ArchCustom5


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

ArchCustom5


ArchCustom5 Abilities

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