[PC75] Collective 7.5 Classes


Berserker2


Level

KXP

Spells

TH
1 0 (none) +2
2 2.25 (none) +3
3 4.5 (none) +4
4 9 (none) +5
5 18 (none) +6
6 36 (none) +7
7 75 (none) +8
8 150 (none) +9
9 300 (none) +10
10 600 (none) +11
11 900 (none) +12
12 1200 (none) +13
13 1500 (none) +14
14 1800 (none) +15
15 2100 (none) +16
16 2400 (none) +17
17 2700 (none) +18
18 3000 (none) +19
19 3300 (none) +20
20 3600 (none) +21
21 3900 (none) +22
22 4200 (none) +23
23 4500 (none) +24
24 4800 (none) +25
25 5100 (none) +26
26 5400 (none) +27
27 5700 (none) +28
28 6000 (none) +29
29 6300 (none) +30
30 6600 (none) +31
31 6900 (none) +32
32 7200 (none) +33
33 7500 (none) +34
34 7800 (none) +35
35 8100 (none) +36
36 8400 (none) +37
Requisites: Str 14, Con 14, Chr 13
Alignment: C any
HD/level: d10+2
Weapon Prof.: 0+level*2
Reference: HR1 (Complete Vikings)
Groups: Warrior
Complexity: CF=1
 
Saving Throws:
PPD: level/2+1 Fort: level/2+2
RSW: level/2-2 Reflex: level/2+0
PP: level/2+3 Will: level+8
BW: level/2+4
Spell: level/2-3
 
Treat as Barbarian for number of attacks.
Level 1: +2 Str.
Level 1: +LVL AC.
Level 1: Immune Fear, Resist Charm
Level 1: Can operate and be offensive at negative hit points up to -LVL*2. You still die after 1 round being below -10.
Level 1 ¶: Multiply your TH bonus and damage by xN, where N is the number of attacks you've been attacking a single enemy. (The first attack is x1 TH and dmg, the second is x2, and so forth.)
Level 4: 1P: Shapechange into a wolf.
Level 7: 1P: Shapechange into a cave bear.
Level 12: 1M: Shape Journey: Summons any DL=LVL/2 or less Animal. You can Magic Jar into it, and travel as you like. If the animal dies, you return to your body.

[PC75] Collective 7.5 Classes


Black Priest1


Level

KXP
Priest
123 456 7

TH
1 0 0-- --- - +4
2 2.5 1a- --- - +5
3 5 20- --- - +5
4 10 21a --- - +6
5 20 320 a-- - +6
6 50 321 0-- - +7
7 90 321 1a- - +7
8 175 332 10- - +8
9 275 432 11a - +8
10 525 433 210 - +9
11 775 433 221 d +9
12 1025 543 222 c +10
13 1275 544 322 b +10
14 1525 654 432 a +11
15 1775 665 442 0 +11
16 2025 665 443 1 +12
17 2275 765 553 1 +12
18 2525 765 553 2 +13
19 2775 765 553 3 +13
20 3025 765 554 3 +14
21 3275 765 554 4 +14
22 3525 765 555 4 +15
23 3775 765 555 5 +15
24 4025 766 555 5 +16
25 4275 766 655 5 +16
26 4525 766 665 5 +17
27 4775 766 666 5 +17
28 5025 766 666 6 +18
29 5275 776 666 6 +18
30 5525 777 666 6 +19
31 5775 777 766 6 +19
32 6025 777 776 6 +20
33 6275 777 777 6 +20
34 6525 777 777 7 +21
35 6775 887 777 7 +21
36 7025 888 877 7 +22
Requisites: Dex 13, Wis 13, Chr 13
Alignment: any E
HD/level: d6
Weapon Prof.: 4+level/4
Reference: White Dwarf #22
Groups: Priest
Complexity: CF=1
 
Saving Throws:
PPD: level/2+7 Fort: level/2+3
RSW: level/2+4 Reflex: level/2-2
PP: level/2+4 Will: level/2+1
BW: level/2-1
Spell: level/2+2
 
Can weapon specialize using the "Non-Warrior" line.
Gets 25 Rogue points per level.
Gets 1 rogue pick per level, from the "0X Thief7" table. Always has Hide in Shadows and Strangulation for free. Treat Strangulation as Assassination, with +50 extra rogue points base, that knocks the target unconscious instead of killing them.
Level 1: Can have a familiar like a Wizard. "Find Familiar" is considered a Priest spell for you (Animal sphere).
Level 1: 1M: Summon Demons. Number of demons = CL (all are in one summon slot). DL of demons = ML/2+1 (round down).

[PC75] Collective 7.5 Classes


0X Cleric7


Level

KXP
Priest
123 456 789 A

TH
1 0 1-- --- --- - +0
2 1.8 10- --- --- - +0
3 3.6 110 --- --- - +0
4 7.2 221 --- --- - +1
5 15.6 222 0-- --- - +1
6 33 222 1-- --- - +1
7 66 322 20- --- - +2
8 132 322 21- --- - +2
9 270 332 220 --- - +2
10 540 332 221 --- - +3
11 810 333 222 0-- - +3
12 1080 333 222 1-- - +3
13 1350 433 322 20- - +4
14 1620 433 322 21- - +4
15 1890 443 332 220 - +4
16 2160 443 332 221 - +5
17 2430 444 333 222 - +5
18 2700 544 433 322 - +5
19 2970 554 443 332 - +6
20 3240 555 444 333 0 +6
21 3510 555 444 333 1 +6
22 3780 555 444 333 2 +7
23 4050 555 444 333 3 +7
24 4320 555 444 443 3 +7
25 4590 555 444 444 4 +8
26 4860 555 554 444 4 +8
27 5130 555 555 544 4 +8
28 5400 555 555 555 4 +9
29 5670 555 555 555 5 +9
30 5940 665 555 555 5 +9
31 6210 666 655 555 5 +10
32 6480 666 666 555 5 +10
33 6750 666 666 665 5 +10
34 7020 666 666 666 6 +11
35 7290 776 666 666 6 +11
36 7560 777 766 666 6 +11
Requisites: Wis 17; Class slots 2
Alignment: any
HD/level: 2d4
Weapon Prof.: (level+1)/2
Reference: DM
Groups: Priest, Planeshifted (Menagerie), Futureshifted
Complexity: CF=1
 
Saving Throws:
PPD: level/2+5 Fort: level/2+1
RSW: level/2+4 Reflex: level/2-1
PP: level/2+2 Will: level/2+6
BW: level/2+0
Spell: level/2+3
 
Exceptional Wis; bonus = (stat)-12
+1 M Action
When Turning Undead, treat "16", "17", "18", "19", and "20" as a "15". Treat the first "-" as "20".
Level 1: 1V: Turn Undead. (Yes this means you can theoretically turn undead twice in a single segment.)
Level 1: 1F: Focused Turn Undead: Turn Undead at double your level, but the result on the second roll (for number turned) is always a "1".
CF=2: Can buy Exceptional Chr for 1 weapon prof.
CF=3: Barbarian Wis

[PC75] Collective 7.5 Classes


0X Fighter7


Level

KXP

Spells

TH
1 0 (none) +0
2 2.4 (none) +0
3 4.8 (none) +0
4 9.6 (none) +1
5 19.2 (none) +1
6 38.4 (none) +1
7 76.8 (none) +2
8 150 (none) +2
9 300 (none) +2
10 600 (none) +3
11 900 (none) +3
12 1200 (none) +3
13 1500 (none) +4
14 1800 (none) +4
15 2100 (none) +4
16 2400 (none) +5
17 2700 (none) +5
18 3000 (none) +5
19 3300 (none) +6
20 3600 (none) +6
21 3900 (none) +6
22 4200 (none) +7
23 4500 (none) +7
24 4800 (none) +7
25 5100 (none) +8
26 5400 (none) +8
27 5700 (none) +8
28 6000 (none) +9
29 6300 (none) +9
30 6600 (none) +9
31 6900 (none) +10
32 7200 (none) +10
33 7500 (none) +10
34 7800 (none) +11
35 8100 (none) +11
36 8400 (none) +11
Requisites: Str 17; Class slots 2
Alignment: any
HD/level: 2d5
Weapon Prof.: 2*level
Reference: DM
Groups: Warrior, Planeshifted (Menagerie), Futureshifted
Complexity: CF=1
 
Saving Throws:
PPD: level/2+3 Fort: level/2+4
RSW: level/2+0 Reflex: level/2+2
PP: level/2+5 Will: level/2+1
BW: level/2+6
Spell: level/2-1
 
Exceptional Str; bonus = (stat)-12
+1 P Action
Number of attacks with one of your weapons = LVL. (unless specialization is better)
Additional weapons use normal specialization rate.
May wear two suits of body armor.
Level 1: 1 attack: Reduce a target's AC by 2*LVL, or a group's AC by LVL. (They may use ER to resist this effect.)
CF=2: Can buy Exceptional Dex and/or Con for 1 weapon prof. each
CF=3: Barbarian Str

[PC75] Collective 7.5 Classes


Kopru0


Level

KXP
Psi0.00
mMG S

TH
1 0 1-- - +3
2 3 2-- - +4
3 9 3-- - +4
4 18 4-- - +5
5 31 5-- - +5
6 48 51- - +6
7 70 52- - +6
8 97 53- - +7
9 130 54- - +7
10 260 65- - +8
11 520 651 - +8
12 820 652 - +9
13 1120 653 - +9
14 1420 654 - +10
15 1720 765 - +10
16 2020 765 1 +11
17 2320 765 2 +11
18 2620 765 3 +12
19 2920 765 4 +12
20 3220 765 5 +13
21 3520 766 5 +13
22 3820 766 6 +14
23 4120 776 6 +14
24 4420 777 6 +15
25 4720 777 7 +15
26 5020 877 7 +16
27 5320 887 7 +16
28 5620 888 7 +17
29 5920 888 8 +17
30 6220 988 8 +18
31 6520 988 8 +18
32 6820 998 8 +19
33 7120 999 8 +19
34 7420 999 9 +20
35 7720 A99 9 +20
36 8020 AA9 9 +21
Requisites: Con 10
Alignment: non-T
HD/level: ++d8+1
Weapon Prof.: level
Reference: PC3 (The Sea People)
Groups: Psionicist, Monster
Complexity: CF=1
 
Saving Throws:
PPD: level/2+5 Fort: level/2+2
RSW: level/2+6 Reflex: level/2-1
PP: level/2+3 Will: level/2+5
BW: level/2-3
Spell: level/2+4
 
Gets Psi0.00 powers. (This ability probably should be CF=2, but leaving it as CF=1 nonetheless. A few of the Psi0.00 powers are CF=2, notably those that give picks in other places in the Collective, check with the DM.)
Level 1: Immune Heat, Resist Fire
Level 1: Magic Resistance 10*LVL%; +2 saves vs. Magic
Level 1 ¶: You have a bite (1d4 dmg), and 3 tails that do 1d(LVL*2+2) dmg each.
Level 1 ¶: 1M: Charm Monster + ESP/Know Memories (treat as a Psi0.00 Major; PPD save at -4)
Level 1: Water Breathing; Underwater Movement; Swim at 15" rate.
CF=3: You may play this class as an Archetype, which adds +1 Con, -1 Chr, +3 TH, +7 AC, +12 hp, plus a "Race Slots 1" requirement.

[PC75] Collective 7.5 Classes


Psi0.00 Minor Powers

# Power PSPs Action Effect
1 Arrow Cutting 20 1bV Immune to missiles this segment.
2 Bowyer 0 - +10 TH with bows
3 Catfall 20 1bV Immune to falling damage this segment.
4 Choke 20 1att Target takes LVL^2 dmg; makes Con check at -LVL*2 or unconscious
5 Classical Literature 0 1M Legend Lore
6 Triple Attack 20 1att Do three attacks, each rolls 1d10 to hit, these cannot be traded in to do something else
7 Disable Limb 20 1att Sharp one limb (no save)
8 Fast-draw 20 1bP Do 1 attack on segment 0
9 Focus: Skill 20 1M +1 Kit for 1r
10 Forced March 20 - +CL*3" to movement rate for the day
11 Horsemanship 20 1V +1 Mount
12 Maka Wara 0 - Each time someone hits you with an unarmed attack, he takes 10*CL% damage back.
13 Medicine I 20 1V Choose one: Cure CL*2 hp; Cure Wounding; Repair disabled limb
14 Meditation -60 1 round +CL*2 mental saves & Immune Fear for 1t; x10 normal healing/regenation rate in non-combat
15 Piercing Thrust 20 1att If you hit with next attack, automatically critical and do maximum damage
16 Reverse Cut 0 - Immune Backstab
17 Silent Kill 20 1att Your next attack is a xLVL Backstab
18 Smashing Blow 20 1att Your next attack doubles the "to hit" (1d20) roll; Natural 19-20 is automatic hit.
19 Strike 20 0 Add your Str hit and damage bonus a second time for all attacks for this segment
20 Throw 20 1att If next attack is successful, throw target level*10' in one direction, he takes falling dmg
21 Unarmed Combat 0 - +level TH and dmg with unarmed combat

Psi0.00 Major Powers

# Power PSPs Action Effect
1 Air Throw 60 2att Target takes CL*20' falling damage
2 Buffalo Punch 40 1att Next punching attack does x3 damage.
3 Concealment 40 1M Improved Invisibility
4 Death Touch 60 2att Next attack causes death (save vs. PPD)
5 Dragon Punch 40 2att Next punching attack does Hp (hull points) instead of hp; target knocked down
6 Ear Pop 40 1att Next attack causes stun and deaf (each save vs. PP)
7 Flash Kick 60 2att Next kicking attack at +CL*2 to hit, ignores stoneskins/ironskins; x10 damage; knockdown
8 Focus: Magic Resistance 60 - CL*20% MR for 1t
9 Focus: Stay Conscious X - Stay Conscious at negative hp; X = -(current hp)
10 Hundred Hand Slap 60 1P Do ten punching attacks; Each does normal punching damage; all must be vs. same target
11 Hurricane Kick 40 1P Do 1 attack on each target in your group; Normal damage plus knocked down.
12 Lightning Stroke 60 1V Each time you miss this round you may reroll (you are actually making new 2nd attacks)
13 Medicine II 40 1V Choose one: Restore 1 stat point; Cure Disease; Neutralize Poison
14 Rekka Ken 60 0 Ability to use 2P actions (but only for unarmed combat) this segment.
15 Returning Hurl 60 - Your thrown weapons have Instant Returning.
16 Shockwave 60 1M Earthquake 1 group (as spell)
17 Toughskin 0 0 +CL*2 AC
18 Wounded Knee 60 1att Next kicking attack causes target to lose 1V action per round for 1t.

[PC75] Collective 7.5 Classes


Psi0.00 Grand Powers

# Power PSPs Action Effect
1 Acid Breath 100 MouthP Breathe Acid (as per dragon)
2 Chi Kung Healing X 1M Cure X*CL hp distributed among any number of targets in one group
3 Cobra Charm 80 EyeP Gaze, target must save vs. RSW or he cannot use any actions next segment, maintain 1M/r
4 Divination 120 1 round Ask the DM a question, answer is given as (choose one:) 1 English word or cryptic phrase
5 Energy Reflection 100 1V As Arrow Cutting (above), except vs. magical missiles (even vs. Meteor Swarms & such)
6 Fireball 80 1M CLd12 fire dmg, 1 group (no save)
7 Focus: Ability 120 - +1 to an ability score (can multiple times, each instance is 120 PSPs from max pool)
8 Ghost Form 60 1M Out-of-phase for 1r (cannot affect or be affected by solid objects), maintain 1M/r and 20 PSPs/r
9 Great Wall of China 60 1P CL kicking attacks in group; do normal damage.
10 Iceblast 100 1M CLd6 ice dmg in a group (no save)
11 Improved Fireball 120 1M CLd16 dmg in a group (Reflex save:)
12 Mind Reading 80 1M ESP; Know what the target is going to do next round
13 Musical Accomplishment 80 MouthP Allies can reroll (choose one:) missed to hit, missed saves, missed BlahR rolls (for 1m)
14 Regeneration 0 - Regenerate CL hp/s
15 Shock Treatment 0 - Immune Lightning; 20 PSPs, 1V: Deal CL*2 lightning damage to one target (no save)
16 Sonic Boom 80 1M CLd8 sound dmg, one group (no save)
17 Stunning Shout 120 MouthP Target must save vs. PP or stunned 1dCL segments
18 Telepathy 80 1M Telepathy (as spell)
19 Yoga Flame 80 MouthP Breathe Fire (as per dragon)
20 Yoga Teleport 120 1M Tesseract (as spell effect), CL*3% chance of not being stunned afterwards

Psi0.00 Super Powers

# Power PSPs Action Effect
1 Flying Fireball 160 1M CLd16 fire dmg, 2 groups (no save)
2 Focus: Resist Death X - Will not die past -10 hp (will still be unconscious unless running Focus: Stay Conscious); X = -(current hp)
3 Inferno Strike 140 1F CLd40 unholy fire dmg, caster's group (no save)
4 Repeating Fireball 60*X 1M Throw X Fireballs (see above)
5 Thunderclap 160 1M CLd24 sound dmg, one group (no save)
6 Zen No Mind 200 - CF=4: Ability to use 2M actions per segment

[PC75] Collective 7.5 Classes


0X Mage7


Level

KXP
Wizard
123 456 789 A

TH
1 0 1-- --- --- - +0
2 3 10- --- --- - +0
3 6 110 --- --- - +0
4 12 221 --- --- - +1
5 24 222 0-- --- - +1
6 48 222 1-- --- - +1
7 72 322 20- --- - +2
8 108 322 21- --- - +2
9 162 332 220 --- - +2
10 300 332 221 --- - +3
11 450 333 222 0-- - +3
12 900 333 222 1-- - +3
13 1350 433 322 20- - +4
14 1800 433 322 21- - +4
15 2250 443 332 220 - +4
16 2700 443 332 221 - +5
17 3150 444 333 222 - +5
18 3600 544 433 322 - +5
19 4050 554 443 332 - +6
20 4500 555 444 333 0 +6
21 4950 555 444 333 1 +6
22 5400 555 444 333 2 +7
23 5850 555 444 333 3 +7
24 6300 555 444 443 3 +7
25 6750 555 444 444 4 +8
26 7200 555 554 444 4 +8
27 7650 555 555 544 4 +8
28 8100 555 555 555 4 +9
29 8550 555 555 555 5 +9
30 9000 665 555 555 5 +9
31 9450 666 655 555 5 +10
32 9900 666 666 555 5 +10
33 10350 666 666 665 5 +10
34 10800 666 666 666 6 +11
35 11250 776 666 666 6 +11
36 11700 777 766 666 6 +11
Requisites: Int 17; Class slots 2
Alignment: any
HD/level: 2d2
Weapon Prof.: (level+2)/3
Reference: DM
Groups: Wizard, Planeshifted (Menagerie), Futureshifted
Complexity: CF=1
 
Saving Throws:
PPD: level/2+1 Fort: level/2+0
RSW: level/2+5 Reflex: level/2+3
PP: level/2+4 Will: level/2+2
BW: level/2-1
Spell: level/2+6
 
Exceptional Int; bonus = (stat)-12
+1 M Action
+1 research point per level for spells.
Gets Int bonus to progression.
Level 1: 0, 1/turn: "Unlearn" a spell slot in your progression, it becomes an open slot.
Limited Negative Spell Adjective:
These reduce the SL of a spell. The maximum shift is -1 SL.
Each combination takes one research point to learn.
This class does not prevent Twilighting from using SLs greater than your LVL.
Zero Casting Level (-1 to SL): The CL of this spell is 0.
Easy to Resist (-1 to SL): If the spell gives a save, it is automatically made. If it doesn't give a save, it gives one (vs. Spell). Counterspells on this spell can't be countered.
No Range (-1 to SL): The spell is range touch, is not area (1 target only), and cannot be material componented
Takes All Damned Round to Cast (-1 to SL): This spell takes 1 round (10 segments) to cast. You can use V actions while casting.
 
CF=3: Barbarian Int
CF=3: +1 research point per reset for spells.

[PC75] Collective 7.5 Classes


0X Mob7


Level

KXP

Spells

TH
1 0 (none) +0
2 3.6 (none) +0
3 7.2 (none) +0
4 14.4 (none) +1
5 28.8 (none) +1
6 57.6 (none) +1
7 115.2 (none) +2
8 230.4 (none) +2
9 460.8 (none) +2
10 720 (none) +3
11 1080 (none) +3
12 1440 (none) +3
13 1800 (none) +4
14 2160 (none) +4
15 2520 (none) +4
16 2880 (none) +5
17 3240 (none) +5
18 3600 (none) +5
19 3960 (none) +6
20 4320 (none) +6
21 4680 (none) +6
22 5040 (none) +7
23 5400 (none) +7
24 5760 (none) +7
25 6120 (none) +8
26 6480 (none) +8
27 6840 (none) +8
28 7200 (none) +9
29 7560 (none) +9
30 7920 (none) +9
31 8280 (none) +10
32 8640 (none) +10
33 9000 (none) +10
34 9360 (none) +11
35 9720 (none) +11
36 10080 (none) +11
Requisites: Con 17; Class slots 2
Alignment: any
HD/level: 2d6
Weapon Prof.: level/2
Reference: DM
Groups: Monster, Planeshifted (Menagerie), Futureshifted
Complexity: CF=1
 
Saving Throws:
PPD: level/2+3 Fort: level/2+6
RSW: level/2+0 Reflex: level/2+2
PP: level/2+4 Will: level/2-1
BW: level/2+5
Spell: level/2+1
 
Exceptional Con; bonus = (stat)-12
+1 P Action
Every Level: This class gets a "Level:" Master Monster pick. Abilities listed as "Level N" may be picked more than once. The ones that require a roll on another table can't be picked. Some of them may not be legal at CF=1 (but most of them are).
You may alternatively use these "Level:" picks from other Monster group class sheets you know.
CF=2: Can buy Exceptional Str and/or Dex for 1 weapon prof. each
CF=3: Barbarian Con
CF=3: Level 5 ¶: You may use 5 of your "Level:" picks on a "¶" pick from a Monster group class sheet you know.

[PC75] Collective 7.5 Classes


0X Psionicist7


Level

KXP
Psi
 m  M  G  S

TH
1 0  2  0  0  0 +0
2 2.64  3  0  0  0 +0
3 5.28  4  0  0  0 +0
4 10.56  5  0  0  0 +1
5 19.8  6  0  0  0 +1
6 36  6  1  0  0 +1
7 66  7  2  0  0 +2
8 120  7  3  0  0 +2
9 240  8  4  0  0 +2
10 480  8  5  0  0 +3
11 720  9  6  0  0 +3
12 960  9  6  1  0 +3
13 1200 10  7  2  0 +4
14 1680 10  7  3  0 +4
15 2160 11  8  4  0 +4
16 2640 11  8  5  0 +5
17 3120 12  9  6  0 +5
18 3600 13 10  7  0 +5
19 4080 14 11  8  0 +6
20 4560 15 12  9  0 +6
21 5040 15 12  9  1 +6
22 5520 15 12  9  2 +7
23 6000 15 12  9  3 +7
24 6480 15 12 11  3 +7
25 6960 15 12 12  4 +8
26 7440 15 14 12  4 +8
27 7920 15 15 13  4 +8
28 8400 15 15 15  4 +9
29 8880 15 15 15  5 +9
30 9360 17 15 15  5 +9
31 9840 18 16 15  5 +10
32 10320 18 18 15  5 +10
33 10800 18 18 17  5 +10
34 11280 18 18 18  6 +11
35 11760 20 18 18  6 +11
36 12240 21 19 18  6 +11
Requisites: Chr 17; Class slots 2
Alignment: any
HD/level: 2d1
Weapon Prof.: (level+2)/3
Reference: DM
Groups: Psionicist, Planeshifted (Menagerie), Futureshifted
Complexity: CF=1
 
Saving Throws:
PPD: level/2+1 Fort: level/2+2
RSW: level/2+6 Reflex: level/2-1
PP: level/2+4 Will: level/2+5
BW: level/2+0
Spell: level/2+3
 
Exceptional Chr; bonus = (stat)-12
+1 M Action
Knows 1 psionic frequency per level. This can be any frequency that's legal under the current CF. (Class sheets you gain or DM ruling can violate the list below, of course. This is just the list of frequencies the class by default can pick from.)
CF=1: Choose from: 0, 1, 2, 3, 3.5, 4, new 5, 6, 7, 10, 12, 14, 15, 23
CF=2: Choose from: 8, 9, 16, 17, 18, 19, 30, 500 (old 5), 0.00, 0.01, -1, -2, -3, -6, -12, -15
CF=3: Choose from: 24, 27, 29, 36, 45, 54, 60, 72, 81, 100, 1200, infinity, -9, -17, -500 (old -5), +-2, --2
May material component psionic powers.
Level 9, 18, etc.: You may use 5 of your picks to get a frequency of one higher CF than normally allowed. (This can be done only once per 9 levels.)
CF=2: Can buy Exceptional Int and/or Wis for 1 weapon prof. each
CF=3: Barbarian Chr

[PC75] Collective 7.5 Classes


0X Thief7


Level

KXP

Spells

TH
1 0 (none) +0
2 1.5 (none) +0
3 3 (none) +0
4 6 (none) +1
5 12 (none) +1
6 24 (none) +1
7 48 (none) +2
8 84 (none) +2
9 132 (none) +2
10 192 (none) +3
11 264 (none) +3
12 528 (none) +3
13 792 (none) +4
14 1056 (none) +4
15 1320 (none) +4
16 1584 (none) +5
17 1848 (none) +5
18 2112 (none) +5
19 2376 (none) +6
20 2640 (none) +6
21 2904 (none) +6
22 3168 (none) +7
23 3432 (none) +7
24 3696 (none) +7
25 3960 (none) +8
26 4224 (none) +8
27 4488 (none) +8
28 4752 (none) +9
29 5016 (none) +9
30 5280 (none) +9
31 5544 (none) +10
32 5808 (none) +10
33 6072 (none) +10
34 6336 (none) +11
35 6600 (none) +11
36 6864 (none) +11
Requisites: Dex 17; Class slots 2
Alignment: any
HD/level: 2d3
Weapon Prof.: level
Reference: DM
Groups: Rogue, Planeshifted (Menagerie), Futureshifted
Complexity: CF=1
 
Saving Throws:
PPD: level/2+0 Fort: level/2+1
RSW: level/2+3 Reflex: level/2+6
PP: level/2+4 Will: level/2-1
BW: level/2+5
Spell: level/2+2
 
Exceptional Dex; bonus = (stat)-12
+1+(level/9) V Actions
Gets 50 Rogue points per level.
Gets 2 rogue picks per level, from the following table.
CF=2: Can use the normal "Any Rogue" chart for picks.
CF=3: Barbarian Dex
Level Pick Thief Ability | -50% | -100% | -150% Act Base Penalty Bonus
1 1 Assassination (-5% per HD/level of target) 0 0 Wis-13 Wis-15
1 2 Attack (+1 TH per 10% made this segment) V 5 Dex-12 Dex-15
1 3 Backstab (each 30% = x1) (increases 10/level) 0 50 Int-6 Int-20
1 4 Charm/Influence Reaction M 10 Chr-8 Chr-12
1 5 Climb Walls | Climb Overhangs | Climb Upside Down V 60 Str-9 Str-13
1 6 Detect Noise | Clairaudience M 15 Wis-8 Wis-20
1 7 Disguise | Alter Appearance VP 25 Wis-9 Wis-12
1 8 Escape Bonds | Binding | Imprisonment/Time Stop || Get out of Put Down a Hole PV 0 Str-14 Str-16
1 9 Evasion (0, make by 5% per amount hit: no dmg from weapon) V 10 Dex-11 Dex-15
1 10 Feather Falling || Body Control V 20 Dex-12 Dex-14
1 11 Find/Remove Traps: Mech. | Magic/Psi | OutPhase | Pro. M 5 Dex-12 Dex-17
1 12 Find/Remove Wizard Abjurations/Priest Protections VM 0 Dex-13 Dex-18
1 13 Hide in Shadows || Meld in Shadows/Mirrors V 5 Dex-11 Dex-16
1 14 Impersonation (Physical/Personality/Mannerisms) - 10 Chr-10 Chr-12
1 15 Jumping | Levitate | Flight V 20 Dex-11 Dex-15
1 16 Legend Lore | Identify 0 | M 0 Int-13 Int-15
1 17 Move Silently || Immovability V 10 Dex-13 Dex-16
1 18 Musical Inspiration | Emotion (increases 5/level) VM 0 Chr-9 Chr-12
1 19 Open/Close Locks: Mech. | Magic/Psi | OutPhase VM 10 Dex-11 Dex-15
1 20 Pick Pockets/Shoplifting | Palm | Present P 15 Dex-12 Dex-16
1 21 Read Languages | Decipher Code M 5 Int-9 Int-14
1 22 Spying - 10 Int-11 Int-14
1 23 Summon Animals V 0 Chr-9 Chr-12
1 24 Vaulting || Passwall V 45 Dex-12 Dex-16
2 1 Distraction M 20 Wis-13 Wis-16
2 2 Empathy | ESP M 15 Wis-10 Wis-18
2 3 Mimic Voices || Tongues M 25 Wis-9 Wis-12
2 4 Song of Healing (1 hp per 5% roll made) P*M 10 Wis-12 Wis-17
2 5 Tightrope Walking | Water Walking | Shadow Walking | Dimension Walking V 75 Dex-11 Dex-15
3 1 Contortion | Elasticity | Become Liquid-Form VM 10 Dex-10 Dex-14
3 2 Lower Encumbrance | Zero Encumbrance | No Armor Penalty P 10 Str-13 Str-18
3 3 Song of Courage (+1 Morale per 5% roll made) P*M 10 Chr-13 Chr-18
4 1 Alter Self | Change Self | Veil VM 10 Int-13 Int-18
4 2 Deeppockets | Vanish M 10 Int-6 Int-18
4 3 Read Languages | Decipher Code M 0 Int-9 Int-14
4 4 Sensitivity to Psychic Impressions ||| Truename M 20 Wis-9 Wis-12
4 5 Song of Vines (save at -1/5% made or Entangled) P*M 10 Dex-14 Dex-19
5 1 Mislead | Disappearance M 15 Int-12 Int-16
5 2 Sense Danger | Precognition | Choose Future VM 30 Wis-8 Wis-11
5 3 Song of Battle (+1 TH,dmg,or saves per 10% made) P*M 10 Str-15 Str-20
5 4 Your attacks this segment are stun branded (save) V 10 Dex-17 Dex-22
6 1 All-Around Sight | Locate Object | Treasure Finding M 25 Wis-15 Wis-19
6 2 Detect Illusion | Magic | Psi/Anti-Magic | Godly M 30 Int-12 Int-15
6 3 Hypnosis/Command M 25 Chr-13 Chr-15
6 4 Identity Penetration | False Seeing | True Seeing MM 5 Wis-11 Wis-19
6 5 Knock someone down; no save; penalty=(their Str)*2 V 0 Str-14 Str-19
6 6 Touch : Chill/Pain | Para/Vampiric | Energy Drain M 20 Str-9 Str-15
7 1 Blink | Controlled Blink M 20 Wis-12 Wis-17
7 2 Do (rating/25) attacks with one weapon; each attack does half damage P 25 Str-15 Str-23
7 3 Misdirection | Aura Alteration | Non-Detection M 20 Wis-10 Wis-18
7 4 Suggestion | Domination | Eyebite VM 10 Int-13 Int-14
8 1 Blink | Controlled Blink | Teleport | Teleport without Error M 15 Wis-12 Wis-14
8 2 Feign Death ||| Feign Undeath V 40 Con-9 Con-10
8 3 Meld into Shadows/Mirrors/Crowds || Disperse VM 25 Str-9 Str-14
8 4 Read Magic (Wizard/Priest) ||| Read Magic (Concordant) M 15 Int-13 Int-15
8 5 Sending | Demand M 10 Int-9 Int-12
8 6 Telepathy | Telepathic Projection M 15 Wis-10 Wis-12
8 7 Wraithform | Dream Travel V 25 Con-15 Con-17
9 1 Clairvoyance | X-Ray Vision M 10 Wis-10 Wis-20
9 2 Dispel Exhaustion ||| Heal P 10 Con-18 Con-25
9 3 Find/Remove Tricks: x1 multiplier || x2 multiplier ||| x3 multiplier (| do this 90' away) M 5 Dex-18 Dex-25
9 4 Finger of Death | Slay Living | Power Word Kill MM 0 Int-14 Int-17
9 5 Object Reading VM 0 Int-12 Int-20
10 1 Illusionary Double M 10 Chr-11 Chr-12
10 2 Invisibility | Improved Invisibility | Dust of Disappearance MV 20 Int-12 Int-14
10 3 Telekinesis (5 lb. per 1% made) M 10 Int-13 Int-17
12 1 Dimensional Folding M 40 Int-7 Int-20
12 2 Disharmonic Blast (1 dmg per 1% made) P*M 10 Con-16 Con-22
12 3 Phase Door | Dimension Door M 5 Int-9 Int-20
12 4 Speed (x2 move) | Speed (+1 V) | Speed (+1 P) | Speed (+1 M) VV 15 Dex-12 Dex-15
15 1 Energy Control | Adaptation | Immune to Hostile Environments PV 5 Con-9 Con-12
15 2 Find the Path MM 20 Wis-10 Wis-15
15 3 Probability Travel MM 20 Int-13 Int-20
15 4 Psychic Impersonation || Soul/Spirit Impersonation - 15 Wis-9 Wis-14
18 1 Contact Other Plane | Foresight MM 0 Chr-15 Chr-18
18 2 Reverse Gravity | Adjust Gravity VM 0 Dex-13 Dex-17
18 3 Shadow Magic | Shadow Walk | Shadow Flight VM 0 Int-16 Int-19
18 4 Shape Alteration/Polymorph Object | Shapechange MM 5 Con-13 Con-20
27 1 Astral Spell MMM 40 Int-18 Int-24
27 2 Destruction/Mordenkainen's Disjunction PMM 0 Int-18 Int-24
27 3 Otto's Irresistance Dance | Control Physicals MPV 0 Chr-16 Chr-22
27 4 Time Shift VMM 20 Int-16 Int-24

[PC75] Collective 7.5 Classes


Truenamer3


Level

KXP
Wizard
123 456 789

TH
1 0 2-- --- --- +0
2 10 2a- --- --- +1
3 30 30- --- --- +2
4 60 31a --- --- +3
5 100 420 --- --- +3
6 150 421 a-- --- +4
7 210 532 0-- --- +5
8 280 532 1a- --- +6
9 360 543 20- --- +6
10 450 543 21a --- +7
11 550 554 320 --- +8
12 660 554 321 a-- +9
13 780 554 432 0-- +9
14 910 554 432 1a- +10
15 1050 554 443 20- +11
16 1200 554 443 21a +12
17 1360 554 443 320 +12
18 1530 554 443 321 +13
19 1710 554 443 332 +14
20 1900 554 443 333 +15
21 2100 554 444 333 +15
22 2310 554 444 433 +16
23 2530 554 444 443 +17
24 2760 554 444 444 +18
25 3000 555 444 444 +18
26 3250 555 544 444 +19
27 3510 555 554 444 +20
28 3780 555 555 444 +21
29 4060 555 555 544 +21
30 4350 555 555 554 +22
31 4650 555 555 555 +23
32 4960 655 555 555 +24
33 5280 665 555 555 +24
34 5610 666 555 555 +25
35 5950 666 655 555 +26
36 6300 666 665 555 +27
Requisites: Int 10, Chr 10
Alignment: any
HD/level: d6
Weapon Prof.: 3+level/9
Reference: Tome of Magic3
Groups: Wizard, Planar, Concordant (x1)
Complexity: CF=1
 
Saving Throws:
PPD: level/2+1 Fort: level/2+0
RSW: level/2+1 Reflex: level/2+0
PP: level/2+0 Will: level/2+2
BW: level/2+0
Spell: level/2+2
 
Int or Chr bonus to spell progression.
Specialized in Truename school (either +1 spell per SL or 1/2 spell per spell slot).
Truename school spells are considered Concordant (x1) and cost 2 spells each for non-Truenamer classes.
Level 1: Know "Truespeak" (the original true language of the multiverse)
Level 1: Can see the multiverse code as if you had X21 powers.
Level 1: You always know your own Truename (you can turn this ability off if dominated, under ESP, etc.)
CF=4: Can cast X21 powers as if they were Wizard spells.

[PC75] Collective 7.5 Classes


Truename Spells

Level # Spell Effect
1 1 Defensive Edge Target gets +CL or -CL AC for 1t (no save)
1 2 Inertia Surge Stop for 1t (PP save), or Remove Stop
1 3 Sending the Named Communicate with anyone whose Truename you know (across planes)
1 4 Knight's Puissance Target gets +CL or -CL TH for 1t (no save)
1 5 Universal Aptitude Target gets +5 or -5 to saves, skill checks, and stat checks (no save)
1 6 Word of Nurturing, Minor Target regenerates 1 hp/s or takes 1d6 untyped dmg/s for 1t (no save)
2 1 Brainwave Adjustment Change your Truename; You are knocked out of Contact, PsiLinks, etc.
2 2 Perceive the Unseen Add or remove "Can't be targetted" from someone for 1t (this effect itself isn't targetted)
2 3 Speed of the Zephyr +9" to target's movement rate, can run up walls; or -9" to target's movement rate
2 4 Strike of Might Target gets +CL or -CL dmg for 1t (no save)
2 5 Temporal Twist Target gains +1 attack (can use now, even if used their action this segment), or loses next attack
2 6 Word of Nurturing, Lesser Target regenerates 3 hp/s or takes 2d6 untyped dmg/s for 1t (no save)
3 1 Energy Negation Resistance 10 to one energy type for 1t, or deal 10*LVL energy damage (Spell save: 0)
3 2 Seek the Sky Flying or lose Flying
3 3 Speed of the Zephyr, Greater +1S action Haste (party)
3 4 Temporal Spiral Target gets +1V or -1V action for 1t
3 5 Vision Sharpened Improved Invisibility or See Invisible
3 6 Word of Nurturing, Moderate Target regenerates 5 hp/s or takes 4d6 untyped dmg/s for 1t (no save)
4 1 Breath of Cleansing Target gets 2 saves against spells (you choose whether it's "take better" or "take worse")
4 2 Caster Lens Target gets +2 or -2 CL for 1t
4 3 Confounding Resistance Pick a blahR. Target gets +5*CL% or -5*CL% in it for 1t.
4 4 Spell Rebirth Restore a dispelled or dismissed spell, or dispel one spell.
4 5 Word of Bolstering Cure or Cause CL ability score damage (you pick the ability score)
4 6 Word of Nurturing, Potent Target regenerates 10 hp/s or takes 6d6 untyped dmg/s for 1t (no save)
5 1 Eldritch Attraction Move a target from one group to another (material componenting merges two groups)
5 2 Energy Negation, Greater Target gains immunity or vulnerability to one energy type
5 3 Know Truename Know someone's Truename
5 4 See the Named Locate or look through eyes of anyone whose Truename you know (across planes, no "ears burning")
5 5 Ward of Peace Ally gains Familiar Immunity (immune if not attacking), or banish target to extradimensional pocket.
5 6 Word of Nurturing, Critical Target regenerates 15 hp/s or takes 8d6 untyped dmg/s for 1t (no save)
6 1 Truename If you know someone's Truename: Dominate (no resistance)
6 2 Breath of Recovery Remove a Status effect (material component = Capital), or Sporacle a target
6 3 Expunge the Supernatural Remove a Racial defense or ability from someone
6 4 Mystic Rampart Target gains DR CL/- and +CL on saves, (or) -CL AC and saves.
6 5 Singular Mind Remove enchantments, curses and possession, or dominate one creature.
6 6 Word of Nurturing, Greater Target regenerates 20 hp/s or takes 10d6 untyped dmg/s for 1t (no save)
7 1 Falsename You give off a false Truename (it's someone else's)
7 2 Imagination Bend Limited Wish for a Psi5 or Psi(-5) minor or major power.
7 3 Public Access Key Target's Truename is visual
8 1 Rotating Truename Your truename rotates and cannot be known or affected
8 2 True Banishment Banishment on someone whose Truename you know (no resistance), banned from plane for 1 year
8 3 Truename Dispel Removes all Truename school effects on a target, his Truename is "forgotten" to everyone in multiverse
9 1 Erase Truename (Unname) Erases target's Truename (no save; if Truename is known: no resistance)
9 2 Say My Name and I am There Whenever someone says your Truename, you may go immediately to their location (no delay, no sickness)
9 3 Word of Genesis Create a new demiplane in the Astral.
10 1 Mass Erase Truename Erases a group's Truename (no save)

[PC75] Collective 7.5 Classes


Vivimancer1


Level

KXP
Priest
123 456 7

TH
1 0 --- 1-- - +11
2 50 --0 2-- - +12
3 100 --1 3a- - +12
4 150 --2 31- - +13
5 200 -02 32c - +13
6 250 -12 42a - +14
7 300 -22 421 e +14
8 350 022 531 c +15
9 400 122 532 a +15
10 450 222 532 1 +16
11 500 223 642 1 +16
12 550 233 643 2 +17
13 600 333 654 2 +17
14 650 334 764 3 +18
15 700 344 775 3 +18
16 1200 444 775 4 +19
17 1700 445 775 5 +19
18 2200 455 776 5 +20
19 2700 555 776 6 +20
20 3200 556 777 6 +21
21 3700 566 777 7 +21
22 4200 666 877 7 +22
23 4700 667 887 7 +22
24 5200 677 888 7 +23
25 5700 777 888 8 +23
26 6200 778 988 8 +24
27 6700 788 998 8 +24
28 7200 888 999 8 +25
29 7700 889 999 9 +25
30 8200 899 A99 9 +26
31 8700 999 AA9 9 +26
32 9200 99A AAA 9 +27
33 9700 9AA AAA A +27
34 10200 AAA BAA A +28
35 10700 AAB BBA A +28
36 11200 ABB BBB A +29
Requisites: Int 17, Wis 15, Race Slots 1
Alignment: TG
HD/level: ++++++++++d8
Weapon Prof.: level
Reference: White Dwarf #67
Groups: Priest, Monster, Planar, Archetype
Complexity: CF=1
 
Saving Throws:
PPD: level/2+10 Fort: level/2+6
RSW: level/2+9 Reflex: level/2+4
PP: level/2+7 Will: level/2+11
BW: level/2+5
Spell: level/2+8
 
Archetype: +8 AC; +10 TH; +1 wpn to hit you; MR 50%; Detect Invisibility
Vivimancers have a limited spell selection; normal Priest spells may be cast at 2 spell slots each, except for Grand sphere spells, which are 1 each.
Level 1: Immune to undead innate powers (e.g. energy drain) and Psi7.
Level 1: Telepathic communication with your deity.
Level 1: Know Alignment continuous.
Levels 1-8: You Turn Undead using level = (LVL/3)+6, round down. At level 9 this turns off and your turn level is just your level.
Level 1 ¶: 1/reset: Construct a Rose (a magic item). Can be given out, each has (LVL+2)/3 charges, each Rose can do one of these effects: Reincarnate Self, Raise Self, Immune Teleport/Plane Shift, Heal, Mind Reading, Restoration
Vivimancer spells, SL=4:
Charm Undead
Communication: Tongues
Cure Disease
Curing Touch: 3d4+CL (offer = 9+CL), can cure permanent or hard to heal dmg
Mind Reading: ESP plus Memory Reading
Return to Adjacent Plane: Plane Shift (1 plane at a time)
Return to Elysium: Plane Shift to Elysium (no delay)
Teleport Self (no error)
Vivimancer spells, SL=5:
Charm Dead: Animate up to 10 corpses as DL=5 summons (1 slot)
Cure Blindness: Includes natural blindness
Neutralize Poison/Drugs
Plane Shift (Self or Other)
Polymorph Self or Other
Renewing Touch: Cures 4d6+CL (offere = 30+CL) hp, can cure permanent or hard to heal dmg
Teleport Other: Teleport CL-2 targets (Spell save)
Vivimancer spells, SL=6:
Cure Insanity: Can also remove Class VI/Esper-Blind due to insanity for 1t
Healing Touch: Heal
Raise Dead
Raise Undead: Bring back an Undead creature
Vivimancer spells, SL=7:
Holy Word
Reincarnate
Resurrection