D&D Collective, version 4.0


[T1] Table of Contents

[FULL] Click here to download the entire collective (huge file!)
 
[T1] Table of Contents (you're here!)
 
[P] Player's Reference (click here to view this whole section)
[P1] How to create a Player Character (PC)
[P2] Ability scores
[P3] Races
[PC-list] List of Classes available to Collective 4.0
[PC1] Warrior Group Classes
[PC2] Wizard Group Classes
[PC3] Priest Group Classes
[PC4] Rogue Group Classes
[PC5] Psionicist Group Classes
[P5] Kits
[P6] Proficiencies, Weapon
[P9] Skills (3rd edition)
[P11] Feats
 
[C] Combat (click here to view this whole section)
[C1] To Hit Table
[C6] Priests Affecting Undead
[C7] Combat Options (wielding unusual size weapons, combat maneuvers)
 
[S] Spells and Magical Effects (click here to view this whole section)
[S1] Warrior Spells
[S2] Wizard Spells
[S3] Priest Spells
[S4] Rogue Spells
 
[Q] Psionics (click here to view this whole section)
[Q1] Natural (1st edition) Psionics (Psi. Freq. 1)
[Q2] Proficiency (2nd edition) Psionics (Psi. Freq. 2)
[Q3] 3rd Edition Psionics (Psi. Freq. 3)
[Q3.5] 3.5 Edition Psionics (Psi. Freq. 3.5)
[Q5] Imagination Psionics (Psi. Freq. 5)
[Q8] Cyberspace (Technology/Animation) Psionics (Psi. Freq. 8)
[Q10] Empathic (Role Aids) Psionics (Psi. Freq. 10)
 
[E] Equipment (click here to view this whole section)
[E1] General Equipment
[E2] Weapons
[E3] Armor

[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 4.0


[PC1] Warrior [PC2] Wizard [PC3] Priest
Archer1 Alchemist1 Cleric0
Barbarian1 Black Robe1 Cleric2
Cavalier1 Elf0 Cleric3
Dwarf0 Illusionist1 Cloistered Cleric1
Fighter0 Mage2 Druid0
Fighter2 Magic-User0 Druid2
Fighter3 Preserver2 Druid3
Guard Red Robe1 Healer2
Paladin2 Sorcerer3 Holy Order of Stars Evil1
Paladin3 White Robe1 Holy Order of Stars Good1
Ranger1 Witch Doctor Holy Order of Stars Neutral1
Ranger3 Wizard3 Shaman
[PC4] Rogue [PC5] Psionicist
Acrobat1 Psi1
Assassin1 Psi1A
Bard1 Psi2
Bard2 Psi3
Bard3 Psi3.5
Halfling0 Psi5
Monk1 Psi8
Monk3 Psi10
Mystic0  
Scout  
Thief0  
Thief2  

[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)
TH Saves
PD RS PP BW Sp Fo Re Wi
+0  4  2  3  1  1  1  1  0
+1  5  2  4  2  1  1  1  0
+2  5  3  4  3  2  2  2  1
+3  6  4  5  4  3  2  2  1
+4  7  5  6  5  4  3  2  1
+5  8  5  7  6  4  3  3  2
+6  8  6  7  7  5  4  3  2
+7  9  7  8  8  6  4  4  2
+8 10  8  9  9  7  5  4  3
+9 11  8 10 10  7  5  4  3
+10 11  9 10 11  8  6  5  3
+11 12 10 11 12  9  6  5  4
+12 13 11 12 13 10  7  6  4
+13 14 11 13 14 10  7  6  4
+14 14 12 13 14 11  8  6  5
+15 14 12 14 14 11  8  7  5
+16 14 13 14 14 12  9  7  5
+17 15 13 14 14 12  9  8  6
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
Groups: Warrior
   
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 "½Str".
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


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)
TH Saves
PD RS PP BW Sp Fo Re Wi
+0  4  2  3  1  1  1  1  0
+1  5  2  4  2  1  1  1  0
+2  5  3  4  3  2  2  2  1
+3  6  4  5  4  3  2  2  1
+4  7  5  6  5  4  3  2  1
+5  8  5  7  6  4  3  3  2
+6  8  6  7  7  5  4  3  2
+7  9  7  8  8  6  4  4  2
+8 10  8  9  9  7  5  4  3
+9 11  8 10 10  7  5  4  3
+10 11  9 10 11  8  6  5  3
+11 12 10 11 12  9  6  5  4
+12 13 11 12 13 10  7  6  4
+13 14 11 13 14 10  7  6  4
+14 14 12 13 14 11  8  6  5
+15 14 12 14 14 11  8  7  5
+16 14 13 14 14 12  9  7  5
+17 15 13 14 14 12  9  8  6
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
Groups: Warrior
   
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


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)
TH Saves
PD RS PP BW Sp Fo Re Wi
+0  4  2  3  1  1  1  1  0
+1  5  2  4  2  1  1  1  0
+2  5  3  4  3  2  2  2  1
+3  6  4  5  4  3  2  2  1
+4  7  5  6  5  4  3  2  1
+5  8  5  7  6  4  3  3  2
+6  8  6  7  7  5  4  3  2
+7  9  7  8  8  6  4  4  2
+8 10  8  9  9  7  5  4  3
+9 11  8 10 10  7  5  4  3
+10 11  9 10 11  8  6  5  3
+11 12 10 11 12  9  6  5  4
+12 13 11 12 13 10  7  6  4
+13 14 11 13 14 10  7  6  4
+14 14 12 13 14 11  8  6  5
+15 14 12 14 14 11  8  7  5
+16 14 13 14 14 12  9  7  5
+17 15 13 14 14 12  9  8  6
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
Groups: Warrior
   
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)
TH Saves
PD RS PP BW Sp Fo Re Wi
+1 10  9  8  5  6  2  1  0
+1 10  9  8  6  6  2  1  0
+2 10  9  8  6  7  3  2  0
+3 12 11 10  8  9  3  2  1
+3 12 11 10  9  9  4  2  1
+4 12 11 10  9 10  4  3  1
+5 14 13 12 11 12  5  3  2
+5 14 13 12 12 12  5  4  2
+6 14 13 13 12 12  6  4  2
+7 16 15 14 14 15  6  4  3
+7 16 15 15 14 15  7  5  3
+8 16 15 15 15 15  7  5  3
+9 16 15 15 15 15  7  5  3
+9 16 15 15 15 15  7  5  3
+10 16 15 15 15 15  7  5  3
+11 16 15 15 15 15  7  5  3
+11 16 15 15 15 15  7  5  3
+12 16 15 15 15 15  7  5  3
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
Groups: Warrior
   
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 12: +6 HNCL (this can't be picked)
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)
TH Saves
PD RS PP BW Sp Fo Re Wi
+1  6  5  4  3  2  1  1  0
+1  6  5  4  3  3  1  1  0
+2  6  5  4  4  3  2  2  1
+3  8  7  6  5  4  2  2  1
+3  8  7  6  5  5  3  2  1
+4  8  7  6  6  5  3  3  2
+5 10  9  8  7  6  4  3  2
+5 10  9  8  7  7  4  4  2
+6 10  9  8  8  7  5  4  3
+7 12 11 10  9  8  5  4  3
+7 12 11 10  9  9  6  5  3
+8 12 11 10 10  9  6  5  4
+9 12 12 11 10  9  7  6  4
+9 12 12 11 10 10  7  6  4
+10 12 12 11 11 10  8  6  5
+11 13 12 12 11 10  8  7  5
+11 13 12 12 11 11  9  7  5
+12 13 12 12 12 11  9  8  6
Requisites: Str 9
Alignment: any
HD/level: d8
Weapon Prof.: 4+level/3
To Hit Table: Ftr0
Save Table: Ftr0
Reference: RC0-16
Groups: Warrior
   
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


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)
TH Saves
PD RS PP BW Sp Fo Re Wi
+0  4  2  3  1  1  1  1  0
+1  5  2  4  2  1  1  1  0
+2  5  3  4  3  2  2  2  1
+3  6  4  5  4  3  2  2  1
+4  7  5  6  5  4  3  2  1
+5  8  5  7  6  4  3  3  2
+6  8  6  7  7  5  4  3  2
+7  9  7  8  8  6  4  4  2
+8 10  8  9  9  7  5  4  3
+9 11  8 10 10  7  5  4  3
+10 11  9 10 11  8  6  5  3
+11 12 10 11 12  9  6  5  4
+12 13 11 12 13 10  7  6  4
+13 14 11 13 14 10  7  6  4
+14 14 12 13 14 11  8  6  5
+15 14 12 14 14 11  8  7  5
+16 14 13 14 14 12  9  7  5
+17 15 13 14 14 12  9  8  6
Requisites: Str 9
Alignment: any
HD/level: d10
Weapon Prof.: 4+level/3
To Hit Table: War
Save Table: War
Reference: PH2-26
Groups: Warrior
   
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


Fighter3

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)
TH Saves
PD RS PP BW Sp Fo Re Wi
+1  4  2  3  1  1  1  1  0
+2  5  2  4  2  1  1  1  0
+3  5  3  4  3  2  2  2  1
+4  6  4  5  4  3  2  2  1
+5  7  5  6  5  4  3  2  1
+6  8  5  7  6  4  3  3  2
+7  8  6  7  7  5  4  3  2
+8  9  7  8  8  6  4  4  2
+9 10  8  9  9  7  5  4  3
+10 11  8 10 10  7  5  4  3
+11 11  9 10 11  8  6  5  3
+12 12 10 11 12  9  6  5  4
+13 13 11 12 13 10  7  6  4
+14 14 11 13 14 10  7  6  4
+15 14 12 13 14 11  8  6  5
+16 14 12 14 14 11  8  7  5
+17 14 13 14 14 12  9  7  5
+18 15 13 14 14 12  9  8  6
Requisites: Str 0, Dex 0, Con 0
Alignment: any
HD/level: d10
Weapon Prof.: 10+level/9
To Hit Table: +level
Save Table: War
Reference: PH3-35
Groups: Warrior
   
Level 1: Does double damage on a natural 20. With a size L+ weapon, hits and does double damage on a natural 19-20.
Level 1: In addition to the normal number of feats, Fighter3 gets one feat at level 1, then 1 feat every even level afterwards.
The list of allowed bonus feats are: Ambidexterity, Blind-Fight, Combat Reflexes, Dodge, Exotic Weapon Proficiency, Improved Disarm, Improved Trip, Whirlwind Attack, Improved Critical, Improved Initiative, Improved Unarmed Strike, Deflect Arrows, Stunning Strike, Mounted Combat, Point Blank Shot, Power Attack,Quick Draw, Two-Weapon Fighting, Weapon Finesse, Weapon Focus, Weapon Specialization (+0/+2). Until these are "collectivized", see PH3 for details

[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)
TH Saves
PD RS PP BW Sp Fo Re Wi
+1  6  5  4  3  2  1  1  0
+1  6  5  4  3  3  1  1  0
+2  6  5  4  4  3  2  2  1
+3  8  7  6  5  4  2  2  1
+3  8  7  6  5  5  3  2  1
+4  8  7  6  6  5  3  3  2
+5 10  9  8  7  6  4  3  2
+5 10  9  8  7  7  4  4  2
+6 10  9  8  8  7  5  4  3
+7 12 11 10  9  8  5  4  3
+7 12 11 10  9  9  6  5  3
+8 12 11 10 10  9  6  5  4
+9 12 12 11 10  9  7  6  4
+9 12 12 11 10 10  7  6  4
+10 12 12 11 11 10  8  6  5
+11 13 12 12 11 10  8  7  5
+11 13 12 12 11 11  9  7  5
+12 13 12 12 12 11  9  8  6
Requisites: Str 6
Alignment: any
HD/level: d8
Weapon Prof.: 4+level/3
To Hit Table: Ftr0
Save Table: Ftr0
Reference: DM
Groups: Warrior
   
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


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
TH Saves
PD RS PP BW Sp Fo Re Wi
+0  4  2  3  1  1  1  1  0
+1  5  2  4  2  1  1  1  0
+2  5  3  4  3  2  2  2  1
+3  6  4  5  4  3  2  2  1
+4  7  5  6  5  4  3  2  1
+5  8  5  7  6  4  3  3  2
+6  8  6  7  7  5  4  3  2
+7  9  7  8  8  6  4  4  2
+8 10  8  9  9  7  5  4  3
+9 11  8 10 10  7  5  4  3
+10 11  9 10 11  8  6  5  3
+11 12 10 11 12  9  6  5  4
+12 13 11 12 13 10  7  6  4
+13 14 11 13 14 10  7  6  4
+14 14 12 13 14 11  8  6  5
+15 14 12 14 14 11  8  7  5
+16 14 13 14 14 12  9  7  5
+17 15 13 14 14 12  9  8  6
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
Groups: Warrior
   
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
TH Saves
PD RS PP BW Sp Fo Re Wi
+1  4  2  3  1  1  1  1  0
+2  5  2  4  2  1  1  1  0
+3  5  3  4  3  2  2  2  1
+4  6  4  5  4  3  2  2  1
+5  7  5  6  5  4  3  2  1
+6  8  5  7  6  4  3  3  2
+7  8  6  7  7  5  4  3  2
+8  9  7  8  8  6  4  4  2
+9 10  8  9  9  7  5  4  3
+10 11  8 10 10  7  5  4  3
+11 11  9 10 11  8  6  5  3
+12 12 10 11 12  9  6  5  4
+13 13 11 12 13 10  7  6  4
+14 14 11 13 14 10  7  6  4
+15 14 12 13 14 11  8  6  5
+16 14 12 14 14 11  8  7  5
+17 14 13 14 14 12  9  7  5
+18 15 13 14 14 12  9  8  6
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
Groups: Warrior
   
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
TH Saves
PD RS PP BW Sp Fo Re Wi
+0  4  2  3  1  1  1  1  0
+1  5  2  4  2  1  1  1  0
+2  5  3  4  3  2  2  2  1
+3  6  4  5  4  3  2  2  1
+4  7  5  6  5  4  3  2  1
+5  8  5  7  6  4  3  3  2
+6  8  6  7  7  5  4  3  2
+7  9  7  8  8  6  4  4  2
+8 10  8  9  9  7  5  4  3
+9 11  8 10 10  7  5  4  3
+10 11  9 10 11  8  6  5  3
+11 12 10 11 12  9  6  5  4
+12 13 11 12 13 10  7  6  4
+13 14 11 13 14 10  7  6  4
+14 14 12 13 14 11  8  6  5
+15 14 12 14 14 11  8  7  5
+16 14 13 14 14 12  9  7  5
+17 15 13 14 14 12  9  8  6
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
Groups: Warrior
   
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
TH Saves
PD RS PP BW Sp Fo Re Wi
+1  4  2  3  1  1  1  1  0
+2  5  2  4  2  1  1  1  0
+3  5  3  4  3  2  2  2  1
+4  6  4  5  4  3  2  2  1
+5  7  5  6  5  4  3  2  1
+6  8  5  7  6  4  3  3  2
+7  8  6  7  7  5  4  3  2
+8  9  7  8  8  6  4  4  2
+9 10  8  9  9  7  5  4  3
+10 11  8 10 10  7  5  4  3
+11 11  9 10 11  8  6  5  3
+12 12 10 11 12  9  6  5  4
+13 13 11 12 13 10  7  6  4
+14 14 11 13 14 10  7  6  4
+15 14 12 13 14 11  8  6  5
+16 14 12 14 14 11  8  7  5
+17 14 13 14 14 12  9  7  5
+18 15 13 14 14 12  9  8  6
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
Groups: Warrior
   
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


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
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: 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
Groups: Wizard
   
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


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
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: Dex 6, Int 9
Alignment: any E
HD/level: d4
Weapon Prof.: 1+level/5
To Hit Table: Wiz
Save Table: Wiz
Reference: DLA1
Groups: Wizard
   
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


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
TH Saves
PD RS PP BW Sp Fo Re Wi
+1  6  5  5  3  3  0  1  1
+1  6  5  5  4  3  0  1  1
+2  6  5  5  4  4  0  2  1
+3 10  8  8  7  7  1  2  2
+3 10  8  8  8  7  1  2  2
+4 10  8  8  8  8  2  3  2
+5 14 11 11 11 11  2  3  3
+5 14 12 11 11 11  2  4  3
+6 14 12 12 11 11  3  4  3
+7 16 14 14 15 15  3  4  4
+7 16 14 14 15 15  3  4  4
+8 16 14 14 15 15  3  4  4
+9 16 14 14 15 15  3  4  4
+9 16 14 14 15 15  3  4  4
+10 16 14 14 15 15  3  4  4
+11 16 14 14 15 15  3  4  4
+11 16 14 14 15 15  3  5  4
+12 16 14 14 15 15  4  5  4
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
Groups: Warrior, Wizard
   
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 10: +8 HNCL (this can't be picked)
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


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
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: Dex 16, Int 15
Alignment: any
HD/level: d4
Weapon Prof.: 1+level/6
To Hit Table: Wiz
Save Table: Wiz
Reference: PH1-26
Groups: Wizard
   
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
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 9
Alignment: any
HD/level: d4
Weapon Prof.: 1+level/6
To Hit Table: Wiz
Save Table: Wiz
Reference: PH2-31
Groups: Wizard
   
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
TH Saves
PD RS PP BW Sp Fo Re Wi
+1  5  4  5  2  3  0  1  1
+1  5  4  5  3  3  0  1  1
+1  5  4  5  3  4  0  1  2
+1  5  5  5  3  4  1  2  2
+2  6  5  5  3  4  1  2  3
+3  7  6  7  4  6  2  3  3
+3  7  6  7  5  6  2  3  4
+3  7  7  7  5  6  2  3  4
+3  7  7  7  5  7  3  4  5
+4  8  7  7  5  7  3  4  5
+5  9  8  9  6  9  4  5  6
+5  9  8  9  7  9  4  5  6
+5  9  9  9  7  9  4  5  7
+5 10  9  9  7  9  5  6  7
+6 10  9 10  7  9  5  6  8
+7 11 10 11  8 12  6  7  8
+7 11 10 11  9 12  6  7  9
+7 11 11 11  9 12  6  7  9
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
Groups: Wizard
   
Cannot specialize.
Level 1: May use 1 material component effect per spell as a zero action.

[PC2] Wizard Group Classes


Preserver2

Level KXP Wizard
123 456 789
1 0 20- --- ---
2 2.5 21- --- ---
3 5 220 --- ---
4 10 321 --- ---
5 15 432 0-- ---
6 25 432 1-- ---
7 50 543 20- ---
8 75 543 21- ---
9 100 654 320 ---
10 150 654 321 ---
11 200 665 432 0--
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 60-
18 2000 666 666 61-
19 2500 666 666 62-
20 3000 666 666 63-
21 3500 666 666 640
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
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 9, Chr 9
Alignment: any G
HD/level: d5
Weapon Prof.: 1+level/6
To Hit Table: Wiz
Save Table: Wiz
Reference: DS2
Groups: Wizard
   
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
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: 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
Groups: Wizard
   
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


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
TH Saves
PD RS PP BW Sp Fo Re Wi
+0  4  7  5  3  6  0  1  1
+1  4  7  5  3  7  0  1  1
+1  4  8  5  4  7  0  1  2
+2  4  8  6  4  7  1  2  2
+2  5  9  6  4  8  1  2  3
+3  5  9  7  5  8  2  3  3
+3  5 10  7  5  9  2  3  4
+4  6 10  7  6  9  2  3  4
+4  6 10  8  6  9  3  4  5
+5  6 11  8  6 10  3  4  5
+5  7 11  9  7 10  4  5  6
+6  7 12  9  7 11  4  5  6
+6  7 12  9  8 11  4  5  7
+7  7 13 10  8 11  5  6  7
+7  8 13 10  8 12  5  6  8
+8  8 13 11  9 12  6  7  8
+8  8 14 11  9 13  6  7  9
+9  9 14 11 10 13  6  7  9
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
Groups: Wizard
   
Level 1: Charisma bonus in spells.

[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
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: Dex 6, Int 9
Alignment: any G
HD/level: d4
Weapon Prof.: 1+level/5
To Hit Table: Wiz
Save Table: Wiz
Reference: DLA1
Groups: Wizard
   
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
TH Saves
PD RS PP BW Sp Fo Re Wi
+1  5  4  5  2  3  0  1  1
+1  5  4  5  3  3  0  1  1
+1  5  4  5  3  4  0  1  2
+1  5  5  5  3  4  1  2  2
+2  6  5  5  3  4  1  2  3
+3  7  6  7  4  6  2  3  3
+3  7  6  7  5  6  2  3  4
+3  7  7  7  5  6  2  3  4
+3  7  7  7  5  7  3  4  5
+4  8  7  7  5  7  3  4  5
+5  9  8  9  6  9  4  5  6
+5  9  8  9  7  9  4  5  6
+5  9  9  9  7  9  4  5  7
+5 10  9  9  7  9  5  6  7
+6 10  9 10  7  9  5  6  8
+7 11 10 11  8 12  6  7  8
+7 11 10 11  9 12  6  7  9
+7 11 11 11  9 12  6  7  9
Requisites: Int 6
Alignment: any
HD/level: d2
Weapon Prof.: 1+level/6
To Hit Table: M-U0
Save Table: M-U0
Reference: DM
Groups: Wizard
   
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 ½ 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
TH Saves
PD RS PP BW Sp Fo Re Wi
+0  4  7  5  3  6  0  1  1
+1  4  7  5  3  7  0  1  1
+1  4  8  5  4  7  0  1  2
+2  4  8  6  4  7  1  2  2
+2  5  9  6  4  8  1  2  3
+3  5  9  7  5  8  2  3  3
+3  5 10  7  5  9  2  3  4
+4  6 10  7  6  9  2  3  4
+4  6 10  8  6  9  3  4  5
+5  6 11  8  6 10  3  4  5
+5  7 11  9  7 10  4  5  6
+6  7 12  9  7 11  4  5  6
+6  7 12  9  8 11  4  5  7
+7  7 13 10  8 11  5  6  7
+7  8 13 10  8 12  5  6  8
+8  8 13 11  9 12  6  7  8
+8  8 14 11  9 13  6  7  9
+9  9 14 11 10 13  6  7  9
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
Groups: Wizard
   
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


Specialty Priests "Great God List" (GGL)

Mythos Deity God of M. Req AL Turn Specialty Priest Abilities
Beholder Great Mother Fertility, Tyranny x5 Int +5; Chr +10 L any Yes L1: 1M, LVL/d: Create a DL=(LVL+1)/2 Beholder, acts as a summon but not a summon slot
Beholder, Ang. Omarax the Eye Tyrant Atrocities x4 Con +7 L any Yes +2 L1: +LVL eyes, Wild Talent in Psi29; L9: Once: Shapechange Self to a Beholder type, no XP divisor
Beholder, DM Sporacle of Absolute Absoluteness x3 All Six +3 A any Yes +1 L1: Eye's M, LVL/d: Fork; L1: Eye's M, LVL/d: Twist; L5: +LVL-4 QEye'sM; L9: +LVL-8 IEye'sM
Bugbear Grankhul Hunting, Senses x5 Dex +7; Int +5 CE/CN/NE No L1: Ranger tracking; L4: Infravision/Ultravision; L7: x(LVL-5) movement rate, +(LVL-6)V actions
Bugbear Hruggek Violence, Combat x6 Str +8 CE/CN/NE No L1: 1M, LVL/d: Command (IR; no save); L4: +1 size; L7: 1M, LVL/d: Hold Person (IR; no save)
Bugbear Skiggaret Fear x3 Wis +2 CE/CN/NE No L1: Cold damaging shield; L3: 1M, 1/d: Slay Living; L5: Immune Fear, Cold, Paralysis, Darkness
DM, Bear Invisible Polar Bears Martial Arts, Bears x8 Str +6; Con +3 C any Yes L1: Immune Cold; L1: Free Martial Arts style, +LVL maneuvers; L1: +LVL^2 pp /d (1 pp = 5 gp)
DM, Sigil Lady of Pain Sigil, Dread, Blades x9 Str +9 L any Yes L1: 1M: Dimension Door; L4: 1M: Find the Path; L9: Immune Insanity, Hold M actions
DM, Time B. Master of Evil Technology, Time x8 Int +6; Chr +6 any E Yes x2 L1: Know and can cast Chronomancy spells (x2 spell slots each); L9: Plane Shift to Time of Legends
Dwarf Berronar Truesilver Safety, Truth, Home x6 Wis +3 LG/LN/NG Yes -4 L1: +4 CL; L3: Ring of Truth cont.; L5: 1M: Wall of Force/Iron/Stone; L9: +1 Healing spell per SL
Dwarf Clandeggin Silverbeard Battle x5 Str +8 LG/LN/NG No L1: 1M: Command (2 words); L5: +LVL-4 Str; L9: 1M, 1/d: x3 dmg with axes for 1 turn
Dwarf Moradin Creation, Smithing x7 Str +7 LG/LN/NG Yes L1: +2 Chr; L5: Wpn. Spec. Warhammer (Non-War); L9: Luckstone allies in your group
Elf Aerdrie Faenya Air, Weather, Avians x5 Dex +3 C any No L1: Fly; L3: Double Resist Air; L5: Wind Walk; L9: 1M: Summon 4 DL VII Avians
Elf Corellon Larethian Magic, Arts/Crafts x7 Str +6, Int +6 CG/CN/NG Yes L1: +2 Chr; L5: Double Resist Poison; L9: Giant-class gets no saves vs. your Priest spells
Elf Sehanine Moonbow Mysticism, Dreams x6 Int +6; Wis +7 any G Yes +2 L1: Resist slain (halve hp instead); L3: True Sight; L5: 1M: Moonbeam; L9: Wild Talent in Psi10
Elf, Drow Klaransalee Undead, Vengeance x3 Wis +2 CE/CN/NE Yes +3 L1: +1 Revive slot, 1M: Animate Dead; L5: Touch causes 2d6 hp drain; L9: 1M: Cure undead status
Elf, Drow Lolth Spiders, Darkness x5 Wis +7 CE/CN/NE Yes -2 L1: Immune Poison, gain all "Elf, Drow" abilities (have them twice if already a Drow)
Elf, Drow Vhaerun Thievery, Territory x4 Dex +6 any E Yes -4 L1: Non-Detection cont.; L5: Immune to one thing you're Vulnerable/Severe Allergy to
Gnome Baervan Wildwanderer Forests, Travel x6 Con +5 any G Yes -4 L1: Leave no tracks; L3: Free Action; L7: +LVL-5 AC, +LVL-5 saves; L9: +1 Animal Companion
Gnome Baravar Cloakshadow Illusions, Protection x5 Int +8; Dex +8 any G No L1: Can use Wizard Illusion school; L3: Imm. Illusion; L5: Improved Invis.; L9: LVL Mirror Images
Gnome Garl Glittergold Protection, Humor x7 Dex +6; Int +6 any G Yes -2 L1: +5 to all Rogue abil., Two Any Rogue 1 picks; L5: 1M: Tasha's Laughter; L9: Displacement
Goblin Khurgorbaeyag Slavery, Oppression x5 Chr +3 LE/LN/NE No L1: 1M: Fear; L5: 1M: Fear (IR; no save); L8: Immune Chaos, Charm; L9: x2 followers allowed
Goblin Maglublyet War, Rulership x6 Str +7; Chr +5 LE/LN/NE Yes -2 L1: 1M: Charm Person; L5: +LVL-4 Str; L10: 1M: x2 dmg with any one weapon for 1 turn
Goblin Nomog-Geaya Authority x4 Chr +2 LE/LN/NE Yes -3 L1: Can wield 2 Size L weapons, no penalty; L4: 1M: Enfeeblement; L10: 1M: Symbol of Pain
Halfling Arvoreen Vigilance, War x6 Str +6; Con +6 LG/LN/NG No L1: Any Rogue 1 pick w/ LVL*5 points; L5: +LVL-4 /die w/ Healing; L9: +3A actions cont.
Halfling Brandobaris Stealth, Thievery x5 Dex +7 NG/TN/CN No L1: Spider Climb; L2: Silence 15'r; L3: Improved Invis.; L4: Deeppockets; L9: Imm. Clairnasience
Halfling Yondalla Protection, Fertility x7 Wis +4 LG/LN/NG Yes L1: Shield spell cont.; L3: Bless cont.; L5: 1M: Heroes' Feast; L9: Hold Life, Immune Energy Drain
Kobold, Ang. Mughash Strength, Power x3 Str +9 any E Yes ÷2 L1: Resist Poison; L3: Open Locks LVL*10%; L5: 1M: Summon LVL^2 DL I Kobolds
Kobold, DM Kurtulmak War, Mining, Tricks x5 Dex +4; Wis -4 any E Yes L1: +LVL*0.1 in Racial Adj.; L3: 1M: Treasure Finding; L9: 1M, 1/d: Escape from Hole or Mound
Kobold, MTG Rohgahh of Kher Keep Avians, Mountains x4 Str +5; Con +5 CE/CN/LE No L1: Your summons get +2 rhp; L3: Flying ("Urd" Racial Adj.); L5: 1M: Summon DL=LVL-4 Avian
Mind Flayer Elder Brain Community x4 Int +15 non-G Yes L1: +1 sV (script V, Put Brain on Plate) action; L2: +LVL/2 Tentacles; L3: +LVL/3 Int
Mind Flayer Ilsensine Psionics, Sunset x5 Int +6; Chr +6 any L Yes -2 L1: +2+LVL/2 wpn needed to hit you; Ln: Immune to SL=0 to n/2 spells
Mind Flayer, DM Rixthaxth Spelljamming, Smoke x3 Int +13; Wis +6 non-G Yes L1: +1 Familiar; L3: Immune Phlogiston; L5: +1M action; L9: 1M: Between
Orc Bahgtru Strength, Combat x6 Str +8; Int -4 LE/LN/NE No L1: +(LVL+1)/2 Str; L5: +0d+4 w/ punch/claws; L7: +1 instance of Exc. Str bonus
Orc Gruumsh War, Territory x7 Str +8 LE/LN/NE Yes -2 L1: +LVL TH; L3: +8 hp; L6: Cure self 1d8 per enemy slain; L8: 1M: x2 dmg w/ spears for 1 turn
Orc Ilneval Warfare x5 Str +7; Chr +6 LE/LN/NE No L1: +LVL dmg with swords, swords cost 1/10 normal cost; L5: Prayer cont.; L8: 1M: Domination

[PC3] Priest Group Classes


Specialty Priest Spheres

This chart shows how many minors (1st-4th SL only), majors (any SL), and grands (any SL, spells cost ½ a spell) each god multiplier gives.
 
All specialty priests have major access to the "All" sphere. All specialty priests of x7 and x8 gods (not higher or lower) have grand access to the "All" sphere.
 
God # # # Divine Intervention (roll 1d100 twice)
Mult. Minors Majors Grands (all get a grand at 36th) First Roll Second Roll
x10 2 6 4 100 100
x9 5 5 3; get another at 27th. 100 99+
x8 7 5 3 100 (97-level)+
x7 8 4 2; get another at 18th. 99+ (87-level)+
x6 7 4 2 99+ (77-level)+
x5 7 3 1; get another at 9th. 98+ (67-level)+
x4 6 3 1 97+ (57-level)+
x3 5 2 0; get one at 9th. 95+ (47-level)+
x2 4 1 0 90+ (37-level)+

[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
TH Saves
PD RS PP BW Sp Fo Re Wi
+1  7  6  4  2  3  0  0  2
+1  7  6  4  3  3  0  0  3
+1  7  6  4  3  4  0  1  3
+2  7  6  5  3  4  1  1  4
+3  9  8  6  4  5  1  1  4
+3  9  8  6  5  5  2  2  5
+3  9  8  6  5  6  2  2  5
+4  9  8  7  5  6  2  2  6
+5 11 10  8  6  7  3  3  6
+5 11 10  8  7  7  3  3  7
+5 11 10  8  7  8  4  3  7
+6 11 10  9  7  8  4  4  8
+7 12 11 10  8  9  4  4  8
+7 12 11 10  9  9  5  4  9
+7 12 11 10  9 10  5  5  9
+8 12 11 11  9 10  6  5 10
+9 13 12 12 10 11  6  5 10
+9 13 12 12 11 11  6  6 11
Requisites: Wis 9
Alignment: any
HD/level: d6
Weapon Prof.: 2+level/3
To Hit Table: CTD0
Save Table: Clr0
Reference: RC0-13
Groups: Priest
   
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 ½ 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
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
+1  9  5  6  3  4  0  1  3
+2  9  5  6  4  4  1  1  4
+3 10  6  7  4  5  1  1  4
+3 10  6  7  5  5  2  2  5
+4 11  7  8  5  6  2  2  5
+5 11  7  9  6  6  2  2  6
+5 12  7  9  6  7  3  3  6
+6 12  8  9  6  7  3  3  7
+7 13  8 10  7  8  4  3  7
+7 13  9 10  7  8  4  4  8
+8 13  9 10  7  8  4  4  8
+9 14  9 11  8  9  5  4  9
+9 14 10 11  8  9  5  5  9
+10 14 10 11  9  9  6  5 10
+11 15 11 12  9 10  6  5 10
+11 15 11 12 10 11  6  6 11
Requisites: Wis 9
Alignment: any
HD/level: d8
Weapon Prof.: 2+level/4
To Hit Table: Pri
Save Table: Pri
Reference: PH2-33
Groups: Priest
   
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 ½ 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
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
+3 10  6  7  4  5  1  1  4
+4 10  6  7  5  5  2  2  5
+5 11  7  8  5  6  2  2  5
+6 11  7  9  6  6  2  2  6
+6 12  7  9  6  7  3  3  6
+7 12  8  9  6  7  3  3  7
+8 13  8 10  7  8  4  3  7
+9 13  9 10  7  8  4  4  8
+9 13  9 10  7  8  4  4  8
+10 14  9 11  8  9  5  4  9
+11 14 10 11  8  9  5  5  9
+12 14 10 11  9  9  6  5 10
+12 15 11 12  9 10  6  5 10
+13 15 11 12 10 11  6  6 11
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
Groups: Priest
   
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
TH Saves
PD RS PP BW Sp Fo Re Wi
+0  8  4  5  2  3  0  0  2
+0  8  4  6  3  4  0  0  3
+0  9  5  6  3  4  0  1  3
+1  9  5  6  4  4  1  1  4
+1 10  6  7  4  5  1  1  4
+1 10  6  7  5  5  2  2  5
+2 11  7  8  5  6  2  2  5
+2 11  7  9  6  6  2  2  6
+2 12  7  9  6  7  3  3  6
+3 12  8  9  6  7  3  3  7
+3 13  8 10  7  8  4  3  7
+3 13  9 10  7  8  4  4  8
+4 13  9 10  7  8  4  4  8
+4 14  9 11  8  9  5  4  9
+4 14 10 11  8  9  5  5  9
+5 14 10 11  9  9  6  5 10
+5 15 11 12  9 10  6  5 10
+5 15 11 12 10 11  6  6 11
Requisites: Int 6, Wis 9
Alignment: any
HD/level: d4
Weapon Prof.: 1+level/9
To Hit Table: Wiz
Save Table: Pri
Reference: BoD4
Groups: Priest
   
Level 1: All Healing sphere spells cost ½ 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". If your campaign uses Healing spells as range Sight already, Healing spells become area effect.
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
TH Saves
PD RS PP BW Sp Fo Re Wi
+1  7  6  4  2  3  0  0  2
+1  7  6  4  3  3  0  0  3
+1  7  6  4  3  4  0  1  3
+2  7  6  5  3  4  1  1  4
+3  9  8  6  4  5  1  1  4
+3  9  8  6  5  5  2  2  5
+3  9  8  6  5  6  2  2  5
+4  9  8  7  5  6  2  2  6
+5 11 10  8  6  7  3  3  6
+5 11 10  8  7  7  3  3  7
+5 11 10  8  7  8  4  3  7
+6 11 10  9  7  8  4  4  8
+7 12 11 10  8  9  4  4  8
+7 12 11 10  9  9  5  4  9
+7 12 11 10  9 10  5  5  9
+8 12 11 11  9 10  6  5 10
+9 13 12 12 10 11  6  5 10
+9 13 12 12 11 11  6  6 11
Requisites: Wis 9
Alignment: any T
HD/level: d6
Weapon Prof.: 2+level/3
To Hit Table: CTD0
Save Table: Clr0
Reference: RC0-28
Groups: Priest
   
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 ½ 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


Druid2

Level KXP Priest
123 456 7
1 0 20- --- -
2 2 210 --- -
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
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
+1  9  5  6  3  4  0  1  3
+2  9  5  6  4  4  1  1  4
+3 10  6  7  4  5  1  1  4
+3 10  6  7  5  5  2  2  5
+4 11  7  8  5  6  2  2  5
+5 11  7  9  6  6  2  2  6
+5 12  7  9  6  7  3  3  6
+6 12  8  9  6  7  3  3  7
+7 13  8 10  7  8  4  3  7
+7 13  9 10  7  8  4  4  8
+8 13  9 10  7  8  4  4  8
+9 14  9 11  8  9  5  4  9
+9 14 10 11  8  9  5  5  9
+10 14 10 11  9  9  6  5 10
+11 15 11 12  9 10  6  5 10
+11 15 11 12 10 11  6  6 11
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
Groups: Priest
   
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
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
+3 10  6  7  4  5  1  1  4
+4 10  6  7  5  5  2  2  5
+5 11  7  8  5  6  2  2  5
+6 11  7  9  6  6  2  2  6
+6 12  7  9  6  7  3  3  6
+7 12  8  9  6  7  3  3  7
+8 13  8 10  7  8  4  3  7
+9 13  9 10  7  8  4  4  8
+9 13  9 10  7  8  4  4  8
+10 14  9 11  8  9  5  4  9
+11 14 10 11  8  9  5  5  9
+12 14 10 11  9  9  6  5 10
+12 15 11 12  9 10  6  5 10
+13 15 11 12 10 11  6  6 11
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
Groups: Priest
   
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


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
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: Con 9, Wis 12
Alignment: any
HD/level: d6
Weapon Prof.: 2+level/4
To Hit Table: Rog
Save Table: Wiz
Reference: S&S2
Groups: Priest
   
Can cast spells only from All, Detection, Healing, and Necromantic spheres. Healing spells cost ½ 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


Holy Order of Stars Evil1

Level KXP Priest
123 456 7
1 1.5 1a- --- -
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
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
+1  9  5  6  3  4  0  1  3
+2  9  5  6  4  4  1  1  4
+3 10  6  7  4  5  1  1  4
+3 10  6  7  5  5  2  2  5
+4 11  7  8  5  6  2  2  5
+5 11  7  9  6  6  2  2  6
+5 12  7  9  6  7  3  3  6
+6 12  8  9  6  7  3  3  7
+7 13  8 10  7  8  4  3  7
+7 13  9 10  7  8  4  4  8
+8 13  9 10  7  8  4  4  8
+9 14  9 11  8  9  5  4  9
+9 14 10 11  8  9  5  5  9
+10 14 10 11  9  9  6  5 10
+11 15 11 12  9 10  6  5 10
+11 15 11 12 10 11  6  6 11
Requisites: Wis 9
Alignment: any E
HD/level: d8
Weapon Prof.: 3+level/3
To Hit Table: Pri
Save Table: Pri
Reference: DLA1
Groups: Priest
   
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 Good 1

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
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
+1  9  5  6  3  4  0  1  3
+2  9  5  6  4  4  1  1  4
+3 10  6  7  4  5  1  1  4
+3 10  6  7  5  5  2  2  5
+4 11  7  8  5  6  2  2  5
+5 11  7  9  6  6  2  2  6
+5 12  7  9  6  7  3  3  6
+6 12  8  9  6  7  3  3  7
+7 13  8 10  7  8  4  3  7
+7 13  9 10  7  8  4  4  8
+8 13  9 10  7  8  4  4  8
+9 14  9 11  8  9  5  4  9
+9 14 10 11  8  9  5  5  9
+10 14 10 11  9  9  6  5 10
+11 15 11 12  9 10  6  5 10
+11 15 11 12 10 11  6  6 11
Requisites: Wis 9
Alignment: any G
HD/level: +d8
Weapon Prof.: 3+level/3
To Hit Table: Pri
Save Table: Pri
Reference: DLA1
Groups: Priest
   
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 Neutral 1

Level KXP Priest
123 456 7
1 1.5 20- --- -
2 3 210 --- -
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
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
+1  9  5  6  3  4  0  1  3
+2  9  5  6  4  4  1  1  4
+3 10  6  7  4  5  1  1  4
+3 10  6  7  5  5  2  2  5
+4 11  7  8  5  6  2  2  5
+5 11  7  9  6  6  2  2  6
+5 12  7  9  6  7  3  3  6
+6 12  8  9  6  7  3  3  7
+7 13  8 10  7  8  4  3  7
+7 13  9 10  7  8  4  4  8
+8 13  9 10  7  8  4  4  8
+9 14  9 11  8  9  5  4  9
+9 14 10 11  8  9  5  5  9
+10 14 10 11  9  9  6  5 10
+11 15 11 12  9 10  6  5 10
+11 15 11 12 10 11  6  6 11
Requisites: Wis 9
Alignment: any N
HD/level: d8
Weapon Prof.: 3+level/3
To Hit Table: Pri
Save Table: Pri
Reference: DLA1
Groups: Priest
   
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


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
TH Saves
PD RS PP BW Sp Fo Re Wi
+1  7  6  4  2  3  0  0  2
+1  7  6  4  3  3  0  0  3
+1  7  6  4  3  4  0  1  3
+2  7  6  5  3  4  1  1  4
+3  9  8  6  4  5  1  1  4
+3  9  8  6  5  5  2  2  5
+3  9  8  6  5  6  2  2  5
+4  9  8  7  5  6  2  2  6
+5 11 10  8  6  7  3  3  6
+5 11 10  8  7  7  3  3  7
+5 11 10  8  7  8  4  3  7
+6 11 10  9  7  8  4  4  8
+7 12 11 10  8  9  4  4  8
+7 12 11 10  9  9  5  4  9
+7 12 11 10  9 10  5  5  9
+8 12 11 11  9 10  6  5 10
+9 13 12 12 10 11  6  5 10
+9 13 12 12 11 11  6  6 11
Requisites: Wis 6
Alignment: any
HD/level: d6
Weapon Prof.: 2+level/5
To Hit Table: CTD0
Save Table: Clr0
Reference: DM
Groups: Priest
   
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).

[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)
TH Saves
PD RS PP BW Sp Fo Re Wi
+0  5  4  6  2  3  0  2  0
+0  6  4  6  3  4  1  3  0
+1  6  5  6  3  4  1  3  0
+1  6  5  7  3  5  1  4  1
+2  6  6  7  3  5  2  4  1
+2  7  6  7  4  6  2  5  1
+3  7  7  7  4  6  3  5  2
+3  7  7  8  4  7  3  6  2
+4  7  8  8  4  7  3  6  2
+4  8  8  8  5  8  4  7  3
+5  8  9  8  5  8  4  7  3
+5  8  9  9  5  9  5  8  3
+6  8 10  9  5  9  5  8  4
+6  9 10  9  6 10  5  9  4
+7  9 11  9  6 10  6  9  4
+7  9 11 10  6 11  6 10  5
+8  9 12 10  6 11  7 10  5
+8 10 12 10  7 12  7 11  5
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
Groups: Rogue
   
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)
TH Saves
PD RS PP BW Sp Fo Re Wi
+0  5  4  6  2  3  0  2  0
+0  6  4  6  3  4  1  3  0
+1  6  5  6  3  4  1  3  0
+1  6  5  7  3  5  1  4  1
+2  6  6  7  3  5  2  4  1
+2  7  6  7  4  6  2  5  1
+3  7  7  7  4  6  3  5  2
+3  7  7  8  4  7  3  6  2
+4  7  8  8  4  7  3  6  2
+4  8  8  8  5  8  4  7  3
+5  8  9  8  5  8  4  7  3
+5  8  9  9  5  9  5  8  3
+6  8 10  9  5  9  5  8  4
+6  9 10  9  6 10  5  9  4
+7  9 11  9  6 10  6  9  4
+7  9 11 10  6 11  6 10  5
+8  9 12 10  6 11  7 10  5
+8 10 12 10  7 12  7 11  5
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
Groups: Rogue
   
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


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
TH Saves
PD RS PP BW Sp Fo Re Wi
+0  5  4  6  2  3  0  2  0
+0  6  4  6  3  4  1  3  0
+1  6  5  6  3  4  1  3  0
+1  6  5  7  3  5  1  4  1
+2  6  6  7  3  5  2  4  1
+2  7  6  7  4  6  2  5  1
+3  7  7  7  4  6  3  5  2
+3  7  7  8  4  7  3  6  2
+4  7  8  8  4  7  3  6  2
+4  8  8  8  5  8  4  7  3
+5  8  9  8  5  8  4  7  3
+5  8  9  9  5  9  5  8  3
+6  8 10  9  5  9  5  8  4
+6  9 10  9  6 10  5  9  4
+7  9 11  9  6 10  6  9  4
+7  9 11 10  6 11  6 10  5
+8  9 12 10  6 11  7 10  5
+8 10 12 10  7 12  7 11  5
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
Groups: Rogue
   
(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
TH Saves
PD RS PP BW Sp Fo Re Wi
+0  5  4  6  2  3  0  2  0
+0  6  4  6  3  4  1  3  0
+1  6  5  6  3  4  1  3  0
+1  6  5  7  3  5  1  4  1
+2  6  6  7  3  5  2  4  1
+2  7  6  7  4  6  2  5  1
+3  7  7  7  4  6  3  5  2
+3  7  7  8  4  7  3  6  2
+4  7  8  8  4  7  3  6  2
+4  8  8  8  5  8  4  7  3
+5  8  9  8  5  8  4  7  3
+5  8  9  9  5  9  5  8  3
+6  8 10  9  5  9  5  8  4
+6  9 10  9  6 10  5  9  4
+7  9 11  9  6 10  6  9  4
+7  9 11 10  6 11  6 10  5
+8  9 12 10  6 11  7 10  5
+8 10 12 10  7 12  7 11  5
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
Groups: Rogue
   
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
TH Saves
PD RS PP BW Sp Fo Re Wi
+0  5  4  6  2  3  0  2  0
+1  6  4  6  3  4  1  3  0
+2  6  5  6  3  4  1  3  0
+3  6  5  7  3  5  1  4  1
+3  6  6  7  3  5  2  4  1
+4  7  6  7  4  6  2  5  1
+5  7  7  7  4  6  3  5  2
+6  7  7  8  4  7  3  6  2
+6  7  8  8  4  7  3  6  2
+7  8  8  8  5  8  4  7  3
+8  8  9  8  5  8  4  7  3
+9  8  9  9  5  9  5  8  3
+9  8 10  9  5  9  5  8  4
+10  9 10  9  6 10  5  9  4
+11  9 11  9  6 10  6  9  4
+12  9 11 10  6 11  6 10  5
+12  9 12 10  6 11  7 10  5
+13 10 12 10  7 12  7 11  5
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
Groups: Rogue
   
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


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)
TH Saves
PD RS PP BW Sp Fo Re Wi
+1 10  9  8  5  6  2  1  0
+1 10  9  8  6  6  2  1  0
+1 10  9  8  6  7  3  2  0
+2 12 11 10  8  9  3  2  1
+3 12 11 10  9  9  4  2  1
+3 12 11 10  9 10  4  3  1
+3 14 13 12 11 12  5  3  2
+4 14 13 12 12 12  5  4  2
+5 14 13 13 12 12  6  4  2
+5 16 15 14 14 15  6  4  3
+5 16 15 15 14 15  7  5  3
+6 16 15 15 15 15  7  5  3
+7 16 15 15 15 15  7  5  3
+7 16 15 15 15 15  7  5  3
+7 16 15 15 15 15  7  5  3
+8 16 15 15 15 15  7  5  3
+9 16 15 15 15 15  7  5  3
+9 16 15 15 15 15  7  5  3
Requisites: Str 9, Dex 9, Con 9
Alignment: any
HD/level: d6
Weapon Prof.: 2+level/3
To Hit Table: CTD0
Save Table: Half0
Reference: RC0-26
Groups: Warrior, Rogue
   
Gets "Level:" abilities of Fighter0.
Level 1: +1 Hobby proficiency per level.
Level 8: +10 HNCL (this can't be picked)
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


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)
TH Saves
PD RS PP BW Sp Fo Re Wi
+0  5  4  6  2  3  0  2  0
+1  6  4  6  3  4  1  3  0
+1  6  5  6  3  4  1  3  0
+2  6  5  7  3  5  1  4  1
+3  6  6  7  3  5  2  4  1
+3  7  6  7  4  6  2  5  1
+4  7  7  7  4  6  3  5  2
+5  7  7  8  4  7  3  6  2
+5  7  8  8  4  7  3  6  2
+6  8  8  8  5  8  4  7  3
+7  8  9  8  5  8  4  7  3
+7  8  9  9  5  9  5  8  3
+8  8 10  9  5  9  5  8  4
+9  9 10  9  6 10  5  9  4
+9  9 11  9  6 10  6  9  4
+10  9 11 10  6 11  6 10  5
+11  9 12 10  6 11  7 10  5
+11 10 12 10  7 12  7 11  5
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
Groups: Rogue
   
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 ½: 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)
TH Saves
PD RS PP BW Sp Fo Re Wi
+0  5  4  6  2  3  0  2  0
+1  6  4  6  3  4  1  3  0
+2  6  5  6  3  4  1  3  0
+3  6  5  7  3  5  1  4  1
+3  6  6  7  3  5  2  4  1
+4  7  6  7  4  6  2  5  1
+5  7  7  7  4  6  3  5  2
+6  7  7  8  4  7  3  6  2
+6  7  8  8  4  7  3  6  2
+7  8  8  8  5  8  4  7  3
+8  8  9  8  5  8  4  7  3
+9  8  9  9  5  9  5  8  3
+9  8 10  9  5  9  5  8  4
+10  9 10  9  6 10  5  9  4
+11  9 11  9  6 10  6  9  4
+12  9 11 10  6 11  6 10  5
+12  9 12 10  6 11  7 10  5
+13 10 12 10  7 12  7 11  5
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
Groups: Rogue
   
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 ½)
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 ½ 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)
TH Saves
PD RS PP BW Sp Fo Re Wi
+1  5  4  5  2  3  0  2  0
+1  5  4  5  3  3  1  3  0
+2  5  4  5  3  4  1  3  0
+3  5  5  5  3  4  1  4  1
+3  7  6  7  4  5  2  4  1
+4  7  6  7  5  5  2  5  1
+5  7  6  7  5  6  3  5  2
+5  7  7  7  5  6  3  6  2
+6  9  8  9  6  7  3  6  2
+7  9  8  9  7  7  4  7  3
+7  9  8  9  7  8  4  7  3
+8  9  9  9  7  8  5  8  3
+9 11 10 11  8  9  5  8  4
+9 11 10 11  9  9  5  9  4
+10 11 10 11  9 10  6  9  4
+11 11 11 11  9 10  6 10  5
+11 13 12 13 10 11  7 10  5
+12 13 12 13 11 11  7 11  5
Requisites: Str 9, Dex 13, Wis 13
Alignment: any
HD/level: d6
Weapon Prof.: 2+level/3
To Hit Table: Ftr0
Save Table: Thf0
Reference: 0D&D
Groups: Rogue
   
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)
TH Saves
PD RS PP BW Sp Fo Re Wi
+1  5  4  5  2  3  0  2  0
+1  5  4  5  3  3  1  3  0
+1  5  4  5  3  4  1  3  0
+2  5  5  5  3  4  1  4  1
+3  7  6  7  4  5  2  4  1
+3  7  6  7  5  5  2  5  1
+3  7  6  7  5  6  3  5  2
+4  7  7  7  5  6  3  6  2
+5  9  8  9  6  7  3  6  2
+5  9  8  9  7  7  4  7  3
+5  9  8  9  7  8  4  7  3
+6  9  9  9  7  8  5  8  3
+7 11 10 11  8  9  5  8  4
+7 11 10 11  9  9  5  9  4
+7 11 10 11  9 10  6  9  4
+8 11 11 11  9 10  6 10  5
+9 13 12 13 10 11  7 10  5
+9 13 12 13 11 11  7 11  5
Requisites: Dex 6
Alignment: any
HD/level: d4
Weapon Prof.: 3+level/4
To Hit Table: CTD0
Save Table: Thf0
Reference: DM
Groups: Rogue
   
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


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)
TH Saves
PD RS PP BW Sp Fo Re Wi
+1  5  4  5  2  3  0  2  0
+1  5  4  5  3  3  1  3  0
+1  5  4  5  3  4  1  3  0
+2  5  5  5  3  4  1  4  1
+3  7  6  7  4  5  2  4  1
+3  7  6  7  5  5  2  5  1
+3  7  6  7  5  6  3  5  2
+4  7  7  7  5  6  3  6  2
+5  9  8  9  6  7  3  6  2
+5  9  8  9  7  7  4  7  3
+5  9  8  9  7  8  4  7  3
+6  9  9  9  7  8  5  8  3
+7 11 10 11  8  9  5  8  4
+7 11 10 11  9  9  5  9  4
+7 11 10 11  9 10  6  9  4
+8 11 11 11  9 10  6 10  5
+9 13 12 13 10 11  7 10  5
+9 13 12 13 11 11  7 11  5
Requisites: Dex 9
Alignment: any
HD/level: d4
Weapon Prof.: 2+level/3
To Hit Table: CTD0
Save Table: Thf0
Reference: RC0-21
Groups: Rogue
   
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


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)
TH Saves
PD RS PP BW Sp Fo Re Wi
+0  5  4  6  2  3  0  2  0
+0  6  4  6  3  4  1  3  0
+1  6  5  6  3  4  1  3  0
+1  6  5  7  3  5  1  4  1
+2  6  6  7  3  5  2  4  1
+2  7  6  7  4  6  2  5  1
+3  7  7  7  4  6  3  5  2
+3  7  7  8  4  7  3  6  2
+4  7  8  8  4  7  3  6  2
+4  8  8  8  5  8  4  7  3
+5  8  9  8  5  8  4  7  3
+5  8  9  9  5  9  5  8  3
+6  8 10  9  5  9  5  8  4
+6  9 10  9  6 10  5  9  4
+7  9 11  9  6 10  6  9  4
+7  9 11 10  6 11  6 10  5
+8  9 12 10  6 11  7 10  5
+8 10 12 10  7 12  7 11  5
Requisites: Dex 9
Alignment: non-LG
HD/level: d6
Weapon Prof.: 2+level/4
To Hit Table: Rog
Save Table: Rog
Reference: PH2-38
Groups: Rogue
   
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


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
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: 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
Groups: Psionicist
   
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
TH Saves
PD RS PP BW Sp Fo Re Wi
+0  5  3  8  2  3  1  0  1
+0  5  4  8  2  3  1  0  2
+1  6  4  8  3  4  2  0  2
+1  6  5  8  3  4  2  1  3
+2  6  5  9  3  4  2  1  3
+2  6  6  9  4  5  3  1  4
+3  7  6  9  4  5  3  2  4
+3  7  7  9  4  5  4  2  5
+4  7  7 10  5  6  4  2  5
+4  7  8 10  5  6  4  3  6
+5  8  8 10  5  6  5  3  6
+5  8  9 10  6  7  5  3  7
+6  8  9 11  6  7  6  4  7
+6  8 10 11  6  7  6  4  8
+7  9 10 11  7  8  6  4  8
+7  9 11 11  7  8  7  5  9
+8  9 11 12  7  9  7  5  9
+8  9 12 12  8  9  8  5 10
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
Groups: Psionicist
   
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
TH Saves
PD RS PP BW Sp Fo Re Wi
+0  5  3  8  2  3  1  0  1
+0  5  4  8  2  3  1  0  2
+1  6  4  8  3  4  2  0  2
+1  6  5  8  3  4  2  1  3
+2  6  5  9  3  4  2  1  3
+2  6  6  9  4  5  3  1  4
+3  7  6  9  4  5  3  2  4
+3  7  7  9  4  5  4  2  5
+4  7  7 10  5  6  4  2  5
+4  7  8 10  5  6  4  3  6
+5  8  8 10  5  6  5  3  6
+5  8  9 10  6  7  5  3  7
+6  8  9 11  6  7  6  4  7
+6  8 10 11  6  7  6  4  8
+7  9 10 11  7  8  6  4  8
+7  9 11 11  7  8  7  5  9
+8  9 11 12  7  9  7  5  9
+8  9 12 12  8  9  8  5 10
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
Groups: Psionicist
   
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
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
+2  6  5  9  3  4  2  1  3
+3  6  6  9  4  5  3  1  4
+3  7  6  9  4  5  3  2  4
+4  7  7  9  4  5  4  2  5
+4  7  7 10  5  6  4  2  5
+5  7  8 10  5  6  4  3  6
+5  8  8 10  5  6  5  3  6
+6  8  9 10  6  7  5  3  7
+6  8  9 11  6  7  6  4  7
+7  8 10 11  6  7  6  4  8
+7  9 10 11  7  8  6  4  8
+8  9 11 11  7  8  7  5  9
+8  9 11 12  7  9  7  5  9
+9  9 12 12  8  9  8  5 10
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
Groups: Psionicist
   
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


Psi3.5

Level KXP Psi3.5
123 456 789
1 0 3-- --- ---
2 2 5-- --- ---
3 4 52- --- ---
4 8 54- --- ---
5 16 542 --- ---
6 32 544 --- ---
7 64 544 2-- ---
8 128 544 4-- ---
9 256 544 42- ---
10 450 544 44- ---
11 550 544 441 ---
12 660 544 443 ---
13 780 544 443 1--
14 910 544 443 3--
15 1050 544 443 31-
16 1200 544 443 33-
17 1360 544 443 331
18 1530 544 444 332
19 1710 544 444 333
20 1900 544 444 443
21 2100 554 444 444
22 2310 555 544 444
23 2530 555 555 444
24 2760 555 555 554
25 3000 655 555 555
26 3250 666 555 555
27 3510 666 665 555
28 3780 666 666 655
29 4060 666 666 666
30 4350 776 666 666
31 4650 777 766 666
32 4960 777 777 666
33 5280 777 777 776
34 5610 877 777 777
35 5950 888 777 777
36 6300 888 887 777
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
+2  6  5  9  3  4  2  1  3
+3  6  6  9  4  5  3  1  4
+3  7  6  9  4  5  3  2  4
+4  7  7  9  4  5  4  2  5
+4  7  7 10  5  6  4  2  5
+5  7  8 10  5  6  4  3  6
+5  8  8 10  5  6  5  3  6
+6  8  9 10  6  7  5  3  7
+6  8  9 11  6  7  6  4  7
+7  8 10 11  6  7  6  4  8
+7  9 10 11  7  8  6  4  8
+8  9 11 11  7  8  7  5  9
+8  9 11 12  7  9  7  5  9
+9  9 12 12  8  9  8  5 10
Requisites: Int 0
Alignment: any
HD/level: d4
Weapon Prof.: 3+level/9
To Hit Table: +level/2
Save Table: Psi
Reference: EnhPsiHB3.5
Groups: Psionicist
   
See [Q3.5] for rules and powers.
Psi3.5 PSPs = LVL*LVL+(Int bonus)*LVL/2+2
Psi3.5 powers cost SL*2+1 PSPs each.
Unlike Psi3, Psi3.5 does not gets a bonus to it's progression.
 
Level 1: +1 feat.
Level 1: Bonus skills, pick one option below:
    Seer (Clairsentience): Gather Information (Chr), Listen (Wis), and Spot (Wis).
    Shaper (Metacreativity): Bluff (Chr), Disguise (Chr), and Use Psionic Device (Chr).
    Kineticist (Psychokinesis): Autohypnosis (Wis), Disable Device (Dex), and Intimidate (Chr).
    Egoist (Psychometabolism): Autohypnosis (Wis), Balance (Dex) and Heal (Wis).
    Nomad (Psychoportation): Climb (Str), Jump (Str), Ride (Dex), Survival (Wis), and Swim (Str).
    Telepath (Telepathy): Bluff (Chr), Diplomacy (Chr), Gather Information (Chr), and Sense Motive (Wis).
Level 5 (and every level divisible by 5): +1 feat.

[PC5] Psionicist Group Classes


Psi5

Level KXP Psi5
mMG SU
1 0 1-- --
2 2.2 2-- --
3 4.4 31- --
4 8.8 41- --
5 16.5 42- --
6 30 531 --
7 55 541 --
8 100 642 --
9 200 653 --
10 400 753 1-
11 600 863 1-
12 800 864 1-
13 1000 864 2-
14 1400 974 2-
15 1800 975 2-
16 2200 975 3-
17 2600 A85 3-
18 3000 A86 3-
19 3400 A86 4-
20 3800 B96 41
21 4200 B97 41
22 4600 B97 51
23 5000 CA7 51
24 5400 CA8 51
25 5800 CA8 61
26 6200 DB8 62
27 6600 DB9 62
28 7000 DB9 72
29 7400 EC9 72
30 7800 ECA 72
31 8200 ECA 82
32 8600 FDA 83
33 9000 FDB 83
34 9400 FDB 93
35 9800 GEB 93
36 10200 GEC 93
TH Saves
PD RS PP BW Sp Fo Re Wi
-1  5  3  8  2  3  1  0  1
-1  5  4  8  2  3  1  0  2
-1  6  4  8  3  4  2  0  2
-1  6  5  8  3  4  2  1  3
+0  6  5  9  3  4  2  1  3
+0  6  6  9  4  5  3  1  4
+0  7  6  9  4  5  3  2  4
+0  7  7  9  4  5  4  2  5
+1  7  7 10  5  6  4  2  5
+1  7  8 10  5  6  4  3  6
+1  8  8 10  5  6  5  3  6
+1  8  9 10  6  7  5  3  7
+2  8  9 11  6  7  6  4  7
+2  8 10 11  6  7  6  4  8
+2  9 10 11  7  8  6  4  8
+2  9 11 11  7  8  7  5  9
+3  9 11 12  7  9  7  5  9
+3  9 12 12  8  9  8  5 10
Requisites: Int 11+LVL, Wis 11+LVL
Alignment: any
HD/level: d4
Weapon Prof.: 2-level/4
To Hit Table: Psi
Save Table: Psi
Reference: DM
Groups: Psionicist
   
See [Q5] for rules and powers.
Imagination Points (IPs) = Int + Chr - 24 + 2*Level

[PC5] Psionicist Group Classes


Psi8

Level KXP Psi8
mMG SU
1 0 1-- --
2 4 2-- --
3 8 3-- --
4 16 41- --
5 32 51- --
6 64 62- --
7 128 72- --
8 256 831 --
9 512 931 --
10 900 A41 --
11 1300 B42 --
12 1700 C52 --
13 2100 D52 --
14 2500 E63 --
15 2900 F63 --
16 3300 G73 1-
17 3700 H74 1-
18 4100 I84 1-
19 4500 J84 1-
20 4900 K95 2-
21 5300 L95 2-
22 5700 MA5 2-
23 6100 NA6 2-
24 6500 OB6 3-
25 6900 PB6 3-
26 7300 QC7 3-
27 7700 RC7 3-
28 8100 SD7 4-
29 8500 TD8 4-
30 8900 UE8 4-
31 9300 VE8 4-
32 9700 WF9 51
33 10100 XF9 51
34 10500 YG9 51
35 10900 ZGA 51
36 11300 [GA 51
TH Saves
PD RS PP BW Sp Fo Re Wi
+0  5  3  8  2  3  1  0  1
+0  5  4  8  2  3  1  0  2
+0  6  4  8  3  4  2  0  2
+1  6  5  8  3  4  2  1  3
+1  6  5  9  3  4  2  1  3
+1  6  6  9  4  5  3  1  4
+2  7  6  9  4  5  3  2  4
+2  7  7  9  4  5  4  2  5
+2  7  7 10  5  6  4  2  5
+3  7  8 10  5  6  4  3  6
+3  8  8 10  5  6  5  3  6
+3  8  9 10  6  7  5  3  7
+4  8  9 11  6  7  6  4  7
+4  8 10 11  6  7  6  4  8
+4  9 10 11  7  8  6  4  8
+5  9 11 11  7  8  7  5  9
+5  9 11 12  7  9  7  5  9
+5  9 12 12  8  9  8  5 10
Requisites: Int 12
Alignment: any
HD/level: d8
Weapon Prof.: 8+level/4
To Hit Table: Wiz
Save Table: Psi
Reference: DM
Groups: Psionicist
   
See [Q8] for rules and powers.
Can manipulate an object with TechF equal to your level or less.
In addition, Psi8 gets "Netrunning" type powers which allow the Psi8 to physically connect to a machine or object; see [Q8].
Level 1: +1 Technological proficiency slot per level (see [P8.8]).

[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
TH Saves
PD RS PP BW Sp Fo Re Wi
-1  5  3  8  2  3  1  0  1
-1  5  4  8  2  3  1  0  2
-1  6  4  8  3  4  2  0  2
-1  6  5  8  3  4  2  1  3
+0  6  5  9  3  4  2  1  3
+0  6  6  9  4  5  3  1  4
+0  7  6  9  4  5  3  2  4
+0  7  7  9  4  5  4  2  5
+1  7  7 10  5  6  4  2  5
+1  7  8 10  5  6  4  3  6
+1  8  8 10  5  6  5  3  6
+1  8  9 10  6  7  5  3  7
+2  8  9 11  6  7  6  4  7
+2  8 10 11  6  7  6  4  8
+2  9 10 11  7  8  6  4  8
+2  9 11 11  7  8  7  5  9
+3  9 11 12  7  9  7  5  9
+3  9 12 12  8  9  8  5 10
Requisites: Int 10, Wis 10, Chr 10
Alignment: any
HD/level: d3
Weapon Prof.: 5+level/5
To Hit Table: Psi
Save Table: Psi
Reference: RoleAids
Groups: Psionicist
   
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.

[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.

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 ½ 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).

[P9] Skills


[P9.1] Skill Rules

Number of skill points [3rd edition classes only] = (ClassBase + Int Modifier) * (3 + Level)
Where "ClassBase" is the base number of skill points the 3rd edition class gives. It's usually 4. You get skill points once, for one of your 3rd edition classes only (presumably the highest level one).
If you have no skill points (due to having no 3rd edition classes), you may buy them. 1 Nonweapon proficiency = 2 skill points.
 
If you buy a class skill, your character gets 1 rank (equal to a +1 bonus on checks with that skill) for each skill point. If you buy other classes' skills (cross-class skills), you get 1/2 rank per skill point.
Your maximum rank in a class skill is your character level + 3.
Your maximum rank in a cross-class skill is one-half of this number (do not round up or down).
 
Unopposed skill checks are made by rolling against a Difficulty Class (DC). Some Difficulty Class (DC) scores are defined on the right, but DCs might be much higher in high level games.
You roll 1d20 + (skill rank) + (ability score mod.)
For opposed skill checks, each interested party rolls their skill check, and the highest total wins, unless everyone is below the target DC, in which case no one wins.
 
Situation DC
Very Easy (just about anyone could succeed) 5
Easy (even untrained people succeed half of the time) 10
Difficult 15
Very Difficult (you need to be trained to even have a chance) 20
Extremely Difficult 25
Trap/Trick on DL N dungeon 10*(N+1)

[P9.2] Skill List

 
Skill
 
Stat
Must be
Trained
Armor
Check
Groups
Classes
 
Sub-Ability
 
Action
 
Retry
Take
10
Take
20
 
Source
Appraise Int No No Rog Determine Value 1 Minute No Yes No PH3-67
Determine Value Quickly 1F No Yes No CAdv3-97
Identify Dwarven Crafted Objects 1 Minute No Yes No RoS3-130
Used to determine the value of objects.
Balance Dex No Yes Rog Moving on a Narrow Surface ½V No Yes No PH3-67
Charging or Running on a Difficult Surface ½V No Yes No PH3-67
Resist Trip n/a n/a No No CAdv3-97
Moving through Trees ½V No Yes No RotW3-145
Moving Along an Unstable Surface ½V No Yes No RotW3-145
This skill is used to keep your balance while moving on tightropes and ledges -or- when running or charging on an uneven floor.
Bluff Chr No No Rog Fast Talking or Misdirection 1F No No No PH3-67
Feinting in Combat 1S Yes No No PH3-68
Create a Diversion in Order to Hide 1S No No No PH3-68
Appear Innocuous 1bV No No No CAdv3-102
Delivering a Secret Message (talking) n/a No No PH3-68
Heckle 1 Minute No No No RoS3-130
This skill is used for fast talk, misdirection, conning, etc. Circumstances effect Bluff checks immensely and must be arbitrated by the DM.
Climb Str No Yes War, Rog Climb Wall or Cliff 1V No Yes No PH3-69
Create Handholds 1 Minute Yes Yes Yes PH3-69
Climb Tree 1V No Yes No RotW3-146
Catch Self When Falling 1bV No No No PH3-69
Repelling 1V No No No RoS3-130
This skill is used to climb a wall, rope, slope, etc.
Concentration Con No No Wiz, Pri Maintaining Concentration 1bV No No No PH3-69
Resist Heckling 1bV No No No RoS3-130
Avoid failing a will-intensive act (usually casting a spell) when distracted.
Control Shape Wis No No Mon Resist Involuntary Change 0 No No No MM3-303
Trigger Voluntary Change 1S Yes No No MM3-303
While Natural Lycanthropes have automatic control over their shape-changing, Afflicted Lycanthropes (i.e., those whose have become infected with Lycanthropy) must make Control Shape checks to maintain control.
Craft Int No No (any) Earn Money 1 Week Yes Yes No PH3-70
Make Item by the Week 1 Week Yes Yes No PH3-70
Make Item by the Day 1 Day Yes Yes No PH3-70
Repair an Item varies Yes Yes No PH3-70
Skill used to create a sellable object. Each Craft skill must be bought separately.
Craft (alchemy) Int No No (any) (n/a)
Craft (armorsmithing) Str No No (any) (n/a)
Craft (bookbinding) Int No No (any) (n/a)
Craft (bowmaking) Dex No No (any) (n/a)
Craft (composing) Int No No (any) (n/a)
Craft (playwright) Int No No (any) (n/a)
Craft (poisonmaking) Con No No (any) (n/a)
Craft (tattoo'ing) Dex No No (any) Tattoos / Scarification / Piercing Yes n/a Yes No DR3403-92
Craft (trapmaking) Dex No No (any) Booby Trap 1 minute n/a Yes No DMG23-41
Craft (weaponsmithing) Str No No (any) (n/a)
Craft (wordsmithing) Int No No (any) (n/a)
Decipher Script Int Yes No Wiz, Rog Decipher One Page of Text 1 Minute No Yes No PH3-71
Create a Cipher 1 Week No Yes No CAdv3-98
Break a Cipher 1 Day Yes Yes No CAdv3-98
Encode a Page 1 Hour No Yes No RoD3-147
Decode a Page 1 Hour No Yes No RoD3-147
This skill is used to work with runes, ciphers, and unknown written languages.
Diplomacy Chr Yes No Paladin, Pri, Rog Change Attitude 1 Minute No Yes No PH3-71
Mediate 1 Day Yes No No CAdv3-99
Haggle 1 Minute No Yes No CAdv3-98
Direct a Crowd 1F No No No DMG3-100
This skill is used to negotiate effectively and influence others with reason or charm. It includes persuasion, negation, etiquette, social grace, tact, and subtly. See Bluff for using fast talking and Intimidate for using threats.
Disable Device Int Yes No Rog Disarm Trap or Sabotage Device 1V Yes Yes Yes PH3-72
This skill is used to disarm a trap, jam a lock, or rig a wagon wheel to fall off. You can examine simple mechanical devices and disable them.
Disguise Chr No No Rog Alter Appearance 1-3 turns No Yes No PH3-72
Impersonate 1-3 turns No Yes No PH3-72
Disguise an Object's Function varies No No No RoD3-147
This skill is used to appear to be someone else, possibly someone specific.
Escape Artist Dex No Yes Rog Escape from Restraint 1F Yes Yes Yes PH3-73
This skill is used to escape from being bound, move through small spaces, etc.
Forgery Int No No Rog Make a Forgery 1+ Minute per Page No Yes No PH3-74
Detect Forgery 1+ Minute per Page No Yes No PH3-74
This skill is used to make or detect fake documents. A Forgery check is Opposed by the examiner's Forgery check.
Gather Information Chr No No Rog Learn Information 1 Evening Yes Yes Yes PH3-74
Learn Organization Structure 1 Evening Yes Yes Yes RoD3-148
Urban Tracking 3 turns Yes Yes No RoD3-154
This skill is used to learn information around town. By spending an evening (and a few coins for drinks and the like), you learn information around town.
Handle Animal Chr Yes No War, Druid Handle an Animal 1V Yes Yes No PH3-74
Push an Animal 1F Yes Yes No PH3-74
Teach an Animal a Trick 1 Week Yes Yes No PH3-74
Train an Animal for a Purpose 2-6 Weeks Yes Yes No PH3-75
Rear a Wild Animal varies No Yes No PH3-75
Calm an Animal varies Yes No No RoS3-131
This skill is used to raise, train, and work animals.
Heal Wis No No War, Pri First Aid 1S Yes Yes No PH3-75
Long-Term Care 8 Hours Yes Yes No PH3-75
Treat Movement Injury 1 turn Yes Yes Yes PH3-76
Treat Disease 1S Yes Yes No PH3-76
Treat Poison 1S Yes Yes No PH3-76
Determine Cause of Death 1 turn Yes Yes No CAdv3-101
This skill is used to help with injuries.
Hide Dex No Yes Ranger, Rog Avoid Being Seen ½V n/a Yes No PH3-76
Sniping 1V n/a No No PH3-76
Blend into a Crowd ½V n/a No No CAdv3-101
Move between Cover ½V n/a No No CAdv3-101
Tailing Someone 1 turn n/a No No CAdv3-102
This skill is used to avoid being noticed. It is usually opposed by Spot checks.
Intimidate Chr No No War, Rog Change Attitude 1 Minute No No No PH3-76
Demoralize Opponent 1 Minute No No No PH3-76
Direct a Crowd 0 No No No DMG3-100
This skill is used to scare someone into changing their behavior.
Jump Str No Yes War, Rog Hop Up ½V No Yes No PH3-77
Jump Down ½V No Yes No PH3-77
Long Jump ½V No Yes No PH3-77
High Jump ½V No Yes No PH3-77
This skill is used to leap and bound.
Knowledge (arcana) Int Yes No Wiz, Pri, Bard Know about Arcana 0 No Yes No PH3-78
Know about Constructs, Dragons, or Magical Beasts 0 No Yes No PH3-78
Deducing a Command Word 0 No Yes No DMG3-213
Know about Ancient Mysteries, Magical Traditions, Arcane Symbols, and Cryptic Phrases.
Knowledge (architecture & engineering) Int Yes No Wiz, Bard Know about Architecture and Engineering 0 No Yes No PH3-78
Find Weaknesses in a Stronghold unlisted No Yes No CWar3-122
Know about Buildings, Aqueducts, Bridges, and Fortifications.
Knowledge (dungeoneering) Int Yes No Wiz, Bard Know about Dungeoneering 0 No Yes No PH3-78
Know about Aberrations or Oozes 0 No Yes No PH3-78
Know about Caverns and Spelunking.
Knowledge (geography) Int Yes No Ranger, Wiz, Bard Know about Geography 0 No Yes No PH3-78
Know about Lands, Terrain, Climate, and Peoples.
Knowledge (history) Int Yes No Wiz, Pri, Bard Know about History 0 No Yes No PH3-78
Deducing a Command Word 0 No Yes No DMG3-213
Know about Wars, Colonies, Migrations, Founding of Cities, etc.
Knowledge (local) Int Yes No Wiz, Rog Know about the Nearby Area 0 No Yes No PH3-78
Know about Local Humanoids 0 No Yes No PH3-78
Interpret Tribal Tattoos 0 No Yes No DR3403-93
Find Your Way around the Underworld a few days Yes Yes No DR3363-106
Must be bought for each area, such as Knowledge (local – Waterdeep), Knowledge (local – Cormyr), etc.
Knowledge (nature) Int Yes No Ranger, Wiz, Pri Know about Nature 0 No Yes No PH3-78
Know about Animals, Fey, Giants, Monstrous Humanoids, Plants, & Vermin 0 No Yes No PH3-78
Finding Resources 0 No Yes No DR3333-91
Know about Season and Cycles, Weather, etc.
Knowledge (nobility & royalty) Int Yes No Paladin, Wiz, Bard Know about Nobility and Royalty 0 No Yes No PH3-78
Find Your Way around Court 0 Yes Yes No RoD3-148
Know about Lineages, Heraldry, Family Trees, Mottoes, Personalities, etc.
Knowledge (religion) Int Yes No Paladin, Pri, Bard Know about Religion 0 No Yes No PH3-78
Know about Undead 0 No Yes No PH3-78
Find Your Way around Church 0 Yes Yes No RoD3-149
Identifying Martial Arts Style 0 No Yes No DR3323-89
Know about Deities, Mythic History, Ecclesiast Tradition, Holy Symbols, etc.
Knowledge (the planes) Int Yes No Wiz, Pri, Bard Know about the Planes 0 No Yes No PH3-78
Know about Elementals & Outsiders 0 No Yes No PH3-78
Know about the Inner Planes, the Outer Planes, the Astral Plane, the Ethereal Plane, Magic related to the Planes, etc.
Listen Wis No No War, Druid, Rog Hear a Sound 0 Yes Yes Yes PH3-78
Eavesdrop 1F Yes No No RoD3-149
Estimate Distance Underground 1F No No No RoS3-132
This skill is used to listen for sounds.
Move Silently Dex No Yes Ranger, Rog Move Silently ½V Yes Yes No PH3-79
This skill is used to make as little noise as possible.
Open Lock Dex Yes No Rog Open Lock 1F Yes Yes Yes PH3-77
This skill is used to open locks.
Perform (weapon drill) Chr No No War, Rog Put on a Gladiatorial Performance 1 day Yes No No CWar3-121
This skill is used to show off your fighting ability (with or without a weapon)
Perform (all others) Chr No No Rog Put on a Show 1 day Yes Yes No PH3-79
This skill is used to indicate proficiency in a form of artistic expression. When you take this skill, you must buy it with a specific form of expression from the following list: Acting, Comedy, Dancing, Keyboard Instruments, Oratory, Percussion Instruments, Singing, String Instruments, Wind Instruments
Profession Wis Yes No (any) Earn Money 1 Week Yes Yes No PH3-70
Skill used to represent a job that does not create anything (Guide, Sailor), leverages natural resources (Farmer, Lumberjack, Miner), produces lots of things of small individual value (Cook), or creates over a very long period of time (Brewer). Each Profession skill must be bought separately. Examples of Professions: Apothecary, Astrologist, Barrister, Boater, Bookkeeper, Brewer, Cook, Driver, Executioner, Farmer, Fisher, Guide, Herbalist, Herdsman, Innkeeper, Lumberjack, Miller, Miner, Rancher, Sailor, Scribe, Siege Engineer, Stablehand, Teamster, Woodcutter
Profession (astrologist) Wis Yes No (any) Horoscope 1d4 Hours No No No DR3403-33
Used to determine clues to a person's future.
Profession (barrister) Int Yes No (any) Arguing a Case hours No No No Sharn3-132
Used to argue cases before a judge and jury.
Profession (executioner) Str Yes No (any) Execution 1P Yes No No BoVD3-39
Used to kill helpless people efficiently.
Profession (miner) Str Yes No (any) Dig a Mine 8 hours No Yes No RotD3-98
Includes digging, removing dir, & building supports.
Profession (siege engineer) Dex Yes No (any) Latch a Catapult 1F Yes Yes Yes DMG3-100
Load a Catapult 1F Yes Yes Yes DMG3-100
Used to load and fire catapults, etc.
Ride Dex No Yes War, Druid Guide with Knees 0 Yes Yes No PH3-80
Stay in Saddle 1bV n/a No No PH3-80
Fight with Warhorse 0 Yes No No PH3-80
Use Mount as Cover 0 Yes No No PH3-80
Soft Fall 1bV n/a No No PH3-80
Leap mount's V Yes No No PH3-80
Spur Mount 1V Yes No No PH3-80
Control Mount in Battle 1V Yes No No PH3-80
Fast Mount or Dismount 1V Yes Yes No PH3-80
Calm an Animal 1M Yes No No RoS3-131
This skill is used to ride a horse, mule, etc.
Search Int No No Ranger, Rog Search an Area 1F Yes Yes Yes PH3-81
Frisk a Person 1F Yes Yes Yes PH3-82
Determine an Object's Function 1F Yes Yes Yes RoD3-147
Finding a Trail Sign 1F Yes Yes Yes RotW3-147
This skill is used to find traps, secret doors, hidden marks, etc.
Sense Motive Wis No No Paladin, Rog Avoid being Bluffed 1bV No No No PH3-81
Hunch 1 Minute+ No No No PH3-81
Sense Enchantment 1 Minute+ No No No PH3-81
Discern Secret Message 1 Minute No No No PH3-81
Assess Opponent 1S No No No CAdv3-102
This skill is used to figure out if a target is lying to you, etc.
Sleight of Hand Dex Yes Yes Rog Palm Object 1S Yes No No PH3-81
Conceal Object 1S No No No PH3-82
Steal Object 1S Yes No No PH3-82
Put on a Show 1 Day Yes No No PH3-79
Conceal Spellcasting 1V Yes No No RoS3-133
Surprise Off-Hand Attack 0 No No No CWar3-122
This skill is used to move around small objects, pick-pockets, conceal items on your person, etc.
Spellcraft Int Yes No Wiz, Pri, Bard Identify Spell 0 Yes No No PH3-82
Identify Magic Effect 0 Yes No No PH3-82
Learn, Prepare, or Enhance a Spell varies Yes No No PH3-82
Casting a Fire Spell Underwater 1V n/a No No DMG3-93
Casting Impeded Magics 1V n/a No No DMG3-150
This skill is used to identify and learn spells.
Spot Wis No No Ranger, Druid, Rog Observe Creature 0 Yes Yes No PH3-83
Penetrate Disguise 0 Yes Yes No PH3-83
Read Lips 1 Minute n/a No No PH3-83
Spotting Favored Enemies 0 Yes Yes No DR3343-91
Finding a Trail Sign 1bV No Yes No RotW3-147
This skill is used to see things.
Survival Wis No No War, Druid Surviving in the Wild 1 Day Yes Yes No PH3-83
Making Camp 1 turn Yes Yes No DU1243-119
Trailblazing 1 Day Yes Yes No CAdv3-103
Tracking 1F Yes Yes Yes PH3-101
Locate North 0 n/a n/a n/a PH3-84
Surviving Underground 1 Day Yes Yes No RoS3-133
Surviving in a City 1 Day Yes Yes No RoD3-149
Creating a Trail Sign 1 round No Yes No RotW3-147
Finding a Trail Sign 1bV No Yes No RotW3-147
Reading a Trail Sign 1S No Yes No RotW3-147
Finding Parts for a Booby Trap 1 turn Yes Yes Yes DMG23-41
This skill is used to keep yourself safe and fed in the out-of-doors.
Swim Str No Yes (all) Swim 1V Yes Yes No PH3-84
This skill is used to swim
Tumble Dex Yes Yes Rog Avoid Attacks of Opportunity by Moving ½V No No No PH3-84
Put on a Show 1 Day Yes Yes No PH3-79
Defensive Fighting n/a n/a n/a n/a PH3-85
Free Stand 0 n/a No No CAdv3-103
Reduce Damage from a Fall 1bV n/a No No PH3-84
This skill is used to move with grace and unpredictability.
Use Magic Device Chr Yes No Wiz, Pri, Rog Decipher a Written Spell 1 Minute Yes No No PH3-85
Use a Spell Completion Item 1V Yes No No PH3-85
Use a Spell Trigger Item 1V Yes No No PH3-85
Emulate a Class Feature 1V Yes No No PH3-86
Emulate an Ability Score 1V Yes No No PH3-85
Emulate a Race 1V Yes No No PH3-86
Emulate an Alignment 1V Yes No No PH3-86
Activate Magic Item Blindly 1V Yes No No PH3-85
This skill is used to activate magic items that you should not be able to use. Magic items with complex requirements (such being only usable by an Lawful-Good Elf Ranger) may require multiple skill checks.
Use Rope Dex No No Ranger, Rog Tie a Knot 1F Yes Yes Yes PH3-86
Secure a Grappling Hook 1S Yes Yes No PH3-86
Bind an Opponent 1 Minute Yes Yes Yes PH3-86
Splice Two Ropes Together 5 Minutes Yes Yes Yes PH3-86
Repelling 1V No No No RoS3-130
This skill is used to work with rope, tie people up, etc.,.

[P11] Feats


All of these feats have been modified from their original source, for Collective play.
 
# Feat Type Prerequisite Benefit Source
1 Ability Focus Magic - One of your racial, magic, or psionic abilities gives an extra -CL to save ArcEv3
2 Aid Spellcasting Magic Int 15, Chr 15 1M, as someone else is casting a spell: add your CL to their CL ArcEv3
3 Archer Focus Combat Dex 13 1V, while using a missile weapon: "Material component" one attack (x2 TH, x2 dmg) DM
4 Bite Combat - You can bite in combat (dmg for size M = 1d6) ArcEv3
5 Blood as Power Magic Wis 17 0, while casting a spell, take 6*SL dmg: This spell doesn't cost a spell slot ArcEv3
6 Bloody Strike Combat bAB +5 0, while attacking: Each hit causes degeneration 1 hp /s ArcEv3
7 Born Hero Talent LVL 8 +1 HNCL for purposes of qualifying for Concordant classes ArcEv3
8 Brandish Magical Might Magic Int 17, Wis 17 1bM, spend a spell slot of same SL and type as one being cast: Counter that spell ArcEv3
9 Complex Spell Magic Int 18 One "weird" or "opposite" spell that you know costs only 1 spell slot instead of 2 DM
10 Conjure Mastery Magic Chr 17, LVL 5 Your summons have +2 rhp. If take this twice, can have +1 DL instead of +4 rhp ArcEv3
11 Corrupt Mage Magic - One of your spells that does elemental damage adds "Negative" to it's element ArcEv3
12 Creator Mage Magic Int 17, LVL 9 One of your spell effects is permanent (one instance only) ArcEv3
13 Crippling Strike Combat Int 17 0, while attacking: Each hit causes 1 Str dmg ArcEv3
14 Defensive Combat - +N AC, -N TH (max N = LVL) ArcEv3
15 Eidetic Memory Talent - Eidetic Memory / Photographic Memory DM
16 Fast Healer Talent Con 9 x1.5 Regeneration rate [or] Regenerate 1 hp /s ArcEv3
17 Inverse Cleave Combat Str 12, Dex 15 If you spend all your attacks in 1P on one target and he doesn't drop, get +1 attack DM
18 Linked Spells Magic Int 5 Can split a SL=F+1 slot into smaller slots that all go off at same time (F=#feats) DM
19 Mighty Hurl Combat Str 13 Your thrown weapons of size L or larger count as seige attacks (ignore skins, etc.) DM
20 Mixed Channeling Magic LVL 3 You are "Chaining" from SL 0 to F, but "Channeling" from SL F+1 and up (F=#feats) DM
21 Priest Ceremon. Wis 11, LVL 4 Gain a GGL pick treating your effective level as LVL/4 (round down) DM
22 Psionic Power Focus Psionic - Get +F to the CL of one psionic power (F=#feats) DM
23 Psionic Power Score Psionic - Always "Power Score" one psionic power (this halves it's PSP cost for non-Psi2) DM
24 Resistance to Disease Talent Con 13 Resist disease ArcEv3
25 Resistance to Magic Talent Int 13 SR LVL ArcEv3
26 Resistance to Poison Talent Con 13 Resist poison (death poisons still lethal unless take this twice, then it's 40 dmg) ArcEv3
27 Resistance to Psionics Talent Chr 13 PowR LVL (Power Resistance, this acts like SR but vs. psionics) DM
28 Rogue Ability Focus Talent Dex 9 Get +15 rogue points (or +5 to skill check) on one rogue ability DM
29 Rogue Pick Talent Rogue 3 Get an "Any Rogue 1" pick DM
30 Slippery Mind Ceremon. Wis 13 Get an extra save vs. mental effects (only if it offers a save) ArcEv3
31 Speed Burst Combat LVL 2 1V, (LVL/2)/d: Move at double movement rate ArcEv3
32 Spell Affinity Magic - Can use one spell slot as if it was 1 SL higher (Twilighting applies) ArcEv3
33 Sturdy Talent - Get HD & 1d0 once (you get Con bonus one extra time) (it's once, not every level) ArcEv3
34 Turn Mastery Talent Wis 9 +1 LVL for purposes of turning undead DM
35 Unique Psionic Power Psionic Chr 18 DM rolls a High-Frequency sample, you can request a school/sphere, you know it DM
36 Unique Spell Magic Int 18 DM rolls a High-Frequency sample, you can request a school/sphere, you know it ArcEv3

[C1] THAC0 (Attack bonus)


[C1] THAC0 (1st & 2nd Edition converted to 3rd Edition)

  Attacks as: ----- ("0" classes) ----- ----- (Godly classes) -----
Level War Wiz Pri Rog Psi Cust Mon Ftr0 M-U0 CTD0 Conc DemiGod
1 +0 +0 +0 +0 -1 +0 +1 +1 +1 +1 +22 +33++3
2 +1 +0 +1 +0 -1 +1 +2 +1 +1 +1 +24 +36++6
3 +2 +0 +1 +1 -1 +2 +3 +2 +1 +1 +26 +39++9
4 +3 +1 +2 +1 -1 +3 +4 +3 +1 +2 +28 +42++12
5 +4 +1 +3 +2 +0 +4 +5 +3 +2 +3 +30 +45++15
6 +5 +1 +3 +2 +0 +5 +6 +4 +3 +3 +32 +48++18
7 +6 +2 +4 +3 +0 +6 +7 +5 +3 +3 +34 +51++21
8 +7 +2 +5 +3 +0 +7 +8 +5 +3 +4 +36 +54++24
9 +8 +2 +5 +4 +1 +8 +9 +6 +3 +5 +38 +57++27
10 +9 +3 +6 +4 +1 +8 +10 +7 +4 +5 +40 +60++30
11 +10 +3 +7 +5 +1 +9 +11 +7 +5 +5 +42 +63++33
12 +11 +3 +7 +5 +1 +9 +12 +8 +5 +6 +44 +66++36
13 +12 +4 +8 +6 +2 +10 +13 +9 +5 +7 +46 +69++39
14 +13 +4 +9 +6 +2 +10 +14 +9 +5 +7 +48 +72++42
15 +14 +4 +9 +7 +2 +11 +15 +10 +6 +7 +50 +75++45
16 +15 +5 +10 +7 +2 +11 +16 +11 +7 +8 +52 +78++48
17 +16 +5 +11 +8 +3 +12 +17 +11 +7 +9 +54 +81++51
18 +17 +5 +11 +8 +3 +12 +18 +12 +7 +9 +56 +84++54
19 +18 +6 +12 +9 +3 +13 +19 +13 +7 +9 +58 +87++57
20 +19 +6 +13 +9 +3 +13 +20 +13 +8 +10 +60 +90++60
21 +20 +6 +13 +10 +4 +14 +21 +14 +9 +11 +62 +93++63
22 +21 +7 +14 +10 +4 +14 +22 +15 +9 +11 +64 +96++66
23 +22 +7 +15 +11 +4 +15 +23 +15 +9 +11 +66 +99++69
24 +23 +7 +15 +11 +4 +15 +24 +16 +9 +12 +68 +102++72
25 +24 +8 +16 +12 +5 +16 +25 +17 +10 +13 +70 +105++75
26 +25 +8 +17 +12 +5 +16 +26 +17 +11 +13 +72 +108++78
27 +26 +8 +17 +13 +5 +17 +27 +18 +11 +13 +74 +111++81
28 +27 +9 +18 +13 +5 +17 +28 +18 +11 +14 +76 +114++84
29 +28 +9 +19 +14 +6 +18 +29 +18 +11 +15 +78 +117++87
30 +29 +9 +19 +14 +6 +18 +30 +19 +12 +15 +80 +120++90
31 +30 +10 +20 +15 +6 +19 +31 +19 +13 +15 +82 +123++93
32 +31 +10 +21 +15 +6 +19 +32 +19 +13 +16 +84 +126++96
33 +32 +10 +21 +16 +7 +20 +33 +19 +13 +17 +86 +129++99
34 +33 +11 +22 +16 +7 +20 +34 +20 +13 +17 +88 +132++102
35 +34 +11 +23 +17 +7 +21 +35 +20 +14 +17 +90 +135++105
36 +35 +11 +23 +17 +7 +21 +36 +20 +15 +18 +92 +138++108

[C6.7] Priest Omens


All Priests have the ability to use Omens. These are random wish-like effects from the gods which assist the Priest in combat.
It takes 1F action to use an Omen. 1d12 is rolled, and the Priest's LVL is added. You cannot adjust this die roll with Choose Future type effects or with Luckstone. Some gods/items may alter this roll, so a value of "1" is given. If you roll below the chart, read the entry that's 12 higher, and halve the effect. If you roll above the chart, read the entry that's 12 lower, and add one group.
You do not need to target the Omen until you know what the effect is.
Omens are resisted using HR (Holy Resistance). Another resistance type is given for each power. The defender can use either resistance.
Multipliers are given for each Omen effect. This overrides your own multiplier.
 
# Mult. Omen Effect
1 x1 One target: +10 AC [or] -10 AC for LVL r (aIR; no save)
2 x1 One target: Fear, but does not run away, cowers on the floor (CR; no save)
3 x1 One target: +1S action this round [or] one effect dispelled (ER; no save)
4 x1 One target: Immune to [or] cannot use psionics of any frequency for LVL r (aPR; no save)
5 x1  
6 x1 One target: Healed [or] Harmed (aNR; no save)
7 x2  
8 x2  
9 x2  
10 x2  
11 x2 One target: Immune to [or] cannot use physical attacks for LVL r (aWR; no save)
12 x2  
13 x2 One group: +10 AC [or] -10 AC for LVL r (aIR; no save)
14 x2 One group: Fear, but does not run away, cowers on the floor (CR; no save)
15 x2 One group: +1S action this round [or] one effect dispelled (ER; no save)
16 x2 One group: Immune to [or] cannot use psionics of any frequency for LVL r (aPR; no save)
17 x2  
18 x2 One group: Healed [or] Harmed (aNR; no save)
19 x3  
20 x3  
21 x3  
22 x3  
23 x3 One group: Immune to and cannot use physical attacks for LVL r (aWR; no save)
24 x3  
25 x3 Two groups: +10 AC [or] -10 AC for LVL r (aIR; no save)
26 x3 Two groups: Fear, but does not run away, cowers on the floor (CR; no save)
27 x3 Two groups: +1S action this round [or] one effect dispelled (ER; no save)
28 x3 Two groups: Immune to [or] cannot use psionics of any frequency for LVL r (aPR; no save)
29 x3  
30 x3 Two groups: Healed [or] Harmed (aNR; no save)
31 x4  
32 x4  
33 x4  
34 x4  
35 x4 Two groups: Immune to [or] cannot use physical attacks for LVL r (aWR; no save)
36 x4  

[C7] Combat Options


For more combat options (such as wielding two weapons, throwing weird weapons, using weapons in non-arm limbs), see [P6].

[C7.1] Size of Weapons which can be wielded

The following table gives how much Strength you need to wield two weapons of the same size.
For the purposes of this rule, shields are considered a weapon.
If you are Enlarged, read 1 line larger. If you are Diminished, read 1 line smaller.
This table assumes you are wielding two weapons of the same size, and you are specialized in them
 
  Str / Dex needed to wield two weapons one-handed:
Race Size U T S M L H G F E D
U 3 / 0 8 / 0 18 / 9 33 / 18 53 / 20 78 / 27 108 / 29 143 / 31 183 / 36 228 / 38
T 0 / 0 6 / 0 12 / 0 24 / 9 42 / 18 66 / 20 96 / 27 132 / 29 174 / 35 222 / 36
S 0 / 9 2 / 0 9 / 0 16 / 0 30 / 9 51 / 18 79 / 24 114 / 27 156 / 33 205 / 35
M/S 0 / 16 0 / 7 5 / 0 13 / 0 22 / 0 39 / 11 64 / 22 97 / 24 138 / 31 187 / 33
M 0 / 18 0 / 9 4 / 0 12 / 0 20 / 0 36 / 9 60 / 20 92 / 22 132 / 29 180 / 31
M/L 0 / 20 0 / 11 3 / 0 11 / 0 18 / 0 33 / 6 56 / 18 87 / 20 126 / 27 173 / 29
L 0 / 27 0 / 18 0 / 9 6 / 0 15 / 0 24 / 0 42 / 9 69 / 18 105 / 22 150 / 27
L/H 0 / 29 0 / 20 0 / 11 5 / 0 14 / 0 22 / 0 39 / 7 65 / 16 100 / 20 144 / 25
H 0 / 36 0 / 27 0 / 18 0 / 9 8 / 0 18 / 0 28 / 0 48 / 9 78 / 18 118 / 20
G 0 / 45 0 / 36 0 / 27 0 / 18 0 / 9 10 / 0 21 / 0 32 / 0 54 / 9 94 / 18
F 0 / 54 0 / 45 0 / 36 0 / 27 0 / 18 0 / 9 12 / 0 24 / 0 48 / 0 84 / 9
   
Str adjustments ("secondary weapon" is the smaller of the two):  
You are wielding the weapon two-handed (nothing off-hand) -8
You have nothing in the off-hand or it's 3+ sizes smaller -6
Your secondary weapon is 2 sizes smaller -4
Your secondary weapon is 1 size smaller -2
You are NOT specialized in the weapons +1 per weapon not specialized
Your race gets racial bonus with main weapon -1
Main weapon made & balanced specifically for you (x3 cost) -1
Main weapon is cursed -3
Main weapon is Dancing or Intelligent -1
Wielding a third weapon or more +X, where X is weight (in pounds) of extra weapons
   
Example 1: Human (size M) wielded a two-handed sword (size L) two-handed needs a 20-8 = 12 Str.
Example 2: Human (size M) wielding a two-handed sword (size L) and a long sword (size M) needs a 20-2 = 18 Str.
Example 3: Hill Giant (size H) wielding a class F club (size F) and a dagger (size S) needs a 48-6 = 42 Str and 18 Dex.
Example 4: Halfling (size S) with Psi9 Extra Limb wielding three long swords (size L, 4 pounds) needs a 16+4 = 20 Str.

[C7] Combat Options


[C7.2] Combat Maneuvers

Any character may use these combat maneuvers.
 
Average Damage
If, in a single action, you would have to roll at least 10 dice when rolling damage (assuming everything hits), you may declare yourself to be using this rule.
Instead of rolling damage, you may simply do average damage with each die.
This rule is useful if you have many weapon attacks, or for large fireball-type spells.
The average of XdY is X*(Y+1)/2.
 
Bash
You may spend one attack to "bash" an enemy. First, roll to hit normally.
If you hit, you do one-quarter normal damage, and then the opponent makes a Str or Con check (his choice), with a penalty equal to your Strength score. Apply +/-5 adjustment based on the Size class difference between you and the target (if you are L and he is S, he gets a -10 penalty). If he fails, he is stunned for 1 segment.
 
Bypassing Armor
You may spend 1M action while doing an attack in an attempt to bypass armor.
Roll a level check (with Int bonus from [P2]), if you fail, the attack is normal.
If you succeed, the target's AC shift from is 10 halved (so a -6 AC becomes 2).
 
Called Shot (Selective Targetting)
You may attack a specific part of a target, this causes a -4 to hit penalty. Damage is done normally.
The effects of a Called Shot vary, generally the creature will be impared in the use that body part, depending on the amount of damage done. If it was an arm, the creature will suffer -1 to hit per point of damage for this round.
 
Cleave
This is a brutal form of disarming which attempts to destroy an item instead of removing it. You can cleave any item you can directly see and could possibly hit with your weapon. Roll a "called shot" (see above), but Cleaving causes no damage.
The item rolls an item saving throw [C2.3] against Normal Blow, with a penalty equal to how much damage you have done.
If it fails, the item loses 100*X of its XP value, where X is how much it missed the save by. If item had no XP value (or had less than 100*X), it is destroyed.
Each loss of 1000 XP value will typically cause a magical weapon or armor to lose a half-plus on both sides (so they get -1/-1).
You may Cleave an item that isn't on a creature (such as hitting an evil temple altar), in this case, the target AC is 10.
 
Disarm
You may spend an attack in an attempt to disarm. You can disarm only things which are very easy to remove (weapon, shield, helmet, but not armor). Roll a "called shot" (see above), but Disarming causes no damage.
The opponent rolls a Str check, with a penalty equal to how much damage would have been done. If the weapon was wielded two-handed, the opponent gets 1½x his Str score.
If he fails, the weapon or shield has been disarmed.
The disarmed item flies 2d10 feet off in a random direction. No one can react fast enough to pick up the item this half-segment, unless the DM has ruled it landed right at someone's feet (so they could use a 1V action to pick it up).
Note that cursed items cannot be disarmed. Artifacts and items which have ego-dominated the opponent may be disarmed, but the opponent gets double his Str score for the Str check.
 
Disbelieve
You may spend 1Z action to "disbelieve" something.
Make an Int or Wis check (your choice), if you succeed, the target will be revealed to be false if it is illusionary.
Certain illusions (e.g. Mirage Arcana, Dust of Disappearance, Feign Death) cannot be disbelieved.
If someone in a psionic link disbelieves something, he can send this information to the others to give them a +10 bonus.
You may attempt to disbelieve something more than once.
 
Dodge
You may spend 1V action (may borrow from the future), to be "Dodging".
Against one enemy (which you declare when you dodge), you gain your Dex bonus to AC a second time, plus an extra +4.
You also gain this bonus to your saving throws vs. any effect (even non-Area effects) from that target.
 
Kick
You may spend 1V to kick. Roll to hit with Str bonus, the damage is 1d2 base (for size S-M) or 2d4 (for size L).
 
Overbear
A group of creatures may Overbear against one target.
The group rolls a single hit roll (using their best THAC0), with +1 per creature involved.
They then do their best damage, with +1 damage per creature involved.
They have held the creature down, and can do that damage automatically in the future with 1P action.
The held creature cannot use V actions, but he can attack the overbearing creatures with P and M actions.
 
Parry
At any time (including during opponent's action) you may be declaring to be "parrying", as long as you have a weapon or shield.
You lose 1P action from your remaining actions, but this does not count against what actions you may perform this segment.
Choose either your highest level divided by 2, or your highest Warrior level. You gain that as an AC bonus this turn.
 
Sap
If you are in a position to backstab someone, you may sap them to try to knock them out.
Roll to hit with a -4 to hit penalty (without the usual behind or backstab bonuses). Calculate damage normally.
Multiply damage by 5 if an actual Sap or Garrote weapon is used. Otherwise, multiply damage by 2 if the weapon is blunt.
There is a ((damage) - (target's Con))*5% chance of the target being knocked unconscious, for a number of minutes equal to how much the roll was made by. Only 1/10 of the damage is real.
 
Shield Bash
You may attack with a shield. You lose the AC adjustment from the shield until the next impulse.
The amount of damage a shield does is in section [E] (1d4 for a medium shield, 1d6 for a large shield).
Shield bashing does not require a proficiency to use, but you cannot specialize in shield bashing.
 
Subdue
You may "subdue" an enemy. All melee damage done is reduced to half (round down), with only half of that amount being real damage (the other half is temporary damage).
If the enemy is reduced to 0 hp, he is "subdued" and will immediately surrender.
If the enemy takes any real damage before being subdued, he cannot be subdued.
If the enemy has a Morale rating of 20 (Fearless), he cannot be subdued.
You cannot subdue with missile weapons, spells, or psionics. You may use martial arts to subdue.

[S1] Warrior Spells


[S1.1] Level 1 Warrior Spells

SL # Name Class Effect Source
1 1 Accelerated Movement Ranger Can move at normal rate while balancing, climbing, or moving silently CAdv3-142
1 2 Alarm Ranger Alarm PH3-197
1 3 Animal Messenger Ranger Message PH3-198
1 4 Arrow Mind Ranger +1 parting shot / attack of opportunity with Bows CAdv3-143
1 5 Bless Paladin All allies in your group get +1 TH and +1 fear saves PH3-205
1 6 Bless Water Paladin Transforms 1 flask of water into Holy Water PH3-205
1 7 Bless Weapon Paladin Weapon is considered a +CL weapon PH3-205
1 8 Bloodhound Ranger Can roll two Tracking checks, choose better CAdv3-144
1 9 Branch to Branch Ranger +50% Climb Walls in trees CAdv3-144
1 10 Calm Animals Ranger Calms 2d4 + 1/lvl HD of Animals PH3-207
1 11 Camouflage Ranger +50% Hide in Shadows Und3-56
1 12 Charm Animal Ranger Charms one Animal (Will save) PH3-208
1 13 Create Water Paladin Creates 2 gallons/level of pure water PH3-215
1 14 Cure Light Wounds Paladin Cure 1d8+CL (6+CL) hp PH3-215
1 15 Deafening Clang Paladin Deafness (1 group, Fort save) MoF3-87
1 16 Delay Poison Ranger Slow Poison PH3-217
1 17 Detect Animals or Plants Ranger Detect Animals or Plants PH3-218
1 18 Detect Poison Paladin Detects poison PH3-219
1 19 Detect Poison Ranger Detect Poison PH3-219
1 20 Detect Snares and Pits Ranger Detect Snares and Pits PH3-220
1 21 Detect Undead Paladin Detects undead PH3-220
1 22 Divine Favor Paladin +CL/3 (minimum +1) TH and dmg PH3-224
1 23 Divine Sacrifice Paladin 0, take 2*N dmg: Deal +Nd6 dmg with one attack (max N=5) CDiv3-163
1 24 Easy Trail Ranger Can pass easily through underbrush CAdv3-147
1 25 Endure Elements Paladin Resist Heat and Cold PH3-226
1 26 Endure Elements Ranger Resist Heat/Cold PH3-226
1 27 Entangle Ranger Entangle PH3-227
1 28 Entangling Staff Ranger Entwine (1 target Entangle) Brand a weapon for 1t CAdv3-147
1 29 Exacting Shot Ranger Weapon's critical range is increased by 1 for 1t CAdv3-148
1 30 Extend Shifting Ranger A polymorph / shapechange effect is extended for 1t RoE3-185
1 31 Eyes of the Avoral Ranger +8 Spot checks BoED3-99
1 32 Faith Healing Paladin Cure 8+CL hp to someone who worships your god MoF3-93
1 33 Golden Barding Paladin Mount gets AT +CL source with +CL/+CL AC/saves CDiv3-166
1 34 Grave Strike Paladin Can backstab undead CAdv3-150
1 35 Ground Smoke Ranger Removes smoke/fog in area DR263-73
1 36 Guided Shot Ranger No penalties due to distance; ignore partial cover CAdv3-150
1 37 Hawkeye Ranger Eagle Eye (Distance) Vision CDiv3-166
1 38 Healing Lorecall Ranger Can replace CL with ranks in Heal with healing spells CAdv3-151
1 39 Hide from Animals Ranger Invisibility to Animals PH3-241
1 40 Hunter's Mercy Ranger Next shot with a bow hits automatically MoF3-101
1 41 Instant Search Ranger 0, 1/r: Search the room CAdv3-153
1 42 Jump Ranger Jump PH3-246
1 43 Lantern Light Paladin Fires CL/2 (minimum 1) rays: 1d6 dmg holy light BoED3-101
1 44 Locate City Ranger Locates the closest city with at least the given population RoD3-167
1 45 Longstrider Ranger +3" move rate PH3-249
1 46 Low-Light Vision Ranger Low-Light Vision CArc3-113
1 47 Magic Fang Ranger One weapon gets +1/+1 for 1t PH3-250
1 48 Magic Weapon Paladin Weapon gets +1 TH and dmg PH3-251
1 49 Marked Man Ranger +10 Search/Tracking if have an item from thing you're tracking DR253-71
1 50 Naturewatch Ranger Determine the health of animals/plants in area CDiv3-170
1 51 Pass without Trace Ranger Pass without Trace PH3-259
1 52 Protection from Evil Paladin Pro. Evil PH3-266
1 53 Ram's Might Ranger Your unarmed attacks inflict normal damage (instead of nonlethal) MoF3-112
1 54 Raptor's Sight Ranger +5 Spot checks and only -1 penalty per range increment RotW3-175
1 55 Read Magic Paladin Can read scrolls / spell books PH3-269
1 56 Read Magic Ranger Read Magic PH3-269
1 57 Resist Energy Ranger Resist one element PH3-272
1 58 Resistance Paladin +1 all saves PH3-272
1 59 Restoration, Lesser Paladin Cures 1d4 ability score damage PH3-272
1 60 Resurgence Paladin Target gets another save vs. an effect affecting him CDiv3-177
1 61 Ride of the Valenar Ranger +5 Ride checks RoE3-189
1 62 Second Wind Paladin +4 Con checks BoED3-106
1 63 Shifter Prowess Ranger +8 Balance, Climb, Jump checks RoE3-190
1 64 Silverbeard Paladin +2 AC MoF3-117
1 65 Silvered Claws Ranger Your unarmed attacks are considered to be silver BoED3-107
1 66 Silvered Weapon Paladin Weapon is considered Silver material BoED3-107
1 67 Smell of Fear Ranger Triples the chance of wandering encounters MoF3-119
1 68 Sniper's Shot Ranger Can use Sneak Attack / Backstab at range CAdv3-157
1 69 Snowshoes Ranger Ice Walking; Snow Walking; Trail in snow is as per normal ground DR123-65
1 70 Speak with Animals Ranger Speak with Animals PH3-281
1 71 Speed Swim Ranger Swimming 9" MoF3-121
1 72 Stalking Brand Ranger Ignore disguise, polymorph, invis. on one target MoF3-123
1 73 Strategic Charge Paladin +4 AC vs. parting shots / attacks of opportunity MoF3-125
1 74 Summon Nature's Ally I Ranger Summons a DL I Animal PH3-288
1 75 Surefoot Ranger +10 Dex checks MoF3-127
1 76 Towering Oak Ranger +10 bonus on Intimidate checks MoF3-128
1 77 Traveler's Mount Paladin Mount gets +3" move rate CDiv3-184
1 78 Traveler's Mount Ranger Mount gains +3" move rate CDiv3-184
1 79 Vengeful Mount Ranger Target mount becomes unruly (Will save) DR263-74
1 80 Vine Strike Ranger Can Sneak Attack / Backstab to Plants (even if immune) CAdv3-158
1 81 Virtue Paladin Target gains +1 current hp (can go above max by 1 hp) PH3-298
1 82 Vision of Glory Paladin Target gets +1 on one save MoF3-131
1 83 Warning Shout Paladin All within half a mile hear up to 5 words that the caster speaks MoF3-132

[S1] Warrior Spells


[S1.2] Level 2 Warrior Spells

SL # Name Class Effect Source
2 1 Aura of Glory Paladin CL targets get cured 1 hp and +2 fear saves (may multi-target) MoF3-78
2 2 Balancing Lorecall Ranger +4 Dex checks; Climb Walls 40% CAdv3-143
2 3 Barkskin Ranger Target gets +1+CL/3 AC PH3-202
2 4 Bear's Endurance Ranger +4 Con for 1t PH3-203
2 5 Bladebane Paladin Pick a broad summon type. One weapon +2 TH, +2d6 dmg vs. that type UE3-48
2 6 Blades of Fire Ranger Up to two weapons get +1d6 Fire damage for one round CArc3-99
2 7 Blessed Aim Paladin All allies in group get +2 TH w/ ranged attacks CDiv3-154
2 8 Briar Web Ranger Entangle, anyone who enters group within 1t also becomes Entangled CDiv3-156
2 9 Bull's Strength Paladin +4 Str for CL m PH3-207
2 10 Burrow Ranger Claws do 1d6 dmg; Burrow at 3" move rate Und3-56
2 11 Call Mount Paladin Calls a special Mount (as per Beast Rider of half level) BoED3-93
2 12 Cat's Grace Ranger +4 Dex for 1t PH3-208
2 13 Clarity of Mind Paladin Target gains +4 charm saves, doesn't miss with attacks vs. Displacement/Blur Und3-57
2 14 Claws of the Beast Ranger Hands become 1d8 dmg for 1t PGF3-101
2 15 Cloak of Bravery Paladin +CL fear saves CWar3-117
2 16 Cure Light Wounds Ranger Cure 1d8+CL hp PH3-215
2 17 Delay Poison Paladin Slow Poison PH3-217
2 18 Divine Insight Paladin +5+CL on a skill / nonweapon check CAdv3-147
2 19 Eagle's Splendor Paladin +4 Chr for CL m PH3-225
2 20 Easy Climb Ranger Climb Walls 100% CAdv3-147
2 21 Estanna's Stew Paladin Goodberry spell, acts as Badberry vs. Undead BoED3-99
2 22 Hand of Divinity Paladin Target gets +2 saves MoF3-98
2 23 Haste, Swift Ranger +1 to # attacks; +1 AC; +9" move rate for 1t CAdv3-151
2 24 Hold Animal Ranger Holds one Animal (PPD save) PH3-241
2 25 Insignia of Alarm Paladin Each creature wearing an Insignia from caster hears a chime in his head RoD3-166
2 26 Listening Lorecall Ranger Hear Noise 40% CAdv3-154
2 27 Moment of Clarity Paladin Target gets a save vs. an effect affecting him BoED3-103
2 28 Nature's Favor Ranger Animal gains +CL/3 TH/dmg for 1t CAdv3-155
2 29 One with the Land Ranger +2 with nature-based skill checks MoF3-111
2 30 Owl's Wisdom Paladin +4 Wis for CL m PH3-259
2 31 Owl's Wisdom Ranger +4 Wis for 1t PH3-259
2 32 Protection from Energy Ranger Choose an element; Absorb 12*CL dmg of that element PH3-266
2 33 Reachwalker's Wariness Ranger Detect Invisibility RoE3-189
2 34 Remove Paralysis Paladin Remove Paralysis, Slow PH3-271
2 35 Resist Energy Paladin Pick one element. Resist that element. PH3-272
2 36 Righteous Fury Paladin +CLd4 current hp, +2 AC, +2 Str, +2 Dex, +2 Fort saves for CL m MoF3-114
2 37 Scent Ranger Clairnasience CDiv3-178
2 38 Shield Other Paladin +1 AC, +1 saves, Resist damage (all types), immobile PH3-278
2 39 Silvered Weapon Ranger One weapon is considered to be silver for 1t BoED3-107
2 40 Snare Ranger Creates a normal (mechanical) trap PH3-280
2 41 Speak with Plants Ranger Speak with Plants PH3-282
2 42 Spike Growth Ranger Special in one area: 1d4 dmg/s to anyone who moves PH3-283
2 43 Stone Fist Paladin Unarmed dmg is +1d+4 and considered Cold Iron RoS3-163
2 44 Strength of Stone Paladin +1d4+1 Str for CL h, effect lost if loses contact with ground MoF3-125
2 45 Summon Nature's Ally II Ranger Summons a DL II Animal PH3-288
2 46 Train Animal Ranger Animal gains CL/2 tricks CAdv3-157
2 47 Undetectable Alignment Paladin AL is undetectable PH3-297
2 48 Wind Wall Ranger Wall of Air (stops gas, gaseous forms, missile weapons) PH3-302
2 49 Woodland Veil Ranger Party gets 50% Hide in Shadows and Move Silently in forest RotW3-176
2 50 Zeal Paladin Pick an enemy. +4 TH vs. all enemies except the chosen enemy. CDiv3-191
2 51 Zone of Truth Paladin Detect Lie PH3-303

[S1] Warrior Spells


[S1.3] Level 3 Warrior Spells

SL # Name Class Effect Source
3 1 Blade Storm Ranger Do 1 weapon attack with each weapon on everyone in your group CAdv3-144
3 2 Blade Thirst Ranger One weapon gets +3/+3 and glows (light source) MoF3-82
3 3 Blessed Sight Paladin Detect Alignment (with duration) BoED3-92
3 4 Blessing of Bahamut Paladin DR 10/+0 CDiv3-154
3 5 Bottle of Smoke Ranger Phantom Mount CDiv3-155
3 6 Command Plants Ranger Charm 1 group of plants (Will save) PH3-211
3 7 Cure Moderate Wounds Paladin Cure 2d8+CL (12+CL) hp PH3-216
3 8 Cure Moderate Wounds Ranger Cures 2d8+CL hp PH3-216
3 9 Darkvision Ranger Darkvision PH3-216
3 10 Daylight Paladin Sunlight (1 group) PH3-216
3 11 Decoy Image Ranger 1 Mirror Image MoF3-88
3 12 Detect Favored Enemy Ranger Detect closest Chosen Enemy CDiv3-162
3 13 Diminish Plants Ranger Plant Growth (reversed) PH3-221
3 14 Discern Lies Paladin Detect Lie (with duration) PH3-221
3 15 Dispel Magic Paladin Dispel Magic PH3-223
3 16 Earth Hammer Paladin Weapon gets +1 size, bludgeoning dmg only, considered +2 weapon RoS3-162
3 17 Fang Blade Ranger Target snake is polymorphed into a sword, caster can wield as a weapon DR303-71
3 18 Forceward Paladin Anyone must Will save to enter your group; Your group gets +2 saves PGF3-102
3 19 Forestfold Ranger +100% Hide in Shadows and Move Silently in 1 type of terrain CAdv3-149
3 20 Heal Mount Paladin Your mount cured 10*CL hp, ability dmg, blind, confusion, disease, insanity, stun, poison PH3-239
3 21 Insignia of Blessing (AC) Paladin Your party gets +1 AC and Fort saves RoD3-166
3 22 Insignia of Blessing (TH) Paladin Your party gets +1 TH and fear saves RoD3-166
3 23 Inspired Aim Ranger Allies in your group get +2 TH with ranged attacks BoED3-101
3 24 Know Greatest Enemy Paladin Determines the biggest threat in area MoF3-103
3 25 Living Prints Ranger Can track as if tracks were up to 30 days younger MoF3-106
3 26 Loyal Vassal Paladin CL/3 targets get +3 mental saves, +1 TH, +1 fear saves MoF3-106
3 27 Magic Circle against Chaos Paladin Pro. from Chaos scroll effect PH3-249
3 28 Magic Circle against Evil Paladin Pro. from Evil scroll effect PH3-249
3 29 Magic Fang, Greater Ranger One target creature gets +1+CL/4 TH and dmg PH3-250
3 30 Magic Weapon, Greater Paladin Weapon gets +CL/4 TH and dmg PH3-251
3 31 Mark of the Hunter Paladin Choose one target, get +4 TH and ignore cover vs. that target CDiv3-168
3 32 Mind Bond Paladin +2 extra TH when flanking; Your mount gets +CL/3 TH BoED3-102
3 33 Neutralize Poison Ranger Neutralize Poison PH3-257
3 34 Phantasmal Decoy Ranger Create an illusion of target's most hated enemy CDiv3-172
3 35 Plant Growth Ranger Plant Growth PH3-262
3 36 Prayer Paladin All allies in your group get +1 TH, dmg, saves, skill checks; enemies get opposite PH3-264
3 37 Reduce Animal Ranger Animal Growth (reversed) PH3-269
3 38 Remove Blindness/Deafness Paladin Remove Blindness or Deafness PH3-270
3 39 Remove Curse Paladin Remove Curse PH3-270
3 40 Remove Disease Ranger Cure Disease PH3-271
3 41 Repel Vermin Ranger Insects must Will save to move into your group (then they take 2d6 dmg) PH3-271
3 42 Safe Clearing Ranger Special in room: No one can attack unless they Will save each segment MoF3-114
3 43 Smite Heretic Paladin +2 TH and +2*CL dmg vs. target Evil creature BoED3-107
3 44 Snowshoes, Mass Ranger Snowshoes (see SL 1) but on whole party DR123-65
3 45 Summon Nature's Ally III Ranger Summons a DL III Animal PH3-288
3 46 Tree Shape Ranger Tree PH3-296
3 47 Tremorsense Ranger Locate Person or Object that is touching the ground Und3-62
3 48 Undead Bane Weapon Paladin Weapons gets +2+CL/9 TH and +2d6+CL/9 dmg vs. undead PGF3-117
3 49 Water Walk Ranger Water Walking PH3-300
3 50 Wild Instincts Ranger Retain your Dexterity bonus to AC at all times RoE3-191

[S1] Warrior Spells


[S1.4] Level 4 Warrior Spells

SL # Name Class Effect Source
4 1 Animal Growth Ranger Animal Growth PH3-198
4 2 Arrow Storm Ranger Make CL attacks with Bow (max 1 attack per target) CAdv3-143
4 3 Aspect of the Werebeast Ranger Gain Lycanthropy for 1t RoE3-183
4 4 Bane Bow Ranger Weapon gets Slayer vs. one creature type; and +5/+5 TH/dmg for 1t CDiv3-151
4 5 Blinding Beauty Ranger Gain the beauty of a Nymph; Gaze to Blind (Fort save) BoED3-92
4 6 Blood of the Martyr Paladin Transfer any number of current hp to a target BoED3-92
4 7 Break Enchantment Paladin Remove curse, enchantment, polymorph, shapechange, and petrification PH3-207
4 8 Burrow, Mass Ranger Burrow (see SL 2) on CL targets Und3-56
4 9 Camouflage, Mass Ranger Camouflage (see SL 1) on party CDiv3-157
4 10 Commune with Nature Ranger Commune with Nature PH3-211
4 11 Cure Serious Wounds Paladin Cure 3d8+CL (18+CL) hp PH3-216
4 12 Cure Serious Wounds Ranger Cures 3d8+CL hp PH3-216
4 13 Darkvision, Mass Ranger Darkvision (see SL 3) on party T&B3-93
4 14 Darkvision, Superior Ranger Darkvision to all senses (can hear in silence, etc.) UE3-53
4 15 Death Ward Paladin Immune to slain, Negative levels, ability dmg PH3-217
4 16 Deeper Darkvision Ranger Darkvision even in Magical (Special) Darkness Und3-58
4 17 Dispel Chaos Paladin Like Dispel Evil but vs. chaos PH3-222
4 18 Dispel Evil Paladin Dispel Evil PH3-222
4 19 Favor of Ilmater Paladin Remove subdual dmg, charm, dazed, or stunned; can act at up to -9 current hp PGF3-102
4 20 Foebane Ranger You resist the innate effects of one creature type CAdv3-149
4 21 Freedom of Movement Ranger Free Action PH3-233
4 22 Glory of the Marty Paladin CL targets get +1 AC and saves (may multi-target); You can take 1/2 their dmg BoED3-99
4 23 Hand of Torm Paladin Immobile 10' radius: Those of your god may enter, others are stunned (Fort save /s) MoF3-99
4 24 Holy Sword Paladin Weapon gets +5/+5, +2d6 dmg vs. Evil, Pro. Evil PH3-242
4 25 Implacable Pursuer Ranger Locate Person, but with duration (CL h) CDiv3-166
4 26 Land Womb Ranger Passwall 10', can go up/down as well as left/right MoF3-104
4 27 Lawful Sword Paladin Weapon gets +5/+5, x2 dmg vs. Chaos, Pro. Chaos PGF3-105
4 28 Mark of Justice Paladin Target gets -6 to one ability score, -4 TH/saves/skills, or lose 50% of actions (no save) PH3-252
4 29 Neutralize Poison Paladin Neutralize Poison; target cannot be poisoned again for CL t PH3-257
4 30 Nondetection Ranger Nondetection PH3-257
4 31 Restoration Paladin Remove all negative levels, ability score dmg, fatigue, exhaustion PH3-272
4 32 Revenance Paladin Raise Dead (if killed within CL r), current hp is at 1/2 max hp CDiv3-178
4 33 Sacred Haven Paladin Target +2 AC, doesn't lose Dex bonus ever; caster knows where target is, can touch him at range CDiv3-178
4 34 Seek Eternal Rest Paladin +2 CL for purposes of Turn Undead MoF3-115
4 35 Snakebite Ranger Arm turns into poisonous snake (1d6 Con dmg + Paralysis, PPD save) MoF3-120
4 36 Spear of Valarian Ranger Non-magical weapon gains +1/+1 Arrow of Slaying effect (vs. Magical Beasts) BoED3-107
4 37 Spiritual Chariot Paladin Mini Chariot of Sustarre (caster + 2 people only) CDiv3-181
4 38 Stars of Arvandor Ranger CL stars; 0, launch a star: 1d8 dmg (one target, no save) BoED3-108
4 39 Summon Nature's Ally IV Ranger Summons a DL IV Animal PH3-288
4 40 Sword of Conscience Paladin Target Evil creature takes 2d8 Wis and Chr dmg (Will save for each) BoED3-109
4 41 Tree Stride Ranger Plant Door PH3-296
4 42 Visage of the Deity, Lesser Paladin +4 Chr; Acid/Cold/Lightning Resistance 10 CDiv3-187
4 43 Weapon of the Deity Paladin +(CL-3)/3 TH and dmg with your god's favored weapon, gets one random flag (Defender, etc.) CDiv3-188
4 44 Winged Mount Paladin Mount gains wings, can fly at 18" (B) CDiv3-190

[S2] Wizard Spells


[S2.1] Level 1 Wizard Spells

SL # Name School Effect Source
1 1 Armoring, Physical Abj Take -CL dmg per physical attack (counts as Armor spell) DM
1 2 Armor, Set hp Abj +CL current hp, cannot raise current hp above CL*10 (counts as Armor spell but can receive multiples) DM
1 3 Shielder Abj +CL AC, +CL saves; pick an element, you're immune to it DM
1 4 Blink To Alt Target creature is blinked into your group (Reflex save) DM
1 5 Forward Haste I Alt +2C' actions per turn (not every round, you get these only once per fight) DM
1 6 Summon Monster Recall I Cnj Summons 2 DL I monsters. Next time you cast this, you get the same thing unless you spend another slot. DM
1 7 Burst Monster I Cnj Summons a DL II monster, not sick, has only 1S action, disappears after 1r DM
1 8 Specific Monster Summoning I Cnj Choose Animal, Plant, Arctic, or Faerie. You summon 10 DL I monsters of that type. DM
1 9 Detect Boss/NPC party Div Gives location of Boss and NPC party(ies) on current DL DM
1 10 Detect MF/PF/TF/LF Div Gives current MF/PF/TF/LF, current time, current location DM
1 11 Charm Any I Enc Charm any one monster with 3 HD or less (save), creature with < 1 HD gets no save DM
1 12 Dispel 1/3 Enc 33% chance to dispel 1 effect (ER to resist); can material component to make it 67% DM
1 13 Sporacle Orb (low) Ill One target: 1 random low [C] section effect (save) (DM knows what "low" means) DM
1 14 Redirection (low) Ill (1bM to cast), you have a summon: A monster selecting you selects your summon instead DM
1 15 Elemental Blast I Inv CLd2 dmg to one group (no save, random E=1 element each time) DM
1 16 Negative Bolt Nec One target takes CL*DL*5 negative dmg (DL=LVL^0.5 if target's DL is not available) DM
1 17 Slay I Nec Slay one DL I monster (PPD save, aNR to resist) DM

[S2.2] Level 2 Wizard Spells

SL # Name School Effect Source
2 1 Armoring, Mystical Abj Take -CL dmg per spell/psi/innate (counts as Armor, can be used w/ Physical) DM
2 2 Metal Skins Abj 8+CL*2 skins, each is one instance of DR 20/- DM
2 3 Forward Haste II Alt +3C' actions per turn (not every round, you get these only once per fight); 2C'=Q DM
2 4 Summon Monster Recall II Cnj Summons 2 DL II monsters. Next time you cast this, you get the same thing unless you spend another slot. DM
2 5 Burst Monster II Cnj Summons a DL III monster, not sick, has only 1S action, disappears after 1r DM
2 6 Specific Monster Summoning II Cnj Choose Insect, Reptile, Cloud, or Leech. You summon 9 DL II monsters of that type. DM
2 7 Charm Any II Enc Charm any one monster with 8 HD or less (save), creature with < 2 HD gets no save DM
2 8 Dispel 1/2 Enc 50% chance to dispel 1 effect (ER to resist); can material component to make it 100% DM
2 9 Elemental Blast II Inv CLd4 dmg to one group (no save, random E=2 element each time) DM
2 10 Slay II Nec Slay 4 DL's of monsters in one group (max DL=2) (PPD save, aNR to resist) DM

[S2] Wizard Spells


[S2.3] Level 3 Wizard Spells

SL # Name School Effect Source
3 1 Forward Haste III Alt +4C' actions per turn (not every round, you get these only once per fight); 2C'=Q DM
3 2 Summon Monster Recall III Cnj Summons 2 DL III monsters. Next time you cast this, you get the same thing unless you spend another slot. DM
3 3 Burst Monster III Cnj Summons a DL IV monster, not sick, has only 2S actions, disappears after 1r DM
3 4 Specific Monster Summoning III Cnj Choose Humanoid, Water, Hound, or Psionic. You summon 8 DL III monsters of that type. DM
3 5 Treasure Finding Div Potion of Treasure Finding effect DM
3 6 Charm Any III Enc Charm any one monster with 15 HD or less (save), creature with < 3 HD gets no save DM
3 7 Dispel 1 Enc Dispels 1 effect (ER to resist) DM
3 8 Sporacle Orb (medium) Ill One target: 1 random medium [C] section effect (save) [or] two targets get low DM
3 9 Redirection (medium) Ill (1M to cast, duration 1t) ½0, you have a summon: A monster selecting you selects your summon instead DM
3 10 Elemental Blast III Inv CLd6 dmg to one group (no save, random E=3 element each time) DM
3 11 Slay III Nec Slay 9 DL's of monsters in one group (max DL=3) (PPD save, aNR to resist) DM

[S2.4] Level 4 Wizard Spells

SL # Name School Effect Source
4 1 Forward Haste IV Alt +5C' actions per turn (not every round, you get these only once per fight); 2C'=Q DM
4 2 Summon Monster Recall IV Cnj Summons 2 DL IV monsters. Next time you cast this, you get the same thing unless you spend another slot. DM
4 3 Burst Monster IV Cnj Summons a DL V monster, not sick, has only 2S actions, disappears after 1r DM
4 4 Specific Monster Summoning IV Cnj Choose Lycanthrope, Ooze, Space, or Wurm. You summon 7 DL IV monsters of that type. DM
4 5 Charm Any IV Enc Charm any one monster with 24 HD or less (save), creature with < 4 HD gets no save DM
4 6 Dispel 2 Enc Dispels 2 effects (ER to resist) DM
4 7 Elemental Blast IV Inv CLd8 dmg to one group (no save, random E=4 element each time) DM
4 8 Slay IV Nec Slay 16 DL's of monsters in one group (max DL=4) (PPD save, aNR to resist) DM

[S2] Wizard Spells


[S2.5] Level 5 Wizard Spells

SL # Name School Effect Source
5 1 Forward Haste V Alt +6C' actions per turn (not every round, you get these only once per fight); 2C'=Q DM
5 2 Summon Monster Recall V Cnj Summons 2 DL V monsters. Next time you cast this, you get the same thing unless you spend another slot. DM
5 3 Burst Monster V Cnj Summons a DL VI monster, not sick, has only 3S actions, disappears after 1r DM
5 4 Specific Monster Summoning V Cnj Choose Elemental, Undead, Alien, or Inner. You summon 6 DL V monsters of that type. DM
5 5 Charm Any V Enc Charm any one monster with 35 HD or less (save), creature with < 5 HD gets no save DM
5 6 Dispel 3 Enc Dispels 3 effects (ER to resist) DM
5 7 Sporacle Orb (high) Ill One target: 1 random high [C] section effect (save) [or] two targets medium [or] three low DM
5 8 Redirection (high) Ill (1M to cast, duration 1t) 1N, you have a summon: A monster selecting you selects your summon instead DM
5 9 Elemental Blast V Inv CLd10 dmg to one group (no save, random E=5 element each time) DM
5 10 Slay V Nec Slay 25 DL's of monsters in one group (max DL=5) (PPD save, aNR to resist) DM

[S2.6] Level 6 Wizard Spells

SL # Name School Effect Source
6 1 Forward Haste VI Alt +7C' actions per turn (not every round, you get these only once per fight); 2C'=Q DM
6 2 Summon Monster Recall VI Cnj Summons 2 DL VI monsters. Next time you cast this, you get the same thing unless you spend another slot. DM
6 3 Burst Monster VI Cnj Summons a DL VII monster, not sick, has only 3S actions, disappears after 1r DM
6 4 Specific Monster Summoning VI Cnj Choose Giant, Weird, Eelemental, or Unlive. You summon 5 DL VI monsters of that type. DM
6 5 Charm Any VI Enc Charm any one monster (save), creature with < 10 HD gets no save DM
6 6 Dispel 4 Enc Dispels 4 effects (ER to resist) DM
6 7 Elemental Blast VI Inv CLd12 dmg to one group (no save, random E=6 element each time) DM
6 8 Slay VI Nec Slay 36 DL's of monsters in one group (max DL=6) (PPD save, aNR to resist) DM

[S2] Wizard Spells


[S2.7] Level 7 Wizard Spells

SL # Name School Effect Source
7 1 Forward Haste VII Alt +8C' actions per turn (not every round, you get these only once per fight); 2C'=Q DM
7 2 Summon Monster Recall VII Cnj Summons 2 DL VII monsters. Next time you cast this, you get the same thing unless you spend another slot. DM
7 3 Burst Monster VII Cnj Summons a DL VIII monster, not sick, has only 4S actions, disappears after 1r DM
7 4 Specific Monster Summoning VII Cnj Choose Dragon, Golem, Mutant, or Technological. You summon 4 DL VII monsters of that type. DM
7 5 Charm Any VII Enc Charm any two monsters (save), creatures with < 17 HD get no save DM
7 6 Dispel 5 Enc Dispels 5 effects (ER to resist) DM
7 7 Elemental Blast VII Inv CLd20 dmg to one group (no save, random E=7 element each time) DM
7 8 Slay VII Nec Slay 49 DL's of monsters in one group (max DL=7) (PPD save, aNR to resist) DM

[S2.8] Level 8 Wizard Spells

SL # Name School Effect Source
8 1 Forward Haste VIII Alt +9C' actions per turn (not every round, you get these only once per fight); 2C'=Q DM
8 2 Summon Monster Recall VIII Cnj Summons 2 DL VIII monsters. Next time you cast this, you get the same thing unless you spend another slot. DM
8 3 Burst Monster VIII Cnj Summons a DL IX monster, not sick, has only 4S actions, disappears after 1r DM
8 4 Specific Monster Summoning VIII Cnj Choose Beholder, Outer, Mind Flayer, or NPC. You summon 3 DL VIII monsters of that type. DM
8 5 Charm Any VIII Enc Charm any three monsters (save), creatures with < 26 HD get no save DM
8 6 Dispel 6 Enc Dispels 6 effects (ER to resist) DM
8 7 Elemental Blast VIII Inv CLd30 dmg to one group (no save, random E=8 element each time) DM
8 8 Slay VIII Nec Slay 64 DL's of monsters in one group (max DL=8) (PPD save, aNR to resist) DM

[S2.9] Level 9 Wizard Spells

SL # Name School Effect Source
9 1 Forward Haste IX Alt +10C' actions per turn (not every round, you get these only once per fight); 2C'=Q DM
9 2 Summon Monster Recall IX Cnj Summons 2 DL IX monsters. Next time you cast this, you get the same thing unless you spend another slot. DM
9 3 Burst Monster IX Cnj Summons a DL X monster, not sick, has only 5S actions, disappears after 1r DM
9 4 Specific Monster Summoning IX Cnj Choose Cthulhoid, Spirit/Land, Rakshasa, or Virus. You summon 2 DL IX monsters of that type. (DM Note: The DL X version of this is Far Realm, Immortal, Nightmare, or Tarrasque.) DM
9 5 Charm Any IX Enc Charm any four monsters (save), creatures with multiplier x1 or less get no save DM
9 6 Dispel 7 Enc Dispels 7 effects (ER to resist) DM
9 7 Elemental Blast IX Inv CLd50 dmg to one group (no save, random E=8 element each time) DM
9 8 Slay IX Nec Slay 81 DL's of monsters in one group (max DL=9) (PPD save, aNR to resist) DM

[S3] Priest Spells


[S3.1] Level 1 Priest Spells

SL # Name Sphere Effect Source
1 1 Animal Companion Ani,Cha Make an animal your companion (not familiar) {1 creature} OA1
1 2 Blade Barrier 1 Gua 3d3 dmg wall (shards) DM
1 3 Call Lightning 1 Com,Ele (CL+2)d4 lightning dmg (save:½) (halve the die type if not outside) DM
1 4 Cantrip All Can cast 1 orison (Pri 0) per round as a Z action DM
1 5 Cause Fear Cha Fear (save), max 6 HD {1 creature} PH3
1 6 Combine All -4 AC; no Dex adj.; Add Pri CLs for effects {Touch, 1+ creatures} UA1
1 7 Command 1 Cha Target makes 1 save, each missed save allows 1 word for a command to be given DM
1 8 Cure Light Wounds (3) Hea Cure 2d8+L (choose 1 die), reverse has save:½ {Touch, 1 creature} PH3
1 9 Endure Elements Pro -5 dmg/r from 1 of: acid/cold/lightning/fire/sound {Touch, 1 creature} PH3
1 10 Entangle (1) Pla Need plants to use; Slow (no save); Stop (save) {1 group} PH1
1 11 Entropic Shield Pro,C Any missile has a 20% chance to miss you {self only} PH3
1 12 Entwine Pla As Entangle, 1 target, -4 to save DM
1 13 Faerie Fire (3) Wea Dispels darkness/blur/displacement/invisibility {1 group} PH3
1 14 Goodberry Pla,Hea 8 berries can cure 1 hp or act as 1 full meal. 8 berries are always created. It takes 1 movement action to eat up to 40 berries. The berries can also be smeared upon a target and will still have their effect (this is useful for targets that cannot eat). {Touch, 8 objects} PH3
1 15 Hold Person/Monster 1 Cha Hold 3 person or 1 monster targets (save) DM
1 16 Panic Charm Target is Panicked (50% flee, 50% taunted towards you) (Will save) DM
1 17 Protection from Fire 1 Ele,Pro Stop the next CL*2 fire dmg DM
1 18 Protection from Lightning 1 Ele,Pro Stop the next CL*2 lightning dmg DM
1 19 Resist [E=1 element] Elemental Pick an E=1 element, you resist it for 1 hour. DM
1 20 Resist Cold (1) Pro All creatures in area get resist cold {1 group} RC0
1 21 Resist Fire/Resist Cold 1 Ele,Pro Take -45% dmg vs. fire or cold DM
1 22 Sanctuary (1) Pro Opponents must make save to attack target {Touch, 1 creature} PH1
1 23 Summon Monster I Sum Summons a DL 1 creature to fight for you {1 creature} PH3
1 24 Summon Nature's Ally I Sum,Ani Summons a DL 1 animal to fight for you {1 creature} PH3
1 25 Treat Light Wounds Hea Cure 10% of max hp {Touch, 1 creature} DM

[S3] Priest Spells


[S3.2] Level 2 Priest Spells

SL # Name Sphere Effect Source
2 1 Aid Hea Bless; +2d8 (choose 1 die) hp (can above max) {Touch, 1 creature} UA1
2 2 Blade Barrier 2 Gua 4d4 dmg wall (shards) DM
2 3 Call Lightning 2 Com,Ele (CL+2)d6 lightning dmg (save:½) (halve the die type if not outside) DM
2 4 Charm Person or Mammal Cha Charm one humanoid or mammal {1 creature} PH1
2 5 Command 2 Cha Target makes 2 saves, each missed save allows 1 word for a command to be given DM
2 6 Cure Moderate Wounds (3) Hea Cure 4d8+L (choose 2 dice) (or) 12+L hp {Touch, 1 creature} PH3
2 7 Death Knell Nec Slain if <0 hp (save); you +1d8 hp, +2 Str, +1 CL {Touch, 1 creature} PH3
2 8 Dispel Radiation Pro Dispels Radiation (1 target = auto success) {1 group} DM
2 9 Double Resist [E=1 element] Elemental Pick an E=1 element, you double resist it (1/4 dmg, 1/10 if make save) for 1 hour. DM
2 10 Dust Devil Ele,Sum Dust Devil: AC 4, HD 2, hp 16, Mv 18, dmg 1d4 {1 creature} UA1
2 11 Flame Strike 2 Com,Ele CLd2 holy fire dmg (save:½) DM
2 12 Frisky Chest Wrd Object will move away from non-Caster. If (after moving for 6 rounds) what it is moving away from is keeping the same distance, the spell "turns that person off" and will no longer move away from him. This prevents the "Frisky Chariot" abuse. {Touch} TM2
2 13 Goodberry 2 Hea,Pla Creates 8 goodberries DM
2 14 Heal 2 Hea Cure to 10% of max hp (max Heal 2 can cure at once = 62 hp) DM
2 15 Hold Person/Monster 2 Cha Hold 4 person or 2 monster targets (save) DM
2 16 Lesser Restoration Hea Restores temporary lowering of 1 ability score {Touch, 1 creature} PH3
2 17 Protection from Fire 2 Ele,Pro Stop the next CL*4 fire dmg DM
2 18 Protection from Lightning 2 Ele,Pro Stop the next CL*4 lightning dmg DM
2 19 Remove Degeneration/Wounded Nec Removes a Degeneration or Wounded effect DM
2 20 Remove Paralysis (3) Hea Removes paralysis/hold/slow; up to 4 targets {1 group} PH3
2 21 Resist [E=1 eelement] Elemental Pick an EE=1 eelement, you resist it for 1 hour. DM
2 22 Resist [E=2 element] Elemental Pick an E=2 element, you resist it for 1 hour. DM
2 23 Resist Acid and Corrosion Pro Resist acid {Touch, 1 target} S&M2
2 24 Resist Elements Abj -12 dmg/r from 1 of: acid/cold/lightning/fire/sound {Touch, 1 creature} PH3
2 25 Resist Fire/Resist Cold 2 Ele,Pro Take -50% dmg vs. fire or cold DM
2 26 Shatter Ele,C Object(s) destroyed (save vs. crushing blow) {1 group} PH3
2 27 Summon Monster II Sum 1 DL 2 or 1d3 DL 1 creatures to fight for you {1 creature} PH3
2 28 Summon Nature's Ally II Sum,Ani 1 DL 2 or 1d3 DL 1 animals to fight for you {1 creature} PH3
2 29 Treat Moderate Wounds Hea Cure 20% of max hp {Touch, 1 creature} DM
2 30 Withdraw All Get 1r of actions per 1s; only cure self & Div {self only} UA1

[S3] Priest Spells


[S3.3] Level 3 Priest Spells

SL # Name Sphere Effect Source
3 1 Animate Dead Nec Creates undead skeletons and zombies. PH2&3
3 2 Bestow Curse Pro -6 to an ability; -4 on TH/saves/checks; or 50% lose action PH3
3 3 Blade Barrier 3 Gua 5d5 dmg wall (shards) DM
3 4 Call Lightning 3 Com,Ele (CL+2)d8 lightning dmg (save:½) (halve the die type if not outside) DM
3 5 Command 3 Cha Target makes 3 saves, each missed save allows 1 word for a command to be given DM
3 6 Creeping Doom 3 Sum 40 insect dmg DM
3 7 Cure Blindness or Deafness Nec;Hea Cures Blindness or Deafness PH2
3 8 Cure Disease Nec;Hea Cures Disease PH2
3 9 Cure Wounds 3 Hea Cures 6d8 hp (can take offer of 6 per die -> 36 hp) DM
3 10 Death's Door Nec;Hea Puts target (at negative hp) to 0 hp (1 hp if material comp.) UA1
3 11 Dispel Magic 3 Com Dispel 1 magic effect DM
3 12 Double Resist [E=1 eelement] Elemental Pick an EE=1 eelement, you double resist it (1/4 dmg, 1/10 if make save) for 1 hour. DM
3 13 Double Resist [E=2 element] Elemental Pick an E=2 element, you double resist it (1/4 dmg, 1/10 if make save) for 1 hour. DM
3 14 Flame Strike 3 Com,Ele CLd4 holy fire dmg (save:½) DM
3 15 Goodberry 3 Hea,Pla Creates 12 goodberries DM
3 16 Heal 3 Hea Cure to 25% of max hp (max Heal 3 can cure at once = 250 hp) DM
3 17 Hold Person/Monster 3 Cha Hold 5 person or 3 monster targets (save) DM
3 18 Negative Plane Protection Nec;Pro Stops one negative energy attack PH2
3 19 Neutralize Poison Hea;Nec Detoxifies venom in or on subject. PH2&3
3 20 Protection from Elements Pro;Ele Absorb 12 damage/level from one kind of energy. PH3
3 21 Protection From Fire Pro;Ele Immune normal fire; Absorb 12*CL dmg fire (or) Resist Fire PH2
3 22 Protection from Lightning 3 Ele,Pro Stop the next CL*8 lightning dmg DM
3 23 Put Out of Misery Nec Target being at negative hp that would die if unattended is slain (no save) DM
3 24 Remove Curse Nec;Hea Frees object or person from curse. PH2&3
3 25 Remove Disease Nec;Hea Cures all diseases affecting subject. PH3
3 26 Remove Paralysis (2) Nec;Hea Removes paralysis. This spell will also remove stun and summoning sickness effects. This spell also has a reverse (Paralysis) that will Paralyze target creature unless they make a save vs. PPD. PH2
3 27 Resist [E=3 element] Elemental Pick an E=3 element, you resist it for 1 hour. DM
3 28 Summon Insects Ani;Sum Summons DL 3 insects PH2
3 29 Summon Monster III Sum Calls DL 3 outsider to fight for you. PH3
3 30 Summon Nature's Ally III Ani;Sum Calls DL 3 creature to fight. PH3
3 31 Treat Serious Wounds Hea Cure 30% of max DM

[S3] Priest Spells


[S3.4] Level 4 Priest Spells

SL # Name Sphere Effect Source
4 1 Blade Barrier 4 Gua 6d6 dmg wall (shards) DM
4 2 Call Lightning 4 Com,Ele (CL+2)d10 lightning dmg (save:½) (halve the die type if not outside) DM
4 3 Command 4 Cha Target makes 4 saves, each missed save allows 1 word for a command to be given DM
4 4 Creeping Doom 4 Sum 160 insect dmg DM
4 5 Cure Wounds 4 Hea Cures 10d8 hp (can take offer of 6 per die -> 60 hp) DM
4 6 Death Ward Wrd; Nec Grants immunity to death spells and effects. PH3
4 7 Death's Door 4 Hea,Nec Target (currently at negative hp) goes to 1 hp DM
4 8 Dimensional Anchor Ast; Wrd Bars extradimensional movement. PH3
4 9 Dismissal Sum Forces a creature to return to native plane. (save) PH3
4 10 Dispel Magic 4 Com Dispel 2 magic effects DM
4 11 Dispel Psionics Pro Cancels psionic effects DM
4 12 Double Resist [E=3 element] Elemental Pick an E=3 element, you double resist it (1/4 dmg, 1/10 if make save) for 1 hour. DM
4 13 Flame Strike 4 Com,Ele CLd6 holy fire dmg (save:½) DM
4 14 Free Action Cha Immune stun, hold, paralysis, summoning sickness PH2
4 15 Goodberry 4 Hea,Pla Creates 16 goodberries DM
4 16 Heal 4 Hea Cure to 50% of max hp (max Heal 4 can cure at once = 500 hp) DM
4 17 Hold Person/Monster 4 Cha Hold 6 person or 4 monster targets (save) DM
4 18 Immune [E=1 element] Elemental Pick an E=1 element, you are immune to it for 1 hour. (This immunity does not "spread" into other resistances) DM
4 19 Lesser Planar Ally Sum Summons a DL IV outer-planar (payment determines duration) PH3
4 20 Limited Heal Hea Heal, target must Fort save vs. # hp down (+10 per other effect) DM
4 21 Neutralize Poison 4 Hea,Nec Cure 1 poison effect (reverse causes that many, save) DM
4 22 Protection from Fire 4 Ele,Pro Stop the next CL*12 fire dmg DM
4 23 Protection from Lightning 4 Ele,Pro Stop the next CL*12 lightning dmg DM
4 24 Remove Capital S Stun Hea, Nec Removes Capital S Stun DM
4 25 Remove Curse 4 Hea,Nec Cure 1 curse effect (reverse causes that many, save) DM
4 26 Resist [E=2 eelement] Elemental Pick an EE=2 eelement, you resist it for 1 hour. DM
4 27 Resist [E=4 element] Elemental Pick an E=4 element, you resist it for 1 hour. DM
4 28 Resist Fire/Resist Cold 4 Ele,Pro Take -60% dmg vs. fire or cold DM
4 29 Restoration (3) Nec Restores level and ability score drains. PH3
4 30 Rusting Grasp Com; Wea Your touch corrodes iron and alloys. PH3
4 31 Spell Immunity Pro Subject is immune to one spell per four levels PH2&3
4 32 Summon Monster IV Sum Summons a DL IV monster (1 turn) PH3
4 33 Summon Nature's Ally IV Sum Summons a DL IV animal (maintained) PH3
4 34 Treat Critical Wounds Hea Cure 40% of max DM

[S3] Priest Spells


[S3.5] Level 5 Priest Spells

SL # Name Sphere Effect Source
5 1 Animate Dead Monsters Nec Animates CL dead monsters UA1
5 2 Antiplant Shell Pla; Pro Keeps out plants PH2
5 3 Blade Barrier 5 Gua 7d7 dmg wall (shards) DM
5 4 Call Lightning 5 Com,Ele (CL+2)d12 lightning dmg (save:½) (halve the die type if not outside) DM
5 5 Command 5 Cha Target makes 5 saves, each missed save allows 1 word for a command to be given DM
5 6 Conjure/Dismiss Normal Elemental Ele Summons or dismisses a Normal Elemental DM
5 7 Creeping Doom 5 Sum (1d2+4)*60 insect dmg DM
5 8 Cure Wounds 5 Hea Cures 15d8 hp (can take offer of 6 per die -> 90 hp) DM
5 9 Death's Door 5 Hea,Nec Target (currently at negative hp) goes to 2 hp (can't go above max) DM
5 10 Dispel Evil All; Com Unsummons evil creatures (Outer-planar/summoned no save). If cast against 1 creature of the appropriate type, there is no saving throw. If cast against an evil area or a grouping of creatures, the save is at normal chances. PH2
5 11 Dispel Innates Pro Dispels Innates DM
5 12 Dispel Magic 5 Com Dispel 3 magic effects DM
5 13 Double Resist [E=2 eelement] Elemental Pick an EE=2 eelement, you double resist it (1/4 dmg, 1/10 if make save) for 1 hour. DM
5 14 Double Resist [E=4 element] Elemental Pick an E=4 element, you double resist it (1/4 dmg, 1/10 if make save) for 1 hour. DM
5 15 Extra Group +1 Numbers The next spell you cast will affect +1 groups of monsters DM
5 16 Fire Storm 5 Com,Ele (CL+2)d2 holy fire dmg, hits 1 group (no save) DM
5 17 Flame Strike 5 Com,Ele CLd8 holy fire dmg (save:½) DM
5 18 Golem Cre Makes a golem (you need raw materials) UA1
5 19 Goodberry 5 Hea,Pla Creates 20 goodberries DM
5 20 Greater Command Cha As command, but affects one subject/level. PH3
5 21 Heal 5 Hea Cure to 75% of max hp (max Heal 5 can cure at once = 750 hp) DM
5 22 Hold Person/Monster 5 Cha Hold 7 person or 5 monster targets (save) DM
5 23 Ice Storm Ele Hail deals 5d6 damage in cylinder 40 ft. across. PH3
5 24 Immune [E=2 element] Elemental Pick an E=2 element, you are immune to it for 1 hour. (This immunity does not "spread" into other resistances) DM
5 25 Improved Free Action Cha Immune Capital S Stun, Stop, Hold, Paralysis, Summoning Sickness; Hold P,V actions DM
5 26 Insect Plague Ani; Sum Insect horde limits vision, inflicts damage, creatures flee. PH2&3
5 27 Ironskin   Does not stop falling damage. Does not leak like Stoneskin. Any attack (hit or miss) knocks off an Ironskin, unless the roll was a natural 1. DK2
5 28 Limited Cureall Hea Cureall, target must Fort save vs. # hp down (+10 per other effect) DM
5 29 Limited Wish Com 5th level spell: will duplicate any Wizard spell of levels 0-3 or Priest spell of levels 0-4. DM
5 30 MultiCure Critical Wounds   Cure Critical (3 targets) (r=sight) DM
5 31 Neutralize Poison 5 Hea,Nec Cure 2 poison effects (reverse causes that many, save for each) DM
5 32 Protection from Fire 5 Ele,Pro Stop the next CL*16 fire dmg DM
5 33 Protection from Lightning 5 Ele,Pro Stop the next CL*16 lightning dmg DM
5 34 Rainbow Sun Creates a rainbow bridge (or) CL bolts d8 dmg 1 target each PH2
5 35 Raise Dead Nec Restores life to subject who died up to 1 day/level ago. What you get is the full character at 1 hit point (he can be healed), with no spells or psionic points. He loses 1 Con point permanently. PH2&3
5 36 Remove Coma Nec Removes the Coma effect DM
5 37 Remove Curse 5 Hea,Nec Cure 2 curse effects (reverse causes that many, save for each) DM
5 38 Resist [E=5 element] Elemental Pick an E=5 element, you resist it for 1 hour. DM
5 39 Resist Fire/Resist Cold 5 Ele,Pro Take -65% dmg vs. fire or cold DM
5 40 Resist Vulnerability Pro Target gains a Resist to something which can only be used to counter a Vulnerability (Duration 1 hour) DM
5 41 Spell Immunity 5 Pro Be immune to 2 spells by name DM
5 42 Spell Resistance Pro Subject gains +12 +1/level SR. PH3
5 43 Summon Monster V Sum Summons a DL V monster (1 turn) PH3
5 44 Summon Nature's Ally V Sum; Ani Summons a DL V animal (maintained) PH3
5 45 Treat Deadly Wounds Hea Cure 50% of max hp DM
5 46 Troll-like Regeneration Nec You Troll-like Regenerate at CL hp per round DM
5 47 Vulnerable Resistance Pro Target gains a Vulnerability to something which can only be used to counter a Resistance (Duration 1 hour) DM
5 48 Wall of Fire Ele Passing through wall deals 2d6 +1/level. PH3
5 49 Wall of Stone Ele 20 hp/four levels; can be shaped. PH3
5 50 Wall of Thorns Pla Thorns damage anyone who tries to pass. PH3

[S3] Priest Spells


[S3.6] Level 6 Priest Spells

SL # Name Sphere Effect Source
6 1 Anti-Animal Shell     PH2
6 2 Antilife Shell   10-ft. field hedges out living creatures. PH3
6 3 Blade Barrier   Blades encircling you deal 1d6 damage/level. PH3
6 4 Blade Barrier 6 Gua 8d8 dmg wall (shards) DM
6 5 Call Lightning 6 Com,Ele (CL+2)d14 lightning dmg (save:½) (halve the die type if not outside) DM
6 6 Command 6 Cha Target makes 6 saves, each missed save allows 1 word for a command to be given DM
6 7 Conjure/Dismiss Para Elemental Ele Summons or dismisses a Para Elemental DM
6 8 Create Undead   Ghouls, shadows, ghasts, wights, or wraiths. PH3
6 9 Creeping Doom 6 Sum (1d3+5)*80 insect dmg DM
6 10 Cure Wounds 6 Hea Cures 21d8 hp (can take offer of 6 per die -> 126 hp) DM
6 11 Death's Door 6 Hea,Nec Target (currently at negative hp) goes to 4 hp (can't go above max) DM
6 12 Dispel Evil 6 All Dispel 2 evil targets (can target the same thing more than once) (save) DM
6 13 Dispel Magic 6 Com Dispel 4 magic effects DM
6 14 Double Resist [E=5 element] Elemental Pick an E=5 element, you double resist it (1/4 dmg, 1/10 if make save) for 1 hour. DM
6 15 Feeblemind     PH1
6 16 Fire Storm 6 Com,Ele (CL+2)d5 holy fire dmg, hits 1+1/2 groups (no save) DM
6 17 Flame Strike 6 Com,Ele CLd10 holy fire dmg (save:½) DM
6 18 Forbiddance   Denies area to creatures of another alignment. PH3
6 19 Goodberry 6 Hea,Pla Creates 24 goodberries DM
6 20 Heal Hea Cure all dmg + disease,blind,insanity,feeblemind PH1
6 21 Hold Person/Monster 6 Cha Hold 8 person or 6 monster targets (save) DM
6 22 Immune [E=3 element] Elemental Pick an E=3 element, you are immune to it for 1 hour. (This immunity does not "spread" into other resistances) DM
6 23 Mass Remove Curse   Remove Curse on 6 targets or 1 group DM
6 24 Mass Remove Paralysis     DM
6 25 MultiCure Deadly Wounds Hea Cure 8d8+10 or 58 to 6 different targets DM
6 26 Neutralize Poison 6 Hea,Nec Cure 3 poison effects (reverse causes that many, save for each) DM
6 27 No Save Combat The next spell you cast does not have a saving throw DM
6 28 Protection from Fire 6 Ele,Pro Stop the next CL*20 fire dmg DM
6 29 Protection from Lightning 6 Ele,Pro Stop the next CL*20 lightning dmg DM
6 30 Really Put of Misery Nec Target being that is slain is Capital S Slain (no save) DM
6 31 Remove *Curse* Nec Removes *Curse*, Capital C Curse (but not Ancient Foul Curse) DM
6 32 Remove Curse 6 Hea,Nec Cure 3 curse effects (reverse causes that many, save for each) DM
6 33 Resist [E=3 eelement] Elemental Pick an EE=3 eelement, you resist it for 1 hour. DM
6 34 Resist [E=6 element] Elemental Pick an E=6 element, you resist it for 1 hour. DM
6 35 Resist Fire/Resist Cold 6 Ele,Pro Take -70% dmg vs. fire or cold DM
6 36 Spell Immunity 6 Pro Be immune to 3 spells by name DM
6 37 Summon Monster VI   Calls outsider to fight for you. PH3
6 38 Summon Nature's Ally VI   Calls creature to fight. PH3
6 39 Treat Harmful Wounds Hea Cure 60% of max hp DM

[S3] Priest Spells


[S3.7] Level 7 Priest Spells

SL # Name Sphere Effect Source
7 1 Blade Barrier 7 Gua 9d9 dmg wall (shards) DM
7 2 Call Lightning 7 Com,Ele (CL+2)d16 lightning dmg (save:½) (halve the die type if not outside) DM
7 3 Command 7 Cha Target makes 7 saves, each missed save allows 1 word for a command to be given DM
7 4 Confusion     PH2
7 5 Conjure/Dismiss Quasi Elemental Ele Summons or dismisses a Quasi Elemental DM
7 6 Creeping Doom 7 Sum (1d4+6)*100 insect dmg DM
7 7 Cure Wounds 7 Hea Cures 28d8 hp (can take offer of 6 per die -> 168 hp) DM
7 8 Cureall Hea Cure all dmg + remove all non-divine ailments RC0
7 9 Death's Door 7 Hea,Nec Target (currently at negative hp) goes to 8 hp (can't go above max) DM
7 10 Dispel Evil 7 All Dispel 3 evil targets (can target the same thing more than once) (save) DM
7 11 Dispel Magic 7 Com Dispel 5 magic effects DM
7 12 Earthquake   Intense tremor shakes 5-ft./level radius. PH2
7 13 Escape Travelers You Escape from current situation DM
7 14 Fire Storm 7 Com,Ele (CL+2)d8 holy fire dmg, hits 2 groups (no save) DM
7 15 Flame Strike 7 Com,Ele CLd12 holy fire dmg (save:½) DM
7 16 Gate   Connects two planes for travel or summoning. PH2
7 17 Goodberry 7 Hea,Pla Creates 28 goodberries DM
7 18 Greater Restoration   As restoration, plus restores all levels and ability scores PH3
7 19 Heal 7 Hea Cure to 125% of max hp (max Heal 7 can cure at once = 1250 hp) DM
7 20 Hold Person/Monster 7 Cha Hold 9 person or 7 monster targets (save) DM
7 21 Holy Word   Double the Hit Dice brackets. A creature does not have to "hear" the spell in order for it to take effect. PH1
7 22 Immune [E=4 element] Elemental Pick an E=4 element, you are immune to it for 1 hour. (This immunity does not "spread" into other resistances) DM
7 23 MultiHeal Hea Cure all dmg + disease,blind,insanity,feeblemind (6 targets) DM
7 24 Neutralize Poison 7 Hea,Nec Cure 4 poison effects (reverse causes that many, save for each) DM
7 25 Phoenix Sanctuary Pro You take half damage from any source (duration 1 turn, cannot be made permanent) DM
7 26 Protection from Death Pro,Nec Immune to slain and Slain DM
7 27 Protection from Fire 7 Ele,Pro Stop the next CL*24 fire dmg DM
7 28 Protection from Lightning 7 Ele,Pro Stop the next CL*24 lightning dmg DM
7 29 Raise Dead Fully Nec What you get is the full character at full hit points, but with no spells or psionic points. He loses 1 Con point permanently. RC0
7 30 Regenerate 7 Nec Regenerates 1 hp /s DM
7 31 Remove Curse 7 Hea,Nec Cure 4 curse effects (reverse causes that many, save for each) DM
7 32 Repulsion   Creatures can't approach you. PH3
7 33 Resist Fire/Resist Cold 7 Ele,Pro Take -75% dmg vs. fire or cold DM
7 34 Restoration (1)   Removes all lost levels, not just one. Also restores ability score drains. Does not age caster or target. PH1
7 35 Resurrection Nec What you get is the full character at 1 hit point, with the spells and psionic points he had when killed. He loses 1 Con point, which can be restored with a Restoration or other means. PH1
7 36 Spell Immunity 7 Pro Be immune to 4 spells by name DM
7 37 Summon Monster VII   Calls outsider to fight for you. PH3
7 38 Summon Nature's Ally VII   Calls creature to fight. PH3
7 39 Symbol   Triggered runes have array of effects. PH2
7 40 Time/Reality Stability Time Time/Reality Stability (duration 1 day), reverse removes it (Spell save) DM
7 41 Treat Caused Wounds Hea Cure 70% of max hp DM
7 42 Wish Cnj Duplicate any Wizard or Priest spell of levels 0-6. RC0

[S3] Priest Spells


[S3.8] Level 8 Priest Spells (Quest spells)

SL # Name Sphere Effect Source
8 1 Animal Horde Ani/Sum Summon your choice of 10*level HD of animals TOM2
8 2 Antimagic Field   Negates magic within 10 ft. PH3
8 3 Blade Barrier 8 Gua 10d10 dmg wall (shards) DM
8 4 Call Lightning 8 Com,Ele (CL+2)d18 lightning dmg (save:½) (halve the die type if not outside) DM
8 5 Circle Of Sunmotes Sun All friends get leveld6 hp,+1/+1 TH/dmg; enemies get reverse TOM2
8 6 Command 8 Cha Target makes 8 saves, each missed save allows 1 word for a command to be given DM
8 7 Conjure Greater Elemental Ele Conjures a 36 HD Elemental Lord (x2 being) ?
8 8 Conjure/Dismiss Semi Elemental Ele Summons or dismisses a Semi Elemental DM
8 9 Create Greater Undead   Mummies, spectres, vampires, or ghosts. PH3
8 10 Creeping Doom 8 Sum (1d5+7)*120 insect dmg DM
8 11 Cure Wounds 8 Hea Cures 36d8 hp (can take offer of 6 per die -> 216 hp) DM
8 12 Death's Door 8 Hea,Nec Target (currently at negative hp) goes to 16 hp (can't go above max) DM
8 13 Dispel Evil 8 All Dispel 4 evil targets (can target the same thing more than once) (save) DM
8 14 Dispel Magic 8 Com Dispel 6 magic effects DM
8 15 Duplicate Monster Cre Duplicate a x1 monster (not incl. classes) ?
8 16 Elemental Swarm Ele/Sum Summons (level) 36 HD elementals of chosen type (not semi-) TOM2
8 17 Extra Group +2 Numbers The next spell you cast will affect +2 groups of monsters DM
8 18 Fear Contagion Cha/War All within 240' are feared (no save), effect is contagious 1t TOM2
8 19 Finger of Death   Kills one subject. PH3
8 20 Fire Storm 8 Com,Ele (CL+2)d11 holy fire dmg, hits 3 groups (no save) DM
8 21 Flame Strike 8 Com,Ele CLd14 holy fire dmg (save:½) DM
8 22 Forever Minions Nec All dead in area raise as zombies in 1r; spell is permanent ?
8 23 Goodberry 8 Hea,Pla Creates 32 goodberries DM
8 24 Heal 8 Hea Cure to 150% of max hp (max Heal 8 can cure at once = 1500 hp) DM
8 25 Hold Person/Monster 8 Cha Hold 10 person or 8 monster targets (save) DM
8 26 Holy Bolt Com Dispels undead, evil, outer-planar & 20 dmg/lvl ?
8 27 Implosion/Inversion Num/Com Each round for 1t, caster can implode 1 target (save -4) TOM2
8 28 Lady's Smile Num/Tho Can choose result of 1 die roll within 2r ?
8 29 Mass Heal   As heal, but with several subjects. PH3
8 30 Neutralize Poison 8 Hea,Nec Cure 5 poison effects (reverse causes that many, save for each) DM
8 31 Protection from Fire 8 Ele,Pro Stop the next CL*28 fire dmg DM
8 32 Protection from Lightning 8 Ele,Pro Stop the next CL*28 lightning dmg DM
8 33 Really Really Put of Misery Time Target being that is Capital S Slain is removed from the timeline (no save) DM
8 34 Regenerate 8 Nec Regenerates 2 hp /s DM
8 35 Remove Curse 8 Hea,Nec Cure 5 curse effects (reverse causes that many, save for each) DM
8 36 Robe Of Healing Hea Get 20 1d4+4 healing effects (self or other) every round for 1h TOM2
8 37 Shooting Stars Com/Sun All enemies within 120' take 6d10+192 (no save) (fire+lightning) TOM2
8 38 Spell Immunity 8 Pro Be immune to 5 spells by name DM
8 39 Sphere Of Security Pro Friends get +2 AC,+2 saves, +50% MR, 4 Pro.scroll effects 1h TOM2
8 40 Spiral Of Degeneration C/Tho All x1 items within 50' turn off, all lose 1 spell/r, 1h TOM2
8 41 Storm Of Vengeance Ele/War No spellcasting, lvld6 acid, 48d8 lightning, 3*lvld10 ice TOM2
8 42 Summon Monster VIII   Calls outsider to fight for you. PH3
8 43 Summon Nature's Ally VIII   Calls creature to fight. PH3
8 44 Treat Terrible Wounds Hea Cure 80% of max hp DM
8 45 UltraCureAll Hea As Cureall but full set of phantom hit points. DM
8 46 Undead Plague Nec Summon 1000 skeletons TOM2
8 47 Wolf Spirits Ani/Sum Summon 2*lvld6 wolf spirits (AC-18,hp76,+2 wpn to hit,undead) TOM2

[S3] Priest Spells


[S3.9] Level 9 Priest Spells

SL # Name Sphere Effect Source
9 1 Anti-Dispel Magic Shell Pro your effects are non-dispellable (inc.shell) DM/i?
9 2 Blade Barrier 9 Gua 11d11 dmg wall (shards) DM
9 3 Call Lightning 9 Com,Ele (CL+2)d20 lightning dmg (save:½) (halve the die type if not outside) DM
9 4 Command 9 Cha Target makes 9 saves, each missed save allows 1 word for a command to be given DM
9 5 Conjure Elemental 9 Ele,Sum Conjure a DL=8 elemental DM
9 6 Creeping Doom 9 Sum (1d6+8)*140 insect dmg DM
9 7 Cure Wounds 9 Hea Cures 45d8 hp (can take offer of 6 per die -> 270 hp) DM
9 8 Death's Door 9 Hea,Nec Target (currently at negative hp) goes to 32 hp (can't go above max) DM
9 9 Dispel Evil 9 All Dispel 5 evil targets (can target the same thing more than once) (save) DM
9 10 Dispel Magic 9 Com Dispel 7 magic effects DM
9 11 Down a Hole Astral Target is put Down a Hole (no save) DM
9 12 Duplicate Item Cre duplicate a x1 magic or psi item that uses charges DM/i?
9 13 Duplicate Mechanism Cre duplicate a technology item DM/i?
9 14 Energy Drain   Subject gains 2d4 negative levels. PH3
9 15 Erase Truename Astral Erases target's Truename (no save) DM
9 16 Fire Storm 9 Com,Ele (CL+2)d14 holy fire dmg, hits 4 groups (no save) DM
9 17 Flame Strike 9 Com,Ele CLd16 holy fire dmg (save:½) DM
9 18 Goodberry 9 Hea,Pla Creates 36 goodberries DM
9 19 Heal 9 Hea Cure to 175% of max hp (max Heal 9 can cure at once = 1750 hp) DM
9 20 Hold Person/Monster 9 Cha Hold 11 person or 9 monster targets (save) DM
9 21 Implosion   Kills one creature/round. PH3
9 22 Miracle   Requests a deity's intercession. PH3
9 23 Neutralize Poison 9 Hea,Nec Cure 6 poison effects (reverse causes that many, save for each) DM
9 24 Petition All auto make next divine intervention roll DM/i?
9 25 Protection from Fire 9 Ele,Pro Stop the next CL*32 fire dmg DM
9 26 Protection from Lightning 9 Ele,Pro Stop the next CL*32 lightning dmg DM
9 27 Regenerate 9 Nec Regenerates 4 hp /s DM
9 28 Remove Curse 9 Hea,Nec Cure 6 curse effects (reverse causes that many, save for each) DM
9 29 Reset Self Hea Reset self DM
9 30 Resist Fire/Resist Cold 9 Ele,Pro Take -85% dmg vs. fire or cold DM
9 31 Rift Nec all undead within 360 yards have x10 hp; duration 3 d DK2
9 32 Shapechange   Transforms you into any creature, and change forms once per round. PH3
9 33 Spell Immunity 9 Pro Be immune to 6 spells by name DM
9 34 Summon Monster IX   Calls outsider to fight for you. PH3
9 35 Summon Nature's Ally IX   Calls creature to fight. PH3
9 36 Treat Ultra Wounds Hea Cure 90% of max hp DM
9 37 True Resurrection   As resurrection, plus remains aren't needed. PH3
9 38 Unlimited Wish ? Duplicate any Wizard or Priest spell of levels 0-8. DM

[S4] Rogue Spells


[S4.1] Level 1 Rogue Spells

SL # Name Class Effect Source
1 1 Accelerated Movement Bard Move at normal speed when using Balance, Climb, or Move Silently CAdv3-142
1 2 Alarm Bard Alarm PH3-197
1 3 Amplify Bard Amplifies sound MoF3-77
1 4 Animate Rope Bard Animate Rope PH3-199
1 5 Appraising Touch Bard +CL to Appraisal checks DR253-70
1 6 Balagarn's Iron Horn Bard Trip 1 group (Str check vs. Str 20) MoF3-79
1 7 Cause Fear Bard Fear 1 target (Will save) PH3-208
1 8 Charm Person Bard Charm Person PH3-209
1 9 Comprehend Languages Bard Comprehend Languages PH3-212
1 10 Confusion, Lesser Bard Confusion one target (Will save) PH3-212
1 11 Critical Strike Assassin Next attack does +1d6 dmg, threat range doubles CAdv3-145
1 12 Cure Light Wounds Bard Cures 1d8+CL hp PH3-215
1 13 Dead End Assassin Obscures your tracks and scent; Immune Clairnasience DR253-71
1 14 Dead End Bard CL targets have tracks and scent obscured DR253-71
1 15 Detect Poison Assassin Detects poison PH3-219
1 16 Detect Secret Doors Bard Detect Secret Doors and compartments PH3-220
1 17 Discern Bloodline Bard Know race of target creature RoD3-165
1 18 Disguise Self Assassin Disguise 40+CL*20% PH3-222
1 19 Disguise Self Bard Disguise Self PH3-222
1 20 Disquietude Bard Target flees (Will save) MoF3-90
1 21 Distort Speech Bard Target has 50% spell failure (Fort save) CAdv3-145
1 22 Distract Bard CL targets get -4 on all rolls (Will save) DR143-20
1 23 Distract Assailant Assassin Target loses Dex adjustment to AC (Will save) CAdv3-146
1 24 Empathy Bard Empathy DR133-93
1 25 Erase Bard Erase PH3-227
1 26 Expeditious Retreat Bard +9" move rate for 1t PH3-228
1 27 Expeditious Retreat, Swift Bard (0 action to cast) +9" move rate for 1r CAdv3-149
1 28 Feather Fall Assassin Feather Fall PH3-229
1 29 Feather Fall Bard Feather Fall PH3-229
1 30 Focusing Chant Bard +1 TH, skill checks, ability score checks for 1t CAdv3-149
1 31 Friendly Face Bard +5 bonus on Diplomacy and Gather Information checks RoD3-166
1 32 Ghost Sound Assassin Illusionary sounds of 4*CL people PH3-235
1 33 Glimpse of Fear Bard Target is Vulnerable to Fear (no save) DR333-71
1 34 Grease Bard Grease PH3-237
1 35 Harmony Bard Singing: +2 TH and dmg and Resist Fear for party PGF3-104
1 36 Healing Rest Bard CL creatures have double natural healing rate CAdv3-151
1 37 Herald's Call Bard Slow 1 target (Will save) CAdv3-151
1 38 Hypnotism Bard Hypnotism 1 target (Will save) PH3-242
1 39 Identify Bard Identify PH3-243
1 40 Insightful Feint Assassin +10 AC vs. next attack on you CAdv3-153
1 41 Instant Locksmith Assassin Open Locks 40+CL*20% (duration = one attempt) CAdv3-153
1 42 Instant Search Assassin Auto make one Search check CAdv3-153
1 43 Joyful Noise Bard Cancels Silence CAdv3-154
1 44 Jump Assassin Jump PH3-246
1 45 Know Protections Bard Know target's DR, SR, and resistances/immunities MoF3-104
1 46 Locate City Bard Locate a city with minimum size designated by caster RoD3-167
1 47 Low-Light Vision Assassin Low-Light vision CArc3-113
1 48 Magic Mouth Bard Magic Mouth PH3-251
1 49 Master's Touch Bard Proficient with one weapon for 1t CAdv3-154
1 50 Nystul's Magic Aura Bard Nystul's Magic Aura PH3-257
1 51 Obscure Object Bard Object in undetectable by Divination effects PH3-258
1 52 Obscuring Mist Assassin Your group is fogged (can't target or use missile weapons into) PH3-258
1 53 Ray of Hope Bard Target gets +2 on all die rolls for 1r BoED3-105
1 54 Remove Fear Bard Remove Fear PH3-271
1 55 Rooftop Strider Assassin Auto make Balance and Jump checks RoD3-167
1 56 Scholar's Touch Bard Read 1 book per round RoD3-167
1 57 Serene Visage Assassin Illusion DR253-72
1 58 Serene Visage Bard +CL Bluff checks DR253-72
1 59 Shock and Awe Assassin Target loses next action (Will save) DR253-72
1 60 Shock and Awe Bard CL targets get -10 initiative on next roll DR253-72
1 61 Silent Image Bard Visual-only illusion of an object or creature PH3-279
1 62 Silent Portal Assassin One door or window makes no sound when opening/closing MoF3-117
1 63 Sleep Assassin 4 HD of creatures in one group slept (Will save) PH3-280
1 64 Sleep Bard Sleep 1 target or 4 HD of creatures (Will save) PH3-280
1 65 Sniper's Shot Assassin Can use Backstab (even to front) on next missile attack CAdv3-157
1 66 Summon Monster I Bard Summons a DL I monster PH3-285
1 67 Summon Undead I Bard Summons a DL I undead PGF3-114
1 68 Tasha's Hideous Laughter Bard Tasha's Hideous Laughter PH3-292
1 69 True Strike Assassin +20 TH on next attack roll PH3-296
1 70 Undersong Bard May make a Perform check in place of a Concentration check DR283-72
1 71 Undetectable Alignment Bard Undetectable Alignment PH3-297
1 72 Unseen Servant Bard Unseen Servant PH3-297
1 73 Ventriloquism Bard Ventriloquism PH3-298

[S4] Rogue Spells


[S4.2] Level 2 Rogue Spells

SL # Name Class Effect Source
2 1 Alter Self Assassin Alter Self +/- 1 size PH3-197
2 2 Alter Self Bard Alter Self PH3-197
2 3 Animal Messenger Bard Message PH3-198
2 4 Animal Trance Bard 2d6 HD of Animals with Int <3 are Fascinated PH3-198
2 5 Bladeweave Bard 0, 1/P action: One of your attacks is Daze brand (Will save) CAdv3-144
2 6 Blindness/Deafness Bard Blindness or Deafness one target (Fort save) PH3-206
2 7 Blur Bard iWR 20% PH3-206
2 8 Calm Emotions Bard Removes Rage, Enraged, Fear, Confusion, failed Morale PH3-207
2 9 Cat's Grace Bard +4 Dex for 1t PH3-208
2 10 Cat's Grace Assassin +4 Dex for CL r PH3-208
2 11 Circle Dance Bard Locate Person and know if he's hurt MoF3-84
2 12 Cloud of Bewilderment Bard Group is Nauseated (Fort save) PGF3-101
2 13 Cure Moderate Wounds Bard Cures 2d8+CL hp PH3-216
2 14 Darkness Assassin Darkness 20'r PH3-216
2 15 Darkness Bard Darkness PH3-216
2 16 Daze Monster Bard 1 target Dazed (Will save) PH3-217
2 17 Delay Poison Bard Slow Poison PH3-217
2 18 Delusions of Grandeur Bard -2 all actions, -2 Wis (Will save) DR243-71
2 19 Detect Thoughts Bard ESP (Will save) PH3-220
2 20 Eagle's Splendor Bard +4 Chr for 1t PH3-225
2 21 Elation Bard +2 Str, +2 Dex, +3" move rate BoED3-98
2 22 Enthrall Bard Enthrall PH3-227
2 23 Faerinaal's Hymn Bard CL targets do not get parting shots for 1t BoED3-99
2 24 Fire Shuriken Assassin CL/3 targets: 3d6 fire dmg (no save); can get Str bonus but need to roll TH CArc3-107
2 25 Fly, Swift Bard (0 action to cast) Fly at 18" for 1r CAdv3-149
2 26 Force Whip Bard Creates a Whip with Fear Animals Brand for 1t. CArc3-108
2 27 Fox's Cunning Bard +4 Int for 1t PH3-233
2 28 Fox's Cunning Assassin +4 Int for CL r PH3-233
2 29 Glitterdust Bard Dispels Invisibility, 1 target Blind (Will save) PH3-236
2 30 Harmonize Bard Can sing Bard songs using 1V action RoS3-162
2 31 Heartfire Bard Dispels Blur, Displacement, Invisibility; 1d4 Fire dmg for CL r DR143-20
2 32 Heroism Bard One target gets +2 TH, saves, skill checks PH3-240
2 33 Hold Person Bard Hold Person PH3-241
2 34 Hypnotic Pattern Bard Hypnotic Pattern PH3-242
2 35 Ice Knife Assassin One target: 2d8 cold dmg (no save) and 2 Dex dmg (Fort save) CArc3-112
2 36 Illusory Script Assassin Only specified people can read the writing PH3-243
2 37 Insidious Insight Bard +10 bonus on Bluff, Diplomacy, Intimidate, Sense Motive RoE3-187
2 38 Insidious Rhythm Bard Target gets -4 Int and Concentration checks CAdv3-152
2 39 Insignia of Alarm Bard Wakens the whole party RoD3-166
2 40 Invisibility Assassin Invisibility PH3-245
2 41 Invisibility Bard Invisibility PH3-245
2 42 Invisibility, Swift Assassin 1bM to cast: Invisibility, disappears if you are hit or attack CAdv3-153
2 43 Invisibility, Swift Bard (0 action to cast) Invisibility for 1r CAdv3-153
2 44 Iron Silence Assassin No penalties while wearing armor for CL h CAdv3-153
2 45 Iron Silence Bard CL/3 suits of armor do not have Rogue penalties for 1d CAdv3-153
2 46 Lively Step Bard Party gets +3" move rate and +1V action per round PGF3-106
2 47 Locate Object Bard Locate Object PH3-249
2 48 Marked Man Assassin Auto make Search checks when tracking/trailing a specific person DR253-71
2 49 Mindless Rage Bard Target is Enraged (Will save) CAdv3-155
2 50 Minor Image Bard Visual illusion with some minor sounds (i.e., not speech) PH3-254
2 51 Mirror Image Bard 1d4+CL/3 Mirror Images PH3-254
2 52 Misdirection Bard Misdirection PH3-254
2 53 Misrepresent Alignment Bard Give false alignment to Divination effects RoE3-188
2 54 Nightmare Lullaby Bard Target is Confused (Will save) MoF3-110
2 55 Pass without Trace Assassin Leave no tracks or scent trail PH3-259
2 56 Phade's Fearsome Aspect Bard Target can gaze to fear (Will save) DR333-72
2 57 Phantom Foe Assassin 1 Mirror Image DR243-72
2 58 Phantom Threat Bard Everyone is "Behind" on the target (Will save) CWar3-118
2 59 Proud Arrogance Bard Target resists Charm and Fear RoD3-167
2 60 Pyrotechnics Bard Pyrotechnics PH3-267
2 61 Rage Bard Target is Enraged and gets +2 Str, +2 Con, +1 Will saves, -2 AC PH3-268
2 62 Reflective Disguise Bard Creatures think you are the same race as them for CL t Und3-60
2 63 Returning Weapon Assassin One weapon gains end of segment returning (travels) for CL r RotW3-175
2 64 Scare Bard CL/3 targets are Feared (Will save) PH3-274
2 65 Shatter Bard Shatter PH3-278
2 66 Silence Bard Silence 20'r PH3-279
2 67 Sonic Weapon Bard Weapon does +1d6 sound dmg per attack CAdv3-157
2 68 Sound Burst Bard Group takes 1d8 sound dmg (no save), stunned 1r (Fort save) PH3-281
2 69 Spider Climb Assassin Spider Climb PH3-283
2 70 Suggestion Bard Suggestion PH3-285
2 71 Summon Monster II Bard Summons a DL II monster PH3-286
2 72 Summon Swarm Bard Summons CL DL I rats, bats, or spiders PH3-289
2 73 Summon Undead II Bard Summons a DL II undead PGF3-114
2 74 Tactical Precision Bard If 2 PCs are attacking same creature, they get +2 TH and +1d6 dmg CAdv3-157
2 75 Tongues Bard Tongues PH3-294
2 76 Tvash-Prull's Bonefiddle Bard Target takes 1d6 sound dmg dmg per round DR283-72
2 77 Undetectable Alignment Assassin Undetectable alignment PH3-297
2 78 Unseen Crafter Bard Unseen Servant, has caster's Craft skill RoE3-191
2 79 Wave of Grief Bard Group gets -3 on all actions (Will save) CDiv3-188
2 80 Whirling Blade Bard Do 1 attack on all creatures in 1 group (not necessarily your group) CArc3-129
2 81 Whispering Wind Bard Message PH3-201
2 82 Wraithstrike Assassin All of your melee weapons are effectively grafted (get Str+Dex) for CL r CAdv3-158

[S4] Rogue Spells


[S4.3] Level 3 Rogue Spells

SL # Name Class Effect Source
3 1 Absorb Weapon Assassin One your weapons is hidden inside your body (1V to draw weapon) CAdv3-142
3 2 Allegro Bard Group gets +9" to move rate CAdv3-142
3 3 Amorphous Form Assassin Become Ooze-like; Immune poison, polymorph, stun; Cannot attack or cast spells Und3-56
3 4 Analyze Portal Bard Detects and analyzes Portals within 60' FR3-66
3 5 Anamensis Bard Auto make Knowledge skill checks; -4 Will saves DR383-77
3 6 Blink Bard Controlled Blink PH3-206
3 7 Charm Monster Bard Charm Monster PH3-209
3 8 Clairaudience/Clairvoyance Bard Clairaudience or Clairvoyance PH3-209
3 9 Confusion Bard Confusion 1 group (Will save) PH3-212
3 10 Crushing Despair Bard 1 group gets -2 all actions and -2 dmg (Will save) PH3-215
3 11 Cure Serious Wounds Bard Cures 3d8+CL hp PH3-216
3 12 Daylight Bard Gives an area of sunlight (may affect undead and the like) PH3-216
3 13 Deep Slumber Assassin 10 HD of creatures in a group are slept (Will save) PH3-217
3 14 Deep Slumber Bard Sleep a group (Will save) PH3-217
3 15 Deeper Darkness Assassin Darkness vs. all forms of sight (No Blindfighting, Infravision, etc.) PH3-217
3 16 Dirge of Discord Bard 1 group gets -4 Dex, -4 TH, half move rate (Will save) CAdv3-145
3 17 Dispel Magic Bard Dispel Magic PH3-223
3 18 Displacement Bard Displaced PH3-223
3 19 Dissonant Chord Bard 1 group takes CLd4 sound dmg (Will save for 1/2) CAdv3-145
3 20 False Life Assassin +1d10+CL hp (can go up to 10+CL above max), above max lasts for CL h PH3-229
3 21 Fear Bard Group is Feared or Panicked (Will save) PH3-229
3 22 G'elsewhere Chant Bard Willing target or object Escapes to home MoF3-96
3 23 Gaseous Form Bard Gaseous Form PH3-234
3 24 Geas, Lesser Bard Geas 1 target (Will save) PH3-235
3 25 Good Hope Bard Target gets +2 all actions and +2 dmg PH3-237
3 26 Harmonic Chorus Bard +2 CL on your spells for CL r CAdv3-150
3 27 Haste Bard Haste PH3-239
3 28 Haunting Tune Bard CL targets are Feared (Will save) MoF3-99
3 29 Hymn of Praise Bard Good-aligned Group +2 CL w/ Priest spells and +4 Turn Undead rolls for 1r CAdv3-152
3 30 Illusory Script Bard Illusory Script PH3-243
3 31 Infernal Threnody Bard Evil-aligned Group +2 CL w/ Priest spells and +4 Turn Undead rolls for 1r CAdv3-152
3 32 Insignia of Blessing Bard Awaken party; they get +1 AC and Fort saves for 1t RoD3-166
3 33 Insignia of Healing Bard Target is cured 1d8+CL hp (even out of sight if it's a Party member on same plane) RoD3-166
3 34 Invisibility Sphere Bard Group is Invisible PH3-245
3 35 Leomund's Tiny Hut Bard Leomund's Tiny Hut PH3-247
3 36 Love's Lament Bard 1 group: 1d6 Wis dmg (Will save), Nauseated (Will save) DR283-70
3 37 Magic Circle against Good Assassin Pro. from Good PH3-250
3 38 Major Image Bard Illusion that has visuals, sound, smell, and heat PH3-252
3 39 Misdirection Assassin Misdirection PH3-254
3 40 Nondetection Assassin Nondetection PH3-257
3 41 Phantom Steed Bard Phantom Mount; has AC 18, hp 7+CL, move 6*CL" PH3-260
3 42 Puppeteer Bard Control movements 1 target (Will save) MoF3-112
3 43 Refreshment Bard Remove non-lethal (subdual) dmg, starvation, thirst BoED3-105
3 44 Remove Curse Bard Remove Curse PH3-270
3 45 Reveille Bard Speak with Dead MoF3-113
3 46 Scrying Bard Magical Pool PH3-274
3 47 Sculpt Sound Bard CL targets have their sounds/voices modified (Will save) PH3-275
3 48 Secret Page Bard Secret Page PH3-275
3 49 See Invisibility Bard Detect Invis. PH3-275
3 50 Sepia Snake Sigil Bard Sepia Snake Sigil PH3-276
3 51 Slow Bard Slow PH3-280
3 52 Speachlink Bard The caster and a willing target can communicate over any distance CAdv3-157
3 53 Speak with Animals Bard Speak with Animals PH3-281
3 54 Spectral Weapon Assassin Creates a phantom weapon of any type you like, grafted, for CL r CAdv3-157
3 55 Spider Poison Assassin Target takes 1d6 Str dmg /r (PPD save) MoF3-123
3 56 Summon Monster III Bard Summons a DL III monster PH3-286
3 57 Summon Undead III Bard Summons a DL III undead PGF3-114
3 58 Verraketh's Shadow Crown Bard +4 bonus on Perform checks RoF3-191
3 59 Vision of Fear Bard Learn the greatest or most recent fear of target DR333-73
3 60 Warcry Bard Group is Cowered for 1d4 r (Will save) BoED3-111
3 61 Weapon of Impact Bard Weapon has +2 to threat range for 1t MoF3-134
3 62 Winding Alleys Bard Target becomes lost in the city (Will save) RoD3-169
3 63 Wounding Whispers Bard Damaging shield (sound) 1d6+CL dmg per attack MoF3-134

[S4] Rogue Spells


[S4.4] Level 4 Rogue Spells

SL # Name Class Effect Source
4 1 Blinding Beauty Bard The caster gains the beauty of a Nymph. Gaze to Blind (Fort save) BoED3-92
4 2 Break Enchantment Bard CL targets remove Curses, Enchantments, Transmutations, Petrification PH3-207
4 3 Celebration Bard Group is Drunk (Will save) MoF3-84
4 4 Charm Person, Mass Bard Charm Person a group (Will save) RoD3-164
4 5 Clairaudience/Clairvoyance Assassin Clairaudience or Clairvoyance PH3-209
4 6 Cure Critical Wounds Bard Cure 4d8+CL dmg PH3-215
4 7 Cursed Blade Assassin One weapon does Vile dmg for CL r CWar3-117
4 8 Detect Scrying Bard Detect Scrying PH3-219
4 9 Dimension Door Assassin Dimension Door PH3-221
4 10 Dimension Door Bard Dimension Door PH3-221
4 11 Dolorous Motes Bard CL targets are Dazed (Will save) BoED3-97
4 12 Dominate Person Bard Domination on a Humanoid (Will save) PH3-224
4 13 Freedom of Movement Assassin Free Action PH3-233
4 14 Freedom of Movement Bard Free Action PH3-233
4 15 Fugue of Tvash-Prull Bard Group gets -2 TH and skill checks (no save), Sporacled (Fort save) DR283-70
4 16 Glibness Assassin Resist Detect Lie; +30 Bluff checks PH3-235
4 17 Hallucinatory Terrain Bard Hallucinatory Terrain PH3-238
4 18 Heart Ripper Assassin CL HD of creatures in one group slain (heart drawn forth) (Fort save) CArc3-110
4 19 Hold Monster Bard Hold Monster PH3-241
4 20 Insidious Suggestion Bard Suggestion (Will save) RoE3-187
4 21 Inspired Aim Bard Party gets +2 TH with ranged attacks BoED3-101
4 22 Invisibility, Greater Assassin Improved Invisibility PH3-245
4 23 Invisibility, Greater Bard Improved Invis. PH3-245
4 24 Know Vulnerabilities Bard Determine target's vulnerabilities and resistances. MoF3-104
4 25 Legend Lore Bard Legend Lore PH3-246
4 26 Leomund's Secure Shelter Bard Leomund's Secure Shelter PH3-247
4 27 Listening Coin Bard A pair of touched coins become a transmitter and a receiver (for sound) CAdv3-154
4 28 Locate Creature Assassin Locate a specific creature or a creature type (same plane) PH3-249
4 29 Locate Creature Bard Locates a specific or type of creature PH3-249
4 30 Modify Memory Assassin Alter short-term memories (up to 5 minutes) (Will save) PH3-255
4 31 Modify Memory Bard Changes up to 5 minutes of a living subject's memories (Will save) PH3-255
4 32 Neutralize Poison Bard Neutralize Poison PH3-257
4 33 Poison Assassin Target takes 1d10 Con dmg /r (PPD save) PH3-262
4 34 Portal View Bard The target closed Portal shows what is on the other side Und3-60
4 35 Rainbow Pattern Bard 1 group is Fascinated (Will save) PH3-268
4 36 Repel Vermin Bard Insects must Will save to enter your group (then they take 2d6 dmg) PH3-271
4 37 Resonating Bolt Bard CLd4 sound dmg to a group (no save) CArc3-121
4 38 Shadow Conjuration Bard Duplicate a Wizard Conj/Sum spell of SL 0-3, it is only 25% real PH3-276
4 39 Shadow Form Assassin Become Shadow-like; Can't be targetted; Passwall self; Immune Wall effects CAdv3-156
4 40 Shout Bard 5d6 sound dmg to a group (no save) PH3-279
4 41 Sniper's Eye Assassin Darkvision; +10 Spot checks; Can use Missile Backstab and Missile Assassination CAdv3-156
4 42 Speak with Plants Bard Speak with Plants PH3-282
4 43 Spectral Weapon Bard Creates a weapon for 1t CAdv3-157
4 44 Speechlink Bard Caster and touched targets can verbally communicate over any distance MoF3-121
4 45 Stone Shatter Bard Destroy a stone object (no save) MoF3-124
4 46 Summon Monster IV Bard Summons a DL IV monster PH3-286
4 47 Summon Undead IV Bard Summons a DL IV undead PGF3-114
4 48 Unluck Bard Target makes 2 rolls for each roll, choose worst for 1t CArc3-128
4 49 Wall of Dispel Magic Bard Wall of DMZ (Dispel Magic Zone) Und3-63
4 50 War Cry Bard Caster gains +2 bonus on attacks and damage (+4 if charging). CAdv3-158
4 51 Zone of Silence Bard Special: Silence an area only for enemies (party is unaffected) PH3-303

[S4] Rogue Spells


[S4.5] Level 5 Rogue Spells

SL # Name Class Effect Source
5 1 Blink, Improved / Greater Bard Controlled Blink; Resist damaging area effects, falling dmg CArc3-99
5 2 Body Harmonic Bard Target takes 1d10 ability dmg of your choice (no save) DR143-45
5 3 Cure Light Wounds, Mass Bard Cures 1d8+CL hp on CL targets PH3-216
5 4 Dispel Magic, Greater Bard Dispel all spell effects on 1 target (auto succeed, ER still applies) PH3-223
5 5 Dream Bard Give a sleeping target a message PH3-225
5 6 False Vision Bard True Sight (reversed) PH3-229
5 7 Heroism, Greater Bard Target gains a +4 TH, saves, skill checks; Immune fear; +CL current hp PH3-240
5 8 Improvisation Bard +2*CL Luck (the ability score) for 1t CAdv3-152
5 9 Inescapable Swarm Bard CL targets are Shaken (Will save) and Nauseated (Fort save) DR333-71
5 10 Mind Fog Bard Group gets -10 Will saves and Wis checks (no save) PH3-253
5 11 Mirage Arcana Bard Mirage Arcana PH3-254
5 12 Mislead Bard Mislead PH3-255
5 13 Nightmare Bard Sleeping target has a nightmare, 1d10 dmg PH3-257
5 14 Persistent Image Bard Mobile Illusion that has visuals, sound, smell, and heat; Programmable PH3-260
5 15 Reflective Disguise, Mass Bard Group is affected by Reflective Disguise Und3-61
5 16 Revenance Bard Raise Dead CDiv3-178
5 17 Scyllan Scream Bard Group is Panicked and Shaken (Will save for each) DR343-75
5 18 Seeming Bard Seeming (Alters appearance) PH3-275
5 19 Shadow Evocation Bard Duplicate a Wiz Evocation spell of SL 0-4, it is 25% real PH3-277
5 20 Shadow Walk Bard Shadow Walk PH3-277
5 21 Song of Discord Bard 1 group has 50% chance of attacking nearest target (friend or foe) (Will save) PH3-281
5 22 Suggestion, Mass Bard Suggestion a group (Will save) PH3-285
5 23 Summon Monster V Bard Summons a DL V monster PH3-287
5 24 Summon Undead V Bard Summons a DL V undead PGF3-114
5 25 Telepathy Block Bard Blocks use of Telepathy on you or your party's psionic link BoED3-109
5 26 Unfettered Heroism Bard 1 Luckstone effect per round RoE3-190
5 27 Wail of Doom Bard Group takes CLd4 sound dmg (no save), Panicked (Will save) CAdv3-158
5 28 Wall of Greater Dispel Magic Bard Wall of DMZ that ignores ER (treats iER as ER) Und3-63

[S4] Rogue Spells


[S4.6] Level 6 Rogue Spells

SL # Name Class Effect Source
6 1 Analyze Dweomer Bard 0, 1/r: Legend Lore PH3-197
6 2 Animate Objects Bard Animates and object as a DL V golem PH3-199
6 3 Bestow Curse, Greater Bard Curse (no save) RoD3-164
6 4 Cacophonic Shield Bard Barrier around caster (mobile) stops sound effects, songs, words CAdv3-144
6 5 Cat's Grace, Mass Bard Group gets +4 Dex for 1t PH3-208
6 6 Charm Monster, Mass Bard Charm Monster a group (Will save) PH3-209
6 7 City Stride Bard Go from one city to another within 100*CL miles RoD3-234
6 8 Cure Moderate Wounds, Mass Bard Cures 2d8+CL hp to CL targets PH3-216
6 9 Dirge Bard Enemies in your group takes 2 Str and 2 Dex dmg per round (no save) MoF3-89
6 10 Dominate Person, Mass Bard Domination a group (Will save) DR123-51
6 11 Eagle's Splendor, Mass Bard Group gets +4 Chr for 1t PH3-225
6 12 Empyreal Ecstasy Bard Remove Pain, Mental effects; Half dmg from physical attacks for 1r BoED3-98
6 13 Eyebite Bard Coma 1 target (Fort save) PH3-228
6 14 Find the Path Bard Find the Path PH3-230
6 15 Fox's Cunning, Mass Bard Group gets +4 Int for 1t PH3-233
6 16 Gate Seal Bard Removes a Gate or Dim Door type effect FR3-70
6 17 Geas, Mass Lesser Bard Geas CL targets (Will save) DR123-51
6 18 Geas/Quest Bard Geas/Quest 1 target (no save) PH3-234
6 19 Greater Shout Bard 10d6 sound dmg to 1 group (no save), stunned (Fort save) PH3-279
6 20 Heroes' Feast Bard Heroes' Feast PH3-240
6 21 Hindsight Bard Replay the Past CAdv3-151
6 22 Nixie's Grace Bard Caster gets +4 Chr, +2 Dex, +2 Wis, DR 5/cold iron, water breathing DR143-46
6 23 Otto's Irresistible Dance Bard Otto's Irresistible Dance PH3-259
6 24 Permanent Image Bard Permanent Illusion PH3-260
6 25 Programmed Image Bard Programmed Image (can respond to stimuli if responses are given) PH3-265
6 26 Project Image Bard Project Image PH3-265
6 27 Protege Bard Target gets Bardic Music/Knowledge/Perform abilities with level=CL/2 CAdv3-155
6 28 Scrying, Greater Bard Magical Pool (the effect can move at 45") PH3-275
6 29 Summon Monster VI Bard Summons a DL VI monster PH3-287
6 30 Sympathetic Vibration Bard Group of objects takes 2 Hull dmg per round PH3-291
6 31 Symphonic Nightmare Bard Target cannot sleep DR283-72
6 32 Veil Bard Veil (Alter Appearance a group) PH3-298

[Q1] Natural (1st edition) Psionics (Psi. Freq. 1)


Basic Psi1 Information

PSI1 CLASS: Psionic Strength = (Int+Wis+Chr) / 3 * (Level+9)
 
WILD TALENTS: Psionic Strength = 64 + level + (Int+Wis+Chr-36) * (exceptional+1)
where "exceptional" is the number of mental stats(Int,Wis,Chr) of 16 or above.
 
Wild Talent Power Progression:
  Potential Number of:
Int+Wis+Chr Minor Major Grand Att+Def
0-7 1 0 0 1
8-15 2 0 0 2
16-23 2 1 0 3
24-31 3 1 0 4
32-39 4 1 0 5
40-47 4 2 0 6
48-55 4 2 1 7
56-63 5 2 1 8
64-71 6 3 1 9
72-79 7 3 1 10
80+ 8 4 2 11
 
It takes 1 nonweapon proficiency slot for a Minor, 3 slots for a Major, and 6 slots for a Grand to obtain 1st level of mastery.
Thereafter, 1/2 a slot will increase a power's level of mastery by 1.
Attacks and Defenses cost: A=1, B=0, C=½, D=1½, E=2, U=2½, F=0, G=½ , H=1, I=1½, J=2, X=2½ (in slots).
Psionicists get the number of powers seen in their progression at no proficiency cost, and their level of mastery is equal to their experience level. They could purchase higher levels of mastery (adding to their level).
 
 
PSIONIC ENCHANTMENTS (spend 1 spell of each level below to get new spell level)
 
Spell Level, Wizard: 0 1 2 3 4-8 9 10 11 12 13
Spell Level, Priest: 0 1 2 3 4-6 7 8 9 10 11
Upgrade Cost: 400 800 200 150 100 150 200 800 1800 3200

[Q1] Natural (1st edition) Psionics (Psi. Freq. 1)


Psionic Blast / Ultra Blast

PSIONIC BLAST ATTACK UPON NON-NATURAL-PSIONIC CREATURE (20 attack pts)
  Save for Range
Int+Wis 10yd 20yd 30yd
0-5 20 19 18
6-10 18 17 16
11-13 16 15 14
14-17 14 13 12
18-21 12 11 10
22-25 10 9 8
26-29 8 7 6
30-33 6 5 4
34-35 4 3 2
36-37 2 1 0
38+ 0 -1 -2
Save Modifiers
Additions Subtractions
wizard +1 panicked -1
priest +2 enraged -1
elf +2 confused -2
Intell. Fort. +2 hopeless -3
mind blank +2 stunned -3
psionicist +3 using psi power -4
dwarf +4 using ESP -5
halfling +4 asleep -6
helm/telepathy +4 unconscious -6
Tower/Iron Will +6 feebleminded (Int=0-5)
mind bar +6 insane NA
Int+Wis Death Coma Sleep Stun Confuse Enrage Panic Feeble 2Insanity 1Insanity 1Insanity
0-5 01-77 78-91 92 93 94 95 96 97 98 99 00
6-9 01-10 11-83 84-92 93 94 95 96 97 98 99 00
10-13 01 02-15 16-84 85-93 94 95 96 97 98 99 00
14-17 01 02 03-11 12-85 86-94 95 96 97 98 99 00
18-21 01 02 03 04-17 18-86 87-95 96 97 98 99 00
22-25 01 02 03 04 05-18 19-87 88-96 97 98 99 00
26-29 01 02 03 04 05 06-19 20-88 89-97 98 99 00
30-33 01 02 03 04 05 06 07-20 21-89 90-98 99 00
34-35 01 02 03 04 05 06 07 08-26 27-85 86-99 00
36-37 01 02 03 04 05 06 07 08 09-22 23-90 91-00
38+ 01 02 03 04 05 06 07 08 09 10-23 24-00
Duration - 2d6 d 5d4 t 2d4 t 1d4 t 2d4 r 2d4 r perm. perm. 2d6 w 1d4 w
 
ULTRABLAST ATTACK UPON NON-NATURAL-PSIONIC CREATURE (75 or 100 attack pts)
Int+Wis Save Death Coma Stun Confuse Feeblemind 1Insanity 2Insanity 3Insanity 4Insanity 5Insanity
0 NA - - - - - - - - - -
1-5 20 01-19 20-36 37-51 52-64 65-75 76-84 85-91 92-96 97-99 00
6-10 19 01-16 17-34 35-50 51-63 64-74 75-83 84-90 91-95 96-98 99-00
11-15 18 01-12 13-26 27-43 44-57 58-69 70-79 80-87 88-93 94-97 98-00
16-20 17 01-09 10-20 21-34 35-50 51-64 65-75 76-84 85-91 92-96 97-00
21-25 16 01-07 08-16 17-27 28-40 41-55 56-68 69-79 80-88 89-95 96-00
26-30 15 01-05 06-12 13-21 22-32 33-45 46-60 61-73 74-84 85-93 94-00
31-35 14 01-04 05-09 10-16 17-25 26-36 37-50 51-66 67-80 81-91 92-00
36-40 13 01-03 04-07 08-13 14-21 22-31 32-43 44-57 58-74 75-88 89-00
41-45 12 01-02 03-05 06-10 11-17 18-26 27-37 38-50 51-66 67-84 85-00
46+ 11 01 02-04 05-09 10-16 17-25 26-36 37-49 50-64 65-81 82-00
Dur. - - 2d4 d 10d6r 6d6 r Perm. Perm. Perm. Perm. Perm. Perm.

[Q1] Natural (1st edition) Psionics (Psi. Freq. 1)


Psi1 Minor Powers

MINOR POWERS Cost Notes
Animal Telepathy 1/r 1=mamm,5=bird,6=rept,8=fish,10=spider,14=plant
Antipathy-Sympathy 35/h Antipathy-Sympathy (as spell)
Automaton 10/r Animate Object (as spell)
Body Equilibrium 1/r Water Walking, Feather Fall, Lessen Weight
Body Weaponry 1/r +level AC, +level unarmed damage
Cell Adjustment 1/hp Max.# hp = level*5, Cure Disease=20/70
Clairaudience 5/r 30'range per level
Clairvoyance 5/r 20'range per level
Command 5 Command (as spell)
Detect Danger 1/r 10+10*level% direction, 5+5*level% distance
Detection of Good/Evil 2/r 20+10*level% exact alignment, 10*level% objects
Detection of Life 4/r Gives dir.,dist.,size class (30'range per level)
Detection of Magic 3/r Gives type, school/sphere, and approx. level
Domination 5+HD/r Save; Psionic gets control of all actions
Empathic Control 1/HD Save-3; Emotion (as spell); no limit to HD
Empathy 3 Gives basic emotions of all in 10'wide path
ESP 2/r ESP (as spell)
Expansion 5/r Max.Press=Str of level+12, +level dmg, +level'
Hypnosis 1/HD Level>10 or Int16=save; Max.HD=ä(level)
Invisibility 3/t Mental Invisibility, affects ä(level) in HD
Levitation 3/t Levitate (as spell)
Lights 1/t Faerie Fire, Dancing Lights, Light
Locate 5/t Locate object, person, or type of creature
Memory Protection 1/d Immune to Forget,Feeblemind,Incantatrix effects
Microkinesis 1/s Telekinesis on a small object (max wt = level lbs.)
Mind Over Body 5/d No need for food,water,sleep for 2*level days
Molecular Agitation 1/r 1 dmg 1st r, 2 dmg 2nd r, etc. (max.dmg=level)
Movement Acceleration 10/r +1V Action
Object Reading 1/r Detects psychic impressions left on an object
Postcognition 1/fact Can see into past, double chances of Precog.
Precognition 1/fact Int+Wis+level*level-factor% chance correct
Psionic Trigger 10/d Contingency for 1 psi power (still need points)
Rapport 5/r 1=Share Memories, 3=Detect Lie, 4=Mind Scan
Reduction 2/t -level' until 1', then halve size each time
Sense 5/t See in darkness/fog, Hear in silenced/loud room
Spirit Speak 10/r Speak with Dead (as spell)
Suspend Animation 6 Ceases life functions for max of (level) weeks
Sens. to Psychic Imp. 1/r Gives freq., type, and field of all psi in area
Tap Psionic Link 7/r Can listen into Psi Link if within 30*level'
Telekinetic Barrier 5N /t Take -N dmg per physical attack (max N = level)
Telekinetic Blade 5/r Base damage CLdCL, considered +CL/3 weapon, mental weapon
Telep. Ventriloquism 1/' Save-3; Target actually says desired phrase
Tongues 20+6/r Tongues (as spell); 1 language/level

[Q1] Natural (1st edition) Psionics (Psi. Freq. 1)


Psi1 Major Powers

MAJOR POWERS Cost Notes
Astral Projection 10 Astral Spell (as spell)
Aura Alteration 10/F/h F=#AL places moved, Remove Curse,Geas,Quest=8*SL
Aura Reading 3 Detect alignment, classes, skills, exact hp
Body Control 2/t Water Breathing, Resist environment 1 HD/level
Cellular Restoration 8 Reattaches severed limb, fixes damaged organ
Controlled Blinking 5/r Blink 10'/level each round (no action after 1st)
Deflection 1/% /h Energy (non-Physical) Reflection, max=level*10%
Dimension Door 10 Dimension Door (as spell); 90'/level
Dimension Walk 1/t Cover 30 miles in (40-level) minutes
Dispel Exhaustion 14 Mental Surgery (1) but all in psi link affected
Energy Control 1/HD Max.=level in HD damage, must be energy attack
Energy Dissipation 20 Take half damage from an energy attack
Etherealness 6/t Caster+50*level lbs. in Ethereal Plane
Flying 9/t Fly (as spell)
Foresight 18 Foresight (as spell)
Geas 40 Geas (as spell)
Improved Cell Adj. 1/hp Cell Adj. but range=10'*level, Max.hp=10*level/r
Improved Invisibility 9/t Invisibility but can attack and remain Invis.
Magic Jar 20 Magic Jar (as spell), save penalty -1/level
Mass Domination 10+HD Save-4; Max.=5 creatures of level HD
Mental Surgery 10*lvl 1=Dispel Exhaustion,5=Feeblemind,6=Cure Insanity
Mind Bar 5/d Immune to Ench/Cha,Magic Jar,Domination,Invis.
Molecular Manipulation 50 Makes object weak: 1=cord,5=chain,7=wood,9=metal
Molecular Rearrangement 10/lb. 1=soft,4=brass,7=bronze,10=steel,13=Mithril
Pass-Way 20/' Can pass through any material or Wall spell (no harm)
Paralysis Bolt 15+HD Save-6; 1 creature, Max.HD=2*level
Physical Acceleration 20/r +1P Action
Probability Travel 10/P P=#planes removed, fail=21-level%
Psionic Cage 50 Reverse Wards (no one can leave)
Shape Alteration 3+W W=weight/1000, Polymorph Self (as spell)
Standing Concentration 5/d Can convert 1P+1V Action to 1M if desired each r
Submit Illusion 12/t Submit a Spectral Force to subject's mind
Telekinesis 3/r Max.Weight=3*sum(level), accel. 2"/r move rate
Telempathic Projection 6 Empathy, but can send an emotion
Telepathy 1/r Operates up to 186,000 miles away on same plane
Telepathic Projection 1/r+HD Suggestion, Possession=2*Int+Wis+Chr points
Teleportation 20+1/% Teleport (as spell), can adjust roll by 1%/point
Transmutation 10 One effect in next turn can be changed to another element
True Sensory Input 4/r True Seeing (as spell), but all 5 senses
Wards 50 Pro.Evil&Scrying, no one can enter, break=150pts
X-ray Vision 15/r As per ring of X-ray vision

[Q1] Natural (1st edition) Psionics (Psi. Freq. 1)


Psi1 Grand Powers

GRAND POWERS Cost Notes
Amplification 10*#cr Save; Sleep d6+3 hr, Gain (Int+Wis+Chr)*2 points
Amplify Power 10N +N to CL (or) +N*10% effect to next Psi1 power (max N=CL)
Death Stare 75 Save-6; Death; Stun 2d4r if over 2*level HD
Energy Cancel 3/HD As Energy Control but removes entire area effect
Energy Jar 15/HD As Energy Control, can throw affect yourself once for 1M
Endowment 100 Gain psionics, one row lower on table above
God Voice Ventrilo. 25/r Loud "god voice", deafness (save), suggestion (save)
Grand Domination 3*HD/r Save at penalty equal to level; no HD limit
Interdimensional Space 40+1/h Rope Trick (as spell); duration limit=1h/level
Limited Wish 320 Limited Wish (as spell)
Mental Acceleration 30/r +1M Action (can be used for anything)
Power Transfer 100*T T:Minor=1,Major=2,Grand=3, Object=½*Caster Psi
Preservation 50 1=Preserve,2=Trap Soul,5=Permanency,7=Stasis
Psionic Acceleration 20/r +1M Action (must be used on natural psionics)
Psionic Amplification 8*Mult Multiplies a power; Max.=level/4+1
Psionic Disruption 40/r No psi powers (any freq.) can be used in 50'r
Restoration 60 Restoration, Restores Items, Stops dual-nature
Severance 20*SL Save; stops use of any 1 ability in creature
Shade 100 Creates a ghost/shade of person who died here, half powers
Suppression 3/r Cannot use or be affected by psionics, all psi effects drop

[Q1] Natural (1st edition) Psionics (Psi. Freq. 1)


Psi1 Super Powers

SUPER POWERS Cost Notes
Cellular Heal/Harm X up to X targets: Heal or Harm X% of max hp
Counterspell 40*SL [0 action to use] Counters a Magic/Psi/Innate
Energy Dampen 1/HD/d Permanent Energy Cancel on self or 100'cu area
Full Acceleration 50/r +1 Full Action /r
Hero Element 700 Casts any one 1st level Hero spell
Legend Element 400 Casts any one 1st level Legend spell
Mental Deceleration 100*N Target loses next N mental actions (no save)
No Resistance 400 1 target: Lowers Class VI,PsiR,Defense X for 1t
Opposing Acceleration 60/r +1 Opposing Action /r
Physical Deceleration 50*N Target loses next N physical actions (no save)
Quick Mental Accel. 60/r +1 QM Action /r
Rapid Fire 80/r x2 number of Psi1 attacks/r, stacks with itself
Shotokan Spirit 60/r Know and can use all Psi0 minor/major/grand powers
Sinanju Spirit 60/r Know and can use all Martial Arts powers
Super Domination 10*HD Dominate one target (no save, no PsiR, no Wis)
Telekinetic Crush X 1 target: X*X*X telekinetic damage (no save)
Versatility 1000 Permanent: +1 max. # of classes or # psi.freq.
Wish 480 Wish (as spell), or any Psi2 Dev/Sci/High Sci

[Q1] Natural (1st edition) Psionics (Psi. Freq. 1)


Psionic vs. Psionic in Mental Combat

Attack
Strength
Attack
#.Mode
F.Mind
Blank=1
G.Thought
Shield=2
H.Mental
Barrier=3
I.Intellect
Fortress=8
J.Tower of
Iron Will=10
1- 25 A.Psionic Blast=20 3 7 4 1 0
B.Mind Thrust=4 12 4 0 0 1
C.Ego Whip=7 8 3 0 0 0
D.Id Insinuation=10 1 6 8 1 1
E.Psychic Crush=14 2% 0% 0% 0% 0%
U.Ultrablast=75/100 6 10 8 4 2
26- 50 A.Psionic Blast=20 6 9 6 2 0
B.Mind Thrust=4 15 6 1 0 2
C.Ego Whip=7 12 4 0 0 0
D.Id Insinuation=10 2 8 10 3 3
E.Psychic Crush=14 5% 2% 1% 0% 0%
U.Ultrablast=75/100 12 19 15 8 3
51- 75 A.Psionic Blast=20 10 12 9 4 1
B.Mind Thrust=4 18 9 2 2 3
C.Ego Whip=7 17 6 1 1 1
D.Id Insinuation=10 4 11 13 7 6
E.Psychic Crush=14 9% 4% 2% 1% 0%
U.Ultrablast=75/100 18 27 21 12 5
76-100 A.Psionic Blast=20 15 16 13 7 2
B.Mind Thrust=4 22 13 5 4 5
C.Ego Whip=7 23 9 3 2 3
D.Id Insinuation=10 7 15 17 12 10
E.Psychic Crush=14 14% 7% 5% 3% 2%
U.Ultrablast=75/100 24 34 26 16 8
101-125 A.Psionic Blast=20 21 21 18 11 4
B.Mind Thrust=4 26 18 9 7 8
C.Ego Whip=7 30 13 6 4 6
D.Id Insinuation=10 11 20 22 18 15
E.Psychic Crush=14 20% 11% 9% 6% 4%
U.Ultrablast=75/100 30 40 30 20 12
126-150 A.Psionic Blast=20 28 27 18 16 7
B.Mind Thrust=4 30 24 9 11 12
C.Ego Whip=7 38 18 6 7 10
D.Id Insinuation=10 16 26 22 25 21
E.Psychic Crush=14 27% 16% 9% 10% 7%
U.Ultrablast=75/100 36 45 33 24 18
151-175 A.Psionic Blast=20 36 34 31 22 11
B.Mind Thrust=4 34 31 25 15 17
C.Ego Whip=7 47 24 15 11 15
D.Id Insinuation=10 22 33 35 33 28
E.Psychic Crush=14 35% 22% 20% 15% 11%
U.Ultrablast=75/100 42 50 36 28 24
 
OTHER ATTACK & DEFENSE MODES
 
Attack Mode T (Psionic Touch): As per attack mode A, but range touch, affects only one target, and there is no saving throw.
Attack Mode V (SuperBlast): This attack theoretically should exist based on its existence in Psi2. It would cost 250 attack points and have the same effect that it has in Psi2.
Defense Mode X (UltraShield): Costs 20 defense points per round to use; you cannot attack or be attacked psionically in any frequency.

[Q1] Natural (1st edition) Psionics (Psi. Freq. 1)


Psionic Attack Upon Defenseless Psionic

Attack
Strength
Attack
#.Mode
Defender's Original Psionic Strength
10-59 60-109 110-159 160-209 210-259 260-309 310+
1- 25 A.Psionic Blast=20 D C C 15 10 5 5
B.Mind Thrust=4 W W 40 35 30 25 20
C.Ego Whip=7 30 25 20 15 10 5 5
D.Id Insinuation=10 40 35 30 25 20 15 10
E.Psychic Crush=14 72% 60% 50% 40% 30% 20% 10%
U.Ultrablast=75/100 S P W 40 30 20 10
26- 50 A.Psionic Blast=20 S D C C 15 10 5
B.Mind Thrust=4 W W W 40 35 30 25
C.Ego Whip=7 35 30 25 20 15 10 5
D.Id Insinuation=10 R 40 35 30 25 20 15
E.Psychic Crush=14 75% 62% 52% 42% 32% 22% 12%
U.Ultrablast=75/100 I S P W 40 30 20
51- 75 A.Psionic Blast=20 W S D C C 15 10
B.Mind Thrust=4 P W W W 40 35 30
C.Ego Whip=7 40 35 30 25 20 15 10
D.Id Insinuation=10 R R 40 35 30 25 20
E.Psychic Crush=14 79% 65% 55% 45% 35% 25% 15%
U.Ultrablast=75/100 K I S P W 40 30
76-100 A.Psionic Blast=20 P W S D C C 15
B.Mind Thrust=4 P P W W W 40 35
C.Ego Whip=7 P 40 35 30 25 20 15
D.Id Insinuation=10 R R R 40 35 30 25
E.Psychic Crush=14 84% 69% 59% 49% 39% 29% 19%
U.Ultrablast=75/100 K K I S P W 40
101-125 A.Psionic Blast=20 K P W S D C C
B.Mind Thrust=4 P P P W W W 40
C.Ego Whip=7 I P 40 35 30 25 20
D.Id Insinuation=10 R R R R 40 35 30
E.Psychic Crush=14 90% 74% 64% 54% 44% 34% 24%
U.Ultrablast=75/100 K K K I S P W
126-150 A.Psionic Blast=20 K K P W S D C
B.Mind Thrust=4 P P P P W W W
C.Ego Whip=7 I I P 40 35 30 25
D.Id Insinuation=10 R R R R R 40 35
E.Psychic Crush=14 97% 80% 70% 60% 50% 40% 30%
U.Ultrablast=75/100 K K K K I S P
151-175 A.Psionic Blast=20 K K K P W S D
B.Mind Thrust=4 K P P P P W W
C.Ego Whip=7 I I I P 40 35 30
D.Id Insinuation=10 R R R R R R 40
E.Psychic Crush=14 99% 87% 77% 67% 57% 47% 37%
U.Ultrablast=75/100 K K K K K I S
Code Effect
# Psionic attack points lost, beyond 0 attack pts = hp dmg
C Confused for 2d4 rounds
D Dazed for 1d4 turns, no psionic or other mental activity
I Idiocy, Int = 1d4, psionic ability lost, curable with Heal spell
K Killed
P Permanent loss of one random Psi1 power, and Dazed as above
R Robot, mind under control of attacker, save can be made every 2d4 weeks
S Sleeping in coma for 1d4 weeks
W Wounded, One random Psi1 power lost for 2d4 weeks
 
If the subject is immune to the effect (or the effect is redundant/meaningless), treat letters as a "40" instead

[Q2] Proficiency (2nd edition) Psionics (Psi. Freq. 2)


Basic Psi2 Information

Psi2 Psionicists:
PSPs = Wis*2+Int+Con-40+(Wis-5)*(level-1)
 
Wild Talents:
PSPs = Int+Wis+Con+4*level
Wild Talents Potential Number of:
Int+Wis+Con Devotions
(Minors)
Sciences
(Majors)
High Sci
(Grands)
Att+Def
0-14 1 0 0 1
15-29 2 0 0 2
30-44 3 1 0 3
45-59 4 2 0 4
60-74 5 3 1 5
75+ 6 4 2 6
Minimum Level: 0 3 8 0
 
It takes 1 nonweapon proficiency slot for a Devotion, 3 slots for a Science or Meta-Psionic Devotion, and 6 slots for a Meta-Psionic Science or High Science. This gives 1st level of mastery in that power.
 
There are no prerequisites for any power for both Wild Talents and Psionicists.
 
A "power score" is making the roll by 10. There are no terrible failures. If you fail, you spend no PSPs.
 
Each additional proficiency slot spent for a power does 1 of three things (choose 1 per slot spent):
1. Roll an extra 1d20 for check, and choose best roll.
2. Get a +1 on the target check number.
3. Increase the level of mastery (caster level) by 1. You cannot have more than double your level in CL (max = equal to level for Wild Talents).

[Q2] Proficiency (2nd edition) Psionics (Psi. Freq. 2)


Psi2 Combat

MAC (Mental Armor Class) = 25-Wis (Wis below 15 gives MAC of 10)
Use Int as if it was Balance (under Dex) to adjust MAC.
 
MTHAC0 (Mental THAC0) = 21-(Psi2 level)
Use Wis as if it was Efficiency (under Str) to adjust MTHAC0.
    MAC adjustment for defenses ("-" means better MAC)
#Att dmg Mind
Blank
Thought
Shield
Mental
Barrier
Intellect
Fortress
Tower of
Iron Will
Ultra-
Shield
Psionic Blast 4 1 -3 +2 -5 +4 +3 -6
Mind Thrust 3 1 +5 +3 -2 -3 -5 -5
Ego Whip 2 2 +3 +4 +2 -4 -3 -4
Id Insinuation 3 2 -5 -3 -1 +2 +5 -7
Psychic Crush 2 3 +1 -4 +4 -1 -2 -8
Ultrablast 3 3 +8 +7 +6 +5 +4 0
 
"dmg" is how many Tangents are gained on the target. 3 Tangents equal 1 Contact at which time each hit has the effect listed in the power descriptions. This system is not used against those who do not have frequency 2 psionics; the only way to get contact on them is by using Contact, Passive Contact or Mass Contact.
There will be ways of (with items) adjusting MAC and MTHAC0 in the future.
 
PSIONIC ENCHANTMENTS (spend 1 spell of each level below to get new spell level)
 
Spell Level, Wizard: 0 1 2-10 11 12 13 14 15 16
Spell Level, Priest: 0 1 2-9 9 10 11 12 13 14
Upgrade Cost: 200 400 100 400 900 1600 2500 3600 4900

[Q2] Proficiency (2nd edition) Psionics (Psi. Freq. 2)


Psi2 Devotions (Minors)

# Power Disip. Check PSPs Effect Power Score Source
1 Absorb Disease Metab Con-3 12 Moves a disease to psionic Destroys a disease PHBR5
2 Accelerate Metab Con-2 10+10/m Haste Super Haste (+2 P/V) WatW2
3 Acceptance Telep Int 10+2/t Captives become passive/docile Betray each other DSDK2
4 Adrenalin Control Metab Con-3 8+4/r +1d6 Str,Dex,or Con +1d6 to all three PHBR5
5 Aging Metab Con-7 15 (level)d4 years aged (level)d10 years PHBR5
6 Alignment Stabilization Telep Wis-1 15+10/d Keeps alignment from changing Maintenance 5/d DSDK2
7 All-Round Vision Clair Wis-3 6+4/m Can see in all directions Infravision gained PHBR5
8 Alter Features Metab Con-1 6+3/t Alter Self Change Self WatW2
9 Amnesia Telep Wis-2 C+5/r Amnesia Free Maint. 1d10 d WatW2
10 Animate Object Kinet Int-3 8+3/m Animates object;move rate 6 Animation is smooth PHBR5
11 Animate Shadow Kinet Wis-3 7+3/m Animates shadow;no effect Range is 100y PHBR5
12 Astral Projection Port Int 6+2/h Go to Astral with silver cord Color pool nearby PHBR5
13 Attraction Telep Wis-4 C+8/m Strong attraction for thing Obsession for thing PHBR5
14 Aversion Telep Wis-4 C+8/t Strong aversion for thing Afraid of thing PHBR5
15 Awe Telep Chr-2 C+4/r Won't attack caster (save) No save PHBR5
16 Ballistic Attack Kinet Con-2 5 Roll TH; (level)d4 damage (level)d8 damage PHBR5
17 Beast Mastery Telep Wis-3 20+H/d Control beast (Max.Int=level) 5 PSPs initial cost DSDK2
18 Biofeedback Metab Con-2 6+3/r -2 dmg/att;+level/3 AC bonus +level AC bonus PHBR5
19 Blink Port Int+1 7+3/r Blink Blink Wounding 1/r WatW2
20 Body Control Metab Con-4 7+5/m Breathe,move normally; 0 dmg terrain Can change environ. PHBR5
21 Body Equilibrium Metab Con-3 2+2/m Water Walking, Feather Fall 1 d w/o Maintenance PHBR5
22 Body Weaponry Metab Con-3 9+4/r Convert arm to weapon Weapon is +1/+0 PHBR5
23 Bone Reading Clair Wis-1 15 Know who died in this spot See last 10 min of life WatW2
24 Cannibalize M-Psi Con -8*Con +8 PSPs/Con;Con returns 1/w +8 PSPs PHBR5
25 Carapace Metab Int 5+1/r +level AC; -(11-level) Dex No Dex loss DSDK2
26 Catfall Metab Dex-2 4 30'fall:no dmg;other @ h dmg 50'fall:no dmg PHBR5
27 Cause Decay Metab Con-2 4 Item falls apart(save vs.acid) No save allowed PHBR5
28 Cause Sleep Metab Wis-2 9+2/r Sleep (save) No memory of sleep WatW2
29 Cell Adjustment Metab Con-3 1/hp 20*level hp:1r;disease=+5 PSPs Half cost in PSPs PHBR5
30 Chameleon Power Metab Con-1 6+3/m Can match surroundings well +15% HS PHBR5
31 Chemical Stimulation Metab Con-4 9+6/r level dmg acid (items save) No item saves PHBR5
32 Cognitive Trance M-Psi Int 4 Photographic Memory; cannot use V +4 Int checks 1 d WatW2
33 Combat Mind Clair Int-4 5+4/r +level/3(round up) group init. Psionic:+level/3 AC PHBR5
34 Compact Kinet Wis-1 4 Reduce object volume 90% Reduce volume 95% DSDK2
35 Conceal Thoughts Telep Wis 5+3/m Gain contest vs.ESP,Probe,etc. Imm to those powers PHBR5
36 Concentrate Water Kinet Con-3 10 Make 1-9 gal.water from area Double water amount DSDK2
37 Contact Telep Wis Int+1/r -2 check if resisting Maintained 4r for free PHBR5
38 Control Body Kinet Con-2 8+8/r Control all P,V actions Auto. win Contest PHBR5
39 Control Flames Kinet Wis-1 6+3/r x2/ 2 fire; move 9; (level)d4 x3/ 3 fire; (level)d6 PHBR5
40 Control Light Kinet Int 12+4/m Dim or brighten light Maintenance 1/r PHBR5
41 Control Sound Kinet Int-5 5+2/m Dampen,disguise,increase sound Maintenance 1/r PHBR5
42 Control Wind Kinet Con-4 16+10/r 5*level Mph; change dir. 10*level Mph PHBR5
43 Convergence M-Psi Wis 8 10y: All PSPs in link combine CLs in link combine PHBR5
44 Create Sound Kinet Int-7 8+3/r Audible Glamer (as spell) Double level PHBR5
45 Cryokinesis Kinet Wis 8+7/r Molecular Agitation but cold 1d3/r 2d3/r WatW2
46 Danger Sense Clair Wis-3 4+3/t Know if danger nearby Know distance PHBR5
47 Daydream Telep Wis C+3/r Mind wanders;+20% Thief Abil. +30% Thief Abilities PHBR5
48 Deflect Kinet Int 4 Deflect a missile -- WatW2
49 Dimension Blade Port Con-1 6+5/r Weapon ignores natural AC; +2/+2 x2 dmg WatW2
50 Dimension Walk Port Con-2 8+4/t Move 30 miles in (40-level)m Halve time PHBR5
51 Dimensional Door Port Con-1 4+2/r Can't see destination:stun 1r No stun PHBR5
52 Dimensional Screen Port Con-3 9+6/r Spherical Dim Door around you -- WatW2
53 Displacement Metab Con-3 6+3/r As per Displacer Beast AC bonus is +4 PHBR5
54 Double Pain Metab Con-3 7 All dmg phantom x2 for 1t SS or unc. each hit PHBR5
55 Dream Travel Port Wis-4 1/25M/P Move up to 500M in (48-lvl)t Halve time PHBR5
56 Duo-Dimension Port Con-2 11+4/r No thickness Wpn is Dim Blade WatW2
57 Ectoplasmic Form Metab Con-4 9+9/r Pass through solid objects Maintenance 3/r PHBR5
58 Ego Whip [C] Telep Wis-3 4 -5 rolls; Max spell=3rd: 1d4r Max spell=1st: 1d6 r PHBR5
59 Empathy Telep Wis C+1/r Sense emotions Subject of emotions PHBR5
60 Empower (weak version) M-Psi Wis-12 25+50X Object PSP=(Dev+2*Sci+3)*L -- PAoA2
61 Enhanced Strength Metab Wis-3 2S+S/r Increase strength, Max=level Max=2*level PHBR5
62 Enhancement M-Psi Wis-3 30+8/m +2 check in 1 Disc;others -1 Others not reduced PHBR5
63 Environment Clair Int-2 5 Mental image of object's loc. 1m of observation DSDK2
64 ESP Telep Wis-4 C+6/r Know surface thoughts Maintained 1r for free PHBR5
65 Ethereal Traveler Port Wis-4 15+2/r Wraithform (as spell) Maintained free 24h DSDK2
66 Expansion Metab Con-2 6+1/r Increase dimension by 50%/r Increase by 100%/r PHBR5
67 False Sensory Input Telep Int-3 C+4/m Change sensory input slightly Any false perception PHBR5
68 Feel Light Clair Wis-3 7+5/m Can feel light;+4 vs. gaze Feel in all directions PHBR5
69 Feel Moisture Clair Wis-3 5+1/m Can detect water & amount Maintained free 4h DSDK2
70 Feel Sound Clair Wis-3 5+3/m Can feel sound;+2 vs. sonic Thief DN 10*level% PHBR5
71 Fighting Trance M-Psi Wis-1 4+1/r +1 AC/saves/TH; -1 power checks another +1 WatW2
72 Flesh Armor Metab Con-3 8+4/r +roll AC, Max=level +1 more AC PHBR5
73 Focus Forgiveness Telep Wis-3 10+2/h Temporarily forget Quest,Geas Maintenance cost 1/h DSDK2
74 Forced Symmetry Metab Int-2 12 Makes 2 halves of body same Change is permanent DSDK2
75 Ghost Writing Kinet Wis-2 8+3/m Write 5 words/r:remote paper Write 15 words/r DSDK2
76 Gird M-Psi Int-3 2*M/m Maintain powers w/o conc. Maintain in sleep PHBR5
77 Graft Weapon Metab Con-5 10+1/r Connect weapon to body; +1/+1 Bonus is +4/+4 PHBR5
78 Hear Light Clair Wis-3 6+3/m Can hear light Can hear infrared PHBR5
79 Heightened Senses Metab Con 5+1/m Triple sensory sensitivity 1 sense increased 1d PHBR5
80 Hivemind M-Psi Wis-1 2 Gain 4*level PSPs from insects Gain 8*level PSPs DSDK2
81 Identity Penetration Telep Wis-3 C+6/m See through polymorph,illusion -- PHBR5
82 Immovability Metab Con-5 9+6/r Need 10*roll in Str to move Impossible to move PHBR5
83 Impossible Task Telep Wis-1 10+5/d Believes task is impossible Maintained free 1m DSDK2
84 Incarnation Awareness Telep Wis-4 C+13/r Gain info. about 1 past life/r All past lives in 1r PHBR5
85 Inertial Barrier Kinet Con-3 7+5/r Melee:delay 1r;Mis.:-dice dmg Mis.:-dice-1 dmg PHBR5
86 Inflict Pain Telep Con-4 C+2/r -4 TH; no spells (save) unc. 1d10r (save) PHBR5
87 Insect Mind Telep Int-2 7+1/m +2 Chr with insects Maintained free 1d DSDK2
88 Intensify M-Psi ***-3 5S+1/r +S Int,Wis,or Con,-S other 2 Cost is 3S+1/r PHBR5
89 Invincible Foes Telep Wis-3 C+5/r Next hit drops target 1t -- PHBR5
90 Invisibility Telep Int-5 C+2/r/P Makes someone invisible Superior Invisibility PHBR5
91 Iron Will M-Psi Wis 8+3/m Can fully act up to -10 hp Can act up to -15 hp WatW2
92 Know Course Clair Int-2 5+4/h Find the Path Radial Navigation WatW2
93 Know Direction Clair Int 1 Know which way is North Maintained for 1 day PHBR5
94 Know Location Clair Int 10 Gives simple idea of location Learn exact location PHBR5
95 Levitation Kinet Wis-3 12+2/m Up/down move rate 6 Move rate 12 PHBR5
96 Lend Health Metab Con-1 4 Transfer hp from psionic Target gets double PHBR5
97 Life Detection Telep Int-2 3+3/m Detect Life (as spell) -- PHBR5
98 Magnetize Kinet Int-1 2W Metal obj magnetised L r (W=weight) No Str check allowed WatW2
99 Magnify M-Psi Wis-5 25M+M/r Mult. power (Max=level/5+1) M+1, no extra cost PHBR5
100 Martial Trance M-Psi Wis-3 7 +1 checks; no P,V actions Only lose P actions PHBR5
101 Mass Manipulation Kinet Int-3 9+9/r Modify weight -75% to +100% -90% to +300% WatW2
102 Mental Barrier [H] Telep Wis-2 3 Costs no action to use No contact for 2r PHBR5
103 Mind Bar Telep Int-2 6+4/m 75% vs. Ench/Cha;immune Telep. +5 in contests PHBR5
104 Mind Blank [F] Telep Wis-7 0 Costs no action to use -- PHBR5
105 Mind Over Body Metab Wis-3 10/d/P Don't need food,water,sleep Don't need rest after PHBR5
106 Mind Thrust [B] Telep Wis-2 2 Lose 1 power 2d6d -- PHBR5
107 Molecular Agitation Kinet Wis 7+6/r Destroy object in 5r (save-10) Destroy in 3r PHBR5
108 Molecular Bonding Kinet Int-1 5+4/m Join 2 objects at molecular level 6 sq" /r 24 sq" /r WatW2
109 Molecular Manipulation Kinet Int-3 6+5/m Object is weakened (-2 save/r) (-4 save/r) PHBR5
110 Momentum Theft Kinet Int-2 5+ Stop (200 lbs, each x2 is +5 PSPs) Held for 1r WatW2
111 Mysterious Traveler Telep Wis-1 2 False rumors about his travels Rumors continue 3d DSDK2
112 Opposite Reaction Kinet Con-1 5 Missile returns at attacker Breaks missile DSDK2
113 Passive Contact Telep Wis-1 2*Int+1/h Like Contact, cheaper to maintain Empathy with target WatW2
114 Phase Port Wis-1 6+6/r Out of phase; cannot attack x2 move rate WatW2
115 Phase Object Port Wis-3 10+5/r Object out of phase May disintegrate WatW2
116 Pheromone Discharge Metab Int 5+1/m Smells like an insect Maintained free 4d6h DSDK2
117 Phobia Amplification Telep Wis-2 C+4/r Strong Fear of thing (save) No save PHBR5
118 Photosynthesis Metab Con+1 5+2/t Regen 1 hp/r in sunlight Sustenence in sun WatW2
119 Plant Mind Telep Int-4 11+2/m +2 Chr when dealing with plants Free maint. 1 d WatW2
120 Pocket Dimension Port Wis 14+3/t 5' cube extradimensional space 10' cube WatW2
121 Poison Sense Clair Wis 1 Detects presence of poison Gives type of poison PHBR5
122 Post-Hyp. Suggestion Telep Int-3 C+Lvl Long-term Suggestion Check not reduced PHBR5
123 Predestination Clair Wis-3 20+5/yD Gives vague feeling of destiny Can peer twice as far DSDK2
124 Probability Manipulation M-Psi Int-4 10 +4 to next die roll +4 next 3 die rolls WatW2
125 Prolong M-Psi Con-4 5+2/r Range & area of powers +50% Range & area +100% PHBR5
126 Psionic Inflation M-Psi Wis-5 20+3/m All powers double cost & main. Triple cost & main. PHBR5
127 Psionic Residue M-Psi Wis-3 15 Get 10% PSPs spent by others +10 PSPs DSDK2
128 Psionic Sense M-Psi Wis-3 4+1/m Detect Psi: PSPs,Dir.,Dist. Does all frequencies PHBR5
129 Psionic Vampirism M-Psi Wis-3 C+8+3/r Drain CL PSPs from target /r Double effect WatW2
130 Psychic Blade M-Psi Con-2 7+X+X/r Blade: 1d6/1d6 +2/+X, stun 1d6r (save) 1d10/1d10 WatW2
131 Psychic Drain M-Psi Wis-6 10P+C Drain W,I,C:10 PSPs;Amnesia 2w No Amnesia PHBR5
132 Psychic Impersonation Telep Wis 10+3/h Match other's thought patterns Cannot be detected PHBR5
133 Psychic Messenger Telep Con-4 4+3/r Send Illusion of self to area Can look like other PHBR5
134 Radial Navigation Clair Int-3 4+7/h Know dist./dir. to start point Can retrace to start PHBR5
135 Receptacle M-Psi Wis-5 1/r Gem:1/100gp;Item:(2W+I+C-40)*L -- PHBR5
136 Reduction Metab Con-2 D+1/r -1' per PSP until 1', then halve Double effect PHBR5
137 Repugnance Telep Wis-5 C+8/r Hatred for something (save) No save PHBR5
138 Reptile Mind Telep Int-1 5+1/m +2 Chr with reptiles Charms reptiles DSDK2
139 Retrospection M-Psi Wis-4 120 Similir to Commune spell -- PHBR5
140 Return Flight Kinet Con-1 3 Missile becomes returning Attack again if miss DSDK2
141 Rigidity Metab Con-2 8+3/r -1/r TH,Init,AC penalty Start at -3 DSDK2
142 Safe Path Clair Wis-4 8+5/m +4 Dex checks; Resist Traps Auto make next save WatW2
143 See Ethereal Clair Wis-5 4+2/m Can see into border Ethereal See into full Ethereal WatW2
144 See Magic Clair Wis-3 6+6/m Detect Magic Know exact type WatW2
145 See Sound Clair Wis-3 6+3/m Can see sound Maintenance 1/r PHBR5
146 Send Thoughts Telep Int-1 C+2/r Send thoughts;no spells (save) No save PHBR5
147 Sensitivity to Observation Clair Wis 5 Know when you're watched Knows location WatW2
148 Sensory Suppression Telep Int-2 C+4/r Blindness and Deafness Loses all 5 senses WatW2
149 Shadow Walk Port Con+1 9 Travel between shadows 1000 yd 2 miles WatW2
150 Share Strength Metab Con-4 6+2/r Transfer 2 Str:1 target Str Transfer 1:1 PHBR5
151 Sight Link Telep Con-3 C+5/m Can see through other eyes Sound Link gained PHBR5
152 Soften Kinet Int 4+3/r Weapon -1TH,-1dmg,-1save/r Double rate PHBR5
153 Sound Link Telep Con-2 C+4/t Can hear through other ears Sight Link gained PHBR5
154 Spatial Distortion Port Int-4 8+4/m Distance Distortion 20'cu Double effect WatW2
155 Spider Touch Metab Dex-1 4+2/m Spider Climb +2 Dex WatW2
156 Spirit Sense Clair Wis-3 10 Senses presence of spirits Knows exact location PHBR5
157 Splice M-Psi Int-2S 5S+S/r Do combined powers as 1 Mental +2 checks when used PHBR5
158 Stasis Field M-Psi Con-3 20+X/r Slows down time by x60 -- PHBR5
159 Static Discharge Kinet Int-3 5+5/r 1d4+1 dmg lightning, cumulative per r 1d6+1 instead WatW2
160 Strength of the Land Metab Con-2 10+2/r +25 hp,+3 TH,+3 dmg,25% MR Lasts 5r after maint. DSDK2
161 Summon Object Port Int-4 30 Summon a simple object max 100 lbs. Half PSP cost WatW2
162 Suppress Fear Telep Wis+1 5 Remove Fear; +4 vs. fear for 1 t +1 TH WatW2
163 Suspend Animation Metab Con-3 12 Suspend animation (level)w Aware; can awaken PHBR5
164 Synaptic Static Telep Int-4 15+10/r Must contest to use psionics +1 contest for static PHBR5
165 Taste Link Telep Con-2 C+4/t Can taste through other mouth Scent Link gained PHBR5
166 Telempathic Projection Telep Wis-2 C+4/r Send emotions Can change emotion PHBR5
167 Teleport Lock Port Int-1 8+2/r Target cannot teleport (no save) -- WatW2
168 Teleport Object Port Int-3 T+20 Teleports 1 nonliving object Automake saves 2d DSDK2
169 Teleport Trigger Port Int+1 2/h Activates Teleport (no action) No dist. Check Mod. PHBR5
170 Thought Shield [G] Telep Wis-3 1 Costs no action to use -- PHBR5
171 Time Dilation Port Int-7 54/r +3 M, +3 P, +3 V; not cumul. w/ Haste +1 more each type WatW2
172 Time Duplicate Port Int-1 22/s Can use 2M/2P/2V/6Z next segment +4 AC/save; +2 TH WatW2
173 Time Shift Port Int 16+3/rS Move into future;Max=(level)r Add 1r to Max PHBR5
174 Time/Space Anchor Port Int 5+1/m Cannot be teleported -- PHBR5
175 Trail of Destruction Clair Wis-2 10+3/m Detect use of Defiling magic Know which spells DSDK2
176 True Worship Telep Wis-1 5 Tells god worshiped & temple Knows all in range DSDK2
177 Truthear Telep Wis 4+2/m Detect Lie (as spell) Knows real truth PHBR5
178 Watcher's Ward Clair Int-2 6+2/h Can't be surprised; Detect Danger Know location danger WatW2
179 Weather Prediction Clair Int-2 10 Accurate weather forecast 24h Weather forecast 1w DSDK2
180 Wrench M-Psi Wis-4 15+8/r Undead:-level AC;cannot drain -2 init. penalty PHBR5

[Q2] Proficiency (2nd edition) Psionics (Psi. Freq. 2)


Psi2 Sciences (Majors)

# Power Disip. Check PSPs Effect Power Score Source
1 Animal Affinity Metab Con-4 15+4/m Take random animal's attribute Take 2 attributes PHBR5
2 Appraise M-Psi Int-4 14 Gives chances of success Reroll 3 future dice PHBR5
3 Aura Alteration M-Psi Wis-4 10 Disguise AL,level (level)h -- PHBR5
4 Aura Sight Clair Wis-4 9+9/m Learn 2 auras (AL or level) Learn 4 auras PHBR5
5 Banishment Port Int-1 30+10/r Target in pocket;returns @ end Cannot gate/teleport PHBR5
6 Clairaudience Clair Wis-3 6+4/m Clairaudience (as spell) Gain Clairvoyance PHBR5
7 Clairvoyance Clair Wis-4 7+4/m Clairvoyance (as spell) Gain Clairaudience PHBR5
8 Complete Healing Metab Con 30 Heal (as spell) in (24-level)h Heal in (60-3*level)m PHBR5
9 Create Object Kinet Int-4 16+3/r Creates temporary small object Object is permanent PHBR5
10 Death Field Metab Con-8 40 Set amount of dmg(others save) You take ½ amount PHBR5
11 Detection Clair Wis-2 15+6/m Detect Object 90', expands 30'/r Know concentration WatW2
12 Detonate Kinet Con-3 18 (level)d6 damage (save:½) (2*level)d6 damage PHBR5
13 Domination Telep Wis-4 2C+2C/r Get control of all actions Maintenance halved PHBR5
14 Disintegrate Kinet Wis-4 40 Disintegrate 8 cu.' (save) (save-5);16 cu.' PHBR5
15 Ejection Telep Wis-4 2S Break contact;lose 1 power 1t Opp. lose 1 power 1t PHBR5
16 Empower M-Psi Wis-12 50+100X Object PSP=(4*Dev+6*Sci+10)*L -- PHBR5
17 Endorphin Control Metab Chr-6 16+8/r +1d6 Int,Wis,or Chr +1d6 to all three DM
18 Energy Containment Metab Con-2 1/die Absorb max 1 die/lvl;glow:-2AC 0 dmg from energy PHBR5
19 Fate Link Telep Con-5 C+5/t Both take same dmg Range unlimited PHBR5
20 Hallucination Telep Int-3 C+6/r Create image in target's mind 20% of dmg is real WatW2
21 Id Insinuation [D] Telep Wis-4 5 Target loses all actions 1d4r Turn on allies 1d4r PHBR5
22 Intellect Fortress [I] Telep Wis-3 4 Costs no action to use -- PHBR5
23 Kinetic Control Kinet Int-3 15+7/r Take only 2+leak vs. physical attacks Reflect 1d10 dmg WatW2
24 Life Draining Metab Con-3 11+5/r Drain level hp/r;add to caster level*3 hp/r PHBR5
25 Mass Domination Telep Wis-6 C+2L/r Up to 5 creatures Dominated Range 100y PHBR5
26 Metamorphosis Metab Con-6 21+1/t Polymorph Self(even to object) Max 3*caster's mass PHBR5
27 Mindflame Telep Wis-6 30 <=8 HD Stun 2d6 r; >8 HD Dazed 1d3 r <=16 HD; >16 HD WatW2
28 Mindlink Telep Wis-5 C+8/m Send thoughts to each other 1 Probe question PHBR5
29 Mindwipe Telep Int-6 C+8/r -level/4 Int/Wis/Level (save) No save PHBR5
30 Molecular Rearrangement Kinet Int-5 20+10/h Change an object 1 ounce/hr Become extraordinary PHBR5
31 Nerve Manipulation Metab Con-3 14 Touch: Pain 1d3 r Stun 1d2 r WatW2
32 Object Reading Clair Wis-5 16 Detect Psi. Imp. of owners Know race,AL,age PHBR5
33 Poison Simulation Metab Con-2 16 Resist Poison; next attack is poisonous -2 on save WatW2
34 Precognition Clair Wis-5 24 Sees a possible future outcome Reroll 3 future dice PHBR5
35 Probability Travel Port Int 20+8/h Go to Astral physically Color pool nearby PHBR5
36 Probe Telep Wis-5 C+9/r True answer:1 question/r (save) 2 questions/r PHBR5
37 Project Force Kinet Con-2 10 (level)d6 damage (save:½) Knock down M target PHBR5
38 Psionic Blast [A] Telep Wis-5 10 Lose 80% hp in mind (save) Unc. 1t (save) PHBR5
39 Psychic Clone M-Psi Wis-8 50+5/r Ghostly mental body;can move Ectoplasmic Form PHBR5
40 Psychic Crush [E] Telep Wis-4 7 (level)d8 damage (save) No save PHBR5
41 Psychic Surgery M-Psi Wis-5 C+10/t Make Perm./Remove Telep. (1/t) 1 power/5r PHBR5
42 Regenerate Metab Con-4 18+6/t Regenerate Natural healing x2 WatW2
43 Sens. to Psychic Imp. Clair Wis-4 12+2/m Detect Psi. Imp. of Area Gets very clear vision PHBR5
44 Shadow-form Metab Con-6 12+3/m Become normal shadow (mv 6) Monster shadow PHBR5
45 Spirit Lore Clair Int-3 30+8/r Can Commune with Spirits Knowledgeable spirit WatW2
46 Split Personality M-Psi Wis-5 40+6/r +1 Mental action +1 more M action PHBR5
47 Subjective Reality M-Psi Wis-5 35+7/m Immune to 1 specific type of effect Can change /r WatW2
48 Summon Planar Creature Port Int-4 45*#PL Choice of plane but not exact Creature not angry PHBR5
49 Summon Planar Energies Port Int 32 3d12 dmg no resistance 4d12 dmg no resist WatW2
50 Superior Invisibility Telep Int-5 C+5/r/P No sound,smell; attack breaks Improved Invisibility PHBR5
51 Suppress Magic M-Psi Con-4 30+X/r Anti-Magic Shell (SL=X) 60' r Dispel-Magic Zone WatW2
52 Switch Personality Telep Con-4 C+30 Switch bodies (perm.);-1Con/d -1 Con/w PHBR5
53 Telekinesis Kinet Wis-3 W+hW/r Object move rate 6 Can move 2nd object PHBR5
54 Telekinetic Barrier Kinet Con-3 18+10/r Wall of Force Free maintain 3r WatW2
55 Telekinetic Flight Kinet Wis-4 15+4/m Fly 18" Fly 24" WatW2
56 Teleport Port Int 20+ Teleport (same plane) PSP cost -20% PHBR5
57 Teleport Other Port Int-2 20+ +10 PSPs per creature moved PSP cost -20% PHBR5
58 Time Travel Port Int-3 50+8/h Travel 1 yr; each x10 is +10 PSPs -- WatW2
59 Tower of Iron Will [J] Port Wis-2 6 Costs no action to use Area 10' radius PHBR5
60 True Sight Clair Wis-4 15+9/m True Sight Know Alignment WatW2
61 Ultrablast [U] Telep Wis-10 75 Fail1:Unc.2d6t;Fail2:lose Psi <= 3HD:death (save) PHBR5
62 Wormhole Port Int-2 48+16/r Dim Door 10 mi; Each x10 is +12 PSPs Half maintenance WatW2

[Q2] Proficiency (2nd edition) Psionics (Psi. Freq. 2)


Psi2 High Sciences (Grands)

# Power Disip. Check PSPs Effect Power Score Source
1 Alter Reality All Any-10 250 Alter Reality or Psi1 major Double CL effect DM
2 Conductive Clairvoyance Clair Wis-9 15/r Can use Psi powers through it Move effect at 18" DM
3 Cosmic Awareness Clair Wis-6 10/r Detect "Everything" CL*30' Range is sight WatW2
4 Elemental Composition Metab Con-4 24+3/r Can be any Normal/Para/Quasi Ele Can be Semi Ele WatW2
5 Energy Cancel Metab Con-6 1/die Cancels entire energy effect Autocancel all this s DM
6 Grand Detonate Kinet Con-5 27 CLd20 shards damage Use d30's DM
7 Legendary Control Metab Chr-24 24+12/r +1d6 Cml, Luck, or CL +1d6 all three DM
8 Lend Actions M-Psi *Auto* 0/perm [0 action]: Lend an action -- DM
9 Mass Contact Telep Wis L+1/r L=sum of targets' levels PSP cost halved WatW2
10 Megakinesis Kinet Wis-4 X/r TK, X=(lbs.)*(speed in ")/lvl^2 PSP cost halved WatW2
11 Nonweapon Familiarity Clair Int-8 200/d +1 slot in every nonweapon prof +1 every weapon prof DM
12 Physical Acceleration Metab Con-6 20/r +1 P action /r (range sight) +1 QP action /r DM
13 Planar Transportation Port Int-4 65 Teleport anywhere in multiverse No summ. sickness WatW2
14 Strength of the World Metab Con-6 10/r +9/+9 AC/saves, +25% RR/MR/PsiR Lasts 5r after maint. DM
15 Time Shift Other Port Int-S*3 S*6 Time Shift other S r (no save) -CL*5% to PsiR roll DM
16 Ultrashield [X] Telep Chr-5 20 Cannot attack / be attacked w/ Psi Can still attack DM
17 Weapon Familiarity Clair Int-4 100/d Proficient with all weapons Single Spec with all DM

Psi2 Supers

# Power Disip. Check PSPs Effect Power Score Source
1 Cellular Heal/Harm Metab Con-13 X X targets: Heal/Harm X% of max X*2% of max DM
2 Change Reality All Any-20 400 Change Reality or Psi1 grand Double CL effect DM
3 Fluidity M-Psi *Auto* 0/perm [0 action]: Swap 2 stats -- DM
4 Lady's Smirk M-Psi Chr-15 400/d Autoroll 1 on Prof.& Psi2 checks Auto power score DM
5 Magic Inertial Barrier Port Dex-18 70/r Spell delayed 1 s if hitting you Delayed 2 s DM
6 Mental Acceleration Metab Chr-10 30/r +1 M action /r (range sight) +1 QM action /r DM
7 Personal Acceleration Metab Chr-10 30/r +1 Swing action /r (range 0) +2 S actions DM
8 Planetary Detonate Kinet Con-25 3600 Detonates 1 planet or moon (!) 2 planets or moons! DM
9 Public Access Key Clair Int-20 90/r Target's Truename is visual (!) Thoughts visible too DM
10 Spirit in the Sky Telep Chr-15 1/week No physical body, can use 2 M /s Can use 3 M /s DM
11 Superblast [V] Telep Str-20 250 All in 1 mile insane (no PsiR) 2 mile radius DM
12 Trans-Planar Contact Telep Wis N+2/r N=(lvl)*(# planes +1); (no PsiR) PSP cost halved DM

[Q3] 3rd Edition Psionics (Psi. Freq. 3)


Basic Psi3 Information

Psi3 Wild Talents
 
There are two methods for "Wild Talents" in Psi3. Neither require you to pick a discipline. Your Caster Level (CL) is half of your highest level. You may switch between methods during a reset.
 
Wild Talent Method 1
 
This method does not require feats.
 
Wild Talent Psi3 Calculation = Stat+HNCL-12
where "Stat" is any ability score you choose, and "HNCL" is "Highest Non-Concordant Level" (e.g. the highest level among your classes).
 
Use the progression below for powers gained (no stat bonus). Can trade one 1st for four 0th level powers.
You can never access powers greater than SL=7 with this wild talent.
 
HNCL Psi3 Wild
123 456 7
0-2 1-- --- -
3-5 2-- --- -
6-8 21- --- -
9-11 32- --- -
12-14 321 --- -
15-17 432 --- -
18-20 432 1-- -
21-23 543 2-- -
24-26 543 21- -
27-29 654 32- -
30-32 654 321 -
33-34 765 432 -
36+ 765 432 1
 
Wild Talent Method 2
 
This method requires feats, but you are not limited by how many powers you have, and you can get higher level powers faster.
 
Wild Talent Psi3 Calculation = (Str+Dex+Con+Int+Wis+Chr-60) / 6 + HNCL*3
 
You get no powers for "free", you need to spend feats.
Each feat spent gives your highest level in Psi3 power levels. A 0 level Psi3 power costs ĵ of a power level.
You need to be at least level equal to double the power level to use a power (e.g. you need to be 2nd level to use a 1st level power).
You can never access powers greater than SL=9 with this wild talent.

[Q3] 3rd Edition Psionics (Psi. Freq. 3)


[Q3.0] Level 0 Psi3 Powers

## Level 0 Powers Discip. Short Description Source
1 Bolt Metcre You create a short-lived bolt, arrow or bullet. PsiHB3
2 Burst Psyport Target speed improves by 5 ft. for one round. PsiHB3
3 Catfall Psyport You recover well from a fall. PsiHB3
4 Control Shadow Psykin You control a normal shadow like a puppet. PsiHB3
5 Daze Telep Creature loses next action. PsiHB3
6 Detect Psionics Clasen You detect the presence of psionic activity. PsiHB3
7 Distract Telep Subject's mind wanders, imparting -1 penalty on some actions. PsiHB3
8 Elfsight Psymet You have lowlight vision. PsiHB3
9 Far Hand Psykin Minor telekinesis PsiHB3
10 Far Punch Psykin Telekinetic punch deals 1 damage. PsiHB3
11 Finger of Fire Metcre You deal 1d3 fire damage to one foe. PsiHB3
12 Float Psyport You buoy a target in water or other liquid. PsiHB3
13 Inkling Clasen You are 50% likely to know whether an intended action is good or bad. PsiHB3
14 Know Direction Clasen You know which way is north. PsiHB3
15 Lesser Natural Armor Psymet You gain +1 natural armor bonus. PsiHB3
16 Missive Telep You send a one-way telepathic message to subject. PsiHB3
17 My Light Psykin Your eyes emit 20-ft. cone of light. PsiHB3
18 Talons Psymet Your unarmed attacks do +1 damage. PsiHB3
19 Telempathic Projection Telep You modify subject's emotions. PsiHB3
20 Trinket Metcre You create a short-lived trinket. PsiHB3
21 Verve Psymet You gain 1 temporary hit point. PsiHB3

[Q3] 3rd Edition Psionics (Psi. Freq. 3)


[Q3.1] Level 1 Psi3 Powers

## Level 1 Powers Discip. Short Description Source
1 Astral Construct I Metcre Creates astral construct to fight for you. PsiHB3
2 Attraction Telep Subject has mild attraction you specify. PsiHB3
3 Biocurrent Psykin Continuous bioelectrical current deals 1d4 electrical dmg/r to up to 2 cr. PsiHB3
4 Biofeedback Psymet Self control allows you to take some damage as subdual damage. PsiHB3
5 Bite of the Wolf Psymet Your base bite attack does 1d8 damage. PsiHB3
6 Call Weaponry Psyport Never lack for a weapon. PsiHB3
7 Charm Person Telep Makes one person your friend. PsiHB3
8 Combat Precognition Clasen You gain a +1 insight bonus to AC. PsiHB3
9 Compression Psymet You shrink 10%/level (max -50%). PsiHB3
10 Conceal Thoughts Telep You conceal your motives. PsiHB3
11 Control Light Psykin Control light levels up or down 20%/level. PsiHB3
12 Control Object Psykin You telekinetically animate a small object. PsiHB3
13 Create Sound Psykin You create the sound you desire. PsiHB3
14 Demoralize Telep Foes suffer -1 penalty on some actions. PsiHB3
15 Destiny Dissonance Clasen Your touch hurts your opponent's mind, dealing 1d8 subdual damage. PsiHB3
16 Disable Telep Subjects incorrectly believe they are disabled. PsiHB3
17 Dissipating Touch Psyport Touch deals 1d8 damage. PsiHB3
18 Empathic Transfer Psymet You absorb others' hurts. PsiHB3
19 Empathy Telep You know the subject's surface emotions. PsiHB3
20 Expanded Vision Clasen Wider vision allows you to see more. PsiHB3
21 Feather Fall Psyport Objects or creatures fall slowly. PsiHB3
22 Feel Light Psymet You use tactile sensation to see. PsiHB3
23 Feel Sound Psymet You use tactile sensation to hear. PsiHB3
24 Firefall Metcre Fiery sparks deal 1d4 fire damage in 10 ft. radius. PsiHB3
25 Grease Metcre Makes 10 ft. square or one object slippery. PsiHB3
26 Hammer Psymet Touch deals 1d8 bludgeoning damage. PsiHB3
27 Hear Light Psymet You use auditory sensation to see. PsiHB3
28 Hustle Psymet You gain one extra partial action. PsiHB3
29 Identify Clasen Identify single feature of psionic item. PsiHB3
30 Know Location Clasen You know, generally, where you are. PsiHB3
31 Lesser Cell Adjustment Psymet You heal 1d8 hp, +1 to next poison/disease save, or heal 1 ability point. PsiHB3
32 Lesser Concussion Psykin Pummel foe for 1d6 damage. PsiHB3
33 Lesser Metaphysical Wpn Clasen Weapon gains +1 bonus. PsiHB3
34 Lesser Mind Link Telep You forge a limited mental bond with another creature. PsiHB3
35 Minor Creation Metcre Creates one cloth or wood object. PsiHB3
36 Molecular Agitation Psykin You heat a creature or object. PsiHB3
37 Object Reading Clasen You know about an object's past. PsiHB3
38 Psycholuminesence Clasen Object sheds 20-ft. radius light. PsiHB3
39 See Sound Psymet You use visual sensation to hear. PsiHB3
40 Sense Link Telep You sense what the subject senses (one sense) PsiHB3
41 Skate Psyport Target slides (skillfully) along the ground as if ice. PsiHB3
42 Spider Climb Psyport Target can walk on walls and ceilings. PsiHB3
43 Steadfast Gaze Clasen Gaze attacks hold no terror for you. PsiHB3
44 Stomp Psykin Shock waves in the ground knock your foes prone. PsiHB3
45 Vigor Psymet You gain 3 temporary hit points. PsiHB3

[Q3] 3rd Edition Psionics (Psi. Freq. 3)


[Q3.2] Level 2 Psi3 Powers

## Level 2 Powers Discip. Short Description Source
1 Animal Affinity Psymet You possess one ability score or the natural armor of a chosen animal. PsiHB3
2 Astral Construct II Metcre Create astral construct to fight for you. PsiHB3
3 Augury Clasen You find out if intended actions will be good or bad. PsiHB3
4 Aversion Telep Subject has aversion you specify. PsiHB3
5 Body Equilibrium Psymet You can walk on nonsolid surfaces. PsiHB3
6 Brain Lock Telep Subject cannot move or take any mental actions. PsiHB3
7 Burning Ray Metcre Fiery ray deals 3d6 damage to foe. PsiHB3
8 Cell Adjustment Psymet You heal 3d6 dmg, bonus to next poison/disease save, or heal 2 ability pts. PsiHB3
9 Chameleon Psymet Gain a +10 enhancement bonus to Hide checks. PsiHB3
10 Clairaudience/Clairvoy. Clasen Hear or see at a distance. PsiHB3
11 Claws of the Bear Psymet You gain a claw attack that inflicts 1d12 damage. PsiHB3
12 Combat Prescience Clasen +2 insight bonus to your attack roll. PsiHB3
13 Concussion Psykin Pummel foe for 3d6 damage. PsiHB3
14 Control Body Psykin You take rudimentary control of foe's limbs. PsiHB3
15 Control Flames Psykin You control heat and movement of a fire. PsiHB3
16 Control Wind Psykin Wind increased/decreased by up to 10 mph + 5 mph/level. PsiHB3
17 Darkvision Clasen You can see in the dark. PsiHB3
18 Detect Thoughts Telep You detect subject's surface thoughts. PsiHB3
19 Ecto Puppet Metcre You directly control an astral construct. PsiHB3
20 Ectoplasmic Cocoon Metcre You encapsulate a foe so it can't move. PsiHB3
21 Expansion Psymet You grow +10%/level (max +100%). PsiHB3
22 Glide Psyport Subject glides at speed of 20. PsiHB3
23 Inflict Pain Telep Your mental attack deals 3d6 damage. PsiHB3
24 Intrusive Sense Link Telep Subject senses what you sense. PsiHB3
25 Invisibility Psykin Subject is invisible for 10 min./level or until it attacks. PsiHB3
26 Knock Psyport Opens locked or psionically locked doors. PsiHB3
27 Levitate Psyport Subject moves up and down at your direction. PsiHB3
28 Painful Touch Psymet Your unarmed attacks deal extra 1d6 subdual damage. PsiHB3
29 Psionic Lock Psyport Psionically locks a portal or chest. PsiHB3
30 Recall Pain Clasen Foe takes damage from painful memory. PsiHB3
31 See Invisibility Clasen Reveals invisible creatures or objects. PsiHB3
32 Sense Psychoportation Psyport Know when others use this discipline. PsiHB3
33 Sensitivity to Psychic Imp. Clasen You can find out about an area's past. PsiHB3
34 Sever the Tie Psykin You deal 3d8 damage to undead in 10 ft. radius. PsiHB3
35 Sudden Minor Creation Metcre Quickly create cloth or wood object. PsiHB3
36 Suggestion Telep Compels subject to follow suggested action. PsiHB3
37 Sustenance Psymet You can go without food and water. PsiHB3

[Q3] 3rd Edition Psionics (Psi. Freq. 3)


[Q3.3] Level 3 Psi3 Powers

## Level 3 Powers Discip. Short Description Source
1 Astral Construct III Metcre Astral construct fights for you. PsiHB3
2 Astral Steed Psyport Astral steed appears for one hour/level. PsiHB3
3 Bite of the Tiger Psymet Your base bite attack does 2d8 damage. PsiHB3
4 Charm Monster Telep Makes monster believe it is your ally. PsiHB3
5 Claws of the Vampire Psymet Your base unarmed attack does 1d8 damage. You heal the same amount. PsiHB3
6 Cone of Sound Psykin Sonic energy inflicts 5d4 sonic damage. PsiHB3
7 Control Sound Psykin You can create very specific sounds. PsiHB3
8 Create Food and Water Metcre Feeds three humans or one horse/level. PsiHB3
9 Crisis of Breath Telep You disrupt the target's breathing. PsiHB3
10 Danger Sense Clasen +2 bonus vs. trap. PsiHB3
11 Dimension Slide Psyport Instantly move to any spot you can see in Close range. PsiHB3
12 Displacement Psymet Attacks miss subject 50% of the time. PsiHB3
13 Duodimensional Hand Psymet Your unarmed attacks do slashing damage with an increased crit range. PsiHB3
14 Ectoplasmic Form Psymet Your amorphous form is hard to hurt. PsiHB3
15 False Sensory Input Telep You falsify one of the target's senses. PsiHB3
16 Fate Link Telep You link the fates of two targets. PsiHB3
17 Fly Psyport Subject flies at speed of 90. PsiHB3
18 Greater Concussion Psykin Pummel foe for 5d6 damage. PsiHB3
19 Improved Biofeedback Psymet You take charge of your body's damage. PsiHB3
20 Invisibility Purge Clasen Dispels invisibility within 5 ft./level. PsiHB3
21 Lesser Domination Telep Forces subject to obey your will. PsiHB3
22 Metaphysical Weapon Metcre Weapon gains +3 enhancement bonus. PsiHB3
23 Mind Link Telep You have a mental bond with others. PsiHB3
24 Negate Psionics Psykin Cancels psionic powers and effects. PsiHB3
25 Nondetection Clasen Hides subject from Clairsentient powers, and remote viewing. PsiHB3
26 Poison Sense Clasen Sense poison in 30-ft. radius. PsiHB3
27 Rejuvenation Psymet You heal 1 point temp. ability damage/hour. PsiHB3
28 Remote View Clasen You see subject from a distance. PsiHB3
29 Schism Telep Splits your mind into two independently functional parts. PsiHB3
30 Time Hop Psyport Subject hops forward in time 3d6 rounds. PsiHB3
31 Ubiquitous Vision Clasen You have all-around vision. PsiHB3
32 Undead Sense Clasen You sense the presence of undead. PsiHB3
33 Whitefire Metcre Deals 5d4 fire damage in 20 ft. radius. PsiHB3

[Q3] 3rd Edition Psionics (Psi. Freq. 3)


[Q3.4] Level 4 Psi3 Powers

## Level 4 Powers Discip. Short Description Source
1 Amplified Invisibility Psykin Attack once and stay unseen. PsiHB3
2 Anchored Navigation Clasen You navigate from a fixed reference point that you mentally sense. PsiHB3
3 Astral Construct IV Metcre Astral construct fights for you. PsiHB3
4 Aura Sight Clasen You can read things in other's auras. PsiHB3
5 Detect Remote Viewing Clasen You know when others spy on you remotely. PsiHB3
6 Dimension Door Psyport Teleports you and 500 lb., 90 ft./level. PsiHB3
7 Dimensional Anchor Psyport Bars extradimensional movement. PsiHB3
8 Dismiss Ectoplasm Metcre Dissipates ectoplasmic targets. PsiHB3
9 Dismissal Psyport Forces a creature to return to a native plane. PsiHB3
10 Dissolving Touch Psymet Your acid touch deals 7d6 acid damage. PsiHB3
11 Divination Clasen Gain specific advice for proposed actions. PsiHB3
12 Domination Telep Subject obeys your will. PsiHB3
13 Fabricate Metcre Transforms raw goods to finished items. PsiHB3
14 Fatal Attraction Telep Implants death urge in target. PsiHB3
15 Fate of One Clasen You can reroll a bad roll. PsiHB3
16 Forced Mind Link Telep Creates mental bond with unwilling target. PsiHB3
17 Freedom of Movement Psyport Move normally despite impediments. PsiHB3
18 Immovability Psymet You are almost impossible to move. PsiHB3
19 Inertial Barrier Psykin Subject gains damage reduction (10/+5). PsiHB3
20 Mass Concussion Psykin Foes take 7d4 damage in 20 ft. radius. PsiHB3
21 Mindwipe Telep Target's recent experiences wiped away. PsiHB3
22 Polymorph Self Psymet You assume a new form. PsiHB3
23 Psychofeedback Psymet You can use power points to boost your Str, Con, and/or Dex ability mods. PsiHB3
24 Quintessence Metcre You collapse a bit of time into a physical substance. PsiHB3
25 Tailor Memory Telep False memory implanted in target. PsiHB3
26 Telekinesis Psykin Lift or move 25 lb./level at long range. PsiHB3
27 Wall of Ectoplasm Metcre You create a protective barrier. PsiHB3

[Q3] 3rd Edition Psionics (Psi. Freq. 3)


[Q3.5] Level 5 Psi3 Powers

## Level 5 Powers Discip. Short Description Source
1 Adapt Body Psymet You adapt your body to hostile environments. PsiHB3
2 Astral Construct V Metcre Astral construct fights for you. PsiHB3
3 Baleful Teleport Psyport Destructive teleport deals 9d6 damage. PsiHB3
4 Brilliant Blast Psykin Light blast inflicts 9d4 damage in 20' radius. PsiHB3
5 Catapsi Telep Psychic static is a drag on power manifestation. PsiHB3
6 Clairtangency Psykin You can use Far Hand at any distance. PsiHB3
7 Ectoplasmic Armor Metcre You gain a +10 armor bonus. PsiHB3
8 Ectoplasmic Shambler Metcre Fog-like predator engulfs foes, dealing 2 dmg/r to foes while surrounded. PsiHB3
9 Energy Barrier Psymet You convert energy attacks to harmless light. PsiHB3
10 Graft Weapon Psymet A weapon becomes a natural part of you. PsiHB3
11 Greater Domination Telep Subject obeys your will. PsiHB3
12 Incarnate Metcre You make some psionic effects permanent. PsiHB3
13 Major Creation Metcre As Minor Creation, plus stone and metal. PsiHB3
14 Metaconcert Telep Mental concert of 2+ psions increases the total power of the participants. PsiHB3
15 Metamorphosis Psymet You take the form of creatures and objects. PsiHB3
16 Mind Probe Telep You discover the target's secret thoughts. PsiHB3
17 Molecular Rearrangement Psykin You transmute one metal to another. PsiHB3
18 Natural Armor Psymet You gain +4 natural armor bonus. PsiHB3
19 Power Resistance Clasen You gain power resistance. PsiHB3
20 Psychic Vampire Psykin Your touch attacks drains 2 power points/level from foe, which you gain. PsiHB3
21 Recall Agony Clasen Foe takes more damage from painful memory. PsiHB3
22 Sending Psyport Delivers short message anywhere instantly. PsiHB3
23 Sense Psionics Clasen You sense psionic powers and effects. PsiHB3
24 Teleport Psyport Instantly transports you anywhere. PsiHB3
25 Teleport Trigger Psyport Predetermined event triggers teleport. PsiHB3
26 True Seeing Clasen See all things as they really are. PsiHB3

[Q3] 3rd Edition Psionics (Psi. Freq. 3)


[Q3.6] Level 6 Psi3 Powers

## Level 6 Powers Discip. Short Description Source
1 Ablating Psykin You are buffered from one Negate Psionics effect. PsiHB3
2 Astral Construct VI Metcre Astral construct fights for you. PsiHB3
3 Aura Alteration Telep Targets seems something it is not. PsiHB3
4 Banishment Psyport Banishes extraplanar creatures. PsiHB3
5 Breath of the Dragon Psymet Breath fire for 11d4 damage. PsiHB3
6 Disintegrate Psykin One creature or object vanishes. PsiHB3
7 Ethereal Jaunt Psyport You become ethereal for one round/level. PsiHB3
8 Flaming Shroud Metcre Encased foe takes 11d6 fire damage. PsiHB3
9 Greater Biocurrent Psykin Continuous bioelectrical current, 4d6 electrical dmg/r to up to 4 creatures. PsiHB3
10 Improved Fabricate Metcre As Fabricate, but ten times as much. PsiHB3
11 Improved Fly Psyport Subject flies at speed of 180. PsiHB3
12 Improved Vigor Psymet You gain 13 temporary hit points. PsiHB3
13 Mass Suggestion Telep Many targets follow suggested action. PsiHB3
14 Mind Switch Telep You switch minds with another. PsiHB3
15 Null Psionics Field Psykin Negates psionics within 10 ft. PsiHB3
16 Precognition Clasen More in-depth than Divination. PsiHB3
17 Remote View Trap Clasen Enemy remote viewers take 4d4 damage. PsiHB3
18 Retrieve Psykin You teleport to your hand an item you can see. PsiHB3
19 Shield of Prudence Clasen +6 insight bonus to AC. PsiHB3
20 Suspend Life Psymet Your life functions slow to imperceptibility. PsiHB3
21 Trace Teleport Psyport Learn origin or goal of subject's Teleport. PsiHB3

[Q3] 3rd Edition Psionics (Psi. Freq. 3)


[Q3.7] Level 7 Psi3 Powers

## Level 7 Powers Discip. Short Description Source
1 Astral Construct VII Metcre Astral construct fights for you. PsiHB3
2 Contingency Metcre Sets trigger condition for another power. PsiHB3
3 Divert Teleport Psyport Choose destination for another's Teleport. PsiHB3
4 Emulate Power Clasen Manifest any psion power 6th-level and less. PsiHB3
5 Energy Conversion Psymet You convert energy attacks to one ray energy attack of your own. PsiHB3
6 Etherealness Psyport Travel to the Ethereal Plane with companions. PsiHB3
7 Fission Psymet You briefly duplicate yourself. PsiHB3
8 Imp. Anchored Navigation Clasen You can navigate from a fixed point even across planar boundaries. PsiHB3
9 Improved Telekinesis Psykin Lift or move 50 lb./level at long range. PsiHB3
10 Insanity Telep Subject is permanently wacky. PsiHB3
11 Mass Cocoon Metcre Ectoplasmic Cocoon, but bigger. PsiHB3
12 Mass Domination Telep Many targets subject to your will. PsiHB3
13 Oak Body Psymet You body becomes living wood. PsiHB3
14 Phase Door Psyport Invisible passage through wood or stone. PsiHB3
15 Plane Shift Psyport Up to eight subjects travel to another plane. PsiHB3
16 Reddopsi Psykin Foe's power rebounds on her. PsiHB3
17 Sequester Clasen Subject invisible to sight and remote viewing. PsiHB3
18 Teleport Without Error Psyport As Teleport with no off-targets. PsiHB3
19 True Concussion Psykin Pummels foe for 13d6 damage. PsiHB3
20 Ultrablast Telep Your mental scream deals 13d4 damage. PsiHB3

[Q3] 3rd Edition Psionics (Psi. Freq. 3)


[Q3.8] Level 8 Psi3 Powers

## Level 8 Powers Discip. Short Description Source
1 Astral Construct VIII Metcre Astral construct fights for you. PsiHB3
2 Dream Travel Psyport You travel to other places through dreams. PsiHB3
3 Foresight Clasen Psionic senses warn you of impending danger. PsiHB3
4 Hypercognition Clasen You can deduce almost anything. PsiHB3
5 Improved Clairtangency Psykin You use Telekinesis at any distance. PsiHB3
6 Improved Etherealness Psyport Stay ethereal longer. PsiHB3
7 Iron Body Psymet Your body becomes living iron. PsiHB3
8 Mind Blank Telep Subject immune to mental/emotional effects, scrying, and remote viewing. PsiHB3
9 Mind Seed Telep Target slowly becomes you. PsiHB3
10 Mind Store Metcre Store your personality against future need. PsiHB3
11 Molecular Manipulation Psykin You increase or decrease an object's base hardness by 5. PsiHB3
12 Recall Death Clasen Foe vividly recalls its future death, and dies. PsiHB3
13 Shadow Body Psymet You become a living shadow (not the creature). PsiHB3
14 Telekinetic Sphere Psykin Mobile force globe protects one subject. PsiHB3
15 Teleportation Circle Psyport Circle teleports any creature inside to designated spot. PsiHB3
16 Temporal Acceleration Psyport Your time frame accelerates for two rounds. PsiHB3
17 True Creation Metcre As Major Creation but items are permanent. PsiHB3
18 True Domination Telep Dominated subjects less likely to defy your will. PsiHB3

[Q3] 3rd Edition Psionics (Psi. Freq. 3)


[Q3.9] Level 9 Psi3 Powers

## Level 9 Powers Discip. Short Description Source
1 Affinity Field Psymet Effects that affect you also affect others. PsiHB3
2 Apopsi Telep You delete the psionic power of another. PsiHB3
3 Astral Construct IX Metcre Astral construct fights for you. PsiHB3
4 Astral Projection Psyport Projects you and friends into Astral Plane. PsiHB3
5 Confidante Telep You and another are permanently mentally bonded. PsiHB3
6 Detonation Psykin Pummels foe for 17d6 damage. PsiHB3
7 Dissolution Psykin You Disintegrate really large objects or creatures. PsiHB3
8 Genesis Metcre You instigate a new demiplane in the Astral Plane. PsiHB3
9 Greater Emulation Metcre Manifest any power 8th-level or less. PsiHB3
10 Metafaculty Clasen Subject cannot hide name or location from you. PsiHB3
11 Microcosm Telep Target explores imaginary world at the expense of the real one. PsiHB3
12 Monster Domination Telep Dominates any creature for less time. PsiHB3
13 Probability Travel Psyport You and friends physically enter Astral. PsiHB3
14 Psychic Surgery Telep Repair psychic dmg, impart knowledge of new powers, and similar things. PsiHB3
15 Shapechange Psymet You become any creature, change one/round. PsiHB3
16 Temporal Velocity Psyport Your time frame accelerates for 3d4 rounds. PsiHB3
17 Thrall Telep Target is your slave forever. PsiHB3
18 Time Regression Psyport Relive the last four rounds. PsiHB3
19 True Metabolism Psymet Regenerate 10 points/round for one minute. PsiHB3
20 True Telekinesis Psykin Lift or move 500 lb./level at long range. PsiHB3

[Q3.5] 3.5 Edition Psionics (Psi. Freq. 3.5)


Level 1 Psi3.5 Powers

## Level 1 Powers Discip. Short Description
1 Astral Construct Metacre Creates astral construct to fight for you.
2 Astral Traveler Psion/PsyWar Enable yourself or another to join an astral caravan-enabled trip.
3 Attraction Psion Subject has an attraction you specify.
4 Biofeedback Psion/PsyWar Gain damage reduction 2/-.
5 Bite of the Wolf PsyWar Gain bite attack for 1d8 damage.
6 Bolt Psion You create a few enhanced short-lived bolts, arrows, or bullets.
7 Burst Port/PsyWar Gain +10 ft. to speed this round.
8 Call to Mind Psion Gain additional Knowledge check with +4 competence bonus.
9 Call Weaponry PsyWar Create temporary weapon.
10 Catfall Psion/PsyWar Instantly save yourself from a fall.
11 Chameleon Metab/PsyWar Gain +10 enhancement bonus on Hide checks.
12 Charm, Psionic Telep Makes one person your friend.
13 Claws of the Beast PsyWar Your hands become deadly claws.
14 Compression PsyWar You grow smaller.
15 Conceal Thoughts Psion/PsyWar You conceal your motives.
16 Control Flames Psion Take control of nearby open flame.
17 Control Light Psion Adjust ambient light levels.
18 Control Object Kines Telekinetically animate a small object.
19 Create Sound Psion Create the sound you desire.
20 Crystal Shard Psion Ranged touch attack for 1d6 points of piercing damage.
21 Daze, Psionic Psion Humanoid creature of 4 HD or less loses next action.
22 Deceleration Psion Target’s speed is halved.
23 Déjà Vu Psion Your target repeats his last action.
24 Demoralize Psion Enemies become shaken.
25 Destiny Dissonance Clairsent Your dissonant touch sickens a foe.
26 Detect Psionics Psion/PsyWar You detect the presence of psionics.
27 Detect Teleportation Port Know when teleportation powers are used in close range.
28 Disable Psion Subjects incorrectly believe they are disabled.
29 Dissipating Touch Psion/PsyWar Touch deals 1d6 damage.
30 Distract Psion/PsyWar Target gets -4 bonus on Listen, Search, Sense Motive, and Spot checks.
31 Ecto Protection Psion An astral construct gains bonus against dismiss ectoplasm.
32 Elfsight Psion/PsyWar Gain low-light vision, +2 bonus on Search and Spot checks, and notice secret doors.
33 Empathy Psion You know the subject’s surface emotions.
34 Empty Mind Psion/PsyWar You gain +2 on Will saves until your next action.
35 Energy Ray Psion Deal 1d6 energy (cold, electricity, fire, or sonic) damage.
36 Entangling Ectoplasm Psion You entangle a foe in sticky goo.
37 Expansion PsyWar Become one size category larger.
38 Far Hand Psion Move small objects at a limited distance.
39 Float Psion/PsyWar You buoy yourself in water or other liquid.
40 Force Screen Psion/PsyWar Invisible disc provides +4 shield bonus to AC.
41 Grease, Psionic Psion Makes 10-ft. square or one object slippery.
42 Grip of Iron PsyWar Your iron grip gives +4 bonus on grapple checks.
43 Hammer Psion/PsyWar Melee touch attack deals 1d8/round.
44 Inertial Armor Psion/PsyWar Tangible field of force provides you with +4 armor bonus to AC.
45 Know Direction and Location Psion You discover where you are and what direction you face.
46 Matter Agitation Psion You heat a creature or object.
47 Metaphysical Claw PsyWar Your natural weapon gains +1 bonus.
48 Metaphysical Weapon PsyWar Weapon gains +1 bonus.
49 Mind Thrust Psion Deal 1d10 damage.
50 Mindlink Telep You forge a limited mental bond with another creature.
51 Minor Creation, Psionic Metacre Creates one cloth or wood object.
52 Missive Psion Send a one-way telepathic message to subject.
53 My Light Psion/PsyWar Your eyes emit 20-ft. cone of light.
54 Precognition Clairsent Gain +2 insight bonus to one roll.
55 Precognition, Defensive Psion/PsyWar Gain +1 insight bonus to AC and saving throws.
56 Precognition, Offensive Psion/PsyWar Gain +1 insight bonus on your attack rolls.
57 Prescience, Offensive Psion/PsyWar Gain +2 insight bonus on your damage rolls.
58 Prevenom PsyWar Your claws gain a poison coating.
59 Prevenom Weapon PsyWar Your weapon is mildly venomous.
60 Sense Link Psion You sense what the subject senses (single sense).
61 Skate Psion/PsyWar Subject slides skillfully along the ground.
62 Stomp PsyWar Subjects fall prone and take 1d4 nonlethal damage.
63 Synesthete Psion/PsyWar You receive one kind of sense when another sense is stimulated.
64 Telempathic Projection Psion Alter the subject’s mood.
65 Thicken Skin Metab/PsyWar Gain +1 enhancement bonus to your AC for 10 min./level.
66 Vigor Psion/PsyWar Gain 5 temporary hit points.

[Q3.5] 3.5 Edition Psionics (Psi. Freq. 3.5)


Level 2 Psi3.5 Powers

## Level 2 Powers Discip. Short Description
1 Animal Affinity Metab/PsyWar Gain +4 enhancement to one ability.
2 Aversion Telep Subject has aversion you specify.
3 Bestow Power Psion Subject receives 2 power points.
4 Body Adjustment Psion/PsyWar You heal 1d12 damage.
5 Body Equilibrium Psion/PsyWar You can walk on nonsolid surfaces.
6 Body Purification Psion/PsyWar You restore 2 points of ability damage.
7 Brain Lock Telep Subject cannot move or take any mental actions.
8 Clairvoyant Sense Clairsent See and hear a distant location.
9 Cloud Mind Psion You erase knowledge of your presence from target’s mind.
10 Concealing Amorpha Psion/PsyWar Quasi-real membrane grants you concealment.
11 Concussion Blast Psion Deal 1d6 force damage to target.
12 Control Air Kines You have control over wind speed and direction.
13 Control Sound Psion Create very specific sounds.
14 Darkvision, Psionic Psion/PsyWar See 60 ft. in total darkness.
15 Detect Hostile Intent Psion/PsyWar You can detect hostile creatures within 30 ft. of you.
16 Dimension Swap Port/PsyWar You and ally or two allies switch positions.
17 Dissolving Touch PsyWar Your touch deals 4d6 acid damage.
18 Dissolving Weapon PsyWar Your weapon deals 4d6 acid damage.
19 Ego Whip Psion Deal 1d4 Cha damage and daze for 1 round.
20 Empathic Transfer Metab/PsyWar Transfer another’s wounds to yourself.
21 Energy Adaptation, Specified Psion/PsyWar Gain resistance 10 against one energy type.
22 Energy Missile Kines Deal 3d6 energy damage to up to five subjects.
23 Energy Push Psion Deal 2d6 damage and knock subject back.
24 Energy Stun Psion Deal 1d6 damage and stun target if it fails both saves.
25 Feat Leech Psion/PsyWar Borrow another’s psionic or metapsionic feats.
26 Hustle Metab/PsyWar Instantly gain a move action.
27 Id Insinuation Psion Swift tendrils of thought disrupt and confuse your target.
28 Identify, Psionic Psion Learn the properties of a psionic item.
29 Inflict Pain Psion Telepathic stab gives your foe -4 on attack rolls, or -2 if he makes the save.
30 Knock, Psionic Psion Opens locked or psionically sealed door.
31 Levitate, Psionic Port/Psion/PsyWar Subject moves up and down at your direction.
32 Mental Disruption Psion Daze creatures within 10 feet for 1 round.
33 Missive, Mass Psion You send a one-way telepathic message to an area.
34 Object Reading Clairsent Learn details about an object’s previous owner.
35 Painful Strike PsyWar Your natural weapons deal an extra 1d6 nonlethal damage.
36 Prowess PsyWar Instantly gain another attack of opportunity.
37 Psionic Lion’s Charge PsyWar You can make full attack in same round you charge.
38 Psionic Lock Psion Secure a door, chest, or portal.
39 Psionic Repair Damage Metacre Repairs construct of 3d8 hit points +1 hp/level.
40 Psionic Scent PsyWar Gain the scent ability.
41 Read Thoughts Telep Detect surface thoughts of creatures in range.
42 Recall Agony Psion Foe takes 2d6 damage.
43 Sense Link, Forced Psion Sense what subject senses.
44 Sensitivity to Psychic Impressions Clairsent You can find out about an area’s past.
45 Share Pain Psion Willing subject takes some of your damage.
46 Strength of My Enemy PsyWar Siphon away your enemy’s strength and grow stronger.
47 Suggestion, Psionic Telep Compels subject to follow stated course of action.
48 Sustenance Psion/PsyWar Go without food and water for one day.
49 Swarm of Crystals Psion Crystal shards are sprayed forth doing 3d4 slashing damage.
50 Thought Shield Psion/PsyWar Gain PR 13 against mind-affecting powers.
51 Tongues, Psionic Psion You can communicate with intelligent creatures.
52 Wall Walker PsyWar Grants ability to walk on walls and ceilings.

[Q3.5] 3.5 Edition Psionics (Psi. Freq. 3.5)


Level 3 Psi3.5 Powers

## Level 3 Powers Discip. Short Description
1 Astral Caravan Port You lead astral traveler-enabled group to a planar destination.
2 Claws of the Vampire PsyWar Heal half of your claw’s base damage.
3 Concealing Amorpha, Greater Metacre/PsyWar Quasi-real membrane grants you total concealment.
4 Crisis of Breath Telep Disrupt subject’s breathing.
5 Danger Sense Psion/PsyWar You gain +4 bonus against traps.
6 Dimension Slide PsyWar Teleports you very short distance.
7 Dismiss Ectoplasm Psion Dissipates ectoplasmic targets and effects.
8 Dispel Psionics Psion Cancels psionic powers and effects.
9 Duodimensional Claw PsyWar Increases your natural weapon’s threat range.
10 Ectoplasmic Cocoon Metacre You encapsulate a foe so it can’t move.
11 Ectoplasmic Form Metab/PsyWar You gain benefits of being insubstantial and can fly slowly.
12 Empathic Feedback Psion/PsyWar When you are hit in melee, your attacker takes damage.
13 Empathic Transfer, Hostile PsyWar/Telep Your touch transfers your hurt to another.
14 Energy Bolt Psion Deal 5d6 energy damage in 120-ft. line.
15 Energy Burst Psion Deal 5d6 energy damage in 40-ft. burst.
16 Energy Cone Kines Deal 5d6 energy damage in 60-ft. cone.
17 Energy Retort Psion Ectoburst of energy automatically targets your attacker for 4d6 damage once each round.
18 Energy Wall Psion Create wall of your chosen energy type.
19 Eradicate Invisibility Psion Negate invisibility in 50-ft. burst.
20 Escape Detection Clairsent/PsyWar You become difficult to detect with clairsentience powers.
21 Evade Burst Psion/PsyWar You take no damage from a burst on a successful Reflex save.
22 Exhalation of the Black Dragon PsyWar Your acid breath deals 3d6 damage to a close target.
23 False Sensory Input Telep Subject sees what isn’t there.
24 Fate Link Clairsent You link the fates of two targets.
25 Graft Weapon PsyWar Your hand is replaced seamlessly by your weapon.
26 Keen Edge, Psionic Psion/PsyWar Doubles normal weapon’s threat range.
27 Mental Barrier Psion/PsyWar Gain +4 deflection bonus to AC until your next action.
28 Mind Trap Psion Drain 1d6 power points from anyone who attacks you with a telepathy power.
29 Psionic Blast Psion Stun creatures in 30-ft. cone for 1 round.
30 Share Pain, Forced Psion Unwilling subject takes some of your damage.
31 Solicit Psicrystal Psion Your psicrystal takes over your concentration power.
32 Telekinetic Force Psion Move an object with the sustained force of your mind.
33 Telekinetic Thrust Psion Hurl objects with the force of your mind.
34 Time Hop Psion Subject hops forward in time 1 round/level.
35 Touchsight Psion Your telekinetic field tells you where everything is.
36 Ubiquitous Vision Psion/PsyWar You have all-around vision.
37 Vampiric Blade PsyWar You heal half of your base weapon damage.

[Q3.5] 3.5 Edition Psionics (Psi. Freq. 3.5)


Level 4 Psi3.5 Powers

## Level 4 Powers Discip. Short Description
1 Anchored Navigation Clairsent Establish a mishap-free teleport beacon.
2 Aura Sight Psion Reveals creatures, objects, powers, or spells of selected alignment axis.
3 Claw of Energy PsyWar Your claws deal additional energy damage.
4 Control Body Kines Take rudimentary control of your foe’s limbs.
5 Correspond Psion Hold mental conversation with another creature at any distance.
6 Death Urge Psion Implant a self-destructive compulsion.
7 Detect Remote Viewing Psion You know when others spy on you remotely.
8 Dimension Door, Psionic Psion/PsyWar Teleports you short distance.
9 Dimensional Anchor, Psionic Port Bars extra dimensional movement.
10 Dismissal, Psionic Port Forces a creature to return to its native plane.
11 Divination, Psionic Psion Provides useful advice for specific proposed action.
12 Dominate, Psionic Telep Control target telepathically.
13 Energy Adaptation Psion/PsyWar Your body converts energy to harmless light.
14 Energy Ball Kines Deal 7d6 energy damage in 20-ft. radius.
15 Fabricate, Psionic Metacre Transforms raw goods to finished items.
16 Fly, Psionic Port You fly at a speed of 60 ft.
17 Freedom of Movement, Psionic Psion/PsyWar You cannot be held or otherwise rendered immobile.
18 Immovability PsyWar You are almost impossible to move and gain DR 15/-.
19 Inertial Barrier Kines/PsyWar Gain DR 5/-.
20 Intellect Fortress Psion Those inside fortress take only half damage from all powers and psi-like abilities until your next action.
21 Metamorphosis Metab Assume shape of creature or object.
22 Mindlink, Thieving Telep Borrow knowledge of a subject’s power.
23 Mindwipe Psion Subject’s recent experiences wiped away, bestowing negative levels.
24 Modify Memory, Psionic Telep Changes 5 minutes of subject’s memories.
25 Personality Parasite Psion Subject’s mind calves self-antagonistic splinter personality for 1 round/level.
26 Power Leech Psion Drain 1d6 power points/round while you maintain concentration; you gain 1/round.
27 Psychic Reformation Psion Subject can choose skills, feats, and powers anew for previous levels.
28 Psychic Vampire Metab/PsyWar Touch attack drains 2 power points/level from foe.
29 Quintessence Metacre You collapse a bit of time into a physical substance.
30 Remote Viewing Clairsent See, hear, and potentially interact with subjects at a distance.
31 Schism Telep Your partitioned mind can manifest lower level powers.
32 Steadfast Perception PsyWar Gain immunity to illusory effects, +6 bonus on Spot and Search checks.
33 Telekinetic Maneuver Psion Telekinetically bull rush, disarm, grapple, or trip your target.
34 Trace Teleport Psion Learn destination of subject’s teleport.
35 Truevenom PsyWar Your natural weapons are covered in horrible poison.
36 Truevenom Weapon PsyWar Your weapon is horribly poisonous.
37 Wall of Ectoplasm Psion You create a protective barrier.
38 Weapon of Energy PsyWar Weapon deals additional energy damage.

[Q3.5] 3.5 Edition Psionics (Psi. Freq. 3.5)


Level 5 Psi3.5 Powers

## Level 5 Powers Discip. Short Description
1 Adapt Body Psion/PsyWar Your body automatically adapts to hostile environments.
2 Baleful Teleport Port Destructive teleport deals 9d6 damage.
3 Catapsi Psion/PsyWar Psychic static inhibits power manifestation.
4 Clairtangent Hand Clairsent Emulate far hand at a distance.
5 Ectoplasmic Shambler Psion Foglike predator deals 1 point of damage/two levels each round to an area.
6 Energy Current Kines Deal 9d6 damage to one foe and half to another foe as long as you concentrate.
7 Fiery Discorporation Kines Cheat death by discorporating into nearby fire for one day.
8 Hail of Crystals Metacre A crystal explodes in an area, dealing 9d4 slashing damage.
9 Incarnate Psion Make some powers permanent.
10 Leech Field Psion Leech power points each time you make a saving throw.
11 Major Creation, Psionic Psion As psionic minor creation, plus stone and metal.
12 Metaconcert PsyWar/Telep Mental concert of two or more increases the total power of the participants.
13 Mind Probe Telep You discover the subject’s secret thoughts.
14 Oak Body Psion/PsyWar Your body becomes as hard as oak.
15 Plane Shift, Psionic Psion Travel to other planes.
16 Power Resistance Psion Grant PR equal to 12 + level.
17 Psionic Revivify Metab Return the dead to life before the psyche leaves the corpse.
18 Psychic Crush Psion Brutally crush subject’s mental essence, reducing subject to -1 hit points.
19 Psychofeedback Metab/PsyWar Boost Strength, Dexterity, or Constitution at the expense of one or more other scores.
20 Restore Extremity Metab Return a lost digit, limb, or other appendage to subject.
21 Second Chance Clairsent Gain a reroll.
22 Shatter Mind Blank Psion Cancels target’s mind blank effect.
23 Teleport Trigger Port Predetermined event triggers teleport.
24 Teleport, Psionic Port Instantly transports you as far as 100 miles/level.
25 Tower of Iron Will Psion Grant PR 19 against mind-affecting powers to all creatures within 10 ft. until your next turn.
26 True Seeing, Psionic Psion See all things as they really are.

[Q3.5] 3.5 Edition Psionics (Psi. Freq. 3.5)


Level 6 Psi3.5 Powers

## Level 6 Powers Discip. Short Description
1 Aura Alteration Psion Repairs psyche or makes subject seem to be something it is not.
2 Banishment, Psionic Port Banishes extraplanar creatures.
3 Breath of the Black Dragon Psion/PsyWar Breathe acid for 11d6 damage.
4 Cloud Mind, Mass Psion Erase knowledge of your presence from the minds of one creature/level.
5 Contingency, Psionic Psion Sets trigger condition for another power.
6 Co-opt Concentration Psion Take control of foe’s concentration power.
7 Crystallize Metacre Turn subject permanently to crystal.
8 Disintegrate, Psionic Psion Turn one creature or object to dust.
9 Dispelling Buffer Kines/PsyWar Subject is buffered from one dispel psionics effect.
10 Fabricate, Greater Psionic Metacre Transforms a lot of raw goods to finished items.
11 Form of Doom PsyWar You transform into a frightening tentacled beast.
12 Fuse Flesh Psion Fuse subject’s flesh, creating a helpless mass.
13 Mind Blank, Personal Psion/PsyWar You are immune to scrying and mental effects.
14 Mind Switch A, Telep You switch minds with another.
15 Null Psionics Field Kines Create a field where psionic power does not function.
16 Overland Flight, Psionic Psion You fly at a speed of 40 ft. and can hustle over long distances.
17 Precognition, Greater Clairsent Gain +4 insight bonus to one roll.
18 Remote View Trap Psion Deal 8d6 points electricity damage to those who seek to view you at a distance.
19 Restoration, Psionic Metab Restores level and ability score drains.
20 Retrieve Psion Teleport to your hand an item you can see.
21 Suspend Life Psion/PsyWar Put yourself in a state akin to suspended animation.
22 Temporal Acceleration Psion Your time frame accelerates for 1 round.

Level 7 Psi3.5 Powers

## Level 7 Powers Discip. Short Description
1 Crisis of Life Telep Stop subject’s heart.
2 Decerebrate Psion Remove portion of subject’s brain stem.
3 Divert Teleport Psion Choose destination for another’s teleport.
4 Dream Travel Port Travel to other places through dreams.
5 Ectoplasmic Cocoon, Mass Metacre You encapsulate all foes in a 20-ft. radius.
6 Energy Conversion Psion Offensively channel energy you’ve absorbed.
7 Energy Wave Psion Deal 13d4 damage of your chosen energy type in 120-ft. cone.
8 Ethereal Jaunt, Psionic Port Become ethereal for 1 round/level.
9 Fate of One Clairsent Reroll any roll you just failed.
10 Fission Metab You briefly duplicate yourself.
11 Insanity Psion Subject is permanently confused.
12 Moment of Prescience, Psionic Psion You gain insight bonus on single attack roll, check, or save.
13 Phase Door, Psionic Psion Invisible passage through wood or stone.
14 Reddopsi Kines Powers targeting you rebound on manifester.
15 Sequester, Psionic Psion Subject invisible to sight and remote viewing; renders subject comatose.
16 Ultrablast Psion Deal 13d6 damage in 15-ft. radius.

[Q3.5] 3.5 Edition Psionics (Psi. Freq. 3.5)


Level 8 Psi3.5 Powers

## Level 8 Powers Discip. Short Description
1 Astral Seed Metacre You plant the seed of your rebirth from the Astral Plane.
2 Bend Reality Psion Alters reality within power limits.
3 Fusion Metab You combine your abilities and form with another.
4 Hypercognition Clairsent You can deduce almost anything.
5 Iron Body, Psionic Psion Your body becomes living iron.
6 Matter Manipulation Psion Increase or decrease an object’s base hardness by 5.
7 Mind Blank, Psionic Psion Subject immune to mental/emotional effects, scrying, and remote viewing.
8 Mind Seed Telep Subject slowly becomes you.
9 Recall Death Psion Subject dies or takes 5d6 damage.
10 Shadow Body Psion You become a living shadow (not the creature).
11 Telekinetic Sphere, Psionic Kines Mobile force globe encapsulates creature and moves it.
12 Teleport, Psionic Greater Psion As psionic teleport, but no range limit and no off-target arrival.
13 Time Hop, Mass Port Willing subjects hop forward in time.
14 True Metabolism Psion You regenerate 10 hit points/round.

Level 9 Psi3.5 Powers

## Level 9 Powers Discip. Short Description
1 Affinity Field Psion Effects that affect you also affect others.
2 Apopsi Psion You delete target’s psionic powers.
3 Assimilate Psion Incorporate creature into your own body.
4 Etherealness, Psionic Psion Become ethereal for 1 min./level.
5 Genesis Metacre You instigate a new demiplane on the Astral Plane.
6 Metafaculty Clairsent You learn details about any one creature.
7 Metamorphosis, Greater Metab Assume shape of any nonunique creature or object each round.
8 Microcosm Psion Creature or creature lives forevermore in world of his own imagination.
9 Mind Switch, True Telep A permanent brain swap.
10 Psychic Chirurgery Telep You repair psychic damage or impart knowledge of new powers.
11 Reality Revision Psion As bend reality, but fewer limits.
12 Teleportation Circle, Psionic Port Circle teleports any creatures inside to designated spot.
13 Time Regression Port Relive the last round.
14 Timeless Body Psion Ignore all harmful, and helpful, effects for 1 round.
15 Tornado Blast Kines Vortex of air subjects your foes to 17d6 damage and moves them.
16 True Creation Metacre As psionic major creation, except items are completely real.

[Q5] Imagination Psionics (Psi. Freq. 5)


Basic Psi5 Information

PSPs (classed) = Int + Chr - 24 + 2*Level
PSPs (wild talent) = (Int+Chr)/2 - 12 + Level
Wild talents use HNCL/2 (half of highest level) for CL.
Psi5 PSPs are regained at (Int+Chr)/10 per hour.
 

Psi5 Minor Powers

Name PSPs Effect
Awareness of Area 3/t Gives mental map of area's terrain
Contact Other Plane 6 Contact Other Plane (as spell)
Danger Sense 3/t Alerts if danger coming
Disbelieve Other Imaginator 2 Lose 4d4 IPs; beyond 0 is Perm.Stat.pts.
Disbelieve Object/Person 1/r Disbelief (as priest spell:TOM pg.99)
Disbelieve Superstition Effect 2 Freq.4 effect loses 1d4 to Power Mult.
Genius 3 Genius (as priest spell:TOM pg.80)
Heal Self 1 Cure up to 100 hp, Regenerate (as spell)
Invisibility Realm 3/r Improved Invis., can see other Invis.
Legend Lore 6 Legend Lore (as spell)
Locate 3 Locate Object/Person (r=3*level+1 miles)
Magical Protection 1 (Z action) Spell must make Casting Level check on d20
Modify Reality (least) SL^2 Duplicate 1st-3rd level Alteration spell
Natural Protection 1 (Z action) Natural Effect damage resistance 75% for 1s
Physical Protection 1/r Caster's hit points triple for duration
Psionic Protection 1 (Z action) Power must make Casting Level check on d20
Reroll 6 (Z action) Reroll any die roll (yourself or other)
Sense Powers 3/t Detect Magic & Detect Psionics
Vision 6 Vision (as spell, always succeeds)
Withdraw 1/r Withdraw, can use non-offensive Mentals

Psi5 Major Powers

Name PSPs Effect
Alter Reality (lesser) SL^2 Duplicate 1st-5th level Alt,Ele,Hea
Concentration Break 10*M Target loses M Mentals (maintenance=+M/r)
Create Matter (lesser) 6 Minor Creation (as spell, perm. duration)
Disbelieve Death 13 (absolute 0 action, can do mult.) CL% chance: Not dead
Disjoin Magic 12 Mordenkainen's Disjunction (as spell)
Dispel Psionics 10 Destroy maintained psionics (all freq.)
Irrestible Charm 10 Charm Monster, no save
Magic Jar 10 Magic Jar (as spell), save at -level
Manipulate Matter 6 Polymorph any Object (as spell, perm.)
No Target 6/t Cannot be directly targetted with effects
Psionic Surgery 10 Mental Surgery (Psi1N):takes 1r, R=120'
Relocate Dream Frame 6 Teleport without Error (as spell)
Telekinesis 6 Telekinesis (weight limit=level+1 tons)

[Q5] Imagination Psionics (Psi. Freq. 5)


Psi5 Grand Powers

Name PSPs Effect
Aura of Great Concentration 21*M Target/self gains M Mentals (maint=+2M/r)
Alter Reality (greater) 30 Alter Reality (as spell)
Change Reality (lesser) SL^2 1st-7th level Alt,Cnj,Cre,Ele,Hea,Sum
Construction 15 Builds 1 machine up to level+1 complexity
Create Matter (greater) 15 Major Creation (as spell, perm. duration)
Destroy Matter 15 Disintegrate (save), if save made takes half max hp
Fast Forward Time 21/r All you wish to effect can use an extra action /segment
Imbue with Psionic Ability 21 Imbue target with imagination psionics
Produce 15 Brings person/object here (same plane)
Psionic Link 1/d Link with other Imaginators only
Rewind Time 21/r Rewind events of last round(s)
Time Stop 15 Time Stop (as spell, maintained 3/r)

Psi5 Super Powers

Name PSPs Effect
Change Reality (greater) 42 As the 10th level spell, non-phys.things
Enhance Attribute +1 28/56 (Phys/Ment) Need new stat or higher on d30
Godly Protection 28 (Z action) iGR = CL% for 1s, works on up to xCL beings
Psionic Permanency 28/56 (freq.5/other)Perm.psi power,no maint.cost
Shapechange 28 Shapechange (as spell,phys.innates gained)
Understand 42 Ask the DM a question

Psi5 Ultra Powers

Name PSPs Effect
Physical Independence 36/d You do not die as a result of being at negative hp
Unchangeable Reality 54 As the 12th level spell

[Q8] Cyberspace (Technology/Animation) Psionics (Psi. Freq. 8)


Psi8 powers improve your mind & body so you can interface with technology better.
Psi8 powers are resisted using PR (Psionic Resistance), *not* TechR (Technological Resistance). TechR is used to resist Technological Items, described on the next page.

Psi8 Minor Powers

Name Effect
Construct Control Item 1 Create a "Control" type item (see next page) of TechL=CL, each TechL takes 1S action
Construct Generic Item 1 Create a "Generic" type item (see next page) of TechL=CL, each TechL takes 1S action
Construct Power/Defensive Item 1 Create a "Power" type item (see next page) of TechL=CL, each TechL takes 1S action
Construct Weapon Item 1 Create a "Weapon" type item (see next page) of TechL=CL, each TechL takes 1S action
Create Technological Monster I Create a DL I Technological Monster (AC=4*CL, hp=8*CL, Str=2*CL)
Degrade Technology Technological item with TechL<=CL gets -1 TechL (save vs. PP) (minimum TechL=0)
Detect Technology Detects Technology and gives TechL within sight
Energy Discharge 80' line, CL^2 technological dmg (RSW save:½), can power tech items drained of power
Hack into Technological Object Hack (gain control) of a technological object with TechL<=CL (monsters get save)
Hard Resistance to Radiation Double resist radiation (1/4, save for 1/10), Ignore gaining Psi9/18/27 powers due to RS
Identify Technology Identifies a technological item, 8% chance of failure per TechL greater than your CL
Improve Technology Technological item with TechL<CL gets +1 TechL (TechL% chance of destroying item)
Mend As spell
Minor Creation As spell
Repair Light Damage Cures 10 hp (1 Hull point) to a technological item
Speak with Technological Item Communicate with technological item (considered semi-intelligent like Speak w/ Plants)
Technological Armor +CL AC, +CL*2 current hp (like an Armor spell), can stack w/ Armor spell
Technological Shield DR (CL*2)/(+CL/2) (or) WR 10*CL% (or) Others need a +CL-1 weapon to hit you
Technological Weapon Your weapon gets +(CL/2, round down) TH & +(CL/2, round up) dmg, not magical plusses

[Q8] Cyberspace (Technology/Animation) Psionics (Psi. Freq. 8)


Psi8 Major Powers

Name Effect
Construct Control Item 2 Create a "Control" type item (see next page) of TechL=CL, each 2 TechL takes 1S action
Construct Generic Item 2 Create a "Generic" type item (see next page) of TechL=CL, each 2 TechL takes 1S action
Construct Power/Defensive Item 2 Create a "Power" type item (see next page) of TechL=CL, each 2 TechL takes 1S action
Construct Weapon Item 2 Create a "Weapon" type item (see next page) of TechL=CL, each 2 TechL takes 1S action
Create Technological Monster II Create a DL IV Technological Monster (AC=8*CL, hp=8*(CL^2), Str=4*CL)
Dispel Technology Dispels a technological effect
Hard Resistance to Chemicals Double resist chemical elements (1/4, save for 1/10), Immune to gas & poison
Living Technology +1E action per round for one of your items (it can activate itself)
Major Creation As spell
Repair Serious Damage Cures 80 hp (8 Hull points) to a technological item, fixes minor malfunctions
Tech Jar Magic Jar into a technological item
Techmind +TechL*8 to Personality score (can also be used vs. normal magic/psionic items)
Techskin Get TechL "Techskins", each absorbs one technological attack (can't use with Stoneskin)
Unusual Mix May construct your tech items using "Unusual Materials" chart, this may have odd effects

Psi8 Grand Powers

Name Effect
Anti-Technological Shell Reduce all technological objects within 30' by -CL TechL (min TechL=0)
Attune Technological Item Allow another to have & use one of the technological objects you made using Psi8
Construct Control Item 4 Create a "Control" type item (see next page) of TechL=CL, each 4 TechL takes 1S action
Construct Generic Item 4 Create a "Generic" type item (see next page) of TechL=CL, each 4 TechL takes 1S action
Construct Power/Defensive Item 4 Create a "Power" type item (see next page) of TechL=CL, each 4 TechL takes 1S action
Construct Weapon Item 4 Create a "Weapon" type item (see next page) of TechL=CL, each 4 TechL takes 1S action
Cron Job Contingency or Delayed Blast for one Psi8 power
Create Technological Monster III Create a DL VIII Technological Monster (AC=16*CL, hp=8*(CL^3), Str=6*CL)
Hard Resistance to Anti-Matter Double resist anti-matter (1/4, save for 1/10), Can survive in anti-matter based prime
Magical Engineering Duplicate the effects of a Psi16 minor or major
Repair Massive Damage Cures 640 hp (64 Hull points) to a technological item, fixes Crashed/Hung status

Psi8 Super Powers

Name Effect
Construct Control Item 8 Create a "Control" type item (see next page) of TechL=CL, each 8 TechL takes 1S action
Construct Generic Item 8 Create a "Generic" type item (see next page) of TechL=CL, each 8 TechL takes 1S action
Construct Power/Defensive Item 8 Create a "Power" type item (see next page) of TechL=CL, each 8 TechL takes 1S action
Construct Weapon Item 8 Create a "Weapon" type item (see next page) of TechL=CL, each 8 TechL takes 1S action
Create Technological Monster IV Create a DL XII Technological Monster (iAC=CL/8, ihp=CL/8, Str=8*CL)
Hard Resistance to Time Double resist time (1/4, save for 1/10), Immune to Time Stop / Temporal Stasis
Steal Attunement Allow another to have & use one of the technological objects *anyone* made using Psi8

[Q8] Cyberspace (Technology/Animation) Psionics (Psi. Freq. 8)


Psi8 Technological Items

At any given moment, you may have a number of Psi8 technological items (that you created) equal to your Psi8 level. Other Psi8 items (made by someone else) that you somehow gain control of do not count against this limit.
Technological effects are resisted using TechR (Technology Resistance) or another resistance listed below.
Items listed as "1 charge" burn out when used; you make make another item immediately after activating this item (the temporary effect doesn't count against the number of technological items you may have).
The names given are for the TechL=20 version; the actual device will look and operate differently at lower tech levels (e.g. a low TechL "Tractor Beam" would actually be a grapple-like device similar to what Batman uses).

Psi8 Control Items

Item Effect (use TechR or CR [Charm Resistance] to resist)
Boarding Party 1M, 1 charge: Summon a DL=TechL monster (need not be technological)
Comp (Computer) +TechL*2 Nonweapon Proficiencies; +TechL/2 Int (round down)
Ctrl (Control) Need to be charmed an extra TechL times to be controlled; can operate at -TechL*8 hp
DamCon (Damage Control) Regenerate TechL hp/r (it's not "troll-like", it's normal regeneration)
Deck Crew 1Z, 1 charge: +1P action per round for 1 turn
ExcDam (Excess Damage) Don't die unless lowered below -TechL*8-10 hp; "Power Word" spells reduced by TechL*8
Passenger 1V, 1 charge: +1 minor familiar for 1 turn (don't lose hp or anything when it disappears)
Sen (Sensors) Detect Life/Technology/Energy (type and amount), range = 8*TechL feet (through walls)
Scan (Scanners) Get vague impression (order of magnitude) of # of beings (and type) within a large area
SpecComm (Communications) Communicate with someone up to 8^TechL feet away

Psi8 Generic Items

Item Effect (use TechR or aCR [Concrete Resistance] to resist)
Armor 1M: +TechL*8 current hp (like Armor spell), doesn't stack w/ Armor or Tech Armor (above)
Cargo TechL^3 lbs. extradimensional space
Ftr (Fighter) 1V, 1 charge: Use any weapon in the "Weapons Items" list below
Holo (Holodeck) 1M: Create an illusion (all 5 senses) of SL=TechL/3 effect
Hull +TechL*2 max hp
Lab 1M: Legend Lore TechL*10%
Prb (Probe) 1V, 1 charge: An invisible mobile Lab (mental communication), moves at TechL^2" flying
Repair 1M: Cure TechL*8 hp, divided as you choose between any number of targets
Trac (Tractor Beam) 1V: Telekinesis 8*TechL^4 lbs*move" (e.g. TechL=10, move a 2000 lb. object at 40" rate)
Tran (Transporter) 1M: Teleport up to 4^TechL feet away; you have "summoning sickness"

[Q8] Cyberspace (Technology/Animation) Psionics (Psi. Freq. 8)


Psi8 Power/Defensive Items

Item Effect (use TechR or aWR [Anti-Weapon Resistance] to resist)
APR (Auxiliary Power Reactor) +TechL/2 spell levels in one spell progression (or) +TechL*4 max PSPs (any freq.)
Btty (Battery) 1Z, 1 charge: +TechL spell levels in one spell prog. (or) +TechL*8 PSPs (any freq.)
Cloaking Device Non-Improved Invisibility; +TechL AC
DD (Displacement Device) 1Z: Blink up to 4*TechL feet away; you do not have "summoning sickness"
Impulse Base (walking) movement rate is TechL*6"
Shield 1M: Absorbs up TechL*8 dmg from anything except melee (does not affect actual hp total)
Warp Fly at TechL*4" rate

Psi8 Weapon Items

Item Effect (use TechR or WR [Weapon Resistance] to resist)
ADD (Anti-Drone) 1 charge: Take no damage from a missile attack (has TechL charges)
Disr (Disruptor) 1P: Deal (TechL)d5 disruptive dmg to one target, half of the damage is Vile damage
Drn-A (Type A Drone Rack) 1P, X charges: (TechL)d(6*X) dmg to one target, considered a missle (has 4 charges)
ESG (Expanding Sphere Gen.) Fire Shield, except they take a constant TechL*2 dmg each time they hit you
Mine-A (Type A Mine Rack) 1P, 1 charge: Create a technological trap that does TechL^4 dmg (has 4 charges)
Ph-1 (Phaser-1) 1P: Deal (TechL)d4 light dmg to one target, save vs. RSW or blinded for TechL segments
Ph-G (Phaser-G) 1P: Deal TechL light dmg to 4 targets (there is no blindness like Ph-1)
Phtn (Photon Torpedo) 1P: Deal (TechL)d8 explosive dmg to one target, needs 1 segment to recharge itself
Pl-F (Plasma Torpedo) 1P: Deal (TechL)d10 fire dmg in a 10' radius (BW save: ½), needs 2 segments to recharge
SFG (Stasis Field Generator) 1M: Target loses next TechL/4 (round down) segments of actions (Will save to ignore)
WC (Web Caster) 1P: Web spell, except it's a TechL*10' line instead of a radius

[Q10] Empathic (Role Aids) Psionics (Psi. Freq. 10)


Basic Psi10 Information

Psi10 (class) PSPs = (LVL+Int+Wis-20)*5
Psi10 (wild) PSPs = (LVL+Int+Wis-13)*2
 
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 an asterisk ( * ) can be used as a 0 action.
 
Level requirement for SL's for Wild Talents:
SL1=1, SL2=4, SL3=8, SL4=12, SL5=17, SL6=22
 
Wild Talent Progression:
 
Int+Wis+level Psi10
123 456
14-18 2-- ---
19-21 4-- ---
22-24 6-- ---
25-30 71- ---
31-35 82- ---
36-40 93- ---
41-45 A31 ---
46-50 A42 ---
51-55 A53 ---
56-60 A63 1--
61-65 A64 2--
66-70 A74 3--
71-75 A84 31-
76-80 A85 32-
81-85 A85 43-
86-90 A95 431
91-95 A96 432

[Q10] Empathic (Role Aids) Psionics (Psi. Freq. 10)


Psi10 First Level Powers (minors)

# Name Disc. PSPs Effect Source
1 Affect Normal Fires Pyro 1/r Affect Normal Fires RAPsi
2 Awaken Somn 2 Wakes someone up (removes a sleep effect) RAPsi
3 Detect Evil Empa 3 Detect Evil 3r RAPsi
4 Detect Lie * Telep 2/r Detect Lie RAPsi
5 Detect Lie II * Empa 3 Detect Lie 1r, Undetectable Lie doesn't work, instead gives save (at +5 bonus) RAPsi
6 Dispel Exhaustion Telep 5 Target heals 25% of damage taken RAPsi
7 Distract Telep 5/r Target cannot cast spells (save vs. spell) RAPsi
8 Dream Interpretation Somn 2 Interprets a dream; gives some insight RAPsi
9 Extrasensory Scan Telep 2/r Detect Life, Detect Psionics RAPsi
10 Feather Fall * TK 2/r Feather Fall RAPsi
11 Heat I Pyro 1/r Target takes 1d4 dmg /r RAPsi
12 Hide Emotion * Telep 3/r Undetectable emotion; immune ESP; +3 saves vs. emotion-changing effects RAPsi
13 Ignite Pyro 4 Burns an object (item save vs. fire) RAPsi
14 Instant Sleep Somn 1 Caster goes to sleep; gets x1.5 benefit per unit time RAPsi
15 Lift TK w*S/r TK up/down only; w = ln(weight in lbs.); S = ln(speed in ") RAPsi
16 Light Pyro 3/r Light RAPsi
17 Manipulate TK D/r Fine-control TK; max weight = CL lbs.; D = Dex score desired (max = Wis) RAPsi
18 Melt Pyro 5/r Melts an object (item save vs. fire), metal armors get -2 AT RAPsi
19 Resistance to Sleep Somn 2/h Immune Sleep RAPsi
20 Sleeping Awareness Somn 1/h Aware of surroundings while sleeping RAPsi
21 Sleeping Levitation Somn 1/h Levitate while sleeping (do not need to sleep on ground) RAPsi
22 Slide TK ½*w*S/r TK horizontal across floor only (max incline = CL*5°); same w and S as Lift RAPsi
23 Spook Telep 5 Fear (save vs. spell at -CL/3) RAPsi
24 Suggest Telep 8 Suggestion (save) RAPsi
25 Tongues * Telep 3/r Tongues RAPsi
26 Wakefulness Somn 1/d Need not sleep; doesn't gain natural resets while not sleeping RAPsi

[Q10] Empathic (Role Aids) Psionics (Psi. Freq. 10)


Psi10 Second Level Powers (minors)

# Name Disc. PSPs Effect Source
1 Active Telepathy Telep 5/r Telepathy RAPsi
2 Beam of Light Pyro 5/r Line of Blindness (all in area save vs. spell or blinded) RAPsi
3 Bend TK ½*S/r Bend an object; S = Str score desired (max = Int) RAPsi
4 Break TK S/r Break an object (item save); S = Str score desired (max = Int) RAPsi
5 Chameleon * Telep 7/r +4 set Chr RAPsi
6 Confuse Telep 14 Confusion (save) RAPsi
7 Contingency Awaken Somn 3 Set a contingency for conditions to wake up RAPsi
8 Cool * Pyro 8/r Keeps object at a normal temperature; Imm. to increase temperature change RAPsi
9 Darkness Pyro 7/r Darkness (can target someone to blind them, they get a save) RAPsi
10 Detect Charm * Empa 8 Detect Charm,Suggestion,Domination,Control Actions,Magic Jar,Geas,Quest RAPsi
11 Detect Motive * Telep 10 Gives motive for why someone is asking the way he is RAPsi
12 Dream Somn 3 Sleeping target has a dream (caster has no control) RAPsi
13 Emotion Read Telep 10 Read emotional state RAPsi
14 Empathy Empa 10 Sense needs, drives, emotions of target RAPsi
15 Enforced Sleep Somn 2/target Sleep 3*CL r (save vs. spell); max HD affected /target = CL RAPsi
16 Extinguish Pyro 10 Puts out a fire, or dispel a fire-based spell (Wall of Fire, Fire Shield, etc.) RAPsi
17 False Emotion * Telep 7/r Give off a false emotional state, true emotion is undetectable RAPsi
18 Fear Telep 17 Fear (save vs. spell at -CL/3); Fumble (save vs. spell) RAPsi
19 Feeblemind Telep 10 Feeblemind (save) RAPsi
20 Fire Protection * Pyro 8/r Resist Fire RAPsi
21 Floating Disc TK w/r Floating Disc; w = log(weight in lbs.) RAPsi
22 Healing Empa 15 Take X dmg, which regen at 1 hp/r: Target is cured X hp (max X = 24) RAPsi
23 Homeostasis * Pyro 1/r Resist non-magical Heat and Cold RAPsi
24 Intensify Fire * Pyro 10/r Doubles the damage of an existing fire effect RAPsi
25 Jump * TK J Jump J" (max J = CL*4) RAPsi
26 Know Alignment * Telep 12 Know Alignment RAPsi
27 Levitate TK 5/r Levitation RAPsi
28 Message Somn 4 Sends a message; same plane RAPsi
29 Mind Read * Telep 20/r Read surface thoughts of target RAPsi
30 Pain Erase Telep 8/r Target heals 25% of damage taken; Take only 75% of damage received RAPsi
31 Pillar of Fire Pyro 10/r Makes a column of fire (10' wide by 10*CL' high), 1d10 dmg RAPsi
32 Prolonged Wakefulness Somn 2/d Need not sleep; only 1 natural reset per 2 days while not sleeping RAPsi
33 Push TK ½*S/r Push an object; S = Str score desired (max = Int) RAPsi
34 Remove Fear Telep 8 Remove Fear RAPsi
35 Shield * TK A/r AT +10+A source (max A = CL) RAPsi
36 Talk in Sleep Somn 4 Sleeping target talks in his sleep (presumably about his dream) RAPsi
37 Troubled Sleep Somn 4/h Fear (save vs. spell); if sleeping, target has nightmares RAPsi
38 Untroubled Sleep Somn 2/h Cannot be targetted by Somniomancy effects while sleeping RAPsi
39 Warmth * Pyro 8/r Keeps object at a normal temperature; Imm. to decrease temperature change RAPsi
40 Wind TK 3/r Gust of Wind RAPsi

[Q10] Empathic (Role Aids) Psionics (Psi. Freq. 10)


Psi10 Third Level Powers (majors)

# Name Disc. PSPs Effect Source
1 Accelerated Sleep Somn 4/h While sleeping/resting, get x(CL+4)/5 benefit per unit time RAPsi
2 Alertness Somn 3/h Target has half chances of surprise RAPsi
3 Animal Communication * Telep 12/r Speak with Animals RAPsi
4 Automaton Telep 21/r Control target's V actions (save) RAPsi
5 Burn Pyro 13 Target takes (4+CL/3)d6 fire dmg (save:½) RAPsi
6 Chill Metal Pyro 11 Chill Metal RAPsi
7 Clairvoyant Dreaming Somn 10 Clairvoyance (caster is sleeping while doing this) RAPsi
8 Comprehend Languages Empa 7/r Comprehend Languages RAPsi
9 Confound * Telep 15/r Telepathy/ESP/etc. on you give false set of thoughts RAPsi
10 Control Telep 30/r Control target's P actions (save); Caster cannot use M actions RAPsi
11 Crush TK 10 Crush an item (item save vs. crushing blow) RAPsi
12 Detect Invisible Creatures Telep 15/r Detect Life; Detect Invisibility; Detect Dust of Disappearance RAPsi
13 Dream Protection Somn 5/h Immune to Somniomancy effects while sleeping RAPsi
14 Emotion Write Telep 9/r Change target's emotional state (save) RAPsi
15 Enforced Wakefulness Somn 1/3t Target cannot sleep (and does not get natural resets) RAPsi
16 Fire Curtain Pyro 9/r Circular wall of fire around caster, 3d6 dmg RAPsi
17 Fire Missiles Pyro 10 Shoot (CL-2)/2 fire missiles, each does 1d4+1 fire dmg RAPsi
18 Freeze Pyro 13 Target takes (4+CL/3)d6 cold dmg (save:½) RAPsi
19 Ground * Pyro 8/r Immune Lightning, must be touching the ground RAPsi
20 Heat Metal Pyro 11 Heat Metal RAPsi
21 Heat Ray Pyro 12 Line, all in area CLd6 heat dmg (save:½), immunity to non-magical heat works RAPsi
22 Hold Telep 5/r Hold Monster (save) RAPsi
23 Identification Somn 15 Identify any x1 item (magic, psi, techonology, etc.) RAPsi
24 Impact TK 12 (CL+3)d8 telekinetic dmg; one target; no save RAPsi
25 Insanity Telep 16/r Target gets Int set to 3; Insanity (save for each) RAPsi
26 Know Alignment II * Empa 17 Know Alignment, Unknowable Alignment doesn't work, instead gives a save RAPsi
27 Locale Somn 12 Gives Local Area Knowledge (as per proficiency) in unknown area RAPsi
28 Masks * Telep 20/r Immune Telepathy/ESP/etc. RAPsi
29 Pain Block Telep 15/r Target heals 50% of damage taken; Take only 50% of damage received RAPsi
30 Rapport Telep 10/r Telepathy, can read target's memories RAPsi
31 Remote Sensing Telep 17/r Have access to all senses of the target RAPsi
32 Remove Fear II Empa 8 Remove Fear, target is immune to fear for 1 turn RAPsi
33 Shatter TK 6 Crush an item (item save vs. crushing blow); only vs. size S or smaller items RAPsi
34 Sleeping Automaton Somn 15 Control P and V actions on a sleeping target RAPsi
35 Static Charge Pyro 10 Target takes (2+CL/3)d4 lightning dmg, this effect can be Delayed Blasted RAPsi
36 Throw TK 8 Throw a small object to deal (CL+4)d6 dmg to a target (don't need to roll to hit) RAPsi
37 Ventriloquism * Telep 18/r Ventriloquism RAPsi
38 Wall of Fire Pyro 13 Wall of Fire, 3d6 dmg RAPsi

[Q10] Empathic (Role Aids) Psionics (Psi. Freq. 10)


Psi10 Fourth Level Powers (majors)

# Name Disc. PSPs Effect Source
1 Agony Telep 10/r -3 Int, -4 Wis, -3 saves, -3 TH, -3 dmg, can't use magic/psi, slow (save each) RAPsi
2 Chill TK w*T/r Lower temperature in object; w = ln(weight in lbs.); T = ln(change °F) RAPsi
3 Dream Projection Somn 10 Can control details of a sleeping target's dream RAPsi
4 Dream Reading Somn 6/r Can view the dreams of sleeping target RAPsi
5 Dream Suggestion Somn 18 Suggestion (CL/2 saves vs.spell) RAPsi
6 Energy Armor * Pyro 7/r AT +10 source, destroy any weapon that strikes you (save vs. lightning) RAPsi
7 Fire Stream Pyro 18/r Choose 1 target within 120' per segment, it takes 6d6 fire dmg (save:½) RAPsi
8 Forerunners Somn 16 Precognition (caster is sleeping this segment) RAPsi
9 Friends * Empa 15 Set Chr 19 for CL/3 turns RAPsi
10 Heat II TK w*T/r Raise temperature in object; w = ln(weight in lbs.); T = ln(change °F) RAPsi
11 Kinetic Wall TK 8/r Immobile wall that blocks missile and melee weapons; must spend 1V to pass RAPsi
12 Masquerade Empa 1/h Caster has the mind-set and thought patterns of another RAPsi
13 Memory Read Telep 8/r Read memories of target RAPsi
14 Memory Protection * Telep 5/r Immune to Memory stealing, mind reading, Capital E Extract RAPsi
15 Mental Erasure Telep 30 Forget (save at -5-CL/3) RAPsi
16 Mental Guard Somn 12/h Imm. Charm,Confusion,Fear,Feeblemind,Possession,Soul Trap,Suggestion RAPsi
17 Nightmare Somn 18 Target does not gain next natural reset, takes 1d10 dmg (save vs. spell) RAPsi
18 Power Shift * Telep 1/d Your psionic powers appear to be a different form of energy (magic, innate, etc.) to Detection effects DM
19 Scare Empa 15 Fear 1d3+CL/2 r, target must save every round (even if made previous saves) RAPsi
20 Sensitivity to Psychic Imp. Empa 20 Sensitivity to Psychic Impressions RAPsi
21 Sleep of Healing Somn 21 Target sleeps this segment, cure CL/2 hp, disease, blind, feeblemind, insanity RAPsi
22 Slow TK 3/r Slow; -1P action (save for each) RAPsi
23 Stasis * Somn 18 Feign Death (can be used on willing others) RAPsi
24 Static Discharge Pyro 35 All in caster's group (except caster) take (10+CL/3)d6 lightning dmg (save:½) RAPsi
25 Waking Nightmare * Somn 5/r Target is immune to emotion changes and hallucinations RAPsi
26 Walking Sleep Somn 10/h Target is fully aware and can use Z and V actions while asleep RAPsi

[Q10] Empathic (Role Aids) Psionics (Psi. Freq. 10)


Psi10 Fifth Level Powers (grands)

# Name Disc. PSPs Effect Source
1 Charm Person Empa 15 Charm Person (make CL saves) RAPsi
2 Cleave * TK N/r Mental weapon: Use 1M to get #Att=2, dmg=1dN, considered +N/5 wpn RAPsi
3 Dream of Communion Somn 30 Contact other Plane (caster is sleeping this segment) RAPsi
4 Dream Quest Somn 30 Quest/Geas (save vs. spell) RAPsi
5 Dream Travel Somn 50 Teleport (same plane) (caster is sleeping this segment) RAPsi
6 Fire Blast Pyro 26 One group takes (8+CL/5)d6 fire dmg (save:½) RAPsi
7 Fire Strands Pyro 22 Web spell, everyone within takes Xd6 dmg /r, X is # sizes larger than size T RAPsi
8 Fly * TK S/r Fly at S*3" RAPsi
9 Hypnotism Empa 20 Hypnosis (make CL saves) RAPsi
10 Kinetic Dome TK 10/r Kinetic Wall (see above) but is a hemisphere RAPsi
11 Lightning Bolt Pyro 24 Lightning Bolt, CLd6 dmg (save:½) RAPsi
12 Madness Somn 35 Nightmare (see above); Target gains 1 insanity (save vs. spell) RAPsi
13 Memory Write Telep 65 Change a memory in a target (save) RAPsi
14 Mind Block Telep 17/h Can't be mentally targetted; auto make Will/Mental saves; can't be scryed RAPsi
15 Mindreave Telep 70 Target gets Int set to 3; Insanity; lose all spells; lose all PSPs (save for each) RAPsi
16 Object Reading Empa 35 Object Reading RAPsi
17 Plane Shift Somn 55 Plane Shift (caster is sleeping this segment) RAPsi
18 Prescient Dream Somn 62 Precognition about a person or item, more exact information than Forerunners RAPsi
19 Resistance Shift * Empa 1/d Your psionic powers are resisted using a different resistance (MR, IR, etc., but not anti's or GR/XR) DM
20 Sleep Guard Somn 15 Contigency Awaken, wake up and do a Psi10 power (chosen ahead of time) RAPsi
21 Suggestion Empa 17 Suggestion (make CL saves) RAPsi
22 Transportation Somn 50+15P Teleport (same plane) (P=# of people) (all in the effect are sleeping this seg.) RAPsi

[Q10] Empathic (Role Aids) Psionics (Psi. Freq. 10)


Psi10 Sixth Level Powers (grands)

# Name Disc. PSPs Effect Source
1 Animate Fire Pyro 15/r Turn fire into 2^(X+1) HD fire elemental, where X is the # sizes beyond size T RAPsi
2 Astral Dreaming Somn 55+15P Astral spell (P=# of people) (all in the effect are sleeping this segment) RAPsi
3 Compress TK 10/r Target gets -1 size (max weight affected = 2^CL pounds) RAPsi
4 Disintegrate TK 15 Disintegrate (save) RAPsi
5 Dream of Death Somn 55 Death Spell 5d20 HD (save vs. Death Magic), sleeping targets get no save RAPsi
6 Energy Quench Pyro 40 Death Spell 4d20 HD (save vs. Death Magic), works on undead and golems RAPsi
7 Enlarge TK 10/r Target gets +1 size (max weight affected = 2^CL pounds) RAPsi
8 Group Mind * Telep 15/r Group has each other's proficiencies, feats, kits, memories, thoughts RAPsi
9 Mind Quench Telep 51 Death Spell 3d20 HD (save vs. Death Magic), creatures w/ Int 1-8 get no save RAPsi
10 Mindwipe Telep 65 Wipe all memories in target (save) RAPsi
11 Sleeping Wish Somn 60 Duplicate a SL 1-5 Psi10 power (caster is sleeping this segment) RAPsi
12 Summon Fire Elemental Pyro 40+5/r Summons a 12 HD Fire Elemental, or gain control of someone's Fire Ele. RAPsi
13 Telempathic Projection Empa 21 All others around you can sense your thoughts, feelings, emotions RAPsi
14 Telepathy Empa 10/r Telepathy (across planes) RAPsi
15 Trigger Telep 70 Delayed Blast Mind Quench, only 1 target, will go off on a set condition RAPsi

[E1] General Equipment


[E1.0] Assumed Equipment

All PCs may have the following without it being written down on their sheet and without paying for it:
pieces of string, a 1' long stick, 3 small rocks, chalk, 1 wax candle, 1 hat, 3 cloaks, 1 belt, 2 pairs of soft low boots, 1 small pouch, three 1'x2' scraps of fabric, and 1 strip of beef jerky.
 
If these items are used or destroyed in a gaming session, they are replaced at game reset for no cost. All of the items in question must be ordinary and have no real value. These items are also assumed to weigh nothing (for playing convenience). If the PC was specifically stripped of all items (being captured or whatever), he does not have access to these items.
 
Other items, even those that cost nothing (such as a wooden pole) are NOT assumed to be carried by the PC unless noted on his character sheet.
 
In certain high-level campaigns, all normal equipment (rope, oil, even simple weapons and cheap gems) is assumed to be carried by the character at no cost and at no encumbrance (unless it weighs more than 5 pounds). Ask the DM before assuming this rule is in effect.

[E1] General Equipment


[E1.1] Adventuring Gear

Item gp lbs.
Acid, Flask of 30 1
Acid, Metal-eating, 1 Vial 50 0.2
Adventure Pack, Beginner 25 15
Adventure Pack, Mid-lvl 250 20
Adventure Pack, High-lvl 2500 25
Adventure Pack, Über 25000 0
Air bladder 15 2
Alchemist's Fire, Flask of 20 1
Aniseed, vial (stops dogs) 0.2 0
Antitoxin (vial) 50 1
Arrow, Major grapple 10 1
Arrow, Minor grapple 6 0.6
Artisan's Tools 5 5
Astrolabe 8 1
Axe, Hatchet 2 3
Axe, Ice 10 4
Backpack (Leather) 2 2
Bag, Leather 0.08 0.5
Bag, Tanglefoot 50 4
Barrel, Wooden, 50 gal 1 20
Barrel, Metal, 50 gal 3 50
Basket, large 0.3 1
Basket, small 0.05 0.1
Bath Oil (pint) 1 0
Beads, Prayer 1 0.5
Bedroll 0.1 5
Bell 1 0
Belt pouch, large 1 1
Belt pouch, small 0.7 0.5
Bird cage 2 5
Blanket 0.05 3
Blinding Powder 10 0
Block and tackle 5 5
Bolt case 1 1
Book, 100 Paper 400 15
Book, 100 Papyrus 160 20
Book, 100 Parchment 220 20
Book, 100 Vellum 400 20
Bottle or flask 0.3 0
Box, Iron, Large 15 75
Box, Iron, Small 8 35
Bucket 0.3 4
Caltrops (10) 3 1
Candle, Tallow 0.01 0.5
Candle, Wax 0.1 0.5
Item Cost Wt
Candle snuffer 0.06 1.5
Cane, Walking 2 6
Canvas (/sq.yd.) 0.4 1
Case, Bone, Map/Scroll 5 5
Case, Leather, Map/Scroll 1.5 2.5
Cask 0.05 10
Cards, Marked, Deck 5 0.2
Catstink, (vial) 40 0
Chain, Iron, 1', Fine, Small 2 0.5
Chain, Iron, 1', Heavy 1 10
Chain, Iron, 1', Light 0.5 5
Chain, Iron, 1', Medium 0.8 8
Chalk, Powder 0.01 0.2
Chalk, Stick 0.01 0.2
Charcoal, 10 lb bag of 2 10
Charcoal, Bundle 0.02 0
Chest, Wooden, Large 1.6 50
Chest, Wooden, Small 0.8 25
Chisel 1 3
Chisels, lock, set of 3 2 1
Climber's kit 80 5
Coal, 10 lb bag of 10 10
Cologne/perfume, 1 oz 1 1
Comb 0.1 0.5
Cord, 10' 0.1 0.2
Crampons 4 3
Crowbar 0.6 4
Dagger, Climbing 5 1
Dice, 1 pair of 0.2 0.5
Dice, 1 pair of,loaded 2 0.5
Disguise kit 50 8
Dissection Instruments 10 5
Dog Pepper, Packet 0.1 0
Drill, Iron 5 5
Earspoon 0.02 1
Fire-starting bow 0.8 0.5
Fishhook 0.01 0
Fishing net (/sq.ft.) 1 1
Flint and steel 0.1 0.3
Funnel, Small 0.03 0.1
Glass (/sq.ft.) 5 2
Glass Bottle 10 0.1
Glass Cutter, Handled 120 1
Grappling Iron 3 2
Glue, 2 oz pot of 0.05 1
Item Cost Wt
Grapnel 7 7.5
Grappling hook 0.8 4
Grindstone 0.05 1
Hacksaw 2 2
Hacksaw, Folding 3 1
Hacksaw Blade 0.6 0
Hairbrush 0.07 0.5
Hammer, Small 2 1
Hammock 2 2
Healer's kit 50 1
Hinge-Removing set 30 1
Horn 1 1
Hourglass 25 0.5
Housebreaker's Harness 25 2
Hunting Trap, Bear (L) 12 15
Hunting Trap, Rabbit (S) 4 3
Incense, Stick 1 0.1
Ink, 2 oz pot of 1 1
Ink, Disappearing 5 1
Inkpen 0.1 0
Insect Repellant 5 1
Jar, Glass 5
Keg, Wooden 5 gal 0.15 25
Keymaking Set 40 6
Ladder, Rope, 30' 8 8
Ladder, Wood, 12' 0.05 20
Lamp, Hand (w/ mirror) 10 1
Lamp, Hand Warming 0.2 0.3
Lamp, Oil 2 1
Lantern 10 3
Lantern, Beacon 150 50
Lantern, Bullseye 12 3
Lantern, Hooded 7 2
Lantern, Waterproof 50 3
Lard, Pint of 0.01 2
Leeches, jar of 10 2
Limewood Strips (10) 0.03 cp 0
Listening Cone (Brass) 2 0.3
Lock, Good 100 1
Lock, Poor 20 1
Magnifying glass 100 0.5
Mallet 2 1
Manacles, Pair of, & key 5 2
Map of the known world 1 1
Map or scroll case 0.8 0.5

[E1] General Equipment


[E1.1] Adventuring Gear (cont.)

Item Cost Wt
Map-Making kit 35 3
Marble, Airy Water 5' r 360 0
Marble, Continual Light 90 0
Marble, Silence 15' r 900 0
Marbles, Regular bag (30) 0.02 cp 1
Merchant's scale 2 1
Mess/Cooking kit 8 8
Metal file 2 1
Mini Blade 0.05 cp 0
Mirror, Large, Metal 10 10
Mirror, Small, Metal 2 0.1
Mirror, Small, Silver 20 2
Mirror, Small, Steel 5 0.5
Nails, Iron, 10 0.01 1
Oil, flask, Greek fire 10 2
Oil, flask, Incendiary 10 2
Oil, flask, Lamp 0.06 1
Oil, flask, Scented 0.4 1
Padlock & key 5 2
Padlock w/ needle trap 12 2
Pail 0.07 1
Paint, 1 gallon of 2 10
Paint brush, Fine 1 1
Paint brush, Large 0.7 4
Paint brush, Medium 0.5 2
Paper (per sheet) 2 0
Papyrus, (per sheet) 0.8 0
Parchment, (per sheet ) 1 0
Perfume, per vial 5 0.1
Pen, Fine, Wooden 0.05 0.3
Pen, Quill 0.01 0.2
Pick axe, Mining 6 5
Pick Tooth, 5 score of 0.01 0.1
Piton 0.03 0.5
Pen, Fine, Metal 0.1 0.5
Pipe, Smoking 0.01 0.5
Pipeweed, 8 oz 1 0.5
Pliers 1 2.5
Pole, 10' 0.01 10
Pouch, Belt, Large 1 1
Pouch, Belt, Small 0.8 0.5
Pulley 25 0.5
Purse 0.01 0.2
Quiver (12 arrows/20 qu.) 1 0.5
Quiver, 12 arrows cap 0.8
Item Cost Wt
Quiver, 20 arrows cap 1.2 4
Quiver, 20 bolts cap 1.5 3.5
Quiver, 40 bolts cap 1 6
Ram, Portable 10 20
Razor 1 0.5
Ring, Pin, Iron 2 0
Ring, Pin, Silver 10 0
Ring, Razor, Iron 2 0
Ring, Razor, Silver 10 0
Rocket, Signal 25 3
Rope, 50' 1 5
Rope, 50' hemp 0.5 7.5
Rope, 50' superior 1 10
Rope, 50' silk 15 5
Sack, Large 0.3 0.5
Sack, Small 0.01 0.1
Saw, One man 2 3
Saw, Two man 12 20
Scabbard, False 12 1
Scabbard, Sword 3 1.5
Scissors 0.05 1
Sealing Wax (per lb) 1 1
Sewing needle 0.5 0
Sheath, Dagger or knife 0.6 0.5
Sheath, Wrist 0.3 0
Shovel 2 6
Signal whistle 0.8 0.1
Signet ring/personal seal 5 0.1
Skeleton Key 10 0
Skin, Water/wine 0.15 0.5
Slate and Chalk 10 1
Sledge 1 10
Sleep Gas (bottle) 20 1
Smokestick 20 1
Soap,5 oz bar of 0.02 0.3
Soap (per lb) 0.5 1
Spade/shovel 2 6
Spike, Climbing, Iron 0.05 0.4
Spike, Iron, Large 0.01 0.5
Spyglass 1000 2
Stake, Wooden 0.01 0.1
String,50' 0.01 1
Sundial 8 50
Sunrod 2 1
Symbol, Holy 25 0.1
Item Cost Wt
Symbol, Holy, Iron 2 3
Symbol, Holy, Silver 50 2
Symbol, Holy, Wooden 0.07 1
Tent, Adequate, Large 75 75
Tent, Adequate, Medium 50 60
Tent, Adequate, Small 30 50
Tent, Good, Large 200 100
Tent, Good, Medium 120 80
Tent, Good, Small 75 60
Tent, Poor, Large 30 60
Tent, Poor, Medium 20 45
Tent, Poor, Small 10 35
Tent, Superior, Large 400 150
Tent, Superior, Medium 300 100
Tent, Superior, Small 200 75
Thieves' picks & tools 25 1
Thieves' tools,masterwork 100 2
Thunderstone 30 1
Tinder Box w/ flint & steel 2 0.5
Tindertwig (Match) 1 0
Torch, Normal 0.01 2
Torch, Small, 3 0.01 1
Tree Bed 8 8
Tree Seat 15 16
Vellum, 1 sheet 8 0.1
Vial, Ceramic 1 2.5
Vial, Crystal 3 3
Vial, Metal 5 4
Wallet 1 0.5
Water, Holy, Vial 25 0.1
Water, Unholy, Vial 25 0.1
Water Clock 1000 200
Wax (block) 0.03 0
Wax, Candle, lb 1 1
Wax, Sealing, lb 2 1
Weaponblack (vial) 2 0.2
Wheel, Prayer 3 10
Wheelbarrow 15 20
Whetstone 0.02 0.5
Whistle 1 0.5
Wig 2 0.5
Wineskin 0.8 0.5
Winter Blanket 0.5 3
Wire Cutters 1 0.2
Woodland Suit 35 5

[E1] General Equipment


[E1.4] Provisions

Item Cost Wt
Ale, gallon 0.2  
Ale, pint of 0.1  
Ale, dark,pint of 0.03  
Banquet, per person 10  
Beer,heavy,pint 0.1  
Beer,light,pint of 0.04  
Beer, small, pint 0.05  
Brandy,pint of 0.1  
Bread,loaf of 0.01 2.5
Butter per lb. 0.2 1
Cheese 0.4  
Cider,pint of 0.08  
Cider, Tun (250 gal) 8 2050
Dry Rations (7 days) 10  
Egg or Fresh Vegetables 0.01  
Eggs (100) 0.8  
Eggs (24) 0.2  
Figs (lb) 0.3 1
Firewood (day) 0.01  
Fish, Herring, Salted, 100 1  
Fish, Pickled, Barrel 3  
Flour,10 lb bag of 0.6 10
Food, Merchant's meal 0.1  
Food, Rich meal 1  
Grain, Horse meal, 1 day 0.01 5
Grog, Pint of 0.03  
Herbs (Common, lb) 0.05 1
Honey (lb) 0.5  
Juice, Apple, Pint of 0.01  
Juice, Grape, Pint of 0.01  
Juice, Orange, Pint of 0.01  
Juice, Tomato, Pint of 0.01  
Mead, Pint of 0.5  
Meals, Common, 1 day 0.3  
Meals, Good, 1 day 0.5  
Meals, Poor, 1 day 0.1  
Meat for 1 meal 0.1  
Milk, Cow, Pint of 0.02  
Milk, Goat, Pint of 0.01  
Nuts (lb) 1 1
Raisins (lb) 0.2 1
Rations, Iron, 1 week 5 7
Rations, Standard, 1 wk 3 20
Rice (lb) 0.2 1
Rum, Pint of 0.05  
Item Cost Wt
Salt (lb) 0.1 1
Small Beer (gallon) 0.05  
Soup, quart 0.05  
Spice, Exotic (saffron, ...) 15 1
Spice, Rare (pepper, ...) 2 1
Spice, Uncom. (cinnamon) 1 1
Sugar, Coarse (lb) 1 1
Tea,pint of 0.01  
Water, Spring, Pint of 0.01  
Wine, Common, pitcher 0.2  
Wine, Good, Pint of 0.1  
Wine, Good, Tun (250 gal) 20 2050
Wine, Quart 1 3
Wine, Watered, Pint of 0.06  

[E1] General Equipment


[E1.5] Livestock/Animals

Item Cost Wt
Ape 150 350
Boar 10 100
Bull 20 1000
Calf 5 50
Camel 10 900
Capon 0.03  
Cat 0.5 10
Chicken 0.03 10
Cow 10 750
Dog,guard 20 80
Dog,hunting 17 65
Dog,lap 5 50
Dog,sled 10 80
Dog,war 30 95
Donkey 8 800
Dove 0.3 2
Dragonnel 45000 10000
Eel,giant 4500 8000
Elephant,labor 200 10000
Elephant,war 300 12000
Falcon,trained 600 8
Giant strider 7500 1100
Goat 1 60
Goose 0.05  
Griffon 35000 8000
Guinea hen 0.02  
Hawk,large 40 40
Hawk,small 15 7
Hippocampus 20000 4000
Hippogriff 32000 2000
Horse,draft 30 800
Horse,heavy war 300 1300
Horse,light war 120 700
Horse,medium war 180 900
Horse,riding 25 600
Hunting cat 10000 175
Lama 30 650
Mule 20 700
Ox 15 1000
Partridge 0.05  
Peacock 0.5  
Pegasus 40000 1000
Pigeon 0.01 1.5
Pigeon, homing 100  
Piglet 1 10
Item Cost Wt
Pig 3 300
Pony,riding 15 400
Pony,war 25 450
Ram 4  
Roc 30000 25000
Sea horse 15000 1500
Sheep 2 50
Songbird 0.04 1
Swan 0.5  
Unicorn 500000 800
Wyvern 25000 6000
Yak 9 480

[E1] General Equipment


[E1.6] Tack and Harness

Item Cost Wt Source
Barding, Banded 400 150 RC0
Barding, Chain 150 60 RC0
Barding, Field 600 400 RC0
Barding, Half brigandine 500 100 PH2
Barding, Joust 700 500 RC0
Barding, Leather 40 25 RC0
Barding, Padded, Full 150 60 PH2
Barding, Padded, Half 100 40 PH2
Barding, Plate 500 300 RC0
Barding, Plate, Full 2000 500 PH2
Barding, Plate, Half 800 250  
Barding, Scale 75 40 RC0
Barding, Scale, Full 1000 300 PH2
Barding, Scale, Half 500 200 PH2
Barding, Splint 400 400  
Bit & Bridle 1.5 2 PH1
Halter 0.05 0.1 PH2
Harness 1.2 10 PH1
Harness, Cart 2 10 PH2
Horseshoes (installed) 1 10 PH2
Leash, Dog 0.5 1 AWRC2
Saddle, Pack 5 15 PH2
Sabble, Riding 10 35 PH1
Saddle Bags,large 4 8 PH1
Saddle Bags,small 3 5 PH1
Saddle Blanket 0.3 4 PH1
Yoke, Horse 5 15 PH2
Yoke, Ox 3 20 PH2

[E1] General Equipment


[E1.11] Transports

Item Cost Wt
Barge 500  
Barge/Raft, Small 50  
Barge/Raft, Small (/sq.yd.) 1 10
Boat, Collapsible 500 60
Boat, River 4000 RC0
Boat, Sailing 2000 RC0
Boat, Small 75 90
Boat, Long 150 25000
Canoe, Small 30 80
Canoe, Large 50 120
Canoe, War 100 160
Caravel 10000  
Cart 50 80
Carriage, Common 150  
Carriage, Ornamental 7000  
Chariot, Riding 200 400
Chariot, War 500 500
Coach, Royal 200 1800
Coaster 5000  
Cog 10000  
Curragh 500  
Dog-sled 30 70
Drakkar 25000  
Dromond 15000  
Galleon 50000  
Galley, Large 25000 275000
Galley, Small 10000 225000
Galley, War 40000 250000
Kayak 250 50
Knarr 3000  
Lifeboat, Ship's 1000  
Longship 10000  
Oar 0.5 5
Oar, Galey 10  
Paddle 0.3 3.5
Raft or small keelboat 100  
Raft, Professional (/sq.ft.) 1  
Sail 20  
Sedan Chair 100  
Ship, Merchant, Large 15000 250000
Ship, Merchant, Small 5000 200000
Ship, Sailing, Large 20000  
Ship, Sailing, Small 5000  
Ship, War 20000 300000
Troop Transport 30000  
Item Cost Wt
Wagon, Closed 250 2000
Wagon, Open 150 1500
Wagon Wheel 5  

[E1] General Equipment


[E1.12] Hirelings/Services

Item Cost /day
Alchemist 10
Animal Trainer 3
Archer (longbow) 0.1
Archer (shortbow) 0.05
Armor repair 12
Armorer 5
Artillerist 0.12
Bath 0.03
Bearer/Porter 0.01
Blacksmith 3
Boatwright 0.1
Bowyer/Fletcher 1
Captain 15
Carpenter 0.03
Clerk (per letter) 0.2
Crossbowman 0.05
Doctor, Leech or bleeding 3
Engineer-Architect 5
Engineer-Artillerist 7
Engineer-Sapper/Miner 7
Footman, Heavy 0.05
Footman, Light 0.03
Footman, Pikeman 0.08
Grain/Stabling for horse 0.5
Guide, City 0.5
Habilar, Heavy 0.08
Habilar, Light 0.05
Horse grooming 0.3
Horseman, Archer 0.15
Horseman, Crossbowman 0.1
Horseman, Heavy 0.15
Horseman, Light 0.08
Horseman, Medium 0.1
Jeweler-Gemcutter 5
Lantern/Torchbearer 0.1
Laundry (load) 0.01
Leather Worker 0.02
Lieutenant 8
Limner 1
Linkboy 0.01
Mason 0.04
Messenger 2
Messenger, in city 0.1
Minstrel 3
Month,city,Common room 20
Source Cost /day
Month,city,Poor room 0.6
Month, Common room 12
Month, Double room 58
Month, Latrine, Separate 2
Month, Poor room 0.8
Month, Private room 29
Mourner 0.2
Night, Common room 0.5
Night, Double room 2
Night, Poor room 0.05
Night, Private/Good room 1
Night guard 15
Pack Handler 0.02
Sapper/Miner 0.1
Sage 100
Serjeant 4
Scribe 0.5
Ship Crew, Marines 0.08
Ship Crew, Mates 1
Ship Crew, Oarsmen 0.12
Ship Crew, Sailors 0.05
Ship Master 15
Slinger 0.08
Spy 60
Steward/Castellan 30
Tailor 0.02
Teamster (/mile) 0.05
Teamster w/wagon (/mile) 0.1
Valet/Lackey 0.03
Weapon Maker 5
Weapon repair 9
Weaver 0.02
Week, Common room 3
Week, Double room 9
Week, Poor room 0.2
Week, Private room 4

[E2] Weapons


[E2.2] Weapons Table

Weapon gp lbs. Size Size -M Size L+ Critical Special Source
Arquebus, Mini 50 5 S 1e6 1e6 20+ / x3 Ammo is included in cost; gets Dex bonus TH and dmg (no Str) DM
Axe, Executioner's 248 9 M 2d8 1d6 17+ / x2 Natural 20: Vorpal (Size L or smaller only) DM
Axe, Ice 40 5 M 1d6 1d6 20+ / x4 x2 dmg vs. Cold-based/-using/-dwelling. +25% Climb Walls. Frost3
Barrel of Acid (thrown) 23 30 L 6d12 6d12 (none) # Att 1/1 thrown. Two of the dmg dice are splash (whole group) DM
Boulder, Size L, Silver 5 50 L 1d10 1d10 20+ / x2 # Att 1/1 thrown. Gets +2 TH. x2 dmg vs. Lycanthropes DM
Boulder, Size L, Stone 2 75 L 1d14 1d14 20+ / x2 # Att 1/1 thrown. Ignores Stoneskins. DM
Bow, Yuan-Ti Serpent 150 5 M arrow arrow 20+ / x3 Fires arrows or snakes. Base # Att is Bow. Drag349
" Ammo: Arrow, Biting 0.5 0.3 S 1d10 1d6 bow Target must make Poison save (DC = AC you hit) or 6 dmg. Can cut ropes. DM
" Ammo: Snake 1 1 S 1d12 1d8 bow Target must make Poison save (DC = AC you hit) or 13 dmg Conan
Crossbow, Triple 110 11 M quarrel quarrel 18+ / x2 Uses Bow # of attacks. Gets +2 attacks on first P action of each combat. DM
" Ammo: Quarrel, Glow +0/+0 0.2 0.2 S 2d5 2d5 x-bow Considered a +0 magical weapon. Acts as light source. DM
" Ammo: Quarrel, Grappling Hook 5 0.4 S 2d2 2d2 x-bow Has a grappling hook and 50' of thin rope (1 person max). DM
Dagger, Barbed 35 1 S 1d4 1d4 19+ / x2 x+1 to Backstab multiplier (you have x2 if you didn't have BS) CAdv3
Dart, Lizard Man (thrown) 6 3 L 2d8 2d8 19+ / x2 Uses Dart for # Att DM
Foot Spike 8 1 S d+4 d+4 18+ / x2 Adds to kicking dmg. Overwrites kick crit range. -3" to move rate (this can be bought off for 100 gp) RotW3
Jitte 50 2 S 1d4 1d2 20+ / x2 +1/2 to base #Att melee. +4 TH when disarming DM
Maul, Masher 600 40 L 1d20 1d20 17+ / x4 Get an extra set of Str bonus to dmg DM
Modular Weapon (Junk Pole Arm) 90+N*N 15+N M+ 1dN 1dN 20+ / x2 Can be disassembled into normal looking objects. N=12-34 is Size L. N=36-50 is Size H. N=52-100 is Size G. Drag316
Needle 2 0.1 T 1d1 1d1 (none) Base # Att is 5/1 (prof.), 6/1 (spec.) at level 1 DM
Ring, Poison 45 0 T d+1 d+1 20+ / x2 Adds to punching dmg. Needle on palm side of hand. Natural 20: Poison (6 dmg, no save), or has 1 Venom charge. Drag316
Spear, Dragonslayer 100 22 L 1d10 1d20 20+ / x5 x2 dmg vs. Dragons DM
Staff Fling (melee) 1 3 L 1d6 1d6 20+ / x2 Throws Size L boulders. #Att as Sword. Dmg here is for melee. DM
" Ammo: Staff Fling Boulder 0 50 L 1d12 2d8 19+ / x3 This is just a normal Size L boulder, with improved crit due to Staff Fling. DM
" Ammo: Staff Fling Stinkpot 12 25 L 1d8 2d6 19+ / x3 Does a Stinking Cloud (DC = AC you hit) on target DM
Sword, Gladiator 130 9 M 1d16 1d6 19+ / x2 Natural 20: Sharpness (Size L or smaller only) DM
Sword, No-Dachi (Size L Katana) 400 12 L 2d12 2d14 19+ / x3 Each attack removes 3 Skins instead of 1 DM
Whip-Dagger 40 2 M 1d6 1d6 19+ / x2 Melee weapon, gets Str (TH/dmg) and Dex (TH). DU134
Yo-Yo, Saw (Sharp) 70 5 M 2d5 2d5 18+ / x2 Melee weapon, gets Str (TH only) and Dex (TH/dmg). Bond

[E3] Armor


[E3.1] Body Armor Table

Name gp AT Bulk lbs. Rogue Dex Mod. Notes Source
Ancient Armor 2600 +13 very 60 -45 +20 max hp; +1P action per round D2D
Battle Plate 1700 +12 very 125 -50 +30 max hp; -4 dmg per physical attack RoS3
Chain Mail Bikini 69 +4 non- 5 0 +3 Cml; +1 Luck (the ability score); 1V: One target Fascinated (RSW save) DM
Cloak, Astral 3000 +1 AC non- 0 0 Astral Project one stat (Int->Str, Wis->Dex, Chr->Con) DM
Cloak, Cloaking Device 150 +1 AC non- 2 -5 Improved Invis. (additional +4 AC) SFB
Cloak, Darkness 600 +6 AC non- 0 +10 Immune Darkness; Resist Cold, Negative DM
Cloaker 400*N +5+N AC fairly 10*N -5*N Counts as a 50*N hp Mount; Fly at 3*N" DM
Containment Armor 420 +7 very 70 -30 Bag of Holding 2000 lbs.; 0, 1/d: Damage Threshold 100 vs. one effect SFB
Demon Plate 3666 +16 very 60 -30 +1 Str; +1 dmg with all attacks; SR 20 Phoenix
Ghostmail 1000 +10 non- 1 +15 +2 weapon needed to hit you; DR 30/+6 DM
Gi, White Belt 750 +1 AC non- 1 +5 +1/2 Dex (+1 subability pt.); +1 martial arts maneuver DM
Gi, Yellow Belt 1500 +2 AC non- 1 +10 +1 Dex; +2 martial arts maneuvers DM
Gothic Plate 3120 +14 very 55 -40 +1 Con; IR 50% D2D
Hide, Bulette 1130 +11 bulky 40 -30 +40 max hp; Burrowing at move rate 3" DM
Hide, Tentacled 430 +5 bulky 30 -20 +2 tentacles UnderD3
Interlocking Plate 700 +10 bulky 50 -40 Can have 3 Armor Adjectives instead of 1 RoS3
Interlocking Scale 220 +7 fairly 30 -30 Can have 2 Armor Adjectives instead of 1 RoS3
Junk Armor N*N*N +N bulky N*5 -N*5 Unlike Junk Mail, this has no limit to N DM
Mandrake Squad Armor 8500 +18 very 150 -60 Barbarian Dex bonus to AC; Immune Gravity/TK/Falling Synn
Psi Mail 1000 +5 non- 6 0 +10 PSPs; +1 psionic power in one SL per day DM
Quilted Armor 325 +4 non- 10 -5 +10 max hp; 0, 1/d: Counterspell a x1 effect D2D
Scroll Mail 750 +5 non- 4 0 +1 spell in one SL per day DM
Serpent Teeth Armor 720 +9 bulky 45 -15 Damaging Shield (50%, Teeth); Torso's P, 1/r: 10 Teeth dmg to a group (no save) DM
Spidersilk 290 +6 non- 5 -10 +3" move rate; WaWR 25% UnderD3
Spiritmail 530 +9 non- 1 +10 +1 weapon needed to hit you; 0, 1/d: Magic Jar into armor (this can effectively stop a slay effect) DM
Superhero Costume, Generic 900 +9 bulky 45 -20 Has 1 random Psi9 Major power Synn
Wraithmail 560 +8 non- 1 +5 +1 weapon needed to hit you; +1 revive or summon slot (Undead) DM

[E3] Armor


[E3.1A] Armor Adjectives

Name gp AT Bulk lbs. Rogue Dex Mod. Notes Source
Drow (x0.9) (+0) (+0) (-5) (+5) (Modifies other armor); RR (AT*5)%; Decays in 1d in sunlight D1-2
Duergar (x1.1) (+2) (+1) (+5) (-5) (Modifies other armor); MR (AT*5)%; Decays in 2d in sunlight Phoenix
E-Mail (+400) (+0) (+0) (+0) (0) (Modifies other armor); Has +1E action DM
Lead-Lined (+200) (+1) (+2) (+35) (-25) (Modifies other armor); +3 saves; Can't be targetted Drag348
Razored Armor (+50) (+0) (+1) (+10) (-15) (Modifies other armor); +2 melee dmg; Damaging Shield (2 dmg) Und3
Sloped Armor (+300) (+1) (+1) (+20) (-5) (Modifies other armor); 0, 1/t: Take half dmg from any one effect SFB
Spiked Armor (+50) (+0) (+1) (+10) (-15) (Modifies other armor); +3 melee dmg PH3
Winged Armor (+300) (+2) (+1) (+20) (-10) (Modifies other armor); Fly at (Str score)" DM

[E3.2] Shield Table

Name gp AC Bulk lbs. Rogue Str Mod. Notes Source
Buckler, Wide 15 +5 ** non- 6 -5 Size S; ** means AC vs. your group only (melee) DM
Shield, Bone 90 +3 non- 8 -10 Size M; Resist Bone/Teeth/Flesh D2D
Shield, Gothic 480 +4 bulky 10 -15 Size L; +1/2 Con (+1 subability pt.); IR +25% D2D
Shield, Kite 350 +5 bulky 15 -15 Size L; iTargettingR 25% (roll vs. targetted effects) D2D
Shield, Spiked 112 +2 fairly 15 -15 Size M; +1 melee dmg (or) can use as a 1d6 weapon D2D
Shield Spell, Permanent 2000 +7 nsp non- 0 0 Doesn't use an arm; "nsp" means can't use Shield Prof. for this; Immune Force DM

[E3.3] Helmet Table

Name gp AC Bulk lbs. Rogue Str Mod. Notes Source
Cap, Skullcap 110 +1 non- 2 0 Size S; Immune to sapping, draw brain forth D2D
Crown, Regal 260 +0 fairly 4 -5 Size M; +1 Chr DM
Helm, Bone 160 +3 fairly 6 -10 Size M; aNR 40% D2D
Helm, Full 400 +4 bulky 8 -20 Size M; Immune to Vorpal / Sharpness to head D2D
Mask 52 +1 fairly 2 -5 Size S; iGazeR 50% (roll vs. gaze effects) D2D
Ushanka 100 +0 fairly 3 0 Size M; Resist Cold DM