D&D Collective, version 5.0
[T1.50] Table of Contents, Collective 5.0
[P1] How to create a Player Character (CF=1, some steps skipped)
[P1.1] Classes: Select which classes and levels you wish to be, using [PC1] through [PC99].
| 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 3 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).
|
| [P1.3] 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.
|
| [P1.6] 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 3 points from other stat(s). This 3 for 1 trading may be done once per reset, as long as no stat falls below 0. Some Humans may use 2 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.
|
| [P1.8] 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].
| [P1.10] Kits: Calculate your feats, see [P5].
| [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.
|
| [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.
|
| [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.
|
| [P1.19] Normal Equipment: Starting gp = Level*Chr*Chr. 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.
| [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).
| Remember to divide by your number of classes, if you are multi-classed (classes with "&" in their Hit Dice rating are cumulative).
|
| [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 (CF=1)
Score
| Normal Bonus
| Lim. Exc. Bonus
| Bonus Spells 123 456 789 A
|
0
| -5
| -12
| --- --- --- -
| 1
| -5
| -11
| --- --- --- -
| 2
| -4
| -10
| --- --- --- -
|
3
| -4
| -9
| --- --- --- -
| 4
| -3
| -8
| --- --- --- -
| 5
| -3
| -7
| --- --- --- -
|
6
| -2
| -6
| --- --- --- -
| 7
| -2
| -5
| --- --- --- -
| 8
| -1
| -4
| --- --- --- -
|
9
| -1
| -3
| --- --- --- -
| 10
| 0
| -2
| --- --- --- -
| 11
| 0
| -1
| --- --- --- -
|
12
| +1
| 0
| 1-- --- --- -
| 13
| +1
| +1
| 1-- --- --- -
| 14
| +2
| +2
| 11- --- --- -
|
15
| +2
| +3
| 11- --- --- -
| 16
| +3
| +4
| 111 --- --- -
| 17
| +3
| +5
| 111 --- --- -
|
18
| +4
| +6
| 111 1-- --- -
| 19
| +4
| +6
| 111 11- --- -
| 20
| +5
| +6
| 211 11- --- -
|
21
| +5
| +6
| 211 111 --- -
| 22
| +6
| +6
| 221 111 --- -
| 23
| +6
| +6
| 221 111 1-- -
|
24
| +7
| +6
| 222 111 1-- -
| 25
| +7
| +6
| 222 111 11- -
| 26
| +8
| +6
| 222 211 11- -
|
27
| +8
| +6
| 222 211 111 -
| 28
| +9
| +6
| 322 221 111 -
| 29
| +9
| +6
| 322 222 111 -
|
30
| +10
| +6
| 332 222 111 -
| 31
| +10
| +6
| 332 222 211 -
| 32
| +11
| +6
| 333 222 211 -
|
33
| +11
| +6
| 333 222 221 -
| 34
| +12
| +6
| 333 322 221 -
| 35
| +12
| +6
| 333 322 222 -
|
36
| +13
| +6
| 433 332 222 1
| 37
| +13
| +6
| 433 333 222 1
| 38
| +14
| +6
| 443 333 222 1
|
39
| +14
| +6
| 443 333 322 1
| 40
| +15
| +6
| 444 333 322 1
| 41
| +15
| +6
| 444 333 332 1
|
42
| +16
| +6
| 444 433 332 1
| 43
| +16
| +6
| 444 443 332 1
| 44
| +17
| +6
| 544 443 333 1
|
|
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)
|
| Comeliness:
| Reaction adjustment.
|
|
[P3] Races
[P3.1] Race Table (CF=1)
Race
| Str
| Dex
| Con
| Int
| Wis
| Chr
| Cml
| AT
| hp
| TH
| Div.
| Size
| Move
| Source
| New?
|
Centaur
| 0
| -2
| +1
| 0
| +1
| 0
| 0
| +5
| +4
| 0
| ÷1.5
| L
| 18"
| PHBR10
|
| Dwarf
| 0
| 0
| +1
| 0
| 0
| -1
| 0
| 0
| 0
| 0
| ÷1
| M
| 9"
| PH1
|
| Dwarf, Mountain
| +1
| 0
| +1
| -1
| 0
| -1
| -2
| 0
| +1
| 0
| ÷1
| M
| 9"
| UA1
|
|
Dwarf3
| 0
| 0
| +2
| 0
| 0
| -2
| 0
| 0
| 0
| 0
| ÷1
| M
| 9"
| PH3
|
| Elf
| 0
| +1
| -1
| 0
| 0
| 0
| +1
| 0
| 0
| 0
| ÷1
| M
| 12"
| PH1
|
| Elf, Gray
| -1
| +1
| -1
| +1
| 0
| 0
| 0
| 0
| 0
| 0
| ÷1
| M
| 12"
| UA1
|
|
Elf, Shadow
| -1
| 0
| -1
| +2
| +1
| -1
| -1
| 0
| 0
| 0
| ÷1
| M
| 12"
| GAZ13
|
| Elf3
| 0
| +2
| -2
| 0
| 0
| 0
| +1
| 0
| 0
| 0
| ÷1
| M
| 12"
| PH3
|
| Flamekin
| 0
| +1
| 0
| 0
| -1
| 0
| -1
| 0
| 0
| +1
| ÷1
| M
| 12"
| MTG
| 5.0
|
Gnome
| 0
| 0
| 0
| +1
| -1
| 0
| 0
| 0
| 0
| 0
| ÷1
| S
| 9"
| PH1
|
| Gnome3
| -2
| 0
| +2
| 0
| 0
| 0
| 0
| 0
| 0
| 0
| ÷1
| S
| 9"
| PH3
|
| Half-Elf
| 0
| 0
| 0
| 0
| 0
| 0
| 0
| 0
| 0
| 0
| ÷1
| M
| 12"
| PH1
|
|
Half-Elf3
| 0
| 0
| 0
| 0
| 0
| 0
| 0
| 0
| 0
| 0
| ÷1
| M
| 12"
| PH3
|
| Halfling, Hairfoot
| -1
| +2
| -1
| 0
| 0
| 0
| +1
| 0
| 0
| 0
| ÷1
| S
| 9"
| UA1
|
| Halfling, Tallfellow
| 0
| +1
| +1
| 0
| -1
| -1
| 0
| 0
| 0
| 0
| ÷1
| S
| 9"
| UA1
|
|
Halfling3
| -2
| +2
| 0
| 0
| 0
| 0
| 0
| 0
| 0
| 0
| ÷1
| S
| 9"
| PH3
|
| Half-Ogre
| +1
| +1
| 0
| -1
| -1
| -1
| -1
| +2
| +2
| 0
| ÷1
| L/M
| 12"
| BoD4
|
| Half-Orc
| +1
| 0
| +1
| 0
| 0
| -2
| -2
| 0
| 0
| 0
| ÷1
| M
| 12"
| PH1
|
|
Half-Orc3
| +2
| 0
| 0
| -2
| 0
| -2
| -1
| 0
| 0
| 0
| ÷1
| M
| 12"
| PH3
|
| Half-Undead (Death-Touched)
| 0
| 0
| -2
| 0
| +2
| +4
| -3
| 0
| 0
| 0
| ÷1.5
| M
| 12"
| Dragon313
| 5.0
| Human
| 0
| 0
| 0
| 0
| 0
| 0
| 0
| 0
| 0
| 0
| ÷1
| M
| 12"
| PH1
|
|
Human, Planar (Tiefling)
| -1
| 0
| 0
| +1
| -1
| +1
| 0
| 0
| 0
| 0
| ÷1
| M
| 12"
| Planescape
|
| Human3
| 0
| 0
| 0
| 0
| 0
| 0
| 0
| 0
| 0
| 0
| ÷1
| M
| 12"
| PH3
|
| Lizard Man, Krynn
| +2
| 0
| +1
| -1
| 0
| -2
| -2
| 0
| 0
| 0
| ÷1
| M/L
| 9"
| DL
|
|
Minotaur
| +2
| 0
| +2
| 0
| -2
| -2
| -2
| +4
| +6
| +1
| ÷1.5
| L
| 15"
| PHBR10
|
| Ogre
| +2
| 0
| +2
| 0
| -2
| -2
| -2
| +5
| +4
| +1
| ÷1.5
| L
| 9"
| PHBR10
|
| Orc
| +1
| 0
| 0
| 0
| 0
| -2
| -3
| 0
| 0
| 0
| ÷1
| M
| 12"
| PHBR10
|
|
Romulan
| 0
| 0
| 0
| +1
| +3
| -2
| 0
| 0
| 0
| 0
| ÷1
| M
| 12"
| StarTrek
|
|
|
[P3] Races
[P3.2] Race Abilities (CF=1)
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, Mountain
| +Con*2/7 bonus to PPD/RSW/Spell; +1 TH vs. "giant-class"; "giant-class" at -4 TH
|
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, Gray
| CR 90%; +1 TH with (non-crossbow) bows; +1 TH with sword
|
Elf, Shadow
| Can use/make Tech items as if 2 TL lower; InnER LVL*5%; 1M: Ghost Light (Int<6 or HD<2 Will save or feared 1 r {1 group})
| Elf3
| Immune sleep; +2 enchantment saves; +1 proficiency each with sword and bow
| Flamekin
| Immune fire; CF=2: 1M, 1/t: Do the "Brazier commanding fire elementals" magic item ability
|
Gnome
| +Con*2/7 bonus to RSW/Spell; +1 TH vs kobolds/goblins; "giant-class" at -4 TH
| Gnome3
| +2 illusion saves; +1 TH/+4 AC vs. giant-class; 1/d: Dancing Lights; 1/d: Ghost Sound; 1/d: Prestidigitation
| Half-Elf
| CR 30%; Detect Secret Doors
|
Half-Elf3
| Immune sleep; +2 enchantment saves
| Halfling, Hairfoot
| +Con*2/7 bonus to PPD/RSW/Spell; Detect Grade/Slope/Direction; CF=3: x10 Personality score
| Halfling, Tallfellow
| +Con*2/7 bonus to PPD/RSW/Spell; Detect Grade/Slope/Direction; CF=3: x10 Personality score
|
Halfling3
| +1 all saves; +2 fear saves; +1 TH with thrown weapons
| Half-Ogre
| Can always wield one size L and one size M weapon, regardless of Str score
| Half-Orc
| Infravision
|
Half-Orc3
| Darkvision
| Half-Undead (Death-Touched)
| Darkvision; +2 Intimidate and Move Silently checks; ColdR 5; ElectricityR 5; 1V, 1/d: Chill Touch
| Human
| 2 for 1 trading with ability scores
|
Human, Planar (Tiefling)
| 2 for 1 trading with ability scores
| Human3
| +1 feat; +3+level skills
| Lizard Man, Krynn
| Water Breathing
|
Minotaur
| Tracking; Immune to Maze
| Ogre
| Can always wield two size L weapons, regardless of Str score
| Orc
| Detect New and Unusual Construction, Sloping Passages; -1 TH in sunlight
|
Romulan
| +4 Wis checks
|
|
[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.
|
| Req: Requisites. I abbreviate sometimes to save space: S=Str, D=Dex, K=Con, I=Int, W=Wis, C=Chr, M=Cml, H=HNCL (Highest level). If two letters appear together ("SK 12"), you need both to each be the number. If there is a plus sign ("S+K 12"), the two ability scores must add up to be the number. 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.
|
|
[P5.1] List of Kits (CF=1)
Name
| Req
| Effect
| Bonus Prof
| Source
| New?
|
Acrobat
| Dex 9, Str 9
| +2 AC; 3 Tumbling slots, 3 Tightrope Walking slots, 3 Jumping slots
| Juggling
| S&P2
|
|
Amazon (2)
| Chr 9
| +3 TH and +3 dmg with first attack on each enemy
| Groom
| PHBR1
| 5.0
|
Assassin
| Int 9, Wis 9
| Detect Poison 5*level% cont.; Backstab x2; 1 Healing slot; 1 Herbalism slot
| Poison Use
| S&P2
|
|
Barbarian (3)
| Str 15
| 1V: Intimidate (fear) one enemy (Chr contest, you're at +3)
| Endurance
| PHBR1
| 5.0
|
Beast Rider
| Chr 13
| +1 mount (it has LVL*10 hp)
| Riding
| PHBR1
| 5.0
|
Beggar
| Chr 9
| +1 nonweapon prof.; Pick Pockets 10*level%; -4 NPC reactions
| Disguise
| S&P2
|
|
Berserker
| Str 15
| 1V: Berserk for 1t (+1 TH; +3 dmg; +5 hp; CR 100%; slay effects are delayed 1s)
| Endurance
| PHBR1
| 5.0
|
Cavalier (2)
| SDK 15, IW 10, Alignment *G
| +1+LVL/6 TH; immune fear; +4 mental saves; +1 horse mount (it has 10+LVL*5 hp)
| Etiquette
| PHBR1
| 5.0
|
Geomancer
| Int 9, Chr 9
| Legend Lore (other crystal spheres) 10*level%, (alternate primes) 5*level%
| Planetology
| CGR1
|
|
Gladiator (2)
| Str 9
| +2 weapon proficiencies CF=3: Free weapon specialization (even if non-Warrior)
| Charioteering CF=2: Armor Opt.
| PHBR1
| 5.0
|
Martial Arts Ability
| Dex 9
| Ability to use Martial Arts [P7]
| (none)
| DM
|
|
Martial Arts Style
| Dex 9
| +1 Martial Arts style
| (none)
| DM
|
|
Myrmidon
| Str 12, Con 12
| +2 weapon proficiencies; Room and board costs 0 gp for you CF=3: Free weapon specialization (even if non-Warrior)
| Military History
| PHBR1
|
|
Noble Warrior
| Str 13, Con 13
| +225 gp per reset (including before the game starts if you begin with this kit)
| Heraldry
| PHBR1
| 5.0
|
Peasant Hero (2)
| Wis 9
| Always has shelter; local people will feed you and hide you from authorities CF=2: Items < 1 gp cost nothing for you
| Fishing
| PHBR1
| 5.0
|
Pirate/Outlaw
| Dex 9
| Always have access to the store of generic items (in non-combat time) CF=2: Always have access to the store of armor CF=3: Always have access to the store of weapons
| Seamanship
| PHBR1
| 5.0
|
Samurai
| SKW 13, Int 14, Alignment L*
| Ki Shout: Mouth's V, LVL/d: Str becomes 18 w/ Lim.Exc. bonus (i.e. +6 Str bonus) CF=2: +LVL/4 martial arts maneuvers
| Riding
| PHBR1
| 5.0
|
Savage (2)
| Str 11, Con 15
| nF, 1/reset: Construct a weapon of up to LVL*10 gp value (n=value/LVL) 1M, LVL/d: Alarm, Detect Magic, Animal Friendship, or Detect Evil
| Survival
| PHBR1
| 5.0
|
Swashbuckler
| Dex 13, Int 13
| +2 AC; +2 NPC reactions CF=2: Ambidextrous (no penalties with off-hand weapons)
| Tumbling
| PHBR1
|
|
Wilderness Warrior
| Con 13
| +5 Survival rolls CF=2: Resist local terrain CF=3: Double Resist local terrain CF=4: Immune local terrain; Resist Natural effects
| Survival
| PHBR1
| 5.0
|
|
[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.
| 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
|
|
[P6.1] Weapon Proficiencies List (CF=1)
Name
| Notes
| Description
|
Blind-fighting
|
| -2 instead of -4 when attacking blind
| Charging
|
| +2 TH when attacking while running at someone
| Kicking
|
| Can use 1 V action to kick (1d2 dmg)
|
Natural Fighting
|
| +1 Att/r, +2 TH with natural weapons
| Poison/Acid/Oil Use
|
| Can efficiently use poisons, acid, oil
| Punching
|
| #Att is 2 instead of 1 with fists
|
Thrown/Missile Backstabbing
| *
| Can backstab with a missile weapon
| War/Siege Machine Proficiency
|
| Proficient with siege machines
| 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
|
|
[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
| Needle
| Bow
| Other Wpn
| Other FastWpn
|
1-6
| ---
| ---
| ---
| ---
| 1-11
| 1/1
| 1/1
| 1/2
| 2/1
| 3/1
| 4/1
| 5/1
| 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
| 6/1
| 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
| 7/1
| 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
| 8/1
| 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
| 9/1
| 4/1
| 5/2
| 5/1
| 31-36
| 21-25
| 25-30
| 29-35
| 33-40
| ---
| 7/2
| 5/2
| 2/1
| 7/1
| 8/1
| 9/1
| 10/1
| 5/1
| 3/1
| 6/1
|
37-42
| 26-30
| 31-36
| 36-42
| ---
| 36-47
| 4/1
| 3/1
| 2/1
| 8/1
| 9/1
| 10/1
| 11/1
| 6/1
| 3/1
| 7/1
| ---
| 31-35
| 37-42
| ---
| ---
| ---
| 9/2
| 3/1
| 5/2
| 9/1
| 10/1
| 11/1
| 12/1
| 6/1
| 7/2
| 8/1
| ---
| 36-40
| ---
| ---
| ---
| ---
| 5/1
| 7/2
| 5/2
| 10/1
| 11/1
| 12/1
| 13/1
| 7/1
| 4/1
| 9/1
|
---
| 41-45
| ---
| ---
| ---
| ---
| 11/2
| 4/1
| 3/1
| 11/1
| 12/1
| 13/1
| 14/1
| 8/1
| 4/1
| 10/1
|
|
[P7] Martial Arts
[P7.1] Martial Arts Basic Rules (CF=1)
At CF=1, Martial Arts has no styles or maneuvers. Instead, you get a simple set of bonuses, as follows:
| AC +LVL (get +4 more if you wear non-bulky armor)
| Unarmed number of attacks = 2/1 (doesn't stack with Punching proficiency); then +1/2 more every 6 levels
| Unarmed damage +LVL
| By default, these bonuses are lost at CF=2 and up in favor of styles and maneuvers. If you wish to use this system at CF=2 and up (and ignore the styles and maneuvers rules), feel free to do so.
|
|
[P7.2] Martial Arts Basic Rules (CF=2)
Each martial arts style costs 1 kit slot or 4 nonweapon proficiencies. You must also have "Ability to take Martial Arts" which is itself 1 kit slot. All powers are psionic in nature (of frequency 0), and are resisted using aWR (anti-Weapon Resistance). Normally you must have a style before you can pick maneuvers, however, some classes give maneuvers without a style.
|
| Open-hand attacks use both hands, not just one. Exception: you may use a shield in one of the hands. If you are somehow forced to attack open-handed with only 1 hand, #Att = 1/1 and you cannot use any special maneuvers. Natural Fighting still uses one hand, so you can use a weapon in the off-hand.
|
| Martial Arts To Hit, Damage, and # Attacks bonuses do not combine with Weapon Specialization. If you somehow have both, use only set of bonuses at a time.
|
| How to read the [P7.1] Martial Arts Styles table:
|
| Att: Lists the number of attacks in unarmed combat. It may be applied to weapons only if the "Increase Weapon Attack" power is gained. This is done by taking the "Att" number on the table, subtracting 1, and applying it as a bonus; e.g. a rate of "3/2" above would give +1/2 on number of attacks for weapons.
|
| dmg: Lists the die type adjustment in unarmed combat or when using a grafted weapon. It may be applied to other weapons (including missile weapons) only if the "Increase Weapon Damage" power is gained.
|
| AT: The character's new base AT. If the character already has another source of AT better than +0, take the best of all sources and add 1 for each additional source; i.e. having ACs of +7, +6, and +3 yields an AT of +9.
|
| Type: Lists "h" for "hard", "h/s" for "hard/soft", and "s" for "soft". Number of martial arts maneuver slots (weapon slots) to learn a maneuver is as follows:
|
|
|
Maneuver's Type
| Style's Type
| h
| h/s
| s
| ALL
|
h
| ½
| 1
| 1½
| ½
|
h/s
| 1
| ½
| 1
| ½
|
s
| 1½
| 1
| ½
| ½
|
|
| Requirements: How many powers of each method you must learn before being able to take additional maneuvers. You may break this rule by 1 power per level by spending double cost on it (in terms of proficiencies).
|
| *: This style requires 2 kit slots instead of 1 to learn.
| **: This style requires 3 kit slots and "Ability to take Martial Arts" 4 times.
|
|
[P7.3] Martial Arts Styles (CF=2)
Style
| Att
| dmg
| AT
| Type
| Blunt
| Kick
| Lock
| M/P
| Move
| Push
| Slash
| Strike
| Throw
| Vital
| Wpn
|
Egyptian Stick Fighting (new)
| 5/2
| d+2
| +0
| h/s
| 3
|
|
| 1
| 2
|
|
| 2
|
| 1
| 3
| Fists of Stone*
| 2/1
| d+6
| +2
| h
|
|
|
| 2
| 2
|
|
| 3
|
|
|
| Karate
| 2/1
| d+1
| +4
| h/s
|
| 1
|
| 1
| 1
|
|
| 3
|
|
|
|
Kendo
| 2/1
| d+3
| +2
| h
|
|
| 1
|
| 2
|
| 2
|
|
| 1
| 3
| Kung-fu
| 3/2
| d+4
| +3
| h/s
|
| 1
| 3
| 1
| 1
|
|
| 2
|
|
|
| Sanshou / Sanda (new)
| 3/2
| d+2
| +4
| h/s
|
| 1
| 1
| 1
| 1
|
|
| 1
| 3
| 1
|
|
Shoot Boxing (new)
| 2/1
| d+5
| +1
|
|
| 2
| 2
|
|
|
|
| 2
| 2
| 2
|
| Sinanju**
| 3/1
| d+9
| +13
| ALL
| 1
| 2
| 2
| 16
| 4
| 2
| 1
| 5
| 2
| 6
| 1
| Sumo
| 3/2
| d+5
| +2
| h/s
| 2
|
| 1
| 1
|
|
|
|
| 2
|
|
|
|
[P7.4] Martial Arts Maneuvers (CF=2)
1st Tier Maneuver
| Type
| Method
| #Act
| Notes
|
Heavy Blow
| h
| Blunt
| 2att
| Blow x3 dmg
| Limb Paralysis
| h
| Blunt
| 2att/1M
| Blow x3 dmg;Limb useless(save)
| Stunning Blow
| h
| Blunt
| 1att/1M
| Blow x2 dmg; stun 1d4r (save)
|
Circle Kick
| h
| Kick
| 2att/1V
| Kick x3 dmg
| Double Kick
| h/s
| Kick
| 1att
| 1 Kick hits 2 targets
| Hurricane Kick
| h/s
| Kick
| 1P/2V
| Gain 1 att;All use same roll+4
|
Choke Hold
| h/s
| Lock
| *P/*V
| Victim unc. 1d3r (save=TH-2)
| Crushing Hug
| h
| Lock
| 1P+
| 3d10 dmg/r (save=TH-4)
| Locking Block
| s
| Lock
| 1att+
| TH+4; Arm cannot att (save=TH)
|
Ironskin
| h
| M/P Tr. 1
| 0
| +2 AC
| Levitation
| s
| M/P Tr. 1
| 1M+
| Levitate 5'/r
| Mental Resistance
| s
| M/P Tr. 1
| (none)
| +2 saves vs. mental attacks
|
Leap
| s
| Movement
| 1V
| Leap 4'high, 3'+1'/level long
| Limb of the Snake
| s
| Movement
| 4V
| Loosens all joints; escape bonds, move through small area
| Missile Deflection
| s
| Movement
| 1V
| Save to deflect missiles
|
Concentrated Push
| s
| Push
| 1att/1M
| Knocked off feet (save)
| Reflection
| s
| Push
| 1P
| Victim's next attack hits self
| Striking Touch
| s
| Push
| 1att/1M+
| AC+2,TH+2 vs.Victim
|
Artery
| h/s
| Slash
| 0
| TH-8: degenerate 3hp/r
| Blind
| h/s
| Slash
| 0
| TH-4; 25%: 1-eye blindness
| Vein
| h/s
| Slash
| 0
| TH-6; degenerate 1hp/r
|
Crushing Blow
| h
| Strike
| 1P/1M
| Hand +level dmg; shatter wood
| Eagle Claw
| h
| Strike
| 1P/1M
| Hand 3d10 dmg; shatter stone
| Monkey Grab Punch
| s
| Strike
| 1att
| Roll TH:if hit next att @+4 TH
|
Fall
| h/s
| Throw
| 0
| 1/2 dmg from falls
| Hurl
| h
| Throw
| 2att
| Throw x2 dmg
| Instant Stand
| h/s
| Throw
| 1att
| Can stand up immediately
|
Death Touch
| s
| Vital
| 1att/1M
| -1 to Str,Dex,or Con 1d6t
| Pain Touch
| s
| Vital
| 1att
| Victim TH-2,AC-2 for 1d3r
| True Target
| s
| Vital
| 0
| 1/s: 1 target's AC gets worse by 1 for 1r
|
Steel Cloth
| s
| Weapon
| 1M
| Can use cloth as melee spear
| Strength Boost
| h/s
| Weapon
| 1V
| 2 dmg: +1 Str for 1 r (stacks w/itself if have mult. prof.)
| Throwing Mastery
| h/s
| Weapon
| 1att
| Can throw non-throwing weapon
|
|
[P8] Proficiencies, Nonweapon
[P8.3] Non-Weapon Proficiencies (CF=1)
Proficiency
| Check
| Note
| Source
| New?
|
Acrobatics
| Dex
|
| RC0
| 5.0
| Acting
| Chr
|
| RC0
|
| Alchemy
| Int
|
| RC0
|
|
Alertness
| Dex
|
| RC0
|
| Alternate Magics
| Int
|
| RC0
| 5.0
| Animal Training
| Wis
| (choose type)
| RC0
|
|
Art
| Wis
| (choose type)
| RC0
| 5.0
| Artillery
| Int
|
| RC0
| 5.0
| Bargaining
| Chr
|
| RC0
|
|
Blind Shooting
| Dex
|
| RC0
| 5.0
| Bravery
| Wis
|
| RC0
| 5.0
| Caving
| Wis
|
| RC0
| 5.0
|
Ceremony
| Wis
| (choose deity)
| RC0
|
| Cheating
| Dex
|
| RC0
|
| Craft
| Int
|
| RC0
| 5.0
|
Danger Sense
| Wis
|
| RC0
|
| Deception
| Chr
|
| RC0
| 5.0
| Detect Deception
| Wis
|
| RC0
| 5.0
|
Disguise
| Int
|
| RC0
|
| Endurance
| Con
|
| RC0
|
| Engineering
| Int
|
| RC0
| 5.0
|
Escape
| Dex
|
| RC0
| 5.0
| Fire-Building
| Int
|
| RC0
| 5.0
| Food Tasting
| Con
|
| RC0
| 5.0
|
Gambling
| Wis
|
| RC0
| 5.0
| Healing
| Int
|
| RC0
|
| Hunting
| Int
|
| RC0
|
|
Intimidation
| Str
|
| RC0
|
| Knowledge
| Int
|
| RC0
| 5.0
| Labor
| Int
|
| RC0
| 5.0
|
Language
| Int
| (choose type)
| RC0
| 5.0
| Law and Justice
| Wis
| (choose country)
| RC0
| 5.0
| Leadership
| Chr
|
| RC0
|
|
Lip Reading
| Int
|
| RC0
| 5.0
| Magical Engineering
| Int
|
| RC0
|
| Mapping / Cartography
| Int
|
| RC0
| 5.0
|
|
Proficiency
| Check
| Note
| Source
| New?
|
Military Tactics
| Int
|
| RC0
| 5.0
| Mimicry
| Int
|
| RC0
| 5.0
| Mountaineering
| Dex
|
| RC0
|
|
Muscle
| Str
|
| RC0
| 5.0
| Music
| Chr
| (choose type)
| RC0
| 5.0
| Mysticism
| Wis
|
| RC0
| 5.0
|
Nature Lore
| Int
|
| RC0
|
| Navigation
| Int
|
| RC0
|
| Persuasion
| Chr
|
| RC0
| 5.0
|
Piloting
| Dex
| (choose type)
| RC0
| 5.0
| Planar Geography
| Int
|
| RC0
| 5.0
| Profession
| Int
| (choose type)
| RC0
| 5.0
|
Quick Draw
| Dex
|
| RC0
| 5.0
| Riding
| Dex
| (choose type)
| RC0
| 5.0
| Science
| Int
| (choose type)
| RC0
| 5.0
|
Shipbuilding
| Int
|
| RC0
|
| Signaling
| Int
| (choose type)
| RC0
|
| Singing
| Chr
|
| RC0
|
|
Snares
| Int
|
| RC0
| 5.0
| Stealth
| Dex
| (choose terrain)
| RC0
|
| Storytelling
| Chr
|
| RC0
|
|
Survival
| Int
| (choose terrain)
| RC0
|
| Tracking
| Int
|
| RC0
|
| Veterinary Healing
| Int
|
| RC0
|
|
Wrestling
| Str
|
| RC0
| 5.0
|
|
[P11] Feats
You get 1+LVL/3 feats per 3rd edition class, where LVL is the level of the class. If you are 6th level in two 3rd edition classes, you would have 6 feats (DM Note: This isn't exactly how 3E/3.5E works, but it's what Collective uses.) You may purchase extra feats at 3 weapon proficiencies each, if you have fewer feats than your highest level number.
|
| Req: Requisites. I abbreviate sometimes to save space: S=Str, D=Dex, K=Con, I=Int, W=Wis, C=Chr, M=Cml, H=HNCL (Highest level). If two letters appear together ("SK 12"), you need both to each be the number. If there is a plus sign ("S+K 12"), the two ability scores must add up to be the number. Feats generally cannot be taken more than once.
| "bAB" is Base Attack Bonus, which counts your Race and Class only.
|
|
[P11.1] List of Feats (CF=1)
Feat
| Type
| Req
| Benefit
| Source
| New?
|
Alertness
| General
| -
| +2 bonus on all Listen checks and Spot checks.
| 3E
|
|
Arcane Defense
| General
| -
| +3 saves vs. one school
| CArc3
| 5.0
|
Breath Control
| General
| -
| Can hold breath twice as long CF=3: Resist Gas
| Dragon333
| 5.0
|
Combat Reflexes
| General
| -
| +Dex mod #Att vs. defenseless enemies (max 1 attack per enemy)
| 3E
|
|
Communicator
| General
| -
| Cast each of the following 1/day (not channelled): Arcane/Wizard Mark, Comprehend Languages, Message
| CArc3
| 5.0
|
Craft Magic Arms and Armor
| Item Cr.
| HNCL 5
| Can create magic weapons, armor, or shields (1 day per 1000 gp)
| 3E
|
|
Dash
| General
| -
| +3" to movement rate if wearing light (or no) armor and not encumbered
| CWar3
| 5.0
|
Defensive Climber
| General
| Dex 15
| When climbing, can take a -10 (-50%) penalty to keep Dex bonus to AC
| Dragon343
| 5.0
|
Deflect Arrows
| General
| Imp. Unarm.
| Need empty hand. Reflex save vs. DC 20+plusses to deflect (1/r)
| 3E
|
|
Dragon Totem
| General
| bAB +1
| AcidR 5, ElectricityR 5, FireR 5, or ColdR 5
| Eb3
| 5.0
|
Earth Adept
| Combat
| KW 13
| +1 bonus on weapon damage if both you and your opponent are touching the ground
| RoS3
| 5.0
|
Elusive Dance
| Combat
| Dance 5 ranks
| 0, 1/s: One target cannot make Attacks of Opportunity or Parting Shots against you
| Dragon333
| 5.0
|
Empower Spell
| Metamag.
| -
| Spell does +50% effect. Spell has +2 SL. CF=2: Can spend +2 spell slots instead of +2 SL.
| 3E
|
|
Far Shot
| General
| Point Blank
| Ranged weapons are x2 range
| 3E
|
|
Great Fortitude
| General
| -
| +2 Fort saves
| 3E
|
|
Heavy Armor Optimization
| General
| bAB +4
| With bulky (or heavier) armor, get +1 AC.
| RoS3
| 5.0
|
Iron Will
| General
| -
| +2 Will saves
| 3E
|
|
Lightning Reflexes
| General
| -
| +2 Reflex saves
| 3E
|
|
Maximize Spell
| Metamag.
| -
| All variable effects of a spell are maximized. Spell has +3 SL. CF=2: Can spend +3 spell slots instead of +3 SL.
| 3E
|
|
Smatterings
| General
| Int 13
| You pick up languages very quickly, and understand simple questions, explanations, and instructions
| RoD3
| 5.0
|
[C6] Priests Affecting Undead
[C6.1] Turn Undead Procedure
It takes 1M and 1V action to turn undead. Outer-planar creatures, Lycanthropes, Golems, and Paladins of opposite alignment may also be turned, at higher difficulty.
|
| Difference = (Priest's CL; Paladins are generally 2 CL less) - (Monster "Turn As" Number)
|
| Monster "Turn As" Number (if not on table below) = HD + MR/10 + (weapon needed to hit; silver, iron, or +0 counts as 0.5)*2
|
| "#" (a number) means you need to roll that number or greater on 1d20 to get a "T" result.
| "T" means you turn 1d12 of that type of undead. They cannot attack you or your party.
| "D" means you turn, destroy, or command (your choice) Nd12 of that type of undead. (N=number after the "D")
|
|
[C6.2] Turn Undead Tables
Monster
| Turn As
|
Skeleton
| 1
| Zombie (or other DL I Undead)
| 2
| Ghoul
| 3
|
Shadow (or other DL II Undead)
| 4
| Wight
| 5
| Ghast (or other DL III Undead)
| 6
|
Wraith
| 7
| Mummy (or other DL IV Undead)
| 8
| Spectre
| 9
|
Vampire (or other DL V Undead)
| 10
| Ghost
| 11
| Phantom
| 12
|
Haunt (or other DL VI Undead)
| 13
| Spirit
| 14
| Nightshade
| 15
|
Lich (or other DL VII Undead)
| 16
| Demi-Lich
| 18
| Special 1
| 21
|
Special 2 (or other DL VIII Undead)
| 25
| Special 3
| 30
| Special 4
| 36
|
Special 5
| 43
| Special 6 (or other DL IX Undead)
| 51
| Special 7
| 62
|
Special 8
| 72
| Special 9
| 83
| Special 10 (or other DL X Undead)
| 95
|
Golem of DL N (Command only, no Turn or Destroy)
| N*4
| Lycanthrope of DL N (Turn only, no Command or Destroy)
| N*5
| Outer-planar of DL N
| N*2+10
|
Paladin of opposite alignment (G-E axis)
| LVL+7
| Unlive of DL N
| x2 normal
|
|
Difference
| Result
|
-11 or worse
| - (none)
| -10
| 20
| -9
| 19
|
-8
| 18
| -7
| 17
| -6
| 16
|
-5
| 15
| -4
| 14
| -3
| 13
|
-2
| 12
| -1
| 11
| +0
| 10
|
+1
| 8
| +2
| 6
| +3
| 4
|
+4 to +5
| T
| +6
| D
| +7
| D or T2
|
+8 to +11
| D2
| +12
| D2 or T3
| +13 to +19
| D3
|
+20
| D3 or T4
| +21 to +29
| D4
| +30
| D4 or T5
|
+31 to +39
| D5
| +40
| D5 or T6
| +41 to +49
| D6
|
+50
| D6 or T7
| +51 or better
| D7
|
|
[S2] Wizard Spells
[S2.1] Level 1 Wizard Spells (CF=1)
#
| Name
| School
| Effect
| Source
| New?
|
1
| Analyze (0E)
| Div
| Learn 1 characteristic of an item (magic/psi/tech) {Touch, 1 object}
| RC0
|
| 2
| Charm Person (0E)
| Enc
| Charm 1 humanoid (Spell save)
| RC0
| 5.0
| 3
| Detect Magic (0E)
| Div
| Gives school and general power level within 60'
| RC0
| 5.0
|
4
| Floating Disc (0E)
| Evo
| Can carry 100*CL lbs.; Moves at caster's rate
| RC0
|
| 5
| Hold Portal (0E)
| Enc
| Magically locks a door, need to be 3 levels/HD higher than CL to break it
| RC0
| 5.0
| 6
| Light (0E)
| Alt
| Magical light; can blind if targetted (Spell save) {1 target}
| RC0
| 5.0
|
7
| Magic Missile (0E)
| Evo
| (2*CL+3)/5 missiles; 1d6+1 dmg force (no save)
| RC0
|
| 8
| Protection from Evil (0E)
| Abj
| Evil creatures get -1 TH you; You get +1 saves vs. Evil; Evil creatures with + needed to hit cannot attack you
| RC0
| 5.0
| 9
| Read Languages (0E)
| Div
| Read (not write, speak, or comprehend spoken) languages
| RC0
| 5.0
|
10
| Read Magic (0E)
| Div
| Gain knowledge of a spell you have in a book or scroll
| RC0
| 5.0
| 11
| Shield (0E)
| Abj
| +6 AC; additional +2 AC vs. missiles; get Spell saves vs. force effects
| RC0
| 5.0
| 12
| Sleep (0E)
| Enc
| 2d8 HD slept (no save); max HD/creature=4+1
| RC0
|
|
13
| Ventriloquism (0E)
| Ill
| Sound appears to come from somewhere else
| RC0
| 5.0
|
|
[S2.2] Level 2 Wizard Spells (CF=1)
#
| Name
| School
| Effect
| Source
| New?
|
1
| Continual Light (0E)
| Alt
| Magical light (permanent); can blind if targetted (Spell save) {1 target}
| RC0
| 5.0
| 2
| Detect Evil (0E)
| Div
| Detect evil / evil intent 60'
| RC0
|
| 3
| Detect Invisible (0E)
| Div
| See all invisible creatures and objects for 6 turns
| RC0
| 5.0
|
4
| Entangle (0E)
| Enc
| Animates a rope; can entangle a creature (Spell save)
| RC0
|
| 5
| ESP (0E)
| Div
| Can read surface thoughts (no save) {1+ creatures}
| RC0
|
| 6
| Invisibility (0E)
| Ill
| Invisibility; attacking ends spell {Touch, 1 target}
| RC0
| 5.0
|
7
| Knock (0E)
| Alt
| Opens a normal or magically locked door
| RC0
| 5.0
| 8
| Levitate (0E)
| Alt
| Can levitate up/down at normal movement rate {self only}
| RC0
|
| 9
| Locate Object (0E)
| Div
| Locate one object within 60'+10*CL'
| RC0
| 5.0
|
10
| Mirror Image (0E)
| Ill
| Creates 1d4 images of yourself {self only}
| RC0
|
| 11
| Phantasmal Force (0E)
| Ill
| Illusion; Can duplicate a SL=1 spell or DL=1 monster; disappears if hit/disbelieved; Spell save to ignore if you're being affected by it
| RC0
| 5.0
| 12
| Web (0E)
| Evo
| Save & Str check: Miss 1 = Slow; Miss 2 = Held
| RC0
|
|
13
| Wizard Lock (0E)
| Alt
| Magically locks a door, need to be 3 levels/HD higher than CL to open it (Wizard Lock still there, though)
| RC0
| 5.0
|
|
[S2] Wizard Spells
[S2.3] Level 3 Wizard Spells (CF=1)
#
| Name
| School
| Effect
| Source
| New?
|
1
| Clairvoyance (0E)
| Div
| See through the eyes of someone else (no save)
| RC0
| 5.0
| 2
| Create Air (0E)
| Cnj
| Creates 20'x20'x20' of breathable air
| RC0
| 5.0
| 3
| Dispel Magic (0E)
| Abj
| Dispels magic, (20+CL-enemyCL)*5% in area or auto 1 effect
| RC0
| 5.0
|
4
| Fireball (0E)
| Inv
| CLd6 fire dmg to a group (save:½)
| RC0
| 5.0
| 5
| Fly (0E)
| Alt
| Fly at 12" for 1d6+CL t
| RC0
| 5.0
| 6
| Haste (0E)
| Alt
| +1P, +1V to up to 24 targets
| RC0
| 5.0
|
7
| Hold Person (0E)
| Enc
| Holds up to 4 people (Spell save; if cast on one target, gets -2 to save)
| RC0
| 5.0
| 8
| Infravision (0E)
| Alt
| Target gains infravision for 1d
| RC0
| 5.0
| 9
| Invisibility 10' Radius (0E)
| Ill
| Makes everyone within 10 ft. invisible; become visible if attack
| RC0
| 5.0
|
10
| Lightning Bolt (0E)
| Inv
| CLd6 lightning dmg in a 60' line (save:½)
| RC0
| 5.0
| 11
| Protection from Evil 10' Radius (0E)
| Abj
| As Protection from Evil (see SL=1) but 10' radius
| RC0
| 5.0
| 12
| Protection from Normal Missiles (0E)
| Abj
| Immune to normal (non-magical) missiles for 12 t
| RC0
| 5.0
|
13
| Water Breathing (0E)
| Alt
| One target can breathe underwater for 1d
| RC0
| 5.0
|
|
[S2.4] Level 4 Wizard Spells (CF=1)
#
| Name
| School
| Effect
| Source
| New?
|
1
| Charm Monster (0E)
| Enc
| Charm 1 monster (Spell save) or Charm a group of 3d6 monsters of ≤ 3 HD (Spell save)
| RC0
| 5.0
| 2
| Clothform (0E)
| Cnj
| Creates up to 30'x30' of basic, fairly-tough cloth (permanent, no gp value)
| RC0
| 5.0
| 3
| Confusion (0E)
| Enc
| Confusion one group (Spell save; creatures ≤ 2+1 HD get no save)
| RC0
| 5.0
|
4
| Dimension Door (0E)
| Alt
| Dimension Door up to 360'
| RC0
| 5.0
| 5
| Growth of Plants (0E)
| Alt
| Plant Growth up to 3000 sq. ft.
| RC0
| 5.0
| 6
| Hallucinatory Terrain (0E)
| Ill
| Makes one type of terrain appear like another; can be used indoors for a pit, door, stairs, etc.
| RC0
| 5.0
|
7
| Ice Storm/Wall of Ice (0E)
| Evo
| CLd6 cold dmg to a group (save:½) or Wall of Ice (HD ≤ 4 cannot break through; others take 1d6 cold dmg)
| RC0
| 5.0
| 8
| Massmorph (0E)
| Ill
| Group of monsters appear to be trees
| RC0
| 5.0
| 9
| Polymorph Other (0E)
| Alt
| Polymorph target into monster with ≤ 2*(original HD); hp and stats do not change; get physical abilities; lose original personality
| RC0
| 5.0
|
10
| Polymorph Self (0E)
| Alt
| Polymorph self into monster with ≤ (original HD); hp and stats do not change; do not get physical abilities; keep original personality
| RC0
| 5.0
| 11
| Remove Curse (0E)
| Nec
| Removes one curse (reverse causes a curse, Spell save)
| RC0
| 5.0
| 12
| Wall of Fire (0E)
| Evo
| Wall of Fire (HD ≤ 4 cannot break through; others take 1d6 fire dmg)
| RC0
| 5.0
|
13
| Wizard Eye (0E)
| Div
| Invisible eye, can see through, moves at 3" rate, has infravision
| RC0
| 5.0
|
|
[S2] Wizard Spells
[S2.5] Level 5 Wizard Spells (CF=1)
#
| Name
| School
| Effect
| Source
| New?
|
1
| Animate Dead (0E)
| Nec
| Animate up to CL HD of skeletons (1 HD each) or zombies (2 HD each)
| RC0
| 5.0
| 2
| Cloudkill (0E)
| Alt
| Group takes 1 poison dmg /s; those with < 5 HD make PPD save or slain; moves at 2"; lasts 6 t
| RC0
| 5.0
| 3
| Conjure Elemental (0E)
| Cnj
| Summon a normal (E=1) elemental with 16 HD (counts as DL V)
| RC0
| 5.0
|
4
| Contact Outer Plane (0E)
| Div
| Ask n=3 to 12 questions; Insanity=(n-2)*5%; Chance to know=(n+2)*5%; Lying=(13-n)*5%
| RC0
| 5.0
| 5
| Dissolve (0E)
| Alt
| Transforms 3000 sq. ft. of rock to mud
| RC0
| 5.0
| 6
| Feeblemind (0E)
| Enc
| Target's Int becomes 2 (Spell save at -4)
| RC0
| 5.0
|
7
| Hold Monster (0E)
| Enc
| Holds up to 4 monsters (Spell save; if cast on one target, gets -2 to save)
| RC0
| 5.0
| 8
| Magic Jar (0E)
| Nec
| Life force change between the caster and someone/something else (Spell save)
| RC0
| 5.0
| 9
| Passwall (0E)
| Alt
| Creates a hole 5' diameter, 10' deep; lasts 3 t
| RC0
| 5.0
|
10
| Telekinesis (0E)
| Alt
| Lift up to 20*CL lbs or target takes 10*CL' falling dmg (assuming size M)
| RC0
| 5.0
| 11
| Teleport (0E)
| Alt
| Teleport (same plane, has small chance of error)
| RC0
| 5.0
| 12
| Wall of Stone (0E)
| Evo
| Has CL Hp (Hull points); if dropped on a group, Reflex save or 10d10 earth dmg (the wall is broken)
| RC0
| 5.0
|
13
| Woodform (0E)
| Cnj
| Creates 1000 cubic feet of wood (permanent, single piece, no moving parts, no gp value)
| RC0
| 5.0
|
|
[S2.6] Level 6 Wizard Spells (CF=1)
#
| Name
| School
| Effect
| Source
| New?
|
1
| Anti-Magic Shell (0E)
| Abj
| Anti-magic, cancels SL 0-5 (both directions), moves with caster
| RC0
| 5.0
| 2
| Death Spell (0E)
| Nec
| Slay 4d8 HD of creatures (PPD save, those with ≥ 8 HD are immune)
| RC0
| 5.0
| 3
| Disintegrate (0E)
| Alt
| Disintegrates one target (PPD save)
| RC0
| 5.0
|
4
| Geas (0E)
| Enc
| Force target to perform or avoid an action (Spell save)
| RC0
| 5.0
| 5
| Invisible Stalker (0E)
| Cnj
| Summons an Invisible Stalker (DL VI Elemental, air-based)
| RC0
| 5.0
| 6
| Lower Water (0E)
| Alt
| Lowers water to half it's depth (assuming 10000 sq. ft., adjust accordingly)
| RC0
| 5.0
|
7
| Move Earth (0E)
| Alt
| Make a hole up to 240' deep (solid rock costs x10 per unit distance)
| RC0
| 5.0
| 8
| Projected Image (0E)
| Ill
| Illusion of caster, can have your spells come from here instead of you
| RC0
| 5.0
| 9
| Reincarnation (0E)
| Nec
| Reincarnate a dead creature; roll 1d8: 1-6=Humanoid (random of DL=1d3); 7=original race; 8=Monster (any type, random of DL=1d3)
| RC0
| 5.0
|
10
| Stone to Flesh (0E)
| Alt
| Remove pertrification, or petrify one target (PP save)
| RC0
| 5.0
| 11
| Stoneform (0E)
| Cnj
| Creates 1000 cubic feet of stone (permanent, single piece, no moving parts, no gp value)
| RC0
| 5.0
| 12
| Wall of Iron (0E)
| Evo
| Has 2*CL Hp (Hull points); if dropped on a group, Reflex save or 10d10 iron (metal) dmg (the wall is not broken)
| RC0
| 5.0
|
13
| Weather Control (0E)
| Alt
| Control weather within 240 yard radius (a tornado would attack as a DL VI Air Elemental)
| RC0
| 5.0
|
|
[S2] Wizard Spells
[S2.7] Level 7 Wizard Spells (CF=1)
#
| Name
| School
| Effect
| Source
| New?
|
1
| Charm Plant (0E)
| Enc
| Charm 1 size H, 6 size L, 12 size M, or 24 size S Plants (no save)
| RC0
| 5.0
| 2
| Create Normal Monsters (0E)
| Nec
| Creates CL HD of monsters (does not count as summon; they do not have special physical or mental abilities; this spell cannot be channelled)
| RC0
| 5.0
| 3
| Delayed Blast Fireball (0E)
| Evo
| CLd6 fire dmg to a group (save:½); can delay 0 to 60 r
| RC0
| 5.0
|
4
| Ironform (0E)
| Cnj
| Creates 100 cubic feet of iron (permanent, single piece, no moving parts, no gp value)
| RC0
| 5.0
| 5
| Lore (0E)
| Div
| Legend Lore
| RC0
| 5.0
| 6
| Magic Door (0E)
| Alt
| Invisible Passwall, only caster and allies can use; reverse is a super magic lock (Open Locks at -300%)
| RC0
| 5.0
|
7
| Mass Invisibility (0E)
| Div
| Up to 300 size M creatures are invisible (not improved)
| RC0
| 5.0
| 8
| Power Word Stun (0E)
| Enc
| Stuns one target (no save; ≤35 hp = 2d6 t; 36-70 hp = 1d6 t; ≥ 71 hp = no effect) CF=2: (71-105 hp = 2d6 r; 106-140 hp = 1d6 r; ≥ 141 hp = no effect)
| RC0
| 5.0
| 9
| Reverse Gravity (0E)
| Alt
| Reverses gravity, can fall "upwards" at most 60'
| RC0
| 5.0
|
10
| Statue (0E)
| Alt
| Turn caster to stone statue, in this state the caster sees, hears and smells normally. Caster can switch from statue state back to living and vice versa
| RC0
| 5.0
| 11
| Summon Object (0E)
| Cnj
| Teleports to caster an item that the caster owns (or the owner is present and willing to have it teleported)
| RC0
| 5.0
| 12
| Sword (0E)
| Cnj
| 1M: Attack twice with sword; dmg=1d10; get Int bonus TH and dmg; can affect any number of "+'s needed to hit"
| RC0
| 5.0
|
13
| Teleport any Object (0E)
| Alt
| Teleport one object or creature (Spell save at -2 if unwilling)
| RC0
| 5.0
|
|
[S2.8] Level 8 Wizard Spells (CF=1)
#
| Name
| School
| Effect
| Source
| New?
|
1
| Clone (0E)
| Nec
| Duplicate awakens when original dies.
| RC0
| 5.0
| 2
| Create Magical Monsters (0E)
| Nec
| Creates CL HD of monsters (does not count as summon; they have special physical abilities but not mental abilities; this spell cannot be channelled)
| RC0
|
| 3
| Dance (0E)
| Enc
| Target dances (touch, no save): no attacks, no spells or spell-like abilities, cannot flee, -4 saves, -4 AC
| RC0
| 5.0
|
4
| Explosive Cloud (0E)
| Evo
| Group takes CL/2 explosion dmg /s (no save) and paralyzed 1r (save each segment)
| RC0
| 5.0
| 5
| Force Field (0E)
| Abj
| Solid Wall of Force (doesn't move); spells and attacks are blocked; blink/teleport and psionics are not
| RC0
|
| 6
| Mass Charm (0E)
| Enc
| Charm up to 30 HD of targets (Spell save)
| RC0
| 5.0
|
7
| Mind Barrier (0E)
| Abj
| Immune to mental effects for CL h
| RC0
| 5.0
| 8
| Permanence (0E)
| Meta
| Makes a spell permanent (this spell cannot be channelled); at most 2 effects per person/item
| RC0
| 5.0
| 9
| Polymorph Any Object (0E)
| Alt
| Polymorphs one thing to another. Duration depends on how radical the change is
| RC0
| 5.0
|
10
| Power Word Blind (0E)
| Enc
| Blinds one target (no save; ≤40 hp = 1d4 d; 41-80 hp = 2d4 h; ≥ 81 hp = no effect) CF=2: (81-120 hp = 1d4 t; 121-160 hp = 2d4 r; ≥ 161 hp = no effect) CF=3: Stuns in addition
| RC0
| 5.0
| 11
| Steelform (0E)
| Cnj
| Creates 100 cubic feet of steel (permanent, single piece, no moving parts, no gp value)
| RC0
| 5.0
| 12
| Symbol (0E)
| Div
| One target makes Wis check at -CL to look away in time; caster chooses one: Slain (max 75 hp), Confusion (permanent), Fear (30 r), Insanity (permanent), Sleep (1d10+10 h), Stun (max 150 hp, 2d6 t)
| RC0
| 5.0
|
13
| Travel (0E)
| Alt
| Caster and CL/5 allies for CL t: Free Action; Fly at 36"; 1M: Move to adjacent plane; 1M: Gaseous Form
| RC0
| 5.0
|
|
[S2] Wizard Spells
[S2.9] Level 9 Wizard Spells (CF=1)
#
| Name
| School
| Effect
| Source
| New?
|
1
| Contingency (0E)
| Meta
| Contingency (can run this in addition to the 6th level version from 1E/2E)
| RC0
| 5.0
| 2
| Create Any Monster (0E)
| Nec
| Creates CL HD of monsters (does not count as summon; they have special physical and mental abilities; this spell cannot be channelled)
| RC0
|
| 3
| Gate (0E)
| Alt
| Gates someone to another plane, or brings in something from outer planes
| RC0
| 5.0
|
4
| Heal (0E)
| Nec
| 1 target: Cure all hp, plus remove curse, poison, disease, blindness, feeblemind
| RC0
|
| 5
| Immunity (0E)
| Abj
| 1 target for CL t: Immune SL 0-3 magic; Resist SL 4-5 magic; Immune missiles (normal or magical); Resist melee attacks If cast along with a Wish: Immune SL 4 magic; Resist SL 5-6 magic; +1 or better weapon to hit
| RC0
| 5.0
| 6
| Maze (0E)
| Enc
| Mazed (no save): Int ≤ 8 = 1d6 t; Int 9-12 = 2d20 r; Int 13-16 = 2d4 r; Int ≥ 17 = 1d4 r
| RC0
| 5.0
|
7
| Meteor Swarm (0E)
| Evo
| 4 groups each take 8d6 earth dmg (no save) plus 8d6 fire dmg (Spell save for ½) CF=2: The dmg is eldritch earth and eldritch fire, and the fire now gives no save.
| RC0
| 5.0
| 8
| Power Word Kill (0E)
| Enc
| Slays one target with ≤ 60 hp (no save); if has ≤ 100 hp is stunned 1d4 t instead CF=2: Slays one target with ≤ 120 hp (no save); if has ≤ 200 hp is stunned 1d4 r instead
| RC0
| 5.0
| 9
| Prismatic Wall (0E)
| Abj
| The Prismatic colors are in this order, Red must be removed first: Red = Blocks all magical missiles; Inflicts 12 dmg (no save); Negated by magical cold Orange = Blocks all non-magical missiles; Inflicts 24 dmg (no save); Negated by magical lightning Yellow = Blocks all breath weapons; Inflicts 48 dmg (no save); Negated by Magic Missile spell Green = Blocks all detection effects; Poisoned (slain, PPD save); Negated by Passwall spell Blue = Blocks all poisons, gases, gazes; Petrified (PP save); Negated by Disintegrate spell Indigo = Blocks all matter; Gated to random plane or Capital L Lost (Spell save); Negated by Dispel Magic Violet = Blocks magic of all types; Unconscious and Insane (RSW save); Negated by Continual Light
| RC0
| 5.0
|
10
| Shapechange (0E)
| Alt
| Becomes another creature (DL I to IX; non-unique) in all respects except for hp, saves, and mental abilities
| RC0
| 5.0
| 11
| Survival (0E)
| Abj
| Immune local terrain, gravity, vacuum, non-magical (normal) elements; Need not breathe, eat, drink, or sleep
| RC0
| 5.0
| 12
| Timestop (0E)
| Alt
| Stop time for 1d4+1 rounds
| RC0
| 5.0
|
13
| Wish (0E)
| Cnj
| Can duplicate Wizard SL 0-7 or other group SL 0-6. Wish is not any more powerful than any other 9th level spell, it is simply more versatile (in fact, this makes the spell's effect weaker). You may wish to increase stats. Current stat: 17 or below = +1; 18 to 19.9 = +0.1; 20 and up = +0.01 per wish. If you do this, the spell cannot be channelled. Wish typically drains the MF if used a lot in an area. CF=2: Can duplicate any spell SL 0-7. CF=3: Can duplicate Wizard SL 0-8 or other group SL 0-7. CF=4: Can duplicate any spell SL 0-8.
| RC0
| 5.0
|
|
[S3] Priest Spells
[S3.1] Level 1 Priest Spells (CF=1)
#
| Name
| Sphere
| Effect
| Source
| New?
|
1
| Cure Light Wounds
| Hea
| Cure 2d6+1 (choose 1 die) (or) 6 hp {Touch, 1 creature}
| RC0
|
| 2
| Detect Danger
| Div
| Detect evil or traps 1 sq' /r {self only}
| RC0
|
| 3
| Detect Evil
| All, Div
| Detect evil & evil intent 120' {self only}
| RC0
|
|
4
| Detect Magic
| Div
| Gives school and general power level within 60'
| RC0
| 5.0
| 5
| Faerie Fire
| Wea
| -2 AC on CL/5+1 targets
| RC0
|
| 6
| Light
| Sun
| Light; can blind if targetted (save) {1 group}
| RC0
|
|
7
| Locate
| Div
| Locate one known animal or plant {self only}
| RC0
|
| 8
| Predict Weather
| Div, Wea
| Detects upcoming weather
| RC0
|
| 9
| Protection from Evil
| Pro
| Protection from evil; +1 saves; evil -1 TH {self only}
| RC0
|
|
10
| Purify Food and Water
| All, Div
| Purifies food and water for up to 12 people
| RC0
| 5.0
| 11
| Remove Fear
| Cha
| Removes fear; +CL saves vs. fear {Touch, 1 creature}
| RC0
|
| 12
| Resist Cold
| Pro
| All creatures in area get resist cold {1 group}
| RC0
|
|
|
[S3.2] Level 2 Priest Spells (CF=1)
#
| Name
| Sphere
| Effect
| Source
| New?
|
1
| Bless
| All
| Friends get +1 TH/dmg for 6t
| RC0
| 5.0
| 2
| Find Traps
| Div
| Detect mechanical/magic traps 90'. Highlights in the caster's mind places where (if he were to walk or touch there) a trap would be released. It does not point out where the trap is or how to disarm it. Does not affect out-of-phase or psionic traps. {self only}
| RC0
| 5.0
| 3
| Heat Metal
| Ele
| If metal armor: 1 dmg 1st segment, 2 dmg 2nd, 4 dmg 3rd, 8 dmg 4th, 4 dmg 5th, 2 dmg 6th, 1 dmg 7th
| RC0
| 5.0
|
4
| Hold Person
| Cha
| Hold (save); 1 target: save at -2; 2 targets: at -1 {1-4 creatures}
| RC0
|
| 5
| Know Alignment
| Div
| Detect alignment 10' on 1 creature, object, or effect
| RC0
| 5.0
| 6
| Obscure
| Wea
| 10*LVL' diameter cloud, can't see through
| RC0
| 5.0
|
7
| Produce Fire
| Ele
| Creates a normal fire from hands (1d4 dmg to someone in your group)
| RC0
| 5.0
| 8
| Resist Fire
| Pro, Ele
| +2 saves vs. fire; -1 dmg /die vs. fire
| RC0
|
| 9
| Silence 15' Radius
| Gua
| Silence. If cast upon an object and the object moves, the silence moves with it (just like a light spell). The reverse dispels silence and has no V component (only S). {1 group}
| RC0
|
|
10
| Snake Charm
| Cha, Ani
| Charm CL HD of snakes (no save)
| RC0
| 5.0
| 11
| Speak with Animal
| Ani
| Speak with one type of animal for 6t
| RC0
| 5.0
| 12
| Warp Wood
| Pla
| Warps wood; Can affect CL size S objects (size M counts as 2, size L counts as 4)
| RC0
| 5.0
|
|
[S3] Priest Spells
[S3.3] Level 3 Priest Spells (CF=1)
#
| Name
| Sphere
| Effect
| Source
| New?
|
1
| Call Lightning
| Wea
| Directs lightning bolts 8d6 during storms (save:½). You may cast this spell off of a Dust Devil instead of having a storm nearby. This expends the devil.
| RC0
| 5.0
| 2
| Continual Light
| Sun
| Magical light (permanent); can blind if targetted (Spell save) {1 target}
| RC0
| 5.0
| 3
| Cure Blindness
| Nec, Hea
| Cure Blindness
| RC0
| 5.0
|
4
| Cure Disease
| Nec, Hea
| Cure Disease (incl. Mummy Rot or Green Slime); at CL=11 can Cure Lycanthropy
| RC0
| 5.0
| 5
| Growth of Animal
| Ani
| Double an animal's size; it does x2 dmg for 12t
| RC0
| 5.0
| 6
| Hold Animal
| Cha, Ani
| Hold up to CL HD of animals (PPD save)
| RC0
| 5.0
|
7
| Locate Object
| Div
| Locate one object within 60'+10*CL'
| RC0
| 5.0
| 8
| Protection from Poison
| Pro
| Target is immune Poison, Gas, Cloudkill for CL t
| RC0
| 5.0
| 9
| Remove Curse
| Nec, Hea
| Remove Curse
| RC0
| 5.0
|
10
| Speak with the Dead
| Div, Nec
| Corpse answers three questions truthfully.
| RC0
| 5.0
| 11
| Striking
| Com
| Weapon gets +0/+3, can hit creatures that require any amount of +'s to hit
| RC0
|
| 12
| Water Breathing
| Ele
| Target can breathe underwater for 1 d
| RC0
| 5.0
|
|
[S3.4] Level 4 Priest Spells (CF=1)
#
| Name
| Sphere
| Effect
| Source
| New?
|
1
| Animate Dead
| Nec
| Animate up to CL HD of skeletons (1 HD each) or zombies (2 HD each)
| RC0
| 5.0
| 2
| Control Temperature 10' radius
| Wea
| +/- 50 degrees F
| RC0
| 5.0
| 3
| Create Water
| Cre, Ele
| Create 50 gallons of water, plus 50 more per level over CL=8.
| RC0
| 5.0
|
4
| Cure Serious Wounds
| Hea
| Cure 2d6+2 hp (can take offer of 12 hp)
| RC0
| 5.0
| 5
| Dispel Magic
| Com
| Dispels magic, (20+CL-enemyCL)*5% in area or auto 1 effect
| RC0
| 5.0
| 6
| Neutralize Poison
| Nec, Hea
| Neutralize Poison
| RC0
| 5.0
|
7
| Plant Door
| Tra, Pla
| Immune Entangle; Can enter into a tree
| RC0
| 5.0
| 8
| Protection from Evil 10' radius
| Pro
| As per Pro. Evil but an area
| RC0
| 5.0
| 9
| Protection from Lightning
| Pro, Ele
| Absorb CLd6 lightning dmg
| RC0
| 5.0
|
10
| Speak with Plants
| Pla
| You can talk with plants
| RC0
| 5.0
| 11
| Sticks to Snakes
| Pla, Ani
| Turns 2d8 sticks into DL II snakes
| RC0
| 5.0
| 12
| Summon Animals
| Sum, Ani
| Summons CL HD of animals
| RC0
| 5.0
|
|
[S3] Priest Spells
[S3.5] Level 5 Priest Spells (CF=1)
#
| Name
| Sphere
| Effect
| Source
| New?
|
1
| Anti-Plant Shell
| Pla, Pro
| Immune to plants for CL r
| RC0
| 5.0
| 2
| Commune
| All
| Deity answers three yes-or-no questions
| RC0
| 5.0
| 3
| Control Winds
| Ele
| Change wind direction and speed, or charm or destroy an Air Elemental (no save)
| RC0
| 5.0
|
4
| Create Food
| Cre
| Creates 12 man-days of food, each level above 8 is another 12 man-days
| RC0
| 5.0
| 5
| Cure Critical Wounds
| Hea
| Cure 3d6+3 hp (can take offer of 18 hp)
| RC0
| 5.0
| 6
| 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.
| RC0
| 5.0
|
7
| Dissolve
| Ele
| Transforms 3000 sq. ft. of rock to mud
| RC0
| 5.0
| 8
| Insect Plague
| Sum, Ani
| Summons a group of insects, drives of 3 HD and less creatures (no save)
| RC0
| 5.0
| 9
| Pass Plant
| Pla
| Move from one group of plants to another within 600 yds
| RC0
| 5.0
|
10
| Quest
| All, Cha
| Force target to perform or avoid an action (Spell save)
| RC0
| 5.0
| 11
| Raise Dead
| Nec
| What you get is the full character at 1 hit point (he can be healed), with no spells or psionic points.
| RC0
| 5.0
| 12
| Truesight
| Div
| See all things as they really are. This spell can see anything except: Dust of Disappearance, Divine/Artifact Effects, objects hidden and also under False Seeing.
| RC0
| 5.0
|
|
[S3.6] Level 6 Priest Spells (CF=1)
#
| Name
| Sphere
| Effect
| Source
| New?
|
1
| Aerial Servant
| Ele, Sum
| Summons a DL VI Aerial Servant (Air Elemental)
| RC0
| 5.0
| 2
| Animate Objects
| Cha
| Animate an object as a DL VI Golem
| RC0
| 5.0
| 3
| Anti-Animal Shell
| Ani, Pro
| Immune to animals for CL r
| RC0
| 5.0
|
4
| Barrier
| Wrd
| Creates a wall of whirling hammers (7d10 metal dmg, no save)
| RC0
| 5.0
| 5
| Create Normal Animals
| Cre
| Creates CL HD of monsters (does not count as summon; they do not have special physical or mental abilities; this spell cannot be channelled)
| RC0
| 5.0
| 6
| Cureall
| Hea
| Cure all dmg + remove all non-divine ailments
| RC0
|
|
7
| Find the Path
| Div
| Shows most direct way to a location
| RC0
| 5.0
| 8
| Speak with Monsters
| Div
| Speak with monsters for CL r
| RC0
| 5.0
| 9
| Summon Weather
| Wea
| Bring any nearby weather condition to local area
| RC0
| 5.0
|
10
| Transport Through Plants
| Tra, Pla
| Move instantly from one plant to another of the same species (same plane)
| RC0
| 5.0
| 11
| Turn Wood
| Enc, Pla
| Mobile wall of force, any plant life it contacts is pushed along
| RC0
| 5.0
| 12
| Word of Recall
| Ast
| Teleports you back to designated place on a trigger
| RC0
| 5.0
|
|
[S3] Priest Spells
[S3.7] Level 7 Priest Spells (CF=1)
#
| Name
| Sphere
| Effect
| Source
| New?
|
1
| Creeping Doom
| Sum, Ani
| 1000 hp/dmg mass of insects. If the doom is attacked, subtract the damage from it's hit point total, even with gross (area-affecting) spells. For example a fireball will not kill a creeping doom, even though each individual bug has 1 hit point.
| RC0
| 5.0
| 2
| Earthquake
| Ele
| Buildings take CL Hdmg (Hull dmg); Creatures have 1 in 6 chance of falling in (Reflex save)
| RC0
| 5.0
| 3
| Holy Word
| Com
| 1 group: ≤ 5 HD = Killed; 6-8 HD = Stun 2d10 r; 9-12 HD = Deaf 1d6 t; 13+ HD = Stun 1d10 r (those with 13+ HD get a save)
| RC0
| 5.0
|
4
| Metal to Wood
| Ele
| Transforms 5*CL lbs. of metal to wood (can choose to ruin metal weapons and armor)
| RC0
| 5.0
| 5
| Raise Dead Fully
| Nec
| What you get is the full character at full hit points, but with no spells or psionic points.
| RC0
|
| 6
| Restore
| Nec
| Restores 1 level of energy drain
| RC0
| 5.0
|
7
| Summon Elemental
| Sum, Ele
| Summons a DL VII Elemental
| RC0
| 5.0
| 8
| Survival
| Pro
| Immune local terrain, gravity, vacuum, non-magical (normal) elements; Need not breathe, eat, drink, or sleep
| RC0
| 5.0
| 9
| Travel
| Tra, Ast
| Caster and CL/5 allies for CL t: Free Action; Fly at 36"; 1M: Move to adjacent plane; 1M: Gaseous Form
| RC0
| 5.0
|
10
| Weather Control
| Wea
| Control weather within 240 yard radius (a tornado would attack as a DL VII Air Elemental)
| RC0
| 5.0
| 11
| Wish
| Sum
| Can duplicate Priest SL 0-5 or other group SL 0-4. You may wish to increase stats. Current stat: 17 or below = +1; 18 to 19.9 = +0.1; 20 and up = +0.01 per wish. If you do this, the spell cannot be channelled. Wish typically drains the MF if used a lot in an area. CF=2: Can duplicate any spell SL 0-5. CF=3: Can duplicate Priest SL 0-6 or other group SL 0-5. CF=4: Can duplicate any spell SL 0-6.
| RC0
|
| 12
| Wizardry
| Ast
| Can use wizard scrolls or wizard items as if they were meant for priest group instead of wizard (e.g. could use a Ring of Wizardry for priest spells).
| RC0
| 5.0
|
|
[Q0] Martial Arts / Ki Powers (Psi. Freq. 0)
[Q0.1] General Psi0 Information
KiL (Ki Level) = (highest Psi0 level)*3 + (highest Monk1 level)*2 + (highest Wild Talent level).
| P0Ps = Str + Dex + Con + Wis - 40 + KiL
| These are restored at 1 per round until the maximum per turn (equal to KiL) is reached.
| 1 P0P = 20 Psi1 points = 2 Psi9 track points for purposes of Psi11 conversion.
|
| In the "Action" column below (which is the actions needed to perform the maneuver), read "patt" as "punch attack" and "katt" as "kick attack".
| Read "One attack:" on the Effects tables below as "Gain and do one attack, if successful, do the following:". You don't actually do damage with the attack unless noted.
|
|
[Q0.2] Psi0 Minor Powers (CF=1)
#
| Power
| P0P
| Action
| Effect
|
1
| Acting
| 0
| 0
| Acting, Spying, Disguise proficiencies; KiL*10% chance to resist Detect Lie spell
| 2
| Arrow Cutting
| 1
| 1V
| You get a Dex check (with penalty = enemy's level) for each missile shot at you this round
| 3
| Binding
| 0
| 1V
| Tie up a helpless/surrendered foe so they cannot escape by physical means
|
4
| Bowyer
| 0
| 0
| Bowyer/Fletcher proficiency; 1 week of F actions: Make a nonmagical +1/+0 bow.
| 5
| Calligraphy
| 1
| 0
| Copy documents; Can copy magical writings at KiL% success, (100-KiL)% destroy original
| 6
| Catfall
| 1
| 1P
| Land on feet, get a Dex check versus each die of the falling damage
|
7
| Choke
| 1
| 1P
| One attack: Each round target makes Con check or unconscious, maintain by using 1V
| 8
| Classical Literature
| 0
| 0
| Legend Lore KiL%
| 9
| Climbing
| 1
| 1V
| Gain Climb Walls rating of KiL*10% for the round
|
10
| Contortion
| 1
| 1V
| Escape Bonds (but not from Binding power above); can squeeze through small gaps
| 11
| Dance
| 0
| 0
| Dancing, Juggling, Mime proficiencies; Can communicate without using spoken words
| 12
| Disable Limb
| 1
| 1P
| One attack: One limb cannot be used by target for 1t (no save)
|
13
| Disarm
| 1
| 1P
| One attack: Target is disarmed (no save)
| 14
| Entangle
| 1
| 1P
| One attack: Do one attack of dmg; -1 segment that target can use per round; maintain 1V
| 15
| Fast-draw
| 1
| 0
| 1 of your weapon attacks occurs at start of round; can pick up 1 weapon without using 1V
|
16
| Forced March
| 1
| 0
| +KiL to movement rate for the day
| 17
| Grapple
| 1
| 1P
| One attack: Do KiL + Str bonus (to damage) dmg every round, maintain by using 1V
| 18
| Hawking
| 0
| 0
| Can train a hawk to hunt or spy (not as good as a familiar, but close)
|
19
| Horsemanship
| 1
| 1V
| Horsemanship proficiency; Keeps mount under control in difficult situations
| 20
| Hurling
| 1
| 1P
| One attack: Throw any weapon (incl. weapons not meant to be thrown) without hit penalty
| 21
| Kippup
| 1
| 0
| Stand up without using a V action.
|
22
| Leaping
| 1
| 1V
| Jump KiL*5' horizontally or KiL*2' vertically
| 23
| Maka Wara
| 0
| 0
| Each time someone hits you with an unarmed attack, he takes 1 damage back.
| 24
| Medicine I
| 1
| 1V
| Choose one: Cure KiL hp; Cure Wounding; Repair disabled limb
|
25
| Meditation
| -3
| 1 turn
| +KiL mental saves & Immune Fear for 1t; x2 normal healing/regenation rate in non-combat
| 26
| Music
| 0
| 0
| Music Composition, Instrumental, Singing proficiencies
| 27
| Piercing Thrust
| 1
| 0
| Do maximum damage with a piercing weapon attack.
|
28
| Reverse Cut
| 0
| 0
| Can attack to side or behind at no penalty (don't have to turn around)
| 29
| Rhetoric
| 0
| 0
| Fast-talking, Negotiation, Preaching proficiencies
| 30
| Silent Garrote
| 1
| 1P
| One attack: Choke as above (you must be in Backstab position); Silence 15'r for duration.
|
|
[Q0] Martial Arts / Ki Powers (Psi. Freq. 0)
[Q0.2] Psi0 Minor Powers (CF=1) (continued)
#
| Power
| P0P
| Action
| Effect
|
31
| Silent Kill
| 1
| 1P
| One attack: Do a x2 Backstab (you must be in Backstab position); Silence 15'r for that 1s.
| 32
| Stealthy Movement
| 1
| 1V
| Gain Move Silently and Hide in Shadows ratings of KiL*10% for the round
| 33
| Swimming
| 1
| 1M
| Can swim underwater for the round with no chance of drowning; Resist Water for 1 round
|
34
| Tea Ceremony
| X
| 1 turn
| Give to other Psi0-users in room a total of X Psi0 points, this may be above max for 1 turn
| 35
| Theology
| 0
| 0
| Religion proficiency; Detect divine beings
| 36
| Throw
| 1
| 1P
| Make one attack, if successful, throw target level*10' in one direction, he takes falling dmg
|
37
| Trip
| 1
| 1att
| One attack: Do KiL dmg; target is down but may spend 1V to get back up
| 38
| Unarmed Combat
| 0
| 0
| +level TH and dmg with unarmed combat
|
|
[Q0.3] Psi0 Major Powers (CF=1)
#
| Power
| P0P
| Action
| Effect
|
1
| Air Throw
| 3
| 1P,1V
| One attack: Target takes KiL*5' falling damage
| 2
| Backflip Kick
| 2
| 1kick
| One kicking attack to opponent's back (not a backstab): Normal damage.
| 3
| Concealment
| 2
| 1M
| Invisibility
|
4
| Death Touch
| 3
| 1P
| One attack: Death (save vs. PPD)
| 5
| Double Dread Kick
| 2
| 2kick,1V
| Two kicking attacks: Each does normal damage and knocks the target back KiL'
| 6
| Ear Pop
| 2
| 2punch
| (The 2att from seperate limbs) One attack: Target stunned and deaf (each save vs. PP)
|
7
| Fire and Stones
| 2
| 2att
| (The 2att from seperate limbs) One attack: Destroys enemy's weapon (item save)
| 8
| Flying Knee Thrust
| 2
| 1kick,1V
| One kicking attack: x2 normal damage.
| 9
| Focus: Magic Resistance
| 3
| 0
| KiL*5% MR for 1r
|
10
| Foot Sweep
| 2
| 1kick
| One kicking attack: Normal damage, target is knocked down
| 11
| Forward Flip Knee
| 2
| 1kick
| One kicking attack to opponent's back of head (not backstab) at -4 TH: Normal damage.
| 12
| Handstand Kick
| 2
| 1kick,1V
| One kicking attack: Normal damage, with a bonus equal to your movement rate (in inches)
|
13
| Medicine II
| 2
| 1V
| Choose one: Restore 1 stat point; Cure Disease; Neutralize Poison
| 14
| Monkey Grab Punch
| 3
| 2punch
| One punch attack at +KiL to hit, cannot be parried/countered/dodged: Do normal damage.
| 15
| Power Uppercut
| 2
| 2punch
| One punch attack at +KiL to hit: Do normal damage.
|
16
| Precision Strike
| 0
| 0
| All your weapons gain (+0)d(+2) on damage.
| 17
| Returning Hurl
| 3
| 1P
| Hurling (above); if weapon has chain attached it has end-of-round returning.
| 18
| San He
| 3
| 0
| For 1r: Immovability; cannot be knocked back/down; cannot use V actions
|
19
| Shockwave
| 3
| 1F
| Earthquake KiL' r (as spell)
| 20
| Spinning Back Fist
| 2
| 1punch,1V
| One punch attack: That attack does x2 damage.
| 21
| Stepping Front Kick
| 2
| 3kick,1V
| Two kicking attacks, second autohits if first hits: Normal damage, target knocked back KiL'
|
22
| Toughskin
| 0
| 0
| +KiL/2 AC bonus
| 23
| Triple Strike
| 3
| 3att
| (The 3att from seperate limbs) Three attacks at same target at +KiL to hit: Normal dmg.
| 24
| Wounded Knee
| 3
| 1kick
| One kicking attack: Target loses 1V action per round for 1t.
|
|
[Q7] Undead Psionics (Psi. Freq. 7)
[Q7.1] Psi7 Minor Powers (CF=1)
#
| PSPs
| Description
|
1
| 2
| Curse (Spell save)
| 2
| -10 to max
| Fear aura (anyone who enters your group) (Will save)
| 3
| -10 to max
| Immunity to cold
|
4
| -10 to max
| Immunity to disease
| 5
| -10 to max
| Immunity to emotional effects
| 6
| -10 to max
| Immunity to sleep, fatigue, and exhaustion
|
7
| 2/r
| Improved Invisibility to Undead
| 8
| 2
| Moan: One group is feared (Will save)
| 9
| -10 to max
| Need not breathe
|
10
| -10 to max
| Need not eat or drink
| 11
| -10 to max
| Need not sleep; Unaging
| 12
| -10 to max
| Pick a stat. Whenever you touch someone, they take (CL+1)/2 ability damage to that stat (PPD save)
|
13
| 2
| Summon a DL I Undead
| 14
| -10 to max
| Whenever you touch someone, they get a disease (PPD save)
| 15
| -10 to max
| You Turn Undead at +1 level, +CL to the d20 roll, and +CL/2 to the d12 roll
|
|
[Q7.2] Psi7 Major Powers (CF=1)
#
| PSPs
| Description
|
1
| -25 to max
| Immunity to critical hits
| 2
| -25 to max
| Immunity to paralysis and stun
| 3
| -25 to max
| Immunity to poison
|
4
| 5/t
| Incorporealness (+20 AC, you can pass through walls, can pick up objects, but cannot attack)
| 5
| 5
| Magic Jar / Possession (Will save)
| 6
| -25 to max
| Regenerate at CL-3 hp /s
|
7
| 5
| Slay Living (save)
| 8
| 5
| Summon a DL IV Undead
| 9
| -25 to max
| Vampiric Regen (CL-3)*10% of damage you deal
|
10
| -25 to max
| Whenever you touch someone, they are aged CLd4 years (PPD save)
| 11
| -25 to max
| Whenever you touch someone, they are energy drained (CL+3)/6 levels (no save)
| 12
| -25 to max
| Whenever you touch someone, they are paralyzed (PP save)
|
13
| 5
| Wither limbs (like a Sharpness effect) (CL-3 PP saves, each missed save is one lost limb)
| 14
| 5
| Wrench
| 15
| -25 to max
| You emit a stench like a ghast
|
|
[Q7] Undead Psionics (Psi. Freq. 7)
[Q7.1-CF2] Psi7 Minor Powers (CF=2)
#
| PSPs
| Description
|
16
| 2
| Doesn't cost an additional action to use, just your eye's P or M action: Gaze to Charm (save)
| 17
| -10 to max
| People need a +CL weapon to hit you
|
|
[Q7.2-CF2] Psi7 Major Powers (CF=2)
#
| PSPs
| Description
|
16
| -25 to max
| Immunity to ability drain
| 17
| -25 to max
| Immunity to all mind-affecting effects
|
|
[Q7.3-CF2] Psi7 Grand Powers (CF=2)
#
| PSPs
| Description
|
1
| 8
| Death Spell a group (total CL*CL HD, max HD affected = CL)
| 3
| -40 to max
| Immunity to any effect that requires a Fortitude save (unless the effect also works on objects)
| 4
| -40 to max
| Immunity to death or slay effects
|
5
| -40 to max
| Immunity to energy drain and negative levels
| 6
| -40 to max
| Immunity to Turn Undead
| 7
| 8
| Summon a DL VII Undead
|
8
| 8
| Target is energy drained CL/2 levels (no save)
| 9
| -40 to max
| Whenever you touch someone, they get Mummy Rot (no save)
|
|
[Q7.1-CF3] Psi7 Minor Powers (CF=3)
#
| PSPs
| Description
|
18
| 2
| Duplicate a SL 0-1 Necromancy effect (Wizard or Priest)
|
|
[Q7.3-CF3] Psi7 Super Powers (CF=3)
#
| PSPs
| Description
|
1
| 11
| As You Are
| 2
| 11
| Summon a DL X Undead
| 3
| -55 to max
| When you die, you go to the Negative Energy Plane, and will reform on the Prime the next day
|
4
| -55 to max
| You do not go unconscious and stay offensive at any negative hp total (but will still die)
| 5
| -55 to max
| Your unarmed attacks are Vile damage and hard to heal (healing effects are divided by CL-16)
|
|
| DM Note: There are CF=4 and CF=5 Psi7 powers from the original [Q7] Collective section; no room to list them here.
|
|
[Q10] Empathic (Role Aids) Psionics (Psi. Freq. 10)
[Q10.0] 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.
|
|
[Q10.1] Psi10 First Level Powers (minors) (CF=1)
#
| 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)
[Q10.2] Psi10 Second Level Powers (minors) (CF=1)
#
| 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
| Confuse
| Telep
| 14
| Confusion (save)
| RAPsi
| 6
| Contingency Awaken
| Somn
| 3
| Set a contingency for conditions to wake up
| RAPsi
|
7
| Cool *
| Pyro
| 8/r
| Keeps object at a normal temperature; Imm. to increase temperature change
| RAPsi
| 8
| Darkness
| Pyro
| 7/r
| Darkness (can target someone to blind them, they get a save)
| RAPsi
| 9
| Detect Charm *
| Empa
| 8
| Detect Charm,Suggestion,Domination,Control Actions,Magic Jar,Geas,Quest
| RAPsi
|
10
| Detect Motive *
| Telep
| 10
| Gives motive for why someone is asking the way he is
| RAPsi
| 11
| Dream
| Somn
| 3
| Sleeping target has a dream (caster has no control)
| RAPsi
| 12
| Emotion Read
| Telep
| 10
| Read emotional state
| RAPsi
|
13
| Empathy
| Empa
| 10
| Sense needs, drives, emotions of target
| RAPsi
| 14
| Enforced Sleep
| Somn
| 2/target
| Sleep 3*CL r (save vs. spell); max HD affected /target = CL
| RAPsi
| 15
| Extinguish
| Pyro
| 10
| Puts out a fire, or dispel a fire-based spell (Wall of Fire, Fire Shield, etc.)
| RAPsi
|
16
| False Emotion *
| Telep
| 7/r
| Give off a false emotional state, true emotion is undetectable
| RAPsi
| 17
| Fear
| Telep
| 17
| Fear (save vs. spell at -CL/3); Fumble (save vs. spell)
| RAPsi
| 18
| Feeblemind
| Telep
| 10
| Feeblemind (save)
| RAPsi
|
19
| Fire Protection *
| Pyro
| 8/r
| Resist Fire
| RAPsi
| 20
| Floating Disc
| TK
| w/r
| Floating Disc; w = log(weight in lbs.)
| RAPsi
| 21
| Healing
| Empa
| 15
| Take X dmg, which regen at 1 hp/r: Target is cured X hp (max X = 24)
| RAPsi
|
22
| Homeostasis *
| Pyro
| 1/r
| Resist non-magical Heat and Cold
| RAPsi
| 23
| Intensify Fire *
| Pyro
| 10/r
| Doubles the damage of an existing fire effect
| RAPsi
| 24
| Jump *
| TK
| J
| Jump J" (max J = CL*4)
| RAPsi
|
25
| Know Alignment *
| Telep
| 12
| Know Alignment
| RAPsi
| 26
| Levitate
| TK
| 5/r
| Levitation
| RAPsi
| 27
| Message
| Somn
| 4
| Sends a message; same plane
| RAPsi
|
28
| Mind Read *
| Telep
| 20/r
| Read surface thoughts of target
| RAPsi
| 29
| Pain Erase
| Telep
| 8/r
| Target heals 25% of damage taken; Take only 75% of damage received
| RAPsi
| 30
| Pillar of Fire
| Pyro
| 10/r
| Makes a column of fire (10' wide by 10*CL' high), 1d10 dmg
| RAPsi
|
31
| Prolonged Wakefulness
| Somn
| 2/d
| Need not sleep; only 1 natural reset per 2 days while not sleeping
| RAPsi
| 32
| Push
| TK
| ½*S/r
| Push an object; S = Str score desired (max = Int)
| RAPsi
| 33
| Remove Fear
| Telep
| 8
| Remove Fear
| RAPsi
|
34
| Shield *
| TK
| A/r
| AT +10+A source (max A = CL)
| RAPsi
| 35
| Talk in Sleep
| Somn
| 4
| Sleeping target talks in his sleep (presumably about his dream)
| RAPsi
| 36
| Troubled Sleep
| Somn
| 4/h
| Fear (save vs. spell); if sleeping, target has nightmares
| RAPsi
|
37
| Untroubled Sleep
| Somn
| 2/h
| Cannot be targetted by Somniomancy effects while sleeping
| RAPsi
| 38
| Warmth *
| Pyro
| 8/r
| Keeps object at a normal temperature; Imm. to decrease temperature change
| RAPsi
| 39
| Wind
| TK
| 3/r
| Gust of Wind
| RAPsi
|
|
[Q10] Empathic (Role Aids) Psionics (Psi. Freq. 10)
[Q10.3] Psi10 Third Level Powers (majors) (CF=1)
#
| 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)
[Q10.4] Psi10 Fourth Level Powers (majors) (CF=1)
#
| 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
| Heat II
| TK
| w*T/r
| Raise temperature in object; w = ln(weight in lbs.); T = ln(change °F)
| RAPsi
|
10
| Kinetic Wall
| TK
| 8/r
| Immobile wall that blocks missile and melee weapons; must spend 1V to pass
| RAPsi
| 11
| Masquerade
| Empa
| 1/h
| Caster has the mind-set and thought patterns of another
| RAPsi
| 12
| Memory Read
| Telep
| 8/r
| Read memories of target
| RAPsi
|
13
| Memory Protection *
| Telep
| 5/r
| Immune to Memory stealing, mind reading, Capital E Extract
| RAPsi
| 14
| Mental Erasure
| Telep
| 30
| Forget (save at -5-CL/3)
| RAPsi
| 15
| Mental Guard
| Somn
| 12/h
| Imm. Charm,Confusion,Fear,Feeblemind,Possession,Soul Trap,Suggestion
| RAPsi
|
16
| Scare
| Empa
| 15
| Fear 1d3+CL/2 r, target must save every round (even if made previous saves)
| RAPsi
| 17
| Sensitivity to Psychic Imp.
| Empa
| 20
| Sensitivity to Psychic Impressions
| RAPsi
| 18
| Sleep of Healing
| Somn
| 21
| Target sleeps this segment, cure CL/2 hp, disease, blind, feeblemind, insanity
| RAPsi
|
19
| Slow
| TK
| 3/r
| Slow; -1P action (save for each)
| RAPsi
| 20
| Stasis *
| Somn
| 18
| Feign Death (can be used on willing others)
| RAPsi
| 21
| Static Discharge
| Pyro
| 35
| All in caster's group (except caster) take (10+CL/3)d6 lightning dmg (save:½)
| RAPsi
|
22
| Waking Nightmare *
| Somn
| 5/r
| Target is immune to emotion changes and hallucinations
| RAPsi
| 23
| Walking Sleep
| Somn
| 10/h
| Target is fully aware and can use Z and V actions while asleep
| RAPsi
|
|
[Q10.5-CF2] Psi10 Fifth Level Powers (grands) (CF=2)
#
| Name
| Disc.
| PSPs
| Effect
| Source
|
1
| Charm Person
| Empa
| 15
| Charm Person (make CL saves)
| RAPsi
| 2
| Dream of Communion
| Somn
| 30
| Contact other Plane (caster is sleeping this segment)
| RAPsi
| 3
| Dream Quest
| Somn
| 30
| Quest/Geas (save vs. spell)
| RAPsi
|
4
| Dream Travel
| Somn
| 50
| Teleport (same plane) (caster is sleeping this segment)
| RAPsi
| 5
| Fire Blast
| Pyro
| 26
| One group takes (8+CL/5)d6 fire dmg (save:½)
| RAPsi
| 6
| Fire Strands
| Pyro
| 22
| Web spell, everyone within takes Xd6 dmg /r, X is # sizes larger than size T
| RAPsi
|
7
| Fly *
| TK
| S/r
| Fly at S*3"
| RAPsi
| 8
| Hypnotism
| Empa
| 20
| Hypnosis (make CL saves)
| RAPsi
| 9
| Lightning Bolt
| Pyro
| 24
| Lightning Bolt, CLd6 dmg (save:½)
| RAPsi
|
10
| Memory Write
| Telep
| 65
| Change a memory in a target (save)
| RAPsi
| 11
| Object Reading
| Empa
| 35
| Object Reading
| RAPsi
| 12
| Plane Shift
| Somn
| 55
| Plane Shift (caster is sleeping this segment)
| RAPsi
|
13
| Prescient Dream
| Somn
| 62
| Precognition about a person or item, more exact information than Forerunners
| RAPsi
| 14
| Sleep Guard
| Somn
| 15
| Contigency Awaken, wake up and do a Psi10 power (chosen ahead of time)
| RAPsi
| 15
| Suggestion
| Empa
| 17
| Suggestion (make CL saves)
| RAPsi
|
16
| Transportation
| Somn
| 50+15P
| Teleport (same plane) (P=# of people) (all in the effect are sleeping this seg.)
| RAPsi
|
|
[Q12] Law / True / Chaos Psionics (Psi. Freq. 12 L/T/C)
[Q12L.0] Law Psionics (Psi. Freq. 12L)
This psionic frequency is based on the first element of a creature's alignment.
| If a creature takes this frequency and also frequency 6, they both count as only one frequency towards the number of frequencies limit.
| Anyone with frequency 12 psionics has access to all powers of that alignment within frequency 12; there are no slots or selections to make.
| All of these powers (except Mental Freedom in Psi12C) cost 1 Mental action to use. Each type of these psionics gain 1 point back per round (6/m or 60/t) if the character is not engaged in combat.
|
| Law Psionic Points (LPPs) for Psionicists = (Int + Str) * (Psi12L level)
| LPPs for Wild Talents = (higher of Int or Str) * (highest level) / 3
|
|
[Q12L.1] Psi12L Powers (CF=1)
#
| Power
| LPP
| Type
| Description
|
1
| Communication
| 2/r
| Minor
| Allows communication with any creature w/Int 1+
| 2
| Detect Chaos/Psionics
| 2/r
| Minor
| Detect Chaos (and) Detect Psionics
| 3
| Order Objects
| 15
| Minor
| Arrange group of small object by some order (or) Count a group of objects (or) Weigh an object
|
4
| Protection from Chaos
| 15+2/r
| Minor
| As Pro.Evil but versus Chaotic alignment
| 5
| Command
| 20
| Minor
| Command (as spell), except can use 2 words
| 6
| Hold Person
| 35
| Minor
| Hold Person, +45 LPPs gives Hold Monster
|
7
| Personal Illusion
| 35+4/t
| Minor
| Exact illusion of a creature (except mannerisms)
| 8
| Calm Chaos
| 40
| Minor
| Calms down a group of people, removes enraged, berserk, pissed (no save)
| 9
| Enthrall
| 40
| Minor
| Fascinates a group (Will save)
|
10
| Predictability
| 45/t
| Major
| All your non-permanent die rolls of NdS instead are rolled as Nd(S-2)+N
| 11
| Search Law
| 55
| Major
| Searches law system for loopholes to use for solution of problem or to your advantage
| 12
| Charm Lawful Creature
| 60
| Major
| Charm (no save) only vs. Lawful creatures
|
13
| Rigid Thinking
| 60
| Major
| Target must continue doing what it did last for CL r (Spell save); attacking him breaks the effect
| 14
| Compulsive Order
| 75
| Major
| Target must clean his area for 1d6 r (Spell save); attacking him breaks the effect
| 15
| Defensive Harmony
| 80
| Major
| CL/2 targets each get +CL/2-1 AC for 1t
|
16
| Discipline
| 80
| Major
| Creature saves: if made it takes caster's level in damage, if missed AL shifts one towards L
| 17
| Mental Clock
| 80/d
| Major
| Function without sleep (and) Exact mental clock
| 18
| Create/Enforce Law
| 95
| Major
| Creates a logical/sensible law based on criteria (or) summons a creature who has broken a law
|
19
| Impeding Permission
| 100
| Major
| Target cannot do anything unless he gets permission from the caster for CL t (Spell save)
|
|
[Q12] Law / True / Chaos Psionics (Psi. Freq. 12 L/T/C)
[Q12L.1-CF2] Psi12L Powers (CF=2)
#
| Power
| LPP
| Type
| Description
|
20
| Legal Thoughts
| 120
| Grand
| Target must follow a certain law (Spell save)
| 21
| Summon Lawful Creature
| 120
| Grand
| Gate (as spell) for Lawful creature or for a Water or Air Elemental
| 22
| Illusionary Order
| 125+8/h
| Grand
| Illusion: creates the appearance of order/logic
|
23
| Control Weather
| 135
| Grand
| Control Weather (as spell)
| 24
| Tempus Lawfulness
| 145
| Grand
| Removes all temporal anomolies in 30'r
|
|
[Q12L.1-CF3] Psi12L Powers (CF=3)
#
| Power
| LPP
| Type
| Description
|
25
| Strength of One
| 65
| Major
| Everyone in the party's Str becomes the highest among the L aligned members of the party
| 26
| Champion's Strength
| 105
| Grand
| One member of the party gets the Str bonuses from all the other members
| 27
| Order Reality
| 160
| Grand
| Alter Reality, but effect must be Lawful intent
|
28
| Clone/Simulacrum
| 165
| Super
| Clone (or) Simulacrum (as the MU spells)
| 29
| Imprisonment
| 180
| Super
| Imprisonment (as spell)
| 30
| Enslave
| 200/r
| Super
| Target creature's AL switches to L, all of it's actions under control of caster (no save)
|
|
[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.
|
|
[E1.1] Adventuring Gear
Item
| Cost
| Weight
| Source
|
Acid, Flask of
| 30
| 1
| DM
| Acid, Metal-eating, 1 Vial
| 50
| 0.2
|
| Adventure Pack, Beginner
| 25
| 15
| DM
|
Adventure Pack, Mid-lvl
| 250
| 20
| DM
| Adventure Pack, High-lvl
| 2500
| 25
| DM
| Adventure Pack, Über
| 25000
| 0
| DM
|
Air bladder
| 15
| 2
|
| Alchemist's Fire, Flask of
| 20
| 1
| PH3
| Aniseed, vial (stops dogs)
| 0.2
| 0
| AWRC2
|
Antitoxin (vial)
| 50
| 1
| PH3
| Arrow, Major grapple
| 10
| 1
|
| Arrow, Minor grapple
| 6
| 0.6
|
|
Artisan's Tools
| 5
| 5
| PH3
| Astrolabe
| 8
| 1
| AWRC2
| Axe, Hatchet
| 2
| 3
| AWRC2
|
Axe, Ice
| 10
| 4
| AWRC2
| Backpack (Leather)
| 2
| 2
| RC0
| Bag, Leather
| 0.08
| 0.5
|
|
Bag, Tanglefoot
| 50
| 4
| PH3
| 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
| AWRC2
|
Beads, Prayer
| 1
| 0.5
| PH1
| Bedroll
| 0.1
| 5
| PH3
| Bell
| 1
| 0
| PH3
|
Belt pouch, large
| 1
| 1
|
| Belt pouch, small
| 0.7
| 0.5
|
| Bird cage
| 2
| 5
|
|
Blanket
| 0.05
| 3
| PH3
| Blinding Powder
| 10
| 0
|
| Block and tackle
| 5
| 5
| PH3
|
Bolt case
| 1
| 1
|
| Book, 100 Paper
| 400
| 15
| DM
| Book, 100 Papyrus
| 160
| 20
|
|
Book, 100 Parchment
| 220
| 20
|
| Book, 100 Vellum
| 400
| 20
|
| Bottle or flask
| 0.3
| 0
| PH3
|
Box, Iron, Large
| 15
| 75
| PH1
| Box, Iron, Small
| 8
| 35
| PH1
| Bucket
| 0.3
| 4
| PH3
|
Caltrops (10)
| 3
| 1
| PH3
| Candle, Tallow
| 0.01
| 0.5
| PH1
| Candle, Wax
| 0.1
| 0.5
| PH1
|
Candle snuffer
| 0.06
| 1.5
|
| Cane, Walking
| 2
| 6
|
| Canvas (/sq.yd.)
| 0.4
| 1
| PH3
|
Case, Bone, Map/Scroll
| 5
| 5
| PH1
| Case, Leather, Map/Scroll
| 1.5
| 2.5
| PH1
| 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
| PH3
| Charcoal, 10 lb bag of
| 2
| 10
|
|
Charcoal, Bundle
| 0.02
| 0
|
| Chest, Wooden, Large
| 1.6
| 50
| PH1
| Chest, Wooden, Small
| 0.8
| 25
| PH1
|
Chisel
| 1
| 3
|
| Chisels, lock, set of 3
| 2
| 1
|
| Climber's kit
| 80
| 5
| PH3
|
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
| PH3
|
Dagger, Climbing
| 5
| 1
|
| Dice, 1 pair of
| 0.2
| 0.5
|
| Dice, 1 pair of,loaded
| 2
| 0.5
|
|
Disguise kit
| 50
| 8
| PH3
| Dissection Instruments
| 10
| 5
| AWRC2
| 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
| PH3
| 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
| AWRC2
| Grappling Iron
| 3
| 2
|
| Glue, 2 oz pot of
| 0.05
| 1
|
|
Grapnel
| 7
| 7.5
|
| Grappling hook
| 0.8
| 4
| RC0
| Grindstone
| 0.05
| 1
|
|
Hacksaw
| 2
| 2
|
| Hacksaw, Folding
| 3
| 1
| AWRC2
| Hacksaw Blade
| 0.6
| 0
|
|
Hairbrush
| 0.07
| 0.5
|
| Hammer, Small
| 2
| 1
| RC0
| Hammock
| 2
| 2
|
|
Healer's kit
| 50
| 1
| PH3
| Hinge-Removing set
| 30
| 1
| AWRC2
| Horn
| 1
| 1
| AWRC2
|
Hourglass
| 25
| 0.5
| PH3
| Housebreaker's Harness
| 25
| 2
|
| Hunting Trap, Bear (L)
| 12
| 15
| AWRC2
|
Hunting Trap, Rabbit (S)
| 4
| 3
| AWRC2
| Incense, Stick
| 1
| 0.1
| PH1
| Ink, 2 oz pot of
| 1
| 1
|
|
Ink, Disappearing
| 5
| 1
| AWRC2
| Inkpen
| 0.1
| 0
| PH3
| Insect Repellant
| 5
| 1
| AWRC2
|
Jar, Glass
|
| 5
| 4
| Keg, Wooden 5 gal
| 0.15
| 25
|
| Keymaking Set
| 40
| 6
| AWRC2
|
Ladder, Rope, 30'
| 8
| 8
| AWRC2
| 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
| RC0
|
Lantern, Beacon
| 150
| 50
|
| Lantern, Bullseye
| 12
| 3
| PH1
| Lantern, Hooded
| 7
| 2
| PH1
|
Lantern, Waterproof
| 50
| 3
|
| Lard, Pint of
| 0.01
| 2
|
| Leeches, jar of
| 10
| 2
| AWRC2
|
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
| RC0
|
Manacles, Pair of, & key
| 5
| 2
| PH3
| Map of the known world
| 1
| 1
|
| Map or scroll case
| 0.8
| 0.5
|
|
Map-Making kit
| 35
| 3
| AWRC2
| Marble, Airy Water 5' r
| 360
| 0
| DM
| Marble, Continual Light
| 90
| 0
| DM
|
Marble, Silence 15' r
| 900
| 0
| DM
| Marbles, Regular bag (30)
| 0.02 cp
| 1
|
| Merchant's scale
| 2
| 1
|
|
Mess/Cooking kit
| 8
| 8
| AWRC2
| Metal file
| 2
| 1
|
| Mini Blade
| 0.05 cp
| 0
|
|
Mirror, Large, Metal
| 10
| 10
| PH1
| Mirror, Small, Metal
| 2
| 0.1
|
| Mirror, Small, Silver
| 20
| 2
|
|
Mirror, Small, Steel
| 5
| 0.5
| RC0
| Nails, Iron, 10
| 0.01
| 1
|
| Oil, flask, Greek fire
| 10
| 2
| PH2
|
Oil, flask, Incendiary
| 10
| 2
| DM
| Oil, flask, Lamp
| 0.06
| 1
| RC0
| Oil, flask, Scented
| 0.4
| 1
| AWRC2
|
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
| PH3
| 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
| RC0
|
Pouch, Belt, Large
| 1
| 1
| RC0
| Pouch, Belt, Small
| 0.8
| 0.5
| RC0
| Pulley
| 25
| 0.5
|
|
Purse
| 0.01
| 0.2
|
| Quiver (12 arrows/20 qu.)
| 1
| 0.5
| RC0
| Quiver, 12 arrows cap
| 0.8
|
| 3
|
Quiver, 20 arrows cap
| 1.2
| 4
| PH1
| Quiver, 20 bolts cap
| 1.5
| 3.5
| PH1
| Quiver, 40 bolts cap
| 1
| 6
| PH1
|
Ram, Portable
| 10
| 20
| PH3
| 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
| RC0
| Rope, 50' hemp
| 0.5
| 7.5
|
|
Rope, 50' superior
| 1
| 10
|
| Rope, 50' silk
| 15
| 5
|
| Sack, Large
| 0.3
| 0.5
| RC0
|
Sack, Small
| 0.01
| 0.1
| RC0
| Saw, One man
| 2
| 3
|
| Saw, Two man
| 12
| 20
|
|
Scabbard, False
| 12
| 1
|
| Scabbard, Sword, Bastard
| 3
| 1.5
|
| Scabbard, Sword, Broad
| 2
| 1
|
|
Scabbard, Sword, Katana
| 3
| 1.5
|
| Scabbard, Sword, Long
| 2
| 1
|
| Scabbard, Sword, Ninja-to
| 1
| 0.5
|
|
Scabbard, Sword, Rapier
| 2
| 1
|
| Scabbard, Sword, Scimit.
| 2
| 1
|
| Scabbard, Sword, Short
| 1
| 0.5
|
|
Scabbard, Sword, 2-hand.
| 4
| 2
|
| 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
| AWRC2
| Signal whistle
| 0.8
| 0.1
|
| Signet ring/personal seal
| 5
| 0.1
|
|
Skeleton Key
| 10
| 0
|
| Skin, Water/wine
| 0.15
| 0.5
| PH1
| Slate and Chalk
| 10
| 1
| AWRC2
|
Sledge
| 1
| 10
| PH3
| Sleep Gas (bottle)
| 20
| 1
| AWRC2
| Smokestick
| 20
| 1
| PH3
|
Soap,5 oz bar of
| 0.02
| 0.3
|
| Soap (per lb)
| 0.5
| 1
|
| Spade/shovel
| 2
| 6
| PH3
|
Spike, Climbing, Iron
| 0.05
| 0.4
|
| Spike, Iron, Large
| 0.01
| 0.5
| RC0
| Spyglass
| 1000
| 2
|
|
Stake, Wooden
| 0.01
| 0.1
| RC0
| String,50'
| 0.01
| 1
|
| Sundial
| 8
| 50
|
|
Sunrod
| 2
| 1
| PH3
| Symbol, Holy
| 25
| 0.1
| RC0
| Symbol, Holy, Iron
| 2
| 3
| PH1
|
Symbol, Holy, Silver
| 50
| 2
| PH1
| Symbol, Holy, Wooden
| 0.07
| 1
| PH1
| 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
| RC0
|
Thieves' tools,masterwork
| 100
| 2
| PH3
| Thunderstone
| 30
| 1
| PH3
| Tinder Box w/ flint & steel
| 2
| 0.5
| RC0
|
Tindertwig (Match)
| 1
| 0
| PH3
| Torch, Normal
| 0.01
| 2
| RC0
| Torch, Small, 3
| 0.01
| 1
|
|
Tree Bed
| 8
| 8
| AWRC2
| Tree Seat
| 15
| 16
| AWRC2
| 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
| RC0
| Water, Unholy, Vial
| 25
| 0.1
| RC0
|
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
| AWRC2
| Whetstone
| 0.02
| 0.5
|
| Whistle
| 1
| 0.5
|
|
Wig
| 2
| 0.5
|
| Wineskin
| 0.8
| 0.5
| RC0
| Winter Blanket
| 0.5
| 3
|
|
Wire Cutters
| 1
| 0.2
|
| Woodland Suit
| 35
| 5
|
| Writing ink, vial
| 8
| 0.1
|
|
|
[E2] Weapons
[E2.2] Weapons Table (CF=1)
Weapon
| gp
| lbs.
| Size
| #Att
| Size -M
| Size L+
| Critical
| Notes (DC of saves = amount hit by)
| Source
|
Axe, Battle
| 7
| 6
| M
| Melee
| 1d8
| 1d8
| 20/x2
|
| RC0
| Axe, Hand
| 4
| 3
| S
| Melee
| 1d6
| 1d6
| 20/x2
| Thrown: Range 1/2/3, use FastWpn line
| RC0
| Blowgun, < 2'
| 3
| 0.6
| S
| Lt X-Bow
| dart
| dart
| 20/x2
| Range 1/2/3; no Str bonus to dmg
| RC0
|
Blowgun, 2' +
| 6
| 1.5
| M
| Hv X-Bow
| dart
| dart
| 20/x2
| Range 2/3/4; gets Str bonus to dmg
| RC0
| " Ammo: Poisoned Dart
| 0.2
| 0.02
| T
| -
| 1d0
| 1d0
| bl-gun
| Poison: Death/0 (PPD save, DC=20)
| RC0
| Bola
| 5
| 0.5
| M
| Other
| 1d2
| 1d2
| 20/x2
| Range 2/4/6; Slow 1r (Reflex save)
| RC0
|
Bow, Short
| 25
| 2
| M
| Bow
| arrow
| arrow
| 20/x2
| Range 5/10/15
| RC0
| " Ammo: Arrow, Flight
| 0.25
| 0.05
| S
| -
| 1d6
| 1d6
| bow
|
| RC0
| " Ammo: Arrow, Silver
| 5
| 0.05
| S
| -
| 1d6
| 1d6
| bow
| Made of silver
| RC0
|
Bow, Long
| 40
| 3
| L
| Bow
| arrow
| arrow
| 20/x2
| Range 7/14/21
| RC0
| " Ammo: Arrow, Long
| 1
| 0.1
| M
| -
| 1d8
| 1d8
| bow
|
| DM
| " Ammo: Arrow, Silver Long
| 20
| 0.1
| M
| -
| 1d8
| 1d8
| bow
| Made of silver
| DM
|
Cestus
| 5
| 1
| S
| Unarmed
| +0d+1
| +0d+1
| 20/x2
| Modifies punch damage
| RC0
| Club
| 3
| 5
| M
| Melee
| 1d4
| 1d4
| 20/x2
|
| RC0
| Crossbow, Light
| 30
| 5
| M
| Lt X-Bow
| quarrel
| quarrel
| 20/x2
| Range is 6/12/18
| RC0
|
" Ammo: Quarrel, Light
| 0.3
| 0.03
| S
| -
| 1d6
| 1d6
| x-bow
| CF=2: dmg is 2d6
| RC0
| " Ammo: Quarrel, Silver
| 5
| 0.03
| S
| -
| 1d6
| 1d6
| x-bow
| CF=2: dmg is 2d6
| RC0
| Crossbow, Heavy
| 30
| 5
| L
| Hv X-Bow
| quarrel
| quarrel
| 20/x2
| Range is 8/16/24
| RC0
|
" Ammo: Quarrel, Heavy
| 0.35
| 0.04
| M
| -
| 2d4
| 2d4
| x-bow
| CF=2: dmg is 4d4
| RC0
| " Ammo: Quarrel, Silver
| 5
| 0.04
| M
| -
| 2d4
| 2d4
| x-bow
| CF=2: dmg is 4d4
| RC0
| Dagger, Normal
| 3
| 1
| S
| Melee
| 1d4
| 1d4
| 20/x2
| Thrown: Range 1/2/3, use Dagger line
| RC0
|
Dagger, Silver
| 30
| 1
| S
| Melee
| 1d4
| 1d4
| 20/x2
| Thrown: Range 1/2/3, use Dagger line
| RC0
| Halberd
| 7
| 15
| L
| Melee
| 1d10
| 1d10
| 20/x2
|
| RC0
| Hammer, Throwing
| 4
| 2.5
| M
| FastWpn
| 1d4
| 1d4
| 20/x2
| Range is 1/2/3
| RC0
|
Hammer, War
| 5
| 5
| M
| Melee
| 1d6
| 1d6
| 20/x2
|
| RC0
| Holy Water, Size S (flask)
| 25
| 0.1
| S
| Lt X-Bow
| 0d0
| 0d0
| 20/x2
| Range 1/3/5; Undead: 1d8 dmg (group)
| RC0
| Holy Water, Size M (keg)
| 100
| 2
| M
| Lt X-Bow
| 0d0
| 0d0
| 20/x2
| Range 1/3/4; Undead: 2d10 dmg (group)
| DM
|
Holy Water, Size L (barrel)
| 400
| 30
| L
| Lt X-Bow
| 0d0
| 0d0
| 20/x2
| Range 1/2/4; Undead: 3d12 dmg (group)
| DM
| Holy Water, Size H (tun)
| 1600
| 500
| H
| Lt X-Bow
| 0d0
| 0d0
| 20/x2
| Range 1/2/3; Undead: 4d14 dmg (group)
| DM
| Javelin
| 1
| 2
| M
| Melee
| 1d6
| 1d6
| 20/x2
| Thrown: Range 3/6/9, use FastWpn line
| RC0
|
Lance
| 10
| 18
| L
| Melee
| 1d10
| 1d10
| 20/x2
| x2 dmg if mounted
| RC0
| Mace
| 5
| 3
| M
| Melee
| 1d6
| 1d6
| 20/x2
|
| RC0
| Net, Medium
| 4
| 3.5
| M
| Other
| 1d0
| 1d0
| 20/x2
| Range 1/2/3; Entangled 1r (Reflex save)
| RC0
|
Oil, Burning, Size S (flask)
| 2
| 1
| S
| Lt X-Bow
| 1d8
| 1d8
| (none)
| Range 1/3/5; Splash 1/4th dmg; lasts +1s
| RC0
| Oil, Burning, Size M (keg)
| 8
| 1
| M
| Lt X-Bow
| 2d10
| 2d10
| (none)
| Range 1/3/4; Splash 1/4th dmg; lasts +2s
| DM
| Oil, Burning, Size L (barrel)
| 32
| 1
| L
| Lt X-Bow
| 3d12
| 3d12
| (none)
| Range 1/2/4; Splash 1/4th dmg; lasts +3s
| DM
|
Oil, Burning, Size H (tun)
| 128
| 1
| H
| Lt X-Bow
| 4d14
| 4d14
| (none)
| Range 1/2/3; Splash 1/4th dmg; lasts +4s
| DM
| Pike
| 3
| 8
| L
| Melee
| 1d10
| 1d10
| 20/x2
|
| RC0
| Polearm
| 7
| 15
| L
| Melee
| 1d10
| 1d10
| 20/x2
|
| RC0
|
Poleaxe
| 5
| 12
| L
| Melee
| 1d10
| 1d10
| 20/x2
|
| RC0
| Rock, Thrown
| 0.1
| 1
| S
| FastWpn
| 1d3
| 1d3
| 20/x2
| Range 1/3/5
| RC0
| Sap (Blackjack)
| 5
| 0.5
| S
| Melee
| 1d2
| 1d2
| 20/x2
| Behind: Stun 1s (PPD save; Unc. if miss by 10)
| RC0
|
Shield, Horned
| 15
| 2
| S
| Lt X-Bow
| 1d2
| 1d2
| (none)
| AC +1 (can use while attacking, no shield prof.)
| RC0
| Shield, Knife
| 65
| 7
| S
| Lt X-Bow
| 1d4+1
| 1d4+1
| (none)
| AC +1 (can use while attacking, no shield prof.)
| RC0
| Shield, Sword
| 200
| 18.5
| M
| Lt X-Bow
| 1d4+2
| 1d4+2
| (none)
| AC +2 (can use while attacking, no shield prof.)
| RC0
|
Shield, Tusked
| 200
| 27.5
| L
| Hv X-Bow
| 1d4+1
| 1d4+1
| (none)
| AC +3 (can use while attacking, no shield prof.)
| RC0
| Sling
| 2
| 2
| S
| Other
| 1d4
| 1d4
| 20/x2
| Range 4/8/16; silver pellets are 5 gp each
| RC0
| Spear
| 3
| 3
| L
| Melee
| 1d6
| 1d6
| 20/x2
| Thrown: Range 2/4/6, use FastWpn line
| RC0
|
Staff
| 5
| 4
| M
| Melee
| 1d6
| 1d6
| 20/x2
|
| RC0
| Sword, Bastard
| 15
| 8
| L
| Melee
| 1d6+1
| 1d6+1
| 20/x2
| Becomes 1d8+1 if wield two-handed
| RC0
| Sword, Normal
| 10
| 6
| M
| Melee
| 1d8
| 1d8
| 20/x2
|
| RC0
|
Sword, Short
| 7
| 3
| S
| Melee
| 1d6
| 1d6
| 20/x2
|
| RC0
| Sword, Two-Handed
| 15
| 10
| L
| Melee
| 1d10
| 1d10
| 20/x2
|
| RC0
| Torch
| 0.15
| 2
| S
| Melee
| 1d4
| 1d4
| 20/x2
| Light source; thrown range is 1/3/5
| RC0
|
Trident
| 5
| 2.5
| M
| Melee
| 1d6
| 1d6
| 20/x2
| Thrown: Range 1/2/3, use Melee line
| RC0
| Whip
| 2
| 2
| M
| Other
| 1d4
| 1d4
| 20/x2
| Entangled 1s (Reflex save), Slow 1s (Fort save)
| RC0
|
|
[E3] Armor
[E3.1] Body Armor Table (CF=1)
Name
| gp
| AT
| Bulk
| Weight
| Source
|
Augmented Mail
| 100
| +6
| fairly
| 45
|
| Banded Mail (0)
| 50
| +5
| bulky
| 45
| RC0
| Bar Mail
| 100
| +6
| fairly
| 45
|
|
Brigandine
| 60
| +4
| fairly
| 35
|
| Brigandine, Metal
| 1750
| +10
| fairly
| 29
| Angband
| Chain Mail
| 800
| +7
| fairly
| 22
| Angband
|
Chain Mail (0)
| 40
| +4
| fairly
| 40
| RC0
| Chain Mail, Augmented
| 1200
| +8
| fairly
| 27
| Angband
| Chain Mail, Bar
| 1500
| +9
| fairly
| 28
| Angband
|
Chain Mail, Double
| 1500
| +8
| fairly
| 25
| Angband
| Chain Mail, Elven
| 3000
| +5
| non-
| 20
|
| Chain Mail, Rusty
| 550
| +7
| fairly
| 20
| Angband
|
Cord
| 4
| +2
| non-
| 8
|
| Full Plate
| 5000
| +13
| very
| 38
| Angband
| Hide
| 1
| +4
| bulky
| 30
|
|
Lamellar, Metal
| 2500
| +12
| bulky
| 34
| Angband
| Leather (0)
| 2
| +2
| fairly
| 20
| RC0
| Leather, Bezainted
| 35
| +4
| fairly
| 25
|
|
Leather, Hard
| 150
| +3
| non-
| 10
| Angband
| Leather, Hard Studded
| 250
| +4
| non-
| 11
| Angband
| Leather, Scale Mail
| 20
| +3
| non-
| 22
|
|
Leather, Soft
| 3
| +1
| non-
| 10
|
| Leather, Soft Studded
| 35
| +3
| non-
| 9
| Angband
| Padded
| 30
| +2
| fairly
| 6
| Angband
|
Plate Mail (0)
| 60
| +6
| bulky
| 50
| RC0
| Plate Mail, Partial
| 2000
| +11
| bulky
| 26
| Angband
| Ribbed Plate
| 6000
| +14
| very
| 38
| Angband
|
Robe
| 4
| +1
| non-
| 2
| Angband
| Scale Mail (0)
| 30
| +3
| fairly
| 30
| RC0
| Scale Mail, Metal
| 600
| +7
| fairly
| 25
| Angband
|
Splint Mail
| 950
| +10
| bulky
| 25
| Angband
| Suit Armor
| 250
| +9
| bulky
| 75
| RC0
|
|
[E3.2] Shield Table (CF=1)
Name
| gp
| AC
| Bulk
| Weight
| Source
| Size
|
Shield, Large Leather
| 120
| +3
| fairly
| 10
| Angband
| L
| Shield, Large Metal
| 400
| +4
| fairly
| 12
| Angband
| L
| Shield, Large/Body/Tower
| 10
| +2
| fairly
| 15
| PH1
| L
|
Shield, Medium
| 7
| +1
| non-
| 10
| RC0
| M
| Shield, Small
| 3
| +1
| non-
| 5
| PH1
| S
| Shield, Small Leather
| 30
| +2
| non-
| 5
| Angband
| S
|
Shield, Small Metal
| 50
| +3
| fairly
| 10
| Angband
| M
|
|
[PC50] Collective 5.0 Classes
List of Classes in Collective 5.0
[PC1] Warrior
| [PC2] Wizard
| [PC3] Priest
|
Archer0 / Er0 / Ranger0
| Apothecary2
| Cleric0
| Dwarf0
| Astrologer1JG
| Cleric1JG
| Fighter0
| Cartographer2
| Holy Order of Stars Good1
|
Fighter1JG
| Fortune Teller10
| Shaman
| Guard
| Historian1JG
| Shukenja1
| Knight of the Crown1
| Itemizer0
| Sohei1
|
Knight0
| Magic-User0
|
| Knight1
| Savant1
|
| Ronin1JG
| Scribe1
|
|
Sailor1JG
| Translator1JG
|
| Samurai1
| White Robe1
|
|
| Witch Doctor
|
|
|
[PC4] Rogue
| [PC5] Psionicist
| [PC15] PC Designed
|
Acrobat0
| Fortune Teller10
| Fortune Teller10
| Appraiser2
| Psi12L
|
| Bandit1
| Psi7 (Undead)
|
|
Merchant1JG
|
|
| Ninja1
|
|
| Ninja1JG
|
|
|
Scout
|
|
| Thief0
|
|
| Yakuza1
|
|
|
|
[PC50] Collective 5.0 Classes
Acrobat0
Level
| KXP
| Spells
|
1
| 0
| (none)
| 2
| 0.625
| (none)
| 3
| 1.25
| (none)
|
4
| 2.5
| (none)
| 5
| 5
| (none)
| 6
| 10
| (none)
|
7
| 22.5
| (none)
| 8
| 37.5
| (none)
| 9
| 62.5
| (none)
|
10
| 90
| (none)
| 11
| 125
| (none)
| 12
| 250
| (none)
|
13
| 375
| (none)
| 14
| 500
| (none)
| 15
| 625
| (none)
|
16
| 750
| (none)
| 17
| 875
| (none)
| 18
| 1000
| (none)
|
19
| 1125
| (none)
| 20
| 1250
| (none)
| 21
| 1375
| (none)
|
22
| 1500
| (none)
| 23
| 1625
| (none)
| 24
| 1750
| (none)
|
25
| 1875
| (none)
| 26
| 2000
| (none)
| 27
| 2125
| (none)
|
28
| 2250
| (none)
| 29
| 2375
| (none)
| 30
| 2500
| (none)
|
31
| 2625
| (none)
| 32
| 2750
| (none)
| 33
| 2875
| (none)
|
34
| 3000
| (none)
| 35
| 3125
| (none)
| 36
| 3250
| (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 14, Dex 17, Con 16
| Alignment:
| any G
| HD/level:
| d6
| Weapon Prof.:
| 2+level/4
| To Hit Table:
| Rog
| Save Table:
| Rog
| Reference:
| D&D Cartoon
| Groups:
| Rogue
|
|
|
|
| CF=1:
|
| Gets 30 rogue points per level.
| Level 1: Gets Limited Exceptional Dex bonus { Bonus=(stat-12), maximum +6 }
| Level 9: Free Martial Arts style; +1 LVL-8 maneuvers.
|
|
Lvl
| Acrobat Ability | -50% | -100% | -150%
| Act
| Base
| Penalty
| Bonus
|
1
| Attack (+1 TH per 10% made this segment)
| V
| 5
| Dex-12
| Dex-15
| 1
| Escape Bonds | Binding | Imprisonment/Time Stop || Get out of Put Down a Hole
| PV
| 0
| Str-14
| Str-16
| 1
| Evasion (0, make by 5% per amount hit: no dmg from weapon)
| V
| 10
| Dex-11
| Dex-15
|
1
| Feather Falling || Body Control
| V
| 20
| Dex-12
| Dex-14
| 1
| Jumping | Levitate | Flight
| V
| 20
| Dex-11
| Dex-15
| 1
| Vaulting || Passwall
| V
| 45
| Dex-12
| Dex-16
|
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
| 5
| Your attacks this segment are stun branded (save)
| V
| 10
| Dex-17
| Dex-22
|
6
| Knock someone down; no save; penalty=(their Str)*2
| V
| 0
| Str-14
| Str-19
| 7
| Do (rating/25) attacks with one weapon; each attack does half damage
| P
| 25
| Str-15
| Str-23
| 8
| Blink | Controlled Blink | Teleport | Teleport without Error
| M
| 15
| Wis-12
| Wis-14
|
10
| Invisibility | Improved Invisibility | Dust of Disappearance
| MV
| 20
| Int-12
| Int-14
| 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
|
| CF=2:
|
| Level 1: Gets Exceptional Dex bonus { Bonus=(stat-12) }
| Level 1: +1V action.
|
| CF=3:
|
| Gets +10 rogue points per level (beyond the 30 noted at CF=1).
| Level 9: Can convert 1V->1QV (but not QV->QQV)
|
|
Lvl
| Acrobat Ability | -50% | -100% | -150%
| Act
| Base
| Penalty
| Bonus
|
1
| any Rogue level 1 ability
| -
| -
| -
| -
| 2
| any Rogue level 2 ability
| -
| -
| -
| -
| 4
| any Rogue level 4 ability
| -
| -
| -
| -
|
9
| Dispel Exhaustion ||| Heal
| P
| 10
| Con-18
| Con-25
| 12
| Speed (x2 move) | Speed (+1 V) | Speed (+1 P) | Speed (+1 M)
| VV
| 15
| Dex-12
| Dex-15
|
| CF=4:
|
| Level 1: Get Str and Dex bonus (to hit and damage for both) with staffs (staves).
|
|
[PC50] Collective 5.0 Classes
Apothecary2
Level
| KXP
| Wizard 123 456 789
|
1
| 0
| 1-- --- ---
| 2
| 2.5
| 10- --- ---
| 3
| 5
| 20- --- ---
|
4
| 10
| 200 --- ---
| 5
| 40
| 200 0-- ---
| 6
| 60
| 300 0-- ---
|
7
| 80
| 300 0-- ---
| 8
| 100
| 320 0-- ---
| 9
| 145
| 431 0-- ---
|
10
| 220
| 432 10- ---
| 11
| 370
| 433 20- ---
| 12
| 670
| 433 210 ---
|
13
| 970
| 443 220 ---
| 14
| 1270
| 444 330 ---
| 15
| 1570
| 444 431 0--
|
16
| 1870
| 554 442 0--
| 17
| 2170
| 555 442 10-
| 18
| 2470
| 555 543 20-
|
19
| 2770
| 555 554 210
| 20
| 3070
| 555 555 320
| 21
| 3370
| 555 555 321
|
22
| 3670
| 555 555 332
| 23
| 3970
| 555 555 443
| 24
| 4270
| 655 555 554
|
25
| 4570
| 666 665 555
| 26
| 4870
| 776 666 666
| 27
| 5170
| 777 777 777
|
28
| 5470
| 877 777 777
| 29
| 5770
| 887 777 777
| 30
| 6070
| 888 777 777
|
31
| 6370
| 888 877 777
| 32
| 6670
| 888 887 777
| 33
| 6970
| 888 888 777
|
34
| 7270
| 888 888 877
| 35
| 7570
| 888 888 887
| 36
| 7870
| 888 888 888
|
|
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:
| Con 10, Int 12
| Alignment:
| any
| HD/level:
| d4
| Weapon Prof.:
| 1+level/6
| To Hit Table:
| Wiz
| Save Table:
| Wiz
| Reference:
| S&S2
| Groups:
| Wizard
|
|
|
|
| CF=1:
|
| Does not get a stat bonus to progression; the 0's on the progression are if you 2nd edition specialize (see below).
| Level 1: If Dex is 15 or more, can 2nd edition specialize in Alteration (pick an opposite school).
| Level 1: Does not require spellbooks, may cast any Wizard spell that is known. If this is done, there is a (101-Int*5-CL*2)% chance of spell failure.
| Level 1: Identify potions, medicines, poison.
| Level 1: For a potion: Can increase duration by 100% or effect by 50%. Each potion can be improved in this way only once.
| Level 1: Can build a lab. It costs 1000 gp to build a level 1 lab, an additional 2000 gp to build a level 2 lab, an additional 3000 gp to build a level 3 lab, etc. If the lab is higher level than your Apothecary2 level, treat it as your Apothecary2 level.
| Level 1: [If a lab is available] 8 hours of actions: Brew potion, make a lab level check, if successful, roll a random potion. If power score, roll twice, picking better result. If fail, there is a minor explosion or some other annoyance (chemical burn, blindness for a day, etc.).
| Level 1: [If a lab is available] Each reset, add to memorization 1 Alteration spell per spell level up to (lab level)/2, round up.
| Level 1: [If a lab is available] 1 hour of actions: Roll a (your CL)+(lab CL) check, if success: Make a concoction, some effects follow Aphrodisiac, Beauty Cream (+1 Chr for 1d), Chemical Light, Emetic (causes vomiting), Healing Salve (1d4), Painkiller, Poison (1 use, CLd4 damage or death at CL=9), Poison Antidote, Relaxant, Stimulant
|
| CF=2:
|
| Gets Int bonus to spell progression.
|
|
[PC50] Collective 5.0 Classes
Appraiser2
Level
| KXP
| Spells
|
1
| 0
| (none)
| 2
| 1.25
| (none)
| 3
| 2.5
| (none)
|
4
| 4.5
| (none)
| 5
| 9
| (none)
| 6
| 17.5
| (none)
|
7
| 35
| (none)
| 8
| 60
| (none)
| 9
| 90
| (none)
|
10
| 140
| (none)
| 11
| 200
| (none)
| 12
| 400
| (none)
|
13
| 600
| (none)
| 14
| 800
| (none)
| 15
| 1000
| (none)
|
16
| 1200
| (none)
| 17
| 1400
| (none)
| 18
| 1600
| (none)
|
19
| 1800
| (none)
| 20
| 2000
| (none)
| 21
| 2200
| (none)
|
22
| 2400
| (none)
| 23
| 2600
| (none)
| 24
| 2800
| (none)
|
25
| 3000
| (none)
| 26
| 3200
| (none)
| 27
| 3400
| (none)
|
28
| 3600
| (none)
| 29
| 3800
| (none)
| 30
| 4000
| (none)
|
31
| 4200
| (none)
| 32
| 4400
| (none)
| 33
| 4600
| (none)
|
34
| 4800
| (none)
| 35
| 5000
| (none)
| 36
| 5200
| (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, Int 12, Wis 10, Chr 9
| Alignment:
| any
| HD/level:
| d6
| Weapon Prof.:
| 2+level/4
| To Hit Table:
| Rog
| Save Table:
| Rog
| Reference:
| S&S2
| Groups:
| Rogue
|
|
|
|
| CF=1:
|
| Gets 40 rogue points per level.
| Level 1: Thieves' Cant.
| Level 1: Get +CL*5% more money when selling an item (max = 50%).
| Level 1: Get -CL*5% off when buying an item (max = 50%).
| DM Note #1 on the above two abilities: You generally cannot sell an item to someone for more money than you bought it for! The maximums are based on the "The party sells items for half their purchase value" rule. If that is not the case, adjust the max up or down accordingly.
| DM Note #2 on the above two abilities: These abilities *do* stack with other Appraiser2's in the party (or if you have Appraiser2 class more than once), but the maximum still applies to the combined result.
| Level 1: 1M, CL/d: Detect Magic.
| Level 1: Have a contact for each CL. A contact is a knowledgeable or useful person that the Appraiser2 can get information (or other benefits) from. The contact considers the Appraiser2 friendly (but will not outrageously trust him). If the Appraiser2 kills one of his contacts, he has a 50% chance of losing each of his other contacts.
|
|
Lvl
| Appraiser2 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 30% = x1) (increases 5/level) (yes this is a weird backstab)
| 0
| 55
| Int-6
| Int-20
| 1
| Read Languages | Decipher Code
| M
| 10
| Int-9
| Int-14
|
1
| Appraisal: Monetary Value | XP Value | Multiplier & Ego & Alignment | Know History
| M
| 10
| Int-13
| Int-15
| 3
| Identify | Legend Lore (yes this is backwards compared to the Bard ability)
| M | 0
| 5
| Int-13
| Int-15
| 8
| Read Magic (Wizard/Priest) ||| Read Magic (Concordant)
| M
| 20
| Int-13
| Int-15
|
|
[PC50] Collective 5.0 Classes
Archer0 / Er0 / Ranger0
Level
| KXP
| Druid Wizard 123 12
|
1
| 0
| --- --
| 2
| 0.625
| --- --
| 3
| 1.25
| --- --
|
4
| 2.75
| --- --
| 5
| 5.5
| --- --
| 6
| 10.625
| --- --
|
7
| 23.125
| --- --
| 8
| 40.5
| --- --
| 9
| 71.75
| 1-- --
|
10
| 128
| 1-- 1-
| 11
| 212.5
| 2-- 1-
| 12
| 296.75
| 2-- 2-
|
13
| 381.25
| 21- 2-
| 14
| 465.5
| 21- 21
| 15
| 550
| 22- 21
|
16
| 635
| 22- 22
| 17
| 720
| 221 22
| 18
| 805
| 222 22
|
19
| 890
| 322 22
| 20
| 975
| 322 32
| 21
| 1060
| 332 32
|
22
| 1145
| 332 32
| 23
| 1230
| 333 33
| 24
| 1315
| 333 33
|
25
| 1400
| 433 33
| 26
| 1485
| 433 33
| 27
| 1570
| 443 43
|
28
| 1655
| 443 43
| 29
| 1740
| 444 43
| 30
| 1825
| 444 44
|
31
| 1910
| 544 44
| 32
| 1995
| 544 44
| 33
| 2080
| 554 44
|
34
| 2165
| 555 54
| 35
| 2250
| 655 54
| 36
| 2335
| 665 54
|
|
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 14, Dex 17, Wis 10, Chr 12
| Alignment:
| any G
| HD/level:
| d8
| Weapon Prof.:
| 3+level/2
| To Hit Table:
| War
| Save Table:
| War
| Reference:
| D&D Cartoon
| Groups:
| Warrior
|
|
|
|
| CF=1:
|
| Level 1: Uses "FastWpn" column for number of attacks when using a bow.
| Level 1: Free single specialization in bow (spend 1 slot to double spec.).
| Level 1: 1N: Generate an energy arrow to fire (instead of using a normal arrow in a bow). This arrow is 1d10 dmg, crits on 19-20 for x2, and is a +LVL*½ / +LVL*½ magic weapon. It dissipates after use.
| Level 1: Divide actual range by 1.5 when determining range to target (only applies to missile weapons).
| Level 9: Ability to cast druid spells (no wisdom bonus).
| Level 9: A target with partial cover is considered to have no cover. Full cover is not affected.
| Level 10: Ability to cast wizard spells (can specialize in charm/divination).
| Level 10: May cast wizard spells through your arrows.
|
| CF=2:
|
| Level 1: Uses "Dagger" column for number of attacks when using a bow.
| Level 1: 1N: Generate an energy arrow to fire (instead of using a normal arrow in a bow). This arrow is 1d10 dmg, crits on 19-20 for x3, and is a +LVL/+LVL magic weapon. It dissipates after use.
|
| CF=3:
|
| Level 1: Get Str and Dex bonus with bows, even if not using a Strength Bow.
| Level 5: "Whirl" may be used with an energy arrow from your bow. 1P: Do 1 attack on every target within 10'r (one group usually).
|
| CF=4:
|
| Level 9: "Impale" may be used with an energy arrow from your bow. 1P: Do 1 attack per bow you are wielding (+1 more attack with your primary hand if you are hasted).
| Impale hit = 20-(your level), regardless of target's AC. Apply no modifiers to this roll except the weapon's magical plusses.
| Impale dmg = (avg dmg of the weapon with no modifiers except it's own magical plusses)*(your Warrior level).
|
|
[PC50] Collective 5.0 Classes
Astrologer1JG
Level
| KXP
| Wizard 123 456 789
|
1
| 0
| 1-- --- ---
| 2
| 2.5
| 20- --- ---
| 3
| 4.5
| 21- --- ---
|
4
| 10
| 220 --- ---
| 5
| 18
| 221 --- ---
| 6
| 40
| 222 0-- ---
|
7
| 72
| 322 1-- ---
| 8
| 136
| 332 20- ---
| 9
| 264
| 333 21- ---
|
10
| 664
| 333 320 ---
| 11
| 1064
| 433 321 ---
| 12
| 1464
| 444 321 ---
|
13
| 1864
| 444 322 ---
| 14
| 2264
| 444 432 0--
| 15
| 2664
| 544 432 1--
|
16
| 3064
| 555 432 2--
| 17
| 3464
| 655 443 20-
| 18
| 3864
| 655 443 21-
|
19
| 4264
| 655 543 22-
| 20
| 4664
| 655 544 320
| 21
| 5064
| 655 544 321
|
22
| 5464
| 665 554 322
| 23
| 5864
| 666 654 332
| 24
| 6264
| 776 655 432
|
25
| 6664
| 776 655 443
| 26
| 7064
| 777 665 543
| 27
| 7464
| 777 665 554
|
28
| 7864
| 887 666 654
| 29
| 8264
| 887 776 655
| 30
| 8664
| 888 777 665
|
31
| 9064
| 888 777 766
| 32
| 9464
| 988 887 776
| 33
| 9864
| 999 888 777
|
34
| 10264
| 999 988 887
| 35
| 10664
| 999 999 888
| 36
| 11064
| 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 15, Wis 13
| Alignment:
| any
| HD/level:
| d4
| Weapon Prof.:
| 1+level/3
| To Hit Table:
| Wiz
| Save Table:
| Wiz
| Reference:
| FGE1JG
| Groups:
| Wizard
|
|
|
|
| CF=1:
|
| If you reset within real (not magical) sight of the sky, you get Wisdom bonus for spells.
| Can specialize in Divination, if you do, choose a major opposite school.
| Level 1: Fly at (level*3)" rate.
| Level 1: 1 full reset: On the following reset, your spell progression in your Astrologer class is doubled.
| Level 2: 1 full reset studying a person (who must be present): All spells you cast on that person are at x(level+1)/2 effect. You are assumed to have already "studied yourself" when you reach level 3.
|
| CF=2:
|
| Ignore the "within real sight of sky" restriction for Wis bonus.
| Level 1: If within sight of the sky, can cast spells as if the MF was 1 higher.
| Level 3: 1 full reset: Cast a spell you know; it has permanent duration.
| New spells:
| Space Conjuration N (SL=N, Conjuration): Summon a DL N monster of type Space
|
|
[PC50] Collective 5.0 Classes
Bandit1
Level
| KXP
| Spells
|
1
| 0
| (none)
| 2
| 1.8
| (none)
| 3
| 3.6
| (none)
|
4
| 7.5
| (none)
| 5
| 15
| (none)
| 6
| 30
| (none)
|
7
| 60
| (none)
| 8
| 110
| (none)
| 9
| 200
| (none)
|
10
| 300
| (none)
| 11
| 450
| (none)
| 12
| 650
| (none)
|
13
| 900
| (none)
| 14
| 1150
| (none)
| 15
| 1400
| (none)
|
16
| 1650
| (none)
| 17
| 1900
| (none)
| 18
| 2150
| (none)
|
19
| 2400
| (none)
| 20
| 2650
| (none)
| 21
| 2900
| (none)
|
22
| 3150
| (none)
| 23
| 3400
| (none)
| 24
| 3650
| (none)
|
25
| 3900
| (none)
| 26
| 4150
| (none)
| 27
| 4400
| (none)
|
28
| 4650
| (none)
| 29
| 4900
| (none)
| 30
| 5150
| (none)
|
31
| 5400
| (none)
| 32
| 5650
| (none)
| 33
| 5900
| (none)
|
34
| 6150
| (none)
| 35
| 6400
| (none)
| 36
| 6650
| (none)
|
|
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, Dex 12, Con 12, Int 10
| Alignment:
| any
| HD/level:
| d8+1
| Weapon Prof.:
| 2+level/4
| To Hit Table:
| War
| Save Table:
| War
| Reference:
| BoD4
| Groups:
| Rogue
|
|
|
|
| CF=1:
|
| Level 1: Tracking as per Ranger of half the Bandit's level.
| Level 1: Use the "Non-Spec War" column for number of attacks.
| Level 1: # Attacks = level vs. creatures with less than 1 HD.
|
|
Lvl
| Bandit Ability | -50% | -100% | -150%
| Act
| Base
| Penalty
| Bonus
|
1
| Climb Walls | Climb Overhangs | Climb Upside Down
| V
| 60
| Str-9
| Str-13
| 1
| Hide in Shadows | Hide amongst People or Trees | Meld in Shadows/Mirrors
| V
| 0
| Dex-12
| Dex-17
| 1
| Find/Remove Traps: Mech. | Magic/Psi | OutPhase | Pro.
| M
| 5
| Dex-12
| Dex-17
|
1
| Pass without Trace || Etherealness || Probability Travel
| MV
| 0
| Chr-15
| Chr-21
| 1
| Escape Bonds | Binding | Imprisonment/Time Stop || Get out of Put Down a Hole
| PV
| 0
| Str-14
| Str-16
| 2
| Deeppockets | Vanish | Rope Trick ||| I'm Gone (to my own Pocket Plane)
| M
| 0
| Int-8
| Int-20
|
3
| Lower Encumbrance | Zero Encumbrance | No Armor Penalty
| P
| 10
| Str-13
| Str-18
| 4
| Mislead | Disappearance
| M
| 15
| Int-12
| Int-16
| 6
| Distraction | Mislead | Forget | Mirage Arcana
| M
| 15
| Wis-13
| Wis-16
|
10
| Locate (anything unique) Across Planes | Clairvoyance there | TWE there
| M
| 0
| Int-12
| Int-15
| 16
| Enhancement (add how much you made by to your next Rogue ability roll within 1r)
| F
| 0
| Chr-18
| Chr-22
|
| CF=2:
|
| Level 1: Can weapon specialize using the "Spec Non-War" line.
|
| CF=3:
|
|
Lvl
| Bandit Ability | -50% | -100% | -150%
| Act
| Base
| Penalty
| Bonus
|
1
| Any Scout 1 or Bounty Hunter 1 or Yakuza 1 ability
| -
| -
| -
| -
| 8
| Any Scout 8 or Bounty Hunter 8 or Yakuza 8 ability
| -
| -
| -
| -
| 13
| Preparation (Ability to use +1 action of any type next segment per 50% made)
| F
| 0
| Wis-18
| Wis-22
|
|
[PC50] Collective 5.0 Classes
Cartographer2
Level
| KXP
| Spells
|
1
| 0
| (special)
| 2
| 1.25
| (special)
| 3
| 2.5
| (special)
|
4
| 4.5
| (special)
| 5
| 9
| (special)
| 6
| 17.5
| (special)
|
7
| 36
| (special)
| 8
| 61
| (special)
| 9
| 91
| (special)
|
10
| 141
| (special)
| 11
| 359
| (special)
| 12
| 559
| (special)
|
13
| 1093
| (special)
| 14
| 1293
| (special)
| 15
| 1811
| (special)
|
16
| 2011
| (special)
| 17
| 2397
| (special)
| 18
| 2597
| (special)
|
19
| 2797
| (special)
| 20
| 2997
| (special)
| 21
| 3197
| (special)
|
22
| 3397
| (special)
| 23
| 3597
| (special)
| 24
| 3797
| (special)
|
25
| 3997
| (special)
| 26
| 4197
| (special)
| 27
| 4397
| (special)
|
28
| 4597
| (special)
| 29
| 4994
| (special)
| 30
| 5194
| (special)
|
31
| 5394
| (special)
| 32
| 9988
| (special)
| 33
| 10188
| (special)
|
34
| 10388
| (special)
| 35
| 10588
| (special)
| 36
| 10788
| (special)
|
|
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
| +0
| 6 5 6 3 4 1 3 0
|
+1
| 6 5 7 3 5 1 4 1
| +1
| 6 6 7 3 5 2 4 1
| +1
| 7 6 7 4 6 2 5 1
|
+2
| 7 7 7 4 6 3 5 2
| +2
| 7 7 8 4 7 3 6 2
| +2
| 7 8 8 4 7 3 6 2
|
+3
| 8 8 8 5 8 4 7 3
| +3
| 8 9 8 5 8 4 7 3
| +3
| 8 9 9 5 9 5 8 3
|
+4
| 8 10 9 5 9 5 8 4
| +4
| 9 10 9 6 10 5 9 4
| +4
| 9 11 9 6 10 6 9 4
|
+5
| 9 11 10 6 11 6 10 5
| +5
| 9 12 10 6 11 7 10 5
| +5
| 10 12 10 7 12 7 11 5
|
|
Requisites:
| Dex 10, Int 12
| Alignment:
| any
| HD/level:
| d4
| Weapon Prof.:
| 2+level/5
| To Hit Table:
| Wiz
| Save Table:
| Rog
| Reference:
| S&S2
| Groups:
| Wizard
|
|
|
|
| CF=1:
|
| Even though 0's can be common in the spell progression, this class does not get a stat bonus to spell progression.
| Level 1: Gain your CL in spell levels in memorization. The maximum spell level = (your CL)/2, round up. All spell levels at maximum spell level or lower are assumed to be at least a "0" for purposes of specialization. You may put a "½ " in a spell level (it costs half). Example: A 10th level Cartographer can have a 0, 1½, 0, ½, 1 progression.
| Level 1: May specialize (either edition) in Divination, pick an opposite school.
| Level 1: Free Cartography and Forgery proficiencies. A free Read/Write language proficiency per level.
| Level 1: Detect False Maps. This lets you know if a map is generally (over 50%) correct. See "Know Detail on Map" below for abuses of this ability.
| Level 1: Can map any area he's ever been to by memory.
| Level 1: Distance Sense (can estimate the distance to anything, error is less than 1%).
| Level 1: Can copy a non-magical map in 1 hour.
| Level 1: There is a 5*CL% chance you "just happen to have" a rough map to any given location you go to, assuming your race has visited this place before. These maps are usually incomplete and crude, but may have a clue or two.
| Level 1: Gain CL^2 gp per day you spend sitting around making maps for people. (DM Note: Lots of other classes should have a similar ability to this.)
| Level 4: Can map any area he's scrying into (via Crystal Ball or whatever).
| Level 5: Gain one 1st level apprentice per level. (Two per level starting at level 9)
| Level 9: May specialize (either edition) in a school of magic, pick an opposite school. If you pick Divination, you get an additional 2nd edition (+1 per SL) source, not 1st edition.
| Level 9: 1M, 1/t: Map dungeon level. This maps the entire DL, up to 1 mile in diameter. Exact details are not given, just rooms, doors, stairs, and vague features. Major features such as statues, altars, and pools may or may not be included at the DM's whim. Individual isolated sections of underground (not connected to the current dungeon) at the same depth probably will not be included. Certain rooms might be shielded in various ways (generally x2 multiplier effects), and might get omitted. If the map cannot be drawn in a 2 dimensional space, the map will probably have errors. If the map cannot be drawn in a 3 dimensional space, it will probably be a jumble of uselessness in the non-mappable sections. This ability can be used in a building; it maps that level of the building.
| Level 12: 1M, 1/h: Map wildnerness. This maps 100 yards diameter in wildnerness or 100 feet diameter in a town/city. Interiors of buildings and cliffs and such are given. This ability can be used underground, it maps 100 feet diameter even through solid rock (and to unconnected underground areas).
| Level 12: Gain a level (CL/2, round down) apprentice per level.
| Level 18: Once per day can modify a map into an Updating Map. Updating Maps change whenever the area they're mapping changes. The amount of detail on the map stays constant, as long as all details on the map when it was made Updating were true. Thus, if you know Blue Dragon Sizzle is sitting on 5 magic items, and make a Updating Map of his room, the map will change whenever Sizzle moves (and it will tell you where he is if he's still on the map). If he gains or loses any magic items, it will tell you how many. If you specifically gave the properties of each magic item, each new item would also be identified, unless it was of a multiplier higher than the person who created the Updating Map.
|
| CF=2:
|
| Level 1: Use 2*CL instead of CL for memorization progression (see first Level 1: ability at CF=1).
| Level 1: May specialize in Divination using *both* editions at the same time, in this case, pick a total of three opposite schools.
| Level 2: Know Detail on Map. If you make a Forgery roll, you can tell if a minor detail on a map is possible or not (if you don't specify which detail, the DM will point out something interesting about the map). This ability does not allow you to detect the future or whether an individual is in a specific place (e.g. if the map says "Blue Dragon Sizzle lives here", this ability says nothing other than whether a dragon *could* live here). You generally cannot sit down and imagine up maps (or have your friend do it), hoping that some random map you draw gives you information.
| Level 27: Once per day can modify an Updating Map into a Temporal Map. Temporal Maps have a "date & time" indicator on them, this can be changed once per turn, and the map changes to reflect that date and time.
| Level 29: Can access SL=10 spells.
| Level 36: Once per day can modify an Updating (or Temporal) Map into a Moving Map. Moving Maps can be "scrolled" in any of the 3 dimensions (up/down, north/south, east/west), the map changes to reflect the change. The Moving Map can "move" any amount of distance once per turn, but it suddenly changes to the new map (if you move the map 100 miles east, you don't get to see it scroll by real fast, it simply switches to the new location).
|
| CF=3:
|
| Level 32: Can access SL=11 spells.
|
|
[PC50] Collective 5.0 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
| 1000
| 655 443 0
| 17
| 1100
| 665 443 1
| 18
| 1200
| 665 443 2
|
19
| 1300
| 765 444 2
| 20
| 1400
| 765 444 3
| 21
| 1500
| 765 554 3
|
22
| 1600
| 765 554 4
| 23
| 1700
| 776 654 4
| 24
| 1800
| 876 655 4
|
25
| 1900
| 876 655 5
| 26
| 2000
| 877 665 5
| 27
| 2100
| 887 666 5
|
28
| 2200
| 887 776 5
| 29
| 2300
| 887 776 6
| 30
| 2400
| 888 777 6
|
31
| 2500
| 888 887 6
| 32
| 2600
| 988 887 6
| 33
| 2700
| 998 888 7
|
34
| 2800
| 999 888 8
| 35
| 2900
| 999 998 8
| 36
| 3000
| 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
|
|
|
|
| CF=1:
|
| Gets Wisdom bonus to spell progression.
| 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.
|
| CF=3:
|
| 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.
|
|
[PC50] Collective 5.0 Classes
Cleric1JG
Level
| KXP
| Priest 123 456 7
|
1
| 0
| 1-- --- -
| 2
| 1.8
| 20- --- -
| 3
| 3.6
| 21- --- -
|
4
| 7.2
| 320 --- -
| 5
| 14.4
| 331 --- -
| 6
| 28.8
| 332 0-- -
|
7
| 57.6
| 332 1-- -
| 8
| 115.2
| 333 20- -
| 9
| 230.4
| 443 21- -
|
10
| 590.4
| 443 320 -
| 11
| 950.4
| 544 321 -
| 12
| 1310.4
| 655 322 -
|
13
| 1670.4
| 666 422 0
| 14
| 2030.4
| 666 532 1
| 15
| 2390.4
| 666 642 1
|
16
| 2750.4
| 777 643 1
| 17
| 3110.4
| 777 753 2
| 18
| 3470.4
| 888 864 2
|
19
| 3830.4
| 998 864 2
| 20
| 4190.4
| 999 875 2
| 21
| 4550.4
| 999 986 2
|
22
| 4910.4
| 999 996 3
| 23
| 5270.4
| 999 997 3
| 24
| 5630.4
| 999 998 3
|
25
| 5990.4
| 999 998 4
| 26
| 6350.4
| 999 999 4
| 27
| 6710.4
| 999 999 5
|
28
| 7070.4
| 999 999 6
| 29
| 7430.4
| 999 999 7
| 30
| 7790.4
| 999 999 8
|
31
| 8150.4
| 999 999 9
| 32
| 8510.4
| AAA A99 9
| 33
| 8870.4
| AAA AAA 9
|
34
| 9230.4
| AAA AAA A
| 35
| 9590.4
| BBB BAA A
| 36
| 9950.4
| 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 12
| Alignment:
| any
| HD/level:
| d8
| Weapon Prof.:
| 2+level/3
| To Hit Table:
| Pri
| Save Table:
| Pri
| Reference:
| FGE1JG
| Groups:
| Priest
|
|
|
|
| CF=1:
|
| Gets Wisdom bonus to spell progression.
| Level 1: 1M, 1/d: Summon Aid: Summon a DL=(LVL+1)/2 Outer.
| Level 1: Instead of Turn Undead, gets Turn Opposite Alignment and Control Same Alignment. The Control Same Alignment is at a double HD penalty (e.g. A 15 HD monster is treated as if 30 HD).
| Level 1: 1M, LVL/w: Bless an item, it gains a +LVL/4 bonus to hit (if below level 4, is considered a +0 magical weapon).
| Level 3: +LVL/3 damage.
|
|
[PC50] Collective 5.0 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
|
|
|
|
| CF=1:
|
| Specializes using the "Dwarf0" column.
| Level 14: Resist Magic.
|
| CF=2:
|
| Specializes using the "Dwarf0" column, but you can use the 2nd row at levels 1-11 (Melee = 3/2).
| Gets 20 rogue points per level.
| Level 1: Over Hit (revised): If your TH bonus is greater than the target's AC+20, get +TH-AC-20 dmg per attack. (DM Note: You do not add the die roll like previous versions of the Collective.)
| Level 9: Parry: +N AC for each weapon you are wielding (N=0 for small, N=1 for medium, N=4 for large).
|
|
Lvl
| Thief Ability | -50% | -100% | -150%
| Act
| Base
| Penalty
| Bonus
|
2
| Pick Pockets/Shoplifting | Palm | Present
| P
| 15
| Dex-12
| Dex-16
| 2
| Open/Close Locks: Mech. | Magic/Psi | OutPhase
| VM
| 10
| Dex-11
| Dex-15
| 2
| Find/Remove Traps: Mech. | Magic/Psi | OutPhase | Pro.
| M
| 5
| Dex-12
| Dex-17
|
2
| Move Silently || Immovability
| V
| 10
| Dex-13
| Dex-16
| 2
| Hide in Shadows || Meld in Shadows/Mirrors
| V
| 5
| Dex-11
| Dex-16
| 2
| Detect Noise | Clairaudience
| M
| 15
| Wis-8
| Wis-20
|
2
| Climb Walls | Climb Overhangs | Climb Upside Down
| V
| 60
| Str-9
| Str-13
| 2
| Backstab (each 40% = x1) (increases 10/level)
| 0
| 70
| Int-6
| Int-20
|
| CF=3:
|
| Level 1: Over Hit (x1.5 version): If you hit someone and needed a negative number to hit them (i.e. your TH bonus was greater than his AC), do x1.5 dmg.
| Level 9: Smash: 0: Get -5 to hit, but add an additional Str bonus to damage.
|
|
Lvl
| Thief Ability | -50% | -100% | -150%
| Act
| Base
| Penalty
| Bonus
|
4
| Mimic Voices || Tongues
| M
| 25
| Wis-9
| Wis-12
| 4
| Distraction
| M
| 20
| Wis-13
| Wis-16
| 6
| Contortion | Elasticity | Become Liquid-Form
| VM
| 10
| Dex-10
| Dex-14
|
8
| Read Languages | Decipher Code
| M
| 0
| Int-9
| Int-14
| 8
| Deeppockets | Vanish
| M
| 10
| Int-6
| Int-18
| 10
| Sense Danger | Precognition | Choose Future
| VM
| 30
| Wis-8
| Wis-11
|
12
| All-Around Sight | Locate Object | Treasure Finding
| M
| 25
| Wis-15
| Wis-19
| 12
| Detect Illusion | Magic | Psi/Anti-Magic | Godly
| M
| 30
| Int-12
| Int-15
| 14
| Blink | Controlled Blink
| M
| 20
| Wis-12
| Wis-17
|
16
| Read Magic (Wizard/Priest) ||| Read Magic (Concordant)
| M
| 15
| Int-13
| Int-15
| 16
| Wraithform | Dream Travel
| V
| 25
| Con-15
| Con-17
| 18
| Clairvoyance | X-Ray Vision
| M
| 10
| Wis-10
| Wis-20
|
18
| Find/Remove Tricks: x1 multiplier || x2 multiplier ||| x3 multiplier (| do this 90' away)
| M
| 5
| Dex-18
| Dex-25
| 20
| Invisibility | Improved Invisibility
| M
| 0
| Int-13
| Int-18
| 24
| Phase Door | Dimension Door
| M
| 5
| Int-9
| Int-20
|
30
| Probability Travel
| MM
| 20
| Int-13
| Int-20
| 36
| Shape Alteration/Polymorph Object | Shapechange
| MM
| 5
| Con-13
| Con-20
| 54
| Time Shift
| VMM
| 20
| Int-16
| Int-24
|
| CF=4:
|
| Level 12: +6 HNCL (this can't be picked)
|
|
|
[PC50] Collective 5.0 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
|
|
|
|
| CF=1:
|
| Level 1: Over Hit (revised): If your TH bonus is greater than the target's AC+20, get +TH-AC-20 dmg per attack. (DM Note: You do not add the die roll like previous versions of the Collective.)
| Level 1: +1 slot in Weapon Mastery per level. You may not buy extra Weapon Mastery over and beyond this.
| Level 1: Fighting Withdrawal: 2V: Disengage melee combat without receiving a parting shot.
| 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.
|
| CF=2:
|
| Level 9: Parry: +N AC for each weapon you are wielding (N=0 for small, N=1 for medium, N=4 for large).
|
| CF=3:
|
| Level 1: Over Hit (x1.5 version): If you hit someone and needed a negative number to hit them (i.e. your TH bonus was greater than his AC), do x1.5 dmg.
| Level 9: Smash: 0: Get -5 to hit, but add an additional Str bonus to damage.
|
|
[PC50] Collective 5.0 Classes
Fighter1JG
Level
| KXP
| Spells
|
1
| 0
| (none)
| 2
| 1.2
| (none)
| 3
| 2.4
| (none)
|
4
| 4.8
| (none)
| 5
| 9.6
| (none)
| 6
| 19.2
| (none)
|
7
| 38.4
| (none)
| 8
| 76.8
| (none)
| 9
| 153.6
| (none)
|
10
| 393.6
| (none)
| 11
| 633.6
| (none)
| 12
| 873.6
| (none)
|
13
| 1113.6
| (none)
| 14
| 1353.6
| (none)
| 15
| 1593.6
| (none)
|
16
| 1833.6
| (none)
| 17
| 2073.6
| (none)
| 18
| 2313.6
| (none)
|
19
| 2553.6
| (none)
| 20
| 2793.6
| (none)
| 21
| 3033.6
| (none)
|
22
| 3273.6
| (none)
| 23
| 3513.6
| (none)
| 24
| 3753.6
| (none)
|
25
| 3993.6
| (none)
| 26
| 4233.6
| (none)
| 27
| 4473.6
| (none)
|
28
| 4713.6
| (none)
| 29
| 4953.6
| (none)
| 30
| 5193.6
| (none)
|
31
| 5433.6
| (none)
| 32
| 5673.6
| (none)
| 33
| 5913.6
| (none)
|
34
| 6153.6
| (none)
| 35
| 6393.6
| (none)
| 36
| 6633.6
| (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 12, Dex 12
| Alignment:
| any
| HD/level:
| d8
| Weapon Prof.:
| 4+level
| To Hit Table:
| War
| Save Table:
| War
| Reference:
| FGE1JG
| Groups:
| Warrior
|
|
|
|
| CF=1:
|
| Level 1: +LVL dmg.
| Level 3: +(LVL/3) AC.
| Level 8: 1M: Summon Aid: Choose one: Get a DL=(LVL-6)/2 Outer, or a LVL*5% chance of DL=(LVL+1)/2 Outer.
|
| CF=2:
|
| Level 8: Can pick a Specialty God as if a Priest (see [PC3]).
|
|
[PC50] Collective 5.0 Classes
Fortune Teller10
Level
| KXP
| Wizard++Psi10 123 456 789 A
|
1
| 0
| 1-- --- --- -
| 2
| 2.5
| 20- --- --- -
| 3
| 5
| 21- --- --- -
|
4
| 10
| 320 --- --- -
| 5
| 25
| 321 --- --- -
| 6
| 50
| 432 0-- --- -
|
7
| 100
| 432 1-- --- -
| 8
| 250
| 543 20- --- -
| 9
| 500
| 543 21- --- -
|
10
| 1000
| 654 320 --- -
| 11
| 1500
| 654 321 --- -
| 12
| 2000
| 765 432 0-- -
|
13
| 2500
| 765 432 1-- -
| 14
| 3000
| 776 543 20- -
| 15
| 3500
| 776 543 21- -
|
16
| 4000
| 777 654 320 -
| 17
| 4500
| 777 654 321 -
| 18
| 5250
| 777 765 432 0
|
19
| 5500
| 777 776 543 1
| 20
| 5750
| 777 777 654 2
| 21
| 6000
| 777 777 765 3
|
22
| 6250
| 777 777 776 4
| 23
| 6500
| 777 777 777 5
| 24
| 6750
| 777 777 777 6
|
25
| 7000
| 777 777 777 7
| 26
| 7250
| 888 877 777 7
| 27
| 7500
| 888 888 877 7
|
28
| 7750
| 888 888 888 7
| 29
| 8000
| 888 888 888 8
| 30
| 8250
| 999 988 888 8
|
31
| 8500
| 999 999 988 8
| 32
| 8750
| 999 999 999 8
| 33
| 9000
| 999 999 999 9
|
34
| 9250
| AAA A99 999 9
| 35
| 9500
| AAA AAA A99 9
| 36
| 9750
| AAA AAA AAA A
|
|
TH
| Saves PD RS PP BW Sp Fo Re Wi
|
-1
| 5 3 8 2 3 1 1 1
| -1
| 5 4 8 2 3 1 1 2
| -1
| 6 4 8 3 4 2 2 2
|
-1
| 6 5 8 4 4 2 2 3
| +0
| 7 5 9 5 4 3 2 3
| +0
| 8 6 9 6 5 3 3 4
|
+0
| 8 6 9 7 5 4 3 4
| +0
| 9 7 9 8 6 4 4 5
| +1
| 10 8 10 9 7 5 4 5
|
+1
| 11 8 10 10 7 5 4 6
| +1
| 11 9 10 11 8 6 5 6
| +1
| 12 10 11 12 9 6 5 7
|
+2
| 13 11 12 13 10 7 6 7
| +2
| 14 11 13 14 10 7 6 8
| +2
| 14 12 13 14 11 8 6 8
|
+2
| 14 12 14 14 11 8 7 9
| +3
| 14 13 14 14 12 9 7 9
| +3
| 15 13 14 14 12 9 8 10
|
|
Requisites:
| Int 15, Wis 10, Chr 15
| Alignment:
| any
| HD/level:
| d3
| Weapon Prof.:
| 1+level/5
| To Hit Table:
| Psi
| Save Table:
| Wiz/Psi
| Reference:
| DM, Roger
| Groups:
| Wizard, Psionicist, PCDesigned
|
|
|
|
| CF=1:
|
| Casts Wizard spells or Psi10 powers. You get this progression once; it is a shared progression.
| Specialized in Enchantment/Charm (Wizard); choose one major opposite school.
| Specialized in Empathy discipline (Psi10). Psi10 PSPs = (LVL+Int+Wis+Chr-25)*5.
|
| CF=2:
|
| You now get this progression twice, once for Wizard, once for Psi10. It is no longer one shared progression.
| The Wizard progression now gets Int bonus. Specialized in Enchantment/Charm (no opposite).
| The Psi10 progression now gets Chr bonus.
|
| CF=3:
|
| Can cast Priest Numbers or Thought spells as if they were Wizard spells.
| Can "material component" Psi10 powers, by using 1V action.
|
|
[PC50] Collective 5.0 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
|
|
|
|
| CF=1:
|
| Gets Limited Exceptional Str bonus { Bonus=(stat-12), maximum +6 }
|
| CF=2:
|
| Gets Exceptional Str bonus { Bonus=(stat-12) }
| Gets Exceptional Con bonus { Bonus=(stat-12) }
| Level 5: 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.
|
| CF=3:
|
| Can buy Limited Barbarian Str bonus for 2 weapon proficiencies { Bonus=(stat-14)*2, maximum +22 }
| Can buy Limited Barbarian Con bonus for 2 weapon proficiencies { Bonus=(stat-14)*2, maximum +22 }
| 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.
|
| CF=4:
|
| Can buy Barbarian Str bonus for 2 weapon proficiencies { Bonus=(stat-14)*2 }
| Can buy Barbarian Con bonus for 2 weapon proficiencies { Bonus=(stat-14)*2 }
|
|
[PC50] Collective 5.0 Classes
Historian1JG
Level
| KXP
| Wizard 123 456 789
|
1
| 0
| ½-- --- ---
| 2
| 1.5
| 1-- --- ---
| 3
| 3
| 2-- --- ---
|
4
| 6
| 3½- --- ---
| 5
| 12
| 41- --- ---
| 6
| 24
| 52- --- ---
|
7
| 48
| 63½ --- ---
| 8
| 96
| 741 --- ---
| 9
| 192
| 852 --- ---
|
10
| 492
| 963 ½-- ---
| 11
| 792
| A74 1-- ---
| 12
| 1092
| B85 2-- ---
|
13
| 1392
| C96 3½- ---
| 14
| 1692
| DA7 41- ---
| 15
| 1992
| EB8 52- ---
|
16
| 2292
| FC9 63½ ---
| 17
| 2592
| GDA 741 ---
| 18
| 2892
| HEB 852 ---
|
19
| 3192
| IFC 963 ½--
| 20
| 3492
| JGD A74 1--
| 21
| 3792
| KHE B85 2--
|
22
| 4092
| LIF C96 3½-
| 23
| 4392
| MJG DA7 41-
| 24
| 4692
| NKH EB8 52-
|
25
| 4992
| OLI FC9 63½
| 26
| 5292
| PMJ GDA 741
| 27
| 5592
| QNK HEB 852
|
28
| 5892
| ROL IFC 963
| 29
| 6192
| SPM JGD A74
| 30
| 6492
| TQN KHE B85
|
31
| 6792
| URO LIF C96
| 32
| 7092
| VSP MJG DA7
| 33
| 7392
| WTQ NKH EB8
|
34
| 7692
| XUR OLI FC9
| 35
| 7992
| YVS PMJ GDA
| 36
| 8292
| ZWT QNK HEB
|
|
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 12, Int 13
| Alignment:
| any
| HD/level:
| d6
| Weapon Prof.:
| 1+level/3
| To Hit Table:
| Wiz
| Save Table:
| Wiz
| Reference:
| FGE1JG
| Groups:
| Wizard
|
|
|
|
| CF=1:
|
| Gets 30 rogue points per level.
| Level 1: +LVL Nonweapon proficiencies, must be Int-based.
| Level 3: +LVL-2 Secondary skills, must be Int-based.
| Level 3: +LVL/3 damage.
| Level 6: +LVL-5 Feats, must be Int-based.
| Level 9: +LVL-8 Kits, must be Int-based.
|
|
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
| 4
| Sensitivity to Psychic Impressions ||| Truename
| M
| 20
| Wis-9
| Wis-12
|
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
| 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
|
| CF=2:
|
| Gets +10 rogue points per level (beyond the 30 noted at CF=1).
|
| CF=3:
|
|
Lvl
| Bard Ability | -50% | -100% | -150%
| Act
| Base
| Penalty
| Bonus
|
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
| 5
| Song of Battle (+1 TH,dmg,or saves per 10% made)
| P*M
| 10
| Str-15
| Str-20
| 12
| Disharmonic Blast (1 dmg per 1% made)
| P*M
| 10
| Con-16
| Con-22
|
|
[PC50] Collective 5.0 Classes
Holy Order of Stars Good1
Level
| KXP
| Priest 123 456 7
|
1
| 2
| 1-- --- -
| 2
| 4
| 20- --- -
| 3
| 7.5
| 21- --- -
|
4
| 15
| 220 --- -
| 5
| 25
| 331 --- -
| 6
| 40
| 332 0-- -
|
7
| 90
| 332 1-- -
| 8
| 160
| 333 20- -
| 9
| 250
| 443 21- -
|
10
| 500
| 443 320 -
| 11
| 750
| 544 321 -
| 12
| 1000
| 655 322 -
|
13
| 1250
| 666 422 -
| 14
| 1500
| 666 532 -
| 15
| 1750
| 777 542 0
|
16
| 2000
| 777 653 1
| 17
| 2250
| 888 663 1
| 18
| 2500
| 888 764 2
|
19
| 2750
| 888 764 3
| 20
| 3000
| 888 764 4
| 21
| 3250
| 888 765 5
|
22
| 3500
| 888 766 6
| 23
| 3750
| 888 777 7
| 24
| 4000
| 888 888 8
|
25
| 4250
| 999 988 8
| 26
| 4500
| 999 999 8
| 27
| 4750
| 999 999 9
|
28
| 5000
| AAA A99 9
| 29
| 5250
| AAA AAA 9
| 30
| 5500
| AAA AAA A
|
31
| 5750
| BBB BAA A
| 32
| 6000
| BBB BBB A
| 33
| 6250
| BBB BBB B
|
34
| 6500
| CCC CBB B
| 35
| 6750
| CCC CCC B
| 36
| 7000
| CCC CCC C
|
|
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
|
|
|
|
| CF=1:
|
| Gets Wisdom bonus to spell progression.
| 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.
|
| CF=2:
|
| Level 1: You may "material component" Turn Undead, by spending an extra V action. You can either double your CL, double your d20 roll, or double the result (the d12 rolls).
| Grand in Good sphere.
| New Good sphere spells:
| Divine Inspiration (SL=1, Good/Com): Target gets +3 TH vs. Evil creatures
| Blessed Body (SL=2, Good/Nec): Immune disease {caster only}
| Luminous Armor (SL=3, Good/Pro): AC +5; dispel darkness by touch {caster only}
| Blessed At Birth (SL=3, Good/Ast): +LVL on TH, dmg and AC whenerver you are within a consecrated area or good aligned plane.
| Hammer of Righteousness (SL=3, Good/Com): CLd6 holy metal dmg to 1 target (no save), evil takes +CL more dmg
| Holy Brethen (SL=4, Good/Sum): Good-aligned creatures summoned by you always have 50% more hit dice than usual.
| Exalted Rainment (SL=6, Good/Pro): AC +CL/5; DR 10/evil; SR 5+CL; Sustain Con {caster only}
|
| CF=3:
|
| More new Good sphere spells:
| Heart's Ease (SL=3, Good/Hea): Cure fear, dispair, confusion, insanity, 2d4 Wis dmg
| Stigmatism (SL=5, Good/Nec): Any damage you deal can only be healed within a consecrated area.
|
| CF=4:
|
| More new Good sphere spells:
| Deva Wish (SL=7, Good/Thought): Cast a Psi6G minor or major (Dominions 1st to 4th)
| Angelic Wish (SL=7, Good/Ast): Cast a Psi(-6)G minor or major (Heavens 1st to 4th)
|
|
[PC50] Collective 5.0 Classes
Itemizer0
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
| 1875
| 655 443 21-
|
19
| 2025
| 655 543 22-
| 20
| 2175
| 655 544 32-
| 21
| 2625
| 655 544 321
|
22
| 2775
| 665 554 322
| 23
| 2925
| 666 654 332
| 24
| 3075
| 776 655 432
|
25
| 3225
| 776 655 443
| 26
| 3375
| 777 665 543
| 27
| 3525
| 777 665 554
|
28
| 3675
| 887 666 654
| 29
| 3825
| 887 776 655
| 30
| 3975
| 888 777 665
|
31
| 4125
| 888 777 766
| 32
| 4275
| 988 887 776
| 33
| 4425
| 999 888 777
|
34
| 4575
| 999 988 887
| 35
| 4725
| 999 999 888
| 36
| 4875
| 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 16, Wis 13
| Alignment:
| any
| HD/level:
| d4
| Weapon Prof.:
| 2+level/3
| To Hit Table:
| M-U0
| Save Table:
| M-U0
| Reference:
| DM
| Groups:
| Wizard
|
|
|
|
Can specialize in Enchantment, if you do, pick a major opposite school.
| Each reset (including the first reset before the game starts), you create 1 magic item of your choice from the list on the following pages.
| Potions you create have LVL doses each. Scrolls you create have double your CL, but do not "Blow Your Head Off".
| These are normal magic items in every way, and can be sold (at half value), or given to other PCs at no penalty.
| You may "split your level up" into several items, for example at level 8 you could make a level 5, a level 2, and a level 1 item.
|
|
[PC50] Collective 5.0 Classes
Itemizer0 Items
Level
| Item
| gp Value
| XP Value
|
1
| Potion of Poison (save @ -6 for Death/40)
| 1000
| 100
| 1
| Potion of Healing (70 hp total of healing)
| 2000
| 200
| 2
| Potion of Agility (Dex becomes 18, or +1 to Dex)
| 3000
| 300
|
2
| Potion of Bug Repellant (Resist Bugs)
| 3000
| 300
| 2
| Potion of Ethereality (Become ethereal at will)
| 3000
| 300
| 2
| Potion of Flying
| 3000
| 300
|
2
| Potion of Human Control (Human Control)
| 3000
| 300
| 2
| Potion of Speed (+1 P, +1 V)
| 3000
| 300
| 2
| Potion of Water Breathing
| 3000
| 300
|
2
| Scroll of Pro.Elementals
| 3000
| 300
| 2
| Scroll of Pro.Lycanthropes
| 3000
| 300
| 3
| Potion of Dragon Control (Dragon Control (any type))
| 4000
| 400
|
3
| Potion of Fortitude (Con becomes 18 or +1 to Con)
| 4000
| 400
| 3
| Potion of Giant Control (Giant Control (any type))
| 4000
| 400
| 3
| Potion of Growth (Double base damage)
| 4000
| 400
|
3
| Potion of Invulnerability (+2/+2 protection)
| 4000
| 400
| 3
| Potion of Polymorph Self
| 4000
| 400
| 3
| Potion of Antidote (Neutralize Poison, Immune to Poison)
| 5000
| 500
|
3
| Potion of Defense (+5/+0 protection)
| 5000
| 500
| 3
| Potion of Freedom (Free Action)
| 5000
| 500
| 3
| Potion of Heroism (+(11-(highest War level))/3,round up War lvl)
| 5000
| 500
|
3
| Scroll of Pro.Magic
| 5000
| 500
| 3
| Staff/Command (Command)
| 5000
| 500
| 3
| Potion of Elemental Form (Normal elements only)
| 6000
| 600
|
3
| Potion of Giant Strength (Str becomes 24)
| 6000
| 600
| 3
| Potion of Undead Control
| 6000
| 600
| 3
| Scroll of Pro.Undead
| 6000
| 600
|
3
| Scroll of Shelter (1 M, 1/d: Rope Trick)
| 6000
| 600
| 4
| Potion of Merging (Can merge up to 7 PCs into 1 body)
| 7000
| 700
| 4
| Potion of Sight (Immune Blindness; True Sight)
| 7000
| 700
|
4
| Potion of Super-Healing (580 hp total of healing)
| 7000
| 700
| 4
| Ring of Holiness (+1 Turn Undead roll; +1 Clr spell of SLs 1-3)
| 7000
| 700
| 5
| Bag of Holding (10000 lbs.)
| 10000
| 1000
|
5
| Elven Cloak (can backstab 1/r)
| 10000
| 1000
| 5
| Potion of Longevity (-10 yrs to age)
| 10000
| 1000
| 5
| Potion of Luck (Choose 1 die roll)
| 10000
| 1000
|
5
| Ring of Plant Control (Plant Control)
| 10000
| 1000
| 5
| Ring of Regeneration (Troll-like regen 1 hp/r)
| 10000
| 1000
| 5
| Ring of Spell Storing (N=10= # SL's, max N = 54, max SL = 9)
| 10000
| 1000
|
5
| Rod/Domination (Psi1 Domination)
| 10000
| 1000
| 5
| Scroll of Trapping (2V: Create 1 mechanical trap)
| 10000
| 1000
| 5
| Slate of Identification (1 V,1 M: Identify)
| 10000
| 1000
|
5
| Scroll of Mages (1V: Spellcraft & Dweomercraft 1 effect)
| 12000
| 1200
| 5
| Scroll of Seeing (1V, 1/d: Detect Life (type & number) 100'r)
| 12000
| 1200
| 6
| Gauntlets of Ogre Power (Str 18; +3 TH when unarmed)
| 13000
| 1300
|
6
| Scroll of Questioning (1 M, 3/d: Ask inanimate object a question)
| 13000
| 1300
| 6
| Scroll of Repetition (1 M, 1/d: Repeat a spell cast last segment)
| 15000
| 1500
| 6
| Wand/Negation (Dispel Magic @ 24th CL)
| 15000
| 1500
|
7
| Scroll of Portals (1V, 2/d: Passwall)
| 16000
| 1600
| 7
| Staff/Snake (+1/+1; staff can turn into snake)
| 16000
| 1600
| 7
| Ring of Quickness (0, 1/d: +1 P, +1V for it, stacks with Haste)
| 18000
| 1800
|
7
| Scroll of Creation (1V, 1/d: Major Creation)
| 18000
| 1800
| 7
| Ring of Life Protection (+1/+1 pro; 1M,l/d: Neg.Plane Prot)
| 19000
| 1900
| 7
| Boots of Speed (x2 move rate. +1 V)
| 20000
| 2000
|
7
| Girdle of Giant Strength (Str 19)
| 20000
| 2000
| 7
| Ring of Animal Control
| 20000
| 2000
| 7
| Ring of Safety (0,1 ch: Make a save you missed [has 4 ch])
| 20000
| 2000
|
7
| Ring of Telekinesis (1 M: TK 2000 lbs.)
| 20000
| 2000
| 7
| Scroll of Communication (2 Scrolls: message on one appears on other)
| 20000
| 2000
| 7
| Scroll of Delay (1M, 1/d: Delay the next spell for 1r.)
| 20000
| 2000
|
7
| Wand/Polymorph (Poly Self or Other)
| 20000
| 2000
| 8
| Ring of Remedies (0,1 ch: Do any 'cure' or 'remove' spell)
| 21000
| 2100
| 8
| Scroll of Mapping (1V, lid: Map current dungeon level)
| 21000
| 2100
|
8
| Ring of Djinni Summ. (1M,1/d: Summon 1 Djinni; Resist 1 Ele.; Breathe & Free Action in Ele.)
| 24000
| 2400
| 9
| Wand/Cold (Cone of cold 12d12 dmg (save: 1/2))
| 25000
| 2500
| 9
| Wand/Fireballs (Fireball 24d6 dmg (save: 1/2))
| 25000
| 2500
|
9
| Wand/L.Bolts (Lightning bolt 18d8 dmg (save: 1/2))
| 25000
| 2500
| 9
| Wand/Trap Det. (Detect ALL traps within 20')
| 25000
| 2500
| 9
| Scroll of Spell Catching (1V (can borrow): Catch a spell cast at you)
| 26000
| 2600
|
9
| Potion of Create Any Monster
| 30000
| 3000
| 9
| Scroll of Spell Catching
| 30000
| 3000
| 9
| Amulet of Protection vs. Crystal Balls and ESP (& Scyring)
| 30000
| 3000
|
9
| Flying Carpet
| 30000
| 3000
| 9
| Ring of Human Control
| 30000
| 3000
| 9
| Ring of Memory (1M,1/d: Recast a spell you cast within last t)
| 30000
| 3000
|
9
| Ring of Wishes (N=#ofwishes,maxN=4)
| 30000
| 3000
| 9
| Staff/Withering (Age target by 10 yrs)
| 30000
| 3000
| 11
| Displacer Cloak (1st attack misses. +2/+2 protection)
| 40000
| 4000
|
11
| Ring of Fire Resistance (Resist Fire; -1 per die from Fire)
| 40000
| 4000
| 11
| Ring of Survive (Don't need food, water, air)
| 40000
| 4000
| 11
| Staff/Dispelling (Dispel Magic/Psi/Innate @ 15th CL)
| 40000
| 4000
|
12
| Rod/Cancellation (Mordenkainen's Disjunction)
| 45000
| 4500
| 13
| Bowl Commanding Water Elementals
| 50000
| 5000
| 13
| Ring of Seeing (True Sight)
| 50000
| 5000
|
13
| Scarab of Protection (Immune Curse; Immune Finger/Death)
| 50000
| 5000
| 13
| Rod/Inertia (+3/+3; Stop one target)
| 55000
| 5500
| 13
| Staff/Power (TK 2400 lbs. or CL 24 SL 6 wacky ball)
| 55000
| 5500
|
14
| Staff/Druids (+3/+3: +1 Druid spell per SL)
| 58000
| 5800
| 14
| Crystal Ball with Clairaudience, Clairnasience, ESP
| 60000
| 6000
| 14
| Rod/Health (heal 100 hp + restore all stats and XP)
| 60000
| 6000
|
14
| Staff/Striking (+1/+1; 1 ch: +3/+3)
| 60000
| 6000
| 14
| Wheel of Fortune (similar to Deck of Many Things)
| 60000
| 6000
| 15
| Quill of Copying (copy 1 scroll per day)
| 70000
| 7000
|
15
| Ring of Spell Turning (50% iMReflection)
| 70000
| 7000
| 15
| Staff/Element (Resist 1 Ele; Summ.8 HD Ele; 16d6 Ele ball)
| 70000
| 7000
| 16
| Rod/Wyrm (+5/+5: staff can turn into age 1 dragon)
| 74000
| 7400
|
16
| Rod/Parrying (+5/+5; +5/+0 protection)
| 75000
| 7500
| 17
| Staff/Harming (70 dmg + Blindness, Disease, Poison)
| 85000
| 8500
| 17
| Staff/Healing (heal 70 hp + Blindness. Disease, Poison)
| 85000
| 8500
|
18
| Staff/Wizardry (+1/+1; passwall; conjure 24 HD elemental or CL 27 SL7 wacky ball)
| 95000
| 9500
|
|
[PC50] Collective 5.0 Classes
Knight of the Crown1
Level
| KXP
| Spells
|
1
| 2.5
| (none)
| 2
| 5
| (none)
| 3
| 10
| (none)
|
4
| 18.5
| (none)
| 5
| 37
| (none)
| 6
| 85
| (none)
|
7
| 140
| (none)
| 8
| 220
| (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
|
+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 10, Dex 8, Con 10, Int 7, Wis 10
| Alignment:
| any
| HD/level:
| +d10
| Weapon Prof.:
| 4+level/2
| To Hit Table:
| War
| Save Table:
| War
| Reference:
| DLA1
| Groups:
| Warrior
|
|
|
|
| CF=1:
|
| 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 5: +1 to hit per 5 levels (round down) with mace, flail, or military pick (Cavalier's choice).
| Level 7: Free Riding (air-based) proficiency (1 slot).
|
| CF=2:
|
| Level 3: +1 Str, Dex, or Con (replaces percentage rules)
| Level 6: +1 Str, Dex, or Con, must be a different stat from the one picked at Level 3
| Level 9: +1 Str, Dex, or Con, the last stat not picked from the Level 3 and Level 6 picks.
|
|
[PC50] Collective 5.0 Classes
Knight0
Level
| KXP
| Priest 123 456
|
1
| 0
| --- ---
| 2
| 2
| --- ---
| 3
| 4
| 0-- ---
|
4
| 8
| 0-- ---
| 5
| 16
| 0-- ---
| 6
| 32
| 1-- ---
|
7
| 64
| 1-- ---
| 8
| 120
| 1-- ---
| 9
| 240
| 20- ---
|
10
| 360
| 20- ---
| 11
| 480
| 20- ---
| 12
| 600
| 21- ---
|
13
| 720
| 21- ---
| 14
| 840
| 21- ---
| 15
| 960
| 220 ---
|
16
| 1080
| 220 ---
| 17
| 1200
| 220 ---
| 18
| 1320
| 221 ---
|
19
| 1440
| 221 ---
| 20
| 1560
| 221 ---
| 21
| 1680
| 322 0--
|
22
| 1800
| 322 0--
| 23
| 1920
| 322 0--
| 24
| 2040
| 332 1--
|
25
| 2160
| 332 1--
| 26
| 2280
| 332 1--
| 27
| 2400
| 333 20-
|
28
| 2520
| 333 20-
| 29
| 2640
| 333 20-
| 30
| 2760
| 443 21-
|
31
| 2880
| 443 21-
| 32
| 3000
| 443 21-
| 33
| 3120
| 443 320
|
34
| 3240
| 443 320
| 35
| 3360
| 443 320
| 36
| 3480
| 444 321
|
|
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:
| RC0-18
| Groups:
| Warrior
|
|
|
|
| CF=1:
|
| Level 1: +1 slot in Weapon Mastery per level. You may not buy extra Weapon Mastery over and beyond this.
| Level 1: Detect evil/good/non-balance continuous.
| Level 3: Cast Priest spells using progression of Cleric0 at 1/3 level (round down). Caster level = actual level. Gets Wisdom bonus to spells.
| Level 3: 1M,1/d: Summon level/3 fighters of level/2 to fight for you.
| Level 9: Disarm: 0: An attack you do does no damage, roll 1d20+(your Dex)-(target's Dex)*2, if greater than 0 he is disarmed.
|
| CF=2:
|
| Level 1: Over Hit (revised): If your TH bonus is greater than the target's AC+20, get +TH-AC-20 dmg per attack. (DM Note: You do not add the die roll like previous versions of the Collective.)
|
| CF=3:
|
| Level 1: Over Hit (x1.5 version): If you hit someone and needed a negative number to hit them (i.e. your TH bonus was greater than his AC), do x1.5 dmg.
|
|
[PC50] Collective 5.0 Classes
Knight1
Level
| KXP
| Spells
|
1
| 0
| (none)
| 2
| 2.2
| (none)
| 3
| 4.4
| (none)
|
4
| 8.8
| (none)
| 5
| 19.8
| (none)
| 6
| 38.5
| (none)
|
7
| 77
| (none)
| 8
| 137.5
| (none)
| 9
| 275
| (none)
|
10
| 550
| (none)
| 11
| 825
| (none)
| 12
| 1100
| (none)
|
13
| 1375
| (none)
| 14
| 1650
| (none)
| 15
| 1925
| (none)
|
16
| 2200
| (none)
| 17
| 2475
| (none)
| 18
| 2750
| (none)
|
19
| 3025
| (none)
| 20
| 3300
| (none)
| 21
| 3575
| (none)
|
22
| 3850
| (none)
| 23
| 4125
| (none)
| 24
| 4400
| (none)
|
25
| 4675
| (none)
| 26
| 4950
| (none)
| 27
| 5225
| (none)
|
28
| 5500
| (none)
| 29
| 5775
| (none)
| 30
| 6050
| (none)
|
31
| 6325
| (none)
| 32
| 6600
| (none)
| 33
| 6875
| (none)
|
34
| 7150
| (none)
| 35
| 7425
| (none)
| 36
| 7700
| (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, Chr 9
| Alignment:
| any
| HD/level:
| d10
| Weapon Prof.:
| 4+level/2
| To Hit Table:
| War
| Save Table:
| War
| Reference:
| L&L1
| Groups:
| Warrior
|
|
|
|
| CF=1:
|
| Gets Limited Exceptional Str or Con bonus { Bonus=(stat-12), maximum +6 }
| Level 1: A knight may request any other knight, paladin, or cavalier to give him sanctuary in their castle or stronghold. Unless the Good-Evil axis of the two warriors are in opposition, the castle/stronghold owner must agree to give the knight food, drink, clothing, and shelter for at least 3 days, and cannot challenge him for that period of time. If the knight challenges the owner or has attacked him in the past, this benefit is lost.
| Level 1: A knight may align himself with a prince, king, emporer, or lord (9th level warrior or higher). He is then provided all the necessities of life for free for the return of his services should the land be attacked. In addition, the knight may request a number of retainers (usually 0 level men-at-arms) equal to his level at no cost.
| Level 1: +1 to hit with lances, swords, maces, and flails.
| Level 1: +1 on all saving throws; not cumulative with cavalier or paladin bonus.
| Level 4: Weapon of Choice: A knight may select any one weapon and be considered 3 levels higher for purposes of how many attacks per round he has.
| Level 4: Effective Charisma with warriors of lesser level than the knight is increased by 1 per 4 levels of the knight (round down, limit=9 at 36th). The fighter bonus is used instead for those levels where it is higher.
| Level 4: The Knight may call upon a special war horse as a paladin does.
|
| CF=2:
|
| Gets Exceptional Str or Con bonus (doesn't have to be what you picked at CF=1) { Bonus=(stat-12) }
|
|
[PC50] Collective 5.0 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
|
|
|
|
| CF=1:
|
| Cannot specialize.
| Level 1: May use 1 material component effect per spell as a zero action.
|
|
[PC50] Collective 5.0 Classes
Merchant1JG
Level
| KXP
| Spells
|
1
| 0
| (none)
| 2
| 1.5
| (none)
| 3
| 3
| (none)
|
4
| 6
| (none)
| 5
| 12
| (none)
| 6
| 24
| (none)
|
7
| 48
| (none)
| 8
| 96
| (none)
| 9
| 192
| (none)
|
10
| 492
| (none)
| 11
| 792
| (none)
| 12
| 1092
| (none)
|
13
| 1392
| (none)
| 14
| 1692
| (none)
| 15
| 1992
| (none)
|
16
| 2292
| (none)
| 17
| 2592
| (none)
| 18
| 2892
| (none)
|
19
| 3192
| (none)
| 20
| 3492
| (none)
| 21
| 3792
| (none)
|
22
| 4092
| (none)
| 23
| 4392
| (none)
| 24
| 4692
| (none)
|
25
| 4992
| (none)
| 26
| 5292
| (none)
| 27
| 5592
| (none)
|
28
| 5892
| (none)
| 29
| 6192
| (none)
| 30
| 6492
| (none)
|
31
| 6792
| (none)
| 32
| 7092
| (none)
| 33
| 7392
| (none)
|
34
| 7692
| (none)
| 35
| 7992
| (none)
| 36
| 8292
| (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:
| Int 11, Chr 11
| Alignment:
| any
| HD/level:
| d6
| Weapon Prof.:
| 2+level/2
| To Hit Table:
| Rog
| Save Table:
| Rog
| Reference:
| FGE1JG
| Groups:
| Rogue
|
|
|
|
| CF=1:
|
| Gets 40 rogue points per level.
| Level 1: 0: Appraisal (no failure)
| Level 1: 1M: Command (Will save, 1 target)
| Level 2: +LVL/2 TH
| Level 2: +LVL/2 dmg
| Level 2: +LVL/2 languages
| Level 3: +LVL/3 AC
| Level 4: 1M: Suggestion (Will save, 1 target)
|
|
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
|
| CF=2:
|
| Level 1: replace the +LVL/2 TH (from CF=1) with +LVL TH.
|
|
| CF=3:
|
|
Lvl
| Thief Ability | -50% | -100% | -150%
| Act
| Base
| Penalty
| Bonus
|
2
| Mimic Voices || Tongues
| M
| 25
| Wis-9
| Wis-12
| 4
| Read Languages | Decipher Code
| M
| 0
| Int-9
| Int-14
| 4
| Deeppockets | Vanish
| M
| 10
| Int-6
| Int-18
|
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
| 8
| Read Magic (Wizard/Priest) ||| Read Magic (Concordant)
| M
| 15
| Int-13
| Int-15
|
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
| 18
| Shape Alteration/Polymorph Object | Shapechange
| MM
| 5
| Con-13
| Con-20
|
|
[PC50] Collective 5.0 Classes
Ninja1
Level
| KXP
| Spells
|
1
| 0
| (none)
| 2
| 4
| (none)
| 3
| 8
| (none)
|
4
| 15
| (none)
| 5
| 30
| (none)
| 6
| 60
| (none)
|
7
| 120
| (none)
| 8
| 240
| (none)
| 9
| 500
| (none)
|
10
| 1000
| (none)
| 11
| 1300
| (none)
| 12
| 1600
| (none)
|
13
| 1900
| (none)
| 14
| 2200
| (none)
| 15
| 2500
| (none)
|
16
| 2800
| (none)
| 17
| 3100
| (none)
| 18
| 3400
| (none)
|
19
| 3700
| (none)
| 20
| 4000
| (none)
| 21
| 4300
| (none)
|
22
| 4600
| (none)
| 23
| 4900
| (none)
| 24
| 5200
| (none)
|
25
| 5500
| (none)
| 26
| 5800
| (none)
| 27
| 6100
| (none)
|
28
| 6400
| (none)
| 29
| 6700
| (none)
| 30
| 7000
| (none)
|
31
| 7300
| (none)
| 32
| 7600
| (none)
| 33
| 7900
| (none)
|
34
| 8200
| (none)
| 35
| 8500
| (none)
| 36
| 8800
| (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
| +4
| 6 6 7 3 5 2 4 1
| +5
| 7 6 7 4 6 2 5 1
|
+6
| 7 7 7 4 6 3 5 2
| +7
| 7 7 8 4 7 3 6 2
| +8
| 7 8 8 4 7 3 6 2
|
+9
| 8 8 8 5 8 4 7 3
| +10
| 8 9 8 5 8 4 7 3
| +11
| 8 9 9 5 9 5 8 3
|
+12
| 8 10 9 5 9 5 8 4
| +13
| 9 10 9 6 10 5 9 4
| +14
| 9 11 9 6 10 6 9 4
|
+15
| 9 11 10 6 11 6 10 5
| +16
| 9 12 10 6 11 7 10 5
| +17
| 10 12 10 7 12 7 11 5
|
|
Requisites:
| Dex 14, Int 15, Chr 14
| Alignment:
| non-G
| HD/level:
| & d2
| Weapon Prof.:
| 0+level
| To Hit Table:
| War
| Save Table:
| Rog
| Reference:
| OA1
| Groups:
| Rogue
|
|
|
|
| CF=1:
|
| Gets 40 rogue points per level.
| Level 1: Free Martial Arts style; +2 maneuvers per level.
|
|
Lvl
| Ninja Ability | -50% | -100% | -150%
| Act
| Base
| Penalty
| Bonus
|
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
| Climb Walls | Climb Overhangs | Climb Upside Down
| V
| 60
| Str-9
| Str-13
|
1
| Assassination (-10% 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
| Vaulting || Passwall
| V
| 45
| Dex-12
| Dex-16
| 1
| Feather Falling || Body Control
| V
| 20
| Dex-12
| Dex-14
| 2
| Concealment/Blending | Misdirection | Non-Detection
| M
| 20
| Wis-12
| Wis-14
|
2
| Disguise | Alter Appearance
| M
| 25
| Chr-11
| Chr-13
| 3
| Tightrope Walking | Water Walking | Shadow Walking | Dimension Walking
| V
| 75
| Dex-11
| Dex-15
| 5
| Escape Bonds | Escape Binding | Escape Imprisonment or Time Stop
| P
| 15
| Str-13
| Str-15
|
6
| Hold Breath | Hold Life
| P
| 15
| Con-15
| Con-17
| 6
| Distraction | Mislead | Forget | Mirage Arcana
| M
| 15
| Wis-13
| Wis-16
| 7
| Invisibility | Improved Invisibility | Dust of Disappearance
| M
| 20
| Int-12
| Int-14
|
8
| Slay (target that you hit saves at +4, -1 per 10% made; or dies)
| M
| 0
| Wis-13
| Wis-19
| 10
| Doppleganger | Spirit Doppleganger | Polymorph Self | Shapechange
| MV
| 0
| Chr-16
| Chr-16
| 18
| Aura of Ill Omen (all in area at -1 on all rolls per 10% made for 1t)
| MV
| 0
| Chr-9
| Chr-18
|
| CF=2:
|
| Level 1: +1 weapon prof/level
|
| CF=3:
|
|
Lvl
| Ninja Ability | -50% | -100% | -150%
| Act
| Base
| Penalty
| Bonus
|
1
| Assassination (-5% per HD/level of target)
| 0
| 0
| Wis-13
| Wis-15
| 4
| any Rogue 4 ability
| -
| -
| -
| -
| 4
| any Rogue 4 ability
| -
| -
| -
| -
|
8
| Inner Focus (+1 Str/Dex/Con for 1r per 10% made)
| M
| 5
| Wis-10
| Wis-20
| 9
| any 3rd level Ench/Charm spell is cast | any 4th | any 5th | any 6th (#=SL-2)
| #M
| 15
| Chr-13
| Chr-18
| 12
| any 3rd level Illusion spell is cast | any 4th | any 5th | any 6th (#=SL-2)
| V#M
| 15
| Dex-18
| Dex-22
|
15
| any Metab minor Psi2 is used +1 PSP/10% to maintain | Telep | Clair | Port ( | major)
| MM
| 20
| Int-21
| Int-24
| 27
| Limited Wish (#=1) | Alter Reality (#=2) | Wish (#=3) | Change Reality (#=4)
| #F
| 0
| Int-20
| Int-25
|
|
[PC50] Collective 5.0 Classes
Ninja1JG
Level
| KXP
| Spells
|
1
| 0
| (none)
| 2
| 2
| (none)
| 3
| 4
| (none)
|
4
| 8
| (none)
| 5
| 16
| (none)
| 6
| 32
| (none)
|
7
| 64
| (none)
| 8
| 128
| (none)
| 9
| 256
| (none)
|
10
| 656
| (none)
| 11
| 1056
| (none)
| 12
| 1456
| (none)
|
13
| 1856
| (none)
| 14
| 2256
| (none)
| 15
| 2656
| (none)
|
16
| 3056
| (none)
| 17
| 3456
| (none)
| 18
| 3856
| (none)
|
19
| 4256
| (none)
| 20
| 4656
| (none)
| 21
| 5056
| (none)
|
22
| 5456
| (none)
| 23
| 5856
| (none)
| 24
| 6256
| (none)
|
25
| 6656
| (none)
| 26
| 7056
| (none)
| 27
| 7456
| (none)
|
28
| 7856
| (none)
| 29
| 8256
| (none)
| 30
| 8656
| (none)
|
31
| 9056
| (none)
| 32
| 9456
| (none)
| 33
| 9856
| (none)
|
34
| 10256
| (none)
| 35
| 10656
| (none)
| 36
| 11056
| (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
| +4
| 6 6 7 3 5 2 4 1
| +5
| 7 6 7 4 6 2 5 1
|
+6
| 7 7 7 4 6 3 5 2
| +7
| 7 7 8 4 7 3 6 2
| +8
| 7 8 8 4 7 3 6 2
|
+9
| 8 8 8 5 8 4 7 3
| +10
| 8 9 8 5 8 4 7 3
| +11
| 8 9 9 5 9 5 8 3
|
+12
| 8 10 9 5 9 5 8 4
| +13
| 9 10 9 6 10 5 9 4
| +14
| 9 11 9 6 10 6 9 4
|
+15
| 9 11 10 6 11 6 10 5
| +16
| 9 12 10 6 11 7 10 5
| +17
| 10 12 10 7 12 7 11 5
|
|
Requisites:
| Str 15, Dex 15, Con 15
| Alignment:
| any
| HD/level:
| & d6
| Weapon Prof.:
| 6+level
| To Hit Table:
| 2xRog
| Save Table:
| Rog
| Reference:
| FGE1JG
| Groups:
| Rogue
|
|
|
|
| CF=1:
|
| Gets 40 rogue points per level.
| This class has "Ability to take martial arts", but does not come with a style or maneuvers for free.
| Level 1: 1M, LVL/t: Faerie Fire (target gets -2 AC)
| Level 1: Arm's P: 1d10 fire dmg to one target, takes additional 1d4 dmg each segment for 5 s.
| Level 1: 1V, LVL/t: Flaming Hands: Your hands are on fire, and you do +1d4 unarmed dmg this round.
| Level 1: 1M, LVL/t: Light (can blind one target, Spell save)
| Level 1: Can see in normal darkness.
| Level 1: Can go LVL days without food or water.
| Level 1: Ignore the first LVL*3/2 (round down) * 10' of falling dmg.
| Level 2: +LVL/2 dmg
| Level 2: +LVL/2 AC
| Level 2: 1M, 1/d: Rope Trick
| Level 5: Disguise (auto power score)
| Level 5: 1M, (LVL-4)/t: Cloudkill (Group takes 1 poison dmg /s; those with < 5 HD make PPD save or slain; moves at 2"; lasts 6 t)
| Level 6: Reads on the Spec Barbarian line using LVL-5 for number of attacks (i.e. you are 3/2 with melee at level 6, since you read on the level 1 line), even with non-specialized weapons.
| Level 8: Your Disguise cannot be penetrated by mundane means (no skill checks or proficiency checks are sufficient).
| Level 9: 1V, (LVL-8)/t: Venom touch: Your hands are poisonous (death/0, PPD save) when you strike unarmed for 1 round
| Level 9: Can see in magical darkness.
| Level 12: Your Disguise cannot be penetrated by psionics. You are immune to ESP, probe, and empathy.
| Level 16: Your Disguise cannot be penetrated by magic. You and your effects are immune to True Sight.
| Level 27: Can see in Capital D Darkness.
|
|
Lvl
| Thief Ability | -50% | -100% | -150%
| Act
| Base
| Penalty
| Bonus
|
1
| Assassination (-10% per HD/level of target)
| 0
| 0
| Wis-13
| Wis-15
| 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
| 1
| Jumping | Levitate | Flight
| V
| 20
| Dex-11
| Dex-15
|
4
| Read Languages | Decipher Code
| M
| 0
| Int-9
| Int-14
| 5
| Missile Deflection | Missile Reflection | Spell Deflection | Volley (0: Immune to attack)
| V
| 10
| Dex-12
| Dex-15
| 8
| Feign Death ||| Feign Undeath
| V
| 40
| Con-9
| Con-10
|
10
| Invisibility | Improved Invisibility
| M
| 0
| Int-13
| Int-18
|
|
[PC50] Collective 5.0 Classes
Psi7 (Undead)
Level
| KXP
| Psi7 mM G S
|
1
| 0
| 2- - -
| 2
| 3.3
| 4- - -
| 3
| 6.6
| 6- - -
|
4
| 15
| 71 - -
| 5
| 26.55
| 73 - -
| 6
| 46.8
| 75 - -
|
7
| 84.3
| 77 - -
| 8
| 151.8
| 88 - -
| 9
| 301.8
| 98 1 -
|
10
| 601.8
| 98 3 -
| 11
| 901.8
| 98 5 -
| 12
| 1201.8
| 98 7 -
|
13
| 1501.8
| 99 8 -
| 14
| 2101.8
| A9 9 -
| 15
| 2701.8
| AA A -
|
16
| 3301.8
| BB A -
| 17
| 3901.8
| CB B -
| 18
| 4501.8
| CC B 1
|
19
| 5101.8
| CC C 2
| 20
| 5701.8
| DC C 3
| 21
| 6301.8
| DD C 4
|
22
| 6901.8
| DD D 5
| 23
| 7501.8
| ED D 6
| 24
| 8101.8
| EE D 7
|
25
| 8701.8
| EE E 8
| 26
| 9301.8
| FE E 9
| 27
| 9901.8
| FF E A
|
28
| 10501.8
| FF F B
| 29
| 11101.8
| GF F C
| 30
| 11701.8
| GG F D
|
31
| 12301.8
| GG G E
| 32
| 12901.8
| HG G F
| 33
| 13501.8
| HH G G
|
34
| 14101.8
| HH H H
| 35
| 14701.8
| II H H
| 36
| 15301.8
| II I I
|
|
TH
| Saves PD RS PP BW Sp Fo Re Wi
|
+0
| 5 3 8 2 3 1 0 1
| +1
| 5 4 8 2 3 1 0 2
| +1
| 6 4 8 3 4 2 0 2
|
+2
| 6 5 8 3 4 2 1 3
| +3
| 6 5 9 3 4 2 1 3
| +3
| 6 6 9 4 5 3 1 4
|
+4
| 7 6 9 4 5 3 2 4
| +5
| 7 7 9 4 5 4 2 5
| +5
| 7 7 10 5 6 4 2 5
|
+6
| 7 8 10 5 6 4 3 6
| +7
| 8 8 10 5 6 5 3 6
| +7
| 8 9 10 6 7 5 3 7
|
+8
| 8 9 11 6 7 6 4 7
| +9
| 8 10 11 6 7 6 4 8
| +9
| 9 10 11 7 8 6 4 8
|
+10
| 9 11 11 7 8 7 5 9
| +11
| 9 11 12 7 9 7 5 9
| +11
| 9 12 12 8 9 8 5 10
|
|
Requisites:
| Con 9, Wis 9
| Alignment:
| any
| HD/level:
| d13
| Weapon Prof.:
| 6+level/6
| To Hit Table:
| Pri
| Save Table:
| Psi
| Reference:
| DM
| Groups:
| Psionicist
|
|
|
|
| CF=1:
|
| The new Psi7 is Undead psionics. The previous Psi7 (Concordant/Godly Psi) has been moved to [X7] and is no longer a psionic frequency.
| See [Q7] for rules and powers. Only Psi7 Minors and Majors exist at CF=1.
| As a Psi7 character, you are still alive, but are imbuing yourself with undead-type powers. Psi7 by itself does not make you vulnerable to Turn Undead.
| PSPs (Psi7) = (LVL+3)*30.
|
| CF=2:
|
| Psi7 Grands can be used.
|
| CF=3:
|
| Psi7 Supers can be used.
|
|
[PC50] Collective 5.0 Classes
Psi12L
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 10, Int 10
| Alignment:
| L any
| HD/level:
| d0+7
| Weapon Prof.:
| 4+level
| To Hit Table:
| War
| Save Table:
| War
| Reference:
| DM
| Groups:
| Psionicist
|
|
|
|
| CF=1:
|
| See [Q12L] for rules and powers.
| Law Psionic Points (LPPs) = (Int + Str) * (Psi12L level)
|
|
[PC50] Collective 5.0 Classes
Ronin1JG
Level
| KXP
| Spells
|
1
| 0
| (none)
| 2
| 1.8
| (none)
| 3
| 3.6
| (none)
|
4
| 7.2
| (none)
| 5
| 14.4
| (none)
| 6
| 28.8
| (none)
|
7
| 57.6
| (none)
| 8
| 115.2
| (none)
| 9
| 230.4
| (none)
|
10
| 590.4
| (none)
| 11
| 950.4
| (none)
| 12
| 1310.4
| (none)
|
13
| 1670.4
| (none)
| 14
| 2030.4
| (none)
| 15
| 2390.4
| (none)
|
16
| 2750.4
| (none)
| 17
| 3110.4
| (none)
| 18
| 3470.4
| (none)
|
19
| 3830.4
| (none)
| 20
| 4190.4
| (none)
| 21
| 4550.4
| (none)
|
22
| 4910.4
| (none)
| 23
| 5270.4
| (none)
| 24
| 5630.4
| (none)
|
25
| 5990.4
| (none)
| 26
| 6350.4
| (none)
| 27
| 6710.4
| (none)
|
28
| 7070.4
| (none)
| 29
| 7430.4
| (none)
| 30
| 7790.4
| (none)
|
31
| 8150.4
| (none)
| 32
| 8510.4
| (none)
| 33
| 8870.4
| (none)
|
34
| 9230.4
| (none)
| 35
| 9590.4
| (none)
| 36
| 9950.4
| (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
| Alignment:
| L any
| HD/level:
| d10
| Weapon Prof.:
| 4+level
| To Hit Table:
| War
| Save Table:
| War
| Reference:
| FGE1JG
| Groups:
| Warrior
|
|
|
|
| CF=1:
|
| Level 1: Immune to Pain.
| Level 1: Go without food or water for LVL extra days.
| Level 1: Can break objects with bare hands (object makes save vs. crushing blow at -LVL).
| Level 1: Gets "Ability to take Martial Arts" kit. Does not actually gain any Martial Arts styles or abilities (you need to purchase those).
| Level 1: If Martial Arts is learned, on each level: One requirement of a style is considered "filled" (without actually filling it).
| Level 2: +LVL/2 dmg.
| Level 2: +LVL/2 AC.
| Level 2: Open hand damage is (LVL/2)d2.
| Level 3: One arrow/quarrel is automatically deflected per round. This increases by one per 3 levels.
| Level 4: Feign Death.
| Level 17: Can break energy fields and wall spells with bare hands (no damage to Ronin, effect gets no save but can roll ER).
|
|
[PC50] Collective 5.0 Classes
Sailor1JG
Level
| KXP
| Spells
|
1
| 0
| (none)
| 2
| 1.5
| (none)
| 3
| 3
| (none)
|
4
| 6
| (none)
| 5
| 12
| (none)
| 6
| 24
| (none)
|
7
| 48
| (none)
| 8
| 96
| (none)
| 9
| 192
| (none)
|
10
| 492
| (none)
| 11
| 792
| (none)
| 12
| 1092
| (none)
|
13
| 1392
| (none)
| 14
| 1692
| (none)
| 15
| 1992
| (none)
|
16
| 2292
| (none)
| 17
| 2592
| (none)
| 18
| 2892
| (none)
|
19
| 3192
| (none)
| 20
| 3492
| (none)
| 21
| 3792
| (none)
|
22
| 4092
| (none)
| 23
| 4392
| (none)
| 24
| 4692
| (none)
|
25
| 4992
| (none)
| 26
| 5292
| (none)
| 27
| 5592
| (none)
|
28
| 5892
| (none)
| 29
| 6192
| (none)
| 30
| 6492
| (none)
|
31
| 6792
| (none)
| 32
| 7092
| (none)
| 33
| 7392
| (none)
|
34
| 7692
| (none)
| 35
| 7992
| (none)
| 36
| 8292
| (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
| +4
| 6 6 7 3 5 2 4 1
| +5
| 7 6 7 4 6 2 5 1
|
+6
| 7 7 7 4 6 3 5 2
| +7
| 7 7 8 4 7 3 6 2
| +8
| 7 8 8 4 7 3 6 2
|
+9
| 8 8 8 5 8 4 7 3
| +10
| 8 9 8 5 8 4 7 3
| +11
| 8 9 9 5 9 5 8 3
|
+12
| 8 10 9 5 9 5 8 4
| +13
| 9 10 9 6 10 5 9 4
| +14
| 9 11 9 6 10 6 9 4
|
+15
| 9 11 10 6 11 6 10 5
| +16
| 9 12 10 6 11 7 10 5
| +17
| 10 12 10 7 12 7 11 5
|
|
Requisites:
| Dex 12
| Alignment:
| any
| HD/level:
| d6
| Weapon Prof.:
| 3+level/2
| To Hit Table:
| War
| Save Table:
| Rog
| Reference:
| FGE1JG
| Groups:
| Warrior
|
|
|
|
| CF=1:
|
| Level 1: Not at a fighting penalty on a rocking boat (or other moving surface, or during an earthquake on land).
| Level 1: Predict Weather 25+LVL*5% (up to LVL/2 days in future)
| Level 1: Legend Lore 5+LVL*2%
| Level 1: Ride out Storm 60+LVL*2% (ship is assumed to have survived storm if roll made, severe storms may have penalty)
| Level 2: +LVL/2 dmg.
| Level 3: Determine true north (LVL-2)*10%
| Level 4: +LVL/4 AC.
| Level 7: Point in direction of desired location (LVL-6)*10%
| Level 14: Locate Object (LVL-13)*10%
|
|
[PC50] Collective 5.0 Classes
Samurai1
Level
| KXP
| Psi0 mM G S
|
1
| 0
| -- - -
| 2
| 2.5
| 1- - -
| 3
| 5
| 2- - -
|
4
| 10
| 3- - -
| 5
| 18
| 4- - -
| 6
| 36.5
| 5- - -
|
7
| 75
| 6- - -
| 8
| 135
| 61 - -
| 9
| 235
| 62 - -
|
10
| 400
| 63 - -
| 11
| 650
| 64 - -
| 12
| 1000
| 65 - -
|
13
| 1300
| 65 1 -
| 14
| 1600
| 65 2 -
| 15
| 1900
| 65 3 -
|
16
| 2200
| 65 4 -
| 17
| 2500
| 65 4 1
| 18
| 2800
| 65 4 2
|
19
| 3100
| 65 4 3
| 20
| 3400
| 65 4 4
| 21
| 3700
| 65 5 4
|
22
| 4000
| 65 5 5
| 23
| 4300
| 66 5 5
| 24
| 4600
| 66 6 5
|
25
| 4900
| 66 6 6
| 26
| 5200
| 76 6 6
| 27
| 5500
| 77 6 6
|
28
| 5800
| 77 7 6
| 29
| 6100
| 77 7 7
| 30
| 6400
| 87 7 7
|
31
| 6700
| 88 7 7
| 32
| 7000
| 88 8 7
| 33
| 7300
| 88 8 8
|
34
| 7600
| 98 8 8
| 35
| 7900
| 99 8 8
| 36
| 8200
| 99 9 8
|
|
TH
| Saves PD RS PP BW Sp Fo Re Wi
|
+0
| 6 4 6 3 4 1 3 0
| +1
| 6 5 7 3 5 1 4 1
| +2
| 7 6 7 4 6 2 5 1
|
+3
| 7 7 8 4 7 3 6 2
| +4
| 8 8 8 5 8 4 7 3
| +5
| 8 9 9 5 9 5 8 3
|
+6
| 9 10 9 6 10 5 9 4
| +7
| 9 11 10 6 11 6 10 5
| +8
| 10 12 10 7 12 7 11 5
|
+9
| 10 13 11 7 13 8 12 6
| +10
| 11 14 11 8 14 9 13 7
| +11
| 12 15 12 9 14 9 14 7
|
+12
| 13 16 13 11 15 10 15 8
| +13
| 14 16 14 13 15 11 16 9
| +14
| 15 16 15 14 16 12 17 9
|
+15
| 16 16 16 16 16 13 18 10
| +16
| 16 16 16 16 16 13 19 11
| +17
| 16 17 16 16 16 14 20 11
|
|
Requisites:
| Str 13, Con 13, Int 14, Wis 13
| Alignment:
| L any
| HD/level:
| d10
| Weapon Prof.:
| 4+level/3
| To Hit Table:
| War
| Save Table:
| 2xRog
| Reference:
| OA1
| Groups:
| Warrior
|
|
|
|
| CF=1:
|
| Gets Psi0 powers. Only Psi0 Minors and Majors exist at CF=1.
| Level 1: Gets a Martial Arts style and 1 maneuver slot per level.
| Level 2: +(LVL+1)/3 dmg.
| Level 3: Surprised only 1 in 6.
| Level 5: Immune to fear.
| Level 6: Gaze causes fear to all creatures of 1 HD or less.
| Level 7: Gain 10 bushi and 1d4 samurai followers of level=1d3.
| Level 8: Gain 10d10 bushi followers of level 1.
| Level 9: Gain 2d10 samurai followers of level 1. Gain 1d6+1 specialist followers (armorers, weaponsmiths, etc.).
|
| CF=2:
|
| Psi0 Grands can be used.
| Level 1: Focus Ki: Mouth's V, LVL/d: Str becomes 18 for 1 round.
| Level 9: Great Kiai (Paralyzing Shout): Mouth's V, 1/d: Str becomes 18 for 2 rounds; all enemies within 10' must save or be paralyzed for 1 round.
|
| CF=3:
|
| Psi0 Supers can be used.
|
|
[PC50] Collective 5.0 Classes
Savant1
Level
| KXP
| Wizard 123 456 789
|
1
| 0
| 1-- --- ---
| 2
| 2.5
| 2-- --- ---
| 3
| 5
| 3-- --- ---
|
4
| 10
| 31- --- ---
| 5
| 25
| 32- --- ---
| 6
| 50
| 43- --- ---
|
7
| 80
| 431 --- ---
| 8
| 115
| 532 --- ---
| 9
| 155
| 543 --- ---
|
10
| 205
| 543 1-- ---
| 11
| 280
| 553 2-- ---
| 12
| 380
| 654 3-- ---
|
13
| 500
| 654 31- ---
| 14
| 700
| 755 32- ---
| 15
| 900
| 765 43- ---
|
16
| 1100
| 765 431 ---
| 17
| 1300
| 775 532 ---
| 18
| 1500
| 875 543 ---
|
19
| 1700
| 876 543 1--
| 20
| 1900
| 976 553 2--
| 21
| 2100
| 987 654 3--
|
22
| 2300
| 987 654 31-
| 23
| 2500
| 997 755 32-
| 24
| 2700
| 997 765 43-
|
25
| 2900
| 998 765 431
| 26
| 3100
| 998 775 532
| 27
| 3300
| 999 876 543
|
28
| 3500
| 999 877 553
| 29
| 3700
| 999 987 654
| 30
| 3900
| 999 988 664
|
31
| 4100
| 999 998 765
| 32
| 4300
| 999 999 765
| 33
| 4500
| 999 999 876
|
34
| 4700
| 999 999 887
| 35
| 4900
| 999 999 998
| 36
| 5100
| 999 999 999
|
|
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, Wis 14
| Alignment:
| any
| HD/level:
| &0
| Weapon Prof.:
| 0+level/9
| To Hit Table:
| Wiz
| Save Table:
| Wiz
| Reference:
| Dragon
| Groups:
| Wizard
|
|
|
|
| CF=1:
|
| Level 1: Read Languages (25+5*level)%.
| Level 1: Legend Lore (15+5*level)%.
| Level 1: Immune to detrimental effects from reading magical/psionic tomes.
| Level 1: Read/Write/Speak 1 language, plus 1 more every 4 levels.
| Level 1: One knowledge non-weapon proficiency per level for free. Can instead (for each slot) add 20% to Read Languages or 10% to Legend Lore.
| Level 1: +(level/2, round up) on all knowledge-based proficiency checks.
| Level 1: Considered specialized in the school of Divination. You may select an additional school to be specialized; in this case, you must also select an opposite school.
| Level 9: Object Reading 1/d.
| Level 10: Truename 1/w.
| Level 12: Contact Other Plane 1/d.
|
|
[PC50] Collective 5.0 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
|
|
|
|
| CF=1:
|
| Gets 30 Rogue points per level.
| 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
| Find/Remove Traps: Mech. | Magic/Psi | OutPhase | Pro.
| M
| 5
| Dex-12
| Dex-17
|
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
|
Lvl
| Scout Ability | -50% | -100% | -150%
| Act
| Base
| Penalty
| Bonus
|
1
| Any Rogue 1 ability
| -
| -
| -
| -
|
|
[PC50] Collective 5.0 Classes
Scribe1
Level
| KXP
| Spells
|
1
| 0
| (special)
| 2
| 2.25
| (special)
| 3
| 4.5
| (special)
|
4
| 9
| (special)
| 5
| 18
| (special)
| 6
| 35
| (special)
|
7
| 60
| (special)
| 8
| 95
| (special)
| 9
| 145
| (special)
|
10
| 220
| (special)
| 11
| 400
| (special)
| 12
| 600
| (special)
|
13
| 800
| (special)
| 14
| 1000
| (special)
| 15
| 1200
| (special)
|
16
| 1400
| (special)
| 17
| 1600
| (special)
| 18
| 1800
| (special)
|
19
| 2000
| (special)
| 20
| 2200
| (special)
| 21
| 2400
| (special)
|
22
| 2600
| (special)
| 23
| 2800
| (special)
| 24
| 3000
| (special)
|
25
| 3200
| (special)
| 26
| 3400
| (special)
| 27
| 3600
| (special)
|
28
| 3800
| (special)
| 29
| 4000
| (special)
| 30
| 4200
| (special)
|
31
| 4400
| (special)
| 32
| 4600
| (special)
| 33
| 4800
| (special)
|
34
| 5000
| (special)
| 35
| 5200
| (special)
| 36
| 5400
| (special)
|
|
TH
| Saves PD RS PP BW Sp Fo Re Wi
|
Wiz
| 4 2 3 1 1 1 1 0
| +0
| 5 2 4 2 1 1 1 0
| +0
| 5 3 4 3 2 2 2 1
|
+0
| 6 4 5 4 3 2 2 1
| +0
| 7 5 6 5 4 3 2 1
| +0
| 8 5 7 6 4 3 3 2
|
+0
| 8 6 7 7 5 4 3 2
| +1
| 9 7 8 8 6 4 4 2
| +1
| 10 8 9 9 7 5 4 3
|
+1
| 11 8 10 10 7 5 4 3
| +1
| 11 9 10 11 8 6 5 3
| +1
| 12 10 11 12 9 6 5 4
|
+1
| 13 11 12 13 10 7 6 4
| +2
| 14 11 13 14 10 7 6 4
| +2
| 14 12 13 14 11 8 6 5
|
+2
| 14 12 14 14 11 8 7 5
| +2
| 14 13 14 14 12 9 7 5
| +2
| 15 13 14 14 12 9 8 6
|
|
Requisites:
| Dex 15, Int 16, Wis 10
| Alignment:
| any
| HD/level:
| d4
| Weapon Prof.:
| 1+level/9
| To Hit Table:
| ½xWiz
| Save Table:
| War
| Reference:
| BoD4
| Groups:
| Wizard
|
|
|
|
| CF=1:
|
| Spell Memorization = level*2+Int-35 spells;
| if this result is negative, you cannot memorize spells yet.
| Spells allowed to Scribes: Comprehend Languages, Erase, Explosive Runes, Glyph of Warding, Illusionary Script, Legend Lore, Read Magic, Symbol. The DM may add additional spells. There are no "spell levels", all spells allowed are treated the same to you (each costs 1 spell to cast).
| Level 1: 1M, 1V: Write (as spell)
| Level 1: 1M, 1F: Copy (as spell)
| Level 1: +Intelligence score in Language proficiencies.
| Level 1: Can accurately depit someone (or something's) image as a drawn illustration.
| Level 1: Weight Sense and Volume Sense.
| Level 1: Detect Magical Writings.
| Level 2: Can read scrolls without "blowing your head off". You are not immune to it's effect, so if it's a Cursed Scroll, you're still cursed.
| Level 3: 1M: Identify Scroll.
| Level 4: Can read books without "blowing your head off". You are not immune to what the book does to you, however.
| Level 5: 2M, 2F: Copy (as spell) something non-magical you saw within the last hour, from memory.
| Level 6: 1M: Identify Book.
| Level 8: Immune to negative effects from Scrolls or Books.
|
| CF=2:
|
| Spell Memorization is now level*2+Int-25 spells.
|
| CF=3:
|
| Spell Memorization is now level*2+Int-15 spells.
|
|
[PC50] Collective 5.0 Classes
Shaman
Level
| KXP
| Priest 123 456 7
|
1
| 0
| 1-- --- -
| 2
| 1.5
| 20- --- -
| 3
| 2.4
| 31- --- -
|
4
| 6
| 320 --- -
| 5
| 9.6
| 321 --- -
| 6
| 24
| 332 0-- -
|
7
| 38.4
| 332 1-- -
| 8
| 100
| 333 20- -
| 9
| 157.6
| 333 21- -
|
10
| 272.8
| 333 32- -
| 11
| 452.4
| 333 33- -
| 12
| 632.4
| 433 330 -
|
13
| 812.4
| 443 331 -
| 14
| 992.4
| 444 332 -
| 15
| 1172.4
| 444 433 -
|
16
| 1352.4
| 444 443 -
| 17
| 1532.4
| 444 444 -
| 18
| 1712.4
| 544 444 0
|
19
| 1892.4
| 554 444 1
| 20
| 2072.4
| 555 444 2
| 21
| 2252.4
| 555 544 3
|
22
| 2432.4
| 555 554 4
| 23
| 2612.4
| 555 555 4
| 24
| 2792.4
| 555 555 5
|
25
| 2972.4
| 655 555 5
| 26
| 3152.4
| 665 555 5
| 27
| 3332.4
| 666 555 5
|
28
| 3512.4
| 666 655 5
| 29
| 3692.4
| 666 665 5
| 30
| 3872.4
| 666 666 5
|
31
| 4052.4
| 666 666 6
| 32
| 4232.4
| 766 666 6
| 33
| 4412.4
| 776 666 6
|
34
| 4592.4
| 777 666 6
| 35
| 4772.4
| 777 766 6
| 36
| 4952.4
| 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
|
|
|
|
| CF=1:
|
| You get 1 Grand, 2 Major, and 5 Minor spheres. Your god may alter this amount.
| 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 27: Pick one species (as per Ranger species enemy). You can turn that species as if it was undead (DM will assign turning values).
|
| CF=4:
|
| 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.
|
|
[PC50] Collective 5.0 Classes
Shukenja1
Level
| KXP
| Priest 123 456 78
|
1
| 0
| 1-- --- --
| 2
| 1.25
| 2a- --- --
| 3
| 3
| 30b --- --
|
4
| 12
| 31a c-- --
| 5
| 68
| 320 bd- --
| 6
| 79
| 421 ac- --
|
7
| 304
| 432 0bf --
| 8
| 350
| 432 1ae --
| 9
| 410
| 532 20d --
|
10
| 776
| 542 21c g-
| 11
| 1076
| 543 22b f-
| 12
| 1376
| 643 32a e-
|
13
| 1626
| 654 320 d-
| 14
| 1876
| 654 321 c-
| 15
| 2126
| 754 322 b-
|
16
| 2376
| 765 322 a-
| 17
| 2626
| 765 432 0-
| 18
| 2876
| 765 433 1-
|
19
| 3126
| 865 443 1-
| 20
| 3376
| 876 443 2-
| 21
| 3626
| 876 544 2-
|
22
| 3876
| 976 554 2-
| 23
| 4126
| 987 554 3-
| 24
| 4376
| 987 655 3-
|
25
| 4626
| 997 665 3-
| 26
| 4876
| 998 765 4-
| 27
| 5126
| 998 776 4h
|
28
| 5376
| 999 876 4g
| 29
| 5626
| 999 987 5f
| 30
| 5876
| 999 998 6e
|
31
| 6126
| 999 999 7d
| 32
| 6376
| 999 999 8c
| 33
| 6626
| 999 999 9b
|
34
| 6876
| AAA AAA Aa
| 35
| 7126
| BBB BBB B0
| 36
| 7376
| CCC CCC C1
|
|
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:
| Str 9, Con 9, Wis 12
| Alignment:
| any G
| HD/level:
| d6
| Weapon Prof.:
| 2+level/2
| To Hit Table:
| Pri
| Save Table:
| Pri
| Reference:
| OA1
| Groups:
| Priest
|
|
|
|
| CF=1:
|
| Level 1: 1M: Everyone within 5' has +1/+1 TH/dmg vs. spirits this turn.
| Level 1: 0, level/d: +3 on a saving throw roll.
| Level 1: One martial arts style, +1 maneuver per level.
|
|
[PC50] Collective 5.0 Classes
Sohei1
Level
| KXP
| Priest 123 456 78
|
1
| 0
| a-- --- --
| 2
| 2
| 0-- --- --
| 3
| 4
| 1-- --- --
|
4
| 7
| 2b- --- --
| 5
| 13
| 3a- --- --
| 6
| 24
| 40- --- --
|
7
| 48
| 41c --- --
| 8
| 85
| 42b --- --
| 9
| 150
| 43a --- --
|
10
| 350
| 440 d-- --
| 11
| 750
| 441 c-- --
| 12
| 950
| 442 b-- --
|
13
| 1150
| 443 ae- --
| 14
| 1350
| 444 0d- --
| 15
| 1550
| 444 1c- --
|
16
| 1750
| 444 2bf --
| 17
| 1950
| 444 3ae --
| 18
| 2150
| 444 40d --
|
19
| 2350
| 444 41c g-
| 20
| 2550
| 444 42b f-
| 21
| 2750
| 444 43a e-
|
22
| 2950
| 444 440 d-
| 23
| 3150
| 444 441 c-
| 24
| 3350
| 444 442 b-
|
25
| 3550
| 444 443 a-
| 26
| 3750
| 444 444 0-
| 27
| 3950
| 444 444 1-
|
28
| 4150
| 444 444 2h
| 29
| 4350
| 444 444 3g
| 30
| 4550
| 444 444 4f
|
31
| 4750
| 555 555 5e
| 32
| 4950
| 666 666 6d
| 33
| 5150
| 777 777 7c
|
34
| 5350
| 888 888 8b
| 35
| 5550
| 999 999 9a
| 36
| 5750
| AAA AAA A0
|
|
TH
| Saves PD RS PP BW Sp Fo Re Wi
|
+0
| 8 4 5 2 3 0 0 2
| +1
| 8 4 6 3 4 0 0 3
| +2
| 9 5 6 3 4 0 1 3
|
+3
| 9 5 6 4 4 1 1 4
| +4
| 10 6 7 4 5 1 1 4
| +5
| 10 6 7 5 5 2 2 5
|
+6
| 11 7 8 5 6 2 2 5
| +7
| 11 7 9 6 6 2 2 6
| +8
| 12 7 9 6 7 3 3 6
|
+9
| 12 8 9 6 7 3 3 7
| +10
| 13 8 10 7 8 4 3 7
| +11
| 13 9 10 7 8 4 4 8
|
+12
| 13 9 10 7 8 4 4 8
| +13
| 14 9 11 8 9 5 4 9
| +14
| 14 10 11 8 9 5 5 9
|
+15
| 14 10 11 9 9 6 5 10
| +16
| 15 11 12 9 10 6 5 10
| +17
| 15 11 12 10 11 6 6 11
|
|
Requisites:
| Str 13, Con 10, Wis 10
| Alignment:
| L any
| HD/level:
| d10
| Weapon Prof.:
| 4+level/2
| To Hit Table:
| War
| Save Table:
| Pri
| Reference:
| OA1
| Groups:
| Priest
|
|
|
|
| CF=1:
|
| Level 1: +1/+1 TH/dmg with weapon of choice.
| Level 1: Free Martial Arts style; +1 maneuver per level.
| Level 3: 1M, 1/d: +1 to #Att, +1 AC, +3" movement, +1 TH, +1 dmg, +1 saves, Deflect as per Monk (duration 1 turn)
| Level 5: 0, at -1 to -10 current hp: Can still operate and be offensive, but will drop dead next segment.
| Level 6: 10-30 Sohei followers.
| Level 9: Build a monastery.
|
|
[PC50] Collective 5.0 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
|
|
|
|
| CF=1:
|
| Gets 0 (zero) rogue points per level. All the rogue abilities increase with level, as seen on the rogue table.
|
|
Lvl
| Thief Ability | -50% | -100% | -150%
| Act
| Base
| Penalty
| Bonus
|
1
| Pick Pockets/Shoplifting | Palm | Present
| P
| LVL*10+10
| Dex-12
| Dex-16
| 1
| Open/Close Locks: Mech. | Magic/Psi | OutPhase
| VM
| LVL*10+5
| Dex-11
| Dex-15
| 1
| Find/Remove Traps: Mech. | Magic/Psi | OutPhase | Pro.
| M
| LVL*10
| Dex-12
| Dex-17
|
1
| Move Silently || Immovability
| V
| LVL*10+5
| Dex-13
| Dex-16
| 1
| Hide in Shadows || Meld in Shadows/Mirrors
| V
| LVL*10+0
| Dex-11
| Dex-16
| 1
| Detect Noise | Clairaudience
| M
| LVL*10+10
| Wis-8
| Wis-20
|
1
| Climb Walls | Climb Overhangs | Climb Upside Down
| V
| LVL*10+55
| Str-9
| Str-13
| 1
| Backstab (each 40% = x1)
| 0
| LVL*20+60
| Int-6
| Int-20
| 2
| Mimic Voices || Tongues
| M
| LVL*10+15
| Wis-9
| Wis-12
|
2
| Distraction
| M
| LVL*10+10
| Wis-13
| Wis-16
| 3
| Contortion | Elasticity | Become Liquid-Form
| VM
| LVL*10-5
| Dex-10
| Dex-14
| 4
| Read Languages | Decipher Code
| M
| LVL*10-20
| Int-9
| Int-14
|
4
| Deeppockets | Vanish
| M
| LVL*10-10
| Int-6
| Int-18
| 5
| Sense Danger | Precognition | Choose Future
| VM
| LVL*10+5
| Wis-8
| Wis-11
| 6
| All-Around Sight | Locate Object | Treasure Finding
| M
| LVL*10-5
| Wis-15
| Wis-19
|
6
| Detect Illusion | Magic | Psi/Anti-Magic | Godly
| M
| LVL*10
| Int-12
| Int-15
| 7
| Blink | Controlled Blink
| M
| LVL*10-15
| Wis-12
| Wis-17
| 8
| Read Magic (Wizard/Priest) ||| Read Magic (Concordant)
| M
| LVL*10-25
| Int-13
| Int-15
|
8
| Wraithform | Dream Travel
| V
| LVL*10-15
| Con-15
| Con-17
| 9
| Clairvoyance | X-Ray Vision
| M
| LVL*10-35
| Wis-10
| Wis-20
| 9
| Find/Remove Tricks: x1 multiplier || x2 multiplier ||| x3 multiplier (| do this 90' away)
| M
| LVL*10-40
| Dex-18
| Dex-25
|
10
| Invisibility | Improved Invisibility
| M
| LVL*10-50
| Int-13
| Int-18
| 12
| Phase Door | Dimension Door
| M
| LVL*10-55
| Int-9
| Int-20
| 15
| Probability Travel
| MM
| LVL*10-55
| Int-13
| Int-20
|
18
| Shape Alteration/Polymorph Object | Shapechange
| MM
| LVL*10-85
| Con-13
| Con-20
| 27
| Time Shift
| VMM
| LVL*10-115
| Int-16
| Int-24
|
| CF=3:
|
| You can drop the previous Rogue table, and get one "Any Rogue level N" pick per level. This is in addition to the normal levels 9, 18, 27, 36 picks that all Rogues get. You get 40 rogue points per level.
|
|
|
|
|
|
|
|
|
|
|
|
|
|
[PC50] Collective 5.0 Classes
Translator1JG
Level
| KXP
| Wizard 123 456 7
|
1
| 0
| 1-- --- -
| 2
| 1.2
| 2-- --- -
| 3
| 2.5
| 21- --- -
|
4
| 4.9
| 32- --- -
| 5
| 10
| 421 --- -
| 6
| 19.6
| 431 --- -
|
7
| 38.8
| 432 --- -
| 8
| 77.2
| 432 1-- -
| 9
| 154
| 533 2-- -
|
10
| 394
| 543 21- -
| 11
| 634
| 543 32- -
| 12
| 874
| 554 321 -
|
13
| 1114
| 554 322 -
| 14
| 1354
| 554 322 1
| 15
| 1594
| 554 422 2
|
16
| 1834
| 555 432 2
| 17
| 2074
| 555 532 2
| 18
| 2314
| 555 533 2
|
19
| 2554
| 555 543 2
| 20
| 2794
| 555 543 3
| 21
| 3034
| 555 554 3
|
22
| 3274
| 555 555 4
| 23
| 3514
| 555 555 5
| 24
| 3754
| 666 655 5
|
25
| 3994
| 666 666 6
| 26
| 4234
| 777 766 6
| 27
| 4474
| 777 777 7
|
28
| 4714
| 888 877 7
| 29
| 4954
| 888 888 8
| 30
| 5194
| 999 988 8
|
31
| 5434
| 999 999 9
| 32
| 5674
| AAA A99 9
| 33
| 5914
| AAA AAA A
|
34
| 6154
| BBB BAA A
| 35
| 6394
| BBB BBB B
| 36
| 6634
| 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:
| Int 13, Chr 16
| Alignment:
| any
| HD/level:
| d4
| Weapon Prof.:
| 1+level/3
| To Hit Table:
| Wiz
| Save Table:
| Wiz
| Reference:
| FGE1JG
| Groups:
| Wizard
|
|
|
|
| CF=1:
|
| May specialize in Divination and/or Enchantment, if this is done, pick 1 opposite per specialty.
| Level 1: +3 language slots per level (DM note: Note you need 2 slots to completely cover a language, one is "speak", the other is "read/write".)
| Level 1: +1 beast language per level. This allows speaking with animals such as birds, rabbits, etc.
| Level 1: 1M, 1/t: Charm Person.
| Level 6: 1M, 1/t: Charm Monster.
| Level 9: Detect Lie continuous.
| Level 9: 1M, 1/d: Undetectable Lie for 1 turn.
| Level 11: 1M, 1/t: Mass Charm.
|
|
[PC50] Collective 5.0 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
| 1125
| 444 332 1--
| 12
| 1875
| 444 443 21-
|
13
| 2125
| 555 443 21-
| 14
| 2375
| 555 443 21-
| 15
| 2625
| 555 553 221
|
16
| 2875
| 555 554 221
| 17
| 3125
| 555 554 332
| 18
| 3375
| 555 554 333
|
19
| 3625
| 555 554 443
| 20
| 3875
| 555 554 444
| 21
| 4125
| 555 555 544
|
22
| 4375
| 555 555 554
| 23
| 4625
| 666 655 555
| 24
| 4875
| 666 666 655
|
25
| 5125
| 666 666 666
| 26
| 5375
| 777 766 666
| 27
| 5625
| 777 777 766
|
28
| 5875
| 777 777 777
| 29
| 6125
| 877 777 777
| 30
| 6375
| 887 777 777
|
31
| 6625
| 888 777 777
| 32
| 6875
| 888 877 777
| 33
| 7125
| 888 887 777
|
34
| 7375
| 888 888 777
| 35
| 7625
| 888 888 877
| 36
| 7875
| 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
|
|
|
|
| CF=1:
|
| Specialized in Abjuration. Has Illusion and Necromancy as opposite schools.
| Can cast MTG White spells (see below).
| Level 1: May use 1 material component effect per spell as a zero action.
|
| MTG White spells:
| Abeyance (SL=2): Target cannot use M actions this segment (Will save)
| Arenson's Aura (SL=3): 0, sacrifice a maintained effect: Dispel a maintained effect.
| Resurrection (SL=4): Resurrect someone who's been killed within the past CL s.
| Angelic Chorus (SL=5): Whenever you summon a creature, cure it's hp on yourself
| Beacon of Immortality (SL=6): Double current hp (like a Tenser's, but a different source)
|
| CF=2:
|
| More MTG White spells:
| Healing Salve (SL=1): One target is cured 30 hp, or (1bM action) prevent the next 30 dmg to a target.
| Disenchant (SL=2): Dispel an effect.
| Congregate (SL=4): Target gains 10*N hp, where N is the number of people in the party+summons
| Look at Me, I'm the DCI (SL=7): An effect is banned from the room (x1 Special)
| Blessed Wind (SL=9): Target's current hp becomes 200.
|
| CF=3:
|
| More MTG White spells:
| Angel's Grace (SL=1): 1bM: Damage that would put you below 1 hp this segment puts you at 1 hp
| Death Ward (SL=1): 1bM, cannot act next segment: Avoid a slay effect on someone.
| Circle of Protection (SL=2): When cast, name a school/sphere/psi freq. Lose 1 spell slot: Immune to 1 effect of that school/sphere/psi freq.
| Reverse Damage (SL=3): 1bM: One effect that's damaging you heals you for that amount instead.
| Reverse the Sands (SL=8): Switch current hp totals with someone (no save)
|
|
[PC50] Collective 5.0 Classes
Witch Doctor
Level
| KXP
| Wizard 123 456 789
|
1
| 0
| 1-- --- ---
| 2
| 1
| 2-- --- ---
| 3
| 2.5
| 21- --- ---
|
4
| 4.5
| 22- --- ---
| 5
| 10
| 221 --- ---
| 6
| 18
| 222 --- ---
|
7
| 40
| 222 1-- ---
| 8
| 72
| 222 2-- ---
| 9
| 136
| 222 21- ---
|
10
| 264
| 222 22- ---
| 11
| 458
| 322 22- ---
| 12
| 658
| 332 221 ---
|
13
| 858
| 333 222 ---
| 14
| 1058
| 333 322 ---
| 15
| 1258
| 333 332 ---
|
16
| 1458
| 433 333 1--
| 17
| 1658
| 443 333 2--
| 18
| 1858
| 444 333 3--
|
19
| 2058
| 444 433 3--
| 20
| 2258
| 444 443 3--
| 21
| 2458
| 444 444 31-
|
22
| 2658
| 444 444 42-
| 23
| 2858
| 444 444 43-
| 24
| 3058
| 444 444 44-
|
25
| 3258
| 544 444 44-
| 26
| 3458
| 554 444 44-
| 27
| 3658
| 555 444 441
|
28
| 3858
| 555 544 442
| 29
| 4058
| 555 554 443
| 30
| 4258
| 555 555 444
|
31
| 4458
| 555 555 544
| 32
| 4658
| 555 555 554
| 33
| 4858
| 555 555 555
|
34
| 5058
| 666 555 555
| 35
| 5258
| 666 666 555
| 36
| 5458
| 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
|
|
|
|
| CF=1:
|
| 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.
|
|
[PC50] Collective 5.0 Classes
Yakuza1
Level
| KXP
| Spells
|
1
| 0
| (none)
| 2
| 2
| (none)
| 3
| 4
| (none)
|
4
| 8
| (none)
| 5
| 16
| (none)
| 6
| 30
| (none)
|
7
| 60
| (none)
| 8
| 130
| (none)
| 9
| 260
| (none)
|
10
| 520
| (none)
| 11
| 800
| (none)
| 12
| 1100
| (none)
|
13
| 1400
| (none)
| 14
| 1700
| (none)
| 15
| 2000
| (none)
|
16
| 2300
| (none)
| 17
| 2600
| (none)
| 18
| 2900
| (none)
|
19
| 3200
| (none)
| 20
| 3500
| (none)
| 21
| 3800
| (none)
|
22
| 4100
| (none)
| 23
| 4400
| (none)
| 24
| 4700
| (none)
|
25
| 5000
| (none)
| 26
| 5300
| (none)
| 27
| 5600
| (none)
|
28
| 5900
| (none)
| 29
| 6200
| (none)
| 30
| 6500
| (none)
|
31
| 6800
| (none)
| 32
| 7100
| (none)
| 33
| 7400
| (none)
|
34
| 7700
| (none)
| 35
| 8000
| (none)
| 36
| 8300
| (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, Int 9, Chr 9
| Alignment:
| non-L
| HD/level:
| d6
| Weapon Prof.:
| 2+level/3
| To Hit Table:
| Rog
| Save Table:
| Rog
| Reference:
| OA1
| Groups:
| Rogue
|
|
|
|
| CF=1:
|
| Level 1: +1 Knowledge proficiency per level.
| Level 1: Free Martial Arts style; +1 maneuver per level.
|
|
Lvl
| Yakuza Ability | -50% | -100% | -150%
| Act
| Base
| Penalty
| Bonus
|
1
| Take ½ dmg from an Attack | Spell | Psi Power | Innate
| V
| 10
| Con-15
| Con-19
| 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
| 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
| Detect Noise | Clairaudience
| M
| 15
| Wis-8
| Wis-20
|
1
| Spying
| -
| 10
| Int-11
| Int-14
| 2
| Legend Lore | Identify
| 0 | M
| 0
| Int-13
| Int-15
| 2
| Concealment/Blending | Misdirection | Non-Detection
| M
| 20
| Wis-12
| Wis-14
|
3
| Mimic Voices || Tongues
| M
| 25
| Wis-9
| Wis-12
| 5
| Sensitivity to Psychic Impressions ||| Truename
| M
| 20
| Wis-9
| Wis-12
| 6
| Identity Penetration | False Seeing | True Seeing
| MM
| 5
| Wis-11
| Wis-19
|
7
| Suggestion | Domination | Eyebite
| VM
| 10
| Int-13
| Int-14
| 7
| Object Reading
| VM
| 0
| Int-12
| Int-20
| 8
| Aura Alteration | Unknowable Alignment || Unknowable Truename
| M
| 10
| Chr-15
| Chr-19
|
8
| Ask the Local Lord | Highest Lvl in Plane | Chosen God | Ultraplanar | DM a question
| VM
| 0
| Chr-11
| Chr-21
|
Lvl
| Yakuza Ability | -50% | -100% | -150%
| Act
| Base
| Penalty
| Bonus
|
1
| any Rogue 1 ability
| -
| -
| -
| -
| 4
| Presence (+1 per 20% made to Presence)
| M
| 0
| Int-9
| Int-12
| 4
| Leadership (+1 per 20% made to Leadership)
| M
| 0
| Int-9
| Int-12
|
9
| Any Rogue 1 ability
| -
| -
| -
| -
| 10
| Any Rogue 3 ability
| -
| -
| -
| -
| 12
| Any Rogue 6 ability
| -
| -
| -
| -
|
15
| Any Rogue 10 ability
| -
| -
| -
| -
| 19
| Any Rogue 15 ability
| -
| -
| -
| -
|
|