[PC69] Collective 6.9 Classes


Accountant-Money

Level KXP
F=1
KXP
F=2
KXP
F=3
Spells
1 1 1 1 (none)
2 2.7 3.95 5.2 (none)
3 5.4 7.9 10.4 (none)
4 10.8 15.8 20.8 (none)
5 21.6 31.6 41.6 (none)
6 43.2 63.2 83.2 (none)
7 86.4 126.4 166.4 (none)
8 172.8 252.8 332.8 (none)
9 340 500 660 (none)
10 530 780 1030 (none)
11 790 1140 1490 (none)
12 1050 1500 1950 (none)
13 1310 1860 2410 (none)
14 1570 2220 2870 (none)
15 1830 2580 3330 (none)
16 2090 2940 3790 (none)
17 2350 3300 4250 (none)
18 2610 3660 4710 (none)
19 2870 4020 5170 (none)
20 3130 4380 5630 (none)
21 3390 4740 6090 (none)
22 3650 5100 6550 (none)
23 3910 5460 7010 (none)
24 4170 5820 7470 (none)
25 4430 6180 7930 (none)
26 4690 6540 8390 (none)
27 4950 6900 8850 (none)
28 5210 7260 9310 (none)
29 5470 7620 9770 (none)
30 5730 7980 10230 (none)
31 5990 8340 10690 (none)
32 6250 8700 11150 (none)
33 6510 9060 11610 (none)
34 6770 9420 12070 (none)
35 7030 9780 12530 (none)
36 7290 10140 12990 (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: (any 3) 6*F+1
Alignment: any
HD/level: d6
Weapon Prof.: 0+level
To Hit Table: Cust
Save Table: Cust
Reference: DM
Groups: Custom
 
Pick an F factor for this class. For F=4, multiply F=2 by 2. For F=5, add F=2 and F=3. For F=6, multiply F=3 by 2. And so on for higher F factors. Starting at F=7, you cannot owe stat points to this class.
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). For 2 picks, you may instead increase the level of Exceptionalness in that stat by 1.
Every Reset: Get +5*F*LVL% money (incl. sold items); or get +(LVL*F)^3*10 gp.
Every Reset: Get half of number of duplicate magic items like the NPC.
Level 12: You may treat Cml, San, or Logic as stats for this class. You can raise them with stat points, at 1 point each.
Level 18: You may treat Luck, HNCL, CL, or (# segments per round) as stats for this class. You can raise them with stat points. Luck costs 2 points each. HNCL costs 3 points each. CL costs 4 points each. (# of segments per round) costs 5 points each.
Level 24: 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 30: 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.

[PC69] Collective 6.9 Classes


Alien (Xenomorph)

Level KXP
Spells
TH
1 0 (none) +1
2 3.1 (none) +2
3 6.2 (none) +3
4 12.4 (none) +4
5 24.8 (none) +5
6 49.6 (none) +6
7 99.2 (none) +7
8 198.4 (none) +8
9 396.8 (none) +9
10 696 (none) +10
11 1006 (none) +11
12 1316 (none) +12
13 1626 (none) +13
14 1936 (none) +14
15 2246 (none) +15
16 2556 (none) +16
17 2866 (none) +17
18 3176 (none) +18
19 3486 (none) +19
20 3796 (none) +20
21 4106 (none) +21
22 4416 (none) +22
23 4726 (none) +23
24 5036 (none) +24
25 5346 (none) +25
26 5656 (none) +26
27 5966 (none) +27
28 6276 (none) +28
29 6586 (none) +29
30 6896 (none) +30
31 7206 (none) +31
32 7516 (none) +32
33 7826 (none) +33
34 8136 (none) +34
35 8446 (none) +35
36 8756 (none) +36
Race Adjustments:
Str Dex Con Int Wis Chr Cml AT hp TH Div
+6+LVL +2 +5 -6 +0 -5 -8 +6 +25 +0 ÷1
 
Requisites: Race Slots 1, Class Slots 1,
  Str 12, Dex 6, Con 10
Alignment: any
HD/level: d30
Weapon Prof.: 0+level
To Hit Table: Mon
Reference: Alien
Groups: Monster, Archetype
   
Saving Throws:  
PPD: 2+level*2
RSW: 0+level*2
PP: 2+level*2
BW: 1+level*2
Spell: 0+level*2
Fort: 3+level*2
Reflex: 3+level*2
Will: 0+level*2
   
Damaging shield vs. melee 40+10*LVL% (Natural Acid; NR to resist)
Immune Acid, Cold, Vacuum, Blindness
Bite attack is d(LVL*5) dmg.
Tail attack is d(LVL*10) dmg.
Spit acid: Deal LVLd4 dmg to one group (Natural Acid; NR to resist) (can be used against an object; dealing LVL Hdmg instead)
Level 9: 1F, Take 10 dmg: Lay an Alien egg. This hatches into a DL=LVL/2 Facehugger one turn later. Treat as a subordinate; you may have (LVL-8)^2 of these.
Facehugger variant:
Lose the Bite attack, Tail attack, and ability to lay eggs. Gain:
Jump, 1/ per set of physical attacks: Roll TH against target's face (called shot). If successful, both you and the target are immobolized (no save; aWR to resist). 1 turn later the target is slain, and you are active again with one ability (chosen at random) from his race.

[PC69] Collective 6.9 Classes


Beast Arch-Fighter

Level KXP
Spells
1 0 (none)
2 4.5 (none)
3 9 (none)
4 18 (none)
5 39 (none)
6 82.5 (none)
7 165 (none)
8 330 (none)
9 675 (none)
10 1350 (none)
11 2025 (none)
12 2700 (none)
13 3375 (none)
14 4050 (none)
15 4725 (none)
16 5400 (none)
17 6075 (none)
18 6750 (none)
19 7425 (none)
20 8100 (none)
21 8775 (none)
22 9450 (none)
23 10125 (none)
24 10800 (none)
25 11475 (none)
26 12150 (none)
27 12825 (none)
28 13500 (none)
29 14175 (none)
30 14850 (none)
31 15525 (none)
32 16200 (none)
33 16875 (none)
34 17550 (none)
35 18225 (none)
36 18900 (none)
TH Saves
PD RS PP BW Sp Fo Re Wi
++1 ++1 (all)
++2 ++2 (all)
++3 ++3 (all)
++4 ++4 (all)
++5 ++5 (all)
++6 ++6 (all)
++7 ++7 (all)
++8 ++8 (all)
++9 ++9 (all)
++10 ++10 (all)
++11 ++11 (all)
++12 ++12 (all)
++13 ++13 (all)
++14 ++14 (all)
++15 ++15 (all)
++16 ++16 (all)
++17 ++17 (all)
++18 ++18 (all)
Requisites: Class slots 2; Str 22
Alignment: any
HD/level: 2d10
Weapon Prof.: 10+2*level
To Hit Table: ++Mon
Save Table: ++Mon
Reference: DM
Groups: Warrior
 
Extra-Barbarian Str. Exceptional Dex. Barbarian Con.
+LVL-1 Race slots, that have a "+" modifier in Str.
+LVL instances of tactical movement.
+LVL arms.
Specializes using the Barbarian+1 line.
+1 size for purposes of weapons that can be wielded.
Level 9: 1P: Do one attack, if it hits, it does idmg instead of dmg.

[PC69] Collective 6.9 Classes


Birthright2

Level KXP Birthright2
123 456 789
1 0 1-- --- ---
2 300 2-- --- ---
3 600 21- --- ---
4 900 22- --- ---
5 1200 221 --- ---
6 1500 221 1-- ---
7 1800 222 1-- ---
8 2100 222 11- ---
9 2400 222 21- ---
10 2700 222 211 ---
11 3000 322 211 1--
12 3300 332 221 1--
13 3600 333 222 11-
14 3900 433 322 21-
15 4200 443 332 22-
16 4500 444 333 22-
17 5700 444 433 32-
18 7700 444 443 33-
19 10700 444 444 33-
20 14700 444 444 43-
21 19700 444 444 441
22 25700 444 444 442
23 32700 444 444 443
24 40700 444 444 444
25 49700 555 444 444
26 59700 555 555 444
27 70700 555 555 555
28 82700 666 555 555
29 95700 666 666 555
30 109700 666 666 666
31 124700 777 666 666
32 140700 777 777 666
33 157700 777 777 777
34 175700 888 777 777
35 194700 888 888 777
36 214700 888 888 888
TH Saves
PD RS PP BW Sp Fo Re Wi
+2  1  1  1  1  1  1  1  1
+4  2  2  2  2  2  2  2  2
+6  3  3  3  3  3  3  3  3
+8  4  4  4  4  4  4  4  4
+10  5  5  5  5  5  5  5  5
+12  6  6  6  6  6  6  6  6
+14  7  7  7  7  7  7  7  7
+16  8  8  8  8  8  8  8  8
+18  9  9  9  9  9  9  9  9
+20 10 10 10 10 10 10 10 10
+22 11 11 11 11 11 11 11 11
+24 12 12 12 12 12 12 12 12
+26 13 13 13 13 13 13 13 13
+28 14 14 14 14 14 14 14 14
+30 15 15 15 15 15 15 15 15
+32 16 16 16 16 16 16 16 16
+34 17 17 17 17 17 17 17 17
+36 18 18 18 18 18 18 18 18
Requisites: HNCL 9; Chr 20; worshipers/followers 3^LVL*100
Alignment: any
HD/level: & 4d12
Weapon Prof.: 0+level*2
To Hit Table: 2xMon
Save Table: 2xMon
Reference: Birthright2
Groups: Custom, Concordant (x2), Demigod (x2)
 
[X] Section stats
ihp +3
iTH +20
P Save +1
M Save +0
War +1
Rog -1
PPsi +1
Wiz +1
Pri -1
MPsi +0
   
Gets Super-Barbarian Wis and Chr.
Gets an H action.
You stop aging mentally and physically, and are immune to aging.
This class does not have its own spells; it copies spells from other x2 classes.
Each level, gain access to the spells of one other x2 Concordant class, for this class.
 
 
 
 
 
 
 
 
 
 

[PC69] Collective 6.9 Classes


Borg

Level KXP Psi8
mMG SU
TH
1 0 1-- -- +10
2 3.3 2-- -- +10
3 6.6 3-- -- +10
4 13.2 41- -- +10
5 26.4 51- -- +10
6 52.8 62- -- +10
7 105.6 72- -- +10
8 211.2 831 -- +10
9 422.4 931 -- +10
10 746 A41 -- +10
11 1076 B42 -- +10
12 1406 C52 -- +10
13 1736 D52 -- +10
14 2066 E63 -- +10
15 2396 F63 -- +10
16 2726 G73 1- +10
17 3056 H74 1- +10
18 3386 I84 1- +10
19 3716 J84 1- +10
20 4046 K95 2- +10
21 4376 L95 2- +10
22 4706 MA5 2- +10
23 5036 NA6 2- +10
24 5366 OB6 3- +10
25 5696 PB6 3- +10
26 6026 QC7 3- +10
27 6356 RC7 3- +10
28 6686 SD7 4- +10
29 7016 TD8 4- +10
30 7346 UE8 4- +10
31 7676 VE8 4- +10
32 8006 WF9 51 +10
33 8336 XF9 51 +10
34 8666 YG9 51 +10
35 8996 ZGA 51 +10
36 9326 [GA 51 +10
Race Adjustments:
Str Dex Con Int Wis Chr Cml AT hp TH Div
& +3 & -2 & +4 & +1+LVL & -4 & -8 & -6 & +2 & +20 +0 ÷1
 
Requisites: Race Slots 1, Class Slots 1,
  Con 4, Int 4
Alignment: ANil
HD/level: d12
Weapon Prof.: 10+level
To Hit Table: +10
Reference: Star Trek
Groups: Robot Controlled, Technology, Archetype Adjective
   
Saving Throws:  
PPD: & +10
RSW: & +0
PP: & +10
BW: & +5
Spell: & +0
Fort: & +10
Reflex: & -5
Will: & -5
   
Barbarian Int.
Has a Psi8 progression. Can manipulate an object with TechF=LVL*2 or less.
Troll-like regen Con+LVL-10 hp/s
 
Borg Adaption: Each time you take a hit from an effect or a weapon, you take 1/N times the amount of damage (round down), where N is the number of times you've been hit by it (including this time). This effect wears off after 1 turn.
 
Borg Assimilation: You can have +LVL Borg in one of your summon slots. Arm's P: Roll an attack, they are Assimilated (PP save) 1d(10-LVL) segments later. (Become one of your subordinates.)
 
Level 1: Need not breathe or eat.
Level 1: +1 Technological proficiency slot per level (see [P8.8]).

[PC69] Collective 6.9 Classes


Charismatic Man


Level

KXP
Psi
mMG S

TH
1 0 1-- - -1
2 5 2-- - -1
3 10 3-- - -1
4 20 21- - -1
5 40 22- - +0
6 80 32- - +0
7 160 33- - +0
8 320 43- - +0
9 640 321 - +1
10 1000 331 - +1
11 1500 332 - +1
12 2000 432 - +1
13 2500 442 - +2
14 3000 443 - +2
15 3500 543 - +2
16 4000 432 1 +2
17 4500 433 1 +3
18 5000 443 2 +3
19 5500 444 2 +3
20 6000 444 3 +3
21 6500 544 3 +4
22 7000 544 4 +4
23 7500 554 4 +4
24 8000 555 4 +4
25 8500 555 5 +5
26 9000 655 5 +5
27 9500 665 5 +5
28 10000 666 5 +5
29 10500 666 6 +6
30 11000 766 6 +6
31 11500 776 6 +6
32 12000 777 6 +6
33 12500 777 7 +7
34 13000 877 7 +7
35 13500 887 7 +7
36 14000 888 7 +7
Requisites: Chr 100
Alignment: any
HD/level: d4
Weapon Prof.: 4+level
To Hit Table: Psi
Reference: DM
Groups: Psionicist, Maxi
Complexity: CF=4
   
Saving Throws:  
PPD: +3+level*2
RSW: +4+level*2
PP: +3+level*2
BW: +0+level*2
Spell: +3+level*2
Fort: +1+level*2
Reflex: +0+level*2
Will: +3+level*2
   
+2*LVL Chr
Barbarian Chr
Sustain Chr, Cml
You can use an unlimited amount of shifting of Subability scores ("sleazing") for Chr.
Automatically make Chr checks, Psionic Blast saves, and Leadership (Morale) checks.
Learns 1 psionic frequency per level. "High Frequency Sample" is a legal frequency to pick. At level 18 you can start to learn X frequencies.
May material component psionic powers, by spending 1V action.
PSPs = 50*LVL. You regenerate 2 PSPs per segment.
+10% Money per level.
+1 summon slot.
+LVL to number of summons in one slot.
Your summons have +LVL rhp.
Can convert P -> M actions.
Double your Personality score.
˝M: Cure 10*LVL hp to one target.
1M: Combine two groups of enemies into one group (no save).
1M: Lock a door or erase a "?".
1M: Twist an effect on a target (use ER to resist)
1P: Deal 50*LVL Anti-Astral dmg to one target (no save, IR to resist)
1P: Destroy a x0 or x1 magic item.
1P: Unsummon a summon.
Level 1: Choose a psionic frequency from this class; powers of that frequency cost only ˝ of a slot.
Level 4: Choose a psionic frequency from this class; it is "Robed" (-1 SL). This usually doesn't doesn't do much for frequencies that are Minor/Major/Grand/Super (perhaps +1 die type).
Level 4: 1M: Become Insubstantial for 1 turn; you can pass through objects/walls (including Wall spells, but not Wards)
Level 4: 1M: Remove a BlahR from 1 target, Halve the irrBlahR from 1 target, or Halve the BlahR from a group (no ER)
Level 4: 1M: Summon a DL=LVL/2 Psionic monster.
Level 5: +1M action for psi; +LVL Nonweapon proficiencies.
Level 6: Can psionically affect Undead as if they weren't Undead
Level 6: 1M: Remove a racial ability or immunity from a group (ER to resist). If used against 1 target, gets no ER.
Level 6: 1M: Remove a Special (-100+25*LVL%) (-100% per multiplier beyond x1).
Level 6: 1M: Restore the MF/PF/TF/PsiF/TechF in area, Tempus Lawfulness, repair other forms of discontinuities/tears
Level 9: Choose a psionic frequency from this class; powers cost ˝ the normal number of powers to use. Material componenting still costs 1V though.

[PC69] Collective 6.9 Classes


Cleric2-Wis

Level KXP Priest
123 456 7
1 2 1-- --- -
2 4.15 20- --- -
3 8.3 21- --- -
4 16.6 320 --- -
5 33.3 331 --- -
6 66.75 332 0-- -
7 133.5 332 1-- -
8 211 333 20- -
9 322.5 443 21- -
10 490 443 320 -
11 725 544 321 -
12 960 655 322 -
13 1195 666 422 0
14 1430 666 532 1
15 1665 666 642 1
16 1900 777 643 1
17 2135 777 753 2
18 2370 888 864 2
19 2605 998 864 2
20 2840 999 875 2
21 3075 999 986 2
22 3310 999 996 3
23 3545 999 997 3
24 3780 999 998 3
25 4015 999 998 4
26 4250 999 999 4
27 4485 999 999 5
28 4720 999 999 6
29 4955 999 999 7
30 5190 999 999 8
31 5425 999 999 9
32 5660 AAA A99 9
33 5895 AAA AAA 9
34 6130 AAA AAA A
35 6365 BBB BAA A
36 6600 BBB BBB B
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 10
Alignment: any
HD/level: d8
Weapon Prof.: 2+level/4
To Hit Table: Pri
Save Table: Pri
Reference: DM
Groups: Priest
 
Priest Spells: Get 1 Grand, 3 Major, 6 Minor spheres.
Level 1: May use 1 instance of material componenting per spell as a 0 action. You lose this ability if you are a Specialty Priest.
Barbarian Wis; or +1 rank of Exceptional Wis which stacks on top on what you already have (unless the source says it can't be improved).
Sustain Wis, San (Sanity).
+2*LVL Set Wis.
+2*LVL Personality, regardless of which calculation is being used (Int+Chr+level or Wis+Con+level).
When using Wisdom for bonus spells, can use Simplified Wis Bonus, or convert all the SLs in the standard chart into one pool, and redistribute SLs as you like.
You can use an unlimited amount of shifting of Subability scores ("sleazing") for Wis.
Automatically make Wis checks and Will saves.
Can Turn Undead as 1V action.

[PC69] Collective 6.9 Classes


Darkling2-Ling0

Level KXP Darkling
124 6 [1]
1 0 1-- - [-]
2 4.4 2-- - [-]
3 8.8 3-- - [-]
4 17.6 31- - [-]
5 35.2 32- - [-]
6 70.4 33- - [-]
7 140.8 43- - [-]
8 280 44- - [-]
9 650 441 - [-]
10 1300 442 - [-]
11 1950 443 - [-]
12 2600 444 - [-]
13 3250 544 - [-]
14 3900 554 - [-]
15 4550 555 - [-]
16 5200 655 - [-]
17 5850 665 - [-]
18 6500 666 - [-]
19 7150 666 1 [-]
20 7800 666 2 [-]
21 8450 666 3 [-]
22 9100 666 4 [-]
23 9750 666 5 [-]
24 10400 666 6 [-]
25 11050 766 6 [-]
26 11700 776 6 [-]
27 12350 777 6 [-]
28 13000 777 7 [-]
29 13650 877 7 [1]
30 14300 887 7 [1]
31 14950 888 7 [1]
32 15600 888 8 [1]
33 16250 988 8 [1]
34 16900 998 8 [1]
35 17550 999 8 [1]
36 18200 999 9 [21]
TH Requisites:
+2 Alignment:
+3 HD/level:
+5 Weapon Prof.:
+7 To Hit Table:
+9 Reference:
+11 Groups:
+13 Complexity:
+15  
+17 Saving Throws:
+19 PPD:
+21 RSW:
+23 PP:
+25 BW:
+27 Spell:
+29 Fort:
+31 Reflex:
+33 Will:
+35  
+37 ]
+39
+41
+43
+45
+47
+49
+51
+53
+55
+57 1
+59 2
+61 3
+63 4
+65 5
+67 6
+69 7
+71
Str 25, Dex 18, Con 26, Wis 15, Chr 16 Gets 80 Rogue points per level.
any Barbarian Str, Con, and Chr.
3d12 You may replace the base number of attacks you get with each weapon with CCL/2.
6+level You may roll 1d30 to hit like a 30th edition class. Automatically hits on a natural 29-30. Automatically misses on a 1.
2xWar Level N (every level): +1 Kit.
DM Level 1: +1 Limb.
Warrior, Rogue, Concordant (x1) Level 1: Over Hit: If you hit someone and needed a negative number to hit them (i.e. your TH bonus was greater than his AC), do x1.5 dmg.
CF=5 Level 1: +2 proficiencies per level.
Level 4: Double Over Hit: If you hit someone and your TH bonus was greater than double his AC, do x2 dmg (instead of x1.5 for Over Hit).
  Level 8: +10 HNCL (this can't be picked)
18+level*2 Level 9, 18, 27, 36: +1 Limb.
16+level*2 Level 9: Double Resist Magic and Breath Weapons.
14+level*2 Ling0 still gets the normal level 9, 18, 27, 36 picks in addition to the table below.
8+level*2
10+level*2  
4+level*2  
2+level*2  
0+level*2  
Lvl Ability
1 Any two Rogue 1 abilities
2 Any two Rogue 2 abilities
3 Any two Rogue 3 abilities
4 Any two Rogue 4 abilities
5 Any two Rogue 5 abilities
6 Any two Rogue 6 abilities
7 Any two Rogue 7 abilities
8 Any two Rogue 8 abilities
16 Any two Rogue 12 abilities
24 Any two Rogue 18 abilities
32 Any two Rogue 32 abilities

[PC69] Collective 6.9 Classes


Darkling2 Spells (SL=1)

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

Darkling2 Spells (SL=2)

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

Darkling2 Spells (SL=4)

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

Darkling2 Spells (SL=6)

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

[PC69] Collective 6.9 Classes


Divine Assassin-Divine Interventioner

Level KXP Priest
123 456 789
1 0 2-- --- ---
2 3.225 50- --- ---
3 6.45 63b --- ---
4 12.9 761 c-- ---
5 25.8 A75 0d- ---
6 51.75 A96 3ae ---
7 103.5 AA7 52b f--
8 207 AAA 641 cg-
9 414 BBA 954 0dh
10 795 BBA A64 1cg
11 1563.75 CBB A75 2bf
12 2086.25 DCC A86 3ae
13 2612.5 DDD B96 40d
14 3150 DDD CA6 51c
15 3700 DDD DB7 52b
16 4250 EEE DB9 53a
17 4800 EEE ECA 640
18 5350 FFF FDB 641
19 5900 GGF FDB 742
20 6450 GGG FEC 843
21 7000 GGG GFD 944
22 7550 GGG GGD A54
23 8100 GGG GGE A55
24 8650 GGG GGF A65
25 9200 GGG GGF B66
26 9750 GGG GGG B76
27 10300 GGG GGG C77
28 10850 GGG GGG D77
29 11400 GGG GGG E77
30 11950 GGG GGG F77
31 12500 GGG GGG G77
32 13050 HHH HGG G77
33 13600 HHH HHH G77
34 14150 HHH HHH H77
35 14700 III IHH H77
36 15250 III III I77
TH Saves
PD RS PP BW Sp Fo Re Wi
+0  8  7  6  3  6  1  2  2
+1  8  7  6  3  7  1  3  3
+2  9  8  6  4  7  2  3  3
+3  9  8  7  4  7  2  4  4
+4 10  9  7  5  8  3  4  4
+5 10  9  7  6  8  3  5  5
+6 11 10  8  7  9  4  5  5
+7 11 10  9  8  9  4  6  6
+8 12 10  9  9  9  5  6  6
+9 12 11 10 10 10  5  7  7
+10 13 11 10 11 10  6  7  7
+11 13 12 11 12 11  6  8  8
+12 13 12 12 13 11  7  8  8
+13 14 13 13 14 11  7  9  9
+14 14 13 13 14 12  8  9  9
+15 14 13 14 14 12  8 10 10
+16 15 14 14 14 13  9 10 10
+17 15 14 14 14 13  9 11 11
Requisites: Str 10, Dex 14, Int 12, Wis 35
Alignment: any E
HD/level: d13
Weapon Prof.: 3+level
To Hit Table: War
Save Table: Pri/Rog
Reference: DM
Groups: Priest, Rogue, Demigod (x1)
 
Gets "All Priest" and "All Rogue" abilities.
Gets Dex bonus to Priest spells (yes this is strange).
Gets 40 Rogue points per level.
Can weapon specialize using the Non-Warrior line.
Gets the usual GGL (Speciality God) pick, but is considered 9 levels higher for purposes of "Level:" 's, LVL, and CL for the GGL's abilities. This does not affect Turn Undead.
Bonus Grand in "All" sphere. Sphere Robe (-1 SL per spell) in "All" sphere.
Level 1: Poison Use proficiency (1 slot per 2 levels, round up).
Level 1: Can Assassinate Undead (even if they are normally immune to this).
Level 1 ¶: Divine Intervention is automatic, but still can be done only once per day.
Level 1 ¶: 1F, LVL/d: Your god does 1G action into this combat. This is treated as a random SL=11+LVL/7 effect from the [X] section. Roll 1d10 for type of power: 1=Str, 2=Dex, 3=Con, 4=Int, 5-7=Wis, 8=Chr, 9-10=One of the requirements for this god's GGL pick at random. You may see what the effect is before you target the effect.
Level 1 ¶: You always regain all your Priest spells even if you are out of contact with your god, or if your god/intermediary is dead or "Barneyed".
Level 1 ¶: You may use Omens even if not otherwise available in the current campaign. If they are already available in the current campaign, you can shift the results of Omens by plus or minus 1.
Level 1: Your "Miracle" spells do not drain the MF.
Level 5: Can speak Level-4 additional languages from the following list: LG,LN,LE,NG,TN,NE,CG,CN,CE,Druid,Thieves' Cant. Can never learn more than Int-12 alignment languages.
Level 7: Has 8-48 guild members. 50% chance a guild member will leave if guildmasters change.
Level 9: Ignore immunity to Assassination. Can assassinate things not normally affected by Assassination (such as Golems).
Lvl Divine Assassin Ability | -50% | -100% | -150% Act Base Penalty Bonus
1 +rating/50 A actions /r this turn || B actions || C actions F 0 Dex-20 Dex-25
1 Assassination (-3% per HD/level of target) ˝0 0 Wis-15 Wis-25
1 Attack (+1 TH per 10% made this segment; or roll +1d20 per 100%, choose best) V 0 Dex-13 Dex-16
1 Backstab (each 30% = x1) (increases 10/level) ˝0 50 Int-6 Int-20
1 Backstrike (each 30% = x1 TH) (increases 10/lvl) ˝0 50 Wis-6 Wis-20
1 Damage (+1 dmg per 10% made this segment; or multiply dmg by x(1+rating/200)) V 0 Str-15 Str-18
1 Find/Remove Wizard Abjurations/Priest Protections V 0 Dex-13 Dex-18
1 Slap (does dmg to one target = % made by) P 20 Str-0 Str-12
1 any 1st level Rogue ability - - - -
1 any 1st level Rogue ability - - - -
2 Controlled Blink | Controlled Blink 10'r (unwilling get PP save) ˝V 50 Wis-14 Wis-14
2 any 2nd level Rogue ability - - - -
3 Considered extra +(rating/25) weapon to hit V 0 Str-5 Str-15
3 Lower/Ignore WaWR (reduce or ignore WaWR by rating) || iWaWR V/N 0 Dex-10 Dex-20
4 Erase a "?" in dungeon (loses track of party) - 0 Dex-13 Dex-19
4 Song of Battle (+1 TH,dmg,or saves per 10% made) V,*M 10 Str-15 Str-20
5 Jock: +LVL divided among Str, Dex, Con, or level for purposes of #Att (the last one is ˝ a point each).
5 any 5th level Rogue ability - - - -
6 Touch : Chill/Pain | Para/Vampiric | Energy Drain 0 20 Str-9 Str-15
6 any 6th level Rogue ability - - - -
7 Ki Power (cast a Wiz Invocation spell) (penalty = -SL*50%) (#=SL) | Pri Invocation #V 0 Int-14 Int-38
7 Slay (target that you hit saves at +4, -1 per 10% made; or dies) V 0 Wis-13 Wis-19
8 Backstorm (each 50%: +1 att is considered a backstab) - 0 Dex-16 Dex-22
8 Finger of Death | Slay Living | Power Word Kill V 0 Int-14 Int-17
9 Any target with AC>(150-rating/5) is considered AC=(150-rating/5) to you V 0 Dex-17 Dex-28
9 +LVL*rating/2 item XP in Weapon flags per day F 0 NA NA
10 Disjoin x2 effect ||||||||| x3 |||||||||||||||| x4 etc. - 50 Chr-18 Chr-25
12 Disharmonic Blast (1 dmg per 1% made) V 10 Con-16 Con-22
15 any Rogue 15 - - - -
18 Backstave (N/2% of your dmg is vile) || Stun (save=N-100) - 0 Wis-26 Wis-32
27 Destruction/Mordenkainen's Disjunction ||| Put Target Down a Hole V 0 Int-19 Int-25

[PC69] Collective 6.9 Classes


Fighter2-Str

Level KXP
Spells
1 2 (none)
2 4.2 (none)
3 8.4 (none)
4 16.8 (none)
5 33.6 (none)
6 67.2 (none)
7 134.4 (none)
8 212.5 (none)
9 325 (none)
10 540 (none)
11 800 (none)
12 1060 (none)
13 1320 (none)
14 1580 (none)
15 1840 (none)
16 2100 (none)
17 2360 (none)
18 2620 (none)
19 2880 (none)
20 3140 (none)
21 3400 (none)
22 3660 (none)
23 3920 (none)
24 4180 (none)
25 4440 (none)
26 4700 (none)
27 4960 (none)
28 5220 (none)
29 5480 (none)
30 5740 (none)
31 6000 (none)
32 6260 (none)
33 6520 (none)
34 6780 (none)
35 7040 (none)
36 7300 (none)
TH Saves
PD RS PP BW Sp Fo Re Wi
+0  4  2  3  1  1  1  1  0
+1  5  2  4  2  1  1  1  0
+2  5  3  4  3  2  2  2  1
+3  6  4  5  4  3  2  2  1
+4  7  5  6  5  4  3  2  1
+5  8  5  7  6  4  3  3  2
+6  8  6  7  7  5  4  3  2
+7  9  7  8  8  6  4  4  2
+8 10  8  9  9  7  5  4  3
+9 11  8 10 10  7  5  4  3
+10 11  9 10 11  8  6  5  3
+11 12 10 11 12  9  6  5  4
+12 13 11 12 13 10  7  6  4
+13 14 11 13 14 10  7  6  4
+14 14 12 13 14 11  8  6  5
+15 14 12 14 14 11  8  7  5
+16 14 13 14 14 12  9  7  5
+17 15 13 14 14 12  9  8  6
Requisites: Str 10
Alignment: any
HD/level: d10
Weapon Prof.: 4+level/3
To Hit Table: War
Save Table: War
Reference: DM
Groups: Warrior
 
Barbarian Str; or +1 rank of Exceptional Str which stacks on top on what you already have (unless the source says it can't be improved).
Sustain Str.
+2*LVL Set Str.
An additional +2*LVL Str for purposes of size of weapons you can wield.
You can use an unlimited amount of shifting of Subability scores ("sleazing") for Str.
Automatically make Str checks, PP saves, Bend Bars and Lift Gates rolls.
You get x3 effect with these [C7] Combat Maneuvers: Bash, Bypassing Armor, Charge, Cleave, Disarm, Kick, Parry, Sap, Shield Bash, Subdue.
With an attack, you can Throw a Size M target Str*10', doing (Str)d6 falling dmg. This autohits and removes him from your group.

[PC69] Collective 6.9 Classes


Mage2-Int

Level KXP Wizard
123 456 789
1 2 1-- --- ---
2 4.25 2-- --- ---
3 8.5 21- --- ---
4 17 32- --- ---
5 34 421 --- ---
6 68 422 --- ---
7 134 432 1-- ---
8 209 433 2-- ---
9 313.5 433 21- ---
10 425 443 22- ---
11 537.5 444 33- ---
12 810 444 441 ---
13 1195 555 442 ---
14 1580 555 442 1--
15 1965 555 552 1--
16 2350 555 553 21-
17 2735 555 553 32-
18 3120 555 553 321
19 3505 555 553 331
20 3890 555 554 332
21 4275 555 554 442
22 4660 555 555 443
23 5045 555 555 553
24 5430 555 555 554
25 5815 555 555 555
26 6200 666 655 555
27 6585 666 666 655
28 6970 666 666 666
29 7355 777 766 666
30 7740 777 777 766
31 8125 777 777 777
32 8510 888 877 777
33 8895 888 888 877
34 9280 888 888 888
35 9665 999 988 888
36 10050 999 999 999
TH Saves
PD RS PP BW Sp Fo Re Wi
+0  4  7  5  3  6  0  1  1
+0  4  7  5  3  7  0  1  1
+0  4  8  5  4  7  0  1  2
+1  4  8  6  4  7  1  2  2
+1  5  9  6  4  8  1  2  3
+1  5  9  7  5  8  2  3  3
+2  5 10  7  5  9  2  3  4
+2  6 10  7  6  9  2  3  4
+2  6 10  8  6  9  3  4  5
+3  6 11  8  6 10  3  4  5
+3  7 11  9  7 10  4  5  6
+3  7 12  9  7 11  4  5  6
+4  7 12  9  8 11  4  5  7
+4  7 13 10  8 11  5  6  7
+4  8 13 10  8 12  5  6  8
+5  8 13 11  9 12  6  7  8
+5  8 14 11  9 13  6  7  9
+5  9 14 11 10 13  6  7  9
Requisites: Int 10
Alignment: any
HD/level: d4
Weapon Prof.: 1+level/6
To Hit Table: Wiz
Save Table: Wiz
Reference: DM
Groups: Wizard
 
May specialize as seen in the beginning of the [PC2] section.
May use 1 material component effect per spell as a zero action.
Barbarian Int; or +1 rank of Exceptional Int which stacks on top on what you already have (unless the source says it can't be improved).
Sustain Int, Logic.
+2*LVL Set Int.
You get the bonus M actions based on high Int+Wis+Chr used in earlier versions of the Collective (you can alternatively use Reason+Wis+Presence if you want).
Int+Wis+Chr: 44=+˝M; 50=+1M; 70=+1˝M; 75=+2M; 95=+2˝M; 100=+3M; and this continues.
You can use an unlimited amount of shifting of Subability scores ("sleazing") for Int.
Automatically make Int checks and category=Spell saves.
Get Int bonus to CL; you can no more than double the original CL of a class.
+2 Kit slots.

[PC69] Collective 6.9 Classes


Modulator

Level KXP
Spells
1 0 (varies)
2 4 (varies)
3 8 (varies)
4 16 (varies)
5 32 (varies)
6 64 (varies)
7 128 (varies)
8 240 (varies)
9 480 (varies)
10 800 (varies)
11 1200 (varies)
12 1600 (varies)
13 2000 (varies)
14 2400 (varies)
15 2800 (varies)
16 3200 (varies)
17 3600 (varies)
18 4000 (varies)
19 4400 (varies)
20 4800 (varies)
21 5200 (varies)
22 5600 (varies)
23 6000 (varies)
24 6400 (varies)
25 6800 (varies)
26 7200 (varies)
27 7600 (varies)
28 8000 (varies)
29 8400 (varies)
30 8800 (varies)
31 9200 (varies)
32 9600 (varies)
33 10000 (varies)
34 100000 (varies)
35 1000000 (varies)
36 10000000 (varies)
TH Saves
PD RS PP BW Sp Fo Re Wi
+0 (total = 30, max = 10)
+1 (total = 36, max = 12)
+2 (total = 42, max = 14)
+3 (total = 48, max = 16)
+4 (total = 54, max = 18)
+5 (total = 60, max = 20)
+6 (total = 66, max = 22)
+7 (total = 72, max = 24)
+8 (total = 78, max = 26)
+8 (total = 84, max = 28)
+9 (total = 90, max = 30)
+9 (total = 96, max = 32)
+10 (total = 102, max = 34)
+10 (total = 108, max = 36)
+11 (total = 114, max = 38)
+11 (total = 120, max = 40)
+12 (total = 126, max = 42)
+12 (total = 132, max = 44)
Requisites: Class Slots 3
Alignment: any
HD/level: d10
Weapon Prof.: 2+level/2
To Hit Table: Cust
Save Table: 2xCust
Reference: DM
Groups: Custom
 
You duplicate the powers of up to 2*LVL Mini-classes (see [PC10]). You get half your XP (in Modulator 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 Modulator level, or may be level 0.
 
You can take each Mini-class any number of times, and they stack.
You can spend multiple slots in the same Mini-class to get that much XP in one copy of that Mini-class.
 
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 N (every level): +1 sheet in Mini group, can be directly chosen (not rolled randomly)

[PC69] Collective 6.9 Classes


Predator

Level KXP
Spells
TH
1 0 (none) +3
2 3.5 (none) +6
3 7 (none) +9
4 14 (none) +12
5 28 (none) +15
6 56 (none) +18
7 112 (none) +21
8 224 (none) +24
9 448 (none) +27
10 787 (none) +30
11 1137 (none) +33
12 1487 (none) +36
13 1837 (none) +39
14 2187 (none) +42
15 2537 (none) +45
16 2887 (none) +48
17 3237 (none) +51
18 3587 (none) +54
19 3937 (none) +57
20 4287 (none) +60
21 4637 (none) +63
22 4987 (none) +66
23 5337 (none) +69
24 5687 (none) +72
25 6037 (none) +75
26 6387 (none) +78
27 6737 (none) +81
28 7087 (none) +84
29 7437 (none) +87
30 7787 (none) +90
31 8137 (none) +93
32 8487 (none) +96
33 8837 (none) +99
34 9187 (none) +102
35 9537 (none) +105
36 9887 (none) +108
Race Adjustments:
Str Dex Con Int Wis Chr Cml AT hp TH Div
+6 -1+LVL*3 +6 +0 +2 -3 -5 +2 +40 +0 ÷1
 
Requisites: Race Slots 1, Class Slots 1,
  Str 15, Dex 11, Con 12
Alignment: any
HD/level: d20
Weapon Prof.: 3*level
To Hit Table: +3*level
Reference: Predator
Groups: Warrior, Monster, Archetype
   
Saving Throws:  
PPD: 4+level*2
RSW: 0+level*2
PP: 2+level*2
BW: 3+level*2
Spell: 0+level*2
Fort: 2+level*2
Reflex: 4+level*2
Will: 2+level*2
   
Barbarian Str, Dex, Con.
1V: Improved Invisibility, until struck by a water-based attack.
Has a breathing mask (need not breathe).
Infravision and Ultravision.
Get double XP from a killed monster if you retrieve the skull as a trophy (get the bonus XP during the next reset).
Can identify and manipulate technological objects up to TechL = LVL+5.
Sat-com (wrist console): 1M: Detect snares, pits, mines, mechanical traps.
Sat-com (wrist console): 2V, 1/reset: Delayed Blast Fireball (technological), radius 300' (up to 7 groups), centered on self, (100*LVL)d6 dmg
Plasma Caster (shoulder cannon): Shoulder's P: Plasma weapon, range 30*LVL', dmg LVLd20 (get Dex TH bonus).
Smart Disc: #Att 1/1; Thrown weapon (Str and Dex TH bonus; Str dmg bonus); dmg d(10*LVL); Sharpness; Returning (travels; end of segment)

[PC69] Collective 6.9 Classes


Protector Mage-Protector0

Level KXP Wizard/Priest
123 456 789
1 0 1-- --- ---
2 3.65 3-- --- ---
3 7.3 41- --- ---
4 14.6 53- --- ---
5 29.2 641 --- ---
6 58.5 643 --- ---
7 89 754 1-- ---
8 136 765 3-- ---
9 218.9 766 41- ---
10 380 886 43- ---
11 565 887 650 ---
12 1100 888 762 ---
13 1635 AA9 764 ---
14 2170 AAA 774 1--
15 2705 BAA 885 1--
16 3240 BAA 996 21-
17 3775 BBA 996 42-
18 4310 BBA 996 521
19 4845 CBA 997 531
20 5380 CBA 998 632
21 5915 CBA AA8 742
22 6450 CBA AA9 843
23 6985 CCB BA9 953
24 7520 DCB BAA 954
25 8055 DCB BAA A55
26 8590 EDD CBA A55
27 9125 EED CCC B55
28 9660 EED DDC B66
29 10195 FFE EDC C66
30 10730 FFF EEE D66
31 11265 FFF FFE D77
32 11800 HGG GFE D77
33 12335 HHG GGG F77
34 12870 HHH GGG G88
35 13405 III IHG G88
36 13940 III III I99
TH Saves
PD RS PP BW Sp Fo Re Wi
+1 10  9  7  4  8  1  2  4
+1 10  9  7  5  8  2  3  5
+1 11 10  8  5  9  2  3  5
+2 11 10  9  6  9  2  3  6
+3 12 10  9  6  9  3  4  6
+3 12 11  9  6 10  3  4  7
+4 13 11 10  7 10  4  5  7
+5 13 12 10  7 11  4  5  8
+5 13 12 10  8 11  4  5  8
+6 14 13 11  8 11  5  6  9
+7 14 13 11  8 12  5  6  9
+7 14 13 11  9 12  6  7 10
+8 15 14 12  9 13  6  7 10
+9 15 14 12 10 13  6  7 11
+9 15 14 12 11 13  7  8 12
+10 15 14 13 12 13  8  9 12
+11 15 14 13 13 13  9 10 13
+11 15 14 14 13 13 10 11 14
Requisites: Con 19, Int 12, Wis 24
Alignment: any
HD/level: d9
Weapon Prof.: 1+level/2
To Hit Table: Pri
Save Table: Wiz/(1˝xPri)
Reference: DM
Groups: Wizard, Priest, Alternate
 
Multiply your maximum number of maintained effects by (LVL+1)/2.
Priest Spells: Gets Grand in Protection, 2 Major, and 5 Minor spheres.
When you material component one of the new spells below, replace "You get" with "All PCs that you as a Player are playing". You cannot material component to hit a group or someone else (that you're not playing) at all.
Level 1: May have 2 instances of abjuration spells running on others, that stack (so you can give people 2 Armor spells, 2 Stoneskin spells, etc.)
Level 1: May material component abjuration spells for 2 effects of the same type, and at the same time increase range 0 to range touch.
Level 1: Specialized in abjuration with no opposite school.
Level 1: School robed in abjuration (each abjuration spell is 1 SL lower for you)
Level 1: 0, LVL/d: An abjuration effect does not require a maintenance slot (it can still be dropped with a 0 action).
Level 3: Your abjurations can't be dispelled or twisted.
Level 5: (Single) material componenting for abjuration spells is free.
Level 9: May have 3 instances of abjuration spells running on others, that stack.
Level 9: May double material component abjuration spells (costing a total of 1M+1V) for 3 effects of the same type (range 0 -> 30').
Level 9: Can hold abjuration effects across resets between sessions.
Level 12: 1bM: If a monster randomly rolls to attack someone, you can have it attack you instead.
Level 13: May have 4 instances of abjuration spells running on others, that stack.
Level 13: May triple material component abjuration spells (costing a total of 1M+2V) for 4 effects of the same type (range 0 -> sight).
Level 13: 1M: Steal someone else's abjuration effect. The other spellcaster (the person who created the effect, not necessarily the target) makes a Reflex save to resist this.
Level 21: May have 5 instances of abjuration spells running on others, that stack.
Level 21: May quadruple material component abjuration spells (costing a total of 1M+3V) for 5 effects of the same type (range 0 -> same plane in psi link).
Level 27: Your abjurations cannot be disjoined or instantaneous-ed.
New Protection spells for Protector0 class:
C-Resist (all SL's): You get SL instances of Resist to a [C] section effect. Can have more than one of these running, but each one is a spell slot.
Earth Armor (all SL's): You get Earth Armor, it absorbs 10*SL^3 dmg (like an Armor spell, but doesn't count as your Armor spell).
Effects Resistance (SL=3): You get iER 28+CL*2%.
Ele-Resist (all SL's): You get SL instances of Resist to an Element (any E factor). Can have more than one of these running, but each one is a spell slot.
Magical Cloak (all SL's): You get a cloak (AC +CL) +SL/+SL, that lasts for the entire day, or you can add CL half-plusses to your existing cloak for this day.
Original Ironskin (SL=5): This is an Ironskin that stops an entire attack sequence, and doesn't leak. (This can be cast on anyone.)

[PC69] Collective 6.9 Classes


Pyromaniac

Level KXP FIRE! spells
123 456 789 ABC
1 0 0b- --- --- ---
2 2.25 00c --- --- ---
3 4.5 000 d-- --- ---
4 9 000 0e- --- ---
5 19.5 000 00f --- ---
6 41.25 000 000 g-- ---
7 82.5 000 000 0h- ---
8 165 111 111 1f- ---
9 337.5 111 111 10i ---
10 675 111 111 100 j--
11 1012.5 222 222 211 h--
12 1350 222 222 211 0k-
13 1687.5 333 333 322 1i-
14 2025 444 444 433 2g-
15 2362.5 444 444 433 20l
16 2700 555 555 544 31j
17 3037.5 666 666 655 42h
18 3375 666 666 655 420
19 3712.5 777 777 766 531
20 4050 777 777 777 652
21 4387.5 777 777 777 763
22 4725 777 777 777 774
23 5062.5 777 777 777 775
24 5400 777 777 777 776
25 5737.5 777 777 777 777
26 6075 877 777 777 777
27 6412.5 887 777 777 777
28 6750 888 777 777 777
29 7087.5 888 877 777 777
30 7425 888 887 777 777
31 7762.5 888 888 777 777
32 8100 888 888 877 777
33 8437.5 888 888 887 777
34 8775 888 888 888 777
35 9112.5 888 888 888 877
36 9450 888 888 888 887
TH Saves
PD RS PP BW Sp Fo Re Wi
+0  4  7  5  3  7  0  1  1
+0  4  8  6  4  7  1  2  2
+1  5  9  7  5  8  2  3  3
+1  6 10  7  6  9  2  3  4
+2  6 11  8  6 10  3  4  5
+2  7 12  9  7 11  4  5  6
+3  7 13 10  8 11  5  6  7
+3  8 13 11  9 12  6  7  8
+4  9 14 11 10 13  6  7  9
+4  9 15 12 10 14  7  8 10
+5 10 15 13 11 15  8  9 11
+5 11 16 13 12 15  9 10 12
+6 12 16 14 13 15 10 11 13
+6 12 16 14 14 16 10 11 14
+7 13 16 15 14 16 11 12 15
+7 14 16 15 15 16 12 13 16
+8 15 17 16 16 16 13 14 17
+8 16 17 16 16 17 14 15 18
Requisites: Int 17; Sanity -3 or less
Alignment: C any [or] FIRE!
HD/level: d5
Weapon Prof.: 2+level
To Hit Table: Rog
Save Table: 2xWiz
Reference: DM (Insane Asylum)
Groups: Wizard, Priest, Overt, Insane
 
Gets Int bonus to your FIRE! spell progression.
Specialized in FIRE!. Opposite in everything else. Your FIRE! spells cost only ˝M to cast, cost only ˝ a spell slot, give LVL saving throws (take the worst), and you +(Int bonus) to CL (max bonus=+LVL).
Your familiar is FIRE!. It gives you immunity to fire. It also likes to start fires; if it is offensive, there is a 1 segment delay before it loses familiar immunity.
Your GGL pick is FIRE!. Your worship of FIRE! gives you "1M: Turn Undead, but on a turn result they IMMOLATE and degen 1/2 their hp each segment."
Barrels of Oil are free for you.
FIRE! Spells:
Any spell with Fire/Flame in it's name is also a FIRE! spell (Fire Shield, Flame Walk, etc.)
FIRE! Bolt (SL=1): 2m(CL+3) FIRE! dmg to 1 target (no save)
Cauterize Wounds (SL=N): 1 target loses Nm2 max hp for 1 turn, and is cured Nm(CL+7) dmg
FIRE! Ball (SL=3): Like Fireball, but does 2mCL FIRE! dmg to 2 groups (save:˝) (material component for 3 groups)
FIRE! Elemental (SL=4): Summon a DL=2m3 FIRE! Elemental. You can have a total of your CL in DL's in each summon slot for FIRE! Elementals.
Commune with FIRE! (SL=5): All the FIRES! (normal fires) on the same plane can answer your questions, based on what they can see.
Kill it with FIRE! (SL=5): If material componented, this spell does 1 idmg of FIRE! to 1 target.
FIRE!! Ball (SL=6): Like FIRE! Ball, but does 3mCL FIRE! dmg, and ignores Immune (and resist) Fire.
FIRE!!! Ball (SL=9): Like FIRE!! Ball, but does 4mCL FIRE! dmg.
Cryomancer variant (e.g. Mr. Freeze):
Replace FIRE! with FREEZE! (or COLD!) everywhere.
Instead of Commune at SL=5, you get a Time Stop (Freeze) on 1 target for 1dCL segments if material componented.

[PC69] Collective 6.9 Classes


Rianizer3

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: Dex 9 (also see description)
Alignment: any
HD/level: d6
Weapon Prof.: 2+level/2
To Hit Table: Cust
Save Table: Cust
Reference: DM / Rian {Planeshifted Uncommoner3}
Groups: Custom
 
Each Level: The DM rolls a random class from Rian's submitted classes (does *not* include those actually in the 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 Rianizer3 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 Rianizer3 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 Rianizer3 class beyond level 1, all you have to meet is the Dex 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.

[PC69] Collective 6.9 Classes


Rolemaster Criticals Mage

Level KXP Rolemaster Crits
ABC DEF GHI JK
1 0 2˝- --- --- --
2 2.5 31˝ --- --- --
3 5 421 --- --- --
4 10 532 ˝-- --- --
5 20 643 1˝- --- --
6 40 754 21- --- --
7 60 865 32˝ --- --
8 90 976 43˝ --- --
9 135 A87 541 ˝-- --
10 250 A98 652 1-- --
11 375 AA9 763 2˝- --
12 750 AAA 874 3˝- --
13 1125 AAA 985 4˝- --
14 1500 AAA A96 51˝ --
15 1875 AAA AA7 621 --
16 2250 AAA AA8 732 --
17 2625 AAA AA9 843 --
18 3000 AAA AAA 954 ˝-
19 3375 AAA AAA A65 ˝-
20 3750 AAA AAA A76 1-
21 4125 AAA AAA A87 1-
22 4500 AAA AAA A98 2-
23 4875 AAA AAA AA9 2-
24 5250 AAA AAA AAA 3-
25 5625 BBB BBB BBB 3-
26 6000 BBB BBB BBB 4-
27 6375 CCC CCC CCC 4˝
28 6750 CCC CCC CCC 5˝
29 7125 DDD DDD DDD 5˝
30 7500 DDD DDD DDD 51
31 7875 DDD DDD DDD 61
32 8250 EEE EEE EEE 61
33 8625 EEE EEE EEE 71
34 9000 FFF FFF FFF 71
35 9375 FFF FFF FFF 81
36 9750 FFF FFF FFF 82
TH Saves
PD RS PP BW Sp Fo Re Wi
-1  4  7  5  3  7  0  1  1
+0  4  8  6  4  7  1  2  2
+0  5  9  7  5  8  2  3  3
+0  6 10  7  6  9  2  3  4
+0  6 11  8  6 10  3  4  5
+0  7 12  9  7 11  4  5  6
+0  7 13 10  8 11  5  6  7
+1  8 13 11  9 12  6  7  8
+1  9 14 11 10 13  6  7  9
+1  9 15 12 10 14  7  8 10
+1 10 15 13 11 15  8  9 11
+1 11 16 13 12 15  9 10 12
+1 12 16 14 13 15 10 11 13
+2 12 16 14 14 16 10 11 14
+2 13 16 15 14 16 11 12 15
+2 14 16 15 15 16 12 13 16
+2 15 17 16 16 16 13 14 17
+2 16 17 16 16 17 14 15 18
Requisites: Str 10, Dex 10, Con 15, Int 15, Wis 10
Alignment: any
HD/level: 2d1
Weapon Prof.: 2+level/4
To Hit Table: ˝xWiz
Save Table: 2xWiz
Reference: Rolemaster
Groups: Wizard, Overt
 
Specialized in Rolemaster Criticals school. Opposite to everything else except Alteration and Invocation (which it's Normal to).
On the following page is a list of all the Rolemaster Critical tables.
Currently, all Rolemaster Criticals school spells are crosslisted with either Invocation or Alteration. All of these spells are considered "Minor School" spells, however, so other wizards must spend 2 spells each to cast one of these spells.
The SL's on the progression are the severity of the critical. For purposes of spell progression bonus (if you get it), A is SL=1, B is SL=2, etc.
Rolemaster Criticals spells:
[Critical Name] Bolt (SL=+0): Roll a Critical on one target (no save); material component is two targets (not 1 group)
[Critical Name] Beam (SL=+1): Roll a Critical on one group (no save); material component is extra effect (roll twice)
[Critical Name] Blast (SL=+2): Roll a Critical one group (no save); material component is two groups
[Critical Name] Shield (SL=+3): Whenever someone hits you with a melee attack, they suffer a Critical of that type (for each attack).
Remove [Critical Name] (SL=3): You can remove the effects of this Critical or Status Effect. Criticals of type "F" or greater are have "stars" ( * ) on them, and require a SL=6 version of this.
Immune [Critical Name] (SL=4): You are immune to Criticals (and Status Effects) of this type.

[PC69] Collective 6.9 Classes


Rolemaster Criticals List

# Table Name Book Page
1 Acid Critical Strike Table RMCIII-1700 87
2 Aether/Nexus Critical Strike Table Elemental Companion 112
3 Android Blast Critical Strike Table SPAM - Tech Law Robotics Manual 112
4 Android Burn Through Critical Strike Table SPAM - Tech Law Robotics Manual 113
5 Android Burst / Raking Critical Strike Table SPAM - Tech Law Robotics Manual 114
6 Android Electrical Critical Strike Table SPAM - Tech Law Robotics Manual 115
7 Android Melee Critical Strike Table SPAM - Tech Law Robotics Manual 116
8 Android Piercing Critical Strike Table SPAM - Tech Law Robotics Manual 117
9 Android Puncture Critical Strike Table SPAM - Tech Law Robotics Manual 118
10 Android Scorch Critical Strike Table SPAM - Tech Law Robotics Manual 119
11 Arcane Aether Critical Strike Table RMFRP Elemental Companion 125
12 Arcane Nether Critical Strike Table RMFRP Elemental Companion 126
13 Automatic / Shrapnel Critical Strike Table SM2 - Armored Assault Tables and Forms Book 28
14 Ballistic Armor Piercing Critical Strike Table RMSS Weapon Law:Firearms 119
15 Ballistic Hollowpoint Critical Strike Table RMSS Weapon Law:Firearms 120
16 Ballistic Impact Critical Strike Table RMSS Weapon Law:Firearms 121
17 Ballistic Puncture Critical Strike Table RMSS Weapon Law:Firearms 122
18 Ballistic Shrapnel Critical Strike Table RMSS Weapon Law:Firearms 123
19 Blast (Against Infantry) Critical Strike Table SPAM - Vehicle Manual 134
20 Blast (Against Vehicles) Critical Strike Table SPAM - Vehicle Manual 135
21 Blast vs. Infantry Critical Strike Table SM2 - Armored Assault Tables and Forms Book 17
22 Blast vs. Medium Starcraft (1000+ Tons) Critical Strike Table SM2 - Star Strike Tables and Forms Book 22
23 Blast vs. Medium Vehicles (1000+ Tons) Critical Strike Table SM2 - Armored Assault Tables and Forms Book 24
24 Blast vs. Small Starcraft (<1000 Tons) Critical Strike Table SM2 - Star Strike Tables and Forms Book 18
25 Blast vs. Small Vehicles (<1000 Tons) Critical Strike Table SM2 - Armored Assault Tables and Forms Book 20
26 Blaster Critical Strike Table SPAM - Blaster Law 78
27 Brawling Critical Strike Table RMSS Arms Law/RMFRP Arms Law 95/94
28 Burn Critical Strike Table SM1 Tech Law 63
29 Burn Through Critical Strike Table SPAM - Blaster Law 79
30 Burst Critical Strike Table SPAM - Blaster Law 80
31 Cold Critical Strike Table RMC - Spell Law 261
32 Crash Table RMSS Pulp 98
33 Creature Critical Strike Table RMC - Spell Law 266
34 Critical Damage to Structures RMSS Castles & Ruins 182
35 Critical vs. Large Starcraft (100,000+ Tons) Critical Strike Table SM2 - Star Strike Tables and Forms Book 24
36 Critical vs. Large Vehicles (100,000+ Tons) Critical Strike Table SM2 - Armored Assault Tables and Forms Book 26
37 Critical vs. Super Large Starcraft (1,000,000+ Tons) Critical Strike Table SM2 - Star Strike Tables and Forms Book 24
38 Critical vs. Super Large Vehicles (1,000,000+ Tons) Critical Strike Table SM2 - Armored Assault Tables and Forms Book 26
39 Crush Critical Strike Table SM2 Tech Book 90
40 Depression Critical Strike Table RMCIII-1700 89
41 Disintegration Critical Strike Table RMCV-1900 105
42 Disruption Critical Strike Table RMCIII-1700 92
43 Drowning Critical Strike Table RMCVII-1902 27
44 Electicity Critical Strike Table RMSS Spell Law 220
45 Electrocution Critical Strike Table SM1 Tech Law 66
46 Entangle Critical Strike Table SM1 Companion 107
47 Essence Critical Strike Table RMCV-1900 106
48 Explosion Critical Strike Table Alchemy Companion 179
49 Fire Critical Strike Table Sea Law - 1130 122
50 Fire vs. Explosives Critical Strike Table Sea Law - 1130 122
51 Grapple Critical Strike Table RMSS Arms Law/RMFRP Arms Law 96/95
52 Grappling Critical Strike Table RMC - Arms Law 96
53 Heat Critical Strike Table RMC - Spell Law 263
54 Holy Spell Critical Strike Table RMSS/RMFRP Channeling Companion 119
55 Holy Weapon Critical Strike Table RMSS/RMFRP Channeling Companion 118
56 Huge Creature Grapple Critical Strike Table Sea Law - 1130 121
57 Hull Critical Strike Table Sea Law - 1130 120
58 Impact Critical Strike Table RMC - Spell Law 264
59 Internal Disruption Critical Strike Table SM2 Tech Book 86
60 Krush Critical Strike Table RMC - Arms Law 97
61 Large & Super Large Creature Non-Weapon Critical Strike Table Arms Companion 114
62 Large & Super Large Critical Strike Table SPAM - Vehicle Manual 139
63 Large Android Critical Strike Table SPAM - Tech Law Robotics Manual 122
64 Large Animal Ballistic Critical Strike Table SPAM - Blaster Law 81
65 Large Animal Energy Critical Strike Table SPAM - Blaster Law 82
66 Large Creature Critical Strike Table RMC - Arms Law 104
67 Large Creature Krush Critical Strike Table Arms Companion 108
68 Large Creature Puncture Critical Strike Table Arms Companion 109
69 Large Creature Slash Critical Strike Table Arms Companion 110
70 Laser Critical Strike Table SPAM - Blaster Law 83
71 Locking Holds Critical Table RMSS Martial Arts Companion 112
72 Magic Item Interaction Critical Strike Table Alchemy Companion 182
73 Mana Critical Strike Table RMSS Arcane Companion 98/100
74 Mangling Critical Strike Table Alchemy Companion 180
75 Martial Arts Strikes Critical Strike Table RMC - Arms Law 98
76 Martial Arts Sweeps & Throws Critical Strike Table SM1 Companion 101
77 Martial Arts Sweeps Critical Strike Table RMC - Arms Law 99
78 Mental Critical Strike Table Elemental Companion 113
79 Microwave Critical Strike Table SM2 Companion 2 103
80 Nerve Strikes Critical Table RMSS Martial Arts Companion 111
81 Neural Critical Strike Table SPAM - Tech Law Robotics Manual 123
82 Neuro Critical Strike Table RMCV-1900 107
83 Physical Alteration Critical Strike Table RMCIII-1700 88
84 Pierce (Against Infantry) Critical Strike Table SPAM - Vehicle Manual 136
85 Pierce (Against Vehicles) Critical Strike Table SPAM - Vehicle Manual 137
86 Pierce Critical Strike Table SM2 - Armored Assault Tables and Forms Book 29
87 Pierce vs. Infantry Critical Strike Table SM2 - Armored Assault Tables and Forms Book 16
88 Pierce vs. Medium Starcraft (1000+ Tons) Critical Strike Table SM2 - Star Strike Tables and Forms Book 20
89 Pierce vs. Medium Vehicles (1000+ Tons) Critical Strike Table SM2 - Armored Assault Tables and Forms Book 22
90 Pierce vs. Small Starcraft (<1000 Tons) Critical Strike Table SM2 - Star Strike Tables and Forms Book 16
91 Pierce vs. Small Vehicles (<1000 Tons) Critical Strike Table SM2 - Armored Assault Tables and Forms Book 18
92 Plasma Critical Strike Table RMCIII-1700 86
93 Power Armor Critical Strike Table SM2 Companion 2 106
94 Power Tool Critical Strike Table SM2 Companion 2 105
95 Powered Armor Critical Strike Table SPAM - Blaster Law 85
96 Pummeling Critical Strike Table Arms Companion 116
97 Puncture Critical Strike Table RMC - Arms Law 100
98 Radiation Critical Strike Table SM1 Tech Law 66
99 Raking Critical Strike Table SPAM - Blaster Law 87
100 Ramming Critical Strike Table Sea Law - 1130 121
101 Rigging Critical Strike Table Sea Law - 1130 120
102 RM/MERP Critical Result Table Critical Strike Table Pirates 66
103 Scorch Critical Strike Table SPAM - Blaster Law 88
104 Sheering Critical Strike Table Sea Law - 1130 121
105 Shock Critical Strike Table RMCIII-1700 91
106 Shrapnel / Automatic Critical Strike Table SM1 Tech Law 64
107 Shrapnel Critical Strike Table SM2 Tech Book 82
108 Shredding Critical Strike Table SPAM - Tech Law Robotics Manual 124
109 Slash Critical Strike Table RMC - Arms Law 101
110 Small Arms vs. Infantry Critical Strike Table SPAM - Vehicle Manual 138
111 Sparring/Practice Critical Strike Table RMCVII-1902 125
112 Spells Against Creatures Critical Strike Table Rolemaster Fantasy Roleplaying 239
113 Starvation/Dehydration Critical Strike Table RMCV-1900 109
114 Steam Critical Strike Table Alchemy Companion 181
115 Strategic Targeting Critical Strike Table Arms Companion 115
116 Stress Critical Strike Table RMCIII-1700 90
117 Stun Critical Strike Table RMCV-1900 110
118 Stunner Critical Strike Table Spacemaster Privateers 227
119 Subdual Critical Strike Table RMSS Arms Law/RMFRP Arms Law 103/102
120 Super Large Animal Ballistic Critical Strike Table SPAM - Blaster Law 90
121 Super Large Animal Energy Critical Strike Table SPAM - Blaster Law 91
122 Super Large Creature Critical Strike Table RMC - Arms Law 105
123 Super Large Creature Krush Critical Strike Table Arms Companion 111
124 Super Large Creature Puncture Critical Strike Table Arms Companion 112
125 Super Large Creature Slash Critical Strike Table Arms Companion 113
126 Super Large Critical Strike Table RMSS Arms Law/RMFRP Arms Law 104/103
127 Super-Large Creature Critical Strike Table AL-1100-89 84
128 Tearing/Ripping Critical Strike Table Arms Companion 117
129 Time Critical Strike Table Elemental Companion 115
130 Tiny Animal Critical Strike Table RMSS Arms Law/RMFRP Arms Law 105/104
131 Tiny Critical Strike Table RMC - Arms Law 102
132 Unbalance Critical Strike Table Rolemaster Fantasy Roleplaying 236
133 Unbalancing Critical Strike Table RMC - Arms Law 103
134 Vacuum Critical Strike Table RMCVI-1901 125
135 Vehicle Critical Strike Table RMSS Pulp 94
136 Vehicular Critical Strike Table Spacemaster Privateers 240
137 Vibration Critical Strike Table Elemental Companion 116
138 Void Critical Strike Table RMSS Arcane Companion 102/104
139 Weapon/Crew Critical Strike Table Sea Law - 1130 120

[PC69] Collective 6.9 Classes


Terminator T-800

Level KXP
Spells
TH
1 0 (none) +11
2 4 (none) +12
3 8 (none) +13
4 16 (none) +14
5 32 (none) +15
6 64 (none) +16
7 128 (none) +17
8 256 (none) +18
9 512 (none) +19
10 900 (none) +20
11 1300 (none) +21
12 1700 (none) +22
13 2100 (none) +23
14 2500 (none) +24
15 2900 (none) +25
16 3300 (none) +26
17 3700 (none) +27
18 4100 (none) +28
19 4500 (none) +29
20 4900 (none) +30
21 5300 (none) +31
22 5700 (none) +32
23 6100 (none) +33
24 6500 (none) +34
25 6900 (none) +35
26 7300 (none) +36
27 7700 (none) +37
28 8100 (none) +38
29 8500 (none) +39
30 8900 (none) +40
31 9300 (none) +41
32 9700 (none) +42
33 10100 (none) +43
34 10500 (none) +44
35 10900 (none) +45
36 11300 (none) +46
Race Adjustments:
Str Dex Con Int Wis Chr Cml AT hp TH Div
+8 +4 +11+LVL +3+LVL -4 -6 +2 +2 +720 +0 ÷1
 
Requisites: Race Slots 1, Class Slots 1,
  Str 22, Dex 12, Con 24
Alignment: any
HD/level: d80
Weapon Prof.: 8*level
To Hit Table: +10+level
Reference: Terminator
Groups: Robot Controlled, Technology, Archetype
   
Saving Throws:  
PPD: level*4
RSW: level*2
PP: level*3
BW: level*4
Spell: level*2
Fort: level*5
Reflex: level*3
Will: level
   
Considered a "Robot" (or "Cybernetic Organism") race.
Barbarian Str, Dex, Con.
DR 10/-.
Immune Poison, Fear. Not a "Person" for purposes of Charm Person or Hold Person.
You may choose to be Class VI/Esper-blind if you like. This does not cover frequencies divisible by 8.
Is not a Warrior class, and Weapon Specializes using "non-Warrior" line.
Considered +1 size larger for purposes of weapons that can be wielded.
1M: Identify a chemical, technological item, power source, etc.
1M: Mimic Voices
During Reset: Spend 1000*X gp: Buy a motorcycle, treat as a Mount which moves at X*3" rate and has 80*X hp.

[PC69] Collective 6.9 Classes


Thief2-Dex

Level KXP
Spells
1 2 (none)
2 4.125 (none)
3 8.25 (none)
4 16.5 (none)
5 33 (none)
6 66 (none)
7 132 (none)
8 207 (none)
9 311 (none)
10 416 (none)
11 522 (none)
12 644 (none)
13 766 (none)
14 960 (none)
15 1190 (none)
16 1420 (none)
17 1650 (none)
18 1880 (none)
19 2110 (none)
20 2340 (none)
21 2570 (none)
22 2800 (none)
23 3030 (none)
24 3260 (none)
25 3490 (none)
26 3720 (none)
27 3950 (none)
28 4180 (none)
29 4410 (none)
30 4640 (none)
31 4870 (none)
32 5100 (none)
33 5330 (none)
34 5560 (none)
35 5790 (none)
36 6020 (none)
TH Saves
PD RS PP BW Sp Fo Re Wi
+0  5  4  6  2  3  0  2  0
+0  6  4  6  3  4  1  3  0
+1  6  5  6  3  4  1  3  0
+1  6  5  7  3  5  1  4  1
+2  6  6  7  3  5  2  4  1
+2  7  6  7  4  6  2  5  1
+3  7  7  7  4  6  3  5  2
+3  7  7  8  4  7  3  6  2
+4  7  8  8  4  7  3  6  2
+4  8  8  8  5  8  4  7  3
+5  8  9  8  5  8  4  7  3
+5  8  9  9  5  9  5  8  3
+6  8 10  9  5  9  5  8  4
+6  9 10  9  6 10  5  9  4
+7  9 11  9  6 10  6  9  4
+7  9 11 10  6 11  6 10  5
+8  9 12 10  6 11  7 10  5
+8 10 12 10  7 12  7 11  5
Requisites: Dex 10
Alignment: non-LG
HD/level: d6
Weapon Prof.: 2+level/4
To Hit Table: Rog
Save Table: Rog
Reference: DM
Groups: Rogue
 
Level 1: Gain "Thieves' Cant" language.
Barbarian Dex; or +1 rank of Exceptional Dex which stacks on top on what you already have (unless the source says it can't be improved).
Sustain Dex.
+2*LVL Set Dex.
You get the bonus P,V actions based on high Dex used in earlier versions of the Collective.
Take N=Dex-14 (this can't be improved), spend N=4 for +1V, spend N=8 for +1P (so at Dex 22 you can have either +2V or +1P).
You can use an unlimited amount of shifting of Subability scores ("sleazing") for Dex.
Automatically make Dex checks and Reflex saves.
+1 instance of tactical movement. Double movement rate.
Resist falling damage.
Lvl Thief Ability | -50% | -100% | -150% Act Base Penalty Bonus
1 Pick Pockets/Shoplifting | Palm | Present P 15 Dex-12 Dex-16
1 Open/Close Locks: Mech. | Magic/Psi | OutPhase VM 10 Dex-11 Dex-15
1 Find/Remove Traps: Mech. | Magic/Psi | OutPhase | Pro. M 5 Dex-12 Dex-17
1 Move Silently || Immovability V 10 Dex-13 Dex-16
1 Hide in Shadows || Meld in Shadows/Mirrors V 5 Dex-11 Dex-16
1 Detect Noise | Clairaudience M 15 Wis-8 Wis-20
1 Climb Walls | Climb Overhangs | Climb Upside Down V 60 Str-9 Str-13
1 Backstab (each 40% = x1) (increases 10/level) 0 70 Int-6 Int-20
2 Mimic Voices || Tongues M 25 Wis-9 Wis-12
2 Distraction M 20 Wis-13 Wis-16
3 Contortion | Elasticity | Become Liquid-Form VM 10 Dex-10 Dex-14
4 Read Languages | Decipher Code M 0 Int-9 Int-14
4 Deeppockets | Vanish M 10 Int-6 Int-18
5 Sense Danger | Precognition | Choose Future VM 30 Wis-8 Wis-11
6 All-Around Sight | Locate Object | Treasure Finding M 25 Wis-15 Wis-19
6 Detect Illusion | Magic | Psi/Anti-Magic | Godly M 30 Int-12 Int-15
7 Blink | Controlled Blink M 20 Wis-12 Wis-17
8 Read Magic (Wizard/Priest) ||| Read Magic (Concordant) M 15 Int-13 Int-15
8 Wraithform | Dream Travel V 25 Con-15 Con-17
9 Clairvoyance | X-Ray Vision M 10 Wis-10 Wis-20
9 Find/Remove Tricks: x1 multiplier || x2 multiplier ||| x3 multiplier (| do this 90' away) M 5 Dex-18 Dex-25
10 Invisibility | Improved Invisibility M 0 Int-13 Int-18
12 Phase Door | Dimension Door M 5 Int-9 Int-20
15 Probability Travel MM 20 Int-13 Int-20
18 Shape Alteration/Polymorph Object | Shapechange MM 5 Con-13 Con-20
27 Time Shift VMM 20 Int-16 Int-24