[PC-10] Maxi-Classes Group


Quick Man (Dextrous Man)


Level

KXP
Rog
123 456

TH
1 0 1-- --- +1
2 5 2-- --- +2
3 10 21- --- +3
4 20 32- --- +4
5 40 421 --- +5
6 80 422 --- +6
7 160 432 1-- +7
8 320 433 2-- +8
9 640 433 21- +9
10 1000 443 22- +10
11 1500 444 33- +11
12 2000 444 441 +12
13 2500 555 442 +13
14 3000 555 443 +14
15 3500 555 544 +15
16 4000 555 555 +16
17 4500 665 555 +17
18 5000 666 655 +18
19 5500 666 666 +19
20 6000 776 666 +20
21 6500 777 766 +21
22 7000 777 777 +22
23 7500 887 777 +23
24 8000 888 877 +24
25 8500 888 888 +25
26 9000 998 888 +26
27 9500 999 988 +27
28 10000 999 999 +28
29 10500 AA9 999 +29
30 11000 AAA A99 +30
31 11500 AAA AAA +31
32 12000 BBA AAA +32
33 12500 BBB BAA +33
34 13000 BBB BBB +34
35 13500 CCB BBB +35
36 14000 CCC CBB 1 +36
37 28000 CCC CBB 2 +37
38 42000 CCC CBB 3 +38
39 56000 CCC CBB 4 +39
45 140000 CCC CBB A +45
54 266000 DDD DCC C1 +54
63 392000 DDD DCC CA +63
72 518000 EED DDD DD1 +72
Requisites: Dex 100
Alignment: any
HD/level: d6
Weapon Prof.: 3+level/2
Reference: DM
Groups: Rogue, Maxi
Complexity: CF=3
 
Saving Throws:
PPD: level*3 Fort: level*3
RSW: level*3 Reflex: level*3
PP: level*3 Will: level*3
BW: level*3
Spell: level*3
 
Sustain Dex.
+1 rank of Exceptional Dex which stacks on top on what you already have (unless the source says it can't be improved).
+LVL*2 Dex
You get the bonus P,V actions based on high Dex used in earlier versions of the Collective. Take N=Dex-14, spend N=4 for +1V, spend N=8 for +1P (so at Dex 22 you can have either +2V or +1P).
You can use an unlimited amount of shifting of Subability scores ("sleazing") for Dex.
Automatically make Dex checks and Reflex saves.
 
AC +LVL
Resist falling damage.
Free Martial Arts style, +LVL maneuvers
Movement rate doubled, then add +LVL*3"
Number of Attacks (all weapons) +LVL/4
Tactical Movement +1+LVL/4 instances
+LVL V actions; can convert 2V->1QV; 2QV->1QQV
+LVL/5 QZ actions
 
Gets 75 Rogue points per level.
Level N (every level): Any Rogue N pick. You get an extra (second) pick at level 1.
 
Level 1 ¶: Instead of using your TH bonus, you can divide the target's AC by LVL, that's what you need on 1d20 to hit (with no bonuses).
Level 1: Connected: You know a friend in every city, for shelter and/or locating a shop/person
Level 1: Detect Lie or Undetectable Lie (1 at a time, cont.)
Level 1: Sell items for 64+LVL% of value instead of 50%
Level 2: +(LVL+1)/2 Chr; Sustain Chr
Level 2: Kung Fat: Ability to take professional wrestling, plus a kit slot to take a professional wrestling style.
Level 2: Tech Belt/Bag: Bag of Holding plus every normal equipment item of LVL gp and less
Level 2: Training: Gain 1 stat point per reset.
Level 3: Immune to paralysis (but not hold). People do not multiply their damage by their level when you're held.
Level 3: Improvisation: 1V, 1/r: Create a 0 to LVL gp item, it lasts for 1 hour.
Level 3: Nonmagical items (all types) are one-third cost for you
Level 3: Thrown Fu: +LVL to hit with thrown objects; thrown objects are always at least base #Att = 1 and range 60'.
Level 4: 1M, 1/t: Teleport Without Error (can move up to LVL/3 planes distant)
Level 4: Can "Frugal" potions (+50% to number of uses)
Level 4: Overkill: If you put someone below -50 hp, they are automatically slain.
Level 4: Slimy: You and the space you're standing at can't be targetted.
Level 5: Immune to Capital E Extract, Empathy, ESP, Forget, Mental Surgery, Telepathy
Level 5: Moving is only ½V action
Level 6: Ignore MR with your Rogue spells
Level 6: Immune to Blow Your Head Off, Twilight, Ego Domination, Retributive Strikes
Level 7: 1bM, 1/r: Counterspell
Level 7: Immune to LVL elements/eelements (doesn't "spread")
Level 8: 1bM, 1/r: Fork
Level 8: Get +1 IM (Instantaneous Mental) action per turn.
Level 12: Using Rogue abilities is only ½V action each

[PC-10] Maxi-Classes Group


Smart Man


Level

KXP
Wizard
123 456 789 ABC

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

[PC-10] Maxi-Classes Group


Strong Man


Level

KXP
War
123 456

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

[PC-10] Maxi-Classes Group


Wise Man


Level

KXP
Priest
123 456 7

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

[PC-10] Maxi-Classes Group


Wise Man Abilities

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