[PC70] Collective 7.0 Classes


Dimensional Mage

Level KXP Wizard
123 456 789
1 0 1-- --- ---
2 3 2-- --- ---
3 6 21- --- ---
4 12 32- --- ---
5 27 421 --- ---
6 48 422 --- ---
7 72 432 1-- ---
8 108 433 2-- ---
9 162 433 21- ---
10 300 443 22- ---
11 450 444 33- ---
12 900 444 441 ---
13 1350 555 442 ---
14 1800 555 442 1--
15 2250 555 552 1--
16 2700 555 553 21-
17 3150 555 553 32-
18 3600 555 553 321
19 4050 555 553 331
20 4500 555 554 332
21 4950 555 554 442
22 5400 555 555 443
23 5850 555 555 553
24 6300 555 555 554
25 6750 555 555 555
26 7200 666 655 555
27 7650 666 666 655
28 8100 666 666 666
29 8550 777 766 666
30 9000 777 777 766
31 9450 777 777 777
32 9900 888 877 777
33 10350 888 888 877
34 10800 888 888 888
35 11250 999 988 888
36 11700 999 999 999
TH Saves
PD RS PP BW Sp Fo Re Wi
+0  4  7  5  3  6  0  1  1
+0  4  8  5  4  7  0  1  2
+0  4  8  6  4  7  1  2  2
+1  5  9  7  5  8  2  3  3
+1  5 10  7  5  9  2  3  4
+1  6 10  8  6  9  3  4  5
+2  6 11  8  6 10  3  4  5
+2  7 12  9  7 11  4  5  6
+2  7 12  9  8 11  4  5  7
+3  8 13 10  8 12  5  6  8
+3  8 13 11  9 12  6  7  8
+3  9 14 11 10 13  6  7  9
+4  9 14 12 10 13  7  8 10
+4 10 15 13 11 14  8  9 11
+4 10 15 13 11 15  8  9 11
+5 11 16 13 12 15  9 10 12
+5 11 16 14 12 15  9 10 13
+5 12 16 14 13 16 10 11 14
Requisites: Dex 16, Int 15
Alignment: any
HD/level: d6
Weapon Prof.: 1+level/5
To Hit Table: Wiz
Save Table: 1˝xWiz
Reference: DM
Groups: Wizard, Planar
 
Specializated in Dimensional Magic (see list on next page); no opposite.
Gets Dex or Int bonus to spells (your choice).
 
New Dimensional Magic Spells
Dimensional Shard (SL=1): One target takes 10 dimensional dmg (no save), one item at random in his inventory is dropped to the floor (no save)
Displace Self (SL=1): You are displaced.
Summon Outer (SL=1): Summon a DL I Outer; or dismiss one Outer planar creature (no save; MR to resist; material component to hit CL of them in one group)
Blink Other (SL=2): Blink someone else from one group to another (unwilling get save vs. Spell)
Wrench (SL=2): Wrench or Hold Vapor
Distance Distortion (SL=2): One group is considered out of range to another

[PC70] Collective 7.0 Classes


DumDum (Triple Reduced DoDo)


Level

KXP
CreP    DumDum
123 456 48C

TH
1 0 1-- --- 1-- +6
2 8 2-- --- 2-- +6
3 15 3-- --- 3-- +6
4 29 31- --- 4-- +6
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
Requisites: Con 21, Chr 13
Alignment: any S
HD/level: d14
Weapon Prof.: 3+level/36
Reference: DM
Groups: Custom, Lesser (x1), Shangri-La
Complexity: CF=2
 
Saving Throws:
PPD: +level+6 Fort: +level+4
RSW: +level+7 Reflex: +level-3
PP: +level+4 Will: +level-8
BW: +level-3
Spell: +level
 
Gets Wisdom bonus to Creation Priest spell progression.
You do not have a Truename.
Level 1 ¶: 1M, 1/t: LVL*10 hp Magnetic Shield
Level 1 ¶: 1M, N current hp: Create an [E1] item that costs N*LVL gp or less. These may not be sold, but can be given out to other members of the party. These items last for only 1 day.
 
Dum-Dum Spells (x1 Concordant; can't be material componented):
Know Weakness (SL=4): You gain a LVL=CL Mini class in Slayer vs. one race for 1 turn. You also do a weak Legend Lore for that race.
Mirage Arcana (SL=4): Mirage Arcana (illusion that can't be disbelieved)
Slow Teleport (SL=4): Same plane (or next plane if on border); takes 10-CL turns to resolve
 
Creation Priest Spells:
Ethereal Repair N (SL=N): Summon an Ethereal Repair of DL=N.
Party Cure (SL=1): The party is cured CL hp.
Mistletoe Leaf (SL=2): You have x2 hp.
Create an Item (SL=3): Create any item of CL^3 gp or less; it lasts for 1 turn.
Create a Monster (SL=4): Creates a DL=1d5 monster. It is friendly. You have an extra "Created Creature" summon slot, which can hold up to LVL of them.
Coin (SL=5): Creates 1 cp, sp, ep, gp, or pp. It is real and permanent.
Create Offensive Monster (SL=6): Creates a DL=1e10 monster. It is not friendly (it is hostile), but you do get XP if you kill it.
Holy Word Enhance (SL=7): Target does x2 effect with combat, spells, and psi for 1s.
Sphere of Creation (SL=8): Creates a Sphere of Creation.
Create Plane (SL=9): Create a plane; it lasts for 1 day.

[PC70] Collective 7.0 Classes


Golem Master


Level

KXP
Wizard/Psi16
123 456 789

TH
1 0 1-- --- --- +0
2 3 2-- --- --- +0
3 6 21- --- --- +0
4 12 32- --- --- +1
5 27 421 --- --- +1
6 48 422 --- --- +1
7 72 432 1-- --- +2
8 108 433 2-- --- +2
9 162 433 21- --- +2
10 300 443 22- --- +3
11 450 444 33- --- +3
12 900 444 441 --- +3
13 1350 555 442 --- +4
14 1800 555 442 1-- +4
15 2250 555 552 1-- +4
16 2700 555 553 21- +5
17 3150 555 553 32- +5
18 3600 555 553 321 +5
19 4050 555 553 331 +6
20 4500 555 554 332 +6
21 4950 555 554 442 +6
22 5400 555 555 443 +7
23 5850 555 555 553 +7
24 6300 555 555 554 +7
25 6750 555 555 555 +8
26 7200 666 655 555 +8
27 7650 666 666 655 +8
28 8100 666 666 666 +9
29 8550 777 766 666 +9
30 9000 777 777 766 +9
31 9450 777 777 777 +10
32 9900 888 877 777 +10
33 10350 888 888 877 +10
34 10800 888 888 888 +11
35 11250 999 988 888 +11
36 11700 999 999 999 1 +11
Requisites: Con 16, Int 13
Alignment: any
HD/level: 2d4
Weapon Prof.: 5+level/8
Reference: DM
Groups: Wizard
Complexity: CF=2
 
Saving Throws:
PPD: level+7 Fort: level+8
RSW: level+6 Reflex: level-4
PP: level+8 Will: level
BW: level+4
Spell: level+4
 
School Robed (-1 SL) in summoning Golems
There is a "Summon Golem N" spell of each SL.
You can have +LVL Golems in your summon slots, if all they have is Golems.
Your Golems cannot betray you.
Can Turn (Command) Golems as if a Priest turning undead.
Level 3 ¶: One of your Golems can attack Sub-Bosses.
May use Psi16 powers as if they were Wizard spells (Minor is SL=2, Major is SL=5, etc.)

[PC70] Collective 7.0 Classes


Essence Warden

Level KXP Priest
123 456 789
1 0 1-- --- ---
2 2.5 20- --- ---
3 5 21- --- ---
4 10 320 --- ---
5 20 421 --- ---
6 40 422 0-- ---
7 80 432 1-- ---
8 160 433 20- ---
9 250 433 21- ---
10 500 443 22- ---
11 700 444 330 ---
12 900 444 441 ---
13 1100 555 442 0--
14 1300 555 442 1--
15 1500 555 552 10-
16 1700 555 553 21-
17 1900 555 553 320
18 2100 555 553 321
19 2300 555 553 331
20 2500 555 554 332
21 2700 555 554 442
22 2900 555 555 443
23 3100 555 555 553
24 3300 555 555 554
25 3500 555 555 555
26 3700 666 655 555
27 3900 666 666 655
28 4100 666 666 666
29 4300 777 766 666
30 4500 777 777 766
31 4700 777 777 777
32 4900 888 877 777
33 5100 888 888 877
34 5300 888 888 888
35 5500 999 988 888
36 5700 999 999 999
TH Saves
PD RS PP BW Sp Fo Re Wi
+0  8  7  5  3  6  0  1  2
+1  8  7  6  3  7  0  1  3
+1  9  8  6  4  7  0  1  3
+2  9  8  6  4  7  1  2  4
+3 10  9  7  4  8  1  2  4
+3 10  9  7  5  8  2  3  5
+4 11 10  8  5  9  2  3  5
+5 11 10  9  6  9  2  3  6
+5 12 10  9  6  9  3  4  6
+6 12 11  9  6 10  3  4  7
+7 13 11 10  7 10  4  5  7
+7 13 12 10  7 11  4  5  8
+8 13 12 10  8 11  4  5  8
+9 14 13 11  8 11  5  6  9
+9 14 13 11  8 12  5  6  9
+10 14 13 11  9 12  6  7 10
+11 15 14 12  9 13  6  7 10
+11 15 14 12 10 13  6  7 11
Requisites: Wis 16, Chr 12
Alignment: any
HD/level: d9
Weapon Prof.: 3+level/3
To Hit Table: Pri
Save Table: Wiz/Pri
Reference: MTG / DM
Groups: Priest, Lost, Alternate
 
Grand in Green Sphere.
Whenever a party member summons a subordinate, you can cure one target 10 hp.
May use Triple Sphere Robing in Healing or Necromancy, but the slots are not Channeled (don't Twilight from this ability, but could Concordant Twilight).

[PC70] Collective 7.0 Classes


MTG Green Spells

School/Sphere SL # Spell Effect
Green 1 1 Awaken Removes sleep/fatigue effect on up to CL targets
Green 1 2 Berserk Attacking creature does x2 dmg and is slain this segment (not 1bM)
Green 1 3 Force of Nature I Summon a Plant Elemental: AC 20, hp 20, #Att 1/1, TH +10, dmg 10
Green 1 4 Giant Growth Target gets +3 TH, dmg, AC, and saves this round.
Green 1 5 Instill Energy You get +1S action per round for CL r (counts as your haste).
Green 1 6 Natural Healing Target is cured equal to his Con score in hp
Green 1 7 Nature’s Lore Know direction & distance to an object or person (if they are touching the ground)
Green 2 1 Bind 1bM: Counter an item ability.
Green 2 2 Earth Bolt Deal CLd10 Eldritch Earth dmg to one target (no save)
Green 2 3 Gaea’s Bounty Regain one first-level Plant/Animal spell to memorization
Green 2 4 Gaea’s Cradle One of your summoned creatures is dispelled; Add it's hp/10 in SL to your memorization
Green 2 5 Gaea’s Might Target gains +N AC/saves/TH/dmg; N is number of groups of classes you have
Green 2 6 Lifeforce 1bM: Counter a MTG Black, Necromancy/Necromantic, or Psi7 power.
Green 2 7 Naturalize Dispel one non-natural effect (or) Turn off one non-natural item for 1 turn
Green 2 8 Regeneration You regenerate at CL hp/s. 0, this effect drops and you lose the spell slot: Avoid a slay effect.
Green 2 9 Soothing Word Removes fear/horror effect on up to CL targets
Green 2 10 Spiritual Energy +LVL Con
Green 3 1 Adaptation NaNR +CL*10%; Immune to Hostile Environment; Need not breathe
Green 3 2 Ancestral Mask Target gets +LVL/+LVL TH/dmg for each other of same race in room
Green 3 3 Force of Nature II Summon a Wood Elemental: AC 40, hp 80, #Att 2/1, TH +30, dmg 30
Green 3 4 Gaea’s Skyfolk Winged flight CL^2"
Green 3 5 Nature’s Chosen +1S action
Green 3 6 Tranquility Dispel all effects on one target (use the 50% +/- 5% per CL difference rules)
Green 4 1 Aluren You may cast SL 0-3 Conjuration/Summoning spells as a 0 action.
Green 4 2 Earth Storm Deal CLd12 Eldritch Earth dmg 40' radius (no save)
Green 4 3 Gaea’s Balance You may transfer SLs & PSPs between your magic & psi pools; use [Q11] type conversion
Green 4 4 Gaea’s Blessing Reconstruct up to three effects which were dispelled/twisted within the last turn
Green 4 5 Gaea’s Touch +1QM only for Pixie Queen spells
Green 4 6 Harmony of Nature 0, 1/s, one of your summoned critters loses & can't use 1P this segment: You gain +1QP
Green 4 7 Living Lands Summon CL Treefolk (DL=2), together they occupy 1 summon slot.
Green 4 8 Nature’s Blessing +CL distributed among AC/saves/TH/dmg as you like
Green 5 1 Brute For the next turn, you get: -1M, +1P, -CL Int, +CL Str, -CL saves, +CL dmg; can't drop this
Green 5 2 Call of the Wild Summon any real-world animal (your choice), you get CL/DL of them (round up)
Green 5 3 Doubling Season Whenever you summon a creature, you get 2 instead (+1 slot too)
Green 5 4 Force of Nature III Summon a Root Elemental: AC 60, hp 180, #Att 3/1, TH +50, dmg 50
Green 5 5 Gaea’s Embrace Target gains +3 AC/saves/TH/dmg and Troll-like regen CL hp/r
Green 5 6 Life Essence If target has less than CL*CL current hp, it is cured so it has CL*CL hp
Green 6 1 Desert Twister Destroy something (PP save, like a Disintegrate spell)
Green 6 2 Gaea’s Herald When your summoned creatures go below -10 hp, they don't disappear (you can cure)
Green 6 3 Nature’s Cloak +CL*10 Rogue points; Any Level=CL/2 (or less) Rogue pick
Green 7 1 Force of Nature IV Summon a Thicket Elemental: AC 80, hp 320, #Att 4/1, TH +70, dmg 70
Green 7 2 Nature’s Wrath Turn all undead/outer-planar creatures within 80' (no turn roll, instead make Will saves)
Green 7 3 One with Nature For every 10 points of damage you deal in unarmed combat, add 1 SL to your memorization
Green 7 4 Seeds of Life 1 sq. mile area is restored, CL trees grow instantly, removes Defiled status
Green 7 5 Tooth and Nail Summon DL VII, can pick type, or can pick creature within type
Green 8 1 Biorhythm Each person in a group's current hp = (Number of summons)*10
Green 8 2 Dual Nature Whenever you summon or create creatures, you get twice as many of them
Green 8 3 Force of Nature V Summon a Fungus Elemental: AC 100, hp 500, #Att 5/1, TH +90, dmg 90
Green 8 4 Gaea’s Avenger Immune to x5 and lower artifact effects that you (or your party) do not control
Green 9 1 Child of Gaea Target becomes Int=3, Wis=3, Chr=3, CL=0 (no save) for CL days
Green 9 2 Everhome Your home plane is every plane; when this effect ends, your home plane = current plane
Green 9 3 Force of Nature VI Summon a Thorn Elemental: AC 120, hp 720, #Att 6/1, TH +110, dmg 110
Green 9 4 Gaea’s Liege Your max hp is CL^3 (and/or) Your TH bonus is +CL^2 (no other adj. can be added)

[PC70] Collective 7.0 Classes


Acidic Cytoplasm

Level KXP AcidicCyto
123 456
1 0 1-- ---
2 3.58 2-- ---
3 8.23 3-- ---
4 14.27 4-- ---
5 22.13
6 32.35
7 45.64
8 62.9
9 85.35
10 114.54
11 152.48
12 201.8
13 265.91
14 349.26
15 457.62
16 598.48
17 781.61
18 1019.67
19 1329.14
20 1731.46
21 2254.48
22 2934.4
23 3818.3
24 4967.37
25 6461.15
26 8403.08
27 10927.58
28 14209.43
29 18475.84
30 24022.17
31 31232.4
32 40605.69
33 52790.98
34 68631.85
35 89224.98
36 115996.05
TH Saves
PD RS PP BW Sp Fo Re Wi
+1 +1
+2 +3
+3 +4
+4 +6
+5 +7
+6 +9
+7 +10
+8 +12
+9 +13
+10 +15
+11 +16
+12 +18
+13 +19
+14 +21
+15 +22
+16 +24
+17 +25
+18 +27
Requisites: Str 11, Con 36, Mini Class slots 1
Alignment: C any [or] any S
HD/level: & 2d8
Weapon Prof.: & level
To Hit Table: Mon
Save Table: 3xMon
Reference: COC {Reduced Shoggoth}
Groups: Concordant (x1), Lost, Planar
 
+1 script-P action per round.
Intermediate Con bonus; = (Con-13)*3/2, round down
Your brain cannot be put on a plate.
1 script-V: Pick Pockets 1i%
Always succeed to bash doors
Immune Acid, Fire, Cold, Lightning, Electricity, Poison, Fear, Confusion, Sleep
Class VI / Esper-Blind
Base unarmed fist attacks = LVLd10 Acid

[PC70] Collective 7.0 Classes


Acidic Cytoplasm Spells

SL # Spell Effect
1 1 Body Grope Distribute CL*6 dmg among any number of targets.
1 2 Excrete Space Mead You excrete Space Mead, which does current hp dmg to one target in your group
1 3 Cthulhoid Summon 1 Summon a DL=2 Ooze, Demon, or Weird that you comprehend
1 4 Cthulhoid Wish Wishoid for a SL 0-1 Cthulhu Investigator5 spell
1 5 Spitoon Can do one of your unarmed attacks at range LVL*10' once per segment for 1 turn (Psi1 Elasticity)
1 6 Wild Surge 1 Wild Surge or High-Frequency Sample (the result is not "kept in memory" like High-Frequency Sampler class)

[PC70] Collective 7.0 Classes


Cthulhu School Spells

Name SL Effect
Candle Communication 0 Can communicate to someone you know (across planes) if they are running this spell too
Detect Life 0 Detect Life
Elder Sign 0 Outer planar creatures cannot cross the line
Message 0 Message
Augury 1 Augury
Bind Enemy 1 Choose a target. You can't attack or target him, and vice versa.
Chant of Thoth 1 +CL Int checks
Cloud Memory 1 Forget (Will save)
Contact Human 1 Contact a specific person
Control Weather 1 Control Weather
Create Bad-Corpse Dust 1 Create a line that Undead cannot cross
Deflect Harm 1 Deflect next CL physical attacks on you, but each causes 2 Int dmg to you
Detect Magic 1 Detect Magic
Dominate Animal 1 Dominate Animal (save)
Eibon’s Wheel of Mist 1 Your group is Invisible
Invisibility Purge 1 Dispel Invisibility
Mirror of Tarkhun Atep 1 Creates a mirror
Nightmare 1 Target sleeping person has a nightmare
Pose Mundane 1 Illusion: Room appears to be normal/ordinary (x1 Trick)
Power of Nyambe 1 +2d6 SL's added to your current progression for today; -1 Con (permanent)
Seal of Isis 1 Object will make it's next item saving throw
Snare Dreamer 1 Dispel a Somniomancy effect
True Strike 1 Next attack at +20 TH
Unmask Demon 1 Dispel a Change Self or Alter Appearance effect
View Gate 1 Can see through a Gate to other side clearly
Voice of Ra 1 +1d6+1 Chr
Warding the Eye 1 Immune to the "Evil Eye" spell (on this list)

[PC70] Collective 7.0 Classes


Scrapper

Level KXP
Spells
1 0 (none)
2 2.25 (none)
3 4.5 (none)
4 9 (none)
5 18 (none)
6 39 (none)
7 82.5 (none)
8 165 (none)
9 330 (none)
10 675 (none)
11 1350 (none)
12 2025 (none)
13 2700 (none)
14 3375 (none)
15 4050 (none)
16 4725 (none)
17 5400 (none)
18 6075 (none)
19 6750 (none)
20 7425 (none)
21 8100 (none)
22 8775 (none)
23 9450 (none)
24 10125 (none)
25 10800 (none)
26 11475 (none)
27 12150 (none)
28 12825 (none)
29 13500 (none)
30 14175 (none)
31 14850 (none)
32 15525 (none)
33 16200 (none)
34 16875 (none)
35 17550 (none)
36 18225 (none)
TH Saves
PD RS PP BW Sp Fo Re Wi
++1 ++1 (all)
++1 ++1 (all)
++2 ++2 (all)
++2 ++2 (all)
++3 ++3 (all)
++3 ++3 (all)
++4 ++4 (all)
++4 ++4 (all)
++5 ++5 (all)
++5 ++5 (all)
++6 ++6 (all)
++6 ++6 (all)
++7 ++7 (all)
++7 ++7 (all)
++8 ++8 (all)
++8 ++8 (all)
++9 ++9 (all)
++9 ++9 (all)
Requisites: Str 18
Alignment: any
HD/level: 2d12
Weapon Prof.: 10+level
To Hit Table: ++LVL/2 (round up)
Save Table: ++LVL/2 (round up)
Reference: DM
Groups: Warrior
 
Exceptional Str.
Gets 1 attack per weapon.
Multiply damage by the attack rate of the weapon times 2. (So 3/2 becomes x3 dmg.)
Can spend any number of weapon slots on Weapon Mastery (+1 TH or dmg per slot in one weapon type)
Level 2 ¶: Gets LVL attacks instead of 1 when fighting creatures with less than LVL HD.
Level 2 ¶: Gets a Soldier5 pick every even level (treated as level/2).
Level 5 ¶: Can distribute dmg across monsters in one group.
Soldier 5 Levels Pick Description
Level 1-3: A +LVL*3" bonus to movement rate
B LVL slots each in Direction Sense, Tracking, Survival
C Add d+LVL to the damage dice with one weapon type
D Nonmagical weapons and armor are at half monetary cost for you
E Leave no footprints, actually 1 inch above ground when walking, immune pits/slides/etc.
Level 4: Pick two Soldier5 Level 1-3, one Mercenary5 Level 1-3, or one Psi(-5) minor
Level 5-7: F Bind wounds is LVL hp (can’t bind an already bound wound)
G Subtract 1 from what you need to roll to autohit target
H Get +LVL melee TH & dmg vs. a target for every other person also meleeing that target
I Magical weapons and armor (including individual flags) are at half cost for you
J Your mount and everyone within 30’ you instruct have the Level 1-3 E ability
Level 8: Pick two from: Soldier5 Level 5-7, Mercenary5 Level 1-3, Psi(-5) minor
Level 9-12: K 1M, 1/d: Summon LVL Soldier5 NPCs (lvl = LVL*2-12, max=12)
L 1P: Attack only one target this segment. Your base # attacks per weapon/fist = LVL.
M Any target with AC>100 is considered AC=100 to you
N Ignore WR, aWR, DR, aDR, ER, inertial barrier, displacement; considered extra +LVL wpn
O You & mount fly at (LVL^2)", Sustain Movement Rate, Immune terrain/slow/hold/stop/stun
Level 13: Pick 2: Soldier5 Level 9-12, Mercenary5 Level 5-7, Psi(-5) major, other5 Level 1-3
Level 14-18: P 1M, 1/d: Summon LVL^2 Soldier5 NPCs (lvl = LVL-9, max=18)
Q Use "Mixed Classing" (even if illegal) to mix one (legal) Warrior class into this class
R Always roll max to hit & damage with physical attacks
S Ignore iWR, iaWR, iDR, iaDR, iER, "-blah/attack", damaging shields; considered +8 wpn
T Immune to Time Stop, Opposition, Imprisonment (spell or mirror or iron flask)
Level 18: Pick 2: Mercenary5 Level 9-12, Psi(-5) grand, other5 level 5-7
Level 20-26: U 1M, 1/d: Summon LVL^3 Soldier5 NPCs (lvl = LVL-9, max=24)
V Use "Mixed Classing" (even if illegal) to mix one (legal) class with a Str requirement into this class
W For each 10 points of physical damage, you lower a random stat by 1. (no save)
X Ignore planar displacement & immunity to weapons / matter / physical attacks
Y Immune to Put Down a Hole, As You Are, Truename Erased, DNA Scrambled
Z Pick 1 Level 14-18 (or lower) pick from any "5th Edition" class (this may be picked multiple times)
Level 27-36: Pick 1 Level 20-26 (or lower) pick from any "5th Edition" class.

[PC70] Collective 7.0 Classes


Chaos Warrior

Level KXP War/Chaos
123 456
1 0 *-- ---
2 2 1-- ---
3 4 2-- ---
4 8 21- ---
5 16 31- ---
6 32 32- ---
7 64 321 ---
8 120 331 ---
9 240 332 ---
10 360 332 1--
11 480 333 1--
12 600 333 2--
13 720 333 21-
14 840 333 31-
15 960 333 32-
16 1080 433 321
17 1200 443 331
18 1320 444 332
19 1440 444 432
20 1560 444 443
21 1680 444 444
22 1800 554 444
23 1920 555 444
24 2040 555 544
25 2160 555 554
26 2280 555 555
27 2400 665 555
28 2520 666 555
29 2640 666 655
30 2760 666 665
31 2880 666 666
32 3000 776 666
33 3120 777 666
34 3240 777 766
35 3360 777 776
36 3480 777 777
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 16, Dex 13
Alignment: any
HD/level: d8
Weapon Prof.: 4+level/3
To Hit Table: Ftr0
Save Table: Ftr0
Reference: DM, Angband
Groups: Warrior
 
Level 1: Over Hit: 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.
Can cast Warrior or Angband Chaos spells. Can cast one 1st level Angband Chaos spell (not a Warrior spell) at level 1.
Can cast Psi1200C powers as if they were Chaos spells (using this progression: Minor=1, Major=3, Grand=5, Super=7).
Angband Chaos Spells:
Magic Missile (SL=1): damage 3+LVLd4, no resistance
Trap/Door Destruction (SL=1): destroys adjacent traps and doors
Flash of Light (SL=1): lights area, damages light-sensitive creatures
Touch of Confusion (SL=1): Confusion (touch, Spell save)
Manaburst (SL=2): Mana ball, damage 3d5+3/2*LVL (group)
Fire Bolt (SL=2): Fire damage 8+LVLd8 (no save)
Fist of Force (SL=3): 8+LVLd8 disintegration damage
Tesseract Self (SL=3): Teleport, range sight

[PC70] Collective 7.0 Classes


[Q1200C] Psi1200C Powers

Type # Power CPPs Effect
Minor 1 Behold the Chaoticness 6 Rope-like shapes appear; Group is Insane (RSW save to lose CL San points instead)
Minor 2 Chaos Blast 6 Deal CLd4 Chaos dmg to one group (no save)
Minor 3 Confusion Area 10 Confusion (CL targets or 1 group, Will save)
Minor 4 Cthulhoid Horror Swarm I 13 Summon CL ML I or CL/2 ML II Cthulhoid Horror monsters
Minor 5 Dispel Radiation/Tech Blast 15 Dispels CL Radioactive, Wild/Chaos, or Technological effects
Minor 6 Dissension's Feast Area 20 10'x10' area has food spoiled; ruins goodberries; shuts off potions
Minor 7 Enervation Area 27 Enervation (CL targets or 1 group, PPD save)
Minor 8 Mistaken Missive Area 7 10'x10' area of writings (incl. magical writings, scrolls) becomes illegible; Removes Glyphs/Symbols
Minor 9 Protection from Law 10'r 7+1/r Protection from Law 10'r
Minor 10 Push Wave 6 Throw a group back (10*CL' Falling dmg, no save)
Minor 11 Taunt Blast 9 CL target creatures or 1 group will attack you on their next action (no save)
Minor 12 Trip/Fumble Zone 1/s x1 Enemy Special: Enemies Trip (Fort save) and Fumble (Reflex save) each segment
Major 1 Chaotic Combat Zone 38 x1 Special: Everyone rolls 1d10 to hit, "1"-"5" results are left alone (they mean 1-5), "6"-"10" means 16-20 (add 10 to the result)
Major 2 Contact Other/Higher Plane 17 Contact Other/Higher Plane or Commune, up to CL planes removed
Major 3 Cthulhoid Horror Swarm II 47 Summon CL/2 ML III or CL/3 ML IV or CL/4 ML V Cthulhoid Horror monsters
Major 4 Mirror Mislead 29+2/r Does a Non-Detection, a Mislead, a Mirror Image, and a Displacement
Major 5 Random Push Zone 28+1/s x1 Enemy Special: Enemies take 10*CL' Falling dmg per segment
Major 6 Reverse Causality 28 Creature saves vs. RSW or his physical attacks damage himself instead of others
Major 7 Sporacle 32 Sporacle (random [C] section effect) a group.
Major 8 Strip Down (Nude Bomb) 19+1/s Choose 1 target; he removes/drops 1 item and 1 effect /s (no save)
Major 9 Wishoid Mutation Zone 38/t x1 Special: Wishoids have random effects
Grand 1 Area Amplification 23 Your next Psi1200C power has double area (e.g. CL targets -> CL*2 targets; 1 group -> 2 groups)
Grand 2 Cthulhoid Horror Swarm III 170 Summon CL/3 ML VI or CL/4 ML VII or CL/5 ML VIII Cthulhoid Horror monsters
Grand 3 Enhance Radiation 54 The radiation level in the room is raised or lowered (your choice) by RS=CL/3
Grand 4 Hornung's Area Dispatcher 108 Plane Shift away (CL targets or 1 group, each goes to a random plane, Will save)
Grand 5 Uncontrolled Weather Zone 10/r x1 Terrain Feature: Weather in area become extreme; Everyone takes CLd20 Natural Weather dmg /r
Grand 6 Wandering Monster Modification 11/r x1 Terrain Feature: Wandering monsters occur either (choose:) x2 or ÷2 as often
Super 1 Cthulhoid Horror Swarm IV 614 Summon CL/4 ML IX or CL/5 ML X or CL/6 ML XI Cthulhoid Horror monsters
Super 2 Invoke Devastation 48/s x1 Terrain Feature: It's raining Colorless Fire; All in area are Wild Surged, Wand of Wondered, Sporacled, and DNA Scrambled /s
Super 3 Raw Logrus 320 All enemies you can see (up to CL groups) take CL^2 Chaos dmg (no save) and lose CL San (Will save for half)