[PC83] Collective 8.3 Classes


Classes in Collective 8.3

Class Group
0X FMCTP Custom, Futureshifted
1X (Advanced) Acrobat Rogue, Futureshifted
1X (Advanced) Archer Warrior, Futureshifted
1X (Advanced) Assassin Rogue, Futureshifted
1X (Advanced) Beastmaster Warrior, Futureshifted
1X (Advanced) Chronomancer Wizard, Futureshifted
1X (Advanced) Demonologist Wizard, Priest, Planar, Futureshifted
1X (Advanced) Druid Priest, Futureshifted
1X (Advanced) Faith Healer Priest, Futureshifted
1X (Advanced) Incantatrix Wizard, Futureshifted
1X (Advanced) Monk Rogue, Futureshifted
1X (Advanced) Psi7 (Undead) Psionicist, Monster, Futureshifted
1X (Advanced) Psi14 (Lycanthrope) Psionicist, Monster, Futureshifted
1X (Advanced) Smiter Priest, Futureshifted
1X (Advanced) Swashbuckler Warrior, Futureshifted
Anti-Sage100 Wizard, Futureshifted
Psionicist30 (d30's; not Psi30) Psionicist, Futureshifted

[PC83] Collective 8.3 Classes


0X FMCTP


Level

KXP
Wizard
123 456 789 A
Priest
123 456 789 A
Psi
 m  M  G  S

TH
1 0 1-- --- --- - 1-- --- --- -  2  0  0  0 +0
2 6 10- --- --- - 10- --- --- -  3  0  0  0 +0
3 12 110 --- --- - 110 --- --- -  4  0  0  0 +0
4 24 221 --- --- - 221 --- --- -  5  0  0  0 +1
5 48 222 0-- --- - 222 0-- --- -  6  0  0  0 +1
6 96 222 1-- --- - 222 1-- --- -  6  1  0  0 +1
7 192 322 20- --- - 322 20- --- -  7  2  0  0 +2
8 300 322 21- --- - 322 21- --- -  7  3  0  0 +2
9 600 332 220 --- - 332 220 --- -  8  4  0  0 +2
10 900 332 221 --- - 332 221 --- -  8  5  0  0 +3
11 1200 333 222 0-- - 333 222 0-- -  9  6  0  0 +3
12 1500 333 222 1-- - 333 222 1-- -  9  6  1  0 +3
13 1800 433 322 20- - 433 322 20- - 10  7  2  0 +4
14 2100 433 322 21- - 433 322 21- - 10  7  3  0 +4
15 2400 443 332 220 - 443 332 220 - 11  8  4  0 +4
16 2700 443 332 221 - 443 332 221 - 11  8  5  0 +5
17 3000 444 333 222 - 444 333 222 - 12  9  6  0 +5
18 3300 544 433 322 - 544 433 322 - 13 10  7  0 +5
19 3600 554 443 332 - 554 443 332 - 14 11  8  0 +6
20 3900 555 444 333 0 555 444 333 0 15 12  9  0 +6
21 4200 555 444 333 1 555 444 333 1 15 12  9  1 +6
22 4500 555 444 333 2 555 444 333 2 15 12  9  2 +7
23 4800 555 444 333 3 555 444 333 3 15 12  9  3 +7
24 5100 555 444 443 3 555 444 443 3 15 12 11  3 +7
25 5400 555 444 444 4 555 444 444 4 15 12 12  4 +8
26 5700 555 554 444 4 555 554 444 4 15 14 12  4 +8
27 6000 555 555 544 4 555 555 544 4 15 15 13  4 +8
28 6300 555 555 555 4 555 555 555 4 15 15 15  4 +9
29 6600 555 555 555 5 555 555 555 5 15 15 15  5 +9
30 6900 665 555 555 5 665 555 555 5 17 15 15  5 +9
31 7200 666 655 555 5 666 655 555 5 18 16 15  5 +10
32 7500 666 666 555 5 666 666 555 5 18 18 15  5 +10
33 7800 666 666 665 5 666 666 665 5 18 18 17  5 +10
34 8100 666 666 666 6 666 666 666 6 18 18 18  6 +11
35 8400 776 666 666 6 776 666 666 6 20 18 18  6 +11
36 8700 777 766 666 6 777 766 666 6 21 19 18  6 +11
Requisites: Str 17, Dex 17, Int 17, Wis 17, Chr 17; Class slots 4
Alignment: any
HD/level: 2d6
Weapon Prof.: 2*level
Reference: DM
Groups: Custom, Futureshifted
Complexity: CF=4
 
Saving Throws:
PPD: level/2+6 Fort: level/2+4
RSW: level/2+6 Reflex: level/2+4
PP: level/2+6 Will: level/2+4
BW: level/2+6
Spell: level/2+6
 

[PC83] Collective 8.3 Classes


0X FMCTP Abilities

Barbarian Str, Dex, Int, Wis, Chr
Can buy Exceptional Con and/or Chr for 1 weapon prof. each
+3 M Actions; +1 P Action; +1+(level/9) V Actions
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.
+1 research point per level for spells.
+1 research point per reset for spells.
Gets Int bonus to Wizard progression and Wis bonus to Priest progression.
When Turning Undead, treat "16", "17", "18", "19", and "20" as a "15". Treat the first "-" as "20".
Gets 50 Rogue points per level.
Gets 2 rogue picks per level.
Knows 1 psionic frequency per level.
May material component psionic powers.
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.)
Level 1: 0, 1/turn: "Unlearn" a spell slot in your progression, it becomes an open slot.
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".
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.

[PC83] Collective 8.3 Classes


1X (Advanced) Acrobat


Level

KXP

Spells

TH
1 0 (none) +1
2 1.938 (none) +3
3 3.875 (none) +5
4 7.75 (none) +7
5 15.5 (none) +9
6 31 (none) +11
7 62.25 (none) +13
8 108.75 (none) +15
9 171.25 (none) +17
10 249 (none) +19
11 342.5 (none) +21
12 685 (none) +23
13 1027.5 (none) +25
14 1370 (none) +27
15 1712.5 (none) +29
16 2055 (none) +31
17 2397.5 (none) +33
18 2740 (none) +35
19 3082.5 (none) +37
20 3425 (none) +39
21 3767.5 (none) +41
22 4110 (none) +43
23 4452.5 (none) +45
24 4795 (none) +47
25 5137.5 (none) +49
26 5480 (none) +51
27 5822.5 (none) +53
28 6165 (none) +55
29 6507.5 (none) +57
30 6850 (none) +59
31 7192.5 (none) +61
32 7535 (none) +63
33 7877.5 (none) +65
34 8220 (none) +67
35 8562.5 (none) +69
36 8905 (none) +71
Requisites: Str 15, Dex 35, Con 17; Class slots 2
Alignment: any
HD/level: 3d4
Weapon Prof.: 2*level
Reference: DM, D&D Cartoon
Groups: Rogue, Futureshifted
Complexity: CF=4
 
Saving Throws:
PPD: level+1 Fort: level+2
RSW: level+4 Reflex: level+7
PP: level+5 Will: level+0
BW: level+6
Spell: level+3
 
Barbarian Dex.
+(Dex/20)+1 RV Actions (round down)
Gets 60 Rogue points per level.
Gets 2 rogue picks per level. On a given level, these two may be combined to get a "Level 2*LVL:" pick.
Get Str and Dex bonus (to hit and damage for both) with staffs (staves).
Level 5: Can convert 1V->1QV (but not QV->QQV)
Level 5: Free Martial Arts style; +1 LVL-4 maneuvers.

[PC83] Collective 8.3 Classes


1X (Advanced) Archer


Level

KXP
Druid Wizard
123   12

TH
1 0 ---   -- +3 ++1
2 3.063 ---   -- +6 ++2
3 6.125 ---   -- +9 ++3
4 12.275 ---   -- +12 ++4
5 24.55 1--   0- +15 ++5
6 49.0625 1--   1- +18 ++6
7 98.3125 2--   1- +21 ++7
8 191.55 2--   2- +24 ++8
9 382.175 21-   2- +27 ++9
10 762.8 21-   21 +30 ++10
11 1146.25 22-   21 +33 ++11
12 1529.675 22-   22 +36 ++12
13 1913.125 221   22 +39 ++13
14 2296.55 222   22 +42 ++14
15 2680 322   22 +45 ++15
16 3063.5 322   32 +48 ++16
17 3447 332   32 +51 ++17
18 3830.5 332   32 +54 ++18
19 4214 333   33 +57 ++19
20 4597.5 333   33 +60 ++20
21 4981 433   33 +63 ++21
22 5364.5 433   33 +66 ++22
23 5748 443   43 +69 ++23
24 6131.5 443   43 +72 ++24
25 6515 444   43 +75 ++25
26 6898.5 444   44 +78 ++26
27 7282 544   44 +81 ++27
28 7665.5 544   44 +84 ++28
29 8049 554   44 +87 ++29
30 8432.5 555   54 +90 ++30
31 8816 655   54 +93 ++31
32 9199.5 665   54 +96 ++32
33 9583 666   55 +99 ++33
34 9966.5 766   65 +102 ++34
35 10350 776   66 +105 ++35
36 10733.5 777   76 +108 ++36
Requisites: Str 32, Dex 18, Wis 11, Chr 13; Class slots 2
Alignment: any
HD/level: 3d5
Weapon Prof.: 3*level
Reference: DM, D&D Cartoon
Groups: Warrior, Futureshifted
Complexity: CF=4
 
Saving Throws:
PPD: level+4 Fort: level+5
RSW: level+1 Reflex: level+3
PP: level+6 Will: level+2
BW: level+7
Spell: level+0
 
Barbarian Str.
Can buy Exceptional Dex and/or Con for 1 weapon prof. each
Can buy Barbarian Dex and/or Con (if already have Exceptional) for addtional 2 weapon prof. each
+(Str/20) P Actions (round down)
Number of attacks with one weapon only = LVL+1.
Additional weapons use normal specialization rate.
May wear two suits of body armor.
Each weapon and armor may have up to 2 weapon/armor adjectives each.
Level 1: Get Str and Dex bonus with bows, even if not using a Strength Bow.
Level 1: Free single specialization in bow (spend 1 slot to double spec.).
Level 1: 1N: Generate an energy arrow to fire (instead of using a normal arrow in a bow). This arrow is 1d12 dmg, crits on 18-20 for x4, and is a +LVL/+LVL magic weapon. It dissipates after use.
Level 1: Divide actual range by 2 when determining range to target (only applies to missile weapons).
Level 3: "Whirl" may be used with an energy arrow from your bow. 1P: Do 1 attack on every target within 10'r (one group usually).
Level 5: Ability to cast druid spells (no wisdom bonus).
Level 5: A target with partial cover is considered to have no cover. Full cover is not affected.
Level 5: "Impale" may be used with an energy arrow from your bow. 1P: Do 1 attack per bow you are wielding (+1 more attack with your primary hand if you are hasted).
Impale hit = 20-(your level), regardless of target's AC. Apply no modifiers to this roll except the weapon's magical plusses.
Impale dmg = (avg dmg of the weapon with no modifiers except it's own magical plusses)*(your Warrior level).
Level 5: Ability to cast wizard spells (can specialize in charm/divination).
Level 5: May cast wizard spells onto your arrows; they are "brands" of that effect.

[PC83] Collective 8.3 Classes


1X (Advanced) Assassin


Level

KXP
Wizard
123 456

TH
1 0 1-- --- +1
2 5.188 10- --- +3
3 15.375 11- --- +5
4 30.75 110 --- +7
5 51.5 111 --- +9
6 78 211 0-- +11
7 111 211 1-- +13
8 150.5 221 1-- +15
9 376.5 222 1-- +17
10 474 222 10- +19
11 583 222 11- +21
12 726 222 21- +23
13 1068 222 22- +25
14 1411 322 220 +27
15 1755 332 221 +29
16 2100 333 222 +31
17 2446 333 322 +33
18 2793 333 332 +35
19 3141 433 333 +37
20 3490 443 333 +39
21 3840 444 333 +41
22 4191 444 433 +43
23 4543 444 443 +45
24 4896 544 444 +47
25 5250 554 444 +49
26 5605 555 444 +51
27 5961 555 544 +53
28 6318 555 554 +55
29 6676 655 555 +57
30 7035 665 555 +59
31 7395 666 555 +61
32 7756 666 655 +63
33 8118 666 665 +65
34 8481 766 666 +67
35 8845 776 666 +69
36 9210 777 666 +71
Requisites: Str 1, Dex 18, Int 1, Wis 1; Class slots 2
Alignment: any E
HD/level: 3d3
Weapon Prof.: 5+2*level
Reference: DM
Groups: Rogue, Futureshifted
Complexity: CF=4
 
Saving Throws:
PPD: level+1 Fort: level+2
RSW: level+4 Reflex: level+7
PP: level+5 Will: level+0
BW: level+6
Spell: level+3
 
Barbarian Dex.
+(Dex/20) RV Actions (round down)
Gets 60 Rogue points per level.
Gets 2 rogue picks per level. On a given level, these two may be combined to get a "Level 2*LVL:" pick.
Gets Wizard spells (see progression), gets Int bonus.
Level 1: Sneak Attack: x(1d6 or LVL, choose higher) damage when attacking from behind.
Level 1: Death Attack: 1 attack: Paralyze (Fort save), if already Paralyzed, then Kill (Fort save).
Level 1: All your weapons are poisoned (dmg=3*LVL)
Level 1: +LVL saves vs. poison.
Level 1: Uncanny Dodge: Always have Dex bonus (even if flat-footed, unconscious, etc.)
Level 3: Cannot be flanked, backstabbed, assassinated, or sapped.
Level 5: Immune traps.

[PC83] Collective 8.3 Classes


1X (Advanced) Beastmaster


Level

KXP
Psi
mM

TH
1 0 -- +3 ++1
2 3.248 -- +6 ++2
3 6.495 1- +9 ++3
4 12.99 1- +12 ++4
5 25.98 1- +15 ++5
6 51.96 2- +18 ++6
7 103.92 2- +21 ++7
8 203.34 2- +24 ++8
9 410 3- +27 ++9
10 820 31 +30 ++10
11 1230 31 +33 ++11
12 1640 41 +36 ++12
13 2050 42 +39 ++13
14 2460 42 +42 ++14
15 2870 52 +45 ++15
16 3280 53 +48 ++16
17 3690 53 +51 ++17
18 4100 63 +54 ++18
19 4510 64 +57 ++19
20 4920 64 +60 ++20
21 5330 74 +63 ++21
22 5740 75 +66 ++22
23 6150 75 +69 ++23
24 6560 85 +72 ++24
25 6970 86 +75 ++25
26 7380 86 +78 ++26
27 7790 96 +81 ++27
28 8200 97 +84 ++28
29 8610 97 +87 ++29
30 9020 A7 +90 ++30
31 9430 A8 +93 ++31
32 9840 A8 +96 ++32
33 10250 B8 +99 ++33
34 10660 B9 +102 ++34
35 11070 B9 +105 ++35
36 11480 C9 +108 ++36
Requisites: Str 28, Chr 13; Class slots 2
Alignment: any
HD/level: 4d4
Weapon Prof.: 3*level
Reference: DM
Groups: Warrior, Futureshifted
Complexity: CF=4
 
Saving Throws:
PPD: level+4 Fort: level+5
RSW: level+1 Reflex: level+3
PP: level+6 Will: level+2
BW: level+7
Spell: level+0
 
Barbarian Str.
Can buy Exceptional Dex and/or Con for 1 weapon prof. each
Can buy Barbarian Dex and/or Con (if already have Exceptional) for addtional 2 weapon prof. each
+(Str/20) P Actions (round down)
Number of attacks with one weapon only = LVL+1.
Additional weapons use normal specialization rate.
May wear two suits of body armor.
Each weapon and armor may have up to 2 weapon/armor adjectives each.
Level 1: Get "Level:" and spellcasting abilities of Ranger1 or Ranger2 (your choice).
Level 1: Get "Level:" abilities (but not spellcasting) of Druid1 or Druid2 (your choice).
Level 1: Get 1 animal familiar.
Level 1: Animal Friendship (cont.); Speak with Animals (cont.)
Level 1: Immune to Animals
Level 2: Get another animal familiar (total 2).
Level 2: All animals within 100' of you gain +2 Int as long as they remain near you.
Level 3: Gain psionics, can pick powers from Psi1, Psi12T, and Psi(-12)T. Your PSPs in Psi1 = (Int+Wis+Chr+Level). You are not considered Psi for purposes of Psi1 attacks.
Level 3: Get another animal familiar (total 3).
Level 5: All non-offensive animals within 300' of you take 1/10 damage from all effects.
Level 5: Get another animal familiar (total 4).
Level 8: Get another animal familiar (total 5).
Level 9: All animals (offensive or not) within 300' of you take 1/10 damage from all effects.
Level 11: Get another animal familiar (total 6).
Level 14: 1V: Shape Change to any animal form.
Level 14: Get another animal familiar (total 7).
Level 18: Get another animal familiar (total 8).
Level 18: (Warg) You may see through the eyes of and cast spells/psionics through any animal within 10 miles of your location.
Level 27: Get another animal familiar (total 9).
Level 36: Get another animal familiar (total 10).

[PC83] Collective 8.3 Classes


1X (Advanced) Chronomancer


Level

KXP
Wizard
123 456 789 A

TH
1 0 111 --- --- - +0
2 4.05 222 --- --- - +0
3 8.1 222 1-- --- - +1
4 16.2 322 2-- --- - +1
5 32.4 322 21- --- - +2
6 64.8 332 22- --- - +2
7 97.2 332 221 --- - +3
8 145.5 333 222 --- - +3
9 218.5 333 222 1-- - +4
10 403.5 433 322 2-- - +4
11 605 433 322 21- - +5
12 1210 443 332 22- - +5
13 1811 443 332 221 - +6
14 2411 444 333 222 - +6
15 3011 544 433 322 - +7
16 3612 554 443 332 - +7
17 4213 555 444 333 - +8
18 4814 555 444 333 1 +8
19 5415 555 444 333 2 +9
20 6016 555 444 333 3 +9
21 6617 555 444 443 3 +10
22 7218 555 444 444 4 +10
23 7819 555 554 444 4 +11
24 8420 555 555 544 4 +11
25 9021 555 555 555 4 +12
26 9622 555 555 555 5 +12
27 10223 665 555 555 5 +13
28 10824 666 655 555 5 +13
29 11425 666 666 555 5 +14
30 12026 666 666 665 5 +14
31 12627 666 666 666 6 +15
32 13228 776 666 666 6 +15
33 13829 777 766 666 6 +16
34 14430 777 777 666 6 +16
35 15031 777 777 776 6 +17
36 15632 777 777 777 7 +17
Requisites: Int 35, Wis 17; Class slots 2
Alignment: any
HD/level: 3d2
Weapon Prof.: (level+1)/2
Reference: DM
Groups: Wizard, Futureshifted
Complexity: CF=4
 
Saving Throws:
PPD: level+2 Fort: level+1
RSW: level+6 Reflex: level+4
PP: level+5 Will: level+3
BW: level+0
Spell: level+7
 
Barbarian Int.
+(Int/20) M Actions (round down)
+1 research point per level for spells.
+1 research point per reset for spells.
Specialization in Chromancy; pick one opposite school.
Chronomancy spells are not generally available to regular Wizards. Even if a regular Wizard gets access to Chronomancy spells, each Chronomancy spell costs a regular Wizard two spell slots each.
Level 2: Time/Reality Stability.
Level 2: Detect change in TF or LF cont. 1M: Detect Temporal Anomaly.
Level 2: 1M: Know date, TF, LoopF.
Level 3: Immune to haste and slow (this immunity may be lowered).
Level 6: +LVL-5 segments per round. Thus a level 25 Chronomancer has 30 segments.
Level 10: Loop/Reality Stability.
Level 10: 1M: Restore the TF
Level 19: 1M: Restore the LF

[PC83] Collective 8.3 Classes


Chronomancy Spells

Level # Spell Effect
1 1 Delay Image +2 AC, +1 saves
1 2 Detect Temporal Anomaly Detect Temporal Anomaly
1 3 Haste A1 +1A action
1 4 Know Time Know date and day
1 5 Precognitive Sense Precognition
1 6 Slow Metabolism Need not eat/drink
2 1 Accelerate Plant Growth Plant Growth
2 2 Haste A2 +2A or +1B actions
2 3 Life Sounding Know target's age and how many years of natural lifespan is left
2 4 Preserve Target object is preserved and will not spoil/rot
2 5 Time Stop Object Time stops an inanimate object for 1-3 rounds
2 6 Timeslip (can cast in response to being attacked) You disappear from the combat until next round.
3 1 Articus's Melee Manager Target gets +CL/5 melee attacks per P action for 2*CL rounds
3 2 Haste A3 +3A, +2B, or +1C actions
3 3 Life Tether You know when in time the target is at all times, when time travelling can use the target as anchor
3 4 Minor Paradox Counter an effect that just occured last segment (it is undone)
3 5 Slow Slow (save)
3 6 Time Snare Target will do the same actions it did last time it acted (Spell save each round until made)
4 1 Haste A4 +4A, +3B, or +2C actions
4 2 Prophecy Improved Precognition
4 3 Summon Time Elemental Summons a normal (non-special) DL IV Time Elemental
4 4 Temporal Push Target is thrown CL+1 rounds into the future (Will save)
4 5 Timeheal Heal (as spell), 5*N% chance of failure, where N is the number of rounds before now the target was at full health
4 6 Wesley's Temporal Disjunction -1 to #Att, always loses initiative for 1d10+5 days (Spell save)
5 1 Accelerate Animal Growth Age a creature CL months, is at half number of attacks for CL turns (RSW save)
5 2 Articus's Devolutionary Warrior Target gets +1d6 Str/Dex/Con and -3d6 Int/Wis/Chr (minimum 1) (Spell save)
5 3 Create Slipgate Create a temporal gate
5 4 Haste A5 +5A, +4B, or +3C actions
5 5 Temporal Wall Anyone touching wall is double slowed and Wesley's Temporal Disjunction
5 6 Tempus Fugit Tempus Fugit
6 1 Conceal Temporal Anomaly Hides an Anomaly and reduces it's effects
6 2 Haste A6 +6A, +5B, or +4C actions
6 3 Magic Manager May use 2M /s for casting spells, after spell ends (in CL/2 rounds), you must rest for 2 rounds
6 4 Paradox Duplicate a Wizard spell of SL 0-5 or a Priest spell of SL 0-4.
6 5 Tempus Lawfulness Fixes temporal anomolies in area
6 6 Unaging You do not age this day (Duration 1 day)
7 1 Commune with Time of Legends Commune with Time of Legends
7 2 Haste A7 +7A, +6B, or +5C actions
7 3 Incurse Target being or object is Rewritten out of time (i.e. Incursed) (RSW save)
7 4 Sands of Time Reverse the effect of time on objects.
7 5 Temporal Eye Can scry into other times at this location
7 6 Wesley's Delayed Damage Whenever you take damage, you take only half, the rest is delayed until the spell ends (in 10+1d10 rounds)
8 1 Accelerate Lifeline Target ages CL years (Spell save)
8 2 Haste A8 +8A, +7B, or +6C actions
8 3 Item Supercharger A magic item can be used twice as often (per turn or day) or it's effects has twice duration
8 4 Protection from Time Immune to and can't use temporal effects
8 5 Time/Reality Stability Time/Reality Stability (duration 1 day), reverse removes it (Spell save)
8 6 Timereaver Time Travel Other +/- 5*CL years (Spell save)
9 1 Haste A9 +9A, +8B, or +7C actions
9 2 Major Paradox Wish (as spell)
9 3 Sever Lifeline You do not have or require a silver cord. Immune to aging.
9 4 Temporal Shell Immune time
9 5 Temporal Stasis The flow of time stops for the subject, he ceases to grow older, he is in suspended animation. The reverse can free the creature.
9 6 Time Stop Stops time for 1d4 rounds

[PC83] Collective 8.3 Classes


1X (Advanced) Demonologist


Level

KXP
Wiz/Pri/Psi-6E
123 456 789 A

TH
1 0 111 --- --- - +0
2 5.375 222 --- --- - +0
3 15.75 222 1-- --- - +1
4 31.5 322 2-- --- - +1
5 53 322 21- --- - +2
6 81 332 22- --- - +2
7 114 332 221 --- - +3
8 153.5 333 222 --- - +3
9 380.25 333 222 1-- - +4
10 487.5 433 322 2-- - +4
11 617.5 433 322 21- - +5
12 1191 443 332 22- - +5
13 1765.5 443 332 221 - +6
14 2341 444 333 222 - +6
15 2917.5 544 433 322 - +7
16 3495 554 443 332 - +7
17 4073.5 555 444 333 - +8
18 4653 555 444 333 1 +8
19 5233.5 555 444 333 2 +9
20 5815 555 444 333 3 +9
21 6397.5 555 444 443 3 +10
22 6981 555 444 444 4 +10
23 7565.5 555 554 444 4 +11
24 8151 555 555 544 4 +11
25 8737.5 555 555 555 4 +12
26 9325 555 555 555 5 +12
27 9913.5 665 555 555 5 +13
28 10503 666 655 555 5 +13
29 11093.5 666 666 555 5 +14
30 11685 666 666 665 5 +14
31 12277.5 666 666 666 6 +15
32 12871 776 666 666 6 +15
33 13465.5 777 766 666 6 +16
34 14061 777 777 666 6 +16
35 14657.5 777 777 776 6 +17
36 15255 777 777 777 7 +17
Requisites: Int 17, Wis 17, Chr 11; Class slots 2
Alignment: any
HD/level: 3d2
Weapon Prof.: (level+1)/2
Reference: DM
Groups: Wizard, Priest, Planar, Futureshifted
Complexity: CF=4
 
Saving Throws:
PPD: level+6 Fort: level+6
RSW: level+6 Reflex: level+6
PP: level+6 Will: level+6
BW: level+6
Spell: level+6
 
Barbarian Int and Wis.
+((Int+Wis)/33) M Actions (round down)
+1 research point per level for spells.
+1 research point per reset for spells.
Can cast Wizard spells, Priest spells, or Psi-6E abilities. Gets access to one Wizard school and one Priest sphere per level. If you do not have access to the school/sphere, you cannot cast the spell at all.
Level 1: Charm Demon: 1M, 1/d: Charm a demon, ignores SR/MR.
Level 1: Quasit Familiar: Gain a Quasit as an extra familiar.
Level 1: CR (Charm Resistance) of level*3%.
Level 1: MR (Magic Resistance) of level*4%.
Level 1: RR (Radiation Resistance) of level*6%.
Level 1: NR (Necromancy Resistance) of level*11%.
Level 1: 1V, lose X hp: Target is damaged for X hp. (untyped/permanent dmg)
Level 2: Summoning Mastery +1 ML: Whenever a summon monster spell is cast, it is 1 ML higher and will always get a CE monster.
Level 2: Acid resistance 10+LVL, Cold resistance 10+LVL, Fire resistance 10+LVL, Electricity resistance 20+LVL.
Level 3: Immune to Poison.
Level 4: Hold Demon: 1M: Hold a demon, ignores SR/MR.
Level 4: Can communicate telepathically with any creature within 100'.
Level 5: Summoning Mastery +2 ML: Whenever a summon monster spell is cast, it is 2 ML higher and will always get a CE monster.
Level 5: Dominate Demon: 1M: Dominate a demon, ignores SR/MR.
Level 5: 1V, lose X hp: Target is damaged 2*X hp. (untyped/permanent dmg)
Level 6: All of your weapons and armor are considered "Of the Planes" (Planar Stable).

[PC83] Collective 8.3 Classes


1X (Advanced) Druid


Level

KXP
Priest
123 456 789 A

TH
1 0 111 --- --- - +0
2 2.45 222 --- --- - +1
3 4.9 222 1-- --- - +2
4 9.75 322 2-- --- - +3
5 20.75 322 21- --- - +4
6 43.25 332 22- --- - +5
7 86 332 221 --- - +6
8 171 333 222 --- - +7
9 346.5 333 222 1-- - +8
10 687.5 433 322 2-- - +9
11 1032.5 433 322 21- - +10
12 1380 443 332 22- - +11
13 1762.5 443 332 221 - +12
14 2175 444 333 222 - +13
15 3236.25 666 666 666 - +14
16 3770 666 666 666 - +15
17 4303.75 666 666 666 - +16
18 4837.5 666 666 666 1 +17
19 5371.25 666 666 666 2 +18
20 5905 666 666 666 3 +19
21 6438.75 666 666 666 3 +20
22 6972.5 666 666 666 4 +21
23 7506.25 666 666 666 4 +22
24 8040 666 666 666 4 +23
25 8573.75 666 666 666 4 +24
26 9107.5 666 666 666 5 +25
27 9641.25 666 666 666 5 +26
28 10175 666 666 666 5 +27
29 10708.75 666 666 666 5 +28
30 11242.5 666 666 666 5 +29
31 11776.25 666 666 666 6 +30
32 12310 666 666 666 6 +31
33 12843.75 666 666 666 6 +32
34 13377.5 666 666 666 6 +33
35 13911.25 666 666 666 6 +34
36 14445 666 666 666 6 +35
Requisites: Wis 30, Chr 16; Class slots 2
Alignment: any
HD/level: 3d4
Weapon Prof.: level
Reference: DM
Groups: Priest, Futureshifted
Complexity: CF=4
 
Saving Throws:
PPD: level+6 Fort: level+2
RSW: level+5 Reflex: level+0
PP: level+3 Will: level+7
BW: level+1
Spell: level+4
 
Barbarian Wis.
Can buy Exceptional Chr for 1 weapon prof.
Can buy Barbarian Chr (if already have Exceptional) for addtional 2 weapon prof.
+(Wis/20) M Actions (round down)
Can Turn Undead. Treat "-" (dash), "16", "17", "18", "19", and "20" as a "15".
Level 1: Can have a natural (animal) familiar.
Level 1: Speak Druid language
Level 2: Identify Plant type; Identify Animal type; Identify pure water.
Level 2: Pass through overgrown areas without trace and at full movement rate.
Level 2: Gain LVL-1 woodland languages. (centaur,dryad,elf,faun,gnome,green dragon,hill giant,lizard man,manticore,nixie,pixie,sprite,treant,etc.) Yes, you can use these as nonweapon proficiencies instead.
Level 4: Immunity to Charm.
Level 4: Shape Change to Reptile/Fish, Bird, Mammal (each 1/day) 1M action, must be size T-L, heal 10%-60% hp
Level 8: Immunity to all poisons.
Level 8: Add level*10 to max age, considered "Young Adult" at all ages.
Level 8: Alter Appearance (NO action to use, at will). Cannot be detected by True Seeing or the like.
Level 9: Hibernate; Suspend Animation up to level*10 years.
Level 9: Enter Elemental plane of Earth; Conjure Water Elemental at will; Immune to all earth and water based effects.
Level 9: Enter Elemental plane of Fire; Conjure Air Elemental at will; Immune to all fire and air based effects.
Level 10: Enter Elemental plane of Water; Conjure Magma/Ooze Para-Elemental.
Level 10: Enter Elemental plane of Air; Conjure Ice/Ooze Para-Elemental.
Level 11: Enter Para-Elemental planes.
Level 11: Enter plane of Shadow; immune to Shadow-based effects.
Level 12: Enter any Inner plane; Roam Inner Plane Probability Lines (7th dim.); Enter Concordant Opposition; immune to Quasi-Elemental effects and Positive and Negative energy.

[PC83] Collective 8.3 Classes


1X (Advanced) Faith Healer


Level

KXP
Priest
123 456 : 789 ABC DE

TH
1 0 111 --- : 0-- --- -- +0
2 2.25 222 --- : 1-- --- -- +1
3 4.5 222 1-- : 2-- --- -- +2
4 9 322 2-- : 20- --- -- +3
5 19.5 322 21- : 21- --- -- +4
6 41.25 332 22- : 22- --- -- +5
7 82.5 332 221 : 220 --- -- +6
8 165 333 222 : 221 --- -- +7
9 337.5 333 222 1: 22 --- -- +8
10 675 433 322 2: 22 0-- -- +9
11 1012.5 433 322 21: 2 1-- -- +10
12 1350 443 332 22: 2 2-- -- +11
13 1687.5 443 332 222 : 20- -- +12
14 2025 444 333 222 : 21- -- +13
15 2362.5 544 433 322 : 22- -- +14
16 2700 554 443 332 : 220 -- +15
17 3037.5 555 444 333 : 221 -- +16
18 3375 555 444 333 : 222 -- +17
19 3712.5 555 444 333 2: 22 0- +18
20 4050 555 444 333 3: 22 1- +19
21 4387.5 555 444 443 3: 22 2- +20
22 4725 555 444 444 4: 22 20 +21
23 5062.5 555 554 444 4: 22 21 +22
24 5400 555 555 544 4: 22 22 +23
25 5737.5 555 555 555 4: 22 22 +24
26 6075 555 555 555 5: 22 22 +25
27 6412.5 665 555 555 5: 22 22 +26
28 6750 666 655 555 5: 22 22 +27
29 7087.5 666 666 555 5: 22 22 +28
30 7425 666 666 665 5: 22 22 +29
31 7762.5 666 666 666 6: 22 22 +30
32 8100 776 666 666 6: 22 22 +31
33 8437.5 777 766 666 6: 22 22 +32
34 8775 777 777 666 6: 22 22 +33
35 9112.5 777 777 776 6: 22 22 +34
36 9450 777 777 777 7: 22 22 +35
Requisites: Wis 34, Chr 14; Class slots 2
Alignment: any
HD/level: 3d4
Weapon Prof.: level
Reference: DM
Groups: Priest, Futureshifted
Complexity: CF=4
 
Saving Throws:
PPD: level+13 Fort: level+9
RSW: level+12 Reflex: level+7
PP: level+10 Will: level+14
BW: level+8
Spell: level+11
 
Barbarian Wis.
Can buy Exceptional Chr for 1 weapon prof.
Can buy Barbarian Chr (if already have Exceptional) for addtional 2 weapon prof.
+(Wis/20) M Actions (round down)
When Turning Undead, treat "-" (dash), "16", "17", "18", "19", and "20" as a "15".
Gets Wis+Chr (Wis PLUS Chr) bonus to spell progression (add both scores together, then read on chart).
The spell progression has a colon ( : ) in it. Spells to the right of the colon have three restrictions: [1] Healing sphere spells only, [2] require you to actually touch the target (on his forehead, you don't have to roll to hit if he's willing), and [3] cannot be material componented to increase range or area. You are allowed to reverse the spells or material component them for other purposes. The colon slowly moves to the right with level; at level 9, the SL=7 spells (that were previously limited to Healing only) are now available for any sphere. The other limitations (e.g. touch only) are also removed.
Grand access in Healing.
Level 2: You may use your Priest spells as X4 (Superstition Psi) picks. It costs four SL=2 spells to get a X4 minor, four SL=5 spells to get a X4 major, and four SL=8 spells to get a X4 grand. You cannot use "Healing only" spells (to the right of the colon) for this.
Level 3: Can cast Wizard Enchantment/Charm and Illusion school spells as if they were Priest spells (same SL).

[PC83] Collective 8.3 Classes


1X (Advanced) Incantatrix


Level

KXP
Wizard
123 456 789 A

TH
1 0 111 --- --- - +0
2 4.05 222 --- --- - +0
3 8.1 222 1-- --- - +1
4 16.2 322 2-- --- - +1
5 32.4 322 21- --- - +2
6 64.8 332 22- --- - +2
7 105 332 221 --- - +3
8 213.5 333 222 --- - +3
9 420.25 333 222 1-- - +4
10 637.5 433 322 2-- - +4
11 856.25 433 322 21- - +5
12 1225 443 332 22- - +5
13 1807.5 443 332 221 - +6
14 2390 444 333 222 - +6
15 2972.5 544 433 322 - +7
16 3555 554 443 332 - +7
17 4157.5 555 444 333 - +8
18 4760 555 444 333 1 +8
19 5362.5 555 444 333 2 +9
20 5965 555 444 333 3 +9
21 6567.5 555 444 443 3 +10
22 7170 555 444 444 4 +10
23 7772.5 555 554 444 4 +11
24 8375 555 555 544 4 +11
25 8977.5 555 555 555 4 +12
26 9580 555 555 555 5 +12
27 10182.5 665 555 555 5 +13
28 10785 666 655 555 5 +13
29 11387.5 666 666 555 5 +14
30 11990 666 666 665 5 +14
31 12592.5 666 666 666 6 +15
32 13195 776 666 666 6 +15
33 13797.5 777 766 666 6 +16
34 14400 777 777 666 6 +16
35 15002.5 777 777 776 6 +17
36 15605 777 777 777 7 +17
Requisites: Int 27, Wis 10; Class slots 2
Alignment: any
HD/level: 3d2
Weapon Prof.: (level+1)/2
Reference: DM
Groups: Wizard, Futureshifted
Complexity: CF=4
 
Saving Throws:
PPD: level+2 Fort: level+1
RSW: level+6 Reflex: level+4
PP: level+5 Will: level+3
BW: level+0
Spell: level+7
 
Barbarian Int.
+(Int/20) M Actions (round down)
+1 research point per level for spells.
+1 research point per reset for spells.
Specialized in Incantatrix.
Can cast normal Wizard spells. Knows the Anti-Magic school.
 
Incantatrix spells are Anti-Magical in nature, and are resisted using aMR instead of MR.
Level 2: Can see ethereal, astral, and out-of-phase creatures.
Level 2: Can attack ethereal, astral, and out-of-phase creatures as if they were on the same plane (including spells). Ignore the number of plusses needed to hit that creature.
Level 3: 1V: Remove LVL-2 plusses of a "need +N weapon to hit" requirement.
Level 3: Hold Life. Immune Negative.
Level 4: Continuous Spellcraft and Dwoemercraft checks (assumed die roll is "1").
Level 7: 1M+1V, drain N charges from items you are touching: Heal (3*N)d6 hp, even above max.
Level 9: You may cast SL 8 spells out of your SL 7 spell slots.
Level 14: You may cast SL 9 spells out of your SL 7 spell slots.
Level 18: You may cast SL 10 spells out of your SL 7 spell slots.
Level 27: You may cast SL 11 spells out of your SL 8 spell slots.
Level 36: You may cast SL 12 spells out of your SL 9 spell slots.

[PC83] Collective 8.3 Classes


Incantatrix1 Spells

SL # Spell Effect
1 1 Counter Wishoid 1bM: Counter a Wishoid or Miracle (need not be magical in nature)
2 Dispel Abjuration/Protection Dispels an Abjuration or Protection effect
3 Dispel Illusion/Metamagic Dispels an Illusion or Metamagic effect
4 Magic Resistance MR CL*10%
5 Memory Protection Immune to one memory/action/spell stealing effect (lasts until used)
6 Remove Magical Snare Removes a Magical Snare, a Glyph, or a Symbol (does not cover Magical Traps in general, see SL 3)
2 1 Confusion One target is confused (save)
2 Countermagic 1bM: Counter a magical spell or magic item activation.
3 Detect/Dispel Charm/Ego Detects/Dispels Charm or Ego Domination (for 1s, lets you drop the item)
4 Dispel Magic Dispel Magic
5 Disrupt Concentration Target cannot heavy concentrate (no save)
6 Mind Blank Mind Blank
3 1 Drainheal Drain the local MF by 1: Heal self.
2 Maladweomer Target has minimum effect with spells (others have +4 saves) for 1t, this can be reversed (Empradweomer)
3 Mini Globe of Invulnerability Immune to SL 0-2 spells
4 Remove Curse Remove Curse
5 Remove Magical Trap Removes a Magical Trap; you have 100+CL*5% chance in it (minus the usual FRTraps shift)
6 Steal Magical Enchantment Steal a magical effect someone is running; it is on you now, you need to maintain it
4 1 Deflection 1bM: Redirect a magical spell or magic item activation to hit a different target.
2 Disrupt Undead Each segment for 4 segments, choose a group of undead: <= Shadow is D(usted), <= Lich takes CLd6 dmg
3 Maintain Dampen Everyone in the room gets -CL to their # of maintained effects (treat as a x1 Special), or affect just one target
4 Ray of Oblivion Target forgets how to cast CL spells by name (the spell slots are not regained until next reset)
5 Steal Mental Target loses 1M from his remaining mentals (or owes one), you gain 1M (target saves vs. Spell)
6 Steal Summon Steal someone's summon (your summon slot needs to be open to do this)
5 1 Anti-Magic Shell 5 Spells of SL 0-4 don't work in your group
2 Power Word Feeblemind Target with <= 80 hp is Feebleminded (no save)
3 Quash 1bM: Counter a magical spell or magic item activation. This cannot be responded to (except by Capital I Insist). This spell or item activation cannot be used again by that person for 1 turn.
4 Remove Magical Trap Removes a Magical Trap; you have 50+CL*10% chance in it (minus the usual FRTricks shift)
5 Spell Shield +CL saves vs. magic effects; +CL saves vs. mental effects (they do stack)
6 Steal Enchantment Steal an effect (not necessarily magical) someone is running; it is on you now, you need to maintain it
6 1 Disenchant an Item Item loses 1 multiplier; x(-1) means the item is destroyed
2 Dispel Possession Dispels possession, magic jar, control actions, etc.
3 *Remove Curse* Remove Heavy Curse
4 Spell Reflection iMReflection CL*5%
5 Steal Item Pick Pockets CL*20% (-5% per LVL of target or -2% per HD of target)
6 Stealcharge Target item loses CL charges, one of your items gains 1 charge (you may reduce CL down to a minimum of 2)
7 1 *Dispel Magic* Dispels a Prismatic Wall/Sphere (in one spell), an Anti-Dispel Magic Shell, or an entire Chain Contingency chain
2 Mordenkainen's Disjunction Mordenkainen's Disjunction
3 Remove Magical Special Removes a Magical Special; you have CL*15% chance in it (minus the usual FRSpecials shift)
4 Stealspell Target loses CL unused spell slots in memorization, you gain 1 of them (target saves vs. Spell) (you may reduce CL down to a minimum of 2)
5 Unbinding Hold, Stun, Guards and Wards, Temporal Stasis, Imprisonment, Time Stop, Wizard Lock, Wall of Force, Cube of Force, Forcecage, Maze all end immediately (no effect) if comes into contact with your group. Your group walks around as a mobile DMZ.
6 Unfamiliar Target loses a familiar (the familiar is returned to the Plane of Familiars) (save vs. Spells)

[PC83] Collective 8.3 Classes


Anti-Magic Spells

Level # Spell Effect
1 1 Anti-Magic Armor Armor has +1/+1 AC/saves for 1t
1 2 Anti-Magic Missile (L+1)/2 missiles; 1d4+1 dmg gravity (no save)
1 3 Anti-Magic Mouth Mouth that moves around (like Wizard Eye), can speak through it
1 4 Detect/Identify Anti-Magic Detect/Identify Anti-Magic
1 5 Foul Potions Foul (Destroy) 10*CL doses of magical Potions in someone's inventory (no save), the potions can be fixed out of combat if done within the hour
1 6 Nystul's Anti-Magic Aura Makes an object radiate anti-magic; considered a +0 weapon on the damage side
2 1 Anti-Magic Resistance aMR 50+CL*5% [duration 2 hours]
2 2 Blank [1Z to cast] Counter a Blink effect
2 3 Dispel Magic (one effect) Dispels one magic effect (no option to dispel an area like normal Dispel Magic)
2 4 Drain Charges Target magic item loses 10*CL charges (no save)
2 5 Rope Trap Create a x1 magical trap of Maze
2 6 Spectral Mouth Can have a breath effect start from a remote location
3 1 Anti-Magic Circle Against T/N/S/J/A/Nil As "Protection from [alignment]" spells, against one of T/N/S/J/A/Nil
3 2 Delay Life [1bM to cast] Counter a Raise effect (Resurrection still works), or Turn off someone's Regen Buffer
3 3 Flowform Enter the nearby border Phlogiston plane
3 4 Greater Anti-Magic Armor Armor has +CL/3 AC and +CL/3 saves for 1t
3 5 Pro. from Magic Armor You ignore the AC plusses from magic armor for 1t
3 6 Pro. from Shields Ignore damaging shield effects
4 1 Airskin 4+CL/2 Airskins. Each Airskin halves the damage from an energy-based attack. Can use 1Z to have a second Airskin halve it again.
4 2 Anti-Magic Mirror Like crystal ball but with sound and scent instead of sight
4 3 Create Exhaustion Target takes 50% more damage than the damage he's taken so far (RSW save for 25%)
5 1 Anti-Magic Jar Exorcism and Remove Domination/Charm/Magic Jar on 1 target, or the target drops an item that's Ego Dominating him (no resistance)
5 2 Anti-Magic Shell (one SL) Pick one SL. Turns off magical spells and effects of exactly that SL (lower or higher is not affected)
5 3 Shadow Anti-Magic CLd6 dmg (pick a normal or para element) to a group, Int check for half damage
6 1 Anti-Anti-Magic Shell Turns off anti-magical spells and effects of spell levels 0-5
6 2 Demi-Shadow Anti-Magic CLd8 dmg (pick a normal, para, or quasi element) to a group, Int check for half damage
6 3 Create DMZ Create a DMZ (Dispel Magic Zone), a x1 Special on the room
7 1 First Level Anti-Magic-User Spells (DM1) Cast any four 1st level Anti-Magic spells simultaneously when it is cast.
7 2 First Level Anti-Magic-User Spells (DM2) Can cast one 1st Level Anti-Magic spell per round as Z action
7 3
8 1
8 2
8 3
9 1 Megaskin CL/4 Megaskins. Each Megaskin lets you ignore one energy based attack.
9 2 Round Stop The current round will end after the end of this segment (the rest of the segments this round will not occur)
9 3
10 1 Anti-Anti-Dispel Magic Shell Lower an Anti-Dispel Magic Shell
10 2 Anti-Dispel Anti-Magic Shell Your effects are immune to low MF, Instantaneous, Look at Me I'm the DCI
10 3

[PC83] Collective 8.3 Classes


1X (Advanced) Monk


Level

KXP
Psi0
mMG S

TH
1 0 2-- - +1
2 2.025 3-- - +3
3 4.05 4-- - +5
4 8.1 5-- - +7
5 16.2 6-- - +9
6 32.5 61- - +11
7 64 62- - +13
8 112 63- - +15
9 176 64- - +17
10 256 65- - +19
11 352 651 - +21
12 700 652 - +23
13 1055 653 - +25
14 1410 654 - +27
15 1765 654 1 +29
16 2120 654 2 +31
17 2475 654 3 +33
18 2830 654 4 +35
19 3190 655 4 +37
20 3550 655 5 +39
21 3910 665 5 +41
22 4340 666 5 +43
23 5229 666 6 +45
24 6262 766 6 +47
25 7295 776 6 +49
26 8328 777 6 +51
27 9361 777 7 +53
28 10394 877 7 +55
29 11427 887 7 +57
30 12460 888 7 +59
31 13493 888 8 +61
32 14526 988 8 +63
33 15559 998 8 +65
34 16592 999 8 +67
35 17625 999 9 +69
36 18658 A99 9 +71
Requisites: Str 17, Dex 34, Con 13, Wis 17; Class slots 2
Alignment: any
HD/level: 3d3
Weapon Prof.: 2*level
Reference: DM
Groups: Rogue, Futureshifted
Complexity: CF=4
 
Saving Throws:
PPD: level+1 Fort: level+2
RSW: level+4 Reflex: level+7
PP: level+5 Will: level+0
BW: level+6
Spell: level+3
 
Barbarian Dex.
+(Dex/20) RV Actions (round down)
Gets 60 Rogue points per level.
Gets 2 rogue picks per level. On a given level, these two may be combined to get a "Level 2*LVL:" pick.
Level 1: Open hand to hit and damage bonus is (Dex bonus)+(Str bonus)+2.
Level 1: If Open Hands hit exceeds what is needed by 5, target is stunned for 1d6 r (save vs. para)
Level 1: If Open Hands stuns, chance to kill is (level)*5-(target's AC)% (no save)
Level 1: +LVL dmg with weapons
Level 1: +2*LVL AC
Level 1: Base movement rate is (15+3*level)"
Level 1: Against area effects that give a save for : the monk takes no damage if he makes his save. This is not used for non-(hp) damaging effects.
Level 1: 1V (may borrow from next segment): Knock away missile weapons. The monk makes a save vs. paralyzation for each missile.
Level 1: Two Martial Arts styles; +2 Martial Arts maneuver slot /level
Level 1: Immune to ESP, disease, haste, slow, hypnosis, charm, poison; Immunity can be dropped if the monk wishes
Level 1: 1V: Lay on hands 1d6+LVL hp
Level 1: 1P: Quivering Palm: Roll TH target with open hands. Slay Living (no save).
Level 1: Gets Psi0 powers, see progression and [Q0].
Level 2: Immune falling damage.
Level 3: +1V action.
Level 3: Open hands are considered a +LVL/3 weapon to hit.
Level 4: Can convert M -> V actions.
Level 4: Retarded Aging; Immune Aging.
Level 5: +1P action.
Level 5: HyperMental: +1M for 1 round, -1M for next 2 rounds.
Level 5: Takes half damage from a spell (that gives no save) on a save
Level 10: Takes no damage from a spell (that gives no save) on a save

[PC83] Collective 8.3 Classes


1X (Advanced) Psi7 (Undead)


Level

KXP
Psi
 m  M  G  S

TH
1 0  3  0  0  0 +0
2 3.63  6  0  0  0 +0
3 7.26  6  1  0  0 +0
4 14.52  7  2  0  0 +1
5 27.225  7  3  0  0 +1
6 49.5  8  4  0  0 +1
7 90.75  8  5  0  0 +2
8 165  9  6  0  0 +2
9 330  9  6  1  0 +2
10 660 10  7  2  0 +3
11 990 10  7  3  0 +3
12 1320 11  8  4  0 +3
13 1650 11  8  5  0 +4
14 2310 12  9  6  0 +4
15 2970 13 10  7  0 +4
16 3630 14 11  8  0 +5
17 4290 15 12  9  0 +5
18 4950 15 12  9  1 +5
19 5610 15 12  9  2 +6
20 6270 15 12  9  3 +6
21 6930 15 12 11  3 +6
22 7590 15 12 12  4 +7
23 8250 15 14 12  4 +7
24 8910 15 15 13  4 +7
25 9570 15 15 15  4 +8
26 10230 15 15 15  5 +8
27 10890 17 15 15  5 +8
28 11550 18 16 15  5 +9
29 12210 18 18 15  5 +9
30 12870 18 18 17  5 +9
31 13530 18 18 18  6 +10
32 14190 20 18 18  6 +10
33 14850 21 19 18  6 +10
34 15510 21 21 18  6 +11
35 16170 21 21 20  6 +11
36 16830 21 21 21  7 +11
Requisites: Con 27, Wis 19; Class slots 2
Alignment: any
HD/level: 2d13
Weapon Prof.: 3+level/2
Reference: DM
Groups: Psionicist, Monster, Futureshifted
Complexity: CF=4
 
Saving Throws:
PPD: level+2 Fort: level+3
RSW: level+7 Reflex: level+0
PP: level+5 Will: level+6
BW: level+1
Spell: level+4
 
Barbarian Con.
+(Con/20) M Actions (round down)
May material component psionic powers.
As a Psi7 character, you are still alive, but are imbuing yourself with undead-type powers. Psi7 by itself does not make you vulnerable to Turn Undead.
PSPs (Psi7) = (LVL+4)*40.
May use Psi7 minors for Proto-Lich spells of SL 0-1.
May use Psi7 majors for Proto-Lich spells of SL 2-4.
May use Psi7 grands for Proto-Lich spells of SL 5-7.
May use Psi7 supers for Proto-Lich spells of SL 8-10.

[PC83] Collective 8.3 Classes


Proto-Lich Spells

Level # Spell
1 1 1M, 1/r: Any 0th level Wizard spell
1 2 1M, 1/r: Any 0th level Priest spell
1 3 1M, 1/r: Any 0th level psionic effect
1 4 1M: Turn Undead at CL=LVL
1 5 1M: Speak with Dead or Undead; 1M: Capital E Explain to Dead or Undead
1 6 +10*LVL% WR
1 7 Mask Undead status; Turn as if double HD
1 8 Detect Magic Items; 1M: Identify Magic Item
1 9 1M, 1/d: Gain +1 XP
1 10 1P: Create x1 Trap 15*LVL%
1 11 Material componenting costs V action
1 12 +LVL V actions, or +LVL M actions that can be used only for Proto-Lich spells
1 13 Cold LVL dmg by touch
1 14 +1 Research Point (or drawn sheet) per reset (see [P12])
1 15 1F or 1X, 1/d: Duplicate any level 1 Proto-Lich spell, it has (at most) duration LVL turns
2 1 1M, 1/r: Any 0th-1st level Wizard spell
2 2 1M, 1/r: Any 0th-1st level Priest spell
2 3 1M, 1/r: Any 0th-1st level psionic effect
2 4 Immune Turning
2 5 1M: Control Undead (as per Turn Undead)
2 6 +10*LVL% RaRR
2 7 Detect Concordant Beings; 1M: Legend Lore Concordant Being
2 8 1M: Create x1 Trick 15*LVL%
2 9 Can convert Wiz <-> Pri spells (2 SL shift: Wiz5=Pri3)
2 10 +LVL/3 M actions
2 11 1M, Touch: Energy Drain 2 levels
2 12 Duplicate any SL 1 Concordant group spell (i.e. non-Concordant SL 1)
3 1 1M, 1/r: Any 0th-2nd level Wizard spell
3 2 1M, 1/r: Any 0th-2nd level Priest spell
3 3 1M, LVL/d: Grant Undead Status
3 4 +10*LVL MR
3 5 1F: Create x1 Special 5*LVL%
3 6 0, Gaze: Life Trapping (as per Mirror) (save)
3 7 Immune to Twilight
3 8 1M, touch: Imprisonment (save)
3 9 1M: LVLd10 Colorless Fire dmg to one target (no save)
3 10 Troll-like Regen LVL hp /s
3 11 Double the memorization of 1 SL (Wizard or Priest)
3 12 Duplicate any SL 2 Concordant group spell (i.e. non-Concordant SL 2)
4 1 1M, 1/r: Any 0th-3rd level Wizard spell
4 2 1M, 1/r: Any 0th-3rd level Priest spell
4 3 1M, 1/r: Any psionic minor
4 4 +10*LVL PaPR
4 5 1M: Dispel Innate or Racial ability effect
4 6 1M, 1/d: Reset
4 7 1M, 1/d: Contact Alternate Reality
4 8 1M, 1/d: Create Any DL 4 Monster
4 9 1M, touch: Steal all spells (save)
4 10 1M, touch: Lose LVLd4 stat pts
4 11 1bF: Fork
4 12 Duplicate any SL 3 Concordant group spell (i.e. non-Concordant SL 3)
5 1 1M, 1/r: Any 0th-4th level Wizard spell
5 2 1M, 1/r: Any 0th-4th level Priest spell
5 3 +10*LVL aMR
5 4 1M: Project Image
5 5 1M: Teleport
5 6 1M: Contact Other Plane
5 7 Conduct M actions through psi link (range sight)
5 8 1M, touch: Drain all psionic pools (save)
5 9 1M, touch: Slay Living (save)
5 10 1F: Get 2M you can use this segment
5 11 +LVL/5 QM actions
5 12 Duplicate any SL 4 Concordant group spell (i.e. non-Concordant SL 3)
6 1 1M, 1/r: Any 0th-5th level Wizard spell
6 2 1M, 1/r: Any 0th-5th level Priest spell
6 3 1M, 1/r: Any psionic major
6 4 1M, 1/r: Any 0th-4th level Warrior, Rogue, or Monster spell
6 5 1M: Teleport without Error
6 6 +10*LVL IR
6 7 1M, touch: Steal a random powers for 1 round (no save)
6 8 1M, touch: Erase Truename (must know their Truename first)
6 9 Troll-like regen LVL hp (including vile) /s
6 10 Conduct effects through psi link (within sight)
6 11 +LVL/10 number of segments per round
6 12 Duplicate any SL 5 Concordant group spell (i.e. non-Concordant SL 3)
7 1 1M, 1/r: Any 0th-6th level Wizard spell
7 2 1M, 1/r: Any 0th-6th level Wizard spell
7 3 +10*LVL EaER
7 4 1M, touch: Annihilation (save)
7 5 1M, touch: Incursion (save)
7 6 Duplicate any SL 6 Concordant group spell (i.e. non-Concordant SL 3)
Lich 0 (10) 1 0, 1/r: Any 0th-5th level Wizard spell
Lich 0 (10) 2 0, 1/r: Any 0th-4th level Priest spell
Lich 0 (10) 3 0, 1/r: Any psionic cantrip
Lich 0 (10) 4 +5*(Lich level)% WR (not irreducible) that can't be ignored
Lich 0 (10) 5 Resist Turning (you are double the rating)
Lich 0 (10) 6 0: Create Snare 20*(Lich level)% (obvious trap, auto detected, needs to be removed to bypass)

[PC83] Collective 8.3 Classes


1X (Advanced) Psi14 (Lycanthrope)


Level

KXP
Psi
 m  M  G  S

TH
1 0  3  0  0  0 +0
2 3.63  6  0  0  0 +0
3 7.26  6  1  0  0 +0
4 14.52  7  2  0  0 +1
5 27.225  7  3  0  0 +1
6 49.5  8  4  0  0 +1
7 90.75  8  5  0  0 +2
8 165  9  6  0  0 +2
9 330  9  6  1  0 +2
10 660 10  7  2  0 +3
11 990 10  7  3  0 +3
12 1320 11  8  4  0 +3
13 1650 11  8  5  0 +4
14 2310 12  9  6  0 +4
15 2970 13 10  7  0 +4
16 3630 14 11  8  0 +5
17 4290 15 12  9  0 +5
18 4950 15 12  9  1 +5
19 5610 15 12  9  2 +6
20 6270 15 12  9  3 +6
21 6930 15 12 11  3 +6
22 7590 15 12 12  4 +7
23 8250 15 14 12  4 +7
24 8910 15 15 13  4 +7
25 9570 15 15 15  4 +8
26 10230 15 15 15  5 +8
27 10890 17 15 15  5 +8
28 11550 18 16 15  5 +9
29 12210 18 18 15  5 +9
30 12870 18 18 17  5 +9
31 13530 18 18 18  6 +10
32 14190 20 18 18  6 +10
33 14850 21 19 18  6 +10
34 15510 21 21 18  6 +11
35 16170 21 21 20  6 +11
36 16830 21 21 21  7 +11
Requisites: Str 27, Wis 19; Class slots 2
Alignment: any
HD/level: 2d14
Weapon Prof.: 2+level/2
Reference: DM
Groups: Psionicist, Monster, Futureshifted
Complexity: CF=4
 
Saving Throws:
PPD: level+2 Fort: level+3
RSW: level+7 Reflex: level+0
PP: level+5 Will: level+6
BW: level+1
Spell: level+4
 
Barbarian Str.
+(Str/20) M Actions (round down)
May material component psionic powers.
PSPs (Psi14) = (LVL+4)*40.
The DM will give you a few choices over which type of Lycanthrope you are. It doesn't give you any special abilities or stats; this simply lets you know what you can turn into. The choices the DM gives will depend on what level you are starting the Psi14 class at (campaigns that are high level will offer better Lycanthrope types).
Level 1 ¶: 1N, LVL/d: Have the special abilities of a race you know (among your race sheets) for 1 turn. You keep your current racial abilities.

[PC83] Collective 8.3 Classes


1X (Advanced) Smiter


Level

KXP
Priest
123 456 789 A

TH
1 0 111 --- --- - +3
2 4.125 222 --- --- - +4
3 8.25 222 1-- --- - +5
4 16.5 322 2-- --- - +6
5 33.15 322 21- --- - +7
6 66.525 332 22- --- - +8
7 133.05 332 221 --- - +9
8 266.1 333 222 --- - +10
9 532.95 333 222 1-- - +11
10 1065.9 433 322 2-- - +12
11 1601.25 433 322 21- - +13
12 2135 443 332 22- - +14
13 2668.75 443 332 221 - +15
14 3202.5 444 333 222 - +16
15 3736.25 544 433 322 - +17
16 4270 554 443 332 - +18
17 4803.75 555 444 333 - +19
18 5337.5 555 444 333 1 +20
19 5871.25 555 444 333 2 +21
20 6405 555 444 333 3 +22
21 6938.75 555 444 443 3 +23
22 7472.5 555 444 444 4 +24
23 8006.25 555 554 444 4 +25
24 8540 555 555 544 4 +26
25 9073.75 555 555 555 4 +27
26 9607.5 555 555 555 5 +28
27 10141.25 665 555 555 5 +29
28 10675 666 655 555 5 +30
29 11208.75 666 666 555 5 +31
30 11742.5 666 666 665 5 +32
31 12276.25 666 666 666 6 +33
32 12810 776 666 666 6 +34
33 13343.75 777 766 666 6 +35
34 13877.5 777 777 666 6 +36
35 14411.25 777 777 776 6 +37
36 14945 777 777 777 7 +38
Requisites: Str 10, Con 14, Chr 2; Class slots 2
Alignment: LS (Lawful Stupid)
HD/level: 2d8
Weapon Prof.: level
Reference: DM
Groups: Priest, Futureshifted
Complexity: CF=4
 
Saving Throws:
PPD: level+6 Fort: level+2
RSW: level+5 Reflex: level+0
PP: level+3 Will: level+7
BW: level+1
Spell: level+4
 
Barbarian Con.
Can buy Exceptional Str or Chr for 1 weapon prof each.
Can buy Barbarian Str or Chr (if already have Exceptional) for addtional 2 weapon prof each.
+(Con/20) M Actions (round down)
When Turning Undead, treat "-" (dash), "16", "17", "18", "19", and "20" as a "15".
If this class becomes a Specialty Priest, ignore alignment restrictions for gods, your alignment is always LS.

[PC83] Collective 8.3 Classes


1X (Advanced) Smiter Abilities

The old Smiter5 class retroactively gets these abilities; but the blocks are not shifted (they are still levels 1-3, 5-7, etc.)
 
Levels Pick Description
Level 1-2: A 1/reset: Choose an alignment. You do x2 dmg (spells & attacks) vs. that alignment
B 1M: Target gets alignment changed to yours & target confused (Will save for each effect)
C 1M: Shut off target familiar or specialty priest power
D 0, 1/d: Divine Intervention (automatic), usually resolved as a ML=LVL Outer-planar summon
E +1 grand sphere
A' (new) 1M: Ego Dominate someone within sight as if you were a magic item; your "Ego" = (Int+Chr+LVL)
B' (new) 1M: 1 target halves it's current hit points (RSW save for x3/4)
Level 3: Pick one Slayer5 1-3 or Bringer5 1-3
Level 4-5: F Do double damage with weapon attacks vs. Chaotic creatures
G Can convert P -> M actions
H 0, 1/d: Counter a Divine Intervention
I Emulate the abilities of (LVL-3)/2 specialty priest powers
J Can turn undead using just 1V action
F' (new) Can target someone else twice for twice the effect
G' (new) 1M: 1 target halves it's current hit points (no save)
Level 6: Pick one: Slayer5 5-7, Bringer5 5-7, Atheist 1-5, Psi(-6)S minor
Level 7-8: K Do double spell effects vs. Chaotic creatures
L Inverse Astral projection
M 1M: Shut off Concordant effect (aXR to resist)
N 1M: Target is Pawned (2 saved, 1 missed save = Dominated)
O Can turn Chaotic creatures as if they were undead
K' (new) 0, 1/d: Your multiplier becomes x2/x0 or x0/x2 (Offensive/Defensive) for 1 round
L' (new) 1M, 1/d: Set one target
Level 9: Pick one: Slayer5 9-12, Bringer5 9-12, Atheist 6-10, Psi(-6)S major
Level 10-11: P Resist all things done to you by Chaotic creatures
Q Can project to any plane (pick 3 stats to copy to other stats)
R Anti-Concordant Shell 0th to (LVL-10)/4; iER LVL*3%
S Immune Moo
T Can turn anyone not of your Religion as if they were undead
P' (new) 0, 1/t: Counter a Speaking action.
Q' (new) 1M: Genocide a monster type in the room (no save; aNR to resist)
Level 12: Pick one: Slayer5 14-18, Bringer5 14-18, Atheist 11-15, Psi(-6)S grand
Level 13-14: U Immune all things done to you by Chaotic creatures
V You have no home plane; your truename cannot be erased; immune incursion
W Anti-Godly shell: Immune to one G action effect /s, even in [X] section
X Immune Pixelation
Y xLVL to CL for Turn Undead; Ignore Immune Turning
Z (new) 1M: 1 target goes Down a Hole (PPD save, MR)
Level 15-36: Pick one: Slayer5 20-26, Bringer5 20-26, Atheist 16-20, Psi(-6)S super

[PC83] Collective 8.3 Classes


1X (Advanced) Swashbuckler


Level

KXP

Spells

TH
1 0 (none) +3 ++1
2 3.3 (none) +6 ++2
3 6.6 (none) +9 ++3
4 13.2 (none) +12 ++4
5 26.4 (none) +15 ++5
6 52.8 (none) +18 ++6
7 105.6 (none) +21 ++7
8 210.75 (none) +24 ++8
9 421.5 (none) +27 ++9
10 810 (none) +30 ++10
11 1215 (none) +33 ++11
12 1620 (none) +36 ++12
13 2025 (none) +39 ++13
14 2430 (none) +42 ++14
15 2835 (none) +45 ++15
16 3240 (none) +48 ++16
17 3645 (none) +51 ++17
18 4050 (none) +54 ++18
19 4455 (none) +57 ++19
20 4860 (none) +60 ++20
21 5265 (none) +63 ++21
22 5670 (none) +66 ++22
23 6075 (none) +69 ++23
24 6480 (none) +72 ++24
25 6885 (none) +75 ++25
26 7290 (none) +78 ++26
27 7695 (none) +81 ++27
28 8100 (none) +84 ++28
29 8505 (none) +87 ++29
30 8910 (none) +90 ++30
31 9315 (none) +93 ++31
32 9720 (none) +96 ++32
33 10125 (none) +99 ++33
34 10530 (none) +102 ++34
35 10935 (none) +105 ++35
36 11340 (none) +108 ++36
Requisites: Str 32, Dex 15; Class slots 2
Alignment: any
HD/level: 3d5
Weapon Prof.: 3*level
Reference: DM
Groups: Warrior, Futureshifted
Complexity: CF=4
 
Saving Throws:
PPD: level+4 Fort: level+5
RSW: level+1 Reflex: level+3
PP: level+6 Will: level+2
BW: level+7
Spell: level+0
 
Gets Barbarian Str, Dex.
Can buy Exceptional Con for 1 weapon prof.
Can buy Barbarian Con (if already have Exceptional) for addtional 2 weapon prof.
+((Str+Dex)/33) QP Actions (round down)
Number of attacks with up to 2 melee weapons = LVL+2 each.
Additional weapons use normal specialization rate.
May wear two suits of body armor.
Each weapon and armor may have up to 2 weapon/armor adjectives each.
Gets 40 Rogue points per level.
Level 1: 1 attack: Roll damage, an effect takes a dispel with CL=dmg.
Level 1: 1 martial arts maneuver per level, can be spent only on "movement" or "weapon" powers.
Level 2: Saves for become saves for 0.
Level 2: Always at least double power score Dex checks.
Level 3: Immune to Slow, Web, Stop
Level 3: 1 attack: Dispel an effect (automatic success)
Level 4 @: 0, (LVL-3)/d: +1 OppP this round.
Level 4 @: Get Dex & Str with melee attacks.
Level 6: Your Level 3 dispel power ignores ER
Level 8: Your Level 3 dispel power ignores iER
Level 11: Your Level 3 dispel power can dispel racial/class abilities, even those that are instrinsic (always running)
Lvl Acrobat Ability | -50% | -100% | -150% Act Base Penalty Bonus
1 Attack (+1 TH per 10% made this segment) V 5 Dex-12 Dex-15
1 Escape Bonds | Binding | Imprisonment/Time Stop || Get out of Put Down a Hole PV 0 Str-14 Str-16
1 Evasion (0, make by 5% per amount hit: no dmg from weapon) V 10 Dex-11 Dex-15
1 Feather Falling || Body Control V 20 Dex-12 Dex-14
1 Jumping | Levitate | Flight V 20 Dex-11 Dex-15
1 Vaulting || Passwall V 45 Dex-12 Dex-16
1 any Rogue level 1 ability - - - -
2 Tightrope Walking | Water Walking | Shadow Walking | Dimension Walking V 75 Dex-11 Dex-15
2 any Rogue level 2 ability - - - -
3 Lower Encumbrance | Zero Encumbrance | No Armor Penalty P 10 Str-13 Str-18
4 any Rogue level 4 ability - - - -
5 Your attacks this segment are stun branded (save) V 10 Dex-17 Dex-22
6 Knock someone down; no save; penalty=(their Str)*2 V 0 Str-14 Str-19
7 Do (rating/25) attacks with one weapon; each attack does half damage P 25 Str-15 Str-23
8 Blink | Controlled Blink | Teleport | Teleport without Error M 15 Wis-12 Wis-14
9 Dispel Exhaustion ||| Heal P 10 Con-18 Con-25
10 Invisibility | Improved Invisibility | Dust of Disappearance MV 20 Int-12 Int-14
12 Speed (x2 move) | Speed (+1 V) | Speed (+1 P) | Speed (+1 M) VV 15 Dex-12 Dex-15
15 Energy Control | Adaptation | Immune to Hostile Environments PV 5 Con-9 Con-12
18 Reverse Gravity | Adjust Gravity VM 0 Dex-13 Dex-17
27 Otto's Irresistance Dance | Control Physicals MPV 0 Chr-16 Chr-22

[PC83] Collective 8.3 Classes


Anti-Sage100

Level KXP Wizard
123 456 789 AB
1 0 20a c-- --- --
2 10 310 bc- --- --
3 20 421 ab- --- --
4 40 532 0ac --- --
5 80 643 10b --- --
6 160 754 21a c-- --
7 320 865 320 b-- --
8 640 976 430 ac- --
9 1280 A87 541 0b- --
10 2000 A98 652 1a- --
11 3000 AA9 763 20c --
12 4000 AAA 874 30b --
13 5000 AAA 985 40a --
14 6000 AAA A96 510 --
15 7000 AAA AA7 621 c-
16 8000 AAA AA8 732 b-
17 9000 AAA AA9 843 a-
18 10000 AAA AAA 954 0-
19 11000 AAA AAA A65 0-
20 12000 AAA AAA A76 1-
21 13000 AAA AAA A87 1-
22 14000 AAA AAA A98 2-
23 15000 AAA AAA AA9 2-
24 16000 AAA AAA AAA 3c
25 17000 BBB BBB BBB 3b
26 18000 BBB BBB BBB 4a
27 19000 CCC CCC CCC 40
28 20000 CCC CCC CCC 50
29 21000 DDD DDD DDD 50
30 22000 DDD DDD DDD 51
31 23000 DDD DDD DDD 61
32 24000 EEE EEE EEE 61
33 25000 EEE EEE EEE 71
34 26000 FFF FFF FFF 71
35 27000 FFF FFF FFF 81
36 28000 FFF FFF FFF 82
TH Saves
PD RS PP BW Sp Fo Re Wi
+0 20 35 25 15 30 0 5 5
+0 20 35 25 15 35 0 5 5
+0 20 40 25 20 35 0 5 10
+5 20 40 30 20 35 5 10 10
+5 25 45 30 20 40 5 10 15
+5 25 45 35 25 40 10 15 15
+10 25 50 35 25 45 10 15 20
+10 30 50 35 30 45 10 15 20
+10 30 50 40 30 45 15 20 25
+15 30 55 40 30 50 15 20 25
+15 35 55 45 35 50 20 25 30
+15 35 60 45 35 55 20 25 30
+20 35 60 45 40 55 20 25 35
+20 35 65 50 40 55 25 30 35
+20 40 65 50 40 60 25 30 40
+25 40 65 55 45 60 30 35 40
+25 40 70 55 45 65 30 35 45
+25 45 70 55 50 65 30 35 45
Requisites: Int 100, Dex 50; Class Slots 3
Alignment: any
HD/level: & d100/4 (no Con bonus)
Weapon Prof.: & level
To Hit Table: Wiz*10 (see note)
Save Table: Wiz*5 (see note)
Reference: DM
Groups: Wizard, Futureshifted
 
Gets no stat bonuses from any ability score. This affects your entire character, even class abilities outside of Anti-Sage100. No effect will allow you to gain a stat bonus from any ability score (adding "Exc Str" doesn't work, the "Auto-Str" weapon flag doesn't work, etc.). This does not affect stat bonuses to spell/psi progressions.
Gets Int bonus to spell progression.
Gets free material componenting, and can do double material componenting (x3 effect in one category or x2 in two categories) if 1V is spent.
All dice in all spells is replaced by d100 (so Magic Missile is 1d100+1, wacky balls are always d100 regardless of SL, etc.)
You cannot cast spells from arcane (special) schools with this class. All spells must be from published D&D books, or in the full spell list in section [S]. So no Arcane Wizard spells, Cartographer spells, x1 Concordant spells, etc.
Level 1 ¶: Rolls 1d100 to hit and for saves. Automatically hits (succeeds) on a natural 90-100. Automatically misses on a 01-09. Critical ranges for weapons are 4 times listed values (so 20+/x2 becomes 80+/x2, and 16+/x4 becomes 64+/x4).
Level 1 ¶: Rolls 1d100-40 for ability score, proficiency and skill checks.

[PC83] Collective 8.3 Classes


Psionicist30 (d30's; not Psi30)

Level KXP Psi
mMG SU
1 0 0-- --
2 5 1e- --
3 20 10- --
4 50 21h --
5 100 210 --
6 175 321 l-
7 280 432 k-
8 420 432 0-
9 600 543 1v
10 825 654 2u
11 1100 765 3t
12 1430 876 4s
13 2000 987 5r
14 2500 A98 6q
15 3000 BA9 7p
16 3500 CBA 8o
17 4000 DCB 9n
18 4500 DCB 90
19 5000 DCB 91
20 5500 DCB 92
21 6000 DCB 93
22 6500 DCB 94
23 7000 DCB 95
24 7500 DCB 96
25 8000 DCB 97
26 8500 DCB 98
27 9000 DCB 99
28 9500 DCB A9
29 10000 DCB AA
30 10500 DCB BA
31 11000 DCB BB
32 11500 DCC BB
33 12000 DCC CB
34 12500 DCC CC
35 13000 DDC CC
36 13500 DDD CC
TH Saves
PD RS PP BW Sp Fo Re Wi
-1  5  3  8  2  3  1  0  1
-1  5  4  8  2  3  1  0  2
-1  6  4  8  3  4  2  0  2
-1  6  5  8  3  4  2  1  3
+0  6  5  9  3  4  2  1  3
+0  6  6  9  4  5  3  1  4
+0  7  6  9  4  5  3  2  4
+0  7  7  9  4  5  4  2  5
+1  7  7 10  5  6  4  2  5
+1  7  8 10  5  6  4  3  6
+1  8  8 10  5  6  5  3  6
+1  8  9 10  6  7  5  3  7
+2  8  9 11  6  7  6  4  7
+2  8 10 11  6  7  6  4  8
+2  9 10 11  7  8  6  4  8
+2  9 11 11  7  8  7  5  9
+3  9 11 12  7  9  7  5  9
+3  9 12 12  8  9  8  5 10
Requisites: Int 10, Wis 10, Chr 20
Alignment: any
HD/level: d30/5
Weapon Prof.: level
To Hit Table: Psi (d30)
Save Table: Psi (d30)
Reference: DM
Groups: Psionicist, Futureshifted
 
Gets only 1/5 of a HD per level, so you get only 1/5 your Con bonus. Best way to calculate this is (30+Con bonus)*LVL/5, round up.
Rolls 1d30 to hit and for saves. Automatically hits (succeeds) on a natural 29-30. Automatically misses on a 1.
Gets access to 2 psionic frequencies per level. Gets Chr bonus to psi progression.
Gets free material componenting, and can do double material componenting (x3 effect in one category or x2 in two categories) if 1V is spent.
All dice in all psionic effects is replaced by d30 (so Detonate is LVLd30, etc.)
Rolls 1d30-10 for proficiency checks.