[P-1] Banhammered List
This is the list of things not used in Collective 3B. A couple notes about this:
| 1. I did make an effort here, but I may have forgotten to edit out some references to banhammered things in class descriptions. For example, I might say a class gets a martial arts style. There are no martial arts in 3B, so the class doesn't get it, sorry.
| 2. I might have forgotten to list a few things here. Don't kill the DM if I did.
| 3. There a few exceptions which I clearly indicate as exceptions. For example, Barbarian1 gets a limited form of Barbarian Dex and Con.
| 4. It is quite possible some of these things may be given out or become legal during play. For example, the "Collectivizer" class picks from the entire Collective (currently version 3.4), not 3B, so you can get some "banned" things that way. This is just the stuff I don't want to start the game with.
|
|
Section
| Item
|
[P2] Ability Scores
| Barbarian and Exceptional bonuses
| Bonus M, P, V actions based on Int+Wis+Chr or Dex
| Simplified Wisdom bonus
|
[P3] Races
| Custom Races
| Mixing Races
| Racial Adjectives
|
[P4] Classes
| Bonus XP for Class and Race being same name
| Bonus XP for Classes being same name
| Bonus XP for Single Classedness (you instead get a "+1 level" flag)
| Class Adjectives
| Mixed-Classing
| Split-Classing
|
[PC3] Priest Classes
| No GGL (Specialty Priest) picks
|
[PC4] Rogue Classes
| Rogue picks can choose only from 3B, not full collective.
|
[PC5] Psionicist Classes
| The following frequencies are legal: -2, -1, 0, 1, 2, 3, 7, 10.
|
[PC6] Custom Classes
| There are no legal classes in this group.
|
[PC7] Concordant Classes
| There are no legal classes in this group.
| No Concordant spells may be used anywhere.
|
[PC14] Demigod Classes
| There are no legal classes in this group.
| No Demigod spells may be used anywhere.
|
[P5] Kits
| Kits removed: Adventurer (XP), Animal Master (Familiar), Barbarian (Exc stats), Champion (Wpn spec), Duplicator, Martial Arts, Myrmidon (Wpn spec), Rider (Familiar), Runner (+1V), The Trick, Weapon Master (+ to #Att)
|
[P6] Weapon Proficiencies
| Wpn Prof removed: Defender, Exceptional stats, Magnetic Weapon Use, Martial Arts Use, Missile Deflection, Movement, Offensive Dexterity, Quickness, Shield Proficiency, Speed Proficiency, Spell to Weapon Conduction, Stun/Incapacitate Race, Wild Fighting, Wrestling
|
[P7] Martial Arts
| Martial Arts
|
[P8] NonWeapon Proficiencies
| This is legal, but omitted in Collective 3B to save space.
|
[P9] Skills
| This is legal, but omitted in Collective 3B to save space.
|
[P14] Professional Wrestling
| Professional Wrestling
|
[S] Spells
| Many spells have been removed. For example, the "A action haste" spell is not legal, except for the Chromancer2 class.
| Channeling is no longer free. Instead "Semi-Channeling" is free, which gives your full spell progression every turn (instead of every day like regular D&D). You can still pick spells on the fly. Channeling is available as a "-1 level" flag.
|
[S10] Familiars
| Familiars
|
[S12] Spell Research
| Spell Research
|
[Q] Psionics
| Many psionic frequencies are not legal. The following frequencies are legal: -2, -1, 0, 1, 2, 3, 7, 10.
| Psionic Enchantments are legal, but it can only give spell levels you already have.
|
[E4] Magic Items List
| There is no "open store" anymore. There are too many broken items in the [E4] list for me to go through and evaluate them all. I do take requests, though.
|
[E5] Unusual Materials
| Items of Unusual Materials cannot be bought, but I might give out some during play.
|
|
[P1] How to create a Player Character
[P1.1] Classes: Select which classes and levels you wish to be, using [P4].
| Starting XP may be spent freely (multi-classed characters do not have to divide evenly).
| If starting XP is 0, you may be 1st level in up to 1 class as a single or dual-classed character, or up to four 1st level classes as a multi-classed character.
| Single classed characters have an XP bonus of +100% (you start with double XP and gain XP at double amounts).
| Both multi- and dual-classed characters have a limit of 4 classes.
| If XP is not spent, it may be saved for later use (the XP does not have to "sit" in one of your classes).
|
| [P1.2] Class Adjectives: Select which class adjectives you would like, see [P4.8].
|
| [P1.3] Race: Select a race from [P3] that uses the appropriate class system, keeping in mind ability score modifiers.
| The race selected may require you to redo [P1.1], as XP divisors also apply to starting XP.
| Make a note of special abilities the race possesses.
| If you do not wish to be a race from [P3], and would like to play a monster, see [P8].
| XP divisors are lowered by .5 for each level above 8th (retroactively), so a 10th level character can have an XP divisor of 2 with no penalty.
|
| [P1.4] Racial Adjectives: Add Racial Adjectives (if available in the campaign), see [P3.5].
|
| [P1.5] Age (Optional): Select an age category for your character (child, young, adult, old, or venerable), and make a note of modifiers from [A3].
|
| [P1.6] Ability Scores: Place these six scores as you like among the six ability scores: 18, 16, 14, 12, 10 , 8.
| You may instead use these six scores: 13, 13, 13, 13, 13, 13.
| You can add 1 point to a stat by subtracting 2 points from other stat(s). This 1 for 2 trading may be done once per reset, as long as no stat falls below 0. Humans may use 1 for 1 trading instead (again, once per reset).
| Comeliness: This you get to choose. Pick a number from 3 to 18.
| Apply racial modifiers.
| Add 1 point to 1 stat for each level. This advancement due to level uses the character's highest level, so a level 2/5 multi-classed PC gets 5 stat points, not 7.
|
| [P1.7] Sub-Ability Scores: You may adjust your subability scores (see [P2]).
| The most you can adjust an ability score is equal to your highest level (e.g. An ability score of 14 at level 4 can be at most 10/18 or 18/10.)
| Make a note of what your modifiers are due to stats.
| (Old System, no longer used: Make a note of how many mental actions and max # psi frequencies your character has.)
|
| [P1.8] Alignment: Choose an alignment for your character, keeping in mind your classes and your kit and diety selections.
|
| [P1.9] Proficiencies: Calculate your number of weapon proficiencies from [P4] and your number of nonweapon proficiencies from [P6].
| Add on any proficiencies that you get from class (Druid or Bard) and those that are free.
| (Old System, no longer used: 1/4 of all nonweapon proficiencies must be spent on Occupations or Hobbies, unless you are a human.)
| Some or all of your proficiencies may be left as Open Slots for later.
|
| [P1.10] Kits: You are allowed 1 kit per 2nd edition class ("Fighter2", "Ranger2", etc.), with extras possible for 4 nonweapon slots.
| Your kits can be left as an Open Kits to use later; you don't have to pick them now.
|
| [P1.11] Skills: Calculate your skills, see [P9].
|
| [P1.12] Feats: Calculate your feats, see [P11].
|
| [P1.13] Spell Memorization: Make a note for each class how many of each spell type and level the PC can cast, using [PC0]. Also make a note of which spell levels can be cast as 1M action instead of 1M+1P.
|
| [P1.14] Wizard Spellbooks: If you can cast wizard spells, add your Int and level, and divide the result by 2 if you are a Wizard, 3 otherwise (round fractions down). This is how many 1st level spells you have in your spellbook.
| Reduce this number by 2 for each spell level above first, up to the maximum spell level you are able to cast, with a minimum of 4 per level.
| (Example: a level 11 mage with Int 12 would have 11,9,7,5,4 spells in his book.)
| If you have more than 1 class that casts wizard spells, take Int/2, and add level/2 for each wizard class and level/3 for each non-wizard class.
|
| [P1.15] Specialty Priests: If you are a priest, you may sdelect one god to be a specialty priest of.
| See [PC3] for descriptions of gods. Specialty priests have an additional stat requirement which is cumulative with your class.
| PCs other than priests may also be specialty followers, but (except in rare cases) do not gain any powers (however, the choice could still influence play dramatically).
|
| [P1.16] Rogue Abilities: Calculate your rogue abilities seperately for each class that you have that uses them.
| If you have the same ability duplicate times from various sources, they don't stack, pick which source you are using.
| Rogue abilities are modified by race; the stat adjustments due to race also apply to rogue abilities (for percentage-based rogue abilities, each point is 5%).
| Armor also modifies rogue abilities, see [E2].
|
| [P1.17] Psionic Powers: Figure how many and which psionic powers your character knows, using the appropriate rules from section [Q].
| If your character is both a wild talent and a psionicist of the same frequency, you may choose the higher of either set of numbers for # of psionic points and powers.
|
| [P1.18] Magic and Psionic Items: Take your starting magic item XP and use it to purchase magic and psionic items.
| If this number is not given, start with your character starting XP, take the square root of it, and multiply by 20.
| Item XP not spent is converted to gold (see [P1.15]).
| Item XP and Class XP can be converted back and forth using the ratio: 1 Item XP = 10 Class XP.
| If this reduces your experience level, you must recalculate the previous steps again.
|
| [P1.19] Normal Equipment: Take your highest level, square it, and multiply the result by your Chr score.
| This is how many gold pieces you have to purchase beginning equipment.
| This money cannot be used to purchase magic/psionic items, but Item XP can be converted using the ratio: 1 Item XP = 10 gp. It is legal, therefore, to convert Class XP to gp on a 1 for 1 basis, but not back.
|
| [P1.20] Armor Class: Calculate your Armor Class, using the following rulings:
| 1. If the PC has more than 1 AC type (called "AT"), take the best, and add +1 bonus for each extra source of AT rating.
| 2. "Protection" items and "Armor" use the base AC rating and the higher of the two plusses, i.e. Leather+1 and Cloak/Prot+3 yields Leather+3. Bracers of Defense AT +6 added on would yield Bracers of Defense AT +7 (best AT with a +1 for second source) with a +3 protection. Note that if the Cloak was off we would have Bracers AT +7 with +1 protection.
| 3. Different sources of protection items add together, unless they are of the same physical type (two rings don't add, you get the best).
|
| [P1.21] To Hit Bonus and Damage/Attack: Calculate your adjusted To Hit Bonus, number of attacks, and damage for each weapon. Remember that there are many sources of plusses to hit and damage: base, stats (Str/Dex), race adj., magic, specialization, martial arts, and miscellanious magic/psionic items.
|
| [P1.22] Hit Points: No class stops gaining hit dice at any level (i.e. a 25th level mage has 25d4 hp).
| (Old System, no longer used: When rolling for hit points, roll 2 dice, and take the larger of the two results.
| You may also use the following "average" results without rolling: 1d2=1.5, 1d3=2, 1d4=3, 1d6=5, 1d8=6, 1d10=8, 1d12=10.)
| In Collective 1.1, all hit dice rolls are maximum (you'll need it!).
| 1. For single-classed characters, take max at 1st level, add on Con bonus, add race adj., and then add on magic/psionic items that modify hit points.
| 2. For multi-classed characters, calculate each class seperately, add them together, divide by your number of classes, and then add on race adj. and magic/psionic items that modify hit points.
| 3. For dual-classed characters, calculate the hit points for your first class, add on any extra hit points from the second class if it exceeds the first in level, and repeat for each additional class. It requires a Limited Wish to change the order of your classes (for example, if you are a mage 5 & fighter 7 and want the fighter hit points for the first 5 levels and want it to be your second class, you'll need to get a Limited Wish to reorder your classes).
|
| [P1.23] Last Check and Name: Go through all the steps quickly again, to make sure that later steps did not affect earlier ones (the biggest example being magic items affecting stats).
| If everything looks OK, select a name for your character (or names, along with subtitles if desired) and character generation is complete.
|
|
[P2] Ability Scores
[P2.1] Ability Scores [Collective 1.x & 3rd Edition]
Score
| Mod.
| Bonus Spells 123 456 789 ABC D
|
0-1
| -5
| --- --- --- --- -
| 2-3
| -4
| --- --- --- --- -
| 4-5
| -3
| --- --- --- --- -
|
6-7
| -2
| --- --- --- --- -
| 8-9
| -1
| --- --- --- --- -
| 10-11
| 0
| --- --- --- --- -
|
12-13
| +1
| 1-- --- --- --- -
| 14-15
| +2
| 11- --- --- --- -
| 16-17
| +3
| 111 --- --- --- -
|
18-19
| +4
| 111 1-- --- --- -
| 20-21
| +5
| 211 11- --- --- -
| 22-23
| +6
| 221 111 --- --- -
|
24-25
| +7
| 222 111 1-- --- -
| 26-27
| +8
| 222 211 11- --- -
| 28-29
| +9
| 322 221 111 --- -
|
30-31
| +10
| 332 222 111 --- -
| 32-33
| +11
| 333 222 211 --- -
| 34-35
| +12
| 333 322 221 --- -
|
36-37
| +13
| 433 332 222 1-- -
| 38-39
| +14
| 443 333 222 1-- -
| 40-41
| +15
| 444 333 322 1-- -
|
42-43
| +16
| 444 433 332 1-- -
| 44-45
| +17
| 544 443 333 1-- -
| 46-47
| +18
| 554 444 333 1-- -
|
48-49
| +19
| 555 444 433 1-- -
| 50-51
| +20
| 555 544 443 11- -
| 52-53
| +21
| 655 554 444 11- -
|
54-55
| +22
| 665 555 444 21- -
| 56-57
| +23
| 666 555 544 21- -
| 58-59
| +24
| 666 655 554 21- -
|
60-61
| +25
| 766 665 555 21- -
| 62-63
| +26
| 776 666 555 21- -
| 64-65
| +27
| 777 666 655 21- -
|
66-67
| +28
| 777 766 665 21- -
| 68-69
| +29
| 877 776 666 221 -
| 70-71
| +30
| 887 777 666 221 -
|
72-73
| +31
| 888 777 766 321 -
| 74-75
| +32
| 888 877 776 321 -
| 76-77
| +33
| 988 887 777 321 -
|
78-79
| +34
| 998 888 777 321 -
| 80-81
| +35
| 999 888 877 321 -
| 82-83
| +36
| 999 988 887 321 -
|
|
Strength/Efficiency:
| To hit for melee weapons & unarmed.
| Max Light Load = 2*((bonus+5)^2)
|
| Strength/Muscle:
| Damage for melee weapons & unarmed.
| Max Press = (bonus+5)^3
|
| Dexterity/Coordination:
| To hit for missile weapons & unarmed.
|
| Dexterity/Balance: (also Dexterity/Reflex)
| Armor Class.
| Reflex saving throws.
|
| Constitution/Fitness:
| Hit points per HD.
|
| Constitution/Health: (also Constitution/Fortitude)
| Fortitude saving throws.
| Regeneration rate = (bonus-4)/r.
|
| Intelligence/Knowledge:
| Nonweapon Proficiencies.
| Max Spell Level for Wizards (SL=bonus+5)
|
| Intelligence/Reason:
| Illusion spell immunity (SL=bonus-4)
| Bonus spells for progressions that get Int bonus.
|
| Wisdom/Intuition:
| Charm spell immunity (SL=bonus-4)
| Bonus spells for progressions that get Wis bonus.
|
| Wisdom/Willpower:
| Necromancy spell immunity (SL=bonus-4)
| Will Saving throws.
| Max Spell Level for Priests (SL=bonus+3)
|
| Charisma/Presence:
| Comeliness adjustment.
| Bonus spells for progressions that get Chr bonus.
|
| Charisma/Leadership:
| Maximum henchmen (based on 4), Loyalty adj.
| Luck pts per reset (0: spend bonus pt as +- 1 on roll)
|
|
[P3] Races
Race
| Str
| Dex
| Con
| Int
| Wis
| Chr
|
Centaur
| 0
| -2
| +1
| 0
| +1
| 0
| Dwarf
| 0
| 0
| +1
| 0
| 0
| -1
| Dwarf, Gray1
| 0
| 0
| +1
| 0
| 0
| -1
|
Dwarf, Hill
| 0
| 0
| +1
| 0
| 0
| -1
| Dwarf, Mountain
| +1
| 0
| +1
| -1
| 0
| -1
| Dwarf, Stone
| +2
| -2
| +3
| -2
| 0
| 0
|
Dwarf3
| 0
| 0
| +2
| 0
| 0
| -2
| Elf
| 0
| +1
| -1
| 0
| 0
| 0
| Elf, Cloud
| -3
| +1
| -3
| +1
| +2
| +2
|
Elf, Dark1
| 0
| +1
| -1
| 0
| 0
| 0
| Elf, Gray
| -1
| +1
| -1
| +1
| 0
| 0
| Elf, High
| 0
| +1
| -1
| 0
| 0
| 0
|
Elf, Shadow
| -1
| 0
| -1
| +2
| +1
| -1
| Elf, Valley1
| 0
| +1
| -1
| +1
| 0
| 0
| Elf, Wild
| +2
| +1
| 0
| -2
| -1
| 0
|
Elf, Wild (Kagonesti)
| +1
| +2
| 0
| -3
| 0
| 0
| Elf, Wood1
| +1
| +1
| -1
| -1
| 0
| 0
| Elf3
| 0
| +2
| -2
| 0
| 0
| 0
|
Gnome
| 0
| 0
| 0
| +1
| -1
| 0
| Gnome, Deep1
| 0
| 0
| 0
| 0
| 0
| 0
| Gnome, Tinker
| -1
| +2
| 0
| +1
| -2
| 0
|
Gnome3
| -2
| 0
| +2
| 0
| 0
| 0
| Half-Dwarf (Mul), Athasian
| +2
| 0
| +1
| -1
| 0
| -2
| Half-Elf
| 0
| 0
| 0
| 0
| 0
| 0
|
Half-Elf, Cloud
| -2
| 0
| -1
| +1
| +1
| +1
| Half-Elf3
| 0
| 0
| 0
| 0
| 0
| 0
| Halfling, Hairfoot
| -1
| +2
| -1
| 0
| 0
| 0
|
Halfling, Stout
| -1
| +1
| 0
| 0
| 0
| 0
| Halfling, Tallfellow
| 0
| +1
| +1
| 0
| -1
| -1
| Halfling3
| -2
| +2
| 0
| 0
| 0
| 0
|
Half-Orc
| +1
| 0
| +1
| 0
| 0
| -2
| Half-Orc3
| +2
| 0
| 0
| -2
| 0
| -2
| Human
| 0
| 0
| 0
| 0
| 0
| 0
|
Human, Greyhawk Dweller
| *
| *
| *
| *
| *
| *
| Human, Guour
| 0
| +1
| -1
| -1
| +2
| -1
| Human, Lower Dwellers
| +3
| +3
| +3
| -3
| -3
| -3
|
Human, Minotaur
| +2
| 0
| +2
| 0
| -2
| -2
| Human, Planar (Tiefling)
| -1
| 0
| 0
| +1
| -1
| +1
| Human, Upper Dwellers
| -3
| -3
| -3
| +3
| +3
| +3
|
Human3
| 0
| 0
| 0
| 0
| 0
| 0
| Kender
| -1
| +2
| 0
| 0
| -1
| 0
| Kobold-Lizard Man
| 0
| +1
| +1
| -1
| 0
| -1
|
Lizard Man, Krynn
| +2
| 0
| +1
| -1
| 0
| -2
| Minotaur
| +2
| 0
| +2
| 0
| -2
| -2
| Ogre
| +2
| 0
| +2
| 0
| -2
| -2
|
Orc
| +1
| 0
| 0
| 0
| 0
| -2
| Quarterling
| -3
| +3
| 0
| +2
| -1
| -1
|
|
Cml
|
0
| 0
| 0
|
-1
| -2
| -1
|
0
| 0
| +2
|
0
| 0
| +2
|
-1
| 0
| +1
|
0
| 0
| 0
|
0
| 0
| 0
|
0
| -2
| 0
|
0
| 0
| +1
|
0
| 0
| 0
|
-3
| 0
| 0
|
| -1
| -3
|
-4
| 0
| +3
|
0
| +2
| -4
|
-2
| 0
| 0
|
0
| +2
|
|
AT
| hp
| TH
| Div.
|
+5
| +4
| 0
| ÷1
| 0
| 0
| 0
| ÷1
| 0
| 0
| 0
| ÷1
|
0
| 0
| 0
| ÷1
| 0
| +1
| 0
| ÷1
| +3
| +3
| 0
| ÷1
|
0
| 0
| 0
| ÷1
| 0
| 0
| 0
| ÷1
| -1
| 0
| 0
| ÷1
|
0
| 0
| 0
| ÷1
| 0
| 0
| 0
| ÷1
| 0
| 0
| 0
| ÷1
|
0
| 0
| 0
| ÷1
| 0
| 0
| 0
| ÷1
| 0
| +1
| 0
| ÷1
|
0
| +1
| 0
| ÷1
| 0
| 0
| 0
| ÷1
| 0
| 0
| 0
| ÷1
|
0
| 0
| 0
| ÷1
| 0
| 0
| 0
| ÷1
| 0
| 0
| 0
| ÷1
|
0
| 0
| 0
| ÷1
| 0
| 0
| +1
| ÷1
| 0
| 0
| 0
| ÷1
|
0
| 0
| 0
| ÷1
| 0
| 0
| 0
| ÷1
| 0
| 0
| 0
| ÷1
|
0
| 0
| 0
| ÷1
| 0
| 0
| 0
| ÷1
| 0
| 0
| 0
| ÷1
|
0
| 0
| 0
| ÷1
| 0
| 0
| 0
| ÷1
| 0
| 0
| 0
| ÷1
|
*
| *
| *
| ÷1
| 0
| +2
| 0
| ÷1
| +1
| +4
| +2
| ÷1
|
+2
| +6
| 0
| ÷1
| 0
| 0
| 0
| ÷1
| -1
| -1
| -1
| ÷1
|
0
| 0
| 0
| ÷1
| 0
| 0
| 0
| ÷1
| +3
| 0
| 0
| ÷1
|
0
| 0
| 0
| ÷1
| +4
| +6
| +1
| ÷1
| +5
| +4
| +1
| ÷1
|
0
| 0
| 0
| ÷1
| 0
| -2
| 0
| ÷1
|
|
[P3] Races
Race
| Abilities
|
Centaur
| Hoof/Hoof 1d6/1d6, can still use arms; Can charge with weapons x2 dmg
| Dwarf
| +Con*2/7 bonus to PPD/RSW/Spell; +1 TH vs. "giant-class"; "giant-class" at -4 TH
| Dwarf, Gray1
| +Con*2/7 magic saves; immune paralyzation/poison; vulnerable light
|
Dwarf, Hill
| +Con*2/7 bonus to PPD/RSW/Spell; +1 TH vs. "giant-class"; "giant-class" at -4 TH
| Dwarf, Mountain
| +Con*2/7 bonus to PPD/RSW/Spell; +1 TH vs. "giant-class"; "giant-class" at -4 TH
| Dwarf, Stone
| Immune earth; +Con/3 bonus to PPD/RSW/Spell; +4 TH vs. giant-class
|
Dwarf3
| +2 fort saves; +1 TH/+4 AC vs. giant-class; stonecunning
| Elf
| CR 90%; +1 TH with (non-crossbow) bows; +1 TH with sword
| Elf, Cloud
| CNR 95%; Free Wild Talent in Psi23
|
Elf, Dark1
| CR 90%; +2 magic saves; MR 50+lvl*2%; stonecunning; 1/d: Dancing Lights; 1/d: Faerie Fire; 1/d: Darkness
| Elf, Gray
| CR 90%; +1 TH with (non-crossbow) bows; +1 TH with sword
| Elf, High
| CR 90%; +1 TH with (non-crossbow) bows; +1 TH with sword
|
Elf, Shadow
| CR 90%; Can use/make Tech items as if 2 TL lower; (level*5)% InnER; 1M: Ghost Light
| Elf, Valley1
| CR 90%; +1 TH with bows/swords
| Elf, Wild
| CR 90%; Animal Friendship continuous; Set natural traps 90%
|
Elf, Wild (Kagonesti)
| CR 90%; Animal Friendship continuous; Set natural traps 90%
| Elf, Wood1
| CR 90%; +1 TH with bows/swords
| Elf3
| Immune sleep; +2 enchantment saves; +1 proficiency each with sword and bow
|
Gnome
| +Con*2/7 bonus to RSW/Spell; +1 TH vs kobolds/goblins; "giant-class" at -4 TH
| Gnome, Deep1
| +3 saves; +2 poison saves; imm. illusion; HS 60%; Non-Detection; 1/d: Blindness; 1/d: Blur; 1/d: Change Self
| Gnome, Tinker
| +Con*2/7 bonus to RSW/Spell; +1 TechL
|
Gnome3
| +2 illusion saves; +1 TH/+4 AC vs. giant-class; 1/d: Dancing Lights; 1/d: Ghost Sound; 1/d: Prestidigitation
| Half-Dwarf (Mul), Athasian
| +Con/7 bonus to PPD/RSW/Spell
| Half-Elf
| CR 30%; Detect Secret Doors
|
Half-Elf, Cloud
| CNR 70%; Free Wild Talent in Psi23
| Half-Elf3
| Immune sleep; +2 enchantment saves
| Halfling, Hairfoot
| x10 Personality score; +Con*2/7 bonus to PPD/RSW/Spell; Detect Grade/Slope/Direction
|
Halfling, Stout
| x10 Personality score; +Con*2/7 bonus to PPD/RSW/Spell; Detect Grade/Slope/Direction
| Halfling, Tallfellow
| x10 Personality score; +Con*2/7 bonus to PPD/RSW/Spell; Detect Grade/Slope/Direction
| Halfling3
| +1 all saves; +2 fear saves; +1 TH with thrown weapons
|
Half-Orc
| Infravision
| Half-Orc3
| Infravision
| Human
| 3 for 2 trading with ability scores
|
Human, Greyhawk Dweller
| Goblin, Kobold, Orc languages; Ultravision; MR 10%; Legend Lore 10%; Pick X: Str +1, Dex +1, Con +1, Int +1, Wis +1, Chr +1, hp +4, AC +2, TH +2; Pick Y: Str -1, Dex -1, Con -1, Int -1, Wis -1, Chr -1, hp -4, AC -2, TH -2; X-Y=2; You cannot duplicate any "X" picks, but you may duplicate "Y" picks.
| Human, Guour
| 3 for 2 trading with ability scores
| Human, Lower Dwellers
| 3 for 2 trading with ability scores
|
Human, Minotaur
| 3 for 2 trading with ability scores; Immune Maze
| Human, Planar (Tiefling)
| 3 for 2 trading with ability scores
| Human, Upper Dwellers
| 3 for 2 trading with ability scores; Ultravision; Resist Light
|
Human3
| +1 feat; +3+level skills
| Kender
| x2 Personality score; +Con/7 bonus to PPD/RSW/Spell; +2 TH w/ thrown
| Kobold-Lizard Man
| Water Breathing
|
Lizard Man, Krynn
| Water Breathing
| Minotaur
| Tracking; Immune to Maze
| Ogre
| Priests automatically get Combat,Divination,Healing,Protection,Sun
|
Orc
| Detect New and Unusual Construction, Sloping Passages; -1 TH in sunlight
| Quarterling
| x5 Personality score; +Con/7 bonus to PPD/RSW/Spell; +4 AC/TH vs. giants
|
|
List of Classes in Collective 3B
[PC1] Warrior
| [PC2] Wizard
| [PC3] Priest
| [PC4] Rogue
|
Amulet Destroyer1JG
| Alchemist1
| Attendant
| Acrobat1
| Archer1
| Anti-Magic-User1
| Beast Cleric
| Assassin1
| Avenger0
| Black Robe1
| Cleric0
| Bandit1
|
Barbarian1
| Chronomancer2
| Cleric1
| Bard1
| Barbarian3
| Defiler2
| Cleric2
| Bard2
| Beast Rider
| Elf0
| Cleric3
| Bard3
|
Cavalier1
| Historian2
| Cloistered Cleric1
| Beast Thief
| Dwarf0
| Illusionist1
| Druid0
| Bounty Hunter1
| Fighter0
| Mage2
| Druid1
| Halfling0
|
Fighter1
| Magic-User0
| Druid2
| Holy Monk1
| Fighter2
| Magic-User1
| Druid3
| Luck Master
| Fighter3
| Physicist
| Healer1
| Monk1
|
Guard
| Preserver2
| Healer2
| Monk3
| Holy Warrior3
| Red Robe1
| Hell's Caretaker
| Mystic0
| Knight0
| Savant1
| Holy Order of Stars Evil1
| Scout
|
Paladin0
| Seer2
| Holy Order of Stars Good1
| Shadow Elf0
| Paladin1
| Sorcerer3
| Holy Order of Stars Neutral1
| Slut1
| Paladin2
| Spellbinder
| Life Master1
| Sneak
|
Paladin3
| White Robe1
| Orzhov Euthanist
| Thief0
| Ranger1
| Witch Doctor
| Shaman
| Thief1
| Ranger2
| Wizard3
| Templar2
| Thief2
|
Ranger3
|
|
|
|
|
[PC5] Psionicist
| [PC8] Monster
| [PC10] Mini
|
Com1
| Astral Construct3
| Ability Score Points
| Inept-2
| Collectivizer3
| Armor Class
| Psi-1
| Kobold0
| Damage
|
Psi0
| Spectre (Psi7 version)
| Hit Dice / Hit Points
| Psi1
| Uncommoner3
| Kits / Feats
| Psi1A
| Wraith0/7
| Priest Spell Progression
|
Psi2
|
| Proficiencies
| Psi3
|
| Psionic Progression
| Psi7 (Undead)
|
| Rogue Abilities
|
Psi10
|
| Saving Throws
| Psionic Mystic0/10
|
| To Hit
|
|
| Wizard Spell Progression
|
|
[PC1] Warrior Group Classes
All Warrior Classes
Level 1: May use shields as both a shield and as a weapon at the same time if the character's highest level is in Warrior group.
| Level 1: Gain "Bash". 1P: Do 1 attack, if you hit do normal damage and target is stunned for 1d4 segments (save).
| Level 1: Exceptional Strength and Constitution.
| Level 1: Can specialize in weapons.
| Level 1: #Attacks = level if creatures being fought are less than 1 HD.
| Level 3: Gain "Dirt Kick". 1P: Do 1 kick attack, if you hit do normal damage and target is blind for 1d10 segments (save).
| Level 5: Gain "Whirl". 1P: Do 1 attack on every target within 10'r (one group usually).
| Level 7: Gain "Windpipe". 1P: Do 1 attack, if you hit do no damage and target is stunned for 1d6 segments (save /segment).
| Level 9: Gain "Impale". 1P: Do 1 attack per weapon 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 9: Name Level: Attracts up to 100 followers (0-level men-at-arms). Dividing the warrior's XP by 1000 is a good indication of how many (maximum) followers he could have at any one time.
| Level 9: Automatically gains 1 XP per year per follower if sets up a stronghold, and spends at least half of his time there (6 months per year).
|
|
2nd Edition Warriors (from HLC2 book)
Level 10: Bravery: You gain an additional save vs. charm effects (even if the original effect has no save).
| Level 11: Adaptation: You do not suffer combat penalties due to being in an unusual environment.
| Level 12: All-Around Attack: 1P: Deal (CL/2)d8 base damage to all creatures within 5' (apply Str, weapon, and magical bonuses as if you were doing a weapon strike). This strike is resisted using IR (InnateR), not WR, and ignores blah-skins.
| Level 13: Frighten/Challenge: 1M: Cause fear or taunt one group of creatures (save).
| Level 14: Captivate: 1M: Suggestion (as spell) (save)
| Level 15: Inner Focus: 1M: +2 (or a set score of CL+3) to Str, Dex, or Con, -2 to the other two (maintained effect).
| Level 16: Signature Item: Pick one item you own. It cannot be dispelled, twisted, picked, or fail an item save.
| Level 17: Signature Mount: You gain a familiar which must be a mount. You may instead combine the Signature Item and Signature Mount abilities to have an "Intelligent Magic/Psionic Item" familiar (assuming the item is intelligent).
| Level 18: Sense Danger: 1M, 1/turn: You know if you are about to be ambushed. You know whether a creature is ready for combat. You know if you are about to be backstabbed. You know if there is something invisible/hidden nearby. Lasts for 1r.
| Level 19: Death Blow: 1P: Make one attack against one target. That attack has "save or be slain".
| Level 20: Hardiness: 1M, may borrow from the future: Delay one special effect from affecting you for (CL-10) rounds. When you do suffer the effect, you get no saving throw. You may not have more than Hardiness running at a time.
| Level 21: Breech Immunity: Add +(CL-20) to what weapon you are considered to hit. You don't actually get a bonus to hit.
| Level 22: Extra Followers: +2d6 followers. +2d6 more followers every 5 levels hereafter.
| Level 23: Intimidation: 1M: Area effect: Lose Morale (no save). Has no effect on creatures who can't possibly lose morale.
| Level 24: Can use scrolls and magic items specifically designed for another class.
| Level 25: If you have a Wizard progression, can write Wizard scrolls. If you have a Priest progression, can write Priest scrolls.
| Level 26: Considered a Wizard/Priest of CL=9 for using items specifically requiring those classes (e.g. Sphere/Annihilation).
| Level 27: Immune to disease, lycanthropy, mummy rot.
|
|
[PC1] Warrior Group Classes
Amulet Destroyer1JG
Level
| KXP
| Wizard 123 456 789
|
1
| 0
| 1-- --- ---
| 2
| 2.25
| 2-- --- ---
| 3
| 4.5
| 3-- --- ---
|
4
| 9
| 41- --- ---
| 5
| 18
| 421 --- ---
| 6
| 36
| 432 --- ---
|
7
| 72
| 433 1-- ---
| 8
| 144
| 443 21- ---
| 9
| 288
| 444 22- ---
|
10
| 576
| 444 221 ---
| 11
| 1076
| 444 332 ---
| 12
| 1576
| 444 443 ---
|
13
| 2076
| 444 444 ---
| 14
| 2576
| 544 444 1--
| 15
| 3076
| 554 444 2--
|
16
| 3576
| 555 444 3--
| 17
| 4076
| 555 544 4--
| 18
| 4576
| 555 554 41-
|
19
| 5076
| 555 555 42-
| 20
| 5576
| 555 555 53-
| 21
| 6076
| 555 555 54-
|
22
| 6576
| 555 555 55-
| 23
| 7076
| 655 555 551
| 24
| 7576
| 665 555 552
|
25
| 8076
| 666 555 553
| 26
| 8576
| 666 655 554
| 27
| 9076
| 666 665 555
|
28
| 9576
| 666 666 555
| 29
| 10076
| 666 666 655
| 30
| 10576
| 666 666 665
|
31
| 11076
| 666 666 666
| 32
| 11576
| 777 666 666
| 33
| 12076
| 777 777 666
|
34
| 12576
| 777 777 777
| 35
| 13076
| 888 777 777
| 36
| 13576
| 888 888 777
|
|
Requisites:
| Str 16
| Alignment:
| any
| HD/level:
| d6
| Weapon Prof.:
| 1+level/2
| To Hit Table:
| War
| Save Table:
| 1˝xWiz
| Reference:
| DM {Planeshifted Amulet Maker1JG}
| Groups:
| Warrior, Alternate
|
|
|
Level 1: Irreducible Pick Pockets LVL*5% (not shifted by target's HD/Level)
| Level 1: 0, 1 attack: Destroy a magic item.
| Level 1: 1P: Dispel a spell/psionic effect.
| Level 1: Your Personality Score = Con+Int+Wis+Chr+2*LVL.
| Level 1: +LVL distributed among AC, TH, or dmg.
| Level 2: 1M, heavy concentration (lose 1M each round): Lockdown E actions.
| Level 18: Immune to the effects of ego from any item of your multiplier or less.
|
|
[PC1] Warrior Group Classes
Archer1
Level
| KXP
| Spells
|
1
| 0
| (none)
| 2
| 2.5
| (none)
| 3
| 5
| (none)
|
4
| 11
| (none)
| 5
| 22
| (none)
| 6
| 42.5
| (none)
|
7
| 92.5
| (none)
| 8
| 162
| (none)
| 9
| 287
| (none)
|
10
| 512
| (none)
| 11
| 850
| (none)
| 12
| 1187
| (none)
|
13
| 1525
| (none)
| 14
| 1862
| (none)
| 15
| 2200
| (none)
|
16
| 2540
| (none)
| 17
| 2880
| (none)
| 18
| 3220
| (none)
|
19
| 3560
| (none)
| 20
| 3900
| (none)
| 21
| 4240
| (none)
|
22
| 4580
| (none)
| 23
| 4920
| (none)
| 24
| 5260
| (none)
|
25
| 5600
| (none)
| 26
| 5940
| (none)
| 27
| 6280
| (none)
|
28
| 6620
| (none)
| 29
| 6960
| (none)
| 30
| 7300
| (none)
|
31
| 7640
| (none)
| 32
| 7980
| (none)
| 33
| 8320
| (none)
|
34
| 8660
| (none)
| 35
| 9000
| (none)
| 36
| 9340
| (none)
|
|
Requisites:
| Str 15, Dex 15, Con 9, Int 6, Wis 6, Chr 6
| Alignment:
| any
| HD/level:
| d8
| Weapon Prof.:
| 4+level/2
| To Hit Table:
| War
| Save Table:
| War
| Reference:
| BoD3
|
|
|
Level 1: Point Blank: Archer bow damage at point blank (10' per level) is double the die roll for the arrow (don't double anything else). If the campaign is using a Str bonus limit equal to the max damage of the arrow, the max damage is double for this shot.
| Level 1: No penalty for called shots with missile weapons.
| Level 1: Free single specialization in one missile weapon (spend 1 slot to double spec.); free Point Blank proficiency (1 slot).
| Level 1: Divide actual range by 2 when determining range to target (only applies to missile weapons).
| Level 4: Considered 3 levels higher when using a specific missile weapon (chosen by archer) for purposes of number of attacks.
| Level 9: Full Str bonus with missile weapons that are listed as "˝Str".
| Level 9: Ability to cast mage spells as a ranger, specializations as an Evoker or Conjurer are allowed instead of ranger choices.
| Level 9: A target with partial cover is considered to have no cover. Full cover is not affected.
| Level 9: The archer may prepare special arrows (40 times normal cost) which can "carry" a spell in the missile's head and activate when they hit.
|
|
[PC1] Warrior Group Classes
Avenger0
Level
| KXP
| Priest 123 456
|
1
| 0
| --- ---
| 2
| 2
| --- ---
| 3
| 4
| 0-- ---
|
4
| 8
| 0-- ---
| 5
| 16
| 0-- ---
| 6
| 32
| 1-- ---
|
7
| 64
| 1-- ---
| 8
| 120
| 1-- ---
| 9
| 240
| 20- ---
|
10
| 360
| 20- ---
| 11
| 480
| 20- ---
| 12
| 600
| 21- ---
|
13
| 720
| 21- ---
| 14
| 840
| 21- ---
| 15
| 960
| 220 ---
|
16
| 1080
| 220 ---
| 17
| 1200
| 220 ---
| 18
| 1320
| 221 ---
|
19
| 1440
| 221 ---
| 20
| 1560
| 221 ---
| 21
| 1680
| 322 0--
|
22
| 1800
| 322 0--
| 23
| 1920
| 322 0--
| 24
| 2040
| 332 1--
|
25
| 2160
| 332 1--
| 26
| 2280
| 332 1--
| 27
| 2400
| 333 20-
|
28
| 2520
| 333 20-
| 29
| 2640
| 333 20-
| 30
| 2760
| 443 21-
|
31
| 2880
| 443 21-
| 32
| 3000
| 443 21-
| 33
| 3120
| 443 320
|
34
| 3240
| 443 320
| 35
| 3360
| 443 320
| 36
| 3480
| 444 321
|
|
Requisites:
| Str 9, Wis 0
| Alignment:
| C any
| HD/level:
| d8
| Weapon Prof.:
| 4+level/3
| To Hit Table:
| Ftr0
| Save Table:
| Ftr0
| Reference:
| RC0-18
|
|
|
Level 1: Over Hit: If you hit someone by more than 20, add +1 damage for each number over what you needed to hit.
| Example: You need a -15 to hit someone, and you roll a 12. Damage bonus = Roll - Needed - 20 = 12 - -15 -20 = 7.
| Level 1: +1 slot in Weapon Mastery per level.
| Level 1: Detect evil/good/non-balance continuous.
| Level 3: Cast Priest spells using progression of Cleric0 at 1/3 level (round down). Caster level = actual level.
| Level 3: Turn/Command Undead at 1/3 level (round down).
| Level 9: Disarm: 0: An attack you do does no damage, roll 1d20+(your Dex)-(target's Dex)*2, if greater than 0 he is disarmed.
|
|
[PC1] Warrior Group Classes
Barbarian1
Level
| KXP
| Spells
|
1
| 0
| (none)
| 2
| 6
| (none)
| 3
| 12
| (none)
|
4
| 24
| (none)
| 5
| 48
| (none)
| 6
| 80
| (none)
|
7
| 150
| (none)
| 8
| 275
| (none)
| 9
| 500
| (none)
|
10
| 1000
| (none)
| 11
| 1500
| (none)
| 12
| 2000
| (none)
|
13
| 2500
| (none)
| 14
| 3000
| (none)
| 15
| 3500
| (none)
|
16
| 4000
| (none)
| 17
| 4500
| (none)
| 18
| 5000
| (none)
|
19
| 5500
| (none)
| 20
| 6000
| (none)
| 21
| 6500
| (none)
|
22
| 7000
| (none)
| 23
| 7500
| (none)
| 24
| 8000
| (none)
|
25
| 8500
| (none)
| 26
| 9000
| (none)
| 27
| 9500
| (none)
|
28
| 10000
| (none)
| 29
| 10500
| (none)
| 30
| 11000
| (none)
|
31
| 11500
| (none)
| 32
| 12000
| (none)
| 33
| 12500
| (none)
|
34
| 13000
| (none)
| 35
| 13500
| (none)
| 36
| 14000
| (none)
|
|
Requisites:
| Str 15, Dex 14, Con 15
| Alignment:
| any T
| HD/level:
| d12
| Weapon Prof.:
| 6+level/2
| To Hit Table:
| War
| Save Table:
| War
| Reference:
| UA1-19
|
|
|
Level 1: Save adjustments: PPD +4, RSW +2, PP +3, BW +2, SP +(level/4, round down)
| Level 1: Super Dexterity bonus for free as long as fairly bulky or non-bulky armor is worn; otherwise, exceptional Dex applies.
| (If Super abilities scores are not being used: +2 AC per Dex over 14)
| Level 1: Super Constitution bonus. (If Super abilities scores are not being used: +2 hp/HD per Con over 14)
| Level 1: May buy Super Strength bonus for 1 weapon proficiency slot.
| Level 1: +3 bonus to movement rate.
| Level 1: Cannot use any magic items or cast spells even if has another class that is a spellcaster. (Ignore this restriction)
| Level 1: Climb Cliffs & Trees = 10+5*level % (as Climb Walls); Hide in Natural Surroundings = 15+5*level % (as Hide in Shadows).
| Level 1: Detect Illusion 5*level % (requires 1 mental action) 1/r.
| Level 1: 1M, 1/r: Detect Magic (other than Illusion/Phantasms) 25%, does not give schools or spheres, but does give intensity.
| Level 1: Free Wilderness Survival proficiency (1 slot).
| Level 1: First Aid: equal to Healing proficiency except requires no Wis check and gives only 1 hit point back.
| Level 1: Free Tracking and Hunting proficiencies, each has slots equal to the Barbarian's level ¸ 3, rounded up.
| Level 1: Choose two of the following as free proficiency slots (1 slot each): Animal Handling, Signaling, Running, Small Water Craft, Sound Imitation, Wild Fighting, Jumping, Back Protection, Direction Sense, or Set Snares.
| Level 3: May use magical potions. (Ignore this restriction)
| Level 4: May use magical weapons. (Ignore this restriction)
| Level 4: Can hit targets that require a +1 or better weapon to hit without such a magic weapon.
| Level 5: May use magical armor. (Ignore this restriction)
| Level 7: May use miscellaneous magic items and magical rings.
| Level 8: Can hit targets that require a +2 or better weapon to hit without such a magic weapon.
| Level 9: May use all magic items that a regular Warrior could use. (Ignore this restriction)
| Level 9: May cast spells if has another class that is a spellcaster. (Ignore this restriction)
|
|
[PC1] Warrior Group Classes
Barbarian3
Level
| KXP
| Spells
|
1
| 0
| (none)
| 2
| 10
| (none)
| 3
| 30
| (none)
|
4
| 60
| (none)
| 5
| 100
| (none)
| 6
| 150
| (none)
|
7
| 210
| (none)
| 8
| 280
| (none)
| 9
| 360
| (none)
|
10
| 450
| (none)
| 11
| 550
| (none)
| 12
| 660
| (none)
|
13
| 780
| (none)
| 14
| 910
| (none)
| 15
| 1050
| (none)
|
16
| 1200
| (none)
| 17
| 1360
| (none)
| 18
| 1530
| (none)
|
19
| 1710
| (none)
| 20
| 1900
| (none)
| 21
| 2100
| (none)
|
22
| 2310
| (none)
| 23
| 2530
| (none)
| 24
| 2760
| (none)
|
25
| 3000
| (none)
| 26
| 3250
| (none)
| 27
| 3510
| (none)
|
28
| 3780
| (none)
| 29
| 4060
| (none)
| 30
| 4350
| (none)
|
31
| 4650
| (none)
| 32
| 4960
| (none)
| 33
| 5280
| (none)
|
34
| 5610
| (none)
| 35
| 5950
| (none)
| 36
| 6300
| (none)
|
|
Requisites:
| Str 0, Dex 0, Con 0, Wis 0
| Alignment:
| any T
| HD/level:
| d12
| Weapon Prof.:
| 10+level/9
| To Hit Table:
| +level
| Save Table:
| War
| Reference:
| PH3-24
|
|
|
Level 1: Barbarian Rage: 0, (LVL/4)+1 /d: +4 Str, +4 Con, +2 Will saves, -2 AC penalty, cannot use M actions, effect lasts for 3+(Con modifier) rounds. Afterwards, is Fatigued (see [C8]) for 1 turn.
| Level 1: Fast Movement: +4" to movement rate.
| Level 2: Uncanny Dodge: Gets Dex bonus to AC even if being attacked from behind or by an invisible creature.
| Level 5: Cannot be flanked. Enemies do not get a "flank bonus" to hit you.
| Level 10: +1 AC and +1 saves vs. traps.
| Level 11: Damage Reduction: -1 damage per attack.
| Level 13: Total of +2 AC and +2 saves vs. traps.
| Level 14: Damage Reduction (see Level 11) is now -2 damage per attack.
| Level 15: Barbarian Rage (see Level 1) gains an extra +2 Str, +2 Con, and +1 Will saves.
| Level 16: Total of +3 AC and +3 saves vs. traps.
| Level 17: Damage Reduction (see Level 11) is now -3 damage per attack.
| Level 19: Total of +4 AC and +4 saves vs. traps.
| Level 20: No longer fatigued after Barbarian Rage (see Level 1).
| Level 20: Damage Reduction (see Level 11) is now -4 damage per attack.
|
|
[PC1] Warrior Group Classes
Beast Rider
Level
| KXP
| Priest 123 4
|
1
| 0
| b-- -
| 2
| 2.475
| a-- -
| 3
| 4.95
| a-- -
|
4
| 9.9
| 0-- -
| 5
| 19.8
| 0b- -
| 6
| 39.6
| 1a- -
|
7
| 79.2
| 1a- -
| 8
| 158.4
| 10b -
| 9
| 350
| 10a -
|
10
| 700
| 11a -
| 11
| 1050
| 110 b
| 12
| 1400
| 111 a
|
13
| 1750
| 111 a
| 14
| 2100
| 211 0
| 15
| 2450
| 211 1
|
16
| 2800
| 221 1
| 17
| 3150
| 222 1
| 18
| 3500
| 322 1
|
19
| 3850
| 333 2
| 20
| 4200
| 333 3
| 21
| 4550
| 433 3
|
22
| 4900
| 443 3
| 23
| 5250
| 444 3
| 24
| 5600
| 444 4
|
25
| 5950
| 544 4
| 26
| 6300
| 554 4
| 27
| 6650
| 555 4
|
28
| 7000
| 555 5
| 29
| 7350
| 655 5
| 30
| 7700
| 665 5
|
31
| 8050
| 666 5
| 32
| 8400
| 666 6
| 33
| 8750
| 766 6
|
34
| 9100
| 776 6
| 35
| 9450
| 777 6
| 36
| 9800
| 777 7
|
|
TH
| Saves PD RS PP BW Sp Fo Re Wi
|
+0
| 8 4 5 2 3 0 0 2
| +1
| 8 4 6 3 4 0 0 3
| +2
| 9 5 6 3 4 0 1 3
|
+3
| 9 5 6 4 4 1 1 4
| +4
| 10 6 7 4 5 1 1 4
| +5
| 10 6 7 5 5 2 2 5
|
+6
| 11 7 8 5 6 2 2 5
| +7
| 11 7 9 6 6 2 2 6
| +8
| 12 7 9 6 7 3 3 6
|
+9
| 12 8 9 6 7 3 3 7
| +10
| 13 8 10 7 8 4 3 7
| +11
| 13 9 10 7 8 4 4 8
|
+12
| 13 9 10 7 8 4 4 8
| +13
| 14 9 11 8 9 5 4 9
| +14
| 14 10 11 8 9 5 5 9
|
+15
| 14 10 11 9 9 6 5 10
| +16
| 15 11 12 9 10 6 5 10
| +17
| 15 11 12 10 11 6 6 11
|
|
Requisites:
| Str 11, Chr 13
| Alignment:
| non-E
| HD/level:
| ++d8
| Weapon Prof.:
| 1+level
| To Hit Table:
| War
| Save Table:
| Pri
| Reference:
| DM {Planeshifted Beastmaster}
| Groups:
| Warrior, Alternate
|
|
|
|
Gets priest spells, with Chr bonus. Grand access in Animal and Charm. Cannot cast Necromancy spells at all.
| Level 1: 1M: Summon a DL=(LVL+1)/2 mount of your choice. A table of mounts is on the following page.
| Level 1: Get 1 normal familiar, which must be a mount and a natural animal. You don't actually ride your familiar to get it's bonus; you ride your summoned mount (the ability above).
| Level 1: 1M: Animal Friendship
| Level 1: 1M: Speak with Animals
| Level 1: 0: You may take a damaging effect or attack for your mount, or vice versa.
| Level 2: Your mount takes 1/LVL damage from energy attacks.
| Level 4: All animals that you ride gain +2 Int.
| Level 6: Your mount may fly at it's ground speed rate. (Note that Flying isn't listed on the Mount table for DL 4+ mounts, but most already have it.)
|
|
[PC1] Warrior Group Classes
Beast Rider Mounts
DL
| Mount
| AC
| hp
| #Att
| TH
| dmg
| Special
|
1
| Light Horse
| 15
| 50
| 3
| +6
| 5
| Increase stats by 50% each time you level
| 1
| Camel
| 14
| 60
| 2
| +5
| 7
| Spits for 1d20 dmg
| 1
| Pegasus
| 17
| 40
| 2
| +4
| 4
| Flying; Regenerate LVL hp/s (self and rider)
|
2
| Medium Horse
| 32
| 120
| 3
| +16
| 12
| Increase stats by 50% each time you level
| 2
| Giant Eagle
| 30
| 140
| 3
| +17
| 17
| Flying; Eagle Eye Vision; Immune Blindness
| 2
| Unicorn
| 40
| 60
| 2
| +8
| 6
| Luckstone (self and rider)
|
3
| Heavy Horse
| 51
| 210
| 3
| +30
| 21
| Increase stats by 50% each time you level
| 3
| Dragon Horse
| 60
| 240
| 2
| +25
| 15
| Pick a type of dragon. Breath weapon (half hp).
| 3
| Brontosaurus
| 20
| 1600
| 1
| +80
| 80
| Lernaean; can carry a lot of weight (Str 200)
|
4
| Heavy War Horse
| 72
| 320
| 3
| +48
| 32
| Increase stats by 50% each time you level
| 4
| Dragon, Lesser
| 80
| 400
| 2
| +40
| 30
| Pick a type of dragon. Breath weapon (full hp).
| 4
| Dog, Beast of Xvim
| 60
| 200
| 1
| +65
| 85
| Beast of Xvim; Ignores aWR / +wpn needed to hit
|
5
| Elite War Horse
| 95
| 450
| 3
| +70
| 45
| Increase stats by 50% each time you level
| 5
| Polar Bear
| 100
| 500
| 3
| +70
| 50
| Immune Cold (self and rider)
| 5
| Juggernaut
| 350
| 300
| 1
| +120
| 120
| Resist Technological damage (self and rider)
|
6
| Greater War Horse
| 120
| 600
| 3
| +96
| 60
| Increase stats by 50% each time you level
| 6
| Nightmare
| 133
| 666
| 3
| +66
| 66
| Unholy fire shield; Breath weapon (half hp); Plane Shift 1/r
| 6
| Hydra
| 160
| 800
| 5
| +80
| 80
| 5 Breath Weapons (each is 1/10 current hp)
|
7
| Ultra War Horse
| 147
| 770
| 3
| +126
| 77
| Increase stats by 50% each time you level
| 7
| Opinicus
| 140
| 800
| 2
| +120
| 60
| Heal 1/r (self or rider). iMPIRR 50% (self and rider).
| 7
| Scaled Wurm
| 490
| 600
| 1
| +300
| 100
| Attack swallows whole (100 dmg /s)
|
8
| Gargantuan War Horse
| 176
| 960
| 3
| +160
| 96
| Increase stats by 50% each time you level
| 8
| Dragon, Greater
| 180
| 1000
| 2
| +140
| 90
| Breath weapon (full hp); Dragonlancing (add mount's hp to rider's dmg)
| 8
| Time Elemental
| 170
| 700
| 1
| +170
| Inc
| Attack is Incursion (5 RSW saves); Time/Reality Stability (self and rider)
|
9
| Chosen One Horse
| 207
| 1170
| 3
| +198
| 117
| Increase stats by 50% each time you level
| 9
| Ki-Rin
| 210
| 1500
| 2
| +150
| 150
| Wish 1/r; Immune to Traps and Tricks (self and rider)
| 9
| Ethereal Weebie
| 156
| 600
| 3
| +120
| 120
| Ethereal Projection; +2*LVL weapon to hit (both are self and rider)
|
10
| Paragon War Horse
| 240
| 1400
| 3
| +240
| 140
| Increase stats by 50% each time you level
| 10
| Tarrasque
| 280
| 3000
| 5
| +400
| 210
| iMReflection 50%; Regenerate 6*LVL hp/s (both self and rider)
| 10
| Ultraplanar Calf
| iAC 1
| ihp 1
| 1
| +500
| 500
| Capital M Moo 1/r; Immune Annihilation (self and rider)
|
|
[PC1] Warrior Group Classes
Cavalier1
Level
| KXP
| Spells
|
1
| 0
| (none)
| 2
| 2.5
| (none)
| 3
| 5
| (none)
|
4
| 10
| (none)
| 5
| 18.5
| (none)
| 6
| 37
| (none)
|
7
| 85
| (none)
| 8
| 140
| (none)
| 9
| 220
| (none)
|
10
| 300
| (none)
| 11
| 600
| (none)
| 12
| 900
| (none)
|
13
| 1200
| (none)
| 14
| 1500
| (none)
| 15
| 1800
| (none)
|
16
| 2100
| (none)
| 17
| 2400
| (none)
| 18
| 2700
| (none)
|
19
| 3000
| (none)
| 20
| 3300
| (none)
| 21
| 3600
| (none)
|
22
| 3900
| (none)
| 23
| 4200
| (none)
| 24
| 4500
| (none)
|
25
| 4800
| (none)
| 26
| 5100
| (none)
| 27
| 5400
| (none)
|
28
| 5700
| (none)
| 29
| 6000
| (none)
| 30
| 6300
| (none)
|
31
| 6600
| (none)
| 32
| 6900
| (none)
| 33
| 7200
| (none)
|
34
| 7500
| (none)
| 35
| 7800
| (none)
| 36
| 8100
| (none)
|
|
Requisites:
| Str 15, Dex 15, Con 15, Int 10, Wis 10
| Alignment:
| any G
| HD/level:
| d12
| Weapon Prof.:
| 3+level/2
| To Hit Table:
| War
| Save Table:
| War
| Reference:
| UA1-14
|
|
|
Level 1: Pick weapon of choice; are considered 5 levels higher for # of Attacks purposes.
| Level 1: +1 to hit per 6 levels (round up) with mounted lance, and +1 damage per level with lance.
| Level 1: Free Riding (land-based) proficiency (1 slot).
| Level 1: Immune to Fear; Protection from Fear 10'r
| Level 1: Resistance of 23+2*level % versus the following effects: Beguiling, Charm, Domination, Hold, Hypnosis, Magic Jar, Possession, Sleep, Suggestion, and Psionic/Mind Blast.
| Level 1: Can operate at negative hit points equal to 1st lvl Cavalier hp total. (Cannot be offensive in this state)
| Level 1: Effective Chr with warriors of lesser level than the cavalier is increased by the level difference (maximum bonus = 5).
| Level 1: +1 on all saving throws; not cumulative with paladin or knight bonus.
| Level 1: +2 saves vs. Illusions
| Level 3: +1 to hit per 3 levels (round down) with any one type of sword (Cavalier's choice).
| Level 3: +1 Str, Dex, or Con (replaces percentage rules)
| Level 4: Weapon of Choice: The PC selects one weapon (which he does not have to specialize in), and the Cavalier is considered 3 levels higher for purposes of number of attacks per round. This must be a melee weapon.
| Level 5: +1 to hit per 5 levels (round down) with mace, flail, or military pick (Cavalier's choice).
| Level 6: +1 Str, Dex, or Con, must be a different stat from the one picked at Level 3
| Level 7: Free Riding (air-based) proficiency (1 slot).
| Level 9: +1 Str, Dex, or Con, the last stat not picked from the Level 3 and Level 6 picks.
|
|
[PC1] Warrior Group Classes
Dwarf0
Level
| KXP
| Spells
|
1
| 0
| (none)
| 2
| 2.2
| (none)
| 3
| 4.4
| (none)
|
4
| 8.8
| (none)
| 5
| 17
| (none)
| 6
| 35
| (none)
|
7
| 70
| (none)
| 8
| 140
| (none)
| 9
| 270
| (none)
|
10
| 400
| (none)
| 11
| 530
| (none)
| 12
| 660
| (none)
|
13
| 800
| (none)
| 14
| 1000
| (none)
| 15
| 1200
| (none)
|
16
| 1400
| (none)
| 17
| 1600
| (none)
| 18
| 1800
| (none)
|
19
| 2000
| (none)
| 20
| 2200
| (none)
| 21
| 2400
| (none)
|
22
| 2600
| (none)
| 23
| 2800
| (none)
| 24
| 3000
| (none)
|
25
| 3200
| (none)
| 26
| 3400
| (none)
| 27
| 3600
| (none)
|
28
| 3800
| (none)
| 29
| 4000
| (none)
| 30
| 4200
| (none)
|
31
| 4400
| (none)
| 32
| 4600
| (none)
| 33
| 4800
| (none)
|
34
| 5000
| (none)
| 35
| 5200
| (none)
| 36
| 5400
| (none)
|
|
Requisites:
| Str 9, Con 9
| Alignment:
| any
| HD/level:
| d8
| Weapon Prof.:
| 2+level/3
| To Hit Table:
| Ftr0
| Save Table:
| Dwarf0
| Reference:
| RC0-23
|
|
|
Level 2: Abilities of a Thief2 at level/2. Gets 20 Rogue points per level.
| Level 9: Can use "Smash" and "Parry" as per Fighter0.
| Level 14: Resist Magic.
|
|
[PC1] Warrior Group Classes
Fighter0
Level
| KXP
| Spells
|
1
| 0
| (none)
| 2
| 2
| (none)
| 3
| 4
| (none)
|
4
| 8
| (none)
| 5
| 16
| (none)
| 6
| 32
| (none)
|
7
| 64
| (none)
| 8
| 120
| (none)
| 9
| 240
| (none)
|
10
| 360
| (none)
| 11
| 480
| (none)
| 12
| 600
| (none)
|
13
| 720
| (none)
| 14
| 840
| (none)
| 15
| 960
| (none)
|
16
| 1080
| (none)
| 17
| 1200
| (none)
| 18
| 1320
| (none)
|
19
| 1440
| (none)
| 20
| 1560
| (none)
| 21
| 1680
| (none)
|
22
| 1800
| (none)
| 23
| 1920
| (none)
| 24
| 2040
| (none)
|
25
| 2160
| (none)
| 26
| 2280
| (none)
| 27
| 2400
| (none)
|
28
| 2520
| (none)
| 29
| 2640
| (none)
| 30
| 2760
| (none)
|
31
| 2880
| (none)
| 32
| 3000
| (none)
| 33
| 3120
| (none)
|
34
| 3240
| (none)
| 35
| 3360
| (none)
| 36
| 3480
| (none)
|
|
Requisites:
| Str 9
| Alignment:
| any
| HD/level:
| d8
| Weapon Prof.:
| 4+level/3
| To Hit Table:
| Ftr0
| Save Table:
| Ftr0
| Reference:
| RC0-16
|
|
|
Level 1: Over Hit: If you hit someone by more than 20, add +1 damage for each number over what you needed to hit.
| Example: You need a -15 to hit someone, and you roll a 12. Damage bonus = Roll - Needed - 20 = 12 - -15 -20 = 7.
| Level 1: +1 slot in Weapon Mastery per level.
| Level 1: Fighting Withdrawal: 2V: Disengage melee combat without receiving a parting shot.
| Level 9: Smash: 0: Get -5 to hit, but add an additional Str bonus to damage.
| Level 9: Parry: +N AC for each weapon you are wielding (N=0 for small, N=1 for medium, N=4 for large).
| Level 9: Disarm: 0: An attack you do does no damage, roll 1d20+(your Dex)-(target's Dex)*2, if greater than 0 he is disarmed.
| Level 12: If you need a 2 or less to hit a target, you may attack it twice for each attack.
| Level 24: If you need a 2 or less to hit a target, you may attack it three times for each attack.
| Level 36: If you need a 2 or less to hit a target, you may attack it four times for each attack.
|
|
[PC1] Warrior Group Classes
Fighter1
Level
| KXP
| Spells
|
1
| 0
| (none)
| 2
| 2
| (none)
| 3
| 4
| (none)
|
4
| 8
| (none)
| 5
| 18
| (none)
| 6
| 35
| (none)
|
7
| 70
| (none)
| 8
| 125
| (none)
| 9
| 250
| (none)
|
10
| 500
| (none)
| 11
| 750
| (none)
| 12
| 1000
| (none)
|
13
| 1250
| (none)
| 14
| 1500
| (none)
| 15
| 1750
| (none)
|
16
| 2000
| (none)
| 17
| 2250
| (none)
| 18
| 2500
| (none)
|
19
| 2750
| (none)
| 20
| 3000
| (none)
| 21
| 3250
| (none)
|
22
| 3500
| (none)
| 23
| 3750
| (none)
| 24
| 4000
| (none)
|
25
| 4250
| (none)
| 26
| 4500
| (none)
| 27
| 4750
| (none)
|
28
| 5000
| (none)
| 29
| 5250
| (none)
| 30
| 5500
| (none)
|
31
| 5750
| (none)
| 32
| 6000
| (none)
| 33
| 6250
| (none)
|
34
| 6500
| (none)
| 35
| 6750
| (none)
| 36
| 7000
| (none)
|
|
Requisites:
| Str 9, Con 7
| Alignment:
| any
| HD/level:
| d10
| Weapon Prof.:
| 4+level/3
| To Hit Table:
| War
| Save Table:
| War
| Reference:
| PH1-22
|
|
|
Level 4: Great Swing: Can choose to make 1 attack per physical action (regardless of how many weapons the PC is using) instead of normal number of attacks. This "great swing" has no extra bonus to hit but does 5 times normal damage and has a 1% per level of fighter of instantly killing any one mortal target (as per assassination). Great swing is not cumulative with Rogue's Backstab or Assassin abilities, but can be used with missile or natural weapons.
| Level 9: Can build a freehold and attract followers.
| Level 9: Mental link with a number of lieutenants (followers that are Warriors of at least 4th level) equal to Fighter's level (this operates on its own unique psionic frequency).
| Level 12: Automatic proficiency in all weapons that the fighter has seen in operation (does not count as "free" slots, so 2 slots are still needed to single specialize, etc.).
| Level 12: Can transfer 1/10 of total XP to one of the fighter's children upon natural (mental aging) death.
| Level 18: Fighter's hit points are maximum (consider all hit die rolls to be maximum possible, even if the fighter has non-warrior classes).
| Level 18: Can automatically hit any mortal creature with a non infinite negative Armor Class when using "Great Swing".
| Level 18: Mental link to lieutenants now gives the lieutenants the ability to cast 1 first level priest spell per day (casting level = 1).
| Level 27: Raise Self: The fighter will be able to Raise Dead on himself 1 day after death (as long as the death was due to physical damage). This ability cannot be used more than once per year.
| Level 27: Maximum age doubles (the fighter may be lowered 1-2 age categories).
| Level 27: Ability to grant a total of (#followers) priest levels of spells (maximum spell level = 4) to followers (or himself). The spell recipient must be able to memorize the spells the question (be a ranger, have a priest class, etc.). The fighter may grant spells to himself, even if he cannot normally cast spells (in this case, caster level = 9).
| Level 36: Fighter may have his "home plane" switched to that of his alignment.
|
|
[PC1] Warrior Group Classes
Fighter2
Level
| KXP
| Spells
|
1
| 0
| (none)
| 2
| 2
| (none)
| 3
| 4
| (none)
|
4
| 8
| (none)
| 5
| 16
| (none)
| 6
| 32
| (none)
|
7
| 64
| (none)
| 8
| 125
| (none)
| 9
| 250
| (none)
|
10
| 500
| (none)
| 11
| 750
| (none)
| 12
| 1000
| (none)
|
13
| 1250
| (none)
| 14
| 1500
| (none)
| 15
| 1750
| (none)
|
16
| 2000
| (none)
| 17
| 2250
| (none)
| 18
| 2500
| (none)
|
19
| 2750
| (none)
| 20
| 3000
| (none)
| 21
| 3250
| (none)
|
22
| 3500
| (none)
| 23
| 3750
| (none)
| 24
| 4000
| (none)
|
25
| 4250
| (none)
| 26
| 4500
| (none)
| 27
| 4750
| (none)
|
28
| 5000
| (none)
| 29
| 5250
| (none)
| 30
| 5500
| (none)
|
31
| 5750
| (none)
| 32
| 6000
| (none)
| 33
| 6250
| (none)
|
34
| 6500
| (none)
| 35
| 6750
| (none)
| 36
| 7000
| (none)
|
|
Requisites:
| Str 9
| Alignment:
| any
| HD/level:
| d10
| Weapon Prof.:
| 4+level/3
| To Hit Table:
| War
| Save Table:
| War
| Reference:
| PH2-26
|
|
|
Level 4: Great Swing: Can choose to make 1 attack per physical action (regardless of how many weapons the PC is using) instead of normal number of attacks. This "great swing" has no extra bonus to hit but does 5 times normal damage and has a 1% per level of fighter of instantly killing any one mortal target (as per assassination). Great swing is not cumulative with Rogue's Backstab or Assassin abilities, but can be used with missile or natural weapons.
| Level 9: Can build a freehold and attract followers.
| Level 9: Mental link with a number of lieutenants (followers that are Warriors of at least 4th level) equal to Fighter's level (this operates on its own unique psionic frequency).
| Level 12: Automatic proficiency in all weapons that the fighter has seen in operation (does not count as "free" slots, so 2 slots are still needed to single specialize, etc.).
| Level 12: Can transfer 1/10 of total XP to one of the fighter's children upon natural (mental aging) death.
| Level 18: Fighter's hit points are maximum (consider all hit die rolls to be maximum possible, even if the fighter has non-warrior classes).
| Level 18: Can automatically hit any mortal creature with a non infinite negative Armor Class when using "Great Swing".
| Level 18: Mental link to lieutenants now gives the lieutenants the ability to cast 1 first level priest spell per day (casting level = 1).
| Level 27: Raise Self: The fighter will be able to Raise Dead on himself 1 day after death (as long as the death was due to physical damage). This ability cannot be used more than once per year.
| Level 27: Maximum age doubles (the fighter may be lowered 1-2 age categories).
| Level 27: Ability to grant a total of (#followers) priest levels of spells (maximum spell level = 4) to followers (or himself). The spell recipient must be able to memorize the spells the question (be a ranger, have a priest class, etc.). The fighter may grant spells to himself, even if he cannot normally cast spells (in this case, caster level = 9).
| Level 36: Fighter may have his "home plane" switched to that of his alignment.
|
|
[PC1] Warrior Group Classes
Guard
Level
| KXP
| Spells
|
1
| 0
| (none)
| 2
| 0.8
| (none)
| 3
| 1.6
| (none)
|
4
| 3.2
| (none)
| 5
| 6.4
| (none)
| 6
| 12.8
| (none)
|
7
| 25.6
| (none)
| 8
| 51.2
| (none)
| 9
| 102.4
| (none)
|
10
| 204.8
| (none)
| 11
| 360
| (none)
| 12
| 520
| (none)
|
13
| 680
| (none)
| 14
| 840
| (none)
| 15
| 1000
| (none)
|
16
| 1160
| (none)
| 17
| 1320
| (none)
| 18
| 1480
| (none)
|
19
| 1640
| (none)
| 20
| 1800
| (none)
| 21
| 1960
| (none)
|
22
| 2120
| (none)
| 23
| 2280
| (none)
| 24
| 2440
| (none)
|
25
| 2600
| (none)
| 26
| 2760
| (none)
| 27
| 2920
| (none)
|
28
| 3080
| (none)
| 29
| 3240
| (none)
| 30
| 3400
| (none)
|
31
| 3560
| (none)
| 32
| 3720
| (none)
| 33
| 3880
| (none)
|
34
| 4040
| (none)
| 35
| 4200
| (none)
| 36
| 4360
| (none)
|
|
Requisites:
| Str 6
| Alignment:
| any
| HD/level:
| d8
| Weapon Prof.:
| 4+level/3
| To Hit Table:
| Ftr0
| Save Table:
| Ftr0
| Reference:
| DM
|
|
|
Needs only a Str of 6 to qualify.
| Gets Exceptional Str & Con. Can take Super Str & Con for 2 weapon proficiencies each.
| Level 1: 1V: Deflect 1P action worth of attacks from any target within (5*level)' to yourself. You cannot then deflect these attacks away; you must actually be hittable by the attacks.
| Level 5: Great Swing as per Fighter.
|
|
[PC1] Warrior Group Classes
Holy Warrior3
Level
| KXP
| Priest 123 456 789
|
1
| 0
| 0-- --- ---
| 2
| 2
| 1-- --- ---
| 3
| 4
| 2a- --- ---
|
4
| 8
| 30- --- ---
| 5
| 16
| 32a --- ---
| 6
| 32
| 430 --- ---
|
7
| 64
| 432 a-- ---
| 8
| 128
| 443 0-- ---
| 9
| 180
| 543 2a- ---
|
10
| 225
| 544 30- ---
| 11
| 275
| 554 32- ---
| 12
| 330
| 554 43a ---
|
13
| 390
| 655 432 a--
| 14
| 455
| 655 443 0--
| 15
| 525
| 665 543 2a-
|
16
| 600
| 665 544 30-
| 17
| 680
| 666 554 32a
| 18
| 765
| 666 554 430
|
19
| 855
| 666 655 432
| 20
| 950
| 666 655 443
| 21
| 1050
| 666 665 544
|
22
| 1155
| 666 665 555
| 23
| 1265
| 666 666 555
| 24
| 1380
| 666 666 655
|
25
| 1500
| 666 666 665
| 26
| 1625
| 666 666 666
| 27
| 1755
| 766 666 666
|
28
| 1890
| 776 666 666
| 29
| 2030
| 777 666 666
| 30
| 2175
| 777 766 666
|
31
| 2325
| 777 776 666
| 32
| 2480
| 777 777 666
| 33
| 2640
| 777 777 766
|
34
| 2805
| 777 777 776
| 35
| 2975
| 777 777 777
| 36
| 3150
| 877 777 777
|
|
Requisites:
| Wis 0
| Alignment:
| any
| HD/level:
| d8
| Weapon Prof.:
| 9+level/10
| To Hit Table:
| +level
| Save Table:
| Pri
| Reference:
| DM {Planeshifted Warrior3}
| Groups:
| Warrior, Alternate
|
|
|
Level 9: Pick any other Priest class you could qualify for. You gain all abilities of that class as if you were 8 levels lower.
|
|
[PC1] Warrior Group Classes
Knight0
Level
| KXP
| Priest 123 456
|
1
| 0
| --- ---
| 2
| 2
| --- ---
| 3
| 4
| 0-- ---
|
4
| 8
| 0-- ---
| 5
| 16
| 0-- ---
| 6
| 32
| 1-- ---
|
7
| 64
| 1-- ---
| 8
| 120
| 1-- ---
| 9
| 240
| 20- ---
|
10
| 360
| 20- ---
| 11
| 480
| 20- ---
| 12
| 600
| 21- ---
|
13
| 720
| 21- ---
| 14
| 840
| 21- ---
| 15
| 960
| 220 ---
|
16
| 1080
| 220 ---
| 17
| 1200
| 220 ---
| 18
| 1320
| 221 ---
|
19
| 1440
| 221 ---
| 20
| 1560
| 221 ---
| 21
| 1680
| 322 0--
|
22
| 1800
| 322 0--
| 23
| 1920
| 322 0--
| 24
| 2040
| 332 1--
|
25
| 2160
| 332 1--
| 26
| 2280
| 332 1--
| 27
| 2400
| 333 20-
|
28
| 2520
| 333 20-
| 29
| 2640
| 333 20-
| 30
| 2760
| 443 21-
|
31
| 2880
| 443 21-
| 32
| 3000
| 443 21-
| 33
| 3120
| 443 320
|
34
| 3240
| 443 320
| 35
| 3360
| 443 320
| 36
| 3480
| 444 321
|
|
Requisites:
| Str 9
| Alignment:
| any
| HD/level:
| d8
| Weapon Prof.:
| 4+level/3
| To Hit Table:
| Ftr0
| Save Table:
| Ftr0
| Reference:
| RC0-18
|
|
|
Level 1: Over Hit: If you hit someone by more than 20, add +1 damage for each number over what you needed to hit.
| Example: You need a -15 to hit someone, and you roll a 12. Damage bonus = Roll - Needed - 20 = 12 - -15 -20 = 7.
| Level 1: +1 slot in Weapon Mastery per level.
| Level 1: Detect evil/good/non-balance continuous.
| Level 3: Cast Priest spells using progression of Cleric0 at 1/3 level (round down). Caster level = actual level.
| Level 3: 1M,1/d: Summon level/3 fighters of level/2 to fight for you.
| Level 9: Disarm: 0: An attack you do does no damage, roll 1d20+(your Dex)-(target's Dex)*2, if greater than 0 he is disarmed.
|
|
[PC1] Warrior Group Classes
Paladin0
Level
| KXP
| Priest 123 456
|
1
| 0
| --- ---
| 2
| 2
| --- ---
| 3
| 4
| 0-- ---
|
4
| 8
| 0-- ---
| 5
| 16
| 0-- ---
| 6
| 32
| 1-- ---
|
7
| 64
| 1-- ---
| 8
| 120
| 1-- ---
| 9
| 240
| 20- ---
|
10
| 360
| 20- ---
| 11
| 480
| 20- ---
| 12
| 600
| 21- ---
|
13
| 720
| 21- ---
| 14
| 840
| 21- ---
| 15
| 960
| 220 ---
|
16
| 1080
| 220 ---
| 17
| 1200
| 220 ---
| 18
| 1320
| 221 ---
|
19
| 1440
| 221 ---
| 20
| 1560
| 221 ---
| 21
| 1680
| 322 0--
|
22
| 1800
| 322 0--
| 23
| 1920
| 322 0--
| 24
| 2040
| 332 1--
|
25
| 2160
| 332 1--
| 26
| 2280
| 332 1--
| 27
| 2400
| 333 20-
|
28
| 2520
| 333 20-
| 29
| 2640
| 333 20-
| 30
| 2760
| 443 21-
|
31
| 2880
| 443 21-
| 32
| 3000
| 443 21-
| 33
| 3120
| 443 320
|
34
| 3240
| 443 320
| 35
| 3360
| 443 320
| 36
| 3480
| 444 321
|
|
Requisites:
| Str 9, Wis 0
| Alignment:
| L any
| HD/level:
| d8
| Weapon Prof.:
| 4+level/3
| To Hit Table:
| Ftr0
| Save Table:
| Ftr0
| Reference:
| RC0-18
|
|
|
Level 1: Over Hit: If you hit someone by more than 20, add +1 damage for each number over what you needed to hit.
| Example: You need a -15 to hit someone, and you roll a 12. Damage bonus = Roll - Needed - 20 = 12 - -15 -20 = 7.
| Level 1: +1 slot in Weapon Mastery per level.
| Level 1: Detect evil/good/non-balance continuous.
| Level 3: Cast Priest spells using progression of Cleric0 at 1/3 level (round down). Caster level = actual level.
| Level 3: Turn/Command Undead at 1/3 level (round down).
| Level 9: Disarm: 0: An attack you do does no damage, roll 1d20+(your Dex)-(target's Dex)*2, if greater than 0 he is disarmed.
|
|
[PC1] Warrior Group Classes
Paladin1
Level
| KXP
| Priest 123 4
|
1
| 0
| --- -
| 2
| 2.75
| --- -
| 3
| 5.5
| --- -
|
4
| 12
| --- -
| 5
| 24
| --- -
| 6
| 45
| --- -
|
7
| 95
| --- -
| 8
| 175
| --- -
| 9
| 350
| 1-- -
|
10
| 700
| 2-- -
| 11
| 1050
| 21- -
| 12
| 1400
| 22- -
|
13
| 1750
| 221 -
| 14
| 2100
| 321 -
| 15
| 2450
| 321 1
|
16
| 2800
| 332 1
| 17
| 3150
| 333 1
| 18
| 3500
| 333 1
|
19
| 3850
| 333 2
| 20
| 4200
| 333 3
| 21
| 4550
| 433 3
|
22
| 4900
| 443 3
| 23
| 5250
| 444 3
| 24
| 5600
| 444 4
|
25
| 5950
| 544 4
| 26
| 6300
| 554 4
| 27
| 6650
| 555 4
|
28
| 7000
| 555 5
| 29
| 7350
| 655 5
| 30
| 7700
| 665 5
|
31
| 8050
| 666 5
| 32
| 8400
| 666 6
| 33
| 8750
| 766 6
|
34
| 9100
| 776 6
| 35
| 9450
| 777 6
| 36
| 9800
| 777 7
|
|
Requisites:
| Str 12, Con 9, Int 9, Wis 13, Chr 17
| Alignment:
| LG
| HD/level:
| d10
| Weapon Prof.:
| 3+level/2
| To Hit Table:
| War
| Save Table:
| War
| Reference:
| PH1-22
|
|
|
Level 1: May shatter a magical, psionic, or innate effect that is currently running. It requires 10 dmg per spell level of the effect to shatter it. This doesn't require a Holy Avenger.
| Level 1: Detect Evil (Range 60', requires 1 mental action) as the spell, except the evil creature must have evil intent in order to be picked up as an evil creature. This may done as often as the paladin wishes.
| Level 1: Immunity to all forms of natural (non-magical) disease.
| Level 1: Lay on Hands: Cure 2 hit points per level (Range T, uses 1 mental), once per day. This curing ability may be divided between two or more creatures, and does function on outer planar targets.
| Level 1: Cure Disease: can be done once per week per 5 levels (round up).
| Level 1: Protection from Evil 10'r (continuous, but may be lowered).
| Level 1: Turn Undead as a cleric of 2 levels lower.
| Level 1: +2 on all saving throws; not cumulative with cavalier or knight bonus.
| Level 1: Cannot retain more than 10 magic items (2 armor, 4 weapons, 4 any). (Ignore this restriction)
| Level 1: 10% of all treasure must be given to a religious institution (this is called the tithe). Leftover wealth not spent is also donated. (Ignore this restriction)
| Level 1: If holding a Holy Avenger, +10*N% MR (where N is the weapons TH bonus) and can Dispel Magic
| Level 3: Effective Charisma with lower level warriors increased by level-1.
| Level 4: The paladin may call upon a special war horse (which is treated as a mage's familiar). Possible mounts include the following: War Horse, Pegasus/Unicorn, Dragon Horse, Dragon, Opinicus, and Ki-Rin.
| It takes 17-24 hours for the mount to arrive, and the Hit Dice of the mount cannot be higher than the paladin's level. If the mount is lost, another can be called after the paladin spends 1 week praying (but no more than 2 mounts can be employed in a single decade).
| Level 9: Automatically gains 1 XP per year per follower if sets up a stronghold.
|
|
[PC1] Warrior Group Classes
Paladin2
Level
| KXP
| Priest 123 4
|
1
| 0
| --- -
| 2
| 2.25
| --- -
| 3
| 4.5
| --- -
|
4
| 9
| --- -
| 5
| 18
| --- -
| 6
| 36
| --- -
|
7
| 75
| --- -
| 8
| 150
| --- -
| 9
| 300
| 1-- -
|
10
| 600
| 2-- -
| 11
| 900
| 21- -
| 12
| 1200
| 22- -
|
13
| 1500
| 221 -
| 14
| 1800
| 321 -
| 15
| 2100
| 321 1
|
16
| 2400
| 332 1
| 17
| 2700
| 333 1
| 18
| 3000
| 333 1
|
19
| 3300
| 333 2
| 20
| 3600
| 333 3
| 21
| 3900
| 433 3
|
22
| 4200
| 443 3
| 23
| 4500
| 444 3
| 24
| 4800
| 444 4
|
25
| 5100
| 544 4
| 26
| 5400
| 554 4
| 27
| 5700
| 555 4
|
28
| 6000
| 555 5
| 29
| 6300
| 655 5
| 30
| 6600
| 665 5
|
31
| 6900
| 666 5
| 32
| 7200
| 666 6
| 33
| 7500
| 766 6
|
34
| 7800
| 776 6
| 35
| 8100
| 777 6
| 36
| 8400
| 777 7
|
|
Requisites:
| Str 12, Con 9, Wis 13, Chr 17
| Alignment:
| LG
| HD/level:
| d10
| Weapon Prof.:
| 4+level/3
| To Hit Table:
| War
| Save Table:
| War
| Reference:
| PH2-27
|
|
|
Level 1: May shatter a magical, psionic, or innate effect that is currently running. It requires 10 dmg per spell level of the effect to shatter it. This doesn't require a Holy Avenger.
| Level 1: Detect Evil (Range 60', requires 1 mental action) as the spell, except the evil creature must have evil intent in order to be picked up as an evil creature. This may done as often as the paladin wishes.
| Level 1: Immunity to all forms of natural (non-magical) disease.
| Level 1: Lay on Hands: Cure 2 hit points per level (Range T, uses 1 mental), once per day. This curing ability may be divided between two or more creatures, and does function on outer planar targets.
| Level 1: Cure Disease: can be done once per week per 5 levels (round up).
| Level 1: Protection from Evil 10'r (continuous, but may be lowered).
| Level 1: Turn Undead as a cleric of 2 levels lower.
| Level 1: +2 on all saving throws; not cumulative with cavalier or knight bonus.
| Level 1: Cannot retain more than 10 magic items (2 armor, 4 weapons, 4 any). (Ignore this restriction)
| Level 1: 10% of all treasure must be given to a religious institution (this is called the tithe). Leftover wealth not spent is also donated. (Ignore this restriction)
| Level 1: If holding a Holy Avenger, +10*N% MR (where N is the weapons TH bonus) and can Dispel Magic
| Level 3: Effective Charisma with lower level warriors increased by level-1.
| Level 4: The paladin may call upon a special war horse (which is treated as a mage's familiar). Possible mounts include the following: War Horse, Pegasus/Unicorn, Dragon Horse, Dragon, Opinicus, and Ki-Rin.
| It takes 17-24 hours for the mount to arrive, and the Hit Dice of the mount cannot be higher than the paladin's level. If the mount is lost, another can be called after the paladin spends 1 week praying (but no more than 2 mounts can be employed in a single decade).
| Level 9: Automatically gains 1 XP per year per follower if sets up a stronghold.
|
|
[PC1] Warrior Group Classes
Paladin3
Level
| KXP
| Spells 123 4
|
1
| 0
| --- -
| 2
| 10
| --- -
| 3
| 30
| --- -
|
4
| 60
| 0-- -
| 5
| 100
| 0-- -
| 6
| 150
| 1-- -
|
7
| 210
| 1-- -
| 8
| 280
| 10- -
| 9
| 360
| 10- -
|
10
| 450
| 11- -
| 11
| 550
| 110 -
| 12
| 660
| 111 -
|
13
| 780
| 111 -
| 14
| 910
| 211 0
| 15
| 1050
| 211 1
|
16
| 1200
| 221 1
| 17
| 1360
| 222 1
| 18
| 1530
| 322 1
|
19
| 1710
| 333 2
| 20
| 1900
| 333 3
| 21
| 2100
| 433 3
|
22
| 2310
| 443 3
| 23
| 2530
| 444 3
| 24
| 2760
| 444 4
|
25
| 3000
| 544 4
| 26
| 3250
| 554 4
| 27
| 3510
| 555 4
|
28
| 3780
| 555 5
| 29
| 4060
| 655 5
| 30
| 4350
| 665 5
|
31
| 4650
| 666 5
| 32
| 4960
| 666 6
| 33
| 5280
| 766 6
|
34
| 5610
| 776 6
| 35
| 5950
| 777 6
| 36
| 6300
| 777 7
|
|
Requisites:
| Str 0, Wis 0 (11), Chr 0
| Alignment:
| LG
| HD/level:
| d10
| Weapon Prof.:
| 10+level/9
| To Hit Table:
| +level
| Save Table:
| War
| Reference:
| PH3-41
|
|
|
Level 1: 1M: Detect Evil.
| Level 1: Divine Grace: Add Chr bonus to all saving throws.
| Level 1: Lay on Hands: 1V, 1/d, touch: Cure LVL*(Chr bonus) hp, or Cause same amount to an undead creature. This can be "broken up" among multiple touches.
| Level 1: Divine Health: Immune to disease, mummy rot, lycanthropy.
| Level 2: Aura of Courage: Immune to fear. All within 10' resist fear.
| Level 2: Smite Evil: 1 attack, 1/d: +(Chr bonus) TH, +LVL dmg with next attack vs. an evil creature.
| Level 3: Remove Disease: 1M, [LVL/3] /week: Cure Disease.
| Level 3: Turn Undead as if a Priest of 2 levels lower.
| Level 4: Can cast Priest spells; gets Wisdom bonus.
| Level 5: Special Mount: Gain a familiar which must be a mount (the familiar list in [S0.5] indicates which types can be mounts).
|
|
[PC1] Warrior Group Classes
Ranger1
Level
| KXP
| Druid Wizard 123 12
|
1
| 0
| --- --
| 2
| 2.25
| --- --
| 3
| 4.5
| --- --
|
4
| 10
| --- --
| 5
| 20
| --- --
| 6
| 40
| --- --
|
7
| 90
| --- --
| 8
| 150
| 1-- --
| 9
| 225
| 1-- 1-
|
10
| 325
| 2-- 1-
| 11
| 650
| 2-- 2-
| 12
| 975
| 21- 2-
|
13
| 1300
| 21- 21
| 14
| 1625
| 22- 21
| 15
| 1950
| 22- 22
|
16
| 2275
| 221 22
| 17
| 2600
| 222 22
| 18
| 2925
| 322 22
|
19
| 3250
| 322 32
| 20
| 3575
| 332 32
| 21
| 3900
| 332 32
|
22
| 4225
| 333 33
| 23
| 4550
| 333 33
| 24
| 4875
| 433 33
|
25
| 5200
| 433 33
| 26
| 5525
| 443 43
| 27
| 5850
| 443 43
|
28
| 6175
| 444 43
| 29
| 6500
| 444 44
| 30
| 6825
| 544 44
|
31
| 7150
| 544 44
| 32
| 7475
| 554 44
| 33
| 7800
| 555 54
|
34
| 8125
| 655 54
| 35
| 8450
| 665 54
| 36
| 8775
| 666 55
|
|
Requisites:
| Str 13, Con 14, Int 13, Wis 14
| Alignment:
| any G
| HD/level:
| +d8
| Weapon Prof.:
| 3+level/3
| To Hit Table:
| War
| Save Table:
| War
| Reference:
| PH1-24
|
|
|
Level 1: Free Tracking proficiency, number of free slots = Ranger's level ÷ 2.
| Level 1: Trailing, Wilderness Survival, Two-Weapon Fighting proficiencies.
| Level 1: +4 to hit and +1/level damage versus a species enemy. This can be either a single race without qualifier ("All dragons", "All demons", but not "All demi-humans") or "Giant-class" (which includes all creatures who have 2 arms, 2 legs, and have skin, fur, or scales; but does not include humans and demi-humans).
| Level 1: Rogue abilities as per Scout (see [PC4]).
| Level 1: Surprise 50% of time, is surprised only 1 in 6.
| Level 1: Excess goods/treasure must be donated as per paladin.
| Level 1: Cannot hire men-at-arms (Ignore this restriction)
| Level 1: Cannot operate with more than 2 other Rangers (Ignore this restriction)
| Level 4: Locate Object/Animal/Plant (level÷4) times per day (as Priest spells).
| Level 8: Ability to cast druid spells (no wisdom bonus), see table in [S1].
| Level 8: Can now hire men-at-arms
| Level 9: Ability to cast wizard spells (can specialize in charm/divination), see table in [S1]. (Ran2 does not get this ability)
| Level 10: Can use Priest and Wizard items that are not written.
| Level 10: Attract 2-20 followers
| Level 18: Find the Path 1/day (as the Priest spell).
|
|
[PC1] Warrior Group Classes
Ranger2
Level
| KXP
| Druid 123
|
1
| 0
| ---
| 2
| 2.25
| ---
| 3
| 4.5
| ---
|
4
| 9
| ---
| 5
| 18
| ---
| 6
| 36
| ---
|
7
| 75
| ---
| 8
| 150
| 1--
| 9
| 300
| 2--
|
10
| 600
| 21-
| 11
| 900
| 22-
| 12
| 1200
| 221
|
13
| 1500
| 321
| 14
| 1800
| 322
| 15
| 2100
| 332
|
16
| 2400
| 333
| 17
| 2700
| 333
| 18
| 3000
| 333
|
19
| 3300
| 433
| 20
| 3600
| 443
| 21
| 3900
| 444
|
22
| 4200
| 444
| 23
| 4500
| 444
| 24
| 4800
| 544
|
25
| 5100
| 554
| 26
| 5400
| 555
| 27
| 5700
| 555
|
28
| 6000
| 555
| 29
| 6300
| 655
| 30
| 6600
| 665
|
31
| 6900
| 666
| 32
| 7200
| 666
| 33
| 7500
| 666
|
34
| 7800
| 766
| 35
| 8100
| 776
| 36
| 8400
| 777
|
|
Requisites:
| Str 13, Dex 13, Con 14, Wis 14
| Alignment:
| any G
| HD/level:
| d10
| Weapon Prof.:
| 4+level/3
| To Hit Table:
| War
| Save Table:
| War
| Reference:
| PH2-28
|
|
|
Level 1: Free Tracking proficiency, number of free slots = Ranger's level ÷ 2.
| Level 1: Trailing, Wilderness Survival, Two-Weapon Fighting proficiencies.
| Level 1: +4 to hit and +1/level damage versus a species enemy. This can be either a single race without qualifier ("All dragons", "All demons", but not "All demi-humans") or "Giant-class" (which includes all creatures who have 2 arms, 2 legs, and have skin, fur, or scales; but does not include humans and demi-humans).
| Level 1: Rogue abilities as per Scout (see [PC4]).
| Level 1: Surprise 50% of time, is surprised only 1 in 6.
| Level 1: Excess goods/treasure must be donated as per paladin.
| Level 1: Cannot hire men-at-arms (Ignore this restriction)
| Level 1: Cannot operate with more than 2 other Rangers (Ignore this restriction)
| Level 4: Locate Object/Animal/Plant (level÷4) times per day (as Priest spells).
| Level 8: Ability to cast druid spells (no wisdom bonus), see table in [S1].
| Level 8: Can now hire men-at-arms
| Level 9: Ability to cast wizard spells (can specialize in charm/divination), see table in [S1]. (Ran2 does not get this ability)
| Level 10: Can use Priest and Wizard items that are not written.
| Level 10: Attract 2-20 followers
| Level 18: Find the Path 1/day (as the Priest spell).
|
|
[PC1] Warrior Group Classes
Ranger3
Level
| KXP
| Priest 123 4
|
1
| 0
| --- -
| 2
| 10
| --- -
| 3
| 30
| --- -
|
4
| 60
| 0-- -
| 5
| 100
| 0-- -
| 6
| 150
| 1-- -
|
7
| 210
| 1-- -
| 8
| 280
| 10- -
| 9
| 360
| 10- -
|
10
| 450
| 11- -
| 11
| 550
| 110 -
| 12
| 660
| 111 -
|
13
| 780
| 111 -
| 14
| 910
| 211 0
| 15
| 1050
| 211 1
|
16
| 1200
| 221 1
| 17
| 1360
| 222 1
| 18
| 1530
| 322 1
|
19
| 1710
| 333 2
| 20
| 1900
| 333 3
| 21
| 2100
| 433 3
|
22
| 2310
| 443 3
| 23
| 2530
| 444 3
| 24
| 2760
| 444 4
|
25
| 3000
| 544 4
| 26
| 3250
| 554 4
| 27
| 3510
| 555 4
|
28
| 3780
| 555 5
| 29
| 4060
| 655 5
| 30
| 4350
| 665 5
|
31
| 4650
| 666 5
| 32
| 4960
| 666 6
| 33
| 5280
| 766 6
|
34
| 5610
| 776 6
| 35
| 5950
| 777 6
| 36
| 6300
| 777 7
|
|
Requisites:
| Str 0, Dex 0, Wis 0 (11)
| Alignment:
| any
| HD/level:
| d10
| Weapon Prof.:
| 10+level/9
| To Hit Table:
| +level
| Save Table:
| War
| Reference:
| PH3-44
|
|
|
Level 1: Gain Track feat.
| Level 1: Favored Enemy: Pick a type of creature. +1 dmg & proficiency checks vs. that enemy. Every 5 levels, gain another Favored Enemy and all previous Favored Enemy bonuses increase by +1.
| Level 1: Can take Improved Two-Weapon Fighting feat even if doesn't have prerequisites.
| Level 4: Can cast Priest spells; gets Wisdom bonus.
|
|
[PC2] Wizard Group Classes
All Wizard Classes
Level 1: May material component a spell by spending 1V action. See [S0] for effects of material componenting. Generally, you will can pick from: double effect, double level for purposes of MR shift, double duration, or double range ("0" going to "touch" and "touch" going to 10 feet).
| Level 1: Allowed to use 1st edition illusionist spells (in PH1, UA1, etc.) as if they were normal wizard spells; you don't have to be an illusionist to use them.
| Level N: May cast spells of spell level N/3 (round down) without using a P action, if you are specialized in that school.
| Level N: May cast spells of spell level N/4 (round down) without using a P action.
|
|
[PC2] Wizard Group Classes
Specialist Wizards
1st edition specialist wizards are usually custom classes with their own spell progressions and powers. You may choose either the 2nd edition or Collective system of specialization for your specialty schools.
| 2nd edition specialists gives 1 extra spell for each spell level the caster has. The extra spell must be from the selected specialty school. Their spell progression and XP table (and other data) are identical to Mage2 class, unless noted.
| Collective specialists grant no extra spells, but the caster may cast spells from his specialty school for ˝ of a spell. Their spell progression and XP table (and other data) are identical to Mage2 class, unless noted.
| For both systems of specialist, you must select an opposite school. The school selected must be one of the 8 major schools. Spells in the opposite school cost 2 full spells to cast.
| When casting a spell in your specialty school, all creatures get -1 on their save vs. the effect. When you are affected by a spell from your specialty school, you get +1 on your save.
|
|
|
School
| 1st ed. specialist
| 2nd ed. Specialist
| Collective specialist
| Requisites
| (Note)
|
Abjuration
| WRobe1 *
| Abjurer2
| Thaumaturgist
| Int/Wis
|
| Alteration
| (NA)
| Transmuter2
| Alterationist
| Int/Dex
|
| Conjuration
| Warlock1 *
| Conjurer2
| Summoner
| Int/Chr
|
|
Divination
| Savant1 *
| Diviner2
| Visionist, Sage *
| Int/Wis
|
| Enchantment
| (NA)
| Enchanter2
| Mesmeriser
| Int/Chr
|
| Illusion
| Illusionist1 *
| Illusionist2
| Phantasmist
| Int/Dex
|
|
Invocation
| RRobe1
| Evoker2
| Invoker
| Int/Con
|
| Necromancy
| DeathMaster1*, BRobe1*
| Necromancer2
| Apparitionist
| Int/Wis
|
| Air
| (NA)
| (NA)
| Aeromancer
| Int/Dex/Wis
|
|
Chronomancy
| (NA)
| Chronomancer2 *
| Tempromancer *
| Int/Con/Con
| (need Con 18)
| Cold
| (NA)
| (NA)
| Cryomancer
| Int/Con/Dex
|
| Eelemental ****
| (NA)
| (NA)
| Eelementalist
| Con/Str
| (see also Psi(-15))
|
Elemental
| (NA)
| Elementalist2
| Elemental Mage
| Int/Int/Con
| (need Int 18) (see also Psi15)
| Earth
| (NA)
| (NA)
| Terramancer
| Int/Str/Con
|
| Fire
| (NA)
| (NA)
| Pyromancer
| Int/Dex/Wis
|
|
Water
| (NA)
| (NA)
| Aquamancer
| Int/Str/Dex
|
| Weird Element
| (NA)
| (Element)-ist2
| (Element)-mancer
| Int/???/???
| (??? determined by DM)
| Alchemy
| Alchemist1 *
| (NA)
| (NA)
| Int/Con
|
|
Chemistry
| (NA)
| (NA)
| Chemist
| Int/Wis
|
| Demonology **
| (NA)
| (NA)
| Infernal Mage *
| Int/Str
| (see also Psi6)
| Dracology
| (NA)
| Dracologist2
| Dragon Mage
| Int/Str
| (see also Psi15)
|
Incantatrix
| Incantatrix1 *
| Defiler2*,Preserver2*
| Spellstealer *
| Int/Wis/Chr
| (see also Psi20)
| Metamagic
| (NA)
| Metamagician2
| (NA)
| Int/Int
| (need Int 18)
| Metamorphics
| (NA)
| Metamorphicist2
| (NA)
| Int/Dex
|
|
Numbers
| (NA)
| Numerologist2
| (NA)
| Int
| (see also Psi12L)
| Punomancy ****
| Punomancer1
| Punomancer2
| PunomancerDM
| Wis/Dex
|
| Somniomancy
| (NA)
| (NA)
| Somniomancer *
| Int/Chr/Wis
|
|
Technology
| Tinker1 ***
| Spelljammer2 *
| Technologist *
| Int/Int/Dex
| (Int 18) (also Psi8/16)
| Telekinetics
| (NA)
| Telekineticist2
| (NA)
| Int/Dex
| (see also psionics)
| Thought
| (NA)
| Thought Mage2
| Mind Mage
| Int/Wis
| (see also psionics)
|
Wild Magic
| (NA)
| Wild Mage2
| (NA)
| Int/Dex/Wis
| (see also Psi12C)
|
|
| * This class does not use the standard Mage2 spell and XP progression. This class may also have different requisites than this table lists. See the individual class listing in the Class Table and further down in [P4.2] for details. If there is no such listing, just use Mage2 until the proper class is written.
| ** There is a Demonologist class in the Priest group.
| *** This is a Rogue group class, see [PC4].
| **** This may or may not exist depending on the campaign.
|
| There is also a "Spellbinder" class, which is specialized in Illusion and Enchantment (see below). Basic data as per Mage2.
|
|
[PC2] Wizard Group Classes
Alchemist1
Level
| KXP
| Wizard 123 456 789
|
1
| 0
| --- --- ---
| 2
| 1
| --- --- ---
| 3
| 3.2
| 1-- --- ---
|
4
| 6
| 2-- --- ---
| 5
| 10
| 3-- --- ---
| 6
| 18.5
| 41- --- ---
|
7
| 30
| 421 --- ---
| 8
| 50
| 432 --- ---
| 9
| 75
| 433 1-- ---
|
10
| 110
| 443 21- ---
| 11
| 200
| 444 22- ---
| 12
| 380
| 444 221 ---
|
13
| 560
| 444 332 ---
| 14
| 640
| 444 443 ---
| 15
| 820
| 444 444 ---
|
16
| 1000
| 544 444 1--
| 17
| 1180
| 554 444 2--
| 18
| 1360
| 555 444 3--
|
19
| 1540
| 555 544 4--
| 20
| 1720
| 555 554 41-
| 21
| 1900
| 555 555 42-
|
22
| 2080
| 555 555 53-
| 23
| 2260
| 555 555 54-
| 24
| 2440
| 555 555 55-
|
25
| 2620
| 655 555 551
| 26
| 2800
| 665 555 552
| 27
| 2980
| 666 555 553
|
28
| 3160
| 666 655 554
| 29
| 3340
| 666 665 555
| 30
| 3520
| 666 666 555
|
31
| 3700
| 666 666 655
| 32
| 3880
| 666 666 665
| 33
| 4060
| 666 666 666
|
34
| 4240
| 777 666 666
| 35
| 4420
| 777 777 666
| 36
| 4600
| 777 777 777
|
|
Requisites:
| Str 9, Dex 9, Con 14, Int 10, Wis 6
| Alignment:
| any
| HD/level:
| d3
| Weapon Prof.:
| 1+level/6
| To Hit Table:
| Wiz
| Save Table:
| Wiz
| Reference:
| BoD3
|
|
|
Level 1: One occupation non-weapon proficiency per level (free).
| Level 1: Read Languages (47+level*3)%.
| Level 2: Identify minerals by sight.
| Level 3: Identify potions and poisons by sight.
| Level 3: Considered specialized in Enchantment/Charm (no opposite).
| Level 4: Identify plants by sight.
| Level 4: Can create potions in 1/(level-3) the normal time.
| Level 5: Identify animals by sight.
| Level 6: Can write scrolls in 1/(level-5) the normal time.
| Level 6: Considered specialized in Alteration (no opposites still).
| Level 7: Can create any expendible/charged item in 1/(level-6) the normal time.
| Level 9: Predict miscibility (Level-8)*10%.
| Level 9: Can create any non-artifact magic item in 1/(level-8) the normal time.
| Level 9: Identify any non-artifact magic item by sight.
| Level 9: Identify non-immortal monsters by sight.
| Level 9: Can specialize in (third) school; if this is done, select an opposite.
|
|
[PC2] Wizard Group Classes
Anti-Magic-User1
Level
| KXP
| Wizard 123 456 789
|
1
| 0
| 1-- --- ---
| 2
| 3.75
| 2-- --- ---
| 3
| 7.5
| 21- --- ---
|
4
| 15
| 32- --- ---
| 5
| 33.75
| 421 --- ---
| 6
| 60
| 422 --- ---
|
7
| 90
| 432 1-- ---
| 8
| 135
| 433 2-- ---
| 9
| 202.5
| 433 21- ---
|
10
| 375
| 443 22- ---
| 11
| 562.5
| 444 33- ---
| 12
| 1125
| 444 441 ---
|
13
| 1687.5
| 555 442 ---
| 14
| 2250
| 555 442 1--
| 15
| 2812.5
| 555 552 1--
|
16
| 3375
| 555 553 21-
| 17
| 3937.5
| 555 553 32-
| 18
| 4500
| 555 553 321
|
19
| 5062.5
| 555 553 331
| 20
| 5625
| 555 554 332
| 21
| 6187.5
| 555 554 442
|
22
| 6750
| 555 555 443
| 23
| 7312.5
| 555 555 553
| 24
| 7875
| 555 555 554
|
25
| 8437.5
| 555 555 555
| 26
| 9000
| 666 655 555
| 27
| 9562.5
| 666 666 655
|
28
| 10125
| 666 666 666
| 29
| 10687.5
| 777 766 666
| 30
| 11250
| 777 777 766
|
31
| 11812.5
| 777 777 777
| 32
| 12375
| 888 877 777
| 33
| 12937.5
| 888 888 877
|
34
| 13500
| 888 888 888
| 35
| 14062.5
| 999 988 888
| 36
| 14625
| 999 999 999
|
|
TH
| Saves PD RS PP BW Sp Fo Re Wi
|
+0
| 4 7 5 3 6 0 1 1
| +0
| 4 7 5 3 7 0 1 1
| +0
| 4 8 5 4 7 0 1 2
|
+1
| 4 8 6 4 7 1 2 2
| +1
| 5 9 6 4 8 1 2 3
| +1
| 5 9 7 5 8 2 3 3
|
+2
| 5 10 7 5 9 2 3 4
| +2
| 6 10 7 6 9 2 3 4
| +2
| 6 10 8 6 9 3 4 5
|
+3
| 6 11 8 6 10 3 4 5
| +3
| 7 11 9 7 10 4 5 6
| +3
| 7 12 9 7 11 4 5 6
|
+4
| 7 12 9 8 11 4 5 7
| +4
| 7 13 10 8 11 5 6 7
| +4
| 8 13 10 8 12 5 6 8
|
+5
| 8 13 11 9 12 6 7 8
| +5
| 8 14 11 9 13 6 7 9
| +5
| 9 14 11 10 13 6 7 9
|
|
Requisites:
| Int 14, Wis 9
| Alignment:
| any
| HD/level:
| d4
| Weapon Prof.:
| 1+level/6
| To Hit Table:
| Wiz
| Save Table:
| Wiz
| Reference:
| DM {Planeshifted Magic-User1}
| Groups:
| Wizard, Alternate
|
|
|
|
Specialization in Anti-Magic; no opposite.
| Level 1: May use 1 material component effect per spell as a zero action.
|
|
[PC2] Wizard Group 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
|
|
|
|
[PC2] Wizard Group Classes
Black Robe1
Level
| KXP
| Wizard 123 456 789
|
1
| 2.5
| 1-- --- ---
| 2
| 5
| 2-- --- ---
| 3
| 10
| 21- --- ---
|
4
| 17
| 32- --- ---
| 5
| 35
| 421 --- ---
| 6
| 45
| 422 --- ---
|
7
| 80
| 432 1-- ---
| 8
| 135
| 433 2-- ---
| 9
| 290
| 433 21- ---
|
10
| 375
| 443 221 ---
| 11
| 500
| 444 321 ---
| 12
| 650
| 444 421 1--
|
13
| 800
| 555 432 111
| 14
| 1000
| 555 442 111
| 15
| 1200
| 555 552 111
|
16
| 1400
| 555 553 211
| 17
| 1650
| 555 554 321
| 18
| 1900
| 555 554 321
|
19
| 2150
| 555 554 322
| 20
| 2400
| 555 554 333
| 21
| 2650
| 555 554 444
|
22
| 2900
| 555 555 555
| 23
| 3150
| 666 666 666
| 24
| 3400
| 776 666 666
|
25
| 3650
| 777 766 666
| 26
| 3900
| 777 776 666
| 27
| 4150
| 777 777 666
|
28
| 4400
| 777 777 776
| 29
| 4650
| 777 777 777
| 30
| 4900
| 887 777 777
|
31
| 5150
| 888 777 777
| 32
| 5400
| 888 877 777
| 33
| 5650
| 888 887 777
|
34
| 5900
| 888 888 777
| 35
| 6150
| 888 888 877
| 36
| 6400
| 888 888 887
|
|
Requisites:
| Dex 6, Int 9
| Alignment:
| any E
| HD/level:
| d4
| Weapon Prof.:
| 1+level/5
| To Hit Table:
| Wiz
| Save Table:
| Wiz
| Reference:
| DLA1
|
|
|
Specialized in Necromancy. Has Divination and Abjuration as opposite schools.
| Level 1: May use 1 material component effect per spell as a zero action.
|
|
[PC2] Wizard Group Classes
Chronomancer2
Level
| KXP
| Wizard 123 456 789
|
1
| 0
| ˝-- --- ---
| 2
| 3
| 1-- --- ---
| 3
| 6
| 2˝- --- ---
|
4
| 12
| 21- --- ---
| 5
| 24
| 32˝ --- ---
| 6
| 48
| 321 --- ---
|
7
| 72
| 332 ˝-- ---
| 8
| 105
| 432 1-- ---
| 9
| 160
| 433 2˝- ---
|
10
| 285
| 443 21- ---
| 11
| 425
| 443 32˝ ---
| 12
| 850
| 544 321 ---
|
13
| 1235
| 544 332 ˝--
| 14
| 1610
| 554 432 1--
| 15
| 1985
| 554 433 2˝-
|
16
| 2370
| 555 443 21-
| 17
| 2755
| 655 443 32˝
| 18
| 3140
| 655 544 321
|
19
| 3525
| 665 544 332
| 20
| 3910
| 665 554 432
| 21
| 4295
| 666 554 433
|
22
| 4680
| 666 555 443
| 23
| 5065
| 766 655 443
| 24
| 5450
| 766 655 544
|
25
| 5835
| 776 665 544
| 26
| 6220
| 776 665 554
| 27
| 6605
| 777 666 554
|
28
| 6990
| 777 666 555
| 29
| 7375
| 777 766 655
| 30
| 7760
| 877 766 655
|
31
| 8145
| 877 776 665
| 32
| 8530
| 887 776 665
| 33
| 8915
| 887 777 666
|
34
| 9300
| 888 777 666
| 35
| 9685
| 888 777 766
| 36
| 10070
| 888 877 766
|
|
TH
| Saves PD RS PP BW Sp Fo Re Wi
|
+0
| 4 7 5 3 6 0 1 1
| +0
| 4 7 5 3 7 0 1 1
| +1
| 4 8 5 4 7 0 1 2
|
+1
| 4 8 6 4 7 1 2 2
| +2
| 5 9 6 4 8 1 2 3
| +2
| 5 9 7 5 8 2 3 3
|
+3
| 5 10 7 5 9 2 3 4
| +3
| 6 10 7 6 9 2 3 4
| +4
| 6 10 8 6 9 3 4 5
|
+4
| 6 11 8 6 10 3 4 5
| +5
| 7 11 9 7 10 4 5 6
| +5
| 7 12 9 7 11 4 5 6
|
+6
| 7 12 9 8 11 4 5 7
| +6
| 7 13 10 8 11 5 6 7
| +7
| 8 13 10 8 12 5 6 8
|
+7
| 8 13 11 9 12 6 7 8
| +8
| 8 14 11 9 13 6 7 9
| +8
| 9 14 11 10 13 6 7 9
|
|
Requisites:
| Int 17, Wis 16
| Alignment:
| L any or T any
| HD/level:
| d4
| Weapon Prof.:
| 1+level/5
| To Hit Table:
| Rog
| Save Table:
| Wiz
| Reference:
| Chrono2
| Groups:
| Wizard
|
|
|
|
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 3: Time/Reality Stability.
| Level 5: Immune to haste and slow (this immunity may be lowered).
| Level 11: +LVL-10 segments per round. Thus a level 25 Chronomancer has 25 segments.
|
|
[PC2] Wizard Group 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
|
|
[PC2] Wizard Group Classes
Defiler2
Level
| KXP
| Wizard 123 456 789
|
1
| 0
| 1-- --- ---
| 2
| 1.75
| 2-- --- ---
| 3
| 3.5
| 21- --- ---
|
4
| 7
| 32- --- ---
| 5
| 14
| 421 --- ---
| 6
| 28
| 422 --- ---
|
7
| 42
| 432 1-- ---
| 8
| 63
| 433 2-- ---
| 9
| 94.5
| 433 21- ---
|
10
| 180
| 443 221 ---
| 11
| 270
| 444 321 ---
| 12
| 540
| 444 421 1--
|
13
| 820
| 555 432 111
| 14
| 1080
| 555 442 111
| 15
| 1350
| 555 552 111
|
16
| 1620
| 555 553 211
| 17
| 1890
| 555 554 321
| 18
| 2160
| 555 554 321
|
19
| 2430
| 555 554 322
| 20
| 2700
| 555 554 333
| 21
| 2970
| 555 554 444
|
22
| 3240
| 555 555 555
| 23
| 3510
| 666 666 666
| 24
| 3780
| 776 666 666
|
25
| 4050
| 777 766 666
| 26
| 4320
| 777 776 666
| 27
| 4590
| 777 777 666
|
28
| 4860
| 777 777 776
| 29
| 5130
| 777 777 777
| 30
| 5400
| 887 777 777
|
31
| 5670
| 888 777 777
| 32
| 5940
| 888 877 777
| 33
| 6210
| 888 887 777
|
34
| 6480
| 888 888 777
| 35
| 6750
| 888 888 877
| 36
| 7020
| 888 888 887
|
|
Requisites:
| Int 9
| Alignment:
| any E
| HD/level:
| d4
| Weapon Prof.:
| 1+level/5
| To Hit Table:
| Wiz
| Save Table:
| Wiz
| Reference:
| DS2
|
|
|
Gets Wisdom bonus as bonus Wizard spells. This bonus is in addition to any Wisdom bonus for Priests.
| Level 1: 1M,1P: Steal Strength from the Land (100 yard radius). This gives you back 1 spell level and lowers the local PF and MF by 1 each.
| [Spell progression as Black Robe for now, this may change]
|
|
[PC2] Wizard Group Classes
Elf0
Level
| KXP
| Wizard 123 456 789
|
1
| 0
| 1-- --- ---
| 2
| 4
| 2-- --- ---
| 3
| 8
| 21- --- ---
|
4
| 16
| 22- --- ---
| 5
| 32
| 221 --- ---
| 6
| 64
| 222 --- ---
|
7
| 120
| 322 1-- ---
| 8
| 250
| 332 2-- ---
| 9
| 400
| 333 21- ---
|
10
| 600
| 333 32- ---
| 11
| 850
| 433 321 ---
| 12
| 1100
| 444 321 ---
|
13
| 1350
| 444 322 ---
| 14
| 1600
| 444 432 ---
| 15
| 1850
| 544 432 1--
|
16
| 2100
| 555 432 2--
| 17
| 2350
| 655 443 2--
| 18
| 2600
| 655 443 21-
|
19
| 2850
| 655 543 22-
| 20
| 3100
| 655 544 32-
| 21
| 3350
| 655 544 321
|
22
| 3600
| 665 554 322
| 23
| 3850
| 666 654 332
| 24
| 4100
| 776 655 432
|
25
| 4350
| 776 655 443
| 26
| 4600
| 777 665 543
| 27
| 4850
| 777 665 554
|
28
| 5100
| 887 666 654
| 29
| 5350
| 887 776 655
| 30
| 5600
| 888 777 665
|
31
| 5850
| 888 777 766
| 32
| 6100
| 988 887 776
| 33
| 6350
| 999 888 777
|
34
| 6600
| 999 988 887
| 35
| 6850
| 999 999 888
| 36
| 7100
| 999 999 999
|
|
Requisites:
| Str 9, Int 9
| Alignment:
| any
| HD/level:
| d6
| Weapon Prof.:
| 2+level/3
| To Hit Table:
| Ftr0
| Save Table:
| Elf0
| Reference:
| RC0-25
|
|
|
Cannot specialize.
| Level 1: May use 1 material component effect per spell as a zero action.
| Level 1: Over Hit: If you hit someone by more than 20, add +1 damage for each number over what you needed to hit.
| Example: You need a -15 to hit someone, and you roll a 12. Damage bonus = Roll - Needed - 20 = 12 - -15 -20 = 7.
| Level 1: +1 slot in Weapon Mastery per level.
| Level 1: Fighting Withdrawal: 2V: Disengage melee combat without receiving a parting shot.
| Level 9: Smash: 0: Get -5 to hit, but add an additional Str bonus to damage.
| Level 9: Parry: +N AC for each weapon you are wielding (N=0 for small, N=1 for medium, N=4 for large).
| Level 9: Disarm: 0: An attack you do does no damage, roll 1d20+(your Dex)-(target's Dex)*2, if greater than 0 he is disarmed.
| Level 12: If you need a 2 or less to hit a target, you may attack it twice for each attack.
| Level 24: If you need a 2 or less to hit a target, you may attack it three times for each attack.
| Level 36: If you need a 2 or less to hit a target, you may attack it four times for each attack.
|
|
[PC2] Wizard Group Classes
Historian2
Level
| KXP
| Wizard 123 456 789
|
1
| 0
| 1-- --- ---
| 2
| 1.2
| 1-- --- ---
| 3
| 2.4
| 2-- --- ---
|
4
| 4.8
| 2-- --- ---
| 5
| 9.5
| 21- --- ---
| 6
| 19
| 21- --- ---
|
7
| 38
| 32- --- ---
| 8
| 76
| 32- --- ---
| 9
| 150
| 421 --- ---
|
10
| 300
| 421 --- ---
| 11
| 450
| 422 --- ---
| 12
| 600
| 422 --- ---
|
13
| 750
| 432 1-- ---
| 14
| 900
| 432 1-- ---
| 15
| 1050
| 433 2-- ---
|
16
| 1200
| 433 2-- ---
| 17
| 1350
| 433 21- ---
| 18
| 1500
| 433 21- ---
|
19
| 1650
| 443 22- ---
| 20
| 1800
| 443 22- ---
| 21
| 1950
| 444 33- ---
|
22
| 2100
| 444 33- ---
| 23
| 2250
| 444 441 ---
| 24
| 2400
| 444 441 ---
|
25
| 2550
| 555 442 ---
| 26
| 2700
| 555 442 ---
| 27
| 2850
| 555 442 1--
|
28
| 3000
| 555 442 1--
| 29
| 3150
| 555 552 1--
| 30
| 3300
| 555 552 1--
|
31
| 3450
| 555 553 21-
| 32
| 3600
| 555 553 21-
| 33
| 3750
| 555 553 32-
|
34
| 3900
| 555 553 32-
| 35
| 4050
| 555 553 321
| 36
| 4200
| 555 553 321
|
|
Requisites:
| Int 12, Wis 10
| Alignment:
| any
| HD/level:
| d6
| Weapon Prof.:
| 2+level/4
| To Hit Table:
| Rog
| Save Table:
| Rog
| Reference:
| S&S2
|
|
|
Level 1: +1 slot in every "History" proficiency per level.
| Level 2: Legend Lore | Identify Magic/Psi item | Identify Innate item | Identify Technological Item | Identify Artifact = 50*(LVL-1)%.
| Level 3: Time-Reality Stability.
| Level 4: Resist Time/Chronomancy and Anti-Time.
| Level 5: 1M, 1/t: Locate a specific history book (same plane).
| Level 9: 1M, 1/d: Summon a Time Elemental (any existant type).
| Level 12: 1M, 1/t: Locate a specific history book (same multiverse).
| Level 16: 1M, 1/t: Time Travel any distance (up to a temporal barrier).
| Level 17: Immune Time/Chronomancy and Anti-Time.
| Level 18: 1M, 1/d: Summon a Time Elemental, Anti-Time Elemental, or Time Elemental Grue (any existant or non-existant type).
| Level 21: 1M, 1/t: Locate a specific history book (same omniverse).
| Level 25: 1M, 1/t: Time Travel any distance (can cross one natural temporal barrier).
|
|
[PC2] Wizard Group Classes
Illusionist1
Level
| KXP
| Wizard 123 456 7
|
1
| 0
| 1-- --- -
| 2
| 2.25
| 2-- --- -
| 3
| 4.5
| 21- --- -
|
4
| 9
| 32- --- -
| 5
| 18
| 421 --- -
| 6
| 35
| 431 --- -
|
7
| 60
| 432 --- -
| 8
| 95
| 432 1-- -
| 9
| 145
| 533 2-- -
|
10
| 220
| 543 21- -
| 11
| 440
| 543 32- -
| 12
| 660
| 554 321 -
|
13
| 880
| 554 322 -
| 14
| 1100
| 554 322 1
| 15
| 1320
| 554 422 2
|
16
| 1540
| 555 432 2
| 17
| 1760
| 555 532 2
| 18
| 1980
| 555 533 2
|
19
| 2200
| 555 543 2
| 20
| 2420
| 555 543 3
| 21
| 2640
| 555 554 3
|
22
| 2860
| 555 555 4
| 23
| 3080
| 555 555 5
| 24
| 3300
| 666 655 5
|
25
| 3520
| 666 666 6
| 26
| 3740
| 777 766 6
| 27
| 3960
| 777 777 7
|
28
| 4180
| 888 877 7
| 29
| 4400
| 888 888 8
| 30
| 4620
| 999 988 8
|
31
| 4840
| 999 999 9
| 32
| 5060
| AAA A99 9
| 33
| 5280
| AAA AAA A
|
34
| 5500
| BBB BAA A
| 35
| 5720
| BBB BBB B
| 36
| 5940
| CCC CCC C
|
|
Requisites:
| Dex 16, Int 15
| Alignment:
| any
| HD/level:
| d4
| Weapon Prof.:
| 1+level/6
| To Hit Table:
| Wiz
| Save Table:
| Wiz
| Reference:
| PH1-26
|
|
|
See "Specialist Wizards"
| Level 1: Can consider any 1st edition illusionist spell (in PH1, UA1, etc.) as "Illusion" school.
|
|
[PC2] Wizard Group Classes
Mage2
Level
| KXP
| Wizard 123 456 789
|
1
| 0
| 1-- --- ---
| 2
| 2.5
| 2-- --- ---
| 3
| 5
| 21- --- ---
|
4
| 10
| 32- --- ---
| 5
| 20
| 421 --- ---
| 6
| 40
| 422 --- ---
|
7
| 60
| 432 1-- ---
| 8
| 90
| 433 2-- ---
| 9
| 135
| 433 21- ---
|
10
| 250
| 443 22- ---
| 11
| 375
| 444 33- ---
| 12
| 750
| 444 441 ---
|
13
| 1125
| 555 442 ---
| 14
| 1500
| 555 442 1--
| 15
| 1875
| 555 552 1--
|
16
| 2250
| 555 553 21-
| 17
| 2625
| 555 553 32-
| 18
| 3000
| 555 553 321
|
19
| 3375
| 555 553 331
| 20
| 3750
| 555 554 332
| 21
| 4125
| 555 554 442
|
22
| 4500
| 555 555 443
| 23
| 4875
| 555 555 553
| 24
| 5250
| 555 555 554
|
25
| 5625
| 555 555 555
| 26
| 6000
| 666 655 555
| 27
| 6375
| 666 666 655
|
28
| 6750
| 666 666 666
| 29
| 7125
| 777 766 666
| 30
| 7500
| 777 777 766
|
31
| 7875
| 777 777 777
| 32
| 8250
| 888 877 777
| 33
| 8625
| 888 888 877
|
34
| 9000
| 888 888 888
| 35
| 9375
| 999 988 888
| 36
| 9750
| 999 999 999
|
|
Requisites:
| Int 9
| Alignment:
| any
| HD/level:
| d4
| Weapon Prof.:
| 1+level/6
| To Hit Table:
| Wiz
| Save Table:
| Wiz
| Reference:
| PH2-31
|
|
|
May specialize as seen in the beginning of the [PC2] section.
| Level 1: May use 1 material component effect per spell as a zero action.
|
|
[PC2] Wizard Group Classes
Magic-User0
Level
| KXP
| Wizard 123 456 789
|
1
| 0
| 1-- --- ---
| 2
| 2.5
| 2-- --- ---
| 3
| 5
| 21- --- ---
|
4
| 10
| 22- --- ---
| 5
| 20
| 221 --- ---
| 6
| 40
| 222 --- ---
|
7
| 80
| 322 1-- ---
| 8
| 150
| 332 2-- ---
| 9
| 300
| 333 21- ---
|
10
| 450
| 333 32- ---
| 11
| 600
| 433 321 ---
| 12
| 750
| 444 321 ---
|
13
| 900
| 444 322 ---
| 14
| 1050
| 444 432 ---
| 15
| 1200
| 544 432 1--
|
16
| 1350
| 555 432 2--
| 17
| 1500
| 655 443 2--
| 18
| 1650
| 655 443 21-
|
19
| 1800
| 655 543 22-
| 20
| 1950
| 655 544 32-
| 21
| 2100
| 655 544 321
|
22
| 2250
| 665 554 322
| 23
| 2400
| 666 654 332
| 24
| 2550
| 776 655 432
|
25
| 2700
| 776 655 443
| 26
| 2850
| 777 665 543
| 27
| 3000
| 777 665 554
|
28
| 3150
| 887 666 654
| 29
| 3300
| 887 776 655
| 30
| 3450
| 888 777 665
|
31
| 3600
| 888 777 766
| 32
| 3750
| 988 887 776
| 33
| 3900
| 999 888 777
|
34
| 4050
| 999 988 887
| 35
| 4200
| 999 999 888
| 36
| 4350
| 999 999 999
|
|
Requisites:
| Int 9
| Alignment:
| any
| HD/level:
| d4
| Weapon Prof.:
| 2+level/3
| To Hit Table:
| M-U0
| Save Table:
| M-U0
| Reference:
| RC0-19
|
|
|
Cannot specialize.
| Level 1: May use 1 material component effect per spell as a zero action.
|
|
[PC2] Wizard Group Classes
Magic-User1
Level
| KXP
| Wizard 123 456 789
|
1
| 0
| 1-- --- ---
| 2
| 2.5
| 2-- --- ---
| 3
| 5
| 21- --- ---
|
4
| 10
| 32- --- ---
| 5
| 22.5
| 421 --- ---
| 6
| 40
| 422 --- ---
|
7
| 60
| 432 1-- ---
| 8
| 90
| 433 2-- ---
| 9
| 135
| 433 21- ---
|
10
| 250
| 443 22- ---
| 11
| 375
| 444 33- ---
| 12
| 750
| 444 441 ---
|
13
| 1125
| 555 442 ---
| 14
| 1500
| 555 442 1--
| 15
| 1875
| 555 552 1--
|
16
| 2250
| 555 553 21-
| 17
| 2625
| 555 553 32-
| 18
| 3000
| 555 553 321
|
19
| 3375
| 555 553 331
| 20
| 3750
| 555 554 332
| 21
| 4125
| 555 554 442
|
22
| 4500
| 555 555 443
| 23
| 4875
| 555 555 553
| 24
| 5250
| 555 555 554
|
25
| 5625
| 555 555 555
| 26
| 6000
| 666 655 555
| 27
| 6375
| 666 666 655
|
28
| 6750
| 666 666 666
| 29
| 7125
| 777 766 666
| 30
| 7500
| 777 777 766
|
31
| 7875
| 777 777 777
| 32
| 8250
| 888 877 777
| 33
| 8625
| 888 888 877
|
34
| 9000
| 888 888 888
| 35
| 9375
| 999 988 888
| 36
| 9750
| 999 999 999
|
|
Requisites:
| Dex 6, Int 9
| Alignment:
| any
| HD/level:
| d4
| Weapon Prof.:
| 1+level/6
| To Hit Table:
| Wiz
| Save Table:
| Wiz
| Reference:
| PH1-25
|
|
|
May specialize as seen in the beginning of the [PC2] section.
| Level 1: May use 1 material component effect per spell as a zero action.
|
|
[PC2] Wizard Group Classes
Physicist
Level
| KXP
| Wizard 123 456 789
|
1
| 0
| 1-- --- ---
| 2
| 1
| 2-- --- ---
| 3
| 3
| 2˝- --- ---
|
4
| 6
| 21- --- ---
| 5
| 10
| 22- --- ---
| 6
| 20
| 33- --- ---
|
7
| 30
| 33˝ --- ---
| 8
| 50
| 331 --- ---
| 9
| 100
| 332 --- ---
|
10
| 150
| 332 ˝-- ---
| 11
| 200
| 332 1-- ---
| 12
| 400
| 332 2-- ---
|
13
| 600
| 333 3-- ---
| 14
| 800
| 333 3˝- ---
| 15
| 1000
| 333 31- ---
|
16
| 1200
| 333 32- ---
| 17
| 1400
| 333 32˝ ---
| 18
| 1600
| 333 321 ---
|
19
| 1800
| 333 322 ---
| 20
| 2000
| 333 333 ---
| 21
| 2200
| 333 333 ˝--
|
22
| 2400
| 333 333 1--
| 23
| 2600
| 333 333 2--
| 24
| 2800
| 333 333 2˝-
|
25
| 3000
| 333 333 21-
| 26
| 3200
| 333 333 22-
| 27
| 3400
| 333 333 33-
|
28
| 3600
| 333 333 33˝
| 29
| 3800
| 333 333 331
| 30
| 4000
| 333 333 332
|
31
| 4200
| 333 333 333
| 32
| 4400
| 444 443 333
| 33
| 4600
| 444 444 444
|
34
| 4800
| 555 554 444
| 35
| 5000
| 555 555 555
| 36
| 5200
| 666 666 666
|
|
Requisites:
| Con 10, Int 17
| Alignment:
| any
| HD/level:
| d5
| Weapon Prof.:
| 1+level/3
| To Hit Table:
| Wiz
| Save Table:
| Wiz
| Reference:
| DM {Planeshifted Chemist}
| Groups:
| Wizard, Alternate
|
|
|
Level 1: Identify Technological Items and how to use them (level*10)%
| Level 1: +1 Knowledge proficiency per level.
| Level 1: Resist Gravity, Telekinesis, falling damage
| Level 2: Identify Object/Person's weight, home plane, home multiverse (quantum signature) by sight.
| Level 3: Specialization in Enchantment gained.
| Level 3: Immune distance distortion, teleport/plane-shifting traps/tricks/specials
| Level 4: 1/d: Create Technological item of TechL=LVL
| Level 5: Unusual materials are considered elements of E=S for your spells.
| Level 6: Can create ioun stones as a GeoSage of 5 levels lower.
| Level 7: Specialization in Alteration gained.
| Level 8: Identify Alchemical/Chemical item and (at a -50% penalty) function (level-7)*10%
| Level 9: Identify plane and multiverse by sight.
|
| Sample Technology Levels (copied from [A10]):
|
|
TechF
| SFB TechL
| Examples
|
0
| -10X
| No basic tools
| 1
| -9X
| Basic tools; Basic shelter; Basic herbal medicine; Cultivation of plants; Recognition of seasons
| 2
| -8Xe
| Wheel; Use of fire; Star recognition; Constellations; Basic metallurgy; Pulleys; Levers; Basic anatomy; Alchemy
|
3
| -8Xs
| Basic astronomy and navigation; Windmills; Water wheels; Microscope/Magnifying Lens; Animal husbandry
| 4
| -8Xl
| Recognition of other planets; Basic mechanics; Flood control; Cell theory; Classification of compounds
| 5
| -7X
| Solar system mechanics; Steam power; Crude weather prediction; Geologic history; Fossils
|
6
| -6Xe
| Detailed anatomy; Crude surgery (leeches!)
| 7
| -6Xs
| Simple chemistry
| 8
| -6Xl
| Simple atomic theory; Organic chemistry
|
9
| -5X
| Hydroelectric power; Light-bulbs; Radio; X-rays
| 10
| -4Xe
| Celestial mechanics; Heating and cooling systems; Heavy machinery; Tanks; Basic genetics/microbiology
| 11
| -4Xs
| Stellar evolution; Transistors and Basic electronics; Theory of diseases (bacteriology); Earthquake prediction
|
12
| -4Xl
| Radio astronomy; Solid state electronics; Telephones; Basic artificial limbs; Microwave theory
| 13
| -3X
| Relativity; Internal combustion; Simple Computers; DNA/gene research; Basic artificial organs; Organ transplants
| 14
| -2Xe
| Basic astronautics (planet to moon); Unmanned space probes; Simple internet; Fission; Lasers
|
15
| -2Xs
| Manned spaceflight (planet to planet); Environmental suits; Simple cyberware/bioware; Fusion
| 16
| -2Xl
| Unmanned interstellar probes; Advanced cyberware/bioware; Clones; Cold fusion
| 17
| -1X
| Impulse; Manner interstellar travel; Gene surgery; Weather modification; Antimatter reactors
|
18
| 0Xe
| SemiWarp; Basic subspace mechanics; Micromolecular circuitry; Gravity control; Replicators; Phasers
| 19
| 0Xs
| Warp; Dilithium; Deflector shields; Transporters; Tractor beams; Tricorders; Positional Stabilizer
| 20
| 0Xl
| MicroWarp; Automation control systems; SFG; Cloaking Device; Temporal / alternate timeline theory
|
|
[PC2] Wizard Group Classes
Preserver2
Level
| KXP
| Wizard 123 456 789
|
1
| 0
| 2-- --- ---
| 2
| 2.5
| 21- --- ---
| 3
| 5
| 22- --- ---
|
4
| 10
| 321 --- ---
| 5
| 15
| 432 --- ---
| 6
| 25
| 432 1-- ---
|
7
| 50
| 543 2-- ---
| 8
| 75
| 543 21- ---
| 9
| 100
| 654 32- ---
|
10
| 150
| 654 321 ---
| 11
| 200
| 665 432 ---
| 12
| 300
| 665 432 1--
|
13
| 750
| 666 543 2--
| 14
| 1000
| 666 654 3--
| 15
| 1250
| 666 665 4--
|
16
| 1500
| 666 666 5--
| 17
| 1750
| 666 666 6--
| 18
| 2000
| 666 666 61-
|
19
| 2500
| 666 666 62-
| 20
| 3000
| 666 666 63-
| 21
| 3500
| 666 666 64-
|
22
| 4000
| 666 666 651
| 23
| 4500
| 666 666 662
| 24
| 5000
| 666 666 663
|
25
| 5500
| 666 666 664
| 26
| 6000
| 666 666 665
| 27
| 6500
| 666 666 666
|
28
| 7000
| 766 666 666
| 29
| 7500
| 776 666 666
| 30
| 8000
| 777 666 666
|
31
| 8500
| 777 766 666
| 32
| 9000
| 777 776 666
| 33
| 9500
| 777 777 666
|
34
| 10000
| 777 777 766
| 35
| 10500
| 777 777 776
| 36
| 11000
| 777 777 777
|
|
Requisites:
| Int 9, Chr 9
| Alignment:
| any G
| HD/level:
| d5
| Weapon Prof.:
| 1+level/6
| To Hit Table:
| Wiz
| Save Table:
| Wiz
| Reference:
| DS2
|
|
|
Gets Wisdom bonus as bonus Wizard spells. This bonus is in addition to any Wisdom bonus for Priests.
| Level 1: 1M,1P: Give Strength to a Land (level/6 mile radius). This allows Druids to recover their spells, animals to live there, etc. It may take several uses of this ability if the local land is particularly hostile or has been completely drained.
| Level 3: May cast Priest spells of Necromancy & Healing spheres as if they are 2 spell levels higher.
| Level 4: 3M,3P: Restore PF of local area by 1 to a maximum of 10.
| Level 9: 6M,6P: Restore MF of local area by 1 to a maximum of 10.
| Level 9: May cast Priest spells of Necromancy & Healing spheres as if they are 1 spell level higher.
| Level 16: 10M,10P: Restore TF of local area by 1 to a maximum of 10.
| Level 27: May cast Priest spells of Necromancy & Healing spheres at the same spell level.
|
|
[PC2] Wizard Group Classes
Red Robe1
Level
| KXP
| Wizard 123 456 789
|
1
| 2.5
| 1-- --- ---
| 2
| 5
| 2-- --- ---
| 3
| 10
| 21- --- ---
|
4
| 18
| 321 --- ---
| 5
| 36
| 431 --- ---
| 6
| 50
| 432 --- ---
|
7
| 90
| 432 1-- ---
| 8
| 180
| 433 2-- ---
| 9
| 350
| 433 21- ---
|
10
| 500
| 543 221 ---
| 11
| 700
| 544 332 ---
| 12
| 900
| 544 342 1--
|
13
| 1100
| 555 442 11-
| 14
| 1300
| 555 442 21-
| 15
| 1500
| 655 452 211
|
16
| 1750
| 655 553 211
| 17
| 2000
| 655 553 321
| 18
| 2250
| 665 553 322
|
19
| 2500
| 665 554 332
| 20
| 2750
| 665 554 433
| 21
| 3000
| 665 554 444
|
22
| 3250
| 665 555 544
| 23
| 3500
| 665 555 555
| 24
| 3750
| 666 655 555
|
25
| 4000
| 666 666 555
| 26
| 4250
| 666 666 665
| 27
| 4500
| 666 666 666
|
28
| 4750
| 776 666 666
| 29
| 5000
| 777 766 666
| 30
| 5250
| 777 777 666
|
31
| 5500
| 777 777 776
| 32
| 5750
| 777 777 777
| 33
| 6000
| 887 777 777
|
34
| 6250
| 888 877 777
| 35
| 6500
| 888 888 777
| 36
| 6750
| 888 888 887
|
|
Requisites:
| Dex 6, Int 9
| Alignment:
| C* or *N
| HD/level:
| d4
| Weapon Prof.:
| 1+level/5
| To Hit Table:
| Wiz
| Save Table:
| Wiz
| Reference:
| DLA1
|
|
|
Specialized in Invocation. Has Enchantment and Necromancy as opposite schools.
| Level 1: May use 1 material component effect per spell as a zero action.
|
|
[PC2] Wizard Group Classes
Savant1
Level
| KXP
| Wizard 123 456 789
|
1
| 0
| 1-- --- ---
| 2
| 2.5
| 2-- --- ---
| 3
| 5
| 3-- --- ---
|
4
| 10
| 31- --- ---
| 5
| 25
| 32- --- ---
| 6
| 50
| 43- --- ---
|
7
| 80
| 431 --- ---
| 8
| 115
| 532 --- ---
| 9
| 155
| 543 --- ---
|
10
| 205
| 543 1-- ---
| 11
| 280
| 553 2-- ---
| 12
| 380
| 654 3-- ---
|
13
| 500
| 654 31- ---
| 14
| 700
| 755 32- ---
| 15
| 900
| 765 43- ---
|
16
| 1100
| 765 431 ---
| 17
| 1300
| 775 532 ---
| 18
| 1500
| 875 543 ---
|
19
| 1700
| 876 543 1--
| 20
| 1900
| 976 553 2--
| 21
| 2100
| 987 654 3--
|
22
| 2300
| 987 654 31-
| 23
| 2500
| 997 755 32-
| 24
| 2700
| 997 765 43-
|
25
| 2900
| 998 765 431
| 26
| 3100
| 998 775 532
| 27
| 3300
| 999 876 543
|
28
| 3500
| 999 877 553
| 29
| 3700
| 999 987 654
| 30
| 3900
| 999 988 664
|
31
| 4100
| 999 998 765
| 32
| 4300
| 999 999 765
| 33
| 4500
| 999 999 876
|
34
| 4700
| 999 999 887
| 35
| 4900
| 999 999 998
| 36
| 5100
| 999 999 999
|
|
Requisites:
| Dex 16, Int 15, Wis 14
| Alignment:
| any
| HD/level:
| &0
| Weapon Prof.:
| 0+level/9
| To Hit Table:
| Wiz
| Save Table:
| Wiz
| Reference:
| Dragon
|
|
|
Level 1: Read Languages (25+5*level)%.
| Level 1: Legend Lore (15+5*level)%.
| Level 1: Immune to detrimental effects from reading magical/psionic tomes.
| Level 1: Read/Write/Speak 1 language, plus 1 more every 4 levels.
| Level 1: One knowledge non-weapon proficiency per level for free. Can instead (for each slot) add 20% to Read Languages or 10% to Legend Lore.
| Level 1: +(level/2, round up) on all knowledge-based proficiency checks.
| Level 1: Considered specialized in the school of Divination. You may select an additional school to be specialized; in this case, you must also select an opposite school.
| Level 9: Object Reading 1/d.
| Level 10: Truename 1/w.
| Level 12: Contact Other Plane 1/d.
|
|
[PC2] Wizard Group Classes
Seer2
Level
| KXP
| Wizard 123 456 789
|
1
| 0
| 1-- --- ---
| 2
| 2.5
| 1-- --- ---
| 3
| 5
| 2-- --- ---
|
4
| 10
| 2-- --- ---
| 5
| 20
| 21- --- ---
| 6
| 40
| 31- --- ---
|
7
| 60
| 32- --- ---
| 8
| 80
| 321 --- ---
| 9
| 125
| 431 --- ---
|
10
| 200
| 432 1-- ---
| 11
| 350
| 433 2-- ---
| 12
| 650
| 433 21- ---
|
13
| 950
| 443 22- ---
| 14
| 1250
| 444 33- ---
| 15
| 1550
| 444 431 ---
|
16
| 1850
| 554 442 ---
| 17
| 2150
| 555 442 1--
| 18
| 2450
| 555 543 2--
|
19
| 2750
| 555 554 21-
| 20
| 3050
| 555 555 32-
| 21
| 3350
| 555 555 321
|
22
| 3650
| 555 555 322
| 23
| 3950
| 555 555 332
| 24
| 4250
| 555 555 333
|
25
| 4550
| 555 555 433
| 26
| 4850
| 555 555 443
| 27
| 5150
| 555 555 444
|
28
| 5450
| 555 555 544
| 29
| 5750
| 555 555 554
| 30
| 6050
| 555 555 555
|
31
| 6350
| 665 555 555
| 32
| 6650
| 666 655 555
| 33
| 6950
| 666 666 555
|
34
| 7250
| 666 666 665
| 35
| 7550
| 766 666 666
| 36
| 7850
| 777 666 666
|
|
Requisites:
| Int 15, Wis 15, Chr 13
| Alignment:
| any
| HD/level:
| d6
| Weapon Prof.:
| 1+level/6
| To Hit Table:
| Wiz
| Save Table:
| Wiz
| Reference:
| S&S2
|
|
|
Level 1: Specialized (2nd edition version) in Divination; pick an opposite.
| Level 1: Can cast Priest Divination sphere spells as if they were Wizard Divination school spells.
| Level 3: 1M: Message
| Level 5: Can cast Psi2 Clairsentient powers as if they were spells (Minor = SL2, Major = SL5, Grand = SL8, Super = SL11). You do not get the Divination specialization bonus for this. These powers do not cost PSPs, they require no roll, and cannot power-score.
| Level 6: 1M: Sending
| Level 9: 1M: Demand
| Level 18: 1M, 1/t: Avoid an Avoid Fate (only if the results of the Avoid Fate would harm you)
|
|
[PC2] Wizard Group Classes
Sorcerer3
Level
| KXP
| Wizard 123 456 789
|
1
| 0
| 2-- --- ---
| 2
| 10
| 2-- --- ---
| 3
| 30
| 3-- --- ---
|
4
| 60
| 31- --- ---
| 5
| 100
| 42- --- ---
| 6
| 150
| 421 --- ---
|
7
| 210
| 532 --- ---
| 8
| 280
| 532 1-- ---
| 9
| 360
| 543 2-- ---
|
10
| 450
| 543 21- ---
| 11
| 550
| 554 32- ---
| 12
| 660
| 554 321 ---
|
13
| 780
| 554 432 ---
| 14
| 910
| 554 432 1--
| 15
| 1050
| 554 443 2--
|
16
| 1200
| 554 443 21-
| 17
| 1360
| 554 443 32-
| 18
| 1530
| 554 443 321
|
19
| 1710
| 554 443 332
| 20
| 1900
| 554 443 333
| 21
| 2100
| 554 444 333
|
22
| 2310
| 554 444 433
| 23
| 2530
| 554 444 443
| 24
| 2760
| 554 444 444
|
25
| 3000
| 555 444 444
| 26
| 3250
| 555 544 444
| 27
| 3510
| 555 554 444
|
28
| 3780
| 555 555 444
| 29
| 4060
| 555 555 544
| 30
| 4350
| 555 555 554
|
31
| 4650
| 555 555 555
| 32
| 4960
| 655 555 555
| 33
| 5280
| 665 555 555
|
34
| 5610
| 666 555 555
| 35
| 5950
| 666 655 555
| 36
| 6300
| 666 665 555
|
|
Requisites:
| Dex 0, Con 0, Chr 0 (10)
| Alignment:
| any
| HD/level:
| d4
| Weapon Prof.:
| 5+level/9
| To Hit Table:
| +level/2
| Save Table:
| Wiz
| Reference:
| PH3-48
|
|
|
Level 1: Charisma bonus in spells.
|
|
[PC2] Wizard Group Classes
Spellbinder
Level
| KXP
| Wizard 123 456 789
|
1
| 0
| 1-- --- ---
| 2
| 2.5
| 2-- --- ---
| 3
| 5
| 21- --- ---
|
4
| 10
| 32- --- ---
| 5
| 20
| 421 --- ---
| 6
| 40
| 422 --- ---
|
7
| 60
| 432 1-- ---
| 8
| 90
| 433 2-- ---
| 9
| 135
| 433 21- ---
|
10
| 250
| 443 22- ---
| 11
| 375
| 444 33- ---
| 12
| 750
| 444 441 ---
|
13
| 1125
| 555 442 ---
| 14
| 1500
| 555 442 1--
| 15
| 1875
| 555 552 1--
|
16
| 2250
| 555 553 21-
| 17
| 2625
| 555 553 32-
| 18
| 3000
| 555 553 321
|
19
| 3375
| 555 553 331
| 20
| 3750
| 555 554 332
| 21
| 4125
| 555 554 442
|
22
| 4500
| 555 555 443
| 23
| 4875
| 555 555 553
| 24
| 5250
| 555 555 554
|
25
| 5625
| 555 555 555
| 26
| 6000
| 666 655 555
| 27
| 6375
| 666 666 655
|
28
| 6750
| 666 666 666
| 29
| 7125
| 777 766 666
| 30
| 7500
| 777 777 766
|
31
| 7875
| 777 777 777
| 32
| 8250
| 888 877 777
| 33
| 8625
| 888 888 877
|
34
| 9000
| 888 888 888
| 35
| 9375
| 999 988 888
| 36
| 9750
| 999 999 999
|
|
Requisites:
| Dex 12, Int 9, Wis 6, Chr 12
| Alignment:
| any
| HD/level:
| d4
| Weapon Prof.:
| 1+level/6
| To Hit Table:
| Wiz
| Save Table:
| Wiz
| Reference:
| DM
|
|
|
A spellbinder is a double (Collective) specialist in Illusion and Enchantment. Spells from either school cost ˝ of a spell.
| You must select 2 opposite schools (must be major schools).
|
|
[PC2] Wizard Group Classes
White Robe1
Level
| KXP
| Wizard 123 456 789
|
1
| 2.5
| 1-- --- ---
| 2
| 5
| 2-- --- ---
| 3
| 10
| 21- --- ---
|
4
| 20
| 32- --- ---
| 5
| 38
| 421 --- ---
| 6
| 55
| 422 --- ---
|
7
| 100
| 432 1-- ---
| 8
| 200
| 433 2-- ---
| 9
| 400
| 433 21- ---
|
10
| 600
| 443 221 ---
| 11
| 800
| 444 332 1--
| 12
| 1000
| 444 443 21-
|
13
| 1250
| 555 443 21-
| 14
| 1500
| 555 443 21-
| 15
| 1750
| 555 553 221
|
16
| 2000
| 555 554 221
| 17
| 2250
| 555 554 332
| 18
| 2500
| 555 554 333
|
19
| 2750
| 555 554 443
| 20
| 3000
| 555 554 444
| 21
| 3250
| 555 555 544
|
22
| 3500
| 555 555 554
| 23
| 3750
| 666 655 555
| 24
| 4000
| 666 666 655
|
25
| 4250
| 666 666 666
| 26
| 4500
| 777 766 666
| 27
| 4750
| 777 777 766
|
28
| 5000
| 777 777 777
| 29
| 5250
| 877 777 777
| 30
| 5500
| 887 777 777
|
31
| 5750
| 888 777 777
| 32
| 6000
| 888 877 777
| 33
| 6250
| 888 887 777
|
34
| 6500
| 888 888 777
| 35
| 6750
| 888 888 877
| 36
| 7000
| 888 888 887
|
|
Requisites:
| Dex 6, Int 9
| Alignment:
| any G
| HD/level:
| d4
| Weapon Prof.:
| 1+level/5
| To Hit Table:
| Wiz
| Save Table:
| Wiz
| Reference:
| DLA1
|
|
|
Specialized in Abjuration. Has Illusion and Necromancy as opposite schools.
| Level 1: May use 1 material component effect per spell as a zero action.
|
|
[PC2] Wizard Group Classes
Witch Doctor
Level
| KXP
| Wizard 123 456 789
|
1
| 0
| 1-- --- ---
| 2
| 1
| 2-- --- ---
| 3
| 2
| 21- --- ---
|
4
| 4
| 22- --- ---
| 5
| 8
| 221 --- ---
| 6
| 16
| 222 --- ---
|
7
| 32
| 222 1-- ---
| 8
| 64
| 222 2-- ---
| 9
| 128
| 222 21- ---
|
10
| 256
| 222 22- ---
| 11
| 450
| 322 22- ---
| 12
| 650
| 332 221 ---
|
13
| 850
| 333 222 ---
| 14
| 1050
| 333 322 ---
| 15
| 1250
| 333 332 ---
|
16
| 1450
| 433 333 1--
| 17
| 1650
| 443 333 2--
| 18
| 1850
| 444 333 3--
|
19
| 2050
| 444 433 3--
| 20
| 2250
| 444 443 3--
| 21
| 2450
| 444 444 31-
|
22
| 2650
| 444 444 42-
| 23
| 2850
| 444 444 43-
| 24
| 3050
| 444 444 44-
|
25
| 3250
| 544 444 44-
| 26
| 3450
| 554 444 44-
| 27
| 3650
| 555 444 441
|
28
| 3850
| 555 544 442
| 29
| 4050
| 555 554 443
| 30
| 4250
| 555 555 444
|
31
| 4450
| 555 555 544
| 32
| 4650
| 555 555 554
| 33
| 4850
| 555 555 555
|
34
| 5050
| 666 555 555
| 35
| 5250
| 666 666 555
| 36
| 5450
| 666 666 666
|
|
Requisites:
| Int 6
| Alignment:
| any
| HD/level:
| d2
| Weapon Prof.:
| 1+level/6
| To Hit Table:
| M-U0
| Save Table:
| M-U0
| Reference:
| DM
|
|
|
Can specialize in a school, but pick 2 opposites.
| Level 1: Can read scrolls of any spell level without "blowing your head off".
| Level 1: Can weapon specialize as per Ranger1.
| Level 8: Can create potions as per an Alchemist of ˝ the Witch Doctor's level.
|
|
[PC2] Wizard Group Classes
Wizard3
Level
| KXP
| Wizard 123 456 789
|
1
| 0
| 1-- --- ---
| 2
| 10
| 2-- --- ---
| 3
| 30
| 21- --- ---
|
4
| 60
| 32- --- ---
| 5
| 100
| 321 --- ---
| 6
| 150
| 332 --- ---
|
7
| 210
| 432 1-- ---
| 8
| 280
| 433 2-- ---
| 9
| 360
| 443 21- ---
|
10
| 450
| 443 32- ---
| 11
| 550
| 444 321 ---
| 12
| 660
| 444 332 ---
|
13
| 780
| 444 432 1--
| 14
| 910
| 444 433 2--
| 15
| 1050
| 444 443 21-
|
16
| 1200
| 444 443 32-
| 17
| 1360
| 444 444 321
| 18
| 1530
| 444 444 332
|
19
| 1710
| 444 444 433
| 20
| 1900
| 444 444 444
| 21
| 2100
| 544 444 444
|
22
| 2310
| 554 444 444
| 23
| 2530
| 555 444 444
| 24
| 2760
| 555 544 444
|
25
| 3000
| 555 554 444
| 26
| 3250
| 555 555 444
| 27
| 3510
| 555 555 544
|
28
| 3780
| 555 555 554
| 29
| 4060
| 555 555 555
| 30
| 4350
| 655 555 555
|
31
| 4650
| 665 555 555
| 32
| 4960
| 666 555 555
| 33
| 5280
| 666 655 555
|
34
| 5610
| 666 665 555
| 35
| 5950
| 666 666 555
| 36
| 6300
| 666 666 655
|
|
Requisites:
| Dex 0, Con 0, Int 0 (10)
| Alignment:
| any
| HD/level:
| d4
| Weapon Prof.:
| 5+level/9
| To Hit Table:
| +level/2
| Save Table:
| Wiz
| Reference:
| PH3-52
|
|
|
May specialize in a school, pick an opposite.
| Level 1: Intelligence bonus for spells.
| Level 1: Scribe Scroll feat.
| Level 1: Read/Write Draconic proficiency.
| Level 5: LVL/5 bonus feats. These feats must be a metamagic feat, an item creation feat, or Spell Mastery.
|
|
[PC3] Priest Group Classes
All Priests
Specialty Priest: Any Priest class (except the "0" classes) can be specialty priests. XP, hp, and other data do not change.
| You get more Requisites (see the Specialty Priest table), these cumulatively add with your normal Priest class.
| If you end up with three of the same requisite (such as "WWW"), you need a 27 in that ability score to qualify.
| Sacrifices: This is a version of material componenting. All priests can do the following ("DL" is "Dungeon Level"):
| # F actions, sacrifice a DL # monster or magic item: Gain a # level spell in your memorization. You must at least level # to do this. Certain sacrifices (the stereotypical virgin priestess, a powerful opposite-aligned magic item, or whatever) may be higher DL than normal.
| Conversion to your order: This is another version of material componenting. It works just like Sacrifices above, except you convert a DL # monster/NPC (not item) to your order, and you can do it at any level if you have a temple established.
| DL is roughly one-third the converted NPC's level (round up). The character must be willing, and if he leaves the order or dies within # weeks, the spell energy is taken away (or you owe the god that much spell energy if you've already used it).
| Followers: Priests may also use followers as Psi1 PSPs which can be used for Psionic Enchantments only. Each follower gives (his experience level + 1)^2 PSPs per day.
|
|
[PC3] Priest Group Classes
Attendant
Level
| KXP
| Priest 123 456 78
|
1
| 0
| a-- --- --
| 2
| 1.75
| 0a- --- --
| 3
| 3.5
| 10a --- --
|
4
| 7
| 20a b-- --
| 5
| 14
| 310 bc- --
| 6
| 28
| 420 abc --
|
7
| 56
| 530 abc --
| 8
| 112
| 641 0ab c-
| 9
| 224
| 752 0ab c-
|
10
| 399
| 863 0ab c-
| 11
| 574
| 974 0ab cd
| 12
| 749
| A85 10a bc
|
13
| 924
| B96 20a bc
| 14
| 1099
| CA7 30a bc
| 15
| 1274
| DB8 40a bc
|
16
| 1624
| EC9 50a bc
| 17
| 1799
| FDA 610 ab
| 18
| 2149
| GEB 720 ab
|
19
| 2499
| HFC 830 ab
| 20
| 2849
| IGD 940 ab
| 21
| 3199
| JHE A50 ab
|
22
| 3549
| KIF B60 ab
| 23
| 3899
| LJG C71 0a
| 24
| 4249
| MKH D82 0a
|
25
| 4599
| NLI E93 0a
| 26
| 4949
| OMJ FA4 0a
| 27
| 5649
| PNK GB5 0a
|
28
| 6349
| QOL HC6 0a
| 29
| 7049
| RPM ID7 0a
| 30
| 7749
| SQN JE8 10
|
31
| 8449
| TRO KF9 20
| 32
| 9149
| USP LGA 30
| 33
| 9849
| VTQ MHB 40
|
34
| 10549
| WUR NIC 50
| 35
| 11249
| XVS OJD 60
| 36
| 12649
| YWT PKE 70
|
|
Requisites:
| Wis 11, Chr 9
| Alignment:
| any
| HD/level:
| 2d3
| Weapon Prof.:
| 2+level/2
| To Hit Table:
| 1˝xPri
| Save Table:
| 1˝xPri
| Reference:
| DM
|
|
|
After selecting your spheres, apply the following changes:
| Drop Astral, Chaos, Sun, Travelers, War, Weather. These are always unavailable spheres to you.
| Increase Creation, Law, and Protection by 1 category (unavailable to minor, minor to major, major to grand).
| Guardian and Wards become Grand.
|
|
[PC3] Priest Group Classes
Beast Cleric
Level
| KXP
| Priest 123 456 78
|
1
| 0
| 0-- --- --
| 2
| 1.5
| 00- --- --
| 3
| 3
| 000 --- --
|
4
| 6
| 000 0-- --
| 5
| 12
| 000 00- --
| 6
| 24
| 000 000 --
|
7
| 48
| 000 000 0-
| 8
| 96
| 100 000 0-
| 9
| 192
| 110 000 0-
|
10
| 342
| 111 000 0-
| 11
| 492
| 111 100 0-
| 12
| 642
| 111 110 0-
|
13
| 792
| 111 111 0-
| 14
| 942
| 111 111 1-
| 15
| 1092
| 221 111 1-
|
16
| 1392
| 222 211 1-
| 17
| 1542
| 222 222 1-
| 18
| 1842
| 222 222 2-
|
19
| 2142
| 333 222 2-
| 20
| 2442
| 333 333 2-
| 21
| 2742
| 333 333 3h
|
22
| 3042
| 444 433 3g
| 23
| 3342
| 444 444 4f
| 24
| 3642
| 555 554 4e
|
25
| 3942
| 555 555 5d
| 26
| 4242
| 666 666 5c
| 27
| 4842
| 666 666 6b
|
28
| 5442
| 777 777 7a
| 29
| 6042
| 888 888 80
| 30
| 6642
| 999 999 91
|
31
| 7242
| AAA AAA A2
| 32
| 7842
| BBB BBB B3
| 33
| 8442
| CCC CCC C4
|
34
| 9042
| DDD DDD D5
| 35
| 9642
| EEE EEE E6
| 36
| 10842
| FFF FFF F7
|
|
Requisites:
| Wis 11
| Alignment:
| any
| HD/level:
| d6
| Weapon Prof.:
| 3+level/3
| To Hit Table:
| Pri
| Save Table:
| Pri
| Reference:
| DM
|
|
|
Treat this as a Cleric (1 or 2) with a different XP and spell progression.
| This class does get the free Material Componenting of Cleric.
|
|
[PC3] Priest Group Classes
Cleric0
Level
| KXP
| Priest 123 456 7
|
1
| 0
| 0-- --- -
| 2
| 1.5
| 1-- --- -
| 3
| 3
| 20- --- -
|
4
| 6
| 21- --- -
| 5
| 12
| 220 --- -
| 6
| 25
| 221 --- -
|
7
| 50
| 322 0-- -
| 8
| 100
| 332 1-- -
| 9
| 200
| 333 20- -
|
10
| 300
| 443 21- -
| 11
| 400
| 443 320 -
| 12
| 500
| 444 321 -
|
13
| 600
| 554 322 -
| 14
| 700
| 555 332 -
| 15
| 800
| 655 333 -
|
16
| 900
| 655 443 0
| 17
| 1000
| 665 443 1
| 18
| 1100
| 665 443 2
|
19
| 1200
| 765 444 2
| 20
| 1300
| 765 444 3
| 21
| 1400
| 765 554 3
|
22
| 1500
| 765 554 4
| 23
| 1600
| 776 654 4
| 24
| 1700
| 876 655 4
|
25
| 1800
| 876 655 5
| 26
| 1900
| 877 665 5
| 27
| 2000
| 887 666 5
|
28
| 2100
| 887 776 5
| 29
| 2200
| 887 776 6
| 30
| 2300
| 888 777 6
|
31
| 2400
| 888 887 6
| 32
| 2500
| 988 887 6
| 33
| 2600
| 998 888 7
|
34
| 2700
| 999 888 8
| 35
| 2800
| 999 998 8
| 36
| 2900
| 999 999 9
|
|
Requisites:
| Wis 9
| Alignment:
| any
| HD/level:
| d6
| Weapon Prof.:
| 2+level/3
| To Hit Table:
| CTD0
| Save Table:
| Cleric0
| Reference:
| RC0-13
|
|
|
Priest Spells: Get 1 Grand, 3 Major, 6 Minor spheres.
| Level 1: Turn Undead, see [S3]
| Level 1: May use 1 instance of material componenting per spell as a 0 action. You lose this ability if you are a Specialty Priest.
| Level 9: Can construct religious stronghold, cost is ˝ due to religious help. Must contain temple/cathedral/church at least 2500 sq.ft. If cleric clears area, gains 9 sp/inhabitant from trade/taxes/tithes
| Level 9: Detect Deception: can sense lies and see through all illusions with 1M.
| Level 9: Loan: Can transfer hit points from self to any creature or group of creatures within sight (1M action). Cannot raise above max hp.
| Level 15: Divine Voice: 1M+1P+1V action: all within 180' save vs. spell or Entralled (as spell). Cleric can issue a Mass Suggestion as well.
| Level 18: Divine Strength: Can adjust Wis, Str, and Chr as follows: 1M action: one stat raised to equal the cleric's level or +1; the two other stats are reduced by 2; lasts for 1 r/level; maintained effect.
| Level 27: Divine Will: Can throw off any one non-godly effect per day; the effect simply does not function on the cleric.
|
|
[PC3] Priest Group Classes
Cleric1
Level
| KXP
| Priest 123 456 7
|
1
| 0
| 1-- --- -
| 2
| 1.5
| 20- --- -
| 3
| 3
| 21- --- -
|
4
| 6
| 320 --- -
| 5
| 13
| 331 --- -
| 6
| 27.5
| 332 0-- -
|
7
| 55
| 332 1-- -
| 8
| 110
| 333 20- -
| 9
| 225
| 443 21- -
|
10
| 450
| 443 320 -
| 11
| 675
| 544 321 -
| 12
| 900
| 655 322 -
|
13
| 1125
| 666 422 0
| 14
| 1350
| 666 532 1
| 15
| 1575
| 666 642 1
|
16
| 1800
| 777 643 1
| 17
| 2025
| 777 753 2
| 18
| 2250
| 888 864 2
|
19
| 2475
| 998 864 2
| 20
| 2700
| 999 875 2
| 21
| 2925
| 999 986 2
|
22
| 3150
| 999 996 3
| 23
| 3375
| 999 997 3
| 24
| 3600
| 999 998 3
|
25
| 3825
| 999 998 4
| 26
| 4050
| 999 999 4
| 27
| 4275
| 999 999 5
|
28
| 4500
| 999 999 6
| 29
| 4725
| 999 999 7
| 30
| 4950
| 999 999 8
|
31
| 5175
| 999 999 9
| 32
| 5400
| AAA A99 9
| 33
| 5625
| AAA AAA 9
|
34
| 5850
| AAA AAA A
| 35
| 6075
| BBB BAA A
| 36
| 6300
| BBB BBB B
|
|
Requisites:
| Wis 9
| Alignment:
| non-TN
| HD/level:
| d8
| Weapon Prof.:
| 2+level/4
| To Hit Table:
| Pri
| Save Table:
| Pri
| Reference:
| PH1-20
|
|
|
Priest Spells: Get 1 Grand, 3 Major, 6 Minor spheres.
| Level 1: Turn Undead, see [S3]
| Level 1: May use 1 instance of material componenting per spell as a 0 action. You lose this ability if you are a Specialty Priest.
| Level 9: Can construct religious stronghold, cost is ˝ due to religious help. Must contain temple/cathedral/church at least 2500 sq.ft. If cleric clears area, gains 9 sp/inhabitant from trade/taxes/tithes
| Level 9: Detect Deception: can sense lies and see through all illusions with 1M.
| Level 9: Loan: Can transfer hit points from self to any creature or group of creatures within sight (1M action). Cannot raise above max hp.
| Level 15: Divine Voice: 1M+1P+1V action: all within 180' save vs. spell or Entralled (as spell). Cleric can issue a Mass Suggestion as well.
| Level 18: Divine Strength: Can adjust Wis, Str, and Chr as follows: 1M action: one stat raised to equal the cleric's level or +1; the two other stats are reduced by 2; lasts for 1 r/level; maintained effect.
| Level 27: Divine Will: Can throw off any one non-godly effect per day; the effect simply does not function on the cleric.
|
|
[PC3] Priest Group Classes
Cleric2
Level
| KXP
| Priest 123 456 7
|
1
| 0
| 1-- --- -
| 2
| 1.5
| 20- --- -
| 3
| 3
| 21- --- -
|
4
| 6
| 320 --- -
| 5
| 13
| 331 --- -
| 6
| 27.5
| 332 0-- -
|
7
| 55
| 332 1-- -
| 8
| 110
| 333 20- -
| 9
| 225
| 443 21- -
|
10
| 450
| 443 320 -
| 11
| 675
| 544 321 -
| 12
| 900
| 655 322 -
|
13
| 1125
| 666 422 0
| 14
| 1350
| 666 532 1
| 15
| 1575
| 666 642 1
|
16
| 1800
| 777 643 1
| 17
| 2025
| 777 753 2
| 18
| 2250
| 888 864 2
|
19
| 2475
| 998 864 2
| 20
| 2700
| 999 875 2
| 21
| 2925
| 999 986 2
|
22
| 3150
| 999 996 3
| 23
| 3375
| 999 997 3
| 24
| 3600
| 999 998 3
|
25
| 3825
| 999 998 4
| 26
| 4050
| 999 999 4
| 27
| 4275
| 999 999 5
|
28
| 4500
| 999 999 6
| 29
| 4725
| 999 999 7
| 30
| 4950
| 999 999 8
|
31
| 5175
| 999 999 9
| 32
| 5400
| AAA A99 9
| 33
| 5625
| AAA AAA 9
|
34
| 5850
| AAA AAA A
| 35
| 6075
| BBB BAA A
| 36
| 6300
| BBB BBB B
|
|
Requisites:
| Wis 9
| Alignment:
| any
| HD/level:
| d8
| Weapon Prof.:
| 2+level/4
| To Hit Table:
| Pri
| Save Table:
| Pri
| Reference:
| PH2-33
|
|
|
Priest Spells: Get 1 Grand, 3 Major, 6 Minor spheres.
| Level 1: Turn Undead, see [S3]
| Level 1: May use 1 instance of material componenting per spell as a 0 action. You lose this ability if you are a Specialty Priest.
| Level 9: Can construct religious stronghold, cost is ˝ due to religious help. Must contain temple/cathedral/church at least 2500 sq.ft. If cleric clears area, gains 9 sp/inhabitant from trade/taxes/tithes
| Level 9: Detect Deception: can sense lies and see through all illusions with 1M.
| Level 9: Loan: Can transfer hit points from self to any creature or group of creatures within sight (1M action). Cannot raise above max hp.
| Level 15: Divine Voice: 1M+1P+1V action: all within 180' save vs. spell or Entralled (as spell). Cleric can issue a Mass Suggestion as well.
| Level 18: Divine Strength: Can adjust Wis, Str, and Chr as follows: 1M action: one stat raised to equal the cleric's level or +1; the two other stats are reduced by 2; lasts for 1 r/level; maintained effect.
| Level 27: Divine Will: Can throw off any one non-godly effect per day; the effect simply does not function on the cleric.
|
|
[PC3] Priest Group Classes
Cleric3
Level
| KXP
| Priest 123 456 789
|
1
| 0
| 2-- --- ---
| 2
| 10
| 30- --- ---
| 3
| 30
| 32- --- ---
|
4
| 60
| 430 --- ---
| 5
| 100
| 432 --- ---
| 6
| 150
| 443 0-- ---
|
7
| 210
| 543 2-- ---
| 8
| 280
| 544 30- ---
| 9
| 360
| 554 32- ---
|
10
| 450
| 554 43- ---
| 11
| 550
| 655 432 ---
| 12
| 660
| 655 443 0--
|
13
| 780
| 665 543 2--
| 14
| 910
| 665 544 30-
| 15
| 1050
| 666 554 32-
|
16
| 1200
| 666 554 430
| 17
| 1360
| 666 655 432
| 18
| 1530
| 666 655 443
|
19
| 1710
| 666 665 544
| 20
| 1900
| 666 665 555
| 21
| 2100
| 666 666 555
|
22
| 2310
| 666 666 655
| 23
| 2530
| 666 666 665
| 24
| 2760
| 666 666 666
|
25
| 3000
| 766 666 666
| 26
| 3250
| 776 666 666
| 27
| 3510
| 777 666 666
|
28
| 3780
| 777 766 666
| 29
| 4060
| 777 776 666
| 30
| 4350
| 777 777 666
|
31
| 4650
| 777 777 766
| 32
| 4960
| 777 777 776
| 33
| 5280
| 777 777 777
|
34
| 5610
| 877 777 777
| 35
| 5950
| 887 777 777
| 36
| 6300
| 888 777 777
|
|
Requisites:
| Con 0, Wis 0 (10), Chr 0
| Alignment:
| any
| HD/level:
| d8
| Weapon Prof.:
| 5+level/9
| To Hit Table:
| +level*3/4
| Save Table:
| Pri
| Reference:
| PH3-29
|
|
|
Wisdom bonus to spell memorization.
| Level 1: Spontaneous Casting: If using spell memorization, can replace any spell with a spell with "cure" in its name at will.
| Level 1: Can Turn Undead.
| Level 1: Extra Languages: Celestial (G), Abyssal (CE), and Infernal (LE).
|
|
[PC3] Priest Group Classes
Cloistered Cleric1
Level
| KXP
| Priest 123 456 7
|
1
| 0
| 0-- --- -
| 2
| 0.8
| 10- --- -
| 3
| 1.6
| 210 --- -
|
4
| 3.2
| 321 --- -
| 5
| 6.4
| 432 0-- -
| 6
| 12.8
| 433 1-- -
|
7
| 25.6
| 443 20- -
| 8
| 51.2
| 444 31- -
| 9
| 100
| 444 42- -
|
10
| 200
| 444 430 -
| 11
| 300
| 444 441 -
| 12
| 400
| 544 442 -
|
13
| 500
| 554 443 -
| 14
| 600
| 555 444 0
| 15
| 700
| 655 544 1
|
16
| 800
| 665 554 2
| 17
| 900
| 666 555 3
| 18
| 1000
| 766 655 4
|
19
| 1100
| 776 665 5
| 20
| 1200
| 777 666 5
| 21
| 1300
| 877 766 6
|
22
| 1400
| 887 776 6
| 23
| 1500
| 888 777 6
| 24
| 1600
| 988 877 7
|
25
| 1700
| 998 887 7
| 26
| 1800
| 999 888 7
| 27
| 1900
| A99 988 8
|
28
| 2000
| AA9 998 8
| 29
| 2100
| AAA 999 8
| 30
| 2200
| BAA A99 9
|
31
| 2300
| BBA AA9 9
| 32
| 2400
| BBB AAA 9
| 33
| 2500
| CBB BAA A
|
34
| 2600
| CCC BBA A
| 35
| 2700
| CCC CCB A
| 36
| 2800
| CCC CCC C
|
|
Requisites:
| Int 6, Wis 9
| Alignment:
| any
| HD/level:
| d4
| Weapon Prof.:
| 1+level/9
| To Hit Table:
| Wiz
| Save Table:
| Pri
| Reference:
| BoD4
|
|
|
Level 1: All Healing sphere spells cost ˝ of a spell to cast. Spells from the All, Divination, and Protection spheres cost 1 spell to cast. All other spells cost 2 spells to cast.
| Level 1: All range "Touch" healing spells become "Sight".
| Level 4: You may pick another sphere to cost only 1 spell each to cast.
| Level 8: You may pick another sphere to cost only 1 spell each to cast. (total 2)
| Level 9: All healing spells are doubled in effect.
| Level 12: You may pick another sphere to cost only 1 spell each to cast. (total 3)
| Level 16: You may pick another sphere to cost only 1 spell each to cast. (total 4)
| Level 18: Automatically roll maximum on all variable healing spells.
| Level 27: May heal characters above maximum at a rate of 10 per 1; e.g. if you cure someone by 40 over their max, they are now at 4 above their max. This rate gets better by 1 until the maximum (1 per 1) is reached at level 36. This does not affect set hit point effects such as Heal and Death's Door.
|
|
[PC3] Priest Group Classes
Druid0
Level
| KXP
| Priest 123 456 7
|
1
| 0
| 0-- --- -
| 2
| 1.5
| 1-- --- -
| 3
| 3
| 20- --- -
|
4
| 6
| 21- --- -
| 5
| 12
| 220 --- -
| 6
| 25
| 221 --- -
|
7
| 50
| 322 0-- -
| 8
| 100
| 332 1-- -
| 9
| 200
| 333 20- -
|
10
| 300
| 443 21- -
| 11
| 400
| 443 320 -
| 12
| 500
| 444 321 -
|
13
| 600
| 554 322 -
| 14
| 700
| 555 332 -
| 15
| 800
| 655 333 -
|
16
| 900
| 655 443 0
| 17
| 1000
| 665 443 1
| 18
| 1100
| 665 443 2
|
19
| 1200
| 765 444 2
| 20
| 1300
| 765 444 3
| 21
| 1400
| 765 554 3
|
22
| 1500
| 765 554 4
| 23
| 1600
| 776 654 4
| 24
| 1700
| 876 655 4
|
25
| 1800
| 876 655 5
| 26
| 1900
| 877 665 5
| 27
| 2000
| 887 666 5
|
28
| 2100
| 887 776 5
| 29
| 2200
| 887 776 6
| 30
| 2300
| 888 777 6
|
31
| 2400
| 888 887 6
| 32
| 2500
| 988 887 6
| 33
| 2600
| 998 888 7
|
34
| 2700
| 999 888 8
| 35
| 2800
| 999 998 8
| 36
| 2900
| 999 999 9
|
|
Requisites:
| Wis 9
| Alignment:
| any T
| HD/level:
| d6
| Weapon Prof.:
| 2+level/3
| To Hit Table:
| CTD0
| Save Table:
| Cleric0
| Reference:
| RC0-28
|
|
|
Druids don't get to pick spheres: they get Plant, Animal as Grand; Healing, Weather, All as Major; Charm, Divination, Elemental, Protection, Sun as Minor. Druids may flip-flop 1 Major with 1 Minor if desired.
| Level 1: May use 1 instance of material componenting per spell as a 0 action. You lose this ability if you are a Specialty Priest.
| Level 1: Cannot destroy woodlands, avoid slaying wild animals
| Level 1: Speak Druid language
| Level 3: Identify Plant type; Identify Animal type; Identify pure water.
| Level 3: Pass through overgrown areas without trace and at full movement rate.
| Level 3: Gain 1 woodland language per level starting at 3rd. (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 7: Immunity to woodland Charms.
| Level 7: Shape Change to Reptile/Fish, Bird, Mammal (each 1/day) 1M action, must be size T-L, heal 10%-60% hp
| Level 9: Can construct religious stronghold, cost is ˝ due to religious help. Must contain temple/cathedral/church at least 2500 sq.ft. If cleric clears area, gains 9 sp/inhabitant from trade/taxes/tithes
| Level 9: Detect Deception: can sense lies and see through all illusions with 1M.
| Level 9: Loan: Can transfer hit points from self to any creature or group of creatures within sight (1M action). Cannot raise above max hp.
| Level 12: Only 9 druids of this level in any region. If 9 of this level and advance, must fight one in spell/hand-to-hand combat, winner stays at 12th, loser goes to beginning of 11th.
| Level 12: Gain three 1st to 9th level followers.
| Level 13: Only 3 druids of this level in any region.
| Level 14: Only 1 druid of this level in any region.
| Level 14: Gain nine 11th level followers.
| Level 15: Gain three 13th level followers, each has 4 bonus spell levels.
| Level 15: 6 bonus spell levels, lost when advance to Level 16.
| Level 15: Divine Voice: 1M+1P+1V action: all within 180' save vs. spell or Entralled (as spell). Cleric can issue a Mass Suggestion as well.
| Level 16: Immunity to all poisons.
| Level 16: Add level*10 to max age, considered "Young Adult" at all ages.
| Level 16: Alter Appearance (NO action to use, at will). Cannot be detected by True Seeing or the like.
| Level 17: Hibernate; Suspend Animation up to level*10 years.
| Level 17: Enter Elemental plane of Earth; Conjure Water Elemental at will; Immune to all earth and water based effects.
| Level 18: Enter Elemental plane of Fire; Conjure Air Elemental at will; Immune to all fire and air based effects.
| Level 18: Divine Strength: Can adjust Wis, Str, and Chr as follows: 1M action: one stat raised to equal the cleric's level or +1; the two other stats are reduced by 2; lasts for 1 r/level; maintained effect.
| Level 19: Enter Elemental plane of Water; Conjure Magma/Ooze Para-Elemental.
| Level 20: Enter Elemental plane of Air; Conjure Ice/Ooze Para-Elemental.
| Level 21: Enter Para-Elemental planes.
| Level 22: Enter plane of Shadow; immune to Shadow-based effects.
| Level 23: Enter any Inner plane; Roam Inner Plane Probability Lines (7th dim.); Enter Concordant Opposition; immune to Quasi-Elemental effects and Positive and Negative energy.
| Level 27: Divine Will: Can throw off any one non-godly effect per day; the effect simply does not function on the cleric.
|
|
[PC3] Priest Group Classes
Druid1
Level
| KXP
| Priest 123 456 7
|
1
| 0
| 2-- --- -
| 2
| 2
| 21- --- -
| 3
| 4
| 321 --- -
|
4
| 7.5
| 422 --- -
| 5
| 12.5
| 432 0-- -
| 6
| 20
| 432 1-- -
|
7
| 35
| 443 1-- -
| 8
| 60
| 443 20- -
| 9
| 90
| 543 21- -
|
10
| 125
| 543 320 -
| 11
| 200
| 553 321 0
| 12
| 300
| 554 432 1
|
13
| 750
| 655 543 2
| 14
| 1500
| 666 654 3
| 15
| 3000
| 666 666 6
|
16
| 3500
| 666 666 6
| 17
| 4000
| 666 666 6
| 18
| 4500
| 666 666 6
|
19
| 5000
| 666 666 6
| 20
| 5500
| 666 666 6
| 21
| 6000
| 666 666 6
|
22
| 6500
| 666 666 6
| 23
| 7000
| 666 666 6
| 24
| 7500
| 766 666 6
|
25
| 8000
| 776 666 6
| 26
| 8500
| 777 666 6
| 27
| 9000
| 777 766 6
|
28
| 9500
| 777 776 6
| 29
| 10000
| 777 777 6
| 30
| 10500
| 777 777 7
|
31
| 11000
| 888 777 7
| 32
| 11500
| 888 887 7
| 33
| 12000
| 888 888 8
|
34
| 12500
| 999 888 8
| 35
| 13000
| 999 998 8
| 36
| 13500
| 999 999 9
|
|
Requisites:
| Wis 12, Chr 15
| Alignment:
| TN
| HD/level:
| d8
| Weapon Prof.:
| 2+level/5
| To Hit Table:
| Pri
| Save Table:
| Pri
| Reference:
| PH1-20
|
|
|
Druids don't get to pick spheres: they get Plant, Animal as Grand; Healing, Weather, All as Major; Charm, Divination, Elemental, Protection, Sun as Minor. Druids may flip-flop 1 Major with 1 Minor if desired.
| Level 1: Cannot destroy woodlands, avoid slaying wild animals
| Level 1: Speak Druid language
| Level 3: Identify Plant type; Identify Animal type; Identify pure water.
| Level 3: Pass through overgrown areas without trace and at full movement rate.
| Level 3: Gain 1 woodland language per level starting at 3rd. (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 7: Immunity to woodland Charms.
| Level 7: Shape Change to Reptile/Fish, Bird, Mammal (each 1/day) 1M action, must be size T-L, heal 10%-60% hp
| Level 12: Only 9 druids of this level in any region. If 9 of this level and advance, must fight one in spell/hand-to-hand combat, winner stays at 12th, loser goes to beginning of 11th.
| Level 12: Gain three 1st to 9th level followers.
| Level 13: Only 3 druids of this level in any region.
| Level 14: Only 1 druid of this level in any region.
| Level 14: Gain nine 11th level followers.
| Level 15: Gain three 13th level followers, each has 4 bonus spell levels.
| Level 15: 6 bonus spell levels, lost when advance to Level 16.
| Level 16: Immunity to all poisons.
| Level 16: Add level*10 to max age, considered "Young Adult" at all ages.
| Level 16: Alter Appearance (NO action to use, at will). Cannot be detected by True Seeing or the like.
| Level 17: Hibernate; Suspend Animation up to level*10 years.
| Level 17: Enter Elemental plane of Earth; Conjure Water Elemental at will; Immune to all earth and water based effects.
| Level 18: Enter Elemental plane of Fire; Conjure Air Elemental at will; Immune to all fire and air based effects.
| Level 19: Enter Elemental plane of Water; Conjure Magma/Ooze Para-Elemental.
| Level 20: Enter Elemental plane of Air; Conjure Ice/Ooze Para-Elemental.
| Level 21: Enter Para-Elemental planes.
| Level 22: Enter plane of Shadow; immune to Shadow-based effects.
| Level 23: Enter any Inner plane; Roam Inner Plane Probability Lines (7th dim.); Enter Concordant Opposition; immune to Quasi-Elemental effects and Positive and Negative energy.
|
|
[PC3] Priest Group Classes
Druid2
Level
| KXP
| Priest 123 456 7
|
1
| 0
| 2-- --- -
| 2
| 2
| 21- --- -
| 3
| 4
| 321 --- -
|
4
| 7.5
| 422 --- -
| 5
| 12.5
| 432 0-- -
| 6
| 20
| 432 1-- -
|
7
| 35
| 443 1-- -
| 8
| 60
| 443 20- -
| 9
| 90
| 543 21- -
|
10
| 125
| 543 320 -
| 11
| 200
| 553 321 0
| 12
| 300
| 554 432 1
|
13
| 750
| 655 543 2
| 14
| 1500
| 666 654 3
| 15
| 3000
| 666 666 6
|
16
| 3500
| 666 666 6
| 17
| 4000
| 666 666 6
| 18
| 4500
| 666 666 6
|
19
| 5000
| 666 666 6
| 20
| 5500
| 666 666 6
| 21
| 6000
| 666 666 6
|
22
| 6500
| 666 666 6
| 23
| 7000
| 666 666 6
| 24
| 7500
| 766 666 6
|
25
| 8000
| 776 666 6
| 26
| 8500
| 777 666 6
| 27
| 9000
| 777 766 6
|
28
| 9500
| 777 776 6
| 29
| 10000
| 777 777 6
| 30
| 10500
| 777 777 7
|
31
| 11000
| 888 777 7
| 32
| 11500
| 888 887 7
| 33
| 12000
| 888 888 8
|
34
| 12500
| 999 888 8
| 35
| 13000
| 999 998 8
| 36
| 13500
| 999 999 9
|
|
Requisites:
| Wis 12, Chr 15
| Alignment:
| T* or *N
| HD/level:
| d8
| Weapon Prof.:
| 2+level/4
| To Hit Table:
| Pri
| Save Table:
| Pri
| Reference:
| PH2-37
|
|
|
Druids don't get to pick spheres: they get Plant, Animal as Grand; Healing, Weather, All as Major; Charm, Divination, Elemental, Protection, Sun as Minor. Druids may flip-flop 1 Major with 1 Minor if desired.
| Level 1: Cannot destroy woodlands, avoid slaying wild animals
| Level 1: Speak Druid language
| Level 3: Identify Plant type; Identify Animal type; Identify pure water.
| Level 3: Pass through overgrown areas without trace and at full movement rate.
| Level 3: Gain 1 woodland language per level starting at 3rd. (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 7: Immunity to woodland Charms.
| Level 7: Shape Change to Reptile/Fish, Bird, Mammal (each 1/day) 1M action, must be size T-L, heal 10%-60% hp
| Level 12: Only 9 druids of this level in any region. If 9 of this level and advance, must fight one in spell/hand-to-hand combat, winner stays at 12th, loser goes to beginning of 11th.
| Level 12: Gain three 1st to 9th level followers.
| Level 13: Only 3 druids of this level in any region.
| Level 14: Only 1 druid of this level in any region.
| Level 14: Gain nine 11th level followers.
| Level 15: Gain three 13th level followers, each has 4 bonus spell levels.
| Level 15: 6 bonus spell levels, lost when advance to Level 16.
| Level 16: Immunity to all poisons.
| Level 16: Add level*10 to max age, considered "Young Adult" at all ages.
| Level 16: Alter Appearance (NO action to use, at will). Cannot be detected by True Seeing or the like.
| Level 17: Hibernate; Suspend Animation up to level*10 years.
| Level 17: Enter Elemental plane of Earth; Conjure Water Elemental at will; Immune to all earth and water based effects.
| Level 18: Enter Elemental plane of Fire; Conjure Air Elemental at will; Immune to all fire and air based effects.
| Level 19: Enter Elemental plane of Water; Conjure Magma/Ooze Para-Elemental.
| Level 20: Enter Elemental plane of Air; Conjure Ice/Ooze Para-Elemental.
| Level 21: Enter Para-Elemental planes.
| Level 22: Enter plane of Shadow; immune to Shadow-based effects.
| Level 23: Enter any Inner plane; Roam Inner Plane Probability Lines (7th dim.); Enter Concordant Opposition; immune to Quasi-Elemental effects and Positive and Negative energy.
|
|
[PC3] Priest Group Classes
Druid3
Level
| KXP
| Priest 123 456 789
|
1
| 0
| 1-- --- ---
| 2
| 10
| 20- --- ---
| 3
| 30
| 21- --- ---
|
4
| 60
| 320 --- ---
| 5
| 100
| 321 --- ---
| 6
| 150
| 332 0-- ---
|
7
| 210
| 432 1-- ---
| 8
| 280
| 433 20- ---
| 9
| 360
| 443 21- ---
|
10
| 450
| 443 320 ---
| 11
| 550
| 544 321 ---
| 12
| 660
| 544 332 0--
|
13
| 780
| 554 432 1--
| 14
| 910
| 554 433 20-
| 15
| 1050
| 554 443 21-
|
16
| 1200
| 555 443 320
| 17
| 1360
| 555 544 321
| 18
| 1530
| 555 544 332
|
19
| 1710
| 555 554 433
| 20
| 1900
| 555 554 444
| 21
| 2100
| 555 555 444
|
22
| 2310
| 555 555 544
| 23
| 2530
| 555 555 554
| 24
| 2760
| 555 555 555
|
25
| 3000
| 655 555 555
| 26
| 3250
| 665 555 555
| 27
| 3510
| 666 555 555
|
28
| 3780
| 666 655 555
| 29
| 4060
| 666 665 555
| 30
| 4350
| 666 666 555
|
31
| 4650
| 666 666 655
| 32
| 4960
| 666 666 665
| 33
| 5280
| 666 666 666
|
34
| 5610
| 766 666 666
| 35
| 5950
| 776 666 666
| 36
| 6300
| 777 666 666
|
|
Requisites:
| Dex 0, Wis 0 (10)
| Alignment:
| T* or *N
| HD/level:
| d8
| Weapon Prof.:
| 9+level/9
| To Hit Table:
| +level*3/4
| Save Table:
| Pri
| Reference:
| PH3-33
|
|
|
Wisdom bonus to spell memorization.
| Level 1: Extra Languages: Sylvan, Druid.
| Level 1: Nature Sense: Identify plants and animals; Identify pure water.
| Level 1: Animal Companion: Gets a natural familiar.
| Level 2: Woodland Stride: Can move through overgrown areas.
| Level 3: Trackless Step: Leaves no trail; cannot be tracked.
| Level 4: Resist Nature's Lore: +4 saves vs. spell-abilities of feys (dryads, nymphs, sprites, etc.).
| Level 5: Wild Shape: 1M, 1/d: Polymorph Self into a Small or Medium size animal. Regains hit points as if healed for a full day.
| Level 6: Wild Shape (see level 5) can be used 2/d.
| Level 7: Wild Shape (see level 5) can be used 3/d.
| Level 8: Wild Shape (see level 5) can be a Large size animal.
| Level 9: Venom Immunity: Immune to poison.
| Level 10: Wild Shape (see level 5) can be used 4/d.
| Level 11: Wild Shape (see level 5) can be a Tiny size animal.
| Level 12: Wild Shape (see level 5) can be of a dire animal.
| Level 13: A Thousand Faces: 1M: Alter Self.
| Level 14: Wild Shape (see level 5) can be used 5/d.
| Level 15: Wild Shape (see level 5) can be a Huge size animal.
| Level 15: Timeless Body: Immune to aging. No longer ages naturally. Still dies at length of lifespan.
| Level 16: Elemental Shape: 1M, 1/d: Shapechange into a normal element elemental (size L or smaller).
| Level 18: Wild Shape (see level 5) can be used 6/d.
| Level 18: Elemental Shape (see level 16) can be used 3/d.
|
|
[PC3] Priest Group Classes
Healer1
Level
| KXP
| Priest 123 456 7
|
1
| 0
| 1-- --- -
| 2
| 5
| 10- --- -
| 3
| 10
| 111 --- -
|
4
| 15
| 211 1-- -
| 5
| 25
| 221 11- -
| 6
| 50
| 222 111 -
|
7
| 100
| 322 211 1
| 8
| 200
| 332 221 1
| 9
| 300
| 333 222 1
|
10
| 400
| 433 322 2
| 11
| 500
| 443 332 2
| 12
| 600
| 444 333 2
|
13
| 700
| 544 433 3
| 14
| 800
| 554 443 3
| 15
| 900
| 555 444 3
|
16
| 1000
| 655 544 4
| 17
| 1100
| 665 554 4
| 18
| 1200
| 666 555 4
|
19
| 1300
| 766 655 5
| 20
| 1400
| 776 665 5
| 21
| 1500
| 777 666 5
|
22
| 1600
| 877 766 6
| 23
| 1700
| 887 776 6
| 24
| 1800
| 888 777 6
|
25
| 1900
| 988 877 7
| 26
| 2000
| 998 887 7
| 27
| 2100
| 999 888 7
|
28
| 2200
| A99 988 8
| 29
| 2300
| AA9 998 8
| 30
| 2400
| AAA 999 8
|
31
| 2500
| BAA A99 9
| 32
| 2600
| BBA AA9 9
| 33
| 2700
| BBB AAA 9
|
34
| 2800
| CBB BAA A
| 35
| 2900
| CCB BBA A
| 36
| 3000
| CCC BBB A
|
|
Requisites:
| Dex 15, Int 15, Wis 15
| Alignment:
| any
| HD/level:
| d8
| Weapon Prof.:
| 3+level/4
| To Hit Table:
| War
| Save Table:
| Pri
| Reference:
| BoD2
|
|
|
Can cast spells only from All, Detection, Healing, and Necromantic spheres. Healing spells cost ˝ of a spell each to cast.
| Other spheres cannot be cast at all, but you may pick one sphere which can be cast as if opposite (at 2 spells per spell).
| Level 1: May weapon specialize using the "Non-War" column.
| Level 4: Great Swing: Can choose to make 1 attack per physical action (regardless of how many weapons the PC is using) instead of normal number of attacks. This "great swing" has no extra bonus to hit but does 5 times normal damage and has a 1% per level of fighter of instantly killing any one mortal target (as per assassination). Great swing is not cumulative with Rogue's Backstab or Assassin abilities, but can be used with missile or natural weapons.
| Level 4: Detect Slimes, Molds, Jellies 40' cont.
| Level 8: 1M: Identify potion.
| Level 9: Can build a freehold and attract followers.
| Level 9: Mental link with a number of lieutenants (followers that are Warriors of at least 4th level) equal to Fighter's level (this operates on its own unique psionic frequency).
| Level 12: Can read Wizard scrolls (could already read Priest scrolls, just like any other Priest)
| Level 12: Automatic proficiency in all weapons that the fighter has seen in operation (does not count as "free" slots, so 2 slots are still needed to single specialize, etc.).
| Level 12: Can transfer 1/10 of total XP to one of the fighter's children upon natural (mental aging) death.
| Level 16: Gain four 1st level Wizard spells in your memorization per day.
| Level 18: Fighter's hit points are maximum (consider all hit die rolls to be maximum possible, even if the fighter has non-warrior classes).
| Level 18: Can automatically hit any mortal creature with a non infinite negative Armor Class when using "Great Swing".
| Level 18: Mental link to lieutenants now gives the lieutenants the ability to cast 1 first level priest spell per day (casting level = 1).
| Level 20: Gain four 2nd level Wizard spells in your memorization per day.
| Level 27: Raise Self: The fighter will be able to Raise Dead on himself 1 day after death (as long as the death was due to physical damage). This ability cannot be used more than once per year.
| Level 27: Maximum age doubles (the fighter may be lowered 1-2 age categories).
| Level 27: Ability to grant a total of (#followers) priest levels of spells (maximum spell level = 4) to followers (or himself). The spell recipient must be able to memorize the spells the question (be a ranger, have a priest class, etc.). The fighter may grant spells to himself, even if he cannot normally cast spells (in this case, caster level = 9).
| Level 36: Fighter may have his "home plane" switched to that of his alignment.
|
|
[PC3] Priest Group Classes
Healer2
Level
| KXP
| Priest 123 456 7
|
1
| 0
| 1-- --- -
| 2
| 1.25
| 10- --- -
| 3
| 2.5
| 111 --- -
|
4
| 5
| 211 1-- -
| 5
| 10
| 221 11- -
| 6
| 20
| 222 111 -
|
7
| 40
| 322 211 1
| 8
| 80
| 332 221 1
| 9
| 160
| 333 222 1
|
10
| 320
| 433 322 2
| 11
| 480
| 443 332 2
| 12
| 640
| 444 333 2
|
13
| 800
| 544 433 3
| 14
| 960
| 554 443 3
| 15
| 1120
| 555 444 3
|
16
| 1280
| 655 544 4
| 17
| 1440
| 665 554 4
| 18
| 1600
| 666 555 4
|
19
| 1760
| 766 655 5
| 20
| 1920
| 776 665 5
| 21
| 2080
| 777 666 5
|
22
| 2240
| 877 766 6
| 23
| 2400
| 887 776 6
| 24
| 2560
| 888 777 6
|
25
| 2720
| 988 877 7
| 26
| 2880
| 998 887 7
| 27
| 3040
| 999 888 7
|
28
| 3200
| A99 988 8
| 29
| 3360
| AA9 998 8
| 30
| 3520
| AAA 999 8
|
31
| 3680
| BAA A99 9
| 32
| 3840
| BBA AA9 9
| 33
| 4000
| BBB AAA 9
|
34
| 4160
| CBB BAA A
| 35
| 4320
| CCB BBA A
| 36
| 4480
| CCC BBB A
|
|
Requisites:
| Con 9, Wis 12
| Alignment:
| any
| HD/level:
| d6
| Weapon Prof.:
| 2+level/4
| To Hit Table:
| Rog
| Save Table:
| Wiz
| Reference:
| S&S2
|
|
|
Can cast spells only from All, Detection, Healing, and Necromantic spheres. Healing spells cost ˝ of a spell each to cast.
| Other spheres cannot be cast at all, but you may pick one sphere which can be cast as if opposite (at 2 spells per spell).
| Level 1: Healing proficiency cures 1d4+LVL hp.
| Level 1: Your touch spells can affect up to LVL targets at one time (you must touch all targets within the same segment).
| Level 1: 1V: Death's Door, maximum negative hp this is effective = -LVL^2.
| Level 2: All friendly creatures within sight get +LVL/2 saves vs. poison.
| Level 3: All friendly creatures within sight get +LVL/3 saves vs. disease.
|
|
[PC3] Priest Group Classes
Hell's Caretaker
Level
| KXP
| Priest 123 456 7
|
1
| 0
| 2-- --- -
| 2
| 4
| 31- --- -
| 3
| 8
| 420 --- -
|
4
| 12
| 531 a-- -
| 5
| 16
| 642 0b- -
| 6
| 20
| 653 1ac -
|
7
| 40
| 664 20b -
| 8
| 80
| 665 31a d
| 9
| 120
| 666 420 c
|
10
| 160
| 666 531 b
| 11
| 200
| 666 642 a
| 12
| 400
| 666 653 0
|
13
| 800
| 666 664 1
| 14
| 1000
| 666 665 2
| 15
| 1200
| 666 666 3
|
16
| 1400
| 666 666 4
| 17
| 1600
| 666 666 5
| 18
| 1800
| 666 666 6
|
19
| 2000
| 766 666 6
| 20
| 2200
| 776 666 6
| 21
| 2400
| 777 666 6
|
22
| 2600
| 777 766 6
| 23
| 2800
| 777 776 6
| 24
| 3000
| 777 777 6
|
25
| 3200
| 777 777 7
| 26
| 3400
| 877 777 7
| 27
| 3600
| 887 777 7
|
28
| 3800
| 888 777 7
| 29
| 4000
| 888 877 7
| 30
| 4200
| 888 887 7
|
31
| 4400
| 888 888 7
| 32
| 4800
| 888 888 8
| 33
| 5200
| 998 888 8
|
34
| 5600
| 999 988 8
| 35
| 6000
| 999 999 8
| 36
| 6200
| 999 999 9
|
|
TH
| Saves PD RS PP BW Sp Fo Re Wi
|
+0
| 8 4 6 3 4 0 0 3
| +1
| 9 5 6 4 4 1 1 4
| +1
| 10 6 7 5 5 2 2 5
|
+2
| 11 7 9 6 6 2 2 6
| +3
| 12 8 9 6 7 3 3 7
| +3
| 13 9 10 7 8 4 4 8
|
+4
| 14 9 11 8 9 5 4 9
| +5
| 14 10 11 9 9 6 5 10
| +5
| 15 11 12 10 11 6 6 11
|
+6
| 16 12 13 11 12 7 6 12
| +7
| 16 13 14 12 12 8 7 13
| +7
| 16 14 14 13 13 9 8 14
|
+8
| 16 14 15 14 14 10 8 15
| +9
| 17 15 16 14 14 10 9 16
| +9
| 17 15 16 15 15 11 10 17
|
+10
| 17 16 16 15 16 12 10 18
| +11
| 17 16 16 16 16 13 11 19
| +11
| 17 16 16 16 16 14 12 20
|
|
Requisites:
| Str 13, Con 13, Wis 13
| Alignment:
| any E
| HD/level:
| d10
| Weapon Prof.:
| 6+level/6
| To Hit Table:
| Pri
| Save Table:
| 2xPri
| Reference:
| MTG {Planeshifted Demonologist}
| Groups:
| Priest, Alternate
|
|
|
|
Turn Undead is Command for undead and demons, and Turn for golems (this is slightly unusual).
| Knows a "Devil Summoning N" spell of every SL. It is Summoning sphere, and summons a creature of DL=N (Outer, always evil).
| Level 1: "Caretaker ability": 1M, sacrifice a summon: Animate Dead a x0 or x1 dead creature the party has recently killed. This becomes your summon, and has the full stats and abilities it had in life. A being that is Beast of Xvim'd cannot be raised by this ability. The creature can never betray you, even from effects that steal or cause summons to become uncontrolled. If the sacrificed creature was a Camarid, the animated creature takes only that Camarid's summon slot.
| Level 1: "Spawn Ability": 1M, sacrifice a x1 (or greater) summon: Summon N Camarids, where N is the sacrificed summon's DL. Camarids are DL I (type Water) creatures with AC 20, hp 10, TH +10, dmg 10. You are allowed to have up to your level in Camarid summon slots. Any extra Camarids are wasted (they disappear immediately). Camarids are x0 beings; thus you cannot sacrifice a Camarid to get a Camarid.
| Level 1: aNR (Necromancy Resistance) of level*20%.
| Level 1: Free Grand access in one of these spheres (choose one): Astral, Guardian, Necromancy, Summoning.
| Level 4: Your turn undead chance is never worse than "20" (i.e. you never have a dash), regardless of the HD of the undead/demon.
| Level 4: If you "Spawn" (see Level 1 ability) a Water type summon, you get 1 more Camarid than usual (DL+1 instead of DL).
| Level 4: Choose another Grand access sphere from the choices in the level 1 ability.
| Level 8: All of your weapons and armor are considered "Of the Planes" (Planar Stable).
| Level 8: Choose another Grand access sphere from the choices in the level 1 ability.
| Level 9: You may "Caretaker" (see the Level 1 ability) a x2 creature, but you need to do it twice (2M and sacrifice two summons), unless you are a x2 being yourself.
| Level 12: Choose the last Grand access sphere from the choices in the level 1 ability.
|
|
[PC3] Priest Group Classes
Holy Order of Stars Evil1
Level
| KXP
| Priest 123 456 7
|
1
| 1.5
| 1-- --- -
| 2
| 3
| 20- --- -
| 3
| 6
| 21a --- -
|
4
| 12.5
| 220 --- -
| 5
| 20
| 331 a-- -
| 6
| 35
| 332 0-- -
|
7
| 60
| 332 1a- -
| 8
| 90
| 333 20- -
| 9
| 200
| 443 21a -
|
10
| 400
| 443 320 -
| 11
| 650
| 544 321 -
| 12
| 1000
| 655 321 a
|
13
| 1350
| 666 422 0
| 14
| 1700
| 666 432 1
| 15
| 2050
| 666 532 1
|
16
| 2400
| 666 542 1
| 17
| 2750
| 666 643 2
| 18
| 3100
| 666 654 3
|
19
| 3450
| 666 664 3
| 20
| 3800
| 666 665 3
| 21
| 4150
| 666 666 3
|
22
| 4500
| 666 666 4
| 23
| 4850
| 666 666 5
| 24
| 5200
| 666 666 6
|
25
| 5550
| 777 766 6
| 26
| 5900
| 777 777 6
| 27
| 6250
| 777 777 7
|
28
| 6600
| 888 877 7
| 29
| 6950
| 888 888 7
| 30
| 7300
| 888 888 8
|
31
| 7650
| 999 988 8
| 32
| 8000
| 999 999 8
| 33
| 8350
| 999 999 9
|
34
| 8700
| AAA A99 9
| 35
| 9050
| AAA AAA 9
| 36
| 9400
| AAA AAA A
|
|
Requisites:
| Wis 9
| Alignment:
| any E
| HD/level:
| d8
| Weapon Prof.:
| 3+level/3
| To Hit Table:
| Pri
| Save Table:
| Pri
| Reference:
| DLA1
|
|
|
The three Holy Order of Stars classes (HOSE1, HOSG1, HOSN1) are just minor variations on Cleric1.
| Treat them as Cleric1, but with different XP and spell progressions.
| They do get the free material componenting for spells.
|
|
[PC3] Priest Group Classes
Holy Order of Stars Good1
Level
| KXP
| Priest 123 456 7
|
1
| 2
| 1-- --- -
| 2
| 4
| 20- --- -
| 3
| 7.5
| 21- --- -
|
4
| 15
| 220 --- -
| 5
| 25
| 331 --- -
| 6
| 40
| 332 0-- -
|
7
| 90
| 332 1-- -
| 8
| 160
| 333 20- -
| 9
| 250
| 443 21- -
|
10
| 500
| 443 320 -
| 11
| 750
| 544 321 -
| 12
| 1000
| 655 322 -
|
13
| 1250
| 666 422 -
| 14
| 1500
| 666 532 -
| 15
| 1750
| 777 542 0
|
16
| 2000
| 777 653 1
| 17
| 2250
| 888 663 1
| 18
| 2500
| 888 764 2
|
19
| 2750
| 888 764 3
| 20
| 3000
| 888 764 4
| 21
| 3250
| 888 765 5
|
22
| 3500
| 888 766 6
| 23
| 3750
| 888 777 7
| 24
| 4000
| 888 888 8
|
25
| 4250
| 999 988 8
| 26
| 4500
| 999 999 8
| 27
| 4750
| 999 999 9
|
28
| 5000
| AAA A99 9
| 29
| 5250
| AAA AAA 9
| 30
| 5500
| AAA AAA A
|
31
| 5750
| BBB BAA A
| 32
| 6000
| BBB BBB A
| 33
| 6250
| BBB BBB B
|
34
| 6500
| CCC CBB B
| 35
| 6750
| CCC CCC B
| 36
| 7000
| CCC CCC C
|
|
Requisites:
| Wis 9
| Alignment:
| any G
| HD/level:
| +d8
| Weapon Prof.:
| 3+level/3
| To Hit Table:
| Pri
| Save Table:
| Pri
| Reference:
| DLA1
|
|
|
The three Holy Order of Stars classes (HOSE1, HOSG1, HOSN1) are just minor variations on Cleric1.
| Treat them as Cleric1, but with different XP and spell progressions.
| They do get the free material componenting for spells.
|
|
[PC3] Priest Group Classes
Holy Order of Stars Neutral1
Level
| KXP
| Priest 123 456 7
|
1
| 1.5
| 2-- --- -
| 2
| 3
| 21- --- -
| 3
| 6
| 321 --- -
|
4
| 13
| 422 --- -
| 5
| 27.5
| 432 0-- -
| 6
| 55
| 432 1-- -
|
7
| 110
| 443 1-- -
| 8
| 225
| 443 20- -
| 9
| 450
| 543 21- -
|
10
| 675
| 543 320 -
| 11
| 900
| 553 321 0
| 12
| 1125
| 554 432 1
|
13
| 1350
| 655 432 1
| 14
| 1575
| 666 642 1
| 15
| 1800
| 666 643 1
|
16
| 2025
| 666 654 1
| 17
| 2250
| 766 654 2
| 18
| 2475
| 766 654 3
|
19
| 2700
| 766 654 4
| 20
| 2925
| 766 655 5
| 21
| 3150
| 766 666 6
|
22
| 3375
| 777 666 6
| 23
| 3600
| 777 776 6
| 24
| 3825
| 777 777 7
|
25
| 4050
| 888 877 7
| 26
| 4275
| 888 888 7
| 27
| 4500
| 888 888 8
|
28
| 4725
| 999 988 8
| 29
| 4950
| 999 999 8
| 30
| 5175
| 999 999 9
|
31
| 5400
| AAA A99 9
| 32
| 5625
| AAA AAA 9
| 33
| 5850
| AAA AAA A
|
34
| 6075
| BBB BAA A
| 35
| 6300
| BBB BBB A
| 36
| 6525
| BBB BBB B
|
|
Requisites:
| Wis 9
| Alignment:
| any N
| HD/level:
| d8
| Weapon Prof.:
| 3+level/3
| To Hit Table:
| Pri
| Save Table:
| Pri
| Reference:
| DLA1
|
|
|
The three Holy Order of Stars classes (HOSE1, HOSG1, HOSN1) are just minor variations on Cleric1.
| Treat them as Cleric1, but with different XP and spell progressions.
| They do get the free material componenting for spells.
|
|
[PC3] Priest Group Classes
Life Master1
Level
| KXP
| Wizard/Priest 123 456 789
|
1
| 0
| 1-- --- ---
| 2
| 1.77
| 2-- --- ---
| 3
| 3.54
| 21- --- ---
|
4
| 7
| 211 --- ---
| 5
| 14
| 221 1-- ---
| 6
| 28
| 222 2-- ---
|
7
| 56
| 333 2-- ---
| 8
| 112
| 333 31- ---
| 9
| 224
| 443 32- ---
|
10
| 448
| 444 431 ---
| 11
| 896
| 444 432 ---
| 12
| 1792
| 444 433 ---
|
13
| 3584
| 444 444 ---
| 14
| 3777
| 555 444 1--
| 15
| 4111
| 555 554 2--
|
16
| 4444
| 555 555 3--
| 17
| 4777
| 666 555 31-
| 18
| 5111
| 666 665 32-
|
19
| 5444
| 666 666 43-
| 20
| 5777
| 777 666 431
| 21
| 6111
| 777 776 432
|
22
| 6444
| 777 777 443
| 23
| 6777
| 888 777 444
| 24
| 7111
| 888 887 544
|
25
| 7444
| 888 888 554
| 26
| 7777
| 999 888 555
| 27
| 8111
| 999 998 655
|
28
| 8444
| 999 999 665
| 29
| 8777
| AAA 999 666
| 30
| 9111
| AAA AA9 766
|
31
| 9444
| AAA AAA 776
| 32
| 9777
| BBB AAA 777
| 33
| 10111
| BBB BBB 877
|
34
| 10444
| CCC BBB 887
| 35
| 10777
| CCC CCC 888
| 36
| 11111
| CCC CCC 999
|
|
Requisites:
| Str 9, Dex 12, Int 15, Wis 13, Chr 14
| Alignment:
| any G
| HD/level:
| d1+4
| Weapon Prof.:
| 1+level/4
| To Hit Table:
| Wiz
| Save Table:
| Pri
| Reference:
| DM {Planeshifted Death Master1}
| Groups:
| Priest, Alternate
|
|
|
Does not get Wis bonus to spells.
| Limited spell selection: Gets access to one School and one Sphere per level. The School at level 1 must be Abjuration and the Sphere at level 1 must be Healing.
| Level 1: Have their own language called "The Language of Life".
| Level 1: +1 XP for each grave blessed; +2 XP for each buried body.
| Level 1: +1d12 undead turned when successfully roll Turn Undead.
| Level 1: Immune Unlive.
| Level 1: 5% per level resistance to Necromancy spells.
| Level 2: +2 XP for assisting in a child birth.
| Level 4: Speak with anyone with Int > 10 at will.
| Level 7: Locate Person 1/d.
| Level 9: Immune to Stun, reversed healing, and any undead touch effect.
| Level 11: Immune to all Energy/Stat drains.
|
|
[PC3] Priest Group Classes
Orzhov Euthanist22 (MTG B/W)
Level
| KXP
| Priest 123 456 789
|
1
| 0
| 0-h --- ---
| 2
| 2.125
| 1-g --- ---
| 3
| 4.25
| 11- f-- ---
|
4
| 8.5
| 21- e-- ---
| 5
| 17
| 211 -e- ---
| 6
| 34
| 321 -d- ---
|
7
| 68
| 321 1-d ---
| 8
| 136
| 432 1-c ---
| 9
| 272
| 432 11- c--
|
10
| 544
| 543 21- b--
| 11
| 816
| 543 211 a--
| 12
| 1088
| 654 321 0--
|
13
| 1360
| 654 321 1--
| 14
| 1632
| 654 322 1--
| 15
| 1904
| 654 322 2--
|
16
| 2176
| 654 332 2c-
| 17
| 2448
| 654 333 2b-
| 18
| 2720
| 654 333 3a-
|
19
| 2992
| 654 433 30-
| 20
| 3264
| 654 433 31-
| 21
| 3536
| 654 443 31-
|
22
| 3808
| 654 444 31c
| 23
| 4080
| 654 444 32b
| 24
| 4352
| 654 444 42a
|
25
| 4624
| 655 444 420
| 26
| 4896
| 655 544 421
| 27
| 5168
| 655 554 421
|
28
| 5440
| 655 555 421
| 29
| 5712
| 655 555 431
| 30
| 5984
| 655 555 532
|
31
| 6256
| 665 555 532
| 32
| 6528
| 666 555 532
| 33
| 6800
| 666 655 532
|
34
| 7072
| 666 665 532
| 35
| 7344
| 666 666 532
| 36
| 7616
| 666 666 542
|
|
Requisites:
| Wis 18, Dex 14
| Alignment:
| LE, NE, NG, or CN
| HD/level:
| 2d2 {Wis} (see note)
| Weapon Prof.:
| 4+level/2
| To Hit Table:
| Pri
| Save Table:
| Pri/Rog
| Reference:
| DM {Planeshifted Orzhov Necromancer22}
| Groups:
| Priest, Rogue, Alternate
|
|
|
Hit Dice: "2d2 {Wis}" means you get Wis bonus to the HD for this class, not Con bonus. You may apply Exceptional or Barbarian Wis if you have it. You cannot choose to apply Con anyway.
| Exceptional Dex bonus.
| Channeling.
| Grand in Priest Necromancy spells.
| May have 1+LVL "Revive slots" instead of the usual one "Summon slot". An animated xM (multiplier M) being uses up M*M Revive slots.
| A Revive is an animated (undead) monster with half the original monster's stats. It also has half the original monster's special abilities. It cannot be healed, but it regenerates at N hp/r (where N is it's DL rating).
| A Revive of a Revive has 1/4 the original stats, and so on. Round stats down. If the resultant creature has 0 max hp, the Revive fails.
| Level 1: Your weapons are Wounding (for each hit, it does an extra 1 point of damage per segment).
| Level 1: 1D (even if D actions aren't being used): Slay the person that killed you (save)
|
| New spell:
| Revive N (Necromancy, SL N): Revive a DL=N monster.
|
|
Lvl
| Euthanist Ability | -50% | -100% | -150%
| Act
| Base
| Penalty
| Bonus
|
1
| Assassination (-5% per HD/level of target)
| 0
| 0
| Wis-13
| Wis-15
| 1
| any Assassin 1 ability
| -
| -
| -
| -
| 2
| Song of Harming (1 dmg per 5% roll made)
| P*M
| 10
| Wis-12
| Wis-17
|
2
| any Assassin 2 ability
| -
| -
| -
| -
| 3
| any Rogue 3 ability
| -
| -
| -
| -
| 5
| Detect Invisibility | Force Shapechange | Wrench ||| See through Dust of Disappearance
| 2M
| 0
| Wis-12
| Wis-20
|
7
| Blink | Controlled Blink | Teleport | Teleport without Error
| M
| 15
| Wis-12
| Wis-14
| 7
| Misdirection | Aura Alteration | Non-Detection
| M
| 20
| Wis-10
| Wis-18
| 8
| Slay (target that you hit saves at +4, -1 per 10% made; or dies)
| M
| 0
| Wis-13
| Wis-19
|
12
| Find the Path
| MV
| 0
| Wis-9
| Wis-13
| 15
| Ethereal Spell | Ethereal Projection | Elemental Spell (project to an Elemental plane)
| 3M
| 35
| Wis-19
| Wis-25
| 24
| Energy Drain+Destruction+Degenerate target ||| Put target in the Hole
| 1P+2M
| 0
| Wis-19
| Wis-25
|
|
[PC3] Priest Group Classes
Shaman
Level
| KXP
| Priest 123 456 7
|
1
| 0
| 1-- --- -
| 2
| 0.9
| 20- --- -
| 3
| 1.8
| 31- --- -
|
4
| 3.6
| 320 --- -
| 5
| 7.2
| 321 --- -
| 6
| 14.4
| 332 0-- -
|
7
| 28.8
| 332 1-- -
| 8
| 57.6
| 333 20- -
| 9
| 115.2
| 333 21- -
|
10
| 230.4
| 333 32- -
| 11
| 410
| 333 33- -
| 12
| 590
| 433 330 -
|
13
| 770
| 443 331 -
| 14
| 950
| 444 332 -
| 15
| 1130
| 444 433 -
|
16
| 1310
| 444 443 -
| 17
| 1490
| 444 444 -
| 18
| 1670
| 544 444 0
|
19
| 1850
| 554 444 1
| 20
| 2030
| 555 444 2
| 21
| 2210
| 555 544 3
|
22
| 2390
| 555 554 4
| 23
| 2570
| 555 555 4
| 24
| 2750
| 555 555 5
|
25
| 2930
| 655 555 5
| 26
| 3110
| 665 555 5
| 27
| 3290
| 666 555 5
|
28
| 3470
| 666 655 5
| 29
| 3650
| 666 665 5
| 30
| 3830
| 666 666 5
|
31
| 4010
| 666 666 6
| 32
| 4190
| 766 666 6
| 33
| 4370
| 776 666 6
|
34
| 4550
| 777 666 6
| 35
| 4730
| 777 766 6
| 36
| 4910
| 777 776 6
|
|
Requisites:
| Wis 6
| Alignment:
| any
| HD/level:
| d6
| Weapon Prof.:
| 2+level/5
| To Hit Table:
| CTD0
| Save Table:
| Cleric0
| Reference:
| DM
|
|
|
You get 1 Grand, 2 Major, and 5 Minor spheres. Your god may alter this amount.
| Level 1: Can turn undead.
| Level 1: Can turn lycanthropes as if they were undead (DM will assign turning values).
| Level 1: Can weapon specialize as per Ranger1.
| Level 2: 1M: Incite Berserker or Enraged status on your troops (not too useful for PCs).
| Level 3: 1M: Swap 1 physical subability with one willing target for 1t. At level 9, swap your stat with up to 10 others (so all 10 of them get your old stat); you get back your choice of their 10.
| Level 27: Pick one species (as per Ranger species enemy). You can turn that species as if it was undead (DM will assign turning values).
|
|
[PC3] Priest Group Classes
Templar2
Level
| KXP
| Priest 123 456 78
|
1
| 0
| 1-- --- --
| 2
| 1.7
| 11- --- --
| 3
| 3.4
| 111 --- --
|
4
| 6.8
| 222 0-- --
| 5
| 13.6
| 222 1-- --
| 6
| 27.2
| 222 20- --
|
7
| 54.4
| 222 21- --
| 8
| 108.8
| 222 220 --
| 9
| 200
| 222 221 --
|
10
| 500
| 222 222 0-
| 11
| 800
| 222 222 1-
| 12
| 1100
| 222 222 2-
|
13
| 1400
| 332 222 2-
| 14
| 1700
| 333 322 2-
| 15
| 2000
| 333 332 2-
|
16
| 2300
| 333 333 2-
| 17
| 2600
| 333 333 3-
| 18
| 2900
| 333 333 3-
|
19
| 3200
| 443 333 30
| 20
| 3500
| 444 433 31
| 21
| 3800
| 444 444 31
|
22
| 4100
| 444 444 41
| 23
| 4400
| 554 444 41
| 24
| 4700
| 555 544 41
|
25
| 5000
| 555 555 41
| 26
| 5300
| 555 555 51
| 27
| 5600
| 555 555 52
|
28
| 5900
| 665 555 52
| 29
| 6200
| 666 655 52
| 30
| 6500
| 666 666 52
|
31
| 6800
| 666 666 62
| 32
| 7100
| 776 666 62
| 33
| 7400
| 777 766 62
|
34
| 7700
| 777 777 62
| 35
| 8000
| 777 777 72
| 36
| 8300
| 777 777 73
|
|
Requisites:
| Str 9, Int 10, Wis 18
| Alignment:
| any
| HD/level:
| d10
| Weapon Prof.:
| 3+level/2
| To Hit Table:
| Pri
| Save Table:
| Mon
| Reference:
| DS2/DM
|
|
|
You get 3 Grand, 4 Major, and 0 Minor spheres. Your god may alter this amount.
| Level 1: Can turn undead.
| Level 1: Immune to the effects of Ego of your multiplier or less.
| Level 1: Can weapon specialize as if a Fighter2, and use the "Spec War" line in Number of Attacks table.
| Level 4: 0, (level-3)/d: Become immune to any 1 effect of your multiplier or less for 1 segment. Lose your next available 1P action (you are in effect borrowing it from the future).
| Level 8: 1M: Your multiplier becomes x2 for this round only.
| Level 9: 1M: Symbol (as spell).
| Level 27: 2M: Your multiplier becomes x3 for this round only.
|
|
[PC4] Rogue Group Classes
All Rogue Classes
Level 1: +2 TH from behind. This is addition to the normal +2 TH from behind.
| Level 1: When it is gained, the ability "Read Magic" may be replaced with "Ability to Weapon Specialize" for the Rogue. In this case, use the "Specialist Non-Warrior" progression in [P4]. 50% in this ability means you are single specialized, 100% means double, 150% means triple, etc. This ability does also give base proficiency in the weapon, and you may spend weapon slots to increase specialization instead of increading the Ability to Specialize ability.
|
| NOTES ON ROGUE ABILITIES:
|
| All Rogues get 40 Rogue points per level unless indicated. You may "save" Rogue points for higher level abilities later.
| If you have more than one instance of the same Rogue ability, just use the better rating (they don't combine in any way).
|
| Averaging Option: You get no Rogue points, instead, add this to each ability: +(Your level)*10-(level you gained ability)*5
|
| All Rogue abilities that are beneficial (Blink, Heal, Time Shift, Speed, etc.) affect only the rogue (Range 0, not Touch).
| Rogue abilities that seem to have duration (such as Levitate) last for 1 turn per use.
| Rogue abilities are resisted using IR (Innate Resistance).
| The effective spell level of a Rogue ability is the level you get it at divided by 3, round up, with a maximum of 9.
| A Rogue ability turns off if the PF (Physical Factor) is lower than this calculated spell level.
|
|
[PC4] Rogue Group Classes
Acrobat1
Level
| KXP
| Spells
|
1
| 0
| (none)
| 2
| 1.25
| (none)
| 3
| 2.5
| (none)
|
4
| 5
| (none)
| 5
| 10
| (none)
| 6
| 20
| (none)
|
7
| 45
| (none)
| 8
| 75
| (none)
| 9
| 125
| (none)
|
10
| 180
| (none)
| 11
| 250
| (none)
| 12
| 500
| (none)
|
13
| 750
| (none)
| 14
| 1000
| (none)
| 15
| 1250
| (none)
|
16
| 1500
| (none)
| 17
| 1750
| (none)
| 18
| 2000
| (none)
|
19
| 2250
| (none)
| 20
| 2500
| (none)
| 21
| 2750
| (none)
|
22
| 3000
| (none)
| 23
| 3250
| (none)
| 24
| 3500
| (none)
|
25
| 3750
| (none)
| 26
| 4000
| (none)
| 27
| 4250
| (none)
|
28
| 4500
| (none)
| 29
| 4750
| (none)
| 30
| 5000
| (none)
|
31
| 5250
| (none)
| 32
| 5500
| (none)
| 33
| 5750
| (none)
|
34
| 6000
| (none)
| 35
| 6250
| (none)
| 36
| 6500
| (none)
|
|
Requisites:
| Str 15, Dex 16
| Alignment:
| non-LG/CG
| HD/level:
| d6
| Weapon Prof.:
| 2+level/4
| To Hit Table:
| Rog
| Save Table:
| Rog
| Reference:
| UA1-23
|
|
|
Level 1: Gets Barbarian Dex bonus.
|
Lvl
| Acrobat Ability | -50% | -100% | -150%
| Act
| Base
| Penalty
| Bonus
|
1
| Vaulting || Passwall
| V
| 45
| Dex-12
| Dex-16
| 1
| Jumping | Levitate | Flight
| V
| 20
| Dex-11
| Dex-15
| 1
| Attack (+1 TH per 10% made this segment)
| V
| 5
| Dex-12
| Dex-15
|
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
| any Thief 1 ability
| -
| -
| -
| -
|
1
| any Assassin 1 ability
| -
| -
| -
| -
| 1
| any Monk 1 ability
| -
| -
| -
| -
| 2
| any Ninja 1 ability
| -
| -
| -
| -
|
2
| Tightrope Walking | Water Walking | Shadow Walking | Dimension Walking
| V
| 75
| Dex-11
| Dex-15
| 3
| Lower Encumbrance | Zero Encumbrance | No Armor Penalty
| P
| 10
| Str-13
| Str-18
| 4
| any Bard 4 ability
| -
| -
| -
| -
|
4
| any Thief 4 ability
| -
| -
| -
| -
| 5
| Missile Deflection | Missile Reflection | Spell Deflection | Volley (0: Immune to attack)
| V
| 10
| Dex-12
| Dex-15
| 6
| Coordination (+1 per 20% made to Coordination)
| M
| 0
| Wis-9
| Wis-12
|
6
| Balance (+1 per 20% made to Balance)
| M
| 0
| Wis-9
| Wis-12
| 7
| Blink | Controlled Blink | Teleport | Teleport without Error
| M
| 15
| Wis-12
| Wis-14
| 8
| Efficiency (+1 per 20% made to Efficiency)
| M
| 0
| Int-9
| Int-12
|
8
| Muscle (+1 and +1 per 20% made to Muscle for 1t)
| M
| 0
| Int-9
| Int-12
| 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
|
|
[PC4] Rogue Group Classes
Assassin1
Level
| KXP
| Spells
|
1
| 0
| (none)
| 2
| 1.5
| (none)
| 3
| 3
| (none)
|
4
| 6
| (none)
| 5
| 12
| (none)
| 6
| 25
| (none)
|
7
| 50
| (none)
| 8
| 100
| (none)
| 9
| 200
| (none)
|
10
| 300
| (none)
| 11
| 425
| (none)
| 12
| 575
| (none)
|
13
| 750
| (none)
| 14
| 1000
| (none)
| 15
| 1500
| (none)
|
16
| 2000
| (none)
| 17
| 2500
| (none)
| 18
| 3000
| (none)
|
19
| 3500
| (none)
| 20
| 4000
| (none)
| 21
| 4500
| (none)
|
22
| 5000
| (none)
| 23
| 5500
| (none)
| 24
| 6000
| (none)
|
25
| 6500
| (none)
| 26
| 7000
| (none)
| 27
| 7500
| (none)
|
28
| 8000
| (none)
| 29
| 8500
| (none)
| 30
| 9000
| (none)
|
31
| 9500
| (none)
| 32
| 10000
| (none)
| 33
| 10500
| (none)
|
34
| 11000
| (none)
| 35
| 11500
| (none)
| 36
| 12000
| (none)
|
|
Requisites:
| Str 12, Dex 12, Int 11
| Alignment:
| any E
| HD/level:
| d6
| Weapon Prof.:
| 3+level/4
| To Hit Table:
| Rog
| Save Table:
| Rog
| Reference:
| PH1-28
|
|
|
Level 1: Poison Use proficiency (1 slot per 4 levels, round up).
| Level 1: Cannot have any hirelings until Level 4.
| Level 1: Can weapon specialize (using "Spec Non-War" line)
| Level 4: Allowed to have lower level assassins as hirelings.
| Level 8: Allowed to have lower level rogues as hirelings.
| Level 9: Can speak Level-8 additional languages from the following list: LG,LN,LE,NG,TN,NE,CG,CN,CE,Druid,Thieves' Cant. Can never learn more than Int-14 alignment languages.
| Level 12: Allowed to have any hirelings.
| Level 14: (Guildmaster) Only 1 of this level per area.
| Level 14: Has 7-28 guild members. 75% chance a guild member will leave if guildmasters change.
| Level 15: Only 1 of this level per continent.
|
Lvl
| Assassin Ability | -50% | -100% | -150%
| Act
| Base
| Penalty
| Bonus
|
1
| Assassination (-5% per HD/level of target)
| 0
| 0
| Wis-13
| Wis-15
| 1
| Spying
| -
| 10
| Int-11
| Int-14
| 1
| Backstab (each 30% = x1) (increases 10/level)
| 0
| 50
| Int-6
| Int-20
|
1
| Disguise | Alter Appearance
| VP
| 25
| Wis-9
| Wis-12
| 1
| Impersonation (Physical/Personality/Mannerisms)
| -
| 10
| Chr-10
| Chr-12
| 1
| Find/Remove Wizard Abjurations/Priest Protections
| VM
| 0
| Dex-13
| Dex-18
|
1
| any 1st level Thief ability
| -
| -
| -
| -
| 1
| any 1st level Thief ability
| -
| -
| -
| -
| 2
| any 1st level Thief ability
| -
| -
| -
| -
|
2
| any 1st level Ninja ability
| -
| -
| -
| -
| 3
| any 1st level Thief ability
| -
| -
| -
| -
| 4
| Alter Self | Change Self | Veil
| VM
| 10
| Int-13
| Int-18
|
4
| any 4th level (or lower) Thief ability
| -
| -
| -
| -
| 5
| Mislead | Disappearance
| M
| 15
| Int-12
| Int-16
| 6
| Touch : Chill/Pain | Para/Vampiric | Energy Drain
| M
| 20
| Str-9
| Str-15
|
6
| any 4th level (or lower) Bard ability
| -
| -
| -
| -
| 7
| Misdirection | Aura Alteration | Non-Detection
| M
| 20
| Wis-10
| Wis-18
| 8
| Meld into Shadows/Mirrors/Crowds || Disperse
| VM
| 25
| Str-9
| Str-14
|
8
| Feign Death ||| Feign Undeath
| V
| 40
| Con-9
| Con-10
| 9
| Finger of Death | Slay Living | Power Word Kill
| MM
| 0
| Int-14
| Int-17
| 10
| Illusionary Double
| M
| 10
| Chr-11
| Chr-12
|
12
| Dimensional Folding
| M
| 40
| Int-7
| Int-20
| 15
| Psychic Impersonation || Soul/Spirit Impersonation
| -
| 15
| Wis-9
| Wis-14
| 18
| Shadow Magic | Shadow Walk | Shadow Flight
| VM
| 0
| Int-16
| Int-19
|
27
| Destruction/Mordenkainen's Disjunction
| PMM
| 0
| Int-18
| Int-24
|
|
[PC4] Rogue Group Classes
Bandit1
Level
| KXP
| Spells
|
1
| 0
| (none)
| 2
| 1.8
| (none)
| 3
| 3.6
| (none)
|
4
| 7.5
| (none)
| 5
| 15
| (none)
| 6
| 30
| (none)
|
7
| 60
| (none)
| 8
| 110
| (none)
| 9
| 200
| (none)
|
10
| 300
| (none)
| 11
| 450
| (none)
| 12
| 650
| (none)
|
13
| 900
| (none)
| 14
| 1150
| (none)
| 15
| 1400
| (none)
|
16
| 1650
| (none)
| 17
| 1900
| (none)
| 18
| 2150
| (none)
|
19
| 2400
| (none)
| 20
| 2650
| (none)
| 21
| 2900
| (none)
|
22
| 3150
| (none)
| 23
| 3400
| (none)
| 24
| 3650
| (none)
|
25
| 3900
| (none)
| 26
| 4150
| (none)
| 27
| 4400
| (none)
|
28
| 4650
| (none)
| 29
| 4900
| (none)
| 30
| 5150
| (none)
|
31
| 5400
| (none)
| 32
| 5650
| (none)
| 33
| 5900
| (none)
|
34
| 6150
| (none)
| 35
| 6400
| (none)
| 36
| 6650
| (none)
|
|
Requisites:
| Str 12, Dex 12, Con 12, Int 10
| Alignment:
| any
| HD/level:
| d8+1
| Weapon Prof.:
| 2+level/4
| To Hit Table:
| War
| Save Table:
| War
| Reference:
| BoD4
|
|
|
Level 1: Tracking as per Ranger of half the Bandit's level.
| Level 1: Use the "Non-Spec War" column for number of attacks.
| Level 1: # Attacks = level vs. creatures with less than 1 HD.
|
Lvl
| Bandit Ability | -50% | -100% | -150%
| Act
| Base
| Penalty
| Bonus
|
1
| Climb Walls | Climb Overhangs | Climb Upside Down
| V
| 60
| Str-9
| Str-13
| 1
| Hide in Shadows | Hide amongst People or Trees | Meld in Shadows/Mirrors
| V
| 0
| Dex-12
| Dex-17
| 1
| Find/Remove Traps: Mech. | Magic/Psi | OutPhase | Pro.
| M
| 5
| Dex-12
| Dex-17
|
1
| Pass without Trace || Etherealness || Probability Travel
| MV
| 0
| Chr-15
| Chr-21
| 1
| Escape Bonds | Binding | Imprisonment/Time Stop || Get out of Put Down a Hole
| PV
| 0
| Str-14
| Str-16
| 1
| Any Scout 1 or Bounty Hunter 1 or Yakuza 1 ability
| -
| -
| -
| -
|
2
| Deeppockets | Vanish | Rope Trick ||| I'm Gone (to my own Pocket Plane)
| M
| 0
| Int-8
| Int-20
| 3
| Lower Encumbrance | Zero Encumbrance | No Armor Penalty
| P
| 10
| Str-13
| Str-18
| 4
| Mislead | Disappearance
| M
| 15
| Int-12
| Int-16
|
6
| Distraction | Mislead | Forget | Mirage Arcana
| M
| 15
| Wis-13
| Wis-16
| 8
| Any Scout 8 or Bounty Hunter 8 or Yakuza 8 ability
| -
| -
| -
| -
| 10
| Locate (anything unique) Across Planes | Clairvoyance there | TWE there
| M
| 0
| Int-12
| Int-15
|
13
| Preparation (Ability to use +1 action of any type next segment per 50% made)
| F
| 0
| Wis-18
| Wis-22
| 16
| Enhancement (add how much you made by to your next Rogue ability roll within 1r)
| F
| 0
| Chr-18
| Chr-22
|
|
[PC4] Rogue Group Classes
Bard1
Level
| KXP
| Priest 123 45
|
1
| War5/Rog5
| 1-- --
| 2
| 2
| 2-- --
| 3
| 4
| 3-- --
|
4
| 8
| 31- --
| 5
| 16
| 32- --
| 6
| 25
| 33- --
|
7
| 40
| 331 --
| 8
| 60
| 332 --
| 9
| 85
| 333 --
|
10
| 110
| 333 1-
| 11
| 150
| 333 2-
| 12
| 200
| 333 3-
|
13
| 400
| 333 31
| 14
| 600
| 333 32
| 15
| 800
| 333 33
|
16
| 1000
| 433 33
| 17
| 1200
| 443 33
| 18
| 1400
| 444 33
|
19
| 1600
| 544 43
| 20
| 1800
| 544 44
| 21
| 2000
| 554 44
|
22
| 2200
| 555 44
| 23
| 3000
| 555 55
| 24
| 3800
| 665 55
|
25
| 4600
| 666 55
| 26
| 5400
| 666 65
| 27
| 6200
| 666 66
|
28
| 7000
| 776 66
| 29
| 7800
| 777 76
| 30
| 8600
| 777 77
|
31
| 9400
| 887 77
| 32
| 10200
| 888 87
| 33
| 11000
| 888 88
|
34
| 11800
| 998 88
| 35
| 12600
| 999 98
| 36
| 13400
| 999 99
|
|
Requisites:
| Str 15, Dex 15, Con 10, Int 12, Wis 15, Chr 15
| Alignment:
| T* or *N
| HD/level:
| & (-1) d6
| Weapon Prof.:
| 5+level/4
| To Hit Table:
| Rog
| Save Table:
| Rog
| Reference:
| PH1-117
|
|
|
(Optional, you can still use points if you like): Gets no Rogue points, instead, add this to each ability: +(Your level)*10-(level you gained ability)*5
| All of the "Song" abilties disallow the use of P actions while being used. They may be maintained next round for 1P action.
| Cast Druid spells, spheres are as Druid.
| Level 4: +(LVL*2-5)/3 (round down) nonweapon proficiencies
|
Lvl
| Bard Ability | -50% | -100% | -150%
| Act
| Base
| Penalty
| Bonus
|
1
| Legend Lore | Identify
| 0 | M
| 0
| Int-13
| Int-15
| 1
| Read Languages | Decipher Code
| M
| 5
| Int-9
| Int-14
| 1
| Musical Inspiration | Emotion (increases 5/level)
| VM
| 0
| Chr-9
| Chr-12
|
1
| Summon Animals
| V
| 0
| Chr-9
| Chr-12
| 1
| Charm/Influence Reaction
| M
| 10
| Chr-8
| Chr-12
| 1
| any 1st level Thief ability
| -
| -
| -
| -
|
1
| any 1st level Thief ability
| -
| -
| -
| -
| 1
| any 1st level Thief ability
| -
| -
| -
| -
| 2
| Song of Healing (1 hp per 5% roll made)
| P*M
| 10
| Wis-12
| Wis-17
|
2
| Empathy | ESP
| M
| 15
| Wis-10
| Wis-18
| 3
| Song of Courage (+1 Morale per 5% roll made)
| P*M
| 10
| Chr-13
| Chr-18
| 4
| Song of Vines (save at -1/5% made or Entangled)
| P*M
| 10
| Dex-14
| Dex-19
|
4
| Sensitivity to Psychic Impressions ||| Truename
| M
| 20
| Wis-9
| Wis-12
| 5
| Song of Battle (+1 TH,dmg,or saves per 10% made)
| P*M
| 10
| Str-15
| Str-20
| 6
| Hypnosis/Command
| M
| 25
| Chr-13
| Chr-15
|
6
| Identity Penetration | False Seeing | True Seeing
| MM
| 5
| Wis-11
| Wis-19
| 7
| Suggestion | Domination | Eyebite
| VM
| 10
| Int-13
| Int-14
| 8
| Sending | Demand
| M
| 10
| Int-9
| Int-12
|
8
| Telepathy | Telepathic Projection
| M
| 15
| Wis-10
| Wis-12
| 9
| Object Reading
| VM
| 0
| Int-12
| Int-20
| 10
| Telekinesis (5 lb. per 1% made)
| M
| 10
| Int-13
| Int-17
|
12
| Disharmonic Blast (1 dmg per 1% made)
| P*M
| 10
| Con-16
| Con-22
| 15
| Find the Path
| MM
| 20
| Wis-10
| Wis-15
| 18
| Contact Other Plane | Foresight
| MM
| 0
| Chr-15
| Chr-18
|
27
| Astral Spell
| MMM
| 40
| Int-18
| Int-24
|
|
[PC4] Rogue Group Classes
Bard2
Level
| KXP
| Wizard 123 456
|
1
| 0
| --- ---
| 2
| 1.25
| 1-- ---
| 3
| 2.5
| 2-- ---
|
4
| 5
| 21- ---
| 5
| 10
| 31- ---
| 6
| 20
| 32- ---
|
7
| 40
| 321 ---
| 8
| 70
| 331 ---
| 9
| 110
| 332 ---
|
10
| 160
| 332 1--
| 11
| 220
| 333 1--
| 12
| 440
| 333 2--
|
13
| 660
| 333 21-
| 14
| 880
| 333 31-
| 15
| 1100
| 333 32-
|
16
| 1320
| 433 321
| 17
| 1540
| 443 331
| 18
| 1760
| 444 332
|
19
| 1980
| 444 432
| 20
| 2200
| 444 443
| 21
| 2420
| 444 444
|
22
| 2640
| 554 444
| 23
| 2860
| 555 444
| 24
| 3080
| 555 544
|
25
| 3300
| 555 554
| 26
| 3520
| 555 555
| 27
| 3740
| 665 555
|
28
| 3960
| 666 555
| 29
| 4180
| 666 655
| 30
| 4400
| 666 665
|
31
| 4620
| 666 666
| 32
| 4840
| 776 666
| 33
| 5060
| 777 666
|
34
| 5280
| 777 766
| 35
| 5500
| 777 776
| 36
| 5720
| 777 777
|
|
Requisites:
| Dex 12, Int 13, Chr 15
| Alignment:
| T* or *N
| HD/level:
| d6
| Weapon Prof.:
| 2+level/4
| To Hit Table:
| Rog
| Save Table:
| Rog
| Reference:
| PH2-41
|
|
|
Bard2 gets 40 Rogue points per level.
| All of the "Song" abilties disallow the use of P actions while being used. They may be maintained next round for 1P action.
| Cast Wizard spells, may (2nd edition) specialize, pick an opposite.
| Level 4: +(LVL*2-5)/3 (round down) nonweapon proficiencies
|
Lvl
| Bard Ability | -50% | -100% | -150%
| Act
| Base
| Penalty
| Bonus
|
1
| Legend Lore | Identify
| 0 | M
| 0
| Int-13
| Int-15
| 1
| Read Languages | Decipher Code
| M
| 5
| Int-9
| Int-14
| 1
| Musical Inspiration | Emotion (increases 5/level)
| VM
| 0
| Chr-9
| Chr-12
|
1
| Summon Animals
| V
| 0
| Chr-9
| Chr-12
| 1
| Charm/Influence Reaction
| M
| 10
| Chr-8
| Chr-12
| 1
| any 1st level Thief ability
| -
| -
| -
| -
|
1
| any 1st level Thief ability
| -
| -
| -
| -
| 1
| any 1st level Thief ability
| -
| -
| -
| -
| 2
| Song of Healing (1 hp per 5% roll made)
| P*M
| 10
| Wis-12
| Wis-17
|
2
| Empathy | ESP
| M
| 15
| Wis-10
| Wis-18
| 3
| Song of Courage (+1 Morale per 5% roll made)
| P*M
| 10
| Chr-13
| Chr-18
| 4
| Song of Vines (save at -1/5% made or Entangled)
| P*M
| 10
| Dex-14
| Dex-19
|
4
| Sensitivity to Psychic Impressions ||| Truename
| M
| 20
| Wis-9
| Wis-12
| 5
| Song of Battle (+1 TH,dmg,or saves per 10% made)
| P*M
| 10
| Str-15
| Str-20
| 6
| Hypnosis/Command
| M
| 25
| Chr-13
| Chr-15
|
6
| Identity Penetration | False Seeing | True Seeing
| MM
| 5
| Wis-11
| Wis-19
| 7
| Suggestion | Domination | Eyebite
| VM
| 10
| Int-13
| Int-14
| 8
| Sending | Demand
| M
| 10
| Int-9
| Int-12
|
8
| Telepathy | Telepathic Projection
| M
| 15
| Wis-10
| Wis-12
| 9
| Object Reading
| VM
| 0
| Int-12
| Int-20
| 10
| Telekinesis (5 lb. per 1% made)
| M
| 10
| Int-13
| Int-17
|
12
| Disharmonic Blast (1 dmg per 1% made)
| P*M
| 10
| Con-16
| Con-22
| 15
| Find the Path
| MM
| 20
| Wis-10
| Wis-15
| 18
| Contact Other Plane | Foresight
| MM
| 0
| Chr-15
| Chr-18
|
27
| Astral Spell
| MMM
| 40
| Int-18
| Int-24
|
|
[PC4] Rogue Group Classes
Bard3
Level
| KXP
| Bard 123 456 7
|
1
| 0
| --- --- -
| 2
| 10
| 2-- --- -
| 3
| 30
| 3-- --- -
|
4
| 60
| 32- --- -
| 5
| 100
| 43- --- -
| 6
| 150
| 43- --- -
|
7
| 210
| 442 --- -
| 8
| 280
| 443 --- -
| 9
| 360
| 443 --- -
|
10
| 450
| 444 2-- -
| 11
| 550
| 444 3-- -
| 12
| 660
| 444 3-- -
|
13
| 780
| 444 42- -
| 14
| 910
| 444 43- -
| 15
| 1050
| 444 43- -
|
16
| 1200
| 544 442 -
| 17
| 1360
| 554 443 -
| 18
| 1530
| 555 443 -
|
19
| 1710
| 555 554 -
| 20
| 1900
| 555 554 -
| 21
| 2100
| 555 554 0
|
22
| 2310
| 555 554 1
| 23
| 2530
| 555 554 2
| 24
| 2760
| 555 554 3
|
25
| 3000
| 555 554 4
| 26
| 3250
| 555 555 4
| 27
| 3510
| 555 555 5
|
28
| 3780
| 655 555 5
| 29
| 4060
| 665 555 5
| 30
| 4350
| 666 555 5
|
31
| 4650
| 666 655 5
| 32
| 4960
| 666 665 5
| 33
| 5280
| 666 666 5
|
34
| 5610
| 666 666 6
| 35
| 5950
| 766 666 6
| 36
| 6300
| 776 666 6
|
|
Requisites:
| Dex 0, Int 0, Chr 0 (10)
| Alignment:
| T* or *N
| HD/level:
| d6
| Weapon Prof.:
| 6+level/9
| To Hit Table:
| +level*3/4
| Save Table:
| Rog
| Reference:
| PH3-26
|
|
|
Gets spell progression and Chr bonus to spells.
| Level 1: Bardic Music, see PH3 page 28.
| Level 1: Legend Lore, make a LVL+(Int modifier) check vs. DC of 10, 20, 25, or 30.
|
|
[PC4] Rogue Group Classes
Beast Thief
Level
| KXP
| Spells
|
1
| 0
| (none)
| 2
| 1
| (none)
| 3
| 2
| (none)
|
4
| 4
| (none)
| 5
| 8
| (none)
| 6
| 16
| (none)
|
7
| 32
| (none)
| 8
| 64
| (none)
| 9
| 128
| (none)
|
10
| 228
| (none)
| 11
| 328
| (none)
| 12
| 428
| (none)
|
13
| 528
| (none)
| 14
| 628
| (none)
| 15
| 728
| (none)
|
16
| 928
| (none)
| 17
| 1028
| (none)
| 18
| 1228
| (none)
|
19
| 1428
| (none)
| 20
| 1628
| (none)
| 21
| 1828
| (none)
|
22
| 2028
| (none)
| 23
| 2228
| (none)
| 24
| 2428
| (none)
|
25
| 2628
| (none)
| 26
| 2828
| (none)
| 27
| 3228
| (none)
|
28
| 3628
| (none)
| 29
| 4028
| (none)
| 30
| 4428
| (none)
|
31
| 4828
| (none)
| 32
| 5228
| (none)
| 33
| 5628
| (none)
|
34
| 6028
| (none)
| 35
| 6428
| (none)
| 36
| 7228
| (none)
|
|
Requisites:
| Dex 11
| Alignment:
| any
| HD/level:
| d8
| Weapon Prof.:
| 4+level/2
| To Hit Table:
| Rog
| Save Table:
| Rog
| Reference:
| DM
|
|
|
Level 1: For an extra M action, any Rogue ability may be used up to level*10 feet away.
|
Lvl
| Beast Thief Ability | -50% | -100% | -150%
| Act
| Base
| Penalty
| Bonus
|
1
| Take ˝ dmg from an Attack | Spell | Psi Power | Innate (|| Take 0 damage)
| V
| 5
| Con-16
| Con-20
| 1
| Charm/Influence Reaction | Taunt
| M
| 10
| Chr-12
| Chr-14
| 1
| Detect Noise | Clairaudience
| M
| 15
| Wis-8
| Wis-20
|
1
| Find/Remove Traps: Mech. | Magic/Psi | OutPhase | Pro. (amount made = #' away)
| M
| 0
| Dex-14
| Dex-19
| 1
| ("Twist") Find/Remove Wizard Abjurations/Priest Protections | Psionic Protections
| VM
| 0
| Dex-14
| Dex-19
| 1
| Move Silently | Passwall | Immovability
| V
| 0
| Dex-15
| Dex-18
|
1
| Open/Close Locks: Mech. | Magic/Psi | OutPhase (amount made = #' away)
| VM
| 5
| Dex-12
| Dex-16
| 1
| Read Languages | Decipher Code
| M
| 0
| Int-9
| Int-14
| 2
| Empathy | ESP
| M
| 15
| Wis-10
| Wis-18
|
2
| X-ray vision | Use innate ability through wall (amount made/10 is #' through wall)
| M
| 0
| Str-10
| Str-20
| 3
| Deeppockets | Vanish | Rope Trick ||| I'm Gone (to my own Pocket Plane)
| M
| 0
| Int-8
| Int-20
| 4
| Find/Remove Tricks: x1 multiplier || x2 multiplier ||| x3 mult. (amount made=#' away)
| M
| 5
| Dex-18
| Dex-25
|
4
| Distraction | Mislead | Forget | Mirage Arcana
| M
| 15
| Wis-13
| Wis-16
| 5
| Identity Penetration | False Seeing | True Seeing ||| Know Truename
| MM
| 0
| Wis-12
| Wis-20
| 6
| All-Around Sight | Locate Object | Treasure Finding
| M
| 25
| Wis-15
| Wis-19
|
6
| Suggestion | Domination | Eyebite
| M
| 10
| Int-10
| Int-14
| 7
| Disembodied Hands | Unseen Servant | Invisible Stalker
| P
| 30
| Chr-10
| Chr-20
| 8
| Teleport | Teleport without Error || Teleport Other to Self (no save)
| M
| 5
| Int-16
| Int-17
|
8
| Wraithform | Dream Travel
| V
| 25
| Con-15
| Con-17
| 9
| Find/Remove Specials: x1 multiplier | x2 mult. | x3 mult. (amount made = #' away)
| VV
| 20
| Dex-18
| Dex-22
| 10
| Telekinesis (5 lb. per 1% made)
| M
| 10
| Int-13
| Int-17
|
12
| Mass Weird / Mass Chaos / Mass Maze
| MP
| 0
| Chr-23
| Chr-25
| 15
| Reverse Gravity | Adjust Gravity
| VM
| 0
| Dex-13
| Dex-17
| 18
| Time Shift ||| Time Travel
| VMM
| 15
| Int-17
| Int-25
|
27
| Shift a racial innate power you have to a random power (determined by DM)
| F
| 0
| Con-20
| Con-25
|
|
[PC4] Rogue Group Classes
Bounty Hunter1
Level
| KXP
| Wiz/Pri Spells
|
1
| 0
| (1 SL, max SL=1)
| 2
| 2.5
| (2 SL, max SL=1)
| 3
| 5
| (3 SL, max SL=1)
|
4
| 12.5
| (4 SL, max SL=2)
| 5
| 25
| (5 SL, max SL=2)
| 6
| 50
| (6 SL, max SL=2)
|
7
| 100
| (7 SL, max SL=3)
| 8
| 175
| (8 SL, max SL=3)
| 9
| 300
| (9 SL, max SL=3)
|
10
| 450
| (10 SL, max SL=4)
| 11
| 600
| (11 SL, max SL=4)
| 12
| 750
| (12 SL, max SL=4)
|
13
| 900
| (13 SL, max SL=5)
| 14
| 1200
| (14 SL, max SL=5)
| 15
| 1500
| (15 SL, max SL=5)
|
16
| 1800
| (16 SL, max SL=6)
| 17
| 2100
| (17 SL, max SL=6)
| 18
| 2400
| (18 SL, max SL=6)
|
19
| 2700
| (19 SL, max SL=7)
| 20
| 3000
| (20 SL, max SL=7)
| 21
| 3300
| (21 SL, max SL=7)
|
22
| 3600
| (22 SL, max SL=8)
| 23
| 3900
| (23 SL, max SL=8)
| 24
| 4200
| (24 SL, max SL=8)
|
25
| 4500
| (25 SL, max SL=9)
| 26
| 4800
| (26 SL, max SL=9)
| 27
| 5100
| (27 SL, max SL=9)
|
28
| 5400
| (28 SL, max SL=10)
| 29
| 5700
| (29 SL, max SL=10)
| 30
| 6000
| (30 SL, max SL=10)
|
31
| 6300
| (31 SL, max SL=11)
| 32
| 6600
| (32 SL, max SL=11)
| 33
| 6900
| (33 SL, max SL=11)
|
34
| 7200
| (34 SL, max SL=12)
| 35
| 7500
| (35 SL, max SL=12)
| 36
| 7800
| (36 SL, max SL=12)
|
|
Requisites:
| Str 15, Dex 14, Con 14, Int 13
| Alignment:
| non-G
| HD/level:
| d8
| Weapon Prof.:
| 3+level/2
| To Hit Table:
| War
| Save Table:
| War
| Reference:
| BoD4
|
|
|
Tracking as per Ranger; Full damage vs. any creature when subduing; Level 1: +1 weapon prof/level
| Gets experience level in Divination spell levels (Wiz or Pri) per day. Max spell level = (Bounty Hunter level)/3, round up.
|
Lvl
| Bounty Hunter Ability | -50% | -100% | -150%
| Act
| Base
| Penalty
| Bonus
|
1
| Open/Close Locks: Mech. | Magic/Psi | OutPhase
| VM
| 10
| Dex-11
| Dex-15
| 1
| Move Silently || Immovability
| V
| 10
| Dex-13
| Dex-16
| 1
| Hide in Shadows || Meld in Shadows/Mirrors
| V
| 5
| Dex-11
| Dex-16
|
1
| Backstab (each 30% = x1) (increases 10/level)
| 0
| 50
| Int-6
| Int-20
| 1
| ("Twist") Find/Remove Wizard Abjuration/Priest Protection (-1% per CL)
| V
| 0
| Dex-16
| Dex-20
| 1
| Spying
| -
| 10
| Int-11
| Int-14
|
1
| Disguise | Alter Appearance
| M
| 25
| Chr-11
| Chr-13
| 2
| Assassination (-5% per HD/level of target)
| 0
| 0
| Wis-13
| Wis-15
| 2
| Attack (+1 TH per 10% made this segment)
| V
| 5
| Dex-12
| Dex-15
|
3
| Read Languages | Decipher Code
| M
| 0
| Int-9
| Int-14
| 4
| Song of Vines (save at -1/5% made or Entangled) (see Bard for notes about Songs)
| P*M
| 10
| Dex-14
| Dex-19
| 4
| Legend Lore | Identify
| 0 | M
| 0
| Int-13
| Int-15
|
5
| Identity Penetration | False Seeing | True Seeing
| MM
| 5
| Wis-11
| Wis-19
| 6
| All-Around Sight | Locate Object | Treasure Finding
| M
| 25
| Wis-15
| Wis-19
| 6
| Invisibility | Improved Invisibility | Dust of Disappearance
| M
| 20
| Int-12
| Int-14
|
7
| Polymorph Self | Polymorph Other | Polymorph Object | Shapechange
| PP
| 10
| Con-15
| Con-18
| 8
| Clairvoyance | X-Ray Vision
| M
| 10
| Wis-10
| Wis-20
| 8
| Teleport | Teleport without Error || Teleport Other to Self (no save)
| M
| 5
| Int-16
| Int-17
|
9
| Finger of Death | Slay Living | Power Word Kill
| MM
| 0
| Int-14
| Int-17
| 10
| Locate (anything unique) Across Planes | Clairvoyance there
| MV
| 5
| Int-12
| Int-15
| 12
| Find the Path
| MV
| 0
| Wis-9
| Wis-13
|
15
| Energy Control | Adaptation | Immune to Hostile Environments
| PV
| 5
| Con-9
| Con-12
| 18
| Control Movements | Control Physicals | Control Mentals
| MM
| 0
| Chr-18
| Chr-20
| 27
| Destruction/Mordenkainen's Disjunction
| PMM
| 0
| Int-18
| Int-24
|
|
[PC4] Rogue Group Classes
Halfling0
Level
| KXP
| Spells
|
1
| 0
| (none)
| 2
| 2
| (none)
| 3
| 4
| (none)
|
4
| 8
| (none)
| 5
| 16
| (none)
| 6
| 32
| (none)
|
7
| 64
| (none)
| 8
| 120
| (none)
| 9
| 300
| (none)
|
10
| 600
| (none)
| 11
| 900
| (none)
| 12
| 1200
| (none)
|
13
| 1500
| (none)
| 14
| 1800
| (none)
| 15
| 2100
| (none)
|
16
| 2400
| (none)
| 17
| 2700
| (none)
| 18
| 3000
| (none)
|
19
| 3300
| (none)
| 20
| 3600
| (none)
| 21
| 3900
| (none)
|
22
| 4200
| (none)
| 23
| 4500
| (none)
| 24
| 4800
| (none)
|
25
| 5100
| (none)
| 26
| 5400
| (none)
| 27
| 5700
| (none)
|
28
| 6000
| (none)
| 29
| 6300
| (none)
| 30
| 6600
| (none)
|
31
| 6900
| (none)
| 32
| 7200
| (none)
| 33
| 7500
| (none)
|
34
| 7800
| (none)
| 35
| 8100
| (none)
| 36
| 8400
| (none)
|
|
Requisites:
| Str 9, Dex 9, Con 9
| Alignment:
| any
| HD/level:
| d6
| Weapon Prof.:
| 2+level/3
| To Hit Table:
| CTD0
| Save Table:
| Halfling0
| Reference:
| RC0-26
|
|
|
Gets "Level:" abilities of Fighter0.
| Level 1: +1 Hobby proficiency per level.
| Level 9: Resist Magic and Breath Weapons.
| Halfling0 still gets the normal level 9, 18, 27, 36 picks in addition to the table below.
|
Lvl
| Ability
|
1
| Any Rogue 1 ability
| 2
| Any Rogue 1 ability
| 3
| Any Rogue 2 ability
|
4
| Any Rogue 3 ability
| 5
| Any Rogue 4 ability
| 6
| Any Rogue 5 ability
|
7
| Any Rogue 6 ability
| 8
| Any Rogue 7 ability
| 16
| Any Rogue 10 ability
|
24
| Any Rogue 15 ability
| 32
| Any Rogue 27 ability
|
|
[PC4] Rogue Group Classes
Holy Monk1
Level
| KXP
| Spells
|
1
| 0
| (none)
| 2
| 2.7
| (none)
| 3
| 5.7
| (none)
|
4
| 12
| (none)
| 5
| 27
| (none)
| 6
| 57
| (none)
|
7
| 117.6
| (none)
| 8
| 240
| (none)
| 9
| 420
| (none)
|
10
| 600
| (none)
| 11
| 840
| (none)
| 12
| 1140
| (none)
|
13
| 1500
| (none)
| 14
| 2100
| (none)
| 15
| 2700
| (none)
|
16
| 3300
| (none)
| 17
| 3900
| (none)
| 18
| 4500
| (none)
|
19
| 5100
| (none)
| 20
| 5700
| (none)
| 21
| 6300
| (none)
|
22
| 6900
| (none)
| 23
| 7500
| (none)
| 24
| 8100
| (none)
|
25
| 8700
| (none)
| 26
| 9300
| (none)
| 27
| 9900
| (none)
|
28
| 10500
| (none)
| 29
| 11100
| (none)
| 30
| 11700
| (none)
|
31
| 12300
| (none)
| 32
| 12900
| (none)
| 33
| 13500
| (none)
|
34
| 14100
| (none)
| 35
| 14700
| (none)
| 36
| 15300
| (none)
|
|
Requisites:
| Str 14, Dex 14, Con 11, Wis 16
| Alignment:
| LG, LN, or NG
| HD/level:
| +d8
| Weapon Prof.:
| 2+level
| To Hit Table:
| Rog
| Save Table:
| Pri
| Reference:
| DM {Planeshifted Monk1}
| Groups:
| Rogue, Alternate
|
|
|
Level 1: Open hand to hit bonus is (Dex bonus)+(Str bonus)+2. Open hand damage bonus is (Str bonus).
| 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)*3+(target's AC)% (no save)
| Level 1: Natural AT is 10+level
| Level 1: Base movement rate is (14+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 missile weapons must be size M or less and must be directed at the monk or a target within 10'. The monk makes a save vs. paralyzation with a penalty equal to the number of magical plusses the weapon has, if successful, the weapon is deflected. The monk can knock away a maximum of 10 missiles, plus 1/level.
| Level 1: One Martial Arts style; +1 Martial Arts maneuver slot /level
| Level 2: Mask the mind from ESP and similar effects: chance is 66%+2%/level.
| Level 3: Speak with animals (continuous).
| Level 4: Immunity to disease and slow effects (continuous).
| Level 4: Self healing (laying on hands): LVL*LVL hp, can be done once per day.
| Level 4: The monk may fall 30' without taking damage if within 1' of a wall.
| Level 5: +1V action.
| Level 5: Open hands are considered a +1 weapon to hit.
| Level 6: The monk may fall 40' without taking damage if within 4' of a wall.
| Level 6: Empathy once per day.
| Level 7: Invisibility (psi freq. 0) level times per day.
| Level 8: Resistamce to Charm, +4 (or 18 Int) vs. psionic attacks
| Level 8: Retarded Aging, Immunity to Poison, Immunity to Geas/Quest
| Level 8: Body Control, level/2 turns/day.
| Level 9: Quivering Palm 1/d: If target's HD/level is equal to or less than monk's level, if hp of target is equal to or less than 2 times monk's hp, if target is not undead, if an open hand attack hits, then monk can command target to die at any time within 1 day per level (no save).
| Level 9: HyperMental: +1M for 1 round, -1M for next 2 rounds.
|
Lvl
| Holy Monk Ability | -50% | -100% | -150%
| Act
| Base
| Penalty
| Bonus
|
1
| Move Silently | Passwall | Immovability
| V
| 0
| Dex-15
| Dex-18
| 1
| Curing (1 hp per 2%), self or others
| V
| 0
| Wis-9
| Wis-12
| 1
| Restore stat damage (1 per 5%), self or others
| V
| 0
| Wis-9
| Wis-12
|
1
| Detect Noise | Clairaudience
| M
| 15
| Wis-8
| Wis-20
| 1
| Climb Walls | Climb Overhangs | Climb Upside Down
| V
| 60
| Str-9
| Str-13
| 1
| Open/Close Locks: Mech. | Magic/Psi | OutPhase
| VM
| 10
| Dex-11
| Dex-15
|
1
| Find/Remove Traps: Mech. | Magic/Psi | OutPhase | Pro.
| M
| 5
| Dex-12
| Dex-17
| 1
| Hide in Shadows || Meld in Shadows/Mirrors
| V
| 5
| Dex-11
| Dex-16
| 2
| Remove Slow/Sleep | Disease | Poison/Blindness | Paralysis/Hold | Curse
| V
| 0
| Wis-9
| Wis-12
|
2
| Concealment/Blending | Misdirection | Non-Detection
| M
| 20
| Wis-12
| Wis-14
| 3
| Tightrope Walking | Water Walking | Shadow Walking | Dimension Walking
| V
| 75
| Dex-11
| Dex-15
| 4
| Restore level drains (1 per 10%), self or other
| V
| 0
| Wis-9
| Wis-12
|
4
| Clearness of Thought (get a 2nd die roll on any 1 effect /r)
| MM
| 0
| Wis-18
| Wis-25
| 5
| Escape Bonds | Escape Binding | Escape Imprisonment/Time Stop
| P
| 50
| Str-12
| Str-14
| 6
| Hold Breath | Hold Life
| P
| 15
| Con-15
| Con-17
|
6
| Identity Penetration | False Seeing | True Seeing
| MM
| 5
| Wis-11
| Wis-19
| 7
| Blink | Controlled Blink
| M
| 20
| Wis-12
| Wis-17
| 8
| Intuition (+1 per 20% made to Intuition)
| M
| 0
| Chr-9
| Chr-12
|
8
| Willpower (+1 per 20% made to Willpower)
| M
| 0
| Chr-9
| Chr-12
| 9
| Inner Focus (+1 Str/Dex/Con for 1r per 10% made)
| M
| 5
| Wis-10
| Wis-20
| 10
| Chi Power (cast a Shukenja spell of spell level SL) (penalty = -SL*50%) (#=SL)
| #M
| 0
| Wis-12
| Wis-36
|
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
| 30
| Con-9
| Con-12
| 18
| Elemental Form | Para-Ele Form | Quasi-Ele Form ||| Semi-Ele Form
| PP
| 40
| Con-24
| Con-24
|
27
| Body Freedom (transfer action types freely; Str Int, Dex Wis, Con Chr)
| FFF
| 0
| Chr-36
| Chr-54
|
Exp Level:
| 1
| 2
| 3
| 4
| 5
| 6
| 7
| 8
| 9
| 10
| 11
| 12
| 13
| 14
| 15
| 16
| 17+
|
Open Hand Dmg:
| 1d3
| 1d4
| 1d6
| 1d6
| 1d6+1
| 2d4
| 2d4+1
| 2d6
| 3d4
| 2d6+1
| 3d4+1
| 4d4
| 4d4+1
| 5d4
| 6d4
| 5d6
| 8d4
| Open Hand #Att:
| 1/1
| 1/1
| 1/1
| 5/4
| 5/4
| 3/2
| 3/2
| 3/2
| 2/1
| 2/1
| 5/2
| 5/2
| 5/2
| 3/1
| 3/1
| 4/1
| 4/1
|
|
[PC4] Rogue Group Classes
Luck Master
Level
| KXP
| Spells
|
1
| 0
| (none)
| 2
| 2.5
| (none)
| 3
| 5
| (none)
|
4
| 10
| (none)
| 5
| 20
| (none)
| 6
| 42.5
| (none)
|
7
| 70
| (none)
| 8
| 110
| (none)
| 9
| 160
| (none)
|
10
| 220
| (none)
| 11
| 440
| (none)
| 12
| 660
| (none)
|
13
| 880
| (none)
| 14
| 1100
| (none)
| 15
| 1320
| (none)
|
16
| 1540
| (none)
| 17
| 1760
| (none)
| 18
| 1980
| (none)
|
19
| 2200
| (none)
| 20
| 2420
| (none)
| 21
| 2640
| (none)
|
22
| 2860
| (none)
| 23
| 3080
| (none)
| 24
| 3300
| (none)
|
25
| 3520
| (none)
| 26
| 3740
| (none)
| 27
| 3960
| (none)
|
28
| 4180
| (none)
| 29
| 4400
| (none)
| 30
| 4620
| (none)
|
31
| 4840
| (none)
| 32
| 5060
| (none)
| 33
| 5280
| (none)
|
34
| 5500
| (none)
| 35
| 5720
| (none)
| 36
| 5940
| (none)
|
|
TH
| Saves PD RS PP BW Sp Fo Re Wi
|
+0
| 6 4 6 3 4 1 3 0
| +0
| 6 5 7 3 5 1 4 1
| +1
| 7 6 7 4 6 2 5 1
|
+1
| 7 7 8 4 7 3 6 2
| +2
| 8 8 8 5 8 4 7 3
| +2
| 8 9 9 5 9 5 8 3
|
+3
| 9 10 9 6 10 5 9 4
| +3
| 9 11 10 6 11 6 10 5
| +4
| 10 12 10 7 12 7 11 5
|
+4
| 10 13 11 7 13 8 12 6
| +5
| 11 14 11 8 14 9 13 7
| +5
| 12 15 12 9 14 9 14 7
|
+6
| 13 16 13 11 15 10 15 8
| +6
| 14 16 14 13 15 11 16 9
| +7
| 15 16 15 14 16 12 17 9
|
+7
| 16 16 16 16 16 13 18 10
| +8
| 16 16 16 16 16 13 19 11
| +8
| 16 17 16 16 16 14 20 11
|
|
Requisites:
| Dex 18, Int 9, Wis 9, Chr 18
| Alignment:
| any
| HD/level:
| d6
| Weapon Prof.:
| 2+level/4
| To Hit Table:
| Rog
| Save Table:
| 2xRog
| Reference:
| DM
| Groups:
| Rogue
|
|
|
|
Level N (every level): Luckstone effect (stacks with itself) for one type of die roll (to hit, damage, saves, etc.)
| Level 1: +LVL Luck (the ability score)
| (DM note: None of the Rogue abilities in the Rogue chart are new.)
|
Lvl
| Luck Master Ability | -50% | -100% | -150%
| Act
| Base
| Penalty
| Bonus
|
1
| Attack (+1 TH per 10% made this segment)
| V
| 5
| Dex-12
| Dex-15
| 1
| Avoid Trap (entire party): Mech. | Magic/Psi | OutPhase
| V
| 10
| Int-10
| Int-16
| 1
| Damage (+1 dmg per 10% made this segment; or multiply dmg by x(1+rating/200))
| V
| 0
| Str-15
| Str-18
|
1
| Ducking (+1 saves per 10% made this segment)
| V
| 0
| Wis-15
| Wis-18
| 1
| Evasion (see Acrobat) ||| Spell Evasion | Psi Evasion | Innate Evasion
| V
| 0
| Dex-14
| Dex-18
| 1
| Situational awareness: Cannot be surprised, reduce Backstab/Backstrike on you by 1 multiplier.
| -
| -
| -
| -
|
1
| Take ˝ dmg from an Attack | Spell | Psi Power | Innate (|| Take 0 damage)
| V
| 5
| Con-16
| Con-20
| 1
| Any Rogue 1 ability
| -
| -
| -
| -
| 2
| Deeppockets | Vanish | Rope Trick ||| I'm Gone (to my own Pocket Plane)
| M
| 0
| Int-8
| Int-20
|
3
| Duplicate a Psi5 minor ||| major ||| grand ||| super
| 1M
| 0
| Chr-15
| Chr-20
| 4
| Sense Danger | Precognition | Choose Future | x1 Avoid Fate
| VM
| 25
| Wis-9
| Wis-12
| 4
| Any Rogue 4 ability
| -
| -
| -
| -
|
5
| Avoid Trick (entire party): Mech.|Magic/Psi|OutPhase
| -
| 5
| Int-12
| Int-18
| 6
| Effect Evasion (each 1% = +1 saves) 1V to use
| -
| 0
| Wis-9
| Wis-12
| 7
| Avoid Fate x1 | x2 | x3 | x4 | x5 | etc.
| 2bM
| -20
| Wis*2-50
| Wis*2-50
|
8
| Any Subability (+1 per 25% made to that subability)
| M
| 0
| Int-14
| Int-17
| 9
| 0,1/r: Get +(amount made) on next Rogue ability
| -
| 0
| NA
| NA
| 9
| Avoid Special (entire party): x1 | x2 | x3 etc.
| -
| 0
| Int-16
| Int-22
|
14
| Avoid Spirit/Conc Effect (entire party): x1 || x2 || x3 etc.
| -
| -5
| Int-22
| Int-30
| 14
| Get save vs effects w/ no save, base=+0+items, each 5% is +1
| -
| 0
| Wis-20
| Wis-25
| 16
| Enhancement (add how much you made by to your next Rogue ability roll within 1r)
| F
| 0
| Chr-18
| Chr-22
|
|
[PC4] Rogue Group Classes
Monk1
Level
| KXP
| Spells
|
1
| 0
| (none)
| 2
| 2.25
| (none)
| 3
| 4.75
| (none)
|
4
| 10
| (none)
| 5
| 22.5
| (none)
| 6
| 47.5
| (none)
|
7
| 98
| (none)
| 8
| 200
| (none)
| 9
| 350
| (none)
|
10
| 500
| (none)
| 11
| 700
| (none)
| 12
| 950
| (none)
|
13
| 1250
| (none)
| 14
| 1750
| (none)
| 15
| 2250
| (none)
|
16
| 2750
| (none)
| 17
| 3250
| (none)
| 18
| 3750
| (none)
|
19
| 4250
| (none)
| 20
| 4750
| (none)
| 21
| 5250
| (none)
|
22
| 5750
| (none)
| 23
| 6250
| (none)
| 24
| 6750
| (none)
|
25
| 7250
| (none)
| 26
| 7750
| (none)
| 27
| 8250
| (none)
|
28
| 8750
| (none)
| 29
| 9250
| (none)
| 30
| 9750
| (none)
|
31
| 10250
| (none)
| 32
| 10750
| (none)
| 33
| 11250
| (none)
|
34
| 11750
| (none)
| 35
| 12250
| (none)
| 36
| 12750
| (none)
|
|
Requisites:
| Str 15, Dex 15, Con 11, Wis 15
| Alignment:
| L any
| HD/level:
| +d4
| Weapon Prof.:
| 1+level/2
| To Hit Table:
| Pri
| Save Table:
| Rog
| Reference:
| PH1-30
|
|
|
Level 1: Open hand to hit bonus is (Dex bonus)+(Str bonus)+2. Open hand damage bonus is (Str bonus).
| 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)*3+(target's AC)% (no save)
| Level 1: +level/2 dmg with weapons
| Level 1: Natural AC is 11-level
| Level 1: Base movement rate is (14+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 missile weapons must be size M or less and must be directed at the monk or a target within 10'. The monk makes a save vs. paralyzation with a penalty equal to the number of magical plusses the weapon has, if successful, the weapon is deflected. The monk can knock away a maximum of 10 missiles, plus 1/level.
| Level 1: Feign death for 2 turns per level, once per day.
| Level 1: Pass over rough terrain at full movement rate.
| Level 1: One Martial Arts style; +1 Martial Arts maneuver slot /level
| Level 2: Mask the mind from ESP and similar effects: chance is 66%+2%/level.
| Level 3: Speak with animals (continuous).
| Level 4: Immunity to disease and slow effects (continuous).
| Level 4: Self healing (laying on hands): 1 hp/level, can be done once per day.
| Level 4: The monk may fall 30' without taking damage if within 1' of a wall.
| Level 5: +1V action.
| Level 5: Open hands are considered a +1 weapon to hit.
| Level 5: Mind over body for 1 day per level.
| Level 5: Body equilibrium for 1 round per level, once per day.
| Level 6: The monk may fall 40' without taking damage if within 4' of a wall.
| Level 6: Empathy once per day.
| Level 7: Invisibility (psi freq. 0) level times per day.
| Level 7: Can convert M -> V actions.
| Level 7: Molecular Manipulation X turns/day at level Y, X*Y=14*(monk's level).
| Level 8: Resistamce to Charm, +4 (or 18 Int) vs. psionic attacks
| Level 8: Retarded Aging, Immunity to Poison, Immunity to Geas/Quest
| Level 8: Body Control, level/2 turns/day.
| Level 9: Quivering Palm 1/d: If target's HD/level is equal to or less than monk's level, if hp of target is equal to or less than 2 times monk's hp, if target is not undead, if an open hand attack hits, then monk can command target to die at any time within 1 day per level (no save).
| Level 9: Lose the V action gained at Level 5, gain one P action.
| Level 9: HyperMental: +1M for 1 round, -1M for next 2 rounds.
|
Lvl
| Monk Ability | -50% | -100% | -150%
| Act
| Base
| Penalty
| Bonus
|
1
| Move Silently | Passwall | Immovability
| V
| 0
| Dex-15
| Dex-18
| 1
| Jumping | Levitate | Flight
| V
| 20
| Dex-11
| Dex-15
| 1
| Evasion (0, make by 5% per amount hit: no dmg from weapon)
| V
| 10
| Dex-11
| Dex-15
|
1
| Detect Noise | Clairaudience
| M
| 15
| Wis-8
| Wis-20
| 1
| Climb Walls | Climb Overhangs | Climb Upside Down
| V
| 60
| Str-9
| Str-13
| 1
| Open/Close Locks: Mech. | Magic/Psi | OutPhase
| VM
| 10
| Dex-11
| Dex-15
|
1
| Find/Remove Traps: Mech. | Magic/Psi | OutPhase | Pro.
| M
| 5
| Dex-12
| Dex-17
| 1
| Hide in Shadows || Meld in Shadows/Mirrors
| V
| 5
| Dex-11
| Dex-16
| 2
| Attack (+1 TH per 10% made this segment)
| V
| 5
| Dex-12
| Dex-15
|
2
| Concealment/Blending | Misdirection | Non-Detection
| M
| 20
| Wis-12
| Wis-14
| 3
| Tightrope Walking | Water Walking | Shadow Walking | Dimension Walking
| V
| 75
| Dex-11
| Dex-15
| 4
| Clearness of Thought (get a 2nd die roll on any 1 effect /r)
| MM
| 0
| Wis-18
| Wis-25
|
4
| Contortion | Elasticity | Become Liquid-Form
| VM
| 10
| Dex-10
| Dex-14
| 5
| Escape Bonds | Escape Binding | Escape Imprisonment/Time Stop
| P
| 50
| Str-12
| Str-14
| 6
| Hold Breath | Hold Life
| P
| 15
| Con-15
| Con-17
|
6
| Identity Penetration | False Seeing | True Seeing
| MM
| 5
| Wis-11
| Wis-19
| 7
| Blink | Controlled Blink
| M
| 20
| Wis-12
| Wis-17
| 8
| Intuition (+1 per 20% made to Intuition)
| M
| 0
| Chr-9
| Chr-12
|
8
| Willpower (+1 per 20% made to Willpower)
| M
| 0
| Chr-9
| Chr-12
| 9
| Inner Focus (+1 Str/Dex/Con for 1r per 10% made)
| M
| 5
| Wis-10
| Wis-20
| 10
| Ki Power (cast a Wu Jen spell of spell level SL) (penalty = -SL*50%) (#=SL)
| #M
| 0
| Int-12
| Int-36
|
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
| 30
| Con-9
| Con-12
| 18
| Elemental Form | Para-Ele Form | Quasi-Ele Form ||| Semi-Ele Form
| PP
| 40
| Con-24
| Con-24
|
27
| Body Freedom (transfer action types freely; Str Int, Dex Wis, Con Chr)
| FFF
| 0
| Chr-36
| Chr-54
|
Exp Level:
| 1
| 2
| 3
| 4
| 5
| 6
| 7
| 8
| 9
| 10
| 11
| 12
| 13
| 14
| 15
| 16
| 17+
|
Open Hand Dmg:
| 1d3
| 1d4
| 1d6
| 1d6
| 1d6+1
| 2d4
| 2d4+1
| 2d6
| 3d4
| 2d6+1
| 3d4+1
| 4d4
| 4d4+1
| 5d4
| 6d4
| 5d6
| 8d4
| Open Hand #Att:
| 1/1
| 1/1
| 1/1
| 5/4
| 5/4
| 3/2
| 3/2
| 3/2
| 2/1
| 2/1
| 5/2
| 5/2
| 5/2
| 3/1
| 3/1
| 4/1
| 4/1
|
|
[PC4] Rogue Group Classes
Monk3
Level
| KXP
| Spells
|
1
| 0
| (none)
| 2
| 10
| (none)
| 3
| 30
| (none)
|
4
| 60
| (none)
| 5
| 100
| (none)
| 6
| 150
| (none)
|
7
| 210
| (none)
| 8
| 280
| (none)
| 9
| 360
| (none)
|
10
| 450
| (none)
| 11
| 550
| (none)
| 12
| 660
| (none)
|
13
| 780
| (none)
| 14
| 910
| (none)
| 15
| 1050
| (none)
|
16
| 1200
| (none)
| 17
| 1360
| (none)
| 18
| 1530
| (none)
|
19
| 1710
| (none)
| 20
| 1900
| (none)
| 21
| 2100
| (none)
|
22
| 2310
| (none)
| 23
| 2530
| (none)
| 24
| 2760
| (none)
|
25
| 3000
| (none)
| 26
| 3250
| (none)
| 27
| 3510
| (none)
|
28
| 3780
| (none)
| 29
| 4060
| (none)
| 30
| 4350
| (none)
|
31
| 4650
| (none)
| 32
| 4960
| (none)
| 33
| 5280
| (none)
|
34
| 5610
| (none)
| 35
| 5950
| (none)
| 36
| 6300
| (none)
|
|
Requisites:
| Str 0, Dex 0, Wis 0
| Alignment:
| L any
| HD/level:
| d8
| Weapon Prof.:
| 12+level/9
| To Hit Table:
| +level*3/4
| Save Table:
| Rog
| Reference:
| PH3-37
|
|
|
Level 1: Unarmed Strike: Double class TH bonus when attacking unarmed. Base damage is 1d(LVL*2/3+6).
| Level 1: Stunning Attack: A monk has the ability to stun a creature damaged by her unarmed attacks.
| Level 1: Evasion: Can avoid even magical and unusual attacks with great agility. (Takes 0 dmg if made save for ˝)
| Level 2: Deflect Arrows: Gains the Deflect Arrows feat, even if she doesn't have the prerequisite Dexterity score.
| Level 3: Fast Movement: Moves faster then normal.
| Level 3: Still Mind: +2 bonus to saving throws against spells and effects from the Enchantment school
| Level 4: Slow Fall: A monk within arm's reach of a wall can use the wall to slow her descent.
| Level 5: +(LVL-1)/4 AC.
| Level 5: Purity of Body: Gains immunity to all diseases except for magical diseases such as mummy rot and lycanthropy.
| Level 6: Improved Trip: Gains Improved Trip feat.
| Level 7: Wholeness of Body: Can cure up to twice her current level in hit points each day, and can spread this healing out among several uses.
| Level 7: Leap of the Clouds: Jumping distance (vertical or horizontal) is not limited according to her height.
| Level 9: Improved Evasion: Monk's evasion ability improves: takes only ˝ damage on a failed save.
| Level 10: Ki Strike: Unarmed attack is empowered with ki. The unarmed strike damage from such an attack can deal damage to a creature with damage reduction, such as a wight, as if the blow were made with a weapon with a +1 enhancement bonus.
| Level 11: Diamond Body: Gains immunity to poison of all kinds.
| Level 12: Abundant Step: Can slip magically between spaces, as per the spell dimension door, once per day.
| Level 13: Diamond Soul: Spell resistance = level +10.
| Level 15: Quivering Palm: Can use the quivering palm. This terrifying attack allows the monk to set up vibrations within the body of another creature that can then be fatal if the monk so desires.
| Level 17: Timeless Body: No longer suffers ability penalties for aging and cannot be magically aged.
| Level 17: Tongue of the Sun and Moon: A monk of 17th level or above can speak with any living creature.
| Level 19: Empty Body: Can assume an ethereal state for 1 round per level per day, as per the spell etherealness.
| Level 20: Perfect Self: Forevermore treated as an outsider (extraplanar creature) rather then a humanoid.
|
|
[PC4] Rogue Group Classes
Mystic0
Level
| KXP
| Spells
|
1
| 0
| (none)
| 2
| 2
| (none)
| 3
| 4
| (none)
|
4
| 8
| (none)
| 5
| 16
| (none)
| 6
| 32
| (none)
|
7
| 64
| (none)
| 8
| 120
| (none)
| 9
| 240
| (none)
|
10
| 360
| (none)
| 11
| 480
| (none)
| 12
| 600
| (none)
|
13
| 720
| (none)
| 14
| 840
| (none)
| 15
| 960
| (none)
|
16
| 1080
| (none)
| 17
| 1200
| (none)
| 18
| 1320
| (none)
|
19
| 1440
| (none)
| 20
| 1560
| (none)
| 21
| 1680
| (none)
|
22
| 1800
| (none)
| 23
| 1920
| (none)
| 24
| 2040
| (none)
|
25
| 2160
| (none)
| 26
| 2280
| (none)
| 27
| 2400
| (none)
|
28
| 2520
| (none)
| 29
| 2640
| (none)
| 30
| 2760
| (none)
|
31
| 2880
| (none)
| 32
| 3000
| (none)
| 33
| 3120
| (none)
|
34
| 3240
| (none)
| 35
| 3360
| (none)
| 36
| 3480
| (none)
|
|
Requisites:
| Str 9, Dex 13, Wis 13
| Alignment:
| any
| HD/level:
| d6
| Weapon Prof.:
| 2+level/3
| To Hit Table:
| Ftr0
| Save Table:
| Thief0
| Reference:
| 0D&D
|
|
|
Level 1: One Martial Arts style (may not be custom).
| Level 1: +1 Martial Arts maneuver slot per level.
| Level 1: +1 AC per level if not wearing armor.
| Level 1: +1" to movement rate per level.
| Level 1: +1 dmg with open hand attacks per level. Base number of open hand attacks = (level+3)/4.
| Level 1: Gets 1 "Any Monk or Acrobat" pick per level. Gets 40 rogue points per level.
| Level 2: Cannot be surprised. Always attack first even if party loses initiative.
| Level 4: 1V, 1/d: Cure Con*level hp of damage. This may be broken up into smaller amounts over the day if desired.
| Level 6: Speak with Animals continuous.
| Level 8: Resist Magic and Breath Weapons.
| Level 9: Gets another Martial Arts style. It may be custom, even if you already have a custom style.
| Level 9: Smash: 0: Get -5 to hit, but add an additional Str bonus to damage.
| Level 9: Parry: +N AC for each weapon you are wielding (N=0 for small, N=1 for medium, N=4 for large).
| Level 9: Disarm: 0: An attack you do does no damage, roll 1d20+(your Dex)-(target's Dex)*2, if greater than 0 he is disarmed.
| Level 10: Speak with Anyone continuous.
| Level 12: Immune to Enchantment/Charm spells, Resist Psionics.
| Level 12: (level-11)*4% iPR
| Level 14: 2V: Leave the Multiverse, physically travel up to 1V action relative distance (even through objects), then reappear.
| Level 14: 0, touch, 5/d: Gentle Touch. Choose an effect: Charm, Cureall, Death, Quest, Paralysis. You get one of each per day. None of these effects have a saving throw.
|
|
[PC4] Rogue Group Classes
Scout
Level
| KXP
| Spells
|
1
| 0
| (none)
| 2
| 0.7
| (none)
| 3
| 1.4
| (none)
|
4
| 2.8
| (none)
| 5
| 5.6
| (none)
| 6
| 11.2
| (none)
|
7
| 22.4
| (none)
| 8
| 44.8
| (none)
| 9
| 89.6
| (none)
|
10
| 179.2
| (none)
| 11
| 310
| (none)
| 12
| 450
| (none)
|
13
| 590
| (none)
| 14
| 730
| (none)
| 15
| 870
| (none)
|
16
| 1010
| (none)
| 17
| 1150
| (none)
| 18
| 1290
| (none)
|
19
| 1430
| (none)
| 20
| 1570
| (none)
| 21
| 1710
| (none)
|
22
| 1850
| (none)
| 23
| 1990
| (none)
| 24
| 2130
| (none)
|
25
| 2270
| (none)
| 26
| 2410
| (none)
| 27
| 2550
| (none)
|
28
| 2690
| (none)
| 29
| 2830
| (none)
| 30
| 2970
| (none)
|
31
| 3110
| (none)
| 32
| 3250
| (none)
| 33
| 3390
| (none)
|
34
| 3530
| (none)
| 35
| 3670
| (none)
| 36
| 3810
| (none)
|
|
Requisites:
| Dex 6
| Alignment:
| any
| HD/level:
| d4
| Weapon Prof.:
| 3+level/4
| To Hit Table:
| Thief0
| Save Table:
| Thief0
| Reference:
| DM
|
|
|
Gets 30 Rogue points per level. Still gets the "Any Rogue" picks at 9th, 18th, 27th, and 36th.
| Level 1: Can weapon specialize as per Ranger1.
|
Lvl
| Scout Ability | -50% | -100% | -150%
| Act
| Base
| Penalty
| Bonus
|
1
| Open/Close Locks: (-5% per TechLvl of the Lock) (-10% per SL of the Lock)
| V
| 0
| Dex-13
| Dex-17
| 1
| Move Silently || Immovability | Avoid Clairnasience
| V
| 5
| Dex-14
| Dex-17
| 1
| Hide in Shadows | Hide amongst People or Trees | Meld in Shadows/Mirrors
| V
| 0
| Dex-12
| Dex-17
|
1
| Spying || Reflecting Pool
| - || F
| 5
| Int-12
| Int-15
| 1
| Climb Walls | Climb Overhangs | Climb Upside-Down | Climb in Mid-Air
| V
| 55
| Str-10
| Str-14
| 1
| Any Rogue 1 ability
| -
| -
| -
| -
|
2
| Evasion (0, make by 5% per amount hit: no dmg from weapon)
| V
| 10
| Dex-11
| Dex-15
| 3
| Disguise | Alter Appearance
| M
| 25
| Chr-11
| Chr-13
| 4
| Invisibility | Improved Invisibility
| M
| 0
| Int-13
| Int-18
|
4
| Distraction | Mislead | Forget | Mirage Arcana
| M
| 15
| Wis-13
| Wis-16
| 5
| Legend Lore | Identify
| 0 | M
| 0
| Int-13
| Int-15
| 6
| Read Languages | Decipher Code
| M
| 0
| Int-9
| Int-14
|
7
| Identity Penetration | False Seeing | True Seeing
| MM
| 5
| Wis-11
| Wis-19
| 8
| Free Action / Remove Paralysis / Remove Domination
| P
| 5
| Con-8
| Con-16
| 6
| All-Around Sight | Locate Object | Treasure Finding
| M
| 25
| Wis-15
| Wis-19
|
10
| Sending | Demand
| M
| 10
| Int-9
| Int-12
| 12
| Teleport | Teleport without Error || Teleport Other to Self (no save)
| M
| 5
| Int-16
| Int-17
| 18
| Psychic Impersonation || Soul/Spirit Impersonation
| -
| 15
| Wis-9
| Wis-14
|
27
| Astral Spell
| MMM
| 40
| Int-18
| Int-24
|
|
[PC4] Rogue Group Classes
Shadow Elf0
Level
| KXP
| Wizard 123 456 789
|
1
| 0
| 1-- --- ---
| 2
| 4
| 2-- --- ---
| 3
| 8
| 21- --- ---
|
4
| 16
| 22- --- ---
| 5
| 32
| 221 --- ---
| 6
| 64
| 322 --- ---
|
7
| 120
| 332 1-- ---
| 8
| 250
| 432 2-- ---
| 9
| 400
| 443 2-- ---
|
10
| 600
| 543 21- ---
| 11
| 850
| 653 32- ---
| 12
| 1100
| 654 321 ---
|
13
| 1350
| 764 432 ---
| 14
| 1600
| 765 432 1--
| 15
| 1850
| 875 543 2--
|
16
| 2100
| 876 543 21-
| 17
| 2350
| 886 654 32-
| 18
| 2600
| 887 654 321
|
19
| 2850
| 887 765 432
| 20
| 3100
| 888 765 443
| 21
| 3350
| 888 765 444
|
22
| 3600
| 888 765 544
| 23
| 3850
| 888 765 554
| 24
| 4100
| 888 765 555
|
25
| 4350
| 888 766 555
| 26
| 4600
| 888 766 655
| 27
| 4850
| 888 766 665
|
28
| 5100
| 888 766 666
| 29
| 5350
| 888 776 666
| 30
| 5600
| 888 777 666
|
31
| 5850
| 888 777 766
| 32
| 6100
| 888 777 776
| 33
| 6350
| 888 777 777
|
34
| 6600
| 888 887 777
| 35
| 6850
| 888 888 877
| 36
| 7100
| 888 888 888
|
|
Requisites:
| Dex 9, Int 9
| Alignment:
| any
| HD/level:
| d6
| Weapon Prof.:
| 2+level/3
| To Hit Table:
| Ftr0
| Save Table:
| Elf0
| Reference:
| GAZ13 {Planeshifted Elf0}
| Groups:
| Rogue, Alternate
|
|
|
Level 1: May use 1 material component effect per spell as a zero action.
| Level 1: Over Hit: If you hit someone by more than 20, add +1 damage for each number over what you needed to hit.
| Example: You need a -15 to hit someone, and you roll a 12. Damage bonus = Roll - Needed - 20 = 12 - -15 -20 = 7.
|
Lvl
| Ability
|
1
| Any Rogue 1 ability
| 2
| Any Rogue 1 ability
| 3
| Any Rogue 2 ability
|
4
| Any Rogue 3 ability
| 5
| Any Rogue 4 ability
| 6
| Any Rogue 5 ability
|
7
| Any Rogue 6 ability
| 8
| Any Rogue 7 ability
| 16
| Any Rogue 10 ability
|
24
| Any Rogue 15 ability
| 32
| Any Rogue 27 ability
|
|
[PC4] Rogue Group Classes
Slut1
Level
| KXP
| Spells
|
1
| 0
| (none)
| 2
| 1.1
| (none)
| 3
| 2.2
| (none)
|
4
| 4.4
| (none)
| 5
| 8.8
| (none)
| 6
| 17.6
| (none)
|
7
| 35.2
| (none)
| 8
| 70.4
| (none)
| 9
| 140.8
| (none)
|
10
| 250
| (none)
| 11
| 400
| (none)
| 12
| 550
| (none)
|
13
| 700
| (none)
| 14
| 850
| (none)
| 15
| 1000
| (none)
|
16
| 1150
| (none)
| 17
| 1300
| (none)
| 18
| 1450
| (none)
|
19
| 4150
| (none)
| 20
| 4350
| (none)
| 21
| 4700
| (none)
|
22
| 5050
| (none)
| 23
| 5400
| (none)
| 24
| 5750
| (none)
|
25
| 6100
| (none)
| 26
| 6450
| (none)
| 27
| 6800
| (none)
|
28
| 7150
| (none)
| 29
| 7500
| (none)
| 30
| 7850
| (none)
|
31
| 8200
| (none)
| 32
| 8550
| (none)
| 33
| 8900
| (none)
|
34
| 9250
| (none)
| 35
| 9600
| (none)
| 36
| 9950
| (none)
|
|
Requisites:
| Dex 12, Con 12, Chr 18, Cml 18
| Alignment:
| T any (or) C any (or) any S
| HD/level:
| d6
| Weapon Prof.:
| 3+level/3
| To Hit Table:
| Rog
| Save Table:
| Rog
| Reference:
| DM
|
|
|
Gets 30 Rogue points per level. May pick a Specialty Priest choice in Cypho or other God of Love.
|
| This Rogue Chart *is* complete; this class does not get higher level Rogue abilities on its own. It does get the normal "Any Rogue 9", "Any Rogue 18", etc. picks that all Rogues get.
|
|
Lvl
| Slut1 Ability | -50% | -100% | -150%
| Act
| Base
| Penalty
| Bonus
|
1
| Kiss to Charm Monster (save) | Blow Kiss (Charm Monster 30' away) || Arousal
| M
| 30
| Chr-9
| Chr-12
| 1
| Mount |||| Nothing Happens (you and target do nothing for next segment)
| V
| 0
| Dex-9
| Dex-12
| 1
| Slap (does dmg to one target = % made by)
| P
| 20
| Str-0
| Str-12
|
1
| Unbutton/Untie (one item is de-equipped) |||| Power Word Strip (hits everything)
| V
| 10
| Wis-0
| Wis-12
| 1
| Fascinate | Mislead | Misdirection | Innate Turning | Confusion | Taunt
| M
| 0
| Int-0
| Int-12
| 1
| Flash | Weakness | Blindness | Symbol of Stunning | Power Word Stun
| P
| 30
| Con-0
| Con-12
|
1
| Comeliness (+1 per 5% made) | Phantasmal Lover | Leomund's Tiny Brothel
| F
| 0
| Chr-9
| Chr-12
| 1
| any Acrobat1 ability
| -
| -
| -
| -
|
|
[PC4] Rogue Group Classes
Sneak
Level
| KXP
| Spells
|
1
| 0
| (none)
| 2
| 1.3
| (none)
| 3
| 2.6
| (none)
|
4
| 5.2
| (none)
| 5
| 10.4
| (none)
| 6
| 20.8
| (none)
|
7
| 41.6
| (none)
| 8
| 83.2
| (none)
| 9
| 166.4
| (none)
|
10
| 320
| (none)
| 11
| 580
| (none)
| 12
| 840
| (none)
|
13
| 1100
| (none)
| 14
| 1360
| (none)
| 15
| 1620
| (none)
|
16
| 1880
| (none)
| 17
| 2140
| (none)
| 18
| 2400
| (none)
|
19
| 2660
| (none)
| 20
| 2920
| (none)
| 21
| 3180
| (none)
|
22
| 3440
| (none)
| 23
| 3700
| (none)
| 24
| 3960
| (none)
|
25
| 4220
| (none)
| 26
| 4480
| (none)
| 27
| 4740
| (none)
|
28
| 5000
| (none)
| 29
| 5260
| (none)
| 30
| 5520
| (none)
|
31
| 5780
| (none)
| 32
| 6040
| (none)
| 33
| 6300
| (none)
|
34
| 6560
| (none)
| 35
| 6820
| (none)
| 36
| 7080
| (none)
|
|
Requisites:
| Dex 10, Wis 8
| Alignment:
| any
| HD/level:
| d5
| Weapon Prof.:
| 3+level/2
| To Hit Table:
| Rog
| Save Table:
| 2xRog
| Reference:
| DM
|
|
|
Gains all Dex-based Rogue abilities.
|
|
[PC4] Rogue Group Classes
Thief0
Level
| KXP
| Spells
|
1
| 0
| (none)
| 2
| 1.2
| (none)
| 3
| 2.4
| (none)
|
4
| 4.8
| (none)
| 5
| 9.6
| (none)
| 6
| 20
| (none)
|
7
| 40
| (none)
| 8
| 80
| (none)
| 9
| 160
| (none)
|
10
| 280
| (none)
| 11
| 400
| (none)
| 12
| 520
| (none)
|
13
| 640
| (none)
| 14
| 760
| (none)
| 15
| 880
| (none)
|
16
| 1000
| (none)
| 17
| 1120
| (none)
| 18
| 1240
| (none)
|
19
| 1360
| (none)
| 20
| 1480
| (none)
| 21
| 1600
| (none)
|
22
| 1720
| (none)
| 23
| 1840
| (none)
| 24
| 1960
| (none)
|
25
| 2080
| (none)
| 26
| 2200
| (none)
| 27
| 2320
| (none)
|
28
| 2440
| (none)
| 29
| 2560
| (none)
| 30
| 2680
| (none)
|
31
| 2800
| (none)
| 32
| 2920
| (none)
| 33
| 3040
| (none)
|
34
| 3160
| (none)
| 35
| 3280
| (none)
| 36
| 3400
| (none)
|
|
Requisites:
| Dex 9
| Alignment:
| any
| HD/level:
| d4
| Weapon Prof.:
| 2+level/3
| To Hit Table:
| CTD0
| Save Table:
| Thief0
| Reference:
| RC0-21
|
|
|
Level N (every level): Get one "Any Rogue level N" pick. This is in addition to the normal levels 9, 18, 27, 36 picks that all Rogues get.
|
|
[PC4] Rogue Group Classes
Thief1
Level
| KXP
| Spells
|
1
| 0
| (none)
| 2
| 1.25
| (none)
| 3
| 2.5
| (none)
|
4
| 5
| (none)
| 5
| 10
| (none)
| 6
| 20
| (none)
|
7
| 42.5
| (none)
| 8
| 70
| (none)
| 9
| 110
| (none)
|
10
| 160
| (none)
| 11
| 220
| (none)
| 12
| 440
| (none)
|
13
| 660
| (none)
| 14
| 880
| (none)
| 15
| 1100
| (none)
|
16
| 1320
| (none)
| 17
| 1540
| (none)
| 18
| 1760
| (none)
|
19
| 1980
| (none)
| 20
| 2200
| (none)
| 21
| 2420
| (none)
|
22
| 2640
| (none)
| 23
| 2860
| (none)
| 24
| 3080
| (none)
|
25
| 3300
| (none)
| 26
| 3520
| (none)
| 27
| 3740
| (none)
|
28
| 3960
| (none)
| 29
| 4180
| (none)
| 30
| 4400
| (none)
|
31
| 4620
| (none)
| 32
| 4840
| (none)
| 33
| 5060
| (none)
|
34
| 5280
| (none)
| 35
| 5500
| (none)
| 36
| 5720
| (none)
|
|
Requisites:
| Dex 9
| Alignment:
| non-LG/CG
| HD/level:
| d6
| Weapon Prof.:
| 2+level/4
| To Hit Table:
| Rog
| Save Table:
| Rog
| Reference:
| PH1-27
|
|
|
Level 1: Gain "Thieves' Cant" language.
|
Lvl
| Thief Ability | -50% | -100% | -150%
| Act
| Base
| Penalty
| Bonus
|
1
| Pick Pockets/Shoplifting | Palm | Present
| P
| 15
| Dex-12
| Dex-16
| 1
| Open/Close Locks: Mech. | Magic/Psi | OutPhase
| VM
| 10
| Dex-11
| Dex-15
| 1
| Find/Remove Traps: Mech. | Magic/Psi | OutPhase | Pro.
| M
| 5
| Dex-12
| Dex-17
|
1
| Move Silently || Immovability
| V
| 10
| Dex-13
| Dex-16
| 1
| Hide in Shadows || Meld in Shadows/Mirrors
| V
| 5
| Dex-11
| Dex-16
| 1
| Detect Noise | Clairaudience
| M
| 15
| Wis-8
| Wis-20
|
1
| Climb Walls | Climb Overhangs | Climb Upside Down
| V
| 60
| Str-9
| Str-13
| 1
| Backstab (each 40% = x1) (increases 10/level)
| 0
| 70
| Int-6
| Int-20
| 2
| Mimic Voices || Tongues
| M
| 25
| Wis-9
| Wis-12
|
2
| Distraction
| M
| 20
| Wis-13
| Wis-16
| 3
| Contortion | Elasticity | Become Liquid-Form
| VM
| 10
| Dex-10
| Dex-14
| 4
| Read Languages | Decipher Code
| M
| 0
| Int-9
| Int-14
|
4
| Deeppockets | Vanish
| M
| 10
| Int-6
| Int-18
| 5
| Sense Danger | Precognition | Choose Future
| VM
| 30
| Wis-8
| Wis-11
| 6
| All-Around Sight | Locate Object | Treasure Finding
| M
| 25
| Wis-15
| Wis-19
|
6
| Detect Illusion | Magic | Psi/Anti-Magic | Godly
| M
| 30
| Int-12
| Int-15
| 7
| Blink | Controlled Blink
| M
| 20
| Wis-12
| Wis-17
| 8
| Read Magic (Wizard/Priest) ||| Read Magic (Concordant)
| M
| 15
| Int-13
| Int-15
|
8
| Wraithform | Dream Travel
| V
| 25
| Con-15
| Con-17
| 9
| Clairvoyance | X-Ray Vision
| M
| 10
| Wis-10
| Wis-20
| 9
| Find/Remove Tricks: x1 multiplier || x2 multiplier ||| x3 multiplier (| do this 90' away)
| M
| 5
| Dex-18
| Dex-25
|
10
| Invisibility | Improved Invisibility
| M
| 0
| Int-13
| Int-18
| 12
| Phase Door | Dimension Door
| M
| 5
| Int-9
| Int-20
| 15
| Probability Travel
| MM
| 20
| Int-13
| Int-20
|
18
| Shape Alteration/Polymorph Object | Shapechange
| MM
| 5
| Con-13
| Con-20
| 27
| Time Shift
| VMM
| 20
| Int-16
| Int-24
|
|
[PC4] Rogue Group Classes
Thief2
Level
| KXP
| Spells
|
1
| 0
| (none)
| 2
| 1.25
| (none)
| 3
| 2.5
| (none)
|
4
| 5
| (none)
| 5
| 10
| (none)
| 6
| 20
| (none)
|
7
| 40
| (none)
| 8
| 70
| (none)
| 9
| 110
| (none)
|
10
| 160
| (none)
| 11
| 220
| (none)
| 12
| 440
| (none)
|
13
| 660
| (none)
| 14
| 880
| (none)
| 15
| 1100
| (none)
|
16
| 1320
| (none)
| 17
| 1540
| (none)
| 18
| 1760
| (none)
|
19
| 1980
| (none)
| 20
| 2200
| (none)
| 21
| 2420
| (none)
|
22
| 2640
| (none)
| 23
| 2860
| (none)
| 24
| 3080
| (none)
|
25
| 3300
| (none)
| 26
| 3520
| (none)
| 27
| 3740
| (none)
|
28
| 3960
| (none)
| 29
| 4180
| (none)
| 30
| 4400
| (none)
|
31
| 4620
| (none)
| 32
| 4840
| (none)
| 33
| 5060
| (none)
|
34
| 5280
| (none)
| 35
| 5500
| (none)
| 36
| 5720
| (none)
|
|
Requisites:
| Dex 9
| Alignment:
| non-LG
| HD/level:
| d6
| Weapon Prof.:
| 2+level/4
| To Hit Table:
| Rog
| Save Table:
| Rog
| Reference:
| PH2-38
|
|
|
Level 1: Gain "Thieves' Cant" language.
|
Lvl
| Thief Ability | -50% | -100% | -150%
| Act
| Base
| Penalty
| Bonus
|
1
| Pick Pockets/Shoplifting | Palm | Present
| P
| 15
| Dex-12
| Dex-16
| 1
| Open/Close Locks: Mech. | Magic/Psi | OutPhase
| VM
| 10
| Dex-11
| Dex-15
| 1
| Find/Remove Traps: Mech. | Magic/Psi | OutPhase | Pro.
| M
| 5
| Dex-12
| Dex-17
|
1
| Move Silently || Immovability
| V
| 10
| Dex-13
| Dex-16
| 1
| Hide in Shadows || Meld in Shadows/Mirrors
| V
| 5
| Dex-11
| Dex-16
| 1
| Detect Noise | Clairaudience
| M
| 15
| Wis-8
| Wis-20
|
1
| Climb Walls | Climb Overhangs | Climb Upside Down
| V
| 60
| Str-9
| Str-13
| 1
| Backstab (each 40% = x1) (increases 10/level)
| 0
| 70
| Int-6
| Int-20
| 2
| Mimic Voices || Tongues
| M
| 25
| Wis-9
| Wis-12
|
2
| Distraction
| M
| 20
| Wis-13
| Wis-16
| 3
| Contortion | Elasticity | Become Liquid-Form
| VM
| 10
| Dex-10
| Dex-14
| 4
| Read Languages | Decipher Code
| M
| 0
| Int-9
| Int-14
|
4
| Deeppockets | Vanish
| M
| 10
| Int-6
| Int-18
| 5
| Sense Danger | Precognition | Choose Future
| VM
| 30
| Wis-8
| Wis-11
| 6
| All-Around Sight | Locate Object | Treasure Finding
| M
| 25
| Wis-15
| Wis-19
|
6
| Detect Illusion | Magic | Psi/Anti-Magic | Godly
| M
| 30
| Int-12
| Int-15
| 7
| Blink | Controlled Blink
| M
| 20
| Wis-12
| Wis-17
| 8
| Read Magic (Wizard/Priest) ||| Read Magic (Concordant)
| M
| 15
| Int-13
| Int-15
|
8
| Wraithform | Dream Travel
| V
| 25
| Con-15
| Con-17
| 9
| Clairvoyance | X-Ray Vision
| M
| 10
| Wis-10
| Wis-20
| 9
| Find/Remove Tricks: x1 multiplier || x2 multiplier ||| x3 multiplier (| do this 90' away)
| M
| 5
| Dex-18
| Dex-25
|
10
| Invisibility | Improved Invisibility
| M
| 0
| Int-13
| Int-18
| 12
| Phase Door | Dimension Door
| M
| 5
| Int-9
| Int-20
| 15
| Probability Travel
| MM
| 20
| Int-13
| Int-20
|
18
| Shape Alteration/Polymorph Object | Shapechange
| MM
| 5
| Con-13
| Con-20
| 27
| Time Shift
| VMM
| 20
| Int-16
| Int-24
|
|
[PC5] Psionicist Group Classes
Com1
Level
| KXP
| Psi1 mMG S
|
1
| 0
| 1-- -
| 2
| 3.75
| 2-- -
| 3
| 7.5
| 3-- -
|
4
| 15
| 31- -
| 5
| 30
| 32- -
| 6
| 60
| 33- -
|
7
| 120
| 43- -
| 8
| 240
| 44- -
| 9
| 480
| 441 -
|
10
| 800
| 442 -
| 11
| 1600
| 443 -
| 12
| 2400
| 544 -
|
13
| 3200
| 554 -
| 14
| 4000
| 555 -
| 15
| 4800
| 655 -
|
16
| 5600
| 665 -
| 17
| 6400
| 666 -
| 18
| 7200
| 666 1
|
19
| 8000
| 666 2
| 20
| 8800
| 666 3
| 21
| 9600
| 666 4
|
22
| 10400
| 666 5
| 23
| 11200
| 666 6
| 24
| 12000
| 766 6
|
25
| 12800
| 776 6
| 26
| 13600
| 777 6
| 27
| 14400
| 777 7
|
28
| 15200
| 877 7
| 29
| 16000
| 887 7
| 30
| 16800
| 888 7
|
31
| 17600
| 888 8
| 32
| 18400
| 988 8
| 33
| 19200
| 998 8
|
34
| 20000
| 999 8
| 35
| 20800
| 999 9
| 36
| 21600
| 999 9
|
|
Requisites:
| Con 14, Int 15, Wis 15, Chr 24
| Alignment:
| L any (or) T any
| HD/level:
| d10
| Weapon Prof.:
| 2+level/4
| To Hit Table:
| Wiz
| Save Table:
| Pri
| Reference:
| DM
|
|
|
See [Q1] for rules and powers. This is a variant Psi1 class.
| Psionic Strength = (Int+Wis+Chr)/3*(Level+9)*2 (This is double the PSPs of Psi1 class)
| Can "material component" Psi1 powers by spending 1V action. The doubled power does not cost extra PSPs.
|
|
[PC5] Psionicist Group Classes
Inept-2
Level
| KXP
| Priest Psi-2 123 456 mMG
|
1
| 0
| 1-- --- 1--
| 2
| 2
| 1-- --- 2--
| 3
| 4
| 2-- --- 3--
|
4
| 8
| 20- --- 4--
| 5
| 16
| 21- --- 41-
| 6
| 32
| 21- --- 42-
|
7
| 64
| 32- --- 43-
| 8
| 128
| 320 --- 44-
| 9
| 180
| 321 --- 441
|
10
| 225
| 321 --- 442
| 11
| 275
| 332 --- 443
| 12
| 330
| 332 0-- 444
|
13
| 390
| 332 1-- 544
| 14
| 455
| 332 1-- 554
| 15
| 525
| 333 2-- 555
|
16
| 600
| 333 20- 655
| 17
| 680
| 333 21- 665
| 18
| 765
| 333 21- 666
|
19
| 855
| 333 32- 766
| 20
| 950
| 333 32- 776
| 21
| 1050
| 333 33- 777
|
22
| 1155
| 433 33- 877
| 23
| 1265
| 443 33- 887
| 24
| 1380
| 444 33- 888
|
25
| 1500
| 444 43- 988
| 26
| 1625
| 444 44- 998
| 27
| 1755
| 444 440 999
|
28
| 1890
| 444 441 A99
| 29
| 2030
| 444 442 AA9
| 30
| 2175
| 444 443 AAA
|
31
| 2325
| 444 444 BAA
| 32
| 2480
| 544 444 BBA
| 33
| 2640
| 554 444 BBB
|
34
| 2805
| 555 444 CBB
| 35
| 2975
| 555 544 CCB
| 36
| 3150
| 555 554 CCC
|
|
Requisites:
| Str 6, Dex 8, Chr 6
| Alignment:
| any
| HD/level:
| d6
| Weapon Prof.:
| 5+level/9
| To Hit Table:
| +level/2
| Save Table:
| Pri
| Reference:
| DM {Planeshifted Adept3}
| Groups:
| Psionicist, Alternate
|
|
|
Considered 3rd edition (gets a Feat at 1st level).
| Gets Wisdom bonus for spell progression.
| PSPs = Dex*2+Str+Chr-40+(Dex-5)*(level-1)/2
| Has "cotangents" instead of "tangents". 3 cotangents is a "Detract".
| If you are Detracted to someone, you are considered Dust of Disappearanced to them, and they cannot directly target you or your effects.
|
|
[PC5] Psionicist Group Classes
Psi(-1)
Level
| KXP
| Psi(-1) mMG S
|
1
| 0
| 1-- -
| 2
| 3.75
| 2-- -
| 3
| 7.5
| 3-- -
|
4
| 15
| 4-- -
| 5
| 22.5
| 41- -
| 6
| 37.5
| 51- -
|
7
| 75
| 52- -
| 8
| 112.5
| 62- -
| 9
| 150
| 63- -
|
10
| 187.5
| 73- -
| 11
| 225
| 74- -
| 12
| 450
| 741 -
|
13
| 675
| 841 -
| 14
| 1125
| 851 -
| 15
| 1500
| 852 -
|
16
| 1950
| 952 -
| 17
| 2400
| 962 -
| 18
| 3000
| A62 1
|
19
| 3750
| A72 1
| 20
| 4500
| A73 1
| 21
| 6000
| B83 2
|
22
| 7500
| C84 2
| 23
| 9000
| D94 2
| 24
| 10500
| E95 3
|
25
| 12000
| FA5 3
| 26
| 13500
| GA6 3
| 27
| 15000
| HB6 4
|
28
| 16500
| IB7 4
| 29
| 18000
| JC7 4
| 30
| 19500
| KC8 5
|
31
| 21000
| LD8 5
| 32
| 22500
| MD9 5
| 33
| 24000
| NE9 6
|
34
| 25500
| OEA 6
| 35
| 27000
| PFA 6
| 36
| 28500
| QFB 7
|
|
Requisites:
| Str 10 (one 16), Dex 10 (one 16), Con 10 (one 16), Int 3, Wis 3, Chr 9
| Alignment:
| any
| HD/level:
| d4,d6,d6,d6,d8,d8,d8,d10,…
| Weapon Prof.:
| 6+level/2
| To Hit Table:
| War
| Save Table:
| Psi
| Reference:
| DM
|
|
|
See [Q(-1)] for rules and powers.
| Anti-Psionic Strength = (Str+Dex+Con)/3*(level+9).
| Gets 1 Attack or Defense every level.
| Level 1: May use Anti-Psionic Enchantments, which divide 1 spell into several smaller lower level spells.
|
|
[PC5] Psionicist Group Classes
Psi0
Level
| KXP
| Psi0 mMG S
|
1
| 0
| 1-- -
| 2
| 3
| 2-- -
| 3
| 6
| 3-- -
|
4
| 12
| 4-- -
| 5
| 24
| 5-- -
| 6
| 48
| 51- -
|
7
| 96
| 52- -
| 8
| 192
| 53- -
| 9
| 384
| 54- -
|
10
| 600
| 55- -
| 11
| 900
| 651 -
| 12
| 1200
| 652 -
|
13
| 1500
| 653 -
| 14
| 1800
| 654 -
| 15
| 2100
| 655 -
|
16
| 2400
| 765 1
| 17
| 2700
| 765 2
| 18
| 3000
| 765 3
|
19
| 3300
| 765 4
| 20
| 3600
| 765 5
| 21
| 3900
| 766 5
|
22
| 4200
| 766 6
| 23
| 4500
| 776 6
| 24
| 4800
| 777 6
|
25
| 5100
| 777 7
| 26
| 5400
| 877 7
| 27
| 5700
| 887 7
|
28
| 6000
| 888 7
| 29
| 6300
| 888 8
| 30
| 6600
| 988 8
|
31
| 6900
| 998 8
| 32
| 7200
| 999 8
| 33
| 7500
| 999 9
|
34
| 7800
| A99 9
| 35
| 8100
| AA9 9
| 36
| 8400
| AAA 9
|
|
Requisites:
| Str 9, Dex 9, Con 9, Int 8
| Alignment:
| any
| HD/level:
| +d6
| Weapon Prof.:
| 4+level/6
| To Hit Table:
| Mon
| Save Table:
| Mon
| Reference:
| DM
|
|
|
See [Q0] for rules and powers.
| KiL (Ki Level) = (highest Psi0 level)*3 + (highest Monk1 level)*2 + (highest Wild Talent level).
| P0Ps = Str + Dex + Con + Wis - 40 + KiL
| These are restored at 1 per round until the maximum per turn (equal to KiL) is reached.
| 1 P0P = 20 Psi1 points = 2 Psi9 track points for purposes of Psi11 conversion.
|
|
[PC5] Psionicist Group Classes
Psi1
Level
| KXP
| Psi1 mMG S
|
1
| 0
| 1-- -
| 2
| 2.5
| 2-- -
| 3
| 5
| 3-- -
|
4
| 10
| 4-- -
| 5
| 15
| 41- -
| 6
| 25
| 51- -
|
7
| 50
| 52- -
| 8
| 75
| 62- -
| 9
| 100
| 63- -
|
10
| 125
| 73- -
| 11
| 150
| 74- -
| 12
| 300
| 741 -
|
13
| 450
| 841 -
| 14
| 750
| 851 -
| 15
| 1000
| 852 -
|
16
| 1300
| 952 -
| 17
| 1600
| 962 -
| 18
| 2000
| A62 1
|
19
| 2500
| A72 1
| 20
| 3000
| A73 1
| 21
| 3500
| B83 2
|
22
| 4000
| C84 2
| 23
| 4500
| D94 2
| 24
| 5000
| E95 3
|
25
| 5500
| FA5 3
| 26
| 6000
| GA6 3
| 27
| 6500
| HB6 4
|
28
| 7000
| IB7 4
| 29
| 7500
| JC7 4
| 30
| 8000
| KC8 5
|
31
| 8500
| LD8 5
| 32
| 9000
| MD9 5
| 33
| 9500
| NE9 6
|
34
| 10000
| OEA 6
| 35
| 10500
| PFA 6
| 36
| 11000
| QFB 7
|
|
Requisites:
| Str 3, Dex 3, Con 9, Int 10 (one 16), Wis 10 (one 16), Chr 10 (one 16)
| Alignment:
| any
| HD/level:
| d10,d10,d8,d8,d6,d6,d6,d4,…
| Weapon Prof.:
| 3+level/4
| To Hit Table:
| Rog
| Save Table:
| Wiz
| Reference:
| Drag78-26
|
|
|
See [Q1] for rules and powers.
| Psionic Strength = (Int+Wis+Chr)/3*(Level+9)
| Level 1: May use Psionic Enchantments, which convert several low-level spells to a higher level one.
| Level 1: Spend 1 Non-Weapon proficiency: Permanently raise two abilities' CL by 1 (or +2 CL to one ability). You may not more than double your level doing this.
|
|
[PC5] Psionicist Group Classes
Psi1A
Level
| KXP
| Psi1 mMG S
|
1
| 0
| 1-- -
| 2
| 1.1
| 2-- -
| 3
| 2.2
| 3-- -
|
4
| 4.4
| 4-- -
| 5
| 8.8
| 5-- -
| 6
| 17.6
| 51- -
|
7
| 35.2
| 52- -
| 8
| 70.4
| 53- -
| 9
| 140.8
| 54- -
|
10
| 281.6
| 55- -
| 11
| 500
| 66- -
| 12
| 720
| 77- -
|
13
| 940
| 88- -
| 14
| 1160
| 881 -
| 15
| 1380
| 882 -
|
16
| 1600
| 883 -
| 17
| 1820
| 884 -
| 18
| 2040
| 885 -
|
19
| 2260
| 886 -
| 20
| 2480
| 887 -
| 21
| 2700
| 888 -
|
22
| 2920
| 999 -
| 23
| 3140
| AAA -
| 24
| 3360
| BBB -
|
25
| 3580
| BBB 1
| 26
| 3800
| BBB 2
| 27
| 4020
| BBB 3
|
28
| 4240
| BBB 4
| 29
| 4460
| BBB 5
| 30
| 4680
| BBB 6
|
31
| 4900
| BBB 7
| 32
| 5120
| BBB 8
| 33
| 5340
| BBB 9
|
34
| 5560
| BBB A
| 35
| 5780
| BBB B
| 36
| 6000
| CCC C
|
|
Requisites:
| Int 6 (one 9), Wis 6 (one 9), Chr 0
| Alignment:
| any
| HD/level:
| d8,d8,d6,d6,d4,d4,d4,d2,…
| Weapon Prof.:
| 2+level/7
| To Hit Table:
| Rog
| Save Table:
| Psi
| Reference:
| DM
|
|
|
See [Q1] for rules and powers.
| Psionic Strength = (highest of Int,Wis,Chr)*2/3*(level+9)
| Gets 1 Attack or Defense every level.
| Level 1: May use Psionic Enchantments, which convert several low-level spells to a higher level one.
| Level 1: Spend 1 Non-Weapon proficiency: Permanently raise two abilities' CL by 1 (or +2 CL to one ability). You may not more than double your level doing this.
|
|
[PC5] Psionicist Group Classes
Psi2
Level
| KXP
| Psi2 mMG S
|
1
| 0
| 3-- -
| 2
| 2.2
| 5-- -
| 3
| 4.4
| 7-- -
|
4
| 8.8
| 91- -
| 5
| 16.5
| A1- -
| 6
| 30
| B2- -
|
7
| 55
| C2- -
| 8
| 100
| D3- -
| 9
| 200
| E31 -
|
10
| 400
| F41 -
| 11
| 600
| G41 -
| 12
| 800
| H52 -
|
13
| 1000
| I52 -
| 14
| 1400
| J62 -
| 15
| 1800
| K63 -
|
16
| 2200
| L73 1
| 17
| 2600
| M73 1
| 18
| 3000
| N84 1
|
19
| 3400
| O84 1
| 20
| 3800
| P94 2
| 21
| 4200
| Q95 2
|
22
| 4600
| RA5 2
| 23
| 5000
| SA5 2
| 24
| 5400
| TB6 3
|
25
| 5800
| UB6 3
| 26
| 6200
| VC6 3
| 27
| 6600
| WC7 3
|
28
| 7000
| XD7 4
| 29
| 7400
| YD7 4
| 30
| 7800
| ZE8 4
|
31
| 8200
| [E8 4
| 32
| 8600
| \F8 5
| 33
| 9000
| ]F9 5
|
34
| 9400
| ^G9 5
| 35
| 9800
| _G9 5
| 36
| 10200
| `HA 6
|
|
Requisites:
| Con 11, Int 12, Wis 15
| Alignment:
| L any
| HD/level:
| d6
| Weapon Prof.:
| 5+level/9
| To Hit Table:
| Rog
| Save Table:
| Psi
| Reference:
| PHBR5-8
|
|
|
See [Q2] for rules and powers.
| PSPs = Wis*2+Int+Con-40+(Wis-5)*(level-1)
| Level 1: +1 Nonweapon Proficiency per level. These slots may be spent on existing Psi2 powers (not additional ones). Each slot increases a power's check score both by 1, or you can roll an extra 1d20 (choose better result).
|
|
[PC5] Psionicist Group Classes
Psi3
Level
| KXP
| Psi3 123 456 789
|
1
| 0
| 0-- --- ---
| 2
| 10
| 1-- --- ---
| 3
| 30
| 2-- --- ---
|
4
| 60
| 20- --- ---
| 5
| 100
| 21- --- ---
| 6
| 150
| 210 --- ---
|
7
| 210
| 321 --- ---
| 8
| 280
| 321 0-- ---
| 9
| 360
| 322 1-- ---
|
10
| 450
| 322 10- ---
| 11
| 550
| 332 21- ---
| 12
| 660
| 332 210 ---
|
13
| 780
| 433 221 ---
| 14
| 910
| 433 221 0--
| 15
| 1050
| 433 322 1--
|
16
| 1200
| 443 322 10-
| 17
| 1360
| 443 332 21-
| 18
| 1530
| 444 332 210
|
19
| 1710
| 444 333 211
| 20
| 1900
| 444 433 221
| 21
| 2100
| 444 433 222
|
22
| 2310
| 444 433 332
| 23
| 2530
| 444 444 333
| 24
| 2760
| 544 444 444
|
25
| 3000
| 555 555 444
| 26
| 3250
| 666 555 555
| 27
| 3510
| 766 666 666
|
28
| 3780
| 777 777 777
| 29
| 4060
| 888 888 887
| 30
| 4350
| 999 999 998
|
31
| 4650
| AAA AAA AAA
| 32
| 4960
| CBB BBB BBB
| 33
| 5280
| DDD DCC CCC
|
34
| 5610
| EEE EEE EEC
| 35
| 5950
| GGG FFF FFF
| 36
| 6300
| HHH HHH HHH
|
|
Requisites:
| Str 0 (10), Dex 0 (10), Con 0 (10), Int 0 (10), Wis 0 (10), Chr 0 (10)
| Alignment:
| any
| HD/level:
| d4
| Weapon Prof.:
| 5+level/9
| To Hit Table:
| +level/2
| Save Table:
| Psi
| Reference:
| PsiHB3-8
|
|
|
See [Q3] for rules and powers.
| Psi3 PSPs = (2*Level*Level-Level+1)/4+Stat/4
| Gets a stat bonus of your choice to progression.
|
|
[PC5] Psionicist Group Classes
Psi7 (Undead)
Level
| KXP
| Psi7 mMG S
|
1
| 0
| 2-- -
| 2
| 3.3
| 4-- -
| 3
| 6.6
| 6-- -
|
4
| 13.2
| 71- -
| 5
| 24.75
| 73- -
| 6
| 45
| 75- -
|
7
| 82.5
| 77- -
| 8
| 150
| 88- -
| 9
| 300
| 981 -
|
10
| 600
| 983 -
| 11
| 900
| 985 -
| 12
| 1200
| 987 -
|
13
| 1500
| 998 -
| 14
| 2100
| A99 -
| 15
| 2700
| AAA -
|
16
| 3300
| BBA -
| 17
| 3900
| CBB -
| 18
| 4500
| CCB 1
|
19
| 5100
| CCC 2
| 20
| 5700
| DCC 3
| 21
| 6300
| DDC 4
|
22
| 6900
| DDD 5
| 23
| 7500
| EDD 6
| 24
| 8100
| EED 7
|
25
| 8700
| EEE 8
| 26
| 9300
| FEE 9
| 27
| 9900
| FFE A
|
28
| 10500
| FFF B
| 29
| 11100
| GFF C
| 30
| 11700
| GGF D
|
31
| 12300
| GGG E
| 32
| 12900
| HGG F
| 33
| 13500
| HHG G
|
34
| 14100
| HHH H
| 35
| 14700
| IIH H
| 36
| 15300
| III I
|
|
TH
| Saves PD RS PP BW Sp Fo Re Wi
|
+0
| 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
|
+2
| 6 5 8 3 4 2 1 3
| +3
| 6 5 9 3 4 2 1 3
| +3
| 6 6 9 4 5 3 1 4
|
+4
| 7 6 9 4 5 3 2 4
| +5
| 7 7 9 4 5 4 2 5
| +5
| 7 7 10 5 6 4 2 5
|
+6
| 7 8 10 5 6 4 3 6
| +7
| 8 8 10 5 6 5 3 6
| +7
| 8 9 10 6 7 5 3 7
|
+8
| 8 9 11 6 7 6 4 7
| +9
| 8 10 11 6 7 6 4 8
| +9
| 9 10 11 7 8 6 4 8
|
+10
| 9 11 11 7 8 7 5 9
| +11
| 9 11 12 7 9 7 5 9
| +11
| 9 12 12 8 9 8 5 10
|
|
Requisites:
| Con 9, Wis 9
| Alignment:
| any
| HD/level:
| d13
| Weapon Prof.:
| 6+level/6
| To Hit Table:
| Pri
| Save Table:
| Psi
| Reference:
| DM
| Groups:
| Psionicist
|
|
|
|
The new Psi7 is Undead psionics. The previous Psi7 (Concordant/Godly Psi) has been moved to [X7] and is no longer a psionic frequency.
| See [Q7] for rules and 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+3)*30.
|
|
[PC5] Psionicist Group Classes
Psi10
Level
| KXP
| Psi10 123 456 789
|
1
| 0
| 1-- --- ---
| 2
| 2.5
| 2-- --- ---
| 3
| 5
| 21- --- ---
|
4
| 10
| 32- --- ---
| 5
| 22.5
| 43- --- ---
| 6
| 40
| 431 --- ---
|
7
| 60
| 542 --- ---
| 8
| 90
| 653 --- ---
| 9
| 135
| 653 1-- ---
|
10
| 250
| 764 2-- ---
| 11
| 375
| 875 3-- ---
| 12
| 750
| 986 4-- ---
|
13
| 1500
| 986 41- ---
| 14
| 1900
| A97 52- ---
| 15
| 2400
| AA8 63- ---
|
16
| 2800
| AA9 74- ---
| 17
| 3200
| AAA 851 ---
| 18
| 3600
| AAA 962 ---
|
19
| 4000
| AAA A73 ---
| 20
| 4400
| AAA A84 ---
| 21
| 4800
| AAA A95 ---
|
22
| 5200
| AAA AA6 1--
| 23
| 5600
| AAA AA7 2--
| 24
| 6000
| AAA AA8 3--
|
25
| 6400
| AAA AA9 4--
| 26
| 6800
| AAA AAA 5--
| 27
| 7200
| AAA AAA 6--
|
28
| 7600
| AAA AAA 71-
| 29
| 8000
| AAA AAA 82-
| 30
| 8400
| AAA AAA 93-
|
31
| 8800
| AAA AAA A4-
| 32
| 9200
| AAA AAA A5-
| 33
| 9600
| AAA AAA A6-
|
34
| 10000
| AAA AAA A7-
| 35
| 10400
| AAA AAA A81
| 36
| 10800
| AAA AAA A92
|
|
Requisites:
| Int 10, Wis 10, Chr 10
| Alignment:
| any
| HD/level:
| d3
| Weapon Prof.:
| 5+level/5
| To Hit Table:
| Psi
| Save Table:
| Psi
| Reference:
| RoleAids
|
|
|
See [Q10] for rules and powers.
| Psi10 (class) PSPs = (LVL+Int+Wis-20)*5.
| 1 Psi10 PSP = 2 Psi1 PSPs. Points are regained at (Int+Wis)/2 per hour, or (total multipliers of beings within 100') per hour
| Disciplines: Empa = Empathy, Pyro = Pyromancy, Somn = Somniomancy, Telep = Telepathy, TK = Telekinetics
| Powers marked with a asterisk ( * ) can be used as a 0 action.
|
| Old PSP system (no longer used):
| Sum up the multipliers of all living things (including yourself) within level*3' of you.
| Take the lower of this and your level. This is your maximum number of P10Ps.
| When someone leaves, you lose his contribution, when someone enters, you gain that amount.
|
|
[PC5] Psionicist Group Classes
Psionic Mystic0/10
Level
| KXP
| Psi0/Psi10 123 456 789
|
1
| 0
| 1-- --- ---
| 2
| 3
| 2-- --- ---
| 3
| 6
| 21- --- ---
|
4
| 12
| 32- --- ---
| 5
| 24
| 43- --- ---
| 6
| 48
| 431 --- ---
|
7
| 96
| 542 --- ---
| 8
| 180
| 653 --- ---
| 9
| 360
| 653 1-- ---
|
10
| 540
| 764 2-- ---
| 11
| 720
| 875 3-- ---
| 12
| 900
| 986 4-- ---
|
13
| 1080
| 986 41- ---
| 14
| 1260
| A97 52- ---
| 15
| 1440
| AA8 63- ---
|
16
| 1620
| AA9 74- ---
| 17
| 1800
| AAA 851 ---
| 18
| 1980
| AAA 962 ---
|
19
| 2160
| AAA A73 ---
| 20
| 2340
| AAA A84 ---
| 21
| 2520
| AAA A95 ---
|
22
| 2700
| AAA AA6 1--
| 23
| 2880
| AAA AA7 2--
| 24
| 3060
| AAA AA8 3--
|
25
| 3240
| AAA AA9 4--
| 26
| 3420
| AAA AAA 5--
| 27
| 3600
| AAA AAA 6--
|
28
| 3780
| AAA AAA 71-
| 29
| 3960
| AAA AAA 82-
| 30
| 4140
| AAA AAA 93-
|
31
| 4320
| AAA AAA A4-
| 32
| 4500
| AAA AAA A5-
| 33
| 4680
| AAA AAA A6-
|
34
| 4860
| AAA AAA A7-
| 35
| 5040
| AAA AAA A81
| 36
| 5220
| AAA AAA A92
|
|
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
| +2
| 6 4 8 3 4 2 0 2
|
+3
| 6 5 8 3 4 2 1 3
| +3
| 6 5 9 3 4 2 1 3
| +4
| 6 6 9 4 5 3 1 4
|
+5
| 7 6 9 4 5 3 2 4
| +5
| 7 7 9 4 5 4 2 5
| +6
| 7 7 10 5 6 4 2 5
|
+7
| 7 8 10 5 6 4 3 6
| +7
| 8 8 10 5 6 5 3 6
| +8
| 8 9 10 6 7 5 3 7
|
+9
| 8 9 11 6 7 6 4 7
| +9
| 8 10 11 6 7 6 4 8
| +10
| 9 10 11 7 8 6 4 8
|
+11
| 9 11 11 7 8 7 5 9
| +11
| 9 11 12 7 9 7 5 9
| +12
| 9 12 12 8 9 8 5 10
|
|
Requisites:
| Str 9, Dex 13, Int 10, Wis 18, Chr 10
| Alignment:
| any
| HD/level:
| d6
| Weapon Prof.:
| 2+level/3
| To Hit Table:
| Ftr0
| Save Table:
| Psi
| Reference:
| DM {Planeshifted Mystic0}
| Groups:
| Rogue, Psionicist, Alternate
|
|
|
|
For abilities, see next page.
|
|
[PC5] Psionicist Group Classes
Psionic Mystic0/10 Abilities
Can access Psi0 and Psi10 powers. See [Q10] for rules and powers.
| PSPs = (LVL+Str+Dex+Con+Int+Wis-60)*3.
| These are in Psi0 or Psi10 points. Note that the Psi0 powers will appear to be quite cheap, since Psi0 and Psi10 points are normally not 1 to 1 compatible.
| These PSPs are each 2 Psi1 PSPs for conversion purposes.
|
| Psi10 powers marked with a asterisk ( * ) can be used as a 0 action.
| Your "KiL" is 2 times your CL (i.e. you count as a "Monk" in [Q0]).
|
| The progression given is for Psi10. You can also pick Psi0 powers, in the following (somewhat non-standard) way:
| SL=1, 2, 3 can be used for Psi0 minors.
| SL=4, 5, 6 can be used for Psi0 majors.
| SL=7, 8, 9 can be used for Psi0 grands.
|
| This class also gets the standard Mystic0 abilities: (DM note: These are unchanged from the normal Mystic0 class.)
| Level 1: One Martial Arts style (may not be custom).
| Level 1: +1 Martial Arts maneuver slot per level.
| Level 1: +1 AC per level if not wearing armor.
| Level 1: +1" to movement rate per level.
| Level 1: +1 dmg with open hand attacks per level. Base number of open hand attacks = (level+3)/4.
| Level 1: Gets 1 "Any Monk or Acrobat" pick per level. Gets 40 rogue points per level.
| Level 2: Cannot be surprised. Always attack first even if party loses initiative.
| Level 4: 1V, 1/d: Cure Con*level hp of damage. This may be broken up into smaller amounts over the day if desired.
| Level 6: Speak with Animals continuous.
| Level 8: Resist Magic and Breath Weapons.
| Level 9: Gets another Martial Arts style. It may be custom, even if you already have a custom style.
| Level 9: Smash: 0: Get -5 to hit, but add an additional Str bonus to damage.
| Level 9: Parry: +N AC for each weapon you are wielding (N=0 for small, N=1 for medium, N=4 for large).
| Level 9: Disarm: 0: An attack you do does no damage, roll 1d20+(your Dex)-(target's Dex)*2, if greater than 0 he is disarmed.
| Level 10: Speak with Anyone continuous.
| Level 12: Immune to Enchantment/Charm spells, Resist Psionics.
| Level 12: (level-11)*4% iPR
| Level 14: 2V: Leave the Multiverse, physically travel up to 1V action relative distance (even through objects), then reappear.
| Level 14: 0, touch, 5/d: Gentle Touch. Choose an effect: Charm, Cureall, Death, Quest, Paralysis. You get one of each per day. None of these effects have a saving throw.
|
|
[PC8] Monster Group Classes
Astral Construct3
Level
| KXP
| Psi3 123 456 789
|
1
| 1 (owe)
| c-- --- ---
| 2
| 8
| 0-- --- ---
| 3
| 27
| 1-- --- ---
|
4
| 64
| 2-- --- ---
| 5
| 125
| 3c- --- ---
| 6
| 216
| 30- --- ---
|
7
| 343
| 31- --- ---
| 8
| 512
| 32- --- ---
| 9
| 729
| 33c --- ---
|
10
| 1000
| 330 --- ---
| 11
| 1300
| 331 --- ---
| 12
| 1600
| 332 --- ---
|
13
| 1900
| 333 c-- ---
| 14
| 2200
| 333 0-- ---
| 15
| 2500
| 333 1-- ---
|
16
| 2800
| 333 2-- ---
| 17
| 3100
| 333 3c- ---
| 18
| 3400
| 333 30- ---
|
19
| 3700
| 333 31- ---
| 20
| 4000
| 333 32- ---
| 21
| 4300
| 333 33c ---
|
22
| 4600
| 333 330 ---
| 23
| 4900
| 333 331 ---
| 24
| 5200
| 333 332 ---
|
25
| 5500
| 333 333 c--
| 26
| 5800
| 333 333 0--
| 27
| 6100
| 333 333 1--
|
28
| 6400
| 333 333 2--
| 29
| 6700
| 333 333 3c-
| 30
| 7000
| 333 333 30-
|
31
| 7300
| 333 333 31-
| 32
| 7600
| 333 333 32-
| 33
| 7900
| 333 333 33c
|
34
| 8200
| 333 333 330
| 35
| 8500
| 333 333 331
| 36
| 8800
| 333 333 332
|
|
Requisites:
| Str 6+level, Dex 4+level, Con 5+level, Int 2+level, Wis 3+level, Chr 1+level
| Alignment:
| any
| HD/level:
| & 1d0+level
| Weapon Prof.:
| & 1+level/3
| To Hit Table:
| Mon
| Save Table:
| Psi
| Reference:
| DM / PsiHB3
|
|
|
This class can be considered Psionicist group in addition to Monster group if you have ArchPsi1, Psi3 or PsychicWarrior3 class.
| Gets Psi3 powers (at a rather slow rate). Gets a stat bonus of your choice to the progression.
| Psi3 PSPs = (LVL*LVL+LVL*10+Stat-14)/4. Example: Level 1 character with a Stat=18 has (1*1+1*10+18-14)/4 = 3 PSPs.
| Also gets 1 ACP (Astral Construct Point) per level. These ACPs return at a rate of LVL/4+1 per turn, round down.
| Level 1: Enemies need a +2 weapon to hit you.
| Level 1: You may use Astral Projection; but in this case, you cannot use P actions or physically attack at all.
| Level 1: Pick an ability below. Even though these mechanics are "5th edition"-like, these are not "5th edition" picks for Custom5.
| I. ˝M, 1 ACP: Twist an effect on a target (use ER to resist)
| II. 1M, 1 ACP: Combine two groups of enemies into one group (no save).
| III. 1M, 1 ACP: Lock a door; it requires an Open Locks roll at -25*LVL, a combined Str (using the MR calculation) check at -10*LVL, or LVL Knock spells to open the door. If using "?" (Question Marks) in the dungeon for wandering encounters, you can alternatively simply erase a "?".
| Level 3: Pick another ability from I-III above. If you pick an ability more than once, M action costs go to V, V costs go to 0 (zero
| Level 5: Pick another ability from I-III above. See Level 3 for repeated picks note.
| Level 9: Pick an ability below:
| IV. ˝M, 2 ACP: Remove a BlahR from 1 target, Halve the irrBlahR from 1 target, or Halve the BlahR from a group (no ER)
| V. 1M, 3 ACP: Become Insubstantial for 1 turn; you can pass through objects/walls (including Wall spells, but not Wards)
| VI. 1M, 3 ACP: One group Stopped (cannot move or use V actions) (InnR to resist). If used against 1 target, gets no InnR.
| Level 11: Pick another ability from I-VI above. See Level 3 for repeated picks note.
| Level 13: Pick another ability from I-VI above. See Level 3 for repeated picks note.
| Level 18: Pick an ability below:
| VII. ˝M, 4 ACP: Remove a racial ability or immunity from a group (ER to resist). If used against 1 target, gets no ER.
| VIII. 1M, 5 ACP: Time Stop (as spell, use InnR to resist). If used against 1 target, gets no InnR.
| IX. 1M, 6 ACP: Restore the MF/PF/TF/PsiF/TechF in area, Tempus Lawfulness, repair other forms of discontinuities/tears
| Level 20: Pick another ability from I-IX above. See Level 3 for repeated picks note.
| Level 22: Pick another ability from I-IX above. See Level 3 for repeated picks note.
| Level 27: Pick an ability below (you will get only one pick from this chart):
| X. ˝M, 8 ACP:
| XI. 1M, 9 ACP: Become Immaterial for 1 turn: Insubstantial (see V above), immune to matter & energy, can't be targetted.
| XII. 1M, 10 ACP:
|
|
[PC8] Monster Group Classes
Collectivizer3
Level
| KXP
| Spells
|
1
| 0
| (none)
| 2
| 2
| (none)
| 3
| 4
| (none)
|
4
| 8
| (none)
| 5
| 16
| (none)
| 6
| 32
| (none)
|
7
| 64
| (none)
| 8
| 128
| (none)
| 9
| 180
| (none)
|
10
| 225
| (none)
| 11
| 275
| (none)
| 12
| 330
| (none)
|
13
| 390
| (none)
| 14
| 455
| (none)
| 15
| 525
| (none)
|
16
| 600
| (none)
| 17
| 680
| (none)
| 18
| 765
| (none)
|
19
| 855
| (none)
| 20
| 950
| (none)
| 21
| 1050
| (none)
|
22
| 1155
| (none)
| 23
| 1265
| (none)
| 24
| 1380
| (none)
|
25
| 1500
| (none)
| 26
| 1625
| (none)
| 27
| 1755
| (none)
|
28
| 1890
| (none)
| 29
| 2030
| (none)
| 30
| 2175
| (none)
|
31
| 2325
| (none)
| 32
| 2480
| (none)
| 33
| 2640
| (none)
|
34
| 2805
| (none)
| 35
| 2975
| (none)
| 36
| 3150
| (none)
|
|
TH
| Saves PD RS PP BW Sp Fo Re Wi
|
+0
| (total = 27, max = 9)
| +1
| (total = 30, max = 10)
| +2
| (total = 33, max = 11)
|
+3
| (total = 36, max = 12)
| +4
| (total = 39, max = 13)
| +5
| (total = 42, max = 14)
|
+6
| (total = 45, max = 15)
| +7
| (total = 48, max = 16)
| +8
| (total = 51, max = 17)
|
+8
| (total = 54, max = 18)
| +9
| (total = 57, max = 19)
| +9
| (total = 60, max = 20)
|
+10
| (total = 63, max = 21)
| +10
| (total = 66, max = 22)
| +11
| (total = 69, max = 23)
|
+11
| (total = 72, max = 24)
| +12
| (total = 75, max = 25)
| +12
| (total = 78, max = 26)
|
|
Requisites:
| Chr 9 (also see description)
| Alignment:
| any
| HD/level:
| d7
| Weapon Prof.:
| 2+level/2
| To Hit Table:
| Cust
| Save Table:
| Cust
| Reference:
| DM {Planeshifted Uncommoner3}
| Groups:
| Custom, Monster, Alternate
|
|
|
|
Each Level: The DM rolls a random class from the full Collective. You get the following:
| 1. One of the (non-"Level:") lines of text that defines the class. If there is none, the DM will make up something (like an Exceptional stat or something). If the ability references LVL or CL, it improves with your Collectivizer3 level.
| 2. All "Level:" abilties of that exact level from that class (even if non-pickable). If there are none, you get one lower level ability chosen by the DM (usually one of the better ones). If it references LVL or CL, it improves with your Collectivizer3 level.
| 3. The difference in spell progression from the previous level to this level (e.g. if the previous level was 322 and the new level is 3321, you would get 0101 as your progression). This progression does not improve with level; it's a one time deal (you will probably collect a lot of different progressions tho!). If the progression has a stat bonus, you may use it, but you get only one bonus for each stat (for all of your progressions). If multiple progressions use the same stat, you can split your bonus amongst them as you see fit.
| 4. Take the class's highest Requisite and add LVL in that stat to this class's Requisites. (For example, if your first pick was Fighter1, this class now requires Str 1 and Chr 9). This has a maximum equal to the actual Requisite for the class (e.g. if you get Fighter1 at level 20, you'll add 9 to the Str requirement, not 20). This may cause you to "owe" quite a few stat points. You may spend your stat point for going up in level before the DM checks which class to add.
| Other notes about this class:
| N1. If you are picking up Collectivizer3 class beyond level 1, all you have to meet is the Chr 9 requirement. Then the DM will do all the class stuff and you'll have higher requirements from now on.
| N2. If you get a Rogue group class, you get (level of this pick)*2*LVL Rogue points. The "level of this pick" doesn't go up with level, but LVL does. (e.g. if you got Rogue group classes at levels 4, 5, and 7, you get 32*LVL Rogue points per level). It is possible the Rogue class you pick may increase this, for example, a reasonable non-"Level:" line of text for one of the "-eer" classes would be 20*LVL Rogue points, since they give 60*LVL Rogue points instead of 40*LVL.
| N3. If you get a Psionicist group class, you get the PSP difference from previous level to this level (e.g. calculate your pool as if one level lower, and subtract it from your calculated pool for this level). Your pool does not increase in size. If you get an Ioun Stone of PSPs you can transfer PSPs between pools.
|
|
[PC8] Monster Group Classes
Kobold0
Level
| KXP
| Spells
|
1
| 0.5 (owe)
| (none)
| 2
| 1
| (none)
| 3
| 2
| (none)
|
4
| 4
| (none)
| 5
| 8
| (none)
| 6
| 16
| (none)
|
7
| 30
| (none)
| 8
| 60
| (none)
| 9
| 120
| (none)
|
10
| 220
| (none)
| 11
| 320
| (none)
| 12
| 420
| (none)
|
13
| 520
| (none)
| 14
| 620
| (none)
| 15
| 720
| (none)
|
16
| 820
| (none)
| 17
| 920
| (none)
| 18
| 1020
| (none)
|
19
| 1120
| (none)
| 20
| 1220
| (none)
| 21
| 1320
| (none)
|
22
| 1420
| (none)
| 23
| 1520
| (none)
| 24
| 1620
| (none)
|
25
| 1720
| (none)
| 26
| 1820
| (none)
| 27
| 1920
| (none)
|
28
| 2020
| (none)
| 29
| 2120
| (none)
| 30
| 2220
| (none)
|
31
| 2320
| (none)
| 32
| 2420
| (none)
| 33
| 2520
| (none)
|
34
| 2620
| (none)
| 35
| 2720
| (none)
| 36
| 2820
| (none)
|
|
Requisites:
| Dex 13
| Alignment:
| any E (or) any S
| HD/level:
| & d4
| Weapon Prof.:
| & 4+level/4
| To Hit Table:
| CTD0
| Save Table:
| Half0
| Reference:
| 0D&D
|
|
|
This class can be considered Rogue group in addition to Monster group if you have Halfling0, Scout, or Thief0 class.
| (Some sort of Rogue chart, temporary rule is to use Scout or Halfling0, your choice)
|
|
[PC8] Monster Group Classes
Spectre
Level
| KXP
| Psi7 mMG
|
1
| 5 (owe)
| 1--
| 2
| 6
| 2--
| 3
| 8
| 3--
|
4
| 11
| 4--
| 5
| 15
| 41-
| 6
| 30
| 42-
|
7
| 60
| 43-
| 8
| 120
| 44-
| 9
| 240
| 441
|
10
| 480
| 442
| 11
| 730
| 443
| 12
| 980
| 444
|
13
| 1230
| 544
| 14
| 1480
| 554
| 15
| 1730
| 555
|
16
| 1980
| 655
| 17
| 2230
| 665
| 18
| 2480
| 666
|
19
| 2730
| 666
| 20
| 2980
| 666
| 21
| 3230
| 666
|
22
| 3480
| 666
| 23
| 3730
| 666
| 24
| 3980
| 666
|
25
| 4230
| 666
| 26
| 4480
| 666
| 27
| 4730
| 666
|
28
| 4980
| 666
| 29
| 5230
| 666
| 30
| 5480
| 666
|
31
| 5730
| 666
| 32
| 5980
| 666
| 33
| 6230
| 666
|
34
| 6480
| 666
| 35
| 6730
| 666
| 36
| 6980
| 666
|
|
Requisites:
| Dex 6, Con 9, Int 9, Wis 6
| Alignment:
| any N (or) any E
| HD/level:
| & +++d8
| Weapon Prof.:
| & 4+level/9
| To Hit Table:
| Mon +4 levels
| Save Table:
| Mon +4 levels
| Reference:
| DM / MM1
|
|
|
Level 1: Immune to Turn Undead.
| Level 1: Enemies need a +LVL weapon to hit you. To ignore this restriction, monsters divide their HD by (LVL+4), not 4.
| Level 1: Base AT is +9+LVL.
|
|
[PC8] Monster Group Classes
Uncommoner3
Level
| KXP
| Spells
|
1
| 0
| (none)
| 2
| 2
| (none)
| 3
| 4
| (none)
|
4
| 8
| (none)
| 5
| 16
| (none)
| 6
| 32
| (none)
|
7
| 64
| (none)
| 8
| 128
| (none)
| 9
| 180
| (none)
|
10
| 225
| (none)
| 11
| 275
| (none)
| 12
| 330
| (none)
|
13
| 390
| (none)
| 14
| 455
| (none)
| 15
| 525
| (none)
|
16
| 600
| (none)
| 17
| 680
| (none)
| 18
| 765
| (none)
|
19
| 855
| (none)
| 20
| 950
| (none)
| 21
| 1050
| (none)
|
22
| 1155
| (none)
| 23
| 1265
| (none)
| 24
| 1380
| (none)
|
25
| 1500
| (none)
| 26
| 1625
| (none)
| 27
| 1755
| (none)
|
28
| 1890
| (none)
| 29
| 2030
| (none)
| 30
| 2175
| (none)
|
31
| 2325
| (none)
| 32
| 2480
| (none)
| 33
| 2640
| (none)
|
34
| 2805
| (none)
| 35
| 2975
| (none)
| 36
| 3150
| (none)
|
|
Requisites:
| Chr 0
| Alignment:
| any
| HD/level:
| ++d4
| Weapon Prof.:
| 9+level
| To Hit Table:
| +level*2
| Save Table:
| Psi
| Reference:
| DM {Planeshifted Commoner3}
| Groups:
| Monster, Alternate
|
|
|
Each Level: The DM rolls a Monster Summoning result of DL=LVL/3 (round up). You gain the racial abilities of what the DM rolls. (You don't actually summon anything, the roll is just to determine what you get.)
| Level 9: Divide the cost of Intelligent Magic Items (from [E7]) by (LVL-7).
|
|
[PC8] Monster Group Classes
Wraith0/7
Level
| KXP
| Psi7 mMG
|
1
| 2.5 (owe)
| 1--
| 2
| 4
| 2--
| 3
| 7
| 3--
|
4
| 10
| 4--
| 5
| 15
| 5--
| 6
| 30
| 51-
|
7
| 60
| 52-
| 8
| 120
| 53-
| 9
| 240
| 54-
|
10
| 480
| 55-
| 11
| 730
| 65-
| 12
| 980
| 66-
|
13
| 1230
| 661
| 14
| 1480
| 662
| 15
| 1730
| 663
|
16
| 1980
| 664
| 17
| 2230
| 665
| 18
| 2480
| 666
|
19
| 2730
| 666
| 20
| 2980
| 666
| 21
| 3230
| 666
|
22
| 3480
| 666
| 23
| 3730
| 666
| 24
| 3980
| 666
|
25
| 4230
| 666
| 26
| 4480
| 666
| 27
| 4730
| 666
|
28
| 4980
| 666
| 29
| 5230
| 666
| 30
| 5480
| 666
|
31
| 5730
| 666
| 32
| 5980
| 666
| 33
| 6230
| 666
|
34
| 6480
| 666
| 35
| 6730
| 666
| 36
| 6980
| 666
|
|
TH
| Saves PD RS PP BW Sp Fo Re Wi
|
+3
| 1 1 1 1 1 1 1 1
| +4
| 2 2 2 2 2 2 2 2
| +5
| 2 2 2 2 2 2 2 2
|
+6
| 3 3 3 3 3 3 3 3
| +7
| 3 3 3 3 3 3 3 3
| +8
| 4 4 4 4 4 4 4 4
|
+9
| 4 4 4 4 4 4 4 4
| +10
| 5 5 5 5 5 5 5 5
| +11
| 5 5 5 5 5 5 5 5
|
+12
| 6 6 6 6 6 6 6 6
| +13
| 6 6 6 6 6 6 6 6
| +14
| 7 7 7 7 7 7 7 7
|
+15
| 7 7 7 7 7 7 7 7
| +16
| 8 8 8 8 8 8 8 8
| +17
| 8 8 8 8 8 8 8 8
|
+18
| 9 9 9 9 9 9 9 9
| +19
| 9 9 9 9 9 9 9 9
| +20
| 10 10 10 10 10 10 10 10
|
|
Requisites:
| Dex 12, Con 9, Wis 9
| Alignment:
| any N (or) any E
| HD/level:
| & +d8
| Weapon Prof.:
| & 3+level/6
| To Hit Table:
| Mon +2 levels
| Save Table:
| Mon +2 levels
| Reference:
| DM {Planeshifted Spectre0}
| Groups:
| Monster, Alternate
|
|
|
|
These are Wraiths of the (Barney'd) goddess Velonya (goddess of Fertility and Death). They have the unusual property that beings life drained by them immediately rise up as Wraiths, with hardly any delay.b
| Gets a Psi7 (Undead psionics) progression. PSPs (Psi7) = (LVL+2)*20.
| Level 1: Immune to Turn Undead.
| Level 1: Enemies need a +LVL-1 weapon to hit you. To ignore this restriction, monsters divide their HD by your LVL (with a minimum of 4), not the usual 4.
| Level 1: Base AT is +4+LVL.
| Level 1: You energy drain 1 level with every attack (even through weapons).
| Level 1: If you kill someone by energy draining them, you can raise him as a Wraith0/7 with their previous stats. He becomes available next segment. You have LVL-1 "Revive" slots, each one can hold one Wraith0/7. You still have your regular Summon slot in addition, which can be used as an additional Revive slot if desired. You get the raise even if you used a energy drain source other than the Wraith0/7 ability (you cast an Energy Drain spell, for example). You can dismiss a Revive with a 0 action. If you raise a Wraith0/7 and don't have a Revive slot available, they become free-roaming undead, but they cannot harm you (as you are his master).
| Level 4: You energy drain 1 level whenever someone hits you (for each hit, if you have stoneskins or were immune to the attack, the level drain doesn't occur).
|
|
[PC10] Mini-Classes Group
All Mini-Classes
"Mini-Classes" are a way for PCs to spend XP on things other than classes. Mini-Classes are not actually classes, but do use some of the mechanics of normal classes.
|
| 1. Each PC has 2 Mini-Class slots, which are different than (and in addition to) normal Class slots. You cannot pick the same Mini-Class twice. Mini-Classes do not affect "single classedness". Your character cannot consist solely of Mini-Classes; you must have at least one real class (x0 beings and "Normal Men" can ignore this rule).
| 2. Each Mini-Class has an XP cost and a level, like a normal class. The highest level you can have in a Mini-Class is HNCL (with no modifiers whatsover; it's your actual highest level).
| 3. Mini-Classes give nothing other than what they indicate. Unless noted, they do not give stat points, hit dice, or anything else that levels normally give. They cannot absorb negative level drain.
| 4. Mini-Classes do not have pre-requisites, but some abilities might be useless if you have low stats in the wrong place.
| 5. Mini-Classes with progressions do not get stat bonus innately, but a bonus could be added by some other means.
| 6. You may use Class Adjectives and "Level Books" on Mini-Classes. DM note: This seems rather inefficient though.
| 7. There are "Alternate" forms of every Mini-Class listed to the right of the normal Mini-Class; so effectively there are two Mini-Classes per page. However, you cannot take a Mini-Class and it's Alternate form at the same time. DM note: This was done primarily to fill white space (otherwise these sheets would be rather narrow with lots of empty space).
|
| Other ideas for Mini-Classes that aren't done yet: CL, Turn Undead.
| These will never become Mini-Classes: Number of Attacks, ML.
|
|
[PC10] Mini-Classes Group
Ability Score Points (Mini-Class)
Level
| KXP
| Effect
| Total
|
1
| 1
| +1 ability score point
| (+1)
| 2
| 2
| +1 ability score point
| (+2)
| 3
| 4
| +1 ability score point
| (+3)
|
4
| 8
| +1 ability score point
| (+4)
| 5
| 16
| +1 ability score point
| (+5)
| 6
| 32
| +1 ability score point
| (+6)
|
7
| 64
| +1 ability score point
| (+7)
| 8
| 128
| +1 ability score point
| (+8)
| 9
| 256
| +1 ability score point
| (+9)
|
10
| 400
| +1 ability score point
| (+10)
| 11
| 600
| +1 ability score point
| (+11)
| 12
| 800
| +1 ability score point
| (+12)
|
13
| 1000
| +1 ability score point
| (+13)
| 14
| 1200
| +1 ability score point
| (+14)
| 15
| 1400
| +1 ability score point
| (+15)
|
16
| 1600
| +1 ability score point
| (+16)
| 17
| 1800
| +1 ability score point
| (+17)
| 18
| 2000
| +1 ability score point
| (+18)
|
19
| 2200
| +1 ability score point
| (+19)
| 20
| 2400
| +1 ability score point
| (+20)
| 21
| 2600
| +1 ability score point
| (+21)
|
22
| 2800
| +1 ability score point
| (+22)
| 23
| 3000
| +1 ability score point
| (+23)
| 24
| 3200
| +1 ability score point
| (+24)
|
25
| 3400
| +1 ability score point
| (+25)
| 26
| 3600
| +1 ability score point
| (+26)
| 27
| 3800
| +1 ability score point
| (+27)
|
28
| 4000
| +1 ability score point
| (+28)
| 29
| 4200
| +1 ability score point
| (+29)
| 30
| 4400
| +1 ability score point
| (+30)
|
31
| 4600
| +1 ability score point
| (+31)
| 32
| 4800
| +1 ability score point
| (+32)
| 33
| 5000
| +1 ability score point
| (+33)
|
34
| 5200
| +1 ability score point
| (+34)
| 35
| 5400
| +1 ability score point
| (+35)
| 36
| 5600
| +1 ability score point
| (+36)
|
|
Alternate Effect
| Alternate Total
|
You have a "held/sustained" stat (your choice)
| (+0 and 1 held)
| +1 ability score point
| (+1 and 1 held)
| +1 ability score point
| (+2 and 1 held)
|
+1 ability score point
| (+3 and 1 held)
| You have a "held/sustained" stat (your choice)
| (+3 and 2 held)
| +1 ability score point
| (+4 and 2 held)
|
+1 ability score point
| (+5 and 2 held)
| +1 ability score point
| (+6 and 2 held)
| You have a "held/sustained" stat (your choice)
| (+6 and 3 held)
|
+1 ability score point
| (+7 and 3 held)
| +1 ability score point
| (+8 and 3 held)
| +1 ability score point
| (+9 and 3 held)
|
You have a "held/sustained" stat (your choice)
| (+9 and 4 held)
| +1 ability score point
| (+10 and 4 held)
| +1 ability score point
| (+11 and 4 held)
|
+1 ability score point
| (+12 and 4 held)
| You have a "held/sustained" stat (your choice)
| (+12 and 5 held)
| +1 ability score point
| (+13 and 5 held)
|
+1 ability score point
| (+14 and 5 held)
| +1 ability score point
| (+15 and 5 held)
| You have a "held/sustained" stat (your choice)
| (+15 and 6 held)
|
+1 ability score point
| (+16 and 6 held)
| +1 ability score point
| (+17 and 6 held)
| +1 ability score point
| (+18 and 6 held)
|
You have a "held/sustained" stat (your choice)
| (+18 and 7 held)
| +1 ability score point
| (+19 and 7 held)
| +1 ability score point
| (+20 and 7 held)
|
+1 ability score point
| (+21 and 7 held)
| You have a "held/sustained" stat (your choice)
| (+21 and 8 held)
| +1 ability score point
| (+22 and 8 held)
|
+1 ability score point
| (+23 and 8 held)
| +1 ability score point
| (+24 and 8 held)
| You have a "held/sustained" stat (your choice)
| (+24 and 9 held)
|
+1 ability score point
| (+25 and 9 held)
| +1 ability score point
| (+26 and 9 held)
| +1 ability score point
| (+27 and 9 held)
|
|
[PC10] Mini-Classes Group
Armor Class (Mini-Class)
Level
| KXP
| Effect
| Total
|
1
| 0.3
| +1 AC
| (+1)
| 2
| 0.6
| +1 AC
| (+2)
| 3
| 1.2
| +1 AC
| (+3)
|
4
| 2.4
| +1 AC
| (+4)
| 5
| 4.8
| +1 AC
| (+5)
| 6
| 9.6
| +1 AC
| (+6)
|
7
| 19.2
| +1 AC
| (+7)
| 8
| 38.4
| +1 AC
| (+8)
| 9
| 76.8
| +1 AC
| (+9)
|
10
| 120
| +1 AC
| (+10)
| 11
| 180
| +1 AC
| (+11)
| 12
| 240
| +1 AC
| (+12)
|
13
| 300
| +1 AC
| (+13)
| 14
| 360
| +1 AC
| (+14)
| 15
| 420
| +1 AC
| (+15)
|
16
| 480
| +1 AC
| (+16)
| 17
| 540
| +1 AC
| (+17)
| 18
| 600
| +1 AC
| (+18)
|
19
| 660
| +1 AC
| (+19)
| 20
| 720
| +1 AC
| (+20)
| 21
| 780
| +1 AC
| (+21)
|
22
| 840
| +1 AC
| (+22)
| 23
| 900
| +1 AC
| (+23)
| 24
| 960
| +1 AC
| (+24)
|
25
| 1020
| +1 AC
| (+25)
| 26
| 1080
| +1 AC
| (+26)
| 27
| 1140
| +1 AC
| (+27)
|
28
| 1200
| +1 AC
| (+28)
| 29
| 1260
| +1 AC
| (+29)
| 30
| 1320
| +1 AC
| (+30)
|
31
| 1380
| +1 AC
| (+31)
| 32
| 1440
| +1 AC
| (+32)
| 33
| 1500
| +1 AC
| (+33)
|
34
| 1560
| +1 AC
| (+34)
| 35
| 1620
| +1 AC
| (+35)
| 36
| 1680
| +1 AC
| (+36)
|
|
Alternate Effect
| Alternate Total
|
+2 AT; you don't get AT from armor
| (+2)
| +2 AT; you don't get AT from armor
| (+4)
| +2 AT; you don't get AT from armor
| (+6)
|
+2 AT; you don't get AT from armor
| (+8)
| +2 AT; you don't get AT from armor
| (+10)
| +2 AT; you don't get AT from armor
| (+12)
|
+2 AT; you don't get AT from armor
| (+14)
| +2 AT; you don't get AT from armor
| (+16)
| +2 AT; you don't get AT from armor
| (+18)
|
+2 AT; you don't get AT from armor
| (+20)
| +2 AT; you don't get AT from armor
| (+22)
| +2 AT; you don't get AT from armor
| (+24)
|
+2 AT; you don't get AT from armor
| (+26)
| +2 AT; you don't get AT from armor
| (+28)
| +2 AT; you don't get AT from armor
| (+30)
|
+2 AT; you don't get AT from armor
| (+32)
| +2 AT; you don't get AT from armor
| (+34)
| +2 AT; you don't get AT from armor
| (+36)
|
+2 AT; you don't get AT from armor
| (+38)
| +2 AT; you don't get AT from armor
| (+40)
| +2 AT; you don't get AT from armor
| (+42)
|
+2 AT; you don't get AT from armor
| (+44)
| +2 AT; you don't get AT from armor
| (+46)
| +2 AT; you don't get AT from armor
| (+48)
|
+2 AT; you don't get AT from armor
| (+50)
| +2 AT; you don't get AT from armor
| (+52)
| +2 AT; you don't get AT from armor
| (+54)
|
+2 AT; you don't get AT from armor
| (+56)
| +2 AT; you don't get AT from armor
| (+58)
| +2 AT; you don't get AT from armor
| (+60)
|
+2 AT; you don't get AT from armor
| (+62)
| +2 AT; you don't get AT from armor
| (+64)
| +2 AT; you don't get AT from armor
| (+66)
|
+2 AT; you don't get AT from armor
| (+68)
| +2 AT; you don't get AT from armor
| (+70)
| +2 AT; you don't get AT from armor
| (+72)
|
|
[PC10] Mini-Classes Group
Damage (Mini-Class)
Level
| KXP
| Effect
| Total
|
1
| 0.3
| +1 damage (with weapons)
| (+1)
| 2
| 0.6
| +1 damage (with weapons)
| (+2)
| 3
| 1.2
| +1 damage (with weapons)
| (+3)
|
4
| 2.4
| +1 damage (with weapons)
| (+4)
| 5
| 4.8
| +1 damage (with weapons)
| (+5)
| 6
| 9.6
| +1 damage (with weapons)
| (+6)
|
7
| 19.2
| +1 damage (with weapons)
| (+7)
| 8
| 38.4
| +1 damage (with weapons)
| (+8)
| 9
| 76.8
| +1 damage (with weapons)
| (+9)
|
10
| 120
| +1 damage (with weapons)
| (+10)
| 11
| 180
| +1 damage (with weapons)
| (+11)
| 12
| 240
| +1 damage (with weapons)
| (+12)
|
13
| 300
| +1 damage (with weapons)
| (+13)
| 14
| 360
| +1 damage (with weapons)
| (+14)
| 15
| 420
| +1 damage (with weapons)
| (+15)
|
16
| 480
| +1 damage (with weapons)
| (+16)
| 17
| 540
| +1 damage (with weapons)
| (+17)
| 18
| 600
| +1 damage (with weapons)
| (+18)
|
19
| 660
| +1 damage (with weapons)
| (+19)
| 20
| 720
| +1 damage (with weapons)
| (+20)
| 21
| 780
| +1 damage (with weapons)
| (+21)
|
22
| 840
| +1 damage (with weapons)
| (+22)
| 23
| 900
| +1 damage (with weapons)
| (+23)
| 24
| 960
| +1 damage (with weapons)
| (+24)
|
25
| 1020
| +1 damage (with weapons)
| (+25)
| 26
| 1080
| +1 damage (with weapons)
| (+26)
| 27
| 1140
| +1 damage (with weapons)
| (+27)
|
28
| 1200
| +1 damage (with weapons)
| (+28)
| 29
| 1260
| +1 damage (with weapons)
| (+29)
| 30
| 1320
| +1 damage (with weapons)
| (+30)
|
31
| 1380
| +1 damage (with weapons)
| (+31)
| 32
| 1440
| +1 damage (with weapons)
| (+32)
| 33
| 1500
| +1 damage (with weapons)
| (+33)
|
34
| 1560
| +1 damage (with weapons)
| (+34)
| 35
| 1620
| +1 damage (with weapons)
| (+35)
| 36
| 1680
| +1 damage (with weapons)
| (+36)
|
|
Alternate Effect
| Alternate Total
|
+1 damage per die (with spells / psionics)
| (+1)
| +1 damage per die (with spells / psionics)
| (+2)
| +1 damage per die (with spells / psionics)
| (+3)
|
+1 damage per die (with spells / psionics)
| (+4)
| +1 damage per die (with spells / psionics)
| (+5)
| +1 damage per die (with spells / psionics)
| (+6)
|
+1 damage per die (with spells / psionics)
| (+7)
| +1 damage per die (with spells / psionics)
| (+8)
| +1 damage per die (with spells / psionics)
| (+9)
|
+1 damage per die (with spells / psionics)
| (+10)
| +1 damage per die (with spells / psionics)
| (+11)
| +1 damage per die (with spells / psionics)
| (+12)
|
+1 damage per die (with spells / psionics)
| (+13)
| +1 damage per die (with spells / psionics)
| (+14)
| +1 damage per die (with spells / psionics)
| (+15)
|
+1 damage per die (with spells / psionics)
| (+16)
| +1 damage per die (with spells / psionics)
| (+17)
| +1 damage per die (with spells / psionics)
| (+18)
|
+1 damage per die (with spells / psionics)
| (+19)
| +1 damage per die (with spells / psionics)
| (+20)
| +1 damage per die (with spells / psionics)
| (+21)
|
+1 damage per die (with spells / psionics)
| (+22)
| +1 damage per die (with spells / psionics)
| (+23)
| +1 damage per die (with spells / psionics)
| (+24)
|
+1 damage per die (with spells / psionics)
| (+25)
| +1 damage per die (with spells / psionics)
| (+26)
| +1 damage per die (with spells / psionics)
| (+27)
|
+1 damage per die (with spells / psionics)
| (+28)
| +1 damage per die (with spells / psionics)
| (+29)
| +1 damage per die (with spells / psionics)
| (+30)
|
+1 damage per die (with spells / psionics)
| (+31)
| +1 damage per die (with spells / psionics)
| (+32)
| +1 damage per die (with spells / psionics)
| (+33)
|
+1 damage per die (with spells / psionics)
| (+34)
| +1 damage per die (with spells / psionics)
| (+35)
| +1 damage per die (with spells / psionics)
| (+36)
|
|
[PC10] Mini-Classes Group
Hit Dice / Hit Points (Mini-Classes)
Level
| KXP
| Effect
| Total
|
1
| 0.5
| Hit Dice & 1d4
| (total HD = & 1d4)
| 2
| 1
| Hit Dice & 1d4
| (total HD = & 2d4)
| 3
| 2
| Hit Dice & 1d4
| (total HD = & 3d4)
|
4
| 4
| Hit Dice & 1d4
| (total HD = & 4d4)
| 5
| 8
| Hit Dice & 1d4
| (total HD = & 5d4)
| 6
| 16
| Hit Dice & 1d4
| (total HD = & 6d4)
|
7
| 32
| Hit Dice & 1d4
| (total HD = & 7d4)
| 8
| 64
| Hit Dice & 1d4
| (total HD = & 8d4)
| 9
| 128
| Hit Dice & 1d4
| (total HD = & 9d4)
|
10
| 200
| Hit Dice & 1d4
| (total HD = & 10d4)
| 11
| 300
| Hit Dice & 1d4
| (total HD = & 11d4)
| 12
| 400
| Hit Dice & 1d4
| (total HD = & 12d4)
|
13
| 500
| Hit Dice & 1d4
| (total HD = & 13d4)
| 14
| 600
| Hit Dice & 1d4
| (total HD = & 14d4)
| 15
| 700
| Hit Dice & 1d4
| (total HD = & 15d4)
|
16
| 800
| Hit Dice & 1d4
| (total HD = & 16d4)
| 17
| 900
| Hit Dice & 1d4
| (total HD = & 17d4)
| 18
| 1000
| Hit Dice & 1d4
| (total HD = & 18d4)
|
19
| 1100
| Hit Dice & 1d4
| (total HD = & 19d4)
| 20
| 1200
| Hit Dice & 1d4
| (total HD = & 20d4)
| 21
| 1300
| Hit Dice & 1d4
| (total HD = & 21d4)
|
22
| 1400
| Hit Dice & 1d4
| (total HD = & 22d4)
| 23
| 1500
| Hit Dice & 1d4
| (total HD = & 23d4)
| 24
| 1600
| Hit Dice & 1d4
| (total HD = & 24d4)
|
25
| 1700
| Hit Dice & 1d4
| (total HD = & 25d4)
| 26
| 1800
| Hit Dice & 1d4
| (total HD = & 26d4)
| 27
| 1900
| Hit Dice & 1d4
| (total HD = & 27d4)
|
28
| 2000
| Hit Dice & 1d4
| (total HD = & 28d4)
| 29
| 2100
| Hit Dice & 1d4
| (total HD = & 29d4)
| 30
| 2200
| Hit Dice & 1d4
| (total HD = & 30d4)
|
31
| 2300
| Hit Dice & 1d4
| (total HD = & 31d4)
| 32
| 2400
| Hit Dice & 1d4
| (total HD = & 32d4)
| 33
| 2500
| Hit Dice & 1d4
| (total HD = & 33d4)
|
34
| 2600
| Hit Dice & 1d4
| (total HD = & 34d4)
| 35
| 2700
| Hit Dice & 1d4
| (total HD = & 35d4)
| 36
| 2800
| Hit Dice & 1d4
| (total HD = & 36d4)
|
|
Alternate Effect
| Alternate Total
|
Hit Points +6
| (total hp = +6)
| Hit Points +6
| (total hp = +12)
| Hit Points +6
| (total hp = +18)
|
Hit Points +6
| (total hp = +24)
| Hit Points +6
| (total hp = +30)
| Hit Points +6
| (total hp = +36)
|
Hit Points +6
| (total hp = +42)
| Hit Points +6
| (total hp = +48)
| Hit Points +6
| (total hp = +54)
|
Hit Points +6
| (total hp = +60)
| Hit Points +6
| (total hp = +66)
| Hit Points +6
| (total hp = +72)
|
Hit Points +6
| (total hp = +78)
| Hit Points +6
| (total hp = +84)
| Hit Points +6
| (total hp = +90)
|
Hit Points +6
| (total hp = +96)
| Hit Points +6
| (total hp = +102)
| Hit Points +6
| (total hp = +108)
|
Hit Points +6
| (total hp = +114)
| Hit Points +6
| (total hp = +120)
| Hit Points +6
| (total hp = +126)
|
Hit Points +6
| (total hp = +132)
| Hit Points +6
| (total hp = +138)
| Hit Points +6
| (total hp = +144)
|
Hit Points +6
| (total hp = +150)
| Hit Points +6
| (total hp = +156)
| Hit Points +6
| (total hp = +162)
|
Hit Points +6
| (total hp = +168)
| Hit Points +6
| (total hp = +174)
| Hit Points +6
| (total hp = +180)
|
Hit Points +6
| (total hp = +186)
| Hit Points +6
| (total hp = +192)
| Hit Points +6
| (total hp = +198)
|
Hit Points +6
| (total hp = +204)
| Hit Points +6
| (total hp = +210)
| Hit Points +6
| (total hp = +216)
|
|
[PC10] Mini-Classes Group
Kits / Feats (Mini-Class)
Level
| KXP
| Effect
| Total
|
1
| 0.8
| +1 kit (still limited to total kits = LVL)
| (+1)
| 2
| 1.6
| +1 kit (still limited to total kits = LVL)
| (+2)
| 3
| 3.2
| +1 kit (still limited to total kits = LVL)
| (+3)
|
4
| 6.4
| +1 kit (still limited to total kits = LVL)
| (+4)
| 5
| 12.8
| +1 kit (still limited to total kits = LVL)
| (+5)
| 6
| 25.6
| +1 kit (still limited to total kits = LVL)
| (+6)
|
7
| 51.2
| +1 kit (still limited to total kits = LVL)
| (+7)
| 8
| 102.4
| +1 kit (still limited to total kits = LVL)
| (+8)
| 9
| 204.8
| +1 kit (still limited to total kits = LVL)
| (+9)
|
10
| 320
| +1 kit (still limited to total kits = LVL)
| (+10)
| 11
| 480
| +1 kit (still limited to total kits = LVL)
| (+11)
| 12
| 640
| +1 kit (still limited to total kits = LVL)
| (+12)
|
13
| 800
| +1 kit (still limited to total kits = LVL)
| (+13)
| 14
| 960
| +1 kit (still limited to total kits = LVL)
| (+14)
| 15
| 1120
| +1 kit (still limited to total kits = LVL)
| (+15)
|
16
| 1280
| +1 kit (still limited to total kits = LVL)
| (+16)
| 17
| 1440
| +1 kit (still limited to total kits = LVL)
| (+17)
| 18
| 1600
| +1 kit (still limited to total kits = LVL)
| (+18)
|
19
| 1760
| +1 kit (still limited to total kits = LVL)
| (+19)
| 20
| 1920
| +1 kit (still limited to total kits = LVL)
| (+20)
| 21
| 2080
| +1 kit (still limited to total kits = LVL)
| (+21)
|
22
| 2240
| +1 kit (still limited to total kits = LVL)
| (+22)
| 23
| 2400
| +1 kit (still limited to total kits = LVL)
| (+23)
| 24
| 2560
| +1 kit (still limited to total kits = LVL)
| (+24)
|
25
| 2720
| +1 kit (still limited to total kits = LVL)
| (+25)
| 26
| 2880
| +1 kit (still limited to total kits = LVL)
| (+26)
| 27
| 3040
| +1 kit (still limited to total kits = LVL)
| (+27)
|
28
| 3200
| +1 kit (still limited to total kits = LVL)
| (+28)
| 29
| 3360
| +1 kit (still limited to total kits = LVL)
| (+29)
| 30
| 3520
| +1 kit (still limited to total kits = LVL)
| (+30)
|
31
| 3680
| +1 kit (still limited to total kits = LVL)
| (+31)
| 32
| 3840
| +1 kit (still limited to total kits = LVL)
| (+32)
| 33
| 4000
| +1 kit (still limited to total kits = LVL)
| (+33)
|
34
| 4160
| +1 kit (still limited to total kits = LVL)
| (+34)
| 35
| 4320
| +1 kit (still limited to total kits = LVL)
| (+35)
| 36
| 4480
| +1 kit (still limited to total kits = LVL)
| (+36)
|
|
Alternate Effect
| Alternate Total
|
+1 feat (can go beyond limit with this)
| (+1)
| +1 feat (can go beyond limit with this)
| (+2)
| +1 feat (can go beyond limit with this)
| (+3)
|
+1 feat (can go beyond limit with this)
| (+4)
| +1 feat (can go beyond limit with this)
| (+5)
| +1 feat (can go beyond limit with this)
| (+6)
|
+1 feat (can go beyond limit with this)
| (+7)
| +1 feat (can go beyond limit with this)
| (+8)
| +1 feat (can go beyond limit with this)
| (+9)
|
+1 feat (can go beyond limit with this)
| (+10)
| +1 feat (can go beyond limit with this)
| (+11)
| +1 feat (can go beyond limit with this)
| (+12)
|
+1 feat (can go beyond limit with this)
| (+13)
| +1 feat (can go beyond limit with this)
| (+14)
| +1 feat (can go beyond limit with this)
| (+15)
|
+1 feat (can go beyond limit with this)
| (+16)
| +1 feat (can go beyond limit with this)
| (+17)
| +1 feat (can go beyond limit with this)
| (+18)
|
+1 feat (can go beyond limit with this)
| (+19)
| +1 feat (can go beyond limit with this)
| (+20)
| +1 feat (can go beyond limit with this)
| (+21)
|
+1 feat (can go beyond limit with this)
| (+22)
| +1 feat (can go beyond limit with this)
| (+23)
| +1 feat (can go beyond limit with this)
| (+24)
|
+1 feat (can go beyond limit with this)
| (+25)
| +1 feat (can go beyond limit with this)
| (+26)
| +1 feat (can go beyond limit with this)
| (+27)
|
+1 feat (can go beyond limit with this)
| (+28)
| +1 feat (can go beyond limit with this)
| (+29)
| +1 feat (can go beyond limit with this)
| (+30)
|
+1 feat (can go beyond limit with this)
| (+31)
| +1 feat (can go beyond limit with this)
| (+32)
| +1 feat (can go beyond limit with this)
| (+33)
|
+1 feat (can go beyond limit with this)
| (+34)
| +1 feat (can go beyond limit with this)
| (+35)
| +1 feat (can go beyond limit with this)
| (+36)
|
|
[PC10] Mini-Classes Group
Priest Spell Progression (Mini-Class)
Level
| KXP
| Effect
| Priest 123 456 789
|
1
| 1.2
| CL=(1 or HNCL); know 1 school
| 2-- --- ---
| 2
| 2.4
| CL=(2 or HNCL); know 2 schools
| 3-- --- ---
| 3
| 4.8
| CL=(3 or HNCL); know 3 schools
| 32- --- ---
|
4
| 9.6
| CL=(4 or HNCL); know 4 schools
| 43- --- ---
| 5
| 19.2
| CL=(5 or HNCL); know 5 schools
| 432 --- ---
| 6
| 38.4
| CL=(6 or HNCL); know 6 schools
| 443 --- ---
|
7
| 76.8
| CL=(7 or HNCL); know 7 schools
| 543 2-- ---
| 8
| 153.6
| CL=(8 or HNCL); know 8 schools
| 544 3-- ---
| 9
| 307.2
| CL=(9 or HNCL); know 9 schools
| 554 32- ---
|
10
| 480
| CL=(10 or HNCL); know 10 schools
| 554 43- ---
| 11
| 720
| CL=(11 or HNCL); know 11 schools
| 655 432 ---
| 12
| 960
| CL=(12 or HNCL); know 12 schools
| 655 443 ---
|
13
| 1200
| CL=(13 or HNCL); know 13 schools
| 665 543 2--
| 14
| 1440
| CL=(14 or HNCL); know 14 schools
| 665 544 3--
| 15
| 1680
| CL=(15 or HNCL); know 15 schools
| 666 554 32-
|
16
| 1920
| CL=(16 or HNCL); know 16 schools
| 666 554 43-
| 17
| 2160
| CL=(17 or HNCL); know 17 schools
| 666 655 432
| 18
| 2400
| CL=(18 or HNCL); know 18 schools
| 666 655 443
|
19
| 2640
| CL=(19 or HNCL); know 19 schools
| 666 665 544
| 20
| 2880
| CL=(20 or HNCL); know 20 schools
| 666 665 555
| 21
| 3120
| CL=(21 or HNCL); know 21 schools
| 666 666 555
|
22
| 3360
| CL=(22 or HNCL); know 22 schools
| 666 666 655
| 23
| 3600
| CL=(23 or HNCL); know 23 schools
| 666 666 665
| 24
| 3840
| CL=(24 or HNCL); know 24 schools
| 666 666 666
|
25
| 4080
| CL=(25 or HNCL); know 25 schools
| 766 666 666
| 26
| 4320
| CL=(26 or HNCL); know 26 schools
| 776 666 666
| 27
| 4560
| CL=(27 or HNCL); know 27 schools
| 777 666 666
|
28
| 4800
| CL=(28 or HNCL); know 28 schools
| 777 766 666
| 29
| 5040
| CL=(29 or HNCL); know 29 schools
| 777 776 666
| 30
| 5280
| CL=(30 or HNCL); know 30 schools
| 777 777 666
|
31
| 5520
| CL=(31 or HNCL); know 31 schools
| 777 777 766
| 32
| 5760
| CL=(32 or HNCL); know 32 schools
| 777 777 776
| 33
| 6000
| CL=(33 or HNCL); know 33 schools
| 777 777 777
|
34
| 6240
| CL=(34 or HNCL); know 34 schools
| 877 777 777
| 35
| 6480
| CL=(35 or HNCL); know 35 schools
| 887 777 777
| 36
| 6720
| CL=(36 or HNCL); know 36 schools
| 888 777 777
|
|
Alternate 123 456 7
|
2-- --- -
| 21- --- -
| 321 --- -
|
422 --- -
| 432 --- -
| 432 1-- -
|
443 1-- -
| 443 2-- -
| 543 21- -
|
543 32- -
| 553 321 -
| 554 432 1
|
655 543 2
| 666 654 3
| 666 666 6
|
666 666 6
| 666 666 6
| 666 666 6
|
666 666 6
| 666 666 6
| 666 666 6
|
666 666 6
| 666 666 6
| 766 666 6
|
776 666 6
| 777 666 6
| 777 766 6
|
777 776 6
| 777 777 6
| 777 777 7
|
888 777 7
| 888 887 7
| 888 888 8
|
999 888 8
| 999 998 8
| 999 999 9
|
|
[PC10] Mini-Classes Group
Proficiencies (Mini-Class)
Level
| KXP
| Effect
| Total
|
1
| 0.3
| +1 proficiency
| (+1)
| 2
| 0.6
| +1 proficiency
| (+2)
| 3
| 1.2
| +1 proficiency
| (+3)
|
4
| 2.4
| +1 proficiency
| (+4)
| 5
| 4.8
| +1 proficiency
| (+5)
| 6
| 9.6
| +1 proficiency
| (+6)
|
7
| 19.2
| +1 proficiency
| (+7)
| 8
| 38.4
| +1 proficiency
| (+8)
| 9
| 76.8
| +1 proficiency
| (+9)
|
10
| 120
| +1 proficiency
| (+10)
| 11
| 180
| +1 proficiency
| (+11)
| 12
| 240
| +1 proficiency
| (+12)
|
13
| 300
| +1 proficiency
| (+13)
| 14
| 360
| +1 proficiency
| (+14)
| 15
| 420
| +1 proficiency
| (+15)
|
16
| 480
| +1 proficiency
| (+16)
| 17
| 540
| +1 proficiency
| (+17)
| 18
| 600
| +1 proficiency
| (+18)
|
19
| 660
| +1 proficiency
| (+19)
| 20
| 720
| +1 proficiency
| (+20)
| 21
| 780
| +1 proficiency
| (+21)
|
22
| 840
| +1 proficiency
| (+22)
| 23
| 900
| +1 proficiency
| (+23)
| 24
| 960
| +1 proficiency
| (+24)
|
25
| 1020
| +1 proficiency
| (+25)
| 26
| 1080
| +1 proficiency
| (+26)
| 27
| 1140
| +1 proficiency
| (+27)
|
28
| 1200
| +1 proficiency
| (+28)
| 29
| 1260
| +1 proficiency
| (+29)
| 30
| 1320
| +1 proficiency
| (+30)
|
31
| 1380
| +1 proficiency
| (+31)
| 32
| 1440
| +1 proficiency
| (+32)
| 33
| 1500
| +1 proficiency
| (+33)
|
34
| 1560
| +1 proficiency
| (+34)
| 35
| 1620
| +1 proficiency
| (+35)
| 36
| 1680
| +1 proficiency
| (+36)
|
|
Alternate Effect
| Alternate Total
|
+2 proficiencies (all from this class must be same)
| (+2)
| +2 proficiencies (all from this class must be same)
| (+4)
| +2 proficiencies (all from this class must be same)
| (+6)
|
+2 proficiencies (all from this class must be same)
| (+8)
| +2 proficiencies (all from this class must be same)
| (+10)
| +2 proficiencies (all from this class must be same)
| (+12)
|
+2 proficiencies (all from this class must be same)
| (+14)
| +2 proficiencies (all from this class must be same)
| (+16)
| +2 proficiencies (all from this class must be same)
| (+18)
|
+2 proficiencies (all from this class must be same)
| (+20)
| +2 proficiencies (all from this class must be same)
| (+22)
| +2 proficiencies (all from this class must be same)
| (+24)
|
+2 proficiencies (all from this class must be same)
| (+26)
| +2 proficiencies (all from this class must be same)
| (+28)
| +2 proficiencies (all from this class must be same)
| (+30)
|
+2 proficiencies (all from this class must be same)
| (+32)
| +2 proficiencies (all from this class must be same)
| (+34)
| +2 proficiencies (all from this class must be same)
| (+36)
|
+2 proficiencies (all from this class must be same)
| (+38)
| +2 proficiencies (all from this class must be same)
| (+40)
| +2 proficiencies (all from this class must be same)
| (+42)
|
+2 proficiencies (all from this class must be same)
| (+44)
| +2 proficiencies (all from this class must be same)
| (+46)
| +2 proficiencies (all from this class must be same)
| (+48)
|
+2 proficiencies (all from this class must be same)
| (+50)
| +2 proficiencies (all from this class must be same)
| (+52)
| +2 proficiencies (all from this class must be same)
| (+54)
|
+2 proficiencies (all from this class must be same)
| (+56)
| +2 proficiencies (all from this class must be same)
| (+58)
| +2 proficiencies (all from this class must be same)
| (+60)
|
+2 proficiencies (all from this class must be same)
| (+62)
| +2 proficiencies (all from this class must be same)
| (+64)
| +2 proficiencies (all from this class must be same)
| (+66)
|
+2 proficiencies (all from this class must be same)
| (+68)
| +2 proficiencies (all from this class must be same)
| (+70)
| +2 proficiencies (all from this class must be same)
| (+72)
|
|
[PC10] Mini-Classes Group
Psionic Progression (Mini-Class)
Level
| KXP
| Effect
| Psi mMG S
|
1
| 2
| CL=(1 or HNCL); PSPs = ˝ of normal Psionicist
| 1-- -
| 2
| 4
| CL=(2 or HNCL); PSPs = ˝ of normal Psionicist
| 2-- -
| 3
| 8
| CL=(3 or HNCL); PSPs = ˝ of normal Psionicist
| 3-- -
|
4
| 16
| CL=(4 or HNCL); PSPs = ˝ of normal Psionicist
| 4-- -
| 5
| 32
| CL=(5 or HNCL); PSPs = ˝ of normal Psionicist
| 41- -
| 6
| 64
| CL=(6 or HNCL); PSPs = ˝ of normal Psionicist
| 51- -
|
7
| 128
| CL=(7 or HNCL); PSPs = ˝ of normal Psionicist
| 52- -
| 8
| 256
| CL=(8 or HNCL); PSPs = ˝ of normal Psionicist
| 62- -
| 9
| 512
| CL=(9 or HNCL); PSPs = ˝ of normal Psionicist
| 63- -
|
10
| 800
| CL=(10 or HNCL); PSPs = ˝ of normal Psionicist
| 73- -
| 11
| 1200
| CL=(11 or HNCL); PSPs = ˝ of normal Psionicist
| 74- -
| 12
| 1600
| CL=(12 or HNCL); PSPs = ˝ of normal Psionicist
| 741 -
|
13
| 2000
| CL=(13 or HNCL); PSPs = ˝ of normal Psionicist
| 841 -
| 14
| 2400
| CL=(14 or HNCL); PSPs = ˝ of normal Psionicist
| 851 -
| 15
| 2800
| CL=(15 or HNCL); PSPs = ˝ of normal Psionicist
| 852 -
|
16
| 3200
| CL=(16 or HNCL); PSPs = ˝ of normal Psionicist
| 952 -
| 17
| 3600
| CL=(17 or HNCL); PSPs = ˝ of normal Psionicist
| 962 -
| 18
| 4000
| CL=(18 or HNCL); PSPs = ˝ of normal Psionicist
| A62 1
|
19
| 4400
| CL=(19 or HNCL); PSPs = ˝ of normal Psionicist
| A72 1
| 20
| 4800
| CL=(20 or HNCL); PSPs = ˝ of normal Psionicist
| A73 1
| 21
| 5200
| CL=(21 or HNCL); PSPs = ˝ of normal Psionicist
| B83 2
|
22
| 5600
| CL=(22 or HNCL); PSPs = ˝ of normal Psionicist
| C84 2
| 23
| 6000
| CL=(23 or HNCL); PSPs = ˝ of normal Psionicist
| D94 2
| 24
| 6400
| CL=(24 or HNCL); PSPs = ˝ of normal Psionicist
| E95 3
|
25
| 6800
| CL=(25 or HNCL); PSPs = ˝ of normal Psionicist
| FA5 3
| 26
| 7200
| CL=(26 or HNCL); PSPs = ˝ of normal Psionicist
| GA6 3
| 27
| 7600
| CL=(27 or HNCL); PSPs = ˝ of normal Psionicist
| HB6 4
|
28
| 8000
| CL=(28 or HNCL); PSPs = ˝ of normal Psionicist
| IB7 4
| 29
| 8400
| CL=(29 or HNCL); PSPs = ˝ of normal Psionicist
| JC7 4
| 30
| 8800
| CL=(30 or HNCL); PSPs = ˝ of normal Psionicist
| KC8 5
|
31
| 9200
| CL=(31 or HNCL); PSPs = ˝ of normal Psionicist
| LD8 5
| 32
| 9600
| CL=(32 or HNCL); PSPs = ˝ of normal Psionicist
| MD9 5
| 33
| 10000
| CL=(33 or HNCL); PSPs = ˝ of normal Psionicist
| NE9 6
|
34
| 10400
| CL=(34 or HNCL); PSPs = ˝ of normal Psionicist
| OEA 6
| 35
| 10800
| CL=(35 or HNCL); PSPs = ˝ of normal Psionicist
| PFA 6
| 36
| 11200
| CL=(36 or HNCL); PSPs = ˝ of normal Psionicist
| QFB 7
|
|
Alternate mMG S
|
1-- -
| 2-- -
| 3-- -
|
21- -
| 22- -
| 32- -
|
33- -
| 43- -
| 321 -
|
331 -
| 332 -
| 432 -
|
442 -
| 443 -
| 543 -
|
432 1
| 433 1
| 443 2
|
444 2
| 444 3
| 544 3
|
544 4
| 554 4
| 555 4
|
555 5
| 655 5
| 665 5
|
666 5
| 666 6
| 766 6
|
776 6
| 777 6
| 777 7
|
877 7
| 887 7
| 888 7
|
|
[PC10] Mini-Classes Group
Rogue Abilities (Mini-Class)
Level
| KXP
| Effect
| Total
|
1
| 0.6
| One Level 1 Rogue ability, 20 rogue points
| (20)
| 2
| 1.2
| One Level 2 Rogue ability, 20 rogue points
| (40)
| 3
| 2.4
| One Level 3 Rogue ability, 20 rogue points
| (60)
|
4
| 4.8
| One Level 4 Rogue ability, 20 rogue points
| (80)
| 5
| 9.6
| One Level 5 Rogue ability, 20 rogue points
| (100)
| 6
| 19.2
| One Level 6 Rogue ability, 20 rogue points
| (120)
|
7
| 38.4
| One Level 7 Rogue ability, 20 rogue points
| (140)
| 8
| 76.8
| One Level 8 Rogue ability, 20 rogue points
| (160)
| 9
| 153.6
| One Level 9 Rogue ability, 20 rogue points
| (180)
|
10
| 240
| One Level 10 Rogue ability, 20 rogue points
| (200)
| 11
| 360
| One Level 11 Rogue ability, 20 rogue points
| (220)
| 12
| 480
| One Level 12 Rogue ability, 20 rogue points
| (240)
|
13
| 600
| One Level 13 Rogue ability, 20 rogue points
| (260)
| 14
| 720
| One Level 14 Rogue ability, 20 rogue points
| (280)
| 15
| 840
| One Level 15 Rogue ability, 20 rogue points
| (300)
|
16
| 960
| One Level 16 Rogue ability, 20 rogue points
| (320)
| 17
| 1080
| One Level 17 Rogue ability, 20 rogue points
| (340)
| 18
| 1200
| One Level 18 Rogue ability, 20 rogue points
| (360)
|
19
| 1320
| One Level 19 Rogue ability, 20 rogue points
| (380)
| 20
| 1440
| One Level 20 Rogue ability, 20 rogue points
| (400)
| 21
| 1560
| One Level 21 Rogue ability, 20 rogue points
| (420)
|
22
| 1680
| One Level 22 Rogue ability, 20 rogue points
| (440)
| 23
| 1800
| One Level 23 Rogue ability, 20 rogue points
| (460)
| 24
| 1920
| One Level 24 Rogue ability, 20 rogue points
| (480)
|
25
| 2040
| One Level 25 Rogue ability, 20 rogue points
| (500)
| 26
| 2160
| One Level 26 Rogue ability, 20 rogue points
| (520)
| 27
| 2280
| One Level 27 Rogue ability, 20 rogue points
| (540)
|
28
| 2400
| One Level 28 Rogue ability, 20 rogue points
| (560)
| 29
| 2520
| One Level 29 Rogue ability, 20 rogue points
| (580)
| 30
| 2640
| One Level 30 Rogue ability, 20 rogue points
| (600)
|
31
| 2760
| One Level 31 Rogue ability, 20 rogue points
| (620)
| 32
| 2880
| One Level 32 Rogue ability, 20 rogue points
| (640)
| 33
| 3000
| One Level 33 Rogue ability, 20 rogue points
| (660)
|
34
| 3120
| One Level 34 Rogue ability, 20 rogue points
| (680)
| 35
| 3240
| One Level 35 Rogue ability, 20 rogue points
| (700)
| 36
| 3360
| One Level 36 Rogue ability, 20 rogue points
| (720)
|
|
Alternate Effect
| Alternate Total
|
40 rogue points
| (40)
| 40 rogue points
| (80)
| 40 rogue points
| (120)
|
40 rogue points
| (160)
| 40 rogue points
| (200)
| 40 rogue points
| (240)
|
40 rogue points
| (280)
| 40 rogue points
| (320)
| 40 rogue points
| (360)
|
40 rogue points
| (400)
| 40 rogue points
| (440)
| 40 rogue points
| (480)
|
40 rogue points
| (520)
| 40 rogue points
| (560)
| 40 rogue points
| (600)
|
40 rogue points
| (640)
| 40 rogue points
| (680)
| 40 rogue points
| (720)
|
40 rogue points
| (760)
| 40 rogue points
| (800)
| 40 rogue points
| (840)
|
40 rogue points
| (880)
| 40 rogue points
| (920)
| 40 rogue points
| (960)
|
40 rogue points
| (1000)
| 40 rogue points
| (1040)
| 40 rogue points
| (1080)
|
40 rogue points
| (1120)
| 40 rogue points
| (1160)
| 40 rogue points
| (1200)
|
40 rogue points
| (1240)
| 40 rogue points
| (1280)
| 40 rogue points
| (1320)
|
40 rogue points
| (1360)
| 40 rogue points
| (1400)
| 40 rogue points
| (1440)
|
|
[PC10] Mini-Classes Group
Saving Throws (Mini-Class)
Level
| KXP
| Effect
| Total
|
1
| 0.4
| +1 all saves
| (+1 all saves)
| 2
| 0.8
| +1 all saves
| (+2 all saves)
| 3
| 1.6
| +1 all saves
| (+3 all saves)
|
4
| 3.2
| +1 all saves
| (+4 all saves)
| 5
| 6.4
| +1 all saves
| (+5 all saves)
| 6
| 12.8
| +1 all saves
| (+6 all saves)
|
7
| 25.6
| +1 all saves
| (+7 all saves)
| 8
| 51.2
| +1 all saves
| (+8 all saves)
| 9
| 102.4
| +1 all saves
| (+9 all saves)
|
10
| 160
| +1 all saves
| (+10 all saves)
| 11
| 240
| +1 all saves
| (+11 all saves)
| 12
| 320
| +1 all saves
| (+12 all saves)
|
13
| 400
| +1 all saves
| (+13 all saves)
| 14
| 480
| +1 all saves
| (+14 all saves)
| 15
| 560
| +1 all saves
| (+15 all saves)
|
16
| 640
| +1 all saves
| (+16 all saves)
| 17
| 720
| +1 all saves
| (+17 all saves)
| 18
| 800
| +1 all saves
| (+18 all saves)
|
19
| 880
| +1 all saves
| (+19 all saves)
| 20
| 960
| +1 all saves
| (+20 all saves)
| 21
| 1040
| +1 all saves
| (+21 all saves)
|
22
| 1120
| +1 all saves
| (+22 all saves)
| 23
| 1200
| +1 all saves
| (+23 all saves)
| 24
| 1280
| +1 all saves
| (+24 all saves)
|
25
| 1360
| +1 all saves
| (+25 all saves)
| 26
| 1440
| +1 all saves
| (+26 all saves)
| 27
| 1520
| +1 all saves
| (+27 all saves)
|
28
| 1600
| +1 all saves
| (+28 all saves)
| 29
| 1680
| +1 all saves
| (+29 all saves)
| 30
| 1760
| +1 all saves
| (+30 all saves)
|
31
| 1840
| +1 all saves
| (+31 all saves)
| 32
| 1920
| +1 all saves
| (+32 all saves)
| 33
| 2000
| +1 all saves
| (+33 all saves)
|
34
| 2080
| +1 all saves
| (+34 all saves)
| 35
| 2160
| +1 all saves
| (+35 all saves)
| 36
| 2240
| +1 all saves
| (+36 all saves)
|
|
Alternate Effect
| Alternate Total
|
+3 distributed among save categories
| (+3 distributed)
| +3 distributed among save categories
| (+6 distributed)
| +3 distributed among save categories
| (+9 distributed)
|
+3 distributed among save categories
| (+12 distributed)
| +3 distributed among save categories
| (+15 distributed)
| +3 distributed among save categories
| (+18 distributed)
|
+3 distributed among save categories
| (+21 distributed)
| +3 distributed among save categories
| (+24 distributed)
| +3 distributed among save categories
| (+27 distributed)
|
+3 distributed among save categories
| (+30 distributed)
| +3 distributed among save categories
| (+33 distributed)
| +3 distributed among save categories
| (+36 distributed)
|
+3 distributed among save categories
| (+39 distributed)
| +3 distributed among save categories
| (+42 distributed)
| +3 distributed among save categories
| (+45 distributed)
|
+3 distributed among save categories
| (+48 distributed)
| +3 distributed among save categories
| (+51 distributed)
| +3 distributed among save categories
| (+54 distributed)
|
+3 distributed among save categories
| (+57 distributed)
| +3 distributed among save categories
| (+60 distributed)
| +3 distributed among save categories
| (+63 distributed)
|
+3 distributed among save categories
| (+66 distributed)
| +3 distributed among save categories
| (+69 distributed)
| +3 distributed among save categories
| (+72 distributed)
|
+3 distributed among save categories
| (+75 distributed)
| +3 distributed among save categories
| (+78 distributed)
| +3 distributed among save categories
| (+81 distributed)
|
+3 distributed among save categories
| (+84 distributed)
| +3 distributed among save categories
| (+87 distributed)
| +3 distributed among save categories
| (+90 distributed)
|
+3 distributed among save categories
| (+93 distributed)
| +3 distributed among save categories
| (+96 distributed)
| +3 distributed among save categories
| (+99 distributed)
|
+3 distributed among save categories
| (+102 distributed)
| +3 distributed among save categories
| (+105 distributed)
| +3 distributed among save categories
| (+108 distributed)
|
|
[PC10] Mini-Classes Group
To Hit (Mini-Class)
Level
| KXP
| Effect
| Total
|
1
| 0.4
| +1 to hit
| (+1 to hit)
| 2
| 0.8
| +1 to hit
| (+2 to hit)
| 3
| 1.6
| +1 to hit
| (+3 to hit)
|
4
| 3.2
| +1 to hit
| (+4 to hit)
| 5
| 6.4
| +1 to hit
| (+5 to hit)
| 6
| 12.8
| +1 to hit
| (+6 to hit)
|
7
| 25.6
| +1 to hit
| (+7 to hit)
| 8
| 51.2
| +1 to hit
| (+8 to hit)
| 9
| 102.4
| +1 to hit
| (+9 to hit)
|
10
| 160
| +1 to hit
| (+10 to hit)
| 11
| 240
| +1 to hit
| (+11 to hit)
| 12
| 320
| +1 to hit
| (+12 to hit)
|
13
| 400
| +1 to hit
| (+13 to hit)
| 14
| 480
| +1 to hit
| (+14 to hit)
| 15
| 560
| +1 to hit
| (+15 to hit)
|
16
| 640
| +1 to hit
| (+16 to hit)
| 17
| 720
| +1 to hit
| (+17 to hit)
| 18
| 800
| +1 to hit
| (+18 to hit)
|
19
| 880
| +1 to hit
| (+19 to hit)
| 20
| 960
| +1 to hit
| (+20 to hit)
| 21
| 1040
| +1 to hit
| (+21 to hit)
|
22
| 1120
| +1 to hit
| (+22 to hit)
| 23
| 1200
| +1 to hit
| (+23 to hit)
| 24
| 1280
| +1 to hit
| (+24 to hit)
|
25
| 1360
| +1 to hit
| (+25 to hit)
| 26
| 1440
| +1 to hit
| (+26 to hit)
| 27
| 1520
| +1 to hit
| (+27 to hit)
|
28
| 1600
| +1 to hit
| (+28 to hit)
| 29
| 1680
| +1 to hit
| (+29 to hit)
| 30
| 1760
| +1 to hit
| (+30 to hit)
|
31
| 1840
| +1 to hit
| (+31 to hit)
| 32
| 1920
| +1 to hit
| (+32 to hit)
| 33
| 2000
| +1 to hit
| (+33 to hit)
|
34
| 2080
| +1 to hit
| (+34 to hit)
| 35
| 2160
| +1 to hit
| (+35 to hit)
| 36
| 2240
| +1 to hit
| (+36 to hit)
|
|
Alternate Effect
| Alternate Total
|
+2 to hit with one weapon, or against one enemy type
| (+2)
| +2 to hit with one weapon, or against one enemy type
| (+4)
| +2 to hit with one weapon, or against one enemy type
| (+6)
|
+2 to hit with one weapon, or against one enemy type
| (+8)
| +2 to hit with one weapon, or against one enemy type
| (+10)
| +2 to hit with one weapon, or against one enemy type
| (+12)
|
+2 to hit with one weapon, or against one enemy type
| (+14)
| +2 to hit with one weapon, or against one enemy type
| (+16)
| +2 to hit with one weapon, or against one enemy type
| (+18)
|
+2 to hit with one weapon, or against one enemy type
| (+20)
| +2 to hit with one weapon, or against one enemy type
| (+22)
| +2 to hit with one weapon, or against one enemy type
| (+24)
|
+2 to hit with one weapon, or against one enemy type
| (+26)
| +2 to hit with one weapon, or against one enemy type
| (+28)
| +2 to hit with one weapon, or against one enemy type
| (+30)
|
+2 to hit with one weapon, or against one enemy type
| (+32)
| +2 to hit with one weapon, or against one enemy type
| (+34)
| +2 to hit with one weapon, or against one enemy type
| (+36)
|
+2 to hit with one weapon, or against one enemy type
| (+38)
| +2 to hit with one weapon, or against one enemy type
| (+40)
| +2 to hit with one weapon, or against one enemy type
| (+42)
|
+2 to hit with one weapon, or against one enemy type
| (+44)
| +2 to hit with one weapon, or against one enemy type
| (+46)
| +2 to hit with one weapon, or against one enemy type
| (+48)
|
+2 to hit with one weapon, or against one enemy type
| (+50)
| +2 to hit with one weapon, or against one enemy type
| (+52)
| +2 to hit with one weapon, or against one enemy type
| (+54)
|
+2 to hit with one weapon, or against one enemy type
| (+56)
| +2 to hit with one weapon, or against one enemy type
| (+58)
| +2 to hit with one weapon, or against one enemy type
| (+60)
|
+2 to hit with one weapon, or against one enemy type
| (+62)
| +2 to hit with one weapon, or against one enemy type
| (+64)
| +2 to hit with one weapon, or against one enemy type
| (+66)
|
+2 to hit with one weapon, or against one enemy type
| (+68)
| +2 to hit with one weapon, or against one enemy type
| (+70)
| +2 to hit with one weapon, or against one enemy type
| (+72)
|
|
[PC10] Mini-Classes Group
Wizard Spell Progression (Mini-Class)
Level
| KXP
| Effect
| Wizard 123 456 789
|
1
| 1.6
| CL=(1 or HNCL); know 1 school
| 1-- --- ---
| 2
| 3.2
| CL=(2 or HNCL); know 2 schools
| 2-- --- ---
| 3
| 6.4
| CL=(3 or HNCL); know 3 schools
| 21- --- ---
|
4
| 12.8
| CL=(4 or HNCL); know 4 schools
| 32- --- ---
| 5
| 25.6
| CL=(5 or HNCL); know 5 schools
| 421 --- ---
| 6
| 51.2
| CL=(6 or HNCL); know 6 schools
| 422 --- ---
|
7
| 102.4
| CL=(7 or HNCL); know 7 schools
| 432 1-- ---
| 8
| 204.8
| CL=(8 or HNCL); know 8 schools
| 433 2-- ---
| 9
| 409.6
| CL=(9 or HNCL); know 9 schools
| 433 21- ---
|
10
| 640
| CL=(10 or HNCL); know 10 schools
| 443 22- ---
| 11
| 960
| CL=(11 or HNCL); know 11 schools
| 444 33- ---
| 12
| 1280
| CL=(12 or HNCL); know 12 schools
| 444 441 ---
|
13
| 1600
| CL=(13 or HNCL); know 13 schools
| 555 442 ---
| 14
| 1920
| CL=(14 or HNCL); know 14 schools
| 555 442 1--
| 15
| 2240
| CL=(15 or HNCL); know 15 schools
| 555 552 1--
|
16
| 2560
| CL=(16 or HNCL); know 16 schools
| 555 553 21-
| 17
| 2880
| CL=(17 or HNCL); know 17 schools
| 555 553 32-
| 18
| 3200
| CL=(18 or HNCL); know 18 schools
| 555 553 321
|
19
| 3520
| CL=(19 or HNCL); know 19 schools
| 555 553 331
| 20
| 3840
| CL=(20 or HNCL); know 20 schools
| 555 554 332
| 21
| 4160
| CL=(21 or HNCL); know 21 schools
| 555 554 442
|
22
| 4480
| CL=(22 or HNCL); know 22 schools
| 555 555 443
| 23
| 4800
| CL=(23 or HNCL); know 23 schools
| 555 555 553
| 24
| 5120
| CL=(24 or HNCL); know 24 schools
| 555 555 554
|
25
| 5440
| CL=(25 or HNCL); know 25 schools
| 555 555 555
| 26
| 5760
| CL=(26 or HNCL); know 26 schools
| 666 655 555
| 27
| 6080
| CL=(27 or HNCL); know 27 schools
| 666 666 655
|
28
| 6400
| CL=(28 or HNCL); know 28 schools
| 666 666 666
| 29
| 6720
| CL=(29 or HNCL); know 29 schools
| 777 766 666
| 30
| 7040
| CL=(30 or HNCL); know 30 schools
| 777 777 766
|
31
| 7360
| CL=(31 or HNCL); know 31 schools
| 777 777 777
| 32
| 7680
| CL=(32 or HNCL); know 32 schools
| 888 877 777
| 33
| 8000
| CL=(33 or HNCL); know 33 schools
| 888 888 877
|
34
| 8320
| CL=(34 or HNCL); know 34 schools
| 888 888 888
| 35
| 8640
| CL=(35 or HNCL); know 35 schools
| 999 988 888
| 36
| 8960
| CL=(36 or HNCL); know 36 schools
| 999 999 999
|
|
Alternate 123 456 789
|
1-- --- ---
| -1-- --- ---
| -2- --- ---
|
1-1 --- ---
| 2-2 --- ---
| 21- 1-- ---
|
22- 2-- ---
| 221 -1- ---
| 322 -2- ---
|
322 1-1 ---
| 332 2-2 ---
| 332 21- 1--
|
333 22- 2--
| 433 321 -1-
| 443 332 -2-
|
444 333 1-1
| 444 333 2-2
| 444 333 312
|
444 433 322
| 544 443 323
| 554 444 333
|
555 555 443
| 555 555 553
| 555 555 554
|
555 555 555
| 666 655 555
| 666 666 655
|
666 666 666
| 777 766 666
| 777 777 766
|
777 777 777
| 888 877 777
| 888 888 877
|
888 888 888
| 999 988 888
| 999 999 999
|
|
[P5] Kits
You get 1 kit per 2nd edition class. You may purchase extra kits at 4 nonweapon proficiencies each, if you have fewer kits than your highest level number. You may have the same kit more than once, but the stat requirement increases.
| Req: Requisites. S=Str, D=Dex, K=Con, I=Int, W=Wis, C=Chr, M=Cml, H=HNCL (Highest level). These have a requirement of 9, unless two of the same letter appears, then it's 18. If you have the same kit twice, the requirements double. If you have the same kit three times, they triple, etc.
| Bonus Prof: All kits give one bonus proficiency, listed here. Some give more, these are listed under the "Effect" entry.
| Kits Removed from this List: Adventurer (XP), Animal Master (Familiar), Barbarian (Exc stats), Champion (Wpn spec), Duplicator, Martial Arts, Myrmidon (Wpn spec), Rider (Familiar), Runner (+1V), The Trick, Weapon Master (+ to #Att)
|
|
Name
| Req
| Effect
| Bonus Prof
| Source
|
Academician
| IW
| +3 NPC reactions; +level Int checks; +level Wis checks; -1 TH penalty
| Spellcraft
| PHBR4
| Acrobat
| DS
| +2 AC; 3 Tumbling slots, 3 Tightrope Walking slots, 3 Jumping slots
| Juggling
| S&P2
| Amazon
| S
| +2 TH in first round; +2 dmg in first round
| Riding
| S&P2
|
Artificier
| DIS
| X^3 / (your level) days: Build a Tech Level X item
| Engineering
| PHBR17
| Assassin
| IW
| Detect Poison 5*level% cont.; Backstab x2; 1 Healing slot; 1 Herbalism slot
| Poison Use
| S&P2
| Beggar
| C
| +1 nonweapon prof.; Pick Pockets 10*level%; -4 NPC reactions
| Disguise
| S&P2
|
Bladesinger
| SKDI
| +1/+1 TH/dmg with one weapon type; -1 TH all other weapons; +lvl/2+1 AC
| Dancing
| PHBR8
| Cavalier
| C
| +2 mental saves; +1 weapon prof.
| Heraldry
| S&P2
| Diplomat
| IWC
| +2 NPC reactions; x2 starting money; Charm/Influence Reaction 5*level%
| Debating
| S&P2
|
Explorer
| WI
| 2 Survival slots; Deeppockets cont.
| DirectionSense
| S&P2
| Feat
| (none)
| Gain a feat from 3rd edition, even if your class isn't 3rd edition
| (none)
| DM
| Geomancer
| IC
| Legend Lore (other crystal spheres) 10*level%, (alternate primes) 5*level%
| Planetology
| CGR1
|
Gladiator
| SK
| +1 TH; Considered 1/3 of a size class larger for weapons (e.g. M -> M/L)
| Blind Fighting
| S&P2
| Golemmaster
| IW
| 1M,1V: Turn Golem; +4/+4 TH/dmg vs. Golems; Level 12: Manual/Golems
| Stonemasonry
| PHBR16
| Guardian
| WC
| +1 TH/dmg/saves and opponents -2 saves in a specified 1 sq. mile area
| Local History
| PHBR11
|
Healer
| W
| 1P: Cure Tiny Wounds (1 hp); +1 hp per die with Cure spells; -1 wpn prof.
| Healing
| PHBR9
| Hedge Wizard
| I
| 1 hour of F actions: Neutralize Poison; 1/d, Level 7: Brew random potion
| Brewing
| PHBR10
| Jester
| IC
| +1 Chr; 1 Juggling slot; 1 Comedy slot; 1 Acting slot
| Singing
| S&P2
|
Loremaster
| IW
| Legend Lore 5*level%; Operate Item 5*level%; Persuasion 5*level%
| Ancient History
| PHBR7
| Mariner
| I
| x2 TH with nets; 1F: Friends (aquatic only)
| WeatherSense
| S&P2
| Merchant
| IC
| +1 NPC reactions; 3 Appraisal slots; +10% gp when selling items
| Appraisal
| S&P2
|
Mystic
| W
| XM: +2 to any one subability score for X/2 rounds; 1 Meditation slot
| Astrology
| S&P2
| Noble
| C
| +2 NPC reactions; 1F: Bluff (save); 1 Language slot
| Etiquette
| S&P2
| Outlaw
| SK
| You have a hidden location secret to everyone else
| Set Snares
| S&P2
|
Pacifist Priest
| W
| +2 Chr; halve your number of weapon proficiencies (round loss up)
| Meditation
| PHBR3
| Peasant Hero
| W
| Give and receive shelter (see Knight class); 0, 1/d: +/-(5+level)% to 1 roll
| Agriculture
| S&P2
| Pirate
| KD
| +1 TH at sea; -2 NPC reactions; 1 weapon slot with ship-based weapon
| Navigation
| S&P2
|
Psiologist
| IWK
| +2*level PSPs in Psi2; +1 prof. slot in a Psi2 power per 2 levels; -1 TH
| Harness Subc.
| WatW2
| Pugilist
| SD
| +4 TH unarmed; Can parry unarmed as if had a weapon
| NaturalFighting
| S&P2
| Resist-Evader
| DW
| Opponents get -(your level)*2-10% blahR and -4 saves vs. your effects
| MR Evasion
| DM
|
Savage
| K
| +3 nonweapon proficiencies; -2 NPC reactions
| Hunting
| S&P2
| Scholar
| I
| +1 Int checks; +1 Wis checks; +4 Knowledge proficiencies
| History
| S&P2
| Scout
| W
| +1 all nonweapon checks when outdoors; Move Silently 10*level%
| Tracking
| S&P2
|
Sharpshooter
| D
| +1/+1 TH/dmg with missiles; x1.5 wpn slots, extra only for missile weapons
| Bowyer/Fletch.
| S&P2
| Smuggler
| W
| 3 Appraisal slots; 1F: Make small object invisible; 1F: Locate Object 30'
| Forgery
| S&P2
| Soldier
| K
| +1 nonweapon proficiency; 1/w: Gain a level^2 gp weapon
| Weaponsmith
| S&P2
|
Spy
| IC
| +2 NPC reactions; 1 Disguise slot; Spying 10*level%
| Trailing
| S&P2
| Swashbuckler
| DI
| +2 AC; +2 NPC reactions; Ambidextrous
| Tumbling
| S&P2
| Thug
| S
| +1 dmg; 0, -level TH this segment: +level dmg this segment
| Gaming
| S&P2
|
Troubleshooter
| IW
| 1F: Find a flaw in a house's / person's / security system's defenses
| Observation
| PHBR2
|
|
[P6] Proficiencies, Weapon
Weapon Proficiencies are given from your class. If you have multiple classes, you get the highest base amount among all of them, but you do get the rate for each class.
|
| Weapon and Non-Weapon Proficiencies can be converted to each other, see [P8.2].
| You may spend 3 Weapon Proficiencies to buy a Feat (see [P11]).
|
| A "half-plus" is either +1 to hit or +1 damage. You must set how these plusses are distributed when you take a proficiency. You may take a proficiency twice to have two different "sets" of half-plusses (can't use both at same time).
|
| In the Notes column below: & means you can take multiples, * means you must specify weapon/race
|
| Proficiencies removed from this list: Defender, Exceptional stats, Magnetic Weapon Use, Martial Arts Use, Missile Deflection, Movement, Offensive Dexterity, Quickness, Shield Proficiency, Speed Proficiency, Spell to Weapon Conduction, Stun/Incapacitate Race, Wild Fighting, Wrestling
|
|
[P6.1] Weapon Proficiencies List
Name
| Notes
| Description
|
Ambidexterity
|
| Off-hand penalty is equal to On-hand penalty
| Blind-fighting
|
| -2 instead of -4 when attacking blind
| Charging
|
| +2 TH when attacking while running at someone
|
Close-quarter Fighting
|
| No penalty when fighting in a small area
| Extreme Range
|
| One more range bracket (Extreme Long), -8 TH
| Fast Drawing
|
| +1 Att on first round with missile weapon
|
Kicking
|
| Can use 1 V action to kick (1d2 dmg)
| Mount's Weaponry Use
| *
| Can use a mount's hooves, bite, etc.
| Natural Fighting
|
| +1 Att/r, +2 TH with natural weapons
|
Point Blank Range
|
| Double damage at ˝ short range with bow
| Poison/Acid/Oil Use
|
| Can efficiently use poisons, acid, oil
| Prone Fighting
|
| -2 instead of -4 when attacking prone
|
Punching
|
| #Att is 2 instead of 1 with fists
| Pushing
|
| Str contest, loser pushed back 5' (might fall)
| Slay Race
| &*
| +2 half-plusses vs. one race (dragon,giant,etc.)
|
Throwing
|
| No penalty when throwing non-weapon object
| Thrown/Missile Assassination
| *
| Can assassinate with a missile weapon
| Thrown/Missile Backstabbing
| *
| Can backstab with a missile weapon
|
Two-Weapon Fighting
|
| On/Off hand penalty gains +2/+2 (can't be bonus)
| War/Siege Machine Proficiency
|
| Proficient with siege machines
| Weapon Group Prof. (broad)
| *
| (4 slots) Proficient with a broad group
|
Weapon Group Prof. (tight)
| *
| (2 slots) Proficient with a tight group
| Weapon Improvisation
|
| Can construct better weapons from scratch
| Weapon Mastery
| &*
| +1 half-plus with a weapon (combines w/Spec.) (limit=highest level)
|
Weapon Proficiency
| *
| Proficient with a weapon with on-hand
| Weapon Proficiency (dbl)
| *
| Acts as a buffer vs. -1 slot penalty w/off hand
| Weapon Specialization (sng)
| *
| +3 half-plusses & higher #Att (need Weapon Prof)
|
Weapon Specialization (dbl)
| *
| +3 more half-plusses (need sng Spec.)
| Weapon Specialization (trp)
| *
| Acts as a buffer vs. -1 slot penalty w/off hand
| Wild Fighting
| *
| +1 AC & +1 dmg/hit penalty to get +1 TH/+1 dmg
|
|
[P6] Proficiencies, Weapon
[P6.2] Number of Attacks Table (Weapon Specialization)
Non-Spec War
| Spec Barb1 Cav1
| Spec War
| Spec Ran1
| Spec Non-War
| Elf0/ Dwarf0/ Halfling0
| Melee Wpn
| Light X-Bow
| Heavy X-Bow
| Dagger
| Dart
| Small Shurik
| Bow
| Other Wpn **
| Other FastWpn
|
1-6
| ---
| ---
| ---
| ---
| 1-11
| 1/1
| 1/1
| 1/2
| 2/1
| 3/1
| 4/1
| 2/1
| 1/1
| 1/1
| 7-12
| 1-5
| 1-6
| 1-7
| 1-8
| ---
| 3/2
| 1/1
| 1/2
| 3/1
| 4/1
| 5/1
| 2/1
| 3/2
| 2/1
| 13-18
| 6-10
| 7-12
| 8-14
| 9-16
| 12-23
| 2/1
| 3/2
| 1/1
| 4/1
| 5/1
| 6/1
| 3/1
| 2/1
| 3/1
|
19-24
| 11-15
| 13-18
| 15-21
| 17-24
| ---
| 5/2
| 2/1
| 3/2
| 5/1
| 6/1
| 7/1
| 4/1
| 2/1
| 4/1
| 25-30
| 16-20
| 19-24
| 22-28
| 25-32
| 24-35
| 3/1
| 2/1
| 3/2
| 6/1
| 7/1
| 8/1
| 4/1
| 5/2
| 5/1
| 31-36
| 21-25
| 25-30
| 29-35
| 33-36
| ---
| 7/2
| 5/2
| 2/1
| 7/1
| 8/1
| 9/1
| 5/1
| 3/1
| 6/1
|
---
| 26-30
| 31-36
| 36
| ---
| 36
| 4/1
| 3/1
| 2/1
| 8/1
| 9/1
| 10/1
| 6/1
| 3/1
| 7/1
| ---
| 31-35
| ---
| ---
| ---
| ---
| 9/2
| 3/1
| 5/2
| 9/1
| 10/1
| 11/1
| 6/1
| 7/2
| 8/1
| ---
| 36-40
| ---
| ---
| ---
| ---
| 5/1
| 7/2
| 5/2
| 10/1
| 11/1
| 12/1
| 7/1
| 4/1
| 9/1
|
---
| 41*
| ---
| ---
| ---
| ---
| 11/2
| 4/1
| 3/1
| 11/1
| 12/1
| 13/1
| 8/1
| 4/1
| 10/1
|
|
| * This column extends to level 41 because of +5 level shift from Cavalier weapon of choice.
| ** This column multiplies the base rate of the weapon (e.g. if this column says 3/2 and the base number of attacks for the weapon is normally 2/1, you get 3/2 x 2/1 = 3/1).
|
| The following classes can specialize and use the "Specialist Barb1/Cav1" line:
| Anti-Paladin, Barbarian, Gladiator (melee only; otherwise use normal specialization).
| The following classes can specialize and use the "Specialist Warrior" line:
| All Warriors, Templar, Bounty Hunter, Psi7, Psi8, Psi11B, Psi11W, All Concordants.
| The following classes can specialize and use the "Specialist Non-Warrior" line:
| Death Master, Elf, Witch Doctor, HOSG, HOSN, HOSE, Shaman, certain Specialty Priests, Assassin, Dungeoneer, Halfling, certain Rogues (8th lvl ability), Scout, Psi1A, Psi4A, Psi6, Psi9, Psi9A.
|
|
[P6.3] Two-Weapon Fighting
For more combat options (such as fighting with very large or very small weapons), see [C7].
|
| When fighting with two weapons, you suffer a TH penalty based on Dex, as seen below.
| This penalty may be reduced or avoided by using the Two-Weapon Fighting and Ambidexterity weapon proficiencies.
|
|
|
| To Hit Penalty
| Dex
| Dominant ("on") hand
| Recessive ("off") hand
|
0-5
| -4
| -6
| 6-8
| -3
| -5
| 9-15
| -2
| -4
|
16-18
| -1
| -3
| 19-21
| -0
| -2
| 22-24
| -0
| -1
|
25+
| -0
| -0
|
|
| The off hand is considered to be 1 slot less for level of specialization or proficiency (Dbl->Sng, Sng->Prof., Prof.->Non-Prof.).
|
| In addition, your number of attacks may be different on your off hand, determined by the edition of your Warrior class:
|
|
|
Edition
| #Attacks in off hand
|
0
| Normal
| 1
| Normal
| 2
| 1/1 *
|
3
| 1/1 *
| 4
| Use Non-Spec War in [P6.2] *
| 5
| 1/1 *
|
|
| * Unless your normal (on-hand) rate is worse than this, of course.
|
|
[P6.4] Two-Handed Fighting
If a PC uses a melee weapon two-handed, the Str bonuses (to hit and damage) is multiplied by 1.5, round down.
| For each additional hand beyond the second, add 0.5 to this multiplier (e.g. when using one weapon 4-handed you multiply your Str bonus by 2.5).
| To make the rules simple here, you may use any weapon two-handed, even non-sensible ones (like a thrown dart). You cannot use anything else with these hands, not even a shield.
|
|
[P6.5] Throwing Weird Weapons
Any weapon may be thrown. Weapons that are not meant to be thrown (e.g. a Long Sword) get a To Hit penalty equal to their weight in pounds (round down).
| The "fire rate" of such a weapon uses "Other Wpn" in [P6.2] with a base number of attacks equal to 1/1 if the weapon is your size class or larger, 2/1 if the weapon is smaller than you.
| You can in addition be throwing the weapon two-handed using [P6.4]; this may counteract some of the To Hit penalty (and give you more damage!).
| If you throw an ammo that is meant to fired using another weapon (e.g. throwing an arrow), halve the die type of the damage (e.g. a 1d6 arrow can be thrown for 1d3 damage).
| If you throw a weapon that has no damage rating at all (e.g. throwing a bow), treat it as a club of 1 size smaller.
|
|
[P6.8] Odd Limbs
If you are using an odd limb (a tentacle, a branch, a foot that has opposable digits, etc.) to hold a weapon, multiply your Str score (not bonus) by 0.5 with this weapon.
| If you use two such odd limbs to wield the same weapon, you get normal Str.
| Beyond two limbs, add 0.5 to your Str bonus (not score) multiplier for each extra limb, just like in [P6.4]. Effectively, you lose 1 limb compared to normal arms when using many limbs (e.g. when using one weapon with 4 tentacles you multiply your Str bonus by 2).
|
|
[P11] Feats
On this table, "bTH" means "base To Hit" (or "base Attack Bonus"), which is only from your classes.
|
|
Feat
| Type
| Prerequisite
| Benefit
|
Alertness
| General
| -
| +2 bonus on all Listen checks and Spot checks.
| Ambidexterity
| General
| Dex 15
| Ignore TH penalties for using an off hand.
| Armor Proficiency (heavy)
| General
| (medium)
| [Collective Ruling] No rogue penalties in heavy armor
|
Armor Proficiency (light)
| General
| -
| [Collective Ruling] No rogue penalties in light armor
| Armor Proficiency (medium)
| General
| (light)
| [Collective Ruling] No rogue penalties in medium armor
| Blind-Fight
| General
| -
| Can reroll the miss chance percentile roll one time
|
Brew Potion
| Item Cr.
| Level 3
| Can create a potion of any spell of 3rd level or lower in 1 day
| Cleave
| General
| Power Att.
| If drop a creature, +1 attack against another (only 1/round)
| Combat Casting
| General
| -
| +4 bonus to Concentration checks made to cast a spell
|
Combat Reflexes
| General
| -
| +Dex mod #Att vs. defenseles enemies (max 1 attack per enemy)
| Craft Magic Arms and Armor
| Item Cr.
| Level 5
| Can create magic weapons, armor, or shields (1 day per 1000 gp)
| Craft Rod
| Item Cr.
| Level 9
| Can create rods (1 day per 1000 gp)
|
Craft Staff
| Item Cr.
| Level 12
| Can create staves (1 day per 1000 gp)
| Craft Wand
| Item Cr.
| Level 5
| Can create wands (1 day per 1000 gp)
| Craft Wondrous Item
| Item Cr.
| Level 3
| Can create miscellaneous magic items (1 day per 1000 gp)
|
Deflect Arrows
| General
| Imp. Unarm.
| Need empty hand. Reflex save vs. DC 20+plusses to deflect (1/r)
| Dodge
| General
| Dex 13
| +1 AC vs. one opponent (change on each of your actions)
| Empower Spell
| Metamag.
| -
| Spell does +50% effect. Spell has +2 SL.
|
Endurance
| General
| -
| +4 endurance checks
| Enlarge Spell
| Metamag.
| -
| Spell has x2 range. Spell has +1 SL.
| Extend Spell
| Metamag.
| -
| Spell has x2 duration. Spell has +1 SL
|
Extra Turning
| Special
| -
| [Collective Ruling] +1 CL with Turn Undead
| Exotic Weapon Proficiency
| General
| bTH +1
| [Collective Ruling] +3 weapon proficiencies
| Expertise
| General
| Int 13
| Choose 0 ≤N≤5. You get -N TH and +N AC (change on your action)
|
Far Shot
| General
| Point Blank
| Ranged weapons are x2 range
| Flyby Attack
| General
| Flying
| Can use partial action while moving
| Forge Ring
| Item Cr.
| Level 12
| Can create rings (1 day per 1000 gp)
|
Great Cleave
| General
| Cleave
| As Cleave but no limit to number of times
| Great Fortitude
| General
| -
| +2 Fort saves
| Heighten Spell
| Metamag.
| -
| Choose an N, spell has +N SL and is considered a +N SL spell
|
Improved Bull Rush
| General
| Power Att.
| Do not draw attack of opportunity when bull rushing
| Improved Critical
| General
| bTH +8
| Double threat range with weapon (does not stack with itself)
| Improved Disarm
| General
| Expertise
| Do not draw attack of opportunity when disarming
|
Improved Initiative
| General
| -
| +4 initiative
| Improved Trip
| General
| Expertise
| +1 attack if you succussfully trip someone
| Improved Two-Weapon Fight.
| General
| bTH +9
| +1 attack with off-hand weapon (max 2)
|
Improved Unarmed Strike
| General
| -
| Considered "armed" even when unarmed
| Iron Will
| General
| -
| +2 Will saves
| Leadership
| General
| Level 6
| [Collective Ruling] You can command a bunch of people J
|
Lightning Reflexes
| General
| -
| +2 Reflex saves
| Martial Weapon Proficiency
| General
| -
| The character makes attack rolls with the weapon normally.
| Maximize Spell
| Metamag.
| -
| All variable effects of a spell are maximized. Spell has +3 SL.
|
Mobility
| General
| -
| +4 AC vs. parting attacks
| Mounted Archery
| General
| MountedC.
| Halve penalties when using a ranged weapon while mounted
| Mounted Combat
| General
| Ride skill
| 1/round: Can make a Ride check to negate a hit to your mount
|
Multiattack
| General
| 3+ nat. att.
| Secondary attacks are at -2 TH (instead of -5 TH)
| Multidexterity
| General
| Dex 15
| No penalties in off hands
| Multiweapon Fighting
| General
| 3+ hands
| Reduce penalties in off-hands by 2
|
Point Blank Shot
| General
| -
| +1 TH, +1 dmg with ranged weapons up to 30'
| Power Attack
| General
| Str 13
| Choose N ≤ bTH. -N TH and +N dmg. (change on your action)
| Precise Shot
| General
| Point Blank
| Can use missile weapons in melee without -4 TH penalty
|
Quick Draw
| General
| bTH +1
| Can draw weapon as a free action
| Quicken Spell
| Metamag.
| -
| 1 quickened spell can be cast for free per round. Spell has +4 SL.
| Rapid Shot
| General
| Point Blank
| +1 #Att with a ranged weapon (max 2)
|
Ride-By Attack
| General
| MountedC.
| While charging, can move again past target (max move = speed x2)
| Run
| General
| -
| Move at x5 instead of x4 speed while running
| Scribe Scroll
| Item Cr.
| Level 1
| Can create scrolls (1 day per 1000 gp)
|
Shield Proficiency
| General
| -
| Can use a shield and suffer only the standard penalties.
| Shot on the Run
| General
| PointB.,Dod.
| Move before and after an attack with ranged (max move = speed)
| Silent Spell
| Metamag.
| -
| Spell does not have V component. Spell has +1 SL.
|
Simple Weapon Proficiency
| General
| -
| Make attack rolls with simple weapons normally.
| Skill Focus
| General
| -
| +2 bonus with a skill
| Spell Penetration
| General
| -
| +2 CL vs. SR
|
Spell Focus
| General
| -
| Your spells of a school have +2 DC on saves
| Spell Mastery
| Special
| Wizard
| Can refer to a number of spells = Int mod. without using spellbook
| Spirited Charge
| General
| Ride-By Att.
| x2 melee dmg while mounted and charging (x3 with a lance)
|
Spring Attack
| General
| Dodge,Mob.
| Move before and after an attack with melee (max move = speed)
| Still Spell
| Metamag.
| -
| Spell does not have S component. Spell has +1 SL.
| Stunning Fist
| General
| bTH +8
| Get only one attack, if hits, enemy Fort saves or stunned for 1 round
|
Sunder
| General
| Power Att.
| When you strike at an opponent’s weapon, no attack of opportunity
| Toughness
| General
| -
| +3 hp
| Track
| General
| -
| Tracking
|
Trample
| General
| Mounted C.
| Mount can trample over opponent (1 hoof attack)
| Two-Weapon Fighting
| General
| -
| TH penalties for fighting with two weapons are reduced by 2.
| Weapon Finesse
| General
| bTH +1
| Can use Dex instead on Str on TH rolls with a weapon
|
Weapon Focus
| General
| bTH +1
| +1 TH with a weapon (does not stack with itself)
| Weapon Specialization
| Special
| -
| +2 dmg with a weapon (does not stack with itself)
| Whirlwind Attack
| General
| SpringA
| Can replace all attacks with 1 attack on all opponents within 5'
|
|