[PC6] Custom Classes Group


Accountant

Level KXP
S=1
KXP
S=2
KXP
S=3
Spells
1 0 0 0 (none)
2 2.5 3.75 5 (none)
3 5 7.5 10 (none)
4 10 15 20 (none)
5 20 30 40 (none)
6 40 60 80 (none)
7 80 120 160 (none)
8 160 240 320 (none)
9 320 480 640 (none)
10 500 750 1000 (none)
11 750 1100 1450 (none)
12 1000 1450 1900 (none)
13 1250 1800 2350 (none)
14 1500 2150 2800 (none)
15 1750 2500 3250 (none)
16 2000 2850 3700 (none)
17 2250 3200 4150 (none)
18 2500 3550 4600 (none)
19 2750 3900 5050 (none)
20 3000 4250 5500 (none)
21 3250 4600 5950 (none)
22 3500 4950 6400 (none)
23 3750 5300 6850 (none)
24 4000 5650 7300 (none)
25 4250 6000 7750 (none)
26 4500 6350 8200 (none)
27 4750 6700 8650 (none)
28 5000 7050 9100 (none)
29 5250 7400 9550 (none)
30 5500 7750 10000 (none)
31 5750 8100 10450 (none)
32 6000 8450 10900 (none)
33 6250 8800 11350 (none)
34 6500 9150 11800 (none)
35 6750 9500 12250 (none)
36 7000 9850 12700 (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: All 6 stats must be 5*S.
Alignment: any
HD/level: d6
Weapon Prof.: 0+level
To Hit Table: Cust
Save Table: Cust
Reference: DM
Groups: Custom
 
Pick an S factor for this class, which is 1, 2, or 3.
Every Level: +S ability score points. This is in addition to the normal +1 stat you get per level.
Every Level: Pick a stat. You have "Hold" of that stat (it cannot be lowered, and you are immune to stat damage of that stat). When you get other stats at levels 12 and 24, use the number of points to indicate how many times you need to pick that stat before you have "Hold" in it (e.g. you need to pick Luck twice before having Hold Luck).

[PC6] Custom Classes Group


Ally

Level KXP Buff
123 456 789
TH
1 0 1-- --- --- +0
2 3.5 2-- --- --- +1
3 7 3-- --- --- +1
4 14 31- --- --- +2
5 28 32- --- --- +3
6 56 33- --- --- +3
7 84 331 --- --- +4
8 126 332 --- --- +5
9 189 333 --- --- +5
10 350 333 1-- --- +6
11 525 333 2-- --- +7
12 1050 333 3-- --- +7
13 1575 333 31- --- +8
14 2100 333 32- --- +9
15 2625 333 33- --- +9
16 3150 333 331 --- +10
17 3675 333 332 --- +11
18 4200 333 333 --- +11
19 4725 333 333 1-- +12
20 5250 333 333 2-- +13
21 5775 333 333 3-- +13
22 6300 333 333 31- +14
23 6825 333 333 32- +15
24 7350 333 333 33- +15
25 7875 333 333 331 +16
26 8400 333 333 332 +17
27 8925 333 333 333 +17
28 9450 444 333 333 +18
29 9975 444 444 333 +19
30 10500 444 444 444 +19
31 11025 555 444 444 +20
32 11550 555 555 444 +21
33 12075 555 555 555 +21
34 12600 666 555 555 +22
35 13125 666 666 555 +23
36 13650 666 666 666 1 +23
37 27300 666 666 666 2 +24
38 40950 666 666 666 3 +25
39 54600 666 666 666 4 +25
45 136500 777 766 666 6 +30
54 259350 887 777 777 71 +36
63 382200 888 887 777 77 +42
72 505050 998 888 888 881 +48
Race Adjustments:
Str Dex Con Int Wis Chr Cml AT hp TH Div
& +1 & +1 & +3 & +0 & +2 & +4 & +0 & +0 & +0 & +0 ÷1
 
Requisites: Con 12, Wis 11, Chr 14,
  Race Slots 1 (may owe), Class Slots 2
Alignment: L any
HD/level: d12
Weapon Prof.: 3+level/2
Reference: DM, MTG (Zendikar)
Groups: Custom, Archetype Adjective
Complexity: CF=3
 
Saving Throws:
PPD: level+7 Fort: level+4
RSW: level+3 Reflex: level+0
PP: level+4 Will: level+3
BW: level+1
Spell: level+2
 
The race ability score adjustments given are in addition to your race.
Exceptional Chr bonus.
Gets Priest Buff sphere spells, but has no stat bonus to progression, and has access to no other spheres.
 
"Chocolate" variant: Requires 1 Class Slot instead of 2 (still requires 1 Race Slot); does not get the race ability score adjustments given.
 
Choose one ability per level. "NP" is number of party members (including up to two NPCs, but not including subordinates). If the ability says "One party member", you may choose yourself (unless it says "another party member"). Each ability may be picked only once.
 
A. [Hagra] 1S: Deal NP*CL untyped dmg to one target
B. [Joraga] 0, NP/r: One (willing) party member or subordinate acts on the bottom of this segment instead of the top. (Cannot have acted the top of this segment.)
C. [Kabira] 0, NP/d: One party member is immune to one element or spell/psi effect this round.
D. [Kazandu] 1S, 1/t: You and one party member get +NP*CL/2 saves and max hp for 1 turn.
E. [Makindi] 1S, 1/t: You and one party member get +NP*CL/2 AC and max hp for 1 turn.
F. [Murasa] 1S: Deal NP*X dmg of an E=1 element to one group (BW save: ½) (X=current KXP total on the board.)
G. [Nimana] 1S, 1/t: You and one party member get +NP*CL/2 TH and max hp for 1 turn.
H. [Ondu] 1S: Cure NP*CL hp to one target, or cure NP*CL% of damage taken to one target.
I. [Oran-Rief] 1S, 1/t: You and one party member get +NP*CL/2 dmg and max hp for 1 turn.
J. [Seascape] 1S, NP/t: One target gets Flying or Water Breathing for 1 round.
K. [Stonework] 1S, 1/reset: Get NP*SN*SN*100 gp to spend on magic items only. (SN=Session Number)
L. [Tajuru] 1S, NP/t: Deal CL Wood dmg to each group on the chalkboard with Flying per segment (x1 Terrain Feature)
M. [Tuktuk] 1S, NP/t: One target gets Free Action for 1 round.
N. [Umara] 1S, 1/t: You and one party member get +NP*CL% RR, MR, aMR, PR, aPR, NR, IR, or CR for 1 turn.
O. [Bala Ged] 1S, NP/d: Name an effect. That effect can't be used in the room for 1 round.
P. [Highland] +1W action per turn (per round at CF=4). [ You can use a W as an S action, but you still can use only 1S+1V per segment. 1W: Give another party member +1RS action. This can be used in addition to 1S+1V per segment. ]
Q. [Kazuul] 1S, 1/d: You and one party member get +NP*CL/4 AC, saves, TH, dmg, and max hp for the day.
R. [Sea Gate] 1S, NP/d: Haste of +min(CL,NP) C actions, lasts for 1 turn. (min=minimum/smaller of these two values)
S. [Turntimber] 0, NP/d: Summon a DL=SN Animal. All of these animals may be in one summon slot. (SN=Session Number)

Buff Sphere spells (all of these spells are duration 1d): (* = new)
Armor Class (SL=1): The party gets +LVL AC.
Damage (SL=1): The party gets +LVL dmg with attacks.
Hit Points (SL=1): The party gets +LVL*6 max hp.
Proficiencies (SL=1): The party gets +LVL proficiencies.
Saving Throws (SL=1): The party gets +LVL saving throws.
To Hit (SL=1): The party gets +LVL to hit.
BlahR (SL=1): The party gets +(LVL-2)*10% RMPIR.
Damage Resistance (SL=2): The party gets -(LVL-1) dmg per physical attack.
Kits/Feats (SL=2): The party gets LVL-1 among Kits or Feats.
Movement Rate (SL=2): The party gets +(LVL-1)*3" movement rate.
Rogue Ability (SL=2): The party gets +20*(LVL-1) Rogue points and one "Level LVL/2:" pick (round up).
* Turn Undead (SL=2): The entire party can turn undead at your LVL-1. (Do not adjust this for your GGL picks.)
Ability Scores (SL=3): The party gets +LVL-2 among ability scores.
B Actions (SL=3): The party gets +LVL-2 B actions.
BlahR Evasion (SL=3): The party evades 25*(LVL-2)% of RMPIR.
* Summons (SL=3): The party is allowed +1 monster per summon slot (e.g. "normal" summon slots can now hold 2 monsters).
Buff Buff (SL=4): One of your Buff spells has double effect (can run LVL-3 of these).
* Attacks (SL=4): The party gets +1 attack per weapon per P action.
Caster Level (SL=5): The party gets +LVL-4 CL.
Spell Damage (SL=5): The party gets +LVL-4 dmg per die with damaging spells.
* Lampreys (SL=5): Each party member gets 1 Lamprey (combined Eel-Leech, moves on its own, removes a [C] section effect)
Chr (SL=6): The party gets +LVL-5 Chr.
Con (SL=6): The party gets +LVL-5 Con.
Dex (SL=6): The party gets +LVL-5 Dex.
Int (SL=6): The party gets +LVL-5 Int.
Str (SL=6): The party gets +LVL-5 Str.
Wis (SL=6): The party gets +LVL-5 Wis.
* Buff Lens (SL=6): Your Buffs also affect subordinates.
True Saves (SL=7): The party gets ++LVL-6 saves.
True To Hit (SL=7): The party gets ++LVL-6 to hit.
Summon Rhp (SL=8): The party's summons get +CL-7 rhp.
Immuner (SL=9): The party gets +LVL-8 immunities to [C] section effects (as per Immuner).
Memorization (SL=9): The party gets +LVL-8 SL's in memorization.
Wear Locations (SL=10): The party gets +LVL-9 wear locations (as per the Mini class).
* Research (SL=10): The party gets +1 research point per character per reset.

[PC6] Custom Classes Group


Antemortal0

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

[PC6] Custom Classes Group


Antemortal0 Spells

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

[PC6] Custom Classes Group


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.

[PC6] Custom Classes Group


Arch-Custom0

Level KXP
Spells
1 0 (special)
2 6 (special)
3 12 (special)
4 24 (special)
5 48 (special)
6 96 (special)
7 180 (special)
8 375 (special)
9 600 (special)
10 900 (special)
11 1275 (special)
12 1650 (special)
13 2025 (special)
14 2400 (special)
15 2775 (special)
16 3150 (special)
17 3525 (special)
18 3900 (special)
19 4275 (special)
20 4650 (special)
21 5025 (special)
22 5400 (special)
23 5775 (special)
24 6150 (special)
25 6525 (special)
26 6900 (special)
27 7275 (special)
28 7650 (special)
29 8025 (special)
30 8400 (special)
31 8775 (special)
32 9150 (special)
33 9525 (special)
34 9900 (special)
35 10275 (special)
36 10650 (special)
TH Saves
PD RS PP BW Sp Fo Re Wi
+0 (total = 27, max = 9)
+2 (total = 33, max = 11)
+3 (total = 36, max = 12)
+5 (total = 42, max = 14)
+6 (total = 45, max = 15)
+8 (total = 51, max = 17)
+8 (total = 54, max = 18)
+9 (total = 60, max = 20)
+10 (total = 63, max = 21)
+11 (total = 69, max = 23)
+11 (total = 72, max = 24)
+12 (total = 78, max = 26)
+13 (total = 81, max = 27)
+14 (total = 87, max = 29)
+14 (total = 90, max = 30)
+15 (total = 96, max = 32)
+16 (total = 99, max = 33)
+17 (total = 105, max = 35)
Requisites: Any 25; Class slots 2
Alignment: any
HD/level: d8
Weapon Prof.: 4+level/2
To Hit Table: 1½xCust
Save Table: 1½xCust
Reference: DM
Groups: Custom
 
Choose five from the choices below. You can pick the same thing more than once; the effect of this is given.
1. Can weapon specialize using the Warrior line. If you pick this twice, use the Barbarian line instead. If you pick this three times, use Swashbuckler number of attacks = (LVL+2)/2 with one weapon. If you pick this four times, use number attacks = LVL.
2. Wizard spells as per Bard2. If you pick this twice, use Mage2 instead. If you pick this three times, use Arch-Mage instead. If you pick this four times, use Beast Arch-Mage instead.
3. Priest spells as per Cleric0. If you pick this twice, use Cleric3 instead. If you pick this three times, use Arch-Priest instead. If you pick this four times, use Beast Arch-Priest instead.
4. Rogue abilities as per Thief0. If you pick this twice, use Dungeoneer (or any other -eer) instead. If you pick this three times, use TANB1 instead. If you pick this four times, get 200 rogue points per level and two Any Rogue picks per level.
5. Psionics in one frequency you know, using Psi1A progression. If you pick this twice, use Psi1 progression. If you pick this three times, use ArchPsi1 progression. If you pick this four times, use Beast Psionicist progression.

[PC6] Custom Classes Group


ArchCustom2

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

[PC6] Custom Classes Group


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

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

[PC6] Custom Classes Group


ArchCustom2 (Spell/Psi Progressions)

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

[PC6] Custom Classes Group


ArchCustom2 (Dungeoneer Abilities)

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

[PC6] Custom Classes Group


ArchCustom2 (Executioner Abilities)

Lvl Executioner 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) ½0 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) ½0 50 Int-6 Int-20
1 Backstrike (each 30% = x1 TH) (increases 10/lvl) ½0 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) ½V 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 ½ 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
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

[PC6] Custom Classes Group


ArchCustom5

Level KXP Wiz/Pri/Psi+-5
123 456 789
1 0 1-- --- ---
2 6 2-- --- ---
3 12 3-- --- ---
4 24 31- --- ---
5 60 32- --- ---
6 120 33- --- ---
7 240 331 --- ---
8 450 332 --- ---
9 840 333 --- ---
10 1740 333 1-- ---
11 2640 333 2-- ---
12 3540 333 3-- ---
13 4440 333 31- ---
14 5340 333 32- ---
15 6240 333 33- ---
16 7140 333 331 ---
17 8040 333 332 ---
18 8940 333 333 ---
19 9840 333 333 1--
20 10740 333 333 2--
21 11640 333 333 3--
22 12540 333 333 31-
23 13440 333 333 32-
24 14340 333 333 33-
25 15240 333 333 331
26 16140 333 333 332
27 17040 333 333 333
28 17940 444 333 333
29 18840 444 444 333
30 19740 444 444 444
31 20640 555 444 444
32 21540 555 555 444
33 22440 555 555 555
34 23340 666 555 555
35 24240 666 666 555
36 25140 666 666 666
TH Saves
PD RS PP BW Sp Fo Re Wi
+0 (total = 27, max = 9)
+2 (total = 33, max = 11)
+3 (total = 36, max = 12)
+5 (total = 42, max = 14)
+6 (total = 45, max = 15)
+8 (total = 51, max = 17)
+8 (total = 54, max = 18)
+9 (total = 60, max = 20)
+10 (total = 63, max = 21)
+11 (total = 69, max = 23)
+11 (total = 72, max = 24)
+12 (total = 78, max = 26)
+13 (total = 81, max = 27)
+14 (total = 87, max = 29)
+14 (total = 90, max = 30)
+15 (total = 96, max = 32)
+16 (total = 99, max = 33)
+17 (total = 105, max = 35)
Requisites: Five 15's
Alignment: any
HD/level: 2d5
Weapon Prof.: 5+level
To Hit Table: 1½xCust
Save Table: 1½xCust
Reference: DM {Planeshifted Custom5}
Groups: Custom
 
Has a spell progression (unlike Custom5), but does not have a stat bonus to begin with. Can cast Wizard, Priest, Psi-5, or Psi5 powers out of progression. Your PSP pool = Str + Con + Int + Chr - 48 + 3*Level.
Each level, get three "5th edition" picks (see next pages).
Has access to all 5th edition classes, even if using "Sheets" or Background Points.
Gets 40 Rogue points per level.
 

[PC6] Custom Classes Group


ArchCustom5 Abilities

Class Level Pick Effect
Black Hat5 1 A Fool: -1 Int, +50 Rogue points
Black Hat5 1 B Training: Gain 1 stat point per reset.
Black Hat5 1 C Situational advantage: 1M: Surprise; increase Backstab/Backstrike by 1 multiplier.
Black Hat5 1 D Slayer: Touch deals 4+LVL dmg. 1M: Add the "wounding" effect (LVL hp /s).
Black Hat5 1 E Kung Fat: Ability to take professional wrestling, plus a kit slot to take a professional wrestling style.
Bringer5 1 A Detect/Identify Radiation & Magic (as per the spells)
Bringer5 1 B Immune to illusions (the effect, not the whole school)
Bringer5 1 C Immune to blindness (can see all-around without eyes)
Bringer5 1 D Regenerate LVL hp/m (this is not troll-like), you can regenerate another if touching
Bringer5 1 E Species Enemy: Choose as per Ranger, your harmful spell effects are doubled on them
Cthulhoid Horror5 1 A 1M: Summon a DL=(LVL+1)/2 Ooze or Demon
Cthulhoid Horror5 1 B 1M: Target gets (LVL+1)/2 insanities (RSW save) (see [C] section)
Cthulhoid Horror5 1 C Mouth's P: Spit Goo LVLd6 dmg (no save; one target)
Cthulhoid Horror5 1 D 1F: Wild Surge or High-Frequency Sample (the result is not "kept in memory" like High-Frequency Sampler class)
Cthulhoid Horror5 1 E +LVL/2 tentacles (treat as arm with no hand), each tentacle is a separate set of limbs, can wield weapon at ½Str
Cthulhu Investigator5 1 A 1M: Dismiss a Ooze or Demon 10*LVL%
Cthulhu Investigator5 1 B 1M: LVL instances of Resist Insanity
Cthulhu Investigator5 1 C Immune Goo and Gray Goo
Cthulhu Investigator5 1 D 1bM, 1/r: Counter a Wild Surge or High-Frequency Sample
Cthulhu Investigator5 1 E Immune to tentacle damage.
Dilettente5 1 A 0.3 in Class Adj for free
Freak5 1 A 0.3 in Race Adj for free (alternate source had 0.2)
Freak5 1 B 1 in 6 chance that Wandering Monsters are on your side (this was in an upper block as L' in alternate source)
Freak5 1 B' iCNTaCaNaTR LVL*10% (where TR=TechR, aTR=aTechR) (alternate source)
Freak5 1 C +LVL to pick two combinations of TH/dmg, bite/claw
Freak5 1 D iaER LVL*10
Freak5 1 E Mix in /(1+LVL/10) XP race for free
Griefer5 1 A Backtwist (Twist rating/30 effects) {Rogue ability: 20+LVL*10 / Dex-9 / Dex-12 }
Griefer5 1 B Unequip (one item unequipped, save DC = amount made) {Rogue ability: 50 / Dex-12 / Dex-14 }
Griefer5 1 C [1F to use] Delay (target doesn't go next segment, save DC = amt made) {Rogue ability: 30 / Wis-11 / Wis-16 }
Griefer5 1 D Lockdown rating/20 C actions worth {Rogue ability: 0 / DIWC-40 / DIWC-60 }
Griefer5 1 E Every Rogue1 ability, can't spent points to them
Innovator5 (***) 1 A You may throw any item as a weapon without suffering a penalty because the item wasn't meant to be thrown.
Innovator5 (***) 1 A' Can narrow salvo attacks (roll same die roll TH for all attacks on one person)
Innovator5 (***) 1 B 1V, while drinking a potion: "Material Component" a potion's effect, so it does double effect on you.
Innovator5 (***) 1 C 0, 1/reset: Choose 1 specific race or monster. You may Turn that race/monster as if it was undead for the rest of this reset.
Innovator5 (***) 1 D Pick up to LVL Rogue abilities you have (may leave as "open slots"). You may material component them.
Innovator5 (***) 1 E You may pick (LVL+3)/4 minors in your progression using a psionic frequency that is 1 higher, 1 lower, or the negative of the one you have (e.g. a character with Psi5 could pick a minor from Psi4, Psi6, or Psi-5). You must "know" the frequency in order to be able to do this.
Mastermind5 1 A +LVL nonweapon proficiencies
Mastermind5 1 B +LVL AC
Mastermind5 1 C +LVL*2 stat points for purposes of qualifying for classes
Mastermind5 1 D Can trade nonweapon <-> weapon proficiencies 1 per 1
Mastermind5 1 E +1 specialty school
Mercenary5 1 A Avoid Trap (entire party): Mech.|Magic/Psi|OutPh {Rogue ability: 10 / Int-10 / Int-16}
Mercenary5 1 B Backstrike (each 30% = x1 TH) (increases 10/lvl) {Rogue ability: 50 / Wis-6 / Wis-20}
Mercenary5 1 C Bard3 spell SL=0 | SL=1 || SL=2 ||| SL=3 etc. {Rogue ability: 60 / Int-11 / Int-20}
Mercenary5 1 D Initiative (each 10% = +1 initiative) continuous {Rogue ability: 0 / Dex-9 / Dex-18}
Mercenary5 1 E Blend in (everyone believes OK that you're here) {Rogue ability: 50 / Chr-12 / Chr-14}
Occultist5 1 A 1M, 1/d: Cosmic Awareness, immune to dust disap for 1t
Occultist5 1 A' Pick an E alignment. Immune to outer-planar effects of that AL.
Occultist5 1 A'' No action, 1/d: Freedom
Occultist5 1 B 1M, 1/t: One group fails morale (save)
Occultist5 1 B' 1M, LVL/d: Dispel an effect that is not on a person.
Occultist5 1 B'' 1M, 1/d: Gate, two-way, random plane
Occultist5 1 C 1M: Taunt A to attack B (each target saves)
Occultist5 1 C' 1M: Fear a group (save)
Occultist5 1 C'' 1M, 1/t: Insanity a group (save)
Occultist5 1 D Pick a word. Command cont. Damaging shield
Occultist5 1 D' Eelectricity shield (1/2)
Occultist5 1 D'' 1M: Blindness your group (save)
Occultist5 1 E 1M: Confusion 1 target (save)
Occultist5 1 E' 0, LVL/d: Target item will fail it's next item save.
Occultist5 1 E'' Anti-Everything Shell SL 0-(LVL/2)
Preacher5 1 A Turn undead at x(+1) level (stacks with other abilities like this)
Preacher5 1 B x(LVL+1)/2 Personality score
Rebel5 1 A +LVL Initiative (or) Roll 2d12, choose the better
Rebel5 1 B LVL slots in Danger Sense, Trailing, Weather Sense
Rebel5 1 C Natural 1's do not automatically miss to hit
Rebel5 1 D Nonmagical non-weapon, non-armors are at half cost
Rebel5 1 E Immune to falling dmg
Secret Agent5 1 A Absolute Certainty: Add your Wis bonus to all stat/proficiency/skill checks
Secret Agent5 1 B Connected: You know a friend in every city, for shelter and/or locating a shop/person
Secret Agent5 1 C Doublespeak: 0, Speaking action, 1/r: Charm (save)
Secret Agent5 1 D Gear: All your items are (nonmagical) +1/+1 items
Secret Agent5 1 E Tech Belt/Bag: Bag of Holding plus every normal equipment item of LVL gp and less
Secret Agent5 1 F Tracking as a Ranger; Trailing proficiency; 2F, 1/d: Find the Path
Secret Agent5 1 G Versatility: x(1+LVL/10) Nonweapon proficiencies.
Secret Agent5 1 H Weapon Specialist: Specialized in a weapon, get +LVL+6 TH (+0 dmg) instead of usual amount
Slayer5 1 A Attractiveness: +LVL*2 Cml.
Slayer5 1 B Fast Reaction time: +LVL initiative (or) Roll 2d12 for initiative, choose the better.
Slayer5 1 C Hard to Kill: +LVL*3 hp, LVL slots in Survival proficiency.
Slayer5 1 D Acrobatics: Gain a level 1 Acrobat pick, with 50+5*LVL% rogue points in it.
Slayer5 1 E Wooden stakes (treat as a 1d4/1d3 dagger) have +LVL/+LVL magical plusses and no penalty for called shots.
Smiter5 1 A 1/reset: Choose an alignment. You do x2 dmg (spells & attacks) vs. that alignment
Smiter5 1 B 1M: Target gets alignment changed to yours & target confused (Will save for each effect)
Smiter5 1 C 1M: Shut off target familiar or specialty priest power
Smiter5 1 D 0, 1/d: Divine Intervention (automatic), usually resolved as a ML=LVL Outer-planar summon
Smiter5 1 E +1 grand sphere
Soldier5 1 A +LVL*3" bonus to movement rate
Soldier5 1 B LVL slots each in Direction Sense, Tracking, Survival
Soldier5 1 C Add d+LVL to the damage dice with one weapon type
Soldier5 1 D Nonmagical weapons and armor are at half monetary cost for you
Soldier5 1 E Leave no footprints, actually 1 inch above ground when walking, immune pits/slides/etc.
Spellshaper5 1 A 60F,1/d: Create a potion of <= LVL*100 XP value
Spellshaper5 1 B Has access to materials of “S” rating up to LVL; it’s cheaper: multiply cost by S/LVL
Spellshaper5 1 C Your SL=0 spells have double effect
Spellshaper5 1 D Cont. Detect Poison; 1M: Determine medicinal value of liquid; 60F,1/d: Frugal a potion
Spellshaper5 1 E Gain a minor familiar (this is in addition to the Find Familiar spell if you have it)
Thug5 1 A +LVL damage
Thug5 1 B +1 to # of attacks with all attack forms (weapon, natural, etc.)
Thug5 1 C #Attacks = level if creatures being fought are less than LVL HD
Thug5 1 D x2 Str bonus instead of x3/2 when wielding weapon 2-handed
Thug5 1 E Backstab = x(LVL+2)/2
Vampire5 1 A +LVL Str and Exceptional Str
Vampire5 1 B +LVL Martial Arts maneuvers and Exceptional Dex
Vampire5 1 C Bite is vampiric regen (full) and Exceptional Con
Vampire5 1 D Immune to fear, emotion, lack of morale
Vampire5 1 E 1M, LVL/d: Know direction/distance to most powerful magic item on current DL.
Watcher5 1 A Nerd/Knowledge: +LVL non-weapon proficiencies; languages cost half a slot each.
Watcher5 1 B Legend Lore & Identify 30+LVL*10%. This is doubled when dealing with Necromany, Undead, or the Occult.
Watcher5 1 C Occult Library: Each reset, gain LVL in SL's of spell scrolls. You can leave these as "open scrolls" until needed.
Watcher5 1 D Photographic Memory: You remember everything you see.
Watcher5 1 E Mr. Fix-It: 1M, 1/d: Mend.
White Hat5 1 A Clown: -1 Wis, +50 Rogue points
White Hat5 1 B Resources: Gain LVL*Chr*10 gp per reset.
White Hat5 1 C Situational awareness: Cannot be surprised, reduce Backstab/Backstrike on you by 1 multiplier.
White Hat5 1 D Doctor: Binding wounds is 4+LVL hp. 1M, 1/d: Remove the "wounding" effect.
White Hat5 1 E Kung Fu: Ability to take martial arts, plus a kit slot to take a martial arts style.
Witch5 1 A Languages: +LVL Languages (can convert each to ½ a Nonweapon prof.)
Witch5 1 B Misfit: -N Chr, +N SL's in progression (max N=LVL)
Witch5 1 C Occult Knowledge: Legend Lore 45+5*LVL%
Witch5 1 D Telekinesis: 1M: Target takes (LVL+2)*10' falling damage
Witch5 1 E 1F: Dispel Magic
Black Hat5 5 F Jack: +LVL divided among Chr, Cml, or level for purposes of how many kits and feats you can have.
Black Hat5 5 G Immune to paralysis (but not hold). People do not multiply their damage by their level when you're held.
Black Hat5 5 H Divinity: Gain LVL in SL's as a Priest progression, this progression must be flat or decreasing.
Black Hat5 5 I Thrown Fu: +LVL to hit with thrown objects; thrown objects are always at least base #Att = 1 and range 60'.
Black Hat5 5 J Gain a Specialty God pick, ignoring the "Turn" column (unless you have turning from another source and want a bonus).
Bringer5 5 F Detect/Identify Psionics & Innates (as per the spells)
Bringer5 5 G All of your edged weapons are "Sharpness" branded
Bringer5 5 H Telepathy & Comprehend Languages (cut out tongue here!)
Bringer5 5 I Regenerate LVL hp/r (this is troll-like), restore 1 stat point or limb /m, can touch
Bringer5 5 J Immune to disease and reversed Healing sphere spells
Cthulhoid Horror5 5 F 1M, 1/r: +1QP next segment.
Cthulhoid Horror5 5 G Immune insanity, drowning (i.e. you have Water Breathing), falling (i.e. you levitate / feather fall at will)
Cthulhoid Horror5 5 H 1M+1P: Brew Space-Mead, a potion that when drank does Astral Spell and an Abyssal Water effect.
Cthulhoid Horror5 5 I 1M+1P: Contact Other Plane, with no chance of insanity, must be chaotic plane.
Cthulhoid Horror5 5 J 2M: Create a Gate to a random chaotic plane, no choice or control over what comes through
Cthulhu Investigator5 5 F 1P, 1/r: +1QM next segment.
Cthulhu Investigator5 5 G Immune head blown off, drowning (i.e. you have Water Breathing), falling (i.e. you levitate / feather fall at will)
Cthulhu Investigator5 5 H 1M+1P: Cure a Potion or Magical Pool effect that occured within the last round.
Cthulhu Investigator5 5 I 1M+1P: Contact Higher Plane
Cthulhu Investigator5 5 J 2M: Close a Gate or Dimension Door. Your room has a x1 Special of Proof against Teleportation.
Freak5 5 F' Add 0.3 XP Div of Racial Adjectives for free
Hippie5 5 F Your effects do not drain the MF
Innovator5 (***) 5 G 1M: Potion ball (of a potion you have, the potion is used)
Innovator5 (***) 5 G' 1V, while using a charge on a wand/staff/rod: "Material Component" the effect.
Mastermind5 5 F +LVL-4 kits
Mastermind5 5 G Can have 2 groups of the same summon
Mastermind5 5 H Can have 2 of the same familiar using only 1 familiar slot
Mastermind5 5 I +LVL saves
Mastermind5 5 J Can convert 3M -> 1 OppM
Mercenary5 5 F Avoid Trick (entire party): Mech.|Magic/Psi|OutPhase {Rogue ability: 5 / Int-12 / Int-18}
Mercenary5 5 G Effect Evasion (each 1% = +1 saves) 1V to use {Rogue ability: 0 / Wis-9 / Wis-12}
Mercenary5 5 H Dispel a x1 effect | Instantaneous | Disjunct {Rogue ability: 50 / Dex-12 / Dex-18}
Mercenary5 5 I Controlled Blink (max N*N feet, N is amount made) {Rogue ability: 15 / Dex-9 / Dex-12}
Mercenary5 5 J Erase a "?" in dungeon (loses track of party) {Rogue ability: 0 / Dex-13 / Dex-19}
Preacher5 5 F Turn undead at x(+1) level (stacks with other abilities like this)
Preacher5 5 G Whenever you take over 100 dmg from something, take only 100 dmg
Preacher5 5 H +LVL*100 item XP in Armor flags per day
Rebel5 5 F +LVL punch dmg
Rebel5 5 G +1 to all crit ranges
Rebel5 5 H Get +LVL/2 attacks vs. a target for each other person meleeing that target
Rebel5 5 I Magical non-weapon, non-armors are at half cost
Rebel5 5 J You and all you desire within 30' are immune to falling dmg, telekinesis, overbearing
Secret Agent5 5 F Cool Customer: Immune Fear, Emotion, Charm, Domination
Secret Agent5 5 G Dubious Technology: 1/reset: Get a random TechL=LVL*2 item from the DM (usually with a drawback)
Secret Agent5 5 H Hacker: Can manipulate/reprogram Technological/Psi8/Psi16 items up to TechL=LVL+2
Secret Agent5 5 I Improvisation: 1V, 1/r: Create a 0 to LVL gp item, it lasts for 1 hour.
Secret Agent5 5 J Know It All: LVL*5% chance of knowing something about *any* topic (even if no chance to know).
Secret Agent5 5 K Overkill: If you put someone below -50 hp, they are automatically slain.
Secret Agent5 5 L Plausible Deniability: You can never be "guilty" of a crime according to the law.
Secret Agent5 5 M Slimy: You and the space you're standing at can't be targetted.
Slayer5 5 F Acute sense: Pick one of the 5 senses, have eagle vision/hearing (if sight/sound) or can use the sense 30' away.
Slayer5 5 G Natural Toughness: -LVL per attack (physical or energy).
Slayer5 5 H Psychic Visions: You see the future in visions or dreams.
Slayer5 5 I Resist poison. Death results become half your current hit points in damage (round damage down).
Slayer5 5 J Getting Medieval: Divide AC & save bonus by 2 for next hour: Starting next segment, get x2 TH & dmg for 1 hour.
Smiter5 5 F Do double damage with weapon attacks vs. Chaotic creatures
Smiter5 5 G Can convert P -> M actions
Smiter5 5 H 0, 1/d: Counter a Divine Intervention
Smiter5 5 I Emulate the abilities of (LVL-3)/2 specialty priest powers
Smiter5 5 J Can turn undead using just 1V action
Soldier5 5 F Bind wounds is LVL hp (can’t bind an already bound wound)
Soldier5 5 G Subtract 1 from what you need to roll to autohit target
Soldier5 5 H Get +LVL melee TH & dmg vs. a target for every other person also meleeing that target
Soldier5 5 I Magical weapons and armor (including individual flags) are at half cost for you
Soldier5 5 J Your mount and everyone within 30’ you instruct have the Level 1-3 E ability
Spellshaper5 5 F 120F,1/d: Create a scroll of <= LVL*200 XP value
Spellshaper5 5 G +1M action per round, only for Spellshaper spells
Spellshaper5 5 H Your SL=0 and SL=1 spells have double effect (if already have 1-3 C, SL=0 is triple)
Spellshaper5 5 I Immune to head blown off; 1M: Know contents of scroll/book; 60F,1/d: Frugal a scroll
Spellshaper5 5 J Gain an extra minor familiar [this was major in Summer 2004 campaign]
Thug5 5 F Considered 1 size larger for what size weapons you can wield
Thug5 5 G +LVL*100 item XP in Weapon flags per day
Thug5 5 H +LVL to hit
Thug5 5 I +LVL weapon proficiencies
Thug5 5 J Can affect creatures that require a +LVL-1 weapon to hit
Vampire5 5 F Any Rogue level X ability, with Y*LVL points to spend on it, X+Y=8
Vampire5 5 G 1F, sacrifice a creature you have subdued/unconscious: Demon Summoning (ML=LVL or HD of sacrifice / 2)
Vampire5 5 H Pick sunlight, holy water, wood, or garlic. You are not allergic/vulnerable to this.
Vampire5 5 I Immune to ESP, Telepathy, Mind attacks, Psionic blast, etc.
Vampire5 5 J 1M, LVL/d: Know direction/distance to most powerful person on current DL.
Watcher5 5 F Gain a "0" or ("½" if using DM version of specialization) in next SL.
Watcher5 5 G Artistry: +LVL divided among Int, Wis, Chr, or CL.
Watcher5 5 H Contacts: Always have access to LVL*100 XP and less magic items, even when the current store is "limited".
Watcher5 5 I Resist demonic powers: This includes Psi6, Psi(-6), and innate abilities of evil outer-planar creatures.
Watcher5 5 J Influence: 1M, 1/d: Suggestion (save vs. Will)
White Hat5 5 F Jock: +LVL divided among Str, Dex, Con, or level for purposes of #Att (the last one is ½ a point each).
White Hat5 5 G Immune to pain. You stay conscious (but cannot be offensive) at up to -LVL hp.
White Hat5 5 H Sorcery: Gain LVL in SL's as a Wizard progression, this progression must be flat or decreasing.
White Hat5 5 I Gun Fu: +LVL to hit with guns; guns are always at least base #Att = 1; guns "open end" one better than normal.
White Hat5 5 J Turn Undead: You can turn undead as if 4 levels lower.
Witch5 5 F Addiction: If you are single classed, you do double effect with spells
Witch5 5 G Nerd: +LVL stat points to Int or Wis
Witch5 5 H Rat-ification: 1M: Target becomes a x0 rat (save)
Witch5 5 I Sorcery: Can spend ½M+½V instead of 1M to cast spells
Witch5 5 J 1F: Remove *Curse* (Heavy Curse)
Bringer5 9 K Detect/Identify Anti-Magic & Anti-Psi (as per spells)
Bringer5 9 L Strength of Caleb: +LVL Str; you get Barbarian Str
Bringer5 9 M Health of Caleb: +LVL Con; all of your classes get Barbarian Con
Bringer5 9 N Regenerate LVL hp/s (troll-like, heals vile/perm dmg), restore XP/Lvl drain, within 30'
Bringer5 9 O Know all Psi(-6)E First Hell powers; Psi(-6)E PSPs=(S+I*2+W+LVL*6); +1M/r only for Psi(-6)E
Cthulhu Investigator5 9 K Capital S Slay is treated as (lower-case) slay for you
Cthulhu Investigator5 9 L Immune Clone Insanity, Mirror of Opposition
Cthulhu Investigator5 9 M 2F, 1/t: Cure Capital C Crapped on someone.
Cthulhu Investigator5 9 N 8F, 1/d: Cure someone's Erased Truename (you Un-Erase his Truename)
Cthulhu Investigator5 9 O 1F: Restore Multiplier; Remove Multiplier damage (incl. Vile Multiplier damage)
Freak5 9 K' Add 0.4 XP Div of Racial Adjectives for free
Innovator5 (***) 9 L 1F, 1/reset per wand/staff/rod: Choose one effect the wand/staff/rod does. Roll a new effect of the same SL. You may request the new effect to have the same the same Group (Wiz/Pri/Psi), if not, the DM will roll group randomly. If the same group, you may request the new effect to also have the same School/Sphere/PsiFrequency, if not, the DM will roll this randomly (use 1d50-20 for frequency). The wand/staff/rod now permanently does the new effect instead of the old one.
Mastermind5 9 L Can have 3 groups of the same summon
Mastermind5 9 M Can have 3 of the same familiar using only 1 familiar slot
Mastermind5 9 N 0, 1/d: Immune to one [C] section effect for this day
Mercenary5 9 K Avoid Special (entire party): x1 | x2 | x3 etc. {Rogue ability: 0 / Int-16 / Int-22}
Mercenary5 9 L Backstorm (each 50%: +1 att is considered a backstab) {Rogue ability: 0 / Dex-16 / Dex-22}
Mercenary5 9 M Disjoin x2 effect ||||||||| x3 |||||||||||||||| x4 etc. {Rogue ability: 50 / Chr-18 / Chr-25}
Mercenary5 9 N +(rating)% money, use at end of run before selling {Rogue ability: 0 / Cml-9 / Cml-18}
Mercenary5 9 O 0,1/r: Get +(amount made) on next Rogue ability {Rogue ability: 0 / NA / NA}
Preacher5 9 K Turn undead at x(+1) level (stacks with other abilities like this)
Preacher5 9 L Whenever you take over 70 dmg from something, take only 70 dmg
Rebel5 9 K 1M, 1/d: Summon LVL*2 Rebel5 NPCs (lvl = LVL*2-16, max=10)
Rebel5 9 L 1P: Attack each target only once this segment (can be >1 group). Your base # attacks per weapon/fist = LVL.
Rebel5 9 M Any save DC > 100 is considered to be 100 to you
Rebel5 9 N +LVL*5% WaWR; DR LVL*5/+LVL; intertial barrier cont.; displacement cont.; people need +LVL weapon to hit you
Rebel5 9 O Immune ground-based traps; ground movement rate = (LVL^2)*2"; Sustain actions; Immune inverse pick pockets
Secret Agent5 9 N Avoid Fate: 0, 1/d: Avoid Fate at xLVL/4 multiplier
Secret Agent5 9 O Cheat Death: 1D, 1/d: Resurrect, but you're 1d20 miles away in a random direction.
Secret Agent5 9 P Flawless Search: LVL% chance of finding something not even in the DM's key for the dungeon
Secret Agent5 9 Q Guns Blazing: May use two sets of missile weapons per set of hands
Secret Agent5 9 R Immune to detection / divination effects
Secret Agent5 9 S Immune to insta-kill and slay effects
Secret Agent5 9 T Insane Stunt: 0, 1/d: Wish (only to combo with something else you're doing this segment)
Secret Agent5 9 U Intrigue: 1M: Augury (that actually works) on your proposed action, or Choose Future
Slayer5 9 K x2/xx2 TH/dmg (double the die roll, double all damage) vs. undead
Slayer5 9 L Immune to innates and touch effects of undead; immune to Lich spells of SL 0 to LVL/6 (round down)
Slayer5 9 M Detect & Identify Undead, type and number, continuous within LVL*10' through walls
Slayer5 9 N Leadership: +LVL Chr
Slayer5 9 O Contact the Animal Spirit of the Slayers: 1M, 1/reset: +LVL/4 proficiencies (weapon or nonweapon, permanent)
Smiter5 9 K Do double spell effects vs. Chaotic creatures
Smiter5 9 L Inverse Astral projection
Smiter5 9 M 1M: Shut off Concordant effect (aXR to resist)
Smiter5 9 N 1M: Target is Pawned (2 saved, 1 missed save = Dominated)
Smiter5 9 O Can turn Chaotic creatures as if they were undead
Soldier5 9 K 1M, 1/d: Summon LVL Soldier5 NPCs (lvl = LVL*2-12, max=12)
Soldier5 9 L 1P: Attack only one target this segment. Your base # attacks per weapon/fist = LVL.
Soldier5 9 M Any target with AC>100 is considered AC=100 to you
Soldier5 9 N Ignore WR, aWR, DR, aDR, ER, inertial barrier, displacement; considered extra +LVL wpn
Soldier5 9 O You & mount fly at (LVL^2)", Sustain Movement Rate, Immune terrain/slow/hold/stop/stun
Spellshaper5 9 K 180F,1/d: Create ring or staff of <= LVL*300 XP value
Spellshaper5 9 L Add up your SLs together into one "mana pool"; spell of SL=X is X mana; max SL=(LVL+1)/2
Spellshaper5 9 M Your SL=0, SL=1, and SL=2 spells have double effect (each similar instance adds x[+1] )
Spellshaper5 9 N Immune to Retributive Strikes (your's or other's), Own Effects, Ego of x(LVL-6)/3 mult.
Spellshaper5 9 O Gain an extra major familiar
Thug5 9 K +LVL-8 crit range (even beyond the 11-20 limit)
Thug5 9 L Immune parting shots
Thug5 9 M +LVL-4 feats
Thug5 9 N 1V, may borrow: Jump to other group (60'), deflect attacks to you
Thug5 9 O Can operate at any negative hp total, cannot be offensive
Vampire5 9 K If you bite a creature to death (but not beyond -10 hp), you can raise that creature as a vampire the next day under your control.
Vampire5 9 L 2F, sacrifice a creature you have subdued/unconscious: Wishoid/Miracle (SL=LVL or HD of sacrifice / 2)
Vampire5 9 M 1V, 3/d: Shapechange (as Druid) into Bat, Rat, or Wolf
Vampire5 9 N 0, you are being killed: Gaseous Form, you are not actually dead, move rate = LVL"
Vampire5 9 O Continuous Friendship effect running with all monsters of HD = your LVL or less
Watcher5 9 K Immune to Blow Your Head Off, Twilight, Curse, bad effects of reading magical books/scrolls
Watcher5 9 L Strengthen Magic: +(LVL-6)/3 MF 30' r
Watcher5 9 M Fast-Write Scrolls: 1F, lose N SL=N spells in memorization: Write a SL=N permanent spell scroll
Watcher5 9 N Scale Down: Can cast a SL=M spell emulating a SL=N spell for xM/N the effect (where M<N)
Watcher5 9 O iaNR (Irreducible Necromancy Resistance) (LVL-8)*10%; Turn Undead with turning level = LVL*2-10
White Hat5 9 K Web of Contacts: Can gain information on most things in a city; Legend Lore LVL*5%
White Hat5 9 L Better Resources: Gain LVL*Chr*10 item XP per reset, must all be spent on one item (any extra is wasted)
White Hat5 9 M Super Fu: Can take a custom martial arts style [P7.9] with A+D+N=LVL*2+12 (can improve it with level)
White Hat5 9 N Great Medic: Binding wounds is (LVL-8)*5% of max hp (can be more than 100%, current still can't go over max)
White Hat5 9 O BOMBS!: 1P, 1 charge (have LVL charges /d): LVL*(2m4) technological damage, area (no save, TechR to resist)
Bringer5 14 P Detect/Identify Spirit/Concordant & Anti-Innates (as per spells)
Bringer5 14 Q Knowledge of the First Evil: +LVL Int; 1F, 1/t: Replay of the past / Commune with dead
Bringer5 14 R Insubstantial (Physical): Immune matter
Bringer5 14 S Regenerate LVL*10 hp/s (troll-like, heals vile/perm dmg), remove stun/loss of actions, within 30' or through psi link
Bringer5 14 T Know all Psi6E First & Second Gloom powers; Psi6E PSPs=(K*2+I+W+LVL*6); +1M/r only for Psi6E
Freak5 14 P' Add 0.5 XP Div of Racial Adjectives for free
Mercenary5 14 P Avoid Spirit/Conc Effect (entire party): x1 || x2 || x3 etc. {Rogue ability: -5 / Int-22 / Int-30}
Mercenary5 14 Q Get save vs effects w/ no save, base=+0+items, each 5% is +1 {Rogue ability: 0 / Wis-20 / Wis-25}
Mercenary5 14 R Psi(-12)C effect SL=0 | SL=1 || SL=2 ||| SL=3 etc. {Rogue ability: 30 / Str-22 / Str-40}
Mercenary5 14 S Shield: Add a hp=(%rating) temporary shield, only 1 at a time {Rogue ability: 0 / Con-18 / Con-25}
Mercenary5 14 T Speed: Each 50% is +1A action || B's instead || C's instead {Rogue ability: 0 / Dex-18 / Dex-20}
Preacher5 14 P Turn undead at x(+1) level (stacks with other abilities like this)
Preacher5 14 Q Whenever you take over 50 dmg from something, take only 50 dmg
Slayer5 14 P x2/xx2 TH/dmg (double the die roll, double all damage) vs. evil outer-planar (demons, devils, daemons, etc.)
Slayer5 14 Q Immune to innates and touch effects of evil outer-planar; immune to Psi6E & Psi(-6)E effects of SL 1 to LVL/4
Slayer5 14 R Detect & Identify Evil Outer-Planar, type and number, continuous within LVL*10' through walls
Slayer5 14 S Ignore the effects of high multiplier when you attempt to affect things (e.g. people defend as only your multiplier)
Slayer5 14 T Invoke the First Slayer: 1M, 1/reset: Precognition (that works) & Ask the DM a question
Smiter5 14 P Resist all things done to you by Chaotic creatures
Smiter5 14 Q Can project to any plane (pick 3 stats to copy to other stats)
Smiter5 14 R Anti-Concordant Shell 0th to (LVL-10)/4; iER LVL*3%
Smiter5 14 S Immune Moo
Smiter5 14 T Can turn anyone not of your Religion as if they were undead
Soldier5 14 P 1M, 1/d: Summon LVL^2 Soldier5 NPCs (lvl = LVL-9, max=18)
Soldier5 14 Q Use "Mixed Classing" (even if illegal) to mix one (legal) Warrior class into this class
Soldier5 14 R Always roll max to hit & damage with physical attacks
Soldier5 14 S Ignore iWR, iaWR, iDR, iaDR, iER, "-blah/attack", damaging shields; considered +8 wpn
Soldier5 14 T Immune to Time Stop, Opposition, Imprisonment (spell or mirror or iron flask)
Spellshaper5 14 P 240F,1/d: Create weapon or armor flag of <= LVL*400 XP value
Spellshaper5 14 Q +1QM action per round, only for Spellshaper spells
Spellshaper5 14 R Your SL=0 through SL=4 spells have double effect (each similar instance adds x[+1] )
Spellshaper5 14 S Time/Reality Stability; whenever a drastic event allows you 1 action to respond to it, you get 2 actions instead
Spellshaper5 14 T Gain an extra major familiar [this was grand in Summer 2004 campaign]
Thug5 14 P +LVL-13 crit multiplier
Vampire5 14 Q +(LVL-12)/2 second tier Martial Arts maneuvers
Watcher5 14 P 1M, 1V (can borrow): Cast the reverse of an effect (do N times to reverse a xN effect) (can use as counterspell)
Watcher5 14 Q Fast-Create Potions: 1F, lose N SL=N spells in memorization: Make a potion of a SL=N effect
Watcher5 14 R Scale Up: Can cast a SL=M spell emulating a SL=N spell for xM/N the effect (where M>N)
Watcher5 14 S Indirect casting: 1M, 1V, use N of a spell, where (2^N)*10' is distance to target: Can cast without seeing target
Watcher5 14 T Train Slayer5: N resets of actions: A Slayer5 of LVL=N is raised by one level permanently.
White Hat5 14 P Kung Fu Hustle: Can have (LVL-6)/4 martial arts styles running at the same time, they all fully stack
White Hat5 14 Q Really Immune to pain. You stay conscious (but cannot be offensive) at any finite negative hit point total.
White Hat5 14 R The Man for the Job: 1F, 1/reset: Create a temporary (1 turn) x1 non-artifact item that is needed for a task
White Hat5 14 S Smooth Talker: As long as you and your friends are not hostile, enemies will not attack you 90% (1 check /min)
White Hat5 14 T Your BOMBS! (Level ability O above) can hit two groups or can be set on a time delay, you have 3*LVL charges
Bringer5 20 U Detect/Identify Godly & Anti-Spirit/Concordant (as per spells)
Bringer5 20 V +LVL CL with Priest spells
Bringer5 20 W Insubstantial (Force): Immune energy
Bringer5 20 X Regenerate LVL*100 hp/s (troll-like, heals vile/perm dmg), restore mult./truename, to anyone known across planes
Bringer5 20 Y Use "Mixed Classing" (even if illegal) to mix one (legal) class with an evil alignment requirement into this class
Freak5 20 U' Add 0.6 XP Div of Racial Adjectives for free
Mercenary5 20 U Avoid Artifact Effect (entire party): x1 ||| x2 ||| x3 etc. {Rogue ability: -10 / Int-30 / Int-46}
Mercenary5 20 V Backstave (N/2% of your dmg is vile) || Stun (save=N-100) {Rogue ability: 0 / Wis-26 / Wis-32}
Mercenary5 20 W Instantaneous x0 effect | x1 || x2 ||| x3 |||| x4 etc. {Rogue ability: 50 / Dex-24 / Dex-32}
Mercenary5 20 X Can Dim Door away in combat during your actions | Teleport {Rogue ability: -15 / Dex-18 / Dex-24}
Mercenary5 20 Y 0,1/r: Unspend (amount made by) Rogue points {Rogue ability: 0 / NA / NA}
Preacher5 20 U Turn undead at x(+1) level (stacks with other abilities like this)
Preacher5 20 V Whenever you take over 40 dmg from something, take only 40 dmg
Smiter5 20 U Immune all things done to you by Chaotic creatures
Smiter5 20 V You have no home plane; your truename cannot be erased; immune incursion
Smiter5 20 W Anti-Godly shell: Immune to one G action effect /s, even in [X] section
Smiter5 20 X Immune Pixelation
Smiter5 20 Y xLVL to CL for Turn Undead; Ignore Immune Turning
Soldier5 20 U 1M, 1/d: Summon LVL^3 Soldier5 NPCs (lvl = LVL-9, max=24)
Soldier5 20 V Use "Mixed Classing" (even if illegal) to mix one (legal) class with a Str requirement into this class
Soldier5 20 W For each 10 points of physical damage, you lower a random stat by 1. (no save)
Soldier5 20 X Ignore planar displacement & immunity to weapons / matter / physical attacks
Soldier5 20 Y Immune to Put Down a Hole, As You Are, Truename Erased, DNA Scrambled
Spellshaper5 20 U 300F,1/d: Create any magic item (of a type not listed in A,F,K,P above) of <= LVL*500 XP value
Spellshaper5 20 V You may "channel" spells by spending 2 spell slots each on them
Spellshaper5 20 W Your SL=0 through SL=6 spells have double effect (each similar instance adds x[+1] )
Spellshaper5 20 X You may cast anti-magical spells by spending 2 spell slots each, these are resisted used aMR instead of MR
Spellshaper5 20 Y Gain an extra grand familiar
White Hat5 20 U Master Fu: LVL*2 slots in Martial Arts maneuvers; 2nd tier costs 2 maneuvers each, even if Banhammered
White Hat5 20 V Super Resources: Get a xCL/18 random Artifact each reset, it will be useful (not crap)
White Hat5 20 W Tinkerer: 1/reset: Make a Psi8 item of TechL=LVL; your effects ignore TechR
White Hat5 20 X Not Noticed: You take 1/10 dmg (physical and energy) vs. monsters that are at least x10 your current hp
White Hat5 20 Y BOMBS!!!: Your BOMBS! have unlimited charges; LVL*(3m6) dmg to 1 group or LVL*(2m8) dmg to 2 groups
White Hat5 20 Z +LVL to LVL in another White Hat (or Black Hat) pick

[PC6] Custom Classes Group


Barney Emissary

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

[PC6] Custom Classes Group


Beast FMCTP

Level KXP Wizard
123 456 789 ABC
Priest
123 456 789 AB
Psi
mMG SUV W
TH
1 0 ½-- --- --- 0-- --- -- 0-- -- +1
2 3.25 ½½- --- --- 00- --- -- 1-- -- +2
3 6.5 ½½½ --- --- 000 --- -- 10- -- +3
4 13 ½½½ ½-- --- 000 0-- -- 21- -- +4
5 26 ½½½ ½½- --- 000 00- -- 32- -- +5
6 52 ½½½ ½½½ --- 000 000 -- 43- -- +6
7 104 ½½½ ½½½ ½-- 000 000 0- 430 -- +7
8 208 ½½½ ½½½ ½½- 100 000 0- 541 -- +8
9 516 ½½½ ½½½ ½½½ 110 000 0- 642 -- +9
10 1000 1½½ ½½½ ½½½ 111 000 0- 642 0- +10
11 1600 11½ ½½½ ½½½ 111 100 0- 753 1- +11
12 2200 111 ½½½ ½½½ 111 110 0- 864 1- +12
13 2800 111 1½½ ½½½ 111 111 0- 864 2- +13
14 3400 111 11½ ½½½ 111 111 1- 975 2- +14
15 4000 111 111 ½½½ 221 111 1- 975 3- +15
16 4600 111 111 1½½ 222 211 1- A86 3- +16
17 5200 111 111 11½ 222 222 1- A86 4- +17
18 5800 111 111 111 222 222 2- B97 4- +18
19 6400 221 111 111 333 222 2- B97 5- +19
20 7000 222 211 111 333 333 2- CA8 5- +20
21 7600 222 222 111 333 333 3h CA8 6- +21
22 8200 222 222 221 444 433 3g CA8 60 +22
23 8800 222 222 222 444 444 4f CA8 61 +23
24 9400 333 222 222 555 554 4e DB9 61 +24
25 10000 333 333 222 555 555 5d DB9 71 +25
26 10600 333 333 333 666 666 5c DB9 72 +26
27 11200 444 433 333 666 666 6b ECA 72 +27
28 11800 444 444 443 777 777 7a ECA 82 +28
29 12400 444 444 444 888 888 80 ECA 83 +29
30 13000 555 554 444 999 999 91 FDB 83 +30
31 13600 555 555 555 AAA AAA A2 FDB 93 +31
32 14200 666 666 555 BBB BBB B3 FDB 94 +32
33 14800 666 666 666 CCC CCC C4 GEC 94 +33
34 15400 777 777 766 DDD DDD D5 GEC A4 +34
35 16000 777 777 777 EEE EEE E6 GEC A5 +35
36 16600 888 888 887 1 FFF FFF F71 HFD A51 +36
37 33200 888 888 887 2 FFF FFF F72 HFD A52 +37
38 49800 888 888 887 3 FFF FFF F73 HFD A53 +38
39 66400 888 888 887 4 FFF FFF F74 HFD A54 +39
45 166000 999 988 888 8 FFF FFF FAA HFD A87 +45
54 315400 AA9 999 999 91 FFF FFF FEE 1 HFD CBB +54
63 464800 AAA 999 999 99 FFF FFF FEE A HFE EEE +63
72 614200 AAA AAA AAA AA1 GFF FFF FFF F1 HGG GGF 1 +72
Requisites: Str 11, Dex 11, Int 15, Wis 16, Chr 13,
  Class Slots 3
Alignment: any
HD/level: d10
Weapon Prof.: 5+level
To Hit Table: Mon
Reference: DM
Groups: Custom
Complexity: CF=5
 
Saving Throws:  
PPD: 7+level
RSW: 7+level
PP: 7+level
BW: 7+level
Spell: 7+level
Fort: 7+level
Reflex: 7+level
Will: 7+level
   
Gets the generic "All Warrior", "All Wizard", "All Priest", "All Rogue", and "All Psionicist" abilities.
Gets "free" (0 action) material componenting for spells.
Gets 40 Rogue points per level.
Gets Chr bonus to psionic progression.
Gets access to 1 psionic frequency per level. If it is not a "common" psionic frequency (or a frequency that you know from a class sheet), you do not know it automatically. You must then either spend 2 picks on it, or 1 pick plus a Research Point.
Psionic Strength = (Int+Wis+Chr)/3*(Level+9)*2 (in Psi1 points)
Can "material component" Psi powers by spending 1V action. The doubled power does not cost extra PSPs.
Level 1: Gets Exceptional Con.
Level 1: +level to hit with bite attacks.
Level 1: On a bite, can transfer one minor innate power he has through the bite. The power can still be used this round.
Level 1: For an extra M action, any Rogue ability may be used up to level*10 feet away.
Level 4: Can transfer a major through a bite. (max 1 power per bite)
Level 8: +1V action.
Level 9: +1 mouth's P.
Level 9: Can transfer a grand through a bite. (max 1 power per bite)
Level 16: Can transfer a super through a bite. (max 1 power per bite)
Lvl Beast Thief Ability | -50% | -100% | -150% Act Base Penalty Bonus
1 Take ½ dmg from an Attack | Spell | Psi Power | Innate (|| Take 0 damage) V 5 Con-16 Con-20
1 Charm/Influence Reaction | Taunt M 10 Chr-12 Chr-14
1 Detect Noise | Clairaudience M 15 Wis-8 Wis-20
1 Find/Remove Traps: Mech. | Magic/Psi | OutPhase | Pro. (amount made = #' away) M 0 Dex-14 Dex-19
1 ("Twist") Find/Remove Wizard Abjurations/Priest Protections | Psionic Protections VM 0 Dex-14 Dex-19
1 Move Silently | Passwall | Immovability V 0 Dex-15 Dex-18
1 Open/Close Locks: Mech. | Magic/Psi | OutPhase (amount made = #' away) VM 5 Dex-12 Dex-16
1 Read Languages | Decipher Code M 0 Int-9 Int-14
2 Empathy | ESP M 15 Wis-10 Wis-18
2 X-ray vision | Use innate ability through wall (amount made/10 is #' through wall) M 0 Str-10 Str-20
3 Deeppockets | Vanish | Rope Trick ||| I'm Gone (to my own Pocket Plane) M 0 Int-8 Int-20
4 Find/Remove Tricks: x1 multiplier || x2 multiplier ||| x3 mult. (amount made=#' away) M 5 Dex-18 Dex-25
4 Distraction | Mislead | Forget | Mirage Arcana M 15 Wis-13 Wis-16
5 Identity Penetration | False Seeing | True Seeing ||| Know Truename MM 0 Wis-12 Wis-20
6 All-Around Sight | Locate Object | Treasure Finding M 25 Wis-15 Wis-19
6 Suggestion | Domination | Eyebite M 10 Int-10 Int-14
7 Disembodied Hands | Unseen Servant | Invisible Stalker P 30 Chr-10 Chr-20
8 Teleport | Teleport without Error || Teleport Other to Self (no save) M 5 Int-16 Int-17
8 Wraithform | Dream Travel V 25 Con-15 Con-17
9 Find/Remove Specials: x1 multiplier | x2 mult. | x3 mult. (amount made = #' away) VV 20 Dex-18 Dex-22
10 Telekinesis (5 lb. per 1% made) M 10 Int-13 Int-17
12 Mass Weird / Mass Chaos / Mass Maze MP 0 Chr-23 Chr-25
15 Reverse Gravity | Adjust Gravity VM 0 Dex-13 Dex-17
18 Time Shift ||| Time Travel VMM 15 Int-17 Int-25
27 Shift a racial innate power you have to a random power (determined by DM) F 0 Con-20 Con-25

[PC6] Custom Classes Group


Benefactor0 (W-Acter0)


Level

KXP
Psi10
123 456 789

TH
1 0 1-- --- --- +0
2 5 2-- --- --- +0
3 10 21- --- --- +1
4 15 32- --- --- +1
5 25 43- --- --- +1
6 45 431 --- --- +2
7 85 542 --- --- +2
8 165 653 --- --- +2
9 325 653 1-- --- +3
10 645 764 2-- --- +3
11 1045 875 3-- --- +3
12 1445 986 4-- --- +4
13 1845 986 41- --- +4
14 2245 A97 52- --- +4
15 2645 AA8 63- --- +5
16 3045 AA9 74- --- +5
17 3445 AAA 851 --- +5
18 3845 AAA 962 --- +6
19 4245 AAA A73 --- +6
20 4645 AAA A84 --- +6
21 5045 AAA A95 --- +7
22 5445 AAA AA6 1-- +7
23 5845 AAA AA7 2-- +7
24 6245 AAA AA8 3-- +8
25 6645 AAA AA9 4-- +8
26 7045 AAA AAA 5-- +8
27 7445 AAA AAA 6-- +9
28 7845 AAA AAA 71- +9
29 8245 AAA AAA 82- +9
30 8645 AAA AAA 93- +10
31 9045 AAA AAA A4- +10
32 9445 AAA AAA A5- +10
33 9845 AAA AAA A6- +11
34 10245 AAA AAA A7- +11
35 10645 AAA AAA A81 +11
36 11045 AAA AAA A92 1 +12
37 22090 AAA AAA A92 2 +12
38 33135 AAA AAA A93 2 +12
39 44180 AAA AAA A93 3 +13
45 110450 AAA AAA A96 6 +15
54 209855 AAA AAA AAA 91 +18
63 309260 AAA AAA AAA A9 +21
72 408665 BBB BBB BAA AA1 +24
Requisites: Dex 15, Chr 16
Alignment: any
HD/level: & d4
Weapon Prof.: & 3+level/5
Reference: DM
Groups: Custom, Demigod (x1), Futureshifted
Complexity: CF=3
 
Saving Throws:
PPD: level*2 Fort: level
RSW: level Reflex: level*2
PP: level*2 Will: level*2
BW: level*2
Spell: level*2
 
Hold W actions. You can use a W as an S action, but you still can use only 1S+1V per segment.
1W: Give another party member +1RS action. This can be used in addition to 1S+1V per segment. (R actions are basically "Q actions the really old way.")
Level N (every level): +1W action.
 
Can use Psi10 powers:
Psi10 (class) PSPs = (LVL+Int+Wis-20)*5.
1 Psi10 PSP = 2 Psi1 PSPs. Points are regained at (Int+Wis)/2 per hour, or (total multipliers of beings within 100') per hour
Disciplines: Empa = Empathy, Pyro = Pyromancy, Somn = Somniomancy, Telep = Telepathy, TK = Telekinetics
Powers marked with a asterisk ( * ) can be used as a 0 action.
 
CF=4:
Level 5: You may convert 2W -> 1RS (for yourself).
 
CF=5:
Level 10: You may convert 1W -> 1RS (for yourself).

[PC6] Custom Classes Group


Basic Psi10 Information

Psi10 (class) PSPs = (LVL+Int+Wis-20)*5
Psi10 (wild) PSPs = (LVL+Int+Wis-13)*2
 
1 Psi10 PSP = 2 Psi1 PSPs. Points are regained at (Int+Wis)/2 per hour, or (total multipliers of beings within 100') per hour
 
Disciplines: Empa = Empathy, Pyro = Pyromancy, Somn = Somniomancy, Telep = Telepathy, TK = Telekinetics
 
Powers marked with an asterisk ( * ) can be used as a 0 action.
 
Level requirement for SL's for Wild Talents:
SL1=1, SL2=4, SL3=8, SL4=12, SL5=17, SL6=22
 
Wild Talent Progression:
 
Int+Wis+level Psi10
123 456
14-18 2-- ---
19-21 4-- ---
22-24 6-- ---
25-30 71- ---
31-35 82- ---
36-40 93- ---
41-45 A31 ---
46-50 A42 ---
51-55 A53 ---
56-60 A63 1--
61-65 A64 2--
66-70 A74 3--
71-75 A84 31-
76-80 A85 32-
81-85 A85 43-
86-90 A95 431
91-95 A96 432

[PC6] Custom Classes Group


Psi10 First Level Powers (minors)

# Name Disc. PSPs Effect Source
1 Affect Normal Fires Pyro 1/r Affect Normal Fires RAPsi
2 Awaken Somn 2 Wakes someone up (removes a sleep effect) RAPsi
3 Detect Evil Empa 3 Detect Evil 3r RAPsi
4 Detect Lie * Telep 2/r Detect Lie RAPsi
5 Detect Lie II * Empa 3 Detect Lie 1r, Undetectable Lie doesn't work, instead gives save (at +5 bonus) RAPsi
6 Dispel Exhaustion Telep 5 Target heals 25% of damage taken RAPsi
7 Distract Telep 5/r Target cannot cast spells (save vs. spell) RAPsi
8 Dream Interpretation Somn 2 Interprets a dream; gives some insight RAPsi
9 Extrasensory Scan Telep 2/r Detect Life, Detect Psionics RAPsi
10 Feather Fall * TK 2/r Feather Fall RAPsi
11 Heat I Pyro 1/r Target takes 1d4 dmg /r RAPsi
12 Hide Emotion * Telep 3/r Undetectable emotion; immune ESP; +3 saves vs. emotion-changing effects RAPsi
13 Ignite Pyro 4 Burns an object (item save vs. fire) RAPsi
14 Instant Sleep Somn 1 Caster goes to sleep; gets x1.5 benefit per unit time RAPsi
15 Lift TK w*S/r TK up/down only; w = ln(weight in lbs.); S = ln(speed in ") RAPsi
16 Light Pyro 3/r Light RAPsi
17 Manipulate TK D/r Fine-control TK; max weight = CL lbs.; D = Dex score desired (max = Wis) RAPsi
18 Melt Pyro 5/r Melts an object (item save vs. fire), metal armors get -2 AT RAPsi
19 Resistance to Sleep Somn 2/h Immune Sleep RAPsi
20 Sleeping Awareness Somn 1/h Aware of surroundings while sleeping RAPsi
21 Sleeping Levitation Somn 1/h Levitate while sleeping (do not need to sleep on ground) RAPsi
22 Slide TK ½*w*S/r TK horizontal across floor only (max incline = CL*5°); same w and S as Lift RAPsi
23 Spook Telep 5 Fear (save vs. spell at -CL/3) RAPsi
24 Suggest Telep 8 Suggestion (save) RAPsi
25 Tongues * Telep 3/r Tongues RAPsi
26 Wakefulness Somn 1/d Need not sleep; doesn't gain natural resets while not sleeping RAPsi

[PC6] Custom Classes Group


Psi10 Second Level Powers (minors)

# Name Disc. PSPs Effect Source
1 Active Telepathy Telep 5/r Telepathy RAPsi
2 Beam of Light Pyro 5/r Line of Blindness (all in area save vs. spell or blinded) RAPsi
3 Bend TK ½*S/r Bend an object; S = Str score desired (max = Int) RAPsi
4 Break TK S/r Break an object (item save); S = Str score desired (max = Int) RAPsi
5 Chameleon * Telep 7/r +4 set Chr RAPsi
6 Confuse Telep 14 Confusion (save) RAPsi
7 Contingency Awaken Somn 3 Set a contingency for conditions to wake up RAPsi
8 Cool * Pyro 8/r Keeps object at a normal temperature; Imm. to increase temperature change RAPsi
9 Darkness Pyro 7/r Darkness (can target someone to blind them, they get a save) RAPsi
10 Detect Charm * Empa 8 Detect Charm,Suggestion,Domination,Control Actions,Magic Jar,Geas,Quest RAPsi
11 Detect Motive * Telep 10 Gives motive for why someone is asking the way he is RAPsi
12 Dream Somn 3 Sleeping target has a dream (caster has no control) RAPsi
13 Emotion Read Telep 10 Read emotional state RAPsi
14 Empathy Empa 10 Sense needs, drives, emotions of target RAPsi
15 Enforced Sleep Somn 2/target Sleep 3*CL r (save vs. spell); max HD affected /target = CL RAPsi
16 Extinguish Pyro 10 Puts out a fire, or dispel a fire-based spell (Wall of Fire, Fire Shield, etc.) RAPsi
17 False Emotion * Telep 7/r Give off a false emotional state, true emotion is undetectable RAPsi
18 Fear Telep 17 Fear (save vs. spell at -CL/3); Fumble (save vs. spell) RAPsi
19 Feeblemind Telep 10 Feeblemind (save) RAPsi
20 Fire Protection * Pyro 8/r Resist Fire RAPsi
21 Floating Disc TK w/r Floating Disc; w = log(weight in lbs.) RAPsi
22 Healing Empa 15 Take X dmg, which regen at 1 hp/r: Target is cured X hp (max X = 24) RAPsi
23 Homeostasis * Pyro 1/r Resist non-magical Heat and Cold RAPsi
24 Intensify Fire * Pyro 10/r Doubles the damage of an existing fire effect RAPsi
25 Jump * TK J Jump J" (max J = CL*4) RAPsi
26 Know Alignment * Telep 12 Know Alignment RAPsi
27 Levitate TK 5/r Levitation RAPsi
28 Message Somn 4 Sends a message; same plane RAPsi
29 Mind Read * Telep 20/r Read surface thoughts of target RAPsi
30 Pain Erase Telep 8/r Target heals 25% of damage taken; Take only 75% of damage received RAPsi
31 Pillar of Fire Pyro 10/r Makes a column of fire (10' wide by 10*CL' high), 1d10 dmg RAPsi
32 Prolonged Wakefulness Somn 2/d Need not sleep; only 1 natural reset per 2 days while not sleeping RAPsi
33 Push TK ½*S/r Push an object; S = Str score desired (max = Int) RAPsi
34 Remove Fear Telep 8 Remove Fear RAPsi
35 Shield * TK A/r AT +10+A source (max A = CL) RAPsi
36 Talk in Sleep Somn 4 Sleeping target talks in his sleep (presumably about his dream) RAPsi
37 Troubled Sleep Somn 4/h Fear (save vs. spell); if sleeping, target has nightmares RAPsi
38 Untroubled Sleep Somn 2/h Cannot be targetted by Somniomancy effects while sleeping RAPsi
39 Warmth * Pyro 8/r Keeps object at a normal temperature; Imm. to decrease temperature change RAPsi
40 Wind TK 3/r Gust of Wind RAPsi

[PC6] Custom Classes Group


Psi10 Third Level Powers (majors)

# Name Disc. PSPs Effect Source
1 Accelerated Sleep Somn 4/h While sleeping/resting, get x(CL+4)/5 benefit per unit time RAPsi
2 Alertness Somn 3/h Target has half chances of surprise RAPsi
3 Animal Communication * Telep 12/r Speak with Animals RAPsi
4 Automaton Telep 21/r Control target's V actions (save) RAPsi
5 Burn Pyro 13 Target takes (4+CL/3)d6 fire dmg (save:½) RAPsi
6 Chill Metal Pyro 11 Chill Metal RAPsi
7 Clairvoyant Dreaming Somn 10 Clairvoyance (caster is sleeping while doing this) RAPsi
8 Comprehend Languages Empa 7/r Comprehend Languages RAPsi
9 Confound * Telep 15/r Telepathy/ESP/etc. on you give false set of thoughts RAPsi
10 Control Telep 30/r Control target's P actions (save); Caster cannot use M actions RAPsi
11 Crush TK 10 Crush an item (item save vs. crushing blow) RAPsi
12 Detect Invisible Creatures Telep 15/r Detect Life; Detect Invisibility; Detect Dust of Disappearance RAPsi
13 Dream Protection Somn 5/h Immune to Somniomancy effects while sleeping RAPsi
14 Emotion Write Telep 9/r Change target's emotional state (save) RAPsi
15 Enforced Wakefulness Somn 1/3t Target cannot sleep (and does not get natural resets) RAPsi
16 Fire Curtain Pyro 9/r Circular wall of fire around caster, 3d6 dmg RAPsi
17 Fire Missiles Pyro 10 Shoot (CL-2)/2 fire missiles, each does 1d4+1 fire dmg RAPsi
18 Freeze Pyro 13 Target takes (4+CL/3)d6 cold dmg (save:½) RAPsi
19 Ground * Pyro 8/r Immune Lightning, must be touching the ground RAPsi
20 Heat Metal Pyro 11 Heat Metal RAPsi
21 Heat Ray Pyro 12 Line, all in area CLd6 heat dmg (save:½), immunity to non-magical heat works RAPsi
22 Hold Telep 5/r Hold Monster (save) RAPsi
23 Identification Somn 15 Identify any x1 item (magic, psi, techonology, etc.) RAPsi
24 Impact TK 12 (CL+3)d8 telekinetic dmg; one target; no save RAPsi
25 Insanity Telep 16/r Target gets Int set to 3; Insanity (save for each) RAPsi
26 Know Alignment II * Empa 17 Know Alignment, Unknowable Alignment doesn't work, instead gives a save RAPsi
27 Locale Somn 12 Gives Local Area Knowledge (as per proficiency) in unknown area RAPsi
28 Masks * Telep 20/r Immune Telepathy/ESP/etc. RAPsi
29 Pain Block Telep 15/r Target heals 50% of damage taken; Take only 50% of damage received RAPsi
30 Rapport Telep 10/r Telepathy, can read target's memories RAPsi
31 Remote Sensing Telep 17/r Have access to all senses of the target RAPsi
32 Remove Fear II Empa 8 Remove Fear, target is immune to fear for 1 turn RAPsi
33 Shatter TK 6 Crush an item (item save vs. crushing blow); only vs. size S or smaller items RAPsi
34 Sleeping Automaton Somn 15 Control P and V actions on a sleeping target RAPsi
35 Static Charge Pyro 10 Target takes (2+CL/3)d4 lightning dmg, this effect can be Delayed Blasted RAPsi
36 Throw TK 8 Throw a small object to deal (CL+4)d6 dmg to a target (don't need to roll to hit) RAPsi
37 Ventriloquism * Telep 18/r Ventriloquism RAPsi
38 Wall of Fire Pyro 13 Wall of Fire, 3d6 dmg RAPsi

[PC6] Custom Classes Group


Psi10 Fourth Level Powers (majors)

# Name Disc. PSPs Effect Source
1 Agony Telep 10/r -3 Int, -4 Wis, -3 saves, -3 TH, -3 dmg, can't use magic/psi, slow (save each) RAPsi
2 Chill TK w*T/r Lower temperature in object; w = ln(weight in lbs.); T = ln(change °F) RAPsi
3 Dream Projection Somn 10 Can control details of a sleeping target's dream RAPsi
4 Dream Reading Somn 6/r Can view the dreams of sleeping target RAPsi
5 Dream Suggestion Somn 18 Suggestion (CL/2 saves vs.spell) RAPsi
6 Energy Armor * Pyro 7/r AT +10 source, destroy any weapon that strikes you (save vs. lightning) RAPsi
7 Fire Stream Pyro 18/r Choose 1 target within 120' per segment, it takes 6d6 fire dmg (save:½) RAPsi
8 Forerunners Somn 16 Precognition (caster is sleeping this segment) RAPsi
9 Friends * Empa 15 Set Chr 19 for CL/3 turns RAPsi
10 Heat II TK w*T/r Raise temperature in object; w = ln(weight in lbs.); T = ln(change °F) RAPsi
11 Kinetic Wall TK 8/r Immobile wall that blocks missile and melee weapons; must spend 1V to pass RAPsi
12 Masquerade Empa 1/h Caster has the mind-set and thought patterns of another RAPsi
13 Memory Read Telep 8/r Read memories of target RAPsi
14 Memory Protection * Telep 5/r Immune to Memory stealing, mind reading, Capital E Extract RAPsi
15 Mental Erasure Telep 30 Forget (save at -5-CL/3) RAPsi
16 Mental Guard Somn 12/h Imm. Charm,Confusion,Fear,Feeblemind,Possession,Soul Trap,Suggestion RAPsi
17 Nightmare Somn 18 Target does not gain next natural reset, takes 1d10 dmg (save vs. spell) RAPsi
18 Power Shift * Telep 1/d Your psionic powers appear to be a different form of energy (magic, innate, etc.) to Detection effects DM
19 Scare Empa 15 Fear 1d3+CL/2 r, target must save every round (even if made previous saves) RAPsi
20 Sensitivity to Psychic Imp. Empa 20 Sensitivity to Psychic Impressions RAPsi
21 Sleep of Healing Somn 21 Target sleeps this segment, cure CL/2 hp, disease, blind, feeblemind, insanity RAPsi
22 Slow TK 3/r Slow; -1P action (save for each) RAPsi
23 Stasis * Somn 18 Feign Death (can be used on willing others) RAPsi
24 Static Discharge Pyro 35 All in caster's group (except caster) take (10+CL/3)d6 lightning dmg (save:½) RAPsi
25 Waking Nightmare * Somn 5/r Target is immune to emotion changes and hallucinations RAPsi
26 Walking Sleep Somn 10/h Target is fully aware and can use Z and V actions while asleep RAPsi

[PC6] Custom Classes Group


Psi10 Fifth Level Powers (grands)

# Name Disc. PSPs Effect Source
1 Charm Person Empa 15 Charm Person (make CL saves) RAPsi
2 Cleave * TK N/r Mental weapon: Use 1M to get #Att=2, dmg=1dN, considered +N/5 wpn RAPsi
3 Dream of Communion Somn 30 Contact other Plane (caster is sleeping this segment) RAPsi
4 Dream Quest Somn 30 Quest/Geas (save vs. spell) RAPsi
5 Dream Travel Somn 50 Teleport (same plane) (caster is sleeping this segment) RAPsi
6 Fire Blast Pyro 26 One group takes (8+CL/5)d6 fire dmg (save:½) RAPsi
7 Fire Strands Pyro 22 Web spell, everyone within takes Xd6 dmg /r, X is # sizes larger than size T RAPsi
8 Fly * TK S/r Fly at S*3" RAPsi
9 Hypnotism Empa 20 Hypnosis (make CL saves) RAPsi
10 Kinetic Dome TK 10/r Kinetic Wall (see above) but is a hemisphere RAPsi
11 Lightning Bolt Pyro 24 Lightning Bolt, CLd6 dmg (save:½) RAPsi
12 Madness Somn 35 Nightmare (see above); Target gains 1 insanity (save vs. spell) RAPsi
13 Memory Write Telep 65 Change a memory in a target (save) RAPsi
14 Mind Block Telep 17/h Can't be mentally targetted; auto make Will/Mental saves; can't be scryed RAPsi
15 Mindreave Telep 70 Target gets Int set to 3; Insanity; lose all spells; lose all PSPs (save for each) RAPsi
16 Object Reading Empa 35 Object Reading RAPsi
17 Plane Shift Somn 55 Plane Shift (caster is sleeping this segment) RAPsi
18 Prescient Dream Somn 62 Precognition about a person or item, more exact information than Forerunners RAPsi
19 Resistance Shift * Empa 1/d Your psionic powers are resisted using a different resistance (MR, IR, etc., but not anti's or GR/XR) DM
20 Sleep Guard Somn 15 Contigency Awaken, wake up and do a Psi10 power (chosen ahead of time) RAPsi
21 Suggestion Empa 17 Suggestion (make CL saves) RAPsi
22 Transportation Somn 50+15P Teleport (same plane) (P=# of people) (all in the effect are sleeping this seg.) RAPsi

[PC6] Custom Classes Group


Psi10 Sixth Level Powers (grands)

# Name Disc. PSPs Effect Source
1 Animate Fire Pyro 15/r Turn fire into 2^(X+1) HD fire elemental, where X is the # sizes beyond size T RAPsi
2 Astral Dreaming Somn 55+15P Astral spell (P=# of people) (all in the effect are sleeping this segment) RAPsi
3 Compress TK 10/r Target gets -1 size (max weight affected = 2^CL pounds) RAPsi
4 Disintegrate TK 15 Disintegrate (save) RAPsi
5 Dream of Death Somn 55 Death Spell 5d20 HD (save vs. Death Magic), sleeping targets get no save RAPsi
6 Energy Quench Pyro 40 Death Spell 4d20 HD (save vs. Death Magic), works on undead and golems RAPsi
7 Enlarge TK 10/r Target gets +1 size (max weight affected = 2^CL pounds) RAPsi
8 Group Mind * Telep 15/r Group has each other's proficiencies, feats, kits, memories, thoughts RAPsi
9 Mind Quench Telep 51 Death Spell 3d20 HD (save vs. Death Magic), creatures w/ Int 1-8 get no save RAPsi
10 Mindwipe Telep 65 Wipe all memories in target (save) RAPsi
11 Sleeping Wish Somn 60 Duplicate a SL 1-5 Psi10 power (caster is sleeping this segment) RAPsi
12 Summon Fire Elemental Pyro 40+5/r Summons a 12 HD Fire Elemental, or gain control of someone's Fire Ele. RAPsi
13 Telempathic Projection Empa 21 All others around you can sense your thoughts, feelings, emotions RAPsi
14 Telepathy Empa 10/r Telepathy (across planes) RAPsi
15 Trigger Telep 70 Delayed Blast Mind Quench, only 1 target, will go off on a set condition RAPsi

[PC6] Custom Classes Group


Psi10 Seventh Level Powers (grands)

# Name Disc. PSPs Effect Source
1 Chain Contingency Somn 70 Chain Contingency for Psi10 powers DM
2 Improved Sleep Somn 70 Sleep a group (no save, CR to resist) DM
3 Magnify Fire * Pyro 35 xCL dmg to a fire effect being cast DM
4 Remove Charm Empa 35 Remove Charm,Suggestion,Domination,Control Actions,Magic Jar,Geas,Quest DM
5 Spirit Chameleon Telep 70 +1 permanent Int, Wis, or Chr (max=LVL*2) DM
6 Super Push TK 35 Target takes CL*20' falling damage DM

Psi10 Eighth Level Powers (supers)

# Name Disc. PSPs Effect Source
1 Automaton II Telep 40 Control all actions (save) DM
2 Falsename * Telep 80 You give off a false Truename (it's someone else's) DM
3 Fire Protection * Pyro 80 Immune any element with a fire component DM
4 Improved Rest Somn 80 Get 2 resets per reset DM
5 Mass Impact TK 40 (CL+4)d10 TK dmg to a group (no save) DM
6 Predict and Counter * Empa 40 Predict what someone is about to do, can counter it DM

Psi10 Ninth Level Powers (supers)

# Name Disc. PSPs Effect Source
1 Fire Armor * Pyro 90 AT +CL*5 source; Disintegration shield (100% dmg back) DM
2 Mass Agony Telep 45 Group takes CL Int and Wis dmg (no save) DM
3 Mass Suggestion Somn 45 Group is Suggested (CL saves to avoid) DM
4 Megaslow * TK 45 Target loses next CL P actions (save for each) DM
5 Static Blast Pyro 90 (11+CL)d8 Electricity dmg to a group (no save) DM
6 True Friends * Empa 90 Mirage Arcana that you are the monster's friends DM

Psi10 Tenth Level Powers (supers)

# Name Disc. PSPs Effect Source
1 Annihilate TK 100 Target is Annihilated (save) DM
2 Between Somn 100 Between (teleport across planes ignoring defenses) DM
3 Cleaver * TK 50 Mental weapon; #Att=CL; dmg=1dCL DM
4 Fire Prison Pyro 50 Imprisonment; Takes 1 vile dmg /s (no resistance) DM
5 Irresistable Charm Empa 100 Charm (no save, CR to resist) DM
6 Mindrape Telep 50 Capital E Extract; Set Int 2 (no save) DM

[PC6] Custom Classes Group


Biostatistician

Level KXP
S=1
KXP
S=2
KXP
S=3
Spells
1 0 0 0 (none)
2 7.5 10 12.5 (none)
3 15 20 25 (none)
4 30 40 50 (none)
5 60 80 100 (none)
6 120 160 200 (none)
7 240 320 400 (none)
8 480 640 800 (none)
9 960 1280 1600 (none)
10 1500 2000 2500 (none)
11 2200 2900 3625 (none)
12 2900 3800 4750 (none)
13 3600 4700 5875 (none)
14 4300 5600 7000 (none)
15 5000 6500 8125 (none)
16 5700 7400 9250 (none)
17 6400 8300 10375 (none)
18 7100 9200 11500 (none)
19 7800 10100 12625 (none)
20 8500 11000 13750 (none)
21 9200 11900 14875 (none)
22 9900 12800 16000 (none)
23 10600 13700 17125 (none)
24 11300 14600 18250 (none)
25 12000 15500 19375 (none)
26 12700 16400 20500 (none)
27 13400 17300 21625 (none)
28 14100 18200 22750 (none)
29 14800 19100 23875 (none)
30 15500 20000 25000 (none)
31 16200 20900 26125 (none)
32 16900 21800 27250 (none)
33 17600 22700 28375 (none)
34 18300 23600 29500 (none)
35 19000 24500 30625 (none)
36 19700 25400 31750 (none)
TH Saves
PD RS PP BW Sp Fo Re Wi
+0 &0 &0 &0 &0 &0 &0 &0 &0
+1 &1 &1 &1 &1 &1 &1 &1 &1
+2 &1 &1 &1 &1 &1 &1 &1 &1
+3 &2 &2 &2 &2 &2 &2 &2 &2
+4 &2 &2 &2 &2 &2 &2 &2 &2
+5 &3 &3 &3 &3 &3 &3 &3 &3
+6 &3 &3 &3 &3 &3 &3 &3 &3
+7 &4 &4 &4 &4 &4 &4 &4 &4
+8 &4 &4 &4 &4 &4 &4 &4 &4
+8 &5 &5 &5 &5 &5 &5 &5 &5
+9 &5 &5 &5 &5 &5 &5 &5 &5
+9 &6 &6 &6 &6 &6 &6 &6 &6
+10 &6 &6 &6 &6 &6 &6 &6 &6
+10 &7 &7 &7 &7 &7 &7 &7 &7
+11 &7 &7 &7 &7 &7 &7 &7 &7
+11 &8 &8 &8 &8 &8 &8 &8 &8
+12 &8 &8 &8 &8 &8 &8 &8 &8
+12 &9 &9 &9 &9 &9 &9 &9 &9
Requisites: Str+Dex+Con >= 40+15*S
Alignment: any
HD/level: d8
Weapon Prof.: 0+level
To Hit Table: Cust
Save Table: & Mon
Reference: DM {Planeshifted Statistician}
Groups: Custom, Alternate
 
For abilities, see next page.

[PC6] Custom Classes Group


Biostatistician Abilities

If you have the Biostatistician class, ability scores cost this number of stat points: Str=0.6, Dex=0.8, Con=0.4, Int=1.6, Wis=1.4, Chr=1.2.
Example 1: You gain 2 stat points (e.g. by going up in level). You could buy 5 Con, or 1 Wis + 1 Str, etc.
Example 2: You could trade in a point of Int (for half it's value = 0.8), then buy a point of Str, and have 0.2 left over.
Leftover fractional stat points can be saved for later.
Must always use 2 for 1 trading (lose 2 stat points to gain 1 stat point elsewhere), using the translation given above.
 
The "&" on Saves means to add these saves to your highest other class in that category.
 
Pick an S factor for this class, which must be an integer and at is at least 1.
Every Level: +S ability score points. This is in addition to the normal +1 stat you get per level. See above for stat costs.
Every Level: Pick a stat. You have "Hold" of that stat (it cannot be lowered, and you are immune to stat damage of that stat). When you get other stats at levels 12 and 24, use the number of points to indicate how many times you need to pick that stat before you have "Hold" in it (e.g. you need to pick Luck twice before having Hold Luck).
Every Level: Pick a stat. Increase the level of "Exceptionalness" in that stat by one category (Normal -> Exceptional -> Barbarian -> Extra Barbarian, etc.). The exotic stats at higher levels are the same cost here; you do not need to spend extra (e.g. "Exceptional HCL" would be only 1 pick).
Every Level: 0.1*S in [P3.4] Racial Adjectives per level.
Level 1: Limit for "sleazing" stats (subability scores) is double level instead of level.
Level 3: You may treat your Movement Rate (in inches) as a stat, and may spend points to it. Movement Rate costs the same as any other stat. You start with a 12 (unless your race entry says otherwise). Since Movement Rate is a stat for you, you may 3 for 2 trade either to or away from Movement Rate. You may pick "Hold Movement Rate" using a Hold pick. "Exceptional Movement Rate" is Levitation, "Barbarian Movement Rate" is Flying.
Level 6: You may treat your Personality Score (used to resist Ego) as a stat, and may spend points to it. Personality costs the same as any other stat. You start with a +0, which is applied as an adjustment to Int+Chr+level or Wis+Con+level. Since Personality is a stat for you, you may 3 for 2 trade either to or away from Personality (but you cannot be below -level in Personality). You may pick "Hold Personality" using a Hold pick. "Exceptional Personality" is x1½ to the entire calculation [ so your Personality Score would be (Int+Chr+Level-Personality)*3/2 ], "Barbarian Personality" is x2, and so forth.
Level 9: 1P, lose 2*N stat points: +N physical stat points (Str, Dex, Con, or Movement Rate). You may spend temporary stat points (due to a running effect), but the resultant stat points will disappear when the effect ends.
Level 9: 1M, lose 2*N stat points: +N mental stat points (Int, Wis, Chr, or Personality). You may spend temporary stat points (due to a running effect), but the resultant stat points will disappear when the effect ends.
Level 12: You may treat Cml, Luck, HNCL, or CL as stats for this class. You can raise them with stat points. Cml costs 1 point each. Luck costs 2 points each. HNCL costs 3 points each. CL costs 4 points each.
Level 15: 1F, lose 2*N stat points: +N "exotic" stat points (Cml, Luck, HNCL, or CL, using the extra costs above, so you would have to lose 8 stat points to gain +1 CL). You may spend temporary stat points (due to a running effect), but the resultant stat points will disappear when the effect ends. You may use some of these stat points for physical or mental stats.
Level 18: You may treat your Number of Class Slots and Maximum Number of Psionic Frequencies as stats. They are "exotic", with Class Slots costing 5 and Psionic Frequencies costing 6.
Level 21: You may "sleaze" your Multiplier into separate attack/defense ratings, which average to your real multiplier. There is no limit to the sleaze, but you must be at least x0 in each. Change this with an F action.
Level 24: You may treat HCL, CCL, Multiplier, and ML (in one class only) as stats for this class. You can raise them with stat points. HCL costs 7 point each. CCL costs 8 points each. ML costs 9 points each. Multiplier costs 10 points each. You may buy "half" a multiplier (x1 on attack or defense) for 5.
Level 27: 1X, lose 2*N stat points: +N "very exotic" stat points (HCL, CCL, Multiplier, or ML, using the extra costs above, so you would have to lose 16 stat points to gain +1 CCL). You may spend temporary stat points (due to a running effect), but the resultant stat points will disappear when the effect ends. You may use some of these stat points for physical, mental, or exotic stats.

[PC6] Custom Classes Group


BlockCustom5

Level KXP Wiz/Pri/Psi+-5
123 456 789
1 0 1-- --- ---
2 6 2-- --- ---
3 12 3-- --- ---
4 24 31- --- ---
5 60 32- --- ---
6 120 33- --- ---
7 240 331 --- ---
8 450 332 --- ---
9 840 333 --- ---
10 1740 333 1-- ---
11 2640 333 2-- ---
12 3540 333 3-- ---
13 4440 333 31- ---
14 5340 333 32- ---
15 6240 333 33- ---
16 7140 333 331 ---
17 8040 333 332 ---
18 8940 333 333 ---
19 9840 333 333 1--
20 10740 333 333 2--
21 11640 333 333 3--
22 12540 333 333 31-
23 13440 333 333 32-
24 14340 333 333 33-
25 15240 333 333 331
26 16140 333 333 332
27 17040 333 333 333
28 17940 444 333 333
29 18840 444 444 333
30 19740 444 444 444
31 20640 555 444 444
32 21540 555 555 444
33 22440 555 555 555
34 23340 666 555 555
35 24240 666 666 555
36 25140 666 666 666
TH Saves
PD RS PP BW Sp Fo Re Wi
+0 (total = 27, max = 9)
+2 (total = 33, max = 11)
+3 (total = 36, max = 12)
+5 (total = 42, max = 14)
+6 (total = 45, max = 15)
+8 (total = 51, max = 17)
+8 (total = 54, max = 18)
+9 (total = 60, max = 20)
+10 (total = 63, max = 21)
+11 (total = 69, max = 23)
+11 (total = 72, max = 24)
+12 (total = 78, max = 26)
+13 (total = 81, max = 27)
+14 (total = 87, max = 29)
+14 (total = 90, max = 30)
+15 (total = 96, max = 32)
+16 (total = 99, max = 33)
+17 (total = 105, max = 35)
Requisites: Four 20's
Alignment: any
HD/level: 3d3
Weapon Prof.: & 3+level
To Hit Table: 1½xCust
Save Table: 1½xCust
Reference: DM {Planeshifted ArchCustom5}
Groups: Custom, Alternate
 
Has a spell progression (unlike Custom5), but does not have a stat bonus to begin with. Can cast Wizard, Priest, Psi-5, or Psi5 powers out of progression. Your PSP pool = Str + Con + Int + Chr - 48 + 3*Level.
Each level, pick a 5th edition class. You get all the abilities of that class for the "block" this level is in (e.g. if you pick Soldier5 at level 1, you would get Soldier5's A-E abilities). If the current level is a "Pick whatever" type level (like level 4 in many classes), you get the lower level block (levels 1-3 in this case), plus 1 instance of each pick type listed (if they aren't redundant).
Due to their large size, the Occultist5 and Secret Agent5 classes count as 2 picks. If you pick Occultist5 or Secret Agent5 once, you can choose 5 of the picks of that block. When you pick the same class a second time (within the same block), you get the rest of the powers.
Has access to all 5th edition classes from previous Collectives (up to Collective 4.1), even if using "Sheets" or Background Points. This class does not automatically know Arcane5, which was introduced in this packet (Collective 4.2). DM Note: Fallen Angel5 and Rakshasa5 were introduced in Collective 3.9, so you know them, but their abilities are not in the current ArchCustom5 list.
Gets 40 Rogue points per level.
Level 12 ¶: You may pick 6th edition (Quintessential) classes (including your lower level picks if you want to reassign them).
 
For Custom5 picks, see ArchCustom5 class.
A list of 4th/8th/etc. "Choose" picks (not normally available to ArchCustom5) is given on the next page.

[PC6] Custom Classes Group


BlockCustom5 Picks

All of these picks are in addition to the normal ArchCustom5 list. You can pick off of the ArchCustom5 list.
You get only one of these picks below in each of the relevant levels. For example, at level 4, pick one line below, you get the entire 1-3 block for one of the listed classes, and 1 instance of every pick listed (the "or" is treated as an "and").
 
Level 4: Pick any Monster5 class level 1-3 (Vampire)
Level 4: Pick any Warrior5 class level 1-3 (Thug)
Level 4: Pick any Wizard5 class level 1-3 (Mastermind)
Level 4: Pick one from: Bringer5 Level 1-3, one Spellshaper5 Level 1-3, or Watcher5 Level 1-3 (Witch)
Level 4: Pick one Slayer5 1-3 (Smiter)
Level 4: Pick two BlackHat5 Level 1-3, one Mercenary5 Level 1-3, or one Psi-5 minor
Level 4: Pick two Cthulhoid Horror5 Level 1-3, one Shapeshifter Level 1-3, or one Psi(-12)C minor
Level 4: Pick two Cthulhoid Investigator5 Level 1-3, one Occultist5 Level 1-3, or one Alien Cultist5 Level 1-3
Level 4: Pick two Dweomershaper5 Level 1-3, one Bringer5 Level 1-3, or one Rogue5 Level 1-3
Level 4: Pick two from: Angel5 Level 1-3, Slayer5 Level 1-3, or Psi-6G/Psi6G minor
Level 4: Pick two from: Bringer5 Level 1-3, one Spellshaper5 Level 1-3, or one Psi(-5) minor
Level 4: Pick two from: Charonodaemon5 Level 1-3, Bringer5 Level 1-3, or Psi-6E/Psi6E minor
Level 4: Pick two from: Fallen Angel5 Level 1-3, Bringer5 Level 1-3, or Psi-6E/Psi6E minor
Level 4: Pick two from: Pharmacist5 Level 1-3, Witch Level 1-3, or Psi30 minor
Level 4: Pick two from: Rebel Level 1-3, White/Black Hat Level 1-3, or one Psi(-12)C minor
Level 4: Pick two level 1-3 Secret Agent5 or one level 1-3 Black Hat5 ability
Level 4: Pick two Mercenary5 Level 1-3, one Soldier5 Level 1-3, or one Spellshaper5 Level 1-3
Level 4: Pick two Rakshasa5 Level 1-3, one Cthulhoid Horror5 Level 1-3, or one Vampire5 Level 1-3
Level 4: Pick two Soldier5 Level 1-3, one Mercenary5 Level 1-3, or one Psi(-5) minor
Level 4: Pick two Soldier5 Level 1-3, one Watcher5 Level 1-3, one Psi(-18) minor, or two Slayer5 Level 1-3 (Slayer)
Level 4: Pick two Spellshaper5 Level 1-3, one Bringer5 Level 1-3, or one Rogue5 Level 1-3
Level 4: Pick two Watcher5 Level 1-3, one Spellshaper5 Level 1-3, or one WhiteHat5 Level 1-3
Level 4: Pick two WhiteHat5 Level 1-3, one Rebel5 Level 1-3, or one Psi5 minor
Level 8: Pick any Monster5 class level 5-7 (Vampire)
Level 8: Pick any Warrior5 class level 5-7 (Thug)
Level 8: Pick any Wizard5 class level 5-7 (Mastermind)
Level 8: Pick one from: Bringer5 Level 5-7, Spellshaper5 Level 5-7, or Watcher5 Level 1-3 (Witch)
Level 8: Pick one Soldier5 Level 5-7, one Watcher5 Level 1-3, one Psi(-18) minor, or two Slayer5 Level 5-7 (Slayer)
Level 8: Pick one: Slayer5 5-7, Atheist 1-5, Psi(-6)S minor (Smiter)
Level 8: Pick two BlackHat5 Level 5-7, one Mercenary5 Level 1-3, or one Psi-5 minor
Level 8: Pick two Cthulhoid Horror5 Level 5-7, one Shapeshifter Level 5-7, or one Psi(-12)C major
Level 8: Pick two Cthulhu Investigator5 Level 5-7, one Occultist5 Level 5-7, or one Alien Cultist5 Level 5-7
Level 8: Pick two from: Angel5 Level 5-7, Slayer5 Level 5-7, or Psi-6G/Psi6G major
Level 8: Pick two from: Bringer5 Level 5-7, Spellshaper5 Level 1-3, Psi(-5) minor
Level 8: Pick two from: Charonodaemon5 Level 5-7, Bringer Level 5-7, or Psi-6E/Psi6E major
Level 8: Pick two from: Dweomershaper5 Level 5-7, Bringer5 Level 1-3, Rogue5 Level 1-3
Level 8: Pick two from: Fallen Angel5 Level 5-7, Bringer5 Level 5-7, or Psi-6E/Psi6E major
Level 8: Pick two from: Mercenary5 Level 5-7, Soldier5 Level 1-3, Spellshaper5 Level 1-3
Level 8: Pick two from: Pharmacist5 Level 5-7, Witch Level 5-7, or Psi30 major
Level 8: Pick two from: Rebel Level 5-7, White/Black Hat Level 5-7, or one Psi(-12)C minor
Level 8: Pick two from: Soldier5 Level 5-7, Mercenary5 Level 1-3, Psi(-5) minor
Level 8: Pick two from: Spellshaper5 Level 5-7, Bringer5 Level 1-3, Rogue5 Level 1-3
Level 8: Pick two level 5-7 Secret Agent5 or one level 5-7 Black Hat5 ability
Level 8: Pick two Rakshasa5 Level 5-7, one Cthulhoid Horror5 Level 5-7, or one Vampire5 Level 5-7
Level 8: Pick two Watcher5 Level 5-7, one Spellshaper5 Level 1-3, or one WhiteHat5 Level 1-3
Level 8: Pick two WhiteHat5 Level 5-7, one Rebel5 Level 1-3, or one Psi5 minor
Level 12: Pick two Cthulhu Investigator5 Level 9-11, one Occultist5 Level 9-11, or one Alien Cultist5 Level 9-11
Level 13: Pick 2: Bringer5 Level 9-12, Spellshaper5 Level 5-7, Psi(-5) major, other5 Level 1-3
Level 13: Pick 2: Dweomershaper5 Level 9-12, Bringer5 Level 5-7, Rogue5 Level 5-7, other5 Level 1-3
Level 13: Pick 2: Mercenary5 Level 9-12, Soldier5 or Spellshaper5 Level 5-7, other5 Level 1-3
Level 13: Pick 2: Soldier5 Level 9-12, Mercenary5 Level 5-7, Psi(-5) major, other5 Level 1-3
Level 13: Pick 2: Spellshaper5 Level 9-12, Bringer5 Level 5-7, Rogue5 Level 5-7, other5 Level 1-3
Level 13: Pick any Monster5 class level 9-12 (Vampire)
Level 13: Pick any Warrior5 class level 9-12 (Thug)
Level 13: Pick any Wizard5 class level 9-12 (Mastermind)
Level 13: Pick one from Bringer5 Level 9-12, Spellshaper5 Level 9-12, Watcher5 Level 5-7, other5 Level 1-3 (Witch)
Level 13: Pick one Soldier5 Level 9-12, one Watcher5 Level 5-7, one Psi(-18) major, or two Slayer5 Level 9-12 (Slayer)
Level 13: Pick one: Slayer5 9-12, Atheist 6-10, Psi(-6)S major (Smiter)
Level 13: Pick two from: Angel5 Level 9-12, Slayer5 Level 9-12, or Psi-6G/Psi6G grand
Level 13: Pick two from: Charonodaemon5 Level 9-12, Bringer5 Level 9-12, or Psi-6E/Psi6E grand
Level 13: Pick two from: Fallen Angel5 Level 9-12, Bringer5 Level 9-12, or Psi-6E/Psi6E grand
Level 13: Pick two from: Pharmacist5 Level 9-12, Witch Level 9-12, or Psi30 grand
Level 13: Pick two from: Rebel Level 9-12, White/Black Hat Level 9-12, one Psi(-12)C major, or one other5 Level 1-3
Level 13: Pick two level 9-12 Secret Agent5 or one level 9-12 Black Hat5 ability
Level 13: Pick two Rakshasa5 Level 9-12, one Charanodaemon5 Level 9-12, or one Vampire5 Level 9-12
Level 13: Pick two Watcher5 Level 9-12, one Spellshaper5 Level 5-7, or one WhiteHat5 Level 5-7
Level 13: Pick two WhiteHat5 Level 9-12, one Rebel5 Level 5-7, or one Psi5 major
Level 18: Pick 2: Bringer5 Level 9-12, Rogue5 Level 9-12, other5 level 5-7 (Dweomershaper)
Level 18: Pick 2: Bringer5 Level 9-12, Rogue5 Level 9-12, other5 level 5-7 (Spellshaper)
Level 18: Pick 2: Soldeier5 Level 9-12, Spellshaper5 Level 9-12, other5 level 5-7
Level 18: Pick 2: Spellshaper5 Level 9-12, Psi(-5) grand, other5 level 5-7 (Bringer)
Level 18: Pick any Monster5 class level 14-18 (Vampire)
Level 18: Pick any Wizard5 class level 14-18 (Mastermind)
Level 18: Pick one from Bringer5 Level 14-18, Spellshaper5 Level 14-18, Watcher5 Level 9-12, other5 Level 5-7 (Witch)
Level 18: Pick one: Slayer5 14-18, Atheist 11-15, Psi(-6)S grand (Smiter)
Level 18: Pick two level 14-18 Secret Agent5 or one level 14-18 Black Hat5 ability
Level 18: Pick two Rakshasa5 Level 14-18, one Bringer5 Level 14-18, or one Vampire5 Level 14-18
Level 18: Pick two WhiteHat5 Level 14-18, one Rebel5 Level 9-12, or one Psi5 grand
Level 19: Pick 2: Mercenary5 Level 9-12, Psi(-5) grand, other5 level 5-7 (Soldier)
Level 19: Pick any Warrior5 class level 14-18 (Thug)
Level 19: Pick one Soldier5 Level 14-18, one Watcher5 Level 9-12, one Psi(-18) grand, or two Slayer5 Level 14-18 (Slayer)
Level 19: Pick two Watcher5 Level 14-18, one Spellshaper5 Level 9-12, or one WhiteHat5 Level 9-12
Level 27-36: Pick one: Slayer5 20-26, Atheist 16-20, Psi(-6)S super (Smiter)

[PC6] Custom Classes Group


Collectivizer3

Level KXP
Spells
1 0 (none)
2 2 (none)
3 4 (none)
4 8 (none)
5 16 (none)
6 32 (none)
7 64 (none)
8 128 (none)
9 180 (none)
10 225 (none)
11 275 (none)
12 330 (none)
13 390 (none)
14 455 (none)
15 525 (none)
16 600 (none)
17 680 (none)
18 765 (none)
19 855 (none)
20 950 (none)
21 1050 (none)
22 1155 (none)
23 1265 (none)
24 1380 (none)
25 1500 (none)
26 1625 (none)
27 1755 (none)
28 1890 (none)
29 2030 (none)
30 2175 (none)
31 2325 (none)
32 2480 (none)
33 2640 (none)
34 2805 (none)
35 2975 (none)
36 3150 (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 9 (also see description)
Alignment: any
HD/level: d7
Weapon Prof.: 2+level/2
To Hit Table: Cust
Save Table: Cust
Reference: DM {Planeshifted Uncommoner3}
Groups: Custom
 
Each Level: The DM rolls a random class from the full Collective. You get the following:
1. One of the (non-"Level:") lines of text that defines the class. If there is none, the DM will make up something (like an Exceptional stat or something). If the ability references LVL or CL, it improves with your Collectivizer3 level.
2. All "Level:" abilties of that exact level from that class (even if non-pickable). If there are none, you get one lower level ability chosen by the DM (usually one of the better ones). If it references LVL or CL, it improves with your Collectivizer3 level.
3. The difference in spell progression from the previous level to this level (e.g. if the previous level was 322 and the new level is 3321, you would get 0101 as your progression). This progression does not improve with level; it's a one time deal (you will probably collect a lot of different progressions tho!). If the progression has a stat bonus, you may use it, but you get only one bonus for each stat (for all of your progressions). If multiple progressions use the same stat, you can split your bonus amongst them as you see fit.
4. Take the class's highest Requisite and add LVL in that stat to this class's Requisites. (For example, if your first pick was Fighter1, this class now requires Str 1 and Chr 9). This has a maximum equal to the actual Requisite for the class (e.g. if you get Fighter1 at level 20, you'll add 9 to the Str requirement, not 20). This may cause you to "owe" quite a few stat points. You may spend your stat point for going up in level before the DM checks which class to add.
Other notes about this class:
N1. If you are picking up Collectivizer3 class beyond level 1, all you have to meet is the Chr 9 requirement. Then the DM will do all the class stuff and you'll have higher requirements from now on.
N2. If you get a Rogue group class, you get (level of this pick)*2*LVL Rogue points. The "level of this pick" doesn't go up with level, but LVL does. (e.g. if you got Rogue group classes at levels 4, 5, and 7, you get 32*LVL Rogue points per level). It is possible the Rogue class you pick may increase this, for example, a reasonable non-"Level:" line of text for one of the "-eer" classes would be 20*LVL Rogue points, since they give 60*LVL Rogue points instead of 40*LVL.
N3. If you get a Psionicist group class, you get the PSP difference from previous level to this level (e.g. calculate your pool as if one level lower, and subtract it from your calculated pool for this level). Your pool does not increase in size. If you get an Ioun Stone of PSPs you can transfer PSPs between pools.

[PC6] Custom Classes Group


Companion3

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

[PC6] Custom Classes Group


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.)

[PC6] Custom Classes Group


Conjugator

Level KXP
Spells
1 1 * orig. (ML=1, ML=1)
2 1.5 * orig. (ML=4, ML=2)
3 2 * orig. (ML=9, ML=3)
4 2.5 * orig. (ML=16, ML=4)
5 3 * orig. (ML=25, ML=5)
6 3.5 * orig. (ML=36, ML=6)
7 4 * orig. (ML=49, ML=7)
8 4.5 * orig. (ML=64, ML=8)
9 5 * orig. (ML=81, ML=9)
10 5.5 * orig. (ML=100, ML=10)
11 6 * orig. (ML=121, ML=11)
12 6.5 * orig. (ML=144, ML=12)
13 7 * orig. (ML=169, ML=13)
14 7.5 * orig. (ML=196, ML=14)
15 8 * orig. (ML=225, ML=15)
16 8.5 * orig. (ML=256, ML=16)
17 9 * orig. (ML=289, ML=17)
18 9.5 * orig. (ML=324, ML=18)
19 10 * orig. (ML=361, ML=19)
20 10.5 * orig. (ML=400, ML=20)
21 11 * orig. (ML=441, ML=21)
22 11.5 * orig. (ML=484, ML=22)
23 12 * orig. (ML=529, ML=23)
24 12.5 * orig. (ML=576, ML=24)
25 13 * orig. (ML=625, ML=25)
26 13.5 * orig. (ML=676, ML=26)
27 14 * orig. (ML=729, ML=27)
28 14.5 * orig. (ML=784, ML=28)
29 15 * orig. (ML=841, ML=29)
30 15.5 * orig. (ML=900, ML=30)
31 16 * orig. (ML=961, ML=31)
32 16.5 * orig. (ML=1024, ML=32)
33 17 * orig. (ML=1089, ML=33)
34 17.5 * orig. (ML=1156, ML=34)
35 18 * orig. (ML=1225, ML=35)
36 18.5 * orig. (ML=1296, ML=36)
TH Saves
(all)
(orig. *2) (orig. *2)
(orig. *2) (orig. *2)
(orig. *2) (orig. *2)
(orig. *2) (orig. *2)
(orig. *2) (orig. *2)
(orig. *2) (orig. *2)
(orig. *2) (orig. *2)
(orig. *2) (orig. *2)
(orig. *2) (orig. *2)
(orig. *2) (orig. *2)
(orig. *2) (orig. *2)
(orig. *2) (orig. *2)
(orig. *2) (orig. *2)
(orig. *2) (orig. *2)
(orig. *2) (orig. *2)
(orig. *2) (orig. *2)
(orig. *2) (orig. *2)
(orig. *2) (orig. *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 Compounder}
Groups: Custom, Alternate
 
Pick another class you know. The class chosen cannot be Custom, Concordant, or Demigod group, or itself have subclasses (e.g. Master Thief).
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.)
Your "CL" and "LVL" for abilities is equal to your level squared instead of your level. However, you get "Level:" abilities (and "picks") only up to your level as normal (it is *not* squared).
Warriors: Your base number of attacks is based on your level squared instead of your level. However, you cannot go beyond the bottom of the number of attacks chart.
Spell casters: Read on the ML=(level squared) line, but your max SL is based only on ML=(level). For example, a level 4 Conjugator emulating a Mage2 reads on the ML=16 line, but has only 1st and 2nd level spells (the max SL that a normal Mage2 has).
Priests: You turn undead using level squared. GGL powers that are LVL based use level squared, but you get Level: picks only up to your level.
Rogues: You get rogue points as if you were LVL=(level squared), but you read the rogue chart only down to your level (not squared).
Psionicists: Your LVL in PSP calculations is your level squared. Your CL is level squared, of course.
DM Note: In certain cases a formula is given for a class ability which is actually meant to abbreviate a "stack" of Level: abilities, such as "+LVL GGL picks". In these cases, the DM may rule you do not square that LVL number, you just use level. The ruling here is somewhat dependent on what else the class does, if the class gets almost no other benefits from Conjugator, the DM is more likely to let you use level squared. A good example of this is Pet Mage, which *does* use level squared for number of familiars, because otherwise a Conjugated Pet Mage does almost nothing extra.

[PC6] Custom Classes Group


Custom Concordant2

Requisites: HNCL XF*3,
  Any 1 stat = XF*9, or Any 2 stats = XF*7, or Any 3 stats = XF*5
Alignment: any
Weapon Prof.: 0+level
Reference: DM
Groups: Concordant (x2), Custom
 
Choose an "XF" factor for your class. Your ability score requisites and your XP requirement both go up with "XF".
Choose abilities below:

Category Ability XF cost
Requisites For each +6 to HNCL requirement (max 36) -0.5
For each -3 to HNCL requirement (min 9) +0.5
To Hit To Hit & +level +0
To Hit & +level*2 +0.5
To Hit & +level*3 +1
To Hit & ++level +1.5
Saves Saves & +level +0
Saves & +level*2 +0.5
Saves & +level*3 +1
Saves & ++level +1.5
HD/level & 1d20 +0
& 1d80 +0.5
& 6d2 +0.5
& 1d160 +1
& 12d2 +1
2m0 (normal Con bonus squared) +0.5
+6 HD at first level (e.g. & ++++++1d20) +0.5
Progression ArchVillain +2.5
Avangion2 +0
Hero +1
Legend +2.5
Lich +2
Spawn +0.5
SuperHero +2.5
Unique +4
Villain +1.5
Actions Gets +1X action per round. +0.5
Gets +1H action per round. +1
Gets +2X actions per round. +1
Gets +1G action per round. +1.5
Gets +LVL X actions per round +3
(doesn't get any bonus actions) +0
Category Ability XF cost
Spells known Avangion2 +3
Blue Bugbear +2.5
Bug +4
Clerical Elemental2 +3
Dark Lord2 +4.5
Dragon of Tyr2 +3
Epic Wizard3 (CSL=SL-10) +2.5
Hero +4
Immortal0 with the spells at CSL=7 +2
Legend +4.5
Lich +4.5
Myojin / Legendary Spirit +3
Planetar (Angelic) +4.5
Shadow5 +3
Shoggoth +2
Spawn +3.5
Unbreakable (Invigorator) +4
Villain +4
X-7, X7, X14, or X21 (Super=1, Ultra=4, V=7) +4
Warlord +4.5
Has x1 "Reduced" versions of spells (per table) & +0.5
Other Super Barbarian Stat [bonus = (Stat-18)*3] +0.5
Level N (every level): +1 Limb +0.5
You may replace the base number of attacks you get with each weapon with CCL/1. +0.5
Spells are resisted using GR or iXR (treated as XR) +1
All of your effects are undispellable +0.5
Legend Rogue-like table +0.5
Unique Rogue-like table +1
Shadow5 Rogue-like table +0.5
Duplicate F=20 of Custom2 or ArchCustom2 picks +0.5

[PC6] Custom Classes Group


Custom Concordant2 (XP tables: XF=3 to XF=12)

Level XF=3 XF=4 XF=5 XF=6 XF=7 XF=8 XF=9 XF=10 XF=11 XF=12
1 0 0 0 0 0 0 0 0 0 0
2 300 400 500 600 700 800 900 1000 1100 1200
3 900 1200 1500 1800 2100 2400 2700 3000 3300 3600
4 1800 2400 3000 3600 4200 4800 5400 6000 6600 7200
5 3000 4000 5000 6000 7000 8000 9000 10000 11000 12000
6 4500 6000 7500 9000 10500 12000 13500 15000 16500 18000
7 6000 8000 10000 12000 14000 16000 18000 20000 22000 24000
8 9000 12000 15000 18000 21000 24000 27000 30000 33000 36000
9 12000 16000 20000 24000 28000 32000 36000 40000 44000 48000
10 15000 20000 25000 30000 35000 40000 45000 50000 55000 60000
11 18000 24000 30000 36000 42000 48000 54000 60000 66000 72000
12 21000 28000 35000 42000 49000 56000 63000 70000 77000 84000
13 24000 32000 40000 48000 56000 64000 72000 80000 88000 96000
14 27000 36000 45000 54000 63000 72000 81000 90000 99000 108000
15 30000 40000 50000 60000 70000 80000 90000 100000 110000 120000
16 33000 44000 55000 66000 77000 88000 99000 110000 121000 132000
17 36000 48000 60000 72000 84000 96000 108000 120000 132000 144000
18 39000 52000 65000 78000 91000 104000 117000 130000 143000 156000
19 42000 56000 70000 84000 98000 112000 126000 140000 154000 168000
20 45000 60000 75000 90000 105000 120000 135000 150000 165000 180000
21 48000 64000 80000 96000 112000 128000 144000 160000 176000 192000
22 51000 68000 85000 102000 119000 136000 153000 170000 187000 204000
23 54000 72000 90000 108000 126000 144000 162000 180000 198000 216000
24 57000 76000 95000 114000 133000 152000 171000 190000 209000 228000
25 60000 80000 100000 120000 140000 160000 180000 200000 220000 240000
26 63000 84000 105000 126000 147000 168000 189000 210000 231000 252000
27 66000 88000 110000 132000 154000 176000 198000 220000 242000 264000
28 69000 92000 115000 138000 161000 184000 207000 230000 253000 276000
29 72000 96000 120000 144000 168000 192000 216000 240000 264000 288000
30 75000 100000 125000 150000 175000 200000 225000 250000 275000 300000
31 78000 104000 130000 156000 182000 208000 234000 260000 286000 312000
32 81000 108000 135000 162000 189000 216000 243000 270000 297000 324000
33 84000 112000 140000 168000 196000 224000 252000 280000 308000 336000
34 87000 116000 145000 174000 203000 232000 261000 290000 319000 348000
35 90000 120000 150000 180000 210000 240000 270000 300000 330000 360000
36 93000 124000 155000 186000 217000 248000 279000 310000 341000 372000

[PC6] Custom Classes Group


Custom Concordant2 (Progressions)

Level ArchVill
123 456
Avang
123
Hero
123 45
Legend
123 456 78
Lich
123 456 7
Spawn
0 123 45
SuperHero
123 456
Unique
123 456 789
Villain
123 45
1 11- --- 1-- 1-- -- 1-- --- -- 1-- --- - 1 --- -- 11- --- 11- --- --- 1-- --
2 221 --- 2-- 21- -- 11- --- -- 21- --- - 1 1-- -- 211 --- 111 --- --- 21- --
3 332 1-- 3-- 221 -- 111 --- -- 321 --- - 1 2-- -- 321 1-- 211 1-- --- 321 --
4 443 21- 4-- 322 1- 111 1-- -- 432 1-- - 1 21- -- 443 21- 221 11- --- 432 1-
5 543 22- 5-- 332 2- 111 11- -- 543 21- - 1 22- -- 444 21- 222 111 --- 543 21
6 543 32- 6-- 333 2- 111 111 -- 654 321 - 1 23- -- 444 31- 322 211 1-- 543 22
7 543 33- 7-- 333 3- 111 111 1- 654 322 - 1 231 -- 444 32- 332 221 1-- 543 32
8 544 33- 8-- 333 31 111 111 11 654 332 - 1 232 -- 444 42- 333 222 11- 543 33
9 544 43- 9-- 433 31 221 111 11 654 333 - 1 233 -- 444 421 433 322 21- 544 33
10 544 44- 91- 443 31 222 211 11 654 433 - 1 234 -- 444 431 443 332 22- 544 43
11 554 44- 92- 444 31 222 222 11 654 443 - 1 234 1- 444 441 444 333 22- 544 44
12 555 44- 93- 444 41 222 222 22 654 444 - 1 234 2- 544 441 444 433 32- 554 44
13 555 541 94- 444 42 333 222 22 655 444 1 1 234 3- 544 442 444 443 33- 555 44
14 555 551 95- 544 42 333 333 22 655 544 1 1 234 4- 554 442 444 444 33- 555 54
15 655 551 96- 554 42 333 333 33 655 554 1 1 234 5- 555 442 444 444 43- 555 55
16 665 551 97- 555 42 444 433 33 655 555 1 1 234 51 555 542 444 444 441 655 55
17 666 551 98- 555 52 444 444 44 665 555 1 1 234 52 555 543 444 444 442 665 55
18 666 651 99- 555 53 555 554 44 666 555 1 1 234 53 555 553 444 444 443 666 55
19 666 661 AA- 655 53 555 555 55 666 655 2 1 234 54 555 554 444 444 444 666 65
20 766 661 AA1 665 53 666 666 55 666 665 2 2 234 54 555 555 555 444 444 666 66
21 776 661 AA2 666 53 666 666 66 666 666 2 2 334 54 655 555 555 555 444 766 66
22 777 661 AA3 666 63 777 777 76 766 666 2 3 334 54 665 555 555 555 555 776 66
23 777 761 AA4 666 64 777 777 77 777 666 2 3 344 54 666 555 666 555 555 777 66
24 777 771 AA5 766 64 888 888 88 777 776 3 3 444 54 666 655 666 666 555 777 76
25 877 771 AA6 776 64 999 999 99 777 777 3 4 444 54 666 665 666 666 666 777 77
26 887 772 AA7 777 64 AAA AAA AA 888 777 3 4 445 54 666 666 777 666 666 877 77
27 888 772 AA8 777 74 BBB BBB BB 888 888 3 4 455 54 766 666 777 777 666 887 77
28 888 872 AA9 777 75 CCC CCC CC 999 999 4 4 555 54 776 666 777 777 777 888 77
29 888 882 AAA 777 76 DDD DDD DD AAA AAA 4 5 555 54 777 666 888 777 777 888 87
30 988 882 AAA 777 77 EEE EEE EE BBB BBB 4 5 555 55 777 766 888 888 777 888 88
31 998 882 AAA 877 77 FFF FFF FF CCC CCC 5 6 555 55 777 776 888 888 888 988 88
32 999 882 AAA 887 77 GGG GGG GG DDD DDD 5 6 655 55 777 777 999 888 888 998 88
33 999 982 AAA 888 77 HHH HHH HH EEE EEE 6 6 665 55 877 777 999 999 888 999 88
34 999 992 AAA 888 87 III III II FFF FFF 7 6 666 55 887 777 999 999 999 999 98
35 AAA AA2 AAA 888 88 JJJ JJJ JJ GGG GGG 8 6 666 65 888 777 AAA 999 999 999 99
36 BBB BB2 AAA 988 88 KKK KKK KK HHH HHH 9 6 666 66 888 877 AAA AAA 999 AAA AA

[PC6] Custom Classes Group


Custom Race

Level KXP Race abil.
÷1 ÷2 ÷3
1 0 1 - -
2 2.25 2 - -
3 4.5 3 - -
4 9 4 - -
5 18 5 - -
6 36 6 - -
7 75 7 - -
8 150 8 - -
9 300 8 1 -
10 600 8 2 -
11 1000 8 3 -
12 1500 8 4 -
13 2100 8 5 -
14 2800 8 6 -
15 3600 8 7 -
16 4500 8 8 -
17 5500 9 8 -
18 6600 9 9 -
19 7800 A 9 -
20 9100 A A -
21 10500 B A -
22 12000 B B -
23 13600 C B -
24 15300 C C -
25 17100 D C -
26 19000 D D -
27 21000 D D 1
28 23100 E D 1
29 25300 E E 1
30 27600 E E 2
31 30000 F E 2
32 32500 F F 2
33 35100 F F 3
34 37800 G F 3
35 40600 G G 3
36 43500 G G 4
TH Saves
PD RS PP BW Sp Fo Re Wi
& +1  0  0  0  0  0  0  0  0
& +2  1  1  1  1  1  1  1  1
& +3  1  1  1  1  1  1  1  1
& +4  2  2  2  2  2  2  2  2
& +5  2  2  2  2  2  2  2  2
& +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
Requisites: Str 2*LVL, Dex 2*LVL, Con 2*LVL,
  Int 2*LVL, Wis 2*LVL, Chr 2*LVL
Alignment: any
HD/level: & d8
Weapon Prof.: 0+level
To Hit Table: & Mon
Save Table: & Mon
Reference: DM
Groups: Custom, Monster
 
See tables for Custom Race abilities. Your "level" in abilities is your HNCL. Your "CL" in abilities is your highest CL. Racial abilities are resisted using IR (InnateR) unless noted.
The same ability cannot be taken more than once, but very similar abilities that are listed do stack.
ML adders do not work with this class at all (the "progression" given isn't really a progression, it just saves me typing a bunch of "Level: ¶" abilities).
You cannot use ÷2 powers unless you have at least 300 KXP (single classedness multiplier can be used).
You cannot use ÷3 powers unless you have at least 21000 KXP (single classedness multiplier can be used).

[PC6] Custom Classes Group


Custom Race Abilities (÷1)

Custom Race Abilities (÷1)
# Attacks with one arm +1
+0 weapon to hit you
+1 weapon to hit you
0, 1 attack: Dispel a magic/psionic effect
0, 1 attack: Dispel a magic/psionic item
0, 1/d: Cosmic Awareness for 1r
0, 1/r: Controlled Blink
0, 1/r: Recharge one of your magic items by 1 charge (even a potion)
0, 1/r: Reroll any die roll (yourself or friend)
0, 1/s: For this segment, ignore a non-racial defense on someone
0, 1/t: Feather Fall
0, 1/t: Ventriloquism
0, eat an item: +XPV/50 TH, dmg, AC, saves (all for 1t) and +XPV/5 to temp hp (lasts until used)
0, Lose 1 SL in memorization: +LVL dmg/saves for 1 round
0, sacrifice a DL N summon: +N*2 TH/dmg for 1 round and +N*N*10 current hp
0, spend 4 spell levels, 1/r: Lend an action (you lose that action)
0, take 10 dmg, 1/r: +1P action this round
0, take 15 dmg, 1/r: +1M action this round
0, take 5 dmg, 1/r: +1V action this round
0: Halve your melee damage this segment, but your damage is Vile and causes Lycanthropy
0: Levitation
1bM, 1/d: Capital E Escape
1bM, 1/t: Fork an effect (caster makes LVL/3+1 saves)
1bM: Blink Wounding (can blink away after first melee hit on you)
1bM: Target gains +LVL AC/saves this segment
1bV: Catch missiles fired at you 30% this segment
1bV: Catch one missile fired at you 90%
1bV: Intensify Fire: Doubles the damage of an existing fire effect
1bV: Interpose yourself in front of an attacking creature
1D: Magic Jar into another creature (Magic Jar save)
1D: Resurrect self, but you are back at home
1D: You Reincarnate upon death, inactive and Feign Death for the rest of this combat
1F, 1/d: Holy Bolt
1F, 1/d: Shapechange (lasts for LVL segments)
1F, 1/d: Uberskins (10), self
1F, 1/d: Wind Walk
1F, 1/t: Create a LVL*10' Wall of Stone with random orientation in the room
1F, 1/t: Heal (self or other)
1F, 2/d: Time Travel up to LVL^6 minutes
1F: Automaton: Animate LVL objects as DL I Golems (count as your summon)
1F: Effect, weapon, or person is resisted using NR for 1 turn
1F: Find/Remove Specials at 20+LVL*20%
1F: Find/Remove Terrain Features at LVL*15%
1F: Find/Remove Traps at 40+LVL*20%
1F: Find/Remove Tricks at 30+LVL*20%
Custom Race Abilities (÷1)
1F: Restoration
1F: Storm Cloud: Rain/thunder, all in group take 1dLVL mini 1-pt. lightning bolts per segment
1M or (Mouth's P + Consume 2 dead bodies): +LVL AC/dmg until end of round
1M, 1/d: Air Walk
1M, 1/d: Commune
1M, 1/d: Create a DL I Golem (AC=3*LVL, hp=10*LVL, Str=2*LVL, doesn't use summon slot)
1M, 1/d: Create a DL I Technological Monster (AC=4*LVL, hp=8*LVL, Str=2*LVL, doesn't use summon slot)
1M, 1/d: Ironskins (20), self
1M, 1/d: Locate Object
1M, 1/d: Neutralize Poison
1M, 1/d: Remove Curse
1M, 1/d: Stoneskins (30), self
1M, 1/d: Wraithform
1M, 1/r: Duplication: Create 1 Mirror Image (max = LVL)
1M, 1/r: Feeblemind
1M, 1/r: Feeblemind (save)
1M, 1/r: High Frequency Sample or Wild Surge
1M, 1/r: Psi1 Psionic Blast
1M, 1/r: Removes possession, domination, charm, etc.; Does not have to be evil source
1M, 1/t: Body Coating: 5*LVL hp Armor spell, self only, stacks with Armor spell
1M, 1/t: Chaos Ball your group (incl. yourself) for LVLd6 dmg
1M, 1/t: Charm Monster
1M, 1/t: Cold Generation: LVL*LVL Cold damage (1 group, no save)
1M, 1/t: Cthulhoid Swarm I: Summon LVL Monsters using ML I "Weird" chart (random)
1M, 1/t: Dimension Door
1M, 1/t: Dispel Magic/Psi/Innate/Radioactive
1M, 1/t: Double [C]: Doubles a harmful [C] section effect; Becomes capital lettered
1M, 1/t: Force Shape & Wrench: Force Shapechange & Wrench (no save, get ER & aNR)
1M, 1/t: Gravity Decrease: Increase gravity in room or object/person by LVL/2 G's (x1 Special)
1M, 1/t: Gravity Increase: Decrease gravity in room or object/person by LVL/2 G's (x1 Special)
1M, 1/t: Half Pain: Take half damage from one person for 1t
1M, 1/t: High-Frequency Sample: Generate a High-Frequency Sampler minor effect
1M, 1/t: Inertial Barrier
1M, 1/t: Innate Trigger: Contingency for 1 innate power
1M, 1/t: Mirror Image
1M, 1/t: Pass Wall
1M, 1/t: Psi Bolt: 1 target: LVLd10 telekinetic dmg (save:½)
1M, 1/t: Psi Shield: Pick Physical, Magic, or Psi: 10*LVL hp shield
1M, 1/t: Summon a Wood Elemental: AC 40, hp 80, #Att 2/1, TH +30, dmg 30
1M, 1/t: Summon an Astral Construct II
1M, 1/t: Telekinesis Shield: 10*LVL hp shield vs. physical,energy,TK
1M, 1/t: Teleport Without Error
1M, 1/t: Tenser's Transformation
1M, 1/w: Add 1 to your multiplier (see [X] section) for LVL s.
1M, 1/w: Limited Wish

[PC6] Custom Classes Group


Custom Race Abilities (÷1) 

Custom Race Abilities (÷1)
1M, 1V: Tree
1M, 2/d: Plane Shift
1M, 2/d: Polymorph Self
1M, 2/h: Teleport
1M, 3/d: Cure Disease
1M, 3/d: Dispel Evil
1M, 3/d: Raise Dead
1M, 3/d: True Seeing
1M, 7/d: Dispel Illusion
1M, LVL/d: Remove Fear
1M, LVL/d: Telekinesis
1M, once per 3r: 10*LVL wood dmg to one target (no save)
1M: Airy Water
1M: Anti-Magic Shell (SL=0-LVL/2)
1M: Berserk (+LVL/+LVL TH/dmg, -LVL/-LVL AC/save) for 1t
1M: Blindness
1M: Cast a cantrip (SL=0 Wizard spell)
1M: Cast a Psi3 cantrip (SL=0 Psi3 power)
1M: Cast an orison (SL=0 Priest spell)
1M: Charm Person
1M: Clairaudience
1M: Clairvoyance
1M: Confusion
1M: Contagion/Enervation: One target is hit by Contagion & Enervation (PPD for each)
1M: Create Food and Water
1M: Darkness
1M: Detect Lie
1M: Detect Traps
1M: Dismiss Elemental
1M: Dispel Magic
1M: Dispel Radiation/Tech: Dispels one Radioactive, Wild/Chaos, or Technological effect
1M: Domination (save) (only one Domination effect running at a time)
1M: Double Pain
1M: Drain: Target loses -LVL to a stat (choose stat, no save)
1M: Faerie Fire
1M: Fear
1M: Fear (save vs. spell at -LVL/3); Fumble (save vs. spell)
1M: Fear I (Scare): Target saves or loses 1P+1M action
1M: Fire Generation: LVL*LVL Fire damage (1 group, no save)
1M: Hard Radiation: LVL*LVL/3+2 Radiation damage and LVL+1 Con damage (1 group, no save)
1M: Ice Production: LVL*(LVL+2) ice dmg to one target (no save)
1M: Improved Invisibility
1M: Intellect Annihilation: 1 target: -3d6 Int (save) and insane (save)
1M: Know Alignment
1M: Levitate
Custom Race Abilities (÷1)
1M: Light Emission: LVL*LVL/2 Light damage (no save) and LVL/3+1 instances of blindness (save)
1M: LVL*LVL Vibration damage (1 group, no save)
1M: LVL^2 psionic dmg to one target (no save)
1M: LVLdLVL cold dmg (area, save:½, IR)
1M: LVLdLVL fire dmg (area, save:½, IR)
1M: Magic Missile
1M: Maze (Spell save)
1M: Mind Blast: 2*LVL Int dmg to one target (no save)
1M: Mind Control: Control V actions (Will save), P actions (Will save at +5), or M actions (Will save at +10)
1M: Paralyze one target (PPD save)
1M: Reflecting Pool
1M: Sleep
1M: Sonic Generation: LVL*LVL Sound damage (no save) and LVL/3+1 instances of deafness (save)
1M: Spiritual Drain: Target loses LVL*LVL hp (necromantic, no save), you gain it (above max goes away after 1r)
1M: Suggestion
1M: Summon a DL=(LVL+1)/2 Alien
1M: Summon a DL=(LVL+1)/2 Animal
1M: Summon a DL=(LVL+1)/2 Arctic
1M: Summon a DL=(LVL+1)/2 Beholder
1M: Summon a DL=(LVL+1)/2 Cloud
1M: Summon a DL=(LVL+1)/2 Cthulhoid Horror
1M: Summon a DL=(LVL+1)/2 Dragon
1M: Summon a DL=(LVL+1)/2 Eelemental
1M: Summon a DL=(LVL+1)/2 Elemental
1M: Summon a DL=(LVL+1)/2 Faerie
1M: Summon a DL=(LVL+1)/2 Far Realm
1M: Summon a DL=(LVL+1)/2 Giant
1M: Summon a DL=(LVL+1)/2 Golem
1M: Summon a DL=(LVL+1)/2 Hound
1M: Summon a DL=(LVL+1)/2 Humanoid
1M: Summon a DL=(LVL+1)/2 Immortal
1M: Summon a DL=(LVL+1)/2 Inner Planar
1M: Summon a DL=(LVL+1)/2 Insect
1M: Summon a DL=(LVL+1)/2 Leech
1M: Summon a DL=(LVL+1)/2 Lycanthrope
1M: Summon a DL=(LVL+1)/2 Mind Flayer World
1M: Summon a DL=(LVL+1)/2 Mutant
1M: Summon a DL=(LVL+1)/2 Nightmare Dimension
1M: Summon a DL=(LVL+1)/2 NPC
1M: Summon a DL=(LVL+1)/2 Ooze
1M: Summon a DL=(LVL+1)/2 Outer
1M: Summon a DL=(LVL+1)/2 Plant
1M: Summon a DL=(LVL+1)/2 Psionic
1M: Summon a DL=(LVL+1)/2 Rakshasa World
1M: Summon a DL=(LVL+1)/2 Reptile

[PC6] Custom Classes Group


Custom Race Abilities (÷2)

Custom Race Abilities (÷2)
# Attacks +1 (all attack forms)
|AC| 21 (or) Enemies get --2 to hit vs. you
+1M action
+1P action
+1V action
+2 weapon to hit you
+3 weapon to hit you
+LVL AC/dmg
+LVL AC/saves
+LVL dmg/saves
0, 1/d: Capital E Escape
0, 1/r: Cast a cantrip (SL=0 Wizard spell)
0, 1/r: Cast a Psi3 cantrip (SL=0 Psi3 power)
0, 1/r: Cast an orison (SL=0 Priest spell)
0, 1/r: Fork an effect
0, 1/r: Intensify: Doubles the damage of an existing effect
0, 1/r: Lend an action (you lose that action)
0, 1/s: Identify
0, 2/d: Commune
0, eat an item: +XPV/25 TH, dmg, AC, saves (all for 1t) and +XPV/2 to temp hp (lasts until used)
0, eat N gp: Cure self 2*N hp (can eat off of your gp count on chalkboard, keep track)
0, sacrifice a DL N summon: +N*2 TH/dmg for 1 turn and +N*N*N*10 current hp
0,1/r: Second Chance: Gain a reroll.
0: Catch missiles fired at you 50% this segment
0: Catch one missile fired at you
0: Controlled Blink
0: For this round, ignore a non-racial defense on someone
0: Interpose yourself in front of an attacking creature
0: Reroll any die roll (yourself or friend)
½M: Charm Person
½M: Cure Blindness, Deafness, Disease, or Light Wounds
½M: Cure Disease
½M: Dismiss Elemental
½M: Dispel Illusion
½M: Dispel Magic
½M: Dispel Radiation/Tech: Dispels one Radioactive, Wild/Chaos, or Technological effect
½M: Domination (save) (max two Domination effects running at a time)
½M: Double Pain (can do this twice to get Triple Pain)
½M: Drain: Target loses -LVL to a stat (choose stat, no save)
½M: Duplication: Create 1 Mirror Image (max = LVL*2)
½M: Faerie Fire (-7 AC, can be done repeatedly)
½M: Fear
½M: Feeblemind
½M: Flash: Light (can blind a person, make LVL saves)
½M: Force Shape & Wrench: Force Shapechange & Wrench (no save, get ER & aNR)
Custom Race Abilities (÷2)
½M: Life Field: All in party all healed for 2*LVL hp
½M: Magic Missile
½M: Mirror Image
½M: Neutralize Poison
½M: Paralyze one target (PPD save)
½M: Psi1 Psionic Blast (group)
½M: Put Out of Misery
½M: Remove Curse
½M: Removes possession, domination, charm, etc.; Does not have to be evil source
½M: Sleep
½M: Suggestion
½P or 1V: Destroy a Wall (magical or normal up to LVL' thick) or a door
½P: Destroy Clone: Kills a Clone, Simulacrum, or Shapechanger (conscious target gets a PPD save)
½V: Create Food and Water
½V: Curse (Spell save)
½V: Dig
½V: Drain LVL Magic Item Charges from an item, you gain LVL*XPV/500 hp
½V: Druid Shapechange
½V: Flash: Blind a sense (Spell save)
½V: Gaseous Form
½V: Remove Fear
½V: Split target away from group of monsters into its own group
½V: Taunt (one target)
½V: Tree
½V: Web
½V: Wraithform
1 attack, take N dmg: Whirl (do 1 attack on each monster in your group, N=# monsters)
1 attack: Dispel a magic/psionic/innate effect
1 attack: Dispel a magic/psionic/tech item
1bM: Energy Containment: Absorb max 1 die/lvl; glow (-2 AC) for #dice turns
1D: Magic Jar into another creature (aNR; no save)
1D: Resurrect self
1D: You Reincarnate upon death
1F, 1/d: Wish
1F, 3/d: Time Travel up to LVL^7 minutes
1F: Automaton: Animate LVL objects as DL II Golems (count as your summon)
1F: Control Weather
1F: Holy Bolt
1F: Shapechange (lasts for 1t)
1F: Uberskins (20), self
1M, 1/d: Add 1 to your multiplier (see [X] section) for LVL s.
1M, 1/d: Create a DL II Golem (AC=4*LVL, hp=20*LVL, Str=3*LVL, doesn't use summon slot)
1M, 1/d: Create a DL II Technological Monster (AC=5*LVL, hp=16*LVL, Str=3*LVL, doesn't use summon slot)
1M, 1/d: Force of Nature V: Summon a Fungus Elemental: AC 100, hp 500, #Att 5/1, TH +90, dmg 90
1M, 1/d: Infernal Spawn of Evil: Summon a Demon Beast: AC 70, hp 700, #Att 7/1, TH +70, dmg 70, 1M: 10 dmg to target

[PC6] Custom Classes Group


Custom Race Abilities (÷2) 

Custom Race Abilities (÷2)
1M, 1/d: Limited Wish
1M, 1/d: Summon an Astral Construct IV
1M, 1/d: Summon an Astral Destruct IV
1M, 1/d: Summon Planar Creature (DL IV Outer)
1M, 1/r: Heal (self or other)
1M, 1/t: Magnetic Ctrl: Shield: Shield vs. Energy/Physical, 100*LVL hp
1M, lose a racial ability for 1t: Dispel one racial ability
1M, take 50*LVL dmg: Death Field: All in group take 100*LVL dmg (PPD save:½)
1M: 2*LVL*LVL psionic dmg to one target (no save)
1M: 2*LVL*LVL Vibration damage (1 group, no save)
1M: 20*LVL wood dmg to one target (no save)
1M: Anti-Magic Shell (SL=0 to LVL-1)
1M: Berserk (+LVL*2/+LVL*2 TH/dmg, -LVL/-LVL AC/save) for 1t
1M: Blindness (no save)
1M: Body Coating: 10*LVL hp Armor spell, self only, stacks with Armor spell
1M: Chaos Ball your group (except yourself) for LVLd8 dmg (no save)
1M: Charm Monster
1M: Cold Generation: 2*LVL*LVL Cold damage (1 group, no save)
1M: Confusion a group
1M: Contagion/Enervation: One target is hit by Contagion & Enervation (PPD for each)
1M: Create a LVL*10' Wall of Stone
1M: Create a random Trick (only enemies trigger it)
1M: Cthulhoid Swarm I: Summon LVL Monsters using ML II "Weird" chart (random)
1M: Dimension Door
1M: Dispel Evil
1M: Dispel Magic/Psi/Innate/Radioactive
1M: Double [C]: Doubles a harmful [C] section effect; Becomes capital lettered
1M: Fear (save vs. spell at -LVL); Fumble (save vs. spell at -LVL)
1M: Fear I+ (Scare+): Target loses 1P+1M action (no save)
1M: Fire Generation: 2*LVL*LVL Fire damage (1 group, no save)
1M: Fire Maze (Spell save)
1M: Gravity Decrease: Increase gravity in room or object/person by LVL G's (x1 Special)
1M: Gravity Increase: Decrease gravity in room or object/person by LVL G's (x1 Special)
1M: Half Pain: Take half damage from one person for 1t
1M: Hard Radiation: LVL*LVL+2 Radiation damage and LVL+2 Con damage (1 group, no save)
1M: High Frequency Sample or Wild Surge
1M: High-Frequency Sample: Generate a High-Frequency Sampler major effect
1M: Ice Production: (LVL+2)*(LVL+2) ice dmg to one target (no save)
1M: Inertial Barrier
1M: Innate Trigger: Contingency for 2 innate powers
1M: Intellect Annihilation: 1 target: -4d6 Int (no save) and insane (save at -LVL)
1M: Ironskins (20), self
1M: Light Emission: LVL*LVL Light damage (no save) and LVL instances of blindness (save)
1M: Locate Object or Person
1M: LVLd(2*LVL) cold dmg (area, save:½, IR)
Custom Race Abilities (÷2)
1M: LVLd(2*LVL) fire dmg (area, save:½, IR)
1M: Magnetic Ctrl: Force Bolt: 1 target: LVLd100 dmg (save:0)
1M: Mind Blast: 3*LVL Int dmg to one target (no save)
1M: Mind Control: Control V actions (Will save at -10), P actions (Will save at -5), or M actions (Will save)
1M: Pass Wall
1M: Plane Shift
1M: Psi Bolt: 1 target: LVLd12 telekinetic dmg (no save)
1M: Psi Shield: Pick Physical, Magic, or Psi: 20*LVL hp shield
1M: Rainbow Silver effect
1M: Raise Dead
1M: Rust Metal
1M: Sonic Generation: 2*LVL*LVL Sound damage (no save) and LVL instances of deafness (save)
1M: Spiritual Drain: Target loses 2*LVL*LVL hp (necromantic, no save), you gain it (above max goes away after 1r)
1M: Stoneskins (30), self
1M: Storm Cloud: Rain/thunder, all in group take 3dLVL mini 1-pt. lightning bolts per segment
1M: Summon a DL=LVL/2+2 Alien
1M: Summon a DL=LVL/2+2 Animal
1M: Summon a DL=LVL/2+2 Arctic
1M: Summon a DL=LVL/2+2 Beholder
1M: Summon a DL=LVL/2+2 Cloud
1M: Summon a DL=LVL/2+2 Cthulhoid Horror
1M: Summon a DL=LVL/2+2 Dragon
1M: Summon a DL=LVL/2+2 Eelemental
1M: Summon a DL=LVL/2+2 Elemental
1M: Summon a DL=LVL/2+2 Faerie
1M: Summon a DL=LVL/2+2 Far Realm
1M: Summon a DL=LVL/2+2 Giant
1M: Summon a DL=LVL/2+2 Golem
1M: Summon a DL=LVL/2+2 Hound
1M: Summon a DL=LVL/2+2 Humanoid
1M: Summon a DL=LVL/2+2 Immortal
1M: Summon a DL=LVL/2+2 Inner Planar
1M: Summon a DL=LVL/2+2 Insect
1M: Summon a DL=LVL/2+2 Leech
1M: Summon a DL=LVL/2+2 Lycanthrope
1M: Summon a DL=LVL/2+2 Mind Flayer World
1M: Summon a DL=LVL/2+2 Mutant
1M: Summon a DL=LVL/2+2 Nightmare Dimension
1M: Summon a DL=LVL/2+2 NPC
1M: Summon a DL=LVL/2+2 Ooze
1M: Summon a DL=LVL/2+2 Outer
1M: Summon a DL=LVL/2+2 Plant
1M: Summon a DL=LVL/2+2 Psionic
1M: Summon a DL=LVL/2+2 Rakshasa World
1M: Summon a DL=LVL/2+2 Reptile

[PC6] Custom Classes Group


Custom Race Abilities (÷3)

Custom Race Abilities (÷3)
#M: Dispel a x(#+1) effect (ignores ER/iER). # may be 0 (use a zero action)
[Aligned] Messiah: Same aligned beings will not attack you
[Energy] Absorption: One type of energy heals you
[Energy] Immunity: You are immune to one type of energy
+(LVL+1)/3 iAC
+(LVL+1)/3 ihp
+1 [X7] major
+1 [X7] minor
+1 11th in memorization in a Wizard group class (even if off right side of chart)
+1 action of any action type you possess, it has the "s" prefix ("Slow", can be used only on segment 10).
+1 CML (Concordant Memorization Level) and -2 LVL in one class {can reverse this}
+1 equip slot in every position
+1 ihp; +2 #Att; 1M: Cast any Ench/Charm spell of SL 1-10
+1 Luck (the ability score)
+1 CCL (Concordant Caster Level) in one class
+1 MF 30' r
+1 Psi frequency
+1 QOpp0 only for Atheist powers
+1 QX action
+1 size; Pro Evil
+1 Speciality Priest god (if you qualify)
+1 to Limit of # classes
+1 XP or +1 item XP /r
+10% XP in all your non-Concordant classes.
+10% XP in one class (Non-Concordant or Concordant). Other powers like this one cannot be same class.
+10*LVL iaMR that can't be ignored
+10*LVL iER & iaER that can't be ignored
+10*LVL iIR that can't be ignored
+10*LVL iMR that can't be ignored
+10*LVL iPR that can't be ignored
+10*LVL% iRR that can't be ignored
+10*LVL% iWR that can't be ignored
+100% XP; another +100% XP in Legend
+15' (half a "pencil length") reach with melee
+1F Action
+1QQX action
Custom Race Abilities (÷3)
+1QX action
+1X action
+2 Size; 6M,3P,4V,15 Psi11B mana: Target becomes a familiar of yours (!)
+2*LVL all non-Concordant memorization charts
+2*LVL to max # of actions
+20% XP in one class (Non-Concordant or Concordant). Other powers like this one cannot be same class.
+25*LVL set Con. Hold Con.
+25*LVL set Dex. Hold Dex.
+25*LVL set Str. Hold Str.
+2P; +2V; +2M; +2 Opp; +2F; Sustain Actions; +level segments/r
+30% XP in one class (Non-Concordant or Concordant). Other powers like this one cannot be same class.
+5 levels in Psi6E or Demonologist; 1V: Remove an Immunity
+50% XP in one non-Concordant class
+6 levels in Lich; +3 levels in Villain; Attack as x9 creature
+6 levels in Psi6E or Demonologist; +4 limbs
+7 levels in Psi6E or Demonologist; x2 Nonweapons
+LVL "Bug" actions per round, only for technological effects, convert a "Bug" action to a QQS or an OppS
+LVL "Level:" picks from Priest group of your HNLVL+LVL or lower.
+LVL 10th in memorization in a Wizard group class
+LVL C or QQZ actions
+LVL Full actions
+LVL infinitely Quick Opposing 0 (Zero) actions
+LVL MSaves (using the [X] section saving throw rules)
+LVL OppM or QQM actions
+LVL Opposing actions
+LVL Opposing actions.
+LVL OppV or QM actions
+LVL PSaves (using the [X] section saving throw rules)
+LVL QA actions (1QA=1QV, 2QA=1QP, 3QA=1QM)
+LVL QM actions
+LVL QOpp actions
+LVL QOppM or QQQM or X actions
+LVL QOppX actions or # segments per round
+LVL QP actions
+LVL QV actions
+LVL QZ actions, can transfer 1QZ -> 1hZ or 1QZ -> 1bZ

[PC6] Custom Classes Group


Custom Race Abilities (÷3) 

Custom Race Abilities (÷3)
+LVL Research Points per reset (see [P12])
+LVL S actions
+LVL set Int. You may add LVL instances of the "Elemental" Racial Adjective for no cost. Free wild talent in Psi15.
+LVL set Wis. You may rewrite your Racial Stat Modifiers as you wish, so they sum up to +LVL.
+LVL Summon slots for Elementals. 1X: Summon a DL=10+LVL Elemental that you can comprehend and control.
+LVL to all stats
+LVL to HNCL (this counts for qualifying for Concordant classes)
+LVL to Str, Dex, Con, Int, Wis, Chr, Cml, Luck
+LVL*2 Minors in Psi15 or Psi(-15). Can convert 2 Minor -> 1 Major, 2 Major -> 1 Grand, 2 Grand -> 1 Super.
+LVL*2 to your natural AT; your natural AT stacks with your armor's AT.
+LVL*2 weapon needed to hit you, this cannot be ignored.
+LVL*20% distributed among irrRMPIWR
+LVL^2 unarmed TH and damage, +LVL to # attacks unarmed, it is of an unusual element (can change with each punch)
+LVL-19 lines of text from Priest group class descriptions, these are non-Level: picks or things that are normally non-pickable.
+LVL-9 Specialty Priest picks. Can pick from any pantheon.
+Str Int; +Dex Wis; +Con Chr; Str=Dex=Con=0; Astral Projection
+CCL/2 isaves
+CCL/2 iTH
+CCL/2 X actions
+LVL/2 iAC
+LVL/2 idmg
+LVL/2 ihp
+LVL/2 QP actions (infinitely quick P actions)
+LVL/2 QV actions (infinitely quick V actions) (this is an obvious spell that can be downgraded from a 4th or wished for)
0 action, 1/r: Cureall
0 action, 1/r: Reset
0, 1/r: Any 0th-4th level Wizard or Priest spell
0, 1/r: Any 0th-6th level Warrior or Monster spell
0, 1/r: Any 0th-8th level Warrior, Rogue, or Monster spell
0, 1/r: Any 1st-5th level Priest spell
0, 1/r: Any 1st-6th level Wizard spell
0, 1/r: Any 2nd-6th level Priest spell
0, 1/r: Any 2nd-7th level Wizard spell
0, 1/r: Any 3rd-7th level Priest spell
0, 1/r: Any 3rd-8th level Wizard spell
0, 1/r: Any 4th-8th level Priest spell
Custom Race Abilities (÷3)
0, 1/r: Any 4th-9th level Wizard spell
0, 1/r: Any 5th-10th level Wizard spell
0, 1/r: Any 5th-9th level Priest spell
0, 1/r: Any 6th-10th level Priest spell
0, 1/r: Any 6th-11th level Wizard spell
0, 1/r: Any 7th-11th level Priest spell
0, 1/r: Any 7th-12th level Wizard spell
0, 1/r: Any psionic grand
0, 1/r: Any psionic major
0, 1/r: Any psionic minor
0, 1/r: Any psionic super
0, 1/r: Causeall up to LVL creatures.
0, 1/r: Drop Time-Reality Stability on one target for 1 round
0, 1/r: Set up to LVL creatures.
0, 1/s: Choose LVL creatures. They cannot use Zero or Opposing actions this segment. This cannot be responded to.
0, 1/s: Choose one creature. He cannot use any F or S actions on his next segment.
0, 1/s: Choose one creature. He cannot use any M actions on his next segment.
0, 1/s: Choose one creature. He cannot use any P actions on his next segment.
0, 1/s: Choose one creature. He cannot use any V actions on his next segment.
0, 1/s: Choose one creature. He cannot use Zero or Opposing actions this segment. This cannot be responded to.
0, 1/t: Counter an effect that targets you
0, 2*LVL/d: Dispel a Concordant effect
0, 2/reset: 1 minor familiar pick, use until next reset
0, LVL/d: Anti-Concordant Shell (0th-1st)
0, LVL/d: Anti-Concordant Shell (0th-3rd)
0, LVL/d: Anti-Concordant Shell (0th-5th)
0, LVL/d: Both you and a target get no actions; if you go below 0 hp this effect ends
0, LVL/d: Deal 1 idmg to a creature with at least 1 ihp
0, LVL/d: Halve hp on a creature with at least 1000 hp
0, LVL/d: Ignore an immunity gained from a Concordant/Godly effect for 1 turn.
0, LVL/d: Target creature is not Time/Reality Stable
0, LVL/d: Target defeated creature is put in the hole, no escape for M years (M=Mult)
0, sacrifice a potion, while casting a spell: This potion is considered an element of E=(XP value)/100 for the purposes of this spell.
0,1/d: Lady's Smile or Remove Lady's Smile 800'r
0,1/r,even if Crapped: Remove Crapped
0,1/r: Lower all effects on you

[PC6] Custom Classes Group


Custom0

Level KXP
Spells
1 0 (special)
2 4 (special)
3 8 (special)
4 16 (special)
5 32 (special)
6 64 (special)
7 120 (special)
8 250 (special)
9 400 (special)
10 600 (special)
11 850 (special)
12 1100 (special)
13 1350 (special)
14 1600 (special)
15 1850 (special)
16 2100 (special)
17 2350 (special)
18 2600 (special)
19 2850 (special)
20 3100 (special)
21 3350 (special)
22 3600 (special)
23 3850 (special)
24 4100 (special)
25 4350 (special)
26 4600 (special)
27 4850 (special)
28 5100 (special)
29 5350 (special)
30 5600 (special)
31 5850 (special)
32 6100 (special)
33 6350 (special)
34 6600 (special)
35 6850 (special)
36 7100 (special)
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: Any 18
Alignment: any
HD/level: d6
Weapon Prof.: 3+level/3
To Hit Table: Cust
Save Table: Cust
Reference: DM
Groups: Custom
 
Choose three from the choices below. You can pick the same thing more than once; the effect of this is given.
1. Can weapon specialize using the Warrior line. If you pick this twice, use the Barbarian line instead. If you pick this three times, use Swashbuckler number of attacks = (LVL+2)/2 with one weapon.
2. Wizard spells as per Bard2. If you pick this twice, use Mage2 instead. If you pick this three times, use Arch-Mage instead.
3. Priest spells as per Cleric0. If you pick this twice, use Cleric3 instead. If you pick this three times, use Arch-Priest instead.
4. Rogue abilities as per Thief0. If you pick this twice, use Dungeoneer (or any other -eer) instead. If you pick this three times, use TANB1 instead.
5. Psionics in one frequency you know, using Psi1A progression. If you pick this twice, use Psi1 progression. If you pick this three times, use ArchPsi1 progression.

[PC6] Custom Classes Group


Custom1

Level KXP
Spells
1 0 (varies)
2 0.4*F (varies)
3 0.8*F (varies)
4 1.6*F (varies)
5 3.2*F (varies)
6 6.4*F (varies)
7 12.8*F (varies)
8 25*F (varies)
9 50*F (varies)
10 75*F (varies)
11 100*F (varies)
12 125*F (varies)
13 150*F (varies)
14 175*F (varies)
15 200*F (varies)
16 225*F (varies)
17 250*F (varies)
18 275*F (varies)
19 300*F (varies)
20 325*F (varies)
21 350*F (varies)
22 375*F (varies)
23 400*F (varies)
24 425*F (varies)
25 450*F (varies)
26 475*F (varies)
27 500*F (varies)
28 525*F (varies)
29 550*F (varies)
30 575*F (varies)
31 600*F (varies)
32 625*F (varies)
33 650*F (varies)
34 675*F (varies)
35 700*F (varies)
36 725*F (varies)
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: one F*2, one F
Alignment: any
HD/level: varies
Weapon Prof.: 3+level/3
To Hit Table: Cust
Save Table: Cust
Reference: Dragon #109 {Planeshifted Custom2}
Groups: Custom
 
For abilities, see next page.

[PC6] Custom Classes Group


Custom1 Abilities

Sum up your F factors as follows. The minimum F factor is 3.
DM Note: Obviously there is a lot of expansion that can be done to this system. I present what was in the original system here (in the same way I originally did Custom2), omitting the parts that do nothing (like Armor and Weapons allowed). Presumably more things will be added to this as the class sees play.
Hit dice:
d3 {F=0}, d4 {F=0.25}, d6 {F=0.5}, d8 {F=1}, d10 {F=2}
To Hit:
+0 always {F=0}, +level/5 {F=0.1}, +level/4 {F=0.3}, +level/3 {F=0.5}, +level/2 {F=1}, Custom {F=1}
Save as:
War {F=0.25}, Wiz {F=0.05}, Pri {F=0.15}, Rog {F=0.1}, Dwarf0 {F=0.4}, Elf0 {F=0.3}, Halfling0 {F=0.4}, Custom {F=0}
Racial abilities {optional}:
As Halfling {F=0.1}, Dwarf {F=0.2}, Elf {F=0.3}
Special abilities {just the Level: stuff}:
Alchemist {F=0.5}, Engineer {F=0.5}, Sage {F=1}
DM Note: There are a bunch more here from Dragon #109 that aren't really defined, like Spy {F=0.4}
Spell progression (pick Wizard or Priest, you can have one of each):
Max SL=1; #spells=ML {F=0.5}
Max SL=2; #spells=(ML+3-SL*2)/2 {F=0.7}
Max SL=3; #spells=(ML+3-SL*2)/2 {F=0.9}
Max SL=4; #spells=(ML+4-SL*2)/3 {F=1.1}
Max SL=5; #spells=(ML+4-SL*2)/3 {F=1.3}
Max SL=6; #spells=(ML+5-SL*2)/4 {F=1.5}
Max SL=6; #spells=(ML+6-SL*2)/3 {F=1.75}
Miscellaneous:
Level N: Any Rogue N ability (if you take at least one of these you get 40 pts/level) {F=0.1*N}
Turn Undead {F=0.5}
Flying at 2*N" rate {F=0.2+0.05*N}
Swimming at 2*N" rate {F=0.1+0.05*N}
Troll-like Regen 1 hp/r {F=1}
Infravision {F=0.2}
1P: Assume animal form (only 1 form is known to the character) {F=0.5*DL}

[PC6] Custom Classes Group


Custom1JG

Level KXP Wizard/Priest
123 456 789 ABC
TH
1 0 1-- --- --- +1
2 1.2 2-- --- --- +2
3 2.4 21- --- --- +3
4 4.8 32- --- --- +4
5 9.6 421 --- --- +5
6 19.2 422 --- --- +6
7 38.4 432 1-- --- +7
8 75 433 2-- --- +8
9 150 433 21- --- +9
10 225 443 22- --- +10
11 300 444 33- --- +11
12 450 444 441 --- +12
13 600 555 442 --- +13
14 750 555 442 1-- +14
15 900 555 552 1-- +15
16 1050 555 553 21- +16
17 1200 555 553 32- +17
18 1350 555 553 321 +18
19 1500 555 553 331 +19
20 1650 555 554 332 +20
21 1800 555 554 442 +21
22 1950 555 555 443 +22
23 2100 555 555 553 +23
24 2250 555 555 554 +24
25 2400 555 555 555 +25
26 2550 666 655 555 +26
27 2700 666 666 655 +27
28 2850 666 666 666 +28
29 3000 777 766 666 +29
30 3150 777 777 766 +30
31 3300 777 777 777 +31
32 3450 888 877 777 +32
33 3600 888 888 877 +33
34 3750 888 888 888 +34
35 3900 999 988 888 +35
36 4050 999 999 999 1 +36
37 8100 999 999 999 2 +37
38 12150 999 999 999 3 +38
39 16200 999 999 999 4 +39
45 40500 A99 999 999 9 +45
54 76950 AAA AAA AAA 91 +54
63 113400 AAA AAA AAA A9 +63
72 149850 BBB BBB BAA AA1 +72
Requisites: Str 9, Dex 9, Con 9, Int 9, Wis 9, Chr 9
Alignment: any
HD/level: d8
Weapon Prof.: 2+level
To Hit Table: Mon
Reference: DM
Groups: Custom
Complexity: CF=3
 
Saving Throws:  
PPD: 6+level
RSW: 6+level
PP: 6+level
BW: 6+level
Spell: 6+level
Fort: 0+level
Reflex: 0+level
Will: 0+level
   
Gets the generic "All Warrior", "All Wizard", "All Priest", and "All Rogue" abilities.
Level N (every level): Get N levels of "Level:" picks, chosen from below. If it appears more than once, you can pick it once for each time it appears. You may instead use this on "Any Rogue" picks.

[PC6] Custom Classes Group


Custom1JG Abilities

Level 1: +1 beast language per level. This allows speaking with animals such as birds, rabbits, etc.
Level 1: +1 martial arts maneuver per level.
Level 1: +2 language slots per level.
Level 1: +3 language slots per level (DM note: Note you need 2 slots to completely cover a language, one is "speak", the other is "read/write".)
Level 1: +LVL damage.
Level 1: +LVL distributed among AC, TH, or dmg.
Level 1: +LVL dmg.
Level 1: +LVL dmg.
Level 1: +LVL dmg.
Level 1: +LVL dmg.
Level 1: +LVL dmg.
Level 1: +LVL Nonweapon proficiencies, must be Int-based.
Level 1: +LVL to hit.
Level 1: 0, 1 attack: Destroy a magic item.
Level 1: 1 full reset: On the following reset, your spell progression in your Astrologer class is doubled.
Level 1: 1F, 2/d: Polymorph into a normal or para elemental for (level) rounds. Your punching damage is (level)d4.
Level 1: 1F, LVL /week: Animate a dead body; it becomes a type of undead equal to the HD/Level of the original creature (referencing the chart in [C6] Turning Undead; so a 9 HD creature animates as a Spectre). Your chance of control is 100% + LVL*5% - (HD of Undead)*5%. Even if you don't control it, the undead will not attack you or your party.
Level 1: 1F: Cast a random priest spell of SL=1dLVL (max 10). You must target the spell before knowing what the effect is. You may declare you are reversing the spell (again, before knowing what it is).
Level 1: 1M, 1/d: Gate in random demon (1+LVL)*5%
Level 1: 1M, 1/d: Locate a specific ioun stone type 5*LVL%.
Level 1: 1M, 1/d: Summon Aid LVL*2%
Level 1: 1M, 1/d: Summon Aid LVL*5%
Level 1: 1M, 1/d: Summon Normal or Para Elemental, (Int+Wis+Con)% chance, has (level*4) or 32 HD (whichever is lower).
Level 1: 1M, 1/t: Charm Person.
Level 1: 1M, lose X Con until next reset: Cure X*LVL hp.
Level 1: 1M, LVL/d: Summon Spirit 40+LVL*5-(DL of spirit)*5+(each turn of preparation)*1%
Level 1: 1M, LVL/t: Faerie Fire (target gets -2 AC)
Level 1: 1M, LVL/t: Light (can blind one target, Spell save)
Level 1: 1M, LVL/w: Bless an item, it gains a +LVL/4 bonus to hit (if below level 4, is considered a +0 magical weapon).
Level 1: 1M, Touch: Target loses LVL Str. You gain LVL Con until next reset.
Level 1: 1M: Identify an item constructed of stone.
Level 1: 1P: Dispel a spell/psionic effect.
Level 1: 1V, 2/d: Fly for (level) rounds.
Level 1: 1V, 2/d: Immune to fire for (level) rounds.
Level 1: 1V, 2/d: Pass Earth for (level) rounds.
Level 1: 1V, 2/d: Water Breathing and no hampered movement in water for (level) rounds.
Level 1: 1V, LVL/t: Flaming Hands: Your hands are on fire, and you do +1d4 unarmed dmg this round.
Level 1: Any weapon does double damage/effect with a cold-based attack (e.g. Frost Brand).
Level 1: Arm's P: 1d10 fire dmg to one target, takes additional 1d4 dmg each segment for 5 s.
Level 1: Calm Animal by gaze 25+LVL*5%
Level 1: Can break objects with bare hands (object makes save vs. crushing blow at -LVL).
Level 1: Can create counterspell amulets. Choose one of the following: (option a) When the amulet is created, choose a specific effect. 0, 1/reset: Counter an effect that you named. (option b) All effects that directly target you must roll SR vs. (your CL)*2. (option c) Gain MPIRR=(level*5%) vs. effects that directly target you. You may own 1 such counterspell amulet per level (but you might not be able to wear them all at the same time, due to the 1 amulet per level restriction above). The SR and MPIRR amulets stack using the A/1+B/2+C/3+D/4+... formula.
Level 1: Can go LVL days without food or water.
Level 1: Can make a spell storing amulet. It stores your level in spell levels. You can have only one of these amulets.
Level 1: Can make amulets of unusual materials (see [E5]). The maximum "S" factor is equal to your level. You must spend 25% of the cost of the unusual material, using a base cost of 10 gp per pound (minimum 1 pound). You get all the effects of the unusual material, as if you were wearing armor of that type. The amulet has a base AT of +0.
Level 1: Can see in normal darkness.
Level 1: Can use +LVL ioun stones at the same time, beyond the normal limit. (DM note: If you exceed this limit, remember you can create "Y-cable" ioun stones on the fly with "d" picks)
Level 1: Can use a limited number of Psi1 powers. Get 1 "progression point" per level; it costs 1 progression point for a minor, 2 for a major, 4 for a grand, 8 for a super. You may change your progression each reset. PSPs are as per Psi1A class.
Level 1: Can use a limited number of Psi14 powers. Get 1 "progression point" per level; it costs 1 progression point for a minor, 2 for a major, 4 for a grand, 8 for a super. You may change your progression each reset. PSPs are as per Psi1A class.
Level 1: Can use a limited number of Psi6E powers. Get 1 "progression point" per level; it costs 1 progression point for a minor, 2 for a major, 4 for a grand, 8 for a super. You may change your progression each reset. PSPs are as per Psi1A class.
Level 1: Can wear 1 amulet/necklace per level.
Level 1: Cannot destroy woodlands, avoid slaying wild animals
Level 1: Charm a calmed Animal by gaze 35+LVL*5% (can attempt to charm a non-calmed animal, suffer -50% penalty).
Level 1: Cold Flame: 1M, 3+LVL /week: Reverse Burning Hands for LVLd8 (save:½), "Immunity to Cold" is reduced to "Resist Cold" (Resist Cold is not reduced).
Level 1: Decipher Code 23+LVL*5-(LVL of code)*5%; takes (LVL of code-writer)/(Kabbalist LVL) hours.
Level 1: Determine flaw in a weapon or armor.
Level 1: Divide the cost of buying or making an object of unusual materials by LVL.
Level 1: Does full damage when subduing animals.
Level 1: Fly at (level*3)" rate.
Level 1: Free Martial Arts style
Level 1: Free Martial Arts style.
Level 1: Free single weapon specialization in Needles; attack rate is "Non-Warrior".
Level 1: Gaze charms animals of the same type as your lycanthropy. Can control 2*LVL in HD of these animals at a time. The effect is permanent, but you can drop control as a 0 action. If you make a Control Animals check of 35+LVL*5%, the effect has no saving throw (the animal may still roll Charm Resistance).
Level 1: Gets "Ability to take Martial Arts" kit. Does not actually gain any Martial Arts styles or abilities (you need to purchase those).
Level 1: Gets the Bard rogue ability table, with 40 points per level.
Level 1: Go without food or water for LVL extra days.
Level 1: Identify Animals by sight.
Level 1: Identify Animals by sight.
Level 1: Identify Monster LVL*3%. Chance goes up to LVL*5% with an hour of research in a library.
Level 1: Identify weapon or armor LVL*5%.
Level 1: If anyone kills the Healer in cold blood, they suffer a curse which requires LVL Wishes to remove.
Level 1: If Martial Arts is learned, on each level: One requirement of a style is considered "filled" (without actually filling it).
Level 1: If within sight of the sky, can cast spells as if the MF was 1 higher.
Level 1: If you reset within real (not magical) sight of the sky, you get Wisdom bonus for spells.
Level 1: Ignore the first LVL*3/2 (round down) * 10' of falling dmg.
Level 1: Immune to Pain.
Level 1: Instead of Turn Undead, gets Turn Opposite Alignment and Control Same Alignment. The Control Same Alignment is at a double HD penalty (e.g. A 15 HD monster is treated as if 30 HD).
Level 1: Irreducible Pick Pockets LVL*5% (not shifted by target's HD/Level)
Level 1: Know normal animal abilities and weaknesses, and how to trap them.
Level 1: Legend Lore 15+LVL*5%
Level 1: Legend Lore 5+LVL*2%
Level 1: LVL slots distributed among Animal Training and Animal Handling proficiencies.
Level 1: LVL slots distributed among Tracking and Trailing proficiencies.
Level 1: Magic Mapping LVL*5% (maps within LVL*30').
Level 1: May choose a specialty god as if a priest (see [PC3]). The god chosen must be of weather, travellers, or some other connection to cold.
Level 1: MR (6+LVL)*5%
Level 1: Not at a fighting penalty on a rocking boat (or other moving surface, or during an earthquake on land).
Level 1: Obscure Trail 70+LVL*15% (reduce tracking on you by % made)
Level 1: Obscure Trail 70+LVL*15% (reduce tracking on you by % made)
Level 1: Predict Weather 25+LVL*5% (up to LVL/2 days in future)
Level 1: Psionic progression as per Psi1 of half level (round up). Halve your level in the PSP calculation, or use this (original calculation from the source): PSPs = 15*LVL (note that ability scores do not factor in here).
Level 1: Read (but not Write) Languages continuous.
Level 1: Resist cold continuous. 1M, 1/d: Immune to cold for 1 turn.
Level 1: Ride out Storm 60+LVL*2% (ship is assumed to have survived storm if roll made, severe storms may have penalty)
Level 1: Sanctuary continuous, as long as the Healer is not being offensive.
Level 1: Speak Druid language
Level 1: Specialized in Elemental spells.
Level 1: Spell progression as per Druid1, with Wisdom bonus, but casts Wizard spells (not Priest).
Level 1: Tracking as per a Ranger1.
Level 1: Your Personality Score = Con+Int+Wis+Chr+2*LVL.
Level 2: +LVL/2 AC
Level 2: +LVL/2 AC.
Level 2: +LVL/2 damage.
Level 2: +LVL/2 dmg
Level 2: +LVL/2 dmg.
Level 2: +LVL/2 dmg.
Level 2: +LVL/2 dmg.
Level 2: 1 full reset studying a person (who must be present): All spells you cast on that person are at x(level+1)/2 effect. You are assumed to have already "studied yourself" when you reach level 3.
Level 2: 1M, 1/d: Rope Trick
Level 2: 1M, heavy concentration (lose 1M each round): Lockdown E actions.
Level 2: Can cast Wizard spells, number of spell levels = LVL*2. Is specialized in Elemental school (the "spells cost half" version of specialization; the "+1 spell per level" version cannot be used). Has normal access to Alteration, Divination and Enchantment schools. All other schools are at double spell cost.
Level 2: For each effect you cast that targets just you (even effects from other classes such as psionics), you may place the effect in an unused amulet. The effect works normally on you, but multiply the duration by your level. Each amulet can hold only one such effect. Artifact amulets cannot hold an effect.
Level 2: Open hand damage is (LVL/2)d2.
Level 3: +(LVL/3) AC.
Level 3: +LVL/3 AC.
Level 3: +LVL/3 AC.
Level 3: +LVL/3 AC.
Level 3: +LVL/3 AC.
Level 3: +LVL/3 AC.
Level 3: +LVL/3 AC.
Level 3: +LVL/3 damage.
Level 3: +LVL/3 damage.
Level 3: +LVL/3 damage.
Level 3: +LVL-2 Secondary skills, must be Int-based.
Level 3: 1 full reset: Cast a spell you know; it has permanent duration.
Level 3: Can create a staff of instant returning; which has +LVL/3 to hit and damage, and gives an AC source of 7+LVL. This staff also doubles the effect of all healing spells cast. The staff is personal and will not work for anyone else.
Level 3: Determine true north (LVL-2)*10%
Level 3: Determine true north (LVL-2)*10%
Level 3: Gain 1 woodland language per level starting at 3rd. (centaur,dryad,elf,faun,gnome,green dragon,hill giant,lizard man,manticore,nixie,pixie,sprite,treant,etc.) Yes, you can use these as nonweapon proficiencies instead.
Level 3: Healing proficiency (binding wounds) is 2d4.
Level 3: Identify Plant type; Identify Animal type; Identify pure water.
Level 3: One arrow/quarrel is automatically deflected per round. This increases by one per 3 levels.
Level 3: Pass through overgrown areas without trace and at full movement rate.
Level 4: +LVL/4 AC.
Level 4: +LVL/4 AC.
Level 4: 1V, 1M, touch: Cure Curse (SL <= CL/2)
Level 4: 1V, 1M, touch: Cure Insanity (5*CL%)
Level 4: Feign Death.
Level 4: Pick LVL/4 specific races (e.g. "White Dragons", not "Dragons"). Those races are considered "Animals" to you.
Level 4: Soul Armour: 1M, X*10 PSPs: +X AC and +X dmg for this turn. Automatically Energy Control X HD per effect.
Level 4: Weapons and armor created are +0/+0. These are nonmagical plusses, but count versus creatures that require a "+0 weapon to hit".
Level 5: +LVL/5 AC.
Level 5: +LVL/5 to hit.
Level 5: 1M, (LVL-4)/t: Cloudkill (Group takes 1 poison dmg /s; those with < 5 HD make PPD save or slain; moves at 2"; lasts 6 t)
Level 5: 1V, (LVL-4)/d: Cure LVLd4 hp.
Level 5: Base number of attacks with any weapon is 1/1 (unless you can do better with another class).
Level 5: Berserker Option: Can pick a Specialty God as if a Priest (see [PC3]), but can wear only non-bulky armor (even if in a campaign where armor restrictions are not enforced).
Level 5: Disguise (auto power score)
Level 5: If using Berserker (see Level 5), can: 1M: Summon Aid LVL*5%
Level 5: If using Scarlet Seeker (see Level 5), can: 1M: Summon Aid LVL*5%
Level 5: Scarlet Seeker: Can pick a Specialty God as if a Priest (see [PC3]), but can wear only non-bulky armor (even if in a campaign where armor restrictions are not enforced).
Level 5: The "S" number (indicating which unusual materials are available, see [E5]) is increased by LVL/5.
Level 6: +LVL-5 Feats, must be Int-based.
Level 6: 1M, 1/t: Charm Monster.
Level 6: 1V, 1M, touch: +1 Str, Dex, or Con (maintained effect) (only 1 effect per target)
Level 6: 1V, 1M, touch: Cause Insanity
Level 6: Berserker State: 1M, 1/d: Double attacks on your next P action. Become Exhausted (see [C8]) for rest of round.
Level 6: Healing proficiency (binding wounds) is 3d4.
Level 6: Reads on the Spec Barbarian line using LVL-5 for number of attacks (i.e. you are 3/2 with melee at level 6, since you read on the level 1 line), even with non-specialized weapons.
Level 6: Scarlet Haze: 1M, 1/d: Double attacks on your next P action. At -4 AC penalty for rest of round.
Level 7: 1M, lose 1 Con until next reset: Raise Dead.
Level 7: 1V, touch: Detect Physical or Mental Illness (any kind)
Level 7: Immunity to woodland Charms.
Level 7: Point in direction of desired location (LVL-6)*10%
Level 7: Point in direction of desired location (LVL-6)*10%
Level 7: Scarlet Phase: 0, 1/d: Your Psionic Blasts do triple damage vs. Psi1 targets for LVL turns. At -1d4 AC penalty during this time.
Level 7: Shape Change to Reptile/Fish, Bird, Mammal (each 1/day) 1M action, must be size T-L, heal 10%-60% hp
Level 8: 1M, (LVL-7)/d: Summon a spirit, it is a DL = (LVL/2) creature.
Level 8: 1M: Summon Aid LVL*5%
Level 8: 1M: Summon Aid LVL*5%
Level 8: 1M: Summon Aid LVL*5%
Level 8: Can pick a Specialty God as if a Priest (see [PC3]) without the Scarlet Seeker restriction (see Level 5). Does not stack with Scarlet Seeker.
Level 8: Can pick a Specialty God as if a Priest (see [PC3]).
Level 8: Pick a Specialty God as if a Priest (see [PC3]) without Berserker restriction (see Level 5). Doesn't stack with Berserker.
Level 8: Summon Aid 20+LVL*5%
Level 8: You are considered all classes in the Collective for purposes of training others.
Level 8: Your Disguise cannot be penetrated by mundane means (no skill checks or proficiency checks are sufficient).
Level 9: +LVL-8 Kits, must be Int-based.
Level 9: 1M, 1/d: Undetectable Lie for 1 turn.
Level 9: 1V, (LVL-8)/t: Venom touch: Your hands are poisonous (death/0, PPD save) when you strike unarmed for 1 round
Level 9: Can create one normal ioun stone per day, which is permanent.
Level 9: Can see in magical darkness.
Level 9: Detect Lie continuous.
Level 9: Full reset of F actions: Target gains 1 weapon or nonweapon proficiency permanently. You may target yourself.
Level 9: Healing proficiency (binding wounds) is 4d4.
Level 9: The MPIRR of the level 1 ability (option c) becomes AaAR (RMPIWEaRaMaPaIaWaER)
Level 9: Weapons and armor created are +1/+1 nonmagical. This increases by +1/+1 every 5 additional levels
Level 10: +(LVL-9) AC.
Level 10: 1M: Etherealness.
Level 10: Base number of attacks with any weapon is 2/1 (unless you can do better with another class).
Level 10: Detect Undead continuous. Detect Life continuous.
Level 10: Full reset of F actions: Target gains (LVL)^2 XP permanently. You may target yourself.
Level 11: 1M, 1/t: Mass Charm.
Level 12: Each level, roll an INT*2% check with no modifiers. If you make it, your familiar (if any) has it's familiar abilities of all levels (i.e. you get Level 18 and 27 abilities now).
Level 12: Gain three 1st to 9th level followers.
Level 12: Healing proficiency (binding wounds) is 5d4.
Level 12: Your Disguise cannot be penetrated by psionics. You are immune to ESP, probe, and empathy.
Level 13: May pick a specialty god as per a priest, must be of death, undeath, necromancy, etc.
Level 14: Gain nine 11th level followers.
Level 14: Locate Object (LVL-13)*10%
Level 14: Locate Object (LVL-13)*10%
Level 15: 6 bonus spell levels, lost when advance to Level 16.
Level 15: Base number of attacks with any weapon is 3/1 (unless you can do better with another class).
Level 15: Detect Unlive continuous.
Level 15: Gain three 13th level followers, each has 4 bonus spell levels.
Level 15: Healing proficiency (binding wounds) is 6d4.
Level 16: Add level*10 to max age, considered "Young Adult" at all ages.
Level 16: Alter Appearance (NO action to use, at will). Cannot be detected by True Seeing or the like.
Level 16: Immunity to all poisons.
Level 16: Your Disguise cannot be penetrated by magic. You and your effects are immune to True Sight.
Level 17: 1M: Raise Dead or Slay Living
Level 17: Can break energy fields and wall spells with bare hands (no damage to Ronin, effect gets no save but can roll ER).
Level 17: Enter Elemental plane of Earth; Conjure Water Elemental at will; Immune to all earth and water based effects.
Level 17: Hibernate; Suspend Animation up to level*10 years.
Level 18: Immune to the effects of ego from amulets or necklaces.
Level 18: Immune to the effects of ego from any item of your multiplier or less.
Level 18: Can create one ioun Don stone per day, which is permanent.
Level 18: Enter Elemental plane of Fire; Conjure Air Elemental at will; Immune to all fire and air based effects.
Level 18: Healing proficiency (binding wounds) is 7d4. This is the last time this ability improves.
Level 19: Enter Elemental plane of Water; Conjure Magma/Ooze Para-Elemental.
Level 20: Base number of attacks with any weapon is 4/1 (unless you can do better with another class). Last time for this ability.
Level 20: Enter Elemental plane of Air; Conjure Ice/Ooze Para-Elemental.
Level 21: Enter Para-Elemental planes.
Level 22: Enter plane of Shadow; immune to Shadow-based effects.
Level 23: 1M: Raise Dead Fully or Slay Living Fully
Level 23: Enter any Inner plane; Roam Inner Plane Probability Lines (7th dim.); Enter Concordant Opposition; immune to Quasi-Elemental effects and Positive and Negative energy.
Level 27: Can create one super ioun stone per day, which is permanent.
Level 27: Can see in Capital D Darkness.
Level 36: Can create one Congenio ioun stone per day, which is permanent.
Level 45: Can create one Ultra ioun stone per day, which is permanent.

[PC6] Custom Classes Group


Custom2

Requisites: Any 1 stat = F*2, Any 2 stats = F, Any 2 stats = F/2
Alignment: any
HD/level: varies
Weapon Prof.: 0+level/3
To Hit Table: varies
Save Table: varies
Reference: DMG2
Groups: Custom
 
Choose an "F" factor for your class. Your ability score requisites and your XP requirement both go up with "F".
Choose abilities below:
 
Category Ability F cost
To Hit To Hit as Warrior +2
To Hit as Wizard -1.5
To Hit as Priest 0
To Hit as Rogue -1
To Hit as Custom +1
To Hit as Monster +3
To Hit is always +0 -2
To Hit as 1½xWarrior +3
To Hit as 2xWarrior +6
To Hit as 2xMonster +7
Saves Saves as War, Wiz, Pri, Rog, or Psi +0
Saves as Custom +1
Saves as Monster +1
Saves as Dwarf0, Elf0, Halfling0 +2
Saves are always +0 -2
Saves as 1½x(War, Wiz, Pri, Rog, or Psi) +2
Saves as 2x(War, Wiz, Pri, Rog, or Psi) +4
Each extra category added +1
HD/level 1d1 -0.5
1d2 -0.25
1d3 0
1d4 +0.5
1d6 +0.75
1d8 +1
1d10 +2.5
2d1 +3
2d2 +3.5
1d12 +4
2d3 +4
2d4 +5
3d1 +6.5
1d20 +7
NdS (not listed above) +(N-1)*3+S/4
2m0 (normal Con bonus squared) +20
2m1 (normal Con bonus +1 squared) +22
HD cumulative with other classes (&) +10
-1 hp/level (e.g. d6-1) -0.25
+1 hp/level (e.g. d6+1) +0.25
+2 hp/level (e.g. d6+2) +0.5
-1 HD at first level (e.g. -d6) -1
+1 HD at first level (e.g. +d6) +1
+2 HD at first level (e.g. ++d6) +3
Category Ability F cost
War stuff Aura of Protection (as per Paladin) +2
Barbarian1 Constitution bonus +3
Barbarian1 Dexterity bonus +3
Barbarian1 Strength bonus +4
Lay on Hands (as Paladin or Monk) +2
Specialization, Weapon +1
+LVL TH or dmg vs. a creature type +1
Warrior # Attacks +1
Wiz stuff Wizard spells, full Mage2 prog. +16
Wizard spells, half level prog. +8
Wizard spells, full prog., only 1 school +3
Wizard spells, half prog., only 1 school +1.5
Kits (extra), cost each +1.25
Proficiencies (extra), cost each +0.25
Specialization, School (pick opposite) +1
Specialization, School (no opposite) +2
Pri stuff Priest spells, full Cleric2 progression +8
Priest spells, half level prog. +4
Priest spells, full prog., only 1 sphere +2
Priest spells, half prog., only 1 sphere +1
Animal empathy +1.5
Druid Shapechange (at level 7) +3
Specialization, Sphere +1
Specialty Priest pick +2
Turn Undead +3
Rog stuff Read Languages LVL*10% +0.5
Rogue Abilities, as per Thief2 +6
Rogue Abilities, as per Bard2 +6
Rogue Abilities, as per any other "2nd edition" class +7
Rogue Abilities, any other "unnumbered edition" class +8
Rogue Abilities, any other class +9
Rogue Ability, only one, LVL*10 points +1
X rogue points per level (instead of 40) +(X-40)/4
Psi stuff Psi2 powers, full Psi2 PSPs & progression +12
Psi2 powers, half level PSPs +6
Psi2 powers, full PSPs, only 1 discipline +2.5
Psi2 powers, half PSPs, only 1 discipline +1.25
xN PSPs over normal calculation (N>1) +(N-1)*4
Can use Psi(-2) powers as if they were Psi2 +1
Can use Psi1 powers as if they were Psi2 +2
Can use Psi3 powers as if they were Psi2 +3
Can use powers of any one frequency as if Psi2 +4
Other "Level:" ability from a "2nd edition" class, cost each +1
"Level:" ability from a "unnumbered edition" class, cost each +2
"Level:" ability from any other class, cost each +3
Duplicate any "2nd edition" class (X=KXP @ 2nd level) +X*6
Duplicate any "unnumbered edition" class (X=KXP @ 2nd level) +X*7
Duplicate any other class (X=KXP @ 2nd level) +X*8

[PC6] Custom Classes Group


Custom2 (XP tables: F=6 to F=15)

Level Custom2
F=6
Custom2
F=7
Custom2
F=8
Custom2
F=9
Custom2
F=10
Custom2
F=11
Custom2
F=12
Custom2
F=13
Custom2
F=14
Custom2
F=15
1 0 0 0 0 0 0 0 0 0 0
2 1.2 1.4 1.6 1.8 2 2.2 2.4 2.6 2.8 3
3 2.4 2.8 3.2 3.6 4 4.4 4.8 5.2 5.6 6
4 4.8 5.6 6.4 7.2 8 8.8 9.6 10.4 11.2 12
5 12 14 16 18 20 22 24 26 28 30
6 24 28 32 36 40 44 48 52 56 60
7 48 56 64 72 80 88 96 104 112 120
8 90 105 120 135 150 165 180 195 210 225
9 168 196 224 252 280 308 336 364 392 420
10 348 406 464 522 580 638 696 754 812 870
11 528 616 704 792 880 968 1056 1144 1232 1320
12 708 826 944 1062 1180 1298 1416 1534 1652 1770
13 888 1036 1184 1332 1480 1628 1776 1924 2072 2220
14 1068 1246 1424 1602 1780 1958 2136 2314 2492 2670
15 1248 1456 1664 1872 2080 2288 2496 2704 2912 3120
16 1428 1666 1904 2142 2380 2618 2856 3094 3332 3570
17 1608 1876 2144 2412 2680 2948 3216 3484 3752 4020
18 1788 2086 2384 2682 2980 3278 3576 3874 4172 4470
19 1968 2296 2624 2952 3280 3608 3936 4264 4592 4920
20 2148 2506 2864 3222 3580 3938 4296 4654 5012 5370
21 2328 2716 3104 3492 3880 4268 4656 5044 5432 5820
22 2508 2926 3344 3762 4180 4598 5016 5434 5852 6270
23 2688 3136 3584 4032 4480 4928 5376 5824 6272 6720
24 2868 3346 3824 4302 4780 5258 5736 6214 6692 7170
25 3048 3556 4064 4572 5080 5588 6096 6604 7112 7620
26 3228 3766 4304 4842 5380 5918 6456 6994 7532 8070
27 3408 3976 4544 5112 5680 6248 6816 7384 7952 8520
28 3588 4186 4784 5382 5980 6578 7176 7774 8372 8970
29 3768 4396 5024 5652 6280 6908 7536 8164 8792 9420
30 3948 4606 5264 5922 6580 7238 7896 8554 9212 9870
31 4128 4816 5504 6192 6880 7568 8256 8944 9632 10320
32 4308 5026 5744 6462 7180 7898 8616 9334 10052 10770
33 4488 5236 5984 6732 7480 8228 8976 9724 10472 11220
34 4668 5446 6224 7002 7780 8558 9336 10114 10892 11670
35 4848 5656 6464 7272 8080 8888 9696 10504 11312 12120
36 5028 5866 6704 7542 8380 9218 10056 10894 11732 12570

[PC6] Custom Classes Group


Custom2 (XP tables: F=16 to F=25)

Level Custom2
F=16
Custom2
F=17
Custom2
F=18
Custom2
F=19
Custom2
F=20
Custom2
F=21
Custom2
F=22
Custom2
F=23
Custom2
F=24
Custom2
F=25
1 0 0 0 0 0 0 0 0 0 0
2 3.2 3.4 3.6 3.8 4 4.2 4.4 4.6 4.8 5
3 6.4 6.8 7.2 7.6 8 8.4 8.8 9.2 9.6 10
4 12.8 13.6 14.4 15.2 16 16.8 17.6 18.4 19.2 20
5 32 34 36 38 40 42 44 46 48 50
6 64 68 72 76 80 84 88 92 96 100
7 128 136 144 152 160 168 176 184 192 200
8 240 255 270 285 300 315 330 345 360 375
9 448 476 504 532 560 588 616 644 672 700
10 928 986 1044 1102 1160 1218 1276 1334 1392 1450
11 1408 1496 1584 1672 1760 1848 1936 2024 2112 2200
12 1888 2006 2124 2242 2360 2478 2596 2714 2832 2950
13 2368 2516 2664 2812 2960 3108 3256 3404 3552 3700
14 2848 3026 3204 3382 3560 3738 3916 4094 4272 4450
15 3328 3536 3744 3952 4160 4368 4576 4784 4992 5200
16 3808 4046 4284 4522 4760 4998 5236 5474 5712 5950
17 4288 4556 4824 5092 5360 5628 5896 6164 6432 6700
18 4768 5066 5364 5662 5960 6258 6556 6854 7152 7450
19 5248 5576 5904 6232 6560 6888 7216 7544 7872 8200
20 5728 6086 6444 6802 7160 7518 7876 8234 8592 8950
21 6208 6596 6984 7372 7760 8148 8536 8924 9312 9700
22 6688 7106 7524 7942 8360 8778 9196 9614 10032 10450
23 7168 7616 8064 8512 8960 9408 9856 10304 10752 11200
24 7648 8126 8604 9082 9560 10038 10516 10994 11472 11950
25 8128 8636 9144 9652 10160 10668 11176 11684 12192 12700
26 8608 9146 9684 10222 10760 11298 11836 12374 12912 13450
27 9088 9656 10224 10792 11360 11928 12496 13064 13632 14200
28 9568 10166 10764 11362 11960 12558 13156 13754 14352 14950
29 10048 10676 11304 11932 12560 13188 13816 14444 15072 15700
30 10528 11186 11844 12502 13160 13818 14476 15134 15792 16450
31 11008 11696 12384 13072 13760 14448 15136 15824 16512 17200
32 11488 12206 12924 13642 14360 15078 15796 16514 17232 17950
33 11968 12716 13464 14212 14960 15708 16456 17204 17952 18700
34 12448 13226 14004 14782 15560 16338 17116 17894 18672 19450
35 12928 13736 14544 15352 16160 16968 17776 18584 19392 20200
36 13408 14246 15084 15922 16760 17598 18436 19274 20112 20950

[PC6] Custom Classes Group


Custom2 (XP tables: F=26 to F=35)

Level Custom2
F=26
Custom2
F=27
Custom2
F=28
Custom2
F=29
Custom2
F=30
Custom2
F=31
Custom2
F=32
Custom2
F=33
Custom2
F=34
Custom2
F=35
1 0 0 0 0 0 0 0 0 0 0
2 5.2 5.4 5.6 5.8 6 6.2 6.4 6.6 6.8 7
3 10.4 10.8 11.2 11.6 12 12.4 12.8 13.2 13.6 14
4 20.8 21.6 22.4 23.2 24 24.8 25.6 26.4 27.2 28
5 52 54 56 58 60 62 64 66 68 70
6 104 108 112 116 120 124 128 132 136 140
7 208 216 224 232 240 248 256 264 272 280
8 390 405 420 435 450 465 480 495 510 525
9 728 756 784 812 840 868 896 924 952 980
10 1508 1566 1624 1682 1740 1798 1856 1914 1972 2030
11 2288 2376 2464 2552 2640 2728 2816 2904 2992 3080
12 3068 3186 3304 3422 3540 3658 3776 3894 4012 4130
13 3848 3996 4144 4292 4440 4588 4736 4884 5032 5180
14 4628 4806 4984 5162 5340 5518 5696 5874 6052 6230
15 5408 5616 5824 6032 6240 6448 6656 6864 7072 7280
16 6188 6426 6664 6902 7140 7378 7616 7854 8092 8330
17 6968 7236 7504 7772 8040 8308 8576 8844 9112 9380
18 7748 8046 8344 8642 8940 9238 9536 9834 10132 10430
19 8528 8856 9184 9512 9840 10168 10496 10824 11152 11480
20 9308 9666 10024 10382 10740 11098 11456 11814 12172 12530
21 10088 10476 10864 11252 11640 12028 12416 12804 13192 13580
22 10868 11286 11704 12122 12540 12958 13376 13794 14212 14630
23 11648 12096 12544 12992 13440 13888 14336 14784 15232 15680
24 12428 12906 13384 13862 14340 14818 15296 15774 16252 16730
25 13208 13716 14224 14732 15240 15748 16256 16764 17272 17780
26 13988 14526 15064 15602 16140 16678 17216 17754 18292 18830
27 14768 15336 15904 16472 17040 17608 18176 18744 19312 19880
28 15548 16146 16744 17342 17940 18538 19136 19734 20332 20930
29 16328 16956 17584 18212 18840 19468 20096 20724 21352 21980
30 17108 17766 18424 19082 19740 20398 21056 21714 22372 23030
31 17888 18576 19264 19952 20640 21328 22016 22704 23392 24080
32 18668 19386 20104 20822 21540 22258 22976 23694 24412 25130
33 19448 20196 20944 21692 22440 23188 23936 24684 25432 26180
34 20228 21006 21784 22562 23340 24118 24896 25674 26452 27230
35 21008 21816 22624 23432 24240 25048 25856 26664 27472 28280
36 21788 22626 23464 24302 25140 25978 26816 27654 28492 29330

[PC6] Custom Classes Group


Custom5

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
Requisites: Five 10's
+0 (total = 27, max = 9) Alignment: any
+1 (total = 30, max = 10) HD/level: d5
+2 (total = 33, max = 11) Weapon Prof.: 5+level/5
+3 (total = 36, max = 12) To Hit Table: Cust
+4 (total = 39, max = 13) Save Table: Cust
+5 (total = 42, max = 14) Reference: DM
+6 (total = 45, max = 15) Groups: Custom
+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)    
Each level, get two "5th edition" picks (see ArchCustom5 per list).
Has access to all 5th edition classes, even if using "Sheets" or Background Points.
Gets 40 Rogue points per level.
 

[PC6] Custom Classes Group


d20izer3.5

Level KXP
Spells
1 0 (none)
2 2 (none)
3 4 (none)
4 8 (none)
5 16 (none)
6 32 (none)
7 64 (none)
8 128 (none)
9 256 (none)
10 450 (none)
11 550 (none)
12 660 (none)
13 780 (none)
14 910 (none)
15 1050 (none)
16 1200 (none)
17 1360 (none)
18 1530 (none)
19 1710 (none)
20 1900 (none)
21 2100 (none)
22 2310 (none)
23 2530 (none)
24 2760 (none)
25 3000 (none)
26 3250 (none)
27 3510 (none)
28 3780 (none)
29 4060 (none)
30 4350 (none)
31 4650 (none)
32 4960 (none)
33 5280 (none)
34 5610 (none)
35 5950 (none)
36 6300 (none)
TH Saves
PD RS PP BW Sp Fo Re Wi
+0 (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: Con 9 (also see description)
Alignment: any
HD/level: d9
Weapon Prof.: 3+level/3
To Hit Table: Cust
Save Table: Cust
Reference: DM {Planeshifted Collectivizer3}
Groups: Custom
 
Each Level: The DM rolls a random class from Collective 3.5. You get the abilities of that class. You do not need to meet the requirements of the class.
See the following pages for the 3.5 list of classes.
The page numbers are for the Crystal Keep PDFs. (Ba=base, Pr=prestige)

[PC6] Custom Classes Group


d20izer3.5 Class Determination (page 1)

d730 Class Source
1 Artificer Ba4
2 Artificer, Warforged Ba4
3 Warforged Artificer Ba4
4 Ape Totem Barbarian Ba6
5 Barbarian Ba6
6 Barbarian, Ape Totem Ba6
7 Barbarian, Bear Totem Ba6
8 Barbarian, Boar Totem Ba6
9 Barbarian, Jaguar Totem Ba6
10 Bear Totem Barbarian Ba6
11 Boar Totem Barbarian Ba6
12 Jaguar Totem Barbarian Ba6
13 Barbarian, Dragon Totem Ba7
14 Barbarian, Eagle Totem Ba7
15 Barbarian, Horse Totem Ba7
16 Dragon Totem Barbarian Ba7
17 Eagle Totem Barbarian Ba7
18 Horse Totem Barbarian Ba7
19 Barbarian, Lion Totem Ba8
20 Horselord Ba8
21 Implacable Ba8
22 Lion Totem Barbarian Ba8
23 Barbarian, Serpent Totem Ba9
24 Barbarian, Wolf Totem Ba9
25 Serpent Totem Barbarian Ba9
26 Wolf Totem Barbarian Ba9
27 Barbarian, Berserker Strength Ba10
28 Barbarian, City Brawler Ba10
29 Barbarian, Dashing Step Ba10
30 Barbarian, FearsomeGaze Ba11
31 Barbarian, RelentlessSmash Ba11
32 Barbarian, Unshakable Ba11
33 Barbarian, Goliath Ba12
34 Goliath Barbarian Ba12
35 Barbarian, Halfling Ba14
36 Halfling Barbarian Ba14
37 Barbarian, Half-Orc Ba15
38 Half-Orc Barbarian Ba15
39 Bard Ba16
40 Bard, Divine Ba16
41 Bard, Savage Ba16
42 Divine Bard Ba16
43 Harbinger Ba16
44 Savage Bard Ba16
45 Bard, Bardic Knack Ba18
d730 Class Source
46 Bard, Gnome Ba19
47 Gnome Bard Ba19
48 Bard, Half-Elf Ba21
49 Half-Elf Bard Ba21
50 Ancestral Speaker Ba23
51 Arcane Disciple Ba23
52 Aspirant Ba23
53 Cleric Ba23
54 Benevolent Ba25
55 Cleric, Cloistered Ba25
56 Cloistered Cleric Ba25
57 Crusader Ba25
58 Cleric, Rage Ba26
59 Evangelist Ba26
60 Rage Cleric Ba26
61 Cleric, Domain Focus Ba27
62 Cleric, Spontaneous Domain Casting Ba27
63 Cleric, Dwarven Ba28
64 Dwarven Cleric Ba28
65 Cleric, Raptoran Ba29
66 Raptoran Cleric Ba29
67 Druid Ba33
68 Druidic Avenger Ba33
69 Metal Master Ba33
70 Sidhe Scholar Ba33
71 Druid, Storm Ba35
72 Druid, Totem Ba35
73 Druid, Urban Ba35
74 Storm Druid Ba35
75 Totem Druid Ba35
76 Urban Druid Ba35
77 Wild Reaper Ba37
78 Wind Walker Ba37
79 Winter Warden Ba37
80 Druid, Focused Animal Ba39
81 Druid, Shapeshift Ba39
82 Druid, Spontaneous Rejuvenation Ba39
83 Druid, Goliath Ba41
84 Goliath Druid Ba41
85 Druid, Halfling Ba42
86 Halfling Druid Ba42
87 Druid, Half-Orc Ba44
88 Half-Orc Druid Ba44
89 Druid, Shifter Ba45
90 Shifter Druid Ba45
d730 Class Source
91 Bodyguard Ba48
92 Commander Ba48
93 Corsair Ba48
94 Fighter Ba48
95 Exoticist Ba49
96 Fencer Ba49
97 Horseman Ba49
98 Janissary Ba50
99 Kensai Ba50
100 Knight' Ba50
101 Pugilist Ba51
102 Shield Bearer Ba51
103 Survivalist Ba51
104 Targetteer Ba52
105 Thane Ba52
106 Thug Ba52
107 Fighter, Counterattack Ba53
108 Fighter, Elusive Attack Ba53
109 Fighter, Overpowering Attack Ba53
110 Dwarven Fighter Ba54
111 Fighter, Dwarven Ba54
112 Fighter, Half-Elf Ba55
113 Half-Elf Fighter Ba55
114 Fighter, Raptoran Ba56
115 Raptoran Fighter Ba56
116 Fighter, Warforged Ba57
117 Warforged Fighter Ba57
118 Chaos Monk Ba58
119 Holy Monk Ba58
120 Hunting Monk Ba58
121 Monk Ba58
122 Monk, Chaos Ba58
123 Monk, Holy Ba58
124 Monk, Hunting Ba58
125 Martial Monk Ba60
126 Monk, Martial Ba60
127 Monk, Raging Ba60
128 Monk, Sidewinder Ba60
129 Raging Monk Ba60
130 Sidewinder Monk Ba60
131 Monk, Steadfast Ba62
132 Monk, Vigilant Ba62
133 Monk, Wild Ba62
134 Steadfast Monk Ba62
135 Vigilant Monk Ba62

[PC6] Custom Classes Group


d20izer3.5 Class Determination (page 2)

d730 Class Source
136 Wild Monk Ba62
137 Monk, Bane of the Clockwork Ba64
138 Monk, Decisive Strike Ba64
139 Monk, Sacred Strike Ba64
140 Monk, Sacred Strike' Ba66
141 Monk, Unwavering Dedication Ba66
142 Monk, Wholeness of Others Ba66
143 Halfling Monk Ba68
144 Monk, Halfling Ba68
145 Illuminated Monk Ba69
146 Monk, Illuminated Ba69
147 Anarch Ba73
148 Anti-Paladin Ba73
149 Avenger Ba73
150 Paladin Ba73
151 Corrupter Ba75
152 Despot Ba75
153 Enforcer Ba75
154 Gnome Paladin Ba77
155 Incarnate Ba77
156 Non-Spellcasting Paladin Ba77
157 Paladin, Gnome Ba77
158 Paladin, Non-Spellcasting Ba77
159 Paladin of Freedom Ba79
160 Paladin of Honor Ba79
161 Paladin of Slaughter Ba79
162 Paladin of Tyranny Ba79
163 Sentinel Ba81
164 Wyrmslayer Ba81
165 Paladin, Angel's Sight Ba82
166 Paladin, Aura of Banishment Ba82
167 Paladin, Aura of Sanctity Ba82
168 Paladin, Charging Smite Ba83
169 Paladin, Gaze of Truth Ba83
170 Paladin, Hunter of Fiends Ba83
171 Paladin, Power of Self Ba84
172 Paladin, Smiting Arrow Ba84
173 Paladin, Sword of Celestia Ba84
174 Elf Paladin Ba85
175 Paladin, Elf Ba85
176 Half-Orc Paladin Ba86
177 Paladin, Half-Orc Ba86
178 Paladin, Warforged Ba87
179 Warforged Paladin Ba87
180 Paladin of Light Ba88
d730 Class Source
181 Solstice Knight Ba89
182 Mystic Ranger Ba91
183 Non-Spellcasting Ranger Ba91
184 Planar Ranger Ba91
185 Ranger Ba91
186 Ranger, Mystic Ba91
187 Ranger, Non-Spellcasting Ba91
188 Ranger, Planar Ba91
189 Ranger, Urban Ba93
190 Urban Ranger Ba93
191 Wild Defender Ba93
192 Ranger, Distracting Attack Ba94
193 Ranger, Solitary Hunter Ba94
194 Elf Ranger Ba95
195 Ranger, Elf Ba95
196 Gnome Ranger Ba96
197 Ranger, Gnome Ba96
198 Half-Elf Ranger Ba97
199 Ranger, Half-Elf Ba97
200 Ranger, Shifter Ba98
201 Shifter Ranger Ba98
202 Moon-Warded Ranger Ba99
203 Ranger, Moon-Warded Ba99
204 Rogue Ba101
205 Rogue, Wilderness Ba101
206 Wilderness Rogue Ba101
207 Rogue, Disruptive Attack Ba102
208 Changeling Rogue Ba103
209 Rogue, Changeling Ba103
210 Dwarven Rogue Ba105
211 Rogue, Dwarf Ba105
212 Goliath Rogue Ba107
213 Rogue, Goliath Ba107
214 Halfling Rogue Ba109
215 Rogue, Halfling Ba109
216 Lunar Rogue Ba111
217 Rogue, Lunar Ba111
218 Battle Sorcerer Ba114
219 Poltergeist Ba114
220 Sorcerer Ba114
221 Sorcerer, Battle Ba114
222 Witch Ba114
223 Sorcerer, Arcane Reabsorbtion Ba116
224 Sorcerer, Draconic Ray Ba116
225 Sorcerer, Focus Caster Ba116
d730 Class Source
226 Sorcerer, Blood of Eberron Ba118
227 Sorcerer, Blood of Khyber Ba118
228 Sorcerer, Blood of Siberys Ba118
229 Sorcerer, Metamagic Specialist Ba119
230 Dwarven Sorcerer Ba120
231 Sorcerer, Dwarven Ba120
232 Raptoran Sorcerer Ba121
233 Sorcerer, Raptoran Ba121
234 Anagakok Ba123
235 Deathwalker Ba123
236 Filidh Ba123
237 Wizard Ba123
238 Fleshcrafter Ba125
239 Soul Reaper Ba125
240 Wizard, Arcane Reabsorbtion Ba126
241 Wizard, Focus Caster Ba126
242 Abjurer Ba128
243 Abjurer, Focus Caster Ba128
244 Abjurer, Resistance to Energy Ba128
245 Abjurer, Urgent Shield Ba128
246 Abjurer, Aura of Protection Ba129
247 Abjurer, Spontaneous Dispelling Ba129
248 Conjurer Ba130
249 Conjurer, Abrupt Jaunt Ba130
250 Conjurer, Focus Caster Ba130
251 Conjurer, Rapid Summoning Ba130
252 Conjurer, Enhanced Summoning Ba131
253 Conjurer, Spontaneous Summoning Ba131
254 Diviner Ba132
255 Diviner, Enhanced Awareness Ba132
256 Diviner, Focus Caster Ba132
257 Diviner, Glimpse Peril Ba132
258 Diviner, Bonus Diviner Feat Ba133
259 Diviner, Prescience Ba133
260 Enchanter Ba134
261 Enchanter, Cohort Ba134
262 Enchanter, Focus Caster Ba134
263 Enchanter, Instant Daze Ba134
264 Enchanter, Extended Enchantments Ba135
265 Enchanter, Social Proficiency Ba135
266 Evoker Ba136
267 Evoker, Counterfire Ba136
268 Evoker, Energy Affinity Ba136
269 Evoker, Focus Caster Ba136
270 Evoker, Energy Substitution Ba137

[PC6] Custom Classes Group


d20izer3.5 Class Determination (page 3)

d730 Class Source
271 Evoker, Overcome Resistance Ba137
272 Illusionist Ba138
273 Illusionist, Brief Figment Ba138
274 Illusionist, Chain of Disbelief Ba138
275 Illusionist, Focus Caster Ba138
276 Illusionist, Illusion Master Ba139
277 Illusionist, Shadow Shaper Ba139
278 Necromancer Ba140
279 Necromancer, Cursed Glance Ba140
280 Necromancer, Focus Caster Ba140
281 Necromancer, Skeletal Minion Ba140
282 Necromancer, Enhance Undead Ba141
283 Necromancer, Undead Apotheosis Ba141
284 Transmuter Ba142
285 Transmuter, Enhance Attribute Ba142
286 Transmuter, Focus Caster Ba142
287 Transmuter, Sudden Shift Ba142
288 Transmuter, Spell Versatility Ba143
289 Transmuter, Transmutable Memory Ba143
290 Changeling Wizard Ba144
291 Wizard, Changeling Ba144
292 Elf Wizard Ba145
293 Wizard, Elf Ba145
294 Gnome Illusionist Ba146
295 Illusionist, Gnome Ba146
296 Halfling Wizard Ba147
297 Wizard, Halfling Ba147
298 Beguiler Ba148
299 Duskblade Ba149
300 Black Dragon Shaman Ba150
301 Blue Dragon Shaman Ba150
302 Brass Dragon Shaman Ba150
303 Bronze Dragon Shaman Ba150
304 Copper Dragon Shaman Ba150
305 Dragon Shaman, Black Ba150
306 Dragon Shaman, Blue Ba150
307 Dragon Shaman, Brass Ba150
308 Dragon Shaman, Bronze Ba150
309 Dragon Shaman, Copper Ba150
310 Dragon Shaman, Gold Ba151
311 Dragon Shaman, Green Ba151
312 Dragon Shaman, Red Ba151
313 Dragon Shaman, Silver Ba151
314 Dragon Shaman, White Ba151
315 Gold Dragon Shaman Ba151
d730 Class Source
316 Green Dragon Shaman Ba151
317 Red Dragon Shaman Ba151
318 Silver Dragon Shaman Ba151
319 White Dragon Shaman Ba151
320 Favored Soul Ba153
321 Favored Soul, Deity's Favor Ba153
322 Hexblade Ba154
323 Hexblade, Dark Companion Ba154
324 Hexblade, Focus Caster Ba154
325 Knight Ba156
326 Marshal Ba157
327 Marshal, Adrenaline Boost Ba157
328 Ninja Ba158
329 Samurai Ba159
330 Scout Ba160
331 Scout, Dungeon Specialist Ba160
332 Scout, Light Cavalry160 Ba160
333 Scout, Sniper Ba160
334 Spellthief Ba162
335 Spirit Shaman Ba163
336 Swashbuckler Ba164
337 Swashbuckler, Shield of Blades Ba164
338 Warlock Ba165
339 Warlock, Fiendish Flamewreath Ba165
340 Warmage Ba166
341 Warmage, Eclectic Learning Ba166
342 Adept Ba167
343 Adept, Urban Ba167
344 Aristocrat Ba167
345 Changeling Egoist Ba167
346 Commoner Ba167
347 Egoist, Changeling Ba167
348 Erudite Ba167
349 Expert Ba167
350 Kalashtar Monk Ba167
351 Kalashtar Soulknife Ba167
352 Kalashtar Telepath Ba167
353 Magewright Ba167
354 Monk, Kalashtar Ba167
355 Religious Adept Ba167
356 Sha'ir Ba167
357 Shifter Wilder Ba167
358 Shugenja Ba167
359 Soulknife, Kalashtar Ba167
360 Soulknife, Umbragen Ba167
d730 Class Source
361 Telepath, Kalashtar Ba167
362 Umbragen Soulknife Ba167
363 Urban Adept Ba167
364 Warrior Ba167
365 Wilder, Shifter Ba167
366 Wu Jen Ba167
367 Acolyte of the Skin Pr19
368 Aerial Avenger Pr19
369 Alchemist Savant Pr19
370 Alienist Pr19
371 Anointed Knight Pr20
372 Apelord Pr20
373 Apostle of Peace Pr20
374 Anarchnomancer Pr21
375 Arcane Archer Pr21
376 Arcane Devotee Pr21
377 Arcane Hierophant Pr21
378 Arcane Trickster Pr22
379 Archmage Pr22
380 Argent Savant Pr22
381 Assassin Pr23
382 Battesmith Pr23
383 Bearlord Pr23
384 Beloved of Valarian Pr23
385 Battle Howler of Gruumsh Pr24
386 Bear Warrior Pr24
387 Beastmaster Pr24
388 Birdlord Pr24
389 Black Flame Zealot Pr24
390 Blackguard Pr25
391 Blade Bravo Pr25
392 Bladesinger Pr25
393 Blighter Pr25
394 Blood Magus Pr25
395 Bloodhount Pr26
396 Bowman Charger Pr26
397 Branch Dancer Pr26
398 Cabinet Trickster Pr26
399 Cannith Wand Adept Pr27
400 Catlord Pr27
401 Cavalier Pr27
402 Cavelord Pr27
403 Celebrant of Sharess Pr28
404 Celestial Mystic Pr28
405 Chameleon Pr28

[PC6] Custom Classes Group


d20izer3.5 Class Determination (page 4)

d730 Class Source
406 Champion of Corellon Larethian Pr29
407 Champion of Gwynharwyf Pr29
408 Charlatan Pr29
409 Chimeric Champion of Garl Glittergold Pr30
410 Church Inquisitor Pr30
411 Citadel Elite Pr30
412 Consecrated Harrier Pr30
413 Contemplative Pr30
414 Cragtop Archer Pr30
415 Crane Shen Pr31
416 Daggerspell Mage Pr31
417 Daggerspell Shaper Pr31
418 Dark Hunter Pr31
419 Darkwater Knight Pr31
420 Darkwood Stalker Pr32
421 Deadgrim Pr32
422 Deep Diviner Pr32
423 Deepwarden Pr32
424 Defender of Sealtiel Pr33
425 Dervish Pr33
426 Divine Champion Pr33
427 Divine Crusader Pr33
428 Divine Disciple Pr33
429 Divine Oracle Pr34
430 Divine Prankster Pr34
431 Divine Seeker Pr34
432 Dragon Disciple Pr34
433 Dragon Shen Pr34
434 Dragonmark Heir Pr35
435 Dread Pirate Pr35
436 Drow Judicator Pr35
437 Drunken Master Pr35
438 Duelist Pr35
439 Dungeon Delver Pr36
440 Dwarven Defender Pr36
441 Earth Dreamer Pr36
442 Earthshaker Pr36
443 Effigy Master Pr37
444 Eldeen Ranger, Ashbound Pr37
445 Eldeen Ranger, Children of Winter Pr37
446 Eldeen Ranger, Gatekeepers Pr37
447 Eldeen Ranger, Green Singers Pr37
448 Eldeen Ranger, Wardens of the Woods Pr38
449 Eldritch Knight Pr38
450 Elemental Savant Pr38
d730 Class Source
451 Emissary of Barachiel Pr38
452 Enlightened Fist Pr39
453 Entropomancer Pr39
454 Evangelist Pr39
455 Evereskan Tomb Guardian Pr39
456 Exalted Arcanist Pr40
457 Exemplar Pr40
458 Exorcist of the Silver Flame Pr40
459 Exotic Weapon Master Pr41
460 Extreme Explorer Pr41
461 Eye of Gruumsh Pr42
462 Eye of Horus-Re Pr42
463 Firestorm Berserker Pr42
464 Fist of Raziel Pr42
465 Fochlucan Lyrist Pr43
466 Force Missile Mage Pr43
467 Frenzied Berserker Pr43
468 Geomancer Pr44
469 Geometer Pr44
470 Ghost-Faced Killer Pr44
471 Gnome Giant-Slayer Pr44
472 Green Star Adept Pr45
473 Green Whisperer Pr45
474 Halfling Outrider Pr45
475 Hammer of Moradin Pr45
476 Harper Agent Pr46
477 Harper Paragon Pr46
478 Hathran Pr46
479 Heartfire Fanner Pr47
480 Heir of Siberys Pr47
481 Hierophant Pr48
482 High Handcrafter Pr48
483 Highland Stalker Pr48
484 Holy Liberator Pr49
485 Horizon Walker Pr49
486 Horselord Pr49
487 Hospitaler Pr50
488 Hunter of the Dead Pr50
489 Icesinger Pr50
490 Imaskari Vengeance Taker Pr50
491 Incantatrix Pr51
492 Incantifier Pr51
493 Infused Spellcater Pr51
494 Infused Warrior Pr51
495 Initiate of Pistis Sophia Pr52
d730 Class Source
496 Invisible Blade Pr52
497 Itinerant Warder of Yondala Pr52
498 Initiate of the Sevenfold Veil Pr53
499 Jester Pr53
500 Jobber Pr54
501 Justicar Pr54
502 Justice Hammer of Moradin Pr54
503 Justiciar of Tyr Pr54
504 Kensai Pr54
505 Knight of Holy Shielding Pr55
506 Knight of the Chalice Pr55
507 Knight Protector Pr55
508 Lion of Talisid Pr55
509 Loremaster Pr56
510 Luckstealer Pr56
511 Maester Pr56
512 Mage of the Arcane Order Pr56
513 Magic Filcher Pr57
514 Maiden of Pain Pr57
515 Mantis Shen Pr57
516 Martyred Champion of Ilmater Pr57
517 Master Astrologer Pr58
518 Master Inquisitive Pr58
519 Master of Many Forms Pr58
520 Master of the East Wind Pr59
521 Master Thrower Pr59
522 Master of the North Wind Pr60
523 Master of the South Wind Pr60
524 Master of the Unseen Hand Pr60
525 Master of the West Wind Pr60
526 Master Transmogrifist Pr60
527 Memory Smith Pr61
528 Menacing Brute Pr61
529 Mindbender Pr61
530 Mindspy Pr61
531 Monk of the Long Death Pr62
532 Monkey Shen Pr62
533 Moonspeaker Pr62
534 Morninglord of Lathander Pr62
535 Mourner Pr62
536 Mole Pr63
537 Mystic Keeper of Corellon Larethian Pr63
538 Mystic Theurge Pr63
539 Nature's Warrior Pr63
540 Nightsong Enforcer Pr64

[PC6] Custom Classes Group


d20izer3.5 Class Determination (page 5)

d730 Class Source
541 Nightsong Infiltrator Pr64
542 Occult Slayer Pr64
543 Ollam Pr64
544 Oppressor Pr64
545 Order of the Bow Initiate Pr65
546 Outcast Champion Pr65
547 Panther Shen Pr65
548 Pious Templar Pr65
549 Poisoner Pr65
550 Prime Underdark Guide Pr66
551 Prophet of Erathaol Pr66
552 Purebreath Devotee Pr66
553 Purple Dragon Knight Pr66
554 Purple Dragon Knight' Pr67
555 Radiant Servant of Pelor Pr67
556 Rage Mage Pr67
557 Rainbow Servant Pr67
558 Ravager Pr68
559 Reachrunner Pr68
560 Reaping Mauler Pr68
561 Recaster Pr68
562 Red Wizard Pr68
563 Reforged Pr69
564 Replacement Killer Pr69
565 Ronin Pr69
566 Ruathar Pr69
567 Runecaster Pr70
568 Runesmith Pr70
569 Sacred Exorcist Pr70
570 Sacred Fist Pr70
571 Scar Enforcer Pr70
572 Seeker of the Misty Isle Pr71
573 Seeker of the Song Pr71
574 Sentinel of Bharrai Pr71
575 Shaaryan Hunter Pr71
576 Shadow Adept Pr72
577 Shadow Dancer Pr72
578 Shadow Thief of Amn Pr72
579 Shadowbane Inquisitor Pr72
580 Shadowbane Stalker Pr73
581 Shadowcraft Mage Pr73
582 Shadowcrafter Pr73
583 Shaper of Form Pr73
584 Sharklord Pr74
585 Sharn Skymage Pr74
d730 Class Source
586 Shinning Blade of Heironeous Pr74
587 Skylord Pr74
588 Slayer of Domiel Pr75
589 Slime Lord Pr75
590 Snake Shen Pr75
591 Snakelord Pr75
592 Son of Mercy Pr75
593 Spellcarved Soldier Pr76
594 Spellguard of Silverymoon Pr76
595 Spellsword Pr76
596 Spirit Speaker Pr76
597 Spymaster Pr77
598 Stalker of Kharash Pr77
599 Stoneblessed, Dwarf Pr77
600 Stoneblessed, Gnome Pr77
601 Stoneblessed, Goliath Pr78
602 Stonedeath Assassin Pr78
603 Stoneface Pr78
604 Stonelord Pr78
605 Stormlord Pr79
606 Streetfighter Pr79
607 Sublime Chord Pr79
608 Suel Arcanamach Pr79
609 Swanmay Pr79
610 Sword of Righteousness Pr80
611 Sworn Slayer Pr80
612 Tattooed Monk Pr81
613 Tempest Pr82
614 Temple Raider of Olidammara Pr82
615 Thaumaturgist Pr82
616 Thayan Knight Pr82
617 Thief-Acrobat Pr83
618 Thrall of Baphomet Pr83
619 Thrall of Dagon Pr83
620 Thrall of Fraz-Urb'luu Pr84
621 Thrall of Kostchtchie Pr84
622 Thrall of Pazuzu Pr85
623 Thrall of Zuggtomy Pr85
624 Tiger Shen Pr85
625 Troubadour of Stars Pr86
626 Urban Soul Pr86
627 Ur-Priest Pr86
628 Vassal of Bahamut Pr87
629 Vermin Keeper Pr87
630 Vigilante Pr87
d730 Class Source
631 Virtuoso Pr87
632 Void Disciple Pr88
633 War Chanter Pr88
634 Warforged Juggernaut Pr88
635 Warpriest Pr88
636 Warshaper Pr88
637 Wayfarer Guide Pr89
638 Weretouched Master Pr89
639 Whisperknife Pr89
640 Wild Mage Pr90
641 Wild Plains Outrider Pr90
642 Wildrunner Pr90
643 Wolflord Pr90
644 Wonderworker Pr90
645 World Speaker Pr91
646 Wormhunter Pr91
647 Yathchol Webrider Pr91
648 Yathrinshee Pr92
649 Zhentarim Spy Pr92
650 Avantist Pr93
651 Black Blood Hunter Pr93
652 Cognition Thief Pr93
653 Dawncaller Pr93
654 Ephemeral Exemplar Pr93
655 Epic Artificer Pr93
656 Epic Barbaran Pr93
657 Epic Bard Pr93
658 Epic Cleric Pr93
659 Epic Druid Pr93
660 Epic Fighter Pr93
661 Epic Monk Pr93
662 Epic Paladin Pr93
663 Epic Ranger Pr93
664 Epic Rogue Pr93
665 Epic Sorcerer Pr93
666 Epic Warlock Pr93
667 Epic Warmage Pr93
668 Epic Wizard Pr93
669 Epic Wu Jen Pr93
670 Goliath Liberator Pr93
671 Hulking Hurler Pr93
672 Illithid Body Tamer Pr93
673 Inquisitor of the Drowning Goddess Pr93
674 Iron Mind Pr93
675 Loredelver Pr93

[PC6] Custom Classes Group


d20izer3.5 Class Determination (page 6)

d730 Class Source
676 Lurking Terror Pr93
677 Master Vampire Pr93
678 Mind Mage Pr93
679 Netherese Arcanist Pr93
680 Ocular Master Pr93
681 Peregrine Runner Pr93
682 Quori Nightmare Pr93
683 Risen Martyr Pr93
684 Sea Mother Whip Pr93
685 Shadow Sentinel Pr93
686 Shadowmind Pr93
687 Skypledged Pr93
688 Spellfire Hierophant Pr93
689 Stonespeaker Guardian Pr93
690 Stormtalon Pr93
691 Tainted Sorcerer Pr93
692 Tainted Warrior Pr93
693 Tomb Warden Pr93
694 Unholy Abomination Pr93
695 Aberrant Paragon Pr94
696 Ararchomancer Pr94
d730 Class Source
697 Arvoreen's Keeper Pr94
698 Arvoreen's Warder Pr94
699 Barber Pr94
700 Battleguard of Tempus Pr94
701 Boge of Nomog-Geaya Pr94
702 Cerebrex Pr94
703 Companion of the Dead Pr94
704 Corsair Pr94
705 Deathstalker of Bhaal Pr94
706 Drow Paragon Pr94
707 Dwarf Paragon Pr94
708 Eagle Knight Pr94
709 Elf Paragon Pr94
710 Flux Adept Pr94
711 Gnome Paragon Pr94
712 Half-Dragon Paragon Pr94
713 Half-Elf Paragon Pr94
714 Halfling Paragon Pr94
715 Half-Orc Paragon Pr94
716 Harnmonium Peacekeeper Pr94
717 Holy Slayer Pr94
d730 Class Source
718 Human Paragon Pr94
719 Jaguar Knight Pr94
720 Kobold Paragon Pr94
721 Luminaire Pr94
722 Mamluk Pr94
723 Omatu Master Pr94
724 Orc Paragon Pr94
725 Osteomancer Pr94
726 Ranger Knight of Furyondy Pr94
727 Shadow Apostle Pr94
728 Shark Cultist Pr94
729 Silverhair Knight Pr94
730 Tiefling Paragon Pr94

[PC6] Custom Classes Group


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 X24 score (P24S) for this class, or 0.5 P24S for another class. A X24 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 [X24] and Innovator48 class)

[PC6] Custom Classes Group


Duplicator

Level KXP
Spells
1 0 (none)
2 2 (none)
3 4 (none)
4 8 (none)
5 20 (none)
6 40 (none)
7 80 (none)
8 150 (none)
9 280 (none)
10 580 (none)
11 880 (none)
12 1180 (none)
13 1480 (none)
14 1780 (none)
15 2080 (none)
16 2380 (none)
17 2680 (none)
18 2980 (none)
19 3280 (none)
20 3580 (none)
21 3880 (none)
22 4180 (none)
23 4480 (none)
24 4780 (none)
25 5080 (none)
26 5380 (none)
27 5680 (none)
28 5980 (none)
29 6280 (none)
30 6580 (none)
31 6880 (none)
32 7180 (none)
33 7480 (none)
34 7780 (none)
35 8080 (none)
36 8380 (none)
TH Saves
PD RS PP BW Sp Fo Re Wi
(same) (same)
(same) (same)
(same) (same)
(same) (same)
(same) (same)
(same) (same)
(same) (same)
(same) (same)
(same) (same)
(same) (same)
(same) (same)
(same) (same)
(same) (same)
(same) (same)
(same) (same)
(same) (same)
(same) (same)
(same) (same)
Requisites: Class Slots 1, Mini-Class Slots 1
Alignment: (as original)
HD/level: (as original)
Weapon Prof.: (as original)
To Hit Table: (as original)
Save Table: (as original)
Reference: DM
Groups: Custom
 
This class requires a Mini-Class slot in addition to the normal Class slot. This class exactly duplicates another class you have, which includes the name, XP table, etc. This class may be of different level than the duplicated class (it can be higher level).
Level 9: Choose one:
A. This requires an extra Mini-class slot. Replace the original class you're duplicating with another Duplicator class (so you have 2 Duplicator classes and no original). They both act as the original class but use the Duplicator XP chart.
B. You may duplicate a Mixed-class combination of classes instead of an individual class.
C. You may instead duplicate a class on another character you are playing. In this case, you may play the Duplicator class by itself, and don't need to have any original classes on your character at all.

[PC6] Custom Classes Group


Emulator

Level KXP
Spells
1 0 (varies)
2 0.5e (varies)
3 1e (varies)
4 2e (varies)
5 4e (varies)
6 8e (varies)
7 16e (varies)
8 30e (varies)
9 60e (varies)
10 100e (varies)
11 150e (varies)
12 200e (varies)
13 250e (varies)
14 300e (varies)
15 350e (varies)
16 400e (varies)
17 450e (varies)
18 500e (varies)
19 550e (varies)
20 600e (varies)
21 650e (varies)
22 700e (varies)
23 750e (varies)
24 800e (varies)
25 850e (varies)
26 900e (varies)
27 950e (varies)
28 1000e (varies)
29 1050e (varies)
30 1100e (varies)
31 1150e (varies)
32 1200e (varies)
33 1250e (varies)
34 1300e (varies)
35 1350e (varies)
36 1400e (varies)
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 3+e, Dex 3+e, Con 3+e, Int 3+e, Wis 3+e, Chr 3+e
Alignment: any
HD/level: d8
Weapon Prof.: 3+level/3
To Hit Table: Cust
Save Table: Cust
Reference: DM
Groups: Custom
 
Pick an "e" (emulation) factor. This must be at least 3 and be an integer. You may change "e" during a reset, but you must meet the new stat requirement (you cannot "owe" stat points). Note this class cannot be added at all unless you have straight 6's in stats.
 
You duplicate the powers of up to LVL classes. You get half your total XP in EmulatorDM to spend on each of these classes to see what level you are in each class. You must meet the stat and level requirements of each class you duplicate, but these requirements do not add to each other. You get the spell/psi progression, "Level:" abilities, and rogue-like abilities of each class. You do not get the HD, weapon proficiency progression, TH chart, or saves of the classes.
 
Your duplicated level must be equal to or less than "e". If it is above that, it is lowered to "e". Note that your duplicated level may exceed your true EmulatorDM level. Your CL is always your EmulatorDM level, unless a "Level:" ability changes this.
 
This class cannot duplicate classes from the Custom, Concordant, or Monster groups.

[PC6] Custom Classes Group


Exponenter


Level

KXP
Spells
TH
1 [ ((N-1)*0.5+1)*orig. ] (orig.^N) (orig.*N)
2 [ ((N-1)*1.5+1)*orig. ] (orig.^N) (orig.*N)
3 [ ((N-1)*2.5+1)*orig. ] (orig.^N) (orig.*N)
4 [ ((N-1)*3.5+1)*orig. ] (orig.^N) (orig.*N)
5 [ ((N-1)*4.5+1)*orig. ] (orig.^N) (orig.*N)
6 [ ((N-1)*5.5+1)*orig. ] (orig.^N) (orig.*N)
7 [ ((N-1)*6.5+1)*orig. ] (orig.^N) (orig.*N)
8 [ ((N-1)*7.5+1)*orig. ] (orig.^N) (orig.*N)
9 [ ((N-1)*8.5+1)*orig. ] (orig.^N) (orig.*N)
10 [ ((N-1)*9.5+1)*orig. ] (orig.^N) (orig.*N)
11 [ ((N-1)*10.5+1)*orig. ] (orig.^N) (orig.*N)
12 [ ((N-1)*11.5+1)*orig. ] (orig.^N) (orig.*N)
13 [ ((N-1)*12.5+1)*orig. ] (orig.^N) (orig.*N)
14 [ ((N-1)*13.5+1)*orig. ] (orig.^N) (orig.*N)
15 [ ((N-1)*14.5+1)*orig. ] (orig.^N) (orig.*N)
16 [ ((N-1)*15.5+1)*orig. ] (orig.^N) (orig.*N)
17 [ ((N-1)*16.5+1)*orig. ] (orig.^N) (orig.*N)
18 [ ((N-1)*17.5+1)*orig. ] (orig.^N) (orig.*N)
19 [ ((N-1)*18.5+1)*orig. ] (orig.^N) (orig.*N)
20 [ ((N-1)*19.5+1)*orig. ] (orig.^N) (orig.*N)
21 [ ((N-1)*20.5+1)*orig. ] (orig.^N) (orig.*N)
22 [ ((N-1)*21.5+1)*orig. ] (orig.^N) (orig.*N)
23 [ ((N-1)*22.5+1)*orig. ] (orig.^N) (orig.*N)
24 [ ((N-1)*23.5+1)*orig. ] (orig.^N) (orig.*N)
25 [ ((N-1)*24.5+1)*orig. ] (orig.^N) (orig.*N)
26 [ ((N-1)*25.5+1)*orig. ] (orig.^N) (orig.*N)
27 [ ((N-1)*26.5+1)*orig. ] (orig.^N) (orig.*N)
28 [ ((N-1)*27.5+1)*orig. ] (orig.^N) (orig.*N)
29 [ ((N-1)*28.5+1)*orig. ] (orig.^N) (orig.*N)
30 [ ((N-1)*29.5+1)*orig. ] (orig.^N) (orig.*N)
31 [ ((N-1)*30.5+1)*orig. ] (orig.^N) (orig.*N)
32 [ ((N-1)*31.5+1)*orig. ] (orig.^N) (orig.*N)
33 [ ((N-1)*32.5+1)*orig. ] (orig.^N) (orig.*N)
34 [ ((N-1)*33.5+1)*orig. ] (orig.^N) (orig.*N)
35 [ ((N-1)*34.5+1)*orig. ] (orig.^N) (orig.*N)
36 [ ((N-1)*35.5+1)*orig. ] (orig.^N) (orig.*N)
37 [ ((N-1)*36.5+1)*orig. ] (orig.^N) (orig.*N)
38 [ ((N-1)*37.5+1)*orig. ] (orig.^N) (orig.*N)
39 [ ((N-1)*38.5+1)*orig. ] (orig.^N) (orig.*N)
45 [ ((N-1)*44.5+1)*orig. ] (orig.^N) (orig.*N)
54 [ ((N-1)*53.5+1)*orig. ] (orig.^N) (orig.*N)
63 [ ((N-1)*62.5+1)*orig. ] (orig.^N) (orig.*N)
72 [ ((N-1)*71.5+1)*orig. ] (orig.^N) (orig.*N)
Requisites: Original +9*N each,
  Class Slots xN
Alignment: as original
HD/level: (*N)d(*N) original (no &'s)
Weapon Prof.: As original base *N
To Hit Table: As original base *N
Reference: RM {Futureshifted Conjugator}
Groups: Custom, Futureshifted, PC Designed
Complexity: CF=5
   
Saving Throws:
PPD: (as original *N)
RSW: (as original *N)
PP: (as original *N)
BW: (as original *N)
Spell: (as original *N)
Fort: (as original *N)
Reflex: (as original *N)
Will: (as original *N)
 
For abilities, see next page.

[PC6] Custom Classes Group


Exponenter Abilities

Pick an N for this class. N must be positive and cannot be greater than LVL.
Pick another class you know. The class chosen cannot be Custom group, and must be a x1 multiplier class.
This class does not benefit from "Min Level" in the current campaign. (Conjugator does not have this restriction; this is an important difference between Conjugator and Exponenter).
The Hit Dice is *N the number of dice and *N the die size (e.g. 2d3 would become 4d6 at N=2).
Your "CL" and "LVL" for abilities is equal to your level to the Nth power instead of your level. However, you get "Level:" abilities (and "picks") only up to your level as normal (it is *not* squared).
Warriors: Your base number of attacks is based on your level ^N instead of your level. However, you cannot go beyond the bottom of the number of attacks chart.
Spell casters: Read on the ML=(level ^N) line, but your max SL is based only on ML=(level). For example, a level 4 Exponenter (N=2) emulating a Mage2 reads on the ML=16 line, but has only 1st and 2nd level spells (the max SL that a normal Mage2 has).
Priests: You turn undead using level ^N. GGL powers that are LVL based use level ^N, but you get Level: picks only up to your level.
Rogues: You get rogue points as if you were LVL=(level ^N), but you read the rogue chart only down to your level (not squared).
Psionicists: Your LVL in PSP calculations is your level ^N.
DM Note: In certain cases a formula is given for a class ability which is actually meant to abbreviate a "stack" of Level: abilities, such as "+LVL GGL picks". In these cases, the DM may rule you do not square that LVL number, you just use level. The ruling here is somewhat dependent on what else the class does, if the class gets almost no other benefits from Conjugator, the DM is more likely to let you use level squared. A good example of this is Pet Mage, which *does* use level squared for number of familiars, because otherwise a Conjugated Pet Mage does almost nothing extra.

[PC6] Custom Classes Group


Ferret

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

[PC6] Custom Classes Group


FMCTP1/2

Level KXP
Spells
1 0 (varies)
2 3.225 (varies)
3 6.45 (varies)
4 12.9 (varies)
5 28.1 (varies)
6 50.75 (varies)
7 90.75 (varies)
8 159.5 (varies)
9 307 (varies)
10 598.5 (varies)
11 892 (varies)
12 1239 (varies)
13 1586 (varies)
14 1948 (varies)
15 2417.5 (varies)
16 2892 (varies)
17 3366.5 (varies)
18 3851 (varies)
19 4345.5 (varies)
20 4840 (varies)
21 5334.5 (varies)
22 5829 (varies)
23 6323.5 (varies)
24 6818 (varies)
25 7312.5 (varies)
26 7807 (varies)
27 8414 (varies)
28 9021 (varies)
29 9628 (varies)
30 10235 (varies)
31 10842 (varies)
32 11449 (varies)
33 12056 (varies)
34 12663 (varies)
35 13270 (varies)
36 13877 (varies)
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 9, Dex 9, Int 14, Wis 14, Either Con 9 or Chr 9
Alignment: any
HD/level: d10
Weapon Prof.: 4+level/2
To Hit Table: War
Save Table: War/Wiz/Pri/Rog/Psi
Reference: DM / PH1 / PH2
Groups: Custom
 
This is a mixed class Fighter+Magic-User+Cleric+Thief+Psionicist. You may pick 1st or 2nd edition for each of the classes. Regardless of what classes comprise the FMCTP mix, you can ignore alignment restrictions for those classes.
 
The saves are "pick the best of War, Wiz, Pri, Rog, Psi saves for each category".
 
This class can mix with itself, TANB, Archer-Ranger, Cavalier-Paladin, Barbarian-Cleric, or ArchPsi1. It cannot mix with with more than one of these, and cannot mix with any other class.
 
Level 2: You may replace one of the classes with another class from the 5 given (e.g. you can drop Fighter and add Psionicist to be a Magic-User+Cleric+Thief+Psionicist+Psionicist). The XP and other data does not change.
Level 4: You may replace another class, as per Level 2.
Level 6: You may pick "0th edition" for classes. This does give you Psi0 (Martial Arts psionicisit) if you pick 0 for Psi.
Level 7: You may replace another class, as per Level 2.
Level 8: You may pick "3rd edition" for classes.
Level 9: You may replace instances of Fighter with Paladin or Ranger; Magic-User with one of the standard 8 specialist types; Cleric with Druid or Healer; Thief with Acrobat, Assassin, Monk, or Bard; Psionicist with Psi(-1), Psi1Blaster, Psi5, or Psi9A. You can do this for any number of classes in the mix, the XP and other data does not change.
Level 10: You may replace another class, as per Level 2. Starting with this replacement, if another mixed-class combination is mixed with FMCTP1/2, you can replace one of the classes in that mix instead.
Level 12: You may add another (6th) class with one of the five standard classes. This extra class cannot be changed using the Level 9 ability. Again, the XP and other data does not change.
Level 14: You may replace another class, as per Level 10. If you replace the 6th class from the Level 12 ability, it still cannot be changed using the Level 9 ability.
Level 18: You may pick "30th edition" for classes (currently, this does nothing except for Fighter30).
Level 24: Add a 7th class, in Monster or Custom group, must be of editions 0-4. Classes that cannot be mixed cannot be added here. Another FMCTP1/2 or WWPRP2/3 cannot be added here.
Level 27: Can replace one class with any class in it's group with XP < FMCTP's XP.
Level 28: You may pick "5th edition" for classes.
Level 36: Add an 8th class, any group, of editions 0-5.

[PC6] Custom Classes Group


G-Acter0

Level KXP X21
mMG SUV
1 0 -1- ---
2 200 -2- ---
3 600 12- ---
4 1200 13- ---
5 2000 23- ---
6 3000 24- ---
7 4000 34- ---
8 6000 441 ---
9 8000 451 ---
10 10000 452 ---
11 12000 462 ---
12 14000 463 ---
13 16000 473 ---
14 18000 473 1--
15 20000 474 1--
16 22000 474 2--
17 24000 475 2--
18 26000 475 3--
19 28000 476 3--
20 30000 476 4--
21 32000 477 4--
22 34000 477 41-
23 36000 477 51-
24 38000 477 61-
25 40000 477 62-
26 42000 477 72-
27 44000 577 72-
28 46000 577 73-
29 48000 677 73-
30 50000 677 741
31 52000 777 742
32 54000 777 753
33 56000 877 754
34 58000 877 765
35 60000 977 766
36 62000 977 776 1
37 124000 977 776 2
38 186000 977 776 3
39 248000 977 776 4
45 620000 988 777 7
54 1178000 999 999 8
63 1736000 BAA AAA A
72 2294000 CCB BBB B1
Requisites: HCL 9 (may owe), HNCL 18,
  Dex 10, Con 10, Chr 40 (may owe)
Alignment: any
HD/level: & 3d6
Weapon Prof.: & +level
To Hit: & +level
Saves: & +level
Reference: DM
Groups: Concordant (x2), Demigod (x2),
  Custom
 
[X] Section stats
ihp +0
iTH +0
P Save +0
M Save +1
War +0
Rog +0
PPsi +0
Wiz +0
Pri +0
MPsi +1
       
Hold G actions. You may use 1S+1V+1X+1G per segment. You may convert 1G -> 1X and 1X->1F.
Level N (every level): +1G action
Gets X21 powers. X21 powers that modify CL, ML, level, or XP cannot be applied to the G-Acter0 class. The powers that give Bonus to Mirrored XP cannot apply the bonus to the G-Acter0 class (you have to spend it elsewhere).
Level 2: You may convert 2G -> 1 IG (Instantaneous Godly Action). Instantaneous actions cannot be responded to except by J actions (or better).
Level 4: You may convert 2G -> 1 of any action type you have or specifically need to use an ability.
Level 6: You may convert 4G -> 1JG. You may convert 2 IG -> 1 IQG.
Level 9: You may convert 7G -> 1RG or 1Q∞G.
Level 12: You may convert 8G -> 1KG. You may convert 2JG -> 1JQG.
Level 18: You may convert 2KG -> 1KQG. You may convert 2scrG -> 1 IscrG. (scrG = Script Godly)
Level 21: You may convert 11G -> 1WG (A "lent" RG action, but you can't use your G that segment).
Level 27: You may convert 16G -> 1LG.

[PC6] Custom Classes Group


X21 Minor Powers (SL=2, Concordant SL=0)

# Power
1 Ignore x0 effects (assuming you are at least true x3 <- NOTE THE MULTIPLIER HERE)
2 Trade 7 of an action type for 1 Borrowed (b) or Held (h) of that action type.
3 Trade 14F to 1X
4 Trade 21 of an action type for 1 Instantaneous (I) of that action type.
5 x+1 Mirrored XP to Concordant and Demigod
6 Overwrite your base race to have +1 to all stats, AC, saves, hp, TH, and have the abilities of one [P3] race/adjective.

X21 Major Powers (SL=5, Concordant SL=0)

# Power
1 Ignore x0 effects (assuming you are at least true x2 <- NOTE THE MULTIPLIER HERE)
2 Trade 6 of an action type for 1 Borrowed (b) or Held (h) of that action type.
3 Trade 12F to 1X
4 Trade 18 of an action type for 1 Instantaneous (I) of that action type.
5 You may use borrowed or held actions to activate SL 0-2 effects you have.
6 x+2 Mirrored XP to Concordant and Demigod (doesn't stack with lower versions of this in X21)
7 Overwrite your base race to have +2 to all stats, AC, saves, hp, TH, and have the abilities of two [P3] races/adjectives.

X21 Grand Powers (SL=8, Concordant SL=0)

# Power
1 Ignore x0 effects (assuming you are at least true x1 <- NOTE THE MULTIPLIER HERE)
2 Trade 5 of an action type for 1 Borrowed (b) or Held (h) of that action type.
3 Trade 10F to 1X
4 Trade 15 of an action type for 1 Instantaneous (I) of that action type.
5 You may use borrowed or held actions to activate SL 0-5 effects you have.
6 x+3 Mirrored XP to Concordant and Demigod (doesn't stack with lower versions of this in X21)
7 Overwrite your base race to have +3 to all stats, AC, saves, hp, TH, and have the abilities of three [P3] races/adjectives.
8 xx1.1 hp
9 xx1.1 CL

[PC6] Custom Classes Group


X21 Super Powers (SL=11, Concordant SL=1)

# Power
1 Ignore x1 effects (assuming you are at least true x3 <- NOTE THE MULTIPLIER HERE)
2 Trade 4 of an action type for 1 Borrowed (b) or Held (h) of that action type.
3 Trade 8F to 1X
4 Trade 12 of an action type for 1 Instantaneous (I) of that action type.
5 You may use borrowed or held actions to activate SL 0-8 effects you have.
6 x+4 Mirrored XP to Concordant and Demigod (doesn't stack with lower versions of this in X21)
7 Overwrite your base race to have +4 to all stats, AC, saves, hp, TH, and have the abilities of four [P3] races/adjectives.
8 xx1.5 hp (doesn't stack with lower versions of this in X21)
9 xx1.3 CL (doesn't stack with lower versions of this in X21)
10 You have +1 HNCL or +0.1 HCL for purposes of qualifying for classes, kits, and feats.
11 Time/Reality/Loop Stable
12 xx1.1 ML in one class.

X21 Ultra Powers (SL=14, Concordant SL=4)

# Power
1 Ignore x1 effects (assuming you are at least true x2 <- NOTE THE MULTIPLIER HERE)
2 Trade 3 of an action type for 1 Borrowed (b) or Held (h) of that action type.
3 Trade 6F to 1X
4 Trade 9 of an action type for 1 Instantaneous (I) of that action type.
5 You may use borrowed or held actions to activate SL 0-11 (CSL 0-1) effects you have.
6 x+5 Mirrored XP to Concordant and Demigod (doesn't stack with lower versions of this in X21)
7 Overwrite your base race to have +5 to all stats, AC, saves, hp, TH, and have the abilities of five [P3] races/adjectives.
8 xx2 hp (doesn't stack with lower versions of this in X21)
9 xx1.5 CL (doesn't stack with lower versions of this in X21)
10 xx1.2 ML in one class. (doesn't stack with lower versions of this in X21)
11 Can trade 10000 hp into 1 ihp (as many times as you like)
12 Immune Pixelation
13 Immune to x0 to x3 Traps, x0 to x2 Tricks, x0 to x1 Specials
14 You may "material component" Martial Arts Maneuvers, Innate/Racial Abilities, Magic Item activations (non-Artifact) by spending an S action (in addition to normal costs)

[PC6] Custom Classes Group


X21 V [Ultra+1] Powers (SL=17, Concordant SL=7)

# Power
1 Ignore x2 effects (assuming you are at least true x5 <- NOTE THE MULTIPLIER HERE)
2 Trade 2 of an action type for 1 Borrowed (b) or Held (h) of that action type.
3 Trade 4F to 1X
4 Trade 7 of an action type for 1 Instantaneous (I) of that action type.
5 You may use borrowed or held actions to activate SL 0-14 (CSL 0-4) effects you have.
6 x+6 Mirrored XP to Concordant and Demigod (doesn't stack with lower versions of this in X21)
7 Overwrite your base race to have +6 to all stats, AC, saves, hp, TH, and have the abilities of six [P3] races/adjectives.
8 xx3 hp (doesn't stack with lower versions of this in X21)
9 xx1.7 CL (doesn't stack with lower versions of this in X21)
10 xx1.3 ML in one class. (doesn't stack with lower versions of this in X21)
11 Immune to x0 to x4 Traps, x0 to x3 Tricks, x0 to x2 Specials
12 You may "material component" Concordant spells by spending an F action (in addition to the normal X action).

X21 W [Ultra+2] Powers (SL=20, Concordant SL=10)

# Power
1 Ignore x2 effects (assuming you are at least true x4 <- NOTE THE MULTIPLIER HERE)
2 Trade 1 of an action type for 1 Borrowed (b) or Held (h) of that action type.
3 Trade 3F to 1X
4 Trade 6 of an action type for 1 Instantaneous (I) of that action type.
5 Trade 21X to 1G
6 You may use borrowed or held actions to activate SL 0-17 (CSL 0-7) effects you have.
7 x+7 Mirrored XP to Concordant and Demigod (doesn't stack with lower versions of this in X21)
8 Overwrite your base race to have +7 to all stats, AC, saves, hp, TH, and have the abilities of seven [P3] races/adjectives.
9 xx4 hp (doesn't stack with lower versions of this in X21)
10 xx1.9 CL (doesn't stack with lower versions of this in X21)
11 xx1.4 ML in one class. (doesn't stack with lower versions of this in X21)
12 xx1.1 ihp
13 xx1.1 CCL

[PC6] Custom Classes Group


X21 X [Ultra+3] Powers (SL=23, Concordant SL=13)

# Power
1 Ignore x2 effects (assuming you are at least true x3 <- NOTE THE MULTIPLIER HERE)
2 Trade 2F to 1X
3 Trade 5 of an action type for 1 Instantaneous (I) of that action type.
4 Trade 19X to 1G
5 You may use borrowed or held actions to activate SL 0-20 (CSL 0-10) effects you have.
6 x+8 Mirrored XP to Concordant and Demigod (doesn't stack with lower versions of this in X21)
7 Overwrite your base race to have +8 to all stats, AC, saves, hp, TH, and have the abilities of eight [P3] races/adjectives.
8 xx5 hp (doesn't stack with lower versions of this in X21)
9 xx2.1 CL (doesn't stack with lower versions of this in X21)
10 xx1.5 ML in one class. (doesn't stack with lower versions of this in X21)
11 xx1.3 ihp (doesn't stack with lower versions of this in X21)
12 xx1.2 CCL (doesn't stack with lower versions of this in X21)

X21 Y [Ultra+4] Powers (SL=26, Concordant SL=16)

# Power
1 Ignore x3 effects (assuming you are at least true x7 <- NOTE THE MULTIPLIER HERE)
2 Trade 1F to 1X
3 Trade 4 of an action type for 1 Instantaneous (I) of that action type.
4 Trade 17X to 1G
5 You may use borrowed or held actions to activate SL 0-23 (CSL 0-13) effects you have.
6 x+9 Mirrored XP to Concordant and Demigod (doesn't stack with lower versions of this in X21)
7 Overwrite your base race to have +9 to all stats, AC, saves, hp, TH, and have the abilities of nine [P3] races/adjectives.
8 xx6 hp (doesn't stack with lower versions of this in X21)
9 xx2.3 CL (doesn't stack with lower versions of this in X21)
10 xx1.6 ML in one class. (doesn't stack with lower versions of this in X21)
11 xx1.5 ihp (doesn't stack with lower versions of this in X21)
12 xx1.3 CCL (doesn't stack with lower versions of this in X21)
13 xx1.1 CML in one class.

[PC6] Custom Classes Group


X21 Z [Ultra+5] Powers (SL=29, Concordant SL=19)

# Power
1 Ignore x3 effects (assuming you are at least true x6 <- NOTE THE MULTIPLIER HERE)
2 Trade 3 of an action type for 1 Instantaneous (I) of that action type.
3 Trade 15X to 1G
4 You may use borrowed or held actions to activate SL 0-26 (CSL 0-16) effects you have.
5 x+10 Mirrored XP to Concordant and Demigod (doesn't stack with lower versions of this in X21)
6 Overwrite your base race to have +10 to all stats, AC, saves, hp, TH, and have the abilities of ten [P3] races/adjectives.
7 xx7 hp (doesn't stack with lower versions of this in X21)
8 xx2.5 CL (doesn't stack with lower versions of this in X21)
9 xx1.7 ML in one class. (doesn't stack with lower versions of this in X21)
10 xx1.7 ihp (doesn't stack with lower versions of this in X21)
11 xx1.4 CCL (doesn't stack with lower versions of this in X21)
12 xx1.2 CML in one class. (doesn't stack with lower versions of this in X21)
13 xx1.1 iihp
14 xx1.1 DCL
15 Can trade 10000 ihp into 1 iihp (as many times as you like)
16 Immune Banhammering
17 You may "material component" Demigod spells by spending an X action (in addition to the normal G action).

[PC6] Custom Classes Group


Generic Priest

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

[PC6] Custom Classes Group


Generic Priest (page 2)

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

[PC6] Custom Classes Group


Generic Psionicist

Overall
Level
KXP
1 0
2 2.5
3 5
4 10
5 15
6 25
7 50
8 75
9 100
10 125
11 150
12 300
13 450
14 750
15 1000
16 1300
17 1600
18 2000
19 2500
20 3000
21 3500
22 4000
23 4500
24 5000
25 5500
26 6000
27 6500
28 7000
29 7500
30 8000
31 8500
32 9000
33 9500
34 10000
35 10500
36 11000
ML Psi(any1)
mMG S
KXP
1 1-- - 0
2 2-- - 1.25
3 3-- - 2.5
4 4-- - 5
5 41- - 7.5
6 51- - 12.5
7 52- - 25
8 62- - 37.5
9 63- - 50
10 73- - 62.5
11 74- - 75
12 741 - 150
13 841 - 225
14 851 - 375
15 852 - 500
16 952 - 650
17 962 - 800
18 A62 1 1000
19 A72 1 1250
20 A73 1 1500
21 B83 2 1750
22 C84 2 2000
23 D94 2 2250
24 E95 3 2500
25 FA5 3 2750
26 GA6 3 3000
27 HB6 4 3250
28 IB7 4 3500
29 JC7 4 3750
30 KC8 5 4000
31 LD8 5 4250
32 MD9 5 4500
33 NE9 6 4750
34 OEA 6 5000
35 PFA 6 5250
36 QFB 7 5500
 
CL
KXP
1 0
2 1
3 2
4 4
5 6
6 10
7 20
8 30
9 40
10 50
11 60
12 120
13 180
14 300
15 400
16 520
17 640
18 800
19 1000
20 1200
21 1400
22 1600
23 1800
24 2000
25 2200
26 2400
27 2600
28 2800
29 3000
30 3200
31 3400
32 3600
33 3800
34 4000
35 4200
36 4400
Stat
Pts
KXP
1 0
2 0.5
3 1
4 2
5 3
6 5
7 10
8 15
9 20
10 25
11 30
12 60
13 90
14 150
15 200
16 260
17 320
18 400
19 500
20 600
21 700
22 800
23 900
24 1000
25 1100
26 1200
27 1300
28 1400
29 1500
30 1600
31 1700
32 1800
33 1900
34 2000
35 2100
36 2200

[PC6] Custom Classes Group


Generic Psionicist (page 2)


Lvl
HD TH Wpn / NW
Prof.
Saves
PD RS PP BW Sp Fo Re Wi
KXP
1 1d4 +0 1+0 / 1  5  3  8  2  3  1  0  1 0
2 2d4 +0 1+0 / 2  5  4  8  2  3  1  0  2 0.25
3 3d4 +0 1+0 / 3  6  4  8  3  4  2  0  2 0.5
4 4d4 +1 1+0 / 4  6  5  8  3  4  2  1  3 1
5 5d4 +1 1+1 / 5  6  5  9  3  4  2  1  3 1.5
6 6d4 +1 1+1 / 6  6  6  9  4  5  3  1  4 2.5
7 7d4 +2 1+1 / 7  7  6  9  4  5  3  2  4 5
8 8d4 +2 1+1 / 8  7  7  9  4  5  4  2  5 7.5
9 9d4 +2 1+1 / 9  7  7 10  5  6  4  2  5 10
10 10d4 +3 1+2 / 10  7  8 10  5  6  4  3  6 12.5
11 11d4 +3 1+2 / 11  8  8 10  5  6  5  3  6 15
12 12d4 +3 1+2 / 12  8  9 10  6  7  5  3  7 30
13 13d4 +4 1+2 / 13  8  9 11  6  7  6  4  7 45
14 14d4 +4 1+2 / 14  8 10 11  6  7  6  4  8 75
15 15d4 +4 1+3 / 15  9 10 11  7  8  6  4  8 100
16 16d4 +5 1+3 / 16  9 11 11  7  8  7  5  9 130
17 17d4 +5 1+3 / 17  9 11 12  7  9  7  5  9 160
18 18d4 +5 1+3 / 18  9 12 12  8  9  8  5 10 200
19 19d4 +6 1+3 / 19 10 12 12  8 10  8  6 10 250
20 20d4 +6 1+4 / 20 10 13 12  8 10  8  6 11 300
21 21d4 +6 1+4 / 21 10 13 13  9 11  9  6 11 350
22 22d4 +7 1+4 / 22 11 14 13  9 11  9  7 12 400
23 23d4 +7 1+4 / 23 11 14 13  9 12 10  7 12 450
24 24d4 +7 1+4 / 24 11 14 13 10 12 10  7 13 500
25 25d4 +8 1+5 / 25 12 14 14 11 13 10  8 13 550
26 26d4 +8 1+5 / 26 13 15 14 12 13 11  8 14 600
27 27d4 +8 1+5 / 27 14 15 14 13 14 11  8 14 650
28 28d4 +9 1+5 / 28 15 15 15 14 14 12  9 15 700
29 29d4 +9 1+5 / 29 15 16 16 15 15 12  9 15 750
30 30d4 +9 1+6 / 30 15 16 16 15 15 12  9 16 800
31 31d4 +10 1+6 / 31 16 16 16 15 16 13 10 16 850
32 32d4 +10 1+6 / 32 16 16 16 15 16 13 10 17 900
33 33d4 +10 1+6 / 33 16 16 16 16 16 14 10 17 950
34 34d4 +11 1+6 / 34 16 16 16 16 16 14 11 18 1000
35 35d4 +11 1+7 / 35 16 16 16 16 16 14 11 18 1050
36 36d4 +11 1+7 / 36 16 16 16 16 16 15 11 19 1100
Requisites: Chr 9
Alignment: any
HD/level: d4
Weapon Prof.: 1+level/5
To Hit Table: Wiz
Save Table: Psi
Reference: DM
Groups: Psionicist, Custom
 
Choose any one frequency. Psionic Strength = (Int+Wis+Chr)/3*(Level+9), this is in Psi1 scale.
You may spend your XP in 8 categories for this class. You may spend XP unevenly (e.g. all towards ML). Note that level 1 in all categories costs 0 XP.
50% category: ML
40% category: CL
20% category: Stat Points *
10% categories: Hit Dice **, To Hit *, Proficiencies *, Saves
* These categories are not cumulative with other classes; you treat this as any other class. For example, if you are level 8 in ML and level 1 in Stat Pts, and level 4 in another (normal) class, you have 4 stat points (your highest level), not 4+1=5. (Using the "highest class" rule, the Generic Wizard class here counts as only level 1 for Stat Pts.)
** If multi-classed, you still need to divide by number of classes, even if all this class gives is 1 hit die. Hit Dice listed is the total.
 
The "Overall Level" is given so you know what level you are for purposes of energy drain and HNCL.
Note that it costs 150% (2.25 KXP for 2nd level) to actually raise all of these categories at the same time, so this class is less "efficient" than a normal Wizard class.

[PC6] Custom Classes Group


Generic Rogue


Level

KXP
Wiz/Pri/Rog
123 456 789

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

[PC6] Custom Classes Group


Generic Wizard

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

[PC6] Custom Classes Group


Generic Wizard (page 2)

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

[PC6] Custom Classes Group


GWSSP9A


Level

KXP
Wizard
123 456 789 ABC
Priest
123 456 789 A
Psi9
mMG SUV

TH
1 0 1-- --- --- 1-- --- - 1-- - +1
2 1.6 2-- --- --- 20- --- - 2-- - +1
3 3.2 21- --- --- 31- --- - 21- - +2
4 6.5 22- --- --- 320 --- - 31- - +3
5 13 221 --- --- 321 --- - 32- - +3
6 26 222 --- --- 332 0-- - 321 - +4
7 50 222 1-- --- 332 1-- - 421 - +5
8 100 222 2-- --- 333 20- - 431 - +5
9 200 222 21- --- 333 21- - 432 - +6
10 400 222 22- --- 333 32- - 532 - +7
11 725 322 22- --- 333 33- - 542 - +7
12 1050 332 221 --- 433 330 - 543 - +8
13 1375 333 222 --- 443 331 - 643 - +9
14 1700 333 322 --- 444 332 - 653 - +9
15 2025 333 332 --- 444 433 - 654 - +10
16 2350 433 333 1-- 444 443 - 754 - +11
17 2675 443 333 2-- 444 444 - 764 - +11
18 3000 444 333 3-- 544 444 0 765 - +12
19 3325 444 433 3-- 554 444 1 766 1 +13
20 3650 444 443 3-- 555 444 2 776 1 +13
21 3975 444 444 31- 555 544 3 777 1 +14
22 4300 444 444 42- 555 554 4 877 1 +15
23 4625 444 444 43- 555 555 4 887 1 +15
24 4950 444 444 44- 555 555 5 888 2 +16
25 5275 544 444 44- 655 555 5 988 2 +17
26 5600 554 444 44- 665 555 5 998 2 +17
27 5925 555 444 441 666 555 5 999 2 +18
28 6250 555 544 442 666 655 5 999 3 +19
29 6575 555 554 443 666 665 5 999 4 +19
30 6900 555 555 444 666 666 5 999 5 +20
31 7225 555 555 544 666 666 6 999 6 +21
32 7550 555 555 554 766 666 6 999 7 +21
33 7875 555 555 555 776 666 6 999 8 +22
34 8200 666 555 555 777 666 6 999 9 +23
35 8525 666 666 555 777 766 6 AAA A +23
36 8850 666 666 666 1 777 776 61 BBB B1 +24
37 17700 666 666 666 2 777 776 62 BBB B2 +25
38 26550 666 666 666 3 777 776 63 BBB B3 +25
39 35400 666 666 666 4 777 776 64 BBB B4 +26
45 88500 777 766 666 6 877 777 77 BBB BA +30
54 168150 888 777 777 61 998 888 881 DDD CC +36
63 247800 888 887 777 77 999 988 888 FFE EE +42
72 327450 998 888 888 881 AAA 999 999 1 GGG GG1 +48
Requisites: Str 9, Dex 7, Con 6, Int 6, Wis 6
Alignment: any
HD/level: d12
Weapon Prof.: 5+level/2
To Hit Table: Ftr0
Reference: DM
Groups: Custom
Complexity: CF=2
   
Saving Throws:  
PPD: level+6
RSW: level+5
PP: level+7
BW: level+2
Spell: level+2
Fort: level+2
Reflex: level+3
Will: level+2
   
This is a mixed Guard - Witch Doctor - Shaman - Scout - Psi9A.
Gets Exceptional Str & Con. Can take Super Str & Con for 2 weapon proficiencies each.
Can specialize in a school, but pick 2 opposites.
You get 1 Grand, 2 Major, and 5 Minor spheres. Your god may alter this amount.
Gets 30 Rogue points per level. Still gets the "Any Rogue" picks at 9th, 18th, 27th, and 36th.
See [Q9] for rules and powers.
This functions like a normal Psi9 class, except you do NOT get +1 to each track for each level, instead you get +1 to a single track each level (the track chosen may be different each level). This bonus would stack with the normal Psi9 class and Psi18.
You get the normal "track-length" for each stat; this does not stack with the Psi9 track-length. (i.e. if you have Psi9 and Psi9A, you get track-length only once).
Level 1: 1V: Deflect 1P action worth of attacks from any target within (5*level)' to yourself. You cannot then deflect these attacks away; you must actually be hittable by the attacks.
Level 1: Can read scrolls of any spell level without "blowing your head off".
Level 1: Can turn lycanthropes as if they were undead (DM will assign turning values).
Level 2: 1M: Incite Berserker or Enraged status on your troops (not too useful for PCs).
Level 3: 1M: Swap 1 physical subability with one willing target for 1t. At level 9, swap your stat with up to 10 others (so all 10 of them get your old stat); you get back your choice of their 10.
Level 3: Pick a mental stat. Psi9 abilities that use the corresponding physical stat may use the track of the mental stat instead (i.e. if you pick "Int", you may use either your "Str" or your "Int" track for powers involving "Str").
Level 5: Great Swing as per Fighter.
Level 6: Get another Psi9 pick just like Level 3.
Level 8: Can create potions as per an Alchemist of ½ the Witch Doctor's level.
Level 9: Get the last pPsi9 ick just like Level 3.
Level 27: Pick one species (as per Ranger species enemy). You can turn that species as if it was undead (DM will assign turning values).
Lvl Scout Ability | -50% | -100% | -150% Act Base Penalty Bonus
1 Open/Close Locks: (-5% per TechLvl of the Lock) (-10% per SL of the Lock) V 0 Dex-13 Dex-17
1 Move Silently || Immovability | Avoid Clairnasience V 5 Dex-14 Dex-17
1 Hide in Shadows | Hide amongst People or Trees | Meld in Shadows/Mirrors V 0 Dex-12 Dex-17
1 Spying || Reflecting Pool - || F 5 Int-12 Int-15
1 Climb Walls | Climb Overhangs | Climb Upside-Down | Climb in Mid-Air V 55 Str-10 Str-14
1 Any Rogue 1 ability - - - -
2 Evasion (0, make by 5% per amount hit: no dmg from weapon) V 10 Dex-11 Dex-15
3 Disguise | Alter Appearance M 25 Chr-11 Chr-13
4 Invisibility | Improved Invisibility M 0 Int-13 Int-18
4 Distraction | Mislead | Forget | Mirage Arcana M 15 Wis-13 Wis-16
5 Legend Lore | Identify 0 | M 0 Int-13 Int-15
6 Read Languages | Decipher Code M 0 Int-9 Int-14
7 Identity Penetration | False Seeing | True Seeing MM 5 Wis-11 Wis-19
8 Free Action / Remove Paralysis / Remove Domination P 5 Con-8 Con-16
6 All-Around Sight | Locate Object | Treasure Finding M 25 Wis-15 Wis-19
10 Sending | Demand M 10 Int-9 Int-12
12 Teleport | Teleport without Error || Teleport Other to Self (no save) M 5 Int-16 Int-17
18 Psychic Impersonation || Soul/Spirit Impersonation - 15 Wis-9 Wis-14
27 Astral Spell MMM 40 Int-18 Int-24

[PC6] Custom Classes Group


Innovator48

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

[PC6] Custom Classes Group


Internetizer3.5

Level KXP
Spells
1 0 (none)
2 2 (none)
3 4 (none)
4 8 (none)
5 16 (none)
6 32 (none)
7 64 (none)
8 128 (none)
9 256 (none)
10 450 (none)
11 550 (none)
12 660 (none)
13 780 (none)
14 910 (none)
15 1050 (none)
16 1200 (none)
17 1360 (none)
18 1530 (none)
19 1710 (none)
20 1900 (none)
21 2100 (none)
22 2310 (none)
23 2530 (none)
24 2760 (none)
25 3000 (none)
26 3250 (none)
27 3510 (none)
28 3780 (none)
29 4060 (none)
30 4350 (none)
31 4650 (none)
32 4960 (none)
33 5280 (none)
34 5610 (none)
35 5950 (none)
36 6300 (none)
TH Saves
PD RS PP BW Sp Fo Re Wi
+0 (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 9 (also see description)
Alignment: any
HD/level: d8
Weapon Prof.: 2+level/3
To Hit Table: Cust
Save Table: Cust
Reference: DM
Groups: Custom, Random, Internet
 
Each Level: The DM rolls a random class from the internet (he has a big directory of files). You get the some (or all) of the abilities of that class; you will at least get the effect of a "line of text" and the "level:" of your level; you will probably get more. You do not need to meet the requirements of the class.
See the following pages for the list of internet classes. This list will be expanded if necessary.

[PC6] Custom Classes Group


Internetizer3.5 Class Determination

d414 Class Description (not mine!) Source
1 Aberration`s Nightmare Special training has made these few highly skilled vs. aberrations, yet leaves them at a disadvantage to other creatures. aberrationsnightmare.rtf
2 Abhorsen The Abhorsen is in essence the ultimate undead hunter. Abhorsen.pdf
3 Acrobat Warrior Monks that wish to use melee weapons as well as bare hands. AcrobatWarrior.pdf
4 Acrobat, The Graceful and agile roguish adventurer. Pretty much well done. TheAcrobat.pdf
5 Adrenergic Energic Fighters! adrenergic.zip
6 Advanced Spellfire Wielder Spellfire is the raw energy of the Weave. Most who bear this gift never have the time or opportunity to develop these skills. spellfire_wielder.doc
7 Adventurer, The Another very nice adventurer class. adventurer_0724.rtf
8 Alchemist Magical item creation and potion brewing specialized magic user. class_alchemist.doc
9 Alchemist Nice take on this well known fantasy class. alchemist.pdf
10 Alternate Witch Pretty good alternate, with original class powers and a complete variant spell list. AlternateWitch.pdf
11 Aman Monk`s of the Tree Monks that follow an ancient elven order known as The Path of the Trees. AmanMonksoftheTree.pdf
12 Amazon With so many strating feats, every archer will pick this class... amazon.doc
13 Angelic Hunter A nice prestige class for those who seek to purge the world from evil. Angelic_Hunter.doc
14 Arcane Assassin The deadliest and yet the least known of the killers stalking in the shadows. (Updated Jan`03!) arcaneassassin.doc
15 Arcane Blade A merging of a fighter and mage class. Arcane_blade.doc
16 Arcane Bow Initiate A mix of all major archer prestige classes from TSR books. Might need a bump on requirements for balancing out, but it´s fair as it is. arcane_bow_initiate.doc
17 Arcane Channeler A spellcaster who has no limit to how many times he can cast, though casting becomes increasingly more difficult. Channeler_classic.doc
18 Arcane Channeler A sorcerer who forgoes virtually all weapons and becomes a true and pure spellcaster. Arcanechanneler_classic.doc
19 Arcane Crafter A specialist in creating magical items. ArcaneCrafter_classic.doc
20 Arcane Duelist A nice prestige class for mages. Arcaneduelist.rtf
21 Arcane Magistrate (Updated), The A very nice Prestige class. ArcaneMagistrate.doc
22 Arcane Musician Wandering minstrels who craved great arcane powers. ArcaneMusician.pdf
23 Arcane Swordsman (Epic) Arcane students who also focus on swordmanwhip. Comes with epic progression. ArcaneSwordsman.pdf
24 Arcane Warrior A powerful warrior/sorcerer class. ArcaneWarrior_unbalanced.doc
25 Arcane Warrior Elven sorcerers and warriors developed methods of combining magic and weaponry in order to defend their lands. arcane_warrior03.doc
26 Arcanist II, The Pretty much the same concept of the previous Arcanist, but with different rules. We decided to post this because it`s also a relic. Arcanist.pdf
27 Arcanist, The A new breed of magic users, with new rules for arcane casting and extensive details on the background of the order. 3th in a row. arcanist3e.doc
28 Archer A variant of the Ranger, similar to Baldur's Gate 2 kit of same name. Archer.doc
29 Archer, The A mixture of ranger and fighter, focused on archery. TheArcher.pdf
30 Athlete Athletes hone their bodies through natural means to become pinnacles of form. athlete.doc
31 Athlete, The Strong build folks who focus on physical skills. Comes with a bunch of new feats and it is really a flawless class, though not usually indicated for fantasy campaigns. TheAthlete.pdf
32 Athlete, The Master of muscles and physical feats! Comes with new feats as well. TheAthlete.pdf
33 Aural Lord A spellcaster who is fascinated by acoustics and the effects it has on the Art and Weave. Aural_Lord.rtf
34 Auron A channeler of divine energy. Very detailed prestige for using with the Aura Feats (check our feats section please). auron.doc
35 Awakened Ones A cleric prestige class, very nicely written, includes 20 prestige class levels. awakenedones.doc
36 Barbarian Anti-Magi Your typical sorcerer killer. Barbarianantimagi_classic.doc
37 Battle Mage Name says it all... battlemage.doc
38 Battle Magus Quite original abilities on this excellent prestige class, despite the name. BattleMagus.pdf
39 Battlecaster Another class that makes the mixture between fighter and wizard. This one is well balanced out. Battlecaster.pdf
40 Battler A master of combat awareness... Some very cool abilities in here. battler.zip
41 Beast Rider Based off of the Beast Rider in the old Fighters Handbook. Beast-rider_classic.doc
42 Berserker The name says it all: a ferocious warrior. berserker.doc
43 Black Knight More powerful than the baneguard, another servant of bane. Black_Knight_Classic.doc
44 Blade This is a cross between a monk and a fighter. Blade_classic.ZIP
45 Blade Dancer A nicely detailed class. bladedancer.htm
46 Blade Magus Warrior-mages that use the Weave to power their combat abilities. BladeMagus.pdf
47 Blade Master (Draft) Prestige class that is in draft, Nikolaos is looking for comments and suggestions. blade_master_draft.doc
48 Blade Master (Final Version) Prestige class that is now fully completed. blade_master_final.doc
49 Blademaster A master of blade finesse! blademaster.doc
50 Blades of Corellon Elite troop of forest defending elves! pclass_corellon.doc
51 Bladesinger Elven swordsmen that mastered the art of fencing and casting spells at the same time. Very nicely designed. Comes with the description of the Elven Slimblade, a new weapon. TheBladesinger.pdf
52 Bladestormer One who seeks to master dual weapons using the Ki inside himself. Bladestormer.doc
53 Blood Knight, The Angry warriors who seek their revenge against those who commit injustice. Bloodknight.pdf
54 Blood Magus The Blood Magus is a special type of mage that utilizes the blood of others to cast special spells. bloodmagus.zip
55 Bloodshade Magic users that specializes with necromantic magic and rites. bloodshade.doc
56 Bone Singer Bards that heals with music. May sound weird but we really liked the idea. Of course the description is also well done. bonesinger.pdf
57 Bounty Hunter Since we have many bounty hunters, each time we post a new one we tend to be more demanding on review. Bounty.pdf
58 Bounty Hunter Well this is a bounty hunter prestige, nothing really special but it`s rules-ok. BountyHunter.pdf
59 Bounty Hunter, The The Hunters of Men. bountyhunter.doc
60 Bow Master A specialist in the bow, loosely based off of Legolas in the LOTR movie. Created by Fendrin. bowmaster_classic.htm
61 Brawler (Dwarven Monk) Rules for dwarven monks. class_brawler.doc
62 Brawler, The An unarmed fighter that specilizes in dirty fighting and pure brute force. TheBrawler.pdf
63 Brothers Malleus, The The Brothers Malleus are a loose knit group of warriors who follow the ideals of Malleus Darkhammer. brothers_malleus.doc
64 Brothers of the stews Members of an underground rogues association, based in city stews. bots.htm
65 Buccaneer The ultimate swashbuckler d20buccaneer.pdf
66 Buccaneer (Updated!) An excellent swashbuckler class. Buccaneer.pdf
67 Buccaneer, The A very nice swashbuckler type class. Buccaneer.doc
68 Cabalist, The Summoners that can use demoniac abilities common to demons through the use of Pacts. Cabalist.pdf
69 Caller of Storms, The A very powerful magician that can cause natural disasters if well experienced. It`s a really nice class, but it`s impossible to not rate it as powerful/unbalanced. CallerofStorms.pdf
70 Caller of the Hunt A nature warrior who summons nature allies. callerofthehunt.doc
71 Channeler A well thought out class that is similar to a cleric version of sorcerers. Channeler.doc
72 Charmer Bards and sorceres who focus their arcane powers on enchantment and charm. Migth have too many bonuses stacking for Diplomacy. Charmer.pdf
73 Charmer Very well balanced out prestige for bards and sorcerers who specialize in charming magic... Would fit well for Saruman from Lord of the Rings. charmer.doc
74 Chi Mage Extremly well designed prestige class. ChiMage.pdf
75 Chosen of Mask A very nice prestige class based on the Chosen of Mystra. TheChosenofMask_classic.doc
76 Chronomancer A nice prestige class for the time wielding mage. Chronomancer.doc
77 Claw Fighter A unique specialist barbarian class. Clawfighter.rtf
78 Cliff Raiders of Aba Mal Ali, The Nomadic hunters that excels on climbing and exotic attacks. CliffRaider.pdf
79 Clod For the unlucky character who just happens to be lucky d20clod.pdf
80 CLOD (Updated!) A clumsy, but lucky character class. CLOD.pdf
81 Combat Artist Warriors who imbue their weapons with magical enchantments. combat_artist.doc
82 Combat Artist Great new warrior class, though I suggest you to add more requirements since it´s slight unbalanced. combat_artist.doc
83 Core Class Knights 3 excellent variants of a Knight class. Since there is no knight class on the Core Rulebooks, I suppose at least one of them can fit well into your camapign... CoreClassKnights.pdf
84 Cossack Hardy warriors from the outlands. Rather simple class that just got everything balanced out. Cossack.pdf
85 Cossak A mounted warrior. cossak.doc
86 Countermage A specialist in countering other wizards spells. CounterMage.doc
87 Courtier This one is very good, a kind of improved duelist. Some cool original combat abilities. Updated 03/20/03! courtier.doc
88 Crusher When one wants to bludgeon ones enemy's to death. TheCrusher_Classic.doc
89 Crying Freeman Based on the movie of same name (Anime). crying_freeman.pdf
90 Crystal Fist, The An impressive Psionic / Monk based prestige class. CrystalFist.doc
91 Dark Dancer Prestige class of an earthen god. dark_dancer.doc
92 Dark Hunter, The Servers of the Queen of Air and Darkness that joined the Wild Hunt. Nice class for a NPC, I bet your PCs won´t like them... DarkHunter.pdf
93 Dark Knight Ferocious knights with weird code of honor. dark_knight.txt
94 Dark Knight An evil Paladin. Darkknight.doc
95 Dark Poet, The The Dark Poet is the master of tragedy and dark farce. TheDarkPoet.pdf
96 Death Lord Neutral but scary necromancers. death_lord.doc
97 Death Stalker Enraged warriors who have lost loved ones and now throw themselves into battles without caring for their own safety. DeathStalker.pdf
98 Death`s Hand Aasimars and Tieflings that had contacted the universal essence of Death! DeathsHand.pdf
99 Death`s Reaper Warriors wielding scythes and faithful to the God of Death. Cannot be better suited for a villain :) DeathsReaper.pdf
100 Demi Undead Part living, part undead with some of the best of both worlds. demi_undead.doc
101 Demon Hunter Based on the Demon Hunter from Warcraft 3... Updated 03/20/03 demonhunter.doc
102 Demon Master (Epic) A master demon summoner. This class was revised as an epic class and now is much more balanced! demon_master.doc
103 Desert Mage, The A new prestige class from the upcoming Karanblade d20 Campaign Setting. It's unrated because our webmasters are participating on it. desertmage.pdf
104 Devoted Band Knigths who defend the king and royal family at all costs. DevotedBand.pdf
105 Devoted Knight Honorable knight who focus on protecting those who are on their charge. DevotedKnight.pdf
106 Disciple of the Dagger Powerful dagger fighters. Suggest restricting all his abilities to the use of a dagger (which after all do minor damage). disciple_of_the_dagger.txt
107 Disciple of Umbra Deep the darkest regions of the world where sunlight is all but a memory, lie the monastic strongholds of the Disciples of Umbra. pclass_umbra.txt
108 Doll Master A vodoo mage? dollmaster.doc
109 Dominarian Sorcerer This looks very nice, its a sorcerer which uses Magic the Gathering cards as spells! There are some conversion rules (not yet extensively play tested though). If you like Magic card game try this... dominarian_sorcerer.pdf
110 Draco Knight A nice prestige class for those characters who wish to be the chosen of dragons. draco_knight.doc
111 Dragon Cleric Humanoids with dragon`s blood within their veins that also pray for dragon deities. DragonCleric.pdf
112 Dragon Knight A prestige class for Half-Dragons only! dragonknight.doc
113 Dragon Slayer Needs no Explanation! DragonSlayer.doc
114 Dragoon One of the best dragoon classes I have seen, definately worth looking at. Kdragoon.doc
115 Dragoon Really, another Dragoon. We just posted this one because its really well thought out and detailed. Maybe the best C3E Dragoon so far... Dragoon.pdf
116 Dragoon A nice variation on the Dragoon Prestige Class. braddragoon.rtf
117 Dragoon The famous Dragoon from Final Fantasy game series gained an excellent conversion to a 3e prestige class. pclass_dragoon.html
118 Dragoon, The Another version for the Final Fantasy Dragoon. This one is very well done (that´s why I posted) and, like most others, a bit overpowering... But hey, that´s FF! the_dragoon.pdf
119 Drake Brother The ones who worship dragons and become their kin. Drakebrother_classic.pdf
120 Dreamer Arcane masters of reality and consiousness. dreamer.doc
121 Dreamwalker Someone who dwells and interferes with your dreams. dreamwalker_classic.doc
122 Drider Unique guardian of nature. (Not Drider like the spider/drow race!) drider.txt
123 Drow Swordmaster Simple and yet quite well thought out prestige class for Drows specialized in Twin Sword fighting style... drowswordmaster.txt
124 Duelist A nice swashbuckler type class. Duelist.ZIP
125 Dwarven Battlerager Fearless dwarves whose enraged charges are feared among all armies. Very nice translation from AD&D version. DwarvenBattlerager.pdf
126 Dwarven Dervish An elite group of dwarven berserkers... Looks nasty. DwarvenDervish.pdf
127 Dwarven Janissary What can be worst than a dwarven killing machine? Possibly, a drunken one. DwarvenJanissary.pdf
128 Dwarven Stonefist A dwarven defender who followed the path of the monk. DwarvenStonefist.pdf
129 Dwarven Stonethrower A dwarf who throws stone shurikens! dwarven_thrower.txt
130 Dweomercrafter A spellcaster who specializes in crafting items. Dweomercrafter.rtf
131 Edge Dancer Nimble fighters who use dancing and rapiers to confuse and hurt their opponents. edgedancer.pdf
132 Edge Dancer A gypsy performer who welds dancing movements and cold steel with deadly accuracy. edge_dancer.rtf
133 Elder Bard, The A brave attempt to bring back the Bard from first edition to modern 3E days! elder_bard.doc
134 Elemental Crusader A nice battle-mage class, but too powerful... elementalcrusader.doc
135 Elemental Knight, The The Elemental Knight imbues his weapon, body, and even his mind with the elemental powers of the world. elemental_knight.doc
136 Elemental Sorcerer A sorcerer who becomes attuned to the elements. Elementalsorcerer_classic.doc
137 Elementalist Nature warriors that channel elemental powers and spells. Elementalist.pdf
138 Elementalist A warrior that also likes to destruct things with his elemental spells. elementalist.txt
139 Elite Arcane Archer (Epic) Our first Epic Level prestige class is an elite version of DMG Arcane Archer. elitearcanearcher.doc
140 Elven Battledancer A very nice elven Knight class elvenbattledancer.pdf
141 Elven Bladedancer A master of dual wield fighting. Don`t care about the name, it is an original class indeed. elven_bladedancer.doc
142 Elven Dancer of Blades This one is very well detailed, but it`s abilities are well overpowered. ElvenDancerofBlades.pdf
143 Elven Forester A variant of the Ranger Class. elvenforester.htm
144 Elven Scout, The A great new class! Elven_Scout.doc
145 Elven Scout, version 2, The A more balanced version of the Elven Scout class below! Elven_Scout2.doc
146 Elven Spellblade The Spellblade seamlessly meld arcane mastery with weapon prowess, all wrapped up in a graceful elven dancing form. ElvenSpellblade.pdf
147 Elven Wardancer A powerful warrior who dances death with blades. Elvenwardancer_unbalanced.doc
148 Elven Warrior Poet They deal death and ecstasy with the same frightening beauty... warrior_poet.doc
149 Elven Woodland Defender Could be a prestige class as well... wood_defender.doc
150 Emissary of Death Drow elves who judge who should live and who should die. emissaryofdeath.pdf
151 Emmisary of Evil A core class very similar to what would be an evil Paladin. EmissaryofEvil.doc
152 Epic Shifter Rules for playing the Shifter, from Masters of the Wild, beyond 20th lvl. epic_shifter.doc
153 Escapologist, The A street mage that combines roguish skills and some limited spellcasting ability. Escapologist.pdf
154 Ethore Masters of bare hands and lightning fast snakelike attacks. TheEthore.pdf
155 Exalted Zealot The Exalted Zealot has tasted true evil, and is disgusted by its corruption. They are the warriors of Pure Good, and will stop at nothing to spread hope throughout the lands. ExaltedZealot.pdf
156 Exoticist A fighter who specializes in exotic weapons. Exoticist.doc
157 Expert, The A nice warrior type class balanced by the class construction engine. The_Expert_classic.doc
158 Eyes of the Evening Servants of Selune. eyesoftheevening.doc
159 Fairgrounds Wrestler Someone whose brute strength and talent for showing off can chose this career. fairgrounds_classic.doc
160 Faith Avenger, The Nice fighter cleric hybrid prestige. faith_avenger.pdf
161 Falconer, The Very impressive, well detailed and illustrated new prestige class. Comes with descriptions of Falconer society and myths. Long Download (630Kb) falconer.pdf
162 Feint Master A master of feint who is always looking for hiting the following blows! FeintMaster.pdf
163 Fensal Hunter Elite Elven prestige class (mixes some great abilities) fensal_hunter.doc
164 Fighter Mage A class that combines the two classes into one. Fighter_Mage.doc
165 Fighter of Elements, The Sorcerers and/or psionics that shape elemental powers on their bodies and weapons... FighterofElements.pdf
166 Filth Master Someone who takes pride in being the unclean shadow on the streets, uses it to his/her advantage. FilthMaster_classic.pdf
167 Firemage A prestige class of spellcaster who is adept with fire magic. This is a 5 level prestige class. Firemage.doc
168 Fist of the Weave A Monk attuned to the Weave from the Forgotten Realms campaign setting. FistofWeave.doc
169 Flagellant Priests that inflict wounds on themselves to atone for their sins, nad empower their spells. Flagellant.pdf
170 Flashing Blade Showmen that focus more on weapon skill display than actually warrior training. Very nice concept to throw into your campaigns. FlashingBlade.pdf
171 Fleet of Foot The Fleet of Foot are fast; really fast. fleet_of_foot.doc
172 Force, The High-powered monks. force.pdf
173 Freedom Fighter Those who fight for a cause. freedom_fighter_classic.doc
174 Frigid Storm A nice prestige class for elves or half-elves frigidstorm.rtf
175 Frost Lord A great prestige class for characters who traverse the frozen lands. frostlord.doc
176 Gambit Mysterious and lone warriors who can read thoughts and predict the near future. (Long Download: 830Kb) gambit.pdf
177 Geomancer Check out the Geomancer, a sorcerer variant that specializes in earth manipulation. geomancer.doc
178 Geomancer Impressive, detailed and well-balanced class. Comes with a bunch of equally good earth related spells. TheGeomancer.pdf
179 Ghost Mage A very nice prestige class for those who delve into the supernatural. ghostmage.doc
180 Gladiator In almost every major city, and several minor ones, there exists a form of entertainment based on arena combat... Check the file for the rest, its a pro class! gladiator.doc
181 Gnome Bolter A kind of arcane archer class for gnomes and their crossbows. It`s very well done. GnomeBolter.pdf
182 Gnomish Champion, The A humorous approach the gnomish racial paragon. TheGnomeChampion.pdf
183 Gnomish Dreamweaver Illusions who alter the way others see reality. Gnomish_Dreamweaver.doc
184 Gohan Suppose its Dragon Ball Z based. gohan.doc
185 Golden Monk A master of the elements around him. golden_monk.doc
186 Guerilla A warrior who specializes in stealth and traps guerillaclass.doc
187 Guild Pugilist A city thug that excels on bare handed combat and urban stealth. GuildPugilist.pdf
188 Gun Blazer A nice steampunk type class for those who use firearms in their settings. GunBlazer_unbalanced.doc
189 Gunner, The Well this is not d20 modern yet, it is a class for Musket users! thegunner.doc
190 Gunslinger A renascence warrior who is a master of Gun-fu. Comes with archaic firearms statistic tables. GunSlinger.pdf
191 Halfling Burglar A very well designed prestige class for the Halfling who wishes to pursue cutpursing. HalflingBurglar.doc
192 Hammer of Karaz-a-Karak These folks are above dwarven defenders and, of course, their abilities are a bit overpowered here. But the whole idea sounds good. HammerofKarazaKarak.pdf
193 Hammer, The A master of bludgeon two handed weapons, preferably a hammer! Very fun. TheHammer.pdf
194 Harlequin A femme fatale that makes her ways trough deceit, humor and quick wits. The 10th level ability might be unbalanced. Harlequine.pdf
195 Harper Knight, The Harpers are members of a secret society dedicated to holding back evil and preserving knowledge. harper_knight.doc
196 Healer A more unique and specific healing class. Healer.ZIP
197 Hippocrates Unbound Healers that use mundane skills and herbs for healing, instead of magic or clerical powers. Comes with 4 different prestige classes. Recommended for low-magic campaigns. hippocratesunbound.pdf
198 Holy Midwife, The Healers that take care of pregnant women and newborn babies. Nice class for a NPC, exotic class for a PC (though can be interesting!) HolyMidwife.pdf
199 Holy Roller, The An holy enemy of undead and lycanthropes. This one is worth reading just because of the 10 riddles test requirement alone. HolyRoller.pdf
200 Houri (Revised) Mistress of seduction. Houri_classic.doc
201 Houri, The A seductress prestige class, very well created, many new spells. Houri.doc
202 Hunter, The Name says it all, a master animal tracker... the_hunter.doc
203 Ice Lord A very nice prestige class for specialists of ice magic. icelord.doc
204 Ikon A type of Psionic Knight, very well done. ikon.doc
205 Inquisitor A law based prestige class. inquisitor.doc
206 Iron Fist An order of monks who focus on physical damage over meditation. IronFistMonk.pdf
207 Iron Fist of the North, The Interesting mix of barbarian and monk classes. Was our first submitted prestige class with notes on class balance. TheIronFistoftheNorth.pdf
208 Ishbalan Crusader Ishbalan crusaders exist for one purpose: the removal of arcane magic from the world. ishbalan_crusader.pdf
209 Jedi A nice port of Jedi, but unbalancing and only for those whose campaigns would allow lightsabers. Jedi_unbalanced.doc
210 Jin Another Dragon Ball Z based class, we will soon have an entire Dragon Ball Z campaign here :) J.pdf
211 Jiu-Jitso Master A five levels prestige class about the Jiu-Jitso fighting style. The rules are perfect in describing this style, so it made a relic. JiuJitsuMaster.pdf
212 Juggernaut A powerhouse who can take what he can dish. juggernaut_classic.doc
213 Juggernaut The sturdy swordmaster who can take a beating and not even slow down. juggernaut.doc
214 Justicar A peacekeeper prestige class, that has a blend of psionic ability. justicar.doc
215 Justicars of Tyr, The A great new class for the Forgotten Realms! UPDATED! justicar.doc
216 Kensai Katana masters. Suggest reducing the ammount of bonus feats to balance it more. kensai.txt
217 Ki Warrior A monk that uses Ki... Fonts are hard to read. ki_warrior.doc
218 Knife Specialist A prestige class for Rogues or Assassins. TheKnifespecialist_classic.doc
219 Knight of King´s Royal Brigade Just a knight the way a knight should be, simply a relic. Suggest changing Knowledge (law) for Knowledge (nobility) at requirements. knight_of_klb.pdf
220 Knight of Principle A defender of weak and law, this is not a standard prestige class and has 15 levels. KnightofPrinciple.doc
221 Knight of Sun As the power of the Shining One expends, he needs more and more warriors to fight by his side... knightofsun.doc
222 Knight of the World The Divine Knight of the World is a man who takes three words to heart. These words are Honor, Duty, and Justice. knight_world.doc
223 Knight ofthe Mind Similar to a Psionic Paladin. Knightofthemind_classic.doc
224 Knights of Hieroneous A knightly prestige class with nice background but not so original abilities. KnightofHieroneous.pdf
225 Kuma A monk like prestige class that teaches the bear's nature. Kuma.doc
226 Light Bringer Devoted Priests of Pelor LightBringer.doc
227 Lindorn, The Students of the old elvish ways of nature magic, these folks work their spells through and from trees. Very nice detailed class! Lindorn.pdf
228 Living Legend Natural born heroes destined to excel among warriors. LivingLegend.pdf
229 Longstrider of Kari, The The Kari Longstriders excel at fast travel, survival and archery. They are tough, resilient to the environment and capable in a fight. LongstriderofKari.pdf
230 Maelgrissa, The A warrior who excels on intimidation rather than actually fighting skills. Maegrissa.pdf
231 Mage Bound, The Warriors who serves as arcane users´ familiars, or such... pclass_cmcanally2.doc
232 Mage Slayer A specialist in killing those who wield magic. MageSlayer.doc
233 Mage Warder Interesting class about warriors that undergo magical rituals to get some special abilities while near their mage patrons. MageWarder.pdf
234 Magos Incarnadine A spellcaster who continues on the path of the Archmage Magos_Incarnadine.rtf
235 Magus A great new class, a sorcerer/cleric mix! The_Magus.doc
236 Magus Best suited for Prodigy race found on New Races. Dark prophesies surround these powerful few. Is there truth in the words, or is it inspired by the fear of their great powers? magus.doc
237 Maiden of the Vine Nice original and detailed prestige class for those who want to became plant-bound creatures. MaidenoftheVine.pdf
238 Malhavoc Follower (Epic) Arcane casters who can turn into shadows... malhavoc_follower.doc
239 Mana Mage A mage who chooses colors as if they were schools of magic. Comes with a new list of arcane spells based on each color. Could be less complex though. ManaMage.pdf
240 Mancer A warrior priest of a specific domain. Mancer.zip
241 Martial Artist Alternative to the monk. This class uses feat based techniques instead of class level feats. Very customizable! martialartist.zip
242 Master Diplomat A master of negotiations. Master_Diplomat.doc
243 Master of Duels, The Whoa another relic here, a very nicely designed swashbuckler class. BABs are wrong to me, should start at +1 (not +0). masterofduels.doc
244 Master of the Void Prestige class made for monks. masterofthevoid.rtf
245 Master Ranger When every ranger advances to become superior at what he does. Masterranger_classic.doc
246 Medium Summoner based on Final Fantasy X video game. medium.doc
247 Memory Mage Wizards with powerful memory that was developed by years of spellcraft study. MemoryMage.pdf
248 Mental Overlord A modified version of the Mind Knight prestige class. Mental_Overlord.doc
249 Messanger Nice thought out, maybe best suited for a prestige class. messanger.txt
250 Messianic Avatar The Messiah's, truly god touched individuals. messianic_avatar.doc
251 Meteo Monk A complex, though very well done, monk variant. meteo_monk.doc
252 Midnight Minstrel A Midnight Minstrel is tasked with promoting the learning and practice of weave magic for its proper use. midnight_bard.doc
253 Mimic, The Warriors that have the supernatural power of mimicking their opponents abilities. Probably based on the class from Final Fantasy Tatics games. TheMimic.pdf
254 Mind Knight Psionic who specializes at combating other psionics. Mind_Knight.doc
255 Mind of the Cabal (Epic) An epic prestige class for psionics! mindofthecabal.txt
256 Monk of Pelor Devoted Monks of Pelor MonkofPelor.doc
257 Monks of the Mind A very nice swashbuckler type class. Monks_of_mind.doc
258 Morde Messenger Ones who specialize in Life and Death, including Undeath. morde_messenger.doc
259 Myrmidom, The Blade fighters with unusual and powerful mystical abilities. TheMyrmidon.pdf
260 Mystic, The Divine spellcasters that receive their spells from their divine connection to sacred places. Mystic.pdf
261 Mysticist The one listed here is called the Houshi, a Buddhist Mysticist who relies on the combination of the staff and the fuda to weaken the spirit. Mysticist.pdf
262 Naturalist Naturalists are those who seek harmony in themselves to find harmony with nature. naturalist.doc
263 Naturalist Herbalists who don`t believe in magic. naturalist.doc
264 Necroscoundrel Roguish necromancers with well thought out abilities. I think the +2d6 sneak attack at 1st level should be +1d6, stacking with previous bonuses. necroscoundrel.doc
265 Nightblade Nice mix of rogues and sorcerers using CCE. Suggest Rogue`s BAB progression instead. It has nothing to do with Karanblade`s Nightblade. nightblade.doc
266 Nightstalker A rogue/sorcerer who specializes in stealth and jumping. Nightstalker_classic.doc
267 Ninja of the Dark Cloud Ninja assassins! NinjaoftheDarkCloud.pdf
268 Ninja, The Dangerous master assassins, the ninja are sworn enemies of samurai. TheNinja.pdf
269 Orc Grunt A particularly nicely created class for Orcs or Half-orcs, very dangerous and highly skilled melee class. OrcGrunt_classic.doc
270 Ordamt Ordamti are an odd mix of paladins, monks, and rogues. ordamt.txt
271 Oros A BeastMaster/BeastFriend core class variation. class_oros.doc
272 Oros (Animal Friend), The New Class that specializes in dealing with animals and nature. oros.doc
273 Pacifist, The Maybe hard to include on your campaign. Bush didn`t liked it... the_pacifist.doc
274 Paladin of Lloth Drow elves anti-paladins. paladinoflloth.doc
275 Peace Keeper An very well constructed prestige class. Peacekeeper.rtf
276 Pegasus Knight, The Very well-balanced class about knights that excels on riding and mounted combat. ThePegasusKnight.pdf
277 Physical Adept Advanced Monks that are even more capable physical combatants. physical_adept.doc
278 Planeswarrior A very rare class that is devoted to the arts of fencing and planar travel. Planeswarrior.pdf
279 Poison Blade Masters of poisons, who utilizes them to kill, debilitate or disable their opponents. PoisonBlade.pdf
280 Poisoner, The Simply a specialist in poison use and creation... It`s a relic because it`s well done and fit to use into any campaign! ThePoisoner.pdf
281 Poisonist A specialist of poisons, who is immune to his own craft. poisonist.doc
282 Priest (Cleric Variant) This new take on Cleric by Piratespice is close to perfection, congratulations to him. I would just take the 0s from Spells per Day table. priest_clericvar.doc
283 Prophet Those with insight granted by the gods. Prophet_classic.doc
284 Protectors of the Great Oak, The A very well constructed Druid or ranger prestige class. protectors_great_oak.doc
285 Psi Spider Those who are obsessed with Arachnids, can train to become this very well done class. psi_spider.doc
286 Psion, The An interesting remake of the class, converts 2e psionicists to 3e psions. Psion1.doc
287 Psionic Sneak A nice variation of Psionic and Rogue, giving up some of both skills to become proficient at both. Psionic_sneak_classic.doc
288 Psychic A variant on the Psion/Psychic warrior, potentially unbalancing. Psychic_unbalanced.doc
289 Psychic Rogue Great new psionic class that makes use of the best of both worlds (Psionics & Rogues) psychic_rogue.rtf
290 Psychomancer A Psychomancer harnesses the power of mind and magic and weaves them into one to perform his abilities. ThePsychomancer.pdf
291 Pugilist Very dangerous monk-like class, with some original abilities. Correct Ref/Will saves and Pressure Chests ability (which is too powerful) and you are ready to go! pugilist.zip
292 Puppet Master A spellcaster who specializes in creation. Puppet_Master.rtf
293 Pyro For the mage that likes fire a little too much. PYRO.doc
294 Rake, The Bloody berserkers who fight with two axes. TheRake.pdf
295 Ranger Variant A unique version of a ranger that does not cast spells. RANGER-variant.DOC
296 Ranger Variant The Class Construction Engine noticed that the Ranger were the most weaker of all classes... Fortunately, for the ranger players, Ted Garland created this flawless variant, which just adds a few more free feats to make it all balanced. ranger_variants.zip
297 Rath`s Bounty Hunter Another bounty hunter class, this one is also well balanced out. BountyHunter.pdf
298 Rebel, The Warriors of free-spirit that refuse being controlled by all means. therebel.doc
299 Red Mage, The More like an everything class, the class that can mimick all other classes, albeit not as well. RedMage_classic.doc
300 Relic Hunter An indiana jones type prestige class. relichunter.rtf
301 Riders of the Savanna, The A nice prestige class for barbarians or other classes. riders_savanna.doc
302 Ritual Warrior Tribal defenders whose faith on spirits power supernatural abilities. TheRitualWarrior.pdf
303 Rogue Scholar For the rogue, wizard or sorcerer just has to pursue the neverending quest for knowledge. RogueScholar.doc
304 Rope Master, The A master of ropes and whips... Or, in other words, a d20 cowboy! Ropemaster.pdf
305 Runic Blade Abnormally powerful mystic warriors. runic_blade.doc
306 Sacred Fist, The A good monk prestige class. SacredFist.doc
307 Saeros Witch A very nice take on the witch concept by Saeros. The class abilities makes sense and the spell list is well balanced out. SaerosWitch.pdf
308 Samurai, The A very well constructed class, looks professional. Samauri_class.doc
309 Sarcastic Swordsman Spider-man taunting with swords. SarcasticSwordsman.pdf
310 Savage, The An nice barbarian based prestige class. The_Savage.doc
311 Savant of the Brand At first, this one may read like another Duelist-like prestige class... Though if you check out it`s amazing original acrobatic abilities, you might agree that it`s a relic. SavantoftheBrand.pdf
312 Scarred One Barbarians who inflict wounds on themselves, becoming ferocious melee combatants who ignore pain. ScarredOnes.pdf
313 Scout The Scout is a soldier who is very fast and highly skilled in the art of intrusion. Ranger/Rogue variant sent by Alias Worg. scout.doc
314 Scout, The Wanderers of the lands that developed a keen sense for dangers and mishaps, and also a natural ability of finding the right path on their travels. Nice broad concept here. TheScout.pdf
315 Sentinel, The The true masters of observation and alertness. These adventurers look forward to develop their keen senses above anything else. Very nice class suited for almost any campaign... Sentinel.pdf
316 Serial Killer After Book of Vile Darkness we are receiving some classes like this one. serial_killer.doc
317 Serpent Mage Mages that begin their careers summoning reptiles, and end it summoning dragons! SerpentMage.pdf
318 Shadow An assassin like prestige class ShadowPclass.doc
319 Shadow Assassin ShadowAssassin.pdf
320 Shadow Chaser of Urlmar, The Shadow chasers are drawn to areas where the Undead are thickest. Whether it is the chance of putting some restless soul to peace, or quieting the keen of a banshee a shadow chaser will take up the challenge. ShadowChaserofUrlmar.pdf
321 Shadow Eye Arcane roguish spies that hide in the sahdows. shadoweye.html
322 Shadow Khan This is a roguish spellcaster with Aura abilities. shadow_khan.doc
323 Shadow Knight A heart of ice and a devotion stronger than steel-these are at the core of the Shadow Knight. shadow_knight.doc
324 Shadow Knight An evil knight, dangerous and skilled. Shadow_Knight.doc
325 Shadow Sniper Roguish archers are always deadly. ShadowSniper.pdf
326 Shadow Witch A witch that keeps to herself, though can be good or evil. Shadow_Witch.doc
327 Shadowolf Apparently another Anime/Mangá based class. shadowolf.doc
328 Shaman An adept like class, cross between barbarian and druid. Shaman.doc
329 Shaolin Master A monk who specializes in harnessing the elements. ShaolinMaster.doc
330 Shield Maiden New class devoted to healing and protective techniques. shield_maiden.doc
331 Shinobi Masters of stealth and martial arts, they came from distant mystical lands... Shinobi.pdf
332 Ship Mage Wizards specializing in faring aboard ocean crossing vessels. ship_mage.rtf
333 Shotokan Warrior, The A monk that have some very unusual abilities, like the Hadoken bolt or the Shoryuken uppercut. Some long time gamers may have seen them... ShotokanWarrior.pdf
334 Sicarii, The Sneaky assassins that specializes in killing specific targets without being noticed. Some nasty sneaking abilities within. Sicarii.pdf
335 Silent Fist A deadly monk prestige class. Silentfistclan.doc
336 Silver Order, The An order of monks dedicated to the protection fo the Weave. SilverOrder.pdf
337 Singer, The Powerful elven bards. Comes with lots of special songs TheSinger.pdf
338 Siphoner, The A master burglar who can even steal spells and hit points! TheSiphoner.pdf
339 Sisters of Mercy A well crafted and very well written prestige class for female characters. Sisters_of_mercy.doc
340 Skald A seeker of tales, wanderer of the adventure stories, master of poetry. Skald.pdf
341 Slum Lord A fantasy medieval junkie with unusual abilities. SlumLord.pdf
342 Sneak, The The best burglar of them all. Sneak.doc
343 Sniper One who specializes in taking out targets from a distance. Sniper.doc
344 Sniper, The A scouting sniper. TheSniper.pdf
345 Sogo Monk A master of quarterstaff and incredible vaulting leaps! SogoMonk.pdf
346 Solar Collection 3 new and very nice classes: The Guardians, Darksoul and Deathmaster. SolarCollection.pdf
347 Solonor's Bowhunters Exceptional archer prestige class. SolonorsBowhunters.doc
348 Sorcerer Variant Another class variant that tries to make the Sorcerer a bit more balanced. sorcerer_variant.doc
349 Sortier Master of hit and run. sortier-x.doc
350 Soul Master Clerics who made a pact with the devil, or such... soul_master.doc
351 Spirit Archer Free-spirited archers whose ultimate goal is to craft a spiritual bow. spirit_archer.doc
352 Spirit Warrior, The This is a new class for the D&D 3rd edition that is based on the TV show Dragon Ball-Z. I used a monk as a template, so this is really a variant on the monk. spititwarrior.doc
353 Spy, The Here is the spy, a class made using the Class Construction Engine (above) class_spy1.doc
354 Spymaster Specializes in gathering information and infiltration, is quite capable of doubling up as an assassin as well. spymaster.doc
355 Spymaster Subterfuge devoted prestige class. pclass_spymaster.doc
356 Stalker This is a paladin derived prestige class who specialize in fighting the undead. pclass_stalker.html
357 Stalker in Shadows Overly detailed roguish prestige, comes with a long description of their organization. StalkerinShadows.pdf
358 Star, The When Popularity, Fame and Talent take your Bard to a new level. TheStar_classic.doc
359 Starmaster Starmasters are Mages who have tapped into their inner power and concentrated it into a cloak of energy. starmaster_class.rtf
360 Steel Fury Blade Glauntet specialists with weird martial abilities. SteelFury.pdf
361 Street Fighter One who specializies in fighting with dirty tactics and brawling. StreetFighter.doc
362 Summoner A very nice prestige class, loosely based on the Summoner game. Summoner.doc
363 Summoner, The A master of summoning magic. Comes with detailed summoning tables and some new rules. TheSummoner.pdf
364 Sumo Warrior Cool this is a sumo wrestler! Blubber armour is nice but the bonus advancement might be too high... sumo.doc
365 Sun Dragon Monks, The An elvish monk clan of disciples from the Sun Dragon. SunDragonMonk.pdf
366 Swanmay, The Another relic from Rob: well illustrated, detailed and quite balanced. Long Download (690Kb) swanmay.pdf
367 Swarm Master/Mistress, The Nice prestige class for characters from the swamps, or those who spend time with lizardfolk. SwarmMasterMistress.rtf
368 Swashbuckler, The An agile, nimble and quick-witted warrior! swashbuckler.doc
369 Sword Master For the one who wishes to be a master of blades. Based loosely off of the Sword Dancer Class. SwordMaster3E.doc
370 Sword Master A specialist at wielding two weapons and can perform special abilities with the blade. swordmaster.doc
371 Sword Sorcerer A great new class that mixes combat and magic! Sword_Sorcerer.doc
372 Swordman of the Sightless Eye Monks that learned how to fight without the need of visual aid. They use their personal weapon, the Zaitochi. SwordsmanoftheSightlessEye.pdf
373 Tamer A class that trains and works with animals. Tamer.doc
374 Tarot Mage Based on Sakura Card Captor. For me it´s too complex for a prestige class but if you are a fan that´s for you. tarot_mage.rtf
375 Tauren (Monster Class) Minotaur warriors that received spiritual powers from their ancestors and became elite fighters. This class is intended for monsters, it would be alot unbalanced for PCs. Tauren.pdf
376 Tempered Ones, The Paladins who undertake rituals of purification to empower their combat abilities and resistance. TheTemperedOnes.pdf
377 Templar, The A very nice paladin variation. TheTemplar.pdf
378 Thaumaturge Specialists of Lore and the mysterious art. Thaumaturge.rtf
379 Time Master Someone who can manipulate the fabric of time around them. time_master.doc
380 Torchbearer, The Priests of the God of Light who preach the flashing flames of Truth. Torchbearer.pdf
381 Town Drunk, The Prestige class similar to the drunken master TownDrunk.doc
382 Traveler of the Silken Road This prestige class focuses on warriors who use naught but the sword. A great class and organization to add to any campaign. traveler.pdf
383 Treesinger Closer to a Kit rather than a prestige class, characters retain all basic class info and add more statistics for this prestige class. Treesinger.doc
384 Tribesman A mix of Barbarian and Ranger... This was close to unbalanced rating though. tribesman.doc
385 Trickster These characters seek to spread mischief throughout the world. trickster.doc
386 Triune A knight blessed with enchantments and power Triune_classic.doc
387 Trophy Hunter, The Fierce hunters that use the badges of fallen opponents as trophies of honor. TheTrophyHunter.pdf
388 Troubleshooter For the rogue who wants to help solve any problems adventurers face while questing. Troubleshooter.doc
389 True Caster A variant of the polemic Mystic Theurge from D&D 3.5; This one is also gains both arcane and divine spell progressions, but not on every level. Truecaster.pdf
390 True Summoner A magic user who deals with unique summoned creatures, who function more like allies than summons. Very well balanced out. Yet simple, it is a really good class. TrueSummoner.pdf
391 Tunnel Master A prestige class for Kobolds, the masters of tunnel traps!. TunnelMaster.pdf
392 Unarmed Warrior Warriors that focus on unarmed combat. Though not developing supernatural powers like the monks, they hit harder than them... UnarmedWarrior.pdf
393 Undead Hunter A nice prestige class for those who wish to be the bane of the undead. Undeadhunter.doc
394 Underworld Scourge A prestige class for those who wish to build an evil guild or empire. UnderworldScourge.doc
395 Updated Valkyrie The Virgin Warrior Maiden. ValkyrieClass_classic.rtf
396 Valkyrie The infallible virgin warrior maidens of the deities. Those who search for souls whom are worthy enough to join the deity in their home plane. Valkyrie.pdf
397 Vlaude`s Track of Immortality Surely a powerful prestige, which comes with very high requirements though. vlaudes_track.doc
398 Voromancers Ritualistic power stealers... This one is tough to balance, but I think its pretty balanced here. voromancers.html
399 Wandering Blade An expert sword warrior. WanderingBlade.doc
400 War Priest of Heironeous A specialized priest whose focus is combat. WarPriestofHeironeous_classic.doc
401 War Wizard A specialist at fighting in the trenches at battles. War_Wizard.rtf
402 Warbringer The champions of Tempus! warbringer.doc
403 Warchief, The A leader in the battle field! This class is very generic and suitable to any campaign. TheWarchief.pdf
404 Warlock This is the Wild Mage template to be added to other sorcerer classes. Warlock_classic.doc
405 Warlock, The A 3rd Edition version of the Wild Mage. Warlock1.doc
406 Warrior of Underdark Very powerful class suited for the Duergar and Derro, a race of evil dwarves that dwells in the deep caves of Underdark. WarriorofUnderdark.pdf
407 Wilderness Warrior A specialist in the bladed gauntlets. TheWildernessWarrior_classic.doc
408 Wind Dancer, The The first free peak at Karanblade´s prestige classes. The barbarians from Rain Islands whose dances are a mixture of beauty and bloodly fury! Don´t miss the illustration inside... winddancer.pdf
409 Winter Warrior, The A class based on those who traverse in the arctic lands. Winter_Warrior.doc
410 Witch Collection, The 4 different takes on the Witch Class. All of them are very well done. TheWitchCollection.pdf
411 Witching Seductress The beguiling woman who uses her enchanting ways to get what she wants. WitchingSeductress_classic.pdf
412 Wizard Slayer Barbarian who lives for destroying all there is magical. BarbarianWizardSlayer.doc
413 Wyrmslayer Those who specialize in hunting dragons. wyrmslayer_classic.doc
414 Zealot Very nice prestige that describes the most pure among the defenders of goodness. zealot.doc

[PC6] Custom Classes Group


Knowledgizer3

Level KXP
Spells
1 0 (possibly owe XP) (varies)
2 (varies) *1.1 (varies)
3 (varies) *1.1 (varies)
4 (varies) *1.1 (varies)
5 (varies) *1.1 (varies)
6 (varies) *1.1 (varies)
7 (varies) *1.1 (varies)
8 (varies) *1.1 (varies)
9 (varies) *1.1 (varies)
10 (varies) *1.1 (varies)
11 (varies) *1.1 (varies)
12 (varies) *1.1 (varies)
13 (varies) *1.1 (varies)
14 (varies) *1.1 (varies)
15 (varies) *1.1 (varies)
16 (varies) *1.1 (varies)
17 (varies) *1.1 (varies)
18 (varies) *1.1 (varies)
19 (varies) *1.1 (varies)
20 (varies) *1.1 (varies)
21 (varies) *1.1 (varies)
22 (varies) *1.1 (varies)
23 (varies) *1.1 (varies)
24 (varies) *1.1 (varies)
25 (varies) *1.1 (varies)
26 (varies) *1.1 (varies)
27 (varies) *1.1 (varies)
28 (varies) *1.1 (varies)
29 (varies) *1.1 (varies)
30 (varies) *1.1 (varies)
31 (varies) *1.1 (varies)
32 (varies) *1.1 (varies)
33 (varies) *1.1 (varies)
34 (varies) *1.1 (varies)
35 (varies) *1.1 (varies)
36 (varies) *1.1 (varies)
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 16 (also see description)
Alignment: any
HD/level: d7
Weapon Prof.: 2+level/2
To Hit Table: Cust
Save Table: Cust
Reference: DM {Planeshifted Collectivizer3}
Groups: Custom, Alternate
 
Each Level: Pick a class that you know. You get the following:
1. (Check with the DM) You might get one of the (non-"Level:") lines of text that defines the class. If the ability references LVL or CL, it improves with your Knowledgizer3 level.
2. All "Level:" abilties of that exact level from that class (even if non-pickable). If there are none, you can pick one lower level abilities. If it references LVL or CL, it improves with your Knowledgizer3 level.
3. The difference in spell progression from the previous level to this level (e.g. if the previous level was 322 and the new level is 3321, you would get 0101 as your progression). This progression does not improve with level; it's a one time deal (you will probably collect a lot of different progressions tho!). If the progression has a stat bonus, you may use it, but you get only one bonus for each stat (for all of your progressions). If multiple progressions use the same stat, you can split your bonus amongst them as you see fit.
4. Take the class's highest Requisite and add LVL in that stat to this class's Requisites. (For example, if your first pick was Fighter1, this class now requires Str 1 and Chr 9). This has a maximum equal to the actual Requisite for the class (e.g. if you get Fighter1 at level 20, you'll add 9 to the Str requirement, not 20). This may cause you to "owe" quite a few stat points.
 
XP cost: Your XP cost is the difference for the next level, using the class you're copying for the next level. This is multiplied by 1.1. For example, if you take Fighter as your 2nd level class, you need 2.2 (2*1.1) KXP to be 2nd level. If you then pick Mage as your 3rd level class, the XP for Mage at 3rd is 5, the XP for Mage at 2nd is 2.5, so you need 2.75 ((5-2.5)*1.1) additional KXP to be 3rd, for a total of 4.95. Yes, you'll need to write out your XP table. Note that your choice of 1st level class is irrelevant (feel free to pick an expensive class!), but if it owes XP at level 1, you owe too, at times 1.1.
 
Other notes about this class:
N1. If you are picking up Knowledgizer3 class beyond level 1, you have to meet all the requirements of the final "blob" put together. If you can't, pick easier classes to qualify for!
N2. If you get a Rogue group class, you get (level of this pick)*2*LVL Rogue points. The "level of this pick" doesn't go up with level, but LVL does. (e.g. if you got Rogue group classes at levels 4, 5, and 7, you get 32*LVL Rogue points per level). It is possible the Rogue class you pick may increase this, for example, a reasonable non-"Level:" line of text for one of the "-eer" classes would be 20*LVL Rogue points, since they give 60*LVL Rogue points instead of 40*LVL.
N3. If you get a Psionicist group class, you get the PSP difference from previous level to this level (e.g. calculate your pool as if one level lower, and subtract it from your calculated pool for this level). Your pool does not increase in size. If you get an Ioun Stone of PSPs you can transfer PSPs between pools.

[PC6] Custom Classes Group


Life Machine

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

[PC6] Custom Classes Group


Master/Arcane Custom


Level

KXP
Spells
TH
1 0 (varies) +0
2 1*CC (varies) +1
3 2*CC (varies) +2
4 4*CC (varies) +3
5 10*CC (varies) +4
6 20*CC (varies) +5
7 40*CC (varies) +6
8 75*CC (varies) +7
9 140*CC (varies) +8
10 290*CC (varies) +8
11 440*CC (varies) +9
12 590*CC (varies) +9
13 740*CC (varies) +10
14 890*CC (varies) +10
15 1040*CC (varies) +11
16 1190*CC (varies) +11
17 1340*CC (varies) +12
18 1490*CC (varies) +12
19 1640*CC (varies) +13
20 1790*CC (varies) +13
21 1940*CC (varies) +14
22 2090*CC (varies) +14
23 2240*CC (varies) +15
24 2390*CC (varies) +15
25 2540*CC (varies) +16
26 2690*CC (varies) +16
27 2840*CC (varies) +17
28 2990*CC (varies) +17
29 3140*CC (varies) +18
30 3290*CC (varies) +18
31 3440*CC (varies) +19
32 3590*CC (varies) +19
33 3740*CC (varies) +20
34 3890*CC (varies) +20
35 4040*CC (varies) +21
36 4190*CC (varies) +21
37 8380*CC (varies) +22
38 12570*CC (varies) +22
39 16760*CC (varies) +23
45 41900*CC (varies) +26
54 79610*CC (varies) +30
63 117320*CC (varies) +35
72 155030*CC (varies) +39
Requisites: Six CC*5's,
  Class Slots CC
Alignment: any
HD/level: d(CC*3)
Weapon Prof.: CC+level/(5-CC)
Reference: DM
Groups: Custom
Complexity: CF=3
 
Saving Throws:
(total in all categories = 24+LVL*3; max in any one category = 8+LVL)
 
Choose a "CC" factor for this class, which is 1, 2, 3, or 4.
Each level, choose CC abilities below. You may downgrade picks.
 
Level Pick Description
1 1 +1 ability score point (can pick this multiple times)
2 Add d+3 to HD type for this class (can pick this multiple times)
3 Exceptional stat bonus (can pick this multiple times, one for each stat)
4 Get a random "Level (2d4-1):" ability from the full collective, you can pick group from PC1-PC5 (DM has tables from the Random Class generator)
2 1 Hold one ability score
2 +1 Feat (can pick this multiple times)
3 HD for this class has a "&" (cumulative) on it.
4 Damage +4 with physical attacks (can pick this multiple times)
3 1 Intermediate stat bonus, if you have Exceptional already (can pick this multiple times, one for each stat)
2 +1 Kit (can pick this multiple times)
3 Regenerate 1 hp/s (can pick this multiple times)
4 To Hit +3 with physical attacks (can pick this multiple times)
4 1 Can weapon specialize using the Warrior line. If you pick this three times, use the Barbarian line instead. CF=4: If you pick this six times, use Swashbuckler number of attacks = (LVL+2)/2 with one weapon. CF=5: If you pick this ten times, use number attacks = LVL.
2 Rogue abilities as per Thief0. If you pick this three times, use Dungeoneer (or any other -eer) instead. CF=4: If you pick this six times, use TANB1 instead. CF=5: If you pick this ten times, get 200 rogue points per level and two Any Rogue picks per level.
3 +10% money (can pick this multiple times)
4 Saving Throws +3 (all) (can pick this multiple times)
5 1 Wizard spells as per Bard2. If you pick this three times, use Mage2 instead. CF=4: If you pick this six times, use Arch-Mage instead. CF=5: If you pick this ten times, use Beast Arch-Mage instead.
2 Priest spells as per Cleric0. If you pick this three times, use Cleric3 instead. CF=4: If you pick this six times, use Arch-Priest instead. CF=5: If you pick this ten times, use Beast Arch-Priest instead.
3 +1 Summon slot (can pick this multiple times)
4 +25% among any BlahR's (can pick this multiple times)

[PC6] Custom Classes Group


Master/Arcane Custom (cont.)

Level Pick Description
6 1 Psionics in one frequency you know, using Psi1A progression. If you pick this three times, use Psi1 progression. If you pick this six times, use ArchPsi1 progression. If you pick this ten times, use Beast Psionicist progression.
2 Barbarian stat bonus, if you have Intermediate already (can pick this multiple times, one for each stat)
3 +1 A Action (can pick this multiple times)
4 +2 weapon needed to hit you (can pick this multiple times; they fully stack)
7 1 1M: Dispel a class ability for 1 turn.
2 +1 size (can pick multiple times, using summation rule)
3 Immune to one specific spell/psionic ability (by name) (can pick this multiple times)
4 +1 Mount slot (can pick this multiple times, using the summation rule)
8 1 Can have "W" or "J" alignment (pick this twice to get both)
2 +1 CL (can pick this multiple times)
3 +1 limb (can pick this multiple times, using the summation rule; make it a new set of limbs with 1 pick)
4 Immune to a SL 0-3 Status effect (can pick this multiple times)
9 1 1M: Dispel a racial ability for 1 turn.
2 1M: Lockdown all Borrowed (b) actions within sight.
3 +1 Research point per reset (can pick this multiple times, using the summation rule)
10 1 +1 Race slot (can pick this multiple times, using the summation rule)
2 Can convert AC to |AC| by taking the square root.
3 +1 to number of summons per summon slot (can pick this multiple times, using the summation rule)
11 1 +1 GGL pick (can pick this multiple times, using the summation rule)
2 +1 defensive DL, offensive DL, or rhp for your subodinates (can pick each one once)
3 Can "mix" in another Custom group class using the +50% XP rule.
12 1 1M: Dispel a familiar ability for 1 turn.
2 1M: Lockdown all Held (h) actions within sight.
3 +1 Familiar slot (can pick this multiple times, using the summation rule)
13 1 +1 limited ML (don't get new SL's) (can pick this multiple times)
2 Your area effects hit +1 group
3 ++1 TH, dmg, AC, or saves (can pick multiple times)
14 1 +1 segment per round (you may act on segment 11)
2 Don't generate "?" in the dungeon (pick more than once for each additional symbol)
3 Add a group to this class
15 1 +1 Mini-Class slot (can pick this multiple times, using the summation rule)
2 Can convert AC to iAC by dividing by 100.
3 CF=4 and spend 10 picks: Can have a CC of 5 in this class; CF=5 and spend another 10 picks: Can have a CC of 6 in this class
16 1 +1 Class slot (can pick this multiple times, using the summation rule)
2 Immune to a SL 0-6 Status effect (can pick this multiple times)
3 Sphere, School, or Discipline robe (can pick each one of these once)
17 1 CF=4: 1M: Lockdown all Instantaneous (I) actions within sight.
2 +1 Edition Number to this class (like the Mini)
3 Hold Multiplier
18 1 CF=4: 1M: Drop all ER, iER, xER, and ixER on target (no resistance).
2 +1X action (can pick multiple times, using the summation rule)
3 Luckstone (can pick this multiple times, using the summation rule)

[PC6] Custom Classes Group


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

[PC6] Custom Classes Group


Maxulator

Level KXP
Spells
1 0 (varies)
2 5 (varies)
3 10 (varies)
4 20 (varies)
5 40 (varies)
6 80 (varies)
7 160 (varies)
8 300 (varies)
9 600 (varies)
10 1000 (varies)
11 1500 (varies)
12 2000 (varies)
13 2500 (varies)
14 3000 (varies)
15 3500 (varies)
16 4000 (varies)
17 4500 (varies)
18 5000 (varies)
19 5500 (varies)
20 6000 (varies)
21 6500 (varies)
22 7000 (varies)
23 7500 (varies)
24 8000 (varies)
25 8500 (varies)
26 9000 (varies)
27 9500 (varies)
28 10000 (varies)
29 10500 (varies)
30 11000 (varies)
31 11500 (varies)
32 12000 (varies)
33 12500 (varies)
34 13000 (varies)
35 13500 (varies)
36 14000 (varies)
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: Class Slots 2, Mini-Class Slots 1
Alignment: any
HD/level: d8
Weapon Prof.: 3+level/3
To Hit Table: Cust
Save Table: Cust
Reference: DM {Mirror Minulator}
Groups: Custom, Mirror
 
You duplicate the powers of up to LVL+1 Mini-classes (see [PC10]). You get your full XP (in Maxulator class) for each of these Mini-classes to see what level you are. There is no minimum or maximum level for these classes, meaning some of your emulated Mini classes may be above your Maxulator level, or may be level 0.
 
You can take each Mini-class only once, however, you are allowed to take both the Normal and the Alternate form for the same Mini-class at the same time (this is a violation of the normal Mini-class rules).
 
You are allowed to take actual Mini-classes themselves for your character normally, and can even select Mini-classes that you have as part of your Minulator class. (You are not considered to "have" a particular Mini-class, even if it's part of a Minulator class).
 
Level 6: You may choose three instances of a given Mini-class, in one of these combinations: Normal-Normal-Alternate or Normal-Alternate-Alternate. This can be done for multiple Mini-classes. Some Mini-classes (such as Jobber) allow the Normal and Alternate form to be taken, in these cases, you may have Normal-Normal-Normal or Alternate-Alternate-Alternate.
Level 12: You may choose four instances of a given Mini-class in any combination. This can be done for multiple Mini-classes.
Level 18: You may choose five instances of a given Mini-class in any combination. This can be done for multiple Mini-classes.
Level 24: You may choose six instances of a given Mini-class in any combination. This can be done for multiple Mini-classes.

[PC6] Custom Classes Group


Minimizer

Level KXP
Spells
1 0 (varies)
2 2.5 (varies)
3 5 (varies)
4 10 (varies)
5 20 (varies)
6 40 (varies)
7 80 (varies)
8 150 (varies)
9 300 (varies)
10 500 (varies)
11 750 (varies)
12 1000 (varies)
13 1250 (varies)
14 1500 (varies)
15 1750 (varies)
16 2000 (varies)
17 2250 (varies)
18 2500 (varies)
19 2750 (varies)
20 3000 (varies)
21 3250 (varies)
22 3500 (varies)
23 3750 (varies)
24 4000 (varies)
25 4250 (varies)
26 4500 (varies)
27 4750 (varies)
28 5000 (varies)
29 5250 (varies)
30 5500 (varies)
31 5750 (varies)
32 6000 (varies)
33 6250 (varies)
34 6500 (varies)
35 6750 (varies)
36 7000 (varies)
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: (none)
Alignment: any
HD/level: d6
Weapon Prof.: 2+level/4
To Hit Table: Cust
Save Table: Cust
Reference: DM
Groups: Custom, Random
 
Each level, the DM rolls 2 Mini classes. You get that level of each of those Mini classes' abilities. You can choose which form (Normal, Alternate, or Alternate 2) of the Mini class you use.
1F, 1/reset: Reroll up to LVL Mini class results you have.

[PC6] Custom Classes Group


Minulator

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

[PC6] Custom Classes Group


Mixer

Level KXP
Spells
1 0 (varies)
2 3 (varies)
3 7 (varies)
4 17 (varies)
5 42 (varies)
6 105 (varies)
7 262 (varies)
8 655 (varies)
9 1100 (varies)
10 1600 (varies)
11 2200 (varies)
12 2900 (varies)
13 3700 (varies)
14 4600 (varies)
15 5600 (varies)
16 6700 (varies)
17 7900 (varies)
18 9200 (varies)
19 10600 (varies)
20 12100 (varies)
21 13700 (varies)
22 15400 (varies)
23 17200 (varies)
24 19100 (varies)
25 21100 (varies)
26 23200 (varies)
27 25400 (varies)
28 27700 (varies)
29 30100 (varies)
30 32600 (varies)
31 35200 (varies)
32 37900 (varies)
33 40700 (varies)
34 43600 (varies)
35 46600 (varies)
36 49700 (varies)
TH Saves
PD RS PP BW Sp Fo Re Wi
varies varies
varies varies
varies varies
varies varies
varies varies
varies varies
varies varies
varies varies
varies varies
varies varies
varies varies
varies varies
varies varies
varies varies
varies varies
varies varies
varies varies
varies varies
Requisites: Each stat = Highest among classes, +1 for each other requirement
Alignment: any
HD/level: varies
Weapon Prof.: varies
To Hit Table: varies
Save Table: varies
Reference: DM
Groups: Custom
 
This class mixes several classes together. Let N be the number of classes and the G be the number of groups among your classes. N+G must be equal to LVL+1 or less. So at level 1 you are single-classed, and at level 2 you may mix 2 classes of the same group together. At level 3 you can be 3 classes in the same group, or 2 classes in 2 groups.
 
You may mix together normally illegal combinations, but you must be a possible alignment (from levels 1 to 8, see below).
 
The XP chart given for MixerDM is used, instead of the calculated mix. You do calculate the HD, TH, and saves of the mix.
 
The stat requirements is the highest number for each stat, plus 1 for each additional requirement from other classes in that stat. HNCL/Level is considered a "stat requirement" and is calculated the same way.
 
Normally, don't mix in classes that are higher XP than the MixerDM class at that level. You can, but then you must calculate the normal mixed XP for that level, but divide by 5 instead of the normal 10 for the extra classes.
 
This class cannot mix in classes from the Custom, Concordant, or Monster groups, and cannot be mixed into other classes.
 
Level 9: You are considered two "adjacent" alignments for fulfilling alignment restrictions for the MixerDM class. They must share the first or second alignment component, and one of these must be your real alignment.
Level 12: All classes no longer have an alignment restriction for the MixerDM class.
Level 18: You may now mix in classes from the Monster group. Remember to add 1 to the "G" factor above if you do this.

[PC6] Custom Classes Group


Mortal0

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

[PC6] Custom Classes Group


Mortal0 Spells

Level # Spell Name Spell Description
9 1 Armor Class +LVL*5 AC
9 2 Artifact Creation 10F, 1/reset: Create a random x1 item of XP value LVL*1000
9 3 Aura Attack 1V: All within 60' make Will save or Fascinated
9 4 Bestow 1F: Raise target's ability score by CL for 1 turn; 1M: Do a SL 0 to (CL+2)/3 effect (Wiz/Pri/Psi)
9 5 Call Other 1M: Summon a DL=CL/2 (round up) monster, of the Human subtype
9 6 Combat Abilities x(1+CL/10) dmg with attacks
9 7 Communication Tongues and Comprehend Languages cont.
9 8 Conceal Nature Non-Detection and Misdirection cont.
9 9 Control Undead Turn Undead (control or turn) at LVL=CL
9 10 Create Magic Items 60F, 1/reset: Create CL*CL*100 XP of magic items (all x1 items, your choice)
9 11 Create Species One Racial Adjective, or you can mix in a race (it's free, but the max XP divisor increase = CL/10)
9 12 Detect Immortal Detect Concordant/Immortal effects cont.
9 13 Detection Suite 1M: Cast your CL in SL's of Divination effects (Wiz/Pri/Psi)
9 14 Dragon Breath Mouth's P, CL/d: Breathe an E=CL/2 (round up) element for current hp in dmg, BW save for 1/2
9 15 Dragon Form 1P: Polymorph into any known dragon type, max age category = CL/2 (round up)
9 16 Enhanced Reflexes +CL initiative
9 17 Extra Attacks +CL/2 (round up) to number of attacks (total, not with each weapon)
9 18 Fighter Options Get your CL in "Level:" picks (e.g. at level 9 you could have a Level 9: pick, or a Level 4: and a Level 5:, etc.)
9 19 Grant Power Points Target is imbued with one 9th level Mortal0 spell (this slot stays spent as long as he has it)
9 20 Groan Mouth's P: All targets in a group are paralyzed (PP save)
9 21 Hear Supplicants Know if someone is mentally asking for your help (within CL^3 miles)
9 22 Height Change 1V: Change size up or down by 1, max difference from original is CL/3 (round up) categories
9 23 Howl Mouth's P: Fear all targets in a group (Will save)
9 24 Immortal Eye Wizard Eye with Detect Invisibility/Illusion, no "ears burning"
9 25 Improve Ability Scores +CL stat points
9 26 Improved Saving Throws +CL saves to one category
9 27 Incorporeal Form Cannot have anything hostile done to you, but cannot be hostile to others
9 28 Increased Damage Pick weapons, spells, or psionics. Do +(CL/2, round up) dice of dmg with those effects
9 29 Increased Move Rate +CL*3" Move Rate; +1V action
9 30 Infinite Spell Duration 1M, CL/d: Next magic, psionic, innate effect you do has infinite duration (treat as a Permanency)
9 31 Leech Whenever you touch, attack, or are touched or attacked, they are drained CL levels
9 32 Magic Resistance 45+5*CL% MR
9 33 Manifestation Form You have a spare body (Clone) and are not really "killed" if it is destroyed (you appear back where the Clone is)
9 34 Mortal Immunity Immune to CL/3 (round up) specific magic, psionic, or innate effects (by name)
9 35 Mystic Abilities Abilities as per a Mystic0 of level = CL/2 (round up) or as a Psionic Mystic0/10 of level = CL/3 (round up)
9 36 Poison Bite/Sting Once per round can bite or sting for poison (death or CL*10 smg if they make the save)
9 37 Poison Spit Mouth's P, CL/d: Spit Poison on a group (death or 10*LVL)
9 38 Power Attack 1M: CLd6 dmg (no save, no blahR, energy damage) to a target
9 39 Probe 1M, CL/d: Capital E Extract, Know Truename, or Know a Weakness of Target
9 40 Probe-Shield Stops one "Probe" effect (above)
9 41 Reduce Saving Throw 1M: For 1 turn, target must roll an extra save against effects, if he fails any save roll he fails the save
9 42 Regeneration Regenerate CL hp per segment
9 43 Shape Reality, Alt. Char. 25F, 1/reset: Change appearance, physical/magical law, MF, TF, or PF in local area (CL*100 yard radius)
9 44 Shape Reality, Cr. Body 20F, 1/reset: Create an asteroid or island (CL sq. miles)
9 45 Shape Reality, Cr. Plane 30F, 1/reset: Create a pocket plane in the astral (functions as a Deeppocket or a Rope Trick)
9 46 Shape Reality, Mv. Body 10F, 1/reset: Move an asteroid or planet (maximum size is CL*4 sq. miles, is moved CL miles)
9 47 Shape Reality, Mv. Plane 15F, 1/reset: Redirect a color pool or gate to go somewhere else on one end (either move this end away or make the far end somewhere else)
9 48 Snap 1 attack: Grab a target and pull him in, it becomes part of your group (Str contest)
9 49 Summon Item 1M: Produce an item that you've lost (not sold), works within CL^2 miles
9 50 Swoop Can transfer 4V -> 1P, 7V -> 1QP, or 11V -> 1QQP
9 51 Thief Abilities Abilities as per a Thief0 of level = CL/2 (round up)
9 52 Transform 1M: Polymorph Other (save) and Forget (save) on one target
9 53 Travel Powers 1M, CL/d: Teleport without Error (same plane only)
9 54 Weapon Mastery +LVL slots in Weapon Mastery, can go beyond max of # slots = level
9 55 Weapon Needed Need a +CL-1 weapon to hit you

[PC6] Custom Classes Group


Paragon3

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

[PC6] Custom Classes Group


Piper0


Level

KXP

Spells

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

[PC6] Custom Classes Group


Putz

Level KXP Putz [Pawn/Spawn]
234 567 [01]
TH
1 0 1-- --- [--] & +1
2 6 2-- --- [--] & +2
3 12 3-- --- [--] & +3
4 25 31- --- [--] & +4
5 50 32- --- [--] & +5
6 150 33- --- [--] & +6
7 250 331 --- [--] & +7
8 350 332 --- [--] & +8
9 450 333 --- [--] & +9
10 650 333 1-- [--] & +10
11 850 333 2-- [--] & +11
12 1050 333 3-- [--] & +12
13 1250 333 31- [--] & +13
14 1450 333 32- [--] & +14
15 1650 333 33- [--] & +15
16 1850 333 331 [--] & +16
17 2050 333 332 [--] & +17
18 2250 333 333 [--] & +18
19 2550 333 333 [1-] & +19
20 2850 433 333 [1-] & +20
21 3150 443 333 [1-] & +21
22 3450 444 333 [1-] & +22
23 3750 444 433 [1-] & +23
24 4050 444 443 [1-] & +24
25 4350 444 444 [1-] & +25
26 4650 444 444 [2-] & +26
27 4950 554 444 [2-] & +27
28 5350 555 544 [2-] & +28
29 5750 555 555 [2-] & +29
30 6150 555 555 [3-] & +30
31 6550 666 555 [3-] & +31
32 6950 666 666 [3-] & +32
33 7350 666 666 [31] & +33
34 7750 666 666 [32] & +34
35 8150 666 666 [33] & +35
36 8550 777 766 [33] & +36
37 17100 777 766 [43] & +37
38 25650 777 766 [44] & +38
39 34200 777 766 [54] & +39
45 85500 887 777 [77] & +45
54 162450 998 888 [881] & +54
63 239400 999 988 [888] & +63
72 316350 AAA 999 [999 1] & +72
Race Adjustments:
Str Dex Con Int Wis Chr Cml AT hp TH Div
+4 +4 +4 +4 -4 -4 +0 +0 +0 +0 ÷1
 
Requisites: Str 16, Dex 14, Con 16, Int 13,
  Race Slots 1, Class Slots 2
Alignment: C any
HD/level: & 2d1
Weapon Prof.: & level*2
To Hit Table: & Mon
Save Table: 4xMon
Reference: DM {Reduced Pawn/Spawn}
Groups: Custom, Concordant (x1), Archetype
Complexity: CF=3
   
Saving Throws:  
PPD: level*2+0
RSW: level*2+0
PP: level*2+0
BW: level*2+0
Spell: level*2+0
Fort: level*2+0
Reflex: level*2+0
Will: level*2+0
   
Gets Exceptional Str, Dex, Con, and Int.
Can weapon specialize using the Non-Warrior line.
Level N (every level): +1 proficiency of any type.
Level 1 ¶: Rotating Truename.
Level 1 ¶: Gets +1F action per round.
Level 1 ¶: Gets F=LVL rating in Custom2 picks. The entire Custom2 chart is given further down, but negative F cost things cannot be picked. ArchCustom2 things can be picked if you research them.

[PC6] Custom Classes Group


Putz (Custom2 picks)

Category Ability F cost
To Hit To Hit as Warrior +2
To Hit as Wizard -1.5
To Hit as Priest 0
To Hit as Rogue -1
To Hit as Custom +1
To Hit as Monster +3
To Hit is always +0 -2
To Hit as 1½xWarrior +3
To Hit as 2xWarrior +6
To Hit as 2xMonster +7
Saves Saves as War, Wiz, Pri, Rog, or Psi +0
Saves as Custom +1
Saves as Monster +1
Saves as Dwarf0, Elf0, Halfling0 +2
Saves are always +0 -2
Saves as 1½x(War, Wiz, Pri, Rog, or Psi) +2
Saves as 2x(War, Wiz, Pri, Rog, or Psi) +4
Each extra category added +1
HD/level 1d1 -0.5
1d2 -0.25
1d3 0
1d4 +0.5
1d6 +0.75
1d8 +1
1d10 +2.5
2d1 +3
2d2 +3.5
1d12 +4
2d3 +4
2d4 +5
3d1 +6.5
1d20 +7
NdS (not listed above) +(N-1)*3+S/4
2m0 (normal Con bonus squared) +20
2m1 (normal Con bonus +1 squared) +22
HD cumulative with other classes (&) +10
-1 hp/level (e.g. d6-1) -0.25
+1 hp/level (e.g. d6+1) +0.25
+2 hp/level (e.g. d6+2) +0.5
-1 HD at first level (e.g. -d6) -1
+1 HD at first level (e.g. +d6) +1
+2 HD at first level (e.g. ++d6) +3
Category Ability F cost
War stuff Aura of Protection (as per Paladin) +2
Barbarian1 Constitution bonus +3
Barbarian1 Dexterity bonus +3
Barbarian1 Strength bonus +4
Lay on Hands (as Paladin or Monk) +2
Specialization, Weapon +1
+LVL TH or dmg vs. a creature type +1
Warrior # Attacks +1
Wiz stuff Wizard spells, full Mage2 prog. +16
Wizard spells, half level prog. +8
Wizard spells, full prog., only 1 school +3
Wizard spells, half prog., only 1 school +1.5
Kits (extra), cost each +1.25
Proficiencies (extra), cost each +0.25
Specialization, School (pick opposite) +1
Specialization, School (no opposite) +2
Pri stuff Priest spells, full Cleric2 progression +8
Priest spells, half level prog. +4
Priest spells, full prog., only 1 sphere +2
Priest spells, half prog., only 1 sphere +1
Animal empathy +1.5
Druid Shapechange (at level 7) +3
Specialization, Sphere +1
Specialty Priest pick +2
Turn Undead +3
Rog stuff Read Languages LVL*10% +0.5
Rogue Abilities, as per Thief2 +6
Rogue Abilities, as per Bard2 +6
Rogue Abilities, as per any other "2nd edition" class +7
Rogue Abilities, any other "unnumbered edition" class +8
Rogue Abilities, any other class +9
Rogue Ability, only one, LVL*10 points +1
X rogue points per level (instead of 40) +(X-40)/4
Psi stuff Psi2 powers, full Psi2 PSPs & progression +12
Psi2 powers, half level PSPs +6
Psi2 powers, full PSPs, only 1 discipline +2.5
Psi2 powers, half PSPs, only 1 discipline +1.25
xN PSPs over normal calculation (N>1) +(N-1)*4
Can use Psi(-2) powers as if they were Psi2 +1
Can use Psi1 powers as if they were Psi2 +2
Can use Psi3 powers as if they were Psi2 +3
Can use powers of any one frequency as if Psi2 +4
Other "Level:" ability from a "2nd edition" class, cost each +1
"Level:" ability from a "unnumbered edition" class, cost each +2
"Level:" ability from any other class, cost each +3
Duplicate any "2nd edition" class (X=KXP @ 2nd level) +X*6
Duplicate any "unnumbered edition" class (X=KXP @ 2nd level) +X*7
Duplicate any other class (X=KXP @ 2nd level) +X*8

[PC6] Custom Classes Group


Putz Spells

SL # Spell Effect (can pick more than once, each additional is +1 to LVL)
2 1 Ability Score Points +LVL Ability score points and +1 Sustained stat
2 2 BlahR +10*LVL% among any BlahR's; anti-BlahR's cost double; XR and better cannot be picked
2 3 Hit Points x(1+LVL/10) hp
3 1 A Acceleration +LVL A actions, counts as your Haste
3 2 CL +LVL CL
3 3 Miracle Progression For each n from 1 to LVL/2, gain "1F, (LVL/2+1-n)/d: Miracle n" (so at LVL=4 you have 2,1)
3 4 Status Resistance Resist LVL [C] section effects, major ones cost 3 picks each (can use three to become Immune)
4 1 B Acceleration +LVL B actions, counts as your Haste, can be stacked with other Acceleration powers
4 2 Mini Class +1 Mini class slot
4 3 Research Points +1 Research Point per Reset
4 4 Regeneration 4 Troll-like Regen. LVL hp /s; can heal Vile and Permanent hp at x3 cost
4 5 Spawner lending you spells 0, 1/r: +LVL SLs in memorization in spells (cannot be used for Putz progression itself)
5 1 C Acceleration +LVL C actions, counts as your Haste, can be stacked with other Acceleration powers
5 2 Spawner lending you psionics 0, 1/r: +LVL SLs in memorization in psionics
5 3 Saves +LVL to saves
5 4 Subordinates +LVL/4 distributed among defensive DL, offensive DL, or rhp for your subodinates
5 5 To Hit +LVL to TH
6 1 Concordant Mini Classes Get a times 1 mirrored set of base XP for Concordant Mini group classes
6 2 Regeneration 5 Regenerate 1/10 of max hp /s, on segment 10 removes one [C] section effect
6 3 Spawner lending you XP +10% XP
6 4 X Acceleration +1X action, counts as your Haste, can be stacked with other Acceleration powers
7 1 Demigod Mini Classes Get a times 1 mirrored set of base XP for Demigod Mini group classes
7 2 H Acceleration +1H action, counts as your Haste, can be stacked with other Acceleration powers
7 3 Hold Multiplier Hold Multiplier
10 (Spawn 0) 1 Ability Score Points +CCL*2 Ability score points and +CCL Sustained stats
10 (Spawn 0) 2 BlahR +20*LVL% among any iBlahR; XR and GR (and their variants) cost double
10 (Spawn 0) 3 Hit Points x(CCL+1) hp
11 (Spawn 1) 1 A Acceleration +CCL A actions, does not count as your Haste, and can be used with other similar Spawn powers
11 (Spawn 1) 2 CCL +LVL CCL
11 (Spawn 1) 3 Miracle Progression For each n from 1 to CCL, gain "1X, (CCL-n+1)/d: Miracle n" (so at LVL=3 you have 3,2,1)
11 (Spawn 1) 4 Status Immunity Immune to CCL [C] section effects, major ones cost 3 picks each

[PC6] Custom Classes Group


Quintessential Custom6

Level KXP Wiz/Pri/Psi3
123 456 789
1 0 1-- --- ---
2 6 20- --- ---
3 18 21- --- ---
4 36 31- --- ---
5 60 32- --- ---
6 90 320 --- ---
7 126 321 --- ---
8 168 431 --- ---
9 216 432 --- ---
10 486.4 432 0-- ---
11 729.6 432 1-- ---
12 972.8 443 1-- ---
13 1216 443 2-- ---
14 1459.2 543 20- ---
15 1702.4 543 21- ---
16 1945.6 544 31- ---
17 2188.8 544 32- ---
18 2432 554 320 ---
19 2675.2 554 321 ---
20 2918.4 654 431 ---
21 3161.6 654 432 ---
22 3404.8 655 432 0--
23 3648 655 432 1--
24 3891.2 665 443 1--
25 4134.4 665 443 2--
26 4377.6 765 543 20-
27 4620.8 765 543 21-
28 4864 766 544 31-
29 5107.2 766 544 32-
30 5350.4 776 554 32-
31 5593.6 776 554 33-
32 5836.8 876 654 430
33 6080 876 654 431
34 6323.2 877 655 431
35 6566.4 877 655 432
36 6809.6 887 665 442
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, Int 10, Wis 10
Alignment: any
HD/level: d15
Weapon Prof.: 5+level/6
To Hit Table: Cust
Save Table: Cust
Reference: DM
Groups: Custom
Gets one Quintessential or Custom5 pick per level, among classes you know.
DM Note: In Collective 3.7, "Quintessential Fighter6" is always known.
Can cast Wizard, Priest, or use Psi3 (alternatively Psi3.5) powers (the Psi3 powers do not cost PSPs).
Can specialize in one school or get one Grand sphere, or both, but in this case must pick a School and a Sphere to be Opposite in.

[PC6] Custom Classes Group


Quintessential FMCTP6

Level KXP Wizard
123 456 789 A.:
Priest
123 456 789 jk L
Psi
mMG SU
1 0 20- --- --- --- 20- --- --- -- - 2-- --
2 9 31- --- --- --- 31- --- --- -- - 3-- --
3 27 320 --- --- --- 320 --- --- -- - 30- --
4 54 431 --- --- --- 431 --- --- -- - 41- --
5 90 432 0-- --- --- 432 0-- --- -- - 42- --
6 135 443 1-- --- --- 443 1-- --- -- - 43- --
7 189 543 20- --- --- 543 20- --- -- - 53- --
8 252 544 31- --- --- 544 31- --- -- - 54- --
9 324 554 320 --- --- 554 320 --- -- - 540 --
10 729.6 654 431 --- --- 654 431 --- -- - 641 --
11 1094.4 655 432 0-- --- 655 432 0-- -- - 652 --
12 1459.2 665 443 1-- --- 665 443 1-- -- - 653 --
13 1824 765 543 20- --- 765 543 20- -- - 753 --
14 2188.8 766 544 31- --- 766 544 31- -- - 764 --
15 2553.6 776 554 32- --- 776 554 32- -- - 764 --
16 2918.4 876 654 430 --- 876 654 430 -- - 864 0-
17 3283.2 877 655 431 --- 877 655 431 -- - 875 1-
18 3648 887 665 442 --- 887 665 442 -- - 875 2-
19 4012.8 987 765 543 --- 987 765 543 -- - 975 3-
20 4377.6 988 766 543 0-- 988 766 543 0- - 986 3-
21 4742.4 998 776 554 1-- 998 776 554 1- - 986 4-
22 5107.2 A98 876 654 2-- A98 876 654 2- - A86 4-
23 5472 A99 877 654 3-- A99 877 654 3- - A97 4-
24 5836.8 AA9 887 665 3-- AA9 887 665 3- - A97 5-
25 6201.6 BA9 987 765 40- BA9 987 765 40 - B97 5-
26 6566.4 BAA 988 765 41- BAA 988 765 41 - BA8 5-
27 6931.2 BBA 998 776 42- BBA 998 776 42 - BA8 6-
28 7296 CBA A98 876 53- CBA A98 876 53 - CA8 6-
29 7660.8 CBB A99 876 53- CBB A99 876 53 - CB9 6-
30 8025.6 CCB AA9 887 54- CCB AA9 887 54 - CB9 7-
31 8390.4 DCB BA9 987 640 DCB BA9 987 64 0 DB9 70
32 8755.2 DCC BAA 987 641 DCC BAA 987 64 1 DCA 71
33 9120 DDC BBA 998 652 DDC BBA 998 65 2 DCA 82
34 9484.8 EDC CBA A98 753 EDC CBA A98 75 3 ECA 83
35 9849.6 EDD CBB A98 753 EDD CBB A98 75 3 EDB 83
36 10214.4 EDD CBB A98 764 EDD CBB A98 76 4 EDB 84
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 20, Dex 20, Int 20,
Wis 20, Chr 20,
Class Slots 4
Alignment: any
HD/level: d20
Weapon Prof.: 9+level/6
To Hit Table: War
Save Table: War/Wiz/Pri/Rog/Psi
Reference: DM
Groups: Custom
 
Gets 4 picks per level below.
Gets Int bonus to Wizard spell progession.
In the Wizard spell progression, "." means SL=10+1 (level 10 plus 1 level of feats) and ":" means 10+2 (level 10 plus 2 levels of feats).
Gets Wis bonus to Priest spells.
In the Priest spell progression, "j" means SL=9+1, "k" means SL=9+2, and "L" means SL=10+2 (not 9+3; I put in an extra space to make it more noticeable).
Gets Exceptional Dex.
Gets any "Any Rogue" pick and 80 Rogue points per level.
"¶" means this ability cannot itself be picked with a "Level:" or Rogue pick.
Gains access to one psionic frequency per level.
Gets Chr bonus to psionic progression.
PSPs = Chr*(Level+10).
(This is in Psi1 PSPs.)
 
Levels 1-5:
Warrior
A. 0, 1/t: Ignore all damage from one source. {Berserker}
B. Backstab x(LVL+7)/4. {Brawler}
C. Can operate at negative hit points. {Knight of the Griffin}
D. Choose one specific weapon type. +LVL TH with that weapon. {Living Blade}
E. 1V: +LVL TH/dmg with one shot with a missile weapon {Master Bowman}
F. 1M, 1/effect: Target gets another save vs. a bad effect that's effecting him {Officer of War}
G. +1 TH in a specific weapon per level (can choose different weapons each level) {Peasant Hero}
H. 1M, 1/t: Summon Chr 1st level fighters, all of them together use 1 summon slot {Peasant Hero}
I. Additional +(LVL+1)/2 AC (round down) when using Armor Optimization {feats}
J. Barbarian Str bonus {DM}
Levels 1-5:
Wizard
A. Add your Chr bonus to your saves, or to the DC of your spells' saves {Knight of the Staff}
B. All magic items cost x0.9 normal price for you {Arcane Craftsman}
C. Can cast Priest Animal and Plant sphere spells {Hedge Wizard}
D. Can cast Priest Divination sphere spells {Investigator}
E. Detect possession, magic jar, ego domination, etc. {Exorcist}
F. 1F: Duplicate a 1st level Rogue ability at LVL*10% {Entertainer}
G. Extra summon slot only for Air Elementals; "Summon Air Elemental N" is a spell. {Wind Mage}
H. Legend Lore / Sage Knowledge LVL*10% {Academic}
I. 0: Shift the elemental composition of a spell you're casting to Earth {Geomancer}
J. +1 spell per SL, only for fire-based spells {Pyromancer}
K. 1 attack that hits: Steal a spell from memorization, add to yours (Spell save, aMR) {Spelleater}
L. Water Breathing, freedom of movement in water, cast spells in water normally {Sea Mage}
Levels 1-5:
Priest
A. Always know exact location; cannot get lost in woods {Anchorite}
B. Buy potions and general equipment at half cost {Church Provisioner}
C. Can weapon specialize as a Warrior; count as a +LVL weapon {Divine Hammer}
D. Creatures you Charm and Undead you Turn are still charmed/turned even if attacked
E. Deal x2 damage vs. structures (physical or spells) {Proselyte}
F. Detect [C] Section Effect (SL=1): Detects that effect, each is a separate spell {Investigator}
G. Gather Information in cities quickly; 0,1/d: "Jobber" at a Job {Reformed Criminal}
H. Get a level=LVL Rogue ability and 20*LVL rogue points {Divine Revolutionary}
I. 1D or 1F, 1/t: Heal self {Redeemer}
J. Immune Curse; *Curse* becomes Curse; **Curse** becomes *Curse* {Pariah}
K. +LVL saves {Vengeful Survivor}
L. Your party gets +LVL/2 TH and +LVL" movement rate
Levels 1-5:
Rogue
A. Can specialize in weapons as a Warrior. {Assassin}
B. 1 hour of walking around a city: Gain LVL^3 gp (picking up things off street) {Beggar}
C. Improve Exceptional Dex to Barbarian Dex bonus. {Barbarian}
D. ¶ Two "Level 1:" abilities from any class you know {Dilettente}
E. Always make Chr checks. {Diplomat}
F. Detect Lie cont.; Detect Hidden cont. {Inspector}
G. ¶ Get an extra "Any Rogue" pick per level. {Scout}
H. Bag of Holding; 1M: Locate Black Market in city {Smuggler}
I. Can backstab every attack (1N action) vs. Panicked person; 1M: Panic (Will save) {Spy}
J. +LVL TH {Thug} or +LVL TH and dmg with unarmed attacks {Brawler}
K. +LVL*5% money {Treasure Hunter}
L. Species Enemy as per Ranger1 {Avenger}
Levels 1-5:
Psionicist
A. 1N, take 1 dmg: Gain 1 PSP {Living Power}
B. Access to all frequencies, lose LVL powers per type (minor, major, etc.)
C. +LVL Chr, -LVL Wis {Imbalanced}
D. Ethereal Perception; Can cast psi effects into Ethereal {Ectoplasmic}
E. Gain +LVL SL's in a psionic progression {Fragmount}
F. Have access to Psi0 Quintessential Psion6 class {Hand of Thought}
G. Have access to Psi3 or Psi3.5 with Quintessential Psion6 class.
H. Immune disease, mental damage; Sustain Int, Wis, Chr {Healthy Mind}
I. -LVL dmg / energy effect {Traumatised}
J. Regain PSPs like the Psi10 class (people around you) {Infector}
K. Replace Chr bonus with Int bonus to progression {Touched}
L. +LVL Will saves; cannot generate Psionic links {Introvert}
Level 6: Pick from: Quintessential level 1-5 or 5th edition level 1-3
Levels 7-11:
Warrior
K. 0, 1/t: Reroll a die, and choose the result. {Legend}
L. 1 borrowed P, 1/r: Deny N attacks from occuring, where N is your #Att. {Living Blade}
M. All in party get +LVL*2 AC/saves/TH/dmg while at home {Noble Defender}
N. All in party gets +LVL" movement rate. {Officer of War}
O. +LVL AC/saves if you haven't used a V action on your last segment {Swashbuckler}
P. "Save for ½" and "Save for a set amount of damage" becomes "Save for 0" for you. {Swashbuckler}
Q. Held P: Make 1 attack in response to a cast spell. They RSW save (DC=your dmg) or spell disrupted {feat}
R. 1M: Switch places with someone in sight (unwilling PP save) {feat}
S. +LVL*2 AC, -LVL*2 TH (toggle using 1V) {feat}
Levels 7-11:
(2/level)
M. Brew Potions: 10F, 1/reset: Create 100*LVL XP value in potions. {Alchemist}
N. Choose species enemy (see Strider1), your spells do x2 effect vs. them {Arcane Avenger}
O. Contingency is a SL=4 spell for you; can have 2 Contingencies at same time {Tattoo Mage}
P. 1F: Duplicate a Psi10 1st-3rd level ability {Fortune Teller}
Q. Dust of Disappearance cont. {Gutter Mage}
R. Get a Specialty Priest pick {Theologian}
S. +1 Research Point per day; 0,1/r: Add +1 SL metamagic to a spell for free {Theoretician}
T. Resist Priest spells {Society of Atheists}
U. Write Scrolls: 10F, 1/reset: Create 100*LVL XP value in scrolls. {normal ability}
Levels 7-11:
Priest
M. Can cast a spell through another person of same faith in your psionic link
N. Detect Lie, Know Real Truth cont. {Judge}
O. Get 2 instances of one of your GGL picks, they stack {Abandoned Child}
P. +LVL max hp; 1N, 1/d: Get 1G action this segment {Godslave}
Q. On the Turn Undead table, replace -'s with 20's. (You Turn any type of undead on a 20.)
R. Replace d12's with 3d6+LVL when determined number of creatures turned
S. 1P, sacrifice a held/bound creature: Get N SL's back in memorization (N=DL of creature)
T. XR LVL*5; 0, talking action, 1/h: Holy Word {Divine Emissary}
U. You have a Clone; +1QD action; +LVL TH {Twice-Born}
Levels 7-11:
Rogue
M. +LVL Int; Legend Lore LVL*10% {Explorer}
N. Immune to terrain, hostile environments {Outlaw}
O. 1M: Find the Path; 1M: Locate Object; 1M: Locate Person {Pathfinder}
P. 1F, 1/reset: Create an item of any E=LVL/2 material, do not need to pay cost {Outcast}
Q. 1F, 1/reset: Create a Psi8 item with TechL=LVL; can have LVL of these items {Tinker}
R. Can buy property or businesses at half cost {Businessman}
S. Always get special treatment and respect from Local Ruler {Agent of the Crown}
T. Can attack with missiles in a way that people don't know where it's from {Commando}
U. 0, 1/d: +LVL TH and +LVL*2 damage this turn {Shadow Avenger}
Levels 7-11:
Psionicist
M. Can psionically affect Undead as if they weren't Undead {Necropath}
N. 1bM: Can use +1P action this segment {Invisible Friends}
O. Gain PSPs back at x2 rate; Mummy Racial Adj. {Psychic Mummy}
P. "High Frequency Sample" is a legal frequency to pick {Psi. Investigator}
Q. +1M action for psi; +LVL Nonweapon proficiencies {Personality Shard}
R. One psi frequency has half PSP costs, others double {Specialized Mind}
S. 1M: Summon a DL=LVL/2 Psionic monster.
T. When using a psi power, can spend an extra 1M: x2 effect {Obsessive}
U. You will not die at any negative hp total, still can't act {Left for Dead}
Level 12: Pick from: Quintessential level 1-11 or 5th edition level 1-7
Levels 13-17:
Warrior
T. Putting on, taking off, or picking up items does not cost 1V {feat}
U. All of your attacks are Called Shots at no penalty {feat}
V. 1M: Target group gets -LVL AC/saves/TH/dmg {feat}
W. No limit to encumbrance. No armor penalties to rogue abilities {feat}
X. Immune Overbearing {feat}
Y. Your base # attacks is never worse than 1/1 {feat}
Z. No penalties in off-hand use, no matter how many arms {feat}
Levels 13-17:
Wizard
V. Affect +1 group with area damaging spells; Material componenting is ½V {War Mage}
W. Create Monster VI (SL=6): Create a DL=1 monster, it's loyal, it's not a summon slot {Soulforger}
X. Eldritch Fire Shield (SL=6): Eldritch Fire damaging Shield (200% back) {Sun Mage}
Y. iMR LVL*5%; 1bM: Counter a Wizard spell {Wizard Hunter}
Z. "Power Word" spells have double hp range and affect an entire group {Wordbearer}
AA. Spells on "weird lists" are only 1 spell slot each (still need to know them) {Arcane Avatar}
Levels 13-17:
Priest
V. 1F, talk for 1s: Do a Legendary Officer Captain's Bluff (SFB) {Missionary}
W. Know which gods people worship by sight; 0, 1/d: Counter a Divine Intervention.
X. ½0, take SL^2 damage: Material Component a spell, may do more than once {Bloodchild}
Y. +1 summon slot.
Z. Your area effects only affect people you want them to (selective targetting)
AA. Your poisonous effects give no save.
Levels 13-17:
Rogue
V. +LVL Luck; Luckstone effect {Gambler}
W. Free Specialty Priest pick in Flying Spaghetti Monster {Pirate}
X. Gain a Divine Companion (both a Familiar and an Animal Companion) {Divine Footpad}
Y. 1M: Learn a fact (e.g. a weakness) about a monster never seen before {Deep Tracker}
Z. Get xLVL dmg on someone who's at negative hp immediately (no delay) {Executioner}
AA. 0, when creating a Trap/Trick/Special: An additional -LVL*10% penalty to remove it.
Levels 13-17:
Psionicist
V. Can material component psionic powers (spend 1V)
W. Gain a Rogue chart at half your LVL, 30*LVL Rogue pts {Pspy)
X. +1QM action for psi
Y. +1 summon slot; 1M: Summon a DL=LVL/2 Golem. {Puppet Master}
Z. X7 is a legal "frequency" to pick, each power costs 4 slots
AA. X-7 is a legal "frequency" to pick, each power costs 5 slots
Level 18: Pick from: Quintessential level 1-17 or 5th edition level 1-11

[PC6] Custom Classes Group


RandomCustom5

Level KXP Wiz/Pri/Psi+-5
123 456 789
1 0 1-- --- ---
2 4 2-- --- ---
3 8 3-- --- ---
4 16 31- --- ---
5 40 32- --- ---
6 80 33- --- ---
7 160 331 --- ---
8 300 332 --- ---
9 560 333 --- ---
10 1160 333 1-- ---
11 1760 333 2-- ---
12 2360 333 3-- ---
13 2960 333 31- ---
14 3560 333 32- ---
15 4160 333 33- ---
16 4760 333 331 ---
17 5360 333 332 ---
18 5960 333 333 ---
19 6560 333 333 1--
20 7160 333 333 2--
21 7760 333 333 3--
22 8360 333 333 31-
23 8960 333 333 32-
24 9560 333 333 33-
25 10160 333 333 331
26 10760 333 333 332
27 11360 333 333 333
28 11960 444 333 333
29 12560 444 444 333
30 13160 444 444 444
31 13760 555 444 444
32 14360 555 555 444
33 14960 555 555 555
34 15560 666 555 555
35 16160 666 666 555
36 16760 666 666 666
TH Saves
PD RS PP BW Sp Fo Re Wi
Requisites: Five 10's
+0 (total = 27, max = 9) Alignment: any
+1 (total = 30, max = 10) HD/level: d5
+2 (total = 33, max = 11) Weapon Prof.: 5+level/5
+3 (total = 36, max = 12) To Hit Table: Cust
+4 (total = 39, max = 13) Save Table: Cust
+5 (total = 42, max = 14) Reference: DM
+6 (total = 45, max = 15) Groups: Custom, Random
+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)    
Each level, get three "5th edition" picks chosen at random (see ArchCustom5 per list). The DM will have these pregenerated for you.
Has a spell progression (unlike Custom5), but does not have a stat bonus to begin with. Can cast Wizard, Priest, Psi-5, or Psi5 powers out of progression. Your PSP pool = Str + Con + Int + Chr - 48 + 3*Level.
Gets 40 Rogue points per level.
 

[PC6] Custom Classes Group


Randomizer3

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

[PC6] Custom Classes Group


Scarlet FMCTP


Level

KXP
WarPri/WizRog
123 456 789

TH
1 0 1-- --- --- +4
2 3.63 20- --- --- +5
3 7.26 21- --- --- +6
4 14.52 320 --- --- +7
5 29.04 421 --- --- +8
6 58.08 422 0-- --- +9
7 116.16 432 1-- --- +10
8 232.32 433 20- --- +11
9 464.64 433 21- --- +12
10 770 443 22- --- +13
11 1133 444 330 --- +14
12 1496 444 441 --- +15
13 1859 555 442 0-- +16
14 2222 555 442 1-- +17
15 2585 555 552 10- +18
16 2948 555 553 21- +19
17 3311 555 553 320 +20
18 3674 555 553 321 +21
19 4037 555 553 331 +22
20 4400 555 554 332 +23
21 4763 555 554 442 +24
22 5126 555 555 443 +25
23 5489 555 555 553 +26
24 5852 555 555 554 +27
25 6215 555 555 555 +28
26 6578 666 655 555 +29
27 6941 666 666 655 +30
28 7304 666 666 666 +31
29 7667 777 766 666 +32
30 8030 777 777 766 +33
31 8393 777 777 777 +34
32 8756 888 877 777 +35
33 9119 888 888 877 +36
34 9482 888 888 888 +37
35 9845 999 988 888 +38
36 10208 999 999 999 1 +39
37 20416 999 999 999 2 +40
38 30624 999 999 999 3 +41
39 40832 999 999 999 4 +42
45 102080 A99 999 999 9 +48
54 193952 AAA AAA AAA 91 +57
63 285824 AAA AAA AAA A9 +66
72 377696 BBB BBB BAA AA1 +75
Requisites: Str 16, Dex 16, Con 14, Int 15, Wis 16
  Class Slots 2
Alignment: LE
HD/level: +‡d10
Weapon Prof.: 4+level/2
Reference: DM
Groups: Custom
Complexity: CF=3
 
Saving Throws:
PPD: level+6 Fort: level+6
RSW: level+6 Reflex: level+6
PP: level+6 Will: level+6
BW: level+6
Spell: level+6
 
This is a combined Scarlet Huntsman/Necromancer/Torturer/Assassin/Psi-6E.
Barbarian Str, Barbarian Dex, Barbarian Int, Exceptional Wis bonus.
Specialized in Necromancy; pick an opposite.
Gets three full copies of the spell progression: One has Wis bonus and is for Priest and Warrior spells. The second has Int bonus and is for Wizard and Rogue spells. The third is for Psi-6E powers, and has no bonus.
Gets (Normal) Wis bonus to this class's Caster Level (CL). This cannot be improved to Exceptional or Barbarian (or higher).
 
May have 1.5*LVL (round up) "Revive slots" instead of the usual one "Summon slot". An animated xM (multiplier M) being uses up M*M Revive slots.
A Revive is an animated (undead) monster with half the original monster's stats. It also has half the original monster's special abilities. It cannot be healed, but it regenerates at N hp/r (where N is it's DL rating).
A Revive of a Revive has 1/4 the original stats, and so on. Round stats down. If the resultant creature has 0 max hp, the Revive fails.
 
Gets 70*LVL Rogue points.
Level N (every level): One "Any Rogue N" pick, plus an extra "Any Rogue 1" pick at level 1.
 
Torture devices are treated as weapons. You may use them as normal weapons, and do normal damage (with no extra effect). If you wish to torture someone, you must be in their group, and you need a torture device with Size Class at least as big as the target's Size Class. The torture automatically hits; you do one instance of your torture device damage to a target (you may apply Str bonus if you wish). Torture generally does not work on Boss-type (or Sub-Boss-type) creatures, uniques, or creatures immune to charm/domination (such as undead). Note about Black Vise: This counts as Size L weapon, but is considered a Size H torture device.
 
In the Psi-6E powers, the symbol SWC at the end means: Can use this power as ½M, in this case, you lose SL^2 current hp. You may use the same power more than once in the same segment this way.

[PC6] Custom Classes Group


Level N (every level): Pick one Necromancy spell. That spell requires only ½ the number of Mental actions to cast.
Level N (every level): Choose a species enemy type (see list below). You get +LVL TH and +4 dmg vs. that enemy type. You may pick the same enemy type more than once; each pick is cumulative.
Species enemy choices: Alien, Alternate Reality creatures, Animal, Arctic, Avian, Beholder, Cloud, Cold-Using, Concordant group, Creatures of 1 alignment, Creatures of 1 plane, Cthulhoid Horror, Dragon, Eelemental, Elemental, Faerie, Far Realm, Fire-Using, Giant, Giant-Class, Golem, Group of Classes, Hound, Humanoid, Immortal, Inner Planar, Insect, Leech, Lycanthrope, Magic-Using, Mind Flayer World, Mutant, Nightmare Dimension, NPC, Ooze, Other Timeline/Multiverse, Outer, Plant, Psionic, Rakshasa World, Regenerating, Reptile, Size Class (choose one), Space, Spirit of the Land, Tarrasque World, Technological, Undead, Unlive, Virus, Water, Weird, Wurm.
Level 1: 1M: Aura Alteration (you appear to be another alignment to Know Alignment etc.), you can be up to LVL steps removed from LE alignment (cannot use diagonals).
Level 1: Can have a group of 100 Henchmen for free (this group gets restored each reset if they are slain). Each Henchman has maximum value LVL*LVL gp.
Level 1: May have a Beast Rider Mount (see Beast Rider class) of DL=LVL/2.
Level 1: May use crossbows one-handed. May use two crossbows in one set of arms.
Level 1: iNaNR 10*LVL%.
Level 1: 1 attack that hits: Coup de grace.
Level 1 ¶: 1P, torture a creature: Charm (no save, WR to resist). The charmed monster will not fight for the duration of this combat, but he will fight (for your side) starting with the next combat.
Level 2: 1M: Locate Object/Person
Level 2 ¶: 1F, torture a creature: Command (no save, WR to resist). This can be done to a monster 1 size class above the torture device.
Level 3: +LVL/3 QZ actions per round.
Level 3 ¶: 1M, torture a creature: Hypnosis (no save, no blahR).
Level 4: 1M: Fire Door (move from one fire to another you know of within 360 yards); 1F: Fire Gate
Level 5: Dust of Disappearance cont.
Level 5: Detect Undead continuous. Detect Life continuous.
Level 6 ¶: 1M, torture a creature: Capital E Extract (no resistance).
Level 7: Non-detection cont.
Level 8: 1M, 1/t: Maze; 1M, 1/t: Distance Distortion; 1M, 1/t: Mirage Arcana; 1M, 1/t: Massmorph.
Level 8: Detect Unlive continuous.
Level 9: 1 attack that hits: Really Put Out of Misery
Level 9: 1M: Find the Path
Level 11: Cosmic Awareness cont.
 
Revive spell:
Revive N (Necromancy, SL N): Revive a DL=N monster.
 
Torture Device gp lbs. Size Size -M Size L+ Critical Source
Black Vise 1000 50 L {H} 1d12 1d10 20+ / x2 MTG
Branding Iron / Poker 12 4 M 1d6 1d3 19+ / x2 BoVD3
Foot Screw / Spanish Boot 14 5 M 1d8 1d2 20+ / x3 Wikipedia
Iron Maiden 200 250 H 1d50 1d50 20+ / x4 BoVD3
Jaw Breaker 10 1 S 2d4 2d4 (none) BoVD3
Rack 150 200 H 1/s for 1r 1/s for 1r (none) BoVD3
Stocks 10 25 L 1d1 1d1 (none) BoVD3
Thumbscrew 1 1 S 1d2 1d2 20+ / x2 BoVD3
Waterboarding 2 10 M 1d4 1d4 20+ / x3 DM

[PC6] Custom Classes Group


Lvl Executioner Ability | -50% | -100% | -150% Act Base Penalty Bonus
1 Assassination (-3% per HD/level of target) ½0 0 Wis-15 Wis-25
1 Backstab (each 30% = x1) (increases 10/level) ½0 50 Int-6 Int-20
1 Backstrike (each 30% = x1 TH) (increases 10/lvl) ½0 50 Wis-6 Wis-20
1 Find/Remove Wizard Abjurations/Priest Protections V 0 Dex-13 Dex-18
1 Silence 15' r | Darkness 15' r ½V 40 Chr-4 Chr-8
1 any 1st level Rogue ability - - - -
1 any 1st level Rogue ability - - - -
2 Backtwist (Twist rating/30 effects) (increases 10/lvl) ½0 20 Dex-6 Dex-20
2 Controlled Blink | Controlled Blink 10'r (unwilling get PP save) ½V 50 Wis-14 Wis-14
2 any 2nd level Rogue ability - - - -
2 Backdrain (do rating/10 random stat dmg) (increases 10/level) ½0 0 Con-6 Con-20
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
5 any 5th level Rogue ability - - - -
6 Backstorm (each 50%: +1 att is considered a backstab) - 0 Dex-16 Dex-22
6 any 6th level Rogue ability - - - -
7 Slay (target that you hit saves at +4, -1 per 10% made; or dies) V 0 Wis-13 Wis-19
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
10 Disjoin x2 effect ||||||||| x3 |||||||||||||||| x4 etc. - 50 Chr-18 Chr-25
12 Backstave (N/2% of your dmg is vile) || Stun (save=N-100) - 0 Wis-26 Wis-32
24 Backsteal (Steal an effect off of target for yourself per 120%) (aXR to avoid) ½0 30 NA NA

[Q-6E] First Evil Psionics (Psi. Freq. -6E)

This is psionic frequency -6E (negative 6 E). To see frequency 6E, go to section [Q6].
 
PSPs (classed) = (Int or Str/2 or Wis/3) * (LVL+6)
PSPs (wild talent) = Str + Int*2 + Wis + LVL*6
1 Psi-6 PSP = 0.5 of a Psi1 PSP.
Wild talents use HNCL/2 (half of highest level) for CL.
 
For wild talent progression, take your PSPs, divide by 20, round down, and use that number as your ML in the classes' progression.
 
Psi-6 is resisted using antiPsiR.
 
N: Can use this power as ½M, in this case, you lose SL^2 current hp. You may use the same power more than once in the same segment this way.

[PC6] Custom Classes Group


Psi-6E First Hell Powers

Name PSPs Effect
Ashes 4/r Half of your weapon dmg is vile dmg (perm hp)
Chilling Darkness 6 Target gets -1 all #Att (PP save); x½ save bonus (PPD save); lose next M act. (BW save)
Dark Ritual N 10 +1 QQQM this segment (you net gain +½QQQM this segment)
Darkbolt N 6 Target takes CLd4 darkness dmg (no save) and stun 1 segment (Para save)
Demonfire 3+Q Spend the Q points from non-Psi(-6) frequencies. Your next attack is at +Q to hit.
Drain Life N 11+N Target takes N unholy negative vile grave dmg (no save); gain N hp (can go above max)
Speak with Dead 3 Speak with Dead (as spell)

Psi-6E Second Hell Powers

Name PSPs Effect
Change Self Fully 20/m Look like one who has died (including touch, smell, etc.); 1/r: know something he knew
Circle of Nausea 13 30' r: -CL TH, saves, prof/stat checks for 1t (no save), lose 1 random action (Petrif save)
Darkbeam N 13 60' line takes CLd6 darkness dmg (no save) and stun 2 segments (Para save at -CL)
Evil Eye 14/cr Target's AC becomes 66-CL^2 (Petrif save at -CL); "/cr" means "per complete round"
Evil Presence 10 60' r: Remove forbiddance zone, holy status of area, spoil holy water & good shrines
Jovial Evil N 12 30' r: CLd6 unholy radiance (no save), good-align have no resist and take x2 dmg
Simulacrum 11 (borrow 1M from future to use) Redirect an effect targetting you to one of your summons

Psi-6E Third Hell Powers

Name PSPs Effect
Darkcone N 20 60' cone takes CLd8 darkness dmg (no save) and stun 3 segments (Para save at -CL*2)
Festering Evil 25/r Each segment, all non-E creatures within sight take CL unholy grave dmg (no save)
Lurking Evil N 30 Summon CL Horrors: AC 40, hp 400, Att 4, TH+40, dmg 40; sac Horror: 4 dmg (no resist)
Phase 30/cr (between rounds borrow 1M) "phased out" this r, pass through obj, no affecting real things
Spoils of Evil 12 For each recently-dead (within last turn) body around, add 1 Psi(-6)E PSP & cure 1 hp
Stench of Evil N 22 30'r: CL^3 stench dmg (save:½), they can use X PSP (any freq/spells, use Q11) prevent X

[PC6] Custom Classes Group


Psi-6E Fourth Hell Powers

Name PSPs Effect
Evil Eye 2 28/cr As Evil Eye, but no save
Lurking Evil 2 N 45 Summon CL Horrors: AC 60, hp 600, Att 6, TH+60, dmg 60; sac Horror: 6 dmg (no resist)
Multi-Twist N 40 Twist (dispel) CL effects

Psi-6E Fifth Hell Powers

Name PSPs Effect
Beacon of Unrest 60 Bring a defeated monster back to life under your control (counts as a "Revive")
Evil Haste 50/r +level B actions
Gaze of Balance 40 Duplicate a Psi(-6)N 1st or 2nd
Infernal Spawn of Evil 36 Summon a Demon Beast: AC 70, hp 700, #Att 7/1, TH +70, dmg 70, 1M: 10 dmg to target

[PC6] Custom Classes Group


Psi-6E Sixth Hell Powers

Name PSPs Effect
Bringer 6/d Immune Illusions; Immune Disease; Immune Reverse Healing
Infernal Spawn of Infernal Spawn of Evil 49 Summon a Demon Child: AC 80, hp 800, #Att 8/1, TH +80, dmg 80, 1M: 20 dmg to target

[PC6] Custom Classes Group


Scripter


Level

KXP

Spells

TH
1 0 (none) & +1
2 4.75 (none) & +2
3 9.5 (none) & +3
4 19 (none) & +4
5 38 (none) & +5
6 76 (none) & +6
7 152 (none) & +7
8 304 (none) & +8
9 551 (none) & +9
10 950 (none) & +10
11 1400 (none) & +11
12 1850 (none) & +12
13 2300 (none) & +13
14 2750 (none) & +14
15 3200 (none) & +15
16 3650 (none) & +16
17 4100 (none) & +17
18 4550 (none) & +18
19 5000 (none) & +19
20 5450 (none) & +20
21 5900 (none) & +21
22 6350 (none) & +22
23 6800 (none) & +23
24 7250 (none) & +24
25 7700 (none) & +25
26 8150 (none) & +26
27 8600 (none) & +27
28 9050 (none) & +28
29 9500 (none) & +29
30 9950 (none) & +30
31 10400 (none) & +31
32 10850 (none) & +32
33 11300 (none) & +33
34 11750 (none) & +34
35 12200 (none) & +35
36 12650 (none) & +36
37 25300 (none) & +37
38 37950 (none) & +38
39 50600 (none) & +39
45 126500 (none) & +45
54 240350 (none) & +54
63 354200 (none) & +63
72 468050 (none) & +72
Requisites: Str 12, Dex 21, Class Slots 2
Alignment: C any (or) any J
HD/level: & d10
Weapon Prof.: & 0+level
To Hit Table: & Mon
Reference: DM
Groups: Custom, Monster, Concordant (x1)
Complexity: CF=4
   
Saving Throws:  
PPD: & level+3
RSW: & level+7
PP: & level+1
BW: & level+1
Spell: & level+2
Fort: & level+0
Reflex: & level+7
Will: & level+0
   
You may use 1V+1S plus 1 script action (any type) per segment ("scr"="Script"). Note you cannot do 1V+1S+1scrV+1scrS in a single segment.
scrV actions can be downgraded to an OppV or a QV action. scrP can be downgraded to P (not QP). scrM can be downgraded to M.
Level N (every level) ¶: +1scrA action
Level 1: Hold script actions.
Level 1: 1scrV: Put someone's brain or soul on your Plate (Psionic Blast save, but the effect is not psionic)
Level 2: 1scrP: Do one physical attack that does xLVL dmg
Level 3: 1scrM: Summon a DL=LVL/2 Ooze, Demon, or Weird
Level 3: 1scrM: Do a High Frequency Sample (SL=LVL/2, round up)
Level 3: You may convert 3scr_ -> 1Qscr_ (where "_" is any action type)
Level 4, 8, 12, etc.: Gets one Any Rogue LVL-3 ability. This class has as a total of 30*LVL-90 rogue points.
Level 4: 1scrV: Do LVL/2 instances of one rogue ability. Abilities that are LVL based add only +1 to LVL per additional instance.
Level 4: 1scrP, spend a soul on the Plate: You get +1X action.
Level 9: 1scrM, spend a brain on the Plate: Reset.
Level 16: 1scrF: Scoop up a group of brains or souls off the floor.
Level 18: 1scrP: Do 1 idmg to one target.

[PC6] Custom Classes Group


Second Tier

Level KXP Spells/Psi
1 (original)*2 (as original)
2 (original)*2 (as original)
3 (original)*2 (as original)
4 (original)*2 (as original)
5 (original)*2 (as original)
6 (original)*2 (as original)
7 (original)*2 (as original)
8 (original)*2 (as original)
9 (original)*2 (as original)
10 (original)*2 (as original)
11 (original)*2 (as original)
12 (original)*2 (as original)
13 (original)*2 (as original)
14 (original)*2 (as original)
15 (original)*2 (as original)
16 (original)*2 (as original)
17 (original)*2 (as original)
18 (original)*2 (as original)
19 (original)*2 (as original)
20 (original)*2 (as original)
21 (original)*2 (as original)
22 (original)*2 (as original)
23 (original)*2 (as original)
24 (original)*2 (as original)
25 (original)*2 (as original)
26 (original)*2 (as original)
27 (original)*2 (as original)
28 (original)*2 (as original)
29 (original)*2 (as original)
30 (original)*2 (as original)
31 (original)*2 (as original)
32 (original)*2 (as original)
33 (original)*2 (as original)
34 (original)*2 (as original)
35 (original)*2 (as original)
36 (original)*2 (as original)
TH Saves
(all)
varies varies
varies varies
varies varies
varies varies
varies varies
varies varies
varies varies
varies varies
varies varies
varies varies
varies varies
varies varies
varies varies
varies varies
varies varies
varies varies
varies varies
varies varies
Requisites: Custom 17 or HNCL 26,
each stat (as original)+18
Alignment: any
HD/level: & (as original class)
Weapon Prof.: & (as original class)
To Hit Table: (as original class)
Save Table: (as original class)
Reference: Phoenix
Groups: Concordant (x2), Custom
 
[X] Section stats
ihp +0
iTH +0
P Save +0
M Save +0
War +0
Rog +0
PPsi +0
Wiz +0
Pri +0
MPsi +0
   
You get "times 10" Mirrored XP to x2 classes, if the Mirroring amount is currently less than this amount in the campaign. Only "times 1" Mirroring be spent to each of your non- Second Tier classes (e.g. if you have a Villain class in addition to Second Tier, you can't spend more than the base XP listed on the chalkboard to Villain.)
When this class is taken, choose a x1 multiplier class you have. This class exactly duplicates that class except for what's noted. Since you get to apply your (amplified) Mirrored XP to this class, this class will frequently be much higher level than the original class. Please note this class has double the XP chart of the original (so you're effectively getting only "times 5" mirroring if you apply it all here).
Gets 1X action per round.
Gets 1 rank of Exceptionalness in every ability score that had a requirement in the original class.
Level N (every level): +1 minor X24 power, that actually works with this class (technically this frequency would be called X38, as it's affecting a x2 class). I included the X24 (X38) powers on the next page.
Level N (every level): +1 "Level:" pick from any other class in a group that matches the emulated class.
Level 36: DM Reminder and Notes: Well, in all likelihood, this was probably a cheap way to qualify for Demigod0, no? (Notice how much HCL you have) There is indeed a "Third Tier" x3 class, which does what you think it does (it has an HCL 26 requirement). Third Tier cannot emulate Second Tier. You need to emulate a different x2 class you have, at which point your level in Third Tier will be miserable (as the other class's XP table will get tripled).
Level 37: Get one X48 (Innovator48) pick, but the pick must match a group from the emulated class (If the look at the X48 chart, you'll notice the X48 picks have a group listed with each of them). I didn't include the X48 powers list here, but it's in the [PC6] section.
Level 38: Get a "Level 1:" pick from any x2 Concordant class. I generally don't "paragraph symbol" x2 class "Level:" 's, but the DM will tell you if you chose something not in the spirit of what I intended.

[PC6] Custom Classes Group


X24 (X38) Minor Powers

Name Description
Barbarian stats Get Barb Str, Dex, or Con; or get Int, Wis, or Chr bonus to memorization (can take multiple)
Caster Level Increase 2 +2 Caster Level (this can be taken multiple times)
CL/ML toggle Pick N (can be negative); get +N ML and -N*2 CL; ML and CL must be at least 0
Extra stat point, sort of Gives an extra +1 stat point per level, but all stat pts from class must be to 1 stat
HD type: Add +0d+2 Add 2 to HD type per level
Level: early 4 Get a "Level:" ability in your class 4 levels early (this can be taken multiple times)
Level: other in group Get a "Level:" ability (your level or less) in another class in same group (can take multiple)
Memorization Level Increase 1 +1 Memorization Level (this is next level of picks for rogues)
Memorization Zero 1 Get a "0" in next SL (must be on chart, doesn't work for Min/Maj/Gra/Sup prog.)
Proficiencies This class gives +1 proficiency (weapon or nonweapon) per level
Reduce stat requirements 4 Distribute -4 to stat requirements (Str, Dex, Con, etc.; HNCL costs double)
Rogue points 10 This class gives an extra +10 Rogue points per level.
Rogue shuffle (specific abilities) Can transfer Rogue abilities of level N ? +N*5 rogue points
Rogue shuffle (picks) Can transfer "Any (class) Pick of level N" ? +N*10 rogue points (this is reversible)
Saves: Change to any Group Change Save category to War, Wiz, Pri, Rog, Psi, Dwarf0, Elf0
To Hit: Change to any Group Change To Hit category to War, Wiz, Pri, Rog, Psi, Mon
XP Halve/Double XP requirements for this class are halved from level 1-8, then double 9+ (can't be dropped)

[PC6] Custom Classes Group


Statistician

Level KXP
S=1
KXP
S=2
KXP
S=3
Spells
1 0 0 0 (none)
2 5 7.5 10 (none)
3 10 15 20 (none)
4 20 30 40 (none)
5 40 60 80 (none)
6 80 120 160 (none)
7 160 240 320 (none)
8 320 480 640 (none)
9 640 960 1280 (none)
10 1000 1500 2000 (none)
11 1500 2200 2900 (none)
12 2000 2900 3800 (none)
13 2500 3600 4700 (none)
14 3000 4300 5600 (none)
15 3500 5000 6500 (none)
16 4000 5700 7400 (none)
17 4500 6400 8300 (none)
18 5000 7100 9200 (none)
19 5500 7800 10100 (none)
20 6000 8500 11000 (none)
21 6500 9200 11900 (none)
22 7000 9900 12800 (none)
23 7500 10600 13700 (none)
24 8000 11300 14600 (none)
25 8500 12000 15500 (none)
26 9000 12700 16400 (none)
27 9500 13400 17300 (none)
28 10000 14100 18200 (none)
29 10500 14800 19100 (none)
30 11000 15500 20000 (none)
31 11500 16200 20900 (none)
32 12000 16900 21800 (none)
33 12500 17600 22700 (none)
34 13000 18300 23600 (none)
35 13500 19000 24500 (none)
36 14000 19700 25400 (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+Dex+Con+Int+Wis+Chr >= 75+25*S
Alignment: any
HD/level: d6
Weapon Prof.: 0+level
To Hit Table: Cust
Save Table: Cust
Reference: DM
Groups: Custom
 
Pick an S factor for this class, which must be an integer and at is at least 1.
Every Level: +S ability score points. This is in addition to the normal +1 stat you get per level.
Every Level: Pick a stat. You have "Hold" of that stat (it cannot be lowered, and you are immune to stat damage of that stat). When you get other stats at levels 12 and 24, use the number of points to indicate how many times you need to pick that stat before you have "Hold" in it (e.g. you need to pick Luck twice before having Hold Luck).
Every Level: Pick a stat. Increase the level of "Exceptionalness" in that stat by one category (Normal -> Exceptional -> Barbarian -> Extra Barbarian, etc.). The exotic stats at higher levels are the same cost here; you do not need to spend extra (e.g. "Exceptional HCL" would be only 1 pick).
Level 1: May use 3 for 2 trading (lose 3 stat points to gain 2 stat points elsewhere).
Level 1: Limit for "sleazing" stats (subability scores) is double level instead of level.
Level 3: You may treat your Movement Rate (in inches) as a stat, and may spend points to it. Movement Rate costs the same as any other stat. You start with a 12 (unless your race entry says otherwise). Since Movement Rate is a stat for you, you may 3 for 2 trade either to or away from Movement Rate. You may pick "Hold Movement Rate" using a Hold pick. "Exceptional Movement Rate" is Levitation, "Barbarian Movement Rate" is Flying.
Level 6: You may treat your Personality Score (used to resist Ego) as a stat, and may spend points to it. Personality costs the same as any other stat. You start with a +0, which is applied as an adjustment to Int+Chr+level or Wis+Con+level. Since Personality is a stat for you, you may 3 for 2 trade either to or away from Personality (but you cannot be below -level in Personality). You may pick "Hold Personality" using a Hold pick. "Exceptional Personality" is x1½ to the entire calculation [ so your Personality Score would be (Int+Chr+Level-Personality)*3/2 ], "Barbarian Personality" is x2, and so forth.
Level 9: 1P, lose 2*N stat points: +N physical stat points (Str, Dex, Con, or Movement Rate). You may spend temporary stat points (due to a running effect), but the resultant stat points will disappear when the effect ends.
Level 9: 1M, lose 2*N stat points: +N mental stat points (Int, Wis, Chr, or Personality). You may spend temporary stat points (due to a running effect), but the resultant stat points will disappear when the effect ends.
Level 12: You may treat Cml, Luck, HNCL, or CL as stats for this class. You can raise them with stat points. Cml costs 1 point each. Luck costs 2 points each. HNCL costs 3 points each. CL costs 4 points each.
Level 15: 1F, lose 2*N stat points: +N "exotic" stat points (Cml, Luck, HNCL, or CL, using the extra costs above, so you would have to lose 8 stat points to gain +1 CL). You may spend temporary stat points (due to a running effect), but the resultant stat points will disappear when the effect ends. You may use some of these stat points for physical or mental stats.
Level 18: You may treat your Number of Class Slots and Maximum Number of Psionic Frequencies as stats. They are "exotic", with Class Slots costing 5 and Psionic Frequencies costing 6.
Level 21: You may "sleaze" your Multiplier into separate attack/defense ratings, which average to your real multiplier. There is no limit to the sleaze, but you must be at least x0 in each. Change this with an F action.
Level 24: You may treat HCL, CCL, Multiplier, and ML (in one class only) as stats for this class. You can raise them with stat points. HCL costs 7 point each. CCL costs 8 points each. ML costs 9 points each. Multiplier costs 10 points each. You may buy "half" a multiplier (x1 on attack or defense) for 5.
Level 27: 1X, lose 2*N stat points: +N "very exotic" stat points (HCL, CCL, Multiplier, or ML, using the extra costs above, so you would have to lose 16 stat points to gain +1 CCL). You may spend temporary stat points (due to a running effect), but the resultant stat points will disappear when the effect ends. You may use some of these stat points for physical, mental, or exotic stats.

[PC6] Custom Classes Group


Tourist

Level KXP Wiz/Pri
123 456 789
1 0 1-- --- ---
2 0.2 2-- --- ---
3 0.4 3-- --- ---
4 0.75 4-- --- ---
5 1.5 41- --- ---
6 3 42- --- ---
7 6.25 43- --- ---
8 12.5 44- --- ---
9 25 441 --- ---
10 50 442 --- ---
11 100 443 --- ---
12 200 444 --- ---
13 300 444 1-- ---
14 400 444 2-- ---
15 500 444 3-- ---
16 600 444 4-- ---
17 700 444 41- ---
18 800 444 42- ---
19 900 444 43- ---
20 1000 444 44- ---
21 1100 444 441 ---
22 1200 444 442 ---
23 1300 444 443 ---
24 1400 444 444 ---
25 1500 444 444 1--
26 1600 444 444 2--
27 1700 444 444 3--
28 1800 444 444 4--
29 1900 444 444 41-
30 2000 444 444 42-
31 2100 444 444 43-
32 2200 444 444 44-
33 2300 444 444 441
34 2400 444 444 442
35 2500 444 444 443
36 2600 444 444 444
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: (none)
Alignment: any
HD/level: d4
Weapon Prof.: 0+level
To Hit Table: Cust
Save Table: Cust
Reference: Nethack
Groups: Custom
 
Each level, you gain access to one school or sphere (an unusual/minor school or sphere is 2 picks).
Level 1: Can weapon specialize using the "Non-War" line.
Level 1: No penalty using weapons in off-hands.
Level 1: +1 to number of attacks with darts.
Level 1: Expensive Camera: 1M: Blindness (RSW save), if blinded then gets Feared (Will save)
Level 1: 1V, 1M, write "Elbereth" on the floor: Monsters must save vs. Will to attack you
Level 1: Credit Card: Open Locks (2*Dex+20)%
Level 1: Always have Capital E Enough food and water.
Level 1: 1M, 1/d: Magic Map the dungeon level out to LVL*50' radius
Level 1: Hawaiian Shirt (AC +0 cloak) +0/+0: 1V: Write a message on it for others to read; 1M, spend 5000 gp: Give it +1/+0 or +0/+1
Level 5: Find Snares, Traps, Tricks, Specials (automatic regardless of multiplier or penalty)
Level 5: Detect Invisibility/Hidden cont.; You can see monster's true form
Level 5: 1V: Looting (the room); 1P: Looting (the dungeon)
Level 9: If you pick the Wizard "Enchantment/Charm" school, you may have a familiar, but it is one category behind in familiar powers (you don't get the level 9 powers until you're level 18).
Level 9: If you pick the Priest "All" sphere, you may have a Specialty Priest (GGL) pick, but your effective level for this is LVL-8.
Level 9: Platinum Yendorian Express Card: Resist Magic; Telepathy cont.; 1M, 1/r: Add 1 charge (any type) to an item
Level 10: Immune Poison

[PC6] Custom Classes Group


Unholy Order of Stars Jerry1

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

[PC6] Custom Classes Group


Vanguard

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

[PC6] Custom Classes Group


Vanguard Avatars

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

[PC6] Custom Classes Group


Vengeance Demon5


Level

KXP
Vengeance
123 456 789 A

TH
1 0 1-- --- --- - +1
2 6.6 11- --- --- - +2
3 13.2 111 --- --- - +3
4 19.8 111 1-- --- - +4
5 33 111 11- --- - +5
6 59.4 111 111 --- - +6
7 112.2 211 111 --- - +7
8 217.8 221 111 1-- - +8
9 323.4 222 111 1-- - +9
10 429 222 211 11- - +10
11 633.6 222 221 11- - +11
12 1000 222 222 111 - +12
13 1250 322 222 211 - +13
14 1500 332 222 221 - +14
15 1750 333 222 222 1 +15
16 2000 333 322 222 2 +16
17 2250 333 332 222 2 +17
18 2500 333 333 222 2 +18
19 2750 433 333 322 2 +19
20 3000 443 333 332 2 +20
21 3250 444 333 333 2 +21
22 3500 444 433 333 3 +22
23 3750 444 443 333 3 +23
24 4000 444 444 333 3 +24
25 4250 444 444 433 3 +25
26 4500 444 444 443 3 +26
27 4750 444 444 444 3 +27
28 5000 444 444 444 4 +28
29 5250 544 444 444 4 +29
30 5500 554 444 444 4 +30
31 5750 555 444 444 4 +31
32 6000 555 544 444 4 +32
33 6250 555 554 444 4 +33
34 6500 555 555 444 4 +34
35 6750 555 555 544 4 +35
36 7000 555 555 554 41 +36
37 14000 555 555 554 42 +37
38 21000 555 555 554 43 +38
39 28000 555 555 554 44 +39
45 70000 666 555 555 55 +45
54 133000 666 666 666 661 +54
63 196000 777 766 666 666 +63
72 259000 777 777 777 777 1 +72
Requisites: Str 15, Con 12, Int 15,
  Class Slots 2
Alignment: LE, LN, or NE
HD/level: & +++++d6
Weapon Prof.: & 6+level/6
Reference: Buffyverse
Groups: Custom, Monster, Planar
Complexity: CF=3
 
Saving Throws:
PPD: level*3 Fort: level+4
RSW: level*3 Reflex: level+0
PP: level Will: level-1
BW: level
Spell: level*3
 
Exceptional Str and Int bonus.
Cannot get a stat bonus to progression.
Gets one Charanodaemon5 or Witch5 pick per level; see table next page.
 
Vengeance Wishoid Spells:
Priest Wishoid (SL=N): Wishoid for a generic (non-specialty) Priest spell of SL 0 to N-1
PsiX Wishoid (SL=N): When you pick this spell slot, pick a psionic frequency you know. Wishoid for a SL 0 to N-1 effect of that frequency.
Wizard Wishoid (SL=N): Wishoid for a generic (non-specialty) Wizard spell of SL 0 to N-1
 
Vengeance Metamagic Spells:
Careful Wish (SL=N): The next SL=N wishoid you cast will not hurt the MF/PF
Counter Wish (SL=N): 1bM: Counter a wishoid of SL=N
Dispel Wish (SL=N): Counter the effects of a wishoid of SL=N
Specific Wish (SL=N+1): The next SL=N wishoid you cast may emulate a specialty spell, provided you "know" the desired spell.
Twisted Wish (SL=N-1): 1bM: "Twist" (Rules-Lawyer) the effect of a wishoid so it doesn't work properly.
Undo Wish (SL=N+10): Temporally undo the effects of a wishoid of SL=N (we back up the timeline)
 
Vengeance Classical Spells:
Classical Wish (SL=9): Give someone else (not you, but can be another party member) an old fashioned Wish where they give in words what they want. Cannot be used to emulate SL 0-8 spells (or whatever); this is pure DM discretion. It is not "twisted" (unless someone else casts Twisted Wish).
Classical Change Reality (SL=10): Like Classical Wish, except you phrase the effect instead of someone else.

[PC6] Custom Classes Group


Class Level Pick Effect
Charanodaemon5 1 A Half of your weapon dmg is vile dmg (perm hp)
Charanodaemon5 1 B Immune to Forget / Mental Surgery / Feeblemind / Insanity / *Forget* (River Styx)
Charanodaemon5 1 C Pass Without Trace; 1M: Do not generate "?" in dungeon; 1M: Find the Path
Charanodaemon5 1 D Your unarmed attacks cause 1d4 stat damage (random stats, no save, aNR to resist)
Charanodaemon5 1 E Double Resist Fire, Unholy Fire, Water, Unholy Water, Wood, Cold
Witch5 1 A Languages: +LVL Languages (can convert each to ½ a Nonweapon prof.)
Witch5 1 B Misfit: -N Chr, +N SL's in progression (max N=LVL)
Witch5 1 C Occult Knowledge: Legend Lore 45+5*LVL%
Witch5 1 D Telekinesis: 1M: Target takes (LVL+2)*10' falling damage
Witch5 1 E 1F: Dispel Magic
Charanodaemon5 5 F Troll-like regen LVL hp/s
Charanodaemon5 5 G 1M: Remove forbiddance zone, holy status of area, spoil holy water & good shrines
Charanodaemon5 5 H Eye's M, Gaze: Target saves or is petrified to ice (PP save for LVL^2 ice dmg, IR to resist)
Charanodaemon5 5 I Your unarmed attacks cause 1 level of energy drain (no save, aNR to resist)
Charanodaemon5 5 J 1M: Power Word Blind (hp limit = LVL^2, includes a stun)
Witch5 5 F Addiction: If you are single classed, you do double effect with spells
Witch5 5 G Nerd: +LVL stat points to Int or Wis
Witch5 5 H Rat-ification: 1M: Target becomes a x0 rat (save)
Witch5 5 I Sorcery: Can spend ½M+½V instead of 1M to cast spells
Witch5 5 J 1F: Remove *Curse* (Heavy Curse)
Charanodaemon5 9 K 1bM: "Phased out" this r, pass through obj, no affecting real things
Charanodaemon5 9 L 1M: Plane Shift or Plane Shift Other (Spell save)
Charanodaemon5 9 M 1M: Summon Evil Outer Planar DL=LVL/2
Charanodaemon5 9 N 66F, 1/reset, spend 33 energy drains you've absorbed, eat a larva: +1 level in this class
Charanodaemon5 9 O Double Resist Acid, Lightning, Poison, Salt, Shards, Steam

[PC6] Custom Classes Group


Weasel

Level KXP
Spells
1 0 (none)
2 2.4 (none)
3 4.8 (none)
4 9.6 (none)
5 19.2 (none)
6 40 (none)
7 80 (none)
8 160 (none)
9 320 (none)
10 560 (none)
11 800 (none)
12 1040 (none)
13 1280 (none)
14 1520 (none)
15 1760 (none)
16 2000 (none)
17 2240 (none)
18 2480 (none)
19 2720 (none)
20 2960 (none)
21 3200 (none)
22 3440 (none)
23 3680 (none)
24 3920 (none)
25 4160 (none)
26 4400 (none)
27 4640 (none)
28 4880 (none)
29 5120 (none)
30 5360 (none)
31 5600 (none)
32 5840 (none)
33 6080 (none)
34 6320 (none)
35 6560 (none)
36 6800 (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: Dex 10, Int 10
Alignment: any
HD/level: d6
Weapon Prof.: 3+level/3
To Hit Table: Cust
Save Table: Cust
Reference: DM
Groups: Rogue, Custom
 
Level N (every level): Get one "Any Rogue level N" pick. This is in addition to the normal levels 9, 18, 27, 36 picks that all Rogues get.
Level N (every level): Get one "Level:" pick from any class you know as a player. It must be a "simple" pick (no entire spell progressions, subclasses, etc.)
Level 9: This "Level:" pick may be non-simple.
Level 18: This "Level:" pick may be non-simple, or something that normally cannot be picked (e.g. a Swashbuckler ability).
Level 27: This "Level:" pick may be non-simple, something that normally cannot be picked (e.g. a Swashbuckler ability), or a line of text at the top of a class description that isn't a "Level:" ability at all.

[PC6] Custom Classes Group


WWPRP2/3

Level KXP
Spells
1 0 (varies)
2 14 (varies)
3 42 (varies)
4 84 (varies)
5 140 (varies)
6 210 (varies)
7 294 (varies)
8 392 (varies)
9 504 (varies)
10 630 (varies)
11 770 (varies)
12 924 (varies)
13 1092 (varies)
14 1274 (varies)
15 1470 (varies)
16 1680 (varies)
17 1904 (varies)
18 2142 (varies)
19 2394 (varies)
20 2660 (varies)
21 2940 (varies)
22 3234 (varies)
23 3542 (varies)
24 3864 (varies)
25 4200 (varies)
26 4550 (varies)
27 4914 (varies)
28 5292 (varies)
29 5684 (varies)
30 6090 (varies)
31 6510 (varies)
32 6944 (varies)
33 7392 (varies)
34 7854 (varies)
35 8330 (varies)
36 8820 (varies)
TH Saves
PD RS PP BW Sp Fo Re Wi
+0  8  8  8  5  8  4  7  3
+1  8  9  8  5  8  4  7  3
+2  9  9  9  5  9  5  8  3
+3  9 10  9  5  9  5  8  4
+4 10 10  9  6 10  5  9  4
+5 10 11  9  6 10  6  9  5
+6 11 11 10  7 11  6 10  5
+7 11 12 10  8 11  7 10  6
+8 12 12 10  9 12  7 11  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 9, Dex 9, Con 9, Int 14, Wis 14
Alignment: any
HD/level: d10
Weapon Prof.: 4+level/2
To Hit Table: War
Save Table: War/Wiz/Pri/Rog/Psi
Reference: DM {Planeshifted FMCTP1/2}
Groups: Custom, Alternate
 
This is a mixed class Warrior+Wizard+Priest+Rogue+Psionicist. You may pick 2nd or 3rd edition for each of the classes. Regardless of what classes comprise the FMCTP mix, you can ignore alignment restrictions for those classes.
Warrior is Fighter2, Fighter3, or Warrior3.
Wizard is Mage2, Sorcerer3, or Wizard3.
Priest is Cleric2 or Priest3.
Rogue is Thief2 or Rogue3.
Psionicist is Psi2, Psi3, or Psi3½ (AKA Psi3.5).
 
The saves are "pick the best of War, Wiz, Pri, Rog, Psi saves for each category".
 
Level 2: You may replace one of the classes with another class from the 5 given (e.g. you can drop Fighter and add Psionicist to be a Magic-User+Cleric+Thief+Psionicist+Psionicist). The XP and other data does not change.
Level 4: You may replace another class, as per Level 2.
Level 6: You may pick "30th edition" for classes.
Level 7: You may replace another class, as per Level 2.
Level 8: You may pick "1st edition" for classes.
Level 9: You may replace instances of Fighter with Paladin or Ranger; Magic-User with one of the standard 8 specialist types; Cleric with Druid or Healer; Thief with Acrobat, Assassin, Monk, or Bard; Psionicist with Psi(-2), Psi6, or Psi18. You can do this for any number of classes in the mix, the XP and other data does not change.
Level 10: You may replace another class, as per Level 2. Starting with this replacement, if another mixed-class combination is mixed with WWPRP2/3, you can replace one of the classes in that mix instead.
Level 12: You may add another (6th) class with one of the five standard classes. This extra class cannot be changed using the Level 9 ability. Again, the XP and other data does not change.
Level 14: You may replace another class, as per Level 10. If you replace the 6th class from the Level 12 ability, it still cannot be changed using the Level 9 ability.
Level 18: You may pick "0th edition" for classes.