  8  7  6  6  5  3  3  2
+6 10  9  8  7  6  4  3  2
+7 10  9  8  7  7  4  4  2
+8 10  9  8  8  7  5  4  3
+9 12 11 10  9  8  5  4  3
+10 12 11 10  9  9  6  5  3
+11 12 11 10 10  9  6  5  4
+12 12 12 11 10  9  7  6  4
+13 12 12 11 10 10  7  6  4
+14 12 12 11 11 10  8  6  5
+15 13 12 12 11 10  8  7  5
+16 13 12 12 11 11  9  7  5
+17 13 12 12 12 11  9  8  6
Requisites: Wis 0, Warrior 3, Rogue 3
Alignment: any
HD/level: & +++2d8
Weapon Prof.: 2+level/3
To Hit Table: War
Save Table: Ftr0
Reference: DM Random, Rick 11/11/07
Groups: Warrior, Random
 
Gets 20 Rogue points per level. Gets an "Any Rogue" pick every odd level.
Level 1 ¶: Dragonlancing / Inverse Dragonlancing: 1V: Get +X to hit and +Y damage (on every attack) until you use this ability again, where X+Y = your max hp. X and Y cannot be negative. These plusses count as magical plusses for purposes of overcoming "+ needed to hit" and DR. This ability does not automatically go up as you level; you need to spend 1V action each time.
Level 1: +1 to hit with lances, swords, maces, and flails.
Level 1: +LVL dmg.
Level 1: Barbarian Con bonus; i.e. bonus is (Con-14)*2.
Level 1: Cure Disease: can be done once per week per 5 levels (round up).
Level 1: One free Kit per level. You cannot pick the same kit more than once.
Level 1: Pick Pockets 20% + 2% per level.
Level 1: Pick weapon of choice; are considered 5 levels higher for # of Attacks purposes.
Level 2: +CL V actions
Level 2: No range penalties; Can shoot bows in your group without penalty
Level 4: 0, 1/d: Counterspell
Level 4: 1M, (LVL-3)/d: Taunt a group (Will save)
Level 4: Considered 3 levels higher when using a specific missile weapon (chosen by archer) for purposes of number of attacks.
Level 4: Considered 3 levels higher when using a specific missile weapon (chosen by archer) for purposes of number of attacks.
Level 5: Special Mount: Gain a familiar which must be a mount (the familiar list in [S0.5] indicates which types can be mounts).
Level 6: Anti-Henchman Shell SL 0-3 (Henchman effects of SL 0-3 cannot be used within 20')
Level 6: Automatic proficiency in all weapons that you have seen in operation (does not count as "free" slots, so 2 slots are still needed to single specialize, etc.).
Level 7: 1 borrowed P, 1/r: Deny N attacks from occuring, where N is your #Att. {Living Blade}
Level 8: 1M: A group gets -CL AC (no save)
Level 9: 1P: Attack only one target this segment. Your base # attacks per weapon/fist = LVL.
Level 10: Pick an action type. You are immune to actions of that type being locked down.
Level 13: Your base # attacks is never worse than 1/1 {feat}
Level 16: +1 max ihp, if your Battlelord is at least 5 (20 wishes if non-Battlelord)
Level 28: 1M: A group gets -25*PCL set Con that ignores Sustain Con

[PC19] Random Group Classes


Luckier (Random Rogue #115354)

Level KXP Wizard
123 456
1 0 --- ---
2 3 1-- ---
3 6 2-- ---
4 13 21- ---
5 26 31- ---
6 49 32- ---
7 90 321 ---
8 167 331 ---
9 298 332 ---
10 511 332 1--
11 735 333 1--
12 994 333 2--
13 1272 333 21-
14 1596 333 31-
15 1938 333 32-
16 2282 433 321
17 2627 443 331
18 2973 444 332
19 3405 444 432
20 3757 444 443
21 4116 444 444
22 4501 554 444
23 4895 555 444
24 5298 555 544
25 5701 555 554
26 6105 555 555
27 6510 665 555
28 6916 666 555
29 7322 666 655
30 7729 666 665
31 8136 666 666
32 8544 776 666
33 8953 777 666
34 9362 777 766
35 9773 777 776
36 10183 777 777
TH Saves
PD RS PP BW Sp Fo Re Wi
+0  5  4  6  2  3  0  2  0
+1  6  4  6  3  4  1  3  0
+2  6  5  6  3  4  1  3  0
+3  6  5  7  3  5  1  4  1
+4  6  6  7  3  5  2  4  1
+5  7  6  7  4  6  2  5  1
+6  7  7  7  4  6  3  5  2
+7  7  7  8  4  7  3  6  2
+8  7  8  8  4  7  3  6  2
+9  8  8  8  5  8  4  7  3
+10  8  9  8  5  8  4  7  3
+11  8  9  9  5  9  5  8  3
+12  8 10  9  5  9  5  8  4
+13  9 10  9  6 10  5  9  4
+14  9 11  9  6 10  6  9  4
+15  9 11 10  6 11  6 10  5
+16  9 12 10  6 11  7 10  5
+17 10 12 10  7 12  7 11  5
Requisites: (none)
Alignment: any
HD/level: d5
Weapon Prof.: 3+level/3
To Hit Table: War
Save Table: Rog
Reference: DM Random, Manny 12/08/07
Groups: Rogue, Random
 
Level N (every level): Luckstone effect (stacks with itself)
Level 1: Base movement rate is (14+level)"
Level 1: Can weapon specialize as per Ranger1.
Level 1: Death Attack: If have seen target for 3 rounds, can make 1 attack to paralyze or kill (Fort save).
Level 1: Free Martial Arts style; +2 maneuvers per level.
Level 1: Thieves' Cant.
Level 4: Immunity to disease and slow effects (continuous).
Level 7: Effect Evasion (each 1% = +1 saves) 1V to use
Level 7: Invisibility (psi freq. 0) level times per day.
Level 7: Leap of the Clouds: Jumping distance (vertical or horizontal) is not limited according to her height.
Level 9: HyperMental: +1M for 1 round, -1M for next 2 rounds.
Level 9: Lose the V action gained at Level 5, gain one P action.
Level 12: 1M: Disable all non-Rogue classes in your group (RSW save for each class)
Level 15: BOMBS!: 1P, 1 charge (have LVL charges /d): LVL*(2m4) technological damage, area (no save, TechR to resist)
Level 19: Always get special treatment and respect from Local Ruler {Agent of the Crown}
Level 22: Can instead use LL/2 (round up) F actions /s

Gets 24 Rogue points per level, see table below:
Lvl Rogue Ability | -50% | -100% | -150% Act Base Penalty Bonus
1 any 1st level Thief ability - - - -
1 any 1st level Thief ability - - - -
1 Any Rogue Level 1 ability - - - -
1 Assassination (-5% per HD/level of target) 0 0 Wis-13 Wis-15
1 Jumping | Levitate | Flight V 20 Dex-11 Dex-15
1 Pass without Trace || Etherealness || Probability Travel MV 0 Chr-15 Chr-21
1 Read Languages | Decipher Code M 5 Int-9 Int-14
2 Controlled Blink | Controlled Blink 10'r (unwilling get PP save) ½V 50 Wis-14 Wis-14
3 Deeppockets | Vanish | Rope Trick ||| I'm Gone (to my own Pocket Plane) M 0 Int-8 Int-20
4 any Rogue 4 ability - - - -
4 Identity Penetration | False Seeing | True Seeing MM 5 Wis-11 Wis-19
7 Any Rogue 7 ability - - - -
7 Any Rogue Level 7 ability - - - -
7 oCR || oaCR || oaaCR 0 20 Dex+Con-28 Dex+Con-38
16 Any Rogue 10 ability
18 Backstave (N/2% of your dmg is vile) || Stun (save=N-100) - 0 Wis-26 Wis-32
18 Contact Other Plane | Foresight MM 0 Chr-15 Chr-18
18 Summon (and control) Blue Time Elemental | Red | Silver | Green | Yellow | Purple | Gold M -150 Chr-1 Chr-125
27 Destruction/Mordenkainen's Disjunction ||| Put Target Down a Hole PMM 0 Int-19 Int-25

[PC19] Random Group Classes


Minimizer

Level KXP
Spells
1 0 (varies)
2 2.5 (varies)
3 5 (varies)
4 10 (varies)
5 20 (varies)
6 40 (varies)
7 80 (varies)
8 150 (varies)
9 300 (varies)
10 500 (varies)
11 750 (varies)
12 1000 (varies)
13 1250 (varies)
14 1500 (varies)
15 1750 (varies)
16 2000 (varies)
17 2250 (varies)
18 2500 (varies)
19 2750 (varies)
20 3000 (varies)
21 3250 (varies)
22 3500 (varies)
23 3750 (varies)
24 4000 (varies)
25 4250 (varies)
26 4500 (varies)
27 4750 (varies)
28 5000 (varies)
29 5250 (varies)
30 5500 (varies)
31 5750 (varies)
32 6000 (varies)
33 6250 (varies)
34 6500 (varies)
35 6750 (varies)
36 7000 (varies)
TH Saves
PD RS PP BW Sp Fo Re Wi
+0 (total = 27, max = 9)
+1 (total = 30, max = 10)
+2 (total = 33, max = 11)
+3 (total = 36, max = 12)
+4 (total = 39, max = 13)
+5 (total = 42, max = 14)
+6 (total = 45, max = 15)
+7 (total = 48, max = 16)
+8 (total = 51, max = 17)
+8 (total = 54, max = 18)
+9 (total = 57, max = 19)
+9 (total = 60, max = 20)
+10 (total = 63, max = 21)
+10 (total = 66, max = 22)
+11 (total = 69, max = 23)
+11 (total = 72, max = 24)
+12 (total = 75, max = 25)
+12 (total = 78, max = 26)
Requisites: (none)
Alignment: any
HD/level: d6
Weapon Prof.: 2+level/4
To Hit Table: Cust
Save Table: Cust
Reference: DM
Groups: Custom, Random
 
Each level, the DM rolls 2 Mini classes. You get that level of each of those Mini classes' abilities. You can choose which form (Normal, Alternate, or Alternate 2) of the Mini class you use.
1F, 1/reset: Reroll up to LVL Mini class results you have.

[PC19] Random Group Classes


Pointer (Random Rogue #11829)

Level KXP
Spells
1 0 (none)
2 4 (none)
3 11 (none)
4 24 (none)
5 43 (none)
6 74 (none)
7 129 (none)
8 225 (none)
9 388 (none)
10 630 (none)
11 876 (none)
12 1166 (none)
13 1482 (none)
14 1842 (none)
15 2218 (none)
16 2602 (none)
17 2982 (none)
18 3367 (none)
19 3844 (none)
20 4240 (none)
21 4644 (none)
22 5142 (none)
23 5655 (none)
24 6176 (none)
25 6698 (none)
26 7220 (none)
27 7758 (none)
28 8320 (none)
29 8882 (none)
30 9446 (none)
31 10010 (none)
32 10575 (none)
33 11140 (none)
34 11706 (none)
35 12273 (none)
36 12858 (none)
TH Saves
PD RS PP BW Sp Fo Re Wi
+0  4  2  3  1  1  1  1  0
+0  5  2  4  2  1  1  1  0
+1  5  3  4  3  2  2  2  1
+1  6  4  5  4  3  2  2  1
+2  7  5  6  5  4  3  2  1
+2  8  5  7  6  4  3  3  2
+3  8  6  7  7  5  4  3  2
+3  9  7  8  8  6  4  4  2
+4 10  8  9  9  7  5  4  3
+4 11  8 10 10  7  5  4  3
+5 11  9 10 11  8  6  5  3
+5 12 10 11 12  9  6  5  4
+6 13 11 12 13 10  7  6  4
+6 14 11 13 14 10  7  6  4
+7 14 12 13 14 11  8  6  5
+7 14 12 14 14 11  8  7  5
+8 14 13 14 14 12  9  7  5
+8 15 13 14 14 12  9  8  6
Requisites: Dex 6
Alignment: L any
HD/level: +d6
Weapon Prof.: 3+level
To Hit Table: Rog
Save Table: War
Reference: DM Random, John 11/11/07
Groups: Rogue, Random
 
Gains all Dex-based Rogue abilities.
Level 1 ¶: Any Rogue 1 ability, or two Rogue 1 abilities based on Dex. This class gets 20*LVL Rogue points.
Level 1: Beguiling, Hypnosis, Charm, Suggestion has only (95-level*5)% chance of affecting the monk
Level 1: Gets 1 "Any Monk or Acrobat" pick per level. Gets 40 rogue points per level.
Level 1: Tracking as per Ranger of half the Bandit's level.
Level 2: Deflect Arrows: Gains the Deflect Arrows feat, even if she doesn't have the prerequisite Dexterity score.
Level 4: Immunity to disease and slow effects (continuous).
Level 5: Body equilibrium for 1 round per level, once per day.
Level 5: Can have hirelings
Level 6: Jack: +LVL divided among Chr, Cml, or level for purposes of how many kits and feats you can have.
Level 8: Body Control, level/2 turns/day.
Level 9: All Rogue abilities within 30' of you are lowered by 100%.
Level 9: HyperMental: +1M for 1 round, -1M for next 2 rounds.
Level 9: Takes half damage from a spell (that gives no save) if save is failed
Level 17: Timeless Body: No longer suffers ability penalties for aging and cannot be magically aged.

Gets 34 Rogue points per level, see table below:
Lvl Rogue Ability | -50% | -100% | -150% Act Base Penalty Bonus
1 Spying - 10 Int-11 Int-14
1 Resources: Gain LVL*Chr*10 gp per reset.
1 Find/Remove Wizard Abjurations/Priest Protections V 0 Dex-13 Dex-18
1 Charm/Influence Reaction | Taunt M 10 Chr-12 Chr-14
1 Any Rogue Level 1 ability - - - -
2 any Ninja 1 ability - - - -
3 Song of Vines (save at -1/5% made or Entangled) P*M 10 Dex-14 Dex-19
4 Sensitivity to Psychic Impressions ||| Truename M 20 Wis-9 Wis-12
5 Identity Penetration | False Seeing | True Seeing ||| Know Truename MM 0 Wis-12 Wis-20
5 Escape Bonds | Escape Binding | Escape Imprisonment/Time Stop P 50 Str-12 Str-14
6 Any Rogue Level 6 ability - - - -
8 Backstorm (each 50%: +1 att is considered a backstab) - 0 Dex-16 Dex-22
8 Find/Remove x3 Traps/Tricks | Magic/Psi | OutPhase( | 30') ( | x2 Special) M 20 Int-13 Int-15
10 Locate (anything unique) Across Planes | Clairvoyance there MV 5 Int-12 Int-15
12 Speed (x2 move) | Speed (+1 V) | Speed (+1 P) | Speed (+1 M) VV 15 Dex-12 Dex-15
14 Avoid Spirit/Conc Effect (entire party): x1 || x2 || x3 etc. - -5 Int-22 Int-30
18 Shadow Magic | Shadow Walk | Shadow Flight | Become Shadow-form VM 0 Int-17 Int-20

[PC19] Random Group Classes


RandomCustom5

Level KXP Wiz/Pri/Psi+-5
123 456 789
1 0 1-- --- ---
2 4 2-- --- ---
3 8 3-- --- ---
4 16 31- --- ---
5 40 32- --- ---
6 80 33- --- ---
7 160 331 --- ---
8 300 332 --- ---
9 560 333 --- ---
10 1160 333 1-- ---
11 1760 333 2-- ---
12 2360 333 3-- ---
13 2960 333 31- ---
14 3560 333 32- ---
15 4160 333 33- ---
16 4760 333 331 ---
17 5360 333 332 ---
18 5960 333 333 ---
19 6560 333 333 1--
20 7160 333 333 2--
21 7760 333 333 3--
22 8360 333 333 31-
23 8960 333 333 32-
24 9560 333 333 33-
25 10160 333 333 331
26 10760 333 333 332
27 11360 333 333 333
28 11960 444 333 333
29 12560 444 444 333
30 13160 444 444 444
31 13760 555 444 444
32 14360 555 555 444
33 14960 555 555 555
34 15560 666 555 555
35 16160 666 666 555
36 16760 666 666 666
TH Saves
PD RS PP BW Sp Fo Re Wi
Requisites: Five 10's
+0 (total = 27, max = 9) Alignment: any
+1 (total = 30, max = 10) HD/level: d5
+2 (total = 33, max = 11) Weapon Prof.: 5+level/5
+3 (total = 36, max = 12) To Hit Table: Cust
+4 (total = 39, max = 13) Save Table: Cust
+5 (total = 42, max = 14) Reference: DM
+6 (total = 45, max = 15) Groups: Custom, Random
+7 (total = 48, max = 16)  
+8 (total = 51, max = 17)    
+8 (total = 54, max = 18)    
+9 (total = 57, max = 19)    
+9 (total = 60, max = 20)    
+10 (total = 63, max = 21)    
+10 (total = 66, max = 22)    
+11 (total = 69, max = 23)    
+11 (total = 72, max = 24)    
+12 (total = 75, max = 25)    
+12 (total = 78, max = 26)    
Each level, get three "5th edition" picks chosen at random (see ArchCustom5 per list). The DM will have these pregenerated for you.
Has a spell progression (unlike Custom5), but does not have a stat bonus to begin with. Can cast Wizard, Priest, Psi-5, or Psi5 powers out of progression. Your PSP pool = Str + Con + Int + Chr - 48 + 3*Level.
Gets 40 Rogue points per level.
 

[PC19] Random Group Classes


Randomizer3

Level KXP
Spells
1 0 (none)
2 2 (none)
3 4 (none)
4 8 (none)
5 16 (none)
6 32 (none)
7 64 (none)
8 128 (none)
9 180 (none)
10 225 (none)
11 275 (none)
12 330 (none)
13 390 (none)
14 455 (none)
15 525 (none)
16 600 (none)
17 680 (none)
18 765 (none)
19 855 (none)
20 950 (none)
21 1050 (none)
22 1155 (none)
23 1265 (none)
24 1380 (none)
25 1500 (none)
26 1625 (none)
27 1755 (none)
28 1890 (none)
29 2030 (none)
30 2175 (none)
31 2325 (none)
32 2480 (none)
33 2640 (none)
34 2805 (none)
35 2975 (none)
36 3150 (none)
TH Saves
PD RS PP BW Sp Fo Re Wi
+1d2-1 (total = 1d50+1d6, max = 9)
+2d2-2 (total = 1d50+2d6, max = 9)
+3d2-3 (total = 1d50+3d6, max = 9)
+4d2-4 (total = 1d50+4d6, max = 9)
+5d2-5 (total = 1d50+5d6, max = 9)
+6d2-6 (total = 1d50+6d6, max = 9)
+7d2-7 (total = 1d50+7d6, max = 9)
+8d2-8 (total = 1d50+8d6, max = 9)
+9d2-9 (total = 1d50+9d6, max = 9)
+10d2-10 (total = 1d50+10d6, max = 9)
+11d2-11 (total = 1d50+11d6, max = 9)
+12d2-12 (total = 1d50+12d6, max = 9)
+13d2-13 (total = 1d50+13d6, max = 9)
+14d2-14 (total = 1d50+14d6, max = 9)
+15d2-15 (total = 1d50+15d6, max = 9)
+16d2-16 (total = 1d50+16d6, max = 9)
+17d2-17 (total = 1d50+17d6, max = 9)
+18d2-18 (total = 1d50+18d6, max = 9)
Requisites: Con 9 (also see description)
Alignment: any
HD/level: d14-7
Weapon Prof.: 1d4 + (1d2-1) /level
To Hit Table: +1d2-1 /level
Save Table: (total=1d50+(level)d6, max=L+8)
Reference: DM {Mirror Collectivizer3}
Groups: Custom, Mirror, Random
 
Each Level: The DM pulls a class from the [PC19] Random group of classes. You may pick a "Warrior", "Wizard", "Priest", or "Rogue" Random class. You get the following:
1. One of the (non-"Level:") lines of text that defines the class. If there is none, the DM will make up something (like an Exceptional stat or something). If the ability references LVL or CL, it improves with your Randomizer3 level.
2. All "Level:" abilties of that exact level from that class (even if non-pickable). If there are none, you get one lower level ability chosen by the DM (usually one of the better ones). If it references LVL or CL, it improves with your Randomizer3 level.
3. The difference in spell progression from the previous level to this level (e.g. if the previous level was 322 and the new level is 3321, you would get 0101 as your progression). This progression does not improve with level; it's a one time deal (you will probably collect a lot of different progressions tho!). If the progression has a stat bonus, you may use it, but you get only one bonus for each stat (for all of your progressions). If multiple progressions use the same stat, you can split your bonus amongst them as you see fit.
4. Take the class's highest Requisite and add LVL in that stat to this class's Requisites. (For example, if your first pick was Fighter1, this class now requires Str 1 and Con 9). This has a maximum equal to the actual Requisite for the class (e.g. if you get Fighter1 at level 20, you'll add 9 to the Str requirement, not 20). This may cause you to "owe" quite a few stat points. You may spend your stat point for going up in level before the DM checks which class to add.
Other notes about this class:
N1. If you are picking up Randomizer3 class beyond level 1, all you have to meet is the Con 9 requirement. Then the DM will do all the class stuff and you'll have higher requirements from now on.
N2. If you get a Rogue group class, you get (level of this pick)*2*LVL Rogue points. The "level of this pick" doesn't go up with level, but LVL does. (e.g. if you got Rogue group classes at levels 4, 5, and 7, you get 32*LVL Rogue points per level). It is possible the Rogue class you pick may increase this, for example, a reasonable non-"Level:" line of text for one of the "-eer" classes would be 20*LVL Rogue points, since they give 60*LVL Rogue points instead of 40*LVL.
N3. If you get a Psionicist group class, you get the PSP difference from previous level to this level (e.g. calculate your pool as if one level lower, and subtract it from your calculated pool for this level). Your pool does not increase in size. If you get an Ioun Stone of PSPs you can transfer PSPs between pools.
N4. At the end of the campaign, you may take one (only one!) of the Random classes that were referenced for your Randomizer3 class, and add it permanently to the Collective.
N5. Yes, the Weapon Proficiencies, To Hit, and Saves are random. You roll only once per level, when you level. You do not reroll old results.

[PC19] Random Group Classes


Tougher (Random Wizard #231172)

Level KXP Wizard
123 456 789
1 2 ½-- --- ---
2 20 ½½- --- ---
3 40 ½½½ --- ---
4 62 ½½½ ½-- ---
5 89 ½½½ ½½- ---
6 126 ½½½ ½½½ ---
7 178 ½½½ ½½½ ½--
8 261 ½½½ ½½½ ½½-
9 395 ½½½ ½½½ ½½½
10 610 1½½ ½½½ ½½½
11 872 11½ ½½½ ½½½
12 1189 111 ½½½ ½½½
13 1596 111 1½½ ½½½
14 1843 111 11½ ½½½
15 2105 111 111 ½½½
16 2409 111 111 1½½
17 2671 111 111 11½
18 2975 111 111 111
19 3280 221 111 111
20 3585 222 211 111
21 3890 222 222 111
22 4196 222 222 221
23 4502 222 222 222
24 4808 333 222 222
25 5114 333 333 222
26 5421 333 333 333
27 5812 444 433 333
28 6203 444 444 443
29 6524 444 444 444
30 6986 555 554 444
31 7378 555 555 555
32 7770 666 666 555
33 8163 666 666 666
34 8556 777 777 766
35 8949 777 777 777
36 9509 888 888 887
TH Saves
PD RS PP BW Sp Fo Re Wi
+0  4  7  5  3  6  0  1  1
+1  4  7  5  3  7  0  1  1
+2  4  8  5  4  7  0  1  2
+3  4  8  6  4  7  1  2  2
+3  5  9  6  4  8  1  2  3
+4  5  9  7  5  8  2  3  3
+5  5 10  7  5  9  2  3  4
+6  6 10  7  6  9  2  3  4
+7  6 10  8  6  9  3  4  5
+8  6 11  8  6 10  3  4  5
+8  7 11  9  7 10  4  5  6
+9  7 12  9  7 11  4  5  6
+10  7 12  9  8 11  4  5  7
+11  7 13 10  8 11  5  6  7
+11  8 13 10  8 12  5  6  8
+12  8 13 11  9 12  6  7  8
+13  8 14 11  9 13  6  7  9
+14  9 14 11 10 13  6  7  9
Requisites: Dex 15, Int 9
Alignment: any
HD/level: d3
Weapon Prof.: 1+level/6
To Hit Table: 2½xWiz
Save Table: Wiz
Reference: DM Random, Jason 12/08/07
Groups: Wizard, Random
 
Turn Undead as a Priest of 3 levels lower.
Level 1: +1 Con per level. This bonus cannot be used to qualify for this class, and you can't 2 for 1 trade it away.
Level 1: 0, 1 attack: Destroy a magic item.
Level 1: Undead must save vs. (8+DM's level) to attack the Death Master.
Level 1: Water Breathing, freedom of movement in water, cast spells in water normally {Sea Mage}
Level 2: 1bF: Counter a counterspell effect.
Level 4: Can map any area he's scrying into (via Crystal Ball or whatever).
Level 4: Lore of true stamina: +1 Fort saves
Level 4: Speak with anyone with Int > 10 at will.
Level 4: Speak with anyone with Int > 10 at will.
Level 6: 1M: Identify Book.
Level 10: You have AN EVEN BIGGER BOSS THAN YOU, which is any same-aligned god, you Automatic Divine Intervention 1/d.
Level 11: Immune to all Energy/Stat drains.
Level 13: Create Monster VI (SL=6): Create a DL=1 monster, it's loyal, it's not a summon slot {Soulforger}
Level 14: +1QM action per round, only for Spellshaper spells
Level 14: Train Slayer5: N resets of actions: A Slayer5 of LVL=N is raised by one level permanently.
Level 20: Your SL=0 through SL=6 spells have double effect (each similar instance adds x[+1] )
Level 22: 1/d: Create a GIANT ROBOT (a DL 10 Golem, you may make requests but exact statistics are determined by the DM).

Gets 10 Rogue points per level, see table below:
Lvl Rogue Ability | -50% | -100% | -150% Act Base Penalty Bonus
4 Any Rogue 3 ability - - - -

[PC19] Random Group Classes


Unfinisher3

Level KXP
Spells
1 0 (none)
2 2 (none)
3 4 (none)
4 8 (none)
5 16 (none)
6 32 (none)
7 64 (none)
8 128 (none)
9 256 (none)
10 450 (none)
11 550 (none)
12 660 (none)
13 780 (none)
14 910 (none)
15 1050 (none)
16 1200 (none)
17 1360 (none)
18 1530 (none)
19 1710 (none)
20 1900 (none)
21 2100 (none)
22 2310 (none)
23 2530 (none)
24 2760 (none)
25 3000 (none)
26 3250 (none)
27 3510 (none)
28 3780 (none)
29 4060 (none)
30 4350 (none)
31 4650 (none)
32 4960 (none)
33 5280 (none)
34 5610 (none)
35 5950 (none)
36 6300 (none)
TH Saves
PD RS PP BW Sp Fo Re Wi
+0 (total = 27, max = 9)
+1 (total = 30, max = 10)
+2 (total = 33, max = 11)
+3 (total = 36, max = 12)
+4 (total = 39, max = 13)
+5 (total = 42, max = 14)
+6 (total = 45, max = 15)
+7 (total = 48, max = 16)
+8 (total = 51, max = 17)
+8 (total = 54, max = 18)
+9 (total = 57, max = 19)
+9 (total = 60, max = 20)
+10 (total = 63, max = 21)
+10 (total = 66, max = 22)
+11 (total = 69, max = 23)
+11 (total = 72, max = 24)
+12 (total = 75, max = 25)
+12 (total = 78, max = 26)
Requisites: Int 9 (also see description)
Alignment: any
HD/level: d8
Weapon Prof.: 2+level/3
To Hit Table: Cust
Save Table: Cust
Reference: DM
Groups: Lost, Futureshifted, Random
 
Each Level: The DM rolls a random class from the unfinished classes from full Collective (section [PC99], also unfinished lists for Collective 4.3). You get the following:
1. One of the (non-"Level:") lines of text that defines the class. If there is none, the DM will make up something (like an Exceptional stat or something). If the ability references LVL or CL, it improves with your Unfinisher3 level.
2. All "Level:" abilties of that exact level from that class (even if non-pickable). If there are none, you get one lower level ability chosen by the DM (usually one of the better ones). If it references LVL or CL, it improves with your Unfinisher3 level.
3. The difference in spell progression from the previous level to this level (e.g. if the previous level was 322 and the new level is 3321, you would get 0101 as your progression). This progression does not improve with level; it's a one time deal (you will probably collect a lot of different progressions tho!). If the progression has a stat bonus, you may use it, but you get only one bonus for each stat (for all of your progressions). If multiple progressions use the same stat, you can split your bonus amongst them as you see fit.
4. Take the class's highest Requisite and add LVL in that stat to this class's Requisites. (For example, if your first pick was Fighter1, this class now requires Str 1 and Chr 9). This has a maximum equal to the actual Requisite for the class (e.g. if you get Fighter1 at level 20, you'll add 9 to the Str requirement, not 20). This may cause you to "owe" quite a few stat points. You may spend your stat point for going up in level before the DM checks which class to add.
Other notes about this class:
N1. If you are picking up Unfinisher3 class beyond level 1, all you have to meet is the Int 9 requirement. Then the DM will do all the class stuff and you'll have higher requirements from now on.
N2. If you get a Rogue group class, you get (level of this pick)*2*LVL Rogue points. The "level of this pick" doesn't go up with level, but LVL does. (e.g. if you got Rogue group classes at levels 4, 5, and 7, you get 32*LVL Rogue points per level). It is possible the Rogue class you pick may increase this, for example, a reasonable non-"Level:" line of text for one of the "-eer" classes would be 20*LVL Rogue points, since they give 60*LVL Rogue points instead of 40*LVL.
N3. If you get a Psionicist group class, you get the PSP difference from previous level to this level (e.g. calculate your pool as if one level lower, and subtract it from your calculated pool for this level). Your pool does not increase in size. If you get an Ioun Stone of PSPs you can transfer PSPs between pools.

[PC19] Random Group Classes


Unfinisher3 Class Determination

d126 Class Groups Source
1 (Mighty Morphin) Power Ranger War, Joke Don rejected classes
2 1JG-izer / Emulator1JG Cust Voted classes not made
3 Adventurer Cust Voted classes not made
4 Alien Cultist5 Pri Voted classes not made
5 Animal0 Mon Voted classes not made
6 Anime Schoolgirl Joke, Enslaved Don rejected classes
7 AntiArchMutant Psi [PC99]
8 ArcanistDM Wiz [PC99]
9 ArchArchArcher War Don rejected classes
10 ArchPsi23 Psi Voted classes not made
11 Ars Magus Wiz, Lost Voted classes not made
12 Astral Fabricator30 Wiz, Mon, Alt Voted classes not made
13 Bard1JG Rog [PC99]
14 Battle Mage War, Wiz Don rejected classes
15 Battle Priest War, Pri Don rejected classes
16 Biologist Cust, ? Wiz Don rejected classes
17 Black Rog, ? Pri Don rejected classes
18 Book of Nine Swords ? War Voted classes not made
19 Boss Mon [PC99]
20 Bureaucrat1 NonCombatant, Lost Voted classes not made
21 Cabalist2/Theurgist1 Wiz [PC99]
22 Chaos Warrior War Voted classes not made
23 Chirurgeon3 Pri [PC99]
24 Class Designer Cust, PCDesigned Voted classes not made
25 Cleric30 Pri, Future Voted classes not made
26 Combatant2HM War Voted classes not made
27 Complete Scoundrel3.5 Rog Voted classes not made
28 Complete Warrior3 War [PC99]
29 Composite Elemental Lord Mon [PC99]
30 Custom7 Cust [PC99]
31 CustomDM Cust [PC99]
32 Cutthroat1 Rog [PC99]
d126 Class Groups Source
33 Cutthroat5 Rog Voted classes not made
34 Cyborg8 Mon, Tech Voted classes not made
35 Divine Priest Pri, Conc Voted classes not made
36 Diviner/Vision Mage Wiz, Alt Don rejected classes
37 DumDum Cust, Lesser Voted classes not made
38 Eel-15 Mon [PC99]
39 Escape Artist Rog Don rejected classes
40 Evil Underling Rog, Conc Voted classes not made
41 Familiar Mon, Enslaved Voted classes not made
42 Fanatic Pri [PC99]
43 Freak5 Mon [PC99]
44 Gate/Conduit Mage Wiz, Planar Voted classes not made
45 Golem Master Wiz [PC99]
46 Goon / Clod War [PC99]
47 Gray Hat5 Rog, Mirr, Planar Voted classes not made
48 Griefer5 Rog, Lost Voted classes not made
49 Hackmaster War [PC99]
50 Hellraiser (1/2-demon) War [PC99]
51 Herbalist2.5 Pri Voted classes not made
52 Hippie5 Pri, Lost Voted classes not made
53 Houri1JG Rog [PC99]
54 Immortal Hunter Alt [PC99]
55 InfiltratorDM Rog [PC99]
56 Inventer5 Wiz [PC99]
57 Item Crafter ? Wiz, NonCombatant Voted classes not made
58 Lamer Rog Don rejected classes
59 Luddite ( Psi(-8) ) Psi, Mirr, Tech Voted classes not made
60 Martial Artist1JG Rog [PC99]
61 Mecha Jockey32 (Psi32) Psi, Mon, Tech Voted classes not made
62 Merchant1JG Rog [PC99]
63 MetaCustom7 (Designer) Cust [PC99]
64 Meta-Mage Wiz Voted classes not made

[PC19] Random Group Classes


Unfinisher3 Class Determination (cont.)

d126 Class Groups Source
65 MetaMonster7 Mon [PC99]
66 MetaPriest7 Pri [PC99]
67 MetaPsionicist5 or 7 Psi [PC99]
68 MetaRogue7 Rog [PC99]
69 MetaWarrior7 War [PC99]
70 MetaWizard7 Wiz [PC99]
71 Minikin (Minulator-oid) Cust, Alt Voted classes not made
72 Mirror Master Conc, Mirr Voted classes not made
73 Necromonger Pri, Overt Voted classes not made
74 Ninja Turtle Rog, Joke Don rejected classes
75 Ninja1JG Rog [PC99]
76 Occult Mage Wiz, Lost Voted classes not made
77 Occultist5 Pri [PC99]
78 Ooze Mon [PC99]
79 Opposition Conc Voted classes not made
80 ParaPsychologist5 Psi [PC99]
81 Pariah Conc, Mirr Voted classes not made
82 Preacher5 Pri [PC99]
83 Protector1 Pri [PC99]
84 Psi(-18) Psi [PC99]
85 Psi0.02 Psi Don rejected classes
86 Psi13 Psi Voted classes not made
87 Psi17 Psi [PC99]
88 Psi1Blaster Psi [PC99]
89 Psi20 Psi [PC99]
90 Psi23 Psi [PC99]
91 Psi600J Psi Don rejected classes
92 Psi63 (Synnibarr) Psi Voted classes not made
93 Psi6J Psi, Planar Voted classes not made
94 Quintessential Monk6 Rog Voted classes not made
95 Rabid Charging Beast ? Mon, RobotControlled Voted classes not made
96 SATD (Survivalist-ArchMage-
Templar-Dungeoneer)
War, Wiz, Pri, Rog Don rejected classes
d126 Class Groups Source
97 Savage5 Mon [PC99]
98 Scoundrel5 Rog [PC99]
99 Shadow-walker1JG Rog [PC99]
100 Shifter Mon [PC99]
101 Soothsayer10 Wiz [PC99]
102 Spawn Conc, Enslaved Voted classes not made
103 Speedster81 Rog, Psi Voted classes not made
104 Spellweaver Wiz, Mon Voted classes not made
105 Spiritual Healer Pri, Psi, Alt Voted classes not made
106 Swindler5 Rog [PC99]
107 Switch Classer Cust [PC99]
108 Systematic Warrior War, Cust, Random Voted classes not made
109 Tarrasque Mon Voted classes not made
110 Techie Tech Voted classes not made
111 Theist21 Pri, Demi Voted classes not made
112 Thief1JG Rog [PC99]
113 Thought/Mind Mage Wiz [PC99]
114 ThugDM Rog [PC99]
115 Tiny Game Hunter War, Demi Voted classes not made
116 Trickster Rog Voted classes not made
117 Tusken Raider(-19) War [PC99]
118 Understudy Conc, Pri Voted classes not made
119 Variable PsiN Psi [PC99]
120 Venefic1JG Rog [PC99]
121 Victor5 Conc, War Voted classes not made
122 Vindicator(-65) War [PC99]
123 Virologist ? Wiz Don rejected classes
124 Werewolf5 Mon [PC99]
125 Worshiper of the Far Realm Demi, Pri, Lost Don rejected classes
126 X24 Psi [PC99]

[PC19] Random Group Classes


Wild Mage2


Level

KXP
Wizard
123 456 789 ABC D

TH
1 0 11- --- --- - +0
2 2.5 22- --- --- - +0
3 5 321 --- --- - +0
4 10 432 --- --- - +1
5 20 542 1-- --- - +1
6 40 642 2-- --- - +1
7 60 743 21- --- - +2
8 90 843 32- --- - +2
9 135 943 321 --- - +2
10 250 944 322 --- - +3
11 375 944 433 --- - +3
12 750 944 444 1-- - +3
13 1125 955 544 2-- - +4
14 1500 955 544 21- - +4
15 1875 955 555 21- - +4
16 2250 955 555 321 - +5
17 2625 955 555 332 - +5
18 3000 955 555 332 1 +5
19 3375 955 555 333 1 +6
20 3750 955 555 433 2 +6
21 4125 955 555 444 2 +6
22 4500 955 555 544 3 +7
23 4875 955 555 555 3 +7
24 5250 955 555 555 4 +7
25 5625 955 555 555 5 +8
26 6000 966 665 555 5 +8
27 6375 966 666 665 5 +8
28 6750 966 666 666 6 +9
29 7125 977 776 666 6 +9
30 7500 977 777 776 6 +9
31 7875 977 777 777 7 +10
32 8250 988 887 777 7 +10
33 8625 988 888 887 7 +10
34 9000 988 888 888 8 +11
35 9375 999 998 888 8 +11
36 9750 999 999 999 91 +11
37 19500 999 999 999 92 +12
38 29250 999 999 999 93 +12
39 39000 999 999 999 94 +12
45 97500 A99 999 999 99 +14
54 185250 AAA AAA AAA 991 +17
63 273000 AAA AAA AAA A99 +20
72 360750 BBB BBB AAA AAA 1 +23
Requisites: Dex 9, Int 16, Wis 12
Alignment: C any
HD/level: d4
Weapon Prof.: 1+level/5
To Hit Table: Wiz
Reference: TOM2
Groups: Wizard, Random
Complexity: CF=2
   
Saving Throws:  
PPD: level+3
RSW: level+6
PP: level+4
BW: level+2
Spell: level+5
Fort: level+0
Reflex: level+3
Will: level+4
   
Specialized in Wild Magic (2nd edition version of specialization only: +1 spell per SL), with no opposite school.
Level 1: (50+LVL)% chance to control the result of an Amulet of the Planes, Bag of Beans, Bag of Tricks, Deck of Illusions, Wand of Wonder, or Well of Many Worlds.
Level 1 ¶: 50% chance to control the result of a Deck of Many Things, however, repeat cards may not be drawn from the same deck with a controlled draw. If the draw is uncontrolled, repeat cards are allowed as usual.
Level 1 (optional, you can decide not to have this): Whenever you cast a spell from this class, add +1d6-1d6 to your CL, with a minimum CL = (your real CL)/2, round down.
Level 1 (optional, you can decide not to have this): Whenever you cast a spell from this class, you may create a Wild Surge LVL*5% of the time.
Level 1: For purposes of spell research, the school of Wild Magic is considered 1 spell level lower for you.
Wild Magic spells:
High SL Sample N (SL=N): The DM casts a random offensive spell effect from [MC1] Monster Collective (spells) of spell level = N+2.
Hornung's Guess (SL=1): Count how many objects or people are in a group
Nahal's Reckless Dweomer (SL=1): Choose a spell you can cast (any SL). LVL% chance of getting that spell, otherwise, you get a Wild Surge.
Patternweave (SL=1): Reassemble a broken item (non-magical), solve a jigsaw puzzle, etc.
Chaos Shield (SL=2): Immune to your own Wild Magic spells and Wild Surges
Hornung's Baneful Deflector (SL=2): Missile attacks against you are instead deflected to a random target in your group (it can be yourself).
Nahal's Nonsensical Nullifier (SL=2): You give random results to Detect Good/Evil, Detect Lie, Know Alignment.
Alternate Reality (SL=3): (Can be cast using 1bM) One die roll (friendly or enemy) is rerolled.
Fireflow (SL=3): One fire source moves at LVL" move rate (under your control)
Fool's Speech (SL=3): You and people you specify can speak in a language that is unknowable (Tongues, Comprehend Languages, Legend Lore do not work)
There/Not There (SL=4): Target object is phased in or out (50%/50%) relative to each person in the room, check each time the person looks at the item (it costs a 0 action to "relook" at something to possibly switch modes)
Unluck (SL=4): Target must make 2 saves vs. effects (choose the worst)
Vortex (SL=5): Area effect, each person takes LVLd6 dmg (Vortex, save:½) and 5% chance of Wild Surge, lasts 1 round and moves randomly 1/s, can control direction but then can't use an M action this segment.
Waveform (SL=5): Form a liquid into any shape you like, or can TK a liquid (dmg would be LVLd4 if directed at someone)
Wildshield (SL=6): Absorb 2d6 SL's of magical effects vs. you; does not absorb entire area of effect; Wild Surges count as SL=1d6
Wildstrike (SL=6): Whenever target tries to cast a spell or use a magic item, a Wild Surge is generated against him
Hornung's Surge Selector (SL=7): Whenever you generate a Wild Surge, roll twice and choose a result.
Spell Shape (SL=7): Whenever you're targetted by a spell, get a Spell save, if you make it, take no effect.
Hornung's Random Dispatcher (SL=8): Target is teleported to a random plane (2 Spell saves, choose the worst)
Wildzone (SL=8): [x1 Special] Whenever a spell is cast in the area or a charge from a magic item is used, a Wild Surge is generated.
Stabilize (SL=9): [x1 Special] Wild Surges cannot be generated in the area.
Wildfire (SL=9): Wishoid for a Wizard spell of SL 0-8; can alternatively create a magic item of CL*100 XP value that lasts for 1 turn; unlike Wish this cannot duplicate Priest spells
Wildwind (SL=9): [x1 Special] Wildzone (see above); each person takes 2d6 light dmg /s; each charged item loses 1 charge (and generates a Wild Surge) /s

[PC20] Concordant Mini Classes Group


Epic Feats (Concordant Mini-Class)

Level KXP Effect Total
1 20 +1 epic feat (1)
2 40 +1 epic feat (2)
3 80 +1 epic feat (3)
4 160 +1 epic feat (4)
5 320 +1 epic feat (5)
6 640 +1 epic feat (6)
7 1000 +1 epic feat (7)
8 1500 +1 epic feat (8)
9 2000 +1 epic feat (9)
10 2500 +1 epic feat (10)
11 3000 +1 epic feat (11)
12 3500 +1 epic feat (12)
13 4000 +1 epic feat (13)
14 4500 +1 epic feat (14)
15 5000 +1 epic feat (15)
16 5500 +1 epic feat (16)
17 6000 +1 epic feat (17)
18 6500 +1 epic feat (18)
19 7000 +1 epic feat (19)
20 7500 +1 epic feat (20)
21 8000 +1 epic feat (21)
22 8500 +1 epic feat (22)
23 9000 +1 epic feat (23)
24 9500 +1 epic feat (24)
25 10000 +1 epic feat (25)
26 10500 +1 epic feat (26)
27 11000 +1 epic feat (27)
28 11500 +1 epic feat (28)
29 12000 +1 epic feat (29)
30 12500 +1 epic feat (30)
31 13000 +1 epic feat (31)
32 13500 +1 epic feat (32)
33 14000 +1 epic feat (33)
34 14500 +1 epic feat (34)
35 15000 +1 epic feat (35)
36 15500 +1 epic feat (36)
Alternate Effect Alt Total
+1 epic kit (1)
+1 epic kit (2)
+1 epic kit (3)
+1 epic kit (4)
+1 epic kit (5)
+1 epic kit (6)
+1 epic kit (7)
+1 epic kit (8)
+1 epic kit (9)
+1 epic kit (10)
+1 epic kit (11)
+1 epic kit (12)
+1 epic kit (13)
+1 epic kit (14)
+1 epic kit (15)
+1 epic kit (16)
+1 epic kit (17)
+1 epic kit (18)
+1 epic kit (19)
+1 epic kit (20)
+1 epic kit (21)
+1 epic kit (22)
+1 epic kit (23)
+1 epic kit (24)
+1 epic kit (25)
+1 epic kit (26)
+1 epic kit (27)
+1 epic kit (28)
+1 epic kit (29)
+1 epic kit (30)
+1 epic kit (31)
+1 epic kit (32)
+1 epic kit (33)
+1 epic kit (34)
+1 epic kit (35)
+1 epic kit (36)
 
The DM has the list of Epic Feats (it will be in the Full Collective when 4.3 get integrated into 4.2).
Epic Kits are not well defined, but the DM can spew some if needed.

[PC20] Concordant Mini Classes Group


Infinite Armor Class (Concordant Mini-Class)

Level KXP Effect Total
1 500 +1 iAC (iAC 1)
2 1000 +1 iAC (iAC 2)
3 1500 +1 iAC (iAC 3)
4 2000 +1 iAC (iAC 4)
5 2500 +1 iAC (iAC 5)
6 3000 +1 iAC (iAC 6)
7 3500 +1 iAC (iAC 7)
8 4000 +1 iAC (iAC 8)
9 4500 +1 iAC (iAC 9)
10 5000 +1 iAC (iAC 10)
11 5500 +1 iAC (iAC 11)
12 6000 +1 iAC (iAC 12)
13 6500 +1 iAC (iAC 13)
14 7000 +1 iAC (iAC 14)
15 7500 +1 iAC (iAC 15)
16 8000 +1 iAC (iAC 16)
17 8500 +1 iAC (iAC 17)
18 9000 +1 iAC (iAC 18)
19 9500 +1 iAC (iAC 19)
20 10000 +1 iAC (iAC 20)
21 10500 +1 iAC (iAC 21)
22 11000 +1 iAC (iAC 22)
23 11500 +1 iAC (iAC 23)
24 12000 +1 iAC (iAC 24)
25 12500 +1 iAC (iAC 25)
26 13000 +1 iAC (iAC 26)
27 13500 +1 iAC (iAC 27)
28 14000 +1 iAC (iAC 28)
29 14500 +1 iAC (iAC 29)
30 15000 +1 iAC (iAC 30)
31 15500 +1 iAC (iAC 31)
32 16000 +1 iAC (iAC 32)
33 16500 +1 iAC (iAC 33)
34 17000 +1 iAC (iAC 34)
35 17500 +1 iAC (iAC 35)
36 18000 +1 iAC (iAC 36)
Alternate Effect Alt Total
+1 ||AC|| ( ||AC|| 3)
+1 ||AC|| ( ||AC|| 4)
+1 ||AC|| ( ||AC|| 5)
+1 ||AC|| ( ||AC|| 6)
+1 ||AC|| ( ||AC|| 7)
+1 ||AC|| ( ||AC|| 8)
+1 ||AC|| ( ||AC|| 9)
+1 ||AC|| ( ||AC|| 10)
+1 ||AC|| ( ||AC|| 11)
+1 ||AC|| ( ||AC|| 12)
+1 ||AC|| ( ||AC|| 13)
+1 ||AC|| ( ||AC|| 14)
+1 ||AC|| ( ||AC|| 15)
+1 ||AC|| ( ||AC|| 16)
+1 ||AC|| ( ||AC|| 17)
+1 ||AC|| ( ||AC|| 18)
+1 ||AC|| ( ||AC|| 19)
+1 ||AC|| ( ||AC|| 20)
+1 ||AC|| ( ||AC|| 21)
+1 ||AC|| ( ||AC|| 22)
+1 ||AC|| ( ||AC|| 23)
+1 ||AC|| ( ||AC|| 24)
+1 ||AC|| ( ||AC|| 25)
+1 ||AC|| ( ||AC|| 26)
+1 ||AC|| ( ||AC|| 27)
+1 ||AC|| ( ||AC|| 28)
+1 ||AC|| ( ||AC|| 29)
+1 ||AC|| ( ||AC|| 30)
+1 ||AC|| ( ||AC|| 31)
+1 ||AC|| ( ||AC|| 32)
+1 ||AC|| ( ||AC|| 33)
+1 ||AC|| ( ||AC|| 34)
+1 ||AC|| ( ||AC|| 35)
+1 ||AC|| ( ||AC|| 36)
+1 ||AC|| ( ||AC|| 37)
+1 ||AC|| ( ||AC|| 38)
||AC|| is used against G Action attacks in the [X] section. It's not too useful outside of [X] section, but it can be used as |AC|.

[PC20] Concordant Mini Classes Group


Infinite Hit Points (Concordant Mini-Class)

Level KXP Effect Total
1 500 +2 ihp (+2 ihp)
2 1000 +2 ihp (+4 ihp)
3 1500 +2 ihp (+6 ihp)
4 2000 +2 ihp (+8 ihp)
5 2500 +2 ihp (+10 ihp)
6 3000 +2 ihp (+12 ihp)
7 3500 +2 ihp (+14 ihp)
8 4000 +2 ihp (+16 ihp)
9 4500 +2 ihp (+18 ihp)
10 5000 +2 ihp (+20 ihp)
11 5500 +2 ihp (+22 ihp)
12 6000 +2 ihp (+24 ihp)
13 6500 +2 ihp (+26 ihp)
14 7000 +2 ihp (+28 ihp)
15 7500 +2 ihp (+30 ihp)
16 8000 +2 ihp (+32 ihp)
17 8500 +2 ihp (+34 ihp)
18 9000 +2 ihp (+36 ihp)
19 9500 +2 ihp (+38 ihp)
20 10000 +2 ihp (+40 ihp)
21 10500 +2 ihp (+42 ihp)
22 11000 +2 ihp (+44 ihp)
23 11500 +2 ihp (+46 ihp)
24 12000 +2 ihp (+48 ihp)
25 12500 +2 ihp (+50 ihp)
26 13000 +2 ihp (+52 ihp)
27 13500 +2 ihp (+54 ihp)
28 14000 +2 ihp (+56 ihp)
29 14500 +2 ihp (+58 ihp)
30 15000 +2 ihp (+60 ihp)
31 15500 +2 ihp (+62 ihp)
32 16000 +2 ihp (+64 ihp)
33 16500 +2 ihp (+66 ihp)
34 17000 +2 ihp (+68 ihp)
35 17500 +2 ihp (+70 ihp)
36 18000 +2 ihp (+72 ihp)
Alternate Effect Alt Total
+1 lifep (+1 lifep)
+1 lifep (+2 lifep)
+1 lifep (+3 lifep)
+1 lifep (+4 lifep)
+1 lifep (+5 lifep)
+1 lifep (+6 lifep)
+1 lifep (+7 lifep)
+1 lifep (+8 lifep)
+1 lifep (+9 lifep)
+1 lifep (+10 lifep)
+1 lifep (+11 lifep)
+1 lifep (+12 lifep)
+1 lifep (+13 lifep)
+1 lifep (+14 lifep)
+1 lifep (+15 lifep)
+1 lifep (+16 lifep)
+1 lifep (+17 lifep)
+1 lifep (+18 lifep)
+1 lifep (+19 lifep)
+1 lifep (+20 lifep)
+1 lifep (+21 lifep)
+1 lifep (+22 lifep)
+1 lifep (+23 lifep)
+1 lifep (+24 lifep)
+1 lifep (+25 lifep)
+1 lifep (+26 lifep)
+1 lifep (+27 lifep)
+1 lifep (+28 lifep)
+1 lifep (+29 lifep)
+1 lifep (+30 lifep)
+1 lifep (+31 lifep)
+1 lifep (+32 lifep)
+1 lifep (+33 lifep)
+1 lifep (+34 lifep)
+1 lifep (+35 lifep)
+1 lifep (+36 lifep)

[PC20] Concordant Mini Classes Group


Luck (Concordant Mini-Class)

Level KXP Effect Total
1 20 +1 set Luck (1)
2 40 +1 set Luck (2)
3 80 +1 set Luck (3)
4 160 +1 set Luck (4)
5 320 +1 set Luck (5)
6 640 +1 set Luck (6)
7 1280 +1 set Luck (7)
8 2000 +1 set Luck (8)
9 3000 +1 set Luck (9)
10 4000 +1 set Luck (10)
11 5000 +1 set Luck (11)
12 6000 +1 set Luck (12)
13 7000 +1 set Luck (13)
14 8000 +1 set Luck (14)
15 9000 +1 set Luck (15)
16 10000 +1 set Luck (16)
17 11000 +1 set Luck (17)
18 12000 +1 set Luck (18)
19 13000 +1 set Luck (19)
20 14000 +1 set Luck (20)
21 15000 +1 set Luck (21)
22 16000 +1 set Luck (22)
23 17000 +1 set Luck (23)
24 18000 +1 set Luck (24)
25 19000 +1 set Luck (25)
26 20000 +1 set Luck (26)
27 21000 +1 set Luck (27)
28 22000 +1 set Luck (28)
29 23000 +1 set Luck (29)
30 24000 +1 set Luck (30)
31 25000 +1 set Luck (31)
32 26000 +1 set Luck (32)
33 27000 +1 set Luck (33)
34 28000 +1 set Luck (34)
35 29000 +1 set Luck (35)
36 30000 +1 set Luck (36)
Alt Effect Alt Total
1 Luckstone effect /r (1)
1 Luckstone effect /r (2)
1 Luckstone effect /r (3)
1 Luckstone effect /r (4)
1 Luckstone effect /r (5)
1 Luckstone effect /r (6)
1 Luckstone effect /r (7)
1 Luckstone effect /r (8)
1 Luckstone effect /r (9)
1 Luckstone effect /r (10)
1 Luckstone effect /r (11)
1 Luckstone effect /r (12)
1 Luckstone effect /r (13)
1 Luckstone effect /r (14)
1 Luckstone effect /r (15)
1 Luckstone effect /r (16)
1 Luckstone effect /r (17)
1 Luckstone effect /r (18)
1 Luckstone effect /r (19)
1 Luckstone effect /r (20)
1 Luckstone effect /r (21)
1 Luckstone effect /r (22)
1 Luckstone effect /r (23)
1 Luckstone effect /r (24)
1 Luckstone effect /r (25)
1 Luckstone effect /r (26)
1 Luckstone effect /r (27)
1 Luckstone effect /r (28)
1 Luckstone effect /r (29)
1 Luckstone effect /r (30)
1 Luckstone effect /r (31)
1 Luckstone effect /r (32)
1 Luckstone effect /r (33)
1 Luckstone effect /r (34)
1 Luckstone effect /r (35)
1 Luckstone effect /r (36)
 
This class gives +1 rank of Exceptional Luck which stacks on top on what you already have (unless the source says it can't be improved).
Sustain Luck.
The Alternate version gives 1 instance of Luckstone effect per round. You can use multiple instances on the same roll.

[PC20] Concordant Mini Classes Group


Segments Per Round (Concordant Mini-Class)

Level KXP Effect Total
1 20 +1 segment per round (11)
2 40 +1 segment per round (12)
3 80 +1 segment per round (13)
4 160 +1 segment per round (14)
5 320 +1 segment per round (15)
6 640 +1 segment per round (16)
7 1000 +1 segment per round (17)
8 1500 +1 segment per round (18)
9 2000 +1 segment per round (19)
10 2500 +1 segment per round (20)
11 3000 +1 segment per round (21)
12 3500 +1 segment per round (22)
13 4000 +1 segment per round (23)
14 4500 +1 segment per round (24)
15 5000 +1 segment per round (25)
16 5500 +1 segment per round (26)
17 6000 +1 segment per round (27)
18 6500 +1 segment per round (28)
19 7000 +1 segment per round (29)
20 7500 +1 segment per round (30)
21 8000 +1 segment per round (31)
22 8500 +1 segment per round (32)
23 9000 +1 segment per round (33)
24 9500 +1 segment per round (34)
25 10000 +1 segment per round (35)
26 10500 +1 segment per round (36)
27 11000 +1 segment per round (37)
28 11500 +1 segment per round (38)
29 12000 +1 segment per round (39)
30 12500 +1 segment per round (40)
31 13000 +1 segment per round (41)
32 13500 +1 segment per round (42)
33 14000 +1 segment per round (43)
34 14500 +1 segment per round (44)
35 15000 +1 segment per round (45)
36 15500 +1 segment per round (46)

[PC22] Archetype Classes Group


Carasting

Level KXP DragonMage,Pri
123 456 789 AB
TH
1 0 0-- --- -- +5
2 5 1-- --- -- +6
3 10 20- --- -- +7
4 15 21- --- -- +8
5 25 320 --- -- +9
6 45 321 --- -- +10
7 85 432 0-- -- +11
8 165 432 1-- -- +12
9 325 543 20- -- +13
10 575 543 21- -- +14
11 825 654 320 -- +15
12 1075 654 321 -- +16
13 1325 765 432 0- +17
14 1575 765 432 1- +18
15 1825 776 543 2- +19
16 2075 776 543 20 +20
17 2325 776 543 21 +21
18 2575 777 654 32 +22
19 2825 777 654 32 +23
20 3075 777 765 43 +24
21 3325 777 776 54 +25
22 3575 777 777 65 +26
23 3825 777 777 76 +27
24 4075 777 777 77 +28
25 4325 777 777 77 +29
26 4575 888 877 77 +30
27 4825 888 888 87 +31
28 5075 888 888 88 +32
29 5325 988 888 88 +33
30 5575 998 888 88 +34
31 5825 999 888 88 +35
32 6075 999 988 88 +36
33 6325 999 998 88 +37
34 6575 999 999 88 +38
35 6825 999 999 98 +39
36 7075 999 999 991 +40
37 14150 999 999 992 +41
38 21225 999 999 993 +42
39 28300 999 999 994 +43
45 70750 A99 999 999 +49
54 134425 AAA AAA AAA 1 +58
63 198100 AAA AAA AAA A +67
72 261775 BBB BBB BBA A1 +76
Race Adjustments:
Str Dex Con Int Wis Chr Cml AT hp TH Div
+5 +4 +3 +4 +4 -6 -6 +5 +0 +0 ÷1
 
Requisites: Str 17, Dex 16, Con 12, Int 14, Wis 13,
  Race Slots 1, Class Slots 2
Alignment: not LG
HD/level: & ++++d5
Weapon Prof.: & 5+level/4
To Hit Table: Mon+4
Save Table: Wiz / (2xMon)
Reference: DM
Groups: Rogue, Monster, Archetype
Complexity: CF=3
   
Saving Throws:  
PPD: level+3
RSW: level+6
PP: level+4
BW: level+2
Spell: level+5
Fort: level+0
Reflex: level+0
Will: level+0
   
Considered a "Wyvern" race.
Gets Int bonus to spell progression. Can cast Wizard or Priest spells. Specialized in Dragon school (no opposite).
Exc Str, Exc Dex, and Exc Con bonus.
Gets 100 Rogue points per level.
Can weapon specialize using the Non-Warrior line.
Level 1: Fly at (LVL+4)*5" (D).
Level 1: Immune Poison. Tail's P: Do an attack at 1d2 dmg plus poison (LVL*10 dmg, save for 0)
Level 1: Choose an E=1, E=2, or E=3 element. Immune to that element. Mouth's P, LVL/d: Breath Weapon of that element, dmg = (current hp) / (breath's E factor), BW save for ½
Level 1: Poison Use proficiency (1 slot per 2 levels, round up).
Level 1: Can Assassinate Undead (even if they are normally immune to this).
Level 1: 1 attack that hits: Coup de grace.
Level 3: +LVL/3 Q0 actions per round.
Level 5: Can speak Level-4 additional languages from the following list: LG,LN,LE,NG,TN,NE,CG,CN,CE,Druid,Thieves' Cant. Can never learn more than Int-12 alignment languages.
Level 7: Has 8-48 guild members. 50% chance a guild member will leave if guildmasters change.
Level 9: Ignore immunity to Assassination. Can assassinate things not normally affected by Assassination (such as Golems).
Level 9: 1 attack that hits: Really Put Out of Misery
 
Lvl Carasting Ability | -50% | -100% | -150% Act Base Penalty Bonus
1 ("Twist") Find/Remove Wizard Abjurations/Priest Protections | Psionic Protections VM 0 Dex-14 Dex-19
1 +rating/50 A actions /r this turn || B actions || C actions F 0 Dex-20 Dex-25
1 Assassination (-3% per HD/level of target) ½0 0 Wis-15 Wis-25
1 Attack (+1 TH per 10% made this segment; or roll +1d20 per 100%, choose best) V 0 Dex-13 Dex-16
1 Backstab (each 30% = x1) (increases 10/level) ½0 50 Int-6 Int-20
1 Backstrike (each 30% = x1 TH) (increases 10/lvl) ½0 50 Wis-6 Wis-20
1 Charm/Influence Reaction | Taunt M 10 Chr-12 Chr-14
1 Damage (+1 dmg per 10% made this segment; or multiply dmg by x(1+rating/200)) V 0 Str-15 Str-18
1 Detect Noise | Clairaudience M 15 Wis-8 Wis-20
1 Find/Remove Traps: Mech. | Magic/Psi | OutPhase | Pro. (amount made = #' away) M 0 Dex-14 Dex-19
1 Move Silently | Passwall | Immovability V 0 Dex-15 Dex-18
1 Open/Close Locks: Mech. | Magic/Psi | OutPhase (amount made = #' away) VM 5 Dex-12 Dex-16
1 Read Languages | Decipher Code M 0 Int-9 Int-14
1 Slap (does dmg to one target = % made by) P 20 Str-0 Str-12
1 Take ½ dmg from an Attack | Spell | Psi Power | Innate (|| Take 0 damage) V 5 Con-16 Con-20
2 Backdrain (do rating/10 random stat dmg) (increases 10/level) ½0 0 Con-6 Con-20
2 Controlled Blink | Controlled Blink 10'r (unwilling get PP save) ½V 50 Wis-14 Wis-14
2 Empathy | ESP M 15 Wis-10 Wis-18
2 X-ray vision | Use innate ability through wall (amount made/10 is #' through wall) M 0 Str-10 Str-20
3 Considered extra +(rating/25) weapon to hit V 0 Str-5 Str-15
3 Deeppockets | Vanish | Rope Trick ||| I'm Gone (to my own Pocket Plane) M 0 Int-8 Int-20
3 Lower/Ignore WaWR (reduce or ignore WaWR by rating) || iWaWR V/N 0 Dex-10 Dex-20
4 Distraction | Mislead | Forget | Mirage Arcana M 15 Wis-13 Wis-16
4 Erase a "?" in dungeon (loses track of party) - 0 Dex-13 Dex-19
4 Find/Remove Tricks: x1 multiplier || x2 multiplier ||| x3 mult. (amount made=#' away) M 5 Dex-18 Dex-25
4 Song of Battle (+1 TH,dmg,or saves per 10% made) V,*M 10 Str-15 Str-20
5 Identity Penetration | False Seeing | True Seeing ||| Know Truename MM 0 Wis-12 Wis-20
5 Jock: +LVL divided among Str, Dex, Con, or level for purposes of #Att (the last one is ½ a point each).
6 All-Around Sight | Locate Object | Treasure Finding M 25 Wis-15 Wis-19
6 Suggestion | Domination | Eyebite M 10 Int-10 Int-14
6 Touch : Chill/Pain | Para/Vampiric | Energy Drain 0 20 Str-9 Str-15
7 Disembodied Hands | Unseen Servant | Invisible Stalker P 30 Chr-10 Chr-20
8 Backstorm (each 50%: +1 att is considered a backstab) - 0 Dex-16 Dex-22
8 Teleport | Teleport without Error || Teleport Other to Self (no save) M 5 Int-16 Int-17
8 Wraithform | Dream Travel V 25 Con-15 Con-17
9 Find/Remove Specials: x1 multiplier | x2 mult. | x3 mult. (amount made = #' away) VV 20 Dex-18 Dex-22
10 Disjoin x2 effect ||||||||| x3 |||||||||||||||| x4 etc. - 50 Chr-18 Chr-25
10 Telekinesis (5 lb. per 1% made) M 10 Int-13 Int-17
15 Reverse Gravity | Adjust Gravity VM 0 Dex-13 Dex-17
18 Backstave (N/2% of your dmg is vile) || Stun (save=N-100) - 0 Wis-26 Wis-32
18 Time Shift ||| Time Travel VMM 15 Int-17 Int-25
24 Backsteal (Steal an effect off of target for yourself per 120%) (aXR to avoid) ½0 30 NA NA
27 Shift a racial innate power you have to a random power (determined by DM) F 0 Con-20 Con-25

[PC22] Archetype Classes Group


Carasting (Dragon Mage Spells)

SL # Spell School Effect
1 1 Charm Dragon Dragon, Cha. Charm a Dragon (Will save, Wis bonus, missed save by 10 = "Subdued" and no more saves)
2 Claws Dragon, Alt. Your claw damage is CLd4
3 Resist Dragon Breath Dragon, Abj. Resist Dragon Breath
4 Summon Dragon I Dragon, Summ. Summons a DL I Dragon
2 1 Bite Dragon, Alt. Your bite damage is CLd6
2 Immune Fear Dragon, Abj. Immune Fear
3 Scales Dragon, Abj. AT +CL*4; MR +CL*10%
4 Summon Dragon II Dragon, Summ. Summons a DL II Dragon
3 1 Double Resist Dragon Breath Dragon, Abj. Double Resist Dragon Breath
2 Locate Dragon Dragon, Div. Locate nearest dragon (may specify type or an individual dragon)
3 Summon Dragon III Dragon, Summ. Summons a DL III Dragon
4 Wings Dragon, Alt. Fly at CL*6" (D)
4 1 Breath Weapon Dragon, Alt. You have a breath weapon, pick a E=CL/4 element, 3/d or 1/3r, =current hp (BW save:½)
2 Clairnasience Dragon, Div. You gain Clairnasience
3 Summon Dragon IV Dragon, Summ. Summons a DL IV Dragon
4 Tail Dragon, Alt. Grow a tail, damage is CLd5
5 1 Dragon Slaying Dragon, Enc. Your party does x2 damage (of all types) against dragons
2 Immune Dragon Breath Dragon, Abj. Immune Dragon Breath
3 Polymorph Dragon Armor Dragon, Alt. Turn a dragon armor into another type (<= gp value)
4 Summon Dragon V Dragon, Summ. Summons a DL V Dragon
6 1 Anti-Psi15 Shell Dragon, Abj. Immune to Psi15 and Psi-15 effects; Resist all Elements/Eelements
2 Drolem Dragon, Enc. Raise a dead dragon as a DL=Age/2+4 Drolem (Undead Golem), +1 Revive slot
3 Gravity Sphere Dragon, MTG R No one can fly or levitate in the area (x1 Special) (fliers in room take falling dmg when cast)
4 Summon Dragon VI Dragon, Summ. Summons a DL VI Dragon
7 1 Dragonskin Dragon, Abj. Get 8+CL/3 Dragonskins, each Dragonskin ignores a limb's worth of attacks (no leak)
2 Harm Dragon Dragon, Nec. This is a Harm that actually works on Dragons (puts a dragon to 1 hp, no halving of hp)
3 Immune Breath Weapons Dragon, Abj. Immune Breath Weapons (even non-dragon)
4 Summon Dragon VII Dragon, Summ. Summons a DL VII Dragon
8 1 Dragonlancing Dragon, Enc. Add you or your mount's current hp (if it's a dragon) to your melee dmg
2 Lernaean Dragon, Nec. Choose one of your limbs (or your head), it is Lernaean
3 Shapechange Dragon Dragon, Alt. You Shapechange into a dragon (or) Shapechange Other on a dragon
4 Summon Dragon VIII Dragon, Summ. Summons a DL VIII Dragon
9 1 Control Dragon Dragon, Cha. *Charm* (Subdue) a Dragon (no save, use CR at 1/10 rating, no MR)
2 Dragoncasting Dragon, Meta-Magic Add you or your mount's current hp (if it's a dragon) to your damaging spell effects
3 Immune Area Innates Dragon, Abj. Immune to area Innate abilities unless directly targetted
4 Summon Dragon IX Dragon, Summ. Summons a DL IX Dragon
10 1 Anti-Dragon Shell Dragon, Abj. Hedges out all Dragons in your group; Immune to all Dragon damage and effects
2 Dispel Innates Zone Dragon, Anti-Magic Creates a DIZ (Dispel Innates Zone) (x1 Special)
3 Dragon of Tyr Dragon, Defil. 2F actions to cast, 1/d: Duplicate a 1st level Dragon of Tyr2 spell
4 Summon Dragon X Dragon, Summ. Summons a DL X Dragon

[PC22] Archetype Classes Group


Changecat

Level KXP Psi(any)
mMG SUV W
TH
1 0 3-- - +5
2 2.2 5-- - +6
3 4.4 7-- - +7
4 8.8 91- - +8
5 16.5 A1- - +9
6 30 B2- - +10
7 55 C2- - +11
8 100 D3- - +12
9 200 E31 - +13
10 400 F41 - +14
11 600 G41 - +15
12 800 H52 - +16
13 1000 I52 - +17
14 1400 J62 - +18
15 1800 K63 - +19
16 2200 L73 1 +20
17 2600 M73 1 +21
18 3000 N84 1 +22
19 3400 O84 1 +23
20 3800 P94 2 +24
21 4200 Q95 2 +25
22 4600 RA5 2 +26
23 5000 SA5 2 +27
24 5400 TB6 3 +28
25 5800 UB6 3 +29
26 6200 VC6 3 +30
27 6600 WC7 3 +31
28 7000 XD7 4 +32
29 7400 YD7 4 +33
30 7800 ZE8 4 +34
31 8200 ZE8 4 +35
32 8600 ZF8 5 +36
33 9000 ZF9 5 +37
34 9400 ZG9 5 +38
35 9800 ZG9 5 +39
36 10200 ZHA 61 +40
37 20400 ZHA 62 +41
38 30600 ZHA 63 +42
39 40800 ZHA 64 +43
45 102000 ZHA A9 +49
54 193800 ZHD CC1 +58
63 285600 ZHD CCA +67
72 377400 ZHE EED 1 +76
Race Adjustments:
Str Dex Con Int Wis Chr Cml AT hp TH Div
+0 +2 +0 +3 +4 +1 +2 +4 +0 +0 ÷1
 
Requisites: Int 13, Wis 16, Chr 13,
  Race Slots 1, Class Slots 2
Alignment: any
HD/level: d6
Weapon Prof.: 5+level/5
To Hit Table: Mon+4
Save Table: 4xMon
Reference: DM
Groups: Psionicist, Archetype
Complexity: CF=3
   
Saving Throws:  
PPD: level*2+0
RSW: level*2+0
PP: level*2+0
BW: level*2+0
Spell: level*2+0
Fort: level*2+0
Reflex: level*2+0
Will: level*2+0
   
Considered a "Cat" race.
PSPs = (Int+Wis+Chr)*Level.
Level N (every level): Gain access to a frequency from -N to N+10 (e.g. at level 1 you can pick from -1 to 11). You automatically get +1 Research Point to research the frequency in question.
Level N (every level): Get an attack or defense mode in any of your chosen frequencies. Note you are considered non-psionic to a frequency unless you have access to it. You may save these picks until you choose a frequency that uses them.
Level 1: Always land on feet. Immune to falling damage.
Level 1: Immune Poison; Resist Cold/Charm/Darkness/Light
Level 1: Detect Invis/Hidden; Farsight; Infravision
Level 1: Base claw attacks are LVLd2.
Level 1 ¶: 1F: Shapechange self into a cat or feline with DL=(LVL+2)/3 or less.
Level 1: 0, 1/d: Reroll a die roll you just made
Level 1: Psionic items cost only ½M to use
Level 5: Night Vision; Superior Hearing; Detect Noise 100%
Level 9: 8/lifetime, even when dead: Resurrect Self
Level 9: +1QV (Quick Movement) action
Level 9: 1/r: May convert 1M -> 2M only for psionics
Level 9: 1/reset: Add LVL charges to any charged item
Level 18: Resist Nether
Level 18: +1QP (Quick Physical) action
Level 18: 1/d: Replace an item's CL with your CL
Level 18: Your Int items may lend their E action to you (as 1QS)
Level 18: Ignore resistances due to dual-nature

[PC22] Archetype Classes Group


Death Grant

Level KXP Priest/Psi60
123 456 789 ABC
TH
1 0 1-g --- --- +1
2 2.875 11- f-- --- +2
3 5.75 21- e-- --- +3
4 11.5 211 -e- --- +4
5 23 321 -d- --- +5
6 46 321 1-d --- +6
7 92 432 1-c --- +7
8 184 432 11- c-- +8
9 368 543 21- b-- +9
10 736 543 211 a-- +10
11 1104 654 321 0-- +11
12 1472 654 321 1-- +12
13 1840 654 322 1-- +13
14 2208 654 322 2-- +14
15 2576 654 332 2c- +15
16 2944 654 333 2b- +16
17 3312 654 333 3a- +17
18 3680 654 433 30- +18
19 4048 654 433 31- +19
20 4416 654 443 31- +20
21 4784 654 444 31c +21
22 5152 654 444 32b +22
23 5520 654 444 42a +23
24 5888 655 444 420 +24
25 6256 655 544 421 +25
26 6624 655 554 421 +26
27 6992 655 555 421 +27
28 7360 655 555 431 +28
29 7728 655 555 532 +29
30 8096 665 555 532 +30
31 8464 666 555 532 +31
32 8832 666 655 532 +32
33 9200 666 665 532 +33
34 9568 666 666 532 +34
35 9936 666 666 542 +35
36 10304 666 666 642 1 +36
37 20608 666 666 642 2 +37
38 30912 666 666 643 2 +38
39 41216 666 666 643 3 +39
45 103040 666 666 665 5 +45
54 195776 777 777 666 61 +54
63 288512 777 777 777 76 +63
72 381248 888 888 877 771 +72
Race Adjustments:
Str Dex Con Int Wis Chr Cml AT hp TH Div
+LVL +LVL +LVL +LVL +LVL +LVL +LVL +0 +0 +0 ÷1
 
Requisites: Wis 20, Chr 14,
  Race Slots 1, Class Slots 2
Alignment: LE, NE, NG, or CN
HD/level: 2d1 {Wis}  (see note)
Weapon Prof.: 3+level/3
To Hit Table: Mon
Save Table: Pri
Reference: DM
Groups: Priest, Technology, Archetype
Complexity: CF=3
   
Saving Throws:  
PPD: level+7
RSW: level+3
PP: level+4
BW: level+1
Spell: level+2
Fort: level-1
Reflex: level-1
Will: level+1
   
Considered a "Vampire" race.
Hit Dice: "2d1 {Wis}" means you get Wis bonus to the HD for this class, not Con bonus. You may apply Exceptional or Barbarian Wis if you have it. You cannot choose to apply Con anyway.
Exceptional Wis bonus.
May specialize in weapons using the "Non-Warrior" line. Can purchase Musketeer/Cannoneer items at ÷LVL cost.
Grand in Priest Necromancy and Healing spells.
Knows Proto-Lich spells as if they were a normal Priest sphere.
May use Psi60 powers as if they were spells with the following SL's: 1=Minor, 3=Major, 5=Grand, 7=Super, 9=Ultra.
May have 3+LVL "Revive slots" instead of the usual one "Summon slot". An animated xM (multiplier M) being uses up M*M Revive slots.
A Revive is an animated (undead) monster with half the original monster's stats. It also has half the original monster's special abilities. It cannot be healed, but it regenerates at N hp/r (where N is it's DL rating).
A Revive of a Revive has 1/4 the original stats, and so on. Round stats down. If the resultant creature has 0 max hp, the Revive fails.
New spells:
Revive N (Necromancy, SL N): Revive a DL=N monster.

[PC22] Archetype Classes Group


Death Grant (Musketeer/Cannoneer Weapons)

Weapon Cost [gp] Size #Att Base dmg Critical Notes
Grenade, concussion 280 (each) S 1/1 4d6 [group] none Group is also stunned for 1d4 s (PPD save)
Grenade, EMP 400 (each) S 1/1 dispel [group] none Dispels Technology/Psi8/Psi16 in a group
Grenade, fragmentation 44 (each) S 1/1 3e6 [group] none
Grenade, gravitic 180 (each) S 1/1 60' fall [group] none Group takes 60' of falling (TK/gravity) dmg
Grenade, psionic 100 (each) S 1/1 psi blast [group] none Psi1 Psionic Blast (Psi Blast save as usual)
Grenade, shrapnel 120 (each) S 1/1 5e6 [group] none Damage is of type shards
Grenade, singularity 1300 (each) S 1/1 15d6 [group] 20/x10 Creates a miniature black hole for 1s
Grenade, smoke 10 (each) S 1/1 smoke [group] none Makes smoke (group cannot see and is under cover)
Grenade, sonic pulse 54 (each) S 1/1 3d6 [group] none Group is also deaf (Fort save)
Grenade, tangler 30 (each) S 1/1 web [group] none As per a Web spell
Grenade, tear gas 20 (each) S 1/1 tear gas [group] none PPD save or nauseated (-10 all actions) for 1d20 s
Grenade, thermite 29 (each) S 1/1 2d6 [group] none x5 dmg vs. items/structures
Grenade, white phosphorus 39 (each) S 1/1 2d6 [group] none Group takes 1e6 dmg /s for 1d10 s
Grenade launcher, medium 2000 M 1/1 (grenade) (grenade) Longer range with grenades.
Grenade launcher, large 6000 L 2/1 (grenade) (grenade) Longer range and faster fire rate with grenades.
Explosive, C-4 (plastic) 78 (each) S 1/1 4e6 [group] none
Explosive, det cord 19 (each) S 1/1 2e6 [group] none Does a "line" instead of an explosion.
Explosive, dynamite 19 (each) S 1/1 2e6 [group] none
Handgun, small, semi auto (Walther PPK .32) 1200 S 2/1 2e4 20/x4
Handgun, medium, semi auto (Beretta 9mm) 2200 S 2/1 2e6 20/x4
Handgun, large, semi auto (Desert Eagle .50) 3400 M 2/1 2e8 20/x4
Handgun, small, full auto 1600 S 3/1 2e3 20/x3
Handgun, medium, full auto (Skorpion .32) 2400 M 3/1 2e4 20/x3
Handgun, large, full auto (MAC Ingrim .45) 4500 M 3/1 2e6 20/x3
Rifle, medium, semi auto 3500 L 2/1 2e8 20/x5
Rifle, large, semi auto 5100 L 2/1 2e10 20/x5
Rifle, medium, full auto (AK-47 7.62mm) 4600 L 3/1 2e6 20/x4
Rifle, large, full auto (M-60 machine gun) 7500 L 3/1 2e8 20/x4
Rifle, shotgun (12-gague) 2100 L 1/1 1e20 16-20/x3 Has a 1e4 "splash" damage in target's group.
Rifle, sniper (Barrett Light .50) 12600 L (H) 1/1 4e6 18-20/x6 On tripod (size H) has a built-in ++1 to hit.
Flamethrower 1900 L 1/1 3d6 [group] none Hits a group. Targets can save for half damage.
Laser pistol 67000 S 4/1 2m8 17-20/x5 Range is 2700' (1/2 of a mile)
Laser rifle 295000 M 4/1 3m6 17-20/x6 Range is 4000' (3/4 of a mile)
Mine, shrapnel 180 (each) M 1V act 6e6 [group] none Treat as a x1 Technological Trap (-200%)
Rocket Launcher (M72A3 LAW) 490 (each) L 1/1 10d6 [group] none Cost is per shot. Hits a group.
Taser 570 S 1/1 1d4+stun none PPD save for stunned for 1d20 s
Cannon, large (new) 4000 L 1/2 2e20 [1] + 1e20 [group] 19-20/x2 So 1 target takes 3e20, the rest in group take 1e20.
Cannon, huge (new) 10000 H 1/2 3e20 [1] + 2e20 [group] 18-20/x3 So 1 target takes 5e20, the rest in group take 2e20.
Cannon, giant (new) 25000 G 1/2 4e20 [1] + 3e20 [group] 17-20/x4 So 1 target takes 7e20, the rest in group take 3e20.
Weapon, Psi8 TechL*400 (varies) (varies) (varies) (varies) See [Q8]. TechL is limited to your LVL*2.

[PC22] Archetype Classes Group


Death Grant (Proto-Lich Spells)

Level # Spell
1 1 1M, 1/r: Any 0th level Wizard spell
1 2 1M, 1/r: Any 0th level Priest spell
1 3 1M, 1/r: Any 0th level psionic effect
1 4 1M: Turn Undead at CL=LVL
1 5 1M: Speak with Dead or Undead; 1M: Capital E Explain to Dead or Undead
1 6 +10*LVL% WR
1 7 Mask Undead status; Turn as if double HD
1 8 Detect Magic Items; 1M: Identify Magic Item
1 9 1M, 1/d: Gain +1 XP
1 10 1P: Create x1 Trap 15*LVL%
1 11 Material componenting costs ½V action
1 12 +LVL V actions, or +LVL M actions that can be used only for Proto-Lich spells
1 13 Cold LVL dmg by touch
1 14 +1 Research Point (or drawn sheet) per reset (see [P12])
1 15 1F or 1X, 1/d: Duplicate any level 1 Proto-Lich spell, it has (at most) duration LVL turns
2 1 1M, 1/r: Any 0th-1st level Wizard spell
2 2 1M, 1/r: Any 0th-1st level Priest spell
2 3 1M, 1/r: Any 0th-1st level psionic effect
2 4 Immune Turning
2 5 1M: Control Undead (as per Turn Undead)
2 6 +10*LVL% RaRR
2 7 Detect Concordant Beings; 1M: Legend Lore Concordant Being
2 8 1M: Create x1 Trick 15*LVL%
2 9 Can convert Wiz <-> Pri spells (2 SL shift: Wiz5=Pri3)
2 10 +LVL/3 M actions
2 11 1M, Touch: Energy Drain 2 levels
2 12 Duplicate any SL 1 Concordant group spell (i.e. non-Concordant SL 1)
3 1 1M, 1/r: Any 0th-2nd level Wizard spell
3 2 1M, 1/r: Any 0th-2nd level Priest spell
3 3 1M, LVL/d: Grant Undead Status
3 4 +10*LVL MR
3 5 1F: Create x1 Special 5*LVL%
3 6 0, Gaze: Life Trapping (as per Mirror) (save)
3 7 Immune to Twilight
3 8 1M, touch: Imprisonment (save)
3 9 1M: LVLd10 Colorless Fire dmg to one target (no save)
3 10 Troll-like Regen LVL hp /s
3 11 Double the memorization of 1 SL (Wizard or Priest)
3 12 Duplicate any SL 2 Concordant group spell (i.e. non-Concordant SL 2)
4 1 1M, 1/r: Any 0th-3rd level Wizard spell
4 2 1M, 1/r: Any 0th-3rd level Priest spell
4 3 1M, 1/r: Any psionic minor
4 4 +10*LVL PaPR
4 5 1M: Dispel Innate or Racial ability effect
4 6 1M, 1/d: Reset
4 7 1M, 1/d: Contact Alternate Reality
4 8 1M, 1/d: Create Any DL 4 Monster
4 9 1M, touch: Steal all spells (save)
4 10 1M, touch: Lose LVLd4 stat pts
4 11 1bF: Fork
4 12 Duplicate any SL 3 Concordant group spell (i.e. non-Concordant SL 3)
5 1 1M, 1/r: Any 0th-4th level Wizard spell
5 2 1M, 1/r: Any 0th-4th level Priest spell
5 3 +10*LVL aMR
5 4 1M: Project Image
5 5 1M: Teleport
5 6 1M: Contact Other Plane
5 7 Conduct M actions through psi link (range sight)
5 8 1M, touch: Drain all psionic pools (save)
5 9 1M, touch: Slay Living (save)
5 10 1F: Get 2M you can use this segment
5 11 +LVL/5 QM actions
5 12 Duplicate any SL 4 Concordant group spell (i.e. non-Concordant SL 3)
6 1 1M, 1/r: Any 0th-5th level Wizard spell
6 2 1M, 1/r: Any 0th-5th level Priest spell
6 3 1M, 1/r: Any psionic major
6 4 1M, 1/r: Any 0th-4th level Warrior, Rogue, or Monster spell
6 5 1M: Teleport without Error
6 6 +10*LVL IR
6 7 1M, touch: Steal a random powers for 1 round (no save)
6 8 1M, touch: Erase Truename (must know their Truename first)
6 9 Troll-like regen LVL hp (including vile) /s
6 10 Conduct effects through psi link (within sight)
6 11 +LVL/10 number of segments per round
6 12 Duplicate any SL 5 Concordant group spell (i.e. non-Concordant SL 3)
7 1 1M, 1/r: Any 0th-6th level Wizard spell
7 2 1M, 1/r: Any 0th-6th level Wizard spell
7 3 +10*LVL EaER
7 4 1M, touch: Annihilation (save)
7 5 1M, touch: Incursion (save)
7 6 Duplicate any SL 6 Concordant group spell (i.e. non-Concordant SL 3)

[PC22] Archetype Classes Group


Death Grant (Psi60 Minor Powers)

Name Field Targ Type Drain P60Ps Notes
Armor Manip 3 Phys L3 3 Melee:+CL AC, -CL/2 dmg per hit
Combat Sense (personal) Detect 2 Phys L2 2 +CL move rate, +CL TH
Cure Light Wounds Health Con Phys L1 1 Cure 1d8+CL hp
Detect Psionics Detect R-1 Ment L2 2 Gives freq. & field of psi
Enhanced Touching Detect 4 Ment L1 1 +CL foot reach
Ethereal Perception Detect 0 Ment L0 0 Ethereal Perception
Inaudibility Illus Int Ment L2 2 Move Silently 25*CL%
N-ray Gem Detect 3 Phys L2 2 Gem of N-ray vision (CL')
Person Mask Illus Cml Ment L2 2 Alters appearance, Chr resists
Slide Item Manip W Phys L2 2 Caster controls left+right
Stun Touch Combat Wis Ment L1 1 CL*5 dmg + stun (save)
Treat Mental Drain Health 7 Ment L34 34 regain 10*succ% Psi (all freq)

Death Grant (Psi60 Major Powers)

Name Field Targ Type Drain P60Ps Notes
Anti-Missile Barrier Manip 4 Phys M2 4 Ranged: +CL/2 AC, -CL dmg per hit/succ
Avoid Trap Manip 4 Phys M1 2 You avoid a trap (doesn't include others)
Blink Manip R-2 Phys M4 8 Blink (controlled)
Clairnasience Detect R+1 Ment M1 2 Clairnasience,can move
Combat Sense Detect 3 Phys M2 4 +CL move rate, +CL TH to group
Control Undead Manip Str Ment M4 8 Caster controls ½P action/succ
Cure Moderate Wounds Health Con Phys M1 2 Cure 3d8+3*CL hp
Detect Life Detect R+2 Ment M1 2 Chr resists,mult.targets
Ethereal Projection Health 0 Ment M0 0 Ethereal Projection
Ethereal Psi Fingers Manip 4 Phys M2 4 1 Str,1 Dex/succ
Ethereal Touch Combat Int Phys M2 4 CL random stat damage
Gaseous/Reverse Gaseous Manip Str Phys M6 12 Gaseous Form (or Hold Vapor)
Grayout Illus Int Ment M2 4 Blast:Cause Deafness(as spell)
Light/Darkness Manip 3 Phys M1 2 Modifies light in area
Passwall Manip 3 Ment M1 2 Passwall
Toxin Health Con Phys M3 6 Poison (as spell)

[PC22] Archetype Classes Group


Death Grant (Psi60 Grand Powers)

Name Field Targ Type Drain P60Ps Notes
AEther Bolt Manip 4 Phys S4 12 CL*10 dmg AEther, ignores PsiR
Cure Insanity Health Con Phys S3 9 Cure Insanity
Cure Serious Wounds Health Con Phys S1 3 Cure 6d8+6*CL hp
Deathly Glow Health Cml Phys S2 6 CL Cml damage, other people think target is Undead
Detect [cr. type] (ext.) Detect R-2 Ment S3 9 Int resists,mult.targets
Detect Life (ext.) Detect R Ment S2 6 Chr resists,mult.targets
Detect Positive Energy Detect Chr Ment S1 3 Detect Positive Energy
Dimension Walk Manip 6 Phys S3 9 Ps1N "Dimension Walk"
Insanity Illus Int Phys S1 3 Cause Insanity (save)
Luck Detect 4 Ment S2 6 Gains +1(+5%)*CL on 1 action
Movement Manip Dex Phys S3 9 Gives +1V action
Nether Bolt Manip 3 Phys S3 9 CL*10 dmg Nether, vile damage
Nightvision Detect 4 Ment S1 3 Can see in magical/psi darkness
Poltergeist Manip 4 Phys S2 6 Objects fly around, CL dmg /s
Turn to Smoke Manip Con Phys S6 18 Polymorphs target to smoke (save)
Wraithform Manip Chr Phys S1 3 Wraithform

Death Grant (Psi60 Super Powers)

Name Field Targ Type Drain P60Ps Notes
Ethereal Seeing Detect 9 Ment D1 4 Clairvoyance to Ethereal Plane
Ethereal Static/Fog Manip 6 Ment D3 12 -CL to all actions in area
Barrier Manip 5 Phys D2 8 Wall that blocks psionics (1 way)
Decrease Comeliness Health Cml Ment D1 4 -CL Cml to target
Decrease Luck Health Luck Phys D3 12 -CL Luck to target, each beyond Luck=0 is -1 all actions
Decrease HNCL Health HNCL Phys D5 20 -CL HNCL to target, each beyond HNCL=0 is -0.1 to Multiplier
Detect Friends (ext.) Detect R-1 Ment D2 8 Locates closest friendly person (not in party)
Cureall Health Con Phys D2 8 Cureall
Increase Comeliness Health Cml Ment D1 4 +CL Cml to target
Increase Luck Health Luck Phys D3 12 +CL Luck to target
Increase HNCL Health HNCL Phys D5 20 +CL HNCL and +CL/2 CL to target
Phantasmagoria Illus 5 Ment D5 20 as spell
Probability Travel Manip 6+# Phys D4 16 Ps1N "Probability Travel"
Telekinesis Manip 4+# Phys D3 12 TK CL*10' falling damage area
Treat Deadly Wounds Health Con Phys D1 4 Cure 10d6+10*CL hp (can go up to 60+10*CL above max)

Death Grant (Psi60 Ultra Powers)

Name Field Targ Type Drain P60Ps Notes
Creation Bolt Combat 20 Phys X10 50 (Str+Int) resists, Creation
SpellGate Manip N*3 Phys X2 10 SpellGate (can cast spells through it, but it's 2-way)
Super Unluck Detect 5 Ment X3 15 Choose result on next die roll on enemy

[PC22] Archetype Classes Group


Falco

Level KXP Wiz/Pri/Psi7
123 456 789 AB
TH
1 0 1-- --- -- +1
2 3.3 2-- --- -- +2
3 6.6 30- --- -- +3
4 13.2 41- --- -- +4
5 26.4 420 --- -- +5
6 52.8 430 --- -- +6
7 105.6 440 --- -- +7
8 211.2 541 0-- -- +8
9 422.4 542 0-- -- +9
10 750 543 0-- -- +10
11 1100 544 0-- -- +11
12 1450 554 10- -- +12
13 1800 554 20- -- +13
14 2150 554 30- -- +14
15 2500 554 40- -- +15
16 2850 655 410 -- +16
17 3200 655 420 -- +17
18 3550 655 430 -- +18
19 3900 655 440 -- +19
20 4250 665 541 0- +20
21 4600 665 542 0- +21
22 4950 665 543 0- +22
23 5300 665 544 0- +23
24 5650 666 554 10 +24
25 6000 666 554 20 +25
26 6350 666 554 30 +26
27 6700 666 554 40 +27
28 7050 666 655 41 +28
29 7400 666 655 42 +29
30 7750 666 655 43 +30
31 8100 666 655 44 +31
32 8450 666 655 54 +32
33 8800 666 655 55 +33
34 9150 666 666 55 +34
35 9500 666 666 65 +35
36 9850 666 666 661 +36
37 19700 666 666 662 +37
38 29550 666 666 663 +38
39 39400 666 666 664 +39
45 98500 777 766 666 +45
54 187150 888 777 777 1 +54
63 275800 888 777 777 7 +63
72 364450 999 988 888 81 +72
Race Adjustments:
Str Dex Con Int Wis Chr Cml AT hp TH Div
+4 +3 +4 -1 -1 -2 -3 +8 +20 +5 ÷1
 
Requisites: Str 13, Dex 9, Con 13,
  Race Slots 1, Class Slots 2
Alignment: any (usually E)
HD/level: & d10
Weapon Prof.: & 6+level/2
To Hit Table: Mon
Save Table: Mon
Reference: DM
Groups: Warrior, Monster, Archetype
Complexity: CF=3
   
Saving Throws:  
PPD: level+5
RSW: level+5
PP: level+5
BW: level+5
Spell: level+5
Fort: level+5
Reflex: level+5
Will: level+5
   
Considered a "Vampire" race.
Can cast Wizard or Priest spells. Gets your choice of Int or Wis bonus to spell progression. Gets access to 1 school or sphere per level.
Can also use Psi7 powers from progression, Minor: SL=1; Major: SL=3; Grand: SL=5; Super: SL=7.
Has none of the vulnerabilities of Vampires (You cannot be turned, can operate normally in daylight, etc.)
Level 1: +2 or better weapon needed to hit you.
Level 1: Troll-like regeneration 3 hp/s.
Level 1: Immune Sleep, Charm, Hold, Poison, Paralysis. Resist Cold and Electricity.
Level 1 ¶: All of your weapons are Vorpal (Natural 18+: Sever head of target).
Level 1 ¶: All of your attacks Energy Drain 2 levels per attack.
Level 1 ¶: Each time you kill someone, get their DL^2 in current hp (can go beyond max, lasts only 1r).
Level 2: 1M, Gaze: Charm Person (Will save)
Level 3: 1V: Shapechange into a Bat, healing yourself 10-40% of damage taken.
Level 4: 1F: Summon 10d10 DL I Rats, 10d10 DL I Bats, or 3d6 DL II Wolves.
Level 5: 1M: Gaseous Form
Each level, get one "5th edition" pick from the choices below.
 

[PC22] Archetype Classes Group


Falco (5th ed. picks)

Levels Pick Description
Level 1-3: A +LVL Str and Exceptional Str
B +LVL Martial Arts maneuvers and Exceptional Dex
C Bite is vampiric regen (full) and Exceptional Con
D Immune to fear, emotion, lack of morale
E 1M, LVL/d: Know direction/distance to most powerful magic item on current DL.
Level 4: Pick any Monster5 class level 1-3
Level 5-7: F Any Rogue level X ability, with Y*LVL points to spend on it, X+Y=8
G 1F, sacrifice a creature you have subdued/unconscious: Demon Summoning (ML=LVL or HD of sacrifice / 2)
H Pick sunlight, holy water, wood, or garlic. You are not allergic/vulnerable to this.
I Immune to ESP, Telepathy, Mind attacks, Psionic blast, etc.
J 1M, LVL/d: Know direction/distance to most powerful person on current DL.
Level 8: Pick any Monster5 class level 5-7
Level 9-12: K If you bite a creature to death (but not beyond -10 hp), you can raise that creature as a vampire the next day under your control.
L 2F, sacrifice a creature you have subdued/unconscious: Wishoid/Miracle (SL=LVL or HD of sacrifice / 2)
M 1V, 3/d: Shapechange (as Druid) into Bat, Rat, or Wolf
N 0, you are being killed: Gaseous Form, you are not actually dead, move rate = LVL"
O Continuous Friendship effect running with all monsters of HD = your LVL or less
Level 13: Pick any Monster5 class level 9-12
Level 14-18: P
Q +(LVL-12)/2 second tier Martial Arts maneuvers
R
S
T
Level 18: Pick any Monster5 class level 14-18
Level 20-26: U
V
W
X
Y
Level 27-36: Pick any Monster5 class level 20-26

[PC22] Archetype Classes Group


Halo

Level KXP Warrior/Rogue
123 456 789 A
TH
1 0 1-- --- - +1
2 2.25 2-- --- - +3
3 4.5 21- --- - +5
4 9 32- --- - +7
5 18 421 --- - +9
6 37.5 431 --- - +11
7 75 432 --- - +13
8 150 432 1-- - +15
9 300 533 2-- - +17
10 450 543 21- - +19
11 637.5 543 32- - +21
12 862.5 554 321 - +23
13 1125 554 322 - +25
14 1500 554 322 1 +27
15 1875 554 422 2 +29
16 2250 555 432 2 +31
17 2625 555 532 2 +33
18 3000 555 533 2 +35
19 3375 555 543 2 +37
20 3750 555 543 3 +39
21 4125 555 554 3 +41
22 4500 555 555 4 +43
23 4875 555 555 5 +45
24 5250 666 655 5 +47
25 5625 666 666 6 +49
26 6000 777 766 6 +51
27 6375 777 777 7 +53
28 6750 888 877 7 +55
29 7125 888 888 8 +57
30 7500 999 988 8 +59
31 7875 999 999 9 +61
32 8250 AAA A99 9 +63
33 8625 AAA AAA A +65
34 9000 BBB BAA A +67
35 9375 BBB BBB B +69
36 9750 CCC CCC C1 +71
37 19500 CCC CCC C2 +73
38 29250 CCC CCC C3 +75
39 39000 CCC CCC C4 +77
45 97500 CCC CCC CA +89
54 185250 DDD DDD CC1 +107
63 273000 DDD DDD CCA +125
72 360750 EEE DDD DDD 1 +143
Race Adjustments:
Str Dex Con Int Wis Chr Cml AT hp TH Div
+5 +4 +0 +4 -4 -3 -2 +3 +6 +3 ÷1
 
Requisites: Str 16, Dex 14, Int 13,
  Race Slots 1, Class Slots 2
Alignment: any E
HD/level: d8
Weapon Prof.: 3+level
To Hit Table: 2xWar
Save Table: 1½xRog
Reference: DM
Groups: Warrior, Rogue, Archetype
Complexity: CF=3
   
Saving Throws:  
PPD: level*3/2+4
RSW: level*3/2+3
PP: level*3/2+5
BW: level*3/2+1
Spell: level*3/2+2
Fort: level*3/2-1
Reflex: level*3/2+1
Will: level*3/2-1
   
Counts as an "Evil Outer" race.
Gets "All Warrior" and "All Rogue" abilities (so can weapon specialize as a warrior, etc.).
Can cast Warrior or Rogue spells.
Gets Barbarian Dex and Exceptional Str (or the reverse if you prefer).
Weapon specializes using the "Barbarian" line.
Gets 70 Rogue points per level.
You have a "Halo" which is treated as a body part.
You may cast spells with your "Halo's P" action. This means with 1P you can cast a spell and physically attack at the same time.
You can still cast spells with 1M if you wish.
Level 1: Poison Use proficiency (1 slot per 2 levels, round up).
Level 1: 1 attack that hits: Coup de grace.
Level 3: +1Z actions per segment. Can use +1Z action per segment.
Level 5: Can speak Level-4 additional languages from the following list: LG,LN,LE,NG,TN,NE,CG,CN,CE,Druid,Thieves' Cant. Can never learn more than Int-12 alignment languages.
Level 7: Has 8-48 guild members. 50% chance a guild member will leave if guildmasters change.
Level 9: 1 attack that hits: Really Put Out of Misery
For Rogue abilities, see next page.

[PC22] Archetype Classes Group


Halo Rogue Abilities

Lvl Halo Ability | -50% | -100% | -150% Act Base Penalty Bonus
1 +rating/50 A actions /r this turn || B actions || C actions F 0 Dex-20 Dex-25
1 Assassination (-3% per HD/level of target) ½0 0 Wis-15 Wis-25
1 Attack (+1 TH per 10% made this segment; or roll +1d20 per 100%, choose best) V 0 Dex-13 Dex-16
1 Backstab (each 30% = x1) (increases 10/level) ½0 50 Int-6 Int-20
1 Backstrike (each 30% = x1 TH) (increases 10/lvl) ½0 50 Wis-6 Wis-20
1 Damage (+1 dmg per 10% made this segment; or multiply dmg by x(1+rating/200)) V 0 Str-15 Str-18
1 Find/Remove Wizard Abjurations/Priest Protections V 0 Dex-13 Dex-18
1 Silence 15' r | Darkness 15' r ½V 40 Chr-4 Chr-8
1 Slap (does dmg to one target = % made by) P 20 Str-0 Str-12
2 Backdrain (do rating/10 random stat dmg) (increases 10/level) ½0 0 Con-6 Con-20
2 Backtwist (Twist rating/30 effects) (increases 10/lvl) ½0 20 Dex-6 Dex-20
2 Controlled Blink | Controlled Blink 10'r (unwilling get PP save) ½V 50 Wis-14 Wis-14
3 Considered extra +(rating/25) weapon to hit V 0 Str-5 Str-15
3 Lower/Ignore WaWR (reduce or ignore WaWR by rating) || iWaWR V/N 0 Dex-10 Dex-20
4 Erase a "?" in dungeon (loses track of party) - 0 Dex-13 Dex-19
4 Song of Battle (+1 TH,dmg,or saves per 10% made) V,*M 10 Str-15 Str-20
5 Jock: +LVL divided among Str, Dex, Con, or level for purposes of #Att (the last one is ½ a point each).
6 Backstorm (each 50%: +1 att is considered a backstab) - 0 Dex-16 Dex-22
6 Touch : Chill/Pain | Para/Vampiric | Energy Drain 0 20 Str-9 Str-15
7 Ki Power (cast a Wiz Invocation spell) (penalty = -SL*50%) (#=SL) | Pri Invocation #V 0 Int-14 Int-38
7 Slay (target that you hit saves at +4, -1 per 10% made; or dies) V 0 Wis-13 Wis-19
8 Finger of Death | Slay Living | Power Word Kill V 0 Int-14 Int-17
9 +LVL*rating/2 item XP in Weapon flags per day F 0 NA NA
9 Any target with AC>(150-rating/5) is considered AC=(150-rating/5) to you V 0 Dex-17 Dex-28
10 Disjoin x2 effect ||||||||| x3 |||||||||||||||| x4 etc. - 50 Chr-18 Chr-25
12 Backstave (N/2% of your dmg is vile) || Stun (save=N-100) - 0 Wis-26 Wis-32
12 Disharmonic Blast (1 dmg per 1% made) V 10 Con-16 Con-22
24 Backsteal (Steal an effect off of target for yourself per 120%) (aXR to avoid) ½0 30 NA NA
27 Destruction/Mordenkainen's Disjunction ||| Put Target Down a Hole V 0 Int-19 Int-25

[PC22] Archetype Classes Group


Hiyah

Level KXP Psi81
mMG SUV W
TH
1 0 1-- -- +2
2 3 2-- -- +4
3 6 3-- -- +6
4 12 31- -- +8
5 24 32- -- +10
6 48 33- -- +12
7 96 43- -- +14
8 192 44- -- +16
9 375 441 -- +18
10 750 442 -- +20
11 1125 443 -- +22
12 1500 444 -- +24
13 1875 544 -- +26
14 2250 554 -- +28
15 2625 555 -- +30
16 3000 655 -- +32
17 3375 665 -- +34
18 3750 665 1- +36
19 4125 665 2- +38
20 4500 665 3- +40
21 4875 665 4- +42
22 5250 665 5- +44
23 5625 666 5- +46
24 6000 666 6- +48
25 6375 766 6- +50
26 6750 776 6- +52
27 7125 776 61 +54
28 7500 776 62 +56
29 7875 776 63 +58
30 8250 776 64 +60
31 8625 776 65 +62
32 9000 776 66 +64
33 9375 777 66 +66
34 9750 777 76 +68
35 10125 777 77 +70
36 10500 877 771 +72
37 21000 877 772 +74
38 31500 877 773 +76
39 42000 877 774 +78
45 105000 888 877 +90
54 199500 A99 999 +108
63 294000 BBB BAA +126
72 388500 CCC CCC 1 +144
Race Adjustments:
Str Dex Con Int Wis Chr Cml AT hp TH Div
+8 +0 +9 +8 -6 -6 -6 +10 +24 +7 ÷1
 
Requisites: Str 16, Con 18, Int 16,
  Race Slots 1, Class Slots 2
Alignment: LS
HD/level: d20
Weapon Prof.: 4+level/2
To Hit Table: 2xMon
Save Table: Psi
Reference: DM
Groups: Warrior, Psionicist, Archetype
Complexity: CF=3
   
Saving Throws:  
PPD: level+4
RSW: level+2
PP: level+7
BW: level+1
Spell: level+2
Fort: level+0
Reflex: level-1
Will: level+0
   
Considered a "Klickla" race. Klicklas are ball-shaped creatures with one mouth, similar to a beholder with no eyestalks. They have spikes all over their body. They can assume an Astral-like form.
Has no limbs, but can use LVL of it's spikes when physically attacking. Each spike is a natural attack that does 1d10 base dmg. Weapon specialization may be used for half-plusses, but gives no extra attacks.
See [Q81] for rules and powers. This is a "mutant" frequency and is resisted using RR. It is added to the options for the ArchMutant class.
PSPs (Psi 81) = (higher of Int*2 or Con*1)*LVL
Exceptional Str and Con.
Level 1 ¶: May use Astral Perception and Astral Projection. While projected, enemies need a +LVL+1 weapon to hit you. You can use a Psi1 Psionic Blast while projected.
Level 9 ¶: 1F, 1/h: "Microwave" someone. They make an RSW save (or use TechR), and if failed, they are Capital E Extracted, and have all of their memories erased. Their alignment become LS, and they must reallocate half of their XP to Hiyah, Paladin, Slut, Holy Order of Stars Stupid1, or any other class with a "S" alignment requirement.

[PC22] Archetype Classes Group


Laitos

Level KXP Priest/Psi-6G
123 456 7
TH
1 0 0-- --- - +1
2 3.5 1-- --- - +3
3 7 2a- --- - +5
4 14 30- --- - +7
5 28 41b --- - +9
6 42 52a --- - +11
7 70 630 c-- - +13
8 112 741 b-- - +15
9 182 852 a-- - +17
10 294 963 0-- - +19
11 476 974 1-- - +21
12 770 985 2d- - +23
13 1246 996 3c- - +25
14 1900 997 4b- - +27
15 2600 998 5a- - +29
16 3300 999 60- - +31
17 4000 999 71e - +33
18 4700 999 81d - +35
19 5400 999 92c - +37
20 6100 999 92b - +39
21 6800 999 93a - +41
22 7500 999 930 f +43
23 8200 999 941 e +45
24 8900 999 941 d +47
25 9600 999 952 c +49
26 10300 999 952 b +51
27 11000 999 963 a +53
28 11700 999 963 0 +55
29 12400 999 974 1 +57
30 13100 A99 974 1 +59
31 13800 AA9 985 1 +61
32 14500 AAA 985 2 +63
33 15200 AAA A96 2 +65
34 15900 AAA AA6 2 +67
35 16600 BBB AA7 3 +69
36 17300 BBB BB7 31 +71
37 34600 BBB BB7 32 +73
38 51900 BBB BB7 33 +75
39 69200 BBB BB7 43 +77
45 173000 BBB BB7 76 +89
54 328700 BBB BBA 991 +107
63 484400 BBB BBA A99 +125
72 640100 CCB BBB BBB 1 +143
Race Adjustments:
Str Dex Con Int Wis Chr Cml AT hp TH Div
+5 +0 +0 -3 +5 +8 +1 +0 +0 +0 ÷1
 
Requisites: Str 15, Wis 16, Chr 26, Cml 12,
  Race Slots 1, Class Slots 2
Alignment: any G
HD/level: ++d14
Weapon Prof.: 7+level*2
To Hit Table: 2xWar
Save Table: 2x(War/Pri)
Reference: DM
Groups: Warrior, Archetype
Complexity: CF=3
   
Saving Throws:  
PPD:  
RSW:  
PP:  
BW:  
Spell:  
Fort:  
Reflex:  
Will:  
   
Considered a "Human" race.
Gets one level of Exceptional stat per level, among Str, Dex, Con, or Chr.
Can cast Priest spells as if they were Warrior spells.
Can cast Psi(-6)G powers as if they were Warrior spells, using the same SL's. You get to spend 7*LVL PSPs on the power when you use it, if it has a variable cost.
Gets +(LVL+2)/3 Henchmen slots. Can use the special types of Henchmen introduced in the Meat Helm and War Priest classes. Divide the cost of Henchmen by LVL.
Turn Undead as a Priest of same level.
Level 1 ¶: Can use "2 for 1" ability score trading.
Level 1 ¶: +1 extra ability score point per level, can be spent on Str, Dex, Con, or Chr.
Level 1: +4 saves; not cumulative with any other cavalier, knight, or paladin bonus. A additional +4 saves vs. illusions.
Level 1: +LVL to hit with lances, swords, maces, and flails.
Level 1: 1M, 1/t: Lay on Hands: Cure 4*LVL hp.
Level 1: 1M, LVL/d: Cure Disease
Level 1: 1M: Sense Danger.
Level 1: Can operate at negative hit points (even offensively) up to -10*level.
Level 1: Detect Evil (Range 60', cont.)
Level 1: If holding a Holy Avenger, +10*N% MR (where N is the weapons TH bonus) and can Dispel Magic
Level 1: Immune disease.
Level 1: Immune to Fear; Protection from Fear 10'r
Level 1: May shatter a magical, psionic, or innate effect that is currently running. It requires 10 dmg per spell level of the effect to shatter it. This doesn't require a Holy Avenger.
Level 1: Pick weapon of choice; are considered 7 levels higher for # of Attacks purposes.
Level 1: Protection from Evil 10'r (continuous, but may be lowered).
Level 1: Regenerate LVL hp/s.
Level 1: Resistance of 34+4*level % versus the following effects: Beguiling, Charm, Domination, Hold, Hypnosis, Magic Jar, Possession, Sleep, Suggestion, and Psionic/Mind Blast. This is treated similar to Magic Resistance, but does not combine with MR (take the higher of the two for the above effects). This Resistance does work against Psionic effects of the above type.
Level 2: Greatest Swing: As per Great Swing but does 7 times normal damage and has a 3% per level of instant killing.
Level 3: 1M: Improved Invisibility.
Level 3: Free Action cont.
Level 3: Gets LVL/3 Mounts (see Beast Rider class) of DL=LVL/3. Alternatively you can have 1 Mount of DL=(LVL-2)/2.
Level 4: Immune to Sharpness and Vorpal effects.
Level 5: WR 50+LVL*6%
Level 6: +(LVL-3)/3 QP actions.
Level 8: Do not suffer penalties for fighting in an unusual environment (underwater, zero gravity, whatever).
Level 9 ¶: Starting this level, get one "Level:" pick from any Warrior class you know, at 8 levels lower (so at level 9 you get a "Level 1:", at level 10 you get a "Level 2:", and so forth.)
Level 9: Can automatically hit any mortal creature with a non infinite negative AC when using "Great Swing" or "Greater Swing".
Level 10: Considered a x2 creature.
Level 13: Raise Self: Raise Dead on yourself 1 hour after death (as long as the death was due to physical damage). This ability cannot be used more than once per month.

[PC22] Archetype Classes Group


Laitos (New Henchmen)

Name gp /day Effective DL Notes
Cloistered Cleric 3 DL I They throw Cure (or Cause) Lights, once a round.
Hobbit (new to this list) 5 DL I They have the standard 8 Thief abilities (FRT, OL, etc.)
Muscle Sliver 30 DL I (or more) DL=cube root of (number of Muscle Slivers); Have no real "special" abilities
Musketeer 4 DL II If killed in melee, they explode on their enemy for 1d4 Tech dmg.
Bulette of Xvim 9 DL II (attack as III) Don't have to pay them after the first day, as long as there's plenty of corpses to eat.
Rogue Invisible Stalker 12 DL III Have level 1-8 Rogue-like abilities
Cambion 20 DL III Psi6 / Psi12 Minor and Major abilities (choose alignment)
Hound of Ill Omen 50 DL IV Shift enemies' die rolls out of their favor
Luck Cat 100 DL IV Adjust 1 die roll per round
Faerie 65 DL IV (defend as VI) |AC| 18; area effects kill only 1 of them
Mind Flayer Mercenary 150 DL V Lots of Grand psionic effects. This is the closest you're gonna get to Astral Constructs on this table.
SFB Prime Team 200 DL V Like a mini NPC party. Not as clever as the PCs, but they can operate on their own if given orders.
Henchman 400 DL VI As in the x1 Concordant class. Sidekicks cost the same amount.
Rakshasa Mercenary 900 DL VII Lots of SL 5-8 spell effects
Proto-Lich 1600 DL VIII Nasty Higher Undead. Looking for that last haul before retiring to Lichdom.
Small Game Hunter 6000 DL IX Looking for something to smash.
Big Game Hunter 15000 DL X Kill All.
Big Game Faerie 22000 DL X (defend as XI) Big Game Hunter with Faerie abilities.

Laitos (Henchmen Adjectives)

Name gp /day Notes
Greater x1.5 +1 DL (can take this only once)
Hardy x1.25 +1 defensive DL (can take this only once)
Lesser x0.75 -1 DL (can take this only once)
More than Enough x1.1 Ability to buy 1000 of these (rather than 100 or 10000), this is called "More than Enough"
Tough x1.1 +1 rhp (can take this multiple times, each costs x+0.1)
Vicious x1.25 +1 offensive DL (can take this only once)

[PC22] Archetype Classes Group


Laitos (Beast Rider Mounts)

DL Mount AC hp #Att TH dmg Special
1 Light Horse 15 50 3 +6 5 Increase stats by 50% each time you level
1 Camel 14 60 2 +5 7 Spits for 1d20 dmg
1 Pegasus 17 40 2 +4 4 Flying; Regenerate LVL hp/s (self and rider)
2 Medium Horse 32 120 3 +16 12 Increase stats by 50% each time you level
2 Giant Eagle 30 140 3 +17 17 Flying; Eagle Eye Vision; Immune Blindness
2 Unicorn 40 60 2 +8 6 Luckstone (self and rider)
3 Heavy Horse 51 210 3 +30 21 Increase stats by 50% each time you level
3 Dragon Horse 60 240 2 +25 15 Pick a type of dragon. Breath weapon (half hp).
3 Brontosaurus 20 1600 1 +80 80 Lernaean; can carry a lot of weight (Str 200)
4 Heavy War Horse 72 320 3 +48 32 Increase stats by 50% each time you level
4 Dragon, Lesser 80 400 2 +40 30 Pick a type of dragon. Breath weapon (full hp).
4 Dog, Beast of Xvim 60 200 1 +65 85 Beast of Xvim; Ignores aWR / +wpn needed to hit
5 Elite War Horse 95 450 3 +70 45 Increase stats by 50% each time you level
5 Polar Bear 100 500 3 +70 50 Immune Cold (self and rider)
5 Juggernaut 350 300 1 +120 120 Resist Technological damage (self and rider)
6 Greater War Horse 120 600 3 +96 60 Increase stats by 50% each time you level
6 Nightmare 133 666 3 +66 66 Unholy fire shield; Breath weapon (half hp); Plane Shift 1/r
6 Hydra 160 800 5 +80 80 5 Breath Weapons (each is 1/10 current hp)
7 Ultra War Horse 147 770 3 +126 77 Increase stats by 50% each time you level
7 Opinicus 140 800 2 +120 60 Heal 1/r (self or rider). iMPIRR 50% (self and rider).
7 Scaled Wurm 490 600 1 +300 100 Attack swallows whole (100 dmg /s)
8 Gargantuan War Horse 176 960 3 +160 96 Increase stats by 50% each time you level
8 Dragon, Greater 180 1000 2 +140 90 Breath weapon (full hp); Dragonlancing (add mount's hp to rider's dmg)
8 Time Elemental 170 700 1 +170 Inc Attack is Incursion (5 RSW saves); Time/Reality Stability (self and rider)
9 Chosen One Horse 207 1170 3 +198 117 Increase stats by 50% each time you level
9 Ki-Rin 210 1500 2 +150 150 Wish 1/r; Immune to Traps and Tricks (self and rider)
9 Ethereal Weebie 156 600 3 +120 120 Ethereal Projection; +2*LVL weapon to hit (both are self and rider)
10 Paragon War Horse 240 1400 3 +240 140 Increase stats by 50% each time you level
10 Tarrasque 280 3000 5 +400 210 iMReflection 50%; Regenerate 6*LVL hp/s (both self and rider)
10 Ultraplanar Calf iAC 1 ihp 1 1 +500 500 Capital M Moo 1/r; Immune Annihilation (self and rider)

[PC22] Archetype Classes Group


Leech

Level KXP Priest
123 456 789 ABC
TH
1 0 1-- --- --- +0
2 2.5 20- --- --- +1
3 5 21- --- --- +1
4 7.5 320 --- --- +2
5 12.5 421 --- --- +3
6 25 422 0-- --- +3
7 50 432 1-- --- +4
8 100 433 20- --- +5
9 200 433 210 --- +5
10 400 443 221 --- +6
11 650 444 321 0-- +7
12 900 444 421 10- +7
13 1150 555 432 111 +8
14 1400 555 442 111 +9
15 1650 555 552 111 +9
16 1900 555 553 211 +10
17 2150 555 554 321 +11
18 2400 555 554 321 +11
19 2650 555 554 322 +12
20 2900 555 554 333 +13
21 3150 555 554 444 +13
22 3400 555 555 555 +14
23 3650 666 666 666 +15
24 3900 776 666 666 +15
25 4150 777 766 666 +16
26 4400 777 776 666 +17
27 4650 777 777 666 +17
28 4900 777 777 776 +18
29 5150 777 777 777 +19
30 5400 887 777 777 +19
31 5650 888 777 777 +20
32 5900 888 877 777 +21
33 6150 888 887 777 +21
34 6400 888 888 777 +22
35 6650 888 888 877 +23
36 6900 888 888 887 1 +23
37 13800 888 888 887 2 +24
38 20700 888 888 887 3 +25
39 27600 888 888 887 4 +25
45 69000 988 888 888 8 +29
54 131100 999 999 999 81 +35
63 193200 A99 999 999 98 +41
72 255300 AAA AAA AA9 991 +47
Race Adjustments:
Str Dex Con Int Wis Chr Cml AT hp TH Div
+4 +4 +3 +5 +4 -6 -8 +0 +0 +0 ÷1
 
Requisites: Str 13, Dex 13, Con 11, Int 15, Wis 13,
  Race Slots 1, Class Slots 2
Alignment: any E
HD/level: & +d9
Weapon Prof.: 3+level/4
To Hit Table: Pri
Save Table: Pri
Reference: DM
Groups: Priest, Rogue, Archetype
Complexity: CF=3
   
Saving Throws:  
PPD: level+7
RSW: level+3
PP: level+4
BW: level+1
Spell: level+2
Fort: level-1
Reflex: level-1
Will: level+1
   
Considered an "Evil Outer" and a "Blood Wave" race.
Gets 50 Rogue points per level.
Knows the Eel sphere. Knows the Virus school as a sphere, and can cast those spells as if they were Priest spells.
This class uses "Defiler" type magic, and drains the MF with time.
Level 1: Immune to Diseases, Viruses, Lycanthropy.
Level 3: Identify Object's chemical makeup by sight.
Level 4: Periodic Table elements are considered Semi for you.
Level 5: Detect Leeches and Eels 40' cont.
Level 6: Periodic Table elements are considered Quasi for you.
Level 9: 1M: Identify Magical Pool.
Level 9: Mental link with your Leeches and Eels.
Level 10: Periodic Table elements are considered Para for you.
Level 18: Periodic Table elements are considered normal for you.
 
For Rogue abilities, see next page.

[PC22] Archetype Classes Group


Leech Rogue Abilities

Lvl Leech Ability | -50% | -100% | -150% Act Base Penalty Bonus
1 1 hour of walking around a city: Gain LVL^3 gp (picking up things off street) {Beggar}
1 Backstab (each 25% = x1) (increases 10/level) ½0 40 Int-16 Int-25
1 Bag of Holding; 1M: Locate Black Market in city {Smuggler}
1 Find/Avoid Traps/Tricks/Specials/TerrainFeatures | Magic/Psi | OutPhase ( | whole party) ( || x2 ||| x3) V 0 Dex-20 Dex-25
1 Find/Remove Abjuration/Protection ("Twist") | All of the same effect on 1 target | All of the same effect in your group V 10 Int-13 Int-15
1 Fork Innate | Psionic | Magic | Radioactive 1M (may borrow) -10 Chr-22 Chr-22
1 Pick Pockets/Shoplifting | Palm | Present | Immune PP P 15 Dex-12 Dex-16
1 Sell items for 64+LVL% of value instead of 50%
1 Unequip (one item unequipped, save DC = amount made) {Rogue ability: 50 / Dex-12 / Dex-14 } V 50 Dex-12 Dex-14
2 Backdrain (do rating/10 random stat dmg) (increases 10/level) ½0 0 Con-6 Con-20
2 Mass Pick Pockets (pick everything off of someone) (-10%/level of target) V 0 Dex-18 Dex-24
2 Remove/Cause Slow/Sleep | Disease | Poison/Blindness | Paralysis/Hold | Curse (PPD save per 10% made) V 0 Wis-13 Wis-18
3 ("Twirl") Find/Remove Guardian/Warding/Forbiddance effect on area || x1 Special M 20 Dex-18 Dex-28
3 Lower/Ignore WaWR (reduce or ignore WaWR by rating) || iWaWR V/N 0 Dex-10 Dex-20
4 Don't generate Alley encounters | Sewer/Attic | Old City at Night M 10 Wis-15 Wis-20
4 Mass Contortion | Mass Elasticity | Mass Become Liquid-Form (whole party) V 0 Dex-15 Dex-21
5 Can "Frugal" potions (+50% to number of uses)
5 Erase a "?", "¿", "!", "¡", ".", ",", ":", or ";" in dungeon - 0 Dex-18 Dex-24
5 Slimy: You and the space you're standing at can't be targetted.
6 Locate Object in City || Country MM
7 Immune to terrain, hostile environments {Outlaw}
8 Remove Capital B Blasted or Capital M Mauled from someone 3F 100 - -
9 Cheat Death: 1D, 1/d: Resurrect, but you're 1d20 miles away in a random direction.
9 Immune to Blow Your Head Off, Twilight, Ego Domination, Retributive Strikes
9 Immune to Capital E Extract, Empathy, ESP, Forget, Mental Surgery, Telepathy
13 +LVL Luck; Luckstone effect {Gambler}
13 Phlogiston Spell / Phlogiston Projection | Time of Legends Spell (project to Time of Legends) MMMM 35 Cml-22 Cml-29
14 Get +1 IM (Instantaneous Mental) action per turn.
14 Immune to LVL elements/eelements (doesn't "spread")
20 1N, 1/s: Capital O Object to a time or loop travel effect. It cannot be used again this turn
24 Backsteal (Steal an effect off of target for yourself per 120%) (aXR to avoid) ½0 30 NA NA
24 Energy Drain+Destruction+Degenerate target ||| Put target in the Hole 1P+2M 0 Wis-19 Wis-25
24 See in Capital D Darkness - - - -
27 Summon (and control) DL XI Far Realm, Immortal, Nightmare Dimension, or Tarraque World monster ( || per extra DL) MM 0 Cml-55 Cml-70

[PC22] Archetype Classes Group


Eel Sphere:
Leeches (SL=1): This acts like goodberries, each casting gives 3 Leeches. Leeches can cure or cause 1 hp, and can move on their own.
Summon Eelemental (SL=N): Summon a DL N Eelemental (DM has table)
Summon Leech (SL=N): Summon a DL N Leech (DM has table)
Call Eelectricity (SL=2): CLd6 Eelectricity dmg (no save; NR to resist) to one target
Powerleech (SL=2): Whenever an enemy activates an item, be cured 10 hp.
Thoughtleech (SL=2): Whenever an enemy uses a psionic ability, be cured N hp, where N=SL of the effect.
Blessing of Leeches (SL=3): Target regenerates at CL hp/s.
Drainheal (SL=3, also Incantatrix): Drain the local MF by 1: Heal self.
Protection from Eelements (SL=3): Resist all Eelements, or absorb 12*CL Eelemental dmg.
Eels (SL=4): This acts like goodberries, each casting gives 1 Eel. Eels can remove or cause 1 [C] section effect (PPD save, effect is random).
Steal Summon (SL=4, also Incantatrix): Steal someone's summon (your summon slot needs to be open to do this)
Reelly Put Out of Misery (SL=5): Ignore regen buffer then Put out of Misery (lower s slay). Doesn't trigger contingencies.
Heel (SL=6): Remove all hp of dmg and remove 1 [C] section effect
Hovercraft Full of Eels (SL=7): Like a Chariot of Sustarre, but it's Eels!
Multi Eel (SL=7): Summons CL Eels of DL=7, which use up 1 summon slot. They aren't summoning sick!
Mindleech Mass (SL=8): Acts as a DL VII Leech summon (counts as 100 leeches); steals 1 spell (and puts in your memorization) per attack
Robe of Eeling (SL=8): Get 2d10 random SL=1d6 Eel effects (self or other) every round for 1h
iHeel (SL=9): Remove CL idmg and remove CL [C] section effects
 
Virus Sphere:
Detect [Disease] (SL=0): Detects diseases of one particular type
Detect Disease (SL=1): Detects diseases of any type
Cause [Disease] 1 (SL=1): Cure/cause disease in one target (PPD save), material componenting does two targets (or the same target twice, but not a group)
Virus Summoning N (SL=N): Summons a DL=N Virus
Cause [Disease] 2 (SL=2): Cure/cause disease in one target (PPD save), material componenting does a group
Cure Disease (SL=3)
Contagion (SL=3)
Cause [Disease] N (SL=N, starting at SL=3): Cure/cause disease in N-2 groups (PPD save), material componenting does N-1 groups (can hit same group multiple times)
Virus [Disease] N (SL=N, starting at SL=3): As per Cure or Inflict Disease N-2; for each infected person, check CL% per segment, if made, travels to another person in the room
Inflict [Disease] 4 (SL=4): Cure/cause disease in one target (no save, aNR to resist), material componenting does two targets (or the same target twice, but not a group)
Inflict [Disease] 5 (SL=5): Cure/cause disease in one target (no save, aNR to resist), material componenting does a group
Cause [Lycanthropy] 5 (SL=5): Cure/cause lycanthropy in one target (PPD save, even when curing), material componenting does two targets, each type of Lycanthropy is a spell slot
Mummy Rot (SL=5): Your touch is Mummy Rot branded
Cause [Undead status] 6 (SL=6): Cure/cause undead status in one target (PPD save, even when curing), material componenting does two targets, each type of Undead is a spell slot
Heal (SL=6)
Inflict [Disease] N (SL=N, starting at SL=6): Cure/cause disease in N-5 groups (no save, aNR to resist), material componenting does N-4 groups (can hit same group multiple times)
Cureall (SL=7)
Cause [Unlive status] 8 (SL=8): Cure/cause unlive status in one target (PPD save, even when curing), material componenting does two targets, each type of Unlive is a spell slot
Virus Charm (SL=9)
Magical Plague (SL=10): [x2 Terrain Feature] Does a random SL 0-9 Virus spell /segment

[PC22] Archetype Classes Group


Lex Luthor

Level KXP Hen/GR Villain
123 45 [1]
TH
1 0 1-- -- [-] +1
2 3.3 2-- -- [-] +2
3 6.6 21- -- [-] +3
4 13.2 31- -- [-] +4
5 26.4 32- -- [-] +5
6 52.8 321 -- [-] +6
7 106 322 -- [-] +7
8 212 332 -- [-] +8
9 424 332 1- [-] +9
10 660 432 1- [-] +10
11 990 532 2- [-] +11
12 1320 542 21 [-] +12
13 1650 543 21 [-] +13
14 1980 543 22 [-] +14
15 2310 543 32 [-] +15
16 2640 543 33 [-] +16
17 2970 544 33 [-] +17
18 3300 544 43 [-] +18
19 3630 544 44 [-] +19
20 3960 554 44 [-] +20
21 4290 555 44 [-] +21
22 4620 555 54 [-] +22
23 4950 555 55 [-] +23
24 5280 655 55 [-] +24
25 5610 665 55 [-] +25
26 5940 666 55 [1] +26
27 6270 666 65 [1] +27
28 6600 666 66 [1] +28
29 6930 766 66 [2] +29
30 7260 776 66 [2] +30
31 7590 777 66 [3] +31
32 7920 777 76 [3] +32
33 8250 777 77 [4] +33
34 8580 877 77 [4] +34
35 8910 887 77 [5] +35
36 9240 888 77 [51] +36
37 18480 888 77 [52] +37
38 27720 888 77 [53] +38
39 36960 888 77 [54] +39
45 92400 888 87 [77] +45
54 175560 999 99 [881] +54
63 258720 999 99 [998] +63
72 341880 AAA AA [AA9 1] +72
Race Adjustments:
Str Dex Con Int Wis Chr Cml AT hp TH Div
-1 -1 +3 +8 +0 +3 +0 +0 +0 +0 ÷1
 
Requisites: Con 10, Int 24, Chr 10,
  Race Slots 1, Class Slots 2
Alignment: any E
HD/level: 4d6 (no Con bonus)
Weapon Prof.: 6+level/2
To Hit Table: Mon
Save Table: 4xMon
Reference: DM {Reduced Villain}
Groups: Wizard, Concordant (x1), Archetype
Complexity: CF=3
   
Saving Throws:  
PPD: level*2+0
RSW: level*2+0
PP: level*2+0
BW: level*2+0
Spell: level*2+0
Fort: level*2+0
Reflex: level*2+0
Will: level*2+0
   
Considered a "Human" race.
Does not get any Con bonus at all on it's Hit Dice, and Con bonuses cannot be bought for this class in any way.
Can manipulate an object with TechF equal to your level or less.
Level 1 ¶: Can use "2 for 1" ability score trading.
Level 1: +1 Technological proficiency slot per level (see [P8.8]).

[PC22] Archetype Classes Group


Lex Luthor (Henchman / Giant Robot Spells)

Level # Spell
1 1 +10% XP in Lex Luthor, if this is your only class (if you are single classed and getting x2 XP, you'll get x2.1 XP now)
1 2 +10% XP in Lex Luthor, if this is your only class [Yes there are two of the same spell here]
1 3 0, 1/d: You MYSTERIOUSLY ESCAPE (even past all barriers) from enemies, one of the enemies must be a Hero or Sidekick.
1 4 1bF: Counter a counterspell effect.
1 5 1bM: Counter an Avoid Fate or Energy Control (Psi1/Psi2)
1 6 1M: Monster Summoning (CL+1)/2
1 7 1P, 1/d: Create a MINIATURE GIANT ROBOT, a DL (CL+3)/2 Golem or Technological monster (treat as a summon)
1 8 1P, LVL/d: Create (LVL+1)/2 MINIATURE GIANT ROBOTS, which are DL=(LVL+1)/2 Golems (treat as a summon)
1 9 1V, 1/r: Choose one creature. He cannot use any V actions on his next segment.
1 10 MPIRR 5*LVL%
1 11 Resist Action/Memory/Ability Stealing
1 12 Resist all Elements
1 13 Resist Hold/Stun/Para. (you become -5 / -25% on all actions if "half" stunned/held/paralyzed)
1 14 You adjust all BlahR by -5*level%
1 15 You can have two summons (same group).
1 16 You ignore one level of Resist Action/Memory/Other Stealing on other people
1 17 You ignore one level of Resist Elements on other people (Immune -> Double Resist, Double Resist -> Resist, Resist -> nothing)
1 18 You ignore one level of Resist Hold/Stun/Para. on other people
2 1 +1 limb (in a new set of limbs) [if this is taken more than once they are all in the same set]
2 2 +1 minor in a psionic progression you have.
2 3 +1 minor in a psionic progression you have.
2 4 1F, 1/d: Lower the "Time Reality Stability" ability on another person (PP save)
2 5 1M, #bM, only on your segment: Dispel # effects on one target (max #=LVL, you can borrow a lot here)
2 6 1M, 1/d: Contact Other Plane, Ask the Local Lord a question, or reverse Tempus Lawfulness
2 7 1M, 1/r: Causeall one target.
2 8 1M, 1/t: Cureall one Robot or Golem target (can use on yourself).
2 9 1P, 1/d: Slay someone with the Sidekick class (PPD save)
2 10 1P, 1/r: Choose one creature. He cannot use any P actions on his next segment.
2 11 1V: Twist (Remove an effect on a person)
2 12 All your innate abilities can be used one extra time per day (e.g. 3/d becomes 4/d). Your Innates require 2 saves to avoid.
2 13 All your innate abilities can be used twice as many times per unit time (e.g. 3/d becomes 6/d).
2 14 ER 5*LVL%
2 15 May wear two suits of armor, your AT sources fully stack
2 16 Pick a psionic power you have. +1M a round only for that psionic power, and it requires 2 saves to avoid.
2 17 Pick a psionic power you have. It has double effect. [Pick a different power each time you pick this]
2 18 Pick a spell you have. It is "material componented" for range for free, and it requires 2 saves to avoid.
3 1 +LVL C Actions
3 2 0, 1/t: Counter a chosen die roll (they have to roll it now) or rerolled die roll
3 3 0, 1/t: Reroll a die roll
3 4 1F, 1/d: Multiply an effect you do by x1+LVL/10.
3 5 1F, 1/d: Reset one Golem or Robot target (can use on yourself).
3 6 1M, 1/d: Segment 10 will not occur this round (beings with Time/Reality Stability can ignore this effect).
3 7 1M, 1/d: Set (reverse Reset) one target.
3 8 1M, 1/r: Choose one creature. He cannot use any M actions on his next segment.
3 9 1M, 1/r: Dispel a Haste effect. New Haste effects cannot be used in the room (this counts as a x1 Special).
3 10 1M: Drop an Anti-Magic Shell, Anti-Psionic Shell, or Anti-Innate Shell
3 11 1M: Fascinate a group (Will save)
3 12 1M: Hypnotize a group (Will save)
3 13 Anti-Sidekick shell SL 0-3 (Sidekick effects of SL 0-3 cannot be used within 20'r)
3 14 Resist all Eelements and Unusual Materials
3 15 You can have one familiar. This spell does the "Find Familiar" effect when you take it.
3 16 You can have three summons (same group).
3 17 You get +1 segment per round (starting at segment 11).
3 18 You ignore one level of Resist Elements and Eelements on other people (stacks with the lower level version of this)
4 1 +1 Bug action. (1QQS or 1OppS only for technological effects)
4 2 +1 Opposing action. (Remember you can translate 1Opp -> 1F, so this still does something even if Opposings aren't available)
4 3 -1 actions of all types to everyone in the room (x1 Special)
4 4 1bM: Counter a Limited Wish, Alter Reality, or Miracle 0-7
4 5 1F, 1/d: +1 to your multiplier for 1 round
4 6 1F, 1/s: Choose one creature. He cannot use any F or S actions on his next segment.
4 7 1F, 1/t: Target loses 1 to his multiplier for 1 round (no save, TechR)
4 8 1F: Choose one creature. He is Stopped, and cannot use any 0 or V actions on his next segment.
4 9 1M, 1/d: Segments 9 and 10 will not occur this round (beings with Time/Reality Stability can ignore this effect).
4 10 1M: But wait, the other Henchman over there FORGOT ONE SMALL THING and he is Crapped and Slain. (save for each)
4 11 1M: But wait, the other Robot or Golem over there FORGOT ONE SMALL THING and he is Crapped and Slain. (save for each)
4 12 5F, Marry the SIDEKICK'S SWEETHEART: The Sidekick in question is Pixelated.
4 13 Pick a psionic power you have. It costs ½M to use.
4 14 Pick a spell you have. It costs ½M to use.
4 15 Pick an innate ability you have. It costs ½M to use.
4 16 You can convert 1M -> 1QM only for psionic powers.
4 17 You can't be targetted until your summons are destroyed.
4 18 Your summons can't be targetted.
5 1 0, 1/d: Gain an Immunity to something for the rest of the day (must be a narrow effect like a spell/psi power name)
5 2 0, 1/r: Choose one creature. He cannot use Zero or Opposing actions this segment.
5 3 10F, tell an enemy Sidekick your MASTER PLAN: Components of your Master Plan is affected by a X4 Grand (x2 effect)
5 4 1F: Charm or Dominate target x0 or x1 creature (save)
5 5 1F: Remove Charm, Domination, Ego Domination, Control Actions, or Magic Jar on one target.
5 6 1M: All x1 and lower effects on one target are dispelled.
5 7 1M: You ONE-UP a MYTH and LIE THROUGH YOUR TEETH, all Myth abilities in your group do not function for 1t.
5 8 1V, 1/d: Ignore an Immunity to something.
5 9 1V, LVL/d: You ignore one level of Resist to something
5 10 AllR 5*LVL%
5 11 Lockdown X actions continuous in your group
5 12 You adjust all AllR by -5*level% (this stacks with the lower level version of this)
5 13 You have a MOST ANNOYING CONSULTANT, you can "take back" an action once per round and try something else.
5 14 You have a MOST ANNOYING CONSULTANT: 0, 1/t: Fork one of your actions.
5 15 You have AN EVEN BIGGER BOSS THAN YOU, which is any same-aligned god, you Automatic Divine Intervention 1/d.
5 16 You have and may use 2Z actions per half-segment.
5 17 You see the ERROR OF YOUR WAYS, drop Lex Luthor class (and can never return), gain Brass Gnat with x1.5 your Lex Luthor XP.
5 18 You see the ERROR OF YOUR WAYS, drop Lex Luthor class (and can never return), gain Sidekick with x1.5 your Lex Luthor XP.
Villain 1 (11) 1 1/d: Create a GIANT ROBOT (a DL 10 Golem, you may make requests but exact statistics are determined by the DM).
Villain 1 (11) 2 1/r: You MYSTERIOUSLY ESCAPE (even past all barriers) from enemies, one of the enemies must be a Hero.
Villain 1 (11) 3 You have an ANNOYING HENCHMAN of half your Villain Level who always ESCAPES and causes trouble for the enemy.
Villain 1 (11) 4 You adjust all irreducible BlahR by -5*level% and all reducible BlahR to 0%.
Villain 1 (11) 5 +10% XP in all your non-Concordant classes.
Villain 1 (11) 6 You ignore other people's Immunity to Inner Elements (unless it comes from a x3 or greater source)
Villain 1 (11) 7 You ignore other people's Immunity to Hold/Stun/Para (unless it comes from a x3 or greater source)
Villain 1 (11) 8 You ignore other people's Immunity to Action/Memory/Other Stealing (unless it comes from a x3 or greater source)
Villain 1 (11) 9 0, 1/s: Choose one creature. He cannot use any V actions on his next segment.
Villain 1 (11) 10 The "Avoid Fate" ability cannot be used by any other creature (friendly or not) within 100 yards of you.
Villain 1 (11) 11 NF, may borrow: Counter a level N Concordant ability.
Villain 1 (11) 12 xVL number of henchmen, followers, summons, familiars

[PC22] Archetype Classes Group


Nikki

Level KXP Priest
123 456 789 ABC D
TH
1 0 1-- --- --- - +0
2 1.1 20- --- --- - +1
3 2.2 21- --- --- - +1
4 4.4 320 --- --- - +2
5 8.8 321 --- --- - +3
6 17.6 432 0-- --- - +3
7 35.2 432 1-- --- - +4
8 70.4 543 20- --- - +5
9 140.8 543 21- --- - +5
10 250 654 320 --- - +6
11 400 654 321 --- - +7
12 550 765 432 0-- - +7
13 700 765 432 1-- - +8
14 850 776 543 20- - +9
15 1000 776 543 21- - +9
16 1150 777 654 320 - +10
17 1300 777 654 321 - +11
18 1450 777 765 432 - +11
19 4150 777 776 543 - +12
20 4350 777 777 654 - +13
21 4700 777 777 765 - +13
22 5050 777 777 776 - +14
23 5400 777 777 777 - +15
24 5750 888 877 777 - +15
25 6100 888 888 877 - +16
26 6450 888 888 888 - +17
27 6800 888 888 888 b +17
28 7150 888 888 888 0 +18
29 7500 888 888 888 1 +19
30 7850 888 888 888 2 +19
31 8200 888 888 888 3 +20
32 8550 888 888 888 4 +21
33 8900 888 888 888 5 +21
34 9250 888 888 888 6 +22
35 9600 888 888 888 7 +23
36 9950 888 888 888 81 +23
37 19900 888 888 888 82 +24
38 29850 888 888 888 83 +25
39 39800 888 888 888 84 +25
45 99500 998 888 888 88 +29
54 189050 999 999 999 981 +35
63 278600 999 999 999 999 +41
72 368150 AAA AAA AA9 999 1 +47
Race Adjustments:
Str Dex Con Int Wis Chr Cml AT hp TH Div
-4 +3 +3 -4 +5 +5 +10 +0 +0 +0 ÷1
 
Requisites: Dex 12, Con 12, Wis 18, Chr 19,
  Race Slots 1, Class Slots 2
Alignment: T any (or) C any (or) any S
HD/level: d20
Weapon Prof.: 3+level/2
To Hit Table: Pri
Save Table: 2xPri
Reference: DM
Groups: Priest, Rogue, Archetype
Complexity: CF=3
   
Saving Throws:  
PPD: level*2+6
RSW: level*2+2
PP: level*2+4
BW: level*2+1
Spell: level*2+2
Fort: level*2-2
Reflex: level*2-2
Will: level*2+1
   
Grand in Love sphere.
Gets 30 Rogue points per level.
Level 1 ¶: Your spells are resisted using CR instead of MR.
Level 1 ¶: Regenerate Heal per segment: Each segment, you get a Heal spell cast on you.
Level 1: You cast Enchantment, Charm, and Love spells at +1 caster level.
Level 2: Hold Chr.
Level 3: +LVL on TH, dmg and AC provided you have made love within the past day.
Level 4: Your summon gain your Chr bonus to LVL/HD. (Divide this by 4 to get adjustment to DL)
Level 5: Your Enchantment, Charm, and Love based abilities and spells can work upon those typically immune to such effects, at half effect.
 
Love Spells:
Charm Animal (SL=1): Makes one animal your friend (Will save).
Eagle's Splendor (SL=2): Subject gains +4 to Charisma for 1 min./level.
Blindness/Deafness (SL=3): Makes subject blinded or deafened (RSW save)
Charm Monster (SL=4): Makes monster believe it is your ally. (Will save)
Symbol of Sleep (SL=5): Triggered rune puts nearby creatures into catatonic slumber. (no save)
Symbol of Persuasion (SL=6): Triggered rune charms nearby creatures. (no save)
Power Word Blind (SL=7): Blinds and Stuns creature with 200 hp or less. (no save)
Sympathy (SL=8): Object or location attracts certain creatures.
Dominate Monster (SL=9): Charm Monster (no save).
 
Lvl Nikki Ability | -50% | -100% | -150% Act Base Penalty Bonus
1 Kiss to Charm Monster (save) | Blow Kiss (Charm Monster 30' away) || Arousal M 30 Chr-9 Chr-12
1 Mount |||| Nothing Happens (you and target do nothing for next segment) V 0 Dex-9 Dex-12
1 Slap (does dmg to one target = % made by) P 20 Str-0 Str-12
1 Unbutton/Untie (one item is de-equipped) |||| Power Word Strip (hits everything) V 10 Wis-0 Wis-12
1 Fascinate | Mislead | Misdirection | Innate Turning | Confusion | Taunt M 0 Int-0 Int-12
1 Flash | Weakness | Blindness | Symbol of Stunning | Power Word Stun P 30 Con-0 Con-12
1 Comeliness (+1 per 5% made) | Phantasmal Lover | Leomund's Tiny Brothel F 0 Chr-9 Chr-12
1 any Acrobat1 ability - - - -

[PC22] Archetype Classes Group


ORLY Owl

Level KXP Priest/HighFreq
123 456 789 ABC DEF GHI
TH
1 0 -1- --- --- --- --- +0
2 3.25 -2- --- --- --- --- +1
3 6.5 -2- 0-- --- --- --- +1
4 13 -3- 1-- --- --- --- +2
5 26 -3- 2-- --- --- --- +3
6 52 -3- 2-0 --- --- --- +3
7 104 -4- 2-1 --- --- --- +4
8 208 -4- 3-1 --- --- --- +5
9 416 -4- 3-2 --- --- --- +5
10 741 -4- 3-2 -0- --- --- +6
11 950 -5- 3-2 -1- --- --- +7
12 1300 -5- 4-2 -1- --- --- +7
13 1650 -5- 4-3 -1- --- --- +8
14 2000 -5- 4-3 -2- --- --- +9
15 2350 -5- 4-3 -2- 0-- --- +9
16 2700 -6- 4-3 -2- 1-- --- +10
17 3050 -6- 5-3 -2- 1-- --- +11
18 3400 -6- 5-4 -2- 1-- --- +11
19 3750 -6- 5-4 -3- 1-- --- +12
20 4100 -6- 5-4 -3- 2-- --- +13
21 4450 -6- 5-4 -3- 2-0 --- +13
22 4800 -7- 5-4 -3- 2-1 --- +14
23 5150 -7- 6-4 -3- 2-1 --- +15
24 5500 -7- 6-5 -3- 2-1 --- +15
25 5850 -7- 6-5 -4- 2-1 --- +16
26 6200 -7- 6-5 -4- 3-1 --- +17
27 6550 -7- 6-5 -4- 3-2 --- +17
28 6900 -7- 6-5 -4- 3-2 -0- +18
29 7250 -8- 6-5 -4- 3-2 -1- +19
30 7600 -8- 7-5 -4- 3-2 -1- +19
31 7950 -8- 7-6 -4- 3-2 -1- +20
32 8300 -8- 7-6 -5- 3-2 -1- +21
33 8650 -8- 7-6 -5- 4-2 -1- +21
34 9000 -8- 7-6 -5- 4-3 -1- +22
35 9350 -8- 7-6 -5- 4-3 -2- +23
36 9700 -8- 7-6 -5- 4-3 -2- 1 +23
37 19400 -8- 7-6 -5- 4-3 -2- 2 +24
38 29100 -8- 7-6 -5- 4-3 -3- 2 +25
39 38800 -8- 7-6 -5- 4-3 -3- 3 +25
45 97000 -8- 7-6 -5- 5-5 -5- 4 +29
54 184300 -8- 7-7 -7- 7-6 -6- 6 +35
63 271600 -8- 8-8 -8- 8-8 -7- 7-1 +41
72 358900 -8- 8-8 -8- 8-8 -8- 8-8 +47
Race Adjustments:
Str Dex Con Int Wis Chr Cml AT hp TH Div
-1 -2 +3 +6 +8 +3 +3 +2 +6 +3 ÷1
 
Requisites: Con 9, Int 18, Wis 25, Chr 9, Cml 9,
  Race Slots 1, Class Slots 2
Alignment: L any
HD/level: & d10
Weapon Prof.: 2+level/2
To Hit Table: Pri
Save Table: Pri
Reference: DM
Groups: Priest, Psionicist, Archetype
Complexity: CF=3
   
Saving Throws:  
PPD: level+7
RSW: level+3
PP: level+4
BW: level+1
Spell: level+2
Fort: level-1
Reflex: level-1
Will: level+1
   
Considered an "Owl" race.
Gets Wis bonus to progression.
Can cast Priest spells (SL's are given on table, A=10, C=12, E=14, G=16, I=18), or High Frequency Sample (2=Minor, 4=Major, 6=Grand, 8=Super, A=Ultra, C=Ultra+1(V), E=Ultra+2(W), G=Ultra+3(X), H=Ultra+4(Y)).
PSPs = (level)*(Str/6+Dex/5+Con/4+Int/3+Wis/2+Chr)
You start with "open slots". Open slots can be used once per reset, then are reverted to blank next reset.
You may permanently assign a slot to be a certain power, then it uses that power forever at the cost you gave.
Note that powers may not work exactly the same way each time you use them.
The power cost is variable, but generally Minor is 1-10, Major is 2-50, Grand is 4-100, Super is 8-200, Ultra is 16-300, Ultra+1 (V) is 32-400, Ultra+2 (W) is 64-500.
Level 1: Base bite attack is 1d20 and is sharpness.
Level 1: Free (0 action) material componenting with Priest spells.
Level N (every level): +1 Wis.

[PC22] Archetype Classes Group


Ozla

Level KXP Wizard/Psi19
123 456 789 ABC
TH
1 0 0-- --- --- +1
2 2.5 1-- --- --- +3
3 5 2a- --- --- +5
4 10 21- --- --- +7
5 20 22b --- --- +9
6 40 221 --- --- +11
7 80 322 c-- --- +13
8 160 322 1-- --- +15
9 320 332 2d- --- +17
10 500 332 21- --- +19
11 875 433 22e --- +21
12 1250 433 221 --- +23
13 1625 443 322 f-- +25
14 2000 443 322 1-- +27
15 2375 544 332 2g- +29
16 2750 544 332 21- +31
17 3125 554 433 22h +33
18 3500 554 433 221 +35
19 3875 655 443 322 +37
20 4250 655 443 322 +39
21 4625 665 544 332 +41
22 5000 665 544 332 +43
23 5375 766 554 433 +45
24 5750 766 554 433 +47
25 6125 776 655 443 +49
26 6500 776 655 443 +51
27 6875 877 665 544 +53
28 7250 877 665 544 +55
29 7625 887 766 554 +57
30 8000 887 766 554 +59
31 8375 988 776 655 +61
32 8750 988 776 655 +63
33 9125 998 877 665 +65
34 9500 998 877 665 +67
35 9875 999 887 766 +69
36 10250 999 887 766 1 +71
37 11000 999 887 766 2 +73
38 11375 999 887 766 3 +75
39 11750 999 887 766 4 +77
45 14000 999 888 777 7 +89
54 17375 999 999 988 81 +107
63 20750 999 999 999 88 +125
72 24125 AAA AAA 999 991 +143
Race Adjustments:
Str Dex Con Int Wis Chr Cml AT hp TH Div
+5 +3 +4 +5 +6 +7 +4 +0 +0 +0 ÷1
 
Requisites: Str 18, Dex 9, Con 14, Int 20, Wis 21, Chr 26,
  Race Slots 1, Class Slots 2
Alignment: any G (or) any E
HD/level: d20
Weapon Prof.: & 7+level/2
To Hit Table: 2xWar
Save Table: 2xPri
Reference: DM
Groups: Warrior, Wizard, Archetype
Complexity: CF=3
   
Saving Throws:  
PPD: level*2+6
RSW: level*2+2
PP: level*2+4
BW: level*2+1
Spell: level*2+2
Fort: level*2-2
Reflex: level*2-2
Will: level*2+1
   
Is a "1st Edition" class and doesn't double XP cost beyond level 36.
Gets Exceptional Dex and Con. CF=4: Gets Barbarian Dex and Con.
Uses the Barbarian line for number of attacks. CF=4: Uses the Barbarian line for number of attacks at double level.
Can cast Wizard spells or Psi19 powers. For this class, Psi19 uses the following SL's: Minor=1, Major=3, Grand=6, Super=9.
Specialized in Chronomancy (no opposite).
PSPs = (Wis+Chr)*Level*2.
 
Level 1: 1 reset of actions: Create a light-saber. You may have at most one light-saber at a time. It is a size M weapon, 1 pound weight, damage 1d10/1d20, and a crit range of 19 for x2 and 20 for x3. Pick "blue" or "green"; blue light-sabers have +LVL*3/2 TH (round down) and +LVL/2 dmg (round down) in plusses; green light-sabers have +LVL TH and +LVL dmg. It has the sharpness flag with range 20, the range improves by 1 per 7 levels. You must still hit the target in order for the sharpness flag to trigger.
Level 1: There is also the 0 edition light-saber you can have instead. It is 1d20 dmg at level 1, 2d20 at level 9, plus an additional 1d20 dmg every 9 levels after that. It has the normal 20+/x2 critical and no special powers.
Level 1: 1V, may borrow from the future: May parry up to LVL attacks this segment. Use your total attack bonus with the weapon (or you can use your bare hands, in case add Str+Dex+2 as usual), this is the amount of damage is reduced from the attack. You may parry each attack only once.
Level 1: 0, 1 attack: Attempt to disarm your opponent. Roll to hit and damage normally, but you do no damage, instead, keep track of this pseudo-damage. When it exceeds the target's Dex+HNCL (treating Warrior as double level and Psi19 classes as triple level), the target is disarmed and the weapon flies off (1d10)*10' in a random direction.
Level 3: Time/Reality Stability.
Level 5: Immune to haste and slow (this immunity may be lowered).
Level 8: Immune to gas.
Level 9: If your Wis is at least 20, you may parry each attack twice (reducing damage by twice your attack bonus).
Level 11: +LVL-10 segments per round.
Level 16: Immune to poison.
Level 18: If your Wis is at least 40, you may parry each attack three times (reducing damage by thrice your attack bonus).
Level 27: Can create a "purple" light-saber instead of "blue" or "green". This has a crit range of 19-20 for x3; +LVL*3/2 TH (round down) and +LVL dmg. It is vorpal instead of sharpness, with one less range than the sharpness flag.

[PC22] Archetype Classes Group


Ozla (Chronomancy Spells)

Level # Spell Effect
1 1 Delay Image +2 AC, +1 saves
1 2 Detect Temporal Anomaly Detect Temporal Anomaly
1 3 Haste A1 +1A action
1 4 Know Time Know date and day
1 5 Precognitive Sense Precognition
1 6 Slow Metabolism Need not eat/drink
2 1 Accelerate Plant Growth Plant Growth
2 2 Haste A2 +2A or +1B actions
2 3 Life Sounding Know target's age and how many years of natural lifespan is left
2 4 Preserve Target object is preserved and will not spoil/rot
2 5 Time Stop Object Time stops an inanimate object for 1-3 rounds
2 6 Timeslip (can cast in response to being attacked) You disappear from the combat until next round.
3 1 Articus's Melee Manager Target gets +CL/5 melee attacks per P action for 2*CL rounds
3 2 Haste A3 +3A, +2B, or +1C actions
3 3 Life Tether You know when in time the target is at all times, when time travelling can use the target as anchor
3 4 Minor Paradox Counter an effect that just occured last segment (it is undone)
3 5 Slow Slow (save)
3 6 Time Snare Target will do the same actions it did last time it acted (Spell save each round until made)
4 1 Haste A4 +4A, +3B, or +2C actions
4 2 Prophecy Improved Precognition
4 3 Summon Time Elemental Summons a normal (non-special) DL IV Time Elemental
4 4 Temporal Push Target is thrown CL+1 rounds into the future (Will save)
4 5 Timeheal Heal (as spell), 5*N% chance of failure, where N is the number of rounds before now the target was at full health
4 6 Wesley's Temporal Disjunction -1 to #Att, always loses initiative for 1d10+5 days (Spell save)
5 1 Accelerate Animal Growth Age a creature CL months, is at half number of attacks for CL turns (RSW save)
5 2 Articus's Devolutionary Warrior Target gets +1d6 Str/Dex/Con and -3d6 Int/Wis/Chr (minimum 1) (Spell save)
5 3 Create Slipgate Create a temporal gate
5 4 Haste A5 +5A, +4B, or +3C actions
5 5 Temporal Wall Anyone touching wall is double slowed and Wesley's Temporal Disjunction
5 6 Tempus Fugit Tempus Fugit
6 1 Conceal Temporal Anomaly Hides an Anomaly and reduces it's effects
6 2 Haste A6 +6A, +5B, or +4C actions
6 3 Magic Manager May use 2M /s for casting spells, after spell ends (in CL/2 rounds), you must rest for 2 rounds
6 4 Paradox Duplicate a Wizard spell of SL 0-5 or a Priest spell of SL 0-4.
6 5 Tempus Lawfulness Fixes temporal anomolies in area
6 6 Unaging You do not age this day (Duration 1 day)
7 1 Commune with Time of Legends Commune with Time of Legends
7 2 Haste A7 +7A, +6B, or +5C actions
7 3 Incurse Target being or object is Rewritten out of time (i.e. Incursed) (RSW save)
7 4 Sands of Time Reverse the effect of time on objects.
7 5 Temporal Eye Can scry into other times at this location
7 6 Wesley's Delayed Damage Whenever you take damage, you take only half, the rest is delayed until the spell ends (in 10+1d10 rounds)
8 1 Accelerate Lifeline Target ages CL years (Spell save)
8 2 Haste A8 +8A, +7B, or +6C actions
8 3 Item Supercharger A magic item can be used twice as often (per turn or day) or it's effects has twice duration
8 4 Protection from Time Immune to and can't use temporal effects
8 5 Time/Reality Stability Time/Reality Stability (duration 1 day), reverse removes it (Spell save)
8 6 Timereaver Time Travel Other +/- 5*CL years (Spell save)
9 1 Haste A9 +9A, +8B, or +7C actions
9 2 Major Paradox Wish (as spell)
9 3 Sever Lifeline You do not have or require a silver cord. Immune to aging.
9 4 Temporal Shell Immune time
9 5 Temporal Stasis The flow of time stops for the subject, he ceases to grow older, he is in suspended animation. The reverse can free the creature.
9 6 Time Stop Stops time for 1d4 rounds

[PC22] Archetype Classes Group


Plator

Level KXP MTG Wiz/Pri
123 456 789
TH
1 0 1-- --- --- +0
2 5 20- --- --- +1
3 10 21- --- --- +1
4 20 320 --- --- +2
5 40 421 --- --- +3
6 80 422 0-- --- +3
7 160 432 1-- --- +4
8 250 433 20- --- +5
9 500 433 21- --- +5
10 700 443 22- --- +6
11 900 444 330 --- +7
12 1100 444 441 --- +7
13 1300 555 442 0-- +8
14 1500 555 442 1-- +9
15 1700 555 552 10- +9
16 1900 555 553 21- +10
17 2100 555 553 320 +11
18 2300 555 553 321 +11
19 2500 555 553 331 +12
20 2700 555 554 332 +13
21 2900 555 554 442 +13
22 3100 555 555 443 +14
23 3300 555 555 553 +15
24 3500 555 555 554 +15
25 3700 555 555 555 +16
26 3900 666 655 555 +17
27 4100 666 666 655 +17
28 4300 666 666 666 +18
29 4500 777 766 666 +19
30 4700 777 777 766 +19
31 4900 777 777 777 +20
32 5100 888 877 777 +21
33 5300 888 888 877 +21
34 5500 888 888 888 +22
35 5700 999 988 888 +23
36 5900 999 999 999 1 +23
37 11800 999 999 999 2 +24
38 17700 999 999 999 3 +25
39 23600 999 999 999 4 +25
45 59000 A99 999 999 9 +29
54 112100 AAA AAA AAA 91 +35
63 165200 AAA AAA AAA A9 +41
72 218300 BBB BBB BAA AA1 +47
Race Adjustments:
Str Dex Con Int Wis Chr Cml AT hp TH Div
-5 +0 +0 +7 +3 +0 +0 +0 +0 +0 ÷1
 
Requisites: Int 25, Wis 9,
  Race Slots 1, Class Slots 2
Alignment: any
HD/level: d5
Weapon Prof.: 2+level/4
To Hit Table: Pri
Save Table: Wiz/Pri
Reference: MTG / DM
Groups: Wizard, Priest, Archetype
Complexity: CF=3
   
Saving Throws:  
PPD: level+3
RSW: level+6
PP: level+4
BW: level+2
Spell: level+5
Fort: level+0
Reflex: level+0
Will: level+0
   
Gets Int bonus to progression.
Has access to the following Schools/Spheres:
Artifact (Wizard School and Concordant School)
Black (Wizard School and Priest Sphere)
Blue (Wizard School and Psionic Discipline)
Gold (Wizard School, Priest Sphere, and Psionic Discipline)
Green (Priest Sphere)
Red (Wizard School)
White (Priest Sphere)
Spells are on the following pages. Can cast normal Wizard or Priest spells; they cost 2 spells each.
Artifact spells are generally cast once, then the effect lasts for the day.

[PC22] Archetype Classes Group


Plator (MTG Spells)

School/Sphere SL # Spell Effect
Artifact 1 1 AEther Vial 0, 1/r: Cast a Conjuration/Summoning spell.
Artifact 1 2 Ivory Tower Regenerate 3 hp/s.
Artifact 1 3 Skullclamp Your summons get +CL TH/dmg, -CL AC/saves/rhp
Artifact 1 4 Sol Ring +2 SL in progression.
Artifact 1 5 Soul Net Whenever you kill someone with a spell, cure 1 hp.
Artifact 1 6 Summon Myr 1 Summon a DL=1 Myr
Artifact 1 7 Voltaic Key 1V: An item gets 1E action this segment.
Black 1 1 Darkness 1bM: Immune to a P attack from someone
Black 1 2 Paralyze Target is paralyzed (PP save)
Black 1 3 Unholy Strength Get +2 TH and dmg (considered magical plusses), and +1 AC and saves.
Blue 1 1 Ancestral Recall This spell can be cast only once per turn. Target regains 3 SL's in memorization.
Blue 1 2 Flight Target flies at 12" (C).
Blue 1 3 Mind Games Target loses his next action (Spell save)
Green 1 1 Awaken Removes sleep/fatigue effect on up to CL targets
Green 1 2 Berserk Attacking creature does x2 dmg and is slain this segment (not 1bM)
Green 1 3 Force of Nature I Summon a Plant Elemental: AC 20, hp 20, #Att 1/1, TH +10, dmg 10
Green 1 4 Giant Growth Target gets +3 TH, dmg, AC, and saves this round.
Green 1 5 Instill Energy You get +1S action per round for CL r (counts as your haste).
Green 1 6 Natural Healing Target is cured equal to his Con score in hp
Green 1 7 Nature’s Lore Know direction & distance to an object or person (if they are touching the ground)
Red 1 1 Earthbind Target loses flying and takes double normal falling damage (no save).
Red 1 2 False Orders (1bM to cast) Force a monster to attack someone else (he will only attack his enemies)
Red 1 3 Lightning Bolt Target takes 30 lightning dmg (Spell save for 0)
White 1 1 Angel's Grace 1bM: Damage that would put you below 1 hp this segment puts you at 1 hp
White 1 2 Death Ward 1bM, cannot act next segment: Avoid a slay effect on someone.
White 1 3 Healing Salve One target is cured 30 hp, or (1bM action) prevent the next 30 dmg to a target.
Artifact 2 1 Chaos Orb 1V, 1/reset: Destroy a magic item, effect, or creature (creature gets PPD save)
Artifact 2 2 Helm of Awakening All spells in the room are school/sphere robed (x1 Special)
Artifact 2 3 Illusionary Mask Your summons are Dust of Disappearanced
Artifact 2 4 Lightning Greaves Your summons are not summoning sick
Artifact 2 5 Scythe of the Wretched +1 summon slot; 1M: Animate Dead a creature you killed (it's your summon, -1 DL)
Artifact 2 6 Summon Myr 2 Summon a DL=2 Myr
Artifact 2 7 Sun Droplet Regenerate 10 hp/s.
Black 2 1 Animate Dead Animates a dead monster as your summon (1 DL lower)
Black 2 2 Simulacrum 1bM: Redirect any amount of damage from you to one of your subordinates.
Black 2 3 Terror Target is slain (PPD save, does not affect Undead or Golems, or things without souls)
Blue 2 1 Aura of Dominion Target can use 2M this segment.
Blue 2 2 Force Spike 1bM or 1 OppM: Counter target magical/psionic effect unless its user devotes another spell/psionic slot to it.
Blue 2 3 Invisibility Improved Invisibility.
Blue 2 4 Time Walk This spell can be cast only once per turn. You get an extra segment this round (segment 11 at end).
Gold 2 1 Angelic Shield All your summons get +1 rhp. You get 10 current hp. 0, sacrifice this effect: Unsummon (no save).
Gold 2 2 Azorius First-Wing Summon a DL II Griffin, it flies, and can remove bad effects on people.
Gold 2 3 Azorius Guildmage Summon a DL II Vedalken Wizard, it can Stop someone, and can dispel Contingency effects.
Gold 2 4 Crystalline Sliver Summon a DL II Sliver, it can't be targetted.
Gold 2 5 Energy Arc 1bM: In your group, weapon damage does not occur this half-segment and your next half-segment.
Gold 2 6 Galina's Knight Summon a DL II Merfolk Knight, it is immune to area effect damaging spells/psi.
Gold 2 7 Meddling Mage Summon a DL II Human Wizard, he Banhammers one spell or psi effect of SL 0-3 in the room [x1 Special]
Gold 2 8 Overrule 1bM, spend N additional SL's: Counterspell, unless they spend 10*N SL's, and you are cured 10*N hp.
Gold 2 9 Pride of the Clouds Summon a DL II Elemental Cat, he flies, he has rhp = number of flying summons you control.
Gold 2 10 Prismatic Boon Choose a school, sphere, or psionic frequency. A group is immune to that for 1s.
Gold 2 11 Sygg, River Guide Summon a DL II Merfolk Wizard, he can give someone Water Breathing, and can counter one effect.
Gold 2 12 Wings of Aesthir Target gets +CL TH/dmg and flying 12" for 1t.
Gold 2 13 Wings of Hope Target gets +1 TH/dmg, +3 AC/saves, and flying 12" for 1t.
Green 2 1 Bind 1bM: Counter an item ability.
Green 2 2 Earth Bolt Deal CLd10 Eldritch Earth dmg to one target (no save)
Green 2 3 Gaea’s Bounty Regain one first-level Plant/Animal spell to memorization
Green 2 4 Gaea’s Cradle One of your summoned creatures is dispelled; Add it's hp/10 in SL to your memorization
Green 2 5 Gaea’s Might Target gains +N AC/saves/TH/dmg; N is number of groups of classes you have
Green 2 6 Lifeforce 1bM: Counter a MTG Black, Necromancy/Necromantic, or Psi7 power.
Green 2 7 Naturalize Dispel one non-natural effect (or) Turn off one non-natural item for 1 turn
Green 2 8 Regeneration You regenerate at CL hp/s. 0, this effect drops and you lose the spell slot: Avoid a slay effect.
Green 2 9 Soothing Word Removes fear/horror effect on up to CL targets
Green 2 10 Spiritual Energy +LVL Con
Red 2 1 Echoing Ruin Destroy all magic items of the same exact type (Disint. save each)
Red 2 2 Raging River Create a (water based) moat that is CL*30' long and CL*10' feet wide, which lasts for CL r.
Red 2 3 Shatter Destroy or turn off one magic item for CL turns (no save) (if turned off, you can drop the turned off effect).
White 2 1 Abeyance Target cannot use M actions this segment (Will save)
White 2 2 Circle of Protection When cast, name a school/sphere/psi freq. Lose 1 spell slot: Immune to 1 effect of that school/sphere/psi freq.
White 2 3 Disenchant Dispel an effect.
Artifact 3 1 Ashnod's Altar 0, sacrifice a summon: Get back 2 SL in progression
Artifact 3 2 Blasting Station 1N, sacrifice a summon: Deal 10 dmg to one target (no save, TechR to resist)
Artifact 3 3 Brass Gnat 3-1 1M or 1T: 10 dmg 15' radius (Annihilation, centered on you, hole in the middle, no save). Taking this power more than once increases the damage by 10 each time.
Artifact 3 4 Brass Gnat 3-2 +(LVL+1)/2 T actions per round, only for technological effects (including Brass Gnat spells). This cannot be picked more than once, but different SL versions of this same effect exist, which can be picked (once each).
Artifact 3 5 Brass Gnat 3-3 1bV+1bP or 1bT+1bP: Get a full P action of attacks against someone you are getting a parting shot against (or) Get a parting shot against someone who is immune to parting shots, or who is blinking away / leaving the group instantaneously. This cannot be picked more than once.
Artifact 3 6 Brass Gnat 3-4 Charm Resistance (CR) = CL*15%. Picking this a second time gives aCR or NR, a third time gives aCR or NR (the other that you didn't pick), and the fourth time gives aNR.
Artifact 3 7 Brass Gnat 3-5 When you take this power, pick Radiation, Magic, Psi, or Innate. 1M or 1T: Dispel an effect of the type chosen. Picking this more than once gives you another pick.
Artifact 3 8 Brass Gnat 3-6 Resist "Chaos", "Colorless", "Wild", and "Wonder" elements/effects (Colorless Fire, Colorless Time, Black Ice, Wild Magic Zones, etc.). Picking this twice gives Double Resist, but third and further picks do nothing.
Artifact 3 9 Brass Gnat 3-7 Resist Polymorph, Clone, Domination, Teleport Other. Picking this a second time gives Immunity.
Artifact 3 10 Brass Gnat 3-8 1M or 1T: Duplicate a Psi8 minor ability. (This is resisted using TechR, not PsiR). Picking this twice lets you duplicate Psi16 minors.
Artifact 3 11 Brass Gnat 3-9 1M or 1T, LVL/d: Raise or lower the Physical Factor (PF) of the area by 1 (min PF = 0, max PF = 11), even if current PF=0. This cannot be picked more than once.
Artifact 3 12 Brass Gnat 3-10 1M or 1T: Raise or lower the Tech Level of an object by 1 (max Tech Level = N+LVL, where N is the number of times you pick this power).
Artifact 3 13 Brass Gnat 3-11 When you take this power, pick Radiation, Magic, Psi, or Innate. 1bM or 1bT: Counter an effect of the type chosen. Picking this more than once gives you another pick.
Artifact 3 14 Brass Gnat 3-12 "Luck" effects doesn't work for anyone within sight. This cannot be picked more than once.
Artifact 3 15 Brass Gnat 3-13 1N, 1/t: Immune to Head Blown Off or Summoning Sickness. Picking this more than once lets you use this power an additional time per turn.
Artifact 3 16 Brass Gnat 3-14 When you take this power, pick Radiation, Magic, Psi, or Innate. 1M or 1T: Reverse an effect of the type chosen. (Can cast the effect's reverse within 1 round, even if the reverse is not known.) Picking this more than once gives you another pick.
Artifact 3 17 Brass Gnat 3-15 1M or 1T: Summon a DL=CL (max DL=6) Alley creature, it has a DL% chance of becoming uncontrolled per segment. Picking this more than once increases the max DL by 1, but never beyond DL=9 in any case.
Artifact 3 18 Caltrops 10 damage damaging shield (no save, TechR to resist)
Artifact 3 19 Fireshrieker One of your summons deals double damage
Artifact 3 20 Forcefield Damage Threshold 10 from physical attacks
Artifact 3 21 Loxodon Warhammer Vampiric Regen. (can be used on one of your summons)
Artifact 3 22 Summon Myr 3 Summon a DL=3 Myr
Black 3 1 Attrition Sacrifice a summon: Target is slain (PPD save)
Black 3 2 Gloom [x1 Special] Priest spells cost triple spell slots to cast.
Blue 3 1 Charisma Your attacks are charm branded (Will save)
Blue 3 2 Mana Leak 1bM or 1 OppM: Counter target magical/psionic effect unless its user devotes another 3 spell/psionic slots to it.
Blue 3 3 Psionic Blast Target takes 40 psionic dmg, you take 20 psionic dmg (no save) (PR to resist)
Gold 3 1 Absorb 1bM: Counterspell, and be cured 30 hp.
Gold 3 2 Azorius AEthermage Summon a DL III Human Wizard, it can refresh some of your spell/psi progressions.
Gold 3 3 Chromatic Armor Choose a school, sphere, or psionic frequency. Target is immune to that for 1t.
Gold 3 4 Daring Leap One creature flies and gets +10 TH/dmg/AC/saves this segment.
Gold 3 5 Demand (Supply/Demand) Wishoid for a SL 2 Psi11U/W spell
Gold 3 6 Guiding Spirit Summon a DL III Angel, it flies, and makes your Summon Psi11U/W powers cost only ½M each.
Gold 3 7 Hanna, Ship's Navigator Summon a DL III Human Artificer, he can rebuild dispelled effects or magic items.
Gold 3 8 Leering Gargoyle Summon a DL III Gargoyle, it flies, and it can become very tough (+20 rhp) but then cannot physically attack.
Gold 3 9 Minister of Impediments Summon a DL III Human Advisor, he can lockdown one enemy's actions (Bosses and the like get a Will save).
Gold 3 10 Opaline Sliver Summon a DL III Sliver, if this Sliver dies due to enemy combat, you get one SL=2 spell added to your progression for 1t.
Gold 3 11 Phantatog Summon a DL III Atog, it dispels spell/psi effects, you can spend spell slots to increase it's DL.
Gold 3 12 Plumes of Peace Target creature is Slowed (Reflex save) and prevent his next P action (Will save)
Gold 3 13 Reparations Whenever an enemy targets you, gain 2 SL's back in Psi11U/W progression.
Gold 3 14 Riptide Crab Summon a DL III Crab, when he dies, you get ½M you can use before the end of the round.
Gold 3 15 Samite Archer Summon a DL III Human Cleric Archer, he cures 30 hp to one target and causes 30 hp to another target per action.
Gold 3 16 Silver Drake When casting, sacrifice a summon: Summon a DL IV Drake, it flies.
Gold 3 17 Sky Spirit Summon a DL III Spirit, it flies.
Gold 3 18 Spectral Shield Target gets a 20 hp Armor spell (stacks with other Armor spells), and he can't be targetted.
Gold 3 19 Tempest Drake Summon a DL III Drake, he flies and can Interpose to protect someone from being attacked.
Green 3 1 Adaptation NaNR +CL*10%; Immune to Hostile Environment; Need not breathe
Green 3 2 Ancestral Mask Target gets +LVL/+LVL TH/dmg for each other of same race in room
Green 3 3 Force of Nature II Summon a Wood Elemental: AC 40, hp 80, #Att 2/1, TH +30, dmg 30
Green 3 4 Gaea’s Skyfolk Winged flight CL^2"
Green 3 5 Nature’s Chosen +1S action
Green 3 6 Tranquility Dispel all effects on one target (use the 50% +/- 5% per CL difference rules)
Red 3 1 Fervor You and your summons are not summoning sick.
Red 3 2 Stone Rain Deal CL Hull dmg to one inanimate object (no save)
White 3 1 Arenson's Aura 0, sacrifice a maintained effect: Dispel a maintained effect.
White 3 2 Reverse Damage 1bM: One effect that's damaging you heals you for that amount instead.
Artifact 4 1 Giant Fan 1V: Move an effect from one person to another (aER to resist)
Artifact 4 2 Icy Manipulator 1S: Target loses his next action.
Artifact 4 3 Jester's Cap Target forgets how to cast 3 spells or effects by name
Artifact 4 4 Summon Myr 4 Summon a DL=4 Myr
Black 4 1 Breeding Pit Once per round, get a DL I Thrull as a summon (limit=LVL)
Black 4 2 Lich Cast a 1st level Lich spell. You go to 0 max and current hp for 1 turn.
Blue 4 1 Coastal Piracy Whenever you kill a creature, restore 1 SL in memorization
Blue 4 2 Control Magic Charm Monster (Will save)
Blue 4 3 Counterspell 1bM or 1 OppM: Counter target magical/psionic effect.
Gold 4 1 AEthermage's Touch Get a temporary extra Summon slot this segment, summon a DL=1d4 creature, it disappears at end of segment.
Gold 4 2 Ayesha Tanaka Summon a DL IV Human Artificer, it can group monsters together, and counter magic item abilities.
Gold 4 3 Azorius Ploy One creature deals no damage on his next P action; and one creature has all melee damage prevented to him for 1s.
Gold 4 4 Cloud Cover Whenever someone dispels one of your spell/psi effects, you can recast that effect for ½M within the next round.
Gold 4 5 Glaciers x1 Special on room: Wacky balls cure instead of damage people. Spend a SL=2 spell slot each round to upkeep this.
Gold 4 6 Grand Arbiter Augustin IV Summon a DL IV Human Advisor, he spell robes for you one Psi11U/W power for -1 SL, he also casts Psi11U/W powers.
Gold 4 7 Harbor Guardian Summon a DL IV Gargoyle, he has near-infinite reach upwards.
Gold 4 8 Hazerider Drake Summon a DL IV Drake, it is immune to area effect damaging spells/psi.
Gold 4 9 Kangee, Aerie Keeper Summon a DL IV Bird Soldier, he flies, and makes your other Bird summons +3 DL's higher.
Gold 4 10 Meddling Kids Summon a DL IV Human Child, he Banhammers one spell or psi effect of SL 4-5 (not lower) in the room [x1 Special]
Gold 4 11 Reviving Vapors Up to 3 targets are cured (1d10+CL)*10 hp
Gold 4 12 Sawtooth Loon When summoning, sacrifice a summon: Summon a DL V Bird, he isn't sick and can cast Psi11U/W powers.
Gold 4 13 Stand // Deliver Unsummon a summon or dispel one effect, and cure one target 80 hp.
Gold 4 14 Trial (Trial/Error) Unsummon all creatures in a group, at least one of your summons must be in that group.
Gold 4 15 Vanish into Memory Unsummon a creature. You gain 2*N-R SL's in your Psi11U/W progression, where N is it's DL and R is it's remaining rhp's.
Green 4 1 Aluren You may cast SL 0-3 Conjuration/Summoning spells as a 0 action.
Green 4 2 Earth Storm Deal CLd12 Eldritch Earth dmg 40' radius (no save)
Green 4 3 Gaea’s Balance You may transfer SLs & PSPs between your magic & psi pools; use [Q11] type conversion
Green 4 4 Gaea’s Blessing Reconstruct up to three effects which were dispelled/twisted within the last turn
Green 4 5 Gaea’s Touch +1QM only for Pixie Queen spells
Green 4 6 Harmony of Nature 0, 1/s, one of your summoned critters loses & can't use 1P this segment: You gain +1QP
Green 4 7 Living Lands Summon CL Treefolk (DL=2), together they occupy 1 summon slot.
Green 4 8 Nature’s Blessing +CL distributed among AC/saves/TH/dmg as you like
Red 4 1 AEther Flash Whenever a creature appears in room, takes 20 AEther dmg (x1 Special)
Red 4 2 Fork 1bM or 1 OppM: Copy target magical/psionic effect.
Red 4 3 Orcish Oriflamme All your subordinates get +1 offensive DL.
White 4 1 Congregate Target gains 10*N hp, where N is the number of people in the party+summons
White 4 2 Resurrection Resurrect someone who's been killed within the past CL s.
Artifact 5 1 Al-Abara's Carpet Immune to attackers unless they are flying
Artifact 5 2 Coat of Arms Your summons get +N AC/saves/rhp/TH/dmg for each other summon of same race
Artifact 5 3 Mirari 1bM, lose a SL=5 spell in memorization: Fork
Artifact 5 4 Summon Myr 5 Summon a DL=5 Myr
Black 5 1 Extinction Slay all creatures of one race in a group (PPD save)
Blue 5 1 Deflection 1bM or 1 OppM: Redirect target magical/psionic effect to another target.
Blue 5 2 Evacuation A group of summons is unsummoned
Gold 5 1 Armored Guardian Summon a DL V Cat Warrior, it can make people untargetable, and prevent damage.
Gold 5 2 Hunding Gjornersen Summon a DL V Human Warrior, he is good at attacking single groups with lots of monsters in it.
Gold 5 3 Isperia the Inscrutable Summon a DL V Sphinx, it flies and it gives you an extra summon slot for itself (max=1 of these at a time).
Gold 5 4 Ordered Migration Summon CL/6 DL I Birds
Gold 5 5 Palliation Accord Whenever one of your summons physically attacks, you are cured N hp, where N is their DL.
Gold 5 6 Sky Hussar Summon a DL V Human Knight, he hastes you and all your summons by +1S action.
Gold 5 7 Swift Silence The entire "stack" of spells is countered. You get +1sM action (Slow Mental, you can use it on segment 10)
Gold 5 8 Teferi's Moat Specify a summon type. Creature of that type can't attack you unless they fly. You can't fly while running this.
Gold 5 9 Tobias Andrion Summon a DL V Human, he beats things.
Gold 5 10 Windreaver Summon a DL V Elemental, it flies, can interpose, if it doesn't attack it gets +10 rhp, and it can blink.
Green 5 1 Brute For the next turn, you get: -1M, +1P, -CL Int, +CL Str, -CL saves, +CL dmg; can't drop this
Green 5 2 Call of the Wild Summon any real-world animal (your choice), you get CL/DL of them (round up)
Green 5 3 Doubling Season Whenever you summon a creature, you get 2 instead (+1 slot too)
Green 5 4 Force of Nature III Summon a Root Elemental: AC 60, hp 180, #Att 3/1, TH +50, dmg 50
Green 5 5 Gaea’s Embrace Target gains +3 AC/saves/TH/dmg and Troll-like regen CL hp/r
Green 5 6 Life Essence If target has less than CL*CL current hp, it is cured so it has CL*CL hp
Red 5 1 Fissure Slay target creature (RSW save), or Earthquake the floor
White 5 1 Angelic Chorus Whenever you summon a creature, cure it's hp on yourself
Artifact 6 1 Brass Gnat 6-1 1M or 1T: Lower the CL on all effects by 2 in 30' radius (no save, can use ER). Picking this more than once increases the reduction by 2.
Artifact 6 2 Brass Gnat 6-2 +(LVL+1)/2 T actions per round, only for technological effects (including Brass Gnat spells). This cannot be picked more than once, but different SL versions of this same effect exist, which can be picked (once each).
Artifact 6 3 Brass Gnat 6-3 Anti-x0/x1 Shell, SL 0-1: Immune to and cannot use 0th-1st SL x0-x1 effects.
Artifact 6 4 Brass Gnat 6-4 Effects Resistance (ER) = CL*10%. Picking this a second time gives you aER.
Artifact 6 5 Brass Gnat 6-5 Every other "Going Down a Hole" offense you do not actually go down the Hole. This cannot be picked more than once. (If you somehow get this effect twice, you immediately do down the Deeper Hole.)
Artifact 6 6 Brass Gnat 6-6 1N, 1/t: Immune to Twilight or draining the MF/PF/TF. Picking this more than once lets you use this an additional time per turn.
Artifact 6 7 Brass Gnat 6-7 1M or 1T: Duplicate a Psi8 major or Psi16 minor ability. (This is resisted using TechR, not PsiR). Picking this twice lets you duplicate Psi16 majors.
Artifact 6 8 Brass Gnat 6-8 1bM or 1bT: Counter a x0 or x1 effect. This cannot be picked more than once.
Artifact 6 9 Brass Gnat 6-9 1bM or 1bT: Counter a counterspell. Picking this a second time gives you "2bM or 2bT: Insist an effect.". This cannot be picked more than twice.
Artifact 6 10 Brass Gnat 6-10 You shift TechR by CL*5%, not (CL-12)*5%. Your SL=3 Brass Gnat spells do not give TechR at all (but iTechR can be used at half percentage). This cannot be picked more than once.
Artifact 6 11 Joven's Tools 1M: Target creature ignores all defenses with one attack
Artifact 6 12 Mindslaver 1M, 1/reset: Domination for 1 segment (no save, TechR to resist)
Artifact 6 13 Mirror Universe 1M, 1/reset: Switch current hp with target (no save, TechR to resist)
Black 6 1 Dark Offering Slay a creature (PPD save), you gain it's hp to current hp
Blue 6 1 Mind's Desire You can cast 1d6 spells of SL=1d6 next segment as 1M
Blue 6 2 Quash 1bM or 1 OppM: Counter target magical/psionic effect. That person cannot use that effect for the rest of the day.
Gold 6 1 Dovescape x1 Special on room: Everyone has +1 summon slot for Birds; All spells and psi are countered, get N DL I Bird summons instead, where N=SL.
Gold 6 2 Kasimir the Lone Wolf Summon a DL VI Human Warrior, he beats things down.
Gold 6 3 Rasputin Dreamweaver Summon a DL VI Human Wizard, he can restore up to 6 SL's of your Psi11U/W progression, he also casts Psi11U/W powers.
Green 6 1 Desert Twister Destroy something (PP save, like a Disintegrate spell)
Green 6 2 Gaea’s Herald When your summoned creatures go below -10 hp, they don't disappear (you can cure)
Green 6 3 Nature’s Cloak +CL*10 Rogue points; Any Level=CL/2 (or less) Rogue pick
Red 6 1 Dragon Roost Once per round, get a DL V Dragon as a summon (limit=LVL/3)
Red 6 2 Gravity Sphere No one can fly or levitate in the area (x1 Special) (fliers in room take falling dmg when cast)
White 6 1 Beacon of Immortality Double current hp (like a Tenser's, but a different source)
Artifact 7 1 Legacy Weapon 1M: *Destroy* (or Capital S Slay) an item, effect, or creature (TechR to resist)
Artifact 7 2 Summon Myr 7 Summon a DL=7 Myr
Blue 7 1 Blatant Thievery Pick Pockets LVL*10% on each target in a group
Gold 7 1 Gosta Dirk Summon a DL VII Human Warrior, he is not sick, and can Part/Lower Water.
Gold 7 2 Iridescent Angel Summon a DL VII Angel, it is immune to magic, psi, innates, and radiation.
Gold 7 3 Ith, High Arcanist Summon a DL VII Human Wizard, he can save/rescue a creature from being in a nasty group of monsters.
Gold 7 4 Jedit Ojanen Summon a DL VII Cat Warrior, he really beats things down.
Green 7 1 Force of Nature IV Summon a Thicket Elemental: AC 80, hp 320, #Att 4/1, TH +70, dmg 70
Green 7 2 Nature’s Wrath Turn all undead/outer-planar creatures within 80' (no turn roll, instead make Will saves)
Green 7 3 One with Nature For every 10 points of damage you deal in unarmed combat, add 1 SL to your memorization
Green 7 4 Seeds of Life 1 sq. mile area is restored, CL trees grow instantly, removes Defiled status
Green 7 5 Tooth and Nail Summon DL VII, can pick type, or can pick creature within type
Red 7 1 Flame Wave CL/3 groups each take 40 eldritch fire dmg (no save)
White 7 1 Look at Me, I'm the DCI An effect is banned from the room (x1 Special)
Artifact 8 1 Aladdin's Ring 1M: 40 damage to one target (no resistance)
Black 8 1 Decree of Pain Slay all creatures in two groups (PPD save) or one group (no save)
Blue 8 1 Beacon of Tomorrows You get an extra segment this round (segment 11 at end)
Green 8 1 Biorhythm Each person in a group's current hp = (Number of summons)*10
Green 8 2 Dual Nature Whenever you summon or create creatures, you get twice as many of them
Green 8 3 Force of Nature V Summon a Fungus Elemental: AC 100, hp 500, #Att 5/1, TH +90, dmg 90
Green 8 4 Gaea’s Avenger Immune to x5 and lower artifact effects that you (or your party) do not control
Red 8 1 Insurrection Charm a group (Will save, ignores immunity to Charm effects)
White 8 1 Reverse the Sands Switch current hp totals with someone (no save)
Artifact 9 1 Brass Gnat 9-1 1M or 1T: 100 dmg 15' radius (UltraBlack damage, centered on you, hole in the middle, no save), followed by a Put Out of Misery. Taking this power more than once increases the damage by 100 each time, (or) you can use a pick to have the effect followed by Really Put Out of Misery (and again for Beast of Xvim).
Artifact 9 2 Brass Gnat 9-2 1M, 1/t: Do the T-Bear "Randomly pull an item from 20th century Earth" effect. Each time you use this power, previously pulled items disappear. Picking this more than once lets you do it an extra time per turn (and lets you have an additional item kept at the same time).
Artifact 9 3 Brass Gnat 9-3 Immune to NPC status. 1M or 1T: Dust of Disappearance or Dust of Appearance.
Artifact 9 4 Brass Gnat 9-4 1Z, eat a Larva, TechL 18+ item you control, or a DL 9+ item you control: Reset.
Artifact 9 5 Brass Gnat 9-5 When you take this power, pick Radiation, Magic, Psi, or Innate. 1bM or 1bT: Capital O Object an effect of the type chosen. Picking this more than once gives you another pick.
Artifact 9 6 Brass Gnat 9-6 You may convert 2T -> 1QT as much a you like. Picking this more than once lets you convert to quicker types (second pick: 2QT -> 1QQT; third pick: 2QQT -> 1QQQT; etc.).
Artifact 9 7 Brass Gnat 9-7 1M or 1T: Duplicate a Psi8 grand or Psi16 major ability. (This is resisted using TechR, not PsiR). Picking this twice lets you duplicate Psi16 grands.
Artifact 9 8 Darksteel Forge Your items are indestructible.
Green 9 1 Child of Gaea Target becomes Int=3, Wis=3, Chr=3, CL=0 (no save) for CL days
Green 9 2 Everhome Your home plane is every plane; when this effect ends, your home plane = current plane
Green 9 3 Force of Nature VI Summon a Thorn Elemental: AC 120, hp 720, #Att 6/1, TH +110, dmg 110
Green 9 4 Gaea’s Liege Your max hp is CL^3 (and/or) Your TH bonus is +CL^2 (no other adj. can be added)
White 9 1 Blessed Wind Target's current hp becomes 200.

[PC22] Archetype Classes Group


Ponnet

Level KXP Wizard/Psi30
123 456 789 ABC
TH
1 0 1-- --- --- +0
2 2.25 2½- --- --- +0
3 4.5 21- --- --- +0
4 9 32½ --- --- +1
5 18 421 --- --- +1
6 36 422 ½-- --- +1
7 54 432 1-- --- +2
8 81 433 2½- --- +2
9 121.5 433 21- --- +2
10 225 443 22- --- +3
11 337.5 444 33½ --- +3
12 675 444 441 --- +3
13 1000 555 442 ½-- +4
14 1325 555 442 1-- +4
15 1650 555 552 1½- +4
16 1975 555 553 21- +5
17 2300 555 553 32½ +5
18 2625 555 553 321 +5
19 2950 555 553 331 +6
20 3275 555 554 332 +6
21 3600 555 554 442 +6
22 3925 555 555 443 +7
23 4250 555 555 553 +7
24 4575 555 555 554 +7
25 4900 555 555 555 +8
26 5225 666 655 555 +8
27 5550 666 666 655 +8
28 5875 666 666 666 +9
29 6200 777 766 666 +9
30 6525 777 777 766 +9
31 6850 777 777 777 +10
32 7175 888 877 777 +10
33 7500 888 888 877 +10
34 7825 888 888 888 +11
35 8150 999 988 888 +11
36 8475 999 999 999 1 +11
37 16950 999 999 999 2 +12
38 25425 999 999 999 3 +12
39 33900 999 999 999 4 +12
45 84750 A99 999 999 9 +14
54 161025 AAA AAA AAA 91 +17
63 237300 AAA AAA AAA A9 +20
72 313575 BBB BBB BAA AA1 +23
Race Adjustments:
Str Dex Con Int Wis Chr Cml AT hp TH Div
+2 +1 +2 +4 -1 -1 -2 +0 +0 +0 ÷1
 
Requisites: Str 7, Dex 5, Con 6, Int 12,
  Race Slots 1, Class Slots 2
Alignment: C any
HD/level: & d6
Weapon Prof.: 1+level/3
To Hit Table: Wiz
Save Table: Wiz+1
Reference: DM
Groups: Wizard, PC Designed, Archetype
Complexity: CF=3
   
Saving Throws:  
PPD: level+4
RSW: level+7
PP: level+5
BW: level+3
Spell: level+6
Fort: level+0
Reflex: level+1
Will: level+1
   
Counts as a "Human" race.
Specialized in Alteration and Myrmecology.
May use Psi30 powers as if they were spells with the following SL's: 2=Minor, 4=Major, 6=Grand, 8=Super, 10=Ultra. Your "successes" are equal to your CL.
Level 1 ¶: Can use "2 for 1" ability score trading.
Level 1 ¶: "Polymorph Other" is a 1st level spell for you. You may choose the general summon type (1-40) of what the target will turn into.
Level 1 ¶: May use Astral Perception and Astral Projection.
Level 9 ¶: 1F, 1/d: Target x0 being becomes a x1 being permanently.
Myrmecology Spells:
Ant Doom N (SL=N): Creeping Doom of Ants, (1d4+6)*(SL^3) dmg
Ant Shield N (SL=N): Damaging shield of type Ant (Insect), SL*25%
Fire Ant N (SL=N): Deals CLd(SL*2) Fiery Insect dmg (no save) plus Blindness (Reflex save) to a group
Summon Ant N (SL=N): Summon a DL=SL+1 Giant Winged Ant or (11-SL)^2 DL=SL Giant Ants (type Insect)
Summon Formian N (SL=N): Summon a DL=SL Formian (type Outer from Arcadia/Nirvana). They count as Ants for other spells.
Summon Myr N (SL=N): Summon a DL=SL Myr (type Golem from MTG). These do not count as Ants. See list below.
Wall of Ants (SL=N): Creates a Wall of Ants, anyone passing through takes (SL*2)d(SL*2) dmg.
Ant (SL=0): Summons a normal DL 0 Ant.
Speak with Ants (SL=1): You can speak with Ants and ask them questions, which they will give reasonable answers to.
Army Ants (SL=3): Earthquake (as spell)
Construction (SL=3): Your Ant summons can build a large building/structure or tunnel in a short amount of time. Every DL of Ants is 1 Hull point per S action they have.
Polymorph into Ant (SL=3): Polymorphs target into a (normal) Ant (PP save)
Carrion Ants (SL=4): Add +1 DL to your Ant summons (can repeat this spell up to DL X)
Saber Ants (SL=4): Whenever one of your Ant summons is killed by damage, get another Ant to replace it.
Yavimaya Ants (SL=4): Your Ant summons have haste.
Queen Ant (SL=6): Summons a DL VI Queen Ant. It adds a DL I Ant every segment to it's summon group (up to a max of 100).
Giant Ant Colony (SL=9): Summons a Fuckton (1000000) of DL I Giant Ants. They are in 100 groups of Plenty (10000) Giant Ants, but all together it counts as only one summon slot.
Giant Ant Empire (SL=10): Summons CL Fucktons (CL*1000000) of DL II Giant Flying Ants. They are in CL*100 groups of Plenty (10000) Giant Flying Ants, but all together it counts as only one summon slot. Alternatively, you can have a single group of 1 Metric Fuckton (100000000) of DL III Giant Flying Saber Ants.
(More spells will be added if this class is actively being played.)
Myr Types (for reference; this doesn't count monster templates):
DL=1: Myr Mindservant, Myr Moonvessel, Myr Servitor; DL=2: Alpha Myr, Copper Myr, Coretapper, Gold Myr, Iron Myr, Leaden Myr, Myr Retriever, Omega Myr, Silver Myr; DL=3: Myr Adapter, Myr Landshaper, Suntouched Myr; DL=4: Lodestone Myr, Myr Quadropod, Sarcomite Myr; DL=5: Myr Prototype; DL=7: Myr Enforcer

[PC22] Archetype Classes Group


Putz

Level KXP Putz [Pawn/Spawn]
234 567 [01]
TH
1 0 1-- --- [--] & +1
2 6 2-- --- [--] & +2
3 12 3-- --- [--] & +3
4 25 31- --- [--] & +4
5 50 32- --- [--] & +5
6 150 33- --- [--] & +6
7 250 331 --- [--] & +7
8 350 332 --- [--] & +8
9 450 333 --- [--] & +9
10 650 333 1-- [--] & +10
11 850 333 2-- [--] & +11
12 1050 333 3-- [--] & +12
13 1250 333 31- [--] & +13
14 1450 333 32- [--] & +14
15 1650 333 33- [--] & +15
16 1850 333 331 [--] & +16
17 2050 333 332 [--] & +17
18 2250 333 333 [--] & +18
19 2550 333 333 [1-] & +19
20 2850 433 333 [1-] & +20
21 3150 443 333 [1-] & +21
22 3450 444 333 [1-] & +22
23 3750 444 433 [1-] & +23
24 4050 444 443 [1-] & +24
25 4350 444 444 [1-] & +25
26 4650 444 444 [2-] & +26
27 4950 554 444 [2-] & +27
28 5350 555 544 [2-] & +28
29 5750 555 555 [2-] & +29
30 6150 555 555 [3-] & +30
31 6550 666 555 [3-] & +31
32 6950 666 666 [3-] & +32
33 7350 666 666 [31] & +33
34 7750 666 666 [32] & +34
35 8150 666 666 [33] & +35
36 8550 777 766 [33] & +36
37 17100 777 766 [43] & +37
38 25650 777 766 [44] & +38
39 34200 777 766 [54] & +39
45 85500 887 777 [77] & +45
54 162450 998 888 [881] & +54
63 239400 999 988 [888] & +63
72 316350 AAA 999 [999 1] & +72
Race Adjustments:
Str Dex Con Int Wis Chr Cml AT hp TH Div
+4 +4 +4 +4 -4 -4 +0 +0 +0 +0 ÷1
 
Requisites: Str 16, Dex 14, Con 16, Int 13,
  Race Slots 1, Class Slots 2
Alignment: C any
HD/level: & 2d1
Weapon Prof.: & level*2
To Hit Table: & Mon
Save Table: 4xMon
Reference: DM {Reduced Pawn/Spawn}
Groups: Custom, Concordant (x1), Archetype
Complexity: CF=3
   
Saving Throws:  
PPD: level*2+0
RSW: level*2+0
PP: level*2+0
BW: level*2+0
Spell: level*2+0
Fort: level*2+0
Reflex: level*2+0
Will: level*2+0
   
Gets Exceptional Str, Dex, Con, and Int.
Can weapon specialize using the Non-Warrior line.
Level N (every level): +1 proficiency of any type.
Level 1 ¶: Rotating Truename.
Level 1 ¶: Gets +1F action per round.
Level 1 ¶: Gets F=LVL rating in Custom2 picks. The entire Custom2 chart is given further down, but negative F cost things cannot be picked. ArchCustom2 things can be picked if you research them.

[PC22] Archetype Classes Group


Putz Spells

SL # Spell Effect (can pick more than once, each additional is +1 to LVL)
2 1 Ability Score Points +LVL Ability score points and +1 Sustained stat
2 2 BlahR +10*LVL% among any BlahR's; anti-BlahR's cost double; XR and better cannot be picked
2 3 Hit Points x(1+LVL/10) hp
3 1 A Acceleration +LVL A actions, counts as your Haste
3 2 CL +LVL CL
3 3 Miracle Progression For each n from 1 to LVL/2, gain "1F, (LVL/2+1-n)/d: Miracle n" (so at LVL=4 you have 2,1)
3 4 Status Resistance Resist LVL [C] section effects, major ones cost 3 picks each (can use three to become Immune)
4 1 B Acceleration +LVL B actions, counts as your Haste, can be stacked with other Acceleration powers
4 2 Mini Class +1 Mini class slot
4 3 Research Points +1 Research Point per Reset
4 4 Regeneration 4 Troll-like Regen. LVL hp /s; can heal Vile and Permanent hp at x3 cost
4 5 Spawner lending you spells 0, 1/r: +LVL SLs in memorization in spells (cannot be used for Putz progression itself)
5 1 C Acceleration +LVL C actions, counts as your Haste, can be stacked with other Acceleration powers
5 2 Spawner lending you psionics 0, 1/r: +LVL SLs in memorization in psionics
5 3 Saves +LVL to saves
5 4 Subordinates +LVL/4 distributed among defensive DL, offensive DL, or rhp for your subodinates
5 5 To Hit +LVL to TH
6 1 Concordant Mini Classes Get a times 1 mirrored set of base XP for Concordant Mini group classes
6 2 Regeneration 5 Regenerate 1/10 of max hp /s, on segment 10 removes one [C] section effect
6 3 Spawner lending you XP +10% XP
6 4 X Acceleration +1X action, counts as your Haste, can be stacked with other Acceleration powers
7 1 Demigod Mini Classes Get a times 1 mirrored set of base XP for Demigod Mini group classes
7 2 H Acceleration +1H action, counts as your Haste, can be stacked with other Acceleration powers
7 3 Hold Multiplier Hold Multiplier
10 (Spawn 0) 1 Ability Score Points +CCL*2 Ability score points and +CCL Sustained stats
10 (Spawn 0) 2 BlahR +20*LVL% among any iBlahR; XR and GR (and their variants) cost double
10 (Spawn 0) 3 Hit Points x(CCL+1) hp
11 (Spawn 1) 1 A Acceleration +CCL A actions, does not count as your Haste, and can be used with other similar Spawn powers
11 (Spawn 1) 2 CCL +LVL CCL
11 (Spawn 1) 3 Miracle Progression For each n from 1 to CCL, gain "1X, (CCL-n+1)/d: Miracle n" (so at LVL=3 you have 3,2,1)
11 (Spawn 1) 4 Status Immunity Immune to CCL [C] section effects, major ones cost 3 picks each

[PC22] Archetype Classes Group


Putz (Custom2 picks)

Category Ability F cost
To Hit To Hit as Warrior +2
To Hit as Wizard -1.5
To Hit as Priest 0
To Hit as Rogue -1
To Hit as Custom +1
To Hit as Monster +3
To Hit is always +0 -2
To Hit as 1½xWarrior +3
To Hit as 2xWarrior +6
To Hit as 2xMonster +7
Saves Saves as War, Wiz, Pri, Rog, or Psi +0
Saves as Custom +1
Saves as Monster +1
Saves as Dwarf0, Elf0, Halfling0 +2
Saves are always +0 -2
Saves as 1½x(War, Wiz, Pri, Rog, or Psi) +2
Saves as 2x(War, Wiz, Pri, Rog, or Psi) +4
Each extra category added +1
HD/level 1d1 -0.5
1d2 -0.25
1d3 0
1d4 +0.5
1d6 +0.75
1d8 +1
1d10 +2.5
2d1 +3
2d2 +3.5
1d12 +4
2d3 +4
2d4 +5
3d1 +6.5
1d20 +7
NdS (not listed above) +(N-1)*3+S/4
2m0 (normal Con bonus squared) +20
2m1 (normal Con bonus +1 squared) +22
HD cumulative with other classes (&) +10
-1 hp/level (e.g. d6-1) -0.25
+1 hp/level (e.g. d6+1) +0.25
+2 hp/level (e.g. d6+2) +0.5
-1 HD at first level (e.g. -d6) -1
+1 HD at first level (e.g. +d6) +1
+2 HD at first level (e.g. ++d6) +3
Category Ability F cost
War stuff Aura of Protection (as per Paladin) +2
Barbarian1 Constitution bonus +3
Barbarian1 Dexterity bonus +3
Barbarian1 Strength bonus +4
Lay on Hands (as Paladin or Monk) +2
Specialization, Weapon +1
+LVL TH or dmg vs. a creature type +1
Warrior # Attacks +1
Wiz stuff Wizard spells, full Mage2 prog. +16
Wizard spells, half level prog. +8
Wizard spells, full prog., only 1 school +3
Wizard spells, half prog., only 1 school +1.5
Kits (extra), cost each +1.25
Proficiencies (extra), cost each +0.25
Specialization, School (pick opposite) +1
Specialization, School (no opposite) +2
Pri stuff Priest spells, full Cleric2 progression +8
Priest spells, half level prog. +4
Priest spells, full prog., only 1 sphere +2
Priest spells, half prog., only 1 sphere +1
Animal empathy +1.5
Druid Shapechange (at level 7) +3
Specialization, Sphere +1
Specialty Priest pick +2
Turn Undead +3
Rog stuff Read Languages LVL*10% +0.5
Rogue Abilities, as per Thief2 +6
Rogue Abilities, as per Bard2 +6
Rogue Abilities, as per any other "2nd edition" class +7
Rogue Abilities, any other "unnumbered edition" class +8
Rogue Abilities, any other class +9
Rogue Ability, only one, LVL*10 points +1
X rogue points per level (instead of 40) +(X-40)/4
Psi stuff Psi2 powers, full Psi2 PSPs & progression +12
Psi2 powers, half level PSPs +6
Psi2 powers, full PSPs, only 1 discipline +2.5
Psi2 powers, half PSPs, only 1 discipline +1.25
xN PSPs over normal calculation (N>1) +(N-1)*4
Can use Psi(-2) powers as if they were Psi2 +1
Can use Psi1 powers as if they were Psi2 +2
Can use Psi3 powers as if they were Psi2 +3
Can use powers of any one frequency as if Psi2 +4
Other "Level:" ability from a "2nd edition" class, cost each +1
"Level:" ability from a "unnumbered edition" class, cost each +2
"Level:" ability from any other class, cost each +3
Duplicate any "2nd edition" class (X=KXP @ 2nd level) +X*6
Duplicate any "unnumbered edition" class (X=KXP @ 2nd level) +X*7
Duplicate any other class (X=KXP @ 2nd level) +X*8

[PC22] Archetype Classes Group


Rixthaxth

Level KXP Wizard/Psi1&2
123 456 789 ABC
TH
1 0 1-- --- --- +1
2 3.5 20- --- --- +2
3 7 21- --- --- +3
4 14 32a --- --- +4
5 28 421 --- --- +5
6 56 422 b-- --- +6
7 112 432 1-- --- +7
8 224 433 2c- --- +8
9 448 433 21- --- +9
10 896 443 22- --- +10
11 1323 444 33d --- +11
12 1548 444 441 --- +12
13 1773 555 442 e-- +13
14 1998 555 442 1-- +14
15 2223 555 552 1f- +15
16 2448 555 553 21- +16
17 2673 555 553 32g +17
18 2898 555 553 321 +18
19 3123 555 553 331 +19
20 3348 555 554 332 +20
21 3573 555 554 442 +21
22 3798 555 555 443 +22
23 4023 555 555 553 +23
24 4248 555 555 554 +24
25 4473 555 555 555 +25
26 4698 666 655 555 +26
27 4923 666 666 655 +27
28 5148 666 666 666 +28
29 5373 777 766 666 +29
30 5598 777 777 766 +30
31 5823 777 777 777 +31
32 6048 888 877 777 +32
33 6273 888 888 877 +33
34 6498 888 888 888 +34
35 6723 999 988 888 +35
36 6948 999 999 999 1 +36
37 13896 999 999 999 2 +37
38 20844 999 999 999 3 +38
39 27792 999 999 999 4 +39
45 69480 A99 999 999 9 +45
54 132012 AAA AAA AAA 91 +54
63 194544 AAA AAA AAA A9 +63
72 257076 BBB BBB BAA AA1 +72
Race Adjustments:
Str Dex Con Int Wis Chr Cml AT hp TH Div
+0 +0 +0 +5 +4 -4 -6 +10 +0 +4 ÷1
 
Requisites: Int 19, Wis 16,
  Race Slots 1, Class Slots 2
Alignment: L any (or) any E
HD/level: & ++++d10
Weapon Prof.: 2+level/2
To Hit Table: Mon
Save Table: Mon +4 levels
Reference: DM
Groups: Psionicist, Monster, Archetype
Complexity: CF=3
   
Saving Throws:  
PPD: level+2
RSW: level+2
PP: level+2
BW: level+2
Spell: level+2
Fort: level+2
Reflex: level+2
Will: level+2
   
Considered a "Mind Flayer" and a "Rakshasa" race.
Gets Int bonus to progression. Can cast Wizard spells, Psi1 powers, and/or Psi2 powers. For this class, psionic powers use the following SL's: Minor=1, Major=3, Grand=6, Super=9.
Specialized in Necromancy (no opposite).
You are not slain by blessed crossbow bolts; that is a function of the Rakshasa race, not class.
PSPs = (Con+Int*2+Wis*2+Chr)/5*(Level+9). Gets one attack or defense per level, with defense F (Mind Blank) in Psi1 being free.
Level N (each level): +1 Int.
Level 1: CF=4: Barbarian Int bonus; i.e. bonus is (Int-14)*2. Your Nonweapon Proficiencies = Int*2 +level.
Level 1: Sustain Int.
Level 1: +1M action only for psionics.
Level 1: You have 4 mouth-tentacles that do 1dLVL dmg. It uses your Mouth's P to attack with them. If all 4 hit on one target, you have drawn the enemy's brain forth (RSW save). You cannot wield weapons or other objects with these mouth-tentacles.
Level 1: MR 45+LVL*5%.
Level 4: +1 to number of psionic frequencies; meaning you can use powers from another psionic frequency that you know.
Level 9: CF=5: Extra Barbarian Int bonus; i.e. bonus is (Int-16)*5/2, round down. Your Nonweapon Proficiencies = Int*3 +level.
Level 9: +1QM action only for psionics.
Level 18: CF=6: Super Barbarian Int bonus; i.e. bonus is (Int-18)*3. Your Nonweapon Proficiencies = Int*4 +level.
Level 18: +1QQM action only for psionics.
Each level, get one "5th edition" pick from the choices below.
 
Levels Pick Description
Level 1-3: A AT +14 source
B Enemies need a +LVL weapon to hit you
C 1M, 1/t: Magic Jar (Magic Jar save); you may keep the new body permanently if you like
D Immune to 0th-2nd level spells
E Immune Aging (natural and artificial)
Level 4: Pick two Rakshasa5 Level 1-3, one Cthulhoid Horror5 Level 1-3, or one Vampire5 Level 1-3
Level 5-7: F +1 head
G 0, when casting a spell from this class: Your spell is resisted using MR, aNR, or IR (your choice)
H +1M action
I Immune to 3rd-4th level spells
J +LVL TH and dmg unarmed
Level 8: Pick two Rakshasa5 Level 5-7, one Cthulhoid Horror5 Level 5-7, or one Vampire5 Level 5-7
Level 9-12: K Get 4 minors, 2 minors + 1 major, or 2 majors chosen from Psi7 or Psi14
L Replace this class's spell progression with another Wizard class you know, using <= amount of XP
M 1D, 8/lifetime: Resurrect self
N Immune to 5th-6th level spells
O Immune to minor psionic powers
Level 13: Pick two Rakshasa5 Level 9-12, one Charanodaemon5 Level 9-12, or one Vampire5 Level 9-12
Level 14-18: P +2 limbs of any kind (incl. more heads)
Q 1M, 1/t: Trap the Soul (no save); body is still here for you to take over
R +1QM action
S Immune to 7th-8th level spells
T Immune to major psionic powers
Level 18: Pick two Rakshasa5 Level 14-18, one Bringer5 Level 14-18, or one Vampire5 Level 14-18

[PC22] Archetype Classes Group


Shadowcron

Level KXP Rog/Psi7
123 456 78
TH
1 0 ½½- --- -- +1
2 2.25 1½½ --- -- +1
3 4.5 11½ --- -- +2
4 9 21½ --- -- +3
5 18 21½ ½-- -- +3
6 36 211 ½-- -- +5
7 72 211 ½½- -- +5
8 144 221 ½½- -- +6
9 288 221 1½½ -- +7
10 450 222 1½½ -- +7
11 675 222 11½ -- +8
12 900 222 11½ ½- +9
13 1125 222 111 ½- +9
14 1350 322 211 ½- +11
15 1575 322 211 1- +11
16 1800 332 221 1½ +12
17 2025 332 221 11 +13
18 2250 332 222 11 +13
19 2475 333 222 11 +14
20 2700 433 322 21 +15
21 2925 443 332 22 +15
22 3150 444 333 22 +16
23 3375 544 433 32 +17
24 3600 554 443 33 +17
25 3825 555 444 33 +18
26 4050 655 544 43 +19
27 4275 665 554 44 +19
28 4500 666 555 44 +20
29 4725 766 655 54 +21
30 4950 776 665 55 +21
31 5175 777 666 55 +22
32 5400 877 766 65 +23
33 5625 887 776 66 +23
34 5850 888 777 66 +24
35 6075 988 877 76 +25
36 6300 998 887 771 +25
37 12600 998 887 772 +26
38 18900 998 887 773 +27
39 25200 998 887 774 +27
45 63000 998 888 887 +31
54 119700 999 999 999 1 +37
63 176400 A99 999 999 9 +43
72 233100 AAA AAA AAA 91 +49
Race Adjustments:
Str Dex Con Int Wis Chr Cml AT hp TH Div
-3 +6 +3 +3 +3 +4 -7 +0 +0 +0 ÷1
 
Requisites: Dex 19, Con 9, Int 9, Wis 9, Chr 13,
  Race Slots 1, Class Slots 2
Alignment: LN or LE
HD/level: & +d8
Weapon Prof.: & 3+level/6
To Hit Table: 1½xCTD0
Save Table: 2xMon +1
Reference: DM
Groups: Rogue, Lost, Archetype
Complexity: CF=3
   
Saving Throws:  
PPD: level+1
RSW: level+1
PP: level+1
BW: level+1
Spell: level+1
Fort: level+1
Reflex: level+1
Will: level+1
   
Gets Exceptional Dex and Chr.
Can cast Rogue spells and Psi7 powers, using these SL's: 2=Minor, 4=Major, 6=Grand, 8=Super.
Can specialize in weapons using "Non-War" line.
Gets 50 Rogue points per level.
Level 1: Immune to Turn Undead.
Level 1: Enemies need a +LVL weapon to hit you. To ignore this restriction, monsters divide their HD by your LVL-1 (with a minimum of 4), not the usual 4.
Level 1: Base AT is +5+LVL.
Level 1: You energy drain 1 level with every attack (even through weapons).
Level 1: If you kill someone by energy draining them, you can raise him as a Wraith0/7 with their previous stats. He becomes available next segment. You have LVL-1 "Revive" slots, each one can hold one Wraith0/7. You still have your regular Summon slot in addition, which can be used as an additional Revive slot if desired. You get the raise even if you used a energy drain source other than the Wraith0/7 ability (you cast an Energy Drain spell, for example). You can dismiss a Revive with a 0 action. If you raise a Wraith0/7 and don't have a Revive slot available, they become free-roaming undead, but they cannot harm you (as you are his master).
Level 4: You energy drain 1 level whenever someone hits you (for each hit, if you have stoneskins or were immune to the attack, the level drain doesn't occur).
 
For Rogue abilities, see next page.

[PC22] Archetype Classes Group


Shadowcron Rogue Abilities

Lvl Shadowcron Ability | -50% | -100% | -150% Act Base Penalty Bonus
1 +LVL TH {Thug} or +LVL TH and dmg with unarmed attacks {Brawler}
1 Absolute Certainty: Add your Wis bonus to all stat/proficiency/skill checks
1 Bag of Holding; 1M: Locate Black Market in city {Smuggler}
1 Charm/Influence Reaction ||| Erase a "!" mark in dungron S 10 Chr-10 Chr-13
1 Connected: You know a friend in every city, for shelter and/or locating a shop/person
1 Detect Lie or Undetectable Lie (1 at a time, cont.)
1 Legend Lore | Identify ||| Know how to defeat a god or destroy an artifact 0 | M ||| F 0 Int-15 Int-16
1 Sell items for 64+LVL% of value instead of 50%
1 Spying | ESP (without him knowing) || Capital E Extract - 10 Int-11 Int-14
4 ++rating/100 to a die roll | Reroll a die roll || Counterspell || Object bM or hM 25 Dex-16 Dex-24
4 Ignore or Counter an Interpose | Rescue | Escape | I'm Gone 0 0 Wis-14 Wis-19
5 +LVL*100 item XP in Weapon flags per day
5 Can "Frugal" potions (+50% to number of uses)
5 Nonmagical items (all types) are one-third cost for you
5 Plausible Deniability: You can never be "guilty" of a crime according to the law.
6 Locate Object in City || Country MM
7 Always get special treatment and respect from Local Ruler {Agent of the Crown}
7 Can buy property or businesses at half cost {Businessman}
7 Repair a broken magic/psi/tech item, n=(XP value)/1000 (round up) nM 100 - -
9 Flawless Search: LVL% chance of finding something not even in the DM's key for the dungeon
9 Mass Wraithform | Mass Dream Travel (whole party) V 0 Con-22 Con-25
19 Shape Alteration/Polymorph Object | Shapechange/Shapechange Other V 0 Con-19 Con-30
20 400F, 1/d: Create a magic item of <= LVL*400 XP value
20 Super Resources: Get a xCL/18 random Artifact each reset, it will be useful (not crap)

[PC22] Archetype Classes Group


Shastack

Level KXP Wizard (Ill +2)
123 456 789 A
TH
1 0 1-- --- - +0
2 3 20- --- - +0
3 6 21- --- - +1
4 12 32a --- - +1
5 24 421 --- - +2
6 48 431 f-- - +2
7 90 432 b-- - +3
8 135 432 1-- - +3
9 200 533 2c- - +4
10 300 543 21- - +4
11 500 543 32d - +5
12 800 554 321 - +5
13 1100 554 322 e +6
14 1400 554 322 1 +6
15 1700 554 422 2 +7
16 2000 555 432 2 +7
17 2300 555 532 2 +8
18 2600 555 533 2 +8
19 2900 555 543 2 +9
20 3200 555 543 3 +9
21 3500 555 554 3 +10
22 3800 555 555 4 +10
23 4100 555 555 5 +11
24 4400 666 655 5 +11
25 4700 666 666 6 +12
26 5000 777 766 6 +12
27 5300 777 777 7 +13
28 5600 888 877 7 +13
29 5900 888 888 8 +14
30 6200 999 988 8 +14
31 6500 999 999 9 +15
32 6800 AAA A99 9 +15
33 7100 AAA AAA A +16
34 7400 BBB BAA A +16
35 7700 BBB BBB B +17
36 8000 CCC CCC C1 +17
37 16000 CCC CCC C2 +18
38 24000 CCC CCC C3 +18
39 32000 CCC CCC C4 +19
45 80000 CCC CCC CA +22
54 152000 DDD DDD CC1 +26
63 224000 DDD DDD CCA +31
72 296000 EEE DDD DDD 1 +35
Race Adjustments:
Str Dex Con Int Wis Chr Cml AT hp TH Div
-4 +7 -2 +6 -3 +5 +4 +4 +0 -1 ÷1
 
Requisites: Dex 25, Int 24, Chr 19,
  Race Slots 1, Class Slots 2
Alignment: T any (or) C any
HD/level: 2d2
Weapon Prof.: -1+level*2
To Hit Table: 1½xWiz
Save Table: Wiz+1
Reference: DM
Groups: Wizard, Archetype
Complexity: CF=3
   
Saving Throws:  
PPD: level+4
RSW: level+7
PP: level+5
BW: level+3
Spell: level+6
Fort: level+0
Reflex: level+1
Will: level+1
   
Specialized in Illusion, no opposite.
Double School Robed in Illusion: Illusion spells are 2 SL lower for you. This never causes Twilighting.
Illusion spells cost ½M to cast.
Free Material Componenting for Illusion spells. You may Double Material Component (x3 effect) for ½V action. You may Triple Material Component (x4 effect) for another ½V action.
Gets Dex bonus to spell progression. Gets Int bonus to CL with spells from this class (max limit = +LVL).
This class treats all spells listed for Illusionist1 in Unearthed Arcana (1st Edition) as Illusion spells.
Level 1: +LVL to number of maintained effects.
Level 1: You continuously disbelive all Illusions, and automatically power score your check.
Level 1 ¶: +1 "illusionary" summon slot for illusionary monsters only.
Level 9: With a 7th level spell, you can create an illusion of a monster so real that persons fighting it actually gain XP from the "monster" if it is killed. Of course the illusion is capable of damaging it's enemy, as if it was a real version of the monster (any attempt to defeat this causes you to gain no XP from the encounter).
Level 18: With a 9th level spell, you can create illusionary potions which actually affect the persons drinking them. There is a 1% (non-adjustable) chance the drinker will somehow not be affected by the potion. In this case, the person will no longer be able to believe this power (or the Level 9 one, either). The person cannot control this in any way. The only way to avoid this result is with the Avoid Fate power.
Level 27: Any illusionary effect you create is in fact real. There is no way to distinguish the created item from a "real" one, except by using X14 or X21. Note that duplicating unique persons or items can be disastrous (due to Clone Insanity and Truename issues).

[PC22] Archetype Classes Group


Shastack (Delusionist1 Spells)

SL # Spell Effect
3 1 Chromatic Blast Chromatic Orb for a group, don't need to roll to hit
2 Displacement I Displaced (AC +2, first attack misses)
3 Illusion Summoning III Summons an Illusion/Hologram, attacks as a DL IV, defends as a DL II
4 Mirror Image III 6 Mirror Images, can't be dispelled/disbelieved
5 Phantom Shield AC +CL*2; saves +CL; MDeflection CL*10%
6 True Darkness Total Darkness, Infravision / See in Darkness / Truesight doesn't work
4 1 Blur Zone Nothing can be targetting in the room (x1 Special)
2 Hold Illusion Next Illusion spell you cast requires no maintained, doesn't drop if you drop
3 Illusion Summoning IV Summons an Illusion/Hologram, attacks as a DL VI, defends as a DL II
4 Mirror Image IV 8 Mirror Images, can't be dispelled/disbelieved
5 Rope Trap Target is ejected to Astral and Heavily Stunned (PP save)
6 X-ray Vision X-ray Vision
5 1 False Skin CL*3/2+5 False Skins (F.S.), each causes enemy to roll a natural "2" TH
2 Illusion Summoning V Summons an Illusion/Hologram, attacks as a DL VIII, defends as a DL II
3 Mirror Image V 10 Mirror Images, can't be dispelled/disbelieved
4 N-ray Vision N-ray Vision (pick an element it's blocked by)
5 Shadow Magic Wishoid for a SL 0-5 Wizard spell, has only 50% effect
6 Steal Illusion Gain control of an Illusion effect (no save, ER to resist)
6 1 Displacement II Double Displaced (AC +4, first-second attacks miss)
2 Dust of Disappearance Dust of Disappearance (AC +8)
3 Fire Maze Like Maze but the subject takes 1 cumulative dmg per segment (no resist)
4 Illusion Summoning VI Summons an Illusion/Hologram, attacks as a DL IX, defends as a DL III
5 Rope Special Entire room gets Rope Tricked (x1 Special, unwilling get RSW save)
6 Tempus Vere Fugit Like Tempus Fugit but x10 speed
7 1 Delusion Potion of Delusion, works as real XPV LVL*100 potion unless disbelieved
2 Demi-Shadow Door Plane Shift up to CL/3 planes distance or to any Inner plane, no redirection
3 Demi-Shadow Magic Wishoid for a SL 0-7 Wizard spell, has only 50% effect
4 Disjoin Exhaustion Cure all damage taken; Get +1P and +1V action this round
5 Illusion Summoning VII Summons an Illusion/Hologram, attacks as a DL IX, defends as a DL V
6 Nightmare Group affected by a random SL 1d4+2 Psi10 effect (will be harmful, no save)
8 1 Continuous Illusion Next Illusion spell you cast is Continuous
2 First Level Priest Spells 0, 1/r: Cast a 1st level Priest spell
3 Illusion Summoning VIII Summons an Illusion/Hologram, attacks as a DL X, defends as a DL VI
4 Mass Mirage Arcana As Mirage Arcana but covers CL sq. miles
5 Planar Displacement Planar Displacement
6 Prismatic Beam Like Prismatic Spray but they take all 7 colors
9 1 Change Reality Wishoid for a SL 0-9 Wizard spell, has only 75% effect
2 Disbelieve Reality Can disbelieve something that's real (Incursion - PP save)
3 Displacement III Triple Displaced (AC +6, first-third attacks miss)
4 Effects Bubble Your effects protect each other (and themselves); ER +CL*10%
5 Illusion Summoning IX Summons an Illusion/Hologram, attacks as a DL X, defends as a DL VIII
6 Second Level Priest Spells 0, 1/r: Cast a 2nd level Priest spell

[PC22] Archetype Classes Group


Shastack (Original Illusionist1 Spells)

# 0th Level Spells
1 Colored Lights
2 Dim
3 Haze
4 Mask
5 Mirage
6 Noise
7 Rainbow
8 Two-D'lusion
# 1st Level Spells
1 Audible Glamer
2 Change Self
3 Chromatic Orb
4 Color Spray
5 Dancing Lights
6 Darkness
7 Detect Illusion
8 Detect Invisibility
9 Gaze Reflection
10 Hypnotism
11 Light
12 Nystul's Magic Aura
13 Phantasmal Force
14 Phantom Armor
15 Read Illusionist Magic
16 Spook
17 Ventriloquism
18 Wall of Fog
# 2nd Level Spells
1 Alter Self
2 Blindness
3 Blur
4 Deafness
5 Detect Magic
6 Fascinate
7 Fog Cloud
8 Fool's Gold
9 Hypnotic Patten
10 Improved Phantasmal Force
11 Invisibility
12 Leomund's Trap
13 Magic Mouth
14 Mirror Image
15 Misdirection
16 Ultravision
17 Ventriloquism
18 Whispering Wind
# 3rd Level Spells
1 Continual Darkness
2 Continual Light
3 Delude
4 Dispel Illusion
5 Fear
6 Hallucinatory Terrain
7 Illusionary Script
8 Invisibility 10' Radius
9 Non-Detection
10 Paralysis
11 Phantom Steed
12 Phantom Wind
13 Rope Trick
14 Spectral Force
15 Suggestion
16 Wraithform
 
 
 
 
# 4th Level Spells
1 Confusion
2 Dispel Exhaustion
3 Dispel Magic
4 Emotion
5 Fire Charm
6 Improved Invisibility
7 Massmorph
8 Minor Creation
9 Phantasmal Killer
10 Rainbow Pattern
11 Shadow Monsters
12 Solid Fog
13 Vacancy
# 5th Level Spells
1 Advanced Illusion
2 Chaos
3 Demi-Shadow Monsters
4 Dream
5 Magic Mirror
6 Major Creation
7 Maze
8 Projected Image
9 Shadow Door
10 Shadow Magic
11 Summon Shadow
12 Tempus Fugit
# 6th Level Spells
1 Conjure Animals
2 Death Fog
3 Demi-Shadow Magic
4 Mass Suggestion
5 Mass Invisibility
6 Mirage Arcane
7 Mislead
8 Permanent Illusion
9 Phantasmagoria
10 Project Image
11 Programmed Illusion
12 Shades
13 True Sight
14 Veil
# 7th Level Spells
1 Alter Reality
2 Astral Spell
3 First-Level Magic-User Spells
4 Mind Blank
5 Prismatic Spray
6 Prismatic Wall
7 Shadow Walk
8 Simulacrum
9 Vision
10 Weird

[PC22] Archetype Classes Group


Sporacle of Chaos

Level KXP Psi12C,29
mMG SUV WX
TH
1 0 0-- -- +1
2 2.3 1e- -- +2
3 4.6 10- -- +3
4 9.2 21h -- +4
5 18.4 210 -- +5
6 35 321 l- +6
7 65 432 k- +7
8 130 432 0- +8
9 230 543 1v +9
10 460 654 2u +10
11 690 765 3t +11
12 920 876 4s +12
13 1150 987 5r +13
14 1380 A98 6q +14
15 1610 BA9 7p +15
16 1840 CBA 8o +16
17 2070 DCB 9n +17
18 2300 DCB 90 +18
19 2530 DCB 91 +19
20 2760 DCB 92 +20
21 2990 DCB 93 +21
22 3220 DCB 94 +22
23 3450 DCB 95 +23
24 3680 DCB 96 +24
25 3910 DCB 97 +25
26 4140 DCB 98 +26
27 4370 DCB 99 +27
28 4600 DCB A9 +28
29 4830 DCB AA +29
30 5060 DCB BA +30
31 5290 DCB BB +31
32 5520 DCC BB +32
33 5750 DCC CB +33
34 5980 DCC CC +34
35 6210 DDC CC +35
36 6440 DDD CC1 +36
37 12880 DDD CC2 +37
38 19320 DDD CC3 +38
39 25760 DDD CC4 +39
45 64400 DDD CCA +45
54 122360 EEE EDD +54
63 180320 GFF FFF +63
72 238280 HHH GGG 1 +72
Race Adjustments:
Str Dex Con Int Wis Chr Cml AT hp TH Div
-3 +0 +3 +5 +0 +1 -3 +6 +13 +0 ÷1
 
Requisites: Con 13, Int 17, Chr 6,
  Race Slots 1, Class Slots 2
Alignment: C any
HD/level: ++d4
Weapon Prof.: 1+level/4
To Hit Table: Mon
Reference: DM
Groups: Psionicist, Overt, Archetype
Complexity: CF=3
   
Saving Throws:  
PPD: 0+level
RSW: 8+level
PP: 4+level
BW: 0+level
Spell: 5+level
Fort: 4+level
Reflex: -1+level
Will: -2+level
   
Considered a "Beholder" race.
You have 0 arms and 0 legs. Your bite attack is 1d12 dmg. You fly at (LVL+2)*3" (D).
 
PSPs = (Dex+Int*2+Wis)*LVL
Has access to Psi(-12)C, 12C, 1200C, and 29.
Gets Int bonus to psionic progression.
For Psi29, has LVL*2 Eye Points and LVL+1 Eyes, one of which must be fixed. Psi29 powers do not count against progression, but you must have at least a "1" in a power level to get a Psi29 eye of that type (e.g. you need to have at least 1 Major to get a Major eye).
"Sporacle-ize" is a Psi29 Minor for you.
Psionic effects that say "CL targets" can choose the same target more than once. This is an exception to the normal Collective rules on this.
 
Level 1: Immune Chaos, Wild Magic, Black Ice.
Level 1: Immune to your own effects.
Level 1: 0, 1/r: Ignore someone else's immunity to Chaos for this segment.

[PC22] Archetype Classes Group


Psi(-12)C,12C,1200C Powers

Type # Power PSPs Description
Minor 1 Anti-Technological Armor 12+1/t +5*CL% TechR (or) Resist Technology
Minor 2 Behold the Chaoticness 12 Rope-like shapes appear; Group is Insane (RSW save to lose CL San points instead)
Minor 3 Chaos Blast 12 Deal CLd4 Chaos dmg to one group (no save)
Minor 4 Chaos Shield 20 Chaos Shield (TM 21)
Minor 5 Chromatic Blast 9 Area effect Chromatic (50%) / Metallic (50%) Orb; CL=1d12
Minor 6 Commotion Resistance 4+1/t +CL*5% RR; Resist own effects; Resist Wild Surges
Minor 7 Confusion 10 Confusion (as spell)
Minor 8 Confusion Area 20 Confusion (CL targets or 1 group, Will save)
Minor 9 Confusion Blast 8 One group is confused (Will save)
Minor 10 Contagion/Enervation 13 One target is hit by Contagion & Enervation (PPD for each)
Minor 11 Cthulhoid Aura 5+1/r You look like a cthulhoid beast, gaze to fear (save vs. Will)
Minor 12 Cthulhoid Horror Swarm I 26 Summon CL ML I or CL/2 ML II Cthulhoid Horror monsters
Minor 13 Cthulhoid Swarm I 6 Summon CL Monsters using ML I "Weird" chart (random)
Minor 14 Cthulhoid Swarm II 12 Summon CL Monsters using ML II "Weird" chart (random)
Minor 15 Detect Chaos & Radiation 4+1/t Detect Chaos & Radiation continuous (ask DM as a 0 action)
Minor 16 Detect Law/Psionics 1/r Detect Law (and) Detect Psionics
Minor 17 Disorder Objects 8 Group of objects become chaotically arranged
Minor 18 Dispel Radiation/Tech 7 Dispels one Radioactive, Wild/Chaos, or Technological effect
Minor 19 Dispel Radiation/Tech Blast 30 Dispels CL Radioactive, Wild/Chaos, or Technological effects
Minor 20 Dissension's Feast 20 Dissension's Feast (TM 57)
Minor 21 Dissension's Feast Area 40 10'x10' area has food spoiled; ruins goodberries; shuts off potions
Minor 22 Enervation Area 54 Enervation (CL targets or 1 group, PPD save)
Minor 23 Entropy 18/t Disorder Objects continuous in 180'r
Minor 24 High-Frequency Sample 7 Generate a High-Frequency Sampler minor effect
Minor 25 Know Next Dice Rolls 10+1/t 0,1/r: Roll dice ahead of time before action, can choose not to
Minor 26 Mistaken Missive 8 Mistaken Missive (TM 53)
Minor 27 Mistaken Missive Area 14 10'x10' area of writings (incl. magical writings, scrolls) becomes illegible; Removes Glyphs/Symbols
Minor 28 Protection from Law 8+1/r As Pro.Evil but versus Lawful alignment
Minor 29 Protection from Law 10'r 14+2/r Protection from Law 10'r
Minor 30 Push Wave 12 Throw a group back (10*CL' Falling dmg, no save)
Minor 31 Random Polymorph Self 5 Polymoph Self Randomly (use ML I or II chart); lasts 1 turn
Minor 32 Shifting Appearance 20/t Appearance shifts to a random combination of creatures each round (strange to behold)
Minor 33 Taunt Blast 4 One group will attack you on their next action (no save)
Minor 34 Taunt Blast 18 CL target creatures or 1 group will attack you on their next action (no save)
Minor 35 Trip/Fumble Zone 2/s x1 Enemy Special: Enemies Trip (Fort save) and Fumble (Reflex save) each segment
Minor 36 Wild Invocation I 6 Random 0th (50%) or 1st (50%) SL Wizard Invocation spell
Minor 37 Wild Invocation II 11 Random 2nd (60%) or 3rd (40%) SL Wizard Invocation spell
Major 1 Behold the Chaos 12 Identify Chaotic/Wild effect, even one that defies normal ID
Major 2 Chaotic Combat 38 Chaotic Combat (TM 75)
Major 3 Chaotic Combat Zone 76 x1 Special: Everyone rolls 1d10 to hit, "1"-"5" results are left alone (they mean 1-5), "6"-"10" means 16-20 (add 10 to the result)
Major 4 Chaotic Commands 48 Chaotic Commands (TM 89)
Major 5 Chaotic Sleep 38 Chaotic Sleep (TM 76)
Major 6 Charm Chaotic Creature 30 Charm (no save) only vs. Chaotic creatures
Major 7 Contact Other Plane 9 Contact Other/Higher Plane
Major 8 Contact Other/Higher Plane 34 Contact Other/Higher Plane or Commune, up to CL planes removed
Major 9 Cthulhoid Horror Swarm II 94 Summon CL/2 ML III or CL/3 ML IV or CL/4 ML V Cthulhoid Horror monsters
Major 10 Cthulhoid Swarm III 18 Summon CL Monsters using ML III "Weird" chart (random)
Major 11 Cthulhoid Swarm IV 24 Summon CL Monsters using ML IV "Weird" chart (random)
Major 12 Dancing Chaos 20+2/r Every segment, a random SL=1d10 effect hits a random target
Major 13 Destroy Clone 48 Kills a Clone, Simulacrum, or Shapechanger
Major 14 Duplicate Radio. Item 20 Duplicate a x0 or x1 Radioactive Item
Major 15 Effect Amplification 12+2/t Pick any spell/power. You have double effect with that power.
Major 16 Globe of High Resistance 12+2/r Immune to SL 4-6 (all types), Resist SL 2-3 (all types)
Major 17 Inverted Ethics 40 Inverted Ethics (TM 80)
Major 18 Mirror Mislead 15+2/r Does a Mislead spell, a Mirror Image, and a Displacement
Major 19 Mirror Mislead 58+4/r Does a Non-Detection, a Mislead, a Mirror Image, and a Displacement
Major 20 Miscast Magic 33 Miscast Magic (TM 69), also works on psionics
Major 21 Physical Freedom 48 Free Action (and) Remove Paralysis (and) Remove Domination (or) gives a path to escape local authorities
Major 22 Random Causality 28 Random Causality (TM 69)
Major 23 Random Push Zone 56+2/s x1 Enemy Special: Enemies take 10*CL' Falling dmg per segment
Major 24 Random Telekinetics 28+2/r All objects in 60'r area randomly telekinese around, creatures in area take 1d6*1d10 dmg/r
Major 25 Randomness 23/t All your non-permanent die rolls of NdS instead are rolled as Nd(S+2)-N
Major 26 Redirect Question Mark 16 Force a "question mark" to go opposite direction
Major 27 Reverse Causality 56 Creature saves vs. RSW or his physical attacks damage himself instead of others
Major 28 Shift Towards Chaos 40 Creature saves: if made it takes caster's level in damage, if missed AL shifts one towards C
Major 29 Sporacle 64 Sporacle (random [C] section effect) a group.
Major 30 Strip Down (Nude Bomb) 10+1/s Choose 1 target; he removes/drops 1 item /s (no save)
Major 31 Strip Down (Nude Bomb) 38+2/s Choose 1 target; he removes/drops 1 item and 1 effect /s (no save)
Major 32 Unlimited Wish Mutation 20/t Wishes/Miracles/Alter Realities/etc. have random effects 30' r
Major 33 Unlimited Wish Volley 26 50%: You get an Unlimited Wish; 50%: Closest enemy gets it
Major 34 Weird Chaos 12 Two groups: One gets hit by Weird, the other Chaos (as spells)
Major 35 Wild Invocation III 17 Random 4th (70%) or 5th (30%) SL Wizard Invocation spell
Major 36 Wild Invocation IV 22 Random 6th (80%) or 7th (20%) SL Wizard Invocation spell
Major 37 Wishoid Mutation Zone 76/t x1 Special: Wishoids have random effects
Grand 1 Area Amplification 46 Your next Psi1200C power has double area (e.g. CL targets -> CL*2 targets; 1 group -> 2 groups)
Grand 2 Cthulhoid Horror Swarm III 340 Summon CL/3 ML VI or CL/4 ML VII or CL/5 ML VIII Cthulhoid Horror monsters
Grand 3 Cthulhoid Swarm V 30 Summon CL*2 Monsters using ML V "Weird" chart (random)
Grand 4 Enhance Radiation 108 The radiation level in the room is raised or lowered (your choice) by RS=CL/3
Grand 5 Hornung's Area Dispatcher 216 Plane Shift away (CL targets or 1 group, each goes to a random plane, Will save)
Grand 6 Mental Freedom 63 Ejection (and) Restore Memories/Clarity of Mind (and) Remove Possession; This effect costs no actions to use
Grand 7 Random Dispatcher 80 Hornung's Random Dispatcher (TM 44), no save
Grand 8 Random Gravity 70 Gravity in 1 mile radius becomes random (1d6-3 times normal gravity each round)
Grand 9 Summon Chaotic Creature 60 Gate (as spell) for Chaotic creature or for an Earth or Fire Elemental
Grand 10 Uncontrolled Weather 70 Weather Patterns in area become random/extreme
Grand 11 Uncontrolled Weather Zone 20/r x1 Terrain Feature: Weather in area become extreme; Everyone takes CLd20 Natural Weather dmg /r
Grand 12 Wandering Monster Modification 22/r x1 Terrain Feature: Wandering monsters occur either (choose:) x2 or ÷2 as often
Grand 13 Wild Invocation V 28 Random 8 (90%) or 1d4+8 (10%) SL Wizard Invocation spell
Grand 14 Wild Magic Surge 78 Generate (level) Wild Surges within 60' each round for 1h
Grand 15 Wildstrike 60 Wildstrike (TM 39)
Super 1 Chaos Storm 180+8/r All in 120'r area are affected by Weird, Maze, and Chaos (as spells) every round
Super 2 Cthulhoid Horror Swarm IV 1228 Summon CL/4 ML IX or CL/5 ML X or CL/6 ML XI Cthulhoid Horror monsters
Super 3 Cthulhoid Swarm VI 36 Summon CL*4 Monsters using ML VI "Weird" chart (random)
Super 4 Cthulhoid Swarm VII 42 Summon CL*6 Monsters using ML VII "Weird" chart (random)
Super 5 Grand Chaos 200/r All die rolls by all creatures within 240' of caster become either minimum (50%) or maximum (50%), check for each grouping of dice rolled
Super 6 Invoke Devastation 96/s x1 Terrain Feature: It's raining Colorless Fire; All in area are Wild Surged, Wand of Wondered, Sporacled, and DNA Scrambled /s
Super 7 Raw Logrus 640 All enemies you can see (up to CL groups) take CL^2 Chaos dmg (no save) and lose CL San (Will save for half)
Ultra 1 Anti-Commotion Resist. 40+5/t +CL*5% aaAllR (Anti-Anti R vs. everything)
Ultra 2 Cthulhoid Swarm VIII 48 Summon CL*9 Monsters using ML VIII "Weird" chart (random)
Ultra 3 Get it on! 150 All within sight (incl. party) get +1QQQQQOppF this segment. You can use it and a normal Opp action in the same segment. You may ignore the "Opp" part of this if you wish (i.e. use it on your half of the segment).
Ultra 4 Wild Invocation VI 33 Random 10 (95%) or 2m4+10 (5%) SL Wizard Invocation spell

[PC22] Archetype Classes Group


T-Bear

Level KXP Psi16
mMG S {items / CC}
TH
1 0 1-- - {1 / 1} +1
2 3.5 2-- - {1 / 1} +2
3 7 3-- - {2 / 1} +3
4 14 4-- - {2 / 1} +4
5 28 5-- - {3 / 2} +5
6 56 6-- - {3 / 2} +6
7 112 7-- - {4 / 2} +7
8 224 8-- - {4 / 2} +8
9 448 81- - {5 / 3} +9
10 787.5 82- - {5 / 3} +10
11 1137.5 83- - {6 / 3} +11
12 1487.5 84- - {6 / 3} +12
13 1837.5 85- - {7 / 4} +13
14 2187.5 86- - {7 / 4} +14
15 2537.5 87- - {8 / 4} +15
16 2887.5 88- - {8 / 4} +16
17 3237.5 98- - {9 / 5} +17
18 3587.5 981 - {9 / 5} +18
19 3937.5 982 - {10 / 5} +19
20 4287.5 983 - {10 / 5} +20
21 4637.5 984 - {11 / 6} +21
22 4987.5 985 - {11 / 6} +22
23 5337.5 986 - {12 / 6} +23
24 5687.5 987 - {12 / 6} +24
25 6037.5 988 - {13 / 7} +25
26 6387.5 998 - {13 / 7} +26
27 6737.5 998 1 {14 / 7} +27
28 7087.5 998 2 {14 / 7} +28
29 7437.5 998 3 {15 / 8} +29
30 7787.5 998 4 {15 / 8} +30
31 8137.5 998 5 {16 / 8} +31
32 8487.5 998 6 {16 / 8} +32
33 8837.5 998 7 {17 / 9} +33
34 9187.5 998 8 {17 / 9} +34
35 9537.5 999 8 {18 / 9} +35
36 9887.5 999 91 {18 / 9} +36
37 19775 999 92 {19 / 10} +37
38 29662.5 999 93 {19 / 10} +38
39 39550 999 94 {20 / 10} +39
45 98875 A99 99 {22 / 11} +45
54 187862.5 BBB BB {27 / 14} +54
63 276850 DDD DC {32 / 16} +63
72 365837.5 FFE EE1 {36 / 18} +72
Race Adjustments:
Str Dex Con Int Wis Chr Cml AT hp TH Div
+4 +0 +9 -3 -5 +0 +1 +0 +1 ihp +0 ÷1
 
Requisites: Str 16, Con 36,
  Race Slots 1, Class Slots 2
Alignment: any
HD/level: & d30
Weapon Prof.: & 0+level
To Hit Table: Mon
Save Table: 4xMon
Reference: DM
Groups: Monster, Archetype
Complexity: CF=3
   
Saving Throws:  
PPD: level*2+0
RSW: level*2+0
PP: level*2+0
BW: level*2+0
Spell: level*2+0
Fort: level*2+0
Reflex: level*2+0
Will: level*2+0
   
See [Q16] for Psi16 rules and powers.
Can manipulate an object with Psi16 TechF equal to your level or less.
Can have up to LVL/2 (round up) MTG magic items (see the Plator class for list of MTG artifacts). The maximum CC (Casting Cost, treat as SL) for each is (LVL+3)/4.
How many items you get and what CC they are is shown on the progression in braces.
Level 1: Immune to Disintegrate and other effects that would destroy your body (but not Annihilation, Incursion, or Pixelation).
Level 1: Immune Poison
Level 1: Immune Hold, Charm, Fear
Level 1: You may choose to be Class VI/Esper-blind if you like. This does not cover Psi8, Psi16, and X24, but it covers all other frequencies.
Level 1: 1M: Target takes 10*LVL dmg (TechR to resist).
Level 1 ¶: +1 max ihp (this is the +1 ihp you see from race).
Level 1 ¶: Technology Damaging Shield vs. Melee or Missile attacks (100% damage back; TechR or aER to resist)
Level 1 ¶: 1V, N charges: Pull an item out of a bag which reaches into 20th century Earth. Table follows of some sample items. You roll N times on the chart, and take the desired result. You get S+3 charges per day, where S is the session #.

[PC22] Archetype Classes Group


T-Bear's Bag

 
d? Roll Item Notes
1 14 Mile Walkie-Talkies A pair of 2-way radios that have settings up to 14 miles. Also picks up weather repots and Amber Alerts.
2 3.5 inch M20 bazooka 3.5 inch M20 bazooka
3 35 mm Camera The best choice for the professional photographer, this camera can accept different lenses and takes the highest-quality picture. A camera is needed to use the photography aspect of the Craft (visual art) skill. The film used in a camera must be developed.
4 5-color Camo Paint Kit A compact that has tan, olive, brown, white and black oil facial paints and non-break mirror.
5 9mm Magazine Pouch Belt pouch holds 3 9mm magazines.
6 AA-10 air-to-air missile AA-10 air-to-air missile
7 Ab machine Ab machine
8 Acura 3.2 TL The 3.2 TL is a four-door luxury sedan. It is two squares wide and four squares long.
9 AKM/AK-47 This assault rifle of the old Soviet Union is one of the most popular firearms in the world, having found common use in scores of bush wars and insurrections-on all sides of such conflicts. The AKM is a slightly more modern version of the AK-47, but functions essentially the same.
10 All-weather Pen A black ink pen that can write in all situations- even upside down!
11 AM General Hummer The four-door Hummer is a civilian version of the military's all-terrain "humvee" utility vehicle. It comes equipped with a powerful 6.5-liter, 195-horsepower V8 turbo diesel engine. The hummer is decked out like a luxury vehicle inside, but this vehicle is every bit as rugged as the military version.
12 Ambulance Ambulance
13 Amish clothing Amish clothing
14 Ammonium nitrate and fuel oil bomb Ammonium nitrate and fuel oil bomb
15 Anthrax spore-based weapon Anthrax spore-based weapon
16 Anti tank rocket Anti tank rocket
17 Anti-aircraft gun Anti-aircraft gun
18 Anti-fog Gel Coat goggles and glasses to prevent fogging for 4-5 days. 80 applications per bottle.
19 Anti-personnel mine Anti-personnel mine
20 Armor Fresh Non-perfume spray eliminates foul odors from gear. May provide Hide bonus from scent using creatures.
21 Armored Truck Used to transport money between businesses and financial institutions, armored trucks are designed to deter would-be thieves. The truck has three doors and firing ports that allow the crew to use their firearms without leaving the vehicle. The armored truck is two squares wide and four squares long. It provides nine-tenths cover for its occupants. It is equipped with puncture-resistant tires.
22 Army Duct Tape 60 yd roll of 2 inch matte olive tape that can stick to damn near anything.
23 Assault Backpack Large backpack with built-in 2 qt canteen and drink hose. Has outside pockets and straps for sleeping bag.
24 Assault Gloves Gloves with guards and plates on the knuckles and fingers. Gives +2 damage in unarmed combat.
25 Aston-Martin Vanquish The Vanquish is a two-door luxury sports car powered by a 5.9-liter, 460-horsepower V12 engine. A six-speed manual transmission with overdrive is standard. The Vanquish is two squares wide and four squares long.
26 Athletic supporter Athletic supporter
27 B-2 stealth bomber B-2 stealth bomber
28 Bacteria-based biological weapon Bacteria-based biological weapon
29 Ballistic Helmet Uses nylon and kevlar to keep the head protected. +6 EB to head only.
30 Ballistic Vest Provides more protection than the light vest, but still maintains easy movement. +4 EB, -1 DEX
31 Barn Barn
32 Baseball Baseball
33 Basketball Basketball
34 Bayliner 1802 Capri This is a large runabout-a powerboat with an outboard engine and an open cockpit with a tiny cabin (about the size of the interior of an economy car) forward. It comes with a trailer; loading or unloading it requires a paved boat ramp and 10 minutes of work. The Capri provides one-half cover to occupants in the cockpit or stern, full cover to occupants in the cabin, and no cover to those forward of the cockpit. The Capri is two squares wide and four squares long.
35 BBQ food BBQ food
36 bed pan a stainless steel bed pan.
37 Beer can Beer can
38 Bell Jet Ranger This is perhaps the most common civilian helicopter worldwide; it has also been adopted by many military forces as a light utility helicopter. The Jet Ranger is two squares wide and seven squares long. It provides three-quarters cover for crew and passengers.
39 Bell Model 212 This is the twin-engine, civilian version of the ubiquitous Huey helicopter. As a civilian aircraft, it is a sturdy, reliable helicopter used for passenger and cargo work all over the world. Military versions are still in use in many countries. The Bell 212 is three squares wide and seven squares long. It provides three-quarters cover for crew and passengers (one-quarter cover for passengers if the cargo doors are open).
40 Bible A Bible, New and Old Testaments.
41 Binoculars Binoculars are useful for watching opponents, wild game, and sporting events from a long distance.
42 Biochemical warhead Biochemical warhead
43 Biological bomb Biological bomb
44 BMP-2 A Soviet-era armored personnel carrier, the BMP is used by the Russian army and more than twenty ex-Soviet states or clients. It is crewed by a driver, a gunner, and a commander. It has three top hatches, one above each crew position, and a large door in back for infantry soldiers to load or disembark. It takes a full-round action to enter the vehicle through a top hatch and another full-round action to start it moving. The BMP-2 is three squares wide and four squares long. It provides full cover to its occupants.
45 BMW M3 The M3 is a two-door luxury sports car equipped with a standard 3.2-liter, 333-horsepower engine. The M3 is two squares wide and three squares long.
46 Body armor Body armor
47 Bolt Cutter An exceptionally heavy wire cutter, a bolt cutter can snip through padlocks or chain-link fences. Using a bolt cutter requires a Strength check (DC 10).
48 Bottle of Olive Oil Bottle of Olive Oil
49 Bowling ball Bowling ball
50 Box of Cereal Box of Cereal
51 Box of circuit board / electrical parts Box of circuit board / electrical parts
52 Box of matches Box of matches
53 Box of Tall Kitchen Trash Bags Box of Tall Kitchen Trash Bags
54 Bridge Bridge
55 Budget Motel An entire budget motel. It's big.
56 C4/Semtex So-called "plastic" explosives resemble slabs of wax. Hard and translucent when cold, these explosives warm up when kneaded, and then can be coaxed to take various shapes. The information on the table represents a 1-pound block. Additional blocks can be wired together, increasing the damage and burst radius; each additional block increases the damage by +2d6 and the burst radius by 2 feet, and requires a Demolitions check (DC 15) to link them.
57 Caffeine Gum Each piece contains 100ml of caffeine. Each pack has 5 pieces; case of 24 packs.
58 Camo Backpack Cover Slip over your largest pack to provide instant camoflage and some water protection.
59 Can of Spam A can of spam.
60 Canned Heat and Stove Small aluminum single-can stove and 2 cans of canned heat.
61 Canned Heat Pack 12 can pack of canned heat; an odorless and smokeless gel that when ignited burns up to 10 hours.
62 Car Battery A car battery.
63 Carpet A big, expensive carpet.
64 Cell Phone A digital communications device that comes in a hand-held model or as a headset, a cell phone uses a battery that lasts for 24 hours before it must be recharged. It works in any area covered by cellular service.
65 Cessna 172 Skyhawk This common single-engine propeller plane is relatively inexpensive. A Cessna 172 is seven squares wide (including wings; fuselage is one square wide) and six squares long. It provides three-quarters cover for crew and passengers.
66 Chain Saw Military and police units use powered saws to cut through fences and open doors rapidly. They are sometimes pressed into service as weapons, often by people who watch too many movies.
67 Chair a plastic wicker chair
68 Chemical weapon Chemical weapon
69 Chevrolet Cavalier A two-door family coupe, the Cavalier is two squares wide and four squares long.
70 Chevrolet Corvette The Corvette is a two-door sports car equipped with a 5.7-liter, 350-horsepower V8 engine. The Corvette is two squares wide and three squares long.
71 Chevrolet Suburban One of the largest sport utility vans on the market, the Suburban is a four-door truck equipped with a standard 6.0-liter, 320-horsepower V8 engine. It is two squares wide and four squares long.
72 Chocolates a heart-shaped box of chocolates
73 Christmas Tree A Christmas tree, fully decorated.
74 Cigarette lighter Cigarette lighter
75 Cigarettes a packet of Winston cigarettes
76 Circus Peanuts A bag of circus peanuts candy.
77 Civilian Motorcycles Unlike getting into a car, mounting a motorcycle is a free action. Motorcycles tend to perform better than automobiles, but they provide no cover to their occupants.
78 Cluster bomb Cluster bomb
79 Compressed gas tank Compressed gas tank
80 Computer Protector Case Holds laptop, phone, pens and notebook. Crushproof, watertight and dustproof!
81 Condoms a pack of condoms
82 Congratulations flower arrangement Congratulations flower arrangement
83 Container of Pesticide Container of Pesticide
84 Cowboy hat Cowboy hat
85 CS tear gas CS tear gas
86 Dental drill Dental drill
87 Depth charge Depth charge
88 Det Cord Det cord is an explosive in a ropelike form. Technically, det cord doesn't explode-but it burns so fast (4,000 yards per second) that it might as well be exploding. Normally used to string multiple explosive charges together for simultaneous detonation (allowing a single detonator to set them all off), det cord can also be looped around a tree or post or other object to cut it neatly in half.
89 Diaper Diaper
90 Dirty bomb Dirty bomb
91 Dodge Caravan The Caravan is a minivan with two conventional doors up front, sliding doors on the side, and a rear hatch-style door. It is two squares wide and four squares long.
92 Dodge Neon The Neon is an inexpensive four-door family sedan. It is two squares wide and three squares long.
93 Dog Tags Stainless steel I.D. tags, military style.
94 Donut A yummy Donut with gooey chocolate icing and coconut sprinkles.
95 Drug Cabinet a large stainless steel cabinet with glass front doors hold an assortment of medications.
96 Dry Shampoo Cap A disposable cap that when rubbed on head refreshes and cleans short hair.
97 Ducati 998R This is a top-of-the-line street bike with a strong heritage of winning races. The 998R is one square wide and two squares long.
98 Duct Tape The usefulness of duct tape is limited only by a character's imagination. Duct tape can support up to 200 pounds indefinitely, or up to 300 pounds for 1d6 rounds. Characters bound with duct tape must make a Strength or Escape Artist check (DC 20) to free themselves.
99 Electric Shaver an electric shaver
100 Emergency Rations Pack of 9 bars of emergency food loaded with vitamins and calories. Fits guidelines for all religious diets.
101 Expandable Baton Pouch Pouch provides easy access to collapsible baton.
102 F-16A fighter jet F-16A fighter jet
103 Face mask for hockey Face mask for hockey
104 Fairline Targa 30 This cabin cruiser is a motor yacht with two internal diesel engines. It comes equipped with four berths and a fully equipped galley. It provides one-half cover to occupants in the cockpit or stern, full cover to occupants below deck, and no cover to those forward of the cockpit. The Targa is three squares wide and six squares long.
105 Family Restaurant An entire family restaurant. It's big.
106 Feta cheese Feta cheese
107 Field Deodorant All natural scentless deodorant works fantastically to keep you dry.
108 Field Spade Collapsible shovel has a small band saw concealed in a screw-top handle.
109 Field Towels Moist hand towels that are stronger and more durable than regular wipes. Pack of 20 towels.
110 File cabinet File cabinet
111 Fire Extinguisher This portable apparatus uses a chemical spray to extinguish small fires. The typical fire extinguisher ejects enough extinguishing chemicals to put out a fire in a 10-foot-by-10-foot area as a move action. It contains enough material for two such uses.
112 Fire fighter's coat Fire fighter's coat
113 Fireworks Fireworks
114 Flamethrower A flamethrower consists of a pressurized backpack containing fuel, connected to a tube with a nozzle. It shoots a 5-foot-wide, 30-foot-long line of flame that deals 3d6 points of fire damage to all creatures and objects in its path. No attack roll is necessary, and thus no feat is needed to operate the weapon effectively. Any creature caught in the line of flame can make a Reflex save (DC 15) to take half damage. Creatures with cover get a bonus on their Reflex save.
115 Flechettes projectile shell Flechettes projectile shell
116 Folding Basin A waterproof nylon fabric basin contains up to 2 gallons of water to wash up or water animals with.
117 Ford Crown Victoria The Crown Victoria is a large four-door family sedan equipped with a 4.6-liter, 220-horsepower V8 engine. Large and durable, it is a favorite of police forces (police cruisers are commonly Crown Victorias). The Crown Victoria is two squares wide and four squares long.
118 Ford Escape XLT The Escape is a four-door SUV with a 3.0-liter, 201-horsepower V6 engine. It is two squares wide and three squares long.
119 Ford F-150 XL This two-door pickup truck has a 4.2-liter, 202-horsepower V6 engine. The F-150 is two squares wide and four squares long.
120 Forklift Forklift
121 Formula 1 race car Formula 1 race car
122 Fragmentation Grenade The most common military grenade, this is a small explosive device that sprays shrapnel in all directions when it explodes.
123 Freon canister Freon canister
124 Fruit basket Fruit basket
125 Full-gas mask Covers whole head and offers protection from many airborn agents.
126 Furniture A piece of furniture.
127 Fuzzy Bunny Slippers Cute little fuzzy pink slippers with a bunny head and big floppy ears.
128 Garbage container Garbage container
129 Gas Mask This apparatus covers the face and connects to a chemical air filter canister to protect the lungs and eyes from toxic gases. It provides total protection from eye and lung irritants. The filter canister lasts for 12 hours of use. Changing a filter is a move action. The purchase DC for one extra filter canister is 6.
130 Gas Tank A 3000 gallon tank filled with gasoline.
131 Gear Straps A set of 16 various straps and stretch bands that can secure any number of things.
132 Genetically engineered biological weapon Genetically engineered biological weapon
133 Genetically engineered virus-based weapon Genetically engineered virus-based weapon
134 Giant Spool of Wire A large (5' across) spool of wire.
135 Glock 17 The Glock is typical of 9mm self-loading pistols carried by many police officers and military personnel.
136 Golf bag Golf bag
137 Handcuffs Handcuffs are restraints designed to lock two limbs-normally the wrists-of a prisoner together. They fit any Medium-size or Small human or other creature that has an appropriate body structure.
138 Harley-Davidson FLSTF Fat Boy This huge motorcycle sports a 1,450cc engine. It's designed to look cool and compete for space on the roads with automobiles. It is one square wide and two squares long.
139 Hay Bailer machine Hay Bailer machine
140 Heavy Duty Belt Nylon belt used in military and law enforcement. Useful for nearly all pouches and holsters.
141 Helmet Cover Cover your new helmet in camo prints, also has strapping for additional concealment items.
142 Herr's Potato Chips A bag of Herr's potato chips.
143 High-heeled shoe High-heeled shoe
144 Honda TRX400FW This all-terrain vehicle is something like a four-wheeled motorcycle. It is one square wide and two squares long. It provides no cover for its riders.
145 Hotpants a pair of black leather hotpants
146 HQ-61A surface-to-air missile HQ-61A surface-to-air missile
147 hypodermic needle a small glass syringe with a clear liquid inside it
148 I.D. Neck Pouch Small clear pouch and cord that hangs around the neck. Can hold any number of flat items.
149 Incendiary bomb Incendiary bomb
150 Insect Repellant Spray bottle repels a host of bothersome insects. No scent.
151 Instrument, Keyboard A portable keyboard, necessary in order to use the Perform (keyboard instrument) skill.
152 Jaguar XJ Sedan The XJ is a four-door luxury sedan. It is two squares wide and four squares long.
153 Jewelry box Jewelry box
154 Key Lime Pie a Key Lime Pie
155 Lamborghini Diablo The Diablo is a top-of-the-line exotic sports car-a two-door coupe equipped with a standard 6.0-liter, 550-horsepower V12 engine. The Diablo is two squares wide and three squares long.
156 Large House A large house.
157 Large Protector Case Same as previous case; but can hold 1 large item, 2 medium, 4 small, 8 tiny sized items- and so on.
158 Laser Sight This small laser mounts on a firearm, and projects a tiny red dot on the weapon's target. A laser sight grants a +1 equipment bonus on all attack rolls made against targets no farther than 30 feet away. However, a laser sight can't be used outdoors during the daytime.
159 Laundry basket Laundry basket
160 Learjet Model 45 This is a sleek business jet introduced in the late 90s. Two turbofans, set on the fuselage above and behind the wings, provide the power. The interior includes luxury accommodations and a lavatory. A Learjet is ten squares wide (including wings; fuselage is two squares wide) and twelve squares long. It provides three-quarters cover for crew and nine-tenths cover for passengers.
161 Light Armored Vest Protects the chest and back from knives and needles. Limited ballistic protection. +3 EB, -1 DEX
162 Limousine A limousine is a big, comfortable car. The statistics given are for a moderate-sized vehicle, rather than a stretch limo or a conventional car with a professional driver. Limousines feature virtually every available luxury feature, often including televisions and small refrigerators. A partition divides the front seat from the rest of the vehicle. A limousine is two squares wide and five squares long. It provides three-quarters cover for its occupants.
163 Lingerie Lingerie
164 Los Angeles class Submarine A Los Angeles class Submarine.
165 Lottery Tickets Lottery Tickets
166 M113A1 Gavin Introduced in 1960s and for many years a mainstay of the U.S. Army, this tracked armored personnel carrier is now in use by more than fifty countries. It is crewed by a driver and a commander, and features a top hatch above each position as well as a rear door. It takes a full-round action to enter the vehicle through a top hatch and another full-round action to start it moving. The Gavin is three squares wide and four squares long. It provides full cover to its occupants.
167 M-16 Magazine Pouch Pouch holds 6 M-16 magazine clips.
168 M1A2 Abrams This is the U.S. Army's main battle tank, probably the most advanced and powerful tank in the world. It is crewed by a driver, a gunner, a gun loader, and a commander. It has three top hatches, one for the driver and two on the turret. (The driver's position cannot be reached from the other positions, which are all in the turret.) It takes a full-round action to enter a tank and another full-round action to start it moving. The Abrams is three squares wide and six squares long. It provides full cover to its occupants.
169 M2A2 Bradley This is the U.S. Army's principal armored personnel carrier. It is crewed by a driver, a gunner, and a commander. It has three top hatches, one above each crew position, and a large door in back for infantry soldiers to load or disembark. It takes a full-round action to enter the vehicle through a top hatch, and another full-round action to start it moving. In addition to its own armament, the Bradley's passenger compartment has ports that allow passengers to fire their personal weapons from within the vehicle. The Bradley is three squares wide and four squares long. It provides full cover to its occupants.
170 M-4 Magazine Pouch Pouch holds 2 M-4 magazines.
171 M-60 Introduced in the Vietnam War era, this medium machine gun is still in widespread use with the U.S. military and that of several other armies.
172 M72A3 LAW The LAW (light antitank weapon) is a disposable, one-shot rocket launcher. It comes as a short, telescoped fiberglass and aluminum tube. Before using the weapon, the firer must first arm and extend the tube, which is a move action.
173 Mailbox Mailbox
174 Measuring cup Measuring cup
175 Medium House A medium house.
176 Medium Protector Case Same as small case; but can hold 1 medium, 2 small, 4 tiny, 8 diminuative or 16 fine sized items.
177 Mercedes E55 AMG The E-Class is a four-door luxury sedan equipped with a powerful 5.5-liter, 349-horsepower V8 engine. It is two squares wide and four squares long.
178 Metal Detector This handheld device provides a +10 equipment bonus on all Search checks involving metal objects.
179 Micro Protector Case Keeps a cell phone and a GPS unit from crushing and water damage. No foam padding.
180 Military Fuel Can High impact container that can hold up to 20L of fuel.
181 Military Protector Case X-Large case with a pull handle and wheels for easy transport. Holds twice as much as large case.
182 Military Vehicles Several military vehicles are covered here. In addition, a number of the civilian vehicles covered above, such as the AM General Hummer and the Bell Model 212 helicopter, are commonly seen in military service.
183 Military Water Can High impact container that holds up to 20L of water.
184 Milk A gallon bottle of milk.
185 Molotov cocktail Molotov cocktail
186 Motorboat Motorboat
187 Motorcycle helmet Motorcycle helmet
188 Moving Truck This is a large cargo truck used to move furniture or deliver freight. Trucks of this sort are often available as rentals. A moving truck is two squares wide and five squares long. It provides three-quarters cover for occupants in the cab and full cover for any in the back.
189 MRE Ration Heater 12 flameless chemical heaters that warms your food in minutes.
190 MREs 12 pack case of ready-to-eat meals; containing various entrees with packets of salt, pepper, sugar & coffee.
191 Multi-tool Pouch Pouch holds one pair of a variety of commonly found multi-tools.
192 NABI Model 40LFW This is a typical city bus. It has a door at the front and a second door about halfway down the right-hand side. This vehicle is two squares wide and eight squares long. It provides three-quarters cover for crew and passengers.
193 Nail bomb Nail bomb
194 Nail clipper Nail clipper
195 Napalm Napalm
196 newspaper paper hat A silly hat made out of newspaper.
197 Notebook Computer Slim, lightweight, and portable, notebook computers have most of the functions available on desktop computers.
198 Nuclear Missile A nuclear missile.
199 Office Desk An office desk.
200 Outdoor swimming pool Outdoor swimming pool
201 Overhead projector Overhead projector
202 Oxygen mask Oxygen mask
203 Pac-Man Arcade Game Pac-Man Arcade Game
204 Pantyhose Pantyhose
205 Parachute Parachute
206 PDA Personal data assistants are handy tools for storing data. They can be linked to a notebook or desktop computer to move files back and forth, but can't be used for Computer Use or Research checks.
207 peanut butter M&Ms a packet of peanut butter M&Ms
208 Penis Pump A penis pump.
209 Pepper Spray A chemical irritant that can temporarily blind a target, pepper spray comes in a single-shot container. To use it, make a ranged touch attack against the target. The target must make a Fortitude saving throw (DC 15) or be blinded for 1d4 rounds. Pepper spray is limited to 5 range increments.
210 Pepto Bismol A bottle of Pepto Bismol.
211 Photocopier A photocopier.
212 Pistol Laser Sight Attaches to Barettas, Glocks and more! Pinpoint sight up to 75' in low light, 350 yd in total darkness.
213 Pistol Tactical Light Attaches a flashlight (treat as standard flashlight) to weapon. Runs for 1 hour on 2 AAA batteries.
214 plate of filet mignon a plate of filet mignon with mange tou
215 Player's Handbook A D&D Player's Handbook of edition # = 1d5-1
216 Pocket Chainsaw This linked chain can fell a 3 inch branch in 10 seconds. Folds up into a tiny pocket.
217 Poly Knife A polycarbonate knife that contains no metal. Restricted in some areas, cannot be thrown.
218 Pommel horse Pommel horse
219 Portable Radio A portable radio.
220 Portable Shower 4-ply plastic bag holds 4 gal of water that heats up to over 100 degrees on a warm summer day in 3 hours!
221 Postcard A postcard, showing a picture of the Florida Keys.
222 Power line tower Power line tower
223 Prom dress Prom dress
224 Radioactive Waste It says "Nuclear Waste Facility" on it.
225 Railroad switch Railroad switch
226 Red wine Red wine
227 Refrigerator A refrigerator full of food.
228 Rope Clamps Set of 4 nylon quick-clamps useful for tying loads and setting up tents.
229 Rotary Holster Handgun holster swivels 360 degrees so you can wear it anywhere; even mount it discreetly in a car!
230 Rotary Mag Holster Magazine holster that holds many semi-automatic handgun magazines.
231 Rotary Shoulder Holster Shoulder holster only for rotary gear. Holds one mag or gun holster under each arm (purchased separately)
232 Salt Lick A salt lick.
233 Salt shaker Salt shaker
234 Sawed-Off Shotgun This is a 12-gauge, double-barreled shotgun with the stock and barrels sawed short. All that's left of the stock is a pistol grip, and the barrels are roughly 12 inches long. Sawed-off shotguns are generally illegal; most are homemade by cutting down a standard shotgun.
235 Scuba gear Scuba gear
236 Sea-Doo XP This is a two-seat jet ski that propels itself with a powerful jet of water. The Sea-Doo XP is one square wide and two squares long, and provides no cover for its riders.
237 Septic tank Septic tank
238 Shampoo a bottle of shampoo
239 Shoes elegant Gucci shoes
240 shopping basket a shopping basket
241 Shot put Shot put
242 Shotgun Ammo Pouch Belt pouch holds 12 shells.
243 Shotgun Shell Bandoleer Nylon and elastic bandoleer holds 56 shotgun shells across the chest and back.
244 Signal Mirror A 3"x5" unbreakable mirror in a pouch.
245 Silo Silo
246 Single Handcuff Pouch Pouch holds one pair of standard handcuffs.
247 Sink a sink
248 Slot Machine Slot Machine
249 Small House A small house.
250 Small Protector Case Small fiberglass case that opens to an eggshell foam interior. Keeps equipment safe from virtually anything.
251 Smoke Hood Plastic disposable hood and filter protects against carbon monoxide.
252 Sofa an old beaten-up sofa
253 Spindle of blank DVDs Spindle of blank DVDs
254 Spray Pouch Pouch holds one standard bottle of pepper spray.
255 stethascope A silver stethascope
256 stir fried chow mein stir fried chow mein
257 STOP sign STOP sign
258 Storage Bags 4 Heavy duty storage bags of assorted sizes. Sizes of bags are tiny, small, medium and large.
259 Stroller A baby stroller. There isn't a baby inside.
260 Stuffed Moosehead Stuffed Moosehead
261 Stuffed Teddy Bear Stuffed Teddy Bear
262 Switchblade Switchblade
263 Tactical Goggles Protects eyes from sun (UV filter), wind, gasses and dust. Wrap around design keeps 'tunnel vision' at bay.
264 Tactical Vest The standard body armor for police tactical units, this vest provides full-torso protection in the toughest flexible protective materials available.
265 Taser A taser uses springs or compressed air to fire a pair of darts at a target. On impact, the darts release a powerful electrical current. On a successful hit, the darts deal 1d4 points of electricity damage and the target must make a Fortitude saving throw (DC 15) or be paralyzed for 1d6 rounds. Reloading a taser is a full-round action that provokes attacks of opportunity.
266 Taxi Taxi
267 Telescope Telescope
268 Television Television
269 Temporary military bridge Temporary military bridge
270 Tennis Racket a tennis racket
271 Thong underwear Thong underwear
272 Tickle Me Elmo Doll Tickle Me Elmo Doll
273 Toilet brush Toilet brush
274 Tool Roll Urethane coated roll that holds up to 11 small tools including screwdrivers, wrenches, pliars and more.
275 Toolbox of tools Toolbox of tools
276 Toyota Tacoma Xtracab The Tacoma is a two-door pickup with a back seat in its extended cab. It is two squares wide and four squares long.
277 Tractor A farming tractor.
278 Trading Card A Magic the Gathering card: "Hurloon Minotaur", Revised edition.
279 Traffic light Traffic light
280 TV Dinner A TV dinner, uncooked.
281 Twinkies A box of twinkies.
282 UH-60 Black Hawk Introduced in the 1980s to replace the aging UH-1, the Black Hawk is the U.S. Army's primary utility helicopter. The UH-60 is three squares wide and twelve squares long. It provides three-quarters cover to crew and passengers (one-quarter cover to passengers if the cargo doors are open).
283 Uzi Designed in the 1950s for the Israeli army, the Uzi has become the most popular submachine gun in the world. It features a collapsible stock, making it extremely compact.
284 Vehicle barrier Vehicle barrier
285 Viagra A bottle of Viagra.
286 Volkswagen Jetta The Jetta is a four-door station wagon. It is two squares wide and three squares long.
287 Walther PPK The PPK is a small, simple, and reliable autoloader with a design that dates back to the 1930s. It remains in widespread service among European police, military, and government agencies.
288 Watch a digital watch
289 Water Purification Tablets Iodine based tablets that kill microorganisms in water. 2 tablets purify 1 quart of water. 50 tablet jar.
290 Water tower Water tower
291 Waterproof Memo 60 sheets of waterproof paper in a spiral bound memo style pad.
292 Waterproof Notebook 78 sheets of lined waterproof paper in a composition style book. Use all-weather pen or regular pencil.
293 Waxed paper Waxed paper
294 White Phosphorus Grenade White phosphorus grenades use an explosive charge to distribute burning phosphorus across the burst radius. Any target that takes damage from a White Phosphorus grenade is dealt an additional 1d6 points of fire damage in the following round and risks catching on fire.
295 Wind Goggles Protects eyes from wind and dust. Vents on the sides allow for some air flow.
296 Wire fence Wire fence
297 Woodchipper machine Woodchipper machine
298 Wrist GPS Small unit attaches to wrist with Velcro. Provides location and a 10,000 track point capability.
299 Wristwatch with Compass A military style activewear watch with compass.
300 Yamaha YZ250F A classic dirt bike, this is very similar to the motorcycle used by United States Army cavalry scouts. The YZ250F is one square wide and two squares long.

[PC22] Archetype Classes Group


Thanatos

Level KXP Priest/Psi8
123 456 78
TH
1 0 20- --- -- +0
2 2 210 --- -- +1
3 4 321 --- -- +1
4 7.5 422 --- -- +2
5 12.5 432 0-- -- +3
6 20 432 1-- -- +3
7 35 443 1-- -- +4
8 60 443 20- -- +5
9 90 543 21- -- +5
10 125 543 320 -- +6
11 200 553 321 0- +7
12 300 554 432 1- +7
13 750 655 543 2- +8
14 1150 666 654 3- +9
15 1550 666 666 4- +9
16 1950 666 666 5- +10
17 2350 666 666 6- +11
18 2750 666 666 60 +11
19 3150 666 666 61 +12
20 3550 666 666 62 +13
21 3950 666 666 63 +13
22 4350 666 666 64 +14
23 4750 666 666 65 +15
24 5150 766 666 65 +15
25 5550 776 666 65 +16
26 5950 777 666 65 +17
27 6350 777 766 65 +17
28 6750 777 776 65 +18
29 7150 777 777 65 +19
30 7550 777 777 75 +19
31 7950 777 777 76 +20
32 8350 777 777 77 +21
33 8750 887 777 77 +21
34 9150 888 877 77 +22
35 9550 888 888 77 +23
36 9950 888 888 881 +23
37 19900 888 888 882 +24
38 29850 888 888 883 +25
39 39800 888 888 884 +25
45 99500 998 888 888 +29
54 189050 A99 999 999 1 +35
63 278600 AA9 999 999 9 +41
72 368150 AAA AAA AAA A1 +47
Race Adjustments:
Str Dex Con Int Wis Chr Cml AT hp TH Div
+0 +0 +0 +4 +3 +0 +0 +4 +10 +0 ÷1
 
Requisites: Int 15, Wis 12,
  Race Slots 1, Class Slots 2
Alignment: any
HD/level: d8
Weapon Prof.: 2+level/2
To Hit Table: Pri
Save Table: Pri
Reference: DM
Groups: Priest, Technology, Archetype
Complexity: CF=3
   
Saving Throws:  
PPD: level+7
RSW: level+3
PP: level+4
BW: level+1
Spell: level+2
Fort: level-1
Reflex: level-1
Will: level+1
   
Gets Int (not Wis) bonus to spells.
Gets Exceptional Int bonus.
Bonus grand in Technology sphere.
Can use Psi8 powers from progression. For this class, psionic powers use the following SL's: Minor=1; Major=3; Grand=6; Super=8.
Can have up to LVL Psi8 items.
+1 summon slot for Technological monsters.
Level N (every level): Using the list below, pick an ability.
A. +1M Action.
B. CF=4: Barbarian Int bonus instead of Exceptional.
C. All weapons are considered 1 size smaller for what you can wield.
D. Immune to Wall, Sphere, and Forcefield effects
E. Immune to Gravity (but not TK / falling damage)
F. Immune to Light (and all variants)
G. Unmanned siege machines within LVL*10' of you can fire by themselves (using your attack bonuses).
H. Immune to Positive Energy (includes Unlive positive energy levels).
I. Your summons do special effects (innates, spells) as if one DL better than they are.
J. Immune to Guardian sphere spells, and Forbiddance/Security Zones in general.
K. Free GGL (Specialty God) pick in a god that has an Int requirement.
L. You act as a TechL=LVL Computer (+LVL/2 Int, +LVL*2 Nonweapons).
M. Your area affects always only hit those you want them to.
N. Your Wall spell effects have xLVL area. 1M: Duplicate (make another) Wall effect.
O. 1bV, an ally within LVL*10' is rolling a save: He autorolls a 20
P. 0, 1/t: Distribute LVL instances of tactical movement to other allies.
Q. Immune to Vacuum. Need not breathe.
R. Sustain all actions; Time/Reality stability; Immune to Hold, Stop, Time Stop, Temporal Stasis

[PC22] Archetype Classes Group


Theradin

Level KXP Druid       Wiz
123 456     123 456 789
TH
1 0 0-- ---     --- --- --- +5
2 3.3 1-- ---     1-- --- --- +6
3 6.6 2-- ---     1-- --- --- +7
4 13.2 30- ---     2-- --- --- +8
5 26.4 41- ---     2-- --- --- +9
6 52.8 51- ---     21- --- --- +10
7 105.6 620 ---     31- --- --- +11
8 211.2 730 ---     32- --- --- +12
9 422.4 831 ---     42- --- --- +13
10 700 941 0--     421 --- --- +14
11 1030 A52 0--     421 --- --- +15
12 1360 B52 1--     422 --- --- +16
13 1690 C63 10-     432 --- --- +17
14 2020 D73 10-     432 1-- --- +18
15 2350 E74 20-     433 1-- --- +19
16 2680 F84 210     433 2-- --- +20
17 3010 G95 310     433 2-- --- +21
18 3340 H95 310     433 21- --- +22
19 3670 IA6 321     443 21- --- +23
20 3996 JB6 421     443 22- --- +24
21 4221 KB7 421     444 22- --- +25
22 4446 LC7 531     444 33- --- +26
23 4671 MD8 532     444 43- --- +27
24 4896 ND8 532     444 441 --- +28
25 5121 OE9 642     544 441 --- +29
26 5346 PF9 643     555 442 --- +30
27 5571 QFA 743     555 442 --- +31
28 5796 RGA 753     555 442 1-- +32
29 6021 SHB 753     555 542 1-- +33
30 6246 THB 854     555 552 1-- +34
31 6471 UIC 864     555 553 1-- +35
32 6696 VJC 964     555 553 21- +36
33 6921 WJD 965     555 553 31- +37
34 7146 XKD 975     555 553 32- +38
35 7371 YLE A75     555 553 32- +39
36 7596 ZLE A75 1   555 553 321 +40
37 15192 ZLE A75 2   555 553 321 +41
38 22788 ZLE A75 2   555 553 322 +42
39 30384 ZLE A75 3   555 553 322 +43
45 75960 ZLE A75 41  555 554 433 +49
54 144324 ZLE A75 54  555 555 444 1 +58
63 212688 ZLE A75 551 555 555 555 5 +67
72 281052 ZLE A75 555 666 655 555 51 +76
Race Adjustments:
Str Dex Con Int Wis Chr Cml AT hp TH Div
+5 +4 +3 +5 +4 +3 -3 +4 +16 +0 ÷1
 
Requisites: Str 19, Dex 13, Con 9, Int 17, Wis 13, Chr 9,
  Race Slots 1, Class Slots 2
Alignment: C any
HD/level: & ++‡‡d10
Weapon Prof.: & 5+level/2
To Hit Table: War +5 levels
Save Table: War +5 levels
Reference: DM
Groups: Warrior, Monster, Archetype
Complexity: CF=3
   
Saving Throws:  
PPD: level+7
RSW: level+5
PP: level+6
BW: level+5
Spell: level+4
Fort: level+3
Reflex: level+3
Will: level+2
   
Considered a "Minotaur" race.
For HD, "‡" means an additional HD at level 2 (i.e. this class gets 3 HD at level 2).
Gets Wisdom bonus for Druid spells. Grand in Animal, Healing, Plant, Travellers.
Gets one specialty school; no opposite. Gets x2 CL with Illusion spells.
Gets one "Any Rogue" pick per level. 35 Rogue points per level.
Level 1: Free Tracking proficiency, number of free slots = Strider's level * 2.
Level 1: Trailing, Wilderness Survival, Two-Weapon Fighting proficiencies. No off-hand penalty with any number of weapons.
Level 1: Immune to Maze and variants (e.g. Fire Maze)
Level 1: Exceptional Str bonus. CF=4: Barbarian Str bonus; i.e. bonus is (Str-14)*2.
Level 1: Exceptional Con bonus; i.e. bonus is (Con-12).
Level 1: You have two horns, and can attack with them as natural weapons. They are 1d(2*LVL) dmg.
Level 1 ¶: You get the "Frank" Cheat Code [X3]: Can throw any weapon without penalty, using the "Dart" line (assuming specialization).
Level 1: Surprise 75% of time, is surprised only 1 in 12.
Level 1: Can have an Animal Companion (1/10th your XP)
Level 1: May have a Beast Rider Mount (see Beast Rider class) of DL=LVL/2.
Level 1: May use crossbows one-handed. May use two crossbows in one set of arms.
Level N (every level): Choose a species enemy type (see list below). You get +4 TH and +LVL dmg vs. that enemy type. You may pick the same enemy type more than once; each pick is cumulative.
Species enemy choices: Alternate Reality creatures, Animals, Avians, Beholders, Cold-Using, Concordant group, Creatures of 1 alignment, Creatures of 1 plane, Demons/Devils, Dragons/Reptiles, Elementals, Fire-Using, Giant-Class, Golems (& Constructs), Group of Classes, Humans (& Demihumans), Insects, Lycanthropes, Magic-Using, Other Timeline/Multiverse, Plants, Psionic-Using, Regenerating, Size Class L+, Size Class S-, Slimes (& Oozes/Jellies), Undead, Water-dwelling creatures.
Level N (each level): +1 Str.
Level 2: 1M: Locate Object/Animal/Plant
Level 3: NR (LVL-2)*20%
Level 4: 1M: Plant Door; 1F: Transport via Plants
Level 4: 1M, (LVL-3)/d: Maze (you can reverse this ability to get Find the Path)
Level 5: Can read priest/wizard scrolls of SL 0-5 with no chance of blowing head off. This increases to SL 0-6 at level 10 and SL 0-7 at level 15.
Level 6: Attract 3-30 followers, usually Rangers or DL VI+ Animals.
Level 7: True Sight cont.
Level 8: Immune to Maze, Distance Distortion, Mirage Arcana, and Massmorph.
Level 9: 1M: Find the Path
Level 9: CF=5: Extra Barbarian Str bonus; i.e. bonus is (Str-16)*5/2, round down.
Level 9: Your Frank Cheat Code uses Small Shuriken number of attacks.
Level 10: You and your party do not leave a trail and cannot be tracked or trailed, except by a Strider of double your level or a Ranger of triple your level. If out of visual sight, your party cannot be Located or Find the Pathed to.
Level 11: Cosmic Awareness cont.
Level 15 ¶: +3 HNCL
Level 18: CF=6: Super Barbarian Str bonus; i.e. bonus is (Str-18)*3.
Level 18: Your Frank Cheat Code uses Needle number of attacks.

[PC22] Archetype Classes Group


Theradin (Beast Rider Mounts)

DL Mount AC hp #Att TH dmg Special
1 Light Horse 15 50 3 +6 5 Increase stats by 50% each time you level
1 Camel 14 60 2 +5 7 Spits for 1d20 dmg
1 Pegasus 17 40 2 +4 4 Flying; Regenerate LVL hp/s (self and rider)
2 Medium Horse 32 120 3 +16 12 Increase stats by 50% each time you level
2 Giant Eagle 30 140 3 +17 17 Flying; Eagle Eye Vision; Immune Blindness
2 Unicorn 40 60 2 +8 6 Luckstone (self and rider)
3 Heavy Horse 51 210 3 +30 21 Increase stats by 50% each time you level
3 Dragon Horse 60 240 2 +25 15 Pick a type of dragon. Breath weapon (half hp).
3 Brontosaurus 20 1600 1 +80 80 Lernaean; can carry a lot of weight (Str 200)
4 Heavy War Horse 72 320 3 +48 32 Increase stats by 50% each time you level
4 Dragon, Lesser 80 400 2 +40 30 Pick a type of dragon. Breath weapon (full hp).
4 Dog, Beast of Xvim 60 200 1 +65 85 Beast of Xvim; Ignores aWR / +wpn needed to hit
5 Elite War Horse 95 450 3 +70 45 Increase stats by 50% each time you level
5 Polar Bear 100 500 3 +70 50 Immune Cold (self and rider)
5 Juggernaut 350 300 1 +120 120 Resist Technological damage (self and rider)
6 Greater War Horse 120 600 3 +96 60 Increase stats by 50% each time you level
6 Nightmare 133 666 3 +66 66 Unholy fire shield; Breath weapon (half hp); Plane Shift 1/r
6 Hydra 160 800 5 +80 80 5 Breath Weapons (each is 1/10 current hp)
7 Ultra War Horse 147 770 3 +126 77 Increase stats by 50% each time you level
7 Opinicus 140 800 2 +120 60 Heal 1/r (self or rider). iMPIRR 50% (self and rider).
7 Scaled Wurm 490 600 1 +300 100 Attack swallows whole (100 dmg /s)
8 Gargantuan War Horse 176 960 3 +160 96 Increase stats by 50% each time you level
8 Dragon, Greater 180 1000 2 +140 90 Breath weapon (full hp); Dragonlancing (add mount's hp to rider's dmg)
8 Time Elemental 170 700 1 +170 Inc Attack is Incursion (5 RSW saves); Time/Reality Stability (self and rider)
9 Chosen One Horse 207 1170 3 +198 117 Increase stats by 50% each time you level
9 Ki-Rin 210 1500 2 +150 150 Wish 1/r; Immune to Traps and Tricks (self and rider)
9 Ethereal Weebie 156 600 3 +120 120 Ethereal Projection; +2*LVL weapon to hit (both are self and rider)
10 Paragon War Horse 240 1400 3 +240 140 Increase stats by 50% each time you level
10 Tarrasque 280 3000 5 +400 210 iMReflection 50%; Regenerate 6*LVL hp/s (both self and rider)
10 Ultraplanar Calf iAC 1 ihp 1 1 +500 500 Capital M Moo 1/r; Immune Annihilation (self and rider)

[PC22] Archetype Classes Group


Zantriss

Level KXP Wizard
123 456 789 ABC DE
TH
1 0 2½- --- --- -- +1
2 4 31½ --- --- -- +2
3 8 421 --- --- -- +3
4 16 532 ½-- --- -- +4
5 32 643 1½- --- -- +5
6 64 754 21- --- -- +6
7 96 865 32½ --- -- +7
8 144 976 43½ --- -- +8
9 216 A87 541 ½-- -- +9
10 400 A98 652 1-- -- +10
11 600 AA9 763 2½- -- +11
12 1000 AAA 874 3½- -- +12
13 1400 AAA 985 4½- -- +13
14 1800 AAA A96 51½ -- +14
15 2200 AAA AA7 621 -- +15
16 2600 AAA AA8 732 -- +16
17 3000 AAA AA9 843 -- +17
18 3400 AAA AAA 954 ½- +18
19 3800 AAA AAA A65 ½- +19
20 4200 AAA AAA A76 1- +20
21 4600 AAA AAA A87 1- +21
22 5000 AAA AAA A98 2- +22
23 5400 AAA AAA AA9 2- +23
24 5800 AAA AAA AAA 3- +24
25 6200 BBB BBB BBB 3- +25
26 6600 BBB BBB BBB 4- +26
27 7000 CCC CCC CCC 4½ +27
28 7400 CCC CCC CCC 5½ +28
29 7800 DDD DDD DDD 5½ +29
30 8200 DDD DDD DDD 51 +30
31 8600 DDD DDD DDD 61 +31
32 9000 EEE EEE EEE 61 +32
33 9400 EEE EEE EEE 71 +33
34 9800 FFF FFF FFF 71 +34
35 10200 FFF FFF FFF 81 +35
36 10600 FFF FFF FFF 821 +36
37 21200 FFF FFF FFF 822 +37
38 31800 FFF FFF FFF 832 +38
39 42400 FFF FFF FFF 833 +39
45 106000 FFF FFF FFF 866 +45
54 201400 FFF FFF FFF A99 1 +54
63 296800 FFF FFF FFF AA9 9 +63
72 392200 FFF FFF FFF CCB B1 +72
Race Adjustments:
Str Dex Con Int Wis Chr Cml AT hp TH Div
+3 +3 +4 +6 -4 +3 +2 +4 +10 +2 ÷1
 
Requisites: Str 10, Dex 10, Con 12, Int 18, Chr 10,
  Race Slots 1, Class Slots 2
Alignment: any G
HD/level: & d5
Weapon Prof.: 1+level/4
To Hit Table: Mon
Save Table: Wiz+1
Reference: DM
Groups: Wizard, Monster, Archetype
Complexity: CF=3
   
Saving Throws:  
PPD: level+4
RSW: level+7
PP: level+5
BW: level+3
Spell: level+6
Fort: level+0
Reflex: level+1
Will: level+1
   
Considered a "Pocket Dragon" race.
Level 1 ¶: Get one instance of each of the Psi15 Minor Alterations, as follows. You get 1 extra Psi15 pick per even level.
Add Breath Weapon [1st] Breath weapon is 3/d. Choose a normal (E=1) element. Breath = 50% of current hp total.
Add Breath Weapon [2nd] Breath weapon is once per 3 rounds. Choose a normal (E=1) element. Breath = (CL+1)d(CL*2+2).
Add Resistance Resist one normal (E=1) element, this can be taken twice for an E=2, thrice for an E=3, etc.
Add Scales Natural AT source = +CL
Add Tail Tail does 1d(CL*2) damage
Add Wings Flight at (CL+1)*3" rate
Alter Resistances Alter two resistances (or one immunity) to be of different element(s) (Pick an E factor = original)
Improve Breath Freq. Can use breath 4/d or once per 2 rounds (Pick again: 5/d or every r.) (Pick 3rd time: 6/d or per 5 s.)
Improve Breath Element Add 1 to the E factor of your breath weapon element. (Choose a new element when you pick this.)
Increase Bite Damage (+1)d(+2) with bite attacks
Increase Breath Damage +10% of current hp total to breath dmg [or (+1)d(+2) breath dmg if using set breath dice]
Increase Claw Damage (+2)d(+0) with claw/hand attacks
Increase Tail Damage (+0)d(+4) with tail attacks
Versatile Breath Element Your can alternatively use a second element, with E factor equal or less than your normal breath.
Level 1: Pink Bow: 0, 1/t: Alter the breath weapon you breathe to an element of the same E or less, until you use this ability again. You are immune to that element, until you use this ability again.
Level 1: Each level, pick one spell. That spell requires only ½ of a spell to cast. This isn't cumulative with school specialization.
Level 1: MR adjustment is -5*level% instead of +60-5*level%.
Level 1: Can specialize in 1 school for free. Can specialize in another school, but then must pick an opposite.
Level 3: All of your spells that offer a saving throw now require 2 saving throws, if either is failed, the target is treated as having not saved.

[PC30] Demigod Mini Classes Group


Multiplier (Demigod Mini-Class)

Level KXP Effect Total
1 1500 +1 offensive or defensive multiplier (1)
2 3000 +1 offensive or defensive multiplier (2)
3 4500 +1 offensive or defensive multiplier (3)
4 6000 +1 offensive or defensive multiplier (4)
5 7500 +1 offensive or defensive multiplier (5)
6 9000 +1 offensive or defensive multiplier (6)
7 10500 +1 offensive or defensive multiplier (7)
8 12000 +1 offensive or defensive multiplier (8)
9 13500 +1 offensive or defensive multiplier (9)
10 15000 +1 offensive or defensive multiplier (10)
11 16500 +1 offensive or defensive multiplier (11)
12 18000 +1 offensive or defensive multiplier (12)
13 19500 +1 offensive or defensive multiplier (13)
14 21000 +1 offensive or defensive multiplier (14)
15 22500 +1 offensive or defensive multiplier (15)
16 24000 +1 offensive or defensive multiplier (16)
17 25500 +1 offensive or defensive multiplier (17)
18 27000 +1 offensive or defensive multiplier (18)
19 28500 +1 offensive or defensive multiplier (19)
20 30000 +1 offensive or defensive multiplier (20)
21 31500 +1 offensive or defensive multiplier (21)
22 33000 +1 offensive or defensive multiplier (22)
23 34500 +1 offensive or defensive multiplier (23)
24 36000 +1 offensive or defensive multiplier (24)
25 37500 +1 offensive or defensive multiplier (25)
26 39000 +1 offensive or defensive multiplier (26)
27 40500 +1 offensive or defensive multiplier (27)
28 42000 +1 offensive or defensive multiplier (28)
29 43500 +1 offensive or defensive multiplier (29)
30 45000 +1 offensive or defensive multiplier (30)
31 46500 +1 offensive or defensive multiplier (31)
32 48000 +1 offensive or defensive multiplier (32)
33 49500 +1 offensive or defensive multiplier (33)
34 51000 +1 offensive or defensive multiplier (34)
35 52500 +1 offensive or defensive multiplier (35)
36 54000 +1 offensive or defensive multiplier (36)

[PC30] Demigod Mini Classes Group


Tiny DemiGod Sampler (Demigod Mini-Class)

Level KXP Effect Total
1 30 One random 1/3 power DemiGod0 pick (1)
2 60 One random 1/3 power DemiGod0 pick (2)
3 120 One random 1/3 power DemiGod0 pick (3)
4 240 One random 1/3 power DemiGod0 pick (4)
5 480 One random 1/3 power DemiGod0 pick (5)
6 960 One random 1/3 power DemiGod0 pick (6)
7 1920 One random 1/3 power DemiGod0 pick (7)
8 3000 One random 1/3 power DemiGod0 pick (8)
9 4500 One random 1/3 power DemiGod0 pick (9)
10 6000 One random 1/3 power DemiGod0 pick (10)
11 7500 One random 1/3 power DemiGod0 pick (11)
12 9000 One random 1/3 power DemiGod0 pick (12)
13 10500 One random 1/3 power DemiGod0 pick (13)
14 12000 One random 1/3 power DemiGod0 pick (14)
15 13500 One random 1/3 power DemiGod0 pick (15)
16 15000 One random 1/3 power DemiGod0 pick (16)
17 16500 One random 1/3 power DemiGod0 pick (17)
18 18000 One random 1/3 power DemiGod0 pick (18)
19 19500 One random 1/3 power DemiGod0 pick (19)
20 21000 One random 1/3 power DemiGod0 pick (20)
21 22500 One random 1/3 power DemiGod0 pick (21)
22 24000 One random 1/3 power DemiGod0 pick (22)
23 25500 One random 1/3 power DemiGod0 pick (23)
24 27000 One random 1/3 power DemiGod0 pick (24)
25 28500 One random 1/3 power DemiGod0 pick (25)
26 30000 One random 1/3 power DemiGod0 pick (26)
27 31500 One random 1/3 power DemiGod0 pick (27)
28 33000 One random 1/3 power DemiGod0 pick (28)
29 34500 One random 1/3 power DemiGod0 pick (29)
30 36000 One random 1/3 power DemiGod0 pick (30)
31 37500 One random 1/3 power DemiGod0 pick (31)
32 39000 One random 1/3 power DemiGod0 pick (32)
33 40500 One random 1/3 power DemiGod0 pick (33)
34 42000 One random 1/3 power DemiGod0 pick (34)
35 43500 One random 1/3 power DemiGod0 pick (35)
36 45000 One random 1/3 power DemiGod0 pick (36)
Alt Effect Alt Total
+(1/10)G action (0.1)
+(1/10)G action (0.2)
+(1/10)G action (0.3)
+(1/10)G action (0.4)
+(1/10)G action (0.5)
+(1/10)G action (0.6)
+(1/10)G action (0.7)
+(1/10)G action (0.8)
+(1/10)G action (0.9)
+(1/10)G action (1)
+(1/10)G action (1.1)
+(1/10)G action (1.2)
+(1/10)G action (1.3)
+(1/10)G action (1.4)
+(1/10)G action (1.5)
+(1/10)G action (1.6)
+(1/10)G action (1.7)
+(1/10)G action (1.8)
+(1/10)G action (1.9)
+(1/10)G action (2)
+(1/10)G action (2.1)
+(1/10)G action (2.2)
+(1/10)G action (2.3)
+(1/10)G action (2.4)
+(1/10)G action (2.5)
+(1/10)G action (2.6)
+(1/10)G action (2.7)
+(1/10)G action (2.8)
+(1/10)G action (2.9)
+(1/10)G action (3)
+(1/10)G action (3.1)
+(1/10)G action (3.2)
+(1/10)G action (3.3)
+(1/10)G action (3.4)
+(1/10)G action (3.5)
+(1/10)G action (3.6)
 
This class gives one random 1/3 DemiGod0 power. Treat "i" as "25". So if you get "+2 iStr", you actually get +(1/3)*(2)*(25) = +16 Str.
The Alternate version gives one-tenth of a G action per level. (1/10)G means you can use 1G every 10 rounds. (2/10)G means you can 1G every 5 rounds, and so forth.

[PC80] Internet Group Classes


Internet Troll8

Level KXP Psi8
mMG SU
1 8.8 1-- --
2 17.8 2-- --
3 35.6 3-- --
4 71.2 41- --
5 107.2 51- --
6 249.6 62- --
7 534.4 72- --
8 840.8 831 --
9 1153.6 931 --
10 1473 A41 --
11 1783 B42 --
12 2094 C52 --
13 2406 D52 --
14 2719 E63 --
15 3033 F63 --
16 3348 G73 1-
17 3664 H74 1-
18 3981 I84 1-
19 4299 J84 1-
20 4618 K95 2-
21 4938 L95 2-
22 5259 MA5 2-
23 5581 NA6 2-
24 5904 OB6 3-
25 6228 PB6 3-
26 6553 QC7 3-
27 6879 RC7 3-
28 7206 SD7 4-
29 7534 TD8 4-
30 7863 UE8 4-
31 8193 VE8 4-
32 8524 WF9 51
33 8856 XF9 51
34 9189 YG9 51
35 9523 ZGA 51
36 9858 [GA 51
TH Saves
PD RS PP BW Sp Fo Re Wi
+3 (total = 27, max = 9)
+4 (total = 30, max = 10)
+5 (total = 33, max = 11)
+6 (total = 36, max = 12)
+7 (total = 39, max = 13)
+8 (total = 42, max = 14)
+9 (total = 45, max = 15)
+10 (total = 48, max = 16)
+11 (total = 51, max = 17)
+12 (total = 54, max = 18)
+13 (total = 57, max = 19)
+14 (total = 60, max = 20)
+15 (total = 63, max = 21)
+16 (total = 66, max = 22)
+17 (total = 69, max = 23)
+18 (total = 72, max = 24)
+19 (total = 75, max = 25)
+20 (total = 78, max = 26)
Requisites: Str 16, Con 18, Int 16
Alignment: L any (or) any N (or) any E
HD/level: & ++2d6
Weapon Prof.: & 4+level/4
To Hit Table: War +3 levels
Save Table: Cust
Reference: DM {Variant Troll / Internetizer}
Groups: Monster, Technology,
Random, Internet
 
See [Q8] for Psi8 rules and powers.
Can manipulate an object with TechF equal to your level or less.
Each Level: The DM rolls a random class from the internet (he has a big directory of files). You get the some (or all) of the abilities of that class; you will at least get the effect of a "line of text" and the "level:" of your level; you will probably get more. You do not need to meet the requirements of the class.
See the following pages for the list of internet classes. This list will be expanded if necessary.
Level 1: Exceptional Str bonus; i.e. bonus is (Str-12).
Level 1: +2 Con per level. This bonus cannot be used to qualify for the Troll0 class itself, and you can't 2 for 1 trade it away.
Level 1: Barbarian Con bonus; i.e. bonus is (Con-14)*2.
Level 1: Regeneration rate is (Con-12) per segment, troll-like.
Level 1: +1 Technological proficiency slot per level (see [P8.8]).
Level 4: 1M, (LVL-3)/d: Taunt a group (Will save)
Level 9: Extra Barbarian Con bonus; i.e. bonus is (Con-16)*5/2, round down.
Level 14: +4 HNCL (this can't be picked)
Level 18: Super Barbarian Con bonus; i.e. bonus is (Con-18)*3.

[PC80] Internet Group Classes


Internetizer3.5

Level KXP
Spells
1 0 (none)
2 2 (none)
3 4 (none)
4 8 (none)
5 16 (none)
6 32 (none)
7 64 (none)
8 128 (none)
9 256 (none)
10 450 (none)
11 550 (none)
12 660 (none)
13 780 (none)
14 910 (none)
15 1050 (none)
16 1200 (none)
17 1360 (none)
18 1530 (none)
19 1710 (none)
20 1900 (none)
21 2100 (none)
22 2310 (none)
23 2530 (none)
24 2760 (none)
25 3000 (none)
26 3250 (none)
27 3510 (none)
28 3780 (none)
29 4060 (none)
30 4350 (none)
31 4650 (none)
32 4960 (none)
33 5280 (none)
34 5610 (none)
35 5950 (none)
36 6300 (none)
TH Saves
PD RS PP BW Sp Fo Re Wi
+0 (total = 27, max = 9)
+1 (total = 30, max = 10)
+2 (total = 33, max = 11)
+3 (total = 36, max = 12)
+4 (total = 39, max = 13)
+5 (total = 42, max = 14)
+6 (total = 45, max = 15)
+7 (total = 48, max = 16)
+8 (total = 51, max = 17)
+8 (total = 54, max = 18)
+9 (total = 57, max = 19)
+9 (total = 60, max = 20)
+10 (total = 63, max = 21)
+10 (total = 66, max = 22)
+11 (total = 69, max = 23)
+11 (total = 72, max = 24)
+12 (total = 75, max = 25)
+12 (total = 78, max = 26)
Requisites: Str 9 (also see description)
Alignment: any
HD/level: d8
Weapon Prof.: 2+level/3
To Hit Table: Cust
Save Table: Cust
Reference: DM
Groups: Custom, Random, Internet
 
Each Level: The DM rolls a random class from the internet (he has a big directory of files). You get the some (or all) of the abilities of that class; you will at least get the effect of a "line of text" and the "level:" of your level; you will probably get more. You do not need to meet the requirements of the class.
See the following pages for the list of internet classes. This list will be expanded if necessary.

[PC80] Internet Group Classes


Internetizer3.5 Class Determination

d414 Class Description (not mine!) Source
1 Aberration`s Nightmare Special training has made these few highly skilled vs. aberrations, yet leaves them at a disadvantage to other creatures. aberrationsnightmare.rtf
2 Abhorsen The Abhorsen is in essence the ultimate undead hunter. Abhorsen.pdf
3 Acrobat Warrior Monks that wish to use melee weapons as well as bare hands. AcrobatWarrior.pdf
4 Acrobat, The Graceful and agile roguish adventurer. Pretty much well done. TheAcrobat.pdf
5 Adrenergic Energic Fighters! adrenergic.zip
6 Advanced Spellfire Wielder Spellfire is the raw energy of the Weave. Most who bear this gift never have the time or opportunity to develop these skills. spellfire_wielder.doc
7 Adventurer, The Another very nice adventurer class. adventurer_0724.rtf
8 Alchemist Magical item creation and potion brewing specialized magic user. class_alchemist.doc
9 Alchemist Nice take on this well known fantasy class. alchemist.pdf
10 Alternate Witch Pretty good alternate, with original class powers and a complete variant spell list. AlternateWitch.pdf
11 Aman Monk`s of the Tree Monks that follow an ancient elven order known as The Path of the Trees. AmanMonksoftheTree.pdf
12 Amazon With so many strating feats, every archer will pick this class... amazon.doc
13 Angelic Hunter A nice prestige class for those who seek to purge the world from evil. Angelic_Hunter.doc
14 Arcane Assassin The deadliest and yet the least known of the killers stalking in the shadows. (Updated Jan`03!) arcaneassassin.doc
15 Arcane Blade A merging of a fighter and mage class. Arcane_blade.doc
16 Arcane Bow Initiate A mix of all major archer prestige classes from TSR books. Might need a bump on requirements for balancing out, but it´s fair as it is. arcane_bow_initiate.doc
17 Arcane Channeler A spellcaster who has no limit to how many times he can cast, though casting becomes increasingly more difficult. Channeler_classic.doc
18 Arcane Channeler A sorcerer who forgoes virtually all weapons and becomes a true and pure spellcaster. Arcanechanneler_classic.doc
19 Arcane Crafter A specialist in creating magical items. ArcaneCrafter_classic.doc
20 Arcane Duelist A nice prestige class for mages. Arcaneduelist.rtf
21 Arcane Magistrate (Updated), The A very nice Prestige class. ArcaneMagistrate.doc
22 Arcane Musician Wandering minstrels who craved great arcane powers. ArcaneMusician.pdf
23 Arcane Swordsman (Epic) Arcane students who also focus on swordmanwhip. Comes with epic progression. ArcaneSwordsman.pdf
24 Arcane Warrior A powerful warrior/sorcerer class. ArcaneWarrior_unbalanced.doc
25 Arcane Warrior Elven sorcerers and warriors developed methods of combining magic and weaponry in order to defend their lands. arcane_warrior03.doc
26 Arcanist II, The Pretty much the same concept of the previous Arcanist, but with different rules. We decided to post this because it`s also a relic. Arcanist.pdf
27 Arcanist, The A new breed of magic users, with new rules for arcane casting and extensive details on the background of the order. 3th in a row. arcanist3e.doc
28 Archer A variant of the Ranger, similar to Baldur's Gate 2 kit of same name. Archer.doc
29 Archer, The A mixture of ranger and fighter, focused on archery. TheArcher.pdf
30 Athlete Athletes hone their bodies through natural means to become pinnacles of form. athlete.doc
31 Athlete, The Strong build folks who focus on physical skills. Comes with a bunch of new feats and it is really a flawless class, though not usually indicated for fantasy campaigns. TheAthlete.pdf
32 Athlete, The Master of muscles and physical feats! Comes with new feats as well. TheAthlete.pdf
33 Aural Lord A spellcaster who is fascinated by acoustics and the effects it has on the Art and Weave. Aural_Lord.rtf
34 Auron A channeler of divine energy. Very detailed prestige for using with the Aura Feats (check our feats section please). auron.doc
35 Awakened Ones A cleric prestige class, very nicely written, includes 20 prestige class levels. awakenedones.doc
36 Barbarian Anti-Magi Your typical sorcerer killer. Barbarianantimagi_classic.doc
37 Battle Mage Name says it all... battlemage.doc
38 Battle Magus Quite original abilities on this excellent prestige class, despite the name. BattleMagus.pdf
39 Battlecaster Another class that makes the mixture between fighter and wizard. This one is well balanced out. Battlecaster.pdf
40 Battler A master of combat awareness... Some very cool abilities in here. battler.zip
41 Beast Rider Based off of the Beast Rider in the old Fighters Handbook. Beast-rider_classic.doc
42 Berserker The name says it all: a ferocious warrior. berserker.doc
43 Black Knight More powerful than the baneguard, another servant of bane. Black_Knight_Classic.doc
44 Blade This is a cross between a monk and a fighter. Blade_classic.ZIP
45 Blade Dancer A nicely detailed class. bladedancer.htm
46 Blade Magus Warrior-mages that use the Weave to power their combat abilities. BladeMagus.pdf
47 Blade Master (Draft) Prestige class that is in draft, Nikolaos is looking for comments and suggestions. blade_master_draft.doc
48 Blade Master (Final Version) Prestige class that is now fully completed. blade_master_final.doc
49 Blademaster A master of blade finesse! blademaster.doc
50 Blades of Corellon Elite troop of forest defending elves! pclass_corellon.doc
51 Bladesinger Elven swordsmen that mastered the art of fencing and casting spells at the same time. Very nicely designed. Comes with the description of the Elven Slimblade, a new weapon. TheBladesinger.pdf
52 Bladestormer One who seeks to master dual weapons using the Ki inside himself. Bladestormer.doc
53 Blood Knight, The Angry warriors who seek their revenge against those who commit injustice. Bloodknight.pdf
54 Blood Magus The Blood Magus is a special type of mage that utilizes the blood of others to cast special spells. bloodmagus.zip
55 Bloodshade Magic users that specializes with necromantic magic and rites. bloodshade.doc
56 Bone Singer Bards that heals with music. May sound weird but we really liked the idea. Of course the description is also well done. bonesinger.pdf
57 Bounty Hunter Since we have many bounty hunters, each time we post a new one we tend to be more demanding on review. Bounty.pdf
58 Bounty Hunter Well this is a bounty hunter prestige, nothing really special but it`s rules-ok. BountyHunter.pdf
59 Bounty Hunter, The The Hunters of Men. bountyhunter.doc
60 Bow Master A specialist in the bow, loosely based off of Legolas in the LOTR movie. Created by Fendrin. bowmaster_classic.htm
61 Brawler (Dwarven Monk) Rules for dwarven monks. class_brawler.doc
62 Brawler, The An unarmed fighter that specilizes in dirty fighting and pure brute force. TheBrawler.pdf
63 Brothers Malleus, The The Brothers Malleus are a loose knit group of warriors who follow the ideals of Malleus Darkhammer. brothers_malleus.doc
64 Brothers of the stews Members of an underground rogues association, based in city stews. bots.htm
65 Buccaneer The ultimate swashbuckler d20buccaneer.pdf
66 Buccaneer (Updated!) An excellent swashbuckler class. Buccaneer.pdf
67 Buccaneer, The A very nice swashbuckler type class. Buccaneer.doc
68 Cabalist, The Summoners that can use demoniac abilities common to demons through the use of Pacts. Cabalist.pdf
69 Caller of Storms, The A very powerful magician that can cause natural disasters if well experienced. It`s a really nice class, but it`s impossible to not rate it as powerful/unbalanced. CallerofStorms.pdf
70 Caller of the Hunt A nature warrior who summons nature allies. callerofthehunt.doc
71 Channeler A well thought out class that is similar to a cleric version of sorcerers. Channeler.doc
72 Charmer Bards and sorceres who focus their arcane powers on enchantment and charm. Migth have too many bonuses stacking for Diplomacy. Charmer.pdf
73 Charmer Very well balanced out prestige for bards and sorcerers who specialize in charming magic... Would fit well for Saruman from Lord of the Rings. charmer.doc
74 Chi Mage Extremly well designed prestige class. ChiMage.pdf
75 Chosen of Mask A very nice prestige class based on the Chosen of Mystra. TheChosenofMask_classic.doc
76 Chronomancer A nice prestige class for the time wielding mage. Chronomancer.doc
77 Claw Fighter A unique specialist barbarian class. Clawfighter.rtf
78 Cliff Raiders of Aba Mal Ali, The Nomadic hunters that excels on climbing and exotic attacks. CliffRaider.pdf
79 Clod For the unlucky character who just happens to be lucky d20clod.pdf
80 CLOD (Updated!) A clumsy, but lucky character class. CLOD.pdf
81 Combat Artist Warriors who imbue their weapons with magical enchantments. combat_artist.doc
82 Combat Artist Great new warrior class, though I suggest you to add more requirements since it´s slight unbalanced. combat_artist.doc
83 Core Class Knights 3 excellent variants of a Knight class. Since there is no knight class on the Core Rulebooks, I suppose at least one of them can fit well into your camapign... CoreClassKnights.pdf
84 Cossack Hardy warriors from the outlands. Rather simple class that just got everything balanced out. Cossack.pdf
85 Cossak A mounted warrior. cossak.doc
86 Countermage A specialist in countering other wizards spells. CounterMage.doc
87 Courtier This one is very good, a kind of improved duelist. Some cool original combat abilities. Updated 03/20/03! courtier.doc
88 Crusher When one wants to bludgeon ones enemy's to death. TheCrusher_Classic.doc
89 Crying Freeman Based on the movie of same name (Anime). crying_freeman.pdf
90 Crystal Fist, The An impressive Psionic / Monk based prestige class. CrystalFist.doc
91 Dark Dancer Prestige class of an earthen god. dark_dancer.doc
92 Dark Hunter, The Servers of the Queen of Air and Darkness that joined the Wild Hunt. Nice class for a NPC, I bet your PCs won´t like them... DarkHunter.pdf
93 Dark Knight Ferocious knights with weird code of honor. dark_knight.txt
94 Dark Knight An evil Paladin. Darkknight.doc
95 Dark Poet, The The Dark Poet is the master of tragedy and dark farce. TheDarkPoet.pdf
96 Death Lord Neutral but scary necromancers. death_lord.doc
97 Death Stalker Enraged warriors who have lost loved ones and now throw themselves into battles without caring for their own safety. DeathStalker.pdf
98 Death`s Hand Aasimars and Tieflings that had contacted the universal essence of Death! DeathsHand.pdf
99 Death`s Reaper Warriors wielding scythes and faithful to the God of Death. Cannot be better suited for a villain :) DeathsReaper.pdf
100 Demi Undead Part living, part undead with some of the best of both worlds. demi_undead.doc
101 Demon Hunter Based on the Demon Hunter from Warcraft 3... Updated 03/20/03 demonhunter.doc
102 Demon Master (Epic) A master demon summoner. This class was revised as an epic class and now is much more balanced! demon_master.doc
103 Desert Mage, The A new prestige class from the upcoming Karanblade d20 Campaign Setting. It's unrated because our webmasters are participating on it. desertmage.pdf
104 Devoted Band Knigths who defend the king and royal family at all costs. DevotedBand.pdf
105 Devoted Knight Honorable knight who focus on protecting those who are on their charge. DevotedKnight.pdf
106 Disciple of the Dagger Powerful dagger fighters. Suggest restricting all his abilities to the use of a dagger (which after all do minor damage). disciple_of_the_dagger.txt
107 Disciple of Umbra Deep the darkest regions of the world where sunlight is all but a memory, lie the monastic strongholds of the Disciples of Umbra. pclass_umbra.txt
108 Doll Master A vodoo mage? dollmaster.doc
109 Dominarian Sorcerer This looks very nice, its a sorcerer which uses Magic the Gathering cards as spells! There are some conversion rules (not yet extensively play tested though). If you like Magic card game try this... dominarian_sorcerer.pdf
110 Draco Knight A nice prestige class for those characters who wish to be the chosen of dragons. draco_knight.doc
111 Dragon Cleric Humanoids with dragon`s blood within their veins that also pray for dragon deities. DragonCleric.pdf
112 Dragon Knight A prestige class for Half-Dragons only! dragonknight.doc
113 Dragon Slayer Needs no Explanation! DragonSlayer.doc
114 Dragoon One of the best dragoon classes I have seen, definately worth looking at. Kdragoon.doc
115 Dragoon Really, another Dragoon. We just posted this one because its really well thought out and detailed. Maybe the best C3E Dragoon so far... Dragoon.pdf
116 Dragoon A nice variation on the Dragoon Prestige Class. braddragoon.rtf
117 Dragoon The famous Dragoon from Final Fantasy game series gained an excellent conversion to a 3e prestige class. pclass_dragoon.html
118 Dragoon, The Another version for the Final Fantasy Dragoon. This one is very well done (that´s why I posted) and, like most others, a bit overpowering... But hey, that´s FF! the_dragoon.pdf
119 Drake Brother The ones who worship dragons and become their kin. Drakebrother_classic.pdf
120 Dreamer Arcane masters of reality and consiousness. dreamer.doc
121 Dreamwalker Someone who dwells and interferes with your dreams. dreamwalker_classic.doc
122 Drider Unique guardian of nature. (Not Drider like the spider/drow race!) drider.txt
123 Drow Swordmaster Simple and yet quite well thought out prestige class for Drows specialized in Twin Sword fighting style... drowswordmaster.txt
124 Duelist A nice swashbuckler type class. Duelist.ZIP
125 Dwarven Battlerager Fearless dwarves whose enraged charges are feared among all armies. Very nice translation from AD&D version. DwarvenBattlerager.pdf
126 Dwarven Dervish An elite group of dwarven berserkers... Looks nasty. DwarvenDervish.pdf
127 Dwarven Janissary What can be worst than a dwarven killing machine? Possibly, a drunken one. DwarvenJanissary.pdf
128 Dwarven Stonefist A dwarven defender who followed the path of the monk. DwarvenStonefist.pdf
129 Dwarven Stonethrower A dwarf who throws stone shurikens! dwarven_thrower.txt
130 Dweomercrafter A spellcaster who specializes in crafting items. Dweomercrafter.rtf
131 Edge Dancer Nimble fighters who use dancing and rapiers to confuse and hurt their opponents. edgedancer.pdf
132 Edge Dancer A gypsy performer who welds dancing movements and cold steel with deadly accuracy. edge_dancer.rtf
133 Elder Bard, The A brave attempt to bring back the Bard from first edition to modern 3E days! elder_bard.doc
134 Elemental Crusader A nice battle-mage class, but too powerful... elementalcrusader.doc
135 Elemental Knight, The The Elemental Knight imbues his weapon, body, and even his mind with the elemental powers of the world. elemental_knight.doc
136 Elemental Sorcerer A sorcerer who becomes attuned to the elements. Elementalsorcerer_classic.doc
137 Elementalist Nature warriors that channel elemental powers and spells. Elementalist.pdf
138 Elementalist A warrior that also likes to destruct things with his elemental spells. elementalist.txt
139 Elite Arcane Archer (Epic) Our first Epic Level prestige class is an elite version of DMG Arcane Archer. elitearcanearcher.doc
140 Elven Battledancer A very nice elven Knight class elvenbattledancer.pdf
141 Elven Bladedancer A master of dual wield fighting. Don`t care about the name, it is an original class indeed. elven_bladedancer.doc
142 Elven Dancer of Blades This one is very well detailed, but it`s abilities are well overpowered. ElvenDancerofBlades.pdf
143 Elven Forester A variant of the Ranger Class. elvenforester.htm
144 Elven Scout, The A great new class! Elven_Scout.doc
145 Elven Scout, version 2, The A more balanced version of the Elven Scout class below! Elven_Scout2.doc
146 Elven Spellblade The Spellblade seamlessly meld arcane mastery with weapon prowess, all wrapped up in a graceful elven dancing form. ElvenSpellblade.pdf
147 Elven Wardancer A powerful warrior who dances death with blades. Elvenwardancer_unbalanced.doc
148 Elven Warrior Poet They deal death and ecstasy with the same frightening beauty... warrior_poet.doc
149 Elven Woodland Defender Could be a prestige class as well... wood_defender.doc
150 Emissary of Death Drow elves who judge who should live and who should die. emissaryofdeath.pdf
151 Emmisary of Evil A core class very similar to what would be an evil Paladin. EmissaryofEvil.doc
152 Epic Shifter Rules for playing the Shifter, from Masters of the Wild, beyond 20th lvl. epic_shifter.doc
153 Escapologist, The A street mage that combines roguish skills and some limited spellcasting ability. Escapologist.pdf
154 Ethore Masters of bare hands and lightning fast snakelike attacks. TheEthore.pdf
155 Exalted Zealot The Exalted Zealot has tasted true evil, and is disgusted by its corruption. They are the warriors of Pure Good, and will stop at nothing to spread hope throughout the lands. ExaltedZealot.pdf
156 Exoticist A fighter who specializes in exotic weapons. Exoticist.doc
157 Expert, The A nice warrior type class balanced by the class construction engine. The_Expert_classic.doc
158 Eyes of the Evening Servants of Selune. eyesoftheevening.doc
159 Fairgrounds Wrestler Someone whose brute strength and talent for showing off can chose this career. fairgrounds_classic.doc
160 Faith Avenger, The Nice fighter cleric hybrid prestige. faith_avenger.pdf
161 Falconer, The Very impressive, well detailed and illustrated new prestige class. Comes with descriptions of Falconer society and myths. Long Download (630Kb) falconer.pdf
162 Feint Master A master of feint who is always looking for hiting the following blows! FeintMaster.pdf
163 Fensal Hunter Elite Elven prestige class (mixes some great abilities) fensal_hunter.doc
164 Fighter Mage A class that combines the two classes into one. Fighter_Mage.doc
165 Fighter of Elements, The Sorcerers and/or psionics that shape elemental powers on their bodies and weapons... FighterofElements.pdf
166 Filth Master Someone who takes pride in being the unclean shadow on the streets, uses it to his/her advantage. FilthMaster_classic.pdf
167 Firemage A prestige class of spellcaster who is adept with fire magic. This is a 5 level prestige class. Firemage.doc
168 Fist of the Weave A Monk attuned to the Weave from the Forgotten Realms campaign setting. FistofWeave.doc
169 Flagellant Priests that inflict wounds on themselves to atone for their sins, nad empower their spells. Flagellant.pdf
170 Flashing Blade Showmen that focus more on weapon skill display than actually warrior training. Very nice concept to throw into your campaigns. FlashingBlade.pdf
171 Fleet of Foot The Fleet of Foot are fast; really fast. fleet_of_foot.doc
172 Force, The High-powered monks. force.pdf
173 Freedom Fighter Those who fight for a cause. freedom_fighter_classic.doc
174 Frigid Storm A nice prestige class for elves or half-elves frigidstorm.rtf
175 Frost Lord A great prestige class for characters who traverse the frozen lands. frostlord.doc
176 Gambit Mysterious and lone warriors who can read thoughts and predict the near future. (Long Download: 830Kb) gambit.pdf
177 Geomancer Check out the Geomancer, a sorcerer variant that specializes in earth manipulation. geomancer.doc
178 Geomancer Impressive, detailed and well-balanced class. Comes with a bunch of equally good earth related spells. TheGeomancer.pdf
179 Ghost Mage A very nice prestige class for those who delve into the supernatural. ghostmage.doc
180 Gladiator In almost every major city, and several minor ones, there exists a form of entertainment based on arena combat... Check the file for the rest, its a pro class! gladiator.doc
181 Gnome Bolter A kind of arcane archer class for gnomes and their crossbows. It`s very well done. GnomeBolter.pdf
182 Gnomish Champion, The A humorous approach the gnomish racial paragon. TheGnomeChampion.pdf
183 Gnomish Dreamweaver Illusions who alter the way others see reality. Gnomish_Dreamweaver.doc
184 Gohan Suppose its Dragon Ball Z based. gohan.doc
185 Golden Monk A master of the elements around him. golden_monk.doc
186 Guerilla A warrior who specializes in stealth and traps guerillaclass.doc
187 Guild Pugilist A city thug that excels on bare handed combat and urban stealth. GuildPugilist.pdf
188 Gun Blazer A nice steampunk type class for those who use firearms in their settings. GunBlazer_unbalanced.doc
189 Gunner, The Well this is not d20 modern yet, it is a class for Musket users! thegunner.doc
190 Gunslinger A renascence warrior who is a master of Gun-fu. Comes with archaic firearms statistic tables. GunSlinger.pdf
191 Halfling Burglar A very well designed prestige class for the Halfling who wishes to pursue cutpursing. HalflingBurglar.doc
192 Hammer of Karaz-a-Karak These folks are above dwarven defenders and, of course, their abilities are a bit overpowered here. But the whole idea sounds good. HammerofKarazaKarak.pdf
193 Hammer, The A master of bludgeon two handed weapons, preferably a hammer! Very fun. TheHammer.pdf
194 Harlequin A femme fatale that makes her ways trough deceit, humor and quick wits. The 10th level ability might be unbalanced. Harlequine.pdf
195 Harper Knight, The Harpers are members of a secret society dedicated to holding back evil and preserving knowledge. harper_knight.doc
196 Healer A more unique and specific healing class. Healer.ZIP
197 Hippocrates Unbound Healers that use mundane skills and herbs for healing, instead of magic or clerical powers. Comes with 4 different prestige classes. Recommended for low-magic campaigns. hippocratesunbound.pdf
198 Holy Midwife, The Healers that take care of pregnant women and newborn babies. Nice class for a NPC, exotic class for a PC (though can be interesting!) HolyMidwife.pdf
199 Holy Roller, The An holy enemy of undead and lycanthropes. This one is worth reading just because of the 10 riddles test requirement alone. HolyRoller.pdf
200 Houri (Revised) Mistress of seduction. Houri_classic.doc
201 Houri, The A seductress prestige class, very well created, many new spells. Houri.doc
202 Hunter, The Name says it all, a master animal tracker... the_hunter.doc
203 Ice Lord A very nice prestige class for specialists of ice magic. icelord.doc
204 Ikon A type of Psionic Knight, very well done. ikon.doc
205 Inquisitor A law based prestige class. inquisitor.doc
206 Iron Fist An order of monks who focus on physical damage over meditation. IronFistMonk.pdf
207 Iron Fist of the North, The Interesting mix of barbarian and monk classes. Was our first submitted prestige class with notes on class balance. TheIronFistoftheNorth.pdf
208 Ishbalan Crusader Ishbalan crusaders exist for one purpose: the removal of arcane magic from the world. ishbalan_crusader.pdf
209 Jedi A nice port of Jedi, but unbalancing and only for those whose campaigns would allow lightsabers. Jedi_unbalanced.doc
210 Jin Another Dragon Ball Z based class, we will soon have an entire Dragon Ball Z campaign here :) J.pdf
211 Jiu-Jitso Master A five levels prestige class about the Jiu-Jitso fighting style. The rules are perfect in describing this style, so it made a relic. JiuJitsuMaster.pdf
212 Juggernaut A powerhouse who can take what he can dish. juggernaut_classic.doc
213 Juggernaut The sturdy swordmaster who can take a beating and not even slow down. juggernaut.doc
214 Justicar A peacekeeper prestige class, that has a blend of psionic ability. justicar.doc
215 Justicars of Tyr, The A great new class for the Forgotten Realms! UPDATED! justicar.doc
216 Kensai Katana masters. Suggest reducing the ammount of bonus feats to balance it more. kensai.txt
217 Ki Warrior A monk that uses Ki... Fonts are hard to read. ki_warrior.doc
218 Knife Specialist A prestige class for Rogues or Assassins. TheKnifespecialist_classic.doc
219 Knight of King´s Royal Brigade Just a knight the way a knight should be, simply a relic. Suggest changing Knowledge (law) for Knowledge (nobility) at requirements. knight_of_klb.pdf
220 Knight of Principle A defender of weak and law, this is not a standard prestige class and has 15 levels. KnightofPrinciple.doc
221 Knight of Sun As the power of the Shining One expends, he needs more and more warriors to fight by his side... knightofsun.doc
222 Knight of the World The Divine Knight of the World is a man who takes three words to heart. These words are Honor, Duty, and Justice. knight_world.doc
223 Knight ofthe Mind Similar to a Psionic Paladin. Knightofthemind_classic.doc
224 Knights of Hieroneous A knightly prestige class with nice background but not so original abilities. KnightofHieroneous.pdf
225 Kuma A monk like prestige class that teaches the bear's nature. Kuma.doc
226 Light Bringer Devoted Priests of Pelor LightBringer.doc
227 Lindorn, The Students of the old elvish ways of nature magic, these folks work their spells through and from trees. Very nice detailed class! Lindorn.pdf
228 Living Legend Natural born heroes destined to excel among warriors. LivingLegend.pdf
229 Longstrider of Kari, The The Kari Longstriders excel at fast travel, survival and archery. They are tough, resilient to the environment and capable in a fight. LongstriderofKari.pdf
230 Maelgrissa, The A warrior who excels on intimidation rather than actually fighting skills. Maegrissa.pdf
231 Mage Bound, The Warriors who serves as arcane users´ familiars, or such... pclass_cmcanally2.doc
232 Mage Slayer A specialist in killing those who wield magic. MageSlayer.doc
233 Mage Warder Interesting class about warriors that undergo magical rituals to get some special abilities while near their mage patrons. MageWarder.pdf
234 Magos Incarnadine A spellcaster who continues on the path of the Archmage Magos_Incarnadine.rtf
235 Magus A great new class, a sorcerer/cleric mix! The_Magus.doc
236 Magus Best suited for Prodigy race found on New Races. Dark prophesies surround these powerful few. Is there truth in the words, or is it inspired by the fear of their great powers? magus.doc
237 Maiden of the Vine Nice original and detailed prestige class for those who want to became plant-bound creatures. MaidenoftheVine.pdf
238 Malhavoc Follower (Epic) Arcane casters who can turn into shadows... malhavoc_follower.doc
239 Mana Mage A mage who chooses colors as if they were schools of magic. Comes with a new list of arcane spells based on each color. Could be less complex though. ManaMage.pdf
240 Mancer A warrior priest of a specific domain. Mancer.zip
241 Martial Artist Alternative to the monk. This class uses feat based techniques instead of class level feats. Very customizable! martialartist.zip
242 Master Diplomat A master of negotiations. Master_Diplomat.doc
243 Master of Duels, The Whoa another relic here, a very nicely designed swashbuckler class. BABs are wrong to me, should start at +1 (not +0). masterofduels.doc
244 Master of the Void Prestige class made for monks. masterofthevoid.rtf
245 Master Ranger When every ranger advances to become superior at what he does. Masterranger_classic.doc
246 Medium Summoner based on Final Fantasy X video game. medium.doc
247 Memory Mage Wizards with powerful memory that was developed by years of spellcraft study. MemoryMage.pdf
248 Mental Overlord A modified version of the Mind Knight prestige class. Mental_Overlord.doc
249 Messanger Nice thought out, maybe best suited for a prestige class. messanger.txt
250 Messianic Avatar The Messiah's, truly god touched individuals. messianic_avatar.doc
251 Meteo Monk A complex, though very well done, monk variant. meteo_monk.doc
252 Midnight Minstrel A Midnight Minstrel is tasked with promoting the learning and practice of weave magic for its proper use. midnight_bard.doc
253 Mimic, The Warriors that have the supernatural power of mimicking their opponents abilities. Probably based on the class from Final Fantasy Tatics games. TheMimic.pdf
254 Mind Knight Psionic who specializes at combating other psionics. Mind_Knight.doc
255 Mind of the Cabal (Epic) An epic prestige class for psionics! mindofthecabal.txt
256 Monk of Pelor Devoted Monks of Pelor MonkofPelor.doc
257 Monks of the Mind A very nice swashbuckler type class. Monks_of_mind.doc
258 Morde Messenger Ones who specialize in Life and Death, including Undeath. morde_messenger.doc
259 Myrmidom, The Blade fighters with unusual and powerful mystical abilities. TheMyrmidon.pdf
260 Mystic, The Divine spellcasters that receive their spells from their divine connection to sacred places. Mystic.pdf
261 Mysticist The one listed here is called the Houshi, a Buddhist Mysticist who relies on the combination of the staff and the fuda to weaken the spirit. Mysticist.pdf
262 Naturalist Naturalists are those who seek harmony in themselves to find harmony with nature. naturalist.doc
263 Naturalist Herbalists who don`t believe in magic. naturalist.doc
264 Necroscoundrel Roguish necromancers with well thought out abilities. I think the +2d6 sneak attack at 1st level should be +1d6, stacking with previous bonuses. necroscoundrel.doc
265 Nightblade Nice mix of rogues and sorcerers using CCE. Suggest Rogue`s BAB progression instead. It has nothing to do with Karanblade`s Nightblade. nightblade.doc
266 Nightstalker A rogue/sorcerer who specializes in stealth and jumping. Nightstalker_classic.doc
267 Ninja of the Dark Cloud Ninja assassins! NinjaoftheDarkCloud.pdf
268 Ninja, The Dangerous master assassins, the ninja are sworn enemies of samurai. TheNinja.pdf
269 Orc Grunt A particularly nicely created class for Orcs or Half-orcs, very dangerous and highly skilled melee class. OrcGrunt_classic.doc
270 Ordamt Ordamti are an odd mix of paladins, monks, and rogues. ordamt.txt
271 Oros A BeastMaster/BeastFriend core class variation. class_oros.doc
272 Oros (Animal Friend), The New Class that specializes in dealing with animals and nature. oros.doc
273 Pacifist, The Maybe hard to include on your campaign. Bush didn`t liked it... the_pacifist.doc
274 Paladin of Lloth Drow elves anti-paladins. paladinoflloth.doc
275 Peace Keeper An very well constructed prestige class. Peacekeeper.rtf
276 Pegasus Knight, The Very well-balanced class about knights that excels on riding and mounted combat. ThePegasusKnight.pdf
277 Physical Adept Advanced Monks that are even more capable physical combatants. physical_adept.doc
278 Planeswarrior A very rare class that is devoted to the arts of fencing and planar travel. Planeswarrior.pdf
279 Poison Blade Masters of poisons, who utilizes them to kill, debilitate or disable their opponents. PoisonBlade.pdf
280 Poisoner, The Simply a specialist in poison use and creation... It`s a relic because it`s well done and fit to use into any campaign! ThePoisoner.pdf
281 Poisonist A specialist of poisons, who is immune to his own craft. poisonist.doc
282 Priest (Cleric Variant) This new take on Cleric by Piratespice is close to perfection, congratulations to him. I would just take the 0s from Spells per Day table. priest_clericvar.doc
283 Prophet Those with insight granted by the gods. Prophet_classic.doc
284 Protectors of the Great Oak, The A very well constructed Druid or ranger prestige class. protectors_great_oak.doc
285 Psi Spider Those who are obsessed with Arachnids, can train to become this very well done class. psi_spider.doc
286 Psion, The An interesting remake of the class, converts 2e psionicists to 3e psions. Psion1.doc
287 Psionic Sneak A nice variation of Psionic and Rogue, giving up some of both skills to become proficient at both. Psionic_sneak_classic.doc
288 Psychic A variant on the Psion/Psychic warrior, potentially unbalancing. Psychic_unbalanced.doc
289 Psychic Rogue Great new psionic class that makes use of the best of both worlds (Psionics & Rogues) psychic_rogue.rtf
290 Psychomancer A Psychomancer harnesses the power of mind and magic and weaves them into one to perform his abilities. ThePsychomancer.pdf
291 Pugilist Very dangerous monk-like class, with some original abilities. Correct Ref/Will saves and Pressure Chests ability (which is too powerful) and you are ready to go! pugilist.zip
292 Puppet Master A spellcaster who specializes in creation. Puppet_Master.rtf
293 Pyro For the mage that likes fire a little too much. PYRO.doc
294 Rake, The Bloody berserkers who fight with two axes. TheRake.pdf
295 Ranger Variant A unique version of a ranger that does not cast spells. RANGER-variant.DOC
296 Ranger Variant The Class Construction Engine noticed that the Ranger were the most weaker of all classes... Fortunately, for the ranger players, Ted Garland created this flawless variant, which just adds a few more free feats to make it all balanced. ranger_variants.zip
297 Rath`s Bounty Hunter Another bounty hunter class, this one is also well balanced out. BountyHunter.pdf
298 Rebel, The Warriors of free-spirit that refuse being controlled by all means. therebel.doc
299 Red Mage, The More like an everything class, the class that can mimick all other classes, albeit not as well. RedMage_classic.doc
300 Relic Hunter An indiana jones type prestige class. relichunter.rtf
301 Riders of the Savanna, The A nice prestige class for barbarians or other classes. riders_savanna.doc
302 Ritual Warrior Tribal defenders whose faith on spirits power supernatural abilities. TheRitualWarrior.pdf
303 Rogue Scholar For the rogue, wizard or sorcerer just has to pursue the neverending quest for knowledge. RogueScholar.doc
304 Rope Master, The A master of ropes and whips... Or, in other words, a d20 cowboy! Ropemaster.pdf
305 Runic Blade Abnormally powerful mystic warriors. runic_blade.doc
306 Sacred Fist, The A good monk prestige class. SacredFist.doc
307 Saeros Witch A very nice take on the witch concept by Saeros. The class abilities makes sense and the spell list is well balanced out. SaerosWitch.pdf
308 Samurai, The A very well constructed class, looks professional. Samauri_class.doc
309 Sarcastic Swordsman Spider-man taunting with swords. SarcasticSwordsman.pdf
310 Savage, The An nice barbarian based prestige class. The_Savage.doc
311 Savant of the Brand At first, this one may read like another Duelist-like prestige class... Though if you check out it`s amazing original acrobatic abilities, you might agree that it`s a relic. SavantoftheBrand.pdf
312 Scarred One Barbarians who inflict wounds on themselves, becoming ferocious melee combatants who ignore pain. ScarredOnes.pdf
313 Scout The Scout is a soldier who is very fast and highly skilled in the art of intrusion. Ranger/Rogue variant sent by Alias Worg. scout.doc
314 Scout, The Wanderers of the lands that developed a keen sense for dangers and mishaps, and also a natural ability of finding the right path on their travels. Nice broad concept here. TheScout.pdf
315 Sentinel, The The true masters of observation and alertness. These adventurers look forward to develop their keen senses above anything else. Very nice class suited for almost any campaign... Sentinel.pdf
316 Serial Killer After Book of Vile Darkness we are receiving some classes like this one. serial_killer.doc
317 Serpent Mage Mages that begin their careers summoning reptiles, and end it summoning dragons! SerpentMage.pdf
318 Shadow An assassin like prestige class ShadowPclass.doc
319 Shadow Assassin Sounded boring at start, but after reading throught all abilities, it made a relic easily. Very well developed. Combat timing might be unbalancing though. ShadowAssassin.pdf
320 Shadow Chaser of Urlmar, The Shadow chasers are drawn to areas where the Undead are thickest. Whether it is the chance of putting some restless soul to peace, or quieting the keen of a banshee a shadow chaser will take up the challenge. ShadowChaserofUrlmar.pdf
321 Shadow Eye Arcane roguish spies that hide in the sahdows. shadoweye.html
322 Shadow Khan This is a roguish spellcaster with Aura abilities. shadow_khan.doc
323 Shadow Knight A heart of ice and a devotion stronger than steel-these are at the core of the Shadow Knight. shadow_knight.doc
324 Shadow Knight An evil knight, dangerous and skilled. Shadow_Knight.doc
325 Shadow Sniper Roguish archers are always deadly. ShadowSniper.pdf
326 Shadow Witch A witch that keeps to herself, though can be good or evil. Shadow_Witch.doc
327 Shadowolf Apparently another Anime/Mangá based class. shadowolf.doc
328 Shaman An adept like class, cross between barbarian and druid. Shaman.doc
329 Shaolin Master A monk who specializes in harnessing the elements. ShaolinMaster.doc
330 Shield Maiden New class devoted to healing and protective techniques. shield_maiden.doc
331 Shinobi Masters of stealth and martial arts, they came from distant mystical lands... Shinobi.pdf
332 Ship Mage Wizards specializing in faring aboard ocean crossing vessels. ship_mage.rtf
333 Shotokan Warrior, The A monk that have some very unusual abilities, like the Hadoken bolt or the Shoryuken uppercut. Some long time gamers may have seen them... ShotokanWarrior.pdf
334 Sicarii, The Sneaky assassins that specializes in killing specific targets without being noticed. Some nasty sneaking abilities within. Sicarii.pdf
335 Silent Fist A deadly monk prestige class. Silentfistclan.doc
336 Silver Order, The An order of monks dedicated to the protection fo the Weave. SilverOrder.pdf
337 Singer, The Powerful elven bards. Comes with lots of special songs TheSinger.pdf
338 Siphoner, The A master burglar who can even steal spells and hit points! TheSiphoner.pdf
339 Sisters of Mercy A well crafted and very well written prestige class for female characters. Sisters_of_mercy.doc
340 Skald A seeker of tales, wanderer of the adventure stories, master of poetry. Skald.pdf
341 Slum Lord A fantasy medieval junkie with unusual abilities. SlumLord.pdf
342 Sneak, The The best burglar of them all. Sneak.doc
343 Sniper One who specializes in taking out targets from a distance. Sniper.doc
344 Sniper, The A scouting sniper. TheSniper.pdf
345 Sogo Monk A master of quarterstaff and incredible vaulting leaps! SogoMonk.pdf
346 Solar Collection 3 new and very nice classes: The Guardians, Darksoul and Deathmaster. SolarCollection.pdf
347 Solonor's Bowhunters Exceptional archer prestige class. SolonorsBowhunters.doc
348 Sorcerer Variant Another class variant that tries to make the Sorcerer a bit more balanced. sorcerer_variant.doc
349 Sortier Master of hit and run. sortier-x.doc
350 Soul Master Clerics who made a pact with the devil, or such... soul_master.doc
351 Spirit Archer Free-spirited archers whose ultimate goal is to craft a spiritual bow. spirit_archer.doc
352 Spirit Warrior, The This is a new class for the D&D 3rd edition that is based on the TV show Dragon Ball-Z. I used a monk as a template, so this is really a variant on the monk. spititwarrior.doc
353 Spy, The Here is the spy, a class made using the Class Construction Engine (above) class_spy1.doc
354 Spymaster Specializes in gathering information and infiltration, is quite capable of doubling up as an assassin as well. spymaster.doc
355 Spymaster Subterfuge devoted prestige class. pclass_spymaster.doc
356 Stalker This is a paladin derived prestige class who specialize in fighting the undead. pclass_stalker.html
357 Stalker in Shadows Overly detailed roguish prestige, comes with a long description of their organization. StalkerinShadows.pdf
358 Star, The When Popularity, Fame and Talent take your Bard to a new level. TheStar_classic.doc
359 Starmaster Starmasters are Mages who have tapped into their inner power and concentrated it into a cloak of energy. starmaster_class.rtf
360 Steel Fury Blade Glauntet specialists with weird martial abilities. SteelFury.pdf
361 Street Fighter One who specializies in fighting with dirty tactics and brawling. StreetFighter.doc
362 Summoner A very nice prestige class, loosely based on the Summoner game. Summoner.doc
363 Summoner, The A master of summoning magic. Comes with detailed summoning tables and some new rules. TheSummoner.pdf
364 Sumo Warrior Cool this is a sumo wrestler! Blubber armour is nice but the bonus advancement might be too high... sumo.doc
365 Sun Dragon Monks, The An elvish monk clan of disciples from the Sun Dragon. SunDragonMonk.pdf
366 Swanmay, The Another relic from Rob: well illustrated, detailed and quite balanced. Long Download (690Kb) swanmay.pdf
367 Swarm Master/Mistress, The Nice prestige class for characters from the swamps, or those who spend time with lizardfolk. SwarmMasterMistress.rtf
368 Swashbuckler, The An agile, nimble and quick-witted warrior! swashbuckler.doc
369 Sword Master For the one who wishes to be a master of blades. Based loosely off of the Sword Dancer Class. SwordMaster3E.doc
370 Sword Master A specialist at wielding two weapons and can perform special abilities with the blade. swordmaster.doc
371 Sword Sorcerer A great new class that mixes combat and magic! Sword_Sorcerer.doc
372 Swordman of the Sightless Eye Monks that learned how to fight without the need of visual aid. They use their personal weapon, the Zaitochi. SwordsmanoftheSightlessEye.pdf
373 Tamer A class that trains and works with animals. Tamer.doc
374 Tarot Mage Based on Sakura Card Captor. For me it´s too complex for a prestige class but if you are a fan that´s for you. tarot_mage.rtf
375 Tauren (Monster Class) Minotaur warriors that received spiritual powers from their ancestors and became elite fighters. This class is intended for monsters, it would be alot unbalanced for PCs. Tauren.pdf
376 Tempered Ones, The Paladins who undertake rituals of purification to empower their combat abilities and resistance. TheTemperedOnes.pdf
377 Templar, The A very nice paladin variation. TheTemplar.pdf
378 Thaumaturge Specialists of Lore and the mysterious art. Thaumaturge.rtf
379 Time Master Someone who can manipulate the fabric of time around them. time_master.doc
380 Torchbearer, The Priests of the God of Light who preach the flashing flames of Truth. Torchbearer.pdf
381 Town Drunk, The Prestige class similar to the drunken master TownDrunk.doc
382 Traveler of the Silken Road This prestige class focuses on warriors who use naught but the sword. A great class and organization to add to any campaign. traveler.pdf
383 Treesinger Closer to a Kit rather than a prestige class, characters retain all basic class info and add more statistics for this prestige class. Treesinger.doc
384 Tribesman A mix of Barbarian and Ranger... This was close to unbalanced rating though. tribesman.doc
385 Trickster These characters seek to spread mischief throughout the world. trickster.doc
386 Triune A knight blessed with enchantments and power Triune_classic.doc
387 Trophy Hunter, The Fierce hunters that use the badges of fallen opponents as trophies of honor. TheTrophyHunter.pdf
388 Troubleshooter For the rogue who wants to help solve any problems adventurers face while questing. Troubleshooter.doc
389 True Caster A variant of the polemic Mystic Theurge from D&D 3.5; This one is also gains both arcane and divine spell progressions, but not on every level. Truecaster.pdf
390 True Summoner A magic user who deals with unique summoned creatures, who function more like allies than summons. Very well balanced out. Yet simple, it is a really good class. TrueSummoner.pdf
391 Tunnel Master A prestige class for Kobolds, the masters of tunnel traps!. TunnelMaster.pdf
392 Unarmed Warrior Warriors that focus on unarmed combat. Though not developing supernatural powers like the monks, they hit harder than them... UnarmedWarrior.pdf
393 Undead Hunter A nice prestige class for those who wish to be the bane of the undead. Undeadhunter.doc
394 Underworld Scourge A prestige class for those who wish to build an evil guild or empire. UnderworldScourge.doc
395 Updated Valkyrie The Virgin Warrior Maiden. ValkyrieClass_classic.rtf
396 Valkyrie The infallible virgin warrior maidens of the deities. Those who search for souls whom are worthy enough to join the deity in their home plane. Valkyrie.pdf
397 Vlaude`s Track of Immortality Surely a powerful prestige, which comes with very high requirements though. vlaudes_track.doc
398 Voromancers Ritualistic power stealers... This one is tough to balance, but I think its pretty balanced here. voromancers.html
399 Wandering Blade An expert sword warrior. WanderingBlade.doc
400 War Priest of Heironeous A specialized priest whose focus is combat. WarPriestofHeironeous_classic.doc
401 War Wizard A specialist at fighting in the trenches at battles. War_Wizard.rtf
402 Warbringer The champions of Tempus! warbringer.doc
403 Warchief, The A leader in the battle field! This class is very generic and suitable to any campaign. TheWarchief.pdf
404 Warlock This is the Wild Mage template to be added to other sorcerer classes. Warlock_classic.doc
405 Warlock, The A 3rd Edition version of the Wild Mage. Warlock1.doc
406 Warrior of Underdark Very powerful class suited for the Duergar and Derro, a race of evil dwarves that dwells in the deep caves of Underdark. WarriorofUnderdark.pdf
407 Wilderness Warrior A specialist in the bladed gauntlets. TheWildernessWarrior_classic.doc
408 Wind Dancer, The The first free peak at Karanblade´s prestige classes. The barbarians from Rain Islands whose dances are a mixture of beauty and bloodly fury! Don´t miss the illustration inside... winddancer.pdf
409 Winter Warrior, The A class based on those who traverse in the arctic lands. Winter_Warrior.doc
410 Witch Collection, The 4 different takes on the Witch Class. All of them are very well done. TheWitchCollection.pdf
411 Witching Seductress The beguiling woman who uses her enchanting ways to get what she wants. WitchingSeductress_classic.pdf
412 Wizard Slayer Barbarian who lives for destroying all there is magical. BarbarianWizardSlayer.doc
413 Wyrmslayer Those who specialize in hunting dragons. wyrmslayer_classic.doc
414 Zealot Very nice prestige that describes the most pure among the defenders of goodness. zealot.doc

[PC15A] PC Generated Class Blank Form


______________________


Level

KXP
1 2 3 4 5 6 7 8 9 A B C D E
TH
1 ___________ _____
2 ___________ _____
3 ___________ _____
4 ___________ _____
5 ___________ _____
6 ___________ _____
7 ___________ _____
8 ___________ _____
9 ___________ _____
10 ___________ _____
11 ___________ _____
12 ___________ _____
13 ___________ _____
14 ___________ _____
15 ___________ _____
16 ___________ _____
17 ___________ _____
18 ___________ _____
19 ___________ _____
20 ___________ _____
21 ___________ _____
22 ___________ _____
23 ___________ _____
24 ___________ _____
25 ___________ _____
26 ___________ _____
27 ___________ _____
28 ___________ _____
29 ___________ _____
30 ___________ _____
31 ___________ _____
32 ___________ _____
33 ___________ _____
34 ___________ _____
35 ___________ _____
36 ___________ _____
Requisites: ____________________________________________
 
Alignment: ____________________________________________
 
HD/level: ____________________________________________
 
Weapon Prof.: ____________________________________________
 
To Hit Table: ____________________________________________
 
Reference: ____________________________________________
 
Groups: ____________________________________________
 
Complexity: CF=5
   
Saving Throws:  
PPD: ______________________
RSW: ______________________
PP: ______________________
BW: ______________________
Spell: ______________________
Fort: ______________________
Reflex: ______________________
Will: ______________________
   
 

[PC220] Originator Mini Classes Group


Brown Originator Mini (Originator Mini-Class)

Level KXP Effect Total
1 220 You are 1% Real (1)
2 440 You are 2% Real (2)
3 880 You are 3% Real (3)
4 1760 You are 4% Real (4)
5 3520 You are 5% Real (5)
6 7040 You are 6% Real (6)
7 14080 You are 7% Real (7)
8 22000 You are 8% Real (8)
9 33000 You are 9% Real (9)
10 44000 You are 10% Real (10)
11 55000 You are 11% Real (11)
12 66000 You are 12% Real (12)
13 77000 You are 13% Real (13)
14 88000 You are 14% Real (14)
15 99000 You are 15% Real (15)
16 110000 You are 16% Real (16)
17 121000 You are 17% Real (17)
18 132000 You are 18% Real (18)
19 143000 You are 19% Real (19)
20 154000 You are 20% Real (20)
21 165000 You are 21% Real (21)
22 176000 You are 22% Real (22)
23 187000 You are 23% Real (23)
24 198000 You are 24% Real (24)
25 209000 You are 25% Real (25)
26 220000 You are 26% Real (26)
27 231000 You are 27% Real (27)
28 242000 You are 28% Real (28)
29 253000 You are 29% Real (29)
30 264000 You are 30% Real (30)
31 275000 You are 31% Real (31)
32 286000 You are 32% Real (32)
33 297000 You are 33% Real (33)
34 308000 You are 34% Real (34)
35 319000 You are 35% Real (35)
36 330000 You are 36% Real (36)
Alternate Effect Alt Total
One random cheat code, possibly reduced (1)
One random cheat code, possibly reduced (2)
One random cheat code, possibly reduced (3)
One random cheat code, possibly reduced (4)
One random cheat code, possibly reduced (5)
One random cheat code, possibly reduced (6)
One random cheat code, possibly reduced (7)
One random cheat code, possibly reduced (8)
One random cheat code, possibly reduced (9)
One random cheat code, possibly reduced (10)
One random cheat code, possibly reduced (11)
One random cheat code, possibly reduced (12)
One random cheat code, possibly reduced (13)
One random cheat code, possibly reduced (14)
One random cheat code, possibly reduced (15)
One random cheat code, possibly reduced (16)
One random cheat code, possibly reduced (17)
One random cheat code, possibly reduced (18)
One random cheat code, possibly reduced (19)
One random cheat code, possibly reduced (20)
One random cheat code, possibly reduced (21)
One random cheat code, possibly reduced (22)
One random cheat code, possibly reduced (23)
One random cheat code, possibly reduced (24)
One random cheat code, possibly reduced (25)
One random cheat code, possibly reduced (26)
One random cheat code, possibly reduced (27)
One random cheat code, possibly reduced (28)
One random cheat code, possibly reduced (29)
One random cheat code, possibly reduced (30)
One random cheat code, possibly reduced (31)
One random cheat code, possibly reduced (32)
One random cheat code, possibly reduced (33)
One random cheat code, possibly reduced (34)
One random cheat code, possibly reduced (35)
One random cheat code, possibly reduced (36)
 
The Normal version multiplies all of your effects by xx(1+LVL/10). So at level 5 you multiply all of your damage, spell effects, spell save DC, etc. by xx1.5. This includes your AC rating and hit points. In practice, we will simply write a big "xx1.5" on the chalkboard next to your character, rather than actually multiply everything through (it will get too confusing otherwise).
The Alternate version gives you one random cheat code per level. It is possible that a pick may be reduced in power a bit, if it's a current player's pick. Or it may be a pick that's currently undefined or unknown. In any case, it will be gross.

[PC220] Originator Mini Classes Group


Player Picks / Cheat Codes (Originator Mini-Class)

Level KXP Effect Total
1 2200 +1 player pick / cheat code (1)
2 4400 +1 player pick / cheat code (2)
3 6600 +1 player pick / cheat code (3)
4 8800 +1 player pick / cheat code (4)
5 11000 +1 player pick / cheat code (5)
6 13200 +1 player pick / cheat code (6)
7 15400 +1 player pick / cheat code (7)
8 17600 +1 player pick / cheat code (8)
9 19800 +1 player pick / cheat code (9)
10 22000 +1 player pick / cheat code (10)
11 24200 +1 player pick / cheat code (11)
12 26400 +1 player pick / cheat code (12)
13 28600 +1 player pick / cheat code (13)
14 30800 +1 player pick / cheat code (14)
15 33000 +1 player pick / cheat code (15)
16 35200 +1 player pick / cheat code (16)
17 37400 +1 player pick / cheat code (17)
18 39600 +1 player pick / cheat code (18)
19 41800 +1 player pick / cheat code (19)
20 44000 +1 player pick / cheat code (20)
21 46200 +1 player pick / cheat code (21)
22 48400 +1 player pick / cheat code (22)
23 50600 +1 player pick / cheat code (23)
24 52800 +1 player pick / cheat code (24)
25 55000 +1 player pick / cheat code (25)
26 57200 +1 player pick / cheat code (26)
27 59400 +1 player pick / cheat code (27)
28 61600 +1 player pick / cheat code (28)
29 63800 +1 player pick / cheat code (29)
30 66000 +1 player pick / cheat code (30)
31 68200 +1 player pick / cheat code (31)
32 70400 +1 player pick / cheat code (32)
33 72600 +1 player pick / cheat code (33)
34 74800 +1 player pick / cheat code (34)
35 77000 +1 player pick / cheat code (35)
36 79200 +1 player pick / cheat code (36)
 
The player pick can be a used or an unused one, and you may duplicate picks. Player picks may or may not stack with themselves properly; check with the DM.
You may chose a randomly generated player pick, if you're bored with the [X3] list.

[PC-1] Non-Combatant Group Classes


Smurf

Level KXP
Spells
1 0 (none)
2 2.5 (none)
3 5 (none)
4 10 (none)
5 20 (none)
6 40 (none)
7 80 (none)
8 160 (none)
9 320 (none)
10 500 (none)
11 750 (none)
12 1000 (none)
13 1250 (none)
14 1500 (none)
15 1750 (none)
16 2000 (none)
17 2250 (none)
18 2500 (none)
19 2750 (none)
20 3000 (none)
21 3250 (none)
22 3500 (none)
23 3750 (none)
24 4000 (none)
25 4250 (none)
26 4500 (none)
27 4750 (none)
28 5000 (none)
29 5250 (none)
30 5500 (none)
31 5750 (none)
32 6000 (none)
33 6250 (none)
34 6500 (none)
35 6750 (none)
36 7000 (none)
TH Saves
PD RS PP BW Sp Fo Re Wi
+0 9  8  7  4  5  1  0  0
+1 10  9  8  5  6  2  1  0
+1 10  9  8  5  6  2  1  0
+2 10  9  8  6  6  2  1  0
+2 10  9  8  6  6  2  1  0
+3 10  9  8  6  7  3  2  0
+3 10  9  8  6  7  3  2  0
+4 12 11 10  8  9  3  2  1
+4 12 11 10  8  9  3  2  1
+5 12 11 10  9  9  4  2  1
+5 12 11 10  9  9  4  2  1
+6 12 11 10  9 10  4  3  1
+6 12 11 10  9 10  4  3  1
+7 14 13 12 11 12  5  3  2
+7 14 13 12 11 12  5  3  2
+8 14 13 12 12 12  5  4  2
+8 14 13 12 12 12  5  4  2
+9 14 13 13 12 12  6  4  2
Requisites: Dex 15, Chr 15
Alignment: any G
HD/level: d5
Weapon Prof.: 0+level/2
To Hit Table: ½xMon
Save Table: ½xHalf0
Reference: Smurfs
Groups: Monster, Joke, NonCombatant
 
Each Level: Get your LVL in Smurf picks (see next page). Most Smurfs cost more than one pick. You have the abilities of the Smurf types you pick. You may save picks to get a bigger Smurf type later. Smurfs can be taken more than once, each "+" based ability gives only +1 more per additional Smurf. (e.g. Vanity Smurf gives +5 Cml. Two Vanity Smurfs gives +6 Cml, not +10.) Non-"+" based abilities may or may not stack; check with the DM.
Level 1 ¶: 1M: Summon a DL=(LVL+2)/3 monster (type Smurf). You gain the abilities that Smurf type grants as long as you have that summon.
Level 1 ¶: 1P, 1/t: Refill the Smurfberry pool, to a max of 10*LVL Smurfberries. Smurfberries are eaten like Goodberries; each Smurfberry cures 2 hp, or gives a new saving throw against an effect. If the effect had no previous save, use RSW; the target number = 10+CL of the effect.
Level 1: You always have a (free) Smurfy Hat as a helmet, it is AC +LVL with no Rogue adjustments. You can remove it and wear a different cap/hat/helmet if you like.
Level 1: +LVL AC.
Level 1: Free instance of the Smurf Familiar. It's abilities are: Level 1: +50% base Non-Weapon Proficiencies; Level 9: +LVL*10% MR; Level 18: +50% base Non-Weapons; 1M: Psi6G Escape. It is a "vanilla" Smurf and doesn't give any of the Smurf pick powers on the next page.

[PC-1] Non-Combatant Group Classes


Smurf Types

# Picks Smurf Type Effect
1 Clockwork Smurf +5 TH with physical attacks; Communicate with Golems; Immune Wood
Clumsy Smurf 1M: Target drops one item he's holding/wielding (Will save); 1M: Trip (Reflex save)
Grouchy Smurf +5 dmg with physical attacks; 1M: Dispel an X4 (Superstition) effect
Scaredy Smurf 1M: Fear; 0, 1/r: Reroll a missed saving throw.
Vanity Smurf +5 Cml; Gaze Reflection; Immune harmful Mirror effects (Opposition, etc.)
2 Dopey Smurf -2 Int; 1V: Produce (teleport one your items back); 1V, 1/d: Create any item of < 100*LVL gp value
Enamored Smurf Have an X4 (Superstition) belief in one thing for x1.25. If you also have Smurfette, it's x1.5 instead.
Fisher Smurf Water Walking; Lower Water; 1M: Summon a DL=LVL/3 Water creature.
Harmony Smurf 1M, 1V: Do a Bard Song at 50+LVL*10% (Song of Battle is +1 TH, dmg, or saves per 10% made)
Sloppy Smurf -5 Cml; Have a "Fly" Familiar (Level 1: Flying 12"; Level 9: Resist Disease; Bite causes Disease; Level 18: Bite causes DNA Scramble)
3 Doctor Smurf +5 Int; 1M: Cure 50 hp, or can remove a [C] section effect
Flying/Aviator Smurf +5 Dex; Flying LVL*3" (D); Immune falling dmg (but not TK); 1M, 1/d: Teleport without Error
Greedy Smurf +10% money; 1/reset: +1 compensated magic item
Poet Smurf Resist Tricks (Immune if you have Painter Smurf too); 1M: Remove Charm, Domination, Ego Domination, Hypnosis
Tracker Smurf Tracking (LVL slots); 1M, 1/h: Locate Object/Person; 1M, 1/d: Find the Path
4 Architect Smurf 1P, 1/r: Create a door (with a -50% lock if you like); 1P, 1/r: Wall of Mushroom (like a Wall of Stone)
Dabbler Smurf +5 Wis; +5 saves; 1M: Charm Person (Will save)
Farmer Smurf Double # of Smurfberries; 1P, 1/h: Plant Growth; 1M, 1/d: The party will get +50% XP from this fight.
Painter Smurf Resist Tricks (Immune if you have Poet Smurf too); 1V: Blink; 1P: Dimension Door
Timid/Actor Smurf Resist Dragons; 1M: Charm Dragon (make LVL Will saves, choose worst)
5 Dreamy Smurf CaCR 50%; 1M, 1/t: Use a SL=LVL/4 Psi10 power
Jokey Smurf 1P: "Give someone a present": LVLd6 Delayed Blast Fireball (1 group, LVLd6+LVL fire dmg, Spell save: ½)
Miner Smurf +5 Str; Unusual Materials cost the square root of the cost multiplier (x10000 -> x100)
Nosy Smurf +5 Non-Weapon proficiencies; +5 Kits; 1M: Legend Lore; 1M, 1/d: Ask the DM a question
Sassette Smurfling +5 Chr; Sense Danger; 1M: Remove a "?" mark from the dungeon; 1bF, 1/d: Remove a Wandering Monster effect
6 Baby Smurf -1/3 Size; -1 age category; 1M: Cast a SL=LVL/4 Priest spell
Baker Smurf 1P: "Bake a Smurfberry Pie": Cure 250 hp, can remove [C] section effects for 50 less curing each
Grandpa Smurf -2 Str; -2 Dex; -2 Con; +5 Int; +5 Wis; Immune Aging
Tailor Smurf Divide the cost of Armor (including Shields, Helms, etc.) and Armor Adjectives by LVL
7 Brainy Smurf +5 Int; 1M: Cast a SL=LVL/4 Wizard spell
Handy Smurf +5 Con; 2P, 1/t: Build a TechL=LVL/2 Tech item; you can have LVL/2 Tech items
Smurfette +5 Chr; +3 Luck; Get the Slut1 chart with LVL*20 Rogue pts.
8 Hefty Smurf +5 Str; +5*LVL max hp; +5 weapon proficiencies
Lazy Smurf -5 Initiative; +5 QQQQslowS actions (these can be used only on segment 10, and not before combat starts)
9 Papa Smurf +5 Wis; +3 HNCL; 1M: Cast a SL=LVL/3 Wizard or Priest spell
13 Purple/"Gnap!" Smurf AL becomes E; Your Bite attack is Curse and Helm of Opposite Alignment branded; 1M: Dispel LVL effects (halve ER/iER); 1P, take 5 dmg: Fire Storm at double CL (so it's 4*CLd8 Unholy Fire dmg to 2 groups, no save); 1V, sacrifice a Smurf: Destruction (reverse Resurrection) or Invoke a Raw Logrus

[PC-4] Overt Group Classes


Cascade Rammer / Dragon Cleaver

Level KXP
Spells
1 0 (none)
2 3 (none)
3 6 (none)
4 12 (none)
5 24 (none)
6 48 (none)
7 100 (none)
8 200 (none)
9 400 (none)
10 800 (none)
11 1200 (none)
12 1600 (none)
13 2000 (none)
14 2400 (none)
15 2800 (none)
16 3200 (none)
17 3600 (none)
18 4000 (none)
19 4400 (none)
20 4800 (none)
21 5200 (none)
22 5600 (none)
23 6000 (none)
24 6400 (none)
25 6800 (none)
26 7200 (none)
27 7600 (none)
28 8000 (none)
29 8400 (none)
30 8800 (none)
31 9200 (none)
32 9600 (none)
33 10000 (none)
34 10400 (none)
35 10800 (none)
36 11200 (none)
TH Saves
PD RS PP BW Sp Fo Re Wi
+1  5  4  6  2  3  0  2  0
+3  6  4  6  3  4  1  3  0
+5  6  5  6  3  4  1  3  0
+7  6  5  7  3  5  1  4  1
+9  6  6  7  3  5  2  4  1
+11  7  6  7  4  6  2  5  1
+13  7  7  7  4  6  3  5  2
+15  7  7  8  4  7  3  6  2
+17  7  8  8  4  7  3  6  2
+19  8  8  8  5  8  4  7  3
+21  8  9  8  5  8  4  7  3
+23  8  9  9  5  9  5  8  3
+25  8 10  9  5  9  5  8  4
+27  9 10  9  6 10  5  9  4
+29  9 11  9  6 10  6  9  4
+31  9 11 10  6 11  6 10  5
+33  9 12 10  6 11  7 10  5
+35 10 12 10  7 12  7 11  5
Requisites: Str 16, Dex 14, Con 15
Alignment: any
HD/level: d12
Weapon Prof.: 6+level*2
To Hit Table: 2xWar
Save Table: Rog
Reference: DM
Groups: Warrior, Overt
 
Cascade Rammer:
Gets Barbarian Str, Exceptional Dex, and Barbarian Con.
Weapon Specialization uses "Spec Barbarian" line for number of attacks.
You may melee things that aren't in your group (you have 10*LVL' reach).
Level 1 ¶: Cascade Ram: 1P: Do (LVL+2)/2 melee attacks to a group (overwrites your normal # attacks, and it's irrelevant how many arms / weapons you have).
Level 1 ¶: 1V, take 1/4 your max hp as damage: Deal 1/2 your max hp as damage to one target (no save, aWR to resist).
Level 1: 1bV: Interpose yourself in front of an attack sequence.
Level 9: 1bV: Spell/Psionic Interpose yourself in front of a spell or psionic power (you become the target, if it's an area, you become the center).
Dragon Cleaver:
Gets Barbarian Str, Barbarian Dex, and Exceptional Con.
Weapon Specialization uses "Spec Barbarian" line for number of attacks.
You have +LVL instances of Tactical Movement (you may move to 1+LVL groups of targets with a single V action).
Level 1 ¶: Dragon Cleave: As per the epic feat; if you use a melee attack and kill (put below 0 hp) a target, you gain +1 attack.
Level 1 ¶: On a natural roll of 20-LVL/2 or greater with a melee attack, you Sharpness the target.
Level 1: Flying LVL*3" (C) and Immune to Breath Weapons.
Level 9: You deal x(LVL-7) dmg vs. Size G or larger targets.

[PC-4] Overt Group Classes


Mob Instigator1

Level KXP Psi100
mMG S
1 0 1-- -
2 1 2-- -
3 3 3-- -
4 9 4-- -
5 18 5-- -
6 36 51- -
7 72 52- -
8 144 53- -
9 210 54- -
10 288 55- -
11 576 66- -
12 864 77- -
13 1152 88- -
14 1440 881 -
15 1728 882 -
16 2016 883 -
17 2304 884 -
18 2592 885 -
19 2880 886 -
20 3168 887 -
21 3456 888 -
22 3744 999 -
23 4032 AAA -
24 4320 BBB -
25 4608 BBB 1
26 4896 BBB 2
27 5184 BBB 3
28 5472 BBB 4
29 5760 BBB 5
30 6048 BBB 6
31 6336 BBB 7
32 6624 BBB 8
33 6912 BBB 9
34 7200 BBB A
35 7488 BBB B
36 7776 CCC C
TH Saves
PD RS PP BW Sp Fo Re Wi
+0  5  4  6  2  3  0  2  0
+0  6  4  6  3  4  1  3  0
+1  6  5  6  3  4  1  3  0
+1  6  5  7  3  5  1  4  1
+2  6  6  7  3  5  2  4  1
+2  7  6  7  4  6  2  5  1
+3  7  7  7  4  6  3  5  2
+3  7  7  8  4  7  3  6  2
+4  7  8  8  4  7  3  6  2
+4  8  8  8  5  8  4  7  3
+5  8  9  8  5  8  4  7  3
+5  8  9  9  5  9  5  8  3
+6  8 10  9  5  9  5  8  4
+6  9 10  9  6 10  5  9  4
+7  9 11  9  6 10  6  9  4
+7  9 11 10  6 11  6 10  5
+8  9 12 10  6 11  7 10  5
+8 10 12 10  7 12  7 11  5
Requisites: Dex 18, Wis 9
Alignment: any
HD/level: d8
Weapon Prof.: 3+level/3
To Hit Table: Rog
Save Table: Rog
Reference: DM
Groups: Rogue, Overt
 
Has access to Psi100 powers. Psionic Strength = (highest of Int,Wis,Chr)*2/3*(level+9)
Gets 50 Rogue points per level instead of 40.
Level 1: Gain "Thieves' Cant" language.
Lvl Mob Instigator1 Ability | -50% | -100% | -150% Act Base Penalty Bonus
1 Any Rogue 1 ability - - - -
2 Mass Pick Pockets (pick everything off of someone) (-10%/level of target) V 0 Dex-18 Dex-24
2 Mass Open/Close Locks (all in room): Mech. | Magic/Psi | OutPhase V 0 Dex-16 Dex-22
2 Mass Find/Remove Traps (all in room): Mech. | Magic/Psi | OutPhase | Pro. V 0 Dex-18 Dex-25
2 Mass Move Silently (whole party) V 0 Dex-19 Dex-24
2 Mass Hide in Shadows (whole party) V 0 Dex-16 Dex-24
2 Detect Noise/Smell | Clairaudience/Clairnasience V 0 Wis-12 Wis-30
2 Mass Climb Walls (whole party) V 10 Str-13 Str-19
2 Mass Backstab (each attack is Backstab) (each 40% = x1) (increases 10/level) 0 40 Int-9 Int-30
3 Mimic Voices/Mannerisms/Personality V 0 Wis-13 Wis-18
3 Mass Distraction (one group) V 0 Wis-19 Wis-24
4 Mass Contortion | Mass Elasticity | Mass Become Liquid-Form (whole party) V 0 Dex-15 Dex-21
5 Mass Find/Remove Tricks (all in room): x1 multiplier || x2 multiplier ||| x3 multiplier (| do this 90' away) V 0 Dex-27 Dex-37
5 Read/Write/Speak Languages | Decipher Code/Password V 0 Int-13 Int-21
5 Portable Hole || We're gone (whole party to my pocket dimension) V 0 Int-9 Int-27
6 ESP/Sense Danger | Precognition/Postcognition |||| Choose one die roll V 0 Wis-12 Wis-16
7 All-Around Sight | Locate Object/Person | Cosmic Awareness V 0 Wis-22 Wis-28
7 Detect (school/sphere) | Magic/Innate | Psi/Radiation/Anti-Magic | Concordant/Godly V 0 Int-18 Int-22
8 Mass Blink | Mass Controlled Blink (whole party) V 0 Wis-18 Wis-25
9 Read/Write Magic (Warrior/Wizard/Priest/Rogue) ||| (Concordant) ||| (Godly) V 0 Int-19 Int-22
9 Mass Wraithform | Mass Dream Travel (whole party) V 0 Con-22 Con-25
10 Clairvoyance/Clairaudience | X-Ray Vision/N-Ray Vision V 0 Wis-15 Wis-30
10 Mass Find/Remove Specials (all in room): x1 multiplier || x2 multiplier ||| x3 multiplier (| do this 90' away) V 0 Dex-40 Dex-55
11 Mass Invisibility | Mass Improved Invisibility (whole party) V 0 Int-19 Int-27
13 Phase/Shadow Door | Dimension/Plant Door | Gate/Fire Gate V 0 Int-13 Int-30
16 Mass Probability Travel (whole party) V 0 Int-19 Int-30
19 Shape Alteration/Polymorph Object | Shapechange/Shapechange Other V 0 Con-19 Con-30
28 Time Shift/Time Shift Other | Mass Time Shift (whole party) V 0 Int-24 Int-36

[PC-4] Overt Group Classes


Psi1200C

Level KXP
Spells
1 0 (none)
2 2.15 (none)
3 4.3 (none)
4 8.6 (none)
5 17.2 (none)
6 34.4 (none)
7 68.8 (none)
8 127.6 (none)
9 225.2 (none)
10 390.4 (none)
11 680.4 (none)
12 1440 (none)
13 1910 (none)
14 2380 (none)
15 2850 (none)
16 3320 (none)
17 3790 (none)
18 4260 (none)
19 4730 (none)
20 5200 (none)
21 5670 (none)
22 6140 (none)
23 6610 (none)
24 7080 (none)
25 7550 (none)
26 8020 (none)
27 8490 (none)
28 8960 (none)
29 9430 (none)
30 9900 (none)
31 10370 (none)
32 10840 (none)
33 11310 (none)
34 11780 (none)
35 12250 (none)
36 12720 (none)
TH Saves
PD RS PP BW Sp Fo Re Wi
+1  1  1  1  1  1  1  1  1
+2  2  2  2  2  2  2  2  2
+3  3  3  3  3  3  3  3  3
+4  4  4  4  4  4  4  4  4
+5  5  5  5  5  5  5  5  5
+6  6  6  6  6  6  6  6  6
+7  7  7  7  7  7  7  7  7
+8  8  8  8  8  8  8  8  8
+9  9  9  9  9  9  9  9  9
+10 10 10 10 10 10 10 10 10
+11 11 11 11 11 11 11 11 11
+12 12 12 12 12 12 12 12 12
+13 13 13 13 13 13 13 13 13
+14 14 14 14 14 14 14 14 14
+15 15 15 15 15 15 15 15 15
+16 16 16 16 16 16 16 16 16
+17 17 17 17 17 17 17 17 17
+18 18 18 18 18 18 18 18 18
Requisites: Str 10, Dex 10, Wis 10, Chr 10
Alignment: C any
HD/level: 2d15-6
Weapon Prof.: 7+level
To Hit Table: Mon
Save Table: 2xMon
Reference: DM
Groups: Psionicist, Overt
 
See [Q1200C] for rules and powers. You know all the powers, as long as you have the CPPs to run them. This means that yes, you can throw Majors (or even Grands/Supers) at level 1 if you have the points.
Chaos Psionic Points (CPPs) = (Str+Dex+Wis+Chr) * (Psi1200C level)
Level 1: Immune Chaos, Wild Magic, Black Ice.
Level 1: Immune to your own effects.
Level 1: 0, 1/r: Ignore someone else's immunity to Chaos for this segment.
 
Note: Psi1200C effects that say "CL targets" can choose the same target more than once. This is an exception to the normal Collective rules on this.

[PC-4] Overt Group Classes


[Q1200C] Psi1200C Powers

Type # Power CPPs Effect
Minor 1 Behold the Chaoticness 6 Rope-like shapes appear; Group is Insane (RSW save to lose CL San points instead)
Minor 2 Chaos Blast 6 Deal CLd4 Chaos dmg to one group (no save)
Minor 3 Confusion Area 10 Confusion (CL targets or 1 group, Will save)
Minor 4 Cthulhoid Horror Swarm I 13 Summon CL ML I or CL/2 ML II Cthulhoid Horror monsters
Minor 5 Dispel Radiation/Tech Blast 15 Dispels CL Radioactive, Wild/Chaos, or Technological effects
Minor 6 Dissension's Feast Area 20 10'x10' area has food spoiled; ruins goodberries; shuts off potions
Minor 7 Enervation Area 27 Enervation (CL targets or 1 group, PPD save)
Minor 8 Mistaken Missive Area 7 10'x10' area of writings (incl. magical writings, scrolls) becomes illegible; Removes Glyphs/Symbols
Minor 9 Protection from Law 10'r 7+1/r Protection from Law 10'r
Minor 10 Push Wave 6 Throw a group back (10*CL' Falling dmg, no save)
Minor 11 Taunt Blast 9 CL target creatures or 1 group will attack you on their next action (no save)
Minor 12 Trip/Fumble Zone 1/s x1 Enemy Special: Enemies Trip (Fort save) and Fumble (Reflex save) each segment
Major 1 Chaotic Combat Zone 38 x1 Special: Everyone rolls 1d10 to hit, "1"-"5" results are left alone (they mean 1-5), "6"-"10" means 16-20 (add 10 to the result)
Major 2 Contact Other/Higher Plane 17 Contact Other/Higher Plane or Commune, up to CL planes removed
Major 3 Cthulhoid Horror Swarm II 47 Summon CL/2 ML III or CL/3 ML IV or CL/4 ML V Cthulhoid Horror monsters
Major 4 Mirror Mislead 29+2/r Does a Non-Detection, a Mislead, a Mirror Image, and a Displacement
Major 5 Random Push Zone 28+1/s x1 Enemy Special: Enemies take 10*CL' Falling dmg per segment
Major 6 Reverse Causality 28 Creature saves vs. RSW or his physical attacks damage himself instead of others
Major 7 Sporacle 32 Sporacle (random [C] section effect) a group.
Major 8 Strip Down (Nude Bomb) 19+1/s Choose 1 target; he removes/drops 1 item and 1 effect /s (no save)
Major 9 Wishoid Mutation Zone 38/t x1 Special: Wishoids have random effects
Grand 1 Area Amplification 23 Your next Psi1200C power has double area (e.g. CL targets -> CL*2 targets; 1 group -> 2 groups)
Grand 2 Cthulhoid Horror Swarm III 170 Summon CL/3 ML VI or CL/4 ML VII or CL/5 ML VIII Cthulhoid Horror monsters
Grand 3 Enhance Radiation 54 The radiation level in the room is raised or lowered (your choice) by RS=CL/3
Grand 4 Hornung's Area Dispatcher 108 Plane Shift away (CL targets or 1 group, each goes to a random plane, Will save)
Grand 5 Uncontrolled Weather Zone 10/r x1 Terrain Feature: Weather in area become extreme; Everyone takes CLd20 Natural Weather dmg /r
Grand 6 Wandering Monster Modification 11/r x1 Terrain Feature: Wandering monsters occur either (choose:) x2 or ÷2 as often
Super 1 Cthulhoid Horror Swarm IV 614 Summon CL/4 ML IX or CL/5 ML X or CL/6 ML XI Cthulhoid Horror monsters
Super 2 Invoke Devastation 48/s x1 Terrain Feature: It's raining Colorless Fire; All in area are Wild Surged, Wand of Wondered, Sporacled, and DNA Scrambled /s
Super 3 Raw Logrus 320 All enemies you can see (up to CL groups) take CL^2 Chaos dmg (no save) and lose CL San (Will save for half)

[PC-4] Overt Group Classes


Sporacle of Chaos

Level KXP Psi12C,29
mMG SUV WX
TH
1 0 0-- -- +1
2 2.3 1e- -- +2
3 4.6 10- -- +3
4 9.2 21h -- +4
5 18.4 210 -- +5
6 35 321 l- +6
7 65 432 k- +7
8 130 432 0- +8
9 230 543 1v +9
10 460 654 2u +10
11 690 765 3t +11
12 920 876 4s +12
13 1150 987 5r +13
14 1380 A98 6q +14
15 1610 BA9 7p +15
16 1840 CBA 8o +16
17 2070 DCB 9n +17
18 2300 DCB 90 +18
19 2530 DCB 91 +19
20 2760 DCB 92 +20
21 2990 DCB 93 +21
22 3220 DCB 94 +22
23 3450 DCB 95 +23
24 3680 DCB 96 +24
25 3910 DCB 97 +25
26 4140 DCB 98 +26
27 4370 DCB 99 +27
28 4600 DCB A9 +28
29 4830 DCB AA +29
30 5060 DCB BA +30
31 5290 DCB BB +31
32 5520 DCC BB +32
33 5750 DCC CB +33
34 5980 DCC CC +34
35 6210 DDC CC +35
36 6440 DDD CC1 +36
37 12880 DDD CC2 +37
38 19320 DDD CC3 +38
39 25760 DDD CC4 +39
45 64400 DDD CCA +45
54 122360 EEE EDD +54
63 180320 GFF FFF +63
72 238280 HHH GGG 1 +72
Race Adjustments:
Str Dex Con Int Wis Chr Cml AT hp TH Div
-3 +0 +3 +5 +0 +1 -3 +6 +13 +0 ÷1
 
Requisites: Con 13, Int 17, Chr 6,
  Race Slots 1, Class Slots 2
Alignment: C any
HD/level: ++d4
Weapon Prof.: 1+level/4
To Hit Table: Mon
Reference: DM
Groups: Psionicist, Overt, Archetype
Complexity: CF=3
   
Saving Throws:  
PPD: 0+level
RSW: 8+level
PP: 4+level
BW: 0+level
Spell: 5+level
Fort: 4+level
Reflex: -1+level
Will: -2+level
   
Considered a "Beholder" race.
You have 0 arms and 0 legs. Your bite attack is 1d12 dmg. You fly at (LVL+2)*3" (D).
 
PSPs = (Dex+Int*2+Wis)*LVL
Has access to Psi(-12)C, 12C, 1200C, and 29.
Gets Int bonus to psionic progression.
For Psi29, has LVL*2 Eye Points and LVL+1 Eyes, one of which must be fixed. Psi29 powers do not count against progression, but you must have at least a "1" in a power level to get a Psi29 eye of that type (e.g. you need to have at least 1 Major to get a Major eye).
"Sporacle-ize" is a Psi29 Minor for you.
Psionic effects that say "CL targets" can choose the same target more than once. This is an exception to the normal Collective rules on this.
 
Level 1: Immune Chaos, Wild Magic, Black Ice.
Level 1: Immune to your own effects.
Level 1: 0, 1/r: Ignore someone else's immunity to Chaos for this segment.

[PC-4] Overt Group Classes


Psi(-12)C,12C,1200C Powers

Type # Power PSPs Description
Minor 1 Anti-Technological Armor 12+1/t +5*CL% TechR (or) Resist Technology
Minor 2 Behold the Chaoticness 12 Rope-like shapes appear; Group is Insane (RSW save to lose CL San points instead)
Minor 3 Chaos Blast 12 Deal CLd4 Chaos dmg to one group (no save)
Minor 4 Chaos Shield 20 Chaos Shield (TM 21)
Minor 5 Chromatic Blast 9 Area effect Chromatic (50%) / Metallic (50%) Orb; CL=1d12
Minor 6 Commotion Resistance 4+1/t +CL*5% RR; Resist own effects; Resist Wild Surges
Minor 7 Confusion 10 Confusion (as spell)
Minor 8 Confusion Area 20 Confusion (CL targets or 1 group, Will save)
Minor 9 Confusion Blast 8 One group is confused (Will save)
Minor 10 Contagion/Enervation 13 One target is hit by Contagion & Enervation (PPD for each)
Minor 11 Cthulhoid Aura 5+1/r You look like a cthulhoid beast, gaze to fear (save vs. Will)
Minor 12 Cthulhoid Horror Swarm I 26 Summon CL ML I or CL/2 ML II Cthulhoid Horror monsters
Minor 13 Cthulhoid Swarm I 6 Summon CL Monsters using ML I "Weird" chart (random)
Minor 14 Cthulhoid Swarm II 12 Summon CL Monsters using ML II "Weird" chart (random)
Minor 15 Detect Chaos & Radiation 4+1/t Detect Chaos & Radiation continuous (ask DM as a 0 action)
Minor 16 Detect Law/Psionics 1/r Detect Law (and) Detect Psionics
Minor 17 Disorder Objects 8 Group of objects become chaotically arranged
Minor 18 Dispel Radiation/Tech 7 Dispels one Radioactive, Wild/Chaos, or Technological effect
Minor 19 Dispel Radiation/Tech Blast 30 Dispels CL Radioactive, Wild/Chaos, or Technological effects
Minor 20 Dissension's Feast 20 Dissension's Feast (TM 57)
Minor 21 Dissension's Feast Area 40 10'x10' area has food spoiled; ruins goodberries; shuts off potions
Minor 22 Enervation Area 54 Enervation (CL targets or 1 group, PPD save)
Minor 23 Entropy 18/t Disorder Objects continuous in 180'r
Minor 24 High-Frequency Sample 7 Generate a High-Frequency Sampler minor effect
Minor 25 Know Next Dice Rolls 10+1/t 0,1/r: Roll dice ahead of time before action, can choose not to
Minor 26 Mistaken Missive 8 Mistaken Missive (TM 53)
Minor 27 Mistaken Missive Area 14 10'x10' area of writings (incl. magical writings, scrolls) becomes illegible; Removes Glyphs/Symbols
Minor 28 Protection from Law 8+1/r As Pro.Evil but versus Lawful alignment
Minor 29 Protection from Law 10'r 14+2/r Protection from Law 10'r
Minor 30 Push Wave 12 Throw a group back (10*CL' Falling dmg, no save)
Minor 31 Random Polymorph Self 5 Polymoph Self Randomly (use ML I or II chart); lasts 1 turn
Minor 32 Shifting Appearance 20/t Appearance shifts to a random combination of creatures each round (strange to behold)
Minor 33 Taunt Blast 4 One group will attack you on their next action (no save)
Minor 34 Taunt Blast 18 CL target creatures or 1 group will attack you on their next action (no save)
Minor 35 Trip/Fumble Zone 2/s x1 Enemy Special: Enemies Trip (Fort save) and Fumble (Reflex save) each segment
Minor 36 Wild Invocation I 6 Random 0th (50%) or 1st (50%) SL Wizard Invocation spell
Minor 37 Wild Invocation II 11 Random 2nd (60%) or 3rd (40%) SL Wizard Invocation spell
Major 1 Behold the Chaos 12 Identify Chaotic/Wild effect, even one that defies normal ID
Major 2 Chaotic Combat 38 Chaotic Combat (TM 75)
Major 3 Chaotic Combat Zone 76 x1 Special: Everyone rolls 1d10 to hit, "1"-"5" results are left alone (they mean 1-5), "6"-"10" means 16-20 (add 10 to the result)
Major 4 Chaotic Commands 48 Chaotic Commands (TM 89)
Major 5 Chaotic Sleep 38 Chaotic Sleep (TM 76)
Major 6 Charm Chaotic Creature 30 Charm (no save) only vs. Chaotic creatures
Major 7 Contact Other Plane 9 Contact Other/Higher Plane
Major 8 Contact Other/Higher Plane 34 Contact Other/Higher Plane or Commune, up to CL planes removed
Major 9 Cthulhoid Horror Swarm II 94 Summon CL/2 ML III or CL/3 ML IV or CL/4 ML V Cthulhoid Horror monsters
Major 10 Cthulhoid Swarm III 18 Summon CL Monsters using ML III "Weird" chart (random)
Major 11 Cthulhoid Swarm IV 24 Summon CL Monsters using ML IV "Weird" chart (random)
Major 12 Dancing Chaos 20+2/r Every segment, a random SL=1d10 effect hits a random target
Major 13 Destroy Clone 48 Kills a Clone, Simulacrum, or Shapechanger
Major 14 Duplicate Radio. Item 20 Duplicate a x0 or x1 Radioactive Item
Major 15 Effect Amplification 12+2/t Pick any spell/power. You have double effect with that power.
Major 16 Globe of High Resistance 12+2/r Immune to SL 4-6 (all types), Resist SL 2-3 (all types)
Major 17 Inverted Ethics 40 Inverted Ethics (TM 80)
Major 18 Mirror Mislead 15+2/r Does a Mislead spell, a Mirror Image, and a Displacement
Major 19 Mirror Mislead 58+4/r Does a Non-Detection, a Mislead, a Mirror Image, and a Displacement
Major 20 Miscast Magic 33 Miscast Magic (TM 69), also works on psionics
Major 21 Physical Freedom 48 Free Action (and) Remove Paralysis (and) Remove Domination (or) gives a path to escape local authorities
Major 22 Random Causality 28 Random Causality (TM 69)
Major 23 Random Push Zone 56+2/s x1 Enemy Special: Enemies take 10*CL' Falling dmg per segment
Major 24 Random Telekinetics 28+2/r All objects in 60'r area randomly telekinese around, creatures in area take 1d6*1d10 dmg/r
Major 25 Randomness 23/t All your non-permanent die rolls of NdS instead are rolled as Nd(S+2)-N
Major 26 Redirect Question Mark 16 Force a "question mark" to go opposite direction
Major 27 Reverse Causality 56 Creature saves vs. RSW or his physical attacks damage himself instead of others
Major 28 Shift Towards Chaos 40 Creature saves: if made it takes caster's level in damage, if missed AL shifts one towards C
Major 29 Sporacle 64 Sporacle (random [C] section effect) a group.
Major 30 Strip Down (Nude Bomb) 10+1/s Choose 1 target; he removes/drops 1 item /s (no save)
Major 31 Strip Down (Nude Bomb) 38+2/s Choose 1 target; he removes/drops 1 item and 1 effect /s (no save)
Major 32 Unlimited Wish Mutation 20/t Wishes/Miracles/Alter Realities/etc. have random effects 30' r
Major 33 Unlimited Wish Volley 26 50%: You get an Unlimited Wish; 50%: Closest enemy gets it
Major 34 Weird Chaos 12 Two groups: One gets hit by Weird, the other Chaos (as spells)
Major 35 Wild Invocation III 17 Random 4th (70%) or 5th (30%) SL Wizard Invocation spell
Major 36 Wild Invocation IV 22 Random 6th (80%) or 7th (20%) SL Wizard Invocation spell
Major 37 Wishoid Mutation Zone 76/t x1 Special: Wishoids have random effects
Grand 1 Area Amplification 46 Your next Psi1200C power has double area (e.g. CL targets -> CL*2 targets; 1 group -> 2 groups)
Grand 2 Cthulhoid Horror Swarm III 340 Summon CL/3 ML VI or CL/4 ML VII or CL/5 ML VIII Cthulhoid Horror monsters
Grand 3 Cthulhoid Swarm V 30 Summon CL*2 Monsters using ML V "Weird" chart (random)
Grand 4 Enhance Radiation 108 The radiation level in the room is raised or lowered (your choice) by RS=CL/3
Grand 5 Hornung's Area Dispatcher 216 Plane Shift away (CL targets or 1 group, each goes to a random plane, Will save)
Grand 6 Mental Freedom 63 Ejection (and) Restore Memories/Clarity of Mind (and) Remove Possession; This effect costs no actions to use
Grand 7 Random Dispatcher 80 Hornung's Random Dispatcher (TM 44), no save
Grand 8 Random Gravity 70 Gravity in 1 mile radius becomes random (1d6-3 times normal gravity each round)
Grand 9 Summon Chaotic Creature 60 Gate (as spell) for Chaotic creature or for an Earth or Fire Elemental
Grand 10 Uncontrolled Weather 70 Weather Patterns in area become random/extreme
Grand 11 Uncontrolled Weather Zone 20/r x1 Terrain Feature: Weather in area become extreme; Everyone takes CLd20 Natural Weather dmg /r
Grand 12 Wandering Monster Modification 22/r x1 Terrain Feature: Wandering monsters occur either (choose:) x2 or ÷2 as often
Grand 13 Wild Invocation V 28 Random 8 (90%) or 1d4+8 (10%) SL Wizard Invocation spell
Grand 14 Wild Magic Surge 78 Generate (level) Wild Surges within 60' each round for 1h
Grand 15 Wildstrike 60 Wildstrike (TM 39)
Super 1 Chaos Storm 180+8/r All in 120'r area are affected by Weird, Maze, and Chaos (as spells) every round
Super 2 Cthulhoid Horror Swarm IV 1228 Summon CL/4 ML IX or CL/5 ML X or CL/6 ML XI Cthulhoid Horror monsters
Super 3 Cthulhoid Swarm VI 36 Summon CL*4 Monsters using ML VI "Weird" chart (random)
Super 4 Cthulhoid Swarm VII 42 Summon CL*6 Monsters using ML VII "Weird" chart (random)
Super 5 Grand Chaos 200/r All die rolls by all creatures within 240' of caster become either minimum (50%) or maximum (50%), check for each grouping of dice rolled
Super 6 Invoke Devastation 96/s x1 Terrain Feature: It's raining Colorless Fire; All in area are Wild Surged, Wand of Wondered, Sporacled, and DNA Scrambled /s
Super 7 Raw Logrus 640 All enemies you can see (up to CL groups) take CL^2 Chaos dmg (no save) and lose CL San (Will save for half)
Ultra 1 Anti-Commotion Resist. 40+5/t +CL*5% aaAllR (Anti-Anti R vs. everything)
Ultra 2 Cthulhoid Swarm VIII 48 Summon CL*9 Monsters using ML VIII "Weird" chart (random)
Ultra 3 Get it on! 150 All within sight (incl. party) get +1QQQQQOppF this segment. You can use it and a normal Opp action in the same segment. You may ignore the "Opp" part of this if you wish (i.e. use it on your half of the segment).
Ultra 4 Wild Invocation VI 33 Random 10 (95%) or 2m4+10 (5%) SL Wizard Invocation spell

[PC-10] Maxi Group Classes


Smart Man


Level

KXP
Wizard
123 456 789 ABC

TH
1 0 1-- --- --- +0
2 5 ½1- --- --- +0
3 10 ½2- --- --- +1
4 20 1½1 --- --- +1
5 40 2½2 --- --- +1
6 80 21½ 1-- --- +2
7 160 22½ 2-- --- +2
8 320 221 ½1- --- +2
9 640 322 ½2- --- +3
10 1000 322 1½1 --- +3
11 1500 332 2½2 --- +3
12 2000 332 21½ 1-- +4
13 2500 333 22½ 2-- +4
14 3000 433 321 ½1- +4
15 3500 443 332 ½2- +5
16 4000 444 333 1½1 +5
17 4500 444 333 2½2 +5
18 5000 444 333 312 +6
19 5500 444 433 322 +6
20 6000 544 443 323 +6
21 6500 554 444 333 +7
22 7000 555 555 443 +7
23 7500 555 555 553 +7
24 8000 555 555 554 +8
25 8500 555 555 555 +8
26 9000 666 655 555 +8
27 9500 666 666 655 +9
28 10000 666 666 666 +9
29 10500 777 766 666 +9
30 11000 777 777 766 +10
31 11500 777 777 777 +10
32 12000 888 877 777 +10
33 12500 888 888 877 +11
34 13000 888 888 888 +11
35 13500 999 988 888 +11
36 14000 999 999 999 1 +12
37 28000 999 999 999 2 +12
38 42000 999 999 999 3 +12
39 56000 999 999 999 4 +13
45 140000 A99 999 999 9 +15
54 266000 AAA AAA AAA 91 +18
63 392000 AAA AAA AAA A9 +21
72 518000 BBB BBB BAA AA1 +24
Requisites: Int 100
Alignment: any
HD/level: d4
Weapon Prof.: 1+level/2
To Hit Table: +level/3
Reference: DM
Groups: Wizard, Maxi
Complexity: CF=4
   
Saving Throws:  
PPD: 2+level*2
RSW: 5+level*2
PP: 3+level*2
BW: 1+level*2
Spell: 4+level*2
Fort: 0+level*2
Reflex: 1+level*2
Will: 1+level*2
   
Caster Level for this class = LVL*3, not LVL.
Barbarian Int
Sustain Int, Logic.
+2*LVL Int
You get the bonus M actions based on high Int+Wis+Chr used in earlier versions of the Collective (you can alternatively use Reason+Wis+Presence if you want).
Int+Wis+Chr: 44=+½M; 50=+1M; 70=+1½M; 75=+2M; 95=+2½M; 100=+3M; and this continues.
You can use an unlimited amount of shifting of Subability scores ("sleazing") for Int.
Automatically make Int checks and category=Spell saves.
Int bonus to Wizard progression
&nsbp;
+LVL Kits
+LVL Nonweapon Proficiencies
+LVL Research Points
+LVL dmg per die with damaging spells
 
Has LVL Specialty Schools, no opposite.
You may trade in 4 picks here to make a school "Robed" (-1 SL). This does not stack with other Robe effects you may have for that school.
You may trade in 4 picks here to make a school ½M to cast. Material componenting still costs 1V though.
 
Level 1: Cont. Detect Poison; 1M: Determine medicinal value of liquid; 60F,1/d: Frugal a potion
Level 1: Legend Lore & Identify 30+LVL*10%. This is doubled when dealing with Necromany, Undead, or the Occult.
Level 1: Mr. Fix-It: 1M, 1/d: Mend.
Level 1: Photographic Memory: You remember everything you see.
Level 2: +LVL AC
Level 2: +LVL*2 stat points for purposes of qualifying for classes
Level 2: Has access to materials of “S” rating up to LVL; it’s cheaper: multiply cost by S/LVL
Level 2: Occult Library: Each reset, gain LVL in SL's of spell scrolls. You can leave these as "open scrolls" until needed.
Level 3: Can convert 3M -> 1 OppM
Level 3: Contacts: Always have access to LVL*100 XP and less magic items, even when the current store is "limited".
Level 3: Influence: 1M, 1/d: Suggestion (save vs. Will)
Level 3: Resist demonic powers: This includes Psi6, Psi(-6), and innate abilities of evil outer-planar creatures.
Level 4: +LVL saves
Level 4: Artistry: +LVL divided among Int, Wis, Chr, or CL.
Level 4: Can have 2 groups of the same summon
Level 4: Can have 2 of the same familiar using only 1 familiar slot
Level 5: Scale Down: Can cast a SL=M spell emulating a SL=N spell for xM/N the effect (where M<N)
Level 5: Strengthen Magic: +(LVL-6)/3 MF 30' r
Level 6: Fast-Write Scrolls: 1F, lose N SL=N spells in memorization: Write a SL=N permanent spell scroll
Level 6: iaNR (Irreducible Necromancy Resistance) (LVL-8)*10%; Turn Undead with turning level = LVL*2-10
Level 6: Immune to Blow Your Head Off, Twilight, Curse, bad effects of reading magical books/scrolls
Level 6: Immune to Retributive Strikes (your's or other's), Own Effects, Ego of x(LVL-6)/3 mult.
Level 9: Your spells require LVL saving throws

[PC-10] Maxi Group Classes


Strong Man


Level

KXP
War
123 456

TH
1 0 1-- --- +2 ++1
2 5 2-- --- +4 ++2
3 10 21- --- +6 ++3
4 20 32- --- +8 ++4
5 40 421 --- +10 ++5
6 80 422 --- +12 ++6
7 160 432 1-- +14 ++7
8 320 433 2-- +16 ++8
9 640 433 21- +18 ++9
10 1000 443 22- +20 ++10
11 1500 444 33- +22 ++11
12 2000 444 441 +24 ++12
13 2500 555 442 +26 ++13
14 3000 555 443 +28 ++14
15 3500 555 544 +30 ++15
16 4000 555 555 +32 ++16
17 4500 665 555 +34 ++17
18 5000 666 655 +36 ++18
19 5500 666 666 +38 ++19
20 6000 776 666 +40 ++20
21 6500 777 766 +42 ++21
22 7000 777 777 +44 ++22
23 7500 887 777 +46 ++23
24 8000 888 877 +48 ++24
25 8500 888 888 +50 ++25
26 9000 998 888 +52 ++26
27 9500 999 988 +54 ++27
28 10000 999 999 +56 ++28
29 10500 AA9 999 +58 ++29
30 11000 AAA A99 +60 ++30
31 11500 AAA AAA +62 ++31
32 12000 BBA AAA +64 ++32
33 12500 BBB BAA +66 ++33
34 13000 BBB BBB +68 ++34
35 13500 CCB BBB +70 ++35
36 14000 CCC CBB 1 +72 ++36
37 28000 CCC CBB 2 +74 ++37
38 42000 CCC CBB 3 +76 ++38
39 56000 CCC CBB 4 +78 ++39
45 140000 CCC CBB A +90 ++45
54 266000 DDD DCC C1 +108 ++54
63 392000 DDD DCC CA +126 ++63
72 518000 EED DDD DD1 +144 ++72
Requisites: Str 100
Alignment: any
HD/level: d10
Weapon Prof.: 4+3*level
To Hit Table: +2*level ++level
Reference: DM
Groups: War, Maxi
Complexity: CF=4
   
Saving Throws:  
PPD: +3+level*2
RSW: +0+level*2
PP: +2+level*2
BW: +4+level*2
Spell: +0+level*2
Fort: +1+level*2
Reflex: +1+level*2
Will: +0+level*2
   
Barbarian Str
Sustain Str
You can use an unlimited amount of shifting of Subability scores ("sleazing") for Str.
Automatically make Str checks, PP saves, Bend Bars and Lift Gates rolls.
+2*LVL Str
additional +2*LVL Strength For Purposes of Weapons
++LVL damage with weapons (this adds +LVL base dice of damage)
+LVL Feats
+LVL Weapon Proficiencies
Ability to true "N-ary" weapon specialize, where N is your level. You get +3*N half-plusses TH or dmg. You must spend N weapon proficiencies for each type of weapon, of course (this isn't free).
You get x3 effect with these [C7] Combat Maneuvers: Bash, Bypassing Armor, Charge, Cleave, Disarm, Kick, Parry, Sap, Shield Bash, Subdue.
With an attack, you can Throw a Size M target Str*10', doing (Str)d6 falling dmg. This autohits and removes him from your group.
Level 2: +LVL TH or dmg vs. a creature type
Level 2: +LVL*3" bonus to movement rate
Level 2: Backstab = x(LVL+2)/2
Level 2: Leave no footprints, actually 1 inch above ground when walking, immune pits/slides/etc.
Level 2: LVL slots each in Direction Sense, Tracking, Survival
Level 2: Nonmagical weapons and armor are at half monetary cost for you
Level 3: +1 to # of attacks with all attack forms (weapon, natural, etc.)
Level 3: Exceptional stat bonus
Level 3: x2 Str bonus instead of x3/2 when wielding weapon 2-handed
Level 4: Aura of Protection (as per Paladin)
Level 4: Bind wounds is LVL hp (can’t bind an already bound wound)
Level 4: Can affect creatures that require a +LVL-1 weapon to hit
Level 4: Get +LVL melee TH & dmg vs. a target for every other person also meleeing that target
Level 4: Lay on Hands (as Paladin or Monk)
Level 4: #Att as Barbarian
Level 5: +LVL*100 item XP in Weapon flags per day
Level 5: Considered 1 size larger for what size weapons you can wield
Level 5: Magical weapons and armor (including individual flags) are at half cost for you
Level 6: Barbarian Constitution bonus
Level 6: Barbarian Dexterity bonus
Level 7: True Point Blank as per Arch-Archer
Level 8: +1 Henchmen or Mount slot
Level 9: Species Enemy every level as per Strider
Level 10: Swashbuckler #Att =(LVL+2)/2 melee only
Level 11: Extra-Bar stat bonus

[PC-10] Maxi Group Classes


Wise Man


Level

KXP
Priest
123 456 7

TH
1 0 2-- --- -
2 5 21- --- -
3 10 321 --- -
4 20 422 --- -
5 40 432 --- -
6 80 432 1-- -
7 160 443 1-- -
8 320 443 2-- -
9 640 543 21- -
10 1000 543 32- -
11 1500 553 321 -
12 2000 554 432 1
13 2500 655 543 2
14 3000 666 654 3
15 3500 666 666 6
16 4000 666 666 6
17 4500 666 666 6
18 5000 666 666 6
19 5500 666 666 6
20 6000 666 666 6
21 6500 666 666 6
22 7000 666 666 6
23 7500 666 666 6
24 8000 766 666 6
25 8500 776 666 6
26 9000 777 666 6
27 9500 777 766 6
28 10000 777 776 6
29 10500 777 777 6
30 11000 777 777 7
31 11500 888 777 7
32 12000 888 887 7
33 12500 888 888 8
34 13000 999 888 8
35 13500 999 998 8
36 14000 999 999 91
37 28000 999 999 92
38 42000 999 999 93
39 56000 999 999 94
45 140000 A99 999 99
54 266000 BAA AAA AA1
63 392000 BAA AAA AAA
72 518000 BBB BBB BBB 1
Requisites: Wis 100
Alignment: any
HD/level: d8
Weapon Prof.: 3+2*level
To Hit Table: Pri
Reference: DM
Groups: Pri, Maxi
Complexity: CF=4
   
Saving Throws:  
PPD: +5+level*2
RSW: +2+level*2
PP: +1+level*2
BW: +0+level*2
Spell: +3+level*2
Fort: +0+level*2
Reflex: +1+level*2
Will: +2+level*2
   
+2*LVL Wis
Barbarian Wis
Sustain Wis, San (Sanity)
You can use an unlimited amount of shifting of Subability scores ("sleazing") for Wis.
Automatically make Wis checks and Will saves.
+2*LVL Personality
When using Wisdom for bonus spells, can use Simplified Wis Bonus, or convert all the SLs in the standard chart into one pool, and redistribute SLs as you like.
 
+LVL+1 Grand Spheres.
+LVL*3/2 GGL picks.
x2 level with Turn Undead, and you get +LVL to the d20 and d12 rolls.
When rolling saving throws, you may divide the DC by LVL, then roll 1d20 with no modifiers.
 
+LVL*LVL*100 Goodberries to the Goodberry pool.
1F, during reset: Refill your portion of the goodberry pool.
1M: Cast a variant Goodberry spell (8*LVL goodberries, 4*LVL leeches, LVL eels, or 3*LVL smurfberries).
10000 goodberries can be converted into one "i" goodberry (which cures 1 idmg).
+LVL*LVL*50 Leeches to the Leech pool.
+LVL*LVL Eels to the Eel pool.
Leeches are goodberries that move on their own (no V action needed). Eels remove one [C] section effect.
+LVL*LVL*30 Smurfberries to the Smurfberry pool.
Smurfberries cure 2 hp, or gives a new saving throw against an effect. If the effect had no previous save, use RSW; the target number = 10+CL of the effect.
 
For abilities, see next page.

[PC-10] Maxi Group Classes


Wise Man Abilities

Level 1: 1M, LVL/t: Death's Door
Level 1: 1M, LVL/d: Protection from Death
Level 1: Animal empathy
Level 1: Detect/Identify Anti-Radiation & Anti-Magic
Level 2: 0, 1/d: Divine Intervention (automatic), usually resolved as a ML=LVL Outer-planar summon
Level 2: 1/reset: Choose an alignment. You do x2 dmg (spells & attacks) vs. that alignment
Level 2: 1M: Shut off target familiar or specialty priest power
Level 2: 1M: Target gets alignment changed to yours & target confused (Will save for each effect)
Level 2: Combining: 1V: Add your CL to target's CL this segment.
Level 2: Immune to "skins" of all types (Stoneskin, etc.)
Level 2: Immune to deafness or paralysis.
Level 2: Regenerate LVL hp/m (this is not troll-like), you can regenerate another if touching
Level 3: 1M, (LVL-2)/t: Dispel Exhaustion
Level 3: 1M, (LVL-2)/d: Raise Dead
Level 3: Clairnasience & Tongues
Level 3: Detect/Identify Anti-Psionics & Anti-Innates
Level 3: Immune to curse and Necromantic sphere spells
Level 4: Can turn undead using just 1V action
Level 4: 0, 1/d: Counter a Divine Intervention
Level 4: All of your edged weapons are "Defender"
Level 4: Can convert P -> M actions
Level 4: Regenerate LVL hp/r (this is troll-like), restore 1 stat point or limb /m, can touch
Level 5: 1M, (LVL-4)/t: Heal
Level 6: 1M, (LVL-5)/d: Resurrection
Level 6: 1M: Shut off Concordant effect (aXR to resist)
Level 6: 1M: Target is Pawned (2 saved, 1 missed save = Dominated)
Level 6: Can turn anyone not of your Religion as if they were undead
Level 6: Regenerate LVL hp/s (troll-like, heals vile/perm dmg), restore XP/Lvl drain, within 30'
Level 6: Time/Reality Stability; whenever a drastic event allows you 1 action to respond to it, you get 2 actions instead
Level 7: 1M, (LVL-6)/t: Cureall
Level 7: Druid Shapechange
Level 9: 1M, (LVL-8)/t: Cureall+Remove 1 [C] effect
Level 9: 1M, (LVL-8)/d: True Resurrection
Level 10: +1 Summon slot
Level 10: Sphere robe (-1 SL) in one sphere
Level 18: 1M, (LVL-17)/t: Fix
Level 18: 1M, (LVL-17)/d: Reverse Pixelation

[PC99] Unknown/Incomplete Classes


Group Class In
Coll.?
Notes
War Chaos Warrior no See source_files directory and Angband game
War Complete Warrior3 no Based on Complete Warrior book
War Goon / Clod no Very stupid
War Hackmaster no Based on Hackmaster Guide to Slaughtering Foes book
War Hellraiser (1/2-demon) no See source_files directory
War MetaWarrior7 no KXP for 2nd = 8, HD ++++d10. Here's a handful of abilities (not all of the abilities of this class were going to be stat based!):
1-C. Exceptional Con bonus; i.e. Con bonus = Con - 12
2-B. Exceptional Dex bonus; i.e. Dex bonus = Dex - 12
2-C. (pre-req. 1-C) Barbarian Con bonus; i.e. Con bonus = (Con - 14) * 2
3-A. Exceptional Str bonus; i.e. Str bonus = Str - 12
3-B. (pre-req. 2-B) Barbarian Dex bonus; i.e. Dex bonus = (Dex - 14) * 2
4-A. (pre-req. 3-A) Barbarian Str bonus; i.e. Str bonus = (Str - 14) * 2
7-A. (pre-req. 4-A) Extra-Barbarian Str bonus; i.e. Str bonus = (Str - 16) * 5/2
8-C. (pre-req. 2-C) Extra-Barbarian Con bonus; i.e. Con bonus = (Con - 16) * 5/2
9-B. (pre-req. 3-B) Extra-Barbarian Dex bonus; i.e. Dex bonus = (Dex - 16) * 5/2
This class got 3 picks per level, and had space for each level out to "G" (i.e. 7 possible picks per level). You could alternatively pick one Level 3 ability at level 1, leading to a "points" system (get 3*LVL points each level, spend X points for a level X power).
War Musketeer no See source_files directory, lots of guns
War Tusken Raider(-19) no Str 13, Con 13, HD 2m(-7), TH War, Wpn 0+/ 1/2, Saves Rog, XP for 2nd = 6; Bar Con
L1: Imm to LVL in E factors of elements
L1: x(LVL+3)/2 Str bonus w/ 2-handed weapons
L1: 1M: Charm Animal
Psi(-19) progression
War Vanguard no Also Custom group. Based on Vanguard MTG cards.
War Vindicator(-65) no Unknown. Has some Psi(-5) and Psi13 in addition to what's in the metaclasses excel file. There was a partially written Vindicator5 class whose abilities got merged into the Thug5 class.
Wiz ArcanistDM no Int 15, Wis 10, AL any, HD d3, Wpn 0+level, TH Wiz, Saves 2xElf0, Source DM, rest unknown
Wiz Cabalist2/Theurgist1 no Con 5, Int 15, Wis 16, Chr 14, AL L any, HD d4, Wpn 2+level/4, TH Wiz, Saves Wiz, Source DM, rest unknown
Wiz Golem Master no Unknown. Would have Psi16 powers, specialized in Enchantment.
Wiz Inventer5 ? ?
Wiz MetaWizard7 no KXP for 2nd = 10, HD +d4. See MetaWarrior7 (Warrior group) for some concepts.
Wiz Quintessential Mage6 no Similar to Quintessential Fighter6 (in Warrior group), using a different Quintessential book
Wiz Soothsayer10 no Unknown. Has spells, Psi5, Psi10, can make it's effects resisted by different BlahR's. There was a partially written Soothsayer5 class whose abilities got merged into the Mastermind5 class.
Wiz Thought/Mind Mage no Int 16, Wis 15, Chr 14, AL L any (or) T any, HD d2, Wpn 1+level/10, TH ½xWiz, Saves 2xPsi, Source DM, rest unkown. It's a "Crossmage" between Wizard and Psi1.
Pri Chirurgeon3 no Source UP3 (Ultimate Prestige Classes3?), rest unknown
Pri Cleric4 no HD d30/2, rest unknown. Would have variant Healing spells that use d30's everywhere.
Pri Fanatic no Unknown. See Witch Hunter in Arduin Rules pg 47, Saint in Arduin Rules pg 87
Pri Hippie5 ? F. Your effects do not drain the MF
Pri MetaPriest7 no KXP for 2nd = 9, HD +++d8. See MetaWarrior7 (Warrior group) for some concepts.
Pri Occultist5 no Int 21, HD d3, TH NM0, Saves 1/2Conc, XP for lvl 2 = pi+e; Spell prog: (1st to A); 00----; -00----; --00---; Int bonus, Grand in Astral
A. 1M, 1/d: Cosmic Awareness, immune to dust disap for 1t; B. 1M, 1/t: One group fails morale (save); C. 1M: Taunt A to attack B (each target saves); D. Pick a word. Command cont. Damaging shield; E. 1M: Confusion 1 target (save)
A'. Pick an E alignment. Immune to outer-planar effects of that AL.; B'. 1M, LVL/d: Dispel an effect that is not on a person.; C'. 1M: Fear a group (save); D'. Eelectricity shield (1/2); E'. 0, LVL/d: Target item will fail it's next item save.
A''. No action, 1/d: Freedom; B''. 1M, 1/d: Gate, two-way, random plane; C''. 1M, 1/t: Insanity a group (save); D''. 1M: Blindness your group (save); E''. Anti-Everything Shell SL 0-(LVL/2)
Pri Patriarch yes Spell Progression unknown. Abilities not given, presumably similar to Lord (Warrior group) or Master Wizard (Wizard group).
Pri Preacher5 no Unknown except for a few abilities:
A. & F. & K. & P. & U. Turn undead at x(+1) level
B. x(LVL+1)/2 Personality score
G. Whenever you take over 100 dmg from something, take only 100 dmg
H. +LVL*100 item XP in Armor flags per day
L. Whenever you take over 70 dmg from something, take only 70 dmg
Q. Whenever you take over 50 dmg from something, take only 50 dmg
V. Whenever you take over 40 dmg from something, take only 40 dmg
Pri Protector1 no Source DM, rest unknown.
Pri Quintessential Cleric6 no Similar to Quintessential Fighter6 (in Warrior group), using a different Quintessential book
Rog Bard1JG yes Abilities unknown
Rog Cutthroat1 no Source DM, rest unknown.
Rog Griefer5 no Dex 17, Wis 9, AL non-L, HD +2d3, Wpn 2+/2, TH Rog, Saves Rog
A. Backtwist (Twist rating/30 effects) 20+LVL*10 Dex-9 Dex-12
B. Unequip (one item unequipped, save DC = amount made) 50 Dex-12 Dex-14
C. [1F to use] Delay (target doesn't go next segment, save DC = amt made) 30 Wis-11 Wis-16
D. Lockdown rating/20 C actions worth 0 DIWC-40 DIWC-60
E. Every Rogue1, can't spent points to them
Rog Houri1JG yes Abilities unknown
Rog InfiltratorDM no Source DM, rest unknown. Gets Barb Dex.
Rog Martial Artist1JG yes Abilities unknown
Rog Master Thief yes Spell Progression (if any) unknown. Abilities not given, presumably similar to Lord (Warrior group) or Master Wizard (Wizard group).
Rog Merchant1JG yes Abilities unknown
Rog MetaRogue7 no KXP for 2nd = 7, HD ++d6. See MetaWarrior7 (Warrior group) for some concepts.
Rog Ninja1JG yes Abilities unknown
Rog Quintessential Thief6 no Similar to Quintessential Fighter6 (in Warrior group), using a different Quintessential book
Rog Scoundrel5 no Unknown
Rog Shadow-walker1JG yes Abilities unknown
Rog Swindler5 no Unknown
Rog Thief1JG yes Abilities unknown
Rog ThugDM no Mentioned in Collective 1.89. Gets Barb Str. There is a Thug5 class (in Warrior group), perhaps this was an early version (before it changed groups).
Rog Trickster no Source DM, rest unknown.
Rog Venefic1JG yes Abilities unknown
Psi AntiArchMutant no Gets Psi-9 and Psi-18
Psi Cyborg8 no Unknown. Obviously has Psi8 abilities. Could move to Monster group.
Psi Low Frequency Sampler[2] sort of New class (rename old LFS class to something else) - gets random powers in +/- Psi 1d30
Psi MetaPsionicist5 or 7 no KXP for 2nd = 11, HD d5. See MetaWarrior7 (Warrior group) for some concepts.
Psi ParaPsychologist5 no Unknown
Psi Psi(-18) no Str 0, Dex 15, Con 9, AL any, HD d13, Wpn -2+3*level, TH Psi, Saves Mon, Source Synnibarr, rest unknown. There may be some Psi(-18) powers handwritten somewhere.
Psi Psi(-9) ? progression is in coll155_version2.doc
Psi Psi1Blaster no Source DM / PH1, rest unknown. Variant of Psi that does multiple Psi1 attacks per M action. Has a Touch Blast (range=touch, no save).
Psi Psi13 no (Emotional State Psionics) Con 13, Wis 6, Chr 18, AL non-LG, HD & -d6, Wpn 1+level/3, TH Pri, Saves Psi, Source DM, rest unknown.
Psi Psi17 no HD &(unknown), Source Star Trek, rest unknown. Some Psi17 powers are mentioned in Logician class (Wizard group).
Psi Psi20 no (Champions Psionics, this may move to a different freq. number) HD +‡d10, TH War, Saves War, Ref Champions, rest unknown.
Psi Psi23 sort of Psi23 class
Psi X24 sort of X24 class
Psi Variable PsiN no Source DM, rest unknown.
Cust Custom7 sort of Partial version is in the "PC6old" worksheet of this Excel workbook. There are other partial versions floating around.
Cust CustomDM sort of Crappy partial version of CustomDM is floating around in old collectives.
Cust MetaCustom7 (Designer) no KXP for 2nd = 12, HD 0d0+20. See MetaWarrior7 (Warrior group) for some concepts. Could pick from any group, but either got only 2 picks per level or the XP was expensive (or both).
Cust Switch Classer no Unknown, duplicates a class, and you can switch what it is with an S action.
Conc Ancient Oeridian no Known: Level 1: Immune all elements, wild magic, black ice, Bug spells
Conc Anti-Lich no Abilities unknown. Reverse of Lich. Different spells.
Conc Big Bad no What monsters / MPCs use. It has a wimpy version (Boss in Monster group)
Conc Champion5 yes Chr 24, level 9, HD d100, saves Conc, TH 5xWar. 1st level Champion5 spells that are known:
1. 1F, 1F from friend (or one x2 summon or two x1 summons) -> +1 QF
2. Can have (CCL+1) sets of summons
3. iXR 10*CCL%
4. Don't count as a person for XP purposes (if all in party have this, then # PCs = 1/2)
5. +(Int+Wis)/20 Wild Talents
6. iER 25*CCL%
Conc Custom Concordant yes Finish this!
Conc Custom Legendary Officer sort of From Star Fleet Battles
Conc Evil Overlord yes Abilities unknown. Roughly based on the "If I Was An Evil Overlord" document on the internet.
Conc Legendary Officer sort of Custom Legendary Officer rules (from Star Fleet Battles)
Conc Master Lich (ArchLich) no Abilities unknown, but it's actually pretty obvious how this class works. "ArchLich" may be a different class (good-aligned, different spells), or perhaps that's just an Anti-Lich.
Conc MetaConcordant7 no KXP for 2nd = 700, HD +++++2d20. See MetaWarrior7 (Warrior group) for some concepts.
Conc Pawn yes Needs spell progression, more spells
Conc Sentinel yes Needs most things. Use the Divine3 book. Warden is the reduced version of this.
Conc Spirit of All5 no ?
Conc Stealth Master no Handwritten somewhere
Conc Supreme / GrandMaster yes Abilities unknown. Presumably similar to Lord (Warrior group) or Master Wizard (Wizard group) but for Concordant classes.
Conc X(-7) no Unknown. X(-7) powers are in Collective.
Mon Boss no The lower version of Big Bad (Conc group)
Mon Composite Elemental Lord no Unknown, allows you to switch your body's elemental composition. Probably has Psi15 powers.
Mon Eel-15 no Unknown. Has Psi-15 powers.
Mon Freak5 no Con 17, HD &d8, TH &+LVL, saves &+TH, Wpn 4+/3, XP for 2nd = 8
There are two different handwritten versions of Freak5:
A. 0.3 in Race Adj for free (alternate source had 0.2)
B. 1 in 6 chance that Wandering Monsters are on your side (this was in an upper block as L' in alternate source)
B'. iCNTaCaNaTR LVL*10% (where TR=TechR, aTR=aTechR) (alternate source)
C. +LVL to pick two combinations of TH/dmg, bite/claw
D. iaER LVL*10
E. Mix in /(1+LVL/10) XP race for free
F'. Add 0.3 XP Div of Racial Adjectives for free
K'. Add 0.4 XP Div of Racial Adjectives for free
P'. Add 0.5 XP Div of Racial Adjectives for free
U'. Add 0.6 XP Div of Racial Adjectives for free
Mon MetaMonster7 no KXP for 2nd = 13, HD 3d5. See MetaWarrior7 (Warrior group) for some concepts.
Mon Ooze no Unknown. Might have some Psi-15
Mon Polymorpher yes Abilities unknown
Mon Savage5 no Unknown. Two abilities were written, but became the C. and D. picks for Freak5
Mon Shifter no Handwritten somewhere
Mon Werewolf5 no Unknown. Could be "WereCreature5" instead
Alt Immortal Hunter no x1 class; lots of Atheist-like abilities; [X(-49)] powers
Mini B Actions no +1 B action /level; XP is as Ability Scores; Alternate is +1 A' action per level (4 A' -> 1 QZ)

[PC1r] Random Warrior Group Classes


Random Warrior #315427

Level KXP
Spells
1 1 (none)
2 36 (none)
3 80 (none)
4 135 (none)
5 201 (none)
6 282 (none)
7 385 (none)
8 531 (none)
9 741 (none)
10 1068 (none)
11 1470 (none)
12 1978 (none)
13 2375 (none)
14 2777 (none)
15 3185 (none)
16 3604 (none)
17 4023 (none)
18 4443 (none)
19 4863 (none)
20 5284 (none)
21 5705 (none)
22 6127 (none)
23 6548 (none)
24 6971 (none)
25 7393 (none)
26 7816 (none)
27 8239 (none)
28 8663 (none)
29 9086 (none)
30 9510 (none)
31 9935 (none)
32 10360 (none)
33 10785 (none)
34 11210 (none)
35 11636 (none)
36 12062 (none)
TH Saves
PD RS PP BW Sp Fo Re Wi
+1  5  4  6  2  3  0  2  0
+1  6  4  6  3  4  1  3  0
+2  6  5  6  3  4  1  3  0
+3  6  5  7  3  5  1  4  1
+3  6  6  7  3  5  2  4  1
+4  7  6  7  4  6  2  5  1
+5  7  7  7  4  6  3  5  2
+5  7  7  8  4  7  3  6  2
+6  7  8  8  4  7  3  6  2
+7  8  8  8  5  8  4  7  3
+7  8  9  8  5  8  4  7  3
+8  8  9  9  5  9  5  8  3
+9  8 10  9  5  9  5  8  4
+9  9 10  9  6 10  5  9  4
+10  9 11  9  6 10  6  9  4
+11  9 11 10  6 11  6 10  5
+11  9 12 10  6 11  7 10  5
+12 10 12 10  7 12  7 11  5
Requisites: Str 6
Alignment: any
HD/level: 2d8-1
Weapon Prof.: 3+level/2
To Hit Table: Ftr0
Save Table: Rog
Reference: DM Random
Groups: Warrior, Random
 

[PC1r] Random Warrior Group Classes


Random Warrior #755683

Level KXP
Spells
1 0 (none)
2 23 (none)
3 51 (none)
4 85 (none)
5 127 (none)
6 179 (none)
7 245 (none)
8 332 (none)
9 472 (none)
10 687 (none)
11 917 (none)
12 1148 (none)
13 1380 (none)
14 1614 (none)
15 1849 (none)
16 2103 (none)
17 2351 (none)
18 2608 (none)
19 2866 (none)
20 3126 (none)
21 3387 (none)
22 3650 (none)
23 3915 (none)
24 4181 (none)
25 4448 (none)
26 4717 (none)
27 5002 (none)
28 5289 (none)
29 5577 (none)
30 5867 (none)
31 6159 (none)
32 6452 (none)
33 6746 (none)
34 7042 (none)
35 7339 (none)
36 7668 (none)
TH Saves
PD RS PP BW Sp Fo Re Wi
+0  8  4  5  2  3  0  0  2
+1  8  4  6  3  4  0  0  3
+2  9  5  6  3  4  0  1  3
+3  9  5  6  4  4  1  1  4
+3 10  6  7  4  5  1  1  4
+4 10  6  7  5  5  2  2  5
+5 11  7  8  5  6  2  2  5
+6 11  7  9  6  6  2  2  6
+6 12  7  9  6  7  3  3  6
+7 12  8  9  6  7  3  3  7
+8 13  8 10  7  8  4  3  7
+9 13  9 10  7  8  4  4  8
+9 13  9 10  7  8  4  4  8
+10 14  9 11  8  9  5  4  9
+11 14 10 11  8  9  5  5  9
+12 14 10 11  9  9  6  5 10
+12 15 11 12  9 10  6  5 10
+13 15 11 12 10 11  6  6 11
Requisites: Str 14, Dex 14, Wis 16
Alignment: any
HD/level: d6
Weapon Prof.: 6+level*2
To Hit Table: +level*3/4
Save Table: Pri
Reference: DM Random
Groups: Warrior, Random
 

[PC1r] Random Warrior Group Classes


Random Warrior #628107

Level KXP
Spells
1 0 (special)
2 15 (special)
3 33 (special)
4 59 (special)
5 92 (special)
6 138 (special)
7 200 (special)
8 292 (special)
9 427 (special)
10 596 (special)
11 830 (special)
12 1104 (special)
13 1686 (special)
14 2115 (special)
15 2558 (special)
16 3000 (special)
17 3442 (special)
18 3884 (special)
19 4327 (special)
20 4769 (special)
21 5211 (special)
22 5654 (special)
23 6096 (special)
24 6538 (special)
25 6981 (special)
26 7423 (special)
27 7865 (special)
28 8307 (special)
29 8750 (special)
30 9192 (special)
31 9634 (special)
32 10077 (special)
33 10519 (special)
34 10961 (special)
35 11403 (special)
36 11846 (special)
TH Saves
PD RS PP BW Sp Fo Re Wi
+0 (special)
+1 (special)
+2 (special)
+3 (special)
+4 (special)
+5 (special)
+6 (special)
+7 (special)
+8 (special)
+9 (special)
+10 (special)
+11 (special)
+12 (special)
+13 (special)
+14 (special)
+15 (special)
+16 (special)
+17 (special)
Requisites: Str 9
Alignment: any
HD/level: 3d8
Weapon Prof.: 3+level/2
To Hit Table: War
Save Table: Any: pick one (not Conc), change @ reset
Reference: DM Random
Groups: Warrior, Random
 

[PC1r] Random Warrior Group Classes


Random Warrior #799420

Level KXP
Spells
1 0 (none)
2 14 (none)
3 32 (none)
4 57 (none)
5 89 (none)
6 134 (none)
7 198 (none)
8 285 (none)
9 409 (none)
10 603 (none)
11 810 (none)
12 1020 (none)
13 1234 (none)
14 1453 (none)
15 1674 (none)
16 1899 (none)
17 2127 (none)
18 2375 (none)
19 2626 (none)
20 2880 (none)
21 3137 (none)
22 3397 (none)
23 3660 (none)
24 3926 (none)
25 4195 (none)
26 4468 (none)
27 4743 (none)
28 5022 (none)
29 5303 (none)
30 5588 (none)
31 5876 (none)
32 6167 (none)
33 6461 (none)
34 6758 (none)
35 7058 (none)
36 7361 (none)
TH Saves
PD RS PP BW Sp Fo Re Wi
& +1  4  2  3  1  1  1  1  0
& +2  5  2  4  2  1  1  1  0
& +3  5  3  4  3  2  2  2  1
& +4  6  4  5  4  3  2  2  1
& +5  7  5  6  5  4  3  2  1
& +6  8  5  7  6  4  3  3  2
& +7  8  6  7  7  5  4  3  2
& +8  9  7  8  8  6  4  4  2
& +9 10  8  9  9  7  5  4  3
& +10 11  8 10 10  7  5  4  3
& +11 11  9 10 11  8  6  5  3
& +12 12 10 11 12  9  6  5  4
& +13 13 11 12 13 10  7  6  4
& +14 14 11 13 14 10  7  6  4
& +15 14 12 13 14 11  8  6  5
& +16 14 12 14 14 11  8  7  5
& +17 14 13 14 14 12  9  7  5
& +18 15 13 14 14 12  9  8  6
Requisites: Str 15, Dex 12, Con 15, Int 10, Wis 13
Alignment: any
HD/level: d12
Weapon Prof.: 6+level
To Hit Table: & +level
Save Table: War
Reference: DM Random
Groups: Warrior, Random
 

[PC1r] Random Warrior Group Classes


Random Warrior #38414

Level KXP
Spells
1 0 (none)
2 2 (none)
3 6 (none)
4 12 (none)
5 23 (none)
6 43 (none)
7 80 (none)
8 149 (none)
9 279 (none)
10 472 (none)
11 720 (none)
12 972 (none)
13 1224 (none)
14 1488 (none)
15 1758 (none)
16 2028 (none)
17 2299 (none)
18 2571 (none)
19 2843 (none)
20 3116 (none)
21 3389 (none)
22 3662 (none)
23 3936 (none)
24 4210 (none)
25 4484 (none)
26 4759 (none)
27 5034 (none)
28 5309 (none)
29 5585 (none)
30 5861 (none)
31 6137 (none)
32 6414 (none)
33 6691 (none)
34 6968 (none)
35 7246 (none)
36 7523 (none)
TH Saves
PD RS PP BW Sp Fo Re Wi
+0  6  5  4  3  2  1  1  0
+1  6  5  4  3  3  1  1  0
+2  6  5  4  4  3  2  2  1
+3  8  7  6  5  4  2  2  1
+4  8  7  6  5  5  3  2  1
+5  8  7  6  6  5  3  3  2
+6 10  9  8  7  6  4  3  2
+7 10  9  8  7  7  4  4  2
+8 10  9  8  8  7  5  4  3
+9 12 11 10  9  8  5  4  3
+10 12 11 10  9  9  6  5  3
+11 12 11 10 10  9  6  5  4
+12 12 12 11 10  9  7  6  4
+13 12 12 11 10 10  7  6  4
+14 12 12 11 11 10  8  6  5
+15 13 12 12 11 10  8  7  5
+16 13 12 12 11 11  9  7  5
+17 13 12 12 12 11  9  8  6
Requisites: Con 0, Warrior 4
Alignment: L any (or) T any
HD/level: d20
Weapon Prof.: 3+level/4
To Hit Table: War
Save Table: Ftr0
Reference: DM Random
Groups: Warrior, Random
 

[PC1r] Random Warrior Group Classes


Random Warrior #679976

Level KXP Psi1
m
1 0 -
2 13 -
3 28 -
4 49 -
5 77 1
6 119 1
7 186 1
8 295 2
9 480 2
10 798 2
11 1156 3
12 1550 3
13 1900 3
14 2249 4
15 2598 4
16 2955 4
17 3304 5
18 3661 5
19 4018 5
20 4375 6
21 4731 6
22 5088 6
23 5445 7
24 5802 7
25 6158 7
26 6515 8
27 6887 8
28 7259 8
29 7631 9
30 8002 9
31 8374 9
32 8746 A
33 9118 A
34 9489 A
35 9861 B
36 10263 B
TH Saves
PD RS PP BW Sp Fo Re Wi
+0  5  2  4  2  1  1  1  0
+1  6  4  5  4  3  2  2  1
+2  8  5  7  6  4  3  3  2
+3  9  7  8  8  6  4  4  2
+4 11  8 10 10  7  5  4  3
+5 12 10 11 12  9  6  5  4
+6 14 11 13 14 10  7  6  4
+7 14 12 14 14 11  8  7  5
+8 15 13 14 14 12  9  8  6
+9 15 14 15 15 13 10  8  6
+10 15 14 15 15 14 11  9  7
+11 15 14 15 15 15 12 10  8
+12 15 15 15 15 15 13 11  8
+13 16 15 15 15 15 14 12  9
+14 16 15 16 15 15 15 12 10
+15 16 16 16 15 15 16 13 10
+16 16 16 16 16 16 17 14 11
+17 17 16 16 16 16 18 15 12
Requisites: Str 13, Dex 13, Con 9, Int 9, Wis 13, Chr 9
Alignment: any
HD/level: d10
Weapon Prof.: & 9+level*3
To Hit Table: War
Save Table: 2xWar
Reference: DM Random
Groups: Warrior, Random
 

[PC1r] Random Warrior Group Classes


Random Warrior #39145

Level KXP Wizard/Priest
123 456 7
1 2 1-- --- -
2 7 2-- --- -
3 13 3-- --- -
4 21 31- --- -
5 35 32- --- -
6 58 33- --- -
7 99 331 --- -
8 171 332 --- -
9 302 333 --- -
10 561 333 1-- -
11 830 333 2-- -
12 1102 333 3-- -
13 1371 333 31- -
14 1645 333 32- -
15 1921 333 33- -
16 2247 333 331 -
17 2572 333 332 -
18 2898 333 333 -
19 3223 333 333 1
20 3549 333 333 2
21 3875 333 333 3
22 4200 433 333 3
23 4526 443 333 3
24 4851 444 333 3
25 5177 444 433 3
26 5503 444 443 3
27 5828 444 444 3
28 6154 444 444 4
29 6479 544 444 4
30 6805 554 444 4
31 7130 555 444 4
32 7456 555 544 4
33 7782 555 554 4
34 8107 555 555 4
35 8433 555 555 5
36 8758 666 666 6
TH Saves
PD RS PP BW Sp Fo Re Wi
+0  5  2  4  2  1  1  1  0
+1  6  4  5  4  3  2  2  1
+2  8  5  7  6  4  3  3  2
+3  9  7  8  8  6  4  4  2
+4 11  8 10 10  7  5  4  3
+5 12 10 11 12  9  6  5  4
+6 14 11 13 14 10  7  6  4
+7 14 12 14 14 11  8  7  5
+8 15 13 14 14 12  9  8  6
+9 15 14 15 15 13 10  8  6
+10 15 14 15 15 14 11  9  7
+11 15 14 15 15 15 12 10  8
+12 15 15 15 15 15 13 11  8
+13 16 15 15 15 15 14 12  9
+14 16 15 16 15 15 15 12 10
+15 16 16 16 15 15 16 13 10
+16 16 16 16 16 16 17 14 11
+17 17 16 16 16 16 18 15 12
Requisites: Str 9
Alignment: any
HD/level: d12
Weapon Prof.: 3+level/4
To Hit Table: War
Save Table: 2xWar
Reference: DM Random
Groups: Warrior, Random
 

[PC1r] Random Warrior Group Classes


Random Warrior #873661

Level KXP
Spells
1 0 (none)
2 3 (none)
3 9 (none)
4 19 (none)
5 35 (none)
6 60 (none)
7 97 (none)
8 165 (none)
9 278 (none)
10 465 (none)
11 678 (none)
12 924 (none)
13 1127 (none)
14 1335 (none)
15 1549 (none)
16 1766 (none)
17 1984 (none)
18 2238 (none)
19 2494 (none)
20 2751 (none)
21 3011 (none)
22 3273 (none)
23 3537 (none)
24 3803 (none)
25 4070 (none)
26 4340 (none)
27 4612 (none)
28 4886 (none)
29 5161 (none)
30 5439 (none)
31 5719 (none)
32 6001 (none)
33 6285 (none)
34 6570 (none)
35 6858 (none)
36 7148 (none)
TH Saves
PD RS PP BW Sp Fo Re Wi
+0  5  3  8  2  3  1  0  1
+1  5  4  8  2  3  1  0  2
+2  6  4  8  3  4  2  0  2
+3  6  5  8  3  4  2  1  3
+4  6  5  9  3  4  2  1  3
+5  6  6  9  4  5  3  1  4
+6  7  6  9  4  5  3  2  4
+7  7  7  9  4  5  4  2  5
+8  7  7 10  5  6  4  2  5
+9  7  8 10  5  6  4  3  6
+10  8  8 10  5  6  5  3  6
+11  8  9 10  6  7  5  3  7
+12  8  9 11  6  7  6  4  7
+13  8 10 11  6  7  6  4  8
+14  9 10 11  7  8  6  4  8
+15  9 11 11  7  8  7  5  9
+16  9 11 12  7  9  7  5  9
+17  9 12 12  8  9  8  5 10
Requisites: Dex 12
Alignment: any (most G)
HD/level: d10
Weapon Prof.: 4+level
To Hit Table: War
Save Table: Psi
Reference: DM Random
Groups: Warrior, Random
 

[PC1r] Random Warrior Group Classes


Random Warrior #934316

Level KXP Priest
123 456
1 1 --- ---
2 5 --- ---
3 13 0-- ---
4 26 0-- ---
5 50 0-- ---
6 93 1-- ---
7 172 1-- ---
8 259 1-- ---
9 408 20- ---
10 726 20- ---
11 1073 20- ---
12 1429 21- ---
13 1874 21- ---
14 2273 21- ---
15 2674 220 ---
16 3076 220 ---
17 3479 220 ---
18 3884 221 ---
19 4290 221 ---
20 4698 221 ---
21 5106 322 0--
22 5516 322 0--
23 5928 322 0--
24 6341 332 1--
25 6755 332 1--
26 7170 332 1--
27 7587 333 20-
28 8005 333 20-
29 8424 333 20-
30 8845 443 21-
31 9267 443 21-
32 9690 443 21-
33 10115 443 320
34 10541 443 320
35 10969 443 320
36 11397 444 321
TH Saves
PD RS PP BW Sp Fo Re Wi
+0  6  5  5  3  3  0  1  1
+1  6  5  5  4  3  0  1  1
+2  6  5  5  4  4  0  2  1
+3 10  8  8  7  7  1  2  2
+4 10  8  8  8  7  1  2  2
+5 10  8  8  8  8  2  3  2
+6 14 11 11 11 11  2  3  3
+7 14 12 11 11 11  2  4  3
+8 14 12 12 11 11  3  4  3
+9 16 14 14 15 15  3  4  4
+10 16 14 14 15 15  3  4  4
+11 16 14 14 15 15  3  4  4
+12 16 14 14 15 15  3  4  4
+13 16 14 14 15 15  3  4  4
+14 16 14 14 15 15  3  4  4
+15 16 14 14 15 15  3  4  4
+16 16 14 14 15 15  3  5  4
+17 16 14 14 15 15  4  5  4
Requisites: Str 15, Dex 15, Con 15, Int 10, Wis 10
Alignment: any
HD/level: 6d4
Weapon Prof.: 0+level
To Hit Table: War
Save Table: Elf0
Reference: DM Random
Groups: Warrior, Random
 

[PC1r] Random Warrior Group Classes


Random Warrior #182716

Level KXP
Spells
1 0 (special)
2 11 (special)
3 25 (special)
4 42 (special)
5 65 (special)
6 101 (special)
7 166 (special)
8 266 (special)
9 428 (special)
10 645 (special)
11 874 (special)
12 1108 (special)
13 1386 (special)
14 1650 (special)
15 1921 (special)
16 2192 (special)
17 2463 (special)
18 2735 (special)
19 3007 (special)
20 3278 (special)
21 3550 (special)
22 3822 (special)
23 4094 (special)
24 4366 (special)
25 4638 (special)
26 4909 (special)
27 5181 (special)
28 5453 (special)
29 5725 (special)
30 5997 (special)
31 6269 (special)
32 6540 (special)
33 6812 (special)
34 7084 (special)
35 7356 (special)
36 7628 (special)
TH Saves
PD RS PP BW Sp Fo Re Wi
+0  3  1  2  0  0  0  0 -1
+1  4  2  3  1  1  1  1  0
+2  4  2  3  1  1  1  1  0
+3  5  2  4  2  1  1  1  0
+4  5  2  4  2  1  1  1  0
+5  5  3  4  3  2  2  2  1
+6  5  3  4  3  2  2  2  1
+7  6  4  5  4  3  2  2  1
+8  6  4  5  4  3  2  2  1
+9  7  5  6  5  4  3  2  1
+10  7  5  6  5  4  3  2  1
+11  8  5  7  6  4  3  3  2
+12  8  5  7  6  4  3  3  2
+13  8  6  7  7  5  4  3  2
+14  8  6  7  7  5  4  3  2
+15  9  7  8  8  6  4  4  2
+16  9  7  8  8  6  4  4  2
+17 10  8  9  9  7  5  4  3
Requisites: Str 13, Con 14, Int 13, Wis 14
Alignment: any G
HD/level: & 2d4
Weapon Prof.: 3+level/4
To Hit Table: War
Save Table: ½xWar
Reference: DM Random
Groups: Warrior, Random
 

[PC1r] Random Warrior Group Classes


Random Warrior #375265

Level KXP
Spells
1 0 (none)
2 5 (none)
3 11 (none)
4 22 (none)
5 41 (none)
6 74 (none)
7 133 (none)
8 247 (none)
9 461 (none)
10 779 (none)
11 1140 (none)
12 1513 (none)
13 1885 (none)
14 2268 (none)
15 2659 (none)
16 3058 (none)
17 3452 (none)
18 3871 (none)
19 4291 (none)
20 4713 (none)
21 5135 (none)
22 5559 (none)
23 5985 (none)
24 6411 (none)
25 6838 (none)
26 7267 (none)
27 7712 (none)
28 8158 (none)
29 8605 (none)
30 9053 (none)
31 9503 (none)
32 9953 (none)
33 10405 (none)
34 10858 (none)
35 11312 (none)
36 11797 (none)
TH Saves
PD RS PP BW Sp Fo Re Wi
+0  4  2  3  1  1  1  1  0
+1  5  2  4  2  1  1  1  0
+2  5  3  4  3  2  2  2  1
+3  6  4  5  4  3  2  2  1
+3  7  5  6  5  4  3  2  1
+4  8  5  7  6  4  3  3  2
+5  8  6  7  7  5  4  3  2
+6  9  7  8  8  6  4  4  2
+6 10  8  9  9  7  5  4  3
+7 11  8 10 10  7  5  4  3
+8 11  9 10 11  8  6  5  3
+9 12 10 11 12  9  6  5  4
+9 13 11 12 13 10  7  6  4
+10 14 11 13 14 10  7  6  4
+11 14 12 13 14 11  8  6  5
+12 14 12 14 14 11  8  7  5
+12 14 13 14 14 12  9  7  5
+13 15 13 14 14 12  9  8  6
Requisites: Str 0, Dex 0, Con 0
Alignment: any
HD/level: d8
Weapon Prof.: 8+level/3
To Hit Table: +level*3/4
Save Table: War
Reference: DM Random
Groups: Warrior, Random
 

[PC1r] Random Warrior Group Classes


Random Warrior #815897

Level KXP Wizard
123 456 789
1 4 --- --- ---
2 12 1-- --- ---
3 25 1-- --- ---
4 48 2-- --- ---
5 78 2-- --- ---
6 124 21- --- ---
7 198 31- --- ---
8 323 32- --- ---
9 539 42- --- ---
10 813 421 --- ---
11 1136 421 --- ---
12 1463 422 --- ---
13 1834 432 --- ---
14 2182 432 1-- ---
15 2529 433 1-- ---
16 2887 433 2-- ---
17 3245 433 2-- ---
18 3604 433 21- ---
19 3962 443 21- ---
20 4321 443 22- ---
21 4681 444 22- ---
22 5041 444 33- ---
23 5401 444 43- ---
24 5761 444 441 ---
25 6122 544 441 ---
26 6483 555 442 ---
27 6845 555 442 ---
28 7206 555 442 1--
29 7569 555 542 1--
30 7931 555 552 1--
31 8294 555 553 1--
32 8657 555 553 21-
33 9020 555 553 31-
34 9384 555 553 32-
35 9748 555 553 32-
36 10113 555 553 321
TH Saves
PD RS PP BW Sp Fo Re Wi
+1  8  7  8  3  6  1  2  2
+3  8  7  8  3  7  1  3  3
+5  9  8  8  4  7  2  3  3
+7  9  8  8  4  7  2  4  4
+9 10  9  9  5  8  3  4  4
+11 10  9  9  6  8  3  5  5
+13 11 10  9  7  9  4  5  5
+15 11 10  9  8  9  4  6  6
+17 12 10 10  9  9  5  6  6
+19 12 11 10 10 10  5  7  7
+21 13 11 10 11 10  6  7  7
+23 13 12 11 12 11  6  8  8
+25 13 12 12 13 11  7  8  8
+27 14 13 13 14 11  7  9  9
+29 14 13 13 14 12  8  9  9
+31 14 13 14 14 12  8 10 10
+33 15 14 14 14 13  9 10 10
+35 15 14 14 14 13  9 11 11
Requisites: Str 12, Dex 12
Alignment: any
HD/level: +d10
Weapon Prof.: 6+level*2
To Hit Table: 2xWar
Save Table: War/Wiz/Pri/Rog/Psi
Reference: DM Random
Groups: Warrior, Random
 

[PC1r] Random Warrior Group Classes


Random Warrior #178722

Level KXP
Spells
1 0 (none)
2 22 (none)
3 47 (none)
4 78 (none)
5 117 (none)
6 166 (none)
7 232 (none)
8 328 (none)
9 479 (none)
10 708 (none)
11 971 (none)
12 1252 (none)
13 1525 (none)
14 1804 (none)
15 2092 (none)
16 2381 (none)
17 2671 (none)
18 2961 (none)
19 3252 (none)
20 3544 (none)
21 3836 (none)
22 4130 (none)
23 4423 (none)
24 4718 (none)
25 5013 (none)
26 5308 (none)
27 5605 (none)
28 5902 (none)
29 6199 (none)
30 6498 (none)
31 6797 (none)
32 7096 (none)
33 7397 (none)
34 7698 (none)
35 8000 (none)
36 8302 (none)
TH Saves
PD RS PP BW Sp Fo Re Wi
+0  3  1  2  0  0  0  0 -1
+1  4  2  3  1  1  1  1  0
+2  4  2  3  1  1  1  1  0
+3  5  2  4  2  1  1  1  0
+4  5  2  4  2  1  1  1  0
+5  5  3  4  3  2  2  2  1
+6  5  3  4  3  2  2  2  1
+7  6  4  5  4  3  2  2  1
+8  6  4  5  4  3  2  2  1
+9  7  5  6  5  4  3  2  1
+10  7  5  6  5  4  3  2  1
+11  8  5  7  6  4  3  3  2
+12  8  5  7  6  4  3  3  2
+13  8  6  7  7  5  4  3  2
+14  8  6  7  7  5  4  3  2
+15  9  7  8  8  6  4  4  2
+16  9  7  8  8  6  4  4  2
+17 10  8  9  9  7  5  4  3
Requisites: Str 9, Dex 9, Con 9
Alignment: any
HD/level: d10
Weapon Prof.: 9+level
To Hit Table: War
Save Table: ½xWar
Reference: DM Random
Groups: Warrior, Random
 

[PC1r] Random Warrior Group Classes


Random Warrior #111813

Level KXP Spells
123 4
1 1 --- -
2 15 --- -
3 34 --- -
4 61 0-- -
5 95 0-- -
6 142 1-- -
7 210 1-- -
8 312 10- -
9 474 10- -
10 706 11- -
11 1001 110 -
12 1311 111 -
13 1608 111 -
14 1905 211 0
15 2201 211 1
16 2509 221 1
17 2817 222 1
18 3125 322 1
19 3435 333 2
20 3745 333 3
21 4055 433 3
22 4367 443 3
23 4679 444 3
24 4991 444 4
25 5305 544 4
26 5619 554 4
27 5933 555 4
28 6249 555 5
29 6565 655 5
30 6881 665 5
31 7199 666 5
32 7517 666 6
33 7835 766 6
34 8155 776 6
35 8475 777 6
36 8795 777 7
TH Saves
PD RS PP BW Sp Fo Re Wi
+0  4  2  3  1  1  1  1  0
+1  5  2  4  2  1  1  1  0
+2  5  3  4  3  2  2  2  1
+3  6  4  5  4  3  2  2  1
+4  7  5  6  5  4  3  2  1
+5  8  5  7  6  4  3  3  2
+6  8  6  7  7  5  4  3  2
+7  9  7  8  8  6  4  4  2
+8 10  8  9  9  7  5  4  3
+9 11  8 10 10  7  5  4  3
+10 11  9 10 11  8  6  5  3
+11 12 10 11 12  9  6  5  4
+12 13 11 12 13 10  7  6  4
+13 14 11 13 14 10  7  6  4
+14 14 12 13 14 11  8  6  5
+15 14 12 14 14 11  8  7  5
+16 14 13 14 14 12  9  7  5
+17 15 13 14 14 12  9  8  6
Requisites: Str 9, Con 7
Alignment: any
HD/level: d12
Weapon Prof.: & 5+level/3
To Hit Table: War
Save Table: War
Reference: DM Random
Groups: Warrior, Random
 

[PC1r] Random Warrior Group Classes


Random Warrior #166011

Level KXP Captain [LO]
123 45 [1]
1 0 1-- -- [-]
2 13 2-- -- [-]
3 29 3-- -- [-]
4 51 31- -- [-]
5 83 32- -- [-]
6 138 42- -- [-]
7 242 421 -- [-]
8 413 431 -- [-]
9 692 432 -- [-]
10 1044 432 1- [-]
11 1430 542 1- [-]
12 1789 543 2- [-]
13 2151 543 21 [-]
14 2521 543 22 [-]
15 2899 543 32 [-]
16 3295 543 33 [-]
17 3684 544 33 [-]
18 4098 544 43 [-]
19 4512 544 44 [-]
20 4927 554 44 [-]
21 5343 555 44 [-]
22 5759 555 54 [-]
23 6176 555 55 [-]
24 6594 655 55 [-]
25 7012 665 55 [-]
26 7431 666 55 [-]
27 7864 666 65 [1]
28 8297 666 66 [1]
29 8732 766 66 [2]
30 9167 776 66 [2]
31 9602 777 66 [3]
32 10039 777 76 [3]
33 10476 777 77 [4]
34 10913 877 77 [4]
35 11351 887 77 [5]
36 11817 888 77 [5]
TH Saves
PD RS PP BW Sp Fo Re Wi
+1  8  4  5  2  3  0  0  2
+3  8  4  6  3  4  0  0  3
+5  9  5  6  3  4  0  1  3
+7  9  5  6  4  4  1  1  4
+9 10  6  7  4  5  1  1  4
+11 10  6  7  5  5  2  2  5
+13 11  7  8  5  6  2  2  5
+15 11  7  9  6  6  2  2  6
+17 12  7  9  6  7  3  3  6
+19 12  8  9  6  7  3  3  7
+21 13  8 10  7  8  4  3  7
+23 13  9 10  7  8  4  4  8
+25 13  9 10  7  8  4  4  8
+27 14  9 11  8  9  5  4  9
+29 14 10 11  8  9  5  5  9
+31 14 10 11  9  9  6  5 10
+33 15 11 12  9 10  6  5 10
+35 15 11 12 10 11  6  6 11
Requisites: Str 9, Chr 9
Alignment: any E
HD/level: & 2d4
Weapon Prof.: 4+level/2
To Hit Table: 2xWar
Save Table: Pri
Reference: DM Random
Groups: Warrior, Random
 

[PC1r] Random Warrior Group Classes


Random Warrior #149877

Level KXP Psi19L
mMG S
1 0 1-- -
2 12 2-- -
3 27 3-- -
4 47 4-- -
5 73 5-- -
6 110 6-- -
7 168 61- -
8 260 71- -
9 421 72- -
10 670 82- -
11 947 83- -
12 1226 93- -
13 1506 94- -
14 1791 941 -
15 2081 951 -
16 2382 961 -
17 2683 962 -
18 2985 972 -
19 3288 982 -
20 3592 983 -
21 3897 983 1
22 4202 984 1
23 4508 985 1
24 4816 986 1
25 5124 986 2
26 5432 987 2
27 5742 988 2
28 6053 998 2
29 6364 998 3
30 6676 999 3
31 6989 999 4
32 7303 999 5
33 7618 999 6
34 7933 999 7
35 8249 999 8
36 8566 999 9
TH Saves
PD RS PP BW Sp Fo Re Wi
+0  4  2  3  1  1  1  1  0
+1  5  2  4  2  1  1  1  0
+2  5  3  4  3  2  2  2  1
+3  6  4  5  4  3  2  2  1
+4  7  5  6  5  4  3  2  1
+5  8  5  7  6  4  3  3  2
+6  8  6  7  7  5  4  3  2
+7  9  7  8  8  6  4  4  2
+8 10  8  9  9  7  5  4  3
+9 11  8 10 10  7  5  4  3
+10 11  9 10 11  8  6  5  3
+11 12 10 11 12  9  6  5  4
+12 13 11 12 13 10  7  6  4
+13 14 11 13 14 10  7  6  4
+14 14 12 13 14 11  8  6  5
+15 14 12 14 14 11  8  7  5
+16 14 13 14 14 12  9  7  5
+17 15 13 14 14 12  9  8  6
Requisites: Str 15, Con 15, Wis 13
Alignment: L any
HD/level: d10
Weapon Prof.: 4+level/2
To Hit Table: War
Save Table: War
Reference: DM Random
Groups: Warrior, Random
 

[PC1r] Random Warrior Group Classes


Random Warrior #554195

Level KXP
Spells
1 12 (none)
2 48 (none)
3 89 (none)
4 139 (none)
5 197 (none)
6 266 (none)
7 350 (none)
8 462 (none)
9 641 (none)
10 983 (none)
11 1353 (none)
12 1726 (none)
13 2098 (none)
14 2471 (none)
15 2843 (none)
16 3227 (none)
17 3611 (none)
18 3996 (none)
19 4381 (none)
20 4767 (none)
21 5154 (none)
22 5542 (none)
23 5930 (none)
24 6319 (none)
25 6708 (none)
26 7098 (none)
27 7489 (none)
28 7880 (none)
29 8273 (none)
30 8665 (none)
31 9059 (none)
32 9453 (none)
33 9848 (none)
34 10243 (none)
35 10639 (none)
36 11036 (none)
TH Saves
PD RS PP BW Sp Fo Re Wi
+0  5  4  6  2  3  0  2  0
+1  6  4  6  3  4  1  3  0
+2  6  5  6  3  4  1  3  0
+3  6  5  7  3  5  1  4  1
+4  6  6  7  3  5  2  4  1
+5  7  6  7  4  6  2  5  1
+6  7  7  7  4  6  3  5  2
+7  7  7  8  4  7  3  6  2
+8  7  8  8  4  7  3  6  2
+9  8  8  8  5  8  4  7  3
+10  8  9  8  5  8  4  7  3
+11  8  9  9  5  9  5  8  3
+12  8 10  9  5  9  5  8  4
+13  9 10  9  6 10  5  9  4
+14  9 11  9  6 10  6  9  4
+15  9 11 10  6 11  6 10  5
+16  9 12 10  6 11  7 10  5
+17 10 12 10  7 12  7 11  5
Requisites: Str 16, Con 18
Alignment: any
HD/level: 4d6
Weapon Prof.: 4+level/3
To Hit Table: War
Save Table: Rog
Reference: DM Random
Groups: Warrior, Random
 

[PC1r] Random Warrior Group Classes


Random Warrior #445499

Level KXP BGH [[MH]]
234 [[M]]
1 0 1-- [[-]]
2 12 1-- [[-]]
3 27 2-- [[-]]
4 46 2-- [[-]]
5 70 3-- [[-]]
6 104 3-- [[-]]
7 161 31- [[-]]
8 250 31- [[-]]
9 398 32- [[-]]
10 620 32- [[-]]
11 871 33- [[-]]
12 1126 33- [[-]]
13 1380 43- [[-]]
14 1634 43- [[-]]
15 1888 44- [[-]]
16 2143 44- [[-]]
17 2398 54- [[-]]
18 2653 54- [[-]]
19 2909 55- [[-]]
20 3165 55- [[-]]
21 3421 65- [[-]]
22 3678 65- [[-]]
23 3935 66- [[-]]
24 4192 66- [[-]]
25 4450 661 [[-]]
26 4708 661 [[-]]
27 4966 662 [[-]]
28 5225 662 [[-]]
29 5484 663 [[-]]
30 5743 663 [[-]]
31 6003 664 [[-]]
32 6263 664 [[-]]
33 6523 665 [[-]]
34 6784 666 [[-]]
35 7045 666 [[-]]
36 7306 666 [[1]]
TH Saves
PD RS PP BW Sp Fo Re Wi
+0  4  2  3  1  1  1  1  0
+1  5  2  4  2  1  1  1  0
+2  5  3  4  3  2  2  2  1
+3  6  4  5  4  3  2  2  1
+4  7  5  6  5  4  3  2  1
+5  8  5  7  6  4  3  3  2
+6  8  6  7  7  5  4  3  2
+7  9  7  8  8  6  4  4  2
+8 10  8  9  9  7  5  4  3
+9 11  8 10 10  7  5  4  3
+10 11  9 10 11  8  6  5  3
+11 12 10 11 12  9  6  5  4
+12 13 11 12 13 10  7  6  4
+13 14 11 13 14 10  7  6  4
+14 14 12 13 14 11  8  6  5
+15 14 12 14 14 11  8  7  5
+16 14 13 14 14 12  9  7  5
+17 15 13 14 14 12  9  8  6
Requisites: Str 0, Wis 0 (11), Chr 0
Alignment: any
HD/level: d10
Weapon Prof.: 6+level/2
To Hit Table: War
Save Table: War
Reference: DM Random
Groups: Warrior, Random
 

[PC1r] Random Warrior Group Classes


Random Warrior #745631

Level KXP Priest
123 456
1 1 --- ---
2 4 --- ---
3 8 0-- ---
4 14 0-- ---
5 23 0-- ---
6 40 1-- ---
7 79 1-- ---
8 154 1-- ---
9 294 20- ---
10 469 20- ---
11 685 20- ---
12 903 21- ---
13 1120 21- ---
14 1337 21- ---
15 1554 220 ---
16 1779 220 ---
17 1997 220 ---
18 2222 221 ---
19 2448 221 ---
20 2674 221 ---
21 2899 322 0--
22 3125 322 0--
23 3352 322 0--
24 3578 332 1--
25 3804 332 1--
26 4031 332 1--
27 4273 333 20-
28 4515 333 20-
29 4757 333 20-
30 4999 443 21-
31 5242 443 21-
32 5485 443 21-
33 5727 443 320
34 5970 443 320
35 6214 443 320
36 6487 444 321
TH Saves
PD RS PP BW Sp Fo Re Wi
+1  5  2  4  2  1  1  1  0
+3  6  4  5  4  3  2  2  1
+5  8  5  7  6  4  3  3  2
+7  9  7  8  8  6  4  4  2
+9 11  8 10 10  7  5  4  3
+11 12 10 11 12  9  6  5  4
+13 14 11 13 14 10  7  6  4
+15 14 12 14 14 11  8  7  5
+17 15 13 14 14 12  9  8  6
+19 15 14 15 15 13 10  8  6
+21 15 14 15 15 14 11  9  7
+23 15 14 15 15 15 12 10  8
+25 15 15 15 15 15 13 11  8
+27 16 15 15 15 15 14 12  9
+29 16 15 16 15 15 15 12 10
+31 16 16 16 15 15 16 13 10
+33 16 16 16 16 16 17 14 11
+35 17 16 16 16 16 18 15 12
Requisites: Str 36, Dex 27, Con 18, Wis 16
Alignment: any
HD/level: d20
Weapon Prof.: 6+level*2
To Hit Table: 2xWar
Save Table: 2xWar
Reference: DM Random
Groups: Warrior, Random
 

[PC1r] Random Warrior Group Classes


Random Warrior #712314

Level KXP Battlelord Warlord
123 456 78 [24]
1 0 --- 1-- -- [--]
2 3 --- 2-- -- [--]
3 8 --- 3-- -- [--]
4 18 --- 4-- -- [--]
5 36 --- 5-- -- [--]
6 70 --- 6-- -- [--]
7 132 --- 7-- -- [--]
8 239 --- 8-- -- [--]
9 434 --- 8-- -1 [--]
10 761 --- 8-- -2 [--]
11 1128 --- 8-- -3 [--]
12 1506 --- 8-- -4 [--]
13 1891 --- 8-- -5 [--]
14 2286 --- 8-- -6 [--]
15 2690 --- 8-- -7 [--]
16 3105 --- 8-- -8 [--]
17 3532 --- 9-- -8 [--]
18 3972 --- 9-- -9 [--]
19 4424 --- A-- -9 [--]
20 4890 --- A-- -A [--]
21 5370 --- A-- -A [--]
22 5865 --- A-- -A [--]
23 6376 --- A-- -A [--]
24 6903 --- A-- -A [--]
25 7447 --- A-- -A [--]
26 8010 --- A-- -A [--]
27 8590 --- A-- -A [1-]
28 9191 --- A-- -A [11]
29 9811 --- A-- -A [11]
30 10451 --- A-- -A [-2]
31 11113 --- A-- -A [-2]
32 11797 --- A-- -A [-3]
33 12504 --- A-- -A [-3]
34 13234 --- A-- -A [-4]
35 13988 --- A-- -A [-4]
36 14767 --- A-- -A [-5]
TH Saves
PD RS PP BW Sp Fo Re Wi
+0  5  4  6  2  3  0  2  0
+1  6  4  6  3  4  1  3  0
+2  6  5  6  3  4  1  3  0
+3  6  5  7  3  5  1  4  1
+4  6  6  7  3  5  2  4  1
+5  7  6  7  4  6  2  5  1
+6  7  7  7  4  6  3  5  2
+7  7  7  8  4  7  3  6  2
+8  7  8  8  4  7  3  6  2
+9  8  8  8  5  8  4  7  3
+10  8  9  8  5  8  4  7  3
+11  8  9  9  5  9  5  8  3
+12  8 10  9  5  9  5  8  4
+13  9 10  9  6 10  5  9  4
+14  9 11  9  6 10  6  9  4
+15  9 11 10  6 11  6 10  5
+16  9 12 10  6 11  7 10  5
+17 10 12 10  7 12  7 11  5
Requisites: Str 14, Dex 14
Alignment: any
HD/level: ++d8
Weapon Prof.: 4+level
To Hit Table: War(d30)
Save Table: Rog
Reference: DM Random
Groups: Warrior, Random
 

[PC1r] Random Warrior Group Classes


Random Warrior #140876

Level KXP Psi9
mMG S
1 0 1-- -
2 4 2-- -
3 11 3-- -
4 23 4-- -
5 43 5-- -
6 74 6-- -
7 125 7-- -
8 210 8-- -
9 351 9-- -
10 576 A-- -
11 839 B-- -
12 1126 B1- -
13 1449 B2- -
14 1756 B3- -
15 2074 B4- -
16 2396 B5- -
17 2725 B6- -
18 3060 B7- -
19 3402 B8- -
20 3749 B9- -
21 4104 BA- -
22 4466 BB- -
23 4835 BB1 -
24 5212 BB2 -
25 5596 BB3 -
26 5988 BB4 -
27 6389 BB5 -
28 6798 BB6 -
29 7216 BB7 -
30 7643 BB8 -
31 8079 BB9 -
32 8524 BBA -
33 8979 BBB -
34 9444 BBB 1
35 9919 BBB 2
36 10404 BBB 3
TH Saves
PD RS PP BW Sp Fo Re Wi
+0  8  7  8  3  6  1  2  2
+1  8  7  8  3  7  1  3  3
+2  9  8  8  4  7  2  3  3
+3  9  8  8  4  7  2  4  4
+4 10  9  9  5  8  3  4  4
+5 10  9  9  6  8  3  5  5
+6 11 10  9  7  9  4  5  5
+7 11 10  9  8  9  4  6  6
+8 12 10 10  9  9  5  6  6
+9 12 11 10 10 10  5  7  7
+10 13 11 10 11 10  6  7  7
+11 13 12 11 12 11  6  8  8
+12 13 12 12 13 11  7  8  8
+13 14 13 13 14 11  7  9  9
+14 14 13 13 14 12  8  9  9
+15 14 13 14 14 12  8 10 10
+16 15 14 14 14 13  9 10 10
+17 15 14 14 14 13  9 11 11
Requisites: Str 14, Dex 17, Wis 10, Chr 12
Alignment: CG, CN, CE, or TN
HD/level: ++++++++++++++d0 (see below)
Weapon Prof.: 9+level
To Hit Table: War
Save Table: War/Wiz/Pri/Rog/Psi
Reference: DM Random
Groups: Warrior, Random
 

[PC1r] Random Warrior Group Classes


Random Warrior #380486

Level KXP Peacemonger[PL]
123 456 78 [24]
1 0 --- 1-- -- [--]
2 14 --- 2-- -- [--]
3 30 --- 3-- -- [--]
4 52 --- 4-- -- [--]
5 83 --- 5-- -- [--]
6 129 --- 6-- -- [--]
7 206 --- 7-- -- [--]
8 337 --- 8-- -- [--]
9 573 --- 8-- -1 [--]
10 943 --- 8-- -2 [--]
11 1391 --- 8-- -3 [--]
12 1747 --- 8-- -4 [--]
13 2105 --- 8-- -5 [--]
14 2463 --- 8-- -6 [--]
15 2821 --- 8-- -7 [--]
16 3187 --- 8-- -8 [--]
17 3547 --- 9-- -8 [--]
18 3914 --- 9-- -9 [--]
19 4282 --- A-- -9 [--]
20 4650 --- A-- -A [--]
21 5020 --- A-- -A [--]
22 5389 --- A-- -A [--]
23 5760 --- A-- -A [--]
24 6131 --- A-- -A [--]
25 6503 --- A-- -A [--]
26 6876 --- A-- -A [--]
27 7262 --- A-- -A [1-]
28 7649 --- A-- -A [11]
29 8037 --- A-- -A [11]
30 8426 --- A-- -A [-2]
31 8815 --- A-- -A [-2]
32 9205 --- A-- -A [-3]
33 9595 --- A-- -A [-3]
34 9986 --- A-- -A [-4]
35 10378 --- A-- -A [-4]
36 10797 --- A-- -A [-5]
TH Saves
PD RS PP BW Sp Fo Re Wi
+0  4  2  3  1  1  1  1  0
+1  5  2  4  2  1  1  1  0
+2  5  3  4  3  2  2  2  1
+3  6  4  5  4  3  2  2  1
+4  7  5  6  5  4  3  2  1
+5  8  5  7  6  4  3  3  2
+6  8  6  7  7  5  4  3  2
+7  9  7  8  8  6  4  4  2
+8 10  8  9  9  7  5  4  3
+9 11  8 10 10  7  5  4  3
+10 11  9 10 11  8  6  5  3
+11 12 10 11 12  9  6  5  4
+12 13 11 12 13 10  7  6  4
+13 14 11 13 14 10  7  6  4
+14 14 12 13 14 11  8  6  5
+15 14 12 14 14 11  8  7  5
+16 14 13 14 14 12  9  7  5
+17 15 13 14 14 12  9  8  6
Requisites: Str 14, Dex 14, Wis 16
Alignment: any
HD/level: ++d8
Weapon Prof.: 5+level
To Hit Table: War
Save Table: War
Reference: DM Random
Groups: Warrior, Random
 

[PC2r] Random Wizard Group Classes


Random Wizard #222260

Level KXP Psi30 SL's
123 456 789
1 0 1-- --- ---
2 2 2-- --- ---
3 6 21- --- ---
4 10 22- --- ---
5 16 221 --- ---
6 27 222 --- ---
7 42 222 1-- ---
8 75 222 2-- ---
9 138 222 21- ---
10 236 222 22- ---
11 338 322 22- ---
12 477 332 221 ---
13 616 333 222 ---
14 806 333 322 ---
15 1029 333 332 ---
16 1253 433 333 1--
17 1477 443 333 2--
18 1701 444 333 3--
19 1926 444 433 3--
20 2151 444 443 3--
21 2376 444 444 31-
22 2602 444 444 42-
23 2828 444 444 43-
24 3054 444 444 44-
25 3281 544 444 44-
26 3508 554 444 44-
27 3735 555 444 441
28 3963 555 544 442
29 4191 555 554 443
30 4419 555 555 444
31 4648 555 555 544
32 4877 555 555 554
33 5106 555 555 555
34 5336 666 555 555
35 5566 666 666 555
36 5796 666 666 666
TH Saves
PD RS PP BW Sp Fo Re Wi
+0  4  7  5  3  6  0  1  1
+0  4  7  5  3  7  0  1  1
+0  4  8  5  4  7  0  1  2
+1  4  8  6  4  7  1  2  2
+1  5  9  6  4  8  1  2  3
+1  5  9  7  5  8  2  3  3
+2  5 10  7  5  9  2  3  4
+2  6 10  7  6  9  2  3  4
+2  6 10  8  6  9  3  4  5
+3  6 11  8  6 10  3  4  5
+3  7 11  9  7 10  4  5  6
+3  7 12  9  7 11  4  5  6
+4  7 12  9  8 11  4  5  7
+4  7 13 10  8 11  5  6  7
+4  8 13 10  8 12  5  6  8
+5  8 13 11  9 12  6  7  8
+5  8 14 11  9 13  6  7  9
+5  9 14 11 10 13  6  7  9
Requisites: Int 9, Wis 16
Alignment: any E
HD/level: d4
Weapon Prof.: 1+level/2
To Hit Table: Wiz
Save Table: Wiz
Reference: DM Random
Groups: Wizard, Random
 

[PC2r] Random Wizard Group Classes


Random Wizard #238881

Level KXP Wizard
123 456 789
1 0 1-- --- ---
2 2 2-- --- ---
3 4 21- --- ---
4 8 22- --- ---
5 16 221 --- ---
6 31 222 --- ---
7 57 322 1-- ---
8 108 332 2-- ---
9 193 333 21- ---
10 316 333 32- ---
11 451 433 321 ---
12 619 444 321 ---
13 792 444 322 ---
14 971 444 432 ---
15 1156 544 432 1--
16 1350 555 432 2--
17 1539 655 443 2--
18 1740 655 443 21-
19 1941 655 543 22-
20 2142 655 544 32-
21 2343 655 544 321
22 2544 665 554 322
23 2745 666 654 332
24 2946 776 655 432
25 3147 776 655 443
26 3348 777 665 543
27 3549 777 665 554
28 3750 887 666 654
29 3951 887 776 655
30 4152 888 777 665
31 4353 888 777 766
32 4554 988 887 776
33 4755 999 888 777
34 4956 999 988 887
35 5157 999 999 888
36 5358 999 999 999
TH Saves
PD RS PP BW Sp Fo Re Wi
+0  4  7  5  3  6  0  1  1
+0  4  7  5  3  7  0  1  1
+0  4  8  5  4  7  0  1  2
+1  4  8  6  4  7  1  2  2
+1  5  9  6  4  8  1  2  3
+1  5  9  7  5  8  2  3  3
+2  5 10  7  5  9  2  3  4
+2  6 10  7  6  9  2  3  4
+2  6 10  8  6  9  3  4  5
+3  6 11  8  6 10  3  4  5
+3  7 11  9  7 10  4  5  6
+3  7 12  9  7 11  4  5  6
+4  7 12  9  8 11  4  5  7
+4  7 13 10  8 11  5  6  7
+4  8 13 10  8 12  5  6  8
+5  8 13 11  9 12  6  7  8
+5  8 14 11  9 13  6  7  9
+5  9 14 11 10 13  6  7  9
Requisites: Int 20, Dex 14
Alignment: any
HD/level: d6
Weapon Prof.: 1+level/6
To Hit Table: Wiz
Save Table: Wiz
Reference: DM Random
Groups: Wizard, Random
 

[PC2r] Random Wizard Group Classes


Random Wizard #32403

Level KXP Wizard
123 456 789
1 0 ½-- --- ---
2 3 1-- --- ---
3 6 2½- --- ---
4 13 21- --- ---
5 26 32½ --- ---
6 47 321 --- ---
7 73 332 ½-- ---
8 114 432 1-- ---
9 182 433 2½- ---
10 311 443 21- ---
11 460 443 32½ ---
12 719 544 321 ---
13 971 544 332 ½--
14 1219 554 432 1--
15 1470 554 433 2½-
16 1724 555 443 21-
17 1979 655 443 32½
18 2235 655 544 321
19 2491 665 544 332
20 2748 665 554 432
21 3005 666 554 433
22 3263 666 555 443
23 3522 766 655 443
24 3781 766 655 544
25 4041 776 665 544
26 4302 776 665 554
27 4564 777 666 554
28 4826 777 666 555
29 5089 777 766 655
30 5352 877 766 655
31 5616 877 776 665
32 5881 887 776 665
33 6146 887 777 666
34 6412 888 777 666
35 6679 888 777 766
36 6947 888 877 766
TH Saves
PD RS PP BW Sp Fo Re Wi
+0  6  4  6  3  4  1  3  0
+0  6  5  7  3  5  1  4  1
+1  7  6  7  4  6  2  5  1
+1  7  7  8  4  7  3  6  2
+2  8  8  8  5  8  4  7  3
+2  8  9  9  5  9  5  8  3
+3  9 10  9  6 10  5  9  4
+3  9 11 10  6 11  6 10  5
+4 10 12 10  7 12  7 11  5
+4 10 13 11  7 13  8 12  6
+5 11 14 11  8 14  9 13  7
+5 12 15 12  9 14  9 14  7
+6 13 16 13 11 15 10 15  8
+6 14 16 14 13 15 11 16  9
+7 15 16 15 14 16 12 17  9
+7 16 16 16 16 16 13 18 10
+8 16 16 16 16 16 13 19 11
+8 16 17 16 16 16 14 20 11
Requisites: Int 14, Wis 13
Alignment: any
HD/level: d6
Weapon Prof.: 1+level/5
To Hit Table: Rog
Save Table: 2xRog
Reference: DM Random
Groups: Wizard, Random
 

[PC2r] Random Wizard Group Classes


Random Wizard #101231

Level KXP MTG Wiz/Pri
123 456 789
1 2 1-- --- ---
2 21 20- --- ---
3 40 21- --- ---
4 62 320 --- ---
5 89 421 --- ---
6 126 422 0-- ---
7 179 432 1-- ---
8 255 433 20- ---
9 396 433 21- ---
10 599 443 22- ---
11 814 444 330 ---
12 1056 444 441 ---
13 1301 555 442 0--
14 1549 555 442 1--
15 1803 555 552 10-
16 2066 555 553 21-
17 2325 555 553 320
18 2596 555 553 321
19 2866 555 553 331
20 3136 555 554 332
21 3406 555 554 442
22 3676 555 555 443
23 3947 555 555 553
24 4217 555 555 554
25 4487 555 555 555
26 4757 666 655 555
27 5028 666 666 655
28 5298 666 666 666
29 5568 777 766 666
30 5838 777 777 766
31 6108 777 777 777
32 6379 888 877 777
33 6649 888 888 877
34 6919 888 888 888
35 7189 999 988 888
36 7460 999 999 999
TH Saves
PD RS PP BW Sp Fo Re Wi
+0  4  7  5  3  6  0  1  1
+0  4  7  5  3  7  0  1  1
+0  4  8  5  4  7  0  1  2
+1  4  8  6  4  7  1  2  2
+1  5  9  6  4  8  1  2  3
+1  5  9  7  5  8  2  3  3
+2  5 10  7  5  9  2  3  4
+2  6 10  7  6  9  2  3  4
+2  6 10  8  6  9  3  4  5
+3  6 11  8  6 10  3  4  5
+3  7 11  9  7 10  4  5  6
+3  7 12  9  7 11  4  5  6
+4  7 12  9  8 11  4  5  7
+4  7 13 10  8 11  5  6  7
+4  8 13 10  8 12  5  6  8
+5  8 13 11  9 12  6  7  8
+5  8 14 11  9 13  6  7  9
+5  9 14 11 10 13  6  7  9
Requisites: Int 9, Chr 16
Alignment: L any or T any
HD/level: d6
Weapon Prof.: 5+level/6
To Hit Table: Wiz
Save Table: Wiz
Reference: DM Random
Groups: Wizard, Random
 

[PC2r] Random Wizard Group Classes


Random Wizard #294453

Level KXP Wizard
123 456 789
1 0 1-- --- ---
2 2 2-- --- ---
3 6 21- --- ---
4 11 32- --- ---
5 20 421 --- ---
6 30 422 --- ---
7 51 432 1-- ---
8 85 433 2-- ---
9 156 433 21- ---
10 250 443 221 ---
11 362 444 321 ---
12 498 444 421 1--
13 647 555 432 111
14 810 555 442 111
15 980 555 552 111
16 1159 555 553 211
17 1341 555 554 321
18 1531 555 554 321
19 1731 555 554 322
20 1931 555 554 333
21 2132 555 554 444
22 2333 555 555 555
23 2535 666 666 666
24 2738 776 666 666
25 2942 777 766 666
26 3146 777 776 666
27 3367 777 777 666
28 3589 777 777 776
29 3812 777 777 777
30 4036 887 777 777
31 4260 888 777 777
32 4485 888 877 777
33 4710 888 887 777
34 4936 888 888 777
35 5163 888 888 877
36 5424 888 888 887
TH Saves
PD RS PP BW Sp Fo Re Wi
+0  4  7  5  3  6  0  1  1
+0  4  7  5  3  7  0  1  1
+0  4  8  5  4  7  0  1  2
+1  4  8  6  4  7  1  2  2
+1  5  9  6  4  8  1  2  3
+1  5  9  7  5  8  2  3  3
+2  5 10  7  5  9  2  3  4
+2  6 10  7  6  9  2  3  4
+2  6 10  8  6  9  3  4  5
+3  6 11  8  6 10  3  4  5
+3  7 11  9  7 10  4  5  6
+3  7 12  9  7 11  4  5  6
+4  7 12  9  8 11  4  5  7
+4  7 13 10  8 11  5  6  7
+4  8 13 10  8 12  5  6  8
+5  8 13 11  9 12  6  7  8
+5  8 14 11  9 13  6  7  9
+5  9 14 11 10 13  6  7  9
Requisites: Int 9, Wis 9, Chr 9
Alignment: any
HD/level: d5
Weapon Prof.: 2+level/4
To Hit Table: Wiz
Save Table: Wiz
Reference: DM Random
Groups: Wizard, Random
 

[PC2r] Random Wizard Group Classes


Random Wizard #71847

Level KXP Wizard
123 456 789 AB
1 2 --½ --- --- --
2 20 --1 --- --- --
3 39 --1 ½-- --- --
4 61 -½2 1-- --- --
5 87 -12 1½- --- --
6 121 ½23 21- --- --
7 168 123 21½ --- --
8 242 123 321 --- --
9 356 234 321 ½-- --
10 563 334 432 1-- --
11 807 444 432 1½- --
12 1102 544 432 21- --
13 1411 554 432 21½ --
14 1711 555 432 221 --
15 2025 555 433 221 --
16 2349 555 433 321 --
17 2689 555 433 322 --
18 3057 555 433 332 ½-
19 3372 555 443 332 ½-
20 3687 555 444 332 ½-
21 4002 555 444 432 ½-
22 4317 555 544 432 1-
23 4632 555 554 432 1-
24 4947 555 555 432 1-
25 5262 555 555 432 2-
26 5577 555 555 433 2-
27 5892 555 555 443 2½
28 6207 555 555 543 2½
29 6522 555 555 543 3½
30 6837 555 555 544 3½
31 7152 555 555 554 3½
32 7467 555 555 554 41
33 7782 555 555 555 41
34 8097 555 555 555 42
35 8412 555 555 555 43
36 8727 555 555 555 44
TH Saves
PD RS PP BW Sp Fo Re Wi
+0  6  5  5  3  3  0  1  1
+0  6  5  5  4  3  0  1  1
+0  6  5  5  4  4  0  2  1
+1 10  8  8  7  7  1  2  2
+1 10  8  8  8  7  1  2  2
+1 10  8  8  8  8  2  3  2
+2 14 11 11 11 11  2  3  3
+2 14 12 11 11 11  2  4  3
+2 14 12 12 11 11  3  4  3
+3 16 14 14 15 15  3  4  4
+3 16 14 14 15 15  3  4  4
+3 16 14 14 15 15  3  4  4
+4 16 14 14 15 15  3  4  4
+4 16 14 14 15 15  3  4  4
+4 16 14 14 15 15  3  4  4
+5 16 14 14 15 15  3  4  4
+5 16 14 14 15 15  3  5  4
+5 16 14 14 15 15  4  5  4
Requisites: Int 12
Alignment: any
HD/level: d5
Weapon Prof.: 2+level/4
To Hit Table: Wiz
Save Table: Elf0
Reference: DM Random
Groups: Wizard, Random
 

[PC2r] Random Wizard Group Classes


Random Wizard #27552

Level KXP Wizard
123 456 789 A.:
1 0 20- --- --- ---
2 3 31- --- --- ---
3 6 320 --- --- ---
4 13 431 --- --- ---
5 25 432 0-- --- ---
6 47 443 1-- --- ---
7 87 543 20- --- ---
8 163 544 31- --- ---
9 305 554 320 --- ---
10 552 654 431 --- ---
11 858 655 432 0-- ---
12 1226 665 443 1-- ---
13 1654 765 543 20- ---
14 1994 766 544 31- ---
15 2346 776 554 32- ---
16 2699 876 654 430 ---
17 3051 877 655 431 ---
18 3404 887 665 442 ---
19 3766 987 765 543 ---
20 4128 988 766 543 0--
21 4491 998 776 554 1--
22 4853 A98 876 654 2--
23 5217 A99 877 654 3--
24 5580 AA9 887 665 3--
25 5944 BA9 987 765 40-
26 6308 BAA 988 765 41-
27 6672 BBA 998 776 42-
28 7037 CBA A98 876 53-
29 7402 CBB A99 876 53-
30 7768 CCB AA9 887 54-
31 8133 DCB BA9 987 640
32 8499 DCC BAA 987 641
33 8866 DDC BBA 998 652
34 9233 EDC CBA A98 753
35 9600 EDD CBB A98 753
36 9967 EED CCB AA9 764
TH Saves
PD RS PP BW Sp Fo Re Wi
+0  5  3  8  2  3  1  0  1
+0  5  4  8  2  3  1  0  2
+0  6  4  8  3  4  2  0  2
+1  6  5  8  3  4  2  1  3
+1  6  5  9  3  4  2  1  3
+1  6  6  9  4  5  3  1  4
+2  7  6  9  4  5  3  2  4
+2  7  7  9  4  5  4  2  5
+2  7  7 10  5  6  4  2  5
+3  7  8 10  5  6  4  3  6
+3  8  8 10  5  6  5  3  6
+3  8  9 10  6  7  5  3  7
+4  8  9 11  6  7  6  4  7
+4  8 10 11  6  7  6  4  8
+4  9 10 11  7  8  6  4  8
+5  9 11 11  7  8  7  5  9
+5  9 11 12  7  9  7  5  9
+5  9 12 12  8  9  8  5 10
Requisites: Int 14, Wis 9
Alignment: any
HD/level: 2d4
Weapon Prof.: 1+level/5
To Hit Table: Wiz
Save Table: Psi
Reference: DM Random
Groups: Wizard, Random
 

[PC2r] Random Wizard Group Classes


Random Wizard #348318

Level KXP Wizard
123 456 789
1 5 1-- --- ---
2 26 2-- --- ---
3 47 3-- --- ---
4 70 4½- --- ---
5 97 41- --- ---
6 131 42- --- ---
7 177 43- --- ---
8 252 44½ --- ---
9 372 441 --- ---
10 587 542 --- ---
11 868 643 --- ---
12 1122 744 ½-- ---
13 1376 744 1-- ---
14 1629 754 2-- ---
15 1883 764 3-- ---
16 2147 774 4½- ---
17 2402 774 41- ---
18 2666 775 42- ---
19 2930 776 43- ---
20 3194 777 44½ ---
21 3457 777 441 ---
22 3721 777 542 ---
23 3985 777 643 ---
24 4249 777 744 ½--
25 4512 777 744 1--
26 4776 777 754 2--
27 5056 777 764 3--
28 5337 777 774 4½-
29 5617 777 774 41-
30 5898 777 775 42-
31 6178 777 776 43-
32 6458 777 777 44½
33 6739 777 777 441
34 7019 777 777 542
35 7300 777 777 643
36 7613 777 777 744
TH Saves
PD RS PP BW Sp Fo Re Wi
Mon  4  7  5  3  6  0  1  1
+1  4  7  5  3  7  0  1  1
+1  4  8  5  4  7  0  1  2
+2  4  8  6  4  7  1  2  2
+2  5  9  6  4  8  1  2  3
+3  5  9  7  5  8  2  3  3
+3  5 10  7  5  9  2  3  4
+4  6 10  7  6  9  2  3  4
+4  6 10  8  6  9  3  4  5
+5  6 11  8  6 10  3  4  5
+5  7 11  9  7 10  4  5  6
+6  7 12  9  7 11  4  5  6
+6  7 12  9  8 11  4  5  7
+7  7 13 10  8 11  5  6  7
+7  8 13 10  8 12  5  6  8
+8  8 13 11  9 12  6  7  8
+8  8 14 11  9 13  6  7  9
+9  9 14 11 10 13  6  7  9
Requisites: Dex 6, Int 9
Alignment: any E
HD/level: 2d2
Weapon Prof.: 1+level/5
To Hit Table: ½xMon
Save Table: Wiz
Reference: DM Random
Groups: Wizard, Random
 

[PC2r] Random Wizard Group Classes


Random Wizard #888254

Level KXP Wizard
123 456 789 AB
1 15 2½- --- --- --
2 111 31½ --- --- --
3 209 421 --- --- --
4 310 532 ½-- --- --
5 414 643 1½- --- --
6 526 754 21- --- --
7 647 865 32½ --- --
8 790 976 43½ --- --
9 958 A87 541 ½-- --
10 1167 A98 652 1-- --
11 1399 AA9 763 2½- --
12 1668 AAA 874 3½- --
13 1937 AAA 985 4½- --
14 2203 AAA A96 51½ --
15 2474 AAA AA7 621 --
16 2754 AAA AA8 732 --
17 3025 AAA AA9 843 --
18 3307 AAA AAA 954 ½-
19 3589 AAA AAA A65 ½-
20 3872 AAA AAA A76 1-
21 4156 AAA AAA A87 1-
22 4440 AAA AAA A98 2-
23 4725 AAA AAA AA9 2-
24 5010 AAA AAA AAA 3-
25 5296 BBB BBB BBB 3-
26 5583 BBB BBB BBB 4-
27 5889 CCC CCC CCC 4½
28 6196 CCC CCC CCC 5½
29 6503 DDD DDD DDD 5½
30 6811 DDD DDD DDD 51
31 7119 DDD DDD DDD 61
32 7428 EEE EEE EEE 61
33 7738 EEE EEE EEE 71
34 8049 FFF FFF FFF 71
35 8360 FFF FFF FFF 81
36 8709 FFF FFF FFF 82
TH Saves
PD RS PP BW Sp Fo Re Wi
+0  5  4  5  2  3  0  1  1
+0  5  4  5  3  3  0  1  1
+0  5  4  5  3  4  0  1  2
+1  5  5  5  3  4  1  2  2
+1  6  5  5  3  4  1  2  3
+1  7  6  7  4  6  2  3  3
+2  7  6  7  5  6  2  3  4
+2  7  7  7  5  6  2  3  4
+2  7  7  7  5  7  3  4  5
+3  8  7  7  5  7  3  4  5
+3  9  8  9  6  9  4  5  6
+3  9  8  9  7  9  4  5  6
+4  9  9  9  7  9  4  5  7
+4 10  9  9  7  9  5  6  7
+4 10  9 10  7  9  5  6  8
+5 11 10 11  8 12  6  7  8
+5 11 10 11  9 12  6  7  9
+5 11 11 11  9 12  6  7  9
Requisites: Con 12, Int 18
Alignment: any
HD/level: d4
Weapon Prof.: 5+level
To Hit Table: Wiz
Save Table: M-U0
Reference: DM Random
Groups: Wizard, Random
 

[PC2r] Random Wizard Group Classes


Random Wizard #800378

Level KXP Wizard
123 456 789
1 5 1-- --- ---
2 39 2-- --- ---
3 76 21- --- ---
4 116 32- --- ---
5 161 421 --- ---
6 211 422 --- ---
7 272 432 1-- ---
8 351 433 2-- ---
9 460 433 21- ---
10 619 443 22- ---
11 782 444 33- ---
12 970 444 441 ---
13 1161 555 442 ---
14 1393 555 442 1--
15 1655 555 552 1--
16 1918 555 553 21-
17 2183 555 553 32-
18 2451 555 553 321
19 2720 555 553 331
20 2991 555 554 332
21 3265 555 554 442
22 3540 555 555 443
23 3817 555 555 553
24 4097 555 555 554
25 4378 555 555 555
26 4661 666 655 555
27 4947 666 666 655
28 5234 666 666 666
29 5523 777 766 666
30 5814 777 777 766
31 6108 777 777 777
32 6403 888 877 777
33 6700 888 888 877
34 7000 888 888 888
35 7301 999 988 888
36 7604 999 999 999
TH Saves
PD RS PP BW Sp Fo Re Wi
+0  5  3  8  2  3  1  0  1
+1  5  4  8  2  3  1  0  2
+1  6  4  8  3  4  2  0  2
+2  6  5  8  3  4  2  1  3
+3  6  5  9  3  4  2  1  3
+3  6  6  9  4  5  3  1  4
+4  7  6  9  4  5  3  2  4
+5  7  7  9  4  5  4  2  5
+5  7  7 10  5  6  4  2  5
+6  7  8 10  5  6  4  3  6
+7  8  8 10  5  6  5  3  6
+7  8  9 10  6  7  5  3  7
+8  8  9 11  6  7  6  4  7
+9  8 10 11  6  7  6  4  8
+9  9 10 11  7  8  6  4  8
+10  9 11 11  7  8  7  5  9
+11  9 11 12  7  9  7  5  9
+11  9 12 12  8  9  8  5 10
Requisites: Str 16
Alignment: NG, CG, CN, or LE
HD/level: d6
Weapon Prof.: 2+level/4
To Hit Table: Pri
Save Table: Psi
Reference: DM Random
Groups: Wizard, Random
 

[PC2r] Random Wizard Group Classes


Random Wizard #6422

Level KXP Wizard
123 456 789 AB
1 0 1-- --- --- --
2 4 2-- --- --- --
3 9 21- --- --- --
4 17 12- --- --- --
5 30 021 --- --- --
6 50 012 --- --- --
7 79 102 1-- --- --
8 125 201 2-- --- --
9 194 310 21- --- --
10 332 410 12- --- --
11 499 521 021 --- --
12 727 621 012 --- --
13 989 731 102 1-- --
14 1274 832 101 2-- --
15 1609 942 110 21- --
16 2016 A42 110 12- --
17 2513 B53 211 021 --
18 3191 C53 211 012 --
19 3512 D63 211 102 1-
20 3834 E64 221 101 2-
21 4156 F74 321 110 21
22 4480 G74 321 110 32
23 4804 H85 322 111 32
24 5130 I85 322 111 33
25 5457 J95 432 111 43
26 5784 K96 432 211 43
27 6113 LA6 432 211 44
28 6442 NA6 432 211 44
29 6773 OB7 533 221 54
30 7105 PB7 543 221 54
31 7437 QC7 543 221 55
32 7771 RC8 543 222 55
33 8105 SD8 643 322 55
34 8441 TD8 643 322 65
35 8778 UE9 653 322 65
36 9115 VE9 653 322 66
TH Saves
PD RS PP BW Sp Fo Re Wi
+0  4  7  5  3  6  0  1  1
+0  4  7  5  3  7  0  1  1
+0  4  8  5  4  7  0  1  2
+1  4  8  6  4  7  1  2  2
+1  5  9  6  4  8  1  2  3
+1  5  9  7  5  8  2  3  3
+2  5 10  7  5  9  2  3  4
+2  6 10  7  6  9  2  3  4
+2  6 10  8  6  9  3  4  5
+3  6 11  8  6 10  3  4  5
+3  7 11  9  7 10  4  5  6
+3  7 12  9  7 11  4  5  6
+4  7 12  9  8 11  4  5  7
+4  7 13 10  8 11  5  6  7
+4  8 13 10  8 12  5  6  8
+5  8 13 11  9 12  6  7  8
+5  8 14 11  9 13  6  7  9
+5  9 14 11 10 13  6  7  9
Requisites: Int 9
Alignment: any
HD/level: d4
Weapon Prof.: 1+level/6
To Hit Table: Wiz
Save Table: Wiz
Reference: DM Random
Groups: Wizard, Random
 

[PC2r] Random Wizard Group Classes


Random Wizard #455169

Level KXP Wizard/PriHea
123 456 789
1 0 2-- --- ---
2 3 21- --- ---
3 7 22- --- ---
4 14 221 --- ---
5 28 222 --- ---
6 52 322 1-- ---
7 96 332 2-- ---
8 181 333 21- ---
9 331 333 32- ---
10 601 433 321 ---
11 907 444 321 ---
12 1229 444 322 ---
13 1554 444 432 ---
14 1884 544 432 1--
15 2223 555 432 2--
16 2571 655 443 2--
17 2943 655 443 21-
18 3344 655 543 22-
19 3684 655 544 32-
20 4025 655 544 321
21 4366 665 554 322
22 4708 666 654 332
23 5051 776 655 432
24 5395 776 655 443
25 5739 777 665 543
26 6084 777 665 554
27 6429 887 666 654
28 6775 887 776 655
29 7122 888 777 665
30 7470 888 777 766
31 7818 988 887 776
32 8167 999 888 777
33 8516 999 988 887
34 8866 999 999 888
35 9217 999 999 998
36 9568 999 999 999
TH Saves
PD RS PP BW Sp Fo Re Wi
+0  4  7  5  3  6  0  1  1
+1  4  7  5  3  7  0  1  1
+2  4  8  5  4  7  0  1  2
+3  4  8  6  4  7  1  2  2
+3  5  9  6  4  8  1  2  3
+4  5  9  7  5  8  2  3  3
+5  5 10  7  5  9  2  3  4
+6  6 10  7  6  9  2  3  4
+7  6 10  8  6  9  3  4  5
+8  6 11  8  6 10  3  4  5
+8  7 11  9  7 10  4  5  6
+9  7 12  9  7 11  4  5  6
+10  7 12  9  8 11  4  5  7
+11  7 13 10  8 11  5  6  7
+11  8 13 10  8 12  5  6  8
+12  8 13 11  9 12  6  7  8
+13  8 14 11  9 13  6  7  9
+14  9 14 11 10 13  6  7  9
Requisites: Str 14, Con 16, Int 14
Alignment: non-L
HD/level: d4
Weapon Prof.: 5+level
To Hit Table: 2½xWiz
Save Table: Wiz
Reference: DM Random
Groups: Wizard, Random
 

[PC2r] Random Wizard Group Classes


Random Wizard #428575

Level KXP Wizard
Spells
1 0 +1 ML
2 4 +2 ML
3 11 +3 ML
4 22 +4 ML
5 40 +5 ML
6 70 +6 ML
7 119 +7 ML
8 204 +8 ML
9 361 +9 ML
10 556 +10 ML
11 768 +11 ML
12 1003 +12 ML
13 1243 +13 ML
14 1490 +14 ML
15 1745 +15 ML
16 2013 +16 ML
17 2305 +17 ML
18 2627 +18 ML
19 2890 +19 ML
20 3155 +20 ML
21 3422 +21 ML
22 3691 +22 ML
23 3962 +23 ML
24 4235 +24 ML
25 4510 +25 ML
26 4787 +26 ML
27 5066 +27 ML
28 5347 +28 ML
29 5630 +29 ML
30 5915 +30 ML
31 6202 +31 ML
32 6491 +32 ML
33 6782 +33 ML
34 7075 +34 ML
35 7370 +35 ML
36 7667 +36 ML
TH Saves
PD RS PP BW Sp Fo Re Wi
+0  4  7  5  3  6  0  1  1
+1  4  8  5  4  7  0  1  2
+1  4  8  6  4  7  1  2  2
+2  5  9  7  5  8  2  3  3
+3  5 10  7  5  9  2  3  4
+3  6 10  8  6  9  3  4  5
+4  6 11  8  6 10  3  4  5
+5  7 12  9  7 11  4  5  6
+5  7 12  9  8 11  4  5  7
+6  8 13 10  8 12  5  6  8
+7  8 13 11  9 12  6  7  8
+7  9 14 11 10 13  6  7  9
+8  9 14 12 10 13  7  8 10
+9 10 15 13 11 14  8  9 11
+9 10 15 13 11 15  8  9 11
+10 11 16 13 12 15  9 10 12
+11 11 16 14 12 15  9 10 13
+11 12 16 14 13 16 10 11 14
Requisites: Str 9, Int 9
Alignment: any
HD/level: d6
Weapon Prof.: 1+level/9
To Hit Table: Pri
Save Table: 1½xWiz
Reference: DM Random
Groups: Wizard, Random
 

[PC2r] Random Wizard Group Classes


Random Wizard #583990

Level KXP Wizard
123 456 789
1 2 --- --- ---
2 20 --- --- ---
3 40 1-- --- ---
4 61 2-- --- ---
5 85 3-- --- ---
6 116 41- --- ---
7 159 421 --- ---
8 229 432 --- ---
9 348 433 1-- ---
10 537 443 21- ---
11 752 444 22- ---
12 1021 444 221 ---
13 1306 444 332 ---
14 1557 444 443 ---
15 1837 444 444 ---
16 2118 544 444 1--
17 2406 554 444 2--
18 2693 555 444 3--
19 2981 555 544 4--
20 3269 555 554 41-
21 3556 555 555 42-
22 3844 555 555 53-
23 4132 555 555 54-
24 4419 555 555 55-
25 4707 655 555 551
26 4995 665 555 552
27 5282 666 555 553
28 5570 666 655 554
29 5857 666 665 555
30 6145 666 666 555
31 6433 666 666 655
32 6720 666 666 665
33 7008 666 666 666
34 7296 777 666 666
35 7583 777 777 666
36 7871 777 777 777
TH Saves
PD RS PP BW Sp Fo Re Wi
+0  4  7  5  3  6  0  1  1
+0  4  7  5  3  7  0  1  1
+0  4  8  5  4  7  0  1  2
+1  4  8  6  4  7  1  2  2
+1  5  9  6  4  8  1  2  3
+1  5  9  7  5  8  2  3  3
+2  5 10  7  5  9  2  3  4
+2  6 10  7  6  9  2  3  4
+2  6 10  8  6  9  3  4  5
+3  6 11  8  6 10  3  4  5
+3  7 11  9  7 10  4  5  6
+3  7 12  9  7 11  4  5  6
+4  7 12  9  8 11  4  5  7
+4  7 13 10  8 11  5  6  7
+4  8 13 10  8 12  5  6  8
+5  8 13 11  9 12  6  7  8
+5  8 14 11  9 13  6  7  9
+5  9 14 11 10 13  6  7  9
Requisites: Int 14, Wis 13
Alignment: any E
HD/level: 1e6  (see note)
Weapon Prof.: 6+level/9
To Hit Table: Wiz
Save Table: Wiz
Reference: DM Random
Groups: Wizard, Random
 

[PC2r] Random Wizard Group Classes


Random Wizard #151827

Level KXP Wizard/Priest
123 456 789
1 5 1-- --- ---
2 39 20- --- ---
3 75 21- --- ---
4 114 220 --- ---
5 155 221 --- ---
6 205 222 0-- ---
7 265 322 1-- ---
8 346 332 20- ---
9 465 333 21- ---
10 657 333 320 ---
11 899 433 321 ---
12 1147 444 321 ---
13 1432 444 322 ---
14 1646 444 432 0--
15 1871 544 432 1--
16 2117 555 432 2--
17 2370 655 443 20-
18 2662 655 443 21-
19 2895 655 543 22-
20 3128 655 544 320
21 3363 655 544 321
22 3599 665 554 322
23 3837 666 654 332
24 4076 776 655 432
25 4316 776 655 443
26 4558 777 665 543
27 4819 777 665 554
28 5082 887 666 654
29 5346 887 776 655
30 5611 888 777 665
31 5878 888 777 766
32 6146 988 887 776
33 6415 999 888 777
34 6686 999 988 887
35 6958 999 999 888
36 7267 999 999 999
TH Saves
PD RS PP BW Sp Fo Re Wi
+0  4  7  5  3  6  0  1  1
+0  4  7  5  3  7  0  1  1
+0  4  8  5  4  7  0  1  2
+1  4  8  6  4  7  1  2  2
+1  5  9  6  4  8  1  2  3
+1  5  9  7  5  8  2  3  3
+2  5 10  7  5  9  2  3  4
+2  6 10  7  6  9  2  3  4
+2  6 10  8  6  9  3  4  5
+3  6 11  8  6 10  3  4  5
+3  7 11  9  7 10  4  5  6
+3  7 12  9  7 11  4  5  6
+4  7 12  9  8 11  4  5  7
+4  7 13 10  8 11  5  6  7
+4  8 13 10  8 12  5  6  8
+5  8 13 11  9 12  6  7  8
+5  8 14 11  9 13  6  7  9
+5  9 14 11 10 13  6  7  9
Requisites: Int 12
Alignment: any
HD/level: 3d6 (no Con bonus)
Weapon Prof.: 0+level/2
To Hit Table: Wiz
Save Table: Wiz
Reference: DM Random
Groups: Wizard, Random
 

[PC2r] Random Wizard Group Classes


Random Wizard #909602

Level KXP Wizard
123 456 789
1 0 1-- --- ---
2 2 1-- --- ---
3 5 2-- --- ---
4 10 2-- --- ---
5 18 21- --- ---
6 33 21- --- ---
7 58 32- --- ---
8 110 32- --- ---
9 212 421 --- ---
10 384 421 --- ---
11 567 422 --- ---
12 822 422 --- ---
13 1092 432 1-- ---
14 1365 432 1-- ---
15 1664 433 2-- ---
16 1963 433 2-- ---
17 2263 433 21- ---
18 2563 433 21- ---
19 2862 443 22- ---
20 3162 443 22- ---
21 3462 444 33- ---
22 3761 444 33- ---
23 4061 444 441 ---
24 4360 444 441 ---
25 4660 555 442 ---
26 4960 555 442 ---
27 5259 555 442 1--
28 5559 555 442 1--
29 5858 555 552 1--
30 6158 555 552 1--
31 6458 555 553 21-
32 6757 555 553 21-
33 7057 555 553 32-
34 7356 555 553 32-
35 7656 555 553 321
36 7956 555 553 321
TH Saves
PD RS PP BW Sp Fo Re Wi
+0  5  3  8  2  3  1  0  1
+1  5  4  8  2  3  1  0  2
+1  6  4  8  3  4  2  0  2
+2  6  5  8  3  4  2  1  3
+3  6  5  9  3  4  2  1  3
+3  6  6  9  4  5  3  1  4
+4  7  6  9  4  5  3  2  4
+5  7  7  9  4  5  4  2  5
+5  7  7 10  5  6  4  2  5
+6  7  8 10  5  6  4  3  6
+7  8  8 10  5  6  5  3  6
+7  8  9 10  6  7  5  3  7
+8  8  9 11  6  7  6  4  7
+9  8 10 11  6  7  6  4  8
+9  9 10 11  7  8  6  4  8
+10  9 11 11  7  8  7  5  9
+11  9 11 12  7  9  7  5  9
+11  9 12 12  8  9  8  5 10
Requisites: Dex 11, Int 13, Chr 19
Alignment: any (most G)
HD/level: d4+1
Weapon Prof.: 7+level/2
To Hit Table: Pri
Save Table: Psi
Reference: DM Random
Groups: Wizard, Random
 

[PC2r] Random Wizard Group Classes


Random Wizard #347419

Level KXP Wizard
123 456 789
1 5 --- --- ---
2 39 ½-- --- ---
3 74 1-- --- ---
4 112 2-- --- ---
5 154 3½- --- ---
6 203 41- --- ---
7 268 52- --- ---
8 363 63½ --- ---
9 506 741 --- ---
10 735 852 --- ---
11 975 963 ½-- ---
12 1230 A74 1-- ---
13 1492 B85 2-- ---
14 1759 C96 3½- ---
15 2042 DA7 41- ---
16 2392 EB8 52- ---
17 2708 FC9 63½ ---
18 3110 GDA 741 ---
19 3450 HEB 852 ---
20 3792 IFC 963 ½--
21 4133 JGD A74 1--
22 4475 KHE B85 2--
23 4817 LIF C96 3½-
24 5160 MJG DA7 41-
25 5502 NKH EB8 52-
26 5846 OLI FC9 63½
27 6281 PMJ GDA 741
28 6716 QNK HEB 852
29 7152 ROL IFC 963
30 7588 SPM JGD A74
31 8025 TQN KHE B85
32 8462 URO LIF C96
33 8899 VSP MJG DA7
34 9336 WTQ NKH EB8
35 9774 XUR OLI FC9
36 10396 YVS PMJ GDA
TH Saves
PD RS PP BW Sp Fo Re Wi
+0  4  7  5  3  6  0  1  1
+1  4  7  5  3  7  0  1  1
+1  4  8  5  4  7  0  1  2
+2  4  8  6  4  7  1  2  2
+2  5  9  6  4  8  1  2  3
+3  5  9  7  5  8  2  3  3
+3  5 10  7  5  9  2  3  4
+4  6 10  7  6  9  2  3  4
+4  6 10  8  6  9  3  4  5
+5  6 11  8  6 10  3  4  5
+5  7 11  9  7 10  4  5  6
+6  7 12  9  7 11  4  5  6
+6  7 12  9  8 11  4  5  7
+7  7 13 10  8 11  5  6  7
+7  8 13 10  8 12  5  6  8
+8  8 13 11  9 12  6  7  8
+8  8 14 11  9 13  6  7  9
+9  9 14 11 10 13  6  7  9
Requisites: Int 9, Chr 19, Cml 9
Alignment: CG, CN, CE, or TN
HD/level: d6
Weapon Prof.: 1+level/6
To Hit Table: +level/2
Save Table: Wiz
Reference: DM Random
Groups: Wizard, Random
 

[PC2r] Random Wizard Group Classes


Random Wizard #737586

Level KXP Wizard/PriHea
123 456 789
1 5 2-- --- ---
2 27 21- --- ---
3 49 22- --- ---
4 74 221 --- ---
5 103 222 --- ---
6 141 322 1-- ---
7 192 332 2-- ---
8 268 333 21- ---
9 396 333 32- ---
10 672 433 321 ---
11 966 444 321 ---
12 1330 444 322 ---
13 1714 444 432 ---
14 2059 544 432 1--
15 2418 555 432 2--
16 2788 655 443 2--
17 3173 655 443 21-
18 3587 655 543 22-
19 3940 655 544 32-
20 4293 655 544 321
21 4647 665 554 322
22 5001 666 654 332
23 5356 776 655 432
24 5710 776 655 443
25 6066 777 665 543
26 6421 777 665 554
27 6777 887 666 654
28 7133 887 776 655
29 7489 888 777 665
30 7846 888 777 766
31 8203 988 887 776
32 8560 999 888 777
33 8918 999 988 887
34 9276 999 999 888
35 9635 999 999 998
36 9993 999 999 999
TH Saves
PD RS PP BW Sp Fo Re Wi
+0  4  7  5  3  6  0  1  1
+0  4  8  5  4  7  0  1  2
+0  4  8  6  4  7  1  2  2
+1  5  9  7  5  8  2  3  3
+1  5 10  7  5  9  2  3  4
+1  6 10  8  6  9  3  4  5
+2  6 11  8  6 10  3  4  5
+2  7 12  9  7 11  4  5  6
+2  7 12  9  8 11  4  5  7
+3  8 13 10  8 12  5  6  8
+3  8 13 11  9 12  6  7  8
+3  9 14 11 10 13  6  7  9
+4  9 14 12 10 13  7  8 10
+4 10 15 13 11 14  8  9 11
+4 10 15 13 11 15  8  9 11
+5 11 16 13 12 15  9 10 12
+5 11 16 14 12 15  9 10 13
+5 12 16 14 13 16 10 11 14
Requisites: Int 9, Wis 16
Alignment: L any or T any
HD/level: d4
Weapon Prof.: 1+level/2
To Hit Table: Wiz
Save Table: 1½xWiz
Reference: DM Random
Groups: Wizard, Random
 

[PC2r] Random Wizard Group Classes


Random Wizard #982246

Level KXP Wizard
123 456 789
1 5 1-- --- ---
2 39 2-- --- ---
3 75 21- --- ---
4 114 32- --- ---
5 159 421 --- ---
6 217 422 --- ---
7 289 432 1-- ---
8 394 433 2-- ---
9 559 433 21- ---
10 799 443 22- ---
11 1049 444 33- ---
12 1378 444 441 ---
13 1710 555 442 ---
14 2047 555 442 1--
15 2387 555 552 1--
16 2739 555 553 21-
17 3085 555 553 32-
18 3440 555 553 321
19 3795 555 553 331
20 4150 555 554 332
21 4505 555 554 442
22 4860 555 555 443
23 5215 555 555 553
24 5570 555 555 554
25 5925 555 555 555
26 6280 666 655 555
27 6653 666 666 655
28 7026 666 666 666
29 7399 777 766 666
30 7773 777 777 766
31 8146 777 777 777
32 8519 888 877 777
33 8893 888 888 877
34 9266 888 888 888
35 9639 999 988 888
36 10049 999 999 999
TH Saves
PD RS PP BW Sp Fo Re Wi
+0  4  7  5  3  6  0  1  1
+0  4  7  5  3  7  0  1  1
+0  4  8  5  4  7  0  1  2
+1  4  8  6  4  7  1  2  2
+1  5  9  6  4  8  1  2  3
+1  5  9  7  5  8  2  3  3
+2  5 10  7  5  9  2  3  4
+2  6 10  7  6  9  2  3  4
+2  6 10  8  6  9  3  4  5
+3  6 11  8  6 10  3  4  5
+3  7 11  9  7 10  4  5  6
+3  7 12  9  7 11  4  5  6
+4  7 12  9  8 11  4  5  7
+4  7 13 10  8 11  5  6  7
+4  8 13 10  8 12  5  6  8
+5  8 13 11  9 12  6  7  8
+5  8 14 11  9 13  6  7  9
+5  9 14 11 10 13  6  7  9
Requisites: Int 15, Wis 15, Chr 13
Alignment: any
HD/level: d4
Weapon Prof.: 2+level/5
To Hit Table: Wiz
Save Table: Wiz
Reference: DM Random
Groups: Wizard, Random
 

[PC2r] Random Wizard Group Classes


Random Wizard #385092

Level KXP Wizard
123 456 789
1 0 2-- --- ---
2 3 3-- --- ---
3 7 31- --- ---
4 14 32- --- ---
5 26 321 --- ---
6 49 422 --- ---
7 84 422 1-- ---
8 143 432 2-- ---
9 251 432 21- ---
10 436 533 22- ---
11 629 533 221 ---
12 899 543 322 ---
13 1184 543 322 1--
14 1467 544 332 2--
15 1758 544 332 21-
16 2059 554 433 22-
17 2375 554 433 221
18 2721 555 443 322
19 3014 555 443 322
20 3307 555 544 332
21 3601 555 544 333
22 3894 555 554 433
23 4189 555 554 443
24 4483 555 555 443
25 4778 555 555 544
26 5073 555 555 554
27 5369 555 555 555
28 5665 655 555 555
29 5961 665 555 555
30 6257 666 555 555
31 6554 666 655 555
32 6852 666 665 555
33 7149 666 666 555
34 7447 666 666 655
35 7745 666 666 665
36 8044 666 666 666
TH Saves
PD RS PP BW Sp Fo Re Wi
+0  6  4  6  3  4  1  3  0
+0  6  5  7  3  5  1  4  1
+0  7  6  7  4  6  2  5  1
+1  7  7  8  4  7  3  6  2
+1  8  8  8  5  8  4  7  3
+1  8  9  9  5  9  5  8  3
+2  9 10  9  6 10  5  9  4
+2  9 11 10  6 11  6 10  5
+2 10 12 10  7 12  7 11  5
+3 10 13 11  7 13  8 12  6
+3 11 14 11  8 14  9 13  7
+3 12 15 12  9 14  9 14  7
+4 13 16 13 11 15 10 15  8
+4 14 16 14 13 15 11 16  9
+4 15 16 15 14 16 12 17  9
+5 16 16 16 16 16 13 18 10
+5 16 16 16 16 16 13 19 11
+5 16 17 16 16 16 14 20 11
Requisites: Con 7, Int 9, Chr 8
Alignment: any
HD/level: ++d4
Weapon Prof.: 1+level/3
To Hit Table: Wiz
Save Table: 2xRog
Reference: DM Random
Groups: Wizard, Random
 

[PC2r] Random Wizard Group Classes


Random Wizard #905736

Level KXP Wizard/Priest
123 456 789
1 0 1-- --- ---
2 2 20- --- ---
3 5 21- --- ---
4 11 320 --- ---
5 22 421 --- ---
6 46 422 0-- ---
7 99 432 1-- ---
8 191 433 20- ---
9 362 433 21- ---
10 602 443 22- ---
11 851 444 330 ---
12 1133 444 441 ---
13 1415 555 442 0--
14 1707 555 442 1--
15 2007 555 552 10-
16 2307 555 553 21-
17 2614 555 553 320
18 2921 555 553 321
19 3228 555 553 331
20 3536 555 554 332
21 3844 555 554 442
22 4153 555 555 443
23 4462 555 555 553
24 4771 555 555 554
25 5081 555 555 555
26 5390 666 655 555
27 5701 666 666 655
28 6011 666 666 666
29 6322 777 766 666
30 6633 777 777 766
31 6945 777 777 777
32 7257 888 877 777
33 7569 888 888 877
34 7881 888 888 888
35 8194 999 988 888
36 8507 999 999 999
TH Saves
PD RS PP BW Sp Fo Re Wi
+1  4  7  5  3  6  0  1  1
+1  4  7  5  3  7  0  1  1
+2  4  8  5  4  7  0  1  2
+3  4  8  6  4  7  1  2  2
+3  5  9  6  4  8  1  2  3
+4  5  9  7  5  8  2  3  3
+5  5 10  7  5  9  2  3  4
+5  6 10  7  6  9  2  3  4
+6  6 10  8  6  9  3  4  5
+7  6 11  8  6 10  3  4  5
+7  7 11  9  7 10  4  5  6
+8  7 12  9  7 11  4  5  6
+9  7 12  9  8 11  4  5  7
+9  7 13 10  8 11  5  6  7
+10  8 13 10  8 12  5  6  8
+11  8 13 11  9 12  6  7  8
+11  8 14 11  9 13  6  7  9
+12  9 14 11 10 13  6  7  9
Requisites: Con 15, Int 9
Alignment: any
HD/level: d4
Weapon Prof.: 2+level/4
To Hit Table: Ftr0
Save Table: Wiz
Reference: DM Random
Groups: Wizard, Random
 

[PC2r] Random Wizard Group Classes


Random Wizard #207219

Level KXP Wizard/Priest
123 456 789
1 0 1-- --- ---
2 2 2-- --- ---
3 5 21- --- ---
4 9 211 --- ---
5 17 221 1-- ---
6 31 222 2-- ---
7 54 333 2-- ---
8 92 333 31- ---
9 165 443 32- ---
10 294 444 431 ---
11 468 444 432 ---
12 754 444 433 ---
13 1192 444 444 ---
14 1369 555 444 1--
15 1577 555 554 2--
16 1797 555 555 3--
17 2032 666 555 31-
18 2297 666 665 32-
19 2500 666 666 43-
20 2704 777 666 431
21 2908 777 776 432
22 3112 777 777 443
23 3317 888 777 444
24 3522 888 887 544
25 3727 888 888 554
26 3933 999 888 555
27 4139 999 998 655
28 4345 999 999 665
29 4552 AAA 999 666
30 4759 AAA AA9 766
31 4966 AAA AAA 776
32 5174 BBB AAA 777
33 5382 BBB BBB 877
34 5590 CCC BBB 887
35 5799 CCC CCC 888
36 6008 CCC CCC 999
TH Saves
PD RS PP BW Sp Fo Re Wi
+0  4  7  5  3  6  0  1  1
+0  4  7  5  3  7  0  1  1
+0  4  8  5  4  7  0  1  2
+1  4  8  6  4  7  1  2  2
+1  5  9  6  4  8  1  2  3
+1  5  9  7  5  8  2  3  3
+2  5 10  7  5  9  2  3  4
+2  6 10  7  6  9  2  3  4
+2  6 10  8  6  9  3  4  5
+3  6 11  8  6 10  3  4  5
+3  7 11  9  7 10  4  5  6
+3  7 12  9  7 11  4  5  6
+4  7 12  9  8 11  4  5  7
+4  7 13 10  8 11  5  6  7
+4  8 13 10  8 12  5  6  8
+5  8 13 11  9 12  6  7  8
+5  8 14 11  9 13  6  7  9
+5  9 14 11 10 13  6  7  9
Requisites: Chr 0 (10)
Alignment: any E
HD/level: d6
Weapon Prof.: 2+level/4
To Hit Table: Wiz
Save Table: Wiz
Reference: DM Random
Groups: Wizard, Random
 

[PC3r] Random Priest Group Classes


Random Priest #157183

Level KXP Priest
123 456 789
1 0 1-- --- ---
2 2 3a- --- ---
3 5 42b --- ---
4 11 441 c-- ---
5 20 744 0d- ---
6 37 764 3ae ---
7 70 775 42b f--
8 133 777 441 cg-
9 251 777 744 0dh
10 492 777 744 1cg
11 824 777 754 2bf
12 1107 777 764 3ae
13 1422 777 774 40d
14 1755 777 774 41c
15 2158 777 775 42b
16 2616 777 776 43a
17 2946 777 777 440
18 3268 777 777 441
19 3590 777 777 542
20 3913 777 777 643
21 4244 777 777 744
22 4575 777 777 754
23 4909 777 777 755
24 5237 777 777 765
25 5569 777 777 766
26 5901 777 777 776
27 6233 777 777 777
28 6565 777 777 777
29 6905 777 777 777
30 7238 777 777 777
31 7570 777 777 777
32 7903 777 777 777
33 8236 777 777 777
34 8569 777 777 777
35 8902 777 777 777
36 9236 777 777 777
TH Saves
PD RS PP BW Sp Fo Re Wi
+1  8  4  5  2  3  0  0  2
+3  8  4  6  3  4  0  0  3
+5  9  5  6  3  4  0  1  3
+7  9  5  6  4  4  1  1  4
+9 10  6  7  4  5  1  1  4
+11 10  6  7  5  5  2  2  5
+13 11  7  8  5  6  2  2  5
+15 11  7  9  6  6  2  2  6
+17 12  7  9  6  7  3  3  6
+19 12  8  9  6  7  3  3  7
+21 13  8 10  7  8  4  3  7
+23 13  9 10  7  8  4  4  8
+25 13  9 10  7  8  4  4  8
+27 14  9 11  8  9  5  4  9
+29 14 10 11  8  9  5  5  9
+31 14 10 11  9  9  6  5 10
+33 15 11 12  9 10  6  5 10
+35 15 11 12 10 11  6  6 11
Requisites: Str 13, Con 13, Wis 13
Alignment: any E
HD/level: d6
Weapon Prof.: 7+level/7
To Hit Table: Pri
Save Table: Pri
Reference: DM Random
Groups: Priest, Random
 

[PC3r] Random Priest Group Classes


Random Priest #209506

Level KXP Priest
123 456 78
1 0 a-- --- --
2 2 0-- --- --
3 5 0a- --- --
4 9 10- --- --
5 18 20a --- --
6 34 210 --- --
7 65 320 --- --
8 127 321 --- --
9 240 321 a-- --
10 449 321 0-- --
11 679 432 0-- --
12 905 432 1-- --
13 1146 432 1a- --
14 1408 432 10- --
15 1700 543 20- --
16 1958 543 21- --
17 2217 543 21a --
18 2475 543 210 --
19 2733 654 320 --
20 2992 654 321 --
21 3250 654 321 a-
22 3508 654 321 0-
23 3767 665 432 0-
24 4025 665 432 1-
25 4283 666 543 1-
26 4542 666 543 2-
27 4800 666 543 2a
28 5058 666 543 20
29 5325 666 543 21
30 5583 666 543 22
31 5841 666 543 32
32 6100 666 654 32
33 6358 666 654 33
34 6617 666 665 43
35 6875 666 665 44
36 7133 666 666 54
TH Saves
PD RS PP BW Sp Fo Re Wi
+1  8  4  5  2  3  0  0  2
+2  8  4  6  3  4  0  0  3
+3  9  5  6  3  4  0  1  3
+5  9  5  6  4  4  1  1  4
+6 10  6  7  4  5  1  1  4
+7 10  6  7  5  5  2  2  5
+9 11  7  8  5  6  2  2  5
+10 11  7  9  6  6  2  2  6
+11 12  7  9  6  7  3  3  6
+13 12  8  9  6  7  3  3  7
+14 13  8 10  7  8  4  3  7
+15 13  9 10  7  8  4  4  8
+17 13  9 10  7  8  4  4  8
+18 14  9 11  8  9  5  4  9
+19 14 10 11  8  9  5  5  9
+21 14 10 11  9  9  6  5 10
+22 15 11 12  9 10  6  5 10
+23 15 11 12 10 11  6  6 11
Requisites: Wis 0
Alignment: any
HD/level: others +1d+0  (see note)
Weapon Prof.: 7+level/5
To Hit Table: 2xPri
Save Table: Pri
Reference: DM Random
Groups: Priest, Random
 

[PC3r] Random Priest Group Classes


Random Priest #18251

Level KXP Priest
123 456 789 A
1 0 1-- --- --- -
2 2 20- --- --- -
3 5 21- --- --- -
4 9 320 --- --- -
5 20 321 --- --- -
6 44 432 0-- --- -
7 102 432 1-- --- -
8 245 543 20- --- -
9 617 543 21- --- -
10 802 654 320 --- -
11 1001 654 321 --- -
12 1203 765 432 0-- -
13 1421 765 432 1-- -
14 1633 776 543 20- -
15 1868 776 543 21- -
16 2146 777 654 320 -
17 2361 777 654 321 -
18 2571 777 765 432 -
19 2781 777 776 543 -
20 2992 777 777 654 -
21 3211 777 777 765 -
22 3429 777 777 776 -
23 3651 777 777 777 -
24 3867 888 877 777 -
25 4086 888 888 877 -
26 4304 888 888 888 -
27 4523 888 888 888 b
28 4742 888 888 888 0
29 4961 888 888 888 1
30 5180 888 888 888 2
31 5398 888 888 888 3
32 5617 888 888 888 4
33 5836 888 888 888 5
34 6055 888 888 888 6
35 6273 888 888 888 7
36 6492 888 888 888 8
TH Saves
PD RS PP BW Sp Fo Re Wi
+0  5  3  8  2  3  1  0  1
+1  5  4  8  2  3  1  0  2
+1  6  4  8  3  4  2  0  2
+2  6  5  8  3  4  2  1  3
+3  6  5  9  3  4  2  1  3
+3  6  6  9  4  5  3  1  4
+4  7  6  9  4  5  3  2  4
+5  7  7  9  4  5  4  2  5
+5  7  7 10  5  6  4  2  5
+6  7  8 10  5  6  4  3  6
+7  8  8 10  5  6  5  3  6
+7  8  9 10  6  7  5  3  7
+8  8  9 11  6  7  6  4  7
+9  8 10 11  6  7  6  4  8
+9  9 10 11  7  8  6  4  8
+10  9 11 11  7  8  7  5  9
+11  9 11 12  7  9  7  5  9
+11  9 12 12  8  9  8  5 10
Requisites: Wis 12
Alignment: any
HD/level: 2d1-1
Weapon Prof.: 3+level/2
To Hit Table: Pri
Save Table: Mon
Reference: DM Random
Groups: Priest, Random
 

[PC3r] Random Priest Group Classes


Random Priest #420814

Level KXP Priest
123 456 7
1 0 2-- --- -
2 2 21- --- -
3 5 22- --- -
4 11 320 --- -
5 20 421 --- -
6 39 531 --- -
7 74 542 --- -
8 144 652 0-- -
9 269 663 00- -
10 462 664 10- -
11 661 665 200 -
12 889 666 310 0
13 1168 666 420 0
14 1383 666 530 0
15 1603 666 641 0
16 1827 666 652 0
17 2094 666 663 1
18 2366 666 664 2
19 2638 666 665 3
20 2910 666 666 4
21 3182 666 666 5
22 3455 666 666 6
23 3728 766 666 6
24 4000 776 666 6
25 4273 777 666 6
26 4547 777 766 6
27 4830 777 776 6
28 5113 777 777 6
29 5413 777 777 7
30 5697 877 777 7
31 5981 887 777 7
32 6275 888 777 7
33 6570 888 877 7
34 6864 888 887 7
35 7159 888 888 7
36 7464 888 888 8
TH Saves
PD RS PP BW Sp Fo Re Wi
+0  8  4  5  2  3  0  0  2
+1  8  4  6  3  4  0  0  3
+1  9  5  6  3  4  0  1  3
+2  9  5  6  4  4  1  1  4
+3 10  6  7  4  5  1  1  4
+3 10  6  7  5  5  2  2  5
+4 11  7  8  5  6  2  2  5
+5 11  7  9  6  6  2  2  6
+5 12  7  9  6  7  3  3  6
+6 12  8  9  6  7  3  3  7
+7 13  8 10  7  8  4  3  7
+7 13  9 10  7  8  4  4  8
+8 13  9 10  7  8  4  4  8
+9 14  9 11  8  9  5  4  9
+9 14 10 11  8  9  5  5  9
+10 14 10 11  9  9  6  5 10
+11 15 11 12  9 10  6  5 10
+11 15 11 12 10 11  6  6 11
Requisites: Wis 9
Alignment: LE, NE, NG, or CN
HD/level: d1+4
Weapon Prof.: 3+level/3
To Hit Table: Pri
Save Table: Pri
Reference: DM Random
Groups: Priest, Random
 

[PC3r] Random Priest Group Classes


Random Priest #844950

Level KXP Priest     Psi6E
123 456 7  123 456
1 0 2-- --- -  1-- ---
2 2 31- --- -  2-- ---
3 5 420 --- -  21- ---
4 9 531 a-- -  22- ---
5 15 642 0b- -  221 ---
6 25 653 1ac -  332 ---
7 48 664 20b -  443 ---
8 94 665 31a d  554 ---
9 172 666 420 c  665 ---
10 309 666 531 b  666 ---
11 477 666 642 a  666 1--
12 672 666 653 0  766 1--
13 946 666 664 1  866 2--
14 1201 666 665 2  966 3--
15 1503 666 666 3  976 3--
16 1816 666 666 4  987 4--
17 2065 666 666 5  998 5--
18 2309 666 666 6  999 5--
19 2554 766 666 6  999 6--
20 2799 776 666 6  A99 61-
21 3044 777 666 6  B99 61-
22 3288 777 766 6  C99 62-
23 3533 777 776 6  DA9 62-
24 3778 777 777 6  DB9 63-
25 4023 777 777 7  DC9 73-
26 4267 877 777 7  DDA 84-
27 4512 887 777 7  DDB 94-
28 4757 888 777 7  DDC 95-
29 5001 888 877 7  DDD A5-
30 5246 888 887 7  DDD B6-
31 5491 888 888 7  DDD C61
32 5786 888 888 8  DDD D62
33 6080 998 888 8  DDD DA3
34 6375 999 988 8  DDD DB4
35 6670 999 999 8  DDD DC5
36 6915 999 999 9  DDD DD6
TH Saves
PD RS PP BW Sp Fo Re Wi
+1  4  2  3  1  1  1  1  0
+3  5  2  4  2  1  1  1  0
+5  5  3  4  3  2  2  2  1
+7  6  4  5  4  3  2  2  1
+9  7  5  6  5  4  3  2  1
+11  8  5  7  6  4  3  3  2
+13  8  6  7  7  5  4  3  2
+15  9  7  8  8  6  4  4  2
+17 10  8  9  9  7  5  4  3
+19 11  8 10 10  7  5  4  3
+21 11  9 10 11  8  6  5  3
+23 12 10 11 12  9  6  5  4
+25 13 11 12 13 10  7  6  4
+27 14 11 13 14 10  7  6  4
+29 14 12 13 14 11  8  6  5
+31 14 12 14 14 11  8  7  5
+33 14 13 14 14 12  9  7  5
+35 15 13 14 14 12  9  8  6
Requisites: Str 6+level, Dex 3+level, Con 2+level,
Alignment: any N
HD/level: dCON
Weapon Prof.: 5+level/2
To Hit Table: Pri
Save Table: Pri
Reference: DM Random
Groups: Priest, Random
 

[PC3r] Random Priest Group Classes


Random Priest #156939

Level KXP Priest
123 456 789
1 0 1-- --- ---
2 2 11- --- ---
3 5 111 --- ---
4 9 111 1-- ---
5 16 111 11- ---
6 29 222 11- ---
7 54 222 111 ---
8 102 222 222 ---
9 192 222 222 1--
10 357 333 222 1--
11 603 333 333 1--
12 802 333 333 11-
13 1019 333 333 22-
14 1257 333 333 221
15 1525 333 333 222
16 1843 333 333 333
17 2091 444 333 333
18 2341 444 444 333
19 2591 444 444 444
20 2841 555 444 444
21 3091 555 555 444
22 3341 555 555 555
23 3592 666 555 555
24 3843 666 666 555
25 4094 666 666 666
26 4345 777 666 666
27 4606 777 777 666
28 4867 777 777 777
29 5137 888 777 777
30 5399 888 888 777
31 5661 888 888 888
32 5923 999 888 888
33 6185 999 999 888
34 6447 999 999 999
35 6710 AAA 999 999
36 6993 AAA AAA 999
TH Saves
PD RS PP BW Sp Fo Re Wi
+0  4  2  3  1  1  1  1  0
+1  5  2  4  2  1  1  1  0
+1  5  3  4  3  2  2  2  1
+2  6  4  5  4  3  2  2  1
+3  7  5  6  5  4  3  2  1
+3  8  5  7  6  4  3  3  2
+4  8  6  7  7  5  4  3  2
+5  9  7  8  8  6  4  4  2
+5 10  8  9  9  7  5  4  3
+6 11  8 10 10  7  5  4  3
+7 11  9 10 11  8  6  5  3
+7 12 10 11 12  9  6  5  4
+8 13 11 12 13 10  7  6  4
+9 14 11 13 14 10  7  6  4
+9 14 12 13 14 11  8  6  5
+10 14 12 14 14 11  8  7  5
+11 14 13 14 14 12  9  7  5
+11 15 13 14 14 12  9  8  6
Requisites: Con 15, Wis 12
Alignment: any N
HD/level: d10
Weapon Prof.: 3+level/2
To Hit Table: Pri
Save Table: Pri
Reference: DM Random
Groups: Priest, Random
 

[PC3r] Random Priest Group Classes


Random Priest #757638

Level KXP Priest
123 456 7
1 0 1-- --- -
2 3 20- --- -
3 6 31- --- -
4 12 320 --- -
5 21 321 --- -
6 37 332 0-- -
7 68 332 1-- -
8 125 333 20- -
9 225 333 21- -
10 395 333 32- -
11 579 333 33- -
12 775 433 330 -
13 984 443 331 -
14 1190 444 332 -
15 1406 444 433 -
16 1623 444 443 -
17 1847 444 444 -
18 2072 544 444 0
19 2297 554 444 1
20 2523 555 444 2
21 2750 555 544 3
22 2977 555 554 4
23 3205 555 555 4
24 3434 555 555 5
25 3663 655 555 5
26 3893 665 555 5
27 4124 666 555 5
28 4355 666 655 5
29 4587 666 665 5
30 4820 666 666 5
31 5053 666 666 6
32 5297 766 666 6
33 5542 776 666 6
34 5787 777 666 6
35 6033 777 766 6
36 6270 777 776 6
TH Saves
PD RS PP BW Sp Fo Re Wi
+0  8  4  5  2  3  0  0  2
+1  9  5  6  3  4  0  1  3
+1  9  5  6  4  4  1  1  4
+2 10  6  7  5  5  2  2  5
+3 11  7  8  5  6  2  2  5
+3 12  7  9  6  7  3  3  6
+4 12  8  9  6  7  3  3  7
+5 13  9 10  7  8  4  4  8
+5 13  9 10  7  8  4  4  8
+6 14 10 11  8  9  5  5  9
+7 14 10 11  9  9  6  5 10
+7 15 11 12 10 11  6  6 11
+8 16 12 13 10 11  7  6 11
+9 16 13 13 11 12  8  7 12
+9 16 13 14 12 12  8  7 13
+10 16 14 14 13 13  9  8 14
+11 16 14 15 13 13  9  8 14
+11 16 15 15 14 14 10  9 15
Requisites: Wis 13, Int 13
Alignment: any J
HD/level: d6
Weapon Prof.: 6+level/6
To Hit Table: Pri
Save Table: 1½xPri
Reference: DM Random
Groups: Priest, Random
 

[PC3r] Random Priest Group Classes


Random Priest #234676

Level KXP Priest
123 456 78
1 0 abc def gh
2 3 0ab cde fg
3 7 10a bcd ef
4 12 20a bcd ef
5 21 310 bcd ef
6 37 420 abc de
7 64 530 abc de
8 114 641 0ab cd
9 206 752 0ab cd
10 417 863 0ab cd
11 631 974 0ab cd
12 848 A85 10a bc
13 1078 B96 20a bc
14 1307 CA7 30a bc
15 1536 DB8 40a bc
16 1766 EC9 50a bc
17 1997 FDA 610 ab
18 2229 GEB 720 ab
19 2461 HFC 830 ab
20 2693 IGD 940 ab
21 2927 JHE A50 ab
22 3161 KIF B60 ab
23 3396 LJG C71 0a
24 3631 MKH D82 0a
25 3867 NLI E93 0a
26 4104 OMJ FA4 0a
27 4341 PNK GB5 0a
28 4579 QOL HC6 0a
29 4818 RPM ID7 0a
30 5057 SQN JE8 10
31 5298 TRO KF9 20
32 5538 USP LGA 30
33 5780 VTQ MHB 40
34 6022 WUR NIC 50
35 6265 XVS OJD 60
36 6508 YWT PKE 70
TH Saves
PD RS PP BW Sp Fo Re Wi
+0  8  4  5  2  3  0  0  2
+1  8  4  6  3  4  0  0  3
+1  9  5  6  3  4  0  1  3
+2  9  5  6  4  4  1  1  4
+3 10  6  7  4  5  1  1  4
+3 10  6  7  5  5  2  2  5
+4 11  7  8  5  6  2  2  5
+5 11  7  9  6  6  2  2  6
+5 12  7  9  6  7  3  3  6
+6 12  8  9  6  7  3  3  7
+7 13  8 10  7  8  4  3  7
+7 13  9 10  7  8  4  4  8
+8 13  9 10  7  8  4  4  8
+9 14  9 11  8  9  5  4  9
+9 14 10 11  8  9  5  5  9
+10 14 10 11  9  9  6  5 10
+11 15 11 12  9 10  6  5 10
+11 15 11 12 10 11  6  6 11
Requisites: Str 9, Dex 12, Int 15, Wis 13, Chr 14
Alignment: 0
HD/level: d8
Weapon Prof.: 4+level/3
To Hit Table: Pri
Save Table: Pri
Reference: DM Random
Groups: Priest, Random
 

[PC3r] Random Priest Group Classes


Random Priest #594101

Level KXP Wizard/Priest
123 456 789
1 0 1-- --- ---
2 1 20- --- ---
3 2 21- --- ---
4 6 320 --- ---
5 13 421 --- ---
6 29 422 0-- ---
7 69 432 1-- ---
8 132 433 20- ---
9 248 433 21- ---
10 395 443 22- ---
11 546 444 330 ---
12 704 444 441 ---
13 889 555 442 0--
14 1098 555 442 1--
15 1332 555 552 10-
16 1534 555 553 21-
17 1742 555 553 320
18 1950 555 553 321
19 2159 555 553 331
20 2368 555 554 332
21 2577 555 554 442
22 2786 555 555 443
23 2995 555 555 553
24 3204 555 555 554
25 3414 555 555 555
26 3624 666 655 555
27 3833 666 666 655
28 4043 666 666 666
29 4270 777 766 666
30 4480 777 777 766
31 4691 777 777 777
32 4901 888 877 777
33 5112 888 888 877
34 5323 888 888 888
35 5535 999 988 888
36 5746 999 999 999
TH Saves
PD RS PP BW Sp Fo Re Wi
+0  8  4  5  2  3  0  0  2
+1  8  4  6  3  4  0  0  3
+1  9  5  6  3  4  0  1  3
+2  9  5  6  4  4  1  1  4
+3 10  6  7  4  5  1  1  4
+3 10  6  7  5  5  2  2  5
+4 11  7  8  5  6  2  2  5
+5 11  7  9  6  6  2  2  6
+5 12  7  9  6  7  3  3  6
+6 12  8  9  6  7  3  3  7
+7 13  8 10  7  8  4  3  7
+7 13  9 10  7  8  4  4  8
+8 13  9 10  7  8  4  4  8
+9 14  9 11  8  9  5  4  9
+9 14 10 11  8  9  5  5  9
+10 14 10 11  9  9  6  5 10
+11 15 11 12  9 10  6  5 10
+11 15 11 12 10 11  6  6 11
Requisites: Wis 20, Chr 22
Alignment: non-TN
HD/level: d6
Weapon Prof.: 2+level
To Hit Table: Pri
Save Table: Pri
Reference: DM Random
Groups: Priest, Random
 

[PC3r] Random Priest Group Classes


Random Priest #584687

Level KXP Priest
123 456 78
1 0 0-- --- --
2 2 1-- --- --
3 5 20- --- --
4 11 21- --- --
5 20 220 --- --
6 40 221 --- --
7 76 322 0-- --
8 144 332 1-- --
9 272 333 20- --
10 534 443 21- --
11 799 443 320 --
12 1074 444 321 --
13 1358 554 322 --
14 1633 555 332 --
15 1908 655 333 --
16 2182 655 443 0-
17 2457 665 443 1-
18 2732 665 443 2-
19 3007 765 444 2-
20 3281 765 444 3-
21 3556 765 554 3-
22 3831 765 554 4-
23 4105 776 654 4-
24 4380 876 655 40
25 4655 876 655 51
26 4929 877 665 52
27 5204 887 666 52
28 5479 887 776 53
29 5753 887 776 63
30 6028 888 777 63
31 6303 888 887 64
32 6588 988 887 64
33 6872 998 888 74
34 7157 999 888 84
35 7442 999 998 85
36 7716 999 999 95
TH Saves
PD RS PP BW Sp Fo Re Wi
+0  8  4  5  2  3  1  1  2
+1  8  4  6  3  4  1  1  3
+1  9  5  6  3  4  2  2  3
+2  9  5  6  4  4  2  2  4
+3 10  6  7  5  5  3  2  4
+3 10  6  7  6  5  3  3  5
+4 11  7  8  7  6  4  3  5
+5 11  7  9  8  6  4  4  6
+5 12  8  9  9  7  5  4  6
+6 12  8 10 10  7  5  4  7
+7 13  9 10 11  8  6  5  7
+7 13 10 11 12  9  6  5  8
+8 13 11 12 13 10  7  6  8
+9 14 11 13 14 10  7  6  9
+9 14 12 13 14 11  8  6  9
+10 14 12 14 14 11  8  7 10
+11 15 13 14 14 12  9  7 10
+11 15 13 14 14 12  9  8 11
Requisites: Str 13, Con 13, Wis 13
Alignment: any
HD/level: d8
Weapon Prof.: 3+level/2
To Hit Table: Pri
Save Table: War/Pri
Reference: DM Random
Groups: Priest, Random
 

[PC3r] Random Priest Group Classes


Random Priest #439515

Level KXP Priest
123 456 789
1 0 (unknown)
2 2 (unknown)
3 4 (unknown)
4 8 (unknown)
5 14 (unknown)
6 27 (unknown)
7 53 (unknown)
8 103 (unknown)
9 193 (unknown)
10 323 (unknown)
11 478 (unknown)
12 647 (unknown)
13 839 (unknown)
14 1028 (unknown)
15 1242 (unknown)
16 1423 (unknown)
17 1603 (unknown)
18 1784 (unknown)
19 1965 (unknown)
20 2146 (unknown)
21 2326 (unknown)
22 2507 (unknown)
23 2688 (unknown)
24 2869 (unknown)
25 3049 (unknown)
26 3230 (unknown)
27 3411 (unknown)
28 3592 (unknown)
29 3772 (unknown)
30 3953 (unknown)
31 4134 (unknown)
32 4328 (unknown)
33 4522 (unknown)
34 4716 (unknown)
35 4910 (unknown)
36 5091 (unknown)
TH Saves
PD RS PP BW Sp Fo Re Wi
+0  8  4  6  3  4  0  0  3
+1  9  5  6  4  4  1  1  4
+1 10  6  7  5  5  2  2  5
+2 11  7  9  6  6  2  2  6
+3 12  8  9  6  7  3  3  7
+3 13  9 10  7  8  4  4  8
+4 14  9 11  8  9  5  4  9
+5 14 10 11  9  9  6  5 10
+5 15 11 12 10 11  6  6 11
+6 16 12 13 11 12  7  6 12
+7 16 13 14 12 12  8  7 13
+7 16 14 14 13 13  9  8 14
+8 16 14 15 14 14 10  8 15
+9 17 15 16 14 14 10  9 16
+9 17 15 16 15 15 11 10 17
+10 17 16 16 15 16 12 10 18
+11 17 16 16 16 16 13 11 19
+11 17 16 16 16 16 14 12 20
Requisites: Dex 14, Wis 15
Alignment: any
HD/level: d5
Weapon Prof.: 2+level/2
To Hit Table: Pri
Save Table: 2xPri
Reference: DM Random
Groups: Priest, Random
 

[PC3r] Random Priest Group Classes


Random Priest #503876

Level KXP ProtoLich Lich
123 456 7 [01]
1 0 1-- --- - [--]
2 3 2-- --- - [--]
3 7 21- --- - [--]
4 15 32- --- - [--]
5 30 321 --- - [--]
6 58 432 --- - [--]
7 101 432 1-- - [--]
8 176 543 2-- - [--]
9 338 543 21- - [--]
10 530 653 21- - [--]
11 789 654 31- - [--]
12 1063 654 32- - [--]
13 1374 654 321 - [--]
14 1695 654 322 - [--]
15 2040 654 332 - [--]
16 2353 654 333 - [--]
17 2665 654 433 - [--]
18 2977 654 443 - [--]
19 3290 654 444 - [--]
20 3602 655 444 1 [--]
21 3915 655 544 1 [--]
22 4227 655 554 1 [--]
23 4540 655 555 1 [--]
24 4852 665 555 1 [1-]
25 5164 666 555 1 [2-]
26 5477 666 655 2 [3-]
27 5789 666 665 2 [21]
28 6102 666 666 2 [21]
29 6422 766 666 2 [12]
30 6734 777 666 2 [12]
31 7047 777 776 3 [-3]
32 7369 777 777 3 [-3]
33 7692 888 777 3 [-4]
34 8014 888 888 3 [-4]
35 8337 999 999 4 [-5]
36 8649 AAA AAA 4 [-5]
TH Saves
PD RS PP BW Sp Fo Re Wi
+0  8  4  5  2  3  0  0  2
+1  8  4  6  3  4  0  0  3
+1  9  5  6  3  4  0  1  3
+2  9  5  6  4  4  1  1  4
+3 10  6  7  4  5  1  1  4
+3 10  6  7  5  5  2  2  5
+4 11  7  8  5  6  2  2  5
+5 11  7  9  6  6  2  2  6
+5 12  7  9  6  7  3  3  6
+6 12  8  9  6  7  3  3  7
+7 13  8 10  7  8  4  3  7
+7 13  9 10  7  8  4  4  8
+8 13  9 10  7  8  4  4  8
+9 14  9 11  8  9  5  4  9
+9 14 10 11  8  9  5  5  9
+10 14 10 11  9  9  6  5 10
+11 15 11 12  9 10  6  5 10
+11 15 11 12 10 11  6  6 11
Requisites: Str 10, Dex 14, Int 12, Wis 13
Alignment: LE
HD/level: d12
Weapon Prof.: 3+level/2
To Hit Table: Pri
Save Table: Pri
Reference: DM Random
Groups: Priest, Random
 

[PC3r] Random Priest Group Classes


Random Priest #739919

Level KXP Priest
123 456 789
1 0 1-- --- ---
2 2 3a- --- ---
3 5 42b --- ---
4 10 441 c-- ---
5 19 744 0d- ---
6 36 764 3ae ---
7 66 775 42b f--
8 120 777 441 cg-
9 222 777 744 0dh
10 401 777 744 1cg
11 674 777 754 2bf
12 943 777 764 3ae
13 1269 777 774 40d
14 1550 777 774 41c
15 1835 777 775 42b
16 2120 777 776 43a
17 2405 777 777 440
18 2691 777 777 441
19 2976 777 777 542
20 3261 777 777 643
21 3546 777 777 744
22 3832 777 777 754
23 4117 777 777 755
24 4402 777 777 765
25 4687 777 777 766
26 4972 777 777 776
27 5258 777 777 777
28 5543 777 777 777
29 5836 777 777 777
30 6122 777 777 777
31 6407 777 777 777
32 6702 777 777 777
33 6997 777 777 777
34 7293 777 777 777
35 7588 777 777 777
36 7873 777 777 777
TH Saves
PD RS PP BW Sp Fo Re Wi
+1  8  4  5  2  3  0  0  2
+2  8  4  6  3  4  0  0  3
+3  9  5  6  3  4  0  1  3
+4  9  5  6  4  4  1  1  4
+5 10  6  7  4  5  1  1  4
+6 10  6  7  5  5  2  2  5
+7 11  7  8  5  6  2  2  5
+8 11  7  9  6  6  2  2  6
+9 12  7  9  6  7  3  3  6
+10 12  8  9  6  7  3  3  7
+11 13  8 10  7  8  4  3  7
+12 13  9 10  7  8  4  4  8
+13 13  9 10  7  8  4  4  8
+14 14  9 11  8  9  5  4  9
+15 14 10 11  8  9  5  5  9
+16 14 10 11  9  9  6  5 10
+17 15 11 12  9 10  6  5 10
+18 15 11 12 10 11  6  6 11
Requisites: Str 14, Dex 14, Wis 16
Alignment: *G
HD/level: ++d6
Weapon Prof.: level
To Hit Table: Mon
Save Table: Pri
Reference: DM Random
Groups: Priest, Random
 

[PC3r] Random Priest Group Classes


Random Priest #723361

Level KXP Priest
123 456 7
1 0 1-- --- -
2 2 20- --- -
3 5 31- --- -
4 10 42- --- -
5 18 530 --- -
6 32 541 --- -
7 56 552 --- -
8 103 553 0-- -
9 183 554 1-- -
10 313 555 2-- -
11 456 555 30- -
12 651 555 41- -
13 941 555 52- -
14 1182 555 530 -
15 1497 555 541 -
16 1866 555 552 -
17 2108 555 553 0
18 2341 555 554 1
19 2575 555 555 2
20 2808 555 555 3
21 3058 555 555 4
22 3308 555 555 5
23 3565 655 555 5
24 3808 665 555 5
25 4058 666 555 5
26 4308 666 655 5
27 4558 666 665 5
28 4808 666 666 5
29 5075 666 666 6
30 5325 766 666 6
31 5575 776 666 6
32 5825 777 666 6
33 6075 777 766 6
34 6325 777 776 6
35 6575 777 777 6
36 6825 777 777 7
TH Saves
PD RS PP BW Sp Fo Re Wi
+0  8  4  5  2  3  0  0  2
+1  8  4  6  3  4  0  0  3
+1  9  5  6  3  4  0  1  3
+2  9  5  6  4  4  1  1  4
+3 10  6  7  4  5  1  1  4
+3 10  6  7  5  5  2  2  5
+4 11  7  8  5  6  2  2  5
+5 11  7  9  6  6  2  2  6
+5 12  7  9  6  7  3  3  6
+6 12  8  9  6  7  3  3  7
+7 13  8 10  7  8  4  3  7
+7 13  9 10  7  8  4  4  8
+8 13  9 10  7  8  4  4  8
+9 14  9 11  8  9  5  4  9
+9 14 10 11  8  9  5  5  9
+10 14 10 11  9  9  6  5 10
+11 15 11 12  9 10  6  5 10
+11 15 11 12 10 11  6  6 11
Requisites: Str 10, Dex 14, Int 12, Wis 13
Alignment: LE or NE
HD/level: 2d1-1
Weapon Prof.: 2+level/4
To Hit Table: Pri
Save Table: Pri
Reference: DM Random
Groups: Priest, Random
 

[PC3r] Random Priest Group Classes


Random Priest #199914

Level KXP Priest
123 456 789
1 0 0-- --- ---
2 2 1-- --- ---
3 5 2a- --- ---
4 10 30- --- ---
5 18 32a --- ---
6 33 430 --- ---
7 62 432 a-- ---
8 118 443 0-- ---
9 201 543 2a- ---
10 357 544 30- ---
11 518 554 32- ---
12 683 554 43a ---
13 887 655 432 a--
14 1126 655 443 0--
15 1437 665 543 2a-
16 1727 665 544 30-
17 1960 666 554 32a
18 2190 666 554 430
19 2420 666 655 432
20 2652 666 655 443
21 2884 666 665 544
22 3117 666 665 555
23 3351 666 666 555
24 3586 666 666 655
25 3822 666 666 665
26 4058 666 666 666
27 4296 766 666 666
28 4534 776 666 666
29 4781 777 666 666
30 5021 777 766 666
31 5261 777 776 666
32 5503 777 777 666
33 5745 777 777 766
34 5989 777 777 776
35 6233 777 777 777
36 6477 877 777 777
TH Saves
PD RS PP BW Sp Fo Re Wi
+0  8  4  5  2  3  0  0  2
+1  8  4  6  3  4  0  0  3
+2  9  5  6  3  4  0  1  3
+3  9  5  6  4  4  1  1  4
+4 10  6  7  4  5  1  1  4
+5 10  6  7  5  5  2  2  5
+6 11  7  8  5  6  2  2  5
+7 11  7  9  6  6  2  2  6
+8 12  7  9  6  7  3  3  6
+9 12  8  9  6  7  3  3  7
+10 13  8 10  7  8  4  3  7
+11 13  9 10  7  8  4  4  8
+12 13  9 10  7  8  4  4  8
+13 14  9 11  8  9  5  4  9
+14 14 10 11  8  9  5  5  9
+15 14 10 11  9  9  6  5 10
+16 15 11 12  9 10  6  5 10
+17 15 11 12 10 11  6  6 11
Requisites: Wis 13, Int 13
Alignment: any
HD/level: +d8
Weapon Prof.: 2+level/4
To Hit Table: War
Save Table: Pri
Reference: DM Random
Groups: Priest, Random
 

[PC3r] Random Priest Group Classes


Random Priest #909893

Level KXP Priest
123 456 789
1 0 1-- --- ---
2 3 20- --- ---
3 11 21- --- ---
4 22 320 --- ---
5 37 321 --- ---
6 58 332 0-- ---
7 88 432 1-- ---
8 131 433 20- ---
9 195 443 21- ---
10 324 443 320 ---
11 469 544 321 ---
12 614 544 332 0--
13 774 554 432 1--
14 948 554 433 20-
15 1150 554 443 21-
16 1399 555 443 320
17 1587 555 544 321
18 1773 555 544 332
19 1961 555 554 433
20 2152 555 554 444
21 2346 555 555 444
22 2542 555 555 544
23 2740 555 555 554
24 2941 555 555 555
25 3145 655 555 555
26 3351 665 555 555
27 3559 666 555 555
28 3770 666 655 555
29 4016 666 665 555
30 4232 666 666 555
31 4451 666 666 655
32 4678 666 666 665
33 4908 666 666 666
34 5141 766 666 666
35 5376 776 666 666
36 5607 777 666 666
TH Saves
PD RS PP BW Sp Fo Re Wi
+1  8  4  5  2  3  0  0  2
+2  8  4  6  3  4  0  0  3
+3  9  5  6  3  4  0  1  3
+4  9  5  6  4  4  1  1  4
+5 10  6  7  4  5  1  1  4
+6 10  6  7  5  5  2  2  5
+7 11  7  8  5  6  2  2  5
+8 11  7  9  6  6  2  2  6
+9 12  7  9  6  7  3  3  6
+10 12  8  9  6  7  3  3  7
+11 13  8 10  7  8  4  3  7
+12 13  9 10  7  8  4  4  8
+13 13  9 10  7  8  4  4  8
+14 14  9 11  8  9  5  4  9
+15 14 10 11  8  9  5  5  9
+16 14 10 11  9  9  6  5 10
+17 15 11 12  9 10  6  5 10
+18 15 11 12 10 11  6  6 11
Requisites: Str 9, Con 9, Int 9, Wis 12, Chr 16
Alignment: LS (Lawful Stupid)
HD/level: d8
Weapon Prof.: 2+level/5
To Hit Table: Mon
Save Table: Pri
Reference: DM Random
Groups: Priest, Random
 

[PC3r] Random Priest Group Classes


Random Priest #419476

Level KXP Priest
123 456 789
1 0 1-- --- ---
2 1 2a- --- ---
3 3 31c --- ---
4 6 41a e-- ---
5 11 521 cg- ---
6 20 621 aei ---
7 38 731 1cg k--
8 75 832 1ae im-
9 142 942 11c gko
10 270 953 21a eim
11 427 963 211 cgk
12 594 974 211 aei
13 802 984 321 1cg
14 979 995 321 1ae
15 1156 996 422 11c
16 1333 997 432 11a
17 1511 998 532 111
18 1688 999 542 211
19 1865 999 643 211
20 2042 999 753 221
21 2228 999 853 221
22 2414 999 964 321
23 2602 999 974 322
24 2785 999 985 332
25 2970 999 995 332
26 3156 999 996 432
27 3341 999 997 443
28 3527 999 998 543
29 3713 999 999 543
30 3898 999 999 654
31 4084 999 999 754
32 4276 999 999 864
33 4468 999 999 975
34 4661 999 999 985
35 4853 999 999 996
36 5038 999 999 997
TH Saves
PD RS PP BW Sp Fo Re Wi
+1  7  6  4  2  3  0  0  2
+1  7  6  4  3  3  0  0  3
+1  7  6  4  3  4  0  1  3
+2  7  6  5  3  4  1  1  4
+3  9  8  6  4  5  1  1  4
+3  9  8  6  5  5  2  2  5
+3  9  8  6  5  6  2  2  5
+4  9  8  7  5  6  2  2  6
+5 11 10  8  6  7  3  3  6
+5 11 10  8  7  7  3  3  7
+5 11 10  8  7  8  4  3  7
+6 11 10  9  7  8  4  4  8
+7 12 11 10  8  9  4  4  8
+7 12 11 10  9  9  5  4  9
+7 12 11 10  9 10  5  5  9
+8 12 11 11  9 10  6  5 10
+9 13 12 12 10 11  6  5 10
+9 13 12 12 11 11  6  6 11
Requisites: Wis 9
Alignment: any
HD/level: d6
Weapon Prof.: 4+level/2
To Hit Table: CTD0
Save Table: Clr0
Reference: DM Random
Groups: Priest, Random
 

[PC3r] Random Priest Group Classes


Random Priest #153759

Level KXP ProtoLich Lich
123 456 7 [01]
1 0 1-- --- - [--]
2 3 2-- --- - [--]
3 7 21- --- - [--]
4 15 32- --- - [--]
5 29 321 --- - [--]
6 56 432 --- - [--]
7 89 432 1-- - [--]
8 135 543 2-- - [--]
9 220 543 21- - [--]
10 354 653 21- - [--]
11 573 654 31- - [--]
12 798 654 32- - [--]
13 1039 654 321 - [--]
14 1292 654 322 - [--]
15 1567 654 332 - [--]
16 1887 654 333 - [--]
17 2142 654 433 - [--]
18 2394 654 443 - [--]
19 2645 654 444 - [--]
20 2896 655 444 1 [--]
21 3148 655 544 1 [--]
22 3399 655 554 1 [--]
23 3651 655 555 1 [--]
24 3902 665 555 1 [1-]
25 4153 666 555 1 [2-]
26 4405 666 655 2 [3-]
27 4656 666 665 2 [21]
28 4908 666 666 2 [21]
29 5167 766 666 2 [12]
30 5419 777 666 2 [12]
31 5670 777 776 3 [-3]
32 5931 777 777 3 [-3]
33 6193 888 777 3 [-4]
34 6454 888 888 3 [-4]
35 6716 999 999 4 [-5]
36 6967 AAA AAA 4 [-5]
TH Saves
PD RS PP BW Sp Fo Re Wi
+1  8  4  5  2  3  0  0  2
+1  8  4  6  3  4  0  0  3
+1  9  5  6  3  4  0  1  3
+2  9  5  6  4  4  1  1  4
+3 10  6  7  4  5  1  1  4
+3 10  6  7  5  5  2  2  5
+3 11  7  8  5  6  2  2  5
+4 11  7  9  6  6  2  2  6
+5 12  7  9  6  7  3  3  6
+5 12  8  9  6  7  3  3  7
+5 13  8 10  7  8  4  3  7
+6 13  9 10  7  8  4  4  8
+7 13  9 10  7  8  4  4  8
+7 14  9 11  8  9  5  4  9
+7 14 10 11  8  9  5  5  9
+8 14 10 11  9  9  6  5 10
+9 15 11 12  9 10  6  5 10
+9 15 11 12 10 11  6  6 11
Requisites: Int 16, Wis 18, Chr 17
Alignment: TN
HD/level: +d10
Weapon Prof.: 2+level/5
To Hit Table: CTD0
Save Table: Pri
Reference: DM Random
Groups: Priest, Random
 

[PC3r] Random Priest Group Classes


Random Priest #444807

Level KXP Priest
123 456 789
1 0 2-- --- ---
2 4 30- --- ---
3 10 32- --- ---
4 19 430 --- ---
5 33 432 --- ---
6 56 443 0-- ---
7 96 543 2-- ---
8 173 544 30- ---
9 330 554 32- ---
10 510 554 43- ---
11 707 655 432 ---
12 935 655 443 0--
13 1228 665 543 2--
14 1472 665 544 30-
15 1748 666 554 32-
16 1991 666 554 430
17 2236 666 655 432
18 2483 666 655 443
19 2732 666 665 544
20 2982 666 665 555
21 3234 666 666 555
22 3488 666 666 655
23 3743 666 666 665
24 4000 666 666 666
25 4259 766 666 666
26 4519 776 666 666
27 4781 777 666 666
28 5045 777 766 666
29 5318 777 776 666
30 5585 777 777 666
31 5853 777 777 766
32 6134 777 777 776
33 6416 777 777 777
34 6699 877 777 777
35 6985 887 777 777
36 7262 888 777 777
TH Saves
PD RS PP BW Sp Fo Re Wi
+0  8  4  5  2  3  0  0  2
+1  8  4  6  3  4  0  0  3
+1  9  5  6  3  4  0  1  3
+2  9  5  6  4  4  1  1  4
+3 10  6  7  4  5  1  1  4
+3 10  6  7  5  5  2  2  5
+4 11  7  8  5  6  2  2  5
+5 11  7  9  6  6  2  2  6
+5 12  7  9  6  7  3  3  6
+6 12  8  9  6  7  3  3  7
+7 13  8 10  7  8  4  3  7
+7 13  9 10  7  8  4  4  8
+8 13  9 10  7  8  4  4  8
+9 14  9 11  8  9  5  4  9
+9 14 10 11  8  9  5  5  9
+10 14 10 11  9  9  6  5 10
+11 15 11 12  9 10  6  5 10
+11 15 11 12 10 11  6  6 11
Requisites: Str 9, Wis 17
Alignment: any E
HD/level: d15
Weapon Prof.: -1+level*2
To Hit Table: Pri
Save Table: Pri
Reference: DM Random
Groups: Priest, Random
 

[PC3r] Random Priest Group Classes


Random Priest #151045

Level KXP Priest
123 456 7
1 0 1-- --- -
2 2 20- --- -
3 4 21- --- -
4 9 320 --- -
5 18 331 --- -
6 33 332 0-- -
7 60 332 1-- -
8 108 333 20- -
9 194 443 21- -
10 354 443 320 -
11 520 544 321 -
12 693 655 322 -
13 881 666 422 0
14 1091 666 532 1
15 1332 666 642 1
16 1540 777 643 1
17 1748 777 753 2
18 1957 888 864 2
19 2167 998 864 2
20 2378 999 875 2
21 2589 999 986 2
22 2801 999 996 3
23 3013 999 997 3
24 3226 999 998 3
25 3440 999 998 4
26 3655 999 999 4
27 3870 999 999 5
28 4086 999 999 6
29 4302 999 999 7
30 4519 999 999 8
31 4737 999 999 9
32 4956 AAA A99 9
33 5175 AAA AAA 9
34 5395 AAA AAA A
35 5615 BBB BAA A
36 5836 BBB BBB B
TH Saves
PD RS PP BW Sp Fo Re Wi
+0  8  4  5  2  3  0  0  2
+1  8  4  6  3  4  0  0  3
+1  9  5  6  3  4  0  1  3
+2  9  5  6  4  4  1  1  4
+3 10  6  7  4  5  1  1  4
+3 10  6  7  5  5  2  2  5
+4 11  7  8  5  6  2  2  5
+5 11  7  9  6  6  2  2  6
+5 12  7  9  6  7  3  3  6
+6 12  8  9  6  7  3  3  7
+7 13  8 10  7  8  4  3  7
+7 13  9 10  7  8  4  4  8
+8 13  9 10  7  8  4  4  8
+9 14  9 11  8  9  5  4  9
+9 14 10 11  8  9  5  5  9
+10 14 10 11  9  9  6  5 10
+11 15 11 12  9 10  6  5 10
+11 15 11 12 10 11  6  6 11
Requisites: Str 6, Wis 7
Alignment: any E
HD/level: d6+2
Weapon Prof.: 2+level/3
To Hit Table: Pri
Save Table: Pri
Reference: DM Random
Groups: Priest, Random
 

[PC3r] Random Priest Group Classes


Random Priest #910934

Level KXP ProtoLich Lich
123 456 7 [01]
1 0 1-- --- - [--]
2 2 2-- --- - [--]
3 6 21- --- - [--]
4 13 32- --- - [--]
5 26 321 --- - [--]
6 51 432 --- - [--]
7 83 432 1-- - [--]
8 128 543 2-- - [--]
9 212 543 21- - [--]
10 353 653 21- - [--]
11 569 654 31- - [--]
12 781 654 32- - [--]
13 996 654 321 - [--]
14 1227 654 322 - [--]
15 1479 654 332 - [--]
16 1776 654 333 - [--]
17 2010 654 433 - [--]
18 2240 654 443 - [--]
19 2470 654 444 - [--]
20 2700 655 444 1 [--]
21 2931 655 544 1 [--]
22 3162 655 554 1 [--]
23 3393 655 555 1 [--]
24 3625 665 555 1 [1-]
25 3857 666 555 1 [2-]
26 4089 666 655 2 [3-]
27 4322 666 665 2 [21]
28 4555 666 666 2 [21]
29 4805 766 666 2 [12]
30 5039 777 666 2 [12]
31 5273 777 776 3 [-3]
32 5507 777 777 3 [-3]
33 5742 888 777 3 [-4]
34 5977 888 888 3 [-4]
35 6212 999 999 4 [-5]
36 6448 AAA AAA 4 [-5]
TH Saves
PD RS PP BW Sp Fo Re Wi
+0  8  4  5  2  3  0  0  2
+1  8  4  6  3  4  0  0  3
+1  9  5  6  3  4  0  1  3
+2  9  5  6  4  4  1  1  4
+3 10  6  7  4  5  1  1  4
+3 10  6  7  5  5  2  2  5
+4 11  7  8  5  6  2  2  5
+5 11  7  9  6  6  2  2  6
+5 12  7  9  6  7  3  3  6
+6 12  8  9  6  7  3  3  7
+7 13  8 10  7  8  4  3  7
+7 13  9 10  7  8  4  4  8
+8 13  9 10  7  8  4  4  8
+9 14  9 11  8  9  5  4  9
+9 14 10 11  8  9  5  5  9
+10 14 10 11  9  9  6  5 10
+11 15 11 12  9 10  6  5 10
+11 15 11 12 10 11  6  6 11
Requisites: Str 14, Dex 14
Alignment: any
HD/level: d8
Weapon Prof.: 2+level/3
To Hit Table: Pri
Save Table: Pri
Reference: DM Random
Groups: Priest, Random
 

[PC3r] Random Priest Group Classes


Random Priest #491507

Level KXP Priest
123 456 7
1 0 0-- --- -
2 3 1-- --- -
3 6 20- --- -
4 10 21- --- -
5 17 220 --- -
6 30 221 --- -
7 54 322 0-- -
8 102 332 1-- -
9 193 333 20- -
10 354 443 21- -
11 516 443 320 -
12 686 444 321 -
13 863 554 322 -
14 1034 555 332 -
15 1205 655 333 -
16 1375 655 443 0
17 1546 665 443 1
18 1718 665 443 2
19 1889 765 444 2
20 2061 765 444 3
21 2232 765 554 3
22 2404 765 554 4
23 2576 776 654 4
24 2749 876 655 4
25 2921 876 655 5
26 3094 877 665 5
27 3266 887 666 5
28 3439 887 776 5
29 3612 887 776 6
30 3786 888 777 6
31 3959 888 887 6
32 4139 988 887 6
33 4320 998 888 7
34 4500 999 888 8
35 4681 999 998 8
36 4855 999 999 9
TH Saves
PD RS PP BW Sp Fo Re Wi
Pri  0  0  0  0  0  0  0  0
+0  1  1  1  1  1  1  1  1
+0  1  1  1  1  1  1  1  1
+1  2  2  2  2  2  2  2  2
+1  2  2  2  2  2  2  2  2
+1  3  3  3  3  3  3  3  3
+1  3  3  3  3  3  3  3  3
+2  4  4  4  4  4  4  4  4
+2  4  4  4  4  4  4  4  4
+3  5  5  5  5  5  5  5  5
+3  5  5  5  5  5  5  5  5
+3  6  6  6  6  6  6  6  6
+3  6  6  6  6  6  6  6  6
+4  7  7  7  7  7  7  7  7
+4  7  7  7  7  7  7  7  7
+5  8  8  8  8  8  8  8  8
+5  8  8  8  8  8  8  8  8
+5  9  9  9  9  9  9  9  9
Requisites: Int 11, Wis 14, Chr 12
Alignment: any
HD/level: d10
Weapon Prof.: 5+level/9
To Hit Table: ½xPri
Save Table: Mon
Reference: DM Random
Groups: Priest, Random
 

[PC4r] Random Rogue Group Classes


Random Rogue #461269

Level KXP
Spells
1 0 (none)
2 3 (none)
3 7 (none)
4 14 (none)
5 28 (none)
6 52 (none)
7 101 (none)
8 192 (none)
9 356 (none)
10 628 (none)
11 899 (none)
12 1198 (none)
13 1515 (none)
14 1871 (none)
15 2235 (none)
16 2600 (none)
17 2965 (none)
18 3330 (none)
19 3696 (none)
20 4062 (none)
21 4429 (none)
22 4795 (none)
23 5185 (none)
24 5574 (none)
25 5964 (none)
26 6354 (none)
27 6747 (none)
28 7153 (none)
29 7559 (none)
30 7965 (none)
31 8372 (none)
32 8779 (none)
33 9187 (none)
34 9594 (none)
35 10002 (none)
36 10411 (none)
TH Saves
PD RS PP BW Sp Fo Re Wi
+0  5  4  6  2  3  0  2  0
+0  6  4  6  3  4  1  3  0
+1  6  5  6  3  4  1  3  0
+1  6  5  7  3  5  1  4  1
+2  6  6  7  3  5  2  4  1
+2  7  6  7  4  6  2  5  1
+3  7  7  7  4  6  3  5  2
+3  7  7  8  4  7  3  6  2
+4  7  8  8  4  7  3  6  2
+4  8  8  8  5  8  4  7  3
+5  8  9  8  5  8  4  7  3
+5  8  9  9  5  9  5  8  3
+6  8 10  9  5  9  5  8  4
+6  9 10  9  6 10  5  9  4
+7  9 11  9  6 10  6  9  4
+7  9 11 10  6 11  6 10  5
+8  9 12 10  6 11  7 10  5
+8 10 12 10  7 12  7 11  5
Requisites: Dex 10, Int 10
Alignment: any
HD/level: d6
Weapon Prof.: 4+level/2
To Hit Table: Rog
Save Table: Rog
Reference: DM Random
Groups: Rogue, Random
 

[PC4r] Random Rogue Group Classes


Random Rogue #597311

Level KXP
Spells
1 1 (none)
2 5 (none)
3 13 (none)
4 27 (none)
5 47 (none)
6 74 (none)
7 118 (none)
8 191 (none)
9 313 (none)
10 495 (none)
11 675 (none)
12 895 (none)
13 1131 (none)
14 1402 (none)
15 1673 (none)
16 1947 (none)
17 2222 (none)
18 2498 (none)
19 2863 (none)
20 3149 (none)
21 3444 (none)
22 3812 (none)
23 4198 (none)
24 4600 (none)
25 5003 (none)
26 5406 (none)
27 5809 (none)
28 6213 (none)
29 6617 (none)
30 7021 (none)
31 7426 (none)
32 7831 (none)
33 8236 (none)
34 8642 (none)
35 9048 (none)
36 9454 (none)
TH Saves
PD RS PP BW Sp Fo Re Wi
+0  2  2  2  2  2  2  2  2
+1  3  3  3  3  3  3  3  3
+2  3  3  3  3  3  3  3  3
+3  4  4  4  4  4  4  4  4
+4  4  4  4  4  4  4  4  4
+5  5  5  5  5  5  5  5  5
+6  5  5  5  5  5  5  5  5
+7  6  6  6  6  6  6  6  6
+8  6  6  6  6  6  6  6  6
+9  7  7  7  7  7  7  7  7
+10  7  7  7  7  7  7  7  7
+11  8  8  8  8  8  8  8  8
+12  8  8  8  8  8  8  8  8
+13  9  9  9  9  9  9  9  9
+14  9  9  9  9  9  9  9  9
+15 10 10 10 10 10 10 10 10
+16 10 10 10 10 10 10 10 10
+17 11 11 11 11 11 11 11 11
Requisites: Str 15, Dex 14, Int 13
Alignment: any
HD/level: & +++d8
Weapon Prof.: 3+level/3
To Hit Table: 2xRog
Save Table: Mon +4 levels
Reference: DM Random
Groups: Rogue, Random
 

[PC4r] Random Rogue Group Classes


Random Rogue #935387

Level KXP
Spells
1 0 (none)
2 2 (none)
3 6 (none)
4 12 (none)
5 23 (none)
6 44 (none)
7 86 (none)
8 164 (none)
9 307 (none)
10 536 (none)
11 739 (none)
12 978 (none)
13 1231 (none)
14 1507 (none)
15 1795 (none)
16 2085 (none)
17 2377 (none)
18 2669 (none)
19 2963 (none)
20 3260 (none)
21 3558 (none)
22 3883 (none)
23 4225 (none)
24 4575 (none)
25 4927 (none)
26 5278 (none)
27 5643 (none)
28 6056 (none)
29 6470 (none)
30 6885 (none)
31 7300 (none)
32 7716 (none)
33 8133 (none)
34 8550 (none)
35 8968 (none)
36 9386 (none)
TH Saves
PD RS PP BW Sp Fo Re Wi
+0  5  4  6  2  3  0  2  0
+0  6  4  6  3  4  1  3  0
+1  6  5  6  3  4  1  3  0
+1  6  5  7  3  5  1  4  1
+2  6  6  7  3  5  2  4  1
+2  7  6  7  4  6  2  5  1
+3  7  7  7  4  6  3  5  2
+3  7  7  8  4  7  3  6  2
+4  7  8  8  4  7  3  6  2
+4  8  8  8  5  8  4  7  3
+5  8  9  8  5  8  4  7  3
+5  8  9  9  5  9  5  8  3
+6  8 10  9  5  9  5  8  4
+6  9 10  9  6 10  5  9  4
+7  9 11  9  6 10  6  9  4
+7  9 11 10  6 11  6 10  5
+8  9 12 10  6 11  7 10  5
+8 10 12 10  7 12  7 11  5
Requisites: Dex 18, Int 12
Alignment: any
HD/level: d6
Weapon Prof.: 2+level/4
To Hit Table: Rog
Save Table: Rog
Reference: DM Random
Groups: Rogue, Random
 

[PC4r] Random Rogue Group Classes


Random Rogue #841426

Level KXP
Spells
1 0 (none)
2 5 (none)
3 11 (none)
4 23 (none)
5 42 (none)
6 71 (none)
7 121 (none)
8 209 (none)
9 354 (none)
10 563 (none)
11 779 (none)
12 1026 (none)
13 1281 (none)
14 1564 (none)
15 1852 (none)
16 2145 (none)
17 2435 (none)
18 2730 (none)
19 3026 (none)
20 3323 (none)
21 3622 (none)
22 3921 (none)
23 4221 (none)
24 4522 (none)
25 4824 (none)
26 5127 (none)
27 5440 (none)
28 5753 (none)
29 6068 (none)
30 6383 (none)
31 6700 (none)
32 7017 (none)
33 7336 (none)
34 7655 (none)
35 7976 (none)
36 8314 (none)
TH Saves
PD RS PP BW Sp Fo Re Wi
+0  2  2  2  2  2  2  2  2
+0  3  3  3  3  3  3  3  3
+1  3  3  3  3  3  3  3  3
+1  4  4  4  4  4  4  4  4
+2  4  4  4  4  4  4  4  4
+2  5  5  5  5  5  5  5  5
+3  5  5  5  5  5  5  5  5
+3  6  6  6  6  6  6  6  6
+4  6  6  6  6  6  6  6  6
+4  7  7  7  7  7  7  7  7
+5  7  7  7  7  7  7  7  7
+5  8  8  8  8  8  8  8  8
+6  8  8  8  8  8  8  8  8
+6  9  9  9  9  9  9  9  9
+7  9  9  9  9  9  9  9  9
+7 10 10 10 10 10 10 10 10
+8 10 10 10 10 10 10 10 10
+8 11 11 11 11 11 11 11 11
Requisites: Int 11, Chr 11
Alignment: C any (or) any E
HD/level: +d4
Weapon Prof.: 0+level
To Hit Table: Rog
Save Table: Mon +4 levels
Reference: DM Random
Groups: Rogue, Random
 

[PC4r] Random Rogue Group Classes


Random Rogue #189961

Level KXP Wizard
123 456 789
1 0 ½½- --- ---
2 2 11- --- ---
3 5 21½ --- ---
4 10 221 --- ---
5 21 321 ½-- ---
6 41 332 1-- ---
7 77 432 1½- ---
8 147 443 21- ---
9 272 543 21½ ---
10 478 554 321 ---
11 695 654 321 ½--
12 924 665 432 1--
13 1161 765 432 1½-
14 1414 776 543 21-
15 1676 876 543 21½
16 1941 876 543 211
17 2204 876 543 221
18 2471 876 543 321
19 2826 876 544 321
20 3097 876 554 321
21 3375 876 654 321
22 3676 877 654 321
23 3978 887 654 321
24 4281 987 654 321
25 4584 987 654 322
26 4888 987 654 332
27 5199 987 654 432
28 5511 987 655 432
29 5824 987 665 432
30 6137 987 765 432
31 6451 988 765 432
32 6766 998 765 432
33 7081 998 765 433
34 7397 998 765 443
35 7714 998 765 543
36 8045 998 766 543
TH Saves
PD RS PP BW Sp Fo Re Wi
+0  5  4  8  2  3  1  2  1
+0  6  4  8  3  4  1  3  2
+1  6  5  8  3  4  2  3  2
+1  6  5  8  3  5  2  4  3
+2  6  6  9  3  5  2  4  3
+2  7  6  9  4  6  3  5  4
+3  7  7  9  4  6  3  5  4
+3  7  7  9  4  7  4  6  5
+4  7  8 10  5  7  4  6  5
+4  8  8 10  5  8  4  7  6
+5  8  9 10  5  8  5  7  6
+5  8  9 10  6  9  5  8  7
+6  8 10 11  6  9  6  8  7
+6  9 10 11  6 10  6  9  8
+7  9 11 11  7 10  6  9  8
+7  9 11 11  7 11  7 10  9
+8  9 12 12  7 11  7 10  9
+8 10 12 12  8 12  8 11 10
Requisites: Dex 13, Int 10, Chr 15, Cml12
Alignment: any
HD/level: 2d6
Weapon Prof.: 1+level/2
To Hit Table: Rog
Save Table: Rog/Psi
Reference: DM Random
Groups: Rogue, Random
 

[PC4r] Random Rogue Group Classes


Random Rogue #49844

Level KXP Faerie
0½1 1½ 2 2½ 3 3½ 4
1 0 1-- - - - - - -
2 4 11- - - - - - -
3 9 111 - - - - - -
4 18 211 - - - - - -
5 33 221 - - - - - -
6 56 221 1 - - - - -
7 95 222 1 - - - - -
8 167 222 2 - - - - -
9 293 222 2 1 - - - -
10 497 222 2 2 - - - -
11 690 322 2 2 - - - -
12 919 332 2 2 - - - -
13 1156 333 2 2 - - - -
14 1404 333 3 2 - - - -
15 1656 333 3 3 - - - -
16 1912 333 3 3 1 - - -
17 2165 333 3 3 2 - - -
18 2421 333 3 3 3 - - -
19 2679 333 3 3 3 1 - -
20 2937 333 3 3 3 2 - -
21 3196 333 3 3 3 3 - -
22 3477 333 3 3 3 3 1 -
23 3758 333 3 3 3 3 2 -
24 4040 333 3 3 3 3 3 -
25 4321 333 3 3 3 3 3 1
26 4603 333 3 3 3 3 3 2
27 4892 333 3 3 3 3 3 3
28 5182 444 3 3 3 3 3 3
29 5472 444 4 4 4 3 3 3
30 5762 444 4 4 4 4 4 4
31 6052 555 4 4 4 4 4 4
32 6341 555 5 5 5 4 4 4
33 6631 555 5 5 5 5 5 5
34 6921 666 5 5 5 5 5 5
35 7211 666 6 6 6 5 5 5
36 7517 666 6 6 6 6 6 6
TH Saves
PD RS PP BW Sp Fo Re Wi
+0  0  0  0  0  0  0  0  0
+0  1  1  1  1  1  1  1  1
+0  2  2  2  2  2  2  2  2
+1  3  3  3  3  3  3  3  3
+1  3  3  3  3  3  3  3  3
+1  4  4  4  4  4  4  4  4
+2  5  5  5  5  5  5  5  5
+2  6  6  6  6  6  6  6  6
+2  6  6  6  6  6  6  6  6
+3  7  7  7  7  7  7  7  7
+3  8  8  8  8  8  8  8  8
+3  9  9  9  9  9  9  9  9
+4  9  9  9  9  9  9  9  9
+4 10 10 10 10 10 10 10 10
+4 11 11 11 11 11 11 11 11
+5 12 12 12 12 12 12 12 12
+5 12 12 12 12 12 12 12 12
+5 13 13 13 13 13 13 13 13
Requisites: Dex 9, Con 6
Alignment: T any (or) C any (or) any S
HD/level: d6
Weapon Prof.: 3+level
To Hit Table: Wiz
Save Table: 1½xMon
Reference: DM Random
Groups: Rogue, Random
 

[PC4r] Random Rogue Group Classes


Random Rogue #942539

Level KXP
Spells
1 0 (none)
2 6 (none)
3 15 (none)
4 31 (none)
5 55 (none)
6 89 (none)
7 144 (none)
8 234 (none)
9 381 (none)
10 631 (none)
11 860 (none)
12 1126 (none)
13 1415 (none)
14 1721 (none)
15 2030 (none)
16 2343 (none)
17 2659 (none)
18 2980 (none)
19 3308 (none)
20 3640 (none)
21 3977 (none)
22 4364 (none)
23 4801 (none)
24 5242 (none)
25 5687 (none)
26 6138 (none)
27 6600 (none)
28 7092 (none)
29 7588 (none)
30 8090 (none)
31 8598 (none)
32 9112 (none)
33 9631 (none)
34 10157 (none)
35 10689 (none)
36 11227 (none)
TH Saves
PD RS PP BW Sp Fo Re Wi
+0  5  4  6  2  3  0  2  0
+0  6  4  6  3  4  1  3  0
+1  6  5  6  3  4  1  3  0
+1  6  5  7  3  5  1  4  1
+2  6  6  7  3  5  2  4  1
+2  7  6  7  4  6  2  5  1
+3  7  7  7  4  6  3  5  2
+3  7  7  8  4  7  3  6  2
+4  7  8  8  4  7  3  6  2
+4  8  8  8  5  8  4  7  3
+5  8  9  8  5  8  4  7  3
+5  8  9  9  5  9  5  8  3
+6  8 10  9  5  9  5  8  4
+6  9 10  9  6 10  5  9  4
+7  9 11  9  6 10  6  9  4
+7  9 11 10  6 11  6 10  5
+8  9 12 10  6 11  7 10  5
+8 10 12 10  7 12  7 11  5
Requisites: Dex 13
Alignment: any
HD/level: d6
Weapon Prof.: & 10+level/9
To Hit Table: Rog(d30)
Save Table: Rog
Reference: DM Random
Groups: Rogue, Random
 

[PC4r] Random Rogue Group Classes


Random Rogue #971883

Level KXP
Spells
1 0 (none)
2 2 (none)
3 5 (none)
4 10 (none)
5 19 (none)
6 38 (none)
7 77 (none)
8 153 (none)
9 291 (none)
10 515 (none)
11 711 (none)
12 945 (none)
13 1187 (none)
14 1447 (none)
15 1723 (none)
16 2003 (none)
17 2279 (none)
18 2559 (none)
19 2924 (none)
20 3206 (none)
21 3492 (none)
22 3778 (none)
23 4069 (none)
24 4359 (none)
25 4650 (none)
26 4940 (none)
27 5243 (none)
28 5571 (none)
29 5898 (none)
30 6225 (none)
31 6552 (none)
32 6879 (none)
33 7206 (none)
34 7533 (none)
35 7860 (none)
36 8201 (none)
TH Saves
PD RS PP BW Sp Fo Re Wi
+0  5  4  6  2  3  0  2  0
+0  6  4  6  3  4  1  3  0
+1  6  5  6  3  4  1  3  0
+1  6  5  7  3  5  1  4  1
+2  6  6  7  3  5  2  4  1
+2  7  6  7  4  6  2  5  1
+3  7  7  7  4  6  3  5  2
+3  7  7  8  4  7  3  6  2
+4  7  8  8  4  7  3  6  2
+4  8  8  8  5  8  4  7  3
+5  8  9  8  5  8  4  7  3
+5  8  9  9  5  9  5  8  3
+6  8 10  9  5  9  5  8  4
+6  9 10  9  6 10  5  9  4
+7  9 11  9  6 10  6  9  4
+7  9 11 10  6 11  6 10  5
+8  9 12 10  6 11  7 10  5
+8 10 12 10  7 12  7 11  5
Requisites:  
Alignment: any
HD/level: d6
Weapon Prof.: & 6+level/3
To Hit Table: Rog
Save Table: Rog
Reference: DM Random
Groups: Rogue, Random
 

[PC4r] Random Rogue Group Classes


Random Rogue #547719

Level KXP
Spells
1 0 (none)
2 3 (none)
3 7 (none)
4 14 (none)
5 26 (none)
6 47 (none)
7 86 (none)
8 157 (none)
9 281 (none)
10 495 (none)
11 698 (none)
12 917 (none)
13 1150 (none)
14 1399 (none)
15 1650 (none)
16 1905 (none)
17 2157 (none)
18 2413 (none)
19 2674 (none)
20 2935 (none)
21 3197 (none)
22 3506 (none)
23 3838 (none)
24 4171 (none)
25 4504 (none)
26 4838 (none)
27 5183 (none)
28 5542 (none)
29 5901 (none)
30 6261 (none)
31 6622 (none)
32 6983 (none)
33 7345 (none)
34 7707 (none)
35 8070 (none)
36 8451 (none)
TH Saves
PD RS PP BW Sp Fo Re Wi
+0  5  4  6  2  3  0  2  0
+1  6  4  6  3  4  1  3  0
+1  6  5  6  3  4  1  3  0
+2  6  5  7  3  5  1  4  1
+3  6  6  7  3  5  2  4  1
+3  7  6  7  4  6  2  5  1
+4  7  7  7  4  6  3  5  2
+5  7  7  8  4  7  3  6  2
+5  7  8  8  4  7  3  6  2
+6  8  8  8  5  8  4  7  3
+7  8  9  8  5  8  4  7  3
+7  8  9  9  5  9  5  8  3
+8  8 10  9  5  9  5  8  4
+9  9 10  9  6 10  5  9  4
+9  9 11  9  6 10  6  9  4
+10  9 11 10  6 11  6 10  5
+11  9 12 10  6 11  7 10  5
+11 10 12 10  7 12  7 11  5
Requisites: Dex 9
Alignment: L any
HD/level: AC-10  (see note)
Weapon Prof.: 3+level/3
To Hit Table: Pri
Save Table: Rog
Reference: DM Random
Groups: Rogue, Random
 

[PC4r] Random Rogue Group Classes


Random Rogue #564887

Level KXP Psi0
mMG S
1 0 --- -
2 3 1-- -
3 7 2-- -
4 14 3-- -
5 27 4-- -
6 49 5-- -
7 91 6-- -
8 166 61- -
9 294 62- -
10 518 63- -
11 731 64- -
12 991 65- -
13 1261 651 -
14 1532 652 -
15 1802 653 -
16 2076 654 -
17 2348 654 1
18 2623 654 2
19 2902 654 3
20 3181 654 4
21 3460 655 4
22 3786 655 5
23 4119 665 5
24 4452 666 5
25 4785 666 6
26 5119 766 6
27 5469 776 6
28 5855 777 6
29 6241 777 7
30 6628 877 7
31 7015 887 7
32 7402 888 7
33 7790 888 8
34 8178 988 8
35 8566 998 8
36 8968 999 8
TH Saves
PD RS PP BW Sp Fo Re Wi
+0  6  4  6  3  4  1  3  0
+0  6  5  7  3  5  1  4  1
+1  7  6  7  4  6  2  5  1
+1  7  7  8  4  7  3  6  2
+2  8  8  8  5  8  4  7  3
+2  8  9  9  5  9  5  8  3
+3  9 10  9  6 10  5  9  4
+3  9 11 10  6 11  6 10  5
+4 10 12 10  7 12  7 11  5
+4 10 13 11  7 13  8 12  6
+5 11 14 11  8 14  9 13  7
+5 12 15 12  9 14  9 14  7
+6 13 16 13 11 15 10 15  8
+6 14 16 14 13 15 11 16  9
+7 15 16 15 14 16 12 17  9
+7 16 16 16 16 16 13 18 10
+8 16 16 16 16 16 13 19 11
+8 16 17 16 16 16 14 20 11
Requisites: Dex 9, Int 12, Wis 12, Chr 13
Alignment: L any
HD/level: 2d2 {Wis}  (see note)
Weapon Prof.: 2+level/4
To Hit Table: Rog
Save Table: 2xRog
Reference: DM Random
Groups: Rogue, Random
 

[PC4r] Random Rogue Group Classes


Random Rogue #669038

Level KXP
Spells
1 0 (none)
2 2 (none)
3 5 (none)
4 11 (none)
5 21 (none)
6 41 (none)
7 79 (none)
8 150 (none)
9 278 (none)
10 473 (none)
11 667 (none)
12 902 (none)
13 1156 (none)
14 1432 (none)
15 1718 (none)
16 2004 (none)
17 2291 (none)
18 2578 (none)
19 2868 (none)
20 3159 (none)
21 3450 (none)
22 3765 (none)
23 4105 (none)
24 4446 (none)
25 4787 (none)
26 5129 (none)
27 5478 (none)
28 5851 (none)
29 6225 (none)
30 6599 (none)
31 6974 (none)
32 7350 (none)
33 7727 (none)
34 8104 (none)
35 8482 (none)
36 8861 (none)
TH Saves
PD RS PP BW Sp Fo Re Wi
+0  5  4  6  2  3  0  2  0
+2  6  4  6  3  4  1  3  0
+3  6  5  6  3  4  1  3  0
+5  6  5  7  3  5  1  4  1
+6  6  6  7  3  5  2  4  1
+8  7  6  7  4  6  2  5  1
+9  7  7  7  4  6  3  5  2
+11  7  7  8  4  7  3  6  2
+12  7  8  8  4  7  3  6  2
+14  8  8  8  5  8  4  7  3
+15  8  9  8  5  8  4  7  3
+17  8  9  9  5  9  5  8  3
+18  8 10  9  5  9  5  8  4
+20  9 10  9  6 10  5  9  4
+21  9 11  9  6 10  6  9  4
+23  9 11 10  6 11  6 10  5
+24  9 12 10  6 11  7 10  5
+26 10 12 10  7 12  7 11  5
Requisites: Dex 9
Alignment: C any
HD/level: d6
Weapon Prof.: 0+level
To Hit Table: 1½xWar
Save Table: Rog
Reference: DM Random
Groups: Rogue, Random
 

[PC4r] Random Rogue Group Classes


Random Rogue #806603

Level KXP Wiz/Pri
Spells
1 0 (1 SL, max SL=1)
2 3 (2 SL, max SL=1)
3 7 (3 SL, max SL=1)
4 15 (4 SL, max SL=2)
5 30 (5 SL, max SL=2)
6 58 (6 SL, max SL=2)
7 109 (7 SL, max SL=3)
8 202 (8 SL, max SL=3)
9 370 (9 SL, max SL=3)
10 644 (10 SL, max SL=4)
11 902 (11 SL, max SL=4)
12 1178 (12 SL, max SL=4)
13 1466 (13 SL, max SL=5)
14 1792 (14 SL, max SL=5)
15 2132 (15 SL, max SL=5)
16 2472 (16 SL, max SL=6)
17 2813 (17 SL, max SL=6)
18 3154 (18 SL, max SL=6)
19 3498 (19 SL, max SL=7)
20 3843 (20 SL, max SL=7)
21 4188 (21 SL, max SL=7)
22 4557 (22 SL, max SL=8)
23 4935 (23 SL, max SL=8)
24 5313 (24 SL, max SL=8)
25 5692 (25 SL, max SL=9)
26 6072 (26 SL, max SL=9)
27 6464 (27 SL, max SL=9)
28 6906 (28 SL, max SL=10)
29 7347 (29 SL, max SL=10)
30 7790 (30 SL, max SL=10)
31 8233 (31 SL, max SL=11)
32 8677 (32 SL, max SL=11)
33 9121 (33 SL, max SL=11)
34 9566 (34 SL, max SL=12)
35 10012 (35 SL, max SL=12)
36 10459 (36 SL, max SL=12)
TH Saves
PD RS PP BW Sp Fo Re Wi
+0  6  4  6  3  4  1  3  0
+1  6  5  7  3  5  1  4  1
+2  7  6  7  4  6  2  5  1
+3  7  7  8  4  7  3  6  2
+4  8  8  8  5  8  4  7  3
+5  8  9  9  5  9  5  8  3
+6  9 10  9  6 10  5  9  4
+7  9 11 10  6 11  6 10  5
+8 10 12 10  7 12  7 11  5
+9 10 13 11  7 13  8 12  6
+10 11 14 11  8 14  9 13  7
+11 12 15 12  9 14  9 14  7
+12 13 16 13 11 15 10 15  8
+13 14 16 14 13 15 11 16  9
+14 15 16 15 14 16 12 17  9
+15 16 16 16 16 16 13 18 10
+16 16 16 16 16 16 13 19 11
+17 16 17 16 16 16 14 20 11
Requisites: Str 8, Dex 14
Alignment: any
HD/level: & 13  (see note)
Weapon Prof.: 3+level
To Hit Table: War
Save Table: 2xRog
Reference: DM Random
Groups: Rogue, Random
 

[PC4r] Random Rogue Group Classes


Random Rogue #18846

Level KXP
Spells
1 0 (none)
2 2 (none)
3 4 (none)
4 9 (none)
5 19 (none)
6 37 (none)
7 69 (none)
8 131 (none)
9 230 (none)
10 377 (none)
11 541 (none)
12 733 (none)
13 938 (none)
14 1166 (none)
15 1398 (none)
16 1642 (none)
17 1875 (none)
18 2119 (none)
19 2455 (none)
20 2709 (none)
21 2967 (none)
22 3319 (none)
23 3672 (none)
24 4025 (none)
25 4378 (none)
26 4732 (none)
27 5107 (none)
28 5483 (none)
29 5859 (none)
30 6236 (none)
31 6613 (none)
32 6990 (none)
33 7368 (none)
34 7746 (none)
35 8124 (none)
36 8546 (none)
TH Saves
PD RS PP BW Sp Fo Re Wi
+0  6  4  6  3  4  1  3  0
+0  6  5  7  3  5  1  4  1
+1  7  6  7  4  6  2  5  1
+1  7  7  8  4  7  3  6  2
+2  8  8  8  5  8  4  7  3
+2  8  9  9  5  9  5  8  3
+3  9 10  9  6 10  5  9  4
+3  9 11 10  6 11  6 10  5
+4 10 12 10  7 12  7 11  5
+4 10 13 11  7 13  8 12  6
+5 11 14 11  8 14  9 13  7
+5 12 15 12  9 14  9 14  7
+6 13 16 13 11 15 10 15  8
+6 14 16 14 13 15 11 16  9
+7 15 16 15 14 16 12 17  9
+7 16 16 16 16 16 13 18 10
+8 16 16 16 16 16 13 19 11
+8 16 17 16 16 16 14 20 11
Requisites: Dex 14, Int 15, Chr 14
Alignment: any E (or) any S
HD/level: d8
Weapon Prof.: 1+level
To Hit Table: Rog
Save Table: 2xRog
Reference: DM Random
Groups: Rogue, Random
 

[PC4r] Random Rogue Group Classes


Random Rogue #79101

Level KXP Priest
123 45
1 0 1-- --
2 3 2-- --
3 7 3-- --
4 14 31- --
5 28 32- --
6 54 33- --
7 104 331 --
8 197 332 --
9 356 333 --
10 614 333 1-
11 860 333 2-
12 1147 333 3-
13 1449 333 31
14 1772 333 32
15 2121 333 33
16 2471 433 33
17 2822 443 33
18 3175 444 33
19 3614 544 43
20 3972 544 44
21 4335 554 44
22 4700 555 44
23 5068 555 55
24 5438 665 55
25 5809 666 55
26 6181 666 65
27 6557 666 66
28 6947 776 66
29 7338 777 76
30 7731 777 77
31 8125 887 77
32 8520 888 87
33 8917 888 88
34 9314 998 88
35 9714 999 98
36 10114 999 99
TH Saves
PD RS PP BW Sp Fo Re Wi
+0  5  4  5  2  3  0  2  0
+1  5  4  5  3  3  1  3  0
+1  5  4  5  3  4  1  3  0
+2  5  5  5  3  4  1  4  1
+3  7  6  7  4  5  2  4  1
+3  7  6  7  5  5  2  5  1
+4  7  6  7  5  6  3  5  2
+5  7  7  7  5  6  3  6  2
+5  9  8  9  6  7  3  6  2
+6  9  8  9  7  7  4  7  3
+7  9  8  9  7  8  4  7  3
+7  9  9  9  7  8  5  8  3
+8 11 10 11  8  9  5  8  4
+9 11 10 11  9  9  5  9  4
+9 11 10 11  9 10  6  9  4
+10 11 11 11  9 10  6 10  5
+11 13 12 13 10 11  7 10  5
+11 13 12 13 11 11  7 11  5
Requisites: Dex 9, Int 9
Alignment: any E
HD/level: +d4
Weapon Prof.: 3+level/3
To Hit Table: Pri
Save Table: Thf0
Reference: DM Random
Groups: Rogue, Random
 

[PC4r] Random Rogue Group Classes


Random Rogue #637332

Level KXP Priest
123 45
1 0 1-- --
2 1 2-- --
3 3 3-- --
4 7 31- --
5 15 32- --
6 29 33- --
7 59 331 --
8 114 332 --
9 222 333 --
10 403 333 1-
11 563 333 2-
12 739 333 3-
13 929 333 31
14 1138 333 32
15 1372 333 33
16 1607 433 33
17 1842 443 33
18 2077 444 33
19 2316 544 43
20 2555 544 44
21 2794 554 44
22 3081 555 44
23 3392 555 55
24 3703 665 55
25 4014 666 55
26 4326 666 65
27 4644 666 66
28 4987 776 66
29 5330 777 76
30 5673 777 77
31 6016 887 77
32 6360 888 87
33 6704 888 88
34 7049 998 88
35 7394 999 98
36 7739 999 99
TH Saves
PD RS PP BW Sp Fo Re Wi
+0  6  4  6  3  4  1  3  0
+1  6  5  7  3  5  1  4  1
+2  7  6  7  4  6  2  5  1
+3  7  7  8  4  7  3  6  2
+4  8  8  8  5  8  4  7  3
+5  8  9  9  5  9  5  8  3
+6  9 10  9  6 10  5  9  4
+7  9 11 10  6 11  6 10  5
+8 10 12 10  7 12  7 11  5
+9 10 13 11  7 13  8 12  6
+10 11 14 11  8 14  9 13  7
+11 12 15 12  9 14  9 14  7
+12 13 16 13 11 15 10 15  8
+13 14 16 14 13 15 11 16  9
+14 15 16 15 14 16 12 17  9
+15 16 16 16 16 16 13 18 10
+16 16 16 16 16 16 13 19 11
+17 16 17 16 16 16 14 20 11
Requisites: Dex 16, Int 17, Wis 12
Alignment: non-L
HD/level: d1+6
Weapon Prof.: 0+level
To Hit Table: War
Save Table: 2xRog
Reference: DM Random
Groups: Rogue, Random
 

[PC4r] Random Rogue Group Classes


Random Rogue #765891

Level KXP Illusion
123 456 7
1 0 1-- --- -
2 2 2-- --- -
3 6 21- --- -
4 13 32- --- -
5 24 421 --- -
6 44 431 --- -
7 84 432 --- -
8 157 432 1-- -
9 285 533 2-- -
10 486 543 21- -
11 685 543 32- -
12 908 554 321 -
13 1142 554 322 -
14 1384 554 322 1
15 1628 554 422 2
16 1875 555 432 2
17 2124 555 532 2
18 2376 555 533 2
19 2631 555 543 2
20 2888 555 543 3
21 3148 555 554 3
22 3412 555 555 4
23 3699 555 555 5
24 3989 666 655 5
25 4283 666 666 6
26 4580 777 766 6
27 4881 777 777 7
28 5186 888 877 7
29 5496 888 888 8
30 5809 999 988 8
31 6127 999 999 9
32 6449 AAA A99 9
33 6776 AAA AAA A
34 7107 BBB BAA A
35 7444 BBB BBB B
36 7785 CCC CCC C
TH Saves
PD RS PP BW Sp Fo Re Wi
+0  5  4  6  2  3  0  2  0
+1  6  4  6  3  4  1  3  0
+2  6  5  6  3  4  1  3  0
+3  6  5  7  3  5  1  4  1
+4  6  6  7  3  5  2  4  1
+5  7  6  7  4  6  2  5  1
+6  7  7  7  4  6  3  5  2
+7  7  7  8  4  7  3  6  2
+8  7  8  8  4  7  3  6  2
+9  8  8  8  5  8  4  7  3
+10  8  9  8  5  8  4  7  3
+11  8  9  9  5  9  5  8  3
+12  8 10  9  5  9  5  8  4
+13  9 10  9  6 10  5  9  4
+14  9 11  9  6 10  6  9  4
+15  9 11 10  6 11  6 10  5
+16  9 12 10  6 11  7 10  5
+17 10 12 10  7 12  7 11  5
Requisites: Dex 10, Int 10
Alignment: any
HD/level: d6
Weapon Prof.: 2+level*2
To Hit Table: War
Save Table: Rog
Reference: DM Random
Groups: Rogue, Random
 

[PC4r] Random Rogue Group Classes


Random Rogue #420084

Level KXP Spells
1 0 (none)
2 3 (none)
3 8 (none)
4 16 (none)
5 29 (none)
6 53 (none)
7 96 (none)
8 174 (none)
9 311 (none)
10 548 (none)
11 770 (none)
12 1017 (none)
13 1275 (none)
14 1560 (none)
15 1851 (none)
16 2148 (none)
17 2442 (none)
18 2741 (none)
19 3041 (none)
20 3344 (none)
21 3650 (none)
22 3958 (none)
23 4277 (none)
24 4606 (none)
25 4936 (none)
26 5267 (none)
27 5610 (none)
28 5966 (none)
29 6323 (none)
30 6681 (none)
31 7041 (none)
32 7401 (none)
33 7762 (none)
34 8124 (none)
35 8487 (none)
36 8868 (none)
TH Saves
PD RS PP BW Sp Fo Re Wi
+0  5  4  6  2  3  0  2  0
+1  6  4  6  3  4  1  3  0
+2  6  5  6  3  4  1  3  0
+3  6  5  7  3  5  1  4  1
+4  6  6  7  3  5  2  4  1
+5  7  6  7  4  6  2  5  1
+6  7  7  7  4  6  3  5  2
+7  7  7  8  4  7  3  6  2
+8  7  8  8  4  7  3  6  2
+9  8  8  8  5  8  4  7  3
+10  8  9  8  5  8  4  7  3
+11  8  9  9  5  9  5  8  3
+12  8 10  9  5  9  5  8  4
+13  9 10  9  6 10  5  9  4
+14  9 11  9  6 10  6  9  4
+15  9 11 10  6 11  6 10  5
+16  9 12 10  6 11  7 10  5
+17 10 12 10  7 12  7 11  5
Requisites:  
Alignment: any
HD/level: 2d4
Weapon Prof.: 2+level/2
To Hit Table: War
Save Table: Rog
Reference: DM Random
Groups: Rogue, Random
 

[PC4r] Random Rogue Group Classes


Random Rogue #833691

Level KXP
Spells
1 0 (none)
2 4 (none)
3 11 (none)
4 24 (none)
5 42 (none)
6 69 (none)
7 112 (none)
8 187 (none)
9 317 (none)
10 517 (none)
11 735 (none)
12 970 (none)
13 1217 (none)
14 1470 (none)
15 1742 (none)
16 2017 (none)
17 2290 (none)
18 2568 (none)
19 2934 (none)
20 3219 (none)
21 3509 (none)
22 3847 (none)
23 4208 (none)
24 4570 (none)
25 4934 (none)
26 5298 (none)
27 5672 (none)
28 6060 (none)
29 6449 (none)
30 6839 (none)
31 7229 (none)
32 7621 (none)
33 8014 (none)
34 8408 (none)
35 8803 (none)
36 9212 (none)
TH Saves
PD RS PP BW Sp Fo Re Wi
+0  0  0  0  0  0  0  0  0
+0  1  1  1  1  1  1  1  1
+1  2  2  2  2  2  2  2  2
+1  3  3  3  3  3  3  3  3
+2  3  3  3  3  3  3  3  3
+2  4  4  4  4  4  4  4  4
+3  5  5  5  5  5  5  5  5
+3  6  6  6  6  6  6  6  6
+4  6  6  6  6  6  6  6  6
+4  7  7  7  7  7  7  7  7
+5  8  8  8  8  8  8  8  8
+5  9  9  9  9  9  9  9  9
+6  9  9  9  9  9  9  9  9
+6 10 10 10 10 10 10 10 10
+7 11 11 11 11 11 11 11 11
+7 12 12 12 12 12 12 12 12
+8 12 12 12 12 12 12 12 12
+8 13 13 13 13 13 13 13 13
Requisites: Wis 18, Dex 14
Alignment: non-G
HD/level: & d4
Weapon Prof.: 2+level/4
To Hit Table: Rog
Save Table: 1½xMon
Reference: DM Random
Groups: Rogue, Random
 

[PC4r] Random Rogue Group Classes


Random Rogue #226969

Level KXP
Spells
1 0 (none)
2 3 (none)
3 6 (none)
4 13 (none)
5 25 (none)
6 49 (none)
7 93 (none)
8 177 (none)
9 329 (none)
10 586 (none)
11 830 (none)
12 1095 (none)
13 1367 (none)
14 1664 (none)
15 1969 (none)
16 2275 (none)
17 2581 (none)
18 2887 (none)
19 3196 (none)
20 3504 (none)
21 3813 (none)
22 4146 (none)
23 4481 (none)
24 4816 (none)
25 5152 (none)
26 5488 (none)
27 5828 (none)
28 6179 (none)
29 6531 (none)
30 6884 (none)
31 7236 (none)
32 7589 (none)
33 7943 (none)
34 8297 (none)
35 8651 (none)
36 9005 (none)
TH Saves
PD RS PP BW Sp Fo Re Wi
+0  6  5  5  3  3  0  1  1
+0  6  5  5  4  3  0  1  1
+1  6  5  5  4  4  0  2  1
+1 10  8  8  7  7  1  2  2
+2 10  8  8  8  7  1  2  2
+2 10  8  8  8  8  2  3  2
+3 14 11 11 11 11  2  3  3
+3 14 12 11 11 11  2  4  3
+4 14 12 12 11 11  3  4  3
+4 16 14 14 15 15  3  4  4
+5 16 14 14 15 15  3  4  4
+5 16 14 14 15 15  3  4  4
+6 16 14 14 15 15  3  4  4
+6 16 14 14 15 15  3  4  4
+7 16 14 14 15 15  3  4  4
+7 16 14 14 15 15  3  4  4
+8 16 14 14 15 15  3  5  4
+8 16 14 14 15 15  4  5  4
Requisites: Dex 18, Wis 16
Alignment: any
HD/level: d6
Weapon Prof.: 3+level/2
To Hit Table: Rog
Save Table: Elf0
Reference: DM Random
Groups: Rogue, Random
 

[PC4r] Random Rogue Group Classes


Random Rogue #880203

Level KXP Priest
123 45
1 0 1-- --
2 2 2-- --
3 5 3-- --
4 10 31- --
5 20 32- --
6 37 33- --
7 71 331 --
8 136 332 --
9 256 333 --
10 463 333 1-
11 637 333 2-
12 828 333 3-
13 1026 333 31
14 1240 333 32
15 1458 333 33
16 1678 433 33
17 1898 443 33
18 2118 444 33
19 2340 544 43
20 2562 544 44
21 2785 554 44
22 3008 555 44
23 3238 555 55
24 3469 665 55
25 3700 666 55
26 3932 666 65
27 4174 666 66
28 4452 776 66
29 4732 777 76
30 5011 777 77
31 5292 887 77
32 5573 888 87
33 5854 888 88
34 6137 998 88
35 6420 999 98
36 6704 999 99
TH Saves
PD RS PP BW Sp Fo Re Wi
+1  6  4  6  3  4  1  3  0
+2  6  5  7  3  5  1  4  1
+3  7  6  7  4  6  2  5  1
+4  7  7  8  4  7  3  6  2
+5  8  8  8  5  8  4  7  3
+6  8  9  9  5  9  5  8  3
+7  9 10  9  6 10  5  9  4
+8  9 11 10  6 11  6 10  5
+9 10 12 10  7 12  7 11  5
+10 10 13 11  7 13  8 12  6
+11 11 14 11  8 14  9 13  7
+12 12 15 12  9 14  9 14  7
+13 13 16 13 11 15 10 15  8
+14 14 16 14 13 15 11 16  9
+15 15 16 15 14 16 12 17  9
+16 16 16 16 16 16 13 18 10
+17 16 16 16 16 16 13 19 11
+18 16 17 16 16 16 14 20 11
Requisites: Dex 9, Int 9
Alignment: any
HD/level: & d6
Weapon Prof.: 2+level/3
To Hit Table: +level
Save Table: 2xRog
Reference: DM Random
Groups: Rogue, Random
 

[PC4r] Random Rogue Group Classes


Random Rogue #324608

Level KXP
Spells
1 0 (none)
2 2 (none)
3 6 (none)
4 13 (none)
5 25 (none)
6 46 (none)
7 86 (none)
8 160 (none)
9 285 (none)
10 490 (none)
11 711 (none)
12 951 (none)
13 1206 (none)
14 1494 (none)
15 1794 (none)
16 2100 (none)
17 2402 (none)
18 2708 (none)
19 3016 (none)
20 3326 (none)
21 3637 (none)
22 3973 (none)
23 4339 (none)
24 4714 (none)
25 5089 (none)
26 5464 (none)
27 5850 (none)
28 6248 (none)
29 6646 (none)
30 7044 (none)
31 7442 (none)
32 7840 (none)
33 8239 (none)
34 8637 (none)
35 9035 (none)
36 9450 (none)
TH Saves
PD RS PP BW Sp Fo Re Wi
+0  5  4  6  2  3  0  2  0
+0  6  4  6  3  4  1  3  0
+1  6  5  6  3  4  1  3  0
+1  6  5  7  3  5  1  4  1
+2  6  6  7  3  5  2  4  1
+2  7  6  7  4  6  2  5  1
+3  7  7  7  4  6  3  5  2
+3  7  7  8  4  7  3  6  2
+4  7  8  8  4  7  3  6  2
+4  8  8  8  5  8  4  7  3
+5  8  9  8  5  8  4  7  3
+5  8  9  9  5  9  5  8  3
+6  8 10  9  5  9  5  8  4
+6  9 10  9  6 10  5  9  4
+7  9 11  9  6 10  6  9  4
+7  9 11 10  6 11  6 10  5
+8  9 12 10  6 11  7 10  5
+8 10 12 10  7 12  7 11  5
Requisites: Dex 18, Int 9, Wis 9, Chr 18
Alignment: any E
HD/level: d8
Weapon Prof.: 4+level/3
To Hit Table: Rog
Save Table: Rog
Reference: DM Random
Groups: Rogue, Random
 

[PC4r] Random Rogue Group Classes


Random Rogue #574006

Level KXP
Spells
1 0 (none)
2 3 (none)
3 7 (none)
4 15 (none)
5 28 (none)
6 50 (none)
7 89 (none)
8 161 (none)
9 282 (none)
10 477 (none)
11 656 (none)
12 856 (none)
13 1076 (none)
14 1317 (none)
15 1561 (none)
16 1807 (none)
17 2054 (none)
18 2303 (none)
19 2553 (none)
20 2806 (none)
21 3063 (none)
22 3322 (none)
23 3633 (none)
24 3953 (none)
25 4275 (none)
26 4598 (none)
27 4926 (none)
28 5266 (none)
29 5609 (none)
30 5952 (none)
31 6297 (none)
32 6643 (none)
33 6991 (none)
34 7340 (none)
35 7690 (none)
36 8041 (none)
TH Saves
PD RS PP BW Sp Fo Re Wi
+0  5  4  6  2  3  0  2  0
+1  6  4  6  3  4  1  3  0
+1  6  5  6  3  4  1  3  0
+2  6  5  7  3  5  1  4  1
+3  6  6  7  3  5  2  4  1
+3  7  6  7  4  6  2  5  1
+4  7  7  7  4  6  3  5  2
+5  7  7  8  4  7  3  6  2
+5  7  8  8  4  7  3  6  2
+6  8  8  8  5  8  4  7  3
+7  8  9  8  5  8  4  7  3
+7  8  9  9  5  9  5  8  3
+8  8 10  9  5  9  5  8  4
+9  9 10  9  6 10  5  9  4
+9  9 11  9  6 10  6  9  4
+10  9 11 10  6 11  6 10  5
+11  9 12 10  6 11  7 10  5
+11 10 12 10  7 12  7 11  5
Requisites: Dex 9, Con 6
Alignment: any E (or) any S
HD/level: & d4
Weapon Prof.: 0+level
To Hit Table: Pri
Save Table: Rog
Reference: DM Random
Groups: Rogue, Random
 

[PC42] Collective 4.2 Classes


New Classes to Collective 4.2

PC1 PC2 PC3 PC4
War Wiz Pri Rog
Doomguard3 Magical Pool Mage Eeler1 Arcane5
Meat Helm Scarlet Necromancer Rith Awakener (MTG G/R/W) Pointer0
Rith Awakener (MTG G/R/W) Wacky Ball Mage Scarlet Torturer Scarlet Assassin
Scarlet Huntsman War Priest Scarlet Monk
PC5 PC6 PC7 PC8
Psi Cust Conc Mon
Arch-Psi10 BlockCustom5 Concordant Sampler Odessa0
Psi∞ (Infinity) Randomizer3 Psi∞ (Infinity) Rith Awakener (MTG G/R/W)
Thirteen Letter Horror
Uniquer3
PC9 PC10 PC11 PC12
Alt Mini Mirr Planar
BlockCustom5 Group XP Eeler1 Doomguard3
Uniquer3 Slayer Magical Pool Mage Magical Pool Mage
Spell Robe Randomizer3
Stat Requirements
Warrior/Rogue Spell Progression
Wear Locations / Limbs
PC13 PC14 PC16 PC18 PC19
Lost Demigod Technology Futureshifted Random
Thirteen Letter Horror Thirteen Letter Horror Arcane5 Concordant Sampler Randomizer3
Odessa0

[PC42] Collective 4.2 Classes


Arcane5

Level KXP Rog/Tech/Psi8
123 456 789
1 0 ½½- --- ---
2 2.25 1½½ --- ---
3 4.5 11½ --- ---
4 9 21½ --- ---
5 18 21½ ½-- ---
6 36 211 ½-- ---
7 72 211 ½½- ---
8 144 221 ½½- ---
9 288 221 1½½ ---
10 450 222 1½½ ---
11 675 222 11½ ---
12 900 222 11½ ½--
13 1125 222 111 ½--
14 1350 322 211 ½--
15 1575 322 211 1--
16 1800 332 221 1½-
17 2025 332 221 11-
18 2250 332 221 11½
19 2475 333 222 111
20 2700 433 322 211
21 2925 443 332 221
22 3150 444 333 222
23 3375 544 433 322
24 3600 554 443 332
25 3825 555 444 333
26 4050 655 544 433
27 4275 665 554 443
28 4500 666 555 444
29 4725 766 655 544
30 4950 776 665 554
31 5175 777 666 555
32 5400 877 766 655
33 5625 887 776 665
34 5850 888 777 666
35 6075 988 877 766
36 6300 998 887 776
TH Saves
PD RS PP BW Sp Fo Re Wi
+1  5  4  5  2  3  0  2  0
+1  5  4  5  3  4  1  3  0
+2  5  5  5  3  4  1  4  1
+3  7  6  7  5  5  2  5  1
+3  7  6  7  5  6  3  5  2
+5  9  8  9  6  7  3  6  2
+5  9  8  9  7  7  4  7  3
+6  9  9  9  7  8  5  8  3
+7 11 10 11  8  9  5  8  4
+7 11 10 11  9 10  6  9  4
+8 11 11 11  9 10  6 10  5
+9 13 12 13 11 11  7 11  5
+9 13 12 13 11 12  7 11  6
+11 14 13 14 12 13  8 12  6
+11 14 13 14 13 13  9 13  7
+12 14 14 14 13 14  9 14  7
+13 15 14 15 14 14 10 14  8
+13 15 15 15 15 14 11 15  8
Requisites: Dex 13, Int 9, Chr 13
Alignment: L any
HD/level: d8
Weapon Prof.: 4+level/4
To Hit Table: 1½xCTD0
Save Table: 1½xThf0
Reference: DM
Groups: Rogue, Technology
 
Gets Exceptional Dex and Chr.
Can cast Rogue spells and the Technology school (Wizard spells). Specialized in Bard school (Rogue spells) and Technology school (Wizard spells).
Can specialize in weapons using "Non-War" line.
There is a "Create Technological Item" spell of each spell level; each spell creates an item of TechL = SL (material componenting may be used to double the TL). The item cannot weigh more than level^2 pounds, or it has some flaw which requires upkeep and/or repair to keep it operating effectively. The spell effect will end in level turns unless a Permanency spell is used.
Note that creating a temporary machine which creates a real machine is perfectly legal.
Level 1: +1 technological proficiency per level, see Psi8.
Level 1: May use Psi8 minors as if they were 2nd level spells.
Level 7: May use Psi8 majors as if they were 5th level spells.
Level 16: May use Psi8 grands as if they were 8th level spells.
Level 54: May use Psi8 supers as if they were 11th level spells.
Each level, get one "5th edition" pick from the choices below.
This class does not get Rogue points unless Rogue abilities are taken off this chart.
 
Levels Pick Description
Level 1-3: A +(LVL+1)/2 Chr; Sustain Chr
B Detect/Identify Technology; Can operate Spelljamming Helms
C Detect Lie or Undetectable Lie (1 at a time, cont.)
D Sell items for 64+LVL% of value instead of 50%
E Any Rogue 1 ability; +10*LVL Rogue points (this may be taken multiple times)
Level 4: Pick two Arcane5 Level 1-3, one Secret Agent5 Level 1-3, or one Psi16 minor
Level 5-7: F Can "Frugal" potions (+50% to number of uses)
G 1M, 1/t: Teleport Without Error (can move up to LVL/3 planes distant)
H nM: Repair a broken magic/psi/tech item, n=(XP value)/1000 (round up)
I Nonmagical items (all types) are one-third cost for you
J Any Rogue 5 ability; +10*LVL Rogue points (this may be taken multiple times)
Level 8: Pick two Arcane5 Level 5-7, one Secret Agent5 Level 5-7, or two Psi16 minors
Level 9-12: K Immune to Capital E Extract, Empathy, ESP, Forget, Mental Surgery, Telepathy
L Ignore MR with your Rogue spells
M Immune to Blow Your Head Off, Twilight, Ego Domination, Retributive Strikes
N 3F, 1/t: Remove Capital B Blasted or Capital M Mauled from someone
O Any Rogue 9 ability; +10*LVL Rogue points (this may be taken multiple times)
Level 13: Pick two Arcane5 Level 9-12, one Secret Agent5 Level 9-12, or one Psi16 major
Level 14-18: P 1bM, 1/r: Counterspell
Q 1bM, 1/r: Fork
R Immune to LVL elements/eelements (doesn't "spread")
S Get +1 IM (Instantaneous Mental) action per turn.
T Any Rogue 14 ability; +10*LVL Rogue points (this may be taken multiple times)
Level 18: Pick two Arcane5 Level 14-18, one Secret Agent5 Level 14-18, or two Psi16 majors
Level 20-26: U 1M, 1/d: Summon LVL DL=10 other Arcane5 NPCs to assist you
V 400F, 1/d: Create a magic item of <= LVL*400 XP value
W 1N, 1/s: Capital O Object to a time or loop travel effect. It cannot be used again this turn
X Use "Mixed Classing" to mix one (known) class from the Lost or Technology group into this class
Y Any Rogue 20 ability; +10*LVL Rogue points (this may be taken multiple times)
Z Pick 1 Level 14-18 (or lower) pick from any "5th Edition" class (this may be picked multiple times)
Level 27-36: Pick two Arcane5 Level 20-26, one Secret Agent5 Level 20-26, or one Psi16 grand

[PC42] Collective 4.2 Classes


Arch-Psi10

Level KXP Psi10
123 456 789 AB
1 0 21- --- --- --
2 10 431 --- --- --
3 19 653 1-- --- --
4 38 986 41- --- --
5 85 AAA 851 --- --
6 150 AAA AA6 1-- --
7 222 AAA AAA 71- --
8 327 AAA AAA A81 --
9 483 AAA AAA A92 1-
10 880 AAA AAA A92 2-
11 1297 AAA AAA A93 2-
12 2550 AAA AAA A93 3-
13 5010 AAA AAA A94 3-
14 6232 AAA AAA A94 4-
15 7728 AAA AAA A95 4-
16 8848 AAA AAA A95 5-
17 9920 AAA AAA A96 5-
18 10944 AAA AAA A96 6-
19 11920 AAA AAA A97 6-
20 12848 AAA AAA A97 7-
21 13728 AAA AAA A98 7-
22 14560 AAA AAA A98 8-
23 15344 AAA AAA A99 8-
24 16080 AAA AAA A99 9-
25 16768 AAA AAA AA9 9-
26 17408 AAA AAA AAA 9-
27 18000 AAA AAA AAA A1
28 18544 AAA AAA AAA A2
29 19040 AAA AAA AAA A3
30 19488 AAA AAA AAA A4
31 19888 AAA AAA AAA A5
32 20240 AAA AAA AAA A6
33 20544 AAA AAA AAA A7
34 20800 AAA AAA AAA A8
35 21008 AAA AAA AAA A9
36 21168 AAA AAA AAA AA
TH Saves
PD RS PP BW Sp Fo Re Wi
-2  5  4  8  2  3  1  0  2
-2  6  5  8  3  4  2  1  3
-2  6  6  9  4  5  3  1  4
-2  7  7  9  4  5  4  2  5
-1  7  8 10  5  6  4  3  6
-1  8  9 10  6  7  5  3  7
-1  8 10 11  6  7  6  4  8
-1  9 11 11  7  8  7  5  9
+0  9 12 12  8  9  8  5 10
+0 10 13 12  8 10  8  6 11
+0 11 14 13  9 11  9  7 12
+0 11 14 13 10 12 10  7 13
+1 13 15 14 12 13 11  8 14
+1 15 15 15 14 14 12  9 15
+1 15 16 16 15 15 12  9 16
+1 16 16 16 15 16 13 10 17
+2 16 16 16 16 16 14 11 18
+2 16 16 16 16 16 15 11 19
Requisites: Int 15, Wis 15, Chr 15
Alignment: any
HD/level: d2
Weapon Prof.: 5+level/5
To Hit Table: Psi -4 levels
Save Table: 2xPsi
Reference: DM
Groups: Psionicist
 
See [Q10] for rules and powers.
Psi10 (class) PSPs = (LVL+Int+Wis-20)*10.
1 Psi10 PSP = 2 Psi1 PSPs. Points are regained at (Int+Wis) per hour, or (total multipliers of beings within 150') per hour
Disciplines: Empa = Empathy, Pyro = Pyromancy, Somn = Somniomancy, Telep = Telepathy, TK = Telekinetics
Powers marked with a asterisk ( * ) can be used as a 0 action.
Level 1: Can "material component" Psi10 powers, by using 1V action.
Level 1: May "specialize" in a discipline, this works in the same way as a Wizard specializing in a school. Choose an opposite discipline.
Level 9: If specialized in a discipline, SL 1 to (LVL-8) powers in that discipline cost only ½M to use. SL=11 powers always cost 1M to use, however.

[PC42] Collective 4.2 Classes


Psi10 Seventh Level Powers

# Name Disc. PSPs Effect Source
1 Chain Contingency Somn 70 Chain Contingency for Psi10 powers DM
2 Improved Sleep Somn 70 Sleep a group (no save, CR to resist) DM
3 Magnify Fire * Pyro 35 xCL dmg to a fire effect being cast DM
4 Remove Charm Empa 35 Remove Charm,Suggestion,Domination,Control Actions,Magic Jar,Geas,Quest DM
5 Spirit Chameleon Telep 70 +1 permanent Int, Wis, or Chr (max=LVL*2) DM
6 Super Push TK 35 Target takes CL*20' falling damage DM

Psi10 Eighth Level Powers

# Name Disc. PSPs Effect Source
1 Automaton II Telep 40 Control all actions (save) DM
2 Falsename * Telep 80 You give off a false Truename (it's someone else's) DM
3 Fire Protection * Pyro 80 Immune any element with a fire component DM
4 Improved Rest Somn 80 Get 2 resets per reset DM
5 Mass Impact TK 40 (CL+4)d10 TK dmg to a group (no save) DM
6 Predict and Counter * Empa 40 Predict what someone is about to do, can counter it DM

Psi10 Ninth Level Powers

# Name Disc. PSPs Effect Source
1 Fire Armor * Pyro 90 AT +CL*5 source; Disintegration shield (100% dmg back) DM
2 Mass Agony Telep 45 Group takes CL Int and Wis dmg (no save) DM
3 Mass Suggestion Somn 45 Group is Suggested (CL saves to avoid) DM
4 Megaslow * TK 45 Target loses next CL P actions (save for each) DM
5 Static Blast Pyro 90 (11+CL)d8 Electricity dmg to a group (no save) DM
6 True Friends * Empa 90 Mirage Arcana that you are the monster's friends DM

Psi10 Tenth Level Powers

# Name Disc. PSPs Effect Source
1 Annihilate TK 100 Target is Annihilated (save) DM
2 Between Somn 100 Between (teleport across planes ignoring defenses) DM
3 Cleaver * TK 50 Mental weapon; #Att=CL; dmg=1dCL DM
4 Fire Prison Pyro 50 Imprisonment; Takes 1 vile dmg /s (no resistance) DM
5 Irresistable Charm Empa 100 Charm (no save, CR to resist) DM
6 Mindrape Telep 50 Capital E Extract; Set Int 2 (no save) DM

[PC42] Collective 4.2 Classes


BlockCustom5

Level KXP Wiz/Pri/Psi+-5
123 456 789
1 0 1-- --- ---
2 6 2-- --- ---
3 12 3-- --- ---
4 24 31- --- ---
5 60 32- --- ---
6 120 33- --- ---
7 240 331 --- ---
8 450 332 --- ---
9 840 333 --- ---
10 1740 333 1-- ---
11 2640 333 2-- ---
12 3540 333 3-- ---
13 4440 333 31- ---
14 5340 333 32- ---
15 6240 333 33- ---
16 7140 333 331 ---
17 8040 333 332 ---
18 8940 333 333 ---
19 9840 333 333 1--
20 10740 333 333 2--
21 11640 333 333 3--
22 12540 333 333 31-
23 13440 333 333 32-
24 14340 333 333 33-
25 15240 333 333 331
26 16140 333 333 332
27 17040 333 333 333
28 17940 444 333 333
29 18840 444 444 333
30 19740 444 444 444
31 20640 555 444 444
32 21540 555 555 444
33 22440 555 555 555
34 23340 666 555 555
35 24240 666 666 555
36 25140 666 666 666
TH Saves
PD RS PP BW Sp Fo Re Wi
+0 (total = 27, max = 9)
+2 (total = 33, max = 11)
+3 (total = 36, max = 12)
+5 (total = 42, max = 14)
+6 (total = 45, max = 15)
+8 (total = 51, max = 17)
+8 (total = 54, max = 18)
+9 (total = 60, max = 20)
+10 (total = 63, max = 21)
+11 (total = 69, max = 23)
+11 (total = 72, max = 24)
+12 (total = 78, max = 26)
+13 (total = 81, max = 27)
+14 (total = 87, max = 29)
+14 (total = 90, max = 30)
+15 (total = 96, max = 32)
+16 (total = 99, max = 33)
+17 (total = 105, max = 35)
Requisites: Four 20's
Alignment: any
HD/level: 3d3
Weapon Prof.: & 3+level
To Hit Table: 1½xCust
Save Table: 1½xCust
Reference: DM {Planeshifted ArchCustom5}
Groups: Custom, Alternate
 
Has a spell progression (unlike Custom5), but does not have a stat bonus to begin with. Can cast Wizard, Priest, Psi-5, or Psi5 powers out of progression. Your PSP pool = Str + Con + Int + Chr - 48 + 3*Level.
Each level, pick a 5th edition class. You get all the abilities of that class for the "block" this level is in (e.g. if you pick Soldier5 at level 1, you would get Soldier5's A-E abilities). If the current level is a "Pick whatever" type level (like level 4 in many classes), you get the lower level block (levels 1-3 in this case), plus 1 instance of each pick type listed (if they aren't redundant).
Due to their large size, the Occultist5 and Secret Agent5 classes count as 2 picks. If you pick Occultist5 or Secret Agent5 once, you can choose 5 of the picks of that block. When you pick the same class a second time (within the same block), you get the rest of the powers.
Has access to all 5th edition classes from previous Collectives (up to Collective 4.1), even if using "Sheets" or Background Points. This class does not automatically know Arcane5, which was introduced in this packet (Collective 4.2). DM Note: Fallen Angel5 and Rakshasa5 were introduced in Collective 3.9, so you know them, but their abilities are not in the current ArchCustom5 list.
Gets 40 Rogue points per level.
Level 12 ¶: You may pick 6th edition (Quintessential) classes (including your lower level picks if you want to reassign them).

[PC42] Collective 4.2 Classes


Concordant Sampler

Level KXP x2 Conc
123 456
1 0 1-- ---
2 3.25 2-- ---
3 6.5 3-- ---
4 13 4-- ---
5 26 41- ---
6 52 42- ---
7 104 43- ---
8 208 44- ---
9 416 441 ---
10 741 442 ---
11 1066 443 ---
12 1391 444 ---
13 1716 544 ---
14 2041 554 ---
15 2366 555 ---
16 3016 655 ---
17 3341 665 ---
18 3991 665 1--
19 4641 665 2--
20 5291 665 3--
21 5941 665 4--
22 6591 665 5--
23 7241 666 5--
24 7891 666 6--
25 8541 766 6--
26 9191 776 6--
27 10491 776 61-
28 11791 776 62-
29 13091 776 63-
30 14391 776 64-
31 15691 776 65-
32 16991 776 66-
33 18291 777 66-
34 19591 777 76-
35 20891 777 77-
36 23491 777 771
TH Saves
PD RS PP BW Sp Fo Re Wi
+0  9  9  9  9  9  9  9  9
+2 10 10 10 10 10 10 10 10
+4 10 10 10 10 10 10 10 10
+6 11 11 11 11 11 11 11 11
+8 11 11 11 11 11 11 11 11
+10 12 12 12 12 12 12 12 12
+12 12 12 12 12 12 12 12 12
+14 13 13 13 13 13 13 13 13
+16 13 13 13 13 13 13 13 13
+18 14 14 14 14 14 14 14 14
+20 14 14 14 14 14 14 14 14
+22 15 15 15 15 15 15 15 15
+24 15 15 15 15 15 15 15 15
+26 16 16 16 16 16 16 16 16
+28 16 16 16 16 16 16 16 16
+30 17 17 17 17 17 17 17 17
+32 17 17 17 17 17 17 17 17
+34 18 18 18 18 18 18 18 18
Requisites: Wis 12, Chr 18, Class Slots 2
Alignment: any
HD/level: 2d7
Weapon Prof.: 7+level/3
To Hit Table: 2xWar -1 level
Save Table: Conc÷2 (halve the numbers)
Reference: DM {Reduced Demigod Sampler}
Groups: Concordant (x1), Futureshifted
 
Each level this class gets one x2 Concordant spell. The progression is in Concordant Spell Levels. The DM rolls two spells at random, and you select one to keep.
This class can never get a stat bonus to it's spell progression, a bonus to ML, an extra "0" (or "1") on the progression, or an overwrite to its spell progression.
Your CCL (Concordant Caster Level) (or BugL) is your CL divided by 2 (round down). Your WCL (Warlord CL) is your CL divided by 4 (rounded down).
Remember that you are still a x1 being, some of the Concordant powers may not be all that great because of this.
Level 1: You may raise Luck with your ability score points from level.
Level 1: 1/reset: The DM rolls a new choice for up to LVL CSL's of your Concordant spell slots. For each spell slot, you can choose to keep what you had, or switch over to the new spell.

[PC42] Collective 4.2 Classes


Doomguard3

Level KXP
Spells
1 0 (none)
2 10 +1 ML to one class
3 30 +1 ML to one class
4 60 +2 ML to one class
5 100 +2 ML to one class
6 150 +3 ML to one class
7 210 +3 ML to one class
8 280 +4 ML to one class
9 360 +4 ML to one class
10 450 +5 ML to one class
11 550 +5 ML to one class
12 660 +6 ML to one class
13 780 +6 ML to one class
14 910 +7 ML to one class
15 1050 +7 ML to one class
16 1200 +8 ML to one class
17 1360 +8 ML to one class
18 1530 +9 ML to one class
19 1710 +9 ML to one class
20 1900 +10 ML to one class
21 2100 +10 ML to one class
22 2310 +11 ML to one class
23 2530 +11 ML to one class
24 2760 +12 ML to one class
25 3000 +12 ML to one class
26 3250 +13 ML to one class
27 3510 +13 ML to one class
28 3780 +14 ML to one class
29 4060 +14 ML to one class
30 4350 +15 ML to one class
31 4650 +15 ML to one class
32 4960 +16 ML to one class
33 5280 +16 ML to one class
34 5610 +17 ML to one class
35 5950 +17 ML to one class
36 6300 +18 ML to one class
TH Saves
PD RS PP BW Sp Fo Re Wi
& +1 & +1 (all)
& +2 & +2 (all)
& +3 & +3 (all)
& +4 & +4 (all)
& +5 & +5 (all)
& +6 & +6 (all)
& +7 & +7 (all)
& +8 & +8 (all)
& +9 & +9 (all)
& +10 & +10 (all)
& +11 & +11 (all)
& +12 & +12 (all)
& +13 & +13 (all)
& +14 & +14 (all)
& +15 & +15 (all)
& +16 & +16 (all)
& +17 & +17 (all)
& +18 & +18 (all)
Requisites: Con 0, (Warrior 7)
Alignment: any
HD/level: & d12
Weapon Prof.: & 0+level
To Hit Table: & +level
Save Table: & +level
Reference: PlanarHB3-46
Groups: Warrior, Planar
 
Gets Exceptional Con.
Level 1: Entropic Blow: Gain Chr bonus TH and +2*LVL dmg per attack. Your attacks ignore hardness and DR.
Level 1: Healing Resistance: Resist Healing and Necromantic spheres (this can be lowered)
Level 2: Destructive Expertise: Find/Remove Traps/Tricks/Specials LVL*5%, ignores penalties
Level 3: Negative Adaptation: Immune Negative.
Level 4: Body or Soul: +LVL-3 stat points distributed among Con or Chr.
Level 7: Unmaking Magic: 1 attack: Dispel Magic
Level 9: Disintegrate: 1 attack: Disintegrate (PP save)
Planar Feats:
Your 1 feat per level from this class can be used on these Planar feats, or can be used as regular feats.
Air Heritage: Immune Air; Flying 12"; +2 Dex checks
Earth Heritage: Immune Earth; Immune Overbear, Trip; +1 dmg w/ attacks
Elemental Spellcasting: Can shift spells you know to a lower E rating element. +1 CL with Elemental spells.
Fire Heritage: Immune Fire; Fire Shield (50%); +2 dmg with unarmed attacks
Natural Heavyweight: Immune Gravity
Outer Summoning Specialist: +1 summon slot for Outer; 1M: Summon a DL=(LVL+2)/3 Outer creature.
Planar Touchstone: Gain a Psi-12, Psi-6, Psi6, or Psi12 minor (must match alignment)
Shadow Heritage: Immune Shadow; Sustain Str; Hide in Shadows 75%
Water Heritage: Immune Water; Water Breathing; Swim 18"

[PC42] Collective 4.2 Classes


Eeler1

Level KXP Priest
123 456 7
1 0 1-- --- -
2 5 10- --- -
3 10 111 --- -
4 15 211 1-- -
5 25 221 11- -
6 50 222 111 -
7 100 322 211 1
8 200 332 221 1
9 300 333 222 1
10 400 433 322 2
11 500 443 332 2
12 600 444 333 2
13 700 544 433 3
14 800 554 443 3
15 900 555 444 3
16 1000 655 544 4
17 1100 665 554 4
18 1200 666 555 4
19 1300 766 655 5
20 1400 776 665 5
21 1500 777 666 5
22 1600 877 766 6
23 1700 887 776 6
24 1800 888 777 6
25 1900 988 877 7
26 2000 998 887 7
27 2100 999 888 7
28 2200 A99 988 8
29 2300 AA9 998 8
30 2400 AAA 999 8
31 2500 BAA A99 9
32 2600 BBA AA9 9
33 2700 BBB AAA 9
34 2800 CBB BAA A
35 2900 CCB BBA A
36 3000 CCC BBB A
TH Saves
PD RS PP BW Sp Fo Re Wi
+0  8  4  5  2  3  0  0  2
+1  8  4  6  3  4  0  0  3
+2  9  5  6  3  4  0  1  3
+3  9  5  6  4  4  1  1  4
+4 10  6  7  4  5  1  1  4
+5 10  6  7  5  5  2  2  5
+6 11  7  8  5  6  2  2  5
+7 11  7  9  6  6  2  2  6
+8 12  7  9  6  7  3  3  6
+9 12  8  9  6  7  3  3  7
+10 13  8 10  7  8  4  3  7
+11 13  9 10  7  8  4  4  8
+12 13  9 10  7  8  4  4  8
+13 14  9 11  8  9  5  4  9
+14 14 10 11  8  9  5  5  9
+15 14 10 11  9  9  6  5 10
+16 15 11 12  9 10  6  5 10
+17 15 11 12 10 11  6  6 11
Requisites: Str 15, Dex 15, Wis 15
Alignment: any
HD/level: d8
Weapon Prof.: 4+level/3
To Hit Table: War
Save Table: Pri
Reference: DM {Mirror Healer1}
Groups: Priest, Mirror
 
Can cast spells only from All, Animal, Eeling, and Summoning spheres. Eeling spells cost ½ of a spell each to cast.
Other spheres cannot be cast at all, but you may pick one sphere which can be cast as if opposite (at 2 spells per spell).
Level 1: May weapon specialize using the "Non-War" column.
Level 4: Great Swing: Can choose to make 1 attack per physical action (regardless of how many weapons the PC is using) instead of normal number of attacks. This "great swing" has no extra bonus to hit but does 5 times normal damage and has a 1% per level of fighter of instantly killing any one mortal target (as per assassination). Great swing is not cumulative with Rogue's Backstab or Assassin abilities, but can be used with missile or natural weapons.
Level 4: Detect Leeches and Eels 40' cont.
Level 8: 1M: Identify Magical Pool.
Level 8: Gain four 1st level Eelemental Wizard spells in your memorization per day.
Level 9: Mental link with your Leeches and Eels.
Level 10: Gain four 2nd level Eelemental Wizard spells in your memorization per day.
Eel Sphere:
Leeches (SL=1): This acts like goodberries, each casting gives 3 Leeches. Leeches can cure or cause 1 hp, and can move on their own.
Summon Eelemental (SL=N): Summon a DL N Eelemental (DM has table)
Summon Leech (SL=N): Summon a DL N Leech (DM has table)
Call Eelectricity (SL=2): CLd6 Eelectricity dmg (no save; NR to resist) to one target
Protection from Eelements (SL=3): Resist all Eelements, or absorb 12*CL Eelemental dmg.
Eels (SL=4): This acts like goodberries, each casting gives 1 Eel. Eels can remove or cause 1 [C] section effect (PPD save, effect is random).
Reelly Put Out of Misery (SL=5): Ignore regen buffer then Put out of Misery (lower s slay). Doesn't trigger contingencies.
Heel (SL=6): Remove all hp of dmg and remove 1 [C] section effect
Hovercraft Full of Eels (SL=7): Like a Chariot of Sustarre, but it's Eels!
Multi Eel (SL=7): Summons CL Eels of DL=7, which use up 1 summon slot. They aren't summoning sick!

[PC42] Collective 4.2 Classes


Group XP (Mini-Class)

Level KXP Normal Effect Total
1 0 x2 XP if all classes in same group (+0)
2 10 +1 class slot in chosen group (+1)
3 20 +1 class slot in chosen group (+2)
4 40 +1 class slot in chosen group (+3)
5 80 +1 class slot in chosen group (+4)
6 160 +1 class slot in chosen group (+5)
7 320 +1 class slot in chosen group (+6)
8 640 +1 class slot in chosen group (+7)
9 1280 +1 class slot in chosen group (+8)
10 2000 +1 class slot in chosen group (+9)
11 3000 +1 class slot in chosen group (+10)
12 4000 +1 class slot in chosen group (+11)
13 5000 +1 class slot in chosen group (+12)
14 6000 +1 class slot in chosen group (+13)
15 7000 +1 class slot in chosen group (+14)
16 8000 +1 class slot in chosen group (+15)
17 9000 +1 class slot in chosen group (+16)
18 10000 +1 class slot in chosen group (+17)
19 11000 +1 class slot in chosen group (+18)
20 12000 +1 class slot in chosen group (+19)
21 13000 +1 class slot in chosen group (+20)
22 14000 +1 class slot in chosen group (+21)
23 15000 +1 class slot in chosen group (+22)
24 16000 +1 class slot in chosen group (+23)
25 17000 +1 class slot in chosen group (+24)
26 18000 +1 class slot in chosen group (+25)
27 19000 +1 class slot in chosen group (+26)
28 20000 +1 class slot in chosen group (+27)
29 21000 +1 class slot in chosen group (+28)
30 22000 +1 class slot in chosen group (+29)
31 23000 +1 class slot in chosen group (+30)
32 24000 +1 class slot in chosen group (+31)
33 25000 +1 class slot in chosen group (+32)
34 26000 +1 class slot in chosen group (+33)
35 27000 +1 class slot in chosen group (+34)
36 28000 +1 class slot in chosen group (+35)
Alternate Effect Total
Race XP div. starts reducing at level 4 (0)
+0.2 in mixed race abilities (0.2)
+0.2 in mixed race abilities (0.4)
+0.2 in mixed race abilities (0.6)
+0.2 in mixed race abilities (0.8)
+0.2 in mixed race abilities (1)
+0.2 in mixed race abilities (1.2)
+0.2 in mixed race abilities (1.4)
+0.2 in mixed race abilities (1.6)
+0.2 in mixed race abilities (1.8)
+0.2 in mixed race abilities (2)
+0.2 in mixed race abilities (2.2)
+0.2 in mixed race abilities (2.4)
+0.2 in mixed race abilities (2.6)
+0.2 in mixed race abilities (2.8)
+0.2 in mixed race abilities (3)
+0.2 in mixed race abilities (3.2)
+0.2 in mixed race abilities (3.4)
+0.2 in mixed race abilities (3.6)
+0.2 in mixed race abilities (3.8)
+0.2 in mixed race abilities (4)
+0.2 in mixed race abilities (4.2)
+0.2 in mixed race abilities (4.4)
+0.2 in mixed race abilities (4.6)
+0.2 in mixed race abilities (4.8)
+0.2 in mixed race abilities (5)
+0.2 in mixed race abilities (5.2)
+0.2 in mixed race abilities (5.4)
+0.2 in mixed race abilities (5.6)
+0.2 in mixed race abilities (5.8)
+0.2 in mixed race abilities (6)
+0.2 in mixed race abilities (6.2)
+0.2 in mixed race abilities (6.4)
+0.2 in mixed race abilities (6.6)
+0.2 in mixed race abilities (6.8)
+0.2 in mixed race abilities (7)
Note this Mini-class requires 0 XP to be 1st level. Many times there is no reason to raise the level of this class.
Normal: Choose a group of classes. Get x2 XP if all of your (non-Mini, non-Concordant) classes all have that group in common. This does not stack with the x2 XP for single-classedness. Further levels give class slots in that group.
Alternate: Your racial XP divisor starts to be reduced by 0.5 per level starting at level 4 instead of (the normal) level 9. Further levels give you mixed race abilities; you may have the abilities of another race of divisor N by spending N-0.8. (So each level you could take a ÷1 race's abilities)

[PC42] Collective 4.2 Classes


Magical Pool Mage

Level KXP Wizard
123 456 789 A
1 0 1-- --- --- -
2 2.25 20- --- --- -
3 4.5 21- --- --- -
4 9 320 --- --- -
5 18 421 --- --- -
6 35 431 a-- --- -
7 60 432 0b- --- -
8 95 432 1ac --- -
9 145 533 20b d-- -
10 220 543 21a ce- -
11 440 543 320 bdf -
12 660 554 321 ace -
13 880 554 322 0bd -
14 1100 554 322 1ac -
15 1320 554 422 20b -
16 1540 555 432 21a -
17 1760 555 532 210 -
18 1980 555 533 211 g
19 2200 555 543 221 f
20 2420 555 543 321 e
21 2640 555 554 321 d
22 2860 555 555 432 c
23 3080 555 555 532 b
24 3300 666 655 532 a
25 3520 666 666 642 0
26 3740 777 766 643 1
27 3960 777 777 743 1
28 4180 888 877 753 1
29 4400 888 888 853 1
30 4620 999 988 854 1
31 4840 999 999 964 2
32 5060 AAA A99 964 2
33 5280 AAA AAA A64 2
34 5500 BBB BAA A75 2
35 5720 BBB BBB B75 2
36 5940 CCC CCC C75 3
TH Saves
PD RS PP BW Sp Fo Re Wi
+0  4  7  5  3  6  0  1  1
+0  4  7  5  3  7  0  1  1
+0  4  8  5  4  7  0  1  2
+1  4  8  6  4  7  1  2  2
+1  5  9  6  4  8  1  2  3
+1  5  9  7  5  8  2  3  3
+2  5 10  7  5  9  2  3  4
+2  6 10  7  6  9  2  3  4
+2  6 10  8  6  9  3  4  5
+3  6 11  8  6 10  3  4  5
+3  7 11  9  7 10  4  5  6
+3  7 12  9  7 11  4  5  6
+4  7 12  9  8 11  4  5  7
+4  7 13 10  8 11  5  6  7
+4  8 13 10  8 12  5  6  8
+5  8 13 11  9 12  6  7  8
+5  8 14 11  9 13  6  7  9
+5  9 14 11 10 13  6  7  9
Requisites: Dex 14, Con 9, Int 18
Alignment: any
HD/level: d4
Weapon Prof.: 1+level/6
To Hit Table: Wiz
Save Table: Wiz
Reference: DM
Groups: Wizard, Mirror, Planar
 
Specialized in Magical Pools, no opposite.
Gets Int bonus to spells.
Level 1: Identify Tricks and Magical Pools by sight.
Level 1: Swimming proficiency. Free Action underwater.
Level 4: 1F: Restore the local MF by 1. (This may be done multiple times.)
Level 9 ¶: When drinking from a magical pool, roll 2 results and pick the better.
Level 9: 1F: Restore the local PF by 1. (This may be done multiple times.)
Level 12: 1F, 1/reset: Make a Magical Pool permanent, infinite charges, and it's effects no longer count against your limit of maintains.
Level 16: 1F: Restore the local TF by 1. (This may be done multiple times.)
Level 25: 1F: Restore the local LoopF by 1. (This may be done multiple times.)
   
Magical Pool spells:
Note 1: Magical Pools have CL charges, each charge being a "drink" from the pool. Each person may drink from a Magical Pool only once (using 1V action). If at least one person drinks from a pool, all of that pool's effects together count as 1 effect against your limit of maintains until the next reset. If the pool effect is permanent, after the reset you no longer need to maintain the effect. Only 1 magical pool may be created in a room each reset.
Note 2: These spells are only a start. There are likely variants to these spells, such as a high level Healing Pool. Research Points may be spent here.
Abjuration Pool (SL=1): Magical Pool. The effect (when drank) is a random SL=1d4 defensive effect from [MC1] Monster Collective, Spells.
Create Water (SL=1): Creates a non-magical pool of ordinary water.
Healing Pool (SL=1): Magical Pool. The effect (when drank) is a random SL=1d4 Priest Healing spell.
Protection Pool (SL=2): Magical Pool. The effect (when drank) is a random SL=1d4 defensive effect from [MC2] Monster Collective, Psionics.
Reflecting Pool (SL=2): Magical Pool. Acts as a scrying device. Has only 1 charge, if drank, gives a random Divination effect of SL=1d6.
Wonder (SL=2): Does the Wand of Wonder effect on one target.
Acid Pool (SL=3): Creates a non-magical pool of nasty acid (1d100 dmg, no save). Can be left behind as a (-50%) Trap. Can be created "through" someone (damaging them).
Exploding Pool (SL=3): Hits a group, does a random SL=1d6+1 Invocation effect to the group. Does not count as a Magical Pool.
Remove Trick (SL=3): Removes a Trick in the room (can be reversed to create a random Trick).
Defensive Pool (SL=4): Magical Pool. The effect (when drank) is a random SL=1d8 defensive effect from [MC1] Monster Collective, Spells.
Transport via Water (SL=4): Teleport from one body of water to another.
Remove Special (SL=5): Removes a Special in the room (can be reversed to create a random Special).
Color Pool (SL=5): Creates a temporary Color Pool (treat as a Gate spell). Does not count as a Magical Pool.
Enhance Pool (SL=6): Adds CL charges to an existing Magical Pool. The reverse will destroy a Magical Pool.
Monster Pool (SL=6): Magical pool. Each segment, 1 charge is automatically used, and a DL=1d6+4 monster appears. The monster is not a summon, but will not attack the party, and will attack the party's enemies.
Enhancement Pool (SL=7): Magical Pool. Items put into the pool (using a charge) gain a small benefit (DM will roll a random 1d1000 item XP flag, or a half-plus). These effects are permanent but each item can be enhanced only once per reset.
Disjuncting Pool (SL=8): Magical Pool. An item placed in the pool is Disjuncted, with no Artifact Destruction or Retributive Strike effect. The item will absorb N*N charges from the pool, where N is it's multiplier. If the pool has insufficient charges, the item is unaffected. Can alternatively remove a x1 Terrain Feature completely.
Escape Pool (SL=9): Magical Pool. The effect (when drank) is to Escape to a safe location (home or a safe city/town). The effect is instantaneous (no delay).
Concordant Sampler Pool (SL=10): Magical Pool. The effect (when drank) is a random CSL=1d4-1 Concordant spell.

[PC42] Collective 4.2 Classes


Meat Helm

Level KXP Warrior
123 456
1 0 1-- ---
2 9 2-- ---
3 18 21- ---
4 36 211 ---
5 72 221 1--
6 144 222 2--
7 288 333 2--
8 576 333 31-
9 1000 443 32-
10 1450 444 431
11 1900 444 432
12 2350 444 433
13 2800 444 444
14 3250 555 444
15 3700 555 554
16 4150 555 555
17 4600 666 555
18 5050 666 665
19 5500 666 666
20 5950 777 666
21 6400 777 776
22 6850 777 777
23 7300 888 777
24 7750 888 887
25 8200 888 888
26 8650 999 888
27 9100 999 998
28 9550 999 999
29 10000 AAA 999
30 10450 AAA AA9
31 10900 AAA AAA
32 11350 BBB AAA
33 11800 BBB BBB
34 12250 CCB BBB
35 12700 CCC CBB
36 13150 CCC CCC
TH Saves
PD RS PP BW Sp Fo Re Wi
+1  5  2  4  2  1  1  1  0
+3  6  4  5  4  3  2  2  1
+5  8  5  7  6  4  3  3  2
+7  9  7  8  8  6  4  4  2
+9 11  8 10 10  7  5  4  3
+11 12 10 11 12  9  6  5  4
+13 14 11 13 14 10  7  6  4
+15 14 12 14 14 11  8  7  5
+17 15 13 14 14 12  9  8  6
+19 15 14 15 15 13 10  8  6
+21 15 14 15 15 14 11  9  7
+23 15 14 15 15 15 12 10  8
+25 15 15 15 15 15 13 11  8
+27 16 15 15 15 15 14 12  9
+29 16 15 16 15 15 15 12 10
+31 16 16 16 15 15 16 13 10
+33 16 16 16 16 16 17 14 11
+35 17 16 16 16 16 18 15 12
Requisites: Dex 25, Chr 15, Class Slots 4
Alignment: any
HD/level: 2d5
Weapon Prof.: 6+level
To Hit Table: 2xWar
Save Table: 2xWar
Reference: DM
Groups: Warrior
 
This class costs 4 class slots (or 3 class slots in campaigns where there are only 3 slots).
Mini classes and x2 (and above) classes may be used in combination with this class, and the hit points combine normally.
This class may multi-class (or dual-class) with Meat Shield and Meat Sword, the combined classes are only 4 class slots (total, even for all three classes).
Has a Warrior spell progression. Gets Chr bonus to spells.
Level 1: Sustain Dex and Chr
Level 1 ¶: iCR LVL*10%
Level N (every level) ¶: +1 slot for Henchmen per level. You can never lose control of your Henchman (auto make the Chr checks).
Level N (every level): +1 instance of Exc Dex for this class. This is not optional, you must take this, even if your Dex bonus would go down. Bonuses for Dex levels follows:
 
# Exc Dex Name Bonus Dex 20 Dex 30 Dex 40 Dex 50 Dex 60 Dex 70 Dex 80 Dex 90 Dex 100
1 Exc (Dex-12) +8 +18 +28 +38 +48 +58 +68 +78 +88
2 Bar (Dex-14)*2 +12 +32 +52 +72 +92 +112 +132 +152 +172
3 Extra Bar (Dex-16)*5/2 +10 +35 +60 +85 +110 +135 +160 +185 +210
4 Super Bar (Dex-18)*3 +6 +36 +66 +96 +126 +156 +186 +216 +246
5 Mega Bar (Dex-20)*7/2 +0 +35 +70 +105 +140 +175 +210 +245 +280
6 Ultra Bar (Dex-22)*4 -8 +32 +72 +112 +152 +192 +232 +272 +312
7 Ancillary Bar (Dex-24)*9/2 -18 +27 +72 +117 +162 +207 +252 +297 +342
8 Massive Bar (Dex-26)*5 -30 +20 +70 +120 +170 +220 +270 +320 +370
9 Giga Bar (Dex-28)*11/2 -44 +11 +66 +121 +176 +231 +286 +341 +396
10 Extreme Bar (Dex-30)*6 -60 +0 +60 +120 +180 +240 +300 +360 +420
11 Tera Bar (Dex-32)*13/2 -78 -13 +52 +117 +182 +247 +312 +377 +442
12 Utmost Bar (Dex-34)*7 -98 -28 +42 +112 +182 +252 +322 +392 +462
13 Excessive Bar (Dex-36)*15/2 -120 -45 +30 +105 +180 +255 +330 +405 +480
14 Exorbitant Bar (Dex-38)*8 -144 -64 +16 +96 +176 +256 +336 +416 +496
15 Outlandish Bar (Dex-40)*17/2 -170 -85 +0 +85 +170 +255 +340 +425 +510
16 Ultimate Bar (Dex-42)*9 -198 -108 -18 +72 +162 +252 +342 +432 +522
17 Inordinate Bar (Dex-44)*19/2 -228 -133 -38 +57 +152 +247 +342 +437 +532
18 Uber Bar (Dex-46)*10 -260 -160 -60 +40 +140 +240 +340 +440 +540
(beyond) ? (Dex-N*2-10)*(N/2+1)

[PC42] Collective 4.2 Classes


Odessa0

Level KXP
Spells
1 0 (none)
2 20.5 (none)
3 41 (none)
4 82 (none)
5 164 (none)
6 246 (none)
7 410 (none)
8 574 (none)
9 749 (none)
10 924 (none)
11 1274 (none)
12 1624 (none)
13 1974 (none)
14 2324 (none)
15 2674 (none)
16 3024 (none)
17 3374 (none)
18 3724 (none)
19 4074 (none)
20 4424 (none)
21 4774 (none)
22 5124 (none)
23 5474 (none)
24 5824 (none)
25 6174 (none)
26 6524 (none)
27 6874 (none)
28 7224 (none)
29 7574 (none)
30 7924 (none)
31 8274 (none)
32 8624 (none)
33 8974 (none)
34 9324 (none)
35 9674 (none)
36 10024 (none)
TH Saves
PD RS PP BW Sp Fo Re Wi
+1  4  4  4  4  4  4  4  4
+2  4  4  4  4  4  4  4  4
+3  5  5  5  5  5  5  5  5
+4  5  5  5  5  5  5  5  5
+5  6  6  6  6  6  6  6  6
+6  6  6  6  6  6  6  6  6
+7  7  7  7  7  7  7  7  7
+8  7  7  7  7  7  7  7  7
+9  8  8  8  8  8  8  8  8
+10  8  8  8  8  8  8  8  8
+11  9  9  9  9  9  9  9  9
+12  9  9  9  9  9  9  9  9
+13 10 10 10 10 10 10 10 10
+14 10 10 10 10 10 10 10 10
+15 11 11 11 11 11 11 11 11
+16 11 11 11 11 11 11 11 11
+17 12 12 12 12 12 12 12 12
+18 12 12 12 12 12 12 12 12
Requisites: Dex 16, Chr 18
Alignment: C any (or) any G
HD/level: d(2*LVL)
Weapon Prof.: 6+level
To Hit Table: Mon
Save Table: Mon +7 levels
Reference: DM
Groups: Monster, Futureshifted
 
Can weapon specialize in guns, using the "Barbarian" line for attacks.
Remember that Cml is assumed to any set number from 3 to 18 at start (most people pick 18!). Cml also gets your Chr bonus (Exceptional or Barbarian Chr is helpful here). Luck is normally equal to HCL (your Highest x2 Concordant Level, usually 0 for most people).
Level 1: Exceptional Luck and Cml bonus. This doesn't mean a whole lot.
Level 1 ¶: +2 Luck per level. You can't 2 for 1 trade this away.
Level 1 ¶: +2 Cml per level. You can't 2 for 1 trade this away.
Level 1 ¶: Barbarian Luck and Cml bonus. Barbarian Cml: If your Cml is above 20, you can use 1M action and make a Cml-20 check to "Awe" a group. They make Wis checks, if they fail, they are Fascinated by you and will take no offensive action against you or your party (unless attacked).
Level 1 ¶: Auto roll max on the first die of open-ended dice ("e" dice).
Level 4 ¶: 1bM, (LVL-3)/d: Target creature rolls all natural 1's "to hit" against you this segment.
Level 8 ¶: 1bM, (LVL-3)/d: Target creature rolls a natural 1 on a saving throw against you this segment.
Level 9 ¶: Extra Barbarian Luck and Cml bonus. Extra Barbarian Cml: If your Cml is above 40, you can use 1M action and make a Cml-40 check to "Capital S Stun" a group. They make Wis-20 checks, if they fail, they are Capital S Stunned as long as you are in their sight.
Level 12 ¶: +LVL/2 HNCL
Level 18 ¶: Super Barbarian Luck and Cml bonus. Super Barbarian Cml: If your Cml is above 60, you can use 1M action and make a Cml-60 check to "Capital S Slay" a group. They make Wis-30 checks, if they fail, they are Capital S Slain.

[PC42] Collective 4.2 Classes


Pointer0

Level KXP
Spells
1 0 (none)
2 2.4 (none)
3 4.8 (none)
4 9.6 (none)
5 19.2 (none)
6 40 (none)
7 80 (none)
8 160 (none)
9 320 (none)
10 560 (none)
11 800 (none)
12 1040 (none)
13 1280 (none)
14 1520 (none)
15 1760 (none)
16 2000 (none)
17 2240 (none)
18 2480 (none)
19 2720 (none)
20 2960 (none)
21 3200 (none)
22 3440 (none)
23 3680 (none)
24 3920 (none)
25 4160 (none)
26 4400 (none)
27 4640 (none)
28 4880 (none)
29 5120 (none)
30 5360 (none)
31 5600 (none)
32 5840 (none)
33 6080 (none)
34 6320 (none)
35 6560 (none)
36 6800 (none)
TH Saves
PD RS PP BW Sp Fo Re Wi
+1  5  4  5  2  3  0  2  0
+1  5  4  5  3  3  1  3  0
+1  5  4  5  3  4  1  3  0
+2  5  5  5  3  4  1  4  1
+3  7  6  7  4  5  2  4  1
+3  7  6  7  5  5  2  5  1
+3  7  6  7  5  6  3  5  2
+4  7  7  7  5  6  3  6  2
+5  9  8  9  6  7  3  6  2
+5  9  8  9  7  7  4  7  3
+5  9  8  9  7  8  4  7  3
+6  9  9  9  7  8  5  8  3
+7 11 10 11  8  9  5  8  4
+7 11 10 11  9  9  5  9  4
+7 11 10 11  9 10  6  9  4
+8 11 11 11  9 10  6 10  5
+9 13 12 13 10 11  7 10  5
+9 13 12 13 11 11  7 11  5
Requisites: Dex 16
Alignment: any
HD/level: d5
Weapon Prof.: 3+level/2
To Hit Table: CTD0
Save Table: Thf0
Reference: DM
Groups: Rogue
 
Gets 120 Rogue points per level.
Level N (every level): Get one "Any Rogue level N" pick. This is in addition to the normal levels 9, 18, 27, 36 picks that all Rogues get.

[PC42] Collective 4.2 Classes


Psi∞ (Infinity) / PsiÀ0 (Aleph sub 0)

Level KXP Psi∞
mMG S
1 0 1-- -
2 10 2-- -
3 25 3-- -
4 50 31- -
5 100 32- -
6 250 33- -
7 500 43- -
8 750 44- -
9 1000 441 -
10 1500 442 -
11 2000 443 -
12 2500 544 -
13 3000 554 -
14 3500 555 -
15 4000 655 -
16 4500 665 -
17 5000 666 -
18 5500 666 1
19 6000 666 2
20 6500 666 3
21 7000 666 4
22 7500 666 5
23 8000 666 6
24 8500 766 6
25 9000 776 6
26 9500 777 6
27 10000 777 7
28 10500 877 7
29 11000 887 7
30 11500 888 7
31 12000 888 8
32 12500 988 8
33 13000 998 8
34 13500 999 8
35 14000 999 9
36 14500 999 9
TH Saves
PD RS PP BW Sp Fo Re Wi
-1  6  4  8  3  4  2  0  2
+0  6  6  9  4  5  3  1  4
+1  7  7 10  5  6  4  2  5
+1  8  9 10  6  7  5  3  7
+2  9 10 11  7  8  6  4  8
+3  9 12 12  8  9  8  5 10
+4 10 13 13  9 11  9  6 11
+4 11 14 13 10 12 10  7 13
+5 14 15 14 13 14 11  8 14
+6 15 16 16 15 15 12  9 16
+7 16 16 16 16 16 14 10 17
+7 16 16 16 16 16 15 11 19
+8 16 16 16 16 16 15 14 19
+9 16 16 16 16 16 16 16 19
+10 16 17 17 16 17 16 16 19
+10 17 17 17 17 17 17 16 19
+11 17 18 18 17 17 17 17 19
+12 18 18 18 18 18 17 17 19
Requisites: Int 15, Wis 15, Chr 15 (one 20)
Alignment: any
HD/level: d14
Weapon Prof.: 3+level/3
To Hit Table: 3xPsi
Save Table: 3xPsi
Reference: DM {Reduced PsiÀ1 (Aleph sub 1)}
Groups: Psionicist, Concordant (x1)
 
See [Q∞] for rules and powers. DM Note: I am temporarily putting the powers on this page.
All Psi∞ effects have 0 duration.
Psionic Strength = (Int+Wis+Chr)/3*(Level)
   
Psi∞ Minors (PSP cost = 1):
Break (one item is destroyed, item save vs. disintegration)
Dispel (one effect is dispelled)
Disruption (group, 50 dmg, RSW save for 10)
Enhance (1bM to use, add your CL to the CL of an effect for this segment)
Flash Summon Minor (summon a DL IV monster, it attacks once now, then disappears)
Random Teleport (one target, 1dCL miles in random direction, RSW save)
Reroll die (1bM to use, reroll a die roll you just made)
Telekinetic Damage (group, CLd4, no save)
Sporacle (random [C8] section effect, one target, RSW save)
Psi∞ Majors (PSP cost = 10):
Disintegrate (group, RSW save for 25 dmg)
Effect Immunity (1bM to use, immune to an effect for this segment)
Flash Summon Major (summon a DL VII monster, it attacks once now, then disappears)
Instantaneous (reverse Permanency)
Random Planeport (one target, 1d(CL-3) planes in a random direction, RSW save)
Sharp (group is Sharped, no save)
Sporacle-ize (random [C8] section effect, group, RSW save)
Psi∞ Grands (PSP cost = 100):
Annihilate (group, RSW save for 100 dmg)
Flash Summon Grand (summon a DL X monster, it attacks once now, then disappears)
Discontinuous (reverse Continuous)
Time Start (can be used while Time Stopped, dispels it or creates a time bubble)

[PC42] Collective 4.2 Classes


Randomizer3

Level KXP
Spells
1 0 (none)
2 2 (none)
3 4 (none)
4 8 (none)
5 16 (none)
6 32 (none)
7 64 (none)
8 128 (none)
9 180 (none)
10 225 (none)
11 275 (none)
12 330 (none)
13 390 (none)
14 455 (none)
15 525 (none)
16 600 (none)
17 680 (none)
18 765 (none)
19 855 (none)
20 950 (none)
21 1050 (none)
22 1155 (none)
23 1265 (none)
24 1380 (none)
25 1500 (none)
26 1625 (none)
27 1755 (none)
28 1890 (none)
29 2030 (none)
30 2175 (none)
31 2325 (none)
32 2480 (none)
33 2640 (none)
34 2805 (none)
35 2975 (none)
36 3150 (none)
TH Saves
PD RS PP BW Sp Fo Re Wi
+1d2-1 (total = 1d50+1d6, max = 9)
+2d2-2 (total = 1d50+2d6, max = 9)
+3d2-3 (total = 1d50+3d6, max = 9)
+4d2-4 (total = 1d50+4d6, max = 9)
+5d2-5 (total = 1d50+5d6, max = 9)
+6d2-6 (total = 1d50+6d6, max = 9)
+7d2-7 (total = 1d50+7d6, max = 9)
+8d2-8 (total = 1d50+8d6, max = 9)
+9d2-9 (total = 1d50+9d6, max = 9)
+10d2-10 (total = 1d50+10d6, max = 9)
+11d2-11 (total = 1d50+11d6, max = 9)
+12d2-12 (total = 1d50+12d6, max = 9)
+13d2-13 (total = 1d50+13d6, max = 9)
+14d2-14 (total = 1d50+14d6, max = 9)
+15d2-15 (total = 1d50+15d6, max = 9)
+16d2-16 (total = 1d50+16d6, max = 9)
+17d2-17 (total = 1d50+17d6, max = 9)
+18d2-18 (total = 1d50+18d6, max = 9)
Requisites: Con 9 (also see description)
Alignment: any
HD/level: d14-7
Weapon Prof.: 1d4 + (1d2-1) /level
To Hit Table: +1d2-1 /level
Save Table: (total=1d50+(level)d6, max=L+8)
Reference: DM {Mirror Collectivizer3}
Groups: Custom, Mirror, Random
 
Each Level: The DM pulls a class from the [PC19] Random group of classes. You may pick a "Warrior", "Wizard", "Priest", or "Rogue" Random class. You get the following:
1. One of the (non-"Level:") lines of text that defines the class. If there is none, the DM will make up something (like an Exceptional stat or something). If the ability references LVL or CL, it improves with your Randomizer3 level.
2. All "Level:" abilties of that exact level from that class (even if non-pickable). If there are none, you get one lower level ability chosen by the DM (usually one of the better ones). If it references LVL or CL, it improves with your Randomizer3 level.
3. The difference in spell progression from the previous level to this level (e.g. if the previous level was 322 and the new level is 3321, you would get 0101 as your progression). This progression does not improve with level; it's a one time deal (you will probably collect a lot of different progressions tho!). If the progression has a stat bonus, you may use it, but you get only one bonus for each stat (for all of your progressions). If multiple progressions use the same stat, you can split your bonus amongst them as you see fit.
4. Take the class's highest Requisite and add LVL in that stat to this class's Requisites. (For example, if your first pick was Fighter1, this class now requires Str 1 and Con 9). This has a maximum equal to the actual Requisite for the class (e.g. if you get Fighter1 at level 20, you'll add 9 to the Str requirement, not 20). This may cause you to "owe" quite a few stat points. You may spend your stat point for going up in level before the DM checks which class to add.
Other notes about this class:
N1. If you are picking up Randomizer3 class beyond level 1, all you have to meet is the Con 9 requirement. Then the DM will do all the class stuff and you'll have higher requirements from now on.
N2. If you get a Rogue group class, you get (level of this pick)*2*LVL Rogue points. The "level of this pick" doesn't go up with level, but LVL does. (e.g. if you got Rogue group classes at levels 4, 5, and 7, you get 32*LVL Rogue points per level). It is possible the Rogue class you pick may increase this, for example, a reasonable non-"Level:" line of text for one of the "-eer" classes would be 20*LVL Rogue points, since they give 60*LVL Rogue points instead of 40*LVL.
N3. If you get a Psionicist group class, you get the PSP difference from previous level to this level (e.g. calculate your pool as if one level lower, and subtract it from your calculated pool for this level). Your pool does not increase in size. If you get an Ioun Stone of PSPs you can transfer PSPs between pools.
N4. At the end of the campaign, you may take one (only one!) of the Random classes that were referenced for your Randomizer3 class, and add it permanently to the Collective.
N5. Yes, the Weapon Proficiencies, To Hit, and Saves are random. You roll only once per level, when you level. You do not reroll old results.

[PC42] Collective 4.2 Classes


Rith Awakener (MTG G/R/W) (Boros/Gruul/Selesnya)

Level KXP Wiz/Pri
123 456 789
1 0 2-- --- ---
2 4.8 31- --- ---
3 9.6 430 --- ---
4 19.2 542 --- ---
5 38.4 543 0-- ---
6 76.8 754 2-- ---
7 153.6 764 30- ---
8 307.2 876 42- ---
9 614.4 876 530 ---
10 1228.8 A87 642 ---
11 1843.2 A98 642 0--
12 2457.6 AA9 754 1--
13 3072 AAA 975 2--
14 3686.4 BAA 975 30-
15 4300.8 BBB 975 41-
16 4915.2 CBB A97 52-
17 5529.6 CBB AA8 64-
18 6144 CBB BA9 76-
19 6758.4 CBB BAA 97-
20 7372.8 CBB BAA 981
21 7987.2 CCB BBA 982
22 8601.6 DCC CBA 992
23 9216 EDC CBB A92
24 9830.4 EEC CBB AA3
25 10444.8 EED CCB BA3
26 11059.2 EEE CCB BB4
27 11673.6 FFE CCC CB4
28 12288 FFE EDC CB5
29 12902.4 FFF EDD CC5
30 13516.8 FFF EED DC6
31 14131.2 GFF FFD DD6
32 14745.6 GGG FFF DD7
33 15360 GGG GFF EE7
34 15974.4 GGG GGG FE8
35 16588.8 GGG GGG GF8
36 17203.2 GGG GGG GG9
TH Saves
PD RS PP BW Sp Fo Re Wi
+2  8  7  5  3  6  1  1  2
+3  8  7  6  3  7  1  1  3
+4  9  8  6  4  7  2  2  3
+5  9  8  6  4  7  2  2  4
+6 10  9  7  5  8  3  2  4
+7 10  9  7  6  8  3  3  5
+8 11 10  8  7  9  4  3  5
+9 11 10  9  8  9  4  4  6
+10 12 10  9  9  9  5  4  6
+11 12 11 10 10 10  5  4  7
+12 13 11 10 11 10  6  5  7
+13 13 12 11 12 11  6  5  8
+14 13 12 12 13 11  7  6  8
+15 14 13 13 14 11  7  6  9
+16 14 13 13 14 12  8  6  9
+17 14 13 14 14 12  8  7 10
+18 15 14 14 14 13  9  7 10
+19 15 14 14 14 13  9  8 11
Requisites: Str 16, Dex 18, Con 18, Int 16,
  Wis 16, Chr 18, Class Slots 3
Alignment: CG or CN
HD/level: 3d8
Weapon Prof.: 6+level
To Hit Table: War +3 levels
Save Table: War/Wiz/Pri
Reference: DM
Groups: Warrior, Priest, Monster
 
Exceptional Str, Int, Wis bonus.
Channeling. Casts Wizard and Priest spells (same SL for both). Gets Wis bonus to spells.
Specialized in Wizard Invocation school.
Specialized in Animal, Plant, and Charm spheres. Spells of these spheres cost ½M to cast.
Attacking costs you only ½P action. This means you can do two attack sequences in one segment using 1P.
Has an "Animal Companion" slot. This is a monster who is allied to you and stays with you even between resets. It has 1/10 your XP and may be single classed. It may use items. Unlike a familiar it may be damaged. You play the Animal Companion.
Animal Companions may be dismissed during reset. Animal Companions don't disappear when dismissed (or killed), they leave a corpse. Anyone can convert Familiar slots to Animal Companion slots.
Has a "Familiar" slot.
Level 1: You are immune to "summoning sickness" and "teleport sickness".
Level 1: You may have your spells (from this class) resisted using CR (Charm Resistance) instead of MR. Spend 1F action to switch this.
Level 2: 1M: Remove "summoning sickness" and/or "teleport sickness" from target.
Level 2: 1M: You will win initiative next segment.
Level 4: 1M: Target takes 5*LVL*LVL fire dmg (BW save for 1/2; MR to avoid). The floor at your feet takes LVL Hull dmg.
Level 4: 1M, 10/t: Summon a saproling (AC 20, hp 10, TH +10, dmg 10). Any number of saprolings count as only one summon slot, but all of them stay together in a group.
Level 4: 1M, 1/r: Your party gets +LVL TH, dmg, AC, and saves until end of round.
Level 5: 1M: Target person gets +2*LVL TH, dmg, AC, and saves until end of round.
Level 8: Your "fire dmg" ability at level 4 gives no saving throw.
Level 9: Specialized in Priest Healing sphere spells.
Level 9: 1M: Target gains Free Action until end of turn.
Level 9: Gains a Specialty Priest pick. May replace "sphere" with "school" in the effect if desired.
Level 9: Free Action cont.
Level 9: 1M: Your party gets +LVL*2 distributed among TH, dmg, AC, and saves until end of round. (Everyone in the party gets the same bonus, you don't distribute for each person.)
Level 14: +1 Animal Companion slot.
New spells:
Find Animal Companion (Animal/Charm, SL 1): Summons an Animal Companion with DL=CL/2 (round up).
Find Familiar (Summoning/Charm, SL 1): Like the Wizard spell. Only certain Priest classes gain a Familiar slot.

[PC42] Collective 4.2 Classes


Scarlet Assassin

Level KXP
Spells
1 0 (none)
2 2.25 (none)
3 4.5 (none)
4 9 (none)
5 18 (none)
6 37.5 (none)
7 75 (none)
8 150 (none)
9 300 (none)
10 450 (none)
11 637.5 (none)
12 862.5 (none)
13 1125 (none)
14 1500 (none)
15 2000 (none)
16 2500 (none)
17 3000 (none)
18 3500 (none)
19 4000 (none)
20 4500 (none)
21 5000 (none)
22 5500 (none)
23 6000 (none)
24 6500 (none)
25 7000 (none)
26 7500 (none)
27 8000 (none)
28 8500 (none)
29 9000 (none)
30 9500 (none)
31 10000 (none)
32 10500 (none)
33 11000 (none)
34 11500 (none)
35 12000 (none)
36 12500 (none)
TH Saves
PD RS PP BW Sp Fo Re Wi
+0  5  4  6  2  3  0  2  0
+1  6  5  6  3  4  1  3  0
+2  6  5  7  3  5  1  4  1
+3  7  6  7  4  6  2  5  1
+4  7  7  7  4  6  3  5  2
+5  7  8  8  4  7  3  6  2
+6  8  8  8  5  8  4  7  3
+7  8  9  9  5  9  5  8  3
+8  8 10  9  5  9  5  8  4
+9  9 11  9  6 10  6  9  4
+10  9 11 10  6 11  6 10  5
+11 10 12 10  7 12  7 11  5
+12 10 13 10  7 12  7 11  6
+13 10 14 11  8 13  8 12  6
+14 11 14 11  8 14  9 13  7
+15 12 15 12  9 14  9 14  7
+16 12 15 13 10 14 10 14  8
+17 13 16 14 12 15 11 15  8
Requisites: Str 13, Dex 14, Int 15
Alignment: LE (overwrite)
HD/level: d8
Weapon Prof.: 3+level
To Hit Table: War
Save Table: 1½xRog
Reference: DM
Groups: Rogue
 
For Alignment, "(overwrite)" means this class requires LE alignment, but it overwrites all of your other alignment restrictions to be LE as well.
   
Gets Barbarian Dex and Exceptional Str (or the reverse if you prefer).
Gets 70 Rogue points per level.
Level 1: Poison Use proficiency (1 slot per 2 levels, round up).
Level 1: 1 attack that hits: Coup de grace.
Level 3: +LVL/3 Q0 actions per round.
Level 5: Can speak Level-4 additional languages from the following list: LG,LN,LE,NG,TN,NE,CG,CN,CE,Druid,Thieves' Cant. Can never learn more than Int-12 alignment languages.
Level 7: Has 8-48 guild members. 50% chance a guild member will leave if guildmasters change.
Level 9: 1 attack that hits: Really Put Out of Misery
Lvl Executioner Ability | -50% | -100% | -150% Act Base Penalty Bonus
1 Assassination (-3% per HD/level of target) ½0 0 Wis-15 Wis-25
1 Backstab (each 30% = x1) (increases 10/level) ½0 50 Int-6 Int-20
1 Backstrike (each 30% = x1 TH) (increases 10/lvl) ½0 50 Wis-6 Wis-20
1 Find/Remove Wizard Abjurations/Priest Protections V 0 Dex-13 Dex-18
1 Silence 15' r | Darkness 15' r ½V 40 Chr-4 Chr-8
1 any 1st level Rogue ability - - - -
1 any 1st level Rogue ability - - - -
2 Backtwist (Twist rating/30 effects) (increases 10/lvl) ½0 20 Dex-6 Dex-20
2 Controlled Blink | Controlled Blink 10'r (unwilling get PP save) ½V 50 Wis-14 Wis-14
2 any 2nd level Rogue ability - - - -
2 Backdrain (do rating/10 random stat dmg) (increases 10/level) ½0 0 Con-6 Con-20
3 Considered extra +(rating/25) weapon to hit V 0 Str-5 Str-15
3 Lower/Ignore WaWR (reduce or ignore WaWR by rating) || iWaWR V/N 0 Dex-10 Dex-20
4 Erase a "?" in dungeon (loses track of party) - 0 Dex-13 Dex-19
5 any 5th level Rogue ability - - - -
6 Backstorm (each 50%: +1 att is considered a backstab) - 0 Dex-16 Dex-22
6 any 6th level Rogue ability - - - -
7 Slay (target that you hit saves at +4, -1 per 10% made; or dies) V 0 Wis-13 Wis-19
8 Finger of Death | Slay Living | Power Word Kill V 0 Int-14 Int-17
9 Any target with AC>(150-rating/5) is considered AC=(150-rating/5) to you V 0 Dex-17 Dex-28
10 Disjoin x2 effect ||||||||| x3 |||||||||||||||| x4 etc. - 50 Chr-18 Chr-25
12 Backstave (N/2% of your dmg is vile) || Stun (save=N-100) - 0 Wis-26 Wis-32
24 Backsteal (Steal an effect off of target for yourself per 120%) (aXR to avoid) ½0 30 NA NA

[PC42] Collective 4.2 Classes


Scarlet Huntsman (Anti-Ranger)

Level KXP Warrior  Rog
123 456  123 4
1 0 2-- ---  1-- -
2 3.3 31- ---  2-- -
3 6.6 41- ---  21- -
4 13.2 52- ---  31- -
5 26.4 621 ---  32- -
6 52.8 731 ---  321 -
7 105.6 832 ---  431 -
8 211.2 942 1--  432 -
9 422.4 A52 1--  432 1
10 700 B53 2--  443 1
11 1030 C63 21-  543 2
12 1360 D73 21-  544 2
13 1690 E74 32-  544 3
14 2020 F84 321  554 3
15 2350 G95 321  555 3
16 2680 H95 321  555 4
17 3010 IA6 321  655 4
18 3340 JB6 421  665 4
19 3670 KB7 421  666 4
20 4000 LC7 531  666 5
21 4330 MD8 532  766 5
22 4660 ND8 532  776 5
23 4990 OE9 642  777 5
24 5320 PF9 643  777 6
25 5650 QFA 743  777 7
26 5980 RGA 753  877 7
27 6310 SHB 753  887 7
28 6640 THB 854  888 7
29 6970 UIC 864  888 8
30 7300 VJC 964  988 8
31 7630 WJD 965  998 8
32 7960 XKD 975  999 8
33 8290 YLE A75  999 9
34 8620 ZLE A75  A99 9
35 8950 ZMF B86  AAA A
36 9280 ZNG C97  BBB B
TH Saves
PD RS PP BW Sp Fo Re Wi
+3  6  4  5  4  3  2  2  1
+4  7  5  6  5  4  3  2  1
+5  8  5  7  6  4  3  3  2
+6  8  6  7  7  5  4  3  2
+7  9  7  8  8  6  4  4  2
+8 10  8  9  9  7  5  4  3
+9 11  8 10 10  7  5  4  3
+10 11  9 10 11  8  6  5  3
+11 12 10 11 12  9  6  5  4
+12 13 11 12 13 10  7  6  4
+13 14 11 13 14 10  7  6  4
+14 14 12 13 14 11  8  6  5
+15 14 12 14 14 11  8  7  5
+16 14 13 14 14 12  9  7  5
+17 15 13 14 14 12  9  8  6
+18 15 14 14 14 13 10  8  6
+19 15 14 15 15 13 10  8  6
+20 15 14 15 15 14 11  9  7
Requisites: Str 16, Dex 16, Wis 16
Alignment: LE (overwrite)
HD/level: +‡d10
Weapon Prof.: 4+level/2
To Hit Table: War +3 levels
Save Table: War +3 levels
Reference: DM
Groups: Warrior
 
For Alignment, "(overwrite)" means this class requires LE alignment, but it overwrites all of your other alignment restrictions to be LE as well.
   
For HD, "‡" means an additional HD at level 2 (i.e. this class gets 2 HD at level 2).
   
Barbarian Str and Exceptional Dex bonus.
Can specialize in one Warrior or Rogue school, with no opposite.
Gets one "Any Rogue" pick per level, plus an extra "Any Rogue 1" pick at level 1. 50+30*level Rogue points.
Level 1: 1M: Aura Alteration (you appear to be another alignment to Know Alignment etc.), you can be up to LVL steps removed from LE alignment (cannot use diagonals).
Level 1: Free Tracking proficiency, number of free slots = level * 2.
Level 1: Tailing, City Knowledge, Two-Weapon Fighting proficiencies. No off-hand penalty with any number of weapons.
Level N (every level): Choose a species enemy type (see list below). You get +LVL TH and +4 dmg vs. that enemy type. You may pick the same enemy type more than once; each pick is cumulative.
Species enemy choices: Alien, Alternate Reality creatures, Animal, Arctic, Avian, Beholder, Cloud, Cold-Using, Concordant group, Creatures of 1 alignment, Creatures of 1 plane, Cthulhoid Horror, Dragon, Eelemental, Elemental, Faerie, Far Realm, Fire-Using, Giant, Giant-Class, Golem, Group of Classes, Hound, Humanoid, Immortal, Inner Planar, Insect, Leech, Lycanthrope, Magic-Using, Mind Flayer World, Mutant, Nightmare Dimension, NPC, Ooze, Other Timeline/Multiverse, Outer, Plant, Psionic, Rakshasa World, Regenerating, Reptile, Size Class (choose one), Space, Spirit of the Land, Tarrasque World, Technological, Undead, Unlive, Virus, Water, Weird, Wurm.
Level 1: Surprise 75% of time, is surprised only 1 in 12.
Level 1: Can have a group of 100 Henchmen for free (this group gets restored each reset if they are slain). Each Henchman has maximum value LVL*LVL gp.
Level 1: May have a Beast Rider Mount (see Beast Rider class) of DL=LVL/2.
Level 1: May use crossbows one-handed. May use two crossbows in one set of arms.
Level 2: 1M: Locate Object/Person
Level 3: aNR (LVL-2)*20%
Level 4: 1M: Fire Door (move from one fire to another you know of within 360 yards); 1F: Fire Gate
Level 5: Dust of Disappearance cont.
Level 6: Attract 3-30 followers, usually Hunstmen or DL VI+ Humanoids.
Level 7: Non-detection cont.
Level 8: 1M, 1/t: Maze; 1M, 1/t: Distance Distortion; 1M, 1/t: Mirage Arcana; 1M, 1/t: Massmorph.
Level 9: 1M: Find the Path
Level 10: You and your party do not leave a trail and cannot be tracked or trailed, except by a Strider/Huntsman of double your level or a Ranger of triple your level. If out of visual sight, your party cannot be Located or Find the Pathed to.
Level 11: Cosmic Awareness cont.

[PC42] Collective 4.2 Classes


Scarlet Monk

Level KXP Psi0
mMG S
1 0 1-- -
2 3 2-- -
3 6 3-- -
4 12 4-- -
5 25 5-- -
6 40 61- -
7 70 62- -
8 110 63- -
9 160 64- -
10 220 651 -
11 400 652 -
12 650 653 -
13 900 654 1
14 1150 654 2
15 1400 654 3
16 1650 654 4
17 1900 655 4
18 2200 655 5
19 2500 665 5
20 2800 666 5
21 3800 666 6
22 4800 766 6
23 5800 776 6
24 6800 777 6
25 7800 777 7
26 8800 877 7
27 9800 887 7
28 10800 888 7
29 11800 888 8
30 12800 988 8
31 13800 998 8
32 14800 999 8
33 15800 999 9
34 16800 A99 9
35 17800 AA9 9
36 18800 AAA 9
TH Saves
PD RS PP BW Sp Fo Re Wi
+1  6  4  6  3  4  1  3  0
+2  6  5  7  3  5  1  4  1
+4  7  6  7  4  6  2  5  1
+5  7  7  8  4  7  3  6  2
+7  8  8  8  5  8  4  7  3
+8  8  9  9  5  9  5  8  3
+10  9 10  9  6 10  5  9  4
+11  9 11 10  6 11  6 10  5
+13 10 12 10  7 12  7 11  5
+14 10 13 11  7 13  8 12  6
+16 11 14 11  8 14  9 13  7
+17 12 15 12  9 14  9 14  7
+19 13 16 13 11 15 10 15  8
+20 14 16 14 13 15 11 16  9
+22 15 16 15 14 16 12 17  9
+23 16 16 16 16 16 13 18 10
+25 16 16 16 16 16 13 19 11
+26 16 17 16 16 16 14 20 11
Requisites: Str 17, Dex 19, Con 14, Wis 17
Alignment: LE (overwrite)
HD/level: ++d8
Weapon Prof.: 2*level
To Hit Table: 3xRog
Save Table: 2xRog
Reference: DM
Groups: Rogue
 
For Alignment, "(overwrite)" means this class requires LE alignment, but it overwrites all of your other alignment restrictions to be LE as well.
   
Gets Barbarian Dex and Exceptional Con (or the reverse if you prefer).
Gets 70 Rogue points per level.
Level 1: Open hand number of attacks is level/2. Open hand base damage is 1d(4*level). Open hand to hit bonus is (Dex bonus)+(Str bonus)+2. Open hand damage bonus is (Dex bonus)+(Str bonus)+2. DM Note: This is not the normal damage calculation. Your open hands are considered a +level magical weapon.
Level 1: If Open Hands hit exceeds what is needed, target is stunned for 1d6 r (save vs. para at penalty equal to amount hit by). If Open Hands stuns, chance to kill is (level)*4+20-(target's AC)% (no save)
Level 1: +level dmg with weapons
Level 1: Natural AT is +2*level
Level 1: Base movement rate is (12+2*level)"
Level 1: Against area effects that give a save for ½: the monk takes no damage if he makes his save. This is not used for non-(hp) damaging effects.
Level 1: 1bV: Knock away up to 10+level*2 missile weapons. Makes a save vs. paralyzation with penalty equal to the number of magical plusses the weapon has.
Level 1: One Martial Arts style; +2 Martial Arts maneuvers /level
Level 1: 1V: Lay on hands 1d6+level hp, 1/t
Level 1: Immune ESP, Beguiling, Hypnosis, Charm, Suggestion, Poison, Psionic Blast, Disease, Slow, Geas, Quest.
Level 1: One open hand attack that hit, 1/t: Quivering Palm: Slain (no save), if target's HD/level <= monk's level*2, and target's hp <.=monk's hp*3.
Level 1: Subtract level*10' from falling damage.
Level 2: +(level/2) V actions.
Level 3: +(level/3) P actions.
Level 6: Takes half damage from a spell (that gives no save) if save is failed
Lvl Monk Ability | -50% | -100% | -150% Act Base Penalty Bonus
1 Climb Walls | Climb Overhangs | Climb Upside Down V 60 Str-9 Str-13
1 Find/Remove Traps: Mech. | Magic/Psi | OutPhase | Pro. M 5 Dex-12 Dex-17
1 Hide in Shadows || Meld in Shadows/Mirrors V 5 Dex-11 Dex-16
1 Jumping | Levitate | Flight V 20 Dex-11 Dex-15
1 Move Silently | Passwall | Immovability V 0 Dex-15 Dex-18
1 Open/Close Locks: Mech. | Magic/Psi | OutPhase VM 10 Dex-11 Dex-15
1 Spying | ESP (without him knowing) || Capital E Extract - 10 Int-11 Int-14
1 Tracking | Trailing | Stalking V 0 Int-12 Int-15
1 Any Rogue 1 ability - - - -
2 Attack (+1 TH per 10% made this segment) V 5 Dex-12 Dex-15
2 Concealment/Blending | Misdirection | Non-Detection M 20 Wis-12 Wis-14
3 ("Twirl") Find/Remove Guardian/Warding/Forbiddance effect on area || x1 Special M 20 Dex-18 Dex-28
4 Don't generate Alley encounters | Sewer/Attic | Old City at Night M 10 Wis-15 Wis-20
4 Contortion | Elasticity | Become Liquid-Form VM 10 Dex-10 Dex-14
5 Escape Bonds | Escape Binding | Escape Imprisonment/Time Stop P 50 Str-12 Str-14
6 Hold Breath | Hold Life P 15 Con-15 Con-17
6 Identity Penetration | False Seeing | True Seeing MM 5 Wis-11 Wis-19
7 Blink | Controlled Blink M 20 Wis-12 Wis-17
8 Ask the Local Lord | Highest Lvl in Plane | Chosen God | Ultraplanar | DM a question VM 0 Chr-11 Chr-21
9 Inner Focus (+1 Str/Dex/Con for 1r per 10% made) M 5 Wis-10 Wis-20
10 Ki Power (cast a Wu Jen spell of spell level SL) (penalty = -SL*50%) (#=SL) #M 0 Int-12 Int-36
12 Speed (x2 move) | Speed (+1 V) | Speed (+1 P) | Speed (+1 M) VV 15 Dex-12 Dex-15
15 Energy Control | Adaptation | Immune to Hostile Environments PV 30 Con-9 Con-12
18 Elemental Form | Para-Ele Form | Quasi-Ele Form ||| Semi-Ele Form PP 40 Con-24 Con-24
27 Body Freedom (transfer action types freely; Str Int, Dex Wis, Con Chr) FFF 0 Chr-36 Chr-54

[PC42] Collective 4.2 Classes


Scarlet Necromancer

Level KXP Wizard
123 456 789
1 0 1-- --- ---
2 2.7 20- --- ---
3 5.4 21- --- ---
4 10.8 320 --- ---
5 21.6 421 --- ---
6 43.2 422 0-- ---
7 86.4 432 1-- ---
8 172.8 433 20- ---
9 345.6 433 210 ---
10 885.6 443 221 ---
11 1425.6 444 321 0--
12 1965.6 444 421 10-
13 2505.6 555 432 110
14 3045.6 555 442 111
15 3585.6 555 552 111
16 4125.6 555 553 211
17 4665.6 555 554 321
18 5205.6 555 554 321
19 5745.6 555 554 322
20 6285.6 555 554 333
21 6825.6 555 554 444
22 7365.6 555 555 555
23 7905.6 666 666 666
24 8445.6 776 666 666
25 8985.6 777 766 666
26 9525.6 777 776 666
27 10065.6 777 777 666
28 10605.6 777 777 776
29 11145.6 777 777 777
30 11685.6 887 777 777
31 12225.6 888 777 777
32 12765.6 888 877 777
33 13305.6 888 887 777
34 13845.6 888 888 777
35 14385.6 888 888 877
36 14925.6 888 888 887
TH Saves
PD RS PP BW Sp Fo Re Wi
+0  8  4  5  2  3  0  0  2
+0  8  4  6  3  4  0  0  3
+0  9  5  6  3  4  0  1  3
+1  9  5  6  4  4  1  1  4
+1 10  6  7  4  5  1  1  4
+1 10  6  7  5  5  2  2  5
+2 11  7  8  5  6  2  2  5
+2 11  7  9  6  6  2  2  6
+2 12  7  9  6  7  3  3  6
+3 12  8  9  6  7  3  3  7
+3 13  8 10  7  8  4  3  7
+3 13  9 10  7  8  4  4  8
+4 13  9 10  7  8  4  4  8
+4 14  9 11  8  9  5  4  9
+4 14 10 11  8  9  5  5  9
+5 14 10 11  9  9  6  5 10
+5 15 11 12  9 10  6  5 10
+5 15 11 12 10 11  6  6 11
Requisites: Dex 10, Int 15, Wis 13
Alignment: LE (overwrite)
HD/level: d6
Weapon Prof.: 3+level/4
To Hit Table: Wiz
Save Table: Pri
Reference: DM
Groups: Wizard
 
For Alignment, "(overwrite)" means this class requires LE alignment, but it overwrites all of your other alignment restrictions to be LE as well.
   
Specialized in Necromancy; pick an opposite.
Has Barbarian Int bonus. Gets (Barbarian) Int bonus to spell progression.
Gets (Normal) Wis bonus to this class's Caster Level (CL). This cannot be improved to Exceptional or Barbarian (or higher).
May have 1.5*LVL (round up) "Revive slots" instead of the usual one "Summon slot". An animated xM (multiplier M) being uses up M*M Revive slots.
A Revive is an animated (undead) monster with half the original monster's stats. It also has half the original monster's special abilities. It cannot be healed, but it regenerates at N hp/r (where N is it's DL rating).
A Revive of a Revive has 1/4 the original stats, and so on. Round stats down. If the resultant creature has 0 max hp, the Revive fails.
Level 1: iNaNR 10*LVL%.
Level N (every level): Pick one Necromancy spell. That spell requires only ½ the number of Mental actions to cast.
Level 5: Detect Undead continuous. Detect Life continuous.
Level 8: Detect Unlive continuous.
New spells:
Revive N (Necromancy, SL N): Revive a DL=N monster.

[PC42] Collective 4.2 Classes


Scarlet Torturer

Level KXP Priest
123 456 789
1 0 1-- --- ---
2 2.1 20- --- ---
3 4.2 210 --- ---
4 8.4 211 0-- ---
5 16.8 221 1-- ---
6 33.6 222 2-- ---
7 67.2 333 20- ---
8 134.4 333 31- ---
9 268.8 443 320 ---
10 688.8 444 431 ---
11 1108.8 444 432 ---
12 1528.8 444 433 ---
13 1948.8 444 444 0--
14 2368.8 555 444 1--
15 2788.8 555 554 2--
16 3208.8 555 555 30-
17 3628.8 666 555 31-
18 4048.8 666 665 32-
19 4468.8 666 666 430
20 4888.8 777 666 431
21 5308.8 777 776 432
22 5728.8 777 777 443
23 6148.8 888 777 444
24 6568.8 888 887 544
25 6988.8 888 888 554
26 7408.8 999 888 555
27 7828.8 999 998 655
28 8248.8 999 999 665
29 8668.8 AAA 999 666
30 9088.8 AAA AA9 766
31 9508.8 AAA AAA 776
32 9928.8 BBB AAA 777
33 10348.8 BBB BBB 877
34 10768.8 CCC BBB 887
35 11188.8 CCC CCC 888
36 11608.8 CCC CCC 999
TH Saves
PD RS PP BW Sp Fo Re Wi
+0  8  4  5  2  3  0  0  2
+1  8  4  6  3  4  0  0  3
+2  9  5  6  3  4  0  1  3
+3  9  5  6  4  4  1  1  4
+4 10  6  7  4  5  1  1  4
+5 10  6  7  5  5  2  2  5
+6 11  7  8  5  6  2  2  5
+7 11  7  9  6  6  2  2  6
+8 12  7  9  6  7  3  3  6
+9 12  8  9  6  7  3  3  7
+10 13  8 10  7  8  4  3  7
+11 13  9 10  7  8  4  4  8
+12 13  9 10  7  8  4  4  8
+13 14  9 11  8  9  5  4  9
+14 14 10 11  8  9  5  5  9
+15 14 10 11  9  9  6  5 10
+16 15 11 12  9 10  6  5 10
+17 15 11 12 10 11  6  6 11
Requisites: Str 12, Con 14, Int 12, Wis 14
Alignment: LE (overwrite)
HD/level: d10
Weapon Prof.: 3+level
To Hit Table: War
Save Table: Pri
Reference: DM
Groups: Priest
 
For Alignment, "(overwrite)" means this class requires LE alignment, but it overwrites all of your other alignment restrictions to be LE as well.
   
Has Barbarian Con bonus. Gets (Barbarian) Con bonus to spell progression (instead of Wis).
Has Exceptional Wis bonus. Gets (Exceptional) Wis bonus to this class's Caster Level (CL). This cannot be improved to Barbarian (or higher).
Torture devices are treated as weapons. You may use them as normal weapons, and do normal damage (with no extra effect). If you wish to torture someone, you must be in their group, and you need a torture device with Size Class at least as big as the target's Size Class. The torture automatically hits; you do one instance of your torture device damage to a target (you may apply Str bonus if you wish). Torture generally does not work on Boss-type (or Sub-Boss-type) creatures, uniques, or creatures immune to charm/domination (such as undead). Note about Black Vise: This counts as Size L weapon, but is considered a Size H torture device.
Level 1 ¶: 1P, torture a creature: Charm (no save, WR to resist). The charmed monster will not fight for the duration of this combat, but he will fight (for your side) starting with the next combat.
Level 2 ¶: 1F, torture a creature: Command (no save, WR to resist). This can be done to a monster 1 size class above the torture device.
Level 3 ¶: 1M, torture a creature: Hypnosis (no save, no blahR).
Level 6 ¶: 1M, torture a creature: Capital E Extract (no resistance).
Torture Device gp lbs. Size Size -M Size L+ Critical Source
Black Vise 1000 50 L {H} 1d12 1d10 20+ / x2 MTG
Branding Iron / Poker 12 4 M 1d6 1d3 19+ / x2 BoVD3
Foot Screw / Spanish Boot 14 5 M 1d8 1d2 20+ / x3 Wikipedia
Iron Maiden 200 250 H 1d50 1d50 20+ / x4 BoVD3
Jaw Breaker 10 1 S 2d4 2d4 (none) BoVD3
Rack 150 200 H 1/s for 1r 1/s for 1r (none) BoVD3
Stocks 10 25 L 1d1 1d1 (none) BoVD3
Thumbscrew 1 1 S 1d2 1d2 20+ / x2 BoVD3
Waterboarding 2 10 M 1d4 1d4 20+ / x3 DM

[PC42] Collective 4.2 Classes


Slayer (Mini-Class)

Level KXP Normal Effect Total
1 1 1 species enemy (1)
2 2 1 species enemy (2)
3 4 1 species enemy (3)
4 8 1 species enemy (4)
5 16 1 species enemy (5)
6 32 1 species enemy (6)
7 64 1 species enemy (7)
8 100 1 species enemy (8)
9 150 1 species enemy (9)
10 200 1 species enemy (10)
11 250 1 species enemy (11)
12 300 1 species enemy (12)
13 350 1 species enemy (13)
14 400 1 species enemy (14)
15 450 1 species enemy (15)
16 500 1 species enemy (16)
17 550 1 species enemy (17)
18 600 1 species enemy (18)
19 650 1 species enemy (19)
20 700 1 species enemy (20)
21 750 1 species enemy (21)
22 800 1 species enemy (22)
23 850 1 species enemy (23)
24 900 1 species enemy (24)
25 950 1 species enemy (25)
26 1000 1 species enemy (26)
27 1050 1 species enemy (27)
28 1100 1 species enemy (28)
29 1150 1 species enemy (29)
30 1200 1 species enemy (30)
31 1250 1 species enemy (31)
32 1300 1 species enemy (32)
33 1350 1 species enemy (33)
34 1400 1 species enemy (34)
35 1450 1 species enemy (35)
36 1500 1 species enemy (36)
Alternate Effect Alt Total
1 species resistance (1)
1 species resistance (2)
1 species resistance (3)
1 species resistance (4)
1 species resistance (5)
1 species resistance (6)
1 species resistance (7)
1 species resistance (8)
1 species resistance (9)
1 species resistance (10)
1 species resistance (11)
1 species resistance (12)
1 species resistance (13)
1 species resistance (14)
1 species resistance (15)
1 species resistance (16)
1 species resistance (17)
1 species resistance (18)
1 species resistance (19)
1 species resistance (20)
1 species resistance (21)
1 species resistance (22)
1 species resistance (23)
1 species resistance (24)
1 species resistance (25)
1 species resistance (26)
1 species resistance (27)
1 species resistance (28)
1 species resistance (29)
1 species resistance (30)
1 species resistance (31)
1 species resistance (32)
1 species resistance (33)
1 species resistance (34)
1 species resistance (35)
1 species resistance (36)
Normal: Each level, choose a species enemy (see list below). You get +4 TH and x+1 dmg vs. that enemy. You may pick the same species more than once.
Choices: Alien, Alternate Reality creatures, Animal, Arctic, Avian, Beholder, Cloud, Cold-Using, Concordant group, Creatures of 1 alignment, Creatures of 1 plane, Cthulhoid Horror, Dragon, Eelemental, Elemental, Faerie, Far Realm, Fire-Using, Giant, Giant-Class, Golem, Group of Classes, Hound, Humanoid, Immortal, Inner Planar, Insect, Leech, Lycanthrope, Magic-Using, Mind Flayer World, Mutant, Nightmare Dimension, NPC, Ooze, Other Timeline/Multiverse, Outer, Plant, Psionic, Rakshasa World, Regenerating, Reptile, Size Class (choose one), Space, Spirit of the Land, Tarrasque World, Technological, Undead, Unlive, Virus, Water, Weird, Wurm.
Alternate: Each level, choose a species resistance (see list above). You resist all attacks or special effects (choose one) from that species. You may take the same species multiple times; to resist both attacks and effects; and/or to get double resist, then immune. It would take 6 picks to become completely immune to all of a species' attacks and special effects.

[PC42] Collective 4.2 Classes


Spell Robe (Mini-Class)

Level KXP Normal Effect Total
1 1 1 spell gets -1 SL (1)
2 2 1 spell gets -1 SL (2)
3 4 1 spell gets -1 SL (3)
4 8 1 spell gets -1 SL (4)
5 16 1 spell gets -1 SL (5)
6 32 1 spell gets -1 SL (6)
7 64 1 spell gets -1 SL (7)
8 128 1 spell gets -1 SL (8)
9 200 1 spell gets -1 SL (9)
10 300 1 spell gets -1 SL (10)
11 400 1 spell gets -1 SL (11)
12 500 1 spell gets -1 SL (12)
13 600 1 spell gets -1 SL (13)
14 700 1 spell gets -1 SL (14)
15 800 1 spell gets -1 SL (15)
16 900 1 spell gets -1 SL (16)
17 1000 1 spell gets -1 SL (17)
18 1100 1 spell gets -1 SL (18)
19 1200 1 spell gets -1 SL (19)
20 1300 1 spell gets -1 SL (20)
21 1400 1 spell gets -1 SL (21)
22 1500 1 spell gets -1 SL (22)
23 1600 1 spell gets -1 SL (23)
24 1700 1 spell gets -1 SL (24)
25 1800 1 spell gets -1 SL (25)
26 1900 1 spell gets -1 SL (26)
27 2000 1 spell gets -1 SL (27)
28 2100 1 spell gets -1 SL (28)
29 2200 1 spell gets -1 SL (29)
30 2300 1 spell gets -1 SL (30)
31 2400 1 spell gets -1 SL (31)
32 2500 1 spell gets -1 SL (32)
33 2600 1 spell gets -1 SL (33)
34 2700 1 spell gets -1 SL (34)
35 2800 1 spell gets -1 SL (35)
36 2900 1 spell gets -1 SL (36)
Alternate Effect Alt Total
1 psi power gets -1 SL (1)
1 psi power gets -1 SL (2)
1 psi power gets -1 SL (3)
1 psi power gets -1 SL (4)
1 psi power gets -1 SL (5)
1 psi power gets -1 SL (6)
1 psi power gets -1 SL (7)
1 psi power gets -1 SL (8)
1 psi power gets -1 SL (9)
1 psi power gets -1 SL (10)
1 psi power gets -1 SL (11)
1 psi power gets -1 SL (12)
1 psi power gets -1 SL (13)
1 psi power gets -1 SL (14)
1 psi power gets -1 SL (15)
1 psi power gets -1 SL (16)
1 psi power gets -1 SL (17)
1 psi power gets -1 SL (18)
1 psi power gets -1 SL (19)
1 psi power gets -1 SL (20)
1 psi power gets -1 SL (21)
1 psi power gets -1 SL (22)
1 psi power gets -1 SL (23)
1 psi power gets -1 SL (24)
1 psi power gets -1 SL (25)
1 psi power gets -1 SL (26)
1 psi power gets -1 SL (27)
1 psi power gets -1 SL (28)
1 psi power gets -1 SL (29)
1 psi power gets -1 SL (30)
1 psi power gets -1 SL (31)
1 psi power gets -1 SL (32)
1 psi power gets -1 SL (33)
1 psi power gets -1 SL (34)
1 psi power gets -1 SL (35)
1 psi power gets -1 SL (36)
Normal: Each level, choose a spell by name. That spell is 1 SL lower for you. You cannot pick the same spell more than once.
Alternate: Each level, choose a psi power by name. That power is 1 SL lower for you. You cannot pick the same power more than once. This doesn't work properly for Minor/Major/Grand/Super frequencies; in a partial exception to the "multi-pick" rule, you may use 3 picks to lower one psi power by 1 category (3 SLs).

[PC42] Collective 4.2 Classes


Stat Requirements (Mini-Class)

Level KXP Normal Effect Total
1 0.5 -3 to stat requirements (-3)
2 1 -3 to stat requirements (-6)
3 2 -3 to stat requirements (-9)
4 4 -3 to stat requirements (-12)
5 8 -3 to stat requirements (-15)
6 16 -3 to stat requirements (-18)
7 32 -3 to stat requirements (-21)
8 64 -3 to stat requirements (-24)
9 100 -3 to stat requirements (-27)
10 150 -3 to stat requirements (-30)
11 200 -3 to stat requirements (-33)
12 250 -3 to stat requirements (-36)
13 300 -3 to stat requirements (-39)
14 350 -3 to stat requirements (-42)
15 400 -3 to stat requirements (-45)
16 450 -3 to stat requirements (-48)
17 500 -3 to stat requirements (-51)
18 550 -3 to stat requirements (-54)
19 600 -3 to stat requirements (-57)
20 650 -3 to stat requirements (-60)
21 700 -3 to stat requirements (-63)
22 750 -3 to stat requirements (-66)
23 800 -3 to stat requirements (-69)
24 850 -3 to stat requirements (-72)
25 900 -3 to stat requirements (-75)
26 950 -3 to stat requirements (-78)
27 1000 -3 to stat requirements (-81)
28 1050 -3 to stat requirements (-84)
29 1100 -3 to stat requirements (-87)
30 1150 -3 to stat requirements (-90)
31 1200 -3 to stat requirements (-93)
32 1250 -3 to stat requirements (-96)
33 1300 -3 to stat requirements (-99)
34 1350 -3 to stat requirements (-102)
35 1400 -3 to stat requirements (-105)
36 1450 -3 to stat requirements (-108)
Alternate Effect Alt Total
-1 to HNCL, Luck (-1)
-1 to HNCL, Luck (-2)
-1 to HNCL, Luck (-3)
-1 to HNCL, Luck (-4)
-1 to HNCL, Luck (-5)
-1 to HNCL, Luck (-6)
-1 to HNCL, Luck (-7)
-1 to HNCL, Luck (-8)
-1 to HNCL, Luck (-9)
-1 to HNCL, Luck (-10)
-1 to HNCL, Luck (-11)
-1 to HNCL, Luck (-12)
-1 to HNCL, Luck (-13)
-1 to HNCL, Luck (-14)
-1 to HNCL, Luck (-15)
-1 to HNCL, Luck (-16)
-1 to HNCL, Luck (-17)
-1 to HNCL, Luck (-18)
-1 to HNCL, Luck (-19)
-1 to HNCL, Luck (-20)
-1 to HNCL, Luck (-21)
-1 to HNCL, Luck (-22)
-1 to HNCL, Luck (-23)
-1 to HNCL, Luck (-24)
-1 to HNCL, Luck (-25)
-1 to HNCL, Luck (-26)
-1 to HNCL, Luck (-27)
-1 to HNCL, Luck (-28)
-1 to HNCL, Luck (-29)
-1 to HNCL, Luck (-30)
-1 to HNCL, Luck (-31)
-1 to HNCL, Luck (-32)
-1 to HNCL, Luck (-33)
-1 to HNCL, Luck (-34)
-1 to HNCL, Luck (-35)
-1 to HNCL, Luck (-36)
Normal: Each level, reduce Stat requirements (standard six plus Cml allowed) among your classes by 3. This lets you "owe" less, and makes it easier to add a class you don't have. This version works on x2 and x3 classes.
Alternate: Each level, reduce HNCL or Luck requirement by 1. For 3 picks you can set one half of an alignment restriction to "any" (e.g. LG could become "any L"). For 5 picks you can reduce the number of class slots a class takes by 1 (minimum 1). This version does not work on x2 (or higher) classes, so this is not a route to get a Concordant class early.

[PC42] Collective 4.2 Classes


Thirteen Letter Horror

Level KXP
Spells
1 13 (owe) (none)
2 20 (none)
3 34 (none)
4 62 (none)
5 118 (none)
6 230 (none)
7 454 (none)
8 902 (none)
9 1515 (none)
10 2128 (none)
11 2741 (none)
12 3354 (none)
13 3967 (none)
14 4580 (none)
15 5193 (none)
16 5806 (none)
17 6419 (none)
18 7032 (none)
19 7645 (none)
20 8258 (none)
21 8871 (none)
22 9484 (none)
23 10097 (none)
24 10710 (none)
25 11323 (none)
26 11936 (none)
27 12549 (none)
28 13162 (none)
29 13775 (none)
30 14388 (none)
31 15001 (none)
32 15614 (none)
33 16227 (none)
34 16840 (none)
35 17453 (none)
36 18066 (none)
TH Saves
PD RS PP BW Sp Fo Re Wi
+3  1  1  1  1  1  1  1  1
+7  2  2  2  2  2  2  2  2
+10  3  3  3  3  3  3  3  3
+14  5  5  5  5  5  5  5  5
+17  6  6  6  6  6  6  6  6
+21  7  7  7  7  7  7  7  7
+24  8  8  8  8  8  8  8  8
+28 10 10 10 10 10 10 10 10
+31 11 11 11 11 11 11 11 11
+35 12 12 12 12 12 12 12 12
+38 13 13 13 13 13 13 13 13
+42 15 15 15 15 15 15 15 15
+45 16 16 16 16 16 16 16 16
+49 17 17 17 17 17 17 17 17
+52 18 18 18 18 18 18 18 18
+56 20 20 20 20 20 20 20 20
+59 21 21 21 21 21 21 21 21
+63 22 22 22 22 22 22 22 22
Requisites: Str+Dex+Con-Int-Wis-Chr 13
Alignment: AE or AS or Nil
HD/level: & 2d13
Weapon Prof.: & 13+level
To Hit Table: 3½xMon (d30)
Save Table: 2½xMon (d30)
Reference: DM {Reduced Infinite Letter Horror}
Groups: Monster, Lost, Demigod (x1)
 
The stat requirements for this class means the sum of your Str+Dex+Con must be at least 13 higher than your Int+Wis+Chr. If you don't meet this requirement, you "owe" to Str, Dex, or Con. Be more stupid already!
Gets Ancillary Barbarian Str [bonus=(Str-24)*9/2], Mega Barbarian Dex [bonus=(Dex-20)*7/2], Ultra Barbarian Con [bonus=(Con-22)*4], however, the bonus from these stats cannot be greater than 13*S, where S is the S number. These bonus types can all be reduced to Barbarian bonus, if your stats suck, but you have to reduce all three at the same time.
This class is all edition numbers. Because of this, you roll 1d30 to hit and saves (due to the 30th edition component). You get Overhit, a kit, and LVL feats too. You could try to shoehorn this class's abilities to the various Custom5/Custom6 type classes, but you're probably better off not trying.
This class matches class name with any other class in the Collective that is exactly 13 letters long (not counting spaces or edition numbers). No, I'm not going to write a script to check. Note this class is not the same name as itself ("Thirteen Letter Horror" is 20 letters), so you don't get x1.5 XP if you take this class twice.
 
Each Level: Gets one Rarer3 pick with DL=(LVL+3)/4. For monster type, the DM rolls 1d13+27 and consults the [M40] monster types, treating 28 as Weird (instead of Wurm).
Level 1: May buy unusual materials for claws, bite, and tail (and other limbs). The "base gp cost" of the limb is 13 gp. The "weight" of the limb is 13 pounds. If you pick Drow Steel and your limb rots off, don't blame me.
Levels 1-13: Roll 1d13 per level. If you roll a duplicate, just pick off the table, or you can pick the thing you rolled to see if it stacks, if it would make sense.
   1. 1M: Summon a DL=(LVL+1)/2 monster of [M40] monster type 2d13+14. There is a 13% chance it will fight for you without bothering to use a summon slot. Sure, you could spam this ability and make an army, but you might want to consider this plan very carefully.
   2. 1P: Draw target's brain forth (LVL saves vs. RSW; aCReflection to resist). You can eat it now (Heal self) or put it on your Plate. The target died, by the way, unless it's undead or something.
   3. Mouth's P, LVL/d: Breathe a random EE=1e4 Eelement (½*hp; group; no save; aDReflection to resist). If the DM rolls a really high EE factor, the area has a 13% chance of an Inverse Pixelation zone appearing (as the new Eelement gets invented). Take a snapshot for eelemental posterity!
   4. 1F: Do a random [PC2] Monster Collective Psionics combat (c) power of SL=1dLVL. Any attempt to counter it will fork it instead.
   5. +(LVL+1)/2 wear locations, see the "Wear Locations" Mini-Class for rules. More stuff to drop in Angband like fashion!
   6. 1M, 1/r: Shapechange Self into a random DL=(LVL+2)/3 monster of [M40] monster type 3d13+1. It's permanent, unless you don't like it.
   7. 1M, 1/r: Shapechange Other into a random DL=(LVL+2)/3 monster of [M40] monster type 41-2e6. (LVL saves vs. PP; aHR to resist)
   8. +(LVL+3)/4 IS actions per turn (Instantaneous S actions; you get to use each of these only once per turn).
   9. Immune sanity, beneficial effects you don't want, the floor (you can pass through the floor at will, but not the walls or the ceiling, so this is a one-way trip)
  10. 1P+1V, LVL/h: Draw your own brain forth and consume it. This Heals you (Cureall at level 8, Fix at level 17). All in your group who see this must save vs. Psionic Blast or lose 1d13 San points (aGazeR to resist).
  11. 1M+1P: Contact Higher Plane, with 130% chance of insanity, not that you would notice. You can Twilight afterwards if you want to.
  12. 3M, 1/h: Successfully Divine Intervention to a random x(LVL+14)/5 god (not yours!), and one segment of xLVL multiplier Fast Talking. You'll need it.
  13. ½bhX, 1/natural set, hit someone with your PC cod piece that you're wielding as a weapon: You Capital U Understand. You get a random player cheat code permanently added.
Level 9: Gain 1 "Plate". You store brains and souls on your Plate. It's an object, but it's not really there. Your Plate has 1α (script-A) action. It can move around with it and pick up brains and souls for you. Your Plate can't be attacked or targetted, unless it wants to be. DM Note: "script" is a prefix for action types. α (script-A) actions could be used as Λ (script-V) actions, since A actions can be used as V actions.
Level 13: 1 Mouth's P (can borrow), Throw your Plate as a weapon, 1/t: Roll to hit, if you hit, the target is Trap the Souled into the plate (no save, aaaNR to resist, Hold Life doesn't cut it).
Level 18: Your Plate has 1ε (script-E) action. 1ε, spend a soul on the Plate: You get +1X action. 1ε, spend a brain on the Plate: Reset.
Level 27: Your Plate has 1 IQEε (script-IQE) action. It also has this ability now: 1ε: Scoop up a group of brains or souls off the floor.
Level 36: 3 IISlowOppC', 1bbbD, 1 Mouth's ξ (script-X), 13 Research Points, Capital F Fold 1 being that counts as an Ultra Familiar and a Mount and an Animal Companion, Pixelate Capital P Plenty of Souls or Packages (on Plates) within sight: Get one randomly chosen x5 ICL=13 Intermediate God0 power per round until you reach 13 powers. After the 13th round, the first power on the list is removed, and a new power is added to the end of the list (so you "cycle" between powers). You can "freeze" this process when you like your selection.

[PC42] Collective 4.2 Classes


Uniquer3

Level KXP Myth     Legend
123 456 78 [1]
1 0 1-- --- -- [-]
2 4.5 2-- --- -- [-]
3 9 3-- --- -- [-]
4 18 31- --- -- [-]
5 36 32- --- -- [-]
6 72 33- --- -- [-]
7 144 331 --- -- [-]
8 288 332 --- -- [-]
9 405 333 --- -- [-]
10 506.25 333 1-- -- [-]
11 618.75 333 2-- -- [-]
12 742.5 333 3-- -- [-]
13 877.5 333 31- -- [-]
14 1023.75 333 32- -- [-]
15 1181.25 333 33- -- [-]
16 1350 333 331 -- [-]
17 1530 333 332 -- [-]
18 1721.25 333 333 -- [-]
19 1923.75 333 333 1- [-]
20 2137.5 333 333 2- [-]
21 2362.5 333 333 3- [-]
22 2598.75 333 333 31 [-]
23 2846.25 333 333 32 [-]
24 3105 333 333 33 [-]
25 3375 433 333 33 [-]
26 3656.25 443 333 33 [-]
27 3948.75 444 333 33 [-]
28 4252.5 444 433 33 [-]
29 4567.5 444 443 33 [-]
30 4893.75 444 443 33 [1]
31 5231.25 444 444 33 [1]
32 5580 444 444 33 [2]
33 5940 444 444 43 [2]
34 6311.25 444 444 43 [3]
35 6693.75 444 444 44 [3]
36 7087.5 444 444 44 [4]
TH Saves
PD RS PP BW Sp Fo Re Wi
& +1  5  3  8  2  3  1  0  1
& +2  6  4  8  3  4  2  0  2
& +3  6  5  8  3  4  2  1  3
& +4  6  6  9  4  5  3  1  4
& +5  7  6  9  4  5  3  2  4
& +6  7  7 10  5  6  4  2  5
& +7  7  8 10  5  6  4  3  6
& +8  8  9 10  6  7  5  3  7
& +9  8  9 11  6  7  6  4  7
& +10  9 10 11  7  8  6  4  8
& +11  9 11 11  7  8  7  5  9
& +12  9 12 12  8  9  8  5 10
& +13 10 12 12  8 10  8  6 10
& +14 10 13 13  9 11  9  6 11
& +15 11 14 13  9 11  9  7 12
& +16 11 14 13 10 12 10  7 13
& +17 12 14 14 11 13 10  8 13
& +18 14 15 14 13 14 11  8 14
Requisites: Chr 25
Alignment: any
HD/level: ++++d6
Weapon Prof.: & level*3
To Hit Table: & +level
Save Table: 1½xPsi
Reference: DM {Planeshifted Rarer3}
Groups: Monster, Alternate
 
Each Level: The DM rolls a Monster Summoning result of DL=2*LVL/5 (round up). The result will be a Unique (or Legend). You gain 1-3 of the racial abilities of what the DM rolls. (You don't actually summon anything, the roll is just to determine what you get.)
The progression for the DLs is as follows:
Levels 1-9 = 1, 1, 2, 2, 2, 3, 3, 4, 4
Levels 10-18 = 4, 5, 5, 6, 6, 6, 7, 7, 8
Levels 19-27 = 8, 8, 9, 9, 10, 10, 10, 11, 11
Levels 28-36 = 12, 12, 12, 13, 13, 14, 14, 14, 15
 
Gets a Myth spell progression.
 
The "&" on the To Hit means this class adds it's to hit bonus to your highest other class.
 
Level 12: Divide the cost of Artifacts by (LVL-10) or it's multiplier, whichever is higher.

[PC42] Collective 4.2 Classes


Myth Spells

Level # Spell
1 1 All your effects with saves require two saves (pick worst result)
1 2 Can use 3V /s instead of standard actions per segment
1 3 1M, 1/d: Cast 3rd lvl Wiz or 1st lvl Pri spell (does not Twilight you)
1 4 Your Personality score = Con+Int+Wis+Chr+Level.
1 5 Immune to Coup de grace and Mind Reading / ESP
1 6 1P: Lower all x0 and x1 effects on you and 1 target in your group
1 7 +1 V action
1 8 Immune to Rainbow Silver effect
1 9 0, LVL/d: One target gets -10*LVL% MR, PR, IR, or RR
2 1 Material componenting spells (Wizard or Priest) costs you only ½V action
2 2 0, LVL/d: One target gets -10*LVL% to any one resistance other than GR, aGR, XR, or aXR
2 3 Immune to Harm and Causeall
2 4 0, 1/d: Choose a die roll you make.
2 5 1M, 1/d: Use Psi1, 2, 9, or 18 Minor, PSPs=LVL*10
2 6 Can target yourself two times for twice the effect (magic or psi)
2 7 Resist Time
2 8 (LVL)F, 1/d: Create an item worth LVL*100 item XP or less.
2 9 +LVL A actions
3 1 +1 to F factor in Custom2 without paying for it (see [PC6])
3 2 1M, 1/d: Cast 4th lvl Wiz or 3rd lvl Pri spell (does not Twilight you)
3 3 1M: Dispel Innate
3 4 +1 F action
3 5 0, 1/d: Ignore someone's resistance or double resistance to something
3 6 1F, 1/d: Target effect, with multiplier of x2 or greater, is lowered by 1 multiplier (Effects of x9 or greater ignore this.)
3 7 1M, 1/d: Mini Fury (Do LVL QM actions only for magic or psi, at the end of the effect, you are Crapped and Set)
3 8 0, 1/d: Reset self, you will not get your next Natural Reset.
3 9 Duplicate one 1st level Boss or Sidekick spell
4 1 Duplicate one 1st-2nd level Boss or Sidekick spell
4 2 Get 2 Resets per Reset (doesn't stack w/self, one of them is an Artificial Reset)
4 3 +LVL*20% distributed among RMPIWR
4 4 1F, 1/h: Locate Person/Object
4 5 1F, 1/h: Speak with Person (Tongues)
4 6 1V: Magic Jar
4 7 Immune to effects that specifically affect your race (Arrow of Slaying, etc.)
4 8 Always do at least 1 damage as long as you hit, regardless of immunities / WR / pro weapons / etc.
4 9 1V: Lower one x0 effect. 1P: Lower one x1 effect.
5 1 Pick magic, psi, radiation, or innate. Your effects of that type give half blahR (normal and irreducible; unadjustable blahR's are not affected)
5 2 0, 1/s: Have a LVL% chance per segment of being able to attack a Familiar even if it's immune (the Familiar will know you're doing this even if you fail)
5 3 Time/Reality Stability
5 4 1V: Lower all x0 effects on 1 target. 1P: Lower LVL x1 effects on 1 target.
5 5 1M: Roll 1d50-20. After rolling and seeing the result, you may disable that Psionic frequency in the area for 1 turn (treat as a x1 Special).
5 6 1M, 1/d: Contact Higher Plane (not Other; this is the version that has a chance of insanity)
5 7 +1 Opp action (if Opposing actions are pixelated, gives +1QS instead)
5 8 Can trade a Myth SL N for N Myth SLs. This effect also gives you 2 SLs of Myth spells.
5 9 1S: Lower LVL x1 effects in the same group.
6 1 Material componenting spells (Wizard or Priest) costs you only ¼V action
6 2 0, 1/d: For 1 turn, casting multiple Wishes/Miracles doesn't harm MF in the area
6 3 1M, 1/d: Cast 5th lvl Wiz or Pri spell
6 4 1M: Disable all non-Rogue classes in your group (RSW save for each class)
6 5 Resist one element of E=LVL or less (change at reset)
6 6 Immune to 0th-3rd level spells of one school or sphere
6 7 You may mix this class with any other single class, that is itself not in a mix. Uses the 50% version of mixed classing.
6 8 0: Zero & Opposing actions cannot be used in your group.
6 9 1bF: Counterspell
7 1 0, 1/d: Avoid Fate of x2 multiplier
7 2 Duplicate one 1st-4th level Boss or Sidekick spell
7 3 1F: Sever Warden / Brass Gnat / ProtoLich's power connection (Will save)
7 4 1M: Target loses this segment's actions (RSW save)
7 5 1P: You and target cannot use F, S, M, or Opp actions (target gets RSW save)
7 6 1V, 1/t: Choose Future
7 7 You can use +1 segment /r (i.e. you get a segment 11)
7 8 Reduced time paradox/oddities while time travelling
7 9 0, 1/t: Counter a Counterspell
8 1 1 Reset of F actions, 1/w: Create a LVL*1000 item XP magic item
8 2 +3 HNCL for purposes of qualifying for Concordant classes
8 3 1V, 2/d: Drop or add a class (even during combat)
8 4 1 Reset: Mordenkainen's Magnificient Mansion (permanent)
8 5 Duplicate 4 SL's of Mortal0 spells
8 6 +LVL*5% XR
8 7 1F, 1/d: Target Myth loses Myth class & all spells (Will save)
8 8 1F: Dominate target creature (Will save)
8 9 1bF, 1/d: Capital O Object
Legend 1 (11) 1 All your effects have no save (incl. Scarab/Pro)
Legend 1 (11) 2 Can instead use LL/2 (round up) F actions /s
Legend 1 (11) 3 1M,1/d: Cast 10th lvl Wiz or 8th lvl Pri spell
Legend 1 (11) 4 Immune Ego/Domination of mult = to LL or less
Legend 1 (11) 5 Immune Head Blown Off, slain, crapped, Extract
Legend 1 (11) 6 1V: Lower all x1 effects on 1 target
Legend 1 (11) 7 +LL S actions
Legend 1 (11) 8 Truename is unreadable to mult = to LL or less
Legend 1 (11) 9 0,LL/d: One target gets -10*LL% irrBlahR (MPIRR)

[PC42] Collective 4.2 Classes


Wacky Ball Mage

Level KXP Wacky Balls
123 456 789 AB
1 0 2½- --- --- --
2 2.5 31½ --- --- --
3 5 421 --- --- --
4 10 532 ½-- --- --
5 20 643 1½- --- --
6 40 754 21- --- --
7 60 865 32½ --- --
8 90 976 43½ --- --
9 135 A87 541 ½-- --
10 250 A98 652 1-- --
11 375 AA9 763 2½- --
12 750 AAA 874 3½- --
13 1125 AAA 985 4½- --
14 1500 AAA A96 51½ --
15 1875 AAA AA7 621 --
16 2250 AAA AA8 732 --
17 2625 AAA AA9 843 --
18 3000 AAA AAA 954 ½-
19 3375 AAA AAA A65 ½-
20 3750 AAA AAA A76 1-
21 4125 AAA AAA A87 1-
22 4500 AAA AAA A98 2-
23 4875 AAA AAA AA9 2-
24 5250 AAA AAA AAA 3-
25 5625 BBB BBB BBB 3-
26 6000 BBB BBB BBB 4-
27 6375 CCC CCC CCC 4½
28 6750 CCC CCC CCC 5½
29 7125 DDD DDD DDD 5½
30 7500 DDD DDD DDD 51
31 7875 DDD DDD DDD 61
32 8250 EEE EEE EEE 61
33 8625 EEE EEE EEE 71
34 9000 FFF FFF FFF 71
35 9375 FFF FFF FFF 81
36 9750 FFF FFF FFF 82
TH Saves
PD RS PP BW Sp Fo Re Wi
-1  4  7  5  3  7  0  1  1
+0  4  8  6  4  7  1  2  2
+0  5  9  7  5  8  2  3  3
+0  6 10  7  6  9  2  3  4
+0  6 11  8  6 10  3  4  5
+0  7 12  9  7 11  4  5  6
+0  7 13 10  8 11  5  6  7
+1  8 13 11  9 12  6  7  8
+1  9 14 11 10 13  6  7  9
+1  9 15 12 10 14  7  8 10
+1 10 15 13 11 15  8  9 11
+1 11 16 13 12 15  9 10 12
+1 12 16 14 13 15 10 11 13
+2 12 16 14 14 16 10 11 14
+2 13 16 15 14 16 11 12 15
+2 14 16 15 15 16 12 13 16
+2 15 17 16 16 16 13 14 17
+2 16 17 16 16 17 14 15 18
Requisites: Dex 12, Int 18
Alignment: any
HD/level: d5
Weapon Prof.: 2+level/8
To Hit Table: ½xWiz
Save Table: 2xWiz
Reference: DM
Groups: Wizard
 
Specialized in Wacky Balls. Opposite to everything else except Invocation (which it's Normal to)
Wacky Balls can be seen in the [S2] section.
Free Material Componenting.

[PC42] Collective 4.2 Classes


War Priest

Level KXP Priest
123 456 78
1 0 20- --- --
2 2 210 --- --
3 4 321 --- --
4 7.5 422 --- --
5 12.5 432 0-- --
6 20 432 1-- --
7 35 443 1-- --
8 60 443 20- --
9 90 543 21- --
10 125 543 320 --
11 200 553 321 0-
12 300 554 432 1-
13 750 655 543 2-
14 1150 666 654 3-
15 1550 666 666 4-
16 1950 666 666 5-
17 2350 666 666 6-
18 2750 666 666 60
19 3150 666 666 61
20 3550 666 666 62
21 3950 666 666 63
22 4350 666 666 64
23 4750 666 666 65
24 5150 766 666 65
25 5550 776 666 65
26 5950 777 666 65
27 6350 777 766 65
28 6750 777 776 65
29 7150 777 777 65
30 7550 777 777 75
31 7950 777 777 76
32 8350 777 777 77
33 8750 887 777 77
34 9150 888 877 77
35 9550 888 888 77
36 9950 888 888 88
TH Saves
PD RS PP BW Sp Fo Re Wi
+0  4  2  3  1  1  1  1  0
+1  5  2  4  2  1  1  1  0
+2  5  3  4  3  2  2  2  1
+3  6  4  5  4  3  2  2  1
+4  7  5  6  5  4  3  2  1
+5  8  5  7  6  4  3  3  2
+6  8  6  7  7  5  4  3  2
+7  9  7  8  8  6  4  4  2
+8 10  8  9  9  7  5  4  3
+9 11  8 10 10  7  5  4  3
+10 11  9 10 11  8  6  5  3
+11 12 10 11 12  9  6  5  4
+12 13 11 12 13 10  7  6  4
+13 14 11 13 14 10  7  6  4
+14 14 12 13 14 11  8  6  5
+15 14 12 14 14 11  8  7  5
+16 14 13 14 14 12  9  7  5
+17 15 13 14 14 12  9  8  6
Requisites: Str 15, Wis 12
Alignment: any
HD/level: d10
Weapon Prof.: 4+level/2
To Hit Table: War
Save Table: Pri
Reference: DM
Groups: Priest
 
Gets Str (not Wis) bonus to spells.
Gets Exceptional Str bonus.
Bonus grand in War sphere.
Can specialize in weapons using the "Non-War" line.
+level slots for Henchmen.
Never loses control of Henchmen (auto-make Chr and Morale checks).
Divide the cost of Henchment by LVL.
   
Level N (every level): Using the list below, pick an ability.
A. +1P Action.
B. Barbarian Str bonus instead of Exceptional.
C. All weapons are considered 1 size smaller for what you can wield.
D. Immune to attacks from siege machines.
E. You, your party, followers, henchmen, summons, familiars, and animal companions Fly at LVL*3".
F. Automatically make Str checks, Bend Bars/Lift Gates checks. Immune to Web and Stop effects.
G. Unmanned siege machines within LVL*10' of you can fire by themselves (using your attack bonuses).
H. You and your henchmen ignore plusses needed to hit, WR, and DR.
I. Your henchmen attack as if one DL better than they are.
J. Your henchmen defend as if one DL better than they are.
K. Free GGL (Specialty God) pick in a god that has a Str requirement.
L. You can communicate psionically with all of your henchmen. This link cannot be "tapped".
M. 1F, 1/h: Create a x1 Terrain Feature (Special with 1 mile radius), with a max SL=(LVL/2) effect.
N. Your Wall spell effects have xLVL area. ½M: Dispel a Wall effect.
New War Spells:
War Charge (SL=1): When charging with at least 100 Henchmen, all who see this are Feared (Will save).
Battle Shield (SL=2): Damaging shield (50% back) of type Metal. You resist weapon special effects while running this.
Dispel Charm (SL=3): Dispels Charm on a group, or on all of your Henchmen at once.
Henchman Recruit (SL=4): Teleports in one Henchman of the same type as one you have. You must pay the gp cost of the Henchman immediately.
True Storm (SL=5): Entire party (incl. summons and henchmen) get +20 TH on one attack this segment.
Army Teleport (SL=6): Teleports any number of (willing) beings within sight.
Holy Word Battle (SL=7): Entire party (incl. summons and henchmen) get +1QS action this segment.
Higher Ground (SL=8): Creates a x2 Terrain Feature that you and your henchmen get +1 to multiplier.
Mass Mass Heal (SL=9): Heals up to 100 groups of creatures. (Yes, this can be reversed.)

[PC42] Collective 4.2 Classes


New Henchmen

Name gp /day Effective DL Notes
Cloistered Cleric 3 DL I They throw Cure (or Cause) Lights, once a round.
Muscle Sliver 30 DL I (or more) DL=cube root of (number of Muscle Slivers); Have no real "special" abilities
Musketeer 4 DL II If killed in melee, they explode on their enemy for 1d4 Tech dmg.
Bulette of Xvim 9 DL II (attack as III) Don't have to pay them after the first day, as long as there's plenty of corpses to eat.
Rogue Invisible Stalker 12 DL III Have level 1-8 Rogue-like abilities
Cambion 20 DL III Psi6 / Psi12 Minor and Major abilities (choose alignment)
Hound of Ill Omen 50 DL IV Shift enemies' die rolls out of their favor
Faerie 65 DL IV (defend as VI) |AC| 18; area effects kill only 1 of them
Mind Flayer Mercenary 150 DL V Lots of Grand psionic effects. This is the closest you're gonna get to Astral Constructs on this table.
SFB Prime Team 200 DL V Like a mini NPC party. Not as clever as the PCs, but they can operate on their own if given orders.
Henchman 400 DL VI As in the x1 Concordant class. Sidekicks cost the same amount.
Rakshasa Mercenary 900 DL VII Lots of SL 5-8 spell effects
Proto-Lich 1600 DL VIII Nasty Higher Undead. Looking for that last haul before retiring to Lichdom.
Small Game Hunter 3000 DL IX Looking for something to smash.
Big Game Hunter 5000 DL X Kill All.

[PC42] Collective 4.2 Classes


Warrior/Rogue Spell Progression (Mini-Class)

Level KXP Normal Effect War/Rog
123 456
1 0.8 CL=(1 or HNCL); know 1 school 1-- ---
2 1.6 CL=(2 or HNCL); know 2 schools 2-- ---
3 3.2 CL=(3 or HNCL); know 3 schools 21- ---
4 6.4 CL=(4 or HNCL); know 4 schools 32- ---
5 12.8 CL=(5 or HNCL); know 5 schools 421 ---
6 25.6 CL=(6 or HNCL); know 6 schools 422 ---
7 51.2 CL=(7 or HNCL); know 7 schools 432 1--
8 102.4 CL=(8 or HNCL); know 8 schools 433 2--
9 160 CL=(9 or HNCL); know 9 schools 433 21-
10 240 CL=(10 or HNCL); know 10 schools 443 22-
11 320 CL=(11 or HNCL); know 11 schools 444 33-
12 400 CL=(12 or HNCL); know 12 schools 444 441
13 480 CL=(13 or HNCL); know 13 schools 555 442
14 560 CL=(14 or HNCL); know 14 schools 555 443
15 640 CL=(15 or HNCL); know 15 schools 555 544
16 720 CL=(16 or HNCL); know 16 schools 555 555
17 800 CL=(17 or HNCL); know 17 schools 665 555
18 880 CL=(18 or HNCL); know 18 schools 666 655
19 960 CL=(19 or HNCL); know 19 schools 666 666
20 1040 CL=(20 or HNCL); know 20 schools 776 666
21 1120 CL=(21 or HNCL); know 21 schools 777 766
22 1200 CL=(22 or HNCL); know 22 schools 777 777
23 1280 CL=(23 or HNCL); know 23 schools 887 777
24 1360 CL=(24 or HNCL); know 24 schools 888 877
25 1440 CL=(25 or HNCL); know 25 schools 888 888
26 1520 CL=(26 or HNCL); know 26 schools 998 888
27 1600 CL=(27 or HNCL); know 27 schools 999 988
28 1680 CL=(28 or HNCL); know 28 schools 999 999
29 1760 CL=(29 or HNCL); know 29 schools AA9 999
30 1840 CL=(30 or HNCL); know 30 schools AAA A99
31 1920 CL=(31 or HNCL); know 31 schools AAA AAA
32 2000 CL=(32 or HNCL); know 32 schools BBA AAA
33 2080 CL=(33 or HNCL); know 33 schools BBB BAA
34 2160 CL=(34 or HNCL); know 34 schools BBB BBB
35 2240 CL=(35 or HNCL); know 35 schools CCB BBB
36 2320 CL=(36 or HNCL); know 36 schools CCC CBB
Alternate
123 456 7
1-- --- -
-1- --- -
-2- --- -
1-1 --- -
2-2 --- -
21- 1-- -
22- 2-- -
221 -1- -
322 -2- -
322 1-1 -
332 2-2 -
332 21- 1
333 22- 2
433 321 2
443 332 2
444 333 3
444 433 3
444 443 3
444 444 3
444 444 4
544 444 4
554 444 4
555 444 4
555 544 4
555 554 4
555 555 4
555 555 5
655 555 5
665 555 5
666 555 5
666 655 5
666 665 5
666 666 5
666 666 6
766 666 6
776 666 6
This class can cast both Warrior and Rogue spells. You pick one school per level.

[PC42] Collective 4.2 Classes


Wear Locations / Limbs (Mini-Class)

Level KXP Normal Effect Total
1 3 +1 wear location (+1)
2 6 +1 wear location (+2)
3 12 +1 wear location (+3)
4 24 +1 wear location (+4)
5 48 +1 wear location (+5)
6 96 +1 wear location (+6)
7 192 +1 wear location (+7)
8 384 +1 wear location (+8)
9 600 +1 wear location (+9)
10 900 +1 wear location (+10)
11 1200 +1 wear location (+11)
12 1500 +1 wear location (+12)
13 1800 +1 wear location (+13)
14 2100 +1 wear location (+14)
15 2400 +1 wear location (+15)
16 2700 +1 wear location (+16)
17 3000 +1 wear location (+17)
18 3300 +1 wear location (+18)
19 3600 +1 wear location (+19)
20 3900 +1 wear location (+20)
21 4200 +1 wear location (+21)
22 4500 +1 wear location (+22)
23 4800 +1 wear location (+23)
24 5100 +1 wear location (+24)
25 5400 +1 wear location (+25)
26 5700 +1 wear location (+26)
27 6000 +1 wear location (+27)
28 6300 +1 wear location (+28)
29 6600 +1 wear location (+29)
30 6900 +1 wear location (+30)
31 7200 +1 wear location (+31)
32 7500 +1 wear location (+32)
33 7800 +1 wear location (+33)
34 8100 +1 wear location (+34)
35 8400 +1 wear location (+35)
36 8700 +1 wear location (+36)
Alternate Effect Alt Total
+1 tentacle (+1)
+1 tentacle (+2)
+1 tentacle (+3)
+1 tentacle (+4)
+1 tentacle (+5)
+1 tentacle (+6)
+1 tentacle (+7)
+1 tentacle (+8)
+1 tentacle (+9)
+1 tentacle (+10)
+1 tentacle (+11)
+1 tentacle (+12)
+1 tentacle (+13)
+1 tentacle (+14)
+1 tentacle (+15)
+1 tentacle (+16)
+1 tentacle (+17)
+1 tentacle (+18)
+1 tentacle (+19)
+1 tentacle (+20)
+1 tentacle (+21)
+1 tentacle (+22)
+1 tentacle (+23)
+1 tentacle (+24)
+1 tentacle (+25)
+1 tentacle (+26)
+1 tentacle (+27)
+1 tentacle (+28)
+1 tentacle (+29)
+1 tentacle (+30)
+1 tentacle (+31)
+1 tentacle (+32)
+1 tentacle (+33)
+1 tentacle (+34)
+1 tentacle (+35)
+1 tentacle (+36)
Normal (Wear Locations): You can wear an extra of the same item type per level (for example, you could wear 2 helmets instead of 1 at level 1).
These locations cost 1 each: Belt, Boots, Buckler, Finger (Ring), Gauntlets, Girdle, Gloves, Helmet/Hat/Beanie, Ioun Stone
These locations cost 2 each: Face/Mask, Glasses/Goggles, Shield
These locations cost 4 each: Body Armor, Weapon (for weapons keep track of Str requirements!)
Alternate (Limbs): Each level you get 1 tentacle. You may trade them in for another type:
These limbs cost 1 tentacle: Antenna, Hand (splitting the Str with another hand in same arm), Horn (1d2 dmg), Leg (with a Foot), Tail (1d2 dmg)
These limbs cost 2 tentacles: Arm (with a Hand), Brain (immune Brain Drawn Forth unless lose all of them), Eye, Heart
These limbs cost 4 tentacles: Head, Torso
All the extra limbs from this class are in the same "group" of limbs. You may start a new group by losing a tentacle.

[PC43] Collective 4.3 Classes


Accomplice

Level KXP Accomp A-H
123 45 [1]
1 0 1-- -- [-]
2 3.3 2-- -- [-]
3 6.6 3-- -- [-]
4 13.2 4-- -- [-]
5 26.4 41- -- [-]
6 52.8 42- -- [-]
7 105.6 43- -- [-]
8 213 44- -- [-]
9 430 441 -- [-]
10 860 442 -- [-]
11 1290 443 -- [-]
12 1720 443 1- [-]
13 2150 444 1- [-]
14 2580 444 2- [-]
15 3010 444 3- [-]
16 3440 444 4- [-]
17 3870 544 4- [-]
18 4300 554 4- [-]
19 4730 555 4- [-]
20 5160 555 41 [-]
21 5590 555 51 [-]
22 6020 655 51 [-]
23 6450 655 52 [-]
24 6880 665 52 [-]
25 7310 666 52 [-]
26 7740 666 53 [-]
27 8170 666 63 [1]
28 8600 766 63 [1]
29 9030 766 64 [2]
30 9460 776 64 [2]
31 9890 777 64 [3]
32 10320 777 65 [3]
33 10750 777 75 [4]
34 11180 877 75 [4]
35 11610 887 76 [5]
36 12040 888 76 [5]
TH Saves
PD RS PP BW Sp Fo Re Wi
+4  4  2  3  1  1  1  1  0
+5  5  2  4  2  1  1  1  0
+5  5  3  4  3  2  2  2  1
+6  6  4  5  4  3  2  2  1
+6  7  5  6  5  4  3  2  1
+7  8  5  7  6  4  3  3  2
+7  8  6  7  7  5  4  3  2
+8  9  7  8  8  6  4  4  2
+8 10  8  9  9  7  5  4  3
+9 11  8 10 10  7  5  4  3
+9 11  9 10 11  8  6  5  3
+10 12 10 11 12  9  6  5  4
+10 13 11 12 13 10  7  6  4
+11 14 11 13 14 10  7  6  4
+11 14 12 13 14 11  8  6  5
+12 14 12 14 14 11  8  7  5
+12 14 13 14 14 12  9  7  5
+13 15 13 14 14 12  9  8  6
Requisites: Str 16, Int 18, Logic 7
Alignment: any E
HD/level: ++d13
Weapon Prof.: 6+level/2
To Hit Table: 4+level/2
Save Table: War
Reference: DM {Reduced Anti-Hero}
Groups: Rogue, Concordant (x1), Mirror
 
Logic is an ability score based off of Int. It is equal to 2+(Int bonus) base. Note that you will "owe" one stat point to Logic with an 18 Int (since your Logic will be only 6), unless you have Exceptional Int bonus somehow.
Gets Exc Str. Can purchase Exc Dex for 1 weapon slot and Exc Con for 4 weapon slots.
Can weapon specialize and uses the "Ranger" line for number of attacks.
Gets 80 Rogue points per level.
On the Rogue Ability table, cannot use picks to get other picks (no "chaining" of picks).
Your CCL with Anti-Hero spells is CL-26.
Lvl Ability
1 Any Bandit1 level 2 ability
1 Any Bounty Hunter1 level 2 ability
1 Any Executioner1 level 1 ability
1 Any Mercenary5 level 1 ability
1 Any Scarlet Assassin level 1 ability
1 Any The Hidden level 1 ability
5 Any Bandit1 level 6 ability
5 Any Bounty Hunter1 level 6 ability
5 Any Executioner1 level 5 ability
5 Any Mercenary5 level 5 ability
5 Any Scarlet Assassin level 5 ability
5 Any The Hidden level 5 ability
9 Any Bandit1 level 10 ability
9 Any Bounty Hunter1 level 10 ability
9 Any Executioner1 level 9 ability
9 Any Mercenary5 level 9 ability
9 Any Scarlet Assassin level 9 ability
9 Any The Hidden level 9 ability
13 Any Bandit1 level 16 ability
13 Any Bounty Hunter1 level 15 ability
13 Any Executioner1 level 13 ability
13 Any Mercenary5 level 14 ability
13 Any Scarlet Assassin level 13 ability
13 Any The Hidden level 13 ability

[PC43] Collective 4.3 Classes


Accomplice Spells

Level # Spell
1 1 10*CL% iaIR
1 2 +10% XP in Accomplice, if this is your only class (if you are single classed and getting x2 XP, you'll get x2.1 XP now)
1 3 1M: LVLd6 dmg, E=1 element, one target, no save
1 4 1M: Target is paralyzed (PPD save)
1 5 1M: Steal an action or memory (Will save)
1 6 +CL/2 QV actions
1 7 +LVL SL's in one spell progression (Wizard or Priest)
1 8 +2 CL with psionics
1 9 +1 Str, Dex, Con, Int, Wis, and Chr
2 1 10*CL% iaMR
2 2 1M, 2/d: Causeall
2 3 +CL/3 QP actions
2 4 Pick a psionic power you have. It does not give a saving throw.
2 5 1M: Remove one Resist to something (no save, use ER)
2 6 10*CL% ER
2 7 0, 3/d: Counter a counterspell
2 8 0, 2/r: Force an extra saving throw an effect (doesn't have to be your effect; choose the worst)
2 9 0, 2/r: Force an extra to hit roll on someone is attacking (choose the worst)
3 1 10*CL% iaPR
3 2 +1 per damage die on your physical attacks; Enemies get --1 to hit you
3 3 0, 2/d: Set one target (Fort save, if they make it their hit points halve)
3 4 1M: LVLd12 dmg, E=3 element, one target, no save
3 5 0, 2/d: Incurse one target (Will save, if they make it they lose 3M actions)
3 6 +CL/4 QM actions
3 7 1M: Sporacle a group (a random [C] section effect)
3 8 1V: Lend a V action to someone
4 1 Pick a spell you have. It costs half the number of actions it normally requires.
4 2 Pick a psionic power you have. It costs half the number of actions it normally requires.
4 3 +1 to number of segments per round (i.e. you get a segment 11)]
4 4 +1 Opp action (remember you can trade 1Opp -> 1F, if Opposing actions aren't useful for you)
5 1 10*CL% aER
5 2 +CL/5 Q0 actions
5 3 Pick an action type. You are immune to actions of that type being locked down.
Anti-Hero 1 (11) 1 10*CCL% uWR (unadjustable WR, does shift, can't be lowered/halved)
Anti-Hero 1 (11) 2 1M: LVLd60 dmg, E=CCL element, one target (no save, use XR to resist)
Anti-Hero 1 (11) 3 1M: Target is Capital P Paralyzed (no save, use XR to resist)
Anti-Hero 1 (11) 4 1M: Capital E Extract, or steal actions of one type (no save, use XR to resist)
Anti-Hero 1 (11) 5 +1 QX action
Anti-Hero 1 (11) 6 +CCL to Str, Dex, Con, Int, Wis, Chr, Cml, Luck
Anti-Hero 1 (11) 7 1M: Target takes an Ego Domination attack with Ego=20*CCL (if he fails he is Dominated by you)
Anti-Hero 1 (11) 8 Duplicate a Level: ability of a non-Concordant class
Anti-Hero 1 (11) 9 Free wild talent in Psi81, PSPs=40*CCL, use ML=9+CCL in the Psi81 class.

[PC43] Collective 4.3 Classes


Anti-Barbarian100

Level KXP Warrior
123 456 789
1 0 1-- --- ---
2 6 2-- --- ---
3 12 21- --- ---
4 24 32- --- ---
5 48 421 --- ---
6 80 422 --- ---
7 150 432 1-- ---
8 275 433 2-- ---
9 500 433 21- ---
10 1000 443 22- ---
11 1500 444 33- ---
12 2000 444 441 ---
13 2500 555 442 ---
14 3000 555 442 1--
15 3500 555 552 1--
16 4000 555 553 21-
17 4500 555 553 32-
18 5000 555 553 321
19 5500 555 553 331
20 6000 555 554 332
21 6500 555 554 442
22 7000 555 555 443
23 7500 555 555 553
24 8000 555 555 554
25 8500 555 555 555
26 9000 666 655 555
27 9500 666 666 655
28 10000 666 666 666
29 10500 777 766 666
30 11000 777 777 766
31 11500 777 777 777
32 12000 888 877 777
33 12500 888 888 877
34 13000 888 888 888
35 13500 999 988 888
36 14000 999 999 999
TH Saves
PD RS PP BW Sp Fo Re Wi
+0 20 10 15  5  5  5  5  0
+10 25 10 20 10  5  5  5  0
+20 25 15 20 15 10 10 10  5
+30 30 20 25 20 15 10 10  5
+40 35 25 30 25 20 15 10  5
+50 40 25 35 30 20 15 15 10
+60 40 30 35 35 25 20 15 10
+70 45 35 40 40 30 20 20 10
+80 50 40 45 45 35 25 20 15
+90 55 40 50 50 35 25 20 15
+100 55 45 50 55 40 30 25 15
+110 60 50 55 60 45 30 25 20
+120 65 55 60 65 50 35 30 20
+130 70 55 65 70 50 35 30 20
+140 70 60 65 70 55 40 30 25
+150 70 60 70 70 55 40 35 25
+160 70 65 70 70 60 45 35 25
+170 75 65 70 70 60 45 40 30
Requisites: Str 100, Con 50, Class Slots 3
Alignment: any
HD/level: & d100 (no Con bonus)
Weapon Prof.: & level*10
To Hit Table: War*10 (see note)
Save Table: War*5 (see note)
Reference: DM
Groups: Warrior, Futureshifted
 
Gets no stat bonuses from any ability score. This affects your entire character, even class abilities outside of Anti-Barbarian100. No effect will allow you to gain a stat bonus from any ability score (adding "Exc Str" doesn't work, the "Auto-Str" weapon flag doesn't work, etc.). This also affects stat bonuses to spell/psi progressions. Note you do not get stat penalties either, if your stat is low.
The "To Hit" of "Mon*10" means to read the Monster table at your level, and multiply the result by 10 (this is different from "10xMon", where you multiply your level by 10 before reading). Similarly Saves of "War*5" means to multiply the result of Warrior by 5 (not the level). The correct values are given in the TH/Saves table above.
Uses the "Barbarian" line for number of attacks.
Level 1 ¶: Rolls 1d100 to hit and for saves. Automatically hits (succeeds) on a natural 90-100. Automatically misses on a 01-09. Critical ranges for weapons are 4 times listed values (so 20+/x2 becomes 80+/x2, and 16+/x4 becomes 64+/x4). DM Note: When rolling to hit, I recommend you roll d10's (for the first digit) first, as most likely you either hit by a lot or missed by a lot.
Level 1 ¶: Rolls 1d100-40 for ability score, proficiency and skill checks.
Level 1 ¶: You may have up to LVL+2 instances of Weapon Specialization for each weapon, where each instance gives 3 half-plusses in the weapon. (e.g. at level 1 you can be Triple Specialized in Long Sword, giving +0/+9 TH/dmg).
Level 1 ¶: You are not limited to LVL when purchasing the Weapon Proficiency "Weapon Mastery"; you have no limit at all.
Level 3: You may cast Psi9 powers as if they were Warrior spells. Minor is SL=2, Major is SL=5, Grand is SL=8, and Super is SL=11. You do not have Psi9 "tracks"; the spell slot covers the cost.

[PC43] Collective 4.3 Classes


Arcane Priest

Level KXP Arcane Priest
123 456 789 A
1 0 1-- --- --- -
2 3 20- --- --- -
3 6 21- --- --- -
4 12 320 --- --- -
5 24 321 --- --- -
6 48 432 0-- --- -
7 72 432 1-- --- -
8 108 543 20- --- -
9 162 543 21- --- -
10 300 654 320 --- -
11 450 654 321 --- -
12 900 765 432 0-- -
13 1350 765 432 1-- -
14 1800 776 543 20- -
15 2250 776 543 21- -
16 2700 777 654 320 -
17 3150 777 654 321 -
18 3600 777 765 432 -
19 4050 777 776 543 -
20 4500 777 777 654 -
21 4950 777 777 765 -
22 5400 777 777 776 -
23 5850 777 777 777 -
24 6300 888 877 777 -
25 6750 888 888 877 -
26 7200 888 888 888 -
27 7650 888 888 888 b
28 8100 888 888 888 0
29 8550 888 888 888 1
30 9000 888 888 888 2
31 9450 888 888 888 3
32 9900 888 888 888 4
33 10350 888 888 888 5
34 10800 888 888 888 6
35 11250 888 888 888 7
36 11700 888 888 888 8
TH Saves
PD RS PP BW Sp Fo Re Wi
+0  8  4  5  2  3  0  0  2
+1  8  4  6  3  4  0  0  3
+1  9  5  6  3  4  0  1  3
+2  9  5  6  4  4  1  1  4
+3 10  6  7  4  5  1  1  4
+3 10  6  7  5  5  2  2  5
+4 11  7  8  5  6  2  2  5
+5 11  7  9  6  6  2  2  6
+5 12  7  9  6  7  3  3  6
+6 12  8  9  6  7  3  3  7
+7 13  8 10  7  8  4  3  7
+7 13  9 10  7  8  4  4  8
+8 13  9 10  7  8  4  4  8
+9 14  9 11  8  9  5  4  9
+9 14 10 11  8  9  5  5  9
+10 14 10 11  9  9  6  5 10
+11 15 11 12  9 10  6  5 10
+11 15 11 12 10 11  6  6 11
Requisites: Wis 18
Alignment: any
HD/level: d6
Weapon Prof.: 2+level/4
To Hit Table: Pri
Save Table: Pri
Reference: DM
Groups: Priest
 
Has access only to Priest spells that are from Minor Spheres, or have been written for special classes in the Collective. This class is 0.1 of a Collective edition "behind" in what spells it knows; for example in Collective 4.3 this class knows Collective 4.2 spells (and earlier). When Collective 4.4 comes out, this class will know Collective 4.3 spells.
This class cannot cast normal Priest spells at all. If you generate a "wishoid" effect that emulates a Priest (or Wizard) spell, you may pick only "common" spells (those with source RC0, PH1, UA1, PH2, or PH3). You may "wishoid" for other Arcane Priest spells, of course. Wishoids for psionic effects are limited to Psi1, Psi2, or Psi3; source PH1, PHBR5, or PsiHB3 only.
You can have grand/major/minor access in Spheres as normal, or you can ignore these rules and simply have major access in every Sphere.
Priest spells that are cross-listed with Concordant group (e.g. Proto-Lich, SemiDivine3) can be cast by this class, but at a +1 SL penalty. Spells of SL=10 and above do not suffer this penalty and are not adjusted.
 
Exceptions to spells given:
Fallen Angel5: These spells were sufficiently weak, so that I did not give them the +1 SL adjustment for Concordant group.
Pharmacist5: I assigned each of the 42 drugs an SL from 1 to 5, and listed each drug just once. If I didn't do that, the Drug Sphere would be 42*9=378 spells, which is simply too large (and it would flood the list with repeats of a lot of effects).
Warden: The "Alternate Sphere" spells are not included, because they are too similar to normal PH spells (defeats the purpose of this class). The "Warden Powers" were converted to spells, with the +1 SL adjustment.
Wizard of the Coast: Does not get MTG U (Blue) or MTG R (Red) spells, since they are noted to be Wizard Schools.
Worshiper of the UltraBlack/UltraWhite: These spells were modified by +2 SL instead of +1 SL, since these classes are DemiGod group.
 
As of Collective 4.2, this class gets spells from the following classes (number of spells in parentheses):
Eeler1 (26), Fallen Angel5 (75), Hell's Caretaker (9), Orzhov Euthanist/Necromancer (9), Pharmacist5 (42), ProtoLich (102), Quintessential Cleric6 (1), Selesnya Druid (2), SemiDivine3 (72), Sun Priest (9), Traveller Priest (8), War Priest (9), Warden (230), Wizard of the Coast (24), Worshiper of the UltraBlack/UltraWhite (9), Yuan-Ti / Snake Worshiper (24)
Total number of spells = 651, which (oddly enough) is very close to the Arcane Wizard total.

[PC43] Collective 4.3 Classes


Arcane Priest Spells

SL # Spell Sphere Effect
1 1 Alcohol (SL=1) Drugs -3 dmg/att; -1 Dex, Int, Wis
1 2 Angel's Grace MTG W 1bM: Damage that would put you below 1 hp this segment puts you at 1 hp
1 3 Berserk MTG G Attacking creature does x2 dmg and is slain this segment (not 1bM)
1 4 Black Lace (SL=1) Drugs Regen 1 hp/s
1 5 Cause Fear Death, Fear One creature of 5 HD or less flees for 1d4 rounds.
1 6 Darkness MTG B 1bM: Immune to a P attack from someone
1 7 Detect [C] Section Effect Divination Detects one [C] section effect (specify effect)
1 8 Devil Summoning 1 Summoning Summons an evil Outer DL I creature
1 9 Disguise Self Secrets, Thievery Changes your appearance.
1 10 Dorph (SL=1) Drugs Regen 2 hp/s; -1 Dex, AC
1 11 Drug of Delusion (SL=1) Drugs Identifies as different drug; 10 poison dmg instead
1 12 Dyne (SL=1) Drugs Regen 1 hp/s; -1 dmg/att; -1 Int
1 13 Ecstacy (SL=1) Drugs Regen 1 hp/s; -1 Dex, Int; Astral Perception
1 14 Find Animal Companion Animal, Charm Summons an Animal Companion with DL=CL/2 (round up).
1 15 Find Familiar Summoning, Charm Like the Wizard spell. Only certain Priest classes gain a Familiar slot.
1 16 Heroin (SL=1) Drugs Regen 1 hp/s; -1 Int; take 5 dmg at end
1 17 Inflict Light Wounds Destruction, Disease Touch deals 1d8 damage +1/level (max +5).
1 18 Leeches Eel This acts like goodberries, each casting gives 3 Leeches. Leeches can cure or cause 1 hp, and can move on their own.
1 19 Maggot Froth (SL=1) Drugs -3 dmg/att; -1 Con, Chr
1 20 Marijuana (SL=1) Drugs Regen 1 hp/s; -1 Dex; take 2 dmg at end
1 21 Mini Restoration Sun Removes 1 negative level or 1 stat damage, or causes 4+CL Positive Energy damage to one target (no save).
1 22 Obscuring Mist Darkness, Sea, Sky Fog surrounds you.
1 23 Poison Spittle 1 Snake Breathe poison: one group, dmg=(current hp)/8, no save
1 24 Protection from Good Evil +2 to AC and saves, counter mind control, hedge out elementals and outsiders.
1 25 Reptile Summoning 1 Snake Summons a DL II Reptile.
1 26 Revive 1 Necromancy Revive a DL I monster.
1 27 Shield of Faith Revenge Aura grants +2 or higher deflection bonus.
1 28 Sticks to Snakes 1 Snake Reptile Swarm Summoning for CL*8/3 reptiles of DL=0.
1 29 Summon Eelemental 1 Eel Summon a DL I Eelemental (DM has table)
1 30 Summon Leech 1 Eel Summon a DL I Leech (DM has table)
1 31 Synthehol (SL=1) Drugs -1 dmg/att; -1 Wis; Can throw off effects anytime
1 32 Tactic Move Travellers Move 1 target from one group to another group, no parting shots, unwilling gets Reflex save (with Dex bonus).
1 33 War Charge War When charging with at least 100 Henchmen, all who see this are Feared (Will save).
2 1 Abeyance MTG W Target cannot use M actions this segment (Will save)
2 2 Animate Dead MTG B Animates a dead monster as your summon (1 DL lower)
2 3 Battle Shield War Damaging shield (50% back) of type Metal. You resist weapon special effects while running this.
2 4 Bear's Endurance Labour, Revenge, Stoicism Subject gains +4 to Con for 1 min./level.
2 5 Bind MTG G 1bM: Counter an item ability.
2 6 Blindness/Deafness Darkness Makes subject blinded or confused.
2 7 Boost (SL=2) Drugs +2 Int
2 8 Call Eelectricity Eel CLd6 Eelectricity dmg (no save; NR to resist) to one target
2 9 Death Knell Death Kill dying creature and gain 1d8 temporary hp, +2 to Str and +1 caster level..
2 10 Desecrate Evil Fills area with negative energy making undead stronger.
2 11 Devil Summoning 2 Summoning Summons an evil Outer DL II creature
2 12 Excelsior (SL=2) Drugs -4 dmg/att
2 13 Hydronalin (SL=2) Drugs Cure Radiation up to RS=4
2 14 Hyper (SL=2) Drugs Microscopic Tactile Touch
2 15 Inflict Moderate Wounds Disease Touch attack, 1d8 damage +1/level (max +10).
2 16 Invisibility Entropy, Thievery Subject invisible 1 min./level or until it attacks.
2 17 Mirror Image Secrets Creates decoy duplicates of you (1d4 +1 per three levels, max 8).
2 18 Pan Galactic Gargle Blaster (SL=2) Drugs -12 dmg/att; -4 Int, Wis
2 19 Poison Spittle 2 Snake Breathe poison: one group, dmg=(current hp)/7, no save
2 20 Pylene 50 (SL=2) Drugs Charmed to person giving the drug (Will save -4)
2 21 Quasit Piss (SL=2) Drugs Gain a random Psi6E power
2 22 Reptile Summoning 2 Snake Summons a DL III Reptile.
2 23 Revive 2 Necromancy Revive a DL II monster.
2 24 Scare Fear Panics creatures of less than 6 HD.
2 25 Shatter Chaos, Destruction Sonic vibration damages objects or crystalline creatures.
2 26 Smash (SL=2) Drugs Regen 2 hp/s; +1 Dex; take 4 dmg at end
2 27 Speedheal (SL=2) Drugs Regen 6 hp/s; -2 Dex
2 28 Sticks to Snakes 2 Snake Reptile Swarm Summoning for CL*7/3 reptiles of DL=1.
2 29 Summon Eelemental 2 Eel Summon a DL II Eelemental (DM has table)
2 30 Summon Leech 2 Eel Summon a DL II Leech (DM has table)
2 31 Sun Shield Sun Damaging shield (50% back) of type Holy Plasma. You Resist Cold while running this.
2 32 TK Shield Travellers Damaging shield (50% back) of type Telekinesis. You Resist TK and Falling Damage while running this.
2 33 Triox Compound (SL=2) Drugs Need not breathe; Resist Vacuum
2 (1+1) 34 Combat Defense SemiDivine/Divine -2 TH; +CL AC
2 (1+1) 35 Finesse SemiDivine/Divine Use your dexterity bonus for damage instead of strength
2 (1+1) 36 Granted Powers (Chaos) Chaos You cast chaos spells at +1 caster level.
2 (1+1) 37 Granted Powers (Charity) Charity You cast magical boons upon others at +2 caster level.
2 (1+1) 38 Granted Powers (Community) Community Use calm emotions as a spell-like ability 1/day.
2 (1+1) 39 Granted Powers (Darkness) Darkness You gain blind-fight as a bonus feat.
2 (1+1) 40 Granted Powers (Death) Death You cast necromancy spells at +1 caster level.
2 (1+1) 41 Granted Powers (Destruction) Destruction You can make one smite attempt/day, gaining a +4 bonus on TH and a damage bonus equal to your level.
2 (1+1) 42 Granted Powers (Disease) Disease You cast necromancy spells at +1 caster level.
2 (1+1) 43 Granted Powers (Elf) Elf You gain point blank shot as a bonus feat.
2 (1+1) 44 Granted Powers (Entropy) Entropy You cast necromancy spells at +1 caster level.
2 (1+1) 45 Granted Powers (Evil) Evil You cast evil spells at +1 caster level.
2 (1+1) 46 Granted Powers (Fear) Fear You cast necromancy spells at +1 caster level.
2 (1+1) 47 Granted Powers (Good) Good You cast good spells at +1 caster level.
2 (1+1) 48 Granted Powers (Healing) Healing You cast healing spells at +1 caster level.
2 (1+1) 49 Granted Powers (Knowledge) Knowledge +LVL Knowledge proficiencies. You cast divination spells at +1 caster level.
2 (1+1) 50 Granted Powers (Labour) Labour You gain a +10 bonus to Endurance skill checks (+10 Con checks).
2 (1+1) 51 Granted Powers (Law) Law You cast law spells at +1 caster level.
2 (1+1) 52 Granted Powers (Love) Love You cast enchantment spells at +1 caster level.
2 (1+1) 53 Granted Powers (Luck) Luck You gain a +1 luck bonus on all saving throws.
2 (1+1) 54 Granted Powers (Madness) Madness You cast enchantment spells at +1 caster level.
2 (1+1) 55 Granted Powers (Magic) Magic Use scrolls as a wizard at one half your cleric level.
2 (1+1) 56 Granted Powers (Metalworking) Metalworking Divide the cost of unusual materials by CL.
2 (1+1) 57 Granted Powers (Moon) Moon You can turn or destroy lycanthropes.
2 (1+1) 58 Granted Powers (Mountain) Mountain You can turn or destroy air creatures. Rebuke, command or bolster earth creatures.
2 (1+1) 59 Granted Powers (Nature) Nature You can rebuke or command plant creatures as an evil cleric destroys undead.
2 (1+1) 60 Granted Powers (Peace) Peace You gain a +2 Charisma bonus.
2 (1+1) 61 Granted Powers (Revenge) Revenge 1D: Cast a priest spell against an enemy.
2 (1+1) 62 Granted Powers (Science) Science You gain a +2 bonus to Intelligence.
2 (1+1) 63 Granted Powers (Sea) Sea You can turn or destroy fire creatures. Rebuke, command or bolster sea creatures.
2 (1+1) 64 Granted Powers (Secrets) Secrets Add Bluff, Disguise and Hide to your list of cleric class skills.
2 (1+1) 65 Granted Powers (Skill) Skill You gain a +2 bonus to Dexterity.
2 (1+1) 66 Granted Powers (Sky) Sky Turn or destroy earth creatures as a good cleric turns undead. Rebuke, command or bolster air creatures.
2 (1+1) 67 Granted Powers (Stoicism) Stoicism You gain a +2 bonus to Constitution.
2 (1+1) 68 Granted Powers (Strength) Strength You gain a +2 bonus to Strength.
2 (1+1) 69 Granted Powers (Sun) Sun Once per day, you can perform a greater turning against undead. Undead creatures that would be turned are instead destroyed.
2 (1+1) 70 Granted Powers (Sword) Sword Free Martial Weapon Proficiency and Weapon Focus for any type of sword.
2 (1+1) 71 Granted Powers (Thievery) Thievery Add Bluff, Disguise and Hide to your list of cleric class skills.
2 (1+1) 72 Granted Powers (Thunder) Thunder Turn or destroy cold creatures as a good cleric turns undead. Rebuke, command or bolster air creatures.
2 (1+1) 73 Granted Powers (Time) Time You act as if hasted for a number of rounds per day equal to your cleric level.
2 (1+1) 74 Granted Powers (Travel) Travel Increase movement by 3". Add survival to your list of cleric class skills.
2 (1+1) 75 Granted Powers (War) War Free martial weapon proficiency and weapon focus with the deity's favored weapon.
2 (1+1) 76 Granted Powers (Wealth) Wealth You cast conjuration spells at +1 caster level.
2 (1+1) 77 Granted Powers (Winter) Winter You can turn or destroy fire creatures. Rebuke, command or bolster cold creatures.
2 (1+1) 78 Granted Powers (Wisdom) Wisdom You gain a +2 Wisdom bonus.
2 (1+1) 79 Improve Crit Multiplier SemiDivine/Divine +2 critical multiplier
2 (1+1) 80 Improve Crit Range SemiDivine/Divine +2 critical threat range
2 (1+1) 81 Metamagic Capacity SemiDivine/Divine Pick a spell you know. Get +1 SL effect or free material componenting this day.
2 (1+1) 82 Midwife Fertility You automatically know when a baby is due. You cast conjuration spells at +1 caster level.
2 (1+1) 83 Mysteries of Music Music Communicate with songbirds (or sonic based creatures) and learn what they know. You cast sound-based spells at +1 caster level.
2 (1+1) 84 ProtoLich 1-1 ProtoLich/Lich 1M, 1/r: Any 0th level Wizard spell
2 (1+1) 85 ProtoLich 1-2 ProtoLich/Lich 1M, 1/r: Any 0th level Priest spell
2 (1+1) 86 ProtoLich 1-3 ProtoLich/Lich 1M, 1/r: Any 0th level psionic effect
2 (1+1) 87 ProtoLich 1-4 ProtoLich/Lich 1M: Turn Undead at CL=LVL
2 (1+1) 88 ProtoLich 1-5 ProtoLich/Lich 1M: Speak with Dead or Undead; 1M: Capital E Explain to Dead or Undead
2 (1+1) 89 ProtoLich 1-6 ProtoLich/Lich +10*LVL% WR
2 (1+1) 90 ProtoLich 1-7 ProtoLich/Lich Mask Undead status; Turn as if double HD
2 (1+1) 91 ProtoLich 1-8 ProtoLich/Lich Detect Magic Items; 1M: Identify Magic Item
2 (1+1) 92 ProtoLich 1-9 ProtoLich/Lich 1M, 1/d: Gain +1 XP
2 (1+1) 93 ProtoLich 1-10 ProtoLich/Lich 1P: Create x1 Trap 15*LVL%
2 (1+1) 94 ProtoLich 1-11 ProtoLich/Lich Material componenting costs ½V action
2 (1+1) 95 ProtoLich 1-12 ProtoLich/Lich +LVL V actions, or +LVL M actions that can be used only for Proto-Lich spells
2 (1+1) 96 ProtoLich 1-13 ProtoLich/Lich Cold LVL dmg by touch
2 (1+1) 97 ProtoLich 1-14 ProtoLich/Lich +1 Research Point (or drawn sheet) per reset (see [P12])
2 (1+1) 98 ProtoLich 1-15 ProtoLich/Lich 1F or 1X, 1/d: Duplicate any level 1 Proto-Lich spell, it has (at most) duration LVL turns
2 (1+1) 99 Resist Fall SemiDivine/Divine Resist falling and TK damage
2 (1+1) 100 Speak with Fire Fire Similar to a stone tell spell except that it works with fire. Turn or destroy water creatures. Rebuke, command or bolster fire creatures.
2 (1+1) 101 Star Miracle SemiDivine/Divine 1M, 1/reset: Duplicate a SL 0-1 Priest or Wizard effect
2 (1+1) 102 Toughness SemiDivine/Divine +CL max hp
2 (1+1) 103 Weapon Resistance SemiDivine/Divine You resist the first successful blow dealt from a weapon
3 1 Ancestral Mask MTG G Target gets +LVL/+LVL TH/dmg for each other of same race in room
3 2 Animate Dead Death Creates undead skeletons and zombies.
3 3 Arenson's Aura MTG W 0, sacrifice a maintained effect: Dispel a maintained effect.
3 4 Athelas / Kingsfoil (SL=3) Drugs Cure 3d6 vile dmg
3 5 Attrition MTG B Sacrifice a summon: Target is slain (PPD save)
3 6 Blink Wounder Travellers (May cast as a 0 action): Blink. If you material component, you can blink twice this segment (you may act between the blinks)
3 7 Cocaine (SL=3) Drugs Regen 3 hp/s; +3 Dex, Int; -6 Chr
3 8 Contagion Destruction, Disease Affect subjects with chosen disease.
3 9 Crack Cocaine (SL=3) Drugs Regen 3 hp/s; +6 Dex; -6 Chr
3 10 Craze (SL=3) Drugs Roll a random drug on this table
3 11 Deeper Darkness Darkness Object sheds supernatural shadow in 60 ft. radius.
3 12 Devil Summoning 3 Summoning Summons an evil Outer DL III creature
3 13 Dispel Charm War Dispels Charm on a group, or on all of your Henchmen at once.
3 14 Fear Fear Subjects within cone flee for 1 round/level.
3 15 Magic Circle against Good Evil As protection spells, but 10 ft. radius and 10 min./level.
3 16 Methamphetamines (SL=3) Drugs Regen 3 hp/s; +3 Dex; take 30 dmg at end
3 17 Nondetection Secrets, Thievery Hides subject from divination, scrying.
3 18 Opium (SL=3) Drugs -3 dmg/att; Resist Time
3 19 Poison Spittle 3 Snake Breathe poison: one group, dmg=(current hp)/6, no save
3 20 Protection from Eelements Eel Resist all Eelements, or absorb 12*CL Eelemental dmg.
3 21 Reptile Summoning 3 Snake Summons a DL IV Reptile.
3 22 Revive 3 Necromancy Revive a DL III monster.
3 23 Searing Light Sun CLd8 Holy Light damage to one target (no save; x2 dmg vs. Undead)
3 24 Speak with Dead Revenge, Wisdom Corpse answers one question/two levels.
3 25 Sticks to Snakes 3 Snake Reptile Swarm Summoning for CL*6/3 reptiles of DL=2.
3 26 Stim (SL=3) Drugs Regen 3 hp/s; +3 Dex; -3 Will saves
3 27 Summon Eelemental 3 Eel Summon a DL III Eelemental (DM has table)
3 28 Summon Leech 3 Eel Summon a DL III Leech (DM has table)
3 29 Syncomp 15 (SL=3) Drugs Reverses a poison or a SL=3 Drug
3 (2+1) 30 Apport SemiDivine/Divine All of your weapons have End-of-Segment Returning
3 (2+1) 31 Aquatic Sea You gain the aquatic subtype, you also gain cold resistance equal to half your hit die.
3 (2+1) 32 Battle Ready War You can wear armor or carry a shield without penalty (as if you posessed the Heavy Armor Mastery and Shield Mastery feats).
3 (2+1) 33 Blessed Body Good You are immune to disease.
3 (2+1) 34 Blinded by Vengeance Revenge You are immune to any mind affecting effects.
3 (2+1) 35 Business Sense Wealth You are immune to acid based effects.
3 (2+1) 36 Chaos Ward Chaos You are immune to any transmutation based abilities (including chaos damage), spells or spell-like effects.
3 (2+1) 37 Charisma Shield Love You are immune to any type of charisma damage/draining.
3 (2+1) 38 Cheat Death Death You are immune to any death or negative energy-based effects.
3 (2+1) 39 Cloak of Mystery Secrets You are immune to divination.
3 (2+1) 40 Cold Immunity Winter You are immune to cold effects.
3 (2+1) 41 Cunning Saves SemiDivine/Divine +Int/3 saves
3 (2+1) 42 Darksight Darkness You can see in total darkness, even magical darkness, as if it were daylight.
3 (2+1) 43 Drake Companion SemiDivine/Divine Gain a drake companion (Animal Companion with 1/10 your XP)
3 (2+1) 44 Element Absorb SemiDivine/Divine Pick an element. You resist that element.
3 (2+1) 45 Faster Healing Healing You gain fast healing equal to 1/2 your hit die.
3 (2+1) 46 Fear Shield Fear You are immune to any type of strength damage/draining or fear-based attack.
3 (2+1) 47 Fertility Sheath Fertility You are immune to any type of constitution damage/draining or disease-based attack.
3 (2+1) 48 Fire Ward Fire You are immune to fire (or heat).
3 (2+1) 49 Footloose Travel You are immune to any effect that either impedes your movement and you can travel through any medium.
3 (2+1) 50 Force Field SemiDivine/Divine 1M: 25 hit point force field (lasts until destroyed or dropped)
3 (2+1) 51 Green-Skinned Nature You are immune to poison effects.
3 (2+1) 52 Guards & Wards Community You and any allies in your group are immune to any effect which would cause you to travel against your will.
3 (2+1) 53 Hard Boiled Stoicism You are immune to any type of Constitution damage/draining.
3 (2+1) 54 Immunised Disease You are immune to any type of constitution damage/draining or disease based attack.
3 (2+1) 55 Improved Charge SemiDivine/Divine Deal x3 damage on a charge, or x4 with a lance
3 (2+1) 56 Inexhaustible Labour You cannot fail endurance checks and are immune to fatigue and exhaustion.
3 (2+1) 57 Iron Guard Metalworking You cannot be harmed by metal magic weapons whose enhancement bonus is less than LVL.
3 (2+1) 58 Irrefragable Destruction You are immune to disintegration.
3 (2+1) 59 Lesser Abnormality SemiDivine/Divine +1 limb (it is not a new set of limbs)
3 (2+1) 60 Lesser Saviour SemiDivine/Divine 1bM: Interpose self in front of a spell effect (someone in same group only)
3 (2+1) 61 Light Shield Sun You are immune to any light (including prismatic effects) or positive energy based effects.
3 (2+1) 62 Lord of Undead SemiDivine/Divine You gain an Undead racial adjective of ÷(CL/10) or less
3 (2+1) 63 Luck Shield Luck You are immune to any type of dexterity damage/draining.
3 (2+1) 64 Lunar Shield Moon You are immune to any transmutation effects.
3 (2+1) 65 Mercurial Haste SemiDivine/Divine +1 attack per weapon (counts as your haste)
3 (2+1) 66 Mind Blank Madness You are immune to any mind affecting effects.
3 (2+1) 67 Mithral Body SemiDivine/Divine Your body turns to living adamantine; +4 Str; DR 10/-; +10 AC; -4 Dex
3 (2+1) 68 Poison Ward Evil You are immune to poison.
3 (2+1) 69 ProtoLich 2-1 ProtoLich/Lich 1M, 1/r: Any 0th-1st level Wizard spell
3 (2+1) 70 ProtoLich 2-2 ProtoLich/Lich 1M, 1/r: Any 0th-1st level Priest spell
3 (2+1) 71 ProtoLich 2-3 ProtoLich/Lich 1M, 1/r: Any 0th-1st level psionic effect
3 (2+1) 72 ProtoLich 2-4 ProtoLich/Lich Immune Turning
3 (2+1) 73 ProtoLich 2-5 ProtoLich/Lich 1M: Control Undead (as per Turn Undead)
3 (2+1) 74 ProtoLich 2-6 ProtoLich/Lich +10*LVL% RaRR
3 (2+1) 75 ProtoLich 2-7 ProtoLich/Lich Detect Concordant Beings; 1M: Legend Lore Concordant Being
3 (2+1) 76 ProtoLich 2-8 ProtoLich/Lich 1M: Create x1 Trick 15*LVL%
3 (2+1) 77 ProtoLich 2-9 ProtoLich/Lich Can convert Wiz <-> Pri spells (2 SL shift: Wiz5=Pri3)
3 (2+1) 78 ProtoLich 2-10 ProtoLich/Lich +LVL/3 M actions
3 (2+1) 79 ProtoLich 2-11 ProtoLich/Lich 1M, Touch: Energy Drain 2 levels
3 (2+1) 80 ProtoLich 2-12 ProtoLich/Lich Duplicate any SL 1 Concordant group spell (i.e. non-Concordant SL 1)
3 (2+1) 81 Shield of Intellect Knowledge You are immune to any type of intelligence damage/draining.
3 (2+1) 82 Shield of Kindness Charity You are immune to other's boons on themselves (e.g. you don't take extra damage from a Striking spell).
3 (2+1) 83 Shield of Law Law You are immune to any transmutationbased abilities, spells or effects.
3 (2+1) 84 Shield of Silence Music You are immune to any sonic-based abilities, spells or effects (including the effects of bardic music).
3 (2+1) 85 Sixth Sense Thievery You cannot be surprised or caught flatfooted by anyone of an equal or lower LVL.
3 (2+1) 86 Skill Shield Skill You are immune to any type of dexterity damage/draining.
3 (2+1) 87 Spell Immunity Science You are immune to spells of half LVL or less.
3 (2+1) 88 Spell Shield Magic You automatically block the first spell used against you each round.
3 (2+1) 89 Stay Thy Hand Peace You gain an AC bonus equal to its LVL for as long as you refrain from committing an aggressive act.
3 (2+1) 90 Stonelike Mountain You become immune to critical hits.
3 (2+1) 91 Storm Shield Thunder You are immune to electricity based effects.
3 (2+1) 92 Strength Shield Strength You are immune to any type of strength damage/draining.
3 (2+1) 93 Strong Minded Elf You are immune to any mind affecting effects.
3 (2+1) 94 Sword Shield Sword You are immune to the effects of any sword whose enchantment bonus is less than LVL.
3 (2+1) 95 Time Shield Time You are immune to any temporal effects.
3 (2+1) 96 Void Shield Entropy You are immune to nullification and gain cold resistance equal to half your hit die.
3 (2+1) 97 Windy Sky You are immune to wind based effects and have electricity resistance equal to half your hit die.
3 (2+1) 98 Words of Wisdom Wisdom You can automatically tell how wise your opponent is.
3 (2+1) 99 X-Ray Vision SemiDivine/Divine See through solid objects
3 (1+2) 100 Summon UltraBlack/White 1 UltraBlack/White Summons a DL II UltraBlack/White creature, AC = (1d20)*(1d4), HD = 3m2, hp = HD*(1d4). It will do a spell level = 2d2 effect when it acts, most likely of a random psionic frequency (DM rolls 1d100-45)
4 1 Aluren MTG G You may cast SL 0-3 Conjuration/Summoning spells as a 0 action.
4 2 Black Tentacles Darkness Tentacles grapple all within 15 ft. spread.
4 3 Blinkmoth Serum (SL=4) Drugs +4 Int, Wis
4 4 Breeding Pit MTG B Once per round, get a DL I Thrull as a summon (limit=LVL)
4 5 Confusion Madness, Thievery Subjects behave oddly for 1 round/level.
4 6 Congregate MTG W Target gains 10*N hp, where N is the number of people in the party+summons
4 7 Cordrazine (SL=4) Drugs Remove 4 instances of stun, hold, para., sleep, etc.
4 8 Crushing Despair Fear Subjects take -2 on attack rolls, damage rolls and save checks.
4 9 Death Ward Death, Fertility Grants immunity to death spells and negative energy effects.
4 10 Deathsticks (SL=4) Drugs Double Resist slay effects; -4 Wis
4 11 Devil Summoning 4 Summoning Summons an evil Outer DL IV creature
4 12 Dust (SL=4) Drugs Telepathy 480'
4 13 Eels Eel This acts like goodberries, each casting gives 1 Eel. Eels can remove or cause 1 [C] section effect (PPD save, effect is random).
4 14 Fire Shield Revenge, Sun Creatures attacking you take fire damage while you are protected against cold.
4 15 Henchman Recruit War Teleports in one Henchman of the same type as one you have. You must pay the gp cost of the Henchman immediately.
4 16 Inflict Critical Wonds Destruction Touch attack, 4d8 damage +1/level (max 20).
4 17 Invisibility, Greater Secrets As invisibility, but subject can attack and stay invisible.
4 18 Kamikaze (SL=4) Drugs +4 Str, Dex
4 19 Mutant Growth Hormone (SL=4) Drugs Get 4 random minors in Psi (1d8-2)*9
4 20 Phoenix Down (SL=4) Drugs Resurrect someone who's been dead < 1r
4 21 Poison Spittle 4 Snake Breathe poison: one group, dmg=(current hp)/5, no save
4 22 Reptile Summoning 4 Snake Summons a DL V Reptile.
4 23 Retinax (SL=4) Drugs Cure Blindess, Far Sight
4 24 Revive 4 Necromancy Revive a DL IV monster.
4 25 Space Dragon Travellers Summons a Space Dragon (a DL VI monster). You have a Space Dragon summon slot in addition to your normal summon slot. You are allowed to have 2 Space Dragons (one in each slot).
4 26 Sticks to Snakes 4 Snake Reptile Swarm Summoning for CL*5/3 reptiles of DL=3.
4 27 Summon Eelemental 4 Eel Summon a DL IV Eelemental (DM has table)
4 28 Summon Leech 4 Eel Summon a DL IV Leech (DM has table)
4 29 Sun Snake Sun Summons a Sun Snake (a DL VI monster). You have a Sun Snake summon slot in addition to your normal summon slot. You are allowed to have 2 Sun Snakes (one in each slot).
4 30 Unholy Blight Evil Damages and sickens good creatures.
4 31 Waves of Fatigue Disease Several targets become fatigued.
4 (3+1) 32 Animal Instincts Moon +LVL on TH, dmg and AC while bathed in moonlight (or on the moon).
4 (3+1) 33 Appetite for Destruction Destruction You gain a bonus to damage equal to LVL.
4 (3+1) 34 Appliance of Science Science +LVL on attack roll, dmg and AC when attacking spellcasters.
4 (3+1) 35 Blessed At Birth Good +LVL on TH, dmg and AC whenerver you are within a consecrated area or good aligned plane.
4 (3+1) 36 Born Evil Evil +LVL on TH, dmg and AC within a desecrated area (or evil aligned plane).
4 (3+1) 37 Born Lucky Luck You have a 50% chance each day of gaining a bonus equal to LVL on TH, dmg and AC.
4 (3+1) 38 Born of Love Love +LVL on TH, dmg and AC provided you have made love within the past day.
4 (3+1) 39 Born to Vengeance Revenge +LVL on TH, dmg and AC against any favored enemies, or individuals who have attacked you within the past 24 hours.
4 (3+1) 40 Calm Under Crisis Peace +LVL on spell focus, spell penetration and SR for as long as you refrain from committing an aggressive act.
4 (3+1) 41 Chaos Born Chaos Once per round you can +LVL to any dice roll.
4 (3+1) 42 Dirty Tricks Thievery +LVL on sneak TH and add one extra die of damage to their sneak attack per LVL.
4 (3+1) 43 Disease Carrier Disease +LVL on TH, damge rolls and AC against disease ridden opponents.
4 (3+1) 44 Divination Death +LVL on TH, dmg and AC while facing living opponents.
4 (3+1) 45 Doctor Healing +LVL on TH, dmg and AC against opponents with either fast healing or regeneration.
4 (3+1) 46 Earthborn Mountain +LVL on TH, dmg, and AC when you are standing on the earth.
4 (3+1) 47 Egg Born Fertility You can give birth within seconds to an egg or cause any female you impregnate to give birth within seconds again to an egg.
4 (3+1) 48 Fervor of Greed Wealth +LVL on TH, dmg and AC against opponents carrying carrying objects of value (including equipment).
4 (3+1) 49 Fire Born Fire +LVL on all TH, damage and AC
4 (3+1) 50 Forge Born Metalworking You gain Construct traits.
4 (3+1) 51 Heroic Strength You gain a bonus to strength equal to LVL.
4 (3+1) 52 Higher Learning Knowledge You gain a bonus to Intelligence equal to LVL.
4 (3+1) 53 Ice Born Winter +LVL on TH, dmg and AC provided you are within an area where the temperature is sub-zero.
4 (3+1) 54 Job Satisfaction Labour +LVL on TH, dmg and AC provided you have done a good days work the previous day.
4 (3+1) 55 Justice Bringer Law +LVL to TH, dmg and AC while
4 (3+1) 56 Method behind the Madness Madness +LVL on TH, dmg and AC when facing intelligent opponents.
4 (3+1) 57 Music Born Music +LVL caster level and any saving throw DC's when using any sonic based ability (including bardic music) or spell.
4 (3+1) 58 Night Born Darkness +LVL to TH, damage and AC while fighting from within total darkness.
4 (3+1) 59 Ocean Born Sea +LVL on TH, dmg and AC if both you and your opponent are underwater.
4 (3+1) 60 Orc Slayer Elf +LVL on TH, dmg and AC against orcs or half orcs (or any other orc sub-species).
4 (3+1) 61 Philanthropist Charity +2 to each ability score, but you get only half money from now on.
4 (3+1) 62 Prince of Swords Sword +LVL on TH, dmg and AC when you wield a sword.
4 (3+1) 63 ProtoLich 3-1 ProtoLich/Lich 1M, 1/r: Any 0th-2nd level Wizard spell
4 (3+1) 64 ProtoLich 3-2 ProtoLich/Lich 1M, 1/r: Any 0th-2nd level Priest spell
4 (3+1) 65 ProtoLich 3-3 ProtoLich/Lich 1M, LVL/d: Grant Undead Status
4 (3+1) 66 ProtoLich 3-4 ProtoLich/Lich +10*LVL MR
4 (3+1) 67 ProtoLich 3-5 ProtoLich/Lich 1F: Create x1 Special 5*LVL%
4 (3+1) 68 ProtoLich 3-6 ProtoLich/Lich 0, Gaze: Life Trapping (as per Mirror) (save)
4 (3+1) 69 ProtoLich 3-7 ProtoLich/Lich Immune to Twilight
4 (3+1) 70 ProtoLich 3-8 ProtoLich/Lich 1M, touch: Imprisonment (save)
4 (3+1) 71 ProtoLich 3-9 ProtoLich/Lich 1M: LVLd10 Colorless Fire dmg to one target (no save)
4 (3+1) 72 ProtoLich 3-10 ProtoLich/Lich Troll-like Regen LVL hp /s
4 (3+1) 73 ProtoLich 3-11 ProtoLich/Lich Double the memorization of 1 SL (Wizard or Priest)
4 (3+1) 74 ProtoLich 3-12 ProtoLich/Lich Duplicate any SL 2 Concordant group spell (i.e. non-Concordant SL 2)
4 (3+1) 75 Rune Touched Magic +LVL on spell focus, spell penetration and SR.
4 (3+1) 76 Skill Born Skill +LVL on TH, dmg and AC against opponents more powerful than yourself.
4 (3+1) 77 Sky Born Sky +LVL on TH, dmg and AC when both you and your opponent are flying.
4 (3+1) 78 Son of the Forest Nature +LVL on TH, dmg and AC when within an area of dense vegetation (forest, jungle etc.)
4 (3+1) 79 Storm Born Thunder +LVL on TH, dmg and AC as long as there is no roof over your head.
4 (3+1) 80 Strength in Numbers Community + to saving throws equal to the number of allies in your group. (max=LVL)
4 (3+1) 81 Stygian Secrets +LVL on TH, dmg and ACduring any round in which you surprise an opponent.
4 (3+1) 82 Sun Blessed Sun +LVL on TH, dmg and AC providing the sun is shining on you.
4 (3+1) 83 Terrifying Opponent Fear +LVL on TH, damage and AC against all opponents you frighten.
4 (3+1) 84 Time Phase Time +LVL on TH, dmg and AC provided you win initiative against your opponents.
4 (3+1) 85 Travel Born Travel +LVL on TH, dmg and AC provided you move up to your full movement rate each round.
4 (3+1) 86 True Grit Stoicism +LVL on attack and dmg provided you are at half hit points or less.
4 (3+1) 87 Void Born Entropy +LVL on TH, damage and AC against immobile opponents or while both you and your opponent are within a vacuum.
4 (3+1) 88 Warrior Born War +LVL on TH, dmg and AC while engaged in combat.
4 (3+1) 89 Wisdom Block Wisdom You are immune to any type of wisdom damage/draining.
4 (2+2) 90 Summon UltraBlack/White 2 UltraBlack/White Summons a DL III UltraBlack/White creature, AC = (1d20)*(1d4+1), HD = 3m4, hp = HD*(1d8). It will do a spell level = 2d3 effect when it acts, most likely of a random psionic frequency (DM rolls 1d100-45)
5 1 Angelic Chorus MTG W Whenever you summon a creature, cure it's hp on yourself
5 2 Blue Grass (SL=5) Drugs Ethereal Projection
5 3 Devil Summoning 5 Summoning Summons an evil Outer DL V creature
5 4 Dispel Good Evil +4 bonus against attacks by good creatures.
5 5 Doubling Season MTG G Whenever you summon a creature, you get 2 instead (+1 slot too)
5 6 Extinction MTG B Slay all creatures of one race in a group (PPD save)
5 7 False Vision Secrets, Thievery Fools scrying with an illusion.
5 8 Folding Dimensional Doom Travellers Creates a rift of random Dim Doors and Dim Folds; All in group are slain (PPD save) or randomly teleported away (RSW save).
5 9 Inflict Light Wounds, Mass Destruction Deals 1d8 damage +1/level to many creatures.
5 10 Insect Plague Disease Locust swarms attack creatures
5 11 Kick (SL=5) Drugs +5 CL with Radiation powers (e.g. Psi9)
5 12 LSD (SL=5) Drugs 75% chance of Astral Projection; 15% Fear
5 13 Mark of Justice Revenge Designates action that will trigger curse on subject.
5 14 Nightmare Darkness, Fear Sends vision dealing 1d10 damage, fatigue.
5 15 Panacea (SL=5) Drugs Miracle for spell level 0-5 Healing spell
5 16 Poison Spittle 5 Snake Breathe poison: one group, dmg=(current hp)/4, no save
5 17 Prismatic Strike Sun Like Prismatic Spray, but only 1 target, and on a "8", you choose the result (instead of giving 2 random results). (You could of course material component this spell to hit a group.)
5 18 Reelly Put Out of Misery Eel Ignore regen buffer then Put out of Misery (lower s slay). Doesn't trigger contingencies.
5 19 Reptile Summoning 5 Snake Summons a DL VI Reptile.
5 20 Revive 5 Necromancy Revive a DL V monster.
5 21 Slay Living Death Touch attack kills subject.
5 22 Space Mead (SL=5) Drugs Suspend Animation; Astral Projection; High Freq. Sample
5 23 Sticks to Snakes 5 Snake Reptile Swarm Summoning for CL*4/3 reptiles of DL=4.
5 24 Summon Eelemental 5 Eel Summon a DL V Eelemental (DM has table)
5 25 Summon Leech 5 Eel Summon a DL V Leech (DM has table)
5 26 Synthcoke (SL=5) Drugs Regen 10 hp/s; +10 Dex; -15 Will saves
5 27 True Storm War Entire party (incl. summons and henchmen) get +20 TH on one attack this segment.
5 (4+1) 28 Aligned Friend SemiDivine/Divine Same aligned beings must save (vs. Will) to attack you
5 (4+1) 29 Anaretic SemiDivine/Divine 1 attack: Dispel Magic, Radiation, or Innate
5 (4+1) 30 Band of Brothers Community You can summon twice as many summoned creatures than the spell typically permits.
5 (4+1) 31 Best Money Can Buy Wealth Any constructs you summon have 50% more hit dice than normal.
5 (4+1) 32 Brethren of Love Love Any creatures you summon gain an charisma bonus equal to LVL.
5 (4+1) 33 Brothers of Vengeance Revenge Any creatures you summon gain a favoured enemy bonus equal to double LVL.
5 (4+1) 34 Brothers-at-Arms War Any creatures you summon gain a bonus to their TH equal to double LVL.
5 (4+1) 35 Call of the Wild Moon Any animals or lycanthropes you summon have 50% more hit die than usual.
5 (4+1) 36 Chaos Brethren Chaos Chaos-aligned creatures you summon always have 50% more hit dice than usual.
5 (4+1) 37 Chrono Time Any creatures you summon gain an initiative bonus equal to double LVL.
5 (4+1) 38 Cosmic Insight SemiDivine/Divine 0, 1/r: Dispel Invisibility or Illusion
5 (4+1) 39 Counter-attack SemiDivine/Divine +1 to number of parting shots you are allowed
5 (4+1) 40 Diseased Brethren Disease Any creatures you summon are always disease carriers (1 point of constitution damage for every LVL you have)
5 (4+1) 41 Earthen Brethren Mountain Any earth-based creatures you summon possess 50% more hit dice than normal.
5 (4+1) 42 Evil Brethren Evil Evil-aligned creatures summoned by you always have 50% more hit dice than usual.
5 (4+1) 43 Fey Brethren Elf Fey summoned by you always have 50% more hit dice than usual.
5 (4+1) 44 Fire Brethren Fire Creatures with the fire subtype summoned by you always have 50% more hit dice than usual.
5 (4+1) 45 Forge Brethren Metalworking Any creatures you summon always gain a bonus to their manufactured weapons, armor and shields equal to LVL.
5 (4+1) 46 Guardians of Magic Magic Any constructs you summon have 50% more hit dice than normal.
5 (4+1) 47 Hard Working Brethren Labour Any creatures you summon cannot be banished until the task is done.
5 (4+1) 48 Healthy Brethren Healing Any creatures you summon possess fast healing equal to LVL.
5 (4+1) 49 Holy Brethren Good Good-aligned creatures summoned by you always have 50% more hit dice than usual.
5 (4+1) 50 Horrific Breathren Fear Any creatures you summon radiate fear. Treat these creatures as if bearing a symbol of fear.
5 (4+1) 51 Horticulturist Nature Any plants summoned by you always have 50% more hit dice than usual.
5 (4+1) 52 Icy Brethren Winter Creatures with the cold sub-type summoned by you always have 50% more hit dice than usual.
5 (4+1) 53 Improve Ability Score SemiDivine/Divine +CL to one ability score
5 (4+1) 54 Improve Summoning SemiDivine/Divine Your summons get twice as many hit points (DM will write "20/10" instead of "10/10")
5 (4+1) 55 Intelligent Brethren Knowledge Any creatures you summon gain an intelligence bonus equal to LVL.
5 (4+1) 56 Lawful Brethren Law Lawful-aligned creatures summoned by you always have 50% more hit dice than usual.
5 (4+1) 57 Lithe Brethren Skill Any creatures you summon gain an Dexterity bonus equal to LVL.
5 (4+1) 58 Logic Born Wisdom You gain an insight bonus equal to LVL on any one type of die roll each round provided you act last in the round.
5 (4+1) 59 Lucky Brethren Luck You always summon the maximum number of creatures.
5 (4+1) 60 Mad Brethren Madness Any aberrations you summon have 50% more hit dice than normal.
5 (4+1) 61 Musical Brethren Music Sonic-based creatures you summon always have 50% more hit dice than usual.
5 (4+1) 62 Natural Selection Science Any animals summoned by you always have 50% more hit dice than usual.
5 (4+1) 63 Numerous Brethren Fertility You summon double the number of creatures.
5 (4+1) 64 Oblation Charity Any creatures you summon always remain twice as long.
5 (4+1) 65 Occult Brethren Secrets Any creatures you summon benefit from having greater invisibility cast upon them.
5 (4+1) 66 Peaceful Brethren Peace Any creatures you summon gain an AC bonus equal to LVL as long as they refrain from committing an aggressive act.
5 (4+1) 67 ProtoLich 4-1 ProtoLich/Lich 1M, 1/r: Any 0th-3rd level Wizard spell
5 (4+1) 68 ProtoLich 4-2 ProtoLich/Lich 1M, 1/r: Any 0th-3rd level Priest spell
5 (4+1) 69 ProtoLich 4-3 ProtoLich/Lich 1M, 1/r: Any psionic minor
5 (4+1) 70 ProtoLich 4-4 ProtoLich/Lich +10*LVL PaPR
5 (4+1) 71 ProtoLich 4-5 ProtoLich/Lich 1M: Dispel Innate or Racial ability effect
5 (4+1) 72 ProtoLich 4-6 ProtoLich/Lich 1M, 1/d: Reset
5 (4+1) 73 ProtoLich 4-7 ProtoLich/Lich 1M, 1/d: Contact Alternate Reality
5 (4+1) 74 ProtoLich 4-8 ProtoLich/Lich 1M, 1/d: Create Any DL 4 Monster
5 (4+1) 75 ProtoLich 4-9 ProtoLich/Lich 1M, touch: Steal all spells (save)
5 (4+1) 76 ProtoLich 4-10 ProtoLich/Lich 1M, touch: Lose LVLd4 stat pts
5 (4+1) 77 ProtoLich 4-11 ProtoLich/Lich 1bF: Fork
5 (4+1) 78 ProtoLich 4-12 ProtoLich/Lich Duplicate any SL 3 Concordant group spell (i.e. non-Concordant SL 3)
5 (4+1) 79 Radiant Brethren Sun Any light or positive energybased creatures you summon have 50% more hit dice than usual.
5 (4+1) 80 Semi-Quixotic SemiDivine/Divine 0,1/r: You can re-roll any dice roll (yours or friend's)
5 (4+1) 81 Semi-Slipstream SemiDivine/Divine Resist time
5 (4+1) 82 Semi-Soniferous SemiDivine/Divine 0, when using a magic item spend 4 times the charges: double the effect
5 (4+1) 83 Shadow Brethren Darkness Shadow-based creatures you summon always have 50% more hit dice than usual.
5 (4+1) 84 Shroud of Harm SemiDivine/Divine Anyone attacking you loses 50% of their current hp (for each attack)
5 (4+1) 85 Sky Brethren Sky Any creatures with the innate power of flight summoned by you always have 50% more hit dice than usual.
5 (4+1) 86 Sneaky Brethren Thievery Any creatures you summon can sneak attack dealing 1d6 damage/LVL.
5 (4+1) 87 Spawn of the Deep Sea Creatures with the aquatic subtype summoned by you always have 50% more hit dice than usual.
5 (4+1) 88 Stoic Brethren Stoicism Any creatures you summon gain an Constitution bonus equal to LVL.
5 (4+1) 89 Stormtroopers Thunder Creatures with an electricity based ability summoned by you always have 50% more hit dice than usual.
5 (4+1) 90 Strong Brethren Strength Any creatures you summon gain an strength bonus equal to LVL.
5 (4+1) 91 Sword Brethren Sword You can summon the sword of any opponent in your group to fight for you as would a dancing weapon. (Str check to avoid).
5 (4+1) 92 Time Dilate SemiDivine/Divine Can use 2M (no P's or V's) instead of 1S+1V actions per segment
5 (4+1) 93 Travel Companions Travel Any creatures you summon have their movement rate doubled.
5 (4+1) 94 Undead Brethren Death All undead created within the radius of your divine aura have 50% more hit dice than usual.
5 (4+1) 95 Underhand SemiDivine/Divine Backstab x(CL/3), round up
5 (4+1) 96 Violent Offenders Destruction Any creatures you summon are automatically enraged, gaining a damage bonus equal to LVL.
5 (4+1) 97 Void Brethren Entropy Summoned creatures within the radius of your divine aura are automatically banished.
5 (3+2) 98 Summon UltraBlack/White 3 UltraBlack/White Summons a DL IV UltraBlack/White creature, AC = (1d20)*(1d4+2), HD = 3m6, hp = HD*(1d12). It will do a spell level = 2d4 effect when it acts, most likely of a random psionic frequency (DM rolls 1d100-45)
6 1 Army Teleport War Teleports any number of (willing) beings within sight.
6 2 Banishment Revenge Banishes 2 HD/level of extraplanar creatures.
6 3 Beacon of Immortality MTG W Double current hp (like a Tenser's, but a different source)
6 4 Create Undead Death, Evil Create ghouls, ghasts, mummies or mohrgs.
6 5 Dark Offering MTG B Slay a creature (PPD save), you gain it's hp to current hp
6 6 Desert Twister MTG G Destroy something (PP save, like a Disintegrate spell)
6 7 Devil Summoning 6 Summoning Summons an evil Outer DL VI creature
6 8 Dust Sun Dusts (D) an Undead or Negative Energy creature (no save, no limit on HD or type of undead).
6 9 Harm Destruction, Disease Deals 10 points/level damage to target.
6 10 Heel Eel Remove all hp of dmg and remove 1 [C] section effect
6 11 Mislead Luck, Secrets, Thievery Turns you invisible and creates illusory double.
6 12 Poison Spittle 6 Snake Breathe poison: one group, dmg=(current hp)/3, no save
6 13 Reptile Summoning 6 Snake Summons a DL VII Reptile.
6 14 Revive 6 Necromancy Revive a DL VI monster.
6 15 Shadow Walk Darkness, Travel Step into shadows to travel rapidly.
6 16 Sticks to Snakes 6 Snake Reptile Swarm Summoning for CL reptiles of DL=5.
6 17 Summon Eelemental 6 Eel Summon a DL VI Eelemental (DM has table)
6 18 Summon Leech 6 Eel Summon a DL VI Leech (DM has table)
6 19 Symbol of Fear Fear Triggered rune panics nearby creatures.
6 20 True Teleport Travellers Your party teleports on your side of the segment (no delay).
6 (5+1) 21 Bribery Wealth Immunities and resistances are only 50% effective against your enchantment effects.
6 (5+1) 22 Chink In The Armor Metalworking You ignore magic armor or shields whose enhancement bonus is less than LVL.
6 (5+1) 23 Drowning Sea You can automatically revoke any water breathing in your group, even with creatures who are naturally aquatic like fish.
6 (5+1) 24 Escamotage Thievery Opponents immune to critical hits still suffer half your sneak attack bonus damage.
6 (5+1) 25 Extension of Elvenkind Elf Your enchantment based abilities and spells can work upon those typically immune to such effects, at half effect.
6 (5+1) 26 Green-Blooded Nature You can poison even those magically immune to poison.
6 (5+1) 27 Instrument of Change Moon Your transmutation effects can affect those otherwise immune, at half effect.
6 (5+1) 28 Instrument of Chaos Chaos Immunities and resistances are only 50% effective against your transmutation-based attacks (and chaos damage).
6 (5+1) 29 Instrument of Charity Charity Magical boons (such as healing spells) are twice as effective when you cast them on an ally.
6 (5+1) 30 Instrument of Cold Winter Immunities and resistances are only 50% effective against your cold-based attacks.
6 (5+1) 31 Instrument of Darkness Darkness Immunities and resistances are only 50% effective against your negative energy-based attacks.
6 (5+1) 32 Instrument of Death Death Immunities are only 50% effective against your death-based attacks. Those immune get a save at +10.
6 (5+1) 33 Instrument of Destruction Destruction Damage reduction is only 50% effective against your attacks.
6 (5+1) 34 Instrument of Disease Disease Immunities and resistances are only 50% effective against your disease-based attacks.
6 (5+1) 35 Instrument of Education Knowledge You know all skills.
6 (5+1) 36 Instrument of Enchantment Love Your enchantment based abilities and spells can work upon those typically immune to such effects, at half effect.
6 (5+1) 37 Instrument of Fate Luck Opponents in your group have any luck bonuses reduced by 50%.
6 (5+1) 38 Instrument of Fire Fire Immunities and resistances are only 50% effective against your fire-based attacks.
6 (5+1) 39 Instrument of Labour Labour You can cause fatigue an exhaustion even in creatures that have no constitution score, at half effect.
6 (5+1) 40 Instrument of Madness Madness Immunities are only 50% effective against your mind affecting effects and spells.
6 (5+1) 41 Instrument of Magic Magic Your magic works on those supposedly immune to magic, at half effect.
6 (5+1) 42 Instrument of Music Music Immunities and resistances are only 50% effective against your sonic based attacks.
6 (5+1) 43 Instrument of Peace Peace Your enchantment based abilities and spells can work upon those typically immune to such effects, at half effect.
6 (5+1) 44 Instrument of Revenge Revenge You can expend your own hit points to deal extra damage with each attack (max CL damage per attack).
6 (5+1) 45 Instrument of Science Science Evocation based attacks you do are 50% natural and will partially function even through anti-magic.
6 (5+1) 46 Instrument of Secrecy Secrets Your illusions have a 50% chance of fooling even true seeing or similar magic.
6 (5+1) 47 Instrument of Skill Skill You gain a Dexterity bonus equal to LVL.
6 (5+1) 48 Instrument of Stoicism Stoicism You gain a Constitution bonus equal to LVL.
6 (5+1) 49 Instrument of Strength Strength You gain a Strength bonus equal to LVL.
6 (5+1) 50 Instrument of Terror Fear Immunities and resistances are only 50% effective against your fear-based attacks.
6 (5+1) 51 Instrument of the Air Sky You can automatically revoke the ability of flight in your group.
6 (5+1) 52 Instrument of the Law Law Immunities and resistances are only 50% effective against your law-based attacks.
6 (5+1) 53 Instrument of the Void Entropy You do not suffer any miss chance against incorporeal targets.
6 (5+1) 54 Instrument of Thunder Thunder Immunities and resistances are only 50% effective against your electricity-based attacks.
6 (5+1) 55 Instrument of Travel Travel You can make a touch attack against an opponent and send them into another plane of your choice. (Reflex save)
6 (5+1) 56 Instrument of War War Damage Reduction is only 50% effective against your attacks.
6 (5+1) 57 Lightbearer Sun Immunities and resistances are only 50% effective against your light or positive energy-based attacks.
6 (5+1) 58 Meeting of Minds Community Any allies you summon gain a divine bonus to their saving throws against banishment (and similar effects) equal to LVL.
6 (5+1) 59 Monumental Mountain Your damage reduction has no negating factors.
6 (5+1) 60 ProtoLich 5-1 ProtoLich/Lich 1M, 1/r: Any 0th-4th level Wizard spell
6 (5+1) 61 ProtoLich 5-2 ProtoLich/Lich 1M, 1/r: Any 0th-4th level Priest spell
6 (5+1) 62 ProtoLich 5-3 ProtoLich/Lich +10*LVL aMR
6 (5+1) 63 ProtoLich 5-4 ProtoLich/Lich 1M: Project Image
6 (5+1) 64 ProtoLich 5-5 ProtoLich/Lich 1M: Teleport
6 (5+1) 65 ProtoLich 5-6 ProtoLich/Lich 1M: Contact Other Plane
6 (5+1) 66 ProtoLich 5-7 ProtoLich/Lich Conduct M actions through psi link (range sight)
6 (5+1) 67 ProtoLich 5-8 ProtoLich/Lich 1M, touch: Drain all psionic pools (save)
6 (5+1) 68 ProtoLich 5-9 ProtoLich/Lich 1M, touch: Slay Living (save)
6 (5+1) 69 ProtoLich 5-10 ProtoLich/Lich 1F: Get 2M you can use this segment
6 (5+1) 70 ProtoLich 5-11 ProtoLich/Lich +LVL/5 QM actions
6 (5+1) 71 ProtoLich 5-12 ProtoLich/Lich Duplicate any SL 4 Concordant group spell (i.e. non-Concordant SL 3)
6 (5+1) 72 Rapid Rejuvenation Fertility You rejuvenates as if of the next highest divine status.
6 (5+1) 73 Recovery Healing Your healing powers can restore even vile damage.
6 (5+1) 74 Riddle of Steel Sword When attacking with a sword you ignore half the opponent's damage reduction.
6 (5+1) 75 Stain of Evil Evil Any damage you deal can only be healed within a consecrated area.
6 (5+1) 76 Stigmatism Good Any damage you deal can only be healed within a consecrated area.
6 (5+1) 77 Time Shard Time Your time based abilities have a 50% chance of working on those otherwise immune to temporal effects.
6 (5+1) 78 Wisdom Touched Wisdom Any creatures you summon gain a Wisdom bonus equal to double LVL.
6 (4+2) 79 Summon UltraBlack/White 4 UltraBlack/White Summons a DL V UltraBlack/White creature, AC = (1d20)*(1d4+3), HD = 3m8, hp = HD*(1d16). It will do a spell level = 2d5 effect when it acts, most likely of a random psionic frequency (DM rolls 1d100-45)
7 1 Blasphemy Evil Kills, paralyzes, weakens, or dazes nonevil subjects.
7 2 Destruction Death Kills subject and destroys remains.
7 3 Devil Summoning 7 Summoning Summons an evil Outer DL VII creature
7 4 Disintegrate Destruction Makes one creature or object vanish.
7 5 Eyebite Fear Target becomes panicked, sickened and comatose.
7 6 Holy Word Battle War Entire party (incl. summons and henchmen) get +1QS action this segment.
7 7 Holy Word Blind Sun Target is blinded, and cannot target or attack anything (no save, no MR).
7 8 Holy Word Shift Travellers Target is plane shifted to a plane of your choice (no save, no MR).
7 9 Hovercraft Full of Eels Eel Like a Chariot of Sustarre, but it's Eels!
7 10 Look at Me, I'm the DCI MTG W An effect is banned from the room (x1 Special)
7 11 Multi Eel Eel Summons CL Eels of DL=7, which use up 1 summon slot. They aren't summoning sick!
7 12 Poison Spittle 7 Snake Breathe poison: one group, dmg=(current hp)/2, no save
7 13 Power Word Blind Darkness, Love, War Blinds creature with 200 hp or less.
7 14 Reptile Summoning 7 Snake Summons a DL VIII Reptile.
7 15 Revive 7 Necromancy Revive a DL VII monster.
7 16 Screen Secrets, Thievery Illusion hides area from vision, scrying.
7 17 Spell Turning Luck, Magic, Revenge, Stoicism Reflect 1d4+6 spell levels back at the caster.
7 18 Sticks to Snakes 7 Snake Reptile Swarm Summoning for CL*2/3 reptiles of DL=6.
7 19 Summon Eelemental 7 Eel Summon a DL VII Eelemental (DM has table)
7 20 Summon Leech 7 Eel Summon a DL VII Leech (DM has table)
7 21 Tooth and Nail MTG G Summon DL VII, can pick type, or can pick creature within type
7 22 Waves of Exhaustion Disease, Entropy Several targets become exhausted.
7 (6+1) 23 Edifying Beam SemiDivine/Divine Target's alignment changes (save)
7 (6+1) 24 Induction Skins SemiDivine/Divine Gain infinite Stoneskins
7 (6+1) 25 Interdimension SemiDivine/Divine MWaWR 75%
7 (6+1) 26 Luminal SemiDivine/Divine xCL movement rate
7 (6+1) 27 Magic Dead Zone SemiDivine/Divine Drain the MF by 1 in the area (except to you; you are unaffected)
7 (6+1) 28 Omega Effect SemiDivine/Divine Pick a spell you know. It does vile damage (or vile harming).
7 (6+1) 29 ProtoLich 6-1 ProtoLich/Lich 1M, 1/r: Any 0th-5th level Wizard spell
7 (6+1) 30 ProtoLich 6-2 ProtoLich/Lich 1M, 1/r: Any 0th-5th level Priest spell
7 (6+1) 31 ProtoLich 6-3 ProtoLich/Lich 1M, 1/r: Any psionic major
7 (6+1) 32 ProtoLich 6-4 ProtoLich/Lich 1M, 1/r: Any 0th-4th level Warrior, Rogue, or Monster spell
7 (6+1) 33 ProtoLich 6-5 ProtoLich/Lich 1M: Teleport without Error
7 (6+1) 34 ProtoLich 6-6 ProtoLich/Lich +10*LVL IR
7 (6+1) 35 ProtoLich 6-7 ProtoLich/Lich 1M, touch: Steal a random powers for 1 round (no save)
7 (6+1) 36 ProtoLich 6-8 ProtoLich/Lich 1M, touch: Erase Truename (must know their Truename first)
7 (6+1) 37 ProtoLich 6-9 ProtoLich/Lich Troll-like regen LVL hp (including vile) /s
7 (6+1) 38 ProtoLich 6-10 ProtoLich/Lich Conduct effects through psi link (within sight)
7 (6+1) 39 ProtoLich 6-11 ProtoLich/Lich +LVL/10 number of segments per round
7 (6+1) 40 ProtoLich 6-12 ProtoLich/Lich Duplicate any SL 5 Concordant group spell (i.e. non-Concordant SL 3)
7 (6+1) 41 Rectify Misery SemiDivine/Divine Anyone slain by you is Capital S Slain instead
7 (6+1) 42 Transilient SemiDivine/Divine Get 2 saves for each save, choose better result
7 (6+1) 43 Transmortal SemiDivine/Divine Your body cannot be destroyed (e.g. immune disintegrate)
7 (5+2) 44 Summon UltraBlack/White 5 UltraBlack/White Summons a DL VI UltraBlack/White creature, AC = (1d20)*(1d4+4), HD = 3m10, hp = HD*(1d20). It will do a spell level = 2d6 effect when it acts, most likely of a random psionic frequency (DM rolls 1d100-45)
8 1 Biorhythm MTG G Each person in a group's current hp = (Number of summons)*10
8 2 Create Greater Undead Darkness, Death Create shadows, wraiths, spectres or devourers.
8 3 Decree of Pain MTG B Slay all creatures in two groups (PPD save) or one group (no save)
8 4 Devil Summoning 8 Summoning Summons an evil Outer DL VIII creature
8 5 Discern Location Knowledge, Revenge Reveals exact location of creature or object.
8 6 Earthquake Destruction Intense tremor shakes 5-ft./level radius.
8 7 Higher Ground War Creates a x2 Terrain Feature that you and your henchmen get +1 to multiplier.
8 8 Horrid Wilting Disease, Entropy, Sea Deals 1d6/level damage within 30 ft.
8 9 Mind Blank Secrets, Stoicism Subject is immune to mental/emotional magic and scrying.
8 10 Poison Spittle 8 Snake Breathe poison: one group, dmg=(current hp), no save
8 11 Polymorph Any Object Thievery Changes any subject into anything else.
8 12 Reptile Summoning 8 Snake Summons a DL IX Reptile.
8 13 Reverse the Sands MTG W Switch current hp totals with someone (no save)
8 14 Revive 8 Necromancy Revive a DL VIII monster.
8 15 Star Travel Sun, Travellers You fly at CL c (CL times the speed of light). You can enter a Star and either [1] Spelljam to another Star or Crystal Sphere (as if you were an Iconian Gateway), or [2] Time Travel (as if you were an Undead Robotic Chicken).
8 16 Sticks to Snakes 8 Snake Reptile Swarm Summoning for CL/3 reptiles of DL=7.
8 17 Summon Eelemental 8 Eel Summon a DL VIII Eelemental (DM has table)
8 18 Summon Leech 8 Eel Summon a DL VIII Leech (DM has table)
8 19 Trap the Soul Fear, Wealth Imprisons subject within gem.
8 20 Unholy Aura Evil +4 to AC, +4 resistance, SR 25 against good spells.
8 (7+1) 21 ProtoLich 7-1 ProtoLich/Lich 1M, 1/r: Any 0th-6th level Wizard spell
8 (7+1) 22 ProtoLich 7-2 ProtoLich/Lich 1M, 1/r: Any 0th-6th level Wizard spell
8 (7+1) 23 ProtoLich 7-3 ProtoLich/Lich +10*LVL EaER
8 (7+1) 24 ProtoLich 7-4 ProtoLich/Lich 1M, touch: Annihilation (save)
8 (7+1) 25 ProtoLich 7-5 ProtoLich/Lich 1M, touch: Incursion (save)
8 (7+1) 26 ProtoLich 7-6 ProtoLich/Lich Duplicate any SL 6 Concordant group spell (i.e. non-Concordant SL 3)
8 (6+2) 27 Summon UltraBlack/White 6 UltraBlack/White Summons a DL VII UltraBlack/White creature, AC = (1d20)*(1d4+5), HD = 3m12, hp = HD*(1d24). It will do a spell level = 2d7 effect when it acts, most likely of a random psionic frequency (DM rolls 1d100-45)
9 1 Beset Travellers Target is Set and his home plane becomes this plane (no save, no MR)
9 2 Blessed Wind MTG W Target's current hp becomes 200.
9 3 Devil Summoning 9 Summoning Summons an evil Outer DL IX creature
9 4 Energy Drain Disease Subject gains 2d4 negative levels.
9 5 Implosion Destruction Kills one creature/round.
9 6 Imprisonment Secrets Entombs subject beneath the earth.
9 7 Mass Mass Heal War Heals up to 100 groups of creatures. (Yes, this can be reversed.)
9 8 Power Word Kill Darkness, War Kills creatures with 100 hp or less.
9 9 Revive 9 Necromancy Revive a DL IX monster.
9 10 Star Swarm Sun Like Planet Swarm, but 4 Stars (each does 2 idmg, no save, no MR)
9 11 Storm of Vengeance Revenge, Thunder Storm rains acid, lightning and hail.
9 12 Summon Eelemental 9 Eel Summon a DL IX Eelemental (DM has table)
9 13 Summon Leech 9 Eel Summon a DL IX Leech (DM has table)
9 14 Summon Monster IX Chaos, Evil, Good, Labour, Law Calls extraplanar creatures to fight for you.
9 15 Time Stop Thievery, Time You act freely for 1d4+1 rounds.
9 16 Wail of the Banshee Death, Entropy Kills one creatre/level.
9 17 Weird Fear, Madness As phantasmal killer, but affecst all within 30 ft.
9 (8+1) 18 Akashic SemiDivine/Divine Lower Multiplier target by 1 (no save)
9 (8+1) 19 Indissolve SemiDivine/Divine Regeneration CL hp/s
9 (8+1) 20 Nullification SemiDivine/Divine Pick an N<=6. Immune to Nth level spell effects
9 (8+1) 21 Oblivi-Permanency SemiDivine/Divine 0, 1/r: Make a spell you're casting permanent.
9 (8+1) 22 Omnific Tough SemiDivine/Divine +1 ihp
9 (8+1) 23 Omnispectacles SemiDivine/Divine Your sight can go around corners
9 (7+2) 24 Summon UltraBlack/White 7 UltraBlack/White Summons a DL VIII UltraBlack/White creature, AC = (1d20)*(1d4+6), HD = 3m14, hp = HD*(1d28). It will do a spell level = 2d8 effect when it acts, most likely of a random psionic frequency (DM rolls 1d100-45)
10 1 Automatic Metamagic Capacity (S) SemiDivine/Divine Gain a free spell level of metamagic
10 2 Automatic Writing SemiDivine/Divine Any spells you witness are automatically added to your spellbook
10 3 Cats Fall SemiDivine/Divine You can fall from any distance without injury
10 4 Combat Mastery SemiDivine/Divine Trade any amount of BAB to AC
10 5 Damnation Evil Send your foe to hell.
10 6 Divine Retribution [Divine] SemiDivine/Divine You gain one additional action after your death
10 7 Eclectic Shot SemiDivine/Divine You can fire irregular objects as if they were missiles
10 8 Eclipse Darkness A solar eclipse follows you.
10 9 Epic Potency (S) SemiDivine/Divine Your damage increases by +2
10 10 Epic Shield Focus SemiDivine/Divine Your shield protects yourself and one adjacent ally
10 11 Ether Goer SemiDivine/Divine You can become ethereal at will
10 12 Expert Strike SemiDivine/Divine Gain a cumulative +1 to attacks against the same target
10 13 Fire Baptism SemiDivine/Divine Gain a cumulative +1 to AC against the same target
10 14 Greater Critical SemiDivine/Divine Your critical threat range is trebled
10 15 Greater Critical Multiplier SemiDivine/Divine Your critical multiplier is trebled
10 16 Hellball Evil You deal 10d6 each of acid, cold, electricity and fire damage, you take 10d6 damage.
10 17 Improved Finesse SemiDivine/Divine Use your dexterity bonus for damage
10 18 Improved Spellcasting (S) SemiDivine/Divine Gain two new spell slots (any non-Concordant SL you have)
10 19 Improved Toughness (S) SemiDivine/Divine You gain an additional hit point per hit die
10 20 Legendary Archer SemiDivine/Divine Opponents cannot deflect your missiles
10 21 Lord of Nightmares Fear You are possessed by a dream larva for 20 rounds and take 12d6 damage.
10 22 Pestilence Disease Inflict slimy doom on all creatures and plants within a half mile diameter area.
10 23 Pre-emptive Strike SemiDivine/Divine You can make one attack in segment 0 (before segment 1)
10 24 ProtoLich 10-1 ProtoLich/Lich 0, 1/r: Any 0th-5th level Wizard spell
10 25 ProtoLich 10-2 ProtoLich/Lich 0, 1/r: Any 0th-4th level Priest spell
10 26 ProtoLich 10-3 ProtoLich/Lich 0, 1/r: Any psionic cantrip
10 27 ProtoLich 10-4 ProtoLich/Lich +5*(Lich level)% WR (not irreducible) that can't be ignored
10 28 ProtoLich 10-5 ProtoLich/Lich Resist Turning (you are double the rating)
10 29 ProtoLich 10-6 ProtoLich/Lich 0: Create Snare 20*(Lich level)% (obvious trap, auto detected, needs to be removed to bypass)
10 30 Soothsayer SemiDivine/Divine You always hear the truth
10 31 Star Child (S) SemiDivine/Divine You gain a wish 1/reset
10 32 Superior Quivering Palm SemiDivine/Divine Use the quivering palm attack once per round
10 33 Superior Whirlwind Attack SemiDivine/Divine Make a 5 ft. step as part of a whirlwind attack
10 34 Tempest of Vengeance Revenge, Thunder Tempest rains acid, lightning and hail.
10 35 Three-Weapon Fighting SemiDivine/Divine You fight three-weapon style, juggling a third weapon
10 36 Weapon Abatement SemiDivine/Divine You are immune to the first successful blow dealt from a weapon
10 (8+2) 37 Summon UltraBlack/White 8 UltraBlack/White Summons a DL IX UltraBlack/White creature, AC = (1d20)*(1d4+7), HD = 3m16, hp = HD*(1d32). It will do a spell level = 2d9 effect when it acts, most likely of a random psionic frequency (DM rolls 1d100-45)
11 1 ProtoLich 11-1 ProtoLich/Lich 0, 1/r: Any 1st-6th level Wizard spell
11 2 ProtoLich 11-2 ProtoLich/Lich 0, 1/r: Any 1st-5th level Priest spell
11 3 ProtoLich 11-3 ProtoLich/Lich 0, 1/r: Any psionic minor
11 4 ProtoLich 11-4 ProtoLich/Lich 1M: Banish Undead
11 5 ProtoLich 11-5 ProtoLich/Lich Speak with Dead & Undead (cont.); 1M: Capital E Extract from Dead & Undead
11 6 ProtoLich 11-6 ProtoLich/Lich +10*(Lich level)% iWR that can't be ignored
11 7 ProtoLich 11-7 ProtoLich/Lich Mask Undead status; Can't be turned
11 8 ProtoLich 11-8 ProtoLich/Lich Detect Artifacts; 1M: Legend Lore Artifact
11 9 ProtoLich 11-9 ProtoLich/Lich 1M, (lich level)/d: Gain +10 XP
11 10 ProtoLich 11-10 ProtoLich/Lich 0: Create Traps 15*(Lich level)%
11 11 ProtoLich 11-11 ProtoLich/Lich All spells cost 0 P actions; Material componenting does not cost 1 V action
11 12 ProtoLich 11-12 ProtoLich/Lich +(Lich level) OppV or QM actions
11 13 ProtoLich 11-13 ProtoLich/Lich Negative Cold (Lich level)d10 dmg by touch
11 14 ProtoLich 11-14 ProtoLich/Lich +(Lich level) Research Points per reset (see [P12])
11 15 ProtoLich 11-15 ProtoLich/Lich 1F or 1X: Duplicate any level 0 Concordant spell
11 (9+2) 16 Summon UltraBlack/White 9 UltraBlack/White Summons a DL X UltraBlack/White creature, AC = (1d20)*(1d4+8), HD = 3m18, hp = HD*(1d36). It will do a spell level = 2d10 effect when it acts, most likely of a random psionic frequency (DM rolls 1d100-45)

[PC43] Collective 4.3 Classes


ArchCustom2 (XP tables: F=10 to F=80)

Level F=10 F=15 F=20 F=25 F=30 F=35 F=40 F=45 F=50 F=55 F=60 F=65 F=70 F=75 F=80
1 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
2 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16
3 4 6 8 10 12 14 16 18 20 22 24 26 28 30 32
4 8 12 16 20 24 28 32 36 40 44 48 52 56 60 64
5 16 24 32 40 48 56 64 72 80 88 96 104 112 120 128
6 32 48 64 80 96 112 128 144 160 176 192 208 224 240 256
7 64 96 128 160 192 224 256 288 320 352 384 416 448 480 512
8 128 192 256 320 384 448 512 576 640 704 768 832 896 960 1024
9 250 375 500 625 750 875 1000 1125 1250 1375 1500 1625 1750 1875 2000
10 500 750 1000 1250 1500 1750 2000 2250 2500 2750 3000 3250 3500 3750 4000
11 750 1125 1500 1875 2250 2625 3000 3375 3750 4125 4500 4875 5250 5625 6000
12 1000 1500 2000 2500 3000 3500 4000 4500 5000 5500 6000 6500 7000 7500 8000
13 1250 1875 2500 3125 3750 4375 5000 5625 6250 6875 7500 8125 8750 9375 10000
14 1500 2250 3000 3750 4500 5250 6000 6750 7500 8250 9000 9750 10500 11250 12000
15 1750 2625 3500 4375 5250 6125 7000 7875 8750 9625 10500 11375 12250 13125 14000
16 2000 3000 4000 5000 6000 7000 8000 9000 10000 11000 12000 13000 14000 15000 16000
17 2250 3375 4500 5625 6750 7875 9000 10125 11250 12375 13500 14625 15750 16875 18000
18 2500 3750 5000 6250 7500 8750 10000 11250 12500 13750 15000 16250 17500 18750 20000
19 2750 4125 5500 6875 8250 9625 11000 12375 13750 15125 16500 17875 19250 20625 22000
20 3000 4500 6000 7500 9000 10500 12000 13500 15000 16500 18000 19500 21000 22500 24000
21 3250 4875 6500 8125 9750 11375 13000 14625 16250 17875 19500 21125 22750 24375 26000
22 3500 5250 7000 8750 10500 12250 14000 15750 17500 19250 21000 22750 24500 26250 28000
23 3750 5625 7500 9375 11250 13125 15000 16875 18750 20625 22500 24375 26250 28125 30000
24 4000 6000 8000 10000 12000 14000 16000 18000 20000 22000 24000 26000 28000 30000 32000
25 4250 6375 8500 10625 12750 14875 17000 19125 21250 23375 25500 27625 29750 31875 34000
26 4500 6750 9000 11250 13500 15750 18000 20250 22500 24750 27000 29250 31500 33750 36000
27 4750 7125 9500 11875 14250 16625 19000 21375 23750 26125 28500 30875 33250 35625 38000
28 5000 7500 10000 12500 15000 17500 20000 22500 25000 27500 30000 32500 35000 37500 40000
29 5250 7875 10500 13125 15750 18375 21000 23625 26250 28875 31500 34125 36750 39375 42000
30 5500 8250 11000 13750 16500 19250 22000 24750 27500 30250 33000 35750 38500 41250 44000
31 5750 8625 11500 14375 17250 20125 23000 25875 28750 31625 34500 37375 40250 43125 46000
32 6000 9000 12000 15000 18000 21000 24000 27000 30000 33000 36000 39000 42000 45000 48000
33 6250 9375 12500 15625 18750 21875 25000 28125 31250 34375 37500 40625 43750 46875 50000
34 6500 9750 13000 16250 19500 22750 26000 29250 32500 35750 39000 42250 45500 48750 52000
35 6750 10125 13500 16875 20250 23625 27000 30375 33750 37125 40500 43875 47250 50625 54000
36 7000 10500 14000 17500 21000 24500 28000 31500 35000 38500 42000 45500 49000 52500 56000

[PC43] Collective 4.3 Classes


ArchCustom2

Requisites: Any 2 stats = F+10 (cannot owe)
Alignment: any (can modify this below)
HD, Weapons, To Hit, Saves are all variable.
Reference: DM
Groups: Custom
 
Category Ability F cost
Requisites Requires 4 class slots -6
Requires 3 class slots -4
Requires HNCL 9 -3
Requires 2 class slots -2
Requires 3 stats = F+5 instead 0
Requires 1 stat = F+20 instead +3
Alignment One specific Alignment (choose) -2
W any (or) any J -1
One AL, overwrite all other classes +2
HD/level none (gets no Hit Dice) -2
1d4 0
2d3 +3
3d2 +6
4d1 +9
1d50 +10
5d0 +12
2m0 (normal Con bonus squared) +15
& (cumulative with other classes) +2
+1 HD at first level (e.g. +d6) +1 each
Uses Chr instead of Con for bonus +2
Weapon Prof. none (gets no Weapon Prof.) -2
0+level 0
& 0+level +1
& 0+2*level +2
& 10+level +3
& 0+3*level +4
& 10+2*level +5
To Hit To Hit is always +0 -2
To Hit as Custom 0
To Hit as & Custom +1
To Hit as & Monster (i.e. +LVL) +3
To Hit as & 2xMonster (i.e. +2*LVL) +6
To Hit as & 3xMonster (i.e. +3*LVL) +9
Saves Saves are always +0 -2
Saves as Custom 0
Saves as & Custom +1
Saves as & 2xMonster (i.e. +LVL) +3
Saves as & Halfling0 +3
Saves as & 4xMonster (i.e. +2*LVL) +6
Saves as & 6xMonster (i.e. +3*LVL) +9
Category Ability F cost
War stuff Exceptional stat bonus +1 each
Barbarian stat bonus +2 each
Extra-Bar stat bonus +4 each
Weapon Specialization, #Att as Barbarian +2
+1 Feat per level +4
+1 Henchmen or Mount slot +5
Species Enemy every level as per Strider +5
True Point Blank as per Arch-Archer +3
Swashbuckler #Att =(LVL+2)/2 melee only +5
Wiz stuff Wizard spells, ArchMage prog. +20
Wizard spells, Beast Mage prog. +15
Wizard spells, Magical Pool Mage prog. +10
Int bonus to Wizard progression +3
Specialization, School (no opposite) +2
LVL of your spells cost only ½M to cast +5
Your spells require LVL saving throws +5
+1 Kit per level +5
+1 Nonweapon prof. per level +1
Pri stuff Priest spells, ArchPriest prog. +12
Priest spells, Beast Cleric prog. +8
Priest spells, Harmer prog. +6
Wis bonus to Priest progression +1
Specialization, Sphere +1
Sphere robe (-1 SL) in one sphere +5
Specialty Priest pick +2 each
+1 Summon slot +5
Can use Omens and Turn Undead +1
Rog stuff Rogue Abilities, Dungeoneer, LVL*60 pts. +10
Rogue Abilities, Executioner, LVL*55 pts. +9
Rogue Abilities, 2xThief0 (2 picks /level), LVL*50 pts. +8
One Rogue Ability, with LVL*10 points +1 each
Extra N rogue points per level +N/5
Martial Arts, +LVL maneuvers +4
Moving is only ½V action +3
Using Rogue abilities is only ½V action each +10
Psi stuff Psionic abilities, ArchPsi1 +22
Psionic abilities, ArchMutant +14
Psionic abilities, Mentalist +18
Chr bonus to Psionic progression +4
Can access +1 known frequency +5
Other "Level:" ability from "2nd edition" class, cost each +1
"Level:" ability from "unnumbered edition" class, cost each +2
"Level:" ability from other class, cost each +3
Duplicate a "2nd edition" class (X=KXP @ 2nd level) +X*6
Duplicate an "unnumbered edition" class (X=KXP @ 2nd level) +X*7
Duplicate other class (X=KXP @ 2nd level) +X*8

[PC43] Collective 4.3 Classes


ArchCustom2 (Spell/Psi Progressions)

Level Arch-Mage
123 456 789 AB
Beast Mage
123 456 789
Magical Pool
123 456 789 A
Arch-Priest
123 456 789
Beast Cleric
123 456 78
Harmer
123 456 789
ArchPsi1
mMG SU
ArchMut
mMG SU
Mentalist
mMG S
1 2½- --- --- -- ½-- --- --- 1-- --- --- - 100 --- --- 0-- --- -- 1-- --- --- 3-- -- 1-- -- 3-- -
2 31½ --- --- -- ½½- --- --- 20- --- --- - 200 --- --- 00- --- -- 2a- --- --- 4-- -- 2-- -- 4-- -
3 421 --- --- -- ½½½ --- --- 21- --- --- - 210 0-- --- 000 --- -- 31c --- --- 51- -- 31- -- 51- -
4 532 ½-- --- -- ½½½ ½-- --- 320 --- --- - 320 0-- --- 000 0-- -- 41a e-- --- 62- -- 42- -- 52- -
5 643 1½- --- -- ½½½ ½½- --- 421 --- --- - 421 00- --- 000 00- -- 521 cg- --- 631 -- 531 -- 53- -
6 754 21- --- -- ½½½ ½½½ --- 431 a-- --- - 422 00- --- 000 000 -- 621 aei --- 752 -- 631 -- 54- -
7 865 32½ --- -- ½½½ ½½½ ½-- 432 0b- --- - 432 100 --- 000 000 0- 731 1cg k-- 873 -- 742 -- 65- -
8 976 43½ --- -- ½½½ ½½½ ½½- 432 1ac --- - 433 200 --- 100 000 0- 832 1ae im- 984 -- 852 -- 751 -
9 A87 541 ½-- -- ½½½ ½½½ ½½½ 533 20b d-- - 433 210 0-- 110 000 0- 942 11c gko A95 1- 963 1- 852 -
10 A98 652 1-- -- 1½½ ½½½ ½½½ 543 21a ce- - 443 220 0-- 111 000 0- 953 21a eim BA5 1- A63 1- 953 -
11 AA9 763 2½- -- 11½ ½½½ ½½½ 543 320 bdf - 444 330 0-- 111 100 0- 963 211 cgk CB6 2- B74 1- A54 -
12 AAA 874 3½- -- 111 ½½½ ½½½ 554 321 ace - 444 441 00- 111 110 0- 974 211 aei DC7 2- C74 1- A65 -
13 AAA 985 4½- -- 111 1½½ ½½½ 554 322 0bd - 555 442 00- 111 111 0- 984 321 1cg ED7 3- D95 2- A75 -
14 AAA A96 51½ -- 111 11½ ½½½ 554 322 1ac - 555 442 100 111 111 1- 995 321 1ae FE8 3- E95 2- A85 -
15 AAA AA7 621 -- 111 111 ½½½ 554 422 20b - 555 552 100 221 111 1- 996 422 11c GF9 4- FA6 2- A95 -
16 AAA AA8 732 -- 111 111 1½½ 555 432 21a - 555 553 210 222 211 1- 997 432 11a HG9 4- GB6 2- BA5 -
17 AAA AA9 843 -- 111 111 11½ 555 532 210 - 555 553 320 222 222 1- 998 532 111 IHA 5- HC7 3- CA6 1
18 AAA AAA 954 ½- 111 111 111 555 533 211 g 555 553 321 222 222 2- 999 542 211 JIB 5- IC7 3- DA7 2
19 AAA AAA A65 ½- 221 111 111 555 543 221 f 555 553 331 333 222 2- 999 643 211 KJB 6- JD8 3- EA8 3
20 AAA AAA A76 1- 222 211 111 555 543 321 e 555 554 332 333 333 2- 999 753 221 LKC 6- KE8 3- FA9 4
21 AAA AAA A87 1- 222 222 111 555 554 321 d 555 554 442 333 333 3h 999 853 221 MLD 7- LF9 4- FBA 5
22 AAA AAA A98 2- 222 222 221 555 555 432 c 555 555 443 444 433 3g 999 964 321 NMD 7- MF9 4- FCA 5
23 AAA AAA AA9 2- 222 222 222 555 555 532 b 555 555 553 444 444 4f 999 974 322 ONE 8- NGA 4- FDA 5
24 AAA AAA AAA 3- 333 222 222 666 655 532 a 555 555 554 555 554 4e 999 985 332 POF 8- OHA 4- FEA 5
25 BBB BBB BBB 3- 333 333 222 666 666 642 0 555 555 555 555 555 5d 999 995 332 QPF 9- PIB 5- GFA 5
26 BBB BBB BBB 4- 333 333 333 777 766 643 1 666 655 555 666 666 5c 999 996 432 RQG 9- QIB 5- HFB 6
27 CCC CCC CCC 4½ 444 433 333 777 777 743 1 666 666 655 666 666 6b 999 997 443 SRH A1 RJC 51 IFC 7
28 CCC CCC CCC 5½ 444 444 443 888 877 753 1 666 666 666 777 777 7a 999 998 543 TSH A1 SKC 51 JFD 8
29 DDD DDD DDD 5½ 444 444 444 888 888 853 1 777 766 666 888 888 80 999 999 543 UTI B1 TLD 61 KFE 9
30 DDD DDD DDD 51 555 554 444 999 988 854 1 777 777 766 999 999 91 999 999 654 VUJ B2 ULD 61 KGF A
31 DDD DDD DDD 61 555 555 555 999 999 964 2 777 777 777 AAA AAA A2 999 999 754 WVJ C2 VME 61 KHF A
32 EEE EEE EEE 61 666 666 555 AAA A99 964 2 888 877 777 BBB BBB B3 999 999 864 XWK C3 WNE 61 KIF A
33 EEE EEE EEE 71 666 666 666 AAA AAA A64 2 888 888 877 CCC CCC C4 999 999 975 YXL D3 XOF 71 KJF A
34 FFF FFF FFF 71 777 777 766 BBB BAA A75 2 888 888 888 DDD DDD D5 999 999 985 ZYL D3 YOF 71 LKF A
35 FFF FFF FFF 81 777 777 777 BBB BBB B75 2 999 988 888 EEE EEE E6 999 999 996 [ZM E4 ZPG 71 MKF B
36 FFF FFF FFF 82 888 888 887 CCC CCC C75 3 999 999 999 FFF FFF F7 999 999 997 \[N E4 [QG 72 NKG C

[PC43] Collective 4.3 Classes


ArchCustom2 (Dungeoneer Abilities)

Lvl Dungeoneer Ability | -50% | -100% | -150% Act Base Penalty Bonus
1 Open/Close Locks: Mech. | Magic/Psi | OutPhase (| do this 30' away) VM 5 Dex-12 Dex-16
1 Find/Remove Traps: Mech. | Magic/Psi | OutPhase | Pro. (| do this 30' away) M 0 Dex-14 Dex-19
1 ("Twist") Find/Remove Wizard Abjurations/Priest Protections | Psionic Protections VM 0 Dex-14 Dex-19
1 Attack (+1 TH per 10% made this segment; or roll +1d20 per 100%, choose best) V 0 Dex-13 Dex-16
1 Damage (+1 dmg per 10% made this segment; or multiply dmg by x(1+rating/200)) V 0 Str-15 Str-18
1 Evasion (see Acrobat) ||| Spell Evasion | Psi Evasion | Innate Evasion V 0 Dex-14 Dex-18
1 Legend Lore | Identify | Object Reading | Know Visual History 0 | M 0 Int-15 Int-17
1 Take ½ dmg from an Attack | Spell | Psi Power | Innate (|| Take 0 damage) V 5 Con-16 Con-20
1 Hide in Shadows/Crowds || Meld into Shadows/Mirrors/Crowds | Meld into the Air V 0 Dex-14 Dex-19
1 Any Rogue 1 ability - - - -
2 Lower Encumbrance | Zero Encumbrance | No Armor Penalty | AC types fully add P 5 Str-14 Str-19
2 Locate Staircases on current DL || Out of Depth Monsters || Most Valuable Object MM 0 Chr-20 Chr-25
3 Deeppockets | Vanish | Rope Trick ||| I'm Gone (to my own Pocket Plane) M 0 Int-8 Int-20
3 Any Rogue 3 ability - - - -
4 Find/Remove Tricks: x1 multiplier || x2 multiplier ||| x3 multiplier (| do this 90' away) M 5 Dex-18 Dex-25
4 Sense Danger | Precognition | Choose Future | x1 Avoid Fate VM 25 Wis-9 Wis-12
5 Identity Penetration | False Seeing | True Seeing ||| Know Truename MM 0 Wis-12 Wis-20
5 Any Rogue 5 ability - - - -
6 Blink | Controlled Blink | Dimension Door with no Summoning Sickness M 15 Wis-13 Wis-18
6 Escape Bonds | Binding | Imprisonment/Time Stop || Get out of Put Down a Hole P 10 Str-14 Str-16
7 Ki Power (cast a Wiz Invocation spell) (penalty = -SL*50%) (#=SL) | Pri Invocation #M 0 Int-14 Int-38
7 Any Rogue 7 ability - - - -
8 Any Subability (+1 per 25% made to that subability) M 0 Int-14 Int-17
8 Dispel Exhaustion | Heal |||| Reset M 0 Con-16 Con-20
9 Locate (anything unique) Across Planes | Clairvoyance there | TWE there M 0 Int-12 Int-15
9 Ask the Local Lord | Highest Lvl in Plane | Chosen God | Ultraplanar | DM a question VM 0 Chr-11 Chr-21
10 Speed: (x2 move) | (+1V) | (+1P) | (+1M) | (+1 Full) | (+1 Opposing) VV 5 Dex-14 Dex-17
12 Control Movements | Control Physicals | Control Mentals | Control 0 Actions MM 0 Chr-19 Chr-21
15 Astral Spell / Astral Projection | Concordant Spell (project to Concordant Opposition) MMM 35 Int-19 Int-25
18 Time Shift ||| Time Travel VMM 15 Int-17 Int-25
21 Shadow Magic | Shadow Walk | Shadow Flight | Become Shadow-form VM 0 Int-17 Int-20
24 Destruction/Mordenkainen's Disjunction ||| Put Target Down a Hole PMM 0 Int-19 Int-25
27 LimWish(#=1)| AlterReality(#=2)| Wish(#=3)| ChangeReality(#=4)| UnlimWish(#=5) #F 0 Int-21 Int-26

[PC43] Collective 4.3 Classes


ArchCustom2 (Executioner Abilities)

Lvl Executioner Ability | -50% | -100% | -150% Act Base Penalty Bonus
1 +rating/50 A actions /r this turn || B actions || C actions F 0 Dex-20 Dex-25
1 Assassination (-3% per HD/level of target) ½0 0 Wis-15 Wis-25
1 Attack (+1 TH per 10% made this segment; or roll +1d20 per 100%, choose best) V 0 Dex-13 Dex-16
1 Backstab (each 30% = x1) (increases 10/level) ½0 50 Int-6 Int-20
1 Backstrike (each 30% = x1 TH) (increases 10/lvl) ½0 50 Wis-6 Wis-20
1 Damage (+1 dmg per 10% made this segment; or multiply dmg by x(1+rating/200)) V 0 Str-15 Str-18
1 Find/Remove Wizard Abjurations/Priest Protections V 0 Dex-13 Dex-18
1 Slap (does dmg to one target = % made by) P 20 Str-0 Str-12
1 any 1st level Rogue ability - - - -
1 any 1st level Rogue ability - - - -
2 Controlled Blink | Controlled Blink 10'r (unwilling get PP save) ½V 50 Wis-14 Wis-14
2 any 2nd level Rogue ability - - - -
3 Considered extra +(rating/25) weapon to hit V 0 Str-5 Str-15
3 Lower/Ignore WaWR (reduce or ignore WaWR by rating) || iWaWR V/N 0 Dex-10 Dex-20
4 Erase a "?" in dungeon (loses track of party) - 0 Dex-13 Dex-19
4 Song of Battle (+1 TH,dmg,or saves per 10% made) V,*M 10 Str-15 Str-20
5 Jock: +LVL divided among Str, Dex, Con, or level for purposes of #Att (the last one is ½ a point each).
5 any 5th level Rogue ability - - - -
6 Touch : Chill/Pain | Para/Vampiric | Energy Drain 0 20 Str-9 Str-15
6 any 6th level Rogue ability - - - -
7 Ki Power (cast a Wiz Invocation spell) (penalty = -SL*50%) (#=SL) | Pri Invocation #V 0 Int-14 Int-38
7 Slay (target that you hit saves at +4, -1 per 10% made; or dies) V 0 Wis-13 Wis-19
8 Backstorm (each 50%: +1 att is considered a backstab) - 0 Dex-16 Dex-22
8 Finger of Death | Slay Living | Power Word Kill V 0 Int-14 Int-17
9 Any target with AC>(150-rating/5) is considered AC=(150-rating/5) to you V 0 Dex-17 Dex-28
9 +LVL*rating/2 item XP in Weapon flags per day F 0 NA NA
10 Disjoin x2 effect ||||||||| x3 |||||||||||||||| x4 etc. - 50 Chr-18 Chr-25
12 Disharmonic Blast (1 dmg per 1% made) V 10 Con-16 Con-22
18 Backstave (N/2% of your dmg is vile) || Stun (save=N-100) - 0 Wis-26 Wis-32
27 Destruction/Mordenkainen's Disjunction ||| Put Target Down a Hole V 0 Int-19 Int-25

[PC43] Collective 4.3 Classes


Astral Priest

Level KXP Priest
123 456 78
1 0 20- --- --
2 2 210 --- --
3 4 321 --- --
4 7.5 422 --- --
5 12.5 432 0-- --
6 20 432 1-- --
7 35 443 1-- --
8 60 443 20- --
9 90 543 21- --
10 125 543 320 --
11 200 553 321 0-
12 300 554 432 1-
13 750 655 543 2-
14 1150 666 654 3-
15 1550 666 666 4-
16 1950 666 666 5-
17 2350 666 666 6-
18 2750 666 666 60
19 3150 666 666 61
20 3550 666 666 62
21 3950 666 666 63
22 4350 666 666 64
23 4750 666 666 65
24 5150 766 666 65
25 5550 776 666 65
26 5950 777 666 65
27 6350 777 766 65
28 6750 777 776 65
29 7150 777 777 65
30 7550 777 777 75
31 7950 777 777 76
32 8350 777 777 77
33 8750 887 777 77
34 9150 888 877 77
35 9550 888 888 77
36 9950 888 888 88
TH Saves
PD RS PP BW Sp Fo Re Wi
+0  4  2  3  1  1  1  1  0
+1  5  2  4  2  1  1  1  0
+2  5  3  4  3  2  2  2  1
+3  6  4  5  4  3  2  2  1
+4  7  5  6  5  4  3  2  1
+5  8  5  7  6  4  3  3  2
+6  8  6  7  7  5  4  3  2
+7  9  7  8  8  6  4  4  2
+8 10  8  9  9  7  5  4  3
+9 11  8 10 10  7  5  4  3
+10 11  9 10 11  8  6  5  3
+11 12 10 11 12  9  6  5  4
+12 13 11 12 13 10  7  6  4
+13 14 11 13 14 10  7  6  4
+14 14 12 13 14 11  8  6  5
+15 14 12 14 14 11  8  7  5
+16 14 13 14 14 12  9  7  5
+17 15 13 14 14 12  9  8  6
Requisites: Int 15, Wis 12
Alignment: any
HD/level: 2d3
Weapon Prof.: 1+level/6
To Hit Table: Wiz
Save Table: Pri
Reference: DM
Groups: Priest, Planar
 
Gets Int (not Wis) bonus to spells.
Gets Exceptional Int bonus.
Bonus grand in Astral sphere.
+1 summon slot that holds up to LVL Astral Constructs (or their variants).
   
Level N (every level): Using the list below, pick an ability.
A. +1M Action.
B. Barbarian Int bonus instead of Exceptional.
C. Stun touch: You can attack (unarmed only) if you are Astrally Projected; +10*LVL Astral stunning dmg with unarmed attacks (save vs. PPD or -LVL all actions for LVL r)
D. Immune to aging attacks, or effects that would damage your Silver Cord.
E. You, your party, followers, henchmen, summons, familiars, and animal companions Fly at LVL*30" (LVL*10 mph) in non-combat situations.
F. Automatically make Int checks, Disbelief checks (regardless of penalty). Immune to Mirage Arcana.
G. ½V: Controlled Blink.
H. You and your henchmen ignore Phased Out status, Displacement, and Planar Displacement.
I. Your summons do special effects (innates, spells) as if one DL better than they are.
J. Immune to Astral sphere spells, and being Astral Construct or Astral Destruct "twisted".
K. Free GGL (Specialty God) pick in a god that has an Int requirement.
L. The party's psionic link cannot be "tapped", disrupted, and works up to 2 planes removed.
M. 1F, 1/h: Create a x1 Terrain Feature (Special with 1 mile radius), with a max SL=(LVL/2) effect.
N. Your illusion spell effects have xLVL area. ½M: Dispel Illusion.
O. Choose one other pick above (that you already have), or an Astral spell you know. Replace all instances of the word "Astral" with "Anti-Astral", "Ethereal", "Phlogiston", or "Maelstrom".
New Astral Spells:
Astral Construct N (SL=N): Summon an Astral Construct of DL=N. Astral Construct 0 is legal as an Orison (Cantrip). Reverse of this spell gives an Astral Repair (not an Astral Destruct). You may material component this spell to get 2 Astral Constructs (assuming you have the slots available).
Astral Perception (SL=1): Perceive into the Astral plane; you are considered an additional +2 weapon to hit.
Astral Form Blockade Field (SL=2): x1 Enemy Special on room: Dim Doors, Blinking, Astral Perception/Projection do not work in room ("Enemy Specials" only work on enemies; your party and summons etc. are not affected. They are removed as per Specials, with a -50% penalty).
Astral Projection (SL=3): Can project into the Astral Plane; cannot physically attack; copy Int->Str, Wis->Dex, Chr->Con.
Astral Dreadnought/Deva (SL=4): Summons an Astral Dreadnought or Deva (your choice, they are DL VI monsters). You have an Astral Dreadnought/Deva summon slot in addition to your normal summon slot (and your Astral Construct slot).
Burst Astral Destruct Swarm Summoning V (SL=5): Summons LVL Astral Destruct V's, not sick, have only 3S actions, disappear after 1r. Reverse of this spell summons Astral Fabricators.
Improved Astral Projection (SL=6): As Astral Projection, but you can physically attack.
Holy Word Stun (SL=7): Target is Capital S Stunned (no save, no MR). Material componenting this spell for area gives 2 targets, not a group.
Star Travel (SL=8): You fly at CL c (CL times the speed of light). You can enter a Star and either [1] Spelljam to another Star or Crystal Sphere (as if you were an Iconian Gateway), or [2] Time Travel (as if you were an Undead Robotic Chicken).
Custom Astral Projection (SL=9): As Improved Astral Projection, but pick Int, Wis, or Chr; this stat copies to the other 5.

[PC43] Collective 4.3 Classes


Astraler3

Level KXP Psi3/-3/30/60
123 456 789 AB
1 4 (owe) 11- --- --- --
2 10.4 12- --- --- --
3 35.1 131 --- --- --
4 83.2 131 1-- --- --
5 162.5 131 11- --- --
6 280.8 132 12- --- --
7 445.9 132 121 --- --
8 665.6 132 221 1-- --
9 947.7 232 221 11- --
10 1300 233 222 12- --
11 1690 233 222 121 --
12 2080 233 222 121 1-
13 2470 233 222 121 11
14 2860 233 222 122 12
15 3250 233 333 222 12
16 3640 233 333 332 22
17 4030 333 333 333 33
18 4420 343 343 333 33
19 4810 343 343 343 33
20 5200 343 343 343 34
21 5590 444 444 444 44
22 5980 454 454 454 44
23 6370 454 454 454 45
24 6760 555 555 555 55
25 7150 565 565 565 55
26 7540 565 565 565 56
27 7930 666 666 666 66
28 8320 676 676 676 66
29 8710 676 676 676 67
30 9100 777 777 777 77
31 9490 787 787 787 77
32 9880 787 787 787 78
33 10270 888 888 888 88
34 10660 898 898 898 88
35 11050 898 898 898 89
36 11440 999 999 999 99
TH Saves
PD RS PP BW Sp Fo Re Wi
+2  5  4  8  2  3  1  1  2
+4  6  5  8  3  4  2  2  3
+6  6  6  9  4  5  3  3  4
+8  7  7  9  4  5  4  4  5
+10  7  8 10  5  6  5  5  6
+12  8  9 10  6  7  6  6  7
+14  8 10 11  7  7  7  7  8
+16  9 11 11  8  8  8  8  9
+18  9 12 12  9  9  9  9 10
+20 10 13 12 10 10 10 10 11
+22 11 14 13 11 11 11 11 12
+24 12 14 13 12 12 12 12 13
+26 13 15 14 13 13 13 13 14
+28 15 15 15 14 14 14 14 15
+30 15 16 16 15 15 15 15 16
+32 16 16 16 16 16 16 16 17
+34 17 17 17 17 17 17 17 18
+36 18 18 18 18 18 18 18 19
Requisites: Int 2*level, Wis 2*level,
Chr 2*level, Class Slots 2
Alignment: any
HD/level: & 2d4 (Exc. Chr bonus)
Weapon Prof.: 3+level
To Hit Table: 2xMon
Save Table: (2xPsi)/(2xMon)
Reference: DM
Groups: Psionicist, Monster, Futureshifted
 
Gets Chr bonus to HD/level. Gets Exceptional Int, Wis, and Chr (which applies to the HD as well).
Has access to Psi3, Psi(-3), Psi30, and Psi60. Gets Int or Wis bonus (your choice) to psionic progression. For Psi30 and Psi60, minors are SL=2, majors are SL=5, grands are SL=8, and supers are SL=11.
Does not use PSPs for psionic powers. They are free as long as you have the action to use them. If something asks for a variable amount of PSPs, you have LVL*3 PSPs in it (using Psi3 scale here).
Does not use ACP (Astral Construct Points) to use Astral Construct powers (and their variants). They are free as long as you have the action to use them.
   
Level 1: Enemies need a +LVL weapon to hit you.
Level 1: You count as an additional +LVL weapon to hit others.
Level 1: You may use Astral Projection; but in this case, you cannot use P actions or physically attack at all. [ Int->Str, Wis->Dex, Chr->Con ]
 
Levels 1-4: Pick two abilities below per level. If you pick an ability more than once, M (or P) action costs go to V, V costs go to 0 (zero action). Even though these mechanics are "5th edition"-like, these are not "5th edition" picks for Custom5.
Construct I. ½M: Twist an effect on a target (use ER to resist)
Construct II. 1M: Combine two groups of enemies into one group (no save).
Construct III. 1M: Lock a door; it requires an Open Locks roll at -25*LVL, a combined Str (using the MR calculation) check at -10*LVL, or LVL Knock spells to open the door. If using "?" (Question Marks) in the dungeon for wandering encounters, you can alternatively simply erase a "?".
Destruct I. ½P: Deal 50*LVL Anti-Astral dmg to one target (no save, IR to resist)
Destruct II. 1P: Destroy a x0 or x1 magic item.
Destruct III. 1P: Unsummon a summon.
Fabricator I. ½P: Cast a Wall spell of any E=LVL or less element.
Fabricator II. 1P: Create one dose/charge of a potion/oil, dust, or scroll of XPV=LVL*100 or less. This item fades in 1 turn. You can build 1 item of this type per reset that is permanent, however.
Repair I. ½M: Cure 10*LVL hp to one target.
Repair II. 1M: Repair a x0 or x1 magic item.
Repair III. 1M: Remove a Trap (100+25*LVL%) (-100% per multiplier beyond x1).
 
Level 3: You may use Anti-Astral Projection; but in this case, you cannot use M actions. [ Str->Int, Dex->Wis, Con->Chr ]
 
Levels 5-8: Pick two abilities below per level:
Construct IV. ½M: Remove a BlahR from 1 target, Halve the irrBlahR from 1 target, or Halve the BlahR from a group (no ER)
Construct V. 1M: Become Insubstantial for 1 turn; you can pass through objects/walls (including Wall spells, but not Wards)
Construct VI. 1M: One group Stopped (cannot move or use V actions) (InnR to resist). If used against 1 target, gets no InnR.
Destruct IV. ½P: Deal 25*LVL Anti-Astral dmg to a group (no save, IR to resist)
Destruct V. 1P: Destroy a Wall or Ward (e.g. Forbiddance zone) effect, or cast Passwall.
Destruct VI. 1P: Target gains +1QP action this segment
Fabricator V. 1P: Create a ring, ioun stone, or weapon/armor flag of XPV=(LVL-4)*300 or less. This item fades in 1 turn. You can build 1 item of this type per reset that is permanent, however.
Repair IV. ½M: Cure 10*LVL hp to one group.
Repair V. 1M: Add a charge to an item.
Repair VI. 1M: Remove a Trick (25*LVL%) (-100% per multiplier beyond x1).
 
Level 6: You may use Ethereal or Anti-Ethereal Projection. [ Str->Dex, Int->Con, Wis->Chr, or the reverse ]
 
Levels 9-12: Pick two abilities below per level:
Construct VII. ½M: Remove a racial ability or immunity from a group (ER to resist). If used against 1 target, gets no ER.
Construct VIII. 1M: Time Stop (as spell, use InnR to resist). If used against 1 target, gets no InnR.
Construct IX. 1M: Restore the MF/PF/TF/PsiF/TechF in area, Tempus Lawfulness, repair other forms of discontinuities/tears
Destruct VII. ½P: Remove a class ability or immunity from an element (affects 1 group). If used against 1 target, gets no ER.
Destruct VIII. 1P, may borrow: Fork
Destruct IX. 1P: Defile the MF/PF/TF/PsiF/TechF in area, Tempus Chaos, cause other forms of discontinuities/tears
Fabricator VIII. 1P: Create any magic item of XPV=(LVL-8)*900 or less. This item fades in 1 turn. You can build 1 item of this type per reset that is permanent, however.
Repair VII. ½M: Restore an effect that was dispelled within the last round.
Repair VIII. 1M or 1bM: Heal a summon or animal companion
Repair IX. 1M: Remove a Special (-100+25*LVL%) (-100% per multiplier beyond x1).
 
Level 12: You may use Phlogiston Projection. [ Str->Con, Int->Chr, Wis->Dex ]
 
Level 13-16: Pick two abilities below per level:
Construct X. ½M or 1bM: Lock down one action type in the room.
Construct XI. 1M: Become Immaterial for 1 turn: Insubstantial (see V above), immune to matter & energy, can't be targetted.
Destruct X. ½M: Halve the hp on up to (LVL-7)/3 targets (no save, IR to resist)
Destruct XI. 1M: Whenever someone targets a spell or psi effect in the room, it is redirected to you (treat as a x1 Special).
Destruct XII. 1M: Cause all triggers on target to trigger prematurely, and target cannot use his next Clone (no save, ER to resist)
Fabricator XI. 1P: Create a temporary artifact as if an Artificer of equal level, or create a Casting Cost LVL/3 or less MTG Artifact that lasts for 1 turn (see Planeswalker Artificer).
Repair XII. 1M: 1M: Remove a Terrain Feature (-275+25*LVL%) (-100% per multiplier beyond x1).

[PC43] Collective 4.3 Classes


Baron

Level KXP Baron     Duke
123 456 789 [1]
1 0 1-- --- --- [-]
2 3.3 2-- --- --- [-]
3 6.6 21- --- --- [-]
4 13 32- --- --- [-]
5 33 421 --- --- [-]
6 66 422 --- --- [-]
7 99 432 1-- --- [-]
8 166 433 2-- --- [-]
9 266 433 21- --- [-]
10 666 443 22- --- [-]
11 966 444 33- --- [-]
12 1366 444 441 --- [-]
13 1666 555 442 --- [-]
14 2066 555 442 1-- [-]
15 2466 555 552 1-- [-]
16 2666 555 553 21- [-]
17 2866 555 553 32- [-]
18 3066 555 553 321 [-]
19 3266 555 553 331 [-]
20 3466 555 554 332 [-]
21 3666 555 554 442 [-]
22 3866 555 555 443 [-]
23 4066 555 555 553 [-]
24 4266 555 555 554 [-]
25 4466 555 555 555 [-]
26 4666 666 655 555 [-]
27 4866 666 666 655 [1]
28 5066 666 666 666 [1]
29 5266 777 766 666 [1]
30 5466 777 777 766 [1]
31 5666 777 777 777 [1]
32 5866 888 877 777 [1]
33 6066 888 888 877 [2]
34 6266 888 888 888 [2]
35 6466 999 988 888 [2]
36 6666 999 999 999 [3]
TH Saves
PD RS PP BW Sp Fo Re Wi
+0  5  3  8  2  3  1  0  1
+1  5  4  8  2  3  1  0  2
+2  6  4  8  3  4  2  0  2
+3  6  5  8  3  4  2  1  3
+4  6  5  9  3  4  2  1  3
+5  6  6  9  4  5  3  1  4
+6  7  6  9  4  5  3  2  4
+7  7  7  9  4  5  4  2  5
+8  7  7 10  5  6  4  2  5
+9  7  8 10  5  6  4  3  6
+10  8  8 10  5  6  5  3  6
+11  8  9 10  6  7  5  3  7
+12  8  9 11  6  7  6  4  7
+13  8 10 11  6  7  6  4  8
+14  9 10 11  7  8  6  4  8
+15  9 11 11  7  8  7  5  9
+16  9 11 12  7  9  7  5  9
+17  9 12 12  8  9  8  5 10
Requisites: Con 13, Int 13, Wis 13
Alignment: any E
HD/level: 3d2
Weapon Prof.: 4+level/2
To Hit Table: War
Save Table: Psi
Reference: DM {Reduced Duke / ArchDuke}
Groups: Concordant (x1), Planar
 
This class refers to lesser lords of the evil planes. The Nine Hells version is called "Baron"; the other planes have other titles. This class is not specific to Hell (AL LE); it is for all lower planes. I refer to "Demons" and "Devils" in the powers, use the type of lower being appropriate to your alignment.
Gets Exceptional Con. Can weapon specialize, using the Non-Warrior line for number of attacks.
Level 1: RMR level*13% .
Level 1 ¶: Each level, pick an Element or (non-"gross") [C] section effect. You resist it.
Level 3: Your unarmed attacks cause 1d6 stat damage (random stats, no save, aNR to resist)
Level 6: Troll-like regen LVL hp/s
Level 9: +1S action per round.
Level 9: Pick one Charanodaemon5 Level 9 ability or less (letters A-O).
Level 18: +1QF action per round.
Level 27: +1X action per round.

[PC43] Collective 4.3 Classes


Baron Spells

Level # Name Effect Source
1 1 Ashes Half of your weapon dmg is vile dmg (perm hp) Psi-6E
1 2 Darkbolt Target takes CLd4 darkness dmg (no save) and stun 1 segment (Para save) Psi-6E
1 3 Detect Demons Detect Evil Outer (reverse is Good) RADemons-28
1 4 Dismiss Minion Dismiss an Evil Outer of DL=(LVL+1)/2 or less (no save) (reverse is Good) RADemons-29
1 5 Drain Life Target takes N unholy negative vile grave dmg (no save); gain N hp (can go above max) Psi-6E
1 6 Immunity I Immune to poison, non-silver weapons Psi6E
1 7 Intimidate Fear a group (Will save) RADemonsII-87
1 8 Larva Life Mouth's bP: Consume 1 larva to Cureall (incl. DPPs) Psi6E
1 9 Lesser Invocation Use an innate ability of an Evil Outer you've summoned RADemons-29
1 10 Minor Personal Ward Evil Outer cannot attack you unless you're offensive (reverse is Good) RADemons-29
1 11 Protection from Demons Immune to Evil Outer innates (reverse is Good) RADemons-29
1 12 Summon Minion Summons a DL II Evil Outer RADemons-30
1 13 Taint / Dispel Taint Curse (no save, IR), DM rolls in [C] section for effect RADemonsII-87
2 1 Call Minion Summons a DL III Evil Outer RADemons-31
2 2 Charm Demon Charm an Evil Outer (Will save, no BlahR) (reverse is Good) RADemons-31
2 3 Darkbeam 60' line takes CLd6 darkness dmg (no save) and stun 2 segments (Para save at -CL) Psi-6E
2 4 Detect Demonic Influence Detect Evil Charm/Domination/Possession/etc. RADemons-31
2 5 Dismiss Denizen Dismiss an Evil Outer of any DL (Fort save) (reverse is Good) RADemons-31
2 6 Evil Eye Target's AC becomes 66-CL^2 (Petrif save at -CL) Psi-6E
2 7 Immunity II Immune to fire or cold, +1 weapon to hit Psi6E
2 8 Lesser Pact Summons a DL IV Evil Outer, with a programmed task (is free afterwards, doesn't disappear) RADemons-31
2 9 Minor Ward 10' r As Minor Personal Ward (SL=1) except 10'r RADemons-32
2 10 Summon Demon Warriors Summons CL/3 DL II Evil Outer RADemons-32
2 11 Summon Soul Hounds Summons CL DL I Soul Hounds (they energy drain 1 level) RADemons-33
2 12 Temptation 3 Will saves, 1 fail=Command, 2 fail=Suggestion, 3 fail=Dominated RADemonsII-88
2 13 Torment Body Target degenerates at CL hp/s RADemonsII-88
3 1 Banish Minions Dismiss a group of Evil Outer of any DL (Fort save) (reverse is Good) RADemons-33
3 2 Call Soul Hounds Summons CL DL II Soul Hounds (they energy drain 2 levels) RADemons-33
3 3 Call Demon Warriors Summons CL/4 DL III Evil Outer RADemons-33
3 4 Darkcone 60' cone takes CLd8 darkness dmg (no save) and stun 3 segments (Para save at -CL*2) Psi-6E
3 5 Dismiss Demon Dismiss an Evil Outer of any DL (no save, IR) (reverse is Good) RADemons-33
3 6 Gaze of Ice PP Save (for 13*CL damage) or petrified to ice Psi6E
3 7 Hold Demon Hold Monster vs. Evil Outer, ignores immunity (Fort save) (reverse is Good) RADemons-34
3 8 Infernal Communion Contact Other Plane (Evil), or Commune (to Evil god) RADemons-34
3 9 Major Personal Ward Evil Outer cannot attack you until this is dispelled (reverse is Good) RADemons-34
3 10 Possession Similar to wizard spell "Magic Jar" Psi6E
3 11 Protection from Demons 10'r As Protection from Demons (SL=1) except 10'r RADemons-34
3 12 Summon Minion Summons a DL IV Evil Outer RADemons-34
3 13 Summon Nightmare Summons a DL IV Nightmare, can be used as a Mount (has 30*CL hp) RADemons-34

[PC43] Collective 4.3 Classes


Baron Spells (cont.)

Level # Name Effect Source
4 1 Banish Denizen Dismiss a group of Evil Outer of any DL (no save, IR) (reverse is Good) RADemons-35
4 2 Bind Minion Gates in a DL IV Evil Outer, it is not a summon (it's just here) RADemons-36
4 3 Call Minions Summons CL/5 DL IV Evil Outer RADemons-36
4 4 Call Nightmare Beast Summons a DL V Nightmare Beast, can be used as a Mount (has 60*CL hp) RADemons-36
4 5 Cloak of Darkness Imp.Invis., Immune to Detection/Location Psi6E
4 6 Major Ward 10'r As Major Personal Ward (SL=3) but 10'r RADemons-36
4 7 Multi-Twist Twist (dispel) CL effects Psi-6E
4 8 Power Word Blind 200 hp of creatures blinded (no save) Psi6E
4 9 Summon Demon Summons a DL V Evil Outer RADemons-36
4 10 Summon Gatekeeper Summons a DL IV Evil Outer with the Hell's Caretaker class RADemons-37
4 11 Summon Scourge Summons a DL IV Evil Outer with the Scarlet Torturer class RADemons-37
4 12 Summon Succubus/Incubus Summons a DL IV Succubus/Incubus with the Slut1 class RADemons-38
4 13 Teleport Without Error Teleport Without Error Psi6E
5 1 Banish Demon Dismiss an Evil Outer of any DL (no save, no BlahR) (reverse is Good) RADemons-38
5 2 Beacon of Unrest Bring a defeated monster back to life under your control (counts as a "Revive") Psi-6E
5 3 Defile Consecrated Ground Destroys one good-aligned area's Aura Psi6E
5 4 Evil Haste +level B actions Psi-6E
5 5 Gate Gate Psi6E
5 6 Immunity III Immune:lightning/acid, +2 weapon to hit Psi6E
5 7 Infernal Spawn of Evil Summon a Demon Beast: AC 70, hp 700, #Att 7/1, TH +70, dmg 70, 1M: 10 dmg to target Psi-6E
5 8 Planeport As TWE but up to 6 planes removed Psi6E
5 9 Summon Minion Horde Summons CL DL II Evil Outer RADemons-38
6 1 Bringer Immune Illusions; Immune Disease; Immune Reverse Healing Psi-6E
6 2 Immunity IV Globe/Invuln., Immune:1st-2nd Dominions Psi6E
6 3 Infernal Spawn of I.S. of Evil Summon a Demon Child: AC 80, hp 800, #Att 8/1, TH +80, dmg 80, 1M: 20 dmg to target Psi-6E
6 4 Reveal Sin Target must Atone or lose a Specialty God pick (RSW Save) RADemonsII-89
6 5 Steal Soul III Transforms unwilling target to a larva (no save, IR) Psi6E
6 6 Summon Shapeless Horror Sumons a DL VI Shapeless Horror RADemons-39
7 1 Hellfire Storm (5*CL)d6 Unholy Brimstone dmg to a group (no save) BoVD-81
7 2 Summon Leviathan Summons a DL VIII Leviathan RADemons-39
7 3 Trap the Soul Trap the Soul (no save) BoVD-80
8 1 Summon Demon Lord Summons a DL IX Demon Lord (low level Duke) RADemons-40
8 2 Summon Diabolical Wyrm Summons a DL IX Demonic Dragon RADemons-40
8 3 Utterdark Capital D Darkness (even to Cosmic Awareness, True Sight) BoVD3-81
9 1 Eternity of Torture Target is helpless, all ability scores except Con drop to 0 (Fort save) BoVD3-81
9 2 Mindrape Capital E Extract, Forget (no save) BoVD3-83
Duke 1 (11) 1 Eternal Night x2 Terrain Feature: No new Summonings; No Divine Intervention; Proof vs. Teleport. RADemons-41
Duke 1 (11) 2 Genocide Kills all of a race on a single plane (can reduce area) RADemons-41
Duke 1 (11) 3 Lesser Apocalypse Earthquake up to an entire continent (can reduce area), CLd60 vile dmg (no save) RADemons-42

[PC43] Collective 4.3 Classes


Doomshaman3

Level KXP
Spells
1 0 (none)
2 10 +1 ML to one class
3 30 +1 ML to one class
4 60 +2 ML to one class
5 100 +2 ML to one class
6 150 +3 ML to one class
7 210 +3 ML to one class
8 280 +4 ML to one class
9 360 +4 ML to one class
10 450 +5 ML to one class
11 550 +5 ML to one class
12 660 +6 ML to one class
13 780 +6 ML to one class
14 910 +7 ML to one class
15 1050 +7 ML to one class
16 1200 +8 ML to one class
17 1360 +8 ML to one class
18 1530 +9 ML to one class
19 1710 +9 ML to one class
20 1900 +10 ML to one class
21 2100 +10 ML to one class
22 2310 +11 ML to one class
23 2530 +11 ML to one class
24 2760 +12 ML to one class
25 3000 +12 ML to one class
26 3250 +13 ML to one class
27 3510 +13 ML to one class
28 3780 +14 ML to one class
29 4060 +14 ML to one class
30 4350 +15 ML to one class
31 4650 +15 ML to one class
32 4960 +16 ML to one class
33 5280 +16 ML to one class
34 5610 +17 ML to one class
35 5950 +17 ML to one class
36 6300 +18 ML to one class
TH Saves
PD RS PP BW Sp Fo Re Wi
& +1 & +1 (all)
& +1 & +2 (all)
& +2 & +3 (all)
& +2 & +4 (all)
& +3 & +5 (all)
& +3 & +6 (all)
& +4 & +7 (all)
& +4 & +8 (all)
& +5 & +9 (all)
& +5 & +10 (all)
& +6 & +11 (all)
& +6 & +12 (all)
& +7 & +13 (all)
& +7 & +14 (all)
& +8 & +15 (all)
& +8 & +16 (all)
& +9 & +17 (all)
& +9 & +18 (all)
Requisites: Wis 0, (Priest 7)
Alignment: any
HD/level: & d9
Weapon Prof.: & (1+level)/2
To Hit Table: & +(1+level)/2
Save Table: & +level
Reference: DM {Planeshifted Doomguard3}
Groups: Priest, Planar, Alternate
 
Gets Exceptional Wis.
Level 1 ¶: +LVL to Turn Undead level (if you don't have Turn Undead at all, your Turn Undead level is -4).
Level 1 ¶: +1 Specialty Priest (GGL) pick
Level 1 ¶: +LVL to your Priest CL (in your other Priest classes)
Level 1: Veluna Healing: x2 effect with Curing spells and effects (not when reversed though). You can cure/cause to beings that are not normally affected (incorporeal undead, golems, etc.).
Level 2: Godly Expertise: LVL-1 slots in Religion proficiency; 1M, 1/d: Commune (to any god, not necessarily yours)
Level 3: Unholy Adaptation: Immune Unholy. (You can pick Holy or Eldritch instead if you prefer.)
Level 4: Snap or Retort: +LVL-3 stat points distributed among Dex or Wis.
Level 7: Unmaking Innates: 1 attack or ½M: Dispel Innate
Level 9: Gate: 1M: Gate
Planar Feats:
Your 1 feat per level from this class can be used on these Planar feats, or can be used as regular feats.
* DM Note: Feats marked with an asterisk (*) are new and did not appear in the Doomguard3 class. Doomguard3 can use these.
Air Heritage: Immune Air; Flying 12"; +2 Dex checks
* Discern Planar Location: You know what plane you're on at all times. You also know the MF, PF, TF, PsiF, TechF, and LoopF.
Earth Heritage: Immune Earth; Immune Overbear, Trip; +1 dmg w/ attacks
Elemental Spellcasting: Can shift spells you know to a lower E rating element. +1 CL with Elemental spells.
Fire Heritage: Immune Fire; Fire Shield (50%); +2 dmg with unarmed attacks
* Hide in Plane [plane]: Specify a whole plane (not a layer). You do not generate "?" marks in that plane; monsters generally don't initiate combat with you (even if they see you).
* Hold Plane: You are immune to any effect which would change which plane you're on (can lower this at will).
* Hold Sanity: Sustain Sanity; Resist Raw Logrus; Immune to ESP, Insanity, Capital E Extract
Natural Heavyweight: Immune Gravity
* Natural Lightweight: Immune TK or falling dmg (choose one per instance of this feat)
* Negative Heritage: Immune Negative; Sustain Chr; (Take this feat twice: Hold XP, Life)
Outer Summoning Specialist: +1 summon slot for Outer; 1M: Summon a DL=(LVL+2)/3 Outer creature.
* Planar Coloring: 0, 1/r: Add "Holy", "Eldritch" or "Unholy" as an adjective to one your Elemental spells or effects.
* Planar Survival [plane]: Specify a whole plane (not a layer). You are immune to the environment of that plane.
Planar Touchstone: Gain a Psi-12, Psi-6, Psi6, or Psi12 minor (must match alignment)
* Portal Feel: LVL*10% chance to know where a portal/gate/dim-door/painting/etc. goes to.
Shadow Heritage: Immune Shadow; Sustain Str; Hide in Shadows 75%
Water Heritage: Immune Water; Water Breathing; Swim 18"

[PC43] Collective 4.3 Classes


Elemental Cleric2

Level KXP Priest     [ClrEle]
123 456 789 [1]
1 0 1a- --- --- [-]
2 3 20- --- --- [-]
3 6 21a --- --- [-]
4 12 320 --- --- [-]
5 26 421 a-- --- [-]
6 55 422 0-- --- [-]
7 110 432 1a- --- [-]
8 220 433 20- --- [-]
9 450 443 21a --- [-]
10 900 444 320 --- [-]
11 1350 444 431 a-- [-]
12 1800 555 442 0-- [-]
13 2250 555 442 1a- [-]
14 2700 555 552 10- [-]
15 3150 555 553 21a [-]
16 3600 555 553 320 [-]
17 4050 555 553 321 [-]
18 4500 555 553 331 [1]
19 4950 555 554 332 [1]
20 5400 555 554 442 [1]
21 5850 555 555 443 [1]
22 6300 555 555 553 [2]
23 6750 555 555 554 [2]
24 7200 555 555 555 [2]
25 7650 666 655 555 [2]
26 8100 666 666 655 [3]
27 8550 666 666 666 [3]
28 9000 777 766 666 [3]
29 9450 777 777 766 [3]
30 9900 777 777 777 [4]
31 10350 888 877 777 [4]
32 10800 888 888 877 [4]
33 11250 888 888 888 [4]
34 11700 999 988 888 [5]
35 12150 999 999 988 [5]
36 12600 999 999 999 [5]
TH Saves
PD RS PP BW Sp Fo Re Wi
+0  8  4  5  2  3  0  0  2
+1  8  4  6  3  4  0  0  3
+1  9  5  6  3  4  0  1  3
+2  9  5  6  4  4  1  1  4
+3 10  6  7  4  5  1  1  4
+3 10  6  7  5  5  2  2  5
+4 11  7  8  5  6  2  2  5
+5 11  7  9  6  6  2  2  6
+5 12  7  9  6  7  3  3  6
+6 12  8  9  6  7  3  3  7
+7 13  8 10  7  8  4  3  7
+7 13  9 10  7  8  4  4  8
+8 13  9 10  7  8  4  4  8
+9 14  9 11  8  9  5  4  9
+9 14 10 11  8  9  5  5  9
+10 14 10 11  9  9  6  5 10
+11 15 11 12  9 10  6  5 10
+11 15 11 12 10 11  6  6 11
Requisites: Str 10, Con 8, Wis 10, Chr 6
Alignment: any
HD/level: d8
Weapon Prof.: 3+level/3
To Hit Table: Pri
Save Table: Pri
Reference: DM {Reduced Clerical Elemental2}
Groups: Priest, Concordant (x1)
 
Gets your choice of Str, Con, or Wis bonus to spell progression.
Gets Exceptional Wis and Con bonus.
Grand and Sphere robed (-1 SL) in Elemental sphere; you can also cast Wizard Elemental school spells (these are not sphere robed and cost a full spell slot though).
You do not age physically.
Level N (every level): Pick an E=2+LVL/4 or lower element, you are immune to it. You can cast "Wall of Element" and "Wacky Ball" spells of that element, as if it was E=1. (These spells exist at every SL.)
Level 2: You may cast Psi2 minor powers as if they were SL=2 spells. You still need to make the stat check. You do not need to spend PSPs. If it requires a variable amount of PSPs, you have 10*SL PSPs to spend into the power.
Level 8: You may cast Psi2 major powers as if they were SL=5 spells.
Level 16: You may cast Psi2 grand powers as if they were SL=8 spells.
Level 18: Gets 1X action per round. Gets Clerical Elemental2 spells, which require X actions to cast. Your CCL=(CL-16)/2.
Level 24: You may cast Psi2 super powers as if they were SL=8 spells.
Clerical Elemental2 SL=1 spells (#1-9 are old, #10-15 are new, the Clerical Elemental2 class is errated to have the new spells):
1. Sphere robe in CCL spheres. If you pick Elemental, you are double Sphere robed (-2 SL).
2. Priest spells (and material componenting) cost half the number of actions in CCL spheres.
3. Your Priest spells are resisted using XR instead of MR.
4. You may double material component Priest spells by using +1V action.
5. ½0 (half of a zero action): Shift composition of a spell, power, or existing effect (that has an element/eelement) to any element/eelement.
6. +CCL "Level:" picks from Priest group of your HNCL+CCL or lower.
7. +CCL*2 Minors in Psi15 or Psi(-15). Can convert 2 Minor -> 1 Major, 2 Major -> 1 Grand, 2 Grand -> 1 Super.
8. +CCL^2 unarmed TH and damage, +CCL to # attacks unarmed, it is of an unusual element (can change with each punch)
9. With unarmed attacks: ignore stoneskins, ironskins, uberskins, WR, iWR, DR, +blah weapon needed, displaced, inertial barrier
10 (new). You can treat this spell slot as if it was an SL=10 Priest spell slot.
11 (new). +CCL Summon slots for Elementals. 1X: Summon a DL=10+CCL Elemental that you can comprehend and control.
12 (new). Drugs are considered elements for you; with E=(SL of the drug).
13 (new). 0, sacrifice a potion, while casting a spell: This potion is considered an element of E=(XP value)/100 for the purposes of this spell.
14 (new). 10X, 30F, CCL/month: Invent a new E=4+CCL (or higher) element. Until the following reset, only you can generate effects of this element, and all effects of this element are "No Resistance". (At the end of the day the element becomes common knowledge and the benefits are lost.)
15 (new). When you are comprised of only a single element, you generate a x2 Terrain Feature that turns all other Elementals of that element into x2 beings, with +2 DL and x(CCL+1) rhp.

[PC43] Collective 4.3 Classes


Forgotten Lord13

Level KXP Spells
123 456 789
1 0 1-- --- ---
2 3 2-- --- ---
3 6 21- --- ---
4 12 22- --- ---
5 24 221 --- ---
6 48 222 --- ---
7 96 322 1-- ---
8 192 332 2-- ---
9 384 333 21- ---
10 600 333 32- ---
11 900 433 321 ---
12 1200 444 321 ---
13 1500 444 322 ---
14 1800 444 432 ---
15 2100 544 432 1--
16 2400 555 432 2--
17 2700 655 443 2--
18 3000 655 443 21-
19 3300 655 543 22-
20 3600 655 544 32-
21 3900 655 544 321
22 4200 665 554 322
23 4500 666 654 332
24 4800 776 655 432
25 5100 776 655 443
26 5400 777 665 543
27 5700 777 665 554
28 6000 887 666 654
29 6300 887 776 655
30 6600 888 777 665
31 6900 888 777 766
32 7200 988 887 776
33 7500 999 888 777
34 7800 999 988 887
35 8100 999 999 888
36 8400 999 999 999
TH Saves
PD RS PP BW Sp Fo Re Wi
+1  7  6  5  3  3  1  2  2
+1  7  6  5  3  3  1  3  3
+2  7  6  5  4  4  2  3  3
+3  8  7  6  5  4  2  4  4
+3  9  8  7  5  5  3  4  4
+4  9  8  7  6  6  3  5  5
+5 10  9  8  7  6  4  5  5
+5 10  9  8  7  7  4  6  6
+6 11 10  9  8  7  5  6  6
+7 12 11 10  9  8  5  7  7
+7 12 11 10  9  9  6  7  7
+8 12 11 10 10  9  6  8  8
+9 12 12 11 10  9  7  8  8
+9 12 12 11 10 10  7  9  9
+10 12 12 11 11 10  8  9  9
+11 13 12 12 11 12  8 10 10
+11 13 12 13 11 12  9 10 10
+12 13 12 13 12 12  9 11 11
Requisites: Int 13, Chr 13
Alignment: AL, AC, AG, or AE
HD/level: 1 HD with 10 hp (1d12 with "offer" of 10)
Weapon Prof.: = (Str score)/2 + level
To Hit Table: Ftr0
Save Table: Ftr0/M-U0/Clr0/Thf0
Reference: DM
Groups: Lost
 
You (as a character) get 1P+1M+1V as your base actions instead of 1S+1V.
Gains the use of one school or sphere (Warrior, Wizard, Priest, or Rogue) per level. Cannot cast spells from schools/spheres it doesn't have at all (they are not "Opposite", they are "Not Available"). Alternatively, can learn one psionic power (of any frequency you know) instead of a school/sphere pick. This power doesn't cost PSPs to use, but it still costs a spell slot of SL=2 (minor), 5 (major), or 8 (grand). If it costs a variable amount of PSPs to use, you have 10*LVL PSPs (Psi1 scale) per usage.
Can weapon specialize, using the Ranger1 line.
Gets one Rogue pick every odd level. Gets 30*LVL Rogue points.
Level 1 ¶: Choose one "good" unused pick and one "bad" unused pick. These sort of work like weak John picks. The list follows, feel free to suggest other possibilities:
Good-1. Overwrite the XP table for one of your classes to be the "set XP table". DM Note: This XP table is what Forgotten Lord itself uses.
Good-2. You can use the ability scores table from Collective 0.6. You do get the bonus P/V actions for high Dex and the bonus M actions for high Re+Wis+Pr. You can also use the "Simplified Wis bonus" table.
Good-3. Number of class slots = 10.
Good-4. You may use (pick one): Mixed races, Race adjectives, Mixed classing (There are limits to which classes can be Mixed together, see the DM), or Class adjectives.
Good-5. You automatically have Exceptional in any stat that has a requirement of 13 or higher in any of your classes. You automatically have Barbarian in any stat that has a requirement of 18 or higher in any of your classes.
Good-6. When researching something that's already written in the full Collective (you aren't actually researching something new), it costs only ½ of a Research Point each.
Good-7. If your race matches your class, you get x+0.5 (+50%) XP.
Good-8. You have access to the complete Kit list, including broken Kits like Adventurer and Duplicator.
Good-9. You have access to the complete Familiar list, including broken Familiars like Egg and Weasel.
Good-10. You may access X4 (old Psi4) or X24 (old Psi24) as a Wild Talent slot (Mini Class slot). X4 uses the old multipliers (x1.5/x2/x3/x4) and X24 uses the old costs (1/2/3/4).
Bad-1. You must spend 1/4 of your Nonweapon Proficiencies on Occupations or Hobbies (see [P8]).
Bad-2. You must spend a P action in addition to an M action when casting a spell, unless the spell's SL is LVL/4 or less. Spells of SL=10 or higher require 2M actions to cast. Psionic Super powers require 2M actions to use.
Bad-3. You are limited in Armor and Weapon choices by your classes (e.g. Druids must use "natural" armors and wooden shields, Wizards are very limited in Armor and Weapon selection). Armor is most restrictive, Weapons are least restrictive.
Bad-4. Your weapons cannot do more bonus damage than their base dmg plus magical plusses (so a sword +1/+1 that's 1d8 base dmg cannot do more than 18 dmg, regardless of additions).
Bad-5. Material componenting of spells costs money (for materials), equal to (SL+1)^2 gp per use. Your Wishes and Wish-like effects must be "worded properly".
Bad-6. You are required to keep track of your encumbrance, which may lower your movement rate, or make you not able to move at all.
Bad-7. You are required to keep track of your food and water.
Bad-8. You must "take the offer" on Hit Dice. (1d2=1.5, 1d3=2, 1d4=3, 1d6=5, 1d8=6, 1d10=8, 1d12=10)
Bad-9. You cannot use Exceptional, Barbarian, or better stat bonuses at all.
Bad-10. When multi-classed, you must divide XP evenly between your classes.
Level 1: 1/reset (during reset): Choose some of your ability scores. You may reroll them using 4d6 (drop the lowest die) or 3d8 (reading 7's and 8's as 6's).
Level 1: Time/Loop Reality Stability.
Level 1: Legend Lore / Knowledge of other timelines (other Loops) LVL*15%
Level 9: Immune to Incursion, Loop Incursion, and Banhammer Bombs.
Level 9, 18, 27, and 36 ¶: Choose another good unused pick and another bad unused pick, as per level 1.

[PC43] Collective 4.3 Classes


Fortune Teller10

Level KXP Wizard++Psi10
123 456 789 A
1 0 1-- --- --- -
2 2.5 20- --- --- -
3 5 21- --- --- -
4 10 320 --- --- -
5 25 321 --- --- -
6 50 432 0-- --- -
7 100 432 1-- --- -
8 250 543 20- --- -
9 500 543 21- --- -
10 1000 654 320 --- -
11 1500 654 321 --- -
12 2000 765 432 0-- -
13 2500 765 432 1-- -
14 3000 776 543 20- -
15 3500 776 543 21- -
16 4000 777 654 320 -
17 4500 777 654 321 -
18 5000 777 765 432 0
19 5250 777 776 543 1
20 5500 777 777 654 2
21 5750 777 777 765 3
22 6000 777 777 776 4
23 6250 777 777 777 5
24 6500 777 777 777 6
25 6750 777 777 777 7
26 7000 888 877 777 7
27 7250 888 888 877 7
28 7500 888 888 888 7
29 7750 888 888 888 8
30 8000 999 988 888 8
31 8250 999 999 988 8
32 8500 999 999 999 8
33 8750 999 999 999 9
34 9000 AAA A99 999 9
35 9250 AAA AAA A99 9
36 9500 AAA AAA AAA A
TH Saves
PD RS PP BW Sp Fo Re Wi
-1  5  3  8  2  3  1  1  1
-1  5  4  8  2  3  1  1  2
-1  6  4  8  3  4  2  2  2
-1  6  5  8  4  4  2  2  3
+0  7  5  9  5  4  3  2  3
+0  8  6  9  6  5  3  3  4
+0  8  6  9  7  5  4  3  4
+0  9  7  9  8  6  4  4  5
+1 10  8 10  9  7  5  4  5
+1 11  8 10 10  7  5  4  6
+1 11  9 10 11  8  6  5  6
+1 12 10 11 12  9  6  5  7
+2 13 11 12 13 10  7  6  7
+2 14 11 13 14 10  7  6  8
+2 14 12 13 14 11  8  6  8
+2 14 12 14 14 11  8  7  9
+3 14 13 14 14 12  9  7  9
+3 15 13 14 14 12  9  8 10
Requisites: Int 15, Wis 10, Chr 15
Alignment: any
HD/level: d3
Weapon Prof.: 1+level/5
To Hit Table: Psi
Save Table: Wiz/Psi
Reference: DM, Roger
Groups: Wizard, Psionicist, PCDesigned
 
Casts Wizard spells or Psi10 powers. You get this progression twice, once for Wizard, once for Psi10. It is not one shared progression.
 
The Wizard progression gets Int bonus. Specialized in Enchantment/Charm (no opposite). Can cast Priest Numbers or Thought spells as if they were Wizard spells.
 
The Psi10 progression gets Chr bonus. Specialized in Empathy discipline. Psi10 PSPs = (LVL+Int+Wis+Chr-25)*5. Can "material component" Psi10 powers, by using 1V action.

[PC43] Collective 4.3 Classes


Generic Wizard (page 1)

Overall
Level
KXP
1 0
2 2.5
3 5
4 10
5 20
6 40
7 60
8 90
9 135
10 250
11 375
12 750
13 1125
14 1500
15 1875
16 2250
17 2625
18 3000
19 3375
20 3750
21 4125
22 4500
23 4875
24 5250
25 5625
26 6000
27 6375
28 6750
29 7125
30 7500
31 7875
32 8250
33 8625
34 9000
35 9375
36 9750
ML Wizard
123 456 789
KXP
1 1-- --- --- 0
2 2-- --- --- 1.25
3 21- --- --- 2.5
4 32- --- --- 5
5 321 --- --- 10
6 332 --- --- 20
7 432 1-- --- 30
8 433 2-- --- 45
9 443 21- --- 67.5
10 443 32- --- 125
11 444 321 --- 187.5
12 444 332 --- 375
13 444 432 1-- 562.5
14 444 433 2-- 750
15 444 443 21- 937.5
16 444 443 32- 1125
17 444 444 321 1312.5
18 444 444 332 1500
19 444 444 433 1687.5
20 444 444 444 1875
21 544 444 444 2062.5
22 554 444 444 2250
23 555 444 444 2437.5
24 555 544 444 2625
25 555 554 444 2812.5
26 555 555 444 3000
27 555 555 544 3187.5
28 555 555 554 3375
29 555 555 555 3562.5
30 655 555 555 3750
31 665 555 555 3937.5
32 666 555 555 4125
33 666 655 555 4312.5
34 666 665 555 4500
35 666 666 555 4687.5
36 666 666 655 4875
 
CL
KXP
1 0
2 1
3 2
4 4
5 8
6 16
7 24
8 36
9 54
10 100
11 150
12 300
13 450
14 600
15 750
16 900
17 1050
18 1200
19 1350
20 1500
21 1650
22 1800
23 1950
24 2100
25 2250
26 2400
27 2550
28 2700
29 2850
30 3000
31 3150
32 3300
33 3450
34 3600
35 3750
36 3900
Stat
Pts
KXP
1 0
2 0.5
3 1
4 2
5 4
6 8
7 12
8 18
9 27
10 50
11 75
12 150
13 225
14 300
15 375
16 450
17 525
18 600
19 675
20 750
21 825
22 900
23 975
24 1050
25 1125
26 1200
27 1275
28 1350
29 1425
30 1500
31 1575
32 1650
33 1725
34 1800
35 1875
36 1950

[PC43] Collective 4.3 Classes


Generic Wizard (page 2)

Turn
Lvl
HD TH Wpn / NW
Prof.
Saves
PD RS PP BW Sp Fo Re Wi
KXP
1 1d4 +0 1+0 / 1  4  7  5  3  6  0  1  1 0
2 2d4 +0 1+0 / 2  4  7  5  3  7  0  1  1 0.25
3 3d4 +0 1+0 / 3  4  8  5  4  7  0  1  2 0.5
4 4d4 +1 1+0 / 4  4  8  6  4  7  1  2  2 1
5 5d4 +1 1+1 / 5  5  9  6  4  8  1  2  3 2
6 6d4 +1 1+1 / 6  5  9  7  5  8  2  3  3 4
7 7d4 +2 1+1 / 7  5 10  7  5  9  2  3  4 6
8 8d4 +2 1+1 / 8  6 10  7  6  9  2  3  4 9
9 9d4 +2 1+1 / 9  6 10  8  6  9  3  4  5 13.5
10 10d4 +3 1+2 / 10  6 11  8  6 10  3  4  5 25
11 11d4 +3 1+2 / 11  7 11  9  7 10  4  5  6 37.5
12 12d4 +3 1+2 / 12  7 12  9  7 11  4  5  6 75
13 13d4 +4 1+2 / 13  7 12  9  8 11  4  5  7 112.5
14 14d4 +4 1+2 / 14  7 13 10  8 11  5  6  7 150
15 15d4 +4 1+3 / 15  8 13 10  8 12  5  6  8 187.5
16 16d4 +5 1+3 / 16  8 13 11  9 12  6  7  8 225
17 17d4 +5 1+3 / 17  8 14 11  9 13  6  7  9 262.5
18 18d4 +5 1+3 / 18  9 14 11 10 13  6  7  9 300
19 19d4 +6 1+3 / 19  9 14 12 10 13  7  8 10 337.5
20 20d4 +6 1+4 / 20  9 15 12 10 14  7  8 10 375
21 21d4 +6 1+4 / 21 10 15 13 11 14  8  9 11 412.5
22 22d4 +7 1+4 / 22 10 15 13 11 15  8  9 11 450
23 23d4 +7 1+4 / 23 10 15 13 12 15  8  9 12 487.5
24 24d4 +7 1+4 / 24 11 16 13 12 15  9 10 12 525
25 25d4 +8 1+5 / 25 11 16 14 12 15  9 10 13 562.5
26 26d4 +8 1+5 / 26 12 16 14 13 15 10 11 13 600
27 27d4 +8 1+5 / 27 12 16 14 13 16 10 11 14 637.5
28 28d4 +9 1+5 / 28 12 16 14 14 16 10 11 14 675
29 29d4 +9 1+5 / 29 13 16 15 14 16 11 12 15 712.5
30 30d4 +9 1+6 / 30 13 16 15 14 16 11 12 15 750
31 31d4 +10 1+6 / 31 14 16 15 15 16 12 13 16 787.5
32 32d4 +10 1+6 / 32 14 16 15 15 16 12 13 16 825
33 33d4 +10 1+6 / 33 14 17 16 15 16 12 13 17 862.5
34 34d4 +11 1+6 / 34 15 17 16 16 16 13 14 17 900
35 35d4 +11 1+7 / 35 15 17 16 16 16 13 14 18 937.5
36 36d4 +11 1+7 / 36 16 17 16 16 17 14 15 18 975
Requisites: Int 9
Alignment: any
HD/level: d4
Weapon Prof.: 1+level/5
To Hit Table: Wiz
Save Table: Wiz
Reference: DM
Groups: Wizard, Custom
 
Gets Int bonus to spell progression.
You may spend your XP in 8 categories for this class. You may spend XP unevenly (e.g. all towards ML). Note that level 1 in all categories costs 0 XP.
50% category: ML
40% category: CL
20% category: Stat Points *
10% categories: Hit Dice **, To Hit *, Proficiencies *, Saves
* These categories are not cumulative with other classes; you treat this as any other class. For example, if you are level 8 in ML and level 1 in Stat Pts, and level 4 in another (normal) class, you have 4 stat points (your highest level), not 4+1=5. (Using the "highest class" rule, the Generic Wizard class here counts as only level 1 for Stat Pts.)
** If multi-classed, you still need to divide by number of classes, even if all this class gives is 1 hit die. Hit Dice listed is the total.
 
The "Overall Level" is given so you know what level you are for purposes of energy drain and HNCL.
Note that it costs 150% (2.25 KXP for 2nd level) to actually raise all of these categories at the same time, so this class is less "efficient" than a normal Wizard class.

[PC43] Collective 4.3 Classes


Hag0

Level KXP Wizard++Priest
123 456 789
1 3.6 (owe) 1-- --- ---
2 7.2 20- --- ---
3 10.8 21- --- ---
4 14.4 220 --- ---
5 28.8 221 --- ---
6 57.6 222 0-- ---
7 115.2 322 1-- ---
8 216 332 20- ---
9 432 333 21- ---
10 648 333 320 ---
11 864 433 321 ---
12 1080 444 321 ---
13 1296 444 322 ---
14 1512 444 432 0--
15 1728 544 432 1--
16 1944 555 432 2--
17 2160 655 443 20-
18 2376 655 443 21-
19 2592 655 543 22-
20 2808 655 544 320
21 3024 655 544 321
22 3240 665 554 322
23 3456 666 654 332
24 3672 776 655 432
25 3888 776 655 443
26 4104 777 665 543
27 4320 777 665 554
28 4536 887 666 654
29 4752 887 776 655
30 4968 888 777 665
31 5184 888 777 766
32 5400 988 887 776
33 5616 999 888 777
34 5832 999 988 887
35 6048 999 999 888
36 6264 999 999 999
TH Saves
PD RS PP BW Sp Fo Re Wi
+1  2  2  2  2  2  2  2  2
+2  2  2  2  2  2  2  2  2
+3  3  3  3  3  3  3  3  3
+4  3  3  3  3  3  3  3  3
+5  4  4  4  4  4  4  4  4
+6  4  4  4  4  4  4  4  4
+7  5  5  5  5  5  5  5  5
+8  5  5  5  5  5  5  5  5
+9  6  6  6  6  6  6  6  6
+10  6  6  6  6  6  6  6  6
+11  7  7  7  7  7  7  7  7
+12  7  7  7  7  7  7  7  7
+13  8  8  8  8  8  8  8  8
+14  8  8  8  8  8  8  8  8
+15  9  9  9  9  9  9  9  9
+16  9  9  9  9  9  9  9  9
+17 10 10 10 10 10 10 10 10
+18 10 10 10 10 10 10 10 10
Requisites: Int 12, Wis 16
Alignment: any E
HD/level: ++d6
Weapon Prof.: 3+level/2
To Hit Table: Mon
Save Table: Mon +3 levels
Reference: DM
Groups: Wizard, Priest, Monster
 
Gets Barbarian Int and Wis.
Level N (each level) ¶: +1 Int and +1 Wis. This bonus cannot be used to qualify for the Hag0 class itself, and you can't 2 for 1 trade it away.
Casts Wizard and Priest spells. Gets the listed progression twice, once for Wizard (with Int bonus), and once for Priest (with Wis bonus).
Level 1 ¶: All items that cost <= LVL*3 gp cost 0 gp for you. This means you can have "Enough" or "Plenty" of those items.
Level 1: Occult Knowledge: Legend Lore 45+5*LVL%
Level 1: Sorcery: Can spend ½M+½V instead of 1M to cast spells
Level 1: (Green Hag) MPIRR LVL*10%.
Level 2: (Brine Hag) Can lose Green Hag, you gain: Curse shield (enemies take a curse each time they hit you; Spell save)
Level 3: (Scarwood Hag) Can lose Green or Brine Hag, gain: 1M: Unsummon a group of summons, or cause a group of henchmen to check morale.
Level 4: (Night Hag) Can lose Green, Brine, or Scarwood Hag, gain: 1M: Contact Outer Plane; and 1F, LVL/d: You Gate in a Larva, and it is under your control.
Ogre/Hag Clans:
Choose one Ogre/Hag Clan at levels 1, 9, 18, 27, and 36. [The names of these clans come from World of Warcraft.] Note that these differ from their Ogre0 class descriptions.
Bladespire: Specify a species enemy (broad monster type such as Dragons). Get x2 CL vs. that enemy.
Bloodmaul: The "LVL*3 gp costing 0" power becomes LVL*12 gp instead.
Boulderfist: MPIRR +LVL*5%.
Crushridge: +1/3 Size; +1 Int; +2 Wis; If you become a Scarwood Hag the Unsummon ability costs 1V instead of 1M.
Deadwind: +2 Int; 1M: Summon a DL=(LVL+1)/2 creature of Monster Type = 1d20+20.
Dreadmaul: Extra-Barbarian Int bonus.
Dunemaul: Immune Fire, Heat, Sand, Colorless Fire.
Duskbelch: Mouth's P or Mouth's M, 3/d: Breathe Darkness (1 group, dmg = half current hp, no save)
Dustbelcher: Mouth's P or Mouth's M, 1/h: Breathe Dust (1 group, dmg = half current hp, no save)
Firegut: +1 Henchman slot that you can fill will 3 DL=(LVL+3)/2 Ogres during reset time for free.
Gordok: +3 Int; Sustain Int.
Gordunni: Resist Priest Magic, Resist Negative
Laughing Skull: +1 Henchman slot that you can fill will 30 DL=(LVL+4)/3 Ogres during reset time for free.
Mo'grosh: You can't be targetted by NPC Parties. You ignore MR, SR, MReflection.
Mok'Nathal: +3 HNCL.
Mosh'ogg: +1 Chr; If you are an Brine Hag you get +1M action.
Spirestone: +(LVL+2)/3 Normal Ioun Stones for free.
Splinter Fist: +3 saves; You do not generate "?" in underground caves/dungeons.
Stonemaul: x2 CL with Invocation spells.
Stonegullet: Resist Acid; 1M: Summon a (DL+1)/2 Black Dragon or Drake.
Torchbelcher: When you read a scroll, if it has more than one spell on it, they all resolve at once.
Urok: Use d10's instead of d6's for Hit Dice.
Warmaul: +1 Henchman slot, can use War Priest/Meat Helm's Henchmen table, no reduction in cost though

[PC43] Collective 4.3 Classes


Internetizer3.5

Level KXP
Spells
1 0 (none)
2 2 (none)
3 4 (none)
4 8 (none)
5 16 (none)
6 32 (none)
7 64 (none)
8 128 (none)
9 256 (none)
10 450 (none)
11 550 (none)
12 660 (none)
13 780 (none)
14 910 (none)
15 1050 (none)
16 1200 (none)
17 1360 (none)
18 1530 (none)
19 1710 (none)
20 1900 (none)
21 2100 (none)
22 2310 (none)
23 2530 (none)
24 2760 (none)
25 3000 (none)
26 3250 (none)
27 3510 (none)
28 3780 (none)
29 4060 (none)
30 4350 (none)
31 4650 (none)
32 4960 (none)
33 5280 (none)
34 5610 (none)
35 5950 (none)
36 6300 (none)
TH Saves
PD RS PP BW Sp Fo Re Wi
+0 (total = 27, max = 9)
+1 (total = 30, max = 10)
+2 (total = 33, max = 11)
+3 (total = 36, max = 12)
+4 (total = 39, max = 13)
+5 (total = 42, max = 14)
+6 (total = 45, max = 15)
+7 (total = 48, max = 16)
+8 (total = 51, max = 17)
+8 (total = 54, max = 18)
+9 (total = 57, max = 19)
+9 (total = 60, max = 20)
+10 (total = 63, max = 21)
+10 (total = 66, max = 22)
+11 (total = 69, max = 23)
+11 (total = 72, max = 24)
+12 (total = 75, max = 25)
+12 (total = 78, max = 26)
Requisites: Str 9 (also see description)
Alignment: any
HD/level: d8
Weapon Prof.: 2+level/3
To Hit Table: Cust
Save Table: Cust
Reference: DM
Groups: Custom, Random, Internet
 
Each Level: The DM rolls a random class from the internet (he has a big directory of files). You get the some (or all) of the abilities of that class; you will at least get the effect of a "line of text" and the "level:" of your level; you will probably get more. You do not need to meet the requirements of the class.
See the following pages for the list of internet classes. This list will be expanded if necessary.

[PC43] Collective 4.3 Classes


Internetizer3.5 Class Determination

d414 Class Description (not mine!) Source
1 Aberration`s Nightmare Special training has made these few highly skilled vs. aberrations, yet leaves them at a disadvantage to other creatures. aberrationsnightmare.rtf
2 Abhorsen The Abhorsen is in essence the ultimate undead hunter. Abhorsen.pdf
3 Acrobat Warrior Monks that wish to use melee weapons as well as bare hands. AcrobatWarrior.pdf
4 Acrobat, The Graceful and agile roguish adventurer. Pretty much well done. TheAcrobat.pdf
5 Adrenergic Energic Fighters! adrenergic.zip
6 Advanced Spellfire Wielder Spellfire is the raw energy of the Weave. Most who bear this gift never have the time or opportunity to develop these skills. spellfire_wielder.doc
7 Adventurer, The Another very nice adventurer class. adventurer_0724.rtf
8 Alchemist Magical item creation and potion brewing specialized magic user. class_alchemist.doc
9 Alchemist Nice take on this well known fantasy class. alchemist.pdf
10 Alternate Witch Pretty good alternate, with original class powers and a complete variant spell list. AlternateWitch.pdf
11 Aman Monk`s of the Tree Monks that follow an ancient elven order known as The Path of the Trees. AmanMonksoftheTree.pdf
12 Amazon With so many strating feats, every archer will pick this class... amazon.doc
13 Angelic Hunter A nice prestige class for those who seek to purge the world from evil. Angelic_Hunter.doc
14 Arcane Assassin The deadliest and yet the least known of the killers stalking in the shadows. (Updated Jan`03!) arcaneassassin.doc
15 Arcane Blade A merging of a fighter and mage class. Arcane_blade.doc
16 Arcane Bow Initiate A mix of all major archer prestige classes from TSR books. Might need a bump on requirements for balancing out, but it´s fair as it is. arcane_bow_initiate.doc
17 Arcane Channeler A spellcaster who has no limit to how many times he can cast, though casting becomes increasingly more difficult. Channeler_classic.doc
18 Arcane Channeler A sorcerer who forgoes virtually all weapons and becomes a true and pure spellcaster. Arcanechanneler_classic.doc
19 Arcane Crafter A specialist in creating magical items. ArcaneCrafter_classic.doc
20 Arcane Duelist A nice prestige class for mages. Arcaneduelist.rtf
21 Arcane Magistrate (Updated), The A very nice Prestige class. ArcaneMagistrate.doc
22 Arcane Musician Wandering minstrels who craved great arcane powers. ArcaneMusician.pdf
23 Arcane Swordsman (Epic) Arcane students who also focus on swordmanwhip. Comes with epic progression. ArcaneSwordsman.pdf
24 Arcane Warrior A powerful warrior/sorcerer class. ArcaneWarrior_unbalanced.doc
25 Arcane Warrior Elven sorcerers and warriors developed methods of combining magic and weaponry in order to defend their lands. arcane_warrior03.doc
26 Arcanist II, The Pretty much the same concept of the previous Arcanist, but with different rules. We decided to post this because it`s also a relic. Arcanist.pdf
27 Arcanist, The A new breed of magic users, with new rules for arcane casting and extensive details on the background of the order. 3th in a row. arcanist3e.doc
28 Archer A variant of the Ranger, similar to Baldur's Gate 2 kit of same name. Archer.doc
29 Archer, The A mixture of ranger and fighter, focused on archery. TheArcher.pdf
30 Athlete Athletes hone their bodies through natural means to become pinnacles of form. athlete.doc
31 Athlete, The Strong build folks who focus on physical skills. Comes with a bunch of new feats and it is really a flawless class, though not usually indicated for fantasy campaigns. TheAthlete.pdf
32 Athlete, The Master of muscles and physical feats! Comes with new feats as well. TheAthlete.pdf
33 Aural Lord A spellcaster who is fascinated by acoustics and the effects it has on the Art and Weave. Aural_Lord.rtf
34 Auron A channeler of divine energy. Very detailed prestige for using with the Aura Feats (check our feats section please). auron.doc
35 Awakened Ones A cleric prestige class, very nicely written, includes 20 prestige class levels. awakenedones.doc
36 Barbarian Anti-Magi Your typical sorcerer killer. Barbarianantimagi_classic.doc
37 Battle Mage Name says it all... battlemage.doc
38 Battle Magus Quite original abilities on this excellent prestige class, despite the name. BattleMagus.pdf
39 Battlecaster Another class that makes the mixture between fighter and wizard. This one is well balanced out. Battlecaster.pdf
40 Battler A master of combat awareness... Some very cool abilities in here. battler.zip
41 Beast Rider Based off of the Beast Rider in the old Fighters Handbook. Beast-rider_classic.doc
42 Berserker The name says it all: a ferocious warrior. berserker.doc
43 Black Knight More powerful than the baneguard, another servant of bane. Black_Knight_Classic.doc
44 Blade This is a cross between a monk and a fighter. Blade_classic.ZIP
45 Blade Dancer A nicely detailed class. bladedancer.htm
46 Blade Magus Warrior-mages that use the Weave to power their combat abilities. BladeMagus.pdf
47 Blade Master (Draft) Prestige class that is in draft, Nikolaos is looking for comments and suggestions. blade_master_draft.doc
48 Blade Master (Final Version) Prestige class that is now fully completed. blade_master_final.doc
49 Blademaster A master of blade finesse! blademaster.doc
50 Blades of Corellon Elite troop of forest defending elves! pclass_corellon.doc
51 Bladesinger Elven swordsmen that mastered the art of fencing and casting spells at the same time. Very nicely designed. Comes with the description of the Elven Slimblade, a new weapon. TheBladesinger.pdf
52 Bladestormer One who seeks to master dual weapons using the Ki inside himself. Bladestormer.doc
53 Blood Knight, The Angry warriors who seek their revenge against those who commit injustice. Bloodknight.pdf
54 Blood Magus The Blood Magus is a special type of mage that utilizes the blood of others to cast special spells. bloodmagus.zip
55 Bloodshade Magic users that specializes with necromantic magic and rites. bloodshade.doc
56 Bone Singer Bards that heals with music. May sound weird but we really liked the idea. Of course the description is also well done. bonesinger.pdf
57 Bounty Hunter Since we have many bounty hunters, each time we post a new one we tend to be more demanding on review. Bounty.pdf
58 Bounty Hunter Well this is a bounty hunter prestige, nothing really special but it`s rules-ok. BountyHunter.pdf
59 Bounty Hunter, The The Hunters of Men. bountyhunter.doc
60 Bow Master A specialist in the bow, loosely based off of Legolas in the LOTR movie. Created by Fendrin. bowmaster_classic.htm
61 Brawler (Dwarven Monk) Rules for dwarven monks. class_brawler.doc
62 Brawler, The An unarmed fighter that specilizes in dirty fighting and pure brute force. TheBrawler.pdf
63 Brothers Malleus, The The Brothers Malleus are a loose knit group of warriors who follow the ideals of Malleus Darkhammer. brothers_malleus.doc
64 Brothers of the stews Members of an underground rogues association, based in city stews. bots.htm
65 Buccaneer The ultimate swashbuckler d20buccaneer.pdf
66 Buccaneer (Updated!) An excellent swashbuckler class. Buccaneer.pdf
67 Buccaneer, The A very nice swashbuckler type class. Buccaneer.doc
68 Cabalist, The Summoners that can use demoniac abilities common to demons through the use of Pacts. Cabalist.pdf
69 Caller of Storms, The A very powerful magician that can cause natural disasters if well experienced. It`s a really nice class, but it`s impossible to not rate it as powerful/unbalanced. CallerofStorms.pdf
70 Caller of the Hunt A nature warrior who summons nature allies. callerofthehunt.doc
71 Channeler A well thought out class that is similar to a cleric version of sorcerers. Channeler.doc
72 Charmer Bards and sorceres who focus their arcane powers on enchantment and charm. Migth have too many bonuses stacking for Diplomacy. Charmer.pdf
73 Charmer Very well balanced out prestige for bards and sorcerers who specialize in charming magic... Would fit well for Saruman from Lord of the Rings. charmer.doc
74 Chi Mage Extremly well designed prestige class. ChiMage.pdf
75 Chosen of Mask A very nice prestige class based on the Chosen of Mystra. TheChosenofMask_classic.doc
76 Chronomancer A nice prestige class for the time wielding mage. Chronomancer.doc
77 Claw Fighter A unique specialist barbarian class. Clawfighter.rtf
78 Cliff Raiders of Aba Mal Ali, The Nomadic hunters that excels on climbing and exotic attacks. CliffRaider.pdf
79 Clod For the unlucky character who just happens to be lucky d20clod.pdf
80 CLOD (Updated!) A clumsy, but lucky character class. CLOD.pdf
81 Combat Artist Warriors who imbue their weapons with magical enchantments. combat_artist.doc
82 Combat Artist Great new warrior class, though I suggest you to add more requirements since it´s slight unbalanced. combat_artist.doc
83 Core Class Knights 3 excellent variants of a Knight class. Since there is no knight class on the Core Rulebooks, I suppose at least one of them can fit well into your camapign... CoreClassKnights.pdf
84 Cossack Hardy warriors from the outlands. Rather simple class that just got everything balanced out. Cossack.pdf
85 Cossak A mounted warrior. cossak.doc
86 Countermage A specialist in countering other wizards spells. CounterMage.doc
87 Courtier This one is very good, a kind of improved duelist. Some cool original combat abilities. Updated 03/20/03! courtier.doc
88 Crusher When one wants to bludgeon ones enemy's to death. TheCrusher_Classic.doc
89 Crying Freeman Based on the movie of same name (Anime). crying_freeman.pdf
90 Crystal Fist, The An impressive Psionic / Monk based prestige class. CrystalFist.doc
91 Dark Dancer Prestige class of an earthen god. dark_dancer.doc
92 Dark Hunter, The Servers of the Queen of Air and Darkness that joined the Wild Hunt. Nice class for a NPC, I bet your PCs won´t like them... DarkHunter.pdf
93 Dark Knight Ferocious knights with weird code of honor. dark_knight.txt
94 Dark Knight An evil Paladin. Darkknight.doc
95 Dark Poet, The The Dark Poet is the master of tragedy and dark farce. TheDarkPoet.pdf
96 Death Lord Neutral but scary necromancers. death_lord.doc
97 Death Stalker Enraged warriors who have lost loved ones and now throw themselves into battles without caring for their own safety. DeathStalker.pdf
98 Death`s Hand Aasimars and Tieflings that had contacted the universal essence of Death! DeathsHand.pdf
99 Death`s Reaper Warriors wielding scythes and faithful to the God of Death. Cannot be better suited for a villain :) DeathsReaper.pdf
100 Demi Undead Part living, part undead with some of the best of both worlds. demi_undead.doc
101 Demon Hunter Based on the Demon Hunter from Warcraft 3... Updated 03/20/03 demonhunter.doc
102 Demon Master (Epic) A master demon summoner. This class was revised as an epic class and now is much more balanced! demon_master.doc
103 Desert Mage, The A new prestige class from the upcoming Karanblade d20 Campaign Setting. It's unrated because our webmasters are participating on it. desertmage.pdf
104 Devoted Band Knigths who defend the king and royal family at all costs. DevotedBand.pdf
105 Devoted Knight Honorable knight who focus on protecting those who are on their charge. DevotedKnight.pdf
106 Disciple of the Dagger Powerful dagger fighters. Suggest restricting all his abilities to the use of a dagger (which after all do minor damage). disciple_of_the_dagger.txt
107 Disciple of Umbra Deep the darkest regions of the world where sunlight is all but a memory, lie the monastic strongholds of the Disciples of Umbra. pclass_umbra.txt
108 Doll Master A vodoo mage? dollmaster.doc
109 Dominarian Sorcerer This looks very nice, its a sorcerer which uses Magic the Gathering cards as spells! There are some conversion rules (not yet extensively play tested though). If you like Magic card game try this... dominarian_sorcerer.pdf
110 Draco Knight A nice prestige class for those characters who wish to be the chosen of dragons. draco_knight.doc
111 Dragon Cleric Humanoids with dragon`s blood within their veins that also pray for dragon deities. DragonCleric.pdf
112 Dragon Knight A prestige class for Half-Dragons only! dragonknight.doc
113 Dragon Slayer Needs no Explanation! DragonSlayer.doc
114 Dragoon One of the best dragoon classes I have seen, definately worth looking at. Kdragoon.doc
115 Dragoon Really, another Dragoon. We just posted this one because its really well thought out and detailed. Maybe the best C3E Dragoon so far... Dragoon.pdf
116 Dragoon A nice variation on the Dragoon Prestige Class. braddragoon.rtf
117 Dragoon The famous Dragoon from Final Fantasy game series gained an excellent conversion to a 3e prestige class. pclass_dragoon.html
118 Dragoon, The Another version for the Final Fantasy Dragoon. This one is very well done (that´s why I posted) and, like most others, a bit overpowering... But hey, that´s FF! the_dragoon.pdf
119 Drake Brother The ones who worship dragons and become their kin. Drakebrother_classic.pdf
120 Dreamer Arcane masters of reality and consiousness. dreamer.doc
121 Dreamwalker Someone who dwells and interferes with your dreams. dreamwalker_classic.doc
122 Drider Unique guardian of nature. (Not Drider like the spider/drow race!) drider.txt
123 Drow Swordmaster Simple and yet quite well thought out prestige class for Drows specialized in Twin Sword fighting style... drowswordmaster.txt
124 Duelist A nice swashbuckler type class. Duelist.ZIP
125 Dwarven Battlerager Fearless dwarves whose enraged charges are feared among all armies. Very nice translation from AD&D version. DwarvenBattlerager.pdf
126 Dwarven Dervish An elite group of dwarven berserkers... Looks nasty. DwarvenDervish.pdf
127 Dwarven Janissary What can be worst than a dwarven killing machine? Possibly, a drunken one. DwarvenJanissary.pdf
128 Dwarven Stonefist A dwarven defender who followed the path of the monk. DwarvenStonefist.pdf
129 Dwarven Stonethrower A dwarf who throws stone shurikens! dwarven_thrower.txt
130 Dweomercrafter A spellcaster who specializes in crafting items. Dweomercrafter.rtf
131 Edge Dancer Nimble fighters who use dancing and rapiers to confuse and hurt their opponents. edgedancer.pdf
132 Edge Dancer A gypsy performer who welds dancing movements and cold steel with deadly accuracy. edge_dancer.rtf
133 Elder Bard, The A brave attempt to bring back the Bard from first edition to modern 3E days! elder_bard.doc
134 Elemental Crusader A nice battle-mage class, but too powerful... elementalcrusader.doc
135 Elemental Knight, The The Elemental Knight imbues his weapon, body, and even his mind with the elemental powers of the world. elemental_knight.doc
136 Elemental Sorcerer A sorcerer who becomes attuned to the elements. Elementalsorcerer_classic.doc
137 Elementalist Nature warriors that channel elemental powers and spells. Elementalist.pdf
138 Elementalist A warrior that also likes to destruct things with his elemental spells. elementalist.txt
139 Elite Arcane Archer (Epic) Our first Epic Level prestige class is an elite version of DMG Arcane Archer. elitearcanearcher.doc
140 Elven Battledancer A very nice elven Knight class elvenbattledancer.pdf
141 Elven Bladedancer A master of dual wield fighting. Don`t care about the name, it is an original class indeed. elven_bladedancer.doc
142 Elven Dancer of Blades This one is very well detailed, but it`s abilities are well overpowered. ElvenDancerofBlades.pdf
143 Elven Forester A variant of the Ranger Class. elvenforester.htm
144 Elven Scout, The A great new class! Elven_Scout.doc
145 Elven Scout, version 2, The A more balanced version of the Elven Scout class below! Elven_Scout2.doc
146 Elven Spellblade The Spellblade seamlessly meld arcane mastery with weapon prowess, all wrapped up in a graceful elven dancing form. ElvenSpellblade.pdf
147 Elven Wardancer A powerful warrior who dances death with blades. Elvenwardancer_unbalanced.doc
148 Elven Warrior Poet They deal death and ecstasy with the same frightening beauty... warrior_poet.doc
149 Elven Woodland Defender Could be a prestige class as well... wood_defender.doc
150 Emissary of Death Drow elves who judge who should live and who should die. emissaryofdeath.pdf
151 Emmisary of Evil A core class very similar to what would be an evil Paladin. EmissaryofEvil.doc
152 Epic Shifter Rules for playing the Shifter, from Masters of the Wild, beyond 20th lvl. epic_shifter.doc
153 Escapologist, The A street mage that combines roguish skills and some limited spellcasting ability. Escapologist.pdf
154 Ethore Masters of bare hands and lightning fast snakelike attacks. TheEthore.pdf
155 Exalted Zealot The Exalted Zealot has tasted true evil, and is disgusted by its corruption. They are the warriors of Pure Good, and will stop at nothing to spread hope throughout the lands. ExaltedZealot.pdf
156 Exoticist A fighter who specializes in exotic weapons. Exoticist.doc
157 Expert, The A nice warrior type class balanced by the class construction engine. The_Expert_classic.doc
158 Eyes of the Evening Servants of Selune. eyesoftheevening.doc
159 Fairgrounds Wrestler Someone whose brute strength and talent for showing off can chose this career. fairgrounds_classic.doc
160 Faith Avenger, The Nice fighter cleric hybrid prestige. faith_avenger.pdf
161 Falconer, The Very impressive, well detailed and illustrated new prestige class. Comes with descriptions of Falconer society and myths. Long Download (630Kb) falconer.pdf
162 Feint Master A master of feint who is always looking for hiting the following blows! FeintMaster.pdf
163 Fensal Hunter Elite Elven prestige class (mixes some great abilities) fensal_hunter.doc
164 Fighter Mage A class that combines the two classes into one. Fighter_Mage.doc
165 Fighter of Elements, The Sorcerers and/or psionics that shape elemental powers on their bodies and weapons... FighterofElements.pdf
166 Filth Master Someone who takes pride in being the unclean shadow on the streets, uses it to his/her advantage. FilthMaster_classic.pdf
167 Firemage A prestige class of spellcaster who is adept with fire magic. This is a 5 level prestige class. Firemage.doc
168 Fist of the Weave A Monk attuned to the Weave from the Forgotten Realms campaign setting. FistofWeave.doc
169 Flagellant Priests that inflict wounds on themselves to atone for their sins, nad empower their spells. Flagellant.pdf
170 Flashing Blade Showmen that focus more on weapon skill display than actually warrior training. Very nice concept to throw into your campaigns. FlashingBlade.pdf
171 Fleet of Foot The Fleet of Foot are fast; really fast. fleet_of_foot.doc
172 Force, The High-powered monks. force.pdf
173 Freedom Fighter Those who fight for a cause. freedom_fighter_classic.doc
174 Frigid Storm A nice prestige class for elves or half-elves frigidstorm.rtf
175 Frost Lord A great prestige class for characters who traverse the frozen lands. frostlord.doc
176 Gambit Mysterious and lone warriors who can read thoughts and predict the near future. (Long Download: 830Kb) gambit.pdf
177 Geomancer Check out the Geomancer, a sorcerer variant that specializes in earth manipulation. geomancer.doc
178 Geomancer Impressive, detailed and well-balanced class. Comes with a bunch of equally good earth related spells. TheGeomancer.pdf
179 Ghost Mage A very nice prestige class for those who delve into the supernatural. ghostmage.doc
180 Gladiator In almost every major city, and several minor ones, there exists a form of entertainment based on arena combat... Check the file for the rest, its a pro class! gladiator.doc
181 Gnome Bolter A kind of arcane archer class for gnomes and their crossbows. It`s very well done. GnomeBolter.pdf
182 Gnomish Champion, The A humorous approach the gnomish racial paragon. TheGnomeChampion.pdf
183 Gnomish Dreamweaver Illusions who alter the way others see reality. Gnomish_Dreamweaver.doc
184 Gohan Suppose its Dragon Ball Z based. gohan.doc
185 Golden Monk A master of the elements around him. golden_monk.doc
186 Guerilla A warrior who specializes in stealth and traps guerillaclass.doc
187 Guild Pugilist A city thug that excels on bare handed combat and urban stealth. GuildPugilist.pdf
188 Gun Blazer A nice steampunk type class for those who use firearms in their settings. GunBlazer_unbalanced.doc
189 Gunner, The Well this is not d20 modern yet, it is a class for Musket users! thegunner.doc
190 Gunslinger A renascence warrior who is a master of Gun-fu. Comes with archaic firearms statistic tables. GunSlinger.pdf
191 Halfling Burglar A very well designed prestige class for the Halfling who wishes to pursue cutpursing. HalflingBurglar.doc
192 Hammer of Karaz-a-Karak These folks are above dwarven defenders and, of course, their abilities are a bit overpowered here. But the whole idea sounds good. HammerofKarazaKarak.pdf
193 Hammer, The A master of bludgeon two handed weapons, preferably a hammer! Very fun. TheHammer.pdf
194 Harlequin A femme fatale that makes her ways trough deceit, humor and quick wits. The 10th level ability might be unbalanced. Harlequine.pdf
195 Harper Knight, The Harpers are members of a secret society dedicated to holding back evil and preserving knowledge. harper_knight.doc
196 Healer A more unique and specific healing class. Healer.ZIP
197 Hippocrates Unbound Healers that use mundane skills and herbs for healing, instead of magic or clerical powers. Comes with 4 different prestige classes. Recommended for low-magic campaigns. hippocratesunbound.pdf
198 Holy Midwife, The Healers that take care of pregnant women and newborn babies. Nice class for a NPC, exotic class for a PC (though can be interesting!) HolyMidwife.pdf
199 Holy Roller, The An holy enemy of undead and lycanthropes. This one is worth reading just because of the 10 riddles test requirement alone. HolyRoller.pdf
200 Houri (Revised) Mistress of seduction. Houri_classic.doc
201 Houri, The A seductress prestige class, very well created, many new spells. Houri.doc
202 Hunter, The Name says it all, a master animal tracker... the_hunter.doc
203 Ice Lord A very nice prestige class for specialists of ice magic. icelord.doc
204 Ikon A type of Psionic Knight, very well done. ikon.doc
205 Inquisitor A law based prestige class. inquisitor.doc
206 Iron Fist An order of monks who focus on physical damage over meditation. IronFistMonk.pdf
207 Iron Fist of the North, The Interesting mix of barbarian and monk classes. Was our first submitted prestige class with notes on class balance. TheIronFistoftheNorth.pdf
208 Ishbalan Crusader Ishbalan crusaders exist for one purpose: the removal of arcane magic from the world. ishbalan_crusader.pdf
209 Jedi A nice port of Jedi, but unbalancing and only for those whose campaigns would allow lightsabers. Jedi_unbalanced.doc
210 Jin Another Dragon Ball Z based class, we will soon have an entire Dragon Ball Z campaign here :) J.pdf
211 Jiu-Jitso Master A five levels prestige class about the Jiu-Jitso fighting style. The rules are perfect in describing this style, so it made a relic. JiuJitsuMaster.pdf
212 Juggernaut A powerhouse who can take what he can dish. juggernaut_classic.doc
213 Juggernaut The sturdy swordmaster who can take a beating and not even slow down. juggernaut.doc
214 Justicar A peacekeeper prestige class, that has a blend of psionic ability. justicar.doc
215 Justicars of Tyr, The A great new class for the Forgotten Realms! UPDATED! justicar.doc
216 Kensai Katana masters. Suggest reducing the ammount of bonus feats to balance it more. kensai.txt
217 Ki Warrior A monk that uses Ki... Fonts are hard to read. ki_warrior.doc
218 Knife Specialist A prestige class for Rogues or Assassins. TheKnifespecialist_classic.doc
219 Knight of King´s Royal Brigade Just a knight the way a knight should be, simply a relic. Suggest changing Knowledge (law) for Knowledge (nobility) at requirements. knight_of_klb.pdf
220 Knight of Principle A defender of weak and law, this is not a standard prestige class and has 15 levels. KnightofPrinciple.doc
221 Knight of Sun As the power of the Shining One expends, he needs more and more warriors to fight by his side... knightofsun.doc
222 Knight of the World The Divine Knight of the World is a man who takes three words to heart. These words are Honor, Duty, and Justice. knight_world.doc
223 Knight ofthe Mind Similar to a Psionic Paladin. Knightofthemind_classic.doc
224 Knights of Hieroneous A knightly prestige class with nice background but not so original abilities. KnightofHieroneous.pdf
225 Kuma A monk like prestige class that teaches the bear's nature. Kuma.doc
226 Light Bringer Devoted Priests of Pelor LightBringer.doc
227 Lindorn, The Students of the old elvish ways of nature magic, these folks work their spells through and from trees. Very nice detailed class! Lindorn.pdf
228 Living Legend Natural born heroes destined to excel among warriors. LivingLegend.pdf
229 Longstrider of Kari, The The Kari Longstriders excel at fast travel, survival and archery. They are tough, resilient to the environment and capable in a fight. LongstriderofKari.pdf
230 Maelgrissa, The A warrior who excels on intimidation rather than actually fighting skills. Maegrissa.pdf
231 Mage Bound, The Warriors who serves as arcane users´ familiars, or such... pclass_cmcanally2.doc
232 Mage Slayer A specialist in killing those who wield magic. MageSlayer.doc
233 Mage Warder Interesting class about warriors that undergo magical rituals to get some special abilities while near their mage patrons. MageWarder.pdf
234 Magos Incarnadine A spellcaster who continues on the path of the Archmage Magos_Incarnadine.rtf
235 Magus A great new class, a sorcerer/cleric mix! The_Magus.doc
236 Magus Best suited for Prodigy race found on New Races. Dark prophesies surround these powerful few. Is there truth in the words, or is it inspired by the fear of their great powers? magus.doc
237 Maiden of the Vine Nice original and detailed prestige class for those who want to became plant-bound creatures. MaidenoftheVine.pdf
238 Malhavoc Follower (Epic) Arcane casters who can turn into shadows... malhavoc_follower.doc
239 Mana Mage A mage who chooses colors as if they were schools of magic. Comes with a new list of arcane spells based on each color. Could be less complex though. ManaMage.pdf
240 Mancer A warrior priest of a specific domain. Mancer.zip
241 Martial Artist Alternative to the monk. This class uses feat based techniques instead of class level feats. Very customizable! martialartist.zip
242 Master Diplomat A master of negotiations. Master_Diplomat.doc
243 Master of Duels, The Whoa another relic here, a very nicely designed swashbuckler class. BABs are wrong to me, should start at +1 (not +0). masterofduels.doc
244 Master of the Void Prestige class made for monks. masterofthevoid.rtf
245 Master Ranger When every ranger advances to become superior at what he does. Masterranger_classic.doc
246 Medium Summoner based on Final Fantasy X video game. medium.doc
247 Memory Mage Wizards with powerful memory that was developed by years of spellcraft study. MemoryMage.pdf
248 Mental Overlord A modified version of the Mind Knight prestige class. Mental_Overlord.doc
249 Messanger Nice thought out, maybe best suited for a prestige class. messanger.txt
250 Messianic Avatar The Messiah's, truly god touched individuals. messianic_avatar.doc
251 Meteo Monk A complex, though very well done, monk variant. meteo_monk.doc
252 Midnight Minstrel A Midnight Minstrel is tasked with promoting the learning and practice of weave magic for its proper use. midnight_bard.doc
253 Mimic, The Warriors that have the supernatural power of mimicking their opponents abilities. Probably based on the class from Final Fantasy Tatics games. TheMimic.pdf
254 Mind Knight Psionic who specializes at combating other psionics. Mind_Knight.doc
255 Mind of the Cabal (Epic) An epic prestige class for psionics! mindofthecabal.txt
256 Monk of Pelor Devoted Monks of Pelor MonkofPelor.doc
257 Monks of the Mind A very nice swashbuckler type class. Monks_of_mind.doc
258 Morde Messenger Ones who specialize in Life and Death, including Undeath. morde_messenger.doc
259 Myrmidom, The Blade fighters with unusual and powerful mystical abilities. TheMyrmidon.pdf
260 Mystic, The Divine spellcasters that receive their spells from their divine connection to sacred places. Mystic.pdf
261 Mysticist The one listed here is called the Houshi, a Buddhist Mysticist who relies on the combination of the staff and the fuda to weaken the spirit. Mysticist.pdf
262 Naturalist Naturalists are those who seek harmony in themselves to find harmony with nature. naturalist.doc
263 Naturalist Herbalists who don`t believe in magic. naturalist.doc
264 Necroscoundrel Roguish necromancers with well thought out abilities. I think the +2d6 sneak attack at 1st level should be +1d6, stacking with previous bonuses. necroscoundrel.doc
265 Nightblade Nice mix of rogues and sorcerers using CCE. Suggest Rogue`s BAB progression instead. It has nothing to do with Karanblade`s Nightblade. nightblade.doc
266 Nightstalker A rogue/sorcerer who specializes in stealth and jumping. Nightstalker_classic.doc
267 Ninja of the Dark Cloud Ninja assassins! NinjaoftheDarkCloud.pdf
268 Ninja, The Dangerous master assassins, the ninja are sworn enemies of samurai. TheNinja.pdf
269 Orc Grunt A particularly nicely created class for Orcs or Half-orcs, very dangerous and highly skilled melee class. OrcGrunt_classic.doc
270 Ordamt Ordamti are an odd mix of paladins, monks, and rogues. ordamt.txt
271 Oros A BeastMaster/BeastFriend core class variation. class_oros.doc
272 Oros (Animal Friend), The New Class that specializes in dealing with animals and nature. oros.doc
273 Pacifist, The Maybe hard to include on your campaign. Bush didn`t liked it... the_pacifist.doc
274 Paladin of Lloth Drow elves anti-paladins. paladinoflloth.doc
275 Peace Keeper An very well constructed prestige class. Peacekeeper.rtf
276 Pegasus Knight, The Very well-balanced class about knights that excels on riding and mounted combat. ThePegasusKnight.pdf
277 Physical Adept Advanced Monks that are even more capable physical combatants. physical_adept.doc
278 Planeswarrior A very rare class that is devoted to the arts of fencing and planar travel. Planeswarrior.pdf
279 Poison Blade Masters of poisons, who utilizes them to kill, debilitate or disable their opponents. PoisonBlade.pdf
280 Poisoner, The Simply a specialist in poison use and creation... It`s a relic because it`s well done and fit to use into any campaign! ThePoisoner.pdf
281 Poisonist A specialist of poisons, who is immune to his own craft. poisonist.doc
282 Priest (Cleric Variant) This new take on Cleric by Piratespice is close to perfection, congratulations to him. I would just take the 0s from Spells per Day table. priest_clericvar.doc
283 Prophet Those with insight granted by the gods. Prophet_classic.doc
284 Protectors of the Great Oak, The A very well constructed Druid or ranger prestige class. protectors_great_oak.doc
285 Psi Spider Those who are obsessed with Arachnids, can train to become this very well done class. psi_spider.doc
286 Psion, The An interesting remake of the class, converts 2e psionicists to 3e psions. Psion1.doc
287 Psionic Sneak A nice variation of Psionic and Rogue, giving up some of both skills to become proficient at both. Psionic_sneak_classic.doc
288 Psychic A variant on the Psion/Psychic warrior, potentially unbalancing. Psychic_unbalanced.doc
289 Psychic Rogue Great new psionic class that makes use of the best of both worlds (Psionics & Rogues) psychic_rogue.rtf
290 Psychomancer A Psychomancer harnesses the power of mind and magic and weaves them into one to perform his abilities. ThePsychomancer.pdf
291 Pugilist Very dangerous monk-like class, with some original abilities. Correct Ref/Will saves and Pressure Chests ability (which is too powerful) and you are ready to go! pugilist.zip
292 Puppet Master A spellcaster who specializes in creation. Puppet_Master.rtf
293 Pyro For the mage that likes fire a little too much. PYRO.doc
294 Rake, The Bloody berserkers who fight with two axes. TheRake.pdf
295 Ranger Variant A unique version of a ranger that does not cast spells. RANGER-variant.DOC
296 Ranger Variant The Class Construction Engine noticed that the Ranger were the most weaker of all classes... Fortunately, for the ranger players, Ted Garland created this flawless variant, which just adds a few more free feats to make it all balanced. ranger_variants.zip
297 Rath`s Bounty Hunter Another bounty hunter class, this one is also well balanced out. BountyHunter.pdf
298 Rebel, The Warriors of free-spirit that refuse being controlled by all means. therebel.doc
299 Red Mage, The More like an everything class, the class that can mimick all other classes, albeit not as well. RedMage_classic.doc
300 Relic Hunter An indiana jones type prestige class. relichunter.rtf
301 Riders of the Savanna, The A nice prestige class for barbarians or other classes. riders_savanna.doc
302 Ritual Warrior Tribal defenders whose faith on spirits power supernatural abilities. TheRitualWarrior.pdf
303 Rogue Scholar For the rogue, wizard or sorcerer just has to pursue the neverending quest for knowledge. RogueScholar.doc
304 Rope Master, The A master of ropes and whips... Or, in other words, a d20 cowboy! Ropemaster.pdf
305 Runic Blade Abnormally powerful mystic warriors. runic_blade.doc
306 Sacred Fist, The A good monk prestige class. SacredFist.doc
307 Saeros Witch A very nice take on the witch concept by Saeros. The class abilities makes sense and the spell list is well balanced out. SaerosWitch.pdf
308 Samurai, The A very well constructed class, looks professional. Samauri_class.doc
309 Sarcastic Swordsman Spider-man taunting with swords. SarcasticSwordsman.pdf
310 Savage, The An nice barbarian based prestige class. The_Savage.doc
311 Savant of the Brand At first, this one may read like another Duelist-like prestige class... Though if you check out it`s amazing original acrobatic abilities, you might agree that it`s a relic. SavantoftheBrand.pdf
312 Scarred One Barbarians who inflict wounds on themselves, becoming ferocious melee combatants who ignore pain. ScarredOnes.pdf
313 Scout The Scout is a soldier who is very fast and highly skilled in the art of intrusion. Ranger/Rogue variant sent by Alias Worg. scout.doc
314 Scout, The Wanderers of the lands that developed a keen sense for dangers and mishaps, and also a natural ability of finding the right path on their travels. Nice broad concept here. TheScout.pdf
315 Sentinel, The The true masters of observation and alertness. These adventurers look forward to develop their keen senses above anything else. Very nice class suited for almost any campaign... Sentinel.pdf
316 Serial Killer After Book of Vile Darkness we are receiving some classes like this one. serial_killer.doc
317 Serpent Mage Mages that begin their careers summoning reptiles, and end it summoning dragons! SerpentMage.pdf
318 Shadow An assassin like prestige class ShadowPclass.doc
319 Shadow Assassin Sounded boring at start, but after reading throught all abilities, it made a relic easily. Very well developed. Combat timing might be unbalancing though. ShadowAssassin.pdf
320 Shadow Chaser of Urlmar, The Shadow chasers are drawn to areas where the Undead are thickest. Whether it is the chance of putting some restless soul to peace, or quieting the keen of a banshee a shadow chaser will take up the challenge. ShadowChaserofUrlmar.pdf
321 Shadow Eye Arcane roguish spies that hide in the sahdows. shadoweye.html
322 Shadow Khan This is a roguish spellcaster with Aura abilities. shadow_khan.doc
323 Shadow Knight A heart of ice and a devotion stronger than steel-these are at the core of the Shadow Knight. shadow_knight.doc
324 Shadow Knight An evil knight, dangerous and skilled. Shadow_Knight.doc
325 Shadow Sniper Roguish archers are always deadly. ShadowSniper.pdf
326 Shadow Witch A witch that keeps to herself, though can be good or evil. Shadow_Witch.doc
327 Shadowolf Apparently another Anime/Mangá based class. shadowolf.doc
328 Shaman An adept like class, cross between barbarian and druid. Shaman.doc
329 Shaolin Master A monk who specializes in harnessing the elements. ShaolinMaster.doc
330 Shield Maiden New class devoted to healing and protective techniques. shield_maiden.doc
331 Shinobi Masters of stealth and martial arts, they came from distant mystical lands... Shinobi.pdf
332 Ship Mage Wizards specializing in faring aboard ocean crossing vessels. ship_mage.rtf
333 Shotokan Warrior, The A monk that have some very unusual abilities, like the Hadoken bolt or the Shoryuken uppercut. Some long time gamers may have seen them... ShotokanWarrior.pdf
334 Sicarii, The Sneaky assassins that specializes in killing specific targets without being noticed. Some nasty sneaking abilities within. Sicarii.pdf
335 Silent Fist A deadly monk prestige class. Silentfistclan.doc
336 Silver Order, The An order of monks dedicated to the protection fo the Weave. SilverOrder.pdf
337 Singer, The Powerful elven bards. Comes with lots of special songs TheSinger.pdf
338 Siphoner, The A master burglar who can even steal spells and hit points! TheSiphoner.pdf
339 Sisters of Mercy A well crafted and very well written prestige class for female characters. Sisters_of_mercy.doc
340 Skald A seeker of tales, wanderer of the adventure stories, master of poetry. Skald.pdf
341 Slum Lord A fantasy medieval junkie with unusual abilities. SlumLord.pdf
342 Sneak, The The best burglar of them all. Sneak.doc
343 Sniper One who specializes in taking out targets from a distance. Sniper.doc
344 Sniper, The A scouting sniper. TheSniper.pdf
345 Sogo Monk A master of quarterstaff and incredible vaulting leaps! SogoMonk.pdf
346 Solar Collection 3 new and very nice classes: The Guardians, Darksoul and Deathmaster. SolarCollection.pdf
347 Solonor's Bowhunters Exceptional archer prestige class. SolonorsBowhunters.doc
348 Sorcerer Variant Another class variant that tries to make the Sorcerer a bit more balanced. sorcerer_variant.doc
349 Sortier Master of hit and run. sortier-x.doc
350 Soul Master Clerics who made a pact with the devil, or such... soul_master.doc
351 Spirit Archer Free-spirited archers whose ultimate goal is to craft a spiritual bow. spirit_archer.doc
352 Spirit Warrior, The This is a new class for the D&D 3rd edition that is based on the TV show Dragon Ball-Z. I used a monk as a template, so this is really a variant on the monk. spititwarrior.doc
353 Spy, The Here is the spy, a class made using the Class Construction Engine (above) class_spy1.doc
354 Spymaster Specializes in gathering information and infiltration, is quite capable of doubling up as an assassin as well. spymaster.doc
355 Spymaster Subterfuge devoted prestige class. pclass_spymaster.doc
356 Stalker This is a paladin derived prestige class who specialize in fighting the undead. pclass_stalker.html
357 Stalker in Shadows Overly detailed roguish prestige, comes with a long description of their organization. StalkerinShadows.pdf
358 Star, The When Popularity, Fame and Talent take your Bard to a new level. TheStar_classic.doc
359 Starmaster Starmasters are Mages who have tapped into their inner power and concentrated it into a cloak of energy. starmaster_class.rtf
360 Steel Fury Blade Glauntet specialists with weird martial abilities. SteelFury.pdf
361 Street Fighter One who specializies in fighting with dirty tactics and brawling. StreetFighter.doc
362 Summoner A very nice prestige class, loosely based on the Summoner game. Summoner.doc
363 Summoner, The A master of summoning magic. Comes with detailed summoning tables and some new rules. TheSummoner.pdf
364 Sumo Warrior Cool this is a sumo wrestler! Blubber armour is nice but the bonus advancement might be too high... sumo.doc
365 Sun Dragon Monks, The An elvish monk clan of disciples from the Sun Dragon. SunDragonMonk.pdf
366 Swanmay, The Another relic from Rob: well illustrated, detailed and quite balanced. Long Download (690Kb) swanmay.pdf
367 Swarm Master/Mistress, The Nice prestige class for characters from the swamps, or those who spend time with lizardfolk. SwarmMasterMistress.rtf
368 Swashbuckler, The An agile, nimble and quick-witted warrior! swashbuckler.doc
369 Sword Master For the one who wishes to be a master of blades. Based loosely off of the Sword Dancer Class. SwordMaster3E.doc
370 Sword Master A specialist at wielding two weapons and can perform special abilities with the blade. swordmaster.doc
371 Sword Sorcerer A great new class that mixes combat and magic! Sword_Sorcerer.doc
372 Swordman of the Sightless Eye Monks that learned how to fight without the need of visual aid. They use their personal weapon, the Zaitochi. SwordsmanoftheSightlessEye.pdf
373 Tamer A class that trains and works with animals. Tamer.doc
374 Tarot Mage Based on Sakura Card Captor. For me it´s too complex for a prestige class but if you are a fan that´s for you. tarot_mage.rtf
375 Tauren (Monster Class) Minotaur warriors that received spiritual powers from their ancestors and became elite fighters. This class is intended for monsters, it would be alot unbalanced for PCs. Tauren.pdf
376 Tempered Ones, The Paladins who undertake rituals of purification to empower their combat abilities and resistance. TheTemperedOnes.pdf
377 Templar, The A very nice paladin variation. TheTemplar.pdf
378 Thaumaturge Specialists of Lore and the mysterious art. Thaumaturge.rtf
379 Time Master Someone who can manipulate the fabric of time around them. time_master.doc
380 Torchbearer, The Priests of the God of Light who preach the flashing flames of Truth. Torchbearer.pdf
381 Town Drunk, The Prestige class similar to the drunken master TownDrunk.doc
382 Traveler of the Silken Road This prestige class focuses on warriors who use naught but the sword. A great class and organization to add to any campaign. traveler.pdf
383 Treesinger Closer to a Kit rather than a prestige class, characters retain all basic class info and add more statistics for this prestige class. Treesinger.doc
384 Tribesman A mix of Barbarian and Ranger... This was close to unbalanced rating though. tribesman.doc
385 Trickster These characters seek to spread mischief throughout the world. trickster.doc
386 Triune A knight blessed with enchantments and power Triune_classic.doc
387 Trophy Hunter, The Fierce hunters that use the badges of fallen opponents as trophies of honor. TheTrophyHunter.pdf
388 Troubleshooter For the rogue who wants to help solve any problems adventurers face while questing. Troubleshooter.doc
389 True Caster A variant of the polemic Mystic Theurge from D&D 3.5; This one is also gains both arcane and divine spell progressions, but not on every level. Truecaster.pdf
390 True Summoner A magic user who deals with unique summoned creatures, who function more like allies than summons. Very well balanced out. Yet simple, it is a really good class. TrueSummoner.pdf
391 Tunnel Master A prestige class for Kobolds, the masters of tunnel traps!. TunnelMaster.pdf
392 Unarmed Warrior Warriors that focus on unarmed combat. Though not developing supernatural powers like the monks, they hit harder than them... UnarmedWarrior.pdf
393 Undead Hunter A nice prestige class for those who wish to be the bane of the undead. Undeadhunter.doc
394 Underworld Scourge A prestige class for those who wish to build an evil guild or empire. UnderworldScourge.doc
395 Updated Valkyrie The Virgin Warrior Maiden. ValkyrieClass_classic.rtf
396 Valkyrie The infallible virgin warrior maidens of the deities. Those who search for souls whom are worthy enough to join the deity in their home plane. Valkyrie.pdf
397 Vlaude`s Track of Immortality Surely a powerful prestige, which comes with very high requirements though. vlaudes_track.doc
398 Voromancers Ritualistic power stealers... This one is tough to balance, but I think its pretty balanced here. voromancers.html
399 Wandering Blade An expert sword warrior. WanderingBlade.doc
400 War Priest of Heironeous A specialized priest whose focus is combat. WarPriestofHeironeous_classic.doc
401 War Wizard A specialist at fighting in the trenches at battles. War_Wizard.rtf
402 Warbringer The champions of Tempus! warbringer.doc
403 Warchief, The A leader in the battle field! This class is very generic and suitable to any campaign. TheWarchief.pdf
404 Warlock This is the Wild Mage template to be added to other sorcerer classes. Warlock_classic.doc
405 Warlock, The A 3rd Edition version of the Wild Mage. Warlock1.doc
406 Warrior of Underdark Very powerful class suited for the Duergar and Derro, a race of evil dwarves that dwells in the deep caves of Underdark. WarriorofUnderdark.pdf
407 Wilderness Warrior A specialist in the bladed gauntlets. TheWildernessWarrior_classic.doc
408 Wind Dancer, The The first free peak at Karanblade´s prestige classes. The barbarians from Rain Islands whose dances are a mixture of beauty and bloodly fury! Don´t miss the illustration inside... winddancer.pdf
409 Winter Warrior, The A class based on those who traverse in the arctic lands. Winter_Warrior.doc
410 Witch Collection, The 4 different takes on the Witch Class. All of them are very well done. TheWitchCollection.pdf
411 Witching Seductress The beguiling woman who uses her enchanting ways to get what she wants. WitchingSeductress_classic.pdf
412 Wizard Slayer Barbarian who lives for destroying all there is magical. BarbarianWizardSlayer.doc
413 Wyrmslayer Those who specialize in hunting dragons. wyrmslayer_classic.doc
414 Zealot Very nice prestige that describes the most pure among the defenders of goodness. zealot.doc

[PC43] Collective 4.3 Classes


Knight of Quantity1

Level KXP Warrior
123 456 7
1 0 1-- --- -
2 7 2-- --- -
3 17 31- --- -
4 41 42- --- -
5 75 531 --- -
6 125 642 --- -
7 200 753 1-- -
8 318 864 2-- -
9 525 975 31- -
10 950 A86 42- -
11 1600 B97 531 -
12 2250 CA8 642 -
13 2900 DB9 753 1
14 3550 ECA 864 2
15 4200 FDB 975 3
16 4850 GEC A86 4
17 5500 GFD B97 5
18 6150 GFE CA8 6
19 6800 GFE DB9 7
20 7450 GFE DCA 8
21 8100 GFE DCB 9
22 8750 GFE DCB A
23 9400 GFE DCB B
24 10050 GFE DCC B
25 10700 GFE DCC C
26 11350 GFE DDC C
27 12000 GFE DDD C
28 12650 GFE DDD D
29 13300 GFE EDD D
30 13950 GFE EED D
31 14600 GFE EEE D
32 15250 GFE EEE E
33 15900 GFF EEE E
34 16550 GFF FEE E
35 17200 GFF FFE E
36 17850 GFF FFF E
TH Saves
PD RS PP BW Sp Fo Re Wi
+0  8  4  6  2  2  2  2  0
+1 10  4  8  4  2  2  2  0
+2 10  6  8  6  4  4  4  2
+3 12  8 10  8  6  4  4  2
+4 14 10 12 10  8  6  4  2
+5 16 10 14 12  8  6  6  4
+6 16 12 14 14 10  8  6  4
+7 18 14 16 16 12  8  8  4
+8 20 16 18 18 14 10  8  6
+9 22 16 20 20 14 10  8  6
+10 22 18 20 22 16 12 10  6
+11 24 20 22 24 18 12 10  8
+12 26 22 24 26 20 14 12  8
+13 28 22 26 28 20 14 12  8
+14 28 24 26 28 22 16 12 10
+15 28 24 28 28 22 16 14 10
+16 28 26 28 28 24 18 14 10
+17 30 26 28 28 24 18 16 12
Requisites: Str 12, Dex 14, Chr 20, Cml 13
Alignment: any
HD/level: 5d3 (not a typo: it's five dice.)
Weapon Prof.: 3*level
To Hit Table: War
Save Table: War*2 (see note)
Reference: DM {Planeshifted Knight of Quality1}
Groups: Warrior, Alternate
 
The Saves of "War*2" means to read the Warrior table at your level, and multiply the results by 2 (this is different from "2xWar", where you multiply your level by 2 before reading).
Gets one level of Exceptional stat per level, among Str, Dex, Con, or Chr.
Can cast Wizard Conjuration/Summoning spells as if they were Warrior spells.
Gets +(LVL+2)/3 Henchmen slots. Can use the special types of Henchmen introduced in the Meat Helm and War Priest classes. Divide the cost of Henchmen by LVL.
Level 1 ¶: Pick weapon of choice; your number of attacks with that weapon = (LVL+2)/2.
Level 1: May shatter a magical, psionic, or innate effect that is currently running. It requires 10 dmg per spell level of the effect to shatter it. This doesn't require a Holy Avenger.
Level 1: Regenerate LVL hp/s.
Level 1: Can operate at negative hit points equal to -10*level. While in this state, you cannot make any type of attack (magic, psionic, physical, or otherwise).
Level 1 ¶: +1 extra ability score point per level, can be spent on Str, Dex, Con, or Chr.
Level 3: Free Action cont.
Level 3: Gets LVL/3 Mounts (see Beast Rider class), DL=(LVL+2)/3.
Level 3: Can build a freehold and attract LVLd1000 Followers. Automatically gains 1 XP per year per follower if you set up a stronghold. Each follower is (roll 1d100:) 01-45=level 0, 46-95=level 1, 96-99=level 2, 00=level 3. Assuming no other activity, any given follower has a LVL-2 in 20 chance of going up in level each year (where LVL is your level).
Level 3: Mental link with a number of lieutenants (followers that are Warriors of at least 3rd level) equal to your level (this operates on its own unique psionic frequency).
Level 4: Gain "Whirl" (slightly improved in area of effect). 1P: Do 1 attack on every target within 15'r (one group usually).
Level 5: +(LVL-3)/2 QP actions.
Level 9: Starting this level, get one "Level:" pick from any Warrior class you know, at 8 levels lower (so at level 9 you get a "Level 1:", at level 10 you get a "Level 2:", and so forth.)

[PC43] Collective 4.3 Classes


Mind Flayer0

Level KXP Psi1&2
mMG SU
1 2.9 (owe) 1-- --
2 9.9 2-- --
3 26.4 3-- --
4 66 40- --
5 124.2 51- --
6 211.5 52- --
7 357 62- --
8 648 63- --
9 873 740 --
10 1098 841 --
11 1323 851 --
12 1548 852 --
13 1773 952 --
14 1998 962 --
15 2223 A62 c-
16 2448 A72 b-
17 2673 A73 a-
18 2898 B83 0-
19 3123 C84 1-
20 3348 D94 2-
21 3573 E95 3f
22 3798 FA5 3e
23 4023 GA6 3d
24 4248 HB6 4c
25 4473 IB7 4b
26 4698 JC7 4a
27 4923 KC8 50
28 5148 LD8 51
29 5373 MD9 52
30 5598 NE9 62
31 5823 OEA 63
32 6048 PFA 63
33 6273 QFB 73
34 6498 QFB 84
35 6723 QFB 94
36 6948 QFB A4
TH Saves
PD RS PP BW Sp Fo Re Wi
+0  2  2  2  2  2  2  2  2
+0  3  3  3  3  3  3  3  3
+0  3  3  3  3  3  3  3  3
+0  4  4  4  4  4  4  4  4
+1  4  4  4  4  4  4  4  4
+1  5  5  5  5  5  5  5  5
+1  5  5  5  5  5  5  5  5
+1  6  6  6  6  6  6  6  6
+2  6  6  6  6  6  6  6  6
+2  7  7  7  7  7  7  7  7
+2  7  7  7  7  7  7  7  7
+2  8  8  8  8  8  8  8  8
+3  8  8  8  8  8  8  8  8
+3  9  9  9  9  9  9  9  9
+3  9  9  9  9  9  9  9  9
+3 10 10 10 10 10 10 10 10
+4 10 10 10 10 10 10 10 10
+4 11 11 11 11 11 11 11 11
Requisites: Int 18, Wis 16
Alignment: L any (or) any E
HD/level: & ++++d10
Weapon Prof.: & 2+level/5
To Hit Table: Psi +4 levels
Save Table: Mon +4 levels
Reference: DM
Groups: Psionicist, Monster
 
Has a psionic progression in Psi1 and Psi2. Gets Int bonus to psionic progression. PSPs = (Con+Int*2+Wis*2+Chr)/5*(Level+9). Gets one attack or defense per level, with defense F (Mind Blank) in Psi1 being free.
Level N (each level): +2 Int. This bonus cannot be used to qualify for the Mind Flayer0 class itself, and you can't 2 for 1 trade it away.
Level 1: Barbarian Int bonus; i.e. bonus is (Int-14)*2. Your Nonweapon Proficiencies = Int*2 +level.
Level 1: Sustain Int.
Level 1: +1M action only for psionics.
Level 1: You have 4 mouth-tentacles that do 1dLVL dmg. It uses your Mouth's P to attack with them. If all 4 hit on one target, you have drawn the enemy's brain forth (RSW save). You cannot wield weapons or other objects with these mouth-tentacles.
Level 1: MR 45+LVL*5%.
Level 4: +1 to number of psionic frequencies; meaning you can use powers from another psionic frequency that you know.
Level 9: Extra Barbarian Int bonus; i.e. bonus is (Int-16)*5/2, round down. Your Nonweapon Proficiencies = Int*3 +level.
Level 9: +1QM action only for psionics.
Level 14 ¶: +4 HNCL
Level 18: Super Barbarian Int bonus; i.e. bonus is (Int-18)*3. Your Nonweapon Proficiencies = Int*4 +level.
Level 18: +1QQM action only for psionics.

[PC43] Collective 4.3 Classes


Minimizer

Level KXP
Spells
1 0 (varies)
2 2.5 (varies)
3 5 (varies)
4 10 (varies)
5 20 (varies)
6 40 (varies)
7 80 (varies)
8 150 (varies)
9 300 (varies)
10 500 (varies)
11 750 (varies)
12 1000 (varies)
13 1250 (varies)
14 1500 (varies)
15 1750 (varies)
16 2000 (varies)
17 2250 (varies)
18 2500 (varies)
19 2750 (varies)
20 3000 (varies)
21 3250 (varies)
22 3500 (varies)
23 3750 (varies)
24 4000 (varies)
25 4250 (varies)
26 4500 (varies)
27 4750 (varies)
28 5000 (varies)
29 5250 (varies)
30 5500 (varies)
31 5750 (varies)
32 6000 (varies)
33 6250 (varies)
34 6500 (varies)
35 6750 (varies)
36 7000 (varies)
TH Saves
PD RS PP BW Sp Fo Re Wi
+0 (total = 27, max = 9)
+1 (total = 30, max = 10)
+2 (total = 33, max = 11)
+3 (total = 36, max = 12)
+4 (total = 39, max = 13)
+5 (total = 42, max = 14)
+6 (total = 45, max = 15)
+7 (total = 48, max = 16)
+8 (total = 51, max = 17)
+8 (total = 54, max = 18)
+9 (total = 57, max = 19)
+9 (total = 60, max = 20)
+10 (total = 63, max = 21)
+10 (total = 66, max = 22)
+11 (total = 69, max = 23)
+11 (total = 72, max = 24)
+12 (total = 75, max = 25)
+12 (total = 78, max = 26)
Requisites: (none)
Alignment: any
HD/level: d6
Weapon Prof.: 2+level/4
To Hit Table: Cust
Save Table: Cust
Reference: DM
Groups: Custom, Random
 
Each level, the DM rolls 2 Mini classes. You get that level of each of those Mini classes' abilities. You can choose which form (Normal, Alternate, or Alternate 2) of the Mini class you use.
1F, 1/reset: Reroll up to LVL Mini class results you have.

[PC43] Collective 4.3 Classes


Mob Instigator1

Level KXP Psi100
mMG S
1 0 1-- -
2 1 2-- -
3 3 3-- -
4 9 4-- -
5 18 5-- -
6 36 51- -
7 72 52- -
8 144 53- -
9 210 54- -
10 288 55- -
11 576 66- -
12 864 77- -
13 1152 88- -
14 1440 881 -
15 1728 882 -
16 2016 883 -
17 2304 884 -
18 2592 885 -
19 2880 886 -
20 3168 887 -
21 3456 888 -
22 3744 999 -
23 4032 AAA -
24 4320 BBB -
25 4608 BBB 1
26 4896 BBB 2
27 5184 BBB 3
28 5472 BBB 4
29 5760 BBB 5
30 6048 BBB 6
31 6336 BBB 7
32 6624 BBB 8
33 6912 BBB 9
34 7200 BBB A
35 7488 BBB B
36 7776 CCC C
TH Saves
PD RS PP BW Sp Fo Re Wi
+0  5  4  6  2  3  0  2  0
+0  6  4  6  3  4  1  3  0
+1  6  5  6  3  4  1  3  0
+1  6  5  7  3  5  1  4  1
+2  6  6  7  3  5  2  4  1
+2  7  6  7  4  6  2  5  1
+3  7  7  7  4  6  3  5  2
+3  7  7  8  4  7  3  6  2
+4  7  8  8  4  7  3  6  2
+4  8  8  8  5  8  4  7  3
+5  8  9  8  5  8  4  7  3
+5  8  9  9  5  9  5  8  3
+6  8 10  9  5  9  5  8  4
+6  9 10  9  6 10  5  9  4
+7  9 11  9  6 10  6  9  4
+7  9 11 10  6 11  6 10  5
+8  9 12 10  6 11  7 10  5
+8 10 12 10  7 12  7 11  5
Requisites: Dex 18, Wis 9
Alignment: any
HD/level: d8
Weapon Prof.: 3+level/3
To Hit Table: Rog
Save Table: Rog
Reference: DM
Groups: Rogue, Overt
 
Has access to Psi100 powers. Psionic Strength = (highest of Int,Wis,Chr)*2/3*(level+9)
Gets 50 Rogue points per level instead of 40.
Level 1: Gain "Thieves' Cant" language.
Lvl Mob Instigator1 Ability | -50% | -100% | -150% Act Base Penalty Bonus
1 Any Rogue 1 ability - - - -
2 Mass Pick Pockets (pick everything off of someone) (-10%/level of target) V 0 Dex-18 Dex-24
2 Mass Open/Close Locks (all in room): Mech. | Magic/Psi | OutPhase V 0 Dex-16 Dex-22
2 Mass Find/Remove Traps (all in room): Mech. | Magic/Psi | OutPhase | Pro. V 0 Dex-18 Dex-25
2 Mass Move Silently (whole party) V 0 Dex-19 Dex-24
2 Mass Hide in Shadows (whole party) V 0 Dex-16 Dex-24
2 Detect Noise/Smell | Clairaudience/Clairnasience V 0 Wis-12 Wis-30
2 Mass Climb Walls (whole party) V 10 Str-13 Str-19
2 Mass Backstab (each attack is Backstab) (each 40% = x1) (increases 10/level) 0 40 Int-9 Int-30
3 Mimic Voices/Mannerisms/Personality V 0 Wis-13 Wis-18
3 Mass Distraction (one group) V 0 Wis-19 Wis-24
4 Mass Contortion | Mass Elasticity | Mass Become Liquid-Form (whole party) V 0 Dex-15 Dex-21
5 Mass Find/Remove Tricks (all in room): x1 multiplier || x2 multiplier ||| x3 multiplier (| do this 90' away) V 0 Dex-27 Dex-37
5 Read/Write/Speak Languages | Decipher Code/Password V 0 Int-13 Int-21
5 Portable Hole || We're gone (whole party to my pocket dimension) V 0 Int-9 Int-27
6 ESP/Sense Danger | Precognition/Postcognition |||| Choose one die roll V 0 Wis-12 Wis-16
7 All-Around Sight | Locate Object/Person | Cosmic Awareness V 0 Wis-22 Wis-28
7 Detect (school/sphere) | Magic/Innate | Psi/Radiation/Anti-Magic | Concordant/Godly V 0 Int-18 Int-22
8 Mass Blink | Mass Controlled Blink (whole party) V 0 Wis-18 Wis-25
9 Read/Write Magic (Warrior/Wizard/Priest/Rogue) ||| (Concordant) ||| (Godly) V 0 Int-19 Int-22
9 Mass Wraithform | Mass Dream Travel (whole party) V 0 Con-22 Con-25
10 Clairvoyance/Clairaudience | X-Ray Vision/N-Ray Vision V 0 Wis-15 Wis-30
10 Mass Find/Remove Specials (all in room): x1 multiplier || x2 multiplier ||| x3 multiplier (| do this 90' away) V 0 Dex-40 Dex-55
11 Mass Invisibility | Mass Improved Invisibility (whole party) V 0 Int-19 Int-27
13 Phase/Shadow Door | Dimension/Plant Door | Gate/Fire Gate V 0 Int-13 Int-30
16 Mass Probability Travel (whole party) V 0 Int-19 Int-30
19 Shape Alteration/Polymorph Object | Shapechange/Shapechange Other V 0 Con-19 Con-30
28 Time Shift/Time Shift Other | Mass Time Shift (whole party) V 0 Int-24 Int-36

[PC43] Collective 4.3 Classes


Myrmecologist

Level KXP Wizard
123 456 789
1 0 1-- --- ---
2 2.5 2½- --- ---
3 5 21- --- ---
4 10 32½ --- ---
5 20 421 --- ---
6 40 422 ½-- ---
7 60 432 1-- ---
8 90 433 2½- ---
9 135 433 21- ---
10 250 443 22- ---
11 375 444 33½ ---
12 750 444 441 ---
13 1125 555 442 ½--
14 1500 555 442 1--
15 1875 555 552 1½-
16 2250 555 553 21-
17 2625 555 553 32½
18 3000 555 553 321
19 3375 555 553 331
20 3750 555 554 332
21 4125 555 554 442
22 4500 555 555 443
23 4875 555 555 553
24 5250 555 555 554
25 5625 555 555 555
26 6000 666 655 555
27 6375 666 666 655
28 6750 666 666 666
29 7125 777 766 666
30 7500 777 777 766
31 7875 777 777 777
32 8250 888 877 777
33 8625 888 888 877
34 9000 888 888 888
35 9375 999 988 888
36 9750 999 999 999
TH Saves
PD RS PP BW Sp Fo Re Wi
+0  4  7  5  3  6  0  1  1
+0  4  7  5  3  7  0  1  1
+0  4  8  5  4  7  0  1  2
+1  4  8  6  4  7  1  2  2
+1  5  9  6  4  8  1  2  3
+1  5  9  7  5  8  2  3  3
+2  5 10  7  5  9  2  3  4
+2  6 10  7  6  9  2  3  4
+2  6 10  8  6  9  3  4  5
+3  6 11  8  6 10  3  4  5
+3  7 11  9  7 10  4  5  6
+3  7 12  9  7 11  4  5  6
+4  7 12  9  8 11  4  5  7
+4  7 13 10  8 11  5  6  7
+4  8 13 10  8 12  5  6  8
+5  8 13 11  9 12  6  7  8
+5  8 14 11  9 13  6  7  9
+5  9 14 11 10 13  6  7  9
Requisites: Str 7, Dex 5, Con 6, Int 9
Alignment: L any
HD/level: d6
Weapon Prof.: 3+level/5
To Hit Table: Wiz
Save Table: Wiz
Reference: DM
Groups: Wizard
 
Myrmecologist:
Specialized and School Robed (-1 SL) in Myrmecology (Ants).
Level 1: May use 1 material component effect per spell as a zero action.
Level 1: +1+(LVL/3) summon slots, only for Ants, Formians, or Myr.
Level 4: +1 Familiar, Animal Companion, or Beast Rider Mount slot in Giant Ant. (Level 1: +1 Str; Level 9: x2 PSPs for Psi2; Level 18: 1F: Heal.)
Level 8: You are considered a WereAnt and may polymorph yourself into a Giant Ant for 1V action. You have 6 limbs (the 2 extra limbs can be considered either arms or legs).
Myrmecology Spells:
Ant Doom N (SL=N): Creeping Doom of Ants, (1d4+6)*(SL^3) dmg
Ant Shield N (SL=N): Damaging shield of type Ant (Insect), SL*25%
Fire Ant N (SL=N): Deals CLd(SL*2) Fiery Insect dmg (no save) plus Blindness (Reflex save) to a group
Summon Ant N (SL=N): Summon a DL=SL+1 Giant Winged Ant or (11-SL)^2 DL=SL Giant Ants (type Insect)
Summon Formian N (SL=N): Summon a DL=SL Formian (type Outer from Arcadia/Nirvana). They count as Ants for other spells.
Summon Myr N (SL=N): Summon a DL=SL Myr (type Golem from MTG). These do not count as Ants. See list below.
Wall of Ants (SL=N): Creates a Wall of Ants, anyone passing through takes (SL*2)d(SL*2) dmg.
Ant (SL=0): Summons a normal DL 0 Ant.
Speak with Ants (SL=1): You can speak with Ants and ask them questions, which they will give reasonable answers to.
Army Ants (SL=3): Earthquake (as spell)
Construction (SL=3): Your Ant summons can build a large building/structure or tunnel in a short amount of time. Every DL of Ants is 1 Hull point per S action they have.
Polymorph into Ant (SL=3): Polymorphs target into a (normal) Ant (PP save)
Carrion Ants (SL=4): Add +1 DL to your Ant summons (can repeat this spell up to DL X)
Saber Ants (SL=4): Whenever one of your Ant summons is killed by damage, get another Ant to replace it.
Yavimaya Ants (SL=4): Your Ant summons have haste.
Queen Ant (SL=6): Summons a DL VI Queen Ant. It adds a DL I Ant every segment to it's summon group (up to a max of 100).
Giant Ant Colony (SL=9): Summons a Fuckton (1000000) of DL I Giant Ants. They are in 100 groups of Plenty (10000) Giant Ants, but all together it counts as only one summon slot.
Giant Ant Empire (SL=10): Summons CL Fucktons (CL*1000000) of DL II Giant Flying Ants. They are in CL*100 groups of Plenty (10000) Giant Flying Ants, but all together it counts as only one summon slot. Alternatively, you can have a single group of 1 Metric Fuckton (100000000) of DL III Giant Flying Saber Ants.
(More spells will be added if this class is actively being played.)
Myr Types (for reference; this doesn't count monster templates):
DL=1: Myr Mindservant, Myr Moonvessel, Myr Servitor; DL=2: Alpha Myr, Copper Myr, Coretapper, Gold Myr, Iron Myr, Leaden Myr, Myr Retriever, Omega Myr, Silver Myr; DL=3: Myr Adapter, Myr Landshaper, Suntouched Myr; DL=4: Lodestone Myr, Myr Quadropod, Sarcomite Myr; DL=5: Myr Prototype; DL=7: Myr Enforcer

[PC43] Collective 4.3 Classes


Numot Devastator (MTG U/R/W) (Azorius/Boros/Izzet)

Level KXP Wizard      / Psi
123 456 789 / mMGS
1 0 2½- --- --- / 2---
2 5.175 32- --- --- / 3---
3 10.35 43½ --- --- / 40--
4 20.7 442 --- --- / 41--
5 41.4 543 ½-- --- / 42--
6 82.8 654 2-- --- / 43--
7 165.6 764 3½- --- / 53a-
8 331.2 776 42- --- / 540-
9 662.4 876 53½ --- / 541-
10 1324.8 987 642 --- / 542-
11 1987.2 A98 642 ½-- / 543-
12 2649.6 AA9 754 1-- / 544-
13 3312 BA9 864 1½- / 554-
14 3974.4 CBA 975 31- / 555-
15 4636.8 DCB 975 41½ / 655b
16 5299.2 ECB 986 411 / 665a
17 5961.6 ECB 986 431 / 6660
18 6624 ECB A86 541 / 6661
19 7286.4 ECB A88 641 / 6662
20 7948.8 ECB A98 642 / 6663
21 8611.2 EDB BA8 643 / 6664
22 9273.6 EDD CA8 653 / 6665
23 9936 FFD CA9 753 / 6666
24 10598.4 GFD CA9 764 / 7666
25 11260.8 GFE CB9 865 / 7766
26 11923.2 GFE CB9 886 / 7776
27 12585.6 HGE CBA A86 / 7777
28 13248 HGE DCB A87 / 8777
29 13910.4 HGF DDC A97 / 8877
30 14572.8 HGF EDC B98 / 8887
31 15235.2 IGG FEC BA8 / 8888
32 15897.6 IIH FED BA9 / 9888
33 16560 IIH GED CBA / 9988
34 17222.4 IIH GFE CCB / 9998
35 17884.8 IIH GFE EDB / 9999
36 18547.2 IIH GFF EDC / A999
TH Saves
PD RS PP BW Sp Fo Re Wi
+0  8  7  8  3  6  1  1  2
+1  8  7  8  3  7  1  1  3
+1  9  8  8  4  7  2  1  3
+2  9  8  8  4  7  2  2  4
+3 10  9  9  4  8  2  2  4
+3 10  9  9  5  8  3  3  5
+4 11 10  9  5  9  3  3  5
+5 11 10  9  6  9  4  3  6
+5 12 10 10  6  9  4  4  6
+6 12 11 10  6 10  4  4  7
+7 13 11 10  7 10  5  5  7
+7 13 12 10  7 11  5  5  8
+8 13 12 11  8 11  6  5  8
+9 14 13 11  8 11  6  6  9
+9 14 13 11  8 12  6  6  9
+10 14 13 11  9 12  7  7 10
+11 15 14 12  9 13  7  7 10
+11 15 14 12 10 13  8  7 11
Requisites: Dex 18, Int 30, Chr 24,
Class Slots 3
Alignment: LN, NG, CG, or CN
HD/level: 3d4 (Normal Chr bonus)
Weapon Prof.: 4+level
To Hit Table: Pri
Save Table: Wiz/Pri/Psi
Reference: DM
Groups: Wizard, Psionicist, Monster
 
Extra-Barbarian Int bonus; stat bonus=(Int-16)*5/2. Barbarian Chr bonus (except for hit points, which uses Normal Chr bonus).
Channeling.
Int bonus to spell progression. Chr bonus to psionic progression, with their SLs shifted down by 1 (m=1, M=4, G=7, S=10).
Specialized in Wizard Invocation and Wizard Metamagic schools.
Has access to any 2 psionic frequencies.
PSPs = (Chr*2+Int)*LVL
Any psionic power that cures hp or removes baneful effects costs only ½M to use, costs ½ the number of PSPs, and is only ½ a memorization slot.
Turn Undead as a Priest of 3 levels lower.
   
Level 1: +1 borrowed M action per round.
Level 1: May cast Priest Healing sphere spells as if they were Wizard spells of the same level.
Level 2: 1M: Remove "summoning sickness" and/or "teleport sickness" from target.
Level 2: 1M: You will win initiative next segment.
Level 3: -1 to number of remaining M or borrowed M actions remaining this round: Copy a spell you cast this segment.
Level 3: 1M: Target loses LVL worth of C actions from his remaining number of actions. (e.g. if he has 2P+1V+1M remaining, and you're level 3, he can choose to lose 1P+1V or 1M.)
Level 3: 1M: Counter an effect from an item.
Level 4: Has access to another psionic frequency (pick one).
Level 4, 8, 12, etc.: Choose a Priest sphere. May cast spells of that sphere as if they were Wizard spells of the same level.
Level 5: +1 borrowed M action per round.
Level 9: For HD/level, this class gains the cumulative (&) modifier. This applies to all dice (even those below level 9).
Level 9: -1 to number of remaining M or borrowed M actions remaining this round: Copy a spell someone else cast.
Level 9: +1 Q borrowed M action per round.
Level 9: NM: Counter an effect from a xN item. This is a xN effect.
Level 9: Specialized in Priest Healing sphere spells.
Level 9: 1M: Target gains Free Action until end of turn.
Level 9: Gains a Specialty Priest pick. May replace "sphere" with "school" in the effect if desired.
Izzet Metamagic spells:
Force Spike (Metamagic, SL 2): 1 borrowed M or 1 OppM: Counter target magical/psionic effect unless its user devotes another spell/psionic slot to it.
Mana Leak (Metamagic, SL 3): 1 borrowed M or 1 OppM: Counter target magical/psionic effect unless its user devotes another 3 spell/psionic slots to it.
Counterspell (Metamagic, SL 4): 1 borrowed M or 1 OppM: Counter target magical/psionic effect.
Fork (Metamagic, SL 4): 1 borrowed M or 1 OppM: Copy target magical/psionic effect.
Deflection (Metamagic, SL 5): 1 borrowed M or 1 OppM: Redirect target magical/psionic effect to another target.
Quash (Metamagic, SL 6): 1 borrowed M or 1 OppM: Counter target magical/psionic effect. That person cannot use that effect for the rest of the day.

[PC43] Collective 4.3 Classes


Ogre0

Level KXP
Spells
1 3.6 (owe) (none)
2 7.2 (none)
3 10.8 (none)
4 14.4 (none)
5 28.8 (none)
6 57.6 (none)
7 115.2 (none)
8 216 (none)
9 432 (none)
10 648 (none)
11 864 (none)
12 1080 (none)
13 1296 (none)
14 1512 (none)
15 1728 (none)
16 1944 (none)
17 2160 (none)
18 2376 (none)
19 2592 (none)
20 2808 (none)
21 3024 (none)
22 3240 (none)
23 3456 (none)
24 3672 (none)
25 3888 (none)
26 4104 (none)
27 4320 (none)
28 4536 (none)
29 4752 (none)
30 4968 (none)
31 5184 (none)
32 5400 (none)
33 5616 (none)
34 5832 (none)
35 6048 (none)
36 6264 (none)
TH Saves
PD RS PP BW Sp Fo Re Wi
+4  2  2  2  2  2  2  2  2
+5  2  2  2  2  2  2  2  2
+6  3  3  3  3  3  3  3  3
+7  3  3  3  3  3  3  3  3
+8  4  4  4  4  4  4  4  4
+9  4  4  4  4  4  4  4  4
+10  5  5  5  5  5  5  5  5
+11  5  5  5  5  5  5  5  5
+12  6  6  6  6  6  6  6  6
+13  6  6  6  6  6  6  6  6
+14  7  7  7  7  7  7  7  7
+15  7  7  7  7  7  7  7  7
+16  8  8  8  8  8  8  8  8
+17  8  8  8  8  8  8  8  8
+18  9  9  9  9  9  9  9  9
+19  9  9  9  9  9  9  9  9
+20 10 10 10 10 10 10 10 10
+21 10 10 10 10 10 10 10 10
Requisites: Str 16, Con 12
Alignment: any E
HD/level: +++d12
Weapon Prof.: 6+level
To Hit Table: Mon +3 levels
Save Table: Mon +3 levels
Reference: DM
Groups: Warrior, Monster
 
Gets Barbarian Str and Con. Weapon specialization uses the "Barbarian" line for number of attacks.
Level N (each level) ¶: +1 Str and +1 Con. This bonus cannot be used to qualify for the Ogre0 class itself, and you can't 2 for 1 trade it away.
Level 1: Class VI and Esper-Blind (i.e. Immune Psionics), if you want it.
Level 1 ¶: All items that cost <= LVL*4 gp cost 0 gp for you. This means you can have "Enough" or "Plenty" of those items.
Level 1 ¶: Considered one size larger for purposes of what weapons can be wielded.
Level 1: You can hit targets that need a +LVL or better weapon to hit.
Level 1: (Gray Ogre) +LVL TH and dmg with clubs and boulders.
Level 2: (Merrow) You may lose your bonus to clubs and boulders, and gain the bonus to nets instead, plus Water Breathing and Underwater Action.
Level 3: (Villainous Ogre) If not a Merrow, you may lose your bonus to clubs and boulders, and gain Regenerate LVL hp/s and 1M: Summon a DL=LVL/2 Demon.
Level 4: (Ogre Mage) If not a Merrow or Villainous Ogre, you may lose your bonus to clubs and boulders, and gain Flying and 1M: Cone of Cold (1 group, LVLd8, Reflex save for ½)
Ogre/Hag Clans:
Choose one Ogre/Hag Clan at levels 1, 9, 18, 27, and 36. [The names of these clans come from World of Warcraft.] Note that these differ from their Hag0 class descriptions.
Bladespire: Specify a species enemy (broad monster type such as Dragons). Get +LVL TH and dmg vs. that enemy.
Bloodmaul: The "LVL*4 gp costing 0" power becomes LVL*10 gp instead.
Boulderfist: Another +LVL dmg with boulders.
Crushridge: +1/3 Size; +1 Int; +2 Wis; If you become an Ogre Mage your Cone of Cold is d10's.
Deadwind: +2 Int; 1M: Summon a DL=(LVL+1)/2 creature of Monster Type = 1d20+20.
Dreadmaul: Extra-Barbarian Str bonus.
Dunemaul: Immune Fire, Heat, Sand, Colorless Fire.
Duskbelch: Tactical Movement (+1 group you can melee with per segment); Another +LVL TH with clubs.
Dustbelcher: Mouth's P, 1/t: Breathe Dust (1 group, dmg = half current hit points, no save)
Firegut: +1 Henchman slot that you can fill will 10 DL=(LVL+2)/3 Orcs during reset time for free.
Gordok: +3 Str; Sustain Str.
Gordunni: Resist Priest Magic, Resist Negative
Laughing Skull: +1 Henchman slot that you can fill will 100 DL=(LVL+3)/4 Orcs during reset time for free.
Mo'grosh: You can't be targetted by NPC Parties. You ignore all skins, WR, + needed to hit on NPC Parties.
Mok'Nathal: +3 HNCL.
Mosh'ogg: +1 Chr; If you are an Ogre Mage you get +1M action.
Spirestone: +(LVL+2)/3 Normal Ioun Stones for free.
Splinter Fist: +3 saves; You do not generate "?" in underground caves/dungeons.
Stonemaul: +LVL TH and dmg with Axes.
Stonegullet: Resist Acid; 1M: Summon a (DL+1)/2 Black Dragon or Drake.
Torchbelcher: You can throw boulders with every limb (instead of the usual 1 missile weapon per set of limbs rule).
Urok: Use d16's instead of d12's for Hit Dice.
Warmaul: +1 Henchman slot, can use War Priest/Meat Helm's Henchmen table, no reduction in cost though

[PC43] Collective 4.3 Classes


Pentarch Paladin

Level KXP War/Pri
123 456 7
1 0 1-- --- -
2 7 2-- --- -
3 14 3a- --- -
4 21 31- --- -
5 35 32c --- -
6 56 33a --- -
7 91 331 e-- -
8 147 332 c-- -
9 238 333 ag- -
10 385 333 1e- -
11 623 333 2ci -
12 950 333 3ag -
13 1300 333 31e k
14 1650 333 32c i
15 2000 333 33a g
16 2350 333 331 e
17 2700 333 332 c
18 3050 333 333 a
19 3400 333 333 1
20 3750 333 333 2
21 4100 333 333 3
22 4450 433 333 3
23 4800 443 333 3
24 5150 444 333 3
25 5500 444 433 3
26 5850 444 443 3
27 6200 444 444 3
28 6550 444 444 4
29 6900 544 444 4
30 7250 554 444 4
31 7600 555 444 4
32 7950 555 544 4
33 8300 555 554 4
34 8650 555 555 4
35 9000 555 555 5
36 9350 666 666 6
TH Saves
PD RS PP BW Sp Fo Re Wi
+0  8  4  6  3  4  1  1  3
+2  9  5  6  4  4  2  2  4
+3 10  6  7  6  5  3  3  5
+5 11  7  9  8  6  4  4  6
+6 12  8 10 10  7  5  4  7
+8 13 10 11 12  9  6  5  8
+9 14 11 13 14 10  7  6  9
+11 14 12 14 14 11  8  7 10
+12 15 13 14 14 12  9  8 11
+14 16 14 15 15 13 10  8 12
+15 16 14 15 15 14 11  9 13
+17 16 14 15 15 15 12 10 14
+18 16 15 15 15 15 13 11 15
+20 17 15 16 15 15 14 12 16
+21 17 15 16 15 15 15 12 17
+23 17 16 16 15 16 16 13 18
+24 17 16 16 16 16 17 14 19
+26 17 16 16 16 16 18 15 20
Requisites: Str 11, Wis 12, Chr 22, Cml 8
Alignment: LG, LN, or NG
HD/level: +d12
Weapon Prof.: 7+level
To Hit Table: 1½xWar
Save Table: 2x(War/Pri)
Reference: DM / MTG
Groups: Warrior
 
Gets Exceptional Str and Con. Uses "Cavalier" line for number of attacks.
Casts Warrior or Priest spells; you get Wis bonus to progression. Specialized in Warrior Paladin school. Starts with no Priest spheres (not even All); gets major access to one sphere per level.
   
Level 1 ¶: Each day, choose a broad monster type (Dragon, Outer, Undead, etc.). You have "1M: Slay Living" on that creature type (PPD save, IR to resist).
Level 1 ¶: 1V: All enemies in your group take 10 holy dmg (no save) and are at -10 on AC, to hit, and damage (no save, this lasts until end of round).
Level 1: Pick weapon of choice; are considered 6 levels higher for # of Attacks purposes.
Level 1: +LVL to hit with lances, swords, maces, and flails.
Level 1: May shatter a magical, psionic, or innate effect that is currently running. It requires 10 dmg per spell level of the effect to shatter it. This doesn't require a Holy Avenger.
Level 1: If holding a Holy Avenger, +10*N% MR (where N is the weapons TH bonus) and can Dispel Magic
Level 1: Turn Undead as a cleric of same level.
Level 1: Protection from Evil 10'r (continuous, but may be lowered).
Level 1: Immune disease.
Level 1: Immune to Fear; Protection from Fear 10'r
Level 1: Can operate at negative hit points (not offensively) up to -5*level.
Level 1: 1M, 1/r: Lay on Hands: Cure 3*LVL hp.
Level 1: 1M, LVL/d: Cure Disease
Level 2: +1 Str, Con, Wis, or Chr (replaces percentage rules)
Level 4: +1 Str, Con, Wis, or Chr; must be a different stat from the one picked at Level 2
Level 4: May have a special mount as if a Beast Rider of 3 levels lower.
Level 6: +1 Str, Con, Wis, or Chr; must be a different stat from the ones picked at Level 2 and 4
Level 8: +1 Str, Con, Wis, or Chr; must be a different stat from the ones picked at Level 2, 4, and 6
Level 9 ¶: Your Slay Living ability (see level 1) no longer has a save.
Level 18 ¶: Your Slay Living ability (see level 1) is now Destruction.
Level 27 ¶: Your Slay Living ability (see level 1) no longer allows IR.

[PC43] Collective 4.3 Classes


Physicalist

Level KXP Psi
mMG S
1 0 3-- -
2 10 4-- -
3 15 51- -
4 23 52- -
5 35 53- -
6 53 54- -
7 80 65- -
8 120 751 -
9 180 852 -
10 270 953 -
11 400 A54 -
12 600 A65 -
13 850 A75 -
14 1150 A85 -
15 1500 A95 -
16 1900 BA5 -
17 2350 CA6 1
18 2850 DA7 2
19 3400 EA8 3
20 4000 FA9 4
21 4650 FBA 5
22 5350 FCA 5
23 6100 FDA 5
24 6900 FEA 5
25 7750 GFA 5
26 8650 HFB 6
27 9600 IFC 7
28 10600 JFD 8
29 11650 KFE 9
30 12750 KGF A
31 13900 KHF A
32 15100 KIF A
33 16350 KJF A
34 17650 LKF A
35 19000 MKF B
36 20400 NKG C
TH Saves
PD RS PP BW Sp Fo Re Wi
+1  5  4  8  2  3  1  0  2
+3  6  5  8  3  4  2  1  3
+5  6  6  9  4  5  3  1  4
+7  7  7  9  4  5  4  2  5
+9  7  8 10  5  6  4  3  6
+11  8  9 10  6  7  5  3  7
+13  8 10 11  6  7  6  4  8
+15  9 11 11  7  8  7  5  9
+17  9 12 12  8  9  8  5 10
+19 10 13 12  8 10  8  6 11
+21 11 14 13  9 11  9  7 12
+23 11 14 13 10 12 10  7 13
+25 13 15 14 12 13 11  8 14
+27 15 15 15 14 14 12  9 15
+29 15 16 16 15 15 12  9 16
+31 16 16 16 15 16 13 10 17
+33 16 16 16 16 16 14 11 18
+35 16 16 16 16 16 15 11 19
Requisites: Str 11, Dex 18, Con 11, Chr 11
Alignment: any
HD/level: 2d6
Weapon Prof.: 9+level/4
To Hit Table: 2xWar
Save Table: 2xPsi
Reference: DM {Planeshifted Mentalist}
Groups: Warrior, Psionicist, Alternate
 
Gets Exceptional Str, Dex, and Con. Uses "Barbarian" line for number of attacks.
You get a Martial Arts style and +LVL Martial Arts maneuvers, and a Professional Wrestling style and +LVL Professional Wrestling maneuvers.
Physicalist Psionic Pool (PPPs) = (Str*2+Dex*2+Con+Int+Chr)*level/2.
The following frequencies are included in Physicalist: Psi0, Psi(-2), Psi7, Psi14, and Psi15.
When you get a power on the Physicalist progression, pick any power from those 5 frequencies.
PPPs are recovered at your level in points every round. Rejuvenation and the like may improve this point recovery rate.
PPPs are the same scale as Psi1 PSPs.
10 PPPs is 1 "track point" for Psi36. You do not have actual tracks, however, and cannot "burn" anything after you have 0 PPPs.
Level 9: Pick another frequency to add to Mentalist availability. The frequencies allowed are: Psi(-5), Psi(-6) & Psi(-12)(as a combo), Psi16, Psi36.
Level 18: Pick another frequency to add, as per Level 9. You can pick Psi8 at this level.
Level 27: Pick another frequency to add, but it can be ANY frequency.

[PC43] Collective 4.3 Classes


ProtoDracoLich

Level KXP ProtoDracoLich
123 456 7 [01]
1 1 (owe) 1-- --- - [--]
2 10 2-- --- - [--]
3 27 21- --- - [--]
4 58 32- --- - [--]
5 115 321 --- - [--]
6 222 432 --- - [--]
7 331 432 1-- - [--]
8 442 543 2-- - [--]
9 651 543 21- - [--]
10 900 653 21- - [--]
11 1521 654 32- - [--]
12 2144 654 321 - [--]
13 2769 654 322 - [--]
14 3396 654 333 - [--]
15 4025 654 433 - [--]
16 4656 654 444 - [--]
17 5289 655 444 1 [--]
18 5924 665 555 1 [1-]
19 6561 666 555 1 [2-]
20 7200 666 655 2 [3-]
21 7841 666 665 2 [21]
22 8484 666 666 2 [21]
23 9129 766 666 2 [12]
24 9776 777 666 2 [12]
25 10425 777 776 3 [-3]
26 11076 777 777 3 [-3]
27 11729 888 777 4 [-4]
28 12384 888 888 4 [-4]
29 13041 999 999 5 [-5]
30 13700 AAA AAA 5 [-5]
31 14361 AAA AAA 6 [-5]
32 15024 AAA AAA 6 [-6]
33 15689 AAA AAA 7 [-6]
34 16356 AAA AAA 8 [-7]
35 17025 AAA AAA 9 [-7]
36 17696 AAA AAA A [-8]
TH Saves
PD RS PP BW Sp Fo Re Wi
+2 11 11 11 11 11 11 11 11
+4 12 12 12 12 12 12 12 12
+6 13 13 13 13 13 13 13 13
+8 14 14 14 14 14 14 14 14
+10 15 15 15 15 15 15 15 15
+12 16 16 16 16 16 16 16 16
+14 17 17 17 17 17 17 17 17
+16 18 18 18 18 18 18 18 18
+18 19 19 19 19 19 19 19 19
+20 20 20 20 20 20 20 20 20
+22 21 21 21 21 21 21 21 21
+24 22 22 22 22 22 22 22 22
+26 23 23 23 23 23 23 23 23
+28 24 24 24 24 24 24 24 24
+30 25 25 25 25 25 25 25 25
+32 26 26 26 26 26 26 26 26
+34 27 27 27 27 27 27 27 27
+36 28 28 28 28 28 28 28 28
Requisites: Str 13, Int 18, Wis 13
Alignment: any E
HD/level: ++d12
Weapon Prof.: level*2
To Hit Table: 2xMon
Save Table: level+10 (all categories)
Reference: DM {Reduced DracoLich / DemiDracoLich}
Groups: Concordant (x1), Monster
 
You are considered an extra +LVL-2 weapon needed to hit (at level 1 this is "silver or better").
 
The "wish" type abilities ("1M, 1/r: Any …") can be taken more than once to allow them to be used more than once per round.

[PC43] Collective 4.3 Classes


ProtoDracoLich Spells

Level # Spell
1 1 1M, 1/r: Any 0th level Warrior or Monster spell
1 2 5*LVL% iWaWR
1 3 +LVL V actions, or +LVL P actions that can be used only for unarmed attacks
1 4 Your claw damage is CLd4
1 5 1M: Summon 1 DL I Dragon or 6 DL 0 Undead
1 6 Immunity to disease
1 7 Fear aura (anyone who enters your group) (Will save)
1 8 Natural AT source = +CL*2
1 9 Breath weapon: 3/d or 1/3r. Choose a normal (E=1) element. Dmg = 50% of current hp total. (save:½)
2 1 1M, 1/r: Any 0th-1st level Warrior or Monster spell
2 2 5*LVL% iIaIR
2 3 +LVL/2 P actions
2 4 Your bite damage is CLd6
2 5 1M: Summon 1 DL II Dragon or 6 DL I Undead
2 6 Pick a stat. Whenever you touch someone, they take (CL+1)/2 ability damage to that stat (PPD save)
2 7 Eye's P or M action: Gaze to Charm (save)
2 8 Immune to three E=1 elements, two E=2 elements, or one E=3 element (doesn't "spread")
2 9 Breath weapon: 4/d or 1/2r. Choose a para (E=2) element. Dmg = 75% of current hp total. (save:½)
3 1 1M, 1/r: Any 0th-2nd level Warrior or Monster spell
3 2 5*LVL% iMaMR
3 3 Troll-like Regen LVL hp /s
3 4 Fly at CL*6" (D)
3 5 1M: Summon 1 DL III Dragon or 6 DL II Undead
3 6 Immunity to poison
3 7 You emit a stench like a ghast
3 8 Immune to three EE=1 eelements, two EE=2 eelements, or one EE=3 eelement (doesn't "spread")
3 9 Breath weapon: 5/d or 1/r. Choose a quasi (E=3) element. Dmg = current hp total. (save:½)
4 1 1M, 1/r: Any 0th-3rd level Warrior or Monster spell
4 2 5*LVL% iPaPR
4 3 1M (can borrow), 1/d: Reset
4 4 Grow a tail, damage is CLd5
4 5 1M: Summon 1 DL IV Dragon or 6 DL III Undead
4 6 Immunity to ability drain
4 7 Vampiric Regen (CL-3)*10% of damage you deal
4 8 1M: Detect Gems, kind and number
4 9 Breath weapon: 6/d or 2/r. Choose an E=4 (or less) element. Dmg = current hp total. Save for 60%.
5 1 1M, 1/r: Any 0th-4th level Warrior or Monster spell
5 2 5*LVL% iTechCNaCNR
5 3 1F: Get 2P you can use this segment
5 4 Resist NPC parties (take half damage from all NPC party attacks and effects)
5 5 1M: Summon 1 DL V Dragon or 6 DL IV Undead
5 6 Immunity to all mind-affecting effects
5 7 1M: Slay Living (save)
5 8 Your claw damage is CLd10+CL
5 9 Breath weapon: 7/d or 3/r. Choose an E=5 (or less) element. Dmg = current hp total. Save for 70%.
6 1 1M, 1/r: Any 0th-5th level Warrior or Monster spell
6 2 4*LVL% iEaER
6 3 +LVL/10 number of segments per round
6 4 +1 Revive slot; 1F: Raise a dead dragon as a DL=Age/2+4 Drolem (Undead Golem)
6 5 1M: Summon 1 DL VI Dragon or 6 DL V Undead
6 6 Whenever you touch someone, they get Mummy Rot (no save)
6 7 Immunity to any effect that requires a Fortitude save (unless the effect also works on objects)
6 8 Your bite damage is (2*CL)d12
6 9 Breath weapon: 8/d or 4/r. Choose an E=6 (or less) element. Dmg = current hp total. Save for 80%.
7 1 1M, 1/r: Any 0th-6th level Warrior or Monster spell
7 2 2*LVL% iXaXR
7 3 +LVL-13 QQP actions per round
7 4 1M: Get 8+CL/3 Dragonskins, each Dragonskin ignores a limb's worth of attacks (no leak)
7 5 1M: Summon 1 DL VII Dragon or 6 DL VI Undead
7 6 Immunity to death or slay effects
7 7 1M: Target is energy drained CL/2 levels (no save)
7 8 Luckstone effect
7 9 Breath weapon: 9/d or 5/r. Choose an E=7 (or less) element. Dmg = current hp total. Save for 90%.
DracoLich 0 (10) 1 0, 1/r: Any 0th-5th level Warrior or Monster spell
DracoLich 0 (10) 2 0, 1/r: Any 0th-3rd level Wizard or Priest spell
DracoLich 0 (10) 3 3*LVL% inWR (irreducible, non-ignorable)
DracoLich 0 (10) 4 Add you or your mount's current hp (if it's a dragon) to your melee dmg
DracoLich 0 (10) 5 1M: Summon 1 DL VIII Dragon or 6 DL VII Undead
DracoLich 0 (10) 6 Choose one of your limbs (or your head), it is Lernaean
DracoLich 1 (11) 1 0, 1/r: Any 0th-6th level Warrior or Monster spell
DracoLich 1 (11) 2 0, 1/r: Any 0th-4th level Wizard or Priest spell
DracoLich 1 (11) 3 3*LVL% inIR (irreducible, non-ignorable)
DracoLich 1 (11) 4 Add you or your mount's current hp (if it's a dragon) to your damaging spell effects
DracoLich 1 (11) 5 1M: Summon 1 DL IX Dragon or 6 DL VIII Undead
DracoLich 1 (11) 6 2F actions to cast, 1/d: Duplicate a 1st level Dragon of Tyr2 spell

[PC43] Collective 4.3 Classes


Psi11U/W

Level KXP Psi11U/W
234 567
1 0 1-- ---
2 5 2-- ---
3 10 21- ---
4 20 31- ---
5 40 32- ---
6 80 321 ---
7 160 331 ---
8 250 332 ---
9 500 332 1--
10 700 333 1--
11 900 333 2--
12 1100 333 21-
13 1300 333 31-
14 1500 333 32-
15 1700 433 321
16 1900 443 331
17 2100 444 332
18 2300 444 432
19 2500 444 443
20 2700 444 444
21 2900 554 444
22 3100 555 444
23 3300 555 544
24 3500 555 554
25 3700 555 555
26 3900 665 555
27 4100 666 555
28 4300 666 655
29 4500 666 665
30 4700 666 666
31 4900 766 666
32 5100 776 666
33 5300 777 666
34 5500 777 766
35 5700 777 776
36 5900 777 777
TH Saves
PD RS PP BW Sp Fo Re Wi
+0  8  7  8  3  6  1  1  2
+1  8  7  8  3  7  1  1  3
+1  9  8  8  4  7  2  1  3
+2  9  8  8  4  7  2  2  4
+3 10  9  9  4  8  2  2  4
+3 10  9  9  5  8  3  3  5
+4 11 10  9  5  9  3  3  5
+5 11 10  9  6  9  4  3  6
+5 12 10 10  6  9  4  4  6
+6 12 11 10  6 10  4  4  7
+7 13 11 10  7 10  5  5  7
+7 13 12 10  7 11  5  5  8
+8 13 12 11  8 11  6  5  8
+9 14 13 11  8 11  6  6  9
+9 14 13 11  8 12  6  6  9
+10 14 13 11  9 12  7  7 10
+11 15 14 12  9 13  7  7 10
+11 15 14 12 10 13  8  7 11
Requisites: Dex 9, Int 9, Wis 9, Chr 9
Alignment: any
HD/level: 1d12
Weapon Prof.: 4+level/3
To Hit Table: Pri
Save Table: Wiz/Pri/Psi
Reference: MTG
Groups: Psionicist
 
For powers, see the following page.
There are no PSPs in this frequency, these powers work like "Channeling" for spellcasters.
 
Many of the summon's powers are left intentionally vague; the summons can do some things that are not listed (e.g. Cell Adjustment type powers); exact details are unneeded as the DM runs these powers anyway.

[PC43] Collective 4.3 Classes


[Q11U/W] Psi11U/W Powers

Level # Power Effect
2 1 Angelic Shield All your summons get +1 rhp. You get 10 current hp. 0, sacrifice this effect: Unsummon (no save).
2 2 Azorius First-Wing Summon a DL II Griffin, it flies, and can remove bad effects on people.
2 3 Azorius Guildmage Summon a DL II Vedalken Wizard, it can Stop someone, and can dispel Contingency effects.
2 4 Crystalline Sliver Summon a DL II Sliver, it can't be targetted.
2 5 Energy Arc 1bM: In your group, weapon damage does not occur this half-segment and your next half-segment.
2 6 Galina's Knight Summon a DL II Merfolk Knight, it is immune to area effect damaging spells/psi.
2 7 Meddling Mage Summon a DL II Human Wizard, he Banhammers one spell or psi effect of SL 0-3 in the room [x1 Special]
2 8 Overrule 1bM, spend N additional SL's: Counterspell, unless they spend 10*N SL's, and you are cured 10*N hp.
2 9 Pride of the Clouds Summon a DL II Elemental Cat, he flies, he has rhp = number of flying summons you control.
2 10 Prismatic Boon Choose a school, sphere, or psionic frequency. A group is immune to that for 1s.
2 11 Sygg, River Guide Summon a DL II Merfolk Wizard, he can give someone Water Breathing, and can counter one effect.
2 12 Wings of Aesthir Target gets +CL TH/dmg and flying 12" for 1t.
2 13 Wings of Hope Target gets +1 TH/dmg, +3 AC/saves, and flying 12" for 1t.
3 1 Absorb 1bM: Counterspell, and be cured 30 hp.
3 2 Azorius AEthermage Summon a DL III Human Wizard, it can refresh some of your spell/psi progressions.
3 3 Chromatic Armor Choose a school, sphere, or psionic frequency. Target is immune to that for 1t.
3 4 Daring Leap One creature flies and gets +10 TH/dmg/AC/saves this segment.
3 5 Demand (Supply/Demand) Wishoid for a SL 2 Psi11U/W spell
3 6 Guiding Spirit Summon a DL III Angel, it flies, and makes your Summon Psi11U/W powers cost only ½M each.
3 7 Hanna, Ship's Navigator Summon a DL III Human Artificer, he can rebuild dispelled effects or magic items.
3 8 Leering Gargoyle Summon a DL III Gargoyle, it flies, and it can become very tough (+20 rhp) but then cannot physically attack.
3 9 Minister of Impediments Summon a DL III Human Advisor, he can lockdown one enemy's actions (Bosses and the like get a Will save).
3 10 Opaline Sliver Summon a DL III Sliver, if this Sliver dies due to enemy combat, you get one SL=2 spell added to your progression for 1t.
3 11 Phantatog Summon a DL III Atog, it dispels spell/psi effects, you can spend spell slots to increase it's DL.
3 12 Plumes of Peace Target creature is Slowed (Reflex save) and prevent his next P action (Will save)
3 13 Reparations Whenever an enemy targets you, gain 2 SL's back in Psi11U/W progression.
3 14 Riptide Crab Summon a DL III Crab, when he dies, you get ½M you can use before the end of the round.
3 15 Samite Archer Summon a DL III Human Cleric Archer, he cures 30 hp to one target and causes 30 hp to another target per action.
3 16 Silver Drake When casting, sacrifice a summon: Summon a DL IV Drake, it flies.
3 17 Sky Spirit Summon a DL III Spirit, it flies.
3 18 Spectral Shield Target gets a 20 hp Armor spell (stacks with other Armor spells), and he can't be targetted.
3 19 Tempest Drake Summon a DL III Drake, he flies and can Interpose to protect someone from being attacked.
4 1 AEthermage's Touch Get a temporary extra Summon slot this segment, summon a DL=1d4 creature, it disappears at end of segment.
4 2 Ayesha Tanaka Summon a DL IV Human Artificer, it can group monsters together, and counter magic item abilities.
4 3 Azorius Ploy One creature deals no damage on his next P action; and one creature has all melee damage prevented to him for 1s.
4 4 Cloud Cover Whenever someone dispels one of your spell/psi effects, you can recast that effect for ½M within the next round.
4 5 Glaciers x1 Special on room: Wacky balls cure instead of damage people. Spend a SL=2 spell slot each round to upkeep this.
4 6 Grand Arbiter Augustin IV Summon a DL IV Human Advisor, he spell robes for you one Psi11U/W power for -1 SL, he also casts Psi11U/W powers.
4 7 Harbor Guardian Summon a DL IV Gargoyle, he has near-infinite reach upwards.
4 8 Hazerider Drake Summon a DL IV Drake, it is immune to area effect damaging spells/psi.
4 9 Kangee, Aerie Keeper Summon a DL IV Bird Soldier, he flies, and makes your other Bird summons +3 DL's higher.
4 10 Meddling Kids Summon a DL IV Human Child, he Banhammers one spell or psi effect of SL 4-5 (not lower) in the room [x1 Special]
4 11 Reviving Vapors Up to 3 targets are cured (1d10+CL)*10 hp
4 12 Sawtooth Loon When summoning, sacrifice a summon: Summon a DL V Bird, he isn't sick and can cast Psi11U/W powers.
4 13 Stand // Deliver Unsummon a summon or dispel one effect, and cure one target 80 hp.
4 14 Trial (Trial/Error) Unsummon all creatures in a group, at least one of your summons must be in that group.
4 15 Vanish into Memory Unsummon a creature. You gain 2*N-R SL's in your Psi11U/W progression, where N is it's DL and R is it's remaining rhp's.
5 1 Armored Guardian Summon a DL V Cat Warrior, it can make people untargetable, and prevent damage.
5 2 Hunding Gjornersen Summon a DL V Human Warrior, he is good at attacking single groups with lots of monsters in it.
5 3 Isperia the Inscrutable Summon a DL V Sphinx, it flies and it gives you an extra summon slot for itself (max=1 of these at a time).
5 4 Ordered Migration Summon CL/6 DL I Birds
5 5 Palliation Accord Whenever one of your summons physically attacks, you are cured N hp, where N is their DL.
5 6 Sky Hussar Summon a DL V Human Knight, he hastes you and all your summons by +1S action.
5 7 Swift Silence The entire "stack" of spells is countered. You get +1sM action (Slow Mental, you can use it on segment 10)
5 8 Teferi's Moat Specify a summon type. Creature of that type can't attack you unless they fly. You can't fly while running this.
5 9 Tobias Andrion Summon a DL V Human, he beats things.
5 10 Windreaver Summon a DL V Elemental, it flies, can interpose, if it doesn't attack it gets +10 rhp, and it can blink.
6 1 Dovescape x1 Special on room: Everyone has +1 summon slot for Birds; All spells and psi are countered, get N DL I Bird summons instead, where N=SL.
6 2 Kasimir the Lone Wolf Summon a DL VI Human Warrior, he beats things down.
6 3 Rasputin Dreamweaver Summon a DL VI Human Wizard, he can restore up to 6 SL's of your Psi11U/W progression, he also casts Psi11U/W powers.
7 1 Gosta Dirk Summon a DL VII Human Warrior, he is not sick, and can Part/Lower Water.
7 2 Iridescent Angel Summon a DL VII Angel, it is immune to magic, psi, innates, and radiation.
7 3 Ith, High Arcanist Summon a DL VII Human Wizard, he can save/rescue a creature from being in a nasty group of monsters.
7 4 Jedit Ojanen Summon a DL VII Cat Warrior, he really beats things down.

[PC43] Collective 4.3 Classes


Psi1200C

Level KXP
Spells
1 0 (none)
2 2.15 (none)
3 4.3 (none)
4 8.6 (none)
5 17.2 (none)
6 34.4 (none)
7 68.8 (none)
8 127.6 (none)
9 225.2 (none)
10 390.4 (none)
11 680.4 (none)
12 1440 (none)
13 1910 (none)
14 2380 (none)
15 2850 (none)
16 3320 (none)
17 3790 (none)
18 4260 (none)
19 4730 (none)
20 5200 (none)
21 5670 (none)
22 6140 (none)
23 6610 (none)
24 7080 (none)
25 7550 (none)
26 8020 (none)
27 8490 (none)
28 8960 (none)
29 9430 (none)
30 9900 (none)
31 10370 (none)
32 10840 (none)
33 11310 (none)
34 11780 (none)
35 12250 (none)
36 12720 (none)
TH Saves
PD RS PP BW Sp Fo Re Wi
+1  1  1  1  1  1  1  1  1
+2  2  2  2  2  2  2  2  2
+3  3  3  3  3  3  3  3  3
+4  4  4  4  4  4  4  4  4
+5  5  5  5  5  5  5  5  5
+6  6  6  6  6  6  6  6  6
+7  7  7  7  7  7  7  7  7
+8  8  8  8  8  8  8  8  8
+9  9  9  9  9  9  9  9  9
+10 10 10 10 10 10 10 10 10
+11 11 11 11 11 11 11 11 11
+12 12 12 12 12 12 12 12 12
+13 13 13 13 13 13 13 13 13
+14 14 14 14 14 14 14 14 14
+15 15 15 15 15 15 15 15 15
+16 16 16 16 16 16 16 16 16
+17 17 17 17 17 17 17 17 17
+18 18 18 18 18 18 18 18 18
Requisites: Str 10, Dex 10, Wis 10, Chr 10
Alignment: C any
HD/level: 2d15-6
Weapon Prof.: 7+level
To Hit Table: Mon
Save Table: 2xMon
Reference: DM
Groups: Psionicist, Overt
 
See [Q1200C] for rules and powers. You know all the powers, as long as you have the CPPs to run them. This means that yes, you can throw Majors (or even Grands/Supers) at level 1 if you have the points.
Chaos Psionic Points (CPPs) = (Str+Dex+Wis+Chr) * (Psi1200C level)
Level 1: Immune Chaos, Wild Magic, Black Ice.
Level 1: Immune to your own effects.
Level 1: 0, 1/r: Ignore someone else's immunity to Chaos for this segment.
 
Note: Psi1200C effects that say "CL targets" can choose the same target more than once. This is an exception to the normal Collective rules on this.

[PC43] Collective 4.3 Classes


[Q1200C] Psi1200C Powers

Type # Power CPPs Effect
Minor 1 Behold the Chaoticness 6 Rope-like shapes appear; Group is Insane (RSW save to lose CL San points instead)
Minor 2 Chaos Blast 6 Deal CLd4 Chaos dmg to one group (no save)
Minor 3 Confusion Area 10 Confusion (CL targets or 1 group, Will save)
Minor 4 Cthulhoid Horror Swarm I 13 Summon CL ML I or CL/2 ML II Cthulhoid Horror monsters
Minor 5 Dispel Radiation/Tech Blast 15 Dispels CL Radioactive, Wild/Chaos, or Technological effects
Minor 6 Dissension's Feast Area 20 10'x10' area has food spoiled; ruins goodberries; shuts off potions
Minor 7 Enervation Area 27 Enervation (CL targets or 1 group, PPD save)
Minor 8 Mistaken Missive Area 7 10'x10' area of writings (incl. magical writings, scrolls) becomes illegible; Removes Glyphs/Symbols
Minor 9 Protection from Law 10'r 7+1/r Protection from Law 10'r
Minor 10 Push Wave 6 Throw a group back (10*CL' Falling dmg, no save)
Minor 11 Taunt Blast 9 CL target creatures or 1 group will attack you on their next action (no save)
Minor 12 Trip/Fumble Zone 1/s x1 Enemy Special: Enemies Trip (Fort save) and Fumble (Reflex save) each segment
Major 1 Chaotic Combat Zone 38 x1 Special: Everyone rolls 1d10 to hit, "1"-"5" results are left alone (they mean 1-5), "6"-"10" means 16-20 (add 10 to the result)
Major 2 Contact Other/Higher Plane 17 Contact Other/Higher Plane or Commune, up to CL planes removed
Major 3 Cthulhoid Horror Swarm II 47 Summon CL/2 ML III or CL/3 ML IV or CL/4 ML V Cthulhoid Horror monsters
Major 4 Mirror Mislead 29+2/r Does a Non-Detection, a Mislead, a Mirror Image, and a Displacement
Major 5 Random Push Zone 28+1/s x1 Enemy Special: Enemies take 10*CL' Falling dmg per segment
Major 6 Reverse Causality 28 Creature saves vs. RSW or his physical attacks damage himself instead of others
Major 7 Sporacle 32 Sporacle (random [C] section effect) a group.
Major 8 Strip Down (Nude Bomb) 19+1/s Choose 1 target; he removes/drops 1 item and 1 effect /s (no save)
Major 9 Wishoid Mutation Zone 38/t x1 Special: Wishoids have random effects
Grand 1 Area Amplification 23 Your next Psi1200C power has double area (e.g. CL targets -> CL*2 targets; 1 group -> 2 groups)
Grand 2 Cthulhoid Horror Swarm III 170 Summon CL/3 ML VI or CL/4 ML VII or CL/5 ML VIII Cthulhoid Horror monsters
Grand 3 Enhance Radiation 54 The radiation level in the room is raised or lowered (your choice) by RS=CL/3
Grand 4 Hornung's Area Dispatcher 108 Plane Shift away (CL targets or 1 group, each goes to a random plane, Will save)
Grand 5 Uncontrolled Weather Zone 10/r x1 Terrain Feature: Weather in area become extreme; Everyone takes CLd20 Natural Weather dmg /r
Grand 6 Wandering Monster Modification 11/r x1 Terrain Feature: Wandering monsters occur either (choose:) x2 or ÷2 as often
Super 1 Cthulhoid Horror Swarm IV 614 Summon CL/4 ML IX or CL/5 ML X or CL/6 ML XI Cthulhoid Horror monsters
Super 2 Invoke Devastation 48/s x1 Terrain Feature: It's raining Colorless Fire; All in area are Wild Surged, Wand of Wondered, Sporacled, and DNA Scrambled /s
Super 3 Raw Logrus 320 All enemies you can see (up to CL groups) take CL^2 Chaos dmg (no save) and lose CL San (Will save for half)

[PC43] Collective 4.3 Classes


Quarterling0

Level KXP
Spells
1 0 (none)
2 0.5 (none)
3 1 (none)
4 2 (none)
5 4 (none)
6 8 (none)
7 16 (none)
8 30 (none)
9 75 (none)
10 150 (none)
11 225 (none)
12 300 (none)
13 375 (none)
14 450 (none)
15 525 (none)
16 600 (none)
17 675 (none)
18 750 (none)
19 825 (none)
20 900 (none)
21 975 (none)
22 1050 (none)
23 1125 (none)
24 1200 (none)
25 1275 (none)
26 1350 (none)
27 1425 (none)
28 1500 (none)
29 1575 (none)
30 1650 (none)
31 1725 (none)
32 1800 (none)
33 1875 (none)
34 1950 (none)
35 2025 (none)
36 2100 (none)
TH Saves
PD RS PP BW Sp Fo Re Wi
+0  9  8  7  4  5  1  0  0
+1 10  9  8  5  6  2  1  0
+1 10  9  8  5  6  2  1  0
+1 10  9  8  6  6  2  1  0
+1 10  9  8  6  6  2  1  0
+1 10  9  8  6  7  3  2  0
+1 10  9  8  6  7  3  2  0
+2 12 11 10  8  9  3  2  1
+2 12 11 10  8  9  3  2  1
+3 12 11 10  9  9  4  2  1
+3 12 11 10  9  9  4  2  1
+3 12 11 10  9 10  4  3  1
+3 12 11 10  9 10  4  3  1
+3 14 13 12 11 12  5  3  2
+3 14 13 12 11 12  5  3  2
+4 14 13 12 12 12  5  4  2
+4 14 13 12 12 12  5  4  2
+5 14 13 13 12 12  6  4  2
Requisites: Str 6, Dex 8, Con 5
Alignment: any
HD/level: d4
Weapon Prof.: 1+level/4
To Hit Table: ½xCTD0
Save Table: ½xHalf0
Reference: DM
Groups: Rogue
 
Gets only 20 Rogue points per level instead of 40.
Quarterling0 still gets the normal level 9, 18, 27, 36 picks in addition to the table below.
   
Level 1: x5 Personality Score vs. magic items with Ego.
Level 1: Over Hit: If your attack bonus is greater than the target's AC, do x1.5 damage.
Level 1: Fighting Withdrawal: 2V: Disengage melee combat without receiving a parting shot.
Level 2: +LVL/2 Hobby proficiencies.
Level 2: +LVL/2 slots in Weapon Mastery.
Level 8, 16, 24, etc. ¶: +1 HNCL
Level 9: Smash: 0: Get -5 to hit, but add an additional Str bonus to damage.
Level 9: Parry: +N AC for each weapon you are wielding (N=0 for small, N=1 for medium, N=4 for large).
Level 9: Disarm: 0: An attack you do does no damage, roll 1d20+(your Dex)-(target's Dex)*2, if greater than 0 he is disarmed.
Level 10: Resist Magic and Breath Weapons.
Level 16: If you need a 2 or less to hit a target, you may attack it twice for each attack.
Level 32: If you need a 2 or less to hit a target, you may attack it three times for each attack.
Lvl Ability
1 Any Rogue 1 ability
2 Any Rogue 1 ability
3 Any Rogue 1 ability
4 Any Rogue 2 ability
5 Any Rogue 2 ability
6 Any Rogue 3 ability
7 Any Rogue 3 ability
8 Any Rogue 4 ability
16 Any Rogue 8 ability
24 Any Rogue 12 ability
32 Any Rogue 16 ability

[PC43] Collective 4.3 Classes


Quick Chaining Wizard

Level KXP Wizard
123 456 789 A
1 0 ½a- --- --- -
2 5 10c --- --- -
3 10 2½a e-- --- -
4 20 310 cg- --- -
5 40 42½ aei --- -
6 80 531 0cg k-- -
7 120 642 ½ae im- -
8 180 753 10c gko -
9 270 864 2½a eim -
10 500 975 310 cgk -
11 750 A86 42½ aei -
12 1500 B97 531 0cg z
13 2250 CA8 642 ½ae x
14 3000 DB9 753 10c v
15 3750 ECA 864 2½a t
16 4500 FDB 975 310 r
17 5250 GEC A86 42½ p
18 6000 HFD B97 531 n
19 6750 IGE CA8 642 l
20 7500 JHF DB9 753 j
21 8250 KIG ECA 864 h
22 9000 LJH FDB 975 f
23 9750 MKI GEC A86 d
24 10500 NLJ HFD B97 b
25 11250 OMK IGE CA8 0
26 12000 PNL JHF DB9 ½
27 12750 QOM KIG ECA 1
28 13500 RPN LJH FDB 2
29 14250 SQO MKI GEC 3
30 15000 TRP NLJ HFD 4
31 15750 USQ OMK IGE 5
32 16500 VTR PNL JHF 6
33 17250 WUS QOM KIG 7
34 18000 XVT RPN LJH 8
35 18750 YWU SQO MKI 9
36 19500 ZXV TRP NLJ A
TH Saves
PD RS PP BW Sp Fo Re Wi
-1  4  7  5  3  7  0  1  1
+0  4  8  6  4  7  1  2  2
+0  5  9  7  5  8  2  3  3
+0  6 10  7  6  9  2  3  4
+0  6 11  8  6 10  3  4  5
+0  7 12  9  7 11  4  5  6
+0  7 13 10  8 11  5  6  7
+1  8 13 11  9 12  6  7  8
+1  9 14 11 10 13  6  7  9
+1  9 15 12 10 14  7  8 10
+1 10 15 13 11 15  8  9 11
+1 11 16 13 12 15  9 10 12
+1 12 16 14 13 15 10 11 13
+2 12 16 14 14 16 10 11 14
+2 13 16 15 14 16 11 12 15
+2 14 16 15 15 16 12 13 16
+2 15 17 16 16 16 13 14 17
+2 16 17 16 16 17 14 15 18
Requisites: Dex 15, Int 30, Wis 15
Alignment: any
HD/level: d3
Weapon Prof.: 1+level/7
To Hit Table: ½xWiz
Save Table: 2xWiz
Reference: DM
Groups: Wizard
 
Never has Channeling (or Semi-Channeling), and can never gain Channeling (or Semi-Channeling). This uses old style D&D spellcasting, once you cast a spell slot, it's gone until you reset.
Int bonus to spell progression.
This class has "Quick Chaining": Whenever you cast a spell, you get 1QM action to use before the end of the round. Exceptions: If you spent 1Z to cast the spell, you don't get any action back. If you spent ½M to cast the spell, you get ½QM back.
DM Note: While you are using this 1QM action to cast a spell, you probably won't be able to material component it, unless you have QV actions, or a source of free material componenting (with QZ actions!).
Level 1: You may specialize in Chronomancy, and you "know" the Chronomancer class spells. If you do this, pick a major opposite school.
Level 2: During the normal (non-quick) half of the segment: 1M+1QM: Cast a spell at x2 CL. You get no actions back from this casting. You may material component this (going to x3 CL if you material component for CL).
Level 3: You can convert 1QM -> 1QV action, as often as you like.
Level 4: Whenever you use 1M action to read a scroll, you get 1M action (not 1QM) to use before the end of the round. (Before level 5 you get nothing because reading a scroll is not casting a spell in the normal sense.)
Level 5: 0, lose 1 of your remaining QM actions, 1/t: Counterspell.
Level 6: You may material component spells for a Z action. (You can use 1M+1V for the first spell, then 1QM+1Z for the second spell, if you haven't used your zero action; or alternatively you could do 1M+1Z then 1QM+1QV).
Level 7: +LVL-6 QZ actions.
Level 8: Whenever you use 1M to use a wand/rod/staff and the effect used charges, you get 1M action (not 1QM) to use before the end of the round. If the wand fired itself using it's 1E action, the wand gets 1E action instead of the 1M.
Level 9: 1F, 1/reset: Reset Self (Artificial of course).
Level 10: During the normal (non-quick) half of the segment: 1M+1QM+1V+1Z: Cast a spell at x5 CL. You get no actions back from this casting. You cannot material component this.
Level 11: If one of your spells is countered, and if you have the same action type available (either 1M or 1QM), you can spend that action and cast the spell again immediately (ignoring the rules about how often you can use actions on a given partial segment).
Level 12: You may material component spells for an N action (i.e. it costs no actions at all to material component).
Level 18: Quick Quick Chaining: For SL=1 to LVL-17 spells, you get 1QQM back instead of 1QM.
Level 21: 1F, 1/reset: Step Out of It.
Level 24: You can benefit from LVL-22 Artificial Resets per Natural Reset.
New spell:
Lend Quick Mental (SL=5): You lose 1QM action, target gains 1QM for this round.

[PC43] Collective 4.3 Classes


RandomCustom5

Level KXP Wiz/Pri/Psi+-5
123 456 789
1 0 1-- --- ---
2 4 2-- --- ---
3 8 3-- --- ---
4 16 31- --- ---
5 40 32- --- ---
6 80 33- --- ---
7 160 331 --- ---
8 300 332 --- ---
9 560 333 --- ---
10 1160 333 1-- ---
11 1760 333 2-- ---
12 2360 333 3-- ---
13 2960 333 31- ---
14 3560 333 32- ---
15 4160 333 33- ---
16 4760 333 331 ---
17 5360 333 332 ---
18 5960 333 333 ---
19 6560 333 333 1--
20 7160 333 333 2--
21 7760 333 333 3--
22 8360 333 333 31-
23 8960 333 333 32-
24 9560 333 333 33-
25 10160 333 333 331
26 10760 333 333 332
27 11360 333 333 333
28 11960 444 333 333
29 12560 444 444 333
30 13160 444 444 444
31 13760 555 444 444
32 14360 555 555 444
33 14960 555 555 555
34 15560 666 555 555
35 16160 666 666 555
36 16760 666 666 666
TH Saves
PD RS PP BW Sp Fo Re Wi
Requisites: Five 10's
+0 (total = 27, max = 9) Alignment: any
+1 (total = 30, max = 10) HD/level: d5
+2 (total = 33, max = 11) Weapon Prof.: 5+level/5
+3 (total = 36, max = 12) To Hit Table: Cust
+4 (total = 39, max = 13) Save Table: Cust
+5 (total = 42, max = 14) Reference: DM
+6 (total = 45, max = 15) Groups: Custom, Random
+7 (total = 48, max = 16)  
+8 (total = 51, max = 17)    
+8 (total = 54, max = 18)    
+9 (total = 57, max = 19)    
+9 (total = 60, max = 20)    
+10 (total = 63, max = 21)    
+10 (total = 66, max = 22)    
+11 (total = 69, max = 23)    
+11 (total = 72, max = 24)    
+12 (total = 75, max = 25)    
+12 (total = 78, max = 26)    
Each level, get three "5th edition" picks chosen at random (see ArchCustom5 per list). The DM will have these pregenerated for you.
Has a spell progression (unlike Custom5), but does not have a stat bonus to begin with. Can cast Wizard, Priest, Psi-5, or Psi5 powers out of progression. Your PSP pool = Str + Con + Int + Chr - 48 + 3*Level.
Gets 40 Rogue points per level.
 

[PC43] Collective 4.3 Classes


Rejuvenator

Level KXP Rejuv  Unb Aft
357 9  [1] [1]
1 0 1-- -  [-] [-]
2 4.5 2-- -  [-] [-]
3 9 3-- -  [-] [-]
4 18 4-- -  [-] [-]
5 36 41- -  [-] [-]
6 72 42- -  [-] [-]
7 144 43- -  [-] [-]
8 288 44- -  [-] [-]
9 500 441 -  [-] [-]
10 900 442 -  [-] [-]
11 1350 443 -  [-] [-]
12 1800 444 -  [-] [-]
13 2250 444 1  [-] [-]
14 2700 444 2  [-] [-]
15 3150 444 3  [-] [-]
16 3600 444 4  [-] [-]
17 4050 544 4  [-] [-]
18 4500 554 4  [-] [-]
19 4950 555 4  [-] [-]
20 5400 555 5  [-] [-]
21 5850 655 5  [-] [-]
22 6300 665 5  [-] [-]
23 6750 666 5  [-] [-]
24 7200 666 5  [1] [-]
25 7650 666 6  [1] [-]
26 8100 666 6  [2] [-]
27 8550 766 6  [2] [-]
28 9000 766 6  [3] [-]
29 9450 776 6  [3] [-]
30 9900 776 6  [3] [1]
31 10350 776 6  [4] [1]
32 10800 777 6  [4] [1]
33 11250 777 6  [4] [2]
34 11700 777 6  [5] [2]
35 12150 777 7  [5] [2]
36 12600 777 7  [5] [3]
TH Saves
PD RS PP BW Sp Fo Re Wi
+0 10 (all) [++1]
+1 20 (all) [++2]
+2 30 (all) [++3]
+3 40 (all) [++4]
+4 50 (all) [++5]
+5 60 (all) [++6]
+6 70 (all) [++7]
+7 80 (all) [++8]
+8 90 (all) [++9]
+9 100 (all) [++10]
+10 110 (all) [++11]
+11 120 (all) [++12]
+12 130 (all) [++13]
+13 140 (all) [++14]
+14 150 (all) [++15]
+15 160 (all) [++16]
+16 170 (all) [++17]
+17 180 (all) [++18]
Requisites: Con 28, Int 23, Class Slots 3
Alignment: any
HD/level: 2d12
Weapon Prof.: 0+level
To Hit Table: War
Save Table: 10*level [++level]
Reference: DM { Reduced Unbreakable / Afterliver }
Groups: Concordant (x1), Technology, Futureshifted
 
Gets Super Barbarian Con bonus, which is +(Con-18)*3.
This class is dedicated to the continuation of your life at all costs, using all technological and magical methods possible.
This is the reduced form of two different x2 Concordant classes: Unbreakable (brick-style with lots of immunities) and Afterliver (constantly being reborn into new forms). The idea here is by the time a character has reached 36th level in Rejuvenator, they will know which path they will take.
The saves are 10*LVL in all categories. You also get ++LVL on the natural die roll for saves, meaning even at level 1 you cannot auto-miss a save (you auto-make on 19-20).
Level 1 ¶: May convert 1V -> 1uncV, 1P -> 1uncP, 1M -> 1uncM, and 1F -> 1uncF. The "unc" prefix is for "Unconscious actions"; these actions can be used even if you're unconscious, stunned, unaware, paralyzed, etc. (but not dead, annihilated, incursed, truename erased, or worse such as pixelated or loop incursed). You may use 1 Unconscious action as your action for the segment, instead of your normal 1S for the segment. You may use Unconscious actions while conscious.
Level 9 ¶: May convert 1V -> 1deadV, 1P -> 1deadP, 1M -> 1deadM, and 1F -> 1deadF. The "dead" prefix is for "Dead actions"; these actions can be used even if you're dead, incursed, etc., pretty much any state except for pixelated. You may use 1 Dead action as your action for the segment, instead of your normal 1S for the segment. Note these are not D actions and use different rules. If you somehow generate a D action, you may convert 1D -> 1deadS if you like. You may use Dead actions while conscious or not dead.
Level 19 ¶: Note that at this level you auto-make all saves, due to your save bonus (a natural 1-20 becomes a 20).
Level 24 Note: Your "CCL" is your CL-23 for Unbreakable and CL-29 for Afterliver.
 
DM Note: The Troll-like regeneration powers may all be run at the same time; the higher level versions are not "upgrades".

[PC43] Collective 4.3 Classes


Rejuvenator Spells

Level # Spell
3 1 1uncV: Death's Door Self (you go to 0 current hp)
3 2 1uncV, can use while Charmed/Dominated: Remove Charm/Domination on self, you can still act on the opposing segment (presumably to do something nasty to the person that charmed you.)
3 3 1uncP: Remove Paralysis, Stun, or Held on Self.
3 4 1uncM: Remove an effect that's stopping you from using actions, like Stop, Slow, Web, etc. Lockdown, Time Stop, and Temporal Stasis can be done, but they require 10 uses of this power.
3 5 1M: Clone (as spell). You may have CL Clones in storage at a time.
3 6 Troll-like regeneration 10*CL% of max hp /s (note this might not get you up immediately even at level 10)
5 1 1uncP: Remove a (non-major) [C] section effect from yourself. This may be repeated to build up to a major [C] section effect.
5 2 1uncM: Heal Self.
5 3 Lockdown D Actions in the room continuous (does not affect "dead" Actions).
5 4 Your mount (if you have one) is considered "Self" for you, so if you Heal yourself, your mount gets Healed too.
5 5 Troll-like regeneration 20*CL% of max hp /s, this can also cure Vile dmg and Permanent hp of dmg.
5 6 Unconscious Haste: +LVL uncA Actions; does not count as your Haste
7 1 1deadV: Do a normal movement at half your movement rate. Be warned, parting shots treat your body as an object (using Item Saving Throws) if you're dead while moving away.
7 2 1deadF: Animate Self as an Undead. Pick an Undead Racial Adjective (it's free). Only 1 adjective at a time.
7 3 1deadP: Cureall Self.
7 4 1deadM: Resurrect Self.
7 5 Can "material component" Rejuvenator powers (spend +1V; you must be conscious) to allow you to affect another person with a power.
7 6 Troll-like regeneration 30*CL% of max hp /s, this can also cure ability score dmg (at 10 hp each).
9 1 1deadF: Move a nasty flag on yourself (such as Capital S Slain) to someone else in your group. Note if you have power #7.1, you can creep up to someone to deliver the flag first.
9 2 You can convert 1X -> 1uncX actions. 2deadF or 1uncX: You can use a normal 1P action this segment, even though you're unconscious or dead.
9 3 1deadM: True Resurrect Self.
9 4 1M, 1/d: Capital O Object to something. You can pick this more than once to use it more than once per day.
9 5 Have the DM copy your PC's status on the chalkboard to somewhere else as a backup. 1N, 1/reset: Switch your current status with your backup. This cannot be taken more than once.
9 6 Troll-like regeneration 40*CL% of max hp /s, this can also cure negative levels (at 100 hp each).
Unbreakable 1 (11) 1 +CCL PSaves (using the [X] section saving throw rules)
Unbreakable 1 (11) 2 +(CCL+1)/3 ihp
Unbreakable 1 (11) 3 +(CCL+1)/3 iAC
Unbreakable 1 (11) 4 Immune to CCL [C] section effects, even major ones are only 1 pick each
Unbreakable 1 (11) 5 All of your items are Indestructible.
Unbreakable 1 (11) 6 You are immune to all area effects. However, this power is incompatible with any "You can't be targetted" effects you have running (they shut off).
Afterliver 1 (11) 1 +CCL MSaves (using the [X] section saving throw rules)
Afterliver 1 (11) 2 1N, 1/s: Pick any ÷18 or less race, or a DL IX or less creature you know of. You Shapechange into it. Your stats don't change, but you can use racial/innate abilities from it.
Afterliver 1 (11) 3 You can assume the form of any known dead/incursed/pixelated person or creature (this is like the First Evil's ability). You don't have the person's abilities, but you do have their memories.
Afterliver 1 (11) 4 You can convert 1X -> 1deadX actions. 1deadX: Capital F Fix Self.
Afterliver 1 (11) 5 You get and can use 2D Actions per death per segment. You are limited to CCL+1 D Actions you can use per reset (instead of 1).
Afterliver 1 (11) 6 Rotating Truename. Rotating Home Plane. Rotating Quantum Signature. Your Silver Cord rotates color, and can't be targetted or attacked.

[PC43] Collective 4.3 Classes


Rocketeer

Level KXP Invocation
123 456 7
1 0 1-- --- -
2 3 2-- --- -
3 6 21- --- -
4 12 32- --- -
5 24 331 --- -
6 48 332 --- -
7 96 332 1-- -
8 192 333 2-- -
9 350 443 21- -
10 600 443 32- -
11 850 544 321 -
12 1100 655 322 -
13 1350 666 422 -
14 1600 666 532 1
15 1850 666 642 1
16 2100 777 643 1
17 2350 777 753 2
18 2600 888 864 2
19 2850 998 864 2
20 3100 999 875 2
21 3350 999 986 2
22 3600 999 996 3
23 3850 999 997 3
24 4100 999 998 3
25 4350 999 998 4
26 4600 999 999 4
27 4850 999 999 5
28 5100 999 999 6
29 5350 999 999 7
30 5600 999 999 8
31 5850 999 999 9
32 6100 AAA A99 9
33 6350 AAA AAA 9
34 6600 AAA AAA A
35 6850 BBB BAA A
36 7100 BBB BBB B
TH Saves
PD RS PP BW Sp Fo Re Wi
+0  6  4  6  3  4  1  3  0
+1  6  5  7  3  5  1  4  1
+2  7  6  7  4  6  2  5  1
+3  7  7  8  4  7  3  6  2
+4  8  8  8  5  8  4  7  3
+5  8  9  9  5  9  5  8  3
+6  9 10  9  6 10  5  9  4
+7  9 11 10  6 11  6 10  5
+8 10 12 10  7 12  7 11  5
+9 10 13 11  7 13  8 12  6
+10 11 14 11  8 14  9 13  7
+11 12 15 12  9 14  9 14  7
+12 13 16 13 11 15 10 15  8
+13 14 16 14 13 15 11 16  9
+14 15 16 15 14 16 12 17  9
+15 16 16 16 16 16 13 18 10
+16 16 16 16 16 16 13 19 11
+17 16 17 16 16 16 14 20 11
Requisites: Dex 18, Luck 12 (can owe)
Alignment: C any
HD/level: +d6
Weapon Prof.: 5+level
To Hit Table: 2xRog
Save Table: 2xRog
Reference: DM
Groups: Rogue, Technology
 
Gets 60 Rogue points per level.
Can spend stat points due to level to Luck (in fact you must do this in order to fill the Luck requirement).
Can cast Wizard Invocation spells.
Level 1: Flying at 6*LVL" (D) via a rocket pack on your back.
Level 1: Can weapon specialize as per Barbarian in the Number of Attacks table.
Level 1 ¶: ROCKETS!!!: You always have a (free) Missile Launcher weapon for each hand, which fires an endless supply of ROCKETS!!! Your ROCKETS!!! have a range of 30*LVL*LVL feet. You have two options when firing:
[1] You can ROCKET!!! one target, this is treated as a normal weapon attack (you need to roll to hit as usual). Base number of attacks as per Bow, dmg = 1e(LVL*10) / 1e(LVL*10), with Dex bonus and specialization for TH/dmg. Critical is 20+/x(LVL+2)/2.
[2] You can ROCKET!!! one group, this auto-hits, the entire group takes 2e(LVL*4) technological dmg, with Dex bonus (and specialization) on dmg.
Level 2: +1 Technological proficiency per even level, see [P8.8] for list.
Level 9 (and every further level divisible by 9): Has access to another School.
Lvl Rocketeer Ability | -50% | -100% | -150% Act Base Penalty Bonus
1 Rating/30 instances of Resist an element or eelement (doesn't "spread") - 30 Con-10 Con-15
1 Self Destruct: You and your group takes (Rating) tech dmg. P 30*LVL Str-1 Str-19
1 Find/Remove x1 Traps/Tricks | Magic/Psi | OutPhase ( | 30' away) V 10 Dex-4 Dex-8
1 Attack (+1 TH per 10% made this segment) V 5 Dex-12 Dex-15
1 Damage (+1 dmg per 10% made this segment; or multiply dmg by x(1+rating/200)) V 0 Str-15 Str-18
1 Open/Close Locks: Mech. | Magic/Psi | OutPhase (| do this 30' away) VM 5 Dex-12 Dex-16
1 Resources: Gain LVL*Chr*10 gp per reset.
1 Extra range on missiles (3' per 1%) - 10 Wis-13 Wis-15
1 Understand how a tech item works (-5%/tech level) V 25 Con-10 Con-12
1 Any Rogue 1 ability - - - -
2 Lower Encumbrance | Zero Encumbrance | No Armor Penalty | AC types fully add P 5 Str-14 Str-19
2 Item Speed: One of your items gets +1E action || two items |||| one gets +1QE V 0 Con-10 Con-15
3 +(rating/50) wear locations (any body location you want) V 0 Str-10 Str-15
3 Any Rogue 3 ability - - - -
4 Considered extra +(rating/25) weapon to hit V 0 Str-5 Str-15
4 Gun Fu: +LVL to hit with guns; guns are always at least base #Att = 1; guns "open end" one better than normal.
5 BOMBS!: 1P, 1 charge (have LVL charges /d): LVL*(2m4) technological damage, area (no save, TechR to resist)
5 Any Rogue 5 ability - - - -
6 Lower/Ignore WaWR (reduce or ignore WaWR by rating) || iWaWR V/N 0 Dex-10 Dex-20
6 Find/Remove x2 Traps/Tricks | Magic/Psi | OutPhase ( | 30') ( | x1 Special) V 20 Dex-9 Dex-12
7 Repair a broken magic/psi/tech item, n=(XP value)/1000 (round up) nM 100 - -
7 Any Rogue 7 ability - - - -
8 Your BOMBS! can hit two groups or can be set on a time delay, you have 3*LVL charges
8 Remove Capital B Blasted or Capital M Mauled from someone 3F 100 - -
9 +(rating)% money, use at end of run before selling - 0 Cml-9 Cml-18
9 Better Resources: Gain LVL*Chr*10 item XP per reset, must all be spent on one item (any extra is wasted)
10 Find/Remove x3 Traps/Tricks | Magic/Psi | OutPhase( | 30') ( | x2 Special) M 20 Int-13 Int-15
12 Backstave (N/2% of your dmg is vile) || Stun (save=N-100) - 0 Wis-26 Wis-32
15 The Man for the Job: 1F, 1/reset: Create a temporary (1 turn) x1 non-artifact item that is needed for a task
18 Fork 1bM 100 - -
21 Speak with Technology (giving it Pseudo-Intelligence) V 0 Con-15 Con-23
24 You act as a Spelljamming helm, 1X tech, (rating/10) SFB boxes V 0 Con-20 Con-28
27 Nuke (does a nuclear bomb; Rating/100 idmg in huge area) 2F 100 Str-2 Str-38

[PC43] Collective 4.3 Classes


Scarlet Chirurgeon

Level KXP Priest
123 456 789
1 0 1-- --- ---
2 2.8 20- --- ---
3 5.6 210 --- ---
4 11.2 211 0-- ---
5 22.4 221 1-- ---
6 44.8 222 2-- ---
7 89.6 333 20- ---
8 179.2 333 31- ---
9 358.4 443 320 ---
10 918.4 444 431 ---
11 1478.4 444 432 ---
12 2038.4 444 433 ---
13 2598.4 444 444 0--
14 3158.4 555 444 1--
15 3718.4 555 554 2--
16 4278.4 555 555 30-
17 4838.4 666 555 31-
18 5398.4 666 665 32-
19 5958.4 666 666 430
20 6518.4 777 666 431
21 7078.4 777 776 432
22 7638.4 777 777 443
23 8198.4 888 777 444
24 8758.4 888 887 544
25 9318.4 888 888 554
26 9878.4 999 888 555
27 10438.4 999 998 655
28 10998.4 999 999 665
29 11558.4 AAA 999 666
30 12118.4 AAA AA9 766
31 12678.4 AAA AAA 776
32 13238.4 BBB AAA 777
33 13798.4 BBB BBB 877
34 14358.4 CCC BBB 887
35 14918.4 CCC CCC 888
36 15478.4 CCC CCC 999
TH Saves
PD RS PP BW Sp Fo Re Wi
+2  8  4  5  2  3  0  0  2
+3  8  4  6  3  4  0  0  3
+4  9  5  6  3  4  0  1  3
+5  9  5  6  4  4  1  1  4
+6 10  6  7  4  5  1  1  4
+7 10  6  7  5  5  2  2  5
+8 11  7  8  5  6  2  2  5
+9 11  7  9  6  6  2  2  6
+10 12  7  9  6  7  3  3  6
+11 12  8  9  6  7  3  3  7
+12 13  8 10  7  8  4  3  7
+13 13  9 10  7  8  4  4  8
+14 13  9 10  7  8  4  4  8
+15 14  9 11  8  9  5  4  9
+16 14 10 11  8  9  5  5  9
+17 14 10 11  9  9  6  5 10
+18 15 11 12  9 10  6  5 10
+19 15 11 12 10 11  6  6 11
Requisites: Str 11, Con 13, Int 14, Wis 14
Alignment: LE (overwrite)
HD/level: d8
Weapon Prof.: 4+level
To Hit Table: War +2 levels
Save Table: Pri
Reference: DM {Planeshifted Scarlet Torturer}
Groups: Priest, Alternate, Lost
 
For Alignment, "(overwrite)" means this class requires LE alignment, but it overwrites all of your other alignment restrictions to be LE as well.
   
Has Exceptional Int bonus. Gets Int bonus to spell progression (instead of Wis).
Has Exceptional Wis bonus. Gets (Exceptional) Wis bonus to this class's Caster Level (CL). This cannot be improved to Barbarian (or higher).
Surgical Tools are treated as weapons. You may use them as normal weapons, and do normal damage (with no extra effect). You may weapon specialize in Surgical Tools, using the "Non-Warrior" line for number of attacks.
If you wish to Surgically Experiment on someone, you spend 1P on one attack. If you hit; you do one instance of your surgical tool damage to a target (you may apply Str bonus if you wish). Surgical Experimentation generally does not work on Boss-type (or Sub-Boss-type) creatures, uniques, or creatures not killed by loss of limbs (such as undead).
Surgical Experimentation generally does not cause Summons to become unfaithful. If you're doing something really creepy, you can check with the DM before doing it.
Each type of Surgical Experimentation below generally can be used on a creature only once.
Level 1 ¶: 0, Surgically Experiment on a creature: Sharpness (no save, WR to resist). Roll 1d100. If the result is your LVL or less, you can do a Vorpal (Sharp their head) if you like. If the result is LVL*5 or less, you can pick which limb gets Sharped (except head).
Level 1 ¶: 1F, Surgically Experiment on a creature: Add an extra (artificial) limb to the creature. The creature loses 1d100-LVL*5 max hp (can't be repaired except by a Regenerate spell, which would remove the extra limb). Each day, the limb has a (37-LVL)% chance of shrivelling and becoming useless, after that 1 max hp of the loss is regained per day. At level 4 you can alternatively add an extra internal organ instead.
Level 2 ¶: 0, Surgically Experiment on a creature: Roll two random Monster Templates, the creature gains one of them (your choice). Roll two random Psi9 minor powers, the creature gains one of them (your choice). DM Note: Quite a few Monster Templates and Psi9 minors are actually penalties, so this might be an effective attack.
Level 3 ¶: 0, Surgically Experiment on a creature: The creature takes LVLd6 stat dmg to one stat (your choice) (RSW save for ½). Roll 1d100. If you roll LVL or less and wish to spend an extra 1F action, you can have the creature gain half that amount to the stat instead, but it will become egotistical and unruly (it will no longer be your summon or under your control).
Level 6 ¶: 2F, Surgically Experiment on yourself and another creature: Transfer your brain to the other creature. This is like a Magic Jar, but can't be dispelled, and is absolutely permanent. There is a (16-LVL)% chance the brain will be rejected by the host body, in this case, you lose 1 max hp per segment (non-curable) until another solution can be found (such as quickly doing this procedure again on another host).
Surgical Tool gp lbs. Size Size -M Size L+ Critical Special
Amputation Saw / Bone Cutter 247 8 L 2d6 1d12 16+ / x2 Sharpness ability: +20 to 1d100 roll
Chisel and Hammer 78 4 M 1d6 1d8 20+ / x4 (none)
Drill / Cranial Drill / Trephine 108 3 M 1d8 1d6 18+ / x3 Stat Dmg ability: roll d8's; +10 to 1d100 roll
Hemostat / Forceps / Scissors Clamp 52 1 S 1d2 1d2 20+ / x2 Successful hit: You are Overbearing him
Hypodermic Syringe 93 1 S 1d2+3 1d2+1 20+ / x3 Venom weapon flag (6 doses)
Metzenbaum Scissors 210 1 S 1d4 1d3 19+ / x2 +2 TH
Nippers 3 1 S 1d3 1d2 20+ / x2 (none)
Pliers 17 2 M 1d6 1d4 19+ / x2 (none)
Scalpel 335 1 S 1d2+2 1d4 17+ / x2 +1Q0 per 1P action for Surgical Experimentation

[PC43] Collective 4.3 Classes


Sightseer

Level KXP Divination
123 456 7
1 0 1-- --- -
2 3 2-- --- -
3 6 21- --- -
4 12 32- --- -
5 24 331 --- -
6 48 332 --- -
7 96 332 1-- -
8 192 333 2-- -
9 350 443 21- -
10 600 443 32- -
11 850 544 321 -
12 1100 655 322 -
13 1350 666 422 -
14 1600 666 532 1
15 1850 666 642 1
16 2100 777 643 1
17 2350 777 753 2
18 2600 888 864 2
19 2850 998 864 2
20 3100 999 875 2
21 3350 999 986 2
22 3600 999 996 3
23 3850 999 997 3
24 4100 999 998 3
25 4350 999 998 4
26 4600 999 999 4
27 4850 999 999 5
28 5100 999 999 6
29 5350 999 999 7
30 5600 999 999 8
31 5850 999 999 9
32 6100 AAA A99 9
33 6350 AAA AAA 9
34 6600 AAA AAA A
35 6850 BBB BAA A
36 7100 BBB BBB B
TH Saves
PD RS PP BW Sp Fo Re Wi
+0  6  4  6  3  4  1  3  0
+0  6  5  7  3  5  1  4  1
+1  7  6  7  4  6  2  5  1
+1  7  7  8  4  7  3  6  2
+2  8  8  8  5  8  4  7  3
+2  8  9  9  5  9  5  8  3
+3  9 10  9  6 10  5  9  4
+3  9 11 10  6 11  6 10  5
+4 10 12 10  7 12  7 11  5
+4 10 13 11  7 13  8 12  6
+5 11 14 11  8 14  9 13  7
+5 12 15 12  9 14  9 14  7
+6 13 16 13 11 15 10 15  8
+6 14 16 14 13 15 11 16  9
+7 15 16 15 14 16 12 17  9
+7 16 16 16 16 16 13 18 10
+8 16 16 16 16 16 13 19 11
+8 16 17 16 16 16 14 20 11
Requisites: Dex 18, Wis 12
Alignment: any
HD/level: +d6
Weapon Prof.: 3+level/3
To Hit Table: Rog
Save Table: 3xRog
Reference: DM
Groups: Rogue, Planar
 
Gets 60 Rogue points per level
Can cast Wizard Divination or Priest Divination spells.
Level 1: Can weapon specialize (as per "Non-Warrior" in the Number of Attacks table).
Level 1: Expensive Camera: 1M: Blindness (RSW save), if blinded then gets Feared (Will save)
 
For Rogue Chart, see next page.

[PC43] Collective 4.3 Classes


Sightseer Rogue chart

Lvl Sightseer Ability | -50% | -100% | -150% Act Base Penalty Bonus
1 Attack/backstab around corners (each 1% rating = 1 degree of angle around corner) 0 50 Wis-11 Wis-16
1 Detect Lie or Undetectable Lie (1 at a time, cont.) - - - -
1 Extra parting shots (+1 attack per 50%) - 10 Dex-9 Dex-12
1 Find/Avoid Traps/Tricks/Specials/TerrainFeatures | Magic/Psi | OutPhase ( | whole party) ( || x2 ||| x3) V 0 Dex-20 Dex-25
1 Comprehend Languages | Tongues | Message ( | per plane) 0 50 Int-9 Int-12
1 Ethereal Window | Astral | Phlogiston | Any Inner | Any Outer | UltraBlack MV 0 Con-12 Con-15
1 Know Visual History | Object Reading | Identify | Legend Lore 0 | M 0 Wis-15 Wis-17
1 Locate Staircases on current DL || Out of Depth Monsters || Most Valuable Object MM 0 Chr-20 Chr-25
1 Spying || Reflecting Pool || untraceable & without his "ears burning" - || F 10 Int-12 Int-17
1 Any Rogue 1 ability - - - -
2 X-ray vision | Use innate ability through wall (amount made/10 is #' through wall) M 0 Str-10 Str-20
2 Deeppockets | Vanish | Rope Trick ||| I'm Gone (to my own Pocket Plane) M 0 Int-8 Int-20
2 Any Rogue 2 ability - - - -
3 Summon a DL 1 Spirit of the Land creature ( || per extra DL) M 100 Con-12 Con-16
3 Any Rogue 3 ability - - - -
4 All-Around Sight | Locate Object | Treasure Finding M 25 Wis-15 Wis-19
4 Ignore or Counter an Interpose | Rescue | Escape | I'm Gone 0 0 Wis-14 Wis-19
4 Any Rogue 4 ability (or) 2 any Rogue 1 abilities - - - -
5 Identity Penetration | False Seeing | True Seeing ||| Know Truename MM 0 Wis-12 Wis-20
5 Any Rogue 5 ability (or) 2 any Rogue 2 abilities - - - -
6 Fork Innate | Psionic | Magic | Radioactive bM -10 Chr-22 Chr-22
6 Locate (anything unique) Across Planes | Clairvoyance there | TWE there M 0 Int-12 Int-15
7 Avoid Fate x1 | x2 | x3 | x4 | x5 | etc. 2bM -20 Wis*2-50 Wis*2-50
7 Any Rogue 7 ability (or) 2 any Rogue 4 abilities - - - -
8 Immune to detection / divination effects - - - -
8 Find the Path ( | for each plane removed) MM 20 Wis-10 Wis-15
9 Intrigue: 1M: Augury (that actually works) on your proposed action, or Choose Future M - - -
9 Ask the Local Lord | Highest Lvl in Plane | Chosen God | Ultraplanar | DM a question VM 0 Chr-11 Chr-21
10 Contact Other Plane | Foresight MM 0 Chr-15 Chr-18
12 Get save vs effects w/ no save, base=+0+items, each 5% is +1 - 0 Wis-20 Wis-25
15 Avoid Spirit/Conc Effect (entire party): x1 || x2 || x3 etc. - -5 Int-22 Int-30
18 Duplicate a Psi5 or Psi10 minor || major ||||| grand ( | Psi-5) M 0 Con-15 Con-22
21 Be a x2 being on offense ||||| x3 ||||||| x4 ||||||||| x5 etc. 0 -150 Luck-5 Luck-10
24 See in Capital D Darkness - - - -
27 Summon (and control) DL XI Far Realm, Immortal, Nightmare Dimension, or Tarraque World monster ( || per extra DL) MM 0 Cml-55 Cml-70

[PC43] Collective 4.3 Classes


Smurf

Level KXP
Spells
1 0 (none)
2 2.5 (none)
3 5 (none)
4 10 (none)
5 20 (none)
6 40 (none)
7 80 (none)
8 160 (none)
9 320 (none)
10 500 (none)
11 750 (none)
12 1000 (none)
13 1250 (none)
14 1500 (none)
15 1750 (none)
16 2000 (none)
17 2250 (none)
18 2500 (none)
19 2750 (none)
20 3000 (none)
21 3250 (none)
22 3500 (none)
23 3750 (none)
24 4000 (none)
25 4250 (none)
26 4500 (none)
27 4750 (none)
28 5000 (none)
29 5250 (none)
30 5500 (none)
31 5750 (none)
32 6000 (none)
33 6250 (none)
34 6500 (none)
35 6750 (none)
36 7000 (none)
TH Saves
PD RS PP BW Sp Fo Re Wi
+0 9  8  7  4  5  1  0  0
+1 10  9  8  5  6  2  1  0
+1 10  9  8  5  6  2  1  0
+2 10  9  8  6  6  2  1  0
+2 10  9  8  6  6  2  1  0
+3 10  9  8  6  7  3  2  0
+3 10  9  8  6  7  3  2  0
+4 12 11 10  8  9  3  2  1
+4 12 11 10  8  9  3  2  1
+5 12 11 10  9  9  4  2  1
+5 12 11 10  9  9  4  2  1
+6 12 11 10  9 10  4  3  1
+6 12 11 10  9 10  4  3  1
+7 14 13 12 11 12  5  3  2
+7 14 13 12 11 12  5  3  2
+8 14 13 12 12 12  5  4  2
+8 14 13 12 12 12  5  4  2
+9 14 13 13 12 12  6  4  2
Requisites: Dex 15, Chr 15
Alignment: any G
HD/level: d5
Weapon Prof.: 0+level/2
To Hit Table: ½xMon
Save Table: ½xHalf0
Reference: Smurfs
Groups: Monster, Joke, NonCombatant
 
Each Level: Get your LVL in Smurf picks (see next page). Most Smurfs cost more than one pick. You have the abilities of the Smurf types you pick. You may save picks to get a bigger Smurf type later. Smurfs can be taken more than once, each "+" based ability gives only +1 more per additional Smurf. (e.g. Vanity Smurf gives +5 Cml. Two Vanity Smurfs gives +6 Cml, not +10.) Non-"+" based abilities may or may not stack; check with the DM.
Level 1 ¶: 1M: Summon a DL=(LVL+2)/3 monster (type Smurf). You gain the abilities that Smurf type grants as long as you have that summon.
Level 1 ¶: 1P, 1/t: Refill the Smurfberry pool, to a max of 10*LVL Smurfberries. Smurfberries are eaten like Goodberries; each Smurfberry cures 2 hp, or gives a new saving throw against an effect. If the effect had no previous save, use RSW; the target number = 10+CL of the effect.
Level 1: You always have a (free) Smurfy Hat as a helmet, it is AC +LVL with no Rogue adjustments. You can remove it and wear a different cap/hat/helmet if you like.
Level 1: +LVL AC.
Level 1: Free instance of the Smurf Familiar. It's abilities are: Level 1: +50% base Non-Weapon Proficiencies; Level 9: +LVL*10% MR; Level 18: +50% base Non-Weapons; 1M: Psi6G Escape. It is a "vanilla" Smurf and doesn't give any of the Smurf pick powers on the next page.

[PC43] Collective 4.3 Classes


Smurf Types

# Picks Smurf Type Effect
1 Clockwork Smurf +5 TH with physical attacks; Communicate with Golems; Immune Wood
Clumsy Smurf 1M: Target drops one item he's holding/wielding (Will save); 1M: Trip (Reflex save)
Grouchy Smurf +5 dmg with physical attacks; 1M: Dispel an X4 (Superstition) effect
Scaredy Smurf 1M: Fear; 0, 1/r: Reroll a missed saving throw.
Vanity Smurf +5 Cml; Gaze Reflection; Immune harmful Mirror effects (Opposition, etc.)
2 Dopey Smurf -2 Int; 1V: Produce (teleport one your items back); 1V, 1/d: Create any item of < 100*LVL gp value
Enamored Smurf Have an X4 (Superstition) belief in one thing for x1.25. If you also have Smurfette, it's x1.5 instead.
Fisher Smurf Water Walking; Lower Water; 1M: Summon a DL=LVL/3 Water creature.
Harmony Smurf 1M, 1V: Do a Bard Song at 50+LVL*10% (Song of Battle is +1 TH, dmg, or saves per 10% made)
Sloppy Smurf -5 Cml; Have a "Fly" Familiar (Level 1: Flying 12"; Level 9: Resist Disease; Bite causes Disease; Level 18: Bite causes DNA Scramble)
3 Doctor Smurf +5 Int; 1M: Cure 50 hp, or can remove a [C] section effect
Flying/Aviator Smurf +5 Dex; Flying LVL*3" (D); Immune falling dmg (but not TK); 1M, 1/d: Teleport without Error
Greedy Smurf +10% money; 1/reset: +1 compensated magic item
Poet Smurf Resist Tricks (Immune if you have Painter Smurf too); 1M: Remove Charm, Domination, Ego Domination, Hypnosis
Tracker Smurf Tracking (LVL slots); 1M, 1/h: Locate Object/Person; 1M, 1/d: Find the Path
4 Architect Smurf 1P, 1/r: Create a door (with a -50% lock if you like); 1P, 1/r: Wall of Mushroom (like a Wall of Stone)
Dabbler Smurf +5 Wis; +5 saves; 1M: Charm Person (Will save)
Farmer Smurf Double # of Smurfberries; 1P, 1/h: Plant Growth; 1M, 1/d: The party will get +50% XP from this fight.
Painter Smurf Resist Tricks (Immune if you have Poet Smurf too); 1V: Blink; 1P: Dimension Door
Timid/Actor Smurf Resist Dragons; 1M: Charm Dragon (make LVL Will saves, choose worst)
5 Dreamy Smurf CaCR 50%; 1M, 1/t: Use a SL=LVL/4 Psi10 power
Jokey Smurf 1P: "Give someone a present": LVLd6 Delayed Blast Fireball (1 group, LVLd6+LVL fire dmg, Spell save: ½)
Miner Smurf +5 Str; Unusual Materials cost the square root of the cost multiplier (x10000 -> x100)
Nosy Smurf +5 Non-Weapon proficiencies; +5 Kits; 1M: Legend Lore; 1M, 1/d: Ask the DM a question
Sassette Smurfling +5 Chr; Sense Danger; 1M: Remove a "?" mark from the dungeon; 1bF, 1/d: Remove a Wandering Monster effect
6 Baby Smurf -1/3 Size; -1 age category; 1M: Cast a SL=LVL/4 Priest spell
Baker Smurf 1P: "Bake a Smurfberry Pie": Cure 250 hp, can remove [C] section effects for 50 less curing each
Grandpa Smurf -2 Str; -2 Dex; -2 Con; +5 Int; +5 Wis; Immune Aging
Tailor Smurf Divide the cost of Armor (including Shields, Helms, etc.) and Armor Adjectives by LVL
7 Brainy Smurf +5 Int; 1M: Cast a SL=LVL/4 Wizard spell
Handy Smurf +5 Con; 2P, 1/t: Build a TechL=LVL/2 Tech item; you can have LVL/2 Tech items
Smurfette +5 Chr; +3 Luck; Get the Slut1 chart with LVL*20 Rogue pts.
8 Hefty Smurf +5 Str; +5*LVL max hp; +5 weapon proficiencies
Lazy Smurf -5 Initiative; +5 QQQQslowS actions (these can be used only on segment 10, and not before combat starts)
9 Papa Smurf +5 Wis; +3 HNCL; 1M: Cast a SL=LVL/3 Wizard or Priest spell
13 Purple/"Gnap!" Smurf AL becomes E; Your Bite attack is Curse and Helm of Opposite Alignment branded; 1M: Dispel LVL effects (halve ER/iER); 1P, take 5 dmg: Fire Storm at double CL (so it's 4*CLd8 Unholy Fire dmg to 2 groups, no save); 1V, sacrifice a Smurf: Destruction (reverse Resurrection) or Invoke a Raw Logrus

[PC43] Collective 4.3 Classes


Songsmith Bard

Level KXP Rogue
123 456 7
1 0 1-- --- -
2 3 2-- --- -
3 6 21- --- -
4 12 32- --- -
5 24 421 --- -
6 37.5 431 --- -
7 60 432 --- -
8 90 432 1-- -
9 127.5 533 2-- -
10 165 543 21- -
11 225 543 32- -
12 300 554 321 -
13 600 554 322 -
14 900 554 322 1
15 1200 554 422 2
16 1500 555 432 2
17 1800 555 532 2
18 2100 555 533 2
19 2400 555 543 2
20 2700 555 543 3
21 3000 555 554 3
22 3300 555 555 4
23 4200 555 555 5
24 5100 666 655 5
25 6000 666 666 6
26 6900 777 766 6
27 7800 777 777 7
28 8700 888 877 7
29 9600 888 888 8
30 10500 999 988 8
31 11400 999 999 9
32 12300 AAA A99 9
33 13200 AAA AAA A
34 14100 BBB BAA A
35 15000 BBB BBB B
36 15900 CCC CCC C
TH Saves
PD RS PP BW Sp Fo Re Wi
+0 12 10 15  5  7  0  5  0
+2 15 10 15  7 10  2  7  0
+3 15 12 15  7 10  2  7  0
+4 15 12 17  7 12  2 10  2
+5 15 15 17  7 12  5 10  2
+7 17 15 17 10 15  5 12  2
+8 17 17 17 10 15  7 12  5
+9 17 17 20 10 17  7 15  5
+10 17 20 20 10 17  7 15  5
+12 20 20 20 12 20 10 17  7
+13 20 22 20 12 20 10 17  7
+14 20 22 22 12 22 12 20  7
+15 20 25 22 12 22 12 20 10
+17 22 25 22 15 25 12 22 10
+18 22 27 22 15 25 15 22 10
+19 22 27 25 15 27 15 25 12
+20 22 30 25 15 27 17 25 12
+22 25 30 25 17 30 17 27 12
Requisites: Dex 18, (Int or Wis) 14, Chr 23
Alignment: T* or *N
HD/level: & +d8
Weapon Prof.: 6+level/3
To Hit Table: 2½xRog
Save Table: Rog*2½ (see below)
Reference: DM
Groups: Rogue
 
Exceptional Dex and Chr bonus.
You can always cast Rogue spells. If you have an Int of 21 or higher, you can cast Wizard spells up to SL=Int-20. If you have a Wis of 21 or higher, you can cast Priest spells up to SL=Wis-20.
The Saves of "Rog*2½" means to read the Rogue table at your level, and multiply the results by 2.5 (this is different from "2½xRog", where you multiply your level by 2.5 before reading).
Gets 65 Rogue points per level. Or optionally, gets no Rogue points at all, instead, add this to each ability: +(Your level)*15-(level you gained ability)*5
All of the "Song" abilties disallow the use of Mouth's P actions while being used. They may be maintained next round for 1 Mouth's P action. They affect the whole party, including subordinates (summons, henchmen, mounts, followers, familiars, etc.).
Level 1: Vocalize and Semanticize: Don't need to speak to cast spells. Can cast Rogue spells with P actions instead of M actions. Both of these effects together let you maintain a song while casting spells.
Level 1: +LVL*3/2 (round down) nonweapon proficiencies
Level 9: You can sing two songs at the same time, if you have QP actions or if you have two heads. You need to start the first song, then you can begin the other with a mouth's QP (or your other mouth's P).
Lvl Bard Ability | -50% | -100% | -150% Act Base Penalty Bonus
1 Legend Lore | Identify ||| Know how to defeat a god or destroy an artifact 0 | M ||| F 0 Int-15 Int-16
1 Read Languages | Decipher Code ||| Read text that has been scrambled or erased M 5 Int-11 Int-15
1 Musical Inspiration | Emotion ||| Suggestion S 5*LVL Chr-11 Chr-13
1 Summon DL I Animal ( || per +1 DL) ||| Summon DL I (specify type) V 0 Chr-11 Chr-13
1 Charm/Influence Reaction ||| Erase a "!" mark in dungron S 10 Chr-10 Chr-13
1 Song of Evasion (party gets +1 AC per 10% rating) mouth'sP 0 Dex-12 Dex-15
1 Song of Resistance (party gets -1 dmg/attack per 25% rating) mouth'sP 0 Con-16 Con-25
1 any Rogue 1 ability - - - -
2 Song of Healing (cures whole party 1 hp per 10% rating /s) mouth'sP 10 Wis-15 Wis-19
2 Song of Blasting (group takes 1 sound dmg per 5% rating /s) mouth'sP 10 Str-15 Str-19
2 Empathy | ESP ||| Tap Psionic Link M 15 Wis-13 Wis-20
3 Song of Courage (+1 Morale per 5% rating, Removes Fear) mouth'sP 10 Chr-17 Chr-21
3 Song of Fear (Fear a group, Will save target # = rating) mouth'sP 10 Int-17 Int-21
4 Song of Vines (Entangle a group, Reflex save target # = rating) mouth'sP 10 Dex-19 Dex-23
4 Song of Dispelling (Dispel one effect on each creature in a group /s) mouth'sP 10 Wis-19 Wis-23
4 Sensitivity to Psychic Impressions ||| Truename ||| Rotating Truename M 20 Wis-14 Wis-16
5 Song of Battle (+1 TH,dmg,or saves per 15% rating) mouth'sP 10 Str-21 Str-25
5 Song of Certamen (+1 dmg /die with spells per 15% rating) mouth'sP 10 Int-21 Int-25
6 any Rogue 6 ability - - - -
7 any Rogue 7 ability - - - -
8 any Rogue 8 ability - - - -
9 Song of Wishing (Does a SL=rating/40 Wizard or Priest effect /s, max SL=LVL/2) mouth'sP 0 Int+Wis-49 Int+Wis-55
18 Song of Escape/Teleport Away (Party Escapes; or Teleport Away a group, Fort save target # = rating) mouth'sP 0 Dex-33 Dex-35
27 Song of As You Are (Group increases 1 XP divisor per 30% rating) mouth'sP 0 Chr-39 Chr-40

[PC43] Collective 4.3 Classes


Time Lord13

Level KXP TimeLord
345 678 9
1 0 1-- --- -
2 6 2-- --- -
3 12 21- --- -
4 24 32- --- -
5 48 321 --- -
6 96 332 --- -
7 144 432 1-- -
8 210 433 2-- -
9 320 443 21- -
10 570 443 32- -
11 850 544 321 -
12 1700 544 332 -
13 2470 554 432 1
14 3220 554 433 2
15 3970 555 443 2
16 4740 655 443 3
17 5510 655 544 3
18 6280 665 544 3
19 7050 665 554 4
20 7820 666 554 4
21 8590 666 555 4
22 9360 766 655 4
23 10130 766 655 5
24 10900 776 665 5
25 11670 776 665 5
26 12440 777 666 5
27 13210 777 666 5
28 13980 777 766 6
29 14750 877 766 6
30 15520 877 776 6
31 16290 887 776 6
32 17060 887 777 6
33 17830 888 777 6
34 18600 888 777 7
35 19370 888 877 7
36 20140 888 887 7
TH Saves
PD RS PP BW Sp Fo Re Wi
+10 10 10 10 10 10 10 10 10
+10 12 12 12 12 12 12 12 12
+10 14 14 14 14 14 14 14 14
+10 16 16 16 16 16 16 16 16
+10 18 18 18 18 18 18 18 18
+10 20 20 20 20 20 20 20 20
+10 22 22 22 22 22 22 22 22
+10 24 24 24 24 24 24 24 24
+11 26 26 26 26 26 26 26 26
+11 28 28 28 28 28 28 28 28
+11 30 30 30 30 30 30 30 30
+11 32 32 32 32 32 32 32 32
+11 34 34 34 34 34 34 34 34
+11 36 36 36 36 36 36 36 36
+11 38 38 38 38 38 38 38 38
+11 40 40 40 40 40 40 40 40
+11 42 42 42 42 42 42 42 42
+12 44 44 44 44 44 44 44 44
Requisites: Int 24, Wis 17
Alignment: any
HD/level: 2d6
Weapon Prof.: 1+level/4
To Hit Table: 10+level/9
Save Table: 8+level*2
Reference: Doctor Who
Groups: Alternate, Technology
 
Time Lord Powers are given on the following page. They work like channeled spells, can't be material componented, and are resisted using TechR.
Level 1: Loop/Time/Reality Stability.
Level 1: Immune to haste and slow (this immunity may be lowered).
Level 1: Immune to aging. Have 2 Hearts. Can't be stangled or choked. Immune to Vacuum (including vacuum of space).
Level 1: 1M: Detect Temporal Anomaly.
Level 1: 1M: Know date, TF, LoopF.
Level 1: Know target's age and how many years of natural lifespan is left
Level 1 ¶: Upon death, 12/lifetime, 1 round delay: Reincarnate Self to same race, with different appearance.
Level 1 ¶: Can have up to LVL Technological items created for yourself (if you have the Create Tech Item powers).
Level 4 ¶: 0, 1/reset, go into a frozen coma-like state: Cureall Self. You cannot act until you reset.
Level 9: +LVL-8 segments per round. Thus a level 25 Time Lord has 27 segments.

[PC43] Collective 4.3 Classes


Time Lord13 Powers

Level # Spell Effect Source
3 1 Construct/Improve Tech Item Create/Modify a Psi 8 item (any type) of TechL=CL, each TechL takes 1S action DM
3 2 Hack into Technological Object Hack (gain control) of a technological object with TechL<=CL (monsters get save) Psi8
3 3 Life Tether You know when in time the target is at all times, when time travelling can use the target as anchor Chronomancer SL=3
3 4 Minor Paradox Counter an effect that just occured last segment (it is undone) Chronomancer SL=3
3 5 Slow Slow (CL RSW saves, each missed save is a Slow effect) DM
3 6 Time Snare Target will do the same actions it did last time it acted (Spell save each round until made) Chronomancer SL=3
4 1 Dispel Technology Dispels a technological effect Psi8
4 2 Haste A3 +3A, +2B, or +1C actions Chronomancer SL=3
4 3 Summon Time Elemental Summons a normal (non-special) DL IV Time Elemental Chronomancer SL=4
4 4 Telepathy/ESP Telepathy and ESP DM
4 5 Temporal Push Target is thrown CL+1 rounds into the future (Will save) Chronomancer SL=4
4 6 Time Travel Time travel, up to CL*10 years, can cross 1 Barrier at a time DM
5 1 Create Slipgate Create a temporal gate Chronomancer SL=5
5 2 Extradimensional Space Create an extradimensional space (like a Portable Hole) DM
5 3 Haste A4 +4A, +3B, or +2C actions Chronomancer SL=4
5 4 Temporal Wall Anyone touching wall is double slowed and Wesley's Temporal Disjunction Chronomancer SL=5
5 5 Tempus Lawfulness Fixes temporal anomolies in area Chronomancer SL=6
5 6 Time Comm Communicate with someone in a different time (same location) DM / SFB
6 1 Conceal Temporal Anomaly Hides an Anomaly and reduces it's effects Chronomancer SL=6
6 2 Haste A5 +5A, +4B, or +3C actions Chronomancer SL=5
6 3 Sands of Time Reverse the effect of time on objects. Chronomancer SL=7
6 4 Temporal Eye Can scry into other times at this location Chronomancer SL=7
6 5 Time Halt Can usefully attack a Time/Loop Elemental or other Time Traveller DM
6 6 Wesley's Delayed Damage Whenever you take damage, you take only half, the rest is delayed until the spell ends (in 10+1d10 rounds) Chronomancer SL=7
7 1 Commune with Time of Legends Commune with Time of Legends Chronomancer SL=7
7 2 Haste A6 +6A, +5B, or +4C actions Chronomancer SL=6
7 3 Incurse Target being or object is Rewritten out of time (i.e. Incursed) (RSW save) Chronomancer SL=7
7 4 Temporal Shell Immune time Chronomancer SL=9
7 5 Temporal Stasis The flow of time stops for the subject, he ceases to grow older, he is in suspended animation. The reverse can free the creature. Chronomancer SL=9
7 6 Timereaver Time Travel Other +/- 5*CL years (Spell save) Chronomancer SL=8
8 1 Accelerate Lifeline Target ages CL years (Spell save) Chronomancer SL=8
8 2 Haste A7 +7A, +6B, or +5C actions Chronomancer SL=7
8 3 Item Supercharger A magic item can be used twice as often (per turn or day) or it's effects has twice duration Chronomancer SL=8
8 4 Loop Travel Travel up to CL LoopF's (Alternate Timelines) distant DM
8 5 Time Stop Stops time for 1d4 rounds Chronomancer SL=9
8 6 Immediate Tech Item Create/Modify a Psi 8 item (any type) of TechL=CL DM
9 1 Haste A8 +8A, +7B, or +6C actions Chronomancer SL=8
9 2 Temporal Incursion Beam (TIB) Target is Incursed (no save); is Loop Incursed if already Incursed DM / SFB
9 3 Time/Reality Stability Time/Reality Stability on target, reverse removes it (Spell save) Chronomancer SL=8

[PC43] Collective 4.3 Classes


Unfinisher3

Level KXP
Spells
1 0 (none)
2 2 (none)
3 4 (none)
4 8 (none)
5 16 (none)
6 32 (none)
7 64 (none)
8 128 (none)
9 256 (none)
10 450 (none)
11 550 (none)
12 660 (none)
13 780 (none)
14 910 (none)
15 1050 (none)
16 1200 (none)
17 1360 (none)
18 1530 (none)
19 1710 (none)
20 1900 (none)
21 2100 (none)
22 2310 (none)
23 2530 (none)
24 2760 (none)
25 3000 (none)
26 3250 (none)
27 3510 (none)
28 3780 (none)
29 4060 (none)
30 4350 (none)
31 4650 (none)
32 4960 (none)
33 5280 (none)
34 5610 (none)
35 5950 (none)
36 6300 (none)
TH Saves
PD RS PP BW Sp Fo Re Wi
+0 (total = 27, max = 9)
+1 (total = 30, max = 10)
+2 (total = 33, max = 11)
+3 (total = 36, max = 12)
+4 (total = 39, max = 13)
+5 (total = 42, max = 14)
+6 (total = 45, max = 15)
+7 (total = 48, max = 16)
+8 (total = 51, max = 17)
+8 (total = 54, max = 18)
+9 (total = 57, max = 19)
+9 (total = 60, max = 20)
+10 (total = 63, max = 21)
+10 (total = 66, max = 22)
+11 (total = 69, max = 23)
+11 (total = 72, max = 24)
+12 (total = 75, max = 25)
+12 (total = 78, max = 26)
Requisites: Int 9 (also see description)
Alignment: any
HD/level: d8
Weapon Prof.: 2+level/3
To Hit Table: Cust
Save Table: Cust
Reference: DM
Groups: Lost, Futureshifted, Random
 
Each Level: The DM rolls a random class from the unfinished classes from full Collective (section [PC99], also unfinished lists for Collective 4.3). You get the following:
1. One of the (non-"Level:") lines of text that defines the class. If there is none, the DM will make up something (like an Exceptional stat or something). If the ability references LVL or CL, it improves with your Unfinisher3 level.
2. All "Level:" abilties of that exact level from that class (even if non-pickable). If there are none, you get one lower level ability chosen by the DM (usually one of the better ones). If it references LVL or CL, it improves with your Unfinisher3 level.
3. The difference in spell progression from the previous level to this level (e.g. if the previous level was 322 and the new level is 3321, you would get 0101 as your progression). This progression does not improve with level; it's a one time deal (you will probably collect a lot of different progressions tho!). If the progression has a stat bonus, you may use it, but you get only one bonus for each stat (for all of your progressions). If multiple progressions use the same stat, you can split your bonus amongst them as you see fit.
4. Take the class's highest Requisite and add LVL in that stat to this class's Requisites. (For example, if your first pick was Fighter1, this class now requires Str 1 and Chr 9). This has a maximum equal to the actual Requisite for the class (e.g. if you get Fighter1 at level 20, you'll add 9 to the Str requirement, not 20). This may cause you to "owe" quite a few stat points. You may spend your stat point for going up in level before the DM checks which class to add.
Other notes about this class:
N1. If you are picking up Unfinisher3 class beyond level 1, all you have to meet is the Int 9 requirement. Then the DM will do all the class stuff and you'll have higher requirements from now on.
N2. If you get a Rogue group class, you get (level of this pick)*2*LVL Rogue points. The "level of this pick" doesn't go up with level, but LVL does. (e.g. if you got Rogue group classes at levels 4, 5, and 7, you get 32*LVL Rogue points per level). It is possible the Rogue class you pick may increase this, for example, a reasonable non-"Level:" line of text for one of the "-eer" classes would be 20*LVL Rogue points, since they give 60*LVL Rogue points instead of 40*LVL.
N3. If you get a Psionicist group class, you get the PSP difference from previous level to this level (e.g. calculate your pool as if one level lower, and subtract it from your calculated pool for this level). Your pool does not increase in size. If you get an Ioun Stone of PSPs you can transfer PSPs between pools.

[PC43] Collective 4.3 Classes


Unfinisher3 Class Determination

d126 Class Groups Source
1 (Mighty Morphin) Power Ranger War, Joke Don rejected classes
2 1JG-izer / Emulator1JG Cust Voted classes not made
3 Adventurer Cust Voted classes not made
4 Alien Cultist5 Pri Voted classes not made
5 Animal0 Mon Voted classes not made
6 Anime Schoolgirl Joke, Enslaved Don rejected classes
7 AntiArchMutant Psi [PC99]
8 ArcanistDM Wiz [PC99]
9 ArchArchArcher War Don rejected classes
10 ArchPsi23 Psi Voted classes not made
11 Ars Magus Wiz, Lost Voted classes not made
12 Astral Fabricator30 Wiz, Mon, Alt Voted classes not made
13 Bard1JG Rog [PC99]
14 Battle Mage War, Wiz Don rejected classes
15 Battle Priest War, Pri Don rejected classes
16 Biologist Cust, ? Wiz Don rejected classes
17 Black Rog, ? Pri Don rejected classes
18 Book of Nine Swords ? War Voted classes not made
19 Boss Mon [PC99]
20 Bureaucrat1 NonCombatant, Lost Voted classes not made
21 Cabalist2/Theurgist1 Wiz [PC99]
22 Chaos Warrior War Voted classes not made
23 Chirurgeon3 Pri [PC99]
24 Class Designer Cust, PCDesigned Voted classes not made
25 Cleric30 Pri, Future Voted classes not made
26 Combatant2HM War Voted classes not made
27 Complete Scoundrel3.5 Rog Voted classes not made
28 Complete Warrior3 War [PC99]
29 Composite Elemental Lord Mon [PC99]
30 Custom7 Cust [PC99]
31 CustomDM Cust [PC99]
32 Cutthroat1 Rog [PC99]
d126 Class Groups Source
33 Cutthroat5 Rog Voted classes not made
34 Cyborg8 Mon, Tech Voted classes not made
35 Divine Priest Pri, Conc Voted classes not made
36 Diviner/Vision Mage Wiz, Alt Don rejected classes
37 DumDum Cust, Lesser Voted classes not made
38 Eel-15 Mon [PC99]
39 Escape Artist Rog Don rejected classes
40 Evil Underling Rog, Conc Voted classes not made
41 Familiar Mon, Enslaved Voted classes not made
42 Fanatic Pri [PC99]
43 Freak5 Mon [PC99]
44 Gate/Conduit Mage Wiz, Planar Voted classes not made
45 Golem Master Wiz [PC99]
46 Goon / Clod War [PC99]
47 Gray Hat5 Rog, Mirr, Planar Voted classes not made
48 Griefer5 Rog, Lost Voted classes not made
49 Hackmaster War [PC99]
50 Hellraiser (1/2-demon) War [PC99]
51 Herbalist2.5 Pri Voted classes not made
52 Hippie5 Pri, Lost Voted classes not made
53 Houri1JG Rog [PC99]
54 Immortal Hunter Alt [PC99]
55 InfiltratorDM Rog [PC99]
56 Inventer5 Wiz [PC99]
57 Item Crafter ? Wiz, NonCombatant Voted classes not made
58 Lamer Rog Don rejected classes
59 Luddite ( Psi(-8) ) Psi, Mirr, Tech Voted classes not made
60 Martial Artist1JG Rog [PC99]
61 Mecha Jockey32 (Psi32) Psi, Mon, Tech Voted classes not made
62 Merchant1JG Rog [PC99]
63 MetaCustom7 (Designer) Cust [PC99]
64 Meta-Mage Wiz Voted classes not made

[PC43] Collective 4.3 Classes


Unfinisher3 Class Determination (cont.)

d126 Class Groups Source
65 MetaMonster7 Mon [PC99]
66 MetaPriest7 Pri [PC99]
67 MetaPsionicist5 or 7 Psi [PC99]
68 MetaRogue7 Rog [PC99]
69 MetaWarrior7 War [PC99]
70 MetaWizard7 Wiz [PC99]
71 Minikin (Minulator-oid) Cust, Alt Voted classes not made
72 Mirror Master Conc, Mirr Voted classes not made
73 Necromonger Pri, Overt Voted classes not made
74 Ninja Turtle Rog, Joke Don rejected classes
75 Ninja1JG Rog [PC99]
76 Occult Mage Wiz, Lost Voted classes not made
77 Occultist5 Pri [PC99]
78 Ooze Mon [PC99]
79 Opposition Conc Voted classes not made
80 ParaPsychologist5 Psi [PC99]
81 Pariah Conc, Mirr Voted classes not made
82 Preacher5 Pri [PC99]
83 Protector1 Pri [PC99]
84 Psi(-18) Psi [PC99]
85 Psi0.02 Psi Don rejected classes
86 Psi13 Psi Voted classes not made
87 Psi17 Psi [PC99]
88 Psi1Blaster Psi [PC99]
89 Psi20 Psi [PC99]
90 Psi23 Psi [PC99]
91 Psi600J Psi Don rejected classes
92 Psi63 (Synnibarr) Psi Voted classes not made
93 Psi6J Psi, Planar Voted classes not made
94 Quintessential Monk6 Rog Voted classes not made
95 Rabid Charging Beast ? Mon, RobotControlled Voted classes not made
96 SATD (Survivalist-ArchMage-
Templar-Dungeoneer)
War, Wiz, Pri, Rog Don rejected classes
d126 Class Groups Source
97 Savage5 Mon [PC99]
98 Scoundrel5 Rog [PC99]
99 Shadow-walker1JG Rog [PC99]
100 Shifter Mon [PC99]
101 Soothsayer10 Wiz [PC99]
102 Spawn Conc, Enslaved Voted classes not made
103 Speedster81 Rog, Psi Voted classes not made
104 Spellweaver Wiz, Mon Voted classes not made
105 Spiritual Healer Pri, Psi, Alt Voted classes not made
106 Swindler5 Rog [PC99]
107 Switch Classer Cust [PC99]
108 Systematic Warrior War, Cust, Random Voted classes not made
109 Tarrasque Mon Voted classes not made
110 Techie Tech Voted classes not made
111 Theist21 Pri, Demi Voted classes not made
112 Thief1JG Rog [PC99]
113 Thought/Mind Mage Wiz [PC99]
114 ThugDM Rog [PC99]
115 Tiny Game Hunter War, Demi Voted classes not made
116 Trickster Rog Voted classes not made
117 Tusken Raider(-19) War [PC99]
118 Understudy Conc, Pri Voted classes not made
119 Variable PsiN Psi [PC99]
120 Venefic1JG Rog [PC99]
121 Victor5 Conc, War Voted classes not made
122 Vindicator(-65) War [PC99]
123 Virologist ? Wiz Don rejected classes
124 Werewolf5 Mon [PC99]
125 Worshiper of the Far Realm Demi, Pri, Lost Don rejected classes
126 X24 Psi [PC99]

[PC43] Collective 4.3 Classes


Unholy SuperMonk1

Level KXP War,Wiz,Rog  Psi0
123 456 7 / mMG S
1 0 1-- --- - / 1-- -
2 2.85 20- --- - / 2-- -
3 6 21- --- - / 3-- -
4 12.6 320 --- - / 4-- -
5 28.2 331 --- - / 5-- -
6 59.5 332 0-- - / 6-- -
7 121.6 332 1-- - / 61- -
8 247 333 20- - / 62- -
9 431 443 21- - / 63- -
10 616 443 320 - / 64- -
11 862 544 321 - / 65- -
12 1180 655 322 - / 651 -
13 1565 666 422 0 / 652 -
14 2190 666 532 1 / 653 -
15 2815 666 642 1 / 654 -
16 3440 777 643 1 / 654 1
17 4065 777 753 2 / 654 2
18 4690 888 864 2 / 654 3
19 5320 998 864 2 / 654 4
20 5950 999 875 2 / 655 4
21 6580 999 986 2 / 655 5
22 7280 999 996 3 / 665 5
23 7980 999 997 3 / 666 5
24 8680 999 998 3 / 666 6
25 9380 999 998 4 / 766 6
26 10080 999 999 4 / 776 6
27 10780 999 999 5 / 777 6
28 11480 999 999 6 / 777 7
29 12180 999 999 7 / 877 7
30 12880 999 999 8 / 887 7
31 13580 999 999 9 / 888 7
32 14280 AAA A99 9 / 888 8
33 14980 AAA AAA 9 / 988 8
34 15680 AAA AAA A / 998 8
35 16380 BBB BAA A / 999 8
36 17080 BBB BBB B / 999 9
TH Saves
PD RS PP BW Sp Fo Re Wi
+2  8  5  6  3  4  1  3  3
+5  9  6  7  4  6  2  5  4
+8 10  8  8  6  7  3  6  5
+11 11  9  9  8  9  5  8  6
+14 12 11 10 10 10  6  9  7
+17 13 12 11 12 12  7 11  8
+20 14 14 13 14 13  8 12  9
+23 14 15 14 14 14  9 14 10
+26 15 16 14 14 15 11 15 11
+29 16 16 15 15 16 12 17 12
+32 16 16 16 16 16 13 18 13
+35 16 17 16 16 16 14 20 14
+38 17 18 17 17 17 15 21 15
+41 18 19 18 18 18 16 22 16
+44 19 20 19 19 19 17 23 17
+47 20 21 20 20 20 18 24 18
+50 21 22 21 21 21 19 25 19
+53 22 23 22 22 22 20 26 20
Requisites: Str 17, Dex 17, Con 13, Wis 19
Alignment: LE, LN, or NE
HD/level: & +d13
Weapon Prof.: & 3+level*2
To Hit Table: & 3xWar
Save Table: & (2xWar)/(2xPri)/(3xRog)
Reference: DM
Groups: Warrior, Priest, Rogue
 
Gets Barbarian Str and Dex, and Exceptional Con.
Gets Wis bonus to spell progression. Can cast Warrior, Priest, or Rogue spells.
Open Hands number of attacks = (LVL+2)/2. Open Hands base dmg = 1d((LVL+1)*2)
Level 1: If Open Hands hit exceeds what is needed by 5, target is stunned for 1d8 r (save vs. para)
Level 1: If Open Hands stuns, chance to kill is (level)*4+20-(target's AC)% (no save)
Level 1: Open Hands are considered a +LVL weapon to hit.
Level 1: Natural AT is +level*2
Level 1: Base movement rate is (13+level*2)"
Level 1: Against area effects that give a save for ½: the monk takes no damage if he makes his save. This is not used for non-(hp) damaging effects.
Level 1: 1V (may borrow from next segment): Knock away missile weapons. The missile weapons must be size M or less and must be directed at the monk or a target within 10'. The monk makes a save vs. paralyzation with a penalty equal to the number of magical plusses the weapon has, if successful, the weapon is deflected. The monk can knock away a maximum of 10 missiles, plus 1/level.
Level 1: Two Martial Arts styles; +3 Martial Arts maneuver slots /level. This may used for Professional Wrestling instead.
Level 1: +LVL dmg with weapons.
Level 2: +1QV action.
Level 3: Speak with undead (continuous).
Level 4: Immunity to disease and slow effects (continuous).
Level 4: Self healing (laying on hands): LVL*LVL*2 hp, can be done once per turn.
Level 4: Immune falling damage.
Level 5: +1QP action.
Level 6: +1QQV action.
Level 7: Dust of Disappearance (psi freq. 0) level times per day.
Level 8: Retarded Aging, Immunity to Poison, Immunity to Geas/Quest
Level 9: Quivering Palm 1/d: If target's HD/level is equal to or less than twice the monk's level, if hp of target is equal to or less than 10 times monk's hp, if target is not undead, if an open hand attack hits, then monk can command target to die at any time within 1 day per level (no save).
Level 9: +1QM action.
Lvl Holy Monk Ability | -50% | -100% | -150% Act Base Penalty Bonus
1 +rating/50 A actions /r this turn || B actions || C actions F 0 Dex-20 Dex-25
1 Curing/Causing (1 hp per 1% made), self or others (PPD save:½) V 0 Wis-13 Wis-18
1 Restore/Cause stat damage (1 per 5% made), self or others (PPD save:½) V 0 Wis-13 Wis-18
1 Find/Remove Wizard Abjurations/Priest Protections V 0 Dex-13 Dex-18
1 Climb Walls | Climb Overhangs | Climb Upside Down V 60 Str-9 Str-13
1 Open/Close Locks: Mech. | Magic/Psi | OutPhase VM 10 Dex-11 Dex-15
1 Find/Remove Traps: Mech. | Magic/Psi | OutPhase | Pro. M 5 Dex-12 Dex-17
1 Hide in Shadows || Meld in Shadows/Mirrors V 5 Dex-11 Dex-16
2 Remove/Cause Slow/Sleep | Disease | Poison/Blindness | Paralysis/Hold | Curse (PPD save per 10% made) V 0 Wis-13 Wis-18
2 Concealment/Blending | Misdirection | Non-Detection M 20 Wis-12 Wis-14
3 Lower/Ignore WaWR (reduce or ignore WaWR by rating) || iWaWR V/N 0 Dex-10 Dex-20
4 Restore/Cause level drains (1 per 10% made), self or other (PPD save:½) V 0 Wis-13 Wis-18
4 Don't generate Alley encounters | Sewer/Attic | Old City at Night M 10 Wis-15 Wis-20
5 Escape Bonds | Escape Binding | Escape Imprisonment/Time Stop P 50 Str-12 Str-14
6 Touch : Chill/Pain | Para/Vampiric | Energy Drain 0 20 Str-9 Str-15
6 Identity Penetration | False Seeing | True Seeing MM 5 Wis-11 Wis-19
7 Blink | Controlled Blink M 20 Wis-12 Wis-17
8 Finger of Death | Slay Living | Power Word Kill V 0 Int-14 Int-17
8 ("Twirl") Find/Remove Guardian/Warding/Forbiddance effect on area || x1 Special M 20 Dex-18 Dex-28
9 Inner Focus (+1 Str/Dex/Con for 1r per 10% made) M 5 Wis-10 Wis-20
10 Chi Power (cast a Shukenja spell of spell level SL) (penalty = -SL*50%) (#=SL) #M 0 Wis-12 Wis-36
12 Disharmonic Blast (1 dmg per 1% made to area) P*M 10 Con-16 Con-22
15 Energy Control | Adaptation | Immune to Hostile Environments PV 30 Con-9 Con-12
18 Elemental Form | Para-Ele Form | Quasi-Ele Form ||| Semi-Ele Form PP 40 Con-24 Con-24
27 Backsteal (Steal an effect off of target for yourself per 120%) (aXR to avoid) ½0 30 NA NA

[PC43] Collective 4.3 Classes


Vanguard

Level KXP Warrior
123 456 78
1 0 0-- --- --
2 8 1-- --- --
3 12 2a- --- --
4 17.6 30- --- --
5 26.4 41b --- --
6 39.2 52a --- --
7 58.4 630 c-- --
8 87.2 741 b-- --
9 130.4 852 a-- --
10 195.2 963 0-- --
11 292.8 974 1-- --
12 439.2 985 2d- --
13 658.4 996 3c- --
14 987.2 997 4b- --
15 1480.8 998 5a- --
16 2220.8 999 60- --
17 3331.2 999 71e --
18 5120 999 81d --
19 5440 999 92c --
20 5760 999 92b --
21 6080 999 93a --
22 6400 999 930 f-
23 6720 999 941 e-
24 7040 999 941 d-
25 7360 999 952 c-
26 7680 999 952 b-
27 8000 999 963 a-
28 8320 999 963 0-
29 8640 999 974 1-
30 8960 A99 974 1-
31 9280 AA9 985 1-
32 9600 AAA 985 2-
33 9920 AAA A96 2-
34 10240 AAA AA6 2-
35 10560 BBB AA7 3-
36 10880 BBB BB7 31
TH Saves
PD RS PP BW Sp Fo Re Wi
+1  5  2  4  2  1  1  1  0
+3  6  4  5  4  3  2  2  1
+5  8  5  7  6  4  3  3  2
+7  9  7  8  8  6  4  4  2
+8 11  8 10 10  7  5  4  3
+9 12 10 11 12  9  6  5  4
+10 14 11 13 14 10  7  6  4
+11 14 12 14 14 11  8  7  5
+12 15 13 14 14 12  9  8  6
+13 15 14 15 15 13 10  8  6
+14 15 14 15 15 14 11  9  7
+15 15 14 15 15 15 12 10  8
+16 15 15 15 15 15 13 11  8
+17 16 15 15 15 15 14 12  9
+18 16 15 16 15 15 15 12 10
+19 16 16 16 15 15 16 13 10
+20 16 16 16 16 16 17 14 11
+21 17 16 16 16 16 18 15 12
Requisites: Str 15, Con 9, Chr 19
Alignment: any
HD/level: 2d10
Weapon Prof.: 0+2*level
To Hit Table: 2xCust
Save Table: 2xWar
Reference: MTG / DM
Groups: Warrior, Custom, Demigod (x1)
 
Gets Barbarian Str and Exceptional Con. Uses "Cavalier" line for number of attacks.
Str score is considered +5*LVL higher for purposes of size of weapons that can be wielded. Never has a Dex requirement for weapon size.
 
Gets Chr bonus to spell progression. Specialized in Warrior Paladin school. Can cast Priest All sphere spells as if they were Warrior spells.
 
You have 1 Vanguard Avatar per level. You cannot pick the same Vanguard Avatar more than once. Vanguard Avatars may be changed during reset.
Vanguard Avatars affect the ML for this class only. These ML adjustments are artificial and you will Twilight if you cast a spell with SL above your LVL. If your adjusted ML is 0 or less, your ML is considered to be 0 (and you have no spells). If your ML is greater than 36, gain 1 spell per level, keeping the progression decreasing, you get your first 9th level spell at ML=54.
Vanguard Avatars also affect your maximum hit points. If you somehow gain a Vanguard Avatar during combat, your current hp will increase by the same amount.
The Vanguard Avatar list is not complete. You may spend 1 research point to add an Avatar from the Magic Online list.
 
Some Vanguard Avatar abilities refer to spending spell slots. You may spend a spell slot which is already assigned to channel a spell, but then of course the spell is no longer being channeled. You could spend 1/2 of a 6th level spell to get 3 SL's, or 1/2 of a 1st and a 1/2 of a 5th, etc. (Please keep fractions to 1/2 only.)
 
New Warrior Spell:
Morningtide Summoning (SL=N, Paladin school): Summon 11-SL (choose one of these:) Soldiers, Shamans, Wizards, Warriors, or Rogues of DL=N

[PC43] Collective 4.3 Classes


Vanguard Avatars

Source # Vanguard Avatar Effect ML max hp
MTG-VG4 1 Ashnod Damaging shield vs. melee or missile weapons (effect is lower case s slain, RSW save per attack) +1 -8*level
MTG-VG2 2 Barrin 0, sacrifice a summon: Dismiss a summon, or force a creature back to it's home plane (RSW save if your summon's DL is less than their DL) 0 +6*level
MTG-VG2 3 Crovax Whenever you or your summons attack and deal damage, gain 1 hp per attack. (You can go to at most triple max hp) +2 0
MTG-VG3 4 Eladamri 0: Redirect to yourself any amount of damage dealt to your summons. -1 +15*level
MTG-VG1 5 Ertai You and your summons can't be the target of enemies' spells or abilities. -1 +4*level
MTG-VG1 6 Gerrard +1F action per round. -4 0
MTG-VG4 7 Gix 1M, use 3 SLs of spell slots: Bring back one of your summons that was just killed in the past round. It is Capital F Fixed. -2 +18*level
MTG-VG2 8 Greven il-Vec You and your summons can Slay brand on one attack per P action (RSW save, lower case s slain) -1 +2*level
MTG-VG2 9 Hanna Your spells (from your Vanguard progression) cost 1 SL less (you are School Robed in everything). +1 -5*level
MTG-VG1 10 Karn You have an extra "Animated Objects" slot, with at most LVL objects in it. 1M: Animate Object as a DL=(LVL+1)/2 Golem. +1 +6*level
MTG-VG3 11 Lyna You and your summons gain phasing (they can pass though solid objects and walls). +2 -4*level
MTG-VG1 12 Maraxus Your summons get +1 offensive DL. +1 +2*level
MTG-VG1 13 Mirri You may cast Wizard, Priest, or Rogue spells as if they were Warrior spells. 0 +5*level
MTG-VG4 14 Mishra You and your summons deal double melee damage. 0 -3*level
MTG-VG3 15 Multani 0, use a spell slot of SL=N, 1/t: Your summons get +N to offensive DL for 1 turn. This does not stack with itself. -3 -2*level
MTG-VG3 16 Oracle 0, 1/r: Remove yourself and any number of your summons from a group (no parting shots; they move LVL*10' away) +1 +9*level
MTG-VG2 17 Orim You and your summons have +LVL*3' reach upwards. 0 +12*level
MTG-VG3 18 Rofellos Whenever one of your summons is killed, gain it's DL/10 of an A' action. (1A' -> 1V; 2A' -> 1P; 3A' -> 1M or 1QZ) -2 +4*level
MTG-VG2 19 Selenia Your summons can interpose in front of you to absorb attacks. +1 +7*level
MTG-VG4 20 Serra All creatures you control get +1 defensive DL or +2 rhp (choose one). +1 +level
MTG-VG3 21 Sidar Kondo 0, use 3 SLs of spell slots: Target gets +3 TH, dmg, AC, and saves for 1r. This ability does stack with itself. -1 +12*level
MTG-VG1 22 Sisay Double your spell progression (number of spells per level, including the Chr stat bonus) -2 -3*level
MTG-VG3 23 Sliver Queen, Brood Mother Extra summon slot, only for at most LVL*5 Slivers. 0, use N SLs of spell slots: Summon a DL N Sliver. It has no special abilities (it is "Vanilla"). 0 +8*level
MTG-VG1 24 Squee You have continuous ESP. 1M: Sense Motive or Detect Lie (no failure). 1M: Tap Psionic Link. +3 -4*level
MTG-VG2 25 Starke Whenever you lower (drop) one of your spells, you can get the spell slot back (it becomes an unassigned spell slot if you were channeling it). 0 -2*level
MTG-VG1 26 Tahngarth You and your summons are unaffected by summoning sickness. -1 +7*level
MTG-VG3 27 Takara 1N, sacrifice a summon: Deal X damage to one target (no save), where X is the DL of the summon. +3 -8*level
MTG-VG4 28 Tawnos You may convert 1M -> 1OppM only for casting spells. +3 -4*level
MTG-VG4 29 Titania 0, 1/r: An area effect spell you are casting affects an extra group. +2 -5*level
MTG-VG4 30 Urza 1M, use 3 SLs of spell slots: 10*LVL dmg to one target (no save). -1 +10*level
MTG-VG2 31 Volrath When summoning, you can get back the exact same subtype of summon that you last summoned. +2 -3*level
MTG-VG4 32 Xantcha 0, sacrifice a summon or magic item: Target is cured N hp, where N=(DL^2)*10 of summon, or N=XPV of item. +1 +3*level

[PC43] Collective 4.3 Classes


Wand Mage

Level KXP Wands
123 456 789 A
1 0 1-- --- --- -
2 1.8 2½- --- --- -
3 3.6 21- --- --- -
4 7.2 32½ --- --- -
5 14.4 321 --- --- -
6 28.8 432 ½-- --- -
7 57.6 432 1-- --- -
8 115.2 543 2½- --- -
9 230.4 543 21- --- -
10 590.4 654 32½ --- -
11 950.4 654 321 --- -
12 1310.4 765 432 ½-- -
13 1670.4 765 432 1-- -
14 2030.4 776 543 2½- -
15 2390.4 776 543 21- -
16 2750.4 777 654 32½ -
17 3110.4 777 654 321 -
18 3470.4 777 765 432 ½
19 3830.4 777 776 543 1
20 4190.4 777 777 654 2
21 4550.4 777 777 765 3
22 4910.4 777 777 776 4
23 5270.4 777 777 777 5
24 5630.4 777 777 777 6
25 5990.4 777 777 777 7
26 6350.4 888 877 777 7
27 6710.4 888 888 877 7
28 7070.4 888 888 888 7
29 7430.4 888 888 888 8
30 7790.4 999 988 888 8
31 8150.4 999 999 988 8
32 8510.4 999 999 999 8
33 8870.4 999 999 999 9
34 9230.4 AAA A99 999 9
35 9590.4 AAA AAA A99 9
36 9950.4 AAA AAA AAA A
TH Saves
PD RS PP BW Sp Fo Re Wi
+0  4  7  5  3  6  0  1  1
+0  4  7  5  3  7  0  1  1
+0  4  8  5  4  7  0  1  2
+1  4  8  6  4  7  1  2  2
+1  5  9  6  4  8  1  2  3
+1  5  9  7  5  8  2  3  3
+2  5 10  7  5  9  2  3  4
+2  6 10  7  6  9  2  3  4
+2  6 10  8  6  9  3  4  5
+3  6 11  8  6 10  3  4  5
+3  7 11  9  7 10  4  5  6
+3  7 12  9  7 11  4  5  6
+4  7 12  9  8 11  4  5  7
+4  7 13 10  8 11  5  6  7
+4  8 13 10  8 12  5  6  8
+5  8 13 11  9 12  6  7  8
+5  8 14 11  9 13  6  7  9
+5  9 14 11 10 13  6  7  9
Requisites: Int 19
Alignment: any
HD/level: ++d6
Weapon Prof.: 2+level/2
To Hit Table: Wiz
Save Table: Wiz
Reference: DM
Groups: Wizard
 
Does not use Channeling.
Each "wand slot" allows you to create a temporary wand (which lasts until the end of the day). Each wand has 10*N charges, where N is the number in the spell progression for that SL (not counting stat bonus if you somehow generate a stat bonus for this progression). So, a 3rd level Wand Mage can make 2 SL=1 wands with 20 charges each, and 1 SL=2 wand with 10 charges. (Half-slots require school specialization and have 5 charges.)
 
For each wand, you specify two spell effects it can do, of the appropriate SL. You can leave these choices as "open slots" as you like.
 
It doesn't take any actions to make or choose the effects of these wands. You are assumed to always be wielding a wand in each hand that you have dictated for "wand usage". It doesn't cost any actions to switch wands either; but you do have to spend 1V if you switch from wand to non-wand (say to a shield) or vice versa.
 
It requires only 1M action to active ALL wands you are wielding. This is an exception to the normal wand usage rules, and only Wand Mages can do this.
 
You may specialize in a school, if you do, choose an opposite. Wands that do effects only from specialized schools cost only ½ a wand slot to make.
 
You may "break" a wand, spending 1V, this causes the wand to release all of it's charges on both you and the target. For each charge, choose which wand effect resolves. If the wand is area effect, both you and the target are centers of each area effect. However, if you and the target are in the same group, only 1 area effect resolves per charge (not 2). (The point here is that no one should be hit by more than 1 effect per charge.)
 
Going into each reset (at the beginning of the reset), you may keep some of your remaining temporary wands as permanent wands, to go into the next day. You can keep only LVL of these permanent wands total at a time.
You can also sell some of your permanent wands during the reset, but any wands you sell will count against this LVL limit for the next (upcoming) day. At the end of that day (tomorrow), your limit goes back to LVL as normal (essentially it takes 1 day for the limit to "forget" these wands). Wands sell for (SL+1)^2*C*5 gp, where C is the number of charges (assuming half cost for selling items).
 
Level 6: You may construct staves; these are identical to wands, except they have only 2.5*N charges (round up), but do ALL of their effects when activated. The target must be the same for each effect. Staves count as wands for the "1M: Active all your wands" ability.
Level 9: Your wands of SL 1-3 can have 3 effects instead of 2.
Level 12: You may construct rods; these are like wands, but they don't have charges. Instead they have "1M: Do one of this rod's effects". This uses up your entire 1M action; rods do not count as wands for the "1M: Active all your wands" ability.
Level 18: Your wands of SL 1-3 can have 4 effects, and your wands of SL 4-6 can have 3 effects.
Level 27: Your wands of SL 1-3 can have 5 effects, and your wands of SL 4-6 can have 4 effects, and your wands of SL 7-9 can have 3 effects.
Level 36: Your wands of SL 1-3 can have 6 effects, and your wands of SL 4-6 can have 5 effects, your wands of SL 7-9 can have 4 effects, and your wands of SL 10 can have 3 effects.

[PC43] Collective 4.3 Classes


BlahR Evasion (Mini-Class)

Level KXP Effect Total
1 1 25% of one BlahR Evasion (25%)
2 2 25% of one BlahR Evasion (50%)
3 4 25% of one BlahR Evasion (75%)
4 8 25% of one BlahR Evasion (100%)
5 16 25% of one BlahR Evasion (125%)
6 32 25% of one BlahR Evasion (150%)
7 64 25% of one BlahR Evasion (175%)
8 100 25% of one BlahR Evasion (200%)
9 150 25% of one BlahR Evasion (225%)
10 200 25% of one BlahR Evasion (250%)
11 250 25% of one BlahR Evasion (275%)
12 300 25% of one BlahR Evasion (300%)
13 350 25% of one BlahR Evasion (325%)
14 400 25% of one BlahR Evasion (350%)
15 450 25% of one BlahR Evasion (375%)
16 500 25% of one BlahR Evasion (400%)
17 550 25% of one BlahR Evasion (425%)
18 600 25% of one BlahR Evasion (450%)
19 650 25% of one BlahR Evasion (475%)
20 700 25% of one BlahR Evasion (500%)
21 750 25% of one BlahR Evasion (525%)
22 800 25% of one BlahR Evasion (550%)
23 850 25% of one BlahR Evasion (575%)
24 900 25% of one BlahR Evasion (600%)
25 950 25% of one BlahR Evasion (625%)
26 1000 25% of one BlahR Evasion (650%)
27 1050 25% of one BlahR Evasion (675%)
28 1100 25% of one BlahR Evasion (700%)
29 1150 25% of one BlahR Evasion (725%)
30 1200 25% of one BlahR Evasion (750%)
31 1250 25% of one BlahR Evasion (775%)
32 1300 25% of one BlahR Evasion (800%)
33 1350 25% of one BlahR Evasion (825%)
34 1400 25% of one BlahR Evasion (850%)
35 1450 25% of one BlahR Evasion (875%)
36 1500 25% of one BlahR Evasion (900%)
Alternate Effect Alt Total
10% to one oBlahR (10%)
10% to one oBlahR (20%)
10% to one oBlahR (30%)
10% to one oBlahR (40%)
10% to one oBlahR (50%)
10% to one oBlahR (60%)
10% to one oBlahR (70%)
10% to one oBlahR (80%)
10% to one oBlahR (90%)
10% to one oBlahR (100%)
10% to one oBlahR (110%)
10% to one oBlahR (120%)
10% to one oBlahR (130%)
10% to one oBlahR (140%)
10% to one oBlahR (150%)
10% to one oBlahR (160%)
10% to one oBlahR (170%)
10% to one oBlahR (180%)
10% to one oBlahR (190%)
10% to one oBlahR (200%)
10% to one oBlahR (210%)
10% to one oBlahR (220%)
10% to one oBlahR (230%)
10% to one oBlahR (240%)
10% to one oBlahR (250%)
10% to one oBlahR (260%)
10% to one oBlahR (270%)
10% to one oBlahR (280%)
10% to one oBlahR (290%)
10% to one oBlahR (300%)
10% to one oBlahR (310%)
10% to one oBlahR (320%)
10% to one oBlahR (330%)
10% to one oBlahR (340%)
10% to one oBlahR (350%)
10% to one oBlahR (360%)
 
Each level, pick a BlahR. You automatically Evade 25% of that BlahR.
For the Alternate version, instead you get oBlahR 10% (Offensive BlahR). This reduces their BlahR if they have it. If they don't have it (or if you have oBlahR left over), roll your oBlahR, if you make it, they take x2 effect.

[PC43] Collective 4.3 Classes


Brown Originator Mini (Originator Mini-Class)

Level KXP Effect Total
1 220 You are 1% Real (1)
2 440 You are 2% Real (2)
3 880 You are 3% Real (3)
4 1760 You are 4% Real (4)
5 3520 You are 5% Real (5)
6 7040 You are 6% Real (6)
7 14080 You are 7% Real (7)
8 22000 You are 8% Real (8)
9 33000 You are 9% Real (9)
10 44000 You are 10% Real (10)
11 55000 You are 11% Real (11)
12 66000 You are 12% Real (12)
13 77000 You are 13% Real (13)
14 88000 You are 14% Real (14)
15 99000 You are 15% Real (15)
16 110000 You are 16% Real (16)
17 121000 You are 17% Real (17)
18 132000 You are 18% Real (18)
19 143000 You are 19% Real (19)
20 154000 You are 20% Real (20)
21 165000 You are 21% Real (21)
22 176000 You are 22% Real (22)
23 187000 You are 23% Real (23)
24 198000 You are 24% Real (24)
25 209000 You are 25% Real (25)
26 220000 You are 26% Real (26)
27 231000 You are 27% Real (27)
28 242000 You are 28% Real (28)
29 253000 You are 29% Real (29)
30 264000 You are 30% Real (30)
31 275000 You are 31% Real (31)
32 286000 You are 32% Real (32)
33 297000 You are 33% Real (33)
34 308000 You are 34% Real (34)
35 319000 You are 35% Real (35)
36 330000 You are 36% Real (36)
Alternate Effect Alt Total
One random cheat code, possibly reduced (1)
One random cheat code, possibly reduced (2)
One random cheat code, possibly reduced (3)
One random cheat code, possibly reduced (4)
One random cheat code, possibly reduced (5)
One random cheat code, possibly reduced (6)
One random cheat code, possibly reduced (7)
One random cheat code, possibly reduced (8)
One random cheat code, possibly reduced (9)
One random cheat code, possibly reduced (10)
One random cheat code, possibly reduced (11)
One random cheat code, possibly reduced (12)
One random cheat code, possibly reduced (13)
One random cheat code, possibly reduced (14)
One random cheat code, possibly reduced (15)
One random cheat code, possibly reduced (16)
One random cheat code, possibly reduced (17)
One random cheat code, possibly reduced (18)
One random cheat code, possibly reduced (19)
One random cheat code, possibly reduced (20)
One random cheat code, possibly reduced (21)
One random cheat code, possibly reduced (22)
One random cheat code, possibly reduced (23)
One random cheat code, possibly reduced (24)
One random cheat code, possibly reduced (25)
One random cheat code, possibly reduced (26)
One random cheat code, possibly reduced (27)
One random cheat code, possibly reduced (28)
One random cheat code, possibly reduced (29)
One random cheat code, possibly reduced (30)
One random cheat code, possibly reduced (31)
One random cheat code, possibly reduced (32)
One random cheat code, possibly reduced (33)
One random cheat code, possibly reduced (34)
One random cheat code, possibly reduced (35)
One random cheat code, possibly reduced (36)
 
The Normal version multiplies all of your effects by xx(1+LVL/10). So at level 5 you multiply all of your damage, spell effects, spell save DC, etc. by xx1.5. This includes your AC rating and hit points. In practice, we will simply write a big "xx1.5" on the chalkboard next to your character, rather than actually multiply everything through (it will get too confusing otherwise).
The Alternate version gives you one random cheat code per level. It is possible that a pick may be reduced in power a bit, if it's a current player's pick. Or it may be a pick that's currently undefined or unknown. In any case, it will be gross.

[PC43] Collective 4.3 Classes


Capital Immuner (Mini-Class)

Level KXP Effect Total
1 6 Immune to a [C] section effect and it's Capital version (1)
2 12 Immune to a [C] section effect and it's Capital version (2)
3 24 Immune to a [C] section effect and it's Capital version (3)
4 48 Immune to a [C] section effect and it's Capital version (4)
5 96 Immune to a [C] section effect and it's Capital version (5)
6 192 Immune to a [C] section effect and it's Capital version (6)
7 384 Immune to a [C] section effect and it's Capital version (7)
8 600 Immune to a [C] section effect and it's Capital version (8)
9 900 Immune to a [C] section effect and it's Capital version (9)
10 1200 Immune to a [C] section effect and it's Capital version (10)
11 1500 Immune to a [C] section effect and it's Capital version (11)
12 1800 Immune to a [C] section effect and it's Capital version (12)
13 2100 Immune to a [C] section effect and it's Capital version (13)
14 2400 Immune to a [C] section effect and it's Capital version (14)
15 2700 Immune to a [C] section effect and it's Capital version (15)
16 3000 Immune to a [C] section effect and it's Capital version (16)
17 3300 Immune to a [C] section effect and it's Capital version (17)
18 3600 Immune to a [C] section effect and it's Capital version (18)
19 3900 Immune to a [C] section effect and it's Capital version (19)
20 4200 Immune to a [C] section effect and it's Capital version (20)
21 4500 Immune to a [C] section effect and it's Capital version (21)
22 4800 Immune to a [C] section effect and it's Capital version (22)
23 5100 Immune to a [C] section effect and it's Capital version (23)
24 5400 Immune to a [C] section effect and it's Capital version (24)
25 5700 Immune to a [C] section effect and it's Capital version (25)
26 6000 Immune to a [C] section effect and it's Capital version (26)
27 6300 Immune to a [C] section effect and it's Capital version (27)
28 6600 Immune to a [C] section effect and it's Capital version (28)
29 6900 Immune to a [C] section effect and it's Capital version (29)
30 7200 Immune to a [C] section effect and it's Capital version (30)
31 7500 Immune to a [C] section effect and it's Capital version (31)
32 7800 Immune to a [C] section effect and it's Capital version (32)
33 8100 Immune to a [C] section effect and it's Capital version (33)
34 8400 Immune to a [C] section effect and it's Capital version (34)
35 8700 Immune to a [C] section effect and it's Capital version (35)
36 9000 Immune to a [C] section effect and it's Capital version (36)
Alternate Effect Alt Total
Immune to an element; does "spread" (1)
Immune to an element; does "spread" (2)
Immune to an element; does "spread" (3)
Immune to an element; does "spread" (4)
Immune to an element; does "spread" (5)
Immune to an element; does "spread" (6)
Immune to an element; does "spread" (7)
Immune to an element; does "spread" (8)
Immune to an element; does "spread" (9)
Immune to an element; does "spread" (10)
Immune to an element; does "spread" (11)
Immune to an element; does "spread" (12)
Immune to an element; does "spread" (13)
Immune to an element; does "spread" (14)
Immune to an element; does "spread" (15)
Immune to an element; does "spread" (16)
Immune to an element; does "spread" (17)
Immune to an element; does "spread" (18)
Immune to an element; does "spread" (19)
Immune to an element; does "spread" (20)
Immune to an element; does "spread" (21)
Immune to an element; does "spread" (22)
Immune to an element; does "spread" (23)
Immune to an element; does "spread" (24)
Immune to an element; does "spread" (25)
Immune to an element; does "spread" (26)
Immune to an element; does "spread" (27)
Immune to an element; does "spread" (28)
Immune to an element; does "spread" (29)
Immune to an element; does "spread" (30)
Immune to an element; does "spread" (31)
Immune to an element; does "spread" (32)
Immune to an element; does "spread" (33)
Immune to an element; does "spread" (34)
Immune to an element; does "spread" (35)
Immune to an element; does "spread" (36)
 
"Hard to get to" [C] section effects (that do not have a lower case version, like Set and As You Are) cost this class 3 picks each.
Being immune to slay and Capital S Slay, or stun and Capital S Stun, with 1 pick is perfectly fine.

[PC43] Collective 4.3 Classes


Chr (Mini-Class)

Level KXP Effect Total
1 2 +2 set Chr; +10% Money * (+2; x1.1)
2 4 +2 set Chr; +10% Money * (+4; x1.2)
3 8 +2 set Chr; +10% Money * (+6; x1.3)
4 16 +2 set Chr; +10% Money * (+8; x1.4)
5 32 +2 set Chr; +10% Money * (+10; x1.5)
6 64 +2 set Chr; +10% Money * (+12; x1.6)
7 128 +2 set Chr; +10% Money * (+14; x1.7)
8 200 +2 set Chr; +10% Money * (+16; x1.8)
9 300 +2 set Chr; +10% Money * (+18; x1.9)
10 400 +2 set Chr; +10% Money * (+20; x2)
11 500 +2 set Chr; +10% Money * (+22; x2.1)
12 600 +2 set Chr; +10% Money * (+24; x2.2)
13 700 +2 set Chr; +10% Money * (+26; x2.3)
14 800 +2 set Chr; +10% Money * (+28; x2.4)
15 900 +2 set Chr; +10% Money * (+30; x2.5)
16 1000 +2 set Chr; +10% Money * (+32; x2.6)
17 1100 +2 set Chr; +10% Money * (+34; x2.7)
18 1200 +2 set Chr; +10% Money * (+36; x2.8)
19 1300 +2 set Chr; +10% Money * (+38; x2.9)
20 1400 +2 set Chr; +10% Money * (+40; x3)
21 1500 +2 set Chr; +10% Money * (+42; x3.1)
22 1600 +2 set Chr; +10% Money * (+44; x3.2)
23 1700 +2 set Chr; +10% Money * (+46; x3.3)
24 1800 +2 set Chr; +10% Money * (+48; x3.4)
25 1900 +2 set Chr; +10% Money * (+50; x3.5)
26 2000 +2 set Chr; +10% Money * (+52; x3.6)
27 2100 +2 set Chr; +10% Money * (+54; x3.7)
28 2200 +2 set Chr; +10% Money * (+56; x3.8)
29 2300 +2 set Chr; +10% Money * (+58; x3.9)
30 2400 +2 set Chr; +10% Money * (+60; x4)
31 2500 +2 set Chr; +10% Money * (+62; x4.1)
32 2600 +2 set Chr; +10% Money * (+64; x4.2)
33 2700 +2 set Chr; +10% Money * (+66; x4.3)
34 2800 +2 set Chr; +10% Money * (+68; x4.4)
35 2900 +2 set Chr; +10% Money * (+70; x4.5)
36 3000 +2 set Chr; +10% Money * (+72; x4.6)
Alt1 Effect Alt2 Effect Alt Total
+4 set Presence (prog. bonus); * +4 set Leadership (followers); * (+4)
+4 set Presence (prog. bonus); * +4 set Leadership (followers); * (+8)
+4 set Presence (prog. bonus); * +4 set Leadership (followers); * (+12)
+4 set Presence (prog. bonus); * +4 set Leadership (followers); * (+16)
+4 set Presence (prog. bonus); * +4 set Leadership (followers); * (+20)
+4 set Presence (prog. bonus); * +4 set Leadership (followers); * (+24)
+4 set Presence (prog. bonus); * +4 set Leadership (followers); * (+28)
+4 set Presence (prog. bonus); * +4 set Leadership (followers); * (+32)
+4 set Presence (prog. bonus); * +4 set Leadership (followers); * (+36)
+4 set Presence (prog. bonus); * +4 set Leadership (followers); * (+40)
+4 set Presence (prog. bonus); * +4 set Leadership (followers); * (+44)
+4 set Presence (prog. bonus); * +4 set Leadership (followers); * (+48)
+4 set Presence (prog. bonus); * +4 set Leadership (followers); * (+52)
+4 set Presence (prog. bonus); * +4 set Leadership (followers); * (+56)
+4 set Presence (prog. bonus); * +4 set Leadership (followers); * (+60)
+4 set Presence (prog. bonus); * +4 set Leadership (followers); * (+64)
+4 set Presence (prog. bonus); * +4 set Leadership (followers); * (+68)
+4 set Presence (prog. bonus); * +4 set Leadership (followers); * (+72)
+4 set Presence (prog. bonus); * +4 set Leadership (followers); * (+76)
+4 set Presence (prog. bonus); * +4 set Leadership (followers); * (+80)
+4 set Presence (prog. bonus); * +4 set Leadership (followers); * (+84)
+4 set Presence (prog. bonus); * +4 set Leadership (followers); * (+88)
+4 set Presence (prog. bonus); * +4 set Leadership (followers); * (+92)
+4 set Presence (prog. bonus); * +4 set Leadership (followers); * (+96)
+4 set Presence (prog. bonus); * +4 set Leadership (followers); * (+100)
+4 set Presence (prog. bonus); * +4 set Leadership (followers); * (+104)
+4 set Presence (prog. bonus); * +4 set Leadership (followers); * (+108)
+4 set Presence (prog. bonus); * +4 set Leadership (followers); * (+112)
+4 set Presence (prog. bonus); * +4 set Leadership (followers); * (+116)
+4 set Presence (prog. bonus); * +4 set Leadership (followers); * (+120)
+4 set Presence (prog. bonus); * +4 set Leadership (followers); * (+124)
+4 set Presence (prog. bonus); * +4 set Leadership (followers); * (+128)
+4 set Presence (prog. bonus); * +4 set Leadership (followers); * (+132)
+4 set Presence (prog. bonus); * +4 set Leadership (followers); * (+136)
+4 set Presence (prog. bonus); * +4 set Leadership (followers); * (+140)
+4 set Presence (prog. bonus); * +4 set Leadership (followers); * (+144)
 
This class gives +1 rank of Exceptional Chr which stacks on top on what you already have (unless the source says it can't be improved).
Sustain Chr, Cml.
All three forms of the class gives +10% Money per level.
The Alternate versions cannot use ability score sleazing for Chr.

[PC43] Collective 4.3 Classes


Con (Mini-Class)

Level KXP Effect Total
1 2 +2 set Con; Regen +1 hp/s * (+2; +1/s)
2 4 +2 set Con; Regen +2 hp/s * (+4; +3/s)
3 8 +2 set Con; Regen +3 hp/s * (+6; +6/s)
4 16 +2 set Con; Regen +4 hp/s * (+8; +10/s)
5 32 +2 set Con; Regen +5 hp/s * (+10; +15/s)
6 64 +2 set Con; Regen +6 hp/s * (+12; +21/s)
7 128 +2 set Con; Regen +7 hp/s * (+14; +28/s)
8 200 +2 set Con; Regen +8 hp/s * (+16; +36/s)
9 300 +2 set Con; Regen +9 hp/s * (+18; +45/s)
10 400 +2 set Con; Regen +10 hp/s * (+20; +55/s)
11 500 +2 set Con; Regen +11 hp/s * (+22; +66/s)
12 600 +2 set Con; Regen +12 hp/s * (+24; +78/s)
13 700 +2 set Con; Regen +13 hp/s * (+26; +91/s)
14 800 +2 set Con; Regen +14 hp/s * (+28; +105/s)
15 900 +2 set Con; Regen +15 hp/s * (+30; +120/s)
16 1000 +2 set Con; Regen +16 hp/s * (+32; +136/s)
17 1100 +2 set Con; Regen +17 hp/s * (+34; +153/s)
18 1200 +2 set Con; Regen +18 hp/s * (+36; +171/s)
19 1300 +2 set Con; Regen +19 hp/s * (+38; +190/s)
20 1400 +2 set Con; Regen +20 hp/s * (+40; +210/s)
21 1500 +2 set Con; Regen +21 hp/s * (+42; +231/s)
22 1600 +2 set Con; Regen +22 hp/s * (+44; +253/s)
23 1700 +2 set Con; Regen +23 hp/s * (+46; +276/s)
24 1800 +2 set Con; Regen +24 hp/s * (+48; +300/s)
25 1900 +2 set Con; Regen +25 hp/s * (+50; +325/s)
26 2000 +2 set Con; Regen +26 hp/s * (+52; +351/s)
27 2100 +2 set Con; Regen +27 hp/s * (+54; +378/s)
28 2200 +2 set Con; Regen +28 hp/s * (+56; +406/s)
29 2300 +2 set Con; Regen +29 hp/s * (+58; +435/s)
30 2400 +2 set Con; Regen +30 hp/s * (+60; +465/s)
31 2500 +2 set Con; Regen +31 hp/s * (+62; +496/s)
32 2600 +2 set Con; Regen +32 hp/s * (+64; +528/s)
33 2700 +2 set Con; Regen +33 hp/s * (+66; +561/s)
34 2800 +2 set Con; Regen +34 hp/s * (+68; +595/s)
35 2900 +2 set Con; Regen +35 hp/s * (+70; +630/s)
36 3000 +2 set Con; Regen +36 hp/s * (+72; +666/s)
Alt1 Effect Alt2 Effect Alt Total
+4 set Fitness (hp bonus) +4 set Health (Fort saves); * (+4)
+4 set Fitness (hp bonus) +4 set Health (Fort saves); * (+8)
+4 set Fitness (hp bonus) +4 set Health (Fort saves); * (+12)
+4 set Fitness (hp bonus) +4 set Health (Fort saves); * (+16)
+4 set Fitness (hp bonus) +4 set Health (Fort saves); * (+20)
+4 set Fitness (hp bonus) +4 set Health (Fort saves); * (+24)
+4 set Fitness (hp bonus) +4 set Health (Fort saves); * (+28)
+4 set Fitness (hp bonus) +4 set Health (Fort saves); * (+32)
+4 set Fitness (hp bonus) +4 set Health (Fort saves); * (+36)
+4 set Fitness (hp bonus) +4 set Health (Fort saves); * (+40)
+4 set Fitness (hp bonus) +4 set Health (Fort saves); * (+44)
+4 set Fitness (hp bonus) +4 set Health (Fort saves); * (+48)
+4 set Fitness (hp bonus) +4 set Health (Fort saves); * (+52)
+4 set Fitness (hp bonus) +4 set Health (Fort saves); * (+56)
+4 set Fitness (hp bonus) +4 set Health (Fort saves); * (+60)
+4 set Fitness (hp bonus) +4 set Health (Fort saves); * (+64)
+4 set Fitness (hp bonus) +4 set Health (Fort saves); * (+68)
+4 set Fitness (hp bonus) +4 set Health (Fort saves); * (+72)
+4 set Fitness (hp bonus) +4 set Health (Fort saves); * (+76)
+4 set Fitness (hp bonus) +4 set Health (Fort saves); * (+80)
+4 set Fitness (hp bonus) +4 set Health (Fort saves); * (+84)
+4 set Fitness (hp bonus) +4 set Health (Fort saves); * (+88)
+4 set Fitness (hp bonus) +4 set Health (Fort saves); * (+92)
+4 set Fitness (hp bonus) +4 set Health (Fort saves); * (+96)
+4 set Fitness (hp bonus) +4 set Health (Fort saves); * (+100)
+4 set Fitness (hp bonus) +4 set Health (Fort saves); * (+104)
+4 set Fitness (hp bonus) +4 set Health (Fort saves); * (+108)
+4 set Fitness (hp bonus) +4 set Health (Fort saves); * (+112)
+4 set Fitness (hp bonus) +4 set Health (Fort saves); * (+116)
+4 set Fitness (hp bonus) +4 set Health (Fort saves); * (+120)
+4 set Fitness (hp bonus) +4 set Health (Fort saves); * (+124)
+4 set Fitness (hp bonus) +4 set Health (Fort saves); * (+128)
+4 set Fitness (hp bonus) +4 set Health (Fort saves); * (+132)
+4 set Fitness (hp bonus) +4 set Health (Fort saves); * (+136)
+4 set Fitness (hp bonus) +4 set Health (Fort saves); * (+140)
+4 set Fitness (hp bonus) +4 set Health (Fort saves); * (+144)
 
This class gives +1 rank of Exceptional Con which stacks on top on what you already have (unless the source says it can't be improved).
Sustain Con.
The Regen is not Troll-like. You will die in 1 round if you exceed your "regen buffer" of -10-(Regen rate/s)*10.
The Alternate versions cannot use ability score sleazing for Con.
The Alt2 side (Health) gets the Regen rare. The Alt1 side (Fitness) does not.

[PC43] Collective 4.3 Classes


Dex (Mini-Class)

Level KXP Effect Total
1 2 +2 set Dex (+2)
2 4 +2 set Dex (+4)
3 8 +2 set Dex (+6)
4 16 +2 set Dex (+8)
5 32 +2 set Dex (+10)
6 64 +2 set Dex (+12)
7 128 +2 set Dex (+14)
8 200 +2 set Dex (+16)
9 300 +2 set Dex (+18)
10 400 +2 set Dex (+20)
11 500 +2 set Dex (+22)
12 600 +2 set Dex (+24)
13 700 +2 set Dex (+26)
14 800 +2 set Dex (+28)
15 900 +2 set Dex (+30)
16 1000 +2 set Dex (+32)
17 1100 +2 set Dex (+34)
18 1200 +2 set Dex (+36)
19 1300 +2 set Dex (+38)
20 1400 +2 set Dex (+40)
21 1500 +2 set Dex (+42)
22 1600 +2 set Dex (+44)
23 1700 +2 set Dex (+46)
24 1800 +2 set Dex (+48)
25 1900 +2 set Dex (+50)
26 2000 +2 set Dex (+52)
27 2100 +2 set Dex (+54)
28 2200 +2 set Dex (+56)
29 2300 +2 set Dex (+58)
30 2400 +2 set Dex (+60)
31 2500 +2 set Dex (+62)
32 2600 +2 set Dex (+64)
33 2700 +2 set Dex (+66)
34 2800 +2 set Dex (+68)
35 2900 +2 set Dex (+70)
36 3000 +2 set Dex (+72)
Alt1 Effect Alt2 Effect Alt Total
+4 set Coordination (TH) +4 set Balance/Reflex (AC) (+4)
+4 set Coordination (TH) +4 set Balance/Reflex (AC) (+8)
+4 set Coordination (TH) +4 set Balance/Reflex (AC) (+12)
+4 set Coordination (TH) +4 set Balance/Reflex (AC) (+16)
+4 set Coordination (TH) +4 set Balance/Reflex (AC) (+20)
+4 set Coordination (TH) +4 set Balance/Reflex (AC) (+24)
+4 set Coordination (TH) +4 set Balance/Reflex (AC) (+28)
+4 set Coordination (TH) +4 set Balance/Reflex (AC) (+32)
+4 set Coordination (TH) +4 set Balance/Reflex (AC) (+36)
+4 set Coordination (TH) +4 set Balance/Reflex (AC) (+40)
+4 set Coordination (TH) +4 set Balance/Reflex (AC) (+44)
+4 set Coordination (TH) +4 set Balance/Reflex (AC) (+48)
+4 set Coordination (TH) +4 set Balance/Reflex (AC) (+52)
+4 set Coordination (TH) +4 set Balance/Reflex (AC) (+56)
+4 set Coordination (TH) +4 set Balance/Reflex (AC) (+60)
+4 set Coordination (TH) +4 set Balance/Reflex (AC) (+64)
+4 set Coordination (TH) +4 set Balance/Reflex (AC) (+68)
+4 set Coordination (TH) +4 set Balance/Reflex (AC) (+72)
+4 set Coordination (TH) +4 set Balance/Reflex (AC) (+76)
+4 set Coordination (TH) +4 set Balance/Reflex (AC) (+80)
+4 set Coordination (TH) +4 set Balance/Reflex (AC) (+84)
+4 set Coordination (TH) +4 set Balance/Reflex (AC) (+88)
+4 set Coordination (TH) +4 set Balance/Reflex (AC) (+92)
+4 set Coordination (TH) +4 set Balance/Reflex (AC) (+96)
+4 set Coordination (TH) +4 set Balance/Reflex (AC) (+100)
+4 set Coordination (TH) +4 set Balance/Reflex (AC) (+104)
+4 set Coordination (TH) +4 set Balance/Reflex (AC) (+108)
+4 set Coordination (TH) +4 set Balance/Reflex (AC) (+112)
+4 set Coordination (TH) +4 set Balance/Reflex (AC) (+116)
+4 set Coordination (TH) +4 set Balance/Reflex (AC) (+120)
+4 set Coordination (TH) +4 set Balance/Reflex (AC) (+124)
+4 set Coordination (TH) +4 set Balance/Reflex (AC) (+128)
+4 set Coordination (TH) +4 set Balance/Reflex (AC) (+132)
+4 set Coordination (TH) +4 set Balance/Reflex (AC) (+136)
+4 set Coordination (TH) +4 set Balance/Reflex (AC) (+140)
+4 set Coordination (TH) +4 set Balance/Reflex (AC) (+144)
 
This class gives +1 rank of Exceptional Dex which stacks on top on what you already have (unless the source says it can't be improved).
Sustain Dex.
You get the bonus P,V actions based on high Dex used in earlier versions of the Collective.
Take N=Dex-14 (this can't be improved), spend N=4 for +1V, spend N=8 for +1P (so at Dex 22 you can have either +2V or +1P).
The Alternate versions cannot use ability score sleazing for Dex.

[PC43] Collective 4.3 Classes


Epic Feats (Concordant Mini-Class)

Level KXP Effect Total
1 20 +1 epic feat (1)
2 40 +1 epic feat (2)
3 80 +1 epic feat (3)
4 160 +1 epic feat (4)
5 320 +1 epic feat (5)
6 640 +1 epic feat (6)
7 1000 +1 epic feat (7)
8 1500 +1 epic feat (8)
9 2000 +1 epic feat (9)
10 2500 +1 epic feat (10)
11 3000 +1 epic feat (11)
12 3500 +1 epic feat (12)
13 4000 +1 epic feat (13)
14 4500 +1 epic feat (14)
15 5000 +1 epic feat (15)
16 5500 +1 epic feat (16)
17 6000 +1 epic feat (17)
18 6500 +1 epic feat (18)
19 7000 +1 epic feat (19)
20 7500 +1 epic feat (20)
21 8000 +1 epic feat (21)
22 8500 +1 epic feat (22)
23 9000 +1 epic feat (23)
24 9500 +1 epic feat (24)
25 10000 +1 epic feat (25)
26 10500 +1 epic feat (26)
27 11000 +1 epic feat (27)
28 11500 +1 epic feat (28)
29 12000 +1 epic feat (29)
30 12500 +1 epic feat (30)
31 13000 +1 epic feat (31)
32 13500 +1 epic feat (32)
33 14000 +1 epic feat (33)
34 14500 +1 epic feat (34)
35 15000 +1 epic feat (35)
36 15500 +1 epic feat (36)
Alternate Effect Alt Total
+1 epic kit (1)
+1 epic kit (2)
+1 epic kit (3)
+1 epic kit (4)
+1 epic kit (5)
+1 epic kit (6)
+1 epic kit (7)
+1 epic kit (8)
+1 epic kit (9)
+1 epic kit (10)
+1 epic kit (11)
+1 epic kit (12)
+1 epic kit (13)
+1 epic kit (14)
+1 epic kit (15)
+1 epic kit (16)
+1 epic kit (17)
+1 epic kit (18)
+1 epic kit (19)
+1 epic kit (20)
+1 epic kit (21)
+1 epic kit (22)
+1 epic kit (23)
+1 epic kit (24)
+1 epic kit (25)
+1 epic kit (26)
+1 epic kit (27)
+1 epic kit (28)
+1 epic kit (29)
+1 epic kit (30)
+1 epic kit (31)
+1 epic kit (32)
+1 epic kit (33)
+1 epic kit (34)
+1 epic kit (35)
+1 epic kit (36)
 
The DM has the list of Epic Feats (it will be in the Full Collective when 4.3 get integrated into 4.2).
Epic Kits are not well defined, but the DM can spew some if needed.

[PC43] Collective 4.3 Classes


Heals (Mini-Class)

Level KXP Effect
1 1.5 1M, 1/t: Death's Door
2 3 1M, 1/t: Death's Door
3 6 1M, 1/t: Dispel Exhaustion
4 12 1M, 1/t: Dispel Exhaustion
5 24 1M, 1/t: Heal
6 48 1M, 1/t: Heal
7 96 1M, 1/t: Cureall
8 150 1M, 1/t: Cureall
9 225 1M, 1/t: Cureall+Remove 1 [C] effect
10 300 1M, 1/t: Cureall+Remove 1 [C] effect
11 375 1M, 1/t: Cureall+Remove 1 [C] effect
12 450 1M, 1/t: Cureall+Remove 1 [C] effect
13 525 1M, 1/t: Cureall+Remove 1 [C] effect
14 600 1M, 1/t: Cureall+Remove 1 [C] effect
15 675 1M, 1/t: Cureall+Remove 1 [C] effect
16 750 1M, 1/t: Cureall+Remove 1 [C] effect
17 825 1M, 1/t: Cureall+Remove 1 [C] effect
18 900 1M, 1/t: Fix
19 975 1M, 1/t: Fix
20 1050 1M, 1/t: Fix
21 1125 1M, 1/t: Fix
22 1200 1M, 1/t: Fix
23 1275 1M, 1/t: Fix
24 1350 1M, 1/t: Fix
25 1425 1M, 1/t: Fix
26 1500 1M, 1/t: Fix
27 1575 1M, 1/t: Fix
28 1650 1M, 1/t: Fix
29 1725 1M, 1/t: Fix
30 1800 1M, 1/t: Fix
31 1875 1M, 1/t: Fix
32 1950 1M, 1/t: Fix
33 2025 1M, 1/t: Fix
34 2100 1M, 1/t: Fix
35 2175 1M, 1/t: Fix
36 2250 1M, 1/t: Fix
Alternate Effect
1M, 1/d: Protection from Death
1M, 1/d: Protection from Death
1M, 1/d: Raise Dead
1M, 1/d: Raise Dead
1M, 1/d: Raise Dead
1M, 1/d: Resurrection
1M, 1/d: Resurrection
1M, 1/d: Resurrection
1M, 1/d: True Resurrection
1M, 1/d: True Resurrection
1M, 1/d: True Resurrection
1M, 1/d: True Resurrection
1M, 1/d: True Resurrection
1M, 1/d: True Resurrection
1M, 1/d: True Resurrection
1M, 1/d: True Resurrection
1M, 1/d: True Resurrection
1M, 1/d: Reverse Pixelation
1M, 1/d: Reverse Pixelation
1M, 1/d: Reverse Pixelation
1M, 1/d: Reverse Pixelation
1M, 1/d: Reverse Pixelation
1M, 1/d: Reverse Pixelation
1M, 1/d: Reverse Pixelation
1M, 1/d: Reverse Pixelation
1M, 1/d: Reverse Pixelation
1M, 1/d: Reverse Pixelation
1M, 1/d: Reverse Pixelation
1M, 1/d: Reverse Pixelation
1M, 1/d: Reverse Pixelation
1M, 1/d: Reverse Pixelation
1M, 1/d: Reverse Pixelation
1M, 1/d: Reverse Pixelation
1M, 1/d: Reverse Pixelation
1M, 1/d: Reverse Pixelation
1M, 1/d: Reverse Pixelation
 
You can take both versions of this mini class.
These are cumulative; at level 2 you can Death's Door 3 per day (1 from Level 1, 2 from level 2).
"Protection from Death" makes someone immune to slay effects for 1 turn.

[PC43] Collective 4.3 Classes


Int (Mini-Class)

Level KXP Effect Total
1 2 +2 set Int (+2)
2 4 +2 set Int (+4)
3 8 +2 set Int (+6)
4 16 +2 set Int (+8)
5 32 +2 set Int (+10)
6 64 +2 set Int (+12)
7 128 +2 set Int (+14)
8 200 +2 set Int (+16)
9 300 +2 set Int (+18)
10 400 +2 set Int (+20)
11 500 +2 set Int (+22)
12 600 +2 set Int (+24)
13 700 +2 set Int (+26)
14 800 +2 set Int (+28)
15 900 +2 set Int (+30)
16 1000 +2 set Int (+32)
17 1100 +2 set Int (+34)
18 1200 +2 set Int (+36)
19 1300 +2 set Int (+38)
20 1400 +2 set Int (+40)
21 1500 +2 set Int (+42)
22 1600 +2 set Int (+44)
23 1700 +2 set Int (+46)
24 1800 +2 set Int (+48)
25 1900 +2 set Int (+50)
26 2000 +2 set Int (+52)
27 2100 +2 set Int (+54)
28 2200 +2 set Int (+56)
29 2300 +2 set Int (+58)
30 2400 +2 set Int (+60)
31 2500 +2 set Int (+62)
32 2600 +2 set Int (+64)
33 2700 +2 set Int (+66)
34 2800 +2 set Int (+68)
35 2900 +2 set Int (+70)
36 3000 +2 set Int (+72)
Alt1 Effect Alt2 Effect Alt Total
+4 set Knowledge (prof.) +4 set Reason (prog. bonus) (+4)
+4 set Knowledge (prof.) +4 set Reason (prog. bonus) (+8)
+4 set Knowledge (prof.) +4 set Reason (prog. bonus) (+12)
+4 set Knowledge (prof.) +4 set Reason (prog. bonus) (+16)
+4 set Knowledge (prof.) +4 set Reason (prog. bonus) (+20)
+4 set Knowledge (prof.) +4 set Reason (prog. bonus) (+24)
+4 set Knowledge (prof.) +4 set Reason (prog. bonus) (+28)
+4 set Knowledge (prof.) +4 set Reason (prog. bonus) (+32)
+4 set Knowledge (prof.) +4 set Reason (prog. bonus) (+36)
+4 set Knowledge (prof.) +4 set Reason (prog. bonus) (+40)
+4 set Knowledge (prof.) +4 set Reason (prog. bonus) (+44)
+4 set Knowledge (prof.) +4 set Reason (prog. bonus) (+48)
+4 set Knowledge (prof.) +4 set Reason (prog. bonus) (+52)
+4 set Knowledge (prof.) +4 set Reason (prog. bonus) (+56)
+4 set Knowledge (prof.) +4 set Reason (prog. bonus) (+60)
+4 set Knowledge (prof.) +4 set Reason (prog. bonus) (+64)
+4 set Knowledge (prof.) +4 set Reason (prog. bonus) (+68)
+4 set Knowledge (prof.) +4 set Reason (prog. bonus) (+72)
+4 set Knowledge (prof.) +4 set Reason (prog. bonus) (+76)
+4 set Knowledge (prof.) +4 set Reason (prog. bonus) (+80)
+4 set Knowledge (prof.) +4 set Reason (prog. bonus) (+84)
+4 set Knowledge (prof.) +4 set Reason (prog. bonus) (+88)
+4 set Knowledge (prof.) +4 set Reason (prog. bonus) (+92)
+4 set Knowledge (prof.) +4 set Reason (prog. bonus) (+96)
+4 set Knowledge (prof.) +4 set Reason (prog. bonus) (+100)
+4 set Knowledge (prof.) +4 set Reason (prog. bonus) (+104)
+4 set Knowledge (prof.) +4 set Reason (prog. bonus) (+108)
+4 set Knowledge (prof.) +4 set Reason (prog. bonus) (+112)
+4 set Knowledge (prof.) +4 set Reason (prog. bonus) (+116)
+4 set Knowledge (prof.) +4 set Reason (prog. bonus) (+120)
+4 set Knowledge (prof.) +4 set Reason (prog. bonus) (+124)
+4 set Knowledge (prof.) +4 set Reason (prog. bonus) (+128)
+4 set Knowledge (prof.) +4 set Reason (prog. bonus) (+132)
+4 set Knowledge (prof.) +4 set Reason (prog. bonus) (+136)
+4 set Knowledge (prof.) +4 set Reason (prog. bonus) (+140)
+4 set Knowledge (prof.) +4 set Reason (prog. bonus) (+144)
 
This class gives +1 rank of Exceptional Int which stacks on top on what you already have (unless the source says it can't be improved).
Sustain Int, Logic.
You get the bonus M actions based on high Int+Wis+Chr used in earlier versions of the Collective (you can alternatively use Reason+Wis+Presence if you want).
Int+Wis+Chr: 44=+½M; 50=+1M; 70=+1½M; 75=+2M; 95=+2½M; 100=+3M; and this continues.
The Alternate versions cannot use ability score sleazing for Int.

[PC43] Collective 4.3 Classes


Luck (Concordant Mini-Class)

Level KXP Effect Total
1 20 +1 set Luck (1)
2 40 +1 set Luck (2)
3 80 +1 set Luck (3)
4 160 +1 set Luck (4)
5 320 +1 set Luck (5)
6 640 +1 set Luck (6)
7 1280 +1 set Luck (7)
8 2000 +1 set Luck (8)
9 3000 +1 set Luck (9)
10 4000 +1 set Luck (10)
11 5000 +1 set Luck (11)
12 6000 +1 set Luck (12)
13 7000 +1 set Luck (13)
14 8000 +1 set Luck (14)
15 9000 +1 set Luck (15)
16 10000 +1 set Luck (16)
17 11000 +1 set Luck (17)
18 12000 +1 set Luck (18)
19 13000 +1 set Luck (19)
20 14000 +1 set Luck (20)
21 15000 +1 set Luck (21)
22 16000 +1 set Luck (22)
23 17000 +1 set Luck (23)
24 18000 +1 set Luck (24)
25 19000 +1 set Luck (25)
26 20000 +1 set Luck (26)
27 21000 +1 set Luck (27)
28 22000 +1 set Luck (28)
29 23000 +1 set Luck (29)
30 24000 +1 set Luck (30)
31 25000 +1 set Luck (31)
32 26000 +1 set Luck (32)
33 27000 +1 set Luck (33)
34 28000 +1 set Luck (34)
35 29000 +1 set Luck (35)
36 30000 +1 set Luck (36)
Alt Effect Alt Total
1 Luckstone effect /r (1)
1 Luckstone effect /r (2)
1 Luckstone effect /r (3)
1 Luckstone effect /r (4)
1 Luckstone effect /r (5)
1 Luckstone effect /r (6)
1 Luckstone effect /r (7)
1 Luckstone effect /r (8)
1 Luckstone effect /r (9)
1 Luckstone effect /r (10)
1 Luckstone effect /r (11)
1 Luckstone effect /r (12)
1 Luckstone effect /r (13)
1 Luckstone effect /r (14)
1 Luckstone effect /r (15)
1 Luckstone effect /r (16)
1 Luckstone effect /r (17)
1 Luckstone effect /r (18)
1 Luckstone effect /r (19)
1 Luckstone effect /r (20)
1 Luckstone effect /r (21)
1 Luckstone effect /r (22)
1 Luckstone effect /r (23)
1 Luckstone effect /r (24)
1 Luckstone effect /r (25)
1 Luckstone effect /r (26)
1 Luckstone effect /r (27)
1 Luckstone effect /r (28)
1 Luckstone effect /r (29)
1 Luckstone effect /r (30)
1 Luckstone effect /r (31)
1 Luckstone effect /r (32)
1 Luckstone effect /r (33)
1 Luckstone effect /r (34)
1 Luckstone effect /r (35)
1 Luckstone effect /r (36)
 
This class gives +1 rank of Exceptional Luck which stacks on top on what you already have (unless the source says it can't be improved).
Sustain Luck.
The Alternate version gives 1 instance of Luckstone effect per round. You can use multiple instances on the same roll.

[PC43] Collective 4.3 Classes


Magic Items (Mini-Class)

Level KXP Effect Total
1 5 1 DL worth of magic items /reset (1)
2 10 1 DL worth of magic items /reset (2)
3 20 1 DL worth of magic items /reset (3)
4 40 1 DL worth of magic items /reset (4)
5 80 1 DL worth of magic items /reset (5)
6 160 1 DL worth of magic items /reset (6)
7 320 1 DL worth of magic items /reset (7)
8 500 1 DL worth of magic items /reset (8)
9 750 1 DL worth of magic items /reset (9)
10 1000 1 DL worth of magic items /reset (10)
11 1250 1 DL worth of magic items /reset (11)
12 1500 1 DL worth of magic items /reset (12)
13 1750 1 DL worth of magic items /reset (13)
14 2000 1 DL worth of magic items /reset (14)
15 2250 1 DL worth of magic items /reset (15)
16 2500 1 DL worth of magic items /reset (16)
17 2750 1 DL worth of magic items /reset (17)
18 3000 1 DL worth of magic items /reset (18)
19 3250 1 DL worth of magic items /reset (19)
20 3500 1 DL worth of magic items /reset (20)
21 3750 1 DL worth of magic items /reset (21)
22 4000 1 DL worth of magic items /reset (22)
23 4250 1 DL worth of magic items /reset (23)
24 4500 1 DL worth of magic items /reset (24)
25 4750 1 DL worth of magic items /reset (25)
26 5000 1 DL worth of magic items /reset (26)
27 5250 1 DL worth of magic items /reset (27)
28 5500 1 DL worth of magic items /reset (28)
29 5750 1 DL worth of magic items /reset (29)
30 6000 1 DL worth of magic items /reset (30)
31 6250 1 DL worth of magic items /reset (31)
32 6500 1 DL worth of magic items /reset (32)
33 6750 1 DL worth of magic items /reset (33)
34 7000 1 DL worth of magic items /reset (34)
35 7250 1 DL worth of magic items /reset (35)
36 7500 1 DL worth of magic items /reset (36)
Alternate Effect Alt Total
+2 half plusses /reset (2)
+2 half plusses /reset (4)
+2 half plusses /reset (6)
+2 half plusses /reset (8)
+2 half plusses /reset (10)
+2 half plusses /reset (12)
+2 half plusses /reset (14)
+2 half plusses /reset (16)
+2 half plusses /reset (18)
+2 half plusses /reset (20)
+2 half plusses /reset (22)
+2 half plusses /reset (24)
+2 half plusses /reset (26)
+2 half plusses /reset (28)
+2 half plusses /reset (30)
+2 half plusses /reset (32)
+2 half plusses /reset (34)
+2 half plusses /reset (36)
+2 half plusses /reset (38)
+2 half plusses /reset (40)
+2 half plusses /reset (42)
+2 half plusses /reset (44)
+2 half plusses /reset (46)
+2 half plusses /reset (48)
+2 half plusses /reset (50)
+2 half plusses /reset (52)
+2 half plusses /reset (54)
+2 half plusses /reset (56)
+2 half plusses /reset (58)
+2 half plusses /reset (60)
+2 half plusses /reset (62)
+2 half plusses /reset (64)
+2 half plusses /reset (66)
+2 half plusses /reset (68)
+2 half plusses /reset (70)
+2 half plusses /reset (72)
 
Gives 1 DL worth of magic items per reset. They will be random, unless doing them as compensated (copied) items would be easier for the DM (depends on the campaign). So, at level 5 you could choose to get 5 DL=1 items or 1 DL=5 item (the latter is probably better). This version "checks" for what items to copy before the reset (giving out XP), using the lower level.
The Alternate version gives 2 half plusses (AC, saves, TH, or dmg) per level per reset (so at level 5, you would distribute 10 half-plusses among your items). This version "checks" for what items to copy after the reset (giving out XP), using the higher level.

[PC43] Collective 4.3 Classes


Overwrite Progression (Mini-Class)

Level KXP Effect Total
1 1.25 Overwrite a spell/psi progression with ML=1 (1)
2 2.5 Overwrite a spell/psi progression with ML=2 (2)
3 5 Overwrite a spell/psi progression with ML=3 (3)
4 10 Overwrite a spell/psi progression with ML=4 (4)
5 20 Overwrite a spell/psi progression with ML=5 (5)
6 40 Overwrite a spell/psi progression with ML=6 (6)
7 80 Overwrite a spell/psi progression with ML=7 (7)
8 125 Overwrite a spell/psi progression with ML=8 (8)
9 187.5 Overwrite a spell/psi progression with ML=9 (9)
10 250 Overwrite a spell/psi progression with ML=10 (10)
11 312.5 Overwrite a spell/psi progression with ML=11 (11)
12 375 Overwrite a spell/psi progression with ML=12 (12)
13 437.5 Overwrite a spell/psi progression with ML=13 (13)
14 500 Overwrite a spell/psi progression with ML=14 (14)
15 562.5 Overwrite a spell/psi progression with ML=15 (15)
16 625 Overwrite a spell/psi progression with ML=16 (16)
17 687.5 Overwrite a spell/psi progression with ML=17 (17)
18 750 Overwrite a spell/psi progression with ML=18 (18)
19 812.5 Overwrite a spell/psi progression with ML=19 (19)
20 875 Overwrite a spell/psi progression with ML=20 (20)
21 937.5 Overwrite a spell/psi progression with ML=21 (21)
22 1000 Overwrite a spell/psi progression with ML=22 (22)
23 1062.5 Overwrite a spell/psi progression with ML=23 (23)
24 1125 Overwrite a spell/psi progression with ML=24 (24)
25 1187.5 Overwrite a spell/psi progression with ML=25 (25)
26 1250 Overwrite a spell/psi progression with ML=26 (26)
27 1312.5 Overwrite a spell/psi progression with ML=27 (27)
28 1375 Overwrite a spell/psi progression with ML=28 (28)
29 1437.5 Overwrite a spell/psi progression with ML=29 (29)
30 1500 Overwrite a spell/psi progression with ML=30 (30)
31 1562.5 Overwrite a spell/psi progression with ML=31 (31)
32 1625 Overwrite a spell/psi progression with ML=32 (32)
33 1687.5 Overwrite a spell/psi progression with ML=33 (33)
34 1750 Overwrite a spell/psi progression with ML=34 (34)
35 1812.5 Overwrite a spell/psi progression with ML=35 (35)
36 1875 Overwrite a spell/psi progression with ML=36 (36)
Alternate Effect Alt Total
Merge Rogue chart up to LVL=1 (1)
Merge Rogue chart up to LVL=2 (2)
Merge Rogue chart up to LVL=3 (3)
Merge Rogue chart up to LVL=4 (4)
Merge Rogue chart up to LVL=5 (5)
Merge Rogue chart up to LVL=6 (6)
Merge Rogue chart up to LVL=7 (7)
Merge Rogue chart up to LVL=8 (8)
Merge Rogue chart up to LVL=9 (9)
Merge Rogue chart up to LVL=10 (10)
Merge Rogue chart up to LVL=11 (11)
Merge Rogue chart up to LVL=12 (12)
Merge Rogue chart up to LVL=13 (13)
Merge Rogue chart up to LVL=14 (14)
Merge Rogue chart up to LVL=15 (15)
Merge Rogue chart up to LVL=16 (16)
Merge Rogue chart up to LVL=17 (17)
Merge Rogue chart up to LVL=18 (18)
Merge Rogue chart up to LVL=19 (19)
Merge Rogue chart up to LVL=20 (20)
Merge Rogue chart up to LVL=21 (21)
Merge Rogue chart up to LVL=22 (22)
Merge Rogue chart up to LVL=23 (23)
Merge Rogue chart up to LVL=24 (24)
Merge Rogue chart up to LVL=25 (25)
Merge Rogue chart up to LVL=26 (26)
Merge Rogue chart up to LVL=27 (27)
Merge Rogue chart up to LVL=28 (28)
Merge Rogue chart up to LVL=29 (29)
Merge Rogue chart up to LVL=30 (30)
Merge Rogue chart up to LVL=31 (31)
Merge Rogue chart up to LVL=32 (32)
Merge Rogue chart up to LVL=33 (33)
Merge Rogue chart up to LVL=34 (34)
Merge Rogue chart up to LVL=35 (35)
Merge Rogue chart up to LVL=36 (36)
 
The Normal version allows you to overwrite one of your spell or psi progressions with any other class's progression that you know (in the same group). The ML used is the lower (smaller) of your Mini class level and the ML of the other class. Certain exotic progressions (e.g. High Frequency Sampler) will not be allowed.
The Alternate version merges in one Rogue chart up to your LVL. You have both Rogue charts, old and new.

[PC43] Collective 4.3 Classes


Specialty Schools (Mini-Class)

Level KXP Effect Total
1 5 +1 specialty School or Sphere (1)
2 10 +1 specialty School or Sphere (2)
3 20 +1 specialty School or Sphere (3)
4 40 +1 specialty School or Sphere (4)
5 80 +1 specialty School or Sphere (5)
6 160 +1 specialty School or Sphere (6)
7 320 +1 specialty School or Sphere (7)
8 500 +1 specialty School or Sphere (8)
9 750 +1 specialty School or Sphere (9)
10 1000 +1 specialty School or Sphere (10)
11 1250 +1 specialty School or Sphere (11)
12 1500 +1 specialty School or Sphere (12)
13 1750 +1 specialty School or Sphere (13)
14 2000 +1 specialty School or Sphere (14)
15 2250 +1 specialty School or Sphere (15)
16 2500 +1 specialty School or Sphere (16)
17 2750 +1 specialty School or Sphere (17)
18 3000 +1 specialty School or Sphere (18)
19 3250 +1 specialty School or Sphere (19)
20 3500 +1 specialty School or Sphere (20)
21 3750 +1 specialty School or Sphere (21)
22 4000 +1 specialty School or Sphere (22)
23 4250 +1 specialty School or Sphere (23)
24 4500 +1 specialty School or Sphere (24)
25 4750 +1 specialty School or Sphere (25)
26 5000 +1 specialty School or Sphere (26)
27 5250 +1 specialty School or Sphere (27)
28 5500 +1 specialty School or Sphere (28)
29 5750 +1 specialty School or Sphere (29)
30 6000 +1 specialty School or Sphere (30)
31 6250 +1 specialty School or Sphere (31)
32 6500 +1 specialty School or Sphere (32)
33 6750 +1 specialty School or Sphere (33)
34 7000 +1 specialty School or Sphere (34)
35 7250 +1 specialty School or Sphere (35)
36 7500 +1 specialty School or Sphere (36)
Alternate Effect Alt Total
+1 specialty Discipline (psionics) (2)
+1 specialty Discipline (psionics) (4)
+1 specialty Discipline (psionics) (6)
+1 specialty Discipline (psionics) (8)
+1 specialty Discipline (psionics) (10)
+1 specialty Discipline (psionics) (12)
+1 specialty Discipline (psionics) (14)
+1 specialty Discipline (psionics) (16)
+1 specialty Discipline (psionics) (18)
+1 specialty Discipline (psionics) (20)
+1 specialty Discipline (psionics) (22)
+1 specialty Discipline (psionics) (24)
+1 specialty Discipline (psionics) (26)
+1 specialty Discipline (psionics) (28)
+1 specialty Discipline (psionics) (30)
+1 specialty Discipline (psionics) (32)
+1 specialty Discipline (psionics) (34)
+1 specialty Discipline (psionics) (36)
+1 specialty Discipline (psionics) (38)
+1 specialty Discipline (psionics) (40)
+1 specialty Discipline (psionics) (42)
+1 specialty Discipline (psionics) (44)
+1 specialty Discipline (psionics) (46)
+1 specialty Discipline (psionics) (48)
+1 specialty Discipline (psionics) (50)
+1 specialty Discipline (psionics) (52)
+1 specialty Discipline (psionics) (54)
+1 specialty Discipline (psionics) (56)
+1 specialty Discipline (psionics) (58)
+1 specialty Discipline (psionics) (60)
+1 specialty Discipline (psionics) (62)
+1 specialty Discipline (psionics) (64)
+1 specialty Discipline (psionics) (66)
+1 specialty Discipline (psionics) (68)
+1 specialty Discipline (psionics) (70)
+1 specialty Discipline (psionics) (72)
 
Specialty Schools/Spheres make spells of that school/sphere cost only ½ of a spell; or alternatively, you can instead get +1 spell per SL of that school/sphere.
You may trade in 4 picks here to make a school/sphere "Robed" (-1 SL). This does not stack with other Robe effects you may have for that school/sphere.
You may trade in 4 picks here to make a school/sphere ½M to cast. Material componenting still costs 1V though.

[PC43] Collective 4.3 Classes


Spell Groups (Mini-Class)

Level KXP Effect Total
1 20 Area effect spell hits +1 group (1)
2 40 Area effect spell hits +1 group (2)
3 80 Area effect spell hits +1 group (3)
4 160 Area effect spell hits +1 group (4)
5 320 Area effect spell hits +1 group (5)
6 640 Area effect spell hits +1 group (6)
7 1000 Area effect spell hits +1 group (7)
8 1500 Area effect spell hits +1 group (8)
9 2000 Area effect spell hits +1 group (9)
10 2500 Area effect spell hits +1 group (10)
11 3000 Area effect spell hits +1 group (11)
12 3500 Area effect spell hits +1 group (12)
13 4000 Area effect spell hits +1 group (13)
14 4500 Area effect spell hits +1 group (14)
15 5000 Area effect spell hits +1 group (15)
16 5500 Area effect spell hits +1 group (16)
17 6000 Area effect spell hits +1 group (17)
18 6500 Area effect spell hits +1 group (18)
19 7000 Area effect spell hits +1 group (19)
20 7500 Area effect spell hits +1 group (20)
21 8000 Area effect spell hits +1 group (21)
22 8500 Area effect spell hits +1 group (22)
23 9000 Area effect spell hits +1 group (23)
24 9500 Area effect spell hits +1 group (24)
25 10000 Area effect spell hits +1 group (25)
26 10500 Area effect spell hits +1 group (26)
27 11000 Area effect spell hits +1 group (27)
28 11500 Area effect spell hits +1 group (28)
29 12000 Area effect spell hits +1 group (29)
30 12500 Area effect spell hits +1 group (30)
31 13000 Area effect spell hits +1 group (31)
32 13500 Area effect spell hits +1 group (32)
33 14000 Area effect spell hits +1 group (33)
34 14500 Area effect spell hits +1 group (34)
35 15000 Area effect spell hits +1 group (35)
36 15500 Area effect spell hits +1 group (36)
Alternate Effect Alt Total
Area effect psi power hits +1 group (1)
Area effect psi power hits +1 group (2)
Area effect psi power hits +1 group (3)
Area effect psi power hits +1 group (4)
Area effect psi power hits +1 group (5)
Area effect psi power hits +1 group (6)
Area effect psi power hits +1 group (7)
Area effect psi power hits +1 group (8)
Area effect psi power hits +1 group (9)
Area effect psi power hits +1 group (10)
Area effect psi power hits +1 group (11)
Area effect psi power hits +1 group (12)
Area effect psi power hits +1 group (13)
Area effect psi power hits +1 group (14)
Area effect psi power hits +1 group (15)
Area effect psi power hits +1 group (16)
Area effect psi power hits +1 group (17)
Area effect psi power hits +1 group (18)
Area effect psi power hits +1 group (19)
Area effect psi power hits +1 group (20)
Area effect psi power hits +1 group (21)
Area effect psi power hits +1 group (22)
Area effect psi power hits +1 group (23)
Area effect psi power hits +1 group (24)
Area effect psi power hits +1 group (25)
Area effect psi power hits +1 group (26)
Area effect psi power hits +1 group (27)
Area effect psi power hits +1 group (28)
Area effect psi power hits +1 group (29)
Area effect psi power hits +1 group (30)
Area effect psi power hits +1 group (31)
Area effect psi power hits +1 group (32)
Area effect psi power hits +1 group (33)
Area effect psi power hits +1 group (34)
Area effect psi power hits +1 group (35)
Area effect psi power hits +1 group (36)
 
For each level, specify a spell (by name). If you cast that spell and it does area effect, it affects +1 group. You can pick the same spell more than once (so it affects multiple extra groups). You can change your spells at reset.

[PC43] Collective 4.3 Classes


Str (Mini-Class)

Level KXP Effect Total
1 2 +2 set Str; +2 more Str FPOW * (+2; +2)
2 4 +2 set Str; +2 more Str FPOW * (+4; +4)
3 8 +2 set Str; +2 more Str FPOW * (+6; +6)
4 16 +2 set Str; +2 more Str FPOW * (+8; +8)
5 32 +2 set Str; +2 more Str FPOW * (+10; +10)
6 64 +2 set Str; +2 more Str FPOW * (+12; +12)
7 128 +2 set Str; +2 more Str FPOW * (+14; +14)
8 200 +2 set Str; +2 more Str FPOW * (+16; +16)
9 300 +2 set Str; +2 more Str FPOW * (+18; +18)
10 400 +2 set Str; +2 more Str FPOW * (+20; +20)
11 500 +2 set Str; +2 more Str FPOW * (+22; +22)
12 600 +2 set Str; +2 more Str FPOW * (+24; +24)
13 700 +2 set Str; +2 more Str FPOW * (+26; +26)
14 800 +2 set Str; +2 more Str FPOW * (+28; +28)
15 900 +2 set Str; +2 more Str FPOW * (+30; +30)
16 1000 +2 set Str; +2 more Str FPOW * (+32; +32)
17 1100 +2 set Str; +2 more Str FPOW * (+34; +34)
18 1200 +2 set Str; +2 more Str FPOW * (+36; +36)
19 1300 +2 set Str; +2 more Str FPOW * (+38; +38)
20 1400 +2 set Str; +2 more Str FPOW * (+40; +40)
21 1500 +2 set Str; +2 more Str FPOW * (+42; +42)
22 1600 +2 set Str; +2 more Str FPOW * (+44; +44)
23 1700 +2 set Str; +2 more Str FPOW * (+46; +46)
24 1800 +2 set Str; +2 more Str FPOW * (+48; +48)
25 1900 +2 set Str; +2 more Str FPOW * (+50; +50)
26 2000 +2 set Str; +2 more Str FPOW * (+52; +52)
27 2100 +2 set Str; +2 more Str FPOW * (+54; +54)
28 2200 +2 set Str; +2 more Str FPOW * (+56; +56)
29 2300 +2 set Str; +2 more Str FPOW * (+58; +58)
30 2400 +2 set Str; +2 more Str FPOW * (+60; +60)
31 2500 +2 set Str; +2 more Str FPOW * (+62; +62)
32 2600 +2 set Str; +2 more Str FPOW * (+64; +64)
33 2700 +2 set Str; +2 more Str FPOW * (+66; +66)
34 2800 +2 set Str; +2 more Str FPOW * (+68; +68)
35 2900 +2 set Str; +2 more Str FPOW * (+70; +70)
36 3000 +2 set Str; +2 more Str FPOW * (+72; +72)
Alt1 Effect Alt2 Effect Alt Total
+4 set Efficiency (TH) +4 set Muscle (dmg); * (+4)
+4 set Efficiency (TH) +4 set Muscle (dmg); * (+8)
+4 set Efficiency (TH) +4 set Muscle (dmg); * (+12)
+4 set Efficiency (TH) +4 set Muscle (dmg); * (+16)
+4 set Efficiency (TH) +4 set Muscle (dmg); * (+20)
+4 set Efficiency (TH) +4 set Muscle (dmg); * (+24)
+4 set Efficiency (TH) +4 set Muscle (dmg); * (+28)
+4 set Efficiency (TH) +4 set Muscle (dmg); * (+32)
+4 set Efficiency (TH) +4 set Muscle (dmg); * (+36)
+4 set Efficiency (TH) +4 set Muscle (dmg); * (+40)
+4 set Efficiency (TH) +4 set Muscle (dmg); * (+44)
+4 set Efficiency (TH) +4 set Muscle (dmg); * (+48)
+4 set Efficiency (TH) +4 set Muscle (dmg); * (+52)
+4 set Efficiency (TH) +4 set Muscle (dmg); * (+56)
+4 set Efficiency (TH) +4 set Muscle (dmg); * (+60)
+4 set Efficiency (TH) +4 set Muscle (dmg); * (+64)
+4 set Efficiency (TH) +4 set Muscle (dmg); * (+68)
+4 set Efficiency (TH) +4 set Muscle (dmg); * (+72)
+4 set Efficiency (TH) +4 set Muscle (dmg); * (+76)
+4 set Efficiency (TH) +4 set Muscle (dmg); * (+80)
+4 set Efficiency (TH) +4 set Muscle (dmg); * (+84)
+4 set Efficiency (TH) +4 set Muscle (dmg); * (+88)
+4 set Efficiency (TH) +4 set Muscle (dmg); * (+92)
+4 set Efficiency (TH) +4 set Muscle (dmg); * (+96)
+4 set Efficiency (TH) +4 set Muscle (dmg); * (+100)
+4 set Efficiency (TH) +4 set Muscle (dmg); * (+104)
+4 set Efficiency (TH) +4 set Muscle (dmg); * (+108)
+4 set Efficiency (TH) +4 set Muscle (dmg); * (+112)
+4 set Efficiency (TH) +4 set Muscle (dmg); * (+116)
+4 set Efficiency (TH) +4 set Muscle (dmg); * (+120)
+4 set Efficiency (TH) +4 set Muscle (dmg); * (+124)
+4 set Efficiency (TH) +4 set Muscle (dmg); * (+128)
+4 set Efficiency (TH) +4 set Muscle (dmg); * (+132)
+4 set Efficiency (TH) +4 set Muscle (dmg); * (+136)
+4 set Efficiency (TH) +4 set Muscle (dmg); * (+140)
+4 set Efficiency (TH) +4 set Muscle (dmg); * (+144)
 
This class gives +1 rank of Exceptional Str which stacks on top on what you already have (unless the source says it can't be improved).
Sustain Str.
"Str FPOW" is "Strength For Purposes of Weapons"
The Alternate versions cannot use ability score sleazing for Str.
The Alt2 side (Muscle) gets the +2 Str FPOW per level. The Alt1 side (Efficiency) does not.

[PC43] Collective 4.3 Classes


Summon DL (Mini-Class)

Level KXP Effect Total
1 5 Your summons have +1 offensive DL (1)
2 10 Your summons have +1 offensive DL (2)
3 20 Your summons have +1 offensive DL (3)
4 40 Your summons have +1 offensive DL (4)
5 80 Your summons have +1 offensive DL (5)
6 160 Your summons have +1 offensive DL (6)
7 320 Your summons have +1 offensive DL (7)
8 500 Your summons have +1 offensive DL (8)
9 750 Your summons have +1 offensive DL (9)
10 1000 Your summons have +1 offensive DL (10)
11 1250 Your summons have +1 offensive DL (11)
12 1500 Your summons have +1 offensive DL (12)
13 1750 Your summons have +1 offensive DL (13)
14 2000 Your summons have +1 offensive DL (14)
15 2250 Your summons have +1 offensive DL (15)
16 2500 Your summons have +1 offensive DL (16)
17 2750 Your summons have +1 offensive DL (17)
18 3000 Your summons have +1 offensive DL (18)
19 3250 Your summons have +1 offensive DL (19)
20 3500 Your summons have +1 offensive DL (20)
21 3750 Your summons have +1 offensive DL (21)
22 4000 Your summons have +1 offensive DL (22)
23 4250 Your summons have +1 offensive DL (23)
24 4500 Your summons have +1 offensive DL (24)
25 4750 Your summons have +1 offensive DL (25)
26 5000 Your summons have +1 offensive DL (26)
27 5250 Your summons have +1 offensive DL (27)
28 5500 Your summons have +1 offensive DL (28)
29 5750 Your summons have +1 offensive DL (29)
30 6000 Your summons have +1 offensive DL (30)
31 6250 Your summons have +1 offensive DL (31)
32 6500 Your summons have +1 offensive DL (32)
33 6750 Your summons have +1 offensive DL (33)
34 7000 Your summons have +1 offensive DL (34)
35 7250 Your summons have +1 offensive DL (35)
36 7500 Your summons have +1 offensive DL (36)
Alternate Effect Alt Total
Your summons have +1 defensive DL (1)
Your summons have +1 defensive DL (2)
Your summons have +1 defensive DL (3)
Your summons have +1 defensive DL (4)
Your summons have +1 defensive DL (5)
Your summons have +1 defensive DL (6)
Your summons have +1 defensive DL (7)
Your summons have +1 defensive DL (8)
Your summons have +1 defensive DL (9)
Your summons have +1 defensive DL (10)
Your summons have +1 defensive DL (11)
Your summons have +1 defensive DL (12)
Your summons have +1 defensive DL (13)
Your summons have +1 defensive DL (14)
Your summons have +1 defensive DL (15)
Your summons have +1 defensive DL (16)
Your summons have +1 defensive DL (17)
Your summons have +1 defensive DL (18)
Your summons have +1 defensive DL (19)
Your summons have +1 defensive DL (20)
Your summons have +1 defensive DL (21)
Your summons have +1 defensive DL (22)
Your summons have +1 defensive DL (23)
Your summons have +1 defensive DL (24)
Your summons have +1 defensive DL (25)
Your summons have +1 defensive DL (26)
Your summons have +1 defensive DL (27)
Your summons have +1 defensive DL (28)
Your summons have +1 defensive DL (29)
Your summons have +1 defensive DL (30)
Your summons have +1 defensive DL (31)
Your summons have +1 defensive DL (32)
Your summons have +1 defensive DL (33)
Your summons have +1 defensive DL (34)
Your summons have +1 defensive DL (35)
Your summons have +1 defensive DL (36)
 
Both versions of this Mini class can be taken at the same time.
This Mini class (either side) increases the "Comprehensibility Depth" of summons by 1 DL per level.

[PC43] Collective 4.3 Classes


Tiny DemiGod Sampler (Demigod Mini-Class)

Level KXP Effect Total
1 30 One random 1/3 power DemiGod0 pick (1)
2 60 One random 1/3 power DemiGod0 pick (2)
3 120 One random 1/3 power DemiGod0 pick (3)
4 240 One random 1/3 power DemiGod0 pick (4)
5 480 One random 1/3 power DemiGod0 pick (5)
6 960 One random 1/3 power DemiGod0 pick (6)
7 1920 One random 1/3 power DemiGod0 pick (7)
8 3000 One random 1/3 power DemiGod0 pick (8)
9 4500 One random 1/3 power DemiGod0 pick (9)
10 6000 One random 1/3 power DemiGod0 pick (10)
11 7500 One random 1/3 power DemiGod0 pick (11)
12 9000 One random 1/3 power DemiGod0 pick (12)
13 10500 One random 1/3 power DemiGod0 pick (13)
14 12000 One random 1/3 power DemiGod0 pick (14)
15 13500 One random 1/3 power DemiGod0 pick (15)
16 15000 One random 1/3 power DemiGod0 pick (16)
17 16500 One random 1/3 power DemiGod0 pick (17)
18 18000 One random 1/3 power DemiGod0 pick (18)
19 19500 One random 1/3 power DemiGod0 pick (19)
20 21000 One random 1/3 power DemiGod0 pick (20)
21 22500 One random 1/3 power DemiGod0 pick (21)
22 24000 One random 1/3 power DemiGod0 pick (22)
23 25500 One random 1/3 power DemiGod0 pick (23)
24 27000 One random 1/3 power DemiGod0 pick (24)
25 28500 One random 1/3 power DemiGod0 pick (25)
26 30000 One random 1/3 power DemiGod0 pick (26)
27 31500 One random 1/3 power DemiGod0 pick (27)
28 33000 One random 1/3 power DemiGod0 pick (28)
29 34500 One random 1/3 power DemiGod0 pick (29)
30 36000 One random 1/3 power DemiGod0 pick (30)
31 37500 One random 1/3 power DemiGod0 pick (31)
32 39000 One random 1/3 power DemiGod0 pick (32)
33 40500 One random 1/3 power DemiGod0 pick (33)
34 42000 One random 1/3 power DemiGod0 pick (34)
35 43500 One random 1/3 power DemiGod0 pick (35)
36 45000 One random 1/3 power DemiGod0 pick (36)
Alt Effect Alt Total
+(1/10)G action (0.1)
+(1/10)G action (0.2)
+(1/10)G action (0.3)
+(1/10)G action (0.4)
+(1/10)G action (0.5)
+(1/10)G action (0.6)
+(1/10)G action (0.7)
+(1/10)G action (0.8)
+(1/10)G action (0.9)
+(1/10)G action (1)
+(1/10)G action (1.1)
+(1/10)G action (1.2)
+(1/10)G action (1.3)
+(1/10)G action (1.4)
+(1/10)G action (1.5)
+(1/10)G action (1.6)
+(1/10)G action (1.7)
+(1/10)G action (1.8)
+(1/10)G action (1.9)
+(1/10)G action (2)
+(1/10)G action (2.1)
+(1/10)G action (2.2)
+(1/10)G action (2.3)
+(1/10)G action (2.4)
+(1/10)G action (2.5)
+(1/10)G action (2.6)
+(1/10)G action (2.7)
+(1/10)G action (2.8)
+(1/10)G action (2.9)
+(1/10)G action (3)
+(1/10)G action (3.1)
+(1/10)G action (3.2)
+(1/10)G action (3.3)
+(1/10)G action (3.4)
+(1/10)G action (3.5)
+(1/10)G action (3.6)
 
This class gives one random 1/3 DemiGod0 power. Treat "i" as "25". So if you get "+2 iStr", you actually get +(1/3)*(2)*(25) = +16 Str.
The Alternate version gives one-tenth of a G action per level. (1/10)G means you can use 1G every 10 rounds. (2/10)G means you can 1G every 5 rounds, and so forth.

[PC43] Collective 4.3 Classes


True To Hit/Save Penalty (Mini-Class)

Level KXP Effect Total
1 20 Everyone has --1 TH vs. you (1)
2 40 Everyone has --1 TH vs. you (2)
3 80 Everyone has --1 TH vs. you (3)
4 160 Everyone has --1 TH vs. you (4)
5 320 Everyone has --1 TH vs. you (5)
6 640 Everyone has --1 TH vs. you (6)
7 1000 Everyone has --1 TH vs. you (7)
8 1500 Everyone has --1 TH vs. you (8)
9 2000 Everyone has --1 TH vs. you (9)
10 2500 Everyone has --1 TH vs. you (10)
11 3000 Everyone has --1 TH vs. you (11)
12 3500 Everyone has --1 TH vs. you (12)
13 4000 Everyone has --1 TH vs. you (13)
14 4500 Everyone has --1 TH vs. you (14)
15 5000 Everyone has --1 TH vs. you (15)
16 5500 Everyone has --1 TH vs. you (16)
17 6000 Everyone has --1 TH vs. you (17)
18 6500 Everyone has --1 TH vs. you (18)
19 7000 Everyone has --1 TH vs. you (19)
20 7500 Everyone has --1 TH vs. you (20)
21 8000 Everyone has --1 TH vs. you (21)
22 8500 Everyone has --1 TH vs. you (22)
23 9000 Everyone has --1 TH vs. you (23)
24 9500 Everyone has --1 TH vs. you (24)
25 10000 Everyone has --1 TH vs. you (25)
26 10500 Everyone has --1 TH vs. you (26)
27 11000 Everyone has --1 TH vs. you (27)
28 11500 Everyone has --1 TH vs. you (28)
29 12000 Everyone has --1 TH vs. you (29)
30 12500 Everyone has --1 TH vs. you (30)
31 13000 Everyone has --1 TH vs. you (31)
32 13500 Everyone has --1 TH vs. you (32)
33 14000 Everyone has --1 TH vs. you (33)
34 14500 Everyone has --1 TH vs. you (34)
35 15000 Everyone has --1 TH vs. you (35)
36 15500 Everyone has --1 TH vs. you (36)
Alternate Effect Alt Total
Everyone has --1 saves vs. your effects (1)
Everyone has --1 saves vs. your effects (2)
Everyone has --1 saves vs. your effects (3)
Everyone has --1 saves vs. your effects (4)
Everyone has --1 saves vs. your effects (5)
Everyone has --1 saves vs. your effects (6)
Everyone has --1 saves vs. your effects (7)
Everyone has --1 saves vs. your effects (8)
Everyone has --1 saves vs. your effects (9)
Everyone has --1 saves vs. your effects (10)
Everyone has --1 saves vs. your effects (11)
Everyone has --1 saves vs. your effects (12)
Everyone has --1 saves vs. your effects (13)
Everyone has --1 saves vs. your effects (14)
Everyone has --1 saves vs. your effects (15)
Everyone has --1 saves vs. your effects (16)
Everyone has --1 saves vs. your effects (17)
Everyone has --1 saves vs. your effects (18)
Everyone has --1 saves vs. your effects (19)
Everyone has --1 saves vs. your effects (20)
Everyone has --1 saves vs. your effects (21)
Everyone has --1 saves vs. your effects (22)
Everyone has --1 saves vs. your effects (23)
Everyone has --1 saves vs. your effects (24)
Everyone has --1 saves vs. your effects (25)
Everyone has --1 saves vs. your effects (26)
Everyone has --1 saves vs. your effects (27)
Everyone has --1 saves vs. your effects (28)
Everyone has --1 saves vs. your effects (29)
Everyone has --1 saves vs. your effects (30)
Everyone has --1 saves vs. your effects (31)
Everyone has --1 saves vs. your effects (32)
Everyone has --1 saves vs. your effects (33)
Everyone has --1 saves vs. your effects (34)
Everyone has --1 saves vs. your effects (35)
Everyone has --1 saves vs. your effects (36)
 
--1 TH or --1 saves means to shift the natural die roll by 1. This means a 20 is no longer an automatic success, and automatic failures occur more often.

[PC43] Collective 4.3 Classes


True Turning/Omens (Mini-Class)

Level KXP Effect Total
1 0.75 ++1 to d20 and +1d12 effect with Turning (1)
2 1.5 ++1 to d20 and +1d12 effect with Turning (2)
3 3 ++1 to d20 and +1d12 effect with Turning (3)
4 6 ++1 to d20 and +1d12 effect with Turning (4)
5 12 ++1 to d20 and +1d12 effect with Turning (5)
6 24 ++1 to d20 and +1d12 effect with Turning (6)
7 48 ++1 to d20 and +1d12 effect with Turning (7)
8 75 ++1 to d20 and +1d12 effect with Turning (8)
9 112.5 ++1 to d20 and +1d12 effect with Turning (9)
10 150 ++1 to d20 and +1d12 effect with Turning (10)
11 187.5 ++1 to d20 and +1d12 effect with Turning (11)
12 225 ++1 to d20 and +1d12 effect with Turning (12)
13 262.5 ++1 to d20 and +1d12 effect with Turning (13)
14 300 ++1 to d20 and +1d12 effect with Turning (14)
15 337.5 ++1 to d20 and +1d12 effect with Turning (15)
16 375 ++1 to d20 and +1d12 effect with Turning (16)
17 412.5 ++1 to d20 and +1d12 effect with Turning (17)
18 450 ++1 to d20 and +1d12 effect with Turning (18)
19 487.5 ++1 to d20 and +1d12 effect with Turning (19)
20 525 ++1 to d20 and +1d12 effect with Turning (20)
21 562.5 ++1 to d20 and +1d12 effect with Turning (21)
22 600 ++1 to d20 and +1d12 effect with Turning (22)
23 637.5 ++1 to d20 and +1d12 effect with Turning (23)
24 675 ++1 to d20 and +1d12 effect with Turning (24)
25 712.5 ++1 to d20 and +1d12 effect with Turning (25)
26 750 ++1 to d20 and +1d12 effect with Turning (26)
27 787.5 ++1 to d20 and +1d12 effect with Turning (27)
28 825 ++1 to d20 and +1d12 effect with Turning (28)
29 862.5 ++1 to d20 and +1d12 effect with Turning (29)
30 900 ++1 to d20 and +1d12 effect with Turning (30)
31 937.5 ++1 to d20 and +1d12 effect with Turning (31)
32 975 ++1 to d20 and +1d12 effect with Turning (32)
33 1012.5 ++1 to d20 and +1d12 effect with Turning (33)
34 1050 ++1 to d20 and +1d12 effect with Turning (34)
35 1087.5 ++1 to d20 and +1d12 effect with Turning (35)
36 1125 ++1 to d20 and +1d12 effect with Turning (36)
Alternate Effect Alt Total
+1 LVL with Omens (1)
+1 LVL with Omens (2)
+1 LVL with Omens (3)
+1 LVL with Omens (4)
+1 LVL with Omens (5)
+1 LVL with Omens (6)
+1 LVL with Omens (7)
+1 LVL with Omens (8)
+1 LVL with Omens (9)
+1 LVL with Omens (10)
+1 LVL with Omens (11)
+1 LVL with Omens (12)
+1 LVL with Omens (13)
+1 LVL with Omens (14)
+1 LVL with Omens (15)
+1 LVL with Omens (16)
+1 LVL with Omens (17)
+1 LVL with Omens (18)
+1 LVL with Omens (19)
+1 LVL with Omens (20)
+1 LVL with Omens (21)
+1 LVL with Omens (22)
+1 LVL with Omens (23)
+1 LVL with Omens (24)
+1 LVL with Omens (25)
+1 LVL with Omens (26)
+1 LVL with Omens (27)
+1 LVL with Omens (28)
+1 LVL with Omens (29)
+1 LVL with Omens (30)
+1 LVL with Omens (31)
+1 LVL with Omens (32)
+1 LVL with Omens (33)
+1 LVL with Omens (34)
+1 LVL with Omens (35)
+1 LVL with Omens (36)
 
The ++1 to the d20 is a natural shift. Each "-" beyond 20 on the Turn Undead Table is +1, so if "Lich" is the fourth dash down from 20 for you, you need a 24 to turn Liches.
The +1d12 effect means to add another 1d12 to the number of undead turned per level. You can lose a 1d12 die to affect an extra group; distribute the dice among the groups (e.g. if you have 5d12 of turning, you can turn 1 group at 1d12, 2 groups at 2d12 [5-1=4 dice], or 3 groups at 1d12 [5-2=3 dice]).

[PC43] Collective 4.3 Classes


Wis (Mini-Class)

Level KXP Effect Total
1 2 +2 set Wis; +2 Personality * (+2; +2)
2 4 +2 set Wis; +2 Personality * (+4; +4)
3 8 +2 set Wis; +2 Personality * (+6; +6)
4 16 +2 set Wis; +2 Personality * (+8; +8)
5 32 +2 set Wis; +2 Personality * (+10; +10)
6 64 +2 set Wis; +2 Personality * (+12; +12)
7 128 +2 set Wis; +2 Personality * (+14; +14)
8 200 +2 set Wis; +2 Personality * (+16; +16)
9 300 +2 set Wis; +2 Personality * (+18; +18)
10 400 +2 set Wis; +2 Personality * (+20; +20)
11 500 +2 set Wis; +2 Personality * (+22; +22)
12 600 +2 set Wis; +2 Personality * (+24; +24)
13 700 +2 set Wis; +2 Personality * (+26; +26)
14 800 +2 set Wis; +2 Personality * (+28; +28)
15 900 +2 set Wis; +2 Personality * (+30; +30)
16 1000 +2 set Wis; +2 Personality * (+32; +32)
17 1100 +2 set Wis; +2 Personality * (+34; +34)
18 1200 +2 set Wis; +2 Personality * (+36; +36)
19 1300 +2 set Wis; +2 Personality * (+38; +38)
20 1400 +2 set Wis; +2 Personality * (+40; +40)
21 1500 +2 set Wis; +2 Personality * (+42; +42)
22 1600 +2 set Wis; +2 Personality * (+44; +44)
23 1700 +2 set Wis; +2 Personality * (+46; +46)
24 1800 +2 set Wis; +2 Personality * (+48; +48)
25 1900 +2 set Wis; +2 Personality * (+50; +50)
26 2000 +2 set Wis; +2 Personality * (+52; +52)
27 2100 +2 set Wis; +2 Personality * (+54; +54)
28 2200 +2 set Wis; +2 Personality * (+56; +56)
29 2300 +2 set Wis; +2 Personality * (+58; +58)
30 2400 +2 set Wis; +2 Personality * (+60; +60)
31 2500 +2 set Wis; +2 Personality * (+62; +62)
32 2600 +2 set Wis; +2 Personality * (+64; +64)
33 2700 +2 set Wis; +2 Personality * (+66; +66)
34 2800 +2 set Wis; +2 Personality * (+68; +68)
35 2900 +2 set Wis; +2 Personality * (+70; +70)
36 3000 +2 set Wis; +2 Personality * (+72; +72)
Alt1 Effect Alt2 Effect Alt Total
+4 set Intuition (prog. bonus) +4 set Reason (Will saves); * (+4)
+4 set Intuition (prog. bonus) +4 set Reason (Will saves); * (+8)
+4 set Intuition (prog. bonus) +4 set Reason (Will saves); * (+12)
+4 set Intuition (prog. bonus) +4 set Reason (Will saves); * (+16)
+4 set Intuition (prog. bonus) +4 set Reason (Will saves); * (+20)
+4 set Intuition (prog. bonus) +4 set Reason (Will saves); * (+24)
+4 set Intuition (prog. bonus) +4 set Reason (Will saves); * (+28)
+4 set Intuition (prog. bonus) +4 set Reason (Will saves); * (+32)
+4 set Intuition (prog. bonus) +4 set Reason (Will saves); * (+36)
+4 set Intuition (prog. bonus) +4 set Reason (Will saves); * (+40)
+4 set Intuition (prog. bonus) +4 set Reason (Will saves); * (+44)
+4 set Intuition (prog. bonus) +4 set Reason (Will saves); * (+48)
+4 set Intuition (prog. bonus) +4 set Reason (Will saves); * (+52)
+4 set Intuition (prog. bonus) +4 set Reason (Will saves); * (+56)
+4 set Intuition (prog. bonus) +4 set Reason (Will saves); * (+60)
+4 set Intuition (prog. bonus) +4 set Reason (Will saves); * (+64)
+4 set Intuition (prog. bonus) +4 set Reason (Will saves); * (+68)
+4 set Intuition (prog. bonus) +4 set Reason (Will saves); * (+72)
+4 set Intuition (prog. bonus) +4 set Reason (Will saves); * (+76)
+4 set Intuition (prog. bonus) +4 set Reason (Will saves); * (+80)
+4 set Intuition (prog. bonus) +4 set Reason (Will saves); * (+84)
+4 set Intuition (prog. bonus) +4 set Reason (Will saves); * (+88)
+4 set Intuition (prog. bonus) +4 set Reason (Will saves); * (+92)
+4 set Intuition (prog. bonus) +4 set Reason (Will saves); * (+96)
+4 set Intuition (prog. bonus) +4 set Reason (Will saves); * (+100)
+4 set Intuition (prog. bonus) +4 set Reason (Will saves); * (+104)
+4 set Intuition (prog. bonus) +4 set Reason (Will saves); * (+108)
+4 set Intuition (prog. bonus) +4 set Reason (Will saves); * (+112)
+4 set Intuition (prog. bonus) +4 set Reason (Will saves); * (+116)
+4 set Intuition (prog. bonus) +4 set Reason (Will saves); * (+120)
+4 set Intuition (prog. bonus) +4 set Reason (Will saves); * (+124)
+4 set Intuition (prog. bonus) +4 set Reason (Will saves); * (+128)
+4 set Intuition (prog. bonus) +4 set Reason (Will saves); * (+132)
+4 set Intuition (prog. bonus) +4 set Reason (Will saves); * (+136)
+4 set Intuition (prog. bonus) +4 set Reason (Will saves); * (+140)
+4 set Intuition (prog. bonus) +4 set Reason (Will saves); * (+144)
 
This class gives +1 rank of Exceptional Wis which stacks on top on what you already have (unless the source says it can't be improved).
Sustain Wis, San (Sanity).
Gives +2 Personality per level, regardless of which calculation is being used (Int+Chr+level or Wis+Con+level). The Alt2 version (Reason) gives this bonus as well; the Alt1 version (Intuition) does not.
When using Wisdom for bonus spells, can use Simplified Wis Bonus, or convert all the SLs in the standard chart into one pool, and redistribute SLs as you like.
The Alternate versions cannot use ability score sleazing for Wis.

[PC43A] Collective 4.3A Classes


Class List (old)

Group GroupN # Class Coll
Overt -4 1 Mob Instigator1 4.3
Overt -4 2 Psi1200C 4.3
NonCombatant -1 1 Smurf 4.3
War 1 1 Anti-Barbarian100 4.3
War 1 2 Builder (Random Warrior #420726) 4.1
War 1 3 Choicer (Random Warrior #474063) 4.1
War 1 4 Doomguard3 4.2
War 1 5 Hammerer (Random Warrior #811263) 4.1
War 1 6 Knight of Quantity1 4.3
War 1 7 Lancer (Random Warrior #199267) 4.1
War 1 8 Meat Helm 4.2
War 1 9 Meat Sword 3.9
War 1 10 Ogre0 4.3
War 1 11 Orc0 4.0
War 1 12 Paladin of Quality1 3.9
War 1 13 Pentarch Paladin 4.3
War 1 14 Physicalist 4.3
War 1 15 Rith Awakener (MTG G/R/W) 4.2
War 1 16 Scarlet Huntsman 4.2
War 1 17 Small Game Hunter 3.9
War 1 18 Unholy SuperMonk1 4.3
War 1 19 Vanguard 4.3
Wiz 2 1 Arcane Wizard 3.9
Wiz 2 2 Dragon Mage 3.9
Wiz 2 3 Fortune Teller10 4.3
Wiz 2 4 Generic Wizard 4.3
Wiz 2 5 Hag0 4.3
Wiz 2 6 Magical Pool Mage 4.2
Wiz 2 7 Magic-User4 3.9
Wiz 2 8 Myrmecologist / Apiologist / Dipterologist 4.3
Wiz 2 9 Numot Devastator (MTG U/R/W) 4.3
Wiz 2 10 Quick Chaining Wizard 4.3
Wiz 2 11 Scarlet Necromancer 4.2
Wiz 2 12 Tougher (Random Wizard #231172) 4.1
Wiz 2 13 Wacky Ball Mage 4.2
Wiz 2 14 Wand Mage 4.3
Pri 3 1 Arcane Priest 4.3
Pri 3 2 Astral Priest 4.3
Pri 3 3 Doomshaman3 4.3
Pri 3 4 Eeler1 4.2
Pri 3 5 Elemental Cleric2 4.3
Pri 3 6 Fallen Angel5 3.9
Pri 3 7 Generic Priest 3.9
Pri 3 8 Hag0 4.3
Pri 3 9 Rith Awakener (MTG G/R/W) 4.2
Pri 3 10 Scarlet Chirurgeon 4.3
Pri 3 11 Scarlet Torturer 4.2
Pri 3 12 Traveller Priest 3.9
Pri 3 13 Unholy SuperMonk1 4.3
Pri 3 14 War Priest 4.2
Rog 4 1 Accomplice 4.3
Rog 4 2 Arcane5 4.2
Rog 4 3 Luckier (Random Rogue #115354) 4.1
Rog 4 4 Mob Instigator1 4.3
Rog 4 5 Musketeer/Cannoneer 3.9
Rog 4 6 Pointer (Random Rogue #11829) 4.1
Rog 4 7 Pointer0 4.2
Rog 4 8 Quarterling0 4.3
Rog 4 9 Quickling0 3.9
Rog 4 10 Rocketeer 4.3
Rog 4 11 Scarlet Assassin 4.2
Rog 4 12 Scarlet Monk 4.2
Rog 4 13 Sightseer 4.3
Rog 4 14 Songsmith Bard 4.3
Rog 4 15 The Hidden 3.9
Rog 4 16 Unholy SuperMonk1 4.3
Psi 5 1 Arch-Psi10 4.2
Psi 5 2 Astraler 4.3
Psi 5 3 Fortune Teller10 4.3
Psi 5 4 Mind Flayer0 4.3
Psi 5 5 Numot Devastator (MTG U/R/W) 4.3
Psi 5 6 Physicalist 4.3
Psi 5 7 Psi-40 3.9
Psi 5 8 Psi0.01 3.9
Psi 5 9 Psi11U/W 4.3
Psi 5 10 Psi36 3.9
Psi 5 11 Psi1200C 4.3
Psi 5 12 Psi∞ (Infinity) 4.2
Cust 6 1 ArchCustomDM 4.3
Cust 6 2 BlockCustom5 4.2
Cust 6 3 Duplicator 3.9
Cust 6 4 Generic Priest 3.9
Cust 6 5 Generic Wizard 4.3
Cust 6 6 Internetizer3.5 4.3
Cust 6 7 Maxulator 3.9
Cust 6 8 Minimizer 4.3
Cust 6 9 RandomCustom5 4.3
Cust 6 10 Randomizer3 4.2
Cust 6 11 Vanguard 4.3
Conc 7 1 Accomplice 4.3
Conc 7 2 Baron 4.3
Conc 7 3 Concordant Sampler 4.2
Conc 7 4 Elemental Cleric2 4.3
Conc 7 5 Fallen Angel5 3.9
Conc 7 6 Giant Robot8 3.9
Conc 7 7 ProtoDracolich 4.3
Conc 7 8 Psi∞ (Infinity) 4.2
Conc 7 9 Rakshasa5 3.9
Conc 7 10 Rejuvenator 4.3
Mon 8 1 Astraler 4.3
Mon 8 2 Giant Robot8 3.9
Mon 8 3 Hag0 4.3
Mon 8 4 Mind Flayer0 4.3
Mon 8 5 Numot Devastator (MTG U/R/W) 4.3
Mon 8 6 Odessa0 4.2
Mon 8 7 Ogre0 4.3
Mon 8 8 Orc0 4.0
Mon 8 9 ProtoDracolich 4.3
Mon 8 10 Quickling0 3.9
Mon 8 11 Rakshasa5 3.9
Mon 8 12 Rith Awakener (MTG G/R/W) 4.2
Mon 8 13 Smurf 4.3
Mon 8 14 Thirteen Letter Horror 4.2
Mon 8 15 Uniquer3 4.2
Alt 9 1 BlockCustom5 4.2
Alt 9 2 Doomshaman3 4.3
Alt 9 3 Giant Robot8 3.9
Alt 9 4 Knight of Quantity1 4.3
Alt 9 5 Meat Sword 3.9
Alt 9 6 Psi0.01 3.9
Alt 9 7 Quickling0 3.9
Alt 9 8 Scarlet Chirurgeon 4.3
Alt 9 9 Time Lord13 4.3
Alt 9 10 Uniquer3 4.2
Mini 10 1 BlahR Evasion 4.3
Mini 10 2 Capital Immuner 4.3
Mini 10 3 Chr 4.3
Mini 10 4 Con 4.3
Mini 10 5 Damage Resistance 3.9
Mini 10 6 Dex 4.3
Mini 10 7 Group XP 4.2
Mini 10 8 Heals 4.3
Mini 10 9 Int 4.3
Mini 10 10 Magic Items 4.3
Mini 10 11 Memorization Level 3.9
Mini 10 12 OtherR 3.9
Mini 10 13 Overwrite Progression 4.3
Mini 10 14 Research Points 3.9
Mini 10 15 Slayer 4.2
Mini 10 16 Speciality Schools 4.3
Mini 10 17 Specific Immuner 3.9
Mini 10 18 Spell Damage 3.9
Mini 10 19 Spell Groups 4.3
Mini 10 20 Spell Robe 4.2
Mini 10 21 Stat Requirements 4.2
Mini 10 22 Str 4.3
Mini 10 23 Summon DL 4.3
Mini 10 24 Summons 3.9
Mini 10 25 True TH/Save Penalty 4.3
Mini 10 26 True Turning / True Omens 4.3
Mini 10 27 Warrior/Rogue Spell Progression 4.2
Mini 10 28 Weapon Specialization 3.9
Mini 10 29 Wear Locations / Limbs 4.2
Mini 10 30 Wis 4.3
Mirr 11 1 Accomplice 4.3
Mirr 11 2 Eeler1 4.2
Mirr 11 3 Fallen Angel5 3.9
Mirr 11 4 Magical Pool Mage 4.2
Mirr 11 5 Maxulator 3.9
Mirr 11 6 Physicalist 4.3
Mirr 11 7 Psi-40 3.9
Mirr 11 8 Randomizer3 4.2
Planar 12 1 Astral Priest 4.3
Planar 12 2 Baron 4.3
Planar 12 3 Doomguard3 4.2
Planar 12 4 Doomshaman3 4.3
Planar 12 5 Magical Pool Mage 4.2
Planar 12 6 Sightseer 4.3
Lost 13 1 Forgotten Lord13 4.3
Lost 13 2 Scarlet Chirurgeon 4.3
Lost 13 3 The Hidden 3.9
Lost 13 4 Thirteen Letter Horror 4.2
Lost 13 5 Unfinisher3 4.3
Demi 14 1 Deified Mortal0 3.9
Demi 14 2 Small Game Hunter 3.9
Demi 14 3 Thirteen Letter Horror 4.2
Demi 14 4 Vanguard 4.3
PCDesigned 15 1 Fortune Teller10 4.3
Tech 16 1 Arcane5 4.2
Tech 16 2 Rejuvenator 4.3
Tech 16 3 Rocketeer 4.3
Tech 16 4 Time Lord13 4.3
Joke 17 1 Smurf 4.3
Future 18 1 Anti-Barbarian100 4.3
Future 18 2 Astraler 4.3
Future 18 3 Concordant Sampler 4.2
Future 18 4 Epic Feats 4.3
Future 18 5 Odessa0 4.2
Future 18 6 Rejuvenator 4.3
Future 18 7 Unfinisher3 4.3
Random 19 1 Builder (Random Warrior #420726) 4.1
Random 19 2 Choicer (Random Warrior #474063) 4.1
Random 19 3 Hammerer (Random Warrior #811263) 4.1
Random 19 4 Internetizer3.5 4.3
Random 19 5 Lancer (Random Warrior #199267) 4.1
Random 19 6 Luckier (Random Rogue #115354) 4.1
Random 19 7 Minimizer 4.3
Random 19 8 Pointer (Random Rogue #11829) 4.1
Random 19 9 RandomCustom5 4.3
Random 19 10 Randomizer3 4.2
Random 19 11 Tougher (Random Wizard #231172) 4.1
Random 19 12 Unfinisher3 4.3
ConcMini 20 1 Epic Feats 4.3
ConcMini 20 2 Luck 4.3
DemiMini 30 1 Tiny DemiGod Sampler 4.3
Internet 80 1 Internetizer3.5 4.3
OriginatorMini 220 1 Brown Originator Mini 4.3

[PC43A] Collective 4.3A Classes


Class List (new)

Group GroupN2 # Class Coll
War 1 1 Pentarch Paladin 4.3
War 1 2 Paladin of Quality1 3.9
War 1 3 Choicer (Random Warrior #474063) 4.1
War 1 4 Doomguard3 4.2
War 1 5 Hammerer (Random Warrior #811263) 4.1
War 1 6 Knight of Quantity1 4.3
War 1 7 Lancer (Random Warrior #199267) 4.1
War 1 8 Meat Helm 4.2
War 1 9 Meat Sword 3.9
War 1 10 Small Game Hunter 3.9
War 1 11 Anti-Barbarian100 4.3
War 1 12 Builder (Random Warrior #420726) 4.1
War 1 13 Scarlet Huntsman 4.2
Wiz 2 1 Generic Wizard 4.3
Wiz 2 2 Magical Pool Mage 4.2
Wiz 2 3 Wacky Ball Mage 4.2
Wiz 2 4 Dragon Mage 3.9
Wiz 2 5 Quick Chaining Wizard 4.3
Wiz 2 6 Scarlet Necromancer 4.2
Wiz 2 7 Wand Mage 4.3
Wiz 2 8 Arcane Wizard 3.9
Wiz 2 9 Tougher (Random Wizard #231172) 4.1
Wiz 2 10 Magic-User4 3.9
Wiz 2 11 Myrmecologist / Apiologist / Dipterologist 4.3
Pri 3 1 Generic Priest 3.9
Pri 3 2 Astral Priest 4.3
Pri 3 3 Eeler1 4.2
Pri 3 4 Hag0 4.3
Pri 3 5 Scarlet Chirurgeon 4.3
Pri 3 6 Scarlet Torturer 4.2
Pri 3 7 Traveller Priest 3.9
Pri 3 8 War Priest 4.2
Pri 3 9 Arcane Priest 4.3
Pri 3 10 Doomshaman3 4.3
Pri 3 11 Unholy SuperMonk1 4.3
Rog 4 1 Arcane5 4.2
Rog 4 2 Musketeer/Cannoneer 3.9
Rog 4 3 Pointer0 4.2
Rog 4 4 Songsmith Bard 4.3
Rog 4 5 Mob Instigator1 4.3
Rog 4 6 Quarterling0 4.3
Rog 4 7 Quickling0 3.9
Rog 4 8 Scarlet Assassin 4.2
Rog 4 9 Scarlet Monk 4.2
Rog 4 10 Sightseer 4.3
Rog 4 11 The Hidden 3.9
Rog 4 12 Luckier (Random Rogue #115354) 4.1
Rog 4 13 Pointer (Random Rogue #11829) 4.1
Rog 4 14 Rocketeer 4.3
Psi 5 1 Fortune Teller10 4.3
Psi 5 2 Psi0.01 3.9
Psi 5 3 Psi1200C 4.3
Psi 5 4 Psi11U/W 4.3
Psi 5 5 Arch-Psi10 4.2
Psi 5 6 Psi36 3.9
Psi 5 7 Physicalist 4.3
Psi 5 8 Psi∞ (Infinity) 4.2
Psi 5 9 Psi-40 3.9
Alt 6 1 Time Lord13 4.3
Cust 6 2 BlockCustom5 4.2
Cust 6 3 Internetizer3.5 4.3
Cust 6 4 Minimizer 4.3
Cust 6 5 RandomCustom5 4.3
Cust 6 6 Randomizer3 4.2
Lost 6 7 Unfinisher3 4.3
Cust 6 8 Vanguard 4.3
Cust 6 9 Duplicator 3.9
Lost 6 10 Forgotten Lord13 4.3
Cust 6 11 Maxulator 3.9
Cust 6 12 ArchCustomDM 4.3
Conc 7 1 Elemental Cleric2 4.3
Conc 7 2 Accomplice 4.3
Conc 7 3 Baron 4.3
Conc 7 4 Fallen Angel5 3.9
Conc 7 5 Giant Robot8 3.9
Conc 7 6 ProtoDracolich 4.3
Conc 7 7 Rejuvenator 4.3
Conc 7 8 Concordant Sampler 4.2
Demi 7 9 Deified Mortal0 3.9
ConcMini 7 10 Epic Feats 4.3
ConcMini 7 11 Luck 4.3
DemiMini 7 12 Tiny DemiGod Sampler 4.3
OriginatorMini 7 13 Brown Originator Mini 4.3
Mon 8 1 Orc0 4.0
Mon 8 2 Mind Flayer0 4.3
Mon 8 3 Odessa0 4.2
Mon 8 4 Ogre0 4.3
Mon 8 5 Rakshasa5 3.9
Mon 8 6 Smurf 4.3
Mon 8 7 Thirteen Letter Horror 4.2
Mon 8 8 Uniquer3 4.2
Mon 8 9 Astraler 4.3
Mon 8 10 Numot Devastator (MTG U/R/W) 4.3
Mon 8 11 Rith Awakener (MTG G/R/W) 4.2
Mini 10 1 BlahR Evasion 4.3
Mini 10 2 Slayer 4.2
Mini 10 3 Damage Resistance 3.9
Mini 10 4 Heals 4.3
Mini 10 5 OtherR 3.9
Mini 10 6 Spell Damage 3.9
Mini 10 7 Stat Requirements 4.2
Mini 10 8 Summons 3.9
Mini 10 9 Warrior/Rogue Spell Progression 4.2
Mini 10 10 Weapon Specialization 3.9
Mini 10 11 Capital Immuner 4.3
Mini 10 12 Chr 4.3
Mini 10 13 Con 4.3
Mini 10 14 Dex 4.3
Mini 10 15 Group XP 4.2
Mini 10 16 Int 4.3
Mini 10 17 Magic Items 4.3
Mini 10 18 Memorization Level 3.9
Mini 10 19 Overwrite Progression 4.3
Mini 10 20 Research Points 3.9
Mini 10 21 Specific Immuner 3.9
Mini 10 22 Spell Groups 4.3
Mini 10 23 Spell Robe 4.2
Mini 10 24 Str 4.3
Mini 10 25 Summon DL 4.3
Mini 10 26 Wear Locations / Limbs 4.2
Mini 10 27 Wis 4.3
Mini 10 28 Speciality Schools 4.3
Mini 10 29 True TH/Save Penalty 4.3
Mini 10 30 True Turning / True Omens 4.3

[PC43A] Collective 4.3A Classes


Accomplice

Level KXP Accomp A-H
123 45 [1]
1 0 1-- -- [-]
2 3.3 2-- -- [-]
3 6.6 3-- -- [-]
4 13.2 4-- -- [-]
5 26.4 41- -- [-]
6 52.8 42- -- [-]
7 105.6 43- -- [-]
8 213 44- -- [-]
9 430 441 -- [-]
10 860 442 -- [-]
11 1290 443 -- [-]
12 1720 443 1- [-]
13 2150 444 1- [-]
14 2580 444 2- [-]
15 3010 444 3- [-]
16 3440 444 4- [-]
17 3870 544 4- [-]
18 4300 554 4- [-]
19 4730 555 4- [-]
20 5160 555 41 [-]
21 5590 555 51 [-]
22 6020 655 51 [-]
23 6450 655 52 [-]
24 6880 665 52 [-]
25 7310 666 52 [-]
26 7740 666 53 [-]
27 8170 666 63 [1]
28 8600 766 63 [1]
29 9030 766 64 [2]
30 9460 776 64 [2]
31 9890 777 64 [3]
32 10320 777 65 [3]
33 10750 777 75 [4]
34 11180 877 75 [4]
35 11610 887 76 [5]
36 12040 888 76 [5]
TH Saves
PD RS PP BW Sp Fo Re Wi
+4  4  2  3  1  1  1  1  0
+5  5  2  4  2  1  1  1  0
+5  5  3  4  3  2  2  2  1
+6  6  4  5  4  3  2  2  1
+6  7  5  6  5  4  3  2  1
+7  8  5  7  6  4  3  3  2
+7  8  6  7  7  5  4  3  2
+8  9  7  8  8  6  4  4  2
+8 10  8  9  9  7  5  4  3
+9 11  8 10 10  7  5  4  3
+9 11  9 10 11  8  6  5  3
+10 12 10 11 12  9  6  5  4
+10 13 11 12 13 10  7  6  4
+11 14 11 13 14 10  7  6  4
+11 14 12 13 14 11  8  6  5
+12 14 12 14 14 11  8  7  5
+12 14 13 14 14 12  9  7  5
+13 15 13 14 14 12  9  8  6
Requisites: Str 16, Int 18, Logic 7
Alignment: any E
HD/level: ++d13
Weapon Prof.: 6+level/2
To Hit Table: 4+level/2
Save Table: War
Reference: DM {Reduced Anti-Hero}
Groups: Rogue, Concordant (x1), Mirror
 
Logic is an ability score based off of Int. It is equal to 2+(Int bonus) base. Note that you will "owe" one stat point to Logic with an 18 Int (since your Logic will be only 6), unless you have Exceptional Int bonus somehow.
Gets Exc Str. Can purchase Exc Dex for 1 weapon slot and Exc Con for 4 weapon slots.
Can weapon specialize and uses the "Ranger" line for number of attacks.
Gets 80 Rogue points per level.
On the Rogue Ability table, cannot use picks to get other picks (no "chaining" of picks).
Your CCL with Anti-Hero spells is CL-26.
Lvl Ability
1 Any Bandit1 level 2 ability
1 Any Bounty Hunter1 level 2 ability
1 Any Executioner1 level 1 ability
1 Any Mercenary5 level 1 ability
1 Any Scarlet Assassin level 1 ability
1 Any The Hidden level 1 ability
5 Any Bandit1 level 6 ability
5 Any Bounty Hunter1 level 6 ability
5 Any Executioner1 level 5 ability
5 Any Mercenary5 level 5 ability
5 Any Scarlet Assassin level 5 ability
5 Any The Hidden level 5 ability
9 Any Bandit1 level 10 ability
9 Any Bounty Hunter1 level 10 ability
9 Any Executioner1 level 9 ability
9 Any Mercenary5 level 9 ability
9 Any Scarlet Assassin level 9 ability
9 Any The Hidden level 9 ability
13 Any Bandit1 level 16 ability
13 Any Bounty Hunter1 level 15 ability
13 Any Executioner1 level 13 ability
13 Any Mercenary5 level 14 ability
13 Any Scarlet Assassin level 13 ability
13 Any The Hidden level 13 ability

[PC43A] Collective 4.3A Classes


Accomplice Spells

Level # Spell
1 1 10*CL% iaIR
1 2 +10% XP in Accomplice, if this is your only class (if you are single classed and getting x2 XP, you'll get x2.1 XP now)
1 3 1M: LVLd6 dmg, E=1 element, one target, no save
1 4 1M: Target is paralyzed (PPD save)
1 5 1M: Steal an action or memory (Will save)
1 6 +CL/2 QV actions
1 7 +LVL SL's in one spell progression (Wizard or Priest)
1 8 +2 CL with psionics
1 9 +1 Str, Dex, Con, Int, Wis, and Chr
2 1 10*CL% iaMR
2 2 1M, 2/d: Causeall
2 3 +CL/3 QP actions
2 4 Pick a psionic power you have. It does not give a saving throw.
2 5 1M: Remove one Resist to something (no save, use ER)
2 6 10*CL% ER
2 7 0, 3/d: Counter a counterspell
2 8 0, 2/r: Force an extra saving throw an effect (doesn't have to be your effect; choose the worst)
2 9 0, 2/r: Force an extra to hit roll on someone is attacking (choose the worst)
3 1 10*CL% iaPR
3 2 +1 per damage die on your physical attacks; Enemies get --1 to hit you
3 3 0, 2/d: Set one target (Fort save, if they make it their hit points halve)
3 4 1M: LVLd12 dmg, E=3 element, one target, no save
3 5 0, 2/d: Incurse one target (Will save, if they make it they lose 3M actions)
3 6 +CL/4 QM actions
3 7 1M: Sporacle a group (a random [C] section effect)
3 8 1V: Lend a V action to someone
4 1 Pick a spell you have. It costs half the number of actions it normally requires.
4 2 Pick a psionic power you have. It costs half the number of actions it normally requires.
4 3 +1 to number of segments per round (i.e. you get a segment 11)]
4 4 +1 Opp action (remember you can trade 1Opp -> 1F, if Opposing actions aren't useful for you)
5 1 10*CL% aER
5 2 +CL/5 Q0 actions
5 3 Pick an action type. You are immune to actions of that type being locked down.
Anti-Hero 1 (11) 1 10*CCL% uWR (unadjustable WR, does shift, can't be lowered/halved)
Anti-Hero 1 (11) 2 1M: LVLd60 dmg, E=CCL element, one target (no save, use XR to resist)
Anti-Hero 1 (11) 3 1M: Target is Capital P Paralyzed (no save, use XR to resist)
Anti-Hero 1 (11) 4 1M: Capital E Extract, or steal actions of one type (no save, use XR to resist)
Anti-Hero 1 (11) 5 +1 QX action
Anti-Hero 1 (11) 6 +CCL to Str, Dex, Con, Int, Wis, Chr, Cml, Luck
Anti-Hero 1 (11) 7 1M: Target takes an Ego Domination attack with Ego=20*CCL (if he fails he is Dominated by you)
Anti-Hero 1 (11) 8 Duplicate a Level: ability of a non-Concordant class
Anti-Hero 1 (11) 9 Free wild talent in Psi81, PSPs=40*CCL, use ML=9+CCL in the Psi81 class.

[PC43A] Collective 4.3A Classes


Anti-Barbarian100

Level KXP Warrior
123 456 789
1 0 1-- --- ---
2 6 2-- --- ---
3 12 21- --- ---
4 24 32- --- ---
5 48 421 --- ---
6 80 422 --- ---
7 150 432 1-- ---
8 275 433 2-- ---
9 500 433 21- ---
10 1000 443 22- ---
11 1500 444 33- ---
12 2000 444 441 ---
13 2500 555 442 ---
14 3000 555 442 1--
15 3500 555 552 1--
16 4000 555 553 21-
17 4500 555 553 32-
18 5000 555 553 321
19 5500 555 553 331
20 6000 555 554 332
21 6500 555 554 442
22 7000 555 555 443
23 7500 555 555 553
24 8000 555 555 554
25 8500 555 555 555
26 9000 666 655 555
27 9500 666 666 655
28 10000 666 666 666
29 10500 777 766 666
30 11000 777 777 766
31 11500 777 777 777
32 12000 888 877 777
33 12500 888 888 877
34 13000 888 888 888
35 13500 999 988 888
36 14000 999 999 999
TH Saves
PD RS PP BW Sp Fo Re Wi
+0 20 10 15  5  5  5  5  0
+10 25 10 20 10  5  5  5  0
+20 25 15 20 15 10 10 10  5
+30 30 20 25 20 15 10 10  5
+40 35 25 30 25 20 15 10  5
+50 40 25 35 30 20 15 15 10
+60 40 30 35 35 25 20 15 10
+70 45 35 40 40 30 20 20 10
+80 50 40 45 45 35 25 20 15
+90 55 40 50 50 35 25 20 15
+100 55 45 50 55 40 30 25 15
+110 60 50 55 60 45 30 25 20
+120 65 55 60 65 50 35 30 20
+130 70 55 65 70 50 35 30 20
+140 70 60 65 70 55 40 30 25
+150 70 60 70 70 55 40 35 25
+160 70 65 70 70 60 45 35 25
+170 75 65 70 70 60 45 40 30
Requisites: Str 100, Con 50, Class Slots 3
Alignment: any
HD/level: & d100 (no Con bonus)
Weapon Prof.: & level*10
To Hit Table: War*10 (see note)
Save Table: War*5 (see note)
Reference: DM
Groups: Warrior, Futureshifted
 
Gets no stat bonuses from any ability score. This affects your entire character, even class abilities outside of Anti-Barbarian100. No effect will allow you to gain a stat bonus from any ability score (adding "Exc Str" doesn't work, the "Auto-Str" weapon flag doesn't work, etc.). This also affects stat bonuses to spell/psi progressions. Note you do not get stat penalties either, if your stat is low.
The "To Hit" of "Mon*10" means to read the Monster table at your level, and multiply the result by 10 (this is different from "10xMon", where you multiply your level by 10 before reading). Similarly Saves of "War*5" means to multiply the result of Warrior by 5 (not the level). The correct values are given in the TH/Saves table above.
Uses the "Barbarian" line for number of attacks.
Level 1 ¶: Rolls 1d100 to hit and for saves. Automatically hits (succeeds) on a natural 90-100. Automatically misses on a 01-09. Critical ranges for weapons are 4 times listed values (so 20+/x2 becomes 80+/x2, and 16+/x4 becomes 64+/x4). DM Note: When rolling to hit, I recommend you roll d10's (for the first digit) first, as most likely you either hit by a lot or missed by a lot.
Level 1 ¶: Rolls 1d100-40 for ability score, proficiency and skill checks.
Level 1 ¶: You may have up to LVL+2 instances of Weapon Specialization for each weapon, where each instance gives 3 half-plusses in the weapon. (e.g. at level 1 you can be Triple Specialized in Long Sword, giving +0/+9 TH/dmg).
Level 1 ¶: You are not limited to LVL when purchasing the Weapon Proficiency "Weapon Mastery"; you have no limit at all.
Level 3: You may cast Psi9 powers as if they were Warrior spells. Minor is SL=2, Major is SL=5, Grand is SL=8, and Super is SL=11. You do not have Psi9 "tracks"; the spell slot covers the cost.

[PC43A] Collective 4.3A Classes


Arcane Priest

Level KXP Arcane Priest
123 456 789 A
1 0 1-- --- --- -
2 3 20- --- --- -
3 6 21- --- --- -
4 12 320 --- --- -
5 24 321 --- --- -
6 48 432 0-- --- -
7 72 432 1-- --- -
8 108 543 20- --- -
9 162 543 21- --- -
10 300 654 320 --- -
11 450 654 321 --- -
12 900 765 432 0-- -
13 1350 765 432 1-- -
14 1800 776 543 20- -
15 2250 776 543 21- -
16 2700 777 654 320 -
17 3150 777 654 321 -
18 3600 777 765 432 -
19 4050 777 776 543 -
20 4500 777 777 654 -
21 4950 777 777 765 -
22 5400 777 777 776 -
23 5850 777 777 777 -
24 6300 888 877 777 -
25 6750 888 888 877 -
26 7200 888 888 888 -
27 7650 888 888 888 b
28 8100 888 888 888 0
29 8550 888 888 888 1
30 9000 888 888 888 2
31 9450 888 888 888 3
32 9900 888 888 888 4
33 10350 888 888 888 5
34 10800 888 888 888 6
35 11250 888 888 888 7
36 11700 888 888 888 8
TH Saves
PD RS PP BW Sp Fo Re Wi
+0  8  4  5  2  3  0  0  2
+1  8  4  6  3  4  0  0  3
+1  9  5  6  3  4  0  1  3
+2  9  5  6  4  4  1  1  4
+3 10  6  7  4  5  1  1  4
+3 10  6  7  5  5  2  2  5
+4 11  7  8  5  6  2  2  5
+5 11  7  9  6  6  2  2  6
+5 12  7  9  6  7  3  3  6
+6 12  8  9  6  7  3  3  7
+7 13  8 10  7  8  4  3  7
+7 13  9 10  7  8  4  4  8
+8 13  9 10  7  8  4  4  8
+9 14  9 11  8  9  5  4  9
+9 14 10 11  8  9  5  5  9
+10 14 10 11  9  9  6  5 10
+11 15 11 12  9 10  6  5 10
+11 15 11 12 10 11  6  6 11
Requisites: Wis 18
Alignment: any
HD/level: d6
Weapon Prof.: 2+level/4
To Hit Table: Pri
Save Table: Pri
Reference: DM
Groups: Priest
 
Has access only to Priest spells that are from Minor Spheres, or have been written for special classes in the Collective. This class is 0.1 of a Collective edition "behind" in what spells it knows; for example in Collective 4.3 this class knows Collective 4.2 spells (and earlier). When Collective 4.4 comes out, this class will know Collective 4.3 spells.
This class cannot cast normal Priest spells at all. If you generate a "wishoid" effect that emulates a Priest (or Wizard) spell, you may pick only "common" spells (those with source RC0, PH1, UA1, PH2, or PH3). You may "wishoid" for other Arcane Priest spells, of course. Wishoids for psionic effects are limited to Psi1, Psi2, or Psi3; source PH1, PHBR5, or PsiHB3 only.
You can have grand/major/minor access in Spheres as normal, or you can ignore these rules and simply have major access in every Sphere.
Priest spells that are cross-listed with Concordant group (e.g. Proto-Lich, SemiDivine3) can be cast by this class, but at a +1 SL penalty. Spells of SL=10 and above do not suffer this penalty and are not adjusted.
 
Exceptions to spells given:
Fallen Angel5: These spells were sufficiently weak, so that I did not give them the +1 SL adjustment for Concordant group.
Pharmacist5: I assigned each of the 42 drugs an SL from 1 to 5, and listed each drug just once. If I didn't do that, the Drug Sphere would be 42*9=378 spells, which is simply too large (and it would flood the list with repeats of a lot of effects).
Warden: The "Alternate Sphere" spells are not included, because they are too similar to normal PH spells (defeats the purpose of this class). The "Warden Powers" were converted to spells, with the +1 SL adjustment.
Wizard of the Coast: Does not get MTG U (Blue) or MTG R (Red) spells, since they are noted to be Wizard Schools.
Worshiper of the UltraBlack/UltraWhite: These spells were modified by +2 SL instead of +1 SL, since these classes are DemiGod group.
 
As of Collective 4.2, this class gets spells from the following classes (number of spells in parentheses):
Eeler1 (26), Fallen Angel5 (75), Hell's Caretaker (9), Orzhov Euthanist/Necromancer (9), Pharmacist5 (42), ProtoLich (102), Quintessential Cleric6 (1), Selesnya Druid (2), SemiDivine3 (72), Sun Priest (9), Traveller Priest (8), War Priest (9), Warden (230), Wizard of the Coast (24), Worshiper of the UltraBlack/UltraWhite (9), Yuan-Ti / Snake Worshiper (24)
Total number of spells = 651, which (oddly enough) is very close to the Arcane Wizard total.

[PC43A] Collective 4.3A Classes


Arcane Priest Spells

SL # Spell Sphere Effect
1 1 Alcohol (SL=1) Drugs -3 dmg/att; -1 Dex, Int, Wis
1 2 Angel's Grace MTG W 1bM: Damage that would put you below 1 hp this segment puts you at 1 hp
1 3 Berserk MTG G Attacking creature does x2 dmg and is slain this segment (not 1bM)
1 4 Black Lace (SL=1) Drugs Regen 1 hp/s
1 5 Cause Fear Death, Fear One creature of 5 HD or less flees for 1d4 rounds.
1 6 Darkness MTG B 1bM: Immune to a P attack from someone
1 7 Detect [C] Section Effect Divination Detects one [C] section effect (specify effect)
1 8 Devil Summoning 1 Summoning Summons an evil Outer DL I creature
1 9 Disguise Self Secrets, Thievery Changes your appearance.
1 10 Dorph (SL=1) Drugs Regen 2 hp/s; -1 Dex, AC
1 11 Drug of Delusion (SL=1) Drugs Identifies as different drug; 10 poison dmg instead
1 12 Dyne (SL=1) Drugs Regen 1 hp/s; -1 dmg/att; -1 Int
1 13 Ecstacy (SL=1) Drugs Regen 1 hp/s; -1 Dex, Int; Astral Perception
1 14 Find Animal Companion Animal, Charm Summons an Animal Companion with DL=CL/2 (round up).
1 15 Find Familiar Summoning, Charm Like the Wizard spell. Only certain Priest classes gain a Familiar slot.
1 16 Heroin (SL=1) Drugs Regen 1 hp/s; -1 Int; take 5 dmg at end
1 17 Inflict Light Wounds Destruction, Disease Touch deals 1d8 damage +1/level (max +5).
1 18 Leeches Eel This acts like goodberries, each casting gives 3 Leeches. Leeches can cure or cause 1 hp, and can move on their own.
1 19 Maggot Froth (SL=1) Drugs -3 dmg/att; -1 Con, Chr
1 20 Marijuana (SL=1) Drugs Regen 1 hp/s; -1 Dex; take 2 dmg at end
1 21 Mini Restoration Sun Removes 1 negative level or 1 stat damage, or causes 4+CL Positive Energy damage to one target (no save).
1 22 Obscuring Mist Darkness, Sea, Sky Fog surrounds you.
1 23 Poison Spittle 1 Snake Breathe poison: one group, dmg=(current hp)/8, no save
1 24 Protection from Good Evil +2 to AC and saves, counter mind control, hedge out elementals and outsiders.
1 25 Reptile Summoning 1 Snake Summons a DL II Reptile.
1 26 Revive 1 Necromancy Revive a DL I monster.
1 27 Shield of Faith Revenge Aura grants +2 or higher deflection bonus.
1 28 Sticks to Snakes 1 Snake Reptile Swarm Summoning for CL*8/3 reptiles of DL=0.
1 29 Summon Eelemental 1 Eel Summon a DL I Eelemental (DM has table)
1 30 Summon Leech 1 Eel Summon a DL I Leech (DM has table)
1 31 Synthehol (SL=1) Drugs -1 dmg/att; -1 Wis; Can throw off effects anytime
1 32 Tactic Move Travellers Move 1 target from one group to another group, no parting shots, unwilling gets Reflex save (with Dex bonus).
1 33 War Charge War When charging with at least 100 Henchmen, all who see this are Feared (Will save).
2 1 Abeyance MTG W Target cannot use M actions this segment (Will save)
2 2 Animate Dead MTG B Animates a dead monster as your summon (1 DL lower)
2 3 Battle Shield War Damaging shield (50% back) of type Metal. You resist weapon special effects while running this.
2 4 Bear's Endurance Labour, Revenge, Stoicism Subject gains +4 to Con for 1 min./level.
2 5 Bind MTG G 1bM: Counter an item ability.
2 6 Blindness/Deafness Darkness Makes subject blinded or confused.
2 7 Boost (SL=2) Drugs +2 Int
2 8 Call Eelectricity Eel CLd6 Eelectricity dmg (no save; NR to resist) to one target
2 9 Death Knell Death Kill dying creature and gain 1d8 temporary hp, +2 to Str and +1 caster level..
2 10 Desecrate Evil Fills area with negative energy making undead stronger.
2 11 Devil Summoning 2 Summoning Summons an evil Outer DL II creature
2 12 Excelsior (SL=2) Drugs -4 dmg/att
2 13 Hydronalin (SL=2) Drugs Cure Radiation up to RS=4
2 14 Hyper (SL=2) Drugs Microscopic Tactile Touch
2 15 Inflict Moderate Wounds Disease Touch attack, 1d8 damage +1/level (max +10).
2 16 Invisibility Entropy, Thievery Subject invisible 1 min./level or until it attacks.
2 17 Mirror Image Secrets Creates decoy duplicates of you (1d4 +1 per three levels, max 8).
2 18 Pan Galactic Gargle Blaster (SL=2) Drugs -12 dmg/att; -4 Int, Wis
2 19 Poison Spittle 2 Snake Breathe poison: one group, dmg=(current hp)/7, no save
2 20 Pylene 50 (SL=2) Drugs Charmed to person giving the drug (Will save -4)
2 21 Quasit Piss (SL=2) Drugs Gain a random Psi6E power
2 22 Reptile Summoning 2 Snake Summons a DL III Reptile.
2 23 Revive 2 Necromancy Revive a DL II monster.
2 24 Scare Fear Panics creatures of less than 6 HD.
2 25 Shatter Chaos, Destruction Sonic vibration damages objects or crystalline creatures.
2 26 Smash (SL=2) Drugs Regen 2 hp/s; +1 Dex; take 4 dmg at end
2 27 Speedheal (SL=2) Drugs Regen 6 hp/s; -2 Dex
2 28 Sticks to Snakes 2 Snake Reptile Swarm Summoning for CL*7/3 reptiles of DL=1.
2 29 Summon Eelemental 2 Eel Summon a DL II Eelemental (DM has table)
2 30 Summon Leech 2 Eel Summon a DL II Leech (DM has table)
2 31 Sun Shield Sun Damaging shield (50% back) of type Holy Plasma. You Resist Cold while running this.
2 32 TK Shield Travellers Damaging shield (50% back) of type Telekinesis. You Resist TK and Falling Damage while running this.
2 33 Triox Compound (SL=2) Drugs Need not breathe; Resist Vacuum
2 (1+1) 34 Combat Defense SemiDivine/Divine -2 TH; +CL AC
2 (1+1) 35 Finesse SemiDivine/Divine Use your dexterity bonus for damage instead of strength
2 (1+1) 36 Granted Powers (Chaos) Chaos You cast chaos spells at +1 caster level.
2 (1+1) 37 Granted Powers (Charity) Charity You cast magical boons upon others at +2 caster level.
2 (1+1) 38 Granted Powers (Community) Community Use calm emotions as a spell-like ability 1/day.
2 (1+1) 39 Granted Powers (Darkness) Darkness You gain blind-fight as a bonus feat.
2 (1+1) 40 Granted Powers (Death) Death You cast necromancy spells at +1 caster level.
2 (1+1) 41 Granted Powers (Destruction) Destruction You can make one smite attempt/day, gaining a +4 bonus on TH and a damage bonus equal to your level.
2 (1+1) 42 Granted Powers (Disease) Disease You cast necromancy spells at +1 caster level.
2 (1+1) 43 Granted Powers (Elf) Elf You gain point blank shot as a bonus feat.
2 (1+1) 44 Granted Powers (Entropy) Entropy You cast necromancy spells at +1 caster level.
2 (1+1) 45 Granted Powers (Evil) Evil You cast evil spells at +1 caster level.
2 (1+1) 46 Granted Powers (Fear) Fear You cast necromancy spells at +1 caster level.
2 (1+1) 47 Granted Powers (Good) Good You cast good spells at +1 caster level.
2 (1+1) 48 Granted Powers (Healing) Healing You cast healing spells at +1 caster level.
2 (1+1) 49 Granted Powers (Knowledge) Knowledge +LVL Knowledge proficiencies. You cast divination spells at +1 caster level.
2 (1+1) 50 Granted Powers (Labour) Labour You gain a +10 bonus to Endurance skill checks (+10 Con checks).
2 (1+1) 51 Granted Powers (Law) Law You cast law spells at +1 caster level.
2 (1+1) 52 Granted Powers (Love) Love You cast enchantment spells at +1 caster level.
2 (1+1) 53 Granted Powers (Luck) Luck You gain a +1 luck bonus on all saving throws.
2 (1+1) 54 Granted Powers (Madness) Madness You cast enchantment spells at +1 caster level.
2 (1+1) 55 Granted Powers (Magic) Magic Use scrolls as a wizard at one half your cleric level.
2 (1+1) 56 Granted Powers (Metalworking) Metalworking Divide the cost of unusual materials by CL.
2 (1+1) 57 Granted Powers (Moon) Moon You can turn or destroy lycanthropes.
2 (1+1) 58 Granted Powers (Mountain) Mountain You can turn or destroy air creatures. Rebuke, command or bolster earth creatures.
2 (1+1) 59 Granted Powers (Nature) Nature You can rebuke or command plant creatures as an evil cleric destroys undead.
2 (1+1) 60 Granted Powers (Peace) Peace You gain a +2 Charisma bonus.
2 (1+1) 61 Granted Powers (Revenge) Revenge 1D: Cast a priest spell against an enemy.
2 (1+1) 62 Granted Powers (Science) Science You gain a +2 bonus to Intelligence.
2 (1+1) 63 Granted Powers (Sea) Sea You can turn or destroy fire creatures. Rebuke, command or bolster sea creatures.
2 (1+1) 64 Granted Powers (Secrets) Secrets Add Bluff, Disguise and Hide to your list of cleric class skills.
2 (1+1) 65 Granted Powers (Skill) Skill You gain a +2 bonus to Dexterity.
2 (1+1) 66 Granted Powers (Sky) Sky Turn or destroy earth creatures as a good cleric turns undead. Rebuke, command or bolster air creatures.
2 (1+1) 67 Granted Powers (Stoicism) Stoicism You gain a +2 bonus to Constitution.
2 (1+1) 68 Granted Powers (Strength) Strength You gain a +2 bonus to Strength.
2 (1+1) 69 Granted Powers (Sun) Sun Once per day, you can perform a greater turning against undead. Undead creatures that would be turned are instead destroyed.
2 (1+1) 70 Granted Powers (Sword) Sword Free Martial Weapon Proficiency and Weapon Focus for any type of sword.
2 (1+1) 71 Granted Powers (Thievery) Thievery Add Bluff, Disguise and Hide to your list of cleric class skills.
2 (1+1) 72 Granted Powers (Thunder) Thunder Turn or destroy cold creatures as a good cleric turns undead. Rebuke, command or bolster air creatures.
2 (1+1) 73 Granted Powers (Time) Time You act as if hasted for a number of rounds per day equal to your cleric level.
2 (1+1) 74 Granted Powers (Travel) Travel Increase movement by 3". Add survival to your list of cleric class skills.
2 (1+1) 75 Granted Powers (War) War Free martial weapon proficiency and weapon focus with the deity's favored weapon.
2 (1+1) 76 Granted Powers (Wealth) Wealth You cast conjuration spells at +1 caster level.
2 (1+1) 77 Granted Powers (Winter) Winter You can turn or destroy fire creatures. Rebuke, command or bolster cold creatures.
2 (1+1) 78 Granted Powers (Wisdom) Wisdom You gain a +2 Wisdom bonus.
2 (1+1) 79 Improve Crit Multiplier SemiDivine/Divine +2 critical multiplier
2 (1+1) 80 Improve Crit Range SemiDivine/Divine +2 critical threat range
2 (1+1) 81 Metamagic Capacity SemiDivine/Divine Pick a spell you know. Get +1 SL effect or free material componenting this day.
2 (1+1) 82 Midwife Fertility You automatically know when a baby is due. You cast conjuration spells at +1 caster level.
2 (1+1) 83 Mysteries of Music Music Communicate with songbirds (or sonic based creatures) and learn what they know. You cast sound-based spells at +1 caster level.
2 (1+1) 84 ProtoLich 1-1 ProtoLich/Lich 1M, 1/r: Any 0th level Wizard spell
2 (1+1) 85 ProtoLich 1-2 ProtoLich/Lich 1M, 1/r: Any 0th level Priest spell
2 (1+1) 86 ProtoLich 1-3 ProtoLich/Lich 1M, 1/r: Any 0th level psionic effect
2 (1+1) 87 ProtoLich 1-4 ProtoLich/Lich 1M: Turn Undead at CL=LVL
2 (1+1) 88 ProtoLich 1-5 ProtoLich/Lich 1M: Speak with Dead or Undead; 1M: Capital E Explain to Dead or Undead
2 (1+1) 89 ProtoLich 1-6 ProtoLich/Lich +10*LVL% WR
2 (1+1) 90 ProtoLich 1-7 ProtoLich/Lich Mask Undead status; Turn as if double HD
2 (1+1) 91 ProtoLich 1-8 ProtoLich/Lich Detect Magic Items; 1M: Identify Magic Item
2 (1+1) 92 ProtoLich 1-9 ProtoLich/Lich 1M, 1/d: Gain +1 XP
2 (1+1) 93 ProtoLich 1-10 ProtoLich/Lich 1P: Create x1 Trap 15*LVL%
2 (1+1) 94 ProtoLich 1-11 ProtoLich/Lich Material componenting costs ½V action
2 (1+1) 95 ProtoLich 1-12 ProtoLich/Lich +LVL V actions, or +LVL M actions that can be used only for Proto-Lich spells
2 (1+1) 96 ProtoLich 1-13 ProtoLich/Lich Cold LVL dmg by touch
2 (1+1) 97 ProtoLich 1-14 ProtoLich/Lich +1 Research Point (or drawn sheet) per reset (see [P12])
2 (1+1) 98 ProtoLich 1-15 ProtoLich/Lich 1F or 1X, 1/d: Duplicate any level 1 Proto-Lich spell, it has (at most) duration LVL turns
2 (1+1) 99 Resist Fall SemiDivine/Divine Resist falling and TK damage
2 (1+1) 100 Speak with Fire Fire Similar to a stone tell spell except that it works with fire. Turn or destroy water creatures. Rebuke, command or bolster fire creatures.
2 (1+1) 101 Star Miracle SemiDivine/Divine 1M, 1/reset: Duplicate a SL 0-1 Priest or Wizard effect
2 (1+1) 102 Toughness SemiDivine/Divine +CL max hp
2 (1+1) 103 Weapon Resistance SemiDivine/Divine You resist the first successful blow dealt from a weapon
3 1 Ancestral Mask MTG G Target gets +LVL/+LVL TH/dmg for each other of same race in room
3 2 Animate Dead Death Creates undead skeletons and zombies.
3 3 Arenson's Aura MTG W 0, sacrifice a maintained effect: Dispel a maintained effect.
3 4 Athelas / Kingsfoil (SL=3) Drugs Cure 3d6 vile dmg
3 5 Attrition MTG B Sacrifice a summon: Target is slain (PPD save)
3 6 Blink Wounder Travellers (May cast as a 0 action): Blink. If you material component, you can blink twice this segment (you may act between the blinks)
3 7 Cocaine (SL=3) Drugs Regen 3 hp/s; +3 Dex, Int; -6 Chr
3 8 Contagion Destruction, Disease Affect subjects with chosen disease.
3 9 Crack Cocaine (SL=3) Drugs Regen 3 hp/s; +6 Dex; -6 Chr
3 10 Craze (SL=3) Drugs Roll a random drug on this table
3 11 Deeper Darkness Darkness Object sheds supernatural shadow in 60 ft. radius.
3 12 Devil Summoning 3 Summoning Summons an evil Outer DL III creature
3 13 Dispel Charm War Dispels Charm on a group, or on all of your Henchmen at once.
3 14 Fear Fear Subjects within cone flee for 1 round/level.
3 15 Magic Circle against Good Evil As protection spells, but 10 ft. radius and 10 min./level.
3 16 Methamphetamines (SL=3) Drugs Regen 3 hp/s; +3 Dex; take 30 dmg at end
3 17 Nondetection Secrets, Thievery Hides subject from divination, scrying.
3 18 Opium (SL=3) Drugs -3 dmg/att; Resist Time
3 19 Poison Spittle 3 Snake Breathe poison: one group, dmg=(current hp)/6, no save
3 20 Protection from Eelements Eel Resist all Eelements, or absorb 12*CL Eelemental dmg.
3 21 Reptile Summoning 3 Snake Summons a DL IV Reptile.
3 22 Revive 3 Necromancy Revive a DL III monster.
3 23 Searing Light Sun CLd8 Holy Light damage to one target (no save; x2 dmg vs. Undead)
3 24 Speak with Dead Revenge, Wisdom Corpse answers one question/two levels.
3 25 Sticks to Snakes 3 Snake Reptile Swarm Summoning for CL*6/3 reptiles of DL=2.
3 26 Stim (SL=3) Drugs Regen 3 hp/s; +3 Dex; -3 Will saves
3 27 Summon Eelemental 3 Eel Summon a DL III Eelemental (DM has table)
3 28 Summon Leech 3 Eel Summon a DL III Leech (DM has table)
3 29 Syncomp 15 (SL=3) Drugs Reverses a poison or a SL=3 Drug
3 (2+1) 30 Apport SemiDivine/Divine All of your weapons have End-of-Segment Returning
3 (2+1) 31 Aquatic Sea You gain the aquatic subtype, you also gain cold resistance equal to half your hit die.
3 (2+1) 32 Battle Ready War You can wear armor or carry a shield without penalty (as if you posessed the Heavy Armor Mastery and Shield Mastery feats).
3 (2+1) 33 Blessed Body Good You are immune to disease.
3 (2+1) 34 Blinded by Vengeance Revenge You are immune to any mind affecting effects.
3 (2+1) 35 Business Sense Wealth You are immune to acid based effects.
3 (2+1) 36 Chaos Ward Chaos You are immune to any transmutation based abilities (including chaos damage), spells or spell-like effects.
3 (2+1) 37 Charisma Shield Love You are immune to any type of charisma damage/draining.
3 (2+1) 38 Cheat Death Death You are immune to any death or negative energy-based effects.
3 (2+1) 39 Cloak of Mystery Secrets You are immune to divination.
3 (2+1) 40 Cold Immunity Winter You are immune to cold effects.
3 (2+1) 41 Cunning Saves SemiDivine/Divine +Int/3 saves
3 (2+1) 42 Darksight Darkness You can see in total darkness, even magical darkness, as if it were daylight.
3 (2+1) 43 Drake Companion SemiDivine/Divine Gain a drake companion (Animal Companion with 1/10 your XP)
3 (2+1) 44 Element Absorb SemiDivine/Divine Pick an element. You resist that element.
3 (2+1) 45 Faster Healing Healing You gain fast healing equal to 1/2 your hit die.
3 (2+1) 46 Fear Shield Fear You are immune to any type of strength damage/draining or fear-based attack.
3 (2+1) 47 Fertility Sheath Fertility You are immune to any type of constitution damage/draining or disease-based attack.
3 (2+1) 48 Fire Ward Fire You are immune to fire (or heat).
3 (2+1) 49 Footloose Travel You are immune to any effect that either impedes your movement and you can travel through any medium.
3 (2+1) 50 Force Field SemiDivine/Divine 1M: 25 hit point force field (lasts until destroyed or dropped)
3 (2+1) 51 Green-Skinned Nature You are immune to poison effects.
3 (2+1) 52 Guards & Wards Community You and any allies in your group are immune to any effect which would cause you to travel against your will.
3 (2+1) 53 Hard Boiled Stoicism You are immune to any type of Constitution damage/draining.
3 (2+1) 54 Immunised Disease You are immune to any type of constitution damage/draining or disease based attack.
3 (2+1) 55 Improved Charge SemiDivine/Divine Deal x3 damage on a charge, or x4 with a lance
3 (2+1) 56 Inexhaustible Labour You cannot fail endurance checks and are immune to fatigue and exhaustion.
3 (2+1) 57 Iron Guard Metalworking You cannot be harmed by metal magic weapons whose enhancement bonus is less than LVL.
3 (2+1) 58 Irrefragable Destruction You are immune to disintegration.
3 (2+1) 59 Lesser Abnormality SemiDivine/Divine +1 limb (it is not a new set of limbs)
3 (2+1) 60 Lesser Saviour SemiDivine/Divine 1bM: Interpose self in front of a spell effect (someone in same group only)
3 (2+1) 61 Light Shield Sun You are immune to any light (including prismatic effects) or positive energy based effects.
3 (2+1) 62 Lord of Undead SemiDivine/Divine You gain an Undead racial adjective of ÷(CL/10) or less
3 (2+1) 63 Luck Shield Luck You are immune to any type of dexterity damage/draining.
3 (2+1) 64 Lunar Shield Moon You are immune to any transmutation effects.
3 (2+1) 65 Mercurial Haste SemiDivine/Divine +1 attack per weapon (counts as your haste)
3 (2+1) 66 Mind Blank Madness You are immune to any mind affecting effects.
3 (2+1) 67 Mithral Body SemiDivine/Divine Your body turns to living adamantine; +4 Str; DR 10/-; +10 AC; -4 Dex
3 (2+1) 68 Poison Ward Evil You are immune to poison.
3 (2+1) 69 ProtoLich 2-1 ProtoLich/Lich 1M, 1/r: Any 0th-1st level Wizard spell
3 (2+1) 70 ProtoLich 2-2 ProtoLich/Lich 1M, 1/r: Any 0th-1st level Priest spell
3 (2+1) 71 ProtoLich 2-3 ProtoLich/Lich 1M, 1/r: Any 0th-1st level psionic effect
3 (2+1) 72 ProtoLich 2-4 ProtoLich/Lich Immune Turning
3 (2+1) 73 ProtoLich 2-5 ProtoLich/Lich 1M: Control Undead (as per Turn Undead)
3 (2+1) 74 ProtoLich 2-6 ProtoLich/Lich +10*LVL% RaRR
3 (2+1) 75 ProtoLich 2-7 ProtoLich/Lich Detect Concordant Beings; 1M: Legend Lore Concordant Being
3 (2+1) 76 ProtoLich 2-8 ProtoLich/Lich 1M: Create x1 Trick 15*LVL%
3 (2+1) 77 ProtoLich 2-9 ProtoLich/Lich Can convert Wiz <-> Pri spells (2 SL shift: Wiz5=Pri3)
3 (2+1) 78 ProtoLich 2-10 ProtoLich/Lich +LVL/3 M actions
3 (2+1) 79 ProtoLich 2-11 ProtoLich/Lich 1M, Touch: Energy Drain 2 levels
3 (2+1) 80 ProtoLich 2-12 ProtoLich/Lich Duplicate any SL 1 Concordant group spell (i.e. non-Concordant SL 1)
3 (2+1) 81 Shield of Intellect Knowledge You are immune to any type of intelligence damage/draining.
3 (2+1) 82 Shield of Kindness Charity You are immune to other's boons on themselves (e.g. you don't take extra damage from a Striking spell).
3 (2+1) 83 Shield of Law Law You are immune to any transmutationbased abilities, spells or effects.
3 (2+1) 84 Shield of Silence Music You are immune to any sonic-based abilities, spells or effects (including the effects of bardic music).
3 (2+1) 85 Sixth Sense Thievery You cannot be surprised or caught flatfooted by anyone of an equal or lower LVL.
3 (2+1) 86 Skill Shield Skill You are immune to any type of dexterity damage/draining.
3 (2+1) 87 Spell Immunity Science You are immune to spells of half LVL or less.
3 (2+1) 88 Spell Shield Magic You automatically block the first spell used against you each round.
3 (2+1) 89 Stay Thy Hand Peace You gain an AC bonus equal to its LVL for as long as you refrain from committing an aggressive act.
3 (2+1) 90 Stonelike Mountain You become immune to critical hits.
3 (2+1) 91 Storm Shield Thunder You are immune to electricity based effects.
3 (2+1) 92 Strength Shield Strength You are immune to any type of strength damage/draining.
3 (2+1) 93 Strong Minded Elf You are immune to any mind affecting effects.
3 (2+1) 94 Sword Shield Sword You are immune to the effects of any sword whose enchantment bonus is less than LVL.
3 (2+1) 95 Time Shield Time You are immune to any temporal effects.
3 (2+1) 96 Void Shield Entropy You are immune to nullification and gain cold resistance equal to half your hit die.
3 (2+1) 97 Windy Sky You are immune to wind based effects and have electricity resistance equal to half your hit die.
3 (2+1) 98 Words of Wisdom Wisdom You can automatically tell how wise your opponent is.
3 (2+1) 99 X-Ray Vision SemiDivine/Divine See through solid objects
3 (1+2) 100 Summon UltraBlack/White 1 UltraBlack/White Summons a DL II UltraBlack/White creature, AC = (1d20)*(1d4), HD = 3m2, hp = HD*(1d4). It will do a spell level = 2d2 effect when it acts, most likely of a random psionic frequency (DM rolls 1d100-45)
4 1 Aluren MTG G You may cast SL 0-3 Conjuration/Summoning spells as a 0 action.
4 2 Black Tentacles Darkness Tentacles grapple all within 15 ft. spread.
4 3 Blinkmoth Serum (SL=4) Drugs +4 Int, Wis
4 4 Breeding Pit MTG B Once per round, get a DL I Thrull as a summon (limit=LVL)
4 5 Confusion Madness, Thievery Subjects behave oddly for 1 round/level.
4 6 Congregate MTG W Target gains 10*N hp, where N is the number of people in the party+summons
4 7 Cordrazine (SL=4) Drugs Remove 4 instances of stun, hold, para., sleep, etc.
4 8 Crushing Despair Fear Subjects take -2 on attack rolls, damage rolls and save checks.
4 9 Death Ward Death, Fertility Grants immunity to death spells and negative energy effects.
4 10 Deathsticks (SL=4) Drugs Double Resist slay effects; -4 Wis
4 11 Devil Summoning 4 Summoning Summons an evil Outer DL IV creature
4 12 Dust (SL=4) Drugs Telepathy 480'
4 13 Eels Eel This acts like goodberries, each casting gives 1 Eel. Eels can remove or cause 1 [C] section effect (PPD save, effect is random).
4 14 Fire Shield Revenge, Sun Creatures attacking you take fire damage while you are protected against cold.
4 15 Henchman Recruit War Teleports in one Henchman of the same type as one you have. You must pay the gp cost of the Henchman immediately.
4 16 Inflict Critical Wonds Destruction Touch attack, 4d8 damage +1/level (max 20).
4 17 Invisibility, Greater Secrets As invisibility, but subject can attack and stay invisible.
4 18 Kamikaze (SL=4) Drugs +4 Str, Dex
4 19 Mutant Growth Hormone (SL=4) Drugs Get 4 random minors in Psi (1d8-2)*9
4 20 Phoenix Down (SL=4) Drugs Resurrect someone who's been dead < 1r
4 21 Poison Spittle 4 Snake Breathe poison: one group, dmg=(current hp)/5, no save
4 22 Reptile Summoning 4 Snake Summons a DL V Reptile.
4 23 Retinax (SL=4) Drugs Cure Blindess, Far Sight
4 24 Revive 4 Necromancy Revive a DL IV monster.
4 25 Space Dragon Travellers Summons a Space Dragon (a DL VI monster). You have a Space Dragon summon slot in addition to your normal summon slot. You are allowed to have 2 Space Dragons (one in each slot).
4 26 Sticks to Snakes 4 Snake Reptile Swarm Summoning for CL*5/3 reptiles of DL=3.
4 27 Summon Eelemental 4 Eel Summon a DL IV Eelemental (DM has table)
4 28 Summon Leech 4 Eel Summon a DL IV Leech (DM has table)
4 29 Sun Snake Sun Summons a Sun Snake (a DL VI monster). You have a Sun Snake summon slot in addition to your normal summon slot. You are allowed to have 2 Sun Snakes (one in each slot).
4 30 Unholy Blight Evil Damages and sickens good creatures.
4 31 Waves of Fatigue Disease Several targets become fatigued.
4 (3+1) 32 Animal Instincts Moon +LVL on TH, dmg and AC while bathed in moonlight (or on the moon).
4 (3+1) 33 Appetite for Destruction Destruction You gain a bonus to damage equal to LVL.
4 (3+1) 34 Appliance of Science Science +LVL on attack roll, dmg and AC when attacking spellcasters.
4 (3+1) 35 Blessed At Birth Good +LVL on TH, dmg and AC whenerver you are within a consecrated area or good aligned plane.
4 (3+1) 36 Born Evil Evil +LVL on TH, dmg and AC within a desecrated area (or evil aligned plane).
4 (3+1) 37 Born Lucky Luck You have a 50% chance each day of gaining a bonus equal to LVL on TH, dmg and AC.
4 (3+1) 38 Born of Love Love +LVL on TH, dmg and AC provided you have made love within the past day.
4 (3+1) 39 Born to Vengeance Revenge +LVL on TH, dmg and AC against any favored enemies, or individuals who have attacked you within the past 24 hours.
4 (3+1) 40 Calm Under Crisis Peace +LVL on spell focus, spell penetration and SR for as long as you refrain from committing an aggressive act.
4 (3+1) 41 Chaos Born Chaos Once per round you can +LVL to any dice roll.
4 (3+1) 42 Dirty Tricks Thievery +LVL on sneak TH and add one extra die of damage to their sneak attack per LVL.
4 (3+1) 43 Disease Carrier Disease +LVL on TH, damge rolls and AC against disease ridden opponents.
4 (3+1) 44 Divination Death +LVL on TH, dmg and AC while facing living opponents.
4 (3+1) 45 Doctor Healing +LVL on TH, dmg and AC against opponents with either fast healing or regeneration.
4 (3+1) 46 Earthborn Mountain +LVL on TH, dmg, and AC when you are standing on the earth.
4 (3+1) 47 Egg Born Fertility You can give birth within seconds to an egg or cause any female you impregnate to give birth within seconds again to an egg.
4 (3+1) 48 Fervor of Greed Wealth +LVL on TH, dmg and AC against opponents carrying carrying objects of value (including equipment).
4 (3+1) 49 Fire Born Fire +LVL on all TH, damage and AC
4 (3+1) 50 Forge Born Metalworking You gain Construct traits.
4 (3+1) 51 Heroic Strength You gain a bonus to strength equal to LVL.
4 (3+1) 52 Higher Learning Knowledge You gain a bonus to Intelligence equal to LVL.
4 (3+1) 53 Ice Born Winter +LVL on TH, dmg and AC provided you are within an area where the temperature is sub-zero.
4 (3+1) 54 Job Satisfaction Labour +LVL on TH, dmg and AC provided you have done a good days work the previous day.
4 (3+1) 55 Justice Bringer Law +LVL to TH, dmg and AC while
4 (3+1) 56 Method behind the Madness Madness +LVL on TH, dmg and AC when facing intelligent opponents.
4 (3+1) 57 Music Born Music +LVL caster level and any saving throw DC's when using any sonic based ability (including bardic music) or spell.
4 (3+1) 58 Night Born Darkness +LVL to TH, damage and AC while fighting from within total darkness.
4 (3+1) 59 Ocean Born Sea +LVL on TH, dmg and AC if both you and your opponent are underwater.
4 (3+1) 60 Orc Slayer Elf +LVL on TH, dmg and AC against orcs or half orcs (or any other orc sub-species).
4 (3+1) 61 Philanthropist Charity +2 to each ability score, but you get only half money from now on.
4 (3+1) 62 Prince of Swords Sword +LVL on TH, dmg and AC when you wield a sword.
4 (3+1) 63 ProtoLich 3-1 ProtoLich/Lich 1M, 1/r: Any 0th-2nd level Wizard spell
4 (3+1) 64 ProtoLich 3-2 ProtoLich/Lich 1M, 1/r: Any 0th-2nd level Priest spell
4 (3+1) 65 ProtoLich 3-3 ProtoLich/Lich 1M, LVL/d: Grant Undead Status
4 (3+1) 66 ProtoLich 3-4 ProtoLich/Lich +10*LVL MR
4 (3+1) 67 ProtoLich 3-5 ProtoLich/Lich 1F: Create x1 Special 5*LVL%
4 (3+1) 68 ProtoLich 3-6 ProtoLich/Lich 0, Gaze: Life Trapping (as per Mirror) (save)
4 (3+1) 69 ProtoLich 3-7 ProtoLich/Lich Immune to Twilight
4 (3+1) 70 ProtoLich 3-8 ProtoLich/Lich 1M, touch: Imprisonment (save)
4 (3+1) 71 ProtoLich 3-9 ProtoLich/Lich 1M: LVLd10 Colorless Fire dmg to one target (no save)
4 (3+1) 72 ProtoLich 3-10 ProtoLich/Lich Troll-like Regen LVL hp /s
4 (3+1) 73 ProtoLich 3-11 ProtoLich/Lich Double the memorization of 1 SL (Wizard or Priest)
4 (3+1) 74 ProtoLich 3-12 ProtoLich/Lich Duplicate any SL 2 Concordant group spell (i.e. non-Concordant SL 2)
4 (3+1) 75 Rune Touched Magic +LVL on spell focus, spell penetration and SR.
4 (3+1) 76 Skill Born Skill +LVL on TH, dmg and AC against opponents more powerful than yourself.
4 (3+1) 77 Sky Born Sky +LVL on TH, dmg and AC when both you and your opponent are flying.
4 (3+1) 78 Son of the Forest Nature +LVL on TH, dmg and AC when within an area of dense vegetation (forest, jungle etc.)
4 (3+1) 79 Storm Born Thunder +LVL on TH, dmg and AC as long as there is no roof over your head.
4 (3+1) 80 Strength in Numbers Community + to saving throws equal to the number of allies in your group. (max=LVL)
4 (3+1) 81 Stygian Secrets +LVL on TH, dmg and ACduring any round in which you surprise an opponent.
4 (3+1) 82 Sun Blessed Sun +LVL on TH, dmg and AC providing the sun is shining on you.
4 (3+1) 83 Terrifying Opponent Fear +LVL on TH, damage and AC against all opponents you frighten.
4 (3+1) 84 Time Phase Time +LVL on TH, dmg and AC provided you win initiative against your opponents.
4 (3+1) 85 Travel Born Travel +LVL on TH, dmg and AC provided you move up to your full movement rate each round.
4 (3+1) 86 True Grit Stoicism +LVL on attack and dmg provided you are at half hit points or less.
4 (3+1) 87 Void Born Entropy +LVL on TH, damage and AC against immobile opponents or while both you and your opponent are within a vacuum.
4 (3+1) 88 Warrior Born War +LVL on TH, dmg and AC while engaged in combat.
4 (3+1) 89 Wisdom Block Wisdom You are immune to any type of wisdom damage/draining.
4 (2+2) 90 Summon UltraBlack/White 2 UltraBlack/White Summons a DL III UltraBlack/White creature, AC = (1d20)*(1d4+1), HD = 3m4, hp = HD*(1d8). It will do a spell level = 2d3 effect when it acts, most likely of a random psionic frequency (DM rolls 1d100-45)
5 1 Angelic Chorus MTG W Whenever you summon a creature, cure it's hp on yourself
5 2 Blue Grass (SL=5) Drugs Ethereal Projection
5 3 Devil Summoning 5 Summoning Summons an evil Outer DL V creature
5 4 Dispel Good Evil +4 bonus against attacks by good creatures.
5 5 Doubling Season MTG G Whenever you summon a creature, you get 2 instead (+1 slot too)
5 6 Extinction MTG B Slay all creatures of one race in a group (PPD save)
5 7 False Vision Secrets, Thievery Fools scrying with an illusion.
5 8 Folding Dimensional Doom Travellers Creates a rift of random Dim Doors and Dim Folds; All in group are slain (PPD save) or randomly teleported away (RSW save).
5 9 Inflict Light Wounds, Mass Destruction Deals 1d8 damage +1/level to many creatures.
5 10 Insect Plague Disease Locust swarms attack creatures
5 11 Kick (SL=5) Drugs +5 CL with Radiation powers (e.g. Psi9)
5 12 LSD (SL=5) Drugs 75% chance of Astral Projection; 15% Fear
5 13 Mark of Justice Revenge Designates action that will trigger curse on subject.
5 14 Nightmare Darkness, Fear Sends vision dealing 1d10 damage, fatigue.
5 15 Panacea (SL=5) Drugs Miracle for spell level 0-5 Healing spell
5 16 Poison Spittle 5 Snake Breathe poison: one group, dmg=(current hp)/4, no save
5 17 Prismatic Strike Sun Like Prismatic Spray, but only 1 target, and on a "8", you choose the result (instead of giving 2 random results). (You could of course material component this spell to hit a group.)
5 18 Reelly Put Out of Misery Eel Ignore regen buffer then Put out of Misery (lower s slay). Doesn't trigger contingencies.
5 19 Reptile Summoning 5 Snake Summons a DL VI Reptile.
5 20 Revive 5 Necromancy Revive a DL V monster.
5 21 Slay Living Death Touch attack kills subject.
5 22 Space Mead (SL=5) Drugs Suspend Animation; Astral Projection; High Freq. Sample
5 23 Sticks to Snakes 5 Snake Reptile Swarm Summoning for CL*4/3 reptiles of DL=4.
5 24 Summon Eelemental 5 Eel Summon a DL V Eelemental (DM has table)
5 25 Summon Leech 5 Eel Summon a DL V Leech (DM has table)
5 26 Synthcoke (SL=5) Drugs Regen 10 hp/s; +10 Dex; -15 Will saves
5 27 True Storm War Entire party (incl. summons and henchmen) get +20 TH on one attack this segment.
5 (4+1) 28 Aligned Friend SemiDivine/Divine Same aligned beings must save (vs. Will) to attack you
5 (4+1) 29 Anaretic SemiDivine/Divine 1 attack: Dispel Magic, Radiation, or Innate
5 (4+1) 30 Band of Brothers Community You can summon twice as many summoned creatures than the spell typically permits.
5 (4+1) 31 Best Money Can Buy Wealth Any constructs you summon have 50% more hit dice than normal.
5 (4+1) 32 Brethren of Love Love Any creatures you summon gain an charisma bonus equal to LVL.
5 (4+1) 33 Brothers of Vengeance Revenge Any creatures you summon gain a favoured enemy bonus equal to double LVL.
5 (4+1) 34 Brothers-at-Arms War Any creatures you summon gain a bonus to their TH equal to double LVL.
5 (4+1) 35 Call of the Wild Moon Any animals or lycanthropes you summon have 50% more hit die than usual.
5 (4+1) 36 Chaos Brethren Chaos Chaos-aligned creatures you summon always have 50% more hit dice than usual.
5 (4+1) 37 Chrono Time Any creatures you summon gain an initiative bonus equal to double LVL.
5 (4+1) 38 Cosmic Insight SemiDivine/Divine 0, 1/r: Dispel Invisibility or Illusion
5 (4+1) 39 Counter-attack SemiDivine/Divine +1 to number of parting shots you are allowed
5 (4+1) 40 Diseased Brethren Disease Any creatures you summon are always disease carriers (1 point of constitution damage for every LVL you have)
5 (4+1) 41 Earthen Brethren Mountain Any earth-based creatures you summon possess 50% more hit dice than normal.
5 (4+1) 42 Evil Brethren Evil Evil-aligned creatures summoned by you always have 50% more hit dice than usual.
5 (4+1) 43 Fey Brethren Elf Fey summoned by you always have 50% more hit dice than usual.
5 (4+1) 44 Fire Brethren Fire Creatures with the fire subtype summoned by you always have 50% more hit dice than usual.
5 (4+1) 45 Forge Brethren Metalworking Any creatures you summon always gain a bonus to their manufactured weapons, armor and shields equal to LVL.
5 (4+1) 46 Guardians of Magic Magic Any constructs you summon have 50% more hit dice than normal.
5 (4+1) 47 Hard Working Brethren Labour Any creatures you summon cannot be banished until the task is done.
5 (4+1) 48 Healthy Brethren Healing Any creatures you summon possess fast healing equal to LVL.
5 (4+1) 49 Holy Brethren Good Good-aligned creatures summoned by you always have 50% more hit dice than usual.
5 (4+1) 50 Horrific Breathren Fear Any creatures you summon radiate fear. Treat these creatures as if bearing a symbol of fear.
5 (4+1) 51 Horticulturist Nature Any plants summoned by you always have 50% more hit dice than usual.
5 (4+1) 52 Icy Brethren Winter Creatures with the cold sub-type summoned by you always have 50% more hit dice than usual.
5 (4+1) 53 Improve Ability Score SemiDivine/Divine +CL to one ability score
5 (4+1) 54 Improve Summoning SemiDivine/Divine Your summons get twice as many hit points (DM will write "20/10" instead of "10/10")
5 (4+1) 55 Intelligent Brethren Knowledge Any creatures you summon gain an intelligence bonus equal to LVL.
5 (4+1) 56 Lawful Brethren Law Lawful-aligned creatures summoned by you always have 50% more hit dice than usual.
5 (4+1) 57 Lithe Brethren Skill Any creatures you summon gain an Dexterity bonus equal to LVL.
5 (4+1) 58 Logic Born Wisdom You gain an insight bonus equal to LVL on any one type of die roll each round provided you act last in the round.
5 (4+1) 59 Lucky Brethren Luck You always summon the maximum number of creatures.
5 (4+1) 60 Mad Brethren Madness Any aberrations you summon have 50% more hit dice than normal.
5 (4+1) 61 Musical Brethren Music Sonic-based creatures you summon always have 50% more hit dice than usual.
5 (4+1) 62 Natural Selection Science Any animals summoned by you always have 50% more hit dice than usual.
5 (4+1) 63 Numerous Brethren Fertility You summon double the number of creatures.
5 (4+1) 64 Oblation Charity Any creatures you summon always remain twice as long.
5 (4+1) 65 Occult Brethren Secrets Any creatures you summon benefit from having greater invisibility cast upon them.
5 (4+1) 66 Peaceful Brethren Peace Any creatures you summon gain an AC bonus equal to LVL as long as they refrain from committing an aggressive act.
5 (4+1) 67 ProtoLich 4-1 ProtoLich/Lich 1M, 1/r: Any 0th-3rd level Wizard spell
5 (4+1) 68 ProtoLich 4-2 ProtoLich/Lich 1M, 1/r: Any 0th-3rd level Priest spell
5 (4+1) 69 ProtoLich 4-3 ProtoLich/Lich 1M, 1/r: Any psionic minor
5 (4+1) 70 ProtoLich 4-4 ProtoLich/Lich +10*LVL PaPR
5 (4+1) 71 ProtoLich 4-5 ProtoLich/Lich 1M: Dispel Innate or Racial ability effect
5 (4+1) 72 ProtoLich 4-6 ProtoLich/Lich 1M, 1/d: Reset
5 (4+1) 73 ProtoLich 4-7 ProtoLich/Lich 1M, 1/d: Contact Alternate Reality
5 (4+1) 74 ProtoLich 4-8 ProtoLich/Lich 1M, 1/d: Create Any DL 4 Monster
5 (4+1) 75 ProtoLich 4-9 ProtoLich/Lich 1M, touch: Steal all spells (save)
5 (4+1) 76 ProtoLich 4-10 ProtoLich/Lich 1M, touch: Lose LVLd4 stat pts
5 (4+1) 77 ProtoLich 4-11 ProtoLich/Lich 1bF: Fork
5 (4+1) 78 ProtoLich 4-12 ProtoLich/Lich Duplicate any SL 3 Concordant group spell (i.e. non-Concordant SL 3)
5 (4+1) 79 Radiant Brethren Sun Any light or positive energybased creatures you summon have 50% more hit dice than usual.
5 (4+1) 80 Semi-Quixotic SemiDivine/Divine 0,1/r: You can re-roll any dice roll (yours or friend's)
5 (4+1) 81 Semi-Slipstream SemiDivine/Divine Resist time
5 (4+1) 82 Semi-Soniferous SemiDivine/Divine 0, when using a magic item spend 4 times the charges: double the effect
5 (4+1) 83 Shadow Brethren Darkness Shadow-based creatures you summon always have 50% more hit dice than usual.
5 (4+1) 84 Shroud of Harm SemiDivine/Divine Anyone attacking you loses 50% of their current hp (for each attack)
5 (4+1) 85 Sky Brethren Sky Any creatures with the innate power of flight summoned by you always have 50% more hit dice than usual.
5 (4+1) 86 Sneaky Brethren Thievery Any creatures you summon can sneak attack dealing 1d6 damage/LVL.
5 (4+1) 87 Spawn of the Deep Sea Creatures with the aquatic subtype summoned by you always have 50% more hit dice than usual.
5 (4+1) 88 Stoic Brethren Stoicism Any creatures you summon gain an Constitution bonus equal to LVL.
5 (4+1) 89 Stormtroopers Thunder Creatures with an electricity based ability summoned by you always have 50% more hit dice than usual.
5 (4+1) 90 Strong Brethren Strength Any creatures you summon gain an strength bonus equal to LVL.
5 (4+1) 91 Sword Brethren Sword You can summon the sword of any opponent in your group to fight for you as would a dancing weapon. (Str check to avoid).
5 (4+1) 92 Time Dilate SemiDivine/Divine Can use 2M (no P's or V's) instead of 1S+1V actions per segment
5 (4+1) 93 Travel Companions Travel Any creatures you summon have their movement rate doubled.
5 (4+1) 94 Undead Brethren Death All undead created within the radius of your divine aura have 50% more hit dice than usual.
5 (4+1) 95 Underhand SemiDivine/Divine Backstab x(CL/3), round up
5 (4+1) 96 Violent Offenders Destruction Any creatures you summon are automatically enraged, gaining a damage bonus equal to LVL.
5 (4+1) 97 Void Brethren Entropy Summoned creatures within the radius of your divine aura are automatically banished.
5 (3+2) 98 Summon UltraBlack/White 3 UltraBlack/White Summons a DL IV UltraBlack/White creature, AC = (1d20)*(1d4+2), HD = 3m6, hp = HD*(1d12). It will do a spell level = 2d4 effect when it acts, most likely of a random psionic frequency (DM rolls 1d100-45)
6 1 Army Teleport War Teleports any number of (willing) beings within sight.
6 2 Banishment Revenge Banishes 2 HD/level of extraplanar creatures.
6 3 Beacon of Immortality MTG W Double current hp (like a Tenser's, but a different source)
6 4 Create Undead Death, Evil Create ghouls, ghasts, mummies or mohrgs.
6 5 Dark Offering MTG B Slay a creature (PPD save), you gain it's hp to current hp
6 6 Desert Twister MTG G Destroy something (PP save, like a Disintegrate spell)
6 7 Devil Summoning 6 Summoning Summons an evil Outer DL VI creature
6 8 Dust Sun Dusts (D) an Undead or Negative Energy creature (no save, no limit on HD or type of undead).
6 9 Harm Destruction, Disease Deals 10 points/level damage to target.
6 10 Heel Eel Remove all hp of dmg and remove 1 [C] section effect
6 11 Mislead Luck, Secrets, Thievery Turns you invisible and creates illusory double.
6 12 Poison Spittle 6 Snake Breathe poison: one group, dmg=(current hp)/3, no save
6 13 Reptile Summoning 6 Snake Summons a DL VII Reptile.
6 14 Revive 6 Necromancy Revive a DL VI monster.
6 15 Shadow Walk Darkness, Travel Step into shadows to travel rapidly.
6 16 Sticks to Snakes 6 Snake Reptile Swarm Summoning for CL reptiles of DL=5.
6 17 Summon Eelemental 6 Eel Summon a DL VI Eelemental (DM has table)
6 18 Summon Leech 6 Eel Summon a DL VI Leech (DM has table)
6 19 Symbol of Fear Fear Triggered rune panics nearby creatures.
6 20 True Teleport Travellers Your party teleports on your side of the segment (no delay).
6 (5+1) 21 Bribery Wealth Immunities and resistances are only 50% effective against your enchantment effects.
6 (5+1) 22 Chink In The Armor Metalworking You ignore magic armor or shields whose enhancement bonus is less than LVL.
6 (5+1) 23 Drowning Sea You can automatically revoke any water breathing in your group, even with creatures who are naturally aquatic like fish.
6 (5+1) 24 Escamotage Thievery Opponents immune to critical hits still suffer half your sneak attack bonus damage.
6 (5+1) 25 Extension of Elvenkind Elf Your enchantment based abilities and spells can work upon those typically immune to such effects, at half effect.
6 (5+1) 26 Green-Blooded Nature You can poison even those magically immune to poison.
6 (5+1) 27 Instrument of Change Moon Your transmutation effects can affect those otherwise immune, at half effect.
6 (5+1) 28 Instrument of Chaos Chaos Immunities and resistances are only 50% effective against your transmutation-based attacks (and chaos damage).
6 (5+1) 29 Instrument of Charity Charity Magical boons (such as healing spells) are twice as effective when you cast them on an ally.
6 (5+1) 30 Instrument of Cold Winter Immunities and resistances are only 50% effective against your cold-based attacks.
6 (5+1) 31 Instrument of Darkness Darkness Immunities and resistances are only 50% effective against your negative energy-based attacks.
6 (5+1) 32 Instrument of Death Death Immunities are only 50% effective against your death-based attacks. Those immune get a save at +10.
6 (5+1) 33 Instrument of Destruction Destruction Damage reduction is only 50% effective against your attacks.
6 (5+1) 34 Instrument of Disease Disease Immunities and resistances are only 50% effective against your disease-based attacks.
6 (5+1) 35 Instrument of Education Knowledge You know all skills.
6 (5+1) 36 Instrument of Enchantment Love Your enchantment based abilities and spells can work upon those typically immune to such effects, at half effect.
6 (5+1) 37 Instrument of Fate Luck Opponents in your group have any luck bonuses reduced by 50%.
6 (5+1) 38 Instrument of Fire Fire Immunities and resistances are only 50% effective against your fire-based attacks.
6 (5+1) 39 Instrument of Labour Labour You can cause fatigue an exhaustion even in creatures that have no constitution score, at half effect.
6 (5+1) 40 Instrument of Madness Madness Immunities are only 50% effective against your mind affecting effects and spells.
6 (5+1) 41 Instrument of Magic Magic Your magic works on those supposedly immune to magic, at half effect.
6 (5+1) 42 Instrument of Music Music Immunities and resistances are only 50% effective against your sonic based attacks.
6 (5+1) 43 Instrument of Peace Peace Your enchantment based abilities and spells can work upon those typically immune to such effects, at half effect.
6 (5+1) 44 Instrument of Revenge Revenge You can expend your own hit points to deal extra damage with each attack (max CL damage per attack).
6 (5+1) 45 Instrument of Science Science Evocation based attacks you do are 50% natural and will partially function even through anti-magic.
6 (5+1) 46 Instrument of Secrecy Secrets Your illusions have a 50% chance of fooling even true seeing or similar magic.
6 (5+1) 47 Instrument of Skill Skill You gain a Dexterity bonus equal to LVL.
6 (5+1) 48 Instrument of Stoicism Stoicism You gain a Constitution bonus equal to LVL.
6 (5+1) 49 Instrument of Strength Strength You gain a Strength bonus equal to LVL.
6 (5+1) 50 Instrument of Terror Fear Immunities and resistances are only 50% effective against your fear-based attacks.
6 (5+1) 51 Instrument of the Air Sky You can automatically revoke the ability of flight in your group.
6 (5+1) 52 Instrument of the Law Law Immunities and resistances are only 50% effective against your law-based attacks.
6 (5+1) 53 Instrument of the Void Entropy You do not suffer any miss chance against incorporeal targets.
6 (5+1) 54 Instrument of Thunder Thunder Immunities and resistances are only 50% effective against your electricity-based attacks.
6 (5+1) 55 Instrument of Travel Travel You can make a touch attack against an opponent and send them into another plane of your choice. (Reflex save)
6 (5+1) 56 Instrument of War War Damage Reduction is only 50% effective against your attacks.
6 (5+1) 57 Lightbearer Sun Immunities and resistances are only 50% effective against your light or positive energy-based attacks.
6 (5+1) 58 Meeting of Minds Community Any allies you summon gain a divine bonus to their saving throws against banishment (and similar effects) equal to LVL.
6 (5+1) 59 Monumental Mountain Your damage reduction has no negating factors.
6 (5+1) 60 ProtoLich 5-1 ProtoLich/Lich 1M, 1/r: Any 0th-4th level Wizard spell
6 (5+1) 61 ProtoLich 5-2 ProtoLich/Lich 1M, 1/r: Any 0th-4th level Priest spell
6 (5+1) 62 ProtoLich 5-3 ProtoLich/Lich +10*LVL aMR
6 (5+1) 63 ProtoLich 5-4 ProtoLich/Lich 1M: Project Image
6 (5+1) 64 ProtoLich 5-5 ProtoLich/Lich 1M: Teleport
6 (5+1) 65 ProtoLich 5-6 ProtoLich/Lich 1M: Contact Other Plane
6 (5+1) 66 ProtoLich 5-7 ProtoLich/Lich Conduct M actions through psi link (range sight)
6 (5+1) 67 ProtoLich 5-8 ProtoLich/Lich 1M, touch: Drain all psionic pools (save)
6 (5+1) 68 ProtoLich 5-9 ProtoLich/Lich 1M, touch: Slay Living (save)
6 (5+1) 69 ProtoLich 5-10 ProtoLich/Lich 1F: Get 2M you can use this segment
6 (5+1) 70 ProtoLich 5-11 ProtoLich/Lich +LVL/5 QM actions
6 (5+1) 71 ProtoLich 5-12 ProtoLich/Lich Duplicate any SL 4 Concordant group spell (i.e. non-Concordant SL 3)
6 (5+1) 72 Rapid Rejuvenation Fertility You rejuvenates as if of the next highest divine status.
6 (5+1) 73 Recovery Healing Your healing powers can restore even vile damage.
6 (5+1) 74 Riddle of Steel Sword When attacking with a sword you ignore half the opponent's damage reduction.
6 (5+1) 75 Stain of Evil Evil Any damage you deal can only be healed within a consecrated area.
6 (5+1) 76 Stigmatism Good Any damage you deal can only be healed within a consecrated area.
6 (5+1) 77 Time Shard Time Your time based abilities have a 50% chance of working on those otherwise immune to temporal effects.
6 (5+1) 78 Wisdom Touched Wisdom Any creatures you summon gain a Wisdom bonus equal to double LVL.
6 (4+2) 79 Summon UltraBlack/White 4 UltraBlack/White Summons a DL V UltraBlack/White creature, AC = (1d20)*(1d4+3), HD = 3m8, hp = HD*(1d16). It will do a spell level = 2d5 effect when it acts, most likely of a random psionic frequency (DM rolls 1d100-45)
7 1 Blasphemy Evil Kills, paralyzes, weakens, or dazes nonevil subjects.
7 2 Destruction Death Kills subject and destroys remains.
7 3 Devil Summoning 7 Summoning Summons an evil Outer DL VII creature
7 4 Disintegrate Destruction Makes one creature or object vanish.
7 5 Eyebite Fear Target becomes panicked, sickened and comatose.
7 6 Holy Word Battle War Entire party (incl. summons and henchmen) get +1QS action this segment.
7 7 Holy Word Blind Sun Target is blinded, and cannot target or attack anything (no save, no MR).
7 8 Holy Word Shift Travellers Target is plane shifted to a plane of your choice (no save, no MR).
7 9 Hovercraft Full of Eels Eel Like a Chariot of Sustarre, but it's Eels!
7 10 Look at Me, I'm the DCI MTG W An effect is banned from the room (x1 Special)
7 11 Multi Eel Eel Summons CL Eels of DL=7, which use up 1 summon slot. They aren't summoning sick!
7 12 Poison Spittle 7 Snake Breathe poison: one group, dmg=(current hp)/2, no save
7 13 Power Word Blind Darkness, Love, War Blinds creature with 200 hp or less.
7 14 Reptile Summoning 7 Snake Summons a DL VIII Reptile.
7 15 Revive 7 Necromancy Revive a DL VII monster.
7 16 Screen Secrets, Thievery Illusion hides area from vision, scrying.
7 17 Spell Turning Luck, Magic, Revenge, Stoicism Reflect 1d4+6 spell levels back at the caster.
7 18 Sticks to Snakes 7 Snake Reptile Swarm Summoning for CL*2/3 reptiles of DL=6.
7 19 Summon Eelemental 7 Eel Summon a DL VII Eelemental (DM has table)
7 20 Summon Leech 7 Eel Summon a DL VII Leech (DM has table)
7 21 Tooth and Nail MTG G Summon DL VII, can pick type, or can pick creature within type
7 22 Waves of Exhaustion Disease, Entropy Several targets become exhausted.
7 (6+1) 23 Edifying Beam SemiDivine/Divine Target's alignment changes (save)
7 (6+1) 24 Induction Skins SemiDivine/Divine Gain infinite Stoneskins
7 (6+1) 25 Interdimension SemiDivine/Divine MWaWR 75%
7 (6+1) 26 Luminal SemiDivine/Divine xCL movement rate
7 (6+1) 27 Magic Dead Zone SemiDivine/Divine Drain the MF by 1 in the area (except to you; you are unaffected)
7 (6+1) 28 Omega Effect SemiDivine/Divine Pick a spell you know. It does vile damage (or vile harming).
7 (6+1) 29 ProtoLich 6-1 ProtoLich/Lich 1M, 1/r: Any 0th-5th level Wizard spell
7 (6+1) 30 ProtoLich 6-2 ProtoLich/Lich 1M, 1/r: Any 0th-5th level Priest spell
7 (6+1) 31 ProtoLich 6-3 ProtoLich/Lich 1M, 1/r: Any psionic major
7 (6+1) 32 ProtoLich 6-4 ProtoLich/Lich 1M, 1/r: Any 0th-4th level Warrior, Rogue, or Monster spell
7 (6+1) 33 ProtoLich 6-5 ProtoLich/Lich 1M: Teleport without Error
7 (6+1) 34 ProtoLich 6-6 ProtoLich/Lich +10*LVL IR
7 (6+1) 35 ProtoLich 6-7 ProtoLich/Lich 1M, touch: Steal a random powers for 1 round (no save)
7 (6+1) 36 ProtoLich 6-8 ProtoLich/Lich 1M, touch: Erase Truename (must know their Truename first)
7 (6+1) 37 ProtoLich 6-9 ProtoLich/Lich Troll-like regen LVL hp (including vile) /s
7 (6+1) 38 ProtoLich 6-10 ProtoLich/Lich Conduct effects through psi link (within sight)
7 (6+1) 39 ProtoLich 6-11 ProtoLich/Lich +LVL/10 number of segments per round
7 (6+1) 40 ProtoLich 6-12 ProtoLich/Lich Duplicate any SL 5 Concordant group spell (i.e. non-Concordant SL 3)
7 (6+1) 41 Rectify Misery SemiDivine/Divine Anyone slain by you is Capital S Slain instead
7 (6+1) 42 Transilient SemiDivine/Divine Get 2 saves for each save, choose better result
7 (6+1) 43 Transmortal SemiDivine/Divine Your body cannot be destroyed (e.g. immune disintegrate)
7 (5+2) 44 Summon UltraBlack/White 5 UltraBlack/White Summons a DL VI UltraBlack/White creature, AC = (1d20)*(1d4+4), HD = 3m10, hp = HD*(1d20). It will do a spell level = 2d6 effect when it acts, most likely of a random psionic frequency (DM rolls 1d100-45)
8 1 Biorhythm MTG G Each person in a group's current hp = (Number of summons)*10
8 2 Create Greater Undead Darkness, Death Create shadows, wraiths, spectres or devourers.
8 3 Decree of Pain MTG B Slay all creatures in two groups (PPD save) or one group (no save)
8 4 Devil Summoning 8 Summoning Summons an evil Outer DL VIII creature
8 5 Discern Location Knowledge, Revenge Reveals exact location of creature or object.
8 6 Earthquake Destruction Intense tremor shakes 5-ft./level radius.
8 7 Higher Ground War Creates a x2 Terrain Feature that you and your henchmen get +1 to multiplier.
8 8 Horrid Wilting Disease, Entropy, Sea Deals 1d6/level damage within 30 ft.
8 9 Mind Blank Secrets, Stoicism Subject is immune to mental/emotional magic and scrying.
8 10 Poison Spittle 8 Snake Breathe poison: one group, dmg=(current hp), no save
8 11 Polymorph Any Object Thievery Changes any subject into anything else.
8 12 Reptile Summoning 8 Snake Summons a DL IX Reptile.
8 13 Reverse the Sands MTG W Switch current hp totals with someone (no save)
8 14 Revive 8 Necromancy Revive a DL VIII monster.
8 15 Star Travel Sun, Travellers You fly at CL c (CL times the speed of light). You can enter a Star and either [1] Spelljam to another Star or Crystal Sphere (as if you were an Iconian Gateway), or [2] Time Travel (as if you were an Undead Robotic Chicken).
8 16 Sticks to Snakes 8 Snake Reptile Swarm Summoning for CL/3 reptiles of DL=7.
8 17 Summon Eelemental 8 Eel Summon a DL VIII Eelemental (DM has table)
8 18 Summon Leech 8 Eel Summon a DL VIII Leech (DM has table)
8 19 Trap the Soul Fear, Wealth Imprisons subject within gem.
8 20 Unholy Aura Evil +4 to AC, +4 resistance, SR 25 against good spells.
8 (7+1) 21 ProtoLich 7-1 ProtoLich/Lich 1M, 1/r: Any 0th-6th level Wizard spell
8 (7+1) 22 ProtoLich 7-2 ProtoLich/Lich 1M, 1/r: Any 0th-6th level Wizard spell
8 (7+1) 23 ProtoLich 7-3 ProtoLich/Lich +10*LVL EaER
8 (7+1) 24 ProtoLich 7-4 ProtoLich/Lich 1M, touch: Annihilation (save)
8 (7+1) 25 ProtoLich 7-5 ProtoLich/Lich 1M, touch: Incursion (save)
8 (7+1) 26 ProtoLich 7-6 ProtoLich/Lich Duplicate any SL 6 Concordant group spell (i.e. non-Concordant SL 3)
8 (6+2) 27 Summon UltraBlack/White 6 UltraBlack/White Summons a DL VII UltraBlack/White creature, AC = (1d20)*(1d4+5), HD = 3m12, hp = HD*(1d24). It will do a spell level = 2d7 effect when it acts, most likely of a random psionic frequency (DM rolls 1d100-45)
9 1 Beset Travellers Target is Set and his home plane becomes this plane (no save, no MR)
9 2 Blessed Wind MTG W Target's current hp becomes 200.
9 3 Devil Summoning 9 Summoning Summons an evil Outer DL IX creature
9 4 Energy Drain Disease Subject gains 2d4 negative levels.
9 5 Implosion Destruction Kills one creature/round.
9 6 Imprisonment Secrets Entombs subject beneath the earth.
9 7 Mass Mass Heal War Heals up to 100 groups of creatures. (Yes, this can be reversed.)
9 8 Power Word Kill Darkness, War Kills creatures with 100 hp or less.
9 9 Revive 9 Necromancy Revive a DL IX monster.
9 10 Star Swarm Sun Like Planet Swarm, but 4 Stars (each does 2 idmg, no save, no MR)
9 11 Storm of Vengeance Revenge, Thunder Storm rains acid, lightning and hail.
9 12 Summon Eelemental 9 Eel Summon a DL IX Eelemental (DM has table)
9 13 Summon Leech 9 Eel Summon a DL IX Leech (DM has table)
9 14 Summon Monster IX Chaos, Evil, Good, Labour, Law Calls extraplanar creatures to fight for you.
9 15 Time Stop Thievery, Time You act freely for 1d4+1 rounds.
9 16 Wail of the Banshee Death, Entropy Kills one creatre/level.
9 17 Weird Fear, Madness As phantasmal killer, but affecst all within 30 ft.
9 (8+1) 18 Akashic SemiDivine/Divine Lower Multiplier target by 1 (no save)
9 (8+1) 19 Indissolve SemiDivine/Divine Regeneration CL hp/s
9 (8+1) 20 Nullification SemiDivine/Divine Pick an N<=6. Immune to Nth level spell effects
9 (8+1) 21 Oblivi-Permanency SemiDivine/Divine 0, 1/r: Make a spell you're casting permanent.
9 (8+1) 22 Omnific Tough SemiDivine/Divine +1 ihp
9 (8+1) 23 Omnispectacles SemiDivine/Divine Your sight can go around corners
9 (7+2) 24 Summon UltraBlack/White 7 UltraBlack/White Summons a DL VIII UltraBlack/White creature, AC = (1d20)*(1d4+6), HD = 3m14, hp = HD*(1d28). It will do a spell level = 2d8 effect when it acts, most likely of a random psionic frequency (DM rolls 1d100-45)
10 1 Automatic Metamagic Capacity (S) SemiDivine/Divine Gain a free spell level of metamagic
10 2 Automatic Writing SemiDivine/Divine Any spells you witness are automatically added to your spellbook
10 3 Cats Fall SemiDivine/Divine You can fall from any distance without injury
10 4 Combat Mastery SemiDivine/Divine Trade any amount of BAB to AC
10 5 Damnation Evil Send your foe to hell.
10 6 Divine Retribution [Divine] SemiDivine/Divine You gain one additional action after your death
10 7 Eclectic Shot SemiDivine/Divine You can fire irregular objects as if they were missiles
10 8 Eclipse Darkness A solar eclipse follows you.
10 9 Epic Potency (S) SemiDivine/Divine Your damage increases by +2
10 10 Epic Shield Focus SemiDivine/Divine Your shield protects yourself and one adjacent ally
10 11 Ether Goer SemiDivine/Divine You can become ethereal at will
10 12 Expert Strike SemiDivine/Divine Gain a cumulative +1 to attacks against the same target
10 13 Fire Baptism SemiDivine/Divine Gain a cumulative +1 to AC against the same target
10 14 Greater Critical SemiDivine/Divine Your critical threat range is trebled
10 15 Greater Critical Multiplier SemiDivine/Divine Your critical multiplier is trebled
10 16 Hellball Evil You deal 10d6 each of acid, cold, electricity and fire damage, you take 10d6 damage.
10 17 Improved Finesse SemiDivine/Divine Use your dexterity bonus for damage
10 18 Improved Spellcasting (S) SemiDivine/Divine Gain two new spell slots (any non-Concordant SL you have)
10 19 Improved Toughness (S) SemiDivine/Divine You gain an additional hit point per hit die
10 20 Legendary Archer SemiDivine/Divine Opponents cannot deflect your missiles
10 21 Lord of Nightmares Fear You are possessed by a dream larva for 20 rounds and take 12d6 damage.
10 22 Pestilence Disease Inflict slimy doom on all creatures and plants within a half mile diameter area.
10 23 Pre-emptive Strike SemiDivine/Divine You can make one attack in segment 0 (before segment 1)
10 24 ProtoLich 10-1 ProtoLich/Lich 0, 1/r: Any 0th-5th level Wizard spell
10 25 ProtoLich 10-2 ProtoLich/Lich 0, 1/r: Any 0th-4th level Priest spell
10 26 ProtoLich 10-3 ProtoLich/Lich 0, 1/r: Any psionic cantrip
10 27 ProtoLich 10-4 ProtoLich/Lich +5*(Lich level)% WR (not irreducible) that can't be ignored
10 28 ProtoLich 10-5 ProtoLich/Lich Resist Turning (you are double the rating)
10 29 ProtoLich 10-6 ProtoLich/Lich 0: Create Snare 20*(Lich level)% (obvious trap, auto detected, needs to be removed to bypass)
10 30 Soothsayer SemiDivine/Divine You always hear the truth
10 31 Star Child (S) SemiDivine/Divine You gain a wish 1/reset
10 32 Superior Quivering Palm SemiDivine/Divine Use the quivering palm attack once per round
10 33 Superior Whirlwind Attack SemiDivine/Divine Make a 5 ft. step as part of a whirlwind attack
10 34 Tempest of Vengeance Revenge, Thunder Tempest rains acid, lightning and hail.
10 35 Three-Weapon Fighting SemiDivine/Divine You fight three-weapon style, juggling a third weapon
10 36 Weapon Abatement SemiDivine/Divine You are immune to the first successful blow dealt from a weapon
10 (8+2) 37 Summon UltraBlack/White 8 UltraBlack/White Summons a DL IX UltraBlack/White creature, AC = (1d20)*(1d4+7), HD = 3m16, hp = HD*(1d32). It will do a spell level = 2d9 effect when it acts, most likely of a random psionic frequency (DM rolls 1d100-45)
11 1 ProtoLich 11-1 ProtoLich/Lich 0, 1/r: Any 1st-6th level Wizard spell
11 2 ProtoLich 11-2 ProtoLich/Lich 0, 1/r: Any 1st-5th level Priest spell
11 3 ProtoLich 11-3 ProtoLich/Lich 0, 1/r: Any psionic minor
11 4 ProtoLich 11-4 ProtoLich/Lich 1M: Banish Undead
11 5 ProtoLich 11-5 ProtoLich/Lich Speak with Dead & Undead (cont.); 1M: Capital E Extract from Dead & Undead
11 6 ProtoLich 11-6 ProtoLich/Lich +10*(Lich level)% iWR that can't be ignored
11 7 ProtoLich 11-7 ProtoLich/Lich Mask Undead status; Can't be turned
11 8 ProtoLich 11-8 ProtoLich/Lich Detect Artifacts; 1M: Legend Lore Artifact
11 9 ProtoLich 11-9 ProtoLich/Lich 1M, (lich level)/d: Gain +10 XP
11 10 ProtoLich 11-10 ProtoLich/Lich 0: Create Traps 15*(Lich level)%
11 11 ProtoLich 11-11 ProtoLich/Lich All spells cost 0 P actions; Material componenting does not cost 1 V action
11 12 ProtoLich 11-12 ProtoLich/Lich +(Lich level) OppV or QM actions
11 13 ProtoLich 11-13 ProtoLich/Lich Negative Cold (Lich level)d10 dmg by touch
11 14 ProtoLich 11-14 ProtoLich/Lich +(Lich level) Research Points per reset (see [P12])
11 15 ProtoLich 11-15 ProtoLich/Lich 1F or 1X: Duplicate any level 0 Concordant spell
11 (9+2) 16 Summon UltraBlack/White 9 UltraBlack/White Summons a DL X UltraBlack/White creature, AC = (1d20)*(1d4+8), HD = 3m18, hp = HD*(1d36). It will do a spell level = 2d10 effect when it acts, most likely of a random psionic frequency (DM rolls 1d100-45)

[PC43A] Collective 4.3A Classes


Arcane Wizard

Level KXP Arcane Wizard
123 456 789 A
1 0 1-- --- --- -
2 5 20- --- --- -
3 10 21- --- --- -
4 20 320 --- --- -
5 40 321 --- --- -
6 80 432 0-- --- -
7 120 432 1-- --- -
8 180 543 20- --- -
9 270 543 21- --- -
10 500 654 320 --- -
11 750 654 321 --- -
12 1500 765 432 0-- -
13 2250 765 432 1-- -
14 3000 776 543 20- -
15 3750 776 543 21- -
16 4500 777 654 320 -
17 5250 777 654 321 -
18 6000 777 765 432 -
19 6750 777 776 543 -
20 7500 777 777 654 -
21 8250 777 777 765 -
22 9000 777 777 776 -
23 9750 777 777 777 -
24 10500 888 877 777 -
25 11250 888 888 877 -
26 12000 888 888 888 -
27 12750 888 888 888 b
28 13500 888 888 888 0
29 14250 888 888 888 1
30 15000 888 888 888 2
31 15750 888 888 888 3
32 16500 888 888 888 4
33 17250 888 888 888 5
34 18000 888 888 888 6
35 18750 888 888 888 7
36 19500 888 888 888 8
TH Saves
PD RS PP BW Sp Fo Re Wi
+0  4  7  5  3  6  0  1  1
+0  4  7  5  3  7  0  1  1
+0  4  8  5  4  7  0  1  2
+1  4  8  6  4  7  1  2  2
+1  5  9  6  4  8  1  2  3
+1  5  9  7  5  8  2  3  3
+2  5 10  7  5  9  2  3  4
+2  6 10  7  6  9  2  3  4
+2  6 10  8  6  9  3  4  5
+3  6 11  8  6 10  3  4  5
+3  7 11  9  7 10  4  5  6
+3  7 12  9  7 11  4  5  6
+4  7 12  9  8 11  4  5  7
+4  7 13 10  8 11  5  6  7
+4  8 13 10  8 12  5  6  8
+5  8 13 11  9 12  6  7  8
+5  8 14 11  9 13  6  7  9
+5  9 14 11 10 13  6  7  9
Requisites: Int 18
Alignment: any
HD/level: d4
Weapon Prof.: 1+level/5
To Hit Table: Wiz
Save Table: Wiz
Reference: DM
Groups: Wizard
 
Gets Int bonus to spell progression.
Has access only to Wizard Minor Schools that have been written in the Collective. This class is 0.1 of a Collective edition "behind" in what Schools it knows, for example in Collective 3.9 this class knows Collective 3.8 minor Schools (and earlier). When Collective 4.0 comes out, this class will know Collective 3.9 minor Schools.
This class cannot cast normal Wizard spells at all. If you generate a "wishoid" effect that emulates a Wizard (or Priest) spell, you may pick only "common" spells (those with source RC0, PH1, UA1, PH2, or PH3). You may "wishoid" for other Arcane Wizard spells, of course. Wishoids for psionic effects are limited to Psi1, Psi2, or Psi3; source PH1, PHBR5, or PsiHB3 only.
May specialize in a minor School, if you do, choose an opposite minor School.
Wizard Schools that are cross-listed with Concordant group (e.g. Aspirant, Henchman) can be cast by this class, but at a +1 SL penalty. Spells of SL=10 and above do not suffer this penalty and are not adjusted.
Does not get Wizard of the Coast class MTG G (Green) and MTG W (White) spells, since they are specifically noted to be Priest Spheres (not Wizard Schools).
 
As of Collective 3.9, this class knows the following Schools (number of spells in parentheses):
Anti-Magic (33), Aspirant/Lich (102), Bovinomancy (12), Chronomancy (54), Cthulhu (114), Delusion/Illusion (42), Eelemental (72), Force (54), Henchman/Villain (72), Incantatrix (42), Logic (10), Metamagic (6), MTG B (7), MTG U (15), MTG R (9), Ovinomancy (12), Poultrymancy (12), Quintessential (2), Technology (9)
Total number of spells = 668.

[PC43A] Collective 4.3A Classes


Arcane Wizard Spells

SL # Spell School Effect
0 1 Candle Communication Cthulhu Can communicate to someone you know (across planes) if they are running this spell too
0 2 Detect Life Cthulhu Detect Life
0 3 Elder Sign Cthulhu Outer planar creatures cannot cross the line
0 4 Message Cthulhu Message
1 1 Anti-Magic Armor Anti-Magic Armor has +1/+1 AC/saves for 1t
1 2 Anti-Magic Missile Anti-Magic (L+1)/2 missiles; 1d4+1 dmg gravity (no save)
1 3 Anti-Magic Mouth Anti-Magic Mouth that moves around (like Wizard Eye), can speak through it
1 4 Augury Cthulhu Augury
1 5 Bind Enemy Cthulhu Choose a target. You can't attack or target him, and vice versa.
1 6 Chant of Thoth Cthulhu +CL Int checks
1 7 Charm Chicken Poultrymancy Charm all chickens in a group (no save).
1 8 Charm Cow Bovinomancy Charm all cows in a group (no save).
1 9 Charm Eelemental N Eelemental, Enc. Charm a DL=1 Eelemental
1 10 Charm Sheep Ovinomancy Charm all sheep in a group (no save).
1 11 Chicken Person Poultrymancy Person becomes lethargic and loses all actions for CL rounds.
1 12 Chicken Swarm Summoning Poultrymancy Summons CL*10 chickens. They are DL 0 monsters, and don't do much, but they suck up a lot of damage.
1 13 Cloud Memory Cthulhu Forget (Will save)
1 14 Communication Logic Allows communication with any creature with Int 1+
1 15 Contact Human Cthulhu Contact a specific person
1 16 Control Weather Cthulhu Control Weather
1 17 Counter Wishoid Incantatrix 1bM: Counter a Wishoid or Miracle (need not be magical in nature)
1 18 Cow Person Bovinomancy Person becomes lethargic and loses all actions for CL rounds.
1 19 Cow Swarm Summoning Bovinomancy Summons CL*10 cows. They are DL 0 monsters, and don't do much, but they suck up a lot of damage.
1 20 Create Bad-Corpse Dust Cthulhu Create a line that Undead cannot cross
1 21 Create Technological Item 1 Technology Creates a technological item of TechL = 1 (duration 1 turns; material componenting may be used to double the TechL or duraton).
1 22 Darkness MTG B 1bM: Immune to a P attack from someone
1 23 Deflect Harm Cthulhu Deflect next CL physical attacks on you, but each causes 2 Int dmg to you
1 24 Delay Image Chronomancy +2 AC, +1 saves
1 25 Detect Chaos Logic Detects all Chaotic creatures within 360'
1 26 Detect Eelementals N Eelemental, Div. Detect all Eelementals within 10 feet, ID within sight
1 27 Detect Magic Cthulhu Detect Magic
1 28 Detect Temporal Anomaly Chronomancy Detect Temporal Anomaly
1 29 Detect/Identify Anti-Magic Anti-Magic Detect/Identify Anti-Magic
1 30 Detect/Locate Chicken Poultrymancy Detects and Locates chickens within CL miles.
1 31 Detect/Locate Cow Bovinomancy Detects and Locates cows within CL miles.
1 32 Detect/Locate Sheep Ovinomancy Detects and Locates sheep within CL miles.
1 33 Determine Operation of Mechanism Logic Can use a tech level object of less than or equal to LVL
1 34 Dispel Abjuration/Protection Incantatrix Dispels an Abjuration or Protection effect
1 35 Dispel Illusion/Metamagic Incantatrix Dispels an Illusion or Metamagic effect
1 36 Dominate Animal Cthulhu Dominate Animal (save)
1 37 Eelemental Ball N Eelemental, Inv. CLd1 dmg to a group, no save, EE=1
1 38 Eelemental Form N Eelemental, Alt. Become an Eelemental of EE=1
1 39 Eelemental Summoning N Eelemental, Cnj. Summon a DL=1 Eelemental
1 40 Eelusionary Double N Eelemental, Ill. 1 Mirror Images, each has 1 hp to be detected as such
1 41 Eibon’s Wheel of Mist Cthulhu Your group is Invisible
1 42 Fly 3" Force Fly at 3" (F)
1 43 Force Ball 1 Force CL*2 force dmg to one group (no save)
1 44 Force Feather Fall Force Feather Fall (or) Immune to TK or falling dmg this segment (can cast using 1bM action)
1 45 Foul Potions Anti-Magic Foul (Destroy) 10*CL doses of magical Potions in someone's inventory (no save), the potions can be fixed out of combat if done within the hour
1 46 Haste A1 Chronomancy +1A action
1 47 Heel N Eelemental, Nec. Cures 4% of max hp
1 48 Invisibility Purge Cthulhu Dispel Invisibility
1 49 Know Time Chronomancy Know date and day
1 50 Lightning Bolt MTG R Target takes 30 lightning dmg (Spell save for 0)
1 51 Magic Resistance Incantatrix MR CL*10%
1 52 Memory Protection Incantatrix Immune to one memory/action/spell stealing effect (lasts until used)
1 53 Mind Games MTG U Target loses his next action (Spell save)
1 54 Mirror of Tarkhun Atep Cthulhu Creates a mirror
1 55 Nightmare Cthulhu Target sleeping person has a nightmare
1 56 Nystul's Anti-Magic Aura Anti-Magic Makes an object radiate anti-magic; considered a +0 weapon on the damage side
1 57 Ooze Shieeld N Eelemental, Abj. Eelemental damage shield 25% (EE=1)
1 58 Order Objects Logic Arrange group of small objects by some order (or) count a group of objects (or) weigh an object
1 59 Pose Mundane Cthulhu Illusion: Room appears to be normal/ordinary (x1 Trick)
1 60 Power of Nyambe Cthulhu +2d6 SL's added to your current progression for today; -1 Con (permanent)
1 61 Precognitive Sense Chronomancy Precognition
1 62 Remove Magical Snare Incantatrix Removes a Magical Snare, a Glyph, or a Symbol (does not cover Magical Traps in general, see SL 3)
1 63 Seal of Isis Cthulhu Object will make it's next item saving throw
1 64 Shatter x0 Force Destroys a x0 item
1 65 Sheep Person / Ovinize Ovinomancy Person becomes lethargic and loses all actions for CL rounds.
1 66 Sheep Swarm Summoning Ovinomancy, MTG U Summons CL*10 sheep. They are DL 0 monsters, and don't do much, but they suck up a lot of damage.
1 67 Slow Metabolism Chronomancy Need not eat/drink
1 68 Snare Dreamer Cthulhu Dispel a Somniomancy effect
1 69 TK Push 1 Force Size M target is pushed CL*10' (takes falling damage), ×/÷ 2 for each size difference
1 70 TK Shield 1 Force AC +8+CL; +1 saves vs. anything that causes damage
1 71 True Strike Cthulhu Next attack at +20 TH
1 72 Unmask Demon Cthulhu Dispel a Change Self or Alter Appearance effect
1 73 View Gate Cthulhu Can see through a Gate to other side clearly
1 74 Voice of Ra Cthulhu +1d6+1 Chr
1 75 Warding the Eye Cthulhu Immune to the "Evil Eye" spell (on this list)
2 1 Accelerate Plant Growth Chronomancy Plant Growth
2 2 Animate Dead MTG B Animates a dead monster as your summon (1 DL lower)
2 3 Anti-Magic Resistance Anti-Magic aMR 50+CL*5% [duration 2 hours]
2 (1+1) 4 Aspirant 1-1 Aspirant/Lich 1M, 1/r: Any 0th level Wizard spell
2 (1+1) 5 Aspirant 1-2 Aspirant/Lich 1M, 1/r: Any 0th level Priest spell
2 (1+1) 6 Aspirant 1-3 Aspirant/Lich 1M, 1/r: Any 0th level psionic effect (Psi1, Psi2, or Psi3 only)
2 (1+1) 7 Aspirant 1-4 Aspirant/Lich 1M: Turn Undead at CL=LVL
2 (1+1) 8 Aspirant 1-5 Aspirant/Lich 1M: Speak with Dead or Undead; 1M: Capital E Explain to Dead or Undead
2 (1+1) 9 Aspirant 1-6 Aspirant/Lich +10*LVL% WR
2 (1+1) 10 Aspirant 1-7 Aspirant/Lich Mask Undead status; Turn as if double HD
2 (1+1) 11 Aspirant 1-8 Aspirant/Lich Detect Magic Items; 1M: Identify Magic Item
2 (1+1) 12 Aspirant 1-9 Aspirant/Lich 1M, 1/d: Gain +1 XP
2 (1+1) 13 Aspirant 1-10 Aspirant/Lich 1P: Create x1 Trap 15*LVL%
2 (1+1) 14 Aspirant 1-11 Aspirant/Lich Material componenting costs ½V action
2 (1+1) 15 Aspirant 1-12 Aspirant/Lich +LVL V actions, or +LVL M actions that can be used only for Proto-Lich spells
2 (1+1) 16 Aspirant 1-13 Aspirant/Lich Cold LVL dmg by touch
2 (1+1) 17 Aspirant 1-14 Aspirant/Lich +1 Research Point (or drawn sheet) per reset (see [P12])
2 (1+1) 18 Aspirant 1-15 Aspirant/Lich 1F or 1X, 1/d: Duplicate any level 1 Proto-Lich spell, it has (at most) duration LVL turns
2 19 Aura of Dominion MTG U Target can use 2M this segment.
2 20 Blank Anti-Magic [1Z to cast] Counter a Blink effect
2 21 Bring Pestilence Cthulhu Disease (1d4 stat dmg to Str, Dex, or Con) (Fort save)
2 22 Cast Out Shan Cthulhu Dismiss a DL I-II Insect or Undead
2 23 Cause Fear Cthulhu Fear (Will save)
2 24 Charm Eelemental N Eelemental, Enc. Charm a DL=2 Eelemental
2 25 Chickenskin Poultrymancy Get 6+CL chickenskins. Each chickenskin is a DL 20/- effect vs. one attack.
2 26 Circle of Nausea Cthulhu Nausea to one group (Fort save)
2 27 Command Logic As per priest spell but can use 2 words
2 28 Confusion Incantatrix One target is confused (save)
2 29 Contact Creature Cthulhu Contact a specific creature type
2 30 Countermagic Incantatrix 1bM: Counter a magical spell or magic item activation.
2 31 Cowskin Bovinomancy Get 6+CL cowskins. Each cowskin is a DL 20/- effect vs. one attack.
2 32 Create Technological Item 2 Technology Creates a technological item of TechL = 2 (duration 2 turns; material componenting may be used to double the TechL or duraton).
2 33 Darkness Cthulhu Darkness
2 34 Detect Eelementals N Eelemental, Div. Detect all Eelementals within 100 feet, ID within sight
2 35 Detect/Dispel Charm/Ego Incantatrix Detects/Dispels Charm or Ego Domination (for 1s, lets you drop the item)
2 36 Dismissal Cthulhu Dismiss an outer planar creature (save)
2 37 Dispel Magic Incantatrix Dispel Magic
2 38 Dispel Magic (one effect) Anti-Magic Dispels one magic effect (no option to dispel an area like normal Dispel Magic)
2 39 Disrupt Concentration Incantatrix Target cannot heavy concentrate (no save)
2 40 Dominate Person Cthulhu Dominate Person (save)
2 41 Drain Charges Anti-Magic Target magic item loses 10*CL charges (no save)
2 42 Dread Curse of Azathoth Cthulhu 1d3 Chr dmg
2 43 Echoing Ruin MTG R Destroy all magic items of the same exact type (Disint. save each)
2 44 Eelemental Ball N Eelemental, Inv. CLd2 dmg to a group, no save, EE=2
2 45 Eelemental Form N Eelemental, Alt. Become an Eelemental of EE=2
2 46 Eelemental Summoning N Eelemental, Cnj. Summon a DL=2 Eelemental
2 47 Eelusionary Double N Eelemental, Ill. 2 Mirror Images, each has 4 hp to be detected as such
2 48 Enchant Item Cthulhu Add a half plus to an item (for 1 hour)
2 49 Evil Eye Cthulhu Curse: -4 TH, checks, saves (save)
2 50 Fast-Talking Logic All targets must save vs. spell at a penalty equal to 2*CL or believe what he is saying as true
2 51 Find Gate Cthulhu Detect Gates
2 52 Fist of Yog-Sothoth Cthulhu CLd6 force dmg to one target (no save)
2 53 Flesh Ward Cthulhu DR 10/+1
2 54 Fly 9" Force Fly at 9" (E)
2 55 Force Ball 2 Force CL*4 force dmg to one group (no save)
2 56 Force Spike Metamagic, MTG U 1 bM or 1 OppM: Counter target magical/psionic effect unless its user devotes another spell/psionic slot to it.
2 57 Frozen Tracks Cthulhu Stop (save)
2 58 Grasp of Cthulhu Cthulhu Target takes 2d6 dmg /r (save)
2 59 Haste A2 Chronomancy +2A or +1B actions
2 60 Healing Touch Cthulhu Touch to cure 1d8+CL hp and 1 stat point dmg
2 61 Heel N Eelemental, Nec. Cures 9% of max hp
2 (1+1) 62 Henchman 1-1 Henchman/Villain 1P, 1/d: Create a MINIATURE GIANT ROBOT, a DL (CL+3)/2 Golem or Technological monster (treat as a summon)
2 (1+1) 63 Henchman 1-2 Henchman/Villain 0, 1/d: You MYSTERIOUSLY ESCAPE (even past all barriers) from enemies, one of the enemies must be a Hero or Sidekick.
2 (1+1) 64 Henchman 1-3 Henchman/Villain 1M: Monster Summoning (CL+1)/2
2 (1+1) 65 Henchman 1-4 Henchman/Villain You adjust all BlahR by -5*level%
2 (1+1) 66 Henchman 1-5 Henchman/Villain +10% XP in Henchman, if this is your only class (if you are single classed and getting x2 XP, you'll get x2.1 XP now)
2 (1+1) 67 Henchman 1-6 Henchman/Villain You ignore one level of Resist Elements on other people (Immune -> Double Resist, Double Resist -> Resist, Resist -> nothing)
2 (1+1) 68 Henchman 1-7 Henchman/Villain You ignore one level of Resist Hold/Stun/Para. on other people
2 (1+1) 69 Henchman 1-8 Henchman/Villain You ignore one level of Resist Action/Memory/Other Stealing on other people
2 (1+1) 70 Henchman 1-9 Henchman/Villain 1V, 1/r: Choose one creature. He cannot use any V actions on his next segment.
2 (1+1) 71 Henchman 1-10 Henchman/Villain 1bM: Counter an Avoid Fate or Energy Control (Psi1/Psi2)
2 (1+1) 72 Henchman 1-11 Henchman/Villain 1bF: Counter a counterspell effect.
2 (1+1) 73 Henchman 1-12 Henchman/Villain You can have two summons (same group).
2 74 Hide from the Eye Cthulhu Invisibility
2 75 Hypnotism Cthulhu Hypnosis (save)
2 76 Identify Spirit Cthulhu Detect Possession
2 77 Insect Plague Cthulhu Area effect 1 dmg /s insects
2 78 Levitate Cthulhu Levitate
2 79 Life Sounding Chronomancy Know target's age and how many years of natural lifespan is left
2 80 Locate Object Cthulhu Locate Object
2 81 Magic Weapon Cthulhu Weapon gets +1/+1 for 1 turn
2 82 Mass Feather Fall Force Feather Fall any number of targets within sight (each gets a save)
2 83 Mind Blank Incantatrix Mind Blank
2 84 Obscuring Mist Cthulhu Wall of Fog
2 85 Ooze Shieeld N Eelemental, Abj. Eelemental damage shield 50% (EE=1)
2 86 Preserve Chronomancy Target object is preserved and will not spoil/rot
2 87 Protection from Chaos Logic As per Pro.Evil but against Chaotic creatures
2 88 Rope Trap Anti-Magic Create a x1 magical trap of Maze
2 89 Sekhmenkenhep's Words Cthulhu Convince people that what you're saying is true (save)
2 90 Shatter x1 Force Destroys a x0 to x1 item
2 91 Sheepskin Ovinomancy Get 6+CL sheepskins. Each sheepskin is a DL 20/- effect vs. one attack.
2 92 Skin of Sedefkar Cthulhu +CL/5 AC
2 93 Song of Hastur Cthulhu Target takes 2d6 dmg /r (save)
2 94 Soul Trap Cthulhu Speak with Dead but you had to be the one who killed him
2 95 Spectral Mouth Anti-Magic Can have a breath effect start from a remote location
2 96 Spectral Razor Cthulhu Magical blade that's 2d6 dmg and counts as a +5 weapon
2 97 Suggestion Cthulhu Suggestion (save)
2 98 Time Stop Object Chronomancy Time stops an inanimate object for 1-3 rounds
2 99 Timeslip Chronomancy (can cast in response to being attacked) You disappear from the combat until next round.
2 100 TK Push 2 Force Size M target is pushed CL*20' (takes falling damage), ×/÷ 2 for each size difference
2 101 TK Shield 2 Force AC +7+CL*4/3; +3 saves vs. anything that causes damage
2 102 Voorish Sign Cthulhu The next spell you cast will be at +3 CL
2 103 Wandering Soul Cthulhu Dream Travel
2 104 Ward against Pyschics Cthulhu Psionic Feats cannot be used in the room (x1 Special)
3 1 Anti-Magic Circle Against T/N/S/J/A/Nil Anti-Magic As "Protection from [alignment]" spells, against one of T/N/S/J/A/Nil
3 2 Articus's Melee Manager Chronomancy Target gets +CL/5 melee attacks per P action for 2*CL rounds
3 (2+1) 3 Aspirant 2-1 Aspirant/Lich 1M, 1/r: Any 0th-1st level Wizard spell
3 (2+1) 4 Aspirant 2-2 Aspirant/Lich 1M, 1/r: Any 0th-1st level Priest spell
3 (2+1) 5 Aspirant 2-3 Aspirant/Lich 1M, 1/r: Any 0th-1st level psionic effect (Psi1, Psi2, or Psi3 only)
3 (2+1) 6 Aspirant 2-4 Aspirant/Lich Immune Turning
3 (2+1) 7 Aspirant 2-5 Aspirant/Lich 1M: Control Undead (as per Turn Undead)
3 (2+1) 8 Aspirant 2-6 Aspirant/Lich +10*LVL% RaRR
3 (2+1) 9 Aspirant 2-7 Aspirant/Lich Detect Concordant Beings; 1M: Legend Lore Concordant Being
3 (2+1) 10 Aspirant 2-8 Aspirant/Lich 1M: Create x1 Trick 15*LVL%
3 (2+1) 11 Aspirant 2-9 Aspirant/Lich Can convert Wiz <-> Pri spells (2 SL shift: Wiz5=Pri3)
3 (2+1) 12 Aspirant 2-10 Aspirant/Lich +LVL/3 M actions
3 (2+1) 13 Aspirant 2-11 Aspirant/Lich 1M, Touch: Energy Drain 2 levels
3 (2+1) 14 Aspirant 2-12 Aspirant/Lich Duplicate any SL 1 Concordant group spell (i.e. non-Concordant SL 1)
3 15 Attrition MTG B Sacrifice a summon: Target is slain (PPD save)
3 16 Black Binding Cthulhu Animate a dead corpse as a DL III Undead
3 17 Breath of the Deep Cthulhu Target is drowning (Fort save per segment or 2d6 dmg)
3 18 Charisma MTG U Your attacks are charm branded (Will save)
3 19 Charm Eelemental N Eelemental, Enc. Charm a DL=3 Eelemental
3 20 Chromatic Blast Delusion/Illusion Chromatic Orb for a group, don't need to roll to hit
3 21 Contact Deity Cthulhu Contact a specific deity 50+CL%; caster becomes insane (Will save)
3 22 Create Technological Item 3 Technology Creates a technological item of TechL = 3 (duration 3 turns; material componenting may be used to double the TechL or duraton).
3 23 Curse of the Stone Cthulhu Target cannot act (save) as long as you heavy concentrate (can't use M actions)
3 24 Delay Life Anti-Magic [1bM to cast] Counter a Raise effect (Resurrection still works), or Turn off someone's Regen Buffer
3 25 Detect Eelementals N Eelemental, Div. Detect all Eelementals within 1,000 feet, ID within sight
3 26 Displacement I Delusion/Illusion Displaced (AC +2, first attack misses)
3 27 Divination Cthulhu Divination
3 28 Drainheal Incantatrix Drain the local MF by 1: Heal self.
3 29 Eelemental Ball N Eelemental, Inv. CLd3 dmg to a group, no save, EE=3
3 30 Eelemental Form N Eelemental, Alt. Become an Eelemental of EE=3
3 31 Eelemental Summoning N Eelemental, Cnj. Summon a DL=3 Eelemental
3 32 Eelusionary Double N Eelemental, Ill. 3 Mirror Images, each has 9 hp to be detected as such
3 33 Fervor MTG R You and your summons are not summoning sick.
3 34 Flowform Anti-Magic Enter the nearby border Phlogiston plane
3 35 Fly 18" Force Fly at 18" (D)
3 36 Force Ball 3 Force CL*6 force dmg to one group (no save)
3 37 Fowl Play Poultrymancy, MTG U Target gets polymorphed into a chicken (PP save). If save missed target gains the mentality of a chicken (Will save).
3 38 Greater Anti-Magic Armor Anti-Magic Armor has +CL/3 AC and +CL/3 saves for 1t
3 39 Haste A3 Chronomancy +3A, +2B, or +1C actions
3 40 Heel N Eelemental, Nec. Cures 16% of max hp
3 (2+1) 41 Henchman 2-1 Henchman/Villain 1V: Twist (Remove an effect on a person)
3 (2+1) 42 Henchman 2-2 Henchman/Villain 1P, 1/d: Slay someone with the Sidekick class (PPD save)
3 (2+1) 43 Henchman 2-3 Henchman/Villain 1M, 1/d: Contact Other Plane, Ask the Local Lord a question, or reverse Tempus Lawfulness
3 (2+1) 44 Henchman 2-4 Henchman/Villain 1M, 1/r: Causeall one target.
3 (2+1) 45 Henchman 2-5 Henchman/Villain Pick a psionic power you have. +1M a round only for that psionic power, and it requires 2 saves to avoid.
3 (2+1) 46 Henchman 2-6 Henchman/Villain Pick a spell you have. It is "material componented" for range for free, and it requires 2 saves to avoid.
3 (2+1) 47 Henchman 2-7 Henchman/Villain All your innate abilities can be used one extra time per day (e.g. 3/d becomes 4/d). Your Innates require 2 saves to avoid.
3 (2+1) 48 Henchman 2-8 Henchman/Villain +1 minor in a psionic progression you have.
3 (2+1) 49 Henchman 2-9 Henchman/Villain 1P, 1/r: Choose one creature. He cannot use any P actions on his next segment.
3 (2+1) 50 Henchman 2-10 Henchman/Villain 1M, #bM, only on your segment: Dispel # effects on one target (max #=LVL, you can borrow a lot here)
3 (2+1) 51 Henchman 2-11 Henchman/Villain 1F, 1/d: Lower the "Time Reality Stability" ability on another person (PP save)
3 (2+1) 52 Henchman 2-12 Henchman/Villain May wear two suits of armor, your AT sources fully stack
3 53 Hold Monster Logic As per Enc/Cha spell, save at -2*CL
3 54 Illusion Summoning III Delusion/Illusion Summons an Illusion/Hologram, attacks as a DL IV, defends as a DL II
3 55 Imprison Mind Cthulhu Target spirit / life essence cannot leave the body it's in (save)
3 56 Life Tether Chronomancy You know when in time the target is at all times, when time travelling can use the target as anchor
3 57 Maladweomer Incantatrix Target has minimum effect with spells (others have +4 saves) for 1t, this can be reversed (Empradweomer)
3 58 Mana Leak Metamagic, MTG U 1 bM or 1 OppM: Counter target magical/psionic effect unless its user devotes another 3 spell/psionic slots to it.
3 59 Mindblast Cthulhu Insanity (save)
3 60 Mini Globe of Invulnerability Incantatrix Immune to SL 0-2 spells
3 61 Minor Paradox Chronomancy Counter an effect that just occured last segment (it is undone)
3 62 Mirror Image III Delusion/Illusion 6 Mirror Images, can't be dispelled/disbelieved
3 63 Ooze Shieeld N Eelemental, Abj. Eelemental damage shield 75% (EE=1)
3 64 Personal Illusion Logic Makes an exact illusion (all senses) of a creature
3 65 Phantom Shield Delusion/Illusion AC +CL*2; saves +CL; MDeflection CL*10%
3 66 Polymorph to Cow Bovinomancy Target gets polymorphed into a cow (PP save). If save missed target gains the mentality of a cow (Will save).
3 67 Polymorph to Sheep Ovinomancy Target gets polymorphed into a sheep (PP save). If save missed target gains the mentality of a sheep (Will save).
3 68 Pro. from Magic Armor Anti-Magic You ignore the AC plusses from magic armor for 1t
3 69 Pro. from Shields Anti-Magic Ignore damaging shield effects
3 70 Raise Night Fog Cthulhu Fog
3 71 Red Sign of Shudde M'ell Cthulhu Group takes 1d6+LVL dmg (no save)
3 72 Remove Curse Incantatrix Remove Curse
3 73 Remove Magical Trap Incantatrix Removes a Magical Trap; you have 100+CL*5% chance in it (minus the usual FRTraps shift)
3 74 Shatter x2 Force Destroys a x0 to x2 item
3 75 Shriveling Cthulhu CLd4 dark energy dmg to one target (no save)
3 76 Siren's Song Cthulhu Charm 2*CL HD of creatures (save)
3 77 Slow Chronomancy Slow (save)
3 78 Steal Magical Enchantment Incantatrix Steal a magical effect someone is running; it is on you now, you need to maintain it
3 79 Summon/Bind Creature Cthulhu Summons a DL 1d4 Outer creature
3 80 Time Snare Chronomancy Target will do the same actions it did last time it acted (Spell save each round until made)
3 81 TK Push 3 Force Size M target is pushed CL*30' (takes falling damage), ×/÷ 2 for each size difference
3 82 TK Shield 3 Force AC +6+CL*5/3; +6 saves vs. anything that causes damage
3 83 True Darkness Delusion/Illusion Total Darkness, Infravision / See in Darkness / Truesight doesn't work
3 84 Wall of Force Force Wall of Force (not solid)
3 85 Wave of Oblivion Cthulhu If near a body of water, creates a large wave (CLd4 water dmg, no save)
3 86 Wither Limb Cthulhu Sharpness a random limb (save)
3 87 Wrack Cthulhu Pain (-2 all rolls) (save)
4 1 AEther Flash MTG R Whenever a creature appears in room, takes 20 AEther dmg (x1 Special)
4 2 Airskin Anti-Magic 4+CL/2 Airskins. Each Airskin halves the damage from an energy-based attack. Can use 1Z to have a second Airskin halve it again.
4 3 Animal Form Cthulhu Polymorph Self into a specific animal
4 4 Anti-Chicken Shell Poultrymancy You are completely immune to anything a chicken might do to you. You can still affect them normally.
4 5 Anti-Cow Shell Bovinomancy You are completely immune to anything a cow might do to you. You can still affect them normally.
4 6 Anti-Magic Mirror Anti-Magic Like crystal ball but with sound and scent instead of sight
4 7 Anti-Sheep Shell Ovinomancy You are completely immune to anything a sheep might do to you. You can still affect them normally.
4 (3+1) 8 Aspirant 3-1 Aspirant/Lich 1M, 1/r: Any 0th-2nd level Wizard spell
4 (3+1) 9 Aspirant 3-2 Aspirant/Lich 1M, 1/r: Any 0th-2nd level Priest spell
4 (3+1) 10 Aspirant 3-3 Aspirant/Lich 1M, LVL/d: Grant Undead Status
4 (3+1) 11 Aspirant 3-4 Aspirant/Lich +10*LVL MR
4 (3+1) 12 Aspirant 3-5 Aspirant/Lich 1F: Create x1 Special 5*LVL%
4 (3+1) 13 Aspirant 3-6 Aspirant/Lich 0, Gaze: Life Trapping (as per Mirror) (save)
4 (3+1) 14 Aspirant 3-7 Aspirant/Lich Immune to Twilight
4 (3+1) 15 Aspirant 3-8 Aspirant/Lich 1M, touch: Imprisonment (save)
4 (3+1) 16 Aspirant 3-9 Aspirant/Lich 1M: LVLd10 Colorless Fire dmg to one target (no save)
4 (3+1) 17 Aspirant 3-10 Aspirant/Lich Troll-like Regen LVL hp /s
4 (3+1) 18 Aspirant 3-11 Aspirant/Lich Double the memorization of 1 SL (Wizard or Priest)
4 (3+1) 19 Aspirant 3-12 Aspirant/Lich Duplicate any SL 2 Concordant group spell (i.e. non-Concordant SL 2)
4 20 Bind Loup-Garou Cthulhu Force Shapechange and Dispel a Psi14 effect
4 21 Bind Soul Cthulhu Put someone's soul in a receptacle (Will save)
4 22 Blur Zone Delusion/Illusion Nothing can be targetting in the room (x1 Special)
4 23 Breeding Pit MTG B Once per round, get a DL I Thrull as a summon (limit=LVL)
4 24 Charm Eelemental N Eelemental, Enc. Charm a DL=4 Eelemental
4 25 Charm Lawful Creature Logic Target Lawful creature is charmed (no save)
4 26 Cloak of Fire Cthulhu +1d4+1 Dex; +3" move rate; Fire damaging shield (1d8 fire dmg /hit); You take 1 dmg /r
4 27 Coastal Piracy MTG U Whenever you kill a creature, restore 1 SL in memorization
4 28 Counterspell Metamagic, MTG U 1 bM or 1 OppM: Counter target magical/psionic effect.
4 29 Create Exhaustion Anti-Magic Target takes 50% more damage than the damage he's taken so far (RSW save for 25%)
4 30 Create Scrying Window Cthulhu Postcognition
4 31 Create Technological Item 4 Technology Creates a technological item of TechL = 4 (duration 4 turns; material componenting may be used to double the TechL or duraton).
4 32 Curse of the Putrid Husk Cthulhu Curse: Insanity (save)
4 33 Curse of the Rat-thing Cthulhu Animate a dead corpse as a DL IV Undead
4 34 Dark Resurrection Cthulhu Raise Dead
4 35 Deflection Incantatrix 1bM: Redirect a magical spell or magic item activation to hit a different target.
4 36 Detect Eelementals N Eelemental, Div. Detect all Eelementals within 10,000 feet, ID within sight
4 37 Disrupt Undead Incantatrix Each segment for 4 segments, choose a group of undead: <= Shadow is D(usted), <= Lich takes CLd6 dmg
4 38 Eelemental Ball N Eelemental, Inv. CLd4 dmg to a group, no save, EE=4
4 39 Eelemental Form N Eelemental, Alt. Become an Eelemental of EE=4
4 40 Eelemental Summoning N Eelemental, Cnj. Summon a DL=4 Eelemental
4 41 Eelusionary Double N Eelemental, Ill. 4 Mirror Images, each has 16 hp to be detected as such
4 42 Fly 30" Force Fly at 30" (C)
4 43 Force Ball 4 Force CL*8 force dmg to one group (no save)
4 44 Fork Metamagic, MTG R 1 bM or 1 OppM: Copy target magical/psionic effect.
4 45 Hands of Colubra Cthulhu Your arms turn into snakes that deal 1d6 dmg + 1d6 Str dmg
4 46 Haste A4 Chronomancy +4A, +3B, or +2C actions
4 47 Heel N Eelemental, Nec. Cures 25% of max hp
4 (3+1) 48 Henchman 3-1 Henchman/Villain You can have three summons (same group).
4 (3+1) 49 Henchman 3-2 Henchman/Villain You can have one familiar. This spell does the "Find Familiar" effect when you take it.
4 (3+1) 50 Henchman 3-3 Henchman/Villain 1M: Fascinate a group (Will save)
4 (3+1) 51 Henchman 3-4 Henchman/Villain 0, 1/t: Counter a chosen die roll (they have to roll it now) or rerolled die roll
4 (3+1) 52 Henchman 3-5 Henchman/Villain 1M, 1/d: Set (reverse Reset) one target.
4 (3+1) 53 Henchman 3-6 Henchman/Villain You ignore one level of Resist Elements and Eelements on other people (stacks with the lower level version of this)
4 (3+1) 54 Henchman 3-7 Henchman/Villain 1M, 1/r: Dispel a Haste effect. New Haste effects cannot be used in the room (this counts as a x1 Special).
4 (3+1) 55 Henchman 3-8 Henchman/Villain 1M, 1/d: Segment 10 will not occur this round (beings with Time/Reality Stability can ignore this effect).
4 (3+1) 56 Henchman 3-9 Henchman/Villain 1M, 1/r: Choose one creature. He cannot use any M actions on his next segment.
4 (3+1) 57 Henchman 3-10 Henchman/Villain 1M: Drop an Anti-Magic Shell, Anti-Psionic Shell, or Anti-Innate Shell
4 (3+1) 58 Henchman 3-11 Henchman/Villain Anti-Sidekick shell SL 0-3 (Sidekick effects of SL 0-3 cannot be used within 20'r)
4 (3+1) 59 Henchman 3-12 Henchman/Villain 1F, 1/d: Multiply an effect you do by x1+LVL/10.
4 60 Hold Illusion Delusion/Illusion Next Illusion spell you cast requires no maintained, doesn't drop if you drop
4 61 Illusion Summoning IV Delusion/Illusion Summons an Illusion/Hologram, attacks as a DL VI, defends as a DL II
4 62 Locate Creature Cthulhu Locate a specific creature
4 63 Look to the Future Cthulhu Can see into the future
4 64 Maintain Dampen Incantatrix Everyone in the room gets -CL to their # of maintained effects (treat as a x1 Special), or affect just one target
4 65 Mind Transfer Cthulhu Switch bodies with someone (save)
4 66 Mirror Image IV Delusion/Illusion 8 Mirror Images, can't be dispelled/disbelieved
4 67 Ooze Shieeld N Eelemental, Abj. Eelemental damage shield 100% (EE=1)
4 68 Pipes of Madness Cthulhu Insanity to a group (save)
4 69 Prophecy Chronomancy Improved Precognition
4 70 Ray of Oblivion Incantatrix Target forgets how to cast CL spells by name (the spell slots are not regained until next reset)
4 71 Return to Rest Cthulhu Destroy an undead (save)
4 72 Rope Trap Delusion/Illusion Target is ejected to Astral and Heavily Stunned (PP save)
4 73 Shatter x3 Force Destroys a x0 to x3 item
4 74 Soul Singing Cthulhu Illusion: Target sees and hears what you wish, no one else affected (save)
4 75 Speak with Dead Cthulhu Speak with Dead
4 76 Steal Mental Incantatrix Target loses 1M from his remaining mentals (or owes one), you gain 1M (target saves vs. Spell)
4 77 Steal Summon Incantatrix Steal someone's summon (your summon slot needs to be open to do this)
4 78 Summon Time Elemental Chronomancy Summons a normal (non-special) DL IV Time Elemental
4 79 Teleport Force Teleport
4 80 Temporal Push Chronomancy Target is thrown CL+1 rounds into the future (Will save)
4 81 Timeheal Chronomancy Heal (as spell), 5*N% chance of failure, where N is the number of rounds before now the target was at full health
4 82 TK Push 4 Force Size M target is pushed CL*40' (takes falling damage), ×/÷ 2 for each size difference
4 83 TK Shield 4 Force AC +5+CL*2; +10 saves vs. anything that causes damage
4 84 Unspeakable Oath Cthulhu Get a random minor magic item (50%) or +1 Int (50%) for 1 turn
4 85 Wesley's Temporal Disjunction Chronomancy -1 to #Att, always loses initiative for 1d10+5 days (Spell save)
4 86 X-ray Vision Delusion/Illusion X-ray Vision
5 1 Accelerate Animal Growth Chronomancy Age a creature CL months, is at half number of attacks for CL turns (RSW save)
5 2 Anti-Magic Jar Anti-Magic Exorcism and Remove Domination/Charm/Magic Jar on 1 target, or the target drops an item that's Ego Dominating him (no resistance)
5 3 Anti-Magic Shell (one SL) Anti-Magic Pick one SL. Turns off magical spells and effects of exactly that SL (lower or higher is not affected)
5 4 Anti-Magic Shell 5 Incantatrix Spells of SL 0-4 don't work in your group
5 5 Articus's Devolutionary Warrior Chronomancy Target gets +1d6 Str/Dex/Con and -3d6 Int/Wis/Chr (minimum 1) (Spell save)
5 (4+1) 6 Aspirant 4-1 Aspirant/Lich 1M, 1/r: Any 0th-3rd level Wizard spell
5 (4+1) 7 Aspirant 4-2 Aspirant/Lich 1M, 1/r: Any 0th-3rd level Priest spell
5 (4+1) 8 Aspirant 4-3 Aspirant/Lich 1M, 1/r: Any psionic minor (Psi1, Psi2, or Psi3 only)
5 (4+1) 9 Aspirant 4-4 Aspirant/Lich +10*LVL PaPR
5 (4+1) 10 Aspirant 4-5 Aspirant/Lich 1M: Dispel Innate or Racial ability effect
5 (4+1) 11 Aspirant 4-6 Aspirant/Lich 1M, 1/d: Reset
5 (4+1) 12 Aspirant 4-7 Aspirant/Lich 1M, 1/d: Contact Alternate Reality
5 (4+1) 13 Aspirant 4-8 Aspirant/Lich 1M, 1/d: Create Any DL 4 Monster
5 (4+1) 14 Aspirant 4-9 Aspirant/Lich 1M, touch: Steal all spells (save)
5 (4+1) 15 Aspirant 4-10 Aspirant/Lich 1M, touch: Lose LVLd4 stat pts
5 (4+1) 16 Aspirant 4-11 Aspirant/Lich 1bF: Fork
5 (4+1) 17 Aspirant 4-12 Aspirant/Lich Duplicate any SL 3 Concordant group spell (i.e. non-Concordant SL 3)
5 18 Banishment of Yde Etad Cthulhu Banish an outer planar creature to home plane (Will save)
5 19 Blind/Deafen Cthulhu Blind and Deafen target (Fort save on each)
5 20 Cast Out Devil Cthulhu Exorcise
5 21 Charm Eelemental N Eelemental, Enc. Charm a DL=5 Eelemental
5 22 Chicken Life Poultrymancy 0 action to cast, consume a chicken in your group: Heal self.
5 23 Chickening Doom Poultrymancy Like a Creeping Doom, but it's Rabid Dire Chickens. You get CL*3 chickens, each with 10 hp/dmg.
5 24 Cow Life Bovinomancy 0 action to cast, consume a cow in your group: Heal self.
5 25 Cowing Doom Bovinomancy Like a Creeping Doom, but it's Rabid Dire Cows. You get CL*3 cows, each with 10 hp/dmg.
5 26 Create Barrier of Naach-Tith Cthulhu Wall: Spells cannot pass, Str check (DC 40) to pass
5 27 Create Slipgate Chronomancy Create a temporal gate
5 28 Create Technological Item 5 Technology Creates a technological item of TechL = 5 (duration 5 turns; material componenting may be used to double the TechL or duraton).
5 29 Deflection Metamagic, MTG U 1 bM or 1 OppM: Redirect target magical/psionic effect to another target.
5 30 Detect Eelementals N Eelemental, Div. Detect all Eelementals within 100,000 feet, ID within sight
5 31 Eelemental Ball N Eelemental, Inv. CLd5 dmg to a group, no save, EE=5
5 32 Eelemental Form N Eelemental, Alt. Become an Eelemental of EE=5
5 33 Eelemental Summoning N Eelemental, Cnj. Summon a DL=5 Eelemental
5 34 Eelusionary Double N Eelemental, Ill. 5 Mirror Images, each has 25 hp to be detected as such
5 35 Evacuation MTG U A group of summons is unsummoned
5 36 Extinction MTG B Slay all creatures of one race in a group (PPD save)
5 37 False Skin Delusion/Illusion CL*3/2+5 False Skins (F.S.), each causes enemy to roll a natural "2" TH
5 38 Fissure MTG R Slay target creature (RSW save), or Earthquake the floor
5 39 Fly 45" Force Fly at 45" (B)
5 40 Force Ball 5 Force CL*10 force dmg to one group (no save)
5 41 Gravity Wave Force Increase/decrease gravity in area by +/- CL G's (treat as a x1 Special)
5 42 Haste A5 Chronomancy +5A, +4B, or +3C actions
5 43 Heel N Eelemental, Nec. Cures 36% of max hp
5 (4+1) 44 Henchman 4-1 Henchman/Villain 5F, Marry the SIDEKICK'S SWEETHEART: The Sidekick in question is Pixelated.
5 (4+1) 45 Henchman 4-2 Henchman/Villain You can't be targetted until your summons are destroyed.
5 (4+1) 46 Henchman 4-3 Henchman/Villain 1M: But wait, the other Henchman over there FORGOT ONE SMALL THING and he is Crapped and Slain. (save for each)
5 (4+1) 47 Henchman 4-4 Henchman/Villain Pick a spell you have. It costs ½M to use.
5 (4+1) 48 Henchman 4-5 Henchman/Villain Pick a psionic power you have. It costs ½M to use.
5 (4+1) 49 Henchman 4-6 Henchman/Villain Pick an innate ability you have. It costs ½M to use.
5 (4+1) 50 Henchman 4-7 Henchman/Villain 1M, 1/d: Segments 9 and 10 will not occur this round (beings with Time/Reality Stability can ignore this effect).
5 (4+1) 51 Henchman 4-8 Henchman/Villain +1 Opposing action. (Remember you can translate 1Opp -> 1F, so this still does something even if Opposings aren't available)
5 (4+1) 52 Henchman 4-9 Henchman/Villain 1F, 1/s: Choose one creature. He cannot use any F or S actions on his next segment.
5 (4+1) 53 Henchman 4-10 Henchman/Villain 1bM: Counter a Limited Wish, Alter Reality, or Miracle 0-7
5 (4+1) 54 Henchman 4-11 Henchman/Villain -1 actions of all types to everyone in the room (x1 Special)
5 (4+1) 55 Henchman 4-12 Henchman/Villain 1F, 1/d: +1 to your multiplier for 1 round
5 56 Illusion Summoning V Delusion/Illusion Summons an Illusion/Hologram, attacks as a DL VIII, defends as a DL II
5 57 Magic Jar Cthulhu Magic Jar
5 58 Mirror Image V Delusion/Illusion 10 Mirror Images, can't be dispelled/disbelieved
5 59 N-ray Vision Delusion/Illusion N-ray Vision (pick an element it's blocked by)
5 60 Ooze Shieeld N Eelemental, Abj. Eelemental damage shield 125% (EE=1)
5 61 Power Word Feeblemind Incantatrix Target with <= 80 hp is Feebleminded (no save)
5 62 Quash Incantatrix 1bM: Counter a magical spell or magic item activation. This cannot be responded to (except by Capital I Insist). This spell or item activation cannot be used again by that person for 1 turn.
5 63 Remove Magical Trap Incantatrix Removes a Magical Trap; you have 50+CL*10% chance in it (minus the usual FRTricks shift)
5 64 Shadow Anti-Magic Anti-Magic CLd6 dmg (pick a normal or para element) to a group, Int check for half damage
5 65 Shadow Magic Delusion/Illusion Wishoid for a SL 0-5 Wizard spell, has only 50% effect
5 66 Shatter x4 Force Destroys a x0 to x4 item
5 67 Sheep Life Ovinomancy 0 action to cast, consume a sheep in your group: Heal self.
5 68 Sheeping Doom Ovinomancy Like a Creeping Doom, but it's Rabid Dire Sheep. You get CL*3 sheep, each with 10 hp/dmg.
5 69 Spell Shield Incantatrix +CL saves vs. magic effects; +CL saves vs. mental effects (they do stack)
5 70 Steal Enchantment Incantatrix Steal an effect (not necessarily magical) someone is running; it is on you now, you need to maintain it
5 71 Steal Illusion Delusion/Illusion Gain control of an Illusion effect (no save, ER to resist)
5 72 Temporal Wall Chronomancy Anyone touching wall is double slowed and Wesley's Temporal Disjunction
5 73 Tempus Fugit Chronomancy Tempus Fugit
5 74 TK Push 5 Force Size M target is pushed CL*50' (takes falling damage), ×/÷ 2 for each size difference
5 75 TK Shield 5 Force AC +4+CL*7/3; +15 saves vs. anything that causes damage
6 1 *Remove Curse* Incantatrix Remove Heavy Curse
6 2 Anti-Anti-Magic Shell Anti-Magic Turns off anti-magical spells and effects of spell levels 0-5
6 (5+1) 3 Aspirant 5-1 Aspirant/Lich 1M, 1/r: Any 0th-4th level Wizard spell
6 (5+1) 4 Aspirant 5-2 Aspirant/Lich 1M, 1/r: Any 0th-4th level Priest spell
6 (5+1) 5 Aspirant 5-3 Aspirant/Lich +10*LVL aMR
6 (5+1) 6 Aspirant 5-4 Aspirant/Lich 1M: Project Image
6 (5+1) 7 Aspirant 5-5 Aspirant/Lich 1M: Teleport
6 (5+1) 8 Aspirant 5-6 Aspirant/Lich 1M: Contact Other Plane
6 (5+1) 9 Aspirant 5-7 Aspirant/Lich Conduct M actions through psi link (range sight)
6 (5+1) 10 Aspirant 5-8 Aspirant/Lich 1M, touch: Drain all psionic pools (save)
6 (5+1) 11 Aspirant 5-9 Aspirant/Lich 1M, touch: Slay Living (save)
6 (5+1) 12 Aspirant 5-10 Aspirant/Lich 1F: Get 2M you can use this segment
6 (5+1) 13 Aspirant 5-11 Aspirant/Lich +LVL/5 QM actions
6 (5+1) 14 Aspirant 5-12 Aspirant/Lich Duplicate any SL 4 Concordant group spell (i.e. non-Concordant SL 3)
6 15 Become Spectral Hunter Cthulhu You take on the stats of a random DL VII Weird monster, will be Crapped in CL rounds
6 16 Body Warping of Gorgoroth Cthulhu Polymorph Self into a creature of +/- 1 size, you get it's Str/Dex/Con
6 17 Charm Eelemental N Eelemental, Enc. Charm a DL=6 Eelemental
6 18 Clutch of Nyogtha Cthulhu Paralysis (Will save) for as long as you heavy concentrate (can't use M actions)
6 19 Conceal Temporal Anomaly Chronomancy Hides an Anomaly and reduces it's effects
6 20 Cow Machine Bovinomancy Like Cow Person, but no save. You don't see anything if you look at the target.
6 21 Create DMZ Anti-Magic Create a DMZ (Dispel Magic Zone), a x1 Special on the room
6 22 Create Gate Cthulhu Gate
6 23 Create Monster VI Quintessential Create a DL=1 monster, it's loyal, it's not a summon slot {Soulforger}
6 24 Create Technological Item 6 Technology Creates a technological item of TechL = 6 (duration 6 turns; material componenting may be used to double the TechL or duraton).
6 25 Curse of the Chaugnar Faugn Cthulhu *Curse* (subject loses 1d4 Chr per day and cannot Reset) (save)
6 26 Dark Offering MTG B Slay a creature (PPD save), you gain it's hp to current hp
6 27 Demi-Shadow Anti-Magic Anti-Magic CLd8 dmg (pick a normal, para, or quasi element) to a group, Int check for half damage
6 28 Detect Eelementals N Eelemental, Div. Detect all Eelementals within 1,000,000 feet, ID within sight
6 29 Disenchant an Item Incantatrix Item loses 1 multiplier; x(-1) means the item is destroyed
6 30 Dispel Possession Incantatrix Dispels possession, magic jar, control actions, etc.
6 31 Displacement II Delusion/Illusion Double Displaced (AC +4, first-second attacks miss)
6 32 Dragon Roost MTG R Once per round, get a DL V Dragon as a summon (limit=LVL/3)
6 33 Dust of Disappearance Delusion/Illusion Dust of Disappearance (AC +8)
6 34 Eelemental Ball N Eelemental, Inv. CLd6 dmg to a group, no save, EE=6
6 35 Eelemental Form N Eelemental, Alt. Become an Eelemental of EE=6
6 36 Eelemental Summoning N Eelemental, Cnj. Summon a DL=6 Eelemental
6 37 Eelusionary Double N Eelemental, Ill. 6 Mirror Images, each has 36 hp to be detected as such
6 38 Eldritch Fire Shield Quintessential Eldritch Fire damaging Shield (200% back) {Sun Mage}
6 39 Eyes of the Zombie Cthulhu See through the eyes of a zombie (that you control)
6 40 Fire Maze Delusion/Illusion Like Maze but the subject takes 1 cumulative dmg per segment (no resist)
6 41 Fly 63" Force Fly at 63" (A)
6 42 Force Ball 6 Force CL*12 force dmg to one group (no save)
6 43 Haste A6 Chronomancy +6A, +5B, or +4C actions
6 44 Heel N Eelemental, Nec. Cures 49% of max hp
6 (5+1) 45 Henchman 5-1 Henchman/Villain You have AN EVEN BIGGER BOSS THAN YOU, which is any same-aligned god, you Automatic Divine Intervention 1/d.
6 (5+1) 46 Henchman 5-2 Henchman/Villain You have a MOST ANNOYING CONSULTANT, you can "take back" an action once per round and try something else.
6 (5+1) 47 Henchman 5-3 Henchman/Villain 10F, tell an enemy Sidekick your MASTER PLAN: Components of your Master Plan is affected by a X4 Grand (x2 effect)
6 (5+1) 48 Henchman 5-4 Henchman/Villain You see the ERROR OF YOUR WAYS, drop Henchman class (and can never return), gain Sidekick with x1.5 your Sidekick XP.
6 (5+1) 49 Henchman 5-5 Henchman/Villain 1M: You ONE-UP a MYTH and LIE THROUGH YOUR TEETH, all Myth abilities in your group do not function for 1t.
6 (5+1) 50 Henchman 5-6 Henchman/Villain 1F: Charm or Dominate target x0 or x1 creature (save)
6 (5+1) 51 Henchman 5-7 Henchman/Villain You adjust all AllR by -5*level% (this stacks with the lower level version of this)
6 (5+1) 52 Henchman 5-8 Henchman/Villain 1V, 1/d: Ignore an Immunity to something.
6 (5+1) 53 Henchman 5-9 Henchman/Villain 0, 1/r: Choose one creature. He cannot use Zero or Opposing actions this segment.
6 (5+1) 54 Henchman 5-10 Henchman/Villain 1M: All x1 and lower effects on one target are dispelled.
6 (5+1) 55 Henchman 5-11 Henchman/Villain Lockdown X actions continuous in your group
6 (5+1) 56 Henchman 5-12 Henchman/Villain 1V, LVL/d: You ignore one level of Resist to something
6 57 Illusion Summoning VI Delusion/Illusion Summons an Illusion/Hologram, attacks as a DL IX, defends as a DL III
6 58 Magic Manager Chronomancy May use 2M /s for casting spells, after spell ends (in CL/2 rounds), you must rest for 2 rounds
6 59 Mind's Desire MTG U You can cast 1d6 spells of SL=1d6 next segment as 1M
6 60 Ooze Shieeld N Eelemental, Abj. Eelemental damage shield 150% (EE=1)
6 61 Paradox Chronomancy Duplicate a Wizard spell of SL 0-5 or a Priest spell of SL 0-4.
6 62 Power Drain Cthulhu Target loses 1d6 stat points (save), you temporarily gain the amount he lost
6 63 Quash Metamagic, MTG U 1 bM or 1 OppM: Counter target magical/psionic effect. That person cannot use that effect for the rest of the day.
6 64 Rope Special Delusion/Illusion Entire room gets Rope Tricked (x1 Special, unwilling get RSW save)
6 65 Shatter x5 Force Destroys a x0 to x5 item
6 66 Sheep Machine Ovinomancy Like Sheep Person, but no save. You don't see anything if you look at the target.
6 67 Solid Wall of Force Force Wall of Force (solid)
6 68 Spell Reflection Incantatrix iMReflection CL*5%
6 69 Steal Item Incantatrix Pick Pockets CL*20% (-5% per LVL of target or -2% per HD of target)
6 70 Stealcharge Incantatrix Target item loses CL charges, one of your items gains 1 charge (you may reduce CL down to a minimum of 2)
6 71 Tempus Lawfulness Chronomancy Fixes temporal anomolies in area
6 72 Tempus Vere Fugit Delusion/Illusion Like Tempus Fugit but x10 speed
6 73 TK Push 6 Force Size M target is pushed CL*60' (takes falling damage), ×/÷ 2 for each size difference
6 74 TK Shield 6 Force AC +3+CL*8/3; +21 saves vs. anything that causes damage
6 75 Unaging Chronomancy You do not age this day (Duration 1 day)
6 76 Undead Robotic Chicken Poultrymancy True time travel across barriers
7 1 *Dispel Magic* Incantatrix Dispels a Prismatic Wall/Sphere (in one spell), an Anti-Dispel Magic Shell, or an entire Chain Contingency chain
7 (6+1) 2 Aspirant 6-1 Aspirant/Lich 1M, 1/r: Any 0th-5th level Wizard spell
7 (6+1) 3 Aspirant 6-2 Aspirant/Lich 1M, 1/r: Any 0th-5th level Priest spell
7 (6+1) 4 Aspirant 6-3 Aspirant/Lich 1M, 1/r: Any psionic major (Psi1, Psi2, or Psi3 only)
7 (6+1) 5 Aspirant 6-4 Aspirant/Lich 1M, 1/r: Any 0th-4th level Warrior, Rogue, or Monster spell
7 (6+1) 6 Aspirant 6-5 Aspirant/Lich 1M: Teleport without Error
7 (6+1) 7 Aspirant 6-6 Aspirant/Lich +10*LVL IR
7 (6+1) 8 Aspirant 6-7 Aspirant/Lich 1M, touch: Steal a random powers for 1 round (no save)
7 (6+1) 9 Aspirant 6-8 Aspirant/Lich 1M, touch: Erase Truename (must know their Truename first)
7 (6+1) 10 Aspirant 6-9 Aspirant/Lich Troll-like regen LVL hp (including vile) /s
7 (6+1) 11 Aspirant 6-10 Aspirant/Lich Conduct effects through psi link (within sight)
7 (6+1) 12 Aspirant 6-11 Aspirant/Lich +LVL/10 number of segments per round
7 (6+1) 13 Aspirant 6-12 Aspirant/Lich Duplicate any SL 5 Concordant group spell (i.e. non-Concordant SL 3)
7 14 Blatant Thievery MTG U Pick Pockets LVL*10% on each target in a group
7 15 Charm Eelemental N Eelemental, Enc. Charm a DL=7 Eelemental
7 16 Commune with Time of Legends Chronomancy Commune with Time of Legends
7 17 Create Self-Ward Cthulhu DR 10/+1; Resist Aging
7 18 Create Technological Item 7 Technology Creates a technological item of TechL = 7 (duration 7 turns; material componenting may be used to double the TechL or duraton).
7 19 Create Time Gate Cthulhu Create a Time Gate 10^(N-4) years
7 20 Delusion Delusion/Illusion Potion of Delusion, works as real XPV LVL*100 potion unless disbelieved
7 21 Demi-Shadow Door Delusion/Illusion Plane Shift up to CL/3 planes distance or to any Inner plane, no redirection
7 22 Demi-Shadow Magic Delusion/Illusion Wishoid for a SL 0-7 Wizard spell, has only 50% effect
7 23 Detect Eelementals N Eelemental, Div. Detect all Eelementals within 10,000,000 feet, ID within sight
7 24 Disjoin Exhaustion Delusion/Illusion Cure all damage taken; Get +1P and +1V action this round
7 25 Eelemental Ball N Eelemental, Inv. CLd7 dmg to a group, no save, EE=7
7 26 Eelemental Form N Eelemental, Alt. Become an Eelemental of EE=7
7 27 Eelemental Summoning N Eelemental, Cnj. Summon a DL=7 Eelemental
7 28 Eelusionary Double N Eelemental, Ill. 7 Mirror Images, each has 49 hp to be detected as such
7 29 First Level Anti-Magic-User Spells (DM1) Anti-Magic Cast any four 1st level Anti-Magic spells simultaneously when it is cast.
7 30 First Level Anti-Magic-User Spells (DM2) Anti-Magic Can cast one 1st Level Anti-Magic spell per round as Z action
7 31 Flame Wave MTG R CL/3 groups each take 40 eldritch fire dmg (no save)
7 32 Fly 84" Force Fly at 84" (AA)
7 33 Force Ball 7 Force CL*14 force dmg to one group (no save)
7 34 Haste A7 Chronomancy +7A, +6B, or +5C actions
7 35 Heel N Eelemental, Nec. Cures 64% of max hp
7 36 Hyperkinetic Haste A Force CL A Action Haste (party); The caster (not everyone in the Haste) can convert 2V->1QV, 2P->1QP, 2QV->1QQV, 2QP->2QQP, etc.
7 37 Illusion Summoning VII Delusion/Illusion Summons an Illusion/Hologram, attacks as a DL IX, defends as a DL V
7 38 Incurse Chronomancy Target being or object is Rewritten out of time (i.e. Incursed) (RSW save)
7 39 Mordenkainen's Disjunction Incantatrix Mordenkainen's Disjunction
7 40 Nightmare Delusion/Illusion Group affected by a random SL 1d4+2 Psi10 effect (will be harmful, no save)
7 41 Ooze Shieeld N Eelemental, Abj. Eelemental damage shield 175% (EE=1)
7 42 Remove Magical Special Incantatrix Removes a Magical Special; you have CL*15% chance in it (minus the usual FRSpecials shift)
7 43 Sands of Time Chronomancy Reverse the effect of time on objects.
7 44 Shatter x6 Force Destroys a x0 to x6 item
7 45 Steal Life Cthulhu Drain 1 stat point per segment from target and add to you temporarily (save per segment)
7 46 Stealspell Incantatrix Target loses CL unused spell slots in memorization, you gain 1 of them (target saves vs. Spell) (you may reduce CL down to a minimum of 2)
7 47 Temporal Eye Chronomancy Can scry into other times at this location
7 48 TK Push 7 Force Size M target is pushed CL*70' (takes falling damage), ×/÷ 2 for each size difference
7 49 TK Shield 7 Force AC +2+CL*3; +28 saves vs. anything that causes damage
7 50 Unbinding Incantatrix Hold, Stun, Guards and Wards, Temporal Stasis, Imprisonment, Time Stop, Wizard Lock, Wall of Force, Cube of Force, Forcecage, Maze all end immediately (no effect) if comes into contact with your group. Your group walks around as a mobile DMZ.
7 51 Unfamiliar Incantatrix Target loses a familiar (the familiar is returned to the Plane of Familiars) (save vs. Spells)
7 52 Wesley's Delayed Damage Chronomancy Whenever you take damage, you take only half, the rest is delayed until the spell ends (in 10+1d10 rounds)
7 53 Word of Recall Cthulhu Word of Recall
8 1 Accelerate Lifeline Chronomancy Target ages CL years (Spell save)
8 (7+1) 2 Aspirant 7-1 Aspirant/Lich 1M, 1/r: Any 0th-6th level Wizard spell
8 (7+1) 3 Aspirant 7-2 Aspirant/Lich 1M, 1/r: Any 0th-6th level Wizard spell
8 (7+1) 4 Aspirant 7-3 Aspirant/Lich +10*LVL EaER
8 (7+1) 5 Aspirant 7-4 Aspirant/Lich 1M, touch: Annihilation (save)
8 (7+1) 6 Aspirant 7-5 Aspirant/Lich 1M, touch: Incursion (save)
8 (7+1) 7 Aspirant 7-6 Aspirant/Lich Duplicate any SL 6 Concordant group spell (i.e. non-Concordant SL 3)
8 8 Beacon of Tomorrows MTG U You get an extra segment this round (segment 11 at end)
8 9 Charm Eelemental N Eelemental, Enc. Charm a DL=8 Eelemental
8 10 Consume Likeness Cthulhu Alter Appearance to someone specific who recently died (it's very convincing)
8 11 Continuous Illusion Delusion/Illusion Next Illusion spell you cast is Continuous
8 12 Create Technological Item 8 Technology Creates a technological item of TechL = 8 (duration 8 turns; material componenting may be used to double the TechL or duraton).
8 13 Death by Flames Cthulhu Target takes 1d10 fire dmg /s (no save)
8 14 Decree of Pain MTG B Slay all creatures in two groups (PPD save) or one group (no save)
8 15 Detect Eelementals N Eelemental, Div. Detect all Eelementals within 100,000,000 feet, ID within sight
8 16 Eelemental Ball N Eelemental, Inv. CLd8 dmg to a group, no save, EE=8
8 17 Eelemental Form N Eelemental, Alt. Become an Eelemental of EE=8
8 18 Eelemental Summoning N Eelemental, Cnj. Summon a DL=8 Eelemental
8 19 Eelusionary Double N Eelemental, Ill. 8 Mirror Images, each has 64 hp to be detected as such
8 20 Eye of Light & Darkness Cthulhu All outer planar creatures take 1 Wis dmg per segment (x1 Special)
8 21 First Level Priest Spells Delusion/Illusion 0, 1/r: Cast a 1st level Priest spell
8 22 Fly 108" Force Fly at 108" (SF)
8 23 Force Ball 8 Force CL*16 force dmg to one group (no save)
8 24 Haste A8 Chronomancy +8A, +7B, or +6C actions
8 25 Heel N Eelemental, Nec. Cures 81% of max hp
8 26 Hyperkinetic Haste B Force CL B Action Haste (party); The caster (not everyone in the Haste) cannot have his hV, hP, bV, bP actions locked down
8 27 Illusion Summoning VIII Delusion/Illusion Summons an Illusion/Hologram, attacks as a DL X, defends as a DL VI
8 28 Insurrection MTG R Charm a group (Will save, ignores immunity to Charm effects)
8 29 Item Supercharger Chronomancy A magic item can be used twice as often (per turn or day) or it's effects has twice duration
8 30 Mass Mirage Arcana Delusion/Illusion As Mirage Arcana but covers CL sq. miles
8 31 Ooze Shieeld N Eelemental, Abj. Eelemental damage shield 200% (EE=1)
8 32 Planar Displacement Delusion/Illusion Planar Displacement
8 33 Prismatic Beam Delusion/Illusion Like Prismatic Spray but they take all 7 colors
8 34 Protection from Time Chronomancy Immune to and can't use temporal effects
8 35 Shatter x7 Force Destroys a x0 to x7 item
8 36 Time/Reality Stability Chronomancy Time/Reality Stability (duration 1 day), reverse removes it (Spell save)
8 37 Timereaver Chronomancy Time Travel Other +/- 5*CL years (Spell save)
8 38 TK Push 8 Force Size M target is pushed CL*80' (takes falling damage), ×/÷ 2 for each size difference
8 39 TK Shield 8 Force AC +1+CL*10/3; +36 saves vs. anything that causes damage
9 1 Change Reality Delusion/Illusion Wishoid for a SL 0-9 Wizard spell, has only 75% effect
9 2 Charm Eelemental N Eelemental, Enc. Charm a DL=9 Eelemental
9 3 Create Technological Item 9 Technology Creates a technological item of TechL = 9 (duration 9 turns; material componenting may be used to double the TechL or duraton).
9 4 Detect Eelementals N Eelemental, Div. Detect all Eelementals within 1,000,000,000 feet, ID within sight
9 5 Disbelieve Reality Delusion/Illusion Can disbelieve something that's real (Incursion - PP save)
9 6 Displacement III Delusion/Illusion Triple Displaced (AC +6, first-third attacks miss)
9 7 Eelemental Ball N Eelemental, Inv. CLd9 dmg to a group, no save, EE=9
9 8 Eelemental Form N Eelemental, Alt. Become an Eelemental of EE=9
9 9 Eelemental Summoning N Eelemental, Cnj. Summon a DL=9 Eelemental
9 10 Eelusionary Double N Eelemental, Ill. 9 Mirror Images, each has 81 hp to be detected as such
9 11 Effects Bubble Delusion/Illusion Your effects protect each other (and themselves); ER +CL*10%
9 12 Fly 135" Force Fly at 135" (SW)
9 13 Force Ball 9 Force CL*18 force dmg to one group (no save)
9 14 Haste A9 Chronomancy +9A, +8B, or +7C actions
9 15 Heel N Eelemental, Nec. Cures 100% of max hp
9 16 Hyperkinetic Haste C Force CL C Action Haste (party); The caster (not everyone in the Haste) cannot have his OppV, OppP actions locked down
9 17 Illusion Summoning IX Delusion/Illusion Summons an Illusion/Hologram, attacks as a DL X, defends as a DL VIII
9 18 Major Paradox Chronomancy Wish (as spell)
9 19 Megaskin Anti-Magic CL/4 Megaskins. Each Megaskin lets you ignore one energy based attack.
9 20 Moo Bovinomancy Does a Moo on one target ([C] section effect)
9 21 Ooze Shieeld N Eelemental, Abj. Eelemental damage shield 225% (EE=1)
9 22 Round Stop Anti-Magic The current round will end after the end of this segment (the rest of the segments this round will not occur)
9 23 Second Level Priest Spells Delusion/Illusion 0, 1/r: Cast a 2nd level Priest spell
9 24 Sever Lifeline Chronomancy You do not have or require a silver cord. Immune to aging.
9 25 Shatter x8 Force Destroys a x0 to x8 item
9 26 Stampede of Rabid Chickens Poultrymancy Like a Meteor Swarm, but damage is of type Chicken and Poison instead of Eldritch Earth and Eldritch Fire. "Chicken" is an EE=3 Eelement. "Poison" is an E=3 Element (Alcohol+Negative).
9 27 Stampede of Rabid Sheep Ovinomancy Like a Meteor Swarm, but damage is of type Sheep and Poison instead of Eldritch Earth and Eldritch Fire. "Sheep" is an EE=3 Eelement. "Poison" is an E=3 Element (Alcohol+Negative).
9 28 Temporal Shell Chronomancy Immune time
9 29 Temporal Stasis Chronomancy The flow of time stops for the subject, he ceases to grow older, he is in suspended animation. The reverse can free the creature.
9 30 Time Stop Chronomancy Stops time for 1d4 rounds
9 31 TK Push 9 Force Size M target is pushed CL*90' (takes falling damage), ×/÷ 2 for each size difference
9 32 TK Shield 9 Force AC +CL*11/3; +45 saves vs. anything that causes damage
10 1 Anti-Anti-Dispel Magic Shell Anti-Magic Lower an Anti-Dispel Magic Shell
10 2 Anti-Dispel Anti-Magic Shell Anti-Magic Your effects are immune to low MF, Instantaneous, Look at Me I'm the DCI
10 3 Aspirant 10-1 Aspirant/Lich 0, 1/r: Any 0th-5th level Wizard spell
10 4 Aspirant 10-2 Aspirant/Lich 0, 1/r: Any 0th-4th level Priest spell
10 5 Aspirant 10-3 Aspirant/Lich 0, 1/r: Any psionic cantrip (Psi1, Psi2, or Psi3 only)
10 6 Aspirant 10-4 Aspirant/Lich +5*(Lich level)% WR (not irreducible) that can't be ignored
10 7 Aspirant 10-5 Aspirant/Lich Resist Turning (you are double the rating)
10 8 Aspirant 10-6 Aspirant/Lich 0: Create Snare 20*(Lich level)% (obvious trap, auto detected, needs to be removed to bypass)
11 1 Aspirant 11-1 Aspirant/Lich 0, 1/r: Any 1st-6th level Wizard spell
11 2 Aspirant 11-2 Aspirant/Lich 0, 1/r: Any 1st-5th level Priest spell
11 3 Aspirant 11-3 Aspirant/Lich 0, 1/r: Any psionic minor (Psi1, Psi2, or Psi3 only)
11 4 Aspirant 11-4 Aspirant/Lich 1M: Banish Undead
11 5 Aspirant 11-5 Aspirant/Lich Speak with Dead & Undead (cont.); 1M: Capital E Extract from Dead & Undead
11 6 Aspirant 11-6 Aspirant/Lich +10*(Lich level)% iWR that can't be ignored
11 7 Aspirant 11-7 Aspirant/Lich Mask Undead status; Can't be turned
11 8 Aspirant 11-8 Aspirant/Lich Detect Artifacts; 1M: Legend Lore Artifact
11 9 Aspirant 11-9 Aspirant/Lich 1M, (lich level)/d: Gain +10 XP
11 10 Aspirant 11-10 Aspirant/Lich 0: Create Traps 15*(Lich level)%
11 11 Aspirant 11-11 Aspirant/Lich All spells cost 0 P actions; Material componenting does not cost 1 V action
11 12 Aspirant 11-12 Aspirant/Lich +(Lich level) OppV or QM actions
11 13 Aspirant 11-13 Aspirant/Lich Negative Cold (Lich level)d10 dmg by touch
11 14 Aspirant 11-14 Aspirant/Lich +(Lich level) Research Points per reset (see [P12])
11 15 Aspirant 11-15 Aspirant/Lich 1F or 1X: Duplicate any level 0 Concordant spell
11 16 Call Deity Cthulhu Summons the material form of the god of your choice (remember this is only a x1 effect by itself)
11 17 Dismiss Deity Cthulhu Dismisses the material form of a god (remember this is only a x1 effect by itself)
11 18 Henchman 11-1 Henchman/Villain 1/d: Create a GIANT ROBOT (a DL 10 Golem, you may make requests but exact statistics are determined by the DM).
11 19 Henchman 11-2 Henchman/Villain 1/r: You MYSTERIOUSLY ESCAPE (even past all barriers) from enemies, one of the enemies must be a Hero.
11 20 Henchman 11-3 Henchman/Villain You have an ANNOYING HENCHMAN of half your Villain Level who always ESCAPES and causes trouble for the enemy.
11 21 Henchman 11-4 Henchman/Villain You adjust all irreducible BlahR by -5*level% and all reducible BlahR to 0%.
11 22 Henchman 11-5 Henchman/Villain +10% XP in all your non-Concordant classes.
11 23 Henchman 11-6 Henchman/Villain You ignore other people's Immunity to Inner Elements (unless it comes from a x3 or greater source)
11 24 Henchman 11-7 Henchman/Villain You ignore other people's Immunity to Hold/Stun/Para (unless it comes from a x3 or greater source)
11 25 Henchman 11-8 Henchman/Villain You ignore other people's Immunity to Action/Memory/Other Stealing (unless it comes from a x3 or greater source)
11 26 Henchman 11-9 Henchman/Villain 0, 1/s: Choose one creature. He cannot use any V actions on his next segment.
11 27 Henchman 11-10 Henchman/Villain The "Avoid Fate" ability cannot be used by any other creature (friendly or not) within 100 yards of you.
11 28 Henchman 11-11 Henchman/Villain NF, may borrow: Counter a level N Concordant ability.
11 29 Henchman 11-12 Henchman/Villain xVL number of henchmen, followers, summons, familiars

[PC43A] Collective 4.3A Classes


Arcane5

Level KXP Rog/Tech/Psi8
123 456 789
1 0 ½½- --- ---
2 2.25 1½½ --- ---
3 4.5 11½ --- ---
4 9 21½ --- ---
5 18 21½ ½-- ---
6 36 211 ½-- ---
7 72 211 ½½- ---
8 144 221 ½½- ---
9 288 221 1½½ ---
10 450 222 1½½ ---
11 675 222 11½ ---
12 900 222 11½ ½--
13 1125 222 111 ½--
14 1350 322 211 ½--
15 1575 322 211 1--
16 1800 332 221 1½-
17 2025 332 221 11-
18 2250 332 221 11½
19 2475 333 222 111
20 2700 433 322 211
21 2925 443 332 221
22 3150 444 333 222
23 3375 544 433 322
24 3600 554 443 332
25 3825 555 444 333
26 4050 655 544 433
27 4275 665 554 443
28 4500 666 555 444
29 4725 766 655 544
30 4950 776 665 554
31 5175 777 666 555
32 5400 877 766 655
33 5625 887 776 665
34 5850 888 777 666
35 6075 988 877 766
36 6300 998 887 776
TH Saves
PD RS PP BW Sp Fo Re Wi
+1  5  4  5  2  3  0  2  0
+1  5  4  5  3  4  1  3  0
+2  5  5  5  3  4  1  4  1
+3  7  6  7  5  5  2  5  1
+3  7  6  7  5  6  3  5  2
+5  9  8  9  6  7  3  6  2
+5  9  8  9  7  7  4  7  3
+6  9  9  9  7  8  5  8  3
+7 11 10 11  8  9  5  8  4
+7 11 10 11  9 10  6  9  4
+8 11 11 11  9 10  6 10  5
+9 13 12 13 11 11  7 11  5
+9 13 12 13 11 12  7 11  6
+11 14 13 14 12 13  8 12  6
+11 14 13 14 13 13  9 13  7
+12 14 14 14 13 14  9 14  7
+13 15 14 15 14 14 10 14  8
+13 15 15 15 15 14 11 15  8
Requisites: Dex 13, Int 9, Chr 13
Alignment: L any
HD/level: d8
Weapon Prof.: 4+level/4
To Hit Table: 1½xCTD0
Save Table: 1½xThf0
Reference: DM
Groups: Rogue, Technology
 
Gets Exceptional Dex and Chr.
Can cast Rogue spells and the Technology school (Wizard spells). Specialized in Bard school (Rogue spells) and Technology school (Wizard spells).
Can specialize in weapons using "Non-War" line.
There is a "Create Technological Item" spell of each spell level; each spell creates an item of TechL = SL (material componenting may be used to double the TL). The item cannot weigh more than level^2 pounds, or it has some flaw which requires upkeep and/or repair to keep it operating effectively. The spell effect will end in level turns unless a Permanency spell is used.
Note that creating a temporary machine which creates a real machine is perfectly legal.
Level 1: +1 technological proficiency per level, see Psi8.
Level 1: May use Psi8 minors as if they were 2nd level spells.
Level 7: May use Psi8 majors as if they were 5th level spells.
Level 16: May use Psi8 grands as if they were 8th level spells.
Level 54: May use Psi8 supers as if they were 11th level spells.
Each level, get one "5th edition" pick from the choices below.
This class does not get Rogue points unless Rogue abilities are taken off this chart.
 
Levels Pick Description
Level 1-3: A +(LVL+1)/2 Chr; Sustain Chr
B Detect/Identify Technology; Can operate Spelljamming Helms
C Detect Lie or Undetectable Lie (1 at a time, cont.)
D Sell items for 64+LVL% of value instead of 50%
E Any Rogue 1 ability; +10*LVL Rogue points (this may be taken multiple times)
Level 4: Pick two Arcane5 Level 1-3, one Secret Agent5 Level 1-3, or one Psi16 minor
Level 5-7: F Can "Frugal" potions (+50% to number of uses)
G 1M, 1/t: Teleport Without Error (can move up to LVL/3 planes distant)
H nM: Repair a broken magic/psi/tech item, n=(XP value)/1000 (round up)
I Nonmagical items (all types) are one-third cost for you
J Any Rogue 5 ability; +10*LVL Rogue points (this may be taken multiple times)
Level 8: Pick two Arcane5 Level 5-7, one Secret Agent5 Level 5-7, or two Psi16 minors
Level 9-12: K Immune to Capital E Extract, Empathy, ESP, Forget, Mental Surgery, Telepathy
L Ignore MR with your Rogue spells
M Immune to Blow Your Head Off, Twilight, Ego Domination, Retributive Strikes
N 3F, 1/t: Remove Capital B Blasted or Capital M Mauled from someone
O Any Rogue 9 ability; +10*LVL Rogue points (this may be taken multiple times)
Level 13: Pick two Arcane5 Level 9-12, one Secret Agent5 Level 9-12, or one Psi16 major
Level 14-18: P 1bM, 1/r: Counterspell
Q 1bM, 1/r: Fork
R Immune to LVL elements/eelements (doesn't "spread")
S Get +1 IM (Instantaneous Mental) action per turn.
T Any Rogue 14 ability; +10*LVL Rogue points (this may be taken multiple times)
Level 18: Pick two Arcane5 Level 14-18, one Secret Agent5 Level 14-18, or two Psi16 majors
Level 20-26: U 1M, 1/d: Summon LVL DL=10 other Arcane5 NPCs to assist you
V 400F, 1/d: Create a magic item of <= LVL*400 XP value
W 1N, 1/s: Capital O Object to a time or loop travel effect. It cannot be used again this turn
X Use "Mixed Classing" to mix one (known) class from the Lost or Technology group into this class
Y Any Rogue 20 ability; +10*LVL Rogue points (this may be taken multiple times)
Z Pick 1 Level 14-18 (or lower) pick from any "5th Edition" class (this may be picked multiple times)
Level 27-36: Pick two Arcane5 Level 20-26, one Secret Agent5 Level 20-26, or one Psi16 grand

[PC43A] Collective 4.3A Classes


ArchCustom2

Requisites: Any 2 stats = F+10 (cannot owe)
Alignment: any (can modify this below)
HD, Weapons, To Hit, Saves are all variable.
Reference: DM
Groups: Custom
 
Category Ability F cost
Requisites Requires 4 class slots -6
Requires 3 class slots -4
Requires HNCL 9 -3
Requires 2 class slots -2
Requires 3 stats = F+5 instead 0
Requires 1 stat = F+20 instead +3
Alignment One specific Alignment (choose) -2
W any (or) any J -1
One AL, overwrite all other classes +2
HD/level none (gets no Hit Dice) -2
1d4 0
2d3 +3
3d2 +6
4d1 +9
1d50 +10
5d0 +12
2m0 (normal Con bonus squared) +15
& (cumulative with other classes) +2
+1 HD at first level (e.g. +d6) +1 each
Uses Chr instead of Con for bonus +2
Weapon Prof. none (gets no Weapon Prof.) -2
0+level 0
& 0+level +1
& 0+2*level +2
& 10+level +3
& 0+3*level +4
& 10+2*level +5
To Hit To Hit is always +0 -2
To Hit as Custom 0
To Hit as & Custom +1
To Hit as & Monster (i.e. +LVL) +3
To Hit as & 2xMonster (i.e. +2*LVL) +6
To Hit as & 3xMonster (i.e. +3*LVL) +9
Saves Saves are always +0 -2
Saves as Custom 0
Saves as & Custom +1
Saves as & 2xMonster (i.e. +LVL) +3
Saves as & Halfling0 +3
Saves as & 4xMonster (i.e. +2*LVL) +6
Saves as & 6xMonster (i.e. +3*LVL) +9
Category Ability F cost
War stuff Exceptional stat bonus +1 each
Barbarian stat bonus +2 each
Extra-Bar stat bonus +4 each
Weapon Specialization, #Att as Barbarian +2
+1 Feat per level +4
+1 Henchmen or Mount slot +5
Species Enemy every level as per Strider +5
True Point Blank as per Arch-Archer +3
Swashbuckler #Att =(LVL+2)/2 melee only +5
Wiz stuff Wizard spells, ArchMage prog. +20
Wizard spells, Beast Mage prog. +15
Wizard spells, Magical Pool Mage prog. +10
Int bonus to Wizard progression +3
Specialization, School (no opposite) +2
LVL of your spells cost only ½M to cast +5
Your spells require LVL saving throws +5
+1 Kit per level +5
+1 Nonweapon prof. per level +1
Pri stuff Priest spells, ArchPriest prog. +12
Priest spells, Beast Cleric prog. +8
Priest spells, Harmer prog. +6
Wis bonus to Priest progression +1
Specialization, Sphere +1
Sphere robe (-1 SL) in one sphere +5
Specialty Priest pick +2 each
+1 Summon slot +5
Can use Omens and Turn Undead +1
Rog stuff Rogue Abilities, Dungeoneer, LVL*60 pts. +10
Rogue Abilities, Executioner, LVL*55 pts. +9
Rogue Abilities, 2xThief0 (2 picks /level), LVL*50 pts. +8
One Rogue Ability, with LVL*10 points +1 each
Extra N rogue points per level +N/5
Martial Arts, +LVL maneuvers +4
Moving is only ½V action +3
Using Rogue abilities is only ½V action each +10
Psi stuff Psionic abilities, ArchPsi1 +22
Psionic abilities, ArchMutant +14
Psionic abilities, Mentalist +18
Chr bonus to Psionic progression +4
Can access +1 known frequency +5
Other "Level:" ability from "2nd edition" class, cost each +1
"Level:" ability from "unnumbered edition" class, cost each +2
"Level:" ability from other class, cost each +3
Duplicate a "2nd edition" class (X=KXP @ 2nd level) +X*6
Duplicate an "unnumbered edition" class (X=KXP @ 2nd level) +X*7
Duplicate other class (X=KXP @ 2nd level) +X*8

[PC43A] Collective 4.3A Classes


ArchCustom2 (Dungeoneer Abilities)

Lvl Dungeoneer Ability | -50% | -100% | -150% Act Base Penalty Bonus
1 Open/Close Locks: Mech. | Magic/Psi | OutPhase (| do this 30' away) VM 5 Dex-12 Dex-16
1 Find/Remove Traps: Mech. | Magic/Psi | OutPhase | Pro. (| do this 30' away) M 0 Dex-14 Dex-19
1 ("Twist") Find/Remove Wizard Abjurations/Priest Protections | Psionic Protections VM 0 Dex-14 Dex-19
1 Attack (+1 TH per 10% made this segment; or roll +1d20 per 100%, choose best) V 0 Dex-13 Dex-16
1 Damage (+1 dmg per 10% made this segment; or multiply dmg by x(1+rating/200)) V 0 Str-15 Str-18
1 Evasion (see Acrobat) ||| Spell Evasion | Psi Evasion | Innate Evasion V 0 Dex-14 Dex-18
1 Legend Lore | Identify | Object Reading | Know Visual History 0 | M 0 Int-15 Int-17
1 Take ½ dmg from an Attack | Spell | Psi Power | Innate (|| Take 0 damage) V 5 Con-16 Con-20
1 Hide in Shadows/Crowds || Meld into Shadows/Mirrors/Crowds | Meld into the Air V 0 Dex-14 Dex-19
1 Any Rogue 1 ability - - - -
2 Lower Encumbrance | Zero Encumbrance | No Armor Penalty | AC types fully add P 5 Str-14 Str-19
2 Locate Staircases on current DL || Out of Depth Monsters || Most Valuable Object MM 0 Chr-20 Chr-25
3 Deeppockets | Vanish | Rope Trick ||| I'm Gone (to my own Pocket Plane) M 0 Int-8 Int-20
3 Any Rogue 3 ability - - - -
4 Find/Remove Tricks: x1 multiplier || x2 multiplier ||| x3 multiplier (| do this 90' away) M 5 Dex-18 Dex-25
4 Sense Danger | Precognition | Choose Future | x1 Avoid Fate VM 25 Wis-9 Wis-12
5 Identity Penetration | False Seeing | True Seeing ||| Know Truename MM 0 Wis-12 Wis-20
5 Any Rogue 5 ability - - - -
6 Blink | Controlled Blink | Dimension Door with no Summoning Sickness M 15 Wis-13 Wis-18
6 Escape Bonds | Binding | Imprisonment/Time Stop || Get out of Put Down a Hole P 10 Str-14 Str-16
7 Ki Power (cast a Wiz Invocation spell) (penalty = -SL*50%) (#=SL) | Pri Invocation #M 0 Int-14 Int-38
7 Any Rogue 7 ability - - - -
8 Any Subability (+1 per 25% made to that subability) M 0 Int-14 Int-17
8 Dispel Exhaustion | Heal |||| Reset M 0 Con-16 Con-20
9 Locate (anything unique) Across Planes | Clairvoyance there | TWE there M 0 Int-12 Int-15
9 Ask the Local Lord | Highest Lvl in Plane | Chosen God | Ultraplanar | DM a question VM 0 Chr-11 Chr-21
10 Speed: (x2 move) | (+1V) | (+1P) | (+1M) | (+1 Full) | (+1 Opposing) VV 5 Dex-14 Dex-17
12 Control Movements | Control Physicals | Control Mentals | Control 0 Actions MM 0 Chr-19 Chr-21
15 Astral Spell / Astral Projection | Concordant Spell (project to Concordant Opposition) MMM 35 Int-19 Int-25
18 Time Shift ||| Time Travel VMM 15 Int-17 Int-25
21 Shadow Magic | Shadow Walk | Shadow Flight | Become Shadow-form VM 0 Int-17 Int-20
24 Destruction/Mordenkainen's Disjunction ||| Put Target Down a Hole PMM 0 Int-19 Int-25
27 LimWish(#=1)| AlterReality(#=2)| Wish(#=3)| ChangeReality(#=4)| UnlimWish(#=5) #F 0 Int-21 Int-26

[PC43A] Collective 4.3A Classes


ArchCustom2 (Executioner Abilities)

Lvl Executioner Ability | -50% | -100% | -150% Act Base Penalty Bonus
1 +rating/50 A actions /r this turn || B actions || C actions F 0 Dex-20 Dex-25
1 Assassination (-3% per HD/level of target) ½0 0 Wis-15 Wis-25
1 Attack (+1 TH per 10% made this segment; or roll +1d20 per 100%, choose best) V 0 Dex-13 Dex-16
1 Backstab (each 30% = x1) (increases 10/level) ½0 50 Int-6 Int-20
1 Backstrike (each 30% = x1 TH) (increases 10/lvl) ½0 50 Wis-6 Wis-20
1 Damage (+1 dmg per 10% made this segment; or multiply dmg by x(1+rating/200)) V 0 Str-15 Str-18
1 Find/Remove Wizard Abjurations/Priest Protections V 0 Dex-13 Dex-18
1 Slap (does dmg to one target = % made by) P 20 Str-0 Str-12
1 any 1st level Rogue ability - - - -
1 any 1st level Rogue ability - - - -
2 Controlled Blink | Controlled Blink 10'r (unwilling get PP save) ½V 50 Wis-14 Wis-14
2 any 2nd level Rogue ability - - - -
3 Considered extra +(rating/25) weapon to hit V 0 Str-5 Str-15
3 Lower/Ignore WaWR (reduce or ignore WaWR by rating) || iWaWR V/N 0 Dex-10 Dex-20
4 Erase a "?" in dungeon (loses track of party) - 0 Dex-13 Dex-19
4 Song of Battle (+1 TH,dmg,or saves per 10% made) V,*M 10 Str-15 Str-20
5 Jock: +LVL divided among Str, Dex, Con, or level for purposes of #Att (the last one is ½ a point each).
5 any 5th level Rogue ability - - - -
6 Touch : Chill/Pain | Para/Vampiric | Energy Drain 0 20 Str-9 Str-15
6 any 6th level Rogue ability - - - -
7 Ki Power (cast a Wiz Invocation spell) (penalty = -SL*50%) (#=SL) | Pri Invocation #V 0 Int-14 Int-38
7 Slay (target that you hit saves at +4, -1 per 10% made; or dies) V 0 Wis-13 Wis-19
8 Backstorm (each 50%: +1 att is considered a backstab) - 0 Dex-16 Dex-22
8 Finger of Death | Slay Living | Power Word Kill V 0 Int-14 Int-17
9 Any target with AC>(150-rating/5) is considered AC=(150-rating/5) to you V 0 Dex-17 Dex-28
9 +LVL*rating/2 item XP in Weapon flags per day F 0 NA NA
10 Disjoin x2 effect ||||||||| x3 |||||||||||||||| x4 etc. - 50 Chr-18 Chr-25
12 Disharmonic Blast (1 dmg per 1% made) V 10 Con-16 Con-22
18 Backstave (N/2% of your dmg is vile) || Stun (save=N-100) - 0 Wis-26 Wis-32
27 Destruction/Mordenkainen's Disjunction ||| Put Target Down a Hole V 0 Int-19 Int-25

[PC43A] Collective 4.3A Classes


ArchCustom2 (Spell/Psi Progressions)

Level Arch-Mage
123 456 789 AB
Beast Mage
123 456 789
Magical Pool
123 456 789 A
Arch-Priest
123 456 789
Beast Cleric
123 456 78
Harmer
123 456 789
ArchPsi1
mMG SU
ArchMut
mMG SU
Mentalist
mMG S
1 2½- --- --- -- ½-- --- --- 1-- --- --- - 100 --- --- 0-- --- -- 1-- --- --- 3-- -- 1-- -- 3-- -
2 31½ --- --- -- ½½- --- --- 20- --- --- - 200 --- --- 00- --- -- 2a- --- --- 4-- -- 2-- -- 4-- -
3 421 --- --- -- ½½½ --- --- 21- --- --- - 210 0-- --- 000 --- -- 31c --- --- 51- -- 31- -- 51- -
4 532 ½-- --- -- ½½½ ½-- --- 320 --- --- - 320 0-- --- 000 0-- -- 41a e-- --- 62- -- 42- -- 52- -
5 643 1½- --- -- ½½½ ½½- --- 421 --- --- - 421 00- --- 000 00- -- 521 cg- --- 631 -- 531 -- 53- -
6 754 21- --- -- ½½½ ½½½ --- 431 a-- --- - 422 00- --- 000 000 -- 621 aei --- 752 -- 631 -- 54- -
7 865 32½ --- -- ½½½ ½½½ ½-- 432 0b- --- - 432 100 --- 000 000 0- 731 1cg k-- 873 -- 742 -- 65- -
8 976 43½ --- -- ½½½ ½½½ ½½- 432 1ac --- - 433 200 --- 100 000 0- 832 1ae im- 984 -- 852 -- 751 -
9 A87 541 ½-- -- ½½½ ½½½ ½½½ 533 20b d-- - 433 210 0-- 110 000 0- 942 11c gko A95 1- 963 1- 852 -
10 A98 652 1-- -- 1½½ ½½½ ½½½ 543 21a ce- - 443 220 0-- 111 000 0- 953 21a eim BA5 1- A63 1- 953 -
11 AA9 763 2½- -- 11½ ½½½ ½½½ 543 320 bdf - 444 330 0-- 111 100 0- 963 211 cgk CB6 2- B74 1- A54 -
12 AAA 874 3½- -- 111 ½½½ ½½½ 554 321 ace - 444 441 00- 111 110 0- 974 211 aei DC7 2- C74 1- A65 -
13 AAA 985 4½- -- 111 1½½ ½½½ 554 322 0bd - 555 442 00- 111 111 0- 984 321 1cg ED7 3- D95 2- A75 -
14 AAA A96 51½ -- 111 11½ ½½½ 554 322 1ac - 555 442 100 111 111 1- 995 321 1ae FE8 3- E95 2- A85 -
15 AAA AA7 621 -- 111 111 ½½½ 554 422 20b - 555 552 100 221 111 1- 996 422 11c GF9 4- FA6 2- A95 -
16 AAA AA8 732 -- 111 111 1½½ 555 432 21a - 555 553 210 222 211 1- 997 432 11a HG9 4- GB6 2- BA5 -
17 AAA AA9 843 -- 111 111 11½ 555 532 210 - 555 553 320 222 222 1- 998 532 111 IHA 5- HC7 3- CA6 1
18 AAA AAA 954 ½- 111 111 111 555 533 211 g 555 553 321 222 222 2- 999 542 211 JIB 5- IC7 3- DA7 2
19 AAA AAA A65 ½- 221 111 111 555 543 221 f 555 553 331 333 222 2- 999 643 211 KJB 6- JD8 3- EA8 3
20 AAA AAA A76 1- 222 211 111 555 543 321 e 555 554 332 333 333 2- 999 753 221 LKC 6- KE8 3- FA9 4
21 AAA AAA A87 1- 222 222 111 555 554 321 d 555 554 442 333 333 3h 999 853 221 MLD 7- LF9 4- FBA 5
22 AAA AAA A98 2- 222 222 221 555 555 432 c 555 555 443 444 433 3g 999 964 321 NMD 7- MF9 4- FCA 5
23 AAA AAA AA9 2- 222 222 222 555 555 532 b 555 555 553 444 444 4f 999 974 322 ONE 8- NGA 4- FDA 5
24 AAA AAA AAA 3- 333 222 222 666 655 532 a 555 555 554 555 554 4e 999 985 332 POF 8- OHA 4- FEA 5
25 BBB BBB BBB 3- 333 333 222 666 666 642 0 555 555 555 555 555 5d 999 995 332 QPF 9- PIB 5- GFA 5
26 BBB BBB BBB 4- 333 333 333 777 766 643 1 666 655 555 666 666 5c 999 996 432 RQG 9- QIB 5- HFB 6
27 CCC CCC CCC 4½ 444 433 333 777 777 743 1 666 666 655 666 666 6b 999 997 443 SRH A1 RJC 51 IFC 7
28 CCC CCC CCC 5½ 444 444 443 888 877 753 1 666 666 666 777 777 7a 999 998 543 TSH A1 SKC 51 JFD 8
29 DDD DDD DDD 5½ 444 444 444 888 888 853 1 777 766 666 888 888 80 999 999 543 UTI B1 TLD 61 KFE 9
30 DDD DDD DDD 51 555 554 444 999 988 854 1 777 777 766 999 999 91 999 999 654 VUJ B2 ULD 61 KGF A
31 DDD DDD DDD 61 555 555 555 999 999 964 2 777 777 777 AAA AAA A2 999 999 754 WVJ C2 VME 61 KHF A
32 EEE EEE EEE 61 666 666 555 AAA A99 964 2 888 877 777 BBB BBB B3 999 999 864 XWK C3 WNE 61 KIF A
33 EEE EEE EEE 71 666 666 666 AAA AAA A64 2 888 888 877 CCC CCC C4 999 999 975 YXL D3 XOF 71 KJF A
34 FFF FFF FFF 71 777 777 766 BBB BAA A75 2 888 888 888 DDD DDD D5 999 999 985 ZYL D3 YOF 71 LKF A
35 FFF FFF FFF 81 777 777 777 BBB BBB B75 2 999 988 888 EEE EEE E6 999 999 996 [ZM E4 ZPG 71 MKF B
36 FFF FFF FFF 82 888 888 887 CCC CCC C75 3 999 999 999 FFF FFF F7 999 999 997 \[N E4 [QG 72 NKG C

[PC43A] Collective 4.3A Classes


ArchCustom2 (XP tables: F=10 to F=80)

Level F=10 F=15 F=20 F=25 F=30 F=35 F=40 F=45 F=50 F=55 F=60 F=65 F=70 F=75 F=80
1 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
2 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16
3 4 6 8 10 12 14 16 18 20 22 24 26 28 30 32
4 8 12 16 20 24 28 32 36 40 44 48 52 56 60 64
5 16 24 32 40 48 56 64 72 80 88 96 104 112 120 128
6 32 48 64 80 96 112 128 144 160 176 192 208 224 240 256
7 64 96 128 160 192 224 256 288 320 352 384 416 448 480 512
8 128 192 256 320 384 448 512 576 640 704 768 832 896 960 1024
9 250 375 500 625 750 875 1000 1125 1250 1375 1500 1625 1750 1875 2000
10 500 750 1000 1250 1500 1750 2000 2250 2500 2750 3000 3250 3500 3750 4000
11 750 1125 1500 1875 2250 2625 3000 3375 3750 4125 4500 4875 5250 5625 6000
12 1000 1500 2000 2500 3000 3500 4000 4500 5000 5500 6000 6500 7000 7500 8000
13 1250 1875 2500 3125 3750 4375 5000 5625 6250 6875 7500 8125 8750 9375 10000
14 1500 2250 3000 3750 4500 5250 6000 6750 7500 8250 9000 9750 10500 11250 12000
15 1750 2625 3500 4375 5250 6125 7000 7875 8750 9625 10500 11375 12250 13125 14000
16 2000 3000 4000 5000 6000 7000 8000 9000 10000 11000 12000 13000 14000 15000 16000
17 2250 3375 4500 5625 6750 7875 9000 10125 11250 12375 13500 14625 15750 16875 18000
18 2500 3750 5000 6250 7500 8750 10000 11250 12500 13750 15000 16250 17500 18750 20000
19 2750 4125 5500 6875 8250 9625 11000 12375 13750 15125 16500 17875 19250 20625 22000
20 3000 4500 6000 7500 9000 10500 12000 13500 15000 16500 18000 19500 21000 22500 24000
21 3250 4875 6500 8125 9750 11375 13000 14625 16250 17875 19500 21125 22750 24375 26000
22 3500 5250 7000 8750 10500 12250 14000 15750 17500 19250 21000 22750 24500 26250 28000
23 3750 5625 7500 9375 11250 13125 15000 16875 18750 20625 22500 24375 26250 28125 30000
24 4000 6000 8000 10000 12000 14000 16000 18000 20000 22000 24000 26000 28000 30000 32000
25 4250 6375 8500 10625 12750 14875 17000 19125 21250 23375 25500 27625 29750 31875 34000
26 4500 6750 9000 11250 13500 15750 18000 20250 22500 24750 27000 29250 31500 33750 36000
27 4750 7125 9500 11875 14250 16625 19000 21375 23750 26125 28500 30875 33250 35625 38000
28 5000 7500 10000 12500 15000 17500 20000 22500 25000 27500 30000 32500 35000 37500 40000
29 5250 7875 10500 13125 15750 18375 21000 23625 26250 28875 31500 34125 36750 39375 42000
30 5500 8250 11000 13750 16500 19250 22000 24750 27500 30250 33000 35750 38500 41250 44000
31 5750 8625 11500 14375 17250 20125 23000 25875 28750 31625 34500 37375 40250 43125 46000
32 6000 9000 12000 15000 18000 21000 24000 27000 30000 33000 36000 39000 42000 45000 48000
33 6250 9375 12500 15625 18750 21875 25000 28125 31250 34375 37500 40625 43750 46875 50000
34 6500 9750 13000 16250 19500 22750 26000 29250 32500 35750 39000 42250 45500 48750 52000
35 6750 10125 13500 16875 20250 23625 27000 30375 33750 37125 40500 43875 47250 50625 54000
36 7000 10500 14000 17500 21000 24500 28000 31500 35000 38500 42000 45500 49000 52500 56000

[PC43A] Collective 4.3A Classes


Arch-Psi10

Level KXP Psi10
123 456 789 AB
1 0 21- --- --- --
2 10 431 --- --- --
3 19 653 1-- --- --
4 38 986 41- --- --
5 85 AAA 851 --- --
6 150 AAA AA6 1-- --
7 222 AAA AAA 71- --
8 327 AAA AAA A81 --
9 483 AAA AAA A92 1-
10 880 AAA AAA A92 2-
11 1297 AAA AAA A93 2-
12 2550 AAA AAA A93 3-
13 5010 AAA AAA A94 3-
14 6232 AAA AAA A94 4-
15 7728 AAA AAA A95 4-
16 8848 AAA AAA A95 5-
17 9920 AAA AAA A96 5-
18 10944 AAA AAA A96 6-
19 11920 AAA AAA A97 6-
20 12848 AAA AAA A97 7-
21 13728 AAA AAA A98 7-
22 14560 AAA AAA A98 8-
23 15344 AAA AAA A99 8-
24 16080 AAA AAA A99 9-
25 16768 AAA AAA AA9 9-
26 17408 AAA AAA AAA 9-
27 18000 AAA AAA AAA A1
28 18544 AAA AAA AAA A2
29 19040 AAA AAA AAA A3
30 19488 AAA AAA AAA A4
31 19888 AAA AAA AAA A5
32 20240 AAA AAA AAA A6
33 20544 AAA AAA AAA A7
34 20800 AAA AAA AAA A8
35 21008 AAA AAA AAA A9
36 21168 AAA AAA AAA AA
TH Saves
PD RS PP BW Sp Fo Re Wi
-2  5  4  8  2  3  1  0  2
-2  6  5  8  3  4  2  1  3
-2  6  6  9  4  5  3  1  4
-2  7  7  9  4  5  4  2  5
-1  7  8 10  5  6  4  3  6
-1  8  9 10  6  7  5  3  7
-1  8 10 11  6  7  6  4  8
-1  9 11 11  7  8  7  5  9
+0  9 12 12  8  9  8  5 10
+0 10 13 12  8 10  8  6 11
+0 11 14 13  9 11  9  7 12
+0 11 14 13 10 12 10  7 13
+1 13 15 14 12 13 11  8 14
+1 15 15 15 14 14 12  9 15
+1 15 16 16 15 15 12  9 16
+1 16 16 16 15 16 13 10 17
+2 16 16 16 16 16 14 11 18
+2 16 16 16 16 16 15 11 19
Requisites: Int 15, Wis 15, Chr 15
Alignment: any
HD/level: d2
Weapon Prof.: 5+level/5
To Hit Table: Psi -4 levels
Save Table: 2xPsi
Reference: DM
Groups: Psionicist
 
See [Q10] for rules and powers.
Psi10 (class) PSPs = (LVL+Int+Wis-20)*10.
1 Psi10 PSP = 2 Psi1 PSPs. Points are regained at (Int+Wis) per hour, or (total multipliers of beings within 150') per hour
Disciplines: Empa = Empathy, Pyro = Pyromancy, Somn = Somniomancy, Telep = Telepathy, TK = Telekinetics
Powers marked with a asterisk ( * ) can be used as a 0 action.
Level 1: Can "material component" Psi10 powers, by using 1V action.
Level 1: May "specialize" in a discipline, this works in the same way as a Wizard specializing in a school. Choose an opposite discipline.
Level 9: If specialized in a discipline, SL 1 to (LVL-8) powers in that discipline cost only ½M to use. SL=11 powers always cost 1M to use, however.

[PC43A] Collective 4.3A Classes


Astral Priest

Level KXP Priest
123 456 78
1 0 20- --- --
2 2 210 --- --
3 4 321 --- --
4 7.5 422 --- --
5 12.5 432 0-- --
6 20 432 1-- --
7 35 443 1-- --
8 60 443 20- --
9 90 543 21- --
10 125 543 320 --
11 200 553 321 0-
12 300 554 432 1-
13 750 655 543 2-
14 1150 666 654 3-
15 1550 666 666 4-
16 1950 666 666 5-
17 2350 666 666 6-
18 2750 666 666 60
19 3150 666 666 61
20 3550 666 666 62
21 3950 666 666 63
22 4350 666 666 64
23 4750 666 666 65
24 5150 766 666 65
25 5550 776 666 65
26 5950 777 666 65
27 6350 777 766 65
28 6750 777 776 65
29 7150 777 777 65
30 7550 777 777 75
31 7950 777 777 76
32 8350 777 777 77
33 8750 887 777 77
34 9150 888 877 77
35 9550 888 888 77
36 9950 888 888 88
TH Saves
PD RS PP BW Sp Fo Re Wi
+0  4  2  3  1  1  1  1  0
+1  5  2  4  2  1  1  1  0
+2  5  3  4  3  2  2  2  1
+3  6  4  5  4  3  2  2  1
+4  7  5  6  5  4  3  2  1
+5  8  5  7  6  4  3  3  2
+6  8  6  7  7  5  4  3  2
+7  9  7  8  8  6  4  4  2
+8 10  8  9  9  7  5  4  3
+9 11  8 10 10  7  5  4  3
+10 11  9 10 11  8  6  5  3
+11 12 10 11 12  9  6  5  4
+12 13 11 12 13 10  7  6  4
+13 14 11 13 14 10  7  6  4
+14 14 12 13 14 11  8  6  5
+15 14 12 14 14 11  8  7  5
+16 14 13 14 14 12  9  7  5
+17 15 13 14 14 12  9  8  6
Requisites: Int 15, Wis 12
Alignment: any
HD/level: 2d3
Weapon Prof.: 1+level/6
To Hit Table: Wiz
Save Table: Pri
Reference: DM
Groups: Priest, Planar
 
Gets Int (not Wis) bonus to spells.
Gets Exceptional Int bonus.
Bonus grand in Astral sphere.
+1 summon slot that holds up to LVL Astral Constructs (or their variants).
   
Level N (every level): Using the list below, pick an ability.
A. +1M Action.
B. Barbarian Int bonus instead of Exceptional.
C. Stun touch: You can attack (unarmed only) if you are Astrally Projected; +10*LVL Astral stunning dmg with unarmed attacks (save vs. PPD or -LVL all actions for LVL r)
D. Immune to aging attacks, or effects that would damage your Silver Cord.
E. You, your party, followers, henchmen, summons, familiars, and animal companions Fly at LVL*30" (LVL*10 mph) in non-combat situations.
F. Automatically make Int checks, Disbelief checks (regardless of penalty). Immune to Mirage Arcana.
G. ½V: Controlled Blink.
H. You and your henchmen ignore Phased Out status, Displacement, and Planar Displacement.
I. Your summons do special effects (innates, spells) as if one DL better than they are.
J. Immune to Astral sphere spells, and being Astral Construct or Astral Destruct "twisted".
K. Free GGL (Specialty God) pick in a god that has an Int requirement.
L. The party's psionic link cannot be "tapped", disrupted, and works up to 2 planes removed.
M. 1F, 1/h: Create a x1 Terrain Feature (Special with 1 mile radius), with a max SL=(LVL/2) effect.
N. Your illusion spell effects have xLVL area. ½M: Dispel Illusion.
O. Choose one other pick above (that you already have), or an Astral spell you know. Replace all instances of the word "Astral" with "Anti-Astral", "Ethereal", "Phlogiston", or "Maelstrom".
New Astral Spells:
Astral Construct N (SL=N): Summon an Astral Construct of DL=N. Astral Construct 0 is legal as an Orison (Cantrip). Reverse of this spell gives an Astral Repair (not an Astral Destruct). You may material component this spell to get 2 Astral Constructs (assuming you have the slots available).
Astral Perception (SL=1): Perceive into the Astral plane; you are considered an additional +2 weapon to hit.
Astral Form Blockade Field (SL=2): x1 Enemy Special on room: Dim Doors, Blinking, Astral Perception/Projection do not work in room ("Enemy Specials" only work on enemies; your party and summons etc. are not affected. They are removed as per Specials, with a -50% penalty).
Astral Projection (SL=3): Can project into the Astral Plane; cannot physically attack; copy Int->Str, Wis->Dex, Chr->Con.
Astral Dreadnought/Deva (SL=4): Summons an Astral Dreadnought or Deva (your choice, they are DL VI monsters). You have an Astral Dreadnought/Deva summon slot in addition to your normal summon slot (and your Astral Construct slot).
Burst Astral Destruct Swarm Summoning V (SL=5): Summons LVL Astral Destruct V's, not sick, have only 3S actions, disappear after 1r. Reverse of this spell summons Astral Fabricators.
Improved Astral Projection (SL=6): As Astral Projection, but you can physically attack.
Holy Word Stun (SL=7): Target is Capital S Stunned (no save, no MR). Material componenting this spell for area gives 2 targets, not a group.
Star Travel (SL=8): You fly at CL c (CL times the speed of light). You can enter a Star and either [1] Spelljam to another Star or Crystal Sphere (as if you were an Iconian Gateway), or [2] Time Travel (as if you were an Undead Robotic Chicken).
Custom Astral Projection (SL=9): As Improved Astral Projection, but pick Int, Wis, or Chr; this stat copies to the other 5.

[PC43A] Collective 4.3A Classes


Astraler3

Level KXP Psi3/-3/30/60
123 456 789 AB
1 4 (owe) 11- --- --- --
2 10.4 12- --- --- --
3 35.1 131 --- --- --
4 83.2 131 1-- --- --
5 162.5 131 11- --- --
6 280.8 132 12- --- --
7 445.9 132 121 --- --
8 665.6 132 221 1-- --
9 947.7 232 221 11- --
10 1300 233 222 12- --
11 1690 233 222 121 --
12 2080 233 222 121 1-
13 2470 233 222 121 11
14 2860 233 222 122 12
15 3250 233 333 222 12
16 3640 233 333 332 22
17 4030 333 333 333 33
18 4420 343 343 333 33
19 4810 343 343 343 33
20 5200 343 343 343 34
21 5590 444 444 444 44
22 5980 454 454 454 44
23 6370 454 454 454 45
24 6760 555 555 555 55
25 7150 565 565 565 55
26 7540 565 565 565 56
27 7930 666 666 666 66
28 8320 676 676 676 66
29 8710 676 676 676 67
30 9100 777 777 777 77
31 9490 787 787 787 77
32 9880 787 787 787 78
33 10270 888 888 888 88
34 10660 898 898 898 88
35 11050 898 898 898 89
36 11440 999 999 999 99
TH Saves
PD RS PP BW Sp Fo Re Wi
+2  5  4  8  2  3  1  1  2
+4  6  5  8  3  4  2  2  3
+6  6  6  9  4  5  3  3  4
+8  7  7  9  4  5  4  4  5
+10  7  8 10  5  6  5  5  6
+12  8  9 10  6  7  6  6  7
+14  8 10 11  7  7  7  7  8
+16  9 11 11  8  8  8  8  9
+18  9 12 12  9  9  9  9 10
+20 10 13 12 10 10 10 10 11
+22 11 14 13 11 11 11 11 12
+24 12 14 13 12 12 12 12 13
+26 13 15 14 13 13 13 13 14
+28 15 15 15 14 14 14 14 15
+30 15 16 16 15 15 15 15 16
+32 16 16 16 16 16 16 16 17
+34 17 17 17 17 17 17 17 18
+36 18 18 18 18 18 18 18 19
Requisites: Int 2*level, Wis 2*level,
Chr 2*level, Class Slots 2
Alignment: any
HD/level: & 2d4 (Exc. Chr bonus)
Weapon Prof.: 3+level
To Hit Table: 2xMon
Save Table: (2xPsi)/(2xMon)
Reference: DM
Groups: Psionicist, Monster, Futureshifted
 
Gets Chr bonus to HD/level. Gets Exceptional Int, Wis, and Chr (which applies to the HD as well).
Has access to Psi3, Psi(-3), Psi30, and Psi60. Gets Int or Wis bonus (your choice) to psionic progression. For Psi30 and Psi60, minors are SL=2, majors are SL=5, grands are SL=8, and supers are SL=11.
Does not use PSPs for psionic powers. They are free as long as you have the action to use them. If something asks for a variable amount of PSPs, you have LVL*3 PSPs in it (using Psi3 scale here).
Does not use ACP (Astral Construct Points) to use Astral Construct powers (and their variants). They are free as long as you have the action to use them.
   
Level 1: Enemies need a +LVL weapon to hit you.
Level 1: You count as an additional +LVL weapon to hit others.
Level 1: You may use Astral Projection; but in this case, you cannot use P actions or physically attack at all. [ Int->Str, Wis->Dex, Chr->Con ]
 
Levels 1-4: Pick two abilities below per level. If you pick an ability more than once, M (or P) action costs go to V, V costs go to 0 (zero action). Even though these mechanics are "5th edition"-like, these are not "5th edition" picks for Custom5.
Construct I. ½M: Twist an effect on a target (use ER to resist)
Construct II. 1M: Combine two groups of enemies into one group (no save).
Construct III. 1M: Lock a door; it requires an Open Locks roll at -25*LVL, a combined Str (using the MR calculation) check at -10*LVL, or LVL Knock spells to open the door. If using "?" (Question Marks) in the dungeon for wandering encounters, you can alternatively simply erase a "?".
Destruct I. ½P: Deal 50*LVL Anti-Astral dmg to one target (no save, IR to resist)
Destruct II. 1P: Destroy a x0 or x1 magic item.
Destruct III. 1P: Unsummon a summon.
Fabricator I. ½P: Cast a Wall spell of any E=LVL or less element.
Fabricator II. 1P: Create one dose/charge of a potion/oil, dust, or scroll of XPV=LVL*100 or less. This item fades in 1 turn. You can build 1 item of this type per reset that is permanent, however.
Repair I. ½M: Cure 10*LVL hp to one target.
Repair II. 1M: Repair a x0 or x1 magic item.
Repair III. 1M: Remove a Trap (100+25*LVL%) (-100% per multiplier beyond x1).
 
Level 3: You may use Anti-Astral Projection; but in this case, you cannot use M actions. [ Str->Int, Dex->Wis, Con->Chr ]
 
Levels 5-8: Pick two abilities below per level:
Construct IV. ½M: Remove a BlahR from 1 target, Halve the irrBlahR from 1 target, or Halve the BlahR from a group (no ER)
Construct V. 1M: Become Insubstantial for 1 turn; you can pass through objects/walls (including Wall spells, but not Wards)
Construct VI. 1M: One group Stopped (cannot move or use V actions) (InnR to resist). If used against 1 target, gets no InnR.
Destruct IV. ½P: Deal 25*LVL Anti-Astral dmg to a group (no save, IR to resist)
Destruct V. 1P: Destroy a Wall or Ward (e.g. Forbiddance zone) effect, or cast Passwall.
Destruct VI. 1P: Target gains +1QP action this segment
Fabricator V. 1P: Create a ring, ioun stone, or weapon/armor flag of XPV=(LVL-4)*300 or less. This item fades in 1 turn. You can build 1 item of this type per reset that is permanent, however.
Repair IV. ½M: Cure 10*LVL hp to one group.
Repair V. 1M: Add a charge to an item.
Repair VI. 1M: Remove a Trick (25*LVL%) (-100% per multiplier beyond x1).
 
Level 6: You may use Ethereal or Anti-Ethereal Projection. [ Str->Dex, Int->Con, Wis->Chr, or the reverse ]
 
Levels 9-12: Pick two abilities below per level:
Construct VII. ½M: Remove a racial ability or immunity from a group (ER to resist). If used against 1 target, gets no ER.
Construct VIII. 1M: Time Stop (as spell, use InnR to resist). If used against 1 target, gets no InnR.
Construct IX. 1M: Restore the MF/PF/TF/PsiF/TechF in area, Tempus Lawfulness, repair other forms of discontinuities/tears
Destruct VII. ½P: Remove a class ability or immunity from an element (affects 1 group). If used against 1 target, gets no ER.
Destruct VIII. 1P, may borrow: Fork
Destruct IX. 1P: Defile the MF/PF/TF/PsiF/TechF in area, Tempus Chaos, cause other forms of discontinuities/tears
Fabricator VIII. 1P: Create any magic item of XPV=(LVL-8)*900 or less. This item fades in 1 turn. You can build 1 item of this type per reset that is permanent, however.
Repair VII. ½M: Restore an effect that was dispelled within the last round.
Repair VIII. 1M or 1bM: Heal a summon or animal companion
Repair IX. 1M: Remove a Special (-100+25*LVL%) (-100% per multiplier beyond x1).
 
Level 12: You may use Phlogiston Projection. [ Str->Con, Int->Chr, Wis->Dex ]
 
Level 13-16: Pick two abilities below per level:
Construct X. ½M or 1bM: Lock down one action type in the room.
Construct XI. 1M: Become Immaterial for 1 turn: Insubstantial (see V above), immune to matter & energy, can't be targetted.
Destruct X. ½M: Halve the hp on up to (LVL-7)/3 targets (no save, IR to resist)
Destruct XI. 1M: Whenever someone targets a spell or psi effect in the room, it is redirected to you (treat as a x1 Special).
Destruct XII. 1M: Cause all triggers on target to trigger prematurely, and target cannot use his next Clone (no save, ER to resist)
Fabricator XI. 1P: Create a temporary artifact as if an Artificer of equal level, or create a Casting Cost LVL/3 or less MTG Artifact that lasts for 1 turn (see Planeswalker Artificer).
Repair XII. 1M: 1M: Remove a Terrain Feature (-275+25*LVL%) (-100% per multiplier beyond x1).

[PC43A] Collective 4.3A Classes


Baron

Level KXP Baron     Duke
123 456 789 [1]
1 0 1-- --- --- [-]
2 3.3 2-- --- --- [-]
3 6.6 21- --- --- [-]
4 13 32- --- --- [-]
5 33 421 --- --- [-]
6 66 422 --- --- [-]
7 99 432 1-- --- [-]
8 166 433 2-- --- [-]
9 266 433 21- --- [-]
10 666 443 22- --- [-]
11 966 444 33- --- [-]
12 1366 444 441 --- [-]
13 1666 555 442 --- [-]
14 2066 555 442 1-- [-]
15 2466 555 552 1-- [-]
16 2666 555 553 21- [-]
17 2866 555 553 32- [-]
18 3066 555 553 321 [-]
19 3266 555 553 331 [-]
20 3466 555 554 332 [-]
21 3666 555 554 442 [-]
22 3866 555 555 443 [-]
23 4066 555 555 553 [-]
24 4266 555 555 554 [-]
25 4466 555 555 555 [-]
26 4666 666 655 555 [-]
27 4866 666 666 655 [1]
28 5066 666 666 666 [1]
29 5266 777 766 666 [1]
30 5466 777 777 766 [1]
31 5666 777 777 777 [1]
32 5866 888 877 777 [1]
33 6066 888 888 877 [2]
34 6266 888 888 888 [2]
35 6466 999 988 888 [2]
36 6666 999 999 999 [3]
TH Saves
PD RS PP BW Sp Fo Re Wi
+0  5  3  8  2  3  1  0  1
+1  5  4  8  2  3  1  0  2
+2  6  4  8  3  4  2  0  2
+3  6  5  8  3  4  2  1  3
+4  6  5  9  3  4  2  1  3
+5  6  6  9  4  5  3  1  4
+6  7  6  9  4  5  3  2  4
+7  7  7  9  4  5  4  2  5
+8  7  7 10  5  6  4  2  5
+9  7  8 10  5  6  4  3  6
+10  8  8 10  5  6  5  3  6
+11  8  9 10  6  7  5  3  7
+12  8  9 11  6  7  6  4  7
+13  8 10 11  6  7  6  4  8
+14  9 10 11  7  8  6  4  8
+15  9 11 11  7  8  7  5  9
+16  9 11 12  7  9  7  5  9
+17  9 12 12  8  9  8  5 10
Requisites: Con 13, Int 13, Wis 13
Alignment: any E
HD/level: 3d2
Weapon Prof.: 4+level/2
To Hit Table: War
Save Table: Psi
Reference: DM {Reduced Duke / ArchDuke}
Groups: Concordant (x1), Planar
 
This class refers to lesser lords of the evil planes. The Nine Hells version is called "Baron"; the other planes have other titles. This class is not specific to Hell (AL LE); it is for all lower planes. I refer to "Demons" and "Devils" in the powers, use the type of lower being appropriate to your alignment.
Gets Exceptional Con. Can weapon specialize, using the Non-Warrior line for number of attacks.
Level 1: RMR level*13% .
Level 1 ¶: Each level, pick an Element or (non-"gross") [C] section effect. You resist it.
Level 3: Your unarmed attacks cause 1d6 stat damage (random stats, no save, aNR to resist)
Level 6: Troll-like regen LVL hp/s
Level 9: +1S action per round.
Level 9: Pick one Charanodaemon5 Level 9 ability or less (letters A-O).
Level 18: +1QF action per round.
Level 27: +1X action per round.

[PC43A] Collective 4.3A Classes


Baron Spells

Level # Name Effect Source
1 1 Ashes Half of your weapon dmg is vile dmg (perm hp) Psi-6E
1 2 Darkbolt Target takes CLd4 darkness dmg (no save) and stun 1 segment (Para save) Psi-6E
1 3 Detect Demons Detect Evil Outer (reverse is Good) RADemons-28
1 4 Dismiss Minion Dismiss an Evil Outer of DL=(LVL+1)/2 or less (no save) (reverse is Good) RADemons-29
1 5 Drain Life Target takes N unholy negative vile grave dmg (no save); gain N hp (can go above max) Psi-6E
1 6 Immunity I Immune to poison, non-silver weapons Psi6E
1 7 Intimidate Fear a group (Will save) RADemonsII-87
1 8 Larva Life Mouth's bP: Consume 1 larva to Cureall (incl. DPPs) Psi6E
1 9 Lesser Invocation Use an innate ability of an Evil Outer you've summoned RADemons-29
1 10 Minor Personal Ward Evil Outer cannot attack you unless you're offensive (reverse is Good) RADemons-29
1 11 Protection from Demons Immune to Evil Outer innates (reverse is Good) RADemons-29
1 12 Summon Minion Summons a DL II Evil Outer RADemons-30
1 13 Taint / Dispel Taint Curse (no save, IR), DM rolls in [C] section for effect RADemonsII-87
2 1 Call Minion Summons a DL III Evil Outer RADemons-31
2 2 Charm Demon Charm an Evil Outer (Will save, no BlahR) (reverse is Good) RADemons-31
2 3 Darkbeam 60' line takes CLd6 darkness dmg (no save) and stun 2 segments (Para save at -CL) Psi-6E
2 4 Detect Demonic Influence Detect Evil Charm/Domination/Possession/etc. RADemons-31
2 5 Dismiss Denizen Dismiss an Evil Outer of any DL (Fort save) (reverse is Good) RADemons-31
2 6 Evil Eye Target's AC becomes 66-CL^2 (Petrif save at -CL) Psi-6E
2 7 Immunity II Immune to fire or cold, +1 weapon to hit Psi6E
2 8 Lesser Pact Summons a DL IV Evil Outer, with a programmed task (is free afterwards, doesn't disappear) RADemons-31
2 9 Minor Ward 10' r As Minor Personal Ward (SL=1) except 10'r RADemons-32
2 10 Summon Demon Warriors Summons CL/3 DL II Evil Outer RADemons-32
2 11 Summon Soul Hounds Summons CL DL I Soul Hounds (they energy drain 1 level) RADemons-33
2 12 Temptation 3 Will saves, 1 fail=Command, 2 fail=Suggestion, 3 fail=Dominated RADemonsII-88
2 13 Torment Body Target degenerates at CL hp/s RADemonsII-88
3 1 Banish Minions Dismiss a group of Evil Outer of any DL (Fort save) (reverse is Good) RADemons-33
3 2 Call Soul Hounds Summons CL DL II Soul Hounds (they energy drain 2 levels) RADemons-33
3 3 Call Demon Warriors Summons CL/4 DL III Evil Outer RADemons-33
3 4 Darkcone 60' cone takes CLd8 darkness dmg (no save) and stun 3 segments (Para save at -CL*2) Psi-6E
3 5 Dismiss Demon Dismiss an Evil Outer of any DL (no save, IR) (reverse is Good) RADemons-33
3 6 Gaze of Ice PP Save (for 13*CL damage) or petrified to ice Psi6E
3 7 Hold Demon Hold Monster vs. Evil Outer, ignores immunity (Fort save) (reverse is Good) RADemons-34
3 8 Infernal Communion Contact Other Plane (Evil), or Commune (to Evil god) RADemons-34
3 9 Major Personal Ward Evil Outer cannot attack you until this is dispelled (reverse is Good) RADemons-34
3 10 Possession Similar to wizard spell "Magic Jar" Psi6E
3 11 Protection from Demons 10'r As Protection from Demons (SL=1) except 10'r RADemons-34
3 12 Summon Minion Summons a DL IV Evil Outer RADemons-34
3 13 Summon Nightmare Summons a DL IV Nightmare, can be used as a Mount (has 30*CL hp) RADemons-34

[PC43A] Collective 4.3A Classes


Baron Spells (cont.)

Level # Name Effect Source
4 1 Banish Denizen Dismiss a group of Evil Outer of any DL (no save, IR) (reverse is Good) RADemons-35
4 2 Bind Minion Gates in a DL IV Evil Outer, it is not a summon (it's just here) RADemons-36
4 3 Call Minions Summons CL/5 DL IV Evil Outer RADemons-36
4 4 Call Nightmare Beast Summons a DL V Nightmare Beast, can be used as a Mount (has 60*CL hp) RADemons-36
4 5 Cloak of Darkness Imp.Invis., Immune to Detection/Location Psi6E
4 6 Major Ward 10'r As Major Personal Ward (SL=3) but 10'r RADemons-36
4 7 Multi-Twist Twist (dispel) CL effects Psi-6E
4 8 Power Word Blind 200 hp of creatures blinded (no save) Psi6E
4 9 Summon Demon Summons a DL V Evil Outer RADemons-36
4 10 Summon Gatekeeper Summons a DL IV Evil Outer with the Hell's Caretaker class RADemons-37
4 11 Summon Scourge Summons a DL IV Evil Outer with the Scarlet Torturer class RADemons-37
4 12 Summon Succubus/Incubus Summons a DL IV Succubus/Incubus with the Slut1 class RADemons-38
4 13 Teleport Without Error Teleport Without Error Psi6E
5 1 Banish Demon Dismiss an Evil Outer of any DL (no save, no BlahR) (reverse is Good) RADemons-38
5 2 Beacon of Unrest Bring a defeated monster back to life under your control (counts as a "Revive") Psi-6E
5 3 Defile Consecrated Ground Destroys one good-aligned area's Aura Psi6E
5 4 Evil Haste +level B actions Psi-6E
5 5 Gate Gate Psi6E
5 6 Immunity III Immune:lightning/acid, +2 weapon to hit Psi6E
5 7 Infernal Spawn of Evil Summon a Demon Beast: AC 70, hp 700, #Att 7/1, TH +70, dmg 70, 1M: 10 dmg to target Psi-6E
5 8 Planeport As TWE but up to 6 planes removed Psi6E
5 9 Summon Minion Horde Summons CL DL II Evil Outer RADemons-38
6 1 Bringer Immune Illusions; Immune Disease; Immune Reverse Healing Psi-6E
6 2 Immunity IV Globe/Invuln., Immune:1st-2nd Dominions Psi6E
6 3 Infernal Spawn of I.S. of Evil Summon a Demon Child: AC 80, hp 800, #Att 8/1, TH +80, dmg 80, 1M: 20 dmg to target Psi-6E
6 4 Reveal Sin Target must Atone or lose a Specialty God pick (RSW Save) RADemonsII-89
6 5 Steal Soul III Transforms unwilling target to a larva (no save, IR) Psi6E
6 6 Summon Shapeless Horror Sumons a DL VI Shapeless Horror RADemons-39
7 1 Hellfire Storm (5*CL)d6 Unholy Brimstone dmg to a group (no save) BoVD-81
7 2 Summon Leviathan Summons a DL VIII Leviathan RADemons-39
7 3 Trap the Soul Trap the Soul (no save) BoVD-80
8 1 Summon Demon Lord Summons a DL IX Demon Lord (low level Duke) RADemons-40
8 2 Summon Diabolical Wyrm Summons a DL IX Demonic Dragon RADemons-40
8 3 Utterdark Capital D Darkness (even to Cosmic Awareness, True Sight) BoVD3-81
9 1 Eternity of Torture Target is helpless, all ability scores except Con drop to 0 (Fort save) BoVD3-81
9 2 Mindrape Capital E Extract, Forget (no save) BoVD3-83
Duke 1 (11) 1 Eternal Night x2 Terrain Feature: No new Summonings; No Divine Intervention; Proof vs. Teleport. RADemons-41
Duke 1 (11) 2 Genocide Kills all of a race on a single plane (can reduce area) RADemons-41
Duke 1 (11) 3 Lesser Apocalypse Earthquake up to an entire continent (can reduce area), CLd60 vile dmg (no save) RADemons-42

[PC43A] Collective 4.3A Classes


BlahR Evasion (Mini-Class)

Level KXP Effect Total
1 1 25% of one BlahR Evasion (25%)
2 2 25% of one BlahR Evasion (50%)
3 4 25% of one BlahR Evasion (75%)
4 8 25% of one BlahR Evasion (100%)
5 16 25% of one BlahR Evasion (125%)
6 32 25% of one BlahR Evasion (150%)
7 64 25% of one BlahR Evasion (175%)
8 100 25% of one BlahR Evasion (200%)
9 150 25% of one BlahR Evasion (225%)
10 200 25% of one BlahR Evasion (250%)
11 250 25% of one BlahR Evasion (275%)
12 300 25% of one BlahR Evasion (300%)
13 350 25% of one BlahR Evasion (325%)
14 400 25% of one BlahR Evasion (350%)
15 450 25% of one BlahR Evasion (375%)
16 500 25% of one BlahR Evasion (400%)
17 550 25% of one BlahR Evasion (425%)
18 600 25% of one BlahR Evasion (450%)
19 650 25% of one BlahR Evasion (475%)
20 700 25% of one BlahR Evasion (500%)
21 750 25% of one BlahR Evasion (525%)
22 800 25% of one BlahR Evasion (550%)
23 850 25% of one BlahR Evasion (575%)
24 900 25% of one BlahR Evasion (600%)
25 950 25% of one BlahR Evasion (625%)
26 1000 25% of one BlahR Evasion (650%)
27 1050 25% of one BlahR Evasion (675%)
28 1100 25% of one BlahR Evasion (700%)
29 1150 25% of one BlahR Evasion (725%)
30 1200 25% of one BlahR Evasion (750%)
31 1250 25% of one BlahR Evasion (775%)
32 1300 25% of one BlahR Evasion (800%)
33 1350 25% of one BlahR Evasion (825%)
34 1400 25% of one BlahR Evasion (850%)
35 1450 25% of one BlahR Evasion (875%)
36 1500 25% of one BlahR Evasion (900%)
Alternate Effect Alt Total
10% to one oBlahR (10%)
10% to one oBlahR (20%)
10% to one oBlahR (30%)
10% to one oBlahR (40%)
10% to one oBlahR (50%)
10% to one oBlahR (60%)
10% to one oBlahR (70%)
10% to one oBlahR (80%)
10% to one oBlahR (90%)
10% to one oBlahR (100%)
10% to one oBlahR (110%)
10% to one oBlahR (120%)
10% to one oBlahR (130%)
10% to one oBlahR (140%)
10% to one oBlahR (150%)
10% to one oBlahR (160%)
10% to one oBlahR (170%)
10% to one oBlahR (180%)
10% to one oBlahR (190%)
10% to one oBlahR (200%)
10% to one oBlahR (210%)
10% to one oBlahR (220%)
10% to one oBlahR (230%)
10% to one oBlahR (240%)
10% to one oBlahR (250%)
10% to one oBlahR (260%)
10% to one oBlahR (270%)
10% to one oBlahR (280%)
10% to one oBlahR (290%)
10% to one oBlahR (300%)
10% to one oBlahR (310%)
10% to one oBlahR (320%)
10% to one oBlahR (330%)
10% to one oBlahR (340%)
10% to one oBlahR (350%)
10% to one oBlahR (360%)
 
Each level, pick a BlahR. You automatically Evade 25% of that BlahR.
For the Alternate version, instead you get oBlahR 10% (Offensive BlahR). This reduces their BlahR if they have it. If they don't have it (or if you have oBlahR left over), roll your oBlahR, if you make it, they take x2 effect.

[PC43A] Collective 4.3A Classes


BlockCustom5

Level KXP Wiz/Pri/Psi+-5
123 456 789
1 0 1-- --- ---
2 6 2-- --- ---
3 12 3-- --- ---
4 24 31- --- ---
5 60 32- --- ---
6 120 33- --- ---
7 240 331 --- ---
8 450 332 --- ---
9 840 333 --- ---
10 1740 333 1-- ---
11 2640 333 2-- ---
12 3540 333 3-- ---
13 4440 333 31- ---
14 5340 333 32- ---
15 6240 333 33- ---
16 7140 333 331 ---
17 8040 333 332 ---
18 8940 333 333 ---
19 9840 333 333 1--
20 10740 333 333 2--
21 11640 333 333 3--
22 12540 333 333 31-
23 13440 333 333 32-
24 14340 333 333 33-
25 15240 333 333 331
26 16140 333 333 332
27 17040 333 333 333
28 17940 444 333 333
29 18840 444 444 333
30 19740 444 444 444
31 20640 555 444 444
32 21540 555 555 444
33 22440 555 555 555
34 23340 666 555 555
35 24240 666 666 555
36 25140 666 666 666
TH Saves
PD RS PP BW Sp Fo Re Wi
+0 (total = 27, max = 9)
+2 (total = 33, max = 11)
+3 (total = 36, max = 12)
+5 (total = 42, max = 14)
+6 (total = 45, max = 15)
+8 (total = 51, max = 17)
+8 (total = 54, max = 18)
+9 (total = 60, max = 20)
+10 (total = 63, max = 21)
+11 (total = 69, max = 23)
+11 (total = 72, max = 24)
+12 (total = 78, max = 26)
+13 (total = 81, max = 27)
+14 (total = 87, max = 29)
+14 (total = 90, max = 30)
+15 (total = 96, max = 32)
+16 (total = 99, max = 33)
+17 (total = 105, max = 35)
Requisites: Four 20's
Alignment: any
HD/level: 3d3
Weapon Prof.: & 3+level
To Hit Table: 1½xCust
Save Table: 1½xCust
Reference: DM {Planeshifted ArchCustom5}
Groups: Custom, Alternate
 
Has a spell progression (unlike Custom5), but does not have a stat bonus to begin with. Can cast Wizard, Priest, Psi-5, or Psi5 powers out of progression. Your PSP pool = Str + Con + Int + Chr - 48 + 3*Level.
Each level, pick a 5th edition class. You get all the abilities of that class for the "block" this level is in (e.g. if you pick Soldier5 at level 1, you would get Soldier5's A-E abilities). If the current level is a "Pick whatever" type level (like level 4 in many classes), you get the lower level block (levels 1-3 in this case), plus 1 instance of each pick type listed (if they aren't redundant).
Due to their large size, the Occultist5 and Secret Agent5 classes count as 2 picks. If you pick Occultist5 or Secret Agent5 once, you can choose 5 of the picks of that block. When you pick the same class a second time (within the same block), you get the rest of the powers.
Has access to all 5th edition classes from previous Collectives (up to Collective 4.1), even if using "Sheets" or Background Points. This class does not automatically know Arcane5, which was introduced in this packet (Collective 4.2). DM Note: Fallen Angel5 and Rakshasa5 were introduced in Collective 3.9, so you know them, but their abilities are not in the current ArchCustom5 list.
Gets 40 Rogue points per level.
Level 12 ¶: You may pick 6th edition (Quintessential) classes (including your lower level picks if you want to reassign them).

[PC43A] Collective 4.3A Classes


Brown Originator Mini (Originator Mini-Class)

Level KXP Effect Total
1 220 You are 1% Real (1)
2 440 You are 2% Real (2)
3 880 You are 3% Real (3)
4 1760 You are 4% Real (4)
5 3520 You are 5% Real (5)
6 7040 You are 6% Real (6)
7 14080 You are 7% Real (7)
8 22000 You are 8% Real (8)
9 33000 You are 9% Real (9)
10 44000 You are 10% Real (10)
11 55000 You are 11% Real (11)
12 66000 You are 12% Real (12)
13 77000 You are 13% Real (13)
14 88000 You are 14% Real (14)
15 99000 You are 15% Real (15)
16 110000 You are 16% Real (16)
17 121000 You are 17% Real (17)
18 132000 You are 18% Real (18)
19 143000 You are 19% Real (19)
20 154000 You are 20% Real (20)
21 165000 You are 21% Real (21)
22 176000 You are 22% Real (22)
23 187000 You are 23% Real (23)
24 198000 You are 24% Real (24)
25 209000 You are 25% Real (25)
26 220000 You are 26% Real (26)
27 231000 You are 27% Real (27)
28 242000 You are 28% Real (28)
29 253000 You are 29% Real (29)
30 264000 You are 30% Real (30)
31 275000 You are 31% Real (31)
32 286000 You are 32% Real (32)
33 297000 You are 33% Real (33)
34 308000 You are 34% Real (34)
35 319000 You are 35% Real (35)
36 330000 You are 36% Real (36)
Alternate Effect Alt Total
One random cheat code, possibly reduced (1)
One random cheat code, possibly reduced (2)
One random cheat code, possibly reduced (3)
One random cheat code, possibly reduced (4)
One random cheat code, possibly reduced (5)
One random cheat code, possibly reduced (6)
One random cheat code, possibly reduced (7)
One random cheat code, possibly reduced (8)
One random cheat code, possibly reduced (9)
One random cheat code, possibly reduced (10)
One random cheat code, possibly reduced (11)
One random cheat code, possibly reduced (12)
One random cheat code, possibly reduced (13)
One random cheat code, possibly reduced (14)
One random cheat code, possibly reduced (15)
One random cheat code, possibly reduced (16)
One random cheat code, possibly reduced (17)
One random cheat code, possibly reduced (18)
One random cheat code, possibly reduced (19)
One random cheat code, possibly reduced (20)
One random cheat code, possibly reduced (21)
One random cheat code, possibly reduced (22)
One random cheat code, possibly reduced (23)
One random cheat code, possibly reduced (24)
One random cheat code, possibly reduced (25)
One random cheat code, possibly reduced (26)
One random cheat code, possibly reduced (27)
One random cheat code, possibly reduced (28)
One random cheat code, possibly reduced (29)
One random cheat code, possibly reduced (30)
One random cheat code, possibly reduced (31)
One random cheat code, possibly reduced (32)
One random cheat code, possibly reduced (33)
One random cheat code, possibly reduced (34)
One random cheat code, possibly reduced (35)
One random cheat code, possibly reduced (36)
 
The Normal version multiplies all of your effects by xx(1+LVL/10). So at level 5 you multiply all of your damage, spell effects, spell save DC, etc. by xx1.5. This includes your AC rating and hit points. In practice, we will simply write a big "xx1.5" on the chalkboard next to your character, rather than actually multiply everything through (it will get too confusing otherwise).
The Alternate version gives you one random cheat code per level. It is possible that a pick may be reduced in power a bit, if it's a current player's pick. Or it may be a pick that's currently undefined or unknown. In any case, it will be gross.

[PC43A] Collective 4.3A Classes


Builder (Random Warrior #420746)

Level KXP
Spells
1 0 (none)
2 3 (none)
3 8 (none)
4 17 (none)
5 29 (none)
6 49 (none)
7 78 (none)
8 128 (none)
9 212 (none)
10 359 (none)
11 520 (none)
12 698 (none)
13 865 (none)
14 1037 (none)
15 1215 (none)
16 1395 (none)
17 1578 (none)
18 1762 (none)
19 1949 (none)
20 2138 (none)
21 2329 (none)
22 2523 (none)
23 2718 (none)
24 2916 (none)
25 3116 (none)
26 3318 (none)
27 3522 (none)
28 3728 (none)
29 3937 (none)
30 4148 (none)
31 4360 (none)
32 4575 (none)
33 4793 (none)
34 5012 (none)
35 5233 (none)
36 5457 (none)
TH Saves
PD RS PP BW Sp Fo Re Wi
+5  8  4  5  2  3  1  1  2
+6  8  4  6  3  4  1  1  3
+7  9  5  6  3  4  2  2  3
+8  9  5  6  4  4  2  2  4
+9 10  6  7  5  5  3  2  4
+10 10  6  7  6  5  3  3  5
+11 11  7  8  7  6  4  3  5
+12 11  7  9  8  6  4  4  6
+13 12  8  9  9  7  5  4  6
+14 12  8 10 10  7  5  5  7
+15 13  9 10 11  8  6  5  7
+16 13 10 11 12  9  6  6  8
+17 13 11 12 13 10  7  6  8
+18 14 11 13 14 10  7  7  9
+19 14 12 13 14 11  8  7  9
+20 14 12 14 14 11  8  8 10
+21 15 13 14 14 12  9  8 10
+22 15 13 14 14 12  9  9 11
Requisites: Con 0, Warrior 4
Alignment: any
HD/level: ++++++++++++++d0 (see below)
Weapon Prof.: & 6+level/2
To Hit Table: War +4 levels
Save Table: War/Pri/Mon
Reference: DM Random, Rick 12/08/07
Groups: Warrior, Random
 
Level 1: +2 saving throws.
Level 1: Construct a designed engineering task.
Level 1: Construct a designed engineering task.
Level 1: Divide the cost of buying or making an object of unusual materials by LVL.
Level 1: Evaluate the design or construction of some engineering task already done (building, bridge, etc.).
Level 2: You may be bound (with Healing/Herbalism proficiency) three times instead of once.
Level 4: +LVL QQP Actions. Can lock down one action type if desired.
Level 4: +LVL*2 AC
Level 4: Seeker Arrow: 0, 1/d: An arrow you shoot can move around corners to strike a known enemy.
Level 6: Anti-Henchman Shell SL 0-3 (Henchman effects of SL 0-3 cannot be used within 20')
Level 22: 0, 1/t: One of your BlahR's can be used as another BlahR type, you can't use X or G, but any number of a's in front are allowed.

Gets 10 Rogue points per level, see table below:
Lvl Rogue Ability | -50% | -100% | -150% Act Base Penalty Bonus
7 Ki Power (cast a Wiz Invocation spell) (penalty = -SL*50%) (#=SL) | Pri Invocation #V 0 Int-14 Int-38

[PC43A] Collective 4.3A Classes


Capital Immuner (Mini-Class)

Level KXP Effect Total
1 6 Immune to a [C] section effect and it's Capital version (1)
2 12 Immune to a [C] section effect and it's Capital version (2)
3 24 Immune to a [C] section effect and it's Capital version (3)
4 48 Immune to a [C] section effect and it's Capital version (4)
5 96 Immune to a [C] section effect and it's Capital version (5)
6 192 Immune to a [C] section effect and it's Capital version (6)
7 384 Immune to a [C] section effect and it's Capital version (7)
8 600 Immune to a [C] section effect and it's Capital version (8)
9 900 Immune to a [C] section effect and it's Capital version (9)
10 1200 Immune to a [C] section effect and it's Capital version (10)
11 1500 Immune to a [C] section effect and it's Capital version (11)
12 1800 Immune to a [C] section effect and it's Capital version (12)
13 2100 Immune to a [C] section effect and it's Capital version (13)
14 2400 Immune to a [C] section effect and it's Capital version (14)
15 2700 Immune to a [C] section effect and it's Capital version (15)
16 3000 Immune to a [C] section effect and it's Capital version (16)
17 3300 Immune to a [C] section effect and it's Capital version (17)
18 3600 Immune to a [C] section effect and it's Capital version (18)
19 3900 Immune to a [C] section effect and it's Capital version (19)
20 4200 Immune to a [C] section effect and it's Capital version (20)
21 4500 Immune to a [C] section effect and it's Capital version (21)
22 4800 Immune to a [C] section effect and it's Capital version (22)
23 5100 Immune to a [C] section effect and it's Capital version (23)
24 5400 Immune to a [C] section effect and it's Capital version (24)
25 5700 Immune to a [C] section effect and it's Capital version (25)
26 6000 Immune to a [C] section effect and it's Capital version (26)
27 6300 Immune to a [C] section effect and it's Capital version (27)
28 6600 Immune to a [C] section effect and it's Capital version (28)
29 6900 Immune to a [C] section effect and it's Capital version (29)
30 7200 Immune to a [C] section effect and it's Capital version (30)
31 7500 Immune to a [C] section effect and it's Capital version (31)
32 7800 Immune to a [C] section effect and it's Capital version (32)
33 8100 Immune to a [C] section effect and it's Capital version (33)
34 8400 Immune to a [C] section effect and it's Capital version (34)
35 8700 Immune to a [C] section effect and it's Capital version (35)
36 9000 Immune to a [C] section effect and it's Capital version (36)
Alternate Effect Alt Total
Immune to an element; does "spread" (1)
Immune to an element; does "spread" (2)
Immune to an element; does "spread" (3)
Immune to an element; does "spread" (4)
Immune to an element; does "spread" (5)
Immune to an element; does "spread" (6)
Immune to an element; does "spread" (7)
Immune to an element; does "spread" (8)
Immune to an element; does "spread" (9)
Immune to an element; does "spread" (10)
Immune to an element; does "spread" (11)
Immune to an element; does "spread" (12)
Immune to an element; does "spread" (13)
Immune to an element; does "spread" (14)
Immune to an element; does "spread" (15)
Immune to an element; does "spread" (16)
Immune to an element; does "spread" (17)
Immune to an element; does "spread" (18)
Immune to an element; does "spread" (19)
Immune to an element; does "spread" (20)
Immune to an element; does "spread" (21)
Immune to an element; does "spread" (22)
Immune to an element; does "spread" (23)
Immune to an element; does "spread" (24)
Immune to an element; does "spread" (25)
Immune to an element; does "spread" (26)
Immune to an element; does "spread" (27)
Immune to an element; does "spread" (28)
Immune to an element; does "spread" (29)
Immune to an element; does "spread" (30)
Immune to an element; does "spread" (31)
Immune to an element; does "spread" (32)
Immune to an element; does "spread" (33)
Immune to an element; does "spread" (34)
Immune to an element; does "spread" (35)
Immune to an element; does "spread" (36)
 
"Hard to get to" [C] section effects (that do not have a lower case version, like Set and As You Are) cost this class 3 picks each.
Being immune to slay and Capital S Slay, or stun and Capital S Stun, with 1 pick is perfectly fine.

[PC43A] Collective 4.3A Classes


Choicer (Random Warrior #474063)

Level KXP
Spells
1 0 (none)
2 2 (none)
3 6 (none)
4 13 (none)
5 26 (none)
6 48 (none)
7 84 (none)
8 148 (none)
9 261 (none)
10 473 (none)
11 690 (none)
12 911 (none)
13 1137 (none)
14 1367 (none)
15 1601 (none)
16 1839 (none)
17 2082 (none)
18 2346 (none)
19 2615 (none)
20 2890 (none)
21 3170 (none)
22 3456 (none)
23 3747 (none)
24 4045 (none)
25 4350 (none)
26 4661 (none)
27 4979 (none)
28 5304 (none)
29 5636 (none)
30 5976 (none)
31 6324 (none)
32 6680 (none)
33 7044 (none)
34 7417 (none)
35 7798 (none)
36 8189 (none)
TH Saves
PD RS PP BW Sp Fo Re Wi
+1  4  2  3  1  1  1  1  0
+1  5  2  4  2  1  1  1  0
+2  5  3  4  3  2  2  2  1
+3  6  4  5  4  3  2  2  1
+3  7  5  6  5  4  3  2  1
+4  8  5  7  6  4  3  3  2
+5  8  6  7  7  5  4  3  2
+5  9  7  8  8  6  4  4  2
+6 10  8  9  9  7  5  4  3
+7 11  8 10 10  7  5  4  3
+7 11  9 10 11  8  6  5  3
+8 12 10 11 12  9  6  5  4
+9 13 11 12 13 10  7  6  4
+9 14 11 13 14 10  7  6  4
+10 14 12 13 14 11  8  6  5
+11 14 12 14 14 11  8  7  5
+11 14 13 14 14 12  9  7  5
+12 15 13 14 14 12  9  8  6
Requisites: Str 14, Dex 14, Wis 16
Alignment: L any
HD/level: d6
Weapon Prof.: 10+level/9
To Hit Table: Ftr0
Save Table: War
Reference: DM Random, Rian 12/08/07
Groups: Warrior, Random
 
Each Level : The DM rolls a Monster Summoning result of DL=LVL/3 (round up). You gain the racial abilities of what the DM rolls. (You don't actually summon anything, the roll is just to determine what you get.)
Level 1: +1 weapon proficiency per level, which can only be used to become proficient (not specialized) in a weapon.
Level 1: A knight may request any other knight, paladin, or cavalier to give him sanctuary in their castle or stronghold. Unless the Good-Evil axis of the two warriors are in opposition, the castle/stronghold owner must agree to give the knight food, drink, clothing, and shelter for at least 3 days, and cannot challenge him for that period of time. If the knight challenges the owner or has attacked him in the past, this benefit is lost.
Level 1: Can take Improved Two-Weapon Fighting feat even if doesn't have prerequisites.
Level 1: Pick weapon of choice; are considered 5 levels higher for # of Attacks purposes.
Level 1: Rolls 1d30-10 for proficiency checks.
Level 2: Your items that use charges use only half the number of charges (retain fractions)
Level 4: Effective Charisma with warriors of lesser level than the knight is increased by 1 per 4 levels of the knight (round down, limit=9 at 36th). The fighter bonus is used instead for those levels where it is higher.
Level 4: Weapon of Choice: The PC selects one weapon (which he does not have to specialize in), and the Cavalier is considered 3 levels higher for purposes of number of attacks per round. This must be a melee weapon.
Level 6: Gain one 1st level apprentice per level.
Level 6: Roll 1d6+6 for initiative instead of 1d12.
Level 6: Your mount may fly at it's ground speed rate. (Note that Flying isn't listed on the Mount table for DL 4+ mounts, but most already have it.)
Level 9: Can build a freehold and attract followers.
Level 9: Can make existing items into Items of Quality, it takes 1 hour per item.
Level 12: Can transfer 1/10 of total XP to one of the fighter's children upon natural (mental aging) death.
Level 12: If you need a 2 or less to hit a target, you may attack it twice for each attack.
Level 15: Get another normal familiar (total 5).

[PC43A] Collective 4.3A Classes


Chr (Mini-Class)

Level KXP Effect Total
1 2 +2 set Chr; +10% Money * (+2; x1.1)
2 4 +2 set Chr; +10% Money * (+4; x1.2)
3 8 +2 set Chr; +10% Money * (+6; x1.3)
4 16 +2 set Chr; +10% Money * (+8; x1.4)
5 32 +2 set Chr; +10% Money * (+10; x1.5)
6 64 +2 set Chr; +10% Money * (+12; x1.6)
7 128 +2 set Chr; +10% Money * (+14; x1.7)
8 200 +2 set Chr; +10% Money * (+16; x1.8)
9 300 +2 set Chr; +10% Money * (+18; x1.9)
10 400 +2 set Chr; +10% Money * (+20; x2)
11 500 +2 set Chr; +10% Money * (+22; x2.1)
12 600 +2 set Chr; +10% Money * (+24; x2.2)
13 700 +2 set Chr; +10% Money * (+26; x2.3)
14 800 +2 set Chr; +10% Money * (+28; x2.4)
15 900 +2 set Chr; +10% Money * (+30; x2.5)
16 1000 +2 set Chr; +10% Money * (+32; x2.6)
17 1100 +2 set Chr; +10% Money * (+34; x2.7)
18 1200 +2 set Chr; +10% Money * (+36; x2.8)
19 1300 +2 set Chr; +10% Money * (+38; x2.9)
20 1400 +2 set Chr; +10% Money * (+40; x3)
21 1500 +2 set Chr; +10% Money * (+42; x3.1)
22 1600 +2 set Chr; +10% Money * (+44; x3.2)
23 1700 +2 set Chr; +10% Money * (+46; x3.3)
24 1800 +2 set Chr; +10% Money * (+48; x3.4)
25 1900 +2 set Chr; +10% Money * (+50; x3.5)
26 2000 +2 set Chr; +10% Money * (+52; x3.6)
27 2100 +2 set Chr; +10% Money * (+54; x3.7)
28 2200 +2 set Chr; +10% Money * (+56; x3.8)
29 2300 +2 set Chr; +10% Money * (+58; x3.9)
30 2400 +2 set Chr; +10% Money * (+60; x4)
31 2500 +2 set Chr; +10% Money * (+62; x4.1)
32 2600 +2 set Chr; +10% Money * (+64; x4.2)
33 2700 +2 set Chr; +10% Money * (+66; x4.3)
34 2800 +2 set Chr; +10% Money * (+68; x4.4)
35 2900 +2 set Chr; +10% Money * (+70; x4.5)
36 3000 +2 set Chr; +10% Money * (+72; x4.6)
Alt1 Effect Alt2 Effect Alt Total
+4 set Presence (prog. bonus); * +4 set Leadership (followers); * (+4)
+4 set Presence (prog. bonus); * +4 set Leadership (followers); * (+8)
+4 set Presence (prog. bonus); * +4 set Leadership (followers); * (+12)
+4 set Presence (prog. bonus); * +4 set Leadership (followers); * (+16)
+4 set Presence (prog. bonus); * +4 set Leadership (followers); * (+20)
+4 set Presence (prog. bonus); * +4 set Leadership (followers); * (+24)
+4 set Presence (prog. bonus); * +4 set Leadership (followers); * (+28)
+4 set Presence (prog. bonus); * +4 set Leadership (followers); * (+32)
+4 set Presence (prog. bonus); * +4 set Leadership (followers); * (+36)
+4 set Presence (prog. bonus); * +4 set Leadership (followers); * (+40)
+4 set Presence (prog. bonus); * +4 set Leadership (followers); * (+44)
+4 set Presence (prog. bonus); * +4 set Leadership (followers); * (+48)
+4 set Presence (prog. bonus); * +4 set Leadership (followers); * (+52)
+4 set Presence (prog. bonus); * +4 set Leadership (followers); * (+56)
+4 set Presence (prog. bonus); * +4 set Leadership (followers); * (+60)
+4 set Presence (prog. bonus); * +4 set Leadership (followers); * (+64)
+4 set Presence (prog. bonus); * +4 set Leadership (followers); * (+68)
+4 set Presence (prog. bonus); * +4 set Leadership (followers); * (+72)
+4 set Presence (prog. bonus); * +4 set Leadership (followers); * (+76)
+4 set Presence (prog. bonus); * +4 set Leadership (followers); * (+80)
+4 set Presence (prog. bonus); * +4 set Leadership (followers); * (+84)
+4 set Presence (prog. bonus); * +4 set Leadership (followers); * (+88)
+4 set Presence (prog. bonus); * +4 set Leadership (followers); * (+92)
+4 set Presence (prog. bonus); * +4 set Leadership (followers); * (+96)
+4 set Presence (prog. bonus); * +4 set Leadership (followers); * (+100)
+4 set Presence (prog. bonus); * +4 set Leadership (followers); * (+104)
+4 set Presence (prog. bonus); * +4 set Leadership (followers); * (+108)
+4 set Presence (prog. bonus); * +4 set Leadership (followers); * (+112)
+4 set Presence (prog. bonus); * +4 set Leadership (followers); * (+116)
+4 set Presence (prog. bonus); * +4 set Leadership (followers); * (+120)
+4 set Presence (prog. bonus); * +4 set Leadership (followers); * (+124)
+4 set Presence (prog. bonus); * +4 set Leadership (followers); * (+128)
+4 set Presence (prog. bonus); * +4 set Leadership (followers); * (+132)
+4 set Presence (prog. bonus); * +4 set Leadership (followers); * (+136)
+4 set Presence (prog. bonus); * +4 set Leadership (followers); * (+140)
+4 set Presence (prog. bonus); * +4 set Leadership (followers); * (+144)
 
This class gives +1 rank of Exceptional Chr which stacks on top on what you already have (unless the source says it can't be improved).
Sustain Chr, Cml.
All three forms of the class gives +10% Money per level.
The Alternate versions cannot use ability score sleazing for Chr.

[PC43A] Collective 4.3A Classes


Con (Mini-Class)

Level KXP Effect Total
1 2 +2 set Con; Regen +1 hp/s * (+2; +1/s)
2 4 +2 set Con; Regen +2 hp/s * (+4; +3/s)
3 8 +2 set Con; Regen +3 hp/s * (+6; +6/s)
4 16 +2 set Con; Regen +4 hp/s * (+8; +10/s)
5 32 +2 set Con; Regen +5 hp/s * (+10; +15/s)
6 64 +2 set Con; Regen +6 hp/s * (+12; +21/s)
7 128 +2 set Con; Regen +7 hp/s * (+14; +28/s)
8 200 +2 set Con; Regen +8 hp/s * (+16; +36/s)
9 300 +2 set Con; Regen +9 hp/s * (+18; +45/s)
10 400 +2 set Con; Regen +10 hp/s * (+20; +55/s)
11 500 +2 set Con; Regen +11 hp/s * (+22; +66/s)
12 600 +2 set Con; Regen +12 hp/s * (+24; +78/s)
13 700 +2 set Con; Regen +13 hp/s * (+26; +91/s)
14 800 +2 set Con; Regen +14 hp/s * (+28; +105/s)
15 900 +2 set Con; Regen +15 hp/s * (+30; +120/s)
16 1000 +2 set Con; Regen +16 hp/s * (+32; +136/s)
17 1100 +2 set Con; Regen +17 hp/s * (+34; +153/s)
18 1200 +2 set Con; Regen +18 hp/s * (+36; +171/s)
19 1300 +2 set Con; Regen +19 hp/s * (+38; +190/s)
20 1400 +2 set Con; Regen +20 hp/s * (+40; +210/s)
21 1500 +2 set Con; Regen +21 hp/s * (+42; +231/s)
22 1600 +2 set Con; Regen +22 hp/s * (+44; +253/s)
23 1700 +2 set Con; Regen +23 hp/s * (+46; +276/s)
24 1800 +2 set Con; Regen +24 hp/s * (+48; +300/s)
25 1900 +2 set Con; Regen +25 hp/s * (+50; +325/s)
26 2000 +2 set Con; Regen +26 hp/s * (+52; +351/s)
27 2100 +2 set Con; Regen +27 hp/s * (+54; +378/s)
28 2200 +2 set Con; Regen +28 hp/s * (+56; +406/s)
29 2300 +2 set Con; Regen +29 hp/s * (+58; +435/s)
30 2400 +2 set Con; Regen +30 hp/s * (+60; +465/s)
31 2500 +2 set Con; Regen +31 hp/s * (+62; +496/s)
32 2600 +2 set Con; Regen +32 hp/s * (+64; +528/s)
33 2700 +2 set Con; Regen +33 hp/s * (+66; +561/s)
34 2800 +2 set Con; Regen +34 hp/s * (+68; +595/s)
35 2900 +2 set Con; Regen +35 hp/s * (+70; +630/s)
36 3000 +2 set Con; Regen +36 hp/s * (+72; +666/s)
Alt1 Effect Alt2 Effect Alt Total
+4 set Fitness (hp bonus) +4 set Health (Fort saves); * (+4)
+4 set Fitness (hp bonus) +4 set Health (Fort saves); * (+8)
+4 set Fitness (hp bonus) +4 set Health (Fort saves); * (+12)
+4 set Fitness (hp bonus) +4 set Health (Fort saves); * (+16)
+4 set Fitness (hp bonus) +4 set Health (Fort saves); * (+20)
+4 set Fitness (hp bonus) +4 set Health (Fort saves); * (+24)
+4 set Fitness (hp bonus) +4 set Health (Fort saves); * (+28)
+4 set Fitness (hp bonus) +4 set Health (Fort saves); * (+32)
+4 set Fitness (hp bonus) +4 set Health (Fort saves); * (+36)
+4 set Fitness (hp bonus) +4 set Health (Fort saves); * (+40)
+4 set Fitness (hp bonus) +4 set Health (Fort saves); * (+44)
+4 set Fitness (hp bonus) +4 set Health (Fort saves); * (+48)
+4 set Fitness (hp bonus) +4 set Health (Fort saves); * (+52)
+4 set Fitness (hp bonus) +4 set Health (Fort saves); * (+56)
+4 set Fitness (hp bonus) +4 set Health (Fort saves); * (+60)
+4 set Fitness (hp bonus) +4 set Health (Fort saves); * (+64)
+4 set Fitness (hp bonus) +4 set Health (Fort saves); * (+68)
+4 set Fitness (hp bonus) +4 set Health (Fort saves); * (+72)
+4 set Fitness (hp bonus) +4 set Health (Fort saves); * (+76)
+4 set Fitness (hp bonus) +4 set Health (Fort saves); * (+80)
+4 set Fitness (hp bonus) +4 set Health (Fort saves); * (+84)
+4 set Fitness (hp bonus) +4 set Health (Fort saves); * (+88)
+4 set Fitness (hp bonus) +4 set Health (Fort saves); * (+92)
+4 set Fitness (hp bonus) +4 set Health (Fort saves); * (+96)
+4 set Fitness (hp bonus) +4 set Health (Fort saves); * (+100)
+4 set Fitness (hp bonus) +4 set Health (Fort saves); * (+104)
+4 set Fitness (hp bonus) +4 set Health (Fort saves); * (+108)
+4 set Fitness (hp bonus) +4 set Health (Fort saves); * (+112)
+4 set Fitness (hp bonus) +4 set Health (Fort saves); * (+116)
+4 set Fitness (hp bonus) +4 set Health (Fort saves); * (+120)
+4 set Fitness (hp bonus) +4 set Health (Fort saves); * (+124)
+4 set Fitness (hp bonus) +4 set Health (Fort saves); * (+128)
+4 set Fitness (hp bonus) +4 set Health (Fort saves); * (+132)
+4 set Fitness (hp bonus) +4 set Health (Fort saves); * (+136)
+4 set Fitness (hp bonus) +4 set Health (Fort saves); * (+140)
+4 set Fitness (hp bonus) +4 set Health (Fort saves); * (+144)
 
This class gives +1 rank of Exceptional Con which stacks on top on what you already have (unless the source says it can't be improved).
Sustain Con.
The Regen is not Troll-like. You will die in 1 round if you exceed your "regen buffer" of -10-(Regen rate/s)*10.
The Alternate versions cannot use ability score sleazing for Con.
The Alt2 side (Health) gets the Regen rare. The Alt1 side (Fitness) does not.

[PC43A] Collective 4.3A Classes


Concordant Sampler

Level KXP x2 Conc
123 456
1 0 1-- ---
2 3.25 2-- ---
3 6.5 3-- ---
4 13 4-- ---
5 26 41- ---
6 52 42- ---
7 104 43- ---
8 208 44- ---
9 416 441 ---
10 741 442 ---
11 1066 443 ---
12 1391 444 ---
13 1716 544 ---
14 2041 554 ---
15 2366 555 ---
16 3016 655 ---
17 3341 665 ---
18 3991 665 1--
19 4641 665 2--
20 5291 665 3--
21 5941 665 4--
22 6591 665 5--
23 7241 666 5--
24 7891 666 6--
25 8541 766 6--
26 9191 776 6--
27 10491 776 61-
28 11791 776 62-
29 13091 776 63-
30 14391 776 64-
31 15691 776 65-
32 16991 776 66-
33 18291 777 66-
34 19591 777 76-
35 20891 777 77-
36 23491 777 771
TH Saves
PD RS PP BW Sp Fo Re Wi
+0  9  9  9  9  9  9  9  9
+2 10 10 10 10 10 10 10 10
+4 10 10 10 10 10 10 10 10
+6 11 11 11 11 11 11 11 11
+8 11 11 11 11 11 11 11 11
+10 12 12 12 12 12 12 12 12
+12 12 12 12 12 12 12 12 12
+14 13 13 13 13 13 13 13 13
+16 13 13 13 13 13 13 13 13
+18 14 14 14 14 14 14 14 14
+20 14 14 14 14 14 14 14 14
+22 15 15 15 15 15 15 15 15
+24 15 15 15 15 15 15 15 15
+26 16 16 16 16 16 16 16 16
+28 16 16 16 16 16 16 16 16
+30 17 17 17 17 17 17 17 17
+32 17 17 17 17 17 17 17 17
+34 18 18 18 18 18 18 18 18
Requisites: Wis 12, Chr 18, Class Slots 2
Alignment: any
HD/level: 2d7
Weapon Prof.: 7+level/3
To Hit Table: 2xWar -1 level
Save Table: Conc÷2 (halve the numbers)
Reference: DM {Reduced Demigod Sampler}
Groups: Concordant (x1), Futureshifted
 
Each level this class gets one x2 Concordant spell. The progression is in Concordant Spell Levels. The DM rolls two spells at random, and you select one to keep.
This class can never get a stat bonus to it's spell progression, a bonus to ML, an extra "0" (or "1") on the progression, or an overwrite to its spell progression.
Your CCL (Concordant Caster Level) (or BugL) is your CL divided by 2 (round down). Your WCL (Warlord CL) is your CL divided by 4 (rounded down).
Remember that you are still a x1 being, some of the Concordant powers may not be all that great because of this.
Level 1: You may raise Luck with your ability score points from level.
Level 1: 1/reset: The DM rolls a new choice for up to LVL CSL's of your Concordant spell slots. For each spell slot, you can choose to keep what you had, or switch over to the new spell.

[PC43A] Collective 4.3A Classes


Concordant Sampler Spells

Class CSL # Spell
X7 1 1 (your level)*2% iGR; works even in section [X].
Unbreakable 1 2 +(CCL+1)/3 iAC
Unbreakable 1 3 +(CCL+1)/3 ihp
Hero 1 4 +(Hero level) QV actions
Hero 1 5 +(Hero level) to all stats
Lich 1 6 +(Lich level) OppV or QM actions
Lich 1 7 +(Lich level) Research Points per reset (see [P12])
Theist7 1 8 +1 [X7] minor
Dragon of Tyr2 1 9 +1 11th in memorization in a Wizard group class (even if off right side of chart)
X14 1 10 +1 CCL (Concordant Caster Level) in one spell in one class
Anti-Hero 1 11 +1 QX action
Villain 1 12 +10% XP in all your non-Concordant classes.
X14 1 13 +10% XP in one class (Non-Concordant or Concordant). Other powers like this one cannot be same class.
Lich 1 14 +10*(Lich level)% iWR that can't be ignored
X14 1 15 +1X action
Hero 1 16 +2*(Hero level) all non-Concordant memorization charts
Hero 1 17 +50% XP in one non-Concordant class
Clerical Elemental2 1 18 +CCL "Level:" picks from Priest group of your HNCL+CCL or lower.
Avangion2 1 19 +CCL 10th in memorization in a Wizard group class
Afterliver 1 20 +CCL MSaves (using the [X] section saving throw rules)
Unbreakable 1 21 +CCL PSaves (using the [X] section saving throw rules)
Dragon of Tyr2 1 22 +CCL set Int. You may add CCL instances of the "Elemental" Racial Adjective for no cost. Free wild talent in Psi15.
Avangion2 1 23 +CCL set Wis. You may rewrite your Racial Stat Modifiers as you wish, so they sum up to +CCL.
Clerical Elemental2 1 24 +CCL Summon slots for Elementals. 1X: Summon a DL=10+CCL Elemental that you can comprehend and control.
Anti-Hero 1 25 +CCL to Str, Dex, Con, Int, Wis, Chr, Cml, Luck
Clerical Elemental2 1 26 +CCL*2 Minors in Psi15 or Psi(-15). Can convert 2 Minor -> 1 Major, 2 Major -> 1 Grand, 2 Grand -> 1 Super.
Avangion2 1 27 +CCL*2 to your natural AT; your natural AT stacks with your armor's AT.
Avangion2 1 28 +CCL*2 weapon needed to hit you, this cannot be ignored.
Clerical Elemental2 1 29 +CCL^2 unarmed TH and damage, +CCL to # attacks unarmed, it is of an unusual element (can change with each punch)
Legend 1 30 +LL S actions
Theist14 1 31 +LVL QZ actions, can transfer 1QZ -> 1hZ or 1QZ -> 1bZ
Theist14 1 32 +LVL to HNCL (this counts for qualifying for Concordant classes)
DracoLich 1 33 0, 1/r: Any 0th-4th level Wizard or Priest spell
DracoLich 1 34 0, 1/r: Any 0th-6th level Warrior or Monster spell
Lich 1 35 0, 1/r: Any 1st-5th level Priest spell
Lich 1 36 0, 1/r: Any 1st-6th level Wizard spell
Lich 1 37 0, 1/r: Any psionic minor
Villain 1 38 0, 1/s: Choose one creature. He cannot use any V actions on his next segment.
Atheist(-7) 1 39 0, LVL/d: Anti-Concordant Shell (0th-1st)
Atheist(-7) 1 40 0, LVL/d: Halve hp on a creature with at least 1000 hp
Atheist(-7) 1 41 0, LVL/d: Ignore an immunity gained from a Concordant/Godly effect for 1 turn.
Clerical Elemental2 1 42 0, sacrifice a potion, while casting a spell: This potion is considered an element of E=(XP value)/100 for the purposes of this spell.
Legend 1 43 0,LL/d: One target gets -10*LL% irrBlahR (MPIRR)
Lich 1 44 0: Create Traps 15*(Lich level)%
X7 1 45 0: Duplicate any 0th level Concordant spell until next reset. You can have up to 2 spell levels total running (0 level spells count as 1/4).
Clerical Elemental2 1 46 ½0 (half of a zero action): Shift composition of a spell, power, or existing effect (that has an element/eelement) to any element/eelement.
Clerical Elemental2 1 47 ½X: Cureall self and Shapechange self.
X7 1 48 -1 to XP divisor due to race (minimum 1).
Villain 1 49 1/d: Create a GIANT ROBOT (a DL 10 Golem, you may make requests but exact statistics are determined by the DM).
Villain 1 50 1/r: You MYSTERIOUSLY ESCAPE (even past all barriers) from enemies, one of the enemies must be a Hero.
Hero 1 51 10*(Hero level)% uIR (unadjustable InnateR, does shift, can't be lowered/halved)
Anti-Hero 1 52 10*CCL% uWR (unadjustable WR, does shift, can't be lowered/halved)
Clerical Elemental2 1 53 10X, 30F, CCL/month: Invent a new E=4+CCL (or higher) element. Until the following reset, only you can generate effects of this element, and all effects of this element are "No Resistance". (At the end of the day the element becomes common knowledge and the benefits are lost.)
Lich 1 54 1F or 1X: Duplicate any level 0 Concordant spell
Atheist(-7) 1 55 1M (can borrow): Counter a Divine Intervention
Lich 1 56 1M, (lich level)/d: Gain +10 XP
Theist7 1 57 1M, LVL/d: Divine Intervention
Theist14 1 58 1M, LVL/d: Gate in a DL=LVL (max 10) Outer planar creature; your choice of AL; it is not under your control (not your summon).
Legend 1 59 1M,1/d: Cast 10th lvl Wiz or 8th lvl Pri spell
Lich 1 60 1M: Banish Undead
Anti-Hero 1 61 1M: Capital E Extract, or steal actions of one type (no save, use XR to resist)
Anti-Hero 1 62 1M: LVLd60 dmg, E=CCL element, one target (no save, use XR to resist)
DracoLich 1 63 1M: Summon 1 DL IX Dragon or 6 DL VIII Undead
Anti-Hero 1 64 1M: Target is Capital P Paralyzed (no save, use XR to resist)
Anti-Hero 1 65 1M: Target takes an Ego Domination attack with Ego=20*CCL (if he fails he is Dominated by you)
Atheist(-7) 1 66 1M: Turn off all specialty priest abilities on target for 1 turn
Afterliver 1 67 1N, 1/s: Pick any ÷18 or less race, or a DL IX or less creature you know of. You Shapechange into it. Your stats don't change, but you can use racial/innate abilities from it.
Legend 1 68 1V: Lower all x1 effects on 1 target
Dragon of Tyr2 1 69 1X, may borrow (i.e. 1bX action): Add a [C] section effect on someone.
Avangion2 1 70 1X, may borrow (i.e. 1bX action): Remove a [C] section effect from someone.
DracoLich 1 71 2F actions to cast, 1/d: Duplicate a 1st level Dragon of Tyr2 spell
Theist14 1 72 2Z (two zero actions), 1/t: You attack as a x3 being and defend as a x0 being this segment.
Theist14 1 73 2Z (two zero actions), LVL/d: Counter a Priest spell from someone who doesn't worship one of your gods.
DracoLich 1 74 3*LVL% inIR (irreducible, non-ignorable)
X(-7) 1 75 Action Accel.: +1 OppM only for Psi(-7)
X14 1 76 Add 2 to HD type per level in one Concordant class (+0d+2)
DracoLich 1 77 Add you or your mount's current hp (if it's a dragon) to your damaging spell effects
Unbreakable 1 78 All of your items are Indestructible.
Hero 1 79 All Rogue Abilities at 10*(Hero level)%
Lich 1 80 All spells cost 0 P actions; Material componenting does not cost 1 V action
Legend 1 81 All your effects have no save (incl. Scarab/Pro)
Hero 1 82 Avoid Fate @ x6 multiplier, (Hero level)/d
Hero 1 83 Can combine Martial Arts & Specialization
Legend 1 84 Can instead use LL/2 (round up) F actions /s
X14 1 85 Change "Save" category of your Concordant class to Conc
X14 1 86 Change "To Hit" category of your Concordant class to Conc
Legendary Officer (SFB) 1 87 Command: Can lie even under Detect Lie / Truthear / Ring of Truth; 1M: Force someone to roll a (100-Wis)% chance they will believe what you say, no matter how outrageous.
X(-7) 1 88 Defender 5: You defend as a x5 being (this effect cannot be dispelled/twisted)
Legendary Officer (SFB) 1 89 Defense: 0, 1/t: One of your BlahR's can be used as another BlahR type, you can't use X or G, but any number of a's in front are allowed.
Lich 1 90 Detect Artifacts; 1M: Legend Lore Artifact
X(-7) 1 91 Dispel Conc.: Dispel a Concordant effect
Clerical Elemental2 1 92 Drugs are considered elements for you; with E=(SL of the drug).
Hero 1 93 Duplicate a Level: ability of a non-Concordant class
Anti-Hero 1 94 Duplicate a Level: ability of a non-Concordant class
X(-7) 1 95 Ego Prot.: Artifacts divide their ego by their multiplier when picked up by you
Legendary Officer (SFB) 1 96 Engineering: Resist damage, Resist all [C] section effects, Resist beneficial healing effects (can't choose to "not use" this resistance, you can drop this entire effect with 1F action)
Duke 1 97 Eternal Night: x2 Terrain Feature: No new Summonings; No Divine Intervention; Proof vs. Teleport.
Hero 1 98 Free wild talent in Psi72, PPs=200*(Hero level)
Anti-Hero 1 99 Free wild talent in Psi81, PSPs=40*CCL, use ML=9+CCL in the Psi81 class.
Duke 1 100 Genocide: Kills all of a race on a single plane (can reduce area)
Dragon of Tyr2 1 101 Get a (non-adjustable) saving throw of 21-HCL vs. Concordant spells
Theist7 1 102 Get double effect on your specialty priest abilities
Legendary Officer (SFB) 1 103 Helm/Nav.: ¼V: Move from one group to another group within LVL feet
Theist7 1 104 iaXR CL*10% (iXR is irreducible anti-Spirit Resistance)
X21 1 105 Ignore x1 effects (assuming you are at least true x3 <- NOTE THE MULTIPLIER HERE)
Hero 1 106 Immune ego domination
Legend 1 107 Immune Ego/Domination of mult = to LL or less
Legend 1 108 Immune Head Blown Off, slain, crapped, Extract
Hero 1 109 Immune to Action/Memory/Other Stealing
Unbreakable 1 110 Immune to CCL [C] section effects, even major ones are only 1 pick each
Hero 1 111 Immune to Hold/Stun/Para/Summ.Sickness
Hero 1 112 Immune to Inner Elements
X7 1 113 Immune to one effect in the [C] section.
X7 1 114 Immune to SL 0 to SL ((your level)/3, round down) effects.
Avangion2 1 115 Immune to x0 effects. Immune to x1 effects of SL 0 to ACL. Immune to x2 effects of SL 0 to ACL/5, round down.
X(-7) 1 116 Instability: Target creature is not Time/Reality Stable
Dragon of Tyr2 1 117 iuEaXR CCL*5%; ixGR CCL%
Dragon of Tyr2 1 118 iunWaWR CCL*5%
Avangion2 1 119 iXaXR CCL*5%
Atheist(-7) 1 120 iXR CL*10% (iXR is irreducible Spirit Resistance)
Duke 1 121 Lesser Apocalypse: Earthquake up to an entire continent (can reduce area), CLd60 vile dmg (no save)
X7 1 122 Limit of 8 classes.
Dragon of Tyr2 1 123 Loop Stability. You may pick this ability twice; the second time gives you Time/Reality Stability.
Atheist(-7) 1 124 LVL/d: You may use a 0 action to pay for the "1M" cost of an Atheist "Level:" ability.
Lich 1 125 Mask Undead status; Can't be turned
Pawn 1 126 Match Alignment: Your alignment becomes equal to Pawner's, can't be changed, this can't be dropped
Avangion2 1 127 May use Psi2 Psionic Enchantments, these cost no PSPs to use.
Dragon of Tyr2 1 128 May use Psi-2 Reverse Psionic Enchantments, these cost no PSPs to use.
Legendary Officer (SFB) 1 129 Medic: 0, 1/r: Cureall
Avangion2 1 130 MF/PF/TF cannot be lowered within sight of you. 1X: Restore MF/PF/TF in the area.
Dragon of Tyr2 1 131 MF/PF/TF cannot be raised within sight of you. 1X, defile MF/PF/TF in the area by 1: Capital F Fix on self.
Pawn 1 132 Miracle Progression: For each n from 1 to LVL, gain "1X, (LVL-n+1)/d: Miracle n" (so at LVL=3 you have 3,2,1)
Theist7 1 133 Multiply your hp by your multiplier
Lich 1 134 Negative Cold (Lich level)d10 dmg by touch
Villain 1 135 NF, may borrow: Counter a level N Concordant ability.
Theist7 1 136 No action, LVL/d: Unlock actions that are locked down
Theist14 1 137 nuXR CL*20% (non-ignorable unadjustable XR)
Atheist(-7) 1 138 Opposing actions cannot be used within sight. (Drop this only at reset)
X21 1 139 Overwrite your base race to have +4 to all stats, AC, saves, hp, TH, and have the abilities of four [P3] races/adjectives.
Pawn 1 140 Pawner lending you actions: +LVL A actions (1A?1V, 2A?1P, 3A?1M)
Legendary Officer (SFB) 1 141 Pers.Combat: 1M, 1/d: Call a level=LVL/2 Beast Rider mount for yourself.
X14 1 142 Pick a CSL (Concordant Spell Level). Lose 2 spells of that CSL and gain 1 spell of CSL+1 (even if off chart)
X14 1 143 Pick a single spell from any Concordant class. You may cast that spell as if it was on your Concordant class spell list.
X7 1 144 Planar Stable (immune to effects of being on another plane).
Clerical Elemental2 1 145 Priest spells (and material componenting) cost half the number of actions in CCL spheres.
Hero 1 146 Psi1 has no limit of 1 attack/r, Psi2 has double points, auto Power Score
Legendary Officer (SFB) 1 147 Psionic: 1M: Clairvoyance+Clairaudience+Clairnasience, same plane, doesn't cause "ears burning"
Afterliver 1 148 Rotating Truename. Rotating Home Plane. Rotating Quantum Signature. Your Silver Cord rotates color, and can't be targetted or attacked.
Legendary Officer (SFB) 1 149 Science: You can physically attack even while under Sanctuary / Pro. Evil / Astral Projection / etc., the effect doesn't "see" that you attacked (and isn't reduced)
X(-7) 1 150 Shell 3: Anti-Concordant Shell (0th-3rd)
Lich 1 151 Speak with Dead & Undead (cont.); 1M: Capital E Extract from Dead & Undead
Atheist(-7) 1 152 Specials of x2 or greater have their effect's multiplier dropped to x1
Clerical Elemental2 1 153 Sphere robe in CCL spheres. If you pick Elemental, you are double Sphere robed (-2 SL).
Villain 1 154 The "Avoid Fate" ability cannot be used by any other creature (friendly or not) within 100 yards of you.
Atheist(-7) 1 155 The "Lady's Smile" ability does not function within sight
Avangion2 1 156 Time/Reality Stability. You may pick this ability twice; the second time gives you Loop Stability.
X21 1 157 Time/Reality/Loop Stable
X21 1 158 Trade 12 of an action type for 1 Instantaneous (I) of that action type.
X21 1 159 Trade 4 of an action type for 1 Borrowed (b) or Held (h) of that action type.
X21 1 160 Trade 8F to 1X
Legend 1 161 Truename is unreadable to mult = to LL or less
Legendary Officer (SFB) 1 162 Weapons: Ignore WR, iWR, aWR, iaWR, +needed to hit, DR, iDR, displacement, planar displacement, pro. weapons, immunity to matter, skins of all types, inertial barrier
Clerical Elemental2 1 163 When you are comprised of only a single element, you generate a x2 Terrain Feature that turns all other Elementals of that element into x2 beings, with +2 DL and x(CCL+1) rhp.
Clerical Elemental2 1 164 With unarmed attacks: ignore stoneskins, ironskins, uberskins, WR, iWR, DR, +blah weapon needed, displaced, inertial barrier
X21 1 165 x+4 Mirrored XP to Concordant and Demigod (doesn't stack with lower versions of this in X21)
X7 1 166 x1.5 ML (Memorization Level) in one class.
X7 1 167 x2 CL.
X7 1 168 x2 hp.
X(-7) 1 169 XCell Adjust. 2: Deal 1 idmg to a creature with at least 1 ihp
X14 1 170 XR 3*CCL%. Pick one prefix for this: "i"=irreducible, "u"=unadjustable, "n"=non-ignorable.
Villain 1 171 xVL number of henchmen, followers, summons, familiars
X21 1 172 xx1.1 ML in one class.
X21 1 173 xx1.3 CL (doesn't stack with lower versions of this in X21)
X21 1 174 xx1.5 hp (doesn't stack with lower versions of this in X21)
Dragon of Tyr2 1 175 xx2 AC (true double AC, no shift from 10)
Villain 1 176 You adjust all irreducible BlahR by -5*level% and all reducible BlahR to 0%.
X7 1 177 You are considered a x2 being.
Unbreakable 1 178 You are immune to all area effects. However, this power is incompatible with any "You can't be targetted" effects you have running (they shut off).
X7 1 179 You attack as a x1 being, but defend as a x3 being.
Theist7 1 180 You attack as a x2 being
X7 1 181 You attack as a x3 being, but defend as a x1 being.
Afterliver 1 182 You can assume the form of any known dead/incursed/pixelated person or creature (this is like the First Evil's ability). You don't have the person's abilities, but you do have their memories.
Afterliver 1 183 You can convert 1X -> 1deadX actions. 1deadX: Capital F Fix Self.
Theist14 1 184 You can have 6 Specialty God picks instead of 3, if they are all from the same pantheon.
X7 1 185 You can trade 2 of an action type for 1 Quick version of that action type.
X7 1 186 You can trade 4 of an action type for 1 Opposing version of that action type.
Clerical Elemental2 1 187 You can treat this spell slot as if it was an SL=10 Priest spell slot.
Atheist(-7) 1 188 You defend as a x2 being (this effect cannot be dispelled/twisted)
Afterliver 1 189 You get and can use 2D Actions per death per segment. You are limited to CCL+1 D Actions you can use per reset (instead of 1).
X21 1 190 You have +1 HNCL or +0.1 HCL for purposes of qualifying for classes, kits, and feats.
X7 1 191 You have a free "H" for purposes of qualifying for classes, kits, and feats.
Villain 1 192 You have an ANNOYING HENCHMAN of half your Villain Level who always ESCAPES and causes trouble for the enemy.
Villain 1 193 You ignore other people's Immunity to Action/Memory/Other Stealing (unless it comes from a x3 or greater source)
Villain 1 194 You ignore other people's Immunity to Hold/Stun/Para (unless it comes from a x3 or greater source)
Villain 1 195 You ignore other people's Immunity to Inner Elements (unless it comes from a x3 or greater source)
Clerical Elemental2 1 196 You may double material component Priest spells by using +1V action.
X21 1 197 You may use borrowed or held actions to activate SL 0-8 effects you have.
Atheist(-7) 1 198 Your Atheist(-7) spells have a (M-1)*100 save penalty, where M is the target's multiplier
Clerical Elemental2 1 199 Your Priest spells are resisted using XR instead of MR.
Divine3 2 1 [Energy] Absorption: One type of energy heals you
Divine3 2 2 [Energy] Immunity: You are immune to one type of energy
Hero 2 3 +(Hero level) QP actions
Lich 2 4 +(Lich level) OppM or QQM actions
Theist7 2 5 +1 [X7] major
Theist14 2 6 +1 action of any action type you possess, it has the "s" prefix ("Slow", can be used only on segment 10).
Theist14 2 7 +1 Luck (the ability score)
Atheist(-7) 2 8 +1 QOpp0 only for Atheist powers
Legend 2 9 +1 XP or +1 item XP /r
Lich 2 10 +10*(Lich level)% iRR that can't be ignored
Clerical Elemental2 2 11 +CCL-9 Specialty Priest picks. Can pick from any pantheon.
Legend 2 12 +LL QA actions (1QA=1QV, 2QA=1QP, 3QA=1QM)
Theist14 2 13 +LVL C or QQZ actions
Hero 2 14 0 action, 1/r: Cureall
Lich 2 15 0, 1/r: Any 2nd-6th level Priest spell
Lich 2 16 0, 1/r: Any 2nd-7th level Wizard spell
Lich 2 17 0, 1/r: Any psionic major
Villain 2 18 0, 1/r: Causeall up to VL creatures.
Warlord 2 19 +WCL QV actions (infinitely quick V actions) (this is an obvious spell that can be downgraded from a 4th or wished for)
Villain 2 20 0, 1/s: Choose one creature. He cannot use any P actions on his next segment.
Atheist(-7) 2 21 0, 2*LVL/d: Dispel a Concordant effect
Atheist(-7) 2 22 0, LVL/d: Anti-Concordant Shell (0th-3rd)
Atheist(-7) 2 23 0, LVL/d: Deal 1 idmg to a creature with at least 1 ihp
Atheist(-7) 2 24 0, LVL/d: Target creature is not Time/Reality Stable
Legend 2 25 0,1/d: Lady's Smile or Remove Lady's Smile 800'r
Legend 2 26 0,LL/d: One target gets -10*LL% irrAllR
Lich 2 27 0: Create Tricks 10*(Lich level)%
Clerical Elemental2 2 28 ½bX: Cureall and Shapechange (self or other).
Hero 2 29 10*(Hero level)% uaMR (unadjustable AntiMagicR, does shift, can't be lowered/halved)
Lich 2 30 1F or 1X: Duplicate any level 1 Concordant spell
Atheist(-7) 2 31 1M (can borrow): Counter an Avoid Fate
Atheist(-7) 2 32 1M (can borrow): Resist (1/2 effect) the effects of a material form of a god for 1 turn
Theist7 2 33 1M, LVL/d: Avoid Fate at x(LVL/2)
Theist14 2 34 1M, LVL/d: Capital O Object at x(LVL/2)
Theist7 2 35 1M, LVL/d: Deal 1 idmg to a creature without ihp
Theist14 2 36 1M, LVL/d: Deal LVL lifedmg to a creature with lifep (life points) (no resistance; a creature at negative lifep is Capital S Slain instantly.)
Legend 2 37 1M,1/d: Use Psi1/2/9/18 Super, PSPs=LL*100
Peacelord 2 38 1M: A group gets -PCL QV actions (infinitely quick V actions)
Lich 2 39 1M: Control Undead
Villain 2 40 1M: Drop all effects that can be dispelled/instantaneous/disjuncted on one target, including effects "inside" others.
Villain 2 41 1V, 1/d: You CACKLE EVILLY as a defense/immunity on an object/person doesn't function. This cannot be resisted.
Clerical Elemental2 2 42 1X: +2QQQQQQQQM this segment (that's eight Q's for the record)
Avangion2 2 43 1X: Capital O Object.
Dragon of Tyr2 2 44 1X+1F, may borrow: Capital I Insist (this can in turn be "Really Objected To").
Villain 2 45 2F: Lower the "Time Reality Stability" ability on another person (iER to resist as if reducible ER)
Villain 2 46 2P, 1/d: You (Capital S) SLAY the HERO'S SIDEKICK, which is any person with a Hero in his group.
Theist14 2 47 2Z (two zero actions), 1/t: You attack as a x4 being and defend as a x0 being this segment.
Villain 2 48 3M, 1/d: You suddenly see the FALLACY in your MASTER PLAN and can ask the DM a question.
Avangion2 2 49 A bonus of CCL in Racial Adjectives. You may pick more than one adjective per grouping.
Divine3 2 50 Abnormality (S): +2 arms, +2 legs, +2 wings, or +1 head
Divine3 2 51 Adamantine Body: Your body turns to living adamantine; +40 Str; DR 20/-; +20 AC; -8 Dex
Divine3 2 52 Adjuration (S): Can summon a DL=CCL monster and control and understand it
Villain 2 53 All psionic progressions get +1 in each category (minor, major, grand, etc.) if you have at least a "0" there.
Hero 2 54 All spell levels +1 in all memorizations
Hero 2 55 All spells cost no P action to cast. No saves versus your effects
Clerical Elemental2 2 56 All the "-" (dashes) in your Priest progressions are 0's. (You may also upgrade lower-case letters to 0's).
Villain 2 57 All your innate abilities can be used twice as often (e.g. 3/d becomes 6/d). Your Innates do not allow a Saving Throw.
Hero 2 58 All your Psi are range = same plane
Villain 2 59 All your Psionics cost only 1/2 the normal number of Mental Actions to use. Your Psionics do not allow a Saving Throw.
Villain 2 60 All your Spells are range = same plane. Your Spells do not allow a Saving Throw.
Dragon of Tyr2 2 61 Alley effect CCL*10' r
Avangion2 2 62 Anti-Alley effect shell CCL*10' r
Divine3 2 63 Apport: All of your items have Instant Returning
Atheist(-7) 2 64 Artifacts divide their ego by their multiplier when picked up by you
Divine3 2 65 Asomatous: Astral, Inverse Astral, Ethereal, or Inverse Ethereal Projection
Hero 2 66 Automatically hit all targets (you rolled a natural 40 on a 20-sided die if it matters)
Hero 2 67 Automatically make saves (you rolled a natural 40 on a 20-sided die if it matters)
Divine3 2 68 Blood Strike: You can expend hit points to increase damage (max=CCL*CCL)
Lich 2 69 Can convert Wiz <-> Pri spells (2 SL shift: Wiz5=Pri3)
Dragon of Tyr2 2 70 Can do these action conversions: 1M -> 1P, 2P -> 1QP, 2 QP -> 1 QQP, 2 QQP -> 1 QQQP, etc.
Avangion2 2 71 Can do these action conversions: 1P -> 1M, 2M -> 1QM, 2 QM -> 1 QQM, 2 QQM -> 1 QQQM, etc.
Clerical Elemental2 2 72 Can spend N Priest spells in memorization to get N times the resultant effect.
Legend 2 73 Can target yourself N times for N times effect
Clerical Elemental2 2 74 Can turn Elementals. Automatically "T" or "D" any x0-x1 Golems or Elementals. Roll 1d12 *groups* affected instead of individuals.
Hero 2 75 Capital O Object @ x7 multiplier, (Hero level)/d
Divine3 2 76 Carapace: +HNCL AC
Dragon of Tyr2 2 77 CCL instances of the "Uncommoner3" class Level 1 ability (at DL X)
Divine3 2 78 Convergent Effect: Can combine CCLs with other Concordant characters to increase an effect
Divine3 2 79 Cunning Mind: +(Int bonus) TH
Divine3 2 80 Cunning Soul: +(Int bonus) saves
Lich 2 81 Detect Divine Beings; 1M: Legend Lore Divine Being
Divine3 2 82 Distant Gaze: Your gaze can expel targets from the plane
Divine3 2 83 Divine Champion: Borrow an abilty from another deity (must be willing)
Divine3 2 84 Divine Sorcery: You can cast twice as many spells per day (non-Concordant)
Divine3 2 85 Divine Toughness: Hit Dice becomes d20 (all classes)
Divine3 2 86 Dragon Companion: Gain a dragon companion (Animal Companion with 1/5 your XP instead of 1/10)
Divine3 2 87 Eternal Freedom: You are immune to spells and effects which impede movement
Divine3 2 88 Evenhanded: Your unarmed attacks deal maximum damage
Divine3 2 89 Extra Level (S): You gain an extra class level (non-Concordant)
Divine3 2 90 Force Field (S): You are protected by 50 hit point force field (re-raises every segment)
Divine3 2 91 Fortuity (S): You gain a +1 Luck Bonus on all rolls
Divine3 2 92 Heavenly Mind: +(Chr bonus) TH
Divine3 2 93 Heavenly Soul: +(Chr bonus) saves
Divine3 2 94 Heavy-handed: You gain double your strength bonus to damage
Divine3 2 95 Iatric [Effect]: The effect heals rather than injures (borrow an X action to cast this)
Hero 2 96 Immune to all x1 defenses (you affecting other people)
Hero 2 97 Immune to all x1 effects (things that affect you)
Theist14 2 98 Immune to Loop; Loop/Reality Stability (does not include Time/Reality Stability)
Avangion2 2 99 Immune to Pixelation CCL*10' radius (can selectively drop it or not affect some people)
Legend 2 100 Immune to Set, Slain, Crapped, As You Are
Divine3 2 101 Iron Body: Your manifestation turns to iron; +26 Str; DR 10/-; +10 AC; -5 Dex
Divine3 2 102 Learned Spell Immunity: Adapt to an opponents spells (immune to it after first time)
Divine3 2 103 Legendary Companion: Animal Companion gains Legendary Animal template
Divine3 2 104 Lord of Blood: You gain the Vampire template
Divine3 2 105 Lord of Bone: You gain the Lich template
Avangion2 2 106 May use Psi2 Psionic Enchantments even if "Banhammered".
Dragon of Tyr2 2 107 May use Psi-2 Reverse Psionic Enchantments even if "Banhammered".
Villain 2 108 May wear any number of items, your AT sources fully stack
Divine3 2 109 Mercurial: You cumulatively gain one extra attack per P action
Divine3 2 110 Mime Ability Score: You can copy one single ability score of an opponent
Divine3 2 111 Mime Ability: You can copy one x0-x2 ability used against you per reset
Divine3 2 112 Mime Spell: You can copy any non-Concordant spell used against you per reset
Dragon of Tyr2 2 113 Mouth's X: Pixelate a target (XR to resist)
Pawn 2 114 Pawner lending you spells: 0, 1/r: +LVL SLs in memorization
Divine3 2 115 Perfect Disarm: Successful attacks deal damage and a disarm attempt
Divine3 2 116 Perfect Weapon Specialization: Always deal maximum damage with selected weapon
Lich 2 117 Protection from Turning 100'r
Divine3 2 118 Regeneration: You gain regeneration HNCL/2 /s
Divine3 2 119 Saviour: You can take damage for any or all allies in your presence
Divine3 2 120 Seeking Shot: You can make one shot per round that is guaranteed to hit
Divine3 2 121 Self Mastery: Your body parts can operate independently
Dragon of Tyr2 2 122 Set Int = CCL^2.
Avangion2 2 123 Set Wis = CCL^2.
Divine3 2 124 Shapechange: You can shapechange at will
Divine3 2 125 Spell Abatement: You ignore the effects of a non-Concordant spell the first time it is used upon you
Divine3 2 126 Spell Immunity (S): You are immune to non-Concordant spells of a certain level
Divine3 2 127 Spell Reflection: Spells that do not penetrate your spell resistance are reflected
Divine3 2 128 Spiritual Ancestry: Gain the traits of any Outsider sub-type
Divine3 2 129 Squamous: Your divine natural armor bonus is trebled
Divine3 2 130 Super Charge: Deal x6 damage on a charge, or x8 with a lance
Divine3 2 131 Superior Combat Casting: You cast all spells as spell-like abilities (they use InnR)
Divine3 2 132 Superior Critical Multiplier: Your critical multiplier is quadrupled
Divine3 2 133 Superior Critical: Your critical threat range is quadrupled
Divine3 2 134 Superior Summoning: Hit Dice of summoned creatures increases by 50%
Divine3 2 135 Telluric Effect: The effect damage is multiplied each time same target is struck
Clerical Elemental2 2 136 The "Unusual Materials" table is considered Semi-Elements for you; you can be composed of up to CCL-9 of those materials at the same time
Theist7 2 137 Time/Reality Stability
Legend 2 138 Time-Reality Stability; 1M: Talk to Time-Ele
Lich 2 139 Touch: Energy Drain 2x(Lich level) levels
Divine3 2 140 True Strike: You gain a +20 attack bonus with one weapon
Atheist(-7) 2 141 Undead divide their HD by your LVL when calculating what they turn as
Divine3 2 142 Unyielding Damage Reduction: Any corporeal opponent striking you in melee but not penetrating your damage reduction suffers the difference in damage.
Divine3 2 143 Vanguard Fortitude: Allies within in your group can use your fortitude saving throw
Divine3 2 144 Vanguard Reflexes: Allies within in your group can use your reflex saving throw
Divine3 2 145 Vanguard Will: Allies within in your group can use your will saving throw
Divine3 2 146 Weapon Breaking: Weapons that strike you, but do not injure you, shatter
Divine3 2 147 X-Ray Vision: See through solid objects
Theist7 2 148 You attack as a x3 being
Atheist(-7) 2 149 You defend as a x5 being (this effect cannot be dispelled/twisted)
Clerical Elemental2 2 150 You may have CCL-8 Artificial Resets per Natural Reset.
Lich 2 151 You may material component the Lich powers that duplicate Priest spells (spend 1V)
Lich 2 152 You may material component the Lich powers that duplicate Psionic powers (spend 1V)
Lich 2 153 You may material component the Lich powers that duplicate Wizard spells (spend 1V)
Hero 2 154 Your multiplicative sources of damage fully stack (instead of using the sum and subtract 1 formula)
Legend 2 155 Your non-Conc classes' spells/psi cost only ½M
Dragon of Tyr2 2 156 Your racial abilities and magic items cost half the normal number of actions to use.
Avangion2 2 157 Your Wizard spells and Psi2 powers (and their material componenting) cost half the normal number of actions to use.
Hero 3 1 #M: Dispel a x(#+1) effect (ignores ER/iER). # may be 0 (use a zero action)
Hero 3 2 +(Hero level) QM actions
Lich 3 3 +10*(Lich level) iMR that can't be ignored
Bug 3 4 +BCL "Bug" actions per round, only for technological effects, convert a "Bug" action to a QQS or an OppS
Clerical Elemental2 3 5 +CCL-19 lines of text from Priest group class descriptions, these are non-Level: picks or things that are normally non-pickable.
Legend 3 6 +LL Full actions
Hero 3 7 0 action, 1/r: Reset
Lich 3 8 0, 1/r: Any 3rd-7th level Priest spell
Lich 3 9 0, 1/r: Any 3rd-8th level Wizard spell
Villain 3 10 0, 1/r: Drop Time-Reality Stability on one target for 1 round
Villain 3 11 0, 1/r: Set up to VL creatures.
Villain 3 12 0, 1/s: Choose one creature. He cannot use any M actions on his next segment.
Atheist(-7) 3 13 0, LVL/d: Anti-Concordant Shell (0th-5th)
Atheist(-7) 3 14 0, LVL/d: Both you and a target get no actions; if you go below 0 hp this effect ends
Atheist(-7) 3 15 0, LVL/d: Target defeated creature is put in the hole, no escape for M years (M=Mult)
Legend 3 16 0,LL/d: Ignore someone's Immunity to something
Legend 3 17 0,LL/d: Mental Fury or Counter a Mental Fury
Legend 3 18 0,LL/d: Reset or Set (latter has No Resistance)
Legend 3 19 0,Lower Mult by 1: Target's Mult lowers by LL
Lich 3 20 0: 3*(Lich level)d10 Colorless Fire dmg, vile, does indestructible hp dmg
Lich 3 21 0: Create Specials 5*(Lich level)%
Villain 3 22 0: Dispel Permanent Lady's Smile on one target
Hero 3 23 10*(Hero level)% uPR (unadjustable PsiR, does shift, can't be lowered/halved)
Lich 3 24 1F or 1X: Duplicate any level 2 Concordant spell
Villain 3 25 1F, 1/year: Multiply all your effects by VL for 1 turn (once this is used this slot cannot be dropped for a year)
Bug 3 26 1M, can borrow from future: Counter a Concordant or XR-based effect
Legend 3 27 1M,1/d: Cast 11th lvl Wiz or 9th lvl Pri spell
Bug 3 28 1M: Annihilation 30' radius (save vs. PPD at -BL*10), from 30' to 60' radius take a Destruction (save vs. PPD)
Bug 3 29 1M: Dispel Concordant effect (or) reduce the multiplier of a Godly effect by x1 (no resistance, no ER, no aXR/aGR)
Legend 3 30 1M: Dispel Concordant Spell, 100% success
Villain 3 31 1M: Drop the Anti-Dispel Magic Shell spell (this effect is specifically designed to drop it and nothing else, so it works).
Bug 3 32 1M: Duplicate a Psi8 or Psi16 minor, major, or grand ability. (This is resisted using XR, not TechR)
Lich 3 33 1M: Grant Undead Status
Bug 3 34 1M: Raise or lower the Physical Factor (PF) of the area by BCL (min PF = 0, max PF = 10+BL), even if current PF=0
Bug 3 35 1M: Raise or lower the Tech Level of an object by BCL (max Tech Level = 20+BL*2)
Bug 3 36 1M: Reverse Concordant (can cast a Concordant effect's reverse within 1 round, even if the reverse is not known)
Dragon of Tyr2 3 37 1N, 1/r: Counterspell a non-Concordant effect.
Bug 3 38 1V: Successfully chase someone who Escaped (using Psi6G or whatever) or is Gone (to pocket dimension)
Avangion2 3 39 1X: Capital I Insist (this can in turn be "Really Objected To").
Dragon of Tyr2 3 40 1X: Loop port to a destination in the multiverse that doesn't match your quantum signature, defiling CCL' r of that multiverse to match yours.
Avangion2 3 41 1X: Loop port to a destination in the multiverse that matches your quantum signature, restoring CCL' r of that multiverse to its original state if that multiverse is suffering ill effects.
Clerical Elemental2 3 42 1X: Natural Reset one target.
Clerical Elemental2 3 43 2X: Cast a Wis-based [X] section power, with SL=3 (or SL=13 in the older copies of [X] that were SL=11 based).
Avangion2 3 44 A bonus of CCL in Class Adjectives. You can replace the phrase "in your group" with "in any group" in descriptions of class adjectives.
Clerical Elemental2 3 45 Add a "-" off the chart on the right side of your Priest progressions. (It is a "0" if you have the "dashes" power on SL=2 of this chart)
Villain 3 46 Anti-Hero shell SL 0-3 (Hero effects of SL 0-3 cannot be used within 200'r)
Hero 3 47 Anti-Villain Shell SL 0-3 (Villain effects of SL 0-3 cannot be used within 200')
Legend 3 48 Can create custom class with no upper CXP limit
Dragon of Tyr2 3 49 CCL instances of the same Class Adjective. It stacks with itself, even if it normally doesn't.
Bug 3 50 Concordant-Based Spirit Resistance (cXR) = BL*15% (shift downwards by 5% per Concordant CL over 12)
Hero 3 51 Continuous Lady's Smile (you choose all your die rolls)
Bug 3 52 DNA Stable (cannot be scrambled/erased/et al.); Immune to Clone Insanity, Pawned, Home Plane Change
Lich 3 53 Double the memorization of 1 SL (one non-Concordant progression)
Villain 3 54 Everyone has a SENSE OF IMPENDING DOOM, they waste 1 action (any type) per segment marvelling at your evilness.
Clerical Elemental2 3 55 Everyone in your party may use D actions, even if D actions are Banhammered or Pixelated.
Dragon of Tyr2 3 56 Free material componenting of Concordant spells, once per round.
Lich 3 57 Gaze: Life Trapping (as per Mirror)
Bug 3 58 Immune to "Colorless" and "Wild" elements/effects (Colorless Fire, Colorless Time, Black Ice, Wild Magic Zones, etc.)
Lich 3 59 Immune to being put down a hole (this does not put you down the deeper hole)
Hero 3 60 Immune to Hero level number of [C] section effects
Hero 3 61 Immune to Outer Elements
Lich 3 62 Imprisonment by touch
Atheist(-7) 3 63 Mask Alignment: You appear to be no alignment at all, not subject to special effects determined by alignment
Bug 3 64 May "Mental Fury" or "Step Out of It" without being "Crapped" at the end.
Avangion2 3 65 May use Psi2 Psionic Enchantments on your Concordant progressions (a Concordant 1st is considered a 11th, a Concordant 2nd is considered a 12th, ...)
Dragon of Tyr2 3 66 May use Psi-2 Reverse Psionic Enchantments on your Concordant progressions (a Concordant 1st is considered an 11th, a Concordant 2nd is considered an 12th, ...)
Legend 3 67 One 0th-1st lvl Hero or Lich or Villain spell
Pawn 3 68 Pawner lending you psionics: 0, 1/r: +LVL
Dragon of Tyr2 3 69 QX Haste: You get +1QX action.
Bug 3 70 Summon all creatures from all Alleys within BL*100 feet of current location; Alley Effect extends to where you are
Bug 3 71 The "Lady's Smile" effect doesn't work for anyone within sight
Hero 3 72 Time-Reality Stability
Villain 3 73 Time-Reality Stability
Lich 3 74 Troll-like Regen all hp every r
Avangion2 3 75 X Haste: All in your party gets +1X action.
Clerical Elemental2 3 76 You can summon, control, and comprehend Elementals of any DL, even past DL X. (Assuming you have sufficient spells to do so.)
Atheist(-7) 3 77 You defend as a x8 being (this effect cannot be dispelled/twisted)
Villain 3 78 You have an EVEN MORE ANNOYING FAMILIAR which functions as your VL in Ultra Familiars.
Villain 3 79 You ignore other people's Immunity to Outer Elements (unless it comes from a x3 or greater source).
Avangion2 3 80 You may material component Concordant spells, it costs an extra X action to do this.
Villain 3 81 Your ENDLESS HORDE OF CANNON FODDER (x1 creatures) ignore "Immune to x1 effects" (unless from x3 source).
Clerical Elemental2 3 82 Your Priest spells are resisted using GR instead of MR (or XR).
Divine3 4 1 [Aligned] Messiah: Same aligned beings will not attack you
Hero 4 2 +(Hero level) QOpp actions
X14 4 3 +1 CCL (Concordant Caster Level) in one class
Lich 4 4 +10*(Lich level) iPR that can't be ignored
X14 4 5 +1QX action
Hero 4 6 +2*(Hero level) to max # of actions
X14 4 7 +20% XP in one class (Non-Concordant or Concordant). Other powers like this one cannot be same class.
Warlord 4 8 +25*WCL set Con. Hold Con.
Warlord 4 9 +25*WCL set Dex. Hold Dex.
Warlord 4 10 +25*WCL set Str. Hold Str.
Legend 4 11 +LL*20% distributed among irrRMPIWR
Villain 4 12 +VL Opposing actions.
Warlord 4 13 +WCL iAC
Warlord 4 14 +WCL idmg
Warlord 4 15 +WCL ihp
Warlord 4 16 +WCL QP actions (infinitely quick P actions)
Warlord 4 17 +WL isaves
Warlord 4 18 +WL iTH
Warlord 4 19 +WL X actions
Lich 4 20 0, 1/r: Any 4th-8th level Priest spell
Lich 4 21 0, 1/r: Any 4th-9th level Wizard spell
Lich 4 22 0, 1/r: Any psionic grand
Villain 4 23 0, 1/s: Choose one creature. He cannot use any F or S actions on his next segment.
Villain 4 24 0: Counter an Limited Wish, Alter Reality, Wish, Change Reality, or Miracle (it doesn't work on Unlimited Wish or higher).
Lich 4 25 0: Dispel Innate or Racial ability effect
X7 4 26 0: Duplicate any 0th-2nd level Concordant spell until next reset. You can have up to 6 spell levels total running.
Hero 4 27 10*(Hero level)% uMR (unadjustable MR, does shift, can't be lowered/halved)
Lich 4 28 1F or 1X: Duplicate any level 3 Concordant spell
Lich 4 29 1F or 1X: Step Out of It
Villain 4 30 1F, 1/year: +VL to your multiplier for 1 turn (once this is used this slot cannot be dropped for a year)
Legend 4 31 1F,1/h: Locate Person/Obj at any point in time
Legend 4 32 1F,1/h: Speak with Person at any point in time
Atheist(-7) 4 33 1M (may borrow): New priest effects do nothing within sight (maintained) (may be used as a counterspell)
Peacelord 4 34 1M: A group gets -25*PCL set Con that ignores Sustain Con
Peacelord 4 35 1M: A group gets -25*PCL set Dex that ignores Sustain Dex
Peacelord 4 36 1M: A group gets -25*PCL set Str that ignores Sustain Str
Peacelord 4 37 1M: A group gets -PCL iAC
Peacelord 4 38 1M: A group gets -PCL idmg
Peacelord 4 39 1M: A group gets -PCL ihp
Peacelord 4 40 1M: A group gets -PCL QP actions (infinitely quick P actions)
Peacelord 4 41 1M: A group gets -PL isaves
Peacelord 4 42 1M: A group gets -PL iTH
Peacelord 4 43 1M: A group gets -PL X actions
Villain 4 44 1M: But wait, the other Villain over there FORGOT ONE SMALL THING and he is Crapped and Slain. (only vs. Villains)
Lich 4 45 1M: Contact Alternate Reality
Lich 4 46 1M: Create Any x2 Monster
Atheist(-7) 4 47 1M: Destroy up to LVL effects with Protection, Circle, or Ward in their name
Lich 4 48 1M: Reset
Legend 4 49 1V: Lower one x2 effect. 1X: Lower all x2 effects on 1 target.
Legend 4 50 1V: Swap bodies with target permanently
Villain 4 51 5F, Marry the HERO'S SWEETHEART: The Hero in question is (Capital R) Removed from the Multiverse permanently.
Atheist(-7) 4 52 Abilities as per Anti-Druid of half level
Pawn 4 53 Accidently raise Pawn XP: 1 in 6 chance per reset of spending all your XP to Pawn class
X14 4 54 Add 2 to HD type per level in one Concordant class (+0d+2)
Hero 4 55 All psi cost 0 action (limit = level/r)
Hero 4 56 All spells cost 0 action (limit = level/r)
Villain 4 57 All your innates cost 0 actions (limit = VL/r).
Villain 4 58 All your psi cost 0 actions (limit = VL/r).
Villain 4 59 All your spells cost 0 actions (limit = VL/r).
Divine3 4 60 Alter Reality: 0: Wish
Divine3 4 61 Anaretic: Your attacks are Mordenkainen's Disjunction branded
Divine3 4 62 Apostasy: You are unaffected by alignment based effects
X21 4 63 Can trade 10000 hp into 1 ihp (as many times as you like)
X14 4 64 Change "Save" category of your Concordant class to 1½xConc
X14 4 65 Change "To Hit" category of your Concordant class to 1½xConc
Divine3 4 66 Chimerical: You can shapechange into two creatures simultaneously
Divine3 4 67 Cosmic Consciousness: You sense everything (immune Dust, Mirage Arcana, Displacement, etc.)
Divine3 4 68 Cosmic Toughness: Hit Die become d100s (all classes)
Divine3 4 69 Counter-strike: Gain an extra retaliatory attack for every time you are injured
X(-7) 4 70 Defender 8: You defend as a x8 being (this effect cannot be dispelled/twisted)
Divine3 4 71 Divine Inspiration (S): 1X: Duplicate a 0th-2nd level Divine3 spell
Divine3 4 72 Dominance: Foes with less than 1/4 your HNCL automatically fail their saves
Divine3 4 73 Doppelganger: Shapechange into individuals, duplicating their innate/racial powers
Villain 4 74 Everyone else within 100 yards (friendly or not) loses VL to their number of segments per round, this may be "turned off".
Legend 4 75 Get LL Resets per Reset (doesn't stack w/self)
X14 4 76 Get stat bonus to a Concordant spell progression (Concordant SLs = 10+NonConcordant)
X(-7) 4 77 Go Away: Target defeated creature is put in the hole, no escape for M years (M=Mult)
Divine3 4 78 Hyperostosis: +HNCL*2 AC
X7 4 79 Ignore all forms of XP divisors.
Atheist(-7) 4 80 Ignore non-racial immunity to fear, suggestion, possession, charm
X21 4 81 Ignore x1 effects (assuming you are at least true x2 <- NOTE THE MULTIPLIER HERE)
X21 4 82 Immune Pixelation
Atheist(-7) 4 83 Immune to Forbiddance Zones, Alignment Change, Opposition
X21 4 84 Immune to x0 to x3 Traps, x0 to x2 Tricks, x0 to x1 Specials
Divine3 4 85 Inner Eye: You always use the best possible dice roll (Lady's Smile)
Divine3 4 86 Karmic [Effect]: An effect you do causes damage direct to experience points
Atheist(-7) 4 87 L segments of talking: Hijack the level L follower of someone else, he becomes your follower
Divine3 4 88 Legendary [Ability Score]: Single ability score doubled
X(-7) 4 89 Lockdown All: Both you and a target get no actions; if you go below 0 hp this effect ends
Hero 4 90 Loop-Reality Stability
Divine3 4 91 Lord of Perfection: You gain the Paragon Template
Divine3 4 92 Lord of the Skull: You gain the Demilich Template
Lich 4 93 Lose (Lich level)d4 stat pts by touch
Divine3 4 94 Molymorph: You are immune to the attacks of any form you assume
Divine3 4 95 Numinous: Anti-magic aura that does not impede your own magic
Legend 4 96 One 1st-2nd lvl Hero or Lich or Villain spell
X21 4 97 Overwrite your base race to have +5 to all stats, AC, saves, hp, TH, and have the abilities of five [P3] races/adjectives.
Pawn 4 98 Pawner lending you XP: +LVL*5% XP (or) +LVL*10% XP only for Priest group (both retroactive); +1 class slot
Divine3 4 99 Perfect Critical Multiplier: Your critical multiplier is quintipled
Divine3 4 100 Perfect Critical: Your critical threat range is quintupled
Divine3 4 101 Perfect Summoning: Hit Dice of summoned creatures increases by 200%
X14 4 102 Pick a single spell from any Concordant class. You may cast that spell as if it was on your Concordant class spell list.
Divine3 4 103 Quivering Skin: Anyone touching you suffers the effects of the Quivering Palm
Divine3 4 104 Quixotic: You can re-roll any dice roll (yours or friend's) 1/s
Divine3 4 105 Redivivus: You can revive your opponents greatest enemy
Divine3 4 106 Sanctity: Your turning affects any being
X(-7) 4 107 Shell 5: Anti-Concordant Shell (0th-5th)
Divine3 4 108 Shroud of Death: Anyone attacking you must save versus death
Divine3 4 109 Slipstream: You are unaffected by temporal disturbances
Divine3 4 110 Soniferous (S): You double the power of any single magic item you use
Divine3 4 111 Spirited Away: You are saved from destruction (Avoid Fate once per day)
Lich 4 112 Steal all spells by touch
Divine3 4 113 Talismanic Effect: Channel effects through artifacts
Divine3 4 114 Time Dilation: Can use 2X actions per segment (if you have them)
X21 4 115 Trade 3 of an action type for 1 Borrowed (b) or Held (h) of that action type.
X21 4 116 Trade 6F to 1X
X21 4 117 Trade 9 of an action type for 1 Instantaneous (I) of that action type.
Divine3 4 118 Underhanded: You sneak attack (Backstab) with every hit, even while in melee
Villain 4 119 -VL actions of all types to everyone within VL*10' r (no resistance)
X21 4 120 x+5 Mirrored XP to Concordant and Demigod (doesn't stack with lower versions of this in X21)
X7 4 121 x10 hp.
X7 4 122 x2 ML (Memorization Level) in one class.
X7 4 123 x3 CL.
X14 4 124 XR 4*CCL%. Pick two prefixes for this: "i"=irreducible, "u"=unadjustable, "n"=non-ignorable.
X21 4 125 xx1.2 ML in one class. (doesn't stack with lower versions of this in X21)
X21 4 126 xx1.5 CL (doesn't stack with lower versions of this in X21)
X21 4 127 xx2 hp (doesn't stack with lower versions of this in X21)
Villain 4 128 You are the MASTER ENEMY, and can't be targetted until your ENDLESS HORDE OF CANNON FODDER is destroyed.
X7 4 129 You attack as a xN being, but defend as a x(6-N) being, where N is between 1 and 4.
X7 4 130 You can trade 3 of an action type for 1 Opposing version of that action type.
Atheist(-7) 4 131 You defend as a x11 being (this effect cannot be dispelled/twisted)
X7 4 132 You may "borrow" actions of any type (assuming you have them).
X7 4 133 You may "hold" actions of any type (assuming you have them).
X21 4 134 You may "material component" Martial Arts Maneuvers, Innate/Racial Abilities, Magic Item activations (non-Artifact) by spending an S action (in addition to normal costs)
X21 4 135 You may use borrowed or held actions to activate SL 0-11 (CSL 0-1) effects you have.
Legend 4 136 Your phys att do full dmg regardless of immunity
Legend 4 137 Your race unique; imm Genocide; Wear any # items
Hero 5 1 +(Hero level) infinitely Quick Opposing 0 (Zero) actions
Lich 5 2 +(Lich level) QOppM or QQQM or X actions
Lich 5 3 +10*(Lich level) iaMR that can't be ignored
Legend 5 4 +LL Opposing actions
Lich 5 5 0, 1/r: Any 5th-10th level Wizard spell
Lich 5 6 0, 1/r: Any 5th-9th level Priest spell
Villain 5 7 0, 1/s: Choose one creature. He cannot use Zero or Opposing actions this segment. This cannot be responded to.
Legend 5 8 0: Can trade a Legend SL N for N Legend SLs.
Legend 5 9 0: Lower all x1 effects on LL^2 targets
Hero 5 10 10*(Hero level)% uXR (unadjustable XR, does shift, can't be lowered/halved)
Villain 5 11 10F, tell an enemy Hero your MASTER PLAN: Your Master Plan (no matter how bizarre) will actually do what you say.
Lich 5 12 1F or 1X: Duplicate any level 4 Concordant spell
Lich 5 13 1F or 1X: Mental Fury
Villain 5 14 1F: Pawn target x0, x1, or x2 creature. x2 creatures get a saving throw.
Villain 5 15 1M: All x2 and lower effects on one target are dropped, even if they can't normally be dispelled/instantaneous/disjuncted.
Lich 5 16 1M: Contact Ultra Plane
Legend 5 17 1M: Disable any # of Psi Freq 800'r (exc. 7/14)
Lich 5 18 1M: Project Image Across Planes
Lich 5 19 1M: Teleport to Alternate Reality
Villain 5 20 1M: You ONE-UP a LEGEND and LIE THROUGH YOUR TEETH, all Legend abilities in 100 yards do not function for 1r.
Legend 5 21 1V: Lower all x2 effects on 1 target
Pawn 5 22 Become NPC: You become an NPC immediately.
Lich 5 23 Conduct M actions through psi link
Lich 5 24 Death (capital S Slay) by touch
Legend 5 25 Immune Down a Hole, Clone Insanity, Kill @ Birth
Hero 5 26 Immune to your actions being locked down
Villain 5 27 Lockdown G actions continuous
Legend 5 28 MF/PF/TF Stability; 1M: Talk to Ultraplanar Cow
Lich 5 29 Steal all psionics by touch
Legend 5 30 You can attack Familiars even if they're immune
Villain 5 31 You have a MOST ANNOYING CONSULTANT, you take 2 sets of actions each segment and pick the better result.
Villain 5 32 You have AN EVEN BIGGER BOSS THAN YOU, which is any same-aligned god, you Automatic Divine Intervention 1/d.
Villain 5 33 You ignore other people's immunities and resistances
Villain 5 34 You ignore other people's Immunity to Ultraplanar Things, even if it comes from a x3 or greater source.
Villain 5 35 You see the ERROR OF YOUR WAYS, drop Villain class (and can never return), gain Hero with double your Villain XP.
Villain 5 36 Your effects have a -VL*5% GR (Godly Resistance) shift. (This does not work if [X] section rules are being used.)
Legend 5 37 Your effects have no BlahR (except GR)
Lich 6 1 +(Lich level) QOppX actions or # segments per round
Lich 6 2 +10*(Lich level) iIR that can't be ignored
Lich 6 3 0, 1/r: Any 0th-8th level Warrior, Rogue, or Monster spell
Lich 6 4 0, 1/r: Any 6th-10th level Priest spell
Lich 6 5 0, 1/r: Any 6th-11th level Wizard spell
Lich 6 6 0, 1/r: Any psionic super
Villain 6 7 0, 1/s: Choose VL creatures. They cannot use Zero or Opposing actions this segment. This cannot be responded to.
Legend 6 8 0: Zero & Opposing actions cannot be used 800'r
Lich 6 9 1F or 1X: Duplicate any level 5 Concordant spell
Villain 6 10 1F: Pawn VL target x0, x1, or x2 creatures. x2 creatures get a saving throw.
Bug 6 11 1M, can borrow from future: Capital I Insist an effect (an effect that was Objected to still resolves)
Bug 6 12 1M, can borrow from future: Capital O Object an effect (it is countered completely unless Insisted)
Legend 6 13 1M,1/d: Cast 12th lvl Wiz or 10th lvl Pri spell
Villain 6 14 1M: All x2 and lower effects on VL targets are dropped, even if they can't normally be dispelled/instantaneous/disjuncted.
Legend 6 15 1M: Disable all non-Conc classes 800'r
Bug 6 16 1M: Duplicate a Psi8 or Psi16 minor, major, grand, super, or ultra ability. (This is resisted using XR, not TechR)
Bug 6 17 1M: Lower Multiplier by 2 in 30' radius (no save, can use XR); from 30' to 60' radius lose only 1 multiplier
Lich 6 18 1M: Teleport to Ultra Plane
Legend 6 19 1X, may borrow: Capital O Object
Bug 6 20 Anti-Concordant Shell: Immune to and cannot use 0th and 1st level Concordant effects
Divine3 6 21 Anti-Matter [Effect]: One of your effects can do antimatter based damage; or +1d100 antimatter dmg / physical attack
Divine3 6 22 Astro [Effect]: One of your effects have a CCL% chance to erase the being from history
Legend 6 23 Casting multiple Wishes/Miracles doesn't harm MF
Bug 6 24 Concordant-Based Anti-Spirit Resistance (caXR) = BL*10% (shift downwards by 5% per Concordant CL over 12)
Lich 6 25 Conduct effects through psi link
Divine3 6 26 Cosmic Inspiration (S): 1X: Duplicate a 0th-4th level Divine3 spell
Divine3 6 27 Dead Zone: You can create a zone of dead-magic (MF 0) that does not impede you
Divine3 6 28 Edifying Presence: Your presence forces an alignment change (save)
Divine3 6 29 Enchanted Damage Induction: You are only affected by a weapons enchantment bonus
Divine3 6 30 Equilibrium: All ability scores match your highest ability score (among the basic 6 stats)
Lich 6 31 Erase Truename by touch
Legend 6 32 Get normal resistance to things with "No Resist"
Divine3 6 33 Greater Dominance: Foes with less than 1/3 your hit die automatically fail their saves
Legend 6 34 Immune to 1st-3rd level Conc spells (except Bug)
Bug 6 35 Immune to Going Down a Hole, which does not harm you in any way (you don't go down the Deeper Hole)
Bug 6 36 Immune to Twilighting and draining the MF/PF/TF (unless you want to be twilighted or drain the factors, of course!)
Divine3 6 37 Interdimensional: You have a 75% chance of avoiding any attack or spell
Legend 6 38 LL of your non-Conc classes are put to level 36
Divine3 6 39 Multidimensional (S): You can exist in two places at once
Divine3 6 40 Omega [Effect]: One of your effects causes permanent hp damage
Divine3 6 41 Perfect Defence: iAC CCL
Divine3 6 42 Polymath: Your non-Concordant class levels can be changed at will (you can shift XP around)
Divine3 6 43 Rectify: Anyone slain by you is completely erased from ever existing
Lich 6 44 Steal all powers by touch
Divine3 6 45 Superluminal: You can move at the speed of light
Divine3 6 46 Transattack Period: Your attacks double each round
Divine3 6 47 Transcendental Toughness: Hit Die become d1000s (all classes)
Divine3 6 48 Transilient Fortitude: You always succeed in Fortitude saves (+1 PSave)
Divine3 6 49 Transilient Reflexes: You always succeed in Reflex saves (+1 PSave)
Divine3 6 50 Transilient Will: You always succeed in Will saves (+1 MSave)
Divine3 6 51 Transmortality: You cannot be permanently destroyed
Divine3 6 52 Transtemporal: You can travel freely in time
Divine3 6 53 Transversal: You can attack any target you can perceive
Lich 6 54 Troll-like regen all hp (including vile) every s
Divine3 6 55 Ultimate Weapon Focus: +CCL iTH
Bug 6 56 Your concordant effects do not allow XR (including irreducible XR), GR can still be used
Legend 6 57 Your non-Conc classes' spells/psi cost only ¼M
X14 7 1 +1 CCL (Concordant Caster Level) in one class
X14 7 2 +1 CML (Concordant Memorization Level) and -2 CCL in one class {can reverse this}
Lich 7 3 +10*(Lich level) iER & iaER that can't be ignored
X14 7 4 +1QQX action
X14 7 5 +30% XP in one class (Non-Concordant or Concordant). Other powers like this one cannot be same class.
Lich 7 6 0, 1/r: Any 7th-11th level Priest spell
Lich 7 7 0, 1/r: Any 7th-12th level Wizard spell
Legend 7 8 0,LL/d: Avoid Fate of multiplier = LL/3
X7 7 9 0: Duplicate any 0th-4th level Concordant spell until next reset. You can have up to 18 spell levels total running.
Lich 7 10 1F or 1X: Duplicate any level 6 Concordant spell
Legend 7 11 1F: Sever Sentinel/Bug/Lich's power connection
Legend 7 12 1M: Target loses this segment's actions
Legend 7 13 1P: Target cannot use F, S, M, or Opp actions
Legend 7 14 1V: Retroactively stop an action within last r
Legend 7 15 1X, may borrow: Capital I Insist
X14 7 16 Add 1 to number of HD per level in one Concordant class (+1d+0)
Lich 7 17 Annihilation by touch (cannot be Avoid Fated)
X14 7 18 Change "Save" category of your Concordant class to 2xConc
X14 7 19 Change "To Hit" category of your Concordant class to 2xConc
X(-7) 7 20 Defender 11: You defend as a x11 being (this effect cannot be dispelled/twisted)
X14 7 21 Duplicate the effects of one Psi7 power (Ultra or lower)
X21 7 22 Ignore x2 effects (assuming you are at least true x5 <- NOTE THE MULTIPLIER HERE)
X21 7 23 Immune to x0 to x4 Traps, x0 to x3 Tricks, x0 to x2 Specials
Lich 7 24 Incursion by touch (2 successful touches = Loop Incursion)
X14 7 25 iunXR 5*CCL%
Legend 7 26 No time paradox/oddities while time travelling
Legend 7 27 One 3rd-4th level Hero or Lich or Villain spell
X21 7 28 Overwrite your base race to have +6 to all stats, AC, saves, hp, TH, and have the abilities of six [P3] races/adjectives.
X(-7) 7 29 Shell 7: Anti-Concordant Shell (0th-7th)
X21 7 30 Trade 2 of an action type for 1 Borrowed (b) or Held (h) of that action type.
X21 7 31 Trade 4F to 1X
X21 7 32 Trade 7 of an action type for 1 Instantaneous (I) of that action type.
X21 7 33 x+6 Mirrored XP to Concordant and Demigod (doesn't stack with lower versions of this in X21)
X7 7 34 x2.5 ML (Memorization Level) in one class.
X7 7 35 x4 CL.
X7 7 36 x50 hp.
X21 7 37 xx1.3 ML in one class. (doesn't stack with lower versions of this in X21)
X21 7 38 xx1.7 CL (doesn't stack with lower versions of this in X21)
X21 7 39 xx3 hp (doesn't stack with lower versions of this in X21)
X7 7 40 You attack as a xN being, but defend as a x(6-N) being, where N is between 1 and 5.
X7 7 41 You can trade 2 of an action type for 1 Opposing version of that action type.
Legend 7 42 You can use +LL segments /r
X21 7 43 You may "material component" Concordant spells by spending an F action (in addition to the normal X action).
X21 7 44 You may use borrowed or held actions to activate SL 0-14 (CSL 0-4) effects you have.

[PC43A] Collective 4.3A Classes


Damage Resistance (Mini-Class)

Level KXP Version1 Effect
1 0.8 inDR 2/+1
2 1.6 inDR 4/+2
3 3.2 inDR 6/+3
4 6.4 inDR 8/+4
5 12.8 inDR 10/+5
6 25.6 inDR 12/+6
7 51.2 inDR 14/+7
8 102.4 inDR 16/+8
9 160 inDR 18/+9
10 240 inDR 20/+10
11 320 inDR 22/+11
12 400 inDR 24/+12
13 480 inDR 26/+13
14 560 inDR 28/+14
15 640 inDR 30/+15
16 720 inDR 32/+16
17 800 inDR 34/+17
18 880 inDR 36/+18
19 960 inDR 38/+19
20 1040 inDR 40/+20
21 1120 inDR 42/+21
22 1200 inDR 44/+22
23 1280 inDR 46/+23
24 1360 inDR 48/+24
25 1440 inDR 50/+25
26 1520 inDR 52/+26
27 1600 inDR 54/+27
28 1680 inDR 56/+28
29 1760 inDR 58/+29
30 1840 inDR 60/+30
31 1920 inDR 62/+31
32 2000 inDR 64/+32
33 2080 inDR 66/+33
34 2160 inDR 68/+34
35 2240 inDR 70/+35
36 2320 inDR 72/+36
Version2 Effect
-1 per physical attack
-2 per physical attack
-3 per physical attack
-4 per physical attack
-5 per physical attack
-6 per physical attack
-7 per physical attack
-8 per physical attack
-9 per physical attack
-10 per physical attack
-11 per physical attack
-12 per physical attack
-13 per physical attack
-14 per physical attack
-15 per physical attack
-16 per physical attack
-17 per physical attack
-18 per physical attack
-19 per physical attack
-20 per physical attack
-21 per physical attack
-22 per physical attack
-23 per physical attack
-24 per physical attack
-25 per physical attack
-26 per physical attack
-27 per physical attack
-28 per physical attack
-29 per physical attack
-30 per physical attack
-31 per physical attack
-32 per physical attack
-33 per physical attack
-34 per physical attack
-35 per physical attack
-36 per physical attack
Version3 Effect
silver or magic weapon needed to hit you
+0 weapon needed to hit you
+1 weapon needed to hit you
+2 weapon needed to hit you
+3 weapon needed to hit you
+4 weapon needed to hit you
+5 weapon needed to hit you
+6 weapon needed to hit you
+7 weapon needed to hit you
+8 weapon needed to hit you
+9 weapon needed to hit you
+10 weapon needed to hit you
+11 weapon needed to hit you
+12 weapon needed to hit you
+13 weapon needed to hit you
+14 weapon needed to hit you
+15 weapon needed to hit you
+16 weapon needed to hit you
+17 weapon needed to hit you
+18 weapon needed to hit you
+19 weapon needed to hit you
+20 weapon needed to hit you
+21 weapon needed to hit you
+22 weapon needed to hit you
+23 weapon needed to hit you
+24 weapon needed to hit you
+25 weapon needed to hit you
+26 weapon needed to hit you
+27 weapon needed to hit you
+28 weapon needed to hit you
+29 weapon needed to hit you
+30 weapon needed to hit you
+31 weapon needed to hit you
+32 weapon needed to hit you
+33 weapon needed to hit you
+34 weapon needed to hit you
This class has two alternate versions (so it has three versions total). "Version1" is the "Normal" version; the others are "Alternates".
inDR is "irreducible, non-ignorable" DR.

[PC43A] Collective 4.3A Classes


Deified Mortal0

Level KXP DeifM0
B [[D]]
1 0 1 [[-]]
2 9 2 [[-]]
3 18 3 [[-]]
4 36 4 [[-]]
5 72 5 [[-]]
6 144 6 [[-]]
7 288 7 [[-]]
8 576 8 [[-]]
9 877 9 [[-]]
10 1177 A [[-]]
11 1477 B [[-]]
12 1777 C [[-]]
13 2077 D [[-]]
14 2377 E [[-]]
15 2677 F [[-]]
16 2977 G [[-]]
17 3277 H [[-]]
18 3577 I [[-]]
19 3877 J [[-]]
20 4177 K [[-]]
21 4477 L [[-]]
22 4777 M [[-]]
23 5077 N [[-]]
24 5377 O [[-]]
25 5677 P [[-]]
26 5977 Q [[-]]
27 6277 R [[-]]
28 6577 S [[-]]
29 6877 T [[-]]
30 7177 U [[-]]
31 7477 V [[-]]
32 7777 W [[-]]
33 8077 X [[-]]
34 8377 Y [[-]]
35 8677 Z [[-]]
36 8977 Z [[1]]
TH Saves
PD RS PP BW Sp Fo Re Wi
+3  1  1  1  1  1  1  1  1
+6  3  3  3  3  3  3  3  3
+9  4  4  4  4  4  4  4  4
+12  6  6  6  6  6  6  6  6
+15  7  7  7  7  7  7  7  7
+18  9  9  9  9  9  9  9  9
+21 10 10 10 10 10 10 10 10
+24 12 12 12 12 12 12 12 12
+27 13 13 13 13 13 13 13 13
+30 15 15 15 15 15 15 15 15
+33 16 16 16 16 16 16 16 16
+36 18 18 18 18 18 18 18 18
+39 19 19 19 19 19 19 19 19
+42 21 21 21 21 21 21 21 21
+45 22 22 22 22 22 22 22 22
+48 24 24 24 24 24 24 24 24
+51 25 25 25 25 25 25 25 25
+54 27 27 27 27 27 27 27 27
Requisites: Any one stat = 22+LVL*3
Alignment: any
HD/level: d30
Weapon Prof.: 10+level
To Hit Table: 3xMon; 1/3xDemigod
Save Table: 3xMon; 1/3xDemigod
Reference: DM
Groups: Demigod (x1)
 
[X] Section stats
ihp +1
iTH +1
P Save +1
M Save +1
War +1
Rog +1
PPsi +1
Wiz +1
Pri +1
MPsi +1
 
Gets Extra-Bar bonus in the stat you're using for the Requisite. Bonus=(Stat-16)*5/2.
Gets 13th level spells (nothing lower level). These spells are resisted using GR.
Gets 1G action per 3 rounds. (Once per 3 rounds you can use 1G action, it acts as an infinitely quick F action.)
Level 3 ¶: The to hit of 1/3xDemigod means you autohit any AC on a natural 20-LVL/3, even infinite AC of iAC=LVL/3 or less.
Level 3 ¶: The saves of 1/3xDemigod means you actually get a P Save or an M Save against G action / [X] section effects.
Level 9: 0, while casting a Deified Mortal0 spell with a "(PPD save)" listed, (LVL-8) /turn: Your spell has no save.
Level 36: Gets one Demigod0 spell which functions as if you are a x3 being.

[PC43A] Collective 4.3A Classes


Deified Mortal0 Spells

All of these spells are SL=13 and are resisted using GR. They cost 1F or 1G action to cast.
Deified Mortal0 spells cannot be material componented, but they can be reversed.
 
# Name Type Effect
1 Abjuration Int 1 ihp Armor spell (self only)
2 All Wis Clone (as spell)
3 Alteration Int 1 target rerolls Str, Dex, and Con using 1d25, lasts for 1 turn (PPD save)
4 Annihilation Blast Chr 1 target makes a PPD save or he is annihilated.
5 Anti-Magic Wis All spells of SL=CL or lower in area cannot be (choose one): Cast or Maintained (x1 Special)
6 Assassin Dex 1 target put to 0 hp (PPD save)
7 Bio Slaughter Con +12 TH or +25 dmg for 1 turn.
8 Charisma Chr +12 Chr [cont.]
9 Chronomancy Int You get 1G action per round instead of 1G action per 3 rounds.
10 Combat Wis 1 target has +25 on Saves for 1 turn
11 Constitution Con +12 Con [cont.]
12 Creation Wis Create a random DL=CL being, you can pick summon category (treat as a summon)
13 Deflection/Parry Str +25 AC [cont.]
14 Detonate Con Destroy an artifact (item save Disintegrate) or do 25 dmg to 1 target (no resistance).
15 Dexterity Dex +12 Dex [cont.]
16 Dispel I Int Dispel a currently running effect (no ER or iER)
17 Energy Drain Int Target loses 3 levels (make 3 PPD saves, each missed save is 1 level)
18 Evocation Int One group takes 50 dmg of the normal element of your choice (PPD save for ½)
19 G Resistance Str +CL% iunGR [cont.], cannot be downgraded to lower types
20 Great Attack Str Target's next melee attack is at +50 TH
21 Healing Wis 1 target cured 1 ihp (or all of finite hp) (reverse gives PPD save)
22 Illusion Int 10% chance that a melee attack automatically misses (roll per attack) [cont.]
23 Inertial Barrier Con Ignore the first melee attack from each creature for 1 turn.
24 Intelligence Int +12 Int [cont.]
25 Lady's Smile Str Choose next die roll
26 Legend Delay Con Target loses next segment of actions (PPD Save)
27 Legend Speed Con Pick a Deified Mortal0 spell. That spell costs only ½G action to use.
28 Lend Godly Int Lose a G action: Target gains 1G action
29 Monk Dex Your saves for ½ (or partial effect) are instead for 0 for 1 turn.
30 Regeneration Str You regenerate at 3 hp/s [cont.]
31 Strength Str +12 Str [cont.]
32 Summoning I Int Summon three DL=(CL+5)/2 beings to fight for you
33 Ultraplanar Blast Chr Area effect: -25 distributed among random ability scores (PPD save)
34 Wards Wis Choose a spell when cast. You are completely immune to that spell for 1 turn.
35 Wild Magic II Wis Cast two randomly rolled spells on this table
36 Wisdom Wis +12 Wis [cont.]

[PC43A] Collective 4.3A Classes


Dex (Mini-Class)

Level KXP Effect Total
1 2 +2 set Dex (+2)
2 4 +2 set Dex (+4)
3 8 +2 set Dex (+6)
4 16 +2 set Dex (+8)
5 32 +2 set Dex (+10)
6 64 +2 set Dex (+12)
7 128 +2 set Dex (+14)
8 200 +2 set Dex (+16)
9 300 +2 set Dex (+18)
10 400 +2 set Dex (+20)
11 500 +2 set Dex (+22)
12 600 +2 set Dex (+24)
13 700 +2 set Dex (+26)
14 800 +2 set Dex (+28)
15 900 +2 set Dex (+30)
16 1000 +2 set Dex (+32)
17 1100 +2 set Dex (+34)
18 1200 +2 set Dex (+36)
19 1300 +2 set Dex (+38)
20 1400 +2 set Dex (+40)
21 1500 +2 set Dex (+42)
22 1600 +2 set Dex (+44)
23 1700 +2 set Dex (+46)
24 1800 +2 set Dex (+48)
25 1900 +2 set Dex (+50)
26 2000 +2 set Dex (+52)
27 2100 +2 set Dex (+54)
28 2200 +2 set Dex (+56)
29 2300 +2 set Dex (+58)
30 2400 +2 set Dex (+60)
31 2500 +2 set Dex (+62)
32 2600 +2 set Dex (+64)
33 2700 +2 set Dex (+66)
34 2800 +2 set Dex (+68)
35 2900 +2 set Dex (+70)
36 3000 +2 set Dex (+72)
Alt1 Effect Alt2 Effect Alt Total
+4 set Coordination (TH) +4 set Balance/Reflex (AC) (+4)
+4 set Coordination (TH) +4 set Balance/Reflex (AC) (+8)
+4 set Coordination (TH) +4 set Balance/Reflex (AC) (+12)
+4 set Coordination (TH) +4 set Balance/Reflex (AC) (+16)
+4 set Coordination (TH) +4 set Balance/Reflex (AC) (+20)
+4 set Coordination (TH) +4 set Balance/Reflex (AC) (+24)
+4 set Coordination (TH) +4 set Balance/Reflex (AC) (+28)
+4 set Coordination (TH) +4 set Balance/Reflex (AC) (+32)
+4 set Coordination (TH) +4 set Balance/Reflex (AC) (+36)
+4 set Coordination (TH) +4 set Balance/Reflex (AC) (+40)
+4 set Coordination (TH) +4 set Balance/Reflex (AC) (+44)
+4 set Coordination (TH) +4 set Balance/Reflex (AC) (+48)
+4 set Coordination (TH) +4 set Balance/Reflex (AC) (+52)
+4 set Coordination (TH) +4 set Balance/Reflex (AC) (+56)
+4 set Coordination (TH) +4 set Balance/Reflex (AC) (+60)
+4 set Coordination (TH) +4 set Balance/Reflex (AC) (+64)
+4 set Coordination (TH) +4 set Balance/Reflex (AC) (+68)
+4 set Coordination (TH) +4 set Balance/Reflex (AC) (+72)
+4 set Coordination (TH) +4 set Balance/Reflex (AC) (+76)
+4 set Coordination (TH) +4 set Balance/Reflex (AC) (+80)
+4 set Coordination (TH) +4 set Balance/Reflex (AC) (+84)
+4 set Coordination (TH) +4 set Balance/Reflex (AC) (+88)
+4 set Coordination (TH) +4 set Balance/Reflex (AC) (+92)
+4 set Coordination (TH) +4 set Balance/Reflex (AC) (+96)
+4 set Coordination (TH) +4 set Balance/Reflex (AC) (+100)
+4 set Coordination (TH) +4 set Balance/Reflex (AC) (+104)
+4 set Coordination (TH) +4 set Balance/Reflex (AC) (+108)
+4 set Coordination (TH) +4 set Balance/Reflex (AC) (+112)
+4 set Coordination (TH) +4 set Balance/Reflex (AC) (+116)
+4 set Coordination (TH) +4 set Balance/Reflex (AC) (+120)
+4 set Coordination (TH) +4 set Balance/Reflex (AC) (+124)
+4 set Coordination (TH) +4 set Balance/Reflex (AC) (+128)
+4 set Coordination (TH) +4 set Balance/Reflex (AC) (+132)
+4 set Coordination (TH) +4 set Balance/Reflex (AC) (+136)
+4 set Coordination (TH) +4 set Balance/Reflex (AC) (+140)
+4 set Coordination (TH) +4 set Balance/Reflex (AC) (+144)
 
This class gives +1 rank of Exceptional Dex which stacks on top on what you already have (unless the source says it can't be improved).
Sustain Dex.
You get the bonus P,V actions based on high Dex used in earlier versions of the Collective.
Take N=Dex-14 (this can't be improved), spend N=4 for +1V, spend N=8 for +1P (so at Dex 22 you can have either +2V or +1P).
The Alternate versions cannot use ability score sleazing for Dex.

[PC43A] Collective 4.3A Classes


Doomguard3

Level KXP
Spells
1 0 (none)
2 10 +1 ML to one class
3 30 +1 ML to one class
4 60 +2 ML to one class
5 100 +2 ML to one class
6 150 +3 ML to one class
7 210 +3 ML to one class
8 280 +4 ML to one class
9 360 +4 ML to one class
10 450 +5 ML to one class
11 550 +5 ML to one class
12 660 +6 ML to one class
13 780 +6 ML to one class
14 910 +7 ML to one class
15 1050 +7 ML to one class
16 1200 +8 ML to one class
17 1360 +8 ML to one class
18 1530 +9 ML to one class
19 1710 +9 ML to one class
20 1900 +10 ML to one class
21 2100 +10 ML to one class
22 2310 +11 ML to one class
23 2530 +11 ML to one class
24 2760 +12 ML to one class
25 3000 +12 ML to one class
26 3250 +13 ML to one class
27 3510 +13 ML to one class
28 3780 +14 ML to one class
29 4060 +14 ML to one class
30 4350 +15 ML to one class
31 4650 +15 ML to one class
32 4960 +16 ML to one class
33 5280 +16 ML to one class
34 5610 +17 ML to one class
35 5950 +17 ML to one class
36 6300 +18 ML to one class
TH Saves
PD RS PP BW Sp Fo Re Wi
& +1 & +1 (all)
& +2 & +2 (all)
& +3 & +3 (all)
& +4 & +4 (all)
& +5 & +5 (all)
& +6 & +6 (all)
& +7 & +7 (all)
& +8 & +8 (all)
& +9 & +9 (all)
& +10 & +10 (all)
& +11 & +11 (all)
& +12 & +12 (all)
& +13 & +13 (all)
& +14 & +14 (all)
& +15 & +15 (all)
& +16 & +16 (all)
& +17 & +17 (all)
& +18 & +18 (all)
Requisites: Con 0, (Warrior 7)
Alignment: any
HD/level: & d12
Weapon Prof.: & 0+level
To Hit Table: & +level
Save Table: & +level
Reference: PlanarHB3-46
Groups: Warrior, Planar
 
Gets Exceptional Con.
Level 1: Entropic Blow: Gain Chr bonus TH and +2*LVL dmg per attack. Your attacks ignore hardness and DR.
Level 1: Healing Resistance: Resist Healing and Necromantic spheres (this can be lowered)
Level 2: Destructive Expertise: Find/Remove Traps/Tricks/Specials LVL*5%, ignores penalties
Level 3: Negative Adaptation: Immune Negative.
Level 4: Body or Soul: +LVL-3 stat points distributed among Con or Chr.
Level 7: Unmaking Magic: 1 attack: Dispel Magic
Level 9: Disintegrate: 1 attack: Disintegrate (PP save)
Planar Feats:
Your 1 feat per level from this class can be used on these Planar feats, or can be used as regular feats.
Air Heritage: Immune Air; Flying 12"; +2 Dex checks
Earth Heritage: Immune Earth; Immune Overbear, Trip; +1 dmg w/ attacks
Elemental Spellcasting: Can shift spells you know to a lower E rating element. +1 CL with Elemental spells.
Fire Heritage: Immune Fire; Fire Shield (50%); +2 dmg with unarmed attacks
Natural Heavyweight: Immune Gravity
Outer Summoning Specialist: +1 summon slot for Outer; 1M: Summon a DL=(LVL+2)/3 Outer creature.
Planar Touchstone: Gain a Psi-12, Psi-6, Psi6, or Psi12 minor (must match alignment)
Shadow Heritage: Immune Shadow; Sustain Str; Hide in Shadows 75%
Water Heritage: Immune Water; Water Breathing; Swim 18"

[PC43A] Collective 4.3A Classes


Doomshaman3

Level KXP
Spells
1 0 (none)
2 10 +1 ML to one class
3 30 +1 ML to one class
4 60 +2 ML to one class
5 100 +2 ML to one class
6 150 +3 ML to one class
7 210 +3 ML to one class
8 280 +4 ML to one class
9 360 +4 ML to one class
10 450 +5 ML to one class
11 550 +5 ML to one class
12 660 +6 ML to one class
13 780 +6 ML to one class
14 910 +7 ML to one class
15 1050 +7 ML to one class
16 1200 +8 ML to one class
17 1360 +8 ML to one class
18 1530 +9 ML to one class
19 1710 +9 ML to one class
20 1900 +10 ML to one class
21 2100 +10 ML to one class
22 2310 +11 ML to one class
23 2530 +11 ML to one class
24 2760 +12 ML to one class
25 3000 +12 ML to one class
26 3250 +13 ML to one class
27 3510 +13 ML to one class
28 3780 +14 ML to one class
29 4060 +14 ML to one class
30 4350 +15 ML to one class
31 4650 +15 ML to one class
32 4960 +16 ML to one class
33 5280 +16 ML to one class
34 5610 +17 ML to one class
35 5950 +17 ML to one class
36 6300 +18 ML to one class
TH Saves
PD RS PP BW Sp Fo Re Wi
& +1 & +1 (all)
& +1 & +2 (all)
& +2 & +3 (all)
& +2 & +4 (all)
& +3 & +5 (all)
& +3 & +6 (all)
& +4 & +7 (all)
& +4 & +8 (all)
& +5 & +9 (all)
& +5 & +10 (all)
& +6 & +11 (all)
& +6 & +12 (all)
& +7 & +13 (all)
& +7 & +14 (all)
& +8 & +15 (all)
& +8 & +16 (all)
& +9 & +17 (all)
& +9 & +18 (all)
Requisites: Wis 0, (Priest 7)
Alignment: any
HD/level: & d9
Weapon Prof.: & (1+level)/2
To Hit Table: & +(1+level)/2
Save Table: & +level
Reference: DM {Planeshifted Doomguard3}
Groups: Priest, Planar, Alternate
 
Gets Exceptional Wis.
Level 1 ¶: +LVL to Turn Undead level (if you don't have Turn Undead at all, your Turn Undead level is -4).
Level 1 ¶: +1 Specialty Priest (GGL) pick
Level 1 ¶: +LVL to your Priest CL (in your other Priest classes)
Level 1: Veluna Healing: x2 effect with Curing spells and effects (not when reversed though). You can cure/cause to beings that are not normally affected (incorporeal undead, golems, etc.).
Level 2: Godly Expertise: LVL-1 slots in Religion proficiency; 1M, 1/d: Commune (to any god, not necessarily yours)
Level 3: Unholy Adaptation: Immune Unholy. (You can pick Holy or Eldritch instead if you prefer.)
Level 4: Snap or Retort: +LVL-3 stat points distributed among Dex or Wis.
Level 7: Unmaking Innates: 1 attack or ½M: Dispel Innate
Level 9: Gate: 1M: Gate
Planar Feats:
Your 1 feat per level from this class can be used on these Planar feats, or can be used as regular feats.
* DM Note: Feats marked with an asterisk (*) are new and did not appear in the Doomguard3 class. Doomguard3 can use these.
Air Heritage: Immune Air; Flying 12"; +2 Dex checks
* Discern Planar Location: You know what plane you're on at all times. You also know the MF, PF, TF, PsiF, TechF, and LoopF.
Earth Heritage: Immune Earth; Immune Overbear, Trip; +1 dmg w/ attacks
Elemental Spellcasting: Can shift spells you know to a lower E rating element. +1 CL with Elemental spells.
Fire Heritage: Immune Fire; Fire Shield (50%); +2 dmg with unarmed attacks
* Hide in Plane [plane]: Specify a whole plane (not a layer). You do not generate "?" marks in that plane; monsters generally don't initiate combat with you (even if they see you).
* Hold Plane: You are immune to any effect which would change which plane you're on (can lower this at will).
* Hold Sanity: Sustain Sanity; Resist Raw Logrus; Immune to ESP, Insanity, Capital E Extract
Natural Heavyweight: Immune Gravity
* Natural Lightweight: Immune TK or falling dmg (choose one per instance of this feat)
* Negative Heritage: Immune Negative; Sustain Chr; (Take this feat twice: Hold XP, Life)
Outer Summoning Specialist: +1 summon slot for Outer; 1M: Summon a DL=(LVL+2)/3 Outer creature.
* Planar Coloring: 0, 1/r: Add "Holy", "Eldritch" or "Unholy" as an adjective to one your Elemental spells or effects.
* Planar Survival [plane]: Specify a whole plane (not a layer). You are immune to the environment of that plane.
Planar Touchstone: Gain a Psi-12, Psi-6, Psi6, or Psi12 minor (must match alignment)
* Portal Feel: LVL*10% chance to know where a portal/gate/dim-door/painting/etc. goes to.
Shadow Heritage: Immune Shadow; Sustain Str; Hide in Shadows 75%
Water Heritage: Immune Water; Water Breathing; Swim 18"

[PC43A] Collective 4.3A Classes


Dragon Mage

Level KXP Dragon Mage
123 456 789 A
1 0 1-- --- --- -
2 5 20- --- --- -
3 10 21- --- --- -
4 20 320 --- --- -
5 40 321 --- --- -
6 80 432 0-- --- -
7 120 432 1-- --- -
8 180 543 20- --- -
9 270 543 21- --- -
10 500 654 320 --- -
11 750 654 321 --- -
12 1500 765 432 0-- -
13 2250 765 432 1-- -
14 3000 776 543 20- -
15 3750 776 543 21- -
16 4500 777 654 320 -
17 5250 777 654 321 -
18 6000 777 765 432 -
19 6750 777 776 543 -
20 7500 777 777 654 -
21 8250 777 777 765 -
22 9000 777 777 776 -
23 9750 777 777 777 -
24 10500 888 877 777 -
25 11250 888 888 877 -
26 12000 888 888 888 -
27 12750 888 888 888 b
28 13500 888 888 888 0
29 14250 888 888 888 1
30 15000 888 888 888 2
31 15750 888 888 888 3
32 16500 888 888 888 4
33 17250 888 888 888 5
34 18000 888 888 888 6
35 18750 888 888 888 7
36 19500 888 888 888 8
TH Saves
PD RS PP BW Sp Fo Re Wi
+1  4  7  5  3  6  0  1  1
+2  4  7  5  3  7  0  1  1
+3  4  8  5  4  7  0  1  2
+4  4  8  6  4  7  1  2  2
+5  5  9  6  4  8  1  2  3
+6  5  9  7  5  8  2  3  3
+7  5 10  7  5  9  2  3  4
+8  6 10  7  6  9  2  3  4
+9  6 10  8  6  9  3  4  5
+10  6 11  8  6 10  3  4  5
+11  7 11  9  7 10  4  5  6
+12  7 12  9  7 11  4  5  6
+13  7 12  9  8 11  4  5  7
+14  7 13 10  8 11  5  6  7
+15  8 13 10  8 12  5  6  8
+16  8 13 11  9 12  6  7  8
+17  8 14 11  9 13  6  7  9
+18  9 14 11 10 13  6  7  9
Requisites: Str 13, Int 15
Alignment: any
HD/level: d6
Weapon Prof.: 1+level/2
To Hit Table: Mon
Save Table: Wiz
Reference: DM
Groups: Wizard
 
Gets your choice of Str or Int bonus to spell progression.
Specialized in Dragon Magic (AKA Dracomancy) minor school (see next page). Can cast normal Wizard spells. May specialize in Elemental school, if you do, pick an opposite major school.
Level 1: 2V: You may ride a charmed, subdued, or summoned dragon as your mount. In this case, it functions as a Beast Rider mount. If it is a summon, it is no longer a summon and doesn't use a summon slot (it uses your "mount" slot).

[PC43A] Collective 4.3A Classes


Dragon Mage Spells

SL # Spell School Effect
1 1 Charm Dragon Dragon, Cha. Charm a Dragon (Will save, Wis bonus, missed save by 10 = "Subdued" and no more saves)
2 Claws Dragon, Alt. Your claw damage is CLd4
3 Resist Dragon Breath Dragon, Abj. Resist Dragon Breath
4 Summon Dragon I Dragon, Summ. Summons a DL I Dragon
2 1 Bite Dragon, Alt. Your bite damage is CLd6
2 Immune Fear Dragon, Abj. Immune Fear
3 Scales Dragon, Abj. AT +CL*4; MR +CL*10%
4 Summon Dragon II Dragon, Summ. Summons a DL II Dragon
3 1 Double Resist Dragon Breath Dragon, Abj. Double Resist Dragon Breath
2 Locate Dragon Dragon, Div. Locate nearest dragon (may specify type or an individual dragon)
3 Summon Dragon III Dragon, Summ. Summons a DL III Dragon
4 Wings Dragon, Alt. Fly at CL*6" (D)
4 1 Breath Weapon Dragon, Alt. You have a breath weapon, pick a E=CL/4 element, 3/d or 1/3r, =current hp (BW save:½)
2 Clairnasience Dragon, Div. You gain Clairnasience
3 Summon Dragon IV Dragon, Summ. Summons a DL IV Dragon
4 Tail Dragon, Alt. Grow a tail, damage is CLd5
5 1 Dragon Slaying Dragon, Enc. Your party does x2 damage (of all types) against dragons
2 Immune Dragon Breath Dragon, Abj. Immune Dragon Breath
3 Polymorph Dragon Armor Dragon, Alt. Turn a dragon armor into another type (<= gp value)
4 Summon Dragon V Dragon, Summ. Summons a DL V Dragon
6 1 Anti-Psi15 Shell Dragon, Abj. Immune to Psi15 and Psi-15 effects; Resist all Elements/Eelements
2 Drolem Dragon, Enc. Raise a dead dragon as a DL=Age/2+4 Drolem (Undead Golem), +1 Revive slot
3 Gravity Sphere Dragon, MTG R No one can fly or levitate in the area (x1 Special) (fliers in room take falling dmg when cast)
4 Summon Dragon VI Dragon, Summ. Summons a DL VI Dragon
7 1 Dragonskin Dragon, Abj. Get 8+CL/3 Dragonskins, each Dragonskin ignores a limb's worth of attacks (no leak)
2 Harm Dragon Dragon, Nec. This is a Harm that actually works on Dragons (puts a dragon to 1 hp, no halving of hp)
3 Immune Breath Weapons Dragon, Abj. Immune Breath Weapons (even non-dragon)
4 Summon Dragon VII Dragon, Summ. Summons a DL VII Dragon
8 1 Dragonlancing Dragon, Enc. Add you or your mount's current hp (if it's a dragon) to your melee dmg
2 Lernaean Dragon, Nec. Choose one of your limbs (or your head), it is Lernaean
3 Shapechange Dragon Dragon, Alt. You Shapechange into a dragon (or) Shapechange Other on a dragon
4 Summon Dragon VIII Dragon, Summ. Summons a DL VIII Dragon
9 1 Control Dragon Dragon, Cha. *Charm* (Subdue) a Dragon (no save, use CR at 1/10 rating, no MR)
2 Dragoncasting Dragon, Meta-Magic Add you or your mount's current hp (if it's a dragon) to your damaging spell effects
3 Immune Area Innates Dragon, Abj. Immune to area Innate abilities unless directly targetted
4 Summon Dragon IX Dragon, Summ. Summons a DL IX Dragon
10 1 Anti-Dragon Shell Dragon, Abj. Hedges out all Dragons in your group; Immune to all Dragon damage and effects
2 Dispel Innates Zone Dragon, Anti-Magic Creates a DIZ (Dispel Innates Zone) (x1 Special)
3 Dragon of Tyr Dragon, Defil. 2F actions to cast, 1/d: Duplicate a 1st level Dragon of Tyr2 spell
4 Summon Dragon X Dragon, Summ. Summons a DL X Dragon

[PC43A] Collective 4.3A Classes


Duplicator

Level KXP
Spells
1 0 (none)
2 2 (none)
3 4 (none)
4 8 (none)
5 20 (none)
6 40 (none)
7 80 (none)
8 150 (none)
9 280 (none)
10 580 (none)
11 880 (none)
12 1180 (none)
13 1480 (none)
14 1780 (none)
15 2080 (none)
16 2380 (none)
17 2680 (none)
18 2980 (none)
19 3280 (none)
20 3580 (none)
21 3880 (none)
22 4180 (none)
23 4480 (none)
24 4780 (none)
25 5080 (none)
26 5380 (none)
27 5680 (none)
28 5980 (none)
29 6280 (none)
30 6580 (none)
31 6880 (none)
32 7180 (none)
33 7480 (none)
34 7780 (none)
35 8080 (none)
36 8380 (none)
TH Saves
PD RS PP BW Sp Fo Re Wi
(same) (same)
(same) (same)
(same) (same)
(same) (same)
(same) (same)
(same) (same)
(same) (same)
(same) (same)
(same) (same)
(same) (same)
(same) (same)
(same) (same)
(same) (same)
(same) (same)
(same) (same)
(same) (same)
(same) (same)
(same) (same)
Requisites: Class Slots 1, Mini-Class Slots 1
Alignment: (as original)
HD/level: (as original)
Weapon Prof.: (as original)
To Hit Table: (as original)
Save Table: (as original)
Reference: DM
Groups: Custom
 
This class requires a Mini-Class slot in addition to the normal Class slot. This class exactly duplicates another class you have, which includes the name, XP table, etc. This class may be of different level than the duplicated class (it can be higher level).
Level 9: Choose one:
A. This requires an extra Mini-class slot. Replace the original class you're duplicating with another Duplicator class (so you have 2 Duplicator classes and no original). They both act as the original class but use the Duplicator XP chart.
B. You may duplicate a Mixed-class combination of classes instead of an individual class.
C. You may instead duplicate a class on another character you are playing. In this case, you may play the Duplicator class by itself, and don't need to have any original classes on your character at all.

[PC43A] Collective 4.3A Classes


Eeler1

Level KXP Priest
123 456 7
1 0 1-- --- -
2 5 10- --- -
3 10 111 --- -
4 15 211 1-- -
5 25 221 11- -
6 50 222 111 -
7 100 322 211 1
8 200 332 221 1
9 300 333 222 1
10 400 433 322 2
11 500 443 332 2
12 600 444 333 2
13 700 544 433 3
14 800 554 443 3
15 900 555 444 3
16 1000 655 544 4
17 1100 665 554 4
18 1200 666 555 4
19 1300 766 655 5
20 1400 776 665 5
21 1500 777 666 5
22 1600 877 766 6
23 1700 887 776 6
24 1800 888 777 6
25 1900 988 877 7
26 2000 998 887 7
27 2100 999 888 7
28 2200 A99 988 8
29 2300 AA9 998 8
30 2400 AAA 999 8
31 2500 BAA A99 9
32 2600 BBA AA9 9
33 2700 BBB AAA 9
34 2800 CBB BAA A
35 2900 CCB BBA A
36 3000 CCC BBB A
TH Saves
PD RS PP BW Sp Fo Re Wi
+0  8  4  5  2  3  0  0  2
+1  8  4  6  3  4  0  0  3
+2  9  5  6  3  4  0  1  3
+3  9  5  6  4  4  1  1  4
+4 10  6  7  4  5  1  1  4
+5 10  6  7  5  5  2  2  5
+6 11  7  8  5  6  2  2  5
+7 11  7  9  6  6  2  2  6
+8 12  7  9  6  7  3  3  6
+9 12  8  9  6  7  3  3  7
+10 13  8 10  7  8  4  3  7
+11 13  9 10  7  8  4  4  8
+12 13  9 10  7  8  4  4  8
+13 14  9 11  8  9  5  4  9
+14 14 10 11  8  9  5  5  9
+15 14 10 11  9  9  6  5 10
+16 15 11 12  9 10  6  5 10
+17 15 11 12 10 11  6  6 11
Requisites: Str 15, Dex 15, Wis 15
Alignment: any
HD/level: d8
Weapon Prof.: 4+level/3
To Hit Table: War
Save Table: Pri
Reference: DM {Mirror Healer1}
Groups: Priest, Mirror
 
Can cast spells only from All, Animal, Eeling, and Summoning spheres. Eeling spells cost ½ of a spell each to cast.
Other spheres cannot be cast at all, but you may pick one sphere which can be cast as if opposite (at 2 spells per spell).
Level 1: May weapon specialize using the "Non-War" column.
Level 4: Great Swing: Can choose to make 1 attack per physical action (regardless of how many weapons the PC is using) instead of normal number of attacks. This "great swing" has no extra bonus to hit but does 5 times normal damage and has a 1% per level of fighter of instantly killing any one mortal target (as per assassination). Great swing is not cumulative with Rogue's Backstab or Assassin abilities, but can be used with missile or natural weapons.
Level 4: Detect Leeches and Eels 40' cont.
Level 8: 1M: Identify Magical Pool.
Level 8: Gain four 1st level Eelemental Wizard spells in your memorization per day.
Level 9: Mental link with your Leeches and Eels.
Level 10: Gain four 2nd level Eelemental Wizard spells in your memorization per day.
Eel Sphere:
Leeches (SL=1): This acts like goodberries, each casting gives 3 Leeches. Leeches can cure or cause 1 hp, and can move on their own.
Summon Eelemental (SL=N): Summon a DL N Eelemental (DM has table)
Summon Leech (SL=N): Summon a DL N Leech (DM has table)
Call Eelectricity (SL=2): CLd6 Eelectricity dmg (no save; NR to resist) to one target
Protection from Eelements (SL=3): Resist all Eelements, or absorb 12*CL Eelemental dmg.
Eels (SL=4): This acts like goodberries, each casting gives 1 Eel. Eels can remove or cause 1 [C] section effect (PPD save, effect is random).
Reelly Put Out of Misery (SL=5): Ignore regen buffer then Put out of Misery (lower s slay). Doesn't trigger contingencies.
Heel (SL=6): Remove all hp of dmg and remove 1 [C] section effect
Hovercraft Full of Eels (SL=7): Like a Chariot of Sustarre, but it's Eels!
Multi Eel (SL=7): Summons CL Eels of DL=7, which use up 1 summon slot. They aren't summoning sick!

[PC43A] Collective 4.3A Classes


Elemental Cleric2

Level KXP Priest     [ClrEle]
123 456 789 [1]
1 0 1a- --- --- [-]
2 3 20- --- --- [-]
3 6 21a --- --- [-]
4 12 320 --- --- [-]
5 26 421 a-- --- [-]
6 55 422 0-- --- [-]
7 110 432 1a- --- [-]
8 220 433 20- --- [-]
9 450 443 21a --- [-]
10 900 444 320 --- [-]
11 1350 444 431 a-- [-]
12 1800 555 442 0-- [-]
13 2250 555 442 1a- [-]
14 2700 555 552 10- [-]
15 3150 555 553 21a [-]
16 3600 555 553 320 [-]
17 4050 555 553 321 [-]
18 4500 555 553 331 [1]
19 4950 555 554 332 [1]
20 5400 555 554 442 [1]
21 5850 555 555 443 [1]
22 6300 555 555 553 [2]
23 6750 555 555 554 [2]
24 7200 555 555 555 [2]
25 7650 666 655 555 [2]
26 8100 666 666 655 [3]
27 8550 666 666 666 [3]
28 9000 777 766 666 [3]
29 9450 777 777 766 [3]
30 9900 777 777 777 [4]
31 10350 888 877 777 [4]
32 10800 888 888 877 [4]
33 11250 888 888 888 [4]
34 11700 999 988 888 [5]
35 12150 999 999 988 [5]
36 12600 999 999 999 [5]
TH Saves
PD RS PP BW Sp Fo Re Wi
+0  8  4  5  2  3  0  0  2
+1  8  4  6  3  4  0  0  3
+1  9  5  6  3  4  0  1  3
+2  9  5  6  4  4  1  1  4
+3 10  6  7  4  5  1  1  4
+3 10  6  7  5  5  2  2  5
+4 11  7  8  5  6  2  2  5
+5 11  7  9  6  6  2  2  6
+5 12  7  9  6  7  3  3  6
+6 12  8  9  6  7  3  3  7
+7 13  8 10  7  8  4  3  7
+7 13  9 10  7  8  4  4  8
+8 13  9 10  7  8  4  4  8
+9 14  9 11  8  9  5  4  9
+9 14 10 11  8  9  5  5  9
+10 14 10 11  9  9  6  5 10
+11 15 11 12  9 10  6  5 10
+11 15 11 12 10 11  6  6 11
Requisites: Str 10, Con 8, Wis 10, Chr 6
Alignment: any
HD/level: d8
Weapon Prof.: 3+level/3
To Hit Table: Pri
Save Table: Pri
Reference: DM {Reduced Clerical Elemental2}
Groups: Priest, Concordant (x1)
 
Gets your choice of Str, Con, or Wis bonus to spell progression.
Gets Exceptional Wis and Con bonus.
Grand and Sphere robed (-1 SL) in Elemental sphere; you can also cast Wizard Elemental school spells (these are not sphere robed and cost a full spell slot though).
You do not age physically.
Level N (every level): Pick an E=2+LVL/4 or lower element, you are immune to it. You can cast "Wall of Element" and "Wacky Ball" spells of that element, as if it was E=1. (These spells exist at every SL.)
Level 2: You may cast Psi2 minor powers as if they were SL=2 spells. You still need to make the stat check. You do not need to spend PSPs. If it requires a variable amount of PSPs, you have 10*SL PSPs to spend into the power.
Level 8: You may cast Psi2 major powers as if they were SL=5 spells.
Level 16: You may cast Psi2 grand powers as if they were SL=8 spells.
Level 18: Gets 1X action per round. Gets Clerical Elemental2 spells, which require X actions to cast. Your CCL=(CL-16)/2.
Level 24: You may cast Psi2 super powers as if they were SL=8 spells.
Clerical Elemental2 SL=1 spells (#1-9 are old, #10-15 are new, the Clerical Elemental2 class is errated to have the new spells):
1. Sphere robe in CCL spheres. If you pick Elemental, you are double Sphere robed (-2 SL).
2. Priest spells (and material componenting) cost half the number of actions in CCL spheres.
3. Your Priest spells are resisted using XR instead of MR.
4. You may double material component Priest spells by using +1V action.
5. ½0 (half of a zero action): Shift composition of a spell, power, or existing effect (that has an element/eelement) to any element/eelement.
6. +CCL "Level:" picks from Priest group of your HNCL+CCL or lower.
7. +CCL*2 Minors in Psi15 or Psi(-15). Can convert 2 Minor -> 1 Major, 2 Major -> 1 Grand, 2 Grand -> 1 Super.
8. +CCL^2 unarmed TH and damage, +CCL to # attacks unarmed, it is of an unusual element (can change with each punch)
9. With unarmed attacks: ignore stoneskins, ironskins, uberskins, WR, iWR, DR, +blah weapon needed, displaced, inertial barrier
10 (new). You can treat this spell slot as if it was an SL=10 Priest spell slot.
11 (new). +CCL Summon slots for Elementals. 1X: Summon a DL=10+CCL Elemental that you can comprehend and control.
12 (new). Drugs are considered elements for you; with E=(SL of the drug).
13 (new). 0, sacrifice a potion, while casting a spell: This potion is considered an element of E=(XP value)/100 for the purposes of this spell.
14 (new). 10X, 30F, CCL/month: Invent a new E=4+CCL (or higher) element. Until the following reset, only you can generate effects of this element, and all effects of this element are "No Resistance". (At the end of the day the element becomes common knowledge and the benefits are lost.)
15 (new). When you are comprised of only a single element, you generate a x2 Terrain Feature that turns all other Elementals of that element into x2 beings, with +2 DL and x(CCL+1) rhp.

[PC43A] Collective 4.3A Classes


Epic Feats (Concordant Mini-Class)

Level KXP Effect Total
1 20 +1 epic feat (1)
2 40 +1 epic feat (2)
3 80 +1 epic feat (3)
4 160 +1 epic feat (4)
5 320 +1 epic feat (5)
6 640 +1 epic feat (6)
7 1000 +1 epic feat (7)
8 1500 +1 epic feat (8)
9 2000 +1 epic feat (9)
10 2500 +1 epic feat (10)
11 3000 +1 epic feat (11)
12 3500 +1 epic feat (12)
13 4000 +1 epic feat (13)
14 4500 +1 epic feat (14)
15 5000 +1 epic feat (15)
16 5500 +1 epic feat (16)
17 6000 +1 epic feat (17)
18 6500 +1 epic feat (18)
19 7000 +1 epic feat (19)
20 7500 +1 epic feat (20)
21 8000 +1 epic feat (21)
22 8500 +1 epic feat (22)
23 9000 +1 epic feat (23)
24 9500 +1 epic feat (24)
25 10000 +1 epic feat (25)
26 10500 +1 epic feat (26)
27 11000 +1 epic feat (27)
28 11500 +1 epic feat (28)
29 12000 +1 epic feat (29)
30 12500 +1 epic feat (30)
31 13000 +1 epic feat (31)
32 13500 +1 epic feat (32)
33 14000 +1 epic feat (33)
34 14500 +1 epic feat (34)
35 15000 +1 epic feat (35)
36 15500 +1 epic feat (36)
Alternate Effect Alt Total
+1 epic kit (1)
+1 epic kit (2)
+1 epic kit (3)
+1 epic kit (4)
+1 epic kit (5)
+1 epic kit (6)
+1 epic kit (7)
+1 epic kit (8)
+1 epic kit (9)
+1 epic kit (10)
+1 epic kit (11)
+1 epic kit (12)
+1 epic kit (13)
+1 epic kit (14)
+1 epic kit (15)
+1 epic kit (16)
+1 epic kit (17)
+1 epic kit (18)
+1 epic kit (19)
+1 epic kit (20)
+1 epic kit (21)
+1 epic kit (22)
+1 epic kit (23)
+1 epic kit (24)
+1 epic kit (25)
+1 epic kit (26)
+1 epic kit (27)
+1 epic kit (28)
+1 epic kit (29)
+1 epic kit (30)
+1 epic kit (31)
+1 epic kit (32)
+1 epic kit (33)
+1 epic kit (34)
+1 epic kit (35)
+1 epic kit (36)
 
The DM has the list of Epic Feats (it will be in the Full Collective when 4.3 get integrated into 4.2).
Epic Kits are not well defined, but the DM can spew some if needed.

[PC43A] Collective 4.3A Classes


Fallen Angel5

Level KXP Pri Fallen
123 456 789
1 6 (owe) 1-- --- ---
2 9 2-- --- ---
3 12 21- --- ---
4 18 22- --- ---
5 30 221 --- ---
6 54 222 --- ---
7 102 322 1-- ---
8 198 332 2-- ---
9 294 333 21- ---
10 486 333 32- ---
11 678 433 321 ---
12 900 444 321 ---
13 1130 444 322 ---
14 1360 444 432 ---
15 1590 544 432 1--
16 1820 555 432 2--
17 2050 655 443 2--
18 2280 655 443 21-
19 2510 655 543 22-
20 2740 655 544 32-
21 2970 655 544 321
22 3200 665 554 322
23 3430 666 654 332
24 3660 776 655 432
25 3890 776 655 443
26 4120 777 665 543
27 4350 777 665 554
28 4580 887 666 654
29 4810 887 776 655
30 5040 888 777 665
31 5270 888 777 766
32 5500 988 887 776
33 5730 999 888 777
34 5960 999 988 887
35 6190 999 999 888
36 6420 999 999 999
TH Saves
PD RS PP BW Sp Fo Re Wi
+4  1  1  1  1  1  1  1  1
+5  1  1  1  1  1  1  1  1
+6  2  2  2  2  2  2  2  2
+7  2  2  2  2  2  2  2  2
+8  3  3  3  3  3  3  3  3
+9  3  3  3  3  3  3  3  3
+10  4  4  4  4  4  4  4  4
+11  4  4  4  4  4  4  4  4
+12  5  5  5  5  5  5  5  5
+13  5  5  5  5  5  5  5  5
+14  6  6  6  6  6  6  6  6
+15  6  6  6  6  6  6  6  6
+16  7  7  7  7  7  7  7  7
+17  7  7  7  7  7  7  7  7
+18  8  8  8  8  8  8  8  8
+19  8  8  8  8  8  8  8  8
+20  9  9  9  9  9  9  9  9
+21  9  9  9  9  9  9  9  9
Requisites: Str 12, Dex 14, Con 19, Int 12, Chr 6
Alignment: LE
HD/level: & ++++d6
Weapon Prof.: 6+/3
To Hit Table: Mon +3 levels
Save Table: Mon +1 level
Reference: DM
Groups: Priest, Concordant (x1), Mirror
 
Can cast Priest spells of the Necromantic sphere. Can also cast Priest spells of the following minor spheres: Darkness, Death, Destruction, Disease, Evil, Fear, Revenge, Secrets, Thievery. Since these schools aren't well defined in the Collective, I've included the Warden spells of these minor spheres on the following pages. You "know" all of these spells. Necromantic spells are *not* listed on this spell chart; you'll have to troll through [S3] to find those.
Doesn't get a stat bonus to progression.
Can weapon specialize using Non-War column.  
"rhp" is "relative hit points", what the DM uses for summons to indicate their health (usually listed as 10/10).  
Levels Pick Description
Level 1-3: A Flying LVL*3/2+8" (C)
B 1N, eat a summon: +DL*2 TH and dmg this segment, where DL is the DL of the summon
C 1V: Summon an evil DL 1d4 Outer planar creature
D 1M: Pick Pockets 70+LVL*30% (reduced downwards by LVL*10 of target)
E SR 6*LVL
Level 4: Pick two from: Fallen Angel5 Level 1-3, Bringer5 Level 1-3, or Psi-6E/Psi6E minor
Level 5-7: F 1V: Choose an N between -LVL*2 and LVL*2. A group gets +N TH, you get +N TH, for 1r.
G 1N, 1/reset: Follow a teleport or Escape (you arrive the following segment)
H 1V: Summon an evil DL 1d6+2 Outer planar creature
I Immune Fire (all variants), Negative, Prismatic, Chromatic, Darkness, Radiation, Deafness
J iER LVL*10%
Level 8: Pick two from: Fallen Angel5 Level 5-7, Bringer5 Level 5-7, or Psi-6E/Psi6E major
Level 9-12: K 13bM, 6bP, 26bV (can borrow into next round): Capital O Object or Capital I Insist
L 1F: Unholy Bolt
M 1V: Summon an evil DL 1d8+5 Outer creature (treat each DL above DL=10 as having +10 max and current rhp)
N Pick a Sphere. Can cast Priest spells of that Sphere.
O iGoodR LVL*5% (Resistance vs. Good aligned beings)
Level 13: Pick two from: Fallen Angel5 Level 9-12, Bringer5 Level 9-12, or Psi-6E/Psi6E grand

[PC43A] Collective 4.3A Classes


Fallen Angel5 Spells

SL # Spell Spheres Effect
1 1 Cause Fear Death, Fear One creature of 5 HD or less flees for 1d4 rounds.
1 2 Disguise Self Secrets, Thievery Changes your appearance.
1 3 Inflict Light Wounds Destruction, Disease Touch deals 1d8 damage +1/level (max +5).
1 4 Obscuring Mist Darkness, Sea, Sky Fog surrounds you.
1 5 Protection from Good Evil +2 to AC and saves, counter mind control, hedge out elementals and outsiders.
1 6 Shield of Faith Revenge Aura grants +2 or higher deflection bonus.
2 1 Bear's Endurance Labour, Revenge, Stoicism Subject gains +4 to Con for 1 min./level.
2 2 Blindness/Deafness Darkness Makes subject blinded or confused.
2 3 Death Knell Death Kill dying creature and gain 1d8 temporary hp, +2 to Str and +1 caster level..
2 4 Desecrate Evil Fills area with negative energy making undead stronger.
2 5 Inflict Moderate Wounds Disease Touch attack, 1d8 damage +1/level (max +10).
2 6 Invisibility Entropy, Thievery Subject invisible 1 min./level or until it attacks.
2 7 Mirror Image Secrets Creates decoy duplicates of you (1d4 +1 per three levels, max 8).
2 8 Scare Fear Panics creatures of less than 6 HD.
2 9 Shatter Chaos, Destruction Sonic vibration damages objects or crystalline creatures.
3 1 Animate Dead Death Creates undead skeletons and zombies.
3 2 Contagion Destruction, Disease Affect subjects with chosen disease.
3 3 Deeper Darkness Darkness Object sheds supernatural shadow in 60 ft. radius.
3 4 Fear Fear Subjects within cone flee for 1 round/level.
3 5 Magic Circle against Good Evil As protection spells, but 10 ft. radius and 10 min./level.
3 6 Nondetection Secrets, Thievery Hides subject from divination, scrying.
3 7 Speak with Dead Revenge, Wisdom Corpse answers one question/two levels.
4 1 Black Tentacles Darkness Tentacles grapple all within 15 ft. spread.
4 2 Confusion Madness, Thievery Subjects behave oddly for 1 round/level.
4 3 Crushing Despair Fear Subjects take -2 on attack rolls, damage rolls and save checks.
4 4 Death Ward Death, Fertility Grants immunity to death spells and negative energy effects.
4 5 Fire Shield Revenge, Sun Creatures attacking you take fire damage while you are protected against cold.
4 6 Inflict Critical Wonds Destruction Touch attack, 4d8 damage +1/level (max 20).
4 7 Invisibility, Greater Secrets As invisibility, but subject can attack and stay invisible.
4 8 Unholy Blight Evil Damages and sickens good creatures.
4 9 Waves of Fatigue Disease Several targets become fatigued.
5 1 Dispel Good Evil +4 bonus against attacks by good creatures.
5 2 False Vision Secrets, Thievery Fools scrying with an illusion.
5 3 Inflict Light Wounds, Mass Destruction Deals 1d8 damage +1/level to many creatures.
5 4 Insect Plague Disease Locust swarms attack creatures
5 5 Mark of Justice Revenge Designates action that will trigger curse on subject.
5 6 Nightmare Darkness, Fear Sends vision dealing 1d10 damage, fatigue.
5 7 Slay Living Death Touch attack kills subject.
6 1 Banishment Revenge Banishes 2 HD/level of extraplanar creatures.
6 2 Create Undead Death, Evil Create ghouls, ghasts, mummies or mohrgs.
6 3 Harm Destruction, Disease Deals 10 points/level damage to target.
6 4 Mislead Luck, Secrets, Thievery Turns you invisible and creates illusory double.
6 5 Shadow Walk Darkness, Travel Step into shadows to travel rapidly.
6 6 Symbol of Fear Fear Triggered rune panics nearby creatures.
7 1 Blasphemy Evil Kills, paralyzes, weakens, or dazes nonevil subjects.
7 2 Destruction Death Kills subject and destroys remains.
7 3 Disintegrate Destruction Makes one creature or object vanish.
7 4 Eyebite Fear Target becomes panicked, sickened and comatose.
7 5 Power Word Blind Darkness, Love, War Blinds creature with 200 hp or less.
7 6 Screen Secrets, Thievery Illusion hides area from vision, scrying.
7 7 Spell Turning Luck, Magic, Revenge, Stoicism Reflect 1d4+6 spell levels back at the caster.
7 8 Waves of Exhaustion Disease, Entropy Several targets become exhausted.
8 1 Create Greater Undead Darkness, Death Create shadows, wraiths, spectres or devourers.
8 2 Discern Location Knowledge, Revenge Reveals exact location of creature or object.
8 3 Earthquake Destruction Intense tremor shakes 5-ft./level radius.
8 4 Horrid Wilting Disease, Entropy, Sea Deals 1d6/level damage within 30 ft.
8 5 Mind Blank Secrets, Stoicism Subject is immune to mental/emotional magic and scrying.
8 6 Polymorph Any Object Thievery Changes any subject into anything else.
8 7 Trap the Soul Fear, Wealth Imprisons subject within gem.
8 8 Unholy Aura Evil +4 to AC, +4 resistance, SR 25 against good spells.
9 1 Energy Drain Disease Subject gains 2d4 negative levels.
9 2 Implosion Destruction Kills one creature/round.
9 3 Imprisonment Secrets Entombs subject beneath the earth.
9 4 Power Word Kill Darkness, War Kills creatures with 100 hp or less.
9 5 Storm of Vengeance Revenge, Thunder Storm rains acid, lightning and hail.
9 6 Summon Monster IX Chaos, Evil, Good, Labour, Law Calls extraplanar creatures to fight for you.
9 7 Time Stop Thievery, Time You act freely for 1d4+1 rounds.
9 8 Wail of the Banshee Death, Entropy Kills one creatre/level.
9 9 Weird Fear, Madness As phantasmal killer, but affecst all within 30 ft.
10 1 Damnation Evil Send your foe to hell.
10 2 Eclipse Darkness A solar eclipse follows you.
10 3 Hellball Evil You deal 10d6 each of acid, cold, electricity and fire damage, you take 10d6 damage.
10 4 Lord of Nightmares Fear You are possessed by a dream larva for 20 rounds and take 12d6 damage.
10 5 Pestilence Disease Inflict slimy doom on all creatures and plants within a half mile diameter area.
10 6 Tempest of Vengeance Revenge, Thunder Tempest rains acid, lightning and hail.

[PC43A] Collective 4.3A Classes


Forgotten Lord13

Level KXP Spells
123 456 789
1 0 1-- --- ---
2 3 2-- --- ---
3 6 21- --- ---
4 12 22- --- ---
5 24 221 --- ---
6 48 222 --- ---
7 96 322 1-- ---
8 192 332 2-- ---
9 384 333 21- ---
10 600 333 32- ---
11 900 433 321 ---
12 1200 444 321 ---
13 1500 444 322 ---
14 1800 444 432 ---
15 2100 544 432 1--
16 2400 555 432 2--
17 2700 655 443 2--
18 3000 655 443 21-
19 3300 655 543 22-
20 3600 655 544 32-
21 3900 655 544 321
22 4200 665 554 322
23 4500 666 654 332
24 4800 776 655 432
25 5100 776 655 443
26 5400 777 665 543
27 5700 777 665 554
28 6000 887 666 654
29 6300 887 776 655
30 6600 888 777 665
31 6900 888 777 766
32 7200 988 887 776
33 7500 999 888 777
34 7800 999 988 887
35 8100 999 999 888
36 8400 999 999 999
TH Saves
PD RS PP BW Sp Fo Re Wi
+1  7  6  5  3  3  1  2  2
+1  7  6  5  3  3  1  3  3
+2  7  6  5  4  4  2  3  3
+3  8  7  6  5  4  2  4  4
+3  9  8  7  5  5  3  4  4
+4  9  8  7  6  6  3  5  5
+5 10  9  8  7  6  4  5  5
+5 10  9  8  7  7  4  6  6
+6 11 10  9  8  7  5  6  6
+7 12 11 10  9  8  5  7  7
+7 12 11 10  9  9  6  7  7
+8 12 11 10 10  9  6  8  8
+9 12 12 11 10  9  7  8  8
+9 12 12 11 10 10  7  9  9
+10 12 12 11 11 10  8  9  9
+11 13 12 12 11 12  8 10 10
+11 13 12 13 11 12  9 10 10
+12 13 12 13 12 12  9 11 11
Requisites: Int 13, Chr 13
Alignment: AL, AC, AG, or AE
HD/level: 1 HD with 10 hp (1d12 with "offer" of 10)
Weapon Prof.: = (Str score)/2 + level
To Hit Table: Ftr0
Save Table: Ftr0/M-U0/Clr0/Thf0
Reference: DM
Groups: Lost
 
You (as a character) get 1P+1M+1V as your base actions instead of 1S+1V.
Gains the use of one school or sphere (Warrior, Wizard, Priest, or Rogue) per level. Cannot cast spells from schools/spheres it doesn't have at all (they are not "Opposite", they are "Not Available"). Alternatively, can learn one psionic power (of any frequency you know) instead of a school/sphere pick. This power doesn't cost PSPs to use, but it still costs a spell slot of SL=2 (minor), 5 (major), or 8 (grand). If it costs a variable amount of PSPs to use, you have 10*LVL PSPs (Psi1 scale) per usage.
Can weapon specialize, using the Ranger1 line.
Gets one Rogue pick every odd level. Gets 30*LVL Rogue points.
Level 1 ¶: Choose one "good" unused pick and one "bad" unused pick. These sort of work like weak John picks. The list follows, feel free to suggest other possibilities:
Good-1. Overwrite the XP table for one of your classes to be the "set XP table". DM Note: This XP table is what Forgotten Lord itself uses.
Good-2. You can use the ability scores table from Collective 0.6. You do get the bonus P/V actions for high Dex and the bonus M actions for high Re+Wis+Pr. You can also use the "Simplified Wis bonus" table.
Good-3. Number of class slots = 10.
Good-4. You may use (pick one): Mixed races, Race adjectives, Mixed classing (There are limits to which classes can be Mixed together, see the DM), or Class adjectives.
Good-5. You automatically have Exceptional in any stat that has a requirement of 13 or higher in any of your classes. You automatically have Barbarian in any stat that has a requirement of 18 or higher in any of your classes.
Good-6. When researching something that's already written in the full Collective (you aren't actually researching something new), it costs only ½ of a Research Point each.
Good-7. If your race matches your class, you get x+0.5 (+50%) XP.
Good-8. You have access to the complete Kit list, including broken Kits like Adventurer and Duplicator.
Good-9. You have access to the complete Familiar list, including broken Familiars like Egg and Weasel.
Good-10. You may access X4 (old Psi4) or X24 (old Psi24) as a Wild Talent slot (Mini Class slot). X4 uses the old multipliers (x1.5/x2/x3/x4) and X24 uses the old costs (1/2/3/4).
Bad-1. You must spend 1/4 of your Nonweapon Proficiencies on Occupations or Hobbies (see [P8]).
Bad-2. You must spend a P action in addition to an M action when casting a spell, unless the spell's SL is LVL/4 or less. Spells of SL=10 or higher require 2M actions to cast. Psionic Super powers require 2M actions to use.
Bad-3. You are limited in Armor and Weapon choices by your classes (e.g. Druids must use "natural" armors and wooden shields, Wizards are very limited in Armor and Weapon selection). Armor is most restrictive, Weapons are least restrictive.
Bad-4. Your weapons cannot do more bonus damage than their base dmg plus magical plusses (so a sword +1/+1 that's 1d8 base dmg cannot do more than 18 dmg, regardless of additions).
Bad-5. Material componenting of spells costs money (for materials), equal to (SL+1)^2 gp per use. Your Wishes and Wish-like effects must be "worded properly".
Bad-6. You are required to keep track of your encumbrance, which may lower your movement rate, or make you not able to move at all.
Bad-7. You are required to keep track of your food and water.
Bad-8. You must "take the offer" on Hit Dice. (1d2=1.5, 1d3=2, 1d4=3, 1d6=5, 1d8=6, 1d10=8, 1d12=10)
Bad-9. You cannot use Exceptional, Barbarian, or better stat bonuses at all.
Bad-10. When multi-classed, you must divide XP evenly between your classes.
Level 1: 1/reset (during reset): Choose some of your ability scores. You may reroll them using 4d6 (drop the lowest die) or 3d8 (reading 7's and 8's as 6's).
Level 1: Time/Loop Reality Stability.
Level 1: Legend Lore / Knowledge of other timelines (other Loops) LVL*15%
Level 9: Immune to Incursion, Loop Incursion, and Banhammer Bombs.
Level 9, 18, 27, and 36 ¶: Choose another good unused pick and another bad unused pick, as per level 1.

[PC43A] Collective 4.3A Classes


Fortune Teller10

Level KXP Wizard++Psi10
123 456 789 A
1 0 1-- --- --- -
2 2.5 20- --- --- -
3 5 21- --- --- -
4 10 320 --- --- -
5 25 321 --- --- -
6 50 432 0-- --- -
7 100 432 1-- --- -
8 250 543 20- --- -
9 500 543 21- --- -
10 1000 654 320 --- -
11 1500 654 321 --- -
12 2000 765 432 0-- -
13 2500 765 432 1-- -
14 3000 776 543 20- -
15 3500 776 543 21- -
16 4000 777 654 320 -
17 4500 777 654 321 -
18 5000 777 765 432 0
19 5250 777 776 543 1
20 5500 777 777 654 2
21 5750 777 777 765 3
22 6000 777 777 776 4
23 6250 777 777 777 5
24 6500 777 777 777 6
25 6750 777 777 777 7
26 7000 888 877 777 7
27 7250 888 888 877 7
28 7500 888 888 888 7
29 7750 888 888 888 8
30 8000 999 988 888 8
31 8250 999 999 988 8
32 8500 999 999 999 8
33 8750 999 999 999 9
34 9000 AAA A99 999 9
35 9250 AAA AAA A99 9
36 9500 AAA AAA AAA A
TH Saves
PD RS PP BW Sp Fo Re Wi
-1  5  3  8  2  3  1  1  1
-1  5  4  8  2  3  1  1  2
-1  6  4  8  3  4  2  2  2
-1  6  5  8  4  4  2  2  3
+0  7  5  9  5  4  3  2  3
+0  8  6  9  6  5  3  3  4
+0  8  6  9  7  5  4  3  4
+0  9  7  9  8  6  4  4  5
+1 10  8 10  9  7  5  4  5
+1 11  8 10 10  7  5  4  6
+1 11  9 10 11  8  6  5  6
+1 12 10 11 12  9  6  5  7
+2 13 11 12 13 10  7  6  7
+2 14 11 13 14 10  7  6  8
+2 14 12 13 14 11  8  6  8
+2 14 12 14 14 11  8  7  9
+3 14 13 14 14 12  9  7  9
+3 15 13 14 14 12  9  8 10
Requisites: Int 15, Wis 10, Chr 15
Alignment: any
HD/level: d3
Weapon Prof.: 1+level/5
To Hit Table: Psi
Save Table: Wiz/Psi
Reference: DM, Roger
Groups: Wizard, Psionicist, PCDesigned
 
Casts Wizard spells or Psi10 powers. You get this progression twice, once for Wizard, once for Psi10. It is not one shared progression.
 
The Wizard progression gets Int bonus. Specialized in Enchantment/Charm (no opposite). Can cast Priest Numbers or Thought spells as if they were Wizard spells.
 
The Psi10 progression gets Chr bonus. Specialized in Empathy discipline. Psi10 PSPs = (LVL+Int+Wis+Chr-25)*5. Can "material component" Psi10 powers, by using 1V action.

[PC43A] Collective 4.3A Classes


Generic Priest (page 1)

Overall
Level
KXP
1 0
2 1.5
3 3
4 6
5 13
6 27.5
7 55
8 110
9 225
10 450
11 675
12 900
13 1125
14 1350
15 1575
16 1800
17 2025
18 2250
19 2475
20 2700
21 2925
22 3150
23 3375
24 3600
25 3825
26 4050
27 4275
28 4500
29 4725
30 4950
31 5175
32 5400
33 5625
34 5850
35 6075
36 6300
ML Priest
123 456 789
KXP
1 2-- --- --- 0
2 30- --- --- 0.6
3 32- --- --- 1.2
4 430 --- --- 2.4
5 432 --- --- 5.2
6 443 0-- --- 11
7 543 2-- --- 22
8 544 30- --- 44
9 554 32- --- 90
10 554 430 --- 180
11 655 432 --- 270
12 655 443 0-- 360
13 665 543 2-- 450
14 665 544 30- 540
15 666 554 32- 630
16 666 554 430 720
17 666 655 432 810
18 666 655 443 900
19 666 665 544 990
20 666 665 555 1080
21 666 666 555 1170
22 666 666 655 1260
23 666 666 665 1350
24 666 666 666 1440
25 766 666 666 1530
26 776 666 666 1620
27 777 666 666 1710
28 777 766 666 1800
29 777 776 666 1890
30 777 777 666 1980
31 777 777 766 2070
32 777 777 776 2160
33 777 777 777 2250
34 877 777 777 2340
35 887 777 777 2430
36 888 777 777 2520
 
CL
KXP
1 0
2 0.45
3 0.9
4 1.8
5 3.9
6 8.25
7 16.5
8 33
9 67.5
10 135
11 202.5
12 270
13 337.5
14 405
15 472.5
16 540
17 607.5
18 675
19 742.5
20 810
21 877.5
22 945
23 1012.5
24 1080
25 1147.5
26 1215
27 1282.5
28 1350
29 1417.5
30 1485
31 1552.5
32 1620
33 1687.5
34 1755
35 1822.5
36 1890
Stat
Pts
HD KXP
1 1d8 0
2 2d8 0.3
3 3d8 0.6
4 4d8 1.2
5 5d8 2.6
6 6d8 5.5
7 7d8 11
8 8d8 22
9 9d8 45
10 10d8 90
11 11d8 135
12 12d8 180
13 13d8 225
14 14d8 270
15 15d8 315
16 16d8 360
17 17d8 405
18 18d8 450
19 19d8 495
20 20d8 540
21 21d8 585
22 22d8 630
23 23d8 675
24 24d8 720
25 25d8 765
26 26d8 810
27 27d8 855
28 28d8 900
29 29d8 945
30 30d8 990
31 31d8 1035
32 32d8 1080
33 33d8 1125
34 34d8 1170
35 35d8 1215
36 36d8 1260

[PC43A] Collective 4.3A Classes


Generic Priest (page 2)

Turn
Lvl
TH Wpn / NW
Prof.
Saves
PD RS PP BW Sp Fo Re Wi
KXP
1 +0 2+0 / 1  8  4  5  2  3  0  0  2 0
2 +1 2+0 / 2  8  4  6  3  4  0  0  3 0.15
3 +1 2+0 / 3  9  5  6  3  4  0  1  3 0.3
4 +2 2+1 / 4  9  5  6  4  4  1  1  4 0.6
5 +3 2+1 / 5 10  6  7  4  5  1  1  4 1.3
6 +3 2+1 / 6 10  6  7  5  5  2  2  5 2.75
7 +4 2+1 / 7 11  7  8  5  6  2  2  5 5.5
8 +5 2+2 / 8 11  7  9  6  6  2  2  6 11
9 +5 2+2 / 9 12  7  9  6  7  3  3  6 22.5
10 +6 2+2 / 10 12  8  9  6  7  3  3  7 45
11 +7 2+2 / 11 13  8 10  7  8  4  3  7 67.5
12 +7 2+3 / 12 13  9 10  7  8  4  4  8 90
13 +8 2+3 / 13 13  9 10  7  8  4  4  8 112.5
14 +9 2+3 / 14 14  9 11  8  9  5  4  9 135
15 +9 2+3 / 15 14 10 11  8  9  5  5  9 157.5
16 +10 2+4 / 16 14 10 11  9  9  6  5 10 180
17 +11 2+4 / 17 15 11 12  9 10  6  5 10 202.5
18 +11 2+4 / 18 15 11 12 10 11  6  6 11 225
19 +12 2+4 / 19 16 12 13 10 11  7  6 11 247.5
20 +13 2+5 / 20 16 12 13 11 12  7  6 12 270
21 +13 2+5 / 21 16 13 13 11 12  8  7 12 292.5
22 +14 2+5 / 22 16 13 14 12 12  8  7 13 315
23 +15 2+5 / 23 16 13 14 12 13  8  7 13 337.5
24 +15 2+6 / 24 16 14 14 13 13  9  8 14 360
25 +16 2+6 / 25 16 14 15 13 13  9  8 14 382.5
26 +17 2+6 / 26 16 14 15 14 14 10  8 15 405
27 +17 2+6 / 27 16 15 15 14 14 10  9 15 427.5
28 +18 2+7 / 28 17 15 16 14 14 10  9 16 450
29 +19 2+7 / 29 17 15 16 15 15 11  9 16 472.5
30 +19 2+7 / 30 17 15 16 15 15 11 10 17 495
31 +20 2+7 / 31 17 16 16 15 15 12 10 17 517.5
32 +21 2+8 / 32 17 16 16 15 16 12 10 18 540
33 +21 2+8 / 33 17 16 16 16 16 12 11 18 562.5
34 +22 2+8 / 34 17 16 16 16 16 13 11 19 585
35 +23 2+8 / 35 17 16 16 16 16 13 11 19 607.5
36 +23 2+9 / 36 17 16 16 16 16 14 12 20 630
Requisites: Wis 9
Alignment: any
HD/level: d8
Weapon Prof.: 2+level/4
To Hit Table: Pri
Save Table: Pri
Reference: DM
Groups: Priest, Custom
 
You may spend your XP in 8 categories for this class. You may spend XP unevenly (e.g. all towards ML). Note that level 1 in all categories costs 0 XP.
40% category: ML
30% category: CL
20% categories: Stat Points *, Hit Dice **
10% categories: Turn Level, To Hit *, Proficiencies *, Saves
* These categories are not cumulative with other classes; you treat this as any other class. For example, if you are level 8 in ML and level 1 in Stat Pts, and level 4 in another (normal) class, you have 4 stat points (your highest level), not 4+1=5. (Using the "highest class" rule, the Generic Cleric class here counts as only level 1 for Stat Pts.)
** If multi-classed, you still need to divide by number of classes, even if all this class gives is 1 hit die. Hit Dice listed is the total.
 
The "Overall Level" is given so you know what level you are for purposes of energy drain and HNCL.
Note that it costs 150% (2.25 KXP for 2nd level) to actually raise all of these categories at the same time, so this class is less "efficient" than a normal Cleric class.

[PC43A] Collective 4.3A Classes


Generic Wizard (page 1)

Overall
Level
KXP
1 0
2 2.5
3 5
4 10
5 20
6 40
7 60
8 90
9 135
10 250
11 375
12 750
13 1125
14 1500
15 1875
16 2250
17 2625
18 3000
19 3375
20 3750
21 4125
22 4500
23 4875
24 5250
25 5625
26 6000
27 6375
28 6750
29 7125
30 7500
31 7875
32 8250
33 8625
34 9000
35 9375
36 9750
ML Wizard
123 456 789
KXP
1 1-- --- --- 0
2 2-- --- --- 1.25
3 21- --- --- 2.5
4 32- --- --- 5
5 321 --- --- 10
6 332 --- --- 20
7 432 1-- --- 30
8 433 2-- --- 45
9 443 21- --- 67.5
10 443 32- --- 125
11 444 321 --- 187.5
12 444 332 --- 375
13 444 432 1-- 562.5
14 444 433 2-- 750
15 444 443 21- 937.5
16 444 443 32- 1125
17 444 444 321 1312.5
18 444 444 332 1500
19 444 444 433 1687.5
20 444 444 444 1875
21 544 444 444 2062.5
22 554 444 444 2250
23 555 444 444 2437.5
24 555 544 444 2625
25 555 554 444 2812.5
26 555 555 444 3000
27 555 555 544 3187.5
28 555 555 554 3375
29 555 555 555 3562.5
30 655 555 555 3750
31 665 555 555 3937.5
32 666 555 555 4125
33 666 655 555 4312.5
34 666 665 555 4500
35 666 666 555 4687.5
36 666 666 655 4875
 
CL
KXP
1 0
2 1
3 2
4 4
5 8
6 16
7 24
8 36
9 54
10 100
11 150
12 300
13 450
14 600
15 750
16 900
17 1050
18 1200
19 1350
20 1500
21 1650
22 1800
23 1950
24 2100
25 2250
26 2400
27 2550
28 2700
29 2850
30 3000
31 3150
32 3300
33 3450
34 3600
35 3750
36 3900
Stat
Pts
KXP
1 0
2 0.5
3 1
4 2
5 4
6 8
7 12
8 18
9 27
10 50
11 75
12 150
13 225
14 300
15 375
16 450
17 525
18 600
19 675
20 750
21 825
22 900
23 975
24 1050
25 1125
26 1200
27 1275
28 1350
29 1425
30 1500
31 1575
32 1650
33 1725
34 1800
35 1875
36 1950

[PC43A] Collective 4.3A Classes


Generic Wizard (page 2)

Turn
Lvl
HD TH Wpn / NW
Prof.
Saves
PD RS PP BW Sp Fo Re Wi
KXP
1 1d4 +0 1+0 / 1  4  7  5  3  6  0  1  1 0
2 2d4 +0 1+0 / 2  4  7  5  3  7  0  1  1 0.25
3 3d4 +0 1+0 / 3  4  8  5  4  7  0  1  2 0.5
4 4d4 +1 1+0 / 4  4  8  6  4  7  1  2  2 1
5 5d4 +1 1+1 / 5  5  9  6  4  8  1  2  3 2
6 6d4 +1 1+1 / 6  5  9  7  5  8  2  3  3 4
7 7d4 +2 1+1 / 7  5 10  7  5  9  2  3  4 6
8 8d4 +2 1+1 / 8  6 10  7  6  9  2  3  4 9
9 9d4 +2 1+1 / 9  6 10  8  6  9  3  4  5 13.5
10 10d4 +3 1+2 / 10  6 11  8  6 10  3  4  5 25
11 11d4 +3 1+2 / 11  7 11  9  7 10  4  5  6 37.5
12 12d4 +3 1+2 / 12  7 12  9  7 11  4  5  6 75
13 13d4 +4 1+2 / 13  7 12  9  8 11  4  5  7 112.5
14 14d4 +4 1+2 / 14  7 13 10  8 11  5  6  7 150
15 15d4 +4 1+3 / 15  8 13 10  8 12  5  6  8 187.5
16 16d4 +5 1+3 / 16  8 13 11  9 12  6  7  8 225
17 17d4 +5 1+3 / 17  8 14 11  9 13  6  7  9 262.5
18 18d4 +5 1+3 / 18  9 14 11 10 13  6  7  9 300
19 19d4 +6 1+3 / 19  9 14 12 10 13  7  8 10 337.5
20 20d4 +6 1+4 / 20  9 15 12 10 14  7  8 10 375
21 21d4 +6 1+4 / 21 10 15 13 11 14  8  9 11 412.5
22 22d4 +7 1+4 / 22 10 15 13 11 15  8  9 11 450
23 23d4 +7 1+4 / 23 10 15 13 12 15  8  9 12 487.5
24 24d4 +7 1+4 / 24 11 16 13 12 15  9 10 12 525
25 25d4 +8 1+5 / 25 11 16 14 12 15  9 10 13 562.5
26 26d4 +8 1+5 / 26 12 16 14 13 15 10 11 13 600
27 27d4 +8 1+5 / 27 12 16 14 13 16 10 11 14 637.5
28 28d4 +9 1+5 / 28 12 16 14 14 16 10 11 14 675
29 29d4 +9 1+5 / 29 13 16 15 14 16 11 12 15 712.5
30 30d4 +9 1+6 / 30 13 16 15 14 16 11 12 15 750
31 31d4 +10 1+6 / 31 14 16 15 15 16 12 13 16 787.5
32 32d4 +10 1+6 / 32 14 16 15 15 16 12 13 16 825
33 33d4 +10 1+6 / 33 14 17 16 15 16 12 13 17 862.5
34 34d4 +11 1+6 / 34 15 17 16 16 16 13 14 17 900
35 35d4 +11 1+7 / 35 15 17 16 16 16 13 14 18 937.5
36 36d4 +11 1+7 / 36 16 17 16 16 17 14 15 18 975
Requisites: Int 9
Alignment: any
HD/level: d4
Weapon Prof.: 1+level/5
To Hit Table: Wiz
Save Table: Wiz
Reference: DM
Groups: Wizard, Custom
 
Gets Int bonus to spell progression.
You may spend your XP in 8 categories for this class. You may spend XP unevenly (e.g. all towards ML). Note that level 1 in all categories costs 0 XP.
50% category: ML
40% category: CL
20% category: Stat Points *
10% categories: Hit Dice **, To Hit *, Proficiencies *, Saves
* These categories are not cumulative with other classes; you treat this as any other class. For example, if you are level 8 in ML and level 1 in Stat Pts, and level 4 in another (normal) class, you have 4 stat points (your highest level), not 4+1=5. (Using the "highest class" rule, the Generic Wizard class here counts as only level 1 for Stat Pts.)
** If multi-classed, you still need to divide by number of classes, even if all this class gives is 1 hit die. Hit Dice listed is the total.
 
The "Overall Level" is given so you know what level you are for purposes of energy drain and HNCL.
Note that it costs 150% (2.25 KXP for 2nd level) to actually raise all of these categories at the same time, so this class is less "efficient" than a normal Wizard class.

[PC43A] Collective 4.3A Classes


Giant Robot8

Level KXP Psi8   GRobot Vill
mMG SU 123 45 [1]
1 0 1-- -- 1-- -- [-]
2 8 2-- -- 2-- -- [-]
3 16 3-- -- 3-- -- [-]
4 32 41- -- 31- -- [-]
5 64 51- -- 32- -- [-]
6 128 62- -- 42- -- [-]
7 256 72- -- 421 -- [-]
8 512 831 -- 431 -- [-]
9 1024 931 -- 432 -- [-]
10 1536 A41 -- 432 1- [-]
11 2048 B42 -- 542 1- [-]
12 2560 C52 -- 543 2- [-]
13 3072 D52 -- 543 21 [-]
14 3584 E63 -- 543 22 [-]
15 4096 F63 -- 543 32 [-]
16 4608 G73 1- 543 33 [-]
17 5120 H74 1- 544 33 [-]
18 5632 I84 1- 544 43 [-]
19 6144 J84 1- 544 44 [-]
20 6656 K95 2- 554 44 [-]
21 7168 L95 2- 555 44 [-]
22 7680 MA5 2- 555 54 [-]
23 8192 NA6 2- 555 55 [-]
24 8704 OB6 3- 655 55 [-]
25 9216 PB6 3- 665 55 [-]
26 9728 QC7 3- 666 55 [-]
27 10240 RC7 3- 666 65 [1]
28 10752 SD7 4- 666 66 [1]
29 11264 TD8 4- 766 66 [2]
30 11776 UE8 4- 776 66 [2]
31 12288 VE8 4- 777 66 [3]
32 12800 WF9 51 777 76 [3]
33 13312 XF9 51 777 77 [4]
34 13824 YG9 51 877 77 [4]
35 14336 ZGA 51 887 77 [5]
36 14848 [GA 51 888 77 [5]
TH Saves
PD RS PP BW Sp Fo Re Wi
+1  1  1  1  1  1  1  1  1
+2  2  2  2  2  2  2  2  2
+3  3  3  3  3  3  3  3  3
+4  4  4  4  4  4  4  4  4
+5  5  5  5  5  5  5  5  5
+6  6  6  6  6  6  6  6  6
+7  7  7  7  7  7  7  7  7
+8  8  8  8  8  8  8  8  8
+9  9  9  9  9  9  9  9  9
+10 10 10 10 10 10 10 10 10
+11 11 11 11 11 11 11 11 11
+12 12 12 12 12 12 12 12 12
+13 13 13 13 13 13 13 13 13
+14 14 14 14 14 14 14 14 14
+15 15 15 15 15 15 15 15 15
+16 16 16 16 16 16 16 16 16
+17 17 17 17 17 17 17 17 17
+18 18 18 18 18 18 18 18 18
Requisites: Str 19, Con 17
Alignment: any
HD/level: 4d8 (no Con bonus)
Weapon Prof.: 8+level/2
To Hit Table: Mon
Save Table: 2xMon
Reference: MTG {Reduced Villain}
Groups: Monster, Concordant (x1), Alternate
 
Does not get any Con bonus at all on it's Hit Dice, and Con bonuses cannot be bought for this class in any way.
See [Q8] for Psi8 rules and powers.
Can manipulate an object with TechF equal to your level or less.
Level 1: +1 Technological proficiency slot per level (see [P8.8]).
Level 1: +1 size.
Level 9: +1 size.
Level 18: +1 size.
Level 27: +1 size.
Level 36: +1 size.
 
Special Note on Giant Robot8 spells: Unlike Henchman spells (and most other Concordant spells), Giant Robot8 spells may be taken more than once. (Resist Elements twice would give you Double Resist Elements, MPIRR 5*LVL% twice would give you MPIRR 7.5*LVL% because of the MR calculation, etc.)

[PC43A] Collective 4.3A Classes


Giant Robot8 Spells

Level # Spell
1 1 1P, LVL/d: Create (LVL+1)/2 MINIATURE GIANT ROBOTS, which are DL=(LVL+1)/2 Golems (treat as a summon)
1 2 MPIRR 5*LVL%
1 3 +10% XP in Giant Robot8, if this is your only class (if you are single classed and getting x2 XP, you'll get x2.1 XP now)
1 4 Resist all Elements
1 5 Resist Hold/Stun/Para. (you become -5 / -25% on all actions if "half" stunned/held/paralyzed)
1 6 Resist Action/Memory/Ability Stealing
2 1 ER 5*LVL%
2 2 1M, 1/t: Cureall one Robot or Golem target (can use on yourself).
2 3 Pick a psionic power you have. It has double effect. [Pick a different power each time you pick this]
2 4 All your innate abilities can be used twice as many times per unit time (e.g. 3/d becomes 6/d).
2 5 +1 minor in a psionic progression you have.
2 6 +1 limb (in a new set of limbs) [if this is taken more than once they are all in the same set]
3 1 1M: Hypnotize a group (Will save)
3 2 0, 1/t: Reroll a die roll
3 3 1F, 1/d: Reset one Golem or Robot target (can use on yourself).
3 4 Resist all Eelements and Unusual Materials
3 5 +LVL C Actions
3 6 You get +1 segment per round (starting at segment 11).
4 1 Your summons can't be targetted.
4 2 1M: But wait, the other Robot or Golem over there FORGOT ONE SMALL THING and he is Crapped and Slain. (save for each)
4 3 You can convert 1M -> 1QM only for psionic powers.
4 4 +1 Bug action. (1QQS or 1OppS only for technological effects)
4 5 1F: Choose one creature. He is Stopped, and cannot use any 0 or V actions on his next segment.
4 6 1F, 1/t: Target loses 1 to his multiplier for 1 round (no save, TechR)
5 1 You have a MOST ANNOYING CONSULTANT: 0, 1/t: Fork one of your actions.
5 2 You see the ERROR OF YOUR WAYS, drop Giant Robot8 class (and can never return), gain Brass Gnat with x1.5 your Giant Robot8 XP.
5 3 1F: Remove Charm, Domination, Ego Domination, Control Actions, or Magic Jar on one target.
5 4 AllR 5*LVL%
5 5 0, 1/d: Gain an Immunity to something for the rest of the day (must be a narrow effect like a spell/psi power name)
5 6 You have and may use 2Z actions per half-segment.
Villain 1 (11) 1 1/d: Create a GIANT ROBOT (a DL 10 Golem, you may make requests but exact statistics are determined by the DM).
Villain 1 (11) 2 1/r: You MYSTERIOUSLY ESCAPE (even past all barriers) from enemies, one of the enemies must be a Hero.
Villain 1 (11) 3 You have an ANNOYING HENCHMAN of half your Villain Level who always ESCAPES and causes trouble for the enemy.
Villain 1 (11) 4 You adjust all irreducible BlahR by -5*level% and all reducible BlahR to 0%.
Villain 1 (11) 5 +10% XP in all your non-Concordant classes.
Villain 1 (11) 6 You ignore other people's Immunity to Inner Elements (unless it comes from a x3 or greater source)
Villain 1 (11) 7 You ignore other people's Immunity to Hold/Stun/Para (unless it comes from a x3 or greater source)
Villain 1 (11) 8 You ignore other people's Immunity to Action/Memory/Other Stealing (unless it comes from a x3 or greater source)
Villain 1 (11) 9 0, 1/s: Choose one creature. He cannot use any V actions on his next segment.
Villain 1 (11) 10 The "Avoid Fate" ability cannot be used by any other creature (friendly or not) within 100 yards of you.
Villain 1 (11) 11 NF, may borrow: Counter a level N Concordant ability.
Villain 1 (11) 12 xVL number of henchmen, followers, summons, familiars

[PC43A] Collective 4.3A Classes


Group XP (Mini-Class)

Level KXP Normal Effect Total
1 0 x2 XP if all classes in same group (+0)
2 10 +1 class slot in chosen group (+1)
3 20 +1 class slot in chosen group (+2)
4 40 +1 class slot in chosen group (+3)
5 80 +1 class slot in chosen group (+4)
6 160 +1 class slot in chosen group (+5)
7 320 +1 class slot in chosen group (+6)
8 640 +1 class slot in chosen group (+7)
9 1280 +1 class slot in chosen group (+8)
10 2000 +1 class slot in chosen group (+9)
11 3000 +1 class slot in chosen group (+10)
12 4000 +1 class slot in chosen group (+11)
13 5000 +1 class slot in chosen group (+12)
14 6000 +1 class slot in chosen group (+13)
15 7000 +1 class slot in chosen group (+14)
16 8000 +1 class slot in chosen group (+15)
17 9000 +1 class slot in chosen group (+16)
18 10000 +1 class slot in chosen group (+17)
19 11000 +1 class slot in chosen group (+18)
20 12000 +1 class slot in chosen group (+19)
21 13000 +1 class slot in chosen group (+20)
22 14000 +1 class slot in chosen group (+21)
23 15000 +1 class slot in chosen group (+22)
24 16000 +1 class slot in chosen group (+23)
25 17000 +1 class slot in chosen group (+24)
26 18000 +1 class slot in chosen group (+25)
27 19000 +1 class slot in chosen group (+26)
28 20000 +1 class slot in chosen group (+27)
29 21000 +1 class slot in chosen group (+28)
30 22000 +1 class slot in chosen group (+29)
31 23000 +1 class slot in chosen group (+30)
32 24000 +1 class slot in chosen group (+31)
33 25000 +1 class slot in chosen group (+32)
34 26000 +1 class slot in chosen group (+33)
35 27000 +1 class slot in chosen group (+34)
36 28000 +1 class slot in chosen group (+35)
Alternate Effect Total
Race XP div. starts reducing at level 4 (0)
+0.2 in mixed race abilities (0.2)
+0.2 in mixed race abilities (0.4)
+0.2 in mixed race abilities (0.6)
+0.2 in mixed race abilities (0.8)
+0.2 in mixed race abilities (1)
+0.2 in mixed race abilities (1.2)
+0.2 in mixed race abilities (1.4)
+0.2 in mixed race abilities (1.6)
+0.2 in mixed race abilities (1.8)
+0.2 in mixed race abilities (2)
+0.2 in mixed race abilities (2.2)
+0.2 in mixed race abilities (2.4)
+0.2 in mixed race abilities (2.6)
+0.2 in mixed race abilities (2.8)
+0.2 in mixed race abilities (3)
+0.2 in mixed race abilities (3.2)
+0.2 in mixed race abilities (3.4)
+0.2 in mixed race abilities (3.6)
+0.2 in mixed race abilities (3.8)
+0.2 in mixed race abilities (4)
+0.2 in mixed race abilities (4.2)
+0.2 in mixed race abilities (4.4)
+0.2 in mixed race abilities (4.6)
+0.2 in mixed race abilities (4.8)
+0.2 in mixed race abilities (5)
+0.2 in mixed race abilities (5.2)
+0.2 in mixed race abilities (5.4)
+0.2 in mixed race abilities (5.6)
+0.2 in mixed race abilities (5.8)
+0.2 in mixed race abilities (6)
+0.2 in mixed race abilities (6.2)
+0.2 in mixed race abilities (6.4)
+0.2 in mixed race abilities (6.6)
+0.2 in mixed race abilities (6.8)
+0.2 in mixed race abilities (7)
Note this Mini-class requires 0 XP to be 1st level. Many times there is no reason to raise the level of this class.
Normal: Choose a group of classes. Get x2 XP if all of your (non-Mini, non-Concordant) classes all have that group in common. This does not stack with the x2 XP for single-classedness. Further levels give class slots in that group.
Alternate: Your racial XP divisor starts to be reduced by 0.5 per level starting at level 4 instead of (the normal) level 9. Further levels give you mixed race abilities; you may have the abilities of another race of divisor N by spending N-0.8. (So each level you could take a ÷1 race's abilities)

[PC43A] Collective 4.3A Classes


Hag0

Level KXP Wizard++Priest
123 456 789
1 3.6 (owe) 1-- --- ---
2 7.2 20- --- ---
3 10.8 21- --- ---
4 14.4 220 --- ---
5 28.8 221 --- ---
6 57.6 222 0-- ---
7 115.2 322 1-- ---
8 216 332 20- ---
9 432 333 21- ---
10 648 333 320 ---
11 864 433 321 ---
12 1080 444 321 ---
13 1296 444 322 ---
14 1512 444 432 0--
15 1728 544 432 1--
16 1944 555 432 2--
17 2160 655 443 20-
18 2376 655 443 21-
19 2592 655 543 22-
20 2808 655 544 320
21 3024 655 544 321
22 3240 665 554 322
23 3456 666 654 332
24 3672 776 655 432
25 3888 776 655 443
26 4104 777 665 543
27 4320 777 665 554
28 4536 887 666 654
29 4752 887 776 655
30 4968 888 777 665
31 5184 888 777 766
32 5400 988 887 776
33 5616 999 888 777
34 5832 999 988 887
35 6048 999 999 888
36 6264 999 999 999
TH Saves
PD RS PP BW Sp Fo Re Wi
+1  2  2  2  2  2  2  2  2
+2  2  2  2  2  2  2  2  2
+3  3  3  3  3  3  3  3  3
+4  3  3  3  3  3  3  3  3
+5  4  4  4  4  4  4  4  4
+6  4  4  4  4  4  4  4  4
+7  5  5  5  5  5  5  5  5
+8  5  5  5  5  5  5  5  5
+9  6  6  6  6  6  6  6  6
+10  6  6  6  6  6  6  6  6
+11  7  7  7  7  7  7  7  7
+12  7  7  7  7  7  7  7  7
+13  8  8  8  8  8  8  8  8
+14  8  8  8  8  8  8  8  8
+15  9  9  9  9  9  9  9  9
+16  9  9  9  9  9  9  9  9
+17 10 10 10 10 10 10 10 10
+18 10 10 10 10 10 10 10 10
Requisites: Int 12, Wis 16
Alignment: any E
HD/level: ++d6
Weapon Prof.: 3+level/2
To Hit Table: Mon
Save Table: Mon +3 levels
Reference: DM
Groups: Wizard, Priest, Monster
 
Gets Barbarian Int and Wis.
Level N (each level) ¶: +1 Int and +1 Wis. This bonus cannot be used to qualify for the Hag0 class itself, and you can't 2 for 1 trade it away.
Casts Wizard and Priest spells. Gets the listed progression twice, once for Wizard (with Int bonus), and once for Priest (with Wis bonus).
Level 1 ¶: All items that cost <= LVL*3 gp cost 0 gp for you. This means you can have "Enough" or "Plenty" of those items.
Level 1: Occult Knowledge: Legend Lore 45+5*LVL%
Level 1: Sorcery: Can spend ½M+½V instead of 1M to cast spells
Level 1: (Green Hag) MPIRR LVL*10%.
Level 2: (Brine Hag) Can lose Green Hag, you gain: Curse shield (enemies take a curse each time they hit you; Spell save)
Level 3: (Scarwood Hag) Can lose Green or Brine Hag, gain: 1M: Unsummon a group of summons, or cause a group of henchmen to check morale.
Level 4: (Night Hag) Can lose Green, Brine, or Scarwood Hag, gain: 1M: Contact Outer Plane; and 1F, LVL/d: You Gate in a Larva, and it is under your control.
Ogre/Hag Clans:
Choose one Ogre/Hag Clan at levels 1, 9, 18, 27, and 36. [The names of these clans come from World of Warcraft.] Note that these differ from their Ogre0 class descriptions.
Bladespire: Specify a species enemy (broad monster type such as Dragons). Get x2 CL vs. that enemy.
Bloodmaul: The "LVL*3 gp costing 0" power becomes LVL*12 gp instead.
Boulderfist: MPIRR +LVL*5%.
Crushridge: +1/3 Size; +1 Int; +2 Wis; If you become a Scarwood Hag the Unsummon ability costs 1V instead of 1M.
Deadwind: +2 Int; 1M: Summon a DL=(LVL+1)/2 creature of Monster Type = 1d20+20.
Dreadmaul: Extra-Barbarian Int bonus.
Dunemaul: Immune Fire, Heat, Sand, Colorless Fire.
Duskbelch: Mouth's P or Mouth's M, 3/d: Breathe Darkness (1 group, dmg = half current hp, no save)
Dustbelcher: Mouth's P or Mouth's M, 1/h: Breathe Dust (1 group, dmg = half current hp, no save)
Firegut: +1 Henchman slot that you can fill will 3 DL=(LVL+3)/2 Ogres during reset time for free.
Gordok: +3 Int; Sustain Int.
Gordunni: Resist Priest Magic, Resist Negative
Laughing Skull: +1 Henchman slot that you can fill will 30 DL=(LVL+4)/3 Ogres during reset time for free.
Mo'grosh: You can't be targetted by NPC Parties. You ignore MR, SR, MReflection.
Mok'Nathal: +3 HNCL.
Mosh'ogg: +1 Chr; If you are an Brine Hag you get +1M action.
Spirestone: +(LVL+2)/3 Normal Ioun Stones for free.
Splinter Fist: +3 saves; You do not generate "?" in underground caves/dungeons.
Stonemaul: x2 CL with Invocation spells.
Stonegullet: Resist Acid; 1M: Summon a (DL+1)/2 Black Dragon or Drake.
Torchbelcher: When you read a scroll, if it has more than one spell on it, they all resolve at once.
Urok: Use d10's instead of d6's for Hit Dice.
Warmaul: +1 Henchman slot, can use War Priest/Meat Helm's Henchmen table, no reduction in cost though

[PC43A] Collective 4.3A Classes


Hammerer (Random Warrior #811263)

Level KXP
Spells
1 0 (none)
2 3 (none)
3 9 (none)
4 19 (none)
5 35 (none)
6 61 (none)
7 106 (none)
8 180 (none)
9 308 (none)
10 506 (none)
11 749 (none)
12 1042 (none)
13 1275 (none)
14 1509 (none)
15 1745 (none)
16 1983 (none)
17 2223 (none)
18 2464 (none)
19 2708 (none)
20 2954 (none)
21 3202 (none)
22 3452 (none)
23 3704 (none)
24 3958 (none)
25 4214 (none)
26 4472 (none)
27 4732 (none)
28 4994 (none)
29 5258 (none)
30 5524 (none)
31 5792 (none)
32 6061 (none)
33 6333 (none)
34 6607 (none)
35 6883 (none)
36 7161 (none)
TH Saves
PD RS PP BW Sp Fo Re Wi
+3  4  2  3  1  1  1  1  0
+4  5  2  4  2  1  1  1  0
+5  5  3  4  3  2  2  2  1
+6  6  4  5  4  3  2  2  1
+7  7  5  6  5  4  3  2  1
+8  8  5  7  6  4  3  3  2
+9  8  6  7  7  5  4  3  2
+10  9  7  8  8  6  4  4  2
+11 10  8  9  9  7  5  4  3
+12 11  8 10 10  7  5  4  3
+13 11  9 10 11  8  6  5  3
+14 12 10 11 12  9  6  5  4
+15 13 11 12 13 10  7  6  4
+16 14 11 13 14 10  7  6  4
+17 14 12 13 14 11  8  6  5
+18 14 12 14 14 11  8  7  5
+19 14 13 14 14 12  9  7  5
+20 15 13 14 14 12  9  8  6
Requisites: Str 18, Int 16, Cml 7
Alignment: L any
HD/level: d8
Weapon Prof.: 0+level
To Hit Table: War +3 levels
Save Table: War
Reference: DM Random, Manny 11/11/07
Groups: Warrior, Random
 
+1 extra Nonweapon Prof per level.
Attacking costs you only ½P action. This means you can do two attack sequences in one segment using 1P.
Gets Barbarian Str, Dex, or Con.
Level N (every level): +N saves (e.g. at level 10 you are +1+2+3+4+5+6+7+8+9+10 = +55 saves)
Level 1: +1 TH and +2 dmg with hammers.
Level 1: Can have an Animal Companion (1/10th your XP)
Level 1: Can operate at negative hit points. {Knight of the Griffin}
Level 2: Open hand damage is (LVL/2)d2.
Level 2: Pick a Level 1 Rogue Ability, you have 10*LVL points in it
Level 2: Resist Action/Memory/Other Stealing (take half effect, if that's meaningless, you are immune unless you are hit by 2 of them)
Level 2: Resist Hold, Stun, Paralyzation, Summ. Sickness (two of these effects must affect you in order for it to work)
Level 9: All non-offensive animals within 100' of you take 1/5 damage from all effects.
Level 9: Great Kiai (Paralyzing Shout): Mouth's V, 1/d: Str becomes 18 for 2 rounds; all enemies within 10' must save or be paralyzed for 1 round.
Level 9: Parry: +N AC for each weapon you are wielding (N=0 for small, N=1 for medium, N=4 for large).
Level 10: Can use Priest and Wizard items that are not written.
Level 27: Can create a "black" light-saber instead of "red". This has a crit range of 20 for x5; +LVL TH (round down) and +LVL*3/2 dmg (round down). It is vorpal instead of sharpness, with one less range than the sharpness flag.

[PC43A] Collective 4.3A Classes


Heals (Mini-Class)

Level KXP Effect
1 1.5 1M, 1/t: Death's Door
2 3 1M, 1/t: Death's Door
3 6 1M, 1/t: Dispel Exhaustion
4 12 1M, 1/t: Dispel Exhaustion
5 24 1M, 1/t: Heal
6 48 1M, 1/t: Heal
7 96 1M, 1/t: Cureall
8 150 1M, 1/t: Cureall
9 225 1M, 1/t: Cureall+Remove 1 [C] effect
10 300 1M, 1/t: Cureall+Remove 1 [C] effect
11 375 1M, 1/t: Cureall+Remove 1 [C] effect
12 450 1M, 1/t: Cureall+Remove 1 [C] effect
13 525 1M, 1/t: Cureall+Remove 1 [C] effect
14 600 1M, 1/t: Cureall+Remove 1 [C] effect
15 675 1M, 1/t: Cureall+Remove 1 [C] effect
16 750 1M, 1/t: Cureall+Remove 1 [C] effect
17 825 1M, 1/t: Cureall+Remove 1 [C] effect
18 900 1M, 1/t: Fix
19 975 1M, 1/t: Fix
20 1050 1M, 1/t: Fix
21 1125 1M, 1/t: Fix
22 1200 1M, 1/t: Fix
23 1275 1M, 1/t: Fix
24 1350 1M, 1/t: Fix
25 1425 1M, 1/t: Fix
26 1500 1M, 1/t: Fix
27 1575 1M, 1/t: Fix
28 1650 1M, 1/t: Fix
29 1725 1M, 1/t: Fix
30 1800 1M, 1/t: Fix
31 1875 1M, 1/t: Fix
32 1950 1M, 1/t: Fix
33 2025 1M, 1/t: Fix
34 2100 1M, 1/t: Fix
35 2175 1M, 1/t: Fix
36 2250 1M, 1/t: Fix
Alternate Effect
1M, 1/d: Protection from Death
1M, 1/d: Protection from Death
1M, 1/d: Raise Dead
1M, 1/d: Raise Dead
1M, 1/d: Raise Dead
1M, 1/d: Resurrection
1M, 1/d: Resurrection
1M, 1/d: Resurrection
1M, 1/d: True Resurrection
1M, 1/d: True Resurrection
1M, 1/d: True Resurrection
1M, 1/d: True Resurrection
1M, 1/d: True Resurrection
1M, 1/d: True Resurrection
1M, 1/d: True Resurrection
1M, 1/d: True Resurrection
1M, 1/d: True Resurrection
1M, 1/d: Reverse Pixelation
1M, 1/d: Reverse Pixelation
1M, 1/d: Reverse Pixelation
1M, 1/d: Reverse Pixelation
1M, 1/d: Reverse Pixelation
1M, 1/d: Reverse Pixelation
1M, 1/d: Reverse Pixelation
1M, 1/d: Reverse Pixelation
1M, 1/d: Reverse Pixelation
1M, 1/d: Reverse Pixelation
1M, 1/d: Reverse Pixelation
1M, 1/d: Reverse Pixelation
1M, 1/d: Reverse Pixelation
1M, 1/d: Reverse Pixelation
1M, 1/d: Reverse Pixelation
1M, 1/d: Reverse Pixelation
1M, 1/d: Reverse Pixelation
1M, 1/d: Reverse Pixelation
1M, 1/d: Reverse Pixelation
 
You can take both versions of this mini class.
These are cumulative; at level 2 you can Death's Door 3 per day (1 from Level 1, 2 from level 2).
"Protection from Death" makes someone immune to slay effects for 1 turn.

[PC43A] Collective 4.3A Classes


Int (Mini-Class)

Level KXP Effect Total
1 2 +2 set Int (+2)
2 4 +2 set Int (+4)
3 8 +2 set Int (+6)
4 16 +2 set Int (+8)
5 32 +2 set Int (+10)
6 64 +2 set Int (+12)
7 128 +2 set Int (+14)
8 200 +2 set Int (+16)
9 300 +2 set Int (+18)
10 400 +2 set Int (+20)
11 500 +2 set Int (+22)
12 600 +2 set Int (+24)
13 700 +2 set Int (+26)
14 800 +2 set Int (+28)
15 900 +2 set Int (+30)
16 1000 +2 set Int (+32)
17 1100 +2 set Int (+34)
18 1200 +2 set Int (+36)
19 1300 +2 set Int (+38)
20 1400 +2 set Int (+40)
21 1500 +2 set Int (+42)
22 1600 +2 set Int (+44)
23 1700 +2 set Int (+46)
24 1800 +2 set Int (+48)
25 1900 +2 set Int (+50)
26 2000 +2 set Int (+52)
27 2100 +2 set Int (+54)
28 2200 +2 set Int (+56)
29 2300 +2 set Int (+58)
30 2400 +2 set Int (+60)
31 2500 +2 set Int (+62)
32 2600 +2 set Int (+64)
33 2700 +2 set Int (+66)
34 2800 +2 set Int (+68)
35 2900 +2 set Int (+70)
36 3000 +2 set Int (+72)
Alt1 Effect Alt2 Effect Alt Total
+4 set Knowledge (prof.) +4 set Reason (prog. bonus) (+4)
+4 set Knowledge (prof.) +4 set Reason (prog. bonus) (+8)
+4 set Knowledge (prof.) +4 set Reason (prog. bonus) (+12)
+4 set Knowledge (prof.) +4 set Reason (prog. bonus) (+16)
+4 set Knowledge (prof.) +4 set Reason (prog. bonus) (+20)
+4 set Knowledge (prof.) +4 set Reason (prog. bonus) (+24)
+4 set Knowledge (prof.) +4 set Reason (prog. bonus) (+28)
+4 set Knowledge (prof.) +4 set Reason (prog. bonus) (+32)
+4 set Knowledge (prof.) +4 set Reason (prog. bonus) (+36)
+4 set Knowledge (prof.) +4 set Reason (prog. bonus) (+40)
+4 set Knowledge (prof.) +4 set Reason (prog. bonus) (+44)
+4 set Knowledge (prof.) +4 set Reason (prog. bonus) (+48)
+4 set Knowledge (prof.) +4 set Reason (prog. bonus) (+52)
+4 set Knowledge (prof.) +4 set Reason (prog. bonus) (+56)
+4 set Knowledge (prof.) +4 set Reason (prog. bonus) (+60)
+4 set Knowledge (prof.) +4 set Reason (prog. bonus) (+64)
+4 set Knowledge (prof.) +4 set Reason (prog. bonus) (+68)
+4 set Knowledge (prof.) +4 set Reason (prog. bonus) (+72)
+4 set Knowledge (prof.) +4 set Reason (prog. bonus) (+76)
+4 set Knowledge (prof.) +4 set Reason (prog. bonus) (+80)
+4 set Knowledge (prof.) +4 set Reason (prog. bonus) (+84)
+4 set Knowledge (prof.) +4 set Reason (prog. bonus) (+88)
+4 set Knowledge (prof.) +4 set Reason (prog. bonus) (+92)
+4 set Knowledge (prof.) +4 set Reason (prog. bonus) (+96)
+4 set Knowledge (prof.) +4 set Reason (prog. bonus) (+100)
+4 set Knowledge (prof.) +4 set Reason (prog. bonus) (+104)
+4 set Knowledge (prof.) +4 set Reason (prog. bonus) (+108)
+4 set Knowledge (prof.) +4 set Reason (prog. bonus) (+112)
+4 set Knowledge (prof.) +4 set Reason (prog. bonus) (+116)
+4 set Knowledge (prof.) +4 set Reason (prog. bonus) (+120)
+4 set Knowledge (prof.) +4 set Reason (prog. bonus) (+124)
+4 set Knowledge (prof.) +4 set Reason (prog. bonus) (+128)
+4 set Knowledge (prof.) +4 set Reason (prog. bonus) (+132)
+4 set Knowledge (prof.) +4 set Reason (prog. bonus) (+136)
+4 set Knowledge (prof.) +4 set Reason (prog. bonus) (+140)
+4 set Knowledge (prof.) +4 set Reason (prog. bonus) (+144)
 
This class gives +1 rank of Exceptional Int which stacks on top on what you already have (unless the source says it can't be improved).
Sustain Int, Logic.
You get the bonus M actions based on high Int+Wis+Chr used in earlier versions of the Collective (you can alternatively use Reason+Wis+Presence if you want).
Int+Wis+Chr: 44=+½M; 50=+1M; 70=+1½M; 75=+2M; 95=+2½M; 100=+3M; and this continues.
The Alternate versions cannot use ability score sleazing for Int.

[PC43A] Collective 4.3A Classes


Internetizer3.5

Level KXP
Spells
1 0 (none)
2 2 (none)
3 4 (none)
4 8 (none)
5 16 (none)
6 32 (none)
7 64 (none)
8 128 (none)
9 256 (none)
10 450 (none)
11 550 (none)
12 660 (none)
13 780 (none)
14 910 (none)
15 1050 (none)
16 1200 (none)
17 1360 (none)
18 1530 (none)
19 1710 (none)
20 1900 (none)
21 2100 (none)
22 2310 (none)
23 2530 (none)
24 2760 (none)
25 3000 (none)
26 3250 (none)
27 3510 (none)
28 3780 (none)
29 4060 (none)
30 4350 (none)
31 4650 (none)
32 4960 (none)
33 5280 (none)
34 5610 (none)
35 5950 (none)
36 6300 (none)
TH Saves
PD RS PP BW Sp Fo Re Wi
+0 (total = 27, max = 9)
+1 (total = 30, max = 10)
+2 (total = 33, max = 11)
+3 (total = 36, max = 12)
+4 (total = 39, max = 13)
+5 (total = 42, max = 14)
+6 (total = 45, max = 15)
+7 (total = 48, max = 16)
+8 (total = 51, max = 17)
+8 (total = 54, max = 18)
+9 (total = 57, max = 19)
+9 (total = 60, max = 20)
+10 (total = 63, max = 21)
+10 (total = 66, max = 22)
+11 (total = 69, max = 23)
+11 (total = 72, max = 24)
+12 (total = 75, max = 25)
+12 (total = 78, max = 26)
Requisites: Str 9 (also see description)
Alignment: any
HD/level: d8
Weapon Prof.: 2+level/3
To Hit Table: Cust
Save Table: Cust
Reference: DM
Groups: Custom, Random, Internet
 
Each Level: The DM rolls a random class from the internet (he has a big directory of files). You get the some (or all) of the abilities of that class; you will at least get the effect of a "line of text" and the "level:" of your level; you will probably get more. You do not need to meet the requirements of the class.
See the following pages for the list of internet classes. This list will be expanded if necessary.

[PC43A] Collective 4.3A Classes


Internetizer3.5 Class Determination

d414 Class Description (not mine!) Source
1 Aberration`s Nightmare Special training has made these few highly skilled vs. aberrations, yet leaves them at a disadvantage to other creatures. aberrationsnightmare.rtf
2 Abhorsen The Abhorsen is in essence the ultimate undead hunter. Abhorsen.pdf
3 Acrobat Warrior Monks that wish to use melee weapons as well as bare hands. AcrobatWarrior.pdf
4 Acrobat, The Graceful and agile roguish adventurer. Pretty much well done. TheAcrobat.pdf
5 Adrenergic Energic Fighters! adrenergic.zip
6 Advanced Spellfire Wielder Spellfire is the raw energy of the Weave. Most who bear this gift never have the time or opportunity to develop these skills. spellfire_wielder.doc
7 Adventurer, The Another very nice adventurer class. adventurer_0724.rtf
8 Alchemist Magical item creation and potion brewing specialized magic user. class_alchemist.doc
9 Alchemist Nice take on this well known fantasy class. alchemist.pdf
10 Alternate Witch Pretty good alternate, with original class powers and a complete variant spell list. AlternateWitch.pdf
11 Aman Monk`s of the Tree Monks that follow an ancient elven order known as The Path of the Trees. AmanMonksoftheTree.pdf
12 Amazon With so many strating feats, every archer will pick this class... amazon.doc
13 Angelic Hunter A nice prestige class for those who seek to purge the world from evil. Angelic_Hunter.doc
14 Arcane Assassin The deadliest and yet the least known of the killers stalking in the shadows. (Updated Jan`03!) arcaneassassin.doc
15 Arcane Blade A merging of a fighter and mage class. Arcane_blade.doc
16 Arcane Bow Initiate A mix of all major archer prestige classes from TSR books. Might need a bump on requirements for balancing out, but it´s fair as it is. arcane_bow_initiate.doc
17 Arcane Channeler A spellcaster who has no limit to how many times he can cast, though casting becomes increasingly more difficult. Channeler_classic.doc
18 Arcane Channeler A sorcerer who forgoes virtually all weapons and becomes a true and pure spellcaster. Arcanechanneler_classic.doc
19 Arcane Crafter A specialist in creating magical items. ArcaneCrafter_classic.doc
20 Arcane Duelist A nice prestige class for mages. Arcaneduelist.rtf
21 Arcane Magistrate (Updated), The A very nice Prestige class. ArcaneMagistrate.doc
22 Arcane Musician Wandering minstrels who craved great arcane powers. ArcaneMusician.pdf
23 Arcane Swordsman (Epic) Arcane students who also focus on swordmanwhip. Comes with epic progression. ArcaneSwordsman.pdf
24 Arcane Warrior A powerful warrior/sorcerer class. ArcaneWarrior_unbalanced.doc
25 Arcane Warrior Elven sorcerers and warriors developed methods of combining magic and weaponry in order to defend their lands. arcane_warrior03.doc
26 Arcanist II, The Pretty much the same concept of the previous Arcanist, but with different rules. We decided to post this because it`s also a relic. Arcanist.pdf
27 Arcanist, The A new breed of magic users, with new rules for arcane casting and extensive details on the background of the order. 3th in a row. arcanist3e.doc
28 Archer A variant of the Ranger, similar to Baldur's Gate 2 kit of same name. Archer.doc
29 Archer, The A mixture of ranger and fighter, focused on archery. TheArcher.pdf
30 Athlete Athletes hone their bodies through natural means to become pinnacles of form. athlete.doc
31 Athlete, The Strong build folks who focus on physical skills. Comes with a bunch of new feats and it is really a flawless class, though not usually indicated for fantasy campaigns. TheAthlete.pdf
32 Athlete, The Master of muscles and physical feats! Comes with new feats as well. TheAthlete.pdf
33 Aural Lord A spellcaster who is fascinated by acoustics and the effects it has on the Art and Weave. Aural_Lord.rtf
34 Auron A channeler of divine energy. Very detailed prestige for using with the Aura Feats (check our feats section please). auron.doc
35 Awakened Ones A cleric prestige class, very nicely written, includes 20 prestige class levels. awakenedones.doc
36 Barbarian Anti-Magi Your typical sorcerer killer. Barbarianantimagi_classic.doc
37 Battle Mage Name says it all... battlemage.doc
38 Battle Magus Quite original abilities on this excellent prestige class, despite the name. BattleMagus.pdf
39 Battlecaster Another class that makes the mixture between fighter and wizard. This one is well balanced out. Battlecaster.pdf
40 Battler A master of combat awareness... Some very cool abilities in here. battler.zip
41 Beast Rider Based off of the Beast Rider in the old Fighters Handbook. Beast-rider_classic.doc
42 Berserker The name says it all: a ferocious warrior. berserker.doc
43 Black Knight More powerful than the baneguard, another servant of bane. Black_Knight_Classic.doc
44 Blade This is a cross between a monk and a fighter. Blade_classic.ZIP
45 Blade Dancer A nicely detailed class. bladedancer.htm
46 Blade Magus Warrior-mages that use the Weave to power their combat abilities. BladeMagus.pdf
47 Blade Master (Draft) Prestige class that is in draft, Nikolaos is looking for comments and suggestions. blade_master_draft.doc
48 Blade Master (Final Version) Prestige class that is now fully completed. blade_master_final.doc
49 Blademaster A master of blade finesse! blademaster.doc
50 Blades of Corellon Elite troop of forest defending elves! pclass_corellon.doc
51 Bladesinger Elven swordsmen that mastered the art of fencing and casting spells at the same time. Very nicely designed. Comes with the description of the Elven Slimblade, a new weapon. TheBladesinger.pdf
52 Bladestormer One who seeks to master dual weapons using the Ki inside himself. Bladestormer.doc
53 Blood Knight, The Angry warriors who seek their revenge against those who commit injustice. Bloodknight.pdf
54 Blood Magus The Blood Magus is a special type of mage that utilizes the blood of others to cast special spells. bloodmagus.zip
55 Bloodshade Magic users that specializes with necromantic magic and rites. bloodshade.doc
56 Bone Singer Bards that heals with music. May sound weird but we really liked the idea. Of course the description is also well done. bonesinger.pdf
57 Bounty Hunter Since we have many bounty hunters, each time we post a new one we tend to be more demanding on review. Bounty.pdf
58 Bounty Hunter Well this is a bounty hunter prestige, nothing really special but it`s rules-ok. BountyHunter.pdf
59 Bounty Hunter, The The Hunters of Men. bountyhunter.doc
60 Bow Master A specialist in the bow, loosely based off of Legolas in the LOTR movie. Created by Fendrin. bowmaster_classic.htm
61 Brawler (Dwarven Monk) Rules for dwarven monks. class_brawler.doc
62 Brawler, The An unarmed fighter that specilizes in dirty fighting and pure brute force. TheBrawler.pdf
63 Brothers Malleus, The The Brothers Malleus are a loose knit group of warriors who follow the ideals of Malleus Darkhammer. brothers_malleus.doc
64 Brothers of the stews Members of an underground rogues association, based in city stews. bots.htm
65 Buccaneer The ultimate swashbuckler d20buccaneer.pdf
66 Buccaneer (Updated!) An excellent swashbuckler class. Buccaneer.pdf
67 Buccaneer, The A very nice swashbuckler type class. Buccaneer.doc
68 Cabalist, The Summoners that can use demoniac abilities common to demons through the use of Pacts. Cabalist.pdf
69 Caller of Storms, The A very powerful magician that can cause natural disasters if well experienced. It`s a really nice class, but it`s impossible to not rate it as powerful/unbalanced. CallerofStorms.pdf
70 Caller of the Hunt A nature warrior who summons nature allies. callerofthehunt.doc
71 Channeler A well thought out class that is similar to a cleric version of sorcerers. Channeler.doc
72 Charmer Bards and sorceres who focus their arcane powers on enchantment and charm. Migth have too many bonuses stacking for Diplomacy. Charmer.pdf
73 Charmer Very well balanced out prestige for bards and sorcerers who specialize in charming magic... Would fit well for Saruman from Lord of the Rings. charmer.doc
74 Chi Mage Extremly well designed prestige class. ChiMage.pdf
75 Chosen of Mask A very nice prestige class based on the Chosen of Mystra. TheChosenofMask_classic.doc
76 Chronomancer A nice prestige class for the time wielding mage. Chronomancer.doc
77 Claw Fighter A unique specialist barbarian class. Clawfighter.rtf
78 Cliff Raiders of Aba Mal Ali, The Nomadic hunters that excels on climbing and exotic attacks. CliffRaider.pdf
79 Clod For the unlucky character who just happens to be lucky d20clod.pdf
80 CLOD (Updated!) A clumsy, but lucky character class. CLOD.pdf
81 Combat Artist Warriors who imbue their weapons with magical enchantments. combat_artist.doc
82 Combat Artist Great new warrior class, though I suggest you to add more requirements since it´s slight unbalanced. combat_artist.doc
83 Core Class Knights 3 excellent variants of a Knight class. Since there is no knight class on the Core Rulebooks, I suppose at least one of them can fit well into your camapign... CoreClassKnights.pdf
84 Cossack Hardy warriors from the outlands. Rather simple class that just got everything balanced out. Cossack.pdf
85 Cossak A mounted warrior. cossak.doc
86 Countermage A specialist in countering other wizards spells. CounterMage.doc
87 Courtier This one is very good, a kind of improved duelist. Some cool original combat abilities. Updated 03/20/03! courtier.doc
88 Crusher When one wants to bludgeon ones enemy's to death. TheCrusher_Classic.doc
89 Crying Freeman Based on the movie of same name (Anime). crying_freeman.pdf
90 Crystal Fist, The An impressive Psionic / Monk based prestige class. CrystalFist.doc
91 Dark Dancer Prestige class of an earthen god. dark_dancer.doc
92 Dark Hunter, The Servers of the Queen of Air and Darkness that joined the Wild Hunt. Nice class for a NPC, I bet your PCs won´t like them... DarkHunter.pdf
93 Dark Knight Ferocious knights with weird code of honor. dark_knight.txt
94 Dark Knight An evil Paladin. Darkknight.doc
95 Dark Poet, The The Dark Poet is the master of tragedy and dark farce. TheDarkPoet.pdf
96 Death Lord Neutral but scary necromancers. death_lord.doc
97 Death Stalker Enraged warriors who have lost loved ones and now throw themselves into battles without caring for their own safety. DeathStalker.pdf
98 Death`s Hand Aasimars and Tieflings that had contacted the universal essence of Death! DeathsHand.pdf
99 Death`s Reaper Warriors wielding scythes and faithful to the God of Death. Cannot be better suited for a villain :) DeathsReaper.pdf
100 Demi Undead Part living, part undead with some of the best of both worlds. demi_undead.doc
101 Demon Hunter Based on the Demon Hunter from Warcraft 3... Updated 03/20/03 demonhunter.doc
102 Demon Master (Epic) A master demon summoner. This class was revised as an epic class and now is much more balanced! demon_master.doc
103 Desert Mage, The A new prestige class from the upcoming Karanblade d20 Campaign Setting. It's unrated because our webmasters are participating on it. desertmage.pdf
104 Devoted Band Knigths who defend the king and royal family at all costs. DevotedBand.pdf
105 Devoted Knight Honorable knight who focus on protecting those who are on their charge. DevotedKnight.pdf
106 Disciple of the Dagger Powerful dagger fighters. Suggest restricting all his abilities to the use of a dagger (which after all do minor damage). disciple_of_the_dagger.txt
107 Disciple of Umbra Deep the darkest regions of the world where sunlight is all but a memory, lie the monastic strongholds of the Disciples of Umbra. pclass_umbra.txt
108 Doll Master A vodoo mage? dollmaster.doc
109 Dominarian Sorcerer This looks very nice, its a sorcerer which uses Magic the Gathering cards as spells! There are some conversion rules (not yet extensively play tested though). If you like Magic card game try this... dominarian_sorcerer.pdf
110 Draco Knight A nice prestige class for those characters who wish to be the chosen of dragons. draco_knight.doc
111 Dragon Cleric Humanoids with dragon`s blood within their veins that also pray for dragon deities. DragonCleric.pdf
112 Dragon Knight A prestige class for Half-Dragons only! dragonknight.doc
113 Dragon Slayer Needs no Explanation! DragonSlayer.doc
114 Dragoon One of the best dragoon classes I have seen, definately worth looking at. Kdragoon.doc
115 Dragoon Really, another Dragoon. We just posted this one because its really well thought out and detailed. Maybe the best C3E Dragoon so far... Dragoon.pdf
116 Dragoon A nice variation on the Dragoon Prestige Class. braddragoon.rtf
117 Dragoon The famous Dragoon from Final Fantasy game series gained an excellent conversion to a 3e prestige class. pclass_dragoon.html
118 Dragoon, The Another version for the Final Fantasy Dragoon. This one is very well done (that´s why I posted) and, like most others, a bit overpowering... But hey, that´s FF! the_dragoon.pdf
119 Drake Brother The ones who worship dragons and become their kin. Drakebrother_classic.pdf
120 Dreamer Arcane masters of reality and consiousness. dreamer.doc
121 Dreamwalker Someone who dwells and interferes with your dreams. dreamwalker_classic.doc
122 Drider Unique guardian of nature. (Not Drider like the spider/drow race!) drider.txt
123 Drow Swordmaster Simple and yet quite well thought out prestige class for Drows specialized in Twin Sword fighting style... drowswordmaster.txt
124 Duelist A nice swashbuckler type class. Duelist.ZIP
125 Dwarven Battlerager Fearless dwarves whose enraged charges are feared among all armies. Very nice translation from AD&D version. DwarvenBattlerager.pdf
126 Dwarven Dervish An elite group of dwarven berserkers... Looks nasty. DwarvenDervish.pdf
127 Dwarven Janissary What can be worst than a dwarven killing machine? Possibly, a drunken one. DwarvenJanissary.pdf
128 Dwarven Stonefist A dwarven defender who followed the path of the monk. DwarvenStonefist.pdf
129 Dwarven Stonethrower A dwarf who throws stone shurikens! dwarven_thrower.txt
130 Dweomercrafter A spellcaster who specializes in crafting items. Dweomercrafter.rtf
131 Edge Dancer Nimble fighters who use dancing and rapiers to confuse and hurt their opponents. edgedancer.pdf
132 Edge Dancer A gypsy performer who welds dancing movements and cold steel with deadly accuracy. edge_dancer.rtf
133 Elder Bard, The A brave attempt to bring back the Bard from first edition to modern 3E days! elder_bard.doc
134 Elemental Crusader A nice battle-mage class, but too powerful... elementalcrusader.doc
135 Elemental Knight, The The Elemental Knight imbues his weapon, body, and even his mind with the elemental powers of the world. elemental_knight.doc
136 Elemental Sorcerer A sorcerer who becomes attuned to the elements. Elementalsorcerer_classic.doc
137 Elementalist Nature warriors that channel elemental powers and spells. Elementalist.pdf
138 Elementalist A warrior that also likes to destruct things with his elemental spells. elementalist.txt
139 Elite Arcane Archer (Epic) Our first Epic Level prestige class is an elite version of DMG Arcane Archer. elitearcanearcher.doc
140 Elven Battledancer A very nice elven Knight class elvenbattledancer.pdf
141 Elven Bladedancer A master of dual wield fighting. Don`t care about the name, it is an original class indeed. elven_bladedancer.doc
142 Elven Dancer of Blades This one is very well detailed, but it`s abilities are well overpowered. ElvenDancerofBlades.pdf
143 Elven Forester A variant of the Ranger Class. elvenforester.htm
144 Elven Scout, The A great new class! Elven_Scout.doc
145 Elven Scout, version 2, The A more balanced version of the Elven Scout class below! Elven_Scout2.doc
146 Elven Spellblade The Spellblade seamlessly meld arcane mastery with weapon prowess, all wrapped up in a graceful elven dancing form. ElvenSpellblade.pdf
147 Elven Wardancer A powerful warrior who dances death with blades. Elvenwardancer_unbalanced.doc
148 Elven Warrior Poet They deal death and ecstasy with the same frightening beauty... warrior_poet.doc
149 Elven Woodland Defender Could be a prestige class as well... wood_defender.doc
150 Emissary of Death Drow elves who judge who should live and who should die. emissaryofdeath.pdf
151 Emmisary of Evil A core class very similar to what would be an evil Paladin. EmissaryofEvil.doc
152 Epic Shifter Rules for playing the Shifter, from Masters of the Wild, beyond 20th lvl. epic_shifter.doc
153 Escapologist, The A street mage that combines roguish skills and some limited spellcasting ability. Escapologist.pdf
154 Ethore Masters of bare hands and lightning fast snakelike attacks. TheEthore.pdf
155 Exalted Zealot The Exalted Zealot has tasted true evil, and is disgusted by its corruption. They are the warriors of Pure Good, and will stop at nothing to spread hope throughout the lands. ExaltedZealot.pdf
156 Exoticist A fighter who specializes in exotic weapons. Exoticist.doc
157 Expert, The A nice warrior type class balanced by the class construction engine. The_Expert_classic.doc
158 Eyes of the Evening Servants of Selune. eyesoftheevening.doc
159 Fairgrounds Wrestler Someone whose brute strength and talent for showing off can chose this career. fairgrounds_classic.doc
160 Faith Avenger, The Nice fighter cleric hybrid prestige. faith_avenger.pdf
161 Falconer, The Very impressive, well detailed and illustrated new prestige class. Comes with descriptions of Falconer society and myths. Long Download (630Kb) falconer.pdf
162 Feint Master A master of feint who is always looking for hiting the following blows! FeintMaster.pdf
163 Fensal Hunter Elite Elven prestige class (mixes some great abilities) fensal_hunter.doc
164 Fighter Mage A class that combines the two classes into one. Fighter_Mage.doc
165 Fighter of Elements, The Sorcerers and/or psionics that shape elemental powers on their bodies and weapons... FighterofElements.pdf
166 Filth Master Someone who takes pride in being the unclean shadow on the streets, uses it to his/her advantage. FilthMaster_classic.pdf
167 Firemage A prestige class of spellcaster who is adept with fire magic. This is a 5 level prestige class. Firemage.doc
168 Fist of the Weave A Monk attuned to the Weave from the Forgotten Realms campaign setting. FistofWeave.doc
169 Flagellant Priests that inflict wounds on themselves to atone for their sins, nad empower their spells. Flagellant.pdf
170 Flashing Blade Showmen that focus more on weapon skill display than actually warrior training. Very nice concept to throw into your campaigns. FlashingBlade.pdf
171 Fleet of Foot The Fleet of Foot are fast; really fast. fleet_of_foot.doc
172 Force, The High-powered monks. force.pdf
173 Freedom Fighter Those who fight for a cause. freedom_fighter_classic.doc
174 Frigid Storm A nice prestige class for elves or half-elves frigidstorm.rtf
175 Frost Lord A great prestige class for characters who traverse the frozen lands. frostlord.doc
176 Gambit Mysterious and lone warriors who can read thoughts and predict the near future. (Long Download: 830Kb) gambit.pdf
177 Geomancer Check out the Geomancer, a sorcerer variant that specializes in earth manipulation. geomancer.doc
178 Geomancer Impressive, detailed and well-balanced class. Comes with a bunch of equally good earth related spells. TheGeomancer.pdf
179 Ghost Mage A very nice prestige class for those who delve into the supernatural. ghostmage.doc
180 Gladiator In almost every major city, and several minor ones, there exists a form of entertainment based on arena combat... Check the file for the rest, its a pro class! gladiator.doc
181 Gnome Bolter A kind of arcane archer class for gnomes and their crossbows. It`s very well done. GnomeBolter.pdf
182 Gnomish Champion, The A humorous approach the gnomish racial paragon. TheGnomeChampion.pdf
183 Gnomish Dreamweaver Illusions who alter the way others see reality. Gnomish_Dreamweaver.doc
184 Gohan Suppose its Dragon Ball Z based. gohan.doc
185 Golden Monk A master of the elements around him. golden_monk.doc
186 Guerilla A warrior who specializes in stealth and traps guerillaclass.doc
187 Guild Pugilist A city thug that excels on bare handed combat and urban stealth. GuildPugilist.pdf
188 Gun Blazer A nice steampunk type class for those who use firearms in their settings. GunBlazer_unbalanced.doc
189 Gunner, The Well this is not d20 modern yet, it is a class for Musket users! thegunner.doc
190 Gunslinger A renascence warrior who is a master of Gun-fu. Comes with archaic firearms statistic tables. GunSlinger.pdf
191 Halfling Burglar A very well designed prestige class for the Halfling who wishes to pursue cutpursing. HalflingBurglar.doc
192 Hammer of Karaz-a-Karak These folks are above dwarven defenders and, of course, their abilities are a bit overpowered here. But the whole idea sounds good. HammerofKarazaKarak.pdf
193 Hammer, The A master of bludgeon two handed weapons, preferably a hammer! Very fun. TheHammer.pdf
194 Harlequin A femme fatale that makes her ways trough deceit, humor and quick wits. The 10th level ability might be unbalanced. Harlequine.pdf
195 Harper Knight, The Harpers are members of a secret society dedicated to holding back evil and preserving knowledge. harper_knight.doc
196 Healer A more unique and specific healing class. Healer.ZIP
197 Hippocrates Unbound Healers that use mundane skills and herbs for healing, instead of magic or clerical powers. Comes with 4 different prestige classes. Recommended for low-magic campaigns. hippocratesunbound.pdf
198 Holy Midwife, The Healers that take care of pregnant women and newborn babies. Nice class for a NPC, exotic class for a PC (though can be interesting!) HolyMidwife.pdf
199 Holy Roller, The An holy enemy of undead and lycanthropes. This one is worth reading just because of the 10 riddles test requirement alone. HolyRoller.pdf
200 Houri (Revised) Mistress of seduction. Houri_classic.doc
201 Houri, The A seductress prestige class, very well created, many new spells. Houri.doc
202 Hunter, The Name says it all, a master animal tracker... the_hunter.doc
203 Ice Lord A very nice prestige class for specialists of ice magic. icelord.doc
204 Ikon A type of Psionic Knight, very well done. ikon.doc
205 Inquisitor A law based prestige class. inquisitor.doc
206 Iron Fist An order of monks who focus on physical damage over meditation. IronFistMonk.pdf
207 Iron Fist of the North, The Interesting mix of barbarian and monk classes. Was our first submitted prestige class with notes on class balance. TheIronFistoftheNorth.pdf
208 Ishbalan Crusader Ishbalan crusaders exist for one purpose: the removal of arcane magic from the world. ishbalan_crusader.pdf
209 Jedi A nice port of Jedi, but unbalancing and only for those whose campaigns would allow lightsabers. Jedi_unbalanced.doc
210 Jin Another Dragon Ball Z based class, we will soon have an entire Dragon Ball Z campaign here :) J.pdf
211 Jiu-Jitso Master A five levels prestige class about the Jiu-Jitso fighting style. The rules are perfect in describing this style, so it made a relic. JiuJitsuMaster.pdf
212 Juggernaut A powerhouse who can take what he can dish. juggernaut_classic.doc
213 Juggernaut The sturdy swordmaster who can take a beating and not even slow down. juggernaut.doc
214 Justicar A peacekeeper prestige class, that has a blend of psionic ability. justicar.doc
215 Justicars of Tyr, The A great new class for the Forgotten Realms! UPDATED! justicar.doc
216 Kensai Katana masters. Suggest reducing the ammount of bonus feats to balance it more. kensai.txt
217 Ki Warrior A monk that uses Ki... Fonts are hard to read. ki_warrior.doc
218 Knife Specialist A prestige class for Rogues or Assassins. TheKnifespecialist_classic.doc
219 Knight of King´s Royal Brigade Just a knight the way a knight should be, simply a relic. Suggest changing Knowledge (law) for Knowledge (nobility) at requirements. knight_of_klb.pdf
220 Knight of Principle A defender of weak and law, this is not a standard prestige class and has 15 levels. KnightofPrinciple.doc
221 Knight of Sun As the power of the Shining One expends, he needs more and more warriors to fight by his side... knightofsun.doc
222 Knight of the World The Divine Knight of the World is a man who takes three words to heart. These words are Honor, Duty, and Justice. knight_world.doc
223 Knight ofthe Mind Similar to a Psionic Paladin. Knightofthemind_classic.doc
224 Knights of Hieroneous A knightly prestige class with nice background but not so original abilities. KnightofHieroneous.pdf
225 Kuma A monk like prestige class that teaches the bear's nature. Kuma.doc
226 Light Bringer Devoted Priests of Pelor LightBringer.doc
227 Lindorn, The Students of the old elvish ways of nature magic, these folks work their spells through and from trees. Very nice detailed class! Lindorn.pdf
228 Living Legend Natural born heroes destined to excel among warriors. LivingLegend.pdf
229 Longstrider of Kari, The The Kari Longstriders excel at fast travel, survival and archery. They are tough, resilient to the environment and capable in a fight. LongstriderofKari.pdf
230 Maelgrissa, The A warrior who excels on intimidation rather than actually fighting skills. Maegrissa.pdf
231 Mage Bound, The Warriors who serves as arcane users´ familiars, or such... pclass_cmcanally2.doc
232 Mage Slayer A specialist in killing those who wield magic. MageSlayer.doc
233 Mage Warder Interesting class about warriors that undergo magical rituals to get some special abilities while near their mage patrons. MageWarder.pdf
234 Magos Incarnadine A spellcaster who continues on the path of the Archmage Magos_Incarnadine.rtf
235 Magus A great new class, a sorcerer/cleric mix! The_Magus.doc
236 Magus Best suited for Prodigy race found on New Races. Dark prophesies surround these powerful few. Is there truth in the words, or is it inspired by the fear of their great powers? magus.doc
237 Maiden of the Vine Nice original and detailed prestige class for those who want to became plant-bound creatures. MaidenoftheVine.pdf
238 Malhavoc Follower (Epic) Arcane casters who can turn into shadows... malhavoc_follower.doc
239 Mana Mage A mage who chooses colors as if they were schools of magic. Comes with a new list of arcane spells based on each color. Could be less complex though. ManaMage.pdf
240 Mancer A warrior priest of a specific domain. Mancer.zip
241 Martial Artist Alternative to the monk. This class uses feat based techniques instead of class level feats. Very customizable! martialartist.zip
242 Master Diplomat A master of negotiations. Master_Diplomat.doc
243 Master of Duels, The Whoa another relic here, a very nicely designed swashbuckler class. BABs are wrong to me, should start at +1 (not +0). masterofduels.doc
244 Master of the Void Prestige class made for monks. masterofthevoid.rtf
245 Master Ranger When every ranger advances to become superior at what he does. Masterranger_classic.doc
246 Medium Summoner based on Final Fantasy X video game. medium.doc
247 Memory Mage Wizards with powerful memory that was developed by years of spellcraft study. MemoryMage.pdf
248 Mental Overlord A modified version of the Mind Knight prestige class. Mental_Overlord.doc
249 Messanger Nice thought out, maybe best suited for a prestige class. messanger.txt
250 Messianic Avatar The Messiah's, truly god touched individuals. messianic_avatar.doc
251 Meteo Monk A complex, though very well done, monk variant. meteo_monk.doc
252 Midnight Minstrel A Midnight Minstrel is tasked with promoting the learning and practice of weave magic for its proper use. midnight_bard.doc
253 Mimic, The Warriors that have the supernatural power of mimicking their opponents abilities. Probably based on the class from Final Fantasy Tatics games. TheMimic.pdf
254 Mind Knight Psionic who specializes at combating other psionics. Mind_Knight.doc
255 Mind of the Cabal (Epic) An epic prestige class for psionics! mindofthecabal.txt
256 Monk of Pelor Devoted Monks of Pelor MonkofPelor.doc
257 Monks of the Mind A very nice swashbuckler type class. Monks_of_mind.doc
258 Morde Messenger Ones who specialize in Life and Death, including Undeath. morde_messenger.doc
259 Myrmidom, The Blade fighters with unusual and powerful mystical abilities. TheMyrmidon.pdf
260 Mystic, The Divine spellcasters that receive their spells from their divine connection to sacred places. Mystic.pdf
261 Mysticist The one listed here is called the Houshi, a Buddhist Mysticist who relies on the combination of the staff and the fuda to weaken the spirit. Mysticist.pdf
262 Naturalist Naturalists are those who seek harmony in themselves to find harmony with nature. naturalist.doc
263 Naturalist Herbalists who don`t believe in magic. naturalist.doc
264 Necroscoundrel Roguish necromancers with well thought out abilities. I think the +2d6 sneak attack at 1st level should be +1d6, stacking with previous bonuses. necroscoundrel.doc
265 Nightblade Nice mix of rogues and sorcerers using CCE. Suggest Rogue`s BAB progression instead. It has nothing to do with Karanblade`s Nightblade. nightblade.doc
266 Nightstalker A rogue/sorcerer who specializes in stealth and jumping. Nightstalker_classic.doc
267 Ninja of the Dark Cloud Ninja assassins! NinjaoftheDarkCloud.pdf
268 Ninja, The Dangerous master assassins, the ninja are sworn enemies of samurai. TheNinja.pdf
269 Orc Grunt A particularly nicely created class for Orcs or Half-orcs, very dangerous and highly skilled melee class. OrcGrunt_classic.doc
270 Ordamt Ordamti are an odd mix of paladins, monks, and rogues. ordamt.txt
271 Oros A BeastMaster/BeastFriend core class variation. class_oros.doc
272 Oros (Animal Friend), The New Class that specializes in dealing with animals and nature. oros.doc
273 Pacifist, The Maybe hard to include on your campaign. Bush didn`t liked it... the_pacifist.doc
274 Paladin of Lloth Drow elves anti-paladins. paladinoflloth.doc
275 Peace Keeper An very well constructed prestige class. Peacekeeper.rtf
276 Pegasus Knight, The Very well-balanced class about knights that excels on riding and mounted combat. ThePegasusKnight.pdf
277 Physical Adept Advanced Monks that are even more capable physical combatants. physical_adept.doc
278 Planeswarrior A very rare class that is devoted to the arts of fencing and planar travel. Planeswarrior.pdf
279 Poison Blade Masters of poisons, who utilizes them to kill, debilitate or disable their opponents. PoisonBlade.pdf
280 Poisoner, The Simply a specialist in poison use and creation... It`s a relic because it`s well done and fit to use into any campaign! ThePoisoner.pdf
281 Poisonist A specialist of poisons, who is immune to his own craft. poisonist.doc
282 Priest (Cleric Variant) This new take on Cleric by Piratespice is close to perfection, congratulations to him. I would just take the 0s from Spells per Day table. priest_clericvar.doc
283 Prophet Those with insight granted by the gods. Prophet_classic.doc
284 Protectors of the Great Oak, The A very well constructed Druid or ranger prestige class. protectors_great_oak.doc
285 Psi Spider Those who are obsessed with Arachnids, can train to become this very well done class. psi_spider.doc
286 Psion, The An interesting remake of the class, converts 2e psionicists to 3e psions. Psion1.doc
287 Psionic Sneak A nice variation of Psionic and Rogue, giving up some of both skills to become proficient at both. Psionic_sneak_classic.doc
288 Psychic A variant on the Psion/Psychic warrior, potentially unbalancing. Psychic_unbalanced.doc
289 Psychic Rogue Great new psionic class that makes use of the best of both worlds (Psionics & Rogues) psychic_rogue.rtf
290 Psychomancer A Psychomancer harnesses the power of mind and magic and weaves them into one to perform his abilities. ThePsychomancer.pdf
291 Pugilist Very dangerous monk-like class, with some original abilities. Correct Ref/Will saves and Pressure Chests ability (which is too powerful) and you are ready to go! pugilist.zip
292 Puppet Master A spellcaster who specializes in creation. Puppet_Master.rtf
293 Pyro For the mage that likes fire a little too much. PYRO.doc
294 Rake, The Bloody berserkers who fight with two axes. TheRake.pdf
295 Ranger Variant A unique version of a ranger that does not cast spells. RANGER-variant.DOC
296 Ranger Variant The Class Construction Engine noticed that the Ranger were the most weaker of all classes... Fortunately, for the ranger players, Ted Garland created this flawless variant, which just adds a few more free feats to make it all balanced. ranger_variants.zip
297 Rath`s Bounty Hunter Another bounty hunter class, this one is also well balanced out. BountyHunter.pdf
298 Rebel, The Warriors of free-spirit that refuse being controlled by all means. therebel.doc
299 Red Mage, The More like an everything class, the class that can mimick all other classes, albeit not as well. RedMage_classic.doc
300 Relic Hunter An indiana jones type prestige class. relichunter.rtf
301 Riders of the Savanna, The A nice prestige class for barbarians or other classes. riders_savanna.doc
302 Ritual Warrior Tribal defenders whose faith on spirits power supernatural abilities. TheRitualWarrior.pdf
303 Rogue Scholar For the rogue, wizard or sorcerer just has to pursue the neverending quest for knowledge. RogueScholar.doc
304 Rope Master, The A master of ropes and whips... Or, in other words, a d20 cowboy! Ropemaster.pdf
305 Runic Blade Abnormally powerful mystic warriors. runic_blade.doc
306 Sacred Fist, The A good monk prestige class. SacredFist.doc
307 Saeros Witch A very nice take on the witch concept by Saeros. The class abilities makes sense and the spell list is well balanced out. SaerosWitch.pdf
308 Samurai, The A very well constructed class, looks professional. Samauri_class.doc
309 Sarcastic Swordsman Spider-man taunting with swords. SarcasticSwordsman.pdf
310 Savage, The An nice barbarian based prestige class. The_Savage.doc
311 Savant of the Brand At first, this one may read like another Duelist-like prestige class... Though if you check out it`s amazing original acrobatic abilities, you might agree that it`s a relic. SavantoftheBrand.pdf
312 Scarred One Barbarians who inflict wounds on themselves, becoming ferocious melee combatants who ignore pain. ScarredOnes.pdf
313 Scout The Scout is a soldier who is very fast and highly skilled in the art of intrusion. Ranger/Rogue variant sent by Alias Worg. scout.doc
314 Scout, The Wanderers of the lands that developed a keen sense for dangers and mishaps, and also a natural ability of finding the right path on their travels. Nice broad concept here. TheScout.pdf
315 Sentinel, The The true masters of observation and alertness. These adventurers look forward to develop their keen senses above anything else. Very nice class suited for almost any campaign... Sentinel.pdf
316 Serial Killer After Book of Vile Darkness we are receiving some classes like this one. serial_killer.doc
317 Serpent Mage Mages that begin their careers summoning reptiles, and end it summoning dragons! SerpentMage.pdf
318 Shadow An assassin like prestige class ShadowPclass.doc
319 Shadow Assassin Sounded boring at start, but after reading throught all abilities, it made a relic easily. Very well developed. Combat timing might be unbalancing though. ShadowAssassin.pdf
320 Shadow Chaser of Urlmar, The Shadow chasers are drawn to areas where the Undead are thickest. Whether it is the chance of putting some restless soul to peace, or quieting the keen of a banshee a shadow chaser will take up the challenge. ShadowChaserofUrlmar.pdf
321 Shadow Eye Arcane roguish spies that hide in the sahdows. shadoweye.html
322 Shadow Khan This is a roguish spellcaster with Aura abilities. shadow_khan.doc
323 Shadow Knight A heart of ice and a devotion stronger than steel-these are at the core of the Shadow Knight. shadow_knight.doc
324 Shadow Knight An evil knight, dangerous and skilled. Shadow_Knight.doc
325 Shadow Sniper Roguish archers are always deadly. ShadowSniper.pdf
326 Shadow Witch A witch that keeps to herself, though can be good or evil. Shadow_Witch.doc
327 Shadowolf Apparently another Anime/Mangá based class. shadowolf.doc
328 Shaman An adept like class, cross between barbarian and druid. Shaman.doc
329 Shaolin Master A monk who specializes in harnessing the elements. ShaolinMaster.doc
330 Shield Maiden New class devoted to healing and protective techniques. shield_maiden.doc
331 Shinobi Masters of stealth and martial arts, they came from distant mystical lands... Shinobi.pdf
332 Ship Mage Wizards specializing in faring aboard ocean crossing vessels. ship_mage.rtf
333 Shotokan Warrior, The A monk that have some very unusual abilities, like the Hadoken bolt or the Shoryuken uppercut. Some long time gamers may have seen them... ShotokanWarrior.pdf
334 Sicarii, The Sneaky assassins that specializes in killing specific targets without being noticed. Some nasty sneaking abilities within. Sicarii.pdf
335 Silent Fist A deadly monk prestige class. Silentfistclan.doc
336 Silver Order, The An order of monks dedicated to the protection fo the Weave. SilverOrder.pdf
337 Singer, The Powerful elven bards. Comes with lots of special songs TheSinger.pdf
338 Siphoner, The A master burglar who can even steal spells and hit points! TheSiphoner.pdf
339 Sisters of Mercy A well crafted and very well written prestige class for female characters. Sisters_of_mercy.doc
340 Skald A seeker of tales, wanderer of the adventure stories, master of poetry. Skald.pdf
341 Slum Lord A fantasy medieval junkie with unusual abilities. SlumLord.pdf
342 Sneak, The The best burglar of them all. Sneak.doc
343 Sniper One who specializes in taking out targets from a distance. Sniper.doc
344 Sniper, The A scouting sniper. TheSniper.pdf
345 Sogo Monk A master of quarterstaff and incredible vaulting leaps! SogoMonk.pdf
346 Solar Collection 3 new and very nice classes: The Guardians, Darksoul and Deathmaster. SolarCollection.pdf
347 Solonor's Bowhunters Exceptional archer prestige class. SolonorsBowhunters.doc
348 Sorcerer Variant Another class variant that tries to make the Sorcerer a bit more balanced. sorcerer_variant.doc
349 Sortier Master of hit and run. sortier-x.doc
350 Soul Master Clerics who made a pact with the devil, or such... soul_master.doc
351 Spirit Archer Free-spirited archers whose ultimate goal is to craft a spiritual bow. spirit_archer.doc
352 Spirit Warrior, The This is a new class for the D&D 3rd edition that is based on the TV show Dragon Ball-Z. I used a monk as a template, so this is really a variant on the monk. spititwarrior.doc
353 Spy, The Here is the spy, a class made using the Class Construction Engine (above) class_spy1.doc
354 Spymaster Specializes in gathering information and infiltration, is quite capable of doubling up as an assassin as well. spymaster.doc
355 Spymaster Subterfuge devoted prestige class. pclass_spymaster.doc
356 Stalker This is a paladin derived prestige class who specialize in fighting the undead. pclass_stalker.html
357 Stalker in Shadows Overly detailed roguish prestige, comes with a long description of their organization. StalkerinShadows.pdf
358 Star, The When Popularity, Fame and Talent take your Bard to a new level. TheStar_classic.doc
359 Starmaster Starmasters are Mages who have tapped into their inner power and concentrated it into a cloak of energy. starmaster_class.rtf
360 Steel Fury Blade Glauntet specialists with weird martial abilities. SteelFury.pdf
361 Street Fighter One who specializies in fighting with dirty tactics and brawling. StreetFighter.doc
362 Summoner A very nice prestige class, loosely based on the Summoner game. Summoner.doc
363 Summoner, The A master of summoning magic. Comes with detailed summoning tables and some new rules. TheSummoner.pdf
364 Sumo Warrior Cool this is a sumo wrestler! Blubber armour is nice but the bonus advancement might be too high... sumo.doc
365 Sun Dragon Monks, The An elvish monk clan of disciples from the Sun Dragon. SunDragonMonk.pdf
366 Swanmay, The Another relic from Rob: well illustrated, detailed and quite balanced. Long Download (690Kb) swanmay.pdf
367 Swarm Master/Mistress, The Nice prestige class for characters from the swamps, or those who spend time with lizardfolk. SwarmMasterMistress.rtf
368 Swashbuckler, The An agile, nimble and quick-witted warrior! swashbuckler.doc
369 Sword Master For the one who wishes to be a master of blades. Based loosely off of the Sword Dancer Class. SwordMaster3E.doc
370 Sword Master A specialist at wielding two weapons and can perform special abilities with the blade. swordmaster.doc
371 Sword Sorcerer A great new class that mixes combat and magic! Sword_Sorcerer.doc
372 Swordman of the Sightless Eye Monks that learned how to fight without the need of visual aid. They use their personal weapon, the Zaitochi. SwordsmanoftheSightlessEye.pdf
373 Tamer A class that trains and works with animals. Tamer.doc
374 Tarot Mage Based on Sakura Card Captor. For me it´s too complex for a prestige class but if you are a fan that´s for you. tarot_mage.rtf
375 Tauren (Monster Class) Minotaur warriors that received spiritual powers from their ancestors and became elite fighters. This class is intended for monsters, it would be alot unbalanced for PCs. Tauren.pdf
376 Tempered Ones, The Paladins who undertake rituals of purification to empower their combat abilities and resistance. TheTemperedOnes.pdf
377 Templar, The A very nice paladin variation. TheTemplar.pdf
378 Thaumaturge Specialists of Lore and the mysterious art. Thaumaturge.rtf
379 Time Master Someone who can manipulate the fabric of time around them. time_master.doc
380 Torchbearer, The Priests of the God of Light who preach the flashing flames of Truth. Torchbearer.pdf
381 Town Drunk, The Prestige class similar to the drunken master TownDrunk.doc
382 Traveler of the Silken Road This prestige class focuses on warriors who use naught but the sword. A great class and organization to add to any campaign. traveler.pdf
383 Treesinger Closer to a Kit rather than a prestige class, characters retain all basic class info and add more statistics for this prestige class. Treesinger.doc
384 Tribesman A mix of Barbarian and Ranger... This was close to unbalanced rating though. tribesman.doc
385 Trickster These characters seek to spread mischief throughout the world. trickster.doc
386 Triune A knight blessed with enchantments and power Triune_classic.doc
387 Trophy Hunter, The Fierce hunters that use the badges of fallen opponents as trophies of honor. TheTrophyHunter.pdf
388 Troubleshooter For the rogue who wants to help solve any problems adventurers face while questing. Troubleshooter.doc
389 True Caster A variant of the polemic Mystic Theurge from D&D 3.5; This one is also gains both arcane and divine spell progressions, but not on every level. Truecaster.pdf
390 True Summoner A magic user who deals with unique summoned creatures, who function more like allies than summons. Very well balanced out. Yet simple, it is a really good class. TrueSummoner.pdf
391 Tunnel Master A prestige class for Kobolds, the masters of tunnel traps!. TunnelMaster.pdf
392 Unarmed Warrior Warriors that focus on unarmed combat. Though not developing supernatural powers like the monks, they hit harder than them... UnarmedWarrior.pdf
393 Undead Hunter A nice prestige class for those who wish to be the bane of the undead. Undeadhunter.doc
394 Underworld Scourge A prestige class for those who wish to build an evil guild or empire. UnderworldScourge.doc
395 Updated Valkyrie The Virgin Warrior Maiden. ValkyrieClass_classic.rtf
396 Valkyrie The infallible virgin warrior maidens of the deities. Those who search for souls whom are worthy enough to join the deity in their home plane. Valkyrie.pdf
397 Vlaude`s Track of Immortality Surely a powerful prestige, which comes with very high requirements though. vlaudes_track.doc
398 Voromancers Ritualistic power stealers... This one is tough to balance, but I think its pretty balanced here. voromancers.html
399 Wandering Blade An expert sword warrior. WanderingBlade.doc
400 War Priest of Heironeous A specialized priest whose focus is combat. WarPriestofHeironeous_classic.doc
401 War Wizard A specialist at fighting in the trenches at battles. War_Wizard.rtf
402 Warbringer The champions of Tempus! warbringer.doc
403 Warchief, The A leader in the battle field! This class is very generic and suitable to any campaign. TheWarchief.pdf
404 Warlock This is the Wild Mage template to be added to other sorcerer classes. Warlock_classic.doc
405 Warlock, The A 3rd Edition version of the Wild Mage. Warlock1.doc
406 Warrior of Underdark Very powerful class suited for the Duergar and Derro, a race of evil dwarves that dwells in the deep caves of Underdark. WarriorofUnderdark.pdf
407 Wilderness Warrior A specialist in the bladed gauntlets. TheWildernessWarrior_classic.doc
408 Wind Dancer, The The first free peak at Karanblade´s prestige classes. The barbarians from Rain Islands whose dances are a mixture of beauty and bloodly fury! Don´t miss the illustration inside... winddancer.pdf
409 Winter Warrior, The A class based on those who traverse in the arctic lands. Winter_Warrior.doc
410 Witch Collection, The 4 different takes on the Witch Class. All of them are very well done. TheWitchCollection.pdf
411 Witching Seductress The beguiling woman who uses her enchanting ways to get what she wants. WitchingSeductress_classic.pdf
412 Wizard Slayer Barbarian who lives for destroying all there is magical. BarbarianWizardSlayer.doc
413 Wyrmslayer Those who specialize in hunting dragons. wyrmslayer_classic.doc
414 Zealot Very nice prestige that describes the most pure among the defenders of goodness. zealot.doc

[PC43A] Collective 4.3A Classes


Knight of Quantity1

Level KXP Warrior
123 456 7
1 0 1-- --- -
2 7 2-- --- -
3 17 31- --- -
4 41 42- --- -
5 75 531 --- -
6 125 642 --- -
7 200 753 1-- -
8 318 864 2-- -
9 525 975 31- -
10 950 A86 42- -
11 1600 B97 531 -
12 2250 CA8 642 -
13 2900 DB9 753 1
14 3550 ECA 864 2
15 4200 FDB 975 3
16 4850 GEC A86 4
17 5500 GFD B97 5
18 6150 GFE CA8 6
19 6800 GFE DB9 7
20 7450 GFE DCA 8
21 8100 GFE DCB 9
22 8750 GFE DCB A
23 9400 GFE DCB B
24 10050 GFE DCC B
25 10700 GFE DCC C
26 11350 GFE DDC C
27 12000 GFE DDD C
28 12650 GFE DDD D
29 13300 GFE EDD D
30 13950 GFE EED D
31 14600 GFE EEE D
32 15250 GFE EEE E
33 15900 GFF EEE E
34 16550 GFF FEE E
35 17200 GFF FFE E
36 17850 GFF FFF E
TH Saves
PD RS PP BW Sp Fo Re Wi
+0  8  4  6  2  2  2  2  0
+1 10  4  8  4  2  2  2  0
+2 10  6  8  6  4  4  4  2
+3 12  8 10  8  6  4  4  2
+4 14 10 12 10  8  6  4  2
+5 16 10 14 12  8  6  6  4
+6 16 12 14 14 10  8  6  4
+7 18 14 16 16 12  8  8  4
+8 20 16 18 18 14 10  8  6
+9 22 16 20 20 14 10  8  6
+10 22 18 20 22 16 12 10  6
+11 24 20 22 24 18 12 10  8
+12 26 22 24 26 20 14 12  8
+13 28 22 26 28 20 14 12  8
+14 28 24 26 28 22 16 12 10
+15 28 24 28 28 22 16 14 10
+16 28 26 28 28 24 18 14 10
+17 30 26 28 28 24 18 16 12
Requisites: Str 12, Dex 14, Chr 20, Cml 13
Alignment: any
HD/level: 5d3 (not a typo: it's five dice.)
Weapon Prof.: 3*level
To Hit Table: War
Save Table: War*2 (see note)
Reference: DM {Planeshifted Knight of Quality1}
Groups: Warrior, Alternate
 
The Saves of "War*2" means to read the Warrior table at your level, and multiply the results by 2 (this is different from "2xWar", where you multiply your level by 2 before reading).
Gets one level of Exceptional stat per level, among Str, Dex, Con, or Chr.
Can cast Wizard Conjuration/Summoning spells as if they were Warrior spells.
Gets +(LVL+2)/3 Henchmen slots. Can use the special types of Henchmen introduced in the Meat Helm and War Priest classes. Divide the cost of Henchmen by LVL.
Level 1 ¶: Pick weapon of choice; your number of attacks with that weapon = (LVL+2)/2.
Level 1: May shatter a magical, psionic, or innate effect that is currently running. It requires 10 dmg per spell level of the effect to shatter it. This doesn't require a Holy Avenger.
Level 1: Regenerate LVL hp/s.
Level 1: Can operate at negative hit points equal to -10*level. While in this state, you cannot make any type of attack (magic, psionic, physical, or otherwise).
Level 1 ¶: +1 extra ability score point per level, can be spent on Str, Dex, Con, or Chr.
Level 3: Free Action cont.
Level 3: Gets LVL/3 Mounts (see Beast Rider class), DL=(LVL+2)/3.
Level 3: Can build a freehold and attract LVLd1000 Followers. Automatically gains 1 XP per year per follower if you set up a stronghold. Each follower is (roll 1d100:) 01-45=level 0, 46-95=level 1, 96-99=level 2, 00=level 3. Assuming no other activity, any given follower has a LVL-2 in 20 chance of going up in level each year (where LVL is your level).
Level 3: Mental link with a number of lieutenants (followers that are Warriors of at least 3rd level) equal to your level (this operates on its own unique psionic frequency).
Level 4: Gain "Whirl" (slightly improved in area of effect). 1P: Do 1 attack on every target within 15'r (one group usually).
Level 5: +(LVL-3)/2 QP actions.
Level 9: Starting this level, get one "Level:" pick from any Warrior class you know, at 8 levels lower (so at level 9 you get a "Level 1:", at level 10 you get a "Level 2:", and so forth.)

[PC43A] Collective 4.3A Classes


Lancer (Random Warrior #199267)

Level KXP
Spells
1 7 (none)
2 36 (none)
3 82 (none)
4 164 (none)
5 258 (none)
6 364 (none)
7 490 (none)
8 647 (none)
9 841 (none)
10 1095 (none)
11 1412 (none)
12 1760 (none)
13 2411 (none)
14 2898 (none)
15 3386 (none)
16 3884 (none)
17 4382 (none)
18 4880 (none)
19 5380 (none)
20 5879 (none)
21 6378 (none)
22 6878 (none)
23 7378 (none)
24 7879 (none)
25 8380 (none)
26 8881 (none)
27 9382 (none)
28 9884 (none)
29 10387 (none)
30 10889 (none)
31 11392 (none)
32 11895 (none)
33 12399 (none)
34 12903 (none)
35 13407 (none)
36 13912 (none)
TH Saves
PD RS PP BW Sp Fo Re Wi
+0  6  5  4  3  2  1  1  0
+1  6  5  4  3  3  1  1  0
+2  6  5  4  4  3  2  2  1
+3  8  7  6  5  4  2  2  1
+4  8  7  6  5  5  3  2  1
+5  8  7  6  6  5  3  3  2
+6 10  9  8  7  6  4  3  2
+7 10  9  8  7  7  4  4  2
+8 10  9  8  8  7  5  4  3
+9 12 11 10  9  8  5  4  3
+10 12 11 10  9  9  6  5  3
+11 12 11 10 10  9  6  5  4
+12 12 12 11 10  9  7  6  4
+13 12 12 11 10 10  7  6  4
+14 12 12 11 11 10  8  6  5
+15 13 12 12 11 10  8  7  5
+16 13 12 12 11 11  9  7  5
+17 13 12 12 12 11  9  8  6
Requisites: Wis 0, Warrior 3, Rogue 3
Alignment: any
HD/level: & +++2d8
Weapon Prof.: 2+level/3
To Hit Table: War
Save Table: Ftr0
Reference: DM Random, Rick 11/11/07
Groups: Warrior, Random
 
Gets 20 Rogue points per level. Gets an "Any Rogue" pick every odd level.
Level 1 ¶: Dragonlancing / Inverse Dragonlancing: 1V: Get +X to hit and +Y damage (on every attack) until you use this ability again, where X+Y = your max hp. X and Y cannot be negative. These plusses count as magical plusses for purposes of overcoming "+ needed to hit" and DR. This ability does not automatically go up as you level; you need to spend 1V action each time.
Level 1: +1 to hit with lances, swords, maces, and flails.
Level 1: +LVL dmg.
Level 1: Barbarian Con bonus; i.e. bonus is (Con-14)*2.
Level 1: Cure Disease: can be done once per week per 5 levels (round up).
Level 1: One free Kit per level. You cannot pick the same kit more than once.
Level 1: Pick Pockets 20% + 2% per level.
Level 1: Pick weapon of choice; are considered 5 levels higher for # of Attacks purposes.
Level 2: +CL V actions
Level 2: No range penalties; Can shoot bows in your group without penalty
Level 4: 0, 1/d: Counterspell
Level 4: 1M, (LVL-3)/d: Taunt a group (Will save)
Level 4: Considered 3 levels higher when using a specific missile weapon (chosen by archer) for purposes of number of attacks.
Level 4: Considered 3 levels higher when using a specific missile weapon (chosen by archer) for purposes of number of attacks.
Level 5: Special Mount: Gain a familiar which must be a mount (the familiar list in [S0.5] indicates which types can be mounts).
Level 6: Anti-Henchman Shell SL 0-3 (Henchman effects of SL 0-3 cannot be used within 20')
Level 6: Automatic proficiency in all weapons that you have seen in operation (does not count as "free" slots, so 2 slots are still needed to single specialize, etc.).
Level 7: 1 borrowed P, 1/r: Deny N attacks from occuring, where N is your #Att. {Living Blade}
Level 8: 1M: A group gets -CL AC (no save)
Level 9: 1P: Attack only one target this segment. Your base # attacks per weapon/fist = LVL.
Level 10: Pick an action type. You are immune to actions of that type being locked down.
Level 13: Your base # attacks is never worse than 1/1 {feat}
Level 16: +1 max ihp, if your Battlelord is at least 5 (20 wishes if non-Battlelord)
Level 28: 1M: A group gets -25*PCL set Con that ignores Sustain Con

[PC43A] Collective 4.3A Classes


Luck (Concordant Mini-Class)

Level KXP Effect Total
1 20 +1 set Luck (1)
2 40 +1 set Luck (2)
3 80 +1 set Luck (3)
4 160 +1 set Luck (4)
5 320 +1 set Luck (5)
6 640 +1 set Luck (6)
7 1280 +1 set Luck (7)
8 2000 +1 set Luck (8)
9 3000 +1 set Luck (9)
10 4000 +1 set Luck (10)
11 5000 +1 set Luck (11)
12 6000 +1 set Luck (12)
13 7000 +1 set Luck (13)
14 8000 +1 set Luck (14)
15 9000 +1 set Luck (15)
16 10000 +1 set Luck (16)
17 11000 +1 set Luck (17)
18 12000 +1 set Luck (18)
19 13000 +1 set Luck (19)
20 14000 +1 set Luck (20)
21 15000 +1 set Luck (21)
22 16000 +1 set Luck (22)
23 17000 +1 set Luck (23)
24 18000 +1 set Luck (24)
25 19000 +1 set Luck (25)
26 20000 +1 set Luck (26)
27 21000 +1 set Luck (27)
28 22000 +1 set Luck (28)
29 23000 +1 set Luck (29)
30 24000 +1 set Luck (30)
31 25000 +1 set Luck (31)
32 26000 +1 set Luck (32)
33 27000 +1 set Luck (33)
34 28000 +1 set Luck (34)
35 29000 +1 set Luck (35)
36 30000 +1 set Luck (36)
Alt Effect Alt Total
1 Luckstone effect /r (1)
1 Luckstone effect /r (2)
1 Luckstone effect /r (3)
1 Luckstone effect /r (4)
1 Luckstone effect /r (5)
1 Luckstone effect /r (6)
1 Luckstone effect /r (7)
1 Luckstone effect /r (8)
1 Luckstone effect /r (9)
1 Luckstone effect /r (10)
1 Luckstone effect /r (11)
1 Luckstone effect /r (12)
1 Luckstone effect /r (13)
1 Luckstone effect /r (14)
1 Luckstone effect /r (15)
1 Luckstone effect /r (16)
1 Luckstone effect /r (17)
1 Luckstone effect /r (18)
1 Luckstone effect /r (19)
1 Luckstone effect /r (20)
1 Luckstone effect /r (21)
1 Luckstone effect /r (22)
1 Luckstone effect /r (23)
1 Luckstone effect /r (24)
1 Luckstone effect /r (25)
1 Luckstone effect /r (26)
1 Luckstone effect /r (27)
1 Luckstone effect /r (28)
1 Luckstone effect /r (29)
1 Luckstone effect /r (30)
1 Luckstone effect /r (31)
1 Luckstone effect /r (32)
1 Luckstone effect /r (33)
1 Luckstone effect /r (34)
1 Luckstone effect /r (35)
1 Luckstone effect /r (36)
 
This class gives +1 rank of Exceptional Luck which stacks on top on what you already have (unless the source says it can't be improved).
Sustain Luck.
The Alternate version gives 1 instance of Luckstone effect per round. You can use multiple instances on the same roll.

[PC43A] Collective 4.3A Classes


Luckier (Random Rogue #115354)

Level KXP Wizard
123 456
1 0 --- ---
2 3 1-- ---
3 6 2-- ---
4 13 21- ---
5 26 31- ---
6 49 32- ---
7 90 321 ---
8 167 331 ---
9 298 332 ---
10 511 332 1--
11 735 333 1--
12 994 333 2--
13 1272 333 21-
14 1596 333 31-
15 1938 333 32-
16 2282 433 321
17 2627 443 331
18 2973 444 332
19 3405 444 432
20 3757 444 443
21 4116 444 444
22 4501 554 444
23 4895 555 444
24 5298 555 544
25 5701 555 554
26 6105 555 555
27 6510 665 555
28 6916 666 555
29 7322 666 655
30 7729 666 665
31 8136 666 666
32 8544 776 666
33 8953 777 666
34 9362 777 766
35 9773 777 776
36 10183 777 777
TH Saves
PD RS PP BW Sp Fo Re Wi
+0  5  4  6  2  3  0  2  0
+1  6  4  6  3  4  1  3  0
+2  6  5  6  3  4  1  3  0
+3  6  5  7  3  5  1  4  1
+4  6  6  7  3  5  2  4  1
+5  7  6  7  4  6  2  5  1
+6  7  7  7  4  6  3  5  2
+7  7  7  8  4  7  3  6  2
+8  7  8  8  4  7  3  6  2
+9  8  8  8  5  8  4  7  3
+10  8  9  8  5  8  4  7  3
+11  8  9  9  5  9  5  8  3
+12  8 10  9  5  9  5  8  4
+13  9 10  9  6 10  5  9  4
+14  9 11  9  6 10  6  9  4
+15  9 11 10  6 11  6 10  5
+16  9 12 10  6 11  7 10  5
+17 10 12 10  7 12  7 11  5
Requisites: (none)
Alignment: any
HD/level: d5
Weapon Prof.: 3+level/3
To Hit Table: War
Save Table: Rog
Reference: DM Random, Manny 12/08/07
Groups: Rogue, Random
 
Level N (every level): Luckstone effect (stacks with itself)
Level 1: Base movement rate is (14+level)"
Level 1: Can weapon specialize as per Ranger1.
Level 1: Death Attack: If have seen target for 3 rounds, can make 1 attack to paralyze or kill (Fort save).
Level 1: Free Martial Arts style; +2 maneuvers per level.
Level 1: Thieves' Cant.
Level 4: Immunity to disease and slow effects (continuous).
Level 7: Effect Evasion (each 1% = +1 saves) 1V to use
Level 7: Invisibility (psi freq. 0) level times per day.
Level 7: Leap of the Clouds: Jumping distance (vertical or horizontal) is not limited according to her height.
Level 9: HyperMental: +1M for 1 round, -1M for next 2 rounds.
Level 9: Lose the V action gained at Level 5, gain one P action.
Level 12: 1M: Disable all non-Rogue classes in your group (RSW save for each class)
Level 15: BOMBS!: 1P, 1 charge (have LVL charges /d): LVL*(2m4) technological damage, area (no save, TechR to resist)
Level 19: Always get special treatment and respect from Local Ruler {Agent of the Crown}
Level 22: Can instead use LL/2 (round up) F actions /s

Gets 24 Rogue points per level, see table below:
Lvl Rogue Ability | -50% | -100% | -150% Act Base Penalty Bonus
1 any 1st level Thief ability - - - -
1 any 1st level Thief ability - - - -
1 Any Rogue Level 1 ability - - - -
1 Assassination (-5% per HD/level of target) 0 0 Wis-13 Wis-15
1 Jumping | Levitate | Flight V 20 Dex-11 Dex-15
1 Pass without Trace || Etherealness || Probability Travel MV 0 Chr-15 Chr-21
1 Read Languages | Decipher Code M 5 Int-9 Int-14
2 Controlled Blink | Controlled Blink 10'r (unwilling get PP save) ½V 50 Wis-14 Wis-14
3 Deeppockets | Vanish | Rope Trick ||| I'm Gone (to my own Pocket Plane) M 0 Int-8 Int-20
4 any Rogue 4 ability - - - -
4 Identity Penetration | False Seeing | True Seeing MM 5 Wis-11 Wis-19
7 Any Rogue 7 ability - - - -
7 Any Rogue Level 7 ability - - - -
7 oCR || oaCR || oaaCR 0 20 Dex+Con-28 Dex+Con-38
16 Any Rogue 10 ability
18 Backstave (N/2% of your dmg is vile) || Stun (save=N-100) - 0 Wis-26 Wis-32
18 Contact Other Plane | Foresight MM 0 Chr-15 Chr-18
18 Summon (and control) Blue Time Elemental | Red | Silver | Green | Yellow | Purple | Gold M -150 Chr-1 Chr-125
27 Destruction/Mordenkainen's Disjunction ||| Put Target Down a Hole PMM 0 Int-19 Int-25

[PC43A] Collective 4.3A Classes


Magic Items (Mini-Class)

Level KXP Effect Total
1 5 1 DL worth of magic items /reset (1)
2 10 1 DL worth of magic items /reset (2)
3 20 1 DL worth of magic items /reset (3)
4 40 1 DL worth of magic items /reset (4)
5 80 1 DL worth of magic items /reset (5)
6 160 1 DL worth of magic items /reset (6)
7 320 1 DL worth of magic items /reset (7)
8 500 1 DL worth of magic items /reset (8)
9 750 1 DL worth of magic items /reset (9)
10 1000 1 DL worth of magic items /reset (10)
11 1250 1 DL worth of magic items /reset (11)
12 1500 1 DL worth of magic items /reset (12)
13 1750 1 DL worth of magic items /reset (13)
14 2000 1 DL worth of magic items /reset (14)
15 2250 1 DL worth of magic items /reset (15)
16 2500 1 DL worth of magic items /reset (16)
17 2750 1 DL worth of magic items /reset (17)
18 3000 1 DL worth of magic items /reset (18)
19 3250 1 DL worth of magic items /reset (19)
20 3500 1 DL worth of magic items /reset (20)
21 3750 1 DL worth of magic items /reset (21)
22 4000 1 DL worth of magic items /reset (22)
23 4250 1 DL worth of magic items /reset (23)
24 4500 1 DL worth of magic items /reset (24)
25 4750 1 DL worth of magic items /reset (25)
26 5000 1 DL worth of magic items /reset (26)
27 5250 1 DL worth of magic items /reset (27)
28 5500 1 DL worth of magic items /reset (28)
29 5750 1 DL worth of magic items /reset (29)
30 6000 1 DL worth of magic items /reset (30)
31 6250 1 DL worth of magic items /reset (31)
32 6500 1 DL worth of magic items /reset (32)
33 6750 1 DL worth of magic items /reset (33)
34 7000 1 DL worth of magic items /reset (34)
35 7250 1 DL worth of magic items /reset (35)
36 7500 1 DL worth of magic items /reset (36)
Alternate Effect Alt Total
+2 half plusses /reset (2)
+2 half plusses /reset (4)
+2 half plusses /reset (6)
+2 half plusses /reset (8)
+2 half plusses /reset (10)
+2 half plusses /reset (12)
+2 half plusses /reset (14)
+2 half plusses /reset (16)
+2 half plusses /reset (18)
+2 half plusses /reset (20)
+2 half plusses /reset (22)
+2 half plusses /reset (24)
+2 half plusses /reset (26)
+2 half plusses /reset (28)
+2 half plusses /reset (30)
+2 half plusses /reset (32)
+2 half plusses /reset (34)
+2 half plusses /reset (36)
+2 half plusses /reset (38)
+2 half plusses /reset (40)
+2 half plusses /reset (42)
+2 half plusses /reset (44)
+2 half plusses /reset (46)
+2 half plusses /reset (48)
+2 half plusses /reset (50)
+2 half plusses /reset (52)
+2 half plusses /reset (54)
+2 half plusses /reset (56)
+2 half plusses /reset (58)
+2 half plusses /reset (60)
+2 half plusses /reset (62)
+2 half plusses /reset (64)
+2 half plusses /reset (66)
+2 half plusses /reset (68)
+2 half plusses /reset (70)
+2 half plusses /reset (72)
 
Gives 1 DL worth of magic items per reset. They will be random, unless doing them as compensated (copied) items would be easier for the DM (depends on the campaign). So, at level 5 you could choose to get 5 DL=1 items or 1 DL=5 item (the latter is probably better). This version "checks" for what items to copy before the reset (giving out XP), using the lower level.
The Alternate version gives 2 half plusses (AC, saves, TH, or dmg) per level per reset (so at level 5, you would distribute 10 half-plusses among your items). This version "checks" for what items to copy after the reset (giving out XP), using the higher level.

[PC43A] Collective 4.3A Classes


Magical Pool Mage

Level KXP Wizard
123 456 789 A
1 0 1-- --- --- -
2 2.25 20- --- --- -
3 4.5 21- --- --- -
4 9 320 --- --- -
5 18 421 --- --- -
6 35 431 a-- --- -
7 60 432 0b- --- -
8 95 432 1ac --- -
9 145 533 20b d-- -
10 220 543 21a ce- -
11 440 543 320 bdf -
12 660 554 321 ace -
13 880 554 322 0bd -
14 1100 554 322 1ac -
15 1320 554 422 20b -
16 1540 555 432 21a -
17 1760 555 532 210 -
18 1980 555 533 211 g
19 2200 555 543 221 f
20 2420 555 543 321 e
21 2640 555 554 321 d
22 2860 555 555 432 c
23 3080 555 555 532 b
24 3300 666 655 532 a
25 3520 666 666 642 0
26 3740 777 766 643 1
27 3960 777 777 743 1
28 4180 888 877 753 1
29 4400 888 888 853 1
30 4620 999 988 854 1
31 4840 999 999 964 2
32 5060 AAA A99 964 2
33 5280 AAA AAA A64 2
34 5500 BBB BAA A75 2
35 5720 BBB BBB B75 2
36 5940 CCC CCC C75 3
TH Saves
PD RS PP BW Sp Fo Re Wi
+0  4  7  5  3  6  0  1  1
+0  4  7  5  3  7  0  1  1
+0  4  8  5  4  7  0  1  2
+1  4  8  6  4  7  1  2  2
+1  5  9  6  4  8  1  2  3
+1  5  9  7  5  8  2  3  3
+2  5 10  7  5  9  2  3  4
+2  6 10  7  6  9  2  3  4
+2  6 10  8  6  9  3  4  5
+3  6 11  8  6 10  3  4  5
+3  7 11  9  7 10  4  5  6
+3  7 12  9  7 11  4  5  6
+4  7 12  9  8 11  4  5  7
+4  7 13 10  8 11  5  6  7
+4  8 13 10  8 12  5  6  8
+5  8 13 11  9 12  6  7  8
+5  8 14 11  9 13  6  7  9
+5  9 14 11 10 13  6  7  9
Requisites: Dex 14, Con 9, Int 18
Alignment: any
HD/level: d4
Weapon Prof.: 1+level/6
To Hit Table: Wiz
Save Table: Wiz
Reference: DM
Groups: Wizard, Mirror, Planar
 
Specialized in Magical Pools, no opposite.
Gets Int bonus to spells.
Level 1: Identify Tricks and Magical Pools by sight.
Level 1: Swimming proficiency. Free Action underwater.
Level 4: 1F: Restore the local MF by 1. (This may be done multiple times.)
Level 9 ¶: When drinking from a magical pool, roll 2 results and pick the better.
Level 9: 1F: Restore the local PF by 1. (This may be done multiple times.)
Level 12: 1F, 1/reset: Make a Magical Pool permanent, infinite charges, and it's effects no longer count against your limit of maintains.
Level 16: 1F: Restore the local TF by 1. (This may be done multiple times.)
Level 25: 1F: Restore the local LoopF by 1. (This may be done multiple times.)
   
Magical Pool spells:
Note 1: Magical Pools have CL charges, each charge being a "drink" from the pool. Each person may drink from a Magical Pool only once (using 1V action). If at least one person drinks from a pool, all of that pool's effects together count as 1 effect against your limit of maintains until the next reset. If the pool effect is permanent, after the reset you no longer need to maintain the effect. Only 1 magical pool may be created in a room each reset.
Note 2: These spells are only a start. There are likely variants to these spells, such as a high level Healing Pool. Research Points may be spent here.
Abjuration Pool (SL=1): Magical Pool. The effect (when drank) is a random SL=1d4 defensive effect from [MC1] Monster Collective, Spells.
Create Water (SL=1): Creates a non-magical pool of ordinary water.
Healing Pool (SL=1): Magical Pool. The effect (when drank) is a random SL=1d4 Priest Healing spell.
Protection Pool (SL=2): Magical Pool. The effect (when drank) is a random SL=1d4 defensive effect from [MC2] Monster Collective, Psionics.
Reflecting Pool (SL=2): Magical Pool. Acts as a scrying device. Has only 1 charge, if drank, gives a random Divination effect of SL=1d6.
Wonder (SL=2): Does the Wand of Wonder effect on one target.
Acid Pool (SL=3): Creates a non-magical pool of nasty acid (1d100 dmg, no save). Can be left behind as a (-50%) Trap. Can be created "through" someone (damaging them).
Exploding Pool (SL=3): Hits a group, does a random SL=1d6+1 Invocation effect to the group. Does not count as a Magical Pool.
Remove Trick (SL=3): Removes a Trick in the room (can be reversed to create a random Trick).
Defensive Pool (SL=4): Magical Pool. The effect (when drank) is a random SL=1d8 defensive effect from [MC1] Monster Collective, Spells.
Transport via Water (SL=4): Teleport from one body of water to another.
Remove Special (SL=5): Removes a Special in the room (can be reversed to create a random Special).
Color Pool (SL=5): Creates a temporary Color Pool (treat as a Gate spell). Does not count as a Magical Pool.
Enhance Pool (SL=6): Adds CL charges to an existing Magical Pool. The reverse will destroy a Magical Pool.
Monster Pool (SL=6): Magical pool. Each segment, 1 charge is automatically used, and a DL=1d6+4 monster appears. The monster is not a summon, but will not attack the party, and will attack the party's enemies.
Enhancement Pool (SL=7): Magical Pool. Items put into the pool (using a charge) gain a small benefit (DM will roll a random 1d1000 item XP flag, or a half-plus). These effects are permanent but each item can be enhanced only once per reset.
Disjuncting Pool (SL=8): Magical Pool. An item placed in the pool is Disjuncted, with no Artifact Destruction or Retributive Strike effect. The item will absorb N*N charges from the pool, where N is it's multiplier. If the pool has insufficient charges, the item is unaffected. Can alternatively remove a x1 Terrain Feature completely.
Escape Pool (SL=9): Magical Pool. The effect (when drank) is to Escape to a safe location (home or a safe city/town). The effect is instantaneous (no delay).
Concordant Sampler Pool (SL=10): Magical Pool. The effect (when drank) is a random CSL=1d4-1 Concordant spell.

[PC43A] Collective 4.3A Classes


Magic-User30

Level KXP Wizard
123 456 789 AB
1 0 20a c-- --- --
2 6 310 bc- --- --
3 24 421 ab- --- --
4 60 532 0ac --- --
5 120 643 10b --- --
6 210 754 21a c-- --
7 336 865 320 b-- --
8 504 976 430 ac- --
9 720 A87 541 0b- --
10 990 A98 652 1a- --
11 1320 AA9 763 20c --
12 1716 AAA 874 30b --
13 2184 AAA 985 40a --
14 2730 AAA A96 510 --
15 3360 AAA AA7 621 c-
16 4080 AAA AA8 732 b-
17 4880 AAA AA9 843 a-
18 5680 AAA AAA 954 0-
19 6480 AAA AAA A65 0-
20 7280 AAA AAA A76 1-
21 8080 AAA AAA A87 1-
22 8880 AAA AAA A98 2-
23 9680 AAA AAA AA9 2-
24 10480 AAA AAA AAA 3c
25 11280 BBB BBB BBB 3b
26 12080 BBB BBB BBB 4a
27 12880 CCC CCC CCC 40
28 13680 CCC CCC CCC 50
29 14480 DDD DDD DDD 50
30 15280 DDD DDD DDD 51
31 16080 DDD DDD DDD 61
32 16880 EEE EEE EEE 61
33 17680 EEE EEE EEE 71
34 18480 FFF FFF FFF 71
35 19280 FFF FFF FFF 81
36 20080 FFF FFF FFF 82
TH Saves
PD RS PP BW Sp Fo Re Wi
+0  4  7  5  3  6  0  1  1
+0  4  7  5  3  7  0  1  1
+0  4  8  5  4  7  0  1  2
+1  4  8  6  4  7  1  2  2
+1  5  9  6  4  8  1  2  3
+1  5  9  7  5  8  2  3  3
+2  5 10  7  5  9  2  3  4
+2  6 10  7  6  9  2  3  4
+2  6 10  8  6  9  3  4  5
+3  6 11  8  6 10  3  4  5
+3  7 11  9  7 10  4  5  6
+3  7 12  9  7 11  4  5  6
+4  7 12  9  8 11  4  5  7
+4  7 13 10  8 11  5  6  7
+4  8 13 10  8 12  5  6  8
+5  8 13 11  9 12  6  7  8
+5  8 14 11  9 13  6  7  9
+5  9 14 11 10 13  6  7  9
Requisites: Dex 10, Int 20, Wis 10
Alignment: any
HD/level: d30/4
Weapon Prof.: 0+level*2
To Hit Table: Wiz(d30)
Save Table: Wiz(d30)
Reference: (wizards)
Groups: Wizard
 
Gets only 1/4 of a HD per level, so you get only 1/4 your Con bonus. Best way to calculate this is (30+Con bonus)*LVL/4, round up.
Rolls 1d30 to hit and for saves. Automatically hits (succeeds) on a natural 29-30. Automatically misses on a 1.
Gets Int bonus to spell progression.
Gets free material componenting, and can do double material componenting (x3 effect in one category or x2 in two categories) if 1V is spent.
All dice in all spells is replaced by d30 (so Magic Missile is 1d30+1, wacky balls are always d30 regardless of SL, etc.)
Rolls 1d30-10 for proficiency checks.
Level N (every level): +1 school of specialization (no opposite)

[PC43A] Collective 4.3A Classes


Maxulator

Level KXP
Spells
1 0 (varies)
2 5 (varies)
3 10 (varies)
4 20 (varies)
5 40 (varies)
6 80 (varies)
7 160 (varies)
8 300 (varies)
9 600 (varies)
10 1000 (varies)
11 1500 (varies)
12 2000 (varies)
13 2500 (varies)
14 3000 (varies)
15 3500 (varies)
16 4000 (varies)
17 4500 (varies)
18 5000 (varies)
19 5500 (varies)
20 6000 (varies)
21 6500 (varies)
22 7000 (varies)
23 7500 (varies)
24 8000 (varies)
25 8500 (varies)
26 9000 (varies)
27 9500 (varies)
28 10000 (varies)
29 10500 (varies)
30 11000 (varies)
31 11500 (varies)
32 12000 (varies)
33 12500 (varies)
34 13000 (varies)
35 13500 (varies)
36 14000 (varies)
TH Saves
PD RS PP BW Sp Fo Re Wi
+0 (total = 27, max = 9)
+1 (total = 30, max = 10)
+2 (total = 33, max = 11)
+3 (total = 36, max = 12)
+4 (total = 39, max = 13)
+5 (total = 42, max = 14)
+6 (total = 45, max = 15)
+7 (total = 48, max = 16)
+8 (total = 51, max = 17)
+8 (total = 54, max = 18)
+9 (total = 57, max = 19)
+9 (total = 60, max = 20)
+10 (total = 63, max = 21)
+10 (total = 66, max = 22)
+11 (total = 69, max = 23)
+11 (total = 72, max = 24)
+12 (total = 75, max = 25)
+12 (total = 78, max = 26)
Requisites: Class Slots 2, Mini-Class Slots 1
Alignment: any
HD/level: d8
Weapon Prof.: 3+level/3
To Hit Table: Cust
Save Table: Cust
Reference: DM {Mirror Minulator}
Groups: Custom, Mirror
 
You duplicate the powers of up to LVL+1 Mini-classes (see [PC10]). You get your full XP (in Maxulator class) for each of these Mini-classes to see what level you are. There is no minimum or maximum level for these classes, meaning some of your emulated Mini classes may be above your Maxulator level, or may be level 0.
 
You can take each Mini-class only once, however, you are allowed to take both the Normal and the Alternate form for the same Mini-class at the same time (this is a violation of the normal Mini-class rules).
 
You are allowed to take actual Mini-classes themselves for your character normally, and can even select Mini-classes that you have as part of your Minulator class. (You are not considered to "have" a particular Mini-class, even if it's part of a Minulator class).
 
Level 6: You may choose three instances of a given Mini-class, in one of these combinations: Normal-Normal-Alternate or Normal-Alternate-Alternate. This can be done for multiple Mini-classes. Some Mini-classes (such as Jobber) allow the Normal and Alternate form to be taken, in these cases, you may have Normal-Normal-Normal or Alternate-Alternate-Alternate.
Level 12: You may choose four instances of a given Mini-class in any combination. This can be done for multiple Mini-classes.
Level 18: You may choose five instances of a given Mini-class in any combination. This can be done for multiple Mini-classes.
Level 24: You may choose six instances of a given Mini-class in any combination. This can be done for multiple Mini-classes.

[PC43A] Collective 4.3A Classes


Meat Helm

Level KXP Warrior
123 456
1 0 1-- ---
2 9 2-- ---
3 18 21- ---
4 36 211 ---
5 72 221 1--
6 144 222 2--
7 288 333 2--
8 576 333 31-
9 1000 443 32-
10 1450 444 431
11 1900 444 432
12 2350 444 433
13 2800 444 444
14 3250 555 444
15 3700 555 554
16 4150 555 555
17 4600 666 555
18 5050 666 665
19 5500 666 666
20 5950 777 666
21 6400 777 776
22 6850 777 777
23 7300 888 777
24 7750 888 887
25 8200 888 888
26 8650 999 888
27 9100 999 998
28 9550 999 999
29 10000 AAA 999
30 10450 AAA AA9
31 10900 AAA AAA
32 11350 BBB AAA
33 11800 BBB BBB
34 12250 CCB BBB
35 12700 CCC CBB
36 13150 CCC CCC
TH Saves
PD RS PP BW Sp Fo Re Wi
+1  5  2  4  2  1  1  1  0
+3  6  4  5  4  3  2  2  1
+5  8  5  7  6  4  3  3  2
+7  9  7  8  8  6  4  4  2
+9 11  8 10 10  7  5  4  3
+11 12 10 11 12  9  6  5  4
+13 14 11 13 14 10  7  6  4
+15 14 12 14 14 11  8  7  5
+17 15 13 14 14 12  9  8  6
+19 15 14 15 15 13 10  8  6
+21 15 14 15 15 14 11  9  7
+23 15 14 15 15 15 12 10  8
+25 15 15 15 15 15 13 11  8
+27 16 15 15 15 15 14 12  9
+29 16 15 16 15 15 15 12 10
+31 16 16 16 15 15 16 13 10
+33 16 16 16 16 16 17 14 11
+35 17 16 16 16 16 18 15 12
Requisites: Dex 25, Chr 15, Class Slots 4
Alignment: any
HD/level: 2d5
Weapon Prof.: 6+level
To Hit Table: 2xWar
Save Table: 2xWar
Reference: DM
Groups: Warrior
 
This class costs 4 class slots (or 3 class slots in campaigns where there are only 3 slots).
Mini classes and x2 (and above) classes may be used in combination with this class, and the hit points combine normally.
This class may multi-class (or dual-class) with Meat Shield and Meat Sword, the combined classes are only 4 class slots (total, even for all three classes).
Has a Warrior spell progression. Gets Chr bonus to spells.
Level 1: Sustain Dex and Chr
Level 1 ¶: iCR LVL*10%
Level N (every level) ¶: +1 slot for Henchmen per level. You can never lose control of your Henchman (auto make the Chr checks).
Level N (every level): +1 instance of Exc Dex for this class. This is not optional, you must take this, even if your Dex bonus would go down. Bonuses for Dex levels follows:
 
# Exc Dex Name Bonus Dex 20 Dex 30 Dex 40 Dex 50 Dex 60 Dex 70 Dex 80 Dex 90 Dex 100
1 Exc (Dex-12) +8 +18 +28 +38 +48 +58 +68 +78 +88
2 Bar (Dex-14)*2 +12 +32 +52 +72 +92 +112 +132 +152 +172
3 Extra Bar (Dex-16)*5/2 +10 +35 +60 +85 +110 +135 +160 +185 +210
4 Super Bar (Dex-18)*3 +6 +36 +66 +96 +126 +156 +186 +216 +246
5 Mega Bar (Dex-20)*7/2 +0 +35 +70 +105 +140 +175 +210 +245 +280
6 Ultra Bar (Dex-22)*4 -8 +32 +72 +112 +152 +192 +232 +272 +312
7 Ancillary Bar (Dex-24)*9/2 -18 +27 +72 +117 +162 +207 +252 +297 +342
8 Massive Bar (Dex-26)*5 -30 +20 +70 +120 +170 +220 +270 +320 +370
9 Giga Bar (Dex-28)*11/2 -44 +11 +66 +121 +176 +231 +286 +341 +396
10 Extreme Bar (Dex-30)*6 -60 +0 +60 +120 +180 +240 +300 +360 +420
11 Tera Bar (Dex-32)*13/2 -78 -13 +52 +117 +182 +247 +312 +377 +442
12 Utmost Bar (Dex-34)*7 -98 -28 +42 +112 +182 +252 +322 +392 +462
13 Excessive Bar (Dex-36)*15/2 -120 -45 +30 +105 +180 +255 +330 +405 +480
14 Exorbitant Bar (Dex-38)*8 -144 -64 +16 +96 +176 +256 +336 +416 +496
15 Outlandish Bar (Dex-40)*17/2 -170 -85 +0 +85 +170 +255 +340 +425 +510
16 Ultimate Bar (Dex-42)*9 -198 -108 -18 +72 +162 +252 +342 +432 +522
17 Inordinate Bar (Dex-44)*19/2 -228 -133 -38 +57 +152 +247 +342 +437 +532
18 Uber Bar (Dex-46)*10 -260 -160 -60 +40 +140 +240 +340 +440 +540
(beyond) ? (Dex-N*2-10)*(N/2+1)

[PC43A] Collective 4.3A Classes


New Henchmen

Name gp /day Effective DL Notes
Cloistered Cleric 3 DL I They throw Cure (or Cause) Lights, once a round.
Muscle Sliver 30 DL I (or more) DL=cube root of (number of Muscle Slivers); Have no real "special" abilities
Musketeer 4 DL II If killed in melee, they explode on their enemy for 1d4 Tech dmg.
Bulette of Xvim 9 DL II (attack as III) Don't have to pay them after the first day, as long as there's plenty of corpses to eat.
Rogue Invisible Stalker 12 DL III Have level 1-8 Rogue-like abilities
Cambion 20 DL III Psi6 / Psi12 Minor and Major abilities (choose alignment)
Hound of Ill Omen 50 DL IV Shift enemies' die rolls out of their favor
Faerie 65 DL IV (defend as VI) |AC| 18; area effects kill only 1 of them
Mind Flayer Mercenary 150 DL V Lots of Grand psionic effects. This is the closest you're gonna get to Astral Constructs on this table.
SFB Prime Team 200 DL V Like a mini NPC party. Not as clever as the PCs, but they can operate on their own if given orders.
Henchman 400 DL VI As in the x1 Concordant class. Sidekicks cost the same amount.
Rakshasa Mercenary 900 DL VII Lots of SL 5-8 spell effects
Proto-Lich 1600 DL VIII Nasty Higher Undead. Looking for that last haul before retiring to Lichdom.
Small Game Hunter 3000 DL IX Looking for something to smash.
Big Game Hunter 5000 DL X Kill All.

[PC43A] Collective 4.3A Classes


Meat Sword

Level KXP
Spells
1 0 (none)
2 9 (none)
3 18 (none)
4 36 (none)
5 72 (none)
6 144 (none)
7 288 (none)
8 576 (none)
9 1000 (none)
10 1450 (none)
11 1900 (none)
12 2350 (none)
13 2800 (none)
14 3250 (none)
15 3700 (none)
16 4150 (none)
17 4600 (none)
18 5050 (none)
19 5500 (none)
20 5950 (none)
21 6400 (none)
22 6850 (none)
23 7300 (none)
24 7750 (none)
25 8200 (none)
26 8650 (none)
27 9100 (none)
28 9550 (none)
29 10000 (none)
30 10450 (none)
31 10900 (none)
32 11350 (none)
33 11800 (none)
34 12250 (none)
35 12700 (none)
36 13150 (none)
TH Saves
PD RS PP BW Sp Fo Re Wi
& +3  5  2  4  2  1  1  1  0
& +7  6  4  5  4  3  2  2  1
& +11  8  5  7  6  4  3  3  2
& +15  9  7  8  8  6  4  4  2
& +19 11  8 10 10  7  5  4  3
& +23 12 10 11 12  9  6  5  4
& +27 14 11 13 14 10  7  6  4
& +31 14 12 14 14 11  8  7  5
& +35 15 13 14 14 12  9  8  6
& +39 15 14 15 15 13 10  8  6
& +43 15 14 15 15 14 11  9  7
& +47 15 14 15 15 15 12 10  8
& +51 15 15 15 15 15 13 11  8
& +55 16 15 15 15 15 14 12  9
& +59 16 15 16 15 15 15 12 10
& +63 16 16 16 15 15 16 13 10
& +67 16 16 16 16 16 17 14 11
& +71 17 16 16 16 16 18 15 12
Requisites: Str 30, Class Slots 4
Alignment: any
HD/level: d10
Weapon Prof.: & 9+level*3
To Hit Table: & 4xWar
Save Table: 2xWar
Reference: DM
Groups: Warrior, Alternate
 
This class costs 4 class slots (or 3 class slots in campaigns where there are only 3 slots).
Mini classes and x2 (and above) classes may be used in combination with this class, and the hit points combine normally.
This class may multi-class (or dual-class) with Meat Shield, the combined two classes are only 4 class slots (total).
Level 1: Sustain Str
Level 1 ¶: Base number of attacks with all specialized weapons is 2+LVL/4.
Level 1 ¶: Dragonlancing / Inverse Dragonlancing: 1V: Get +X to hit and +Y damage (on every attack) until you use this ability again, where X+Y = your max hp. X and Y cannot be negative. These plusses count as magical plusses for purposes of overcoming "+ needed to hit" and DR. This ability does not automatically go up as you level; you need to spend 1V action each time.
Level 1 ¶: 1 attack: Dispel ("Twist") an effect running on someone
Level 1 ¶: iaER LVL*10%
Level N (every level): +1 instance of Exc Str for this class. This is not optional, you must take this, even if your Str bonus would go down. Bonuses for Str levels follows:
 
# Exc Str Name Bonus Str 20 Str 30 Str 40 Str 50 Str 60 Str 70 Str 80 Str 90 Str 100
1 Exc (Str-12) +8 +18 +28 +38 +48 +58 +68 +78 +88
2 Bar (Str-14)*2 +12 +32 +52 +72 +92 +112 +132 +152 +172
3 Extra Bar (Str-16)*5/2 +10 +35 +60 +85 +110 +135 +160 +185 +210
4 Super Bar (Str-18)*3 +6 +36 +66 +96 +126 +156 +186 +216 +246
5 Mega Bar (Str-20)*7/2 +0 +35 +70 +105 +140 +175 +210 +245 +280
6 Ultra Bar (Str-22)*4 -8 +32 +72 +112 +152 +192 +232 +272 +312
7 Ancillary Bar (Str-24)*9/2 -18 +27 +72 +117 +162 +207 +252 +297 +342
8 Massive Bar (Str-26)*5 -30 +20 +70 +120 +170 +220 +270 +320 +370
9 Giga Bar (Str-28)*11/2 -44 +11 +66 +121 +176 +231 +286 +341 +396
10 Extreme Bar (Str-30)*6 -60 +0 +60 +120 +180 +240 +300 +360 +420
11 Tera Bar (Str-32)*13/2 -78 -13 +52 +117 +182 +247 +312 +377 +442
12 Utmost Bar (Str-34)*7 -98 -28 +42 +112 +182 +252 +322 +392 +462
13 Excessive Bar (Str-36)*15/2 -120 -45 +30 +105 +180 +255 +330 +405 +480
14 Exorbitant Bar (Str-38)*8 -144 -64 +16 +96 +176 +256 +336 +416 +496
15 Outlandish Bar (Str-40)*17/2 -170 -85 +0 +85 +170 +255 +340 +425 +510
16 Ultimate Bar (Str-42)*9 -198 -108 -18 +72 +162 +252 +342 +432 +522
17 Inordinate Bar (Str-44)*19/2 -228 -133 -38 +57 +152 +247 +342 +437 +532
18 Uber Bar (Str-46)*10 -260 -160 -60 +40 +140 +240 +340 +440 +540
(beyond) ? (Str-N*2-10)*(N/2+1)

[PC43A] Collective 4.3A Classes


Memorization Level (Mini-Class)

Level KXP Version1 Effect Total
1 3 +1 limited ML * (+1)
2 6 +1 limited ML * (+2)
3 12 +1 limited ML * (+3)
4 24 +1 limited ML * (+4)
5 48 +1 limited ML * (+5)
6 96 +1 limited ML * (+6)
7 192 +1 limited ML * (+7)
8 384 +1 limited ML * (+8)
9 600 +1 limited ML * (+9)
10 900 +1 limited ML * (+10)
11 1200 +1 limited ML * (+11)
12 1500 +1 limited ML * (+12)
13 1800 +1 limited ML * (+13)
14 2100 +1 limited ML * (+14)
15 2400 +1 limited ML * (+15)
16 2700 +1 limited ML * (+16)
17 3000 +1 limited ML * (+17)
18 3300 +1 limited ML * (+18)
19 3600 +1 limited ML * (+19)
20 3900 +1 limited ML * (+20)
21 4200 +1 limited ML * (+21)
22 4500 +1 limited ML * (+22)
23 4800 +1 limited ML * (+23)
24 5100 +1 limited ML * (+24)
25 5400 +1 limited ML * (+25)
26 5700 +1 limited ML * (+26)
27 6000 +1 limited ML * (+27)
28 6300 +1 limited ML * (+28)
29 6600 +1 limited ML * (+29)
30 6900 +1 limited ML * (+30)
31 7200 +1 limited ML * (+31)
32 7500 +1 limited ML * (+32)
33 7800 +1 limited ML * (+33)
34 8100 +1 limited ML * (+34)
35 8400 +1 limited ML * (+35)
36 8700 +1 limited ML * (+36)
Version2 Effect Total
+1 SL (+1)
+2 SLs (+3)
+3 SLs (+6)
+4 SLs (+10)
+5 SLs (+15)
+6 SLs (+21)
+7 SLs (+28)
+8 SLs (+36)
+9 SLs (+45)
+10 SLs (+55)
+11 SLs (+66)
+12 SLs (+78)
+13 SLs (+91)
+14 SLs (+105)
+15 SLs (+120)
+16 SLs (+136)
+17 SLs (+153)
+18 SLs (+171)
+19 SLs (+190)
+20 SLs (+210)
+21 SLs (+231)
+22 SLs (+253)
+23 SLs (+276)
+24 SLs (+300)
+25 SLs (+325)
+26 SLs (+351)
+27 SLs (+378)
+28 SLs (+406)
+29 SLs (+435)
+30 SLs (+465)
+31 SLs (+496)
+32 SLs (+528)
+33 SLs (+561)
+34 SLs (+595)
+35 SLs (+630)
+36 SLs (+666)
Version3 Effect Total
Wizardry +1 SL (+1)
Wizardry +1 SL (+2)
Wizardry +1 SL (+3)
Wizardry +1 SL (+4)
Wizardry +1 SL (+5)
Wizardry +1 SL (+6)
Wizardry +1 SL (+7)
Wizardry +1 SL (+8)
Wizardry +1 SL (+9)
Wizardry +1 SL (+10)
Wizardry +1 SL (+11)
Wizardry +1 SL (+12)
Wizardry +1 SL (+13)
Wizardry +1 SL (+14)
Wizardry +1 SL (+15)
Wizardry +1 SL (+16)
Wizardry +1 SL (+17)
Wizardry +1 SL (+18)
Wizardry +1 SL (+19)
Wizardry +1 SL (+20)
Wizardry +1 SL (+21)
Wizardry +1 SL (+22)
Wizardry +1 SL (+23)
Wizardry +1 SL (+24)
Wizardry +1 SL (+25)
Wizardry +1 SL (+26)
Wizardry +1 SL (+27)
Wizardry +1 SL (+28)
Wizardry +1 SL (+29)
Wizardry +1 SL (+30)
Wizardry +1 SL (+31)
Wizardry +1 SL (+32)
Wizardry +1 SL (+33)
Wizardry +1 SL (+34)
Wizardry +1 SL (+35)
Wizardry +1 SL (+36)
This class has two alternate versions (so it has three versions total). "Version1" is the "Normal" version; the others are "Alternates".
Version 1: * The increase in ML does not give you extra SL's, only extra spells in the SL's you already have. If your progression goes from "21" to "422", your progression is actually only "42".
Version 2: These bonus SL's are distributed among the SL's you have.
Version 3: "Wizardry" is doubling a SL. If you pick a SL more than once, the multiplier goes up by 1. So, at level 5, you could Double 5ths, or Double 2nds and 3rds, or Sextuple (x6) 1sts. Stat bonuses are affected.

[PC43A] Collective 4.3A Classes


Mind Flayer0

Level KXP Psi1&2
mMG SU
1 2.9 (owe) 1-- --
2 9.9 2-- --
3 26.4 3-- --
4 66 40- --
5 124.2 51- --
6 211.5 52- --
7 357 62- --
8 648 63- --
9 873 740 --
10 1098 841 --
11 1323 851 --
12 1548 852 --
13 1773 952 --
14 1998 962 --
15 2223 A62 c-
16 2448 A72 b-
17 2673 A73 a-
18 2898 B83 0-
19 3123 C84 1-
20 3348 D94 2-
21 3573 E95 3f
22 3798 FA5 3e
23 4023 GA6 3d
24 4248 HB6 4c
25 4473 IB7 4b
26 4698 JC7 4a
27 4923 KC8 50
28 5148 LD8 51
29 5373 MD9 52
30 5598 NE9 62
31 5823 OEA 63
32 6048 PFA 63
33 6273 QFB 73
34 6498 QFB 84
35 6723 QFB 94
36 6948 QFB A4
TH Saves
PD RS PP BW Sp Fo Re Wi
+0  2  2  2  2  2  2  2  2
+0  3  3  3  3  3  3  3  3
+0  3  3  3  3  3  3  3  3
+0  4  4  4  4  4  4  4  4
+1  4  4  4  4  4  4  4  4
+1  5  5  5  5  5  5  5  5
+1  5  5  5  5  5  5  5  5
+1  6  6  6  6  6  6  6  6
+2  6  6  6  6  6  6  6  6
+2  7  7  7  7  7  7  7  7
+2  7  7  7  7  7  7  7  7
+2  8  8  8  8  8  8  8  8
+3  8  8  8  8  8  8  8  8
+3  9  9  9  9  9  9  9  9
+3  9  9  9  9  9  9  9  9
+3 10 10 10 10 10 10 10 10
+4 10 10 10 10 10 10 10 10
+4 11 11 11 11 11 11 11 11
Requisites: Int 18, Wis 16
Alignment: L any (or) any E
HD/level: & ++++d10
Weapon Prof.: & 2+level/5
To Hit Table: Psi +4 levels
Save Table: Mon +4 levels
Reference: DM
Groups: Psionicist, Monster
 
Has a psionic progression in Psi1 and Psi2. Gets Int bonus to psionic progression. PSPs = (Con+Int*2+Wis*2+Chr)/5*(Level+9). Gets one attack or defense per level, with defense F (Mind Blank) in Psi1 being free.
Level N (each level): +2 Int. This bonus cannot be used to qualify for the Mind Flayer0 class itself, and you can't 2 for 1 trade it away.
Level 1: Barbarian Int bonus; i.e. bonus is (Int-14)*2. Your Nonweapon Proficiencies = Int*2 +level.
Level 1: Sustain Int.
Level 1: +1M action only for psionics.
Level 1: You have 4 mouth-tentacles that do 1dLVL dmg. It uses your Mouth's P to attack with them. If all 4 hit on one target, you have drawn the enemy's brain forth (RSW save). You cannot wield weapons or other objects with these mouth-tentacles.
Level 1: MR 45+LVL*5%.
Level 4: +1 to number of psionic frequencies; meaning you can use powers from another psionic frequency that you know.
Level 9: Extra Barbarian Int bonus; i.e. bonus is (Int-16)*5/2, round down. Your Nonweapon Proficiencies = Int*3 +level.
Level 9: +1QM action only for psionics.
Level 14 ¶: +4 HNCL
Level 18: Super Barbarian Int bonus; i.e. bonus is (Int-18)*3. Your Nonweapon Proficiencies = Int*4 +level.
Level 18: +1QQM action only for psionics.

[PC43A] Collective 4.3A Classes


Minimizer

Level KXP
Spells
1 0 (varies)
2 2.5 (varies)
3 5 (varies)
4 10 (varies)
5 20 (varies)
6 40 (varies)
7 80 (varies)
8 150 (varies)
9 300 (varies)
10 500 (varies)
11 750 (varies)
12 1000 (varies)
13 1250 (varies)
14 1500 (varies)
15 1750 (varies)
16 2000 (varies)
17 2250 (varies)
18 2500 (varies)
19 2750 (varies)
20 3000 (varies)
21 3250 (varies)
22 3500 (varies)
23 3750 (varies)
24 4000 (varies)
25 4250 (varies)
26 4500 (varies)
27 4750 (varies)
28 5000 (varies)
29 5250 (varies)
30 5500 (varies)
31 5750 (varies)
32 6000 (varies)
33 6250 (varies)
34 6500 (varies)
35 6750 (varies)
36 7000 (varies)
TH Saves
PD RS PP BW Sp Fo Re Wi
+0 (total = 27, max = 9)
+1 (total = 30, max = 10)
+2 (total = 33, max = 11)
+3 (total = 36, max = 12)
+4 (total = 39, max = 13)
+5 (total = 42, max = 14)
+6 (total = 45, max = 15)
+7 (total = 48, max = 16)
+8 (total = 51, max = 17)
+8 (total = 54, max = 18)
+9 (total = 57, max = 19)
+9 (total = 60, max = 20)
+10 (total = 63, max = 21)
+10 (total = 66, max = 22)
+11 (total = 69, max = 23)
+11 (total = 72, max = 24)
+12 (total = 75, max = 25)
+12 (total = 78, max = 26)
Requisites: (none)
Alignment: any
HD/level: d6
Weapon Prof.: 2+level/4
To Hit Table: Cust
Save Table: Cust
Reference: DM
Groups: Custom, Random
 
Each level, the DM rolls 2 Mini classes. You get that level of each of those Mini classes' abilities. You can choose which form (Normal, Alternate, or Alternate 2) of the Mini class you use.
1F, 1/reset: Reroll up to LVL Mini class results you have.

[PC43A] Collective 4.3A Classes


Mob Instigator1

Level KXP Psi100
mMG S
1 0 1-- -
2 1 2-- -
3 3 3-- -
4 9 4-- -
5 18 5-- -
6 36 51- -
7 72 52- -
8 144 53- -
9 210 54- -
10 288 55- -
11 576 66- -
12 864 77- -
13 1152 88- -
14 1440 881 -
15 1728 882 -
16 2016 883 -
17 2304 884 -
18 2592 885 -
19 2880 886 -
20 3168 887 -
21 3456 888 -
22 3744 999 -
23 4032 AAA -
24 4320 BBB -
25 4608 BBB 1
26 4896 BBB 2
27 5184 BBB 3
28 5472 BBB 4
29 5760 BBB 5
30 6048 BBB 6
31 6336 BBB 7
32 6624 BBB 8
33 6912 BBB 9
34 7200 BBB A
35 7488 BBB B
36 7776 CCC C
TH Saves
PD RS PP BW Sp Fo Re Wi
+0  5  4  6  2  3  0  2  0
+0  6  4  6  3  4  1  3  0
+1  6  5  6  3  4  1  3  0
+1  6  5  7  3  5  1  4  1
+2  6  6  7  3  5  2  4  1
+2  7  6  7  4  6  2  5  1
+3  7  7  7  4  6  3  5  2
+3  7  7  8  4  7  3  6  2
+4  7  8  8  4  7  3  6  2
+4  8  8  8  5  8  4  7  3
+5  8  9  8  5  8  4  7  3
+5  8  9  9  5  9  5  8  3
+6  8 10  9  5  9  5  8  4
+6  9 10  9  6 10  5  9  4
+7  9 11  9  6 10  6  9  4
+7  9 11 10  6 11  6 10  5
+8  9 12 10  6 11  7 10  5
+8 10 12 10  7 12  7 11  5
Requisites: Dex 18, Wis 9
Alignment: any
HD/level: d8
Weapon Prof.: 3+level/3
To Hit Table: Rog
Save Table: Rog
Reference: DM
Groups: Rogue, Overt
 
Has access to Psi100 powers. Psionic Strength = (highest of Int,Wis,Chr)*2/3*(level+9)
Gets 50 Rogue points per level instead of 40.
Level 1: Gain "Thieves' Cant" language.
Lvl Mob Instigator1 Ability | -50% | -100% | -150% Act Base Penalty Bonus
1 Any Rogue 1 ability - - - -
2 Mass Pick Pockets (pick everything off of someone) (-10%/level of target) V 0 Dex-18 Dex-24
2 Mass Open/Close Locks (all in room): Mech. | Magic/Psi | OutPhase V 0 Dex-16 Dex-22
2 Mass Find/Remove Traps (all in room): Mech. | Magic/Psi | OutPhase | Pro. V 0 Dex-18 Dex-25
2 Mass Move Silently (whole party) V 0 Dex-19 Dex-24
2 Mass Hide in Shadows (whole party) V 0 Dex-16 Dex-24
2 Detect Noise/Smell | Clairaudience/Clairnasience V 0 Wis-12 Wis-30
2 Mass Climb Walls (whole party) V 10 Str-13 Str-19
2 Mass Backstab (each attack is Backstab) (each 40% = x1) (increases 10/level) 0 40 Int-9 Int-30
3 Mimic Voices/Mannerisms/Personality V 0 Wis-13 Wis-18
3 Mass Distraction (one group) V 0 Wis-19 Wis-24
4 Mass Contortion | Mass Elasticity | Mass Become Liquid-Form (whole party) V 0 Dex-15 Dex-21
5 Mass Find/Remove Tricks (all in room): x1 multiplier || x2 multiplier ||| x3 multiplier (| do this 90' away) V 0 Dex-27 Dex-37
5 Read/Write/Speak Languages | Decipher Code/Password V 0 Int-13 Int-21
5 Portable Hole || We're gone (whole party to my pocket dimension) V 0 Int-9 Int-27
6 ESP/Sense Danger | Precognition/Postcognition |||| Choose one die roll V 0 Wis-12 Wis-16
7 All-Around Sight | Locate Object/Person | Cosmic Awareness V 0 Wis-22 Wis-28
7 Detect (school/sphere) | Magic/Innate | Psi/Radiation/Anti-Magic | Concordant/Godly V 0 Int-18 Int-22
8 Mass Blink | Mass Controlled Blink (whole party) V 0 Wis-18 Wis-25
9 Read/Write Magic (Warrior/Wizard/Priest/Rogue) ||| (Concordant) ||| (Godly) V 0 Int-19 Int-22
9 Mass Wraithform | Mass Dream Travel (whole party) V 0 Con-22 Con-25
10 Clairvoyance/Clairaudience | X-Ray Vision/N-Ray Vision V 0 Wis-15 Wis-30
10 Mass Find/Remove Specials (all in room): x1 multiplier || x2 multiplier ||| x3 multiplier (| do this 90' away) V 0 Dex-40 Dex-55
11 Mass Invisibility | Mass Improved Invisibility (whole party) V 0 Int-19 Int-27
13 Phase/Shadow Door | Dimension/Plant Door | Gate/Fire Gate V 0 Int-13 Int-30
16 Mass Probability Travel (whole party) V 0 Int-19 Int-30
19 Shape Alteration/Polymorph Object | Shapechange/Shapechange Other V 0 Con-19 Con-30
28 Time Shift/Time Shift Other | Mass Time Shift (whole party) V 0 Int-24 Int-36

[PC43A] Collective 4.3A Classes


Musketeer/Cannoneer

Level KXP
Spells
1 0 (none)
2 1.8 (none)
3 3.6 (none)
4 7.2 (none)
5 14.4 (none)
6 28.8 (none)
7 57.6 (none)
8 112.5 (none)
9 225 (none)
10 450 (none)
11 675 (none)
12 900 (none)
13 1125 (none)
14 1350 (none)
15 1575 (none)
16 1800 (none)
17 2025 (none)
18 2250 (none)
19 2475 (none)
20 2700 (none)
21 2925 (none)
22 3150 (none)
23 3375 (none)
24 3600 (none)
25 3825 (none)
26 4050 (none)
27 4275 (none)
28 4500 (none)
29 4725 (none)
30 4950 (none)
31 5175 (none)
32 5400 (none)
33 5625 (none)
34 5850 (none)
35 6075 (none)
36 6300 (none)
TH Saves
PD RS PP BW Sp Fo Re Wi
+0  5  4  6  2  3  0  2  0
+0  6  4  6  3  4  1  3  0
+1  6  5  6  3  4  1  3  0
+1  6  5  7  3  5  1  4  1
+2  6  6  7  3  5  2  4  1
+2  7  6  7  4  6  2  5  1
+3  7  7  7  4  6  3  5  2
+3  7  7  8  4  7  3  6  2
+4  7  8  8  4  7  3  6  2
+4  8  8  8  5  8  4  7  3
+5  8  9  8  5  8  4  7  3
+5  8  9  9  5  9  5  8  3
+6  8 10  9  5  9  5  8  4
+6  9 10  9  6 10  5  9  4
+7  9 11  9  6 10  6  9  4
+7  9 11 10  6 11  6 10  5
+8  9 12 10  6 11  7 10  5
+8 10 12 10  7 12  7 11  5
Requisites: Str 8, Dex 14
Alignment: any
HD/level: d5
Weapon Prof.: 5+level/3
To Hit Table: Rog
Save Table: Rog
Reference: DM
Groups: Rogue
 
Can always purchase Musketeer/Cannoneer equipment (see below), even if above the tech level of the campaign. If no stores are available in the campaign, can create the equipment himself, but it still requires the same money, and it requires time (1 minute per 10 gp value).
DM Note: The Musketeer/Cannoneer equipment list is the same as Demolitionist (Warrior group), except a few Cannons have been added. Demolitionist can use these new items too.
Guns and grenades get Dex bonus to hit, but nothing else. Giving a gun AutoStr does nothing. Giving a gun AutoDex gives it Dex bonus to damage. Specialization and weapon mastery may be added as usual. For number of attacks, specialization uses Sword for 1/1, Dagger for 2/1, and Dart for 3/1 based weapons. Cannons are 1/2 of an attack behind Sword (so specialized at first level is 1/1).
There is no ammo for guns. The cost for grenades is per grenade; if you buy 100, you have "Capital E Enough" of them and do not need to keep track of them.
For damage dice, "1e6" means an "open ended d6" (roll 1d6, if you roll a 6, roll again and add 6). "2m8" means multiply two d8's together (giving a skewed 1-64 range; the average is 20.25). "3m6" means multiply three d6's together (a skewed 1-216 range; the average is 42.875).
Level 1: Identify and operate technological devices up to TechL=LVL.
Level 1: Identify and operate technological weapons of TechL=LVL*2 or lower that are found in the dungeon. This includes Psi8 weapons. Can modify them at a cost of 400 gp per TechL difference.
Level 1: May weapon specialize in technological weapons using the Non-Warrior line for number of attacks.
Level 12: Can purchase non-weapon technological items (such as high-tech armor). This is currently undefined.
Lvl Musketeer Ability | -50% | -100% | -150% Act Base Penalty Bonus
1 Attack (+1 TH per 10% made this segment) V 5 Dex-12 Dex-15
1 Damage (+1 dmg per 10% made this segment; or multiply dmg by x(1+rating/200)) V 0 Str-15 Str-18
1 Extra range on missiles (3' per 1%) - 10 Wis-13 Wis-15
1 Resources: Gain LVL*Chr*10 gp per reset.
1 any Thief 1 ability - - - -
2 Deeppockets | Vanish | Rope Trick ||| I'm Gone (to my own Pocket Plane) M 0 Int-8 Int-20
2 any Thief 2 ability - - - -
3 Considered extra +(rating/25) weapon to hit V 0 Str-5 Str-15
4 Gun Fu: +LVL to hit with guns; guns are always at least base #Att = 1; guns "open end" one better than normal.
5 Controlled Blink (max N*N feet, N is amount made) - 15 Dex-9 Dex-12
6 Lower/Ignore WaWR (reduce or ignore WaWR by rating) || iWaWR V/N 0 Dex-10 Dex-20
7 BOMBS!: 1P, 1 charge (have LVL charges /d): LVL*(2m4) technological dmg, area (no save) (TechR)
8 +(rating)% money, use at end of run before selling - 0 Cml-9 Cml-18
9 Better Resources: Gain LVL*Chr*10 item XP per reset, must all be spent on one item (any extra is wasted)
11 Your BOMBS! can hit two groups or can be set on a time delay, you have 3*LVL charges
13 Backstave (N/2% of your dmg is vile) || Stun (save=N-100) - 0 Wis-26 Wis-32

[PC43A] Collective 4.3A Classes


Musketeer/Cannoneer Weapons

Weapon Cost [gp] Size #Att Base dmg Critical Notes
Grenade, concussion 280 (each) S 1/1 4d6 [group] none Group is also stunned for 1d4 s (PPD save)
Grenade, EMP 400 (each) S 1/1 dispel [group] none Dispels Technology/Psi8/Psi16 in a group
Grenade, fragmentation 44 (each) S 1/1 3e6 [group] none
Grenade, gravitic 180 (each) S 1/1 60' fall [group] none Group takes 60' of falling (TK/gravity) dmg
Grenade, psionic 100 (each) S 1/1 psi blast [group] none Psi1 Psionic Blast (Psi Blast save as usual)
Grenade, shrapnel 120 (each) S 1/1 5e6 [group] none Damage is of type shards
Grenade, singularity 1300 (each) S 1/1 15d6 [group] 20/x10 Creates a miniature black hole for 1s
Grenade, smoke 10 (each) S 1/1 smoke [group] none Makes smoke (group cannot see and is under cover)
Grenade, sonic pulse 54 (each) S 1/1 3d6 [group] none Group is also deaf (Fort save)
Grenade, tangler 30 (each) S 1/1 web [group] none As per a Web spell
Grenade, tear gas 20 (each) S 1/1 tear gas [group] none PPD save or nauseated (-10 all actions) for 1d20 s
Grenade, thermite 29 (each) S 1/1 2d6 [group] none x5 dmg vs. items/structures
Grenade, white phosphorus 39 (each) S 1/1 2d6 [group] none Group takes 1e6 dmg /s for 1d10 s
Grenade launcher, medium 2000 M 1/1 (grenade) (grenade) Longer range with grenades.
Grenade launcher, large 6000 L 2/1 (grenade) (grenade) Longer range and faster fire rate with grenades.
Explosive, C-4 (plastic) 78 (each) S 1/1 4e6 [group] none
Explosive, det cord 19 (each) S 1/1 2e6 [group] none Does a "line" instead of an explosion.
Explosive, dynamite 19 (each) S 1/1 2e6 [group] none
Handgun, small, semi auto (Walther PPK .32) 1200 S 2/1 2e4 20/x4
Handgun, medium, semi auto (Beretta 9mm) 2200 S 2/1 2e6 20/x4
Handgun, large, semi auto (Desert Eagle .50) 3400 M 2/1 2e8 20/x4
Handgun, small, full auto 1600 S 3/1 2e3 20/x3
Handgun, medium, full auto (Skorpion .32) 2400 M 3/1 2e4 20/x3
Handgun, large, full auto (MAC Ingrim .45) 4500 M 3/1 2e6 20/x3
Rifle, medium, semi auto 3500 L 2/1 2e8 20/x5
Rifle, large, semi auto 5100 L 2/1 2e10 20/x5
Rifle, medium, full auto (AK-47 7.62mm) 4600 L 3/1 2e6 20/x4
Rifle, large, full auto (M-60 machine gun) 7500 L 3/1 2e8 20/x4
Rifle, shotgun (12-gague) 2100 L 1/1 1e20 16-20/x3 Has a 1e4 "splash" damage in target's group.
Rifle, sniper (Barrett Light .50) 12600 L (H) 1/1 4e6 18-20/x6 On tripod (size H) has a built-in ++1 to hit.
Flamethrower 1900 L 1/1 3d6 [group] none Hits a group. Targets can save for half damage.
Laser pistol 67000 S 4/1 2m8 17-20/x5 Range is 2700' (1/2 of a mile)
Laser rifle 295000 M 4/1 3m6 17-20/x6 Range is 4000' (3/4 of a mile)
Mine, shrapnel 180 (each) M 1V act 6e6 [group] none Treat as a x1 Technological Trap (-200%)
Rocket Launcher (M72A3 LAW) 490 (each) L 1/1 10d6 [group] none Cost is per shot. Hits a group.
Taser 570 S 1/1 1d4+stun none PPD save for stunned for 1d20 s
Cannon, large (new) 4000 L 1/2 2e20 [1] + 1e20 [group] 19-20/x2 So 1 target takes 3e20, the rest in group take 1e20.
Cannon, huge (new) 10000 H 1/2 3e20 [1] + 2e20 [group] 18-20/x3 So 1 target takes 5e20, the rest in group take 2e20.
Cannon, giant (new) 25000 G 1/2 4e20 [1] + 3e20 [group] 17-20/x4 So 1 target takes 7e20, the rest in group take 3e20.
Weapon, Psi8 TechL*400 (varies) (varies) (varies) (varies) See [Q8]. TechL is limited to your LVL*2.

[PC43A] Collective 4.3A Classes


Myrmecologist

Level KXP Wizard
123 456 789
1 0 1-- --- ---
2 2.5 2½- --- ---
3 5 21- --- ---
4 10 32½ --- ---
5 20 421 --- ---
6 40 422 ½-- ---
7 60 432 1-- ---
8 90 433 2½- ---
9 135 433 21- ---
10 250 443 22- ---
11 375 444 33½ ---
12 750 444 441 ---
13 1125 555 442 ½--
14 1500 555 442 1--
15 1875 555 552 1½-
16 2250 555 553 21-
17 2625 555 553 32½
18 3000 555 553 321
19 3375 555 553 331
20 3750 555 554 332
21 4125 555 554 442
22 4500 555 555 443
23 4875 555 555 553
24 5250 555 555 554
25 5625 555 555 555
26 6000 666 655 555
27 6375 666 666 655
28 6750 666 666 666
29 7125 777 766 666
30 7500 777 777 766
31 7875 777 777 777
32 8250 888 877 777
33 8625 888 888 877
34 9000 888 888 888
35 9375 999 988 888
36 9750 999 999 999
TH Saves
PD RS PP BW Sp Fo Re Wi
+0  4  7  5  3  6  0  1  1
+0  4  7  5  3  7  0  1  1
+0  4  8  5  4  7  0  1  2
+1  4  8  6  4  7  1  2  2
+1  5  9  6  4  8  1  2  3
+1  5  9  7  5  8  2  3  3
+2  5 10  7  5  9  2  3  4
+2  6 10  7  6  9  2  3  4
+2  6 10  8  6  9  3  4  5
+3  6 11  8  6 10  3  4  5
+3  7 11  9  7 10  4  5  6
+3  7 12  9  7 11  4  5  6
+4  7 12  9  8 11  4  5  7
+4  7 13 10  8 11  5  6  7
+4  8 13 10  8 12  5  6  8
+5  8 13 11  9 12  6  7  8
+5  8 14 11  9 13  6  7  9
+5  9 14 11 10 13  6  7  9
Requisites: Str 7, Dex 5, Con 6, Int 9
Alignment: L any
HD/level: d6
Weapon Prof.: 3+level/5
To Hit Table: Wiz
Save Table: Wiz
Reference: DM
Groups: Wizard
 
Myrmecologist:
Specialized and School Robed (-1 SL) in Myrmecology (Ants).
Level 1: May use 1 material component effect per spell as a zero action.
Level 1: +1+(LVL/3) summon slots, only for Ants, Formians, or Myr.
Level 4: +1 Familiar, Animal Companion, or Beast Rider Mount slot in Giant Ant. (Level 1: +1 Str; Level 9: x2 PSPs for Psi2; Level 18: 1F: Heal.)
Level 8: You are considered a WereAnt and may polymorph yourself into a Giant Ant for 1V action. You have 6 limbs (the 2 extra limbs can be considered either arms or legs).
Myrmecology Spells:
Ant Doom N (SL=N): Creeping Doom of Ants, (1d4+6)*(SL^3) dmg
Ant Shield N (SL=N): Damaging shield of type Ant (Insect), SL*25%
Fire Ant N (SL=N): Deals CLd(SL*2) Fiery Insect dmg (no save) plus Blindness (Reflex save) to a group
Summon Ant N (SL=N): Summon a DL=SL+1 Giant Winged Ant or (11-SL)^2 DL=SL Giant Ants (type Insect)
Summon Formian N (SL=N): Summon a DL=SL Formian (type Outer from Arcadia/Nirvana). They count as Ants for other spells.
Summon Myr N (SL=N): Summon a DL=SL Myr (type Golem from MTG). These do not count as Ants. See list below.
Wall of Ants (SL=N): Creates a Wall of Ants, anyone passing through takes (SL*2)d(SL*2) dmg.
Ant (SL=0): Summons a normal DL 0 Ant.
Speak with Ants (SL=1): You can speak with Ants and ask them questions, which they will give reasonable answers to.
Army Ants (SL=3): Earthquake (as spell)
Construction (SL=3): Your Ant summons can build a large building/structure or tunnel in a short amount of time. Every DL of Ants is 1 Hull point per S action they have.
Polymorph into Ant (SL=3): Polymorphs target into a (normal) Ant (PP save)
Carrion Ants (SL=4): Add +1 DL to your Ant summons (can repeat this spell up to DL X)
Saber Ants (SL=4): Whenever one of your Ant summons is killed by damage, get another Ant to replace it.
Yavimaya Ants (SL=4): Your Ant summons have haste.
Queen Ant (SL=6): Summons a DL VI Queen Ant. It adds a DL I Ant every segment to it's summon group (up to a max of 100).
Giant Ant Colony (SL=9): Summons a Fuckton (1000000) of DL I Giant Ants. They are in 100 groups of Plenty (10000) Giant Ants, but all together it counts as only one summon slot.
Giant Ant Empire (SL=10): Summons CL Fucktons (CL*1000000) of DL II Giant Flying Ants. They are in CL*100 groups of Plenty (10000) Giant Flying Ants, but all together it counts as only one summon slot. Alternatively, you can have a single group of 1 Metric Fuckton (100000000) of DL III Giant Flying Saber Ants.
(More spells will be added if this class is actively being played.)
Myr Types (for reference; this doesn't count monster templates):
DL=1: Myr Mindservant, Myr Moonvessel, Myr Servitor; DL=2: Alpha Myr, Copper Myr, Coretapper, Gold Myr, Iron Myr, Leaden Myr, Myr Retriever, Omega Myr, Silver Myr; DL=3: Myr Adapter, Myr Landshaper, Suntouched Myr; DL=4: Lodestone Myr, Myr Quadropod, Sarcomite Myr; DL=5: Myr Prototype; DL=7: Myr Enforcer

[PC43A] Collective 4.3A Classes


Numot Devastator (MTG U/R/W) (Azorius/Boros/Izzet)

Level KXP Wizard      / Psi
123 456 789 / mMGS
1 0 2½- --- --- / 2---
2 5.175 32- --- --- / 3---
3 10.35 43½ --- --- / 40--
4 20.7 442 --- --- / 41--
5 41.4 543 ½-- --- / 42--
6 82.8 654 2-- --- / 43--
7 165.6 764 3½- --- / 53a-
8 331.2 776 42- --- / 540-
9 662.4 876 53½ --- / 541-
10 1324.8 987 642 --- / 542-
11 1987.2 A98 642 ½-- / 543-
12 2649.6 AA9 754 1-- / 544-
13 3312 BA9 864 1½- / 554-
14 3974.4 CBA 975 31- / 555-
15 4636.8 DCB 975 41½ / 655b
16 5299.2 ECB 986 411 / 665a
17 5961.6 ECB 986 431 / 6660
18 6624 ECB A86 541 / 6661
19 7286.4 ECB A88 641 / 6662
20 7948.8 ECB A98 642 / 6663
21 8611.2 EDB BA8 643 / 6664
22 9273.6 EDD CA8 653 / 6665
23 9936 FFD CA9 753 / 6666
24 10598.4 GFD CA9 764 / 7666
25 11260.8 GFE CB9 865 / 7766
26 11923.2 GFE CB9 886 / 7776
27 12585.6 HGE CBA A86 / 7777
28 13248 HGE DCB A87 / 8777
29 13910.4 HGF DDC A97 / 8877
30 14572.8 HGF EDC B98 / 8887
31 15235.2 IGG FEC BA8 / 8888
32 15897.6 IIH FED BA9 / 9888
33 16560 IIH GED CBA / 9988
34 17222.4 IIH GFE CCB / 9998
35 17884.8 IIH GFE EDB / 9999
36 18547.2 IIH GFF EDC / A999
TH Saves
PD RS PP BW Sp Fo Re Wi
+0  8  7  8  3  6  1  1  2
+1  8  7  8  3  7  1  1  3
+1  9  8  8  4  7  2  1  3
+2  9  8  8  4  7  2  2  4
+3 10  9  9  4  8  2  2  4
+3 10  9  9  5  8  3  3  5
+4 11 10  9  5  9  3  3  5
+5 11 10  9  6  9  4  3  6
+5 12 10 10  6  9  4  4  6
+6 12 11 10  6 10  4  4  7
+7 13 11 10  7 10  5  5  7
+7 13 12 10  7 11  5  5  8
+8 13 12 11  8 11  6  5  8
+9 14 13 11  8 11  6  6  9
+9 14 13 11  8 12  6  6  9
+10 14 13 11  9 12  7  7 10
+11 15 14 12  9 13  7  7 10
+11 15 14 12 10 13  8  7 11
Requisites: Dex 18, Int 30, Chr 24,
Class Slots 3
Alignment: LN, NG, CG, or CN
HD/level: 3d4 (Normal Chr bonus)
Weapon Prof.: 4+level
To Hit Table: Pri
Save Table: Wiz/Pri/Psi
Reference: DM
Groups: Wizard, Psionicist, Monster
 
Extra-Barbarian Int bonus; stat bonus=(Int-16)*5/2. Barbarian Chr bonus (except for hit points, which uses Normal Chr bonus).
Channeling.
Int bonus to spell progression. Chr bonus to psionic progression, with their SLs shifted down by 1 (m=1, M=4, G=7, S=10).
Specialized in Wizard Invocation and Wizard Metamagic schools.
Has access to any 2 psionic frequencies.
PSPs = (Chr*2+Int)*LVL
Any psionic power that cures hp or removes baneful effects costs only ½M to use, costs ½ the number of PSPs, and is only ½ a memorization slot.
Turn Undead as a Priest of 3 levels lower.
   
Level 1: +1 borrowed M action per round.
Level 1: May cast Priest Healing sphere spells as if they were Wizard spells of the same level.
Level 2: 1M: Remove "summoning sickness" and/or "teleport sickness" from target.
Level 2: 1M: You will win initiative next segment.
Level 3: -1 to number of remaining M or borrowed M actions remaining this round: Copy a spell you cast this segment.
Level 3: 1M: Target loses LVL worth of C actions from his remaining number of actions. (e.g. if he has 2P+1V+1M remaining, and you're level 3, he can choose to lose 1P+1V or 1M.)
Level 3: 1M: Counter an effect from an item.
Level 4: Has access to another psionic frequency (pick one).
Level 4, 8, 12, etc.: Choose a Priest sphere. May cast spells of that sphere as if they were Wizard spells of the same level.
Level 5: +1 borrowed M action per round.
Level 9: For HD/level, this class gains the cumulative (&) modifier. This applies to all dice (even those below level 9).
Level 9: -1 to number of remaining M or borrowed M actions remaining this round: Copy a spell someone else cast.
Level 9: +1 Q borrowed M action per round.
Level 9: NM: Counter an effect from a xN item. This is a xN effect.
Level 9: Specialized in Priest Healing sphere spells.
Level 9: 1M: Target gains Free Action until end of turn.
Level 9: Gains a Specialty Priest pick. May replace "sphere" with "school" in the effect if desired.
Izzet Metamagic spells:
Force Spike (Metamagic, SL 2): 1 borrowed M or 1 OppM: Counter target magical/psionic effect unless its user devotes another spell/psionic slot to it.
Mana Leak (Metamagic, SL 3): 1 borrowed M or 1 OppM: Counter target magical/psionic effect unless its user devotes another 3 spell/psionic slots to it.
Counterspell (Metamagic, SL 4): 1 borrowed M or 1 OppM: Counter target magical/psionic effect.
Fork (Metamagic, SL 4): 1 borrowed M or 1 OppM: Copy target magical/psionic effect.
Deflection (Metamagic, SL 5): 1 borrowed M or 1 OppM: Redirect target magical/psionic effect to another target.
Quash (Metamagic, SL 6): 1 borrowed M or 1 OppM: Counter target magical/psionic effect. That person cannot use that effect for the rest of the day.

[PC43A] Collective 4.3A Classes


Odessa0

Level KXP
Spells
1 0 (none)
2 20.5 (none)
3 41 (none)
4 82 (none)
5 164 (none)
6 246 (none)
7 410 (none)
8 574 (none)
9 749 (none)
10 924 (none)
11 1274 (none)
12 1624 (none)
13 1974 (none)
14 2324 (none)
15 2674 (none)
16 3024 (none)
17 3374 (none)
18 3724 (none)
19 4074 (none)
20 4424 (none)
21 4774 (none)
22 5124 (none)
23 5474 (none)
24 5824 (none)
25 6174 (none)
26 6524 (none)
27 6874 (none)
28 7224 (none)
29 7574 (none)
30 7924 (none)
31 8274 (none)
32 8624 (none)
33 8974 (none)
34 9324 (none)
35 9674 (none)
36 10024 (none)
TH Saves
PD RS PP BW Sp Fo Re Wi
+1  4  4  4  4  4  4  4  4
+2  4  4  4  4  4  4  4  4
+3  5  5  5  5  5  5  5  5
+4  5  5  5  5  5  5  5  5
+5  6  6  6  6  6  6  6  6
+6  6  6  6  6  6  6  6  6
+7  7  7  7  7  7  7  7  7
+8  7  7  7  7  7  7  7  7
+9  8  8  8  8  8  8  8  8
+10  8  8  8  8  8  8  8  8
+11  9  9  9  9  9  9  9  9
+12  9  9  9  9  9  9  9  9
+13 10 10 10 10 10 10 10 10
+14 10 10 10 10 10 10 10 10
+15 11 11 11 11 11 11 11 11
+16 11 11 11 11 11 11 11 11
+17 12 12 12 12 12 12 12 12
+18 12 12 12 12 12 12 12 12
Requisites: Dex 16, Chr 18
Alignment: C any (or) any G
HD/level: d(2*LVL)
Weapon Prof.: 6+level
To Hit Table: Mon
Save Table: Mon +7 levels
Reference: DM
Groups: Monster, Futureshifted
 
Can weapon specialize in guns, using the "Barbarian" line for attacks.
Remember that Cml is assumed to any set number from 3 to 18 at start (most people pick 18!). Cml also gets your Chr bonus (Exceptional or Barbarian Chr is helpful here). Luck is normally equal to HCL (your Highest x2 Concordant Level, usually 0 for most people).
Level 1: Exceptional Luck and Cml bonus. This doesn't mean a whole lot.
Level 1 ¶: +2 Luck per level. You can't 2 for 1 trade this away.
Level 1 ¶: +2 Cml per level. You can't 2 for 1 trade this away.
Level 1 ¶: Barbarian Luck and Cml bonus. Barbarian Cml: If your Cml is above 20, you can use 1M action and make a Cml-20 check to "Awe" a group. They make Wis checks, if they fail, they are Fascinated by you and will take no offensive action against you or your party (unless attacked).
Level 1 ¶: Auto roll max on the first die of open-ended dice ("e" dice).
Level 4 ¶: 1bM, (LVL-3)/d: Target creature rolls all natural 1's "to hit" against you this segment.
Level 8 ¶: 1bM, (LVL-3)/d: Target creature rolls a natural 1 on a saving throw against you this segment.
Level 9 ¶: Extra Barbarian Luck and Cml bonus. Extra Barbarian Cml: If your Cml is above 40, you can use 1M action and make a Cml-40 check to "Capital S Stun" a group. They make Wis-20 checks, if they fail, they are Capital S Stunned as long as you are in their sight.
Level 12 ¶: +LVL/2 HNCL
Level 18 ¶: Super Barbarian Luck and Cml bonus. Super Barbarian Cml: If your Cml is above 60, you can use 1M action and make a Cml-60 check to "Capital S Slay" a group. They make Wis-30 checks, if they fail, they are Capital S Slain.

[PC43A] Collective 4.3A Classes


Ogre0

Level KXP
Spells
1 3.6 (owe) (none)
2 7.2 (none)
3 10.8 (none)
4 14.4 (none)
5 28.8 (none)
6 57.6 (none)
7 115.2 (none)
8 216 (none)
9 432 (none)
10 648 (none)
11 864 (none)
12 1080 (none)
13 1296 (none)
14 1512 (none)
15 1728 (none)
16 1944 (none)
17 2160 (none)
18 2376 (none)
19 2592 (none)
20 2808 (none)
21 3024 (none)
22 3240 (none)
23 3456 (none)
24 3672 (none)
25 3888 (none)
26 4104 (none)
27 4320 (none)
28 4536 (none)
29 4752 (none)
30 4968 (none)
31 5184 (none)
32 5400 (none)
33 5616 (none)
34 5832 (none)
35 6048 (none)
36 6264 (none)
TH Saves
PD RS PP BW Sp Fo Re Wi
+4  2  2  2  2  2  2  2  2
+5  2  2  2  2  2  2  2  2
+6  3  3  3  3  3  3  3  3
+7  3  3  3  3  3  3  3  3
+8  4  4  4  4  4  4  4  4
+9  4  4  4  4  4  4  4  4
+10  5  5  5  5  5  5  5  5
+11  5  5  5  5  5  5  5  5
+12  6  6  6  6  6  6  6  6
+13  6  6  6  6  6  6  6  6
+14  7  7  7  7  7  7  7  7
+15  7  7  7  7  7  7  7  7
+16  8  8  8  8  8  8  8  8
+17  8  8  8  8  8  8  8  8
+18  9  9  9  9  9  9  9  9
+19  9  9  9  9  9  9  9  9
+20 10 10 10 10 10 10 10 10
+21 10 10 10 10 10 10 10 10
Requisites: Str 16, Con 12
Alignment: any E
HD/level: +++d12
Weapon Prof.: 6+level
To Hit Table: Mon +3 levels
Save Table: Mon +3 levels
Reference: DM
Groups: Warrior, Monster
 
Gets Barbarian Str and Con. Weapon specialization uses the "Barbarian" line for number of attacks.
Level N (each level) ¶: +1 Str and +1 Con. This bonus cannot be used to qualify for the Ogre0 class itself, and you can't 2 for 1 trade it away.
Level 1: Class VI and Esper-Blind (i.e. Immune Psionics), if you want it.
Level 1 ¶: All items that cost <= LVL*4 gp cost 0 gp for you. This means you can have "Enough" or "Plenty" of those items.
Level 1 ¶: Considered one size larger for purposes of what weapons can be wielded.
Level 1: You can hit targets that need a +LVL or better weapon to hit.
Level 1: (Gray Ogre) +LVL TH and dmg with clubs and boulders.
Level 2: (Merrow) You may lose your bonus to clubs and boulders, and gain the bonus to nets instead, plus Water Breathing and Underwater Action.
Level 3: (Villainous Ogre) If not a Merrow, you may lose your bonus to clubs and boulders, and gain Regenerate LVL hp/s and 1M: Summon a DL=LVL/2 Demon.
Level 4: (Ogre Mage) If not a Merrow or Villainous Ogre, you may lose your bonus to clubs and boulders, and gain Flying and 1M: Cone of Cold (1 group, LVLd8, Reflex save for ½)
Ogre/Hag Clans:
Choose one Ogre/Hag Clan at levels 1, 9, 18, 27, and 36. [The names of these clans come from World of Warcraft.] Note that these differ from their Hag0 class descriptions.
Bladespire: Specify a species enemy (broad monster type such as Dragons). Get +LVL TH and dmg vs. that enemy.
Bloodmaul: The "LVL*4 gp costing 0" power becomes LVL*10 gp instead.
Boulderfist: Another +LVL dmg with boulders.
Crushridge: +1/3 Size; +1 Int; +2 Wis; If you become an Ogre Mage your Cone of Cold is d10's.
Deadwind: +2 Int; 1M: Summon a DL=(LVL+1)/2 creature of Monster Type = 1d20+20.
Dreadmaul: Extra-Barbarian Str bonus.
Dunemaul: Immune Fire, Heat, Sand, Colorless Fire.
Duskbelch: Tactical Movement (+1 group you can melee with per segment); Another +LVL TH with clubs.
Dustbelcher: Mouth's P, 1/t: Breathe Dust (1 group, dmg = half current hit points, no save)
Firegut: +1 Henchman slot that you can fill will 10 DL=(LVL+2)/3 Orcs during reset time for free.
Gordok: +3 Str; Sustain Str.
Gordunni: Resist Priest Magic, Resist Negative
Laughing Skull: +1 Henchman slot that you can fill will 100 DL=(LVL+3)/4 Orcs during reset time for free.
Mo'grosh: You can't be targetted by NPC Parties. You ignore all skins, WR, + needed to hit on NPC Parties.
Mok'Nathal: +3 HNCL.
Mosh'ogg: +1 Chr; If you are an Ogre Mage you get +1M action.
Spirestone: +(LVL+2)/3 Normal Ioun Stones for free.
Splinter Fist: +3 saves; You do not generate "?" in underground caves/dungeons.
Stonemaul: +LVL TH and dmg with Axes.
Stonegullet: Resist Acid; 1M: Summon a (DL+1)/2 Black Dragon or Drake.
Torchbelcher: You can throw boulders with every limb (instead of the usual 1 missile weapon per set of limbs rule).
Urok: Use d16's instead of d12's for Hit Dice.
Warmaul: +1 Henchman slot, can use War Priest/Meat Helm's Henchmen table, no reduction in cost though

[PC43A] Collective 4.3A Classes


Orc0

Level KXP
Spells
1 0 (none)
2 2.4 (none)
3 4.8 (none)
4 9.6 (none)
5 19.2 (none)
6 38.4 (none)
7 76.8 (none)
8 144 (none)
9 288 (none)
10 432 (none)
11 576 (none)
12 720 (none)
13 864 (none)
14 1008 (none)
15 1152 (none)
16 1296 (none)
17 1440 (none)
18 1584 (none)
19 1728 (none)
20 1872 (none)
21 2016 (none)
22 2160 (none)
23 2304 (none)
24 2448 (none)
25 2592 (none)
26 2736 (none)
27 2880 (none)
28 3024 (none)
29 3168 (none)
30 3312 (none)
31 3456 (none)
32 3600 (none)
33 3744 (none)
34 3888 (none)
35 4032 (none)
36 4176 (none)
TH Saves
PD RS PP BW Sp Fo Re Wi
+1  0  0  0  0  0  0  0  0
+2  1  1  1  1  1  1  1  1
+3  1  1  1  1  1  1  1  1
+4  2  2  2  2  2  2  2  2
+5  2  2  2  2  2  2  2  2
+6  3  3  3  3  3  3  3  3
+7  3  3  3  3  3  3  3  3
+8  4  4  4  4  4  4  4  4
+9  4  4  4  4  4  4  4  4
+10  5  5  5  5  5  5  5  5
+11  5  5  5  5  5  5  5  5
+12  6  6  6  6  6  6  6  6
+13  6  6  6  6  6  6  6  6
+14  7  7  7  7  7  7  7  7
+15  7  7  7  7  7  7  7  7
+16  8  8  8  8  8  8  8  8
+17  8  8  8  8  8  8  8  8
+18  9  9  9  9  9  9  9  9
Requisites: Str 8, Con 6
Alignment: any E
HD/level: d8
Weapon Prof.: 3+level/2
To Hit Table: Mon
Save Table: Mon
Reference: DM
Groups: Warrior, Monster
 
Gets Exceptional Str, Dex, and Con.
Level 1: Over Hit: If you hit someone by more than 20, add +1 damage for each number over what you needed to hit.
Example: You need a -15 to hit someone, and you roll a 12. Damage bonus = Roll - Needed - 20 = 12 - -15 -20 = 7.
Level 1: All items that cost <= LVL gp cost 0 gp for you. This means you can have "Enough" or "Plenty" of those items.

[PC43A] Collective 4.3A Classes


OtherR (Mini-Class)

Level KXP Version1 Effect Total
1 1.25 +20% irreducible among * (+20%)
2 2.5 +20% irreducible among * (+40%)
3 5 +20% irreducible among * (+60%)
4 10 +20% irreducible among * (+80%)
5 20 +20% irreducible among * (+100%)
6 40 +20% irreducible among * (+120%)
7 80 +20% irreducible among * (+140%)
8 160 +20% irreducible among * (+160%)
9 250 +20% irreducible among * (+180%)
10 375 +20% irreducible among * (+200%)
11 500 +20% irreducible among * (+220%)
12 625 +20% irreducible among * (+240%)
13 750 +20% irreducible among * (+260%)
14 875 +20% irreducible among * (+280%)
15 1000 +20% irreducible among * (+300%)
16 1125 +20% irreducible among * (+320%)
17 1250 +20% irreducible among * (+340%)
18 1375 +20% irreducible among * (+360%)
19 1500 +20% irreducible among * (+380%)
20 1625 +20% irreducible among * (+400%)
21 1750 +20% irreducible among * (+420%)
22 1875 +20% irreducible among * (+440%)
23 2000 +20% irreducible among * (+460%)
24 2125 +20% irreducible among * (+480%)
25 2250 +20% irreducible among * (+500%)
26 2375 +20% irreducible among * (+520%)
27 2500 +20% irreducible among * (+540%)
28 2625 +20% irreducible among * (+560%)
29 2750 +20% irreducible among * (+580%)
30 2875 +20% irreducible among * (+600%)
31 3000 +20% irreducible among * (+620%)
32 3125 +20% irreducible among * (+640%)
33 3250 +20% irreducible among * (+660%)
34 3375 +20% irreducible among * (+680%)
35 3500 +20% irreducible among * (+700%)
36 3625 +20% irreducible among * (+720%)
Version2 Effect Total
+15% irreducible among ** (+15%)
+15% irreducible among ** (+30%)
+15% irreducible among ** (+45%)
+15% irreducible among ** (+60%)
+15% irreducible among ** (+75%)
+15% irreducible among ** (+90%)
+15% irreducible among ** (+105%)
+15% irreducible among ** (+120%)
+15% irreducible among ** (+135%)
+15% irreducible among ** (+150%)
+15% irreducible among ** (+165%)
+15% irreducible among ** (+180%)
+15% irreducible among ** (+195%)
+15% irreducible among ** (+210%)
+15% irreducible among ** (+225%)
+15% irreducible among ** (+240%)
+15% irreducible among ** (+255%)
+15% irreducible among ** (+270%)
+15% irreducible among ** (+285%)
+15% irreducible among ** (+300%)
+15% irreducible among ** (+315%)
+15% irreducible among ** (+330%)
+15% irreducible among ** (+345%)
+15% irreducible among ** (+360%)
+15% irreducible among ** (+375%)
+15% irreducible among ** (+390%)
+15% irreducible among ** (+405%)
+15% irreducible among ** (+420%)
+15% irreducible among ** (+435%)
+15% irreducible among ** (+450%)
+15% irreducible among ** (+465%)
+15% irreducible among ** (+480%)
+15% irreducible among ** (+495%)
+15% irreducible among ** (+510%)
+15% irreducible among ** (+525%)
+15% irreducible among ** (+540%)
Version3 Effect Total
+10% irreducible among *** (+10%)
+10% irreducible among *** (+20%)
+10% irreducible among *** (+30%)
+10% irreducible among *** (+40%)
+10% irreducible among *** (+50%)
+10% irreducible among *** (+60%)
+10% irreducible among *** (+70%)
+10% irreducible among *** (+80%)
+10% irreducible among *** (+90%)
+10% irreducible among *** (+100%)
+10% irreducible among *** (+110%)
+10% irreducible among *** (+120%)
+10% irreducible among *** (+130%)
+10% irreducible among *** (+140%)
+10% irreducible among *** (+150%)
+10% irreducible among *** (+160%)
+10% irreducible among *** (+170%)
+10% irreducible among *** (+180%)
+10% irreducible among *** (+190%)
+10% irreducible among *** (+200%)
+10% irreducible among *** (+210%)
+10% irreducible among *** (+220%)
+10% irreducible among *** (+230%)
+10% irreducible among *** (+240%)
+10% irreducible among *** (+250%)
+10% irreducible among *** (+260%)
+10% irreducible among *** (+270%)
+10% irreducible among *** (+280%)
+10% irreducible among *** (+290%)
+10% irreducible among *** (+300%)
+10% irreducible among *** (+310%)
+10% irreducible among *** (+320%)
+10% irreducible among *** (+330%)
+10% irreducible among *** (+340%)
+10% irreducible among *** (+350%)
+10% irreducible among *** (+360%)
This class has two alternate versions (so it has three versions total). "Version1" is the "Normal" version; the others are "Alternates".
You may take more than one form of this Mini-class. Each still costs 1 Mini-class slot.
All of these R's are irreducible.
Version 1: * Distribute among: CR, aCR, NR, aNR, TechR, WR, aaRR, aaMR, RDeflection, MDeflection
Version 2: ** Distribute among: ER, aER, aTechR, aWR, aaPR, aaIR, PDeflection, IDeflection, RReflection, MReflection
Version 3: *** Distribute among: XR, aXR, aaNR, aaWR, oRR, oMR, oPR, oIR, PReflection, IReflection
Where "o" prefix is "offensive" BlahR: You reduce their BlahR by your oBlahR. If you still have some oBlahR left over (or if they don't have that BlahR): Roll your oBlahR, if you make it, you do x2 effect.

[PC43A] Collective 4.3A Classes


Overwrite Progression (Mini-Class)

Level KXP Effect Total
1 1.25 Overwrite a spell/psi progression with ML=1 (1)
2 2.5 Overwrite a spell/psi progression with ML=2 (2)
3 5 Overwrite a spell/psi progression with ML=3 (3)
4 10 Overwrite a spell/psi progression with ML=4 (4)
5 20 Overwrite a spell/psi progression with ML=5 (5)
6 40 Overwrite a spell/psi progression with ML=6 (6)
7 80 Overwrite a spell/psi progression with ML=7 (7)
8 125 Overwrite a spell/psi progression with ML=8 (8)
9 187.5 Overwrite a spell/psi progression with ML=9 (9)
10 250 Overwrite a spell/psi progression with ML=10 (10)
11 312.5 Overwrite a spell/psi progression with ML=11 (11)
12 375 Overwrite a spell/psi progression with ML=12 (12)
13 437.5 Overwrite a spell/psi progression with ML=13 (13)
14 500 Overwrite a spell/psi progression with ML=14 (14)
15 562.5 Overwrite a spell/psi progression with ML=15 (15)
16 625 Overwrite a spell/psi progression with ML=16 (16)
17 687.5 Overwrite a spell/psi progression with ML=17 (17)
18 750 Overwrite a spell/psi progression with ML=18 (18)
19 812.5 Overwrite a spell/psi progression with ML=19 (19)
20 875 Overwrite a spell/psi progression with ML=20 (20)
21 937.5 Overwrite a spell/psi progression with ML=21 (21)
22 1000 Overwrite a spell/psi progression with ML=22 (22)
23 1062.5 Overwrite a spell/psi progression with ML=23 (23)
24 1125 Overwrite a spell/psi progression with ML=24 (24)
25 1187.5 Overwrite a spell/psi progression with ML=25 (25)
26 1250 Overwrite a spell/psi progression with ML=26 (26)
27 1312.5 Overwrite a spell/psi progression with ML=27 (27)
28 1375 Overwrite a spell/psi progression with ML=28 (28)
29 1437.5 Overwrite a spell/psi progression with ML=29 (29)
30 1500 Overwrite a spell/psi progression with ML=30 (30)
31 1562.5 Overwrite a spell/psi progression with ML=31 (31)
32 1625 Overwrite a spell/psi progression with ML=32 (32)
33 1687.5 Overwrite a spell/psi progression with ML=33 (33)
34 1750 Overwrite a spell/psi progression with ML=34 (34)
35 1812.5 Overwrite a spell/psi progression with ML=35 (35)
36 1875 Overwrite a spell/psi progression with ML=36 (36)
Alternate Effect Alt Total
Merge Rogue chart up to LVL=1 (1)
Merge Rogue chart up to LVL=2 (2)
Merge Rogue chart up to LVL=3 (3)
Merge Rogue chart up to LVL=4 (4)
Merge Rogue chart up to LVL=5 (5)
Merge Rogue chart up to LVL=6 (6)
Merge Rogue chart up to LVL=7 (7)
Merge Rogue chart up to LVL=8 (8)
Merge Rogue chart up to LVL=9 (9)
Merge Rogue chart up to LVL=10 (10)
Merge Rogue chart up to LVL=11 (11)
Merge Rogue chart up to LVL=12 (12)
Merge Rogue chart up to LVL=13 (13)
Merge Rogue chart up to LVL=14 (14)
Merge Rogue chart up to LVL=15 (15)
Merge Rogue chart up to LVL=16 (16)
Merge Rogue chart up to LVL=17 (17)
Merge Rogue chart up to LVL=18 (18)
Merge Rogue chart up to LVL=19 (19)
Merge Rogue chart up to LVL=20 (20)
Merge Rogue chart up to LVL=21 (21)
Merge Rogue chart up to LVL=22 (22)
Merge Rogue chart up to LVL=23 (23)
Merge Rogue chart up to LVL=24 (24)
Merge Rogue chart up to LVL=25 (25)
Merge Rogue chart up to LVL=26 (26)
Merge Rogue chart up to LVL=27 (27)
Merge Rogue chart up to LVL=28 (28)
Merge Rogue chart up to LVL=29 (29)
Merge Rogue chart up to LVL=30 (30)
Merge Rogue chart up to LVL=31 (31)
Merge Rogue chart up to LVL=32 (32)
Merge Rogue chart up to LVL=33 (33)
Merge Rogue chart up to LVL=34 (34)
Merge Rogue chart up to LVL=35 (35)
Merge Rogue chart up to LVL=36 (36)
 
The Normal version allows you to overwrite one of your spell or psi progressions with any other class's progression that you know (in the same group). The ML used is the lower (smaller) of your Mini class level and the ML of the other class. Certain exotic progressions (e.g. High Frequency Sampler) will not be allowed.
The Alternate version merges in one Rogue chart up to your LVL. You have both Rogue charts, old and new.

[PC43A] Collective 4.3A Classes


Paladin of Quality1

Level KXP Pri/Psi6G
123 456 7
1 0 0-- --- -
2 14 1-- --- -
3 28 2a- --- -
4 42 30- --- -
5 70 419 --- -
6 112 529 --- -
7 182 630 c-- -
8 294 741 b-- -
9 476 852 a-- -
10 770 963 0-- -
11 1246 974 1-- -
12 1900 985 2d- -
13 2600 996 3c- -
14 3300 997 4b- -
15 4000 998 5a- -
16 4700 999 60- -
17 5400 999 71e -
18 6100 999 81d -
19 6800 999 92c -
20 7500 999 92b -
21 8200 999 93a -
22 8900 999 930 f
23 9600 999 941 e
24 10300 999 941 d
25 11000 999 952 c
26 11700 999 952 b
27 12400 999 963 a
28 13100 999 963 0
29 13800 999 974 1
30 14500 A99 974 1
31 15200 AA9 985 1
32 15900 AAA 985 2
33 16600 AAA A96 2
34 17300 AAA AA6 2
35 18000 BBB AA7 3
36 18700 BBB BB7 3
TH Saves
PD RS PP BW Sp Fo Re Wi
+1  8  4  6  3  4  1  1  3
+3  9  5  6  4  4  2  2  4
+5 10  6  7  6  5  3  3  5
+7 11  7  9  8  6  4  4  6
+9 12  8 10 10  7  5  4  7
+11 13 10 11 12  9  6  5  8
+13 14 11 13 14 10  7  6  9
+15 14 12 14 14 11  8  7 10
+17 15 13 14 14 12  9  8 11
+19 16 14 15 15 13 10  8 12
+21 16 14 15 15 14 11  9 13
+23 16 14 15 15 15 12 10 14
+25 16 15 15 15 15 13 11 15
+27 17 15 16 15 15 14 12 16
+29 17 15 16 15 15 15 12 17
+31 17 16 16 15 16 16 13 18
+33 17 16 16 16 16 17 14 19
+35 17 16 16 16 16 18 15 20
Requisites: Str 15, Wis 16, Chr 26, Cml 12
Alignment: any
HD/level: ++d14
Weapon Prof.: 7+level*2
To Hit Table: 2xWar
Save Table: 2x(War/Pri)
Reference: DM
Groups: Warrior
 
Gets a Priest spell progression with Wis bonus. Gets Psi6G powers. DPPs are the same as a Psi6G: (Chr+Wis+Int)*level. The progression is shared between Priest and Psi6G.
 
Level 1: Pick weapon of choice; are considered 7 levels higher for # of Attacks purposes.
Level 1: +LVL to hit with lances, swords, maces, and flails.
Level 1: May shatter a magical, psionic, or innate effect that is currently running. It requires 10 dmg per spell level of the effect to shatter it. This doesn't require a Holy Avenger.
Level 1: If holding a Holy Avenger, +10*N% MR (where N is the weapons TH bonus) and can Dispel Magic
Level 1: Turn Undead as a cleric of same level.
Level 1: Detect Evil (Range 60', cont.)
Level 1: 1M: Sense Danger.
Level 1: Protection from Evil 10'r (continuous, but may be lowered).
Level 1: Immune disease.
Level 1: +4 saves; not cumulative with any other cavalier, knight, or paladin bonus. A additional +4 saves vs. illusions.
Level 1: Immune to Fear; Protection from Fear 10'r
Level 1: Resistance of 34+4*level % versus the following effects: Beguiling, Charm, Domination, Hold, Hypnosis, Magic Jar, Possession, Sleep, Suggestion, and Psionic/Mind Blast. This is treated similar to Magic Resistance, but does not combine with MR (take the higher of the two for the above effects). This Resistance does work against Psionic effects of the above type.
Level 1: Regenerate LVL hp/s.
Level 1: Can operate at negative hit points (even offensively) up to -10*level.
Level 1: 1M, 1/t: Lay on Hands: Cure 4*LVL hp.
Level 1: 1M, LVL/d: Cure Disease
Level 2: Greatest Swing: As per Great Swing but does 7 times normal damage and has a 3% per level of instant killing.
Level 2: +1 Str, Dex, Con, or Chr (replaces percentage rules)
Level 3: 1M: Improved Invisibility.
Level 3: Free Action cont.
Level 4: +1 Str, Dex, Con, or Chr; must be a different stat from the one picked at Level 2
Level 4: May have a special mount as if a Beast Rider of 3 levels lower.
Level 4: Immune to Sharpness and Vorpal effects.
Level 5: WR 50+LVL*6%
Level 6: +1 Str, Dex, Con, or Chr; must be a different stat from the ones picked at Level 2 and 4
Level 6: +1 QP action.
Level 8: +1 Str, Dex, Con, or Chr; must be a different stat from the ones picked at Level 2, 4, and 6
Level 8: Do not suffer penalties for fighting in an unusual environment (underwater, zero gravity, whatever).
Level 9: Can automatically hit any mortal creature with a non infinite negative AC when using "Great Swing" or "Greater Swing".
Level 10: Considered a x2 creature.
Level 13: Raise Self: Raise Dead on yourself 1 hour after death (as long as the death was due to physical damage). This ability cannot be used more than once per month.

[PC43A] Collective 4.3A Classes


Pentarch Paladin

Level KXP War/Pri
123 456 7
1 0 1-- --- -
2 7 2-- --- -
3 14 3a- --- -
4 21 31- --- -
5 35 32c --- -
6 56 33a --- -
7 91 331 e-- -
8 147 332 c-- -
9 238 333 ag- -
10 385 333 1e- -
11 623 333 2ci -
12 950 333 3ag -
13 1300 333 31e k
14 1650 333 32c i
15 2000 333 33a g
16 2350 333 331 e
17 2700 333 332 c
18 3050 333 333 a
19 3400 333 333 1
20 3750 333 333 2
21 4100 333 333 3
22 4450 433 333 3
23 4800 443 333 3
24 5150 444 333 3
25 5500 444 433 3
26 5850 444 443 3
27 6200 444 444 3
28 6550 444 444 4
29 6900 544 444 4
30 7250 554 444 4
31 7600 555 444 4
32 7950 555 544 4
33 8300 555 554 4
34 8650 555 555 4
35 9000 555 555 5
36 9350 666 666 6
TH Saves
PD RS PP BW Sp Fo Re Wi
+0  8  4  6  3  4  1  1  3
+2  9  5  6  4  4  2  2  4
+3 10  6  7  6  5  3  3  5
+5 11  7  9  8  6  4  4  6
+6 12  8 10 10  7  5  4  7
+8 13 10 11 12  9  6  5  8
+9 14 11 13 14 10  7  6  9
+11 14 12 14 14 11  8  7 10
+12 15 13 14 14 12  9  8 11
+14 16 14 15 15 13 10  8 12
+15 16 14 15 15 14 11  9 13
+17 16 14 15 15 15 12 10 14
+18 16 15 15 15 15 13 11 15
+20 17 15 16 15 15 14 12 16
+21 17 15 16 15 15 15 12 17
+23 17 16 16 15 16 16 13 18
+24 17 16 16 16 16 17 14 19
+26 17 16 16 16 16 18 15 20
Requisites: Str 11, Wis 12, Chr 22, Cml 8
Alignment: LG, LN, or NG
HD/level: +d12
Weapon Prof.: 7+level
To Hit Table: 1½xWar
Save Table: 2x(War/Pri)
Reference: DM / MTG
Groups: Warrior
 
Gets Exceptional Str and Con. Uses "Cavalier" line for number of attacks.
Casts Warrior or Priest spells; you get Wis bonus to progression. Specialized in Warrior Paladin school. Starts with no Priest spheres (not even All); gets major access to one sphere per level.
   
Level 1 ¶: Each day, choose a broad monster type (Dragon, Outer, Undead, etc.). You have "1M: Slay Living" on that creature type (PPD save, IR to resist).
Level 1 ¶: 1V: All enemies in your group take 10 holy dmg (no save) and are at -10 on AC, to hit, and damage (no save, this lasts until end of round).
Level 1: Pick weapon of choice; are considered 6 levels higher for # of Attacks purposes.
Level 1: +LVL to hit with lances, swords, maces, and flails.
Level 1: May shatter a magical, psionic, or innate effect that is currently running. It requires 10 dmg per spell level of the effect to shatter it. This doesn't require a Holy Avenger.
Level 1: If holding a Holy Avenger, +10*N% MR (where N is the weapons TH bonus) and can Dispel Magic
Level 1: Turn Undead as a cleric of same level.
Level 1: Protection from Evil 10'r (continuous, but may be lowered).
Level 1: Immune disease.
Level 1: Immune to Fear; Protection from Fear 10'r
Level 1: Can operate at negative hit points (not offensively) up to -5*level.
Level 1: 1M, 1/r: Lay on Hands: Cure 3*LVL hp.
Level 1: 1M, LVL/d: Cure Disease
Level 2: +1 Str, Con, Wis, or Chr (replaces percentage rules)
Level 4: +1 Str, Con, Wis, or Chr; must be a different stat from the one picked at Level 2
Level 4: May have a special mount as if a Beast Rider of 3 levels lower.
Level 6: +1 Str, Con, Wis, or Chr; must be a different stat from the ones picked at Level 2 and 4
Level 8: +1 Str, Con, Wis, or Chr; must be a different stat from the ones picked at Level 2, 4, and 6
Level 9 ¶: Your Slay Living ability (see level 1) no longer has a save.
Level 18 ¶: Your Slay Living ability (see level 1) is now Destruction.
Level 27 ¶: Your Slay Living ability (see level 1) no longer allows IR.

[PC43A] Collective 4.3A Classes


Physicalist

Level KXP Psi
mMG S
1 0 3-- -
2 10 4-- -
3 15 51- -
4 23 52- -
5 35 53- -
6 53 54- -
7 80 65- -
8 120 751 -
9 180 852 -
10 270 953 -
11 400 A54 -
12 600 A65 -
13 850 A75 -
14 1150 A85 -
15 1500 A95 -
16 1900 BA5 -
17 2350 CA6 1
18 2850 DA7 2
19 3400 EA8 3
20 4000 FA9 4
21 4650 FBA 5
22 5350 FCA 5
23 6100 FDA 5
24 6900 FEA 5
25 7750 GFA 5
26 8650 HFB 6
27 9600 IFC 7
28 10600 JFD 8
29 11650 KFE 9
30 12750 KGF A
31 13900 KHF A
32 15100 KIF A
33 16350 KJF A
34 17650 LKF A
35 19000 MKF B
36 20400 NKG C
TH Saves
PD RS PP BW Sp Fo Re Wi
+1  5  4  8  2  3  1  0  2
+3  6  5  8  3  4  2  1  3
+5  6  6  9  4  5  3  1  4
+7  7  7  9  4  5  4  2  5
+9  7  8 10  5  6  4  3  6
+11  8  9 10  6  7  5  3  7
+13  8 10 11  6  7  6  4  8
+15  9 11 11  7  8  7  5  9
+17  9 12 12  8  9  8  5 10
+19 10 13 12  8 10  8  6 11
+21 11 14 13  9 11  9  7 12
+23 11 14 13 10 12 10  7 13
+25 13 15 14 12 13 11  8 14
+27 15 15 15 14 14 12  9 15
+29 15 16 16 15 15 12  9 16
+31 16 16 16 15 16 13 10 17
+33 16 16 16 16 16 14 11 18
+35 16 16 16 16 16 15 11 19
Requisites: Str 11, Dex 18, Con 11, Chr 11
Alignment: any
HD/level: 2d6
Weapon Prof.: 9+level/4
To Hit Table: 2xWar
Save Table: 2xPsi
Reference: DM {Planeshifted Mentalist}
Groups: Warrior, Psionicist, Alternate
 
Gets Exceptional Str, Dex, and Con. Uses "Barbarian" line for number of attacks.
You get a Martial Arts style and +LVL Martial Arts maneuvers, and a Professional Wrestling style and +LVL Professional Wrestling maneuvers.
Physicalist Psionic Pool (PPPs) = (Str*2+Dex*2+Con+Int+Chr)*level/2.
The following frequencies are included in Physicalist: Psi0, Psi(-2), Psi7, Psi14, and Psi15.
When you get a power on the Physicalist progression, pick any power from those 5 frequencies.
PPPs are recovered at your level in points every round. Rejuvenation and the like may improve this point recovery rate.
PPPs are the same scale as Psi1 PSPs.
10 PPPs is 1 "track point" for Psi36. You do not have actual tracks, however, and cannot "burn" anything after you have 0 PPPs.
Level 9: Pick another frequency to add to Mentalist availability. The frequencies allowed are: Psi(-5), Psi(-6) & Psi(-12)(as a combo), Psi16, Psi36.
Level 18: Pick another frequency to add, as per Level 9. You can pick Psi8 at this level.
Level 27: Pick another frequency to add, but it can be ANY frequency.

[PC43A] Collective 4.3A Classes


Pointer (Random Rogue #11829)

Level KXP
Spells
1 0 (none)
2 4 (none)
3 11 (none)
4 24 (none)
5 43 (none)
6 74 (none)
7 129 (none)
8 225 (none)
9 388 (none)
10 630 (none)
11 876 (none)
12 1166 (none)
13 1482 (none)
14 1842 (none)
15 2218 (none)
16 2602 (none)
17 2982 (none)
18 3367 (none)
19 3844 (none)
20 4240 (none)
21 4644 (none)
22 5142 (none)
23 5655 (none)
24 6176 (none)
25 6698 (none)
26 7220 (none)
27 7758 (none)
28 8320 (none)
29 8882 (none)
30 9446 (none)
31 10010 (none)
32 10575 (none)
33 11140 (none)
34 11706 (none)
35 12273 (none)
36 12858 (none)
TH Saves
PD RS PP BW Sp Fo Re Wi
+0  4  2  3  1  1  1  1  0
+0  5  2  4  2  1  1  1  0
+1  5  3  4  3  2  2  2  1
+1  6  4  5  4  3  2  2  1
+2  7  5  6  5  4  3  2  1
+2  8  5  7  6  4  3  3  2
+3  8  6  7  7  5  4  3  2
+3  9  7  8  8  6  4  4  2
+4 10  8  9  9  7  5  4  3
+4 11  8 10 10  7  5  4  3
+5 11  9 10 11  8  6  5  3
+5 12 10 11 12  9  6  5  4
+6 13 11 12 13 10  7  6  4
+6 14 11 13 14 10  7  6  4
+7 14 12 13 14 11  8  6  5
+7 14 12 14 14 11  8  7  5
+8 14 13 14 14 12  9  7  5
+8 15 13 14 14 12  9  8  6
Requisites: Dex 6
Alignment: L any
HD/level: +d6
Weapon Prof.: 3+level
To Hit Table: Rog
Save Table: War
Reference: DM Random, John 11/11/07
Groups: Rogue, Random
 
Gains all Dex-based Rogue abilities.
Level 1 ¶: Any Rogue 1 ability, or two Rogue 1 abilities based on Dex. This class gets 20*LVL Rogue points.
Level 1: Beguiling, Hypnosis, Charm, Suggestion has only (95-level*5)% chance of affecting the monk
Level 1: Gets 1 "Any Monk or Acrobat" pick per level. Gets 40 rogue points per level.
Level 1: Tracking as per Ranger of half the Bandit's level.
Level 2: Deflect Arrows: Gains the Deflect Arrows feat, even if she doesn't have the prerequisite Dexterity score.
Level 4: Immunity to disease and slow effects (continuous).
Level 5: Body equilibrium for 1 round per level, once per day.
Level 5: Can have hirelings
Level 6: Jack: +LVL divided among Chr, Cml, or level for purposes of how many kits and feats you can have.
Level 8: Body Control, level/2 turns/day.
Level 9: All Rogue abilities within 30' of you are lowered by 100%.
Level 9: HyperMental: +1M for 1 round, -1M for next 2 rounds.
Level 9: Takes half damage from a spell (that gives no save) if save is failed
Level 17: Timeless Body: No longer suffers ability penalties for aging and cannot be magically aged.

Gets 34 Rogue points per level, see table below:
Lvl Rogue Ability | -50% | -100% | -150% Act Base Penalty Bonus
1 Spying - 10 Int-11 Int-14
1 Resources: Gain LVL*Chr*10 gp per reset.
1 Find/Remove Wizard Abjurations/Priest Protections V 0 Dex-13 Dex-18
1 Charm/Influence Reaction | Taunt M 10 Chr-12 Chr-14
1 Any Rogue Level 1 ability - - - -
2 any Ninja 1 ability - - - -
3 Song of Vines (save at -1/5% made or Entangled) P*M 10 Dex-14 Dex-19
4 Sensitivity to Psychic Impressions ||| Truename M 20 Wis-9 Wis-12
5 Identity Penetration | False Seeing | True Seeing ||| Know Truename MM 0 Wis-12 Wis-20
5 Escape Bonds | Escape Binding | Escape Imprisonment/Time Stop P 50 Str-12 Str-14
6 Any Rogue Level 6 ability - - - -
8 Backstorm (each 50%: +1 att is considered a backstab) - 0 Dex-16 Dex-22
8 Find/Remove x3 Traps/Tricks | Magic/Psi | OutPhase( | 30') ( | x2 Special) M 20 Int-13 Int-15
10 Locate (anything unique) Across Planes | Clairvoyance there MV 5 Int-12 Int-15
12 Speed (x2 move) | Speed (+1 V) | Speed (+1 P) | Speed (+1 M) VV 15 Dex-12 Dex-15
14 Avoid Spirit/Conc Effect (entire party): x1 || x2 || x3 etc. - -5 Int-22 Int-30
18 Shadow Magic | Shadow Walk | Shadow Flight | Become Shadow-form VM 0 Int-17 Int-20

[PC43A] Collective 4.3A Classes


Pointer0

Level KXP
Spells
1 0 (none)
2 2.4 (none)
3 4.8 (none)
4 9.6 (none)
5 19.2 (none)
6 40 (none)
7 80 (none)
8 160 (none)
9 320 (none)
10 560 (none)
11 800 (none)
12 1040 (none)
13 1280 (none)
14 1520 (none)
15 1760 (none)
16 2000 (none)
17 2240 (none)
18 2480 (none)
19 2720 (none)
20 2960 (none)
21 3200 (none)
22 3440 (none)
23 3680 (none)
24 3920 (none)
25 4160 (none)
26 4400 (none)
27 4640 (none)
28 4880 (none)
29 5120 (none)
30 5360 (none)
31 5600 (none)
32 5840 (none)
33 6080 (none)
34 6320 (none)
35 6560 (none)
36 6800 (none)
TH Saves
PD RS PP BW Sp Fo Re Wi
+1  5  4  5  2  3  0  2  0
+1  5  4  5  3  3  1  3  0
+1  5  4  5  3  4  1  3  0
+2  5  5  5  3  4  1  4  1
+3  7  6  7  4  5  2  4  1
+3  7  6  7  5  5  2  5  1
+3  7  6  7  5  6  3  5  2
+4  7  7  7  5  6  3  6  2
+5  9  8  9  6  7  3  6  2
+5  9  8  9  7  7  4  7  3
+5  9  8  9  7  8  4  7  3
+6  9  9  9  7  8  5  8  3
+7 11 10 11  8  9  5  8  4
+7 11 10 11  9  9  5  9  4
+7 11 10 11  9 10  6  9  4
+8 11 11 11  9 10  6 10  5
+9 13 12 13 10 11  7 10  5
+9 13 12 13 11 11  7 11  5
Requisites: Dex 16
Alignment: any
HD/level: d5
Weapon Prof.: 3+level/2
To Hit Table: CTD0
Save Table: Thf0
Reference: DM
Groups: Rogue
 
Gets 120 Rogue points per level.
Level N (every level): Get one "Any Rogue level N" pick. This is in addition to the normal levels 9, 18, 27, 36 picks that all Rogues get.

[PC43A] Collective 4.3A Classes


ProtoDracoLich

Level KXP ProtoDracoLich
123 456 7 [01]
1 1 (owe) 1-- --- - [--]
2 10 2-- --- - [--]
3 27 21- --- - [--]
4 58 32- --- - [--]
5 115 321 --- - [--]
6 222 432 --- - [--]
7 331 432 1-- - [--]
8 442 543 2-- - [--]
9 651 543 21- - [--]
10 900 653 21- - [--]
11 1521 654 32- - [--]
12 2144 654 321 - [--]
13 2769 654 322 - [--]
14 3396 654 333 - [--]
15 4025 654 433 - [--]
16 4656 654 444 - [--]
17 5289 655 444 1 [--]
18 5924 665 555 1 [1-]
19 6561 666 555 1 [2-]
20 7200 666 655 2 [3-]
21 7841 666 665 2 [21]
22 8484 666 666 2 [21]
23 9129 766 666 2 [12]
24 9776 777 666 2 [12]
25 10425 777 776 3 [-3]
26 11076 777 777 3 [-3]
27 11729 888 777 4 [-4]
28 12384 888 888 4 [-4]
29 13041 999 999 5 [-5]
30 13700 AAA AAA 5 [-5]
31 14361 AAA AAA 6 [-5]
32 15024 AAA AAA 6 [-6]
33 15689 AAA AAA 7 [-6]
34 16356 AAA AAA 8 [-7]
35 17025 AAA AAA 9 [-7]
36 17696 AAA AAA A [-8]
TH Saves
PD RS PP BW Sp Fo Re Wi
+2 11 11 11 11 11 11 11 11
+4 12 12 12 12 12 12 12 12
+6 13 13 13 13 13 13 13 13
+8 14 14 14 14 14 14 14 14
+10 15 15 15 15 15 15 15 15
+12 16 16 16 16 16 16 16 16
+14 17 17 17 17 17 17 17 17
+16 18 18 18 18 18 18 18 18
+18 19 19 19 19 19 19 19 19
+20 20 20 20 20 20 20 20 20
+22 21 21 21 21 21 21 21 21
+24 22 22 22 22 22 22 22 22
+26 23 23 23 23 23 23 23 23
+28 24 24 24 24 24 24 24 24
+30 25 25 25 25 25 25 25 25
+32 26 26 26 26 26 26 26 26
+34 27 27 27 27 27 27 27 27
+36 28 28 28 28 28 28 28 28
Requisites: Str 13, Int 18, Wis 13
Alignment: any E
HD/level: ++d12
Weapon Prof.: level*2
To Hit Table: 2xMon
Save Table: level+10 (all categories)
Reference: DM {Reduced DracoLich / DemiDracoLich}
Groups: Concordant (x1), Monster
 
You are considered an extra +LVL-2 weapon needed to hit (at level 1 this is "silver or better").
 
The "wish" type abilities ("1M, 1/r: Any …") can be taken more than once to allow them to be used more than once per round.

[PC43A] Collective 4.3A Classes


ProtoDracoLich Spells

Level # Spell
1 1 1M, 1/r: Any 0th level Warrior or Monster spell
1 2 5*LVL% iWaWR
1 3 +LVL V actions, or +LVL P actions that can be used only for unarmed attacks
1 4 Your claw damage is CLd4
1 5 1M: Summon 1 DL I Dragon or 6 DL 0 Undead
1 6 Immunity to disease
1 7 Fear aura (anyone who enters your group) (Will save)
1 8 Natural AT source = +CL*2
1 9 Breath weapon: 3/d or 1/3r. Choose a normal (E=1) element. Dmg = 50% of current hp total. (save:½)
2 1 1M, 1/r: Any 0th-1st level Warrior or Monster spell
2 2 5*LVL% iIaIR
2 3 +LVL/2 P actions
2 4 Your bite damage is CLd6
2 5 1M: Summon 1 DL II Dragon or 6 DL I Undead
2 6 Pick a stat. Whenever you touch someone, they take (CL+1)/2 ability damage to that stat (PPD save)
2 7 Eye's P or M action: Gaze to Charm (save)
2 8 Immune to three E=1 elements, two E=2 elements, or one E=3 element (doesn't "spread")
2 9 Breath weapon: 4/d or 1/2r. Choose a para (E=2) element. Dmg = 75% of current hp total. (save:½)
3 1 1M, 1/r: Any 0th-2nd level Warrior or Monster spell
3 2 5*LVL% iMaMR
3 3 Troll-like Regen LVL hp /s
3 4 Fly at CL*6" (D)
3 5 1M: Summon 1 DL III Dragon or 6 DL II Undead
3 6 Immunity to poison
3 7 You emit a stench like a ghast
3 8 Immune to three EE=1 eelements, two EE=2 eelements, or one EE=3 eelement (doesn't "spread")
3 9 Breath weapon: 5/d or 1/r. Choose a quasi (E=3) element. Dmg = current hp total. (save:½)
4 1 1M, 1/r: Any 0th-3rd level Warrior or Monster spell
4 2 5*LVL% iPaPR
4 3 1M (can borrow), 1/d: Reset
4 4 Grow a tail, damage is CLd5
4 5 1M: Summon 1 DL IV Dragon or 6 DL III Undead
4 6 Immunity to ability drain
4 7 Vampiric Regen (CL-3)*10% of damage you deal
4 8 1M: Detect Gems, kind and number
4 9 Breath weapon: 6/d or 2/r. Choose an E=4 (or less) element. Dmg = current hp total. Save for 60%.
5 1 1M, 1/r: Any 0th-4th level Warrior or Monster spell
5 2 5*LVL% iTechCNaCNR
5 3 1F: Get 2P you can use this segment
5 4 Resist NPC parties (take half damage from all NPC party attacks and effects)
5 5 1M: Summon 1 DL V Dragon or 6 DL IV Undead
5 6 Immunity to all mind-affecting effects
5 7 1M: Slay Living (save)
5 8 Your claw damage is CLd10+CL
5 9 Breath weapon: 7/d or 3/r. Choose an E=5 (or less) element. Dmg = current hp total. Save for 70%.
6 1 1M, 1/r: Any 0th-5th level Warrior or Monster spell
6 2 4*LVL% iEaER
6 3 +LVL/10 number of segments per round
6 4 +1 Revive slot; 1F: Raise a dead dragon as a DL=Age/2+4 Drolem (Undead Golem)
6 5 1M: Summon 1 DL VI Dragon or 6 DL V Undead
6 6 Whenever you touch someone, they get Mummy Rot (no save)
6 7 Immunity to any effect that requires a Fortitude save (unless the effect also works on objects)
6 8 Your bite damage is (2*CL)d12
6 9 Breath weapon: 8/d or 4/r. Choose an E=6 (or less) element. Dmg = current hp total. Save for 80%.
7 1 1M, 1/r: Any 0th-6th level Warrior or Monster spell
7 2 2*LVL% iXaXR
7 3 +LVL-13 QQP actions per round
7 4 1M: Get 8+CL/3 Dragonskins, each Dragonskin ignores a limb's worth of attacks (no leak)
7 5 1M: Summon 1 DL VII Dragon or 6 DL VI Undead
7 6 Immunity to death or slay effects
7 7 1M: Target is energy drained CL/2 levels (no save)
7 8 Luckstone effect
7 9 Breath weapon: 9/d or 5/r. Choose an E=7 (or less) element. Dmg = current hp total. Save for 90%.
DracoLich 0 (10) 1 0, 1/r: Any 0th-5th level Warrior or Monster spell
DracoLich 0 (10) 2 0, 1/r: Any 0th-3rd level Wizard or Priest spell
DracoLich 0 (10) 3 3*LVL% inWR (irreducible, non-ignorable)
DracoLich 0 (10) 4 Add you or your mount's current hp (if it's a dragon) to your melee dmg
DracoLich 0 (10) 5 1M: Summon 1 DL VIII Dragon or 6 DL VII Undead
DracoLich 0 (10) 6 Choose one of your limbs (or your head), it is Lernaean
DracoLich 1 (11) 1 0, 1/r: Any 0th-6th level Warrior or Monster spell
DracoLich 1 (11) 2 0, 1/r: Any 0th-4th level Wizard or Priest spell
DracoLich 1 (11) 3 3*LVL% inIR (irreducible, non-ignorable)
DracoLich 1 (11) 4 Add you or your mount's current hp (if it's a dragon) to your damaging spell effects
DracoLich 1 (11) 5 1M: Summon 1 DL IX Dragon or 6 DL VIII Undead
DracoLich 1 (11) 6 2F actions to cast, 1/d: Duplicate a 1st level Dragon of Tyr2 spell

[PC43A] Collective 4.3A Classes


Psi-40 (old Psi-4)

Level KXP Psi-40
mMG SU
1 0 1-- --
2 1.2 2-- --
3 2.4 31- --
4 4.8 41- --
5 9.6 52- --
6 19.2 621 --
7 38.4 731 --
8 76.8 831 --
9 153.6 942 --
10 307.2 942 1-
11 540 952 1-
12 780 953 1-
13 1020 963 1-
14 1260 963 2-
15 1500 974 2-
16 1740 974 3-
17 1980 984 3-
18 2220 985 3-
19 2460 995 4-
20 2700 996 4-
21 2940 996 5-
22 3180 997 5-
23 3420 997 6-
24 3660 998 6-
25 3900 998 7-
26 4140 999 7-
27 4380 999 71
28 4620 999 72
29 4860 999 73
30 5100 999 74
31 5340 999 75
32 5580 999 76
33 5820 999 77
34 6060 999 87
35 6300 999 88
36 6540 999 99
TH Saves
PD RS PP BW Sp Fo Re Wi
+1  5  3  8  2  3  1  0  1
+2  5  4  8  2  3  1  0  2
+3  6  4  8  3  4  2  0  2
+4  6  5  8  3  4  2  1  3
+5  6  5  9  3  4  2  1  3
+6  6  6  9  4  5  3  1  4
+7  7  6  9  4  5  3  2  4
+8  7  7  9  4  5  4  2  5
+9  7  7 10  5  6  4  2  5
+10  7  8 10  5  6  4  3  6
+11  8  8 10  5  6  5  3  6
+12  8  9 10  6  7  5  3  7
+13  8  9 11  6  7  6  4  7
+14  8 10 11  6  7  6  4  8
+15  9 10 11  7  8  6  4  8
+16  9 11 11  7  8  7  5  9
+17  9 11 12  7  9  7  5  9
+18  9 12 12  8  9  8  5 10
Requisites: Dex 0, Con 0, San 6
Alignment: any
HD/level: d8
Weapon Prof.: 4+level
To Hit Table: Mon
Save Table: Psi
Reference: DM
Groups: Psionicist, Mirror
 
See [Q-40] Reality Psionics for rules and powers.
The PSPs of this frequency are unenforced, but P-40Ps = Level - Dex + 20.
1 P-40P = 100 PSPs (Psi1 or Psi2) for conversion.
Minor = ÷1.25 one effect
Major = ÷1.5 one effect
Grand = ÷2 one effect
Super = ÷2.5 one effect
 
There's only one power in Psi-40:
1M or 1bM, 1 P-40P: Multiply the chosen effect by the Psi-40D = power's divisor (x1.25, x1.5, x2, or x2.5). Some examples:
Ability Score: Choose one ability score. It is divided by Psi-40D (round down, no save).
AC: Divide target's AC by Psi-40D (no save)
Actions: Pick one action type (M, P, V). Target's number of actions of that type is divided by Psi-40D (PP save)
Damage: Target's physical damage is divided by Psi-40D
hp: Divide target's hp by Psi-40D (no save)
Move Rate: Divide target's Move Rate by Psi-40D (no save)
Multiplier: Subtract Psi-40D -1 to target's multiplier (Spell save). Using a Minor does nothing. Using a Major: -1 mult. in offense or defense (not both).
Saves: Divide target's save rolls by Psi-40D (no save), automisses saves on natural (Psi-40D)*2 or worse (Minor is 2 or worse).
Spell: One spell, psionic power, or innate ability has it's effect divided by Psi-40D
To Hit: Divide target's to hit rolls by Psi-40D, automisses on natural (Psi-40D)*2 or worse (Minor is 2 or worse).
 
Level 1: Can convert 1M -> 1bM only for Psi-40.

[PC43A] Collective 4.3A Classes


Psi0.01

Level KXP Psi0.01
mMG S
1 0 1-- -
2 3.75 2-- -
3 7.5 3-- -
4 15 4-- -
5 22.5 41- -
6 37.5 51- -
7 75 52- -
8 112.5 62- -
9 150 63- -
10 187.5 73- -
11 225 74- -
12 450 741 -
13 675 841 -
14 1125 851 -
15 1500 852 -
16 1950 952 -
17 2400 962 -
18 2900 A62 1
19 3400 A72 1
20 3900 A73 1
21 4400 B83 2
22 4900 C84 2
23 5400 D94 2
24 5900 E95 3
25 6400 FA5 3
26 6900 GA6 3
27 7400 HB6 4
28 7900 IB7 4
29 8400 JC7 4
30 8900 KC8 5
31 9400 LD8 5
32 9900 MD9 5
33 10400 NE9 6
34 10900 OEA 6
35 11400 PFA 6
36 11900 QFB 7
TH Saves
PD RS PP BW Sp Fo Re Wi
-1  5  3  8  2  3  1  0  1
+0  5  4  8  2  3  1  0  2
+1  6  4  8  3  4  2  0  2
+1  6  5  8  3  4  2  1  3
+2  6  5  9  3  4  2  1  3
+3  6  6  9  4  5  3  1  4
+4  7  6  9  4  5  3  2  4
+4  7  7  9  4  5  4  2  5
+5  7  7 10  5  6  4  2  5
+6  7  8 10  5  6  4  3  6
+7  8  8 10  5  6  5  3  6
+7  8  9 10  6  7  5  3  7
+8  8  9 11  6  7  6  4  7
+9  8 10 11  6  7  6  4  8
+10  9 10 11  7  8  6  4  8
+10  9 11 11  7  8  7  5  9
+11  9 11 12  7  9  7  5  9
+12  9 12 12  8  9  8  5 10
Requisites: Str 10, Int 10, Wis 10, Chr 10, 1 of these must be 19
Alignment: any
HD/level: d15 for the first five levels, then d1 thereafter
Weapon Prof.: 4+level/3
To Hit Table: 3xPsi
Save Table: Psi
Reference: DM {Planeshifted Psi1}
Groups: Psionicist, Alternate
 
See [Q0.01] for rules and powers.
Psionic Strength = (Str+Int+Wis+Chr)/4*(Level+9)
Level 1: Spend 1 Non-Weapon proficiency: Permanently raise two abilities' CL by 1 (or +2 CL to one ability). You may not more than double your level doing this.

[PC43A] Collective 4.3A Classes


Psi11U/W

Level KXP Psi11U/W
234 567
1 0 1-- ---
2 5 2-- ---
3 10 21- ---
4 20 31- ---
5 40 32- ---
6 80 321 ---
7 160 331 ---
8 250 332 ---
9 500 332 1--
10 700 333 1--
11 900 333 2--
12 1100 333 21-
13 1300 333 31-
14 1500 333 32-
15 1700 433 321
16 1900 443 331
17 2100 444 332
18 2300 444 432
19 2500 444 443
20 2700 444 444
21 2900 554 444
22 3100 555 444
23 3300 555 544
24 3500 555 554
25 3700 555 555
26 3900 665 555
27 4100 666 555
28 4300 666 655
29 4500 666 665
30 4700 666 666
31 4900 766 666
32 5100 776 666
33 5300 777 666
34 5500 777 766
35 5700 777 776
36 5900 777 777
TH Saves
PD RS PP BW Sp Fo Re Wi
+0  8  7  8  3  6  1  1  2
+1  8  7  8  3  7  1  1  3
+1  9  8  8  4  7  2  1  3
+2  9  8  8  4  7  2  2  4
+3 10  9  9  4  8  2  2  4
+3 10  9  9  5  8  3  3  5
+4 11 10  9  5  9  3  3  5
+5 11 10  9  6  9  4  3  6
+5 12 10 10  6  9  4  4  6
+6 12 11 10  6 10  4  4  7
+7 13 11 10  7 10  5  5  7
+7 13 12 10  7 11  5  5  8
+8 13 12 11  8 11  6  5  8
+9 14 13 11  8 11  6  6  9
+9 14 13 11  8 12  6  6  9
+10 14 13 11  9 12  7  7 10
+11 15 14 12  9 13  7  7 10
+11 15 14 12 10 13  8  7 11
Requisites: Dex 9, Int 9, Wis 9, Chr 9
Alignment: any
HD/level: 1d12
Weapon Prof.: 4+level/3
To Hit Table: Pri
Save Table: Wiz/Pri/Psi
Reference: MTG
Groups: Psionicist
 
For powers, see the following page.
There are no PSPs in this frequency, these powers work like "Channeling" for spellcasters.
 
Many of the summon's powers are left intentionally vague; the summons can do some things that are not listed (e.g. Cell Adjustment type powers); exact details are unneeded as the DM runs these powers anyway.

[PC43A] Collective 4.3A Classes


[Q11U/W] Psi11U/W Powers

Level # Power Effect
2 1 Angelic Shield All your summons get +1 rhp. You get 10 current hp. 0, sacrifice this effect: Unsummon (no save).
2 2 Azorius First-Wing Summon a DL II Griffin, it flies, and can remove bad effects on people.
2 3 Azorius Guildmage Summon a DL II Vedalken Wizard, it can Stop someone, and can dispel Contingency effects.
2 4 Crystalline Sliver Summon a DL II Sliver, it can't be targetted.
2 5 Energy Arc 1bM: In your group, weapon damage does not occur this half-segment and your next half-segment.
2 6 Galina's Knight Summon a DL II Merfolk Knight, it is immune to area effect damaging spells/psi.
2 7 Meddling Mage Summon a DL II Human Wizard, he Banhammers one spell or psi effect of SL 0-3 in the room [x1 Special]
2 8 Overrule 1bM, spend N additional SL's: Counterspell, unless they spend 10*N SL's, and you are cured 10*N hp.
2 9 Pride of the Clouds Summon a DL II Elemental Cat, he flies, he has rhp = number of flying summons you control.
2 10 Prismatic Boon Choose a school, sphere, or psionic frequency. A group is immune to that for 1s.
2 11 Sygg, River Guide Summon a DL II Merfolk Wizard, he can give someone Water Breathing, and can counter one effect.
2 12 Wings of Aesthir Target gets +CL TH/dmg and flying 12" for 1t.
2 13 Wings of Hope Target gets +1 TH/dmg, +3 AC/saves, and flying 12" for 1t.
3 1 Absorb 1bM: Counterspell, and be cured 30 hp.
3 2 Azorius AEthermage Summon a DL III Human Wizard, it can refresh some of your spell/psi progressions.
3 3 Chromatic Armor Choose a school, sphere, or psionic frequency. Target is immune to that for 1t.
3 4 Daring Leap One creature flies and gets +10 TH/dmg/AC/saves this segment.
3 5 Demand (Supply/Demand) Wishoid for a SL 2 Psi11U/W spell
3 6 Guiding Spirit Summon a DL III Angel, it flies, and makes your Summon Psi11U/W powers cost only ½M each.
3 7 Hanna, Ship's Navigator Summon a DL III Human Artificer, he can rebuild dispelled effects or magic items.
3 8 Leering Gargoyle Summon a DL III Gargoyle, it flies, and it can become very tough (+20 rhp) but then cannot physically attack.
3 9 Minister of Impediments Summon a DL III Human Advisor, he can lockdown one enemy's actions (Bosses and the like get a Will save).
3 10 Opaline Sliver Summon a DL III Sliver, if this Sliver dies due to enemy combat, you get one SL=2 spell added to your progression for 1t.
3 11 Phantatog Summon a DL III Atog, it dispels spell/psi effects, you can spend spell slots to increase it's DL.
3 12 Plumes of Peace Target creature is Slowed (Reflex save) and prevent his next P action (Will save)
3 13 Reparations Whenever an enemy targets you, gain 2 SL's back in Psi11U/W progression.
3 14 Riptide Crab Summon a DL III Crab, when he dies, you get ½M you can use before the end of the round.
3 15 Samite Archer Summon a DL III Human Cleric Archer, he cures 30 hp to one target and causes 30 hp to another target per action.
3 16 Silver Drake When casting, sacrifice a summon: Summon a DL IV Drake, it flies.
3 17 Sky Spirit Summon a DL III Spirit, it flies.
3 18 Spectral Shield Target gets a 20 hp Armor spell (stacks with other Armor spells), and he can't be targetted.
3 19 Tempest Drake Summon a DL III Drake, he flies and can Interpose to protect someone from being attacked.
4 1 AEthermage's Touch Get a temporary extra Summon slot this segment, summon a DL=1d4 creature, it disappears at end of segment.
4 2 Ayesha Tanaka Summon a DL IV Human Artificer, it can group monsters together, and counter magic item abilities.
4 3 Azorius Ploy One creature deals no damage on his next P action; and one creature has all melee damage prevented to him for 1s.
4 4 Cloud Cover Whenever someone dispels one of your spell/psi effects, you can recast that effect for ½M within the next round.
4 5 Glaciers x1 Special on room: Wacky balls cure instead of damage people. Spend a SL=2 spell slot each round to upkeep this.
4 6 Grand Arbiter Augustin IV Summon a DL IV Human Advisor, he spell robes for you one Psi11U/W power for -1 SL, he also casts Psi11U/W powers.
4 7 Harbor Guardian Summon a DL IV Gargoyle, he has near-infinite reach upwards.
4 8 Hazerider Drake Summon a DL IV Drake, it is immune to area effect damaging spells/psi.
4 9 Kangee, Aerie Keeper Summon a DL IV Bird Soldier, he flies, and makes your other Bird summons +3 DL's higher.
4 10 Meddling Kids Summon a DL IV Human Child, he Banhammers one spell or psi effect of SL 4-5 (not lower) in the room [x1 Special]
4 11 Reviving Vapors Up to 3 targets are cured (1d10+CL)*10 hp
4 12 Sawtooth Loon When summoning, sacrifice a summon: Summon a DL V Bird, he isn't sick and can cast Psi11U/W powers.
4 13 Stand // Deliver Unsummon a summon or dispel one effect, and cure one target 80 hp.
4 14 Trial (Trial/Error) Unsummon all creatures in a group, at least one of your summons must be in that group.
4 15 Vanish into Memory Unsummon a creature. You gain 2*N-R SL's in your Psi11U/W progression, where N is it's DL and R is it's remaining rhp's.
5 1 Armored Guardian Summon a DL V Cat Warrior, it can make people untargetable, and prevent damage.
5 2 Hunding Gjornersen Summon a DL V Human Warrior, he is good at attacking single groups with lots of monsters in it.
5 3 Isperia the Inscrutable Summon a DL V Sphinx, it flies and it gives you an extra summon slot for itself (max=1 of these at a time).
5 4 Ordered Migration Summon CL/6 DL I Birds
5 5 Palliation Accord Whenever one of your summons physically attacks, you are cured N hp, where N is their DL.
5 6 Sky Hussar Summon a DL V Human Knight, he hastes you and all your summons by +1S action.
5 7 Swift Silence The entire "stack" of spells is countered. You get +1sM action (Slow Mental, you can use it on segment 10)
5 8 Teferi's Moat Specify a summon type. Creature of that type can't attack you unless they fly. You can't fly while running this.
5 9 Tobias Andrion Summon a DL V Human, he beats things.
5 10 Windreaver Summon a DL V Elemental, it flies, can interpose, if it doesn't attack it gets +10 rhp, and it can blink.
6 1 Dovescape x1 Special on room: Everyone has +1 summon slot for Birds; All spells and psi are countered, get N DL I Bird summons instead, where N=SL.
6 2 Kasimir the Lone Wolf Summon a DL VI Human Warrior, he beats things down.
6 3 Rasputin Dreamweaver Summon a DL VI Human Wizard, he can restore up to 6 SL's of your Psi11U/W progression, he also casts Psi11U/W powers.
7 1 Gosta Dirk Summon a DL VII Human Warrior, he is not sick, and can Part/Lower Water.
7 2 Iridescent Angel Summon a DL VII Angel, it is immune to magic, psi, innates, and radiation.
7 3 Ith, High Arcanist Summon a DL VII Human Wizard, he can save/rescue a creature from being in a nasty group of monsters.
7 4 Jedit Ojanen Summon a DL VII Cat Warrior, he really beats things down.

[PC43A] Collective 4.3A Classes


Psi36

Level KXP Psi36
mMG S
1 0 1-- -
2 5 2-- -
3 10 3-- -
4 20 41- -
5 40 51- -
6 80 61- -
7 160 62- -
8 320 72- -
9 640 721 -
10 1250 731 -
11 1875 831 -
12 2500 832 -
13 3125 842 -
14 3750 942 -
15 4375 943 -
16 5000 953 1
17 5625 A53 1
18 6250 A54 1
19 6875 A64 2
20 7500 B64 2
21 8125 B65 2
22 8750 B75 3
23 9375 C75 3
24 10000 C76 3
25 10625 C86 4
26 11250 D86 4
27 11875 D87 4
28 12500 D97 5
29 13125 E97 5
30 13750 E98 5
31 14375 EA8 6
32 15000 FA8 6
33 15625 FA9 6
34 16250 FB9 7
35 16875 GB9 7
36 17500 GBA 7
TH Saves
PD RS PP BW Sp Fo Re Wi
+0  0  0  0  0  0  0  0  0
+1  1  1  1  1  1  1  1  1
+1  1  1  1  1  1  1  1  1
+2  2  2  2  2  2  2  2  2
+3  2  2  2  2  2  2  2  2
+3  3  3  3  3  3  3  3  3
+4  3  3  3  3  3  3  3  3
+5  4  4  4  4  4  4  4  4
+5  4  4  4  4  4  4  4  4
+6  5  5  5  5  5  5  5  5
+7  5  5  5  5  5  5  5  5
+7  6  6  6  6  6  6  6  6
+8  6  6  6  6  6  6  6  6
+9  7  7  7  7  7  7  7  7
+9  7  7  7  7  7  7  7  7
+10  8  8  8  8  8  8  8  8
+11  8  8  8  8  8  8  8  8
+11  9  9  9  9  9  9  9  9
Requisites: Str 8, Dex 8, Con 8, Int 8, Wis 8, Chr 8
Alignment: any
HD/level: d9
Weapon Prof.: 2+level
To Hit Table: Pri
Save Table: Mon
Reference: Synn
Groups: Psionicist
 
See [Q36] for rules and powers.

[PC43A] Collective 4.3A Classes


Psi1200C

Level KXP
Spells
1 0 (none)
2 2.15 (none)
3 4.3 (none)
4 8.6 (none)
5 17.2 (none)
6 34.4 (none)
7 68.8 (none)
8 127.6 (none)
9 225.2 (none)
10 390.4 (none)
11 680.4 (none)
12 1440 (none)
13 1910 (none)
14 2380 (none)
15 2850 (none)
16 3320 (none)
17 3790 (none)
18 4260 (none)
19 4730 (none)
20 5200 (none)
21 5670 (none)
22 6140 (none)
23 6610 (none)
24 7080 (none)
25 7550 (none)
26 8020 (none)
27 8490 (none)
28 8960 (none)
29 9430 (none)
30 9900 (none)
31 10370 (none)
32 10840 (none)
33 11310 (none)
34 11780 (none)
35 12250 (none)
36 12720 (none)
TH Saves
PD RS PP BW Sp Fo Re Wi
+1  1  1  1  1  1  1  1  1
+2  2  2  2  2  2  2  2  2
+3  3  3  3  3  3  3  3  3
+4  4  4  4  4  4  4  4  4
+5  5  5  5  5  5  5  5  5
+6  6  6  6  6  6  6  6  6
+7  7  7  7  7  7  7  7  7
+8  8  8  8  8  8  8  8  8
+9  9  9  9  9  9  9  9  9
+10 10 10 10 10 10 10 10 10
+11 11 11 11 11 11 11 11 11
+12 12 12 12 12 12 12 12 12
+13 13 13 13 13 13 13 13 13
+14 14 14 14 14 14 14 14 14
+15 15 15 15 15 15 15 15 15
+16 16 16 16 16 16 16 16 16
+17 17 17 17 17 17 17 17 17
+18 18 18 18 18 18 18 18 18
Requisites: Str 10, Dex 10, Wis 10, Chr 10
Alignment: C any
HD/level: 2d15-6
Weapon Prof.: 7+level
To Hit Table: Mon
Save Table: 2xMon
Reference: DM
Groups: Psionicist, Overt
 
See [Q1200C] for rules and powers. You know all the powers, as long as you have the CPPs to run them. This means that yes, you can throw Majors (or even Grands/Supers) at level 1 if you have the points.
Chaos Psionic Points (CPPs) = (Str+Dex+Wis+Chr) * (Psi1200C level)
Level 1: Immune Chaos, Wild Magic, Black Ice.
Level 1: Immune to your own effects.
Level 1: 0, 1/r: Ignore someone else's immunity to Chaos for this segment.
 
Note: Psi1200C effects that say "CL targets" can choose the same target more than once. This is an exception to the normal Collective rules on this.

[PC43A] Collective 4.3A Classes


[Q1200C] Psi1200C Powers

Type # Power CPPs Effect
Minor 1 Behold the Chaoticness 6 Rope-like shapes appear; Group is Insane (RSW save to lose CL San points instead)
Minor 2 Chaos Blast 6 Deal CLd4 Chaos dmg to one group (no save)
Minor 3 Confusion Area 10 Confusion (CL targets or 1 group, Will save)
Minor 4 Cthulhoid Horror Swarm I 13 Summon CL ML I or CL/2 ML II Cthulhoid Horror monsters
Minor 5 Dispel Radiation/Tech Blast 15 Dispels CL Radioactive, Wild/Chaos, or Technological effects
Minor 6 Dissension's Feast Area 20 10'x10' area has food spoiled; ruins goodberries; shuts off potions
Minor 7 Enervation Area 27 Enervation (CL targets or 1 group, PPD save)
Minor 8 Mistaken Missive Area 7 10'x10' area of writings (incl. magical writings, scrolls) becomes illegible; Removes Glyphs/Symbols
Minor 9 Protection from Law 10'r 7+1/r Protection from Law 10'r
Minor 10 Push Wave 6 Throw a group back (10*CL' Falling dmg, no save)
Minor 11 Taunt Blast 9 CL target creatures or 1 group will attack you on their next action (no save)
Minor 12 Trip/Fumble Zone 1/s x1 Enemy Special: Enemies Trip (Fort save) and Fumble (Reflex save) each segment
Major 1 Chaotic Combat Zone 38 x1 Special: Everyone rolls 1d10 to hit, "1"-"5" results are left alone (they mean 1-5), "6"-"10" means 16-20 (add 10 to the result)
Major 2 Contact Other/Higher Plane 17 Contact Other/Higher Plane or Commune, up to CL planes removed
Major 3 Cthulhoid Horror Swarm II 47 Summon CL/2 ML III or CL/3 ML IV or CL/4 ML V Cthulhoid Horror monsters
Major 4 Mirror Mislead 29+2/r Does a Non-Detection, a Mislead, a Mirror Image, and a Displacement
Major 5 Random Push Zone 28+1/s x1 Enemy Special: Enemies take 10*CL' Falling dmg per segment
Major 6 Reverse Causality 28 Creature saves vs. RSW or his physical attacks damage himself instead of others
Major 7 Sporacle 32 Sporacle (random [C] section effect) a group.
Major 8 Strip Down (Nude Bomb) 19+1/s Choose 1 target; he removes/drops 1 item and 1 effect /s (no save)
Major 9 Wishoid Mutation Zone 38/t x1 Special: Wishoids have random effects
Grand 1 Area Amplification 23 Your next Psi1200C power has double area (e.g. CL targets -> CL*2 targets; 1 group -> 2 groups)
Grand 2 Cthulhoid Horror Swarm III 170 Summon CL/3 ML VI or CL/4 ML VII or CL/5 ML VIII Cthulhoid Horror monsters
Grand 3 Enhance Radiation 54 The radiation level in the room is raised or lowered (your choice) by RS=CL/3
Grand 4 Hornung's Area Dispatcher 108 Plane Shift away (CL targets or 1 group, each goes to a random plane, Will save)
Grand 5 Uncontrolled Weather Zone 10/r x1 Terrain Feature: Weather in area become extreme; Everyone takes CLd20 Natural Weather dmg /r
Grand 6 Wandering Monster Modification 11/r x1 Terrain Feature: Wandering monsters occur either (choose:) x2 or ÷2 as often
Super 1 Cthulhoid Horror Swarm IV 614 Summon CL/4 ML IX or CL/5 ML X or CL/6 ML XI Cthulhoid Horror monsters
Super 2 Invoke Devastation 48/s x1 Terrain Feature: It's raining Colorless Fire; All in area are Wild Surged, Wand of Wondered, Sporacled, and DNA Scrambled /s
Super 3 Raw Logrus 320 All enemies you can see (up to CL groups) take CL^2 Chaos dmg (no save) and lose CL San (Will save for half)

[PC43A] Collective 4.3A Classes


Psi∞ (Infinity) / PsiÀ0 (Aleph sub 0)

Level KXP Psi∞
mMG S
1 0 1-- -
2 10 2-- -
3 25 3-- -
4 50 31- -
5 100 32- -
6 250 33- -
7 500 43- -
8 750 44- -
9 1000 441 -
10 1500 442 -
11 2000 443 -
12 2500 544 -
13 3000 554 -
14 3500 555 -
15 4000 655 -
16 4500 665 -
17 5000 666 -
18 5500 666 1
19 6000 666 2
20 6500 666 3
21 7000 666 4
22 7500 666 5
23 8000 666 6
24 8500 766 6
25 9000 776 6
26 9500 777 6
27 10000 777 7
28 10500 877 7
29 11000 887 7
30 11500 888 7
31 12000 888 8
32 12500 988 8
33 13000 998 8
34 13500 999 8
35 14000 999 9
36 14500 999 9
TH Saves
PD RS PP BW Sp Fo Re Wi
-1  6  4  8  3  4  2  0  2
+0  6  6  9  4  5  3  1  4
+1  7  7 10  5  6  4  2  5
+1  8  9 10  6  7  5  3  7
+2  9 10 11  7  8  6  4  8
+3  9 12 12  8  9  8  5 10
+4 10 13 13  9 11  9  6 11
+4 11 14 13 10 12 10  7 13
+5 14 15 14 13 14 11  8 14
+6 15 16 16 15 15 12  9 16
+7 16 16 16 16 16 14 10 17
+7 16 16 16 16 16 15 11 19
+8 16 16 16 16 16 15 14 19
+9 16 16 16 16 16 16 16 19
+10 16 17 17 16 17 16 16 19
+10 17 17 17 17 17 17 16 19
+11 17 18 18 17 17 17 17 19
+12 18 18 18 18 18 17 17 19
Requisites: Int 15, Wis 15, Chr 15 (one 20)
Alignment: any
HD/level: d14
Weapon Prof.: 3+level/3
To Hit Table: 3xPsi
Save Table: 3xPsi
Reference: DM {Reduced PsiÀ1 (Aleph sub 1)}
Groups: Psionicist, Concordant (x1)
 
See [Q∞] for rules and powers. DM Note: I am temporarily putting the powers on this page.
All Psi∞ effects have 0 duration.
Psionic Strength = (Int+Wis+Chr)/3*(Level)
   
Psi∞ Minors (PSP cost = 1):
Break (one item is destroyed, item save vs. disintegration)
Dispel (one effect is dispelled)
Disruption (group, 50 dmg, RSW save for 10)
Enhance (1bM to use, add your CL to the CL of an effect for this segment)
Flash Summon Minor (summon a DL IV monster, it attacks once now, then disappears)
Random Teleport (one target, 1dCL miles in random direction, RSW save)
Reroll die (1bM to use, reroll a die roll you just made)
Telekinetic Damage (group, CLd4, no save)
Sporacle (random [C8] section effect, one target, RSW save)
Psi∞ Majors (PSP cost = 10):
Disintegrate (group, RSW save for 25 dmg)
Effect Immunity (1bM to use, immune to an effect for this segment)
Flash Summon Major (summon a DL VII monster, it attacks once now, then disappears)
Instantaneous (reverse Permanency)
Random Planeport (one target, 1d(CL-3) planes in a random direction, RSW save)
Sharp (group is Sharped, no save)
Sporacle-ize (random [C8] section effect, group, RSW save)
Psi∞ Grands (PSP cost = 100):
Annihilate (group, RSW save for 100 dmg)
Flash Summon Grand (summon a DL X monster, it attacks once now, then disappears)
Discontinuous (reverse Continuous)
Time Start (can be used while Time Stopped, dispels it or creates a time bubble)

[PC43A] Collective 4.3A Classes


Quarterling0

Level KXP
Spells
1 0 (none)
2 0.5 (none)
3 1 (none)
4 2 (none)
5 4 (none)
6 8 (none)
7 16 (none)
8 30 (none)
9 75 (none)
10 150 (none)
11 225 (none)
12 300 (none)
13 375 (none)
14 450 (none)
15 525 (none)
16 600 (none)
17 675 (none)
18 750 (none)
19 825 (none)
20 900 (none)
21 975 (none)
22 1050 (none)
23 1125 (none)
24 1200 (none)
25 1275 (none)
26 1350 (none)
27 1425 (none)
28 1500 (none)
29 1575 (none)
30 1650 (none)
31 1725 (none)
32 1800 (none)
33 1875 (none)
34 1950 (none)
35 2025 (none)
36 2100 (none)
TH Saves
PD RS PP BW Sp Fo Re Wi
+0  9  8  7  4  5  1  0  0
+1 10  9  8  5  6  2  1  0
+1 10  9  8  5  6  2  1  0
+1 10  9  8  6  6  2  1  0
+1 10  9  8  6  6  2  1  0
+1 10  9  8  6  7  3  2  0
+1 10  9  8  6  7  3  2  0
+2 12 11 10  8  9  3  2  1
+2 12 11 10  8  9  3  2  1
+3 12 11 10  9  9  4  2  1
+3 12 11 10  9  9  4  2  1
+3 12 11 10  9 10  4  3  1
+3 12 11 10  9 10  4  3  1
+3 14 13 12 11 12  5  3  2
+3 14 13 12 11 12  5  3  2
+4 14 13 12 12 12  5  4  2
+4 14 13 12 12 12  5  4  2
+5 14 13 13 12 12  6  4  2
Requisites: Str 6, Dex 8, Con 5
Alignment: any
HD/level: d4
Weapon Prof.: 1+level/4
To Hit Table: ½xCTD0
Save Table: ½xHalf0
Reference: DM
Groups: Rogue
 
Gets only 20 Rogue points per level instead of 40.
Quarterling0 still gets the normal level 9, 18, 27, 36 picks in addition to the table below.
   
Level 1: x5 Personality Score vs. magic items with Ego.
Level 1: Over Hit: If your attack bonus is greater than the target's AC, do x1.5 damage.
Level 1: Fighting Withdrawal: 2V: Disengage melee combat without receiving a parting shot.
Level 2: +LVL/2 Hobby proficiencies.
Level 2: +LVL/2 slots in Weapon Mastery.
Level 8, 16, 24, etc. ¶: +1 HNCL
Level 9: Smash: 0: Get -5 to hit, but add an additional Str bonus to damage.
Level 9: Parry: +N AC for each weapon you are wielding (N=0 for small, N=1 for medium, N=4 for large).
Level 9: Disarm: 0: An attack you do does no damage, roll 1d20+(your Dex)-(target's Dex)*2, if greater than 0 he is disarmed.
Level 10: Resist Magic and Breath Weapons.
Level 16: If you need a 2 or less to hit a target, you may attack it twice for each attack.
Level 32: If you need a 2 or less to hit a target, you may attack it three times for each attack.
Lvl Ability
1 Any Rogue 1 ability
2 Any Rogue 1 ability
3 Any Rogue 1 ability
4 Any Rogue 2 ability
5 Any Rogue 2 ability
6 Any Rogue 3 ability
7 Any Rogue 3 ability
8 Any Rogue 4 ability
16 Any Rogue 8 ability
24 Any Rogue 12 ability
32 Any Rogue 16 ability

[PC43A] Collective 4.3A Classes


Quick Chaining Wizard

Level KXP Wizard
123 456 789 A
1 0 ½a- --- --- -
2 5 10c --- --- -
3 10 2½a e-- --- -
4 20 310 cg- --- -
5 40 42½ aei --- -
6 80 531 0cg k-- -
7 120 642 ½ae im- -
8 180 753 10c gko -
9 270 864 2½a eim -
10 500 975 310 cgk -
11 750 A86 42½ aei -
12 1500 B97 531 0cg z
13 2250 CA8 642 ½ae x
14 3000 DB9 753 10c v
15 3750 ECA 864 2½a t
16 4500 FDB 975 310 r
17 5250 GEC A86 42½ p
18 6000 HFD B97 531 n
19 6750 IGE CA8 642 l
20 7500 JHF DB9 753 j
21 8250 KIG ECA 864 h
22 9000 LJH FDB 975 f
23 9750 MKI GEC A86 d
24 10500 NLJ HFD B97 b
25 11250 OMK IGE CA8 0
26 12000 PNL JHF DB9 ½
27 12750 QOM KIG ECA 1
28 13500 RPN LJH FDB 2
29 14250 SQO MKI GEC 3
30 15000 TRP NLJ HFD 4
31 15750 USQ OMK IGE 5
32 16500 VTR PNL JHF 6
33 17250 WUS QOM KIG 7
34 18000 XVT RPN LJH 8
35 18750 YWU SQO MKI 9
36 19500 ZXV TRP NLJ A
TH Saves
PD RS PP BW Sp Fo Re Wi
-1  4  7  5  3  7  0  1  1
+0  4  8  6  4  7  1  2  2
+0  5  9  7  5  8  2  3  3
+0  6 10  7  6  9  2  3  4
+0  6 11  8  6 10  3  4  5
+0  7 12  9  7 11  4  5  6
+0  7 13 10  8 11  5  6  7
+1  8 13 11  9 12  6  7  8
+1  9 14 11 10 13  6  7  9
+1  9 15 12 10 14  7  8 10
+1 10 15 13 11 15  8  9 11
+1 11 16 13 12 15  9 10 12
+1 12 16 14 13 15 10 11 13
+2 12 16 14 14 16 10 11 14
+2 13 16 15 14 16 11 12 15
+2 14 16 15 15 16 12 13 16
+2 15 17 16 16 16 13 14 17
+2 16 17 16 16 17 14 15 18
Requisites: Dex 15, Int 30, Wis 15
Alignment: any
HD/level: d3
Weapon Prof.: 1+level/7
To Hit Table: ½xWiz
Save Table: 2xWiz
Reference: DM
Groups: Wizard
 
Never has Channeling (or Semi-Channeling), and can never gain Channeling (or Semi-Channeling). This uses old style D&D spellcasting, once you cast a spell slot, it's gone until you reset.
Int bonus to spell progression.
This class has "Quick Chaining": Whenever you cast a spell, you get 1QM action to use before the end of the round. Exceptions: If you spent 1Z to cast the spell, you don't get any action back. If you spent ½M to cast the spell, you get ½QM back.
DM Note: While you are using this 1QM action to cast a spell, you probably won't be able to material component it, unless you have QV actions, or a source of free material componenting (with QZ actions!).
Level 1: You may specialize in Chronomancy, and you "know" the Chronomancer class spells. If you do this, pick a major opposite school.
Level 2: During the normal (non-quick) half of the segment: 1M+1QM: Cast a spell at x2 CL. You get no actions back from this casting. You may material component this (going to x3 CL if you material component for CL).
Level 3: You can convert 1QM -> 1QV action, as often as you like.
Level 4: Whenever you use 1M action to read a scroll, you get 1M action (not 1QM) to use before the end of the round. (Before level 5 you get nothing because reading a scroll is not casting a spell in the normal sense.)
Level 5: 0, lose 1 of your remaining QM actions, 1/t: Counterspell.
Level 6: You may material component spells for a Z action. (You can use 1M+1V for the first spell, then 1QM+1Z for the second spell, if you haven't used your zero action; or alternatively you could do 1M+1Z then 1QM+1QV).
Level 7: +LVL-6 QZ actions.
Level 8: Whenever you use 1M to use a wand/rod/staff and the effect used charges, you get 1M action (not 1QM) to use before the end of the round. If the wand fired itself using it's 1E action, the wand gets 1E action instead of the 1M.
Level 9: 1F, 1/reset: Reset Self (Artificial of course).
Level 10: During the normal (non-quick) half of the segment: 1M+1QM+1V+1Z: Cast a spell at x5 CL. You get no actions back from this casting. You cannot material component this.
Level 11: If one of your spells is countered, and if you have the same action type available (either 1M or 1QM), you can spend that action and cast the spell again immediately (ignoring the rules about how often you can use actions on a given partial segment).
Level 12: You may material component spells for an N action (i.e. it costs no actions at all to material component).
Level 18: Quick Quick Chaining: For SL=1 to LVL-17 spells, you get 1QQM back instead of 1QM.
Level 21: 1F, 1/reset: Step Out of It.
Level 24: You can benefit from LVL-22 Artificial Resets per Natural Reset.
New spell:
Lend Quick Mental (SL=5): You lose 1QM action, target gains 1QM for this round.

[PC43A] Collective 4.3A Classes


Quickling0

Level KXP Faerie
0½1 1½ 2 2½ 3 3½ 4
1 17.6 (owe) 1-- - - - - - -
2 52.8 11- - - - - - -
3 123.2 111 - - - - - -
4 264 211 - - - - - -
5 414 221 - - - - - -
6 564 221 1 - - - - -
7 714 222 1 - - - - -
8 864 222 2 - - - - -
9 1014 222 2 1 - - - -
10 1164 222 2 2 - - - -
11 1314 322 2 2 - - - -
12 1464 332 2 2 - - - -
13 1614 333 2 2 - - - -
14 1764 333 3 2 - - - -
15 1914 333 3 3 - - - -
16 2064 333 3 3 1 - - -
17 2214 333 3 3 2 - - -
18 2364 333 3 3 3 - - -
19 2514 333 3 3 3 1 - -
20 2664 333 3 3 3 2 - -
21 2814 333 3 3 3 3 - -
22 2964 333 3 3 3 3 1 -
23 3114 333 3 3 3 3 2 -
24 3264 333 3 3 3 3 3 -
25 3414 333 3 3 3 3 3 1
26 3564 333 3 3 3 3 3 2
27 3714 333 3 3 3 3 3 3
28 3864 444 3 3 3 3 3 3
29 4014 444 4 4 4 3 3 3
30 4164 444 4 4 4 4 4 4
31 4314 555 4 4 4 4 4 4
32 4464 555 5 5 5 4 4 4
33 4614 555 5 5 5 5 5 5
34 4764 666 5 5 5 5 5 5
35 4914 666 6 6 6 5 5 5
36 5064 666 6 6 6 6 6 6
TH Saves
PD RS PP BW Sp Fo Re Wi
+5  2  2  2  2  2  2  2  2
+6  3  3  3  3  3  3  3  3
+7  3  3  3  3  3  3  3  3
+8  4  4  4  4  4  4  4  4
+9  4  4  4  4  4  4  4  4
+10  5  5  5  5  5  5  5  5
+11  5  5  5  5  5  5  5  5
+12  6  6  6  6  6  6  6  6
+13  6  6  6  6  6  6  6  6
+14  7  7  7  7  7  7  7  7
+15  7  7  7  7  7  7  7  7
+16  8  8  8  8  8  8  8  8
+17  8  8  8  8  8  8  8  8
+18  9  9  9  9  9  9  9  9
+19  9  9  9  9  9  9  9  9
+20 10 10 10 10 10 10 10 10
+21 10 10 10 10 10 10 10 10
+22 11 11 11 11 11 11 11 11
Requisites: Dex 18, Wis 16
Alignment: C any (or) any E
HD/level: & +++d8
Weapon Prof.: & 4+level/3
To Hit Table: War +4 levels
Save Table: Mon +4 levels
Reference: 0D&D {Planeshifted Troll0}
Groups: Rogue, Monster, Alternate
 
Has a Faerie progression (no stat bonus).
Level 1: Base movement rate is 96".
Level 1: Exceptional Dex bonus; i.e. bonus is (Dex-12).
Level N (each level): +2 Dex. This bonus cannot be used to qualify for the Quickling0 class itself, and you can't 2 for 1 trade it away.
Level 1: Barbarian Dex bonus; i.e. bonus is (Dex-14)*2.
Level 1: You can use missile weapons in each hand (no limit of 1 per set of hands).
Level 1 ¶: Any Rogue 1 ability, or two Rogue 1 abilities based on Dex. This class gets 20*LVL Rogue points.
Level 4 ¶: Any Rogue 4 ability, or two Rogue 4 abilities based on Dex.
Level 9: Extra Barbarian Dex bonus; i.e. bonus is (Dex-16)*5/2, round down.
Level 9 ¶: Any Rogue 9 ability, or two Rogue 9 abilities based on Dex. (This is in addition to the normal "Any Rogue 9" ability you get for being a Rogue.)
Level 16 ¶: +2 HNCL
Level 18: Super Barbarian Dex bonus; i.e. bonus is (Dex-18)*3.
Level 18 ¶: Any Rogue 18 ability, or two Rogue 18 abilities based on Dex. (This is in addition to the normal "Any Rogue 18" ability you get for being a Rogue.)

[PC43A] Collective 4.3A Classes


Rakshasa5

Level KXP Wizard
123 456 7
1 0 1-- --- -
2 3 2-- --- -
3 6 21- --- -
4 12 32- --- -
5 24 421 --- -
6 48 431 --- -
7 72 432 --- -
8 108 432 1-- -
9 162 533 2-- -
10 300 543 21- -
11 450 543 32- -
12 900 554 321 -
13 1350 554 322 -
14 1800 554 322 1
15 2250 554 422 2
16 2700 555 432 2
17 3150 555 532 2
18 3600 555 533 2
19 4050 555 543 2
20 4500 555 543 3
21 4950 555 554 3
22 5400 555 555 4
23 5850 555 555 5
24 6300 666 655 5
25 6750 666 666 6
26 7200 777 766 6
27 7650 777 777 7
28 8100 888 877 7
29 8550 888 888 8
30 9000 999 988 8
31 9450 999 999 9
32 9900 AAA A99 9
33 10350 AAA AAA A
34 10800 BBB BAA A
35 11250 BBB BBB B
36 11700 CCC CCC C
TH Saves
PD RS PP BW Sp Fo Re Wi
+1  4  7  5  3  6  0  1  1
+2  4  7  5  3  7  0  1  1
+3  4  8  5  4  7  0  1  2
+4  4  8  6  4  7  1  2  2
+5  5  9  6  4  8  1  2  3
+6  5  9  7  5  8  2  3  3
+7  5 10  7  5  9  2  3  4
+8  6 10  7  6  9  2  3  4
+9  6 10  8  6  9  3  4  5
+10  6 11  8  6 10  3  4  5
+11  7 11  9  7 10  4  5  6
+12  7 12  9  7 11  4  5  6
+13  7 12  9  8 11  4  5  7
+14  7 13 10  8 11  5  6  7
+15  8 13 10  8 12  5  6  8
+16  8 13 11  9 12  6  7  8
+17  8 14 11  9 13  6  7  9
+18  9 14 11 10 13  6  7  9
Requisites: Int 16
Alignment: any
HD/level: d10
Weapon Prof.: 2+level/2
To Hit Table: Mon
Save Table: Wiz
Reference: DM
Groups: Monster, Concordant (x1)
 
Specialized in Necromancy.
Each level, get one "5th edition" pick from the choices below.
You are not slain by blessed crossbow bolts; that is a function of the Rakshasa race, not class.
 
Levels Pick Description
Level 1-3: A AT +14 source
B Enemies need a +LVL weapon to hit you
C 1M, 1/t: Magic Jar (Magic Jar save); you may keep the new body permanently if you like
D Immune to 0th-2nd level spells
E Immune Aging (natural and artificial)
Level 4: Pick two Rakshasa5 Level 1-3, one Cthulhoid Horror5 Level 1-3, or one Vampire5 Level 1-3
Level 5-7: F +1 head
G 0, when casting a spell from this class: Your spell is resisted using MR, aNR, or IR (your choice)
H +1M action
I Immune to 3rd-4th level spells
J +LVL TH and dmg unarmed
Level 8: Pick two Rakshasa5 Level 5-7, one Cthulhoid Horror5 Level 5-7, or one Vampire5 Level 5-7
Level 9-12: K Get 4 minors, 2 minors + 1 major, or 2 majors chosen from Psi7 or Psi14
L Replace this class's spell progression with another Wizard class you know, using <= amount of XP
M 1D, 8/lifetime: Resurrect self
N Immune to 5th-6th level spells
O Immune to minor psionic powers
Level 13: Pick two Rakshasa5 Level 9-12, one Charanodaemon5 Level 9-12, or one Vampire5 Level 9-12
Level 14-18: P +2 limbs of any kind (incl. more heads)
Q 1M, 1/t: Trap the Soul (no save); body is still here for you to take over
R +1QM action
S Immune to 7th-8th level spells
T Immune to major psionic powers
Level 18: Pick two Rakshasa5 Level 14-18, one Bringer5 Level 14-18, or one Vampire5 Level 14-18

[PC43A] Collective 4.3A Classes


RandomCustom5

Level KXP Wiz/Pri/Psi+-5
123 456 789
1 0 1-- --- ---
2 4 2-- --- ---
3 8 3-- --- ---
4 16 31- --- ---
5 40 32- --- ---
6 80 33- --- ---
7 160 331 --- ---
8 300 332 --- ---
9 560 333 --- ---
10 1160 333 1-- ---
11 1760 333 2-- ---
12 2360 333 3-- ---
13 2960 333 31- ---
14 3560 333 32- ---
15 4160 333 33- ---
16 4760 333 331 ---
17 5360 333 332 ---
18 5960 333 333 ---
19 6560 333 333 1--
20 7160 333 333 2--
21 7760 333 333 3--
22 8360 333 333 31-
23 8960 333 333 32-
24 9560 333 333 33-
25 10160 333 333 331
26 10760 333 333 332
27 11360 333 333 333
28 11960 444 333 333
29 12560 444 444 333
30 13160 444 444 444
31 13760 555 444 444
32 14360 555 555 444
33 14960 555 555 555
34 15560 666 555 555
35 16160 666 666 555
36 16760 666 666 666
TH Saves
PD RS PP BW Sp Fo Re Wi
Requisites: Five 10's
+0 (total = 27, max = 9) Alignment: any
+1 (total = 30, max = 10) HD/level: d5
+2 (total = 33, max = 11) Weapon Prof.: 5+level/5
+3 (total = 36, max = 12) To Hit Table: Cust
+4 (total = 39, max = 13) Save Table: Cust
+5 (total = 42, max = 14) Reference: DM
+6 (total = 45, max = 15) Groups: Custom, Random
+7 (total = 48, max = 16)  
+8 (total = 51, max = 17)    
+8 (total = 54, max = 18)    
+9 (total = 57, max = 19)    
+9 (total = 60, max = 20)    
+10 (total = 63, max = 21)    
+10 (total = 66, max = 22)    
+11 (total = 69, max = 23)    
+11 (total = 72, max = 24)    
+12 (total = 75, max = 25)    
+12 (total = 78, max = 26)    
Each level, get three "5th edition" picks chosen at random (see ArchCustom5 per list). The DM will have these pregenerated for you.
Has a spell progression (unlike Custom5), but does not have a stat bonus to begin with. Can cast Wizard, Priest, Psi-5, or Psi5 powers out of progression. Your PSP pool = Str + Con + Int + Chr - 48 + 3*Level.
Gets 40 Rogue points per level.
 

[PC43A] Collective 4.3A Classes


Randomizer3

Level KXP
Spells
1 0 (none)
2 2 (none)
3 4 (none)
4 8 (none)
5 16 (none)
6 32 (none)
7 64 (none)
8 128 (none)
9 180 (none)
10 225 (none)
11 275 (none)
12 330 (none)
13 390 (none)
14 455 (none)
15 525 (none)
16 600 (none)
17 680 (none)
18 765 (none)
19 855 (none)
20 950 (none)
21 1050 (none)
22 1155 (none)
23 1265 (none)
24 1380 (none)
25 1500 (none)
26 1625 (none)
27 1755 (none)
28 1890 (none)
29 2030 (none)
30 2175 (none)
31 2325 (none)
32 2480 (none)
33 2640 (none)
34 2805 (none)
35 2975 (none)
36 3150 (none)
TH Saves
PD RS PP BW Sp Fo Re Wi
+1d2-1 (total = 1d50+1d6, max = 9)
+2d2-2 (total = 1d50+2d6, max = 9)
+3d2-3 (total = 1d50+3d6, max = 9)
+4d2-4 (total = 1d50+4d6, max = 9)
+5d2-5 (total = 1d50+5d6, max = 9)
+6d2-6 (total = 1d50+6d6, max = 9)
+7d2-7 (total = 1d50+7d6, max = 9)
+8d2-8 (total = 1d50+8d6, max = 9)
+9d2-9 (total = 1d50+9d6, max = 9)
+10d2-10 (total = 1d50+10d6, max = 9)
+11d2-11 (total = 1d50+11d6, max = 9)
+12d2-12 (total = 1d50+12d6, max = 9)
+13d2-13 (total = 1d50+13d6, max = 9)
+14d2-14 (total = 1d50+14d6, max = 9)
+15d2-15 (total = 1d50+15d6, max = 9)
+16d2-16 (total = 1d50+16d6, max = 9)
+17d2-17 (total = 1d50+17d6, max = 9)
+18d2-18 (total = 1d50+18d6, max = 9)
Requisites: Con 9 (also see description)
Alignment: any
HD/level: d14-7
Weapon Prof.: 1d4 + (1d2-1) /level
To Hit Table: +1d2-1 /level
Save Table: (total=1d50+(level)d6, max=L+8)
Reference: DM {Mirror Collectivizer3}
Groups: Custom, Mirror, Random
 
Each Level: The DM pulls a class from the [PC19] Random group of classes. You may pick a "Warrior", "Wizard", "Priest", or "Rogue" Random class. You get the following:
1. One of the (non-"Level:") lines of text that defines the class. If there is none, the DM will make up something (like an Exceptional stat or something). If the ability references LVL or CL, it improves with your Randomizer3 level.
2. All "Level:" abilties of that exact level from that class (even if non-pickable). If there are none, you get one lower level ability chosen by the DM (usually one of the better ones). If it references LVL or CL, it improves with your Randomizer3 level.
3. The difference in spell progression from the previous level to this level (e.g. if the previous level was 322 and the new level is 3321, you would get 0101 as your progression). This progression does not improve with level; it's a one time deal (you will probably collect a lot of different progressions tho!). If the progression has a stat bonus, you may use it, but you get only one bonus for each stat (for all of your progressions). If multiple progressions use the same stat, you can split your bonus amongst them as you see fit.
4. Take the class's highest Requisite and add LVL in that stat to this class's Requisites. (For example, if your first pick was Fighter1, this class now requires Str 1 and Con 9). This has a maximum equal to the actual Requisite for the class (e.g. if you get Fighter1 at level 20, you'll add 9 to the Str requirement, not 20). This may cause you to "owe" quite a few stat points. You may spend your stat point for going up in level before the DM checks which class to add.
Other notes about this class:
N1. If you are picking up Randomizer3 class beyond level 1, all you have to meet is the Con 9 requirement. Then the DM will do all the class stuff and you'll have higher requirements from now on.
N2. If you get a Rogue group class, you get (level of this pick)*2*LVL Rogue points. The "level of this pick" doesn't go up with level, but LVL does. (e.g. if you got Rogue group classes at levels 4, 5, and 7, you get 32*LVL Rogue points per level). It is possible the Rogue class you pick may increase this, for example, a reasonable non-"Level:" line of text for one of the "-eer" classes would be 20*LVL Rogue points, since they give 60*LVL Rogue points instead of 40*LVL.
N3. If you get a Psionicist group class, you get the PSP difference from previous level to this level (e.g. calculate your pool as if one level lower, and subtract it from your calculated pool for this level). Your pool does not increase in size. If you get an Ioun Stone of PSPs you can transfer PSPs between pools.
N4. At the end of the campaign, you may take one (only one!) of the Random classes that were referenced for your Randomizer3 class, and add it permanently to the Collective.
N5. Yes, the Weapon Proficiencies, To Hit, and Saves are random. You roll only once per level, when you level. You do not reroll old results.

[PC43A] Collective 4.3A Classes


Rejuvenator

Level KXP Rejuv  Unb Aft
357 9  [1] [1]
1 0 1-- -  [-] [-]
2 4.5 2-- -  [-] [-]
3 9 3-- -  [-] [-]
4 18 4-- -  [-] [-]
5 36 41- -  [-] [-]
6 72 42- -  [-] [-]
7 144 43- -  [-] [-]
8 288 44- -  [-] [-]
9 500 441 -  [-] [-]
10 900 442 -  [-] [-]
11 1350 443 -  [-] [-]
12 1800 444 -  [-] [-]
13 2250 444 1  [-] [-]
14 2700 444 2  [-] [-]
15 3150 444 3  [-] [-]
16 3600 444 4  [-] [-]
17 4050 544 4  [-] [-]
18 4500 554 4  [-] [-]
19 4950 555 4  [-] [-]
20 5400 555 5  [-] [-]
21 5850 655 5  [-] [-]
22 6300 665 5  [-] [-]
23 6750 666 5  [-] [-]
24 7200 666 5  [1] [-]
25 7650 666 6  [1] [-]
26 8100 666 6  [2] [-]
27 8550 766 6  [2] [-]
28 9000 766 6  [3] [-]
29 9450 776 6  [3] [-]
30 9900 776 6  [3] [1]
31 10350 776 6  [4] [1]
32 10800 777 6  [4] [1]
33 11250 777 6  [4] [2]
34 11700 777 6  [5] [2]
35 12150 777 7  [5] [2]
36 12600 777 7  [5] [3]
TH Saves
PD RS PP BW Sp Fo Re Wi
+0 10 (all) [++1]
+1 20 (all) [++2]
+2 30 (all) [++3]
+3 40 (all) [++4]
+4 50 (all) [++5]
+5 60 (all) [++6]
+6 70 (all) [++7]
+7 80 (all) [++8]
+8 90 (all) [++9]
+9 100 (all) [++10]
+10 110 (all) [++11]
+11 120 (all) [++12]
+12 130 (all) [++13]
+13 140 (all) [++14]
+14 150 (all) [++15]
+15 160 (all) [++16]
+16 170 (all) [++17]
+17 180 (all) [++18]
Requisites: Con 28, Int 23, Class Slots 3
Alignment: any
HD/level: 2d12
Weapon Prof.: 0+level
To Hit Table: War
Save Table: 10*level [++level]
Reference: DM { Reduced Unbreakable / Afterliver }
Groups: Concordant (x1), Technology, Futureshifted
 
Gets Super Barbarian Con bonus, which is +(Con-18)*3.
This class is dedicated to the continuation of your life at all costs, using all technological and magical methods possible.
This is the reduced form of two different x2 Concordant classes: Unbreakable (brick-style with lots of immunities) and Afterliver (constantly being reborn into new forms). The idea here is by the time a character has reached 36th level in Rejuvenator, they will know which path they will take.
The saves are 10*LVL in all categories. You also get ++LVL on the natural die roll for saves, meaning even at level 1 you cannot auto-miss a save (you auto-make on 19-20).
Level 1 ¶: May convert 1V -> 1uncV, 1P -> 1uncP, 1M -> 1uncM, and 1F -> 1uncF. The "unc" prefix is for "Unconscious actions"; these actions can be used even if you're unconscious, stunned, unaware, paralyzed, etc. (but not dead, annihilated, incursed, truename erased, or worse such as pixelated or loop incursed). You may use 1 Unconscious action as your action for the segment, instead of your normal 1S for the segment. You may use Unconscious actions while conscious.
Level 9 ¶: May convert 1V -> 1deadV, 1P -> 1deadP, 1M -> 1deadM, and 1F -> 1deadF. The "dead" prefix is for "Dead actions"; these actions can be used even if you're dead, incursed, etc., pretty much any state except for pixelated. You may use 1 Dead action as your action for the segment, instead of your normal 1S for the segment. Note these are not D actions and use different rules. If you somehow generate a D action, you may convert 1D -> 1deadS if you like. You may use Dead actions while conscious or not dead.
Level 19 ¶: Note that at this level you auto-make all saves, due to your save bonus (a natural 1-20 becomes a 20).
Level 24 Note: Your "CCL" is your CL-23 for Unbreakable and CL-29 for Afterliver.
 
DM Note: The Troll-like regeneration powers may all be run at the same time; the higher level versions are not "upgrades".

[PC43A] Collective 4.3A Classes


Rejuvenator Spells

Level # Spell
3 1 1uncV: Death's Door Self (you go to 0 current hp)
3 2 1uncV, can use while Charmed/Dominated: Remove Charm/Domination on self, you can still act on the opposing segment (presumably to do something nasty to the person that charmed you.)
3 3 1uncP: Remove Paralysis, Stun, or Held on Self.
3 4 1uncM: Remove an effect that's stopping you from using actions, like Stop, Slow, Web, etc. Lockdown, Time Stop, and Temporal Stasis can be done, but they require 10 uses of this power.
3 5 1M: Clone (as spell). You may have CL Clones in storage at a time.
3 6 Troll-like regeneration 10*CL% of max hp /s (note this might not get you up immediately even at level 10)
5 1 1uncP: Remove a (non-major) [C] section effect from yourself. This may be repeated to build up to a major [C] section effect.
5 2 1uncM: Heal Self.
5 3 Lockdown D Actions in the room continuous (does not affect "dead" Actions).
5 4 Your mount (if you have one) is considered "Self" for you, so if you Heal yourself, your mount gets Healed too.
5 5 Troll-like regeneration 20*CL% of max hp /s, this can also cure Vile dmg and Permanent hp of dmg.
5 6 Unconscious Haste: +LVL uncA Actions; does not count as your Haste
7 1 1deadV: Do a normal movement at half your movement rate. Be warned, parting shots treat your body as an object (using Item Saving Throws) if you're dead while moving away.
7 2 1deadF: Animate Self as an Undead. Pick an Undead Racial Adjective (it's free). Only 1 adjective at a time.
7 3 1deadP: Cureall Self.
7 4 1deadM: Resurrect Self.
7 5 Can "material component" Rejuvenator powers (spend +1V; you must be conscious) to allow you to affect another person with a power.
7 6 Troll-like regeneration 30*CL% of max hp /s, this can also cure ability score dmg (at 10 hp each).
9 1 1deadF: Move a nasty flag on yourself (such as Capital S Slain) to someone else in your group. Note if you have power #7.1, you can creep up to someone to deliver the flag first.
9 2 You can convert 1X -> 1uncX actions. 2deadF or 1uncX: You can use a normal 1P action this segment, even though you're unconscious or dead.
9 3 1deadM: True Resurrect Self.
9 4 1M, 1/d: Capital O Object to something. You can pick this more than once to use it more than once per day.
9 5 Have the DM copy your PC's status on the chalkboard to somewhere else as a backup. 1N, 1/reset: Switch your current status with your backup. This cannot be taken more than once.
9 6 Troll-like regeneration 40*CL% of max hp /s, this can also cure negative levels (at 100 hp each).
Unbreakable 1 (11) 1 +CCL PSaves (using the [X] section saving throw rules)
Unbreakable 1 (11) 2 +(CCL+1)/3 ihp
Unbreakable 1 (11) 3 +(CCL+1)/3 iAC
Unbreakable 1 (11) 4 Immune to CCL [C] section effects, even major ones are only 1 pick each
Unbreakable 1 (11) 5 All of your items are Indestructible.
Unbreakable 1 (11) 6 You are immune to all area effects. However, this power is incompatible with any "You can't be targetted" effects you have running (they shut off).
Afterliver 1 (11) 1 +CCL MSaves (using the [X] section saving throw rules)
Afterliver 1 (11) 2 1N, 1/s: Pick any ÷18 or less race, or a DL IX or less creature you know of. You Shapechange into it. Your stats don't change, but you can use racial/innate abilities from it.
Afterliver 1 (11) 3 You can assume the form of any known dead/incursed/pixelated person or creature (this is like the First Evil's ability). You don't have the person's abilities, but you do have their memories.
Afterliver 1 (11) 4 You can convert 1X -> 1deadX actions. 1deadX: Capital F Fix Self.
Afterliver 1 (11) 5 You get and can use 2D Actions per death per segment. You are limited to CCL+1 D Actions you can use per reset (instead of 1).
Afterliver 1 (11) 6 Rotating Truename. Rotating Home Plane. Rotating Quantum Signature. Your Silver Cord rotates color, and can't be targetted or attacked.

[PC43A] Collective 4.3A Classes


Research Points (Mini-Class)

Level KXP Version1 Effect Total
1 5 +1 Research point / reset (+1)
2 10 +1 Research point / reset (+2)
3 20 +1 Research point / reset (+3)
4 40 +1 Research point / reset (+4)
5 80 +1 Research point / reset (+5)
6 160 +1 Research point / reset (+6)
7 320 +1 Research point / reset (+7)
8 640 +1 Research point / reset (+8)
9 1000 +1 Research point / reset (+9)
10 1500 +1 Research point / reset (+10)
11 2000 +1 Research point / reset (+11)
12 2500 +1 Research point / reset (+12)
13 3000 +1 Research point / reset (+13)
14 3500 +1 Research point / reset (+14)
15 4000 +1 Research point / reset (+15)
16 4500 +1 Research point / reset (+16)
17 5000 +1 Research point / reset (+17)
18 5500 +1 Research point / reset (+18)
19 6000 +1 Research point / reset (+19)
20 6500 +1 Research point / reset (+20)
21 7000 +1 Research point / reset (+21)
22 7500 +1 Research point / reset (+22)
23 8000 +1 Research point / reset (+23)
24 8500 +1 Research point / reset (+24)
25 9000 +1 Research point / reset (+25)
26 9500 +1 Research point / reset (+26)
27 10000 +1 Research point / reset (+27)
28 10500 +1 Research point / reset (+28)
29 11000 +1 Research point / reset (+29)
30 11500 +1 Research point / reset (+30)
31 12000 +1 Research point / reset (+31)
32 12500 +1 Research point / reset (+32)
33 13000 +1 Research point / reset (+33)
34 13500 +1 Research point / reset (+34)
35 14000 +1 Research point / reset (+35)
36 14500 +1 Research point / reset (+36)
Version2 Effect Total
+1 Class sheet / reset (+1)
+1 Class sheet / reset (+2)
+1 Class sheet / reset (+3)
+1 Class sheet / reset (+4)
+1 Class sheet / reset (+5)
+1 Class sheet / reset (+6)
+1 Class sheet / reset (+7)
+1 Class sheet / reset (+8)
+1 Class sheet / reset (+9)
+1 Class sheet / reset (+10)
+1 Class sheet / reset (+11)
+1 Class sheet / reset (+12)
+1 Class sheet / reset (+13)
+1 Class sheet / reset (+14)
+1 Class sheet / reset (+15)
+1 Class sheet / reset (+16)
+1 Class sheet / reset (+17)
+1 Class sheet / reset (+18)
+1 Class sheet / reset (+19)
+1 Class sheet / reset (+20)
+1 Class sheet / reset (+21)
+1 Class sheet / reset (+22)
+1 Class sheet / reset (+23)
+1 Class sheet / reset (+24)
+1 Class sheet / reset (+25)
+1 Class sheet / reset (+26)
+1 Class sheet / reset (+27)
+1 Class sheet / reset (+28)
+1 Class sheet / reset (+29)
+1 Class sheet / reset (+30)
+1 Class sheet / reset (+31)
+1 Class sheet / reset (+32)
+1 Class sheet / reset (+33)
+1 Class sheet / reset (+34)
+1 Class sheet / reset (+35)
+1 Class sheet / reset (+36)
Version3 Effect Total
+2 Spells or Rogue Abil. / reset (+2)
+2 Spells or Rogue Abil. / reset (+4)
+2 Spells or Rogue Abil. / reset (+6)
+2 Spells or Rogue Abil. / reset (+8)
+2 Spells or Rogue Abil. / reset (+10)
+2 Spells or Rogue Abil. / reset (+12)
+2 Spells or Rogue Abil. / reset (+14)
+2 Spells or Rogue Abil. / reset (+16)
+2 Spells or Rogue Abil. / reset (+18)
+2 Spells or Rogue Abil. / reset (+20)
+2 Spells or Rogue Abil. / reset (+22)
+2 Spells or Rogue Abil. / reset (+24)
+2 Spells or Rogue Abil. / reset (+26)
+2 Spells or Rogue Abil. / reset (+28)
+2 Spells or Rogue Abil. / reset (+30)
+2 Spells or Rogue Abil. / reset (+32)
+2 Spells or Rogue Abil. / reset (+34)
+2 Spells or Rogue Abil. / reset (+36)
+2 Spells or Rogue Abil. / reset (+38)
+2 Spells or Rogue Abil. / reset (+40)
+2 Spells or Rogue Abil. / reset (+42)
+2 Spells or Rogue Abil. / reset (+44)
+2 Spells or Rogue Abil. / reset (+46)
+2 Spells or Rogue Abil. / reset (+48)
+2 Spells or Rogue Abil. / reset (+50)
+2 Spells or Rogue Abil. / reset (+52)
+2 Spells or Rogue Abil. / reset (+54)
+2 Spells or Rogue Abil. / reset (+56)
+2 Spells or Rogue Abil. / reset (+58)
+2 Spells or Rogue Abil. / reset (+60)
+2 Spells or Rogue Abil. / reset (+62)
+2 Spells or Rogue Abil. / reset (+64)
+2 Spells or Rogue Abil. / reset (+66)
+2 Spells or Rogue Abil. / reset (+68)
+2 Spells or Rogue Abil. / reset (+70)
+2 Spells or Rogue Abil. / reset (+72)
This class has two alternate versions (so it has three versions total). "Version1" is the "Normal" version; the others are "Alternates".
Version 3: These affect your "known" spells and Rogue abilities. They can be from any sheet, even those you don't have. Minor school and Concordant spells learned this way cost you ONE spell slot each, not 2 or more. You do NOT need an "Any Rogue" pick to actually use the Rogue Abilities you learn from this class; you get them automatically (assuming you are high enough level). You may use any Rogue points you have (from any source) to add to these Rogue abilities.

[PC43A] Collective 4.3A Classes


Rith Awakener (MTG G/R/W) (Boros/Gruul/Selesnya)

Level KXP Wiz/Pri
123 456 789
1 0 2-- --- ---
2 4.8 31- --- ---
3 9.6 430 --- ---
4 19.2 542 --- ---
5 38.4 543 0-- ---
6 76.8 754 2-- ---
7 153.6 764 30- ---
8 307.2 876 42- ---
9 614.4 876 530 ---
10 1228.8 A87 642 ---
11 1843.2 A98 642 0--
12 2457.6 AA9 754 1--
13 3072 AAA 975 2--
14 3686.4 BAA 975 30-
15 4300.8 BBB 975 41-
16 4915.2 CBB A97 52-
17 5529.6 CBB AA8 64-
18 6144 CBB BA9 76-
19 6758.4 CBB BAA 97-
20 7372.8 CBB BAA 981
21 7987.2 CCB BBA 982
22 8601.6 DCC CBA 992
23 9216 EDC CBB A92
24 9830.4 EEC CBB AA3
25 10444.8 EED CCB BA3
26 11059.2 EEE CCB BB4
27 11673.6 FFE CCC CB4
28 12288 FFE EDC CB5
29 12902.4 FFF EDD CC5
30 13516.8 FFF EED DC6
31 14131.2 GFF FFD DD6
32 14745.6 GGG FFF DD7
33 15360 GGG GFF EE7
34 15974.4 GGG GGG FE8
35 16588.8 GGG GGG GF8
36 17203.2 GGG GGG GG9
TH Saves
PD RS PP BW Sp Fo Re Wi
+2  8  7  5  3  6  1  1  2
+3  8  7  6  3  7  1  1  3
+4  9  8  6  4  7  2  2  3
+5  9  8  6  4  7  2  2  4
+6 10  9  7  5  8  3  2  4
+7 10  9  7  6  8  3  3  5
+8 11 10  8  7  9  4  3  5
+9 11 10  9  8  9  4  4  6
+10 12 10  9  9  9  5  4  6
+11 12 11 10 10 10  5  4  7
+12 13 11 10 11 10  6  5  7
+13 13 12 11 12 11  6  5  8
+14 13 12 12 13 11  7  6  8
+15 14 13 13 14 11  7  6  9
+16 14 13 13 14 12  8  6  9
+17 14 13 14 14 12  8  7 10
+18 15 14 14 14 13  9  7 10
+19 15 14 14 14 13  9  8 11
Requisites: Str 16, Dex 18, Con 18, Int 16,
  Wis 16, Chr 18, Class Slots 3
Alignment: CG or CN
HD/level: 3d8
Weapon Prof.: 6+level
To Hit Table: War +3 levels
Save Table: War/Wiz/Pri
Reference: DM
Groups: Warrior, Priest, Monster
 
Exceptional Str, Int, Wis bonus.
Channeling. Casts Wizard and Priest spells (same SL for both). Gets Wis bonus to spells.
Specialized in Wizard Invocation school.
Specialized in Animal, Plant, and Charm spheres. Spells of these spheres cost ½M to cast.
Attacking costs you only ½P action. This means you can do two attack sequences in one segment using 1P.
Has an "Animal Companion" slot. This is a monster who is allied to you and stays with you even between resets. It has 1/10 your XP and may be single classed. It may use items. Unlike a familiar it may be damaged. You play the Animal Companion.
Animal Companions may be dismissed during reset. Animal Companions don't disappear when dismissed (or killed), they leave a corpse. Anyone can convert Familiar slots to Animal Companion slots.
Has a "Familiar" slot.
Level 1: You are immune to "summoning sickness" and "teleport sickness".
Level 1: You may have your spells (from this class) resisted using CR (Charm Resistance) instead of MR. Spend 1F action to switch this.
Level 2: 1M: Remove "summoning sickness" and/or "teleport sickness" from target.
Level 2: 1M: You will win initiative next segment.
Level 4: 1M: Target takes 5*LVL*LVL fire dmg (BW save for 1/2; MR to avoid). The floor at your feet takes LVL Hull dmg.
Level 4: 1M, 10/t: Summon a saproling (AC 20, hp 10, TH +10, dmg 10). Any number of saprolings count as only one summon slot, but all of them stay together in a group.
Level 4: 1M, 1/r: Your party gets +LVL TH, dmg, AC, and saves until end of round.
Level 5: 1M: Target person gets +2*LVL TH, dmg, AC, and saves until end of round.
Level 8: Your "fire dmg" ability at level 4 gives no saving throw.
Level 9: Specialized in Priest Healing sphere spells.
Level 9: 1M: Target gains Free Action until end of turn.
Level 9: Gains a Specialty Priest pick. May replace "sphere" with "school" in the effect if desired.
Level 9: Free Action cont.
Level 9: 1M: Your party gets +LVL*2 distributed among TH, dmg, AC, and saves until end of round. (Everyone in the party gets the same bonus, you don't distribute for each person.)
Level 14: +1 Animal Companion slot.
New spells:
Find Animal Companion (Animal/Charm, SL 1): Summons an Animal Companion with DL=CL/2 (round up).
Find Familiar (Summoning/Charm, SL 1): Like the Wizard spell. Only certain Priest classes gain a Familiar slot.

[PC43A] Collective 4.3A Classes


Rocketeer

Level KXP Invocation
123 456 7
1 0 1-- --- -
2 3 2-- --- -
3 6 21- --- -
4 12 32- --- -
5 24 331 --- -
6 48 332 --- -
7 96 332 1-- -
8 192 333 2-- -
9 350 443 21- -
10 600 443 32- -
11 850 544 321 -
12 1100 655 322 -
13 1350 666 422 -
14 1600 666 532 1
15 1850 666 642 1
16 2100 777 643 1
17 2350 777 753 2
18 2600 888 864 2
19 2850 998 864 2
20 3100 999 875 2
21 3350 999 986 2
22 3600 999 996 3
23 3850 999 997 3
24 4100 999 998 3
25 4350 999 998 4
26 4600 999 999 4
27 4850 999 999 5
28 5100 999 999 6
29 5350 999 999 7
30 5600 999 999 8
31 5850 999 999 9
32 6100 AAA A99 9
33 6350 AAA AAA 9
34 6600 AAA AAA A
35 6850 BBB BAA A
36 7100 BBB BBB B
TH Saves
PD RS PP BW Sp Fo Re Wi
+0  6  4  6  3  4  1  3  0
+1  6  5  7  3  5  1  4  1
+2  7  6  7  4  6  2  5  1
+3  7  7  8  4  7  3  6  2
+4  8  8  8  5  8  4  7  3
+5  8  9  9  5  9  5  8  3
+6  9 10  9  6 10  5  9  4
+7  9 11 10  6 11  6 10  5
+8 10 12 10  7 12  7 11  5
+9 10 13 11  7 13  8 12  6
+10 11 14 11  8 14  9 13  7
+11 12 15 12  9 14  9 14  7
+12 13 16 13 11 15 10 15  8
+13 14 16 14 13 15 11 16  9
+14 15 16 15 14 16 12 17  9
+15 16 16 16 16 16 13 18 10
+16 16 16 16 16 16 13 19 11
+17 16 17 16 16 16 14 20 11
Requisites: Dex 18, Luck 12 (can owe)
Alignment: C any
HD/level: +d6
Weapon Prof.: 5+level
To Hit Table: 2xRog
Save Table: 2xRog
Reference: DM
Groups: Rogue, Technology
 
Gets 60 Rogue points per level.
Can spend stat points due to level to Luck (in fact you must do this in order to fill the Luck requirement).
Can cast Wizard Invocation spells.
Level 1: Flying at 6*LVL" (D) via a rocket pack on your back.
Level 1: Can weapon specialize as per Barbarian in the Number of Attacks table.
Level 1 ¶: ROCKETS!!!: You always have a (free) Missile Launcher weapon for each hand, which fires an endless supply of ROCKETS!!! Your ROCKETS!!! have a range of 30*LVL*LVL feet. You have two options when firing:
[1] You can ROCKET!!! one target, this is treated as a normal weapon attack (you need to roll to hit as usual). Base number of attacks as per Bow, dmg = 1e(LVL*10) / 1e(LVL*10), with Dex bonus and specialization for TH/dmg. Critical is 20+/x(LVL+2)/2.
[2] You can ROCKET!!! one group, this auto-hits, the entire group takes 2e(LVL*4) technological dmg, with Dex bonus (and specialization) on dmg.
Level 2: +1 Technological proficiency per even level, see [P8.8] for list.
Level 9 (and every further level divisible by 9): Has access to another School.
Lvl Rocketeer Ability | -50% | -100% | -150% Act Base Penalty Bonus
1 Rating/30 instances of Resist an element or eelement (doesn't "spread") - 30 Con-10 Con-15
1 Self Destruct: You and your group takes (Rating) tech dmg. P 30*LVL Str-1 Str-19
1 Find/Remove x1 Traps/Tricks | Magic/Psi | OutPhase ( | 30' away) V 10 Dex-4 Dex-8
1 Attack (+1 TH per 10% made this segment) V 5 Dex-12 Dex-15
1 Damage (+1 dmg per 10% made this segment; or multiply dmg by x(1+rating/200)) V 0 Str-15 Str-18
1 Open/Close Locks: Mech. | Magic/Psi | OutPhase (| do this 30' away) VM 5 Dex-12 Dex-16
1 Resources: Gain LVL*Chr*10 gp per reset.
1 Extra range on missiles (3' per 1%) - 10 Wis-13 Wis-15
1 Understand how a tech item works (-5%/tech level) V 25 Con-10 Con-12
1 Any Rogue 1 ability - - - -
2 Lower Encumbrance | Zero Encumbrance | No Armor Penalty | AC types fully add P 5 Str-14 Str-19
2 Item Speed: One of your items gets +1E action || two items |||| one gets +1QE V 0 Con-10 Con-15
3 +(rating/50) wear locations (any body location you want) V 0 Str-10 Str-15
3 Any Rogue 3 ability - - - -
4 Considered extra +(rating/25) weapon to hit V 0 Str-5 Str-15
4 Gun Fu: +LVL to hit with guns; guns are always at least base #Att = 1; guns "open end" one better than normal.
5 BOMBS!: 1P, 1 charge (have LVL charges /d): LVL*(2m4) technological damage, area (no save, TechR to resist)
5 Any Rogue 5 ability - - - -
6 Lower/Ignore WaWR (reduce or ignore WaWR by rating) || iWaWR V/N 0 Dex-10 Dex-20
6 Find/Remove x2 Traps/Tricks | Magic/Psi | OutPhase ( | 30') ( | x1 Special) V 20 Dex-9 Dex-12
7 Repair a broken magic/psi/tech item, n=(XP value)/1000 (round up) nM 100 - -
7 Any Rogue 7 ability - - - -
8 Your BOMBS! can hit two groups or can be set on a time delay, you have 3*LVL charges
8 Remove Capital B Blasted or Capital M Mauled from someone 3F 100 - -
9 +(rating)% money, use at end of run before selling - 0 Cml-9 Cml-18
9 Better Resources: Gain LVL*Chr*10 item XP per reset, must all be spent on one item (any extra is wasted)
10 Find/Remove x3 Traps/Tricks | Magic/Psi | OutPhase( | 30') ( | x2 Special) M 20 Int-13 Int-15
12 Backstave (N/2% of your dmg is vile) || Stun (save=N-100) - 0 Wis-26 Wis-32
15 The Man for the Job: 1F, 1/reset: Create a temporary (1 turn) x1 non-artifact item that is needed for a task
18 Fork 1bM 100 - -
21 Speak with Technology (giving it Pseudo-Intelligence) V 0 Con-15 Con-23
24 You act as a Spelljamming helm, 1X tech, (rating/10) SFB boxes V 0 Con-20 Con-28
27 Nuke (does a nuclear bomb; Rating/100 idmg in huge area) 2F 100 Str-2 Str-38

[PC43A] Collective 4.3A Classes


Scarlet Assassin

Level KXP
Spells
1 0 (none)
2 2.25 (none)
3 4.5 (none)
4 9 (none)
5 18 (none)
6 37.5 (none)
7 75 (none)
8 150 (none)
9 300 (none)
10 450 (none)
11 637.5 (none)
12 862.5 (none)
13 1125 (none)
14 1500 (none)
15 2000 (none)
16 2500 (none)
17 3000 (none)
18 3500 (none)
19 4000 (none)
20 4500 (none)
21 5000 (none)
22 5500 (none)
23 6000 (none)
24 6500 (none)
25 7000 (none)
26 7500 (none)
27 8000 (none)
28 8500 (none)
29 9000 (none)
30 9500 (none)
31 10000 (none)
32 10500 (none)
33 11000 (none)
34 11500 (none)
35 12000 (none)
36 12500 (none)
TH Saves
PD RS PP BW Sp Fo Re Wi
+0  5  4  6  2  3  0  2  0
+1  6  5  6  3  4  1  3  0
+2  6  5  7  3  5  1  4  1
+3  7  6  7  4  6  2  5  1
+4  7  7  7  4  6  3  5  2
+5  7  8  8  4  7  3  6  2
+6  8  8  8  5  8  4  7  3
+7  8  9  9  5  9  5  8  3
+8  8 10  9  5  9  5  8  4
+9  9 11  9  6 10  6  9  4
+10  9 11 10  6 11  6 10  5
+11 10 12 10  7 12  7 11  5
+12 10 13 10  7 12  7 11  6
+13 10 14 11  8 13  8 12  6
+14 11 14 11  8 14  9 13  7
+15 12 15 12  9 14  9 14  7
+16 12 15 13 10 14 10 14  8
+17 13 16 14 12 15 11 15  8
Requisites: Str 13, Dex 14, Int 15
Alignment: LE (overwrite)
HD/level: d8
Weapon Prof.: 3+level
To Hit Table: War
Save Table: 1½xRog
Reference: DM
Groups: Rogue
 
For Alignment, "(overwrite)" means this class requires LE alignment, but it overwrites all of your other alignment restrictions to be LE as well.
   
Gets Barbarian Dex and Exceptional Str (or the reverse if you prefer).
Gets 70 Rogue points per level.
Level 1: Poison Use proficiency (1 slot per 2 levels, round up).
Level 1: 1 attack that hits: Coup de grace.
Level 3: +LVL/3 Q0 actions per round.
Level 5: Can speak Level-4 additional languages from the following list: LG,LN,LE,NG,TN,NE,CG,CN,CE,Druid,Thieves' Cant. Can never learn more than Int-12 alignment languages.
Level 7: Has 8-48 guild members. 50% chance a guild member will leave if guildmasters change.
Level 9: 1 attack that hits: Really Put Out of Misery
Lvl Executioner Ability | -50% | -100% | -150% Act Base Penalty Bonus
1 Assassination (-3% per HD/level of target) ½0 0 Wis-15 Wis-25
1 Backstab (each 30% = x1) (increases 10/level) ½0 50 Int-6 Int-20
1 Backstrike (each 30% = x1 TH) (increases 10/lvl) ½0 50 Wis-6 Wis-20
1 Find/Remove Wizard Abjurations/Priest Protections V 0 Dex-13 Dex-18
1 Silence 15' r | Darkness 15' r ½V 40 Chr-4 Chr-8
1 any 1st level Rogue ability - - - -
1 any 1st level Rogue ability - - - -
2 Backtwist (Twist rating/30 effects) (increases 10/lvl) ½0 20 Dex-6 Dex-20
2 Controlled Blink | Controlled Blink 10'r (unwilling get PP save) ½V 50 Wis-14 Wis-14
2 any 2nd level Rogue ability - - - -
2 Backdrain (do rating/10 random stat dmg) (increases 10/level) ½0 0 Con-6 Con-20
3 Considered extra +(rating/25) weapon to hit V 0 Str-5 Str-15
3 Lower/Ignore WaWR (reduce or ignore WaWR by rating) || iWaWR V/N 0 Dex-10 Dex-20
4 Erase a "?" in dungeon (loses track of party) - 0 Dex-13 Dex-19
5 any 5th level Rogue ability - - - -
6 Backstorm (each 50%: +1 att is considered a backstab) - 0 Dex-16 Dex-22
6 any 6th level Rogue ability - - - -
7 Slay (target that you hit saves at +4, -1 per 10% made; or dies) V 0 Wis-13 Wis-19
8 Finger of Death | Slay Living | Power Word Kill V 0 Int-14 Int-17
9 Any target with AC>(150-rating/5) is considered AC=(150-rating/5) to you V 0 Dex-17 Dex-28
10 Disjoin x2 effect ||||||||| x3 |||||||||||||||| x4 etc. - 50 Chr-18 Chr-25
12 Backstave (N/2% of your dmg is vile) || Stun (save=N-100) - 0 Wis-26 Wis-32
24 Backsteal (Steal an effect off of target for yourself per 120%) (aXR to avoid) ½0 30 NA NA

[PC43A] Collective 4.3A Classes


Scarlet Chirurgeon

Level KXP Priest
123 456 789
1 0 1-- --- ---
2 2.8 20- --- ---
3 5.6 210 --- ---
4 11.2 211 0-- ---
5 22.4 221 1-- ---
6 44.8 222 2-- ---
7 89.6 333 20- ---
8 179.2 333 31- ---
9 358.4 443 320 ---
10 918.4 444 431 ---
11 1478.4 444 432 ---
12 2038.4 444 433 ---
13 2598.4 444 444 0--
14 3158.4 555 444 1--
15 3718.4 555 554 2--
16 4278.4 555 555 30-
17 4838.4 666 555 31-
18 5398.4 666 665 32-
19 5958.4 666 666 430
20 6518.4 777 666 431
21 7078.4 777 776 432
22 7638.4 777 777 443
23 8198.4 888 777 444
24 8758.4 888 887 544
25 9318.4 888 888 554
26 9878.4 999 888 555
27 10438.4 999 998 655
28 10998.4 999 999 665
29 11558.4 AAA 999 666
30 12118.4 AAA AA9 766
31 12678.4 AAA AAA 776
32 13238.4 BBB AAA 777
33 13798.4 BBB BBB 877
34 14358.4 CCC BBB 887
35 14918.4 CCC CCC 888
36 15478.4 CCC CCC 999
TH Saves
PD RS PP BW Sp Fo Re Wi
+2  8  4  5  2  3  0  0  2
+3  8  4  6  3  4  0  0  3
+4  9  5  6  3  4  0  1  3
+5  9  5  6  4  4  1  1  4
+6 10  6  7  4  5  1  1  4
+7 10  6  7  5  5  2  2  5
+8 11  7  8  5  6  2  2  5
+9 11  7  9  6  6  2  2  6
+10 12  7  9  6  7  3  3  6
+11 12  8  9  6  7  3  3  7
+12 13  8 10  7  8  4  3  7
+13 13  9 10  7  8  4  4  8
+14 13  9 10  7  8  4  4  8
+15 14  9 11  8  9  5  4  9
+16 14 10 11  8  9  5  5  9
+17 14 10 11  9  9  6  5 10
+18 15 11 12  9 10  6  5 10
+19 15 11 12 10 11  6  6 11
Requisites: Str 11, Con 13, Int 14, Wis 14
Alignment: LE (overwrite)
HD/level: d8
Weapon Prof.: 4+level
To Hit Table: War +2 levels
Save Table: Pri
Reference: DM {Planeshifted Scarlet Torturer}
Groups: Priest, Alternate, Lost
 
For Alignment, "(overwrite)" means this class requires LE alignment, but it overwrites all of your other alignment restrictions to be LE as well.
   
Has Exceptional Int bonus. Gets Int bonus to spell progression (instead of Wis).
Has Exceptional Wis bonus. Gets (Exceptional) Wis bonus to this class's Caster Level (CL). This cannot be improved to Barbarian (or higher).
Surgical Tools are treated as weapons. You may use them as normal weapons, and do normal damage (with no extra effect). You may weapon specialize in Surgical Tools, using the "Non-Warrior" line for number of attacks.
If you wish to Surgically Experiment on someone, you spend 1P on one attack. If you hit; you do one instance of your surgical tool damage to a target (you may apply Str bonus if you wish). Surgical Experimentation generally does not work on Boss-type (or Sub-Boss-type) creatures, uniques, or creatures not killed by loss of limbs (such as undead).
Surgical Experimentation generally does not cause Summons to become unfaithful. If you're doing something really creepy, you can check with the DM before doing it.
Each type of Surgical Experimentation below generally can be used on a creature only once.
Level 1 ¶: 0, Surgically Experiment on a creature: Sharpness (no save, WR to resist). Roll 1d100. If the result is your LVL or less, you can do a Vorpal (Sharp their head) if you like. If the result is LVL*5 or less, you can pick which limb gets Sharped (except head).
Level 1 ¶: 1F, Surgically Experiment on a creature: Add an extra (artificial) limb to the creature. The creature loses 1d100-LVL*5 max hp (can't be repaired except by a Regenerate spell, which would remove the extra limb). Each day, the limb has a (37-LVL)% chance of shrivelling and becoming useless, after that 1 max hp of the loss is regained per day. At level 4 you can alternatively add an extra internal organ instead.
Level 2 ¶: 0, Surgically Experiment on a creature: Roll two random Monster Templates, the creature gains one of them (your choice). Roll two random Psi9 minor powers, the creature gains one of them (your choice). DM Note: Quite a few Monster Templates and Psi9 minors are actually penalties, so this might be an effective attack.
Level 3 ¶: 0, Surgically Experiment on a creature: The creature takes LVLd6 stat dmg to one stat (your choice) (RSW save for ½). Roll 1d100. If you roll LVL or less and wish to spend an extra 1F action, you can have the creature gain half that amount to the stat instead, but it will become egotistical and unruly (it will no longer be your summon or under your control).
Level 6 ¶: 2F, Surgically Experiment on yourself and another creature: Transfer your brain to the other creature. This is like a Magic Jar, but can't be dispelled, and is absolutely permanent. There is a (16-LVL)% chance the brain will be rejected by the host body, in this case, you lose 1 max hp per segment (non-curable) until another solution can be found (such as quickly doing this procedure again on another host).
Surgical Tool gp lbs. Size Size -M Size L+ Critical Special
Amputation Saw / Bone Cutter 247 8 L 2d6 1d12 16+ / x2 Sharpness ability: +20 to 1d100 roll
Chisel and Hammer 78 4 M 1d6 1d8 20+ / x4 (none)
Drill / Cranial Drill / Trephine 108 3 M 1d8 1d6 18+ / x3 Stat Dmg ability: roll d8's; +10 to 1d100 roll
Hemostat / Forceps / Scissors Clamp 52 1 S 1d2 1d2 20+ / x2 Successful hit: You are Overbearing him
Hypodermic Syringe 93 1 S 1d2+3 1d2+1 20+ / x3 Venom weapon flag (6 doses)
Metzenbaum Scissors 210 1 S 1d4 1d3 19+ / x2 +2 TH
Nippers 3 1 S 1d3 1d2 20+ / x2 (none)
Pliers 17 2 M 1d6 1d4 19+ / x2 (none)
Scalpel 335 1 S 1d2+2 1d4 17+ / x2 +1Q0 per 1P action for Surgical Experimentation

[PC43A] Collective 4.3A Classes


Scarlet Huntsman (Anti-Ranger)

Level KXP Warrior  Rog
123 456  123 4
1 0 2-- ---  1-- -
2 3.3 31- ---  2-- -
3 6.6 41- ---  21- -
4 13.2 52- ---  31- -
5 26.4 621 ---  32- -
6 52.8 731 ---  321 -
7 105.6 832 ---  431 -
8 211.2 942 1--  432 -
9 422.4 A52 1--  432 1
10 700 B53 2--  443 1
11 1030 C63 21-  543 2
12 1360 D73 21-  544 2
13 1690 E74 32-  544 3
14 2020 F84 321  554 3
15 2350 G95 321  555 3
16 2680 H95 321  555 4
17 3010 IA6 321  655 4
18 3340 JB6 421  665 4
19 3670 KB7 421  666 4
20 4000 LC7 531  666 5
21 4330 MD8 532  766 5
22 4660 ND8 532  776 5
23 4990 OE9 642  777 5
24 5320 PF9 643  777 6
25 5650 QFA 743  777 7
26 5980 RGA 753  877 7
27 6310 SHB 753  887 7
28 6640 THB 854  888 7
29 6970 UIC 864  888 8
30 7300 VJC 964  988 8
31 7630 WJD 965  998 8
32 7960 XKD 975  999 8
33 8290 YLE A75  999 9
34 8620 ZLE A75  A99 9
35 8950 ZMF B86  AAA A
36 9280 ZNG C97  BBB B
TH Saves
PD RS PP BW Sp Fo Re Wi
+3  6  4  5  4  3  2  2  1
+4  7  5  6  5  4  3  2  1
+5  8  5  7  6  4  3  3  2
+6  8  6  7  7  5  4  3  2
+7  9  7  8  8  6  4  4  2
+8 10  8  9  9  7  5  4  3
+9 11  8 10 10  7  5  4  3
+10 11  9 10 11  8  6  5  3
+11 12 10 11 12  9  6  5  4
+12 13 11 12 13 10  7  6  4
+13 14 11 13 14 10  7  6  4
+14 14 12 13 14 11  8  6  5
+15 14 12 14 14 11  8  7  5
+16 14 13 14 14 12  9  7  5
+17 15 13 14 14 12  9  8  6
+18 15 14 14 14 13 10  8  6
+19 15 14 15 15 13 10  8  6
+20 15 14 15 15 14 11  9  7
Requisites: Str 16, Dex 16, Wis 16
Alignment: LE (overwrite)
HD/level: +‡d10
Weapon Prof.: 4+level/2
To Hit Table: War +3 levels
Save Table: War +3 levels
Reference: DM
Groups: Warrior
 
For Alignment, "(overwrite)" means this class requires LE alignment, but it overwrites all of your other alignment restrictions to be LE as well.
   
For HD, "‡" means an additional HD at level 2 (i.e. this class gets 2 HD at level 2).
   
Barbarian Str and Exceptional Dex bonus.
Can specialize in one Warrior or Rogue school, with no opposite.
Gets one "Any Rogue" pick per level, plus an extra "Any Rogue 1" pick at level 1. 50+30*level Rogue points.
Level 1: 1M: Aura Alteration (you appear to be another alignment to Know Alignment etc.), you can be up to LVL steps removed from LE alignment (cannot use diagonals).
Level 1: Free Tracking proficiency, number of free slots = level * 2.
Level 1: Tailing, City Knowledge, Two-Weapon Fighting proficiencies. No off-hand penalty with any number of weapons.
Level N (every level): Choose a species enemy type (see list below). You get +LVL TH and +4 dmg vs. that enemy type. You may pick the same enemy type more than once; each pick is cumulative.
Species enemy choices: Alien, Alternate Reality creatures, Animal, Arctic, Avian, Beholder, Cloud, Cold-Using, Concordant group, Creatures of 1 alignment, Creatures of 1 plane, Cthulhoid Horror, Dragon, Eelemental, Elemental, Faerie, Far Realm, Fire-Using, Giant, Giant-Class, Golem, Group of Classes, Hound, Humanoid, Immortal, Inner Planar, Insect, Leech, Lycanthrope, Magic-Using, Mind Flayer World, Mutant, Nightmare Dimension, NPC, Ooze, Other Timeline/Multiverse, Outer, Plant, Psionic, Rakshasa World, Regenerating, Reptile, Size Class (choose one), Space, Spirit of the Land, Tarrasque World, Technological, Undead, Unlive, Virus, Water, Weird, Wurm.
Level 1: Surprise 75% of time, is surprised only 1 in 12.
Level 1: Can have a group of 100 Henchmen for free (this group gets restored each reset if they are slain). Each Henchman has maximum value LVL*LVL gp.
Level 1: May have a Beast Rider Mount (see Beast Rider class) of DL=LVL/2.
Level 1: May use crossbows one-handed. May use two crossbows in one set of arms.
Level 2: 1M: Locate Object/Person
Level 3: aNR (LVL-2)*20%
Level 4: 1M: Fire Door (move from one fire to another you know of within 360 yards); 1F: Fire Gate
Level 5: Dust of Disappearance cont.
Level 6: Attract 3-30 followers, usually Hunstmen or DL VI+ Humanoids.
Level 7: Non-detection cont.
Level 8: 1M, 1/t: Maze; 1M, 1/t: Distance Distortion; 1M, 1/t: Mirage Arcana; 1M, 1/t: Massmorph.
Level 9: 1M: Find the Path
Level 10: You and your party do not leave a trail and cannot be tracked or trailed, except by a Strider/Huntsman of double your level or a Ranger of triple your level. If out of visual sight, your party cannot be Located or Find the Pathed to.
Level 11: Cosmic Awareness cont.

[PC43A] Collective 4.3A Classes


Scarlet Monk

Level KXP Psi0
mMG S
1 0 1-- -
2 3 2-- -
3 6 3-- -
4 12 4-- -
5 25 5-- -
6 40 61- -
7 70 62- -
8 110 63- -
9 160 64- -
10 220 651 -
11 400 652 -
12 650 653 -
13 900 654 1
14 1150 654 2
15 1400 654 3
16 1650 654 4
17 1900 655 4
18 2200 655 5
19 2500 665 5
20 2800 666 5
21 3800 666 6
22 4800 766 6
23 5800 776 6
24 6800 777 6
25 7800 777 7
26 8800 877 7
27 9800 887 7
28 10800 888 7
29 11800 888 8
30 12800 988 8
31 13800 998 8
32 14800 999 8
33 15800 999 9
34 16800 A99 9
35 17800 AA9 9
36 18800 AAA 9
TH Saves
PD RS PP BW Sp Fo Re Wi
+1  6  4  6  3  4  1  3  0
+2  6  5  7  3  5  1  4  1
+4  7  6  7  4  6  2  5  1
+5  7  7  8  4  7  3  6  2
+7  8  8  8  5  8  4  7  3
+8  8  9  9  5  9  5  8  3
+10  9 10  9  6 10  5  9  4
+11  9 11 10  6 11  6 10  5
+13 10 12 10  7 12  7 11  5
+14 10 13 11  7 13  8 12  6
+16 11 14 11  8 14  9 13  7
+17 12 15 12  9 14  9 14  7
+19 13 16 13 11 15 10 15  8
+20 14 16 14 13 15 11 16  9
+22 15 16 15 14 16 12 17  9
+23 16 16 16 16 16 13 18 10
+25 16 16 16 16 16 13 19 11
+26 16 17 16 16 16 14 20 11
Requisites: Str 17, Dex 19, Con 14, Wis 17
Alignment: LE (overwrite)
HD/level: ++d8
Weapon Prof.: 2*level
To Hit Table: 3xRog
Save Table: 2xRog
Reference: DM
Groups: Rogue
 
For Alignment, "(overwrite)" means this class requires LE alignment, but it overwrites all of your other alignment restrictions to be LE as well.
   
Gets Barbarian Dex and Exceptional Con (or the reverse if you prefer).
Gets 70 Rogue points per level.
Level 1: Open hand number of attacks is level/2. Open hand base damage is 1d(4*level). Open hand to hit bonus is (Dex bonus)+(Str bonus)+2. Open hand damage bonus is (Dex bonus)+(Str bonus)+2. DM Note: This is not the normal damage calculation. Your open hands are considered a +level magical weapon.
Level 1: If Open Hands hit exceeds what is needed, target is stunned for 1d6 r (save vs. para at penalty equal to amount hit by). If Open Hands stuns, chance to kill is (level)*4+20-(target's AC)% (no save)
Level 1: +level dmg with weapons
Level 1: Natural AT is +2*level
Level 1: Base movement rate is (12+2*level)"
Level 1: Against area effects that give a save for ½: the monk takes no damage if he makes his save. This is not used for non-(hp) damaging effects.
Level 1: 1bV: Knock away up to 10+level*2 missile weapons. Makes a save vs. paralyzation with penalty equal to the number of magical plusses the weapon has.
Level 1: One Martial Arts style; +2 Martial Arts maneuvers /level
Level 1: 1V: Lay on hands 1d6+level hp, 1/t
Level 1: Immune ESP, Beguiling, Hypnosis, Charm, Suggestion, Poison, Psionic Blast, Disease, Slow, Geas, Quest.
Level 1: One open hand attack that hit, 1/t: Quivering Palm: Slain (no save), if target's HD/level <= monk's level*2, and target's hp <.=monk's hp*3.
Level 1: Subtract level*10' from falling damage.
Level 2: +(level/2) V actions.
Level 3: +(level/3) P actions.
Level 6: Takes half damage from a spell (that gives no save) if save is failed
Lvl Monk Ability | -50% | -100% | -150% Act Base Penalty Bonus
1 Climb Walls | Climb Overhangs | Climb Upside Down V 60 Str-9 Str-13
1 Find/Remove Traps: Mech. | Magic/Psi | OutPhase | Pro. M 5 Dex-12 Dex-17
1 Hide in Shadows || Meld in Shadows/Mirrors V 5 Dex-11 Dex-16
1 Jumping | Levitate | Flight V 20 Dex-11 Dex-15
1 Move Silently | Passwall | Immovability V 0 Dex-15 Dex-18
1 Open/Close Locks: Mech. | Magic/Psi | OutPhase VM 10 Dex-11 Dex-15
1 Spying | ESP (without him knowing) || Capital E Extract - 10 Int-11 Int-14
1 Tracking | Trailing | Stalking V 0 Int-12 Int-15
1 Any Rogue 1 ability - - - -
2 Attack (+1 TH per 10% made this segment) V 5 Dex-12 Dex-15
2 Concealment/Blending | Misdirection | Non-Detection M 20 Wis-12 Wis-14
3 ("Twirl") Find/Remove Guardian/Warding/Forbiddance effect on area || x1 Special M 20 Dex-18 Dex-28
4 Don't generate Alley encounters | Sewer/Attic | Old City at Night M 10 Wis-15 Wis-20
4 Contortion | Elasticity | Become Liquid-Form VM 10 Dex-10 Dex-14
5 Escape Bonds | Escape Binding | Escape Imprisonment/Time Stop P 50 Str-12 Str-14
6 Hold Breath | Hold Life P 15 Con-15 Con-17
6 Identity Penetration | False Seeing | True Seeing MM 5 Wis-11 Wis-19
7 Blink | Controlled Blink M 20 Wis-12 Wis-17
8 Ask the Local Lord | Highest Lvl in Plane | Chosen God | Ultraplanar | DM a question VM 0 Chr-11 Chr-21
9 Inner Focus (+1 Str/Dex/Con for 1r per 10% made) M 5 Wis-10 Wis-20
10 Ki Power (cast a Wu Jen spell of spell level SL) (penalty = -SL*50%) (#=SL) #M 0 Int-12 Int-36
12 Speed (x2 move) | Speed (+1 V) | Speed (+1 P) | Speed (+1 M) VV 15 Dex-12 Dex-15
15 Energy Control | Adaptation | Immune to Hostile Environments PV 30 Con-9 Con-12
18 Elemental Form | Para-Ele Form | Quasi-Ele Form ||| Semi-Ele Form PP 40 Con-24 Con-24
27 Body Freedom (transfer action types freely; Str Int, Dex Wis, Con Chr) FFF 0 Chr-36 Chr-54

[PC43A] Collective 4.3A Classes


Scarlet Necromancer

Level KXP Wizard
123 456 789
1 0 1-- --- ---
2 2.7 20- --- ---
3 5.4 21- --- ---
4 10.8 320 --- ---
5 21.6 421 --- ---
6 43.2 422 0-- ---
7 86.4 432 1-- ---
8 172.8 433 20- ---
9 345.6 433 210 ---
10 885.6 443 221 ---
11 1425.6 444 321 0--
12 1965.6 444 421 10-
13 2505.6 555 432 110
14 3045.6 555 442 111
15 3585.6 555 552 111
16 4125.6 555 553 211
17 4665.6 555 554 321
18 5205.6 555 554 321
19 5745.6 555 554 322
20 6285.6 555 554 333
21 6825.6 555 554 444
22 7365.6 555 555 555
23 7905.6 666 666 666
24 8445.6 776 666 666
25 8985.6 777 766 666
26 9525.6 777 776 666
27 10065.6 777 777 666
28 10605.6 777 777 776
29 11145.6 777 777 777
30 11685.6 887 777 777
31 12225.6 888 777 777
32 12765.6 888 877 777
33 13305.6 888 887 777
34 13845.6 888 888 777
35 14385.6 888 888 877
36 14925.6 888 888 887
TH Saves
PD RS PP BW Sp Fo Re Wi
+0  8  4  5  2  3  0  0  2
+0  8  4  6  3  4  0  0  3
+0  9  5  6  3  4  0  1  3
+1  9  5  6  4  4  1  1  4
+1 10  6  7  4  5  1  1  4
+1 10  6  7  5  5  2  2  5
+2 11  7  8  5  6  2  2  5
+2 11  7  9  6  6  2  2  6
+2 12  7  9  6  7  3  3  6
+3 12  8  9  6  7  3  3  7
+3 13  8 10  7  8  4  3  7
+3 13  9 10  7  8  4  4  8
+4 13  9 10  7  8  4  4  8
+4 14  9 11  8  9  5  4  9
+4 14 10 11  8  9  5  5  9
+5 14 10 11  9  9  6  5 10
+5 15 11 12  9 10  6  5 10
+5 15 11 12 10 11  6  6 11
Requisites: Dex 10, Int 15, Wis 13
Alignment: LE (overwrite)
HD/level: d6
Weapon Prof.: 3+level/4
To Hit Table: Wiz
Save Table: Pri
Reference: DM
Groups: Wizard
 
For Alignment, "(overwrite)" means this class requires LE alignment, but it overwrites all of your other alignment restrictions to be LE as well.
   
Specialized in Necromancy; pick an opposite.
Has Barbarian Int bonus. Gets (Barbarian) Int bonus to spell progression.
Gets (Normal) Wis bonus to this class's Caster Level (CL). This cannot be improved to Exceptional or Barbarian (or higher).
May have 1.5*LVL (round up) "Revive slots" instead of the usual one "Summon slot". An animated xM (multiplier M) being uses up M*M Revive slots.
A Revive is an animated (undead) monster with half the original monster's stats. It also has half the original monster's special abilities. It cannot be healed, but it regenerates at N hp/r (where N is it's DL rating).
A Revive of a Revive has 1/4 the original stats, and so on. Round stats down. If the resultant creature has 0 max hp, the Revive fails.
Level 1: iNaNR 10*LVL%.
Level N (every level): Pick one Necromancy spell. That spell requires only ½ the number of Mental actions to cast.
Level 5: Detect Undead continuous. Detect Life continuous.
Level 8: Detect Unlive continuous.
New spells:
Revive N (Necromancy, SL N): Revive a DL=N monster.

[PC43A] Collective 4.3A Classes


Scarlet Torturer

Level KXP Priest
123 456 789
1 0 1-- --- ---
2 2.1 20- --- ---
3 4.2 210 --- ---
4 8.4 211 0-- ---
5 16.8 221 1-- ---
6 33.6 222 2-- ---
7 67.2 333 20- ---
8 134.4 333 31- ---
9 268.8 443 320 ---
10 688.8 444 431 ---
11 1108.8 444 432 ---
12 1528.8 444 433 ---
13 1948.8 444 444 0--
14 2368.8 555 444 1--
15 2788.8 555 554 2--
16 3208.8 555 555 30-
17 3628.8 666 555 31-
18 4048.8 666 665 32-
19 4468.8 666 666 430
20 4888.8 777 666 431
21 5308.8 777 776 432
22 5728.8 777 777 443
23 6148.8 888 777 444
24 6568.8 888 887 544
25 6988.8 888 888 554
26 7408.8 999 888 555
27 7828.8 999 998 655
28 8248.8 999 999 665
29 8668.8 AAA 999 666
30 9088.8 AAA AA9 766
31 9508.8 AAA AAA 776
32 9928.8 BBB AAA 777
33 10348.8 BBB BBB 877
34 10768.8 CCC BBB 887
35 11188.8 CCC CCC 888
36 11608.8 CCC CCC 999
TH Saves
PD RS PP BW Sp Fo Re Wi
+0  8  4  5  2  3  0  0  2
+1  8  4  6  3  4  0  0  3
+2  9  5  6  3  4  0  1  3
+3  9  5  6  4  4  1  1  4
+4 10  6  7  4  5  1  1  4
+5 10  6  7  5  5  2  2  5
+6 11  7  8  5  6  2  2  5
+7 11  7  9  6  6  2  2  6
+8 12  7  9  6  7  3  3  6
+9 12  8  9  6  7  3  3  7
+10 13  8 10  7  8  4  3  7
+11 13  9 10  7  8  4  4  8
+12 13  9 10  7  8  4  4  8
+13 14  9 11  8  9  5  4  9
+14 14 10 11  8  9  5  5  9
+15 14 10 11  9  9  6  5 10
+16 15 11 12  9 10  6  5 10
+17 15 11 12 10 11  6  6 11
Requisites: Str 12, Con 14, Int 12, Wis 14
Alignment: LE (overwrite)
HD/level: d10
Weapon Prof.: 3+level
To Hit Table: War
Save Table: Pri
Reference: DM
Groups: Priest
 
For Alignment, "(overwrite)" means this class requires LE alignment, but it overwrites all of your other alignment restrictions to be LE as well.
   
Has Barbarian Con bonus. Gets (Barbarian) Con bonus to spell progression (instead of Wis).
Has Exceptional Wis bonus. Gets (Exceptional) Wis bonus to this class's Caster Level (CL). This cannot be improved to Barbarian (or higher).
Torture devices are treated as weapons. You may use them as normal weapons, and do normal damage (with no extra effect). If you wish to torture someone, you must be in their group, and you need a torture device with Size Class at least as big as the target's Size Class. The torture automatically hits; you do one instance of your torture device damage to a target (you may apply Str bonus if you wish). Torture generally does not work on Boss-type (or Sub-Boss-type) creatures, uniques, or creatures immune to charm/domination (such as undead). Note about Black Vise: This counts as Size L weapon, but is considered a Size H torture device.
Level 1 ¶: 1P, torture a creature: Charm (no save, WR to resist). The charmed monster will not fight for the duration of this combat, but he will fight (for your side) starting with the next combat.
Level 2 ¶: 1F, torture a creature: Command (no save, WR to resist). This can be done to a monster 1 size class above the torture device.
Level 3 ¶: 1M, torture a creature: Hypnosis (no save, no blahR).
Level 6 ¶: 1M, torture a creature: Capital E Extract (no resistance).
Torture Device gp lbs. Size Size -M Size L+ Critical Source
Black Vise 1000 50 L {H} 1d12 1d10 20+ / x2 MTG
Branding Iron / Poker 12 4 M 1d6 1d3 19+ / x2 BoVD3
Foot Screw / Spanish Boot 14 5 M 1d8 1d2 20+ / x3 Wikipedia
Iron Maiden 200 250 H 1d50 1d50 20+ / x4 BoVD3
Jaw Breaker 10 1 S 2d4 2d4 (none) BoVD3
Rack 150 200 H 1/s for 1r 1/s for 1r (none) BoVD3
Stocks 10 25 L 1d1 1d1 (none) BoVD3
Thumbscrew 1 1 S 1d2 1d2 20+ / x2 BoVD3
Waterboarding 2 10 M 1d4 1d4 20+ / x3 DM

[PC43A] Collective 4.3A Classes


Sightseer

Level KXP Divination
123 456 7
1 0 1-- --- -
2 3 2-- --- -
3 6 21- --- -
4 12 32- --- -
5 24 331 --- -
6 48 332 --- -
7 96 332 1-- -
8 192 333 2-- -
9 350 443 21- -
10 600 443 32- -
11 850 544 321 -
12 1100 655 322 -
13 1350 666 422 -
14 1600 666 532 1
15 1850 666 642 1
16 2100 777 643 1
17 2350 777 753 2
18 2600 888 864 2
19 2850 998 864 2
20 3100 999 875 2
21 3350 999 986 2
22 3600 999 996 3
23 3850 999 997 3
24 4100 999 998 3
25 4350 999 998 4
26 4600 999 999 4
27 4850 999 999 5
28 5100 999 999 6
29 5350 999 999 7
30 5600 999 999 8
31 5850 999 999 9
32 6100 AAA A99 9
33 6350 AAA AAA 9
34 6600 AAA AAA A
35 6850 BBB BAA A
36 7100 BBB BBB B
TH Saves
PD RS PP BW Sp Fo Re Wi
+0  6  4  6  3  4  1  3  0
+0  6  5  7  3  5  1  4  1
+1  7  6  7  4  6  2  5  1
+1  7  7  8  4  7  3  6  2
+2  8  8  8  5  8  4  7  3
+2  8  9  9  5  9  5  8  3
+3  9 10  9  6 10  5  9  4
+3  9 11 10  6 11  6 10  5
+4 10 12 10  7 12  7 11  5
+4 10 13 11  7 13  8 12  6
+5 11 14 11  8 14  9 13  7
+5 12 15 12  9 14  9 14  7
+6 13 16 13 11 15 10 15  8
+6 14 16 14 13 15 11 16  9
+7 15 16 15 14 16 12 17  9
+7 16 16 16 16 16 13 18 10
+8 16 16 16 16 16 13 19 11
+8 16 17 16 16 16 14 20 11
Requisites: Dex 18, Wis 12
Alignment: any
HD/level: +d6
Weapon Prof.: 3+level/3
To Hit Table: Rog
Save Table: 3xRog
Reference: DM
Groups: Rogue, Planar
 
Gets 60 Rogue points per level
Can cast Wizard Divination or Priest Divination spells.
Level 1: Can weapon specialize (as per "Non-Warrior" in the Number of Attacks table).
Level 1: Expensive Camera: 1M: Blindness (RSW save), if blinded then gets Feared (Will save)
 
For Rogue Chart, see next page.

[PC43A] Collective 4.3A Classes


Sightseer Rogue chart

Lvl Sightseer Ability | -50% | -100% | -150% Act Base Penalty Bonus
1 Attack/backstab around corners (each 1% rating = 1 degree of angle around corner) 0 50 Wis-11 Wis-16
1 Detect Lie or Undetectable Lie (1 at a time, cont.) - - - -
1 Extra parting shots (+1 attack per 50%) - 10 Dex-9 Dex-12
1 Find/Avoid Traps/Tricks/Specials/TerrainFeatures | Magic/Psi | OutPhase ( | whole party) ( || x2 ||| x3) V 0 Dex-20 Dex-25
1 Comprehend Languages | Tongues | Message ( | per plane) 0 50 Int-9 Int-12
1 Ethereal Window | Astral | Phlogiston | Any Inner | Any Outer | UltraBlack MV 0 Con-12 Con-15
1 Know Visual History | Object Reading | Identify | Legend Lore 0 | M 0 Wis-15 Wis-17
1 Locate Staircases on current DL || Out of Depth Monsters || Most Valuable Object MM 0 Chr-20 Chr-25
1 Spying || Reflecting Pool || untraceable & without his "ears burning" - || F 10 Int-12 Int-17
1 Any Rogue 1 ability - - - -
2 X-ray vision | Use innate ability through wall (amount made/10 is #' through wall) M 0 Str-10 Str-20
2 Deeppockets | Vanish | Rope Trick ||| I'm Gone (to my own Pocket Plane) M 0 Int-8 Int-20
2 Any Rogue 2 ability - - - -
3 Summon a DL 1 Spirit of the Land creature ( || per extra DL) M 100 Con-12 Con-16
3 Any Rogue 3 ability - - - -
4 All-Around Sight | Locate Object | Treasure Finding M 25 Wis-15 Wis-19
4 Ignore or Counter an Interpose | Rescue | Escape | I'm Gone 0 0 Wis-14 Wis-19
4 Any Rogue 4 ability (or) 2 any Rogue 1 abilities - - - -
5 Identity Penetration | False Seeing | True Seeing ||| Know Truename MM 0 Wis-12 Wis-20
5 Any Rogue 5 ability (or) 2 any Rogue 2 abilities - - - -
6 Fork Innate | Psionic | Magic | Radioactive bM -10 Chr-22 Chr-22
6 Locate (anything unique) Across Planes | Clairvoyance there | TWE there M 0 Int-12 Int-15
7 Avoid Fate x1 | x2 | x3 | x4 | x5 | etc. 2bM -20 Wis*2-50 Wis*2-50
7 Any Rogue 7 ability (or) 2 any Rogue 4 abilities - - - -
8 Immune to detection / divination effects - - - -
8 Find the Path ( | for each plane removed) MM 20 Wis-10 Wis-15
9 Intrigue: 1M: Augury (that actually works) on your proposed action, or Choose Future M - - -
9 Ask the Local Lord | Highest Lvl in Plane | Chosen God | Ultraplanar | DM a question VM 0 Chr-11 Chr-21
10 Contact Other Plane | Foresight MM 0 Chr-15 Chr-18
12 Get save vs effects w/ no save, base=+0+items, each 5% is +1 - 0 Wis-20 Wis-25
15 Avoid Spirit/Conc Effect (entire party): x1 || x2 || x3 etc. - -5 Int-22 Int-30
18 Duplicate a Psi5 or Psi10 minor || major ||||| grand ( | Psi-5) M 0 Con-15 Con-22
21 Be a x2 being on offense ||||| x3 ||||||| x4 ||||||||| x5 etc. 0 -150 Luck-5 Luck-10
24 See in Capital D Darkness - - - -
27 Summon (and control) DL XI Far Realm, Immortal, Nightmare Dimension, or Tarraque World monster ( || per extra DL) MM 0 Cml-55 Cml-70

[PC43A] Collective 4.3A Classes


Slayer (Mini-Class)

Level KXP Normal Effect Total
1 1 1 species enemy (1)
2 2 1 species enemy (2)
3 4 1 species enemy (3)
4 8 1 species enemy (4)
5 16 1 species enemy (5)
6 32 1 species enemy (6)
7 64 1 species enemy (7)
8 100 1 species enemy (8)
9 150 1 species enemy (9)
10 200 1 species enemy (10)
11 250 1 species enemy (11)
12 300 1 species enemy (12)
13 350 1 species enemy (13)
14 400 1 species enemy (14)
15 450 1 species enemy (15)
16 500 1 species enemy (16)
17 550 1 species enemy (17)
18 600 1 species enemy (18)
19 650 1 species enemy (19)
20 700 1 species enemy (20)
21 750 1 species enemy (21)
22 800 1 species enemy (22)
23 850 1 species enemy (23)
24 900 1 species enemy (24)
25 950 1 species enemy (25)
26 1000 1 species enemy (26)
27 1050 1 species enemy (27)
28 1100 1 species enemy (28)
29 1150 1 species enemy (29)
30 1200 1 species enemy (30)
31 1250 1 species enemy (31)
32 1300 1 species enemy (32)
33 1350 1 species enemy (33)
34 1400 1 species enemy (34)
35 1450 1 species enemy (35)
36 1500 1 species enemy (36)
Alternate Effect Alt Total
1 species resistance (1)
1 species resistance (2)
1 species resistance (3)
1 species resistance (4)
1 species resistance (5)
1 species resistance (6)
1 species resistance (7)
1 species resistance (8)
1 species resistance (9)
1 species resistance (10)
1 species resistance (11)
1 species resistance (12)
1 species resistance (13)
1 species resistance (14)
1 species resistance (15)
1 species resistance (16)
1 species resistance (17)
1 species resistance (18)
1 species resistance (19)
1 species resistance (20)
1 species resistance (21)
1 species resistance (22)
1 species resistance (23)
1 species resistance (24)
1 species resistance (25)
1 species resistance (26)
1 species resistance (27)
1 species resistance (28)
1 species resistance (29)
1 species resistance (30)
1 species resistance (31)
1 species resistance (32)
1 species resistance (33)
1 species resistance (34)
1 species resistance (35)
1 species resistance (36)
Normal: Each level, choose a species enemy (see list below). You get +4 TH and x+1 dmg vs. that enemy. You may pick the same species more than once.
Choices: Alien, Alternate Reality creatures, Animal, Arctic, Avian, Beholder, Cloud, Cold-Using, Concordant group, Creatures of 1 alignment, Creatures of 1 plane, Cthulhoid Horror, Dragon, Eelemental, Elemental, Faerie, Far Realm, Fire-Using, Giant, Giant-Class, Golem, Group of Classes, Hound, Humanoid, Immortal, Inner Planar, Insect, Leech, Lycanthrope, Magic-Using, Mind Flayer World, Mutant, Nightmare Dimension, NPC, Ooze, Other Timeline/Multiverse, Outer, Plant, Psionic, Rakshasa World, Regenerating, Reptile, Size Class (choose one), Space, Spirit of the Land, Tarrasque World, Technological, Undead, Unlive, Virus, Water, Weird, Wurm.
Alternate: Each level, choose a species resistance (see list above). You resist all attacks or special effects (choose one) from that species. You may take the same species multiple times; to resist both attacks and effects; and/or to get double resist, then immune. It would take 6 picks to become completely immune to all of a species' attacks and special effects.

[PC43A] Collective 4.3A Classes


Small Game Hunter

Level KXP S/BGH [[MH]]
123 4 [[M]]
1 0 2-- - [[-]]
2 6.5 3-- - [[-]]
3 13 4-- - [[-]]
4 26 41- - [[-]]
5 52 41- - [[-]]
6 104 42- - [[-]]
7 208 42- - [[-]]
8 416 43- - [[-]]
9 832 43- - [[-]]
10 1450 44- - [[-]]
11 2100 44- - [[-]]
12 2750 441 - [[-]]
13 3400 441 - [[-]]
14 4050 441 - [[-]]
15 4700 442 - [[-]]
16 5350 442 - [[-]]
17 6000 442 - [[-]]
18 6650 443 - [[-]]
19 7300 443 - [[-]]
20 7950 443 - [[-]]
21 8600 444 - [[-]]
22 9250 444 - [[-]]
23 9900 444 - [[-]]
24 10550 444 1 [[-]]
25 11200 444 1 [[-]]
26 11850 444 1 [[-]]
27 12500 444 1 [[-]]
28 13150 444 2 [[-]]
29 13800 444 2 [[-]]
30 14450 444 2 [[-]]
31 15100 444 2 [[-]]
32 15750 444 3 [[-]]
33 16400 444 3 [[-]]
34 17050 444 3 [[-]]
35 17700 444 3 [[-]]
36 18350 444 4 [[1]]
TH Saves
PD RS PP BW Sp Fo Re Wi
+1  5  2  4  2  1  1  1  0
+3  6  4  5  4  3  2  2  1
+5  8  5  7  6  4  3  3  2
+7  9  7  8  8  6  4  4  2
+9 11  8 10 10  7  5  4  3
+11 12 10 11 12  9  6  5  4
+13 14 11 13 14 10  7  6  4
+15 14 12 14 14 11  8  7  5
+17 15 13 14 14 12  9  8  6
+19 15 14 15 15 13 10  8  6
+21 15 14 15 15 14 11  9  7
+23 15 14 15 15 15 12 10  8
+25 15 15 15 15 15 13 11  8
+27 16 15 15 15 15 14 12  9
+29 16 15 16 15 15 15 12 10
+31 16 16 16 15 15 16 13 10
+33 16 16 16 16 16 17 14 11
+35 17 16 16 16 16 18 15 12
Requisites: Str 36, Dex 27, Con 18, Wis 16
Alignment: any
HD/level: & 2m0
Weapon Prof.: & 4+level
To Hit Table: 2xWar
Save Table: 2xWar
Reference: DM {Reduced Reduced Mortal Hunter}
Groups: Warrior, Demigod (x1)
 
Gets Barbarian Str. Uses Normal Con bonus for hit dice (this can't be overwritten).
Can weapon specialize using the Barbarian column.
Small Game Hunter class gets 1st, 2nd, 3rd, 4th, and 22nd level spells. The 2nd, 3rd, and 4th level spells are the same as Big Game Hunter. The 22nd level spells are Mortal Hunter 12th's (Concordant Spell Level=12).
Several powers reference F actions as a cost. F actions are 1S+1V or 1M+1P+1V.
Gets 1G action per turn. (Once per turn you can use 1G action, it acts as an infinitely quick F action.)
Gets a "Level:" ability per level from any Warrior class you know. May pick "paragraph-symboled / unpickable" ( ¶ ) abilities at a 12 level penalty (a Level 3: would become a Level 15:). May pick "lines of text" as if they were Level 27: abilities.

[PC43A] Collective 4.3A Classes


Small Game Hunter Spells

Level # Spell
1 1 +LVL QQV Actions, or can lock down one action type that you have if desired.
1 2 You may be bound (with Healing/Herbalism proficiency) three times instead of once.
1 3 1F, 1/r: Halve a creature's current hp (PPD save)
1 4 1F+2bF, 1/r: Halve the current hp of a group of creatures (PPD save)
1 5 1F: One target gets "Sporacled" (Hit by a random [C] section effect) (RSW save)
1 6 3bF, 1/r: Counter a x1 magic or psionic effect.
1 7 -LVL*3 to one stat in your group, has a hole in the middle (you aren't affected by it)
1 8 Resist all natural (NR based) and x0 effects. Get +LVL saves.
1 9 +LVL AC (this does stack with the 2nd level version)
2 1 +LVL QQP Actions. Can lock down one action type if desired.
2 2 One of your effects does not drop if you are dropped. One of your effects is not removed from the stack if you are killed/removed before the stack ends.
2 3 1F, 1/r: Slay a creature (PPD save)
2 4 1F+2bF, 1/r: Slay a group of creatures (PPD save)
2 5 1F: A group gets "Sporacled" (Hit by a random [C] section effect) (RSW save)
2 6 2bF, 1/r: Counter a x1 effect.
2 7 -LVL*9 to any number of stats (Str, Dex, Con, Int, Wis, and Chr) in your group, does not have a hole in the middle
2 8 Immune to all x0 effects. Get a save vs. x1 effects that do not offer a save.
2 9 +LVL*2 AC
3 1 +1 IF (Instantaneous F action) which can't be locked down.
3 2 You may convert 4F actions to 1X action (you may do this as many times as you like, prefixes are kept).
3 3 1F, 1/r: Incurse a group (BW save); 1F, 1/r: Annihilate a group (RSW save)
3 4 1F+3bF, 1/reset: Incurse (no save, aIR to resist) and Annihilate (no save, aPR to resist) one target
3 5 1F, 1/r: Banhammer one spell/effect/ability; this cannot be used in the room. This is a x1 Special.
3 6 +LVL*3 AC (stacks with the SL=2 ability)
4 1 1F: As You Are a group (Will save)
4 2 +LVL*4 AC (stacks with the SL=2 and SL=3 abilities)
4 3 You and the space you're standing at can't be targetted. "Blindfighting", X-ray vision, and "Seeking" (non-direct) effects cannot be used against you.
22 (M.H. 12) 1 +DCL QQQQQQX Actions. All actions other than X, G, Z, and I (and their variants) are locked down. The DM may determine that some campaign-specific unique specialty actions may be immune to this.
22 (M.H. 12) 2 Your effects do not drop if you are dropped. Your effects are not removed from the stack if you are killed/removed before the stack ends.
22 (M.H. 12) 3 All x1 (and x0 if you desire) beings who see you are Capital S Slain (GR to resist). "Blindfighting" cannot be used against you.
22 (M.H. 12) 4 1G: Capital S Slay (as the ability above this one on this list). Affects any number of x1 and x0 creatures (up to DCL groups), or DCL x2 creatures, or a single x3 (or above) creature.
22 (M.H. 12) 5 1G: Select DCL groups of creatures. Each gets "Sporacled" (Takes a random [C] section effect, they are affected by it). MSave and GR to resist.
22 (M.H. 12) 6 1N: Counter a x0 effect. 1Z: Counter a x1 effect. 1X: Counter a x2 effect. 1G: Counter a x3 effect.
22 (M.H. 12) 7 -DCL*25 to Str, Dex, Con, Int, Wis, and Chr 60' r (no resistance except "Hold Stats" abilities). Has a "Hole in the Middle".
22 (M.H. 12) 8 Immune to all x1 and x0 effects. Resist and get a PSave vs. x2 effects.
22 (M.H. 12) 9 |AC| 20+DCL (absolute AC 20+DCL). People need a natural 20+DCL to hit you, no natural roll less than 20+DCL will hit you (regardless of TH bonus). ++'s to hit and Lady's Smile does work against this ability. Luck and other die-setting effects do not.

[PC43A] Collective 4.3A Classes


Smurf

Level KXP
Spells
1 0 (none)
2 2.5 (none)
3 5 (none)
4 10 (none)
5 20 (none)
6 40 (none)
7 80 (none)
8 160 (none)
9 320 (none)
10 500 (none)
11 750 (none)
12 1000 (none)
13 1250 (none)
14 1500 (none)
15 1750 (none)
16 2000 (none)
17 2250 (none)
18 2500 (none)
19 2750 (none)
20 3000 (none)
21 3250 (none)
22 3500 (none)
23 3750 (none)
24 4000 (none)
25 4250 (none)
26 4500 (none)
27 4750 (none)
28 5000 (none)
29 5250 (none)
30 5500 (none)
31 5750 (none)
32 6000 (none)
33 6250 (none)
34 6500 (none)
35 6750 (none)
36 7000 (none)
TH Saves
PD RS PP BW Sp Fo Re Wi
+0 9  8  7  4  5  1  0  0
+1 10  9  8  5  6  2  1  0
+1 10  9  8  5  6  2  1  0
+2 10  9  8  6  6  2  1  0
+2 10  9  8  6  6  2  1  0
+3 10  9  8  6  7  3  2  0
+3 10  9  8  6  7  3  2  0
+4 12 11 10  8  9  3  2  1
+4 12 11 10  8  9  3  2  1
+5 12 11 10  9  9  4  2  1
+5 12 11 10  9  9  4  2  1
+6 12 11 10  9 10  4  3  1
+6 12 11 10  9 10  4  3  1
+7 14 13 12 11 12  5  3  2
+7 14 13 12 11 12  5  3  2
+8 14 13 12 12 12  5  4  2
+8 14 13 12 12 12  5  4  2
+9 14 13 13 12 12  6  4  2
Requisites: Dex 15, Chr 15
Alignment: any G
HD/level: d5
Weapon Prof.: 0+level/2
To Hit Table: ½xMon
Save Table: ½xHalf0
Reference: Smurfs
Groups: Monster, Joke, NonCombatant
 
Each Level: Get your LVL in Smurf picks (see next page). Most Smurfs cost more than one pick. You have the abilities of the Smurf types you pick. You may save picks to get a bigger Smurf type later. Smurfs can be taken more than once, each "+" based ability gives only +1 more per additional Smurf. (e.g. Vanity Smurf gives +5 Cml. Two Vanity Smurfs gives +6 Cml, not +10.) Non-"+" based abilities may or may not stack; check with the DM.
Level 1 ¶: 1M: Summon a DL=(LVL+2)/3 monster (type Smurf). You gain the abilities that Smurf type grants as long as you have that summon.
Level 1 ¶: 1P, 1/t: Refill the Smurfberry pool, to a max of 10*LVL Smurfberries. Smurfberries are eaten like Goodberries; each Smurfberry cures 2 hp, or gives a new saving throw against an effect. If the effect had no previous save, use RSW; the target number = 10+CL of the effect.
Level 1: You always have a (free) Smurfy Hat as a helmet, it is AC +LVL with no Rogue adjustments. You can remove it and wear a different cap/hat/helmet if you like.
Level 1: +LVL AC.
Level 1: Free instance of the Smurf Familiar. It's abilities are: Level 1: +50% base Non-Weapon Proficiencies; Level 9: +LVL*10% MR; Level 18: +50% base Non-Weapons; 1M: Psi6G Escape. It is a "vanilla" Smurf and doesn't give any of the Smurf pick powers on the next page.

[PC43A] Collective 4.3A Classes


Smurf Types

# Picks Smurf Type Effect
1 Clockwork Smurf +5 TH with physical attacks; Communicate with Golems; Immune Wood
Clumsy Smurf 1M: Target drops one item he's holding/wielding (Will save); 1M: Trip (Reflex save)
Grouchy Smurf +5 dmg with physical attacks; 1M: Dispel an X4 (Superstition) effect
Scaredy Smurf 1M: Fear; 0, 1/r: Reroll a missed saving throw.
Vanity Smurf +5 Cml; Gaze Reflection; Immune harmful Mirror effects (Opposition, etc.)
2 Dopey Smurf -2 Int; 1V: Produce (teleport one your items back); 1V, 1/d: Create any item of < 100*LVL gp value
Enamored Smurf Have an X4 (Superstition) belief in one thing for x1.25. If you also have Smurfette, it's x1.5 instead.
Fisher Smurf Water Walking; Lower Water; 1M: Summon a DL=LVL/3 Water creature.
Harmony Smurf 1M, 1V: Do a Bard Song at 50+LVL*10% (Song of Battle is +1 TH, dmg, or saves per 10% made)
Sloppy Smurf -5 Cml; Have a "Fly" Familiar (Level 1: Flying 12"; Level 9: Resist Disease; Bite causes Disease; Level 18: Bite causes DNA Scramble)
3 Doctor Smurf +5 Int; 1M: Cure 50 hp, or can remove a [C] section effect
Flying/Aviator Smurf +5 Dex; Flying LVL*3" (D); Immune falling dmg (but not TK); 1M, 1/d: Teleport without Error
Greedy Smurf +10% money; 1/reset: +1 compensated magic item
Poet Smurf Resist Tricks (Immune if you have Painter Smurf too); 1M: Remove Charm, Domination, Ego Domination, Hypnosis
Tracker Smurf Tracking (LVL slots); 1M, 1/h: Locate Object/Person; 1M, 1/d: Find the Path
4 Architect Smurf 1P, 1/r: Create a door (with a -50% lock if you like); 1P, 1/r: Wall of Mushroom (like a Wall of Stone)
Dabbler Smurf +5 Wis; +5 saves; 1M: Charm Person (Will save)
Farmer Smurf Double # of Smurfberries; 1P, 1/h: Plant Growth; 1M, 1/d: The party will get +50% XP from this fight.
Painter Smurf Resist Tricks (Immune if you have Poet Smurf too); 1V: Blink; 1P: Dimension Door
Timid/Actor Smurf Resist Dragons; 1M: Charm Dragon (make LVL Will saves, choose worst)
5 Dreamy Smurf CaCR 50%; 1M, 1/t: Use a SL=LVL/4 Psi10 power
Jokey Smurf 1P: "Give someone a present": LVLd6 Delayed Blast Fireball (1 group, LVLd6+LVL fire dmg, Spell save: ½)
Miner Smurf +5 Str; Unusual Materials cost the square root of the cost multiplier (x10000 -> x100)
Nosy Smurf +5 Non-Weapon proficiencies; +5 Kits; 1M: Legend Lore; 1M, 1/d: Ask the DM a question
Sassette Smurfling +5 Chr; Sense Danger; 1M: Remove a "?" mark from the dungeon; 1bF, 1/d: Remove a Wandering Monster effect
6 Baby Smurf -1/3 Size; -1 age category; 1M: Cast a SL=LVL/4 Priest spell
Baker Smurf 1P: "Bake a Smurfberry Pie": Cure 250 hp, can remove [C] section effects for 50 less curing each
Grandpa Smurf -2 Str; -2 Dex; -2 Con; +5 Int; +5 Wis; Immune Aging
Tailor Smurf Divide the cost of Armor (including Shields, Helms, etc.) and Armor Adjectives by LVL
7 Brainy Smurf +5 Int; 1M: Cast a SL=LVL/4 Wizard spell
Handy Smurf +5 Con; 2P, 1/t: Build a TechL=LVL/2 Tech item; you can have LVL/2 Tech items
Smurfette +5 Chr; +3 Luck; Get the Slut1 chart with LVL*20 Rogue pts.
8 Hefty Smurf +5 Str; +5*LVL max hp; +5 weapon proficiencies
Lazy Smurf -5 Initiative; +5 QQQQslowS actions (these can be used only on segment 10, and not before combat starts)
9 Papa Smurf +5 Wis; +3 HNCL; 1M: Cast a SL=LVL/3 Wizard or Priest spell
13 Purple/"Gnap!" Smurf AL becomes E; Your Bite attack is Curse and Helm of Opposite Alignment branded; 1M: Dispel LVL effects (halve ER/iER); 1P, take 5 dmg: Fire Storm at double CL (so it's 4*CLd8 Unholy Fire dmg to 2 groups, no save); 1V, sacrifice a Smurf: Destruction (reverse Resurrection) or Invoke a Raw Logrus

[PC43A] Collective 4.3A Classes


Songsmith Bard

Level KXP Rogue
123 456 7
1 0 1-- --- -
2 3 2-- --- -
3 6 21- --- -
4 12 32- --- -
5 24 421 --- -
6 37.5 431 --- -
7 60 432 --- -
8 90 432 1-- -
9 127.5 533 2-- -
10 165 543 21- -
11 225 543 32- -
12 300 554 321 -
13 600 554 322 -
14 900 554 322 1
15 1200 554 422 2
16 1500 555 432 2
17 1800 555 532 2
18 2100 555 533 2
19 2400 555 543 2
20 2700 555 543 3
21 3000 555 554 3
22 3300 555 555 4
23 4200 555 555 5
24 5100 666 655 5
25 6000 666 666 6
26 6900 777 766 6
27 7800 777 777 7
28 8700 888 877 7
29 9600 888 888 8
30 10500 999 988 8
31 11400 999 999 9
32 12300 AAA A99 9
33 13200 AAA AAA A
34 14100 BBB BAA A
35 15000 BBB BBB B
36 15900 CCC CCC C
TH Saves
PD RS PP BW Sp Fo Re Wi
+0 12 10 15  5  7  0  5  0
+2 15 10 15  7 10  2  7  0
+3 15 12 15  7 10  2  7  0
+4 15 12 17  7 12  2 10  2
+5 15 15 17  7 12  5 10  2
+7 17 15 17 10 15  5 12  2
+8 17 17 17 10 15  7 12  5
+9 17 17 20 10 17  7 15  5
+10 17 20 20 10 17  7 15  5
+12 20 20 20 12 20 10 17  7
+13 20 22 20 12 20 10 17  7
+14 20 22 22 12 22 12 20  7
+15 20 25 22 12 22 12 20 10
+17 22 25 22 15 25 12 22 10
+18 22 27 22 15 25 15 22 10
+19 22 27 25 15 27 15 25 12
+20 22 30 25 15 27 17 25 12
+22 25 30 25 17 30 17 27 12
Requisites: Dex 18, (Int or Wis) 14, Chr 23
Alignment: T* or *N
HD/level: & +d8
Weapon Prof.: 6+level/3
To Hit Table: 2½xRog
Save Table: Rog*2½ (see below)
Reference: DM
Groups: Rogue
 
Exceptional Dex and Chr bonus.
You can always cast Rogue spells. If you have an Int of 21 or higher, you can cast Wizard spells up to SL=Int-20. If you have a Wis of 21 or higher, you can cast Priest spells up to SL=Wis-20.
The Saves of "Rog*2½" means to read the Rogue table at your level, and multiply the results by 2.5 (this is different from "2½xRog", where you multiply your level by 2.5 before reading).
Gets 65 Rogue points per level. Or optionally, gets no Rogue points at all, instead, add this to each ability: +(Your level)*15-(level you gained ability)*5
All of the "Song" abilties disallow the use of Mouth's P actions while being used. They may be maintained next round for 1 Mouth's P action. They affect the whole party, including subordinates (summons, henchmen, mounts, followers, familiars, etc.).
Level 1: Vocalize and Semanticize: Don't need to speak to cast spells. Can cast Rogue spells with P actions instead of M actions. Both of these effects together let you maintain a song while casting spells.
Level 1: +LVL*3/2 (round down) nonweapon proficiencies
Level 9: You can sing two songs at the same time, if you have QP actions or if you have two heads. You need to start the first song, then you can begin the other with a mouth's QP (or your other mouth's P).
Lvl Bard Ability | -50% | -100% | -150% Act Base Penalty Bonus
1 Legend Lore | Identify ||| Know how to defeat a god or destroy an artifact 0 | M ||| F 0 Int-15 Int-16
1 Read Languages | Decipher Code ||| Read text that has been scrambled or erased M 5 Int-11 Int-15
1 Musical Inspiration | Emotion ||| Suggestion S 5*LVL Chr-11 Chr-13
1 Summon DL I Animal ( || per +1 DL) ||| Summon DL I (specify type) V 0 Chr-11 Chr-13
1 Charm/Influence Reaction ||| Erase a "!" mark in dungron S 10 Chr-10 Chr-13
1 Song of Evasion (party gets +1 AC per 10% rating) mouth'sP 0 Dex-12 Dex-15
1 Song of Resistance (party gets -1 dmg/attack per 25% rating) mouth'sP 0 Con-16 Con-25
1 any Rogue 1 ability - - - -
2 Song of Healing (cures whole party 1 hp per 10% rating /s) mouth'sP 10 Wis-15 Wis-19
2 Song of Blasting (group takes 1 sound dmg per 5% rating /s) mouth'sP 10 Str-15 Str-19
2 Empathy | ESP ||| Tap Psionic Link M 15 Wis-13 Wis-20
3 Song of Courage (+1 Morale per 5% rating, Removes Fear) mouth'sP 10 Chr-17 Chr-21
3 Song of Fear (Fear a group, Will save target # = rating) mouth'sP 10 Int-17 Int-21
4 Song of Vines (Entangle a group, Reflex save target # = rating) mouth'sP 10 Dex-19 Dex-23
4 Song of Dispelling (Dispel one effect on each creature in a group /s) mouth'sP 10 Wis-19 Wis-23
4 Sensitivity to Psychic Impressions ||| Truename ||| Rotating Truename M 20 Wis-14 Wis-16
5 Song of Battle (+1 TH,dmg,or saves per 15% rating) mouth'sP 10 Str-21 Str-25
5 Song of Certamen (+1 dmg /die with spells per 15% rating) mouth'sP 10 Int-21 Int-25
6 any Rogue 6 ability - - - -
7 any Rogue 7 ability - - - -
8 any Rogue 8 ability - - - -
9 Song of Wishing (Does a SL=rating/40 Wizard or Priest effect /s, max SL=LVL/2) mouth'sP 0 Int+Wis-49 Int+Wis-55
18 Song of Escape/Teleport Away (Party Escapes; or Teleport Away a group, Fort save target # = rating) mouth'sP 0 Dex-33 Dex-35
27 Song of As You Are (Group increases 1 XP divisor per 30% rating) mouth'sP 0 Chr-39 Chr-40

[PC43A] Collective 4.3A Classes


Specialty Schools (Mini-Class)

Level KXP Effect Total
1 5 +1 specialty School or Sphere (1)
2 10 +1 specialty School or Sphere (2)
3 20 +1 specialty School or Sphere (3)
4 40 +1 specialty School or Sphere (4)
5 80 +1 specialty School or Sphere (5)
6 160 +1 specialty School or Sphere (6)
7 320 +1 specialty School or Sphere (7)
8 500 +1 specialty School or Sphere (8)
9 750 +1 specialty School or Sphere (9)
10 1000 +1 specialty School or Sphere (10)
11 1250 +1 specialty School or Sphere (11)
12 1500 +1 specialty School or Sphere (12)
13 1750 +1 specialty School or Sphere (13)
14 2000 +1 specialty School or Sphere (14)
15 2250 +1 specialty School or Sphere (15)
16 2500 +1 specialty School or Sphere (16)
17 2750 +1 specialty School or Sphere (17)
18 3000 +1 specialty School or Sphere (18)
19 3250 +1 specialty School or Sphere (19)
20 3500 +1 specialty School or Sphere (20)
21 3750 +1 specialty School or Sphere (21)
22 4000 +1 specialty School or Sphere (22)
23 4250 +1 specialty School or Sphere (23)
24 4500 +1 specialty School or Sphere (24)
25 4750 +1 specialty School or Sphere (25)
26 5000 +1 specialty School or Sphere (26)
27 5250 +1 specialty School or Sphere (27)
28 5500 +1 specialty School or Sphere (28)
29 5750 +1 specialty School or Sphere (29)
30 6000 +1 specialty School or Sphere (30)
31 6250 +1 specialty School or Sphere (31)
32 6500 +1 specialty School or Sphere (32)
33 6750 +1 specialty School or Sphere (33)
34 7000 +1 specialty School or Sphere (34)
35 7250 +1 specialty School or Sphere (35)
36 7500 +1 specialty School or Sphere (36)
Alternate Effect Alt Total
+1 specialty Discipline (psionics) (2)
+1 specialty Discipline (psionics) (4)
+1 specialty Discipline (psionics) (6)
+1 specialty Discipline (psionics) (8)
+1 specialty Discipline (psionics) (10)
+1 specialty Discipline (psionics) (12)
+1 specialty Discipline (psionics) (14)
+1 specialty Discipline (psionics) (16)
+1 specialty Discipline (psionics) (18)
+1 specialty Discipline (psionics) (20)
+1 specialty Discipline (psionics) (22)
+1 specialty Discipline (psionics) (24)
+1 specialty Discipline (psionics) (26)
+1 specialty Discipline (psionics) (28)
+1 specialty Discipline (psionics) (30)
+1 specialty Discipline (psionics) (32)
+1 specialty Discipline (psionics) (34)
+1 specialty Discipline (psionics) (36)
+1 specialty Discipline (psionics) (38)
+1 specialty Discipline (psionics) (40)
+1 specialty Discipline (psionics) (42)
+1 specialty Discipline (psionics) (44)
+1 specialty Discipline (psionics) (46)
+1 specialty Discipline (psionics) (48)
+1 specialty Discipline (psionics) (50)
+1 specialty Discipline (psionics) (52)
+1 specialty Discipline (psionics) (54)
+1 specialty Discipline (psionics) (56)
+1 specialty Discipline (psionics) (58)
+1 specialty Discipline (psionics) (60)
+1 specialty Discipline (psionics) (62)
+1 specialty Discipline (psionics) (64)
+1 specialty Discipline (psionics) (66)
+1 specialty Discipline (psionics) (68)
+1 specialty Discipline (psionics) (70)
+1 specialty Discipline (psionics) (72)
 
Specialty Schools/Spheres make spells of that school/sphere cost only ½ of a spell; or alternatively, you can instead get +1 spell per SL of that school/sphere.
You may trade in 4 picks here to make a school/sphere "Robed" (-1 SL). This does not stack with other Robe effects you may have for that school/sphere.
You may trade in 4 picks here to make a school/sphere ½M to cast. Material componenting still costs 1V though.

[PC43A] Collective 4.3A Classes


Specific Immuner (Mini-Class)

Level KXP Normal Effect Total
1 2.5 Immune to 2 specific effects (2)
2 5 Immune to 2 specific effects (4)
3 10 Immune to 2 specific effects (6)
4 20 Immune to 2 specific effects (8)
5 40 Immune to 2 specific effects (10)
6 80 Immune to 2 specific effects (12)
7 160 Immune to 2 specific effects (14)
8 320 Immune to 2 specific effects (16)
9 500 Immune to 2 specific effects (18)
10 750 Immune to 2 specific effects (20)
11 1000 Immune to 2 specific effects (22)
12 1250 Immune to 2 specific effects (24)
13 1500 Immune to 2 specific effects (26)
14 1750 Immune to 2 specific effects (28)
15 2000 Immune to 2 specific effects (30)
16 2250 Immune to 2 specific effects (32)
17 2500 Immune to 2 specific effects (34)
18 2750 Immune to 2 specific effects (36)
19 3000 Immune to 2 specific effects (38)
20 3250 Immune to 2 specific effects (40)
21 3500 Immune to 2 specific effects (42)
22 3750 Immune to 2 specific effects (44)
23 4000 Immune to 2 specific effects (46)
24 4250 Immune to 2 specific effects (48)
25 4500 Immune to 2 specific effects (50)
26 4750 Immune to 2 specific effects (52)
27 5000 Immune to 2 specific effects (54)
28 5250 Immune to 2 specific effects (56)
29 5500 Immune to 2 specific effects (58)
30 5750 Immune to 2 specific effects (60)
31 6000 Immune to 2 specific effects (62)
32 6250 Immune to 2 specific effects (64)
33 6500 Immune to 2 specific effects (66)
34 6750 Immune to 2 specific effects (68)
35 7000 Immune to 2 specific effects (70)
36 7250 Immune to 2 specific effects (72)
Alternate Effect Alt Total
0, 1/d: Immune to someone for 1t (1)
0, 1/d: Immune to someone for 1t (2)
0, 1/d: Immune to someone for 1t (3)
0, 1/d: Immune to someone for 1t (4)
0, 1/d: Immune to someone for 1t (5)
0, 1/d: Immune to someone for 1t (6)
0, 1/d: Immune to someone for 1t (7)
0, 1/d: Immune to someone for 1t (8)
0, 1/d: Immune to someone for 1t (9)
0, 1/d: Immune to someone for 1t (10)
0, 1/d: Immune to someone for 1t (11)
0, 1/d: Immune to someone for 1t (12)
0, 1/d: Immune to someone for 1t (13)
0, 1/d: Immune to someone for 1t (14)
0, 1/d: Immune to someone for 1t (15)
0, 1/d: Immune to someone for 1t (16)
0, 1/d: Immune to someone for 1t (17)
0, 1/d: Immune to someone for 1t (18)
0, 1/d: Immune to someone for 1t (19)
0, 1/d: Immune to someone for 1t (20)
0, 1/d: Immune to someone for 1t (21)
0, 1/d: Immune to someone for 1t (22)
0, 1/d: Immune to someone for 1t (23)
0, 1/d: Immune to someone for 1t (24)
0, 1/d: Immune to someone for 1t (25)
0, 1/d: Immune to someone for 1t (26)
0, 1/d: Immune to someone for 1t (27)
0, 1/d: Immune to someone for 1t (28)
0, 1/d: Immune to someone for 1t (29)
0, 1/d: Immune to someone for 1t (30)
0, 1/d: Immune to someone for 1t (31)
0, 1/d: Immune to someone for 1t (32)
0, 1/d: Immune to someone for 1t (33)
0, 1/d: Immune to someone for 1t (34)
0, 1/d: Immune to someone for 1t (35)
0, 1/d: Immune to someone for 1t (36)
 
The normal version makes you immune to 2 specific (named) effects per level. [C] section effects are not acceptable. However, you could pick "Coup de grace" (to catch the feat) and "Put Out of Misery" (for the spell) to get rid of two of the most common slay effects.
The alternate version makes you immune to everything a person would do to you for 1 turn. This does not make you immune to their summons or followers. It covers your effects too, so this immunity cannot be "twisted" by the person you're immune to (though someone else could do it).

[PC43A] Collective 4.3A Classes


Spell Damage (Mini-Class)

Level KXP Normal Effect Total
1 1.5 +1 per die w/ damaging spells (+1)
2 3 +1 per die w/ damaging spells (+2)
3 6 +1 per die w/ damaging spells (+3)
4 12 +1 per die w/ damaging spells (+4)
5 24 +1 per die w/ damaging spells (+5)
6 48 +1 per die w/ damaging spells (+6)
7 96 +1 per die w/ damaging spells (+7)
8 192 +1 per die w/ damaging spells (+8)
9 300 +1 per die w/ damaging spells (+9)
10 450 +1 per die w/ damaging spells (+10)
11 600 +1 per die w/ damaging spells (+11)
12 750 +1 per die w/ damaging spells (+12)
13 900 +1 per die w/ damaging spells (+13)
14 1050 +1 per die w/ damaging spells (+14)
15 1200 +1 per die w/ damaging spells (+15)
16 1350 +1 per die w/ damaging spells (+16)
17 1500 +1 per die w/ damaging spells (+17)
18 1650 +1 per die w/ damaging spells (+18)
19 1800 +1 per die w/ damaging spells (+19)
20 1950 +1 per die w/ damaging spells (+20)
21 2100 +1 per die w/ damaging spells (+21)
22 2250 +1 per die w/ damaging spells (+22)
23 2400 +1 per die w/ damaging spells (+23)
24 2550 +1 per die w/ damaging spells (+24)
25 2700 +1 per die w/ damaging spells (+25)
26 2850 +1 per die w/ damaging spells (+26)
27 3000 +1 per die w/ damaging spells (+27)
28 3150 +1 per die w/ damaging spells (+28)
29 3300 +1 per die w/ damaging spells (+29)
30 3450 +1 per die w/ damaging spells (+30)
31 3600 +1 per die w/ damaging spells (+31)
32 3750 +1 per die w/ damaging spells (+32)
33 3900 +1 per die w/ damaging spells (+33)
34 4050 +1 per die w/ damaging spells (+34)
35 4200 +1 per die w/ damaging spells (+35)
36 4350 +1 per die w/ damaging spells (+36)
Alternate Effect Alt Total
+10% dmg w/ damaging spells (x1.1)
+10% dmg w/ damaging spells (x1.2)
+10% dmg w/ damaging spells (x1.3)
+10% dmg w/ damaging spells (x1.4)
+10% dmg w/ damaging spells (x1.5)
+10% dmg w/ damaging spells (x1.6)
+10% dmg w/ damaging spells (x1.7)
+10% dmg w/ damaging spells (x1.8)
+10% dmg w/ damaging spells (x1.9)
+10% dmg w/ damaging spells (x2)
+10% dmg w/ damaging spells (x2.1)
+10% dmg w/ damaging spells (x2.2)
+10% dmg w/ damaging spells (x2.3)
+10% dmg w/ damaging spells (x2.4)
+10% dmg w/ damaging spells (x2.5)
+10% dmg w/ damaging spells (x2.6)
+10% dmg w/ damaging spells (x2.7)
+10% dmg w/ damaging spells (x2.8)
+10% dmg w/ damaging spells (x2.9)
+10% dmg w/ damaging spells (x3)
+10% dmg w/ damaging spells (x3.1)
+10% dmg w/ damaging spells (x3.2)
+10% dmg w/ damaging spells (x3.3)
+10% dmg w/ damaging spells (x3.4)
+10% dmg w/ damaging spells (x3.5)
+10% dmg w/ damaging spells (x3.6)
+10% dmg w/ damaging spells (x3.7)
+10% dmg w/ damaging spells (x3.8)
+10% dmg w/ damaging spells (x3.9)
+10% dmg w/ damaging spells (x4)
+10% dmg w/ damaging spells (x4.1)
+10% dmg w/ damaging spells (x4.2)
+10% dmg w/ damaging spells (x4.3)
+10% dmg w/ damaging spells (x4.4)
+10% dmg w/ damaging spells (x4.5)
+10% dmg w/ damaging spells (x4.6)

[PC43A] Collective 4.3A Classes


Spell Groups (Mini-Class)

Level KXP Effect Total
1 20 Area effect spell hits +1 group (1)
2 40 Area effect spell hits +1 group (2)
3 80 Area effect spell hits +1 group (3)
4 160 Area effect spell hits +1 group (4)
5 320 Area effect spell hits +1 group (5)
6 640 Area effect spell hits +1 group (6)
7 1000 Area effect spell hits +1 group (7)
8 1500 Area effect spell hits +1 group (8)
9 2000 Area effect spell hits +1 group (9)
10 2500 Area effect spell hits +1 group (10)
11 3000 Area effect spell hits +1 group (11)
12 3500 Area effect spell hits +1 group (12)
13 4000 Area effect spell hits +1 group (13)
14 4500 Area effect spell hits +1 group (14)
15 5000 Area effect spell hits +1 group (15)
16 5500 Area effect spell hits +1 group (16)
17 6000 Area effect spell hits +1 group (17)
18 6500 Area effect spell hits +1 group (18)
19 7000 Area effect spell hits +1 group (19)
20 7500 Area effect spell hits +1 group (20)
21 8000 Area effect spell hits +1 group (21)
22 8500 Area effect spell hits +1 group (22)
23 9000 Area effect spell hits +1 group (23)
24 9500 Area effect spell hits +1 group (24)
25 10000 Area effect spell hits +1 group (25)
26 10500 Area effect spell hits +1 group (26)
27 11000 Area effect spell hits +1 group (27)
28 11500 Area effect spell hits +1 group (28)
29 12000 Area effect spell hits +1 group (29)
30 12500 Area effect spell hits +1 group (30)
31 13000 Area effect spell hits +1 group (31)
32 13500 Area effect spell hits +1 group (32)
33 14000 Area effect spell hits +1 group (33)
34 14500 Area effect spell hits +1 group (34)
35 15000 Area effect spell hits +1 group (35)
36 15500 Area effect spell hits +1 group (36)
Alternate Effect Alt Total
Area effect psi power hits +1 group (1)
Area effect psi power hits +1 group (2)
Area effect psi power hits +1 group (3)
Area effect psi power hits +1 group (4)
Area effect psi power hits +1 group (5)
Area effect psi power hits +1 group (6)
Area effect psi power hits +1 group (7)
Area effect psi power hits +1 group (8)
Area effect psi power hits +1 group (9)
Area effect psi power hits +1 group (10)
Area effect psi power hits +1 group (11)
Area effect psi power hits +1 group (12)
Area effect psi power hits +1 group (13)
Area effect psi power hits +1 group (14)
Area effect psi power hits +1 group (15)
Area effect psi power hits +1 group (16)
Area effect psi power hits +1 group (17)
Area effect psi power hits +1 group (18)
Area effect psi power hits +1 group (19)
Area effect psi power hits +1 group (20)
Area effect psi power hits +1 group (21)
Area effect psi power hits +1 group (22)
Area effect psi power hits +1 group (23)
Area effect psi power hits +1 group (24)
Area effect psi power hits +1 group (25)
Area effect psi power hits +1 group (26)
Area effect psi power hits +1 group (27)
Area effect psi power hits +1 group (28)
Area effect psi power hits +1 group (29)
Area effect psi power hits +1 group (30)
Area effect psi power hits +1 group (31)
Area effect psi power hits +1 group (32)
Area effect psi power hits +1 group (33)
Area effect psi power hits +1 group (34)
Area effect psi power hits +1 group (35)
Area effect psi power hits +1 group (36)
 
For each level, specify a spell (by name). If you cast that spell and it does area effect, it affects +1 group. You can pick the same spell more than once (so it affects multiple extra groups). You can change your spells at reset.

[PC43A] Collective 4.3A Classes


Spell Robe (Mini-Class)

Level KXP Normal Effect Total
1 1 1 spell gets -1 SL (1)
2 2 1 spell gets -1 SL (2)
3 4 1 spell gets -1 SL (3)
4 8 1 spell gets -1 SL (4)
5 16 1 spell gets -1 SL (5)
6 32 1 spell gets -1 SL (6)
7 64 1 spell gets -1 SL (7)
8 128 1 spell gets -1 SL (8)
9 200 1 spell gets -1 SL (9)
10 300 1 spell gets -1 SL (10)
11 400 1 spell gets -1 SL (11)
12 500 1 spell gets -1 SL (12)
13 600 1 spell gets -1 SL (13)
14 700 1 spell gets -1 SL (14)
15 800 1 spell gets -1 SL (15)
16 900 1 spell gets -1 SL (16)
17 1000 1 spell gets -1 SL (17)
18 1100 1 spell gets -1 SL (18)
19 1200 1 spell gets -1 SL (19)
20 1300 1 spell gets -1 SL (20)
21 1400 1 spell gets -1 SL (21)
22 1500 1 spell gets -1 SL (22)
23 1600 1 spell gets -1 SL (23)
24 1700 1 spell gets -1 SL (24)
25 1800 1 spell gets -1 SL (25)
26 1900 1 spell gets -1 SL (26)
27 2000 1 spell gets -1 SL (27)
28 2100 1 spell gets -1 SL (28)
29 2200 1 spell gets -1 SL (29)
30 2300 1 spell gets -1 SL (30)
31 2400 1 spell gets -1 SL (31)
32 2500 1 spell gets -1 SL (32)
33 2600 1 spell gets -1 SL (33)
34 2700 1 spell gets -1 SL (34)
35 2800 1 spell gets -1 SL (35)
36 2900 1 spell gets -1 SL (36)
Alternate Effect Alt Total
1 psi power gets -1 SL (1)
1 psi power gets -1 SL (2)
1 psi power gets -1 SL (3)
1 psi power gets -1 SL (4)
1 psi power gets -1 SL (5)
1 psi power gets -1 SL (6)
1 psi power gets -1 SL (7)
1 psi power gets -1 SL (8)
1 psi power gets -1 SL (9)
1 psi power gets -1 SL (10)
1 psi power gets -1 SL (11)
1 psi power gets -1 SL (12)
1 psi power gets -1 SL (13)
1 psi power gets -1 SL (14)
1 psi power gets -1 SL (15)
1 psi power gets -1 SL (16)
1 psi power gets -1 SL (17)
1 psi power gets -1 SL (18)
1 psi power gets -1 SL (19)
1 psi power gets -1 SL (20)
1 psi power gets -1 SL (21)
1 psi power gets -1 SL (22)
1 psi power gets -1 SL (23)
1 psi power gets -1 SL (24)
1 psi power gets -1 SL (25)
1 psi power gets -1 SL (26)
1 psi power gets -1 SL (27)
1 psi power gets -1 SL (28)
1 psi power gets -1 SL (29)
1 psi power gets -1 SL (30)
1 psi power gets -1 SL (31)
1 psi power gets -1 SL (32)
1 psi power gets -1 SL (33)
1 psi power gets -1 SL (34)
1 psi power gets -1 SL (35)
1 psi power gets -1 SL (36)
Normal: Each level, choose a spell by name. That spell is 1 SL lower for you. You cannot pick the same spell more than once.
Alternate: Each level, choose a psi power by name. That power is 1 SL lower for you. You cannot pick the same power more than once. This doesn't work properly for Minor/Major/Grand/Super frequencies; in a partial exception to the "multi-pick" rule, you may use 3 picks to lower one psi power by 1 category (3 SLs).

[PC43A] Collective 4.3A Classes


Stat Requirements (Mini-Class)

Level KXP Normal Effect Total
1 0.5 -3 to stat requirements (-3)
2 1 -3 to stat requirements (-6)
3 2 -3 to stat requirements (-9)
4 4 -3 to stat requirements (-12)
5 8 -3 to stat requirements (-15)
6 16 -3 to stat requirements (-18)
7 32 -3 to stat requirements (-21)
8 64 -3 to stat requirements (-24)
9 100 -3 to stat requirements (-27)
10 150 -3 to stat requirements (-30)
11 200 -3 to stat requirements (-33)
12 250 -3 to stat requirements (-36)
13 300 -3 to stat requirements (-39)
14 350 -3 to stat requirements (-42)
15 400 -3 to stat requirements (-45)
16 450 -3 to stat requirements (-48)
17 500 -3 to stat requirements (-51)
18 550 -3 to stat requirements (-54)
19 600 -3 to stat requirements (-57)
20 650 -3 to stat requirements (-60)
21 700 -3 to stat requirements (-63)
22 750 -3 to stat requirements (-66)
23 800 -3 to stat requirements (-69)
24 850 -3 to stat requirements (-72)
25 900 -3 to stat requirements (-75)
26 950 -3 to stat requirements (-78)
27 1000 -3 to stat requirements (-81)
28 1050 -3 to stat requirements (-84)
29 1100 -3 to stat requirements (-87)
30 1150 -3 to stat requirements (-90)
31 1200 -3 to stat requirements (-93)
32 1250 -3 to stat requirements (-96)
33 1300 -3 to stat requirements (-99)
34 1350 -3 to stat requirements (-102)
35 1400 -3 to stat requirements (-105)
36 1450 -3 to stat requirements (-108)
Alternate Effect Alt Total
-1 to HNCL, Luck (-1)
-1 to HNCL, Luck (-2)
-1 to HNCL, Luck (-3)
-1 to HNCL, Luck (-4)
-1 to HNCL, Luck (-5)
-1 to HNCL, Luck (-6)
-1 to HNCL, Luck (-7)
-1 to HNCL, Luck (-8)
-1 to HNCL, Luck (-9)
-1 to HNCL, Luck (-10)
-1 to HNCL, Luck (-11)
-1 to HNCL, Luck (-12)
-1 to HNCL, Luck (-13)
-1 to HNCL, Luck (-14)
-1 to HNCL, Luck (-15)
-1 to HNCL, Luck (-16)
-1 to HNCL, Luck (-17)
-1 to HNCL, Luck (-18)
-1 to HNCL, Luck (-19)
-1 to HNCL, Luck (-20)
-1 to HNCL, Luck (-21)
-1 to HNCL, Luck (-22)
-1 to HNCL, Luck (-23)
-1 to HNCL, Luck (-24)
-1 to HNCL, Luck (-25)
-1 to HNCL, Luck (-26)
-1 to HNCL, Luck (-27)
-1 to HNCL, Luck (-28)
-1 to HNCL, Luck (-29)
-1 to HNCL, Luck (-30)
-1 to HNCL, Luck (-31)
-1 to HNCL, Luck (-32)
-1 to HNCL, Luck (-33)
-1 to HNCL, Luck (-34)
-1 to HNCL, Luck (-35)
-1 to HNCL, Luck (-36)
Normal: Each level, reduce Stat requirements (standard six plus Cml allowed) among your classes by 3. This lets you "owe" less, and makes it easier to add a class you don't have. This version works on x2 and x3 classes.
Alternate: Each level, reduce HNCL or Luck requirement by 1. For 3 picks you can set one half of an alignment restriction to "any" (e.g. LG could become "any L"). For 5 picks you can reduce the number of class slots a class takes by 1 (minimum 1). This version does not work on x2 (or higher) classes, so this is not a route to get a Concordant class early.

[PC43A] Collective 4.3A Classes


Str (Mini-Class)

Level KXP Effect Total
1 2 +2 set Str; +2 more Str FPOW * (+2; +2)
2 4 +2 set Str; +2 more Str FPOW * (+4; +4)
3 8 +2 set Str; +2 more Str FPOW * (+6; +6)
4 16 +2 set Str; +2 more Str FPOW * (+8; +8)
5 32 +2 set Str; +2 more Str FPOW * (+10; +10)
6 64 +2 set Str; +2 more Str FPOW * (+12; +12)
7 128 +2 set Str; +2 more Str FPOW * (+14; +14)
8 200 +2 set Str; +2 more Str FPOW * (+16; +16)
9 300 +2 set Str; +2 more Str FPOW * (+18; +18)
10 400 +2 set Str; +2 more Str FPOW * (+20; +20)
11 500 +2 set Str; +2 more Str FPOW * (+22; +22)
12 600 +2 set Str; +2 more Str FPOW * (+24; +24)
13 700 +2 set Str; +2 more Str FPOW * (+26; +26)
14 800 +2 set Str; +2 more Str FPOW * (+28; +28)
15 900 +2 set Str; +2 more Str FPOW * (+30; +30)
16 1000 +2 set Str; +2 more Str FPOW * (+32; +32)
17 1100 +2 set Str; +2 more Str FPOW * (+34; +34)
18 1200 +2 set Str; +2 more Str FPOW * (+36; +36)
19 1300 +2 set Str; +2 more Str FPOW * (+38; +38)
20 1400 +2 set Str; +2 more Str FPOW * (+40; +40)
21 1500 +2 set Str; +2 more Str FPOW * (+42; +42)
22 1600 +2 set Str; +2 more Str FPOW * (+44; +44)
23 1700 +2 set Str; +2 more Str FPOW * (+46; +46)
24 1800 +2 set Str; +2 more Str FPOW * (+48; +48)
25 1900 +2 set Str; +2 more Str FPOW * (+50; +50)
26 2000 +2 set Str; +2 more Str FPOW * (+52; +52)
27 2100 +2 set Str; +2 more Str FPOW * (+54; +54)
28 2200 +2 set Str; +2 more Str FPOW * (+56; +56)
29 2300 +2 set Str; +2 more Str FPOW * (+58; +58)
30 2400 +2 set Str; +2 more Str FPOW * (+60; +60)
31 2500 +2 set Str; +2 more Str FPOW * (+62; +62)
32 2600 +2 set Str; +2 more Str FPOW * (+64; +64)
33 2700 +2 set Str; +2 more Str FPOW * (+66; +66)
34 2800 +2 set Str; +2 more Str FPOW * (+68; +68)
35 2900 +2 set Str; +2 more Str FPOW * (+70; +70)
36 3000 +2 set Str; +2 more Str FPOW * (+72; +72)
Alt1 Effect Alt2 Effect Alt Total
+4 set Efficiency (TH) +4 set Muscle (dmg); * (+4)
+4 set Efficiency (TH) +4 set Muscle (dmg); * (+8)
+4 set Efficiency (TH) +4 set Muscle (dmg); * (+12)
+4 set Efficiency (TH) +4 set Muscle (dmg); * (+16)
+4 set Efficiency (TH) +4 set Muscle (dmg); * (+20)
+4 set Efficiency (TH) +4 set Muscle (dmg); * (+24)
+4 set Efficiency (TH) +4 set Muscle (dmg); * (+28)
+4 set Efficiency (TH) +4 set Muscle (dmg); * (+32)
+4 set Efficiency (TH) +4 set Muscle (dmg); * (+36)
+4 set Efficiency (TH) +4 set Muscle (dmg); * (+40)
+4 set Efficiency (TH) +4 set Muscle (dmg); * (+44)
+4 set Efficiency (TH) +4 set Muscle (dmg); * (+48)
+4 set Efficiency (TH) +4 set Muscle (dmg); * (+52)
+4 set Efficiency (TH) +4 set Muscle (dmg); * (+56)
+4 set Efficiency (TH) +4 set Muscle (dmg); * (+60)
+4 set Efficiency (TH) +4 set Muscle (dmg); * (+64)
+4 set Efficiency (TH) +4 set Muscle (dmg); * (+68)
+4 set Efficiency (TH) +4 set Muscle (dmg); * (+72)
+4 set Efficiency (TH) +4 set Muscle (dmg); * (+76)
+4 set Efficiency (TH) +4 set Muscle (dmg); * (+80)
+4 set Efficiency (TH) +4 set Muscle (dmg); * (+84)
+4 set Efficiency (TH) +4 set Muscle (dmg); * (+88)
+4 set Efficiency (TH) +4 set Muscle (dmg); * (+92)
+4 set Efficiency (TH) +4 set Muscle (dmg); * (+96)
+4 set Efficiency (TH) +4 set Muscle (dmg); * (+100)
+4 set Efficiency (TH) +4 set Muscle (dmg); * (+104)
+4 set Efficiency (TH) +4 set Muscle (dmg); * (+108)
+4 set Efficiency (TH) +4 set Muscle (dmg); * (+112)
+4 set Efficiency (TH) +4 set Muscle (dmg); * (+116)
+4 set Efficiency (TH) +4 set Muscle (dmg); * (+120)
+4 set Efficiency (TH) +4 set Muscle (dmg); * (+124)
+4 set Efficiency (TH) +4 set Muscle (dmg); * (+128)
+4 set Efficiency (TH) +4 set Muscle (dmg); * (+132)
+4 set Efficiency (TH) +4 set Muscle (dmg); * (+136)
+4 set Efficiency (TH) +4 set Muscle (dmg); * (+140)
+4 set Efficiency (TH) +4 set Muscle (dmg); * (+144)
 
This class gives +1 rank of Exceptional Str which stacks on top on what you already have (unless the source says it can't be improved).
Sustain Str.
"Str FPOW" is "Strength For Purposes of Weapons"
The Alternate versions cannot use ability score sleazing for Str.
The Alt2 side (Muscle) gets the +2 Str FPOW per level. The Alt1 side (Efficiency) does not.

[PC43A] Collective 4.3A Classes


Summon DL (Mini-Class)

Level KXP Effect Total
1 5 Your summons have +1 offensive DL (1)
2 10 Your summons have +1 offensive DL (2)
3 20 Your summons have +1 offensive DL (3)
4 40 Your summons have +1 offensive DL (4)
5 80 Your summons have +1 offensive DL (5)
6 160 Your summons have +1 offensive DL (6)
7 320 Your summons have +1 offensive DL (7)
8 500 Your summons have +1 offensive DL (8)
9 750 Your summons have +1 offensive DL (9)
10 1000 Your summons have +1 offensive DL (10)
11 1250 Your summons have +1 offensive DL (11)
12 1500 Your summons have +1 offensive DL (12)
13 1750 Your summons have +1 offensive DL (13)
14 2000 Your summons have +1 offensive DL (14)
15 2250 Your summons have +1 offensive DL (15)
16 2500 Your summons have +1 offensive DL (16)
17 2750 Your summons have +1 offensive DL (17)
18 3000 Your summons have +1 offensive DL (18)
19 3250 Your summons have +1 offensive DL (19)
20 3500 Your summons have +1 offensive DL (20)
21 3750 Your summons have +1 offensive DL (21)
22 4000 Your summons have +1 offensive DL (22)
23 4250 Your summons have +1 offensive DL (23)
24 4500 Your summons have +1 offensive DL (24)
25 4750 Your summons have +1 offensive DL (25)
26 5000 Your summons have +1 offensive DL (26)
27 5250 Your summons have +1 offensive DL (27)
28 5500 Your summons have +1 offensive DL (28)
29 5750 Your summons have +1 offensive DL (29)
30 6000 Your summons have +1 offensive DL (30)
31 6250 Your summons have +1 offensive DL (31)
32 6500 Your summons have +1 offensive DL (32)
33 6750 Your summons have +1 offensive DL (33)
34 7000 Your summons have +1 offensive DL (34)
35 7250 Your summons have +1 offensive DL (35)
36 7500 Your summons have +1 offensive DL (36)
Alternate Effect Alt Total
Your summons have +1 defensive DL (1)
Your summons have +1 defensive DL (2)
Your summons have +1 defensive DL (3)
Your summons have +1 defensive DL (4)
Your summons have +1 defensive DL (5)
Your summons have +1 defensive DL (6)
Your summons have +1 defensive DL (7)
Your summons have +1 defensive DL (8)
Your summons have +1 defensive DL (9)
Your summons have +1 defensive DL (10)
Your summons have +1 defensive DL (11)
Your summons have +1 defensive DL (12)
Your summons have +1 defensive DL (13)
Your summons have +1 defensive DL (14)
Your summons have +1 defensive DL (15)
Your summons have +1 defensive DL (16)
Your summons have +1 defensive DL (17)
Your summons have +1 defensive DL (18)
Your summons have +1 defensive DL (19)
Your summons have +1 defensive DL (20)
Your summons have +1 defensive DL (21)
Your summons have +1 defensive DL (22)
Your summons have +1 defensive DL (23)
Your summons have +1 defensive DL (24)
Your summons have +1 defensive DL (25)
Your summons have +1 defensive DL (26)
Your summons have +1 defensive DL (27)
Your summons have +1 defensive DL (28)
Your summons have +1 defensive DL (29)
Your summons have +1 defensive DL (30)
Your summons have +1 defensive DL (31)
Your summons have +1 defensive DL (32)
Your summons have +1 defensive DL (33)
Your summons have +1 defensive DL (34)
Your summons have +1 defensive DL (35)
Your summons have +1 defensive DL (36)
 
Both versions of this Mini class can be taken at the same time.
This Mini class (either side) increases the "Comprehensibility Depth" of summons by 1 DL per level.

[PC43A] Collective 4.3A Classes


Summons (Mini-Class)

Level KXP Normal Effect Total
1 2.5 +1 to number of summons (same group) (+1)
2 5 +1 to number of summons (same group) (+2)
3 10 +1 to number of summons (same group) (+3)
4 20 +1 to number of summons (same group) (+4)
5 40 +1 to number of summons (same group) (+5)
6 80 +1 to number of summons (same group) (+6)
7 160 +1 to number of summons (same group) (+7)
8 320 +1 to number of summons (same group) (+8)
9 500 +1 to number of summons (same group) (+9)
10 750 +1 to number of summons (same group) (+10)
11 1000 +1 to number of summons (same group) (+11)
12 1250 +1 to number of summons (same group) (+12)
13 1500 +1 to number of summons (same group) (+13)
14 1750 +1 to number of summons (same group) (+14)
15 2000 +1 to number of summons (same group) (+15)
16 2250 +1 to number of summons (same group) (+16)
17 2500 +1 to number of summons (same group) (+17)
18 2750 +1 to number of summons (same group) (+18)
19 3000 +1 to number of summons (same group) (+19)
20 3250 +1 to number of summons (same group) (+20)
21 3500 +1 to number of summons (same group) (+21)
22 3750 +1 to number of summons (same group) (+22)
23 4000 +1 to number of summons (same group) (+23)
24 4250 +1 to number of summons (same group) (+24)
25 4500 +1 to number of summons (same group) (+25)
26 4750 +1 to number of summons (same group) (+26)
27 5000 +1 to number of summons (same group) (+27)
28 5250 +1 to number of summons (same group) (+28)
29 5500 +1 to number of summons (same group) (+29)
30 5750 +1 to number of summons (same group) (+30)
31 6000 +1 to number of summons (same group) (+31)
32 6250 +1 to number of summons (same group) (+32)
33 6500 +1 to number of summons (same group) (+33)
34 6750 +1 to number of summons (same group) (+34)
35 7000 +1 to number of summons (same group) (+35)
36 7250 +1 to number of summons (same group) (+36)
Alternate Effect Alt Total
Your summons have +1 rhp (+1)
Your summons have +1 rhp (+2)
Your summons have +1 rhp (+3)
Your summons have +1 rhp (+4)
Your summons have +1 rhp (+5)
Your summons have +1 rhp (+6)
Your summons have +1 rhp (+7)
Your summons have +1 rhp (+8)
Your summons have +1 rhp (+9)
Your summons have +1 rhp (+10)
Your summons have +1 rhp (+11)
Your summons have +1 rhp (+12)
Your summons have +1 rhp (+13)
Your summons have +1 rhp (+14)
Your summons have +1 rhp (+15)
Your summons have +1 rhp (+16)
Your summons have +1 rhp (+17)
Your summons have +1 rhp (+18)
Your summons have +1 rhp (+19)
Your summons have +1 rhp (+20)
Your summons have +1 rhp (+21)
Your summons have +1 rhp (+22)
Your summons have +1 rhp (+23)
Your summons have +1 rhp (+24)
Your summons have +1 rhp (+25)
Your summons have +1 rhp (+26)
Your summons have +1 rhp (+27)
Your summons have +1 rhp (+28)
Your summons have +1 rhp (+29)
Your summons have +1 rhp (+30)
Your summons have +1 rhp (+31)
Your summons have +1 rhp (+32)
Your summons have +1 rhp (+33)
Your summons have +1 rhp (+34)
Your summons have +1 rhp (+35)
Your summons have +1 rhp (+36)
 
"rhp" is "relative hit points", the 10/10 scale I use for summons.
The rhp adder affects both max and current rhp.

[PC43A] Collective 4.3A Classes


The Hidden

Level KXP Illusion
123 456 7
1 0 1-- --- -
2 6 2-- --- -
3 12 21- --- -
4 22.5 32- --- -
5 45 421 --- -
6 90 431 --- -
7 180 432 --- -
8 360 432 1-- -
9 750 533 2-- -
10 1500 543 21- -
11 1950 543 32- -
12 2400 554 321 -
13 2850 554 322 -
14 3300 554 322 1
15 3750 554 422 2
16 4200 555 432 2
17 4650 555 532 2
18 5100 555 533 2
19 5550 555 543 2
20 6000 555 543 3
21 6450 555 554 3
22 6900 555 555 4
23 7350 555 555 5
24 7800 666 655 5
25 8250 666 666 6
26 8700 777 766 6
27 9150 777 777 7
28 9600 888 877 7
29 10050 888 888 8
30 10500 999 988 8
31 10950 999 999 9
32 11400 AAA A99 9
33 11850 AAA AAA A
34 12300 BBB BAA A
35 12750 BBB BBB B
36 13200 CCC CCC C
TH Saves
PD RS PP BW Sp Fo Re Wi
+0 10  9  8  6  6  2  1  0
+1 12 11 10  8  9  3  2  1
+2 12 11 10  9 10  4  3  1
+3 14 13 12 12 12  5  4  2
+4 16 15 14 14 15  6  4  3
+5 16 15 15 15 15  7  5  3
+6 16 15 15 15 15  7  5  3
+7 16 15 15 15 15  7  5  3
+8 16 15 15 15 15  7  5  3
+9 16 15 15 15 15  8  6  4
+10 16 15 15 15 15  8  6  4
+11 16 15 15 15 15  8  6  4
+12 16 15 15 15 15  8  6  4
+13 16 15 15 15 15  8  6  5
+14 16 15 15 15 15  9  7  5
+15 16 15 15 15 15  9  7  5
+16 16 15 15 15 15  9  7  5
+17 16 15 15 15 15  9  7  5
Requisites: Dex 19, Int 16, Wis 15
Alignment: T any (or) any N
HD/level: & d6
Weapon Prof.: & 3+level
To Hit Table: War
Save Table: 2xHalf
Reference: DM
Groups: Rogue, Lost
 
Casts Wizard Illusion school spells. Can access 1 extra School per level, but spells in these schools cost 2 spells each (they are Opposite schools).
Gets 50 Rogue points per level.
 
Level 1: Gets +4*LVL from behind instead of the usual +4 from behind.
Level 1: Displaced (+2 AC, first attack misses)
Level 4: You can't be targetted (unless you wish it).
Level 6: Desolid: You can pass through solid objects, but are still affected by attacks. You can be solid at will.
Level 9: Planar Displaced (+4 AC, one plane removed) or Double Displaced (+4 AC, first two attacks miss)
Level 12: You and the floor at your feet can't be targetted (unless you wish it).
Level 18: You, the floor at your feet, and other beings in your group can't be targetted (unless you wish it).
Lvl Stealth Ninja Ability | -50% | -100% | -150% Act Base Penalty Bonus
1 Backstab (each 25% = x1) (increases 10/level) ½0 40 Int-16 Int-25
1 Find/Remove x1 Traps/Tricks | Magic/Psi | OutPhase ( | 30' away) V 10 Dex-4 Dex-8
1 Hide in Shadows || Meld in Shadows/Mirrors N 100 Dex-0 Dex-1
1 Invisibility | Improved Invisibility | Dust of Disappearance M 0 Int-15 Int-16
1 Move Silently || Immovability | Avoid Clairnasience V 5 Dex-14 Dex-17
1 ("Twist") Find/Remove Wizard Abjuration/Priest Protection V 0 Dex-16 Dex-20
1 Any Rogue 1 ability - - - -
2 Concealment/Blending | Misdirection | Non-Detection M 20 Wis-12 Wis-14
2 Controlled Blink | Controlled Blink 10'r (unwilling get PP save) ½V 50 Wis-14 Wis-14
3 iunPR || iunaPR || iunaaPR ( | gives iunIR [and variants] instead) 0 10 Chr-15 Chr-20
3 Backstrike (each 25% = x1 TH) (increases 10/lvl) ½0 20 Wis-16 Wis-25
4 Find/Remove x2 Traps/Tricks | Magic/Psi | OutPhase ( | 30') ( | x1 Special) V 20 Dex-9 Dex-12
4 any Rogue 4 ability - - - -
5 Erase a "?", "¿", "!", "¡", ".", ",", ":", or ";" in dungeon - 0 Dex-18 Dex-24
5 Escape Bonds | Binding | Imprisonment/Time Stop || Get out of the Hole P 0 Str-14 Str-16
6 Distraction | Mislead | Forget | Mirage Arcana M 15 Wis-13 Wis-16
7 iunER || iunaER || iunaaER 0 -10 Dex+Int-37 Dex+Int-47
8 Polymorph Self | Polymorph Other | Polymorph Object | Shapechange PP 10 Con-15 Con-18
9 Find/Remove x3 Traps/Tricks | Magic/Psi | OutPhase ( | 30') ( | x2 Special) V 0 Dex-12 Dex-15
10 Locate (anything unique) Across Planes | Clairvoyance there | TWE there M 0 Int-12 Int-15
12 Speed: Each 50% is +1A action || B's instead || C's instead - 0 Dex-18 Dex-20
15 Psychic Impersonation || Soul/Spirit Impersonation - 15 Wis-9 Wis-14
18 Shadow Magic | Shadow Walk | Shadow Flight | Become Shadow-form VM 0 Int-17 Int-20
27 Destruction/Mordenkainen's Disjunction ||| Put Target Down a Hole PMM 0 Int-19 Int-25

[PC43A] Collective 4.3A Classes


Thirteen Letter Horror

Level KXP
Spells
1 13 (owe) (none)
2 20 (none)
3 34 (none)
4 62 (none)
5 118 (none)
6 230 (none)
7 454 (none)
8 902 (none)
9 1515 (none)
10 2128 (none)
11 2741 (none)
12 3354 (none)
13 3967 (none)
14 4580 (none)
15 5193 (none)
16 5806 (none)
17 6419 (none)
18 7032 (none)
19 7645 (none)
20 8258 (none)
21 8871 (none)
22 9484 (none)
23 10097 (none)
24 10710 (none)
25 11323 (none)
26 11936 (none)
27 12549 (none)
28 13162 (none)
29 13775 (none)
30 14388 (none)
31 15001 (none)
32 15614 (none)
33 16227 (none)
34 16840 (none)
35 17453 (none)
36 18066 (none)
TH Saves
PD RS PP BW Sp Fo Re Wi
+3  1  1  1  1  1  1  1  1
+7  2  2  2  2  2  2  2  2
+10  3  3  3  3  3  3  3  3
+14  5  5  5  5  5  5  5  5
+17  6  6  6  6  6  6  6  6
+21  7  7  7  7  7  7  7  7
+24  8  8  8  8  8  8  8  8
+28 10 10 10 10 10 10 10 10
+31 11 11 11 11 11 11 11 11
+35 12 12 12 12 12 12 12 12
+38 13 13 13 13 13 13 13 13
+42 15 15 15 15 15 15 15 15
+45 16 16 16 16 16 16 16 16
+49 17 17 17 17 17 17 17 17
+52 18 18 18 18 18 18 18 18
+56 20 20 20 20 20 20 20 20
+59 21 21 21 21 21 21 21 21
+63 22 22 22 22 22 22 22 22
Requisites: Str+Dex+Con-Int-Wis-Chr 13
Alignment: AE or AS or Nil
HD/level: & 2d13
Weapon Prof.: & 13+level
To Hit Table: 3½xMon (d30)
Save Table: 2½xMon (d30)
Reference: DM {Reduced Infinite Letter Horror}
Groups: Monster, Lost, Demigod (x1)
 
The stat requirements for this class means the sum of your Str+Dex+Con must be at least 13 higher than your Int+Wis+Chr. If you don't meet this requirement, you "owe" to Str, Dex, or Con. Be more stupid already!
Gets Ancillary Barbarian Str [bonus=(Str-24)*9/2], Mega Barbarian Dex [bonus=(Dex-20)*7/2], Ultra Barbarian Con [bonus=(Con-22)*4], however, the bonus from these stats cannot be greater than 13*S, where S is the S number. These bonus types can all be reduced to Barbarian bonus, if your stats suck, but you have to reduce all three at the same time.
This class is all edition numbers. Because of this, you roll 1d30 to hit and saves (due to the 30th edition component). You get Overhit, a kit, and LVL feats too. You could try to shoehorn this class's abilities to the various Custom5/Custom6 type classes, but you're probably better off not trying.
This class matches class name with any other class in the Collective that is exactly 13 letters long (not counting spaces or edition numbers). No, I'm not going to write a script to check. Note this class is not the same name as itself ("Thirteen Letter Horror" is 20 letters), so you don't get x1.5 XP if you take this class twice.
 
Each Level: Gets one Rarer3 pick with DL=(LVL+3)/4. For monster type, the DM rolls 1d13+27 and consults the [M40] monster types, treating 28 as Weird (instead of Wurm).
Level 1: May buy unusual materials for claws, bite, and tail (and other limbs). The "base gp cost" of the limb is 13 gp. The "weight" of the limb is 13 pounds. If you pick Drow Steel and your limb rots off, don't blame me.
Levels 1-13: Roll 1d13 per level. If you roll a duplicate, just pick off the table, or you can pick the thing you rolled to see if it stacks, if it would make sense.
   1. 1M: Summon a DL=(LVL+1)/2 monster of [M40] monster type 2d13+14. There is a 13% chance it will fight for you without bothering to use a summon slot. Sure, you could spam this ability and make an army, but you might want to consider this plan very carefully.
   2. 1P: Draw target's brain forth (LVL saves vs. RSW; aCReflection to resist). You can eat it now (Heal self) or put it on your Plate. The target died, by the way, unless it's undead or something.
   3. Mouth's P, LVL/d: Breathe a random EE=1e4 Eelement (½*hp; group; no save; aDReflection to resist). If the DM rolls a really high EE factor, the area has a 13% chance of an Inverse Pixelation zone appearing (as the new Eelement gets invented). Take a snapshot for eelemental posterity!
   4. 1F: Do a random [PC2] Monster Collective Psionics combat (c) power of SL=1dLVL. Any attempt to counter it will fork it instead.
   5. +(LVL+1)/2 wear locations, see the "Wear Locations" Mini-Class for rules. More stuff to drop in Angband like fashion!
   6. 1M, 1/r: Shapechange Self into a random DL=(LVL+2)/3 monster of [M40] monster type 3d13+1. It's permanent, unless you don't like it.
   7. 1M, 1/r: Shapechange Other into a random DL=(LVL+2)/3 monster of [M40] monster type 41-2e6. (LVL saves vs. PP; aHR to resist)
   8. +(LVL+3)/4 IS actions per turn (Instantaneous S actions; you get to use each of these only once per turn).
   9. Immune sanity, beneficial effects you don't want, the floor (you can pass through the floor at will, but not the walls or the ceiling, so this is a one-way trip)
  10. 1P+1V, LVL/h: Draw your own brain forth and consume it. This Heals you (Cureall at level 8, Fix at level 17). All in your group who see this must save vs. Psionic Blast or lose 1d13 San points (aGazeR to resist).
  11. 1M+1P: Contact Higher Plane, with 130% chance of insanity, not that you would notice. You can Twilight afterwards if you want to.
  12. 3M, 1/h: Successfully Divine Intervention to a random x(LVL+14)/5 god (not yours!), and one segment of xLVL multiplier Fast Talking. You'll need it.
  13. ½bhX, 1/natural set, hit someone with your PC cod piece that you're wielding as a weapon: You Capital U Understand. You get a random player cheat code permanently added.
Level 9: Gain 1 "Plate". You store brains and souls on your Plate. It's an object, but it's not really there. Your Plate has 1α (script-A) action. It can move around with it and pick up brains and souls for you. Your Plate can't be attacked or targetted, unless it wants to be. DM Note: "script" is a prefix for action types. α (script-A) actions could be used as Λ (script-V) actions, since A actions can be used as V actions.
Level 13: 1 Mouth's P (can borrow), Throw your Plate as a weapon, 1/t: Roll to hit, if you hit, the target is Trap the Souled into the plate (no save, aaaNR to resist, Hold Life doesn't cut it).
Level 18: Your Plate has 1ε (script-E) action. 1ε, spend a soul on the Plate: You get +1X action. 1ε, spend a brain on the Plate: Reset.
Level 27: Your Plate has 1 IQEε (script-IQE) action. It also has this ability now: 1ε: Scoop up a group of brains or souls off the floor.
Level 36: 3 IISlowOppC', 1bbbD, 1 Mouth's ξ (script-X), 13 Research Points, Capital F Fold 1 being that counts as an Ultra Familiar and a Mount and an Animal Companion, Pixelate Capital P Plenty of Souls or Packages (on Plates) within sight: Get one randomly chosen x5 ICL=13 Intermediate God0 power per round until you reach 13 powers. After the 13th round, the first power on the list is removed, and a new power is added to the end of the list (so you "cycle" between powers). You can "freeze" this process when you like your selection.

[PC43A] Collective 4.3A Classes


Time Lord13

Level KXP TimeLord
345 678 9
1 0 1-- --- -
2 6 2-- --- -
3 12 21- --- -
4 24 32- --- -
5 48 321 --- -
6 96 332 --- -
7 144 432 1-- -
8 210 433 2-- -
9 320 443 21- -
10 570 443 32- -
11 850 544 321 -
12 1700 544 332 -
13 2470 554 432 1
14 3220 554 433 2
15 3970 555 443 2
16 4740 655 443 3
17 5510 655 544 3
18 6280 665 544 3
19 7050 665 554 4
20 7820 666 554 4
21 8590 666 555 4
22 9360 766 655 4
23 10130 766 655 5
24 10900 776 665 5
25 11670 776 665 5
26 12440 777 666 5
27 13210 777 666 5
28 13980 777 766 6
29 14750 877 766 6
30 15520 877 776 6
31 16290 887 776 6
32 17060 887 777 6
33 17830 888 777 6
34 18600 888 777 7
35 19370 888 877 7
36 20140 888 887 7
TH Saves
PD RS PP BW Sp Fo Re Wi
+10 10 10 10 10 10 10 10 10
+10 12 12 12 12 12 12 12 12
+10 14 14 14 14 14 14 14 14
+10 16 16 16 16 16 16 16 16
+10 18 18 18 18 18 18 18 18
+10 20 20 20 20 20 20 20 20
+10 22 22 22 22 22 22 22 22
+10 24 24 24 24 24 24 24 24
+11 26 26 26 26 26 26 26 26
+11 28 28 28 28 28 28 28 28
+11 30 30 30 30 30 30 30 30
+11 32 32 32 32 32 32 32 32
+11 34 34 34 34 34 34 34 34
+11 36 36 36 36 36 36 36 36
+11 38 38 38 38 38 38 38 38
+11 40 40 40 40 40 40 40 40
+11 42 42 42 42 42 42 42 42
+12 44 44 44 44 44 44 44 44
Requisites: Int 24, Wis 17
Alignment: any
HD/level: 2d6
Weapon Prof.: 1+level/4
To Hit Table: 10+level/9
Save Table: 8+level*2
Reference: Doctor Who
Groups: Alternate, Technology
 
Time Lord Powers are given on the following page. They work like channeled spells, can't be material componented, and are resisted using TechR.
Level 1: Loop/Time/Reality Stability.
Level 1: Immune to haste and slow (this immunity may be lowered).
Level 1: Immune to aging. Have 2 Hearts. Can't be stangled or choked. Immune to Vacuum (including vacuum of space).
Level 1: 1M: Detect Temporal Anomaly.
Level 1: 1M: Know date, TF, LoopF.
Level 1: Know target's age and how many years of natural lifespan is left
Level 1 ¶: Upon death, 12/lifetime, 1 round delay: Reincarnate Self to same race, with different appearance.
Level 1 ¶: Can have up to LVL Technological items created for yourself (if you have the Create Tech Item powers).
Level 4 ¶: 0, 1/reset, go into a frozen coma-like state: Cureall Self. You cannot act until you reset.
Level 9: +LVL-8 segments per round. Thus a level 25 Time Lord has 27 segments.

[PC43A] Collective 4.3A Classes


Time Lord13 Powers

Level # Spell Effect Source
3 1 Construct/Improve Tech Item Create/Modify a Psi 8 item (any type) of TechL=CL, each TechL takes 1S action DM
3 2 Hack into Technological Object Hack (gain control) of a technological object with TechL<=CL (monsters get save) Psi8
3 3 Life Tether You know when in time the target is at all times, when time travelling can use the target as anchor Chronomancer SL=3
3 4 Minor Paradox Counter an effect that just occured last segment (it is undone) Chronomancer SL=3
3 5 Slow Slow (CL RSW saves, each missed save is a Slow effect) DM
3 6 Time Snare Target will do the same actions it did last time it acted (Spell save each round until made) Chronomancer SL=3
4 1 Dispel Technology Dispels a technological effect Psi8
4 2 Haste A3 +3A, +2B, or +1C actions Chronomancer SL=3
4 3 Summon Time Elemental Summons a normal (non-special) DL IV Time Elemental Chronomancer SL=4
4 4 Telepathy/ESP Telepathy and ESP DM
4 5 Temporal Push Target is thrown CL+1 rounds into the future (Will save) Chronomancer SL=4
4 6 Time Travel Time travel, up to CL*10 years, can cross 1 Barrier at a time DM
5 1 Create Slipgate Create a temporal gate Chronomancer SL=5
5 2 Extradimensional Space Create an extradimensional space (like a Portable Hole) DM
5 3 Haste A4 +4A, +3B, or +2C actions Chronomancer SL=4
5 4 Temporal Wall Anyone touching wall is double slowed and Wesley's Temporal Disjunction Chronomancer SL=5
5 5 Tempus Lawfulness Fixes temporal anomolies in area Chronomancer SL=6
5 6 Time Comm Communicate with someone in a different time (same location) DM / SFB
6 1 Conceal Temporal Anomaly Hides an Anomaly and reduces it's effects Chronomancer SL=6
6 2 Haste A5 +5A, +4B, or +3C actions Chronomancer SL=5
6 3 Sands of Time Reverse the effect of time on objects. Chronomancer SL=7
6 4 Temporal Eye Can scry into other times at this location Chronomancer SL=7
6 5 Time Halt Can usefully attack a Time/Loop Elemental or other Time Traveller DM
6 6 Wesley's Delayed Damage Whenever you take damage, you take only half, the rest is delayed until the spell ends (in 10+1d10 rounds) Chronomancer SL=7
7 1 Commune with Time of Legends Commune with Time of Legends Chronomancer SL=7
7 2 Haste A6 +6A, +5B, or +4C actions Chronomancer SL=6
7 3 Incurse Target being or object is Rewritten out of time (i.e. Incursed) (RSW save) Chronomancer SL=7
7 4 Temporal Shell Immune time Chronomancer SL=9
7 5 Temporal Stasis The flow of time stops for the subject, he ceases to grow older, he is in suspended animation. The reverse can free the creature. Chronomancer SL=9
7 6 Timereaver Time Travel Other +/- 5*CL years (Spell save) Chronomancer SL=8
8 1 Accelerate Lifeline Target ages CL years (Spell save) Chronomancer SL=8
8 2 Haste A7 +7A, +6B, or +5C actions Chronomancer SL=7
8 3 Item Supercharger A magic item can be used twice as often (per turn or day) or it's effects has twice duration Chronomancer SL=8
8 4 Loop Travel Travel up to CL LoopF's (Alternate Timelines) distant DM
8 5 Time Stop Stops time for 1d4 rounds Chronomancer SL=9
8 6 Immediate Tech Item Create/Modify a Psi 8 item (any type) of TechL=CL DM
9 1 Haste A8 +8A, +7B, or +6C actions Chronomancer SL=8
9 2 Temporal Incursion Beam (TIB) Target is Incursed (no save); is Loop Incursed if already Incursed DM / SFB
9 3 Time/Reality Stability Time/Reality Stability on target, reverse removes it (Spell save) Chronomancer SL=8

[PC43A] Collective 4.3A Classes


Tiny DemiGod Sampler (Demigod Mini-Class)

Level KXP Effect Total
1 30 One random 1/3 power DemiGod0 pick (1)
2 60 One random 1/3 power DemiGod0 pick (2)
3 120 One random 1/3 power DemiGod0 pick (3)
4 240 One random 1/3 power DemiGod0 pick (4)
5 480 One random 1/3 power DemiGod0 pick (5)
6 960 One random 1/3 power DemiGod0 pick (6)
7 1920 One random 1/3 power DemiGod0 pick (7)
8 3000 One random 1/3 power DemiGod0 pick (8)
9 4500 One random 1/3 power DemiGod0 pick (9)
10 6000 One random 1/3 power DemiGod0 pick (10)
11 7500 One random 1/3 power DemiGod0 pick (11)
12 9000 One random 1/3 power DemiGod0 pick (12)
13 10500 One random 1/3 power DemiGod0 pick (13)
14 12000 One random 1/3 power DemiGod0 pick (14)
15 13500 One random 1/3 power DemiGod0 pick (15)
16 15000 One random 1/3 power DemiGod0 pick (16)
17 16500 One random 1/3 power DemiGod0 pick (17)
18 18000 One random 1/3 power DemiGod0 pick (18)
19 19500 One random 1/3 power DemiGod0 pick (19)
20 21000 One random 1/3 power DemiGod0 pick (20)
21 22500 One random 1/3 power DemiGod0 pick (21)
22 24000 One random 1/3 power DemiGod0 pick (22)
23 25500 One random 1/3 power DemiGod0 pick (23)
24 27000 One random 1/3 power DemiGod0 pick (24)
25 28500 One random 1/3 power DemiGod0 pick (25)
26 30000 One random 1/3 power DemiGod0 pick (26)
27 31500 One random 1/3 power DemiGod0 pick (27)
28 33000 One random 1/3 power DemiGod0 pick (28)
29 34500 One random 1/3 power DemiGod0 pick (29)
30 36000 One random 1/3 power DemiGod0 pick (30)
31 37500 One random 1/3 power DemiGod0 pick (31)
32 39000 One random 1/3 power DemiGod0 pick (32)
33 40500 One random 1/3 power DemiGod0 pick (33)
34 42000 One random 1/3 power DemiGod0 pick (34)
35 43500 One random 1/3 power DemiGod0 pick (35)
36 45000 One random 1/3 power DemiGod0 pick (36)
Alt Effect Alt Total
+(1/10)G action (0.1)
+(1/10)G action (0.2)
+(1/10)G action (0.3)
+(1/10)G action (0.4)
+(1/10)G action (0.5)
+(1/10)G action (0.6)
+(1/10)G action (0.7)
+(1/10)G action (0.8)
+(1/10)G action (0.9)
+(1/10)G action (1)
+(1/10)G action (1.1)
+(1/10)G action (1.2)
+(1/10)G action (1.3)
+(1/10)G action (1.4)
+(1/10)G action (1.5)
+(1/10)G action (1.6)
+(1/10)G action (1.7)
+(1/10)G action (1.8)
+(1/10)G action (1.9)
+(1/10)G action (2)
+(1/10)G action (2.1)
+(1/10)G action (2.2)
+(1/10)G action (2.3)
+(1/10)G action (2.4)
+(1/10)G action (2.5)
+(1/10)G action (2.6)
+(1/10)G action (2.7)
+(1/10)G action (2.8)
+(1/10)G action (2.9)
+(1/10)G action (3)
+(1/10)G action (3.1)
+(1/10)G action (3.2)
+(1/10)G action (3.3)
+(1/10)G action (3.4)
+(1/10)G action (3.5)
+(1/10)G action (3.6)
 
This class gives one random 1/3 DemiGod0 power. Treat "i" as "25". So if you get "+2 iStr", you actually get +(1/3)*(2)*(25) = +16 Str.
The Alternate version gives one-tenth of a G action per level. (1/10)G means you can use 1G every 10 rounds. (2/10)G means you can 1G every 5 rounds, and so forth.

[PC43A] Collective 4.3A Classes


Tougher (Random Wizard #231172)

Level KXP Wizard
123 456 789
1 2 ½-- --- ---
2 20 ½½- --- ---
3 40 ½½½ --- ---
4 62 ½½½ ½-- ---
5 89 ½½½ ½½- ---
6 126 ½½½ ½½½ ---
7 178 ½½½ ½½½ ½--
8 261 ½½½ ½½½ ½½-
9 395 ½½½ ½½½ ½½½
10 610 1½½ ½½½ ½½½
11 872 11½ ½½½ ½½½
12 1189 111 ½½½ ½½½
13 1596 111 1½½ ½½½
14 1843 111 11½ ½½½
15 2105 111 111 ½½½
16 2409 111 111 1½½
17 2671 111 111 11½
18 2975 111 111 111
19 3280 221 111 111
20 3585 222 211 111
21 3890 222 222 111
22 4196 222 222 221
23 4502 222 222 222
24 4808 333 222 222
25 5114 333 333 222
26 5421 333 333 333
27 5812 444 433 333
28 6203 444 444 443
29 6524 444 444 444
30 6986 555 554 444
31 7378 555 555 555
32 7770 666 666 555
33 8163 666 666 666
34 8556 777 777 766
35 8949 777 777 777
36 9509 888 888 887
TH Saves
PD RS PP BW Sp Fo Re Wi
+0  4  7  5  3  6  0  1  1
+1  4  7  5  3  7  0  1  1
+2  4  8  5  4  7  0  1  2
+3  4  8  6  4  7  1  2  2
+3  5  9  6  4  8  1  2  3
+4  5  9  7  5  8  2  3  3
+5  5 10  7  5  9  2  3  4
+6  6 10  7  6  9  2  3  4
+7  6 10  8  6  9  3  4  5
+8  6 11  8  6 10  3  4  5
+8  7 11  9  7 10  4  5  6
+9  7 12  9  7 11  4  5  6
+10  7 12  9  8 11  4  5  7
+11  7 13 10  8 11  5  6  7
+11  8 13 10  8 12  5  6  8
+12  8 13 11  9 12  6  7  8
+13  8 14 11  9 13  6  7  9
+14  9 14 11 10 13  6  7  9
Requisites: Dex 15, Int 9
Alignment: any
HD/level: d3
Weapon Prof.: 1+level/6
To Hit Table: 2½xWiz
Save Table: Wiz
Reference: DM Random, Jason 12/08/07
Groups: Wizard, Random
 
Turn Undead as a Priest of 3 levels lower.
Level 1: +1 Con per level. This bonus cannot be used to qualify for this class, and you can't 2 for 1 trade it away.
Level 1: 0, 1 attack: Destroy a magic item.
Level 1: Undead must save vs. (8+DM's level) to attack the Death Master.
Level 1: Water Breathing, freedom of movement in water, cast spells in water normally {Sea Mage}
Level 2: 1bF: Counter a counterspell effect.
Level 4: Can map any area he's scrying into (via Crystal Ball or whatever).
Level 4: Lore of true stamina: +1 Fort saves
Level 4: Speak with anyone with Int > 10 at will.
Level 4: Speak with anyone with Int > 10 at will.
Level 6: 1M: Identify Book.
Level 10: You have AN EVEN BIGGER BOSS THAN YOU, which is any same-aligned god, you Automatic Divine Intervention 1/d.
Level 11: Immune to all Energy/Stat drains.
Level 13: Create Monster VI (SL=6): Create a DL=1 monster, it's loyal, it's not a summon slot {Soulforger}
Level 14: +1QM action per round, only for Spellshaper spells
Level 14: Train Slayer5: N resets of actions: A Slayer5 of LVL=N is raised by one level permanently.
Level 20: Your SL=0 through SL=6 spells have double effect (each similar instance adds x[+1] )
Level 22: 1/d: Create a GIANT ROBOT (a DL 10 Golem, you may make requests but exact statistics are determined by the DM).

Gets 10 Rogue points per level, see table below:
Lvl Rogue Ability | -50% | -100% | -150% Act Base Penalty Bonus
4 Any Rogue 3 ability - - - -

[PC43A] Collective 4.3A Classes


Traveller Priest

Level KXP Priest
123 456 78
1 0 20- --- --
2 2 210 --- --
3 4 321 --- --
4 7.5 422 --- --
5 12.5 432 0-- --
6 20 432 1-- --
7 35 443 1-- --
8 60 443 20- --
9 90 543 21- --
10 125 543 320 --
11 200 553 321 0-
12 300 554 432 1-
13 750 655 543 2-
14 1150 666 654 3-
15 1550 666 666 4-
16 1950 666 666 5-
17 2350 666 666 6-
18 2750 666 666 60
19 3150 666 666 61
20 3550 666 666 62
21 3950 666 666 63
22 4350 666 666 64
23 4750 666 666 65
24 5150 766 666 65
25 5550 776 666 65
26 5950 777 666 65
27 6350 777 766 65
28 6750 777 776 65
29 7150 777 777 65
30 7550 777 777 75
31 7950 777 777 76
32 8350 777 777 77
33 8750 887 777 77
34 9150 888 877 77
35 9550 888 888 77
36 9950 888 888 88
TH Saves
PD RS PP BW Sp Fo Re Wi
+0  4  2  3  1  1  1  1  0
+1  5  2  4  2  1  1  1  0
+1  5  3  4  3  2  2  2  1
+2  6  4  5  4  3  2  2  1
+3  7  5  6  5  4  3  2  1
+3  8  5  7  6  4  3  3  2
+4  8  6  7  7  5  4  3  2
+5  9  7  8  8  6  4  4  2
+5 10  8  9  9  7  5  4  3
+6 11  8 10 10  7  5  4  3
+7 11  9 10 11  8  6  5  3
+7 12 10 11 12  9  6  5  4
+8 13 11 12 13 10  7  6  4
+9 14 11 13 14 10  7  6  4
+9 14 12 13 14 11  8  6  5
+10 14 12 14 14 11  8  7  5
+11 14 13 14 14 12  9  7  5
+11 15 13 14 14 12  9  8  6
Requisites: Dex 15, Wis 12
Alignment: any
HD/level: d8
Weapon Prof.: 2+level/4
To Hit Table: Pri
Save Table: Pri
Reference: DM
Groups: Priest, Planar
 
Gets Dex (not Wis) bonus to spells.
Bonus grand in Traveller sphere.
Replace the d20 roll for what you roll for Turn Undead with d30. Replace the d12's for number turned with d20's.
Level N (every level): Using the list below, pick an ability.
A. Can get and can use 2Z actions per half segment.
B. Can use 2V actions per segment.
C. Double movement rate, or +3*LVL" movement rate. Sustain movement rate.
D. Immune to Wall, Sphere, and Forcefield effects
E. Sustain all actions; Time/Reality stability; Immune to Hold, Stop, Time Stop, Temporal Stasis
F. Automatically make saves that give a Dex bonus; Automatically make Reflex saves (even if no Dex bonus).
G. Immune to TK and Falling Damage (but not high Gravity)
H. Get 2 parting shots / attacks of opportunity instead of 1.
I. Exceptional Dex bonus. This may be taken more than once, each is another level of Exc Dex.
J. Immune to Traveller sphere spells.
K. Free GGL (Specialty God) pick in a god that has a Dex requirement.
L. Immune to Vacuum. Need not breathe.
M. 0, 1/r: Counter someone entering your group (either by moving or by other means).
New Traveller Spells:
Tactic Move (SL=1): Move 1 target from one group to another group, no parting shots, unwilling gets Reflex save (with Dex bonus).
TK Shield (SL=2): Damaging shield (50% back) of type Telekinesis. You Resist TK and Falling Damage while running this.
Blink Wounder (SL=3): (May cast as a 0 action): Blink. If you material component, you can blink twice this segment (you may act between the blinks)
Space Dragon (SL=4): Summons a Space Dragon (a DL VI monster). You have a Space Dragon summon slot in addition to your normal summon slot. You are allowed to have 2 Sun Snakes (one in each slot).
Folding Dimensional Doom (SL=5): Creates a rift of random Dim Doors and Dim Folds; All in group are slain (PPD save) or randomly teleported away (RSW save).
True Teleport (SL=6): Your party teleports on your side of the segment (no delay).
Holy Word Shift (SL=7): Target is plane shifted to a plane of your choice (no save, no MR).
Star Travel (SL=8): You fly at CL c (CL times the speed of light). You can enter a Star and either [1] Spelljam to another Star or Crystal Sphere (as if you were an Iconian Gateway), or [2] Time Travel (as if you were an Undead Robotic Chicken).
Beset (SL=9): Target is Set and his home plane becomes this plane (no save, no MR)

[PC43A] Collective 4.3A Classes


True To Hit/Save Penalty (Mini-Class)

Level KXP Effect Total
1 20 Everyone has --1 TH vs. you (1)
2 40 Everyone has --1 TH vs. you (2)
3 80 Everyone has --1 TH vs. you (3)
4 160 Everyone has --1 TH vs. you (4)
5 320 Everyone has --1 TH vs. you (5)
6 640 Everyone has --1 TH vs. you (6)
7 1000 Everyone has --1 TH vs. you (7)
8 1500 Everyone has --1 TH vs. you (8)
9 2000 Everyone has --1 TH vs. you (9)
10 2500 Everyone has --1 TH vs. you (10)
11 3000 Everyone has --1 TH vs. you (11)
12 3500 Everyone has --1 TH vs. you (12)
13 4000 Everyone has --1 TH vs. you (13)
14 4500 Everyone has --1 TH vs. you (14)
15 5000 Everyone has --1 TH vs. you (15)
16 5500 Everyone has --1 TH vs. you (16)
17 6000 Everyone has --1 TH vs. you (17)
18 6500 Everyone has --1 TH vs. you (18)
19 7000 Everyone has --1 TH vs. you (19)
20 7500 Everyone has --1 TH vs. you (20)
21 8000 Everyone has --1 TH vs. you (21)
22 8500 Everyone has --1 TH vs. you (22)
23 9000 Everyone has --1 TH vs. you (23)
24 9500 Everyone has --1 TH vs. you (24)
25 10000 Everyone has --1 TH vs. you (25)
26 10500 Everyone has --1 TH vs. you (26)
27 11000 Everyone has --1 TH vs. you (27)
28 11500 Everyone has --1 TH vs. you (28)
29 12000 Everyone has --1 TH vs. you (29)
30 12500 Everyone has --1 TH vs. you (30)
31 13000 Everyone has --1 TH vs. you (31)
32 13500 Everyone has --1 TH vs. you (32)
33 14000 Everyone has --1 TH vs. you (33)
34 14500 Everyone has --1 TH vs. you (34)
35 15000 Everyone has --1 TH vs. you (35)
36 15500 Everyone has --1 TH vs. you (36)
Alternate Effect Alt Total
Everyone has --1 saves vs. your effects (1)
Everyone has --1 saves vs. your effects (2)
Everyone has --1 saves vs. your effects (3)
Everyone has --1 saves vs. your effects (4)
Everyone has --1 saves vs. your effects (5)
Everyone has --1 saves vs. your effects (6)
Everyone has --1 saves vs. your effects (7)
Everyone has --1 saves vs. your effects (8)
Everyone has --1 saves vs. your effects (9)
Everyone has --1 saves vs. your effects (10)
Everyone has --1 saves vs. your effects (11)
Everyone has --1 saves vs. your effects (12)
Everyone has --1 saves vs. your effects (13)
Everyone has --1 saves vs. your effects (14)
Everyone has --1 saves vs. your effects (15)
Everyone has --1 saves vs. your effects (16)
Everyone has --1 saves vs. your effects (17)
Everyone has --1 saves vs. your effects (18)
Everyone has --1 saves vs. your effects (19)
Everyone has --1 saves vs. your effects (20)
Everyone has --1 saves vs. your effects (21)
Everyone has --1 saves vs. your effects (22)
Everyone has --1 saves vs. your effects (23)
Everyone has --1 saves vs. your effects (24)
Everyone has --1 saves vs. your effects (25)
Everyone has --1 saves vs. your effects (26)
Everyone has --1 saves vs. your effects (27)
Everyone has --1 saves vs. your effects (28)
Everyone has --1 saves vs. your effects (29)
Everyone has --1 saves vs. your effects (30)
Everyone has --1 saves vs. your effects (31)
Everyone has --1 saves vs. your effects (32)
Everyone has --1 saves vs. your effects (33)
Everyone has --1 saves vs. your effects (34)
Everyone has --1 saves vs. your effects (35)
Everyone has --1 saves vs. your effects (36)
 
--1 TH or --1 saves means to shift the natural die roll by 1. This means a 20 is no longer an automatic success, and automatic failures occur more often.

[PC43A] Collective 4.3A Classes


True Turning/Omens (Mini-Class)

Level KXP Effect Total
1 0.75 ++1 to d20 and +1d12 effect with Turning (1)
2 1.5 ++1 to d20 and +1d12 effect with Turning (2)
3 3 ++1 to d20 and +1d12 effect with Turning (3)
4 6 ++1 to d20 and +1d12 effect with Turning (4)
5 12 ++1 to d20 and +1d12 effect with Turning (5)
6 24 ++1 to d20 and +1d12 effect with Turning (6)
7 48 ++1 to d20 and +1d12 effect with Turning (7)
8 75 ++1 to d20 and +1d12 effect with Turning (8)
9 112.5 ++1 to d20 and +1d12 effect with Turning (9)
10 150 ++1 to d20 and +1d12 effect with Turning (10)
11 187.5 ++1 to d20 and +1d12 effect with Turning (11)
12 225 ++1 to d20 and +1d12 effect with Turning (12)
13 262.5 ++1 to d20 and +1d12 effect with Turning (13)
14 300 ++1 to d20 and +1d12 effect with Turning (14)
15 337.5 ++1 to d20 and +1d12 effect with Turning (15)
16 375 ++1 to d20 and +1d12 effect with Turning (16)
17 412.5 ++1 to d20 and +1d12 effect with Turning (17)
18 450 ++1 to d20 and +1d12 effect with Turning (18)
19 487.5 ++1 to d20 and +1d12 effect with Turning (19)
20 525 ++1 to d20 and +1d12 effect with Turning (20)
21 562.5 ++1 to d20 and +1d12 effect with Turning (21)
22 600 ++1 to d20 and +1d12 effect with Turning (22)
23 637.5 ++1 to d20 and +1d12 effect with Turning (23)
24 675 ++1 to d20 and +1d12 effect with Turning (24)
25 712.5 ++1 to d20 and +1d12 effect with Turning (25)
26 750 ++1 to d20 and +1d12 effect with Turning (26)
27 787.5 ++1 to d20 and +1d12 effect with Turning (27)
28 825 ++1 to d20 and +1d12 effect with Turning (28)
29 862.5 ++1 to d20 and +1d12 effect with Turning (29)
30 900 ++1 to d20 and +1d12 effect with Turning (30)
31 937.5 ++1 to d20 and +1d12 effect with Turning (31)
32 975 ++1 to d20 and +1d12 effect with Turning (32)
33 1012.5 ++1 to d20 and +1d12 effect with Turning (33)
34 1050 ++1 to d20 and +1d12 effect with Turning (34)
35 1087.5 ++1 to d20 and +1d12 effect with Turning (35)
36 1125 ++1 to d20 and +1d12 effect with Turning (36)
Alternate Effect Alt Total
+1 LVL with Omens (1)
+1 LVL with Omens (2)
+1 LVL with Omens (3)
+1 LVL with Omens (4)
+1 LVL with Omens (5)
+1 LVL with Omens (6)
+1 LVL with Omens (7)
+1 LVL with Omens (8)
+1 LVL with Omens (9)
+1 LVL with Omens (10)
+1 LVL with Omens (11)
+1 LVL with Omens (12)
+1 LVL with Omens (13)
+1 LVL with Omens (14)
+1 LVL with Omens (15)
+1 LVL with Omens (16)
+1 LVL with Omens (17)
+1 LVL with Omens (18)
+1 LVL with Omens (19)
+1 LVL with Omens (20)
+1 LVL with Omens (21)
+1 LVL with Omens (22)
+1 LVL with Omens (23)
+1 LVL with Omens (24)
+1 LVL with Omens (25)
+1 LVL with Omens (26)
+1 LVL with Omens (27)
+1 LVL with Omens (28)
+1 LVL with Omens (29)
+1 LVL with Omens (30)
+1 LVL with Omens (31)
+1 LVL with Omens (32)
+1 LVL with Omens (33)
+1 LVL with Omens (34)
+1 LVL with Omens (35)
+1 LVL with Omens (36)
 
The ++1 to the d20 is a natural shift. Each "-" beyond 20 on the Turn Undead Table is +1, so if "Lich" is the fourth dash down from 20 for you, you need a 24 to turn Liches.
The +1d12 effect means to add another 1d12 to the number of undead turned per level. You can lose a 1d12 die to affect an extra group; distribute the dice among the groups (e.g. if you have 5d12 of turning, you can turn 1 group at 1d12, 2 groups at 2d12 [5-1=4 dice], or 3 groups at 1d12 [5-2=3 dice]).

[PC43A] Collective 4.3A Classes


Unfinisher3

Level KXP
Spells
1 0 (none)
2 2 (none)
3 4 (none)
4 8 (none)
5 16 (none)
6 32 (none)
7 64 (none)
8 128 (none)
9 256 (none)
10 450 (none)
11 550 (none)
12 660 (none)
13 780 (none)
14 910 (none)
15 1050 (none)
16 1200 (none)
17 1360 (none)
18 1530 (none)
19 1710 (none)
20 1900 (none)
21 2100 (none)
22 2310 (none)
23 2530 (none)
24 2760 (none)
25 3000 (none)
26 3250 (none)
27 3510 (none)
28 3780 (none)
29 4060 (none)
30 4350 (none)
31 4650 (none)
32 4960 (none)
33 5280 (none)
34 5610 (none)
35 5950 (none)
36 6300 (none)
TH Saves
PD RS PP BW Sp Fo Re Wi
+0 (total = 27, max = 9)
+1 (total = 30, max = 10)
+2 (total = 33, max = 11)
+3 (total = 36, max = 12)
+4 (total = 39, max = 13)
+5 (total = 42, max = 14)
+6 (total = 45, max = 15)
+7 (total = 48, max = 16)
+8 (total = 51, max = 17)
+8 (total = 54, max = 18)
+9 (total = 57, max = 19)
+9 (total = 60, max = 20)
+10 (total = 63, max = 21)
+10 (total = 66, max = 22)
+11 (total = 69, max = 23)
+11 (total = 72, max = 24)
+12 (total = 75, max = 25)
+12 (total = 78, max = 26)
Requisites: Int 9 (also see description)
Alignment: any
HD/level: d8
Weapon Prof.: 2+level/3
To Hit Table: Cust
Save Table: Cust
Reference: DM
Groups: Lost, Futureshifted, Random
 
Each Level: The DM rolls a random class from the unfinished classes from full Collective (section [PC99], also unfinished lists for Collective 4.3). You get the following:
1. One of the (non-"Level:") lines of text that defines the class. If there is none, the DM will make up something (like an Exceptional stat or something). If the ability references LVL or CL, it improves with your Unfinisher3 level.
2. All "Level:" abilties of that exact level from that class (even if non-pickable). If there are none, you get one lower level ability chosen by the DM (usually one of the better ones). If it references LVL or CL, it improves with your Unfinisher3 level.
3. The difference in spell progression from the previous level to this level (e.g. if the previous level was 322 and the new level is 3321, you would get 0101 as your progression). This progression does not improve with level; it's a one time deal (you will probably collect a lot of different progressions tho!). If the progression has a stat bonus, you may use it, but you get only one bonus for each stat (for all of your progressions). If multiple progressions use the same stat, you can split your bonus amongst them as you see fit.
4. Take the class's highest Requisite and add LVL in that stat to this class's Requisites. (For example, if your first pick was Fighter1, this class now requires Str 1 and Chr 9). This has a maximum equal to the actual Requisite for the class (e.g. if you get Fighter1 at level 20, you'll add 9 to the Str requirement, not 20). This may cause you to "owe" quite a few stat points. You may spend your stat point for going up in level before the DM checks which class to add.
Other notes about this class:
N1. If you are picking up Unfinisher3 class beyond level 1, all you have to meet is the Int 9 requirement. Then the DM will do all the class stuff and you'll have higher requirements from now on.
N2. If you get a Rogue group class, you get (level of this pick)*2*LVL Rogue points. The "level of this pick" doesn't go up with level, but LVL does. (e.g. if you got Rogue group classes at levels 4, 5, and 7, you get 32*LVL Rogue points per level). It is possible the Rogue class you pick may increase this, for example, a reasonable non-"Level:" line of text for one of the "-eer" classes would be 20*LVL Rogue points, since they give 60*LVL Rogue points instead of 40*LVL.
N3. If you get a Psionicist group class, you get the PSP difference from previous level to this level (e.g. calculate your pool as if one level lower, and subtract it from your calculated pool for this level). Your pool does not increase in size. If you get an Ioun Stone of PSPs you can transfer PSPs between pools.

[PC43A] Collective 4.3A Classes


Unfinisher3 Class Determination

d126 Class Groups Source
1 (Mighty Morphin) Power Ranger War, Joke Don rejected classes
2 1JG-izer / Emulator1JG Cust Voted classes not made
3 Adventurer Cust Voted classes not made
4 Alien Cultist5 Pri Voted classes not made
5 Animal0 Mon Voted classes not made
6 Anime Schoolgirl Joke, Enslaved Don rejected classes
7 AntiArchMutant Psi [PC99]
8 ArcanistDM Wiz [PC99]
9 ArchArchArcher War Don rejected classes
10 ArchPsi23 Psi Voted classes not made
11 Ars Magus Wiz, Lost Voted classes not made
12 Astral Fabricator30 Wiz, Mon, Alt Voted classes not made
13 Bard1JG Rog [PC99]
14 Battle Mage War, Wiz Don rejected classes
15 Battle Priest War, Pri Don rejected classes
16 Biologist Cust, ? Wiz Don rejected classes
17 Black Rog, ? Pri Don rejected classes
18 Book of Nine Swords ? War Voted classes not made
19 Boss Mon [PC99]
20 Bureaucrat1 NonCombatant, Lost Voted classes not made
21 Cabalist2/Theurgist1 Wiz [PC99]
22 Chaos Warrior War Voted classes not made
23 Chirurgeon3 Pri [PC99]
24 Class Designer Cust, PCDesigned Voted classes not made
25 Cleric30 Pri, Future Voted classes not made
26 Combatant2HM War Voted classes not made
27 Complete Scoundrel3.5 Rog Voted classes not made
28 Complete Warrior3 War [PC99]
29 Composite Elemental Lord Mon [PC99]
30 Custom7 Cust [PC99]
31 CustomDM Cust [PC99]
32 Cutthroat1 Rog [PC99]
d126 Class Groups Source
33 Cutthroat5 Rog Voted classes not made
34 Cyborg8 Mon, Tech Voted classes not made
35 Divine Priest Pri, Conc Voted classes not made
36 Diviner/Vision Mage Wiz, Alt Don rejected classes
37 DumDum Cust, Lesser Voted classes not made
38 Eel-15 Mon [PC99]
39 Escape Artist Rog Don rejected classes
40 Evil Underling Rog, Conc Voted classes not made
41 Familiar Mon, Enslaved Voted classes not made
42 Fanatic Pri [PC99]
43 Freak5 Mon [PC99]
44 Gate/Conduit Mage Wiz, Planar Voted classes not made
45 Golem Master Wiz [PC99]
46 Goon / Clod War [PC99]
47 Gray Hat5 Rog, Mirr, Planar Voted classes not made
48 Griefer5 Rog, Lost Voted classes not made
49 Hackmaster War [PC99]
50 Hellraiser (1/2-demon) War [PC99]
51 Herbalist2.5 Pri Voted classes not made
52 Hippie5 Pri, Lost Voted classes not made
53 Houri1JG Rog [PC99]
54 Immortal Hunter Alt [PC99]
55 InfiltratorDM Rog [PC99]
56 Inventer5 Wiz [PC99]
57 Item Crafter ? Wiz, NonCombatant Voted classes not made
58 Lamer Rog Don rejected classes
59 Luddite ( Psi(-8) ) Psi, Mirr, Tech Voted classes not made
60 Martial Artist1JG Rog [PC99]
61 Mecha Jockey32 (Psi32) Psi, Mon, Tech Voted classes not made
62 Merchant1JG Rog [PC99]
63 MetaCustom7 (Designer) Cust [PC99]
64 Meta-Mage Wiz Voted classes not made

[PC43A] Collective 4.3A Classes


Unfinisher3 Class Determination (cont.)

d126 Class Groups Source
65 MetaMonster7 Mon [PC99]
66 MetaPriest7 Pri [PC99]
67 MetaPsionicist5 or 7 Psi [PC99]
68 MetaRogue7 Rog [PC99]
69 MetaWarrior7 War [PC99]
70 MetaWizard7 Wiz [PC99]
71 Minikin (Minulator-oid) Cust, Alt Voted classes not made
72 Mirror Master Conc, Mirr Voted classes not made
73 Necromonger Pri, Overt Voted classes not made
74 Ninja Turtle Rog, Joke Don rejected classes
75 Ninja1JG Rog [PC99]
76 Occult Mage Wiz, Lost Voted classes not made
77 Occultist5 Pri [PC99]
78 Ooze Mon [PC99]
79 Opposition Conc Voted classes not made
80 ParaPsychologist5 Psi [PC99]
81 Pariah Conc, Mirr Voted classes not made
82 Preacher5 Pri [PC99]
83 Protector1 Pri [PC99]
84 Psi(-18) Psi [PC99]
85 Psi0.02 Psi Don rejected classes
86 Psi13 Psi Voted classes not made
87 Psi17 Psi [PC99]
88 Psi1Blaster Psi [PC99]
89 Psi20 Psi [PC99]
90 Psi23 Psi [PC99]
91 Psi600J Psi Don rejected classes
92 Psi63 (Synnibarr) Psi Voted classes not made
93 Psi6J Psi, Planar Voted classes not made
94 Quintessential Monk6 Rog Voted classes not made
95 Rabid Charging Beast ? Mon, RobotControlled Voted classes not made
96 SATD (Survivalist-ArchMage-
Templar-Dungeoneer)
War, Wiz, Pri, Rog Don rejected classes
d126 Class Groups Source
97 Savage5 Mon [PC99]
98 Scoundrel5 Rog [PC99]
99 Shadow-walker1JG Rog [PC99]
100 Shifter Mon [PC99]
101 Soothsayer10 Wiz [PC99]
102 Spawn Conc, Enslaved Voted classes not made
103 Speedster81 Rog, Psi Voted classes not made
104 Spellweaver Wiz, Mon Voted classes not made
105 Spiritual Healer Pri, Psi, Alt Voted classes not made
106 Swindler5 Rog [PC99]
107 Switch Classer Cust [PC99]
108 Systematic Warrior War, Cust, Random Voted classes not made
109 Tarrasque Mon Voted classes not made
110 Techie Tech Voted classes not made
111 Theist21 Pri, Demi Voted classes not made
112 Thief1JG Rog [PC99]
113 Thought/Mind Mage Wiz [PC99]
114 ThugDM Rog [PC99]
115 Tiny Game Hunter War, Demi Voted classes not made
116 Trickster Rog Voted classes not made
117 Tusken Raider(-19) War [PC99]
118 Understudy Conc, Pri Voted classes not made
119 Variable PsiN Psi [PC99]
120 Venefic1JG Rog [PC99]
121 Victor5 Conc, War Voted classes not made
122 Vindicator(-65) War [PC99]
123 Virologist ? Wiz Don rejected classes
124 Werewolf5 Mon [PC99]
125 Worshiper of the Far Realm Demi, Pri, Lost Don rejected classes
126 X24 Psi [PC99]

[PC43A] Collective 4.3A Classes


Unholy SuperMonk1

Level KXP War,Wiz,Rog  Psi0
123 456 7 / mMG S
1 0 1-- --- - / 1-- -
2 2.85 20- --- - / 2-- -
3 6 21- --- - / 3-- -
4 12.6 320 --- - / 4-- -
5 28.2 331 --- - / 5-- -
6 59.5 332 0-- - / 6-- -
7 121.6 332 1-- - / 61- -
8 247 333 20- - / 62- -
9 431 443 21- - / 63- -
10 616 443 320 - / 64- -
11 862 544 321 - / 65- -
12 1180 655 322 - / 651 -
13 1565 666 422 0 / 652 -
14 2190 666 532 1 / 653 -
15 2815 666 642 1 / 654 -
16 3440 777 643 1 / 654 1
17 4065 777 753 2 / 654 2
18 4690 888 864 2 / 654 3
19 5320 998 864 2 / 654 4
20 5950 999 875 2 / 655 4
21 6580 999 986 2 / 655 5
22 7280 999 996 3 / 665 5
23 7980 999 997 3 / 666 5
24 8680 999 998 3 / 666 6
25 9380 999 998 4 / 766 6
26 10080 999 999 4 / 776 6
27 10780 999 999 5 / 777 6
28 11480 999 999 6 / 777 7
29 12180 999 999 7 / 877 7
30 12880 999 999 8 / 887 7
31 13580 999 999 9 / 888 7
32 14280 AAA A99 9 / 888 8
33 14980 AAA AAA 9 / 988 8
34 15680 AAA AAA A / 998 8
35 16380 BBB BAA A / 999 8
36 17080 BBB BBB B / 999 9
TH Saves
PD RS PP BW Sp Fo Re Wi
+2  8  5  6  3  4  1  3  3
+5  9  6  7  4  6  2  5  4
+8 10  8  8  6  7  3  6  5
+11 11  9  9  8  9  5  8  6
+14 12 11 10 10 10  6  9  7
+17 13 12 11 12 12  7 11  8
+20 14 14 13 14 13  8 12  9
+23 14 15 14 14 14  9 14 10
+26 15 16 14 14 15 11 15 11
+29 16 16 15 15 16 12 17 12
+32 16 16 16 16 16 13 18 13
+35 16 17 16 16 16 14 20 14
+38 17 18 17 17 17 15 21 15
+41 18 19 18 18 18 16 22 16
+44 19 20 19 19 19 17 23 17
+47 20 21 20 20 20 18 24 18
+50 21 22 21 21 21 19 25 19
+53 22 23 22 22 22 20 26 20
Requisites: Str 17, Dex 17, Con 13, Wis 19
Alignment: LE, LN, or NE
HD/level: & +d13
Weapon Prof.: & 3+level*2
To Hit Table: & 3xWar
Save Table: & (2xWar)/(2xPri)/(3xRog)
Reference: DM
Groups: Warrior, Priest, Rogue
 
Gets Barbarian Str and Dex, and Exceptional Con.
Gets Wis bonus to spell progression. Can cast Warrior, Priest, or Rogue spells.
Open Hands number of attacks = (LVL+2)/2. Open Hands base dmg = 1d((LVL+1)*2)
Level 1: If Open Hands hit exceeds what is needed by 5, target is stunned for 1d8 r (save vs. para)
Level 1: If Open Hands stuns, chance to kill is (level)*4+20-(target's AC)% (no save)
Level 1: Open Hands are considered a +LVL weapon to hit.
Level 1: Natural AT is +level*2
Level 1: Base movement rate is (13+level*2)"
Level 1: Against area effects that give a save for ½: the monk takes no damage if he makes his save. This is not used for non-(hp) damaging effects.
Level 1: 1V (may borrow from next segment): Knock away missile weapons. The missile weapons must be size M or less and must be directed at the monk or a target within 10'. The monk makes a save vs. paralyzation with a penalty equal to the number of magical plusses the weapon has, if successful, the weapon is deflected. The monk can knock away a maximum of 10 missiles, plus 1/level.
Level 1: Two Martial Arts styles; +3 Martial Arts maneuver slots /level. This may used for Professional Wrestling instead.
Level 1: +LVL dmg with weapons.
Level 2: +1QV action.
Level 3: Speak with undead (continuous).
Level 4: Immunity to disease and slow effects (continuous).
Level 4: Self healing (laying on hands): LVL*LVL*2 hp, can be done once per turn.
Level 4: Immune falling damage.
Level 5: +1QP action.
Level 6: +1QQV action.
Level 7: Dust of Disappearance (psi freq. 0) level times per day.
Level 8: Retarded Aging, Immunity to Poison, Immunity to Geas/Quest
Level 9: Quivering Palm 1/d: If target's HD/level is equal to or less than twice the monk's level, if hp of target is equal to or less than 10 times monk's hp, if target is not undead, if an open hand attack hits, then monk can command target to die at any time within 1 day per level (no save).
Level 9: +1QM action.
Lvl Holy Monk Ability | -50% | -100% | -150% Act Base Penalty Bonus
1 +rating/50 A actions /r this turn || B actions || C actions F 0 Dex-20 Dex-25
1 Curing/Causing (1 hp per 1% made), self or others (PPD save:½) V 0 Wis-13 Wis-18
1 Restore/Cause stat damage (1 per 5% made), self or others (PPD save:½) V 0 Wis-13 Wis-18
1 Find/Remove Wizard Abjurations/Priest Protections V 0 Dex-13 Dex-18
1 Climb Walls | Climb Overhangs | Climb Upside Down V 60 Str-9 Str-13
1 Open/Close Locks: Mech. | Magic/Psi | OutPhase VM 10 Dex-11 Dex-15
1 Find/Remove Traps: Mech. | Magic/Psi | OutPhase | Pro. M 5 Dex-12 Dex-17
1 Hide in Shadows || Meld in Shadows/Mirrors V 5 Dex-11 Dex-16
2 Remove/Cause Slow/Sleep | Disease | Poison/Blindness | Paralysis/Hold | Curse (PPD save per 10% made) V 0 Wis-13 Wis-18
2 Concealment/Blending | Misdirection | Non-Detection M 20 Wis-12 Wis-14
3 Lower/Ignore WaWR (reduce or ignore WaWR by rating) || iWaWR V/N 0 Dex-10 Dex-20
4 Restore/Cause level drains (1 per 10% made), self or other (PPD save:½) V 0 Wis-13 Wis-18
4 Don't generate Alley encounters | Sewer/Attic | Old City at Night M 10 Wis-15 Wis-20
5 Escape Bonds | Escape Binding | Escape Imprisonment/Time Stop P 50 Str-12 Str-14
6 Touch : Chill/Pain | Para/Vampiric | Energy Drain 0 20 Str-9 Str-15
6 Identity Penetration | False Seeing | True Seeing MM 5 Wis-11 Wis-19
7 Blink | Controlled Blink M 20 Wis-12 Wis-17
8 Finger of Death | Slay Living | Power Word Kill V 0 Int-14 Int-17
8 ("Twirl") Find/Remove Guardian/Warding/Forbiddance effect on area || x1 Special M 20 Dex-18 Dex-28
9 Inner Focus (+1 Str/Dex/Con for 1r per 10% made) M 5 Wis-10 Wis-20
10 Chi Power (cast a Shukenja spell of spell level SL) (penalty = -SL*50%) (#=SL) #M 0 Wis-12 Wis-36
12 Disharmonic Blast (1 dmg per 1% made to area) P*M 10 Con-16 Con-22
15 Energy Control | Adaptation | Immune to Hostile Environments PV 30 Con-9 Con-12
18 Elemental Form | Para-Ele Form | Quasi-Ele Form ||| Semi-Ele Form PP 40 Con-24 Con-24
27 Backsteal (Steal an effect off of target for yourself per 120%) (aXR to avoid) ½0 30 NA NA

[PC43A] Collective 4.3A Classes


Uniquer3

Level KXP Myth     Legend
123 456 78 [1]
1 0 1-- --- -- [-]
2 4.5 2-- --- -- [-]
3 9 3-- --- -- [-]
4 18 31- --- -- [-]
5 36 32- --- -- [-]
6 72 33- --- -- [-]
7 144 331 --- -- [-]
8 288 332 --- -- [-]
9 405 333 --- -- [-]
10 506.25 333 1-- -- [-]
11 618.75 333 2-- -- [-]
12 742.5 333 3-- -- [-]
13 877.5 333 31- -- [-]
14 1023.75 333 32- -- [-]
15 1181.25 333 33- -- [-]
16 1350 333 331 -- [-]
17 1530 333 332 -- [-]
18 1721.25 333 333 -- [-]
19 1923.75 333 333 1- [-]
20 2137.5 333 333 2- [-]
21 2362.5 333 333 3- [-]
22 2598.75 333 333 31 [-]
23 2846.25 333 333 32 [-]
24 3105 333 333 33 [-]
25 3375 433 333 33 [-]
26 3656.25 443 333 33 [-]
27 3948.75 444 333 33 [-]
28 4252.5 444 433 33 [-]
29 4567.5 444 443 33 [-]
30 4893.75 444 443 33 [1]
31 5231.25 444 444 33 [1]
32 5580 444 444 33 [2]
33 5940 444 444 43 [2]
34 6311.25 444 444 43 [3]
35 6693.75 444 444 44 [3]
36 7087.5 444 444 44 [4]
TH Saves
PD RS PP BW Sp Fo Re Wi
& +1  5  3  8  2  3  1  0  1
& +2  6  4  8  3  4  2  0  2
& +3  6  5  8  3  4  2  1  3
& +4  6  6  9  4  5  3  1  4
& +5  7  6  9  4  5  3  2  4
& +6  7  7 10  5  6  4  2  5
& +7  7  8 10  5  6  4  3  6
& +8  8  9 10  6  7  5  3  7
& +9  8  9 11  6  7  6  4  7
& +10  9 10 11  7  8  6  4  8
& +11  9 11 11  7  8  7  5  9
& +12  9 12 12  8  9  8  5 10
& +13 10 12 12  8 10  8  6 10
& +14 10 13 13  9 11  9  6 11
& +15 11 14 13  9 11  9  7 12
& +16 11 14 13 10 12 10  7 13
& +17 12 14 14 11 13 10  8 13
& +18 14 15 14 13 14 11  8 14
Requisites: Chr 25
Alignment: any
HD/level: ++++d6
Weapon Prof.: & level*3
To Hit Table: & +level
Save Table: 1½xPsi
Reference: DM {Planeshifted Rarer3}
Groups: Monster, Alternate
 
Each Level: The DM rolls a Monster Summoning result of DL=2*LVL/5 (round up). The result will be a Unique (or Legend). You gain 1-3 of the racial abilities of what the DM rolls. (You don't actually summon anything, the roll is just to determine what you get.)
The progression for the DLs is as follows:
Levels 1-9 = 1, 1, 2, 2, 2, 3, 3, 4, 4
Levels 10-18 = 4, 5, 5, 6, 6, 6, 7, 7, 8
Levels 19-27 = 8, 8, 9, 9, 10, 10, 10, 11, 11
Levels 28-36 = 12, 12, 12, 13, 13, 14, 14, 14, 15
 
Gets a Myth spell progression.
 
The "&" on the To Hit means this class adds it's to hit bonus to your highest other class.
 
Level 12: Divide the cost of Artifacts by (LVL-10) or it's multiplier, whichever is higher.

[PC43A] Collective 4.3A Classes


Myth Spells

Level # Spell
1 1 All your effects with saves require two saves (pick worst result)
1 2 Can use 3V /s instead of standard actions per segment
1 3 1M, 1/d: Cast 3rd lvl Wiz or 1st lvl Pri spell (does not Twilight you)
1 4 Your Personality score = Con+Int+Wis+Chr+Level.
1 5 Immune to Coup de grace and Mind Reading / ESP
1 6 1P: Lower all x0 and x1 effects on you and 1 target in your group
1 7 +1 V action
1 8 Immune to Rainbow Silver effect
1 9 0, LVL/d: One target gets -10*LVL% MR, PR, IR, or RR
2 1 Material componenting spells (Wizard or Priest) costs you only ½V action
2 2 0, LVL/d: One target gets -10*LVL% to any one resistance other than GR, aGR, XR, or aXR
2 3 Immune to Harm and Causeall
2 4 0, 1/d: Choose a die roll you make.
2 5 1M, 1/d: Use Psi1, 2, 9, or 18 Minor, PSPs=LVL*10
2 6 Can target yourself two times for twice the effect (magic or psi)
2 7 Resist Time
2 8 (LVL)F, 1/d: Create an item worth LVL*100 item XP or less.
2 9 +LVL A actions
3 1 +1 to F factor in Custom2 without paying for it (see [PC6])
3 2 1M, 1/d: Cast 4th lvl Wiz or 3rd lvl Pri spell (does not Twilight you)
3 3 1M: Dispel Innate
3 4 +1 F action
3 5 0, 1/d: Ignore someone's resistance or double resistance to something
3 6 1F, 1/d: Target effect, with multiplier of x2 or greater, is lowered by 1 multiplier (Effects of x9 or greater ignore this.)
3 7 1M, 1/d: Mini Fury (Do LVL QM actions only for magic or psi, at the end of the effect, you are Crapped and Set)
3 8 0, 1/d: Reset self, you will not get your next Natural Reset.
3 9 Duplicate one 1st level Boss or Sidekick spell
4 1 Duplicate one 1st-2nd level Boss or Sidekick spell
4 2 Get 2 Resets per Reset (doesn't stack w/self, one of them is an Artificial Reset)
4 3 +LVL*20% distributed among RMPIWR
4 4 1F, 1/h: Locate Person/Object
4 5 1F, 1/h: Speak with Person (Tongues)
4 6 1V: Magic Jar
4 7 Immune to effects that specifically affect your race (Arrow of Slaying, etc.)
4 8 Always do at least 1 damage as long as you hit, regardless of immunities / WR / pro weapons / etc.
4 9 1V: Lower one x0 effect. 1P: Lower one x1 effect.
5 1 Pick magic, psi, radiation, or innate. Your effects of that type give half blahR (normal and irreducible; unadjustable blahR's are not affected)
5 2 0, 1/s: Have a LVL% chance per segment of being able to attack a Familiar even if it's immune (the Familiar will know you're doing this even if you fail)
5 3 Time/Reality Stability
5 4 1V: Lower all x0 effects on 1 target. 1P: Lower LVL x1 effects on 1 target.
5 5 1M: Roll 1d50-20. After rolling and seeing the result, you may disable that Psionic frequency in the area for 1 turn (treat as a x1 Special).
5 6 1M, 1/d: Contact Higher Plane (not Other; this is the version that has a chance of insanity)
5 7 +1 Opp action (if Opposing actions are pixelated, gives +1QS instead)
5 8 Can trade a Myth SL N for N Myth SLs. This effect also gives you 2 SLs of Myth spells.
5 9 1S: Lower LVL x1 effects in the same group.
6 1 Material componenting spells (Wizard or Priest) costs you only ¼V action
6 2 0, 1/d: For 1 turn, casting multiple Wishes/Miracles doesn't harm MF in the area
6 3 1M, 1/d: Cast 5th lvl Wiz or Pri spell
6 4 1M: Disable all non-Rogue classes in your group (RSW save for each class)
6 5 Resist one element of E=LVL or less (change at reset)
6 6 Immune to 0th-3rd level spells of one school or sphere
6 7 You may mix this class with any other single class, that is itself not in a mix. Uses the 50% version of mixed classing.
6 8 0: Zero & Opposing actions cannot be used in your group.
6 9 1bF: Counterspell
7 1 0, 1/d: Avoid Fate of x2 multiplier
7 2 Duplicate one 1st-4th level Boss or Sidekick spell
7 3 1F: Sever Warden / Brass Gnat / ProtoLich's power connection (Will save)
7 4 1M: Target loses this segment's actions (RSW save)
7 5 1P: You and target cannot use F, S, M, or Opp actions (target gets RSW save)
7 6 1V, 1/t: Choose Future
7 7 You can use +1 segment /r (i.e. you get a segment 11)
7 8 Reduced time paradox/oddities while time travelling
7 9 0, 1/t: Counter a Counterspell
8 1 1 Reset of F actions, 1/w: Create a LVL*1000 item XP magic item
8 2 +3 HNCL for purposes of qualifying for Concordant classes
8 3 1V, 2/d: Drop or add a class (even during combat)
8 4 1 Reset: Mordenkainen's Magnificient Mansion (permanent)
8 5 Duplicate 4 SL's of Mortal0 spells
8 6 +LVL*5% XR
8 7 1F, 1/d: Target Myth loses Myth class & all spells (Will save)
8 8 1F: Dominate target creature (Will save)
8 9 1bF, 1/d: Capital O Object
Legend 1 (11) 1 All your effects have no save (incl. Scarab/Pro)
Legend 1 (11) 2 Can instead use LL/2 (round up) F actions /s
Legend 1 (11) 3 1M,1/d: Cast 10th lvl Wiz or 8th lvl Pri spell
Legend 1 (11) 4 Immune Ego/Domination of mult = to LL or less
Legend 1 (11) 5 Immune Head Blown Off, slain, crapped, Extract
Legend 1 (11) 6 1V: Lower all x1 effects on 1 target
Legend 1 (11) 7 +LL S actions
Legend 1 (11) 8 Truename is unreadable to mult = to LL or less
Legend 1 (11) 9 0,LL/d: One target gets -10*LL% irrBlahR (MPIRR)

[PC43A] Collective 4.3A Classes


Vanguard

Level KXP Warrior
123 456 78
1 0 0-- --- --
2 8 1-- --- --
3 12 2a- --- --
4 17.6 30- --- --
5 26.4 41b --- --
6 39.2 52a --- --
7 58.4 630 c-- --
8 87.2 741 b-- --
9 130.4 852 a-- --
10 195.2 963 0-- --
11 292.8 974 1-- --
12 439.2 985 2d- --
13 658.4 996 3c- --
14 987.2 997 4b- --
15 1480.8 998 5a- --
16 2220.8 999 60- --
17 3331.2 999 71e --
18 5120 999 81d --
19 5440 999 92c --
20 5760 999 92b --
21 6080 999 93a --
22 6400 999 930 f-
23 6720 999 941 e-
24 7040 999 941 d-
25 7360 999 952 c-
26 7680 999 952 b-
27 8000 999 963 a-
28 8320 999 963 0-
29 8640 999 974 1-
30 8960 A99 974 1-
31 9280 AA9 985 1-
32 9600 AAA 985 2-
33 9920 AAA A96 2-
34 10240 AAA AA6 2-
35 10560 BBB AA7 3-
36 10880 BBB BB7 31
TH Saves
PD RS PP BW Sp Fo Re Wi
+1  5  2  4  2  1  1  1  0
+3  6  4  5  4  3  2  2  1
+5  8  5  7  6  4  3  3  2
+7  9  7  8  8  6  4  4  2
+8 11  8 10 10  7  5  4  3
+9 12 10 11 12  9  6  5  4
+10 14 11 13 14 10  7  6  4
+11 14 12 14 14 11  8  7  5
+12 15 13 14 14 12  9  8  6
+13 15 14 15 15 13 10  8  6
+14 15 14 15 15 14 11  9  7
+15 15 14 15 15 15 12 10  8
+16 15 15 15 15 15 13 11  8
+17 16 15 15 15 15 14 12  9
+18 16 15 16 15 15 15 12 10
+19 16 16 16 15 15 16 13 10
+20 16 16 16 16 16 17 14 11
+21 17 16 16 16 16 18 15 12
Requisites: Str 15, Con 9, Chr 19
Alignment: any
HD/level: 2d10
Weapon Prof.: 0+2*level
To Hit Table: 2xCust
Save Table: 2xWar
Reference: MTG / DM
Groups: Warrior, Custom, Demigod (x1)
 
Gets Barbarian Str and Exceptional Con. Uses "Cavalier" line for number of attacks.
Str score is considered +5*LVL higher for purposes of size of weapons that can be wielded. Never has a Dex requirement for weapon size.
 
Gets Chr bonus to spell progression. Specialized in Warrior Paladin school. Can cast Priest All sphere spells as if they were Warrior spells.
 
You have 1 Vanguard Avatar per level. You cannot pick the same Vanguard Avatar more than once. Vanguard Avatars may be changed during reset.
Vanguard Avatars affect the ML for this class only. These ML adjustments are artificial and you will Twilight if you cast a spell with SL above your LVL. If your adjusted ML is 0 or less, your ML is considered to be 0 (and you have no spells). If your ML is greater than 36, gain 1 spell per level, keeping the progression decreasing, you get your first 9th level spell at ML=54.
Vanguard Avatars also affect your maximum hit points. If you somehow gain a Vanguard Avatar during combat, your current hp will increase by the same amount.
The Vanguard Avatar list is not complete. You may spend 1 research point to add an Avatar from the Magic Online list.
 
Some Vanguard Avatar abilities refer to spending spell slots. You may spend a spell slot which is already assigned to channel a spell, but then of course the spell is no longer being channeled. You could spend 1/2 of a 6th level spell to get 3 SL's, or 1/2 of a 1st and a 1/2 of a 5th, etc. (Please keep fractions to 1/2 only.)
 
New Warrior Spell:
Morningtide Summoning (SL=N, Paladin school): Summon 11-SL (choose one of these:) Soldiers, Shamans, Wizards, Warriors, or Rogues of DL=N

[PC43A] Collective 4.3A Classes


Vanguard Avatars

Source # Vanguard Avatar Effect ML max hp
MTG-VG4 1 Ashnod Damaging shield vs. melee or missile weapons (effect is lower case s slain, RSW save per attack) +1 -8*level
MTG-VG2 2 Barrin 0, sacrifice a summon: Dismiss a summon, or force a creature back to it's home plane (RSW save if your summon's DL is less than their DL) 0 +6*level
MTG-VG2 3 Crovax Whenever you or your summons attack and deal damage, gain 1 hp per attack. (You can go to at most triple max hp) +2 0
MTG-VG3 4 Eladamri 0: Redirect to yourself any amount of damage dealt to your summons. -1 +15*level
MTG-VG1 5 Ertai You and your summons can't be the target of enemies' spells or abilities. -1 +4*level
MTG-VG1 6 Gerrard +1F action per round. -4 0
MTG-VG4 7 Gix 1M, use 3 SLs of spell slots: Bring back one of your summons that was just killed in the past round. It is Capital F Fixed. -2 +18*level
MTG-VG2 8 Greven il-Vec You and your summons can Slay brand on one attack per P action (RSW save, lower case s slain) -1 +2*level
MTG-VG2 9 Hanna Your spells (from your Vanguard progression) cost 1 SL less (you are School Robed in everything). +1 -5*level
MTG-VG1 10 Karn You have an extra "Animated Objects" slot, with at most LVL objects in it. 1M: Animate Object as a DL=(LVL+1)/2 Golem. +1 +6*level
MTG-VG3 11 Lyna You and your summons gain phasing (they can pass though solid objects and walls). +2 -4*level
MTG-VG1 12 Maraxus Your summons get +1 offensive DL. +1 +2*level
MTG-VG1 13 Mirri You may cast Wizard, Priest, or Rogue spells as if they were Warrior spells. 0 +5*level
MTG-VG4 14 Mishra You and your summons deal double melee damage. 0 -3*level
MTG-VG3 15 Multani 0, use a spell slot of SL=N, 1/t: Your summons get +N to offensive DL for 1 turn. This does not stack with itself. -3 -2*level
MTG-VG3 16 Oracle 0, 1/r: Remove yourself and any number of your summons from a group (no parting shots; they move LVL*10' away) +1 +9*level
MTG-VG2 17 Orim You and your summons have +LVL*3' reach upwards. 0 +12*level
MTG-VG3 18 Rofellos Whenever one of your summons is killed, gain it's DL/10 of an A' action. (1A' -> 1V; 2A' -> 1P; 3A' -> 1M or 1QZ) -2 +4*level
MTG-VG2 19 Selenia Your summons can interpose in front of you to absorb attacks. +1 +7*level
MTG-VG4 20 Serra All creatures you control get +1 defensive DL or +2 rhp (choose one). +1 +level
MTG-VG3 21 Sidar Kondo 0, use 3 SLs of spell slots: Target gets +3 TH, dmg, AC, and saves for 1r. This ability does stack with itself. -1 +12*level
MTG-VG1 22 Sisay Double your spell progression (number of spells per level, including the Chr stat bonus) -2 -3*level
MTG-VG3 23 Sliver Queen, Brood Mother Extra summon slot, only for at most LVL*5 Slivers. 0, use N SLs of spell slots: Summon a DL N Sliver. It has no special abilities (it is "Vanilla"). 0 +8*level
MTG-VG1 24 Squee You have continuous ESP. 1M: Sense Motive or Detect Lie (no failure). 1M: Tap Psionic Link. +3 -4*level
MTG-VG2 25 Starke Whenever you lower (drop) one of your spells, you can get the spell slot back (it becomes an unassigned spell slot if you were channeling it). 0 -2*level
MTG-VG1 26 Tahngarth You and your summons are unaffected by summoning sickness. -1 +7*level
MTG-VG3 27 Takara 1N, sacrifice a summon: Deal X damage to one target (no save), where X is the DL of the summon. +3 -8*level
MTG-VG4 28 Tawnos You may convert 1M -> 1OppM only for casting spells. +3 -4*level
MTG-VG4 29 Titania 0, 1/r: An area effect spell you are casting affects an extra group. +2 -5*level
MTG-VG4 30 Urza 1M, use 3 SLs of spell slots: 10*LVL dmg to one target (no save). -1 +10*level
MTG-VG2 31 Volrath When summoning, you can get back the exact same subtype of summon that you last summoned. +2 -3*level
MTG-VG4 32 Xantcha 0, sacrifice a summon or magic item: Target is cured N hp, where N=(DL^2)*10 of summon, or N=XPV of item. +1 +3*level

[PC43A] Collective 4.3A Classes


Wacky Ball Mage

Level KXP Wacky Balls
123 456 789 AB
1 0 2½- --- --- --
2 2.5 31½ --- --- --
3 5 421 --- --- --
4 10 532 ½-- --- --
5 20 643 1½- --- --
6 40 754 21- --- --
7 60 865 32½ --- --
8 90 976 43½ --- --
9 135 A87 541 ½-- --
10 250 A98 652 1-- --
11 375 AA9 763 2½- --
12 750 AAA 874 3½- --
13 1125 AAA 985 4½- --
14 1500 AAA A96 51½ --
15 1875 AAA AA7 621 --
16 2250 AAA AA8 732 --
17 2625 AAA AA9 843 --
18 3000 AAA AAA 954 ½-
19 3375 AAA AAA A65 ½-
20 3750 AAA AAA A76 1-
21 4125 AAA AAA A87 1-
22 4500 AAA AAA A98 2-
23 4875 AAA AAA AA9 2-
24 5250 AAA AAA AAA 3-
25 5625 BBB BBB BBB 3-
26 6000 BBB BBB BBB 4-
27 6375 CCC CCC CCC 4½
28 6750 CCC CCC CCC 5½
29 7125 DDD DDD DDD 5½
30 7500 DDD DDD DDD 51
31 7875 DDD DDD DDD 61
32 8250 EEE EEE EEE 61
33 8625 EEE EEE EEE 71
34 9000 FFF FFF FFF 71
35 9375 FFF FFF FFF 81
36 9750 FFF FFF FFF 82
TH Saves
PD RS PP BW Sp Fo Re Wi
-1  4  7  5  3  7  0  1  1
+0  4  8  6  4  7  1  2  2
+0  5  9  7  5  8  2  3  3
+0  6 10  7  6  9  2  3  4
+0  6 11  8  6 10  3  4  5
+0  7 12  9  7 11  4  5  6
+0  7 13 10  8 11  5  6  7
+1  8 13 11  9 12  6  7  8
+1  9 14 11 10 13  6  7  9
+1  9 15 12 10 14  7  8 10
+1 10 15 13 11 15  8  9 11
+1 11 16 13 12 15  9 10 12
+1 12 16 14 13 15 10 11 13
+2 12 16 14 14 16 10 11 14
+2 13 16 15 14 16 11 12 15
+2 14 16 15 15 16 12 13 16
+2 15 17 16 16 16 13 14 17
+2 16 17 16 16 17 14 15 18
Requisites: Dex 12, Int 18
Alignment: any
HD/level: d5
Weapon Prof.: 2+level/8
To Hit Table: ½xWiz
Save Table: 2xWiz
Reference: DM
Groups: Wizard
 
Specialized in Wacky Balls. Opposite to everything else except Invocation (which it's Normal to)
Wacky Balls can be seen in the [S2] section.
Free Material Componenting.

[PC43A] Collective 4.3A Classes


Wand Mage

Level KXP Wands
123 456 789 A
1 0 1-- --- --- -
2 1.8 2½- --- --- -
3 3.6 21- --- --- -
4 7.2 32½ --- --- -
5 14.4 321 --- --- -
6 28.8 432 ½-- --- -
7 57.6 432 1-- --- -
8 115.2 543 2½- --- -
9 230.4 543 21- --- -
10 590.4 654 32½ --- -
11 950.4 654 321 --- -
12 1310.4 765 432 ½-- -
13 1670.4 765 432 1-- -
14 2030.4 776 543 2½- -
15 2390.4 776 543 21- -
16 2750.4 777 654 32½ -
17 3110.4 777 654 321 -
18 3470.4 777 765 432 ½
19 3830.4 777 776 543 1
20 4190.4 777 777 654 2
21 4550.4 777 777 765 3
22 4910.4 777 777 776 4
23 5270.4 777 777 777 5
24 5630.4 777 777 777 6
25 5990.4 777 777 777 7
26 6350.4 888 877 777 7
27 6710.4 888 888 877 7
28 7070.4 888 888 888 7
29 7430.4 888 888 888 8
30 7790.4 999 988 888 8
31 8150.4 999 999 988 8
32 8510.4 999 999 999 8
33 8870.4 999 999 999 9
34 9230.4 AAA A99 999 9
35 9590.4 AAA AAA A99 9
36 9950.4 AAA AAA AAA A
TH Saves
PD RS PP BW Sp Fo Re Wi
+0  4  7  5  3  6  0  1  1
+0  4  7  5  3  7  0  1  1
+0  4  8  5  4  7  0  1  2
+1  4  8  6  4  7  1  2  2
+1  5  9  6  4  8  1  2  3
+1  5  9  7  5  8  2  3  3
+2  5 10  7  5  9  2  3  4
+2  6 10  7  6  9  2  3  4
+2  6 10  8  6  9  3  4  5
+3  6 11  8  6 10  3  4  5
+3  7 11  9  7 10  4  5  6
+3  7 12  9  7 11  4  5  6
+4  7 12  9  8 11  4  5  7
+4  7 13 10  8 11  5  6  7
+4  8 13 10  8 12  5  6  8
+5  8 13 11  9 12  6  7  8
+5  8 14 11  9 13  6  7  9
+5  9 14 11 10 13  6  7  9
Requisites: Int 19
Alignment: any
HD/level: ++d6
Weapon Prof.: 2+level/2
To Hit Table: Wiz
Save Table: Wiz
Reference: DM
Groups: Wizard
 
Does not use Channeling.
Each "wand slot" allows you to create a temporary wand (which lasts until the end of the day). Each wand has 10*N charges, where N is the number in the spell progression for that SL (not counting stat bonus if you somehow generate a stat bonus for this progression). So, a 3rd level Wand Mage can make 2 SL=1 wands with 20 charges each, and 1 SL=2 wand with 10 charges. (Half-slots require school specialization and have 5 charges.)
 
For each wand, you specify two spell effects it can do, of the appropriate SL. You can leave these choices as "open slots" as you like.
 
It doesn't take any actions to make or choose the effects of these wands. You are assumed to always be wielding a wand in each hand that you have dictated for "wand usage". It doesn't cost any actions to switch wands either; but you do have to spend 1V if you switch from wand to non-wand (say to a shield) or vice versa.
 
It requires only 1M action to active ALL wands you are wielding. This is an exception to the normal wand usage rules, and only Wand Mages can do this.
 
You may specialize in a school, if you do, choose an opposite. Wands that do effects only from specialized schools cost only ½ a wand slot to make.
 
You may "break" a wand, spending 1V, this causes the wand to release all of it's charges on both you and the target. For each charge, choose which wand effect resolves. If the wand is area effect, both you and the target are centers of each area effect. However, if you and the target are in the same group, only 1 area effect resolves per charge (not 2). (The point here is that no one should be hit by more than 1 effect per charge.)
 
Going into each reset (at the beginning of the reset), you may keep some of your remaining temporary wands as permanent wands, to go into the next day. You can keep only LVL of these permanent wands total at a time.
You can also sell some of your permanent wands during the reset, but any wands you sell will count against this LVL limit for the next (upcoming) day. At the end of that day (tomorrow), your limit goes back to LVL as normal (essentially it takes 1 day for the limit to "forget" these wands). Wands sell for (SL+1)^2*C*5 gp, where C is the number of charges (assuming half cost for selling items).
 
Level 6: You may construct staves; these are identical to wands, except they have only 2.5*N charges (round up), but do ALL of their effects when activated. The target must be the same for each effect. Staves count as wands for the "1M: Active all your wands" ability.
Level 9: Your wands of SL 1-3 can have 3 effects instead of 2.
Level 12: You may construct rods; these are like wands, but they don't have charges. Instead they have "1M: Do one of this rod's effects". This uses up your entire 1M action; rods do not count as wands for the "1M: Active all your wands" ability.
Level 18: Your wands of SL 1-3 can have 4 effects, and your wands of SL 4-6 can have 3 effects.
Level 27: Your wands of SL 1-3 can have 5 effects, and your wands of SL 4-6 can have 4 effects, and your wands of SL 7-9 can have 3 effects.
Level 36: Your wands of SL 1-3 can have 6 effects, and your wands of SL 4-6 can have 5 effects, your wands of SL 7-9 can have 4 effects, and your wands of SL 10 can have 3 effects.

[PC43A] Collective 4.3A Classes


War Priest

Level KXP Priest
123 456 78
1 0 20- --- --
2 2 210 --- --
3 4 321 --- --
4 7.5 422 --- --
5 12.5 432 0-- --
6 20 432 1-- --
7 35 443 1-- --
8 60 443 20- --
9 90 543 21- --
10 125 543 320 --
11 200 553 321 0-
12 300 554 432 1-
13 750 655 543 2-
14 1150 666 654 3-
15 1550 666 666 4-
16 1950 666 666 5-
17 2350 666 666 6-
18 2750 666 666 60
19 3150 666 666 61
20 3550 666 666 62
21 3950 666 666 63
22 4350 666 666 64
23 4750 666 666 65
24 5150 766 666 65
25 5550 776 666 65
26 5950 777 666 65
27 6350 777 766 65
28 6750 777 776 65
29 7150 777 777 65
30 7550 777 777 75
31 7950 777 777 76
32 8350 777 777 77
33 8750 887 777 77
34 9150 888 877 77
35 9550 888 888 77
36 9950 888 888 88
TH Saves
PD RS PP BW Sp Fo Re Wi
+0  4  2  3  1  1  1  1  0
+1  5  2  4  2  1  1  1  0
+2  5  3  4  3  2  2  2  1
+3  6  4  5  4  3  2  2  1
+4  7  5  6  5  4  3  2  1
+5  8  5  7  6  4  3  3  2
+6  8  6  7  7  5  4  3  2
+7  9  7  8  8  6  4  4  2
+8 10  8  9  9  7  5  4  3
+9 11  8 10 10  7  5  4  3
+10 11  9 10 11  8  6  5  3
+11 12 10 11 12  9  6  5  4
+12 13 11 12 13 10  7  6  4
+13 14 11 13 14 10  7  6  4
+14 14 12 13 14 11  8  6  5
+15 14 12 14 14 11  8  7  5
+16 14 13 14 14 12  9  7  5
+17 15 13 14 14 12  9  8  6
Requisites: Str 15, Wis 12
Alignment: any
HD/level: d10
Weapon Prof.: 4+level/2
To Hit Table: War
Save Table: Pri
Reference: DM
Groups: Priest
 
Gets Str (not Wis) bonus to spells.
Gets Exceptional Str bonus.
Bonus grand in War sphere.
Can specialize in weapons using the "Non-War" line.
+level slots for Henchmen.
Never loses control of Henchmen (auto-make Chr and Morale checks).
Divide the cost of Henchment by LVL.
   
Level N (every level): Using the list below, pick an ability.
A. +1P Action.
B. Barbarian Str bonus instead of Exceptional.
C. All weapons are considered 1 size smaller for what you can wield.
D. Immune to attacks from siege machines.
E. You, your party, followers, henchmen, summons, familiars, and animal companions Fly at LVL*3".
F. Automatically make Str checks, Bend Bars/Lift Gates checks. Immune to Web and Stop effects.
G. Unmanned siege machines within LVL*10' of you can fire by themselves (using your attack bonuses).
H. You and your henchmen ignore plusses needed to hit, WR, and DR.
I. Your henchmen attack as if one DL better than they are.
J. Your henchmen defend as if one DL better than they are.
K. Free GGL (Specialty God) pick in a god that has a Str requirement.
L. You can communicate psionically with all of your henchmen. This link cannot be "tapped".
M. 1F, 1/h: Create a x1 Terrain Feature (Special with 1 mile radius), with a max SL=(LVL/2) effect.
N. Your Wall spell effects have xLVL area. ½M: Dispel a Wall effect.
New War Spells:
War Charge (SL=1): When charging with at least 100 Henchmen, all who see this are Feared (Will save).
Battle Shield (SL=2): Damaging shield (50% back) of type Metal. You resist weapon special effects while running this.
Dispel Charm (SL=3): Dispels Charm on a group, or on all of your Henchmen at once.
Henchman Recruit (SL=4): Teleports in one Henchman of the same type as one you have. You must pay the gp cost of the Henchman immediately.
True Storm (SL=5): Entire party (incl. summons and henchmen) get +20 TH on one attack this segment.
Army Teleport (SL=6): Teleports any number of (willing) beings within sight.
Holy Word Battle (SL=7): Entire party (incl. summons and henchmen) get +1QS action this segment.
Higher Ground (SL=8): Creates a x2 Terrain Feature that you and your henchmen get +1 to multiplier.
Mass Mass Heal (SL=9): Heals up to 100 groups of creatures. (Yes, this can be reversed.)

[PC43A] Collective 4.3A Classes


New Henchmen

Name gp /day Effective DL Notes
Cloistered Cleric 3 DL I They throw Cure (or Cause) Lights, once a round.
Muscle Sliver 30 DL I (or more) DL=cube root of (number of Muscle Slivers); Have no real "special" abilities
Musketeer 4 DL II If killed in melee, they explode on their enemy for 1d4 Tech dmg.
Bulette of Xvim 9 DL II (attack as III) Don't have to pay them after the first day, as long as there's plenty of corpses to eat.
Rogue Invisible Stalker 12 DL III Have level 1-8 Rogue-like abilities
Cambion 20 DL III Psi6 / Psi12 Minor and Major abilities (choose alignment)
Hound of Ill Omen 50 DL IV Shift enemies' die rolls out of their favor
Faerie 65 DL IV (defend as VI) |AC| 18; area effects kill only 1 of them
Mind Flayer Mercenary 150 DL V Lots of Grand psionic effects. This is the closest you're gonna get to Astral Constructs on this table.
SFB Prime Team 200 DL V Like a mini NPC party. Not as clever as the PCs, but they can operate on their own if given orders.
Henchman 400 DL VI As in the x1 Concordant class. Sidekicks cost the same amount.
Rakshasa Mercenary 900 DL VII Lots of SL 5-8 spell effects
Proto-Lich 1600 DL VIII Nasty Higher Undead. Looking for that last haul before retiring to Lichdom.
Small Game Hunter 3000 DL IX Looking for something to smash.
Big Game Hunter 5000 DL X Kill All.

[PC43A] Collective 4.3A Classes


Warrior/Rogue Spell Progression (Mini-Class)

Level KXP Normal Effect War/Rog
123 456
1 0.8 CL=(1 or HNCL); know 1 school 1-- ---
2 1.6 CL=(2 or HNCL); know 2 schools 2-- ---
3 3.2 CL=(3 or HNCL); know 3 schools 21- ---
4 6.4 CL=(4 or HNCL); know 4 schools 32- ---
5 12.8 CL=(5 or HNCL); know 5 schools 421 ---
6 25.6 CL=(6 or HNCL); know 6 schools 422 ---
7 51.2 CL=(7 or HNCL); know 7 schools 432 1--
8 102.4 CL=(8 or HNCL); know 8 schools 433 2--
9 160 CL=(9 or HNCL); know 9 schools 433 21-
10 240 CL=(10 or HNCL); know 10 schools 443 22-
11 320 CL=(11 or HNCL); know 11 schools 444 33-
12 400 CL=(12 or HNCL); know 12 schools 444 441
13 480 CL=(13 or HNCL); know 13 schools 555 442
14 560 CL=(14 or HNCL); know 14 schools 555 443
15 640 CL=(15 or HNCL); know 15 schools 555 544
16 720 CL=(16 or HNCL); know 16 schools 555 555
17 800 CL=(17 or HNCL); know 17 schools 665 555
18 880 CL=(18 or HNCL); know 18 schools 666 655
19 960 CL=(19 or HNCL); know 19 schools 666 666
20 1040 CL=(20 or HNCL); know 20 schools 776 666
21 1120 CL=(21 or HNCL); know 21 schools 777 766
22 1200 CL=(22 or HNCL); know 22 schools 777 777
23 1280 CL=(23 or HNCL); know 23 schools 887 777
24 1360 CL=(24 or HNCL); know 24 schools 888 877
25 1440 CL=(25 or HNCL); know 25 schools 888 888
26 1520 CL=(26 or HNCL); know 26 schools 998 888
27 1600 CL=(27 or HNCL); know 27 schools 999 988
28 1680 CL=(28 or HNCL); know 28 schools 999 999
29 1760 CL=(29 or HNCL); know 29 schools AA9 999
30 1840 CL=(30 or HNCL); know 30 schools AAA A99
31 1920 CL=(31 or HNCL); know 31 schools AAA AAA
32 2000 CL=(32 or HNCL); know 32 schools BBA AAA
33 2080 CL=(33 or HNCL); know 33 schools BBB BAA
34 2160 CL=(34 or HNCL); know 34 schools BBB BBB
35 2240 CL=(35 or HNCL); know 35 schools CCB BBB
36 2320 CL=(36 or HNCL); know 36 schools CCC CBB
Alternate
123 456 7
1-- --- -
-1- --- -
-2- --- -
1-1 --- -
2-2 --- -
21- 1-- -
22- 2-- -
221 -1- -
322 -2- -
322 1-1 -
332 2-2 -
332 21- 1
333 22- 2
433 321 2
443 332 2
444 333 3
444 433 3
444 443 3
444 444 3
444 444 4
544 444 4
554 444 4
555 444 4
555 544 4
555 554 4
555 555 4
555 555 5
655 555 5
665 555 5
666 555 5
666 655 5
666 665 5
666 666 5
666 666 6
766 666 6
776 666 6
This class can cast both Warrior and Rogue spells. You pick one school per level.

[PC43A] Collective 4.3A Classes


Weapon Specialization (Mini-Class)

Level KXP Normal Effect Total
1 1.5 Weapon Spec, +3 half plusses (+3)
2 3 Weapon Spec, +3 half plusses (+6)
3 6 Weapon Spec, +3 half plusses (+9)
4 12 Weapon Spec, +3 half plusses (+12)
5 24 Weapon Spec, +3 half plusses (+15)
6 48 Weapon Spec, +3 half plusses (+18)
7 96 Weapon Spec, +3 half plusses (+21)
8 192 Weapon Spec, +3 half plusses (+24)
9 300 Weapon Spec, +3 half plusses (+27)
10 450 Weapon Spec, +3 half plusses (+30)
11 600 Weapon Spec, +3 half plusses (+33)
12 750 Weapon Spec, +3 half plusses (+36)
13 900 Weapon Spec, +3 half plusses (+39)
14 1050 Weapon Spec, +3 half plusses (+42)
15 1200 Weapon Spec, +3 half plusses (+45)
16 1350 Weapon Spec, +3 half plusses (+48)
17 1500 Weapon Spec, +3 half plusses (+51)
18 1650 Weapon Spec, +3 half plusses (+54)
19 1800 Weapon Spec, +3 half plusses (+57)
20 1950 Weapon Spec, +3 half plusses (+60)
21 2100 Weapon Spec, +3 half plusses (+63)
22 2250 Weapon Spec, +3 half plusses (+66)
23 2400 Weapon Spec, +3 half plusses (+69)
24 2550 Weapon Spec, +3 half plusses (+72)
25 2700 Weapon Spec, +3 half plusses (+75)
26 2850 Weapon Spec, +3 half plusses (+78)
27 3000 Weapon Spec, +3 half plusses (+81)
28 3150 Weapon Spec, +3 half plusses (+84)
29 3300 Weapon Spec, +3 half plusses (+87)
30 3450 Weapon Spec, +3 half plusses (+90)
31 3600 Weapon Spec, +3 half plusses (+93)
32 3750 Weapon Spec, +3 half plusses (+96)
33 3900 Weapon Spec, +3 half plusses (+99)
34 4050 Weapon Spec, +3 half plusses (+102)
35 4200 Weapon Spec, +3 half plusses (+105)
36 4350 Weapon Spec, +3 half plusses (+108)
Alternate Effect
#Att w/ Wpn Spec is 3/2
#Att w/ Wpn Spec is 3/2
#Att w/ Wpn Spec is 3/2
#Att w/ Wpn Spec is 3/2
#Att w/ Wpn Spec is 2/1
#Att w/ Wpn Spec is 2/1
#Att w/ Wpn Spec is 2/1
#Att w/ Wpn Spec is 2/1
#Att w/ Wpn Spec is 5/2
#Att w/ Wpn Spec is 5/2
#Att w/ Wpn Spec is 5/2
#Att w/ Wpn Spec is 5/2
#Att w/ Wpn Spec is 3/1
#Att w/ Wpn Spec is 3/1
#Att w/ Wpn Spec is 3/1
#Att w/ Wpn Spec is 3/1
#Att w/ Wpn Spec is 7/2
#Att w/ Wpn Spec is 7/2
#Att w/ Wpn Spec is 7/2
#Att w/ Wpn Spec is 7/2
#Att w/ Wpn Spec is 4/1
#Att w/ Wpn Spec is 4/1
#Att w/ Wpn Spec is 4/1
#Att w/ Wpn Spec is 4/1
#Att w/ Wpn Spec is 9/2
#Att w/ Wpn Spec is 9/2
#Att w/ Wpn Spec is 9/2
#Att w/ Wpn Spec is 9/2
#Att w/ Wpn Spec is 5/1
#Att w/ Wpn Spec is 5/1
#Att w/ Wpn Spec is 5/1
#Att w/ Wpn Spec is 5/1
#Att w/ Wpn Spec is 11/2
#Att w/ Wpn Spec is 11/2
#Att w/ Wpn Spec is 11/2
#Att w/ Wpn Spec is 11/2
 
The Normal version gives #Att for specialization using Non-War column.
Alternate version:
Bow number of attacks is (amount given)+1/2
Dagger number of attacks is (amount given)*2
Dart number of attacks is (amount given)*2+1
Small Shuriken number of attacks is (amount given)*2+2

[PC43A] Collective 4.3A Classes


Wear Locations / Limbs (Mini-Class)

Level KXP Normal Effect Total
1 3 +1 wear location (+1)
2 6 +1 wear location (+2)
3 12 +1 wear location (+3)
4 24 +1 wear location (+4)
5 48 +1 wear location (+5)
6 96 +1 wear location (+6)
7 192 +1 wear location (+7)
8 384 +1 wear location (+8)
9 600 +1 wear location (+9)
10 900 +1 wear location (+10)
11 1200 +1 wear location (+11)
12 1500 +1 wear location (+12)
13 1800 +1 wear location (+13)
14 2100 +1 wear location (+14)
15 2400 +1 wear location (+15)
16 2700 +1 wear location (+16)
17 3000 +1 wear location (+17)
18 3300 +1 wear location (+18)
19 3600 +1 wear location (+19)
20 3900 +1 wear location (+20)
21 4200 +1 wear location (+21)
22 4500 +1 wear location (+22)
23 4800 +1 wear location (+23)
24 5100 +1 wear location (+24)
25 5400 +1 wear location (+25)
26 5700 +1 wear location (+26)
27 6000 +1 wear location (+27)
28 6300 +1 wear location (+28)
29 6600 +1 wear location (+29)
30 6900 +1 wear location (+30)
31 7200 +1 wear location (+31)
32 7500 +1 wear location (+32)
33 7800 +1 wear location (+33)
34 8100 +1 wear location (+34)
35 8400 +1 wear location (+35)
36 8700 +1 wear location (+36)
Alternate Effect Alt Total
+1 tentacle (+1)
+1 tentacle (+2)
+1 tentacle (+3)
+1 tentacle (+4)
+1 tentacle (+5)
+1 tentacle (+6)
+1 tentacle (+7)
+1 tentacle (+8)
+1 tentacle (+9)
+1 tentacle (+10)
+1 tentacle (+11)
+1 tentacle (+12)
+1 tentacle (+13)
+1 tentacle (+14)
+1 tentacle (+15)
+1 tentacle (+16)
+1 tentacle (+17)
+1 tentacle (+18)
+1 tentacle (+19)
+1 tentacle (+20)
+1 tentacle (+21)
+1 tentacle (+22)
+1 tentacle (+23)
+1 tentacle (+24)
+1 tentacle (+25)
+1 tentacle (+26)
+1 tentacle (+27)
+1 tentacle (+28)
+1 tentacle (+29)
+1 tentacle (+30)
+1 tentacle (+31)
+1 tentacle (+32)
+1 tentacle (+33)
+1 tentacle (+34)
+1 tentacle (+35)
+1 tentacle (+36)
Normal (Wear Locations): You can wear an extra of the same item type per level (for example, you could wear 2 helmets instead of 1 at level 1).
These locations cost 1 each: Belt, Boots, Buckler, Finger (Ring), Gauntlets, Girdle, Gloves, Helmet/Hat/Beanie, Ioun Stone
These locations cost 2 each: Face/Mask, Glasses/Goggles, Shield
These locations cost 4 each: Body Armor, Weapon (for weapons keep track of Str requirements!)
Alternate (Limbs): Each level you get 1 tentacle. You may trade them in for another type:
These limbs cost 1 tentacle: Antenna, Hand (splitting the Str with another hand in same arm), Horn (1d2 dmg), Leg (with a Foot), Tail (1d2 dmg)
These limbs cost 2 tentacles: Arm (with a Hand), Brain (immune Brain Drawn Forth unless lose all of them), Eye, Heart
These limbs cost 4 tentacles: Head, Torso
All the extra limbs from this class are in the same "group" of limbs. You may start a new group by losing a tentacle.

[PC43A] Collective 4.3A Classes


Wis (Mini-Class)

Level KXP Effect Total
1 2 +2 set Wis; +2 Personality * (+2; +2)
2 4 +2 set Wis; +2 Personality * (+4; +4)
3 8 +2 set Wis; +2 Personality * (+6; +6)
4 16 +2 set Wis; +2 Personality * (+8; +8)
5 32 +2 set Wis; +2 Personality * (+10; +10)
6 64 +2 set Wis; +2 Personality * (+12; +12)
7 128 +2 set Wis; +2 Personality * (+14; +14)
8 200 +2 set Wis; +2 Personality * (+16; +16)
9 300 +2 set Wis; +2 Personality * (+18; +18)
10 400 +2 set Wis; +2 Personality * (+20; +20)
11 500 +2 set Wis; +2 Personality * (+22; +22)
12 600 +2 set Wis; +2 Personality * (+24; +24)
13 700 +2 set Wis; +2 Personality * (+26; +26)
14 800 +2 set Wis; +2 Personality * (+28; +28)
15 900 +2 set Wis; +2 Personality * (+30; +30)
16 1000 +2 set Wis; +2 Personality * (+32; +32)
17 1100 +2 set Wis; +2 Personality * (+34; +34)
18 1200 +2 set Wis; +2 Personality * (+36; +36)
19 1300 +2 set Wis; +2 Personality * (+38; +38)
20 1400 +2 set Wis; +2 Personality * (+40; +40)
21 1500 +2 set Wis; +2 Personality * (+42; +42)
22 1600 +2 set Wis; +2 Personality * (+44; +44)
23 1700 +2 set Wis; +2 Personality * (+46; +46)
24 1800 +2 set Wis; +2 Personality * (+48; +48)
25 1900 +2 set Wis; +2 Personality * (+50; +50)
26 2000 +2 set Wis; +2 Personality * (+52; +52)
27 2100 +2 set Wis; +2 Personality * (+54; +54)
28 2200 +2 set Wis; +2 Personality * (+56; +56)
29 2300 +2 set Wis; +2 Personality * (+58; +58)
30 2400 +2 set Wis; +2 Personality * (+60; +60)
31 2500 +2 set Wis; +2 Personality * (+62; +62)
32 2600 +2 set Wis; +2 Personality * (+64; +64)
33 2700 +2 set Wis; +2 Personality * (+66; +66)
34 2800 +2 set Wis; +2 Personality * (+68; +68)
35 2900 +2 set Wis; +2 Personality * (+70; +70)
36 3000 +2 set Wis; +2 Personality * (+72; +72)
Alt1 Effect Alt2 Effect Alt Total
+4 set Intuition (prog. bonus) +4 set Reason (Will saves); * (+4)
+4 set Intuition (prog. bonus) +4 set Reason (Will saves); * (+8)
+4 set Intuition (prog. bonus) +4 set Reason (Will saves); * (+12)
+4 set Intuition (prog. bonus) +4 set Reason (Will saves); * (+16)
+4 set Intuition (prog. bonus) +4 set Reason (Will saves); * (+20)
+4 set Intuition (prog. bonus) +4 set Reason (Will saves); * (+24)
+4 set Intuition (prog. bonus) +4 set Reason (Will saves); * (+28)
+4 set Intuition (prog. bonus) +4 set Reason (Will saves); * (+32)
+4 set Intuition (prog. bonus) +4 set Reason (Will saves); * (+36)
+4 set Intuition (prog. bonus) +4 set Reason (Will saves); * (+40)
+4 set Intuition (prog. bonus) +4 set Reason (Will saves); * (+44)
+4 set Intuition (prog. bonus) +4 set Reason (Will saves); * (+48)
+4 set Intuition (prog. bonus) +4 set Reason (Will saves); * (+52)
+4 set Intuition (prog. bonus) +4 set Reason (Will saves); * (+56)
+4 set Intuition (prog. bonus) +4 set Reason (Will saves); * (+60)
+4 set Intuition (prog. bonus) +4 set Reason (Will saves); * (+64)
+4 set Intuition (prog. bonus) +4 set Reason (Will saves); * (+68)
+4 set Intuition (prog. bonus) +4 set Reason (Will saves); * (+72)
+4 set Intuition (prog. bonus) +4 set Reason (Will saves); * (+76)
+4 set Intuition (prog. bonus) +4 set Reason (Will saves); * (+80)
+4 set Intuition (prog. bonus) +4 set Reason (Will saves); * (+84)
+4 set Intuition (prog. bonus) +4 set Reason (Will saves); * (+88)
+4 set Intuition (prog. bonus) +4 set Reason (Will saves); * (+92)
+4 set Intuition (prog. bonus) +4 set Reason (Will saves); * (+96)
+4 set Intuition (prog. bonus) +4 set Reason (Will saves); * (+100)
+4 set Intuition (prog. bonus) +4 set Reason (Will saves); * (+104)
+4 set Intuition (prog. bonus) +4 set Reason (Will saves); * (+108)
+4 set Intuition (prog. bonus) +4 set Reason (Will saves); * (+112)
+4 set Intuition (prog. bonus) +4 set Reason (Will saves); * (+116)
+4 set Intuition (prog. bonus) +4 set Reason (Will saves); * (+120)
+4 set Intuition (prog. bonus) +4 set Reason (Will saves); * (+124)
+4 set Intuition (prog. bonus) +4 set Reason (Will saves); * (+128)
+4 set Intuition (prog. bonus) +4 set Reason (Will saves); * (+132)
+4 set Intuition (prog. bonus) +4 set Reason (Will saves); * (+136)
+4 set Intuition (prog. bonus) +4 set Reason (Will saves); * (+140)
+4 set Intuition (prog. bonus) +4 set Reason (Will saves); * (+144)
 
This class gives +1 rank of Exceptional Wis which stacks on top on what you already have (unless the source says it can't be improved).
Sustain Wis, San (Sanity).
Gives +2 Personality per level, regardless of which calculation is being used (Int+Chr+level or Wis+Con+level). The Alt2 version (Reason) gives this bonus as well; the Alt1 version (Intuition) does not.
When using Wisdom for bonus spells, can use Simplified Wis Bonus, or convert all the SLs in the standard chart into one pool, and redistribute SLs as you like.
The Alternate versions cannot use ability score sleazing for Wis.

[PC-CF-list]


CF=0

0E 1E 2E 3E
Avenger0 Acrobat1 Abjurer2 / Thaumaturgist Adept3
Cleric0 Assassin1 Bard2 Arcane Archer3
Druid0 Barbarian1 Cleric2 Aristocrat3
Dwarf0 Bard1 Conjurer2 / Summoner Assassin3
Elf0 Cavalier1 Diviner2 / Visionist Barbarian3
Fighter0 Cleric1 Druid2 Bard3
Halfling0 Druid1 Enchanter2 / Mesmeriser Blackguard3
Magic-User0 Fighter1 Evoker2 / Invoker Cleric3
Mystic0 Illusionist1 Fighter2 Commando3
Paladin0 Magic-User1 Illusionist2 /
Phantasmist
Commoner3
Thief0 Monk1 Mage2 Druid3
Paladin1 Necromancer2 / Apparitionist Dwarven Defender3
Psi1 Paladin2 Expert3
Ranger1 Psi2 Fighter3
Thief1 Ranger2 Holy Warrior3
Thief2 Loremaster3
Transmuter2 / Alterationist Metamind3
Monk3
Paladin3
Psi3
Psi3.5
Psychic Warrior3
Pyrokineticist3
Ranger3
Rogue3
Shadowdancer3
Slayer3
Sorcerer3
Soulknife3
Warrior3
Wizard3

[PC-CF-list]


CF=1

1 2 3
Acrobat0 Fighter1JG Psi1200C
Acupuncturist1JG Fortune Teller10 Psi12C
Amulet Maker1JG Frost Wizard1JG Psi12L
Anti-Druid Geo-Sage1JG Psi12T
Anti-Magic-User1 Guard Psi14 (Lycanthrope)
Anti-Paladin1 Guide2 Psi17
Apothecary2 Historian1JG Psi1A
Appraiser2 Historian2 Psi7 (Undead)
Archer0 / Er0 / Ranger0 Holy Order of Stars Evil1 Psi8
Archer1 Holy Order of Stars Good 1 Red Robe1
Astral Construct3 Holy Order of Stars Neutral 1 Ronin1JG
Astrologer1JG Houri1JG Sage
Bandit1 Illogician-17 Sailor1JG
Bard1JG Incantatrix1 Samurai1
Bard1N Jedi0 / Sith0 Savant1
Beastmaster Jester1 Scout
Berserker1 Kabbalist1JG Scribe1
Black Robe1 Kensai1 Scribe2
Blacksmith2 Knight of the Crown1 Seer2
Bounty Hunter1 Knight of the Rose1 Shadow Elf0
Bushi1 Knight of the Sword1 Shadow-walker1JG
Cancer Mage3 Knight0 Shaman
Cartographer2 Knight1 Shukenja1
Cavalier-Paladin1 Logician17 Slut1
Cerebral Knight2 Magus1JG Smith1
Cleric1JG Martial Artist1JG Smithie1JG
Crimson Seeker1JG Merchant1JG Sohei1
Death Master1 Monk1S Spellbinder
Defiler2 Mystic Knight1 Technologist
Demonist1JG Necromancer1JG Thief1JG
Demonologist3 Ninja1 Tinker1
Diabolist3 Ninja1JG Tracker1JG
Disciple of Asmodeus3 Orc0 Trainer1JG
Disciple of Baalzebul3 Ovinomancer / Bovinomancer / Poultrymancer Translator1JG
Druid1JG Pentarch Paladin Venefic1JG
Duelist1 Physicist Warlock1
Dwarven Offender3 Psi(-1) Warrior1JG
Elemental Wizard1JG Psi(-2) White Robe1
Engineer Psi0 White Wanderer1JG
Engineer2 Psi0.01 Witch Doctor
Ethereal Shaman60 Psi10 WuJen1
Faerie Psi100 Yakuza1

[PC-CF-list]


CF=2

1 2 3
Alchemist1 Gladiator2 Psi(-6)N
Amulet Destroyer1JG Golgari Brute (MTG B/G) Psi11U/W
Anti-Custom Gorilla Shaman (Mox Monkey) Psi30
Anti-Thief Grunt Psi6E
Arcane5 Gruul Thug (MTG G/R) Psi6G
Archer-Ranger1 Healer1 Psi6N
Armor Class Healer1JG Psi9A
Astral Destruct-3 Healer2 Psionic Mystic0/10
Astral PhysAdept Hell's Caretaker Quintessential Cleric6
Astral Shaman Hit Dice / Hit Points Quintessential Custom6
Athlete Holy Monk1 Quintessential Fighter6
Attendant Inept-2 Quintessential Mage6
Azorius Healer (MTG U/W) Izzet Evoker (MTG U/R) Quintessential Psion6
Beast Cleric Jedi19L Quintessential Thief6
Beast Fighter Kits / Feats Rakdos Speedster (MTG B/R)
Beast Mage Kobold0 Saving Throws
Beast Rider Legionnaire Selesnya Druid (MTG G/W)
Beast Thief Life Master1 Shapeshifter2
BlahR Limbologist Shifter1JG
BlahR Evasion Magical Pool Mage Simic Physicalist (MTG U/G)
Boros Crossmage (MTG R/W) Mastermind5 Sith19D
Charm Crafter Movement Rate Slayer
Chemist Musketeer/Cannoneer Sneak
Cloistered Cleric1 Myrmecologist Songsmith Bard
Com1 Orzhov Necromancer (MTG B/W) Stealth Ninja1
Custom1 Pharmacist5 Thug5
Damage Pointer0 Time Bandit
Demolitionist Preserver2 Time Lord13
Demonologist Professional Wrestler To Hit
Devalogist Proficiencies Turn Undead
Dimir Soulknife (MTG B/U) Psi(-12)C Urd0
Eelementalist(-15) Psi(-12)L Valkyrie1G
Ethereal Repair60 Psi(-12)T Vampire5
Force Mage Psi(--2) Wacky Ball Mage
Generic Priest Psi(-40) (old Psi-4) Witch5
Generic Wizard Psi(-6)E Wraith0/7
Githyanki Knight Psi(-6)G Yuan-Ti / Snake Worshiper

[PC-CF-list]


CF=3

1 2 3
Ability Score Points High Freq. Sampler Rogue Abilities
Angel5 Knight of Quality1 Scarlet Assassin
Arch-Archer1 Mercenary5 Scarlet Chirurgeon
Arch-Mage Mind Flayer0 Scarlet Huntsman (Anti-Ranger)
Arch-Priest Minotaur0 Scarlet Monk
Arch-Psi10 Mixed Freq. Sampler Scarlet Necromancer
Artificer Mob Instigator1 Scarlet Torturer
Astral Priest Money Secret Agent5
Astraler3 Mutant45 (Marvel) Selesnya Sagittar (MTG G/W)
B Actions Mutant54 (DC) Sightseer
Barney Emissary Numot Devastator (MTG U/R/W) Slayer5
Black Hat5 Odessa0 Smiter5
Block Ogre0 Sniper
Brick Orzhov Euthanist (MTG B/W) Soldier5
Bringer5 OtherR Specialty Schools
Captain (SFB) Paladin of Quality1 Spectre
Caster Level Pantheon Worshiper Spell Damage
Challenger Peacemonger Spellshaper5
Charonodaemon5 Pioneer (Outland Pioneer) Stat Requirements
Chronomancer2 Planeswalker Artificer Strider1 / ArchRanger1
Companion3 Polar Bear9 Stuffy Doll16
Cosmotician Polymorpher Summons
Crosis Purger (MTG B/U/R) Priest Spell Progression Sun Priest
Cross Mage Protector Mage Survivalist
Cthulhoid Horror5 Psi∞ (Infinity) / PsiÀ0 (Aleph sub 0) Templar2
Cthulhu Investigator5 Psi(-15) Teneb Harvester (MTG B/G/W)
Custom2 Psi(-5) The Hidden
Damage Resistance Psi(-9) Tourist
Delusionist1 / ArchIllusionist1 Psi18 Traveller Priest
Divine Assassin Psi27 Troll0
Dragon Mage Psi36 True To Hit/Save Penalty
Dungeoneer Psi5 True Turning/Omens
Dweomershaper5 Psi72 Unholy Order of Stars Jerry1
Eeler1 Psi81 (Champions) Urbaneer (Cityneer)
Elemental Cleric2 Psi9 Wand Mage
Executioner1 / ArchAssassin1 Psionic Progression War Priest
Faith Healer Quarterling0 Warrior/Rogue Spell Progression
Golem16 Quick Chaining Wizard Watcher5
Grand Meleer1 Quickling0 Weapon Specialization
Gruul Grave-Troll (MTG G/R) Rakshasa5 White Hat5
Hag0 Rebel5 Wilderneer
Harmer Resister Wizard of the Coast
Heals Rith Awakener (MTG G/R/W) Wizard Spell Progression

[PC-CF-list]


CF=4

1 2 3
Accomplice Internetizer3.5 SemiDivine3
Antemortal0 Jobber Sidekick
Arcane Priest Knowledgizer3 Sliver
Arcane Wizard Lancer (Random Warrior #199267) Small Game Hunter
Arch-Mutant Life Machine Smurf
Arch-Psi1 Low Freq. Sampler Specific Immuner
Aspirant Luck Master Spell Groups
Baron Luckier (Random Rogue #115354) Spell Robe
Biostatistician Magic Items Statistician
BlockCustom5 Magic-User30 Stealth Rogue
Brass Gnat Master Custom3.5 Str
Builder (Random Warrior #420746) Meat Helm Summon DL
Capital Immuner Meat Shield Summoner Mage
Choicer (Random Warrior #474063) Meat Sword Swashbuckler
Chr Memorization Level TANB1
Collectivizer3 Mentalist Thief30
Companion Mage Mini Custom2 Thirteen Letter Horror
Con Mini Custom5 Tougher (Random Wizard #231172)
Concordant Spell Progression Mortal0 True Armor Class
Custom5 Myth True Damage
d20izer3.5 Number of Attacks True Saves
Death Machine Overt Rogue True To Hit
Dex Overwrite Progression Uncommoner3
Dilettante Pet MageDM Unfinisher3
Divine Emissary Physicalist Unholy SuperMonk1
Doomguard3 Pointer (Random Rogue #11829) Uniquer3
Doomshaman3 PolyPsi Vanguard
Fallen Angel5 ProtoDracoLich Warden
Fighter30 Proto-Lich Wear Locations / Limbs
FMCTP1/2 Psi29 Weasel
Giant Robot8 RandomCustom5 Wis
Group XP Randomizer3 Worshiper of the UltraBlack
Hammerer (Random Warrior #811263) Rarer3 Worshiper of the UltraWhite
Henchman Research Points WWPRP2/3
Immuner Rocketeer XP
Int

[PC-CF-list]


CF=5

1
Anti-Barbarian100
ArchCustom2
ArchCustom5
Atheist(-7)
Avatar
Battlelord
Big Game Hunter
Compounder
Concordant Sampler
Defender Psionicist
Deified Mortal0
Duplicator
Emulator
Forgotten Lord13
Innovator48
Knight of Quantity1
Lord
Master Thief
Master Wizard
Maxulator
Mega-Channeler
Minimizer
Minulator
Mixer
Offender Psionicist
Patriarch
Rejuvenator
Theist14
Theist7
X4A
X7A

[PC-CF-list]


CF=7

1
Arch-Villain
Avangion2
Big Bug
Bug
Champion5
Clerical Elemental2
Custom Concordant
Divine3 (HeroDeity3)
Dragon of Tyr2
Epic Feats
Evil Overlord
Hero
Immortal0
Legend
Lich
Luck
Master Lich
Munchkin
Pawn
Sentinel
SuperHero
Supreme / GrandMaster
Unique (ArchLegend)
Villain
Warlord
X14
X7M
X7P
Demigod0
Mortal Hunter
Tiny DemiGod Sampler
X21
Brown Originator Mini (Originator Mini-Class)

[PC45] Collective 4.5 Classes


Accountant

Level KXP
S=1
KXP
S=2
KXP
S=3
Spells
1 0 0 0 (none)
2 2.5 3.75 5 (none)
3 5 7.5 10 (none)
4 10 15 20 (none)
5 20 30 40 (none)
6 40 60 80 (none)
7 80 120 160 (none)
8 160 240 320 (none)
9 320 480 640 (none)
10 500 750 1000 (none)
11 750 1100 1450 (none)
12 1000 1450 1900 (none)
13 1250 1800 2350 (none)
14 1500 2150 2800 (none)
15 1750 2500 3250 (none)
16 2000 2850 3700 (none)
17 2250 3200 4150 (none)
18 2500 3550 4600 (none)
19 2750 3900 5050 (none)
20 3000 4250 5500 (none)
21 3250 4600 5950 (none)
22 3500 4950 6400 (none)
23 3750 5300 6850 (none)
24 4000 5650 7300 (none)
25 4250 6000 7750 (none)
26 4500 6350 8200 (none)
27 4750 6700 8650 (none)
28 5000 7050 9100 (none)
29 5250 7400 9550 (none)
30 5500 7750 10000 (none)
31 5750 8100 10450 (none)
32 6000 8450 10900 (none)
33 6250 8800 11350 (none)
34 6500 9150 11800 (none)
35 6750 9500 12250 (none)
36 7000 9850 12700 (none)
TH Saves
PD RS PP BW Sp Fo Re Wi
+0 (total = 27, max = 9)
+1 (total = 30, max = 10)
+2 (total = 33, max = 11)
+3 (total = 36, max = 12)
+4 (total = 39, max = 13)
+5 (total = 42, max = 14)
+6 (total = 45, max = 15)
+7 (total = 48, max = 16)
+8 (total = 51, max = 17)
+8 (total = 54, max = 18)
+9 (total = 57, max = 19)
+9 (total = 60, max = 20)
+10 (total = 63, max = 21)
+10 (total = 66, max = 22)
+11 (total = 69, max = 23)
+11 (total = 72, max = 24)
+12 (total = 75, max = 25)
+12 (total = 78, max = 26)
Requisites: All 6 stats must be 5*S.
Alignment: any
HD/level: d6
Weapon Prof.: 0+level
To Hit Table: Cust
Save Table: Cust
Reference: DM
Groups: Custom
 
Pick an S factor for this class, which is 1, 2, or 3.
Every Level: +S ability score points. This is in addition to the normal +1 stat you get per level.
Every Level: Pick a stat. You have "Hold" of that stat (it cannot be lowered, and you are immune to stat damage of that stat). When you get other stats at levels 12 and 24, use the number of points to indicate how many times you need to pick that stat before you have "Hold" in it (e.g. you need to pick Luck twice before having Hold Luck).

[PC45] Collective 4.5 Classes


Animal0

Level KXP War/Ani
123 456
1 0.5 (owe) *-- ---
2 1 1-- ---
3 2 2-- ---
4 4 21- ---
5 8 31- ---
6 16 32- ---
7 30 321 ---
8 60 331 ---
9 120 332 ---
10 220 332 1--
11 320 333 1--
12 420 333 2--
13 520 333 21-
14 620 333 31-
15 720 333 32-
16 820 433 321
17 920 443 331
18 1020 444 332
19 1120 444 432
20 1220 444 443
21 1320 444 444
22 1420 554 444
23 1520 555 444
24 1620 555 544
25 1720 555 554
26 1820 555 555
27 1920 665 555
28 2020 666 555
29 2120 666 655
30 2220 666 665
31 2320 666 666
32 2420 776 666
33 2520 777 666
34 2620 777 766
35 2720 777 776
36 2820 777 777
TH Saves
PD RS PP BW Sp Fo Re Wi
+1 10  9  8  5  6  2  1  0
+1 10  9  8  6  6  2  1  0
+1 10  9  8  6  7  3  2  0
+2 12 11 10  8  9  3  2  1
+3 12 11 10  9  9  4  2  1
+3 12 11 10  9 10  4  3  1
+3 14 13 12 11 12  5  3  2
+4 14 13 12 12 12  5  4  2
+5 14 13 13 12 12  6  4  2
+5 16 15 14 14 15  6  4  3
+5 16 15 15 14 15  7  5  3
+6 16 15 15 15 15  7  5  3
+7 16 15 15 15 15  7  5  3
+7 16 15 15 15 15  7  5  3
+7 16 15 15 15 15  7  5  3
+8 16 15 15 15 15  7  5  3
+9 16 15 15 15 15  7  5  3
+9 16 15 15 15 15  7  5  3
Requisites: Str 13
Alignment: any
HD/level: & d4
Weapon Prof.: & 2+level/3
To Hit Table: CTD0
Save Table: Half0
Reference: DM
Groups: Monster, Warrior
 
Can cast Warrior spells, or Priest Animal sphere spells. At level 1 can cast one 1st level Priest Animal spell.
Level 4 ¶: Can use Psi14 minors as if they were 2nd level spells.
Level 10 ¶: Can use Psi14 majors as if they were 4th level spells.
Level 16 ¶: Can use Psi14 grands as if they were 6th level spells.
New Animal spells for Animal0 class:
Animal Grove (all SL's): [x1 Special] All Animals in the room get +SL rhp (this cures them that amount when you cast the spell)
Animal Horde (SL=3): This uses up the spell slot completely while running. You have +1 summon slot only for Animals. This may be picked more than once.
Selective Animal Summoning N (all SL's): Summon a DL=SL Animal, you can pick it off the chart directly.

[PC45] Collective 4.5 Classes


Psi14 Minor Powers

# PSPs Description
1 -10 to max +LVL unarmed dmg.
2 2 0, when biting: Cause Lycanthropy (PPD save, if they fail, they are your slave)
3 2 0, when changing form: Cure (1d6)*10% of damage taken
4 2/r Bloodlust: +CL TH and dmg, -CL AC
5 -10 to max Can turn into one additional form; DM rolls DL=LVL/3 Lycanthrope or Animal
6 -10 to max Complete control over when you change forms
7 2 Detect Lycanthropes, Shapechangers, See True Form
8 -10 to max Hit only by +LVL or better weapons
9 -10 to max Regen CL hp/s
10 2 Speak with Animals
11 2 Summon CL Animals of the type that you are the Lycanthrope of, DL=LVL
12 2 Target gets a disease (PPD save)
13 -10 to max You can adjust (with fine resolution) the degree of your hybrid-ness in hybrid form
14 -10 to max Your clothing/armor change with you when you change form
15 -10 to max Your lycanthropy cannot be cured (unless you want it to be)

Psi14 Major Powers

# PSPs Description
1 5 [0 action to use] Change form immediately
2 5/r +CL Str; -CL Cml
3 5/r +CL Dex; -CL Cml
4 5/r +CL Con; -CL Cml
5 -N to max Add a 0.5 Lycanthrope Racial Adjective for free; N=(added divisor)*100
6 5 Force Shapechange or Wrench
7 5 Group gets a disease (PPD save)
8 -25 to max Immune disease and poison
9 -25 to max Pick LVL unusual materials to be immune to.
10 5 Trigger someone else's Lycanthropy to manifest (they change form)
11 -25 to max When you change forms, can mutate your facial features to look different
12 -25 to max Your Animal form has wings; Fly at CL*3" (C)

[PC45] Collective 4.5 Classes


Psi14 Grand Powers

# PSPs Description
1 8/r +CL/2 Int
2 8/r +CL/2 Wis
3 8/r +CL/2 Chr
4 80 Alter your Lycanthrope form, DM rolls on LVL/2 Lycanthrope or Animal table
5 -40 to max Get a Rogue chart (and 20*LVL Rogue points) up to level=LVL/2
6 -40 to max Remove a vulnerability on yourself (reduce Severe Allergy -> Vulnerable)
7 8 Summon a DL=VII Lycanthrope
8 -40 to max You have a breath weapon, half hp (pick acid, poison, skunk; pick 3/d or 1/3r)
9 -40 to max Your gaze causes Charm (no save, IR)

Psi14 Super Powers

# PSPs Description
1 -55 to max 1D: Reincarnate as an animal of your animal form
2 11 1V, while attacking: Your natural attacks Cascade Rams one group
3 11 Duplicate a Psi7 minor, major, or grand
4 11 Summon a DL=X Lycanthrope
5 -55 to max You do not go unconscious and stay offensive at any hp total (will still die)
6 -55 to max Your unarmed attacks are Permanent hp of damage

[PC45] Collective 4.5 Classes


Backstabber0

Level KXP
Spells
1 0 (none)
2 1.2 (none)
3 2.4 (none)
4 4.8 (none)
5 9.6 (none)
6 20 (none)
7 40 (none)
8 80 (none)
9 160 (none)
10 280 (none)
11 400 (none)
12 520 (none)
13 640 (none)
14 760 (none)
15 880 (none)
16 1000 (none)
17 1120 (none)
18 1240 (none)
19 1360 (none)
20 1480 (none)
21 1600 (none)
22 1720 (none)
23 1840 (none)
24 1960 (none)
25 2080 (none)
26 2200 (none)
27 2320 (none)
28 2440 (none)
29 2560 (none)
30 2680 (none)
31 2800 (none)
32 2920 (none)
33 3040 (none)
34 3160 (none)
35 3280 (none)
36 3400 (none)
TH Saves
PD RS PP BW Sp Fo Re Wi
+1  5  4  5  2  3  0  2  0
+1  5  4  5  3  3  1  3  0
+2  5  4  5  3  4  1  3  0
+3  5  5  5  3  4  1  4  1
+3  7  6  7  4  5  2  4  1
+4  7  6  7  5  5  2  5  1
+5  7  6  7  5  6  3  5  2
+5  7  7  7  5  6  3  6  2
+6  9  8  9  6  7  3  6  2
+7  9  8  9  7  7  4  7  3
+7  9  8  9  7  8  4  7  3
+8  9  9  9  7  8  5  8  3
+9 11 10 11  8  9  5  8  4
+9 11 10 11  9  9  5  9  4
+10 11 10 11  9 10  6  9  4
+11 11 11 11  9 10  6 10  5
+11 13 12 13 10 11  7 10  5
+12 13 12 13 11 11  7 11  5
Requisites: Dex 16, Str 13
Alignment: any
HD/level: d4
Weapon Prof.: 3+level/3
To Hit Table: Ftr0
Save Table: Thf0
Reference: DM
Groups: Rogue
 
Has a Backstab multiplier of x(LVL+1). Gets +4*LVL from behind instead of the usual +4 from behind.
Can weapon specialize using the "Non-Warrior" line.
Gets 20 Rogue points per level in other Rogue abilities. This class doesn't get a whole lot of picks, though.
Level 1 ¶: 1V: Controlled Blink.
Level 1: Get one "Any Rogue level 1" pick.
Level 4 ¶: You Backstab with up to LVL/2 of your attacks per P action from behind.
Level 4: Get one "Any Rogue level 4" pick.
Level 9 ¶: You ignore people's immunity to Backstab.
Level 9: Get one "Any Rogue level 9" pick (this is in addition to the normal level 9 pick).
Level 16: Get one "Any Rogue level 16" pick.
Level 18 ¶: You can reduce your Backstab multiplier by N to "Twist" (dispel) N effects on the target. You can reduce the multiplier all the way down to x0.
Level 25: Get one "Any Rogue level 25" pick.
Level 27 ¶: You are considered "Behind" everyone at all times, even if you are directly facing them.
Level 36: Get one "Any Rogue level 36" pick (this is in addition to the normal level 36 pick).

[PC45] Collective 4.5 Classes


Barbarian0

Level KXP
Spells
1 0 (none)
2 2 (none)
3 4 (none)
4 8 (none)
5 16 (none)
6 32 (none)
7 64 (none)
8 120 (none)
9 240 (none)
10 360 (none)
11 480 (none)
12 600 (none)
13 720 (none)
14 840 (none)
15 960 (none)
16 1080 (none)
17 1200 (none)
18 1320 (none)
19 1440 (none)
20 1560 (none)
21 1680 (none)
22 1800 (none)
23 1920 (none)
24 2040 (none)
25 2160 (none)
26 2280 (none)
27 2400 (none)
28 2520 (none)
29 2640 (none)
30 2760 (none)
31 2880 (none)
32 3000 (none)
33 3120 (none)
34 3240 (none)
35 3360 (none)
36 3480 (none)
TH Saves
PD RS PP BW Sp Fo Re Wi
+0  6  5  4  3  2  1  1  0
+1  6  5  4  3  3  1  1  0
+2  6  5  4  4  3  2  2  1
+3  8  7  6  5  4  2  2  1
+4  8  7  6  5  5  3  2  1
+5  8  7  6  6  5  3  3  2
+6 10  9  8  7  6  4  3  2
+7 10  9  8  7  7  4  4  2
+8 10  9  8  8  7  5  4  3
+9 12 11 10  9  8  5  4  3
+10 12 11 10  9  9  6  5  3
+11 12 11 10 10  9  6  5  4
+12 12 12 11 10  9  7  6  4
+13 12 12 11 10 10  7  6  4
+14 12 12 11 11 10  8  6  5
+15 13 12 12 11 10  8  7  5
+16 13 12 12 11 11  9  7  5
+17 13 12 12 12 11  9  8  6
Requisites: Str 13, Dex 13, Con 13
Alignment: any
HD/level: d10
Weapon Prof.: 5+level/2
To Hit Table: War
Save Table: Ftr0
Reference: DM
Groups: Warrior
 
Can have Exceptional Str, Dex, or Con bonus.
Level 1: Over Hit: If you hit someone and needed a negative number to hit them (i.e. your TH bonus was greater than his AC), do x1.5 dmg.
Level N (each level): +1 to Str, Dex, or Con. (These don't have to all be the same stat.)

[PC45] Collective 4.5 Classes


Black Rogue

Level KXP Rog/Black
123 456
1 0 *-- ---
2 1.2 1-- ---
3 2.4 2-- ---
4 4.8 21- ---
5 9.6 31- ---
6 20 32- ---
7 40 321 ---
8 80 331 ---
9 160 332 ---
10 280 332 1--
11 400 333 1--
12 520 333 2--
13 640 333 21-
14 760 333 31-
15 880 333 32-
16 1000 433 321
17 1120 443 331
18 1240 444 332
19 1360 444 432
20 1480 444 443
21 1600 444 444
22 1720 554 444
23 1840 555 444
24 1960 555 544
25 2080 555 554
26 2200 555 555
27 2320 665 555
28 2440 666 555
29 2560 666 655
30 2680 666 665
31 2800 666 666
32 2920 776 666
33 3040 777 666
34 3160 777 766
35 3280 777 776
36 3400 777 777
TH Saves
PD RS PP BW Sp Fo Re Wi
+1  5  4  5  2  3  0  2  0
+1  5  4  5  3  3  1  3  0
+1  5  4  5  3  4  1  3  0
+2  5  5  5  3  4  1  4  1
+3  7  6  7  4  5  2  4  1
+3  7  6  7  5  5  2  5  1
+3  7  6  7  5  6  3  5  2
+4  7  7  7  5  6  3  6  2
+5  9  8  9  6  7  3  6  2
+5  9  8  9  7  7  4  7  3
+5  9  8  9  7  8  4  7  3
+6  9  9  9  7  8  5  8  3
+7 11 10 11  8  9  5  8  4
+7 11 10 11  9  9  5  9  4
+7 11 10 11  9 10  6  9  4
+8 11 11 11  9 10  6 10  5
+9 13 12 13 10 11  7 10  5
+9 13 12 13 11 11  7 11  5
Requisites: Dex 9
Alignment: any
HD/level: d4
Weapon Prof.: 2+level/3
To Hit Table: CTD0
Save Table: Thf0
Reference: DM
Groups: Rogue
 
Can cast Rogue or MTG Black spells. Can cast one 1st level MTG Black spell (not a Rogue spell) at level 1.
New MTG Black spells for Black Rogue class:
Paralyze (SL=1): Target is paralyzed (PP save)
Unholy Strength (SL=1): Get +2 TH and dmg (considered magical plusses), and +1 AC and saves.
Simulacrum (SL=2): 1bM: Redirect any amount of damage from you to one of your subordinates.
Terror (SL=2): Target is slain (PPD save, does not affect Undead or Golems, or things without souls)
Gloom (SL=3): [x1 Special] Priest spells cost triple spell slots to cast.
Lich (SL=4): Cast a 1st level Lich spell. You go to 0 max and current hp for 1 turn.
Old MTG Black spells from Wizard of the Coast class (you can use these):
Darkness (SL=1): 1bM: Immune to a P attack from someone
Animate Dead (SL=2): Animates a dead monster as your summon (1 DL lower)
Attrition (SL=3): Sacrifice a summon: Target is slain (PPD save)
Breeding Pit (SL=4): Once per round, get a DL I Thrull as a summon (limit=LVL)
Extinction (SL=5): Slay all creatures of one race in a group (PPD save)
Dark Offering (SL=6): Slay a creature (PPD save), you gain it's hp to current hp
Decree of Pain (SL=8): Slay all creatures in two groups (PPD save) or one group (no save)
Lvl Rogue Ability | -50% | -100% | -150% Act Base Penalty Bonus
1 Assassination (-5% per HD/level of target) 0 0 Wis-13 Wis-15
1 any Assassin 1 ability - - - -
2 Song of Harming (1 dmg per 5% roll made) P*M 10 Wis-12 Wis-17
2 any Assassin 2 ability - - - -
3 any Rogue 3 ability - - - -
5 Detect Invisibility | Force Shapechange | Wrench ||| See through Dust of Disappearance 2M 0 Wis-12 Wis-20
7 Blink | Controlled Blink | Teleport | Teleport without Error M 15 Wis-12 Wis-14
7 Misdirection | Aura Alteration | Non-Detection M 20 Wis-10 Wis-18
8 Slay (target that you hit saves at +4, -1 per 10% made; or dies) M 0 Wis-13 Wis-19
12 Find the Path MV 0 Wis-9 Wis-13
15 Ethereal Spell | Ethereal Projection | Elemental Spell (project to an Elemental plane) 3M 35 Wis-19 Wis-25
24 Energy Drain+Destruction+Degenerate target ||| Put target in the Hole 1P+2M 0 Wis-19 Wis-25

[PC45] Collective 4.5 Classes


Blaster0

Level KXP Wizard
123 456 789
1 0 1-- --- ---
2 2.5 2-- --- ---
3 5 21- --- ---
4 10 22- --- ---
5 20 221 --- ---
6 40 222 --- ---
7 80 322 1-- ---
8 150 332 2-- ---
9 300 333 21- ---
10 450 333 32- ---
11 600 433 321 ---
12 750 444 321 ---
13 900 444 322 ---
14 1050 444 432 ---
15 1200 544 432 1--
16 1350 555 432 2--
17 1500 655 443 2--
18 1650 655 443 21-
19 1800 655 543 22-
20 1950 655 544 32-
21 2100 655 544 321
22 2250 665 554 322
23 2400 666 654 332
24 2550 776 655 432
25 2700 776 655 443
26 2850 777 665 543
27 3000 777 665 554
28 3150 887 666 654
29 3300 887 776 655
30 3450 888 777 665
31 3600 888 777 766
32 3750 988 887 776
33 3900 999 888 777
34 4050 999 988 887
35 4200 999 999 888
36 4350 999 999 999
TH Saves
PD RS PP BW Sp Fo Re Wi
+1  5  4  5  2  3  0  1  1
+1  5  4  5  3  3  0  1  1
+1  5  4  5  3  4  0  1  2
+1  5  5  5  3  4  1  2  2
+2  6  5  5  3  4  1  2  3
+3  7  6  7  4  6  2  3  3
+3  7  6  7  5  6  2  3  4
+3  7  7  7  5  6  2  3  4
+3  7  7  7  5  7  3  4  5
+4  8  7  7  5  7  3  4  5
+5  9  8  9  6  9  4  5  6
+5  9  8  9  7  9  4  5  6
+5  9  9  9  7  9  4  5  7
+5 10  9  9  7  9  5  6  7
+6 10  9 10  7  9  5  6  8
+7 11 10 11  8 12  6  7  8
+7 11 10 11  9 12  6  7  9
+7 11 11 11  9 12  6  7  9
Requisites: Int 16, Dex 13
Alignment: any
HD/level: d4
Weapon Prof.: 2+level/3
To Hit Table: M-U0
Save Table: M-U0
Reference: DM
Groups: Wizard
 
Can specialize in Invocation, if you do, pick a major opposite school.
When you material component one of the new spells below, replace "One target" with "CL targets". You cannot material component to hit a group at all. You are allowed to hit 2 targets at level 1.
New Invocation spells for Blaster0 class:
Acid Blast (all SL's): One target takes CL*SL Vile Acid dmg (no save, cannot be regenerated)
Force Throw (all SL's): One target is thrown backwards 5*CL*SL feet (no save, takes falling dmg as normal, leaves it's group)
Glass Shards (all SL's): One target takes CL*SL Glass dmg (no save) and is Sharped (BW save)
Time Beam (all SL's): One target takes CL*SL Time dmg (no save) and is Slowed for SL s (RSW save)
Void Zone (all SL's): One target is disintegrated (PP save with DC=CL*SL, yes it's an easy save at low level)
Wood Spikes (all SL's): One target takes 2*CL*SL Wood dmg (no save)

[PC45] Collective 4.5 Classes


Blue Psionicist

Level KXP Psi1/Blue
12 345 678 9
1 0 1- --- --- -
2 1.1 2- --- --- -
3 2.2 21 --- --- -
4 4.4 22 --- --- -
5 8.8 32 --- --- -
6 17.6 32 1-- --- -
7 35.2 32 2-- --- -
8 70.4 33 2-- --- -
9 140.8 33 21- --- -
10 281.6 33 22- --- -
11 500 33 32- --- -
12 720 33 33- --- -
13 940 33 331 --- -
14 1160 33 332 --- -
15 1380 33 333 --- -
16 1600 43 333 --- -
17 1820 43 333 1-- -
18 2040 43 333 2-- -
19 2260 43 333 3-- -
20 2480 44 333 3-- -
21 2700 44 433 3-- -
22 2920 44 433 31- -
23 3140 44 433 32- -
24 3360 44 433 33- -
25 3580 44 443 33- -
26 3800 44 444 33- -
27 4020 44 444 43- -
28 4240 44 444 431 -
29 4460 44 444 432 -
30 4680 44 444 433 -
31 4900 44 444 443 -
32 5120 44 444 444 -
33 5340 54 444 444 -
34 5560 55 444 444 -
35 5780 55 444 444 1
36 6000 55 444 444 2
TH Saves
PD RS PP BW Sp Fo Re Wi
-1  5  3  8  2  3  1  0  1
-1  5  4  8  2  3  1  0  2
-1  6  4  8  3  4  2  0  2
-1  6  5  8  3  4  2  1  3
+0  6  5  9  3  4  2  1  3
+0  6  6  9  4  5  3  1  4
+0  7  6  9  4  5  3  2  4
+0  7  7  9  4  5  4  2  5
+1  7  7 10  5  6  4  2  5
+1  7  8 10  5  6  4  3  6
+1  8  8 10  5  6  5  3  6
+1  8  9 10  6  7  5  3  7
+2  8  9 11  6  7  6  4  7
+2  8 10 11  6  7  6  4  8
+2  9 10 11  7  8  6  4  8
+2  9 11 11  7  8  7  5  9
+3  9 11 12  7  9  7  5  9
+3  9 12 12  8  9  8  5 10
Requisites: Int 10, Wis 10, Chr 10
Alignment: any
HD/level: d8,d8,d6,d6,d4,d4,d4,d2,…
Weapon Prof.: 5+level/5
To Hit Table: Psi
Save Table: Psi
Reference: DM, MTG
Groups: Psionicist
 
Normally this class gets Psi1; see [Q1] for rules and powers. For this class only (this is not the normal rule): Minors are SL=1, Majors are SL=3, Grands are SL=6, and Supers are SL=9. (DM Note: I grouped the SL's funky on the progression to show this trend better). You can alternatively use Psi2, Psi3, Psi3.5, Psi5, or Psi10 for this class if you prefer.
Psionic Strength = (highest of Int,Wis,Chr)*2/3*(level+9)
Gets 1 Attack or Defense every level.
Can use Psionic powers or MTG Blue spells.
New MTG Blue spells for Blue Psionicist class:
Ancestral Recall (SL=1): This spell can be cast only once per turn. Target regains 3 SL's in memorization.
Flight (SL=1): Target flies at 12" (C).
Invisibility (SL=2): Improved Invisibility.
Time Walk (SL=2): This spell can be cast only once per turn. You get an extra segment this round (segment 11 at end).
Psionic Blast (SL=3): Target takes 40 psionic dmg, you take 20 psionic dmg (no save) (PR to resist)
Control Magic (SL=4): Charm Monster (Will save)
Old MTG Blue spells from Wizard of the Coast class (you can use these):
Mind Games (SL=1): Target loses his next action (Spell save)
Aura of Dominion (SL=2): Target can use 2M this segment.
Charisma (SL=3): Your attacks are charm branded (Will save)
Coastal Piracy (SL=4): Whenever you kill a creature, restore 1 SL in memorization
Evacuation (SL=5): A group of summons is unsummoned
Mind's Desire (SL=6): You can cast 1d6 spells of SL=1d6 next segment as 1M
Blatant Thievery (SL=7): Pick Pockets LVL*10% on each target in a group
Beacon of Tomorrows (SL=8): You get an extra segment this round (segment 11 at end)

[PC45] Collective 4.5 Classes


Psi1 Minor Powers

MINOR POWERS Cost Notes
Animal Telepathy 1/r 1=mamm,5=bird,6=rept,8=fish,10=spider,14=plant
Antipathy-Sympathy 35/h Antipathy-Sympathy (as spell)
Automaton 10/r Animate Object (as spell)
Body Equilibrium 1/r Water Walking, Feather Fall, Lessen Weight
Body Weaponry 1/r +level AC, +level unarmed damage
Cell Adjustment 1/hp Max.# hp = level*5, Cure Disease=20/70
Clairaudience 5/r 30'range per level
Clairvoyance 5/r 20'range per level
Command 5 Command (as spell)
Detect Danger 1/r 10+10*level% direction, 5+5*level% distance
Detection of Good/Evil 2/r 20+10*level% exact alignment, 10*level% objects
Detection of Life 4/r Gives dir.,dist.,size class (30'range per level)
Detection of Magic 3/r Gives type, school/sphere, and approx. level
Domination 5+HD/r Save; Psionic gets control of all actions
Empathic Control 1/HD Save-3; Emotion (as spell); no limit to HD
Empathy 3 Gives basic emotions of all in 10'wide path
ESP 2/r ESP (as spell)
Expansion 5/r Max.Press=Str of level+12, +level dmg, +level'
Hypnosis 1/HD Level>10 or Int16=save; Max.HD=ä(level)
Invisibility 3/t Mental Invisibility, affects ä(level) in HD
Levitation 3/t Levitate (as spell)
Lights 1/t Faerie Fire, Dancing Lights, Light
Locate 5/t Locate object, person, or type of creature
Memory Protection 1/d Immune to Forget,Feeblemind,Incantatrix effects
Microkinesis 1/s Telekinesis on a small object (max wt = level lbs.)
Mind Over Body 5/d No need for food,water,sleep for 2*level days
Molecular Agitation 1/r 1 dmg 1st r, 2 dmg 2nd r, etc. (max.dmg=level)
Movement Acceleration 10/r +1V Action
Object Reading 1/r Detects psychic impressions left on an object
Postcognition 1/fact Can see into past, double chances of Precog.
Precognition 1/fact Int+Wis+level*level-factor% chance correct
Psionic Trigger 10/d Contingency for 1 psi power (still need points)
Rapport 5/r 1=Share Memories, 3=Detect Lie, 4=Mind Scan
Reduction 2/t -level' until 1', then halve size each time
Sense 5/t See in darkness/fog, Hear in silenced/loud room
Spirit Speak 10/r Speak with Dead (as spell)
Suspend Animation 6 Ceases life functions for max of (level) weeks
Sens. to Psychic Imp. 1/r Gives freq., type, and field of all psi in area
Tap Psionic Link 7/r Can listen into Psi Link if within 30*level'
Telekinetic Barrier 5N /t Take -N dmg per physical attack (max N = level)
Telekinetic Blade 5/r Base damage CLdCL, considered +CL/3 weapon, mental weapon
Telep. Ventriloquism 1/' Save-3; Target actually says desired phrase
Tongues 20+6/r Tongues (as spell); 1 language/level

[PC45] Collective 4.5 Classes


Psi1 Major Powers

MAJOR POWERS Cost Notes
Astral Projection 10 Astral Spell (as spell)
Aura Alteration 10/F/h F=#AL places moved, Remove Curse,Geas,Quest=8*SL
Aura Reading 3 Detect alignment, classes, skills, exact hp
Body Control 2/t Water Breathing, Resist environment 1 HD/level
Cellular Restoration 8 Reattaches severed limb, fixes damaged organ
Controlled Blinking 5/r Blink 10'/level each round (no action after 1st)
Deflection 1/% /h Energy (non-Physical) Reflection, max=level*10%
Dimension Door 10 Dimension Door (as spell); 90'/level
Dimension Walk 1/t Cover 30 miles in (40-level) minutes
Dispel Exhaustion 14 Mental Surgery (1) but all in psi link affected
Energy Control 1/HD Max.=level in HD damage, must be energy attack
Energy Dissipation 20 Take half damage from an energy attack
Etherealness 6/t Caster+50*level lbs. in Ethereal Plane
Flying 9/t Fly (as spell)
Foresight 18 Foresight (as spell)
Geas 40 Geas (as spell)
Improved Cell Adj. 1/hp Cell Adj. but range=10'*level, Max.hp=10*level/r
Improved Invisibility 9/t Invisibility but can attack and remain Invis.
Magic Jar 20 Magic Jar (as spell), save penalty -1/level
Mass Domination 10+HD Save-4; Max.=5 creatures of level HD
Mental Surgery 10*lvl 1=Dispel Exhaustion,5=Feeblemind,6=Cure Insanity
Mind Bar 5/d Immune to Ench/Cha,Magic Jar,Domination,Invis.
Molecular Manipulation 50 Makes object weak: 1=cord,5=chain,7=wood,9=metal
Molecular Rearrangement 10/lb. 1=soft,4=brass,7=bronze,10=steel,13=Mithril
Pass-Way 20/' Can pass through any material or Wall spell (no harm)
Paralysis Bolt 15+HD Save-6; 1 creature, Max.HD=2*level
Physical Acceleration 20/r +1P Action
Probability Travel 10/P P=#planes removed, fail=21-level%
Psionic Cage 50 Reverse Wards (no one can leave)
Shape Alteration 3+W W=weight/1000, Polymorph Self (as spell)
Standing Concentration 5/d Can convert 1P+1V Action to 1M if desired each r
Submit Illusion 12/t Submit a Spectral Force to subject's mind
Telekinesis 3/r Max.Weight=3*sum(level), accel. 2"/r move rate
Telempathic Projection 6 Empathy, but can send an emotion
Telepathy 1/r Operates up to 186,000 miles away on same plane
Telepathic Projection 1/r+HD Suggestion, Possession=2*Int+Wis+Chr points
Teleportation 20+1/% Teleport (as spell), can adjust roll by 1%/point
Transmutation 10 One effect in next turn can be changed to another element
True Sensory Input 4/r True Seeing (as spell), but all 5 senses
Wards 50 Pro.Evil&Scrying, no one can enter, break=150pts
X-ray Vision 15/r As per ring of X-ray vision

[PC45] Collective 4.5 Classes


Psi1 Grand Powers

GRAND POWERS Cost Notes
Amplification 10*#cr Save; Sleep d6+3 hr, Gain (Int+Wis+Chr)*2 points
Amplify Power 10N +N to CL (or) +N*10% effect to next Psi1 power (max N=CL)
Death Stare 75 Save-6; Death; Stun 2d4r if over 2*level HD
Energy Cancel 3/HD As Energy Control but removes entire area effect
Energy Jar 15/HD As Energy Control, can throw affect yourself once for 1M
Endowment 100 Gain psionics, one row lower on table above
God Voice Ventrilo. 25/r Loud "god voice", deafness (save), suggestion (save)
Grand Domination 3*HD/r Save at penalty equal to level; no HD limit
Interdimensional Space 40+1/h Rope Trick (as spell); duration limit=1h/level
Limited Wish 320 Limited Wish (as spell)
Mental Acceleration 30/r +1M Action (can be used for anything)
Power Transfer 100*T T:Minor=1,Major=2,Grand=3, Object=½*Caster Psi
Preservation 50 1=Preserve,2=Trap Soul,5=Permanency,7=Stasis
Psionic Acceleration 20/r +1M Action (must be used on natural psionics)
Psionic Amplification 8*Mult Multiplies a power; Max.=level/4+1
Psionic Disruption 40/r No psi powers (any freq.) can be used in 50'r
Restoration 60 Restoration, Restores Items, Stops dual-nature
Severance 20*SL Save; stops use of any 1 ability in creature
Shade 100 Creates a ghost/shade of person who died here, half powers
Suppression 3/r Cannot use or be affected by psionics, all psi effects drop

[PC45] Collective 4.5 Classes


Psi1 Super Powers

SUPER POWERS Cost Notes
Cellular Heal/Harm X up to X targets: Heal or Harm X% of max hp
Counterspell 40*SL [0 action to use] Counters a Magic/Psi/Innate
Energy Dampen 1/HD/d Permanent Energy Cancel on self or 100'cu area
Full Acceleration 50/r +1 Full Action /r
Hero Element 700 Casts any one 1st level Hero spell
Legend Element 400 Casts any one 1st level Legend spell
Mental Deceleration 100*N Target loses next N mental actions (no save)
No Resistance 400 1 target: Lowers Class VI,PsiR,Defense X for 1t
Opposing Acceleration 60/r +1 Opposing Action /r
Physical Deceleration 50*N Target loses next N physical actions (no save)
Quick Mental Accel. 60/r +1 QM Action /r
Rapid Fire 80/r x2 number of Psi1 attacks/r, stacks with itself
Shotokan Spirit 60/r Know and can use all Psi0 minor/major/grand powers
Sinanju Spirit 60/r Know and can use all Martial Arts powers
Super Domination 10*HD Dominate one target (no save, no PsiR, no Wis)
Telekinetic Crush X 1 target: X*X*X telekinetic damage (no save)
Versatility 1000 Permanent: +1 max. # of classes or # psi.freq.
Wish 480 Wish (as spell), or any Psi2 Dev/Sci/High Sci

[PC45] Collective 4.5 Classes


Concordant Dabbler

Level KXP Conc
1
1 0 2
2 3 4
3 9 6
4 21 8
5 45 10
6 93 12
7 141 14
8 189 16
9 285 18
10 400 20
11 700 22
12 1000 24
13 1300 26
14 1600 28
15 1900 30
16 2200 32
17 2500 34
18 2800 36
19 3100 38
20 3400 40
21 3700 42
22 4000 44
23 4300 46
24 4600 48
25 4900 50
26 5200 52
27 5500 54
28 5800 56
29 6100 58
30 6400 60
31 6700 62
32 7000 64
33 7300 66
34 7600 68
35 7900 70
36 8200 72
TH Saves
PD RS PP BW Sp Fo Re Wi
+1 & +1 (all)
+2 & +2 (all)
+3 & +3 (all)
+4 & +4 (all)
+5 & +5 (all)
+6 & +6 (all)
+7 & +7 (all)
+8 & +8 (all)
+9 & +9 (all)
+10 & +10 (all)
+11 & +11 (all)
+12 & +12 (all)
+13 & +13 (all)
+14 & +14 (all)
+15 & +15 (all)
+16 & +16 (all)
+17 & +17 (all)
+18 & +18 (all)
Requisites: Chr 20
Alignment: any
HD/level: d7
Weapon Prof.: 2+level/2
To Hit Table: Mon
Save Table: & 2xMon
Reference: DM {Reduced Demigod Dabbler}
Groups: Concordant (x1)
 
Gets two 1st level x1 Concordant spells per level. Knows all x1 Concordant spells.
Spells that refer to a class's name (e.g. "+10% in Henchman class") uses this class's name instead.
Level 9 ¶: +1X action (total +1)
Level 18 ¶: +1X action (total +2)
Level 27 ¶: +1X action (total +3)
Level 36 ¶: +1X action (total +4)

[PC45] Collective 4.5 Classes


Concordant Dabbler Spells

Class # Spell
Accomplice 1 10*CL% iaIR
Accomplice 2 +10% XP in Accomplice, if this is your only class (if you are single classed and getting x2 XP, you'll get x2.1 XP now)
Accomplice 3 1M: LVLd6 dmg, E=1 element, one target, no save
Accomplice 4 1M: Target is paralyzed (PPD save)
Accomplice 5 1M: Steal an action or memory (Will save)
Accomplice 6 +CL/2 QV actions
Accomplice 7 +LVL SL's in one spell progression (Wizard or Priest)
Accomplice 8 +2 CL with psionics
Accomplice 9 +1 Str, Dex, Con, Int, Wis, and Chr
Baron 10 Ashes: Half of your weapon dmg is vile dmg (perm hp)
Baron 11 Darkbolt: Target takes CLd4 darkness dmg (no save) and stun 1 segment (Para save)
Baron 12 Detect Demons: Detect Evil Outer (reverse is Good)
Baron 13 Dismiss Minion: Dismiss an Evil Outer of DL=(LVL+1)/2 or less (no save) (reverse is Good)
Baron 14 Drain Life: Target takes N unholy negative vile grave dmg (no save); gain N hp (can go above max)
Baron 15 Immunity I: Immune to poison, non-silver weapons
Baron 16 Intimidate: Fear a group (Will save)
Baron 17 Larva Life: Mouth's bP: Consume 1 larva to Cureall (incl. DPPs)
Baron 18 Lesser Invocation: Use an innate ability of an Evil Outer you've summoned
Baron 19 Minor Personal Ward: Evil Outer cannot attack you unless you're offensive (reverse is Good)
Baron 20 Protection from Demons: Immune to Evil Outer innates (reverse is Good)
Baron 21 Summon Minion: Summons a DL II Evil Outer
Baron 22 Taint / Dispel Taint: Curse (no save, IR), DM rolls in [C] section for effect
Captain (SFB) 23 Command: Can identify and operate any TechL=LVL or lower technological device.
Captain (SFB) 24 Defense: Can interpose self in front of any and everyone in your group, you take double damage though
Captain (SFB) 25 Engineering: Your items that use charges use only half the number of charges (retain fractions)
Captain (SFB) 26 Helm/Nav.: 0, while moving: Leave a group without generating any parting shots.
Captain (SFB) 27 Medic: 1P, 1/d: Deal 1 idmg to a target with at least 1 max ihp (his current hp total can be lower)
Captain (SFB) 28 Pers.Combat: Your summons gain XP (possibly levels) in the dungeon.
Captain (SFB) 29 Psionic: 1M, 1/t: Target charmed creature is a friend and will not betray you, don't need the charm effect.
Captain (SFB) 30 Science: Eidetic Memory, can "download" your thoughts/memories to computers
Captain (SFB) 31 Weapons: No range penalties; Can shoot bows in your group without penalty
Fallen Angel5 32 Cause Fear: One creature of 5 HD or less flees for 1d4 rounds.
Fallen Angel5 33 Disguise Self: Changes your appearance.
Fallen Angel5 34 Inflict Light Wounds: Touch deals 1d8 damage +1/level (max +5).
Fallen Angel5 35 Obscuring Mist: Fog surrounds you.
Fallen Angel5 36 Protection from Good: +2 to AC and saves, counter mind control, hedge out elementals and outsiders.
Fallen Angel5 37 Shield of Faith: Aura grants +2 or higher deflection bonus.
Giant Robot8 38 1P, LVL/d: Create (LVL+1)/2 MINIATURE GIANT ROBOTS, which are DL=(LVL+1)/2 Golems (treat as a summon)
Giant Robot8 39 MPIRR 5*LVL%
Giant Robot8 40 +10% XP in Giant Robot8, if this is your only class (if you are single classed and getting x2 XP, you'll get x2.1 XP now)
Giant Robot8 41 Resist all Elements
Giant Robot8 42 Resist Hold/Stun/Para. (you become -5 / -25% on all actions if "half" stunned/held/paralyzed)
Giant Robot8 43 Resist Action/Memory/Ability Stealing
Henchman 44 1P, 1/d: Create a MINIATURE GIANT ROBOT, a DL (CL+3)/2 Golem or Technological monster (treat as a summon)
Henchman 45 0, 1/d: You MYSTERIOUSLY ESCAPE (even past all barriers) from enemies, one of the enemies must be a Hero or Sidekick.
Henchman 46 1M: Monster Summoning (CL+1)/2
Henchman 47 You adjust all BlahR by -5*level%
Henchman 48 +10% XP in Henchman, if this is your only class (if you are single classed and getting x2 XP, you'll get x2.1 XP now)
Henchman 49 You ignore one level of Resist Elements on other people (Immune -> Double Resist, Double Resist -> Resist, Resist -> nothing)
Henchman 50 You ignore one level of Resist Hold/Stun/Para. on other people
Henchman 51 You ignore one level of Resist Action/Memory/Other Stealing on other people
Henchman 52 1V, 1/r: Choose one creature. He cannot use any V actions on his next segment.
Henchman 53 1bM: Counter an Avoid Fate or Energy Control (Psi1/Psi2)
Henchman 54 1bF: Counter a counterspell effect.
Henchman 55 You can have two summons (same group).
Myth 56 All your effects with saves require two saves (pick worst result)
Myth 57 Can use 3V /s instead of standard actions per segment
Myth 58 1M, 1/d: Cast 3rd lvl Wiz or 1st lvl Pri spell (does not Twilight you)
Myth 59 Your Personality score = Con+Int+Wis+Chr+Level.
Myth 60 Immune to Coup de grace and Mind Reading / ESP
Myth 61 1P: Lower all x0 and x1 effects on you and 1 target in your group
Myth 62 +1 V action
Myth 63 Immune to Rainbow Silver effect
Myth 64 0, LVL/d: One target gets -10*LVL% MR, PR, IR, or RR
ProtoDracoLich 65 1M, 1/r: Any 0th level Warrior or Monster spell
ProtoDracoLich 66 5*LVL% iWaWR
ProtoDracoLich 67 +LVL V actions, or +LVL P actions that can be used only for unarmed attacks
ProtoDracoLich 68 Your claw damage is CLd4
ProtoDracoLich 69 1M: Summon 1 DL I Dragon or 6 DL 0 Undead
ProtoDracoLich 70 Immunity to disease
ProtoDracoLich 71 Fear aura (anyone who enters your group) (Will save)
ProtoDracoLich 72 Natural AT source = +CL*2
ProtoDracoLich 73 Breath weapon: 3/d or 1/3r. Choose a normal (E=1) element. Dmg = 50% of current hp total. (save:½)
SemiDivine3 74 Combat Defense: -2 TH; +CL AC
SemiDivine3 75 Finesse: Use your dexterity bonus for damage instead of strength
SemiDivine3 76 Improve Crit Multiplier: +2 critical multiplier
SemiDivine3 77 Improve Crit Range: +2 critical threat range
SemiDivine3 78 Metamagic Capacity: Pick a spell you know. Get +1 SL effect or free material componenting this day.
SemiDivine3 79 Resist Fall: Resist falling and TK damage
SemiDivine3 80 Star Miracle: 1M, 1/reset: Duplicate a SL 0-1 Priest or Wizard effect
SemiDivine3 81 Toughness: +CL max hp
SemiDivine3 82 Weapon Resistance: You resist the first successful blow dealt from a weapon
Sidekick 83 10*CL% IR (Innate resistance)
Sidekick 84 +10% XP in Sidekick, if this is your only class (if you are single classed and getting x2 XP, you'll get x2.1 XP now)
Sidekick 85 Resist all Elements
Sidekick 86 Resist Hold, Stun, Paralyzation, Summ. Sickness (two of these effects must affect you in order for it to work)
Sidekick 87 Resist Action/Memory/Other Stealing (take half effect, if that's meaningless, you are immune unless you are hit by 2 of them)
Sidekick 88 +CL V actions
Sidekick 89 +1 CL in one class
Sidekick 90 x1.5 max PSPs in one psionic frequency
Sidekick 91 0, 1/d: Avoid Fate @ x5 multiplier, you cannot act for 1 round afterwards
Sidekick 92 Pick a Level 1 Rogue Ability, you have 10*LVL points in it
Sidekick 93 Can combine Martial Arts & Specialization
Sidekick 94 +LVL to one ability score
Sidekick 95 xLVL Personality score (for Ego checks)
Sidekick 96 Duplicate a "Level 1:" ability of a Warrior class
Sidekick 97 Free wild talent in Psi72
Warden 98 Chaos SL=1: You cast chaos spells at +1 caster level.
Warden 99 Charity SL=1: You cast magical boons upon others at +2 caster level.
Warden 100 Community SL=1: Use calm emotions as a spell-like ability 1/day.
Warden 101 Darkness SL=1: You gain blind-fight as a bonus feat.
Warden 102 Death SL=1: You cast necromancy spells at +1 caster level.
Warden 103 Destruction SL=1: You can make one smite attempt/day, gaining a +4 bonus on TH and a damage bonus equal to your level.
Warden 104 Disease SL=1: You cast necromancy spells at +1 caster level.
Warden 105 Elf SL=1: You gain point blank shot as a bonus feat.
Warden 106 Entropy SL=1: You cast necromancy spells at +1 caster level.
Warden 107 Evil SL=1: You cast evil spells at +1 caster level.
Warden 108 Fear SL=1: You cast necromancy spells at +1 caster level.
Warden 109 Fertility SL=1: You automatically know when a baby is due. You cast conjuration spells at +1 caster level.
Warden 110 Fire SL=1: Similar to a stone tell spell except that it works with fire. Turn or destroy water creatures. Rebuke, command or bolster fire creatures.
Warden 111 Good SL=1: You cast good spells at +1 caster level.
Warden 112 Healing SL=1: You cast healing spells at +1 caster level.
Warden 113 Knowledge SL=1: +LVL Knowledge proficiencies. You cast divination spells at +1 caster level.
Warden 114 Labour SL=1: You gain a +10 bonus to Endurance skill checks (+10 Con checks).
Warden 115 Law SL=1: You cast law spells at +1 caster level.
Warden 116 Love SL=1: You cast enchantment spells at +1 caster level.
Warden 117 Luck SL=1: You gain a +1 luck bonus on all saving throws.
Warden 118 Madness SL=1: You cast enchantment spells at +1 caster level.
Warden 119 Magic SL=1: Use scrolls as a wizard at one half your cleric level.
Warden 120 Metalworking SL=1: Divide the cost of unusual materials by CL.
Warden 121 Moon SL=1: You can turn or destroy lycanthropes.
Warden 122 Mountain SL=1: You can turn or destroy air creatures. Rebuke, command or bolster earth creatures.
Warden 123 Music SL=1: Communicate with songbirds (or sonic based creatures) and learn what they know. You cast sound-based spells at +1 caster level.
Warden 124 Nature SL=1: You can rebuke or command plant creatures as an evil cleric destroys undead.
Warden 125 Peace SL=1: You gain a +2 Charisma bonus.
Warden 126 Revenge SL=1: 1D: Cast a priest spell against an enemy.
Warden 127 Science SL=1: You gain a +2 bonus to Intelligence.
Warden 128 Sea SL=1: You can turn or destroy fire creatures. Rebuke, command or bolster sea creatures.
Warden 129 Secrets SL=1: Add Bluff, Disguise and Hide to your list of cleric class skills.
Warden 130 Skill SL=1: You gain a +2 bonus to Dexterity.
Warden 131 Sky SL=1: Turn or destroy earth creatures as a good cleric turns undead. Rebuke, command or bolster air creatures.
Warden 132 Stoicism SL=1: You gain a +2 bonus to Constitution.
Warden 133 Strength SL=1: You gain a +2 bonus to Strength.
Warden 134 Sun SL=1: Once per day, you can perform a greater turning against undead. Undead creatures that would be turned are instead destroyed.
Warden 135 Sword SL=1: Free Martial Weapon Proficiency and Weapon Focus for any type of sword.
Warden 136 Thievery SL=1: Add Bluff, Disguise and Hide to your list of cleric class skills.
Warden 137 Thunder SL=1: Turn or destroy cold creatures as a good cleric turns undead. Rebuke, command or bolster air creatures.
Warden 138 Time SL=1: You act as if hasted for a number of rounds per day equal to your cleric level.
Warden 139 Travel SL=1: Increase movement by 3". Add survival to your list of cleric class skills.
Warden 140 War SL=1: Free martial weapon proficiency and weapon focus with the deity's favored weapon.
Warden 141 Wealth SL=1: You cast conjuration spells at +1 caster level.
Warden 142 Winter SL=1: You can turn or destroy fire creatures. Rebuke, command or bolster cold creatures.
Warden 143 Wisdom SL=1: You gain a +2 Wisdom bonus.

[PC45] Collective 4.5 Classes


Custom0

Level KXP
Spells
1 0 (special)
2 4 (special)
3 8 (special)
4 16 (special)
5 32 (special)
6 64 (special)
7 120 (special)
8 250 (special)
9 400 (special)
10 600 (special)
11 850 (special)
12 1100 (special)
13 1350 (special)
14 1600 (special)
15 1850 (special)
16 2100 (special)
17 2350 (special)
18 2600 (special)
19 2850 (special)
20 3100 (special)
21 3350 (special)
22 3600 (special)
23 3850 (special)
24 4100 (special)
25 4350 (special)
26 4600 (special)
27 4850 (special)
28 5100 (special)
29 5350 (special)
30 5600 (special)
31 5850 (special)
32 6100 (special)
33 6350 (special)
34 6600 (special)
35 6850 (special)
36 7100 (special)
TH Saves
PD RS PP BW Sp Fo Re Wi
+0 (total = 27, max = 9)
+1 (total = 30, max = 10)
+2 (total = 33, max = 11)
+3 (total = 36, max = 12)
+4 (total = 39, max = 13)
+5 (total = 42, max = 14)
+6 (total = 45, max = 15)
+7 (total = 48, max = 16)
+8 (total = 51, max = 17)
+8 (total = 54, max = 18)
+9 (total = 57, max = 19)
+9 (total = 60, max = 20)
+10 (total = 63, max = 21)
+10 (total = 66, max = 22)
+11 (total = 69, max = 23)
+11 (total = 72, max = 24)
+12 (total = 75, max = 25)
+12 (total = 78, max = 26)
Requisites: Any 18
Alignment: any
HD/level: d6
Weapon Prof.: 3+level/3
To Hit Table: Cust
Save Table: Cust
Reference: DM
Groups: Custom
 
Choose three from the choices below. You can pick the same thing more than once; the effect of this is given.
1. Can weapon specialize using the Warrior line. If you pick this twice, use the Barbarian line instead. If you pick this three times, use Swashbuckler number of attacks = (LVL+2)/2 with one weapon.
2. Wizard spells as per Bard2. If you pick this twice, use Mage2 instead. If you pick this three times, use Arch-Mage instead.
3. Priest spells as per Cleric0. If you pick this twice, use Cleric3 instead. If you pick this three times, use Arch-Priest instead.
4. Rogue abilities as per Thief0. If you pick this twice, use Dungeoneer (or any other -eer) instead. If you pick this three times, use TANB1 instead.
5. Psionics in one frequency you know, using Psi1A progression. If you pick this twice, use Psi1 progression. If you pick this three times, use ArchPsi1 progression.

[PC45] Collective 4.5 Classes


Darter0

Level KXP
Spells
1 0 (none)
2 2 (none)
3 4 (none)
4 8 (none)
5 16 (none)
6 32 (none)
7 64 (none)
8 120 (none)
9 240 (none)
10 360 (none)
11 480 (none)
12 600 (none)
13 720 (none)
14 840 (none)
15 960 (none)
16 1080 (none)
17 1200 (none)
18 1320 (none)
19 1440 (none)
20 1560 (none)
21 1680 (none)
22 1800 (none)
23 1920 (none)
24 2040 (none)
25 2160 (none)
26 2280 (none)
27 2400 (none)
28 2520 (none)
29 2640 (none)
30 2760 (none)
31 2880 (none)
32 3000 (none)
33 3120 (none)
34 3240 (none)
35 3360 (none)
36 3480 (none)
TH Saves
PD RS PP BW Sp Fo Re Wi
+1  6  5  4  3  2  1  1  0
+1  6  5  4  3  3  1  1  0
+2  6  5  4  4  3  2  2  1
+3  8  7  6  5  4  2  2  1
+3  8  7  6  5  5  3  2  1
+4  8  7  6  6  5  3  3  2
+5 10  9  8  7  6  4  3  2
+5 10  9  8  7  7  4  4  2
+6 10  9  8  8  7  5  4  3
+7 12 11 10  9  8  5  4  3
+7 12 11 10  9  9  6  5  3
+8 12 11 10 10  9  6  5  4
+9 12 12 11 10  9  7  6  4
+9 12 12 11 10 10  7  6  4
+10 12 12 11 11 10  8  6  5
+11 13 12 12 11 10  8  7  5
+11 13 12 12 11 11  9  7  5
+12 13 12 12 12 11  9  8  6
Requisites: Str 16, Dex 13
Alignment: any
HD/level: d8
Weapon Prof.: 4+level/3
To Hit Table: Ftr0
Save Table: Ftr0
Reference: DM
Groups: Warrior
 
Can use only Darts for weapons. Since you can use only one missile weapon per set of arms, you are limited to punching (without Cestus) or using a shield in the off-hand.
Number of attacks with Darts = LVL+3.
Lizard Man Darts are free for you. They do 1d4 dmg, and critical on 20+/x2. You can still buy other types of Darts if you like.
Level 1: Over Hit: If you hit someone and needed a negative number to hit them (i.e. your TH bonus was greater than his AC), do x1.5 dmg.
Level 4: 1F: Polymorph a weapon (you are holding) into a Dart.
Level 9: 1F: Merge the magical properties of two Darts together.
Variant Class (Daggerer0):
Replace all references of "Darts" to "Daggers".
Number of attacks with Daggers = LVL+2.
Long Daggers are free for you. They do 1d6 dmg, and critical on 19+/x3. You can still buy other types of Daggers if you like.
Variant Class (Shurikener0):
Replace all references of "Darts" to "Shurikens".
Number of attacks with Shurikens = LVL+4.
Barbed Shurikens are free for you. They do 1d2 dmg, and never critical. You can still buy other types of Shurikens if you like.
Shurikens give only half Str bonus on damage, rounded down.

[PC45] Collective 4.5 Classes


Dejuvenator

Level KXP Dejuv  Bre End
357 9  [1] [1]
1 0 1-- -  [-] [-]
2 4.5 2-- -  [-] [-]
3 9 3-- -  [-] [-]
4 18 4-- -  [-] [-]
5 36 41- -  [-] [-]
6 72 42- -  [-] [-]
7 144 43- -  [-] [-]
8 288 44- -  [-] [-]
9 500 441 -  [-] [-]
10 900 442 -  [-] [-]
11 1350 443 -  [-] [-]
12 1800 444 -  [-] [-]
13 2250 444 1  [-] [-]
14 2700 444 2  [-] [-]
15 3150 444 3  [-] [-]
16 3600 444 4  [-] [-]
17 4050 544 4  [-] [-]
18 4500 554 4  [-] [-]
19 4950 555 4  [-] [-]
20 5400 555 5  [-] [-]
21 5850 655 5  [-] [-]
22 6300 665 5  [-] [-]
23 6750 666 5  [-] [-]
24 7200 666 5  [1] [-]
25 7650 666 6  [1] [-]
26 8100 666 6  [2] [-]
27 8550 766 6  [2] [-]
28 9000 766 6  [3] [-]
29 9450 776 6  [3] [-]
30 9900 776 6  [3] [1]
31 10350 776 6  [4] [1]
32 10800 777 6  [4] [1]
33 11250 777 6  [4] [2]
34 11700 777 6  [5] [2]
35 12150 777 7  [5] [2]
36 12600 777 7  [5] [3]
TH Saves
PD RS PP BW Sp Fo Re Wi
+0 11 11 11 11 11 11 11 11
+1 12 12 12 12 12 12 12 12
+2 13 13 13 13 13 13 13 13
+3 14 14 14 14 14 14 14 14
+4 15 15 15 15 15 15 15 15
+5 16 16 16 16 16 16 16 16
+6 17 17 17 17 17 17 17 17
+7 18 18 18 18 18 18 18 18
+8 19 19 19 19 19 19 19 19
+9 20 20 20 20 20 20 20 20
+10 21 21 21 21 21 21 21 21
+11 22 22 22 22 22 22 22 22
+12 23 23 23 23 23 23 23 23
+13 24 24 24 24 24 24 24 24
+14 25 25 25 25 25 25 25 25
+15 26 26 26 26 26 26 26 26
+16 27 27 27 27 27 27 27 27
+17 28 28 28 28 28 28 28 28
Requisites: Chr 28, Str 23, Class Slots 3
Alignment: any
HD/level: d30
Weapon Prof.: 0+level
To Hit Table: War
Save Table: level+10
Reference: DM { Reduced Breaker / Ender }
Groups: Concordant (x1), Technology, Mirror
 
Gets Super Barbarian Chr bonus, which is +(Chr-18)*3.
This class is dedicated to the ending of life at all costs, using all technological and magical methods possible.
This is the reduced form of two different x2 Concordant classes: Breaker and Ender. The idea here is by the time a character has reached 36th level in Dejuvenator, he will know which path he will take.
Enemies get --LVL on the natural die roll for saves against your effects, which means they cannot auto-make against your saves, even when you're level 1 (unless they have a ++ to saves).
Level 24 Note: Your "CCL" is your CL-23 for Breaker and CL-29 for Ender.

[PC45] Collective 4.5 Classes


Dejuvenator Spells

Level # Spell
3 1 1V: Harm (1 target, PPD save)
3 2 1V: Charm or Domination (1 target, Will save)
3 3 1P: Paralysis, Stun, or Hold (1 target, PPD save)
3 4 1M: Stop, Slow, or Web (1 target, no save)
3 5 1M: Target's next Clone will not trigger upon his death (no save)
3 6 1M: Troll-like degeneration 10*CL hp /s (1 target, no save)
5 1 1P: Place a (non-major) [C] section effect (1 target, RSW save)
5 2 1M: Harm (1 target, no save)
5 3 Lockdown D Actions in the room continuous (does not affect "dead" Actions).
5 4 Enemy's mounts (if they have one) are considered part of them, so an effect targetting the enemy hits the mount too.
5 5 1M: Troll-like degeneration 20*CL hp /s, it is Vile dmg and Permanent hp of dmg. (1 target, no save)
5 6 1M: Super Slow: Target loses next LVL A Actions (no save)
7 1 1V: Choose a target. Everyone else in his group can do one parting shot on him (he's not actually leaving the group though).
7 2 1F: Turn Undead with CL=LVL*2.
7 3 1P: Causeall (1 target, no save)
7 4 1M: Destruction (1 target, no save)
7 5 Can "material component" Dejuvenator powers (spend +1V) to allow you to affect two targets with a power.
7 6 1M: Troll-like degeneration 30*CL hp /s, plus CL ability score dmg to each stat /s. (1 target, no save)
9 1 1V or 1D: Move a nasty flag on yourself (such as Capital S Slain) to someone else in your group.
9 2 1X: Lockdown unconscious actions (see Rejuvenator), even if they cannot normally be locked down.
9 3 1M: True Destruction (1 target, no save)
9 4 1M, 1/d: Capital I Insist something. You can pick this more than once to use it more than once per day.
9 5 Have the DM copy your PC's status on the chalkboard to somewhere else as a backup. 1N, 1/reset: Switch your current status with your backup. This cannot be taken more than once.
9 6 1M: Troll-like degeneration 40*CL hp /s, plus CL negative levels /s. (1 target, no save)
Breaker 1 (11) 1 1V: Target gets -CCL PSaves (using the [X] section saving throw rules)
Breaker 1 (11) 2 1V: Target takes (CCL+1)/3 idmg
Breaker 1 (11) 3 1V: Target loses (CCL+1)/3 iAC
Breaker 1 (11) 4 1V: Target is Severe Allergy to CCL [C] section effects, even major ones are only 1 pick each (will counter an Immunity)
Breaker 1 (11) 5 You may destroy Indestructible items as if they weren't Indestructible.
Breaker 1 (11) 6 You can target people who can't be targetted. You can target the floor of people whose floor cannot be targetted.
Ender 1 (11) 1 1V: Target gets -CCL MSaves (using the [X] section saving throw rules)
Ender 1 (11) 2 1N, 1/s: Force Shapechange, Dispel Illusion, and Dust of Appearance (no resistance)
Ender 1 (11) 3 You can assume the form of any known dead/incursed/pixelated person or creature (this is like the First Evil's ability). You don't have the person's abilities, but you do have their memories.
Ender 1 (11) 4 1X: Capital B Break (1 target, XR to resist)
Ender 1 (11) 5 You get and can use 2D Actions per death per segment. You are limited to CCL+1 D Actions you can use per reset (instead of 1).
Ender 1 (11) 6 1M: Erase Truename, Change Home Plane to this plane, Erase Quantum Signature, Sever Silver Cord (all of these on 1 target, XR to resist)

[PC45] Collective 4.5 Classes


Divine Elf0

Level KXP Priest
123 456 7
1 0 0-- --- -
2 3 1-- --- -
3 6 20- --- -
4 12 21- --- -
5 24 220 --- -
6 48 221 --- -
7 90 322 0-- -
8 187.5 332 1-- -
9 300 333 20- -
10 450 443 21- -
11 637.5 443 320 -
12 825 444 321 -
13 1012.5 554 322 -
14 1200 555 332 -
15 1387.5 655 333 -
16 1575 655 443 0
17 1762.5 665 443 1
18 1950 665 443 2
19 2137.5 765 444 2
20 2325 765 444 3
21 2512.5 765 554 3
22 2700 765 554 4
23 2887.5 776 654 4
24 3075 876 655 4
25 3262.5 876 655 5
26 3450 877 665 5
27 3637.5 887 666 5
28 3825 887 776 5
29 4012.5 887 776 6
30 4200 888 777 6
31 4387.5 888 887 6
32 4575 988 887 6
33 4762.5 998 888 7
34 4950 999 888 8
35 5137.5 999 998 8
36 5325 999 999 9
TH Saves
PD RS PP BW Sp Fo Re Wi
+1  6  5  5  3  3  0  1  1
+1  6  5  5  4  3  0  1  1
+2  6  5  5  4  4  0  2  1
+3 10  8  8  7  7  1  2  2
+3 10  8  8  8  7  1  2  2
+4 10  8  8  8  8  2  3  2
+5 14 11 11 11 11  2  3  3
+5 14 12 11 11 11  2  4  3
+6 14 12 12 11 11  3  4  3
+7 16 14 14 15 15  3  4  4
+7 16 14 14 15 15  3  4  4
+8 16 14 14 15 15  3  4  4
+9 16 14 14 15 15  3  4  4
+9 16 14 14 15 15  3  4  4
+10 16 14 14 15 15  3  4  4
+11 16 14 14 15 15  3  4  4
+11 16 14 14 15 15  3  5  4
+12 16 14 14 15 15  4  5  4
Requisites: Str 9, Wis 9
Alignment: any
HD/level: d7
Weapon Prof.: 3+level/3
To Hit Table: Ftr0
Save Table: Elf0
Reference: DM {Planeshifted Elf0}
Groups: Priest, Warrior, Alternate
 
Priest Spells: Get 1 Grand, 3 Major, 6 Minor spheres.
Level 1: Turn Undead, see [S3]
Level 1: May use 1 instance of material componenting per spell as a 0 action. You lose this ability if you are a Specialty Priest.
Level 1: Over Hit: If you hit someone and needed a negative number to hit them (i.e. your TH bonus was greater than his AC), do x1.5 dmg.
Level 1: +1 slot in Weapon Mastery per level.
Level 1: Fighting Withdrawal: 2V: Disengage melee combat without receiving a parting shot.
Level 9: Can construct religious stronghold, cost is ½ due to religious help. Must contain temple/cathedral/church at least 2500 sq.ft. If cleric clears area, gains 9 sp/inhabitant from trade/taxes/tithes
Level 9: Detect Deception: can sense lies and see through all illusions with 1M.
Level 9: Loan: Can transfer hit points from self to any creature or group of creatures within sight (1M action). Cannot raise above max hp.
Level 9: Smash: 0: Get -5 to hit, but add an additional Str bonus to damage.
Level 9: Parry: +N AC for each weapon you are wielding (N=0 for small, N=1 for medium, N=4 for large).
Level 9: Disarm: 0: An attack you do does no damage, roll 1d20+(your Dex)-(target's Dex)*2, if greater than 0 he is disarmed.
Level 10 ¶: +8 HNCL
Level 12: If you need a 2 or less to hit a target, you may attack it twice for each attack.
Level 15: Divine Voice: 1M+1P+1V action: all within 180' save vs. spell or Entralled (as spell). Cleric can issue a Mass Suggestion as well.
Level 18: Divine Strength: Can adjust Wis, Str, and Chr as follows: 1M action: one stat raised to equal the cleric's level or +1; the two other stats are reduced by 2; lasts for 1 r/level; maintained effect.
Level 24: If you need a 2 or less to hit a target, you may attack it three times for each attack.
Level 27: Divine Will: Can throw off any one non-godly effect per day; the effect simply does not function on the cleric.
Level 36: If you need a 2 or less to hit a target, you may attack it four times for each attack.

[PC45] Collective 4.5 Classes


Elemental Druid0

Level KXP Priest
123 456 7
1 0 0-- --- -
2 1.5 1-- --- -
3 3 20- --- -
4 6 21- --- -
5 12 220 --- -
6 25 221 --- -
7 50 322 0-- -
8 100 332 1-- -
9 200 333 20- -
10 300 443 21- -
11 400 443 320 -
12 500 444 321 -
13 600 554 322 -
14 700 555 332 -
15 800 655 333 -
16 900 655 443 0
17 1000 665 443 1
18 1100 665 443 2
19 1200 765 444 2
20 1300 765 444 3
21 1400 765 554 3
22 1500 765 554 4
23 1600 776 654 4
24 1700 876 655 4
25 1800 876 655 5
26 1900 877 665 5
27 2000 887 666 5
28 2100 887 776 5
29 2200 887 776 6
30 2300 888 777 6
31 2400 888 887 6
32 2500 988 887 6
33 2600 998 888 7
34 2700 999 888 8
35 2800 999 998 8
36 2900 999 999 9
TH Saves
PD RS PP BW Sp Fo Re Wi
+1  7  6  4  2  3  0  0  2
+1  7  6  4  3  3  0  0  3
+1  7  6  4  3  4  0  1  3
+2  7  6  5  3  4  1  1  4
+3  9  8  6  4  5  1  1  4
+3  9  8  6  5  5  2  2  5
+3  9  8  6  5  6  2  2  5
+4  9  8  7  5  6  2  2  6
+5 11 10  8  6  7  3  3  6
+5 11 10  8  7  7  3  3  7
+5 11 10  8  7  8  4  3  7
+6 11 10  9  7  8  4  4  8
+7 12 11 10  8  9  4  4  8
+7 12 11 10  9  9  5  4  9
+7 12 11 10  9 10  5  5  9
+8 12 11 11  9 10  6  5 10
+9 13 12 12 10 11  6  5 10
+9 13 12 12 11 11  6  6 11
Requisites: Wis 15, Con 14
Alignment: any T
HD/level: d7
Weapon Prof.: 2+level/3
To Hit Table: CTD0
Save Table: Clr0
Reference: DM
Groups: Priest
 
Elemental Druids don't get to pick spheres: they get Elemental, Astral as Grand; Healing, Weather, All as Major; Charm, Divination, Elemental, Protection, Sun as Minor. Elemental Druids may flip-flop 1 Major with 1 Minor if desired.
Level N (each level): Gain a resistance to 1 element. You may change these at reset (and can "leave them open" until you are attacked).
Level 1: Speak Druid language
Level 3: Identify Elemental/Element type
Level 3: Do not suffer from ill effects from being in an elemental plane.
Level 3: Gain 1 elemental language per level starting at 3rd. You can use these as nonweapon proficiencies instead.
Level 7: Shape Change to Elemental form (3 different forms, each 1/day) 1M action, must be size T-L, heal 10%-60% hp
Level 8: Enter Elemental plane of Earth; Conjure Water Elemental at will; Immune to all earth and water based effects.
Level 9: Enter Elemental plane of Fire; Conjure Air Elemental at will; Immune to all fire and air based effects.
Level 10: Enter Elemental plane of Water; Conjure Magma/Ooze Para-Elemental.
Level 11: Enter Elemental plane of Air; Conjure Ice/Ooze Para-Elemental.
Level 12: Enter Para-Elemental planes.
Level 13: Enter plane of Shadow; immune to Shadow-based effects.
Level 14: Enter any Inner plane; Roam Inner Plane Probability Lines (7th dim.); Enter Concordant Opposition; immune to Quasi-Elemental effects and Positive and Negative energy.
Level 16: Add level*10 to max age, considered "Young Adult" at all ages.
Level 17: Hibernate; Suspend Animation up to level*10 years.
New Elemental spells for Elemental Druid0 class:
Charm Elemental (all SL's): Charm an Elemental (if DL<=SL, no save)
Elemental Ball (all SL's): CLdSL dmg to a group, no save, E=SL
Elemental Shield (all SL's): Elemental damage shield 25*SL% (E=1, can raise E by 1 by lowering percentage by 25%)
Elemental Summoning (all SL's): Summon a DL=SL Elemental
Psi15 minor (SL=3): Cast a Psi15 minor power. If it's a "permanent" effect (like a tail), you lose the spell slot until you drop the effect.
Psi15 major (SL=6): Cast a Psi15 major power. If it's a "permanent" effect (like a tail), you lose the spell slot until you drop the effect.

[PC45] Collective 4.5 Classes


Green Warrior

Level KXP War/Green
123 456
1 0 *-- ---
2 2 1-- ---
3 4 2-- ---
4 8 21- ---
5 16 31- ---
6 32 32- ---
7 64 321 ---
8 120 331 ---
9 240 332 ---
10 360 332 1--
11 480 333 1--
12 600 333 2--
13 720 333 21-
14 840 333 31-
15 960 333 32-
16 1080 433 321
17 1200 443 331
18 1320 444 332
19 1440 444 432
20 1560 444 443
21 1680 444 444
22 1800 554 444
23 1920 555 444
24 2040 555 544
25 2160 555 554
26 2280 555 555
27 2400 665 555
28 2520 666 555
29 2640 666 655
30 2760 666 665
31 2880 666 666
32 3000 776 666
33 3120 777 666
34 3240 777 766
35 3360 777 776
36 3480 777 777
TH Saves
PD RS PP BW Sp Fo Re Wi
+1  6  5  4  3  2  1  1  0
+1  6  5  4  3  3  1  1  0
+2  6  5  4  4  3  2  2  1
+3  8  7  6  5  4  2  2  1
+3  8  7  6  5  5  3  2  1
+4  8  7  6  6  5  3  3  2
+5 10  9  8  7  6  4  3  2
+5 10  9  8  7  7  4  4  2
+6 10  9  8  8  7  5  4  3
+7 12 11 10  9  8  5  4  3
+7 12 11 10  9  9  6  5  3
+8 12 11 10 10  9  6  5  4
+9 12 12 11 10  9  7  6  4
+9 12 12 11 10 10  7  6  4
+10 12 12 11 11 10  8  6  5
+11 13 12 12 11 10  8  7  5
+11 13 12 12 11 11  9  7  5
+12 13 12 12 12 11  9  8  6
Requisites: Str 16, Con 13
Alignment: any
HD/level: d8
Weapon Prof.: 4+level/3
To Hit Table: Ftr0
Save Table: Ftr0
Reference: DM, MTG
Groups: Warrior
 
Level 1: Over Hit: If you hit someone and needed a negative number to hit them (i.e. your TH bonus was greater than his AC), do x1.5 dmg.
Can cast Warrior or MTG Green spells. Can cast one 1st level MTG Green spell (not a Warrior spell) at level 1.
New MTG Green spells for Green Warrior class:
Giant Growth (SL=1): Target gets +3 TH, dmg, AC, and saves this round.
Instill Energy (SL=1): You get +1S action per round for CL r (counts as your haste).
Lifeforce (SL=2): 1bM: Counter a MTG Black, Necromancy/Necromantic, or Psi7 power.
Regeneration (SL=2): You regenerate at CL hp/s. 0, this effect drops and you lose the spell slot: Avoid a slay effect.
Tranquility (SL=3): Dispel all effects on one target (use the 50% +/- 5% per CL difference rules)
Living Lands (SL=4): Summon CL Treefolk (DL=2), together they occupy 1 summon slot.
Old MTG Green spells from Wizard of the Coast class (you can use these):
Berserk (SL=1): Attacking creature does x2 dmg and is slain this segment (not 1bM)
Bind (SL=2): 1bM: Counter an item ability.
Ancestral Mask (SL=3): Target gets +LVL/+LVL TH/dmg for each other of same race in room
Aluren (SL=4): You may cast SL 0-3 Conjuration/Summoning spells as a 0 action.
Doubling Season (SL=5): Whenever you summon a creature, you get 2 instead (+1 slot too)
Desert Twister (SL=6): Destroy something (PP save, like a Disintegrate spell)
Tooth and Nail (SL=7): Summon DL VII, can pick type, or can pick creature within type
Biorhythm (SL=8): Each person in a group's current hp = (Number of summons)*10

[PC45] Collective 4.5 Classes


Hermit0

Level KXP Priest
123 456 7
1 0 0-- --- -
2 1.5 1-- --- -
3 3 20- --- -
4 6 21- --- -
5 12 220 --- -
6 25 221 --- -
7 50 322 0-- -
8 100 332 1-- -
9 200 333 20- -
10 300 443 21- -
11 400 443 320 -
12 500 444 321 -
13 600 554 322 -
14 700 555 332 -
15 800 655 333 -
16 900 655 443 0
17 1000 665 443 1
18 1100 665 443 2
19 1200 765 444 2
20 1300 765 444 3
21 1400 765 554 3
22 1500 765 554 4
23 1600 776 654 4
24 1700 876 655 4
25 1800 876 655 5
26 1900 877 665 5
27 2000 887 666 5
28 2100 887 776 5
29 2200 887 776 6
30 2300 888 777 6
31 2400 888 887 6
32 2500 988 887 6
33 2600 998 888 7
34 2700 999 888 8
35 2800 999 998 8
36 2900 999 999 9
TH Saves
PD RS PP BW Sp Fo Re Wi
+1  7  6  4  2  3  0  0  2
+1  7  6  4  3  3  0  0  3
+1  7  6  4  3  4  0  1  3
+2  7  6  5  3  4  1  1  4
+3  9  8  6  4  5  1  1  4
+3  9  8  6  5  5  2  2  5
+3  9  8  6  5  6  2  2  5
+4  9  8  7  5  6  2  2  6
+5 11 10  8  6  7  3  3  6
+5 11 10  8  7  7  3  3  7
+5 11 10  8  7  8  4  3  7
+6 11 10  9  7  8  4  4  8
+7 12 11 10  8  9  4  4  8
+7 12 11 10  9  9  5  4  9
+7 12 11 10  9 10  5  5  9
+8 12 11 11  9 10  6  5 10
+9 13 12 12 10 11  6  5 10
+9 13 12 12 11 11  6  6 11
Requisites: Int 10, Wis 10, Chr 10
Alignment: any
HD/level: d5
Weapon Prof.: 1+level/4
To Hit Table: CTD0
Save Table: Clr0
Reference: DM
Groups: Priest, Lost
 
Can have Exceptional Int, Wis, or Chr bonus.
Priest Spells: Get 3 Grand, 2 Major, 1 Minor spheres.
Has "ability to take martial arts", but there is no free style built into this class.
Level 1: Turn Undead and Turn Cthulhoid Horrors.
Level N (each level): +1 to Int, Wis, or Chr. (These don't have to all be the same stat.)
Level 9+ (each level): Gain +(LVL-8)^2 followers (i.e. at level 9 get 1 follower, at level 10 get an additional 4 followers, at level 11 get an additional 9 followers, etc.).
Level 9: Detect Deception: can sense lies and see through all illusions with 1M.
Level 27: Divine Will: Can throw off any one non-godly effect per day; the effect simply does not function on the hermit.

[PC45] Collective 4.5 Classes


Itemizer0

Level KXP Wizard
123 456 789
1 0 1-- --- ---
2 2.5 2-- --- ---
3 5 21- --- ---
4 10 22- --- ---
5 20 221 --- ---
6 40 222 --- ---
7 80 322 1-- ---
8 150 332 2-- ---
9 300 333 21- ---
10 450 333 32- ---
11 600 433 321 ---
12 750 444 321 ---
13 900 444 322 ---
14 1050 444 432 ---
15 1200 544 432 1--
16 1350 555 432 2--
17 1500 655 443 2--
18 1650 655 443 21-
19 1800 655 543 22-
20 1950 655 544 32-
21 2100 655 544 321
22 2250 665 554 322
23 2400 666 654 332
24 2550 776 655 432
25 2700 776 655 443
26 2850 777 665 543
27 3000 777 665 554
28 3150 887 666 654
29 3300 887 776 655
30 3450 888 777 665
31 3600 888 777 766
32 3750 988 887 776
33 3900 999 888 777
34 4050 999 988 887
35 4200 999 999 888
36 4350 999 999 999
TH Saves
PD RS PP BW Sp Fo Re Wi
+1  5  4  5  2  3  0  1  1
+1  5  4  5  3  3  0  1  1
+1  5  4  5  3  4  0  1  2
+1  5  5  5  3  4  1  2  2
+2  6  5  5  3  4  1  2  3
+3  7  6  7  4  6  2  3  3
+3  7  6  7  5  6  2  3  4
+3  7  7  7  5  6  2  3  4
+3  7  7  7  5  7  3  4  5
+4  8  7  7  5  7  3  4  5
+5  9  8  9  6  9  4  5  6
+5  9  8  9  7  9  4  5  6
+5  9  9  9  7  9  4  5  7
+5 10  9  9  7  9  5  6  7
+6 10  9 10  7  9  5  6  8
+7 11 10 11  8 12  6  7  8
+7 11 10 11  9 12  6  7  9
+7 11 11 11  9 12  6  7  9
Requisites: Int 16, Wis 13
Alignment: any
HD/level: d4
Weapon Prof.: 2+level/3
To Hit Table: M-U0
Save Table: M-U0
Reference: DM
Groups: Wizard
 
Can specialize in Enchantment, if you do, pick a major opposite school.
Each reset (including the first reset before the game starts), you create 1 magic item of your choice from the list on the following pages.
Potions you create have LVL doses each. Scrolls you create have double your CL, but do not "Blow Your Head Off".
These are normal magic items in every way, and can be sold (at half value), or given to other PCs at no penalty.
You may "split your level up" into several items, for example at level 8 you could make a level 5, a level 2, and a level 1 item.

[PC45] Collective 4.5 Classes


Itemizer0 Items

Level Item gp Value XP Value
1 Potion of Poison (save @ -6 for Death/40) 1000 100
1 Potion of Healing (70 hp total of healing) 2000 200
2 Potion of Agility (Dex becomes 18, or +1 to Dex) 3000 300
2 Potion of Bug Repellant (Resist Bugs) 3000 300
2 Potion of Ethereality (Become ethereal at will) 3000 300
2 Potion of Flying 3000 300
2 Potion of Human Control (Human Control) 3000 300
2 Potion of Speed (+1 P, +1 V) 3000 300
2 Potion of Water Breathing 3000 300
2 Scroll of Pro.Elementals 3000 300
2 Scroll of Pro.Lycanthropes 3000 300
3 Potion of Dragon Control (Dragon Control (any type)) 4000 400
3 Potion of Fortitude (Con becomes 18 or +1 to Con) 4000 400
3 Potion of Giant Control (Giant Control (any type)) 4000 400
3 Potion of Growth (Double base damage) 4000 400
3 Potion of Invulnerability (+2/+2 protection) 4000 400
3 Potion of Polymorph Self 4000 400
3 Potion of Antidote (Neutralize Poison, Immune to Poison) 5000 500
3 Potion of Defense (+5/+0 protection) 5000 500
3 Potion of Freedom (Free Action) 5000 500
3 Potion of Heroism (+(11-(highest War level))/3,round up War lvl) 5000 500
3 Scroll of Pro.Magic 5000 500
3 Staff/Command (Command) 5000 500
3 Potion of Elemental Form (Normal elements only) 6000 600
3 Potion of Giant Strength (Str becomes 24) 6000 600
3 Potion of Undead Control 6000 600
3 Scroll of Pro.Undead 6000 600
3 Scroll of Shelter (1 M, 1/d: Rope Trick) 6000 600
4 Potion of Merging (Can merge up to 7 PCs into 1 body) 7000 700
4 Potion of Sight (Immune Blindness; True Sight) 7000 700
4 Potion of Super-Healing (580 hp total of healing) 7000 700
4 Ring of Holiness (+1 Turn Undead roll; +1 Clr spell of SLs 1-3) 7000 700
5 Bag of Holding (10000 lbs.) 10000 1000
5 Elven Cloak (can backstab 1/r) 10000 1000
5 Potion of Longevity (-10 yrs to age) 10000 1000
5 Potion of Luck (Choose 1 die roll) 10000 1000
5 Ring of Plant Control (Plant Control) 10000 1000
5 Ring of Regeneration (Troll-like regen 1 hp/r) 10000 1000
5 Ring of Spell Storing (N=10= # SL's, max N = 54, max SL = 9) 10000 1000
5 Rod/Domination (Psi1 Domination) 10000 1000
5 Scroll of Trapping (2V: Create 1 mechanical trap) 10000 1000
5 Slate of Identification (1 V,1 M: Identify) 10000 1000
5 Scroll of Mages (1V: Spellcraft & Dweomercraft 1 effect) 12000 1200
5 Scroll of Seeing (1V, 1/d: Detect Life (type & number) 100'r) 12000 1200
6 Gauntlets of Ogre Power (Str 18; +3 TH when unarmed) 13000 1300
6 Scroll of Questioning (1 M, 3/d: Ask inanimate object a question) 13000 1300
6 Scroll of Repetition (1 M, 1/d: Repeat a spell cast last segment) 15000 1500
6 Wand/Negation (Dispel Magic @ 24th CL) 15000 1500
7 Scroll of Portals (1V, 2/d: Passwall) 16000 1600
7 Staff/Snake (+1/+1; staff can turn into snake) 16000 1600
7 Ring of Quickness (0, 1/d: +1 P, +1V for it, stacks with Haste) 18000 1800
7 Scroll of Creation (1V, 1/d: Major Creation) 18000 1800
7 Ring of Life Protection (+1/+1 pro; 1M,l/d: Neg.Plane Prot) 19000 1900
7 Boots of Speed (x2 move rate. +1 V) 20000 2000
7 Girdle of Giant Strength (Str 19) 20000 2000
7 Ring of Animal Control 20000 2000
7 Ring of Safety (0,1 ch: Make a save you missed [has 4 ch]) 20000 2000
7 Ring of Telekinesis (1 M: TK 2000 lbs.) 20000 2000
7 Scroll of Communication (2 Scrolls: message on one appears on other) 20000 2000
7 Scroll of Delay (1M, 1/d: Delay the next spell for 1r.) 20000 2000
7 Wand/Polymorph (Poly Self or Other) 20000 2000
8 Ring of Remedies (0,1 ch: Do any 'cure' or 'remove' spell) 21000 2100
8 Scroll of Mapping (1V, lid: Map current dungeon level) 21000 2100
8 Ring of Djinni Summ. (1M,1/d: Summon 1 Djinni; Resist 1 Ele.; Breathe & Free Action in Ele.) 24000 2400
9 Wand/Cold (Cone of cold 12d12 dmg (save: 1/2)) 25000 2500
9 Wand/Fireballs (Fireball 24d6 dmg (save: 1/2)) 25000 2500
9 Wand/L.Bolts (Lightning bolt 18d8 dmg (save: 1/2)) 25000 2500
9 Wand/Trap Det. (Detect ALL traps within 20') 25000 2500
9 Scroll of Spell Catching (1V (can borrow): Catch a spell cast at you) 26000 2600
9 Potion of Create Any Monster 30000 3000
9 Scroll of Spell Catching 30000 3000
9 Amulet of Protection vs. Crystal Balls and ESP (& Scyring) 30000 3000
9 Flying Carpet 30000 3000
9 Ring of Human Control 30000 3000
9 Ring of Memory (1M,1/d: Recast a spell you cast within last t) 30000 3000
9 Ring of Wishes (N=#ofwishes,maxN=4) 30000 3000
9 Staff/Withering (Age target by 10 yrs) 30000 3000
11 Displacer Cloak (1st attack misses. +2/+2 protection) 40000 4000
11 Ring of Fire Resistance (Resist Fire; -1 per die from Fire) 40000 4000
11 Ring of Survive (Don't need food, water, air) 40000 4000
11 Staff/Dispelling (Dispel Magic/Psi/Innate @ 15th CL) 40000 4000
12 Rod/Cancellation (Mordenkainen's Disjunction) 45000 4500
13 Bowl Commanding Water Elementals 50000 5000
13 Ring of Seeing (True Sight) 50000 5000
13 Scarab of Protection (Immune Curse; Immune Finger/Death) 50000 5000
13 Rod/Inertia (+3/+3; Stop one target) 55000 5500
13 Staff/Power (TK 2400 lbs. or CL 24 SL 6 wacky ball) 55000 5500
14 Staff/Druids (+3/+3: +1 Druid spell per SL) 58000 5800
14 Crystal Ball with Clairaudience, Clairnasience, ESP 60000 6000
14 Rod/Health (heal 100 hp + restore all stats and XP) 60000 6000
14 Staff/Striking (+1/+1; 1 ch: +3/+3) 60000 6000
14 Wheel of Fortune (similar to Deck of Many Things) 60000 6000
15 Quill of Copying (copy 1 scroll per day) 70000 7000
15 Ring of Spell Turning (50% iMReflection) 70000 7000
15 Staff/Element (Resist 1 Ele; Summ.8 HD Ele; 16d6 Ele ball) 70000 7000
16 Rod/Wyrm (+5/+5: staff can turn into age 1 dragon) 74000 7400
16 Rod/Parrying (+5/+5; +5/+0 protection) 75000 7500
17 Staff/Harming (70 dmg + Blindness, Disease, Poison) 85000 8500
17 Staff/Healing (heal 70 hp + Blindness. Disease, Poison) 85000 8500
18 Staff/Wizardry (+1/+1; passwall; conjure 24 HD elemental or CL 27 SL7 wacky ball) 95000 9500

[PC45] Collective 4.5 Classes


Mentaler0

Level KXP Wizard
123 456 789
1 0 1-- --- ---
2 2.5 2-- --- ---
3 5 21- --- ---
4 10 22- --- ---
5 20 221 --- ---
6 40 222 --- ---
7 80 322 1-- ---
8 150 332 2-- ---
9 300 333 21- ---
10 450 333 32- ---
11 600 433 321 ---
12 750 444 321 ---
13 900 444 322 ---
14 1050 444 432 ---
15 1200 544 432 1--
16 1350 555 432 2--
17 1500 655 443 2--
18 1650 655 443 21-
19 1800 655 543 22-
20 1950 655 544 32-
21 2100 655 544 321
22 2250 665 554 322
23 2400 666 654 332
24 2550 776 655 432
25 2700 776 655 443
26 2850 777 665 543
27 3000 777 665 554
28 3150 887 666 654
29 3300 887 776 655
30 3450 888 777 665
31 3600 888 777 766
32 3750 988 887 776
33 3900 999 888 777
34 4050 999 988 887
35 4200 999 999 888
36 4350 999 999 999
TH Saves
PD RS PP BW Sp Fo Re Wi
+1  5  4  5  2  3  0  1  1
+1  5  4  5  3  3  0  1  1
+1  5  4  5  3  4  0  1  2
+1  5  5  5  3  4  1  2  2
+2  6  5  5  3  4  1  2  3
+3  7  6  7  4  6  2  3  3
+3  7  6  7  5  6  2  3  4
+3  7  7  7  5  6  2  3  4
+3  7  7  7  5  7  3  4  5
+4  8  7  7  5  7  3  4  5
+5  9  8  9  6  9  4  5  6
+5  9  8  9  7  9  4  5  6
+5  9  9  9  7  9  4  5  7
+5 10  9  9  7  9  5  6  7
+6 10  9 10  7  9  5  6  8
+7 11 10 11  8 12  6  7  8
+7 11 10 11  9 12  6  7  9
+7 11 11 11  9 12  6  7  9
Requisites: Int 15, Dex 14
Alignment: any
HD/level: d4
Weapon Prof.: 2+level/3
To Hit Table: M-U0
Save Table: M-U0
Reference: DM
Groups: Wizard
 
Hold M actions. You may convert 2M -> 1QM.
Level 3: +1M action (total +1)
Level 6: +1M action (total +2)
Level 9: +1M action (total +3)
Level 12: +1M action (total +4)
Level 15: +1M action (total +5)
Level 18: +1M action (total +6)
Level 21: +1M action (total +7)
Level 24: +1M action (total +8)
Level 27: +1M action (total +9)

[PC45] Collective 4.5 Classes


Mover0

Level KXP
Spells
1 0 (none)
2 1.2 (none)
3 2.4 (none)
4 4.8 (none)
5 9.6 (none)
6 20 (none)
7 40 (none)
8 80 (none)
9 160 (none)
10 280 (none)
11 400 (none)
12 520 (none)
13 640 (none)
14 760 (none)
15 880 (none)
16 1000 (none)
17 1120 (none)
18 1240 (none)
19 1360 (none)
20 1480 (none)
21 1600 (none)
22 1720 (none)
23 1840 (none)
24 1960 (none)
25 2080 (none)
26 2200 (none)
27 2320 (none)
28 2440 (none)
29 2560 (none)
30 2680 (none)
31 2800 (none)
32 2920 (none)
33 3040 (none)
34 3160 (none)
35 3280 (none)
36 3400 (none)
TH Saves
PD RS PP BW Sp Fo Re Wi
+1  5  4  5  2  3  0  2  0
+1  5  4  5  3  3  1  3  0
+1  5  4  5  3  4  1  3  0
+2  5  5  5  3  4  1  4  1
+3  7  6  7  4  5  2  4  1
+3  7  6  7  5  5  2  5  1
+3  7  6  7  5  6  3  5  2
+4  7  7  7  5  6  3  6  2
+5  9  8  9  6  7  3  6  2
+5  9  8  9  7  7  4  7  3
+5  9  8  9  7  8  4  7  3
+6  9  9  9  7  8  5  8  3
+7 11 10 11  8  9  5  8  4
+7 11 10 11  9  9  5  9  4
+7 11 10 11  9 10  6  9  4
+8 11 11 11  9 10  6 10  5
+9 13 12 13 10 11  7 10  5
+9 13 12 13 11 11  7 11  5
Requisites: Dex 18
Alignment: any
HD/level: d4
Weapon Prof.: 2+level/3
To Hit Table: CTD0
Save Table: Thf0
Reference: DM
Groups: Rogue
 
Hold V actions. You may convert 2V -> 1QV.
Level 1: +1V action (total +1)
Level 2: +1V action (total +2)
Level 3: +1V action (total +3)
Level 4: +1V action (total +4)
Level 5: +1V action (total +5)
Level 6: +1V action (total +6)
Level 7: +1V action (total +7)
Level 8: +1V action (total +8)
Level 9: +1V action (total +9)
Lvl Rogue Ability | -50% | -100% | -150% Act Base Penalty Bonus
1 Pick Pockets/Shoplifting | Palm | Present P 15 Dex-12 Dex-16
1 Open/Close Locks: Mech. | Magic/Psi | OutPhase VM 10 Dex-11 Dex-15
1 Find/Remove Traps: Mech. | Magic/Psi | OutPhase | Pro. M 5 Dex-12 Dex-17
1 Move Silently || Immovability V 10 Dex-13 Dex-16
1 Hide in Shadows || Meld in Shadows/Mirrors V 5 Dex-11 Dex-16
1 Detect Noise | Clairaudience M 15 Wis-8 Wis-20
1 Climb Walls | Climb Overhangs | Climb Upside Down V 60 Str-9 Str-13
1 Backstab (each 40% = x1) (increases 10/level) 0 70 Int-6 Int-20
2 Mimic Voices || Tongues M 25 Wis-9 Wis-12
2 Distraction M 20 Wis-13 Wis-16
3 Contortion | Elasticity | Become Liquid-Form VM 10 Dex-10 Dex-14
4 Read Languages | Decipher Code M 0 Int-9 Int-14
4 Deeppockets | Vanish M 10 Int-6 Int-18
5 Sense Danger | Precognition | Choose Future VM 30 Wis-8 Wis-11
6 All-Around Sight | Locate Object | Treasure Finding M 25 Wis-15 Wis-19
6 Detect Illusion | Magic | Psi/Anti-Magic | Godly M 30 Int-12 Int-15
7 Blink | Controlled Blink M 20 Wis-12 Wis-17
8 Read Magic (Wizard/Priest) ||| Read Magic (Concordant) M 15 Int-13 Int-15
8 Wraithform | Dream Travel V 25 Con-15 Con-17
9 Clairvoyance | X-Ray Vision M 10 Wis-10 Wis-20
9 Find/Remove Tricks: x1 multiplier || x2 multiplier ||| x3 multiplier (| do this 90' away) M 5 Dex-18 Dex-25
10 Invisibility | Improved Invisibility M 0 Int-13 Int-18
12 Phase Door | Dimension Door M 5 Int-9 Int-20
15 Probability Travel MM 20 Int-13 Int-20
18 Shape Alteration/Polymorph Object | Shapechange MM 5 Con-13 Con-20
27 Time Shift VMM 20 Int-16 Int-24

[PC45] Collective 4.5 Classes


Physicaler0

Level KXP
Spells
1 0 (none)
2 2 (none)
3 4 (none)
4 8 (none)
5 16 (none)
6 32 (none)
7 64 (none)
8 120 (none)
9 240 (none)
10 360 (none)
11 480 (none)
12 600 (none)
13 720 (none)
14 840 (none)
15 960 (none)
16 1080 (none)
17 1200 (none)
18 1320 (none)
19 1440 (none)
20 1560 (none)
21 1680 (none)
22 1800 (none)
23 1920 (none)
24 2040 (none)
25 2160 (none)
26 2280 (none)
27 2400 (none)
28 2520 (none)
29 2640 (none)
30 2760 (none)
31 2880 (none)
32 3000 (none)
33 3120 (none)
34 3240 (none)
35 3360 (none)
36 3480 (none)
TH Saves
PD RS PP BW Sp Fo Re Wi
+1  6  5  4  3  2  1  1  0
+1  6  5  4  3  3  1  1  0
+2  6  5  4  4  3  2  2  1
+3  8  7  6  5  4  2  2  1
+3  8  7  6  5  5  3  2  1
+4  8  7  6  6  5  3  3  2
+5 10  9  8  7  6  4  3  2
+5 10  9  8  7  7  4  4  2
+6 10  9  8  8  7  5  4  3
+7 12 11 10  9  8  5  4  3
+7 12 11 10  9  9  6  5  3
+8 12 11 10 10  9  6  5  4
+9 12 12 11 10  9  7  6  4
+9 12 12 11 10 10  7  6  4
+10 12 12 11 11 10  8  6  5
+11 13 12 12 11 10  8  7  5
+11 13 12 12 11 11  9  7  5
+12 13 12 12 12 11  9  8  6
Requisites: Str 15, Dex 14
Alignment: any
HD/level: d8
Weapon Prof.: 4+level/3
To Hit Table: Ftr0
Save Table: Ftr0
Reference: DM
Groups: Warrior
 
Hold P actions. You may convert 2P -> 1QP.
Level 1: Over Hit: If you hit someone and needed a negative number to hit them (i.e. your TH bonus was greater than his AC), do x1.5 dmg.
Level 2: +1P action (total +1)
Level 4: +1P action (total +2)
Level 6: +1P action (total +3)
Level 8: +1P action (total +4)
Level 10: +1P action (total +5)
Level 12: +1P action (total +6)
Level 14: +1P action (total +7)
Level 16: +1P action (total +8)
Level 18: +1P action (total +9)

[PC45] Collective 4.5 Classes


Picker0

Level KXP
Spells
1 0 (none)
2 1.2 (none)
3 2.4 (none)
4 4.8 (none)
5 9.6 (none)
6 20 (none)
7 40 (none)
8 80 (none)
9 160 (none)
10 280 (none)
11 400 (none)
12 520 (none)
13 640 (none)
14 760 (none)
15 880 (none)
16 1000 (none)
17 1120 (none)
18 1240 (none)
19 1360 (none)
20 1480 (none)
21 1600 (none)
22 1720 (none)
23 1840 (none)
24 1960 (none)
25 2080 (none)
26 2200 (none)
27 2320 (none)
28 2440 (none)
29 2560 (none)
30 2680 (none)
31 2800 (none)
32 2920 (none)
33 3040 (none)
34 3160 (none)
35 3280 (none)
36 3400 (none)
TH Saves
PD RS PP BW Sp Fo Re Wi
+1  5  4  5  2  3  0  2  0
+1  5  4  5  3  3  1  3  0
+1  5  4  5  3  4  1  3  0
+2  5  5  5  3  4  1  4  1
+3  7  6  7  4  5  2  4  1
+3  7  6  7  5  5  2  5  1
+3  7  6  7  5  6  3  5  2
+4  7  7  7  5  6  3  6  2
+5  9  8  9  6  7  3  6  2
+5  9  8  9  7  7  4  7  3
+5  9  8  9  7  8  4  7  3
+6  9  9  9  7  8  5  8  3
+7 11 10 11  8  9  5  8  4
+7 11 10 11  9  9  5  9  4
+7 11 10 11  9 10  6  9  4
+8 11 11 11  9 10  6 10  5
+9 13 12 13 10 11  7 10  5
+9 13 12 13 11 11  7 11  5
Requisites: Dex 16, Wis 13
Alignment: any
HD/level: d4
Weapon Prof.: 3+level/3
To Hit Table: CTD0
Save Table: Thf0
Reference: DM
Groups: Rogue
 
Has infinite percentage in "Pick Pockets". Can Pick an item of any multiplier with a single V action, and automatically succeed regardless of penalties. In combat situations you will almost always be noticed, unless the item picked was minor. Note you can also place items (or yourself) on people with this ability.
Gets 20 Rogue points per level in other Rogue abilities. This class doesn't get a whole lot of picks, though.
Level 1 ¶: 1V: Create and deliver a Bomb on someone. This Bomb explodes for 10*LVL technological damage, with a LVL dmg splash to the group (no save) (TechR to resist). You can set the Bomb to go off on a delay; the Bomb will noticed only LVL% of the time (where LVL is the level/HD of the person).
Level 1: Get one "Any Rogue level 1" pick.
Level 4 ¶: 2V: Pick every single item off of someone. Or put any number of objects on someone, which can include LVL/2 Bombs.
Level 4: Get one "Any Rogue level 4" pick.
Level 9 ¶: 1V: Steal Enchantment; i.e. you move an effect from the target to yourself. (no save) (ER to resist)
Level 9: Get one "Any Rogue level 9" pick (this is in addition to the normal level 9 pick).
Level 16: Get one "Any Rogue level 16" pick.
Level 18 ¶: You can Pick Pockets (or Steal Enchantments) up to LVL*10' away. You can "sideways" Pick Pockets (i.e. you put an item from person A into person B's inventory directly, without going through you first.)
Level 25: Get one "Any Rogue level 25" pick.
Level 27 ¶: 1F: Clean Sweep: Every single non-living object in the room is put into your inventory. You may be selective about it (you don't have to pick all your friends' items).
Level 36: Get one "Any Rogue level 36" pick (this is in addition to the normal level 36 pick).

[PC45] Collective 4.5 Classes


Plant0

Level KXP Priest
123 456
1 0.5 (owe) ½-- ---
2 1 1-- ---
3 2 2-- ---
4 4 21- ---
5 8 31- ---
6 16 32- ---
7 30 321 ---
8 60 331 ---
9 120 332 ---
10 220 332 1--
11 320 333 1--
12 420 333 2--
13 520 333 21-
14 620 333 31-
15 720 333 32-
16 820 433 321
17 920 443 331
18 1020 444 332
19 1120 444 432
20 1220 444 443
21 1320 444 444
22 1420 554 444
23 1520 555 444
24 1620 555 544
25 1720 555 554
26 1820 555 555
27 1920 665 555
28 2020 666 555
29 2120 666 655
30 2220 666 665
31 2320 666 666
32 2420 776 666
33 2520 777 666
34 2620 777 766
35 2720 777 776
36 2820 777 777
TH Saves
PD RS PP BW Sp Fo Re Wi
+1 10  9  8  5  6  2  1  0
+1 10  9  8  6  6  2  1  0
+1 10  9  8  6  7  3  2  0
+2 12 11 10  8  9  3  2  1
+3 12 11 10  9  9  4  2  1
+3 12 11 10  9 10  4  3  1
+3 14 13 12 11 12  5  3  2
+4 14 13 12 12 12  5  4  2
+5 14 13 13 12 12  6  4  2
+5 16 15 14 14 15  6  4  3
+5 16 15 15 14 15  7  5  3
+6 16 15 15 15 15  7  5  3
+7 16 15 15 15 15  7  5  3
+7 16 15 15 15 15  7  5  3
+7 16 15 15 15 15  7  5  3
+8 16 15 15 15 15  7  5  3
+9 16 15 15 15 15  7  5  3
+9 16 15 15 15 15  7  5  3
Requisites: Wis 13
Alignment: any (*N is helpful)
HD/level: & d5
Weapon Prof.: & 1+level/3
To Hit Table: CTD0
Save Table: Half0
Reference: DM
Groups: Monster, Priest
 
Can cast Priest spells. No stat bonus to progression. Gets Grand in Plant sphere, 1 Major, and 2 Minor spheres.
Level 1: Speak Druid language
Level 4 ¶: If you are AL N (on the G-E axis), can use Psi-6N First Grove powers as if they were SL=2 spells.
Level 7 ¶: If you are AL N (on the G-E axis), can use Psi-6N Second Grove powers as if they were SL=3 spells.
Level 10 ¶: If you are AL N (on the G-E axis), can use Psi-6N Third Grove powers as if they were SL=4 spells.
Level 13 ¶: If you are AL N (on the G-E axis), can use Psi-6N Fourth Grove powers as if they were SL=5 spells.
Level 16 ¶: If you are AL N (on the G-E axis), can use Psi-6N Fifth Grove powers as if they were SL=6 spells.
New Plant spells for Plant0 class:
Goodberry Golem (all SL's): Summon a DL=SL Goodberry Golem.
Thornskin (all SL's): AC +CL; Saves +SL; Wood damaging shield 25*SL%
Verdant Force (SL=4): Summon a DL IV Verdant Force; +1 summon slot for Saprolings; the Verdant Force summons 1 Saproling per segment as a 0 action.

[PC45] Collective 4.5 Classes


Psi-6N First Grove Powers

Name PSPs Effect
Awaken 2*N Removes sleep/fatigue effect on up to N targets
Earth Bolt N Deal Nd10 Eldritch Earth dmg to one target (no save); max N=CL
Force of Nature I 1 Summon a Plant Elemental: AC 20, hp 20, #Att 1/1, TH +10, dmg 10
Gaea’s Bounty 24 Add one first-level Plant/Animal spell to memorization (only have one of these at one time)
Gaea’s Cradle ~ 0 One of your summoned creatures is dispelled; Add it's hp in Psi(-6)N PSPs to your pool
Gaea’s Might ~ 10/h Target gains +N AC/saves/TH/dmg; N is number of groups of classes you have
Natural Healing ~ 8 Target is cured equal to his Con score in hp
Naturalize 11 Dispel one non-natural effect (or) Turn off one non-natural item for 1 turn
Nature’s Lore 11/h Know direction & distance to an object or person (if they are touching the ground)
Soothing Word 2*N Removes fear/horror effect on up to N targets
Spiritual Energy 4*N/h +N Con; max N=CL

Psi-6N Second Grove Powers

Name PSPs Effect
Adaptation ~ 3/h NaNR +CL*10%; Immune to Hostile Environment; Need not breathe
Earth Storm 4*N Deal Nd12 Eldritch Earth dmg 40' radius (no save); max N = CL
Force of Nature II 4 Summon a Wood Elemental: AC 40, hp 80, #Att 2/1, TH +30, dmg 30
Gaea’s Balance 13 You may transfer SLs & PSPs between your magic & psi pools; use [Q11] type conversion
Gaea’s Blessing 11 Reconstruct up to three effects which were dispelled/twisted within the last turn
Gaea’s Skyfolk ~ 21/h Winged flight CL^2"
Gaea’s Touch 20/r +1QM only for Psi(-6)N/Psi6N/Bard/Druid/HOSN/Limbologist/RedRobe powers/spells
Harmony of Nature 12/r 0, 1/s, one of your summoned critters loses & can't use 1P this segment: You gain +1QP
Nature’s Blessing ~ N/h +N distributed among AC/saves/TH/dmg as you like; max N=CL
Nature’s Chosen 10/r +1S action

Psi-6N Third Grove Powers

Name PSPs Effect
Brute ~ 24 For the next turn, you get: -1M, +1P, -CL Int, +CL Str, -CL saves, +CL dmg; can't drop this
Call of the Wild 7 Summon any real-world animal (your choice), you get CL/ML of them (round up)
Force of Nature III 9 Summon a Root Elemental: AC 60, hp 180, #Att 3/1, TH +50, dmg 50
Gaea’s Embrace ~ 22/h Target gains +3 AC/saves/TH/dmg and Troll-like regen CL hp/r
Gaea’s Herald ~ 11/t When your summoned creatures go below -10 hp, they don't disappear (you can cure)
Life Essence N If target has less than N*CL current hp, it is cured so it has N*CL hp; minimum N = 1
Nature’s Cloak 12/m +CL*10 Rogue points; Any Level=CL/2 (or less) Rogue pick

[PC45] Collective 4.5 Classes


Psi-6N Fourth Grove Powers

Name PSPs Effect
Dual Nature ~ 24/m Whenever you summon or create creatures, you get twice as many of them
Force of Nature IV 16 Summon a Thicket Elemental: AC 80, hp 320, #Att 4/1, TH +70, dmg 70
Gaea’s Avenger ~ 4*N/s Immune to xN and lower artifact effects that you (or your party) do not control; max N=5
Nature’s Wrath 24 Turn all undead/outer-planar creatures within 80' (no turn roll, instead make Will saves)
One with Nature 10/r For each point of damage you deal in unarmed combat, add 1 to your Psi(-6)N pool
Seeds of Life 10 1 sq. mile area is restored, CL trees grow instantly, removes Defiled status

Psi-6N Fifth Grove Powers

Name PSPs Effect
Child of Gaea 33 Target becomes Int=3, Wis=3, Chr=3, CL=0 (no save) for CL days
Everhome 16/d Your home plane is every plane; when this effect ends, your home plane = current plane
Force of Nature V 25 Summon a Fungus Elemental: AC 100, hp 500, #Att 5/1, TH +90, dmg 90
Gaea’s Liege ~ 33/h Your max hp is CL^3 (and/or) Your TH bonus is +CL^2 (no other adj. can be added)

Psi-6N Sixth Grove Powers

Name PSPs Effect
Force of Nature VI 36 Summon a Thorn Elemental: AC 120, hp 720, #Att 6/1, TH +110, dmg 110

[PC45] Collective 4.5 Classes


Protector0

Level KXP Priest
123 456 7
1 0 0-- --- -
2 1.5 1-- --- -
3 3 20- --- -
4 6 21- --- -
5 12 220 --- -
6 25 221 --- -
7 50 322 0-- -
8 100 332 1-- -
9 200 333 20- -
10 300 443 21- -
11 400 443 320 -
12 500 444 321 -
13 600 554 322 -
14 700 555 332 -
15 800 655 333 -
16 900 655 443 0
17 1000 665 443 1
18 1100 665 443 2
19 1200 765 444 2
20 1300 765 444 3
21 1400 765 554 3
22 1500 765 554 4
23 1600 776 654 4
24 1700 876 655 4
25 1800 876 655 5
26 1900 877 665 5
27 2000 887 666 5
28 2100 887 776 5
29 2200 887 776 6
30 2300 888 777 6
31 2400 888 887 6
32 2500 988 887 6
33 2600 998 888 7
34 2700 999 888 8
35 2800 999 998 8
36 2900 999 999 9
TH Saves
PD RS PP BW Sp Fo Re Wi
+1  7  6  4  2  3  0  0  2
+1  7  6  4  3  4  0  1  3
+1  7  6  5  3  4  1  1  4
+2  9  8  6  5  5  2  2  5
+3  9  8  6  5  6  2  2  5
+3 11 10  8  6  7  3  3  6
+3 11 10  8  7  7  3  3  7
+4 11 10  9  7  8  4  4  8
+5 12 11 10  8  9  4  4  8
+5 12 11 10  9 10  5  5  9
+5 12 11 11  9 10  6  5 10
+6 13 12 12 11 11  6  6 11
+7 13 12 12 11 12  7  6 11
+7 14 13 13 12 13  8  7 12
+7 14 13 13 13 13  8  7 13
+8 14 14 14 13 13  9  8 14
+9 15 14 14 14 14  9  8 14
+9 15 15 15 14 14 10  9 15
Requisites: Wis 16, Con 13
Alignment: any
HD/level: d7
Weapon Prof.: 2+level/3
To Hit Table: CTD0
Save Table: 1½xClr0
Reference: DM
Groups: Priest
 
Priest Spells: Gets Grand in Protection, 2 Major, and 5 Minor spheres.
When you material component one of the new spells below, replace "You get" with "All PCs that you as a Player are playing". You cannot material component to hit a group or someone else (that you're not playing) at all.
Level 1: Turn Undead.
New Protection spells for Protector0 class:
C-Resist (all SL's): You get SL instances of Resist to a [C] section effect. Can have more than one of these running, but each one is a spell slot.
Earth Armor (all SL's): You get Earth Armor, it absorbs 10*SL^3 dmg (like an Armor spell, but doesn't count as your Armor spell).
Effects Resistance (SL=3): You get iER 28+CL*2%.
Ele-Resist (all SL's): You get SL instances of Resist to an Element (any E factor). Can have more than one of these running, but each one is a spell slot.
Magical Cloak (all SL's): You get a cloak (AC +CL) +SL/+SL, that lasts for the entire day, or you can add CL half-plusses to your existing cloak for this day.
Original Ironskin (SL=5): This is an Ironskin that stops an entire attack sequence, and doesn't leak. (This can be cast on anyone.)

[PC45] Collective 4.5 Classes


Psi(-1)A

Level KXP Psi-1
mMG S
1 0 1-- -
2 1.1 2-- -
3 2.2 3-- -
4 4.4 4-- -
5 8.8 5-- -
6 17.6 51- -
7 35.2 52- -
8 70.4 53- -
9 140.8 54- -
10 281.6 55- -
11 500 66- -
12 720 77- -
13 940 88- -
14 1160 881 -
15 1380 882 -
16 1600 883 -
17 1820 884 -
18 2040 885 -
19 2260 886 -
20 2480 887 -
21 2700 888 -
22 2920 999 -
23 3140 AAA -
24 3360 BBB -
25 3580 BBB 1
26 3800 BBB 2
27 4020 BBB 3
28 4240 BBB 4
29 4460 BBB 5
30 4680 BBB 6
31 4900 BBB 7
32 5120 BBB 8
33 5340 BBB 9
34 5560 BBB A
35 5780 BBB B
36 6000 CCC C
TH Saves
PD RS PP BW Sp Fo Re Wi
+0  5  3  8  2  3  1  0  1
+1  5  4  8  2  3  1  0  2
+1  6  4  8  3  4  2  0  2
+2  6  5  8  3  4  2  1  3
+2  6  5  9  3  4  2  1  3
+3  6  6  9  4  5  3  1  4
+3  7  6  9  4  5  3  2  4
+4  7  7  9  4  5  4  2  5
+4  7  7 10  5  6  4  2  5
+5  7  8 10  5  6  4  3  6
+5  8  8 10  5  6  5  3  6
+6  8  9 10  6  7  5  3  7
+6  8  9 11  6  7  6  4  7
+7  8 10 11  6  7  6  4  8
+7  9 10 11  7  8  6  4  8
+8  9 11 11  7  8  7  5  9
+8  9 11 12  7  9  7  5  9
+9  9 12 12  8  9  8  5 10
Requisites: Str 6, Dex 6, Con 6 (one of these 9)
Alignment: any
HD/level: d2,d4,d4,d4,d6,d6,d8,d8,…
Weapon Prof.: 5+level/3
To Hit Table: ½xMon
Save Table: Psi
Reference: DM
Groups: Psionicist
 
See [Q(-1)] for rules and powers.
Anti-Psionic Strength = (highest of Str, Dex, or Con)*2/3*(level+9)
Gets 1 Attack or Defense every level.
Level 1: May use Anti-Psionic Enchantments, which divide 1 spell into several smaller lower level spells.
 
ANTI-PSIONIC RAMPART UPON NON-UNNATURAL PSIONIC CREATURE (20 attack points)
Str+Dex Save Immune Untarg Immov Zombie Taunt Euphor
0-5 19 01-55 56-75 76-91 92-97 98-99 00
6-10 17 01-45 46-63 64-78 79-93 94-97 98-00
11-15 15 01-36 37-52 53-65 66-88 89-94 95-00
16-20 13 01-28 29-42 43-54 55-82 83-90 91-00
21-25 11 01-21 22-33 34-43 44-75 76-85 86-00
26-30 9 01-15 16-25 26-34 35-67 68-79 80-00
31-35 7 01-10 11-18 19-25 26-58 59-72 73-00
36-40 5 01-06 07-12 13-18 19-48 49-64 65-00
41-45 3 01-03 04-07 08-11 12-37 38-55 56-00
46+ 1 01 02-03 04-06 07-25 26-45 46-00
Immune: Creature cannot be affected by or use psionics for 1d6 weeks. Can still use anti-psionics.
Untarg: Creature cannot be targetted by psionics (friendly or not) for 1d8 days. Range 0 effects still work.
Immov: Creature is immovable by all means (flight, walking, teleporting, etc.) for 1d12 hours. He cannot make Dex checks or make any saving throw that gives a Dex bonus.
Zombie: Creature can use actions only to do the things he did last segment for 1d20 turns.
Taunt: Creature is Taunted (as per the Kender ability) to the Psionic Rampart attacking player for 1d30 minutes.
Euphor: Creature is euphoric and cannot harm another person (as if he was a Cavalier at negative hp) for 1d100 rounds.

[PC45] Collective 4.5 Classes


Psi-1 Minor Powers

MINOR POWERS Cost Notes
Body Fluidity 1/r +level saves; +level TH with weapons
Body Over Mind 5/d Lose LVL mental ability score points, distribute among physical ability scores
Brainwave Adjustment 1 Change your Truename; You are knocked out of Contact, PsiLinks, etc.
Cell Rearrangement N Heals/Harms N% of max hp; Max N = level*5; Cure/Cause Curse = 20/70
Clairnasience 5/r 40' range per level
Clearcognition 1/r Can use all 5 senses normally, even if some outside effect is blinding them
Darknesses 1 Target has -2 saves, deafness (save) for 1 turn
Detection of Anti-Magic 3/r Detect Anti-Magic
Expediation 5/r Weight Allow. = Str of level+12; +level TH; Elasticity
Object Writing 1/r Item must make item saving throw or destroyed
Premature Trigger 10 Set off someone else's trigger prematurely (no save, ER resists)
Resume Animation 6 Remove one instance of Paralysis, Stun, Hold, etc. on yourself
Reverse ESP 2/r 0, 1/r: Target hears your thoughts and must save or insane.
Steadiness 3/t Immune Telekinsesis, Falling Damage, Teleport Away, Gates/DimDoors
Visibility 3/t Everything within 30'r is visible (counters hidden and Disappearance too)

Psi-1 Major Powers

MAJOR POWERS Cost Notes
Dimensional Folding 25 Dimensional Folding (as spell)
Effects Resistance 10/h +level*5% ER; others you target -level*5% ER; no selective targetting penalties
Energy Amplification 1/HD Add dice to a damaging effect which is resolving (Max = level) only on 1 target
Hand-to-Hand Resistance 10/h +level*5% aWR; others you target -level*5% aWR; no selective targetting penalties
Imp. Cell Rearrangement N As Cell Rearrangement but range=10*level'; Max N = level*10
Inverse Astral Projection 10/t Inverse Astral Projection
Inverse Magic Jar 20/r Another being can use your body
Mass Mental Freedom 10+HD Max = 5 creatures; Removes charm, hypnosis, sleep, dominate, etc.
Mental Paralysis Bolt 15+HD Save -6; 1 creature cannot use M actions for CL rounds; Max HD = 2*level
Moving Concentration 5/d Can convert 1M -> 1P+1V each round if desired
Physical Surgery N*10 Pick 1: Halve hp & slow (N=1), Ray/Enfeeblement (N=5), Insanity (N=6); all have save
Shape Alteration Other 3+W W=weight/100; Polymorph Other (save)

[PC45] Collective 4.5 Classes


Psi-1 Grand Powers

GRAND POWERS Cost Notes
Anti-Psionic Disruption 40/r No Anti-Psi powers (any freq.) can be used in 50' r
Decay 50 1=Decay (item save), 2=Freedom, 5=Instantaneous, 7=Tempus Lawfulness
Endowment 100 Give someone else (who is insane) Psi-1
Energy Solidity 3/HD As per Energy Amplification but entire effect is amplified
Power Transfer 100*N N: Minor=1, Major=2, Grand=3, Super=4; Object's Anti-Psi Strength = ½ of caster's
Quick Physical Acceleration 35/r +1 QP action
Quick Anti-Psi Acceleration 35/r +1 QM action which can be used only for anti-psionics
Reattachment 20*SL One effect that someone/something can per unit of time is considered "not used" yet
Swing Acceleration 35/r +1 S action

Psi-1 Super Powers

SUPER POWERS Cost Notes
Cellular Cure / Cause X Up to X targets: Heal or Harm X hp; You may target someone more than once (!)
Insist 40 [0 action] Counters a counterspell; that same type of counterspell can't be used again
Limitation 1000 1 target: -CL/9 to max # of classes or # psi.freq. (no resistance)
No Resistance (Physical) 400 1 target: Lowers all physical immunites; lowers all WR, aWR; halves iWR, iaWR
Rapid Swing 80/r All your weapons are Ninja Speeded (x2 #Att), add one to multiplier if already have it
Villain Element 600 Casts any one 1st level Villain spell

[PC45] Collective 4.5 Classes


Psi24

Level KXP Psi24
mMG SU
1 0 1-- --
2 4 2-- --
3 8 3-- --
4 16 41- --
5 32 51- --
6 64 62- --
7 128 72- --
8 256 831 --
9 512 931 --
10 900 A41 --
11 1300 B42 --
12 1700 C52 --
13 2100 D52 --
14 2500 E63 --
15 2900 F63 --
16 3300 G73 1-
17 3700 H74 1-
18 4100 I84 1-
19 4500 J84 1-
20 4900 K95 2-
21 5300 L95 2-
22 5700 MA5 2-
23 6100 NA6 2-
24 6500 OB6 3-
25 6900 PB6 3-
26 7300 QC7 3-
27 7700 RC7 3-
28 8100 SD7 4-
29 8500 TD8 4-
30 8900 UE8 4-
31 9300 VE8 4-
32 9700 WF9 51
33 10100 XF9 51
34 10500 YG9 51
35 10900 ZGA 51
36 11300 [GA 51
TH Saves
PD RS PP BW Sp Fo Re Wi
+0  5  3  8  2  3  1  0  1
+0  5  4  8  2  3  1  0  2
+0  6  4  8  3  4  2  0  2
+1  6  5  8  3  4  2  1  3
+1  6  5  9  3  4  2  1  3
+1  6  6  9  4  5  3  1  4
+2  7  6  9  4  5  3  2  4
+2  7  7  9  4  5  4  2  5
+2  7  7 10  5  6  4  2  5
+3  7  8 10  5  6  4  3  6
+3  8  8 10  5  6  5  3  6
+3  8  9 10  6  7  5  3  7
+4  8  9 11  6  7  6  4  7
+4  8 10 11  6  7  6  4  8
+4  9 10 11  7  8  6  4  8
+5  9 11 11  7  8  7  5  9
+5  9 11 12  7  9  7  5  9
+5  9 12 12  8  9  8  5 10
Requisites: Int 24
Alignment: any
HD/level: d8
Weapon Prof.: 4+level/2
To Hit Table: Wiz
Save Table: Psi
Reference: DM
Groups: Psionicist, Technology
 
See [Q24] for rules and powers. DM Note: This is not the same as the previous Psi24 (Class-based psionics), this was moved to [X24].
Can convert S -> E actions. You can use E actions as a person; if you do, it takes the place of your M or P action for the segment.
Psi24 powers cost 1E action to use.
Level 1 ¶: You can use E actions on items that you wield for your own Psi24 powers (essentially turning every intelligent item you possess into a "Beanie of +1E Action" for you).
Level 1 ¶: 1E: Lend an E action to a magic item. At level 4, you do not need to be touching the item; it can be elsewhere in the party. At level 9, you can lend another Psi24 character an E action with this ability.
Level 1 ¶: xLVL Personality score.

[PC45] Collective 4.5 Classes


[Q24.4] Intelligent Item Psionics - Minor

Effect gp cost (3E) Source d77
10 ranks in Bluff 5000 DMG3.5? 1
10 ranks in Decipher Script 5000 DMG3.5? 2
10 ranks in Diplomacy 5000 DMG3.5? 3
10 ranks in Intimidate 5000 DMG3.5? 4
10 ranks in Knowledge (choose category) 5000 DMG3.5? 5
10 ranks in Listen 5000 DMG3.5? 6
10 ranks in Search 5000 DMG3.5? 7
10 ranks in Sense Motive 5000 DMG3.5? 8
10 ranks in Spellcraft 5000 DMG3.5? 9
10 ranks in Spot 5000 DMG3.5? 10
1E: activate zone of truth 3/day 6500 DMG3.5? 11
1E: bless its allies 3/day 1000 DMG3.5? 12
1E: cure moderate wounds (2d8+3) on wielder 3/day 6500 DMG3.5? 13
1E: darkness 3/day 6500 DMG3.5? 14
1E: daze monster 3/day 6500 DMG3.5? 15
1E: detect magic at will 3600 DMG3.5? 16
1E: faerie fire 3/day 1100 DMG3.5? 17
1E: hold person on an enemy 3/day 6500 DMG3.5? 18
1E: locate object 3/day 6500 DMG3.5? 19
1E: major image 1/day 5400 DMG3.5? 20
1E: minor image 1/day 2200 DMG3.5? 21
Anti-Magic 10% (DR 6T) 0D&D-Master 22
Bless(R60',DR6T,EF20'sq, + 1ML/Hit/Dmg; X5) 0D&D-Master 23
Blight' (R 60', DR 6T, EF 20'sq, -1 ML/Hit/Dmg; X5) 0D&D-Master 24
Bouyancy, to 10,000 cn (DR 6T) 0D&D-Master 25
Cause Fear* (R 120', DR 2T; X5) 0D&D-Master 26
Cause Wounds, Light* (EF 7 hp; X5) 0D&D-Master 27
Change Odors (EF 30' cube) 0D&D-Master 28
Change Tastes (EF 40 meals or 20 cu.ft.) 0D&D-Master 29
Climb Walls, 70% (DR 12T) 0D&D-Master 30
ConfuseAlignment*(R Touch, DR 40T; 0D&D-Master 31
Container, to 5,000 cn (DR 6 hours) 0D&D-Master 32
Cure Wounds (EF 7 hp; B26) 0D&D-Master 33
Darkness*(R 120', DR46T, EF30' dia; X11) 0D&D-Master 34
deathwatch continually active 2700 DMG3.5? 35
detect elevator/shifting rooms/walls in a 10' radius DMG1 36
Detect Evil (DR 6T, EF R 60'; B41) 0D&D-Master 37
detect evil/good in a 10' radius DMG1 38
detect gems, kind, and number in a 10' radius DMG1 39
detect invisible objects in a 10' radius DMG1 40
Detect Magic (DR 6T, EF R 60'; B39) 0D&D-Master 41
detect magic in a 10' radius DMG1 42
Detect New Construction (R 60', DR 36T) 0D&D-Master 43
detect precious metals, kind, and amount in a 20' radius DMG1 44
detect secret doors in a 5' radius DMG1 45
Detect Slopes (R 30', DR 36T) 0D&D-Master 46
detect sloping passages in a 10' radius DMG1 47
detect traps of large size in a 10' radius DMG1 48
Find Traps, 50% (DR 6T) 0D&D-Master 49
FloatingDisc(DR 6T, EF 5,000 cn; B39) 0D&D-Master 50
HoldAnimal(R 180', DR 40T, EF one type, 4 cr; C15) 0D&D-Master 51
Levitate (DR 46T; B41) 0D&D-Master 52
locate object in a 120' radius DMG1 53
Magic Missile (EF 5 missiles, ld6 + 1D each; B40) 0D&D-Master 54
Memorize + 1 bonus spell level 0D&D-Master 55
Mindmask (R Touch, DR 12T; X11) 0D&D-Master 56
Open Locks, 60% (DR 6T) 0D&D-Master 57
Predict Weather(DR 12 hours, EF 40 miles; C 15) 0D&D-Master 58
Produce Fire (DR 2T; C15) 0D&D-Master 59
Protection from Evil (DR 6T; B40) 0D&D-Master 60
Purify Food and Water (R lo', EF 6 waterskins or 12 food; B27) 0D&D-Master 61
Read Languages (DR 6T; B40) 0D&D-Master 62
Read Magic (DR 3T; B40) 0D&D-Master 63
Remove Fear (DR 3T, EF +6 SAve; B27) 0D&D-Master 64
Repair normal objects (EF up to 1,000 0D&D-Master 65
Resist Cold (DR 12T, EF + 2ST, -l/die D, 30'; B27) 0D&D-Master 66
Resist Fire (DR 6T, EF + 2ST, -1ldie D; 0D&D-Master 67
Shield (DR 6T; B40) 0D&D-Master 68
Sleep (R 240', DR 20 T, EF up to 20 HD, 40' sq; B40) 0D&D-Master 69
Speak with Animals (R 30', DR 6T; X6) 0D&D-Master 70
Timekeeping (DR to 24 hours from 1 mark) 0D&D-Master 71
Tree movement (DR 12T) 0D&D-Master 72
Ventriloquism (R go', DR 3T; B40) 0D&D-Master 73
Warp Wood(R240', EF40 arrows; C15) 0D&D-Master 74
Water Breathing (R30', DR 1 day; X12) 0D&D-Master 75
Weapon damage bonus + 2 (DR 1T) 0D&D-Master 76
Web (R lo'cu, DR 48T; B42) 0D&D-Master 77

[PC45] Collective 4.5 Classes


[Q24.5] Intelligent Item Psionics - Major

Effect gp cost (3E) Source d259
10 ranks in Sense Motive ELH3? 1
10 ranks in Survival ELH3? 2
1E: arcane eye 1/day 10000 DMG3.5? 3
1E: cause fear in an enemy at will 7200 DMG3.5? 4
1E: clairvoyance 3/day 16000 DMG3.5? 5
1E: create daylight 3/day 16000 DMG3.5? 6
1E: create deeper darkness 3/day 16000 DMG3.5? 7
1E: create magic circle against (opposing alignment) at will 16000 DMG3.5? 8
1E: detect (opposing alignment) at will 7200 DMG3.5? 9
1E: detect thoughts at will 44000 DMG3.5? 10
1E: detect undead at will 7200 DMG3.5? 11
1E: dimensional anchor on a foe 1/day 10000 DMG3.5? 12
1E: dismissal on a foe 1/day 10000 DMG3.5? 13
1E: fear against foes 3/day 30000 DMG3.5? 14
1E: gust of wind 3/day 11000 DMG3.5? 15
1E: haste on its owner 3/day 16000 DMG3.5? 16
1E: invisibility purge (30 ft. range) 3/day 16000 DMG3.5? 17
1E: lesser globe of invulnerability 1/day 10000 DMG3.5? 18
1E: locate creature 3/day 30000 DMG3.5? 19
1E: quench on fires 3/day 16000 DMG3.5? 20
1E: slow on its enemies 3/day 16000 DMG3.5? 21
Ability Score bonus (DR 6T, EF 1 random score) 0D&D-Master 22
Ability Score bonus (DR 6T, EF 2 random scores) 0D&D-Master 23
AC bonus -2 (DR 6T) 0D&D-Master 24
AC bonus -4 (DR 6T) 0D&D-Master 25
Adds 1 point to possessor’s maior attribute DMG1 26
Animate dead (1 figure) (by touch) - 7 times/week DMG1 27
Anti-Animal Shell (DR 40T C16) 0D&D-Master 28
Anti-Magic 20% (DR 6T) 0D&D-Master 29
Anti-Plant Shell (DR 6T; Cl6) 0D&D-Master 30
Audible glamer upon command - 3 times/day DMG1 31
Bearhug (DR 1T) 0D&D-Master 32
Bless (by touch) DMG1 33
Bug Repellant (DR 40T, + 4 ST) 0D&D-Master 34
Buoyancy, to 20,000 cn (DR 12T) 0D&D-Master 35
Buoyancy, to 40,000 cn (DR 18T) 0D&D-Master 36
Calm Others (R 120', EF up to 40 HD) 0D&D-Master 37
Cause Disease*(R 30'; X6) 0D&D-Master 38
Cause Wounds, Critical* (EF 21 hp; 0D&D-Master 39
Cause Wounds, Serious* (EF 14 hp; 0D&D-Master 40
Charm Monster(R 120', EF 18 at 3 HD or 1 at 3 + HD; X13) 0D&D-Master 41
Charm Person (R 120'; B39) 0D&D-Master 42
charm person on contact - 3 times/day DMG1 43
Charm Plant (R 120', DR 3 mon, EF 1/6/12/24 plants; C21) 0D&D-Master 44
Choose Best Option (R lT, EF 1 choice) 0D&D-Master 45
Clairaudience (when touched to the ear) DMG1 46
clairoudience, 30' range-3 times/day 1 round per use DMG1 47
Clairvoyance (when touched to the eyes) DMG1 48
Clairvoyance(R 60', DR 12T; X11) 0D&D-Master 49
clairvoyance, 30' range - 3 times/day, 1 round per use DMG1 50
Climb Walls, 100% (DR 12T) 0D&D-Master 51
Climb Walls, 80% (DR 12T) 0D&D-Master 52
Climb Walls, 90% (DR 12T) 0D&D-Master 53
Cloudkill (R l', DR 6T, EF 1 pth, 5HD or less Save vs. Poison, 30' x 20'; X14) 0D&D-Master 54
Color spray - 3 times/day DMG1 55
Communication (DR 6T) 0D&D-Master 56
Comprehend languages when held DMG1 57
Confusion (R 120', DR 12r, EF up to 18 cr in 30' rad; X13) 0D&D-Master 58
Container, to 10,000 cn (DR 6 hours) 0D&D-Master 59
Container, to 20,000 cn (DR 6 hours) 0D&D-Master 60
Container. to 15,000 cn (DR 6 hours) 0D&D-Master 61
Continual Darkness* (R 120', EF 30' rad; X6) 0D&D-Master 62
continuous detect scrying effect 10000 DMG3.5? 63
Control Plants (R all in 30' x 30', DR 20T; X61) 0D&D-Master 64
Control Temperature 10' radius (DR 40T, EF 50 degrees; C 15) 0D&D-Master 65
Create Food (R lo', EF 400 men 30 Control Winds (DR 40T, EF 400'; C16) 0D&D-Master 66
Create food and water - 1 time/day DMG1 67
Create magic aura (R 120', DR 3T, EF 40' cube) 0D&D-Master 68
Create Normal Animals (R 30', DR lOT, EF 1-6 cr; C12) 0D&D-Master 69
Create Normal Monsters (R 30', DR 2T, EF 40 HD total; C22) 0D&D-Master 70
Create Poison * (R Touch; X8) 0D&D-Master 71
Create Water (RDR 6T, EF 50 gallons; X7) 0D&D-Master 72
Cure Blindness (R Touch; X6) 0D&D-Master 73
Cure Disease (R 30 ' ; X6) 0D&D-Master 74
Cure light wounds (1d8+5) on wielder 1/day ELH3? 75
Cure light wounds- 7 times/week DMG1 76
Cure Wounds, Critical(EF 21 hp; C12) 0D&D-Master 77
Cure Wounds, Serious (EF 14 hp; X7) 0D&D-Master 78
Curse* (R Touch; EF limited, see X14) 0D&D-Master 79
Darkness (5', 10', or 15‘ radius) - 3 times/day DMG1 80
Detect [opposing alignment] at will ELH3? 81
Detect charm - 3 times/day DMG1 82
Detect Danger (R 200 ' , DR 6T; M4) 0D&D-Master 83
Detect evil/good when held or ordered DMG1 84
Detect invisibility when held and ordered DMG1 85
Detect Invisible (R 400', DR 6T; B41) 0D&D-Master 86
Detect magic - 3 times/day DMG1 87
Detect magic at will ELH3? 88
Detect secret doors at will ELH3? 89
determine directions and depth - 2 times/day DMG1 90
Dimension Door (R lo', DR lr, EF 360'; X13) 0D&D-Master 91
Disarm Attack (DR 6T) 0D&D-Master 92
Dispel Evil (R 30', DR 1T; X8) 0D&D-Master 93
Dissolve (R 120', DR 3-18 days, EF 3,000 sq.ft. x 10'; C20) 0D&D-Master 94
Dodge normal missiles (DR lT, EF Save vs. wands) 0D&D-Master 95
Elasticity (DR 12T, EF 1/2 Dmg blunt weapons) 0D&D-Master 96
ESP (30’-60' range) - 3 times/day DMG1 97
ESP(R 60', DR 12T; B41) 0D&D-Master 98
ESP, 30' range - 3 times/day 1 round per use DMG1 99
Feather fall on wielder 1/day ELH3? 100
Feather fall when grasped and ordered DMG1 101
Feeblemind (R 240', EF -4S?, INT 2; 0D&D-Master 102
Find Secret Doors (R lo', DR 6T) 0D&D-Master 103
Find traps - 3 times/day DMG1 104
Find Traps (DR 2T, EF 30' ; X5) 0D&D-Master 105
Find traps at will ELH3? 106
Find Traps, 60% (DR 6T) 0D&D-Master 107
Find Traps, 70% (DR 6T) 0D&D-Master 108
Find Traps, 80% (DR 6T) 0D&D-Master 109
Fly (DR 40 + ld6T, MV 360'; X12) 0D&D-Master 110
Fly when held and ordered - 1 time/day DMG1 111
flying, 12" - 1 hour/day DMG1 112
fnfravision when held or worn DMG1 113
Free Monster* (R 120', EF up to 4 cr; X15) 0D&D-Master 114
Free Person* (R 120', EF up to 4 cr; 0D&D-Master 115
Gaseous Form (DR 3T) 0D&D-Master 116
Growth of Animal (R 120', DR 12T, EF 0D&D-Master 117
Growth of Plants (R 120', EF 3,000 0D&D-Master 118
Hallucinatory Terrain (R 240'; X13) 0D&D-Master 119
Harden* (R 120', EF 3,000 sq.ft. X 0D&D-Master 120
Haste (R 240', DR 3T, EF 24 cr in 60'; 0D&D-Master 121
heal - 1 time/day DMG1 122
Hear Noise, 50% (DR 12T) 0D&D-Master 123
Heat Metal (R 30', DR 7r; M4) 0D&D-Master 124
Hide in Shadows, 30% (DR 6T) 0D&D-Master 125
Hide in Shadows, 50% (DR 6T) 0D&D-Master 126
Hit points bonus + 1 per Hit Die (DR 0D&D-Master 127
Hit rolls bonus + 2 (DR 1T) 0D&D-Master 128
Hit rolls bonus + 3 (DR 1T) 0D&D-Master 129
Hit rolls bonus + 4 (DR 1T) 0D&D-Master 130
Hold Monster (R 120', DR 46T, EF up to 4 cr; X15) 0D&D-Master 131
Hold Person (R 120 I , DR 40T, EF up to 4 cr; X12) 0D&D-Master 132
Hold Portal (DR 12T; B39) 0D&D-Master 133
Hypnotic pattern (when moved) - 3 times/day DMG1 134
Ice, Storm (R 120', EF 20d6 D, 20' cube; X13) 0D&D-Master 135
Ice, Wall (R 120', DR 12T, EF 1200 sq.ft.; X13) 0D&D-Master 136
illusion, 120' range - 2 times/day, as the wand DMG1 137
Immune to Disease (R Touch, DR 18T) 0D&D-Master 138
Immune to Paralysis (R Touch, DR 6T) 0D&D-Master 139
Immune to Poison (DR 18T, EF self 0D&D-Master 140
Infravision (R Touch, DR 1 day, EF see 60'; X12) 0D&D-Master 141
Invisibility (B41) 0D&D-Master 142
Invisibility (improved) - 3 times/day DMG1 143
Invisibility lO'radius(R 120'; X12) 0D&D-Master 144
Item creates wall of fire in a ring with the wielder at the center 1/day 10000 DMG3.5? 145
Jump for 20 minutes on wielder 1/day ELH3? 146
Knock (R 60'; B41) 0D&D-Master 147
Know Alignment (DR lr, EF R 30; X5) 0D&D-Master 148
Know alignment when held and ordered - 1 time/day DMG1 149
Leap to 30', + 2 Hit roll bonus (DR 1T) 0D&D-Master 150
Levitate when held and ordered - 3 times/day DMG1 151
levitation, 1 turn duration - 3 times/day ot 6th level of magic DMG1 152
Light (R 120', DR 46T, EF 30' dia; B40) 0D&D-Master 153
Light-7 time/week DMG1 154
Locate object in a 120-ft. radius ELH3? 155
Locate Object(DR 6T, EF 120'; X6) 0D&D-Master 156
Lower Water (R 240', DR lOT, EF 1/2 height; X16) 0D&D-Master 157
Magic Door (R lo', DR 7 uses; C22) 0D&D-Master 158
Massmorph (R 240', EF 100 mansize; X13) 0D&D-Master 159
Memorize + 2 bonus spell levels 0D&D-Master 160
Memorize + 3 bonus spell levels 0D&D-Master 161
Memorize + 4 bonus spell levels 0D&D-Master 162
Merging (DR 18T, EF 7 cr) 0D&D-Master 163
Mind blank - 3 times/day DMG1 164
MirrorImage(DR 6T, EF 5 false images; B42) 0D&D-Master 165
Move Silently, 50% (DR 6T) 0D&D-Master 166
Neutralize Poison (R Touch; X8) 0D&D-Master 167
Obscure (DR 40T, EF 400fsq/40'high; C15) 0D&D-Master 168
Obscurement- 1 time/day DMG1 169
Open Locks, 70% (DR 6T) 0D&D-Master 170
Open Locks, 80% (DR 6T) 0D&D-Master 171
Parry (DR 6T) 0D&D-Master 172
Pass Plant (EF 300-600 yards; C16) 0D&D-Master 173
Pass without trace - 1 time/day DMG1 174
Pass-Wall(R 60', DR 6T, EF 5' X 10'; C22) 0D&D-Master 175
Pick Pockets, 50% (DR 6T) 0D&D-Master 176
Plant Door(DR 40T; C15) 0D&D-Master 177
Polymorph Other(R 60', up to 2x HD; X13) 0D&D-Master 178
Possessor immune to disease DMG1 179
Possessor immune to fear DMG1 180
Possessor immune to gas of any type DMG1 181
Possessor need neither eat nor drink for up to 1 week DMG1 182
Protection +2 when held or worn DMG1 183
Protection from Evil IO' Radius (DR 12T, EF + 1 ST; X8) 0D&D-Master 184
Protection from Lightning (R Touch, DR 40T, EF 40 dice D; C 15) 0D&D-Master 185
Protection from many creatures (DR 6T, EF up to 15HD) 0D&D-Master 186
Protection from Normal Missiles (R 30', DR 12T X12) 0D&D-Master 187
Protection from Poison (R Touch, DR 40T, EF + 4 vs. breath; M5) 0D&D-Master 188
Protection from some creatures (DR 6T, EF up to 5 HD) 0D&D-Master 189
Remove fear by touch DMG1 190
Remove Geas* (R 30'; X16) 0D&D-Master 191
Remove Traps, 50% (DR 6T) 0D&D-Master 192
Repair temporary magical object (1 obj) 0D&D-Master 193
Sanctuary when held or worn - 1 time/day DMG1 194
Saving Throws bonus + 2 (DR 6T) 0D&D-Master 195
Security (EF Trap 5 items, alarm only) 0D&D-Master 196
Set normal Trap, 50% (DR 6T) 0D&D-Master 197
Set normal Trap, 70% (DR 6T) 0D&D-Master 198
Shelter 0D&D-Master 199
Shield, when held or worn, upon command - 3 times/day DMG1 200
Shrink Plants* (R 120', EF 3,000 sq.ft.; 0D&D-Master 201
Silence15'radius(R 180', DR 12T; X6) 0D&D-Master 202
Size Control (DR 6T, 3' to 18') 0D&D-Master 203
Slow* (R 240', DR 3T, EF up to 24 cr, 30' radius; X12) 0D&D-Master 204
Speak with animals- 3 timedday DMG1 205
Speak with dead- 1 timelday DMG1 206
Speak with plants - 7 times/week DMG1 207
Speak with Plants(R 30', DR 3T; X8) 0D&D-Master 208
Speak with the Dead (R 30', EF 3 questions; X7) 0D&D-Master 209
Spell damage bonus, + l/die (DR 1 spell) 0D&D-Master 210
Spider climb for 20 minutes on wielder 1/day ELH3? 211
status effect, usable at will 11000 DMG3.5? 212
strength - 1 time/day (upon wielder only) DMG1 213
Striking (R 30', DR lT, EF + ld6 D; 0D&D-Master 214
Summon Animals (R 360', DR 3T; M5) 0D&D-Master 215
Telekinesis (R 120', DR 6r, EF 8000 cn, MV 20'/r; C20) 0D&D-Master 216
telekinesis, 2,500 g.p. wt. maximum - 2 times/day, 1 round each DMG1 217
telepathy, 60' range - 2 times/day DMG1 218
teleportation - 1 time/day 6,000 g.p. wt. maximum, 2 segments DMG1 219
Tongues when held or worn and commanded DMG1 220
Tracking (DR 6 hours, EF 90% outdoor, 50% indoor) 0D&D-Master 221
Transport Through Plants (EF +2 cr;C16) 0D&D-Master 222
Turn Undead as Cleric L12 (DR 2T) 0D&D-Master 223
Turn Undead as Cleric L6 (DR 1T) 0D&D-Master 224
Turn undead bonus + 2 to roll, + 1d6 HD (DR 1T) 0D&D-Master 225
Turn undead bonus + 4 to roll, + 2d6 HD (DR 1T) 0D&D-Master 226
Turn Wood(R 30', DR 40T, EF 120' X 60'; M5) 0D&D-Master 227
Ultravision when held or worn DMG1 228
Ventriloquism upon command - 3 times/day DMG1 229
Wall of Stone (R 60', EF 1,000 cu.ft.; X15) 0D&D-Master 230
Wall ofFire(R 60', DRConc., EF 1200 sq.ft.; X14) 0D&D-Master 231
Water breathing upon command DMG1 232
Water walking ability DMG1 233
Weapon damage bonus + 3 (DR 1T) 0D&D-Master 234
Weapon damage bonus + 4 (DR 1T) 0D&D-Master 235
Weapon damage bonus + 5 (DR 1T) 0D&D-Master 236
Weapon strength bonus + 1 (DR 1T) 0D&D-Master 237
Weapon strength bonus + 2 (DR 1T) 0D&D-Master 238
Wearer immune ta charm or hold spells DMG1 239
Wearer immune to magic missiles DMG1 240
Web- 1 time/day DMG1 241
Web movement (DR 12T) 0D&D-Master 242
Wielder can use see invisibility at will ELH3? 243
Wielder does not need to breathe ELH3? 244
Wielder does not need to sleep ELH3? 245
Wielder has free use of Blind-Fight ELH3? 246
Wielder has free use of Combat Expertise ELH3? 247
Wielder has free use of Combat Reflexes ELH3? 248
Wielder has free use of evasion ELH3? 249
Wielder has free use of Improved Initiative ELH3? 250
Wielder has free use of Improved Sunder ELH3? 251
Wielder has free use of Mobility ELH3? 252
Wielder has free use of uncanny dodge (as a 5th-level barbarian) ELH3? 253
Wizard lock - 7 time/week DMG1 254
Wizard Lock (R 10'; B42) 0D&D-Master 255
WizardEye (R 240', DR 6I', MV 120'; X14) 0D&D-Master 256
Write - 1 time/day DMG1 257
X-ray vision, 40' range - 2 times/day 1 turn per use DMG1 258
Zombie animation - 1 time/week DMG1 259

[PC45] Collective 4.5 Classes


[Q24.6] Intelligent Item Psionics - Grand

Effect gp cost (3E) Source d209
+2 to armor class of possessor or AC 20, whichever is better DMG1 1
1E: 10d6 fireball 60000 DMG3.5? 2
1E: 10d6 lightning bolt 60000 DMG3.5? 3
1E: 15d6 greater shout 3/day 130000 DMG3.5? 4
1E: Clairaudience/clairvoyance (100-ft. range, 1 minute per use) ELH3? 5
1E: confusion 50000 DMG3.5? 6
1E: contagion (heightened to 4th level) as touch attack 56000 DMG3.5? 7
1E: crushing despair 50000 DMG3.5? 8
1E: dimension door on itself and wielder 50000 DMG3.5? 9
1E: Finger of death (100 ft. range, DC 171) ELH3? 10
1E: Globe of invulnerability ELH3? 11
1E: Heal ELH3? 12
1E: ice storm 50000 DMG3.5? 13
1E: Lightning bolt (8d6 points of damage, 200-ft. range, DC 131) ELH3? 14
1E: Magic missile (200-ft. range, 3 missiles) ELH3? 15
1E: mass inflict light wounds 81000 DMG3.5? 16
1E: phantasmal killer 50000 DMG3.5? 17
1E: poison (heightened to 4th level) as touch attack 56000 DMG3.5? 18
1E: prying eyes 81000 DMG3.5? 19
1E: rusting grasp as touch attack 56000 DMG3.5? 20
1E: song of discord 81000 DMG3.5? 21
1E: Stoneskin (wielder only, 10 minutes per use) ELH3? 22
1E: Summon monster III ELH3? 23
1E: Summon monster VI ELH3? 24
1E: Telekinesis (250 lb. maximum, 1 minute each use) ELH3? 25
1E: Teleport, 600 lb. maximum ELH3? 26
1E: true resurrection on wielder, once per month 200000 DMG3.5? 27
1E: Wall of force ELH3? 28
1E: waves of exhaustion 164000 DMG3.5? 29
Ability Score bonus (DR 6T, EF 3 random scores) 0D&D-Master 30
AC bonus -6 (DR 6T) 0D&D-Master 31
Acid Breath (EF 30' X 5') 0D&D-Master 32
Animal summoning (II or III)-2 times/day DMG1 33
Animate object upon command- 1 time/day DMG1 34
Animate Objects (R 60', DR 6T, EF 4,000 cn; X9) 0D&D-Master 35
AnimateDead(R60', EF40 HD; X14) 0D&D-Master 36
Anti-Magic 30% (DR 6T) 0D&D-Master 37
Anti-Magic 40% (DR 6T) 0D&D-Master 38
Anti-Magic Shell (DR 12T; X15) 0D&D-Master 39
Appear+ (R 240', DR lT, EF 20'cube; 0D&D-Master 40
Babble* (R 60', DR 40T; X9) 0D&D-Master 41
Barrier (R 60', DR 12T, EF 7-70 D; 0D&D-Master 42
blindness brand (2-12 rounds) DMG1 43
Bull’s strength (wielder only) ELH3? 44
Buoyancy, any weight (DR 36T) 0D&D-Master 45
Buoyancy, to 80,000 cn (DR 24T) 0D&D-Master 46
Burrowing (DR 6T, MV lo', 30', or60 ' ) 0D&D-Master 47
Cat’s grace (wielder only) ELH3? 48
Cause serious wounds by touch DMG1 49
Charm monster-2 time/day DMG1 50
Charm person (DC 111) on contact ELH3? 51
Charm person -7 times/week DMG1 52
Climb Walls, 110% (DR 12T) 0D&D-Master 53
Climb Walls, 120% (DR 12T) 0D&D-Master 54
Cone of cold (9-12 dice) -2 times/day DMG1 55
Confusion - 1 time/day DMG1 56
confusion brand (2-12 rounds) DMG1 57
Container, to 25,000 cn (DR 6 hours) 0D&D-Master 58
Container, to 30,000 cn (DR 6 hours) + mounts; X8) 0D&D-Master 59
Container, to 35,000 cn (DR 6 hours) 0D&D-Master 60
Control Animals (DR 20T, EF up to 40HD, 20 cr) 0D&D-Master 61
Control Lesser Undead (DR 20T, EF up to 7 HD, 20 HD, 10 cr) 0D&D-Master 62
Create normal objects (EF up to 1,000 0D&D-Master 63
Cure blindness by touch DMG1 64
Cure disease by touch DMG1 65
Dance (R Touch, DR 8r, EF -4STIAC; C24) 0D&D-Master 66
Death Spell (R 240', EF 32 HD in 60' cube, to HD 7 + ; X16) 0D&D-Master 67
Defeat/slay a particular creature type (see the bane special ability for choices) DMG3.5? 68
Defeat/slay a particular race or kind of creature DMG3.5? 69
Defeat/slay all (other than the item and the wielder) DMG3.5? 70
Defeat/slay arcane spellcasters (including spellcasting monsters and those that use spell-like abilities) DMG3.5? 71
Defeat/slay diametrically opposed alignment DMG3.5? 72
Defeat/slay divine spellcasters (including divine entities and servitors) DMG3.5? 73
Defeat/slay nonspellcasters DMG3.5? 74
Defeat/slay the servants of a specific deity DMG3.5? 75
Defend a particular race or kind of creature DMG3.5? 76
Defend the servants and interests of a specific deity DMG3.5? 77
Delayed Blast Fire Ball (R 240 ' , DR 0-60r, EF 20d6 D; C22) 0D&D-Master 78
Detect thoughts (100-ft. range, 1 minute per use) ELH3? 79
Dimension door- 2 times/day DMG1 80
Disintegrate - 1 time/day DMG1 81
disintegrate brand DMG1 82
Dispel illusion upon command - 2 times/day DMG1 83
Dispel magic upon command- 2 timeslday DMG1 84
DispelMagic(R 120', EF 20'cube; X8) 0D&D-Master 85
Dodge any missiles (DR lT, EF Save vs. Wands) 0D&D-Master 86
Dodge directional attacks (DR lT, EF Save vs. Wands) 0D&D-Master 87
Double movement speed (on foot) DMG1 88
Double weapon damage (DR 1T) 0D&D-Master 89
Emotion - 2 times/day DMG1 90
Exorcise - 1 timelmonth DMG1 91
Explosive Cloud (R l', DR 6T, EF 20' x 30' x 30', 20hplr; C24) 0D&D-Master 92
fear brand (1-4 rounds) DMG1 93
Fear by touch or gaze DMG1 94
Feeblemind by touch ELH3? 95
Find Traps, 100 % (DR 6T) 0D&D-Master 96
Find Traps, 110% (DR 6T) 0D&D-Master 97
Find Traps, 90% (DR 6T) 0D&D-Master 98
Finger ofDeath*(R 60'; X9, C12) 0D&D-Master 99
Fire Ball (R 240', EF 20d6 D; X11) 0D&D-Master 100
Fire Breath (EF 30' x 10' D = hp) 0D&D-Master 101
Fire shield- 2 times/day DMG1 102
Fireball (9-12 dice) - 2 times/day DMG1 103
Flesh to Stone* (R 120', EF 1 cr or 10' cube; X16) 0D&D-Master 104
Fly (30 minutes per use) ELH3? 105
Geas Another (R 30'; X16) 0D&D-Master 106
Giant strength (determine type) for 2 turns DMG1 107
Haste - 1 time/day DMG1 108
Haste (wielder only, 10 rounds) ELH3? 109
Heal - 1 time/day DMG1 110
Hear Noise, 140% (DR 36T) 0D&D-Master 111
Hear Noise, 90% (DR 24T) 0D&D-Master 112
Hide in Shadows, 70% (DR 6T) 0D&D-Master 113
Hit points bonus + 2 per Hit Die (DR 0D&D-Master 114
Hit rolls bonus + 5 (DR 1T) 0D&D-Master 115
Hit rolls bonus + 6 (DR 1T) 0D&D-Master 116
Hold animal - 1 time/day DMG1 117
Hold monster- 1 time/day DMG1 118
Hold person - 1 time/day DMG1 119
Ice Breath (EF 30' x 10' D = hp) 0D&D-Master 120
Immune to Aging attacks (R Touch, DR 0D&D-Master 121
insanity brand (1-4 rounds) DMG1 122
Invisibility (wielder only, up to 30 minutes per use) ELH3? 123
Leap to 60', + 4 Hit roll bonus (DR 1T) 0D&D-Master 124
Leap to go', + 6 Hit roll bonus (DR 1T) 0D&D-Master 125
Levitation (wielder only, 10 minute duration) ELH3? 126
Lie Detection (R 120', DR 3T) 0D&D-Master 127
Life Drain' (R Touch; EF Drains 1 level; C13) 0D&D-Master 128
Lightning bolt (9-12 dice) -2 times/day DMG1 129
Lightning Bolt (R 180', EF 20d6 D, 0D&D-Master 130
Lore (DR 1T or 1 day; C22) 0D&D-Master 131
Magic Lock*(R lo', DR 7 uses, EF 10' 0D&D-Master 132
Mapmaking (DR lT, EF Sense 60' range) 0D&D-Master 133
Mass Charm (R 120', EF 30HD, -2 Save; C24) 0D&D-Master 134
MassInvisibility(R 240', EF 60'sq, 300 man-size; C22) 0D&D-Master 135
Memorize + 5 bonus spell levels 0D&D-Master 136
Memorize + 6 spell bonus levels 0D&D-Master 137
Memorize + 7 bonus spell levels 0D&D-Master 138
Minor globe of invulnerability - 1 time/day DMG1 139
Move Earth (R 240', DR 6T C21) 0D&D-Master 140
Move Silently, 70% (DR 6T) 0D&D-Master 141
Move Silently, 90% (DR 6T) 0D&D-Master 142
Open Locks, 100% (DR 6T) 0D&D-Master 143
Open Locks, 90% (DR 6T) 0D&D-Master 144
paralysis brand (1-4 rounds) DMG1 145
Paralyzation by touch DMG1 146
Passwall ELH3? 147
Passwall-2 times/day DMG1 148
Phantasmal killer- 1 time/day DMG1 149
PhantasmalForce(R 240', EF 40'cube; B42) 0D&D-Master 150
Pick Pockets, 75% (DR 6T) 0D&D-Master 151
Plane Travel (self only, 1 shift) 0D&D-Master 152
Poison gas breath (DR 3r, EF 20') 0D&D-Master 153
Polymorph Any Object (R 240', DR 40-240T, EF l0'cube; C25) 0D&D-Master 154
Polymorph Self (DR 46T; X14) 0D&D-Master 155
Polymorph self-7 timeslweek DMG1 156
Power Word Stun (R 120', DR up to 35hp = 12r, up to 70hp = 6r; C22) 0D&D-Master 157
Projected Image (R 240', DR 6T; X16) 0D&D-Master 158
Protection from most creatures (DR 6T, EF up to 15 HD) 0D&D-Master 159
Raise Dead (R 120', EF 132 days dead; 0D&D-Master 160
Regenerate 2 h.p./turn (but not if killed) DMG1 161
Remove Barrier*(R 60'; C12) 0D&D-Master 162
Remove Charm* (R 120', EF up to X12) 0D&D-Master 163
Remove curse by touch - 7 times/week DMG1 164
Remove Traps, 75% (DR 6T) 0D&D-Master 165
Repair permanent magical object (1 obj) 0D&D-Master 166
Reverse Gravity (R go', EF 30'cube; 0D&D-Master 167
Rulership (EF + 10 to + 50 Confidence) 0D&D-Master 168
Saving Throws bonus + 4 (DR 6T) 0D&D-Master 169
Saving Throws bonus + 6 (DR 6T) 0D&D-Master 170
Set normal Trap, 90% (DR 6T) 0D&D-Master 171
Shield on wielder ELH3? 172
Slow- 1 time/day DMG1 173
Speak with monster- 2 times/day DMG1 174
Speak with Monsters (DR 6T; X9) 0D&D-Master 175
Spell damage bonus, + 2/die (DR 1 spell) 0D&D-Master 176
Statue (DR 80T, EF + 2 Init; C23) 0D&D-Master 177
Stone to flesh - 1 time/day DMG1 178
Stone to Flesh (R 120', EF l0'cube; X16) 0D&D-Master 179
Suggestion - 2 times/day DMG1 180
Summon Weather (DR 240T, EF 30 miles; C 16) 0D&D-Master 181
Survival (DR 48 hours; M3) 0D&D-Master 182
Sword(R 30', DR 40r, EF as 2-Handed, 2 atWr; C24) 0D&D-Master 183
Telekinesis (1,000-6,000 g.p. weight) -- 2 times/day DMG1 184
Telepathy (100 ft. range) ELH3? 185
Teleport (no error) - 2 times/day DMG1 186
Teleport (R 10'; X15) 0D&D-Master 187
Tracking (DR 6 hours, EF 90% anywhere) 0D&D-Master 188
Transmute rock to mud - 2 times/day DMG1 189
Treasure Finding (DR 6T, EF 400') 0D&D-Master 190
True seeing ELH3? 191
True seeing - 1 time/day DMG1 192
Truesight (DR 5T, EF 120'; '212) 0D&D-Master 193
Turn Undead as Cleric L24 (DR 3T) 0D&D-Master 194
Turn Undead bonus +6 to roll, +3d6 HD (DR 1T) 0D&D-Master 195
Turn wood- 1 time/day DMG1 196
Victory (EF +25 CR Roll, on CRT worst 91-100) 0D&D-Master 197
Wall of fire - 2 time/day DMG1 198
Wall of ice - 2 times/day DMG1 199
Wall of Iron (R120', EF500sq. ft.;C21) 0D&D-Master 200
Wall of thorns - 2 times/day DMG1 201
Weapon damage is +2 hit points DMG1 202
Weapon strength bonus + 3 (DR 1T) 0D&D-Master 203
Weapon strength bonus + 4 (DR 1T) 0D&D-Master 204
Wielder gets +2 luck bonus on attacks, saves, and checks 80000 DMG3.5? 205
Wind walk - 1 time/day DMG1 206
Wizard eye - 2 times/day DMG1 207
Word of recall - 1 time/day DMG1 208
X-ray vision - 2 times/day DMG1 209

[PC45] Collective 4.5 Classes


[Q24.7] Intelligent Item Psionics - Super

Effect gp cost (3E) Source d170
1E: Chain lightning (enhanced; 20d6 damage; DC 161) ELH3? 1
1E: Finger of death (heightened to 9th level; DC 191) ELH3? 2
1E: Gate ELH3? 3
1E: Greater teleport ELH3? 4
1E: Mass heal ELH3? 5
1E: Meteor Swarm (DC 191) ELH3? 6
1E: Phase Door ELH3? 7
1E: Prismatic Sphere (DC 191) ELH3? 8
1E: Summon monster IX ELH3? 9
1E: Sunburst (heightened to 9th level; DC 191) ELH3? 10
Ability Scores bonus (DR 6T, EF 4 random scores) 0D&D-Master 11
Ability Scores bonus (DR 6T, EF all scores) 0D&D-Master 12
AC bonus -10 (DR 6T) 0D&D-Master 13
AC bonus -8 (DR 6T) 0D&D-Master 14
All of possessor's ability totals permanently raised 2 points each upon pronouncement of a command word (18 maximum) DMG1 15
All of possessor's ability totals raised to 18 each upon pronouncement of a command word DMG1 16
Anti-Magic 50% (DR 6T) 0D&D-Master 17
Anti-Magic Ray (DR lT, EF 100%) 0D&D-Master 18
Astral projection ELH3? 19
Bear’s endurance (wielder only; intensified; +10 enhancement bonus to Constitution) ELH3? 20
Blasting (EF 60' x 20', 2d6 + deafen) 0D&D-Master 21
Blend with surroundings (DR 6T) 0D&D-Master 22
Bones/exoskeleton/cartilage of opponent turned to jelly - 1 time/day DMG1 23
Bull’s strength (wielder only; intensified; +10 enhancement bonus to Strength) ELH3? 24
Cacodemon-like power summons a demon lord, arch-devil, or nycadaemon - 1 time/month DMG1 25
Cat’s grace (wielder only; intensified; +10 enhancement bonus to Dexterity) ELH3? 26
Clone (R 10'; M6) 0D&D-Master 27
Close Gate*(R 30'; C26) 0D&D-Master 28
Container, to 40,000 cn (DR 6 hours) 0D&D-Master 29
Container, to 50,000 cn (DR 6 hours) 0D&D-Master 30
Control Dragons (DR ZOT, EF one type, 3 Small or 1 Large) 0D&D-Master 31
Control Giants (DR 20T, EF one type, 4 0D&D-Master 32
Control Greater Undead (DR ZOT, EF any, 40 HD, 20 cr) 0D&D-Master 33
Control Humans (DR 20T, EF up to 7 HD, 40 HD total, 20 cr) 0D&D-Master 34
Create Magical Monsters (R 60', DR 3T, EF 40 HD total; M7) 0D&D-Master 35
CreateAnyMonster(R go', DR 4T, EF 40 HD; M8) 0D&D-Master 36
Creeping doom callable- 1 time/day DMG1 37
Death spell power of 110%-200% effectiveness with respect to number of levels affected - 1 time/day DMG1 38
Deoth ray equal to a finger of death with no saving throw - 1 time/day DMG1 39
Disintegrate (R 60', EF 1 cr; X16) 0D&D-Master 40
Dominate monster (DC 191) on contact ELH3? 41
Earthquake (R 120 yards, DR lT, EF 175'sq; C13) 0D&D-Master 42
Energy drain (DC 191) on contact ELH3? 43
Find the Path (DR 46T; XU) 0D&D-Master 44
Force Field (R 120', DR 6T, EF 5000 sq.ft.; M8) 0D&D-Master 45
Foresight (wielder only) ELH3? 46
Gate (R 30', DR 1T or d%T; C26) 0D&D-Master 47
Gate spell power, 100% effective - 1 time/day DMG1 48
Greater invisibility (wielder only; extended; 40-minute duration) ELH3? 49
Haste (wielder only; extended; 40-round duration) ELH3? 50
Heal (R Touch; M9) 0D&D-Master 51
Hit points bonus +3 per Hit Die (DR 0D&D-Master 52
Immune to Breath Weapons (R Touch, DR 1T) 0D&D-Master 53
Immune to Energy Drain (R Touch, DR 0D&D-Master 54
Immunity (DR 40T, EF blocks L1 -3 spells and half effect of magic weapons + L4,L5; M9) 0D&D-Master 55
Imprisonment spell power - 1 time/week DMG1 56
Inertia control (DR 4 hours, 1 obj) 0D&D-Master 57
Legend lore, commune, or contact higher plane (7th-10th) - 1 time/week DMG1 58
Life Trapping 0D&D-Master 59
Luck (DR lT, EF Choose result of 1 roll) 0D&D-Master 60
Magical resistance of 50%-75% for possessor upon command word- 1 time/day DMG1 61
Major attribute permanently raised to 19 upon command word DMG1 62
Maze (R 60', DR 6T to 4r; C26) 0D&D-Master 63
Memorize + 10 bonus spell levels 0D&D-Master 64
Memorize + 8 bonus spell levels 0D&D-Master 65
Memorize + 9 bonus spell levels 0D&D-Master 66
Metal to Wood (R 120', EF 2,000 cn; C16) 0D&D-Master 67
Meteor Swarm (R 240', EF 4 for 8d6 + 8d6 or 8 for 4d6 + 4d6; C26) 0D&D-Master 68
Meteorswarm - 1 time/day DMG1 69
Mind Barrier (R lo', DR 48 hours, EF + 8 ST; C24) 0D&D-Master 70
Monster summoning VIII- 2 times/day DMG1 71
Obliterate* (R 60', EF kill 7 HD; to 12 HD ST at -4, 12 + HD 6d10; C13) 0D&D-Master 72
Open Locks, 110% (DR 6T) 0D&D-Master 73
Open Locks, 120% (DR 6T) 0D&D-Master 74
Open Mind' (R Touch, EF -8ST; C24) 0D&D-Master 75
Permanence (R 10'; C25) 0D&D-Master 76
Pick Pockets, 100% (DR 6T) 0D&D-Master 77
Plane shift- 1 time/day DMG1 78
Polymorph any object- 1 time/day DMG1 79
Power word blind/kill/stun - 1 time/day DMG1 80
Power Word Kill (R 120', EF kill 60 hp, stun 61-100 hp, DR 4T; C26) 0D&D-Master 81
Power WordBlind(R 120', DR up to 40 hp = 4 days, up to 80 hp = 2d4 hrs; C25) 0D&D-Master 82
Premonition of death or serious harm to possessor DMG1 83
Prismatic spray- 1 time/day DMG1 84
Prismatic Wall (R 60', DR 6T, EF 10'radius or 500 sq.ft.; M9) 0D&D-Master 85
Protection from all creatures (DR 6T) 0D&D-Master 86
Protection from Magical Detection (DR 6T, EF self + items) 0D&D-Master 87
Raise Dead Fully (R 60', EF up to 8 years dead; C 13) 0D&D-Master 88
Random Avangion2 spell, CSL=1, CCL=9 (see [PC7]) DM 89
Random Avangion2 spell, CSL=2, CCL=8 (see [PC7]) DM 90
Random Avangion2 spell, CSL=3, CCL=7 (see [PC7]) DM 91
Random Bug spell, CSL=3, CCL=7 (see [PC7]) DM 92
Random Bug spell, CSL=6, CCL=4 (see [PC7]) DM 93
Random Bug spell, CSL=9, CCL=1 (see [PC7]) DM 94
Random Clerical Elemental2 spell, CSL=1, CCL=9 (see [PC7]) DM 95
Random Clerical Elemental2 spell, CSL=2, CCL=8 (see [PC7]) DM 96
Random Clerical Elemental2 spell, CSL=3, CCL=7 (see [PC7]) DM 97
Random Hero spell, CSL=1, CCL=9 (see [PC7]) DM 98
Random Hero spell, CSL=2, CCL=8 (see [PC7]) DM 99
Random Hero spell, CSL=3, CCL=7 (see [PC7]) DM 100
Random Hero spell, CSL=4, CCL=6 (see [PC7]) DM 101
Random Hero spell, CSL=5, CCL=5 (see [PC7]) DM 102
Random Immortal0 spell, CSL=9, CCL=1 (see [PC7]) DM 103
Random Legend spell, CSL=1, CCL=9 (see [PC7]) DM 104
Random Legend spell, CSL=2, CCL=8 (see [PC7]) DM 105
Random Legend spell, CSL=3, CCL=7 (see [PC7]) DM 106
Random Legend spell, CSL=4, CCL=6 (see [PC7]) DM 107
Random Legend spell, CSL=5, CCL=5 (see [PC7]) DM 108
Random Legend spell, CSL=6, CCL=4 (see [PC7]) DM 109
Random Legend spell, CSL=7, CCL=3 (see [PC7]) DM 110
Random Legend spell, CSL=8, CCL=2 (see [PC7]) DM 111
Random Lich spell, CSL=0, CCL=10 (see [PC7]) DM 112
Random Lich spell, CSL=1, CCL=9 (see [PC7]) DM 113
Random Lich spell, CSL=2, CCL=8 (see [PC7]) DM 114
Random Lich spell, CSL=3, CCL=7 (see [PC7]) DM 115
Random Lich spell, CSL=4, CCL=6 (see [PC7]) DM 116
Random Lich spell, CSL=5, CCL=5 (see [PC7]) DM 117
Random Lich spell, CSL=6, CCL=4 (see [PC7]) DM 118
Random Lich spell, CSL=7, CCL=3 (see [PC7]) DM 119
Random Lich spell, CSL=8, CCL=2 (see [PC7]) DM 120
Random Psi14 super, CCL=9 (see [PC7]) DM 121
Random Psi14 ultra, CCL=6 (see [PC7]) DM 122
Random Psi14 ultra+1, CCL=3 (see [PC7]) DM 123
Random Psi7 super, CCL=9 (see [PC7]) DM 124
Random Psi7 ultra, CCL=6 (see [PC7]) DM 125
Random Psi7 ultra+1, CCL=3 (see [PC7]) DM 126
Random Villain spell, CSL=1, CCL=9 (see [PC7]) DM 127
Random Villain spell, CSL=2, CCL=8 (see [PC7]) DM 128
Random Villain spell, CSL=3, CCL=7 (see [PC7]) DM 129
Random Villain spell, CSL=4, CCL=6 (see [PC7]) DM 130
Random Villain spell, CSL=5, CCL=5 (see [PC7]) DM 131
Random Villain spell, CSL=6, CCL=4 (see [PC7]) DM 132
Random Warlord spell, CSL=4, CCL=6 (see [PC7]) DM 133
Random Warlord spell, CSL=8, CCL=2 (see [PC7]) DM 134
Regeneration (EF 3hP'r for IT) 0D&D-Master 135
Remove Traps, 100% (DR 6T) 0D&D-Master 136
Restoration - 1 time/day DMG1 137
Resurrection - 7 times/week DMG1 138
Shades - 2 times/day DMG1 139
Shape change - 2 times/day DMG1 140
Shapechange (DR 40T, EF any cr or obj 40'/4000cn; M9) 0D&D-Master 141
Smash attack (DR 1T) 0D&D-Master 142
Spell absorption, 19-24 levels- 1 time/week DMG1 143
Spell damage bonus, + 3/die (DR 1 spell) 0D&D-Master 144
Spell damage bonus,-+ 4/die (DR 1 spell) 0D&D-Master 145
Stoneskin (wielder only; extended; 400-minute duration) ELH3? 146
Summon 1 of each type of elemental, 16 hit dice each, no need for control - 1 time/week DMG1 147
Summon diinn or efreet lord (8 h.p./die, f 2 "to hit" and +4 damage) for 1 day of service- 1 time/week DMG1 148
Super sleep spell affects double the number of creatures plus up to 2 5th or 6th and 1 7th or 8th level creature DMG1 149
Teleport any Object (EF 1 cr/obj/lO' cube or seif safe, -2 save other; C24) 0D&D-Master 150
Temporal stasis, no saving throw, upon touch - 1 time/month DMG1 151
Time stop of twice normal duration - 1 time/week DMG1 152
Timestop (DR 1 + ld4r; M10) 0D&D-Master 153
Total fire/heat resistance for all creatures within 20' of the item DMG1 154
Total immunity from all forms of cold DMG1 155
Total immunity from all forms of mental and psionic attacks DMG1 156
Trap the soul with 90% effectiveness- 1 time/month DMG1 157
Travel(DR 40T, MV 360'/720'gaseous; 0D&D-Master 158
Triple weapon damage (DR 1T) 0D&D-Master 159
Turn Undead as Cleric L36 (DR 3T) 0D&D-Master 160
User can cast combination spells (if a spell caster) as follows (d4): DMG1 161
Vanish -2 timeslday DMG1 162
Vision - 1 time/day DMG1 163
Weapon strength bonus + 5 (DR 1T) 0D&D-Master 164
Weather Control (DR Conc., EF 240 yards; C16) 0D&D-Master 165
Wish - 1 time/day DMG1 166
Wish (M10) 0D&D-Master 167
Word of Recall (X9) 0D&D-Master 168
X-Ray Vision (R 30', DR 1T) 0D&D-Master 169
Youth restored to creature touched - 1 time/month DMG1 170

[PC45] Collective 4.5 Classes


Psionic Dabbler

Level KXP Psi
m
1 0 2
2 1.1 4
3 2.2 6
4 4.4 8
5 8.8 10
6 17.6 12
7 35.2 14
8 70.4 16
9 140.8 18
10 281.6 20
11 500 22
12 720 24
13 940 26
14 1160 28
15 1380 30
16 1600 32
17 1820 34
18 2040 36
19 2260 38
20 2480 40
21 2700 42
22 2920 44
23 3140 46
24 3360 48
25 3580 50
26 3800 52
27 4020 54
28 4240 56
29 4460 58
30 4680 60
31 4900 62
32 5120 64
33 5340 66
34 5560 68
35 5780 70
36 6000 72
TH Saves
PD RS PP BW Sp Fo Re Wi
-1  5  3  8  2  3  1  0  1
-1  5  4  8  2  3  1  0  2
-1  6  4  8  3  4  2  0  2
-1  6  5  8  3  4  2  1  3
+0  6  5  9  3  4  2  1  3
+0  6  6  9  4  5  3  1  4
+0  7  6  9  4  5  3  2  4
+0  7  7  9  4  5  4  2  5
+1  7  7 10  5  6  4  2  5
+1  7  8 10  5  6  4  3  6
+1  8  8 10  5  6  5  3  6
+1  8  9 10  6  7  5  3  7
+2  8  9 11  6  7  6  4  7
+2  8 10 11  6  7  6  4  8
+2  9 10 11  7  8  6  4  8
+2  9 11 11  7  8  7  5  9
+3  9 11 12  7  9  7  5  9
+3  9 12 12  8  9  8  5 10
Requisites: Int 10, Wis 10, Chr 10
Alignment: any
HD/level: d4
Weapon Prof.: 1+level/3
To Hit Table: Psi
Save Table: Psi
Reference: DM
Groups: Psionicist
 
Gets two Psionic minor powers per level. Knows all minor Psionic powers of all frequencies.
Psionic Strength = (highest of Int,Wis,Chr)*2/3*(level+9)
This is in Psi1 points.

[PC45] Collective 4.5 Classes


[MC2.--2] Monster Psi--2

Use SL # Power Disip. Check PSPs Effect Power Score Source
d 2 1 Biosaveback Metab Int-7 9+5/r -2 dmg/energy att; +CL/3 saves +CL saves instead DM
d 2 2 Deflection Kinet Con-5 6 [pick R,M,P,I] Deflection CL*5% pick 2, or Reflection on 1 DM
d 2 3 Endurance of the Land Metab Int-7 15+3/r +5 max hp; +3 AC; +3 saves; IR 25% Lasts 5r after maint. DM
d 2 4 Inertial Wall Kinet Int-8 11+8/r Melee: -CL dmg/att; Missile: Delay 1s Another Melee -CL/att DM
d 2 5 Magnify M-Psi Chr-5 25M+M/r Mult. power (Max=level/5+1) M+1, no extra cost DM
d 2 6 Resist Disease Metab Int-8 18/d Resist disease Immune disease DM
c 2 1 Cell Arrangement Metab Int-8 2*N cures 5*N% of max hp (max N=CL*5+35) Half cost in PSPs DM
c 2 2 Double [C] Metab Int-8 11 Doubles a harmful [C] section effect Becomes capital lettered DM

[MC2.-17] Monster Psi-17

Use SL # Effect
c 2 1 Chaos Ball your group (incl. yourself) for LVLd6 dmg
c 2 2 Create a LVL*10' Wall of Stone with random orientation in the room
c 2 3 Create a random trap (only enemies trigger it)
c 2 4 Sleep your entire group (incl. yourself) (save)
c 2 5 Wand of Wonder effect

[MC2.-15] Monster Psi-15

Use SL # Name Effect
d 2 1 Add Breath Weapon [1st] Breath weapon is 3/d. Choose a normal (EE=1) eelement. Breath = 50% of current hp total.
d 2 2 Add Breath Weapon [2nd] Breath weapon is once per 3 rounds. Choose a normal (EE=1) eelement. Breath = (CL+1)d(CL*2+2).
d 2 3 Add Resistance Resist one normal (EE=1) eelement, this can be taken twice for an EE=2, thrice for an EE=3, etc.
d 2 4 Add Tentacle Tentacle does 1d(CL*2) damage
d 2 5 Increase Touch Damage CLdCL dmg with unarmed touch (do not add punch or weapon damage)
c 2 1 Alter Resistances Alter two resistances (or one immunity) to be of different eelement(s) (Pick an EE factor = original)

[MC2.-12L] Monster Psi-12L

Use SL # Name PSPs Effect
d 1 1 Anti-Psionic Resistance 4+3/t +5*CL% AntiPsiR
c 1 1 Blind/Unblind 9 Cure or Cause Blindness (RSW save)
c 1 2 Charm Blast 8 One group is charmed (Will save), doesn't affect undead etc.
c 1 3 Choose Summoning I 12 Monster Summoning using ML I chart, you pick the result
c 1 4 Law Bolt 11 CLxCL mental dmg to 1 target (Reflex:½); C-align x2 dmg
d 2 1 Hold Life 20+6/t Immune to XP/Stat Drain; Immune Aging
c 2 1 Choose Summoning II 24 Monster Summoning using ML II chart, you pick the result
c 2 2 Dispel Anti-Psi 14 Dispels one anti-Psi effect
c 2 3 Force Shape & Wrench 20 Force Shapechange & Wrench (no save, get ER & aNR)
c 2 4 Law Beam 22 CLxCL mental dmg in line (Reflex:½); C-align x2 dmg
c 2 5 Phantasmal Killer 18 Phantasmal Killer
c 2 6 Suggestion Blast 16 One group is suggested (Will save), all use same suggestion

[MC2.-12T] Monster Psi-12T

Use SL # Name PSPs Effect
d 1 1 Effects Preservation 6+2/t +5*CL% AntiMR; +2*CL% ER
d 1 2 Spectral Natural Fighting 12+2/t Spectral Hand; no ill effects from punching/kicking things
c 1 1 Bring Animals I 12 Summon CL Animals using ML I chart, you pick the result
c 1 2 Hold Blast 8 One group is held (Will save)
c 1 3 Ice Aura 10+2/r Anyone who melees with you takes CL ice dmg /s (no save)
d 2 1 Polymoph Self 20 Polymorph Self; lasts CL turns
d 2 2 Stay Conscious 24+4/t You stay conscious up to -10-CLxCL hp (defensive acts only)
d 2 3 Touch Reflection 16+4/t Touch effects are reflected back to opponent
c 2 1 Bring Animals II 24 Summon CL Animals using ML II chart, you pick the result
c 2 2 Dispel Anti-Magic 14 Dispels one anti-Magic effect (or) Halve ER (no ER or save)
c 2 3 Dust Aura 20+4/r Enemies in your group takes CL dust dmg /s (no save)

[MC2.-12C] Monster Psi-12C

Use SL # Name PSPs Effect
d 1 1 Commotion Resistance 8+1/t +CL*5% RR; Resist own effects; Resist Wild Surges
d 1 2 Cthulhoid Aura 10+1/r You look like a cthulhoid beast, gaze to fear (save vs. Will)
c 1 1 Cthulhoid Swarm I 12 Summon CL Monsters using ML I "Weird" chart (random)
c 1 2 High-Frequency Sample 13 Generate a High-Frequency Sampler minor effect
c 1 3 Taunt Blast 8 One group will attack you on their next action (no save)
c 1 4 Wild Invocation I 11 Random 0th (50%) or 1st (50%) SL Wizard Invocation spell
d 2 1 Anti-Technological Armor 23+1/t +5*CL% TechR (or) Resist Technology
d 2 2 Know Next Dice Rolls 19+1/t 0,1/r: Roll dice ahead of time before action, can choose not to
c 2 1 Chromatic Blast 18 Area effect Chromatic (50%) / Metallic (50%) Orb; CL=1d12
c 2 2 Confusion Blast 16 One group is confused (Will save)
c 2 3 Contagion/Enervation 26 One target is hit by Contagion & Enervation (PPD for each)
c 2 4 Cthulhoid Swarm II 24 Summon CL Monsters using ML II "Weird" chart (random)
c 2 5 Dispel Radiation/Tech 14 Dispels one Radioactive, Wild/Chaos, or Technological effect
c 2 6 Wild Invocation II 22 Random 2nd (60%) or 3rd (40%) SL Wizard Invocation spell

[MC2.-9] Monster Psi-9

Use SL # Name Check Description [perm. effects in brackets]
d 2 1 Blister-healer Chr/m [+1 TH, -1 dmg/att]
d 2 2 Electricity Suppressor Chr/r Resist Lightning
d 2 3 No Poison For Me Wis/r Resist Poison ("death" becomes ½ max hp)
d 2 4 Resistance to Anti-Magic Chr/m CH*5% aMR (adjust @ 12th casting level)
d 2 5 Resistance to Anti-Psionics Dex/m CH*5% aPR (adj.@12th)
d 2 6 Specific Reduction Int/m takes -1d4 dmg/m on contact w/ substance
c 2 1 Loss of Limbs Wis/h Target is sharped (save)
c 2 2 You'll Shoot Your Eye Out! Wis/r Target loses 1 eye (no save)

[MC2.-6G] Monster Psi-6G

Use SL # Name PSPs Effect
d 1 1 Angelfire 4+Q Spend Q psi points from non-Psi(-6) pools you have: Your next attack does +Q dmg
d 1 2 Trumpet 3/m Each segment, if an enemy combatant does *not* attack you, he takes CL dmg (no save)
c 1 1 Angelic Heal 2*N Cure N hp to one target (max N = 5+CL^2)
c 1 2 Angelic Heal Other † N 1bM: Cure N total hp to any number of targets, you lose N hp (max N = 10+2*CL^2)
c 1 3 Avenge 13 Choose a target, you deal double weapon damage to that target this combat
c 1 4 Blinding Light 13 Target is blinded (RSW save), halves his AC (Spell save), loses next P action (BW save)
c 1 5 Bloodboil 7/r Target takes CL holy blood dmg (no save) per segment
c 1 6 Exorcise 4 CL dmg & CL^3 lbs. telekinesis in a 70' line (no save); for objects, can force item saves
c 1 7 Glimmer † 13/r 1bM: Target can't be directly targetted; effects on him (including this) can still be targetted
c 1 8 Guardian † N 1bM: Prevent N of the damage being done to one target
c 1 9 Lightning 6 Target takes (CL+2)d6 holy lightning dmg (save: ½)
d 2 1 Angelic Wall 11/m DR 40/+CL
d 2 2 Starlit 23/h Holy Fire Shield (half damage back in melee); +CL*20% RaRR; Ultravision
c 2 1 Brimstone 12 Three 35' radius areas: CL^2 holy fire dmg (no save)
c 2 2 Pentecost 18+N 35' radius: All targets make Will save (extra -CL-N*3 penalty) or Confused CL rounds
c 2 3 Possess 7/s Target dominated (Will save); takes (CL+3)^2 dmg/s; you can't use actions while this runs
c 2 4 Renewal † 11 1bM: One target at negative hp is cured to 0 hp

[MC2.-6N] Monster Psi-6N

Use SL # Name PSPs Effect
c 1 1 Earth Bolt N Deal Nd10 Eldritch Earth dmg to one target (no save); max N=CL
c 1 2 Force of Nature I 1 Summon a Plant Elemental: AC 20, hp 20, #Att 1/1, TH +10, dmg 10
c 1 3 Natural Healing ~ 8 1P or 1M: Target is cured equal to his Con score in hp
c 1 4 Naturalize 11 Dispel one non-natural effect (or) Turn off one non-natural item for 1 turn
d 2 1 Adaptation ~ 3/h 1P or 1M: NaNR +CL*10%; Immune to Hostile Environment; Need not breathe
c 2 1 Earth Storm 4*N Deal Nd12 Eldritch Earth dmg 40' radius (no save); max N = CL
c 2 2 Force of Nature II 4 Summon a Wood Elemental: AC 40, hp 80, #Att 2/1, TH +30, dmg 30
c 2 3 Gaea’s Blessing 11 Reconstruct up to three effects which were dispelled/twisted within the last turn

[MC2.-6E] Monster Psi-6E

Use SL # Name PSPs Effect
d 1 1 Ashes 4/r Half of your weapon dmg is vile dmg (perm hp)
d 1 2 Demonfire 3+Q Spend the Q points from non-Psi(-6) frequencies. Your next attack is at +Q to hit.
c 1 1 Chilling Darkness 6 Target gets -1 all #Att (PP save); x½ save bonus (PPD save); lose next M act. (BW save)
c 1 2 Darkbolt N 6 ½M, -1 current hp: Target takes CLd4 darkness dmg (no save) and stun 1 segment (Para save)
c 1 3 Drain Life N 11+N ½M, -1 current hp: Target takes N unholy negative vile grave dmg (no save); gain N hp (can go above max)
c 2 1 Circle of Nausea 13 30' r: -CL TH, saves, prof/stat checks for 1t (no save), lose 1 random action (Petrif save)
c 2 2 Darkbeam N 13 ½M, -4 current hp: 60' line takes CLd6 darkness dmg (no save) and stun 2 segments (Para save at -CL)
c 2 3 Evil Eye 14/cr Target's AC becomes 66-CL^2 (Petrif save at -CL); "/cr" means "per complete round"
c 2 4 Jovial Evil N 12 ½M, -4 current hp: 30' r: CLd6 unholy radiance (no save), good-align have no resist and take x2 dmg
c 2 5 Simulacrum 11 (borrow 1M from future to use) Redirect an effect targetting you to one of your summons

[MC2.-5] Monster Psi-5

Use SL # Name PSPs Effect
d 2 1 Immune to Charm 1+1/h Target is immune to charm & hypnosis
d 2 2 Immune to Fear 1+1/h Target is immune to fear & beguiling
d 2 3 Immune to Hold 1+1/h Target is immune to hold & stop
d 2 4 Immune to Sleep 1+1/h Target is immune to sleep & exhaustion
c 2 1 Aging 1 Target is aged CL*CL years (no save)
c 2 2 Bolt of Nothing 1 CL dmg to one target (no save); that targets loses next M action (save)
c 2 3 Immobilize 1 -3xCL" move rate (no save); loses Dex bonus to saves & AC (save)
c 2 4 Nullcancel 1 Dispel one x1 effect (no save, gets ER)

[MC2.-3] Monster Psi-3

Use SL ## Name Discip. Short Description Source
d 1 1 Lesser Metaphys. Armor Clasen Enemies need a +1 weapon to hit you. DM
d 1 2 Tail of the Rat Psymet Gain a tail; your base tail attack does 1d4 damage. DM
c 1 1 Astral Destruct I Metcre Creates astral destruct to fight for you. DM
c 1 2 Biodust Psykin 1d4 dust dmg/r to up to 2 cr. DM
c 1 3 Lesser Spirit Adjustment Psymet You heal 1d8 hp, +1 to next PP save, or restore 1 negative level. DM
c 2 1 Astral Destruct II Metcre Create astral destruct to fight for you. DM
c 2 2 Chilling Ray Metcre Cold ray deals 3d6 damage to foe. DM
c 2 3 Muscle Lock Telep Subject cannot move or take any physical actions. DM
c 2 4 Psionic Trap Psyport Create a psionic trap (a minor High Frequency Sample effect) DM
c 2 5 Spirit Adjustment Psymet You heal 3d6 hp, +3 to next PP save, or restore 2 negative levels. DM

[MC2.-2] Monster Psi-2

Use SL # Power Disip. Check PSPs Effect Power Score Source
d 2 1 Magnify M-Psi Wis-5 25M+M/r Mult. power (Max=level/5+1) M+1, no extra cost DM
d 2 2 NoBlink Port Int+1 7+3/r Blinking does not function within 100' within 1000' DM
d 2 3 Replacement Metab Con-3 6+3/r Ignore displacement Ignore mirror images DM
c 2 1 Adrenalin Drain Metab Con-3 8+4/r 6 Str,Dex,or Con dmg 6 to all three DM
c 2 2 Cause Disease Metab Con-3 12 Cause Disease Cause 2 diseases DM
c 2 3 Cell Adjustment Metab Con-3 1/hp max 20*level hp /r; disease=+5 PSPs Half cost in PSPs DM
c 2 4 Decelerate Metab Con-2 10+10/m Target loses next action (save) next 2 actions DM
c 2 5 Deflect Kinet Int 4 Deflect a melee attack -- DM
c 2 6 Half Pain Metab Con-3 7 Take half damage from one person for 1t -- DM
c 2 7 Reduced Strength Metab Wis-3 2S+S/r Strength dmg, Max=level Max=2*level DM
c 2 8 Sight Less Telep Con-3 C+5/m Blindness (save) Deafness (save) DM
c 2 9 Sound Less Telep Con-2 C+4/t Deafness (save) Blindness (save) DM
c 2 10 Taste Less Telep Con-2 C+4/t Cannot taste, drink potions, eat pills (save) Target cannot smell DM
c 2 11 Time Diminish Port Int-7 54/r -3 M, -3 P, -3 V (save) -1 more each type DM
c 2 12 Time Halve Port Int-1 22/s Lose one instance of "Q" on all action types -4 AC/save; -2 TH DM
c 2 13 Weakness of the Land Metab Con-2 10+2/r 25 dmg, -3 TH, -3 dmg, -25% MR Lasts 5r after maint. DM

[MC2.-1] Monster Psi-1

Use SL ## Name PSPs Short Description
d 2 1 Steadiness 3/t Immune Telekinsesis, Falling Damage, Teleport Away, Gates/DimDoors
d 2 2 Visibility 3/t Everything within 30'r is visible (counters hidden and Disappearance too)
c 2 1 Cell Rearrangement N Heals/Harms N% of max hp; Max N = level*5; Cure/Cause Curse = 20/70
c 2 2 Object Writing 1/r Item must make item saving throw or destroyed
c 2 3 Premature Trigger 10 Set off someone else's trigger prematurely (no save, ER resists)
c 2 4 Resume Animation 6 Remove one instance of Paralysis, Stun, Hold, etc. on yourself
c 2 5 Reverse ESP 2/r 0, 1/r: Target hears your thoughts and must save or insane.

[MC2.0] Monster Psi0

Use SL # Power P0P Action Effect
d 2 1 Catfall 1 1P Land on feet, get a Dex check versus each die of the falling damage
d 2 2 Fast-draw 1 0 1 of your weapon attacks occurs at start of round; can pick up 1 weapon without using 1V
c 2 1 Arrow Cutting 1 1V You get a Dex check (with penalty = enemy's level) for each missile shot at you this round
c 2 2 Choke 1 1P One attack: Each round target makes Con check or unconscious, maintain by using 1V
c 2 3 Disable Limb 1 1P One attack: One limb cannot be used by target for 1t (no save)
c 2 4 Disarm 1 1P One attack: Target is disarmed (no save)
c 2 5 Medicine I 1 1V Choose one: Cure KiL hp; Cure Wounding; Repair disabled limb
c 2 6 Throw 1 1P Make one attack, if successful, throw target level*10' in one direction, he takes falling dmg

[MC2.1] Monster Psi1

Use SL ## Name PSPs Short Description
d 2 1 Automaton 10/r Animate Object (as spell)
d 2 2 Psionic Trigger 10/d Contingency for 1 psi power (still need points)
d 2 3 Telekinetic Barrier 5N /t Take -N dmg per physical attack (max N = level)
c 2 1 Cell Adjustment 1/hp Max.# hp = level*5, Cure Disease=20/70
c 2 2 Command 5 Command (as spell)
c 2 3 Domination 5+HD/r Save; Psionic gets control of all actions
c 2 4 Hypnosis 1/HD Level>10 or Int16=save; Max.HD=ä(level)
c 2 5 Invisibility 3/t Mental Invisibility, affects ä(level) in HD
c 2 6 Lights 1/t Faerie Fire, Dancing Lights, Light
c 2 7 Telekinetic Blade 5/r Base damage CLdCL, considered +CL/3 weapon, mental weapon

[MC2.2] Monster Psi2

Use SL # Power Disip. Check PSPs Effect Power Score Source
d 2 1 Awe Telep Chr-2 C+4/r Won't attack caster (save) No save PHBR5
d 2 2 Biofeedback Metab Con-2 6+3/r -2 dmg/att;+level/3 AC bonus +level AC bonus PHBR5
d 2 3 Blink Port Int+1 7+3/r Blink Blink Wounding 1/r WatW2
d 2 4 Displacement Metab Con-3 6+3/r As per Displacer Beast AC bonus is +4 PHBR5
d 2 5 Ectoplasmic Form Metab Con-4 9+9/r Pass through solid objects Maintenance 3/r PHBR5
d 2 6 Gird M-Psi Int-3 2*M/m Maintain powers w/o conc. Maintain in sleep PHBR5
d 2 7 Inertial Barrier Kinet Con-3 7+5/r Melee:delay 1r;Mis.:-dice dmg Mis.:-dice-1 dmg PHBR5
d 2 8 Invisibility Telep Int-5 C+2/r/P Makes someone invisible Superior Invisibility PHBR5
d 2 9 Iron Will M-Psi Wis 8+3/m Can fully act up to -10 hp Can act up to -15 hp WatW2
d 2 10 Magnify M-Psi Wis-5 25M+M/r Mult. power (Max=level/5+1) M+1, no extra cost PHBR5
d 2 11 Mind Bar Telep Int-2 6+4/m 75% vs. Ench/Cha;immune Telep. +5 in contests PHBR5
d 2 12 Phase Port Wis-1 6+6/r Out of phase; cannot attack x2 move rate WatW2
d 2 13 Prolong M-Psi Con-4 5+2/r Range & area of powers +50% Range & area +100% PHBR5
d 2 14 Psychic Blade M-Psi Con-2 7+X+X/r Blade: 1d6/1d6 +2/+X, stun 1d6r (save) 1d10/1d10 WatW2
d 2 15 Strength of the Land Metab Con-2 10+2/r +25 hp,+3 TH,+3 dmg,25% MR Lasts 5r after maint. DSDK2
d 2 16 Time/Space Anchor Port Int 5+1/m Cannot be teleported -- PHBR5
c 2 1 Aging Metab Con-7 15 (level)d4 years aged (level)d10 years PHBR5
c 2 2 Ballistic Attack Kinet Con-2 5 Roll TH; (level)d4 damage (level)d8 damage PHBR5
c 2 3 Cause Decay Metab Con-2 4 Item falls apart(save vs.acid) No save allowed PHBR5
c 2 4 Cause Sleep Metab Wis-2 9+2/r Sleep (save) No memory of sleep WatW2
c 2 5 Cell Adjustment Metab Con-3 1/hp 20*level hp:1r;disease=+5 PSPs Half cost in PSPs PHBR5
c 2 6 Control Body Kinet Con-2 8+8/r Control all P,V actions Auto. win Contest PHBR5
c 2 7 Deflect Kinet Int 4 Deflect a missile -- WatW2
c 2 8 Double Pain Metab Con-3 7 All dmg phantom x2 for 1t SS or unc. each hit PHBR5
c 2 9 Inflict Pain Telep Con-4 C+2/r -4 TH; no spells (save) unc. 1d10r (save) PHBR5
c 2 10 Invincible Foes Telep Wis-3 C+5/r Next hit drops target 1t -- PHBR5
c 2 11 Momentum Theft Kinet Int-2 5+ Stop (200 lbs, each x2 is +5 PSPs) Held for 1r WatW2
c 2 12 Opposite Reaction Kinet Con-1 5 Missile returns at attacker Breaks missile DSDK2
c 2 13 Phase Object Port Wis-3 10+5/r Object out of phase May disintegrate WatW2
c 2 14 Sensory Suppression Telep Int-2 C+4/r Blindness and Deafness Loses all 5 senses WatW2
c 2 15 Splice M-Psi Int-2S 5S+S/r Do combined powers as 1 Mental +2 checks when used PHBR5
c 2 16 Teleport Lock Port Int-1 8+2/r Target cannot teleport (no save) -- WatW2
c 2 17 Time Shift Port Int 16+3/rS Move into future;Max=(level)r Add 1r to Max PHBR5

[MC2.3] Monster Psi3

Use SL ## Power Discip. Short Description Source
d 1 1 Biocurrent Psykin Continuous bioelectrical current deals 1d4 electrical dmg/r to up to 2 cr. PsiHB3
d 1 2 Dissipating Touch Psyport Touch deals 1d8 damage. PsiHB3
d 1 3 Steadfast Gaze Clasen Gaze attacks hold no terror for you. PsiHB3
d 1 4 Vigor Psymet You gain 3 temporary hit points. PsiHB3
c 1 1 Astral Construct I Metcre Creates astral construct to fight for you. PsiHB3
c 1 2 Charm Person Telep Makes one person your friend. PsiHB3
c 1 3 Lesser Cell Adjustment Psymet You heal 1d8 hp, +1 to next poison/disease save, or heal 1 ability point. PsiHB3
d 2 1 Invisibility Psykin Subject is invisible for 10 min./level or until it attacks. PsiHB3
c 2 1 Astral Construct II Metcre Create astral construct to fight for you. PsiHB3
c 2 2 Brain Lock Telep Subject cannot move or take any mental actions. PsiHB3
c 2 3 Cell Adjustment Psymet You heal 3d6 dmg, bonus to next poison/disease save, or heal 2 ability pts. PsiHB3
c 2 4 Ecto Puppet Metcre You directly control an astral construct. PsiHB3
c 2 5 Suggestion Telep Compels subject to follow suggested action. PsiHB3

[MC2.3½] Monster Psi3½

Use SL ## Power Discip. Short Description
d 1 1 Biofeedback Psion/PsyWar Gain damage reduction 2/-.
d 1 2 Prevenom PsyWar Your claws gain a poison coating.
d 1 3 Vigor Psion/PsyWar Gain 5 temporary hit points.
c 1 1 Astral Construct Metacre Creates astral construct to fight for you.
c 1 2 Catfall Psion/PsyWar Instantly save yourself from a fall.
c 1 3 Charm, Psionic Telep Makes one person your friend.
c 1 4 Daze, Psionic Psion Humanoid creature of 4 HD or less loses next action.
c 1 5 Déjà Vu Psion Your target repeats his last action.
c 1 6 Mind Thrust Psion Deal 1d10 damage.
d 2 1 Dissolving Touch PsyWar Your touch deals 4d6 acid damage.
d 2 2 Dissolving Weapon PsyWar Your weapon deals 4d6 acid damage.
d 2 3 Energy Adaptation, Specified Psion/PsyWar Gain resistance 10 against one energy type.
d 2 4 Thought Shield Psion/PsyWar Gain PR 13 against mind-affecting powers.
c 2 1 Body Adjustment Psion/PsyWar You heal 1d12 damage.
c 2 2 Brain Lock Telep Subject cannot move or take any mental actions.
c 2 3 Cloud Mind Psion You erase knowledge of your presence from target’s mind.
c 2 4 Dimension Swap Port/PsyWar You and ally or two allies switch positions.
c 2 5 Energy Missile Kines Deal 3d6 energy damage to up to five subjects.
c 2 6 Energy Stun Psion Deal 1d6 damage and stun target if it fails both saves.
c 2 7 Strength of My Enemy PsyWar Siphon away your enemy’s strength and grow stronger.
c 2 8 Suggestion, Psionic Telep Compels subject to follow stated course of action.

[MC2.5] Monster Psi5

Use SL # Name PSPs Effect
d 2 1 Invisibility Realm 3/r Improved Invis., can see other Invis.
d 2 2 Physical Protection 1/r Caster's hit points triple for duration
d 2 3 Withdraw 1/r Withdraw, can use non-offensive Mentals
c 2 1 Heal Self 1 Cure up to 100 hp, Regenerate (as spell)
c 2 2 Magical Protection 1 (Z action) Spell must make Casting Level check on d20
c 2 3 Modify Reality (least) SL^2 Duplicate 1st-3rd level Alteration spell
c 2 4 Natural Protection 1 (Z action) Natural Effect damage resistance 75% for 1s
c 2 5 Psionic Protection 1 (Z action) Power must make Casting Level check on d20
c 2 6 Reroll 6 (Z action) Reroll any die roll (yourself or other)

[MC2.6G] Monster Psi6G

Use SL # Name DPPs Effect
d 1 1 Fortitude 20/d Target cannot lose sanity for the day; +7 mental saves for the day
d 1 2 Knight Sword of Crushing 10+2/r Sword of Force; attacks by itself, does 1d10 vs. evil /r
c 1 1 Repair 20 Repairs an object (as per Mend spell); works on devices up to TechL = CL
c 1 2 Self-Preservation 2*N Restores N hp to Deva
c 1 3 Silver Spears 20 Shoot CL missiles, each auto hits and does 1d6+1 dmg holy wood (no save)
d 2 1 Disease Immunity 4/d Immunity to magical/nonmagical disease
d 2 2 Field of Stillness 40+4/r 70' x 70' Stun field (save vs. RSW -level); lasts for 7 rounds
d 2 3 Mage's Staff of Light 40+4/r Dispel Evil 1/r
d 2 4 Poison Immunity 4/d Immunity to magical/nonmagical poison
c 2 1 Dispel Phantasm 40 Phantasms (non-corporeal undead of all types) are destroyed (no save)
c 2 2 Preservation 4*N Restores N hp to target (range touch)
c 2 3 Remove Demon Influence 40 Removes possession, domination, charm, etc.; Does not have to be evil source
c 2 4 Self-Sacrifice 0 All others can Escape but deva is left behind

[MC2.6N] Monster Psi6N

Use SL # Name CPPs Type
d 1 1 True Seeing 1/m Minor
c 1 1 Remove Alteration 10 Minor
c 1 2 Self-Preservation N Minor
d 2 1 Bard or Sage Abilities, LVL 4 16/d varies-L *
d 2 2 Druid Spells, LVL 4 16/d varies-L *
d 2 3 Null Field 10 20/r varies-N *
d 2 4 Thief Abilities, LVL 4 16/d varies-L *
c 2 1 Dismiss Elemental, E=1-2 10*N Minor
c 2 2 Force Shapechange 20 Minor
c 2 3 Mental Ball 2 20 varies-N *
c 2 4 Sleep Bolt 10 Minor
c 2 5 Telekinesis N/m Minor

[MC2.6E] Monster Psi6E

Use SL # Name DPPs Effect
d 1 1 Immunity I 13/d Immune to poison, non-silver weapons
c 1 1 Cause Moderate Wounds 13 Does 2d8+1 damage by touch (no save)
c 1 2 Charm Person 13+3/d Similar to wizard spell "Charm Person"
c 1 3 Fear I (Scare) 6 Target saves or loses 1 physical+mental
c 1 4 Hypnotic Pattern 6+3/r As the 2nd level Wizard spell
c 1 5 Produce Fire/Frost 13 Produces fire or frost (6 dmg, save:½)
c 1 6 Self-Preservation 1/hp Restores 1 hp/DPP (limit = Wis*3 /round)
c 1 7 Taunt 6 Similar to wizard spell "Taunt"
c 1 8 Temptation 13 Target saves or is suggested for 1 round
d 2 1 Ability Drain 33 Touch to drain 1d4 from an ability score
d 2 2 Bodily Restoration II 6/r Regeneration 3 hp/round, replace limbs
d 2 3 Immunity II 33/d Immune to fire or cold, +1 weapon to hit
d 2 4 Polymorph Self 33+6/d As the 4th level Wizard spell
c 2 1 Animate Dead 33 Similar to priest spell "Animate Dead"
c 2 2 Cause Critical Wounds 33 Does 5d8+6 damage by touch (no save)
c 2 3 Continual Darkness 33 As the wizard spell "Continual Darkness"
c 2 4 Fear II (Horror) 33 Target saves or loses all P/M actions
c 2 5 Larva Life 0 Consume 1 larva to Cureall (incl. DPPs)
c 2 6 Phantasmal Killer 33 As the 4th level Wizard spell
c 2 7 Sticks to Snakes 16 As the 4th level Priest spell
c 2 8 Suggestion 16 As the 3rd level Wizard spell

[MC2.7] Monster Psi7

Use SL # PSPs Description
d 2 1 2 Doesn't cost an additional action to use, just your eye's P or M action: Gaze to Charm (save)
d 2 2 -10 to max Fear aura (anyone who enters your group) (Will save)
d 2 3 -10 to max Immunity to cold
d 2 4 -10 to max Immunity to disease
d 2 5 -10 to max Immunity to sleep, fatigue, and exhaustion
d 2 6 -10 to max Need not breathe
d 2 7 -10 to max People need a +CL weapon to hit you
d 2 8 -10 to max Pick a stat. Whenever you touch someone, they take (CL+1)/2 ability damage to that stat (PPD save)
d 2 9 -10 to max Whenever you touch someone, they get a disease (PPD save)
c 2 1 2 Curse (Spell save)
c 2 2 2 Moan: One group is feared (Will save)
c 2 3 2 Summon a DL I Undead

[MC2.8] Monster Psi8

Use SL # Name Effect
d 2 1 Construct Control Item 1 Create a "Control" type item (see next page) of TechL=CL, each TechL takes 1S action
d 2 2 Construct Generic Item 1 Create a "Generic" type item (see next page) of TechL=CL, each TechL takes 1S action
d 2 3 Construct Power/Defensive Item 1 Create a "Power" type item (see next page) of TechL=CL, each TechL takes 1S action
d 2 4 Construct Weapon Item 1 Create a "Weapon" type item (see next page) of TechL=CL, each TechL takes 1S action
d 2 5 Create Technological Monster I Create a DL I Technological Monster (AC=4*CL, hp=8*CL, Str=2*CL)
d 2 6 Hard Resistance to Radiation Double resist radiation (1/4, save for 1/10), Ignore gaining Psi9/18/27 powers due to RS
d 2 7 Technological Armor +CL AC, +CL*2 current hp (like an Armor spell), can stack w/ Armor spell
d 2 8 Technological Shield DR (CL*2)/(+CL/2) (or) WR 10*CL% (or) Others need a +CL-1 weapon to hit you
c 2 1 Energy Discharge 80' line, CL^2 technological dmg (RSW save:½), can power tech items drained of power
c 2 2 Hack into Technological Object Hack (gain control) of a technological object with TechL<=CL (monsters get save)
c 2 3 Mend As spell
c 2 4 Repair Light Damage Cures 10 hp (1 Hull point) to a technological item

[MC2.9] Monster Psi9

Use SL # Power Check Description [Permanent powers in brackets]
d 2 1 Damage Protection Str/m +CH AC, -½CH dmg per attack
d 2 2 Extra Limbs Dex/h [+1d4 limbs] Can use them normally
d 2 3 Force Field Int/r Moveable Wall of Force (solid version)
d 2 4 Metal Corrosion Con/r Touch:Metal items save (no mod.) vs.acid
d 2 5 Minormorph Chr/m Polymorph Self (as spell)
d 2 6 Poison Claws Dex/r CHd4 damage poison in fingernails (save)
d 2 7 Poison Fangs Dex/r CHd6 damage poison in mouth (save)
d 2 8 Resistance to Magic Con/m CH*5% MR (adjust @ 12th casting level)
d 2 9 Resistance to Poison Con/h CH*5% Poison Resistance (non-adj.)
d 2 10 Resistance to Psionics Wis/m CH*5% Psionic Resistance (adj.@12th)
d 2 11 Resistance to Radiation Con/t CH*5% RR
d 2 12 Tail with Poison Stinger Dex/h [+1 tail] Can use tail (as Poison Fangs)
c 2 1 Electricity Generator Con/r 4d10'long, CHd6 dmg (save:½)
c 2 2 Hypnosis Chr/h One creature hypnotized (save)
c 2 3 Laser Vision Int/r [see in dark] Laser Beam CHd8 dmg (save)
c 2 4 Scattershot Str/r CH Energy Pellets, 1d4 dmg ea. (no save)

[MC2.10] Monster Psi10

Use SL # Name Disc. PSPs Effect Source
d 1 1 Resistance to Sleep Somn 2/h Immune Sleep RAPsi
c 1 1 Dispel Exhaustion Telep 5 Target heals 25% of damage taken RAPsi
c 1 2 Distract Telep 5/r Target cannot cast spells (save vs. spell) RAPsi
c 1 3 Feather Fall * TK 2/r Feather Fall RAPsi
c 1 4 Lift TK w*S/r TK up/down only; w = ln(weight in lbs.); S = ln(speed in ") RAPsi
c 1 5 Light Pyro 3/r Light RAPsi
c 1 6 Spook Telep 5 Fear (save vs. spell at -CL/3) RAPsi
c 1 7 Suggest Telep 8 Suggestion (save) RAPsi
d 2 1 Fire Protection * Pyro 8/r Resist Fire RAPsi
d 2 2 Pain Erase Telep 8/r Target heals 25% of damage taken; Take only 75% of damage received RAPsi
c 2 1 Beam of Light Pyro 5/r Line of Blindness (all in area save vs. spell or blinded) RAPsi
c 2 2 Break TK S/r Break an object (item save); S = Str score desired (max = Int) RAPsi
c 2 3 Confuse Telep 14 Confusion (save) RAPsi
c 2 4 Enforced Sleep Somn 2/target Sleep 3*CL r (save vs. spell); max HD affected /target = CL RAPsi
c 2 5 Fear Telep 17 Fear (save vs. spell at -CL/3); Fumble (save vs. spell) RAPsi
c 2 6 Feeblemind Telep 10 Feeblemind (save) RAPsi
c 2 7 Intensify Fire * Pyro 10/r Doubles the damage of an existing fire effect RAPsi
c 2 8 Pillar of Fire Pyro 10/r Makes a column of fire (10' wide by 10*CL' high), 1d10 dmg RAPsi

[MC2.12L] Monster Psi12L

Use SL # Power LPP Type Description
c 1 1 Command 20 Minor Command (as spell), except can use 2 words
c 2 1 Hold Person 35 Minor Hold Person, +45 LPPs gives Hold Monster

[MC2.12T] Monster Psi12T

Use SL # Power TPP Type Description
d 1 1 Blink Wounding 20+3/t Minor Whenever you are struck by an attack sequence, you randomly blink away after damage
c 2 1 Mass Blindness 35 Minor Blindness (as spell) but 90'r area

[MC2.12C] Monster Psi12C

Use SL # Power CPP Type Description
c 1 1 Confusion 20 Minor Confusion (as spell)

[MC2.14] Monster Psi14

Use SL # PSPs Description
d 2 1 2 0, when biting: Cause Lycanthropy (PPD save, if they fail, they are your slave)
d 2 2 2 0, when changing form: Cure (1d6)*10% of damage taken
d 2 3 -10 to max Can turn into one additional form; DM rolls DL=LVL/3 Lycanthrope or Animal
d 2 4 -10 to max Hit only by +LVL or better weapons
d 2 5 -10 to max Regen CL hp/s
c 2 1 2 Summon CL Animals of the type that you are the Lycanthrope of, DL=LVL
c 2 2 2 Target gets a disease (PPD save)

[MC2.15] Monster Psi15

Use SL # Power Effect
d 1 1 Flame Walk Flame Walk (self)
d 1 2 Polymorph Self Polymorph Self
c 1 1 Blink Blink
c 1 2 Charm Person Charm Person
c 1 3 Magic Missile Magic Missile
d 2 1 Add Breath Weapon [1st] Breath weapon is 3/d. Choose a normal (E=1) element. Breath = 50% of current hp total.
d 2 2 Add Breath Weapon [2nd] Breath weapon is once per 3 rounds. Choose a normal (E=1) element. Breath = (CL+1)d(CL*2+2).
d 2 3 Add Resistance Resist one normal (E=1) element, this can be taken twice for an E=2, thrice for an E=3, etc.
d 2 4 Add Tail Tail does 1d(CL*2) damage
d 2 5 Alter Resistances Alter two resistances (or one immunity) to be of different element(s) (Pick an E factor = original)
d 2 6 Improve Breath Element Add 1 to the E factor of your breath weapon element. (Choose a new element when you pick this.)
d 2 7 Increase Breath Damage +10% of current hp total to breath dmg [or (+1)d(+2) breath dmg if using set breath dice]
d 2 8 Versatile Breath Element Your can alternatively use a second element, with E factor equal or less than your normal breath.

[MC2.16] Monster Psi16

Use SL # Name Effect
d 2 1 Construct Psi16 Item 1 Create a Psi16 item (see next page) of TechL=CL, each TechL takes 1S action
d 2 2 Create Golem I Create a DL I Golem (AC=3*CL, hp=10*CL, Str=2*CL)
d 2 3 Golem Form: Caryatid Column +4 saves; Weapons have 25% chance to shatter when hitting you; 1M: Feign Death
d 2 4 Golem Form: Flesh Resist fire and cold; Cured by lightning (1 hp per die of dmg)
d 2 5 Golem Form: Mud Resist blunt weapons; Both punches hit: Hug 2d6+(Str bonus)+paralyzation (PPD save)
d 2 6 Golem Form: Necrophidius 1V: Hypnosis (1 target, Will save); Bite is paralysis branded (PPD save)
d 2 7 Golem Form: S=1,2 Unusual Material of S=1,2 (cannot exceed real S number)
d 2 8 Golem Form: Scarecrow 1M, gaze: Fascinate (1 target, Will save); Punches are Fascinate branded
d 2 9 Golem Form: Skeletal +2 arms (new group of limbs), but all your arms get -10/-10 TH/dmg
d 2 10 Golem Form: Stone Guardian Double Resist edged weapons; Resist cold, fire, lightning; Halve your move rate
d 2 11 Golem Form: Wood Immune Wood; 1M: Transmute Metal to Wood (owner PP saves)
c 2 1 Repair Golem Damage Cures 10*CL hp (CL Hull points) to a Golem
c 2 2 Turn (Command) Golems Turn (Command) Golems (need to make a turning roll as usual)

[MC2.18] Monster Psi18

Use SL # Power Check Description
d 2 1 Cancel Magic and Earthpower Wis/r -LVL CL to all Magic/Ele-E affecting you
d 2 2 Ego Shield Int/h Immune to Mental Attacks; Undetect. Lie
d 2 3 Innate Shield Con/t 20*CL hp shield vs. Innate abilities
d 2 4 Invisibility Dex/m Invisibility; immune to Light/Radiance
d 2 5 Psi: Shield Chr/t Pick Phys,Magic,Psi: 10*LVL hp shield
d 2 6 Telekineses: Tactile Int/t Can touch up to LVL*100'; incl. T spells
d 2 7 Telekinesis: Shield Int/t 10*LVL hp shield vs. physical,energy,TK
c 2 1 Heal and Regrowth Wis 1 target: Regenerate; heal LVL*LVL hp
c 2 2 Hypnosis Chr 1 target: Hypnosis 1m (save)
c 2 3 Intellect: Annihilation Int 1 target: -3d6 Int (save)& insane (save)
c 2 4 Paralysis Bolt Wis 1 target: Paralysis 1h (save)
c 2 5 Psi: Bolt Chr 1 target: LVLd10 telekinetic dmg(save:½)
c 2 6 Psi: Spray Chr LVL targets:1d10 telekinetic dmg(save:½)
c 2 7 Telekinesis: Lift & Move Int/r 100*LVL lbs.; object moves at 10*LVL"

[MC2.19] Monster Psi19

Use SL # Power PSP Cost Effect
d 2 1 Accelerate Healing 20/d Double your healing and hp regeneration rates
d 2 2 Control Disease 20/d Immune to disease
c 2 1 Acrobatics ½*P /r 1bV: Emulate a Acrobat ability of level = CL/2; P=your number of Rogue points in it
c 2 2 Control Pain 2+1/r 1bV, can use while stunned: Immune to pain, stun (not capital "S"), torture
c 2 3 Fear 20 Fear (Will save)
c 2 4 Telekinesis W + ½W/r TK, weight W*10 lbs., max W=LVL^2, move rate=W ", throw does W dmg (roll TH)

[MC2.23] Monster Psi23

Use SL # Name Cloud Points Effect
d 2 1 Acid Cloud 16 + 3/round 1 point acid damage per round in area
d 2 2 Fart Cloud 1 + 1/round Very smelly, sickening cloud
d 2 3 Muffling Cloud 12 + 2/round Muffles sound, 30% spell failure
d 2 4 Obscuring Cloud 14 + 1/round Blocks all forms of vision (inf,ult,x-r)
d 2 5 Storm Cloud 15 + 3/round Rain/thunder, mini 1-pt. lightning bolts

[MC2.24] Monster X24

Use SL # Name Description
d 2 1 Caster Level Increase 2 +2 Caster Level (this can be taken multiple times)
d 2 2 CL/ML toggle Pick N (can be negative); get +N ML and -N*2 CL; ML and CL must be at least 0
d 2 3 HD type: Add +0d+2 Add 2 to HD type per level
d 2 4 Level: early 4 Get a "Level:" ability in your class 4 levels early (this can be taken multiple times)
d 2 5 Level: other in group Get a "Level:" ability (your level or less) in another class in same group (can take multiple)
d 2 6 Memorization Level Increase 1 +1 Memorization Level (this is next level of picks for rogues)
d 2 7 Rogue points 10 This class gives an extra +10 Rogue points per level.

[MC2.27] Monster Psi27

Use SL # Power Check Description
d 2 1 Cloak of Oblivion Cml/t Pick any one specific spell or psionic power. You are immune to it.
d 2 2 Dark Triangle Int/r Name 2 Wizard/Priest schools: One has double effect, the other half (30' radius)
d 2 3 Graver Company Luck/t Negative Plane Protection; Immune to Str/Dex/Con loss; vulnerable to Holy
d 2 4 Night Company Cml/t Improved Invis.; +LVL% Rogue abilities; +4/-4 pro.; vulnerable to Light and Fire
d 2 5 People's Bless Wis One die roll within 1 round is adjusted as you wish (max of ±LVL%).
d 2 6 Synnslaver Luck/r Creatures with HD < LVL must save to attack you. 1M: Sleep LVL HD (save).
d 2 7 Winery Luck Create a random potion (roll 1 Artificer effect) (use within LVL r or wasted)
c 2 1 Grace Cml Target stops fighting and will not attack again unless attacked (save)
c 2 2 Innocents Cml/s You cannot physically attack this segment. You are healed LVL^2 hp.
c 2 3 Lord Cml Command (as spell) using LVL words, up to LVL creatures within LVL*10' range
c 2 4 Pain HNCL Target takes LVLd10 dmg and is at -LVL to hit (save for half effect)
c 2 5 Wipeout Dex Assassination 10*LVL% (as Rogue ability), lasts for 1 attack

[MC2.29] Monster Psi29

Use SL # Power
d 2 1 Animate Dead
d 2 2 Animate Object
d 2 3 Anti-Radiation Ray
d 2 4 Gaze Reflection
d 2 5 Mirror Image
d 2 6 Missile Deflection
c 2 1 Beam (Cone) of Cold
c 2 2 Blindness
c 2 3 Blink
c 2 4 Cause Serious Wounds
c 2 5 Charm Person
c 2 6 Chromatic Orb
c 2 7 Color Beam (Spray)
c 2 8 Confusion
c 2 9 Darkness
c 2 10 Domination
c 2 11 Double Pain (Psi2)
c 2 12 Drain Magic Item Charges
c 2 13 Fear
c 2 14 Hold Person
c 2 15 Lightning Bolt
c 2 16 Magic Missile
c 2 17 Ray of Enfeeblement
c 2 18 Sleep
c 2 19 Telekinesis
c 2 20 Wrench

[MC2.30] Monster Psi30

Use SL # Name Field Targ Type Drain P30Ps Notes
d 2 1 Armor Manip 3 Phys L3 3 Melee:+½ AC,-1dmg per hit/succ
c 2 1 Stun Touch Combat Wis Ment L1 1 Astral stunning
c 2 2 Treat Light Wounds Health Con Phys L1 1 Heals 10% max hp (1 succ)

[MC2.45] Monster Psi45

Use SL # Power School Notes
d 2 1 Body Coating Self-Alteration 5*SL hp Armor spell, self only, stacks with the (Wizard) Armor spell
d 2 2 Body Resistance Physical Enhancement Physical attacks that do less than SL*2 dmg to you do nothing
d 2 3 Body Transformation Self-Alteration Change your body to be of an E=SL/2 element
d 2 4 Chemical Mimicry Self-Alteration Change your body to be of an TechL=SL chemical
d 2 5 Cosmic Awareness Mental Enhancement Grand: Cosmic Awareness
d 2 6 Electrical Control Energy Control SL/2 (round down) instances of Resist lightning; +SL*10% damage with lightning effects
d 2 7 Energy Body Self-Alteration Major: You are made of energy; cannot use P actions; resist physical damage
d 2 8 Energy Doppelganger Energy Emission Mirror Image (1 image), it has SL^3 hp; it flies at SL*3"; you can cast Psi45 effects through it
d 2 9 Energy Sheath Self-Alteration SL^2 hp Armor spell, self only, stacks with the (Wizard) Armor spell
d 2 10 Fire Control Energy Control SL/2 (round down) instances of Resist fire; +SL*10% damage with fire effects
d 2 11 Force Field Defensive Immune to spell level 0 to SL-2 effects; -(SL-1) per physical attack; ER 5*SL%
d 2 12 Force Field vs. Emotion Defensive Immune to spell level 0 to SL-1 enchantment/charm effects
d 2 13 Force Field vs. Energy Defensive Immune to spell level 0 to SL-1 energy attacks
d 2 14 Force Field vs. Hostiles Lifeform Control Enemies must make SL/2 saves to attack you
d 2 15 Force Field vs. Magic Defensive Immune to spell level 0 to SL-1 magic
d 2 16 Force Field vs. Mental Defensive Immune to spell level 0 to SL-1 mental attacks
d 2 17 Force Field vs. Physical Defensive -SL per physical attack
d 2 18 Force Field vs. Power Manipulation Defensive ER 10*SL%
d 2 19 Force Field vs. Vampirism Defensive aNR 10*SL% (including energy and stat drains)
d 2 20 Gravity Manipulation Energy Control SL/2 (round down) instances of Resist gravity/falling damage; +SL*10% damage with gravity/falling effects
d 2 21 Hard Radiation Control Energy Control SL/2 (round down) instances of Resist radiation damage; +SL*10% damage with radiation (specific, not all of Psi9/18/27) effects
d 2 22 Hyper-Invention Mental Enhancement (12-SL)M: Create a TechL=SL*2-3 object (see [Q8], can have at most LVL of these objects)
d 2 23 Illusory Duplication Illusory Mirror Image (SL images)
d 2 24 Illusory Invisibility Illusory Minor: Invis.; Major: Improved Invis.; Grand: Dust of Disappearance
d 2 25 Invisibility Self-Alteration Improved Invis.
d 2 26 Ionization Matter Conversion Lightning shield (xSL/10 damage back)
d 2 27 Kinetic Control Energy Control SL/2 (round down) instances of Resist telekinesis; +SL*10% damage with telekinesis effects
d 2 28 Light Control Energy Control SL/2 (round down) instances of Resist light; +SL*10% damage with light effects
d 2 29 Magic Control Magical +SL/2 (round down) to SL of next Psi45 power
d 2 30 Magnetic Manipulation Energy Control SL/2 (round down) instances of Resist magnetism; +SL*10% damage with magnetism effects
d 2 31 Mental Invisibility Mental Enhancement Improved Invis.: it's +SL AC instead of +4
d 2 32 Plasma Control Energy Control SL/2 (round down) instances of Resist plasma; +SL*10% damage with plasma effects
d 2 33 Power Simulation Magical The next Psi45 power you use will be resisted using MR instead of PR
d 2 34 Prehensile Hair Self-Alteration Your hair has controlled movement; can do a "Hair attack" (using your hair's P action) for 1dSL dmg
d 2 35 Reality Alteration Magical + or - SL to your next die roll
d 2 36 Reflection Defensive MPIWReflection 5*SL%
d 2 37 Regeneration Physical Enhancement Regenerate SL hp/s
d 2 38 Resist: Emotion Defensive SL/2 (round down) instances of Resist enchantment/charm
d 2 39 Resist: Energy Defensive SL/3 (round down) instances of Resist energy attacks
d 2 40 Resist: Magic Defensive SL/4 (round down) instances of Resist magic
d 2 41 Resist: Mental Defensive SL/2 (round down) instances of Resist mental attacks
d 2 42 Resist: Physical Defensive SL/4 (round down) instances of Resist physical attacks
d 2 43 Resist: Power Manipulation Defensive SL/3 (round down) instances of Resist disenchantment
d 2 44 Resist: Vampirism Defensive SL/3 (round down) instances of Resist necromancy, energy and stat drains
d 2 45 True Invulnerability Physical Enhancement SL instances of Resist distributed as you like (medium categories: a school, an element, etc.)
d 2 46 Vibration Control Energy Control SL/2 (round down) instances of Resist vibration; +SL*10% damage with vibration effects
d 2 47 Warding Magical Create a Trap (x1 Psionic) for SL/2 Psi45 powers
c 2 1 Absorption Power Energy Control bM: Absorb energy, gain 100/(12-SL)% of it in temporary hp
c 2 2 Chemical Touch Physical Enhancement Chemical effect of TechL=SL*2 or less (range touch)
c 2 3 Cold Generation Energy Emission SL*CL Cold damage (1 group, no save)
c 2 4 Combustion Matter Conversion An object explodes (item save), the person carrying it takes CL*SL/2 damage (save)
c 2 5 Control Power Control 1bM: Redirect an effect (caster makes SL/4 saves)
c 2 6 Disintegration Matter Conversion Major: Disintegrate (save)
c 2 7 Disruption Matter Control Minor: Target takes CL*SL disruption damage (no save); Grand: The damage given plus a Disintegrate effect (save)
c 2 8 Domination Power Control Dominate all actions (SL/5 saves)
c 2 9 Duplication Power Control 1bM: Fork an effect (caster makes SL/3 saves)
c 2 10 Electrical Generation Energy Emission SL*CL Lightning damage (1 group, no save)
c 2 11 Energy Conversion Energy Control 0, SL/t: Convert an element in an effect to another element (max E factor = SL/2, round down)
c 2 12 Energy Solidification Energy Control Minor: Web; Major: Iron Bands of Bilarro; Grand: Solid Wall of Force; Super: Forcecage
c 2 13 Energy Sponge Energy Control bM: SL*10% chance to absorb an entire energy attack
c 2 14 Fire Generation Energy Emission SL*CL Fire damage (1 group, no save)
c 2 15 Focus Power Control Do SL instances of another Psi45 power you know; you are Spent and Harmed at the end of effect
c 2 16 Geoforce Matter Control 1bM: Stop or Create an Earthquake, Landslide, etc. Damage would be CL*SL Earth to a group (save for 0)
c 2 17 Gestalt Power Control Major: 1M: Do 2 Minor powers that you know; Grand: 1M: Do 2 Major powers that you know; etc.
c 2 18 Hard Radiation Energy Emission SL*CL/2 Radiation damage and SL Con damage (1 group, no save)
c 2 19 Heat Energy Emission Target takes SL*CL Fire damage per segment for 1 round (no save)
c 2 20 Hypnotic Control Lifeform Control Hypnosis (SL/2 saves)
c 2 21 Iron Will Mental Enhancement 1bM: One effect that's hitting you is delayed for SL segments (it will still resolve even if the caster is dropped)
c 2 22 Kinetic Bolt Energy Emission SL*CL/2 Telekinesis dmg and knock back SL*10' (1 target, no save, Str-SL*2 check to avoid knock back)
c 2 23 Lifeform Creation Matter Creation Summon a DL=SL-1 monster
c 2 24 Light Emission Energy Emission SL*CL/2 Light damage (no save) and SL/2 instances of blindness (save)
c 2 25 Magic Domination Magical Control M Actions (SL/2 saves)
c 2 26 Mechanical Creation Matter Creation Summon a DL=SL-2 Golem or Technological monster
c 2 27 Mind Blast Mental Enhancement SL*CL Mental damage (1 group, no save)
c 2 28 Mind Control Lifeform Control Minor: Command (save); Major: Domination (SL/3 saves)
c 2 29 Mind Transferral Lifeform Control Minor: Empathy (save); Major: Magic Jar (SL/3 saves)
c 2 30 Missile Creation Matter Creation Do SL missile attacks, must roll to hit, each hit does 10 dmg (no save) and a stun (save)
c 2 31 Neural Manipulation Lifeform Control Minor: Seizure (-2 all rolls, save); Major: Paralysis (SL/3 saves)
c 2 32 Plague Carrier Lifeform Control Disease (SL saves)
c 2 33 Plasma Generation Energy Emission SL*CL Plasma damage (1 group, no save)
c 2 34 Radiowave Generation Energy Emission SL*CL/2 Radiowave damage (1 group, no save, the effect can go through a SL' wall)
c 2 35 Self-Revival Physical Enhancement 0, (SL-1)/d: Heal self
c 2 36 Serial Immortality Mental Enhancement 0, 1/d: Resurrection, self only, there is a delay of (11-SL) rounds
c 2 37 Sleep-Induced Lifeform Control Sleep (SL/2 saves)
c 2 38 Sonic Generation Energy Emission SL*CL/2 Sound damage (no save) and SL/2 instances of deafness (save)
c 2 39 Spray Matter Creation SL choking dmg to a group per segment (can leave the area)
c 2 40 Summoning Lifeform Control Summon a DL=SL Outer
c 2 41 Undead Control Lifeform Control Turn Undead at CL=(SL-2)*2
c 2 42 Vibration Energy Emission SL*CL Vibration damage (1 group, no save)
c 2 43 Weakness Creation Power Control Add SL/2 instances of a Vulnerability to something (medium scale: a school, an element, etc.) on the target (no save)
c 2 44 Zombie Animation Matter Control Animate a dead body as a Zombie with DL=SL

[MC2.54] Monster Psi54

Use SL # Power School Notes
d 2 1 Absorption Field Physical Stops SL/2 mental attacks or mental-affecting powers on you
d 2 2 Acrobatics Skill-like Any Acrobat SL-1 pick; 5*CL Rogue points in it
d 2 3 Animate Objects Mystical Animate Objects as if they were a DL=SL Golem summon
d 2 4 Aura of Fear Mental Fear by sight (SL saves)
d 2 5 Energy Absorption Physical CL*SL*3 hp ablative Force Field (vs. energy attacks)
d 2 6 Flame Being Physical Fire Shield (SL*10% damage back to attacker); Deal +SL fire dmg with melee attacks
d 2 7 Flame Immunity Physical SL/2 instances of Resist Fire
d 2 8 Force Field Physical CL*SL*2 hp ablative Force Field (vs. physical or energy attacks)
d 2 9 Force Shield Mental CL*SL*3 hp ablative Force Field (vs. physical or energy attacks, only one enemy /s)
d 2 10 Gadgetry Skill-like 1M, 1/d: Build a TechL=SL Psi8 item
d 2 11 Gravity Decrease Mental Increase gravity in room or object/person by SL G's (x1 Special)
d 2 12 Gravity Increase Mental Decrease gravity in room or object/person by SL G's (x1 Special)
d 2 13 Icing Physical SL/2 instances of Resist Cold/Ice
d 2 14 Invisibility Physical Minor: Invisibility; Major: Improved Invisibility; Grand: Dust of Disappearance
d 2 15 Invulnerability Physical -CL*SL/2 dmg per attack
d 2 16 Magic Shield Mystical Stops SL/2 magical attacks on you
d 2 17 Mind Over Matter Mental Stay conscious (and offensive) for up to SL segments after being reduced below -10 hp
d 2 18 Molecular Chameleon Mental Polymorph your body into an unusual material that you're touching (max S factor = SL)
d 2 19 Mystic Shield Mental SR SL*CL
d 2 20 Poison Touch Physical Your next attack is poisonous (Death or (SL-1)*10 dmg if they make the save)
d 2 21 Split Physical You are two beings (two places at once); it costs 3 actions to have each body do 1 action
d 2 22 Stretching Physical Can melee up to SL people per round that aren't in your group
d 2 23 Systematic Antidote Physical SL/2 instances of Resist Poison/Drugs
d 2 24 Thief Skill-like Any Thief SL-1 pick; 5*CL Rogue points in it
d 2 25 Truesight Mental Minor: Detect Invis./Illusion; Major: True Seeing; Grand: Cosmic Awareness
c 2 1 Acid Physical CL*(SL+2) acid dmg to one target (no save)
c 2 2 Air Animation Mental Summon a DL=SL Air Elemental
c 2 3 Air Control Mental Gust of Wind / Wall of Air
c 2 4 Animal Summoning Mystical Summon a DL=SL-1 Animal
c 2 5 Animate Image Mystical Summon a DL=SL creature based on an picture/painting you have (the image is consumed)
c 2 6 Bio-Energy Blast Physical CL*(SL+2) force dmg to one target (no save)
c 2 7 Bomb Physical CL*SL explosion dmg to your group (no save, hole in the middle)
c 2 8 Cell Rot Mental Cell Adjustment (reversed) CL*SL*2 dmg (no save)
c 2 9 Control Mental Domination one target (SL/2 saves)
c 2 10 Damage Transference Mental Cell Adjustment CL*SL*2 hp
c 2 11 Darkness Physical Darkness (can blind a person, make SL saves)
c 2 12 Earth Animation Mental Summon a DL=SL Earth Elemental
c 2 13 Flame Animation Mental Summon a DL=SL Fire Elemental
c 2 14 Flame Project Physical CL*(SL+2) fire dmg to one target (no save)
c 2 15 Flash Physical Light (can blind a person, make SL saves)
c 2 16 Heat Vision Mental 1M to start: Every segment for 1 round, as a 0 action, deal SL heat dmg to one target (no save)
c 2 17 Hypnotism Mental Hypnosis (SL saves)
c 2 18 Ice Animation Mental Summon a DL=SL Ice Elemental
c 2 19 Ice Control Mental Wall of Ice
c 2 20 Ice Production Physical CL*(SL+2) ice dmg to one target (no save)
c 2 21 Lightning Mystical CL*SL lightning dmg to one group (no save)
c 2 22 Magic Blast Mystical CL*SL force dmg to one group (no save)
c 2 23 Matter Manipulation Mental CL*(SL+2) explosion dmg to one target (no save)
c 2 24 Mimic Physical 1bM: Fork a spell level 0 to SL effect
c 2 25 Mind Blast Mental SL Int dmg to one target (no save)
c 2 26 Personality Transfer Mental Magic Jar (SL/2 saves)
c 2 27 Phobia Mental Fear (SL saves)
c 2 28 Psychic Will Mental Wall of Force
c 2 29 Sonic Beam Physical CL*(SL+2) sound dmg to one target (no save)
c 2 30 Spiritual Drain Mystical Target loses CL*SL hp (necromantic, no save), you gain CL*SL hp (not above max)
c 2 31 Starbolt Physical CL*(SL+2) plasma dmg to one target (no save)
c 2 32 Super Breath Physical CL*SL air dmg to one group (no save)
c 2 33 Telekinesis Mental Telekinesis CL*SL*10 lbs.
c 2 34 Vampirism Mystical Target gets SL/2 negative levels (energy drain, no save), you gain CL*SL hp (not above max)
c 2 35 Water Animation Mental Summon a DL=SL Water Elemental
c 2 36 Water Control Mental Wall of Water / Part Water / Lower Water

[MC2.60] Monster Psi60

Use SL # Name Field Targ Type Drain P60Ps Notes
d 2 1 Armor Manip 3 Phys L3 3 Melee:+LVL AC, -LVL/2 dmg per hit
c 2 1 Cure Light Wounds Health Con Phys L1 1 Cure 1d8+LVL hp
c 2 2 Stun Touch Combat Wis Ment L1 1 LVL*5 dmg + stun (save)

[MC2.72] Monster Psi72

Use SL #
d 1 1
d 1 2
d 2 1
d 2 2
d 2 3
d 2 4
d 2 5
d 2 6
c 2 1
c 2 2
c 2 3
c 2 4
c 2 5
c 2 6
c 2 7
c 2 8
c 2 9
c 2 10
c 2 11
c 2 12
c 2 13
Power PP Cost Action Freq. Description
Force Field 1 1M 1/t +PL current hp
Incorporeal 1 1M 1/h Cannot harm or be harmed by physical objects for 1 turn
Animation 2 1M 1/t Animate Object (hp=PL*4, #Att=1, TH +PL, dmg PLd2)
Duplication 2 1M 1/s Create 1 Mirror Image (max = PL)
Energy Control 2 1M 1/r -10% dmg to Cold, Darkness, Electricity, Fire, Gravity, Kinetic, Light, Magnetic, Radiation, Sonic, or Vibration
Luck 2 0 1/h +/- PL to one die roll
Reincarnate 2 1D 1/d You Reincarnate upon death, inactive and Feign Death for the rest of this combat
Shapeshift 2 1M 1/h Polymorph Self, max difference in weight = PL^2 lbs.
Dazzle 2 1M 1/r Blind one sense to everyone in one group (RSW save)
Deflection 2 0 1/r Take -PL^2 dmg on one physical attack
Disintegration 2 1M 1/t Disintegrate one nonliving object
Energy Blast - Personal 2 1M 1/r One target takes PL energy dmg (no save)
Energy Field 2 1M 1/t Damaging shield, PL energy dmg for 1 turn
Mind Control 2 1M 1/t Control V actions (Will save), P actions (Will save at +5), or M actions (Will save at +10)
Neutralize 2 1M 1/r An effect loses PL-1 SL's, if it is reduced below 0 SL, it is dispelled
Paralysis 2 1M 1/t Paralyze one target (PPD save)
Plant Control 2 1M 1/t Entangle
Regeneration 2 (none) (cont.) Regenerate PL hp/r
Snare 2 1M 1/t Target can't move (Reflex save)
Stun 2 1M 1/t Stun one target (Fort save)
Telekinesis 2 1M 1/t TK 100*PL lbs.

[MC2.81] Monster Psi81

Use SL # Power PSPs Notes
d 2 1 Absoption, Energy 0 -CL dmg /energy attack; gain that amount in next damaging energy attack
d 2 2 Absoption, Physical 0 -CL dmg /physical attack; gain that amount in next damaging physical attack
d 2 3 Armor 0 -CL dmg distributed among /energy or /physical attacks
d 2 4 Damage Reduction, Energy, 25% 0 Take x0.75 damage from energy
d 2 5 Damage Reduction, Physical, 25% 0 Take x0.75 damage from physical attacks
d 2 6 Density Increase 2 2/r x2 mass; +2 Str; -2/attack (physical or energy)
d 2 7 Extra Limbs -2 to max +1 arm, +1 tail, +2 legs, or +2 tentacles
d 2 8 Flash Defense -2 to max Resist getting your senses blinded
d 2 9 Force Field 2/r -CL*2 dmg distributed among /energy or /physical attacks
d 2 10 Growth 2 2/r +1 size; +2 Str; +2*CL max hp
d 2 11 Knockback Resistance 0 Take -10*CL' less from TK/Push effects
d 2 12 Life Support, Resist Heat/Cold 0 Resist Heat/Cold
d 2 13 Life Support, Resist Vacuum 0 Resist Vacuum and High Pressure
d 2 14 Missile Deflection 2/r Deflect 1 missile per P attack
d 2 15 Regeneration 0 Regenerate CL hp/s
d 2 16 Stretching 2/t Can attack (CL+3)/4 groups per segment without actually entering them
c 2 1 Dispel 2 2 Dispel a SL 0-2 effect
c 2 2 Drain 2 Target loses -CL to a stat
c 2 3 Energy Blast I 2 [Pick an element] CLd5 dmg of that element (one group, no save)
c 2 4 Entangle 2 Entangle
c 2 5 Flash 2 Blind a sense (Spell save)

[MC2.100] Monster Psi100

Use SL # Power Cost Notes
d 2 1 Psionic Trigger 20/d Contingency for 2 psi powers (still need points)
d 2 2 Telekinetic Barrier 10N /t Take -N/2 dmg per physical or energy attack (max N = level)
d 2 3 Telekinetic Blade 10/r Base damage 1dCL, considered +CL/3 weapon, mental weapon, hits whole group
c 2 1 Automaton 10/r Animate CL objects as DL I Golems (count as your summon)
c 2 2 Cell Adjustment I N Cure/cause N hp, hits 2+CL/9 groups, max N = CL*2
c 2 3 Command 15 Command (Will save), hits 2+CL/9 groups
c 2 4 Domination 15+sum(HD) Domination (Will save), hits 2+CL/9 groups
c 2 5 Molecular Agitation cumul. 3/r 1 dmg /s (1st r), 2 dmg /s (2nd r), etc.; affects 2+CL/9 groups

[PC45] Collective 4.5 Classes


Red Wizard

Level KXP Wizard/Red
123 456 789
1 0 1-- --- ---
2 2.5 2-- --- ---
3 5 21- --- ---
4 10 22- --- ---
5 20 221 --- ---
6 40 222 --- ---
7 80 322 1-- ---
8 150 332 2-- ---
9 300 333 21- ---
10 450 333 32- ---
11 600 433 321 ---
12 750 444 321 ---
13 900 444 322 ---
14 1050 444 432 ---
15 1200 544 432 1--
16 1350 555 432 2--
17 1500 655 443 2--
18 1650 655 443 21-
19 1800 655 543 22-
20 1950 655 544 32-
21 2100 655 544 321
22 2250 665 554 322
23 2400 666 654 332
24 2550 776 655 432
25 2700 776 655 443
26 2850 777 665 543
27 3000 777 665 554
28 3150 887 666 654
29 3300 887 776 655
30 3450 888 777 665
31 3600 888 777 766
32 3750 988 887 776
33 3900 999 888 777
34 4050 999 988 887
35 4200 999 999 888
36 4350 999 999 999
TH Saves
PD RS PP BW Sp Fo Re Wi
+1  5  4  5  2  3  0  1  1
+1  5  4  5  3  3  0  1  1
+1  5  4  5  3  4  0  1  2
+1  5  5  5  3  4  1  2  2
+2  6  5  5  3  4  1  2  3
+3  7  6  7  4  6  2  3  3
+3  7  6  7  5  6  2  3  4
+3  7  7  7  5  6  2  3  4
+3  7  7  7  5  7  3  4  5
+4  8  7  7  5  7  3  4  5
+5  9  8  9  6  9  4  5  6
+5  9  8  9  7  9  4  5  6
+5  9  9  9  7  9  4  5  7
+5 10  9  9  7  9  5  6  7
+6 10  9 10  7  9  5  6  8
+7 11 10 11  8 12  6  7  8
+7 11 10 11  9 12  6  7  9
+7 11 11 11  9 12  6  7  9
Requisites: Int 16, Dex 13
Alignment: any
HD/level: d4
Weapon Prof.: 2+level/3
To Hit Table: M-U0
Save Table: M-U0
Reference: DM, MTG
Groups: Wizard
 
May specialize in MTG Red school, if you do, pick a major opposite school.
Can cast Wizard or MTG Red spells.
New MTG Red spells for Red Wizard class:
Earthbind (SL=1): Target loses flying and takes double normal falling damage (no save).
False Orders (SL=1): (1bM to cast) Force a monster to attack someone else (he will only attack his enemies)
Raging River (SL=2): Create a (water based) moat that is CL*30' long and CL*10' feet wide, which lasts for CL r.
Shatter (SL=2): Destroy or turn off one magic item for CL turns (no save) (if turned off, you can drop the turned off effect).
Stone Rain (SL=3): Deal CL Hull dmg to one inanimate object (no save)
Orcish Oriflamme (SL=4): All your subordinates get +1 offensive DL.
Old MTG Red spells from Wizard of the Coast class (you can use these):
Lightning Bolt (SL=1): Target takes 30 lightning dmg (Spell save for 0)
Echoing Ruin (SL=2): Destroy all magic items of the same exact type (Disint. save each)
Fervor (SL=3): You and your summons are not summoning sick.
AEther Flash (SL=4): Whenever a creature appears in room, takes 20 AEther dmg (x1 Special)
Fissure (SL=5): Slay target creature (RSW save), or Earthquake the floor
Dragon Roost (SL=6): Once per round, get a DL V Dragon as a summon (limit=LVL/3)
Flame Wave (SL=7): CL/3 groups each take 40 eldritch fire dmg (no save)
Insurrection (SL=8): Charm a group (Will save, ignores immunity to Charm effects)

[PC45] Collective 4.5 Classes


Sage0

Level KXP Wizard
123 456 789
1 0 1-- --- ---
2 2.5 1½- --- ---
3 5 21- --- ---
4 10 21½ --- ---
5 20 221 --- ---
6 40 221 ½-- ---
7 80 322 1-- ---
8 150 322 1½- ---
9 300 333 21- ---
10 450 333 32- ---
11 600 433 321 ---
12 750 444 321 ---
13 900 444 322 ---
14 1050 444 322 ½--
15 1200 544 432 1--
16 1350 555 432 2--
17 1500 555 432 2½-
18 1650 655 443 21-
19 1800 655 543 22-
20 1950 655 543 22½
21 2100 655 544 321
22 2250 665 554 322
23 2400 666 654 332
24 2550 776 655 432
25 2700 776 655 443
26 2850 777 665 543
27 3000 777 665 554
28 3150 887 666 654
29 3300 887 776 655
30 3450 888 777 665
31 3600 888 777 766
32 3750 988 887 776
33 3900 999 888 777
34 4050 999 988 887
35 4200 999 999 888
36 4350 999 999 999
TH Saves
PD RS PP BW Sp Fo Re Wi
+1  5  4  5  2  3  0  1  1
+1  5  4  5  3  3  0  1  1
+1  5  4  5  3  4  0  1  2
+1  5  5  5  3  4  1  2  2
+2  6  5  5  3  4  1  2  3
+3  7  6  7  4  6  2  3  3
+3  7  6  7  5  6  2  3  4
+3  7  7  7  5  6  2  3  4
+3  7  7  7  5  7  3  4  5
+4  8  7  7  5  7  3  4  5
+5  9  8  9  6  9  4  5  6
+5  9  8  9  7  9  4  5  6
+5  9  9  9  7  9  4  5  7
+5 10  9  9  7  9  5  6  7
+6 10  9 10  7  9  5  6  8
+7 11 10 11  8 12  6  7  8
+7 11 10 11  9 12  6  7  9
+7 11 11 11  9 12  6  7  9
Requisites: Int 18
Alignment: any
HD/level: d3
Weapon Prof.: 1+level/4
To Hit Table: M-U0
Save Table: M-U0
Reference: DM
Groups: Wizard
 
Specialized in Divination. Can specialize in another school, if you do, choose an opposite major school.
Level 1: May use 1 material component effect per spell as a zero action. If you use 1V action, you get double material componenting.
Level N (every level): +3 Nonweapon proficiencies.
New Divination spells for Sage0 class:
True Lore (SL=1): Get a +20 on your next Int stat check (or Int-based proficiency or skill check).
Eagle Eye Vision (SL=2): Gives Eagle Eye Vision (far distance vision); reverse gives Fine/Telescopic Vision
Planar Locate Person/Object (SL=3): Tells you which plane a person or object is in (but not where in that plane).
Tap Psionic Link (SL=4): Taps a psionic link so you can listen in. At least one of the people in the link must be within sight.
No Friendly Fire (SL=5): While this effect is running, you know exactly how to center your area effects (even the huge ones) so you hit no friendly people.
Predict Chaos (SL=6): You can predict the outcome of the next chaotic effect (Wand of Wonder, Magical Pool, Deck of Many Things, etc.). This spell has a 37-LVL% (unadjustible) chance of causing you to be Spent and gain 1 insanity.

[PC45] Collective 4.5 Classes


Sheriff0

Level KXP Priest
123 456
1 0 b-- ---
2 2 a-- ---
3 4 0-- ---
4 8 0-- ---
5 16 0-- ---
6 32 1-- ---
7 64 1b- ---
8 120 1a- ---
9 300 20- ---
10 600 20- ---
11 900 20- ---
12 1200 21- ---
13 1500 21b ---
14 1800 21a ---
15 2100 220 ---
16 2400 220 ---
17 2700 220 ---
18 3000 221 ---
19 3300 321 b--
20 3600 322 a--
21 3900 322 0--
22 4200 322 0--
23 4500 332 0--
24 4800 332 1--
25 5100 333 1b-
26 5400 333 2a-
27 5700 333 20-
28 6000 433 20-
29 6300 443 20-
30 6600 443 21-
31 6900 443 31b
32 7200 443 32a
33 7500 443 320
34 7800 443 320
35 8100 444 320
36 8400 444 321
TH Saves
PD RS PP BW Sp Fo Re Wi
+1 10  9  8  5  6  2  1  0
+1 10  9  8  6  6  2  1  0
+2 10  9  8  6  7  3  2  0
+3 12 11 10  8  9  3  2  1
+3 12 11 10  9  9  4  2  1
+4 12 11 10  9 10  4  3  1
+5 14 13 12 11 12  5  3  2
+5 14 13 12 12 12  5  4  2
+6 14 13 13 12 12  6  4  2
+7 16 15 14 14 15  6  4  3
+7 16 15 15 14 15  7  5  3
+8 16 15 15 15 15  7  5  3
+9 16 15 15 15 15  7  5  3
+9 16 15 15 15 15  7  5  3
+10 16 15 15 15 15  7  5  3
+11 16 15 15 15 15  7  5  3
+11 16 15 15 15 15  7  5  3
+12 16 15 15 15 15  7  5  3
Requisites: Str 9, Con 9, Chr 9
Alignment: any
HD/level: d7
Weapon Prof.: 3+level/2
To Hit Table: Ftr0
Save Table: Half0
Reference: DM
Groups: Warrior
 
This class is considered a "Halfling" and a "Paladin" by name (in campaigns where Race=Class matters). This class doesn't get Rogue abilities like a Halfling0, though.
Gets +1 Henchmen slot, and can purchase special Henchmen (as per a Meat Helm or War Priest). Divide the cost of Henchmen by LVL.
Level 1: Over Hit: If you hit someone and needed a negative number to hit them (i.e. your TH bonus was greater than his AC), do x1.5 dmg.
Level 1: +1 slot in Weapon Mastery per level.
Level 1: +1 Hobby proficiency per level.
Level 1: Detect evil/good/non-balance continuous.
Level 4: Get a special Mount, like a Paladin.
Level 8 ¶: +10 HNCL
Level 9: Resist Magic and Breath Weapons.

[PC45] Collective 4.5 Classes


New Henchmen

Name gp /day Effective DL Notes
Cloistered Cleric 3 DL I They throw Cure (or Cause) Lights, once a round.
Hobbit (new to this list) 5 DL I They have the standard 8 Thief abilities (FRT, OL, etc.)
Muscle Sliver 30 DL I (or more) DL=cube root of (number of Muscle Slivers); Have no real "special" abilities
Musketeer 4 DL II If killed in melee, they explode on their enemy for 1d4 Tech dmg.
Bulette of Xvim 9 DL II (attack as III) Don't have to pay them after the first day, as long as there's plenty of corpses to eat.
Rogue Invisible Stalker 12 DL III Have level 1-8 Rogue-like abilities
Cambion 20 DL III Psi6 / Psi12 Minor and Major abilities (choose alignment)
Hound of Ill Omen 50 DL IV Shift enemies' die rolls out of their favor
Luck Cat 100 DL IV Adjust 1 die roll per round
Faerie 65 DL IV (defend as VI) |AC| 18; area effects kill only 1 of them
Mind Flayer Mercenary 150 DL V Lots of Grand psionic effects. This is the closest you're gonna get to Astral Constructs on this table.
SFB Prime Team 200 DL V Like a mini NPC party. Not as clever as the PCs, but they can operate on their own if given orders.
Henchman 400 DL VI As in the x1 Concordant class. Sidekicks cost the same amount.
Rakshasa Mercenary 900 DL VII Lots of SL 5-8 spell effects
Proto-Lich 1600 DL VIII Nasty Higher Undead. Looking for that last haul before retiring to Lichdom.
Small Game Hunter 6000 DL IX Looking for something to smash.
Big Game Hunter 15000 DL X Kill All.
Big Game Faerie 22000 DL X (defend as XI) Big Game Hunter with Faerie abilities.

Henchmen Adjectives

Name gp /day Notes
Greater x1.5 +1 DL (can take this only once)
Hardy x1.25 +1 defensive DL (can take this only once)
Lesser x0.75 -1 DL (can take this only once)
More than Enough x1.1 Ability to buy 1000 of these (rather than 100 or 10000), this is called "More than Enough"
Tough x1.1 +1 rhp (can take this multiple times, each costs x+0.1)
Vicious x1.25 +1 offensive DL (can take this only once)

[PC45] Collective 4.5 Classes


Trapper0

Level KXP
Spells
1 0 (none)
2 1.2 (none)
3 2.4 (none)
4 4.8 (none)
5 9.6 (none)
6 20 (none)
7 40 (none)
8 80 (none)
9 160 (none)
10 280 (none)
11 400 (none)
12 520 (none)
13 640 (none)
14 760 (none)
15 880 (none)
16 1000 (none)
17 1120 (none)
18 1240 (none)
19 1360 (none)
20 1480 (none)
21 1600 (none)
22 1720 (none)
23 1840 (none)
24 1960 (none)
25 2080 (none)
26 2200 (none)
27 2320 (none)
28 2440 (none)
29 2560 (none)
30 2680 (none)
31 2800 (none)
32 2920 (none)
33 3040 (none)
34 3160 (none)
35 3280 (none)
36 3400 (none)
TH Saves
PD RS PP BW Sp Fo Re Wi
+1  5  4  5  2  3  0  2  0
+1  5  4  5  3  4  1  3  0
+1  5  5  5  3  4  1  4  1
+2  7  6  7  5  5  2  5  1
+3  7  6  7  5  6  3  5  2
+3  9  8  9  6  7  3  6  2
+3  9  8  9  7  7  4  7  3
+4  9  9  9  7  8  5  8  3
+5 11 10 11  8  9  5  8  4
+5 11 10 11  9 10  6  9  4
+5 11 11 11  9 10  6 10  5
+6 13 12 13 11 11  7 11  5
+7 13 12 13 11 12  7 11  6
+7 14 13 14 12 13  8 12  6
+7 14 13 14 13 13  9 13  7
+8 14 14 14 13 14  9 14  7
+9 15 14 15 14 14 10 14  8
+9 15 15 15 15 14 11 15  8
Requisites: Dex 16, Con 13
Alignment: any
HD/level: d5
Weapon Prof.: 2+level/3
To Hit Table: CTD0
Save Table: 1½xThf0
Reference: DM
Groups: Rogue
 
Has infinite percentage in "Find/Remove Traps". Find Traps costs 1Z action. Can Remove a Trap of any multiplier or type with a single V action, at LVL*10' away.
Gets 20 Rogue points per level in other Rogue abilities. This class doesn't get a whole lot of picks, though.
Level 1 ¶: 1V: Create a Trap. It immediately goes off, unless one of the creatures in the group has Find/Remove Traps and has a 1hV action ready (bV's and OppV's are not fast enough). A list of traps is below.
Level 1: Get one "Any Rogue level 1" pick.
Level 4 ¶: When you Remove Traps (for 1V action), you remove all traps within LVL*10'.
Level 4: Get one "Any Rogue level 4" pick.
Level 9 ¶: You have infinite percentage in "Find/Remove Tricks".
Level 9: Get one "Any Rogue level 9" pick (this is in addition to the normal level 9 pick).
Level 16: Get one "Any Rogue level 16" pick.
Level 18 ¶: You have infinite percentage in "Find/Remove Specials".
Level 25: Get one "Any Rogue level 25" pick.
Level 27 ¶: You have infinite percentage in "Find/Remove Terrain Features".
Level 36: Get one "Any Rogue level 36" pick (this is in addition to the normal level 36 pick).
Trapper Traps (these affect a group; the effect given is per target):
Arrows: Get attacked by one arrow with TH bonus +LVL^2 and dmg=LVL^2; natural 20 = Poison (PPD save or death)
Falling Block: Get automatically hit by one block for LVLd4 dmg (ignores skins)
Gas: PPD save or (roll 1d8): 1=Blind, 2=Fear, 3=Feeblemind, 4=Nausea, 5=Poison (death in 1 round), 6=Sleep, 7=Slow, 8=Weakness
Net: You cannot move or physically attack until you use 1V and make a Str check at -LVL.
Pit: Fall LVL*10' (no save); 1 in 6 chance you fall on a spike for LVL^2 dmg
Surge: Take a SL=LVL/2 random magical effect (never beneficial, save applies if the effect has a save)

[PC45] Collective 4.5 Classes


White Priest

Level KXP Priest/White
123 456 7
1 0 0-- --- -
2 1.5 1-- --- -
3 3 20- --- -
4 6 21- --- -
5 12 220 --- -
6 25 221 --- -
7 50 322 0-- -
8 100 332 1-- -
9 200 333 20- -
10 300 443 21- -
11 400 443 320 -
12 500 444 321 -
13 600 554 322 -
14 700 555 332 -
15 800 655 333 -
16 900 655 443 0
17 1000 665 443 1
18 1100 665 443 2
19 1200 765 444 2
20 1300 765 444 3
21 1400 765 554 3
22 1500 765 554 4
23 1600 776 654 4
24 1700 876 655 4
25 1800 876 655 5
26 1900 877 665 5
27 2000 887 666 5
28 2100 887 776 5
29 2200 887 776 6
30 2300 888 777 6
31 2400 888 887 6
32 2500 988 887 6
33 2600 998 888 7
34 2700 999 888 8
35 2800 999 998 8
36 2900 999 999 9
TH Saves
PD RS PP BW Sp Fo Re Wi
+1  7  6  4  2  3  0  0  2
+1  7  6  4  3  3  0  0  3
+1  7  6  4  3  4  0  1  3
+2  7  6  5  3  4  1  1  4
+3  9  8  6  4  5  1  1  4
+3  9  8  6  5  5  2  2  5
+3  9  8  6  5  6  2  2  5
+4  9  8  7  5  6  2  2  6
+5 11 10  8  6  7  3  3  6
+5 11 10  8  7  7  3  3  7
+5 11 10  8  7  8  4  3  7
+6 11 10  9  7  8  4  4  8
+7 12 11 10  8  9  4  4  8
+7 12 11 10  9  9  5  4  9
+7 12 11 10  9 10  5  5  9
+8 12 11 11  9 10  6  5 10
+9 13 12 12 10 11  6  5 10
+9 13 12 12 11 11  6  6 11
Requisites: Wis 16, Chr 13
Alignment: any
HD/level: d6
Weapon Prof.: 2+level/3
To Hit Table: CTD0
Save Table: Clr0
Reference: DM, MTG
Groups: Priest
 
Level 1: Turn Undead.
Can cast Priest or MTG White spells.
New MTG White spells for White Priest class:
Death Ward (SL=1): 1bM, cannot act next segment: Avoid a slay effect on someone.
Healing Salve (SL=1): One target is cured 30 hp, or (1bM action) prevent the next 30 dmg to a target.
Circle of Protection (SL=2): When cast, name a school/sphere/psi freq. Lose 1 spell slot: Immune to 1 effect of that school/sphere/psi freq.
Disenchant (SL=2): Dispel an effect.
Reverse Damage (SL=3): 1bM: One effect that's damaging you heals you for that amount instead.
Resurrection (SL=4): Resurrect someone who's been killed within the past CL s.
Old MTG White spells from Wizard of the Coast class (you can use these):
Angel's Grace (SL=1): 1bM: Damage that would put you below 1 hp this segment puts you at 1 hp
Abeyance (SL=2): Target cannot use M actions this segment (Will save)
Arenson's Aura (SL=3): 0, sacrifice a maintained effect: Dispel a maintained effect.
Congregate (SL=4): Target gains 10*N hp, where N is the number of people in the party+summons
Angelic Chorus (SL=5): Whenever you summon a creature, cure it's hp on yourself
Beacon of Immortality (SL=6): Double current hp (like a Tenser's, but a different source)
Look at Me, I'm the DCI (SL=7): An effect is banned from the room (x1 Special)
Reverse the Sands (SL=8): Switch current hp totals with someone (no save)
Blessed Wind (SL=9): Target's current hp becomes 200.

[PC46] Collective 4.6 Classes


Abettor5 (Anti-Bringer5)

Level KXP Priest
123 456 7
1 0 1-- --- -
2 2 20- --- -
3 4 31- --- -
4 8 42- --- -
5 16 530 --- -
6 32 541 --- -
7 64 552 --- -
8 128 553 0-- -
9 256 554 1-- -
10 500 555 2-- -
11 750 555 30- -
12 1000 555 41- -
13 1250 555 52- -
14 1500 555 530 -
15 1750 555 541 -
16 2000 555 552 -
17 2250 555 553 0
18 2500 555 554 1
19 2750 555 555 2
20 3000 555 555 3
21 3250 555 555 4
22 3500 555 555 5
23 3750 655 555 5
24 4000 665 555 5
25 4250 666 555 5
26 4500 666 655 5
27 4750 666 665 5
28 5000 666 666 5
29 5250 666 666 6
30 5500 766 666 6
31 5750 776 666 6
32 6000 777 666 6
33 6250 777 766 6
34 6500 777 776 6
35 6750 777 777 6
36 7000 777 777 7
TH Saves
PD RS PP BW Sp Fo Re Wi
+0  8  4  5  2  3  0  0  2
+1  8  4  6  3  4  0  0  3
+1  9  5  6  3  4  0  1  3
+2  9  5  6  4  4  1  1  4
+3 10  6  7  4  5  1  1  4
+3 10  6  7  5  5  2  2  5
+4 11  7  8  5  6  2  2  5
+5 11  7  9  6  6  2  2  6
+5 12  7  9  6  7  3  3  6
+6 12  8  9  6  7  3  3  7
+7 13  8 10  7  8  4  3  7
+7 13  9 10  7  8  4  4  8
+8 13  9 10  7  8  4  4  8
+9 14  9 11  8  9  5  4  9
+9 14 10 11  8  9  5  5  9
+10 14 10 11  9  9  6  5 10
+11 15 11 12  9 10  6  5 10
+11 15 11 12 10 11  6  6 11
Requisites: Int 9, Wis 17
Alignment: any G
HD/level: d7
Weapon Prof.: 3+level/2
To Hit Table: Pri
Save Table: Pri
Reference: DM {Mirror Bringer5}
Groups: Priest, Mirror
 
Exceptional Wis bonus to spells.
Anti-Bringers may command (but not turn) undead. Anti-Bringers may also command outer-planar non-evil creatures using their unadjusted HD (no adjustments due to outer-planar status, a 6 HD outer-planar is just as easy to command as a 6 HD undead). Anti-Bringers cannot turn or command golems, paladins, or other things that Turn Undead normally does.
Anti-Bringers may specialize in All, Protection, Summoning, and Wards (the "spells cost ½ a spell slot" type), if they do, they get Animal, Plant, Sun, and Weather as opposites.
Each level, get one "5th edition" pick from the choices below.
 
Levels Pick Description
Level 1-3: A Detect/Identify Anti-Radiation & Anti-Magic
B Immune to "skins" of all types (Stoneskin, etc.)
C Immune to deafness or paralysis.
D Regenerate LVL hp/m (this is not troll-like), you can regenerate another if touching
E Combining: 1V: Add your CL to target's CL this segment.
Level 4: Pick two Anti-Bringer5 Level 1-3, one Bringer5 Level 1-3, or one Psi5 minor
Level 5-7: F Detect/Identify Anti-Psionics & Anti-Innates
G All of your edged weapons are "Defender"
H Clairnasience & Tongues
I Regenerate LVL hp/r (this is troll-like), restore 1 stat point or limb /m, can touch
J Immune to curse and Necromantic sphere spells
Level 8: Pick two from: Anti-Bringer5 Level 5-7, Bringer5 Level 1-3, Psi5 minor
Level 9-12: K Detect/Identify Artifacts & Terrain Features
L Intelligence of Cemad: +LVL Int; you get Barbarian Int
M Beauty of Cemad: +LVL Chr; you get Barbarian Chr
N Regenerate LVL hp/s (troll-like, heals vile/perm dmg), restore XP/Lvl drain, within 30'
O Know all Psi6G minor powers; Psi6G PSPs=(S*2+D+I+LVL*7); +1M/r only for Psi6G
Level 13: Pick 2: Anti-Bringer5 Level 9-12, Bringer5 Level 5-7, Psi5 major, other5 Level 1-3
Level 14-18: P Detect/Identify Spirit/Concordant & Mirage Arcana (can see through these)
Q Strength of the First Good: +LVL Str; 1F, 1/t: Precognition / Message across planes
R Insubstantial (Mental): Immune mental effects, psionics, insanity; Hold all mental stats
S Regenerate LVL*10 hp/s (troll-like, heals vile/perm dmg), remove stun/loss of actions, within 30' or through psi link
T Know all Psi6G major powers; +1M/r only for Psi6G
Level 18: Pick 2: Bringer5 Level 9-12, Psi5 grand, other5 level 5-7
Level 20-26: U Detect/Identify Godly & Anti-Spirit/Concordant (as per spells)
V +LVL CL with Priest spells
W Insubstantial (Body): Immune physical attacks
X Regenerate LVL*100 hp/s (troll-like, heals vile/perm dmg), restore mult./truename, to anyone known across planes
Y Use "Mixed Classing" (even if illegal) to mix one (legal) class with a good alignment requirement into this class
Z Pick 1 Level 14-18 (or lower) pick from any "5th Edition" class (this may be picked multiple times)
Level 27-36: Pick 1 Level 20-26 (or lower) pick from any "5th Edition" class.

[PC46] Collective 4.6 Classes


Admiral (SFB)

Level KXP Captain [LO]
123 45 [1]
1 0 1-- -- [-]
2 6 2-- -- [-]
3 12 21- -- [-]
4 24 22- -- [-]
5 48 32- -- [-]
6 96 321 -- [-]
7 192 322 -- [-]
8 384 332 -- [-]
9 768 332 1- [-]
10 1536 332 2- [-]
11 3000 333 2- [-]
12 3360 333 21 [-]
13 3720 333 22 [-]
14 4080 333 32 [-]
15 4440 333 33 [-]
16 4800 433 33 [-]
17 5160 443 33 [-]
18 5520 444 33 [-]
19 5880 444 43 [-]
20 6240 444 44 [-]
21 6600 544 44 [-]
22 6960 554 44 [-]
23 7320 555 44 [-]
24 7680 555 54 [-]
25 8040 555 55 [-]
26 8400 555 55 [1]
27 8760 555 55 [2]
28 9120 555 55 [3]
29 9480 555 55 [4]
30 9840 555 55 [5]
31 10200 655 55 [5]
32 10560 665 55 [5]
33 10920 666 55 [5]
34 11280 666 65 [5]
35 11640 666 66 [5]
36 12000 666 66 [6]
TH Saves
PD RS PP BW Sp Fo Re Wi
+0  4  2  3  1  1  1  1  0
+2  5  3  4  3  2  2  2  1
+3  6  4  5  4  3  2  2  1
+5  8  5  7  6  4  3  3  2
+6  8  6  7  7  5  4  3  2
+8 10  8  9  9  7  5  4  3
+9 11  8 10 10  7  5  4  3
+11 12 10 11 12  9  6  5  4
+12 13 11 12 13 10  7  6  4
+14 14 12 13 14 11  8  6  5
+15 14 12 14 14 11  8  7  5
+17 15 13 14 14 12  9  8  6
+18 15 14 14 14 13 10  8  6
+20 15 14 15 15 14 11  9  7
+21 15 14 15 15 14 11  9  7
+23 15 14 15 15 15 12 10  8
+24 15 15 15 15 15 13 10  8
+26 16 15 15 15 15 14 11  9
Requisites: Str 8, Dex 8, Con 13,
Int 17, Wis 15, Chr 18
Alignment: any
HD/level: d12
Weapon Prof.: 7+level
To Hit Table: 1½xWar
Save Table: 1½xWar
Reference: SFB {Planeshifted Captain}
Groups: Warrior, Concordant (x1),
Technology
See next page for spells. Can cast Legendary Officer spells (of 20 Captain Points) starting at level 26. For now, you can think of these as 1st level x2 Concordant spells, and I have listed them as such.
Some of these abilities don't do much unless you have another class. For example, several deal with your summons, to use them you need a way of summoning something.
This class (of course) gets "All Warrior" abilities, such as the ability to weapon specialize (as a Warrior).

[PC46] Collective 4.6 Classes


Captain (SFB) Spells

Level Field Spell
1 Command Can identify and operate any TechL=LVL or lower technological device.
1 Defense Can interpose self in front of any and everyone in your group, you take double damage though
1 Engineering Your items that use charges use only half the number of charges (retain fractions)
1 Helm/Nav. 0, while moving: Leave a group without generating any parting shots.
1 Medic 1P, 1/d: Deal 1 idmg to a target with at least 1 max ihp (his current hp total can be lower)
1 Pers.Combat Your summons gain XP (possibly levels) in the dungeon.
1 Psionic 1M, 1/t: Target charmed creature is a friend and will not betray you, don't need the charm effect.
1 Science Eidetic Memory, can "download" your thoughts/memories to computers
1 Weapons No range penalties; Can shoot bows in your group without penalty
2 Command Your summons and familiars can never betray you, regardless of what happens.
2 Defense If you set off a Trap or Trick, there is a 50% chance it will fizzle and do nothing (and is removed)
2 Engineering You can trade spells between your spell progressions and PSPs between psionic pools.
2 Helm/Nav. Can move in reverse as fast as you can move forward.
2 Medic 0, 1/r: Cure or Cause 1d6 hp to one target
2 Pers.Combat Need not breathe; Fly LVL" (C)
2 Psionic 1M, 1V, 1/t: Move to another group. You are simultaneously in 2 groups (your old and your new)
2 Science Troll-like regen 1 hp/s; True Seeing; Far Seeing (Eagle Eye Vision)
2 Weapons 0, 2 attacks with a weapon: Do 1 attack, it is Permanent hp of damage
3 Command 1N, 1/d: Remove a Hold, Stun, Paralysis, Domination, or Magic Jar effect on yourself.
3 Defense 1N, 1/t: Put an effect back up that you just dropped for a 0 action (has to be done within 1r).
3 Engineering 0 or 1D, 1/t: Ignore a Sharpness or Vorpal effect.
3 Helm/Nav. Roll 1d6+6 for initiative instead of 1d12.
3 Medic 0, 2 attacks with a weapon: Do 1 attack, if hits, causes 1d3 negative levels (no save)
3 Pers.Combat Your summons have "1S: 10*LVL damage (random element) to 1 target." (LVL=your level)
3 Psionic You are allowed to have 2 of the same familiar or Specialty God pick, they fully stack
3 Science You get the opportunity to use an extra action in response to a nasty effect; Resist Time
3 Weapons 0: Ignore the phrase "Cannot be targetted" for someone.
4 Command Charm spells cannot be used by enemies in the room (x1 Special)
4 Defense Immune Telekinesis
4 Engineering You can sell items anywhere, divide price by 1d6. You can buy normal items anywhere.
4 Helm/Nav. You have a 50% chance of taking only half damage from gross effects (like fireballs)
4 Medic Grant a person one Captain spell slot you have (any SL).
4 Pers.Combat 1V, 1/d: Counter an effect that would cause someone to kill themself.
4 Psionic You have two hit point totals, your second hp total is 10, need both to drop before dropping
4 Science 1M, 1/d: Research a new spell using the spell research rules (doesn't cost Background Pts.)
4 Weapons Roll 1d30-5 or 1d10+5 to hit (your choice; <=1 is auto-miss, >=20 is auto-hit)
5 Command Wishoid for two SL 1-4 Concordant (x1) spells.
5 Defense Your shields (items) protect you all-around (this lets you effectively wear a shield on the back).
5 Engineering 1N, 1/reset: Retroactively buy a magic item from the magic shop.
5 Helm/Nav. Immune Boulders, Gas, Space-Time Discontinuities
5 Medic 0, 1/d: Mass Heal
5 Pers.Combat 0, 1/t: Set a trap that does 35 damage to a group if anyone tries to enter or leave
5 Psionic Immune to the weird psionic effects of the T'kan Energy Barrier
5 Science Considered 1 multiplier higher with one specific effect (by name)
5 Weapons You are allowed to backstab a target twice, backstabbing costs ½0 action to use.
L.O. 1 (11) Command Can lie even under Detect Lie / Truthear / Ring of Truth; 1M: Force someone to roll a (100-Wis)% chance they will believe what you say, no matter how outrageous.
L.O. 1 (11) Defense 0, 1/t: One of your BlahR's can be used as another BlahR type, you can't use X or G, but any number of a's in front are allowed.
L.O. 1 (11) Engineering Resist damage, Resist all [C] section effects, Resist beneficial healing effects (can't choose to "not use" this resistance, you can drop this entire effect with 1F action)
L.O. 1 (11) Helm/Nav. ¼V: Move from one group to another group within LVL feet
L.O. 1 (11) Medic 0, 1/r: Cureall
L.O. 1 (11) Pers.Combat 1M, 1/d: Call a level=LVL/2 Beast Rider mount for yourself.
L.O. 1 (11) Psionic 1M: Clairvoyance+Clairaudience+Clairnasience, same plane, doesn't cause "ears burning"
L.O. 1 (11) Science You can physically attack even while under Sanctuary / Pro. Evil / Astral Projection / etc., the effect doesn't "see" that you attacked (and isn't reduced)
L.O. 1 (11) Weapons Ignore WR, iWR, aWR, iaWR, +needed to hit, DR, iDR, displacement, planar displacement, pro. weapons, immunity to matter, skins of all types, inertial barrier

[PC46] Collective 4.6 Classes


Arch-Alchemist1

Level KXP Wizard
123 456 789
1 0 1-- --- ---
2 1.5 2-- --- ---
3 4.8 3-- --- ---
4 9 41- --- ---
5 15 421 --- ---
6 27.75 432 --- ---
7 45 433 1-- ---
8 75 443 21- ---
9 112.5 444 22- ---
10 165 444 221 ---
11 300 444 332 ---
12 570 444 443 ---
13 840 444 444 ---
14 960 544 444 1--
15 1230 554 444 2--
16 1500 555 444 3--
17 1770 555 544 4--
18 2040 555 554 41-
19 2310 555 555 42-
20 2580 555 555 53-
21 2850 555 555 54-
22 3120 555 555 55-
23 3390 655 555 551
24 3660 665 555 552
25 3930 666 555 553
26 4200 666 655 554
27 4470 666 665 555
28 4740 666 666 555
29 5010 666 666 655
30 5280 666 666 665
31 5550 666 666 666
32 5820 777 666 666
33 6090 777 777 666
34 6360 777 777 777
35 6630 888 777 777
36 6900 888 888 777
TH Saves
PD RS PP BW Sp Fo Re Wi
+0  4  7  5  3  6  0  1  1
+0  4  7  5  3  7  0  1  1
+0  4  8  5  4  7  0  1  2
+1  4  8  6  4  7  1  2  2
+1  5  9  6  4  8  1  2  3
+1  5  9  7  5  8  2  3  3
+2  5 10  7  5  9  2  3  4
+2  6 10  7  6  9  2  3  4
+2  6 10  8  6  9  3  4  5
+3  6 11  8  6 10  3  4  5
+3  7 11  9  7 10  4  5  6
+3  7 12  9  7 11  4  5  6
+4  7 12  9  8 11  4  5  7
+4  7 13 10  8 11  5  6  7
+4  8 13 10  8 12  5  6  8
+5  8 13 11  9 12  6  7  8
+5  8 14 11  9 13  6  7  9
+5  9 14 11 10 13  6  7  9
Requisites: Str 10, Dex 11, Con 17, Int 14, Wis 11
Alignment: any
HD/level: d5
Weapon Prof.: 1+level/4
To Hit Table: Wiz
Save Table: Wiz
Reference: DM
Groups: Wizard
 
Level 1: +2 Non-weapon proficiencies per level.
Level 1: Read Languages.
Level 1: Identify minerals by sight.
Level 1: Identify potions and poisons by sight.
Level 1: Considered specialized in Enchantment/Charm (no opposite).
Level 1: Identify plants by sight.
Level 1: For a potion: Can increase duration by 100% or effect by 50%. Each potion can be improved in this way only once.
Level 1: Can build a lab. It costs 1000 gp to build a level 1 lab, an additional 2000 gp to build a level 2 lab, an additional 3000 gp to build a level 3 lab, etc. If the lab is higher level than your level, treat it as your level.
Level 1: [If a lab is available] 8 hours of actions: Brew potion, make a lab level check, if successful, roll a random potion. If power score, roll twice, picking better result. If fail, there is a minor explosion or some other annoyance (chemical burn, blindness for a day, etc.).
Level 1: [If a lab is available] Each reset, add to memorization 1 Alteration spell per spell level up to (lab level)/2, round up.
Level 1: Brew Potions: 10F, 1/reset: Create 100*LVL XP value in potions.
Level 2: Identify animals by sight.
Level 3: Considered specialized in Alteration (no opposites still).
Level 4: Predict miscibility (Level-3)*10%.
Level 4: Identify any non-artifact magic item by sight.
Level 5: Identify non-immortal monsters by sight.
Level 6: Can specialize in (third) school; if this is done, select an opposite.
Level 9: Fast-Create Potions: 1F, lose N SL=N spells in memorization: Make a potion of a SL=N effect
Known Spells:
Foul Potions (SL=1, Anti-Magic): Foul (Destroy) 10*CL doses of magical Potions in someone's inventory (no save), the potions can be fixed out of combat if done within the hour
Potion Ball (SL=3, Invocation): Spend a potion while casting: Do a "ball" of that effect.

[PC46] Collective 4.6 Classes


Arch-Daggerer0

Level KXP Druid Wizard
123   12
1 5 ---   --
2 10 ---   --
3 20 ---   --
4 40 ---   --
5 60 ---   --
6 80 ---   --
7 120 ---   --
8 240 1--   --
9 480 1--   1-
10 960 2--   1-
11 1440 2--   2-
12 1920 21-   2-
13 2400 21-   21
14 2880 22-   21
15 3360 22-   22
16 3840 221   22
17 4320 222   22
18 4800 322   22
19 5280 322   32
20 5760 332   32
21 6240 332   32
22 6720 333   33
23 7200 333   33
24 7680 433   33
25 8160 433   33
26 8640 443   43
27 9120 443   43
28 9600 444   43
29 10080 444   44
30 10560 544   44
31 11040 544   44
32 11520 554   44
33 12000 555   54
34 12480 655   54
35 12960 665   54
36 13440 666   55
TH Saves
PD RS PP BW Sp Fo Re Wi
+1  4  2  3  1  1  1  1  0
+3  5  3  4  3  2  2  2  1
+5  6  4  5  4  3  2  2  1
+7  8  5  7  6  4  3  3  2
+9  8  6  7  7  5  4  3  2
+11 10  8  9  9  7  5  4  3
+13 11  8 10 10  7  5  4  3
+15 12 10 11 12  9  6  5  4
+17 13 11 12 13 10  7  6  4
+19 14 12 13 14 11  8  6  5
+21 14 12 14 14 11  8  7  5
+23 15 13 14 14 12  9  8  6
+25 15 14 14 14 13 10  8  6
+27 15 14 15 15 14 11  9  7
+29 15 14 15 15 14 11  9  7
+31 15 14 15 15 15 12 10  8
+33 15 15 15 15 15 13 10  8
+35 16 15 15 15 15 14 11  9
Requisites: Str 19, Dex 24, Con 9, Int 13, Wis 6, Chr 6
Alignment: any
HD/level: d10
Weapon Prof.: 4+level
To Hit Table: 2xWar
Save Table: 1½xWar
Reference: DM {Planeshifted Arch-Archer1}
Groups: Warrior
 
Can use only Daggers for weapons.
Number of attacks with missile Daggers = LVL+3. Number of attacks with melee Daggers = (LVL+2)/2.
Long Daggers are free for you. They do 1d6 dmg, and critical on 19+/x3. You can still buy other types of Daggers if you like.
Level 1: True Point Blank: If within 1' per level, double ALL of the damage for the dagger (including bonuses).
Level 1: No penalty for called shots with missile weapons.
Level 1: Free single specialization in one missile weapon (spend 1 slot to double spec.); free Point Blank proficiency (1 slot).
Level 1: Divide actual range by 2 when determining range to target (only applies to missile weapons).
Level 1: Over Hit: If you hit someone and needed a negative number to hit them (i.e. your TH bonus was greater than his AC), do x1.5 dmg.
Level 4: 1F: Polymorph a weapon (you are holding) into a Dagger.
Level 8: Ability to cast mage spells as a ranger, specializations as an Evoker or Conjurer are allowed instead of ranger choices.
Level 9: Full Str bonus with missile weapons that are listed as "½Str".
Level 9: A target with partial cover is considered to have no cover. Full cover is not affected.
Level 9: 1F: Merge the magical properties of two Daggers together.

[PC46] Collective 4.6 Classes


Arch-Sage0

Level KXP Wizard
123 456 789 AB
1 0 2½- --- --- --
2 5 31½ --- --- --
3 10 421 --- --- --
4 20 532 ½-- --- --
5 40 643 1½- --- --
6 80 754 21- --- --
7 120 865 32½ --- --
8 180 976 43½ --- --
9 270 A87 541 ½-- --
10 500 A98 652 1-- --
11 750 AA9 763 2½- --
12 1050 AAA 874 3½- --
13 1350 AAA 985 4½- --
14 1650 AAA A96 51½ --
15 1950 AAA AA7 621 --
16 2250 AAA AA8 732 --
17 2550 AAA AA9 843 --
18 2850 AAA AAA 954 ½-
19 3150 AAA AAA A65 ½-
20 3450 AAA AAA A76 1-
21 3750 AAA AAA A87 1-
22 4050 AAA AAA A98 2-
23 4350 AAA AAA AA9 2-
24 4650 AAA AAA AAA 3-
25 4950 BBB BBB BBB 3-
26 5250 BBB BBB BBB 4-
27 5550 CCC CCC CCC 4½
28 5850 CCC CCC CCC 5½
29 6150 DDD DDD DDD 5½
30 6450 DDD DDD DDD 51
31 6750 DDD DDD DDD 61
32 7050 EEE EEE EEE 61
33 7350 EEE EEE EEE 71
34 7650 FFF FFF FFF 71
35 7950 FFF FFF FFF 81
36 8250 FFF FFF FFF 82
TH Saves
PD RS PP BW Sp Fo Re Wi
+1  4  7  5  3  7  0  1  1
+1  4  8  6  4  7  1  2  2
+1  5  9  7  5  8  2  3  3
+1  6 10  7  6  9  2  3  4
+2  6 11  8  6 10  3  4  5
+3  7 12  9  7 11  4  5  6
+3  7 13 10  8 11  5  6  7
+3  8 13 11  9 12  6  7  8
+3  9 14 11 10 13  6  7  9
+4  9 15 12 10 14  7  8 10
+5 10 15 13 11 15  8  9 11
+5 11 16 13 12 15  9 10 12
+5 12 16 14 13 15 10 11 13
+5 12 16 14 14 16 10 11 14
+6 13 16 15 14 16 11 12 15
+7 14 16 15 15 16 12 13 16
+7 15 17 16 16 16 13 14 17
+7 16 17 16 16 17 14 15 18
Requisites: Con 12, Int 22
Alignment: any
HD/level: d2
Weapon Prof.: 1+level/8
To Hit Table: M-U0
Save Table: 2xWiz
Reference: DM {Planeshifted Arch-Mage}
Groups: Wizard
 
Specialized in Divination. Can specialize in another school, if you do, choose an opposite major school.
Level 1: Each level, pick one spell. That spell requires only ½ of a spell to cast. This isn't cumulative with school specialization.
Level 1: All spells do not have the 1P action requirement. If the spell would not have required 1P action to cast in the first place, one instance of Material Componenting is gained. Does NOT get free Material Componenting for all spells as per Mage/Robe classes, this is used instead. If you have Arch-Sage and another Wizard class, this rule has priority.
Level 1: MR adjustment is -5*level% instead of +60-5*level%.
Level 1: Does not suffer ill effects of casting a spell above his normal casting ability due to the Arch-Sage being too low level. If the Arch-Sage's Knowledge score isn't high enough to cast the spell, he suffers the normal effects as per a normal Wizard.
Level 1: May use 1 material component effect per spell as a zero action. If you use 1V action, you get double material componenting.
Level N (every level): +4 Nonweapon proficiencies.
Level 4: When modifying an existing spell using spell research [S5], the base time is in hours instead of weeks, and CL (Caster level) is 3 times Arch-Sage's level (for this rule only).
Level 5: All of your spells that offer a saving throw now require 2 saving throws, if either is failed, the target is treated as having not saved.
Level 11: All of your spells that offer a saving throw now require 3 saving throws, if any are failed, the target is treated as having not saved.
Level 12: Each level starting at 12th, pick one spell. That spell requires only ½ the number of Mental actions to cast.
Level 19: All of your spells that offer a saving throw now require 4 saving throws, if any are failed, the target is treated as having not saved.
Level 23: Each level starting at 23rd, pick one spell. That spell offers no saving throw (even with Scarab of Protection) and MR cannot be used against it, even irreducible MR. If the target is immune to a spell's effect (Fireball vs. a Red Dragon), the spell still has no effect.
Level 29: All of your spells that offer a saving throw now require 5 saving throws, if any are failed, the target is treated as having not saved.
Level 34: Each level starting at 34th, pick one spell. That spell can be cast as a 0 action.
Level 41: All of your spells that offer a saving throw now require 6 saving throws, if any are failed, the target is treated as having not saved.
Divination spells from Sage0 class:
True Lore (SL=1): Get a +20 on your next Int stat check (or Int-based proficiency or skill check).
Eagle Eye Vision (SL=2): Gives Eagle Eye Vision (far distance vision); reverse gives Fine/Telescopic Vision
Planar Locate Person/Object (SL=3): Tells you which plane a person or object is in (but not where in that plane).
Tap Psionic Link (SL=4): Taps a psionic link so you can listen in. At least one of the people in the link must be within sight.
No Friendly Fire (SL=5): While this effect is running, you know exactly how to center your area effects (even the huge ones) so you hit no friendly people.
Predict Chaos (SL=6): You can predict the outcome of the next chaotic effect (Wand of Wonder, Magical Pool, Deck of Many Things, etc.). This spell has a 37-LVL% (unadjustible) chance of causing you to be Spent and gain 1 insanity.

[PC46] Collective 4.6 Classes


Artificer24

Level KXP Wizard/Psi24
123 456 789 AB
1 0 1-- --- --- --
2 10 2-- --- --- --
3 15 21- --- --- --
4 22 12- --- --- --
5 33 021 --- --- --
6 49 012 --- --- --
7 73 102 1-- --- --
8 109 201 2-- --- --
9 163 310 21- --- --
10 244 410 12- --- --
11 366 521 021 --- --
12 549 621 012 --- --
13 823 731 102 1-- --
14 1234 832 101 2-- --
15 1851 942 110 21- --
16 2776 A42 110 12- --
17 4164 B53 211 021 --
18 6400 C53 211 012 --
19 6800 D63 211 102 1-
20 7200 E64 221 101 2-
21 7600 F74 321 110 21
22 8000 G74 321 110 32
23 8400 H85 322 111 32
24 8800 I85 322 111 33
25 9200 J95 432 111 43
26 9600 K96 432 211 43
27 10000 LA6 432 211 44
28 10400 NA6 432 211 44
29 10800 OB7 533 221 54
30 11200 PB7 543 221 54
31 11600 QC7 543 221 55
32 12000 RC8 543 222 55
33 12400 SD8 643 322 55
34 12800 TD8 643 322 65
35 13200 UE9 653 322 65
36 13600 VE9 653 322 66
TH Saves
PD RS PP BW Sp Fo Re Wi
+0  5  3  8  2  3  1  1  1
+0  5  4  8  2  3  1  1  2
+1  6  4  8  3  4  2  2  2
+1  6  5  8  4  4  2  2  3
+2  7  5  9  5  4  3  2  3
+2  8  6  9  6  5  3  3  4
+3  8  6  9  7  5  4  3  4
+3  9  7  9  8  6  4  4  5
+4 10  8 10  9  7  5  4  5
+4 11  8 10 10  7  5  4  6
+5 11  9 10 11  8  6  5  6
+5 12 10 11 12  9  6  5  7
+6 13 11 12 13 10  7  6  7
+6 14 11 13 14 10  7  6  8
+7 14 12 13 14 11  8  6  8
+7 14 12 14 14 11  8  7  9
+8 14 13 14 14 12  9  7  9
+8 15 13 14 14 12  9  8 10
Requisites: Str 8, Con 10, Int 25, Chr 8
Alignment: any
HD/level: d6
Weapon Prof.: 4+level/3
To Hit Table: Rog
Save Table: Wiz/Psi
Reference: DM
Groups: Wizard, Psionicist, Technology
 
Specialized in Enchantment; pick an opposite.
See [Q24] for rules and powers. DM Note: This is not the same as the previous Psi24 (Class-based psionics), this was moved to [X24].
For this class only, Psi24 minors are SL=1, majors are SL=3, grands are SL=5, supers are SL=8, and ultras are SL=11.
Can convert S -> E actions. You can use E actions as a person; if you do, it takes the place of your M or P action for the segment.
Psi24 powers cost 1E action to use.
Level 1: All your items are considered x2 items.
Level 1: Identify Artifacts by sight.
Level 1: Allowed to use 1st edition illusionist spells (in PH1, UA1, etc.) as if they were normal wizard spells; you don't have to be an illusionist to use them.
Level 1: 1F, (max of level times per day): Create a temporary artifact which lasts for level rounds (see table).
Level 1 ¶: You can use E actions on items that you wield for your own Psi24 powers (essentially turning every intelligent item you possess into a "Beanie of +1E Action" for you).
Level 1 ¶: 1E: Lend an E action to a magic item. At level 4, you do not need to be touching the item; it can be elsewhere in the party. At level 9, you can lend another Psi24 character an E action with this ability.
Level 1 ¶: xLVL Personality score.
Level 9: Know How to Destroy Artifacts by sight.
Caster Level
d12 1-6 7-13 14-20 21-27 28+
1 Wiz SL 1-3 Wiz SL 4-6 Wiz 7-9 Wiz 10-12 Wiz 13-15
2 Pri SL 1-2 Pri SL 3-5 Pri SL 6-7 Pri SL 8-10 Pri SL 11-12
3 Conc SL 1 Conc SL 2 Conc SL 3 Conc SL 4 Conc SL 5
4 Psi Minor * Psi Major * Psi Grand * Psi Super * Psi Ultra *
5 Psi Minor * Psi Major * Psi Grand * Psi Super * Psi Ultra *
6 Familiar Normal Familiar Super Familiar Super Familiar Ultra Familiar Ultra
7 Ioun Normal Ioun Don Ioun Don Ioun Super Ioun Super
8 DMG1 Art Minor DMG1 Art Major DMG1 Art Prime DMG1 Art Prime DMG1 Art Prime
9 DL 1-2 item DL 3-4 item DL 5-6 item DL 7-8 item DL 9-10 item
10 DL 1-2 item DL 3-4 item DL 5-6 item DL 7-8 item DL 9-10 item
11 Rog Abil 1-8 Rog Abil 9-17 Rog Abil 18-26 Rog Abil 27-35 Rog Abil 36
12 MD&D 0-25 PP MD&D 30-50 PP MD&D 55-75 PP MD&D 80-95 PP MD&D 100 PP
* For Psionics, roll 1d50 for frequency number:
[1-10:] --2, -40, -17, -15, -12, -9, -6, -5, -3, -2,
[11-20:] -1, 0, 0.01, 1, 2, 3, 3.5, 5, 6, 7,
[21-30:] 8, 9, 10, 12, 14, 15, 16, 17, 18, 19,
[31-40:] 23, 27, 29, 30, 36, 45, 48, 54, 60, 72,
[41-50:] 81, 100, ∞, X-7, X4, X7, X14, X21, X24, roll 1d100-30

[PC46] Collective 4.6 Classes


Cosmos Priest

Level KXP Priest
123 456 78
1 0 20- --- --
2 4 210 --- --
3 8 321 --- --
4 15 422 --- --
5 25 432 0-- --
6 40 432 1-- --
7 70 443 1-- --
8 120 443 20- --
9 180 543 21- --
10 250 543 320 --
11 400 553 321 0-
12 600 554 432 1-
13 1500 655 543 2-
14 2300 666 654 3-
15 3100 666 666 4-
16 3900 666 666 5-
17 4700 666 666 6-
18 5500 666 666 60
19 6300 666 666 61
20 7100 666 666 62
21 7900 666 666 63
22 8700 666 666 64
23 9500 666 666 65
24 10300 766 666 65
25 11100 776 666 65
26 11900 777 666 65
27 12700 777 766 65
28 13500 777 776 65
29 14300 777 777 65
30 15100 777 777 75
31 15900 777 777 76
32 16700 777 777 77
33 17500 887 777 77
34 18300 888 877 77
35 19100 888 888 77
36 19900 888 888 88
TH Saves
PD RS PP BW Sp Fo Re Wi
+0  4  2  3  1  1  1  1  0
+1  5  2  4  2  1  1  1  0
+2  5  3  4  3  2  2  2  1
+3  6  4  5  4  3  2  2  1
+4  7  5  6  5  4  3  2  1
+5  8  5  7  6  4  3  3  2
+6  8  6  7  7  5  4  3  2
+7  9  7  8  8  6  4  4  2
+8 10  8  9  9  7  5  4  3
+9 11  8 10 10  7  5  4  3
+10 11  9 10 11  8  6  5  3
+11 12 10 11 12  9  6  5  4
+12 13 11 12 13 10  7  6  4
+13 14 11 13 14 10  7  6  4
+14 14 12 13 14 11  8  6  5
+15 14 12 14 14 11  8  7  5
+16 14 13 14 14 12  9  7  5
+17 15 13 14 14 12  9  8  6
Requisites: Str 14, Dex 14, Int 14, Wis 12, Chr 14
Alignment: any
HD/level: +d9
Weapon Prof.: 3+level/3
To Hit Table: War
Save Table: Pri
Reference: DM
Groups: Priest, Planar
 
Gets an ability score of your choice as bonus to spell progression.
Replace the d20 roll for what you roll for Turn Undead with d30. Replace the d12's for number turned with d20's.
Can specialize in weapons using the "Non-War" line.
+(LVL+2)/3 slots for Henchmen.
Never loses control of Henchmen (auto-make Chr and Morale checks).
Divide the cost of Henchment by LVL.
Level N (every level): Choose Sun, or War. Bonus grand in that sphere.
Level N (every level): Choose two from the list below. If it's an immunity, you can alternatively pick the ability to ignore people's immunity to that effect.
Astral-A. +1M Action.
Astral-B. Barbarian Int bonus instead of Exceptional.
Astral-C. Stun touch: You can attack (unarmed only) if you are Astrally Projected; +10*LVL Astral stunning dmg with unarmed attacks (save vs. PPD or -LVL all actions for LVL r)
Astral-D. Immune to aging attacks, or effects that would damage your Silver Cord.
Astral-E. You, your party, followers, henchmen, summons, familiars, and animal companions Fly at LVL*30" (LVL*10 mph) in non-combat situations.
Astral-F. Automatically make Int checks, Disbelief checks (regardless of penalty). Immune to Mirage Arcana.
Astral-G. ½V: Controlled Blink.
Astral-H. You and your henchmen ignore Phased Out status, Displacement, and Planar Displacement.
Astral-I. Your summons do special effects (innates, spells) as if one DL better than they are.
Astral-J. Immune to Astral sphere spells, and being Astral Construct or Astral Destruct "twisted".
Astral-K. Free GGL (Specialty God) pick in a god that has an Int requirement.
Astral-L. The party's psionic link cannot be "tapped", disrupted, and works up to 2 planes removed.
Astral-M. 1F, 1/h: Create a x1 Terrain Feature (Special with 1 mile radius), with a max SL=(LVL/2) effect.
Astral-N. Your illusion spell effects have xLVL area. ½M: Dispel Illusion.
Astral-O. Choose one other pick above (that you already have), or an Astral spell you know. Replace all instances of the word "Astral" with "Anti-Astral", "Ethereal", "Phlogiston", or "Maelstrom".
Sun-A. Immune to Blindness
Sun-B. Immune to Chromatic and Color (e.g. Color Spray) effects.
Sun-C. Immune to Cold and Natural Cold (you Resist other variants such as Holy Cold).
Sun-D. Immune to Fire (and variants such as Holy Fire and Natural Fire). Immune to Heat.
Sun-E. Immune to Gravity (but not TK / falling damage)
Sun-F. Immune to Light (and all variants)
Sun-G. Immune to Plasma and Natural Plasma.
Sun-H. Immune to Positive Energy (includes Unlive positive energy levels).
Sun-I. Immune to Prismatic effects.
Sun-J. Immune to Sun sphere spells.
Sun-K. Immune to Sunstone and Midnight Sunstone (unusual materials)
Sun-L. Immune to Vacuum. Need not breathe.
Traveller-A. Can get and can use 2Z actions per half segment.
Traveller-B. Can use 2V actions per segment.
Traveller-C. Double movement rate, or +3*LVL" movement rate. Sustain movement rate.
Traveller-D. Immune to Wall, Sphere, and Forcefield effects
Traveller-E. Sustain all actions; Time/Reality stability; Immune to Hold, Stop, Time Stop, Temporal Stasis
Traveller-F. Automatically make saves that give a Dex bonus; Automatically make Reflex saves (even if no Dex bonus).
Traveller-G. Immune to TK and Falling Damage (but not high Gravity)
Traveller-H. Get 2 parting shots / attacks of opportunity instead of 1.
Traveller-I. Exceptional Dex bonus. This may be taken more than once, each is another level of Exc Dex.
Traveller-J. Immune to Traveller sphere spells.
Traveller-K. Free GGL (Specialty God) pick in a god that has a Dex requirement.
Traveller-L. Immune to Vacuum. Need not breathe.
Traveller-M. 0, 1/r: Counter someone entering your group (either by moving or by other means).
War-A. +1P Action.
War-B. Barbarian Str bonus instead of Exceptional.
War-C. All weapons are considered 1 size smaller for what you can wield.
War-D. Immune to attacks from siege machines.
War-E. You, your party, followers, henchmen, summons, familiars, and animal companions Fly at LVL*3".
War-F. Automatically make Str checks, Bend Bars/Lift Gates checks. Immune to Web and Stop effects.
War-G. Unmanned siege machines within LVL*10' of you can fire by themselves (using your attack bonuses).
War-H. You and your henchmen ignore plusses needed to hit, WR, and DR.
War-I. Your henchmen attack as if one DL better than they are.
War-J. Your henchmen defend as if one DL better than they are.
War-K. Free GGL (Specialty God) pick in a god that has a Str requirement.
War-L. You can communicate psionically with all of your henchmen. This link cannot be "tapped".
War-M. 1F, 1/h: Create a x1 Terrain Feature (Special with 1 mile radius), with a max SL=(LVL/2) effect.
War-N. Your Wall spell effects have xLVL area. ½M: Dispel a Wall effect.
New Astral Spells:
Astral Construct N (SL=N): Summon an Astral Construct of DL=N. Astral Construct 0 is legal as an Orison (Cantrip). Reverse of this spell gives an Astral Repair (not an Astral Destruct). You may material component this spell to get 2 Astral Constructs (assuming you have the slots available).
Astral Perception (SL=1): Perceive into the Astral plane; you are considered an additional +2 weapon to hit.
Astral Form Blockade Field (SL=2): x1 Enemy Special on room: Dim Doors, Blinking, Astral Perception/Projection do not work in room ("Enemy Specials" only work on enemies; your party and summons etc. are not affected. They are removed as per Specials, with a -50% penalty).
Astral Projection (SL=3): Can project into the Astral Plane; cannot physically attack; copy Int->Str, Wis->Dex, Chr->Con.
Astral Dreadnought/Deva (SL=4): Summons an Astral Dreadnought or Deva (your choice, they are DL VI monsters). You have an Astral Dreadnought/Deva summon slot in addition to your normal summon slot (and your Astral Construct slot).
Burst Astral Destruct Swarm Summoning V (SL=5): Summons LVL Astral Destruct V's, not sick, have only 3S actions, disappear after 1r. Reverse of this spell summons Astral Fabricators.
Improved Astral Projection (SL=6): As Astral Projection, but you can physically attack.
Holy Word Stun (SL=7): Target is Capital S Stunned (no save, no MR). Material componenting this spell for area gives 2 targets, not a group.
Star Travel (SL=8): You fly at CL c (CL times the speed of light). You can enter a Star and either [1] Spelljam to another Star or Crystal Sphere (as if you were an Iconian Gateway), or [2] Time Travel (as if you were an Undead Robotic Chicken).
Custom Astral Projection (SL=9): As Improved Astral Projection, but pick Int, Wis, or Chr; this stat copies to the other 5.
New Sun Spells:
Mini Restoration (SL=1): Removes 1 negative level or 1 stat damage, or causes 4+CL Positive Energy damage to one target (no save).
Sun Shield (SL=2): Damaging shield (50% back) of type Holy Plasma. You Resist Cold while running this.
Searing Light (SL=3): CLd8 Holy Light damage to one target (no save; x2 dmg vs. Undead)
Sun Snake (SL=4): Summons a Sun Snake (a DL VI monster). You have a Sun Snake summon slot in addition to your normal summon slot. You are allowed to have 2 Sun Snakes (one in each slot).
Prismatic Strike (SL=5): Like Prismatic Spray, but only 1 target, and on a "8", you choose the result (instead of giving 2 random results). (You could of course material component this spell to hit a group.)
Dust (SL=6): "Dusts" (D) an Undead or Negative Energy creature (no save, no limit on HD or type of undead).
Holy Word Blind (SL=7): Target is blinded, and cannot target or attack anything (no save, no MR).
Star Travel (SL=8): You fly at CL c (CL times the speed of light). You can enter a Star and either [1] Spelljam to another Star or Crystal Sphere (as if you were an Iconian Gateway), or [2] Time Travel (as if you were an Undead Robotic Chicken).
Star Swarm (SL=9): Like Planet Swarm, but 4 Stars (each does 2 idmg, no save, no MR)
New Traveller Spells:
Tactic Move (SL=1): Move 1 target from one group to another group, no parting shots, unwilling gets Reflex save (with Dex bonus).
TK Shield (SL=2): Damaging shield (50% back) of type Telekinesis. You Resist TK and Falling Damage while running this.
Blink Wounder (SL=3): (May cast as a 0 action): Blink. If you material component, you can blink twice this segment (you may act between the blinks)
Space Dragon (SL=4): Summons a Space Dragon (a DL VI monster). You have a Space Dragon summon slot in addition to your normal summon slot. You are allowed to have 2 Space Dragons (one in each slot).
Folding Dimensional Doom (SL=5): Creates a rift of random Dim Doors and Dim Folds; All in group are slain (PPD save) or randomly teleported away (RSW save).
True Teleport (SL=6): Your party teleports on your side of the segment (no delay).
Holy Word Shift (SL=7): Target is plane shifted to a plane of your choice (no save, no MR).
Star Travel (SL=8): You fly at CL c (CL times the speed of light). You can enter a Star and either [1] Spelljam to another Star or Crystal Sphere (as if you were an Iconian Gateway), or [2] Time Travel (as if you were an Undead Robotic Chicken).
Beset (SL=9): Target is Set and his home plane becomes this plane (no save, no MR)
New War Spells:
War Charge (SL=1): When charging with at least 100 Henchmen, all who see this are Feared (Will save).
Battle Shield (SL=2): Damaging shield (50% back) of type Metal. You resist weapon special effects while running this.
Dispel Charm (SL=3): Dispels Charm on a group, or on all of your Henchmen at once.
Henchman Recruit (SL=4): Teleports in one Henchman of the same type as one you have. You must pay the gp cost of the Henchman immediately.
True Storm (SL=5): Entire party (incl. summons and henchmen) get +20 TH on one attack this segment.
Army Teleport (SL=6): Teleports any number of (willing) beings within sight.
Holy Word Battle (SL=7): Entire party (incl. summons and henchmen) get +1QS action this segment.
Higher Ground (SL=8): Creates a x2 Terrain Feature that you and your henchmen get +1 to multiplier.
Mass Mass Heal (SL=9): Heals up to 100 groups of creatures. (Yes, this can be reversed.)

[PC46] Collective 4.6 Classes


Doomdoctor3

Level KXP
Spells
1 0 (none)
2 10 +1 ML to one class
3 30 +1 ML to one class
4 60 +2 ML to one class
5 100 +2 ML to one class
6 150 +3 ML to one class
7 210 +3 ML to one class
8 280 +4 ML to one class
9 360 +4 ML to one class
10 450 +5 ML to one class
11 550 +5 ML to one class
12 660 +6 ML to one class
13 780 +6 ML to one class
14 910 +7 ML to one class
15 1050 +7 ML to one class
16 1200 +8 ML to one class
17 1360 +8 ML to one class
18 1530 +9 ML to one class
19 1710 +9 ML to one class
20 1900 +10 ML to one class
21 2100 +10 ML to one class
22 2310 +11 ML to one class
23 2530 +11 ML to one class
24 2760 +12 ML to one class
25 3000 +12 ML to one class
26 3250 +13 ML to one class
27 3510 +13 ML to one class
28 3780 +14 ML to one class
29 4060 +14 ML to one class
30 4350 +15 ML to one class
31 4650 +15 ML to one class
32 4960 +16 ML to one class
33 5280 +16 ML to one class
34 5610 +17 ML to one class
35 5950 +17 ML to one class
36 6300 +18 ML to one class
TH Saves
PD RS PP BW Sp Fo Re Wi
& +1 & +1 (all)
& +1 & +2 (all)
& +1 & +3 (all)
& +1 & +4 (all)
& +2 & +5 (all)
& +2 & +6 (all)
& +2 & +7 (all)
& +2 & +8 (all)
& +3 & +9 (all)
& +3 & +10 (all)
& +3 & +11 (all)
& +3 & +12 (all)
& +4 & +13 (all)
& +4 & +14 (all)
& +4 & +15 (all)
& +4 & +16 (all)
& +5 & +17 (all)
& +5 & +18 (all)
Requisites: Int 0, (Wizard 7)
Alignment: any
HD/level: & d5
Weapon Prof.: & (3+level)/4
To Hit Table: & +(3+level)/4
Save Table: & +level
Reference: DM {Planeshifted Doomguard3}
Groups: Wizard, Planar, Alternate
 
Gets Exceptional Int.
Level 1 ¶: +1 Research point per Reset for new spells.
Level 1 ¶: +1 Specialty school.
Level 1 ¶: +LVL to your Wizard CL (in your other Wizard classes)
Level 1: Blasting: x2 effect with Invocation spells and effects (this becomes x3 total when material componenting).
Level 2: Arcane Expertise: LVL-1 slots in Spellcraft proficiency; 1M, 1/d: Legend Lore
Level 3: Shadow Adaptation: Immune Shadow. (You can pick Positive or Negative instead if you prefer.)
Level 4: Snap or Reply: +LVL-3 stat points distributed among Dex or Int.
Level 7: Unmaking Natural: 1 attack or ½M: Dispel Natural
Level 9: Spell Gate: 1M: Spell Gate
Planar Feats:
Your 1 feat per level from this class can be used on these Planar feats, or can be used as regular feats.
Air Heritage: Immune Air; Flying 12"; +2 Dex checks
Discern Planar Location: You know what plane you're on at all times. You also know the MF, PF, TF, PsiF, TechF, and LoopF.
Earth Heritage: Immune Earth; Immune Overbear, Trip; +1 dmg w/ attacks
Elemental Spellcasting: Can shift spells you know to a lower E rating element. +1 CL with Elemental spells.
Fire Heritage: Immune Fire; Fire Shield (50%); +2 dmg with unarmed attacks
Hide in Plane [plane]: Specify a whole plane (not a layer). You do not generate "?" marks in that plane; monsters generally don't initiate combat with you (even if they see you).
Hold Plane: You are immune to any effect which would change which plane you're on (can lower this at will).
Hold Sanity: Sustain Sanity; Resist Raw Logrus; Immune to ESP, Insanity, Capital E Extract
Natural Heavyweight: Immune Gravity
Natural Lightweight: Immune TK or falling dmg (choose one per instance of this feat)
Negative Heritage: Immune Negative; Sustain Chr; (Take this feat twice: Hold XP, Life)
Outer Summoning Specialist: +1 summon slot for Outer; 1M: Summon a DL=(LVL+2)/3 Outer creature.
Planar Coloring: 0, 1/r: Add "Holy", "Eldritch" or "Unholy" as an adjective to one your Elemental spells or effects.
Planar Survival [plane]: Specify a whole plane (not a layer). You are immune to the environment of that plane.
Planar Touchstone: Gain a Psi-12, Psi-6, Psi6, or Psi12 minor (must match alignment)
Portal Feel: LVL*10% chance to know where a portal/gate/dim-door/painting/etc. goes to.
Shadow Heritage: Immune Shadow; Sustain Str; Hide in Shadows 75%
Water Heritage: Immune Water; Water Breathing; Swim 18"

[PC46] Collective 4.6 Classes


Ferret

Level KXP
Spells
1 0 (none)
2 4.8 (none)
3 9.6 (none)
4 19.2 (none)
5 38.4 (none)
6 80 (none)
7 160 (none)
8 320 (none)
9 640 (none)
10 1120 (none)
11 1600 (none)
12 2080 (none)
13 2560 (none)
14 3040 (none)
15 3520 (none)
16 4000 (none)
17 4480 (none)
18 4960 (none)
19 5440 (none)
20 5920 (none)
21 6400 (none)
22 6880 (none)
23 7360 (none)
24 7840 (none)
25 8320 (none)
26 8800 (none)
27 9280 (none)
28 9760 (none)
29 10240 (none)
30 10720 (none)
31 11200 (none)
32 11680 (none)
33 12160 (none)
34 12640 (none)
35 13120 (none)
36 13600 (none)
TH Saves
PD RS PP BW Sp Fo Re Wi
+0 (total = 27, max = 9)
+1 (total = 30, max = 10)
+2 (total = 33, max = 11)
+3 (total = 36, max = 12)
+4 (total = 39, max = 13)
+5 (total = 42, max = 14)
+6 (total = 45, max = 15)
+7 (total = 48, max = 16)
+8 (total = 51, max = 17)
+8 (total = 54, max = 18)
+9 (total = 57, max = 19)
+9 (total = 60, max = 20)
+10 (total = 63, max = 21)
+10 (total = 66, max = 22)
+11 (total = 69, max = 23)
+11 (total = 72, max = 24)
+12 (total = 75, max = 25)
+12 (total = 78, max = 26)
Requisites: Dex 20, Chr 20
Alignment: any
HD/level: d6
Weapon Prof.: 4+level/4
To Hit Table: Cust
Save Table: Cust
Reference: DM {Planeshifted Weasel}
Groups: Rogue, Custom, Alternate
 
Gets 80 Rogue points per level.
Level N (every level): Get one "Level:" pick from any class you know as a player. It must be a "simple" pick (no entire spell progressions, subclasses, etc.)
Level 9: This "Level:" pick may be non-simple.
Level 18: This "Level:" pick may be non-simple, or something that normally cannot be picked (e.g. a Swashbuckler ability).
Level 27: This "Level:" pick may be non-simple, something that normally cannot be picked (e.g. a Swashbuckler ability), or a line of text at the top of a class description that isn't a "Level:" ability at all.
Lvl Wilderneer Ability | -50% | -100% | -150% Act Base Penalty Bonus
1 Astral Spell MMM 40 Int-18 Int-24
1 Body Freedom (transfer P <-> M action types freely; Str <-> Int, Dex <-> Wis, Con <-> Chr) FFF 0 Chr-36 Chr-54
1 Destruction/Mordenkainen's Disjunction PMM 0 Int-18 Int-24
1 Limited Wish (#=1) [limited to SL=LVL-1 or less effects] #F 0 Int-20 Int-25
1 Otto's Irresistance Dance | Control Physicals MPV 0 Chr-16 Chr-22
1 Shift a racial innate power you have to a random power (determined by DM) F 0 Con-20 Con-25
1 Time Shift VMM 20 Int-16 Int-24
3 Destruction/Mordenkainen's Disjunction ||| Put Target Down a Hole PMM 0 Int-19 Int-25
4 Limited Wish (#=1) | Alter Reality (#=2) [limited to SL=LVL-1 or less effects] #F 0 Int-20 Int-25
6 Shadow Magic | Shadow Walk | Shadow Flight | Become Shadow-form VM 0 Int-17 Int-20
7 0,1/r: Unspend (amount made by) Rogue points - 0 NA NA
7 Avoid Artifact Effect (entire party): x1 ||| x2 ||| x3 etc. - -10 Int-30 Int-46
7 Backstave (N/2% of your dmg is vile) || Stun (save=N-100) - 0 Wis-26 Wis-32
7 Can Dim Door away in combat during your actions | Teleport - -15 Dex-18 Dex-24
7 Instantaneous x0 effect | x1 || x2 ||| x3 |||| x4 etc. - 50 Dex-24 Dex-32
9 All die rolls within 240' are min (50%) or max (50%) (duration 1s per 10% made) FV 50 Dex-25 Dex-50
9 Aura of Ill Omen (all in area at -1 on all rolls per 10% made for 1t) MV 0 Chr-9 Chr-18
9 Contact Other Plane | Foresight MM 0 Chr-15 Chr-18
9 Control Movements | Control Physicals | Control Mentals MM 0 Chr-18 Chr-20
9 Elemental Form | Para-Ele Form | Quasi-Ele Form ||| Semi-Ele Form PP 40 Con-24 Con-24
9 Limited Wish (#=1) | Alter Reality (#=2) | Wish (#=3) #F 0 Int-20 Int-25
9 Reverse Gravity | Adjust Gravity VM 0 Dex-13 Dex-17
9 Shape Alteration/Polymorph Object | Shapechange MM 5 Con-13 Con-20
9 Time Shift ||| Time Travel VMM 15 Int-17 Int-25
16 Limited Wish (#=1) | Alter Reality (#=2) | Wish (#=3) | Change Reality (#=4) #F 0 Int-20 Int-25

[PC46] Collective 4.6 Classes


Generic Psionicist (page 1)

Overall
Level
KXP
1 0
2 2.5
3 5
4 10
5 15
6 25
7 50
8 75
9 100
10 125
11 150
12 300
13 450
14 750
15 1000
16 1300
17 1600
18 2000
19 2500
20 3000
21 3500
22 4000
23 4500
24 5000
25 5500
26 6000
27 6500
28 7000
29 7500
30 8000
31 8500
32 9000
33 9500
34 10000
35 10500
36 11000
ML Psi(any1)
mMG S
KXP
1 1-- - 0
2 2-- - 1.25
3 3-- - 2.5
4 4-- - 5
5 41- - 7.5
6 51- - 12.5
7 52- - 25
8 62- - 37.5
9 63- - 50
10 73- - 62.5
11 74- - 75
12 741 - 150
13 841 - 225
14 851 - 375
15 852 - 500
16 952 - 650
17 962 - 800
18 A62 1 1000
19 A72 1 1250
20 A73 1 1500
21 B83 2 1750
22 C84 2 2000
23 D94 2 2250
24 E95 3 2500
25 FA5 3 2750
26 GA6 3 3000
27 HB6 4 3250
28 IB7 4 3500
29 JC7 4 3750
30 KC8 5 4000
31 LD8 5 4250
32 MD9 5 4500
33 NE9 6 4750
34 OEA 6 5000
35 PFA 6 5250
36 QFB 7 5500
 
CL
KXP
1 0
2 1
3 2
4 4
5 6
6 10
7 20
8 30
9 40
10 50
11 60
12 120
13 180
14 300
15 400
16 520
17 640
18 800
19 1000
20 1200
21 1400
22 1600
23 1800
24 2000
25 2200
26 2400
27 2600
28 2800
29 3000
30 3200
31 3400
32 3600
33 3800
34 4000
35 4200
36 4400
Stat
Pts
KXP
1 0
2 0.5
3 1
4 2
5 3
6 5
7 10
8 15
9 20
10 25
11 30
12 60
13 90
14 150
15 200
16 260
17 320
18 400
19 500
20 600
21 700
22 800
23 900
24 1000
25 1100
26 1200
27 1300
28 1400
29 1500
30 1600
31 1700
32 1800
33 1900
34 2000
35 2100
36 2200

[PC46] Collective 4.6 Classes


Generic Psionicist (page 2)


Lvl
HD TH Wpn / NW
Prof.
Saves
PD RS PP BW Sp Fo Re Wi
KXP
1 1d4 +0 1+0 / 1  5  3  8  2  3  1  0  1 0
2 2d4 +0 1+0 / 2  5  4  8  2  3  1  0  2 0.25
3 3d4 +0 1+0 / 3  6  4  8  3  4  2  0  2 0.5
4 4d4 +1 1+0 / 4  6  5  8  3  4  2  1  3 1
5 5d4 +1 1+1 / 5  6  5  9  3  4  2  1  3 1.5
6 6d4 +1 1+1 / 6  6  6  9  4  5  3  1  4 2.5
7 7d4 +2 1+1 / 7  7  6  9  4  5  3  2  4 5
8 8d4 +2 1+1 / 8  7  7  9  4  5  4  2  5 7.5
9 9d4 +2 1+1 / 9  7  7 10  5  6  4  2  5 10
10 10d4 +3 1+2 / 10  7  8 10  5  6  4  3  6 12.5
11 11d4 +3 1+2 / 11  8  8 10  5  6  5  3  6 15
12 12d4 +3 1+2 / 12  8  9 10  6  7  5  3  7 30
13 13d4 +4 1+2 / 13  8  9 11  6  7  6  4  7 45
14 14d4 +4 1+2 / 14  8 10 11  6  7  6  4  8 75
15 15d4 +4 1+3 / 15  9 10 11  7  8  6  4  8 100
16 16d4 +5 1+3 / 16  9 11 11  7  8  7  5  9 130
17 17d4 +5 1+3 / 17  9 11 12  7  9  7  5  9 160
18 18d4 +5 1+3 / 18  9 12 12  8  9  8  5 10 200
19 19d4 +6 1+3 / 19 10 12 12  8 10  8  6 10 250
20 20d4 +6 1+4 / 20 10 13 12  8 10  8  6 11 300
21 21d4 +6 1+4 / 21 10 13 13  9 11  9  6 11 350
22 22d4 +7 1+4 / 22 11 14 13  9 11  9  7 12 400
23 23d4 +7 1+4 / 23 11 14 13  9 12 10  7 12 450
24 24d4 +7 1+4 / 24 11 14 13 10 12 10  7 13 500
25 25d4 +8 1+5 / 25 12 14 14 11 13 10  8 13 550
26 26d4 +8 1+5 / 26 13 15 14 12 13 11  8 14 600
27 27d4 +8 1+5 / 27 14 15 14 13 14 11  8 14 650
28 28d4 +9 1+5 / 28 15 15 15 14 14 12  9 15 700
29 29d4 +9 1+5 / 29 15 16 16 15 15 12  9 15 750
30 30d4 +9 1+6 / 30 15 16 16 15 15 12  9 16 800
31 31d4 +10 1+6 / 31 16 16 16 15 16 13 10 16 850
32 32d4 +10 1+6 / 32 16 16 16 15 16 13 10 17 900
33 33d4 +10 1+6 / 33 16 16 16 16 16 14 10 17 950
34 34d4 +11 1+6 / 34 16 16 16 16 16 14 11 18 1000
35 35d4 +11 1+7 / 35 16 16 16 16 16 14 11 18 1050
36 36d4 +11 1+7 / 36 16 16 16 16 16 15 11 19 1100
Requisites: Chr 9
Alignment: any
HD/level: d4
Weapon Prof.: 1+level/5
To Hit Table: Wiz
Save Table: Psi
Reference: DM
Groups: Psionicist, Custom
 
Choose any one frequency. Psionic Strength = (Int+Wis+Chr)/3*(Level+9), this is in Psi1 scale.
You may spend your XP in 8 categories for this class. You may spend XP unevenly (e.g. all towards ML). Note that level 1 in all categories costs 0 XP.
50% category: ML
40% category: CL
20% category: Stat Points *
10% categories: Hit Dice **, To Hit *, Proficiencies *, Saves
* These categories are not cumulative with other classes; you treat this as any other class. For example, if you are level 8 in ML and level 1 in Stat Pts, and level 4 in another (normal) class, you have 4 stat points (your highest level), not 4+1=5. (Using the "highest class" rule, the Generic Wizard class here counts as only level 1 for Stat Pts.)
** If multi-classed, you still need to divide by number of classes, even if all this class gives is 1 hit die. Hit Dice listed is the total.
 
The "Overall Level" is given so you know what level you are for purposes of energy drain and HNCL.
Note that it costs 150% (2.25 KXP for 2nd level) to actually raise all of these categories at the same time, so this class is less "efficient" than a normal Wizard class.

[PC46] Collective 4.6 Classes


Ghost

Level KXP ProtoLich/Psi7
123 456   mMG S
1 10 (owe) 1-- --- / 1-- -
2 12 2-- --- / 2-- -
3 16 3-- --- / 3-- -
4 22 31- --- / 4-- -
5 30 32- --- / 41- -
6 60 33- --- / 42- -
7 120 43- --- / 43- -
8 240 44- --- / 44- -
9 480 441 --- / 54- -
10 960 442 --- / 55- -
11 1460 443 --- / 551 -
12 1960 444 --- / 552 -
13 2460 544 --- / 553 -
14 2960 554 --- / 554 -
15 3460 554 1-- / 555 -
16 3960 554 2-- / 655 -
17 4460 554 3-- / 665 -
18 4960 554 4-- / 666 -
19 5460 555 4-- / 766 -
20 5960 555 5-- / 776 -
21 6460 655 5-- / 777 -
22 6960 665 5-- / 877 -
23 7460 666 5-- / 877 1
24 7960 666 6-- / 877 2
25 8460 666 61- / 877 3
26 8960 666 62- / 877 4
27 9460 666 63- / 877 5
28 9960 666 64- / 877 6
29 10460 666 65- / 877 7
30 10960 666 66- / 887 7
31 11460 766 66- / 888 7
32 11960 776 66- / 888 8
33 12460 777 66- / 988 8
34 12960 777 76- / 998 8
35 13460 777 77- / 999 8
36 13960 777 771 / 999 9
TH Saves
PD RS PP BW Sp Fo Re Wi
+6  3  3  3  3  3  3  3  3
+7  3  3  3  3  3  3  3  3
+8  4  4  4  4  4  4  4  4
+9  4  4  4  4  4  4  4  4
+10  5  5  5  5  5  5  5  5
+11  5  5  5  5  5  5  5  5
+12  6  6  6  6  6  6  6  6
+13  6  6  6  6  6  6  6  6
+14  7  7  7  7  7  7  7  7
+15  7  7  7  7  7  7  7  7
+16  8  8  8  8  8  8  8  8
+17  8  8  8  8  8  8  8  8
+18  9  9  9  9  9  9  9  9
+19  9  9  9  9  9  9  9  9
+20 10 10 10 10 10 10 10 10
+21 10 10 10 10 10 10 10 10
+22 11 11 11 11 11 11 11 11
+23 11 11 11 11 11 11 11 11
Requisites: Dex 10, Con 13, Int 13, Wis 12
Alignment: any N (or) any E
HD/level: & ++++d10
Weapon Prof.: & 5+level/5
To Hit Table: Mon +5 levels
Save Table: Mon +5 levels
Reference: DM
Groups: Monster
 
Ghost gets Protolich spells and Psi7 powers.
Level 1: Immune to Turn Undead.
Level 1: Enemies need a +LVL*3/2 weapon to hit you. To ignore this restriction, monsters divide their HD by (LVL+4), not 4.
Level 1: AC +9+LVL*3/2
Level 1: Considered +LVL*3/2 weapon to hit with unarmed attacks

[PC46] Collective 4.6 Classes


Proto-Lich Spells

Level # Spell
1 1 1M, 1/r: Any 0th level Wizard spell
1 2 1M, 1/r: Any 0th level Priest spell
1 3 1M, 1/r: Any 0th level psionic effect
1 4 1M: Turn Undead at CL=LVL
1 5 1M: Speak with Dead or Undead; 1M: Capital E Explain to Dead or Undead
1 6 +10*LVL% WR
1 7 Mask Undead status; Turn as if double HD
1 8 Detect Magic Items; 1M: Identify Magic Item
1 9 1M, 1/d: Gain +1 XP
1 10 1P: Create x1 Trap 15*LVL%
1 11 Material componenting costs ½V action
1 12 +LVL V actions, or +LVL M actions that can be used only for Proto-Lich spells
1 13 Cold LVL dmg by touch
1 14 +1 Research Point (or drawn sheet) per reset (see [P12])
1 15 1F or 1X, 1/d: Duplicate any level 1 Proto-Lich spell, it has (at most) duration LVL turns
2 1 1M, 1/r: Any 0th-1st level Wizard spell
2 2 1M, 1/r: Any 0th-1st level Priest spell
2 3 1M, 1/r: Any 0th-1st level psionic effect
2 4 Immune Turning
2 5 1M: Control Undead (as per Turn Undead)
2 6 +10*LVL% RaRR
2 7 Detect Concordant Beings; 1M: Legend Lore Concordant Being
2 8 1M: Create x1 Trick 15*LVL%
2 9 Can convert Wiz <-> Pri spells (2 SL shift: Wiz5=Pri3)
2 10 +LVL/3 M actions
2 11 1M, Touch: Energy Drain 2 levels
2 12 Duplicate any SL 1 Concordant group spell (i.e. non-Concordant SL 1)
3 1 1M, 1/r: Any 0th-2nd level Wizard spell
3 2 1M, 1/r: Any 0th-2nd level Priest spell
3 3 1M, LVL/d: Grant Undead Status
3 4 +10*LVL MR
3 5 1F: Create x1 Special 5*LVL%
3 6 0, Gaze: Life Trapping (as per Mirror) (save)
3 7 Immune to Twilight
3 8 1M, touch: Imprisonment (save)
3 9 1M: LVLd10 Colorless Fire dmg to one target (no save)
3 10 Troll-like Regen LVL hp /s
3 11 Double the memorization of 1 SL (Wizard or Priest)
3 12 Duplicate any SL 2 Concordant group spell (i.e. non-Concordant SL 2)
4 1 1M, 1/r: Any 0th-3rd level Wizard spell
4 2 1M, 1/r: Any 0th-3rd level Priest spell
4 3 1M, 1/r: Any psionic minor
4 4 +10*LVL PaPR
4 5 1M: Dispel Innate or Racial ability effect
4 6 1M, 1/d: Reset
4 7 1M, 1/d: Contact Alternate Reality
4 8 1M, 1/d: Create Any DL 4 Monster
4 9 1M, touch: Steal all spells (save)
4 10 1M, touch: Lose LVLd4 stat pts
4 11 1bF: Fork
4 12 Duplicate any SL 3 Concordant group spell (i.e. non-Concordant SL 3)
5 1 1M, 1/r: Any 0th-4th level Wizard spell
5 2 1M, 1/r: Any 0th-4th level Priest spell
5 3 +10*LVL aMR
5 4 1M: Project Image
5 5 1M: Teleport
5 6 1M: Contact Other Plane
5 7 Conduct M actions through psi link (range sight)
5 8 1M, touch: Drain all psionic pools (save)
5 9 1M, touch: Slay Living (save)
5 10 1F: Get 2M you can use this segment
5 11 +LVL/5 QM actions
5 12 Duplicate any SL 4 Concordant group spell (i.e. non-Concordant SL 3)
6 1 1M, 1/r: Any 0th-5th level Wizard spell
6 2 1M, 1/r: Any 0th-5th level Priest spell
6 3 1M, 1/r: Any psionic major
6 4 1M, 1/r: Any 0th-4th level Warrior, Rogue, or Monster spell
6 5 1M: Teleport without Error
6 6 +10*LVL IR
6 7 1M, touch: Steal a random powers for 1 round (no save)
6 8 1M, touch: Erase Truename (must know their Truename first)
6 9 Troll-like regen LVL hp (including vile) /s
6 10 Conduct effects through psi link (within sight)
6 11 +LVL/10 number of segments per round
6 12 Duplicate any SL 5 Concordant group spell (i.e. non-Concordant SL 3)
7 1 1M, 1/r: Any 0th-6th level Wizard spell
7 2 1M, 1/r: Any 0th-6th level Wizard spell
7 3 +10*LVL EaER
7 4 1M, touch: Annihilation (save)
7 5 1M, touch: Incursion (save)
7 6 Duplicate any SL 6 Concordant group spell (i.e. non-Concordant SL 3)
Lich 0 (10) 1 0, 1/r: Any 0th-5th level Wizard spell
Lich 0 (10) 2 0, 1/r: Any 0th-4th level Priest spell
Lich 0 (10) 3 0, 1/r: Any psionic cantrip
Lich 0 (10) 4 +5*(Lich level)% WR (not irreducible) that can't be ignored
Lich 0 (10) 5 Resist Turning (you are double the rating)
Lich 0 (10) 6 0: Create Snare 20*(Lich level)% (obvious trap, auto detected, needs to be removed to bypass)
Lich 1 (11) 1 0, 1/r: Any 1st-6th level Wizard spell
Lich 1 (11) 2 0, 1/r: Any 1st-5th level Priest spell
Lich 1 (11) 3 0, 1/r: Any psionic minor
Lich 1 (11) 4 1M: Banish Undead
Lich 1 (11) 5 Speak with Dead & Undead (cont.); 1M: Capital E Extract from Dead & Undead
Lich 1 (11) 6 +10*(Lich level)% iWR that can't be ignored
Lich 1 (11) 7 Mask Undead status; Can't be turned
Lich 1 (11) 8 Detect Artifacts; 1M: Legend Lore Artifact
Lich 1 (11) 9 1M, (lich level)/d: Gain +10 XP
Lich 1 (11) 10 0: Create Traps 15*(Lich level)%
Lich 1 (11) 11 All spells cost 0 P actions; Material componenting does not cost 1 V action
Lich 1 (11) 12 +(Lich level) OppV or QM actions
Lich 1 (11) 13 Negative Cold (Lich level)d10 dmg by touch
Lich 1 (11) 14 +(Lich level) Research Points per reset (see [P12])
Lich 1 (11) 15 1F or 1X: Duplicate any level 0 Concordant spell

[PC46] Collective 4.6 Classes


High Freq. Dabbler

Level KXP Psi(random)
minors
1 0 2
2 2.25 4
3 4.5 6
4 9 8
5 18 10
6 36 12
7 72 14
8 144 16
9 288 18
10 510 20
11 732 22
12 954 24
13 1176 26
14 1398 28
15 1620 30
16 1842 32
17 2064 34
18 2286 36
19 2508 38
20 2730 40
21 2952 42
22 3174 44
23 3396 46
24 3618 48
25 3840 50
26 4062 52
27 4284 54
28 4506 56
29 4728 58
30 4950 60
31 5172 62
32 5394 64
33 5616 66
34 5838 68
35 6060 70
36 6282 72
TH Saves
PD RS PP BW Sp Fo Re Wi
+0  5  4  8  2  3  1  0  2
+0  6  5  8  3  4  2  1  3
+1  6  6  9  4  5  3  1  4
+1  7  7  9  4  5  4  2  5
+2  7  8 10  5  6  4  3  6
+2  8  9 10  6  7  5  3  7
+3  8 10 11  6  7  6  4  8
+3  9 11 11  7  8  7  5  9
+4  9 12 12  8  9  8  5 10
+4 10 13 12  8 10  8  6 11
+5 11 14 13  9 11  9  7 12
+5 11 14 13 10 12 10  7 13
+6 13 15 14 12 13 11  8 14
+6 15 15 15 14 14 12  9 15
+7 15 16 16 15 15 12  9 16
+7 16 16 16 15 16 13 10 17
+8 16 16 16 16 16 14 11 18
+8 16 16 16 16 16 15 11 19
Requisites: Con 6, Int 16, Chr 6, Cml 10
Alignment: non-L
HD/level: d9
Weapon Prof.: 3+level/5
To Hit Table: Rog
Save Table: 3xPsi
Reference: DM {Alternate High Freq. Sampler}
Groups: Psionicist
 
HiFreqDabbler power calculation: (level)*(Str/7+Dex/6+Con/5+Int/4+Wis/3+Chr/2)
You start with "open slots". Open slots can be used once per reset, then are reverted to blank next reset.
You may permanently assign a slot to be a certain power, then it uses that power forever at the cost you gave.
Note that powers may not work exactly the same way each time you use them.
The power cost is variable, but generally Minor is 1-20.
This class only gets minor powers (2 per level). When the DM rolls on the High Frequency Sampling table, you can shift the result by up to + or - LVL (you can look at all the results to choose which one you want).

[PC46] Collective 4.6 Classes


Hit Man5

Level KXP
Spells
1 0 (none)
2 3.1 (none)
3 6.2 (none)
4 12.3 (none)
5 24.6 (none)
6 49 (none)
7 98 (none)
8 196 (none)
9 392 (none)
10 766 (none)
11 1129 (none)
12 1492 (none)
13 1855 (none)
14 2218 (none)
15 2581 (none)
16 2944 (none)
17 3307 (none)
18 3670 (none)
19 4033 (none)
20 4396 (none)
21 4759 (none)
22 5122 (none)
23 5485 (none)
24 5848 (none)
25 6211 (none)
26 6574 (none)
27 6937 (none)
28 7300 (none)
29 7663 (none)
30 8026 (none)
31 8389 (none)
32 8752 (none)
33 9115 (none)
34 9478 (none)
35 9841 (none)
36 10204 (none)
TH Saves
PD RS PP BW Sp Fo Re Wi
+1  5  4  6  2  3  0  2  0
+3  6  4  6  3  4  1  3  0
+5  6  5  6  3  4  1  3  0
+7  6  5  7  3  5  1  4  1
+9  6  6  7  3  5  2  4  1
+11  7  6  7  4  6  2  5  1
+13  7  7  7  4  6  3  5  2
+15  7  7  8  4  7  3  6  2
+17  7  8  8  4  7  3  6  2
+19  8  8  8  5  8  4  7  3
+21  8  9  8  5  8  4  7  3
+23  8  9  9  5  9  5  8  3
+25  8 10  9  5  9  5  8  4
+27  9 10  9  6 10  5  9  4
+29  9 11  9  6 10  6  9  4
+31  9 11 10  6 11  6 10  5
+33  9 12 10  6 11  7 10  5
+35 10 12 10  7 12  7 11  5
Requisites: Str 19, Dex 13, Con 11
Alignment: any
HD/level: d10
Weapon Prof.: 5+level
To Hit Table: 2xWar
Save Table: Rog
Reference: DM {Planeshifted Sniper}
Groups: Warrior, Rogue, Alternate
 
This is a mixed Smasher-Thug5. (where "Smasher" is the Str version of "Sneak")
Gains all Str-based Rogue abilities.
May specialize a number of times equal to LVL. Each level of specialization is LVL*3 half-plusses.
Has Barbarian Str and Exceptional Con.
Levels Pick Description
Level 1-3: A +LVL damage
B +1 to # of attacks with all attack forms (weapon, natural, etc.)
C #Attacks = level if creatures being fought are less than LVL HD
D x2 Str bonus instead of x3/2 when wielding weapon 2-handed
E Backstab = x(LVL+2)/2
Level 4: Pick any Warrior5 class level 1-3
Level 5-7: F Considered 1 size larger for what size weapons you can wield
G +LVL*100 item XP in Weapon flags per day
H +LVL to hit
I +LVL weapon proficiencies
J Can affect creatures that require a +LVL-1 weapon to hit
Level 8: Pick any Warrior5 class level 5-7
Level 9-12: K +LVL-8 crit range (even beyond the 11-20 limit)
L Immune parting shots
M +LVL-4 feats
N 1V, may borrow: Jump to other group (60'), deflect attacks to you
O Can operate at any negative hp total, cannot be offensive
Level 13: Pick any Warrior5 class level 9-12
Level 14-18: P +LVL-13 crit multiplier

[PC46] Collective 4.6 Classes


Holy Order of Stars Stupid1

Level KXP Priest
123 456 789
1 1.75 1a- --- ---
2 3.5 20- --- ---
3 7 21a --- ---
4 14 320 --- ---
5 28 421 a-- ---
6 56 422 0-- ---
7 112 432 1a- ---
8 224 433 20- ---
9 450 433 21a ---
10 900 443 220 ---
11 1300 444 331 ---
12 1700 444 441 a--
13 2100 555 442 0--
14 2500 555 442 1a-
15 2900 555 552 10-
16 3300 555 553 21a
17 3700 555 553 320
18 4100 555 553 321
19 4500 555 553 331
20 4900 555 554 332
21 5300 555 554 442
22 5700 555 555 443
23 6100 555 555 553
24 6500 555 555 554
25 6900 555 555 555
26 7300 666 655 555
27 7700 666 666 655
28 8100 666 666 666
29 8500 777 766 666
30 8900 777 777 766
31 9300 777 777 777
32 9700 888 877 777
33 10100 888 888 877
34 10500 888 888 888
35 10900 999 988 888
36 11300 999 999 999
TH Saves
PD RS PP BW Sp Fo Re Wi
+0  8  4  5  2  3  0  0  2
+1  8  4  6  3  4  0  0  3
+2  9  5  6  3  4  0  1  3
+3  9  5  6  4  4  1  1  4
+4 10  6  7  4  5  1  1  4
+5 10  6  7  5  5  2  2  5
+6 11  7  8  5  6  2  2  5
+7 11  7  9  6  6  2  2  6
+8 12  7  9  6  7  3  3  6
+9 12  8  9  6  7  3  3  7
+10 13  8 10  7  8  4  3  7
+11 13  9 10  7  8  4  4  8
+12 13  9 10  7  8  4  4  8
+13 14  9 11  8  9  5  4  9
+14 14 10 11  8  9  5  5  9
+15 14 10 11  9  9  6  5 10
+16 15 11 12  9 10  6  5 10
+17 15 11 12 10 11  6  6 11
Requisites: Str 13, Wis 13
Alignment: any S (overwrite)
HD/level: d9
Weapon Prof.: 5+level/2
To Hit Table: War
Save Table: Pri
Reference: DM {Planeshifted HOSE1}
Groups: Priest, Alternate
 
This class sets the second component of your alignment to "S" (Stupid). This overwrites the G-E axis requirement on all of your classes to "S".
Casting spells costs 1P instead of 1M.
Material componenting for spells costs a 0 action. If you use 1V in addition, you get double material componenting (triple effect total).
Turn undead; cannot command.
Cannot use M actions at all; if you get an M action somehow, it is immediately converted into 1P+1V.
Cannot make Intelligence checks or "disbelieve".
Has a Personality score of 0 vs. intelligent items.
Every ODD level: Gets a Smiter5 pick; see below.
 
Levels Pick Description
Levels 1, 3, 5: A 1/reset: Choose an alignment. You do x2 dmg (spells & attacks) vs. that alignment
B 1M: Target gets alignment changed to yours & target confused (Will save for each effect)
C 1M: Shut off target familiar or specialty priest power
D 0, 1/d: Divine Intervention (automatic), usually resolved as a ML=LVL Outer-planar summon
E +1 grand sphere
Levels 7, 9, 11: F Do double damage with weapon attacks vs. Chaotic creatures
G Can convert P -> M actions
H 0, 1/d: Counter a Divine Intervention
I Emulate the abilities of (LVL-3)/2 specialty priest powers
J Can turn undead using just 1V action
Levels 13, 15, 17: K Do double spell effects vs. Chaotic creatures
L Inverse Astral projection
M 1M: Shut off Concordant effect (aXR to resist)
N 1M: Target is Pawned (2 saved, 1 missed save = Dominated)
O Can turn Chaotic creatures as if they were undead
Levels 19, 21, 23: P Resist all things done to you by Chaotic creatures
Q Can project to any plane (pick 3 stats to copy to other stats)
R Anti-Concordant Shell 0th to (LVL-10)/4; iER LVL*3%
S Immune Moo
T Can turn anyone not of your Religion as if they were undead
Levels 25, 27, 29: U Immune all things done to you by Chaotic creatures
V You have no home plane; your truename cannot be erased; immune incursion
W Anti-Godly shell: Immune to one G action effect /s, even in [X] section
X Immune Pixelation
Y xLVL to CL for Turn Undead; Ignore Immune Turning
Z  

[PC46] Collective 4.6 Classes


Ill Omen Master

Level KXP
Spells
1 0 (none)
2 2.5 (none)
3 5 (none)
4 10 (none)
5 20 (none)
6 42.5 (none)
7 70 (none)
8 110 (none)
9 160 (none)
10 220 (none)
11 440 (none)
12 660 (none)
13 880 (none)
14 1100 (none)
15 1320 (none)
16 1540 (none)
17 1760 (none)
18 1980 (none)
19 2200 (none)
20 2420 (none)
21 2640 (none)
22 2860 (none)
23 3080 (none)
24 3300 (none)
25 3520 (none)
26 3740 (none)
27 3960 (none)
28 4180 (none)
29 4400 (none)
30 4620 (none)
31 4840 (none)
32 5060 (none)
33 5280 (none)
34 5500 (none)
35 5720 (none)
36 5940 (none)
TH Saves
PD RS PP BW Sp Fo Re Wi
+0  6  4  6  3  4  1  3  0
+1  6  5  7  3  5  1  4  1
+2  7  6  7  4  6  2  5  1
+3  7  7  8  4  7  3  6  2
+4  8  8  8  5  8  4  7  3
+5  8  9  9  5  9  5  8  3
+6  9 10  9  6 10  5  9  4
+7  9 11 10  6 11  6 10  5
+8 10 12 10  7 12  7 11  5
+9 10 13 11  7 13  8 12  6
+10 11 14 11  8 14  9 13  7
+11 12 15 12  9 14  9 14  7
+12 13 16 13 11 15 10 15  8
+13 14 16 14 13 15 11 16  9
+14 15 16 15 14 16 12 17  9
+15 16 16 16 16 16 13 18 10
+16 16 16 16 16 16 13 19 11
+17 16 17 16 16 16 14 20 11
Requisites: Dex 27, Chr 27
Alignment: any
HD/level: d8
Weapon Prof.: 3+level/3
To Hit Table: War
Save Table: 2xRog
Reference: DM {Lost Luck Master}
Groups: Rogue, Lost
 
You have LVL "Ill Omen" points per turn.
1N, spend n Ill Omen points: Target gets --n to a die roll. You can do this after seeing their die roll result.
1M: Target takes LVL Luck damage (Reflex save for half). Negative Luck causes a minus on all die rolls (it is not a "--" however, just a normal "-").
Lvl Luck Master Ability | -50% | -100% | -150% Act Base Penalty Bonus
1 Attack (+1 TH per 10% made this segment) V 5 Dex-12 Dex-15
1 Backtwist (Twist rating/30 effects) V 20+LVL*10 Dex-9 Dex-12
1 Damage (+1 dmg per 10% made this segment; or multiply dmg by x(1+rating/200)) V 0 Str-15 Str-18
1 Delay (target doesn't go next segment, save DC = amt made) {Rogue ability: 30 / Wis-11 / Wis-16 } F 30 Wis-11 Wis-13
1 Ducking (+1 saves per 10% made this segment) V 0 Wis-15 Wis-18
1 Evasion (see Acrobat) ||| Spell Evasion | Psi Evasion | Innate Evasion V 0 Dex-14 Dex-18
1 Lockdown rating/20 C actions worth F 0 DIWC-40 DIWC-60
1 Take ½ dmg from an Attack | Spell | Psi Power | Innate (|| Take 0 damage) V 5 Con-16 Con-20
1 Unequip (one item unequipped, save DC = amount made) {Rogue ability: 50 / Dex-12 / Dex-14 } V 50 Dex-12 Dex-14
1 Any Rogue 1 ability - - - -
2 Deeppockets | Vanish | Rope Trick ||| I'm Gone (to my own Pocket Plane) M 0 Int-8 Int-20
3 Duplicate a Psi5 minor ||| major ||| grand ||| super 1M 0 Chr-15 Chr-20
4 Sense Danger | Precognition | Choose Future | x1 Avoid Fate VM 25 Wis-9 Wis-12
4 Any Rogue 4 ability - - - -
5 Avoid Trick (entire party): Mech.|Magic/Psi|OutPhase - 5 Int-12 Int-18
6 Effect Evasion (each 1% = +1 saves) 1V to use - 0 Wis-9 Wis-12
7 Avoid Fate x1 | x2 | x3 | x4 | x5 | etc. 2bM -20 Wis*2-50 Wis*2-50
8 Any Subability (+1 per 25% made to that subability) M 0 Int-14 Int-17
9 0,1/r: Get +(amount made) on next Rogue ability - 0 NA NA
9 Avoid Special (entire party): x1 | x2 | x3 etc. - 0 Int-16 Int-22
14 Avoid Spirit/Conc Effect (entire party): x1 || x2 || x3 etc. - -5 Int-22 Int-30
14 Get save vs effects w/ no save, base=+0+items, each 5% is +1 - 0 Wis-20 Wis-25
16 Enhancement (add how much you made by to your next Rogue ability roll within 1r) F 0 Chr-18 Chr-22

[PC46] Collective 4.6 Classes


Instantaneous Chaining Wizard

Level KXP Wizard
123 456 789 A
1 0 ½c- --- --- -
2 7 10e --- --- -
3 14 2½c g-- --- -
4 28 310 ei- --- -
5 56 42½ cgk --- -
6 112 531 0ei m-- -
7 168 642 ½cg ko- -
8 252 753 10e imq -
9 378 864 2½c gko -
10 700 975 310 eim -
11 1050 986 42½ cgk -
12 2100 997 531 0ei -
13 3150 998 642 ½cg z
14 4200 999 753 10e x
15 5250 999 864 2½c v
16 6300 999 975 310 t
17 7350 A99 986 42½ r
18 8400 A99 997 531 p
19 9450 AA9 998 642 n
20 10500 AA9 999 753 l
21 11550 AAA 999 864 j
22 12600 AAA 999 975 h
23 13650 AAA A99 986 f
24 14700 BAA A99 997 d
25 15750 BAA AA9 998 b
26 16800 BBA AA9 999 ½
27 17850 BBA AAA 999 1
28 18900 BBB AAA 999 2
29 19950 BBB AAA A99 3
30 21000 BBB BAA A99 4
31 22050 CBB BAA AA9 5
32 23100 CBB BBA AA9 6
33 24150 CCB BBA AAA 7
34 25200 CCB BBB AAA 8
35 26250 CCC BBB AAA 9
36 27300 CCC BBB BAA 9
TH Saves
PD RS PP BW Sp Fo Re Wi
-1  4  7  5  3  7  0  1  1
-1  4  8  6  4  7  1  2  2
-1  5  9  7  5  8  2  3  3
+0  6 10  7  6  9  2  3  4
+0  6 11  8  6 10  3  4  5
+0  7 12  9  7 11  4  5  6
+0  7 13 10  8 11  5  6  7
+0  8 13 11  9 12  6  7  8
+0  9 14 11 10 13  6  7  9
+0  9 15 12 10 14  7  8 10
+0 10 15 13 11 15  8  9 11
+0 11 16 13 12 15  9 10 12
+0 12 16 14 13 15 10 11 13
+0 12 16 14 14 16 10 11 14
+0 13 16 15 14 16 11 12 15
+1 14 16 15 15 16 12 13 16
+1 15 17 16 16 16 13 14 17
+1 16 17 16 16 17 14 15 18
Requisites: Dex 20, Int 35, Wis 20
Alignment: any
HD/level: d2
Weapon Prof.: 1+level/8
To Hit Table: ¼xWiz
Save Table: 2xWiz
Reference: DM {Planeshifted Quick Chaining Wizard}
Groups: Wizard, Concordant (x1)
 
Never has Channeling (or Semi-Channeling), and can never gain Channeling (or Semi-Channeling). This uses old style D&D spellcasting, once you cast a spell slot, it's gone until you reset.
Int bonus to spell progression.
This class has "Instantaneous Chaining": Whenever you cast a spell, you get 1IM (Instantaneous Mental) action to use before the end of the round. Exceptions: If you spent 1Z to cast the spell, you don't get any action back. If you spent ½M to cast the spell, you get ½IM back.
DM Note: IM actions are not "Quick"; if you use an IM in a segment, you cannot use an M in the same segment. If you material component a spell using 1IM+1V as your actions, the resultant spell is not Instantaneous and can be responded to.
Level 1: You may specialize in Red, and you "know" the Red Wizard class spells. If you do this, pick a major opposite school.
Level 3: You can convert 1IM -> 1IV action, as often as you like.
Level 4: Whenever you use 1M action to activate a wand, you get 1M action (not 1IM) to use before the end of the round.
Level 5: 0, lose 1 of your remaining IM actions, 1/t: Fork.
Level 9: +LVL-8 IZ actions.
Level 9: 1F, 1/reset: Reset Self (Artificial of course).
Level 21: 1F, 1/reset: Step Out of It.
Level 24: You can benefit from LVL-22 Artificial Resets per Natural Reset.
Level 27: Instantaneous Instantaneous Chaining: For SL=1 to (LVL-27)/2 spells, you get 1JM back instead of 1IM. J actions are instantaneous even to I, X, and G actions (they are the "same level" as H actions).
New spell:
Lend Instantaneous Mental (SL=7): You lose 1IM action, target gains 1IM for this round.
MTG Red spells from Red Wizard class:
Earthbind (SL=1): Target loses flying and takes double normal falling damage (no save).
False Orders (SL=1): (1bM to cast) Force a monster to attack someone else (he will only attack his enemies)
Raging River (SL=2): Create a (water based) moat that is CL*30' long and CL*10' feet wide, which lasts for CL r.
Shatter (SL=2): Destroy or turn off one magic item for CL turns (no save) (if turned off, you can drop the turned off effect).
Stone Rain (SL=3): Deal CL Hull dmg to one inanimate object (no save)
Orcish Oriflamme (SL=4): All your subordinates get +1 offensive DL.
Old MTG Red spells from Wizard of the Coast class (you can use these):
Lightning Bolt (SL=1): Target takes 30 lightning dmg (Spell save for 0)
Echoing Ruin (SL=2): Destroy all magic items of the same exact type (Disint. save each)
Fervor (SL=3): You and your summons are not summoning sick.
AEther Flash (SL=4): Whenever a creature appears in room, takes 20 AEther dmg (x1 Special)
Fissure (SL=5): Slay target creature (RSW save), or Earthquake the floor
Dragon Roost (SL=6): Once per round, get a DL V Dragon as a summon (limit=LVL/3)
Flame Wave (SL=7): CL/3 groups each take 40 eldritch fire dmg (no save)
Insurrection (SL=8): Charm a group (Will save, ignores immunity to Charm effects)

[PC46] Collective 4.6 Classes


Internet Troll8

Level KXP Psi8
mMG SU
1 8.8 1-- --
2 17.8 2-- --
3 35.6 3-- --
4 71.2 41- --
5 107.2 51- --
6 249.6 62- --
7 534.4 72- --
8 840.8 831 --
9 1153.6 931 --
10 1473 A41 --
11 1783 B42 --
12 2094 C52 --
13 2406 D52 --
14 2719 E63 --
15 3033 F63 --
16 3348 G73 1-
17 3664 H74 1-
18 3981 I84 1-
19 4299 J84 1-
20 4618 K95 2-
21 4938 L95 2-
22 5259 MA5 2-
23 5581 NA6 2-
24 5904 OB6 3-
25 6228 PB6 3-
26 6553 QC7 3-
27 6879 RC7 3-
28 7206 SD7 4-
29 7534 TD8 4-
30 7863 UE8 4-
31 8193 VE8 4-
32 8524 WF9 51
33 8856 XF9 51
34 9189 YG9 51
35 9523 ZGA 51
36 9858 [GA 51
TH Saves
PD RS PP BW Sp Fo Re Wi
+3 (total = 27, max = 9)
+4 (total = 30, max = 10)
+5 (total = 33, max = 11)
+6 (total = 36, max = 12)
+7 (total = 39, max = 13)
+8 (total = 42, max = 14)
+9 (total = 45, max = 15)
+10 (total = 48, max = 16)
+11 (total = 51, max = 17)
+12 (total = 54, max = 18)
+13 (total = 57, max = 19)
+14 (total = 60, max = 20)
+15 (total = 63, max = 21)
+16 (total = 66, max = 22)
+17 (total = 69, max = 23)
+18 (total = 72, max = 24)
+19 (total = 75, max = 25)
+20 (total = 78, max = 26)
Requisites: Str 16, Con 18, Int 16
Alignment: L any (or) any N (or) any E
HD/level: & ++2d6
Weapon Prof.: & 4+level/4
To Hit Table: War +3 levels
Save Table: Cust
Reference: DM {Variant Troll / Internetizer}
Groups: Monster, Technology,
Random, Internet
 
See [Q8] for Psi8 rules and powers.
Can manipulate an object with TechF equal to your level or less.
Each Level: The DM rolls a random class from the internet (he has a big directory of files). You get the some (or all) of the abilities of that class; you will at least get the effect of a "line of text" and the "level:" of your level; you will probably get more. You do not need to meet the requirements of the class.
See the following pages for the list of internet classes. This list will be expanded if necessary.
Level 1: Exceptional Str bonus; i.e. bonus is (Str-12).
Level 1: +2 Con per level. This bonus cannot be used to qualify for the Troll0 class itself, and you can't 2 for 1 trade it away.
Level 1: Barbarian Con bonus; i.e. bonus is (Con-14)*2.
Level 1: Regeneration rate is (Con-12) per segment, troll-like.
Level 1: +1 Technological proficiency slot per level (see [P8.8]).
Level 4: 1M, (LVL-3)/d: Taunt a group (Will save)
Level 9: Extra Barbarian Con bonus; i.e. bonus is (Con-16)*5/2, round down.
Level 14: +4 HNCL (this can't be picked)
Level 18: Super Barbarian Con bonus; i.e. bonus is (Con-18)*3.

[PC46] Collective 4.6 Classes


Internetizer3.5 Class Determination

d414 Class Description (not mine!) Source
1 Aberration`s Nightmare Special training has made these few highly skilled vs. aberrations, yet leaves them at a disadvantage to other creatures. aberrationsnightmare.rtf
2 Abhorsen The Abhorsen is in essence the ultimate undead hunter. Abhorsen.pdf
3 Acrobat Warrior Monks that wish to use melee weapons as well as bare hands. AcrobatWarrior.pdf
4 Acrobat, The Graceful and agile roguish adventurer. Pretty much well done. TheAcrobat.pdf
5 Adrenergic Energic Fighters! adrenergic.zip
6 Advanced Spellfire Wielder Spellfire is the raw energy of the Weave. Most who bear this gift never have the time or opportunity to develop these skills. spellfire_wielder.doc
7 Adventurer, The Another very nice adventurer class. adventurer_0724.rtf
8 Alchemist Magical item creation and potion brewing specialized magic user. class_alchemist.doc
9 Alchemist Nice take on this well known fantasy class. alchemist.pdf
10 Alternate Witch Pretty good alternate, with original class powers and a complete variant spell list. AlternateWitch.pdf
11 Aman Monk`s of the Tree Monks that follow an ancient elven order known as The Path of the Trees. AmanMonksoftheTree.pdf
12 Amazon With so many strating feats, every archer will pick this class... amazon.doc
13 Angelic Hunter A nice prestige class for those who seek to purge the world from evil. Angelic_Hunter.doc
14 Arcane Assassin The deadliest and yet the least known of the killers stalking in the shadows. (Updated Jan`03!) arcaneassassin.doc
15 Arcane Blade A merging of a fighter and mage class. Arcane_blade.doc
16 Arcane Bow Initiate A mix of all major archer prestige classes from TSR books. Might need a bump on requirements for balancing out, but it´s fair as it is. arcane_bow_initiate.doc
17 Arcane Channeler A spellcaster who has no limit to how many times he can cast, though casting becomes increasingly more difficult. Channeler_classic.doc
18 Arcane Channeler A sorcerer who forgoes virtually all weapons and becomes a true and pure spellcaster. Arcanechanneler_classic.doc
19 Arcane Crafter A specialist in creating magical items. ArcaneCrafter_classic.doc
20 Arcane Duelist A nice prestige class for mages. Arcaneduelist.rtf
21 Arcane Magistrate (Updated), The A very nice Prestige class. ArcaneMagistrate.doc
22 Arcane Musician Wandering minstrels who craved great arcane powers. ArcaneMusician.pdf
23 Arcane Swordsman (Epic) Arcane students who also focus on swordmanwhip. Comes with epic progression. ArcaneSwordsman.pdf
24 Arcane Warrior A powerful warrior/sorcerer class. ArcaneWarrior_unbalanced.doc
25 Arcane Warrior Elven sorcerers and warriors developed methods of combining magic and weaponry in order to defend their lands. arcane_warrior03.doc
26 Arcanist II, The Pretty much the same concept of the previous Arcanist, but with different rules. We decided to post this because it`s also a relic. Arcanist.pdf
27 Arcanist, The A new breed of magic users, with new rules for arcane casting and extensive details on the background of the order. 3th in a row. arcanist3e.doc
28 Archer A variant of the Ranger, similar to Baldur's Gate 2 kit of same name. Archer.doc
29 Archer, The A mixture of ranger and fighter, focused on archery. TheArcher.pdf
30 Athlete Athletes hone their bodies through natural means to become pinnacles of form. athlete.doc
31 Athlete, The Strong build folks who focus on physical skills. Comes with a bunch of new feats and it is really a flawless class, though not usually indicated for fantasy campaigns. TheAthlete.pdf
32 Athlete, The Master of muscles and physical feats! Comes with new feats as well. TheAthlete.pdf
33 Aural Lord A spellcaster who is fascinated by acoustics and the effects it has on the Art and Weave. Aural_Lord.rtf
34 Auron A channeler of divine energy. Very detailed prestige for using with the Aura Feats (check our feats section please). auron.doc
35 Awakened Ones A cleric prestige class, very nicely written, includes 20 prestige class levels. awakenedones.doc
36 Barbarian Anti-Magi Your typical sorcerer killer. Barbarianantimagi_classic.doc
37 Battle Mage Name says it all... battlemage.doc
38 Battle Magus Quite original abilities on this excellent prestige class, despite the name. BattleMagus.pdf
39 Battlecaster Another class that makes the mixture between fighter and wizard. This one is well balanced out. Battlecaster.pdf
40 Battler A master of combat awareness... Some very cool abilities in here. battler.zip
41 Beast Rider Based off of the Beast Rider in the old Fighters Handbook. Beast-rider_classic.doc
42 Berserker The name says it all: a ferocious warrior. berserker.doc
43 Black Knight More powerful than the baneguard, another servant of bane. Black_Knight_Classic.doc
44 Blade This is a cross between a monk and a fighter. Blade_classic.ZIP
45 Blade Dancer A nicely detailed class. bladedancer.htm
46 Blade Magus Warrior-mages that use the Weave to power their combat abilities. BladeMagus.pdf
47 Blade Master (Draft) Prestige class that is in draft, Nikolaos is looking for comments and suggestions. blade_master_draft.doc
48 Blade Master (Final Version) Prestige class that is now fully completed. blade_master_final.doc
49 Blademaster A master of blade finesse! blademaster.doc
50 Blades of Corellon Elite troop of forest defending elves! pclass_corellon.doc
51 Bladesinger Elven swordsmen that mastered the art of fencing and casting spells at the same time. Very nicely designed. Comes with the description of the Elven Slimblade, a new weapon. TheBladesinger.pdf
52 Bladestormer One who seeks to master dual weapons using the Ki inside himself. Bladestormer.doc
53 Blood Knight, The Angry warriors who seek their revenge against those who commit injustice. Bloodknight.pdf
54 Blood Magus The Blood Magus is a special type of mage that utilizes the blood of others to cast special spells. bloodmagus.zip
55 Bloodshade Magic users that specializes with necromantic magic and rites. bloodshade.doc
56 Bone Singer Bards that heals with music. May sound weird but we really liked the idea. Of course the description is also well done. bonesinger.pdf
57 Bounty Hunter Since we have many bounty hunters, each time we post a new one we tend to be more demanding on review. Bounty.pdf
58 Bounty Hunter Well this is a bounty hunter prestige, nothing really special but it`s rules-ok. BountyHunter.pdf
59 Bounty Hunter, The The Hunters of Men. bountyhunter.doc
60 Bow Master A specialist in the bow, loosely based off of Legolas in the LOTR movie. Created by Fendrin. bowmaster_classic.htm
61 Brawler (Dwarven Monk) Rules for dwarven monks. class_brawler.doc
62 Brawler, The An unarmed fighter that specilizes in dirty fighting and pure brute force. TheBrawler.pdf
63 Brothers Malleus, The The Brothers Malleus are a loose knit group of warriors who follow the ideals of Malleus Darkhammer. brothers_malleus.doc
64 Brothers of the stews Members of an underground rogues association, based in city stews. bots.htm
65 Buccaneer The ultimate swashbuckler d20buccaneer.pdf
66 Buccaneer (Updated!) An excellent swashbuckler class. Buccaneer.pdf
67 Buccaneer, The A very nice swashbuckler type class. Buccaneer.doc
68 Cabalist, The Summoners that can use demoniac abilities common to demons through the use of Pacts. Cabalist.pdf
69 Caller of Storms, The A very powerful magician that can cause natural disasters if well experienced. It`s a really nice class, but it`s impossible to not rate it as powerful/unbalanced. CallerofStorms.pdf
70 Caller of the Hunt A nature warrior who summons nature allies. callerofthehunt.doc
71 Channeler A well thought out class that is similar to a cleric version of sorcerers. Channeler.doc
72 Charmer Bards and sorceres who focus their arcane powers on enchantment and charm. Migth have too many bonuses stacking for Diplomacy. Charmer.pdf
73 Charmer Very well balanced out prestige for bards and sorcerers who specialize in charming magic... Would fit well for Saruman from Lord of the Rings. charmer.doc
74 Chi Mage Extremly well designed prestige class. ChiMage.pdf
75 Chosen of Mask A very nice prestige class based on the Chosen of Mystra. TheChosenofMask_classic.doc
76 Chronomancer A nice prestige class for the time wielding mage. Chronomancer.doc
77 Claw Fighter A unique specialist barbarian class. Clawfighter.rtf
78 Cliff Raiders of Aba Mal Ali, The Nomadic hunters that excels on climbing and exotic attacks. CliffRaider.pdf
79 Clod For the unlucky character who just happens to be lucky d20clod.pdf
80 CLOD (Updated!) A clumsy, but lucky character class. CLOD.pdf
81 Combat Artist Warriors who imbue their weapons with magical enchantments. combat_artist.doc
82 Combat Artist Great new warrior class, though I suggest you to add more requirements since it´s slight unbalanced. combat_artist.doc
83 Core Class Knights 3 excellent variants of a Knight class. Since there is no knight class on the Core Rulebooks, I suppose at least one of them can fit well into your camapign... CoreClassKnights.pdf
84 Cossack Hardy warriors from the outlands. Rather simple class that just got everything balanced out. Cossack.pdf
85 Cossak A mounted warrior. cossak.doc
86 Countermage A specialist in countering other wizards spells. CounterMage.doc
87 Courtier This one is very good, a kind of improved duelist. Some cool original combat abilities. Updated 03/20/03! courtier.doc
88 Crusher When one wants to bludgeon ones enemy's to death. TheCrusher_Classic.doc
89 Crying Freeman Based on the movie of same name (Anime). crying_freeman.pdf
90 Crystal Fist, The An impressive Psionic / Monk based prestige class. CrystalFist.doc
91 Dark Dancer Prestige class of an earthen god. dark_dancer.doc
92 Dark Hunter, The Servers of the Queen of Air and Darkness that joined the Wild Hunt. Nice class for a NPC, I bet your PCs won´t like them... DarkHunter.pdf
93 Dark Knight Ferocious knights with weird code of honor. dark_knight.txt
94 Dark Knight An evil Paladin. Darkknight.doc
95 Dark Poet, The The Dark Poet is the master of tragedy and dark farce. TheDarkPoet.pdf
96 Death Lord Neutral but scary necromancers. death_lord.doc
97 Death Stalker Enraged warriors who have lost loved ones and now throw themselves into battles without caring for their own safety. DeathStalker.pdf
98 Death`s Hand Aasimars and Tieflings that had contacted the universal essence of Death! DeathsHand.pdf
99 Death`s Reaper Warriors wielding scythes and faithful to the God of Death. Cannot be better suited for a villain :) DeathsReaper.pdf
100 Demi Undead Part living, part undead with some of the best of both worlds. demi_undead.doc
101 Demon Hunter Based on the Demon Hunter from Warcraft 3... Updated 03/20/03 demonhunter.doc
102 Demon Master (Epic) A master demon summoner. This class was revised as an epic class and now is much more balanced! demon_master.doc
103 Desert Mage, The A new prestige class from the upcoming Karanblade d20 Campaign Setting. It's unrated because our webmasters are participating on it. desertmage.pdf
104 Devoted Band Knigths who defend the king and royal family at all costs. DevotedBand.pdf
105 Devoted Knight Honorable knight who focus on protecting those who are on their charge. DevotedKnight.pdf
106 Disciple of the Dagger Powerful dagger fighters. Suggest restricting all his abilities to the use of a dagger (which after all do minor damage). disciple_of_the_dagger.txt
107 Disciple of Umbra Deep the darkest regions of the world where sunlight is all but a memory, lie the monastic strongholds of the Disciples of Umbra. pclass_umbra.txt
108 Doll Master A vodoo mage? dollmaster.doc
109 Dominarian Sorcerer This looks very nice, its a sorcerer which uses Magic the Gathering cards as spells! There are some conversion rules (not yet extensively play tested though). If you like Magic card game try this... dominarian_sorcerer.pdf
110 Draco Knight A nice prestige class for those characters who wish to be the chosen of dragons. draco_knight.doc
111 Dragon Cleric Humanoids with dragon`s blood within their veins that also pray for dragon deities. DragonCleric.pdf
112 Dragon Knight A prestige class for Half-Dragons only! dragonknight.doc
113 Dragon Slayer Needs no Explanation! DragonSlayer.doc
114 Dragoon One of the best dragoon classes I have seen, definately worth looking at. Kdragoon.doc
115 Dragoon Really, another Dragoon. We just posted this one because its really well thought out and detailed. Maybe the best C3E Dragoon so far... Dragoon.pdf
116 Dragoon A nice variation on the Dragoon Prestige Class. braddragoon.rtf
117 Dragoon The famous Dragoon from Final Fantasy game series gained an excellent conversion to a 3e prestige class. pclass_dragoon.html
118 Dragoon, The Another version for the Final Fantasy Dragoon. This one is very well done (that´s why I posted) and, like most others, a bit overpowering... But hey, that´s FF! the_dragoon.pdf
119 Drake Brother The ones who worship dragons and become their kin. Drakebrother_classic.pdf
120 Dreamer Arcane masters of reality and consiousness. dreamer.doc
121 Dreamwalker Someone who dwells and interferes with your dreams. dreamwalker_classic.doc
122 Drider Unique guardian of nature. (Not Drider like the spider/drow race!) drider.txt
123 Drow Swordmaster Simple and yet quite well thought out prestige class for Drows specialized in Twin Sword fighting style... drowswordmaster.txt
124 Duelist A nice swashbuckler type class. Duelist.ZIP
125 Dwarven Battlerager Fearless dwarves whose enraged charges are feared among all armies. Very nice translation from AD&D version. DwarvenBattlerager.pdf
126 Dwarven Dervish An elite group of dwarven berserkers... Looks nasty. DwarvenDervish.pdf
127 Dwarven Janissary What can be worst than a dwarven killing machine? Possibly, a drunken one. DwarvenJanissary.pdf
128 Dwarven Stonefist A dwarven defender who followed the path of the monk. DwarvenStonefist.pdf
129 Dwarven Stonethrower A dwarf who throws stone shurikens! dwarven_thrower.txt
130 Dweomercrafter A spellcaster who specializes in crafting items. Dweomercrafter.rtf
131 Edge Dancer Nimble fighters who use dancing and rapiers to confuse and hurt their opponents. edgedancer.pdf
132 Edge Dancer A gypsy performer who welds dancing movements and cold steel with deadly accuracy. edge_dancer.rtf
133 Elder Bard, The A brave attempt to bring back the Bard from first edition to modern 3E days! elder_bard.doc
134 Elemental Crusader A nice battle-mage class, but too powerful... elementalcrusader.doc
135 Elemental Knight, The The Elemental Knight imbues his weapon, body, and even his mind with the elemental powers of the world. elemental_knight.doc
136 Elemental Sorcerer A sorcerer who becomes attuned to the elements. Elementalsorcerer_classic.doc
137 Elementalist Nature warriors that channel elemental powers and spells. Elementalist.pdf
138 Elementalist A warrior that also likes to destruct things with his elemental spells. elementalist.txt
139 Elite Arcane Archer (Epic) Our first Epic Level prestige class is an elite version of DMG Arcane Archer. elitearcanearcher.doc
140 Elven Battledancer A very nice elven Knight class elvenbattledancer.pdf
141 Elven Bladedancer A master of dual wield fighting. Don`t care about the name, it is an original class indeed. elven_bladedancer.doc
142 Elven Dancer of Blades This one is very well detailed, but it`s abilities are well overpowered. ElvenDancerofBlades.pdf
143 Elven Forester A variant of the Ranger Class. elvenforester.htm
144 Elven Scout, The A great new class! Elven_Scout.doc
145 Elven Scout, version 2, The A more balanced version of the Elven Scout class below! Elven_Scout2.doc
146 Elven Spellblade The Spellblade seamlessly meld arcane mastery with weapon prowess, all wrapped up in a graceful elven dancing form. ElvenSpellblade.pdf
147 Elven Wardancer A powerful warrior who dances death with blades. Elvenwardancer_unbalanced.doc
148 Elven Warrior Poet They deal death and ecstasy with the same frightening beauty... warrior_poet.doc
149 Elven Woodland Defender Could be a prestige class as well... wood_defender.doc
150 Emissary of Death Drow elves who judge who should live and who should die. emissaryofdeath.pdf
151 Emmisary of Evil A core class very similar to what would be an evil Paladin. EmissaryofEvil.doc
152 Epic Shifter Rules for playing the Shifter, from Masters of the Wild, beyond 20th lvl. epic_shifter.doc
153 Escapologist, The A street mage that combines roguish skills and some limited spellcasting ability. Escapologist.pdf
154 Ethore Masters of bare hands and lightning fast snakelike attacks. TheEthore.pdf
155 Exalted Zealot The Exalted Zealot has tasted true evil, and is disgusted by its corruption. They are the warriors of Pure Good, and will stop at nothing to spread hope throughout the lands. ExaltedZealot.pdf
156 Exoticist A fighter who specializes in exotic weapons. Exoticist.doc
157 Expert, The A nice warrior type class balanced by the class construction engine. The_Expert_classic.doc
158 Eyes of the Evening Servants of Selune. eyesoftheevening.doc
159 Fairgrounds Wrestler Someone whose brute strength and talent for showing off can chose this career. fairgrounds_classic.doc
160 Faith Avenger, The Nice fighter cleric hybrid prestige. faith_avenger.pdf
161 Falconer, The Very impressive, well detailed and illustrated new prestige class. Comes with descriptions of Falconer society and myths. Long Download (630Kb) falconer.pdf
162 Feint Master A master of feint who is always looking for hiting the following blows! FeintMaster.pdf
163 Fensal Hunter Elite Elven prestige class (mixes some great abilities) fensal_hunter.doc
164 Fighter Mage A class that combines the two classes into one. Fighter_Mage.doc
165 Fighter of Elements, The Sorcerers and/or psionics that shape elemental powers on their bodies and weapons... FighterofElements.pdf
166 Filth Master Someone who takes pride in being the unclean shadow on the streets, uses it to his/her advantage. FilthMaster_classic.pdf
167 Firemage A prestige class of spellcaster who is adept with fire magic. This is a 5 level prestige class. Firemage.doc
168 Fist of the Weave A Monk attuned to the Weave from the Forgotten Realms campaign setting. FistofWeave.doc
169 Flagellant Priests that inflict wounds on themselves to atone for their sins, nad empower their spells. Flagellant.pdf
170 Flashing Blade Showmen that focus more on weapon skill display than actually warrior training. Very nice concept to throw into your campaigns. FlashingBlade.pdf
171 Fleet of Foot The Fleet of Foot are fast; really fast. fleet_of_foot.doc
172 Force, The High-powered monks. force.pdf
173 Freedom Fighter Those who fight for a cause. freedom_fighter_classic.doc
174 Frigid Storm A nice prestige class for elves or half-elves frigidstorm.rtf
175 Frost Lord A great prestige class for characters who traverse the frozen lands. frostlord.doc
176 Gambit Mysterious and lone warriors who can read thoughts and predict the near future. (Long Download: 830Kb) gambit.pdf
177 Geomancer Check out the Geomancer, a sorcerer variant that specializes in earth manipulation. geomancer.doc
178 Geomancer Impressive, detailed and well-balanced class. Comes with a bunch of equally good earth related spells. TheGeomancer.pdf
179 Ghost Mage A very nice prestige class for those who delve into the supernatural. ghostmage.doc
180 Gladiator In almost every major city, and several minor ones, there exists a form of entertainment based on arena combat... Check the file for the rest, its a pro class! gladiator.doc
181 Gnome Bolter A kind of arcane archer class for gnomes and their crossbows. It`s very well done. GnomeBolter.pdf
182 Gnomish Champion, The A humorous approach the gnomish racial paragon. TheGnomeChampion.pdf
183 Gnomish Dreamweaver Illusions who alter the way others see reality. Gnomish_Dreamweaver.doc
184 Gohan Suppose its Dragon Ball Z based. gohan.doc
185 Golden Monk A master of the elements around him. golden_monk.doc
186 Guerilla A warrior who specializes in stealth and traps guerillaclass.doc
187 Guild Pugilist A city thug that excels on bare handed combat and urban stealth. GuildPugilist.pdf
188 Gun Blazer A nice steampunk type class for those who use firearms in their settings. GunBlazer_unbalanced.doc
189 Gunner, The Well this is not d20 modern yet, it is a class for Musket users! thegunner.doc
190 Gunslinger A renascence warrior who is a master of Gun-fu. Comes with archaic firearms statistic tables. GunSlinger.pdf
191 Halfling Burglar A very well designed prestige class for the Halfling who wishes to pursue cutpursing. HalflingBurglar.doc
192 Hammer of Karaz-a-Karak These folks are above dwarven defenders and, of course, their abilities are a bit overpowered here. But the whole idea sounds good. HammerofKarazaKarak.pdf
193 Hammer, The A master of bludgeon two handed weapons, preferably a hammer! Very fun. TheHammer.pdf
194 Harlequin A femme fatale that makes her ways trough deceit, humor and quick wits. The 10th level ability might be unbalanced. Harlequine.pdf
195 Harper Knight, The Harpers are members of a secret society dedicated to holding back evil and preserving knowledge. harper_knight.doc
196 Healer A more unique and specific healing class. Healer.ZIP
197 Hippocrates Unbound Healers that use mundane skills and herbs for healing, instead of magic or clerical powers. Comes with 4 different prestige classes. Recommended for low-magic campaigns. hippocratesunbound.pdf
198 Holy Midwife, The Healers that take care of pregnant women and newborn babies. Nice class for a NPC, exotic class for a PC (though can be interesting!) HolyMidwife.pdf
199 Holy Roller, The An holy enemy of undead and lycanthropes. This one is worth reading just because of the 10 riddles test requirement alone. HolyRoller.pdf
200 Houri (Revised) Mistress of seduction. Houri_classic.doc
201 Houri, The A seductress prestige class, very well created, many new spells. Houri.doc
202 Hunter, The Name says it all, a master animal tracker... the_hunter.doc
203 Ice Lord A very nice prestige class for specialists of ice magic. icelord.doc
204 Ikon A type of Psionic Knight, very well done. ikon.doc
205 Inquisitor A law based prestige class. inquisitor.doc
206 Iron Fist An order of monks who focus on physical damage over meditation. IronFistMonk.pdf
207 Iron Fist of the North, The Interesting mix of barbarian and monk classes. Was our first submitted prestige class with notes on class balance. TheIronFistoftheNorth.pdf
208 Ishbalan Crusader Ishbalan crusaders exist for one purpose: the removal of arcane magic from the world. ishbalan_crusader.pdf
209 Jedi A nice port of Jedi, but unbalancing and only for those whose campaigns would allow lightsabers. Jedi_unbalanced.doc
210 Jin Another Dragon Ball Z based class, we will soon have an entire Dragon Ball Z campaign here :) J.pdf
211 Jiu-Jitso Master A five levels prestige class about the Jiu-Jitso fighting style. The rules are perfect in describing this style, so it made a relic. JiuJitsuMaster.pdf
212 Juggernaut A powerhouse who can take what he can dish. juggernaut_classic.doc
213 Juggernaut The sturdy swordmaster who can take a beating and not even slow down. juggernaut.doc
214 Justicar A peacekeeper prestige class, that has a blend of psionic ability. justicar.doc
215 Justicars of Tyr, The A great new class for the Forgotten Realms! UPDATED! justicar.doc
216 Kensai Katana masters. Suggest reducing the ammount of bonus feats to balance it more. kensai.txt
217 Ki Warrior A monk that uses Ki... Fonts are hard to read. ki_warrior.doc
218 Knife Specialist A prestige class for Rogues or Assassins. TheKnifespecialist_classic.doc
219 Knight of King´s Royal Brigade Just a knight the way a knight should be, simply a relic. Suggest changing Knowledge (law) for Knowledge (nobility) at requirements. knight_of_klb.pdf
220 Knight of Principle A defender of weak and law, this is not a standard prestige class and has 15 levels. KnightofPrinciple.doc
221 Knight of Sun As the power of the Shining One expends, he needs more and more warriors to fight by his side... knightofsun.doc
222 Knight of the World The Divine Knight of the World is a man who takes three words to heart. These words are Honor, Duty, and Justice. knight_world.doc
223 Knight ofthe Mind Similar to a Psionic Paladin. Knightofthemind_classic.doc
224 Knights of Hieroneous A knightly prestige class with nice background but not so original abilities. KnightofHieroneous.pdf
225 Kuma A monk like prestige class that teaches the bear's nature. Kuma.doc
226 Light Bringer Devoted Priests of Pelor LightBringer.doc
227 Lindorn, The Students of the old elvish ways of nature magic, these folks work their spells through and from trees. Very nice detailed class! Lindorn.pdf
228 Living Legend Natural born heroes destined to excel among warriors. LivingLegend.pdf
229 Longstrider of Kari, The The Kari Longstriders excel at fast travel, survival and archery. They are tough, resilient to the environment and capable in a fight. LongstriderofKari.pdf
230 Maelgrissa, The A warrior who excels on intimidation rather than actually fighting skills. Maegrissa.pdf
231 Mage Bound, The Warriors who serves as arcane users´ familiars, or such... pclass_cmcanally2.doc
232 Mage Slayer A specialist in killing those who wield magic. MageSlayer.doc
233 Mage Warder Interesting class about warriors that undergo magical rituals to get some special abilities while near their mage patrons. MageWarder.pdf
234 Magos Incarnadine A spellcaster who continues on the path of the Archmage Magos_Incarnadine.rtf
235 Magus A great new class, a sorcerer/cleric mix! The_Magus.doc
236 Magus Best suited for Prodigy race found on New Races. Dark prophesies surround these powerful few. Is there truth in the words, or is it inspired by the fear of their great powers? magus.doc
237 Maiden of the Vine Nice original and detailed prestige class for those who want to became plant-bound creatures. MaidenoftheVine.pdf
238 Malhavoc Follower (Epic) Arcane casters who can turn into shadows... malhavoc_follower.doc
239 Mana Mage A mage who chooses colors as if they were schools of magic. Comes with a new list of arcane spells based on each color. Could be less complex though. ManaMage.pdf
240 Mancer A warrior priest of a specific domain. Mancer.zip
241 Martial Artist Alternative to the monk. This class uses feat based techniques instead of class level feats. Very customizable! martialartist.zip
242 Master Diplomat A master of negotiations. Master_Diplomat.doc
243 Master of Duels, The Whoa another relic here, a very nicely designed swashbuckler class. BABs are wrong to me, should start at +1 (not +0). masterofduels.doc
244 Master of the Void Prestige class made for monks. masterofthevoid.rtf
245 Master Ranger When every ranger advances to become superior at what he does. Masterranger_classic.doc
246 Medium Summoner based on Final Fantasy X video game. medium.doc
247 Memory Mage Wizards with powerful memory that was developed by years of spellcraft study. MemoryMage.pdf
248 Mental Overlord A modified version of the Mind Knight prestige class. Mental_Overlord.doc
249 Messanger Nice thought out, maybe best suited for a prestige class. messanger.txt
250 Messianic Avatar The Messiah's, truly god touched individuals. messianic_avatar.doc
251 Meteo Monk A complex, though very well done, monk variant. meteo_monk.doc
252 Midnight Minstrel A Midnight Minstrel is tasked with promoting the learning and practice of weave magic for its proper use. midnight_bard.doc
253 Mimic, The Warriors that have the supernatural power of mimicking their opponents abilities. Probably based on the class from Final Fantasy Tatics games. TheMimic.pdf
254 Mind Knight Psionic who specializes at combating other psionics. Mind_Knight.doc
255 Mind of the Cabal (Epic) An epic prestige class for psionics! mindofthecabal.txt
256 Monk of Pelor Devoted Monks of Pelor MonkofPelor.doc
257 Monks of the Mind A very nice swashbuckler type class. Monks_of_mind.doc
258 Morde Messenger Ones who specialize in Life and Death, including Undeath. morde_messenger.doc
259 Myrmidom, The Blade fighters with unusual and powerful mystical abilities. TheMyrmidon.pdf
260 Mystic, The Divine spellcasters that receive their spells from their divine connection to sacred places. Mystic.pdf
261 Mysticist The one listed here is called the Houshi, a Buddhist Mysticist who relies on the combination of the staff and the fuda to weaken the spirit. Mysticist.pdf
262 Naturalist Naturalists are those who seek harmony in themselves to find harmony with nature. naturalist.doc
263 Naturalist Herbalists who don`t believe in magic. naturalist.doc
264 Necroscoundrel Roguish necromancers with well thought out abilities. I think the +2d6 sneak attack at 1st level should be +1d6, stacking with previous bonuses. necroscoundrel.doc
265 Nightblade Nice mix of rogues and sorcerers using CCE. Suggest Rogue`s BAB progression instead. It has nothing to do with Karanblade`s Nightblade. nightblade.doc
266 Nightstalker A rogue/sorcerer who specializes in stealth and jumping. Nightstalker_classic.doc
267 Ninja of the Dark Cloud Ninja assassins! NinjaoftheDarkCloud.pdf
268 Ninja, The Dangerous master assassins, the ninja are sworn enemies of samurai. TheNinja.pdf
269 Orc Grunt A particularly nicely created class for Orcs or Half-orcs, very dangerous and highly skilled melee class. OrcGrunt_classic.doc
270 Ordamt Ordamti are an odd mix of paladins, monks, and rogues. ordamt.txt
271 Oros A BeastMaster/BeastFriend core class variation. class_oros.doc
272 Oros (Animal Friend), The New Class that specializes in dealing with animals and nature. oros.doc
273 Pacifist, The Maybe hard to include on your campaign. Bush didn`t liked it... the_pacifist.doc
274 Paladin of Lloth Drow elves anti-paladins. paladinoflloth.doc
275 Peace Keeper An very well constructed prestige class. Peacekeeper.rtf
276 Pegasus Knight, The Very well-balanced class about knights that excels on riding and mounted combat. ThePegasusKnight.pdf
277 Physical Adept Advanced Monks that are even more capable physical combatants. physical_adept.doc
278 Planeswarrior A very rare class that is devoted to the arts of fencing and planar travel. Planeswarrior.pdf
279 Poison Blade Masters of poisons, who utilizes them to kill, debilitate or disable their opponents. PoisonBlade.pdf
280 Poisoner, The Simply a specialist in poison use and creation... It`s a relic because it`s well done and fit to use into any campaign! ThePoisoner.pdf
281 Poisonist A specialist of poisons, who is immune to his own craft. poisonist.doc
282 Priest (Cleric Variant) This new take on Cleric by Piratespice is close to perfection, congratulations to him. I would just take the 0s from Spells per Day table. priest_clericvar.doc
283 Prophet Those with insight granted by the gods. Prophet_classic.doc
284 Protectors of the Great Oak, The A very well constructed Druid or ranger prestige class. protectors_great_oak.doc
285 Psi Spider Those who are obsessed with Arachnids, can train to become this very well done class. psi_spider.doc
286 Psion, The An interesting remake of the class, converts 2e psionicists to 3e psions. Psion1.doc
287 Psionic Sneak A nice variation of Psionic and Rogue, giving up some of both skills to become proficient at both. Psionic_sneak_classic.doc
288 Psychic A variant on the Psion/Psychic warrior, potentially unbalancing. Psychic_unbalanced.doc
289 Psychic Rogue Great new psionic class that makes use of the best of both worlds (Psionics & Rogues) psychic_rogue.rtf
290 Psychomancer A Psychomancer harnesses the power of mind and magic and weaves them into one to perform his abilities. ThePsychomancer.pdf
291 Pugilist Very dangerous monk-like class, with some original abilities. Correct Ref/Will saves and Pressure Chests ability (which is too powerful) and you are ready to go! pugilist.zip
292 Puppet Master A spellcaster who specializes in creation. Puppet_Master.rtf
293 Pyro For the mage that likes fire a little too much. PYRO.doc
294 Rake, The Bloody berserkers who fight with two axes. TheRake.pdf
295 Ranger Variant A unique version of a ranger that does not cast spells. RANGER-variant.DOC
296 Ranger Variant The Class Construction Engine noticed that the Ranger were the most weaker of all classes... Fortunately, for the ranger players, Ted Garland created this flawless variant, which just adds a few more free feats to make it all balanced. ranger_variants.zip
297 Rath`s Bounty Hunter Another bounty hunter class, this one is also well balanced out. BountyHunter.pdf
298 Rebel, The Warriors of free-spirit that refuse being controlled by all means. therebel.doc
299 Red Mage, The More like an everything class, the class that can mimick all other classes, albeit not as well. RedMage_classic.doc
300 Relic Hunter An indiana jones type prestige class. relichunter.rtf
301 Riders of the Savanna, The A nice prestige class for barbarians or other classes. riders_savanna.doc
302 Ritual Warrior Tribal defenders whose faith on spirits power supernatural abilities. TheRitualWarrior.pdf
303 Rogue Scholar For the rogue, wizard or sorcerer just has to pursue the neverending quest for knowledge. RogueScholar.doc
304 Rope Master, The A master of ropes and whips... Or, in other words, a d20 cowboy! Ropemaster.pdf
305 Runic Blade Abnormally powerful mystic warriors. runic_blade.doc
306 Sacred Fist, The A good monk prestige class. SacredFist.doc
307 Saeros Witch A very nice take on the witch concept by Saeros. The class abilities makes sense and the spell list is well balanced out. SaerosWitch.pdf
308 Samurai, The A very well constructed class, looks professional. Samauri_class.doc
309 Sarcastic Swordsman Spider-man taunting with swords. SarcasticSwordsman.pdf
310 Savage, The An nice barbarian based prestige class. The_Savage.doc
311 Savant of the Brand At first, this one may read like another Duelist-like prestige class... Though if you check out it`s amazing original acrobatic abilities, you might agree that it`s a relic. SavantoftheBrand.pdf
312 Scarred One Barbarians who inflict wounds on themselves, becoming ferocious melee combatants who ignore pain. ScarredOnes.pdf
313 Scout The Scout is a soldier who is very fast and highly skilled in the art of intrusion. Ranger/Rogue variant sent by Alias Worg. scout.doc
314 Scout, The Wanderers of the lands that developed a keen sense for dangers and mishaps, and also a natural ability of finding the right path on their travels. Nice broad concept here. TheScout.pdf
315 Sentinel, The The true masters of observation and alertness. These adventurers look forward to develop their keen senses above anything else. Very nice class suited for almost any campaign... Sentinel.pdf
316 Serial Killer After Book of Vile Darkness we are receiving some classes like this one. serial_killer.doc
317 Serpent Mage Mages that begin their careers summoning reptiles, and end it summoning dragons! SerpentMage.pdf
318 Shadow An assassin like prestige class ShadowPclass.doc
319 Shadow Assassin Sounded boring at start, but after reading throught all abilities, it made a relic easily. Very well developed. Combat timing might be unbalancing though. ShadowAssassin.pdf
320 Shadow Chaser of Urlmar, The Shadow chasers are drawn to areas where the Undead are thickest. Whether it is the chance of putting some restless soul to peace, or quieting the keen of a banshee a shadow chaser will take up the challenge. ShadowChaserofUrlmar.pdf
321 Shadow Eye Arcane roguish spies that hide in the sahdows. shadoweye.html
322 Shadow Khan This is a roguish spellcaster with Aura abilities. shadow_khan.doc
323 Shadow Knight A heart of ice and a devotion stronger than steel-these are at the core of the Shadow Knight. shadow_knight.doc
324 Shadow Knight An evil knight, dangerous and skilled. Shadow_Knight.doc
325 Shadow Sniper Roguish archers are always deadly. ShadowSniper.pdf
326 Shadow Witch A witch that keeps to herself, though can be good or evil. Shadow_Witch.doc
327 Shadowolf Apparently another Anime/Mangá based class. shadowolf.doc
328 Shaman An adept like class, cross between barbarian and druid. Shaman.doc
329 Shaolin Master A monk who specializes in harnessing the elements. ShaolinMaster.doc
330 Shield Maiden New class devoted to healing and protective techniques. shield_maiden.doc
331 Shinobi Masters of stealth and martial arts, they came from distant mystical lands... Shinobi.pdf
332 Ship Mage Wizards specializing in faring aboard ocean crossing vessels. ship_mage.rtf
333 Shotokan Warrior, The A monk that have some very unusual abilities, like the Hadoken bolt or the Shoryuken uppercut. Some long time gamers may have seen them... ShotokanWarrior.pdf
334 Sicarii, The Sneaky assassins that specializes in killing specific targets without being noticed. Some nasty sneaking abilities within. Sicarii.pdf
335 Silent Fist A deadly monk prestige class. Silentfistclan.doc
336 Silver Order, The An order of monks dedicated to the protection fo the Weave. SilverOrder.pdf
337 Singer, The Powerful elven bards. Comes with lots of special songs TheSinger.pdf
338 Siphoner, The A master burglar who can even steal spells and hit points! TheSiphoner.pdf
339 Sisters of Mercy A well crafted and very well written prestige class for female characters. Sisters_of_mercy.doc
340 Skald A seeker of tales, wanderer of the adventure stories, master of poetry. Skald.pdf
341 Slum Lord A fantasy medieval junkie with unusual abilities. SlumLord.pdf
342 Sneak, The The best burglar of them all. Sneak.doc
343 Sniper One who specializes in taking out targets from a distance. Sniper.doc
344 Sniper, The A scouting sniper. TheSniper.pdf
345 Sogo Monk A master of quarterstaff and incredible vaulting leaps! SogoMonk.pdf
346 Solar Collection 3 new and very nice classes: The Guardians, Darksoul and Deathmaster. SolarCollection.pdf
347 Solonor's Bowhunters Exceptional archer prestige class. SolonorsBowhunters.doc
348 Sorcerer Variant Another class variant that tries to make the Sorcerer a bit more balanced. sorcerer_variant.doc
349 Sortier Master of hit and run. sortier-x.doc
350 Soul Master Clerics who made a pact with the devil, or such... soul_master.doc
351 Spirit Archer Free-spirited archers whose ultimate goal is to craft a spiritual bow. spirit_archer.doc
352 Spirit Warrior, The This is a new class for the D&D 3rd edition that is based on the TV show Dragon Ball-Z. I used a monk as a template, so this is really a variant on the monk. spititwarrior.doc
353 Spy, The Here is the spy, a class made using the Class Construction Engine (above) class_spy1.doc
354 Spymaster Specializes in gathering information and infiltration, is quite capable of doubling up as an assassin as well. spymaster.doc
355 Spymaster Subterfuge devoted prestige class. pclass_spymaster.doc
356 Stalker This is a paladin derived prestige class who specialize in fighting the undead. pclass_stalker.html
357 Stalker in Shadows Overly detailed roguish prestige, comes with a long description of their organization. StalkerinShadows.pdf
358 Star, The When Popularity, Fame and Talent take your Bard to a new level. TheStar_classic.doc
359 Starmaster Starmasters are Mages who have tapped into their inner power and concentrated it into a cloak of energy. starmaster_class.rtf
360 Steel Fury Blade Glauntet specialists with weird martial abilities. SteelFury.pdf
361 Street Fighter One who specializies in fighting with dirty tactics and brawling. StreetFighter.doc
362 Summoner A very nice prestige class, loosely based on the Summoner game. Summoner.doc
363 Summoner, The A master of summoning magic. Comes with detailed summoning tables and some new rules. TheSummoner.pdf
364 Sumo Warrior Cool this is a sumo wrestler! Blubber armour is nice but the bonus advancement might be too high... sumo.doc
365 Sun Dragon Monks, The An elvish monk clan of disciples from the Sun Dragon. SunDragonMonk.pdf
366 Swanmay, The Another relic from Rob: well illustrated, detailed and quite balanced. Long Download (690Kb) swanmay.pdf
367 Swarm Master/Mistress, The Nice prestige class for characters from the swamps, or those who spend time with lizardfolk. SwarmMasterMistress.rtf
368 Swashbuckler, The An agile, nimble and quick-witted warrior! swashbuckler.doc
369 Sword Master For the one who wishes to be a master of blades. Based loosely off of the Sword Dancer Class. SwordMaster3E.doc
370 Sword Master A specialist at wielding two weapons and can perform special abilities with the blade. swordmaster.doc
371 Sword Sorcerer A great new class that mixes combat and magic! Sword_Sorcerer.doc
372 Swordman of the Sightless Eye Monks that learned how to fight without the need of visual aid. They use their personal weapon, the Zaitochi. SwordsmanoftheSightlessEye.pdf
373 Tamer A class that trains and works with animals. Tamer.doc
374 Tarot Mage Based on Sakura Card Captor. For me it´s too complex for a prestige class but if you are a fan that´s for you. tarot_mage.rtf
375 Tauren (Monster Class) Minotaur warriors that received spiritual powers from their ancestors and became elite fighters. This class is intended for monsters, it would be alot unbalanced for PCs. Tauren.pdf
376 Tempered Ones, The Paladins who undertake rituals of purification to empower their combat abilities and resistance. TheTemperedOnes.pdf
377 Templar, The A very nice paladin variation. TheTemplar.pdf
378 Thaumaturge Specialists of Lore and the mysterious art. Thaumaturge.rtf
379 Time Master Someone who can manipulate the fabric of time around them. time_master.doc
380 Torchbearer, The Priests of the God of Light who preach the flashing flames of Truth. Torchbearer.pdf
381 Town Drunk, The Prestige class similar to the drunken master TownDrunk.doc
382 Traveler of the Silken Road This prestige class focuses on warriors who use naught but the sword. A great class and organization to add to any campaign. traveler.pdf
383 Treesinger Closer to a Kit rather than a prestige class, characters retain all basic class info and add more statistics for this prestige class. Treesinger.doc
384 Tribesman A mix of Barbarian and Ranger... This was close to unbalanced rating though. tribesman.doc
385 Trickster These characters seek to spread mischief throughout the world. trickster.doc
386 Triune A knight blessed with enchantments and power Triune_classic.doc
387 Trophy Hunter, The Fierce hunters that use the badges of fallen opponents as trophies of honor. TheTrophyHunter.pdf
388 Troubleshooter For the rogue who wants to help solve any problems adventurers face while questing. Troubleshooter.doc
389 True Caster A variant of the polemic Mystic Theurge from D&D 3.5; This one is also gains both arcane and divine spell progressions, but not on every level. Truecaster.pdf
390 True Summoner A magic user who deals with unique summoned creatures, who function more like allies than summons. Very well balanced out. Yet simple, it is a really good class. TrueSummoner.pdf
391 Tunnel Master A prestige class for Kobolds, the masters of tunnel traps!. TunnelMaster.pdf
392 Unarmed Warrior Warriors that focus on unarmed combat. Though not developing supernatural powers like the monks, they hit harder than them... UnarmedWarrior.pdf
393 Undead Hunter A nice prestige class for those who wish to be the bane of the undead. Undeadhunter.doc
394 Underworld Scourge A prestige class for those who wish to build an evil guild or empire. UnderworldScourge.doc
395 Updated Valkyrie The Virgin Warrior Maiden. ValkyrieClass_classic.rtf
396 Valkyrie The infallible virgin warrior maidens of the deities. Those who search for souls whom are worthy enough to join the deity in their home plane. Valkyrie.pdf
397 Vlaude`s Track of Immortality Surely a powerful prestige, which comes with very high requirements though. vlaudes_track.doc
398 Voromancers Ritualistic power stealers... This one is tough to balance, but I think its pretty balanced here. voromancers.html
399 Wandering Blade An expert sword warrior. WanderingBlade.doc
400 War Priest of Heironeous A specialized priest whose focus is combat. WarPriestofHeironeous_classic.doc
401 War Wizard A specialist at fighting in the trenches at battles. War_Wizard.rtf
402 Warbringer The champions of Tempus! warbringer.doc
403 Warchief, The A leader in the battle field! This class is very generic and suitable to any campaign. TheWarchief.pdf
404 Warlock This is the Wild Mage template to be added to other sorcerer classes. Warlock_classic.doc
405 Warlock, The A 3rd Edition version of the Wild Mage. Warlock1.doc
406 Warrior of Underdark Very powerful class suited for the Duergar and Derro, a race of evil dwarves that dwells in the deep caves of Underdark. WarriorofUnderdark.pdf
407 Wilderness Warrior A specialist in the bladed gauntlets. TheWildernessWarrior_classic.doc
408 Wind Dancer, The The first free peak at Karanblade´s prestige classes. The barbarians from Rain Islands whose dances are a mixture of beauty and bloodly fury! Don´t miss the illustration inside... winddancer.pdf
409 Winter Warrior, The A class based on those who traverse in the arctic lands. Winter_Warrior.doc
410 Witch Collection, The 4 different takes on the Witch Class. All of them are very well done. TheWitchCollection.pdf
411 Witching Seductress The beguiling woman who uses her enchanting ways to get what she wants. WitchingSeductress_classic.pdf
412 Wizard Slayer Barbarian who lives for destroying all there is magical. BarbarianWizardSlayer.doc
413 Wyrmslayer Those who specialize in hunting dragons. wyrmslayer_classic.doc
414 Zealot Very nice prestige that describes the most pure among the defenders of goodness. zealot.doc

[PC46] Collective 4.6 Classes


Leecher1

Level KXP Priest
123 456 789
1 0 1-- --- ---
2 2.5 20- --- ---
3 5 21- --- ---
4 7.5 320 --- ---
5 12.5 421 --- ---
6 25 422 0-- ---
7 50 432 1-- ---
8 100 433 20- ---
9 200 433 210 ---
10 300 443 221 ---
11 400 444 321 0--
12 500 444 421 10-
13 600 555 432 111
14 700 555 442 111
15 800 555 552 111
16 900 555 553 211
17 1000 555 554 321
18 1100 555 554 321
19 1200 555 554 322
20 1300 555 554 333
21 1400 555 554 444
22 1500 555 555 555
23 1600 666 666 666
24 1700 776 666 666
25 1800 777 766 666
26 1900 777 776 666
27 2000 777 777 666
28 2100 777 777 776
29 2200 777 777 777
30 2300 887 777 777
31 2400 888 777 777
32 2500 888 877 777
33 2600 888 887 777
34 2700 888 888 777
35 2800 888 888 877
36 2900 888 888 887
TH Saves
PD RS PP BW Sp Fo Re Wi
+0  8  4  5  2  3  0  0  2
+1  8  4  6  3  4  0  0  3
+1  9  5  6  3  4  0  1  3
+2  9  5  6  4  4  1  1  4
+3 10  6  7  4  5  1  1  4
+3 10  6  7  5  5  2  2  5
+4 11  7  8  5  6  2  2  5
+5 11  7  9  6  6  2  2  6
+5 12  7  9  6  7  3  3  6
+6 12  8  9  6  7  3  3  7
+7 13  8 10  7  8  4  3  7
+7 13  9 10  7  8  4  4  8
+8 13  9 10  7  8  4  4  8
+9 14  9 11  8  9  5  4  9
+9 14 10 11  8  9  5  5  9
+10 14 10 11  9  9  6  5 10
+11 15 11 12  9 10  6  5 10
+11 15 11 12 10 11  6  6 11
Requisites: Str 13, Dex 13, Wis 13
Alignment: any
HD/level: d6
Weapon Prof.: 3+level/4
To Hit Table: Pri
Save Table: Pri
Reference: DM {Mirror Eeler1}
Groups: Priest, Mirror
 
Can cast spells only from All, Animal, Eeling, and Summoning spheres. Eeling spells cost ½ of a spell each to cast.
Other spheres cannot be cast at all, but you may pick one sphere which can be cast as if opposite (at 2 spells per spell).
This class uses "Defiler" type magic, and drains the MF with time.
Level 5: Detect Leeches and Eels 40' cont.
Level 9: 1M: Identify Magical Pool.
Level 9: Gain four 1st level Eelemental Wizard spells in your memorization per day.
Level 9: Mental link with your Leeches and Eels.
Level 12: Gain four 2nd level Eelemental Wizard spells in your memorization per day.
Eel Sphere:
Leeches (SL=1): This acts like goodberries, each casting gives 3 Leeches. Leeches can cure or cause 1 hp, and can move on their own.
Summon Eelemental (SL=N): Summon a DL N Eelemental (DM has table)
Summon Leech (SL=N): Summon a DL N Leech (DM has table)
Call Eelectricity (SL=2): CLd6 Eelectricity dmg (no save; NR to resist) to one target
Protection from Eelements (SL=3): Resist all Eelements, or absorb 12*CL Eelemental dmg.
Eels (SL=4): This acts like goodberries, each casting gives 1 Eel. Eels can remove or cause 1 [C] section effect (PPD save, effect is random).
Reelly Put Out of Misery (SL=5): Ignore regen buffer then Put out of Misery (lower s slay). Doesn't trigger contingencies.
Heel (SL=6): Remove all hp of dmg and remove 1 [C] section effect
Hovercraft Full of Eels (SL=7): Like a Chariot of Sustarre, but it's Eels!
Multi Eel (SL=7): Summons CL Eels of DL=7, which use up 1 summon slot. They aren't summoning sick!
New Eel Sphere spells to this class:
Powerleech (SL=2): Whenever an enemy activates an item, be cured 10 hp.
Thoughtleech (SL=2): Whenever an enemy uses a psionic ability, be cured N hp, where N=SL of the effect.
Blessing of Leeches (SL=3): Target regenerates at CL hp/s.
Drainheal (SL=3, also Incantatrix): Drain the local MF by 1: Heal self.
Steal Summon (SL=4, also Incantatrix): Steal someone's summon (your summon slot needs to be open to do this)
Mindleech Mass (SL=8): Acts as a DL VII Leech summon (counts as 100 leeches); steals 1 spell (and puts in your memorization) per attack
Robe of Eeling (SL=8): Get 2d10 random SL=1d6 Eel effects (self or other) every round for 1h
iHeel (SL=9): Remove CL idmg and remove CL [C] section effects

[PC46] Collective 4.6 Classes


Ling0

Level KXP
Spells
1 0 (none)
2 4 (none)
3 8 (none)
4 16 (none)
5 32 (none)
6 64 (none)
7 128 (none)
8 240 (none)
9 600 (none)
10 1200 (none)
11 1800 (none)
12 2400 (none)
13 3000 (none)
14 3600 (none)
15 4200 (none)
16 4800 (none)
17 5400 (none)
18 6000 (none)
19 6600 (none)
20 7200 (none)
21 7800 (none)
22 8400 (none)
23 9000 (none)
24 9600 (none)
25 10200 (none)
26 10800 (none)
27 11400 (none)
28 12000 (none)
29 12600 (none)
30 13200 (none)
31 13800 (none)
32 14400 (none)
33 15000 (none)
34 15600 (none)
35 16200 (none)
36 16800 (none)
TH Saves
PD RS PP BW Sp Fo Re Wi
+2 20 18 16 10 12  4  2  0
+2 20 18 16 12 12  4  2  0
+2 20 18 16 12 14  6  4  0
+4 24 22 20 16 18  6  4  2
+6 24 22 20 18 18  8  4  2
+6 24 22 20 18 20  8  6  2
+6 28 26 24 22 24 10  6  4
+8 28 26 24 24 24 10  8  4
+10 28 26 26 24 24 12  8  4
+10 32 30 28 28 30 12  8  6
+10 32 30 30 28 30 14 10  6
+12 32 30 30 30 30 14 10  6
+14 32 30 30 30 30 14 10  6
+14 32 30 30 30 30 14 10  6
+14 32 30 30 30 30 14 10  6
+16 32 30 30 30 30 14 10  6
+18 32 30 30 30 30 14 10  6
+18 32 30 30 30 30 14 10  6
Requisites: Str 18, Dex 18, Con 18
Alignment: any
HD/level: d12
Weapon Prof.: 4+level/2
To Hit Table: CTD0*2
Save Table: Half0*2
Reference: DM {Double Halfling0}
Groups: Warrior, Rogue
 
Gets 80 Rogue points per level.
Gets "Level:" abilities of Fighter0.
Level 1: Over Hit: If you hit someone and needed a negative number to hit them (i.e. your TH bonus was greater than his AC), do x1.5 dmg.
Level 1: +2 proficiencies per level.
Level 4: Double Over Hit: If you hit someone and your TH bonus was greater than double his AC, do x2 dmg (instead of x1.5 for Over Hit).
Level 8: +10 HNCL (this can't be picked)
Level 9: Double Resist Magic and Breath Weapons.
Ling0 still gets the normal level 9, 18, 27, 36 picks in addition to the table below.
Lvl Ability
1 Any two Rogue 1 abilities
2 Any two Rogue 2 abilities
3 Any two Rogue 3 abilities
4 Any two Rogue 4 abilities
5 Any two Rogue 5 abilities
6 Any two Rogue 6 abilities
7 Any two Rogue 7 abilities
8 Any two Rogue 8 abilities
16 Any two Rogue 12 abilities
24 Any two Rogue 18 abilities
32 Any two Rogue 32 abilities

[PC46] Collective 4.6 Classes


Loyalist5 / Collaborator5

Level KXP
Spells
1 0 (none)
2 4.8 (none)
3 9.6 (none)
4 19.2 (none)
5 38.4 (none)
6 76.8 (none)
7 153.6 (none)
8 307.2 (none)
9 614.4 (none)
10 1000 (none)
11 1500 (none)
12 2000 (none)
13 2500 (none)
14 3000 (none)
15 3500 (none)
16 4000 (none)
17 4500 (none)
18 5000 (none)
19 5500 (none)
20 6000 (none)
21 6500 (none)
22 7000 (none)
23 7500 (none)
24 8000 (none)
25 8500 (none)
26 9000 (none)
27 9500 (none)
28 10000 (none)
29 10500 (none)
30 11000 (none)
31 11500 (none)
32 12000 (none)
33 12500 (none)
34 13000 (none)
35 13500 (none)
36 14000 (none)
TH Saves
PD RS PP BW Sp Fo Re Wi
+0  8  4  6  3  4  0  0  3
+1  9  5  6  4  4  1  1  4
+2 10  6  7  5  5  2  2  5
+3 11  7  9  6  6  2  2  6
+4 12  8  9  6  7  3  3  7
+5 13  9 10  7  8  4  4  8
+6 14  9 11  8  9  5  4  9
+7 14 10 11  9  9  6  5 10
+8 15 11 12 10 11  6  6 11
+9 16 12 13 11 12  7  6 12
+10 16 13 14 12 12  8  7 13
+11 16 14 14 13 13  9  8 14
+12 16 14 15 14 14 10  8 15
+13 17 15 16 14 14 10  9 16
+14 17 15 16 15 15 11 10 17
+15 17 16 16 15 16 12 10 18
+16 17 16 16 16 16 13 11 19
+17 17 16 16 16 16 14 12 20
Requisites: Str 13, Con 9, Wis 13
Alignment: (L or A) any
HD/level: 3d3
Weapon Prof.: 6+level/2
To Hit Table: War
Save Table: 2xPri
Reference: DM {Mirror Rebel5}
Groups: Warrior, Mirror
 
Levels Pick Description
Level 1-3: A 0, 1/t: Reorder the "stack" of pending effects.
B LVL slots in Depth Sense, Tracking, Weight Sense
C Natural 1's do not automatically miss on saves
D Ioun stones and Gemlets are at half monetary cost
E Immune to telekinesis
Level 4: Pick two from: Loyalist5 Level 1-3, White/Black Hat Level 1-3, or one Psi(-12)L minor
Level 5-7: F +LVL punch to hit
G +1 to all crit multipliers
H Get +LVL/2 attacks vs. a target if none of your friends attack it this segment
I Clan and Guild patches are at half cost
J Ignore someone's immunity to falling dmg, telekinesis, overbearing
Level 8: Pick two from: Loyalist5 Level 5-7, White/Black Hat Level 5-7, or one Psi(-12)L minor
Level 9-12: K 1M, 1/d: Summon LVL*3 Loyalist5 NPCs (lvl = LVL*3-24, max=15)
L 1P: Attack each target only once this segment (can be >1 group). You autohit them for xLVL/2 dmg.
M Auto double power score all stat checks.
N +LVL*5% CNaCNR; SR LVL*5; dust of disappearance cont.; dust of appearance 30'r cont. (hole in middle); considered extra +LVL weapon to hit others
O Immune Tricks; Flying movement rate = (LVL^2)"; Sustain all ability scores; Immune Backstab (and it's variants)
Level 13: Pick two from: Loyalist5 Level 9-12, White/Black Hat Level 9-12, one Psi(-12)L major, or one other5 Level 1-3

[PC46] Collective 4.6 Classes


Martyr (Rejuvenate-Other)

Level KXP Martyr Unb Aft
357 9  [1] [1]
1 0 1-- -  [-] [-]
2 3 2-- -  [-] [-]
3 6 3-- -  [-] [-]
4 12 4-- -  [-] [-]
5 24 41- -  [-] [-]
6 48 42- -  [-] [-]
7 96 43- -  [-] [-]
8 192 44- -  [-] [-]
9 330 441 -  [-] [-]
10 600 442 -  [-] [-]
11 900 443 -  [-] [-]
12 1200 444 -  [-] [-]
13 1500 444 1  [-] [-]
14 1800 444 2  [-] [-]
15 2100 444 3  [-] [-]
16 2400 444 4  [-] [-]
17 2700 544 4  [-] [-]
18 3000 554 4  [-] [-]
19 3300 555 4  [-] [-]
20 3600 555 5  [-] [-]
21 3900 655 5  [-] [-]
22 4200 665 5  [-] [-]
23 4500 666 5  [-] [-]
24 4800 666 5  [1] [-]
25 5100 666 6  [1] [-]
26 5400 666 6  [2] [-]
27 5700 766 6  [2] [-]
28 6000 766 6  [3] [-]
29 6300 776 6  [3] [-]
30 6600 776 6  [3] [1]
31 6900 776 6  [4] [1]
32 7200 777 6  [4] [1]
33 7500 777 6  [4] [2]
34 7800 777 6  [5] [2]
35 8100 777 7  [5] [2]
36 8400 777 7  [5] [3]
TH Saves
PD RS PP BW Sp Fo Re Wi
+0 5 (all) [++0]
+1 10 (all) [++1]
+2 15 (all) [++1]
+3 20 (all) [++2]
+4 25 (all) [++2]
+5 30 (all) [++3]
+6 35 (all) [++3]
+7 40 (all) [++4]
+8 45 (all) [++4]
+9 50 (all) [++5]
+10 55 (all) [++5]
+11 60 (all) [++6]
+12 65 (all) [++6]
+13 70 (all) [++7]
+14 75 (all) [++7]
+15 80 (all) [++8]
+16 85 (all) [++8]
+17 90 (all) [++9]
Requisites: Wis 23, Chr 28, Class Slots 2
Alignment: any
HD/level: d20
Weapon Prof.: 0+level
To Hit Table: War
Save Table: 5*level [++level/2]
Reference: DM { Alternate Rejuvenator }
Groups: Priest, Concordant (x1), Technology
 
Gets Super Barbarian Wis bonus, which is +(Wis-18)*3.
This class is dedicated to the continuation of other people's lives at all costs, using all technological and magical methods possible.
This is the reduced form of two different x2 Concordant classes: Unbreakable (brick-style with lots of immunities) and Afterliver (constantly being reborn into new forms). The idea here is by the time a character has reached 36th level in Rejuvenator, they will know which path they will take.
The saves are 5*LVL in all categories. You also get ++LVL/2 on the natural die roll for saves, meaning even at level 1 you cannot auto-miss a save (you auto-make on 19-20).
Level 24 Note: Your "CCL" is your CL-23 for Unbreakable and CL-29 for Afterliver.
Level 38 ¶: Note that at this level you auto-make all saves, due to your save bonus (a natural 1-20 becomes a 20).
 
DM Note: The Troll-like regeneration powers may all be run at the same time; the higher level versions are not "upgrades".

[PC46] Collective 4.6 Classes


Martyr Spells

Level # Spell
3 1 1V: Death's Door Other (they go to 0 current hp)
3 2 1V: Remove Charm/Domination on Other.
3 3 1P: Remove Paralysis, Stun, or Held on Other.
3 4 1M: Remove an effect that's stopping someone else from using actions, like Stop, Slow, Web, etc. Lockdown, Time Stop, and Temporal Stasis can be done, but they require 10 uses of this power.
3 5 1M: Clone Other (as spell, must be willing). You may have CL Clones in storage at a time.
3 6 1N, 1/s: Troll-like regenerate Other 10*CL% of their max hp (note this might not get them up immediately even at level 10)
5 1 1P: Remove a (non-major) [C] section effect on someone else. This may be repeated to build up to a major [C] section effect.
5 2 1M: Heal Other.
5 3 +1D Actions in the room continuous (does not affect "dead" Actions).
5 4 Your mount (if you have one) gets affected by every Martyr spell you do on someone else, unless you don't want it to.
5 5 1N, 1/s: Troll-like regenerate Other 20*CL% of their max hp, this can also cure Vile dmg and Permanent hp of dmg.
5 6 Borrowed Haste: +LVL bA Actions; does not count as your Haste; You may use Borrowed actions for any Martyr effect on this list.
7 1 1V: Target does a normal movement at half their movement rate, if they want to. Parting shots do apply.
7 2 1F: Animate Other as an Undead. Pick an Undead Racial Adjective (it's free). Only 1 adjective at a time. Target must be willing.
7 3 1P: Cureall Other.
7 4 1M: Resurrect Other.
7 5 Can "material component" Martyr powers (spend +1V; you must be conscious) to allow you to affect another target with a power. You can affect yourself as the second target with this.
7 6 1N, 1/s: Troll-like regenerate Other 30*CL% of their max hp, this can also cure ability score dmg (at 10 hp each).
9 1 1F: Move a nasty flag on someone else (such as Capital S Slain) to someone else in their group.
9 2 You can convert 1X -> 1bX actions. 2F or 1bX: Target can use a normal 1P action this segment, even though they're unconscious or dead.
9 3 1M: True Resurrect Other.
9 4 1M, 1/d: Capital I Insist something. You can pick this more than once to use it more than once per day.
9 5 Have the DM copy another PC's status on the chalkboard to somewhere else as a backup. 1N, 1/reset: Switch their current status with the backup. This cannot be taken more than once. The PC must be willing.
9 6 1N, 1/s: Troll-like regenerate Other 40*CL% of max hp, this can also cure negative levels (at 100 hp each).
Unbreakable 1 (11) 1 +CCL PSaves (using the [X] section saving throw rules)
Unbreakable 1 (11) 2 +(CCL+1)/3 ihp
Unbreakable 1 (11) 3 +(CCL+1)/3 iAC
Unbreakable 1 (11) 4 Immune to CCL [C] section effects, even major ones are only 1 pick each
Unbreakable 1 (11) 5 All of your items are Indestructible.
Unbreakable 1 (11) 6 You are immune to all area effects. However, this power is incompatible with any "You can't be targetted" effects you have running (they shut off).
Afterliver 1 (11) 1 +CCL MSaves (using the [X] section saving throw rules)
Afterliver 1 (11) 2 1N, 1/s: Pick any ÷18 or less race, or a DL IX or less creature you know of. You Shapechange into it. Your stats don't change, but you can use racial/innate abilities from it.
Afterliver 1 (11) 3 You can assume the form of any known dead/incursed/pixelated person or creature (this is like the First Evil's ability). You don't have the person's abilities, but you do have their memories.
Afterliver 1 (11) 4 You can convert 1X -> 1deadX actions. 1deadX: Capital F Fix Self.
Afterliver 1 (11) 5 You get and can use 2D Actions per death per segment. You are limited to CCL+1 D Actions you can use per reset (instead of 1).
Afterliver 1 (11) 6 Rotating Truename. Rotating Home Plane. Rotating Quantum Signature. Your Silver Cord rotates color, and can't be targetted or attacked.

[PC46] Collective 4.6 Classes


Nicol Bolas (MTG B/U/R) (Dimir/Izzet/Rakdos)

Level KXP Wizard
123 456 789 AB
1 0 2½- --- --- --
2 5.625 31½ --- --- --
3 11.25 421 --- --- --
4 22.5 532 ½-- --- --
5 45 643 1½- --- --
6 90 754 21- --- --
7 180 865 32½ --- --
8 360 976 43½ --- --
9 720 A87 541 ½-- --
10 1440 A98 652 1-- --
11 2160 AA9 763 2½- --
12 2880 AAA 874 3½- --
13 3600 AAA 985 4½- --
14 4320 AAA A96 51½ --
15 5040 AAA AA7 621 --
16 5760 AAA AA8 732 --
17 6480 AAA AA9 843 --
18 7200 AAA AAA 954 ½-
19 7920 AAA AAA A65 ½-
20 8640 AAA AAA A76 1-
21 9360 AAA AAA A87 1-
22 10080 AAA AAA A98 2-
23 10800 AAA AAA AA9 2-
24 11520 AAA AAA AAA 3-
25 12240 BBB BBB BBB 3-
26 12960 BBB BBB BBB 4-
27 13680 CCC CCC CCC 4½
28 14400 CCC CCC CCC 5½
29 15120 DDD DDD DDD 5½
30 15840 DDD DDD DDD 51
31 16560 DDD DDD DDD 61
32 17280 EEE EEE EEE 61
33 18000 EEE EEE EEE 71
34 18720 FFF FFF FFF 71
35 19440 FFF FFF FFF 81
36 20160 FFF FFF FFF 82
TH Saves
PD RS PP BW Sp Fo Re Wi
+2 10 14 16  6 12  2  4  2
+3 12 14 16  6 14  2  6  4
+3 12 16 16  8 14  4  6  4
+4 12 16 16  8 14  4  8  6
+4 12 18 18  8 16  4  8  6
+5 14 18 18 10 16  6 10  8
+5 14 20 18 10 18  6 10  8
+6 14 20 18 12 18  8 12 10
+6 14 20 20 12 18  8 12 10
+7 16 22 20 12 20  8 14 12
+7 16 22 20 14 20 10 14 12
+8 16 24 20 14 22 10 16 14
+8 16 24 22 16 22 12 16 14
+9 18 26 22 16 22 12 18 16
+9 18 26 22 16 24 12 18 16
+10 18 26 22 18 24 14 20 18
+10 18 28 24 18 26 14 20 18
+11 20 28 24 20 26 16 22 20
Requisites: Dex 28, Int 26, Wis 17, 4 class slots
Alignment: LN
HD/level: d40
Weapon Prof.: 8+level
To Hit Table: Rog +5 levels
Save Table: (Wiz/Rog/Psi)*2
Reference: DM {Arch- Crosis Purger}
Groups: Wizard, Rogue, Monster
 
Super Barbarian Dex bonus [bonus = (Dex-18)*3]. Extra-Barbarian Int bonus.
Has 155+65*LVL Rogue points.
Some of this class's rogue abilities duplicate psionic powers. The number of PSPs being used (if this is needed, for effects like Cell Adjustment) is equal to the amount the roll is made by. The limit on how many PSPs can be spent is still obeyed. This class counts as 1 level higher for purposes of twilighting. You will twilight if you use a psionic power that is too high SL for you.
Channeling. Int bonus to spells. Specialized in Wizard Metamagic school.
Moving costs you only ½V action. (This effectively doubles your movement rate.)
Level 1: +1 borrowed M action per round.
Level 1: 1M: Summon a kobold (AC 10, hp 10, TH +1, dmg 1). It is a summon but does not use a summon slot. It does not have summoning sickness. At end of round, it is automatically unsummoned.
Level 3: -1 to number of remaining M or borrowed M actions remaining this round: Copy a spell you cast this segment.
Level 4: 1V: +1 QV next segment.
Level 4: 1V: Target cannot use V actions next segment (no save; aIR to avoid).
Level 4: 2M+½V: Target gets -4*LVL TH, dmg, AC, and saves until end of round.
Level 4: 1M: Summon a goblin (AC 20, hp 10, TH +20, dmg 20). It is a summon but does not use a summon slot. It does not have summoning sickness. At end of round, it is automatically unsummoned.
Level 5: +1 borrowed M action per round.
Level 9: 1P: +1 QP next segment.
Level 9: 1P: Target cannot use P actions next segment (no save; aIR to avoid).
Level 9: For HD/level, this class copies the cumulative (&) modifier (if it's there on the class you're copying). This applies to all dice (even those below level 9).
Level 9: -1 to number of remaining M or borrowed M actions remaining this round: Copy a spell someone else cast.
Level 9: +1 Q borrowed M action per round.
Level 9: 1M: Summon a ball lightning (AC 20, hp 10, TH +60, dmg 60). It is a summon but does not use a summon slot. It does not have summoning sickness. At end of round, it is automatically unsummoned.
New spells:
Force Spike (Metamagic, SL 2): 1 borrowed M or 1 OppM: Counter target magical/psionic effect unless its user devotes another spell/psionic slot to it.
Mana Leak (Metamagic, SL 3): 1 borrowed M or 1 OppM: Counter target magical/psionic effect unless its user devotes another 3 spell/psionic slots to it.
Counterspell (Metamagic, SL 4): 1 borrowed M or 1 OppM: Counter target magical/psionic effect.
Fork (Metamagic, SL 4): 1 borrowed M or 1 OppM: Copy target magical/psionic effect.
Deflection (Metamagic, SL 5): 1 borrowed M or 1 OppM: Redirect target magical/psionic effect to another target.
Quash (Metamagic, SL 6): 1 borrowed M or 1 OppM: Counter target magical/psionic effect. That person cannot use that effect for the rest of the day.
Lvl Ability | -50% | -100% | -150% Act Base Penalty Bonus
1 +rating/50 A actions /r this turn || B actions || C actions 1F 0 Dex-20 Dex-25
1 Controlled Blink | Controlled Blink 10'r (unwilling get PP save) ½V 50 Wis-14 Wis-14
1 Do rating/50 physical attacks with one weapon ½P 50 Str-10 Str-18
1 Duplicate a Psi1 minor ||| major ||| grand ||| super 1M 0 Chr-9 Chr-12
1 Duplicate a Psi2 minor ||| major ||| grand ||| super 1M 0 Con-9 Con-12
1 Duplicate a Psi3 SL=1 | SL=2 | SL=3 | etc. 1M 0 Any-18 Any-24
1 Any Rogue Level 1 ability - - - -
1 Any Rogue Level 1 ability - - - -
1 Any Rogue Level 1 ability - - - -
1 Any Rogue Level 1 ability - - - -
2 Duplicate a Psi10 minor ||| major ||| grand ||| super 1M 0 Int+Wis-24 Int+Wis-32
2 Any Rogue Level 2 ability - - - -
3 Duplicate a Psi5 minor ||| major ||| grand ||| super 1M 0 Chr-15 Chr-20
3 Any Rogue Level 3 ability - - - -
4 Any Rogue Level 4 ability - - - -
4 Any Rogue Level 4 ability - - - -
5 Any Rogue Level 5 ability - - - -
5 Any Rogue Level 5 ability - - - -
6 Any Rogue Level 6 ability - - - -
6 Any Rogue Level 6 ability - - - -
7 Any Rogue Level 7 ability - - - -
7 Any Rogue Level 7 ability - - - -
8 Any Rogue Level 8 ability - - - -
8 Any Rogue Level 8 ability - - - -
9 Any Rogue Level 9 ability - - - -
9 Any Rogue Level 9 ability - - - -
9 Any Rogue Level 9 ability - - - -
9 Any Rogue Level 9 ability - - - -
9 Any Rogue Level 9 ability - - - -
9 Any Rogue Level 9 ability - - - -

[PC46] Collective 4.6 Classes


Paragon3

Level KXP
Spells
1 0 (none)
2 10 (none)
3 30 (none)
4 60 (none)
5 100 (none)
6 150 (none)
7 210 (none)
8 280 (none)
9 360 (none)
10 450 (none)
11 550 (none)
12 660 (none)
13 780 (none)
14 910 (none)
15 1050 (none)
16 1200 (none)
17 1360 (none)
18 1530 (none)
19 1710 (none)
20 1900 (none)
21 2100 (none)
22 2310 (none)
23 2530 (none)
24 2760 (none)
25 3000 (none)
26 3250 (none)
27 3510 (none)
28 3780 (none)
29 4060 (none)
30 4350 (none)
31 4650 (none)
32 4960 (none)
33 5280 (none)
34 5610 (none)
35 5950 (none)
36 6300 (none)
TH Saves
PD RS PP BW Sp Fo Re Wi
+2  2  2  2  2  2  2  2  2
+4  4  4  4  4  4  4  4  4
+6  6  6  6  6  6  6  6  6
+8  8  8  8  8  8  8  8  8
+10 10 10 10 10 10 10 10 10
+12 12 12 12 12 12 12 12 12
+14 14 14 14 14 14 14 14 14
+16 16 16 16 16 16 16 16 16
+18 18 18 18 18 18 18 18 18
+20 20 20 20 20 20 20 20 20
+22 22 22 22 22 22 22 22 22
+24 24 24 24 24 24 24 24 24
+26 26 26 26 26 26 26 26 26
+28 28 28 28 28 28 28 28 28
+30 30 30 30 30 30 30 30 30
+32 32 32 32 32 32 32 32 32
+34 34 34 34 34 34 34 34 34
+36 36 36 36 36 36 36 36 36
Requisites: Str 18, Dex 18, Con 18,
Int 18, Wis 18, Chr 18
Alignment: any
HD/level: d20
Weapon Prof.: 0+level*2
To Hit Table: 2xMon
Save Table: 4xMon
Reference: DM
Groups: Custom, Monster, Concordant (x1)
 
Gets all Exceptional stats. Can weapon specialize using the "non-Warrior" line for number of attacks.
Level N (each level) ¶: +1 Str, Dex, Con, Int, Wis, and Chr. You can't trade these stats away.
Level 1: Double movement rate.
Level 1: Enemies have -LVL saves vs. your effects.
Level 1: DR 2*LVL / +LVL.
Level 1: Regenerate LVL hp /s.
Level 4: Triple movement rate (replaces the Double at level 1)
Level 9: Quadruple movement rate (replaces the Triple at level 4)

[PC46] Collective 4.6 Classes


Psi∞*100 (Infinity*100)

Level KXP Psi∞*100
mMG S
1 0 1-- -
2 10 2-- -
3 25 3-- -
4 50 31- -
5 100 32- -
6 250 33- -
7 500 43- -
8 750 44- -
9 1000 441 -
10 1500 442 -
11 2000 443 -
12 2500 544 -
13 3000 554 -
14 3500 555 -
15 4000 655 -
16 4500 665 -
17 5000 666 -
18 5500 666 1
19 6000 666 2
20 6500 666 3
21 7000 666 4
22 7500 666 5
23 8000 666 6
24 8500 766 6
25 9000 776 6
26 9500 777 6
27 10000 777 7
28 10500 877 7
29 11000 887 7
30 11500 888 7
31 12000 888 8
32 12500 988 8
33 13000 998 8
34 13500 999 8
35 14000 999 9
36 14500 999 9
TH Saves
PD RS PP BW Sp Fo Re Wi
-1  6  4  8  3  4  2  0  2
+0  6  6  9  4  5  3  1  4
+1  7  7 10  5  6  4  2  5
+1  8  9 10  6  7  5  3  7
+2  9 10 11  7  8  6  4  8
+3  9 12 12  8  9  8  5 10
+4 10 13 13  9 11  9  6 11
+4 11 14 13 10 12 10  7 13
+5 14 15 14 13 14 11  8 14
+6 15 16 16 15 15 12  9 16
+7 16 16 16 16 16 14 10 17
+7 16 16 16 16 16 15 11 19
+8 16 16 16 16 16 15 14 19
+9 16 16 16 16 16 16 16 19
+10 16 17 17 16 17 16 16 19
+10 17 17 17 17 17 17 16 19
+11 17 18 18 17 17 17 17 19
+12 18 18 18 18 18 17 17 19
Requisites: Int 20, Wis 20, Chr 20 (one 25)
Alignment: any
HD/level: d21
Weapon Prof.: 2+level/2
To Hit Table: 3xPsi
Save Table: 3xPsi
Reference: DM {Alternate Psi∞}
Groups: Psionicist, Concordant (x1), Alternate
 
See [Q∞*100] for rules and powers. DM Note: I am temporarily putting the powers on this page.
All Psi∞*100 effects have 0 duration.
Psionic Strength = (Int+Wis+Chr)/3*(Level)
   
Psi∞*100 Minors (PSP cost = 2):
Break (CL items are destroyed, item save vs. crushing blow)
Dispel (CL effects is dispelled, use Dispel Magic check for each)
Disruption (2 groups, 25 dmg, RSW save for 5)
Enhance (1bM to use, add your CL to the CL of an effect for this segment)
Flash Swarm Minor (summon CL DL II monsters, they attack once now, then disappear)
Random Dim Door (one group, 1dCL*30' in same random direction, RSW save)
Reroll die (1bM to use, reroll a die roll you just made)
Telekinetic Damage (2 groups, CLd2, no save)
Sporacle (random minor [C8] section effect, one group, RSW save)
Psi∞*100 Majors (PSP cost = 20):
Disintegrate (2 groups, RSW saveg)
Effect Immunity (1bM to use, immune to an effect for this segment)
Flash Swarm Major (summon CL DL IV monsters, they attack once now, then disappear)
Instantaneous (reverse Permanency)
Random Teleport (one group, 1dCL miles in the same random direction, RSW save)
Sharp (2 groups is Sharped, Fort save)
Sporacle-ize (random minor [C8] section effect, 2 groups, RSW save)
Psi∞*100 Grands (PSP cost = 200):
Annihilate (2 groups, RSW save)
Flash Swarm Grand (summon CL DL VI monsters, they attack once now, then disappear)
Discontinuous (reverse Continuous)
Time Start (can be used while Time Stopped, dispels it or creates a time bubble)

[PC46] Collective 4.6 Classes


Quintessential FMCTP6

Level KXP Wizard
123 456 789 A.:
Priest
123 456 789 jk L
Psi
mMG SU
1 0 20- --- --- --- 20- --- --- -- - 2-- --
2 9 31- --- --- --- 31- --- --- -- - 3-- --
3 27 320 --- --- --- 320 --- --- -- - 30- --
4 54 431 --- --- --- 431 --- --- -- - 41- --
5 90 432 0-- --- --- 432 0-- --- -- - 42- --
6 135 443 1-- --- --- 443 1-- --- -- - 43- --
7 189 543 20- --- --- 543 20- --- -- - 53- --
8 252 544 31- --- --- 544 31- --- -- - 54- --
9 324 554 320 --- --- 554 320 --- -- - 540 --
10 729.6 654 431 --- --- 654 431 --- -- - 641 --
11 1094.4 655 432 0-- --- 655 432 0-- -- - 652 --
12 1459.2 665 443 1-- --- 665 443 1-- -- - 653 --
13 1824 765 543 20- --- 765 543 20- -- - 753 --
14 2188.8 766 544 31- --- 766 544 31- -- - 764 --
15 2553.6 776 554 32- --- 776 554 32- -- - 764 --
16 2918.4 876 654 430 --- 876 654 430 -- - 864 0-
17 3283.2 877 655 431 --- 877 655 431 -- - 875 1-
18 3648 887 665 442 --- 887 665 442 -- - 875 2-
19 4012.8 987 765 543 --- 987 765 543 -- - 975 3-
20 4377.6 988 766 543 0-- 988 766 543 0- - 986 3-
21 4742.4 998 776 554 1-- 998 776 554 1- - 986 4-
22 5107.2 A98 876 654 2-- A98 876 654 2- - A86 4-
23 5472 A99 877 654 3-- A99 877 654 3- - A97 4-
24 5836.8 AA9 887 665 3-- AA9 887 665 3- - A97 5-
25 6201.6 BA9 987 765 40- BA9 987 765 40 - B97 5-
26 6566.4 BAA 988 765 41- BAA 988 765 41 - BA8 5-
27 6931.2 BBA 998 776 42- BBA 998 776 42 - BA8 6-
28 7296 CBA A98 876 53- CBA A98 876 53 - CA8 6-
29 7660.8 CBB A99 876 53- CBB A99 876 53 - CB9 6-
30 8025.6 CCB AA9 887 54- CCB AA9 887 54 - CB9 7-
31 8390.4 DCB BA9 987 640 DCB BA9 987 64 0 DB9 70
32 8755.2 DCC BAA 987 641 DCC BAA 987 64 1 DCA 71
33 9120 DDC BBA 998 652 DDC BBA 998 65 2 DCA 82
34 9484.8 EDC CBA A98 753 EDC CBA A98 75 3 ECA 83
35 9849.6 EDD CBB A98 753 EDD CBB A98 75 3 EDB 83
36 10214.4 EDD CBB A98 764 EDD CBB A98 76 4 EDB 84
TH Saves
PD RS PP BW Sp Fo Re Wi
+0  8  7  6  3  6  1  2  2
+1  8  7  6  3  7  1  3  3
+2  9  8  6  4  7  2  3  3
+3  9  8  7  4  7  2  4  4
+4 10  9  7  5  8  3  4  4
+5 10  9  7  6  8  3  5  5
+6 11 10  8  7  9  4  5  5
+7 11 10  9  8  9  4  6  6
+8 12 10  9  9  9  5  6  6
+9 12 11 10 10 10  5  7  7
+10 13 11 10 11 10  6  7  7
+11 13 12 11 12 11  6  8  8
+12 13 12 12 13 11  7  8  8
+13 14 13 13 14 11  7  9  9
+14 14 13 13 14 12  8  9  9
+15 14 13 14 14 12  8 10 10
+16 15 14 14 14 13  9 10 10
+17 15 14 14 14 13  9 11 11
 
Requisites: Str 20, Dex 20, Int 20,
Wis 20, Chr 20,
Class Slots 4
Alignment: any
HD/level: d20
Weapon Prof.: 9+level/6
To Hit Table: War
Save Table: War/Wiz/Pri/Rog/Psi
Reference: DM
Groups: Custom
 
Gets 4 picks per level below.
Gets Int bonus to Wizard spell progession.
In the Wizard spell progression, "." means SL=10+1 (level 10 plus 1 level of feats) and ":" means 10+2 (level 10 plus 2 levels of feats).
Gets Wis bonus to Priest spells.
In the Priest spell progression, "j" means SL=9+1, "k" means SL=9+2, and "L" means SL=10+2 (not 9+3; I put in an extra space to make it more noticeable).
Gets Exceptional Dex.
Gets any "Any Rogue" pick and 80 Rogue points per level.
"¶" means this ability cannot itself be picked with a "Level:" or Rogue pick.
Gains access to one psionic frequency per level.
Gets Chr bonus to psionic progression.
PSPs = Chr*(Level+10).
(This is in Psi1 PSPs.)
 
Levels 1-5:
Warrior
A. 0, 1/t: Ignore all damage from one source. {Berserker}
B. Backstab x(LVL+7)/4. {Brawler}
C. Can operate at negative hit points. {Knight of the Griffin}
D. Choose one specific weapon type. +LVL TH with that weapon. {Living Blade}
E. 1V: +LVL TH/dmg with one shot with a missile weapon {Master Bowman}
F. 1M, 1/effect: Target gets another save vs. a bad effect that's effecting him {Officer of War}
G. +1 TH in a specific weapon per level (can choose different weapons each level) {Peasant Hero}
H. 1M, 1/t: Summon Chr 1st level fighters, all of them together use 1 summon slot {Peasant Hero}
I. Additional +(LVL+1)/2 AC (round down) when using Armor Optimization {feats}
J. Barbarian Str bonus {DM}
Levels 1-5:
Wizard
A. Add your Chr bonus to your saves, or to the DC of your spells' saves {Knight of the Staff}
B. All magic items cost x0.9 normal price for you {Arcane Craftsman}
C. Can cast Priest Animal and Plant sphere spells {Hedge Wizard}
D. Can cast Priest Divination sphere spells {Investigator}
E. Detect possession, magic jar, ego domination, etc. {Exorcist}
F. 1F: Duplicate a 1st level Rogue ability at LVL*10% {Entertainer}
G. Extra summon slot only for Air Elementals; "Summon Air Elemental N" is a spell. {Wind Mage}
H. Legend Lore / Sage Knowledge LVL*10% {Academic}
I. 0: Shift the elemental composition of a spell you're casting to Earth {Geomancer}
J. +1 spell per SL, only for fire-based spells {Pyromancer}
K. 1 attack that hits: Steal a spell from memorization, add to yours (Spell save, aMR) {Spelleater}
L. Water Breathing, freedom of movement in water, cast spells in water normally {Sea Mage}
Levels 1-5:
Priest
A. Always know exact location; cannot get lost in woods {Anchorite}
B. Buy potions and general equipment at half cost {Church Provisioner}
C. Can weapon specialize as a Warrior; count as a +LVL weapon {Divine Hammer}
D. Creatures you Charm and Undead you Turn are still charmed/turned even if attacked
E. Deal x2 damage vs. structures (physical or spells) {Proselyte}
F. Detect [C] Section Effect (SL=1): Detects that effect, each is a separate spell {Investigator}
G. Gather Information in cities quickly; 0,1/d: "Jobber" at a Job {Reformed Criminal}
H. Get a level=LVL Rogue ability and 20*LVL rogue points {Divine Revolutionary}
I. 1D or 1F, 1/t: Heal self {Redeemer}
J. Immune Curse; *Curse* becomes Curse; **Curse** becomes *Curse* {Pariah}
K. +LVL saves {Vengeful Survivor}
L. Your party gets +LVL/2 TH and +LVL" movement rate
Levels 1-5:
Rogue
A. Can specialize in weapons as a Warrior. {Assassin}
B. 1 hour of walking around a city: Gain LVL^3 gp (picking up things off street) {Beggar}
C. Improve Exceptional Dex to Barbarian Dex bonus. {Barbarian}
D. ¶ Two "Level 1:" abilities from any class you know {Dilettente}
E. Always make Chr checks. {Diplomat}
F. Detect Lie cont.; Detect Hidden cont. {Inspector}
G. ¶ Get an extra "Any Rogue" pick per level. {Scout}
H. Bag of Holding; 1M: Locate Black Market in city {Smuggler}
I. Can backstab every attack (1N action) vs. Panicked person; 1M: Panic (Will save) {Spy}
J. +LVL TH {Thug} or +LVL TH and dmg with unarmed attacks {Brawler}
K. +LVL*5% money {Treasure Hunter}
L. Species Enemy as per Ranger1 {Avenger}
Levels 1-5:
Psionicist
A. 1N, take 1 dmg: Gain 1 PSP {Living Power}
B. Access to all frequencies, lose LVL powers per type (minor, major, etc.)
C. +LVL Chr, -LVL Wis {Imbalanced}
D. Ethereal Perception; Can cast psi effects into Ethereal {Ectoplasmic}
E. Gain +LVL SL's in a psionic progression {Fragmount}
F. Have access to Psi0 Quintessential Psion6 class {Hand of Thought}
G. Have access to Psi3 or Psi3.5 with Quintessential Psion6 class.
H. Immune disease, mental damage; Sustain Int, Wis, Chr {Healthy Mind}
I. -LVL dmg / energy effect {Traumatised}
J. Regain PSPs like the Psi10 class (people around you) {Infector}
K. Replace Chr bonus with Int bonus to progression {Touched}
L. +LVL Will saves; cannot generate Psionic links {Introvert}
Level 6: Pick from: Quintessential level 1-5 or 5th edition level 1-3
Levels 7-11:
Warrior
K. 0, 1/t: Reroll a die, and choose the result. {Legend}
L. 1 borrowed P, 1/r: Deny N attacks from occuring, where N is your #Att. {Living Blade}
M. All in party get +LVL*2 AC/saves/TH/dmg while at home {Noble Defender}
N. All in party gets +LVL" movement rate. {Officer of War}
O. +LVL AC/saves if you haven't used a V action on your last segment {Swashbuckler}
P. "Save for ½" and "Save for a set amount of damage" becomes "Save for 0" for you. {Swashbuckler}
Q. Held P: Make 1 attack in response to a cast spell. They RSW save (DC=your dmg) or spell disrupted {feat}
R. 1M: Switch places with someone in sight (unwilling PP save) {feat}
S. +LVL*2 AC, -LVL*2 TH (toggle using 1V) {feat}
Levels 7-11:
(2/level)
M. Brew Potions: 10F, 1/reset: Create 100*LVL XP value in potions. {Alchemist}
N. Choose species enemy (see Strider1), your spells do x2 effect vs. them {Arcane Avenger}
O. Contingency is a SL=4 spell for you; can have 2 Contingencies at same time {Tattoo Mage}
P. 1F: Duplicate a Psi10 1st-3rd level ability {Fortune Teller}
Q. Dust of Disappearance cont. {Gutter Mage}
R. Get a Specialty Priest pick {Theologian}
S. +1 Research Point per day; 0,1/r: Add +1 SL metamagic to a spell for free {Theoretician}
T. Resist Priest spells {Society of Atheists}
U. Write Scrolls: 10F, 1/reset: Create 100*LVL XP value in scrolls. {normal ability}
Levels 7-11:
Priest
M. Can cast a spell through another person of same faith in your psionic link
N. Detect Lie, Know Real Truth cont. {Judge}
O. Get 2 instances of one of your GGL picks, they stack {Abandoned Child}
P. +LVL max hp; 1N, 1/d: Get 1G action this segment {Godslave}
Q. On the Turn Undead table, replace -'s with 20's. (You Turn any type of undead on a 20.)
R. Replace d12's with 3d6+LVL when determined number of creatures turned
S. 1P, sacrifice a held/bound creature: Get N SL's back in memorization (N=DL of creature)
T. XR LVL*5; 0, talking action, 1/h: Holy Word {Divine Emissary}
U. You have a Clone; +1QD action; +LVL TH {Twice-Born}
Levels 7-11:
Rogue
M. +LVL Int; Legend Lore LVL*10% {Explorer}
N. Immune to terrain, hostile environments {Outlaw}
O. 1M: Find the Path; 1M: Locate Object; 1M: Locate Person {Pathfinder}
P. 1F, 1/reset: Create an item of any E=LVL/2 material, do not need to pay cost {Outcast}
Q. 1F, 1/reset: Create a Psi8 item with TechL=LVL; can have LVL of these items {Tinker}
R. Can buy property or businesses at half cost {Businessman}
S. Always get special treatment and respect from Local Ruler {Agent of the Crown}
T. Can attack with missiles in a way that people don't know where it's from {Commando}
U. 0, 1/d: +LVL TH and +LVL*2 damage this turn {Shadow Avenger}
Levels 7-11:
Psionicist
M. Can psionically affect Undead as if they weren't Undead {Necropath}
N. 1bM: Can use +1P action this segment {Invisible Friends}
O. Gain PSPs back at x2 rate; Mummy Racial Adj. {Psychic Mummy}
P. "High Frequency Sample" is a legal frequency to pick {Psi. Investigator}
Q. +1M action for psi; +LVL Nonweapon proficiencies {Personality Shard}
R. One psi frequency has half PSP costs, others double {Specialized Mind}
S. 1M: Summon a DL=LVL/2 Psionic monster.
T. When using a psi power, can spend an extra 1M: x2 effect {Obsessive}
U. You will not die at any negative hp total, still can't act {Left for Dead}
Level 12: Pick from: Quintessential level 1-11 or 5th edition level 1-7
Levels 13-17:
Warrior
T. Putting on, taking off, or picking up items does not cost 1V {feat}
U. All of your attacks are Called Shots at no penalty {feat}
V. 1M: Target group gets -LVL AC/saves/TH/dmg {feat}
W. No limit to encumbrance. No armor penalties to rogue abilities {feat}
X. Immune Overbearing {feat}
Y. Your base # attacks is never worse than 1/1 {feat}
Z. No penalties in off-hand use, no matter how many arms {feat}
Levels 13-17:
Wizard
V. Affect +1 group with area damaging spells; Material componenting is ½V {War Mage}
W. Create Monster VI (SL=6): Create a DL=1 monster, it's loyal, it's not a summon slot {Soulforger}
X. Eldritch Fire Shield (SL=6): Eldritch Fire damaging Shield (200% back) {Sun Mage}
Y. iMR LVL*5%; 1bM: Counter a Wizard spell {Wizard Hunter}
Z. "Power Word" spells have double hp range and affect an entire group {Wordbearer}
AA. Spells on "weird lists" are only 1 spell slot each (still need to know them) {Arcane Avatar}
Levels 13-17:
Priest
V. 1F, talk for 1s: Do a Legendary Officer Captain's Bluff (SFB) {Missionary}
W. Know which gods people worship by sight; 0, 1/d: Counter a Divine Intervention.
X. ½0, take SL^2 damage: Material Component a spell, may do more than once {Bloodchild}
Y. +1 summon slot.
Z. Your area effects only affect people you want them to (selective targetting)
AA. Your poisonous effects give no save.
Levels 13-17:
Rogue
V. +LVL Luck; Luckstone effect {Gambler}
W. Free Specialty Priest pick in Flying Spaghetti Monster {Pirate}
X. Gain a Divine Companion (both a Familiar and an Animal Companion) {Divine Footpad}
Y. 1M: Learn a fact (e.g. a weakness) about a monster never seen before {Deep Tracker}
Z. Get xLVL dmg on someone who's at negative hp immediately (no delay) {Executioner}
AA. 0, when creating a Trap/Trick/Special: An additional -LVL*10% penalty to remove it.
Levels 13-17:
Psionicist
V. Can material component psionic powers (spend 1V)
W. Gain a Rogue chart at half your LVL, 30*LVL Rogue pts {Pspy)
X. +1QM action for psi
Y. +1 summon slot; 1M: Summon a DL=LVL/2 Golem. {Puppet Master}
Z. X7 is a legal "frequency" to pick, each power costs 4 slots
AA. X-7 is a legal "frequency" to pick, each power costs 5 slots
Level 18: Pick from: Quintessential level 1-17 or 5th edition level 1-11

[PC46] Collective 4.6 Classes


Scarlet Pimpernel / Liberator

Level KXP Rogue   War
123 456  123 4
1 0 2-- ---  1-- -
2 3.85 31- ---  2-- -
3 7.7 41- ---  21- -
4 15.4 52- ---  31- -
5 30.8 621 ---  32- -
6 61.6 731 ---  321 -
7 123.2 832 ---  431 -
8 246.4 942 1--  432 -
9 492.8 A52 1--  432 1
10 800 B53 2--  443 1
11 1170 C63 21-  543 2
12 1540 D73 21-  544 2
13 1910 E74 32-  544 3
14 2280 F84 321  554 3
15 2650 G95 321  555 3
16 3020 H95 321  555 4
17 3390 IA6 321  655 4
18 3760 JB6 421  665 4
19 4130 KB7 421  666 4
20 4500 LC7 531  666 5
21 4870 MD8 532  766 5
22 5240 ND8 532  776 5
23 5610 OE9 642  777 5
24 5980 PF9 643  777 6
25 6350 QFA 743  777 7
26 6720 RGA 753  877 7
27 7090 SHB 753  887 7
28 7460 THB 854  888 7
29 7830 UIC 864  888 8
30 8200 VJC 964  988 8
31 8570 WJD 965  998 8
32 8940 XKD 975  999 8
33 9310 YLE A75  999 9
34 9680 ZLE A75  A99 9
35 10050 ZMF B86  AAA A
36 10420 ZNG C97  BBB B
TH Saves
PD RS PP BW Sp Fo Re Wi
+3  6  4  5  4  3  2  2  1
+4  7  5  6  5  4  3  2  1
+5  8  5  7  6  4  3  3  2
+6  8  6  7  7  5  4  3  2
+7  9  7  8  8  6  4  4  2
+8 10  8  9  9  7  5  4  3
+9 11  8 10 10  7  5  4  3
+10 11  9 10 11  8  6  5  3
+11 12 10 11 12  9  6  5  4
+12 13 11 12 13 10  7  6  4
+13 14 11 13 14 10  7  6  4
+14 14 12 13 14 11  8  6  5
+15 14 12 14 14 11  8  7  5
+16 14 13 14 14 12  9  7  5
+17 15 13 14 14 12  9  8  6
+18 15 14 14 14 13 10  8  6
+19 15 14 15 15 13 10  8  6
+20 15 14 15 15 14 11  9  7
Requisites: Dex 18, Int 16, Chr 16
Alignment: CG (overwrite)
HD/level: +‡d10
Weapon Prof.: 4+level/2
To Hit Table: War +3 levels
Save Table: War +3 levels
Reference: DM {Mirror Scarlet Huntsman}
Groups: Warrior, Rogue, Mirror
 
For Alignment, "(overwrite)" means this class requires CG alignment, but it overwrites all of your other alignment restrictions to be CG as well.
   
For HD, "‡" means an additional HD at level 2 (i.e. this class gets 2 HD at level 2).
   
Exceptional Str and Barbarian Dex bonus.
Can specialize in one Warrior or Rogue school, with no opposite.
Gets one "Any Rogue" pick per level, plus an extra "Any Rogue 1" pick at level 1. 60+40*level Rogue points.
Level 1: 1M: Alter Appearance (cannot be seen through except by immunity to Mirage Arcana)
Level 1: 1M, 1/t: Locate Person or Object.
Level 1: Trailing, City Knowledge, Spying proficiencies.
Level N (every level): Choose a species type (see list below). You resist effects (not attacks) vs. that species type. You may pick the same species type more than once; each pick is cumulative.
Species choices: Alien, Alternate Reality creatures, Animal, Arctic, Avian, Beholder, Cloud, Cold-Using, Concordant group, Creatures of 1 alignment, Creatures of 1 plane, Cthulhoid Horror, Dragon, Eelemental, Elemental, Faerie, Far Realm, Fire-Using, Giant, Giant-Class, Golem, Group of Classes, Hound, Humanoid, Immortal, Inner Planar, Insect, Leech, Lycanthrope, Magic-Using, Mind Flayer World, Mutant, Nightmare Dimension, NPC, Ooze, Other Timeline/Multiverse, Outer, Plant, Psionic, Rakshasa World, Regenerating, Reptile, Size Class (choose one), Space, Spirit of the Land, Tarrasque World, Technological, Undead, Unlive, Virus, Water, Weird, Wurm.
Level 1: Surprise 90% of time.
Level 1: 1V, spend X*Y^2 gp, make a Chr check at -Y^2: "Buy off" X Henchmen of DL=Y. They will not attack you or your allies. If you buy them off again (with another V action and gold), they join your side.
Level 1: May have a Familiar.
Level 1: May throw missile weapons with both hands.
Level 2: 1M, 1/t: Find the Path.
Level 3: NR (LVL-2)*20%
Level 4: 1M: Shadow Door (move from one shadow to another you know of within 360 yards); 1F: Shadow Gate
Level 5: Dust of Appearance 30'r cont.
Level 6: Attract 2-20 followers, usually DL V+ Humanoids.
Level 7: Ignore Non-detection cont.
Level 8: 1M, 1/t: Escape a Maze; 1M, 1/t: Ignore Distance Distortion; 1M, 1/t: Ignore Mirage Arcana; 1M, 1/t: Force Shapechange.
Level 9: 1M, 1/t: Find the Path across Planes and Time (but not Timelines/Loop).
Level 10: You and your party do not leave a trail and cannot be tracked or trailed, except by a Strider/Huntsman of double your level or a Ranger of triple your level. If out of visual sight, your party cannot be Located or Find the Pathed to.
Level 11: Cosmic Awareness cont.

[PC46] Collective 4.6 Classes


Serra Angel5

Level KXP Pri/Psi11W
123 456 789
1 5 (owe) 0-- --- ---
2 10 1-- --- ---
3 15 10- --- ---
4 22 11- --- ---
5 37 110 --- ---
6 67 111 --- ---
7 127 211 0-- ---
8 247 221 1-- ---
9 367 222 10- ---
10 607 222 21- ---
11 847 322 210 ---
12 1071 333 210 ---
13 1339 333 211 ---
14 1607 333 321 ---
15 1875 433 321 0--
16 2142 444 321 1--
17 2410 544 332 1--
18 2678 544 332 10-
19 2946 544 432 11-
20 3214 544 433 21-
21 3482 544 433 210
22 3750 554 443 211
23 4017 555 543 221
24 4285 665 544 321
25 4553 665 544 332
26 4821 666 554 432
27 5089 666 554 443
28 5357 776 555 543
29 5625 776 665 544
30 5892 777 666 554
31 6160 777 666 655
32 6428 877 776 665
33 6696 888 777 666
34 6964 888 877 776
35 7232 888 888 777
36 7500 888 888 888
TH Saves
PD RS PP BW Sp Fo Re Wi
+4  2  2  2  2  2  2  2  2
+5  2  2  2  2  2  2  2  2
+6  3  3  3  3  3  3  3  3
+7  3  3  3  3  3  3  3  3
+8  4  4  4  4  4  4  4  4
+9  4  4  4  4  4  4  4  4
+10  5  5  5  5  5  5  5  5
+11  5  5  5  5  5  5  5  5
+12  6  6  6  6  6  6  6  6
+13  6  6  6  6  6  6  6  6
+14  7  7  7  7  7  7  7  7
+15  7  7  7  7  7  7  7  7
+16  8  8  8  8  8  8  8  8
+17  8  8  8  8  8  8  8  8
+18  9  9  9  9  9  9  9  9
+19  9  9  9  9  9  9  9  9
+20 10 10 10 10 10 10 10 10
+21 10 10 10 10 10 10 10 10
Requisites: Str 10, Int 10, Con 5, Wis 15, Chr 20
Alignment: LG or LN
HD/level: & +++d4
Weapon Prof.: 4+/4
To Hit Table: Mon +3 levels
Save Table: Mon +3 levels
Reference: DM {Planeshifted Angel5}
Groups: Monster, Concordant (x1)
 
Can cast Priest spells or Psi11W spells. Gets Chr bonus to progression.
Can weapon specialize using Non-War column.
"rhp" is "relative hit points", what the DM uses for summons to indicate their health (usually listed as 10/10).
 
MTG White spells from White Priest class:
Death Ward (SL=1): 1bM, cannot act next segment: Avoid a slay effect on someone.
Healing Salve (SL=1): One target is cured 30 hp, or (1bM action) prevent the next 30 dmg to a target.
Circle of Protection (SL=2): When cast, name a school/sphere/psi freq. Lose 1 spell slot: Immune to 1 effect of that school/sphere/psi freq.
Disenchant (SL=2): Dispel an effect.
Reverse Damage (SL=3): 1bM: One effect that's damaging you heals you for that amount instead.
Resurrection (SL=4): Resurrect someone who's been killed within the past CL s.
 
Old MTG White spells from Wizard of the Coast class (you can use these):
Angel's Grace (SL=1): 1bM: Damage that would put you below 1 hp this segment puts you at 1 hp
Abeyance (SL=2): Target cannot use M actions this segment (Will save)
Arenson's Aura (SL=3): 0, sacrifice a maintained effect: Dispel a maintained effect.
Congregate (SL=4): Target gains 10*N hp, where N is the number of people in the party+summons
Angelic Chorus (SL=5): Whenever you summon a creature, cure it's hp on yourself
Beacon of Immortality (SL=6): Double current hp (like a Tenser's, but a different source)
Look at Me, I'm the DCI (SL=7): An effect is banned from the room (x1 Special)
Reverse the Sands (SL=8): Switch current hp totals with someone (no save)
Blessed Wind (SL=9): Target's current hp becomes 200.
Levels Pick Description
Level 1-4: A Flying LVL*2+5" (B)
B 1M: Target can't be directly targetted; effects on him (including this) can still be targetted
C 1V: Summon a good DL 1d4-1 Outer planar creature (treat DL=0 as DL=1 with only 5/5 rhp)
D 1M: Cure Ego Domination (can use on self even if currently ego dominated, item is dropped)
E DR (7*LVL)/+LVL
Level 6-8: F 1V: Choose an N between -LVL*2 and LVL*2. A group gets +N AC, you get +N AC, for 1r.
G 1N, 1/reset: Escape the party back to home (except for you)
H 1V: Summon a good DL 1d7 Outer planar creature
I Immune Fire (all variants), Positive, Prismatic, Chromatic, Light, Radiance, Blindness
J iIR LVL*10%
Level 9-12: K 14bM, 7bP, 21bV (can borrow into next round): Capital O Object or Capital I Insist
L 1F: Holy Bolt
M 1V: Summon a good DL 1d10+1 Outer creature (treat DL=11 as DL=10 with 20/20 rhp)
N Pick a Sphere. Can cast Priest spells of that Sphere.
O iXR LVL*5%

[PC46] Collective 4.6 Classes


Sub-Block

Level KXP Abj/Pro
123 456
1 0 --- ---
2 3.5 1-- ---
3 7 2-- ---
4 14 21- ---
5 28 31- ---
6 56 32- ---
7 112 321 ---
8 224 331 ---
9 280 332 ---
10 350 332 1--
11 700 333 1--
12 1050 333 2--
13 1400 333 21-
14 1750 333 31-
15 2100 333 32-
16 2450 433 321
17 2800 443 331
18 3150 444 332
19 3500 444 432
20 3850 444 443
21 4200 444 444
22 4550 554 444
23 4900 555 444
24 5250 555 544
25 5600 555 554
26 5950 555 555
27 6300 665 555
28 6650 666 555
29 7000 666 655
30 7350 666 665
31 7700 666 666
32 8050 776 666
33 8400 777 666
34 8750 777 766
35 9100 777 776
36 9450 777 777
TH Saves
PD RS PP BW Sp Fo Re Wi
+0  5  3  4  3  2  2  2  1
+1  8  5  7  6  4  3  3  2
+2 10  8  9  9  7  5  4  3
+3 12 10 11 12  9  6  5  4
+4 14 12 13 14 11  8  6  5
+5 15 13 14 14 12  9  8  6
+6 15 14 15 15 14 11  9  7
+7 15 14 15 15 15 12 10  8
+8 16 15 15 15 15 14 11  9
+9 16 15 16 15 15 15 12 10
+10 16 16 16 15 16 17 14 11
+11 17 16 16 16 16 18 15 12
+12 20 19 19 19 19 21 18 15
+13 23 22 22 22 22 24 21 18
+14 26 25 25 25 25 27 24 21
+15 29 28 28 28 28 30 27 24
+16 32 31 31 31 31 33 30 27
+17 35 34 34 34 34 36 33 30
Requisites: Con 20
Alignment: any
HD/level: 5d3
Weapon Prof.: 5+level/2
To Hit Table: War
Save Table: 3xWar
Reference: DM {Planeshifted Block}
Groups: Warrior, Monster
 
Can cast Wizard Abjuration or Priest Protection spells, only on self.
Level 1: Regenerate Con score in hp per segment.
Level 1: +LVL*2 AC.
Level 1: 0, LVL/d: Be immune to a [C] section effect for the rest of the day.

[PC46] Collective 4.6 Classes


Summoner Cleric

Level KXP Priest
123 456 789
1 0 2-- --- ---
2 2.1 30- --- ---
3 4.2 32- --- ---
4 8.4 430 --- ---
5 16.8 432 --- ---
6 33.6 443 0-- ---
7 50.4 543 2-- ---
8 75.6 544 30- ---
9 113.4 554 32- ---
10 210 554 43- ---
11 315 655 432 ---
12 630 655 443 0--
13 945 665 543 2--
14 1260 665 544 30-
15 1575 666 554 32-
16 1890 666 554 430
17 2205 666 655 432
18 2520 666 655 443
19 2835 666 665 544
20 3150 666 665 555
21 3465 666 666 555
22 3780 666 666 655
23 4095 666 666 665
24 4410 666 666 666
25 4725 766 666 666
26 5040 776 666 666
27 5355 777 666 666
28 5670 777 766 666
29 5985 777 776 666
30 6300 777 777 666
31 6615 777 777 766
32 6930 777 777 776
33 7245 777 777 777
34 7560 877 777 777
35 7875 887 777 777
36 8190 888 777 777
TH Saves
PD RS PP BW Sp Fo Re Wi
+0  0  0  0  0  0  0  0  0
+1  1  1  1  1  1  1  1  1
+2  1  1  1  1  1  1  1  1
+3  2  2  2  2  2  2  2  2
+3  2  2  2  2  2  2  2  2
+4  3  3  3  3  3  3  3  3
+5  3  3  3  3  3  3  3  3
+6  4  4  4  4  4  4  4  4
+6  4  4  4  4  4  4  4  4
+7  5  5  5  5  5  5  5  5
+8  5  5  5  5  5  5  5  5
+9  6  6  6  6  6  6  6  6
+9  6  6  6  6  6  6  6  6
+10  7  7  7  7  7  7  7  7
+11  7  7  7  7  7  7  7  7
+12  8  8  8  8  8  8  8  8
+12  8  8  8  8  8  8  8  8
+13  9  9  9  9  9  9  9  9
Requisites: Con 12, Wis 12, Chr 15
Alignment: any
HD/level: d8
Weapon Prof.: 2+level/2
To Hit Table: Pri
Save Table: Mon
Reference: DM {Planeshifted Summoner Mage}
Groups: Priest
 
Knows "Monster Summoning N" at each SL=N, as per the Wizard spells.
Also knows the "Goodberry Golem N" spells.
(DM Note: This class does not get the "Sphere robe" / "School robe" effect like a Summoner Mage gets.)
Level 1: May control 2 summons (same type).
Level 1: May material component summoning spells for 2 creatures of the same type.
Level 1: "Specialized" (1/2 a spell slot) in summoning effects.
Level 1: 0, LVL/d: Your summons are not summoning sick.
Level 3: Your summons can't turn against you even if they become uncontrolled.
Level 5: May control 2 summons (different types).
Level 5: (Single) material componenting for summoning spells is free.
Level 9: May control 3 summons (same type).
Level 9: May double material component summoning spells (costing a total of 1M+1V) for 3 creatures of the same type.
Level 9: Can hold summons across resets between sessions.
Level 10: Your summons can do "1S: Lend an S to you.".
Level 12: If a monster randomly rolls to attack you, you can have your summons be attacked instead.
Level 13: May control 4 summons (same type).
Level 13: May triple material component summoning spells (costing a total of 1M+2V) for 4 creatures of the same type.
Level 13: 1M: Steal someone else's summon. The other spellcaster (not the summon) makes a Will save to resist this.
Level 16: Your summons do not immediately disappear when slain / dropped below -10 hp. You have 1 turn to heal or repair the summon if you want to keep him. You can ignore this power and have him disappear anyway if desired.
Level 17: May control 2 groups of 2 summons (each group is the same type, but the groups don't have to be the same)
Level 18: Each of your summons may have 1 summon of their own.
Level 18: Your summons gain XP during the adventure and may "level up" in combat (if using "XP on the fly")
Level 21: May control 5 summons (same type).
Level 21: May quadruple material component summoning spells (costing a total of 1M+3V) for 5 creatures of the same type. You can save up the V actions, or use 1M+1V+1P+1QV in one segment.
Level 27: Your summons cannot be unsummoned by unsummon effects.

[PC46] Collective 4.6 Classes


Survivor

Level KXP Wizard/Priest
123 456 789
1 0 1-- --- ---
2 5.5 2-- --- ---
3 11 21- --- ---
4 22 32- --- ---
5 44 421 --- ---
6 88 422 --- ---
7 176 432 1-- ---
8 352 433 2-- ---
9 600 433 21- ---
10 1100 443 22- ---
11 1650 444 33- ---
12 2200 444 441 ---
13 2750 555 442 ---
14 3300 555 442 1--
15 3850 555 552 1--
16 4400 555 553 21-
17 4950 555 553 32-
18 5500 555 553 321
19 6050 555 553 331
20 6600 555 554 332
21 7150 555 554 442
22 7700 555 555 443
23 8250 555 555 553
24 8800 555 555 554
25 9350 555 555 555
26 9900 666 655 555
27 10450 666 666 655
28 11000 666 666 666
29 11550 777 766 666
30 12100 777 777 766
31 12650 777 777 777
32 13200 888 877 777
33 13750 888 888 877
34 14300 888 888 888
35 14850 999 988 888
36 15400 999 999 999
TH Saves
PD RS PP BW Sp Fo Re Wi
+0  8  4  6  2  2  2  2  0
+2 10  4  8  4  2  2  2  0
+4 10  6  8  6  4  4  4  2
+6 12  8 10  8  6  4  4  2
+8 14 10 12 10  8  6  4  2
+10 16 10 14 12  8  6  6  4
+12 16 12 14 14 10  8  6  4
+14 18 14 16 16 12  8  8  4
+16 20 16 18 18 14 10  8  6
+18 22 16 20 20 14 10  8  6
+20 22 18 20 22 16 12 10  6
+22 24 20 22 24 18 12 10  8
+24 26 22 24 26 20 14 12  8
+26 28 22 26 28 20 14 12  8
+28 28 24 26 28 22 16 12 10
+30 28 24 28 28 22 16 14 10
+32 28 26 28 28 24 18 14 10
+34 30 26 28 28 24 18 16 12
Requisites: Str 26, Int 14, Wis 12
Alignment: any
HD/level: & 2d20
Weapon Prof.: 4+level*2
To Hit Table: War*2
Save Table: & War*2
Reference: DM
Groups: Warrior
 
Weapon specializes using the "Barbarian" line.
Gets Rogue abilities at 40 points per level; abilities are below.
Gets spells; these cost 1M to cast (no 1P needed) and cannot use material componenting.
Wizard Schools: Abjuration, Alteration, Divination. Priest Spheres: Astral, Divination, Elemental, Guardian, Healing, Protection, Travelers, Wards. All other spells are opposite (2 spells from memorization to cast).
Level 1: Does not suffer secondary target penalties.
Level 1: Does not suffer from secondary weapon/arm penalties.
Level 1: Is not hit by parting shots when leaving melee.
Level 1: Can affect creatures that require +LVL or better weapons to hit.
Level 2: Troll-like Regeneration at LVL/2 hp/s.
Level 2: Immune to fear.
Level 3: Immune to disease and curses.
Level 3: 1M: Sense Danger.
Level 5: All-Around Attack: 1P: Attack every target within (level*2)' with one attack.
Level 6: WR, aWR, and "Immunity to Weapons" has no effect versus your attacks.
Level 9: 1M: Your Efficiency, Balance, or Fitness becomes (LVL*2+9) for this round only.
Level 9: 0: Delay any (non-hp damaging) harmful effect by (LVL-8) segments. At the end of that time, the effect resolves.
 
Lvl Survivalist Ability | -50% | -100% | -150% Act Base Penalty Bonus
1 ("Twist") Find/Remove Wizard Abjuration/Priest Protection (-1% per CL) V 0 Dex-16 Dex-20
1 Evasion (0, make by 5% per amount hit: no dmg from weapon) V 10 Dex-11 Dex-15
1 Any Rogue 1 ability - - - -
2 Hold Breath || Hold Life 0 50 Con-12 Con-15
3 Any Rogue 3 ability - - - -
4 Missile Deflection | Missile Reflection | Spell Deflection | Volley V 20 Dex-9 Dex-12
7 Dispel Exhaustion ||| Heal M 0 Con-14 Con-18
9 Any Rogue 9 ability - - - -
11 Ask the Local Lord | Highest Lvl in Plane | Chosen God | Ultraplanar | DM a question VM 0 Chr-11 Chr-21
16 Escape Bonds | Escape Binding | Escape Imprisonment/Time Stop P 50 Str-12 Str-14
22 Energy Control | Adaptation | Immune to Hostile Environments PV 30 Con-9 Con-12