[PC95] Collective 9.5 Classes

Barbarian5


Level

KXP
Warrior
Spells

TH
1 0 (none) +2
2 1.5 (none) +2
3 4.5 (none) +2
4 13.5 (none) +2
5 32.5 (none) +3
6 70 (none) +3
7 115 (none) +3
8 170 (none) +3
9 240 (none) +4
10 320 (none) +4
11 425 (none) +4
12 500 (none) +4
13 600 (none) +5
14 700 (none) +5
15 825 (none) +5
16 975 (none) +5
17 1125 (none) +6
18 1325 (none) +6
19 1525 (none) +6
20 1775 (none) +6
21 2025 (none) +7
22 2300 (none) +7
23 2600 (none) +7
24 2900 (none) +7
25 3250 (none) +8
26 3600 (none) +8
27 4000 (none) +8
28 4400 (none) +8
29 4850 (none) +9
30 5300 (none) +9
31 5800 (none) +9
32 6300 (none) +9
33 6850 (none) +10
34 7400 (none) +10
35 8000 (none) +10
36 8600 (none) +10
Requisites: Str 0
Alignment: any
HD/level: d12
Weapon Prof.: level
Reference: PH5-46
Groups: Warrior
Complexity: CF=2, GF=3
 
Saving Throws:
PPD: level+(Con bonus) Fort: level+(Con bonus)
RSW: level+0 Reflex: level+0
PP: level+(Str bonus) Will: level+0
BW: level+0
Spell: level+0
 
Rage: +LVL dmg with melee weapons; Resist bludgeoning, piercing, slashing damage
Unarmored Defense: +(Con bonus) AC when not wearing armor (shield OK)
Level 2: Reckless Attack: 0, 1/t: This turn, roll 2d20 (choose better) to hit with melee weapons, but enemies get the same against you.
Level 2: Danger Sense: +(Dex bonus) saves vs. effects you can see
Level 3: Extra Attack (Frenzy) [1st]: +1 to number of attacks
Level 3: 1M: Beast Sense; 1M: Speak with Animals
Level 3: Totem Spirit: Get a minor physicial attribute of a (real world) animal.
Level 3: Choose one: [1] Bear: Resist all non-psionic damage (instead of the "Rage" resist above); [2] Eagle: Immune Attacks of Opportunity / Parting Shorts; [3] Wolf: Allies roll 2d20 (choose better) to hit vs. monsters in your group
Level 5: Extra Attack [2nd]: +1 to number of attacks
Level 5: +10' movement rate
Level 6: Immune Charm, Fear
Level 6: Choose one: [1] Bear: x2 carrying capacity; roll 2d20 (choose better) for Str checks; [2] Eagle: See 1 mile distance; [3] Wolf: Tracking at full move rate; Move Silently
Level 7: Roll two dice (choose better) for initiative. Immune surprise.
Level 9: When critical with a weapon: +(level/5) dice of damage
Level 10: 1S: Fear (Will save)
Level 10: 1F, 1/d: Commune with Nature
Level 11: If drop below 1 hp (but higher than negative half your max): Roll Fort save (DC=10), if success you go to 1 hp instead. The save DC increases by 5 each time you do this.
Level 14: 0, 1/s: Make a melee attack against someone who just hit you. (in your group)
Level 14: Choose one: [1] Bear: Monsters in your group roll 2d20 (choose worst) to hit; [2] Eagle: Flying; [3] Wolf: When do successful attack, can knock (Size L or smaller) enemy prone
Level 20: +4 Str, +4 Con
(DM note: I mixed Path of the Berserker and Path of Totem Warrior together. You get both.)


[PC95] Collective 9.5 Classes

Bard5


Level

KXP
Rogue
123 456 789

TH
1 0 2-- --- --- +2
2 1.5 3-- --- --- +2
3 4.5 42- --- --- +2
4 13.5 43- --- --- +2
5 32.5 432 --- --- +3
6 70 433 --- --- +3
7 115 433 1-- --- +3
8 170 433 2-- --- +3
9 240 433 31- --- +4
10 320 433 32- --- +4
11 425 433 321 --- +4
12 500 433 321 --- +4
13 600 433 321 1-- +5
14 700 433 321 1-- +5
15 825 433 321 11- +5
16 975 433 321 11- +5
17 1125 433 321 111 +6
18 1325 433 331 111 +6
19 1525 433 332 111 +6
20 1775 433 332 211 +6
21 2025 433 332 221 +7
22 2300 443 332 222 +7
23 2600 443 333 222 +7
24 2900 543 333 322 +7
25 3250 543 333 332 +8
26 3600 544 333 333 +8
27 4000 544 433 333 +8
28 4400 554 443 333 +8
29 4850 554 444 333 +9
30 5300 555 444 433 +9
31 5800 555 444 443 +9
32 6300 555 544 444 +9
33 6850 555 554 444 +10
34 7400 555 555 544 +10
35 8000 555 555 554 +10
36 8600 555 555 555 +10
Requisites: Chr 0
Alignment: any
HD/level: d8
Weapon Prof.: level
Reference: PH5-51
Groups: Rogue
Complexity: CF=2, GF=2
 
Saving Throws:
PPD: level+0 Fort: level+0
RSW: level+(Chr bonus) Reflex: level+(Dex bonus)
PP: level+0 Will: level+0
BW: level+(Dex bonus)
Spell: level+0
 
Casts Rogue spells; see [S4]. Can cast any number of Rogue cantrips (0 level spells).
+LVL proficiencies
Mouth's S: When using a musical instrument, your spells are "material componented".
Bardic Inspiration: 0, 1/r: An ally may add 1d6 to a 1d20 roll for an ability check, to hit roll, or saving throw.
Level 2: Song of Rest: 1F: All in party cure 1d6 hp. (Level 9: becomes 1d8; Level 13: becomes 1d10; Level 17: becomes 1d12)
Level 3: Whenever you buy a proficiency, it counts as if you bought it twice.
Level 3: Can use Bardic Inspiration to affect damage rolls.
Level 3: 0, 1/r, in response to an enemy rolling a to hit roll, saving throw, or ability check: They get -1d6 to the roll.
Level 6: 1S: Party Resists Fear and Charm for 1r
Level 6: (LVL-2)/2 of your spell slots can be used on any spell from classes you know. (even out of group / exotic)
Level 6: Extra Attack: +1 to number of attacks
Level 14: 1S: Can cast a spell and do one weapon attack simulataneously.
(DM note: I mixed College of Lore and College of Valor together. You get both.)


[PC95] Collective 9.5 Classes

Cleric4


Level

KXP
Priest
123 456 789 A

TH
1 0 4-- --- --- - +0
2 4 41- --- --- - +1
3 9 42- --- --- - +1
4 15 43- --- --- - +2
5 22 44- --- --- - +2
6 30 441 --- --- - +3
7 40 442 --- --- - +3
8 52 443 --- --- - +4
9 66 444 --- --- - +4
10 82 444 1-- --- - +5
11 104 444 2-- --- - +5
12 128 444 3-- --- - +6
13 156 444 4-- --- - +6
14 188 444 41- --- - +7
15 228 444 42- --- - +7
16 276 444 43- --- - +8
17 332 444 44- --- - +8
18 396 444 441 --- - +9
19 476 444 442 --- - +9
20 572 444 443 --- - +10
21 700 444 444 --- - +10
22 840 444 444 1-- - +11
23 1020 444 444 2-- - +11
24 1240 444 444 3-- - +12
25 1500 444 444 4-- - +12
26 1800 444 444 41- - +13
27 2200 444 444 42- - +13
28 2700 444 444 43- - +14
29 3300 444 444 44- - +14
30 4000 444 444 441 - +15
31 4800 444 444 442 - +15
32 5700 444 444 443 - +16
33 6700 444 444 444 - +16
34 7800 444 444 444 1 +17
35 9000 444 444 444 2 +17
36 10300 444 444 444 3 +18
Requisites: Wis 0, Str 0, Chr 0
Alignment: any
HD/level: hp = 7 + 5*level + (Con score)
Weapon Prof.: level
Reference: PH4-60
Groups: Priest
Complexity: CF=2, GF=2
 
Saving Throws:
PPD: level+0 Fort: level+0
RSW: level+0 Reflex: level+0
PP: level+0 Will: level+2
BW: level+0
Spell: level+0
 
Casts Priest spells; see [S2]. Can cast any number of Priest cantrips (0 level spells).
Healing Surges = 7+(Con modifier) per day. 1V, 1/t, spend a Healing Surge: Cure self 1/4 of max hp, round down
Action Point: 1/t: +1S action for this round.
Divine Fortune: 0, 1/t: +LVL TH and saves for 1 round.
Turn Undead.
Healing Word: 0, 2/t: Cure LVLd6 hp (area)
When using a healing spell, add your Wisdom modifier to the amount cured.
+1 AC
Level 11: Whenever you spend an Action Point, get +4 to hit for 1r
Level 11: 1M, 1/t: Choose lightning, radiant, thunder. Enemies in your group take (your Chr modifier) dmg of that type /s (on their segment)
Level 11: Immune surprise. Roll initiative dice twice, and choose better.
Level 11: When you spend an Action Point, get +1V as well, deal LVL radiant dmg to one target, and get +LVL/2 weapon dmg for 1s.
Level 11: 1N, 1/t: Reroll an ally's to hit roll.
Level 16: Whenever an enemy damages you, they get -2 AC for 1 turn.
Level 16: ER 10%
Level 16: 0, when you hit an enemy: Get +1 Attack of Opportunity or Parting Shot against that enemy. (You can have only one of these at a time.)


[PC95] Collective 9.5 Classes

Cleric5


Level

KXP
Priest
123 456 789

TH
1 0 2-- --- --- +2
2 1.5 3-- --- --- +2
3 4.5 42- --- --- +2
4 13.5 43- --- --- +2
5 32.5 432 --- --- +3
6 70 433 --- --- +3
7 115 433 1-- --- +3
8 170 433 2-- --- +3
9 240 433 31- --- +4
10 320 433 32- --- +4
11 425 433 321 --- +4
12 500 433 321 --- +4
13 600 433 321 1-- +5
14 700 433 321 1-- +5
15 825 433 321 11- +5
16 975 433 321 11- +5
17 1125 433 321 111 +6
18 1325 433 331 111 +6
19 1525 433 332 111 +6
20 1775 433 332 211 +6
21 2025 433 332 221 +7
22 2300 443 332 222 +7
23 2600 443 333 222 +7
24 2900 543 333 322 +7
25 3250 543 333 332 +8
26 3600 544 333 333 +8
27 4000 544 433 333 +8
28 4400 554 443 333 +8
29 4850 554 444 333 +9
30 5300 555 444 433 +9
31 5800 555 444 443 +9
32 6300 555 544 444 +9
33 6850 555 554 444 +10
34 7400 555 555 544 +10
35 8000 555 555 554 +10
36 8600 555 555 555 +10
Requisites: Wis 0
Alignment: any
HD/level: d8
Weapon Prof.: level
Reference: PH5-56
Groups: Priest
Complexity: CF=3, GF=2
 
Saving Throws:
PPD: level+0 Fort: level+0
RSW: level+(Chr bonus) Reflex: level+0
PP: level+0 Will: level+(Wis bonus)
BW: level+0
Spell: level+0
 
Casts Priest spells; see [S2]. Can cast any number of Priest cantrips (0 level spells).
Turn Undead.
Your healing spells cure +2*(spell level) hp.
Warding Flare: 0, 1/r: When an enemy is attacking you: Choose one: [1] Enemy rolls 2d20 (choose worst) on an to hit roll; [2] Enemy takes 2d8 lightning dmg
Level 1: 1M: One target rolls 2d20 (choose better) for Dex checks for 1 hour.
Level 2: 1M: Gain (temporary) proficiency in a skill or tool for 1 turn.
Level 2: 1M: Cure 5*LVL hp, can distribute among allies in a group
Level 2: 1S: Dispel Darkness and 2d10+LVL dmg (light) to a group
Level 2: 1M: Charm Animal or Plant
Level 2: Whenever you roll Lightning or Thunder damage, do maximum.
Level 2: 1M: Mirror Image (1); can cast spells through your Mirror Image
Level 2: Guided Strike: 0, 1/r: +10 to hit with one to hit roll you make.
Level 6: 1M: ESP; 1M: Suggestion (Will save)
Level 6: Healing spells you cast may affect you as well.
Level 6: Can use Warding Flare (above) for an ally.
Level 6: 1bV: Party has Resist Acid, Cold, Fire, Lightning, Thunder for this segment
Level 6: 1M: Invisibility
Level 6: Can use Guided Strike (above) for someone else
Level 8: +(Wis bonus) to damaging spells
Level 8: +(LVL/7)d8 weapon damage (holy)
Level 10: Divine Intervention LVL%
Level 17: 1M: Object Reading; 1M: Replay the Past
Level 17: Your Healing effects that roll dice do maximum amount.
Level 17: 1S: Continual Light
Level 17: 1M: Charm Animal or Plant (no save)
Level 17: Flying
Level 17: 1M: Mirror Image (4)
Level 17: Resist non-magical weapons
Level 20: Divine Intervention automatic


[PC95] Collective 9.5 Classes

Druid5


Level

KXP
Priest
123 456 789

TH
1 0 2-- --- --- +2
2 1.5 3-- --- --- +2
3 4.5 42- --- --- +2
4 13.5 43- --- --- +2
5 32.5 432 --- --- +3
6 70 433 --- --- +3
7 115 433 1-- --- +3
8 170 433 2-- --- +3
9 240 433 31- --- +4
10 320 433 32- --- +4
11 425 433 321 --- +4
12 500 433 321 --- +4
13 600 433 321 1-- +5
14 700 433 321 1-- +5
15 825 433 321 11- +5
16 975 433 321 11- +5
17 1125 433 321 111 +6
18 1325 433 331 111 +6
19 1525 433 332 111 +6
20 1775 433 332 211 +6
21 2025 433 332 221 +7
22 2300 443 332 222 +7
23 2600 443 333 222 +7
24 2900 543 333 322 +7
25 3250 543 333 332 +8
26 3600 544 333 333 +8
27 4000 544 433 333 +8
28 4400 554 443 333 +8
29 4850 554 444 333 +9
30 5300 555 444 433 +9
31 5800 555 444 443 +9
32 6300 555 544 444 +9
33 6850 555 554 444 +10
34 7400 555 555 544 +10
35 8000 555 555 554 +10
36 8600 555 555 555 +10
Requisites: Wis 0
Alignment: any
HD/level: d8
Weapon Prof.: level
Reference: PH5-64
Groups: Priest
Complexity: CF=2, GF=2
 
Saving Throws:
PPD: level+0 Fort: level+0
RSW: level+0 Reflex: level+0
PP: level+0 Will: level+(Wis bonus)
BW: level+0
Spell: level+(Int bonus)
 
Casts Priest spells; see [S2]. Can cast any number of Priest cantrips (0 level spells).
Druid Language
Level 2: 1P, 2/t: Shapechange into a (real world) animal
Level 2: 1F: Recover one spell slot.
Level 6: Ignore Natural Terrain and move at normal movement rate
Level 6: Resist plant abilties that reduce movement
Level 6: Your unarmed attacks are considered magical weapons ("need +(level-6) weapon to hit")
Level 10: Immune Charm, Fear, Poison, Disease
Level 10: 1P, 1/t: Shapechange into a normal element Elemental (Air, Fire, Earth, Water)
Level 14: Animals and Plants must save to attack you
Level 14: 1S: Alter Self
Level 18: Aging at 1/10 normal rate
Level 20: Can shapechange into animals any number of times per turn.
Level 20: Ignore verbal, somatic components of spells.


[PC95] Collective 9.5 Classes

Fighter4


Level

KXP
Warrior
123 456 789 A

TH
1 0 4-- --- --- - +1
2 4 41- --- --- - +2
3 9 42- --- --- - +2
4 15 43- --- --- - +3
5 22 44- --- --- - +3
6 30 441 --- --- - +4
7 40 442 --- --- - +4
8 52 443 --- --- - +5
9 66 444 --- --- - +5
10 82 444 1-- --- - +6
11 104 444 2-- --- - +7
12 128 444 3-- --- - +8
13 156 444 4-- --- - +8
14 188 444 41- --- - +9
15 228 444 42- --- - +9
16 276 444 43- --- - +10
17 332 444 44- --- - +10
18 396 444 441 --- - +11
19 476 444 442 --- - +11
20 572 444 443 --- - +12
21 700 444 444 --- - +12
22 840 444 444 1-- - +13
23 1020 444 444 2-- - +13
24 1240 444 444 3-- - +14
25 1500 444 444 4-- - +14
26 1800 444 444 41- - +15
27 2200 444 444 42- - +15
28 2700 444 444 43- - +16
29 3300 444 444 44- - +16
30 4000 444 444 441 - +17
31 4800 444 444 442 - +17
32 5700 444 444 443 - +18
33 6700 444 444 444 - +18
34 7800 444 444 444 1 +19
35 9000 444 444 444 2 +19
36 10300 444 444 444 3 +20
Requisites: Str 0, Dex 0, Wis 0, Con 0
Alignment: any
HD/level: hp = 9 + 6*level + (Con score)
Weapon Prof.: level
Reference: PH4-75
Groups: Warrior
Complexity: CF=2, GF=2
 
Saving Throws:
PPD: level+0 Fort: level+2
RSW: level+0 Reflex: level+0
PP: level+0 Will: level+0
BW: level+0
Spell: level+0
 
Healing Surges = 9+(Con modifier) per day. 1V, 1/t, spend a Healing Surge: Cure self 1/4 of max hp, round down
Action Point: 1/t: +1S action for this round.
Whenever you attack a monster, you may "mark" it. That monster gets -2 to hit vs. any target other than you, and you get a free attack on them if they attack someone else.
+(Wis bonus) to hit with Attacks of Opportunity / Parting Shots
1N, spend 1 Action Point: Reroll a to hit, damage, skill check roll
Level 11: 1N, whenever you kill an enemy: Cure self (Con modifier) hp. (DM Note: Write as "+#/kill" next to hp on the chalkboard.)
Level 11: 1N, when you go below 0 hp, spend 1 Action Point: +1D action (Death action, treat as an OppS). With the action(s) of this Action Point, you still act as if conscious. (You will still take the damage though, killing the enemy will not prevent this, as the damage has already happened.) Get +4 AC and saves for 1r.
Level 11: Whenever you spend an Action Point, get +LVL/2 dmg with that action, and +4 AC and +4 Reflex saves for 1r.
Level 11: +1 AC
Level 16: +4+(Wis modifier) dmg
Level 16: When critical with a weapon: Can spend a 0 action to cast a spell that targets the enemy you just hit.


[PC95] Collective 9.5 Classes

Fighter5


Level

KXP
Warrior
Spells

TH
1 0 (none) +4
2 1.5 (none) +4
3 4.5 (none) +4
4 13.5 (none) +4
5 32.5 (none) +5
6 70 (none) +5
7 115 (none) +5
8 170 (none) +5
9 240 (none) +6
10 320 (none) +6
11 425 (none) +6
12 500 (none) +6
13 600 (none) +7
14 700 (none) +7
15 825 (none) +7
16 975 (none) +7
17 1125 (none) +8
18 1325 (none) +8
19 1525 (none) +8
20 1775 (none) +8
21 2025 (none) +9
22 2300 (none) +9
23 2600 (none) +9
24 2900 (none) +9
25 3250 (none) +10
26 3600 (none) +10
27 4000 (none) +10
28 4400 (none) +10
29 4850 (none) +11
30 5300 (none) +11
31 5800 (none) +11
32 6300 (none) +11
33 6850 (none) +12
34 7400 (none) +12
35 8000 (none) +12
36 8600 (none) +12
Requisites: Str 0 or Dex 0
Alignment: any
HD/level: d10
Weapon Prof.: level
Reference: PH5-70
Groups: Warrior
Complexity: CF=1, GF=2
 
Saving Throws:
PPD: level+(Con bonus) Fort: level+(Con bonus)
RSW: level+0 Reflex: level+0
PP: level+(Str bonus) Will: level+0
BW: level+0
Spell: level+0
 
+1 AC
+2 damage with melee weapons
When using a weapon two-handed, can reroll "1" and "2" results on damage dice (once per dice)
0, 1/s, when using a shield and being attacked: Enemy rolls 2d20 (choose worse) to hit on one attack
0, 1/t: Cure self 1d10+LVL hp
Level 2: 1N, 1/t: +1P action to use this round; Level 17: Can do this 2/t
Level 3: Superiority Dice: Get 4+LVL/7 superiority dice per turn. These are 1d8's that you can add to a to hit, damage, save, or ability check. You can use these each turn. At level 10 these become d10's. At level 18 these become d12's. (DM note: There are some minor martial arts like maneuvers using these dice on PH3-76).
Level 3: Your weapon criticals on a natural 19-20 (assuming you hit), even if the crit range is worse than that. (You can critical with a weapon that has no crit range at all with this.) At level 15 this becomes 18-20.
Level 5: Extra Attack [1st]: +1 to number of attacks
Level 7: Can jump +(Str bonus) feet
Level 7: 1F: Get a statistic (class, level, hp, AC, etc.) of a monster that is currently hidden information to the party.
Level 9: 1N, (level-5)/4 /t: Reroll a saving throw you just failed
Level 11: Extra Attack [2nd]: +1 to number of attacks
Level 18: Regenerate 5+(Con bonus) hp /s
Level 20: Extra Attack [3rd]: +1 to number of attacks


[PC95] Collective 9.5 Classes

Monk5


Level

KXP
Warrior
Spells

TH
1 0 (none) +2
2 1.5 (none) +2
3 4.5 (none) +2
4 13.5 (none) +2
5 32.5 (none) +3
6 70 (none) +3
7 115 (none) +3
8 170 (none) +3
9 240 (none) +4
10 320 (none) +4
11 425 (none) +4
12 500 (none) +4
13 600 (none) +5
14 700 (none) +5
15 825 (none) +5
16 975 (none) +5
17 1125 (none) +6
18 1325 (none) +6
19 1525 (none) +6
20 1775 (none) +6
21 2025 (none) +7
22 2300 (none) +7
23 2600 (none) +7
24 2900 (none) +7
25 3250 (none) +8
26 3600 (none) +8
27 4000 (none) +8
28 4400 (none) +8
29 4850 (none) +9
30 5300 (none) +9
31 5800 (none) +9
32 6300 (none) +9
33 6850 (none) +10
34 7400 (none) +10
35 8000 (none) +10
36 8600 (none) +10
Requisites: Dex 0, Wis 0
Alignment: any
HD/level: d8
Weapon Prof.: level
Reference: PH5-76
Groups: Rogue
Complexity: CF=3, GF=3
 
Saving Throws:
PPD: level+0 Fort: level+0
RSW: level+0 Reflex: level+(Dex bonus)
PP: level+(Str bonus) Will: level+0
BW: level+(Dex bonus)
Spell: level+0
 
Ki points = LVL. These can be spent per turn.
Get Wis bonus to AC (in addition to Dex) when not wearing armor.
Can use Dex bonus for to hit and damage instead of Str.
Can replace unarmed or weapon base damage with 1d(3+level).
0, 1 Ki point: Do 2 unarmed attacks.
0, 1 Ki point: Dodge an attack (make a save vs. an attack)
0, 1 Ki point: x2 move rate this segment
Level 2: +10+LVL feet movement rate
Level 3: 0, 1/r: Take 1d10+(Dex bonus)+LVL less damage from a ranged attack
Level 3: 1M, 2 Ki points: Choose one: Darkness, Darkvision, Pass without Trace, Silence, Minor Illusion, Burning Hands, Gust of Wind
Level 4: Take -LVL*5 fall dmg
Level 5: Extra Attack: +1 to number of attacks
Level 5: When you hit with an attack, 1 Ki point: Stun (save)
Level 6: Your unarmed attacks are considered magical weapons ("need +(level-6) weapon to hit")
Level 6: 1S, 1/t: Cure self 3*LVL hp
Level 6: 1V: Blink from one shadow to another shadow within 60'
Level 6: 1P, 3 Ki points: Choose one: Hold Person, Shatter
Level 7: "Save for half" for damaging area effects against you becomes "Half damage; Save for none".
Level 7: 1S, even if Charmed: Remove Charm or Fear on self
Level 9: Can move along vertical surfaces; Water Walking
Level 10: Immune Poison, Disease
Level 11: 1M: Sanctuary
Level 11: 2V: Invisibility, only when shadows are in area
Level 11: 1P, 5 Ki points: Stoneskin (self)
Level 11: 1M, 4 Ki points: Choose one: Fireball, Gaseous Form, Fly (self)
Level 13: Comprehend all spoken languages, others that hear you can comprehend what you say
Level 14: 0, 1 Ki point: Reroll a save you just failed
Level 15: Immune to "old" or greater age effects. Immune Aging. Need not eat or drink.
Level 17: When you hit with an attack, 3 Ki points: Quivering Palm (save or slain, if make save take 10d10 necrotic dmg)
Level 17: Whenever a monster in your group is hit by an attack from someone other than you, you may attack that monster once.
Level 17: 1M, 6 Ki points: Choose one: Cone of Cold, Wall of Stone
Level 18: 0, 4 Ki points: Invisibility + Resist all damage except Force
Level 18: 0, 8 Ki points: Astral Projection
Level 20: Gain 4 Ki points per round.


[PC95] Collective 9.5 Classes

Paladin4


Level

KXP
Warrior
123 456 789 A

TH
1 0 4-- --- --- - +0
2 4 41- --- --- - +1
3 9 42- --- --- - +1
4 15 43- --- --- - +2
5 22 44- --- --- - +2
6 30 441 --- --- - +3
7 40 442 --- --- - +3
8 52 443 --- --- - +4
9 66 444 --- --- - +4
10 82 444 1-- --- - +5
11 104 444 2-- --- - +5
12 128 444 3-- --- - +6
13 156 444 4-- --- - +6
14 188 444 41- --- - +7
15 228 444 42- --- - +7
16 276 444 43- --- - +8
17 332 444 44- --- - +8
18 396 444 441 --- - +9
19 476 444 442 --- - +9
20 572 444 443 --- - +10
21 700 444 444 --- - +10
22 840 444 444 1-- - +11
23 1020 444 444 2-- - +11
24 1240 444 444 3-- - +12
25 1500 444 444 4-- - +12
26 1800 444 444 41- - +13
27 2200 444 444 42- - +13
28 2700 444 444 43- - +14
29 3300 444 444 44- - +14
30 4000 444 444 441 - +15
31 4800 444 444 442 - +15
32 5700 444 444 443 - +16
33 6700 444 444 444 - +16
34 7800 444 444 444 1 +17
35 9000 444 444 444 2 +17
36 10300 444 444 444 3 +18
Requisites: Str 0, Chr 0, Wis 0
Alignment: any
HD/level: hp = 9 + 6*level + (Con score)
Weapon Prof.: level
Reference: PH4-89
Groups: Warrior
Complexity: CF=2, GF=2
 
Saving Throws:
PPD: level+0 Fort: level+1
RSW: level+0 Reflex: level+1
PP: level+0 Will: level+1
BW: level+0
Spell: level+0
 
Healing Surges = 10+(Con modifier) per day. 1V, 1/t, spend a Healing Surge: Cure self 1/4 of max hp, round down
Action Point: 1/t: +1S action for this round.
0, 1/r: Target gets +(your Chr bonus) to a saving throw
0, 1/r: Get +(Str bonus) additional damage with one attack
Lay on Hands: 1V, 1/r: Use one of your Healing Surges on someone else. At level 16, add your (Chr modifier) to the amount cured.
Level 11: 0, spend an Action Point: Unspend one spell slot.
Level 11: When you spend an Action Point, enemies in your group get -2 to hit, -2 damage, -1 AC, -1 saves for 1r, and allies are cured (Wis bonus) hp.
Level 11: +2d6 dmg vs. demons and elementals
Level 11: 0, 1/r, when an ally (not you) is hit: Cure that ally LVL/2+(Wis modifier) hp
Level 11: 0, 1/r: All allies (other than you) can reroll a failed save vs. an effect that's currently affecting them.
Level 16: You and allies in your group have Immune Fear, Immune Charm, and +1 saves.
Level 16: Ignore all defenses of demons and elementals


[PC95] Collective 9.5 Classes

Paladin5


Level

KXP
Druid
123 456 789

TH
1 0 --- --- --- +2
2 1.5 2-- --- --- +2
3 4.5 3-- --- --- +2
4 13.5 3-- --- --- +2
5 32.5 42- --- --- +3
6 70 42- --- --- +3
7 115 43- --- --- +3
8 170 43- --- --- +3
9 240 432 --- --- +4
10 320 432 --- --- +4
11 425 433 --- --- +4
12 500 433 --- --- +4
13 600 433 1-- --- +5
14 700 433 1-- --- +5
15 825 433 2-- --- +5
16 975 433 2-- --- +5
17 1125 433 31- --- +6
18 1325 433 31- --- +6
19 1525 433 32- --- +6
20 1775 433 32- --- +6
21 2025 433 331 --- +7
22 2300 433 331 --- +7
23 2600 433 332 --- +7
24 2900 433 332 --- +7
25 3250 433 333 1-- +8
26 3600 433 333 1-- +8
27 4000 433 333 2-- +8
28 4400 433 333 2-- +8
29 4850 433 333 31- +9
30 5300 433 333 31- +9
31 5800 433 333 32- +9
32 6300 433 333 32- +9
33 6850 433 333 331 +10
34 7400 433 333 331 +10
35 8000 433 333 332 +10
36 8600 433 333 332 +10
Requisites: Str 0, Chr 0
Alignment: any
HD/level: d10
Weapon Prof.: level
Reference: PH5-82
Groups: Warrior
Complexity: CF=3, GF=2
 
Saving Throws:
PPD: level+0 Fort: level+0
RSW: level+(Chr bonus) Reflex: level+0
PP: level+0 Will: level+(Wis bonus)
BW: level+0
Spell: level+0
 
Casts Priest (Druid) spells; see [S2].
1M: Locate Demon, Devil, Undead 60' for 1t
Lay on Hands: 1M, 1/t: Cure 5*LVL hp
Level 2: +1 AC
Level 2: +2 dmg with melee weapons
Level 2: When wielding weapon two-handed, can re-roll "1" or "2" to hit once.
Level 2: 0, 1/r: An enemy attacking an ally rolls 2d20 (choose worst) to hit with one attack
Level 2: Spend a spell slot: Your weapons deal (SL+1)d8 dmg /attack this turn.
Level 3: 1M: +(Chr modifier) to hit for 1t
Level 3: Immune disease
Level 3: Turn Undead as if a Cleric of half your level.
Level 3: 1M: Entangle, uses spectral vines (do not need actual plants in area)
Level 3: 1M: Fear one target (save)
Level 3: 0, 1/t: Choose an enemy. Roll 2d20 (choose better) when rolling to hit vs. that enemy for 1t. Level 15: 0, 1/s, when that enemy makes an attack: Make an attack against that enemy
Level 5: Extra Attack: +1 to number of attacks
Level 6: Allies in your group get +(your Chr modifier) to saves.
Level 7: Allies in your group take resist damage from spells, and are immune to charm.
Level 7: 0, 1/s: When you get a parting shot, can move half your movement rate.
Level 10: Allies in your group are immune to fear.
Level 11: +1d8 dmg per attack
Level 14: 1S, (Chr modifier)/t: End an effect on yourself or an ally (range touch; roll ER)
Level 15: Protection from evil cont.
Level 15: 0, 1/t: If dropping below 1 hp, go to 1 hp instead
Level 15: Immune to "old" or greater age effects. Immune Aging.
Level 20: Holy Nimbus: 1M: For 1t: Enemies in your group take 10 radiant dmg /s; you roll 2d20 (choose better) saves vs. evil outer or undead
Level 20: Elder Champion: 1P: For 1t: Shapechange into an ancient force of nature; regen 10 hp /s; can cast 1st level spells with 0 actions; enemies roll 2d20 (choose worst) saves vs. your spells
Level 20: Avenging Angel: 1M: For 1t: Flying; Fear Aura


[PC95] Collective 9.5 Classes

Ranger4


Level

KXP
Warrior
123 456 789 A

TH
1 0 4-- --- --- - +0
2 4 41- --- --- - +1
3 9 42- --- --- - +1
4 15 43- --- --- - +2
5 22 44- --- --- - +2
6 30 441 --- --- - +3
7 40 442 --- --- - +3
8 52 443 --- --- - +4
9 66 444 --- --- - +4
10 82 444 1-- --- - +5
11 104 444 2-- --- - +5
12 128 444 3-- --- - +6
13 156 444 4-- --- - +6
14 188 444 41- --- - +7
15 228 444 42- --- - +7
16 276 444 43- --- - +8
17 332 444 44- --- - +8
18 396 444 441 --- - +9
19 476 444 442 --- - +9
20 572 444 443 --- - +10
21 700 444 444 --- - +10
22 840 444 444 1-- - +11
23 1020 444 444 2-- - +11
24 1240 444 444 3-- - +12
25 1500 444 444 4-- - +12
26 1800 444 444 41- - +13
27 2200 444 444 42- - +13
28 2700 444 444 43- - +14
29 3300 444 444 44- - +14
30 4000 444 444 441 - +15
31 4800 444 444 442 - +15
32 5700 444 444 443 - +16
33 6700 444 444 444 - +16
34 7800 444 444 444 1 +17
35 9000 444 444 444 2 +17
36 10300 444 444 444 3 +18
Requisites: Str 0, Dex 0, Wis 0
Alignment: any
HD/level: hp = 7 + 5*level + (Con score)
Weapon Prof.: level
Reference: PH4-103
Groups: Warrior
Complexity: CF=2, GF=2
 
Saving Throws:
PPD: level+0 Fort: level+1
RSW: level+0 Reflex: level+1
PP: level+0 Will: level+0
BW: level+0
Spell: level+0
 
Healing Surges = 6+(Con modifier) per day. 1V, 1/t, spend a Healing Surge: Cure self 1/4 of max hp, round down
Action Point: 1/t: +1S action for this round.
+1 to hit with ranged weapons
0, 1/r: Designate an enemy as your "Quarry". You deal +(LVL/10+1)d6 dmg to your Quarry. You may have one Quarry. At level 11 you may have (Wis modifier) Quarries.
Level 11: 1N, spend an Action Point: Reroll one of your to hit or damage rolls.
Level 11: When you spend an Action Point, get +1V as well.
Level 16: When you hit your Quarry, cure self equal to the bonus Quarry damage.


[PC95] Collective 9.5 Classes

Ranger5


Level

KXP
Druid
123 456 789

TH
1 0 --- --- --- +4
2 1.5 2-- --- --- +4
3 4.5 3-- --- --- +4
4 13.5 3-- --- --- +4
5 32.5 42- --- --- +5
6 70 42- --- --- +5
7 115 43- --- --- +5
8 170 43- --- --- +5
9 240 432 --- --- +6
10 320 432 --- --- +6
11 425 433 --- --- +6
12 500 433 --- --- +6
13 600 433 1-- --- +7
14 700 433 1-- --- +7
15 825 433 2-- --- +7
16 975 433 2-- --- +7
17 1125 433 31- --- +8
18 1325 433 31- --- +8
19 1525 433 32- --- +8
20 1775 433 32- --- +8
21 2025 433 331 --- +9
22 2300 433 331 --- +9
23 2600 433 332 --- +9
24 2900 433 332 --- +9
25 3250 433 333 1-- +10
26 3600 433 333 1-- +10
27 4000 433 333 2-- +10
28 4400 433 333 2-- +10
29 4850 433 333 31- +11
30 5300 433 333 31- +11
31 5800 433 333 32- +11
32 6300 433 333 32- +11
33 6850 433 333 331 +12
34 7400 433 333 331 +12
35 8000 433 333 332 +12
36 8600 433 333 332 +12
Requisites: Dex 0, Wis 0
Alignment: any
HD/level: d10
Weapon Prof.: level
Reference: PH5-89
Groups: Warrior
Complexity: CF=3, GF=3
 
Saving Throws:
PPD: level+0 Fort: level+0
RSW: level+0 Reflex: level+(Dex bonus)
PP: level+(Str bonus) Will: level+0
BW: level+(Dex bonus)
Spell: level+0
 
Casts Priest spells; see [S2].
Favored Enemy: Choose a creature type. Tracking on that creature type. (Examples: aberrations, beasts, celestials, constructs, dragons, elementals, fey, fiends, giants, monstrosities, oozes, plants, undead)
Natural Explorer: Choose a terrain type. Immune Terrain Features of that terrain type. (Examples: arctic, coast, desert, forest, grassland, mountain, swamp, Underdark)
Level 2: +1 AC
Level 2: +2 damage
Level 3: 1F, spend a spell slot: Choose a creature type. For SL minutes, know whether there are any creatures of that type within 1 mile (6 miles for Natural Explorer terrain type).
Level 3: 0, 1/s: Deal 1d8 extra dmg with one weapon attack
Level 3: 0, 1/s, when a size L+ creature attacks you: Attack them once (after their attack resolves)
Level 3: 0, 1/s, when attacking a monster with another monster in the same group: Do one attack against the other monster.
Level 3: +1 Animal Companion
Level 5: Extra Attack: +1 to number of attacks
Level 6: Choose a (2nd) Favored Enemy
Level 6: Choose a (2nd) Natural Explorer terrain type
Level 7: Attacks of Opportunity and Parting Shots against you roll 2d20 (choose worst) to hit
Level 7: Whenever a monster hits you, you have +4 AC vs. that monster for 1t
Level 7: Resist fear
Level 8: Move through difficult terrain. Pass through nonmagical plants (no damage). Roll 2d20 (choose better) saves vs. plant effects that impede movement
Level 10: Choose a (3rd) Natural Explorer terrain type
Level 10: Camouflage
Level 11: 1P: Make 1 ranged attack against every monster in a group.
Level 11: 1P: Make 1 melee attack against every monster in your group.
Level 11: Your Animal Companions get +1 to number of attacks.
Level 14: Choose a (3rd) Favored Enemy
Level 14: Immune tracking. 0, 1/r: Hide
Level 15: Spells you cast on yourself also affect your Animal Companions.
Level 15: 0, 1/s, when a monster misses you with a melee attack: Force the monster to attack someone else in your (or their) group
Level 15: 0, 1/s: Take half damage from an attack
Level 15: "Save for half" for damaging area effects against you becomes "Half damage; Save for none".
Level 18: Can attack enemies you can't see without penalty. Detect Invisibility 30'
Level 20: +(Wis modifier) to hit and damage vs. Favored Enemy types


[PC95] Collective 9.5 Classes

Rogue4


Level

KXP
Rogue
123 456 789 A

TH
1 0 4-- --- --- - +0
2 4 41- --- --- - +1
3 9 42- --- --- - +1
4 15 43- --- --- - +2
5 22 44- --- --- - +2
6 30 441 --- --- - +3
7 40 442 --- --- - +3
8 52 443 --- --- - +4
9 66 444 --- --- - +4
10 82 444 1-- --- - +5
11 104 444 2-- --- - +5
12 128 444 3-- --- - +6
13 156 444 4-- --- - +6
14 188 444 41- --- - +7
15 228 444 42- --- - +7
16 276 444 43- --- - +8
17 332 444 44- --- - +8
18 396 444 441 --- - +9
19 476 444 442 --- - +9
20 572 444 443 --- - +10
21 700 444 444 --- - +10
22 840 444 444 1-- - +11
23 1020 444 444 2-- - +11
24 1240 444 444 3-- - +12
25 1500 444 444 4-- - +12
26 1800 444 444 41- - +13
27 2200 444 444 42- - +13
28 2700 444 444 43- - +14
29 3300 444 444 44- - +14
30 4000 444 444 441 - +15
31 4800 444 444 442 - +15
32 5700 444 444 443 - +16
33 6700 444 444 444 - +16
34 7800 444 444 444 1 +17
35 9000 444 444 444 2 +17
36 10300 444 444 444 3 +18
Requisites: Dex 0, Str 0, Chr 0
Alignment: any
HD/level: hp = 7 + 5*level + (Con score)
Weapon Prof.: level
Reference: PH4-116
Groups: Rogue
Complexity: CF=2, GF=2
 
Saving Throws:
PPD: level+0 Fort: level+0
RSW: level+0 Reflex: level+2
PP: level+0 Will: level+0
BW: level+0
Spell: level+0
 
Healing Surges = 6+(Con modifier) per day. 1V, 1/t, spend a Healing Surge: Cure self 1/4 of max hp, round down
Action Point: 1/t: +1S action for this round.
AC +(Chr modifier) vs. Attacks of Opportunity / Parting Shots
Get an additional +(Str modifier) dmg from behind
d(+2) dmg with thrown weapons (this increases the die type by 2)
Level 11: When you spend an Action Point, get +2V as well, and +4 to hit for 1r.
Level 16: Whenever you kill an enemy, you get Invisibility.
Level 16: +1d6 dmg /attack


[PC95] Collective 9.5 Classes

Rogue5


Level

KXP
Wizard
123 456

TH
1 0 --- --- +2
2 1.5 --- --- +2
3 4.5 2-- --- +2
4 13.5 3-- --- +2
5 32.5 3-- --- +3
6 70 3-- --- +3
7 115 42- --- +3
8 170 42- --- +3
9 240 42- --- +4
10 320 43- --- +4
11 425 43- --- +4
12 500 43- --- +4
13 600 432 --- +5
14 700 432 --- +5
15 825 432 --- +5
16 975 433 --- +5
17 1125 433 --- +6
18 1325 433 --- +6
19 1525 433 1-- +6
20 1775 433 1-- +6
21 2025 433 2-- +7
22 2300 433 3-- +7
23 2600 443 3-- +7
24 2900 444 3-- +7
25 3250 444 31- +8
26 3600 444 32- +8
27 4000 444 33- +8
28 4400 444 43- +8
29 4850 444 44- +9
30 5300 544 44- +9
31 5800 544 441 +9
32 6300 544 442 +9
33 6850 544 443 +10
34 7400 544 444 +10
35 8000 554 444 +10
36 8600 555 444 +10
Requisites: Dex 0
Alignment: any
HD/level: d8
Weapon Prof.: level
Reference: PH5-94
Groups: Rogue
Complexity: CF=3, GF=2
 
Saving Throws:
PPD: level+0 Fort: level+0
RSW: level+0 Reflex: level+(Dex bonus)
PP: level+0 Will: level+0
BW: level+(Dex bonus)
Spell: level+(Int bonus)
 
Casts Wizard spells; see [S3].
Sneak Attack: When attacking from behind: Roll 2d20 (choose best) to hit, +(LVL/2, round up)d6 dmg
Thieves' Cant (language)
Level 2: +1R0 action /r (i.e. Can use two 0 actions in one segment once per round.)
Level 3: Remove Traps, Open Locks
Level 3: Climb Walls at full movement rate; +(Dex bonus) feet jump distance
Level 3: Can cast Spectral Hand (Mage Hand) as a 1st level spell. Can use rogue abilities through Spectral Hand (Mage Hand).
Level 5: 0, 1/s: Take half damage vs. an attack
Level 7: "Save for half" for damaging area effects against you becomes "Half damage; Save for none".
Level 9: Move Silently
Level 9: 7 days and 25 gp: +1 false identity
Level 9: Against enemies from behind / unaware of you / surprised: They roll 2d20 (choose worst) saves vs. you
Level 11: When making a skill/proficiency check, treat rolls of 1-9 as 10.
Level 13: Ignore all class, race, level requirements to use magic items
Level 13: Mimic Voices, Mimic Writing, Mimic Behavior
Level 13: 0, 1/s: Distract an enemy; you roll 2d20 (choose better) to hit vs. that enemy
Level 14: Detect invisible/hidden 10'
Level 15: +(Wis bonus) Will and Psionic saves
Level 17: On round 1, segment 1, get +1RS action. (i.e. an extra S action you can use on segment 1 in addition to your normal S action)
Level 17: When attacking from behind or enemy is surprised: x2 dmg
Level 17: 0, 1/t, when you see a spell cast (can be any class group), spend a spell slot of that SL: You know and can cast that spell
Level 18: When attackers roll multiple dice (choose best) to hit against you, it doesn't work, they roll only 1d20 normally.
Level 20: 0, 1/t: Reroll a d20 roll to hit or saves as an automatic 20.


[PC95] Collective 9.5 Classes

Sorcerer5


Level

KXP
Wizard
123 456 789

TH
1 0 2-- --- --- +2
2 1.5 3-- --- --- +2
3 4.5 42- --- --- +2
4 13.5 43- --- --- +2
5 32.5 432 --- --- +3
6 70 433 --- --- +3
7 115 433 1-- --- +3
8 170 433 2-- --- +3
9 240 433 31- --- +4
10 320 433 32- --- +4
11 425 433 321 --- +4
12 500 433 321 --- +4
13 600 433 321 1-- +5
14 700 433 321 1-- +5
15 825 433 321 11- +5
16 975 433 321 11- +5
17 1125 433 321 111 +6
18 1325 433 331 111 +6
19 1525 433 332 111 +6
20 1775 433 332 211 +6
21 2025 433 332 221 +7
22 2300 443 332 222 +7
23 2600 443 333 222 +7
24 2900 543 333 322 +7
25 3250 543 333 332 +8
26 3600 544 333 333 +8
27 4000 544 433 333 +8
28 4400 554 443 333 +8
29 4850 554 444 333 +9
30 5300 555 444 433 +9
31 5800 555 444 443 +9
32 6300 555 544 444 +9
33 6850 555 554 444 +10
34 7400 555 555 544 +10
35 8000 555 555 554 +10
36 8600 555 555 555 +10
Requisites: Chr 0
Alignment: any
HD/level: d6+1
Weapon Prof.: level
Reference: PH5-99
Groups: Wizard
Complexity: CF=3, GF=3
 
Saving Throws:
PPD: level+(Con bonus) Fort: level+(Con bonus)
RSW: level+(Chr bonus) Reflex: level+0
PP: level+0 Will: level+0
BW: level+0
Spell: level+0
 
Casts Wizard spells; see [S2]. Can cast any number of Wizard cantrips (0 level spells).
Sorcery points = LVL. These come back each turn.
0, spend X Sorcery points: Add a SL=X slot to your progression for 1t. max X = LVL/2 (round up) or 5, whichever is lower.
0, lose a spell slot of SL=X for 1t: Add LVL Sorcery points.
Careful Spell: Spend 1 Sorcery point while casting an area spell: (Chr bonus) targets are not affected by the spell
Distant Spell: Spend 1 Sorcery point while casting a spell: x2 range, or make a range=touch spell have range=30'
Empowered Spell: Spend 1 Sorcery point while casting a spell: Reroll (Chr bonus) of the damage dice
Extended Spell: Spend 1 Sorcery point while casting a spell: x2 duration
Heightened Spell: Spend 3 Sorcery points while casting a spell: One target affected by the spell rolls 2d20 (choose worst) for save against the spell
Quickened Spell: Spend 2 Sorcery points while casting a spell: This spell costs only 1/2 a mental action.
Subtle Spell: Spend 1 Sorcery point while casting a spell: Spell does not require verbal or somatic components
Twinned Spell: Spend SL Sorcery points while casting a non-area spell that has only one target: Fork that spell
Level 1: AT 3 even when not wearing armor.
Level 1: Choose an element. When casting a damaging spell of that element, deal +(Chr bonus) dmg. 0, Spend 1 Sorcery point: Resist that element for 1 hour
Level 1: When you cast a spell, you may roll 1d20. If you roll a 1, you generate a random Wild Magic surge.
Level 1: 0, when you cast a spell, 1/t: Random Wild Magic surge.
Level 6: 0, spend 2 Sorcery points: Adjust a to hit, save, or ability check by 1d4 (up or down) (range sight)
Level 14: Flying
Level 14: Whenever you do a Wild Magic surge, roll twice and choose the result
Level 18: 1S, spend 5 Sorcery points: Awe or Fear all within 60' (Will save)
Level 18: 0, 1/s: A damaging spell uses "open-ended" dice.
Level 20: 1S: +4 Sorcery points. (not above max)


[PC95] Collective 9.5 Classes

Warlock4


Level

KXP
Wizard
123 456 789 A

TH
1 0 4-- --- --- - +0
2 4 41- --- --- - +1
3 9 42- --- --- - +1
4 15 43- --- --- - +2
5 22 44- --- --- - +2
6 30 441 --- --- - +3
7 40 442 --- --- - +3
8 52 443 --- --- - +4
9 66 444 --- --- - +4
10 82 444 1-- --- - +5
11 104 444 2-- --- - +5
12 128 444 3-- --- - +6
13 156 444 4-- --- - +6
14 188 444 41- --- - +7
15 228 444 42- --- - +7
16 276 444 43- --- - +8
17 332 444 44- --- - +8
18 396 444 441 --- - +9
19 476 444 442 --- - +9
20 572 444 443 --- - +10
21 700 444 444 --- - +10
22 840 444 444 1-- - +11
23 1020 444 444 2-- - +11
24 1240 444 444 3-- - +12
25 1500 444 444 4-- - +12
26 1800 444 444 41- - +13
27 2200 444 444 42- - +13
28 2700 444 444 43- - +14
29 3300 444 444 44- - +14
30 4000 444 444 441 - +15
31 4800 444 444 442 - +15
32 5700 444 444 443 - +16
33 6700 444 444 444 - +16
34 7800 444 444 444 1 +17
35 9000 444 444 444 2 +17
36 10300 444 444 444 3 +18
Requisites: Chr 0, Con 0, Int 0
Alignment: any
HD/level: hp = 7 + 5*level + (Con score)
Weapon Prof.: level
Reference: PH4-129
Groups: Wizard
Complexity: CF=2, GF=2
 
Saving Throws:
PPD: level+0 Fort: level+0
RSW: level+0 Reflex: level+1
PP: level+0 Will: level+1
BW: level+0
Spell: level+0
 
Healing Surges = 6+(Con modifier) per day. 1V, 1/t, spend a Healing Surge: Cure self 1/4 of max hp, round down
Action Point: 1/t: +1S action for this round.
0, 1/s: Place a Warlock's Curse on a target. You can have only one of these at a time. You deal +(LVL/10+1)d6 weapon dmg to your Warlock's Cursed enemy.
1N, when killing your Warlock's Cursed enemy: Blink 30'
1N, when killing your Warlock's Cursed enemy: +LVL temporary hp (can go above max)
1N, when killing your Warlock's Cursed enemy: +1 Luck point (can spend this to adjust one of your to hit, save, ability check rolls by 1), lost if not spent within 1t
1V: Gaseous form for 1 segment
Hide in Shadows
When holding a Rod, Staff, or Wand: Add it's "to hit" bonus as a bonus to your CL. Add it's "damage bonus" as a bonus to damage with spells.
Level 11: Whenever you teleport away, all enemies in your (previous) group take (Int modifier) dmg
Level 11: 1N, when killing your Warlock's Cursed enemy: Steal their Life Spark. (Capital S Slain)
Level 11: 0, 1/t: If you have more Life Sparks than Healing Surges, get a Healing Surge.
Level 11: 0, spend an Action Point: Unspend one spell slot.


[PC95] Collective 9.5 Classes

Warlock5


Level

KXP
Wizard
123 456 789

TH
1 0 2-- --- --- +2
2 1.5 3-- --- --- +2
3 4.5 04- --- --- +2
4 13.5 05- --- --- +2
5 32.5 006 --- --- +3
6 70 007 --- --- +3
7 115 000 8-- --- +3
8 170 000 9-- --- +3
9 240 000 0A- --- +4
10 320 000 0A- --- +4
11 425 000 0B1 --- +4
12 500 000 0B1 --- +4
13 600 000 0C1 1-- +5
14 700 000 0C1 1-- +5
15 825 000 0D1 11- +5
16 975 000 0D1 11- +5
17 1125 000 0E1 111 +6
18 1325 000 0E1 111 +6
19 1525 000 0F1 111 +6
20 1775 000 0F1 111 +6
21 2025 000 00G 111 +7
22 2300 000 00G 111 +7
23 2600 000 00H 111 +7
24 2900 000 00H 111 +7
25 3250 000 00I 111 +8
26 3600 000 000 I11 +8
27 4000 000 000 J11 +8
28 4400 000 000 J11 +8
29 4850 000 000 K11 +9
30 5300 000 000 K11 +9
31 5800 000 000 0L1 +9
32 6300 000 000 0L1 +9
33 6850 000 000 0M1 +10
34 7400 000 000 0M1 +10
35 8000 000 000 0N1 +10
36 8600 000 000 00N +10
Requisites: Chr 0
Alignment: any
HD/level: d8
Weapon Prof.: level
Reference: PH5-105
Groups: Wizard
Complexity: CF=2, GF=2
 
Saving Throws:
PPD: level+0 Fort: level+0
RSW: level+(Chr bonus) Reflex: level+0
PP: level+0 Will: level+(Wis bonus)
BW: level+0
Spell: level+0
 
Casts Wizard spells; see [S2]. Can cast any number of Wizard cantrips (0 level spells).
Eldritch Invocations = LVL.
Level 1: 1M, 1/t: Charm or Fear your group (Will save)
Level 1: Whenever you kill a monster, cure self LVL+(Chr bonus) hp
Level 1: 1M: ESP
Level 3: +1 Familiar. The Find Familiar spell does not cost a spell slot.
Level 3: 1S: Create a Pact Weapon; choose the form from the Weapon Table. It is considered a magical weapon ("need +(level-6) weapon to hit"),
Level 3: Pick three cantrips. You can cast them as a 0 action once per round.
Level 6: 0, when you take damage, 1/t: Blink Wounding within 60'
Level 6: 0, 1/t: Add 1d10 to one of your ability checks or to hit rolls (can do this after seeing the roll)
Level 6: 0, when attacked, 1/t: One attack rolls 2d20 (choose worst). If it misses, you get +1 attack on your next segment
Level 10: CReflection 100%
Level 10: Resist one of: bludgeoning, piercing, slashing
Level 10: Immune ESP, Telepathy; Resist psychic damage (half the damage goes back to the caster)
Level 14: 1M, 1/t: Maze
Level 14: 0, when hitting someone with an attack, 1/t: Teleport them to the Lower Planes, they take 10d10 psychic dmg, returns in 1 round
Level 14: 1M: Charm+Curse (no save) vs. a downed enemy.
Level 20: 1F: Unspend all your spell slots.


[PC95] Collective 9.5 Classes

Warlord4


Level

KXP
Warrior
123 456 789 A

TH
1 0 4-- --- --- - +0
2 4 41- --- --- - +1
3 9 42- --- --- - +1
4 15 43- --- --- - +2
5 22 44- --- --- - +2
6 30 441 --- --- - +3
7 40 442 --- --- - +3
8 52 443 --- --- - +4
9 66 444 --- --- - +4
10 82 444 1-- --- - +5
11 104 444 2-- --- - +7
12 128 444 3-- --- - +8
13 156 444 4-- --- - +8
14 188 444 41- --- - +9
15 228 444 42- --- - +9
16 276 444 43- --- - +10
17 332 444 44- --- - +10
18 396 444 441 --- - +11
19 476 444 442 --- - +11
20 572 444 443 --- - +12
21 700 444 444 --- - +12
22 840 444 444 1-- - +13
23 1020 444 444 2-- - +13
24 1240 444 444 3-- - +14
25 1500 444 444 4-- - +14
26 1800 444 444 41- - +15
27 2200 444 444 42- - +15
28 2700 444 444 43- - +16
29 3300 444 444 44- - +16
30 4000 444 444 441 - +17
31 4800 444 444 442 - +17
32 5700 444 444 443 - +18
33 6700 444 444 444 - +18
34 7800 444 444 444 1 +19
35 9000 444 444 444 2 +19
36 10300 444 444 444 3 +20
Requisites: Str 0, Int 0, Chr 0
Alignment: any
HD/level: hp = 7 + 5*level + (Con score)
Weapon Prof.: level
Reference: PH4-143
Groups: Warrior
Complexity: CF=2, GF=2
 
Saving Throws:
PPD: level+0 Fort: level+1
RSW: level+0 Reflex: level+0
PP: level+0 Will: level+1
BW: level+0
Spell: level+0
 
Healing Surges = 7+(Con modifier)+LVL/11 per day. 1V, 1/t, spend a Healing Surge: Cure self 1/4 of max hp, round down
Action Point: 1/t: +1S action for this round.
Whenever an ally spends their Action Point, they have +(your Int modifier) to hit for 1s and are cured (your LVL)/2+(your Con modifier) hp
1V: All allies may spend a Healing Surge as no action and cure an additional LVL hp
Level 11: Add +(Con modifier) hp to your Healing Surge effect.
Level 11: Your allies in your group (not you) get +2 to hit.


[PC95] Collective 9.5 Classes

Wizard4


Level

KXP
Wizard
123 456 789 A

TH
1 0 4-- --- --- - +0
2 4 41- --- --- - +1
3 9 42- --- --- - +1
4 15 43- --- --- - +2
5 22 44- --- --- - +2
6 30 441 --- --- - +3
7 40 442 --- --- - +3
8 52 443 --- --- - +4
9 66 444 --- --- - +4
10 82 444 1-- --- - +5
11 104 444 2-- --- - +5
12 128 444 3-- --- - +6
13 156 444 4-- --- - +6
14 188 444 41- --- - +7
15 228 444 42- --- - +7
16 276 444 43- --- - +8
17 332 444 44- --- - +8
18 396 444 441 --- - +9
19 476 444 442 --- - +9
20 572 444 443 --- - +10
21 700 444 444 --- - +10
22 840 444 444 1-- - +11
23 1020 444 444 2-- - +11
24 1240 444 444 3-- - +12
25 1500 444 444 4-- - +12
26 1800 444 444 41- - +13
27 2200 444 444 42- - +13
28 2700 444 444 43- - +14
29 3300 444 444 44- - +14
30 4000 444 444 441 - +15
31 4800 444 444 442 - +15
32 5700 444 444 443 - +16
33 6700 444 444 444 - +16
34 7800 444 444 444 1 +17
35 9000 444 444 444 2 +17
36 10300 444 444 444 3 +18
Requisites: Int 0, Wis 0, Dex 0
Alignment: any
HD/level: hp = 6 + 4*level + (Con score)
Weapon Prof.: level
Reference: PH4-156
Groups: Wizard
Complexity: CF=2, GF=2
 
Saving Throws:
PPD: level+0 Fort: level+0
RSW: level+0 Reflex: level+0
PP: level+0 Will: level+2
BW: level+0
Spell: level+0
 
Healing Surges = 6+(Con modifier) per day. 1V, 1/t, spend a Healing Surge: Cure self 1/4 of max hp, round down
Action Point: 1/t: +1S action for this round.
When holding a Rod, Staff, or Wand: Add it's "to hit" bonus as a bonus to your CL. Add it's "damage bonus" as a bonus to damage with spells.
If a person gets another save against one of your effects (e.g. a maintenance save), it has an extra penalty equal to your Wis modifier.
1N, 1/t, if wielding a staff: +(Con modifier) AC vs. one enemy
1N, 1/t, if wielding a wand: +(Dex modifier) to hit with an attack roll
Level 11: 0, spend an Action Point: Unspend one spell slot.
Level 16: 1N, when damaged by an attack, 1/t: Deal 5+(Wis modifier) lightning dmg to enemies in your group, and you can cast one spell now as a 0 action.


[PC95] Collective 9.5 Classes

Wizard5


Level

KXP
Wizard
123 456 789

TH
1 0 2-- --- --- +2
2 1.5 3-- --- --- +2
3 4.5 42- --- --- +2
4 13.5 43- --- --- +2
5 32.5 432 --- --- +3
6 70 433 --- --- +3
7 115 433 1-- --- +3
8 170 433 2-- --- +3
9 240 433 31- --- +4
10 320 433 32- --- +4
11 425 433 321 --- +4
12 500 433 321 --- +4
13 600 433 321 1-- +5
14 700 433 321 1-- +5
15 825 433 321 11- +5
16 975 433 321 11- +5
17 1125 433 321 111 +6
18 1325 433 331 111 +6
19 1525 433 332 111 +6
20 1775 433 332 211 +6
21 2025 433 332 221 +7
22 2300 443 332 222 +7
23 2600 443 333 222 +7
24 2900 543 333 322 +7
25 3250 543 333 332 +8
26 3600 544 333 333 +8
27 4000 544 433 333 +8
28 4400 554 443 333 +8
29 4850 554 444 333 +9
30 5300 555 444 433 +9
31 5800 555 444 443 +9
32 6300 555 544 444 +9
33 6850 555 554 444 +10
34 7400 555 555 544 +10
35 8000 555 555 554 +10
36 8600 555 555 555 +10
Requisites: Int 0
Alignment: any
HD/level: d6
Weapon Prof.: level
Reference: PH5-112
Groups: Wizard
Complexity: CF=3, GF=3
 
Saving Throws:
PPD: level+0 Fort: level+0
RSW: level+0 Reflex: level+0
PP: level+0 Will: level+(Wis bonus)
BW: level+0
Spell: level+(Int bonus)
 
Casts Wizard spells; see [S2]. Can cast any number of Wizard cantrips (0 level spells).
1F: Unspend LVL/2 spell levels of spell slots.
Level 2: Arcane Ward: Treat as a subordinate, hp = 2*LVL + (Int bonus), it doesn't attack. Your Arcane Ward can take damage for you. 0, 1/t, when casting an Abjuration spell: Replace your Arcane Ward.
Level 2: 1M: Create a temporary minor object for 1 hour (can have only one of these at a time)
Level 2: 1F, 1/t: Roll 2d20, and write them down. 0: Replace a 1d20 roll (anyone you can see) with one of those numbers. Each number can be used only once. At level 14, you roll 3d20 instead.
Level 2: When you cast an area spell, you can choose not to affect 1+SL targets in the area.
Level 2: 1N, 1/t, when you kill one or monsters with a spell: Cure self 2*SL hp, plus 1*SL hp if the spell was Necromancy
Level 2: 1F: Transform one small object from one material to another. (S=LVL/2 or less)
Level 6: 0: Redirect damage to an ally to the Arcane Ward.
Level 6: +(Int bonus)*5 for purposes of overcoming MR, or +(Int bonus) for SR.
Level 6: 1M: Blink 60'. 1M: Swap places with a willing target.
Level 6: Whenever you cast a Divination spell, you may unspend a spell slot of lower level.
Level 6: 0, 1/t: A monster attacks someone else (their choice) (Will save; CR)
Level 6: Your damaging spells that "save for none" have "save for half" instead.
Level 6: When you Animate Dead, you get +1 skeleton or zombie. (same summon slot)
Level 6: 1F, 1/t: Choose one: Darkvision; +10' move rate; +(Int bonus) to Fort saves; Resist acid, cold, fire, lightning, or thunder (duration permanent until you use this again, only one at a time)
Level 10: Your concentration can't be broken.
Level 10: 1M, 1/t: Choose one: Darkvision; Ethereal Sight; Read any language; Detect Invisibility (duration 1 turn)
Level 10: When you cast an Enchantment/Charm spell that has only one target, you can Fork it.
Level 10: +(Int bonus) dmg to damaging spells.
Level 10: 0, 1/t: Mirror Image (1)
Level 10: Your maximum hit points cannot be reduced. (Hold max hp) (Vile and Permanent hp dmg still reduce your current hp; they just don't reduce your max.)
Level 14: Roll 2d20 (choose best) on saves vs. magic spells. Resist damage from magic spells.
Level 14: Your summons have +30 hp (DM note: I'll probably treat this as +1 rhp)
Level 14: Your charmed monsters don't know that they're charmed. They also will not roll new saves if they're damaged.
Level 14: Your damaging spells of SL=(LVL+6)/4 or less deal maximum damage.
Level 14: Your illusions can be solid.
Level 14: Command Undead as if a Cleric of one-third your level. It's Undead only (so no Golems, Demons, etc.)
Level 14: 0, 1/t: Choose one: Polymorph Any Object; Heal + Remove Curse; Raise Dead; Reverse Aging (3d10 years, minimum age = 13)