[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
 
CF=3:
 
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
 
CF=3:
 
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 - - - -