[PC38] Collective 3.8 Classes


New Classes to Collective 3.8

There are 24 new classes in this packet. The distribution of classes in this packet is not even, due to a desire to make the groups that had fewer classes (Priest, Custom, Monster) more even with the other groups.
 
PC1 PC2 PC3 PC4
War Wiz Pri Rog
Demolitionist Ovinomancer Divine Assassin Divine Assassin
Teneb Harvester (MTG B/G/W) Ethereal Repair60
Faith Healer
Sun Priest
Teneb Harvester (MTG B/G/W)
Theist14
PC5 PC6 PC7 PC8
Psi Cust Conc Mon
Defender Psionicist Anti-Custom Master Custom3.5 Ethereal Repair60
Ethereal Repair60 Compounder Theist14 Minotaur0
Offender Psionicist Dilettante Stuffy Doll16
Master Custom3.5 Teneb Harvester (MTG B/G/W)
PC9 PC10 PC11 PC13/14
Alt Mini Mirr Lost/Demi
Compounder Mini Custom2 Anti-Custom (none)
Ethereal Repair60 Mini Custom5
Resister
True Armor Class
True Damage
True Saves
True To Hit
XP

[PC38] Collective 3.8 Classes


Anti-Custom

Level KXP
Spells
1 0 (none)
2 4 (none)
3 8 (none)
4 16 (none)
5 40 (none)
6 80 (none)
7 160 (none)
8 300 (none)
9 560 (none)
10 1160 (none)
11 1760 (none)
12 2360 (none)
13 2960 (none)
14 3560 (none)
15 4160 (none)
16 4760 (none)
17 5360 (none)
18 5960 (none)
19 6560 (none)
20 7160 (none)
21 7760 (none)
22 8360 (none)
23 8960 (none)
24 9560 (none)
25 10160 (none)
26 10760 (none)
27 11360 (none)
28 11960 (none)
29 12560 (none)
30 13160 (none)
31 13760 (none)
32 14360 (none)
33 14960 (none)
34 15560 (none)
35 16160 (none)
36 16760 (none)
TH Saves
PD RS PP BW Sp Fo Re Wi
+0 (total = 27, max = 9)
+1 (total = 30, max = 10)
+2 (total = 33, max = 11)
+3 (total = 36, max = 12)
+4 (total = 39, max = 13)
+5 (total = 42, max = 14)
+6 (total = 45, max = 15)
+7 (total = 48, max = 16)
+8 (total = 51, max = 17)
+8 (total = 54, max = 18)
+9 (total = 57, max = 19)
+9 (total = 60, max = 20)
+10 (total = 63, max = 21)
+10 (total = 66, max = 22)
+11 (total = 69, max = 23)
+11 (total = 72, max = 24)
+12 (total = 75, max = 25)
+12 (total = 78, max = 26)
Requisites: Int 14, Wis 15
Alignment: any
HD/level: d5
Weapon Prof.: 5+level/5
To Hit Table: Cust
Save Table: Cust
Reference: DM
Groups: Custom, Mirror
 
Pick one ability per level:
1. 1M: Dispel a racial ability for 1 turn.
2. 1M: Dispel a class ability for 1 turn.
3. 1M: Dispel or remove a feat or kit from someone for 1 turn.
4. 1M: Dispel a familiar ability for 1 turn.
5. 1M: Drop all ER, iER, xER, and ixER on target (no resistance).
6. Lockdown all Opposing (Opp) actions within sight.
7. Lockdown all Quick (Q) actions within sight. (This includes QQ, QQQ, etc.)
8. Lockdown all Instantaneous (I) actions within sight.
9. Lockdown all Borrowed (b) actions within sight.
10. Lockdown all Held (h) actions within sight.
11. Within sight, any spell that is higher SL than it's caster's level is countered, and causes the caster to be Capital C Crapped (no resistance, no immunity).
12. Within sight, any psionic ability that is higher SL than it's caster's level is countered, and causes the caster to be Capital C Crapped (no resistance, no immunity). (Note this will affect 1st level characters throwing a minor.)
13. When attacking someone, multiply your to hit rolls by the number of classes he has (max=LVL).
14. When attacking someone, multiply your damage by the number of classes he has (max=LVL).
15. When casting a spell at someone, multiply your damage by the number of classes he has (max=LVL).
16. Within sight, all counterspells are automatically countered.
17. Within sight, all "Capital I Insist" effects automatically get "Really Objected" to.
18. 1M: Dispel LVL magic, psionic, or innate effects on one target.

[PC38] Collective 3.8 Classes


Compounder

Level KXP
Spells
1 1 * original (1 * original)
2 1.5 * original (2 * original)
3 2 * original (3 * original)
4 2.5 * original (4 * original)
5 3 * original (5 * original)
6 3.5 * original (6 * original)
7 4 * original (7 * original)
8 4.5 * original (8 * original)
9 5 * original (9 * original)
10 5.5 * original (10 * original)
11 6 * original (11 * original)
12 6.5 * original (12 * original)
13 7 * original (13 * original)
14 7.5 * original (14 * original)
15 8 * original (15 * original)
16 8.5 * original (16 * original)
17 9 * original (17 * original)
18 9.5 * original (18 * original)
19 10 * original (19 * original)
20 10.5 * original (20 * original)
21 11 * original (21 * original)
22 11.5 * original (22 * original)
23 12 * original (23 * original)
24 12.5 * original (24 * original)
25 13 * original (25 * original)
26 13.5 * original (26 * original)
27 14 * original (27 * original)
28 14.5 * original (28 * original)
29 15 * original (29 * original)
30 15.5 * original (30 * original)
31 16 * original (31 * original)
32 16.5 * original (32 * original)
33 17 * original (33 * original)
34 17.5 * original (34 * original)
35 18 * original (35 * original)
36 18.5 * original (36 * original)
TH Saves
PD RS PP BW Sp Fo Re Wi
(as orig. *2) (as original *2)
(as orig. *2) (as original *2)
(as orig. *2) (as original *2)
(as orig. *2) (as original *2)
(as orig. *2) (as original *2)
(as orig. *2) (as original *2)
(as orig. *2) (as original *2)
(as orig. *2) (as original *2)
(as orig. *2) (as original *2)
(as orig. *2) (as original *2)
(as orig. *2) (as original *2)
(as orig. *2) (as original *2)
(as orig. *2) (as original *2)
(as orig. *2) (as original *2)
(as orig. *2) (as original *2)
(as orig. *2) (as original *2)
(as orig. *2) (as original *2)
(as orig. *2) (as original *2)
Requisites: Original +9 each; +2 class slots
Alignment: As original
HD/level: (*2)d(*2) original (no &'s)
Weapon Prof.: As original +1 base, -1 rate
To Hit Table: As original *2
Save Table: As original *2
Reference: DM {Planeshifted Emulator}
Groups: Custom, Alternate
 
Pick another class you know. The class chosen cannot be Custom group, or itself have subclasses (e.g. Master Thief). You get 1 instance of that class per level of Compounder class.
Things that normally would not stack do stack with Compounder. Some examples:
You get one instance of stat bonus for your spell progression per level (e.g. if you pick "Cleric2", when you're level 4, you'll have 4 Cleric2 Level 4 spell progressions, each with a Wis bonus).
For Rogue abilities, you get the Rogue points per class (as expected), but multiple instances of the same rogue ability stack. This includes base and stat bonus. For example, if you have 150% Pick Pockets in each of your 10 Thief1 classes (from being a level 10 Compounder), your Pick Pockets is 1500%.
You get a full psionic pool per class, and you may transfer points between pools freely.
For XP, this class costs the indicated amount times your base class. This does require you to write down your own little XP table.
This class has the same requisites as the original class, plus 9 in each stat. It also costs 2 more class slots than the original class.
The Hit Dice is double the number of dice and double the die size (e.g. 2d3 would become 4d6).
The Weapon Proficiencies has +1 to the base, and -1 to the divisor for the divisor rate. If the rate is multiplicative instead, add 1. (e.g. 1+level/4 becomes 2+level/3; 3+level becomes 4+level*2; 0+level*2 becomes 1+level*3.)

[PC38] Collective 3.8 Classes


Defender Psionicist

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

[PC38] Collective 3.8 Classes


Demolitionist

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

[PC38] Collective 3.8 Classes


Demolitionist Weapons

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

[PC38] Collective 3.8 Classes


Dilettante

Level KXP
Spells
1 0 (none)
2 8 (none)
3 16 (none)
4 32 (none)
5 80 (none)
6 160 (none)
7 320 (none)
8 600 (none)
9 1120 (none)
10 1920 (none)
11 2720 (none)
12 3520 (none)
13 4320 (none)
14 5120 (none)
15 5920 (none)
16 6720 (none)
17 7520 (none)
18 8320 (none)
19 9120 (none)
20 9920 (none)
21 10720 (none)
22 11520 (none)
23 12320 (none)
24 13120 (none)
25 13920 (none)
26 14720 (none)
27 15520 (none)
28 16320 (none)
29 17120 (none)
30 17920 (none)
31 18720 (none)
32 19520 (none)
33 20320 (none)
34 21120 (none)
35 21920 (none)
36 22720 (none)
TH Saves
PD RS PP BW Sp Fo Re Wi
+0 (total = 27, max = 9)
+1 (total = 30, max = 10)
+2 (total = 33, max = 11)
+3 (total = 36, max = 12)
+4 (total = 39, max = 13)
+5 (total = 42, max = 14)
+6 (total = 45, max = 15)
+7 (total = 48, max = 16)
+8 (total = 51, max = 17)
+8 (total = 54, max = 18)
+9 (total = 57, max = 19)
+9 (total = 60, max = 20)
+10 (total = 63, max = 21)
+10 (total = 66, max = 22)
+11 (total = 69, max = 23)
+11 (total = 72, max = 24)
+12 (total = 75, max = 25)
+12 (total = 78, max = 26)
Requisites: Chr 17
Alignment: any
HD/level: & d4
Weapon Prof.: 3+level/4
To Hit Table: Cust
Save Table: Cust
Reference: DM
Groups: Custom
 
Each level, choose one:
A. 0.2 in Class Adjectives for this class, or 0.1 in Class Adjectives for one of your other classes. (see [P4.8])
B. F=1 in Custom2 picks for this class, or F=0.5 in Custom2 picks for one of your other classes. (see [PC6])
C. 1 Psi24 score (P24S) for this class, or 0.5 P24S for another class. A Psi24 minor costs 2 P24S, a major costs 5 P24S, a grand costs 8 P24S, and a super costs 11 P24S. You can spend 9 P24S to get a Psi48 pick. (see [Q24] and Innovator48 class)

[PC38] Collective 3.8 Classes


Divine Assassin

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

[PC38] Collective 3.8 Classes


Ethereal Repair60

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

[PC38] Collective 3.8 Classes


Faith Healer

Level KXP Priest: Hea
12345 : 6789
1 0 1---- : 0---
2 2 2---- : 1---
3 4 21--- : 2---
4 8 32--- : 20--
5 16 421-- : 21--
6 44 422-- : 22--
7 77 4321- : 220-
8 144 4332- : 221-
9 277 43321 : 222-
10 544 44322 : 322-
11 877 44433 : 3221
12 1211 44444 : 3222
13 1544 55544 : 3322
14 1877 555443 : 332
15 2211 555553 : 333
16 2544 555554 : 333
17 2877 5555544 : 33
18 3211 5555544 : 43
19 3544 5555544 : 44
20 3877 5555554 : 44
21 4211 55555554 : 4
22 4544 55555555 : 4
23 4877 55555555 : 5
24 5211 65555555 : 5
25 5544 66555555 : 5
26 5877 66665555 : 5
27 6211 666666655
28 6544 666666666
29 6877 777766666
30 7211 777777766
31 7544 777777777
32 7877 888877777
33 8211 888888877
34 8544 888888888
35 8877 999988888
36 9211 999999999
TH Saves
PD RS PP BW Sp Fo Re Wi
+0  8  4  5  2  3  0  0  2
+1  8  4  6  3  4  0  0  3
+1  9  5  6  3  4  0  1  3
+2  9  5  6  4  4  1  1  4
+3 10  6  7  4  5  1  1  4
+3 10  6  7  5  5  2  2  5
+4 11  7  8  5  6  2  2  5
+5 11  7  9  6  6  2  2  6
+5 12  7  9  6  7  3  3  6
+6 12  8  9  6  7  3  3  7
+7 13  8 10  7  8  4  3  7
+7 13  9 10  7  8  4  4  8
+8 13  9 10  7  8  4  4  8
+9 14  9 11  8  9  5  4  9
+9 14 10 11  8  9  5  5  9
+10 14 10 11  9  9  6  5 10
+11 15 11 12  9 10  6  5 10
+11 15 11 12 10 11  6  6 11
Requisites: Wis 16, Chr 13
Alignment: *G
HD/level: d8
Weapon Prof.: 2+level/4
To Hit Table: Pri
Save Table: Pri
Reference: Little House on the Prairie
Groups: Priest
 
Gets Wis or Chr bonus to spell progression (change during reset).
The spell progression has a colon ( : ) in it. Spells to the right of the colon have three restrictions: [1] Healing sphere spells only, [2] require you to actually touch the target (on his forehead, you don't have to roll to hit if he's willing), and [3] cannot be material componented to increase range or area. You are allowed to reverse the spells or material component them for other purposes. The colon slowly moves to the right with level; at level 14, the SL=6 spells (that were previously limited to Healing only) are now available for any sphere. The other limitations (e.g. touch only) are also removed.
This class does not innately come with Grand access in Healing, but there is no restriction about using it if you get it (from a Specialty Priest pick, for instance).
Level 3: You may use your Priest spells as Psi4 (Superstition Psi) picks. It costs four SL=2 spells to get a Psi4 minor, four SL=5 spells to get a Psi4 major, and four SL=8 spells to get a Psi4 grand. You cannot use "Healing only" spells (to the right of the colon) for this.
Level 5: Can cast Wizard Enchantment/Charm and Illusion school spells as if they were Priest spells (same SL).
If Class Mixing is legal, this class can Mix with the Healer classes and/or the Harmer class.

[PC38] Collective 3.8 Classes


Master Custom3.5

Level KXP
Spells
1 0 (none)
2 4 (none)
3 8 (none)
4 16 (none)
5 32 (none)
6 64 (none)
7 128 (none)
8 256 (none)
9 512 (none)
10 800 (none)
11 1200 (none)
12 1600 (none)
13 2000 (none)
14 2400 (none)
15 2800 (none)
16 3200 (none)
17 3600 (none)
18 4000 (none)
19 4400 (none)
20 4800 (none)
21 5200 (none)
22 5600 (none)
23 6000 (none)
24 6400 (none)
25 6800 (none)
26 7200 (none)
27 7600 (none)
28 8000 (none)
29 8400 (none)
30 8800 (none)
31 9200 (none)
32 9600 (none)
33 10000 (none)
34 10400 (none)
35 10800 (none)
36 11200 (none)
TH Saves
PD RS PP BW Sp Fo Re Wi
+0 (total = 27, max = 9)
+1 (total = 30, max = 10)
+2 (total = 33, max = 11)
+3 (total = 36, max = 12)
+4 (total = 39, max = 13)
+5 (total = 42, max = 14)
+6 (total = 45, max = 15)
+7 (total = 48, max = 16)
+8 (total = 51, max = 17)
+8 (total = 54, max = 18)
+9 (total = 57, max = 19)
+9 (total = 60, max = 20)
+10 (total = 63, max = 21)
+10 (total = 66, max = 22)
+11 (total = 69, max = 23)
+11 (total = 72, max = 24)
+12 (total = 75, max = 25)
+12 (total = 78, max = 26)
Requisites: Str 10, Dex 10, Con 10, Int 10, Wis 10, Chr 10
Alignment: any
HD/level: ++‡‡d20
Weapon Prof.: 2+level*2
To Hit Table: Cust
Save Table: Cust
Reference: DM {Reduced Supreme/GrandMaster}
Groups: Custom, Concordant (x1)
 
For HD, "‡" means an additional HD at level 2 (i.e. this class gets 4 HD at level 2).
Each level, add a known 3.5 edition class's abilities (see below). You do not need to meet the requirements of the class. The only ways to add more classes to the list below is either to use Research Points, or to use the d20izer3.5 class.
The page numbers are for the Crystal Keep PDFs. (Ba=base, Pr=prestige)
DM Note: If you know this class sheet, all the classes below are legal to take alone if you want to. They use the 3rd edition XP table times 10 (e.g. 10 KXP to be 2nd level). See the DM for Hit Dice and the like.
Known 3.5E Classes:
191. Wild Defender (Ba93): Ranger3 spell prog.; Animal Companion; 0, 2/d: Evil Slaying (+4 TH, x2 dmg) this segment
262. Focus Caster (Ba134): Channeling; Level N: Add a SL=N/2 spell to memorization.
273. Brief Figment (Ba138): Wizard3 spell prog. with Dex bonus; Spec. Illusion; Mirror Image costs 1N action to cast; All your illusions have "Mirage Arcana" flags.
314. White Dragon Shaman (Ba151): Immune cold; AC +LVL; 1M: Summon DL=LVL/2 Dragon; Level 14: Commune w/ Dragon Spirit
416. Daggerspell Mage (Pr31): oMR LVL*10% (offensive MR, reduces other MR, if below 0 you get that much bonus effect); 1S: Can attack with daggers and cast a spell with this action.
434. Dragonmark Heir (Pr35): Resist 1 element per level; +LVL Chr; Level 2: Breath Weapon (1/10 current hp); Level 2: +2A actions
436. Drow Judicator (Pr35): Cleric3 spell prog. with Str bonus; +3 all saves; Turn Spiders as if Undead; 0: +2d6 Con dmg with one attack; 1M: Summon DL I spiders, #=(Chr mod)*CL
445. Children of Winter (Pr37): Level 1: Resist Poison; Level 2: Pick a species enemy (as per Ranger): x2 dmg; Level 3: Resist Mental, Immune Disease; Level 4: Pick a species enemy (as per Ranger): xx2 TH (not the d20 roll); Level 5: Contagion brand all your weapons
508. Lion of Talisid (Pr55): +LVL ML Priest; Animal Companion (10+LVL% of your XP); Immune fear; Resist mental; Clairnasience
557. Rainbow Servant (Pr67): Couatl racial abilities; +1 speciality school in Wizard; Detect evil cont.
567. Runecaster (Pr70): +LVL ML Priest; Your glyphs and symbols hit a group
579. Shadowbane Inquisitor (Pr72): If you switch to LG alignment, can keep your current classes regardless of AL restrictions, but can't raise their level; Turn Undead; If you fail a Turn roll, 1d12 of them still take 10*LVL dmg; 0, 1/d: Get Chr bonus TH/dmg this P action.
631. Virtuoso (Pr87): Bard rogue chart; 30*LVL rogue points; Magic-User0 spell prog. with Chr bonus; +LVL*2 nonweapon prof.
652. Contagion Thief (Pr93): Any rogue ability per level; 30*LVL rogue points; 1M: stun one target (PPD save)
718. Human Paragon (Pr94): +LVL with checks; +LVL/2 CL
722. Mamluk (Pr94): Immune sand, heat; +LVL Nonweapon prof.; +1 Sage Area of Knowledge (see DMG1); +1 Research Point per reset

[PC38] Collective 3.8 Classes


Mini Custom2 (Mini-Class)

Level KXP Effect Note
1 0.2*F Custom2 picks (Max F=0.5)
2 0.4*F Custom2 picks (Max F=1)
3 0.8*F Custom2 picks (Max F=1.5)
4 2*F Custom2 picks (Max F=2)
5 4*F Custom2 picks (Max F=2.5)
6 8*F Custom2 picks (Max F=3)
7 15*F Custom2 picks (Max F=3.5)
8 28*F Custom2 picks (Max F=4)
9 58*F Custom2 picks (Max F=4.5)
10 88*F Custom2 picks (Max F=5)
11 118*F Custom2 picks (Max F=5.5)
12 148*F Custom2 picks (Max F=6)
13 178*F Custom2 picks (Max F=6.5)
14 208*F Custom2 picks (Max F=7)
15 238*F Custom2 picks (Max F=7.5)
16 268*F Custom2 picks (Max F=8)
17 298*F Custom2 picks (Max F=8.5)
18 328*F Custom2 picks (Max F=9)
19 358*F Custom2 picks (Max F=9.5)
20 388*F Custom2 picks (Max F=10)
21 418*F Custom2 picks (Max F=10.5)
22 448*F Custom2 picks (Max F=11)
23 478*F Custom2 picks (Max F=11.5)
24 508*F Custom2 picks (Max F=12)
25 538*F Custom2 picks (Max F=12.5)
26 568*F Custom2 picks (Max F=13)
27 598*F Custom2 picks (Max F=13.5)
28 628*F Custom2 picks (Max F=14)
29 658*F Custom2 picks (Max F=14.5)
30 688*F Custom2 picks (Max F=15)
31 718*F Custom2 picks (Max F=15.5)
32 748*F Custom2 picks (Max F=16)
33 778*F Custom2 picks (Max F=16.5)
34 808*F Custom2 picks (Max F=17)
35 838*F Custom2 picks (Max F=17.5)
36 868*F Custom2 picks (Max F=18)
Alternate Effect
Halve the F in Custom1 picks
Halve the F in Custom1 picks
Halve the F in Custom1 picks
Halve the F in Custom1 picks
Halve the F in Custom1 picks
Halve the F in Custom1 picks
Halve the F in Custom1 picks
Halve the F in Custom1 picks
Halve the F in Custom1 picks
Halve the F in Custom1 picks
Halve the F in Custom1 picks
Halve the F in Custom1 picks
Halve the F in Custom1 picks
Halve the F in Custom1 picks
Halve the F in Custom1 picks
Halve the F in Custom1 picks
Halve the F in Custom1 picks
Halve the F in Custom1 picks
Halve the F in Custom1 picks
Halve the F in Custom1 picks
Halve the F in Custom1 picks
Halve the F in Custom1 picks
Halve the F in Custom1 picks
Halve the F in Custom1 picks
Halve the F in Custom1 picks
Halve the F in Custom1 picks
Halve the F in Custom1 picks
Halve the F in Custom1 picks
Halve the F in Custom1 picks
Halve the F in Custom1 picks
Halve the F in Custom1 picks
Halve the F in Custom1 picks
Halve the F in Custom1 picks
Halve the F in Custom1 picks
Halve the F in Custom1 picks
Halve the F in Custom1 picks
 
This gives you Custom2 picks (see [PC6]). Pick an F factor, which is limited to half your Mini Custom2 class. (This class has the weird property that it's XP goes up very rapidly if you keep it at the F limit).
You use your Mini Custom2 class for your level for these picks. You can generate a Mini class that gives hit points, spells, etc. If you make hit dice, note the hit dice are NOT amperanded (&) unless you pay for it, making you count this class into the divisor for your hp calculations.
You cannot pick zero or negative F factor items from Custom2 (or Custom1 for Alternate).

[PC38] Collective 3.8 Classes


Mini Custom5 (Mini-Class)

Level KXP Effect Total
1 2.5 Level 1 Custom5 pick (1 pick)
2 5 Level 2 Custom5 pick (2 picks)
3 10 Level 3 Custom5 pick (3 picks)
4 20 Level 4 Custom5 pick (4 picks)
5 40 Level 5 Custom5 pick (5 picks)
6 80 Level 6 Custom5 pick (6 picks)
7 160 Level 7 Custom5 pick (7 picks)
8 320 Level 8 Custom5 pick (8 picks)
9 500 Level 9 Custom5 pick (9 picks)
10 750 Level 10 Custom5 pick (10 picks)
11 1000 Level 11 Custom5 pick (11 picks)
12 1250 Level 12 Custom5 pick (12 picks)
13 1500 Level 13 Custom5 pick (13 picks)
14 1750 Level 14 Custom5 pick (14 picks)
15 2000 Level 15 Custom5 pick (15 picks)
16 2250 Level 16 Custom5 pick (16 picks)
17 2500 Level 17 Custom5 pick (17 picks)
18 2750 Level 18 Custom5 pick (18 picks)
19 3000 Level 19 Custom5 pick (19 picks)
20 3250 Level 20 Custom5 pick (20 picks)
21 3500 Level 21 Custom5 pick (21 picks)
22 3750 Level 22 Custom5 pick (22 picks)
23 4000 Level 23 Custom5 pick (23 picks)
24 4250 Level 24 Custom5 pick (24 picks)
25 4500 Level 25 Custom5 pick (25 picks)
26 4750 Level 26 Custom5 pick (26 picks)
27 5000 Level 27 Custom5 pick (27 picks)
28 5250 Level 28 Custom5 pick (28 picks)
29 5500 Level 29 Custom5 pick (29 picks)
30 5750 Level 30 Custom5 pick (30 picks)
31 6000 Level 31 Custom5 pick (31 picks)
32 6250 Level 32 Custom5 pick (32 picks)
33 6500 Level 33 Custom5 pick (33 picks)
34 6750 Level 34 Custom5 pick (34 picks)
35 7000 Level 35 Custom5 pick (35 picks)
36 7250 Level 36 Custom5 pick (Max F=18)
Alternate Effect
Level 1 Quintessential Custom6 pick
Level 2 Quintessential Custom6 pick
Level 3 Quintessential Custom6 pick
Level 4 Quintessential Custom6 pick
Level 5 Quintessential Custom6 pick
Level 6 Quintessential Custom6 pick
Level 7 Quintessential Custom6 pick
Level 8 Quintessential Custom6 pick
Level 9 Quintessential Custom6 pick
Level 10 Quintessential Custom6 pick
Level 11 Quintessential Custom6 pick
Level 12 Quintessential Custom6 pick
Level 13 Quintessential Custom6 pick
Level 14 Quintessential Custom6 pick
Level 15 Quintessential Custom6 pick
Level 16 Quintessential Custom6 pick
Level 17 Quintessential Custom6 pick
Level 18 Quintessential Custom6 pick
Level 19 Quintessential Custom6 pick
Level 20 Quintessential Custom6 pick
Level 21 Quintessential Custom6 pick
Level 22 Quintessential Custom6 pick
Level 23 Quintessential Custom6 pick
Level 24 Quintessential Custom6 pick
Level 25 Quintessential Custom6 pick
Level 26 Quintessential Custom6 pick
Level 27 Quintessential Custom6 pick
Level 28 Quintessential Custom6 pick
Level 29 Quintessential Custom6 pick
Level 30 Quintessential Custom6 pick
Level 31 Quintessential Custom6 pick
Level 32 Quintessential Custom6 pick
Level 33 Quintessential Custom6 pick
Level 34 Quintessential Custom6 pick
Level 35 Quintessential Custom6 pick
Level 36 Quintessential Custom6 pick
 
This gives you picks from 5th edition classes (or 6th edition for the Alternate class). Unlike Custom5, you do not "know" all the 5th edition classes innately, you need to learn the 5th edition classes.

[PC38] Collective 3.8 Classes


Minotaur0

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

[PC38] Collective 3.8 Classes


Offender Psionicist

Level KXP Psi(c)
mMG SU
1 0 2-- --
2 4 3-- --
3 8 4-- --
4 16 51- --
5 32 62- --
6 65 73- --
7 131 84- --
8 263 95- --
9 527 A61 --
10 927 B72 --
11 1327 C83 --
12 1727 D94 --
13 2127 EA5 --
14 2527 FB6 --
15 2927 GC7 --
16 3327 HD8 1-
17 3727 IE9 2-
18 4127 JFA 3-
19 4527 KGB 4-
20 4927 LHC 5-
21 5327 MID 6-
22 5727 NJE 7-
23 6127 OKF 8-
24 6527 PLG 9-
25 6927 QMH A1
26 7327 RNI B2
27 7727 SOJ C3
28 8127 TPK D4
29 8527 UQL E5
30 8927 VRM F6
31 9327 WSN G7
32 9727 XTO H8
33 10127 YUP I9
34 10527 ZVQ JA
35 10927 [WR KB
36 11327 \XS LC
TH Saves
PD RS PP BW Sp Fo Re Wi
+0  4  2  7  1  2  0  0  0
+1  5  3  8  2  3  1  0  1
+2  5  3  8  2  3  1  0  1
+3  5  4  8  2  3  1  0  2
+4  5  4  8  2  3  1  0  2
+5  6  4  8  3  4  2  0  2
+6  6  4  8  3  4  2  0  2
+7  6  5  8  3  4  2  1  3
+8  6  5  8  3  4  2  1  3
+9  6  5  9  3  4  2  1  3
+10  6  5  9  3  4  2  1  3
+11  6  6  9  4  5  3  1  4
+12  6  6  9  4  5  3  1  4
+13  7  6  9  4  5  3  2  4
+14  7  6  9  4  5  3  2  4
+15  7  7  9  4  5  4  2  5
+16  7  7  9  4  5  4  2  5
+17  7  7 10  5  6  4  2  5
Requisites: Str 13, Dex 11, Int 12
Alignment: C any (or) T any
HD/level: d10
Weapon Prof.: 5+level/3
To Hit Table: War
Save Table: xPsi
Reference: DM
Groups: Psionicist
 
Has access to all "offensive" powers in [MC2] Monster Collective Psionic Powers for every frequency. These are indicated by a "c" (for "combat") in the "Use" column.
PSPs = (Str+Dex+Int)*level.
These are in Psi1 PSPs, convert using the table at the beginning of [PC5].

[PC38] Collective 3.8 Classes


Ovinomancer

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

[PC38] Collective 3.8 Classes


Resister (Mini-Class)

Level KXP Effect Total
1 2 Resist two [C] section effects (2)
2 4 Resist two [C] section effects (4)
3 8 Resist two [C] section effects (6)
4 16 Resist two [C] section effects (8)
5 32 Resist two [C] section effects (10)
6 64 Resist two [C] section effects (12)
7 128 Resist two [C] section effects (14)
8 256 Resist two [C] section effects (16)
9 400 Resist two [C] section effects (18)
10 600 Resist two [C] section effects (20)
11 800 Resist two [C] section effects (22)
12 1000 Resist two [C] section effects (24)
13 1200 Resist two [C] section effects (26)
14 1400 Resist two [C] section effects (28)
15 1600 Resist two [C] section effects (30)
16 1800 Resist two [C] section effects (32)
17 2000 Resist two [C] section effects (34)
18 2200 Resist two [C] section effects (36)
19 2400 Resist two [C] section effects (38)
20 2600 Resist two [C] section effects (40)
21 2800 Resist two [C] section effects (42)
22 3000 Resist two [C] section effects (44)
23 3200 Resist two [C] section effects (46)
24 3400 Resist two [C] section effects (48)
25 3600 Resist two [C] section effects (50)
26 3800 Resist two [C] section effects (52)
27 4000 Resist two [C] section effects (54)
28 4200 Resist two [C] section effects (56)
29 4400 Resist two [C] section effects (58)
30 4600 Resist two [C] section effects (60)
31 4800 Resist two [C] section effects (62)
32 5000 Resist two [C] section effects (64)
33 5200 Resist two [C] section effects (66)
34 5400 Resist two [C] section effects (68)
35 5600 Resist two [C] section effects (70)
36 5800 Resist two [C] section effects (72)
Alternate Effect Alt Total
Resist two elements or one eelement (2)
Resist two elements or one eelement (4)
Resist two elements or one eelement (6)
Resist two elements or one eelement (8)
Resist two elements or one eelement (10)
Resist two elements or one eelement (12)
Resist two elements or one eelement (14)
Resist two elements or one eelement (16)
Resist two elements or one eelement (18)
Resist two elements or one eelement (20)
Resist two elements or one eelement (22)
Resist two elements or one eelement (24)
Resist two elements or one eelement (26)
Resist two elements or one eelement (28)
Resist two elements or one eelement (30)
Resist two elements or one eelement (32)
Resist two elements or one eelement (34)
Resist two elements or one eelement (36)
Resist two elements or one eelement (38)
Resist two elements or one eelement (40)
Resist two elements or one eelement (42)
Resist two elements or one eelement (44)
Resist two elements or one eelement (46)
Resist two elements or one eelement (48)
Resist two elements or one eelement (50)
Resist two elements or one eelement (52)
Resist two elements or one eelement (54)
Resist two elements or one eelement (56)
Resist two elements or one eelement (58)
Resist two elements or one eelement (60)
Resist two elements or one eelement (62)
Resist two elements or one eelement (64)
Resist two elements or one eelement (66)
Resist two elements or one eelement (68)
Resist two elements or one eelement (70)
Resist two elements or one eelement (72)

[PC38] Collective 3.8 Classes


Stuffy Doll16

Level KXP Psi16
mMG S {items / CC}
1 0 1-- - {1 / 1}
2 5 2-- - {1 / 1}
3 10 3-- - {2 / 1}
4 20 4-- - {2 / 1}
5 40 5-- - {3 / 2}
6 80 6-- - {3 / 2}
7 160 7-- - {4 / 2}
8 320 8-- - {4 / 2}
9 640 9-- - {5 / 3}
10 1125 91- - {5 / 3}
11 1625 92- - {6 / 3}
12 2125 93- - {6 / 3}
13 2625 94- - {7 / 4}
14 3125 95- - {7 / 4}
15 3625 96- - {8 / 4}
16 4125 97- - {8 / 4}
17 4625 98- - {9 / 5}
18 5125 99- - {9 / 5}
19 5625 A9- - {10 / 5}
20 6125 A91 - {10 / 5}
21 6625 A92 - {11 / 6}
22 7125 A93 - {11 / 6}
23 7625 A94 - {12 / 6}
24 8125 A95 - {12 / 6}
25 8625 A96 - {13 / 7}
26 9125 A97 - {13 / 7}
27 9625 A98 - {14 / 7}
28 10125 A99 - {14 / 7}
29 10625 AA9 - {15 / 8}
30 11125 AA9 1 {15 / 8}
31 11625 AA9 2 {16 / 8}
32 12125 AA9 3 {16 / 8}
33 12625 AA9 4 {17 / 9}
34 13125 AA9 5 {17 / 9}
35 13625 AA9 6 {18 / 9}
36 14125 AA9 7 {18 / 9}
TH Saves
PD RS PP BW Sp Fo Re Wi
+0  1  1  1  1  1  1  1  1
+0  3  3  3  3  3  3  3  3
+0  4  4  4  4  4  4  4  4
+0  6  6  6  6  6  6  6  6
+0  7  7  7  7  7  7  7  7
+0  9  9  9  9  9  9  9  9
+0 10 10 10 10 10 10 10 10
+0 12 12 12 12 12 12 12 12
+0 13 13 13 13 13 13 13 13
+0 15 15 15 15 15 15 15 15
+0 16 16 16 16 16 16 16 16
+0 18 18 18 18 18 18 18 18
+0 19 19 19 19 19 19 19 19
+0 21 21 21 21 21 21 21 21
+0 22 22 22 22 22 22 22 22
+0 24 24 24 24 24 24 24 24
+0 25 25 25 25 25 25 25 25
+0 27 27 27 27 27 27 27 27
Requisites: Con 35
Alignment: any
HD/level: & d30
Weapon Prof.: & 0+level
To Hit Table: Normal Man (+0)
Save Table: 3xMon
Reference: MTG
Groups: Monster
 
See [Q16] for Psi16 rules and powers.
Can manipulate an object with Psi16 TechF equal to your level or less.
Can have up to LVL/2 (round up) MTG magic items (see the Planeswalker Artificer class for list of MTG items). The maximum CC (Casting Cost, treat as SL) for each is (LVL+3)/4.
How many items you get and what CC they are is shown on the progression in braces.
Level 1: Immune to Disintegrate and other effects that would destroy your body (but not Annihilation, Incursion, or Pixelation).
Level 1 ¶: Technology Damaging Shield vs. Melee or Missile attacks (100% damage back; TechR or aER to resist)
Level 1: 1M: Target takes 10*LVL dmg (TechR to resist).

[PC38] Collective 3.8 Classes


Sun Priest

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

[PC38] Collective 3.8 Classes


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

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

[PC38] Collective 3.8 Classes


Theist14

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

[PC38] Collective 3.8 Classes


True Armor Class (Mini-Class)

Level KXP Effect Total
1 1.5 ++1 AC (adds your armor base AT again) (++1 AC)
2 3 ++1 AC (adds your armor base AT again) (++2 AC)
3 6 ++1 AC (adds your armor base AT again) (++3 AC)
4 12 ++1 AC (adds your armor base AT again) (++4 AC)
5 24 ++1 AC (adds your armor base AT again) (++5 AC)
6 48 ++1 AC (adds your armor base AT again) (++6 AC)
7 96 ++1 AC (adds your armor base AT again) (++7 AC)
8 192 ++1 AC (adds your armor base AT again) (++8 AC)
9 300 ++1 AC (adds your armor base AT again) (++9 AC)
10 450 ++1 AC (adds your armor base AT again) (++10 AC)
11 600 ++1 AC (adds your armor base AT again) (++11 AC)
12 750 ++1 AC (adds your armor base AT again) (++12 AC)
13 900 ++1 AC (adds your armor base AT again) (++13 AC)
14 1050 ++1 AC (adds your armor base AT again) (++14 AC)
15 1200 ++1 AC (adds your armor base AT again) (++15 AC)
16 1350 ++1 AC (adds your armor base AT again) (++16 AC)
17 1500 ++1 AC (adds your armor base AT again) (++17 AC)
18 1650 ++1 AC (adds your armor base AT again) (++18 AC)
19 1800 ++1 AC (adds your armor base AT again) (++19 AC)
20 1950 ++1 AC (adds your armor base AT again) (++20 AC)
21 2100 ++1 AC (adds your armor base AT again) (++21 AC)
22 2250 ++1 AC (adds your armor base AT again) (++22 AC)
23 2400 ++1 AC (adds your armor base AT again) (++23 AC)
24 2550 ++1 AC (adds your armor base AT again) (++24 AC)
25 2700 ++1 AC (adds your armor base AT again) (++25 AC)
26 2850 ++1 AC (adds your armor base AT again) (++26 AC)
27 3000 ++1 AC (adds your armor base AT again) (++27 AC)
28 3150 ++1 AC (adds your armor base AT again) (++28 AC)
29 3300 ++1 AC (adds your armor base AT again) (++29 AC)
30 3450 ++1 AC (adds your armor base AT again) (++30 AC)
31 3600 ++1 AC (adds your armor base AT again) (++31 AC)
32 3750 ++1 AC (adds your armor base AT again) (++32 AC)
33 3900 ++1 AC (adds your armor base AT again) (++33 AC)
34 4050 ++1 AC (adds your armor base AT again) (++34 AC)
35 4200 ++1 AC (adds your armor base AT again) (++35 AC)
36 4350 ++1 AC (adds your armor base AT again) (++36 AC)
Alternate Effect Alt Total
x1.1 AC (shift from 10) (x1.1)
x1.1 AC (shift from 10) (x1.2)
x1.1 AC (shift from 10) (x1.3)
x1.1 AC (shift from 10) (x1.4)
x1.1 AC (shift from 10) (x1.5)
x1.1 AC (shift from 10) (x1.6)
x1.1 AC (shift from 10) (x1.7)
x1.1 AC (shift from 10) (x1.8)
x1.1 AC (shift from 10) (x1.9)
x1.1 AC (shift from 10) (x2)
x1.1 AC (shift from 10) (x2.1)
x1.1 AC (shift from 10) (x2.2)
x1.1 AC (shift from 10) (x2.3)
x1.1 AC (shift from 10) (x2.4)
x1.1 AC (shift from 10) (x2.5)
x1.1 AC (shift from 10) (x2.6)
x1.1 AC (shift from 10) (x2.7)
x1.1 AC (shift from 10) (x2.8)
x1.1 AC (shift from 10) (x2.9)
x1.1 AC (shift from 10) (x3)
x1.1 AC (shift from 10) (x3.1)
x1.1 AC (shift from 10) (x3.2)
x1.1 AC (shift from 10) (x3.3)
x1.1 AC (shift from 10) (x3.4)
x1.1 AC (shift from 10) (x3.5)
x1.1 AC (shift from 10) (x3.6)
x1.1 AC (shift from 10) (x3.7)
x1.1 AC (shift from 10) (x3.8)
x1.1 AC (shift from 10) (x3.9)
x1.1 AC (shift from 10) (x4)
x1.1 AC (shift from 10) (x4.1)
x1.1 AC (shift from 10) (x4.2)
x1.1 AC (shift from 10) (x4.3)
x1.1 AC (shift from 10) (x4.4)
x1.1 AC (shift from 10) (x4.5)
x1.1 AC (shift from 10) (x4.6)

[PC38] Collective 3.8 Classes


True Damage (Mini-Class)

Level KXP Effect Total
1 1.5 ++1 damage (this adds +1 base die of damage) (++1 dmg)
2 3 ++1 damage (this adds +1 base die of damage) (++2 dmg)
3 6 ++1 damage (this adds +1 base die of damage) (++3 dmg)
4 12 ++1 damage (this adds +1 base die of damage) (++4 dmg)
5 24 ++1 damage (this adds +1 base die of damage) (++5 dmg)
6 48 ++1 damage (this adds +1 base die of damage) (++6 dmg)
7 96 ++1 damage (this adds +1 base die of damage) (++7 dmg)
8 192 ++1 damage (this adds +1 base die of damage) (++8 dmg)
9 300 ++1 damage (this adds +1 base die of damage) (++9 dmg)
10 450 ++1 damage (this adds +1 base die of damage) (++10 dmg)
11 600 ++1 damage (this adds +1 base die of damage) (++11 dmg)
12 750 ++1 damage (this adds +1 base die of damage) (++12 dmg)
13 900 ++1 damage (this adds +1 base die of damage) (++13 dmg)
14 1050 ++1 damage (this adds +1 base die of damage) (++14 dmg)
15 1200 ++1 damage (this adds +1 base die of damage) (++15 dmg)
16 1350 ++1 damage (this adds +1 base die of damage) (++16 dmg)
17 1500 ++1 damage (this adds +1 base die of damage) (++17 dmg)
18 1650 ++1 damage (this adds +1 base die of damage) (++18 dmg)
19 1800 ++1 damage (this adds +1 base die of damage) (++19 dmg)
20 1950 ++1 damage (this adds +1 base die of damage) (++20 dmg)
21 2100 ++1 damage (this adds +1 base die of damage) (++21 dmg)
22 2250 ++1 damage (this adds +1 base die of damage) (++22 dmg)
23 2400 ++1 damage (this adds +1 base die of damage) (++23 dmg)
24 2550 ++1 damage (this adds +1 base die of damage) (++24 dmg)
25 2700 ++1 damage (this adds +1 base die of damage) (++25 dmg)
26 2850 ++1 damage (this adds +1 base die of damage) (++26 dmg)
27 3000 ++1 damage (this adds +1 base die of damage) (++27 dmg)
28 3150 ++1 damage (this adds +1 base die of damage) (++28 dmg)
29 3300 ++1 damage (this adds +1 base die of damage) (++29 dmg)
30 3450 ++1 damage (this adds +1 base die of damage) (++30 dmg)
31 3600 ++1 damage (this adds +1 base die of damage) (++31 dmg)
32 3750 ++1 damage (this adds +1 base die of damage) (++32 dmg)
33 3900 ++1 damage (this adds +1 base die of damage) (++33 dmg)
34 4050 ++1 damage (this adds +1 base die of damage) (++34 dmg)
35 4200 ++1 damage (this adds +1 base die of damage) (++35 dmg)
36 4350 ++1 damage (this adds +1 base die of damage) (++36 dmg)
Alternate Effect Alt Total
x1.1 damage (x1.1)
x1.1 damage (x1.2)
x1.1 damage (x1.3)
x1.1 damage (x1.4)
x1.1 damage (x1.5)
x1.1 damage (x1.6)
x1.1 damage (x1.7)
x1.1 damage (x1.8)
x1.1 damage (x1.9)
x1.1 damage (x2)
x1.1 damage (x2.1)
x1.1 damage (x2.2)
x1.1 damage (x2.3)
x1.1 damage (x2.4)
x1.1 damage (x2.5)
x1.1 damage (x2.6)
x1.1 damage (x2.7)
x1.1 damage (x2.8)
x1.1 damage (x2.9)
x1.1 damage (x3)
x1.1 damage (x3.1)
x1.1 damage (x3.2)
x1.1 damage (x3.3)
x1.1 damage (x3.4)
x1.1 damage (x3.5)
x1.1 damage (x3.6)
x1.1 damage (x3.7)
x1.1 damage (x3.8)
x1.1 damage (x3.9)
x1.1 damage (x4)
x1.1 damage (x4.1)
x1.1 damage (x4.2)
x1.1 damage (x4.3)
x1.1 damage (x4.4)
x1.1 damage (x4.5)
x1.1 damage (x4.6)

[PC38] Collective 3.8 Classes


True Saves (Mini-Class)

Level KXP Effect Total
1 2 ++1 saves (++1 saves)
2 4 ++1 saves (++2 saves)
3 8 ++1 saves (++3 saves)
4 16 ++1 saves (++4 saves)
5 32 ++1 saves (++5 saves)
6 64 ++1 saves (++6 saves)
7 128 ++1 saves (++7 saves)
8 256 ++1 saves (++8 saves)
9 400 ++1 saves (++9 saves)
10 600 ++1 saves (++10 saves)
11 800 ++1 saves (++11 saves)
12 1000 ++1 saves (++12 saves)
13 1200 ++1 saves (++13 saves)
14 1400 ++1 saves (++14 saves)
15 1600 ++1 saves (++15 saves)
16 1800 ++1 saves (++16 saves)
17 2000 ++1 saves (++17 saves)
18 2200 ++1 saves (++18 saves)
19 2400 ++1 saves (++19 saves)
20 2600 ++1 saves (++20 saves)
21 2800 ++1 saves (++21 saves)
22 3000 ++1 saves (++22 saves)
23 3200 ++1 saves (++23 saves)
24 3400 ++1 saves (++24 saves)
25 3600 ++1 saves (++25 saves)
26 3800 ++1 saves (++26 saves)
27 4000 ++1 saves (++27 saves)
28 4200 ++1 saves (++28 saves)
29 4400 ++1 saves (++29 saves)
30 4600 ++1 saves (++30 saves)
31 4800 ++1 saves (++31 saves)
32 5000 ++1 saves (++32 saves)
33 5200 ++1 saves (++33 saves)
34 5400 ++1 saves (++34 saves)
35 5600 ++1 saves (++35 saves)
36 5800 ++1 saves (++36 saves)
Alternate Effect Alt Total
x1.1 saves bonus (x1.1)
x1.1 saves bonus (x1.2)
x1.1 saves bonus (x1.3)
x1.1 saves bonus (x1.4)
x1.1 saves bonus (x1.5)
x1.1 saves bonus (x1.6)
x1.1 saves bonus (x1.7)
x1.1 saves bonus (x1.8)
x1.1 saves bonus (x1.9)
x1.1 saves bonus (x2)
x1.1 saves bonus (x2.1)
x1.1 saves bonus (x2.2)
x1.1 saves bonus (x2.3)
x1.1 saves bonus (x2.4)
x1.1 saves bonus (x2.5)
x1.1 saves bonus (x2.6)
x1.1 saves bonus (x2.7)
x1.1 saves bonus (x2.8)
x1.1 saves bonus (x2.9)
x1.1 saves bonus (x3)
x1.1 saves bonus (x3.1)
x1.1 saves bonus (x3.2)
x1.1 saves bonus (x3.3)
x1.1 saves bonus (x3.4)
x1.1 saves bonus (x3.5)
x1.1 saves bonus (x3.6)
x1.1 saves bonus (x3.7)
x1.1 saves bonus (x3.8)
x1.1 saves bonus (x3.9)
x1.1 saves bonus (x4)
x1.1 saves bonus (x4.1)
x1.1 saves bonus (x4.2)
x1.1 saves bonus (x4.3)
x1.1 saves bonus (x4.4)
x1.1 saves bonus (x4.5)
x1.1 saves bonus (x4.6)
 
The alternate version multiplies your total save bonus by 1.1 per level. It does not affect the d20 roll. It affects each save category separately.
Example: You have a total PPD save bonus of +10 and have a 8th level True Saves Mini-Class. Your PPD save bonus is +18 (10*1.8).

[PC38] Collective 3.8 Classes


True To Hit (Mini-Class)

Level KXP Effect Total
1 2 ++1 to hit (++1 to hit)
2 4 ++1 to hit (++2 to hit)
3 8 ++1 to hit (++3 to hit)
4 16 ++1 to hit (++4 to hit)
5 32 ++1 to hit (++5 to hit)
6 64 ++1 to hit (++6 to hit)
7 128 ++1 to hit (++7 to hit)
8 256 ++1 to hit (++8 to hit)
9 400 ++1 to hit (++9 to hit)
10 600 ++1 to hit (++10 to hit)
11 800 ++1 to hit (++11 to hit)
12 1000 ++1 to hit (++12 to hit)
13 1200 ++1 to hit (++13 to hit)
14 1400 ++1 to hit (++14 to hit)
15 1600 ++1 to hit (++15 to hit)
16 1800 ++1 to hit (++16 to hit)
17 2000 ++1 to hit (++17 to hit)
18 2200 ++1 to hit (++18 to hit)
19 2400 ++1 to hit (++19 to hit)
20 2600 ++1 to hit (++20 to hit)
21 2800 ++1 to hit (++21 to hit)
22 3000 ++1 to hit (++22 to hit)
23 3200 ++1 to hit (++23 to hit)
24 3400 ++1 to hit (++24 to hit)
25 3600 ++1 to hit (++25 to hit)
26 3800 ++1 to hit (++26 to hit)
27 4000 ++1 to hit (++27 to hit)
28 4200 ++1 to hit (++28 to hit)
29 4400 ++1 to hit (++29 to hit)
30 4600 ++1 to hit (++30 to hit)
31 4800 ++1 to hit (++31 to hit)
32 5000 ++1 to hit (++32 to hit)
33 5200 ++1 to hit (++33 to hit)
34 5400 ++1 to hit (++34 to hit)
35 5600 ++1 to hit (++35 to hit)
36 5800 ++1 to hit (++36 to hit)
Alternate Effect Alt Total
x1.1 to hit bonus (x1.1)
x1.1 to hit bonus (x1.2)
x1.1 to hit bonus (x1.3)
x1.1 to hit bonus (x1.4)
x1.1 to hit bonus (x1.5)
x1.1 to hit bonus (x1.6)
x1.1 to hit bonus (x1.7)
x1.1 to hit bonus (x1.8)
x1.1 to hit bonus (x1.9)
x1.1 to hit bonus (x2)
x1.1 to hit bonus (x2.1)
x1.1 to hit bonus (x2.2)
x1.1 to hit bonus (x2.3)
x1.1 to hit bonus (x2.4)
x1.1 to hit bonus (x2.5)
x1.1 to hit bonus (x2.6)
x1.1 to hit bonus (x2.7)
x1.1 to hit bonus (x2.8)
x1.1 to hit bonus (x2.9)
x1.1 to hit bonus (x3)
x1.1 to hit bonus (x3.1)
x1.1 to hit bonus (x3.2)
x1.1 to hit bonus (x3.3)
x1.1 to hit bonus (x3.4)
x1.1 to hit bonus (x3.5)
x1.1 to hit bonus (x3.6)
x1.1 to hit bonus (x3.7)
x1.1 to hit bonus (x3.8)
x1.1 to hit bonus (x3.9)
x1.1 to hit bonus (x4)
x1.1 to hit bonus (x4.1)
x1.1 to hit bonus (x4.2)
x1.1 to hit bonus (x4.3)
x1.1 to hit bonus (x4.4)
x1.1 to hit bonus (x4.5)
x1.1 to hit bonus (x4.6)
 
The alternate version multiplies your total to hit bonus by 1.1 per level. It does not affect the d20 roll.
Example: You have a total to hit bonus of +40 and have a 5th level True To Hit Mini-Class. Your to hit bonus is +60 (40*1.5).

[PC38] Collective 3.8 Classes


XP (Mini-Class)

Level KXP Effect Total
1 0 (S=1) x1.1 XP (x1.1 XP)
2 0 (S=2) x1.1 XP (x1.2 XP)
3 0 (S=3) x1.1 XP (x1.3 XP)
4 0 (S=4) x1.1 XP (x1.4 XP)
5 0 (S=5) x1.1 XP (x1.5 XP)
6 0 (S=6) x1.1 XP (x1.6 XP)
7 0 (S=7) x1.1 XP (x1.7 XP)
8 0 (S=8) x1.1 XP (x1.8 XP)
9 0 (S=9) x1.1 XP (x1.9 XP)
10 0 (S=10) x1.1 XP (x2 XP)
11 0 (S=11) x1.1 XP (x2.1 XP)
12 0 (S=12) x1.1 XP (x2.2 XP)
13 0 (S=13) x1.1 XP (x2.3 XP)
14 0 (S=14) x1.1 XP (x2.4 XP)
15 0 (S=15) x1.1 XP (x2.5 XP)
16 0 (S=16) x1.1 XP (x2.6 XP)
17 0 (S=17) x1.1 XP (x2.7 XP)
18 0 (S=18) x1.1 XP (x2.8 XP)
19 0 (S=19) x1.1 XP (x2.9 XP)
20 0 (S=20) x1.1 XP (x3 XP)
21 0 (S=21) x1.1 XP (x3.1 XP)
22 0 (S=22) x1.1 XP (x3.2 XP)
23 0 (S=23) x1.1 XP (x3.3 XP)
24 0 (S=24) x1.1 XP (x3.4 XP)
25 0 (S=25) x1.1 XP (x3.5 XP)
26 0 (S=26) x1.1 XP (x3.6 XP)
27 0 (S=27) x1.1 XP (x3.7 XP)
28 0 (S=28) x1.1 XP (x3.8 XP)
29 0 (S=29) x1.1 XP (x3.9 XP)
30 0 (S=30) x1.1 XP (x4 XP)
31 0 (S=31) x1.1 XP (x4.1 XP)
32 0 (S=32) x1.1 XP (x4.2 XP)
33 0 (S=33) x1.1 XP (x4.3 XP)
34 0 (S=34) x1.1 XP (x4.4 XP)
35 0 (S=35) x1.1 XP (x4.5 XP)
36 0 (S=36) x1.1 XP (x4.6 XP)
Alternate Effect Alt Total
xx1.02 XP for the whole party (xx1.02)
xx1.02 XP for the whole party (xx1.04)
xx1.02 XP for the whole party (xx1.06)
xx1.02 XP for the whole party (xx1.08)
xx1.02 XP for the whole party (xx1.1)
xx1.02 XP for the whole party (xx1.12)
xx1.02 XP for the whole party (xx1.14)
xx1.02 XP for the whole party (xx1.16)
xx1.02 XP for the whole party (xx1.18)
xx1.02 XP for the whole party (xx1.2)
xx1.02 XP for the whole party (xx1.22)
xx1.02 XP for the whole party (xx1.24)
xx1.02 XP for the whole party (xx1.26)
xx1.02 XP for the whole party (xx1.28)
xx1.02 XP for the whole party (xx1.3)
xx1.02 XP for the whole party (xx1.32)
xx1.02 XP for the whole party (xx1.34)
xx1.02 XP for the whole party (xx1.36)
xx1.02 XP for the whole party (xx1.38)
xx1.02 XP for the whole party (xx1.4)
xx1.02 XP for the whole party (xx1.42)
xx1.02 XP for the whole party (xx1.44)
xx1.02 XP for the whole party (xx1.46)
xx1.02 XP for the whole party (xx1.48)
xx1.02 XP for the whole party (xx1.5)
xx1.02 XP for the whole party (xx1.52)
xx1.02 XP for the whole party (xx1.54)
xx1.02 XP for the whole party (xx1.56)
xx1.02 XP for the whole party (xx1.58)
xx1.02 XP for the whole party (xx1.6)
xx1.02 XP for the whole party (xx1.62)
xx1.02 XP for the whole party (xx1.64)
xx1.02 XP for the whole party (xx1.66)
xx1.02 XP for the whole party (xx1.68)
xx1.02 XP for the whole party (xx1.7)
xx1.02 XP for the whole party (xx1.72)
 
This class costs zero XP to go up in level.
The "S" number is the session number; so your level in the XP Mini-Class is equal to the session number.
In the Alternate case, the DM will write the corrected XP directly on the chalkboard.